// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com) on 14.12.2013
DEFINE OBJECTS 391
DEFINE OBJECT (noname)                
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT KILLFRENZY2PLYR          // Object number -43
DEFINE OBJECT TWOPLAYER                // Object number -44
DEFINE OBJECT PICKUPSAVE               // Object number -45
DEFINE OBJECT WOODENBOX                // Object number -46
DEFINE OBJECT NF_BLACKBOARD            // Object number -47
DEFINE OBJECT NF_LIST_1                // Object number -48
DEFINE OBJECT NF_LIST_2                // Object number -49
DEFINE OBJECT NF_LIST_3                // Object number -50
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -51
DEFINE OBJECT WS_APGATE                // Object number -52
DEFINE OBJECT GEN_DOOREXT03            // Object number -53
DEFINE OBJECT GEN_DOOREXT07            // Object number -54
DEFINE OBJECT GEN_DOORSHOP02           // Object number -55
DEFINE OBJECT GEN_DOOREXT04            // Object number -56
DEFINE OBJECT GEN_DOORSHOP3            // Object number -57
DEFINE OBJECT CUNTGIRLDOOR             // Object number -58
DEFINE OBJECT PIZZAHIGH                // Object number -59
DEFINE OBJECT CJ_PIZZA_1               // Object number -60
DEFINE OBJECT CJ_PIZZA_2               // Object number -61
DEFINE OBJECT BURGERHIGH               // Object number -62
DEFINE OBJECT CJ_BURG_1                // Object number -63
DEFINE OBJECT CJ_BURG_2                // Object number -64
DEFINE OBJECT CIGAR                    // Object number -65
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -66
DEFINE OBJECT MD_POSTER                // Object number -67
DEFINE OBJECT CR_DOOR_01               // Object number -68
DEFINE OBJECT CR_DOOR_03               // Object number -69
DEFINE OBJECT SHUTTER_VEGAS            // Object number -70
DEFINE OBJECT CR1_DOOR                 // Object number -71
DEFINE OBJECT CT_GATEXR                // Object number -72
DEFINE OBJECT A51_BLASTDOORR           // Object number -73
DEFINE OBJECT A51_BLASTDOORL           // Object number -74
DEFINE OBJECT A51_LABDOOR              // Object number -75
DEFINE OBJECT A51_JETDOOR              // Object number -76
DEFINE OBJECT PORTAKABIN               // Object number -77
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -78
DEFINE OBJECT AB_CASDORLOK             // Object number -79
DEFINE OBJECT IMY_SHASH_WALL           // Object number -80
DEFINE OBJECT TWRCRANE_M_04            // Object number -81
DEFINE OBJECT TWRCRANE_M_01            // Object number -82
DEFINE OBJECT TWRCRANE_M_02            // Object number -83
DEFINE OBJECT LODCRANE_M_04            // Object number -84
DEFINE OBJECT LODCRANE_M_01            // Object number -85
DEFINE OBJECT MAGNOCRANE_01            // Object number -86
DEFINE OBJECT MAGNOCRANE_02            // Object number -87
DEFINE OBJECT MAGNOCRANE_03            // Object number -88
DEFINE OBJECT LODNOCRANE_01            // Object number -89
DEFINE OBJECT LODNOCRANE_02            // Object number -90
DEFINE OBJECT LODNOCRANE_03            // Object number -91
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -92
DEFINE OBJECT QUARRY_CRANE             // Object number -93
DEFINE OBJECT QUARRY_CRANEARM          // Object number -94
DEFINE OBJECT BODYARMOUR               // Object number -95
DEFINE OBJECT BRIBE                    // Object number -96
DEFINE OBJECT A51_VENTCOVERB           // Object number -97
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -98
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -99
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -100
DEFINE OBJECT GWFORUM1_LAE             // Object number -101
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -102
DEFINE OBJECT CE_HILLSEAST06           // Object number -103
DEFINE OBJECT CUNTEGROUND23            // Object number -104
DEFINE OBJECT HILLSEAST05_LAE          // Object number -105
DEFINE OBJECT K_POOLQ                  // Object number -106
DEFINE OBJECT K_POOLBALLCUE            // Object number -107
DEFINE OBJECT K_POOLBALLSPT01          // Object number -108
DEFINE OBJECT K_POOLBALLSPT02          // Object number -109
DEFINE OBJECT K_POOLBALLSPT03          // Object number -110
DEFINE OBJECT K_POOLBALLSPT04          // Object number -111
DEFINE OBJECT K_POOLBALLSPT05          // Object number -112
DEFINE OBJECT K_POOLBALLSPT06          // Object number -113
DEFINE OBJECT K_POOLBALLSPT07          // Object number -114
DEFINE OBJECT K_POOLBALL8              // Object number -115
DEFINE OBJECT K_POOLBALLSTP01          // Object number -116
DEFINE OBJECT K_POOLBALLSTP02          // Object number -117
DEFINE OBJECT K_POOLBALLSTP03          // Object number -118
DEFINE OBJECT K_POOLBALLSTP04          // Object number -119
DEFINE OBJECT K_POOLBALLSTP05          // Object number -120
DEFINE OBJECT K_POOLBALLSTP06          // Object number -121
DEFINE OBJECT K_POOLBALLSTP07          // Object number -122
DEFINE OBJECT K_POOLQ2                 // Object number -123
DEFINE OBJECT CIGAR_GLOW               // Object number -124
DEFINE OBJECT DYN_WINE_BIG             // Object number -125
DEFINE OBJECT KB_BEER                  // Object number -126
DEFINE OBJECT LAEROAD30                // Object number -127
DEFINE OBJECT CASKET_LAW               // Object number -128
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -129
DEFINE OBJECT LAELODPARK02             // Object number -130
DEFINE OBJECT LAEMACPARK02             // Object number -131
DEFINE OBJECT BD_WINDOW                // Object number -132
DEFINE OBJECT BREAK_WALL_1B            // Object number -133
DEFINE OBJECT BREAK_WALL_2B            // Object number -134
DEFINE OBJECT BREAK_WALL_3B            // Object number -135
DEFINE OBJECT BD_FIRE1_O               // Object number -136
DEFINE OBJECT CR_AMMOBOX               // Object number -137
DEFINE OBJECT BREAK_WALL_1A            // Object number -138
DEFINE OBJECT BREAK_WALL_2A            // Object number -139
DEFINE OBJECT BREAK_WALL_3A            // Object number -140
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -141
DEFINE OBJECT SEC_KEYPAD               // Object number -142
DEFINE OBJECT KMB_RAMP                 // Object number -143
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -144
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -145
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -146
DEFINE OBJECT BARREL4                  // Object number -147
DEFINE OBJECT HEALTH                   // Object number -148
DEFINE OBJECT IMY_BBOX                 // Object number -149
DEFINE OBJECT IMY_LA_DOOR              // Object number -150
DEFINE OBJECT DB_AMMO                  // Object number -151
DEFINE OBJECT MED_BED_8                // Object number -152
DEFINE OBJECT CR_GUNCRATE              // Object number -153
DEFINE OBJECT GUNBOX                   // Object number -154
DEFINE OBJECT TMP_BIN                  // Object number -155
DEFINE OBJECT AMMOTRN_OBJ              // Object number -156
DEFINE OBJECT KMB_FRONTGATE            // Object number -157
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -158
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -159
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -160
DEFINE OBJECT NF_PED_COLL              // Object number -161
DEFINE OBJECT CM_BOX                   // Object number -162
DEFINE OBJECT FAKE_MULE_COL            // Object number -163
DEFINE OBJECT CARDBOARDBOX2            // Object number -164
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -165
DEFINE OBJECT IMMMCRAN                 // Object number -166
DEFINE OBJECT TRNTRK8_LAS              // Object number -167
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -168
DEFINE OBJECT KMB_SKIP                 // Object number -169
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -170
DEFINE OBJECT WHEEL_OR1                // Object number -171
DEFINE OBJECT DYN_WOODPILE2            // Object number -172
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -173
DEFINE OBJECT CJ_JUICE_CAN             // Object number -174
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -175
DEFINE OBJECT KMB_GOFLAG               // Object number -176
DEFINE OBJECT IMY_SKYLIGHT             // Object number -177
DEFINE OBJECT KMB_TROLLEY              // Object number -178
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -179
DEFINE OBJECT LXR_MOTELVENT            // Object number -180
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -181
DEFINE OBJECT MUNCH_DONUT              // Object number -182
DEFINE OBJECT CHOPCOP_ARMR             // Object number -183
DEFINE OBJECT CHOPCOP_LEGR             // Object number -184
DEFINE OBJECT CHOPCOP_HEAD             // Object number -185
DEFINE OBJECT CHOPCOP_TORSO            // Object number -186
DEFINE OBJECT WD_FENCE_ANIM            // Object number -187
DEFINE OBJECT CHOPCOP_ARML             // Object number -188
DEFINE OBJECT CHOPCOP_LEGL             // Object number -189
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -190
DEFINE OBJECT ROADWORKBARRIER1         // Object number -191
DEFINE OBJECT BRIEFCASE                // Object number -192
DEFINE OBJECT KMB_ATM1                 // Object number -193
DEFINE OBJECT KMB_ATM2                 // Object number -194
DEFINE OBJECT KMB_ATM3                 // Object number -195
DEFINE OBJECT MTSAFE                   // Object number -196
DEFINE OBJECT CAT2_SAFE_COL            // Object number -197
DEFINE OBJECT MAN_SAFENEW              // Object number -198
DEFINE OBJECT KEV_SAFE                 // Object number -199
DEFINE OBJECT RIDER1_DOOR              // Object number -200
DEFINE OBJECT KMB_MARIJUANA            // Object number -201
DEFINE OBJECT SW_HAYBREAK02            // Object number -202
DEFINE OBJECT GRASSPLANT               // Object number -203
DEFINE OBJECT PARKBENCH1               // Object number -204
DEFINE OBJECT PORTALOO                 // Object number -205
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -207
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -208
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -209
DEFINE OBJECT CLOTHESP                 // Object number -210
DEFINE OBJECT LAMPPOST3                // Object number -211
DEFINE OBJECT CT_STALL1                // Object number -212
DEFINE OBJECT CT_TABLE                 // Object number -213
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -214
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -215
DEFINE OBJECT A51_SPOTBASE             // Object number -216
DEFINE OBJECT A51_SPOTHOUSING          // Object number -217
DEFINE OBJECT A51_SPOTBULB             // Object number -218
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -220
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -221
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -222
DEFINE OBJECT CJ_PADLOCK               // Object number -223
DEFINE OBJECT KATANA_ANIM              // Object number -224
DEFINE OBJECT KATANA_LHAND             // Object number -225
DEFINE OBJECT MOBILE1993B              // Object number -226
DEFINE OBJECT WONGS_GATE               // Object number -227
DEFINE OBJECT DYN_RAMP                 // Object number -228
DEFINE OBJECT SNIPER_ANIM              // Object number -229
DEFINE OBJECT KMB_PACKET               // Object number -230
DEFINE OBJECT NTO_B_S                  // Object number -231
DEFINE OBJECT CARDBOARDBOX             // Object number -232
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -233
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -234
DEFINE OBJECT DYN_DUMPSTER             // Object number -235
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -236
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -237
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -238
DEFINE OBJECT TEMP_STINGER2            // Object number -239
DEFINE OBJECT TRAFFICCONE              // Object number -240
DEFINE OBJECT AD_JUMP                  // Object number -241
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -242
DEFINE OBJECT AD_ROADMARK1             // Object number -243
DEFINE OBJECT AD_ROADMARK2             // Object number -244
DEFINE OBJECT AD_FINISH                // Object number -245
DEFINE OBJECT MINIGUN_BASE             // Object number -246
DEFINE OBJECT WONGS_ERECTION           // Object number -247
DEFINE OBJECT WONGS_ERECTION2          // Object number -248
DEFINE OBJECT RCBOMB                   // Object number -249
DEFINE OBJECT BARREL2                  // Object number -250
DEFINE OBJECT MINI_MAGNET              // Object number -251
DEFINE OBJECT KMB_PLANK                // Object number -252
DEFINE OBJECT KMB_HOLDALL              // Object number -253
DEFINE OBJECT KMB_PARACHUTE            // Object number -254
DEFINE OBJECT AMMO_CAPSULE             // Object number -255
DEFINE OBJECT BARREL1                  // Object number -256
DEFINE OBJECT KB_BARREL                // Object number -257
DEFINE OBJECT CR_CRATESTACK            // Object number -258
DEFINE OBJECT D9_RUNWAY                // Object number -259
DEFINE OBJECT CARGO_TEST               // Object number -260
DEFINE OBJECT CARGO_STUFF              // Object number -261
DEFINE OBJECT CARGO_STORE              // Object number -262
DEFINE OBJECT KMILITARY_CRATE          // Object number -263
DEFINE OBJECT KMILITARY_BASE           // Object number -264
DEFINE OBJECT BLOCKPALLET              // Object number -265
DEFINE OBJECT TEMP_CRATE1              // Object number -266
DEFINE OBJECT K_SMASHBOXES             // Object number -267
DEFINE OBJECT K_CARGO1                 // Object number -268
DEFINE OBJECT K_CARGO4                 // Object number -269
DEFINE OBJECT GREEN_GLOOP              // Object number -270
DEFINE OBJECT BASEJUMP_TARGET          // Object number -271
DEFINE OBJECT DES_QUARRYGATE2          // Object number -272
DEFINE OBJECT DES_QUARRYGATE           // Object number -273
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -274
DEFINE OBJECT DYNAMITE                 // Object number -275
DEFINE OBJECT DYNO_BOX_A               // Object number -276
DEFINE OBJECT DYNO_BOX_B               // Object number -277
DEFINE OBJECT PRIVATESIGN3             // Object number -278
DEFINE OBJECT PRIVATESIGN1             // Object number -279
DEFINE OBJECT BARRIER_4ANDY            // Object number -280
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -281
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -282
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -283
DEFINE OBJECT AB_CARCASS               // Object number -284
DEFINE OBJECT AB_HOOK                  // Object number -285
DEFINE OBJECT FREEZER_DOOR             // Object number -286
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -287
DEFINE OBJECT CJ_MEAT_1                // Object number -288
DEFINE OBJECT CJ_MEAT_2                // Object number -289
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -290
DEFINE OBJECT JET_INTERIOR             // Object number -291
DEFINE OBJECT SMLPLANE_DOOR            // Object number -292
DEFINE OBJECT JET_DOOR                 // Object number -293
DEFINE OBJECT SMASH_BOX_STAY           // Object number -294
DEFINE OBJECT SMASH_BOX_BRK            // Object number -295
DEFINE OBJECT SMASHBOXPILE             // Object number -296
DEFINE OBJECT ST_ARCH_PLAN             // Object number -297
DEFINE OBJECT GEN_DOORINT01            // Object number -298
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -299
DEFINE OBJECT DYN_AIRCON               // Object number -300
DEFINE OBJECT SW_BIT_09                // Object number -301
DEFINE OBJECT GENERATOR_BIG            // Object number -302
DEFINE OBJECT AB_VAULTDOOR             // Object number -303
DEFINE OBJECT GENERATOR_BIG_D          // Object number -304
DEFINE OBJECT CJ_MONEY_BAG             // Object number -305
DEFINE OBJECT PARA_PACK                // Object number -306
DEFINE OBJECT CARGO_REAR               // Object number -307
DEFINE OBJECT D9_RAMP                  // Object number -308
DEFINE OBJECT PARACHUTE                // Object number -309
DEFINE OBJECT OPMANS01_CUNTE           // Object number -310
DEFINE OBJECT CEHOLLYHIL06             // Object number -311
DEFINE OBJECT SUNSET22_LAWN            // Object number -312
DEFINE OBJECT DRG_NU_EXT               // Object number -313
DEFINE OBJECT MISSILE_07_SFXR          // Object number -314
DEFINE OBJECT KMB_KEYPAD               // Object number -315
DEFINE OBJECT WATERJUMPX2              // Object number -316
DEFINE OBJECT BBALL_INGAME             // Object number -317
DEFINE OBJECT CJ_WIN_POP2              // Object number -318
DEFINE OBJECT LA_FUCKCAR1              // Object number -319
DEFINE OBJECT LA_FUCKCAR2              // Object number -320
DEFINE OBJECT TARGET_FRAME             // Object number -321
DEFINE OBJECT TARGET_LLEG              // Object number -322
DEFINE OBJECT TARGET_RLEG              // Object number -323
DEFINE OBJECT TARGET_LTORSO            // Object number -324
DEFINE OBJECT TARGET_RTORSO            // Object number -325
DEFINE OBJECT TARGET_LARM              // Object number -326
DEFINE OBJECT TARGET_RARM              // Object number -327
DEFINE OBJECT TARGET_HEAD              // Object number -328
DEFINE OBJECT DEAD_TIED_COP            // Object number -329
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -330
DEFINE OBJECT BLACKBAG2                // Object number -331
DEFINE OBJECT DYN_WOODPILE             // Object number -332
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -333
DEFINE OBJECT BOUY                     // Object number -334
DEFINE OBJECT WATERJUMP1               // Object number -335
DEFINE OBJECT LANDJUMP2                // Object number -336
DEFINE OBJECT BB_PICKUP                // Object number -337
DEFINE OBJECT PARA_COLLISION           // Object number -338
DEFINE OBJECT CJ_WHEEL_1               // Object number -339
DEFINE OBJECT CJ_WHEEL_02              // Object number -340
DEFINE OBJECT CJ_WHEEL_03              // Object number -341
DEFINE OBJECT CHIP_STACK07             // Object number -342
DEFINE OBJECT CHIP_STACK08             // Object number -343
DEFINE OBJECT CHIP_STACK12             // Object number -344
DEFINE OBJECT CHIP_STACK09             // Object number -345
DEFINE OBJECT CHIP_STACK11             // Object number -346
DEFINE OBJECT WHEEL_WEE                // Object number -347
DEFINE OBJECT ROULETTE_MARKER          // Object number -348
DEFINE OBJECT PEDALS                   // Object number -349
DEFINE OBJECT BEACHTOWEL01             // Object number -350
DEFINE OBJECT KMB_BPRESS               // Object number -351
DEFINE OBJECT BEACHTOWEL03             // Object number -352
DEFINE OBJECT BEACHTOWEL04             // Object number -353
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -354
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -355
DEFINE OBJECT BBALL_COL                // Object number -356
DEFINE OBJECT KMB_ROCK                 // Object number -357
DEFINE OBJECT CHIP_STACK10             // Object number -358
DEFINE OBJECT CHIP_STACK13             // Object number -359
DEFINE OBJECT CHIP_STACK14             // Object number -360
DEFINE OBJECT WHEEL_SUPPORT            // Object number -361
DEFINE OBJECT WHEEL_TABLE              // Object number -362
DEFINE OBJECT CLICKER                  // Object number -363
DEFINE OBJECT MONEY                    // Object number -364
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -365
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -367
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -368
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -369
DEFINE OBJECT TATTOO_KIT               // Object number -370
DEFINE OBJECT CJ_BARSTOOL              // Object number -371
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -372
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -373
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -374
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -375
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -376
DEFINE OBJECT CJ_DS_DOOR               // Object number -377
DEFINE OBJECT PIZZALOW                 // Object number -378
DEFINE OBJECT PIZZAMED                 // Object number -379
DEFINE OBJECT PIZZA_HEALTHY            // Object number -380
DEFINE OBJECT CLUCKLOW                 // Object number -381
DEFINE OBJECT CLUCKMED                 // Object number -382
DEFINE OBJECT CLUCKHIGH                // Object number -383
DEFINE OBJECT CLUCK_HEALTHY            // Object number -384
DEFINE OBJECT BURGERLOW                // Object number -385
DEFINE OBJECT BURGERMED                // Object number -386
DEFINE OBJECT BURGER_HEALTHY           // Object number -387
DEFINE OBJECT POLICE_BARRIER           // Object number -388
DEFINE OBJECT KMB_SHUTTER              // Object number -389
DEFINE OBJECT SFCOPDR                  // Object number -390

DEFINE MISSIONS 151
DEFINE MISSION 0 AT @INITIAL          
DEFINE MISSION 1 AT @INITIL2          
DEFINE MISSION 2 AT @INTRO            
DEFINE MISSION 3 AT @NONE             
DEFINE MISSION 4 AT @DUAL             
DEFINE MISSION 5 AT @SHTR             
DEFINE MISSION 6 AT @GRAV             
DEFINE MISSION 7 AT @OTB              
DEFINE MISSION 8 AT @POOL2            
DEFINE MISSION 9 AT @LOWR             
DEFINE MISSION 10 AT @ZERO5           
DEFINE MISSION 11 AT @INTRO1          
DEFINE MISSION 12 AT @INTRO2          
DEFINE MISSION 13 AT @SWEET1          
DEFINE MISSION 14 AT @SWEET1B         
DEFINE MISSION 15 AT @SWEET3          
DEFINE MISSION 16 AT @SWEET2          
DEFINE MISSION 17 AT @SWEET4          
DEFINE MISSION 18 AT @SWEET5          
DEFINE MISSION 19 AT @SWEET6          
DEFINE MISSION 20 AT @SWEET7          
DEFINE MISSION 21 AT @CRASH4          
DEFINE MISSION 22 AT @CRASH1          
DEFINE MISSION 23 AT @CRASH3          
DEFINE MISSION 24 AT @GUNS1           
DEFINE MISSION 25 AT @RYDER3          
DEFINE MISSION 26 AT @RYDER2          
DEFINE MISSION 27 AT @SMOKE1          
DEFINE MISSION 28 AT @SMOKE2          
DEFINE MISSION 29 AT @SMOKE3          
DEFINE MISSION 30 AT @SMOKE4          
DEFINE MISSION 31 AT @STRAP1          
DEFINE MISSION 32 AT @STRAP2          
DEFINE MISSION 33 AT @STRAP3          
DEFINE MISSION 34 AT @MUSIC5          
DEFINE MISSION 35 AT @CPRACE          
DEFINE MISSION 36 AT @CESAR1          
DEFINE MISSION 37 AT @LA1FIN1         
DEFINE MISSION 38 AT @LA1FIN2         
DEFINE MISSION 39 AT @BCRASH1         
DEFINE MISSION 40 AT @CATALIN         
DEFINE MISSION 41 AT @CAT1            
DEFINE MISSION 42 AT @CAT2            
DEFINE MISSION 43 AT @CAT3            
DEFINE MISSION 44 AT @CAT4            
DEFINE MISSION 45 AT @CATCUT          
DEFINE MISSION 46 AT @TRUTH1          
DEFINE MISSION 47 AT @TRUTH2          
DEFINE MISSION 48 AT @BCESAR4         
DEFINE MISSION 49 AT @GARAG1          
DEFINE MISSION 50 AT @GARAG2          
DEFINE MISSION 51 AT @SCRASH1         
DEFINE MISSION 52 AT @SCRASH2         
DEFINE MISSION 53 AT @WUZI1           
DEFINE MISSION 54 AT @FARLIE4         
DEFINE MISSION 55 AT @FARLIE5         
DEFINE MISSION 56 AT @WUZI2           
DEFINE MISSION 57 AT @WUZI4           
DEFINE MISSION 58 AT @SYN1            
DEFINE MISSION 59 AT @SYN2            
DEFINE MISSION 60 AT @SYN3            
DEFINE MISSION 61 AT @SYND4           
DEFINE MISSION 62 AT @SYN6            
DEFINE MISSION 63 AT @SYN7            
DEFINE MISSION 64 AT @SYN5            
DEFINE MISSION 65 AT @DRIV2           
DEFINE MISSION 66 AT @DRIV3           
DEFINE MISSION 67 AT @STEAL1          
DEFINE MISSION 68 AT @STEAL2          
DEFINE MISSION 69 AT @STEAL4          
DEFINE MISSION 70 AT @STEAL5          
DEFINE MISSION 71 AT @DSKOOL          
DEFINE MISSION 72 AT @ZERO1           
DEFINE MISSION 73 AT @ZERO2           
DEFINE MISSION 74 AT @ZERO4           
DEFINE MISSION 75 AT @TORENO1         
DEFINE MISSION 76 AT @TORENO2         
DEFINE MISSION 77 AT @DES3            
DEFINE MISSION 78 AT @DESERT4         
DEFINE MISSION 79 AT @DESERT6         
DEFINE MISSION 80 AT @DESERT9         
DEFINE MISSION 81 AT @MAF4            
DEFINE MISSION 82 AT @DES10           
DEFINE MISSION 83 AT @DESERT5         
DEFINE MISSION 84 AT @CASINO1         
DEFINE MISSION 85 AT @CASINO2         
DEFINE MISSION 86 AT @CASINO3         
DEFINE MISSION 87 AT @CASINO7         
DEFINE MISSION 88 AT @CASINO4         
DEFINE MISSION 89 AT @CASINO5         
DEFINE MISSION 90 AT @CASINO6         
DEFINE MISSION 91 AT @CASINO9         
DEFINE MISSION 92 AT @CASIN10         
DEFINE MISSION 93 AT @VCRASH1         
DEFINE MISSION 94 AT @VCRASH2         
DEFINE MISSION 95 AT @DOC2            
DEFINE MISSION 96 AT @HEIST1          
DEFINE MISSION 97 AT @HEIST3          
DEFINE MISSION 98 AT @HEIST2          
DEFINE MISSION 99 AT @HEIST4          
DEFINE MISSION 100 AT @HEIST5         
DEFINE MISSION 101 AT @HEIST9         
DEFINE MISSION 102 AT @MANSIO1        
DEFINE MISSION 103 AT @MANSIO2        
DEFINE MISSION 104 AT @MANSIO3        
DEFINE MISSION 105 AT @MANSON5        
DEFINE MISSION 106 AT @GROVE1         
DEFINE MISSION 107 AT @GROVE2         
DEFINE MISSION 108 AT @RIOT1          
DEFINE MISSION 109 AT @RIOT2          
DEFINE MISSION 110 AT @FINALEA        
DEFINE MISSION 111 AT @FINALEB        
DEFINE MISSION 112 AT @FINALEC        
DEFINE MISSION 113 AT @SHRANGE        
DEFINE MISSION 114 AT @GYMLS          
DEFINE MISSION 115 AT @GYMSF          
DEFINE MISSION 116 AT @GYMLV          
DEFINE MISSION 117 AT @TRUCK          
DEFINE MISSION 118 AT @QUARRY         
DEFINE MISSION 119 AT @BOAT           
DEFINE MISSION 120 AT @BSKOOL         
DEFINE MISSION 121 AT @TAXIODD        
DEFINE MISSION 122 AT @AMBULAN        
DEFINE MISSION 123 AT @FIRETRU        
DEFINE MISSION 124 AT @COPCAR         
DEFINE MISSION 125 AT @BURGJB         
DEFINE MISSION 126 AT @FREIGHT        
DEFINE MISSION 127 AT @PIMP           
DEFINE MISSION 128 AT @BLOOD          
DEFINE MISSION 129 AT @KICKSTA        
DEFINE MISSION 130 AT @TRIA           
DEFINE MISSION 131 AT @BCOUR          
DEFINE MISSION 132 AT @MTBIKER        
DEFINE MISSION 133 AT @STUNT          
DEFINE MISSION 134 AT @BUYPRO1        
DEFINE MISSION 135 AT @RAM_2P         
DEFINE MISSION 136 AT @BIKE_2P        
DEFINE MISSION 137 AT @CARS_2P        
DEFINE MISSION 138 AT @HELI_2P        
DEFINE MISSION 139 AT @PEDS_2P        
DEFINE MISSION 140 AT @RUN_LS         
DEFINE MISSION 141 AT @RUN_LV         
DEFINE MISSION 142 AT @RUN_SF         
DEFINE MISSION 143 AT @RUN_DE         
DEFINE MISSION 144 AT @RUN_CO         
DEFINE MISSION 145 AT @R_MILY         
DEFINE MISSION 146 AT @R_SUZI         
DEFINE MISSION 147 AT @R_BARB         
DEFINE MISSION 148 AT @R_KYLIE        
DEFINE MISSION 149 AT @R_COCH         
DEFINE MISSION 150 AT @R_MICH         

DEFINE EXTERNAL_SCRIPTS 78 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE // 0
DEFINE SCRIPT PARACHUTE AT @PARACH     // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2      // 2
DEFINE SCRIPT BCESAR3 AT @COKEC        // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT  // 4
DEFINE SCRIPT ROULETTE AT @ROULETE     // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC   // 6
DEFINE SCRIPT ARCADE AT @ARCADE        // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND  // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS  // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE      // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC     // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA     // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB      // 14
DEFINE SCRIPT BASKETB AT @BBALL        // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK        // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ        // 17
DEFINE SCRIPT WHEELO AT @WOF           // 18
DEFINE SCRIPT DEALER AT @DEALER        // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES    // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL     // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON    // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR  // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET    // 24
DEFINE SCRIPT GF_DATE AT @GFDATE       // 25
DEFINE SCRIPT GF_SEX AT @GFSEX         // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR     // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP     // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP  // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP // 31
DEFINE SCRIPT PLANES AT @PLANES        // 32
DEFINE SCRIPT TRAINS AT @TRAINS        // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP // 34
DEFINE SCRIPT DANCE AT @DANCE          // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN   // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF    // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER      // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF    // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR        // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM      // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH      // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP        // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL      // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR      // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL      // 47
DEFINE SCRIPT BARGUY AT @BARGUY        // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL      // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD      // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT      // 51
DEFINE SCRIPT DANCER AT @DANCER        // 52
DEFINE SCRIPT STRIPW AT @STRIPW        // 53
DEFINE SCRIPT STRIPM AT @STRIPM        // 54
DEFINE SCRIPT BROWSE AT @BROWSE        // 55
DEFINE SCRIPT COPSIT AT @COPSIT        // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK      // 57
DEFINE SCRIPT TICKET AT @TICKET        // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER      // 59
DEFINE SCRIPT AMMU AT @AMUNAT          // 60
DEFINE SCRIPT TATTOO AT @TATTO         // 61
DEFINE SCRIPT BARBER AT @BARB          // 62
DEFINE SCRIPT WARDROBE AT @WARROBE     // 63
DEFINE SCRIPT CLOTHES AT @CLOTH        // 64
DEFINE SCRIPT JUNKFUD AT @JFUD         // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD       // 66
DEFINE SCRIPT CRANE1 AT @CRANE1        // 67
DEFINE SCRIPT CRANE2 AT @CRANE2        // 68
DEFINE SCRIPT CRANE3 AT @CRANE3        // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1     // 70
DEFINE SCRIPT IMPOUND AT @IMPND        // 71
DEFINE SCRIPT VALET AT @VALET          // 72
DEFINE SCRIPT PHOTO AT @PHOTO          // 73
DEFINE SCRIPT PRISONR AT @PRISONR      // 74
DEFINE SCRIPT CAMERA AT @CAMERA        // 75
DEFINE SCRIPT DEBT AT @DEBT            // 76
DEFINE SCRIPT HOTDOG AT @HOTDOGV       // 77

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 4215

//-------------MAIN---------------
thread 'MAIN' 
fade 0 0 
08F8: display_stat_update_box 0 
042C: set_total_missions_to 147 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: refresh_game_renderer_at 2488.562 -1666.865 
03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757 
062A: change_float_stat 165 to 800.0 
062A: change_float_stat 23 to 50.0 
062A: change_float_stat 21 to 200.0 
062A: change_float_stat 160 to 0.0 
0629: change_integer_stat 181 to 0 
0629: change_integer_stat 68 to 0 
0053: $PLAYER_CHAR = create_player 0 at 2488.562 -1666.865 12.8757 
jump @MAIN_181 
0053: $SECOND_PLAYER = create_player 1 at 2488.562 -1666.865 12.8757 

:MAIN_181
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 
start_mission INITIAL // Initial 1
wait 0 
start_mission INITIL2 // Initial 2
$120 = 0 
0213: $668 = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 
0213: $669 = create_pickup #INFO type 3 at 1180.85 -1325.57 13.08 
0213: $670 = create_pickup #INFO type 3 at 1550.68 -1675.49 15.01 
0213: $123 = create_pickup #INFO type 3 at 2431.17 -1668.75 13.04 
$165 = 292.33 
$166 = -35.39 
$167 = 1000.5 
$163 = 0 
$192 = 1 
$192 = 2 
$193 = 0 
$194 = 0 
$351 = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $440 = 15 // = constant 
04AE: $441 = 38 // = constant 
04AE: $442 = 34 // = constant 
04AE: $444 = 8 // = constant 
04AE: $445 = 28 // = constant 
04AE: $443 = 16 // = constant 
04AE: $446 = 13 // = constant 
04AE: $486 = 12 // = constant 
04AE: $487 = 40 // = constant 
04AE: $533 = 46 // = constant 
04AE: $534 = 23 // = constant 
04AE: $536 = 43 // = constant 
04AE: $535 = 13 // = constant 
04AE: $537 = 33 // = constant 
04AE: $538 = 47 // = constant 
04AE: $587 = 44 // = constant 
04AE: $589 = 25 // = constant 
04AE: $593 = 52 // = constant 
04AE: $588 = 24 // = constant 
04AE: $585 = 42 // = constant 
04AE: $586 = 5 // = constant 
04AE: $623 = 15 // = constant 
04AE: $590 = 36 // = constant 
04AE: $624 = 38 // = constant 
jump @MAIN_1960 
04CE: $30 = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
04CE: $3122 = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $3123 = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $3124 = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
02A7: $438 = create_icon_marker_and_sphere $440 at $458 $459 $460 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
02A7: $435 = create_icon_marker_and_sphere $442 at $464 $465 $466 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
02A7: $437 = create_icon_marker_and_sphere $443 at $476 $477 $478 
02A7: $439 = create_icon_marker_and_sphere $446 at $479 $480 $481 
02A7: $483 = create_icon_marker_and_sphere $443 at $493 $494 $495 
02A7: $482 = create_icon_marker_and_sphere $486 at $505 $511 $517 
02A7: $485 = create_icon_marker_and_sphere $487 at $496 $497 $498 
02A7: $484 = create_icon_marker_and_sphere $446 at $502 $503 $504 
02A7: $531 = create_icon_marker_and_sphere $443 at $546 $547 $548 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
02A7: $526 = create_icon_marker_and_sphere $538 at $549 $550 $551 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
02A7: $525 = create_icon_marker_and_sphere $443 at $558 $559 $560 
02A7: $527 = create_icon_marker_and_sphere $537 at $576 $577 $578 
02A7: $539 = create_icon_marker_and_sphere $537 at $576 $577 $578 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 
02A7: $580 = create_icon_marker_and_sphere $586 at $603 $604 $605 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
02A7: $583 = create_icon_marker_and_sphere $588 at $615 $616 $617 
02A7: $582 = create_icon_marker_and_sphere $443 at $612 $613 $614 
02A7: $584 = create_icon_marker_and_sphere $589 at $618 $619 $620 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
02A7: $622 = create_icon_marker_and_sphere $623 at $632 $633 $634 
02A7: $591 = create_icon_marker_and_sphere $590 at $665 $666 $667 
02A7: $595 = create_icon_marker_and_sphere 36 at -2031.2 -118.0 34.3 
0570: $629 = create_asset_radar_marker_with_icon 36 at $3754 $3755 $3756 
0570: $631 = create_asset_radar_marker_with_icon 36 at $3754 $3755 $3756 
02A7: $121 = create_icon_marker_and_sphere $441 at 2228.0 -1722.811 12.5543 
0570: $3108 = create_asset_radar_marker_with_icon 35 at $885[5] $903[5] $921[5] 
0570: $627 = create_asset_radar_marker_with_icon 11 at $3739 $3740 $3741 
04CE: $3975 = create_icon_marker 27 at -2728.5 212.2 3.4 
04CE: $3976 = create_icon_marker 27 at -2728.5 212.2 3.4 
02A7: $65 = create_icon_marker_and_sphere 31 at $2910[0] $2942[0] $2974[0] 
02A7: $526 = create_icon_marker_and_sphere 31 at $2910[1] $2942[1] $2974[1] 
02A7: $54 = create_icon_marker_and_sphere 31 at $2910[2] $2942[2] $2974[2] 
04CE: $21 = create_icon_marker 51 at $3760 $3761 $3762 
04A6: $709 = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $711 
0213: $816 = create_pickup #KEYCARD type 3 at 0.0 0.0 0.0 
02A7: $1439 = create_icon_marker_and_sphere $593 at 2035.724 2727.96 9.8281 
0517: $3071[0] = create_unavailable_asset_pickup 'PROP_4' at $2910[0] $2942[0] $2974[0]  // You cannot buy this property yet.
0517: $3071[1] = create_unavailable_asset_pickup 'PROP_4' at $2910[1] $2942[1] $2974[1]  // You cannot buy this property yet.
0517: $3071[2] = create_unavailable_asset_pickup 'PROP_4' at $2910[2] $2942[2] $2974[2]  // You cannot buy this property yet.
0107: $4093 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0107: $4094 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
0107: $4095 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0107: $4096 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
0107: $4097 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0107: $4098 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0107: $4099 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0107: $4100 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0107: $4101 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0107: $4102 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
0107: $4103 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0107: $4104 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 

:MAIN_1960
01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 
$671 = 0 
$673 = 0 
$676 = 0 
$691 = 1.0 
$692 = 1.6 
$693 = 200 
$694 = 200 
$695 = 200 
$696 = 255 
$697 = 100 
$698 = 100 
$699 = 100 
$700 = 255 
$701 = 20 
$702 = 20 
$703 = 20 
$704 = 255 
014B: $4161 = init_car_generator 432 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $4161 cars_to_generate_to 0 
014B: $672 = init_car_generator 520 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $672 cars_to_generate_to 0 
$707 = -1 
0914: NOP 0 
0914: NOP 1 
0914: NOP 2 
0914: NOP 3 
0914: NOP 4 
0914: NOP 5 
0914: NOP 6 
0914: NOP 7 
0914: NOP 8 
0914: NOP 9 
0914: NOP 10 
0914: NOP 11 
0914: NOP 12 
0914: NOP 13 
0914: NOP 14 
0914: NOP 15 
0914: NOP 16 
0914: NOP 17 
0914: NOP 18 
0914: NOP 19 
0914: NOP 20 
0914: NOP 21 
0914: NOP 22 
0914: NOP 23 
0914: NOP 24 
0914: NOP 25 
0914: NOP 26 
0914: NOP 27 
0914: NOP 28 
0914: NOP 29 
0914: NOP 30 
0914: NOP 31 
0914: NOP 32 
0914: NOP 33 
0914: NOP 34 
0914: NOP 35 
0914: NOP 36 
0914: NOP 37 
0914: NOP 38 
0914: NOP 39 
0914: NOP 40 
0914: NOP 41 
0914: NOP 42 
0914: NOP 43 
0914: NOP 44 
0914: NOP 45 
0914: NOP 46 
0914: NOP 47 
0914: NOP 48 
0914: NOP 49 
0914: NOP 50 
0914: NOP 51 
0914: NOP 52 
0914: NOP 53 
0914: NOP 54 
0914: NOP 55 
0914: NOP 56 
0914: NOP 57 
0914: NOP 58 
0914: NOP 59 
0914: NOP 60 
0914: NOP 61 
0914: NOP 62 
0914: NOP 63 
0914: NOP 64 
0914: NOP 65 
0914: NOP 66 
0914: NOP 67 
0914: NOP 68 
0914: NOP 69 
0914: NOP 70 
0914: NOP 71 
0914: NOP 72 
0914: NOP 73 
0914: NOP 74 
0914: NOP 75 
0914: NOP 76 
0914: NOP 77 
0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 
0929: init_external_script_trigger 5 (ROULETTE) with_object_model #ROULETTE_TBL priority 60 radius 50.0 type 1 
0929: init_external_script_trigger 6 (OTB_SCRIPT) with_object_model #OTB_MACHINE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_3 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_2 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_1 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SWANK_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SNESISH priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #LOW_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACHFD priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACH priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDIN3 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_CANDYVENDOR priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_CANDY priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_SPRUNK priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #ICESCART_PROP priority 100 radius 42.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #CHILLIDOGCART priority 100 radius 42.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #NOODLECART_PROP priority 100 radius 42.0 type -1 
$708 = 0 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOL priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOR priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 11 (GYMBIKE) with_object_model #GYM_BIKE priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 12 (GYMBENCH) with_object_model #GYM_BENCH1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 13 (GYMTREAD) with_object_model #GYM_TREADMILL priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 14 (GYMDUMB) with_object_model #GYM_MAT1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALL_LAX priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALLHUB_LAX01 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 21 (POOL_SCRIPT) with_object_model #K_POOLTABLESM priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #NEIL_SLOT priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #CJ_SLOT_BANK priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 17 (BLACKJ) with_object_model #BLCK_JACK priority 50 radius 70.0 type 1 
0929: init_external_script_trigger 18 (WHEELO) with_object_model #WHEEL_O_FORTUNE priority 50 radius 70.0 type 1 
$711 = 1 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_trigger 19 (DEALER) with_actor_model 28 priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model 29 priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model 30 priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model 254 priority 100 
0928: init_external_script_trigger 77 (HOTDOG) with_actor_model 168 priority 100 
08E8: assign_external_script_handle 'DEALER' to_model 28 
08E8: assign_external_script_handle 'DEALER' to_model 29 
08E8: assign_external_script_handle 'DEALER' to_model 30 
08E8: assign_external_script_handle 'DEALER' to_model 254 
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
create_thread @ODDVEH 
create_thread @R3 
create_thread @GYM 
create_thread @SHOOT 
create_thread @BLOODR 
create_thread @HOTR 
create_thread @KICKS 
create_thread @PSAVE1 
create_thread @FLOW 
create_thread @HELP 
create_thread @COLLS 
create_thread @CRANES 
create_thread @BUY_PRO 
create_thread @VALET_L 
create_thread @ADPLANE 
create_thread @TRAINSL 
create_thread @IMPND_L 
create_thread @OPENUP 
create_thread @TRI 
create_thread_wb @NONAME_1 
create_thread_wb @NONAME_2 
create_thread_wb @NONAME_3 
create_thread_wb @NONAME_4 
create_thread_wb @NONAME_5 
create_thread_wb @NONAME_6 
create_thread_wb @APCHECK 
create_thread_wb @GFINIT 
create_thread_wb @NONAME_7 
create_thread_wb @NONAME_8 
create_thread_wb @HJ 
create_thread_wb @CELLFON 
fade 0 0 
09BA: show_entered_zone_name 0 
wait 0 
wait 0 
03B7: process_cutscene_only 0 
0169: set_fade_color_RGB 0 0 0 
wait 2000 
03B7: process_cutscene_only 1 
01F0: set_max_wanted_level_to 4 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_5742 
set_weather 1 
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 
$3936 = 1 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
if 
80E1:   not player 0 pressed_key 16 
else_jump @MAIN_4061 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
$23 = 0 
0629: change_integer_stat 181 to 0 
create_thread_wb @MS_SKIP 
09BA: show_entered_zone_name 0 
fade 1 1000 
jump @MAIN_5657 

:MAIN_4061
$23 = 0 
0629: change_integer_stat 181 to 3 
create_thread_wb @MS_SKIP 
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
0777: delete_objects_in_object_group "BARRIERS1" 
0777: delete_objects_in_object_group "BARRIERS2" 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
04CE: $3122 = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $3123 = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $3124 = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
04CE: $4025 = create_icon_marker 45 at -2376.4 909.2 45.4 
04CE: $4026 = create_icon_marker 45 at 1654.0 1733.4 11.0 
04CE: $4027 = create_icon_marker 45 at 2105.7 2257.4 11.0 
04CE: $4033 = create_icon_marker 45 at -2371.1 910.2 47.2 
04CE: $4028 = create_icon_marker 45 at 501.7 -1358.5 16.4 
04CE: $4029 = create_icon_marker 45 at 2818.6 2401.5 11.0 
04CE: $4023 = create_icon_marker 45 at 2112.8 -1214.7 23.9 
04CE: $4024 = create_icon_marker 45 at 2772.0 2447.6 11.0 
04CE: $4035 = create_icon_marker 45 at -2489.0 -26.9 32.6 
$4043 = 1 
04CE: $3978 = create_icon_marker 7 at 822.6 -1590.3 13.5 
04CE: $3979 = create_icon_marker 7 at -2570.1 245.4 10.3 
04CE: $3980 = create_icon_marker 7 at 2726.6 -2026.4 17.5 
04CE: $3981 = create_icon_marker 7 at 2080.3 2119.0 10.8 
04CE: $3982 = create_icon_marker 7 at 675.7 -496.6 16.8 
04CE: $3983 = create_icon_marker 29 at -1805.7 943.2 24.8 
04CE: $3984 = create_icon_marker 29 at 2750.9 2470.9 11.0 
04CE: $3985 = create_icon_marker 29 at 2351.8 2529.0 10.8 
04CE: $3986 = create_icon_marker 29 at 2635.5 1847.4 11.0 
04CE: $3987 = create_icon_marker 29 at 2083.4 2221.0 11.0 
04CE: $3988 = create_icon_marker 29 at -1719.1 1359.4 8.6 
04CE: $3989 = create_icon_marker 29 at 2330.2 75.2 31.0 
04CE: $3990 = create_icon_marker 29 at 203.2 -200.4 6.5 
04CE: $3991 = create_icon_marker 10 at 812.9 -1616.1 13.6 
04CE: $3992 = create_icon_marker 10 at 1199.1 -924.0 43.3 
04CE: $3993 = create_icon_marker 10 at 2362.2 2069.9 10.8 
04CE: $3994 = create_icon_marker 10 at 2469.5 2033.8 10.8 
04CE: $3995 = create_icon_marker 10 at 2172.9 2795.7 10.8 
04CE: $3996 = create_icon_marker 10 at 1875.3 2072.0 10.8 
04CE: $3997 = create_icon_marker 10 at 1161.5 2072.0 10.8 
04CE: $3998 = create_icon_marker 10 at -2356.0 1009.0 49.0 
04CE: $3999 = create_icon_marker 10 at -1913.3 826.2 36.9 
04CE: $4000 = create_icon_marker 10 at -2335.6 -165.6 39.5 
04CE: $4001 = create_icon_marker 14 at 2397.8 -1895.6 13.7 
04CE: $4002 = create_icon_marker 14 at 2421.6 -1509.6 24.1 
04CE: $4003 = create_icon_marker 14 at -2671.6 257.4 4.6 
04CE: $4004 = create_icon_marker 14 at 2392.4 2046.5 10.8 
04CE: $4005 = create_icon_marker 14 at 2844.5 2401.1 11.0 
04CE: $4006 = create_icon_marker 14 at 2635.5 1674.3 11.0 
04CE: $4007 = create_icon_marker 14 at 2105.7 2228.7 11.0 
04CE: $4008 = create_icon_marker 14 at -2154.0 -2461.2 30.8 
04CE: $4009 = create_icon_marker 14 at -1816.2 620.8 37.5 
04CE: $4010 = create_icon_marker 14 at -1216.0 1831.4 45.3 
04CE: $4011 = create_icon_marker 14 at 172.73 1176.76 13.7 
04CE: $4012 = create_icon_marker 14 at 932.0 -1353.0 14.0 
04CE: $4013 = create_icon_marker 39 at 1971.7 -2036.6 13.5 
04CE: $4014 = create_icon_marker 39 at 2071.6 -1779.9 13.5 
04CE: $4015 = create_icon_marker 39 at 2094.6 2119.0 10.8 
04CE: $4016 = create_icon_marker 39 at -2490.5 -40.1 39.3 
$4042 = 1 
04CE: $412 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $3965 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $3966 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $3967 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $3968 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $3969 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $3970 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $3971 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $3972 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $3973 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $3974 = create_icon_marker 6 at 2332.9 63.6 31.0 
09B4: set_object_property_at $2910[2] $2942[2] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'DHANGAR' 
$66 = 1 
09BA: show_entered_zone_name 1 
$22 = 1 
fade 1 1000 

:MAIN_5657
if 
0A65: 
else_jump @MAIN_5695 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
$23 = 0 
start_mission INTRO // Intro

:MAIN_5695
$40 = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_5729 
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:MAIN_5729
01B7: release_weather 
08F8: display_stat_update_box 1 
jump @MAIN_5749 

:MAIN_5742
$712 = 0 

:MAIN_5749
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_7482 
077E: get_active_interior_to $42 
0652: $24 = integer_stat 181 
07D0: $39 = weekday 
09FB: $153 = current_language 
0842: $3253 = player $PLAYER_CHAR town_number 
01BD: $6668 = current_time_in_ms 
if 
  $671 == 1 
else_jump @MAIN_5888 
0084: $6667 = $6668 // (int) 
0060: $6667 -= $6669 // (int) 
if 
  $6667 >= 180000 
else_jump @MAIN_5888 
$671 = 0 
$673 = 0 
$6667 = 0 
$11398 = 0 

:MAIN_5888
if or
03B0:   garage 'BODLAWN' door_open 
03B0:   garage 'MODLAST' door_open 
03B0:   garage 'MDSSFSE' door_open 
03B0:   garage 'MDS1SFS' door_open 
03B0:   garage 'VECMOD' door_open 
else_jump @MAIN_6010 
0926: $712 = external_script_status 66 (CARMOD1) 
if 
  $712 == 0 
else_jump @MAIN_6003 
08A9: load_external_script 66 (CARMOD1) 
if 
08AB:   external_script 66 (CARMOD1) loaded 
else_jump @MAIN_6003 
0913: run_external_script 66 (CARMOD1)  

:MAIN_6003
jump @MAIN_6014 

:MAIN_6010
090F: end_external_script 66 (CARMOD1) 

:MAIN_6014
if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
else_jump @MAIN_6088 
0926: $712 = external_script_status 0 (PLAYER_PARACHUTE) 
if 
  $712 == 0 
else_jump @MAIN_6081 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
else_jump @MAIN_6081 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_6081
jump @MAIN_6092 

:MAIN_6088
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_6092
if and
0491:   actor $PLAYER_ACTOR has_weapon 43 
  $ONMISSION == 0 
else_jump @MAIN_6173 
0926: $712 = external_script_status 75 (CAMERA) 
if 
  $712 == 0 
else_jump @MAIN_6166 
08A9: load_external_script 75 (CAMERA) 
if 
08AB:   external_script 75 (CAMERA) loaded 
else_jump @MAIN_6166 
0913: run_external_script 75 (CAMERA)  

:MAIN_6166
jump @MAIN_6177 

:MAIN_6173
090F: end_external_script 75 (CAMERA) 

:MAIN_6177
if 
  $ONMISSION == 0 
else_jump @MAIN_7169 
if 
  10 > $544 
else_jump @MAIN_6646 
if 
  $63 > 2 
else_jump @MAIN_6646 
if 
  $88 > 400 
else_jump @MAIN_6574 
0926: $712 = external_script_status 2 (BCESAR2) 
if 
  $712 == 0 
else_jump @MAIN_6412 
if 
  $417 == 0 
else_jump @MAIN_6412 
0926: $712 = external_script_status 3 (BCESAR3) 
if 
  $712 == 0 
else_jump @MAIN_6412 
07D0: $39 = weekday 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $39 == 4 
  $39 == 7 
else_jump @MAIN_6412 
if or
  $33 >= 19 
  7 > $33 
else_jump @MAIN_6412 
08A9: load_external_script 3 (BCESAR3) 
if 
08AB:   external_script 3 (BCESAR3) loaded 
else_jump @MAIN_6412 
0913: run_external_script 3 (BCESAR3)  
$417 = 1 

:MAIN_6412
0926: $712 = external_script_status 3 (BCESAR3) 
if 
  $712 == 0 
else_jump @MAIN_6574 
if 
  $416 == 0 
else_jump @MAIN_6574 
0926: $712 = external_script_status 2 (BCESAR2) 
if 
  $712 == 0 
else_jump @MAIN_6574 
07D0: $39 = weekday 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $39 == 2 
  $39 == 6 
else_jump @MAIN_6574 
if and
  $33 >= 5 
  17 > $33 
else_jump @MAIN_6574 
08A9: load_external_script 2 (BCESAR2) 
if 
08AB:   external_script 2 (BCESAR2) loaded 
else_jump @MAIN_6574 
0913: run_external_script 2 (BCESAR2)  
$416 = 1 

:MAIN_6574
07D0: $39 = weekday 
if or
  $39 == 1 
  $39 == 3 
  $39 == 5 
else_jump @MAIN_6639 
$416 = 0 
$417 = 0 
$88 = 0 
jump @MAIN_6646 

:MAIN_6639
$88 += 1 

:MAIN_6646
if and
  $194 == 1 
  $ONMISSION == 0 
else_jump @MAIN_6867 
if 
  $193 == 0 
else_jump @MAIN_6806 
0926: $712 = external_script_status 22 (LOWR_CONT) 
if 
  $712 == 0 
else_jump @MAIN_6799 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_6799 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
else_jump @MAIN_6799 
08A9: load_external_script 22 (LOWR_CONT) 
if 
08AB:   external_script 22 (LOWR_CONT) loaded 
else_jump @MAIN_6799 
0913: run_external_script 22 (LOWR_CONT)  
$193 = 1 

:MAIN_6799
jump @MAIN_6867 

:MAIN_6806
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_6867 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
else_jump @MAIN_6867 
$193 = 0 

:MAIN_6867
0871: init_jump_table $707 total_jumps 8 default_jump 0 @MAIN_7162 jumps 0 @MAIN_6995 1 @MAIN_7013 2 @MAIN_7031 3 @MAIN_7049 4 @MAIN_7067 5 @MAIN_7085 6 @MAIN_7103 
0872: jump_table_jumps 7 @MAIN_7121 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 -1 @MAIN_7162 

:MAIN_6995
$ONMISSION = 1 
start_mission NONE // Video Game: They Crawled From Uranus
jump @MAIN_7162 

:MAIN_7013
$ONMISSION = 1 
start_mission DUAL // Video Game: Dualuty
jump @MAIN_7162 

:MAIN_7031
$ONMISSION = 1 
start_mission SHTR // Video Game: Go Go Space Monkey
jump @MAIN_7162 

:MAIN_7049
$ONMISSION = 1 
start_mission GRAV // Video Game: Let's Get Ready To Bumble
jump @MAIN_7162 

:MAIN_7067
$ONMISSION = 1 
start_mission OTB // Video Game: Inside Track Betting
jump @MAIN_7162 

:MAIN_7085
$ONMISSION = 1 
start_mission POOL2 // Pool
jump @MAIN_7162 

:MAIN_7103
$ONMISSION = 1 
start_mission LOWR // Lowrider (Bet And Dance)
jump @MAIN_7162 

:MAIN_7121
$ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
gosub @LITCAS_267 
start_mission ZERO5 // Beefy Baron
jump @MAIN_7162 

:MAIN_7162
jump @MAIN_7208 

:MAIN_7169
if or
  $416 == 1 
  $417 == 1 
else_jump @MAIN_7201 
$88 = 0 

:MAIN_7201
$707 = -1 

:MAIN_7208
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAIN_7482 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 
else_jump @MAIN_7318 
0926: $712 = external_script_status 70 (CARPARK1) 
if 
  $712 == 0 
else_jump @MAIN_7311 
08A9: load_external_script 70 (CARPARK1) 
if 
08AB:   external_script 70 (CARPARK1) loaded 
else_jump @MAIN_7311 
0913: run_external_script 70 (CARPARK1)  

:MAIN_7311
jump @MAIN_7322 

:MAIN_7318
090F: end_external_script 70 (CARPARK1) 

:MAIN_7322
if 
04A3:   $3253 == 1 // == constant 
else_jump @MAIN_7482 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
else_jump @MAIN_7457 
if 
  $156 == 0 
else_jump @MAIN_7450 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @MAIN_7443 
$6733 = 0.0 

:MAIN_7443
$156 = 1 

:MAIN_7450
jump @MAIN_7482 

:MAIN_7457
if 
  $156 == 1 
else_jump @MAIN_7482 
$156 = 0 

:MAIN_7482
jump @MAIN_5749 

:INT
thread 'INT' 

:INT_11
wait $13 
if 
  $447 == 2 
else_jump @INT_36 
end_thread 

:INT_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INT_292 
if 
  $ONMISSION == 0 
else_jump @INT_292 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $458 $459 $460 radius 1.0 1.0 2.0 on_foot 
else_jump @INT_182 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @INT_182 
if 
  $447 == 0 
else_jump @INT_182 
$ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smoke
gosub @PSAVE1_1140 
03E6: remove_text_box 
start_mission INTRO1 // Big Smoke

:INT_182
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $464 $465 $466 radius 1.2 1.2 2.0 on_foot 
else_jump @INT_292 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @INT_292 
if 
  $447 == 1 
else_jump @INT_292 
$ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2  // Ryder
gosub @PSAVE1_1498 
start_mission INTRO2 // Ryder

:INT_292
jump @INT_11 

:SWEET
thread 'SWEET' 

:SWEET_11
wait $13 
if 
  $451 == 9 
else_jump @SWEET_36 
end_thread 

:SWEET_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SWEET_807 
if 
  $ONMISSION == 0 
else_jump @SWEET_807 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $461 $462 $463 radius 1.2 1.2 2.0 on_foot 
else_jump @SWEET_684 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SWEET_684 
if 
  $451 == 0 
else_jump @SWEET_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_1' time 1000 style 2  // Tagging up Turf
gosub @PSAVE1_1320 
start_mission SWEET1 // Tagging Up Turf

:SWEET_180
if 
  $451 == 1 
else_jump @SWEET_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET1B' time 1000 style 2  // Cleaning the Hood
gosub @PSAVE1_1320 
start_mission SWEET1B // Cleaning The Hood

:SWEET_232
if 
  $451 == 2 
else_jump @SWEET_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_3' time 1000 style 2  // Drive-thru
gosub @PSAVE1_1320 
start_mission SWEET3 // Drive-Thru

:SWEET_284
if 
  $451 == 3 
else_jump @SWEET_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_2' time 1000 style 2  // Nines and AK's
gosub @PSAVE1_1320 
start_mission SWEET2 // Nines And AK's

:SWEET_336
if 
  $451 == 4 
else_jump @SWEET_388 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_4' time 1000 style 2  // Drive-By
gosub @PSAVE1_1320 
start_mission SWEET4 // Drive-By

:SWEET_388
if 
  $451 == 5 
else_jump @SWEET_440 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_5' time 1000 style 2  // Sweet's Girl
gosub @PSAVE1_1320 
start_mission SWEET5 // Sweet's Girl

:SWEET_440
if 
  $451 == 6 
else_jump @SWEET_492 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_6' time 1000 style 2  // Cesar Vialpando
gosub @PSAVE1_1320 
start_mission SWEET6 // Cesar Vialpando

:SWEET_492
if 
  $451 == 8 
else_jump @SWEET_684 
0956: get_respect_to $46 
if 
  $46 > 1 
else_jump @SWEET_632 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if and
  $33 >= 9 
  17 > $33 
else_jump @SWEET_609 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_7' time 1000 style 2  // Los Sepulcros
gosub @PSAVE1_1320 
start_mission SWEET7 // Los Sepulcros
jump @SWEET_625 

:SWEET_609
00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.

:SWEET_625
jump @SWEET_684 

:SWEET_632
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
if 
  $3592 == 0 
else_jump @SWEET_684 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
$3592 = 1 

:SWEET_684
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1365.251 -1280.12 12.5469 radius 1.2 1.2 2.0 on_foot 
else_jump @SWEET_807 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SWEET_807 
if and
  $451 == 7 
  $1370 == 1 
else_jump @SWEET_807 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_2' time 1000 style 2  // Doberman
gosub @LITCAS_267 
start_mission CRASH4 // Doberman

:SWEET_807
jump @SWEET_11 

:CRASH
thread 'CRASH' 

:CRASH_11
wait $13 
if 
  $455 == 2 
else_jump @CRASH_36 
end_thread 

:CRASH_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRASH_232 
if 
  $ONMISSION == 0 
else_jump @CRASH_232 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $476 $477 $478 radius 1.2 1.2 2.0 on_foot 
else_jump @CRASH_232 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CRASH_232 
if 
  $455 == 0 
else_jump @CRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_1' time 1000 style 2  // Burning Desire
gosub @PSAVE1_1836 
start_mission CRASH1 // Burning Desire

:CRASH_180
if 
  $455 == 1 
else_jump @CRASH_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_3' time 1000 style 2  // Gray Imports
gosub @PSAVE1_1836 
start_mission CRASH3 // Gray Imports

:CRASH_232
jump @CRASH_11 

:RYDER
thread 'RYDER' 

:RYDER_11
wait $13 
if 
  $452 == 3 
else_jump @RYDER_36 
end_thread 

:RYDER_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @RYDER_342 
if 
  $ONMISSION == 0 
else_jump @RYDER_342 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $464 $465 $466 radius 1.6 1.2 2.0 on_foot 
else_jump @RYDER_342 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @RYDER_342 
if 
  $452 == 0 
else_jump @RYDER_238 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if and
  $33 >= 12 
  20 > $33 
else_jump @RYDER_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2  // Home Invasion
gosub @PSAVE1_1498 
start_mission GUNS1 // Home Invasion
jump @RYDER_238 

:RYDER_222
00BC: show_text_highpriority GXT 'MTIME6' time 1000 flag 1  // ~s~Come back between 12:00 and 20:00.

:RYDER_238
if 
  $452 == 1 
else_jump @RYDER_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_3' time 1000 style 2  // Catalyst
gosub @PSAVE1_1498 
start_mission RYDER3 // Catalyst

:RYDER_290
if 
  $452 == 2 
else_jump @RYDER_342 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_2' time 1000 style 2  // Robbing Uncle Sam
gosub @PSAVE1_1498 
start_mission RYDER2 // Robbing Uncle Sam

:RYDER_342
jump @RYDER_11 

:SMOKE
thread 'SMOKE' 

:SMOKE_11
wait $13 
if 
  $453 == 4 
else_jump @SMOKE_36 
end_thread 

:SMOKE_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SMOKE_336 
if 
  $ONMISSION == 0 
else_jump @SMOKE_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $467 $468 $469 radius 1.2 1.2 2.0 on_foot 
else_jump @SMOKE_336 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SMOKE_336 
if 
  $453 == 0 
else_jump @SMOKE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_1' time 1000 style 2  // OG Loc
gosub @PSAVE1_1676 
start_mission SMOKE1 // OG Loc

:SMOKE_180
if 
  $453 == 1 
else_jump @SMOKE_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_2' time 1000 style 2  // Running Dog
gosub @PSAVE1_1676 
start_mission SMOKE2 // Running Dog

:SMOKE_232
if 
  $453 == 2 
else_jump @SMOKE_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_3' time 1000 style 2  // Wrong Side of the Tracks
gosub @PSAVE1_1676 
start_mission SMOKE3 // Wrong Side of the Tracks

:SMOKE_284
if 
  $453 == 3 
else_jump @SMOKE_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_4' time 1000 style 2  // Just Business
gosub @PSAVE1_1676 
start_mission SMOKE4 // Just Business

:SMOKE_336
jump @SMOKE_11 

:STRAP
thread 'STRAP' 

:STRAP_11
wait $13 
if 
  $454 == 5 
else_jump @STRAP_36 
end_thread 

:STRAP_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRAP_620 
if 
  $ONMISSION == 0 
else_jump @STRAP_620 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $470 $471 $472 radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_452 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @STRAP_452 
if 
  $454 == 0 
else_jump @STRAP_238 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 22 
  6 > $33 
else_jump @STRAP_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_1' time 1000 style 2  // Life's a Beach
gosub @PSAVE1_2014 
start_mission STRAP1 // Life's a Beach
jump @STRAP_238 

:STRAP_222
00BC: show_text_highpriority GXT 'MTIME5' time 1000 flag 1  // ~s~Come back between 22:00 and 6:00.

:STRAP_238
if 
  $454 == 1 
else_jump @STRAP_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_2' time 1000 style 2  // Madd Dogg's Rhymes
gosub @PSAVE1_2014 
start_mission STRAP2 // Madd Dogg's Rhymes

:STRAP_290
if 
  $454 == 2 
else_jump @STRAP_400 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 12 
  5 > $33 
else_jump @STRAP_384 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_3' time 1000 style 2  // Management Issues
gosub @PSAVE1_2014 
start_mission STRAP3 // Management Issues
jump @STRAP_400 

:STRAP_384
00BC: show_text_highpriority GXT 'MTIME2' time 1000 flag 1  // ~s~Come back between 12:00 and 5:00.

:STRAP_400
if 
  $454 == 3 
else_jump @STRAP_452 
$ONMISSION = 1 
gosub @PSAVE1_2014 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
start_mission MUSIC5 // House Party

:STRAP_452
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $473 $474 $475 radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_620 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @STRAP_620 
if 
  $454 == 4 
else_jump @STRAP_620 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @STRAP_604 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
gosub @PSAVE1_2174 
start_mission MUSIC5 // House Party
jump @STRAP_620 

:STRAP_604
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:STRAP_620
jump @STRAP_11 

:CESAR
thread 'CESAR' 

:CESAR_11
wait 0 
if 
  $456 == 1 
else_jump @CESAR_35 
end_thread 

:CESAR_35
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CESAR_344 
if 
  $ONMISSION == 0 
else_jump @CESAR_130 
if 
  $456 == 0 
else_jump @CESAR_130 
if 
  $3723 == 1 
else_jump @CESAR_130 
04AE: $351 = 0 // = constant 
$120 = 0 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track
$3723 = 2 

:CESAR_130
if 
  $ONMISSION == 0 
else_jump @CESAR_344 
if 
  $456 == 0 
else_jump @CESAR_344 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $479 $480 $481 radius 4.0 4.0 3.0 
else_jump @CESAR_344 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CESAR_328 
03C0: $3584 = actor $PLAYER_ACTOR car 
if 
096E:   car $3584 lowrider 
else_jump @CESAR_305 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CESAR_298 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CESAR_1' time 1000 style 2  // High Stakes, Low-rider
gosub @PSAVE1_2334 
start_mission CESAR1 // Lowrider (High Stakes)

:CESAR_298
jump @CESAR_321 

:CESAR_305
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_321
jump @CESAR_344 

:CESAR_328
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_344
jump @CESAR_11 

:LA1FIN
thread 'LA1FIN' 

:LA1FIN_11
wait $13 
if 
  $457 == 2 
else_jump @LA1FIN_36 
end_thread 

:LA1FIN_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LA1FIN_340 
if 
  $ONMISSION == 0 
else_jump @LA1FIN_340 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $461 $462 $463 radius 1.0 1.0 2.0 on_foot 
else_jump @LA1FIN_340 
if 
  $451 == 9 
else_jump @LA1FIN_340 
if 
  $453 == 4 
else_jump @LA1FIN_340 
if 
  $454 == 5 
else_jump @LA1FIN_340 
if 
  $452 == 3 
else_jump @LA1FIN_340 
if 
  $455 == 2 
else_jump @LA1FIN_340 
if 
  $456 == 1 
else_jump @LA1FIN_340 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @LA1FIN_340 
if 
  $457 == 0 
else_jump @LA1FIN_288 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN1' time 1000 style 2  // Reuniting the Families
gosub @PSAVE1_1320 
start_mission LA1FIN1 // Reuniting The Families

:LA1FIN_288
if 
  $457 == 1 
else_jump @LA1FIN_340 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN2' time 1000 style 2  // The Green Sabre
gosub @PSAVE1_1320 
start_mission LA1FIN2 // The Green Sabre

:LA1FIN_340
jump @LA1FIN_11 

:BCRASH
thread 'BCRASH' 

:BCRASH_11
wait $13 
if 
  $492 == 1 
else_jump @BCRASH_36 
end_thread 

:BCRASH_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCRASH_180 
if 
  $ONMISSION == 0 
else_jump @BCRASH_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $493 $494 $495 radius 1.2 1.2 2.0 on_foot 
else_jump @BCRASH_180 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BCRASH_180 
if 
  $492 == 0 
else_jump @BCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCRASH1' time 1000 style 2  // Badlands
gosub @LITCAS_267 
start_mission BCRASH1 // Badlands

:BCRASH_180
jump @BCRASH_11 

:CAT
$717 = -1 
thread 'CAT' 

:CAT_18
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT_634 
if 
  $ONMISSION == 0 
else_jump @CAT_419 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CAT_412 
if 
  $63 == 0 
else_jump @CAT_164 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $510 $516 $522 radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_157 
$ONMISSION = 1 
gosub @CAT_641 
gosub @CAT_779 
start_mission CATALIN // First Date

:CAT_157
jump @CAT_249 

:CAT_164
if 
  $3550 == 1 
else_jump @CAT_249 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $505 $511 $517 radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_249 
$ONMISSION = 1 
gosub @CAT_641 
gosub @CAT_922 
start_mission CATALIN // First Date

:CAT_249
0871: init_jump_table $717 total_jumps 4 default_jump 0 @CAT_412 jumps 0 @CAT_312 1 @CAT_337 2 @CAT_362 3 @CAT_387 -1 @CAT_412 -1 @CAT_412 -1 @CAT_412 

:CAT_312
$ONMISSION = 1 
start_mission CAT1 // Local Liquor Store
jump @CAT_18 
jump @CAT_412 

:CAT_337
$ONMISSION = 1 
start_mission CAT2 // Small Town Bank
jump @CAT_18 
jump @CAT_412 

:CAT_362
$ONMISSION = 1 
start_mission CAT3 // Tanker Commander
jump @CAT_18 
jump @CAT_412 

:CAT_387
$ONMISSION = 1 
start_mission CAT4 // Against All Odds
jump @CAT_18 
jump @CAT_412 

:CAT_412
jump @CAT_426 

:CAT_419
$717 = -1 

:CAT_426
if 
  $718 == 0 
else_jump @CAT_474 
if 
  $63 == 1 
else_jump @CAT_474 
0164: disable_marker $482 
$718 = 1 

:CAT_474
if 
  $718 == 1 
else_jump @CAT_609 
if 
  $490 == 1 
else_jump @CAT_609 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $493 $494 $495 radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_609 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CAT_609 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRAILER' time 1000 style 2  // King in Exile
gosub @LITCAS_267 
start_mission CATCUT // King in Exile
$718 = 2 

:CAT_609
if 
  $63 > 3 
else_jump @CAT_634 
0164: disable_marker $482 
end_thread 

:CAT_634
jump @CAT_18 

:CAT_641
if 
  $63 == 0 
else_jump @CAT_675 
00BA: show_text_styled GXT 'CATCUT1' time 1000 style 2  // First Date

:CAT_675
if 
  $63 == 1 
else_jump @CAT_709 
00BA: show_text_styled GXT 'CATCUT2' time 1000 style 2  // First Base

:CAT_709
if 
  $63 == 2 
else_jump @CAT_743 
00BA: show_text_styled GXT 'CATCUT3' time 1000 style 2  // Gone Courting

:CAT_743
if 
  $63 == 3 
else_jump @CAT_777 
00BA: show_text_styled GXT 'CATCUT4' time 1000 style 2  // Made In Heaven

:CAT_777
return 

:CAT_779
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT_920 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 665.8948 -479.5685 16.4175 switchstyle 2 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:CAT_920
return 

:CAT_922
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT_1063 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 856.9968 -27.9584 63.7393 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 857.9943 -28.0286 63.7295 switchstyle 2 
0395: clear_area 1 at 870.1503 -25.3395 62.9589 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 870.1503 -25.3395 62.9589 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:CAT_1063
return 

:TRU
thread 'TRU' 

:TRU_11
wait $13 
if 
  $490 == 2 
else_jump @TRU_36 
end_thread 

:TRU_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRU_281 
if 
  $ONMISSION == 0 
else_jump @TRU_281 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRU_281 
if 
  $490 == 0 
else_jump @TRU_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $499 $500 $501 radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_1' time 1000 style 2  // Body Harvest
gosub @PSAVE1_2445 
start_mission TRUTH1 // Body Harvest

:TRU_180
if and
  $490 == 1 
  $491 > 9 
else_jump @TRU_281 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $496 $497 $498 radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_281 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_2' time 1000 style 2  // Are you going to San Fierro?
gosub @PSAVE1_2605 
start_mission TRUTH2 // Are you going to San Fierro?

:TRU_281
jump @TRU_11 

:BCESAR
thread 'BCESAR' 

:BCESAR_11
wait 0 
if 
  $491 == 10 
else_jump @BCESAR_42 
0629: change_integer_stat 322 to 1 
end_thread 

:BCESAR_42
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR_880 
if 
  $ONMISSION == 0 
else_jump @BCESAR_880 
if 
  $491 == 2 
else_jump @BCESAR_116 
if 
  $3583 == 0 
else_jump @BCESAR_116 
start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_116
if 
  $491 == 0 
else_jump @BCESAR_382 
if 
  $3583 == 0 
else_jump @BCESAR_382 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $502 $503 $504 radius 4.0 4.0 4.0 
else_jump @BCESAR_382 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR_366 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BCESAR_359 
0811: $47 = actor $PLAYER_ACTOR used_car 
08EC: $48 = car $47 class 
if or
04A3:   $48 == 0 // == constant 
04A3:   $48 == 1 // == constant 
04A3:   $48 == 2 // == constant 
04A3:   $48 == 3 // == constant 
04A3:   $48 == 4 // == constant 
04A3:   $48 == 6 // == constant 
else_jump @BCESAR_343 
$491 = 0 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCESAR4' time 1000 style 2  // Wu Zi Mu
gosub @LITCAS_267 
start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...
jump @BCESAR_359 

:BCESAR_343
00BC: show_text_highpriority GXT 'BC4_7' time 1000 flag 1  // ~s~You can't enter the race with this vehicle!

:BCESAR_359
jump @BCESAR_382 

:BCESAR_366
00BC: show_text_highpriority GXT 'BC4_2' time 1000 flag 1  // ~s~You need a car to race with.

:BCESAR_382
if 
  $491 == 3 
else_jump @BCESAR_425 
$491 = 4 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_425
if and
  $3234 == 1 
  4 > $63 
else_jump @BCESAR_479 
0164: disable_marker $482 
02A7: $482 = create_icon_marker_and_sphere $486 at $505 $511 $517 
$3234 = 0 

:BCESAR_479
if 
  $63 > 3 
else_jump @BCESAR_695 
if 
  $3583 == 0 
else_jump @BCESAR_652 
if or
  $491 == 5 
  $491 == 6 
  $491 == 7 
else_jump @BCESAR_652 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -513.9356 -188.314 77.4599 radius 1.2 1.2 2.0 
else_jump @BCESAR_652 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BCESAR_652 
$491 = 5 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCES4_2' time 1000 style 2  // Farewell, my love...
gosub @LITCAS_267 
start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_652
if 
  $491 == 8 
else_jump @BCESAR_695 
$491 = 9 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission BCESAR4 // Wu Zi Mu / Farewell, My Love...

:BCESAR_695
if and
  $63 == 4 
  $491 > 4 
else_jump @BCESAR_755 
0164: disable_marker $484 
02A7: $484 = create_icon_marker_and_sphere $446 at -513.9356 -188.314 77.4599 
$63 = 5 

:BCESAR_755
if 
  $3583 == 1 
else_jump @BCESAR_880 
if 
  $491 == 1 
else_jump @BCESAR_823 
$491 = 2 
04AE: $351 = 7 // = constant 
$120 = 0 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track
$3583 = 0 

:BCESAR_823
if 
  $491 == 6 
else_jump @BCESAR_880 
$491 = 7 
04AE: $351 = 8 // = constant 
$120 = 0 
0629: change_integer_stat 342 to 1 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track
$3583 = 0 

:BCESAR_880
jump @BCESAR_11 

:GARAGE
thread 'GARAGE' 

:GARAGE_11
wait $13 
if 
  $540 == 2 
else_jump @GARAGE_36 
end_thread 

:GARAGE_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAGE_250 
if 
  $ONMISSION == 0 
else_jump @GARAGE_250 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $546 $547 $548 radius 1.2 1.2 2.0 on_foot 
else_jump @GARAGE_250 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @GARAGE_250 
if 
  $540 == 0 
else_jump @GARAGE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_1' time 1000 style 2  // Wear Flowers in your Hair
gosub @PSAVE1_2765 
start_mission GARAG1 // Wear Flowers In Your Hair

:GARAGE_180
if 
  $545 == 1 
else_jump @GARAGE_250 
if 
  $540 == 1 
else_jump @GARAGE_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_2' time 1000 style 2  // Deconstruction
gosub @PSAVE1_2765 
start_mission GARAG2 // Deconstruction

:GARAGE_250
jump @GARAGE_11 

:SCRASH
thread 'SCRASH' 

:SCRASH_11
wait $13 
if 
  $545 == 2 
else_jump @SCRASH_36 
end_thread 

:SCRASH_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SCRASH_239 
if 
  $ONMISSION == 0 
else_jump @SCRASH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $573 $574 $575 radius 1.2 1.2 2.0 on_foot 
else_jump @SCRASH_239 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SCRASH_239 
if 
  $545 == 0 
else_jump @SCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_1' time 1000 style 2  // 555 WE TIP
gosub @PSAVE1_2765 
start_mission SCRASH1 // 555 WE TIP

:SCRASH_180
if and
  $545 == 1 
  $544 == 6 
else_jump @SCRASH_239 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_2' time 1000 style 2  // Snail Trail
gosub @PSAVE1_2765 
start_mission SCRASH2 // Snail Trail

:SCRASH_239
jump @SCRASH_11 

:WUZI
thread 'WUZI' 

:WUZI_11
wait $13 
if 
  $542 == 5 
else_jump @WUZI_36 
end_thread 

:WUZI_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WUZI_515 
if 
  $ONMISSION == 0 
else_jump @WUZI_515 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $552 $553 $554 radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI_515 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @WUZI_515 
if 
  $542 == 0 
else_jump @WUZI_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_1' time 1000 style 2  // Mountain Cloud Boys
gosub @PSAVE1_3085 
start_mission WUZI1 // Mountain Cloud Boys

:WUZI_180
if 
  $542 == 1 
else_jump @WUZI_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_4' time 1000 style 2  // Ran Fa Li
gosub @PSAVE1_3085 
start_mission FARLIE4 // Ran Fa Li

:WUZI_232
if 
  $542 == 2 
else_jump @WUZI_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_5' time 1000 style 2  // Lure
gosub @PSAVE1_3085 
start_mission FARLIE5 // Lure

:WUZI_284
if 
  $542 == 3 
else_jump @WUZI_463 
0652: $32 = integer_stat 225 
if 
  $32 > 50 
else_jump @WUZI_427 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @WUZI_404 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @PSAVE1_3085 
start_mission WUZI2 // Amphibious Assault
jump @WUZI_420 

:WUZI_404
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:WUZI_420
jump @WUZI_463 

:WUZI_427
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @PSAVE1_3085 
start_mission WUZI2 // Amphibious Assault

:WUZI_463
if 
  $542 == 4 
else_jump @WUZI_515 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_4' time 1000 style 2  // The Da Nang Thang
gosub @PSAVE1_3085 
start_mission WUZI4 // The Da Nang Thang

:WUZI_515
jump @WUZI_11 

:SYND
thread 'SYND' 

:SYND_11
wait $13 
if 
  $544 == 10 
else_jump @SYND_36 
end_thread 

:SYND_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYND_874 
if 
  $ONMISSION == 0 
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $546 $547 $548 radius 1.2 1.2 2.0 on_foot 
else_jump @SYND_512 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SYND_512 
if 
  $544 == 0 
else_jump @SYND_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_1' time 1000 style 2  // Photo Opportunity
gosub @LITCAS_267 
start_mission SYN1 // Photo Opportunity

:SYND_180
if 
  $544 == 1 
else_jump @SYND_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @PSAVE1_2765 
start_mission SYN2 // Jizzy

:SYND_232
if 
  $544 == 5 
else_jump @SYND_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_3' time 1000 style 2  // Outrider
gosub @LITCAS_267 
start_mission SYN3 // Outrider

:SYND_284
if and
  $544 == 6 
  $545 == 2 
else_jump @SYND_401 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @SYND_385 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'SYND_4' time 1000 style 2  // Ice Cold Killa
gosub @PSAVE1_2765 
start_mission SYND4 // Ice Cold Killa
jump @SYND_401 

:SYND_385
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:SYND_401
if 
  $544 == 8 
else_jump @SYND_453 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_6' time 1000 style 2  // Toreno's Last Flight
gosub @LITCAS_267 
start_mission SYN6 // Toreno's Last Flight

:SYND_453
if and
  $544 == 9 
  $542 == 5 
else_jump @SYND_512 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_7' time 1000 style 2  // Yay Ka-Boom-Boom
gosub @PSAVE1_2765 
start_mission SYN7 // Yay Ka-Boom-Boom

:SYND_512
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYND_644 
if 
  $544 == 7 
else_jump @SYND_644 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1717.05 1280.91 6.23 radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_644 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SYND_644 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_5' time 1000 style 2  // Pier 69
gosub @LITCAS_267 
start_mission SYN5 // Pier 69

:SYND_644
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $558 $559 $560 radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_874 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SYND_874 
if 
  $544 == 2 
else_jump @SYND_770 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @PSAVE1_3725 
start_mission SYN2 // Jizzy

:SYND_770
if 
  $544 == 3 
else_jump @SYND_822 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_2' time 1000 style 2  // T-Bone Mendez
gosub @PSAVE1_3725 
start_mission DRIV2 // T-Bone Mendez

:SYND_822
if 
  $544 == 4 
else_jump @SYND_874 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_3' time 1000 style 2  // Mike Toreno
gosub @PSAVE1_3725 
start_mission DRIV3 // Mike Toreno

:SYND_874
jump @SYND_11 

:STEAL
thread 'STEAL' 

:STEAL_11
wait $13 
if 
  $543 == 4 
else_jump @STEAL_36 
end_thread 

:STEAL_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL_336 
if 
  $ONMISSION == 0 
else_jump @STEAL_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $555 $556 $557 radius 1.2 1.2 2.0 on_foot 
else_jump @STEAL_336 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @STEAL_336 
if 
  $543 == 0 
else_jump @STEAL_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_1' time 1000 style 2  // Zeroing In
gosub @PSAVE1_2925 
start_mission STEAL1 // Zeroing In

:STEAL_180
if 
  $543 == 1 
else_jump @STEAL_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_2' time 1000 style 2  // Test Drive
gosub @PSAVE1_2925 
start_mission STEAL2 // Test Drive

:STEAL_232
if 
  $543 == 2 
else_jump @STEAL_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_4' time 1000 style 2  // Customs Fast Track
gosub @PSAVE1_2925 
start_mission STEAL4 // Customs Fast Track

:STEAL_284
if 
  $543 == 3 
else_jump @STEAL_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_5' time 1000 style 2  // Puncture Wounds
gosub @PSAVE1_2925 
start_mission STEAL5 // Puncture Wounds

:STEAL_336
jump @STEAL_11 

:TRACE
thread 'TRACE' 

:TRACE_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRACE_805 
if 
  $ONMISSION == 0 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $576 $577 $578 radius 20.0 20.0 10.0 on_foot 
else_jump @TRACE_395 
077E: get_active_interior_to $42 
if 
   not $42 == 0 
else_jump @TRACE_395 
if 
  $6571 == 0 
else_jump @TRACE_270 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_263 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRACE_263 
if 
  $540 > 0 
else_jump @TRACE_263 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
start_mission DSKOOL // Back to School

:TRACE_263
jump @TRACE_395 

:TRACE_270
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $576 $577 $578 radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_395 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRACE_395 
if 
  $540 > 0 
else_jump @TRACE_395 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
start_mission DSKOOL // Back to School

:TRACE_395
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRACE_805 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRACE_805 
if 
  $1422 == 1 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $561[0] $565[0] $569[0] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_535 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$120 = 1 
04AE: $3596 = 0 // = constant 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_535
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $561[1] $565[1] $569[1] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_625 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$120 = 1 
04AE: $3596 = 1 // = constant 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_625
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $561[2] $565[2] $569[2] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_715 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$120 = 1 
04AE: $3596 = 2 // = constant 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_715
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $561[3] $565[3] $569[3] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_805 
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$120 = 1 
04AE: $3596 = 3 // = constant 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:TRACE_805
jump @TRACE_11 

:ZERO
thread 'ZERO' 

:ZERO_11
wait $13 
if 
  $541 == 3 
else_jump @ZERO_36 
end_thread 

:ZERO_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ZERO_284 
if 
  $ONMISSION == 0 
else_jump @ZERO_284 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $549 $550 $551 radius 1.2 1.2 2.0 on_foot 
else_jump @ZERO_284 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ZERO_284 
if 
  $541 == 0 
else_jump @ZERO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_1' time 1000 style 2  // Air Raid
gosub @PSAVE1_4587 
start_mission ZERO1 // Air Raid

:ZERO_180
if 
  $541 == 1 
else_jump @ZERO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_2' time 1000 style 2  // Supply Lines...
gosub @PSAVE1_4587 
start_mission ZERO2 // Supply Lines...

:ZERO_232
if 
  $541 == 2 
else_jump @ZERO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_4' time 1000 style 2  // New Model Army
gosub @PSAVE1_4587 
start_mission ZERO4 // New Model Army

:ZERO_284
jump @ZERO_11 

:DESERT
thread 'DESERT' 

:DESERT_11
wait $13 
if 
  $592 == 9 
else_jump @DESERT_36 
end_thread 

:DESERT_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DESERT_721 
if 
  $ONMISSION == 0 
else_jump @DESERT_721 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $600 $601 $602 radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_372 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @DESERT_372 
if 
  $592 == 0 
else_jump @DESERT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT1' time 1000 style 2  // Monster
gosub @PSAVE1_3885 
start_mission TORENO1 // Monster

:DESERT_180
if 
  $1424 == 1 
else_jump @DESERT_250 
if 
  $592 == 1 
else_jump @DESERT_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT2' time 1000 style 2  // Highjack
gosub @PSAVE1_3885 
start_mission TORENO2 // Highjack

:DESERT_250
if 
  $1426 == 1 
else_jump @DESERT_320 
if 
  $592 == 2 
else_jump @DESERT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT3' time 1000 style 2  // Interdiction
gosub @PSAVE1_3885 
start_mission DES3 // Interdiction

:DESERT_320
if 
  $592 == 3 
else_jump @DESERT_372 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT4' time 1000 style 2  // Verdant Meadows
gosub @PSAVE1_3885 
start_mission DESERT4 // Verdant Meadows

:DESERT_372
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $603 $604 $605 radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_721 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @DESERT_721 
if 
  $86 == 1 
else_jump @DESERT_500 
if 
  $592 == 5 
else_jump @DESERT_500 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT6' time 1000 style 2  // N.O.E.
gosub @PSAVE1_4156 
start_mission DESERT6 // N.O.E.

:DESERT_500
if 
  $592 == 6 
else_jump @DESERT_552 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT9' time 1000 style 2  // Stowaway
gosub @PSAVE1_4156 
start_mission DESERT9 // Stowaway

:DESERT_552
if 
  $592 == 7 
else_jump @DESERT_662 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @DESERT_646 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT8' time 1000 style 2  // Black Project
gosub @PSAVE1_4156 
start_mission MAF4 // Black Project
jump @DESERT_662 

:DESERT_646
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:DESERT_662
if and
  $592 == 8 
  $1413 == 1 
else_jump @DESERT_721 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESER10' time 1000 style 2  // Green Goo
gosub @PSAVE1_4156 
start_mission DES10 // Green Goo

:DESERT_721
jump @DESERT_11 

:PSCH
thread 'PSCH' 

:PSCH_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSCH_239 
if 
  $ONMISSION == 0 
else_jump @PSCH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $665 $666 $667 radius 1.0 1.0 1.0 on_foot 
else_jump @PSCH_239 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @PSCH_239 
if 
  $592 > 3 
else_jump @PSCH_239 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $41 == 0 
else_jump @PSCH_179 
gosub @PSAVE1_4045 
$41 = 1 
jump @PSCH_235 

:PSCH_179
0169: set_fade_color_RGB 0 0 0 
if 
  $86 == 0 
else_jump @PSCH_221 
00BA: show_text_styled GXT 'DESERT5' time 1000 style 2  // Learning to Fly

:PSCH_221
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 

:PSCH_235
start_mission DESERT5 // Learning to Fly

:PSCH_239
jump @PSCH_11 

:CASINO
thread 'CASINO' 

:CASINO_11
wait $13 
if 
  $596 == 9 
else_jump @CASINO_36 
end_thread 

:CASINO_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO_707 
if 
  $ONMISSION == 0 
else_jump @CASINO_707 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CASINO_707 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $606 $607 $608 radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_336 
if 
  $596 == 0 
else_jump @CASINO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO1' time 1000 style 2  // Fender Ketchup
gosub @PSAVE1_3245 
start_mission CASINO1 // Fender Ketchup

:CASINO_180
if 
  $596 == 1 
else_jump @CASINO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASEEN2' time 1000 style 2  // Explosive Situation
gosub @PSAVE1_3245 
start_mission CASINO2 // Explosive Situation

:CASINO_232
if 
  $596 == 2 
else_jump @CASINO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO3' time 1000 style 2  // You've had your Chips
gosub @PSAVE1_3245 
start_mission CASINO3 // You've Had Your Chips

:CASINO_284
if 
  $596 == 6 
else_jump @CASINO_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO7' time 1000 style 2  // Fish in a Barrel
gosub @PSAVE1_3245 
start_mission CASINO7 // Fish in a Barrel

:CASINO_336
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2026.603 1007.735 9.8127 radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_436 
if 
  $596 == 3 
else_jump @CASINO_436 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO4' time 1000 style 2  // Don Peyote
gosub @PSAVE1_3565 
start_mission CASINO4 // Don Peyote

:CASINO_436
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $618 $619 $620 radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_707 
if and
  $596 == 4 
  $1404 == 1 
else_jump @CASINO_537 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO5' time 1000 style 2  // Intensive Care
gosub @PSAVE1_4267 
start_mission CASINO5 // Intensive Care

:CASINO_537
if 
  $596 == 5 
else_jump @CASINO_589 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO6' time 1000 style 2  // The Meat Business
gosub @PSAVE1_4267 
start_mission CASINO6 // The Meat Business

:CASINO_589
if and
  $596 == 7 
  $1405 == 1 
else_jump @CASINO_648 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO9' time 1000 style 2  // Freefall
gosub @PSAVE1_4267 
start_mission CASINO9 // Freefall

:CASINO_648
if and
  $596 == 8 
  $1406 == 1 
else_jump @CASINO_707 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASIN10' time 1000 style 2  // Saint Mark's Bistro
gosub @PSAVE1_4267 
start_mission CASIN10 // Saint Mark's Bistro

:CASINO_707
jump @CASINO_11 

:VCRASH
thread 'VCRASH' 

:VCRASH_11
wait $13 
if 
  $597 == 2 
else_jump @VCRASH_36 
end_thread 

:VCRASH_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VCRASH_287 
if 
  $ONMISSION == 0 
else_jump @VCRASH_287 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $612 $613 $614 radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_180 
if 
  $597 == 0 
else_jump @VCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH1' time 1000 style 2  // Misappropriation
gosub @LITCAS_267 
start_mission VCRASH1 // Misappropriation

:VCRASH_180
if and
  $597 == 1 
  $1402 == 1 
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -378.75 2235.85 41.42 radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_287 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH2' time 1000 style 2  // High Noon
gosub @LITCAS_267 
start_mission VCRASH2 // High Noon

:VCRASH_287
jump @VCRASH_11 

:DOC
thread 'DOC' 

:DOC_11
wait $13 
if 
  $598 == 1 
else_jump @DOC_36 
end_thread 

:DOC_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOC_180 
if 
  $ONMISSION == 0 
else_jump @DOC_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $615 $616 $617 radius 1.2 1.2 2.0 on_foot 
else_jump @DOC_180 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @DOC_180 
if 
  $598 == 0 
else_jump @DOC_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DOC_2' time 1000 style 2  // Madd Dogg
gosub @LITCAS_267 
start_mission DOC2 // Madd Dogg

:DOC_180
jump @DOC_11 

:HEIST
thread 'HEIST' 

:HEIST_11
wait $13 
if 
  $599 == 6 
else_jump @HEIST_36 
end_thread 

:HEIST_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HEIST_546 
if 
  $ONMISSION == 0 
else_jump @HEIST_546 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $609 $610 $611 radius 1.2 1.2 2.0 on_foot 
else_jump @HEIST_546 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @HEIST_546 
if 
  $599 == 0 
else_jump @HEIST_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_1' time 1000 style 2  // Architectural Espionage
gosub @PSAVE1_3405 
start_mission HEIST1 // Architectural Espionage

:HEIST_180
if 
  $599 == 1 
else_jump @HEIST_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_3' time 1000 style 2  // Key to her Heart
gosub @PSAVE1_3405 
start_mission HEIST3 // Key To Her Heart

:HEIST_232
if 
  $599 == 2 
else_jump @HEIST_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_2' time 1000 style 2  // Dam and Blast
gosub @PSAVE1_3405 
start_mission HEIST2 // Dam And Blast

:HEIST_284
if 
  $599 == 3 
else_jump @HEIST_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_4' time 1000 style 2  // Cop Wheels
gosub @PSAVE1_3405 
start_mission HEIST4 // Cop Wheels

:HEIST_336
if 
  $599 == 4 
else_jump @HEIST_446 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @HEIST_430 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'HEIST_5' time 1000 style 2  // Up, Up and Away!
gosub @PSAVE1_3405 
start_mission HEIST5 // Up, Up and Away!
jump @HEIST_446 

:HEIST_430
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:HEIST_446
if and
  $599 == 5 
  $1408 == 1 
else_jump @HEIST_546 
if 
  $36 == 1 
else_jump @HEIST_530 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_9' time 1000 style 2  // Breaking the Bank at Caligula's
gosub @PSAVE1_3405 
start_mission HEIST9 // Breaking the Bank at Caligula's
jump @HEIST_546 

:HEIST_530
00BC: show_text_highpriority GXT 'NEEDKEY' time 1000 flag 1  // ~s~You need the keycard from Millie to continue.

:HEIST_546
jump @HEIST_11 

:MANSION
thread 'MANSION' 

:MANSION_11
wait $13 
if 
  $625 == 4 
else_jump @MANSION_36 
end_thread 

:MANSION_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MANSION_378 
if 
  $ONMISSION == 0 
else_jump @MANSION_378 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @MANSION_378 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $606 $607 $608 radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_180 
if 
  $625 == 0 
else_jump @MANSION_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_1' time 1000 style 2  // A Home In The Hills
gosub @PSAVE1_3245 
start_mission MANSIO1 // A Home In The Hills

:MANSION_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $632 $633 $634 radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_378 
if 
  $625 == 1 
else_jump @MANSION_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_2' time 1000 style 2  // Vertical Bird
gosub @PSAVE1_4427 
start_mission MANSIO2 // Vertical Bird

:MANSION_274
if 
  $625 == 2 
else_jump @MANSION_326 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_3' time 1000 style 2  // Home Coming
gosub @PSAVE1_4427 
start_mission MANSIO3 // Home Coming

:MANSION_326
if 
  $625 == 3 
else_jump @MANSION_378 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_5' time 1000 style 2  // Cut Throat Business
gosub @PSAVE1_4427 
start_mission MANSON5 // Cut Throat Business

:MANSION_378
jump @MANSION_11 

:GROVE
thread 'GROVE' 

:GROVE_11
wait $13 
if 
  $626 == 2 
else_jump @GROVE_36 
end_thread 

:GROVE_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GROVE_274 
if 
  $ONMISSION == 0 
else_jump @GROVE_274 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @GROVE_274 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $458 $459 $460 radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_180 
if 
  $626 == 0 
else_jump @GROVE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_1' time 1000 style 2  // Beat Down on B Dup
gosub @PSAVE1_1140 
start_mission GROVE1 // Beat Down on B Dup

:GROVE_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $461 $462 $463 radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_274 
if 
  $626 == 1 
else_jump @GROVE_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_2' time 1000 style 2  // Grove 4 Life
gosub @PSAVE1_1320 
start_mission GROVE2 // Grove 4 Life

:GROVE_274
jump @GROVE_11 

:RIOT
thread 'RIOT' 

:RIOT_11
wait $13 
if 
  $628 == 5 
else_jump @RIOT_36 
end_thread 

:RIOT_36
if 
0256:   player $PLAYER_CHAR defined 
else_jump @RIOT_673 
if 
  $ONMISSION == 0 
else_jump @RIOT_673 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $632 $633 $634 radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_180 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @RIOT_180 
if 
  $628 == 0 
else_jump @RIOT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_1' time 1000 style 2  // Riot
gosub @PSAVE1_4427 
start_mission RIOT1 // Riot

:RIOT_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $461 $462 $463 radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_587 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @RIOT_587 
if 
  $628 == 1 
else_jump @RIOT_372 
0956: get_respect_to $46 
if 
  $46 > 1 
else_jump @RIOT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_2' time 1000 style 2  // Los Desperados
gosub @PSAVE1_1320 
start_mission RIOT2 // Los Desperados
jump @RIOT_372 

:RIOT_320
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
if 
  $3592 == 0 
else_jump @RIOT_372 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
$3592 = 1 

:RIOT_372
if 
  $1379 == 1 
else_jump @RIOT_483 
if 
  $1378 == 1 
else_jump @RIOT_467 
if 
  $628 == 2 
else_jump @RIOT_460 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission FINALEA // End Of The Line (1)

:RIOT_460
jump @RIOT_483 

:RIOT_467
00BC: show_text_highpriority GXT 'MORTURF' time 2000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:RIOT_483
if 
  $628 == 3 
else_jump @RIOT_535 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission FINALEB // End Of The Line (2)

:RIOT_535
if 
  $628 == 4 
else_jump @RIOT_587 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission FINALEC // End Of The Line (3)

:RIOT_587
if and
  $628 == 3 
  $150 == 0 
else_jump @RIOT_630 
$150 = 1 
$ONMISSION = 1 
start_mission FINALEB // End Of The Line (2)

:RIOT_630
if and
  $628 == 4 
  $150 == 1 
else_jump @RIOT_673 
$150 = 2 
$ONMISSION = 1 
start_mission FINALEC // End Of The Line (3)

:RIOT_673
jump @RIOT_11 

:SHOOT
thread 'SHOOT' 

:SHOOT_11
wait 125 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SHOOT_324 
if 
  $ONMISSION == 0 
else_jump @SHOOT_238 
if 
   not $42 == 0 
else_jump @SHOOT_231 
if 
  $3250 == 0 
else_jump @SHOOT_231 
if 
  $25 == 0 
else_jump @SHOOT_231 
$3249 = 0 

:SHOOT_110
if 
  4 > $3249 
else_jump @SHOOT_231 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $3236($3249,4f) $3240($3249,4f) $3244($3249,4f) radius 20.0 20.0 10.0 on_foot 
else_jump @SHOOT_217 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SHOOT_217 
$ONMISSION = 1 
0084: $3251 = $3249 // (int) 
start_mission SHRANGE // Shooting range

:SHOOT_217
$3249 += 1 
jump @SHOOT_110 

:SHOOT_231
jump @SHOOT_281 

:SHOOT_238
if 
   not $42 == 0 
else_jump @SHOOT_281 
if 
  $25 == 0 
else_jump @SHOOT_281 
$25 = 1 

:SHOOT_281
if 
  $25 == 1 
else_jump @SHOOT_324 
if 
  $42 == 0 
else_jump @SHOOT_324 
$25 = 0 

:SHOOT_324
jump @SHOOT_11 

:GYM
thread 'GYM' 

:GYM_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @GYM_352 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
$3803 = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GYM_345 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @GYM_345 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_189 
09E8: $719 = actor $PLAYER_ACTOR active_interior 
if 
  $719 == 5 
else_jump @GYM_189 
start_mission GYMLS // Los Santos Gym Fight School

:GYM_189
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_267 
09E8: $719 = actor $PLAYER_ACTOR active_interior 
if 
  $719 == 6 
else_jump @GYM_267 
start_mission GYMSF // San Fierro Gym Fight School

:GYM_267
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_345 
09E8: $719 = actor $PLAYER_ACTOR active_interior 
if 
  $719 == 7 
else_jump @GYM_345 
start_mission GYMLV // Las Venturas Gym Fight School

:GYM_345
jump @GYM_452 

:GYM_352
if 
  $1372 == 1 
else_jump @GYM_452 
if 
  $42 == 0 
else_jump @GYM_452 
if 
  $3803 == 1 
else_jump @GYM_452 
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
$3803 = 0 

:GYM_452
jump @GYM_11 

:TRUCKS
thread 'TRUCKS' 

:TRUCKS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRUCKS_251 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRUCKS_251 
0@ = 0 
if 
  $715 == 1 
else_jump @TRUCKS_130 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $3760 $3761 $3762 radius 1.2 1.2 1.5 on_foot 
else_jump @TRUCKS_123 
0@ = 1 

:TRUCKS_123
jump @TRUCKS_179 

:TRUCKS_130
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $3760 $3761 $3762 radius 1.2 1.2 1.5 on_foot 
else_jump @TRUCKS_179 
0@ = 1 

:TRUCKS_179
if 
  0@ == 1 
else_jump @TRUCKS_251 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRUCKS_251 
01B4: set_player $PLAYER_CHAR can_move 0 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'TRUCK' time 3000 style 5  // Trucking
gosub @LITCAS_267 
start_mission TRUCK // Trucking

:TRUCKS_251
jump @TRUCKS_11 

:QUARRYS
thread 'QUARRYS' 

:QUARRYS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @QUARRYS_145 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @QUARRYS_145 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $3739 $3740 $3741 radius 1.5 1.8 1.5 on_foot 
else_jump @QUARRYS_145 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @QUARRYS_145 
01B4: set_player $PLAYER_CHAR can_move 0 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'QUARRY' time 3000 style 5  // Quarry
gosub @LITCAS_267 
start_mission QUARRY // Quarry

:QUARRYS_145
jump @QUARRYS_11 

:BSCHOO
thread 'BSCHOO' 

:BSCHOO_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSCHOO_125 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BSCHOO_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $3754 $3755 $3756 radius 1.0 1.0 1.5 on_foot 
else_jump @BSCHOO_125 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BSCHOO_125 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
start_mission BOAT // Boat School

:BSCHOO_125
jump @BSCHOO_11 

:BIKES
thread 'BIKES' 

:BIKES_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BIKES_125 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BIKES_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $3757 $3758 $3759 radius 1.0 1.0 1.5 on_foot 
else_jump @BIKES_125 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BIKES_125 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
start_mission BSKOOL // Bike School

:BIKES_125
jump @BIKES_11 

:R3
thread 'R3' 

:R3_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @R3_2441 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @R3_2441 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @R3_2339 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @R3_2332 
if 
08B4:   test $389 bit 1 
else_jump @R3_110 
jump @R3_2448 
jump @R3_2332 

:R3_110
if or
0602:   actor $PLAYER_ACTOR driving_taxi 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 416 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 407 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 609 
056C:   actor $PLAYER_ACTOR driving_police_car 
else_jump @R3_1693 
03C0: $62 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $62 sunk 
else_jump @R3_1693 
if 
0602:   actor $PLAYER_ACTOR driving_taxi 
else_jump @R3_463 
if 
8596:   not NOP_false $PLAYER_CHAR 
else_jump @R3_463 
if 
  $181 == 0 
else_jump @R3_463 
if 
  $180 == 0 
else_jump @R3_286 
if 
88FE:   not text_box_displayed 
else_jump @R3_286 
03E5: show_text_box 'TTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle taxi missions on.
$180 = 1 

:R3_286
if 
0A52:   is_widget_released 70 
else_jump @R3_463 

:R3_301
if 
0A52:   is_widget_released 70 
else_jump @R3_425 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_345 
jump @R3_11 

:R3_345
if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi 
else_jump @R3_373 
jump @R3_11 

:R3_373
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_393 
jump @R3_11 

:R3_393
if 
08B4:   test $389 bit 1 
else_jump @R3_418 
jump @R3_11 

:R3_418
jump @R3_301 

:R3_425
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
wait 0 
start_mission TAXIODD // Taxi-Driver Sub-Mission
$181 = 1 
jump @R3_11 

:R3_463
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 416 
else_jump @R3_722 
if 
  $147 == 0 
else_jump @R3_722 
if 
  $180 == 0 
else_jump @R3_549 
if 
88FE:   not text_box_displayed 
else_jump @R3_549 
03E5: show_text_box 'ATUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Paramedic missions on.
$180 = 1 

:R3_549
if 
0A52:   is_widget_released 70 
else_jump @R3_722 

:R3_564
if 
0A52:   is_widget_released 70 
else_jump @R3_691 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_608 
jump @R3_11 

:R3_608
if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 416 
else_jump @R3_639 
jump @R3_11 

:R3_639
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_659 
jump @R3_11 

:R3_659
if 
08B4:   test $389 bit 1 
else_jump @R3_684 
jump @R3_11 

:R3_684
jump @R3_564 

:R3_691
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
wait 0 
start_mission AMBULAN // Paramedic Sub-Mission
jump @R3_11 

:R3_722
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 407 
else_jump @R3_981 
if 
  $148 == 0 
else_jump @R3_981 
if 
  $180 == 0 
else_jump @R3_808 
if 
88FE:   not text_box_displayed 
else_jump @R3_808 
03E5: show_text_box 'FTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle fire truck missions on or off.
$180 = 1 

:R3_808
if 
0A52:   is_widget_released 70 
else_jump @R3_981 

:R3_823
if 
0A52:   is_widget_released 70 
else_jump @R3_950 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_867 
jump @R3_11 

:R3_867
if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 407 
else_jump @R3_898 
jump @R3_11 

:R3_898
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_918 
jump @R3_11 

:R3_918
if 
08B4:   test $389 bit 1 
else_jump @R3_943 
jump @R3_11 

:R3_943
jump @R3_823 

:R3_950
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
wait 0 
start_mission FIRETRU // Firefighter Sub-Mission
jump @R3_11 

:R3_981
if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @R3_1334 
if 
  $180 == 0 
else_jump @R3_1054 
if 
88FE:   not text_box_displayed 
else_jump @R3_1054 
03E5: show_text_box 'CTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Vigilante missions on or off.
$180 = 1 

:R3_1054
if 
0A52:   is_widget_released 70 
else_jump @R3_1334 

:R3_1069
if 
0A52:   is_widget_released 70 
else_jump @R3_1219 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1113 
jump @R3_11 

:R3_1113
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @R3_1136 
jump @R3_11 

:R3_1136
if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @R3_1167 
jump @R3_11 

:R3_1167
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_1187 
jump @R3_11 

:R3_1187
if 
08B4:   test $389 bit 1 
else_jump @R3_1212 
jump @R3_11 

:R3_1212
jump @R3_1069 

:R3_1219
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @R3_1261 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
jump @R3_1319 

:R3_1261
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 415 
else_jump @R3_1303 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
jump @R3_1319 

:R3_1303
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~VIGILANTE

:R3_1319
wait 0 
start_mission COPCAR // Vigilante Sub-Mission
jump @R3_11 

:R3_1334
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 609 
else_jump @R3_1693 
if 
  $164 == 0 
else_jump @R3_1693 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @R3_1453 
if 
  $180 == 0 
else_jump @R3_1453 
if 
88FE:   not text_box_displayed 
else_jump @R3_1453 
03E5: show_text_box 'BTUTOR2'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Burglary missions on or off.
$180 = 1 

:R3_1453
if 
0A52:   is_widget_released 70 
else_jump @R3_1693 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @R3_1677 

:R3_1501
if 
0A52:   is_widget_released 70 
else_jump @R3_1628 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1545 
jump @R3_11 

:R3_1545
if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 609 
else_jump @R3_1576 
jump @R3_11 

:R3_1576
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_1596 
jump @R3_11 

:R3_1596
if 
08B4:   test $389 bit 1 
else_jump @R3_1621 
jump @R3_11 

:R3_1621
jump @R3_1501 

:R3_1628
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
wait 0 
start_mission BURGJB // Burglary Sub-Mission
$164 = 1 
jump @R3_11 
jump @R3_1693 

:R3_1677
00BC: show_text_highpriority GXT 'BURGHEL' time 4000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

:R3_1693
if 
  $24 > 1 
else_jump @R3_2024 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 537 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 538 
else_jump @R3_2024 
03C0: $62 = actor $PLAYER_ACTOR car 
if and
82BF:   not car $62 sunk 
8981:   not train $62 wrecked 
else_jump @R3_2024 
if 
  $160 == 0 
else_jump @R3_2024 
if 
  $180 == 0 
else_jump @R3_1834 
if 
88FE:   not text_box_displayed 
else_jump @R3_1834 
03E5: show_text_box 'FTUTORA'  // Tap ~m~~widget_mission_start_vigilante~ to toggle freight train missions on or off.
$180 = 1 

:R3_1834
if 
0A52:   is_widget_released 70 
else_jump @R3_2024 

:R3_1849
if 
0A52:   is_widget_released 70 
else_jump @R3_2002 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1893 
jump @R3_11 

:R3_1893
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @R3_1916 
jump @R3_11 

:R3_1916
if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 537 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 538 
else_jump @R3_1950 
jump @R3_11 

:R3_1950
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_1970 
jump @R3_11 

:R3_1970
if 
08B4:   test $389 bit 1 
else_jump @R3_1995 
jump @R3_11 

:R3_1995
jump @R3_1849 

:R3_2002
wait 0 
start_mission FREIGHT // Freight Train Sub-Mission
$159 = 1 
jump @R3_11 

:R3_2024
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 575 
else_jump @R3_2332 
03C0: $62 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $62 sunk 
else_jump @R3_2332 
if 
  $161 == 0 
else_jump @R3_2332 
if 
  $180 == 0 
else_jump @R3_2134 
if 
88FE:   not text_box_displayed 
else_jump @R3_2134 
03E5: show_text_box 'PTUTORA'  // Tap ~m~~widget_mission_start_vigilante~ to toggle pimping missions on or off.
$180 = 1 

:R3_2134
if 
0A52:   is_widget_released 70 
else_jump @R3_2332 

:R3_2149
if 
0A52:   is_widget_released 70 
else_jump @R3_2294 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2193 
jump @R3_11 

:R3_2193
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @R3_2216 
jump @R3_11 

:R3_2216
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 575 
else_jump @R3_2242 
jump @R3_11 

:R3_2242
if 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @R3_2262 
jump @R3_11 

:R3_2262
if 
08B4:   test $389 bit 1 
else_jump @R3_2287 
jump @R3_11 

:R3_2287
jump @R3_2149 

:R3_2294
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
wait 0 
start_mission PIMP // Pimping Sub-Mission
$158 = 1 
jump @R3_11 

:R3_2332
jump @R3_2441 

:R3_2339
if 
  $180 == 1 
else_jump @R3_2441 
03D5: remove_text 'TTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle taxi missions on.
03D5: remove_text 'ATUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Paramedic missions on.
03D5: remove_text 'FTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle fire truck missions on or off.
03D5: remove_text 'CTUTOR'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Vigilante missions on or off.
03D5: remove_text 'BTUTOR2'  // Tap ~m~~widget_mission_start_vigilante~ to toggle Burglary missions on or off.
03D5: remove_text 'FTUTORA'  // Tap ~m~~widget_mission_start_vigilante~ to toggle freight train missions on or off.
03D5: remove_text 'PTUTORA'  // Tap ~m~~widget_mission_start_vigilante~ to toggle pimping missions on or off.
$180 = 0 

:R3_2441
jump @R3_11 

:R3_2448
wait 10 
if 
88B4:   not test $389 bit 1 
else_jump @R3_2482 
wait 5000 
jump @R3_11 

:R3_2482
jump @R3_2448 

:FRTEXT
thread 'FRTEXT' 
wait 5000 
03E6: remove_text_box 
03E5: show_text_box 'FREI_16'  // The freight oddjob has been passed. You can replay it to make extra cash.
end_thread 

:BLOODR
thread 'BLOODR' 

:BLOODR_11
wait $13 
if 
  $ONMISSION == 0 
else_jump @BLOODR_190 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BLOODR_190 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $3131 $3132 $3133 radius 1.4 1.8 1.5 on_foot 
else_jump @BLOODR_190 
0652: $720 = integer_stat 160 
if 
  $720 > 199 
else_jump @BLOODR_174 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BLOODR_167 
0A6F: checkpoint_save 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Blood Ring
start_mission BLOOD // Arena Mission: Blood Ring

:BLOODR_167
jump @BLOODR_190 

:BLOODR_174
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:BLOODR_190
jump @BLOODR_11 

:HOTR
thread 'HOTR' 

:HOTR_11
wait $13 
if 
  $ONMISSION == 0 
else_jump @HOTR_203 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HOTR_203 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $3134 $3135 $3136 radius 1.4 1.8 1.5 on_foot 
else_jump @HOTR_203 
0652: $720 = integer_stat 160 
if 
  $720 > 199 
else_jump @HOTR_187 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @HOTR_180 
0A6F: checkpoint_save 1 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
gosub @LITCAS_267 
04AE: $351 = 25 // = constant 
$120 = 0 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track

:HOTR_180
jump @HOTR_203 

:HOTR_187
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:HOTR_203
jump @HOTR_11 

:KICKS
thread 'KICKS' 

:KICKS_11
wait $13 
if 
  $ONMISSION == 0 
else_jump @KICKS_279 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKS_279 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $3128 $3129 $3130 radius 1.4 1.8 1.5 on_foot 
else_jump @KICKS_279 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @KICKS_279 
07D0: $39 = weekday 
if or
  $39 == 0 
  $39 == 2 
  $39 == 4 
else_jump @KICKS_247 
0652: $720 = integer_stat 229 
if 
  $720 > 199 
else_jump @KICKS_224 
0A6F: checkpoint_save 1 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
gosub @LITCAS_267 
04AE: $351 = 26 // = constant 
$120 = 0 
start_mission CPRACE // Race Tournament / 8-track / Dirt Track
jump @KICKS_240 

:KICKS_224
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Your ~h~bike skill ~s~is not high enough to enter this race.

:KICKS_240
jump @KICKS_279 

:KICKS_247
0A6F: checkpoint_save 1 
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
gosub @LITCAS_267 
start_mission KICKSTA // Arena Mission: Kickstart

:KICKS_279
jump @KICKS_11 

:TRI
thread 'TRI' 

:TRI_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRI_619 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRI_619 
if or
  $39 == 1 
  $39 == 7 
else_jump @TRI_619 
if or
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 on_foot 
else_jump @TRI_544 
0652: $24 = integer_stat 181 
if 
  $24 > 1 
else_jump @TRI_501 
0652: $122 = integer_stat 230 
if 
  $122 >= 500 
else_jump @TRI_458 
0652: $186 = integer_stat 22 
if 
  $186 >= 500 
else_jump @TRI_415 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TRI_408 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRI_403 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 on_foot 
else_jump @TRI_348 
$3198 = 1 

:TRI_348
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2135.432 -67.9555 20.8 radius 20.4 20.8 20.5 on_foot 
else_jump @TRI_403 
$3198 = 2 

:TRI_403
start_mission TRIA // Beat the Cock!

:TRI_408
jump @TRI_451 

:TRI_415
if 
  $722 == 0 
else_jump @TRI_451 
03E5: show_text_box 'STASKIL'  // ~s~You need more stamina before you can enter the race.
$722 = 1 

:TRI_451
jump @TRI_494 

:TRI_458
if 
  $721 == 0 
else_jump @TRI_494 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
$721 = 1 

:TRI_494
jump @TRI_537 

:TRI_501
if 
  $724 == 0 
else_jump @TRI_537 
03E5: show_text_box 'NOCOCK'  // The Cluckin' Cock isn't ready yet!
$724 = 1 

:TRI_537
jump @TRI_619 

:TRI_544
if 
  $721 == 1 
else_jump @TRI_569 
$721 = 0 

:TRI_569
if 
  $722 == 1 
else_jump @TRI_594 
$722 = 0 

:TRI_594
if 
  $724 == 1 
else_jump @TRI_619 
$724 = 0 

:TRI_619
jump @TRI_11 

:ODDVEH
thread 'ODDVEH' 

:ODDVEH_11
wait $13 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ODDVEH_1149 
if 
  $ONMISSION == 0 
else_jump @ODDVEH_1149 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ODDVEH_1114 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
else_jump @ODDVEH_134 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $3730 $3731 $3732 radius 3.0 3.0 3.0 
else_jump @ODDVEH_134 
$188 = 1 

:ODDVEH_134
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 463 
else_jump @ODDVEH_202 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $3733 $3734 $3735 radius 3.0 3.0 3.0 
else_jump @ODDVEH_202 
$188 = 1 

:ODDVEH_202
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 462 
else_jump @ODDVEH_270 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $3736 $3737 $3738 radius 3.0 3.0 3.0 
else_jump @ODDVEH_270 
$188 = 1 

:ODDVEH_270
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
else_jump @ODDVEH_335 
if 
  $188 == 0 
else_jump @ODDVEH_335 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission BCOUR // Courier
$188 = 1 

:ODDVEH_335
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 463 
else_jump @ODDVEH_400 
if 
  $188 == 0 
else_jump @ODDVEH_400 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission BCOUR // Courier
$188 = 1 

:ODDVEH_400
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 462 
else_jump @ODDVEH_465 
if 
  $188 == 0 
else_jump @ODDVEH_465 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission BCOUR // Courier
$188 = 1 

:ODDVEH_465
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 510 
else_jump @ODDVEH_533 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $3742 $3743 $3744 radius 10.5 10.5 10.5 
else_jump @ODDVEH_533 
$174 = 1 

:ODDVEH_533
if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model 510 
  $174 == 0 
else_jump @ODDVEH_722 
00BE: text_clear_all 
0652: $122 = integer_stat 230 
if 
  $122 >= 400 
else_jump @ODDVEH_679 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if and
  $33 >= 7 
  18 > $33 
else_jump @ODDVEH_656 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Chiliad Challenge
start_mission MTBIKER // The Chiliad Challenge
$174 = 1 
jump @ODDVEH_672 

:ODDVEH_656
00BC: show_text_highpriority GXT 'MTIME4' time 1000 flag 1  // ~s~Come back between 7:00 and 18:00.

:ODDVEH_672
jump @ODDVEH_715 

:ODDVEH_679
if 
  $3191 == 0 
else_jump @ODDVEH_715 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
$3191 = 1 

:ODDVEH_715
jump @ODDVEH_747 

:ODDVEH_722
if 
  $3191 == 1 
else_jump @ODDVEH_747 
$3191 = 0 

:ODDVEH_747
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
else_jump @ODDVEH_815 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $4184 $4185 $4186 radius 4.0 4.0 3.0 
else_jump @ODDVEH_815 
$151 = 1 

:ODDVEH_815
if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
  $151 == 0 
else_jump @ODDVEH_953 
0652: $122 = integer_stat 230 
if 
  $122 >= 200 
else_jump @ODDVEH_910 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
$725 = 0 
start_mission STUNT // BMX / NRG-500 STUNT Mission
$151 = 1 
jump @ODDVEH_946 

:ODDVEH_910
if 
  $723 == 0 
else_jump @ODDVEH_946 
03E5: show_text_box 'MTBSKI2'  // ~s~You need more cycling skill before you can start the BMX challenge! Practice on a bicycle to build up your cycling skill.
$723 = 1 

:ODDVEH_946
jump @ODDVEH_978 

:ODDVEH_953
if 
  $723 == 1 
else_jump @ODDVEH_978 
$723 = 0 

:ODDVEH_978
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 522 
else_jump @ODDVEH_1046 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $4188 $4189 $4190 radius 4.0 4.0 3.0 
else_jump @ODDVEH_1046 
$152 = 1 

:ODDVEH_1046
if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model 522 
  $152 == 0 
else_jump @ODDVEH_1107 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
$725 = 1 
start_mission STUNT // BMX / NRG-500 STUNT Mission
$152 = 1 

:ODDVEH_1107
jump @ODDVEH_1149 

:ODDVEH_1114
$157 = 0 
$188 = 0 
$174 = 0 
$151 = 0 
$152 = 0 

:ODDVEH_1149
jump @ODDVEH_11 

:BUY1
thread 'BUY1' 
$3039 = 50000 
0215: destroy_pickup $3071[0] 
0518: $3071[0] = create_available_asset_pickup 'PROP_3' at $2910[0] $2942[0] $2974[0] price $3039  // Tap ~m~~widget_purchase~ to buy this property.

:BUY1_52
wait $13 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BUY1_135 
if 
  $ONMISSION == 0 
else_jump @BUY1_135 
if 
0214:   pickup $3071[0] picked_up 
else_jump @BUY1_135 
04AE: $3121 = 0 // = constant 
097A: play_audio_at $2910[0] $2942[0] $2974[0] event 1149 
start_mission BUYPRO1 // Buy Properties Mission
end_thread 

:BUY1_135
jump @BUY1_52 

:BUY2
thread 'BUY2' 
$3040 = 30000 
0215: destroy_pickup $3071[1] 
0518: $3071[1] = create_available_asset_pickup 'PROP_3' at $2910[1] $2942[1] $2974[1] price $3040  // Tap ~m~~widget_purchase~ to buy this property.

:BUY2_50
wait $13 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BUY2_133 
if 
  $ONMISSION == 0 
else_jump @BUY2_133 
if 
0214:   pickup $3071[1] picked_up 
else_jump @BUY2_133 
04AE: $3121 = 1 // = constant 
097A: play_audio_at $2910[1] $2942[1] $2974[1] event 1149 
start_mission BUYPRO1 // Buy Properties Mission
end_thread 

:BUY2_133
jump @BUY2_50 

:BUY3
thread 'BUY3' 
$3041 = 80000 
0215: destroy_pickup $3071[2] 
0518: $3071[2] = create_available_asset_pickup 'PROP_3' at $2910[2] $2942[2] $2974[2] price $3041  // Tap ~m~~widget_purchase~ to buy this property.

:BUY3_52
wait $13 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BUY3_135 
if 
  $ONMISSION == 0 
else_jump @BUY3_135 
if 
0214:   pickup $3071[2] picked_up 
else_jump @BUY3_135 
04AE: $3121 = 2 // = constant 
097A: play_audio_at $2910[2] $2942[2] $2974[2] event 1149 
start_mission BUYPRO1 // Buy Properties Mission
end_thread 

:BUY3_135
jump @BUY3_52 

:BUY_PRO
thread 'BUY_PRO' 

:BUY_PRO_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BUY_PRO_145 
if 
  $ONMISSION == 0 
else_jump @BUY_PRO_145 
if 
  $727($726,32i) == 0 
else_jump @BUY_PRO_145 
if 
0214:   pickup $3071($726,32i) picked_up 
else_jump @BUY_PRO_145 
0084: $3121 = $759($726,32i) // (int) 
097A: play_audio_at $2910($726,32f) $2942($726,32f) $2974($726,32f) event 1149 
start_mission BUYPRO1 // Buy Properties Mission
$727($726,32i) = 1 

:BUY_PRO_145
$726 += 1 
if 
  $726 >= 32 
else_jump @BUY_PRO_177 
$726 = 3 

:BUY_PRO_177
jump @BUY_PRO_11 

:IMPND_L
thread 'IMPND_L' 

:IMPND_L_11
wait 100 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPND_L_706 
if 
04A3:   $3253 == 1 // == constant 
else_jump @IMPND_L_189 
0926: $712 = external_script_status 71 (IMPOUND) 
if 
  $712 == 0 
else_jump @IMPND_L_189 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_L_160 
$3252 = 1 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_153 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_153
jump @IMPND_L_189 

:IMPND_L_160
if 
  $3252 == 1 
else_jump @IMPND_L_189 
090F: end_external_script 71 (IMPOUND) 
$3252 = 0 

:IMPND_L_189
if 
04A3:   $3253 == 2 // == constant 
else_jump @IMPND_L_390 
0926: $712 = external_script_status 71 (IMPOUND) 
if 
  $712 == 0 
else_jump @IMPND_L_390 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_L_336 
if 
  $2908 == 0 
else_jump @IMPND_L_329 
$3252 = 2 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_329 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_329
jump @IMPND_L_390 

:IMPND_L_336
if 
  $2908 == 2 
else_jump @IMPND_L_361 
$2908 = 0 

:IMPND_L_361
if 
  $3252 == 2 
else_jump @IMPND_L_390 
090F: end_external_script 71 (IMPOUND) 
$3252 = 0 

:IMPND_L_390
if 
04A3:   $3253 == 2 // == constant 
else_jump @IMPND_L_548 
0926: $712 = external_script_status 71 (IMPOUND) 
if 
  $712 == 0 
else_jump @IMPND_L_548 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_L_519 
$3252 = 2 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_512 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_512
jump @IMPND_L_548 

:IMPND_L_519
if 
  $3252 == 2 
else_jump @IMPND_L_548 
090F: end_external_script 71 (IMPOUND) 
$3252 = 0 

:IMPND_L_548
if 
04A3:   $3253 == 3 // == constant 
else_jump @IMPND_L_706 
0926: $712 = external_script_status 71 (IMPOUND) 
if 
  $712 == 0 
else_jump @IMPND_L_706 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
else_jump @IMPND_L_677 
$3252 = 3 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_670 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_670
jump @IMPND_L_706 

:IMPND_L_677
if 
  $3252 == 3 
else_jump @IMPND_L_706 
090F: end_external_script 71 (IMPOUND) 
$3252 = 0 

:IMPND_L_706
jump @IMPND_L_11 

:VALET_L
thread 'VALET_L' 

:VALET_L_11
wait 0 
if 
  $3259 == 1 
else_jump @VALET_L_197 
if 
04A3:   $3253 == 2 // == constant 
else_jump @VALET_L_197 
0926: $712 = external_script_status 72 (VALET) 
if 
  $712 == 0 
else_jump @VALET_L_197 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VALET_L_197 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_L_168 
$3271 = 2 
08A9: load_external_script 72 (VALET) 
if 
08AB:   external_script 72 (VALET) loaded 
else_jump @VALET_L_161 
0913: run_external_script 72 (VALET)  

:VALET_L_161
jump @VALET_L_197 

:VALET_L_168
if 
  $3271 == 2 
else_jump @VALET_L_197 
090F: end_external_script 72 (VALET) 
$3271 = 0 

:VALET_L_197
jump @VALET_L_11 

:TRAINSL
thread 'TRAINSL' 

:TRAINSL_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRAINSL_115 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TRAINSL_115 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 570 
else_jump @TRAINSL_115 
0926: $712 = external_script_status 33 (TRAINS) 
if 
  $712 == 0 
else_jump @TRAINSL_115 
08A9: load_external_script 33 (TRAINS) 
if 
08AB:   external_script 33 (TRAINS) loaded 
else_jump @TRAINSL_115 
0913: run_external_script 33 (TRAINS)  

:TRAINSL_115
jump @TRAINSL_11 

:ADPLANE
thread 'ADPLANE' 

:ADPLANE_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ADPLANE_964 
if 
  $ONMISSION == 0 
else_jump @ADPLANE_964 
if 
04A3:   $3253 == 1 // == constant 
else_jump @ADPLANE_324 
if 
88B4:   not test $389 bit 1 
else_jump @ADPLANE_287 
0926: $712 = external_script_status 32 (PLANES) 
if 
  $712 == 0 
else_jump @ADPLANE_280 
if 
  $791 == 0 
else_jump @ADPLANE_157 
0A40: $794 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 15 
$791 = 1 

:ADPLANE_157
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ADPLANE_280 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_246 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$3188 = 1 

:ADPLANE_246
if and
08AB:   external_script 32 (PLANES) loaded 
  $3188 == 1 
else_jump @ADPLANE_280 
0913: run_external_script 32 (PLANES)  
$3188 = 0 

:ADPLANE_280
jump @ADPLANE_317 

:ADPLANE_287
if 
  $791 == 1 
else_jump @ADPLANE_317 
0A41: destroy_entrance_marker $794 
$791 = 0 

:ADPLANE_317
jump @ADPLANE_354 

:ADPLANE_324
if 
  $791 == 1 
else_jump @ADPLANE_354 
0A41: destroy_entrance_marker $794 
$791 = 0 

:ADPLANE_354
if 
04A3:   $3253 == 2 // == constant 
else_jump @ADPLANE_629 
if 
88B4:   not test $389 bit 1 
else_jump @ADPLANE_592 
0926: $712 = external_script_status 32 (PLANES) 
if 
  $712 == 0 
else_jump @ADPLANE_585 
if 
  $792 == 0 
else_jump @ADPLANE_462 
0A40: $795 = create_entrance_marker_at -1421.5 -287.2 14.6 color 15 
$792 = 1 

:ADPLANE_462
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ADPLANE_585 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_551 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$3188 = 1 

:ADPLANE_551
if and
08AB:   external_script 32 (PLANES) loaded 
  $3188 == 1 
else_jump @ADPLANE_585 
0913: run_external_script 32 (PLANES)  
$3188 = 0 

:ADPLANE_585
jump @ADPLANE_622 

:ADPLANE_592
if 
  $792 == 1 
else_jump @ADPLANE_622 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_622
jump @ADPLANE_659 

:ADPLANE_629
if 
  $792 == 1 
else_jump @ADPLANE_659 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_659
if 
04A3:   $3253 == 3 // == constant 
else_jump @ADPLANE_934 
if 
88B4:   not test $389 bit 1 
else_jump @ADPLANE_897 
0926: $712 = external_script_status 32 (PLANES) 
if 
  $712 == 0 
else_jump @ADPLANE_890 
if 
  $793 == 0 
else_jump @ADPLANE_767 
0A40: $796 = create_entrance_marker_at 1663.0 1423.6 11.2 color 15 
$793 = 1 

:ADPLANE_767
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ADPLANE_890 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_856 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$3188 = 1 

:ADPLANE_856
if and
08AB:   external_script 32 (PLANES) loaded 
  $3188 == 1 
else_jump @ADPLANE_890 
0913: run_external_script 32 (PLANES)  
$3188 = 0 

:ADPLANE_890
jump @ADPLANE_927 

:ADPLANE_897
if 
  $793 == 1 
else_jump @ADPLANE_927 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_927
jump @ADPLANE_964 

:ADPLANE_934
if 
  $793 == 1 
else_jump @ADPLANE_964 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_964
jump @ADPLANE_11 

:COLLS
thread 'COLLS' 

:COLLS_11
wait 3000 
058C: $814 = percentage_completed 
if 
  $2902 == 0 
else_jump @COLLS_285 
0652: $797 = integer_stat 243 
if 
  $797 == 50 
else_jump @COLLS_285 
0394: play_music 2 
030C: progress_made = 1 
0629: change_integer_stat 225 to 1000 
if 
  0 >= $358[4] 
else_jump @COLLS_106 
$358[4] = 45 

:COLLS_106
if 
  0 >= $358[1] 
else_jump @COLLS_131 
$358[1] = 45 

:COLLS_131
if 
  0 >= $358[3] 
else_jump @COLLS_156 
$358[3] = 45 

:COLLS_156
if 
  0 >= $358[2] 
else_jump @COLLS_181 
$358[2] = 45 

:COLLS_181
$364[0] = -100 
$364[1] = -100 
$364[3] = -100 
$364[2] = -100 
$364[4] = -100 
$364[5] = -100 
$352[0] = 1 
$352[1] = 1 
$352[3] = 1 
$352[2] = 1 
$352[4] = 1 
$352[5] = 1 
03E6: remove_text_box 
03E5: show_text_box 'OYST100'  // All oysters collected! Katie, Helena, Barbara and Michelle will always want you back, no matter how undesirable you are!
$2902 = 1 

:COLLS_285
if 
  $2903 == 0 
else_jump @COLLS_465 
0652: $798 = integer_stat 241 
if 
  $798 == 50 
else_jump @COLLS_465 
0394: play_music 2 
030C: progress_made = 1 
032B: $810 = create_weapon_pickup 356 type 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $811 = create_weapon_pickup 353 type 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $812 = create_weapon_pickup 351 type 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $813 = create_weapon_pickup 363 type 15 ammo 20 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: show_text_box 'LUCK100'  // All horseshoes collected! Weapons delivered to Four Dragons Casino!
$2903 = 1 

:COLLS_465
if 
  $2904 == 0 
else_jump @COLLS_645 
0652: $799 = integer_stat 231 
if 
  $799 == 50 
else_jump @COLLS_645 
0394: play_music 2 
030C: progress_made = 1 
032B: $806 = create_weapon_pickup 358 type 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $807 = create_weapon_pickup 352 type 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $808 = create_weapon_pickup 349 type 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $809 = create_weapon_pickup 342 type 15 ammo 20 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: show_text_box 'FOTO100'  // All photos taken! Weapons delivered to the San Fierro garage!
$2904 = 1 

:COLLS_645
if 
  $2905 == 0 
else_jump @COLLS_832 
08E1: $800 = total_tags_sprayed 
if 
  $800 == 100 
else_jump @COLLS_832 
0394: play_music 2 
030C: progress_made = 1 
0237: set_gang 1 weapons_to 24 29 4 
032B: $802 = create_weapon_pickup 355 type 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $803 = create_weapon_pickup 372 type 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $804 = create_weapon_pickup 350 type 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $805 = create_weapon_pickup 344 type 15 ammo 20 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: show_text_box 'TAG_100'  // You tagged the city! Your gang has had an upgrade! Weapons delivered to CJ's house in Los Santos!
$2905 = 1 

:COLLS_832
if 
  $801 == 0 
else_jump @COLLS_994 
if 
  $814 >= 100.0 
else_jump @COLLS_994 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COLLS_994 
014C: set_parked_car_generator $4161 cars_to_generate_to 101 
014C: set_parked_car_generator $672 cars_to_generate_to 101 
0109: player $PLAYER_CHAR money = 1000000 
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 25 to 1000 
0629: change_integer_stat 80 to 1000 
0629: change_integer_stat 68 to 1000 
0629: change_integer_stat 65 to 1000 
0629: change_integer_stat 66 to 1000 
0629: change_integer_stat 230 to 1000 
wait 2000 
03E6: remove_text_box 
03E5: show_text_box 'GAME100'  // 100% achieved! Stats and cash have been boosted! Rhino and Hydra delivered to CJ's house on Grove Street.
$801 = 1 

:COLLS_994
jump @COLLS_11 

:TCASH
thread 'TCASH' 

:TCASH_11
wait 20000 
if 
  $815 == 1 
else_jump @TCASH_48 
0215: destroy_pickup $709 
$815 = 0 
end_thread 

:TCASH_48
08E2: $710 = territories_controlled_percentage 
if 
  $24 > 1 
else_jump @TCASH_93 
0084: $711 = $710 // (int) 
$711 *= 100 
jump @TCASH_108 

:TCASH_93
0084: $711 = $710 // (int) 
$711 *= 50 

:TCASH_108
094A: set_money_pickup $709 cash_to $711 
jump @TCASH_11 

:KEYCARD
0652: $1443 = integer_stat 257 
if 
  $1443 >= 35 
else_jump @KEYCARD_51 
0213: $819 = create_pickup 321 type 3 at 345.2063 308.9788 998.6484 

:KEYCARD_51
09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 
0A40: $820 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 15 
0A40: $821 = create_entrance_marker_at 343.9969 305.104 999.6557 color 15 
thread 'KEYCARD' 

:KEYCARD_128
wait 0 
077E: get_active_interior_to $42 
if 
  $42 == 0 
else_jump @KEYCARD_169 
$818 = 0 
jump @KEYCARD_176 

:KEYCARD_169
$818 = 1 

:KEYCARD_176
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KEYCARD_630 
if 
  $818 == 0 
else_jump @KEYCARD_421 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_414 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
select_interior 6 
04E4: refresh_game_renderer_at 345.5621 306.2212 
03CB: set_rendering_origin_at 345.5621 306.2212 998.1484 
04F9: set_sky_color 1 fade 0 
057E: set_radar_grey 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KEYCARD_372 
0860: link_actor $PLAYER_ACTOR to_interior 6 
00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_372
wait 1000 
fade 1 500 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KEYCARD_407 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_407
$818 = 1 

:KEYCARD_414
jump @KEYCARD_623 

:KEYCARD_421
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_623 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @LITCAS_267 
select_interior 0 
04E4: refresh_game_renderer_at 2037.541 2727.687 
03CB: set_rendering_origin_at 2037.541 2727.687 9.8281 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KEYCARD_581 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2037.541 2727.687 9.8281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_581
wait 1000 
fade 1 500 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KEYCARD_616 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_616
$818 = 0 

:KEYCARD_623
jump @KEYCARD_634 

:KEYCARD_630
057E: set_radar_grey 0 

:KEYCARD_634
if 
0214:   pickup $816 picked_up 
else_jump @KEYCARD_703 
if 
  $817 == 0 
else_jump @KEYCARD_703 
00BC: show_text_highpriority GXT 'GOTKEY' time 6000 flag 1  // ~s~You have acquired the keycard for the casino heist.
0164: disable_marker $1439 
$36 = 1 
$817 = 1 

:KEYCARD_703
077E: get_active_interior_to $42 
if and
  $817 == 1 
  $42 == 0 
else_jump @KEYCARD_745 
0A41: destroy_entrance_marker $820 
0A41: destroy_entrance_marker $821 
end_thread 

:KEYCARD_745
jump @KEYCARD_128 
thread 'TPLAYER' 

:TPLAYER_11
wait 75 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TPLAYER_1823 
if 
  $ONMISSION == 0 
else_jump @TPLAYER_1784 
if 
  $839 == 0 
else_jump @TPLAYER_321 
gosub @TPLAYER_1862 
0213: $823 = create_pickup #KILLFRENZY2PLYR type 21 at 1481.955 -1656.146 13.5469 
0213: $824 = create_pickup #KILLFRENZY2PLYR type 21 at 1196.491 249.321 19.0618 
0213: $825 = create_pickup #KILLFRENZY2PLYR type 21 at -2102.848 653.8868 51.8671 
0213: $826 = create_pickup #KILLFRENZY2PLYR type 21 at -252.9156 2583.779 63.0703 
0213: $827 = create_pickup #KILLFRENZY2PLYR type 21 at 2510.633 1207.917 10.3281 
0213: $828 = create_pickup #TWOPLAYER type 21 at 2069.338 -1556.93 12.9243 
0213: $829 = create_pickup #TWOPLAYER type 21 at 2138.169 1483.595 10.3203 
0213: $830 = create_pickup #TWOPLAYER type 21 at -2197.667 292.0621 34.623 
0213: $831 = create_pickup #TWOPLAYER type 21 at -1520.864 2608.207 55.3437 
0213: $832 = create_pickup #TWOPLAYER type 21 at 711.0688 -569.3774 15.8359 
$839 = 1 

:TPLAYER_321
if 
0214:   pickup $823 picked_up 
else_jump @TPLAYER_379 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY1' time 1000 style 2  // 2player Ram
start_mission RAM_2P
$839 = 0 

:TPLAYER_379
if 
0214:   pickup $824 picked_up 
else_jump @TPLAYER_437 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY2' time 1000 style 2  // 2player bike
start_mission BIKE_2P
$839 = 0 

:TPLAYER_437
if 
0214:   pickup $825 picked_up 
else_jump @TPLAYER_495 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY3' time 1000 style 2  // 2player cars
start_mission CARS_2P
$839 = 0 

:TPLAYER_495
if 
0214:   pickup $826 picked_up 
else_jump @TPLAYER_553 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY4' time 1000 style 2  // 2player heli
start_mission HELI_2P
$839 = 0 

:TPLAYER_553
if 
0214:   pickup $827 picked_up 
else_jump @TPLAYER_611 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY5' time 1000 style 2  // 2player peds
start_mission PEDS_2P
$839 = 0 

:TPLAYER_611
if 
0214:   pickup $828 picked_up 
else_jump @TPLAYER_669 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY6' time 1000 style 2  // Run-around LS
start_mission RUN_LS
$839 = 0 

:TPLAYER_669
if 
0214:   pickup $829 picked_up 
else_jump @TPLAYER_727 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY7' time 1000 style 2  // Run-around LV
start_mission RUN_LV
$839 = 0 

:TPLAYER_727
if 
0214:   pickup $830 picked_up 
else_jump @TPLAYER_785 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY8' time 1000 style 2  // Run-around SF
start_mission RUN_SF
$839 = 0 

:TPLAYER_785
if 
0214:   pickup $831 picked_up 
else_jump @TPLAYER_843 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY9' time 1000 style 2  // Run-around DE
start_mission RUN_DE
$839 = 0 

:TPLAYER_843
if 
0214:   pickup $832 picked_up 
else_jump @TPLAYER_901 
$ONMISSION = 1 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'TPLAY10' time 1000 style 2  // Run-around CO
start_mission RUN_CO
$839 = 0 

:TPLAYER_901
if 
08B4:   test $1234 bit 5 
else_jump @TPLAYER_1017 
if 
  $840 == 0 
else_jump @TPLAYER_968 
0213: $833 = create_pickup #TWOPLAYER type 21 at 2024.522 2731.196 10.3281 
$840 = 1 

:TPLAYER_968
if 
0214:   pickup $833 picked_up 
else_jump @TPLAYER_1010 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_MILY
$839 = 0 

:TPLAYER_1010
jump @TPLAYER_1047 

:TPLAYER_1017
if 
  $840 == 1 
else_jump @TPLAYER_1047 
0215: destroy_pickup $833 
$840 = 0 

:TPLAYER_1047
if 
08B4:   test $1234 bit 4 
else_jump @TPLAYER_1163 
if 
  $841 == 0 
else_jump @TPLAYER_1114 
0213: $834 = create_pickup #TWOPLAYER type 21 at -2576.783 1151.908 55.2333 
$841 = 1 

:TPLAYER_1114
if 
0214:   pickup $834 picked_up 
else_jump @TPLAYER_1156 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_SUZI
$839 = 0 

:TPLAYER_1156
jump @TPLAYER_1193 

:TPLAYER_1163
if 
  $841 == 1 
else_jump @TPLAYER_1193 
0215: destroy_pickup $834 
$841 = 0 

:TPLAYER_1193
if 
08B4:   test $1234 bit 3 
else_jump @TPLAYER_1309 
if 
  $842 == 0 
else_jump @TPLAYER_1260 
0213: $835 = create_pickup #TWOPLAYER type 21 at -1390.171 2637.515 55.5 
$842 = 1 

:TPLAYER_1260
if 
0214:   pickup $835 picked_up 
else_jump @TPLAYER_1302 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_BARB
$839 = 0 

:TPLAYER_1302
jump @TPLAYER_1339 

:TPLAYER_1309
if 
  $842 == 1 
else_jump @TPLAYER_1339 
0215: destroy_pickup $835 
$842 = 0 

:TPLAYER_1339
if 
08B4:   test $1234 bit 2 
else_jump @TPLAYER_1455 
if 
  $843 == 0 
else_jump @TPLAYER_1406 
0213: $836 = create_pickup #TWOPLAYER type 21 at -381.8657 -1426.27 25.5 
$843 = 1 

:TPLAYER_1406
if 
0214:   pickup $836 picked_up 
else_jump @TPLAYER_1448 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_KYLIE
$839 = 0 

:TPLAYER_1448
jump @TPLAYER_1485 

:TPLAYER_1455
if 
  $843 == 1 
else_jump @TPLAYER_1485 
0215: destroy_pickup $836 
$843 = 0 

:TPLAYER_1485
if 
08B4:   test $1234 bit 0 
else_jump @TPLAYER_1601 
if 
  $844 == 0 
else_jump @TPLAYER_1552 
0213: $837 = create_pickup #TWOPLAYER type 21 at 2402.436 -1715.494 14.0 
$844 = 1 

:TPLAYER_1552
if 
0214:   pickup $837 picked_up 
else_jump @TPLAYER_1594 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_COCH
$839 = 0 

:TPLAYER_1594
jump @TPLAYER_1631 

:TPLAYER_1601
if 
  $844 == 1 
else_jump @TPLAYER_1631 
0215: destroy_pickup $837 
$844 = 0 

:TPLAYER_1631
if 
08B4:   test $1234 bit 1 
else_jump @TPLAYER_1747 
if 
  $845 == 0 
else_jump @TPLAYER_1698 
0213: $838 = create_pickup #TWOPLAYER type 21 at -1803.614 1199.332 25.0 
$845 = 1 

:TPLAYER_1698
if 
0214:   pickup $838 picked_up 
else_jump @TPLAYER_1740 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission R_MICH
$839 = 0 

:TPLAYER_1740
jump @TPLAYER_1777 

:TPLAYER_1747
if 
  $845 == 1 
else_jump @TPLAYER_1777 
0215: destroy_pickup $838 
$845 = 0 

:TPLAYER_1777
jump @TPLAYER_1816 

:TPLAYER_1784
if 
  $839 == 1 
else_jump @TPLAYER_1816 
gosub @TPLAYER_1862 
$839 = 0 

:TPLAYER_1816
jump @TPLAYER_1855 

:TPLAYER_1823
if 
  $839 == 1 
else_jump @TPLAYER_1855 
gosub @TPLAYER_1862 
$839 = 0 

:TPLAYER_1855
jump @TPLAYER_11 

:TPLAYER_1862
0215: destroy_pickup $823 
0215: destroy_pickup $824 
0215: destroy_pickup $825 
0215: destroy_pickup $826 
0215: destroy_pickup $827 
0215: destroy_pickup $828 
0215: destroy_pickup $829 
0215: destroy_pickup $830 
0215: destroy_pickup $831 
0215: destroy_pickup $832 
0215: destroy_pickup $833 
0215: destroy_pickup $834 
0215: destroy_pickup $835 
0215: destroy_pickup $836 
0215: destroy_pickup $837 
0215: destroy_pickup $838 
return 

:PSAVE1
thread 'PSAVE1' 
$884 = 13 

:PSAVE1_18
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_824 
if 
  $ONMISSION == 0 
else_jump @PSAVE1_759 
if and
  $3591 == 0 
88B4:   not test $389 bit 20 
88B4:   not test $389 bit 1 
else_jump @PSAVE1_720 
if 
  $883 == 0 
else_jump @PSAVE1_534 
gosub @PSAVE1_831 
0213: $864[0] = create_pickup #PICKUPSAVE type 3 at $885[0] $903[0] $921[0] 
0213: $864[1] = create_pickup #PICKUPSAVE type 3 at $885[1] $903[1] $921[1] 
0213: $864[2] = create_pickup #PICKUPSAVE type 3 at $885[2] $903[2] $921[2] 
0213: $864[3] = create_pickup #PICKUPSAVE type 3 at $885[3] $903[3] $921[3] 
0213: $864[4] = create_pickup #PICKUPSAVE type 3 at $885[4] $903[4] $921[4] 
0213: $864[5] = create_pickup #PICKUPSAVE type 3 at $885[5] $903[5] $921[5] 
0213: $864[6] = create_pickup #PICKUPSAVE type 3 at $885[6] $903[6] $921[6] 
0213: $864[7] = create_pickup #PICKUPSAVE type 3 at $885[7] $903[7] $921[7] 
0213: $864[8] = create_pickup #PICKUPSAVE type 3 at $885[8] $903[8] $921[8] 
0213: $864[9] = create_pickup #PICKUPSAVE type 3 at $885[9] $903[9] $921[9] 
0213: $864[10] = create_pickup #PICKUPSAVE type 3 at $885[10] $903[10] $921[10] 
0213: $864[11] = create_pickup #PICKUPSAVE type 3 at $885[11] $903[11] $921[11] 
0213: $864[12] = create_pickup #PICKUPSAVE type 3 at $885[12] $903[12] $921[12] 
if 
  $884 >= 14 
else_jump @PSAVE1_383 
0213: $864[13] = create_pickup #PICKUPSAVE type 3 at $885[13] $903[13] $921[13] 

:PSAVE1_383
if 
  $884 >= 15 
else_jump @PSAVE1_419 
0213: $864[14] = create_pickup #PICKUPSAVE type 3 at $885[14] $903[14] $921[14] 

:PSAVE1_419
if 
  $884 >= 16 
else_jump @PSAVE1_455 
0213: $864[15] = create_pickup #PICKUPSAVE type 3 at $885[15] $903[15] $921[15] 

:PSAVE1_455
if 
  $884 >= 17 
else_jump @PSAVE1_491 
0213: $864[16] = create_pickup #PICKUPSAVE type 3 at $885[16] $903[16] $921[16] 

:PSAVE1_491
if 
  $884 >= 18 
else_jump @PSAVE1_527 
0213: $864[17] = create_pickup #PICKUPSAVE type 3 at $885[17] $903[17] $921[17] 

:PSAVE1_527
$883 = 1 

:PSAVE1_534
if 
0214:   pickup $864($882,18i) picked_up 
else_jump @PSAVE1_713 
gosub @PSAVE1_923 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_699 
0215: destroy_pickup $864($882,18i) 
0213: $864($882,18i) = create_pickup #PICKUPSAVE type 3 at $885($882,18f) $903($882,18f) $921($882,18f) 
0395: clear_area 1 at $939($882,18f) $957($882,18f) $975($882,18f) radius 1.0 
00A1: put_actor $PLAYER_ACTOR at $939($882,18f) $957($882,18f) $975($882,18f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to $993($882,18f) 
wait 0 
fade 1 1000 

:PSAVE1_699
gosub @PSAVE1_1003 
$883 = 0 

:PSAVE1_713
jump @PSAVE1_752 

:PSAVE1_720
if 
  $883 == 1 
else_jump @PSAVE1_752 
gosub @PSAVE1_831 
$883 = 0 

:PSAVE1_752
jump @PSAVE1_791 

:PSAVE1_759
if 
  $883 == 1 
else_jump @PSAVE1_791 
gosub @PSAVE1_831 
$883 = 0 

:PSAVE1_791
$882 += 1 
if 
002C:   $882 >= $884 // (int) 
else_jump @PSAVE1_824 
$882 = 0 

:PSAVE1_824
jump @PSAVE1_18 

:PSAVE1_831
0215: destroy_pickup $864[0] 
0215: destroy_pickup $864[1] 
0215: destroy_pickup $864[2] 
0215: destroy_pickup $864[3] 
0215: destroy_pickup $864[4] 
0215: destroy_pickup $864[5] 
0215: destroy_pickup $864[6] 
0215: destroy_pickup $864[7] 
0215: destroy_pickup $864[8] 
0215: destroy_pickup $864[9] 
0215: destroy_pickup $864[10] 
0215: destroy_pickup $864[11] 
0215: destroy_pickup $864[12] 
0215: destroy_pickup $864[13] 
0215: destroy_pickup $864[14] 
0215: destroy_pickup $864[15] 
0215: destroy_pickup $864[16] 
0215: destroy_pickup $864[17] 
return 

:PSAVE1_923
$ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D8: show_save_screen 

:PSAVE1_939
if 
83D9:   not save_done 
else_jump @PSAVE1_963 
wait 0 
jump @PSAVE1_939 

:PSAVE1_963
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1001 
01B4: set_player $PLAYER_CHAR can_move 0 

:PSAVE1_1001
return 

:PSAVE1_1003
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1023 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:PSAVE1_1023
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1058 
01B4: set_player $PLAYER_CHAR can_move 1 
$ONMISSION = 0 

:PSAVE1_1058
return 

:PSAVE1_1060
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:PSAVE1_1075
if 
fading 
else_jump @PSAVE1_1103 
wait 0 
00BE: text_clear_all 
03E6: remove_text_box 
jump @PSAVE1_1075 

:PSAVE1_1103
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1138 
fade 0 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
fade 0 0 

:PSAVE1_1138
return 

:PSAVE1_1140
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1318 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2503.601 -1676.787 13.9236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.26 -1677.718 14.0548 switchstyle 2 
0395: clear_area 1 at 2495.365 -1690.766 13.7734 radius 1.0 
0395: clear_area 1 at 2503.26 -1677.718 14.0548 radius 2.0 
0395: clear_area 1 at $458 $459 $460 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2495.365 -1690.766 13.7734 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1318
return 

:PSAVE1_1320
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1496 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2512.233 -1673.532 12.6635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.139 -1673.825 12.9696 switchstyle 2 
0395: clear_area 1 at 2513.139 -1673.825 12.9696 radius 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 radius 1.0 
0395: clear_area 1 at $461 $462 $463 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2521.35 -1678.83 14.32 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1496
return 

:PSAVE1_1498
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1674 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2451.148 -1677.786 16.3581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.564 -1678.677 16.1721 switchstyle 2 
0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0 
0395: clear_area 1 at $464 $465 $466 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2459.44 -1691.58 12.58 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1674
return 

:PSAVE1_1676
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_1834 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2075.7 -1687.878 16.0883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.984 -1688.556 15.9215 switchstyle 2 
0395: clear_area 1 at 2065.4 -1703.4 13.1 radius 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2065.4 -1703.4 13.1 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1834
return 

:PSAVE1_1836
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2012 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1054.645 -1312.281 14.9353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1054.271 -1313.2 15.0617 switchstyle 2 
0395: clear_area 1 at 1038.04 -1339.23 12.55 radius 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 radius 2.0 
0395: clear_area 1 at $476 $477 $478 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1038.04 -1339.23 12.55 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2012
return 

:PSAVE1_2014
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2172 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 825.1696 -1636.572 23.1761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.351 -1636.051 22.9332 switchstyle 2 
0395: clear_area 1 at 793.59 -1625.07 12.38 radius 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 793.59 -1625.07 12.38 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2172
return 

:PSAVE1_2174
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2332 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2486.848 -1660.327 12.5441 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2486.846 -1659.363 12.8073 switchstyle 2 
0395: clear_area 1 at 2486.94 -1646.76 13.07 radius 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2486.94 -1646.76 13.07 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2332
return 

:PSAVE1_2334
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2443 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1792.877 -2105.368 17.6519 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.152 -2106.301 17.4194 switchstyle 2 
0395: clear_area 1 at 1793.152 -2106.301 17.4194 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_2443
return 

:PSAVE1_2445
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2603 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2187.87 -2269.808 29.4158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2188.376 -2269.021 29.7703 switchstyle 2 
0395: clear_area 1 at -2194.371 -2256.498 29.6841 radius 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2194.371 -2256.498 29.6841 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2603
return 

:PSAVE1_2605
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2763 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -919.0773 -1715.624 78.4517 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -920.0563 -1715.824 78.4112 switchstyle 2 
0395: clear_area 1 at -932.2975 -1718.891 76.5703 radius 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -932.2975 -1718.891 76.5703 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2763
return 

:PSAVE1_2765
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_2923 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2010.974 154.9329 33.4883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.966 154.9767 33.3685 switchstyle 2 
0395: clear_area 1 at -2034.559 148.8178 27.8359 radius 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2034.559 148.8178 27.8359 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2923
return 

:PSAVE1_2925
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3083 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.359 196.2776 34.812 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.639 195.3477 34.5735 switchstyle 2 
0395: clear_area 1 at -2038.51 178.4871 27.8359 radius 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2038.51 178.4871 27.8359 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3083
return 

:PSAVE1_3085
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3243 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2129.186 640.2543 72.0002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2130.102 640.2417 71.6005 switchstyle 2 
0395: clear_area 1 at -2156.56 645.08 51.35 radius 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2156.56 645.08 51.35 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3243
return 

:PSAVE1_3245
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3403 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1979.02 1004.792 995.4213 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1978.566 1003.92 995.238 switchstyle 2 
0395: clear_area 1 at 1963.4 972.2 993.4 radius 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.4 972.2 993.4 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3403
return 

:PSAVE1_3405
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3563 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1954.571 1041.494 993.1794 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1954.962 1042.414 993.1676 switchstyle 2 
0395: clear_area 1 at 1963.5 1063.3 993.4 radius 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.5 1063.3 993.4 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3563
return 

:PSAVE1_3565
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3723 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2073.947 991.3126 17.4461 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.953 991.4046 17.5078 switchstyle 2 
0395: clear_area 1 at 2020.0 1008.83 9.82 radius 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2020.0 1008.83 9.82 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3723
return 

:PSAVE1_3725
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_3883 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2601.677 1386.132 6.8077 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2602.328 1386.855 7.0409 switchstyle 2 
0395: clear_area 1 at -2624.195 1410.764 6.1015 radius 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2624.195 1410.764 6.1015 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3883
return 

:PSAVE1_3885
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4043 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -690.618 906.0824 13.0468 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -690.5204 907.0766 13.0919 switchstyle 2 
0395: clear_area 1 at -684.982 927.3704 12.6293 radius 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -684.982 927.3704 12.6293 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4043
return 

:PSAVE1_4045
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4154 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 427.1954 2527.643 19.4052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 426.2472 2527.956 19.4635 switchstyle 2 
0395: clear_area 1 at 426.2472 2527.956 19.4635 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_4154
return 

:PSAVE1_4156
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4265 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 330.1037 2587.75 18.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 330.0515 2586.753 18.362 switchstyle 2 
0395: clear_area 1 at 330.0515 2586.753 18.362 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_4265
return 

:PSAVE1_4267
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4425 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2257.135 1587.133 1010.035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2257.267 1588.119 1009.939 switchstyle 2 
0395: clear_area 1 at 2270.6 1637.9 1007.3 radius 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2270.6 1637.9 1007.3 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4425
return 

:PSAVE1_4427
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4585 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1278.091 -849.6337 90.7593 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1278.038 -848.6531 90.5709 switchstyle 2 
0395: clear_area 1 at 1258.158 -785.2752 91.0302 radius 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1258.158 -785.2752 91.0302 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4585
return 

:PSAVE1_4587
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSAVE1_4745 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2278.004 134.334 39.606 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2277.008 134.356 39.6897 switchstyle 2 
0395: clear_area 1 at -2242.812 128.7572 34.3203 radius 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2242.812 128.7572 34.3203 mode 4 time 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4745
return 

:HELP
thread 'HELP' 

:HELP_11
wait 70 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_2379 
if 
  $23 == 1 
else_jump @HELP_2379 
if 
  $118 == 0 
else_jump @HELP_415 
if 
0214:   pickup $668 picked_up 
else_jump @HELP_241 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_110 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_110
015F: set_camera_position 2022.613 -1432.05 17.6541 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2022.989 -1431.124 17.6552 switchstyle 2 
0215: destroy_pickup $668 
0215: destroy_pickup $669 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
wait 3000 
0512: show_permanent_text_box 'HOSP_2'  // To replenish your health you can eat food, use health pick-ups or save at a safehouse.
wait 3000 
$118 = 1 
02EB: restore_camera_with_jumpcut 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_241 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_241
if 
0214:   pickup $669 picked_up 
else_jump @HELP_415 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_284 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_284
015F: set_camera_position 1184.347 -1313.489 19.7079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1183.645 -1314.089 19.3248 switchstyle 2 
0215: destroy_pickup $668 
0215: destroy_pickup $669 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
wait 3000 
0512: show_permanent_text_box 'HOSP_2'  // To replenish your health you can eat food, use health pick-ups or save at a safehouse.
wait 3000 
02EB: restore_camera_with_jumpcut 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_408 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_408
$118 = 1 

:HELP_415
if 
  $125 == 0 
else_jump @HELP_636 
if 
0214:   pickup $670 picked_up 
else_jump @HELP_636 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_476 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_476
015F: set_camera_position 1536.577 -1687.134 26.7069 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1537.295 -1686.564 26.3081 switchstyle 2 
0215: destroy_pickup $670 
03E6: remove_text_box 
0512: show_permanent_text_box 'BUST_1'  // When you have a wanted level, the local police force will try to arrest you.
wait 8000 
0512: show_permanent_text_box 'BUST_2'  // As your wanted level gets higher, different enforcement agencies will become involved and the likelihood of them trying to kill you will increase.
wait 8000 
0512: show_permanent_text_box 'BUST_3'  // If you are arrested by law enforcement you will be processed at a local police precinct.
wait 8000 
0512: show_permanent_text_box 'BUST_4'  // The officers will strip you of your weapons and take some of your cash as a bribe.
wait 8000 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_629 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_629
$125 = 1 

:HELP_636
if 
  $124 == 0 
else_jump @HELP_688 
if 
0214:   pickup $123 picked_up 
else_jump @HELP_688 
03E5: show_text_box 'CHATBAK'  // People on the streets will talk to Carl. Tap ~m~~widget_reply_no~ for a negative reply or tap ~m~~widget_reply_yes~ for a positive reply.
$124 = 1 

:HELP_688
if 
  7 > $247 
else_jump @HELP_1278 
if 
  $247 == 0 
else_jump @HELP_779 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_779 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_779 
03E5: show_text_box 'WZI2_A0'  // Use the movement controls to move around in the water.
$247 = 1 
wait 5000 

:HELP_779
if 
  $247 == 1 
else_jump @HELP_854 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_854 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_854 
0A6D: print_help_forever_conditional 'WZI2_A5' 0  // Tap ~m~~widget_button_dive~ to dive underwater.
$247 = 2 
wait 5000 

:HELP_854
if 
  $247 == 2 
else_jump @HELP_955 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_955 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_955 
0A84: unknown 'WZI2_A6' 0  // Hold down ~m~~widget_button_swim~ to swim around underwater.
0A83: unknown 'WZI2_A6' 0  // Hold down ~m~~widget_button_swim~ to swim around underwater.
0A85: unknown 'WZI2APD' 0  // Hold down the right side of the screen to swim around underwater.
$247 = 3 
wait 5000 

:HELP_955
if 
  $247 == 3 
else_jump @HELP_1056 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1056 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1056 
0A84: unknown 'WZI2_A1' 0  // Hold ~m~~widget_button_swim~ to swim faster.
0A83: unknown 'WZI2_A1' 0  // Hold ~m~~widget_button_swim~ to swim faster.
0A85: unknown 'WZI2AP' 0  // Hold down the right side of the screen to swim faster.
$247 = 4 
wait 5000 

:HELP_1056
if 
  $247 == 4 
else_jump @HELP_1137 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1137 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1137 
03E5: show_text_box 'WZI2_A2'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
03E7: flash_hud_component 10 
wait 5000 
$247 = 5 
03E7: flash_hud_component -1 

:HELP_1137
if 
  $247 == 5 
else_jump @HELP_1210 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1210 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1210 
03E5: show_text_box 'WZI2_A3'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
$247 = 6 
wait 5000 

:HELP_1210
if 
  $247 == 6 
else_jump @HELP_1278 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1278 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1278 
03E5: show_text_box 'WZI2_A7'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
$247 = 7 

:HELP_1278
if 
  $83 == 0 
else_jump @HELP_1454 
03E5: show_text_box 'HELP_42'  // Select Steering Method.
wait 2000 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1411 
if 
  $20 == 0 
else_jump @HELP_1411 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
else_jump @HELP_1411 
0A79: print_help_conditional_touch 'CLSC_2F' 2  // To pedal hold down ~m~~widget_accelerate~.
0A7A: print_help_conditional_hid 'CLSC_2F' 2  // To pedal hold down ~m~~widget_accelerate~.
0A7B: print_help_conditional_touch_classic 'ADPD_2F' 2  // Press and hold the lower right corner of the screen to pedal.
$20 = 1 

:HELP_1411
wait 5000 
03E5: show_text_box 'HELP42'  // Follow the ~h~'CJ'~w~ icon on the radar to get back to the hood.
03E7: flash_hud_component 8 
wait 7000 
03E7: flash_hud_component -1 
$83 = 1 
jump @HELP_2305 

:HELP_1454
if 
  $409 == 0 
else_jump @HELP_1513 
if 
  $451 == 1 
else_jump @HELP_1513 
wait 4000 
03E5: show_text_box 'SPRAY_C'  // A spray can is now available from CJ's mom's house on Grove Street.
$409 = 1 

:HELP_1513
if 
  $53 == 1 
else_jump @HELP_1669 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1669 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $458 $459 $460 radius 25.0 25.0 5.0 
else_jump @HELP_1669 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HELP_1618 
0A6D: print_help_forever_conditional 'HELP21B' 1  // Tap ~m~~widget_enter_car~ to leave your current vehicle.

:HELP_1618
wait 5000 
0A7A: print_help_conditional_hid 'HELP44' 0  // Walk into the red marker to continue. Hold ~m~~widget_sprint~ to sprint.
0A7B: print_help_conditional_touch_classic 'HELPAPD' 0  // Walk into the red marker to continue. Press and hold the lower right corner of your screen to sprint.
0A79: print_help_conditional_touch 'HELP44' 0  // Walk into the red marker to continue. Hold ~m~~widget_sprint~ to sprint.
$53 = 2 

:HELP_1669
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_1789 
if 
  $20 == 0 
else_jump @HELP_1789 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 509 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 510 
else_jump @HELP_1789 
wait 2000 
0A79: print_help_conditional_touch 'CLSC_2F' 2  // To pedal hold down ~m~~widget_accelerate~.
0A7A: print_help_conditional_hid 'CLSC_2F' 2  // To pedal hold down ~m~~widget_accelerate~.
0A7B: print_help_conditional_touch_classic 'ADPD_2F' 2  // Press and hold the lower right corner of the screen to pedal.
$20 = 1 

:HELP_1789
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_2305 
if 
  $81 == 0 
else_jump @HELP_1957 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 509 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 510 
else_jump @HELP_1957 
if and
  $81 == 0 
  $20 == 1 
else_jump @HELP_1957 
wait 6000 
0A6D: print_help_forever_conditional 'HELP5_A' 8  // Press ~m~~widget_brake~ to brake. Press and hold to reverse if the bike has stopped.
wait 8000 
0A7E: print_help_conditional_hid_keyboard 'HP27TCH' 4  // Touch forward and back on the left side of the screen to shift your weight on the bike.
0A7C: print_help_conditional_touch_adapted 'HP27HIJ' 4  // Press and hold ~m~~widget_ped_move_up~ and ~m~~widget_ped_move_down~ to shift your weight on the bike.
0A7D: print_help_conditional_hid_joypad 'HP27HIK' 4  // Push ~m~~widget_ped_move_left~ and ~m~~widget_ped_move_right~, to shift your weight on the bike.
wait 2000 
$81 = 1 

:HELP_1957
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_2305 
if 
  $447 > 0 
else_jump @HELP_2305 
if 
  $84 == 0 
else_jump @HELP_2100 
if 
  $42 == 0 
else_jump @HELP_2100 
if 
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_2100 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HELP_2100 
wait 2000 
0A6D: print_help_forever_conditional 'RAD_TCH' 64  // Swipe the bottom left corner of the screen to change radio stations.
wait 5000 
03E5: show_text_box 'HELP56'  // Tap ~m~~widget_camera~ to change camera views.
$84 = 1 

:HELP_2100
if 
  $82 == 0 
else_jump @HELP_2305 
if 
  $84 == 1 
else_jump @HELP_2305 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HELP_2305 
077E: get_active_interior_to $42 
if 
  $42 == 0 
else_jump @HELP_2305 
if and
00DF:   actor $PLAYER_ACTOR driving 
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_2305 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @HELP_2305 
if 
0A76:   hid_implements 18 
else_jump @HELP_2256 
0A83: unknown 'HELP31' 0  // To do a drive-by, first look left or right using ~m~~widget_look_left~ or ~m~~widget_look_right~. Then fire using ~m~~widget_attack~.
jump @HELP_2269 

:HELP_2256
0A83: unknown 'HELP31B' 0  // To do a drive-by, press ~m~~widget_vehicle_shoot_left~ or ~m~~widget_vehicle_shoot_right~.

:HELP_2269
0A82: set_widget_info2 'HELP3T' 0  // To do a drive-by, first look left or right by dragging your finger across the screen to adjust the camera. Then fire using ~m~~widget_attack~.
wait 6000 
03E5: show_text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
$82 = 1 

:HELP_2305
if 
  $82 == 1 
else_jump @HELP_2379 
if 
  $84 == 1 
else_jump @HELP_2379 
if 
  $53 == 1 
else_jump @HELP_2379 
if 
  $124 == 1 
else_jump @HELP_2379 
end_thread 

:HELP_2379
jump @HELP_11 

:INTROST
thread 'INTROST' 

:INTROST_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTROST_848 
if 
  $ONMISSION == 0 
else_jump @INTROST_848 
if 
  $53 == 0 
else_jump @INTROST_343 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTROST_343 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
else_jump @INTROST_343 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_149
if 
83D0:   not wav 1 loaded 
else_jump @INTROST_198 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @INTROST_191 
jump @INTROST_336 

:INTROST_191
jump @INTROST_149 

:INTROST_198
00BC: show_text_highpriority GXT 'VO_AF' time 4000 flag 1  // Grove Street - Home.
03D1: play_wav 1 

:INTROST_218
if 
83D2:   not wav 1 ended 
else_jump @INTROST_267 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @INTROST_260 
jump @INTROST_336 

:INTROST_260
jump @INTROST_218 

:INTROST_267
00BC: show_text_highpriority GXT 'VO_AG' time 4000 flag 1  // At least it was before I fucked everything up.
03D1: play_wav 2 

:INTROST_287
if 
83D0:   not wav 2 loaded 
else_jump @INTROST_336 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @INTROST_329 
jump @INTROST_336 

:INTROST_329
jump @INTROST_287 

:INTROST_336
$53 = 1 

:INTROST_343
if 
  $64 == 0 
else_jump @INTROST_407 
if 
  $447 == 1 
else_jump @INTROST_407 
wait 5000 
00BC: show_text_highpriority GXT 'INT_CJ1' time 8000 flag 1  // Go inside CJ's house to continue.
$64 = 1 

:INTROST_407
if 
  $64 == 1 
else_jump @INTROST_638 
if 
  $447 == 1 
else_jump @INTROST_638 
077E: get_active_interior_to $42 
if 
  $42 == 3 
else_jump @INTROST_638 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTROST_638 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.051 -1698.013 1013.75 radius 10.0 10.0 5.0 
else_jump @INTROST_638 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2496.38 -1694.334 1015.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2496.368 -1695.325 1015.299 switchstyle 2 
03E5: show_text_box 'SAVE'  // To save the game, pick up the diskette icon. Saving the game will advance time by 6 hours.
wait 5000 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTROST_638 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
$64 = 2 

:INTROST_638
if 
  $64 == 2 
else_jump @INTROST_848 
if 
  $447 == 1 
else_jump @INTROST_848 
077E: get_active_interior_to $42 
if 
  $42 == 0 
else_jump @INTROST_848 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTROST_848 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
else_jump @INTROST_848 
end_thread_named 'INT' 
create_thread @INT 
0164: disable_marker $438 
02A7: $438 = create_icon_marker_and_sphere $442 at $464 $465 $466 
00BC: show_text_highpriority GXT 'INT2_1' time 8000 flag 1  // ~s~Go and see Ryder, he lives down the street.
wait 2000 
03E5: show_text_box 'RYBLIP'  // Follow the 'R' blip on the radar to find Ryder's place.
wait 4000 
$64 = 3 
end_thread 

:INTROST_848
jump @INTROST_11 

:FLOW
thread 'FLOW' 

:FLOW_11
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @FLOW_959 
if 
  $ONMISSION == 0 
else_jump @FLOW_959 
if 
  $50 == 0 
else_jump @FLOW_111 
if 
  $455 == 1 
else_jump @FLOW_111 
wait 5500 
03E6: remove_text_box 
03E5: show_text_box 'GF_H000'  // Denise is your girlfriend now. Keep her happy and she'll love you. To take her on a date just stop by her house.
$50 = 1 

:FLOW_111
if 
  $49 == 0 
else_jump @FLOW_190 
if 
  $545 == 1 
else_jump @FLOW_190 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'VAL_HLP'  // ~s~Enter the marker at the valet carport to trigger Valet missions.
wait 5000 
03E6: remove_text_box 
03E5: show_text_box 'VAL_GOT'  // The valet uniform has been delivered to your wardrobe!
$49 = 1 

:FLOW_190
if 
  $61 == 0 
else_jump @FLOW_251 
if 
  $715 == 1 
else_jump @FLOW_251 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'TRUCK_H'  // Come back here to take the trucker missions.
$61 = 1 

:FLOW_251
if 
  $51 == 0 
else_jump @FLOW_312 
if 
  $454 > 1 
else_jump @FLOW_312 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'STELF'  // Stealth can also be used outside of missions. You can sneak up behind people and perform stealth kills or use stealth to evade the police and enemy gang members.
$51 = 1 

:FLOW_312
if 
  $630 == 0 
else_jump @FLOW_373 
if 
  $599 == 2 
else_jump @FLOW_373 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'GIMPGOT'  // The gimp suit has been delivered to your wardrobe!
$630 = 1 

:FLOW_373
if 
  $105 == 0 
else_jump @FLOW_434 
if 
  $544 == 1 
else_jump @FLOW_434 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'SECRET'  // Use your camera to check out San Fierro - who knows what you might discover!
$105 = 1 

:FLOW_434
if 
  $198 == 0 
else_jump @FLOW_495 
if 
  $599 == 6 
else_jump @FLOW_495 
wait 6000 
03E6: remove_text_box 
03E5: show_text_box 'CRO_GOT'  // The croupier uniform has been delivered to your wardrobe!
$198 = 1 

:FLOW_495
if 
  $56 == 0 
else_jump @FLOW_658 
if 
  $451 == 9 
else_jump @FLOW_658 
if 
  $453 == 4 
else_jump @FLOW_658 
if 
  $454 == 5 
else_jump @FLOW_658 
if 
  $452 == 3 
else_jump @FLOW_658 
if 
  $455 == 2 
else_jump @FLOW_658 
if 
  $456 == 1 
else_jump @FLOW_658 
create_thread @LA1FIN 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
$56 = 1 

:FLOW_658
if 
  $45 == 0 
else_jump @FLOW_730 
if and
  $545 == 1 
  $544 == 6 
else_jump @FLOW_730 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $443 at $546 $547 $548 
$45 = 1 

:FLOW_730
if 
  $58 == 0 
else_jump @FLOW_800 
if 
  $544 == 5 
else_jump @FLOW_800 
0164: disable_marker $525 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
$58 = 1 

:FLOW_800
if 
  $43 == 0 
else_jump @FLOW_872 
if and
  $544 == 9 
  $542 == 5 
else_jump @FLOW_872 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
$43 = 1 

:FLOW_872
if 
  $57 == 0 
else_jump @FLOW_959 
if and
  $626 == 2 
  $625 == 4 
else_jump @FLOW_959 
create_thread @RIOT 
0164: disable_marker $622 
0164: disable_marker $621 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
$57 = 1 
end_thread 

:FLOW_959
jump @FLOW_11 

:DOORS
thread 'DOORS' 
wait 0 
034D: rotate_object $4096 from_angle 0.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_165 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -1990.7 cornerB 1849.8 -1989.6 
else_jump @DOORS_165 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_134 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1854.0 -1990.0 12.5 

:DOORS_134
fade 1 500 

:DOORS_141
if 
fading 
else_jump @DOORS_165 
wait 0 
jump @DOORS_141 

:DOORS_165
034D: rotate_object $4097 from_angle 270.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_315 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1867.3 -1985.2 cornerB 1868.2 -1982.7 
else_jump @DOORS_315 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_284 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1867.4 -1987.1 12.5 

:DOORS_284
fade 1 500 

:DOORS_291
if 
fading 
else_jump @DOORS_315 
wait 0 
jump @DOORS_291 

:DOORS_315
034D: rotate_object $4098 from_angle 90.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_465 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1866.5 -1998.3 cornerB 1865.4 -2000.4 
else_jump @DOORS_465 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_434 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1866.0 -1996.7 12.5 

:DOORS_434
fade 1 500 

:DOORS_441
if 
fading 
else_jump @DOORS_465 
wait 0 
jump @DOORS_441 

:DOORS_465
034D: rotate_object $4099 from_angle 270.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_615 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.6 -1985.2 cornerB 1900.9 -1982.7 
else_jump @DOORS_615 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_584 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1899.8 -1986.7 12.5 

:DOORS_584
fade 1 500 

:DOORS_591
if 
fading 
else_jump @DOORS_615 
wait 0 
jump @DOORS_591 

:DOORS_615
034D: rotate_object $4100 from_angle 180.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_765 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -1992.7 cornerB 1916.8 -1994.2 
else_jump @DOORS_765 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_734 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.3 -1993.2 12.5 

:DOORS_734
fade 1 500 

:DOORS_741
if 
fading 
else_jump @DOORS_765 
wait 0 
jump @DOORS_741 

:DOORS_765
034D: rotate_object $4101 from_angle 90.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_915 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.0 -1998.1 cornerB 1897.9 -2000.4 
else_jump @DOORS_915 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_884 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1898.7 -1996.1 12.5 

:DOORS_884
fade 1 500 

:DOORS_891
if 
fading 
else_jump @DOORS_915 
wait 0 
jump @DOORS_891 

:DOORS_915
034D: rotate_object $4102 from_angle 0.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1065 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1901.0 -2020.1 cornerB 1899.1 -2019.1 
else_jump @DOORS_1065 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1034 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1902.7 -2019.6 12.5 

:DOORS_1034
fade 1 500 

:DOORS_1041
if 
fading 
else_jump @DOORS_1065 
wait 0 
jump @DOORS_1041 

:DOORS_1065
034D: rotate_object $4103 from_angle 180.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1215 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -2020.8 cornerB 1916.2 -2021.8 
else_jump @DOORS_1215 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1184 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2021.3 12.5 

:DOORS_1184
fade 1 500 

:DOORS_1191
if 
fading 
else_jump @DOORS_1215 
wait 0 
jump @DOORS_1191 

:DOORS_1215
034D: rotate_object $4104 from_angle 90.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1365 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1906.5 -2035.3 cornerB 1905.5 -2037.2 
else_jump @DOORS_1365 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1905.8 -2033.4 12.5 

:DOORS_1334
fade 1 500 

:DOORS_1341
if 
fading 
else_jump @DOORS_1365 
wait 0 
jump @DOORS_1341 

:DOORS_1365
034D: rotate_object $4105 from_angle 0.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1515 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -2020.1 cornerB 1850.1 -2019.2 
else_jump @DOORS_1515 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1484 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1853.7 -2019.4 12.5 

:DOORS_1484
fade 1 500 

:DOORS_1491
if 
fading 
else_jump @DOORS_1515 
wait 0 
jump @DOORS_1491 

:DOORS_1515
034D: rotate_object $4106 from_angle 180.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1665 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1865.0 -2020.7 cornerB 1867.1 -2021.8 
else_jump @DOORS_1665 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1863.0 -2021.3 12.5 

:DOORS_1634
fade 1 500 

:DOORS_1641
if 
fading 
else_jump @DOORS_1665 
wait 0 
jump @DOORS_1641 

:DOORS_1665
034D: rotate_object $4107 from_angle 90.0 to_angle 360.0 flag 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1815 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1857.6 -2035.2 cornerB 1856.5 -2037.2 
else_jump @DOORS_1815 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DOORS_1784 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1857.1 -2033.3 12.5 

:DOORS_1784
fade 1 500 

:DOORS_1791
if 
fading 
else_jump @DOORS_1815 
wait 0 
jump @DOORS_1791 

:DOORS_1815
end_thread 

:BACKON
thread 'BACKON' 
wait 5000 
08F8: display_stat_update_box 1 
end_thread 

:CASHWIN
thread 'CASHWIN' 
01BD: $15 = current_time_in_ms 
if 
  1@ == 0 
else_jump @CASHWIN_57 
008B: 3@ = $15 // (int) 
3@ += 3000 
jump @CASHWIN_73 

:CASHWIN_57
008B: 3@ = $15 // (int) 
005A: 3@ += 1@ // (int) 

:CASHWIN_73
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CASHWIN_95 
end_thread 

:CASHWIN_95
01BD: $15 = current_time_in_ms 
if 
001E:   $15 > 3@ // (int) 
else_jump @CASHWIN_121 
end_thread 

:CASHWIN_121
if 
  0@ == 0 
else_jump @CASHWIN_234 
gosub @CASHWIN_576 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  2@ == 69 
else_jump @CASHWIN_206 
033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH'  // Push
jump @CASHWIN_227 

:CASHWIN_206
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!

:CASHWIN_227
jump @CASHWIN_569 

:CASHWIN_234
if 
  0@ > 0 
else_jump @CASHWIN_422 
gosub @CASHWIN_576 
0871: init_jump_table 2@ total_jumps 2 default_jump 1 @CASHWIN_384 jumps 45 @CASHWIN_322 80 @CASHWIN_353 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 -1 @CASHWIN_415 

:CASHWIN_322
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_353
045A: draw_text_1number 320.0 155.333 GXT 'PL_07' number 0@  // You Win!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_384
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number 0@  // WINNER!~n~~w~$~1~
jump @CASHWIN_415 

:CASHWIN_415
jump @CASHWIN_569 

:CASHWIN_422
008A: $4780 = 0@ // (int) 
$4780 *= -1 
gosub @CASHWIN_576 
0871: init_jump_table 2@ total_jumps 1 default_jump 1 @CASHWIN_538 jumps 80 @CASHWIN_507 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 

:CASHWIN_507
045A: draw_text_1number 320.0 155.333 GXT 'PL_10' number $4780  // ~r~You Lost!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_538
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $4780  // ~r~LOSER!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_569
jump @CASHWIN_73 

:CASHWIN_576
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 7 color_RGBA_to $4781 $4782 $4783 $4784 
0340: set_text_draw_RGBA $4781 $4782 $4783 255 
return 

:CRANES
thread 'CRANES' 
jump @CRANES_40 
0107: $4114 = create_object #WOODENBOX at 0.0 0.0 0.0 

:CRANES_40
wait 100 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANES_507 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2080.441 256.015 radius 10.0 10.0 
else_jump @CRANES_168 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_164 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_157 
0913: run_external_script 67 (CRANE1) $4109  
0@ += 1 

:CRANES_157
jump @CRANES_168 

:CRANES_164
090F: end_external_script 67 (CRANE1) 

:CRANES_168
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2399.202 1879.139 radius 10.0 10.0 
else_jump @CRANES_276 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_272 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_265 
0913: run_external_script 67 (CRANE1) $4130  
0@ += 1 

:CRANES_265
jump @CRANES_276 

:CRANES_272
090F: end_external_script 67 (CRANE1) 

:CRANES_276
if 
03CA:   object $4114 exists 
else_jump @CRANES_393 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $4114 radius 50.0 50.0 sphere 0 
else_jump @CRANES_393 
0926: 0@ = external_script_status 68 (CRANE2) 
if 
  0@ == 0 
else_jump @CRANES_389 
08A9: load_external_script 68 (CRANE2) 
if 
08AB:   external_script 68 (CRANE2) loaded 
else_jump @CRANES_382 
0913: run_external_script 68 (CRANE2) $4114  
0@ += 1 

:CRANES_382
jump @CRANES_393 

:CRANES_389
090F: end_external_script 68 (CRANE2) 

:CRANES_393
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 709.45 915.93 radius 10.0 10.0 
else_jump @CRANES_507 
0926: 0@ = external_script_status 69 (CRANE3) 
if 
  0@ == 0 
else_jump @CRANES_503 
08A9: load_external_script 69 (CRANE3) 
if 
08AB:   external_script 69 (CRANE3) loaded 
else_jump @CRANES_496 
0913: run_external_script 69 (CRANE3) $4127 $4128 $4129  
0@ += 1 

:CRANES_496
jump @CRANES_507 

:CRANES_503
090F: end_external_script 69 (CRANE3) 

:CRANES_507
jump @CRANES_40 

:ENTEXT
thread 'ENTEXT' 
0@ = -1 

:ENTEXT_18
if 
87D6:   not  0@ == $1011 // @ == $ (int) 
else_jump @ENTEXT_53 
wait 0 
077E: get_active_interior_to 0@ 
jump @ENTEXT_18 

:ENTEXT_53
07FB: set_interior s$1013 access $1012 
end_thread 

:ENTEXT_63
$37 = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ENTEXT_212 
if 
  $42 == 0 
else_jump @ENTEXT_212 
if 
  $14 == 0 
else_jump @ENTEXT_212 
if 
  $2899 == 0 
else_jump @ENTEXT_212 
if 
88B4:   not test $389 bit 1 
else_jump @ENTEXT_212 
if 
88B4:   not test $389 bit 20 
else_jump @ENTEXT_212 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @ENTEXT_212 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ENTEXT_212 
$37 = 1 

:ENTEXT_212
return 

:ENTEXT_214
$38 = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ENTEXT_449 
if 
  $ONMISSION == 0 
else_jump @ENTEXT_449 
if 
  $42 == 0 
else_jump @ENTEXT_449 
if 
  $14 == 0 
else_jump @ENTEXT_449 
if 
  $2899 == 0 
else_jump @ENTEXT_449 
if 
88B4:   not test $389 bit 1 
else_jump @ENTEXT_449 
if 
88B4:   not test $389 bit 20 
else_jump @ENTEXT_449 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @ENTEXT_449 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ENTEXT_449 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @ENTEXT_449 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @ENTEXT_449 
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @ENTEXT_449 
01BD: $184 = current_time_in_ms 
0084: $185 = $184 // (int) 
0060: $185 -= $183 // (int) 
$38 = 1 

:ENTEXT_449
return 

:OPENUP
thread 'OPENUP' 

:OPENUP_11
wait 2000 
if 
  $24 > 0 
else_jump @OPENUP_311 
if 
  $169 == 0 
else_jump @OPENUP_311 
gosub @OPENUP_1660 
0518: $3071[8] = create_available_asset_pickup 'PROP_3' at $2910[8] $2942[8] $2974[8] price $3047  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3015 = create_asset_radar_marker_with_icon 31 at $2910[8] $2942[8] $2974[8] 
018B: set_marker $3015 radar_mode 2 
0518: $3071[19] = create_available_asset_pickup 'PROP_3' at $2910[19] $2942[19] $2974[19] price $3058  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3026 = create_asset_radar_marker_with_icon 31 at $2910[19] $2942[19] $2974[19] 
018B: set_marker $3026 radar_mode 2 
0518: $3071[22] = create_available_asset_pickup 'PROP_3' at $2910[22] $2942[22] $2974[22] price $3061  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3029 = create_asset_radar_marker_with_icon 31 at $2910[22] $2942[22] $2974[22] 
018B: set_marker $3029 radar_mode 2 
0518: $3071[25] = create_available_asset_pickup 'PROP_3' at $2910[25] $2942[25] $2974[25] price $3064  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3032 = create_asset_radar_marker_with_icon 31 at $2910[25] $2942[25] $2974[25] 
018B: set_marker $3032 radar_mode 2 
0518: $3071[31] = create_available_asset_pickup 'PROP_3' at $2910[31] $2942[31] $2974[31] price $3070  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3038 = create_asset_radar_marker_with_icon 31 at $2910[31] $2942[31] $2974[31] 
018B: set_marker $3038 radar_mode 2 
$169 = 1 

:OPENUP_311
if 
  $24 > 0 
else_jump @OPENUP_781 
if or
  $490 > 1 
  $22 == 1 
else_jump @OPENUP_781 
if 
  $170 == 0 
else_jump @OPENUP_781 
gosub @OPENUP_1712 
0518: $3071[11] = create_available_asset_pickup 'PROP_3' at $2910[11] $2942[11] $2974[11] price $3050  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3018 = create_asset_radar_marker_with_icon 31 at $2910[11] $2942[11] $2974[11] 
018B: set_marker $3018 radar_mode 2 
0518: $3071[13] = create_available_asset_pickup 'PROP_3' at $2910[13] $2942[13] $2974[13] price $3052  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3020 = create_asset_radar_marker_with_icon 31 at $2910[13] $2942[13] $2974[13] 
018B: set_marker $3020 radar_mode 2 
0518: $3071[14] = create_available_asset_pickup 'PROP_3' at $2910[14] $2942[14] $2974[14] price $3053  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3021 = create_asset_radar_marker_with_icon 31 at $2910[14] $2942[14] $2974[14] 
018B: set_marker $3021 radar_mode 2 
0518: $3071[18] = create_available_asset_pickup 'PROP_3' at $2910[18] $2942[18] $2974[18] price $3057  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3025 = create_asset_radar_marker_with_icon 31 at $2910[18] $2942[18] $2974[18] 
018B: set_marker $3025 radar_mode 2 
0518: $3071[20] = create_available_asset_pickup 'PROP_3' at $2910[20] $2942[20] $2974[20] price $3059  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3027 = create_asset_radar_marker_with_icon 31 at $2910[20] $2942[20] $2974[20] 
018B: set_marker $3027 radar_mode 2 
0518: $3071[21] = create_available_asset_pickup 'PROP_3' at $2910[21] $2942[21] $2974[21] price $3060  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3028 = create_asset_radar_marker_with_icon 31 at $2910[21] $2942[21] $2974[21] 
018B: set_marker $3028 radar_mode 2 
04CE: $4019 = create_icon_marker 45 at 1458.7 -1140.0 24.2 
04CE: $4020 = create_icon_marker 45 at -1886.1 862.4 35.2 
04CE: $4021 = create_icon_marker 45 at 2574.3 1901.7 11.0 
04CE: $4022 = create_icon_marker 45 at 2090.5 2221.0 11.0 
07FB: set_interior 'CLOTHGP' access 1  // Zip
$170 = 1 

:OPENUP_781
if 
  $24 > 1 
else_jump @OPENUP_978 
if 
  $172 == 0 
else_jump @OPENUP_978 
gosub @OPENUP_1774 
0518: $3071[5] = create_available_asset_pickup 'PROP_3' at $2910[5] $2942[5] $2974[5] price $3044  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3012 = create_asset_radar_marker_with_icon 31 at $2910[5] $2942[5] $2974[5] 
018B: set_marker $3012 radar_mode 2 
0518: $3071[23] = create_available_asset_pickup 'PROP_3' at $2910[23] $2942[23] $2974[23] price $3062  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3030 = create_asset_radar_marker_with_icon 31 at $2910[23] $2942[23] $2974[23] 
018B: set_marker $3030 radar_mode 2 
0518: $3071[24] = create_available_asset_pickup 'PROP_3' at $2910[24] $2942[24] $2974[24] price $3063  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3031 = create_asset_radar_marker_with_icon 31 at $2910[24] $2942[24] $2974[24] 
018B: set_marker $3031 radar_mode 2 
$172 = 1 

:OPENUP_978
if 
  $24 > 1 
else_jump @OPENUP_1573 
if or
  $1427 == 1 
  $22 == 1 
else_jump @OPENUP_1573 
if 
  $171 == 0 
else_jump @OPENUP_1573 
gosub @OPENUP_1806 
0518: $3071[4] = create_available_asset_pickup 'PROP_3' at $2910[4] $2942[4] $2974[4] price $3043  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3011 = create_asset_radar_marker_with_icon 31 at $2910[4] $2942[4] $2974[4] 
018B: set_marker $3011 radar_mode 2 
0518: $3071[6] = create_available_asset_pickup 'PROP_3' at $2910[6] $2942[6] $2974[6] price $3045  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3013 = create_asset_radar_marker_with_icon 31 at $2910[6] $2942[6] $2974[6] 
018B: set_marker $3013 radar_mode 2 
0518: $3071[7] = create_available_asset_pickup 'PROP_3' at $2910[7] $2942[7] $2974[7] price $3046  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3014 = create_asset_radar_marker_with_icon 31 at $2910[7] $2942[7] $2974[7] 
018B: set_marker $3014 radar_mode 2 
0518: $3071[9] = create_available_asset_pickup 'PROP_3' at $2910[9] $2942[9] $2974[9] price $3048  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3016 = create_asset_radar_marker_with_icon 31 at $2910[9] $2942[9] $2974[9] 
018B: set_marker $3016 radar_mode 2 
0518: $3071[16] = create_available_asset_pickup 'PROP_3' at $2910[16] $2942[16] $2974[16] price $3055  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3023 = create_asset_radar_marker_with_icon 31 at $2910[16] $2942[16] $2974[16] 
018B: set_marker $3023 radar_mode 2 
0518: $3071[17] = create_available_asset_pickup 'PROP_3' at $2910[17] $2942[17] $2974[17] price $3056  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3024 = create_asset_radar_marker_with_icon 31 at $2910[17] $2942[17] $2974[17] 
018B: set_marker $3024 radar_mode 2 
0518: $3071[27] = create_available_asset_pickup 'PROP_3' at $2910[27] $2942[27] $2974[27] price $3066  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3034 = create_asset_radar_marker_with_icon 31 at $2910[27] $2942[27] $2974[27] 
018B: set_marker $3034 radar_mode 2 
0518: $3071[28] = create_available_asset_pickup 'PROP_3' at $2910[28] $2942[28] $2974[28] price $3067  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3035 = create_asset_radar_marker_with_icon 31 at $2910[28] $2942[28] $2974[28] 
018B: set_marker $3035 radar_mode 2 
0518: $3071[29] = create_available_asset_pickup 'PROP_3' at $2910[29] $2942[29] $2974[29] price $3068  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3036 = create_asset_radar_marker_with_icon 31 at $2910[29] $2942[29] $2974[29] 
018B: set_marker $3036 radar_mode 2 
04CE: $4030 = create_icon_marker 45 at 457.2 -1500.7 31.3 
04CE: $4031 = create_icon_marker 45 at 2795.2 2424.6 11.0 
04CE: $4034 = create_icon_marker 45 at -1692.9 952.8 26.3 
07FB: set_interior 'CSDESGN' access 1  // Victim
$171 = 1 

:OPENUP_1573
if 
  $24 > 2 
else_jump @OPENUP_1653 
if 
  $173 == 0 
else_jump @OPENUP_1653 
04CE: $4032 = create_icon_marker 45 at 451.9 -1480.0 30.9 
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
end_thread 
$173 = 1 

:OPENUP_1653
jump @OPENUP_11 

:OPENUP_1660
0164: disable_marker $3015 
0164: disable_marker $3026 
0164: disable_marker $3029 
0164: disable_marker $3032 
0164: disable_marker $3038 
0215: destroy_pickup $3071[8] 
0215: destroy_pickup $3071[19] 
0215: destroy_pickup $3071[22] 
0215: destroy_pickup $3071[25] 
0215: destroy_pickup $3071[31] 
return 

:OPENUP_1712
0164: disable_marker $3018 
0164: disable_marker $3020 
0164: disable_marker $3021 
0164: disable_marker $3025 
0164: disable_marker $3027 
0164: disable_marker $3028 
0215: destroy_pickup $3071[11] 
0215: destroy_pickup $3071[13] 
0215: destroy_pickup $3071[14] 
0215: destroy_pickup $3071[18] 
0215: destroy_pickup $3071[20] 
0215: destroy_pickup $3071[21] 
return 

:OPENUP_1774
0164: disable_marker $3012 
0164: disable_marker $3030 
0164: disable_marker $3031 
0215: destroy_pickup $3071[5] 
0215: destroy_pickup $3071[23] 
0215: destroy_pickup $3071[24] 
return 

:OPENUP_1806
0164: disable_marker $3011 
0164: disable_marker $3013 
0164: disable_marker $3014 
0164: disable_marker $3016 
0164: disable_marker $3023 
0164: disable_marker $3024 
0164: disable_marker $3034 
0164: disable_marker $3035 
0164: disable_marker $3036 
0215: destroy_pickup $3071[4] 
0215: destroy_pickup $3071[6] 
0215: destroy_pickup $3071[7] 
0215: destroy_pickup $3071[9] 
0215: destroy_pickup $3071[16] 
0215: destroy_pickup $3071[17] 
0215: destroy_pickup $3071[27] 
0215: destroy_pickup $3071[28] 
0215: destroy_pickup $3071[29] 
return 

:LITCAS
thread 'LITCAS' 

:LITCAS_11
wait 100 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LITCAS_260 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
else_jump @LITCAS_260 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LITCAS_113 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LITCAS_113
03CB: set_rendering_origin_at 2039.732 1006.771 14.7353 
015F: set_camera_position 2040.725 1006.748 14.8482 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.732 1006.771 14.7353 switchstyle 2 
fade 1 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ_HLP' time 5000 flag 1  // Go inside the Four Dragons Casino to see Woozie!
wait 5000 
gosub @LITCAS_267 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LITCAS_251 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 

:LITCAS_251
fade 1 500 
end_thread 

:LITCAS_260
jump @LITCAS_11 

:LITCAS_267
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:LITCAS_282
if 
fading 
else_jump @LITCAS_306 
wait 0 
jump @LITCAS_282 

:LITCAS_306
return 

:LITCAS_308
038E: draw_box_position -320.0 224.0 size 642.0 448.0 RGBA 0 0 0 255 
038E: draw_box_position 960.0 224.0 size 642.0 448.0 RGBA 0 0 0 255 
return 

:LITCAS_372
0494: get_joystick 0 direction_offset_to $1015 $1016 $1017 $1018 
0A5B: get_widget_value2 40 $1019 $1020 
$1021 = 0 
if 
  $1019 == 0.0 
else_jump @LITCAS_433 
$1022 = -128 

:LITCAS_433
if 
  $1019 == 1.0 
else_jump @LITCAS_461 
$1022 = 0 

:LITCAS_461
if 
  $1019 == 2.0 
else_jump @LITCAS_490 
$1022 = 128 

:LITCAS_490
if 
  $1020 == 0.0 
else_jump @LITCAS_518 
$1023 = -128 

:LITCAS_518
if 
  $1020 == 1.0 
else_jump @LITCAS_546 
$1023 = 0 

:LITCAS_546
if 
  $1020 == 2.0 
else_jump @LITCAS_575 
$1023 = 128 

:LITCAS_575
if or
  -16 > $1016 
  $1016 > 16 
else_jump @LITCAS_608 
0084: $1023 = $1016 // (int) 

:LITCAS_608
if or
  -16 > $1015 
  $1015 > 16 
else_jump @LITCAS_641 
0084: $1022 = $1015 // (int) 

:LITCAS_641
if 
  $1020 == 0.0 
else_jump @LITCAS_669 
$1021 = 1 

:LITCAS_669
if 
00E1:   player 0 pressed_key 8 
else_jump @LITCAS_700 
$1021 = 1 
$1023 = -127 

:LITCAS_700
if 
  -16 > $1016 
else_jump @LITCAS_725 
$1021 = 1 

:LITCAS_725
if 
  $1020 == 2.0 
else_jump @LITCAS_753 
$1021 = 2 

:LITCAS_753
if 
00E1:   player 0 pressed_key 9 
else_jump @LITCAS_784 
$1021 = 2 
$1023 = 127 

:LITCAS_784
if 
  $1016 > 16 
else_jump @LITCAS_809 
$1021 = 2 

:LITCAS_809
if 
  $1019 == 0.0 
else_jump @LITCAS_837 
$1021 = 3 

:LITCAS_837
if 
00E1:   player 0 pressed_key 10 
else_jump @LITCAS_868 
$1021 = 3 
$1022 = -127 

:LITCAS_868
if 
  -16 > $1015 
else_jump @LITCAS_893 
$1021 = 3 

:LITCAS_893
if 
  $1019 == 2.0 
else_jump @LITCAS_921 
$1021 = 4 

:LITCAS_921
if 
00E1:   player 0 pressed_key 11 
else_jump @LITCAS_952 
$1021 = 4 
$1022 = 127 

:LITCAS_952
if 
  $1015 > 16 
else_jump @LITCAS_977 
$1021 = 4 

:LITCAS_977
return 

:LITCAS_979
0A52:   is_widget_released 37 
0A52:   is_widget_released 40 
return 

:NONAME_1
end_thread 

:PROJECT
thread 'PROJECT' 
10@ = 0 
$3316 = 0 
$3317 = 1 
if 
  10@ == -1 
else_jump @PROJECT_94 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 9@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:PROJECT_94
wait 0 
if 
  10@ == 0 
else_jump @PROJECT_637 
if 
  8@ == 1 
else_jump @PROJECT_180 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 4@ += 17@ // (float) 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 5@ += 17@ // (float) 

:PROJECT_180
6@ += 0.1 
if 
0025:   3@ > 6@ // (float) 
else_jump @PROJECT_247 
if 
  0.0 > 7@ 
else_jump @PROJECT_240 
7@ = 0.0 

:PROJECT_240
jump @PROJECT_334 

:PROJECT_247
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0087: 18@ = 17@ // (float) 
0063: 18@ -= 6@ // (float) 
if 
  0.5 > 18@ 
else_jump @PROJECT_334 
0087: 17@ = 6@ // (float) 
17@ += 0.5 
0087: 7@ = 17@ // (float) 
0063: 7@ -= 3@ // (float) 

:PROJECT_334
17@ = 0.5 
17@ *= 9.8 
0087: 18@ = 7@ // (float) 
0073: 18@ /= 17@ // (float) 
01FB: 28@ = square_root 18@ 
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0063: 17@ -= 6@ // (float) 
18@ = 0.5 
18@ *= 9.8 
0087: 19@ = 17@ // (float) 
0073: 19@ /= 18@ // (float) 
01FB: 17@ = square_root 19@ 
0087: 16@ = 28@ // (float) 
005B: 16@ += 17@ // (float) 
17@ = 0.0 
0063: 17@ -= 7@ // (float) 
0087: 18@ = 28@ // (float) 
006B: 18@ *= 28@ // (float) 
0087: 29@ = 17@ // (float) 
0073: 29@ /= 18@ // (float) 
0087: 17@ = 28@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 30@ = 17@ // (float) 
30@ *= -2.0 
31@ = 0.0 
0087: 26@ = 4@ // (float) 
0063: 26@ -= 1@ // (float) 
0087: 27@ = 5@ // (float) 
0063: 27@ -= 2@ // (float) 
01BD: 11@ = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @PROJECT_630 
04D9: object 0@ set_scripted_collision_check 1 
0382: set_object 0@ collision_detection 1 
0550: keep_object 0@ in_memory 1 

:PROJECT_630
10@ += 1 

:PROJECT_637
if 
  10@ == 1 
else_jump @PROJECT_1032 
if 
03CA:   object 0@ exists 
else_jump @PROJECT_1032 
if 
84DA:   not has_object 0@ collided 
else_jump @PROJECT_954 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // (int) 
0062: 13@ -= 11@ // (int) 
0093: 14@ = integer 13@ to_float 
14@ /= 1000.0 
if 
0025:   16@ > 14@ // (float) 
else_jump @PROJECT_926 
0087: 17@ = 14@ // (float) 
006B: 17@ *= 14@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 18@ = 30@ // (float) 
006B: 18@ *= 14@ // (float) 
0088: $74 = 17@ // (float) 
005F: $74 += 18@ // (float) 
005F: $74 += 31@ // (float) 
0087: 17@ = 14@ // (float) 
0073: 17@ /= 16@ // (float) 
0088: $72 = 26@ // (float) 
006D: $72 *= 17@ // (float) 
0088: $73 = 27@ // (float) 
006D: $73 *= 17@ // (float) 
0087: 20@ = 1@ // (float) 
005D: 20@ += $72 // (float) 
0087: 21@ = 2@ // (float) 
005D: 21@ += $73 // (float) 
0087: 22@ = 3@ // (float) 
005D: 22@ += $74 // (float) 
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 
jump @PROJECT_947 

:PROJECT_926
0815: put_object 0@ at 4@ 5@ 6@ and_keep_rotation 
10@ += 1 

:PROJECT_947
jump @PROJECT_1032 

:PROJECT_954
gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1025 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1025
10@ = 99 

:PROJECT_1032
if 
  10@ == 2 
else_jump @PROJECT_1396 
if 
  8@ == 1 
else_jump @PROJECT_1208 
if 
03CA:   object 9@ exists 
else_jump @PROJECT_1179 
0984: 15@ = object 9@ model 
if 
0248:   model 15@ available 
else_jump @PROJECT_1179 
gosub @PROJECT_1685 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1179 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1179
097B: play_audio_at_object 0@ event 1011 
$3316 = -1 
10@ = 99 
jump @PROJECT_1396 

:PROJECT_1208
6@ += -0.5 
if 
  6 > $3313 
else_jump @PROJECT_1285 
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1271 
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $3313 $3314 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

:PROJECT_1271
$3316 = 1 
jump @PROJECT_1327 

:PROJECT_1285
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1320 
02FD: show_text_2numbers_lowpriority GXT 'BB_04' numbers $3313 $3314 time 5000 flag 1  // ~b~2 Pointer!!~s~ Distance ~1~.~1~m

:PROJECT_1320
$3316 = 2 

:PROJECT_1327
008F: 17@ = integer $3313 to_float 
008F: 18@ = integer $3314 to_float 
18@ *= 0.1 
005B: 17@ += 18@ // (float) 
if 
8424:   not is_system_metric 
else_jump @PROJECT_1382 
0425: 17@ = meters 17@ to_feet 

:PROJECT_1382
0628: update_float_stat_to 17@ stat_id 2 
10@ += 1 

:PROJECT_1396
if 
  10@ == 3 
else_jump @PROJECT_1651 
01BB: store_object 0@ position_to $72 $73 $74 
050A: 17@ = distance_between_XYZ $72 $73 $74 and_XYZ 4@ 5@ 6@ 
097B: play_audio_at_object 0@ event 1012 
if 
  0.1 > 17@ 
else_jump @PROJECT_1535 
0550: keep_object 0@ in_memory 0 
0382: set_object 0@ collision_detection 1 
0392: make_object 0@ moveable 1 
0381: throw_object 0@ velocity_in_direction 0.0 0.0 -0.1 
10@ = 99 
jump @PROJECT_1651 

:PROJECT_1535
0087: 20@ = 4@ // (float) 
0065: 20@ -= $72 // (float) 
0087: 21@ = 5@ // (float) 
0065: 21@ -= $73 // (float) 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $74 // (float) 
20@ *= 0.3 
21@ *= 0.3 
22@ *= 0.3 
005F: $72 += 20@ // (float) 
005F: $73 += 21@ // (float) 
005F: $74 += 22@ // (float) 
01BC: put_object 0@ at $72 $73 $74 

:PROJECT_1651
if 
  10@ == 99 
else_jump @PROJECT_1678 
$3317 = 0 
end_thread 

:PROJECT_1678
jump @PROJECT_94 

:PROJECT_1685
01BB: store_object 9@ position_to $72 $73 $74 
0208: 17@ = random_float_in_ranges -1.0 1.0 
0208: 18@ = random_float_in_ranges 0.2 1.0 
0208: 19@ = random_float_in_ranges 1.2 2.2 
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 
0087: 23@ = 20@ // (float) 
0065: 23@ -= $72 // (float) 
0087: 24@ = 21@ // (float) 
0065: 24@ -= $73 // (float) 
0087: 25@ = 22@ // (float) 
0065: 25@ -= $74 // (float) 
050A: 17@ = distance_between_XYZ $72 $73 $74 and_XYZ 20@ 21@ 22@ 
0073: 23@ /= 17@ // (float) 
0073: 24@ /= 17@ // (float) 
0073: 25@ /= 17@ // (float) 
0087: 17@ = 16@ // (float) 
17@ *= 5.0 
006B: 23@ *= 17@ // (float) 
006B: 24@ *= 17@ // (float) 
006B: 25@ *= 17@ // (float) 
return 

:NONAME_2
end_thread 

:BBCHAL
thread 'BBCHAL' 
19@ = 0 
20@ = 0 
21@ = 0 
$3310 = 60500 
$3311 = 0 
26@ = 0 
27@ = 0 
28@ = 0 
29@ = 3000 
30@ = 4.0 
40@ = 0 
41@ = 0 
$3308 = 1 
if 
  19@ == -1 
else_jump @BBCHAL_149 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBCHAL_149
wait 0 
0871: init_jump_table 19@ total_jumps 2 default_jump 0 @BBCHAL_244 jumps 0 @BBCHAL_216 1 @BBCHAL_230 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 -1 @BBCHAL_244 

:BBCHAL_216
gosub @BBCHAL_580 
jump @BBCHAL_244 

:BBCHAL_230
gosub @BBCHAL_916 
jump @BBCHAL_244 

:BBCHAL_244
if and
  $3315 == 0 
  $3317 == 0 
else_jump @BBCHAL_276 
gosub @BBCHAL_2538 

:BBCHAL_276
gosub @BBCHAL_395 
if 
  $10154 == 0 
else_jump @BBCHAL_308 
gosub @BBCHAL_2538 

:BBCHAL_308
if 
  $1024 == 0 
else_jump @BBCHAL_364 
if 
00E1:   player 0 pressed_key 19 
else_jump @BBCHAL_357 
$1024 = 1 
gosub @BBCHAL_2538 

:BBCHAL_357
jump @BBCHAL_388 

:BBCHAL_364
if 
80E1:   not player 0 pressed_key 19 
else_jump @BBCHAL_388 
$1024 = 0 

:BBCHAL_388
jump @BBCHAL_149 

:BBCHAL_395
0871: init_jump_table 21@ total_jumps 3 default_jump 0 @BBCHAL_578 jumps 0 @BBCHAL_458 1 @BBCHAL_498 2 @BBCHAL_538 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 -1 @BBCHAL_578 

:BBCHAL_458
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_491 
03E5: show_text_box 'BB_11'  // Shoot as many hoops as possible before the time expires.
21@ += 1 

:BBCHAL_491
jump @BBCHAL_578 

:BBCHAL_498
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_531 
03E5: show_text_box 'BB_12'  // Extra time will be awarded for each shot made.
21@ += 1 

:BBCHAL_531
jump @BBCHAL_578 

:BBCHAL_538
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @BBCHAL_571 
03E5: show_text_box 'BB_10'  // Shoot hoops from the ~y~marker~w~ on the court.
21@ += 1 

:BBCHAL_571
jump @BBCHAL_578 

:BBCHAL_578
return 

:BBCHAL_580
if 
  20@ == 0 
else_jump @BBCHAL_628 
00BC: show_text_highpriority GXT 'BB_13' time 5000 flag 1  // ~s~Challenge mode started!
40@ = 0 
20@ += 1 

:BBCHAL_628
if 
  20@ == 1 
else_jump @BBCHAL_653 
20@ += 1 

:BBCHAL_653
if 
  20@ == 2 
else_jump @BBCHAL_751 
03C3: set_timer_to $3310 type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $3311 type 0 line 1 GXT 'BB_18' // global_variable  // Score
04F7: status_text $3309 type 0 line 2 GXT 'BB_14' // global_variable  // High Score
gosub @BBCHAL_2396 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
20@ += 1 

:BBCHAL_751
if 
  20@ == 3 
else_jump @BBCHAL_914 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBCHAL_914 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_904 
if 
  $3317 == 1 
else_jump @BBCHAL_887 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_866 
0164: disable_marker 1@ 

:BBCHAL_866
20@ = 1 
19@ += 1 
jump @BBCHAL_897 

:BBCHAL_887
$3310 = 60500 

:BBCHAL_897
jump @BBCHAL_914 

:BBCHAL_904
$3310 = 60500 

:BBCHAL_914
return 

:BBCHAL_916
if 
  20@ == 0 
else_jump @BBCHAL_1135 
if 
   not $3316 == 0 
else_jump @BBCHAL_1135 
if 
  $3316 > 0 
else_jump @BBCHAL_1052 
0058: $3311 += $3316 // (int) 
005E: $3310 += 25@ // (int) 
30@ += 0.5 
gosub @BBCHAL_2396 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1024 
0164: disable_marker 1@ 

:BBCHAL_1024
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
20@ += 1 
jump @BBCHAL_1135 

:BBCHAL_1052
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1073 
0164: disable_marker 1@ 

:BBCHAL_1073
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
if 
  27@ == 0 
else_jump @BBCHAL_1128 
00BC: show_text_highpriority GXT 'BB_20' time 5000 flag 1  // ~s~Collect the ball and return to the ~y~marker~s~.
27@ += 1 

:BBCHAL_1128
20@ += 1 

:BBCHAL_1135
if 
  20@ == 1 
else_jump @BBCHAL_1380 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBCHAL_1200 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 

:BBCHAL_1200
if 
  $3317 == 1 
else_jump @BBCHAL_1373 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBCHAL_1366 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_1318 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1297 
0164: disable_marker 1@ 

:BBCHAL_1297
20@ = 0 
$3317 = 0 
jump @BBCHAL_1366 

:BBCHAL_1318
if 
  28@ == 0 
else_jump @BBCHAL_1359 
00BC: show_text_highpriority GXT 'BB_16' time 5000 flag 1  // ~s~Shoot from the ~y~marker~s~.
28@ += 1 

:BBCHAL_1359
$3317 = 0 

:BBCHAL_1366
jump @BBCHAL_1380 

:BBCHAL_1373
28@ = 0 

:BBCHAL_1380
if 
  20@ == 3 
else_jump @BBCHAL_1424 
if 
  40@ > 5000 
else_jump @BBCHAL_1424 
gosub @BBCHAL_2538 

:BBCHAL_1424
if 
  26@ == 0 
else_jump @BBCHAL_1483 
if 
001C:   $3311 > $3309 // (int) 
else_jump @BBCHAL_1476 
0084: $3309 = $3311 // (int) 
26@ += 1 

:BBCHAL_1476
jump @BBCHAL_1510 

:BBCHAL_1483
if 
001C:   $3311 > $3309 // (int) 
else_jump @BBCHAL_1510 
0084: $3309 = $3311 // (int) 

:BBCHAL_1510
if 
  0 >= $3310 
else_jump @BBCHAL_1576 
if 
  3 > 20@ 
else_jump @BBCHAL_1569 
00BC: show_text_highpriority GXT 'BB_17' time 5000 flag 1  // ~r~Time Expired!
40@ = 0 

:BBCHAL_1569
20@ = 3 

:BBCHAL_1576
return 

:BBCHAL_1578
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2394 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 
0871: init_jump_table $10158 total_jumps 4 default_jump 0 @BBCHAL_1893 jumps 1 @BBCHAL_1705 2 @BBCHAL_1752 3 @BBCHAL_1799 4 @BBCHAL_1846 -1 @BBCHAL_1893 -1 @BBCHAL_1893 -1 @BBCHAL_1893 

:BBCHAL_1705
2@ += -1.5 
3@ += 1.5 
5@ += 1.5 
6@ += -1.5 
jump @BBCHAL_1893 

:BBCHAL_1752
2@ += -1.5 
3@ += -1.5 
5@ += 1.5 
6@ += 1.5 
jump @BBCHAL_1893 

:BBCHAL_1799
2@ += 1.5 
3@ += -1.5 
5@ += -1.5 
6@ += 1.5 
jump @BBCHAL_1893 

:BBCHAL_1846
2@ += 1.5 
3@ += 1.5 
5@ += -1.5 
6@ += -1.5 
jump @BBCHAL_1893 

:BBCHAL_1893
4@ += 5.0 
02CE: 16@ = ground_z_at 2@ 3@ 4@ 
if 
0025:   5@ > 2@ // (float) 
else_jump @BBCHAL_1954 
0208: 14@ = random_float_in_ranges 2@ 5@ 
jump @BBCHAL_1965 

:BBCHAL_1954
0208: 14@ = random_float_in_ranges 5@ 2@ 

:BBCHAL_1965
if 
0025:   6@ > 3@ // (float) 
else_jump @BBCHAL_2002 
0208: 15@ = random_float_in_ranges 3@ 6@ 
jump @BBCHAL_2013 

:BBCHAL_2002
0208: 15@ = random_float_in_ranges 3@ 6@ 

:BBCHAL_2013
0087: 8@ = 14@ // (float) 
0065: 8@ -= $72 // (float) 
0087: 9@ = 15@ // (float) 
0065: 9@ -= $73 // (float) 
0509: 17@ = distance_between_XY $72 $73 and_XY 14@ 15@ 
0073: 8@ /= 17@ // (float) 
0073: 9@ /= 17@ // (float) 
006B: 8@ *= 30@ // (float) 
006B: 9@ *= 30@ // (float) 
0089: 14@ = $72 // (float) 
005B: 14@ += 8@ // (float) 
0089: 15@ = $73 // (float) 
005B: 15@ += 9@ // (float) 
if 
0025:   5@ > 2@ // (float) 
else_jump @BBCHAL_2206 
if 
0025:   2@ > 14@ // (float) 
else_jump @BBCHAL_2172 
0087: 14@ = 2@ // (float) 

:BBCHAL_2172
if 
0025:   14@ > 5@ // (float) 
else_jump @BBCHAL_2199 
0087: 14@ = 5@ // (float) 

:BBCHAL_2199
jump @BBCHAL_2260 

:BBCHAL_2206
if 
0025:   14@ > 2@ // (float) 
else_jump @BBCHAL_2233 
0087: 14@ = 2@ // (float) 

:BBCHAL_2233
if 
0025:   5@ > 14@ // (float) 
else_jump @BBCHAL_2260 
0087: 14@ = 5@ // (float) 

:BBCHAL_2260
if 
0025:   6@ > 3@ // (float) 
else_jump @BBCHAL_2340 
if 
0025:   3@ > 15@ // (float) 
else_jump @BBCHAL_2306 
0087: 15@ = 3@ // (float) 

:BBCHAL_2306
if 
0025:   15@ > 6@ // (float) 
else_jump @BBCHAL_2333 
0087: 15@ = 6@ // (float) 

:BBCHAL_2333
jump @BBCHAL_2394 

:BBCHAL_2340
if 
0025:   15@ > 3@ // (float) 
else_jump @BBCHAL_2367 
0087: 15@ = 3@ // (float) 

:BBCHAL_2367
if 
0025:   6@ > 15@ // (float) 
else_jump @BBCHAL_2394 
0087: 15@ = 6@ // (float) 

:BBCHAL_2394
return 

:BBCHAL_2396
gosub @BBCHAL_1578 
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2435 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 

:BBCHAL_2435
0509: $67 = distance_between_XY 14@ 15@ and_XY $72 $73 
008E: 25@ = float $67 to_integer 
006A: 25@ *= 29@ // (int) 
0093: 17@ = integer 29@ to_float 
17@ *= 0.1 
0092: 22@ = float 17@ to_integer 
22@ *= -1 
005A: 29@ += 22@ // (int) 
if 
  500 > 29@ 
else_jump @BBCHAL_2536 
29@ = 500 

:BBCHAL_2536
return 

:BBCHAL_2538
00BE: text_clear_all 
if 
   not 26@ == 0 
else_jump @BBCHAL_2589 
01E3: show_text_1number_styled GXT 'BB_15' number $3309 time 5000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
0627: update_integer_stat 215 to $3309 
0394: play_music 1 

:BBCHAL_2589
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_2610 
0164: disable_marker 1@ 

:BBCHAL_2610
0151: remove_status_text $3311 
0151: remove_status_text $3309 
014F: stop_timer $3310 
$3308 = 0 
end_thread 
return 

:NONAME_3
end_thread 

:LOWGAME
thread 'LOWGAME' 
12@ = 0.01 
$1028 = 0 
13@ = 0 
16@ = 0 
$1026 = 0 
$1027 = 0 
18@ = 0 
23@ = 0 
24@ = 0 
25@ = -1 
27@ = 0 
19@ = 0 
$1039 = -1 
if 
  13@ == -1 
else_jump @LOWGAME_205 
00A5: 0@ = create_car 413 at 0.0 0.0 0.0 
00A5: 1@ = create_car 413 at 0.0 0.0 0.0 
009A: 2@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
wait 0 
wait 0 
wait 0 

:LOWGAME_205
if 
056E:   car 0@ defined 
else_jump @LOWGAME_251 
if 
0119:   car 0@ wrecked 
else_jump @LOWGAME_244 
jump @LOWGAME_8836 

:LOWGAME_244
jump @LOWGAME_258 

:LOWGAME_251
jump @LOWGAME_8836 

:LOWGAME_258
if 
056E:   car 1@ defined 
else_jump @LOWGAME_304 
if 
0119:   car 1@ wrecked 
else_jump @LOWGAME_297 
jump @LOWGAME_8836 

:LOWGAME_297
jump @LOWGAME_311 

:LOWGAME_304
jump @LOWGAME_8836 

:LOWGAME_311
if 
  1 > $1030 
else_jump @LOWGAME_343 
$1030 = 1 
jump @LOWGAME_368 

:LOWGAME_343
if 
  $1030 > 5 
else_jump @LOWGAME_368 
$1030 = 5 

:LOWGAME_368
if 
8119:   not car 0@ wrecked 
else_jump @LOWGAME_398 
00AA: store_car 0@ position_to 3@ 4@ 5@ 

:LOWGAME_398
if 
8119:   not car 1@ wrecked 
else_jump @LOWGAME_428 
00AA: store_car 1@ position_to 6@ 7@ 8@ 

:LOWGAME_428
$1025 = 1 

:LOWGAME_435
wait 0 
if 
  5 > 13@ 
else_jump @LOWGAME_487 
if 
856E:   not car 0@ defined 
else_jump @LOWGAME_487 
$1060 = 1 
13@ = 5 

:LOWGAME_487
0871: init_jump_table 13@ total_jumps 6 default_jump 0 @LOWGAME_7776 jumps 0 @LOWGAME_550 1 @LOWGAME_1326 2 @LOWGAME_1370 3 @LOWGAME_7626 4 @LOWGAME_7640 5 @LOWGAME_7715 -1 @LOWGAME_7776 

:LOWGAME_550
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 3@ 4@ 5@ radius 200.0 
04ED: load_animation "LOWRIDER" 

:LOWGAME_594
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWGAME_628 
wait 0 
jump @LOWGAME_594 

:LOWGAME_628
if 
8119:   not car 0@ wrecked 
else_jump @LOWGAME_703 
020A: set_car 0@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
$72 = 0.62 
$73 = 0.31 
$74 = -0.167 

:LOWGAME_703
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 
if 
8118:   not actor 2@ dead 
else_jump @LOWGAME_1075 
if 
0A32:   actor 2@ on_turret_of_car 
else_jump @LOWGAME_1075 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_1075
16@ = 0 
if 
8119:   not car 0@ wrecked 
else_jump @LOWGAME_1231 
if or
0137:   car 0@ model == 534 
0137:   car 0@ model == 535 
0137:   car 0@ model == 576 
else_jump @LOWGAME_1147 
16@ = 1 
jump @LOWGAME_1231 

:LOWGAME_1147
if or
0137:   car 0@ model == 536 
0137:   car 0@ model == 575 
0137:   car 0@ model == 567 
else_jump @LOWGAME_1224 
096D: get_car 0@ component_on_slot 7 model_to 17@ 
if 
   not 17@ == -1 
else_jump @LOWGAME_1217 
16@ = 1 

:LOWGAME_1217
jump @LOWGAME_1231 

:LOWGAME_1224
16@ = 1 

:LOWGAME_1231
if 
8118:   not actor 2@ dead 
else_jump @LOWGAME_1270 
if 
8A32:   not actor 2@ on_turret_of_car 
else_jump @LOWGAME_1270 
16@ = 1 

:LOWGAME_1270
$1035 = 0 
$1036 = 0 
$1037 = 0 
$1026 = 0 
$1038 = 0 
$1027 = 0 
13@ += 1 
jump @LOWGAME_7776 

:LOWGAME_1326
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // == constant 
else_jump @LOWGAME_1363 
13@ += 1 
40@ = 0 

:LOWGAME_1363
jump @LOWGAME_7776 

:LOWGAME_1370
0953: get_soundtrack_status_to 17@ 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @LOWGAME_1400 
40@ = 90000 

:LOWGAME_1400
07B1: unknown_get_dance_track -1 store_to 20@ 21@ 22@ 
if 
   not 21@ == 33 
else_jump @LOWGAME_7605 
31@ = 0.0 
008F: 31@ = integer $1026 to_float 
0A8A: unknown 103 1 0 0 1 1 31@ 'LOWR1'  // Player
008F: 31@ = integer $1027 to_float 
0A8A: unknown 104 1 0 0 1 1 31@ 'LOWR2'  // Opposition
09EE: set_status_text_stay_on_screen 1 
07B1: unknown_get_dance_track 0 store_to 20@ 21@ 22@ 
gosub @LOWGAME_10696 
if and
84A4:   not  21@ == 11 // == constant 
84A4:   not  21@ == 12 // == constant 
84A4:   not  21@ == 15 // == constant 
84A4:   not  21@ == 16 // == constant 
else_jump @LOWGAME_2181 
if 
803B:   not  22@ == 25@ // (int) 
else_jump @LOWGAME_2181 
$1046 = -1 
if 
   not 18@ == 0 
else_jump @LOWGAME_2101 
if and
  20@ > -126 
  126 > 20@ 
else_jump @LOWGAME_1695 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1674 
$1046 = 0 
jump @LOWGAME_1688 

:LOWGAME_1674
23@ = 1 
$1046 = 5 

:LOWGAME_1688
jump @LOWGAME_1970 

:LOWGAME_1695
if and
  20@ > -244 
  244 > 20@ 
else_jump @LOWGAME_1776 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1755 
$1046 = 1 
jump @LOWGAME_1769 

:LOWGAME_1755
23@ = 1 
$1046 = 5 

:LOWGAME_1769
jump @LOWGAME_1970 

:LOWGAME_1776
if and
  20@ > -344 
  344 > 20@ 
else_jump @LOWGAME_1857 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1836 
$1046 = 2 
jump @LOWGAME_1850 

:LOWGAME_1836
23@ = 1 
$1046 = 5 

:LOWGAME_1850
jump @LOWGAME_1970 

:LOWGAME_1857
if or
  20@ > -450 
  450 > 20@ 
else_jump @LOWGAME_1970 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1956 
23@ = 1 
if 
  0 > 20@ 
else_jump @LOWGAME_1942 
$1046 = 3 
jump @LOWGAME_1949 

:LOWGAME_1942
$1046 = 4 

:LOWGAME_1949
jump @LOWGAME_1970 

:LOWGAME_1956
23@ = 1 
$1046 = 5 

:LOWGAME_1970
$1056 = 0 
if 
  $1046 == 0 
else_jump @LOWGAME_2016 
04AE: $1056 = 3 // = constant 
29@ += 1 
jump @LOWGAME_2094 

:LOWGAME_2016
if 
  $1046 == 1 
else_jump @LOWGAME_2048 
04AE: $1056 = 2 // = constant 
29@ += 1 

:LOWGAME_2048
if 
  $1046 == 5 
else_jump @LOWGAME_2080 
30@ += 1 
jump @LOWGAME_2094 

:LOWGAME_2080
04AE: $1056 = 1 // = constant 
30@ += 1 

:LOWGAME_2094
jump @LOWGAME_2141 

:LOWGAME_2101
if 
  -450 > 20@ 
else_jump @LOWGAME_2141 
23@ = 1 
$1046 = 3 
30@ += 1 

:LOWGAME_2141
if 
   not $1046 == -1 
else_jump @LOWGAME_2181 
gosub @LOWGAME_9811 
gosub @LOWGAME_10177 
0085: 25@ = 22@ // (int) 

:LOWGAME_2181
if 
  0 > $1026 
else_jump @LOWGAME_2206 
$1026 = 0 

:LOWGAME_2206
if 
8119:   not car 0@ wrecked 
else_jump @LOWGAME_2349 
if 
81AD:   not car 0@ sphere 0 near_point 3@ 4@ radius 3.0 3.0 
else_jump @LOWGAME_2349 
00AA: store_car 0@ position_to $72 $73 $74 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $72 // (float) 
0087: 10@ = 4@ // (float) 
0065: 10@ -= $73 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2349
if 
8119:   not car 1@ wrecked 
else_jump @LOWGAME_2492 
if 
81AD:   not car 1@ sphere 0 near_point 6@ 7@ radius 3.0 3.0 
else_jump @LOWGAME_2492 
00AA: store_car 1@ position_to $72 $73 $74 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $72 // (float) 
0087: 10@ = 7@ // (float) 
0065: 10@ -= $73 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 1@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2492
if and
  100 > 20@ 
  20@ > -100 
else_jump @LOWGAME_3022 
if 
  21@ == 9 
else_jump @LOWGAME_2575 
$1031 = 1.0 
$1032 = 1.0 
$1033 = 0.0 
$1034 = 0.0 

:LOWGAME_2575
if 
  21@ == 10 
else_jump @LOWGAME_2633 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 1.0 
$1034 = 1.0 

:LOWGAME_2633
if 
  21@ == 11 
else_jump @LOWGAME_2691 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 1.0 
$1034 = 0.0 

:LOWGAME_2691
if 
  21@ == 12 
else_jump @LOWGAME_2749 
$1031 = 0.0 
$1032 = 1.0 
$1033 = 0.0 
$1034 = 0.0 

:LOWGAME_2749
if 
  21@ == 13 
else_jump @LOWGAME_2807 
$1031 = 1.0 
$1032 = 0.0 
$1033 = 1.0 
$1034 = 0.0 

:LOWGAME_2807
if 
  21@ == 14 
else_jump @LOWGAME_2865 
$1031 = 0.0 
$1032 = 1.0 
$1033 = 0.0 
$1034 = 1.0 

:LOWGAME_2865
if 
  21@ == 15 
else_jump @LOWGAME_2923 
$1031 = 1.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 0.0 

:LOWGAME_2923
if 
  21@ == 16 
else_jump @LOWGAME_2981 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 1.0 

:LOWGAME_2981
if 
803B:   not  22@ == 27@ // (int) 
else_jump @LOWGAME_3015 
gosub @LOWGAME_7783 
0085: 27@ = 22@ // (int) 

:LOWGAME_3015
jump @LOWGAME_3062 

:LOWGAME_3022
$1031 = 0.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 0.0 

:LOWGAME_3062
if 
8119:   not car 1@ wrecked 
else_jump @LOWGAME_3111 
if 
0803:   car 1@ have_hydraulics 
else_jump @LOWGAME_3111 
07F5: car 1@ control_hydraulics $1031 $1032 $1033 $1034 

:LOWGAME_3111
if 
  16@ == 0 
else_jump @LOWGAME_7563 
if 
  $1028 == -1 
else_jump @LOWGAME_3172 
if 
   not 18@ == 0 
else_jump @LOWGAME_3172 
$1028 = 0 

:LOWGAME_3172
if 
  $1028 == 0 
else_jump @LOWGAME_3222 
if 
  29@ > 5 
else_jump @LOWGAME_3222 
$1028 += 1 
29@ = 0 

:LOWGAME_3222
if 
  $1028 == 1 
else_jump @LOWGAME_3279 
if 
  29@ > 5 
else_jump @LOWGAME_3279 
$1028 += 1 
29@ = 0 
30@ = 0 

:LOWGAME_3279
if 
  $1028 == 2 
else_jump @LOWGAME_3368 
if 
  29@ > 5 
else_jump @LOWGAME_3336 
$1028 += 1 
29@ = 0 
30@ = 0 

:LOWGAME_3336
if 
  30@ > 1 
else_jump @LOWGAME_3368 
$1028 -= 1 
30@ = 0 

:LOWGAME_3368
if 
  $1028 == 3 
else_jump @LOWGAME_3457 
if 
  29@ > 5 
else_jump @LOWGAME_3425 
$1028 += 1 
29@ = 0 
30@ = 0 

:LOWGAME_3425
if 
  30@ > 1 
else_jump @LOWGAME_3457 
$1028 -= 1 
30@ = 0 

:LOWGAME_3457
if 
  $1028 == 4 
else_jump @LOWGAME_3546 
if 
  29@ > 5 
else_jump @LOWGAME_3514 
$1028 += 1 
29@ = 0 
30@ = 0 

:LOWGAME_3514
if 
  30@ > 1 
else_jump @LOWGAME_3546 
$1028 -= 1 
30@ = 0 

:LOWGAME_3546
if 
  $1028 == 5 
else_jump @LOWGAME_3603 
if 
  30@ > 1 
else_jump @LOWGAME_3603 
$1028 -= 1 
29@ = 0 
30@ = 0 

:LOWGAME_3603
if 
8118:   not actor 2@ dead 
else_jump @LOWGAME_7563 
if 
803A:   not  $1029 == $1028 // (int) 
else_jump @LOWGAME_5225 
if 
  $1028 == -1 
else_jump @LOWGAME_3809 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 

:LOWGAME_3809
if and
  $1029 == -1 
  $1028 == 0 
else_jump @LOWGAME_3965 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_3965
if and
  $1029 == 0 
  $1028 == 1 
else_jump @LOWGAME_4119 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4119
if and
  $1029 == 1 
  $1028 == 2 
else_jump @LOWGAME_4273 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4273
if and
  $1029 == 2 
  $1028 == 3 
else_jump @LOWGAME_4427 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4427
if and
  $1029 == 3 
  $1028 == 4 
else_jump @LOWGAME_4581 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4581
if and
  $1029 == 4 
  $1028 == 5 
else_jump @LOWGAME_4735 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4735
if and
  $1029 > 1 
  $1028 == 1 
else_jump @LOWGAME_4891 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4891
if and
  $1029 == 1 
  $1028 == 0 
else_jump @LOWGAME_5046 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_5046
if and
  $1029 == 0 
  $1028 == -1 
else_jump @LOWGAME_5217 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_5217
0084: $1029 = $1028 // (int) 

:LOWGAME_5225
if and
803B:   not  19@ == 18@ // (int) 
   not 18@ == 0 
else_jump @LOWGAME_6366 
17@ = 0 
26@ = 1.0 
if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
else_jump @LOWGAME_5330 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_5330
if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
else_jump @LOWGAME_5390 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_5390
if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
else_jump @LOWGAME_5452 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_5452
if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
else_jump @LOWGAME_5510 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_5510
if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
else_jump @LOWGAME_5568 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_5568
if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
else_jump @LOWGAME_5626 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_5626
if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
else_jump @LOWGAME_5684 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_5684
if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
else_jump @LOWGAME_5742 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_5742
if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
else_jump @LOWGAME_5796 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_5796
if 
  0.9 > 26@ 
else_jump @LOWGAME_5824 
17@ = 1 

:LOWGAME_5824
if 
  17@ == 0 
else_jump @LOWGAME_6358 
if 
  $1028 == 0 
else_jump @LOWGAME_5928 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5928
if 
  $1028 == 1 
else_jump @LOWGAME_6014 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6014
if 
  $1028 == 2 
else_jump @LOWGAME_6100 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6100
if 
  $1028 == 3 
else_jump @LOWGAME_6186 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6186
if 
  $1028 == 4 
else_jump @LOWGAME_6272 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6272
if 
  $1028 == 5 
else_jump @LOWGAME_6358 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6358
0085: 19@ = 18@ // (int) 

:LOWGAME_6366
if 
  23@ == 1 
else_jump @LOWGAME_6599 
if 
  18@ == 0 
else_jump @LOWGAME_6592 
if 
  $1028 > 0 
else_jump @LOWGAME_6592 
if 
8611:   not actor 2@ performing_animation "LRGIRL_BDBNCE" 
else_jump @LOWGAME_6578 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_6578
$1028 = 1 
$1029 = 1 

:LOWGAME_6592
23@ = 0 

:LOWGAME_6599
17@ = 0 
26@ = 1.0 
if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
else_jump @LOWGAME_6670 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_6670
if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
else_jump @LOWGAME_6732 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_6732
if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
else_jump @LOWGAME_6792 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_6792
if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
else_jump @LOWGAME_6854 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_6854
if 
0611:   actor 2@ performing_animation "LRGIRL_L0_BNCE" 
else_jump @LOWGAME_6910 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_6910
if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
else_jump @LOWGAME_6968 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_6968
if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
else_jump @LOWGAME_7026 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_7026
if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
else_jump @LOWGAME_7084 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_7084
if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
else_jump @LOWGAME_7142 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_7142
if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
else_jump @LOWGAME_7200 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_7200
if 
0611:   actor 2@ performing_animation "LRGIRL_L1_BNCE" 
else_jump @LOWGAME_7256 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_7256
if 
0611:   actor 2@ performing_animation "LRGIRL_L2_BNCE" 
else_jump @LOWGAME_7312 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_7312
if 
0611:   actor 2@ performing_animation "LRGIRL_L3_BNCE" 
else_jump @LOWGAME_7368 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_7368
if 
0611:   actor 2@ performing_animation "LRGIRL_L4_BNCE" 
else_jump @LOWGAME_7424 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_7424
if 
0611:   actor 2@ performing_animation "LRGIRL_L5_BNCE" 
else_jump @LOWGAME_7480 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_7480
if 
  0.9 > 26@ 
else_jump @LOWGAME_7508 
17@ = 1 

:LOWGAME_7508
if 
  17@ == 0 
else_jump @LOWGAME_7563 
062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
if 
04A4:   17@ == 7 // == constant 
else_jump @LOWGAME_7563 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_7563
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 102 
else_jump @LOWGAME_7598 
$1026 = 0 
13@ += 1 

:LOWGAME_7598
jump @LOWGAME_7619 

:LOWGAME_7605
13@ += 1 
40@ = 0 

:LOWGAME_7619
jump @LOWGAME_7776 

:LOWGAME_7626
13@ += 1 
jump @LOWGAME_7776 

:LOWGAME_7640
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWGAME_7663 
01B4: set_player $PLAYER_CHAR can_move 0 

:LOWGAME_7663
fade 0 500 

:LOWGAME_7670
if 
fading 
else_jump @LOWGAME_7694 
wait 0 
jump @LOWGAME_7670 

:LOWGAME_7694
$1060 = 1 
13@ += 1 
jump @LOWGAME_7776 

:LOWGAME_7715
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // == constant 
else_jump @LOWGAME_7740 
0955: end_playing_loaded_soundtrack 

:LOWGAME_7740
0151: remove_status_text $1026 
0151: remove_status_text $1027 
04EF: release_animation "LOWRIDER" 
jump @LOWGAME_8836 
jump @LOWGAME_7776 

:LOWGAME_7776
jump @LOWGAME_435 

:LOWGAME_7783
0209: 17@ = random_int_in_ranges 0 10 
if or
  $1030 == 0 
  $1030 == 1 
else_jump @LOWGAME_8008 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8001 jumps 0 @LOWGAME_7945 1 @LOWGAME_7945 2 @LOWGAME_7959 3 @LOWGAME_7959 4 @LOWGAME_7959 5 @LOWGAME_7959 6 @LOWGAME_7973 
0872: jump_table_jumps 7 @LOWGAME_7973 8 @LOWGAME_7973 9 @LOWGAME_7987 -1 @LOWGAME_8001 -1 @LOWGAME_8001 -1 @LOWGAME_8001 -1 @LOWGAME_8001 -1 @LOWGAME_8001 -1 @LOWGAME_8001 

:LOWGAME_7945
$1027 += 0 
jump @LOWGAME_8001 

:LOWGAME_7959
$1027 += 15 
jump @LOWGAME_8001 

:LOWGAME_7973
$1027 += 25 
jump @LOWGAME_8001 

:LOWGAME_7987
$1027 += 50 
jump @LOWGAME_8001 

:LOWGAME_8001
jump @LOWGAME_8809 

:LOWGAME_8008
if 
  $1030 == 2 
else_jump @LOWGAME_8217 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8210 jumps 0 @LOWGAME_8154 1 @LOWGAME_8168 2 @LOWGAME_8168 3 @LOWGAME_8168 4 @LOWGAME_8168 5 @LOWGAME_8182 6 @LOWGAME_8182 
0872: jump_table_jumps 7 @LOWGAME_8182 8 @LOWGAME_8196 9 @LOWGAME_8196 -1 @LOWGAME_8210 -1 @LOWGAME_8210 -1 @LOWGAME_8210 -1 @LOWGAME_8210 -1 @LOWGAME_8210 -1 @LOWGAME_8210 

:LOWGAME_8154
$1027 += 0 
jump @LOWGAME_8210 

:LOWGAME_8168
$1027 += 15 
jump @LOWGAME_8210 

:LOWGAME_8182
$1027 += 25 
jump @LOWGAME_8210 

:LOWGAME_8196
$1027 += 50 
jump @LOWGAME_8210 

:LOWGAME_8210
jump @LOWGAME_8809 

:LOWGAME_8217
if 
  $1030 == 3 
else_jump @LOWGAME_8426 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8419 jumps 0 @LOWGAME_8363 1 @LOWGAME_8377 2 @LOWGAME_8377 3 @LOWGAME_8377 4 @LOWGAME_8391 5 @LOWGAME_8391 6 @LOWGAME_8391 
0872: jump_table_jumps 7 @LOWGAME_8405 8 @LOWGAME_8405 9 @LOWGAME_8405 -1 @LOWGAME_8419 -1 @LOWGAME_8419 -1 @LOWGAME_8419 -1 @LOWGAME_8419 -1 @LOWGAME_8419 -1 @LOWGAME_8419 

:LOWGAME_8363
$1027 += 0 
jump @LOWGAME_8419 

:LOWGAME_8377
$1027 += 15 
jump @LOWGAME_8419 

:LOWGAME_8391
$1027 += 25 
jump @LOWGAME_8419 

:LOWGAME_8405
$1027 += 50 
jump @LOWGAME_8419 

:LOWGAME_8419
jump @LOWGAME_8809 

:LOWGAME_8426
if 
  $1030 == 4 
else_jump @LOWGAME_8621 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8614 jumps 0 @LOWGAME_8572 1 @LOWGAME_8572 2 @LOWGAME_8572 3 @LOWGAME_8586 4 @LOWGAME_8586 5 @LOWGAME_8586 6 @LOWGAME_8586 
0872: jump_table_jumps 7 @LOWGAME_8600 8 @LOWGAME_8600 9 @LOWGAME_8600 -1 @LOWGAME_8614 -1 @LOWGAME_8614 -1 @LOWGAME_8614 -1 @LOWGAME_8614 -1 @LOWGAME_8614 -1 @LOWGAME_8614 

:LOWGAME_8572
$1027 += 15 
jump @LOWGAME_8614 

:LOWGAME_8586
$1027 += 25 
jump @LOWGAME_8614 

:LOWGAME_8600
$1027 += 50 
jump @LOWGAME_8614 

:LOWGAME_8614
jump @LOWGAME_8809 

:LOWGAME_8621
if 
  $1030 == 5 
else_jump @LOWGAME_8809 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8809 jumps 0 @LOWGAME_8767 1 @LOWGAME_8767 2 @LOWGAME_8781 3 @LOWGAME_8781 4 @LOWGAME_8781 5 @LOWGAME_8781 6 @LOWGAME_8795 
0872: jump_table_jumps 7 @LOWGAME_8795 8 @LOWGAME_8795 9 @LOWGAME_8795 -1 @LOWGAME_8809 -1 @LOWGAME_8809 -1 @LOWGAME_8809 -1 @LOWGAME_8809 -1 @LOWGAME_8809 -1 @LOWGAME_8809 

:LOWGAME_8767
$1027 += 15 
jump @LOWGAME_8809 

:LOWGAME_8781
$1027 += 25 
jump @LOWGAME_8809 

:LOWGAME_8795
$1027 += 50 
jump @LOWGAME_8809 

:LOWGAME_8809
if 
  0 > $1027 
else_jump @LOWGAME_8834 
$1027 = 0 

:LOWGAME_8834
return 

:LOWGAME_8836
$1025 = 0 
end_thread 
0871: init_jump_table $1046 total_jumps 3 default_jump 1 @LOWGAME_8958 jumps 0 @LOWGAME_8908 1 @LOWGAME_8925 2 @LOWGAME_8942 -1 @LOWGAME_8974 -1 @LOWGAME_8974 -1 @LOWGAME_8974 -1 @LOWGAME_8974 

:LOWGAME_8908
015B: shake_player_controller 0 time 200 intensity 255 
jump @LOWGAME_8974 

:LOWGAME_8925
015B: shake_player_controller 0 time 200 intensity 200 
jump @LOWGAME_8974 

:LOWGAME_8942
015B: shake_player_controller 0 time 200 intensity 110 
jump @LOWGAME_8974 

:LOWGAME_8958
015B: shake_player_controller 0 time 200 intensity 50 
jump @LOWGAME_8974 

:LOWGAME_8974
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!
0871: init_jump_table 28@ total_jumps 2 default_jump 1 @LOWGAME_9053 jumps 2 @LOWGAME_9305 3 @LOWGAME_9557 -1 @LOWGAME_9809 -1 @LOWGAME_9809 -1 @LOWGAME_9809 -1 @LOWGAME_9809 -1 @LOWGAME_9809 

:LOWGAME_9053
if 
  $1046 == 0 
else_jump @LOWGAME_9087 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great

:LOWGAME_9087
if 
  $1046 == 1 
else_jump @LOWGAME_9121 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Nice

:LOWGAME_9121
if 
  $1046 == 2 
else_jump @LOWGAME_9155 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright

:LOWGAME_9155
if 
  $1046 == 3 
else_jump @LOWGAME_9189 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Late

:LOWGAME_9189
if 
  $1046 == 4 
else_jump @LOWGAME_9223 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Early

:LOWGAME_9223
if 
  $1046 == 5 
else_jump @LOWGAME_9257 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong

:LOWGAME_9257
if 
  $1046 == 6 
else_jump @LOWGAME_9291 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad

:LOWGAME_9291
28@ = 2 
jump @LOWGAME_9809 

:LOWGAME_9305
if 
  $1046 == 0 
else_jump @LOWGAME_9339 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:LOWGAME_9339
if 
  $1046 == 1 
else_jump @LOWGAME_9373 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:LOWGAME_9373
if 
  $1046 == 2 
else_jump @LOWGAME_9407 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:LOWGAME_9407
if 
  $1046 == 3 
else_jump @LOWGAME_9441 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:LOWGAME_9441
if 
  $1046 == 4 
else_jump @LOWGAME_9475 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:LOWGAME_9475
if 
  $1046 == 5 
else_jump @LOWGAME_9509 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:LOWGAME_9509
if 
  $1046 == 6 
else_jump @LOWGAME_9543 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:LOWGAME_9543
28@ += 1 
jump @LOWGAME_9809 

:LOWGAME_9557
if 
  $1046 == 0 
else_jump @LOWGAME_9591 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:LOWGAME_9591
if 
  $1046 == 1 
else_jump @LOWGAME_9625 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:LOWGAME_9625
if 
  $1046 == 2 
else_jump @LOWGAME_9659 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:LOWGAME_9659
if 
  $1046 == 3 
else_jump @LOWGAME_9693 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:LOWGAME_9693
if 
  $1046 == 4 
else_jump @LOWGAME_9727 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:LOWGAME_9727
if 
  $1046 == 5 
else_jump @LOWGAME_9761 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:LOWGAME_9761
if 
  $1046 == 6 
else_jump @LOWGAME_9795 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:LOWGAME_9795
28@ += 1 
jump @LOWGAME_9809 

:LOWGAME_9809
return 

:LOWGAME_9811
008B: 17@ = $1036 // (int) 
005C: 17@ += $1037 // (int) 
005C: 17@ += $1035 // (int) 
if 
  17@ > 0 
else_jump @LOWGAME_10175 
if 
  17@ >= 4 
else_jump @LOWGAME_10175 
if 
  $1035 == 4 
else_jump @LOWGAME_9978 
if or
  $1038 == 1 
  $1038 == 2 
else_jump @LOWGAME_9946 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 8  // ~y~PERFECT
$1038 = 2 
jump @LOWGAME_9971 

:LOWGAME_9946
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
$1038 = 1 

:LOWGAME_9971
jump @LOWGAME_10154 

:LOWGAME_9978
if 
001C:   $1036 > $1037 // (int) 
else_jump @LOWGAME_10029 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
$1038 = 1 
jump @LOWGAME_10154 

:LOWGAME_10029
if 
  $1038 == 2 
else_jump @LOWGAME_10079 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
$1038 = 1 
jump @LOWGAME_10154 

:LOWGAME_10079
if 
  $1038 == 1 
else_jump @LOWGAME_10129 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 8  // ~r~BAD
$1038 = 0 
jump @LOWGAME_10154 

:LOWGAME_10129
00BA: show_text_styled GXT 'DNC_003' time 50000 style 8  // ~r~BAD
$1038 = 0 

:LOWGAME_10154
$1035 = 0 
$1036 = 0 
$1037 = 0 

:LOWGAME_10175
return 

:LOWGAME_10177
0871: init_jump_table $1046 total_jumps 7 default_jump 0 @LOWGAME_10663 jumps 0 @LOWGAME_10240 1 @LOWGAME_10329 2 @LOWGAME_10418 3 @LOWGAME_10507 4 @LOWGAME_10546 5 @LOWGAME_10585 6 @LOWGAME_10624 

:LOWGAME_10240
if 
  999999 > $1026 
else_jump @LOWGAME_10315 
if 
  $1038 == 2 
else_jump @LOWGAME_10308 
17@ = 50 
17@ *= 10 
005E: $1026 += 17@ // (int) 
jump @LOWGAME_10315 

:LOWGAME_10308
$1026 += 50 

:LOWGAME_10315
$1035 += 1 
jump @LOWGAME_10663 

:LOWGAME_10329
if 
  999999 > $1026 
else_jump @LOWGAME_10404 
if 
  $1038 == 2 
else_jump @LOWGAME_10397 
17@ = 25 
17@ *= 10 
005E: $1026 += 17@ // (int) 
jump @LOWGAME_10404 

:LOWGAME_10397
$1026 += 25 

:LOWGAME_10404
$1036 += 1 
jump @LOWGAME_10663 

:LOWGAME_10418
if 
  999999 > $1026 
else_jump @LOWGAME_10493 
if 
  $1038 == 2 
else_jump @LOWGAME_10486 
17@ = 15 
17@ *= 10 
005E: $1026 += 17@ // (int) 
jump @LOWGAME_10493 

:LOWGAME_10486
$1026 += 15 

:LOWGAME_10493
$1036 += 1 
jump @LOWGAME_10663 

:LOWGAME_10507
if 
  $1026 > 0 
else_jump @LOWGAME_10532 
$1026 += 0 

:LOWGAME_10532
$1037 += 1 
jump @LOWGAME_10663 

:LOWGAME_10546
if 
  $1026 > 0 
else_jump @LOWGAME_10571 
$1026 += 0 

:LOWGAME_10571
$1037 += 1 
jump @LOWGAME_10663 

:LOWGAME_10585
if 
  $1026 > 0 
else_jump @LOWGAME_10610 
$1026 += 0 

:LOWGAME_10610
$1037 += 1 
jump @LOWGAME_10663 

:LOWGAME_10624
if 
  $1026 > 0 
else_jump @LOWGAME_10649 
$1026 += 0 

:LOWGAME_10649
$1037 += 1 
jump @LOWGAME_10663 

:LOWGAME_10663
if 
  $1026 > 999999 
else_jump @LOWGAME_10694 
$1026 = 999999 

:LOWGAME_10694
return 

:LOWGAME_10696
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 26@ = integer $18 to_float 
0087: 9@ = 26@ // (float) 
008F: 26@ = integer $19 to_float 
0087: 10@ = 26@ // (float) 
0509: 26@ = distance_between_XY 0.0 0.0 and_XY 9@ 10@ 
18@ = 0 
if 
  26@ > 64.0 
else_jump @LOWGAME_11057 
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 
if 
  15.0 > 26@ 
else_jump @LOWGAME_10849 
18@ = 13 
jump @LOWGAME_11057 

:LOWGAME_10849
if 
  75.0 > 26@ 
else_jump @LOWGAME_10916 
if 
  $18 > 0 
else_jump @LOWGAME_10902 
18@ = 11 
jump @LOWGAME_10909 

:LOWGAME_10902
18@ = 15 

:LOWGAME_10909
jump @LOWGAME_11057 

:LOWGAME_10916
if 
  105.0 > 26@ 
else_jump @LOWGAME_10983 
if 
  $18 > 0 
else_jump @LOWGAME_10969 
18@ = 10 
jump @LOWGAME_10976 

:LOWGAME_10969
18@ = 9 

:LOWGAME_10976
jump @LOWGAME_11057 

:LOWGAME_10983
if 
  165.0 > 26@ 
else_jump @LOWGAME_11050 
if 
  $18 > 0 
else_jump @LOWGAME_11036 
18@ = 16 
jump @LOWGAME_11043 

:LOWGAME_11036
18@ = 12 

:LOWGAME_11043
jump @LOWGAME_11057 

:LOWGAME_11050
18@ = 14 

:LOWGAME_11057
return 

:NONAME_4
end_thread 

:AUDIOL
thread 'AUDIOL' 
8@ = 0 
if 
  8@ == -1 
else_jump @AUDIOL_60 
009A: 0@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:AUDIOL_60
if 
   not $1040 == 0 
else_jump @AUDIOL_169 
if 
  2@ == 1 
else_jump @AUDIOL_162 
040D: unload_wav 3@ 

:AUDIOL_101
if 
   not $1040 == 0 
else_jump @AUDIOL_155 
if 
  $1044 == 1 
else_jump @AUDIOL_144 
jump @AUDIOL_737 

:AUDIOL_144
wait 0 
jump @AUDIOL_101 

:AUDIOL_155
jump @AUDIOL_169 

:AUDIOL_162
jump @AUDIOL_737 

:AUDIOL_169
05AA: 5@s = s$1041 // @s = 'short' 
008B: 7@ = $1043 // (int) 
$1040 = 1 

:AUDIOL_192
if 
  $1044 == 1 
else_jump @AUDIOL_217 
jump @AUDIOL_662 

:AUDIOL_217
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_651 jumps 0 @AUDIOL_280 1 @AUDIOL_362 2 @AUDIOL_531 3 @AUDIOL_637 -1 @AUDIOL_651 -1 @AUDIOL_651 -1 @AUDIOL_651 

:AUDIOL_280
if 
  4@ == 0 
else_jump @AUDIOL_311 
040D: unload_wav 3@ 
03CF: load_wav 7@ as 3@ 

:AUDIOL_311
if 
8118:   not actor 0@ dead 
else_jump @AUDIOL_341 
094E: set_actor 0@ mute_pain_audio 1 
0A09: set_actor 0@ muted 1 // versionB 

:AUDIOL_341
40@ = 0 
8@ += 1 
jump @AUDIOL_651 

:AUDIOL_362
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_498 
if 
8118:   not actor 0@ dead 
else_jump @AUDIOL_444 
if 
894D:   not actor 0@ mutally_active 
else_jump @AUDIOL_436 
if 
  1@ == 1 
else_jump @AUDIOL_436 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_436
0967: actor 0@ move_mouth 10000 ms 

:AUDIOL_444
03D1: play_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
else_jump @AUDIOL_484 
00BC: show_text_highpriority GXT 5@s time 10000 flag 1 

:AUDIOL_484
8@ += 1 
jump @AUDIOL_524 

:AUDIOL_498
if 
  40@ > 5000 
else_jump @AUDIOL_524 
8@ += 1 

:AUDIOL_524
jump @AUDIOL_651 

:AUDIOL_531
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_623 
if 
03D2:   wav 3@ ended 
else_jump @AUDIOL_577 
8@ += 1 
jump @AUDIOL_616 

:AUDIOL_577
if 
056D:   actor 0@ defined 
else_jump @AUDIOL_616 
if 
0118:   actor 0@ dead 
else_jump @AUDIOL_616 
8@ += 1 

:AUDIOL_616
jump @AUDIOL_630 

:AUDIOL_623
8@ += 1 

:AUDIOL_630
jump @AUDIOL_651 

:AUDIOL_637
jump @AUDIOL_662 
jump @AUDIOL_651 

:AUDIOL_651
wait 0 
jump @AUDIOL_192 

:AUDIOL_662
if 
8118:   not actor 0@ dead 
else_jump @AUDIOL_695 
094F: enable_actor 0@ pain_audio 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
else_jump @AUDIOL_730 
03D5: remove_text 5@s 

:AUDIOL_730
$1040 = 0 

:AUDIOL_737
end_thread 

:CLEANAU
thread 'CLEANAU' 
40@ = 0 
$1044 = 1 

:CLEANAU_25
if 
   not $1040 == 0 
else_jump @CLEANAU_80 
wait 0 
if 
  40@ > 2000 
else_jump @CLEANAU_73 
$1040 = 0 

:CLEANAU_73
jump @CLEANAU_25 

:CLEANAU_80
end_thread_named 'AUDIOL' 
$1044 = 0 
end_thread 

:NONAME_5
end_thread 
$1065 = 0 
$1066 = 0 
$1067 = 0 
$1068 = 0 
$1069 = 0 
$1070 = -1 
$1071 = -1 
$1072 = -1 
$1073 = -1 
$1074 = -1 
$1057 = -1 
$1058 = 1 
$1059 = -1 

:BDISPLY
thread 'BDISPLY' 
if 
  $1064 == 0 
else_jump @BDISPLY_43 
$1064 = 1 
$1060 = 0 

:BDISPLY_43
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "UP" as 13 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 18 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 19 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 20 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 12 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 15 // Load dictionary with 0390 first 
038F: load_texture "DANCE_BG" as 42 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 21 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 22 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 23 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 24 // Load dictionary with 0390 first 
$1055 = 0 
$1047 = 4500 
$1048 = 2500 
$1049 = 77.0 
$1050 = 381.0 
$1051 = 365.0 
$1052 = 40.0 
$1053 = 42.0 
19@ = 50.0 
20@ = 54.0 
22@ = 50.0 
21@ = 54.0 
$1054 = 4.2 
01BD: 16@ = current_time_in_ms 
wait 1000 

:BDISPLY_349
wait 0 
if 
09FA:   is_menu_closed 
else_jump @BDISPLY_380 
$1056 = 0 
23@ = 0 

:BDISPLY_380
0953: get_soundtrack_status_to 0@ 
if 
04A4:   0@ == 3 // == constant 
else_jump @BDISPLY_4194 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // (int) 
0062: 17@ -= 16@ // (int) 
0085: 16@ = 15@ // (int) 
if 
  $1055 > 0 
else_jump @BDISPLY_458 
0066: $1055 -= 17@ // (int) 

:BDISPLY_458
008B: 0@ = $1048 // (int) 
005C: 0@ += $1047 // (int) 
0093: 5@ = integer 0@ to_float 
008F: 6@ = integer $1048 to_float 
0073: 6@ /= 5@ // (float) 
006F: 6@ *= $1051 // (float) 
$72 = 232.0 
0086: $73 = $1050 // (float) 
$73 -= 5.0 
03E3: set_texture_to_be_drawn_antialiased 1 
0089: 29@ = $1049 // (float) 
29@ *= 0.48 
0089: 30@ = $1050 // (float) 
30@ *= 0.74 
0089: 31@ = $1052 // (float) 
31@ *= 2.2 
038D: draw_texture 42 position $72 $1050 size 444.0 31@ RGBA 255 255 255 255 
07B1: unknown_get_dance_track 0 store_to 8@ 10@ 12@ 
if 
  -344 > 8@ 
else_jump @BDISPLY_667 
07B1: unknown_get_dance_track 1 store_to 8@ 10@ 12@ 

:BDISPLY_667
if or
  10@ == 14 
  10@ == 1 
else_jump @BDISPLY_720 
038D: draw_texture 18 position $72 $73 size 20@ 19@ RGBA 255 255 255 255 

:BDISPLY_720
if or
  10@ == 13 
  10@ == 3 
else_jump @BDISPLY_778 
074B: draw_texture 18 position $72 $73 scale 20@ 19@ angle 0.0 color_RGBA 255 255 255 255 

:BDISPLY_778
if or
  10@ == 9 
  10@ == 2 
  10@ == 11 
  10@ == 12 
  10@ == 15 
  10@ == 16 
else_jump @BDISPLY_864 
074B: draw_texture 18 position $72 $73 scale 20@ 19@ angle -90.0 color_RGBA 255 255 255 255 

:BDISPLY_864
if or
  10@ == 10 
  10@ == 4 
else_jump @BDISPLY_922 
074B: draw_texture 18 position $72 $73 scale 20@ 19@ angle 90.0 color_RGBA 255 255 255 255 

:BDISPLY_922
01BD: $1063 = current_time_in_ms 
0060: $1063 -= $1062 // (int) 
0@ = 1 

:BDISPLY_942
if 
  11 > 0@ 
else_jump @BDISPLY_1419 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
if 
   not 10@ == 0 
else_jump @BDISPLY_1405 
if 
001E:   $1047 > 8@ // (int) 
else_jump @BDISPLY_1405 
gosub @BDISPLY_4291 
008B: 3@ = $1048 // (int) 
005C: 3@ += $1047 // (int) 
0093: 6@ = integer 3@ to_float 
0085: 4@ = 8@ // (int) 
005C: 4@ += $1048 // (int) 
0093: 5@ = integer 4@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1051 // (float) 
0086: $72 = $1051 // (float) 
0067: $72 -= 5@ // (float) 
0086: $73 = $1050 // (float) 
$73 -= 5.0 
0093: 5@ = integer 8@ to_float 
008F: 6@ = integer $1047 to_float 
0073: 5@ /= 6@ // (float) 
5@ *= -1.0 
5@ += 1.0 
5@ = 1.0 
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
   not 18@ == 0 
else_jump @BDISPLY_1405 
gosub @BDISPLY_4561 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  18@ == 14 
else_jump @BDISPLY_1264 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 255 255 4@ 

:BDISPLY_1264
if 
  18@ == 13 
else_jump @BDISPLY_1311 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 255 255 4@ 

:BDISPLY_1311
if 
  18@ == 9 
else_jump @BDISPLY_1358 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 255 255 4@ 

:BDISPLY_1358
if 
  18@ == 10 
else_jump @BDISPLY_1405 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 255 255 4@ 

:BDISPLY_1405
0@ += 1 
jump @BDISPLY_942 

:BDISPLY_1419
if 
  $1061 == 0 
else_jump @BDISPLY_4187 
0@ = -1 

:BDISPLY_1444
if 
  0@ > -6 
else_jump @BDISPLY_4187 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
if 
  0@ == -1 
else_jump @BDISPLY_1797 
if 
  -344 >= 8@ 
else_jump @BDISPLY_1701 
if 
803C:   not  $1039 == 12@ // (int) 
else_jump @BDISPLY_1694 
008A: $1039 = 12@ // (int) 
if or
  10@ == 1 
  10@ == 2 
  10@ == 3 
  10@ == 4 
else_jump @BDISPLY_1633 
if 
84A3:   not  $1045 == 8 // == constant 
else_jump @BDISPLY_1611 
$1065 = 2 
jump @BDISPLY_1618 

:BDISPLY_1611
$1065 = 1 

:BDISPLY_1618
0084: $1070 = $1045 // (int) 
jump @BDISPLY_1694 

:BDISPLY_1633
if and
   not $1046 == 2 
   not $1046 == 0 
   not $1046 == 1 
else_jump @BDISPLY_1679 
$1065 = 2 
jump @BDISPLY_1686 

:BDISPLY_1679
$1065 = 1 

:BDISPLY_1686
0084: $1070 = $1046 // (int) 

:BDISPLY_1694
jump @BDISPLY_1797 

:BDISPLY_1701
if 
   not $1065 == 0 
else_jump @BDISPLY_1783 
0084: $1069 = $1068 // (int) 
0084: $1068 = $1067 // (int) 
0084: $1067 = $1066 // (int) 
0084: $1066 = $1065 // (int) 
0084: $1074 = $1073 // (int) 
0084: $1073 = $1072 // (int) 
0084: $1072 = $1071 // (int) 
0084: $1071 = $1070 // (int) 

:BDISPLY_1783
$1070 = -1 
$1065 = 0 

:BDISPLY_1797
8@ *= -1 
if 
   not 10@ == 0 
else_jump @BDISPLY_4173 
if 
001E:   $1048 > 8@ // (int) 
else_jump @BDISPLY_4173 
gosub @BDISPLY_4291 
0085: 4@ = 8@ // (int) 
4@ *= -1 
005C: 4@ += $1048 // (int) 
008B: 3@ = $1048 // (int) 
005C: 3@ += $1047 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1051 // (float) 
0086: $72 = $1051 // (float) 
0067: $72 -= 5@ // (float) 
0086: $73 = $1050 // (float) 
$73 -= 5.0 
0093: 5@ = integer 4@ to_float 
008F: 6@ = integer $1048 to_float 
0073: 5@ /= 6@ // (float) 
if 
  0 > 8@ 
else_jump @BDISPLY_2005 
5@ = 1.0 

:BDISPLY_2005
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
  0@ == -1 
else_jump @BDISPLY_2049 
008B: 32@ = $1065 // (int) 

:BDISPLY_2049
if 
  0@ == -2 
else_jump @BDISPLY_2075 
008B: 32@ = $1066 // (int) 

:BDISPLY_2075
if 
  0@ == -3 
else_jump @BDISPLY_2101 
008B: 32@ = $1067 // (int) 

:BDISPLY_2101
if 
  0@ == -4 
else_jump @BDISPLY_2127 
008B: 32@ = $1068 // (int) 

:BDISPLY_2127
if 
  0@ == -5 
else_jump @BDISPLY_2153 
008B: 32@ = $1069 // (int) 

:BDISPLY_2153
if 
   not 18@ == 0 
else_jump @BDISPLY_4173 
gosub @BDISPLY_4561 
33@ = 0 
if 
  18@ == 14 
else_jump @BDISPLY_2210 
33@ = 1 

:BDISPLY_2210
if 
  18@ == 13 
else_jump @BDISPLY_2235 
33@ = 1 

:BDISPLY_2235
if 
  18@ == 9 
else_jump @BDISPLY_2260 
33@ = 1 

:BDISPLY_2260
if 
  18@ == 10 
else_jump @BDISPLY_2285 
33@ = 1 

:BDISPLY_2285
if 
  33@ == 1 
else_jump @BDISPLY_4173 
if 
  32@ == 0 
else_jump @BDISPLY_2350 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 255 255 4@ 

:BDISPLY_2350
if 
  32@ == 1 
else_jump @BDISPLY_2395 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 0 255 0 4@ 

:BDISPLY_2395
if 
  32@ == 2 
else_jump @BDISPLY_2440 
038D: draw_texture 18@ position $72 $73 size $1053 $1052 RGBA 255 0 0 4@ 

:BDISPLY_2440
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 1.69 1.69 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0089: 28@ = $73 // (float) 
0089: 34@ = $1052 // (float) 
34@ *= 0.69 
005B: 28@ += 34@ // (float) 
if 
  0@ == -1 
else_jump @BDISPLY_2830 
if or
  $1070 == 0 
04A3:   $1070 == 8 // == constant 
else_jump @BDISPLY_2563 
033E: set_draw_text_position $72 28@ GXT 'DNC_005'  // ~w~Great

:BDISPLY_2563
if 
  $1070 == 1 
else_jump @BDISPLY_2598 
033E: set_draw_text_position $72 28@ GXT 'DNC_006'  // ~w~Nice

:BDISPLY_2598
if 
  $1070 == 2 
else_jump @BDISPLY_2633 
033E: set_draw_text_position $72 28@ GXT 'DNC_007'  // ~w~Alright

:BDISPLY_2633
if or
  $1070 == 3 
04A3:   $1070 == 5 // == constant 
else_jump @BDISPLY_2682 
033E: set_draw_text_position $72 28@ GXT 'DNC_008'  // ~w~Late
jump @BDISPLY_2717 

:BDISPLY_2682
if 
  $1070 == 5 
else_jump @BDISPLY_2717 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_2717
if 
  $1070 == 4 
else_jump @BDISPLY_2752 
033E: set_draw_text_position $72 28@ GXT 'DNC_009'  // ~w~Early

:BDISPLY_2752
if and
  $1070 == -1 
  -344 > 8@ 
else_jump @BDISPLY_2795 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_2795
if 
04A3:   $1070 == 9 // == constant 
else_jump @BDISPLY_2830 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_2830
if 
  0@ == -2 
else_jump @BDISPLY_3157 
if or
  $1071 == 0 
04A3:   $1071 == 8 // == constant 
else_jump @BDISPLY_2890 
033E: set_draw_text_position $72 28@ GXT 'DNC_005'  // ~w~Great

:BDISPLY_2890
if 
  $1071 == 1 
else_jump @BDISPLY_2925 
033E: set_draw_text_position $72 28@ GXT 'DNC_006'  // ~w~Nice

:BDISPLY_2925
if 
  $1071 == 2 
else_jump @BDISPLY_2960 
033E: set_draw_text_position $72 28@ GXT 'DNC_007'  // ~w~Alright

:BDISPLY_2960
if or
  $1071 == 3 
04A3:   $1071 == 5 // == constant 
else_jump @BDISPLY_3009 
033E: set_draw_text_position $72 28@ GXT 'DNC_008'  // ~w~Late
jump @BDISPLY_3044 

:BDISPLY_3009
if 
  $1071 == 5 
else_jump @BDISPLY_3044 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_3044
if 
  $1071 == 4 
else_jump @BDISPLY_3079 
033E: set_draw_text_position $72 28@ GXT 'DNC_009'  // ~w~Early

:BDISPLY_3079
if and
  $1071 == -1 
  -344 > 8@ 
else_jump @BDISPLY_3122 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3122
if 
04A3:   $1071 == 9 // == constant 
else_jump @BDISPLY_3157 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3157
if 
  0@ == -3 
else_jump @BDISPLY_3484 
if or
  $1072 == 0 
04A3:   $1072 == 8 // == constant 
else_jump @BDISPLY_3217 
033E: set_draw_text_position $72 28@ GXT 'DNC_005'  // ~w~Great

:BDISPLY_3217
if 
  $1072 == 1 
else_jump @BDISPLY_3252 
033E: set_draw_text_position $72 28@ GXT 'DNC_006'  // ~w~Nice

:BDISPLY_3252
if 
  $1072 == 2 
else_jump @BDISPLY_3287 
033E: set_draw_text_position $72 28@ GXT 'DNC_007'  // ~w~Alright

:BDISPLY_3287
if or
  $1072 == 3 
04A3:   $1072 == 5 // == constant 
else_jump @BDISPLY_3336 
033E: set_draw_text_position $72 28@ GXT 'DNC_008'  // ~w~Late
jump @BDISPLY_3371 

:BDISPLY_3336
if 
  $1072 == 5 
else_jump @BDISPLY_3371 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_3371
if 
  $1072 == 4 
else_jump @BDISPLY_3406 
033E: set_draw_text_position $72 28@ GXT 'DNC_009'  // ~w~Early

:BDISPLY_3406
if and
  $1072 == -1 
  -344 > 8@ 
else_jump @BDISPLY_3449 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3449
if 
04A3:   $1072 == 9 // == constant 
else_jump @BDISPLY_3484 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3484
if 
  0@ == -4 
else_jump @BDISPLY_3811 
if or
  $1073 == 0 
04A3:   $1073 == 8 // == constant 
else_jump @BDISPLY_3544 
033E: set_draw_text_position $72 28@ GXT 'DNC_005'  // ~w~Great

:BDISPLY_3544
if 
  $1073 == 1 
else_jump @BDISPLY_3579 
033E: set_draw_text_position $72 28@ GXT 'DNC_006'  // ~w~Nice

:BDISPLY_3579
if 
  $1073 == 2 
else_jump @BDISPLY_3614 
033E: set_draw_text_position $72 28@ GXT 'DNC_007'  // ~w~Alright

:BDISPLY_3614
if or
  $1073 == 3 
04A3:   $1073 == 5 // == constant 
else_jump @BDISPLY_3663 
033E: set_draw_text_position $72 28@ GXT 'DNC_008'  // ~w~Late
jump @BDISPLY_3698 

:BDISPLY_3663
if 
  $1073 == 5 
else_jump @BDISPLY_3698 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_3698
if 
  $1073 == 4 
else_jump @BDISPLY_3733 
033E: set_draw_text_position $72 28@ GXT 'DNC_009'  // ~w~Early

:BDISPLY_3733
if and
  $1073 == -1 
  -344 > 8@ 
else_jump @BDISPLY_3776 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3776
if 
04A3:   $1073 == 9 // == constant 
else_jump @BDISPLY_3811 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_3811
if 
  0@ == -5 
else_jump @BDISPLY_4173 
if or
  $1074 == 0 
04A3:   $1074 == 8 // == constant 
else_jump @BDISPLY_3871 
033E: set_draw_text_position $72 28@ GXT 'DNC_005'  // ~w~Great

:BDISPLY_3871
if 
  $1074 == 1 
else_jump @BDISPLY_3906 
033E: set_draw_text_position $72 28@ GXT 'DNC_006'  // ~w~Nice

:BDISPLY_3906
if 
  $1074 == 2 
else_jump @BDISPLY_3941 
033E: set_draw_text_position $72 28@ GXT 'DNC_007'  // ~w~Alright

:BDISPLY_3941
if or
  $1074 == 3 
04A3:   $1074 == 5 // == constant 
else_jump @BDISPLY_3990 
033E: set_draw_text_position $72 28@ GXT 'DNC_008'  // ~w~Late
jump @BDISPLY_4025 

:BDISPLY_3990
if 
  $1074 == 5 
else_jump @BDISPLY_4025 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_4025
if 
  $1074 == 4 
else_jump @BDISPLY_4060 
033E: set_draw_text_position $72 28@ GXT 'DNC_009'  // ~w~Early

:BDISPLY_4060
if 
  $1074 == 5 
else_jump @BDISPLY_4095 
033E: set_draw_text_position $72 28@ GXT 'DNC_010'  // ~w~Wrong

:BDISPLY_4095
if and
  $1074 == -1 
  -344 > 8@ 
else_jump @BDISPLY_4138 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_4138
if 
04A3:   $1074 == 9 // == constant 
else_jump @BDISPLY_4173 
033E: set_draw_text_position $72 28@ GXT 'DNC_011'  // ~w~Bad

:BDISPLY_4173
0@ -= 1 
jump @BDISPLY_1444 

:BDISPLY_4187
jump @BDISPLY_4230 

:BDISPLY_4194
038D: draw_texture 12 position 29@ 30@ size 666.0 420.0 RGBA 0 0 0 255 
jump @BDISPLY_4269 

:BDISPLY_4230
if 
  $1060 == 0 
else_jump @BDISPLY_4262 
jump @BDISPLY_349 
jump @BDISPLY_4269 

:BDISPLY_4262
jump @BDISPLY_4269 

:BDISPLY_4269
$1060 = 0 
$1064 = 0 
03F0: enable_text_draw 0 
0391: release_textures 
end_thread 

:BDISPLY_4291
18@ = 0 
if or
  10@ == 9 
  10@ == 2 
else_jump @BDISPLY_4330 
18@ = 9 

:BDISPLY_4330
if or
  10@ == 10 
  10@ == 4 
else_jump @BDISPLY_4362 
18@ = 10 

:BDISPLY_4362
if 
  10@ == 11 
else_jump @BDISPLY_4387 
18@ = 11 

:BDISPLY_4387
if 
  10@ == 12 
else_jump @BDISPLY_4412 
18@ = 12 

:BDISPLY_4412
if or
  10@ == 13 
  10@ == 3 
else_jump @BDISPLY_4444 
18@ = 13 

:BDISPLY_4444
if or
  10@ == 14 
  10@ == 1 
else_jump @BDISPLY_4476 
18@ = 14 

:BDISPLY_4476
if 
  10@ == 15 
else_jump @BDISPLY_4501 
18@ = 15 

:BDISPLY_4501
if 
  10@ == 16 
else_jump @BDISPLY_4526 
18@ = 16 

:BDISPLY_4526
if and
  $1058 == 0 
07D6:   10@ == $1059 // @ == $ (int) 
else_jump @BDISPLY_4559 
18@ = 0 

:BDISPLY_4559
return 

:BDISPLY_4561
if and
  $1056 > 0 
  23@ == 0 
else_jump @BDISPLY_4613 
07B1: unknown_get_dance_track 0 store_to 1@ 1@ 25@ 
25@ += 1 
23@ = 1 

:BDISPLY_4613
0085: 13@ = 12@ // (int) 
005A: 13@ += 0@ // (int) 
if 
  0 > 0@ 
else_jump @BDISPLY_4661 
8@ *= -1 
13@ += 1 

:BDISPLY_4661
if 
003B:   13@ == 25@ // (int) 
else_jump @BDISPLY_4742 
if and
  3000 >= 8@ 
  8@ > -400 
else_jump @BDISPLY_4721 
gosub @BDISPLY_4751 
jump @BDISPLY_4735 

:BDISPLY_4721
23@ = 0 
$1056 = 0 

:BDISPLY_4735
jump @BDISPLY_4749 

:BDISPLY_4742
$1056 = 0 

:BDISPLY_4749
return 

:BDISPLY_4751
0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_5635 jumps 1 @BDISPLY_4814 2 @BDISPLY_5101 3 @BDISPLY_5346 -1 @BDISPLY_5635 -1 @BDISPLY_5635 -1 @BDISPLY_5635 -1 @BDISPLY_5635 

:BDISPLY_4814
if or
  $1056 == 1 
  $1056 == 2 
  $1056 == 3 
else_jump @BDISPLY_4861 
24@ = 255 
27@ = 100 

:BDISPLY_4861
41@ = 0 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  18@ == 14 
else_jump @BDISPLY_4922 
038D: draw_texture 18 position 232.0 376.0 size 20@ 19@ RGBA 255 255 255 24@ 

:BDISPLY_4922
if 
  18@ == 13 
else_jump @BDISPLY_4977 
074B: draw_texture 17 position 232.0 376.0 scale 20@ 19@ angle 0.0 color_RGBA 255 255 255 24@ 

:BDISPLY_4977
if 
  18@ == 9 
else_jump @BDISPLY_5032 
074B: draw_texture 19 position 232.0 376.0 scale 20@ 19@ angle -90.0 color_RGBA 255 255 255 24@ 

:BDISPLY_5032
if 
  18@ == 10 
else_jump @BDISPLY_5087 
074B: draw_texture 18 position 232.0 376.0 scale 20@ 19@ angle 90.0 color_RGBA 255 255 255 24@ 

:BDISPLY_5087
23@ += 1 
jump @BDISPLY_5635 

:BDISPLY_5101
if 
001D:   41@ > 27@ // (int) 
else_jump @BDISPLY_5127 
23@ += 1 

:BDISPLY_5127
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  18@ == 14 
else_jump @BDISPLY_5179 
038D: draw_texture 18 position 232.0 376.0 size 20@ 19@ RGBA 0 0 255 24@ 

:BDISPLY_5179
if 
  18@ == 13 
else_jump @BDISPLY_5233 
074B: draw_texture 17 position 232.0 376.0 scale 20@ 19@ angle 0.0 color_RGBA 255 255 0 24@ 

:BDISPLY_5233
if 
  18@ == 9 
else_jump @BDISPLY_5286 
074B: draw_texture 19 position 232.0 376.0 scale 20@ 19@ angle -90.0 color_RGBA 255 0 0 24@ 

:BDISPLY_5286
if 
  18@ == 10 
else_jump @BDISPLY_5339 
074B: draw_texture 20 position 232.0 376.0 scale 20@ 19@ angle 90.0 color_RGBA 0 255 0 24@ 

:BDISPLY_5339
jump @BDISPLY_5635 

:BDISPLY_5346
0085: 1@ = 26@ // (int) 
0072: 1@ /= 17@ // (int) 
1@ *= 4 
0062: 24@ -= 1@ // (int) 
if 
  0 >= 24@ 
else_jump @BDISPLY_5416 
24@ = 0 
23@ = 0 
$1056 = 0 

:BDISPLY_5416
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  18@ == 14 
else_jump @BDISPLY_5468 
038D: draw_texture 18 position 232.0 376.0 size 20@ 19@ RGBA 0 0 255 24@ 

:BDISPLY_5468
if 
  18@ == 13 
else_jump @BDISPLY_5522 
074B: draw_texture 17 position 232.0 376.0 scale 20@ 19@ angle 0.0 color_RGBA 255 255 0 24@ 

:BDISPLY_5522
if 
  18@ == 9 
else_jump @BDISPLY_5575 
074B: draw_texture 19 position 232.0 376.0 scale 20@ 19@ angle -90.0 color_RGBA 255 0 0 24@ 

:BDISPLY_5575
if 
  18@ == 10 
else_jump @BDISPLY_5628 
074B: draw_texture 20 position 232.0 376.0 scale 20@ 19@ angle 90.0 color_RGBA 0 255 0 24@ 

:BDISPLY_5628
jump @BDISPLY_5635 

:BDISPLY_5635
return 

:NONAME_6
end_thread 

:IMPEXPM
thread 'IMPEXPM' 
if 
   not $1205 == 99 
else_jump @IMPEXPM_484 
if 
  $1205 == -1000 
else_jump @IMPEXPM_123 
029B: 28@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 
09E2: $4214[0] = parked_car_generator_w_numberplate 587 colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_123
if 
83CA:   not object 28@ exists 
else_jump @IMPEXPM_190 
029B: 28@ = init_object #NF_BLACKBOARD at -1573.881 135.3845 2.535 
0177: set_object 28@ Z_angle_to 180.0 
0550: keep_object 28@ in_memory 1 
0392: make_object 28@ moveable 0 
01C7: remove_object_from_mission_cleanup_list 28@ 

:IMPEXPM_190
$1075 = 0 
04AE: $1102[0] = 589 // = constant 
04AE: $1102[1] = 404 // = constant 
04AE: $1102[2] = 559 // = constant 
04AE: $1102[3] = 589 // = constant 
04AE: $1102[4] = 404 // = constant 
04AE: $1102[5] = 559 // = constant 
5@ = 6 

:IMPEXPM_252
if 
  42 > 5@ 
else_jump @IMPEXPM_295 
$1102(5@,42i) = -1 
5@ += 1 
jump @IMPEXPM_252 

:IMPEXPM_295
05A9: s$1191 = 'IE16' // s$  // Sunday
05A9: s$1193 = 'IE10' // s$  // Monday
05A9: s$1195 = 'IE11' // s$  // Tuesday
05A9: s$1197 = 'IE12' // s$  // Wednesday
05A9: s$1199 = 'IE13' // s$  // Thursday
05A9: s$1201 = 'IE14' // s$  // Friday
05A9: s$1203 = 'IE15' // s$  // Saturday
$1207 = 0 
$1206 = 0 
$1208 = 0 
$1210 = 0.8 
$1211 = 1.0 
$1213[0] = -1 
$1213[1] = -1 
$1213[2] = -1 
$1213[3] = -1 
$1213[4] = -1 
create_thread @IMPEXPC 
$1205 = 99 

:IMPEXPM_484
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_563 
if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
  $3296 == 1 
else_jump @IMPEXPM_563 
16@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_563
jump @IMPEXPM_484 
27@ = 0 

:IMPEXPM_577
if 
  $3296 == 1 
else_jump @IMPEXPM_627 
if 
  $40 == 1 
else_jump @IMPEXPM_627 
$40 = 0 
$1172 = 1 

:IMPEXPM_627
gosub @IMPEXPM_11398 
if 
  17@ == -1 
else_jump @IMPEXPM_875 
00A5: 18@ = create_car 413 at 0.0 0.0 0.0 
00A5: 21@ = create_car 413 at 0.0 0.0 0.0 
00A5: 23@ = create_car 413 at 0.0 0.0 0.0 
0107: 28@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1146[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1156[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1166[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 25@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $4116 = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1173 = create_object #WOODENBOX at 0.0 0.0 0.0 

:IMPEXPM_875
17@ = 0 
21@ = -1 
24@ = 0 
$1176 = 0.0 
29@ = 0 
gosub @IMPEXPM_9779 
gosub @IMPEXPM_10436 
if 
  $3296 == 1 
else_jump @IMPEXPM_1185 
if 
03CA:   object $1173 exists 
else_jump @IMPEXPM_966 
0108: destroy_object $1173 

:IMPEXPM_966
if 
  $1075 == 0 
else_jump @IMPEXPM_1039 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 0.0 0.0 
029B: $1173 = init_object #NF_LIST_1 at $72 $73 $74 
0177: set_object $1173 Z_angle_to 180.0 

:IMPEXPM_1039
if 
  $1075 == 1 
else_jump @IMPEXPM_1112 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 0.0 0.0 
029B: $1173 = init_object #NF_LIST_2 at $72 $73 $74 
0177: set_object $1173 Z_angle_to 180.0 

:IMPEXPM_1112
if 
  $1075 == 2 
else_jump @IMPEXPM_1185 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 0.0 0.0 
029B: $1173 = init_object #NF_LIST_3 at $72 $73 $74 
0177: set_object $1173 Z_angle_to 180.0 

:IMPEXPM_1185
gosub @IMPEXPM_11398 
if 
  $3296 == 1 
else_jump @IMPEXPM_1559 
5@ = 0 

:IMPEXPM_1217
if 
  10 > 5@ 
else_jump @IMPEXPM_1559 
if 
03CA:   object $1146(5@,10i) exists 
else_jump @IMPEXPM_1264 
0108: destroy_object $1146(5@,10i) 

:IMPEXPM_1264
$1146(5@,10i) = -1 
if or
  $ONMISSION == 0 
  $1209 == 1 
else_jump @IMPEXPM_1545 
if 
  $1086(5@,10i) == 1 
else_jump @IMPEXPM_1545 
if 
83CA:   not object $1146(5@,10i) exists 
else_jump @IMPEXPM_1545 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 0.0 0.0 
0093: 13@ = integer 5@ to_float 
if 
  13@ > 4.0 
else_jump @IMPEXPM_1410 
13@ += -5.0 

:IMPEXPM_1410
0087: 14@ = 13@ // (float) 
14@ *= -0.05 
13@ *= -0.2355 
005B: 13@ += 14@ // (float) 
005F: $74 += 13@ // (float) 
if 
  5 > 5@ 
else_jump @IMPEXPM_1482 
$72 += 1.741 

:IMPEXPM_1482
13@ *= -0.1 
005F: $74 += 13@ // (float) 
029B: $1146(5@,10i) = init_object #WANTED_CROSS_OFF at $72 $73 $74 
0550: keep_object $1146(5@,10i) in_memory 1 
0177: set_object $1146(5@,10i) Z_angle_to 180.0 

:IMPEXPM_1545
5@ += 1 
jump @IMPEXPM_1217 

:IMPEXPM_1559
wait 0 
if 
  $3296 == 0 
else_jump @IMPEXPM_1588 
jump @IMPEXPM_1559 

:IMPEXPM_1588
if 
  27@ == 1 
else_jump @IMPEXPM_1730 
if 
056E:   car 23@ defined 
else_jump @IMPEXPM_1730 
if 
8119:   not car 23@ wrecked 
else_jump @IMPEXPM_1680 
0519: set_car 23@ locked 1 
if 
82CA:   not car 23@ bounding_sphere_visible 
else_jump @IMPEXPM_1673 
00A6: destroy_car 23@ 
27@ = 0 

:IMPEXPM_1673
jump @IMPEXPM_1692 

:IMPEXPM_1680
00A6: destroy_car 23@ 
27@ = 0 

:IMPEXPM_1692
0798: get_crane_magnet $4116 attached_car_handle_to 18@ attached_actor_handle_to 19@ attached_object_handle_to 20@ 
if 
003B:   18@ == 23@ // (int) 
else_jump @IMPEXPM_1730 
0799: set_crane_magnet $4116 release_stuff_from_magnet 

:IMPEXPM_1730
if and
   not $1206 == 0 
  41@ > 5000 
else_jump @IMPEXPM_1836 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1836 
if 
  $1206 == 1 
else_jump @IMPEXPM_1800 
03E5: show_text_box 'IE25'  // One more car is now available for importing.

:IMPEXPM_1800
if 
  $1206 == 2 
else_jump @IMPEXPM_1829 
03E5: show_text_box 'IE26'  // Two more cars are now available for importing.

:IMPEXPM_1829
$1206 = 0 

:IMPEXPM_1836
if 
  $1207 == 0 
else_jump @IMPEXPM_1941 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_1941 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 40.0 40.0 
else_jump @IMPEXPM_1941 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1941 
03E5: show_text_box 'IE27'  // To import a car go up to the 'Wanted' blackboard.
$1207 += 1 

:IMPEXPM_1941
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_6839 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
else_jump @IMPEXPM_6825 
if 
  16@ == 0 
else_jump @IMPEXPM_4319 
if 
  $1208 == 0 
else_jump @IMPEXPM_4049 
if 
  17@ == 0 
else_jump @IMPEXPM_2826 
gosub @IMPEXPM_10359 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_2120 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
else_jump @IMPEXPM_2120 

:IMPEXPM_2120
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $47 
if 
056E:   car $47 defined 
else_jump @IMPEXPM_2533 
if 
8119:   not car $47 wrecked 
else_jump @IMPEXPM_2533 
if 
01C1:   car $47 stopped 
else_jump @IMPEXPM_2533 
if 
81F3:   not car $47 in_air 
else_jump @IMPEXPM_2533 
if 
803C:   not  $47 == 18@ // (int) 
else_jump @IMPEXPM_2533 
0441: 7@ = car $47 model 
5@ = 0 
6@ = 0 

:IMPEXPM_2252
if 
  10 > 5@ 
else_jump @IMPEXPM_2343 
if 
003C:   $1076(5@,10i) == 7@ // (int) 
else_jump @IMPEXPM_2329 
if 
  $1086(5@,10i) == 0 
else_jump @IMPEXPM_2329 
6@ = 1 
5@ = 10 

:IMPEXPM_2329
5@ += 1 
jump @IMPEXPM_2252 

:IMPEXPM_2343
if 
  6@ == 1 
else_jump @IMPEXPM_2504 
008B: 23@ = $47 // (int) 
if 
0431:   car $47 passenger_seat_free 0 
else_jump @IMPEXPM_2431 
0376: 19@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 19@ into_car $47 passenger_seat 0 
0337: set_actor 19@ visibility 0 
jump @IMPEXPM_2483 

:IMPEXPM_2431
0432: 19@ = get_actor_handle_from_car $47 passenger_seat 0 
009B: destroy_actor 19@ 
0376: 19@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 19@ into_car $47 passenger_seat 0 
0337: set_actor 19@ visibility 0 

:IMPEXPM_2483
17@ += 1 
40@ = 0 
jump @IMPEXPM_2533 

:IMPEXPM_2504
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2533 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2533
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_2826 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @IMPEXPM_2826 
if 
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 
else_jump @IMPEXPM_2826 
03C0: $47 = actor $PLAYER_ACTOR car 
0441: 7@ = car $47 model 
5@ = 0 
6@ = 0 

:IMPEXPM_2643
if 
  10 > 5@ 
else_jump @IMPEXPM_2734 
if 
003C:   $1076(5@,10i) == 7@ // (int) 
else_jump @IMPEXPM_2720 
if 
  $1086(5@,10i) == 0 
else_jump @IMPEXPM_2720 
6@ = 1 
5@ = 10 

:IMPEXPM_2720
5@ += 1 
jump @IMPEXPM_2643 

:IMPEXPM_2734
if 
  6@ == 1 
else_jump @IMPEXPM_2797 
008B: 23@ = $47 // (int) 
if 
8119:   not car 23@ wrecked 
else_jump @IMPEXPM_2776 

:IMPEXPM_2776
17@ += 1 
40@ = 0 
jump @IMPEXPM_2826 

:IMPEXPM_2797
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2826 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2826
if 
  17@ == 1 
else_jump @IMPEXPM_3548 
if 
03CA:   object $4116 exists 
else_jump @IMPEXPM_2870 
0797: set_crane_magnet $4116 magnet_lane_length_to 0.7 // float 

:IMPEXPM_2870
$3299 = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_2900 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_2900
fade 0 250 

:IMPEXPM_2907
if 
fading 
else_jump @IMPEXPM_2931 
wait 0 
jump @IMPEXPM_2907 

:IMPEXPM_2931
if 
056E:   car 23@ defined 
else_jump @IMPEXPM_3046 
if 
8119:   not car 23@ wrecked 
else_jump @IMPEXPM_3046 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_2993 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:IMPEXPM_2993
00AB: put_car 23@ at -1577.942 52.6333 40.0 
0519: set_car 23@ locked 1 
0227: 5@ = car 23@ health 
0091: $1212 = integer 5@ to_float 
$1212 /= 1000.0 

:IMPEXPM_3046
02A3: enable_widescreen 1 
015F: set_camera_position -1573.419 53.4591 17.9655 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1574.344 53.0835 17.9027 switchstyle 2 
0395: clear_area 1 at -1577.942 52.6333 16.3281 radius 9.0 
wait 0 
if 
8119:   not car 23@ wrecked 
else_jump @IMPEXPM_3325 
0441: 5@ = car 23@ model 
07E4: get_model 5@ dimensions_cornerA_to $72 $73 $74 dimensions_cornerB_to 8@ 9@ 10@ 
0087: 13@ = 9@ // (float) 
0065: 13@ -= $73 // (float) 
13@ /= 2.0 
13@ *= -1.0 
02F6: 15@ = sine 45.0 // (float) 
02F7: 14@ = cosine 45.0 // (float) 
006B: 14@ *= 13@ // (float) 
006B: 15@ *= 13@ // (float) 
$72 = -1577.942 
005F: $72 += 15@ // (float) 
$73 = 52.6333 
005F: $73 += 14@ // (float) 
$74 = 16.3281 
0519: set_car 23@ locked 0 
00AB: put_car 23@ at $72 $73 $74 
0175: set_car 23@ Z_angle_to 315.0 

:IMPEXPM_3325
fade 1 250 

:IMPEXPM_3332
if 
fading 
else_jump @IMPEXPM_3356 
wait 0 
jump @IMPEXPM_3332 

:IMPEXPM_3356
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_3482 
if 
8119:   not car 23@ wrecked 
else_jump @IMPEXPM_3482 
if 
00DB:   actor $PLAYER_ACTOR in_car 23@ 
else_jump @IMPEXPM_3475 
32@ = 1 
0615: define_AS_pack_begin 31@ 
05CD: AS_actor -1 exit_car 23@ 
05D3: AS_actor -1 goto_point -1578.164 63.7954 16.3281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 31@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 31@ 
061B: remove_references_to_AS_pack 31@ 
jump @IMPEXPM_3482 

:IMPEXPM_3475
32@ = 0 

:IMPEXPM_3482
00BC: show_text_highpriority GXT 'IE24' time 5000 flag 1  // ~s~You have successfully delivered this vehicle for export.
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0A60: add_widget_flag 69 4 
if 
0A52:   is_widget_released 69 
else_jump @IMPEXPM_3534 
1@ = 1 

:IMPEXPM_3534
40@ = 0 
17@ += 1 

:IMPEXPM_3548
if 
  17@ == 2 
else_jump @IMPEXPM_3654 
if and
  40@ > 5000 
0A52:   is_widget_released 69 
else_jump @IMPEXPM_3614 
if 
  1@ == 0 
else_jump @IMPEXPM_3614 
17@ += 1 

:IMPEXPM_3614
if 
  1@ == 1 
else_jump @IMPEXPM_3654 
if 
8A52:   not is_widget_released 69 
else_jump @IMPEXPM_3654 
1@ = 0 

:IMPEXPM_3654
if 
  17@ == 3 
else_jump @IMPEXPM_4049 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0A61: remove_widget_flag 69 4 
fade 0 500 

:IMPEXPM_3693
if 
fading 
else_jump @IMPEXPM_3717 
wait 0 
jump @IMPEXPM_3693 

:IMPEXPM_3717
if 
   not 32@ == 0 
else_jump @IMPEXPM_3786 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_3786 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1578.164 63.7954 16.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.8 

:IMPEXPM_3786
gosub @IMPEXPM_9112 
00A6: destroy_car 23@ 
if 
056D:   actor 19@ defined 
else_jump @IMPEXPM_3819 
009B: destroy_actor 19@ 

:IMPEXPM_3819
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
$3299 = 0 
if 
  $3297 == 2 
else_jump @IMPEXPM_3859 
$3298 = 1 

:IMPEXPM_3859
fade 1 500 

:IMPEXPM_3866
if 
fading 
else_jump @IMPEXPM_3890 
wait 0 
jump @IMPEXPM_3866 

:IMPEXPM_3890
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_3913 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_3913
if 
  $1208 == 1 
else_jump @IMPEXPM_3972 
00BA: show_text_styled GXT 'IE29' time 5000 style 1  // All Cars Collected!
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
wait 5000 

:IMPEXPM_3972
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_3996 
0109: player $PLAYER_CHAR money = 30@ 

:IMPEXPM_3996
01E3: show_text_1number_styled GXT 'IE30' number 30@ time 5000 style 1  // Earnings~N~~w~$~1~
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
41@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_4049
if 
03CA:   object 28@ exists 
else_jump @IMPEXPM_4319 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 1.5 0.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_4319 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_4285 
if 
   not 24@ == 1 
else_jump @IMPEXPM_4188 
03E5: show_text_box 'IE18'  // Tap ~m~~widget_mission_start~ to view the vehicles available to buy.
24@ = 1 

:IMPEXPM_4188
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
if 
  0@ == 0 
else_jump @IMPEXPM_4256 
if 
0A52:   is_widget_released 69 
else_jump @IMPEXPM_4249 
0@ = 1 
16@ = 1 
jump @IMPEXPM_577 

:IMPEXPM_4249
jump @IMPEXPM_4278 

:IMPEXPM_4256
if 
8A52:   not is_widget_released 69 
else_jump @IMPEXPM_4278 
0@ = 0 

:IMPEXPM_4278
jump @IMPEXPM_4319 

:IMPEXPM_4285
if 
  24@ == 1 
else_jump @IMPEXPM_4312 
03E6: remove_text_box 
24@ = 0 

:IMPEXPM_4312
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_4319
if 
  16@ == 1 
else_jump @IMPEXPM_6818 

:IMPEXPM_4337
if 
  17@ == 0 
else_jump @IMPEXPM_4592 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_4378 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_4378
03E6: remove_text_box 
0A79: print_help_conditional_touch 'IE20HID' 0  // Use the movement controls to select a day. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A78: print_help_conditional 'IE20TCH' 0  // Tap to to select a day. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0581: enable_radar 0 
wait 100 
0A69: create_shop_widget 'IE09'  // Imports
0A6A: add_shop_item 'IE16' 0  // Sunday
0A6A: add_shop_item 'IE10' 0  // Monday
0A6A: add_shop_item 'IE11' 0  // Tuesday
0A6A: add_shop_item 'IE12' 0  // Wednesday
0A6A: add_shop_item 'IE13' 0  // Thursday
0A6A: add_shop_item 'IE14' 0  // Friday
0A6A: add_shop_item 'IE15' 0  // Saturday
if 
  5@ == -69 
else_jump @IMPEXPM_4557 
008F: 4@ = integer $1174 to_float 
0A5E: set_widget_value 156 4@ 
jump @IMPEXPM_4585 

:IMPEXPM_4557
07D0: 5@ = weekday 
5@ -= 1 
0093: 4@ = integer 5@ to_float 
0A5E: set_widget_value 156 4@ 

:IMPEXPM_4585
17@ += 1 

:IMPEXPM_4592
if 
  17@ == 1 
else_jump @IMPEXPM_4832 
if 
  1@ == 0 
else_jump @IMPEXPM_4691 
if 
0A52:   is_widget_released 54 
else_jump @IMPEXPM_4684 
0A5A: get_widget_value 156 4@ 
0090: $1174 = float 4@ to_integer 
17@ += 1 
1@ = 1 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_4684
jump @IMPEXPM_4713 

:IMPEXPM_4691
if 
8A52:   not is_widget_released 54 
else_jump @IMPEXPM_4713 
1@ = 0 

:IMPEXPM_4713
if 
  0@ == 0 
else_jump @IMPEXPM_4810 
if 
0A52:   is_widget_released 55 
else_jump @IMPEXPM_4803 
gosub @IMPEXPM_8751 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_4776 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_4776
0581: enable_radar 1 
03E6: remove_text_box 
16@ = 0 
17@ = 0 
0@ = 1 

:IMPEXPM_4803
jump @IMPEXPM_4832 

:IMPEXPM_4810
if 
8A52:   not is_widget_released 55 
else_jump @IMPEXPM_4832 
0@ = 0 

:IMPEXPM_4832
if 
  17@ == 2 
else_jump @IMPEXPM_5286 
0084: $1218 = $1174 // (int) 
gosub @IMPEXPM_10436 
5@ = 0 
6@ = 0 

:IMPEXPM_4879
if 
  6 > 5@ 
else_jump @IMPEXPM_4947 
if 
   not $1096(5@,6i) == -1 
else_jump @IMPEXPM_4933 
6@ = 1 
5@ = 6 

:IMPEXPM_4933
5@ += 1 
jump @IMPEXPM_4879 

:IMPEXPM_4947
if 
  6@ == 0 
else_jump @IMPEXPM_5002 
00BC: show_text_highpriority GXT 'IE28' time 5000 flag 1  // ~r~There are no cars available to import on this day.
17@ = 1 
jump @IMPEXPM_4337 
jump @IMPEXPM_5286 

:IMPEXPM_5002
03E6: remove_text_box 
0A79: print_help_conditional_touch 'IE21HID' 0  // Use the movement controls to select a vehicle. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_back~ to exit.
0A78: print_help_conditional 'IE21TCH' 0  // Tap to to select a vehicle. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_back~ to exit.
5@ = 0 

:IMPEXPM_5037
if 
  6 > 5@ 
else_jump @IMPEXPM_5143 
008B: 7@ = $1096(5@,6i) // (int) 
if 
   not 7@ == -1 
else_jump @IMPEXPM_5111 
gosub @IMPEXPM_11589 
05A9: $1179(5@,6s) = s$1177 // s$ 
jump @IMPEXPM_5129 

:IMPEXPM_5111
05A9: $1179(5@,6s) = 'DUMMY' // s$ 

:IMPEXPM_5129
5@ += 1 
jump @IMPEXPM_5037 

:IMPEXPM_5143
008B: 5@ = $1174 // (int) 
0A69: create_shop_widget 'IE09'  // Imports
5@ = 0 

:IMPEXPM_5169
if 
  6 > 5@ 
else_jump @IMPEXPM_5279 
008B: 7@ = $1096(5@,6i) // (int) 
if 
   not 7@ == -1 
else_jump @IMPEXPM_5265 
09E1: get_car_model $1096(5@,6i) price_to $1145 
008F: 13@ = integer $1145 to_float 
006F: 13@ *= $1210 // (float) 
0090: $1145 = float 13@ to_integer 
0A6A: add_shop_item $1179(5@,6s) $1145 

:IMPEXPM_5265
5@ += 1 
jump @IMPEXPM_5169 

:IMPEXPM_5279
17@ += 1 

:IMPEXPM_5286
if 
  17@ == 3 
else_jump @IMPEXPM_5493 
if 
  1@ == 0 
else_jump @IMPEXPM_5374 
if 
0A52:   is_widget_released 54 
else_jump @IMPEXPM_5367 
0A5A: get_widget_value 156 4@ 
0090: $1175 = float 4@ to_integer 
17@ += 1 
1@ = 1 

:IMPEXPM_5367
jump @IMPEXPM_5396 

:IMPEXPM_5374
if 
8A52:   not is_widget_released 54 
else_jump @IMPEXPM_5396 
1@ = 0 

:IMPEXPM_5396
if 
  0@ == 0 
else_jump @IMPEXPM_5471 
if 
0A52:   is_widget_released 56 
else_jump @IMPEXPM_5464 
gosub @IMPEXPM_8751 
17@ = 0 
0@ = 1 
5@ = -69 
jump @IMPEXPM_4337 

:IMPEXPM_5464
jump @IMPEXPM_5493 

:IMPEXPM_5471
if 
8A52:   not is_widget_released 56 
else_jump @IMPEXPM_5493 
0@ = 0 

:IMPEXPM_5493
if 
  17@ == 4 
else_jump @IMPEXPM_5803 
07D0: 5@ = weekday 
5@ += -1 
if 
87D6:   not  5@ == $1174 // @ == $ (int) 
else_jump @IMPEXPM_5572 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~You can only buy a car on~n~the day it is available.
gosub @IMPEXPM_8751 
17@ = 0 

:IMPEXPM_5572
09E1: get_car_model $1096(26@,6i) price_to $1145 
008F: 13@ = integer $1145 to_float 
006F: 13@ *= $1210 // (float) 
0090: $1145 = float 13@ to_integer 
010B: 5@ = player $PLAYER_CHAR money 
if 
001E:   $1145 > 5@ // (int) 
else_jump @IMPEXPM_5665 
00BC: show_text_highpriority GXT 'IE07' time 5000 flag 1  // ~r~You don't have enough cash!
gosub @IMPEXPM_8751 
17@ = 0 

:IMPEXPM_5665
if 
   not 17@ == 0 
else_jump @IMPEXPM_5719 
if 
  $1096($1175,6i) == -1 
else_jump @IMPEXPM_5719 
gosub @IMPEXPM_8751 
17@ = 0 

:IMPEXPM_5719
if 
   not 17@ == 0 
else_jump @IMPEXPM_5803 
09E1: get_car_model $1096(26@,6i) price_to $1145 
008F: 13@ = integer $1145 to_float 
006F: 13@ *= $1210 // (float) 
0090: $1145 = float 13@ to_integer 
008B: 5@ = $1145 // (int) 
5@ *= -1 
0109: player $PLAYER_CHAR money = 5@ 
17@ += 1 

:IMPEXPM_5803
if 
  17@ == 5 
else_jump @IMPEXPM_6276 
if 
8248:   not model $1096($1175,6i) available 
else_jump @IMPEXPM_5881 
0247: load_model $1096($1175,6i) 

:IMPEXPM_5850
if 
8248:   not model $1096($1175,6i) available 
else_jump @IMPEXPM_5881 
wait 0 
jump @IMPEXPM_5850 

:IMPEXPM_5881
03E6: remove_text_box 
gosub @IMPEXPM_8751 
0395: clear_area 1 at -1572.168 63.2853 16.3281 radius 20.0 
gosub @IMPEXPM_12838 
00A5: $1144 = create_car $1096($1175,6i) at -1572.168 63.2853 16.3281 
0878: set_car $1144 dirt_level 0.0 
0175: set_car $1144 Z_angle_to 315.0 
0249: release_model $1096($1175,6i) 
if 
04A3:   $1096($1175,6i) == 589 // == constant 
else_jump @IMPEXPM_6009 
0229: set_car $1144 primary_color_to 11 secondary_color_to 0 

:IMPEXPM_6009
0441: 5@ = car $1144 model 
07E4: get_model 5@ dimensions_cornerA_to $72 $73 $74 dimensions_cornerB_to 8@ 9@ 10@ 
0087: 13@ = 9@ // (float) 
0065: 13@ -= $73 // (float) 
13@ /= 2.0 
13@ *= -1.0 
02F7: 14@ = cosine 45.0 // (float) 
02F6: 15@ = sine 45.0 // (float) 
006B: 14@ *= 13@ // (float) 
006B: 15@ *= 13@ // (float) 
$72 = -1572.168 
005F: $72 += 15@ // (float) 
$73 = 63.2853 
005F: $73 += 14@ // (float) 
$74 = 16.3281 
00AB: put_car $1144 at $72 $73 $74 
0175: set_car $1144 Z_angle_to 315.0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position -1567.597 63.2567 17.7586 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1568.576 63.0585 17.7094 switchstyle 2 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.
0623: add 1 to_integer_stat 214 
40@ = 0 
17@ += 1 

:IMPEXPM_6276
if 
  17@ == 6 
else_jump @IMPEXPM_6396 
if 
  40@ > 5000 
else_jump @IMPEXPM_6327 
17@ += 1 
jump @IMPEXPM_6396 

:IMPEXPM_6327
if 
  1@ == 0 
else_jump @IMPEXPM_6374 
if 
0A52:   is_widget_released 69 
else_jump @IMPEXPM_6367 
17@ += 1 

:IMPEXPM_6367
jump @IMPEXPM_6396 

:IMPEXPM_6374
if 
8A52:   not is_widget_released 54 
else_jump @IMPEXPM_6396 
1@ = 0 

:IMPEXPM_6396
if 
  17@ == 7 
else_jump @IMPEXPM_6467 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_6447 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_6447
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0581: enable_radar 1 
03E6: remove_text_box 
17@ += 1 

:IMPEXPM_6467
if 
  17@ == 8 
else_jump @IMPEXPM_6818 
if 
8119:   not car $1144 wrecked 
else_jump @IMPEXPM_6604 
if and
81AF:   not car $1144 sphere 0 in_sphere -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 radius 5.0 
else_jump @IMPEXPM_6597 
01C3: remove_references_to_car $1144 
16@ = 0 
17@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6597
jump @IMPEXPM_6630 

:IMPEXPM_6604
01C3: remove_references_to_car $1144 
16@ = 0 
17@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6630
if 
03CA:   object 28@ exists 
else_jump @IMPEXPM_6818 
0400: store_coords_to $72 $73 $74 from_object 28@ with_offset 0.0 1.5 0.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_6818 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_6818 
if 
  0@ == 0 
else_jump @IMPEXPM_6796 
if 
0A52:   is_widget_released 71 
else_jump @IMPEXPM_6789 
0@ = 1 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.

:IMPEXPM_6789
jump @IMPEXPM_6818 

:IMPEXPM_6796
if 
8A52:   not is_widget_released 56 
else_jump @IMPEXPM_6818 
0@ = 0 

:IMPEXPM_6818
jump @IMPEXPM_6832 

:IMPEXPM_6825
jump @IMPEXPM_8758 

:IMPEXPM_6832
jump @IMPEXPM_6846 

:IMPEXPM_6839
jump @IMPEXPM_8758 

:IMPEXPM_6846
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @IMPEXPM_6955 
5@ = 0 

:IMPEXPM_6868
if 
  10 > 5@ 
else_jump @IMPEXPM_6941 
if 
  $1086(5@,10i) == 0 
else_jump @IMPEXPM_6927 
008B: 7@ = $1076(5@,10i) // (int) 
5@ = 10 

:IMPEXPM_6927
5@ += 1 
jump @IMPEXPM_6868 

:IMPEXPM_6941
gosub @IMPEXPM_9112 
jump @IMPEXPM_577 

:IMPEXPM_6955
if 
0736:   is_keyboard_key_just_pressed 84 
else_jump @IMPEXPM_8744 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 1 // current_wanted_list = 
03A7: save_int_to_debug_file $1075 
03A9: save_newline_to_debug_file 
05B6: 2 // modID, status, payout, exp name,  cross out
03A9: save_newline_to_debug_file 
5@ = 0 

:IMPEXPM_7250
if 
  10 > 5@ 
else_jump @IMPEXPM_7840 
03A7: save_int_to_debug_file $1076(5@,10i) 
05B6: 3 //         
03A7: save_int_to_debug_file $1086(5@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: save_int_to_debug_file $1156(5@,10i) 
05B6: 6 //         
03A7: save_int_to_debug_file $1146(5@,10i) 
03A9: save_newline_to_debug_file 
5@ += 1 
jump @IMPEXPM_7250 

:IMPEXPM_7840
03A9: save_newline_to_debug_file 
05B6: 7 // import details
03A9: save_newline_to_debug_file 
05B6: 8 // modID, imp name
03A9: save_newline_to_debug_file 
5@ = 0 

:IMPEXPM_8113
if 
  6 > 5@ 
else_jump @IMPEXPM_8295 
03A7: save_int_to_debug_file $1096(5@,6i) 
05B6: 9 //          
03A7: save_int_to_debug_file $1166(5@,6i) 
03A9: save_newline_to_debug_file 
5@ += 1 
jump @IMPEXPM_8113 

:IMPEXPM_8295
03A9: save_newline_to_debug_file 
05B6: 10 // unlocked_import_cars array
03A9: save_newline_to_debug_file 
5@ = 0 

:IMPEXPM_8436
if 
  42 > 5@ 
else_jump @IMPEXPM_8744 
05B6: 11 // unlocked_import_cars[
03A7: save_int_to_debug_file 5@ 
05B6: 12 // ] = 
03A7: save_int_to_debug_file $1102(5@,42i) 
03A9: save_newline_to_debug_file 
5@ += 1 
jump @IMPEXPM_8436 

:IMPEXPM_8744
jump @IMPEXPM_1559 

:IMPEXPM_8751
0A6B: delete_widget 156 
return 

:IMPEXPM_8758
if 
056E:   car 23@ defined 
else_jump @IMPEXPM_8828 
if 
03CA:   object $4116 exists 
else_jump @IMPEXPM_8828 
0798: get_crane_magnet $4116 attached_car_handle_to 18@ attached_actor_handle_to 19@ attached_object_handle_to 20@ 
if 
803B:   not  18@ == 23@ // (int) 
else_jump @IMPEXPM_8828 
01C3: remove_references_to_car 23@ 

:IMPEXPM_8828
if 
056E:   car $1144 defined 
else_jump @IMPEXPM_8898 
if 
03CA:   object $4116 exists 
else_jump @IMPEXPM_8898 
0798: get_crane_magnet $4116 attached_car_handle_to 18@ attached_actor_handle_to 19@ attached_object_handle_to 20@ 
if 
87D6:   not  18@ == $1144 // @ == $ (int) 
else_jump @IMPEXPM_8898 
01C3: remove_references_to_car $1144 

:IMPEXPM_8898
if 
056D:   actor 19@ defined 
else_jump @IMPEXPM_8919 
009B: destroy_actor 19@ 

:IMPEXPM_8919
if 
03CA:   object 25@ exists 
else_jump @IMPEXPM_8940 
0108: destroy_object 25@ 

:IMPEXPM_8940
5@ = 0 

:IMPEXPM_8947
if 
  10 > 5@ 
else_jump @IMPEXPM_9008 
if 
03CA:   object $1146(5@,10i) exists 
else_jump @IMPEXPM_8994 
0108: destroy_object $1146(5@,10i) 

:IMPEXPM_8994
5@ += 1 
jump @IMPEXPM_8947 

:IMPEXPM_9008
if 
03CA:   object $1173 exists 
else_jump @IMPEXPM_9029 
0108: destroy_object $1173 

:IMPEXPM_9029
if 
  $1172 == 1 
else_jump @IMPEXPM_9054 
$40 = 1 

:IMPEXPM_9054
jump @IMPEXPM_484 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_9091 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_9091
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0@ = 1 
return 
return 

:IMPEXPM_9112
0623: add 1 to_integer_stat 213 
5@ = 0 

:IMPEXPM_9126
if 
  10 > 5@ 
else_jump @IMPEXPM_9390 
if 
003C:   $1076(5@,10i) == 7@ // (int) 
else_jump @IMPEXPM_9376 
if 
  $1086(5@,10i) == 0 
else_jump @IMPEXPM_9376 
$1086(5@,10i) = 1 
09E1: get_car_model 7@ price_to 30@ 
0093: 13@ = integer 30@ to_float 
006F: 13@ *= $1211 // (float) 
006F: 13@ *= $1212 // (float) 
0092: 30@ = float 13@ to_integer 
0652: 5@ = integer_stat 213 
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @IMPEXPM_9369 jumps 10 @IMPEXPM_9311 20 @IMPEXPM_9328 30 @IMPEXPM_9345 -1 @IMPEXPM_9369 -1 @IMPEXPM_9369 -1 @IMPEXPM_9369 -1 @IMPEXPM_9369 

:IMPEXPM_9311
30@ += 50000 
jump @IMPEXPM_9369 

:IMPEXPM_9328
30@ += 100000 
jump @IMPEXPM_9369 

:IMPEXPM_9345
30@ += 200000 
$1208 = 1 
jump @IMPEXPM_9369 

:IMPEXPM_9369
5@ = 10 

:IMPEXPM_9376
5@ += 1 
jump @IMPEXPM_9126 

:IMPEXPM_9390
gosub @IMPEXPM_11398 
5@ = 0 

:IMPEXPM_9404
if 
  42 > 5@ 
else_jump @IMPEXPM_9485 
if 
  $1102(5@,42i) == -1 
else_jump @IMPEXPM_9471 
008A: $1102(5@,42i) = 7@ // (int) 
0085: 6@ = 5@ // (int) 
5@ = 42 

:IMPEXPM_9471
5@ += 1 
jump @IMPEXPM_9404 

:IMPEXPM_9485
$1206 = 1 
0871: init_jump_table 6@ total_jumps 6 default_jump 0 @IMPEXPM_9777 jumps 10 @IMPEXPM_9555 16 @IMPEXPM_9588 22 @IMPEXPM_9629 28 @IMPEXPM_9662 34 @IMPEXPM_9703 40 @IMPEXPM_9736 -1 @IMPEXPM_9777 

:IMPEXPM_9555
6@ += 1 
04AE: $1102(6@,42i) = 444 // = constant 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9588
6@ += 1 
04AE: $1102(6@,42i) = 555 // = constant 
030C: progress_made = 1 
0394: play_music 2 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9629
6@ += 1 
04AE: $1102(6@,42i) = 568 // = constant 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9662
6@ += 1 
04AE: $1102(6@,42i) = 451 // = constant 
030C: progress_made = 1 
0394: play_music 2 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9703
6@ += 1 
04AE: $1102(6@,42i) = 539 // = constant 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9736
6@ += 1 
04AE: $1102(6@,42i) = 541 // = constant 
030C: progress_made = 1 
0394: play_music 2 
$1206 += 1 
jump @IMPEXPM_9777 

:IMPEXPM_9777
return 

:IMPEXPM_9779
if and
  $ONMISSION == 1 
   not $1209 == 1 
else_jump @IMPEXPM_9881 
$1076[0] = -1 
$1076[1] = -1 
$1076[2] = -1 
$1076[3] = -1 
$1076[4] = -1 
$1076[5] = -1 
$1076[6] = -1 
$1076[7] = -1 
$1076[8] = -1 
$1076[9] = -1 
jump @IMPEXPM_10357 

:IMPEXPM_9881
5@ = 0 
6@ = 0 

:IMPEXPM_9895
if 
  10 > 5@ 
else_jump @IMPEXPM_9956 
if 
  $1086(5@,10i) == 1 
else_jump @IMPEXPM_9942 
6@ += 1 

:IMPEXPM_9942
5@ += 1 
jump @IMPEXPM_9895 

:IMPEXPM_9956
if 
  6@ == 10 
else_jump @IMPEXPM_10063 
if 
  2 > $1075 
else_jump @IMPEXPM_10056 
$1075 += 1 
5@ = 0 

:IMPEXPM_10006
if 
  10 > 5@ 
else_jump @IMPEXPM_10049 
$1086(5@,10i) = 0 
5@ += 1 
jump @IMPEXPM_10006 

:IMPEXPM_10049
jump @IMPEXPM_10063 

:IMPEXPM_10056
$1208 = 1 

:IMPEXPM_10063
if 
  $1075 == 0 
else_jump @IMPEXPM_10161 
04AE: $1076[0] = 402 // = constant 
04AE: $1076[1] = 405 // = constant 
04AE: $1076[2] = 411 // = constant 
04AE: $1076[3] = 483 // = constant 
04AE: $1076[4] = 445 // = constant 
04AE: $1076[5] = 470 // = constant 
04AE: $1076[6] = 468 // = constant 
04AE: $1076[7] = 409 // = constant 
04AE: $1076[8] = 533 // = constant 
04AE: $1076[9] = 534 // = constant 

:IMPEXPM_10161
if 
  $1075 == 1 
else_jump @IMPEXPM_10259 
04AE: $1076[0] = 415 // = constant 
04AE: $1076[1] = 489 // = constant 
04AE: $1076[2] = 439 // = constant 
04AE: $1076[3] = 514 // = constant 
04AE: $1076[4] = 480 // = constant 
04AE: $1076[5] = 535 // = constant 
04AE: $1076[6] = 496 // = constant 
04AE: $1076[7] = 580 // = constant 
04AE: $1076[8] = 475 // = constant 
04AE: $1076[9] = 521 // = constant 

:IMPEXPM_10259
if 
  $1075 == 2 
else_jump @IMPEXPM_10357 
04AE: $1076[0] = 429 // = constant 
04AE: $1076[1] = 506 // = constant 
04AE: $1076[2] = 508 // = constant 
04AE: $1076[3] = 579 // = constant 
04AE: $1076[4] = 424 // = constant 
04AE: $1076[5] = 536 // = constant 
04AE: $1076[6] = 463 // = constant 
04AE: $1076[7] = 500 // = constant 
04AE: $1076[8] = 477 // = constant 
04AE: $1076[9] = 587 // = constant 

:IMPEXPM_10357
return 

:IMPEXPM_10359
if 
03CA:   object $4116 exists 
else_jump @IMPEXPM_10434 
0798: get_crane_magnet $4116 attached_car_handle_to 18@ attached_actor_handle_to 19@ attached_object_handle_to 20@ 
if 
   not 18@ == -1 
else_jump @IMPEXPM_10434 
if 
803B:   not  21@ == 18@ // (int) 
else_jump @IMPEXPM_10434 
0085: 21@ = 18@ // (int) 

:IMPEXPM_10434
return 

:IMPEXPM_10436
5@ = 0 

:IMPEXPM_10443
if 
  6 > 5@ 
else_jump @IMPEXPM_10486 
$1096(5@,6i) = -1 
5@ += 1 
jump @IMPEXPM_10443 

:IMPEXPM_10486
0871: init_jump_table $1218 total_jumps 7 default_jump 0 @IMPEXPM_10934 jumps 0 @IMPEXPM_10549 1 @IMPEXPM_10604 2 @IMPEXPM_10659 3 @IMPEXPM_10714 4 @IMPEXPM_10769 5 @IMPEXPM_10824 6 @IMPEXPM_10879 

:IMPEXPM_10549
0084: $1096[0] = $1102[0] // (int) 
0084: $1096[1] = $1102[7] // (int) 
0084: $1096[2] = $1102[14] // (int) 
0084: $1096[3] = $1102[21] // (int) 
0084: $1096[4] = $1102[28] // (int) 
0084: $1096[5] = $1102[35] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10604
0084: $1096[0] = $1102[1] // (int) 
0084: $1096[1] = $1102[8] // (int) 
0084: $1096[2] = $1102[15] // (int) 
0084: $1096[3] = $1102[22] // (int) 
0084: $1096[4] = $1102[29] // (int) 
0084: $1096[5] = $1102[36] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10659
0084: $1096[0] = $1102[2] // (int) 
0084: $1096[1] = $1102[9] // (int) 
0084: $1096[2] = $1102[16] // (int) 
0084: $1096[3] = $1102[23] // (int) 
0084: $1096[4] = $1102[30] // (int) 
0084: $1096[5] = $1102[37] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10714
0084: $1096[0] = $1102[3] // (int) 
0084: $1096[1] = $1102[10] // (int) 
0084: $1096[2] = $1102[17] // (int) 
0084: $1096[3] = $1102[24] // (int) 
0084: $1096[4] = $1102[31] // (int) 
0084: $1096[5] = $1102[38] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10769
0084: $1096[0] = $1102[4] // (int) 
0084: $1096[1] = $1102[11] // (int) 
0084: $1096[2] = $1102[18] // (int) 
0084: $1096[3] = $1102[25] // (int) 
0084: $1096[4] = $1102[32] // (int) 
0084: $1096[5] = $1102[39] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10824
0084: $1096[0] = $1102[5] // (int) 
0084: $1096[1] = $1102[12] // (int) 
0084: $1096[2] = $1102[19] // (int) 
0084: $1096[3] = $1102[26] // (int) 
0084: $1096[4] = $1102[33] // (int) 
0084: $1096[5] = $1102[40] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10879
0084: $1096[0] = $1102[6] // (int) 
0084: $1096[1] = $1102[13] // (int) 
0084: $1096[2] = $1102[20] // (int) 
0084: $1096[3] = $1102[27] // (int) 
0084: $1096[4] = $1102[34] // (int) 
0084: $1096[5] = $1102[41] // (int) 
jump @IMPEXPM_10934 

:IMPEXPM_10934
return 

:IMPEXPM_10936
5@ = 0 

:IMPEXPM_10943
if 
  5 > 5@ 
else_jump @IMPEXPM_11131 
if 
  $1213(5@,5i) == -1 
else_jump @IMPEXPM_11009 
0084: $1213(5@,5i) = $1144 // (int) 
5@ = 10 
jump @IMPEXPM_11124 

:IMPEXPM_11009
if 
056E:   car $1213(5@,5i) defined 
else_jump @IMPEXPM_11097 
if 
0119:   car $1213(5@,5i) wrecked 
else_jump @IMPEXPM_11083 
01C3: remove_references_to_car $1213(5@,5i) 
$1213(5@,5i) = -1 
jump @IMPEXPM_10936 
jump @IMPEXPM_11090 

:IMPEXPM_11083
5@ += 1 

:IMPEXPM_11090
jump @IMPEXPM_11124 

:IMPEXPM_11097
01C3: remove_references_to_car $1213(5@,5i) 
$1213(5@,5i) = -1 
jump @IMPEXPM_10936 

:IMPEXPM_11124
jump @IMPEXPM_10943 

:IMPEXPM_11131
if 
  5@ == 5 
else_jump @IMPEXPM_11168 
01C3: remove_references_to_car $1213[4] 
$1213[4] = -1 
jump @IMPEXPM_10936 

:IMPEXPM_11168
return 
5@ = 0 

:IMPEXPM_11177
if 
  5 > 5@ 
else_jump @IMPEXPM_11396 
if 
   not $1213(5@,5i) == -1 
else_jump @IMPEXPM_11382 
if 
056E:   car $1213(5@,5i) defined 
else_jump @IMPEXPM_11362 
if 
8119:   not car $1213(5@,5i) wrecked 
else_jump @IMPEXPM_11335 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPM_11328 
if 
8202:   not actor $PLAYER_ACTOR near_car $1213(5@,5i) radius 500.0 500.0 sphere 0 
else_jump @IMPEXPM_11328 
01C3: remove_references_to_car $1213(5@,5i) 
$1213(5@,5i) = -1 

:IMPEXPM_11328
jump @IMPEXPM_11355 

:IMPEXPM_11335
01C3: remove_references_to_car $1213(5@,5i) 
$1213(5@,5i) = -1 

:IMPEXPM_11355
jump @IMPEXPM_11382 

:IMPEXPM_11362
01C3: remove_references_to_car $1213(5@,5i) 
$1213(5@,5i) = -1 

:IMPEXPM_11382
5@ += 1 
jump @IMPEXPM_11177 

:IMPEXPM_11396
return 

:IMPEXPM_11398
5@ = 0 

:IMPEXPM_11405
if 
  10 > 5@ 
else_jump @IMPEXPM_11587 
if 
  $1075 == 0 
else_jump @IMPEXPM_11456 
0085: 6@ = 5@ // (int) 
6@ += 0 

:IMPEXPM_11456
if 
  $1075 == 1 
else_jump @IMPEXPM_11489 
0085: 6@ = 5@ // (int) 
6@ += 10 

:IMPEXPM_11489
if 
  $1075 == 2 
else_jump @IMPEXPM_11522 
0085: 6@ = 5@ // (int) 
6@ += 20 

:IMPEXPM_11522
if 
  $1086(5@,10i) == 0 
else_jump @IMPEXPM_11562 
014C: set_parked_car_generator $4214(6@,30i) cars_to_generate_to 101 
jump @IMPEXPM_11573 

:IMPEXPM_11562
014C: set_parked_car_generator $4214(6@,30i) cars_to_generate_to 0 

:IMPEXPM_11573
5@ += 1 
jump @IMPEXPM_11405 

:IMPEXPM_11587
return 

:IMPEXPM_11589
0871: init_jump_table 7@ total_jumps 42 default_jump 0 @IMPEXPM_12836 jumps 402 @IMPEXPM_11996 404 @IMPEXPM_12815 405 @IMPEXPM_12017 409 @IMPEXPM_12143 411 @IMPEXPM_12038 415 @IMPEXPM_12269 424 @IMPEXPM_12626 
0872: jump_table_jumps 429 @IMPEXPM_12542 434 @IMPEXPM_12731 439 @IMPEXPM_12311 444 @IMPEXPM_12206 445 @IMPEXPM_12080 451 @IMPEXPM_12563 463 @IMPEXPM_12668 468 @IMPEXPM_12122 470 @IMPEXPM_12101 
0872: jump_table_jumps 475 @IMPEXPM_12437 477 @IMPEXPM_12710 480 @IMPEXPM_12353 483 @IMPEXPM_12059 489 @IMPEXPM_12290 496 @IMPEXPM_12395 500 @IMPEXPM_12689 506 @IMPEXPM_12521 508 @IMPEXPM_12584 
0872: jump_table_jumps 514 @IMPEXPM_12332 521 @IMPEXPM_12458 522 @IMPEXPM_12227 533 @IMPEXPM_12164 534 @IMPEXPM_12185 535 @IMPEXPM_12374 536 @IMPEXPM_12647 539 @IMPEXPM_12773 541 @IMPEXPM_12794 
0872: jump_table_jumps 555 @IMPEXPM_12248 559 @IMPEXPM_11975 568 @IMPEXPM_12500 573 @IMPEXPM_12752 579 @IMPEXPM_12605 580 @IMPEXPM_12416 587 @IMPEXPM_12479 589 @IMPEXPM_11954 -1 @IMPEXPM_12836 

:IMPEXPM_11954
05A9: s$1177 = 'CLUB' // s$  // Club
jump @IMPEXPM_12836 

:IMPEXPM_11975
05A9: s$1177 = 'JESTER' // s$  // Jester
jump @IMPEXPM_12836 

:IMPEXPM_11996
05A9: s$1177 = 'BUFFALO' // s$  // Buffalo
jump @IMPEXPM_12836 

:IMPEXPM_12017
05A9: s$1177 = 'SENTINL' // s$  // Sentinel
jump @IMPEXPM_12836 

:IMPEXPM_12038
05A9: s$1177 = 'INFERNU' // s$  // Infernus
jump @IMPEXPM_12836 

:IMPEXPM_12059
05A9: s$1177 = 'CAMPER' // s$  // Camper
jump @IMPEXPM_12836 

:IMPEXPM_12080
05A9: s$1177 = 'ADMIRAL' // s$  // Admiral
jump @IMPEXPM_12836 

:IMPEXPM_12101
05A9: s$1177 = 'PATRIOT' // s$  // Patriot
jump @IMPEXPM_12836 

:IMPEXPM_12122
05A9: s$1177 = 'SANCHEZ' // s$  // Sanchez
jump @IMPEXPM_12836 

:IMPEXPM_12143
05A9: s$1177 = 'STRETCH' // s$  // Stretch
jump @IMPEXPM_12836 

:IMPEXPM_12164
05A9: s$1177 = 'FELTZER' // s$  // Feltzer
jump @IMPEXPM_12836 

:IMPEXPM_12185
05A9: s$1177 = 'REMING' // s$  // Remington
jump @IMPEXPM_12836 

:IMPEXPM_12206
05A9: s$1177 = 'MONSTER' // s$  // Monster
jump @IMPEXPM_12836 

:IMPEXPM_12227
05A9: s$1177 = 'NRG500' // s$  // NRG-500
jump @IMPEXPM_12836 

:IMPEXPM_12248
05A9: s$1177 = 'WINDSOR' // s$  // Windsor
jump @IMPEXPM_12836 

:IMPEXPM_12269
05A9: s$1177 = 'CHEETAH' // s$  // Cheetah
jump @IMPEXPM_12836 

:IMPEXPM_12290
05A9: s$1177 = 'RANCHER' // s$  // Rancher
jump @IMPEXPM_12836 

:IMPEXPM_12311
05A9: s$1177 = 'STALION' // s$  // Stallion
jump @IMPEXPM_12836 

:IMPEXPM_12332
05A9: s$1177 = 'PETROL' // s$  // Tanker
jump @IMPEXPM_12836 

:IMPEXPM_12353
05A9: s$1177 = 'COMET' // s$  // Comet
jump @IMPEXPM_12836 

:IMPEXPM_12374
05A9: s$1177 = 'SLAMVAN' // s$  // Slamvan
jump @IMPEXPM_12836 

:IMPEXPM_12395
05A9: s$1177 = 'BLISTAC' // s$  // Blista Compact
jump @IMPEXPM_12836 

:IMPEXPM_12416
05A9: s$1177 = 'STAFFRD' // s$  // Stafford
jump @IMPEXPM_12836 

:IMPEXPM_12437
05A9: s$1177 = 'SABRE' // s$  // Sabre
jump @IMPEXPM_12836 

:IMPEXPM_12458
05A9: s$1177 = 'FCR900' // s$  // FCR-900
jump @IMPEXPM_12836 

:IMPEXPM_12479
05A9: s$1177 = 'EUROS' // s$  // Euros
jump @IMPEXPM_12836 

:IMPEXPM_12500
05A9: s$1177 = 'BANDITO' // s$  // Bandito
jump @IMPEXPM_12836 

:IMPEXPM_12521
05A9: s$1177 = 'SUPERGT' // s$  // Super GT
jump @IMPEXPM_12836 

:IMPEXPM_12542
05A9: s$1177 = 'BANSHEE' // s$  // Banshee
jump @IMPEXPM_12836 

:IMPEXPM_12563
05A9: s$1177 = 'TURISMO' // s$  // Turismo
jump @IMPEXPM_12836 

:IMPEXPM_12584
05A9: s$1177 = 'JOURNEY' // s$  // Journey
jump @IMPEXPM_12836 

:IMPEXPM_12605
05A9: s$1177 = 'HUNTLEY' // s$  // Huntley
jump @IMPEXPM_12836 

:IMPEXPM_12626
05A9: s$1177 = 'BFINJC' // s$  // BF Injection
jump @IMPEXPM_12836 

:IMPEXPM_12647
05A9: s$1177 = 'BLADE' // s$  // Blade
jump @IMPEXPM_12836 

:IMPEXPM_12668
05A9: s$1177 = 'FREEWAY' // s$  // Freeway
jump @IMPEXPM_12836 

:IMPEXPM_12689
05A9: s$1177 = 'MESAA' // s$  // Mesa
jump @IMPEXPM_12836 

:IMPEXPM_12710
05A9: s$1177 = 'ZR350' // s$  // ZR-350
jump @IMPEXPM_12836 

:IMPEXPM_12731
05A9: s$1177 = 'HOTKNIF' // s$  // Hotknife
jump @IMPEXPM_12836 

:IMPEXPM_12752
05A9: s$1177 = 'DUNE' // s$  // Dune
jump @IMPEXPM_12836 

:IMPEXPM_12773
05A9: s$1177 = 'VORTEX' // s$  // Vortex
jump @IMPEXPM_12836 

:IMPEXPM_12794
05A9: s$1177 = 'BULLET' // s$  // Bullet
jump @IMPEXPM_12836 

:IMPEXPM_12815
05A9: s$1177 = 'PEREN' // s$  // Perennial
jump @IMPEXPM_12836 

:IMPEXPM_12836
return 

:IMPEXPM_12838
0871: init_jump_table $1096($1175,6i) total_jumps 19 default_jump 1 @IMPEXPM_14159 jumps 405 @IMPEXPM_13275 411 @IMPEXPM_13632 415 @IMPEXPM_13580 424 @IMPEXPM_13890 429 @IMPEXPM_13763 470 @IMPEXPM_13916 475 @IMPEXPM_13554 
0872: jump_table_jumps 480 @IMPEXPM_13606 483 @IMPEXPM_13402 489 @IMPEXPM_13658 496 @IMPEXPM_13684 506 @IMPEXPM_13106 533 @IMPEXPM_13427 536 @IMPEXPM_14080 541 @IMPEXPM_14106 555 @IMPEXPM_13132 
0872: jump_table_jumps 559 @IMPEXPM_13185 587 @IMPEXPM_13080 589 @IMPEXPM_13054 -1 @IMPEXPM_14173 -1 @IMPEXPM_14173 -1 @IMPEXPM_14173 -1 @IMPEXPM_14173 -1 @IMPEXPM_14173 -1 @IMPEXPM_14173 

:IMPEXPM_13054
0674: set_car_model $1096($1175,6i) numberplate "N13_LLF_" 
jump @IMPEXPM_14173 

:IMPEXPM_13080
0674: set_car_model $1096($1175,6i) numberplate "_DS3MP__" 
jump @IMPEXPM_14173 

:IMPEXPM_13106
0674: set_car_model $1096($1175,6i) numberplate "_CMACD1_" 
jump @IMPEXPM_14173 

:IMPEXPM_13132
0209: 5@ = random_int_in_ranges 0 3 
if 
  5@ == 0 
else_jump @IMPEXPM_13178 
0674: set_car_model $1096($1175,6i) numberplate "__C0S___" 

:IMPEXPM_13178
jump @IMPEXPM_14173 

:IMPEXPM_13185
0209: 5@ = random_int_in_ranges 0 3 
if 
  5@ == 1 
else_jump @IMPEXPM_13231 
0674: set_car_model $1096($1175,6i) numberplate "_X2_GAV_" 

:IMPEXPM_13231
if 
  5@ == 2 
else_jump @IMPEXPM_13268 
0674: set_car_model $1096($1175,6i) numberplate "__G3PO__" 

:IMPEXPM_13268
jump @IMPEXPM_14173 

:IMPEXPM_13275
0209: 5@ = random_int_in_ranges 0 3 
if 
  5@ == 0 
else_jump @IMPEXPM_13321 
0674: set_car_model $1096($1175,6i) numberplate "D0N_D0N_" 

:IMPEXPM_13321
if 
  5@ == 1 
else_jump @IMPEXPM_13358 
0674: set_car_model $1096($1175,6i) numberplate "_D0_NNY_" 

:IMPEXPM_13358
if 
  5@ == 2 
else_jump @IMPEXPM_13395 
0674: set_car_model $1096($1175,6i) numberplate "TH3_D0N_" 

:IMPEXPM_13395
jump @IMPEXPM_14173 

:IMPEXPM_13402
0674: set_car_model $1096($1175,6i) numberplate "SJM1985" 
jump @IMPEXPM_14173 

:IMPEXPM_13427
0209: 5@ = random_int_in_ranges 0 5 
if 
  5@ == 1 
else_jump @IMPEXPM_13473 
0674: set_car_model $1096($1175,6i) numberplate "433_ADF_" 

:IMPEXPM_13473
if 
  5@ == 2 
else_jump @IMPEXPM_13510 
0674: set_car_model $1096($1175,6i) numberplate "DR_F_MBE" 

:IMPEXPM_13510
if 
  5@ == 3 
else_jump @IMPEXPM_13547 
0674: set_car_model $1096($1175,6i) numberplate "ANN_F3RG" 

:IMPEXPM_13547
jump @IMPEXPM_14173 

:IMPEXPM_13554
0674: set_car_model $1096($1175,6i) numberplate "__FR4Z__" 
jump @IMPEXPM_14173 

:IMPEXPM_13580
0674: set_car_model $1096($1175,6i) numberplate "_IMY_AK_" 
jump @IMPEXPM_14173 

:IMPEXPM_13606
0674: set_car_model $1096($1175,6i) numberplate "_L0LLY__" 
jump @IMPEXPM_14173 

:IMPEXPM_13632
0674: set_car_model $1096($1175,6i) numberplate "_J_L33S_" 
jump @IMPEXPM_14173 

:IMPEXPM_13658
0674: set_car_model $1096($1175,6i) numberplate "S4_LIJON" 
jump @IMPEXPM_14173 

:IMPEXPM_13684
0209: 5@ = random_int_in_ranges 0 2 
if 
  5@ == 0 
else_jump @IMPEXPM_13737 
0674: set_car_model $1096($1175,6i) numberplate "DI5CO5TU" 
jump @IMPEXPM_13756 

:IMPEXPM_13737
0674: set_car_model $1096($1175,6i) numberplate "SM53_NUV" 

:IMPEXPM_13756
jump @IMPEXPM_14173 

:IMPEXPM_13763
0209: 5@ = random_int_in_ranges 0 3 
if 
  5@ == 0 
else_jump @IMPEXPM_13809 
0674: set_car_model $1096($1175,6i) numberplate "J3NYTAL5" 

:IMPEXPM_13809
if 
  5@ == 1 
else_jump @IMPEXPM_13846 
0674: set_car_model $1096($1175,6i) numberplate "_J3_NCF_" 

:IMPEXPM_13846
if 
  5@ == 2 
else_jump @IMPEXPM_13883 
0674: set_car_model $1096($1175,6i) numberplate "DD0_N4LD" 

:IMPEXPM_13883
jump @IMPEXPM_14173 

:IMPEXPM_13890
0674: set_car_model $1096($1175,6i) numberplate "LA5H_L3Y" 
jump @IMPEXPM_14173 

:IMPEXPM_13916
0209: 5@ = random_int_in_ranges 0 4 
if 
  5@ == 0 
else_jump @IMPEXPM_13962 
0674: set_car_model $1096($1175,6i) numberplate "AL3X_RES" 

:IMPEXPM_13962
if 
  5@ == 1 
else_jump @IMPEXPM_13999 
0674: set_car_model $1096($1175,6i) numberplate "R_F3RG1E" 

:IMPEXPM_13999
if 
  5@ == 2 
else_jump @IMPEXPM_14036 
0674: set_car_model $1096($1175,6i) numberplate "H4_NNAHF" 

:IMPEXPM_14036
if 
  5@ == 3 
else_jump @IMPEXPM_14073 
0674: set_car_model $1096($1175,6i) numberplate "CL41_RES" 

:IMPEXPM_14073
jump @IMPEXPM_14173 

:IMPEXPM_14080
0674: set_car_model $1096($1175,6i) numberplate "R055_MCL" 
jump @IMPEXPM_14173 

:IMPEXPM_14106
0209: 5@ = random_int_in_ranges 0 4 
if 
  5@ == 0 
else_jump @IMPEXPM_14152 
0674: set_car_model $1096($1175,6i) numberplate "T00_FAST" 

:IMPEXPM_14152
jump @IMPEXPM_14173 

:IMPEXPM_14159
gosub @IMPEXPM_14175 
jump @IMPEXPM_14173 

:IMPEXPM_14173
return 

:IMPEXPM_14175
0209: 5@ = random_int_in_ranges 0 100 
0871: init_jump_table 5@ total_jumps 12 default_jump 0 @IMPEXPM_14624 jumps 0 @IMPEXPM_14312 1 @IMPEXPM_14338 2 @IMPEXPM_14364 3 @IMPEXPM_14390 4 @IMPEXPM_14416 5 @IMPEXPM_14442 6 @IMPEXPM_14468 
0872: jump_table_jumps 7 @IMPEXPM_14494 8 @IMPEXPM_14520 9 @IMPEXPM_14546 10 @IMPEXPM_14572 11 @IMPEXPM_14598 -1 @IMPEXPM_14624 -1 @IMPEXPM_14624 -1 @IMPEXPM_14624 -1 @IMPEXPM_14624 

:IMPEXPM_14312
0674: set_car_model $1096($1175,6i) numberplate "R4N_G3RS" 
jump @IMPEXPM_14624 

:IMPEXPM_14338
0674: set_car_model $1096($1175,6i) numberplate "GL4S_G0W" 
jump @IMPEXPM_14624 

:IMPEXPM_14364
0674: set_car_model $1096($1175,6i) numberplate "_ARRAN__" 
jump @IMPEXPM_14624 

:IMPEXPM_14390
0674: set_car_model $1096($1175,6i) numberplate "AM0_RUS0" 
jump @IMPEXPM_14624 

:IMPEXPM_14416
0674: set_car_model $1096($1175,6i) numberplate "_AMAT0__" 
jump @IMPEXPM_14624 

:IMPEXPM_14442
0674: set_car_model $1096($1175,6i) numberplate "_GA_ZZA_" 
jump @IMPEXPM_14624 

:IMPEXPM_14468
0674: set_car_model $1096($1175,6i) numberplate "ZID_ANE_" 
jump @IMPEXPM_14624 

:IMPEXPM_14494
0674: set_car_model $1096($1175,6i) numberplate "MC_C01ST" 
jump @IMPEXPM_14624 

:IMPEXPM_14520
0674: set_car_model $1096($1175,6i) numberplate "BAW_BAG_" 
jump @IMPEXPM_14624 

:IMPEXPM_14546
0674: set_car_model $1096($1175,6i) numberplate "BR0_D1E_" 
jump @IMPEXPM_14624 

:IMPEXPM_14572
0674: set_car_model $1096($1175,6i) numberplate "MR_J0BBY" 
jump @IMPEXPM_14624 

:IMPEXPM_14598
0674: set_car_model $1096($1175,6i) numberplate "BR0_DICK" 
jump @IMPEXPM_14624 

:IMPEXPM_14624
return 

:IMPEXPC
thread 'IMPEXPC' 

:IMPEXPC_11
wait 5000 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPEXPC_306 
if 
  $ONMISSION == 0 
else_jump @IMPEXPC_306 
if 
  $3296 == 1 
else_jump @IMPEXPC_306 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @IMPEXPC_306 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @IMPEXPC_281 
if 
  0@ == 0 
else_jump @IMPEXPC_274 
03C0: $47 = actor $PLAYER_ACTOR car 
0441: 1@ = car $47 model 
2@ = 0 
3@ = 0 

:IMPEXPC_147
if 
  10 > 2@ 
else_jump @IMPEXPC_238 
if 
003C:   $1076(2@,10i) == 1@ // (int) 
else_jump @IMPEXPC_224 
if 
  $1086(2@,10i) == 0 
else_jump @IMPEXPC_224 
3@ = 1 
2@ = 10 

:IMPEXPC_224
2@ += 1 
jump @IMPEXPC_147 

:IMPEXPC_238
if 
  3@ == 1 
else_jump @IMPEXPC_274 
03E5: show_text_box 'IE22'  // You can export this vehicle over at Easter Basin Docks.
0@ = 1 

:IMPEXPC_274
jump @IMPEXPC_306 

:IMPEXPC_281
if 
  0@ == 1 
else_jump @IMPEXPC_306 
0@ = 0 

:IMPEXPC_306
jump @IMPEXPC_11 

:APCHECK
thread 'APCHECK' 
set_wb_check_to 0 
$1227 = 0 
029B: $1219 = init_object #WS_APGATE at -1543.742 -432.703 6.039 
0177: set_object $1219 Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1219 
029B: $1220 = init_object #WS_APGATE at -1547.625 -428.82 6.039 
0177: set_object $1220 Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $1220 
029B: $1221 = init_object #WS_APGATE at -1222.953 53.826 14.134 
0177: set_object $1221 Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1221 
029B: $1222 = init_object #WS_APGATE at -1218.206 68.883 14.134 
0177: set_object $1222 Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $1222 
029B: $1223 = init_object #WS_APGATE at 1964.342 -2189.776 13.533 
0177: set_object $1223 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1223 
029B: $1224 = init_object #WS_APGATE at 1958.851 -2189.777 13.553 
0177: set_object $1224 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $1224 
029B: $1225 = init_object #WS_APGATE at 1704.777 1605.165 10.058 
0177: set_object $1225 Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1225 
029B: $1226 = init_object #WS_APGATE at 1706.364 1610.422 10.058 
0177: set_object $1226 Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $1226 

:APCHECK_318
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APCHECK_895 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
else_jump @APCHECK_537 
if 
  $3186 == 1 
else_jump @APCHECK_468 
$1227 = 1 
create_thread @APGUARD -1 
01BC: put_object $1219 at -1540.66 -435.786 6.039 
01BC: put_object $1220 at -1550.709 -425.736 6.039 
jump @APCHECK_530 

:APCHECK_468
create_thread @APGUARD 1 
create_thread @APGATE $1219 -1540.66 -435.786 6.039 
create_thread @APGATE $1220 -1550.709 -425.736 6.039 

:APCHECK_530
jump @APCHECK_1087 

:APCHECK_537
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
else_jump @APCHECK_654 
create_thread @APGUARD 2 
create_thread @APGATE $1223 1968.697 -2189.776 13.553 
create_thread @APGATE $1224 1954.571 -2189.777 13.553 
jump @APCHECK_1547 

:APCHECK_654
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
else_jump @APCHECK_771 
create_thread @APGUARD 3 
create_thread @APGATE $1225 1703.4 1600.518 10.058 
create_thread @APGATE $1226 1707.722 1614.937 10.058 
jump @APCHECK_1777 

:APCHECK_771
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
else_jump @APCHECK_888 
create_thread @APGUARD 4 
create_thread @APGATE $1221 -1226.59 50.189 14.134 
create_thread @APGATE $1222 -1214.392 72.697 14.134 
jump @APCHECK_1317 

:APCHECK_888
jump @APCHECK_1080 

:APCHECK_895
end_thread_named 'APGATE' 
01BC: put_object $1219 at -1543.742 -432.703 6.039 
01BC: put_object $1220 at -1547.625 -428.82 6.039 
01BC: put_object $1221 at -1222.953 53.826 14.134 
01BC: put_object $1222 at -1218.206 68.883 14.134 
01BC: put_object $1223 at 1964.342 -2189.776 13.533 
01BC: put_object $1224 at 1958.851 -2189.777 13.553 
01BC: put_object $1225 at 1704.777 1605.165 10.058 
01BC: put_object $1226 at 1706.364 1610.422 10.058 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1080
jump @APCHECK_318 

:APCHECK_1087
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APCHECK_1245 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
else_jump @APCHECK_1238 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1238 
end_thread_named 'APGATE' 
01BC: put_object $1219 at -1543.742 -432.703 6.039 
01BC: put_object $1220 at -1547.625 -428.82 6.039 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1238
jump @APCHECK_1310 

:APCHECK_1245
end_thread_named 'APGATE' 
01BC: put_object $1219 at -1543.742 -432.703 6.039 
01BC: put_object $1220 at -1547.625 -428.82 6.039 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1310
jump @APCHECK_1087 

:APCHECK_1317
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APCHECK_1475 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
else_jump @APCHECK_1468 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1468 
end_thread_named 'APGATE' 
01BC: put_object $1221 at -1222.953 53.826 14.134 
01BC: put_object $1222 at -1218.206 68.883 14.134 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1468
jump @APCHECK_1540 

:APCHECK_1475
end_thread_named 'APGATE' 
01BC: put_object $1221 at -1222.953 53.826 14.134 
01BC: put_object $1222 at -1218.206 68.883 14.134 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1540
jump @APCHECK_1317 

:APCHECK_1547
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APCHECK_1705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
else_jump @APCHECK_1698 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1698 
end_thread_named 'APGATE' 
01BC: put_object $1223 at 1964.342 -2189.776 13.533 
01BC: put_object $1224 at 1958.851 -2189.777 13.553 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1698
jump @APCHECK_1770 

:APCHECK_1705
end_thread_named 'APGATE' 
01BC: put_object $1223 at 1964.342 -2189.776 13.533 
01BC: put_object $1224 at 1958.851 -2189.777 13.553 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1770
jump @APCHECK_1547 

:APCHECK_1777
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APCHECK_1935 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
else_jump @APCHECK_1928 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1928 
end_thread_named 'APGATE' 
01BC: put_object $1225 at 1704.777 1605.165 10.058 
01BC: put_object $1226 at 1706.364 1610.422 10.058 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_1928
jump @APCHECK_2000 

:APCHECK_1935
end_thread_named 'APGATE' 
01BC: put_object $1225 at 1704.777 1605.165 10.058 
01BC: put_object $1226 at 1706.364 1610.422 10.058 
$1227 = 0 
jump @APCHECK_318 

:APCHECK_2000
jump @APCHECK_1777 
end_thread 

:APGUARD
thread 'APGUARD' 
3@ = 0 

:APGUARD_18
if 
8248:   not model 71 available 
else_jump @APGUARD_48 
0247: load_model 71 
wait 0 
jump @APGUARD_18 

:APGUARD_48
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @APGUARD_333 jumps -1 @APGUARD_111 1 @APGUARD_169 2 @APGUARD_210 3 @APGUARD_251 4 @APGUARD_292 -1 @APGUARD_333 -1 @APGUARD_333 

:APGUARD_111
009A: 1@ = create_actor_pedtype 4 model 71 at -1544.88 -441.1089 5.0068 
0173: set_actor 1@ Z_angle_to 7.3631 
03FE: set_actor 1@ money 0 
01C5: remove_actor_from_mission_cleanup_list 1@ 
0762: AS_actor 1@ dies 
jump @APGUARD_333 

:APGUARD_169
009A: 1@ = create_actor_pedtype 4 model 71 at -1544.396 -443.2464 5.045 
0173: set_actor 1@ Z_angle_to 54.6458 
jump @APGUARD_333 

:APGUARD_210
009A: 1@ = create_actor_pedtype 4 model 71 at 1955.809 -2181.541 12.5865 
0173: set_actor 1@ Z_angle_to 272.1978 
jump @APGUARD_333 

:APGUARD_251
009A: 1@ = create_actor_pedtype 4 model 71 at 1717.202 1617.376 9.1924 
0173: set_actor 1@ Z_angle_to 186.0379 
jump @APGUARD_333 

:APGUARD_292
009A: 1@ = create_actor_pedtype 4 model 71 at -1229.438 55.3906 13.2328 
0173: set_actor 1@ Z_angle_to 301.4596 
jump @APGUARD_333 

:APGUARD_333
060B: set_actor 1@ decision_maker_to 65543 
02A9: set_actor 1@ immune_to_nonplayer 1 
01C5: remove_actor_from_mission_cleanup_list 1@ 

:APGUARD_355
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APGUARD_542 
if 
8118:   not actor 1@ dead 
else_jump @APGUARD_528 
if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
else_jump @APGUARD_434 
gosub @APGUARD_883 

:APGUARD_434
if 
8118:   not actor 1@ dead 
else_jump @APGUARD_493 
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
else_jump @APGUARD_493 
gosub @APGUARD_556 

:APGUARD_493
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @APGUARD_521 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:APGUARD_521
jump @APGUARD_535 

:APGUARD_528
gosub @APGUARD_883 

:APGUARD_535
jump @APGUARD_549 

:APGUARD_542
gosub @APGUARD_883 

:APGUARD_549
jump @APGUARD_355 

:APGUARD_556
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
else_jump @APGUARD_881 
0652: 2@ = integer_stat 223 
if and
874F:   not actor 1@ ped_event == 36 
04B5:   2@ >= 180 // @ >= constant 
else_jump @APGUARD_757 
if 
  3@ == 0 
else_jump @APGUARD_750 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_700 
05A9: s$1041 = 'G_OPEN1' // s$  // They'll give a pilot license to anybody these days!
04AE: $1043 = 16802 // = constant 
jump @APGUARD_722 

:APGUARD_700
05A9: s$1041 = 'G_OPEN2' // s$  // Pilots are looking younger these days!
04AE: $1043 = 16803 // = constant 

:APGUARD_722
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_750
jump @APGUARD_881 

:APGUARD_757
if 
  3@ == 0 
else_jump @APGUARD_881 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_831 
05A9: s$1041 = 'G_CLOS1' // s$  // This area is restricted to pilots only!
04AE: $1043 = 16800 // = constant 
jump @APGUARD_853 

:APGUARD_831
05A9: s$1041 = 'G_CLOS2' // s$  // Only people holding a valid pilot's license may enter!
04AE: $1043 = 16801 // = constant 

:APGUARD_853
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_881
return 

:APGUARD_883
if 
0256:   player $PLAYER_CHAR defined 
else_jump @APGUARD_935 
if 
  $ONMISSION == 0 
else_jump @APGUARD_928 
009B: destroy_actor 1@ 
0249: release_model 71 
end_thread 

:APGUARD_928
jump @APGUARD_946 

:APGUARD_935
009B: destroy_actor 1@ 
0249: release_model 71 
end_thread 

:APGUARD_946
return 

:APGATE
thread 'APGATE' 
5@ = 0 
6@ = 0 
4@ = 0 
if 
  4@ > 0 
else_jump @APGATE_72 
029B: 0@ = init_object #WS_APGATE at 0.0 0.0 0.0 

:APGATE_72
wait 0 
if and
03CA:   object 0@ exists 
0256:   player $PLAYER_CHAR defined 
else_jump @APGATE_104 
gosub @APGATE_111 

:APGATE_104
jump @APGATE_72 

:APGATE_111
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @APGATE_188 jumps 0 @APGATE_174 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 

:APGATE_174
gosub @APGATE_190 
jump @APGATE_188 

:APGATE_188
return 

:APGATE_190
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @APGATE_1046 jumps 0 @APGATE_253 1 @APGATE_692 2 @APGATE_828 3 @APGATE_910 -1 @APGATE_1046 -1 @APGATE_1046 -1 @APGATE_1046 

:APGATE_253
0652: 10@ = integer_stat 223 
if 
04B5:   10@ >= 180 // @ >= constant 
else_jump @APGATE_362 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
else_jump @APGATE_355 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_348 
097B: play_audio_at_object 0@ event 1100 

:APGATE_348
6@ += 1 

:APGATE_355
jump @APGATE_685 

:APGATE_362
if 
  $1227 > 0 
else_jump @APGATE_462 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
else_jump @APGATE_455 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_448 
097B: play_audio_at_object 0@ event 1100 

:APGATE_448
6@ += 1 

:APGATE_455
jump @APGATE_685 

:APGATE_462
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 5.2 0.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 4.5 4.5 4.5 
else_jump @APGATE_584 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_570 
097B: play_audio_at_object 0@ event 1100 

:APGATE_570
6@ += 1 
jump @APGATE_685 

:APGATE_584
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 -3.0 0.0 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 3.0 3.0 3.0 
  180 >= 10@ 
8A2A:   not text_box 'AP_0003' displayed  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.
else_jump @APGATE_685 
03E5: show_text_box 'AP_0003'  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.

:APGATE_685
jump @APGATE_1046 

:APGATE_692
gosub @APGATE_1048 
if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1 
else_jump @APGATE_821 
if 
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_821 
01BC: put_object 0@ at 1@ 2@ 3@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_814 
097B: play_audio_at_object 0@ event 1101 

:APGATE_814
6@ += 1 

:APGATE_821
jump @APGATE_1046 

:APGATE_828
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
else_jump @APGATE_903 
01BB: store_object 0@ position_to 12@ 15@ 18@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_896 
097B: play_audio_at_object 0@ event 1100 

:APGATE_896
6@ += 1 

:APGATE_903
jump @APGATE_1046 

:APGATE_910
gosub @APGATE_1048 
if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ collision_check 1 
else_jump @APGATE_1039 
if 
04E6:   object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_1039 
01BC: put_object 0@ at 11@ 14@ 17@ 
if 
03D0:   wav 3 loaded 
else_jump @APGATE_1032 
097B: play_audio_at_object 0@ event 1101 

:APGATE_1032
6@ = 0 

:APGATE_1039
jump @APGATE_1046 

:APGATE_1046
return 

:APGATE_1048
0176: 13@ = object 0@ Z_angle 
if and
  13@ > 70.0 
  75.0 > 13@ 
else_jump @APGATE_1124 
13@ = 0.03 
16@ = 0.1 
19@ = 0.1 
jump @APGATE_1154 

:APGATE_1124
13@ = 0.1 
16@ = 0.1 
19@ = 0.1 

:APGATE_1154
return 

:GFINIT
thread 'GFINIT' 
$352[0] = 30 
$358[0] = 15 
$364[0] = -100 
$1228[0] = 200 
$376[0] = 0 
08BA: set $376[0] bit 1 
08BA: set $376[0] bit 3 
08BA: set $376[0] bit 11 
08BA: set $376[0] bit 16 
08BA: set $376[0] bit 17 
08BA: set $376[0] bit 20 
08BA: set $376[0] bit 21 
08BA: set $376[0] bit 27 
$370[0] = 0 
08BA: set $370[0] bit 3 
$382[0] = 0 
08BA: set $382[0] bit 6 
08BA: set $382[0] bit 8 
08BA: set $382[0] bit 10 
08BA: set $382[0] bit 12 
08BA: set $382[0] bit 14 
$352[1] = 45 
$358[1] = 0 
$364[1] = 60 
$1228[1] = 500 
$376[1] = 0 
08BA: set $376[1] bit 3 
08BA: set $376[1] bit 11 
08BA: set $376[1] bit 12 
08BA: set $376[1] bit 16 
08BA: set $376[1] bit 17 
08BA: set $376[1] bit 20 
08BA: set $376[1] bit 27 
08BA: set $376[1] bit 22 
$370[1] = 0 
08BA: set $370[1] bit 2 
$382[1] = 0 
08BA: set $382[1] bit 12 
08BA: set $382[1] bit 14 
08BA: set $382[1] bit 16 
08BA: set $382[1] bit 18 
08BA: set $382[1] bit 20 
08BA: set $382[1] bit 22 
$352[2] = 70 
$358[2] = 0 
$364[2] = 70 
$1228[2] = 700 
$376[2] = 0 
08BA: set $376[2] bit 5 
08BA: set $376[2] bit 14 
08BA: set $376[2] bit 13 
08BA: set $376[2] bit 15 
08BA: set $376[2] bit 18 
08BA: set $376[2] bit 28 
$370[2] = 0 
08BA: set $370[2] bit 3 
$382[2] = 0 
08BA: set $382[2] bit 2 
08BA: set $382[2] bit 4 
08BA: set $382[2] bit 6 
08BA: set $382[2] bit 12 
$352[3] = 60 
$358[3] = 0 
$364[3] = 45 
$1228[3] = 400 
$376[3] = 0 
08BA: set $376[3] bit 2 
08BA: set $376[3] bit 13 
08BA: set $376[3] bit 18 
08BA: set $376[3] bit 20 
$370[3] = 0 
08BA: set $370[3] bit 2 
$382[3] = 0 
08BA: set $382[3] bit 6 
08BA: set $382[3] bit 8 
08BA: set $382[3] bit 10 
08BA: set $382[3] bit 12 
08BA: set $382[3] bit 14 
$352[4] = 50 
$358[4] = 0 
$364[4] = 50 
$1228[4] = 300 
$376[4] = 0 
08BA: set $376[4] bit 2 
08BA: set $376[4] bit 13 
08BA: set $376[4] bit 20 
08BA: set $376[4] bit 19 
08BA: set $376[4] bit 17 
08BA: set $376[4] bit 24 
$370[4] = 0 
08BA: set $370[4] bit 1 
$382[4] = 0 
08BA: set $382[4] bit 2 
08BA: set $382[4] bit 4 
08BA: set $382[4] bit 6 
08BA: set $382[4] bit 8 
08BA: set $382[4] bit 10 
08BA: set $382[4] bit 0 
$352[5] = 45 
$358[5] = 20 
$364[5] = 60 
$1228[5] = 400 
$376[5] = 0 
08BA: set $376[5] bit 5 
08BA: set $376[5] bit 3 
08BA: set $376[5] bit 13 
08BA: set $376[5] bit 14 
08BA: set $376[5] bit 15 
08BA: set $376[5] bit 19 
08BA: set $376[5] bit 20 
08BA: set $376[5] bit 27 
08BA: set $376[5] bit 23 
$370[5] = 0 
08BA: set $370[5] bit 1 
$382[5] = 0 
08BA: set $382[5] bit 22 
08BA: set $382[5] bit 0 
08BA: set $382[5] bit 2 
08BA: set $382[5] bit 4 
08BA: set $382[5] bit 6 
08BA: set $382[5] bit 8 
08BA: set $382[5] bit 10 
029B: $1266[0] = init_object #GEN_DOOREXT03 at 2401.75 -1714.477 13.125 
01C7: remove_object_from_mission_cleanup_list $1266[0] 
07F7: set_object $1266[0] destructible 0 
09CA: set_object $1266[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[4] = init_object #GEN_DOOREXT07 at -2574.495 1153.023 54.669 
0177: set_object $1266[4] Z_angle_to -19.444 
01C7: remove_object_from_mission_cleanup_list $1266[4] 
07F7: set_object $1266[4] destructible 0 
09CA: set_object $1266[4] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[1] = init_object #GEN_DOORSHOP02 at -1800.706 1201.041 24.12 
01C7: remove_object_from_mission_cleanup_list $1266[1] 
07F7: set_object $1266[1] destructible 0 
09CA: set_object $1266[1] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[2] = init_object #GEN_DOOREXT04 at -383.46 -1439.64 25.33 
0177: set_object $1266[2] Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $1266[2] 
07F7: set_object $1266[2] destructible 0 
09CA: set_object $1266[2] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[3] = init_object #GEN_DOORSHOP3 at -1390.79 2639.33 54.973 
01C7: remove_object_from_mission_cleanup_list $1266[3] 
07F7: set_object $1266[3] destructible 0 
09CA: set_object $1266[3] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[5] = init_object #GEN_DOOREXT03 at 2038.036 2721.37 10.53 
0177: set_object $1266[5] Z_angle_to -180.0 
01C7: remove_object_from_mission_cleanup_list $1266[5] 
07F7: set_object $1266[5] destructible 0 
09CA: set_object $1266[5] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $1266[6] = init_object #CUNTGIRLDOOR at -371.4 -1429.42 26.47 
01C7: remove_object_from_mission_cleanup_list $1266[6] 
07F7: set_object $1266[6] destructible 0 
09CA: set_object $1266[6] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
$1243 = 1 
create_thread @GFAGNT 
end_thread 

:GFAGNT
thread 'GFAGNT' 
$1236 = 0 
3@ = 0 
4@ = 0 
$390 = 0 
0@ = 0 
1@ = 0 
06D1: v$1249 = "NIL" // v$ = string 
$391 = 20 
$388 = -1 
8@ = -1 
7@ = 1 
if 
  3@ > 0 
else_jump @GFAGNT_335 
009A: 2@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
018A: $397[0] = create_checkpoint_at 0.0 0.0 0.0 
018A: $397[1] = create_checkpoint_at 0.0 0.0 0.0 
018A: $397[2] = create_checkpoint_at 0.0 0.0 0.0 
018A: $397[3] = create_checkpoint_at 0.0 0.0 0.0 
018A: $397[4] = create_checkpoint_at 0.0 0.0 0.0 
018A: $397[5] = create_checkpoint_at 0.0 0.0 0.0 
014B: $4202[0] = init_car_generator 0 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 
014B: $4208[0] = init_car_generator 0 color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_335
wait $1236 
if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $PLAYER_ACTOR dead 
  $ONMISSION == 0 
else_jump @GFAGNT_389 
08C0: clear $390 bit 31 
gosub @GFAGNT_428 
jump @GFAGNT_421 

:GFAGNT_389
if 
88B4:   not test $390 bit 31 
else_jump @GFAGNT_421 
gosub @GFAGNT_11185 
08BA: set $390 bit 31 

:GFAGNT_421
jump @GFAGNT_335 

:GFAGNT_428
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_561 jumps 0 @GFAGNT_491 1 @GFAGNT_505 2 @GFAGNT_519 3 @GFAGNT_533 4 @GFAGNT_547 -1 @GFAGNT_561 -1 @GFAGNT_561 

:GFAGNT_491
gosub @GFAGNT_563 
jump @GFAGNT_561 

:GFAGNT_505
gosub @GFAGNT_1605 
jump @GFAGNT_561 

:GFAGNT_519
gosub @GFAGNT_2298 
jump @GFAGNT_561 

:GFAGNT_533
gosub @GFAGNT_2604 
jump @GFAGNT_561 

:GFAGNT_547
gosub @GFAGNT_2781 
jump @GFAGNT_561 

:GFAGNT_561
return 

:GFAGNT_563
gosub @GFAGNT_5005 
if 
08B5:   test $405 bit $388 
else_jump @GFAGNT_1167 
if 
08B4:   test $390 bit 25 
else_jump @GFAGNT_621 
3@ = 1 
jump @GFAGNT_891 

:GFAGNT_621
3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_891 jumps 0 @GFAGNT_699 1 @GFAGNT_795 2 @GFAGNT_763 3 @GFAGNT_731 4 @GFAGNT_827 5 @GFAGNT_859 -1 @GFAGNT_891 

:GFAGNT_699
if 
04A4:   4@ == 1 // == constant 
else_jump @GFAGNT_724 
3@ = 1 

:GFAGNT_724
jump @GFAGNT_891 

:GFAGNT_731
if 
04A4:   4@ == 0 // == constant 
else_jump @GFAGNT_756 
3@ = 1 

:GFAGNT_756
jump @GFAGNT_891 

:GFAGNT_763
if 
04A4:   4@ == 0 // == constant 
else_jump @GFAGNT_788 
3@ = 1 

:GFAGNT_788
jump @GFAGNT_891 

:GFAGNT_795
if 
04A4:   4@ == 2 // == constant 
else_jump @GFAGNT_820 
3@ = 1 

:GFAGNT_820
jump @GFAGNT_891 

:GFAGNT_827
if 
04A4:   4@ == 2 // == constant 
else_jump @GFAGNT_852 
3@ = 1 

:GFAGNT_852
jump @GFAGNT_891 

:GFAGNT_859
if 
04A4:   4@ == 3 // == constant 
else_jump @GFAGNT_884 
3@ = 1 

:GFAGNT_884
jump @GFAGNT_891 

:GFAGNT_891
if 
  3@ == 1 
else_jump @GFAGNT_1158 
gosub @GFAGNT_2980 
gosub @GFAGNT_5122 
if 
  3@ > 0 
else_jump @GFAGNT_1144 
$1236 = 250 
if 
88B4:   not test $389 bit 20 
else_jump @GFAGNT_1137 
gosub @GFAGNT_4358 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_1044 
$1236 = 0 
gosub @GFAGNT_5639 
08BB: set $1234 bit $388 
0@ = 4 
1@ = 0 
return 
jump @GFAGNT_1137 

:GFAGNT_1044
08C1: clear $1234 bit $388 
gosub @GFAGNT_5742 
$1236 = 250 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 
else_jump @GFAGNT_1137 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @GFAGNT_1135 
03E5: show_text_box 'GF_0048'  // Your girlfriend is not at home right now. Try again later.

:GFAGNT_1135
return 

:GFAGNT_1137
jump @GFAGNT_1151 

:GFAGNT_1144
gosub @GFAGNT_6114 

:GFAGNT_1151
jump @GFAGNT_1160 

:GFAGNT_1158
return 

:GFAGNT_1160
jump @GFAGNT_1603 

:GFAGNT_1167
gosub @GFAGNT_3801 
if 
88B4:   not test $389 bit 20 
else_jump @GFAGNT_1603 
gosub @GFAGNT_5196 
if 
  3@ > 0 
else_jump @GFAGNT_1591 
$1236 = 250 
if and
  $388 == 2 
  2 > $457 
else_jump @GFAGNT_1256 
090F: end_external_script 24 (GF_MEETING) 
return 

:GFAGNT_1256
if and
   not $358($388,6i) == -100 
   not $358($388,6i) == -999 
else_jump @GFAGNT_1584 
if 
08B4:   test $382($388,6i) bit 31 
else_jump @GFAGNT_1460 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $382($388,6i) bit 3@ 
else_jump @GFAGNT_1368 
gosub @GFAGNT_9541 
3@ = 1 
jump @GFAGNT_1453 

:GFAGNT_1368
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_1400 
3@ = 23 

:GFAGNT_1400
if 
08B6:   test $382($388,6i) bit 3@ 
else_jump @GFAGNT_1439 
3@ = -1 
return 
jump @GFAGNT_1453 

:GFAGNT_1439
gosub @GFAGNT_9541 
3@ = 1 

:GFAGNT_1453
jump @GFAGNT_1467 

:GFAGNT_1460
3@ = 1 

:GFAGNT_1467
if 
  3@ == 1 
else_jump @GFAGNT_1584 
gosub @GFAGNT_4705 
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_1584 
08A9: load_external_script 24 (GF_MEETING) 
if 
08AB:   external_script 24 (GF_MEETING) loaded 
else_jump @GFAGNT_1584 
08BA: set $389 bit 20 
0913: run_external_script 24 (GF_MEETING) $388 10@ 11@ 12@ 13@  
$1236 = 0 
0@ = 3 
1@ = 0 

:GFAGNT_1584
jump @GFAGNT_1603 

:GFAGNT_1591
$1236 = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1603
return 

:GFAGNT_1605
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_2296 jumps 0 @GFAGNT_1668 1 @GFAGNT_1890 2 @GFAGNT_1942 3 @GFAGNT_2095 4 @GFAGNT_2218 -1 @GFAGNT_2296 -1 @GFAGNT_2296 

:GFAGNT_1668
if 
003A:   $392 == $388 // (int) 
else_jump @GFAGNT_1701 
gosub @GFAGNT_7091 
$391 = 20 

:GFAGNT_1701
08C1: clear $390 bit $388 
gosub @GFAGNT_7457 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_1746 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: get_rid_of_player_prostitute 

:GFAGNT_1746
if 
88B4:   not test $405 bit 31 
else_jump @GFAGNT_1771 
$389 = 0 

:GFAGNT_1771
gosub @GFAGNT_9631 
if and
  3@ == 1 
08B4:   test $376($388,6i) bit 23 
else_jump @GFAGNT_1821 
08BA: set $389 bit 14 
jump @GFAGNT_1872 

:GFAGNT_1821
if 
  30 >= $358($388,6i) 
else_jump @GFAGNT_1857 
08BA: set $389 bit 11 
jump @GFAGNT_1872 

:GFAGNT_1857
gosub @GFAGNT_7115 
08BC: set $389 bit 3@ 

:GFAGNT_1872
08A9: load_external_script 25 (GF_DATE) 
1@ += 1 
jump @GFAGNT_2296 

:GFAGNT_1890
if 
08AB:   external_script 25 (GF_DATE) loaded 
else_jump @GFAGNT_1935 
08BA: set $389 bit 1 
08C1: clear $1234 bit $388 
0913: run_external_script 25 (GF_DATE) 2@  
1@ += 1 

:GFAGNT_1935
jump @GFAGNT_2296 

:GFAGNT_1942
if 
88B4:   not test $389 bit 1 
else_jump @GFAGNT_2056 
if 
08B4:   test $389 bit 3 
else_jump @GFAGNT_2028 
if 
88B4:   not test $389 bit 5 
else_jump @GFAGNT_2021 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @GFAGNT_9180 
08A9: load_external_script 26 (GF_SEX) 
1@ += 1 

:GFAGNT_2021
jump @GFAGNT_2049 

:GFAGNT_2028
fade 1 1000 
0@ = 2 
1@ = 0 

:GFAGNT_2049
jump @GFAGNT_2088 

:GFAGNT_2056
0926: 3@ = external_script_status 25 (GF_DATE) 
if 
  3@ == 0 
else_jump @GFAGNT_2088 
08C0: clear $389 bit 1 

:GFAGNT_2088
jump @GFAGNT_2296 

:GFAGNT_2095
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @GFAGNT_2211 
077E: get_active_interior_to 3@ 
gosub @GFAGNT_4358 
if 
08B4:   test $389 bit 14 
else_jump @GFAGNT_2172 
0913: run_external_script 26 (GF_SEX) $388 1 3@ 10@ 11@ 12@ 13@  
jump @GFAGNT_2197 

:GFAGNT_2172
0913: run_external_script 26 (GF_SEX) $388 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_2197
08BA: set $389 bit 5 
1@ += 1 

:GFAGNT_2211
jump @GFAGNT_2296 

:GFAGNT_2218
if 
88B4:   not test $389 bit 5 
else_jump @GFAGNT_2257 
0@ = 2 
1@ = 0 
jump @GFAGNT_2289 

:GFAGNT_2257
0926: 3@ = external_script_status 26 (GF_SEX) 
if 
  3@ == 0 
else_jump @GFAGNT_2289 
08C0: clear $389 bit 5 

:GFAGNT_2289
jump @GFAGNT_2296 

:GFAGNT_2296
return 

:GFAGNT_2298
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_2602 jumps 0 @GFAGNT_2361 1 @GFAGNT_2477 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 

:GFAGNT_2361
08C1: clear $390 bit $388 
gosub @GFAGNT_9180 
if 
  $358($388,6i) == -999 
else_jump @GFAGNT_2427 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Your girlfriend is dead.
08C1: clear $405 bit $388 
jump @GFAGNT_2463 

:GFAGNT_2427
gosub @GFAGNT_8694 
if 
  $358($388,6i) >= 50 
else_jump @GFAGNT_2463 
gosub @GFAGNT_5791 

:GFAGNT_2463
1@ += 1 
jump @GFAGNT_2602 

:GFAGNT_2477
if or
  $358($388,6i) == -100 
  $358($388,6i) == -999 
else_jump @GFAGNT_2539 
gosub @GFAGNT_9697 
0@ = 0 
1@ = 0 
jump @GFAGNT_2595 

:GFAGNT_2539
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
else_jump @GFAGNT_2595 
0@ = 0 
1@ = 0 

:GFAGNT_2595
jump @GFAGNT_2602 

:GFAGNT_2602
return 

:GFAGNT_2604
if 
88B4:   not test $389 bit 20 
else_jump @GFAGNT_2747 
gosub @GFAGNT_4705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_2740 
if 
08B4:   test $389 bit 21 
else_jump @GFAGNT_2726 
07D0: 7@ = weekday 
7@ += 1 
if 
  7@ > 7 
else_jump @GFAGNT_2726 
7@ = 1 

:GFAGNT_2726
0@ = 0 
1@ = 0 

:GFAGNT_2740
jump @GFAGNT_2779 

:GFAGNT_2747
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_2779 
08C0: clear $389 bit 20 

:GFAGNT_2779
return 

:GFAGNT_2781
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
else_jump @GFAGNT_2964 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_2943 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
else_jump @GFAGNT_2936 
if and
88B4:   not test $390 bit 11 
03EE:   player $PLAYER_CHAR controllable 
else_jump @GFAGNT_2936 
01B4: set_player $PLAYER_CHAR can_move 0 
0@ = 1 
1@ = 0 
return 

:GFAGNT_2936
jump @GFAGNT_2957 

:GFAGNT_2943
0@ = 0 
1@ = 0 

:GFAGNT_2957
jump @GFAGNT_2978 

:GFAGNT_2964
0@ = 0 
1@ = 0 

:GFAGNT_2978
return 

:GFAGNT_2980
if 
875C:   not marker $397($388,6i) enabled 
else_jump @GFAGNT_3094 
gosub @GFAGNT_4358 
04CE: $397($388,6i) = create_icon_marker 21 at 10@ 11@ 12@ 
0623: add 1 to_integer_stat 184 
0623: add 1 to_integer_stat 186 
0652: 3@ = integer_stat 65 
005C: 3@ += $1228($388,6i) // (int) 
if 
  3@ > 1000 
else_jump @GFAGNT_3087 
3@ = 1000 

:GFAGNT_3087
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3094
0871: init_jump_table $388 total_jumps 5 default_jump 0 @GFAGNT_3799 jumps 0 @GFAGNT_3157 1 @GFAGNT_3224 2 @GFAGNT_3342 3 @GFAGNT_3553 4 @GFAGNT_3676 -1 @GFAGNT_3799 -1 @GFAGNT_3799 

:GFAGNT_3157
if and
  $358($388,6i) >= 100 
  $3949 == 0 
else_jump @GFAGNT_3217 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3217 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$3949 = 1 

:GFAGNT_3217
jump @GFAGNT_3799 

:GFAGNT_3224
if and
  $358($388,6i) >= 100 
  $3947 == 0 
else_jump @GFAGNT_3284 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3284 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$3947 = 1 

:GFAGNT_3284
if 
88B4:   not test $405 bit 21 
else_jump @GFAGNT_3335 
02FA: set_garage 'MICHDR' type 5 
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $405 bit 21 

:GFAGNT_3335
jump @GFAGNT_3799 

:GFAGNT_3342
if and
  $358($388,6i) >= 100 
  $3946 == 0 
else_jump @GFAGNT_3402 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3402 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$3946 = 1 

:GFAGNT_3402
if 
88B4:   not test $405 bit 22 
else_jump @GFAGNT_3546 
0750: set_object $1266[6] visibility 0 
0382: set_object $1266[6] collision_detection 0 
0213: $393 = create_pickup 344 type 15 at -366.2235 -1429.088 25.5 
0213: $394 = create_pickup 341 type 15 at -365.7906 -1425.253 25.5 
032B: $395 = create_weapon_pickup 346 type 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $396 = create_weapon_pickup 361 type 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $405 bit 22 

:GFAGNT_3546
jump @GFAGNT_3799 

:GFAGNT_3553
if and
  $358($388,6i) >= 100 
  $3945 == 0 
else_jump @GFAGNT_3613 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3613 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$3945 = 1 

:GFAGNT_3613
if 
88B4:   not test $405 bit 23 
else_jump @GFAGNT_3669 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: lose_stuff_after_busted 0 
08BA: set $405 bit 23 

:GFAGNT_3669
jump @GFAGNT_3799 

:GFAGNT_3676
if and
  $358($388,6i) >= 100 
  $3948 == 0 
else_jump @GFAGNT_3736 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3736 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$3948 = 1 

:GFAGNT_3736
if 
88B4:   not test $405 bit 24 
else_jump @GFAGNT_3792 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: lose_stuff_after_wasted 0 
08BA: set $405 bit 24 

:GFAGNT_3792
jump @GFAGNT_3799 

:GFAGNT_3799
return 

:GFAGNT_3801
if 
  $797 == 50 
else_jump @GFAGNT_3866 
if and
  0 > $358($388,6i) 
   not $388 == 0 
   not $388 == 5 
else_jump @GFAGNT_3866 
$358($388,6i) = 45 

:GFAGNT_3866
if 
075C:   marker $397($388,6i) enabled 
else_jump @GFAGNT_3982 
0164: disable_marker $397($388,6i) 
gosub @GFAGNT_9697 
gosub @GFAGNT_5742 
08C1: clear $1234 bit $388 
0625: decrease_integer_stat 184 by 1 
0623: add 1 to_integer_stat 189 
0652: 3@ = integer_stat 65 
0064: 3@ -= $1228($388,6i) // (int) 
if 
  0 > 3@ 
else_jump @GFAGNT_3975 
3@ = 0 

:GFAGNT_3975
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3982
008B: 3@ = $388 // (int) 
3@ += 20 
if 
08B6:   test $405 bit 3@ 
else_jump @GFAGNT_4356 
0871: init_jump_table $388 total_jumps 4 default_jump 0 @GFAGNT_4356 jumps 1 @GFAGNT_4079 2 @GFAGNT_4178 3 @GFAGNT_4274 4 @GFAGNT_4319 -1 @GFAGNT_4356 -1 @GFAGNT_4356 -1 @GFAGNT_4356 

:GFAGNT_4079
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.7 1209.0 23.0 cornerB -1784.0 1221.5 27.5 
else_jump @GFAGNT_4171 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
02FA: set_garage 'MICHDR' type 19 
0361: close_garage 'MICHDR' 
08C0: clear $405 bit 21 

:GFAGNT_4171
jump @GFAGNT_4356 

:GFAGNT_4178
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -361.0 -1417.0 23.0 cornerB -372.0 -1431.0 30.0 
else_jump @GFAGNT_4267 
0215: destroy_pickup $393 
0215: destroy_pickup $394 
0215: destroy_pickup $395 
0215: destroy_pickup $396 
0750: set_object $1266[6] visibility 1 
0382: set_object $1266[6] collision_detection 1 
08C0: clear $405 bit 22 

:GFAGNT_4267
jump @GFAGNT_4356 

:GFAGNT_4274
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: lose_stuff_after_busted 1 
08C0: clear $405 bit 23 
jump @GFAGNT_4356 

:GFAGNT_4319
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: lose_stuff_after_wasted 1 
08C0: clear $405 bit 24 
jump @GFAGNT_4356 

:GFAGNT_4356
return 

:GFAGNT_4358
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_4703 jumps 0 @GFAGNT_4421 1 @GFAGNT_4468 2 @GFAGNT_4515 3 @GFAGNT_4562 4 @GFAGNT_4609 5 @GFAGNT_4656 -1 @GFAGNT_4703 

:GFAGNT_4421
10@ = 2401.965 
11@ = -1723.22 
12@ = 12.6005 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4468
10@ = -1799.5 
11@ = 1195.5 
12@ = 24.1094 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4515
10@ = -377.3978 
11@ = -1438.692 
12@ = 24.7209 
13@ = 270.0 
jump @GFAGNT_4703 

:GFAGNT_4562
10@ = -1398.101 
11@ = 2636.873 
12@ = 54.7031 
13@ = 75.0 
jump @GFAGNT_4703 

:GFAGNT_4609
10@ = -2576.808 
11@ = 1144.744 
12@ = 54.7422 
13@ = 164.0 
jump @GFAGNT_4703 

:GFAGNT_4656
10@ = 2035.362 
11@ = 2732.411 
12@ = 9.8203 
13@ = 0.0 
jump @GFAGNT_4703 

:GFAGNT_4703
return 

:GFAGNT_4705
0871: init_jump_table $388 total_jumps 4 default_jump 1 @GFAGNT_4956 jumps 1 @GFAGNT_4768 2 @GFAGNT_4815 3 @GFAGNT_4862 4 @GFAGNT_4909 -1 @GFAGNT_5003 -1 @GFAGNT_5003 -1 @GFAGNT_5003 

:GFAGNT_4768
10@ = -2027.583 
11@ = -118.7022 
12@ = 1034.0 
13@ = 3.4 
jump @GFAGNT_5003 

:GFAGNT_4815
10@ = 257.6682 
11@ = -154.7475 
12@ = 4.0786 
13@ = 268.7731 
jump @GFAGNT_5003 

:GFAGNT_4862
10@ = -1410.1 
11@ = 2648.731 
12@ = 54.6875 
13@ = 130.0 
jump @GFAGNT_5003 

:GFAGNT_4909
10@ = -2291.708 
11@ = -233.0215 
12@ = 41.7185 
13@ = 360.0 
jump @GFAGNT_5003 

:GFAGNT_4956
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
jump @GFAGNT_5003 

:GFAGNT_5003
return 

:GFAGNT_5005
8@ += 1 
if 
  8@ >= 6 
else_jump @GFAGNT_5037 
8@ = 0 

:GFAGNT_5037
if 
08B4:   test $390 bit 25 
else_jump @GFAGNT_5088 
if 
07D6:   8@ == $388 // @ == $ (int) 
else_jump @GFAGNT_5081 
08C0: clear $390 bit 25 

:GFAGNT_5081
jump @GFAGNT_5120 

:GFAGNT_5088
$388 += 1 
if 
  $388 >= 6 
else_jump @GFAGNT_5120 
$388 = 0 

:GFAGNT_5120
return 

:GFAGNT_5122
gosub @GFAGNT_4358 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_5187 
08BA: set $390 bit 25 
3@ = 1 
return 

:GFAGNT_5187
3@ = -1 
return 

:GFAGNT_5196
gosub @GFAGNT_4705 
if 
   not 10@ == 0.0 
else_jump @GFAGNT_5324 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
else_jump @GFAGNT_5324 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
else_jump @GFAGNT_5324 
08BA: set $390 bit 25 
3@ = 1 
return 

:GFAGNT_5324
3@ = -1 
return 

:GFAGNT_5333
3@ = -1 
if and
08B4:   test $390 bit 11 
003A:   $392 == $388 // (int) 
else_jump @GFAGNT_5375 
3@ = 1 
return 

:GFAGNT_5375
if and
08B4:   test $390 bit 10 
003A:   $392 == $388 // (int) 
else_jump @GFAGNT_5410 
3@ = 1 
return 

:GFAGNT_5410
if 
08B4:   test $382($388,6i) bit 31 
else_jump @GFAGNT_5559 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $382($388,6i) bit 3@ 
else_jump @GFAGNT_5481 
gosub @GFAGNT_9541 
jump @GFAGNT_5559 

:GFAGNT_5481
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_5513 
3@ = 23 

:GFAGNT_5513
if 
08B6:   test $382($388,6i) bit 3@ 
else_jump @GFAGNT_5552 
3@ = -1 
return 
jump @GFAGNT_5559 

:GFAGNT_5552
gosub @GFAGNT_9541 

:GFAGNT_5559
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // (int) 
4@ /= 2 
4@ *= 2 
if 
08B6:   test $382($388,6i) bit 4@ 
else_jump @GFAGNT_5628 
3@ = -1 
return 
jump @GFAGNT_5637 

:GFAGNT_5628
3@ = 1 
return 

:GFAGNT_5637
return 

:GFAGNT_5639
if 
  $358($388,6i) >= 50 
else_jump @GFAGNT_5704 
if 
88B4:   not test $390 bit 26 
else_jump @GFAGNT_5697 
014C: set_parked_car_generator $4208($388,6i) cars_to_generate_to 101 
08BA: set $390 bit 26 

:GFAGNT_5697
jump @GFAGNT_5740 

:GFAGNT_5704
if 
88B4:   not test $390 bit 26 
else_jump @GFAGNT_5740 
014C: set_parked_car_generator $4202($388,6i) cars_to_generate_to 101 
08BA: set $390 bit 26 

:GFAGNT_5740
return 

:GFAGNT_5742
if 
08B4:   test $390 bit 26 
else_jump @GFAGNT_5789 
014C: set_parked_car_generator $4208($388,6i) cars_to_generate_to 0 
014C: set_parked_car_generator $4202($388,6i) cars_to_generate_to 0 
08C0: clear $390 bit 26 

:GFAGNT_5789
return 

:GFAGNT_5791
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_6112 jumps 0 @GFAGNT_5854 1 @GFAGNT_5897 2 @GFAGNT_5940 3 @GFAGNT_5983 4 @GFAGNT_6026 5 @GFAGNT_6069 -1 @GFAGNT_6112 

:GFAGNT_5854
if 
88B4:   not test $405 bit 25 
else_jump @GFAGNT_5890 
03E5: show_text_box 'GF_H007'  // Denise really likes you now... She has left you her car keys!
08BA: set $405 bit 25 

:GFAGNT_5890
jump @GFAGNT_6112 

:GFAGNT_5897
if 
88B4:   not test $405 bit 26 
else_jump @GFAGNT_5933 
03E5: show_text_box 'GF_H008'  // Michelle really likes you now... She has left you her car keys!
08BA: set $405 bit 26 

:GFAGNT_5933
jump @GFAGNT_6112 

:GFAGNT_5940
if 
88B4:   not test $405 bit 27 
else_jump @GFAGNT_5976 
03E5: show_text_box 'GF_H009'  // Helena really likes you now... She has left you her car keys!
08BA: set $405 bit 27 

:GFAGNT_5976
jump @GFAGNT_6112 

:GFAGNT_5983
if 
88B4:   not test $405 bit 28 
else_jump @GFAGNT_6019 
03E5: show_text_box 'GF_H010'  // Barbara really likes you now... She has left you her car keys!
08BA: set $405 bit 28 

:GFAGNT_6019
jump @GFAGNT_6112 

:GFAGNT_6026
if 
88B4:   not test $405 bit 29 
else_jump @GFAGNT_6062 
03E5: show_text_box 'GF_H011'  // Katie really likes you now... She has left you her car keys!
08BA: set $405 bit 29 

:GFAGNT_6062
jump @GFAGNT_6112 

:GFAGNT_6069
if 
88B4:   not test $405 bit 30 
else_jump @GFAGNT_6105 
03E5: show_text_box 'GF_H012'  // Millie really likes you now... She has left you her car keys!
08BA: set $405 bit 30 

:GFAGNT_6105
jump @GFAGNT_6112 

:GFAGNT_6112
return 

:GFAGNT_6114
0871: init_jump_table $391 total_jumps 5 default_jump 0 @GFAGNT_6636 jumps 20 @GFAGNT_6177 21 @GFAGNT_6205 22 @GFAGNT_6338 23 @GFAGNT_6434 24 @GFAGNT_6492 -1 @GFAGNT_6636 -1 @GFAGNT_6636 

:GFAGNT_6177
gosub @GFAGNT_7091 
gosub @GFAGNT_9070 
gosub @GFAGNT_6638 
jump @GFAGNT_6636 

:GFAGNT_6205
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6331 
if 
88B4:   not test $390 bit 11 
else_jump @GFAGNT_6331 
if 
003A:   $392 == $388 // (int) 
else_jump @GFAGNT_6298 
create_thread @MOB_GF $388 1 
$391 = 22 
jump @GFAGNT_6331 

:GFAGNT_6298
if 
88B5:   not test $405 bit $392 
else_jump @GFAGNT_6331 
gosub @GFAGNT_7091 
$391 = 20 

:GFAGNT_6331
jump @GFAGNT_6636 

:GFAGNT_6338
if 
88B4:   not test $390 bit 11 
else_jump @GFAGNT_6427 
if 
08B4:   test $390 bit 10 
else_jump @GFAGNT_6395 
gosub @GFAGNT_6757 
$391 = 23 
jump @GFAGNT_6427 

:GFAGNT_6395
$358($392,6i) -= 2 
gosub @GFAGNT_9854 
gosub @GFAGNT_7091 
$391 = 20 

:GFAGNT_6427
jump @GFAGNT_6636 

:GFAGNT_6434
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6485 
0084: $388 = $392 // (int) 
gosub @GFAGNT_6829 
$391 = 20 

:GFAGNT_6485
jump @GFAGNT_6636 

:GFAGNT_6492
if 
88B4:   not test $390 bit 11 
else_jump @GFAGNT_6629 
if 
08B4:   test $390 bit 10 
else_jump @GFAGNT_6586 
if and
  $392 > -1 
  6 > $392 
else_jump @GFAGNT_6572 
$358($392,6i) = -100 
08C1: clear $405 bit $392 

:GFAGNT_6572
$391 = 20 
jump @GFAGNT_6629 

:GFAGNT_6586
if and
  $392 > -1 
  6 > $392 
else_jump @GFAGNT_6622 
$358($392,6i) = -99 

:GFAGNT_6622
$391 = 20 

:GFAGNT_6629
jump @GFAGNT_6636 

:GFAGNT_6636
return 

:GFAGNT_6638
0209: 3@ = random_int_in_ranges 0 6 
if 
08B6:   test $405 bit 3@ 
else_jump @GFAGNT_6755 
if 
  $358(3@,6i) > -15 
else_jump @GFAGNT_6755 
if and
   not $358(3@,6i) == -100 
   not $358($388,6i) == -999 
else_jump @GFAGNT_6755 
0209: 5@ = random_int_in_ranges 1 23 
0209: 6@ = random_int_in_ranges 1 59 
008A: $392 = 3@ // (int) 
$391 = 21 

:GFAGNT_6755
return 

:GFAGNT_6757
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
6@ = 31 
5@ += 5 
if 
  5@ > 23 
else_jump @GFAGNT_6827 
0085: 3@ = 5@ // (int) 
3@ -= 23 
5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_6827
return 

:GFAGNT_6829
if and
  $392 > -1 
  6 > $392 
else_jump @GFAGNT_7089 
$358($392,6i) -= 3 
gosub @GFAGNT_9854 
if and
88FE:   not text_box_displayed 
  $358($392,6i) > -15 
else_jump @GFAGNT_7089 
0871: init_jump_table $392 total_jumps 6 default_jump 0 @GFAGNT_7067 jumps 0 @GFAGNT_6959 1 @GFAGNT_6977 2 @GFAGNT_6995 3 @GFAGNT_7013 4 @GFAGNT_7031 5 @GFAGNT_7049 -1 @GFAGNT_7067 

:GFAGNT_6959
03E5: show_text_box 'GF_APP0'  // You missed your date with Denise. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_6977
03E5: show_text_box 'GF_APP1'  // You missed your date with Michelle. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_6995
03E5: show_text_box 'GF_APP2'  // You missed your date with Helena. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7013
03E5: show_text_box 'GF_APP3'  // You missed your date with Barbara. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7031
03E5: show_text_box 'GF_APP4'  // You missed your date with Katie. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7049
03E5: show_text_box 'GF_APP5'  // You missed your date with Millie. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7067
08C0: clear $390 bit 10 
08C1: clear $390 bit $392 
$392 = -1 

:GFAGNT_7089
return 

:GFAGNT_7091
$392 = -1 
08C0: clear $390 bit 10 
08C1: clear $390 bit $388 
return 

:GFAGNT_7115
0209: 3@ = random_int_in_ranges 0 45 
if 
  3@ > 10 
else_jump @GFAGNT_7288 
if 
  3@ > 20 
else_jump @GFAGNT_7274 
if 
  3@ > 30 
else_jump @GFAGNT_7260 
if 
08B4:   test $376($388,6i) bit 22 
else_jump @GFAGNT_7214 
3@ = 15 
jump @GFAGNT_7253 

:GFAGNT_7214
if 
  3@ > 35 
else_jump @GFAGNT_7246 
3@ = 12 
jump @GFAGNT_7253 

:GFAGNT_7246
3@ = 13 

:GFAGNT_7253
jump @GFAGNT_7267 

:GFAGNT_7260
3@ = 13 

:GFAGNT_7267
jump @GFAGNT_7281 

:GFAGNT_7274
3@ = 12 

:GFAGNT_7281
jump @GFAGNT_7295 

:GFAGNT_7288
3@ = 11 

:GFAGNT_7295
if 
08B4:   test $389 bit 27 
else_jump @GFAGNT_7327 
3@ = 11 
$389 = 0 

:GFAGNT_7327
if 
08B4:   test $389 bit 28 
else_jump @GFAGNT_7359 
3@ = 12 
$389 = 0 

:GFAGNT_7359
if 
08B4:   test $389 bit 29 
else_jump @GFAGNT_7391 
3@ = 13 
$389 = 0 

:GFAGNT_7391
if 
08B4:   test $389 bit 30 
else_jump @GFAGNT_7423 
3@ = 14 
$389 = 0 

:GFAGNT_7423
if 
08B4:   test $389 bit 31 
else_jump @GFAGNT_7455 
3@ = 15 
$389 = 0 

:GFAGNT_7455
return 

:GFAGNT_7457
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_8692 jumps 0 @GFAGNT_7520 1 @GFAGNT_7866 2 @GFAGNT_8006 3 @GFAGNT_8188 4 @GFAGNT_8370 5 @GFAGNT_8552 -1 @GFAGNT_8692 

:GFAGNT_7520
if or
8248:   not model 195 available 
8248:   not model 352 available 
else_jump @GFAGNT_7562 
0247: load_model 352 
0247: load_model 195 
wait 0 
jump @GFAGNT_7520 

:GFAGNT_7562
009A: 2@ = create_actor_pedtype 5 model 195 at 2402.39 -1712.899 13.1402 
0173: set_actor 2@ Z_angle_to 180.0 
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
02E2: set_actor 2@ weapon_accuracy_to 75 
0978: copy_decision_maker 65540 to $1254 
0709: set_decision_maker $1254 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1254 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1254 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1254 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_7866
if 
8248:   not model 192 available 
else_jump @GFAGNT_7898 
0247: load_model 192 
wait 0 
jump @GFAGNT_7866 

:GFAGNT_7898
009A: 2@ = create_actor_pedtype 5 model 192 at -1799.875 1202.057 24.1328 
0173: set_actor 2@ Z_angle_to 180.0 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8006
if 
8248:   not model 191 available 
else_jump @GFAGNT_8038 
0247: load_model 191 
wait 0 
jump @GFAGNT_8006 

:GFAGNT_8038
009A: 2@ = create_actor_pedtype 5 model 191 at -384.6795 -1438.84 25.3281 
0173: set_actor 2@ Z_angle_to 268.2687 
0978: copy_decision_maker 65539 to $1253 
0709: set_decision_maker $1253 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1253 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8188
if 
8248:   not model 190 available 
else_jump @GFAGNT_8220 
0247: load_model 190 
wait 0 
jump @GFAGNT_8188 

:GFAGNT_8220
009A: 2@ = create_actor_pedtype 5 model 190 at -1390.303 2641.066 54.9844 
0173: set_actor 2@ Z_angle_to 187.2 
0978: copy_decision_maker 65539 to $1253 
0709: set_decision_maker $1253 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1253 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8370
if 
8248:   not model 193 available 
else_jump @GFAGNT_8402 
0247: load_model 193 
wait 0 
jump @GFAGNT_8370 

:GFAGNT_8402
009A: 2@ = create_actor_pedtype 5 model 193 at -2573.357 1155.091 54.7347 
0173: set_actor 2@ Z_angle_to 167.8854 
0978: copy_decision_maker 65539 to $1253 
0709: set_decision_maker $1253 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1253 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8552
if 
8248:   not model 194 available 
else_jump @GFAGNT_8584 
0247: load_model 194 
wait 0 
jump @GFAGNT_8552 

:GFAGNT_8584
009A: 2@ = create_actor_pedtype 5 model 194 at 2037.476 2719.794 10.5436 
0173: set_actor 2@ Z_angle_to 9.2 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8692
return 

:GFAGNT_8694
if 
08B4:   test $389 bit 2 
else_jump @GFAGNT_8806 
if and
  0 >= $358($388,6i) 
  $358($388,6i) > -15 
else_jump @GFAGNT_8774 
$358($388,6i) = 0 
$358($388,6i) += 5 
jump @GFAGNT_8785 

:GFAGNT_8774
$358($388,6i) += 5 

:GFAGNT_8785
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 188 
jump @GFAGNT_8908 

:GFAGNT_8806
if 
08B4:   test $389 bit 8 
else_jump @GFAGNT_8883 
if and
   not $358($388,6i) == -100 
   not $358($388,6i) == -999 
else_jump @GFAGNT_8876 
$358($388,6i) -= 1 
gosub @GFAGNT_9854 

:GFAGNT_8876
jump @GFAGNT_8908 

:GFAGNT_8883
$358($388,6i) -= 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 185 

:GFAGNT_8908
if 
08B4:   test $389 bit 4 
else_jump @GFAGNT_8958 
$358($388,6i) += 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 187 
jump @GFAGNT_8994 

:GFAGNT_8958
if 
08B4:   test $389 bit 3 
else_jump @GFAGNT_8994 
$358($388,6i) -= 5 
gosub @GFAGNT_9854 

:GFAGNT_8994
if and
   not $358($388,6i) == -100 
   not $358($388,6i) == -999 
else_jump @GFAGNT_9061 
if 
  -15 >= $358($388,6i) 
else_jump @GFAGNT_9061 
$358($388,6i) = -99 

:GFAGNT_9061
$389 = 0 
return 

:GFAGNT_9070
if and
   not $358($388,6i) == -100 
   not $358($388,6i) == -999 
else_jump @GFAGNT_9178 
if 
   not $358($388,6i) == -99 
else_jump @GFAGNT_9178 
if 
  -15 >= $358($388,6i) 
else_jump @GFAGNT_9178 
$391 = 24 
0084: $392 = $388 // (int) 
create_thread @MOB_GF $392 2 
return 

:GFAGNT_9178
return 

:GFAGNT_9180
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_9340 jumps 0 @GFAGNT_9243 1 @GFAGNT_9265 2 @GFAGNT_9277 3 @GFAGNT_9294 4 @GFAGNT_9311 5 @GFAGNT_9328 -1 @GFAGNT_9340 

:GFAGNT_9243
0249: release_model 195 
0249: release_model 352 
065C: release_decision_maker $1254 
jump @GFAGNT_9340 

:GFAGNT_9265
0249: release_model 192 
jump @GFAGNT_9340 

:GFAGNT_9277
0249: release_model 191 
065C: release_decision_maker $1253 
jump @GFAGNT_9340 

:GFAGNT_9294
0249: release_model 190 
065C: release_decision_maker $1253 
jump @GFAGNT_9340 

:GFAGNT_9311
0249: release_model 193 
065C: release_decision_maker $1253 
jump @GFAGNT_9340 

:GFAGNT_9328
0249: release_model 194 
jump @GFAGNT_9340 

:GFAGNT_9340
if 
08B4:   test $389 bit 6 
else_jump @GFAGNT_9370 
009B: destroy_actor 2@ 
jump @GFAGNT_9440 

:GFAGNT_9370
if 
08B4:   test $389 bit 22 
else_jump @GFAGNT_9400 
009B: destroy_actor 2@ 
jump @GFAGNT_9440 

:GFAGNT_9400
if 
  $358($388,6i) == -999 
else_jump @GFAGNT_9435 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
jump @GFAGNT_9440 

:GFAGNT_9435
034F: destroy_actor_with_fade 2@ 

:GFAGNT_9440
$1255 = 0 
if 
08B4:   test $389 bit 21 
else_jump @GFAGNT_9539 
07D0: 3@ = weekday 
3@ += 1 
if 
  3@ > 7 
else_jump @GFAGNT_9502 
3@ = 1 

:GFAGNT_9502
gosub @GFAGNT_9541 
3@ += 22 
08BC: set $382($388,6i) bit 3@ 
08BA: set $382($388,6i) bit 31 

:GFAGNT_9539
return 

:GFAGNT_9541
08C0: clear $382($388,6i) bit 31 
08C0: clear $382($388,6i) bit 23 
08C0: clear $382($388,6i) bit 24 
08C0: clear $382($388,6i) bit 25 
08C0: clear $382($388,6i) bit 26 
08C0: clear $382($388,6i) bit 27 
08C0: clear $382($388,6i) bit 28 
08C0: clear $382($388,6i) bit 29 
return 

:GFAGNT_9631
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_9695 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFAGNT_9688 
3@ = 1 
jump @GFAGNT_9695 

:GFAGNT_9688
3@ = 0 

:GFAGNT_9695
return 

:GFAGNT_9697
08F8: display_stat_update_box 0 
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_9848 jumps 0 @GFAGNT_9764 1 @GFAGNT_9778 2 @GFAGNT_9792 3 @GFAGNT_9806 4 @GFAGNT_9820 5 @GFAGNT_9834 -1 @GFAGNT_9848 

:GFAGNT_9764
0629: change_integer_stat 252 to 0 
jump @GFAGNT_9848 

:GFAGNT_9778
0629: change_integer_stat 253 to 0 
jump @GFAGNT_9848 

:GFAGNT_9792
0629: change_integer_stat 254 to 0 
jump @GFAGNT_9848 

:GFAGNT_9806
0629: change_integer_stat 255 to 0 
jump @GFAGNT_9848 

:GFAGNT_9820
0629: change_integer_stat 256 to 0 
jump @GFAGNT_9848 

:GFAGNT_9834
0629: change_integer_stat 257 to 0 
jump @GFAGNT_9848 

:GFAGNT_9848
08F8: display_stat_update_box 1 
return 

:GFAGNT_9854
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFAGNT_11183 jumps 0 @GFAGNT_9917 1 @GFAGNT_10128 2 @GFAGNT_10339 3 @GFAGNT_10550 4 @GFAGNT_10761 5 @GFAGNT_10972 -1 @GFAGNT_11183 

:GFAGNT_9917
0652: 9@ = integer_stat 252 
if 
001E:   $358[0] > 9@ // (int) 
else_jump @GFAGNT_10029 
if 
  $358[0] > 100 
else_jump @GFAGNT_9969 
$358[0] = 100 

:GFAGNT_9969
if 
  0 > $358[0] 
else_jump @GFAGNT_10001 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10022 

:GFAGNT_10001
0064: 9@ -= $358[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_10022
jump @GFAGNT_10121 

:GFAGNT_10029
if 
001F:   9@ > $358[0] // (int) 
else_jump @GFAGNT_10121 
if 
  $358[0] > 100 
else_jump @GFAGNT_10073 
$358[0] = 100 

:GFAGNT_10073
if 
  0 > $358[0] 
else_jump @GFAGNT_10105 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10121 

:GFAGNT_10105
0064: 9@ -= $358[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_10121
jump @GFAGNT_11183 

:GFAGNT_10128
0652: 9@ = integer_stat 253 
if 
001E:   $358[1] > 9@ // (int) 
else_jump @GFAGNT_10240 
if 
  $358[1] > 100 
else_jump @GFAGNT_10180 
$358[1] = 100 

:GFAGNT_10180
if 
  0 > $358[1] 
else_jump @GFAGNT_10212 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10233 

:GFAGNT_10212
0064: 9@ -= $358[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_10233
jump @GFAGNT_10332 

:GFAGNT_10240
if 
001F:   9@ > $358[1] // (int) 
else_jump @GFAGNT_10332 
if 
  $358[1] > 100 
else_jump @GFAGNT_10284 
$358[1] = 100 

:GFAGNT_10284
if 
  0 > $358[1] 
else_jump @GFAGNT_10316 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10332 

:GFAGNT_10316
0064: 9@ -= $358[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_10332
jump @GFAGNT_11183 

:GFAGNT_10339
0652: 9@ = integer_stat 254 
if 
001E:   $358[2] > 9@ // (int) 
else_jump @GFAGNT_10451 
if 
  $358[2] > 100 
else_jump @GFAGNT_10391 
$358[2] = 100 

:GFAGNT_10391
if 
  0 > $358[2] 
else_jump @GFAGNT_10423 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10444 

:GFAGNT_10423
0064: 9@ -= $358[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_10444
jump @GFAGNT_10543 

:GFAGNT_10451
if 
001F:   9@ > $358[2] // (int) 
else_jump @GFAGNT_10543 
if 
  $358[2] > 100 
else_jump @GFAGNT_10495 
$358[2] = 100 

:GFAGNT_10495
if 
  0 > $358[2] 
else_jump @GFAGNT_10527 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10543 

:GFAGNT_10527
0064: 9@ -= $358[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_10543
jump @GFAGNT_11183 

:GFAGNT_10550
0652: 9@ = integer_stat 255 
if 
001E:   $358[3] > 9@ // (int) 
else_jump @GFAGNT_10662 
if 
  $358[3] > 100 
else_jump @GFAGNT_10602 
$358[3] = 100 

:GFAGNT_10602
if 
  0 > $358[3] 
else_jump @GFAGNT_10634 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10655 

:GFAGNT_10634
0064: 9@ -= $358[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_10655
jump @GFAGNT_10754 

:GFAGNT_10662
if 
001F:   9@ > $358[3] // (int) 
else_jump @GFAGNT_10754 
if 
  $358[3] > 100 
else_jump @GFAGNT_10706 
$358[3] = 100 

:GFAGNT_10706
if 
  0 > $358[3] 
else_jump @GFAGNT_10738 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10754 

:GFAGNT_10738
0064: 9@ -= $358[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_10754
jump @GFAGNT_11183 

:GFAGNT_10761
0652: 9@ = integer_stat 256 
if 
001E:   $358[4] > 9@ // (int) 
else_jump @GFAGNT_10873 
if 
  $358[4] > 100 
else_jump @GFAGNT_10813 
$358[4] = 100 

:GFAGNT_10813
if 
  0 > $358[4] 
else_jump @GFAGNT_10845 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10866 

:GFAGNT_10845
0064: 9@ -= $358[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_10866
jump @GFAGNT_10965 

:GFAGNT_10873
if 
001F:   9@ > $358[4] // (int) 
else_jump @GFAGNT_10965 
if 
  $358[4] > 100 
else_jump @GFAGNT_10917 
$358[4] = 100 

:GFAGNT_10917
if 
  0 > $358[4] 
else_jump @GFAGNT_10949 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10965 

:GFAGNT_10949
0064: 9@ -= $358[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_10965
jump @GFAGNT_11183 

:GFAGNT_10972
0652: 9@ = integer_stat 257 
if 
001E:   $358[5] > 9@ // (int) 
else_jump @GFAGNT_11084 
if 
  $358[5] > 100 
else_jump @GFAGNT_11024 
$358[5] = 100 

:GFAGNT_11024
if 
  0 > $358[5] 
else_jump @GFAGNT_11056 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11077 

:GFAGNT_11056
0064: 9@ -= $358[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_11077
jump @GFAGNT_11176 

:GFAGNT_11084
if 
001F:   9@ > $358[5] // (int) 
else_jump @GFAGNT_11176 
if 
  $358[5] > 100 
else_jump @GFAGNT_11128 
$358[5] = 100 

:GFAGNT_11128
if 
  0 > $358[5] 
else_jump @GFAGNT_11160 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11176 

:GFAGNT_11160
0064: 9@ -= $358[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_11176
jump @GFAGNT_11183 

:GFAGNT_11183
return 

:GFAGNT_11185
if 
  0@ == 1 
else_jump @GFAGNT_11236 
if 
08B5:   test $405 bit $388 
else_jump @GFAGNT_11236 
gosub @GFAGNT_9180 
gosub @GFAGNT_8694 

:GFAGNT_11236
0@ = 0 
4@ = -1 
3@ = 0 

:GFAGNT_11257
if 
08B6:   test $390 bit 3@ 
else_jump @GFAGNT_11284 
08C2: clear $390 bit 3@ 

:GFAGNT_11284
3@ += 1 
  3@ >= 6 
else_jump @GFAGNT_11257 
08F8: display_stat_update_box 1 
$1236 = 500 
return 
091A: NOP v$1245 
if 
8846:   not string v$1245 empty // v$ 
else_jump @GFAGNT_13496 
06D1: v$1249 = "DOCOOCHIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11386 
08BA: set $405 bit 0 
091B: NOP 
return 

:GFAGNT_11386
06D1: v$1249 = "DOMICHELLE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11433 
08BA: set $405 bit 1 
091B: NOP 
return 

:GFAGNT_11433
06D1: v$1249 = "DOKYLIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11477 
08BA: set $405 bit 2 
091B: NOP 
return 

:GFAGNT_11477
06D1: v$1249 = "DOBARBARA" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11523 
08BA: set $405 bit 3 
091B: NOP 
return 

:GFAGNT_11523
06D1: v$1249 = "DOSUZIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11567 
08BA: set $405 bit 4 
091B: NOP 
return 

:GFAGNT_11567
06D1: v$1249 = "DOMILLIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11612 
08BA: set $405 bit 5 
091B: NOP 
return 

:GFAGNT_11612
06D1: v$1249 = "FASTDATE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11712 
08BA: set $405 bit 31 
0084: $358[0] = $352[0] // (int) 
0084: $358[1] = $352[1] // (int) 
0084: $358[3] = $352[3] // (int) 
0084: $358[2] = $352[2] // (int) 
0084: $358[4] = $352[4] // (int) 
0084: $358[5] = $352[5] // (int) 
08BA: set $389 bit 26 
091B: NOP 
return 

:GFAGNT_11712
06D1: v$1249 = "GOCOOCHIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11787 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_11783 
00A1: put_actor $PLAYER_ACTOR at 2405.212 -1720.688 12.6365 

:GFAGNT_11783
091B: NOP 
return 

:GFAGNT_11787
06D1: v$1249 = "GOMICHELLE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11863 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_11859 
00A1: put_actor $PLAYER_ACTOR at -1788.0 1202.0 30.0 

:GFAGNT_11859
091B: NOP 
return 

:GFAGNT_11863
06D1: v$1249 = "GOKYLIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_11936 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_11932 
00A1: put_actor $PLAYER_ACTOR at -371.4376 -1440.072 24.7209 

:GFAGNT_11932
091B: NOP 
return 

:GFAGNT_11936
06D1: v$1249 = "GOBARBARA" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12011 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12007 
00A1: put_actor $PLAYER_ACTOR at -1400.0 2640.0 -100.0 

:GFAGNT_12007
091B: NOP 
return 

:GFAGNT_12011
06D1: v$1249 = "GOSUZIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12084 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12080 
00A1: put_actor $PLAYER_ACTOR at -2570.511 1139.582 54.8547 

:GFAGNT_12080
091B: NOP 
return 

:GFAGNT_12084
06D1: v$1249 = "GOMILLIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12158 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12154 
00A1: put_actor $PLAYER_ACTOR at 2028.347 2736.969 10.8603 

:GFAGNT_12154
091B: NOP 
return 

:GFAGNT_12158
06D1: v$1249 = "DATEFOOD" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12210 
08BA: set $405 bit 31 
08BA: set $389 bit 27 
091B: NOP 
return 

:GFAGNT_12210
06D1: v$1249 = "DATEDRIVE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12305 
08BA: set $405 bit 31 
$358[0] = 50 
$358[1] = 50 
$358[3] = 50 
$358[2] = 50 
$358[4] = 50 
$358[5] = 50 
08BA: set $389 bit 28 
091B: NOP 
return 

:GFAGNT_12305
06D1: v$1249 = "DATEDANCE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12400 
08BA: set $405 bit 31 
$358[0] = 50 
$358[1] = 50 
$358[3] = 50 
$358[2] = 50 
$358[4] = 50 
$358[5] = 50 
08BA: set $389 bit 29 
091B: NOP 
return 

:GFAGNT_12400
06D1: v$1249 = "DATESPANK" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12453 
08BA: set $405 bit 31 
08BA: set $389 bit 30 
091B: NOP 
return 

:GFAGNT_12453
06D1: v$1249 = "DATESHEDRIVES" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12517 
08BA: set $405 bit 31 
$358[1] = 50 
08BA: set $389 bit 31 
091B: NOP 
return 

:GFAGNT_12517
06D1: v$1249 = "MEETMICHELLE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12605 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12601 
00A1: put_actor $PLAYER_ACTOR at -2026.92 -99.9395 34.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:GFAGNT_12601
091B: NOP 
return 

:GFAGNT_12605
06D1: v$1249 = "MEETKYLIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12697 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12693 
$457 = 2 
00A1: put_actor $PLAYER_ACTOR at 243.9633 -161.2493 0.5781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 291.5735 

:GFAGNT_12693
091B: NOP 
return 

:GFAGNT_12697
06D1: v$1249 = "MEETBARBARA" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12784 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12780 
00A1: put_actor $PLAYER_ACTOR at -1411.294 2637.609 54.6875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 348.9253 

:GFAGNT_12780
091B: NOP 
return 

:GFAGNT_12784
06D1: v$1249 = "MEETSUZIE" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12869 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12865 
00A1: put_actor $PLAYER_ACTOR at -2266.253 -155.7216 34.3125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0 

:GFAGNT_12865
091B: NOP 
return 

:GFAGNT_12869
06D1: v$1249 = "GIMPSUIT" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_12953 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFAGNT_12949 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 

:GFAGNT_12949
091B: NOP 
return 

:GFAGNT_12953
06D1: v$1249 = "TWOTIMING" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13006 
08BA: set $405 bit 31 
08BA: set $389 bit 25 
091B: NOP 
return 

:GFAGNT_13006
06D1: v$1249 = "ELEGANTMAN" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13088 
$364[0] = 0 
$364[1] = 0 
$364[3] = 0 
$364[2] = 0 
$364[4] = 0 
$364[5] = 0 
091B: NOP 
return 

:GFAGNT_13088
06D1: v$1249 = "SHOWENTRY" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13192 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
091B: NOP 
return 

:GFAGNT_13192
06D1: v$1249 = "HIDEENTRY" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13283 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
091B: NOP 
return 

:GFAGNT_13283
06D1: v$1249 = "UNCENSORED" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13330 
$1243 = 0 
091B: NOP 
return 

:GFAGNT_13330
06D1: v$1249 = "STATSUP" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13385 
$358($388,6i) += 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13385
06D1: v$1249 = "STATSDOWN" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13442 
$358($388,6i) -= 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13442
06D1: v$1249 = "DUMPME" // v$ = string 
if 
08F9:   v$1249 == v$1245 
else_jump @GFAGNT_13496 
$358($388,6i) = -15 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13496
return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0662: printstring "D" 
0662: printstring s$403 
0663: printint "IGFIDX" $388 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_13731 jumps 0 @GFAGNT_13636 1 @GFAGNT_13655 2 @GFAGNT_13674 3 @GFAGNT_13693 4 @GFAGNT_13712 -1 @GFAGNT_13760 -1 @GFAGNT_13760 

:GFAGNT_13636
0662: printstring "STATE0__" 
jump @GFAGNT_13760 

:GFAGNT_13655
0662: printstring "STATE1__" 
jump @GFAGNT_13760 

:GFAGNT_13674
0662: printstring "STATE2__" 
jump @GFAGNT_13760 

:GFAGNT_13693
0662: printstring "STATE3__" 
jump @GFAGNT_13760 

:GFAGNT_13712
0662: printstring "STATE4__" 
jump @GFAGNT_13760 

:GFAGNT_13731
0662: printstring "UNTRAPPED_STATE___" 
jump @GFAGNT_13760 

:GFAGNT_13760
0662: printstring "I__________________________I" 
return 

:NONAME_7
create_thread @INTMAN 
end_thread 

:INTMAN
thread 'INTMAN' 
$1280 = -1 
if 
  $1280 == 9999 
else_jump @INTMAN_57 
07E5: copy_decision_maker 65543 to $1280 
07E5: copy_decision_maker 65543 to $1281 

:INTMAN_57
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTMAN_80 
gosub @INTMAN_91 

:INTMAN_80
wait 0 
jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
gosub @INTMAN_184 
jump @INTMAN_182 

:INTMAN_168
gosub @INTMAN_2976 
jump @INTMAN_182 

:INTMAN_182
return 

:INTMAN_184
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if 
   not $1274 == 0 
else_jump @INTMAN_2974 
094B: v$1276 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
8846:   not string v$1276 empty // v$ 
else_jump @INTMAN_2974 
0084: $1275 = $1274 // (int) 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTMAN_266 
01C0: $1283 = player $PLAYER_CHAR wanted_level 

:INTMAN_266
07B0: get_active_shop_name_to s$705 // s$ 
$1285 = 0 
$1273 = 0 
2@ = 0 
if 
  $ONMISSION == 0 
else_jump @INTMAN_359 
$10829 = 0 
$10827 = 0 
$10828 = 0 
$676 = 0 
$4265 = 0 
$10830 = 0 
$10884 = 0 

:INTMAN_359
if and
08F9:   v$1276 == "CHANGER" 
  $1274 == 14 
else_jump @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
if 
  1@ == 0 
else_jump @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
if 
08AB:   external_script 63 (WARDROBE) loaded 
else_jump @INTMAN_451 
0913: run_external_script 63 (WARDROBE)  
0@ += 1 
return 

:INTMAN_451
if or
08F9:   v$1276 == "TRICAS" 
08F9:   v$1276 == "MAFCAS" 
08F9:   v$1276 == "CASINO2" 
else_jump @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @INTMAN_676 
0247: load_model 124 
0247: load_model 126 
0247: load_model 125 
0247: load_model 214 

:INTMAN_676
if 
08F9:   v$1276 == "TRICAS" 
else_jump @INTMAN_715 
0247: load_model 163 
0247: load_model 164 
0247: load_model 263 

:INTMAN_715
if 
08F9:   v$1276 == "CASINO2" 
else_jump @INTMAN_755 
0247: load_model 163 
0247: load_model 164 
0247: load_model 172 

:INTMAN_755
038B: load_requested_models 
if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_777 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_777
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_818 
$1285 = 1 
0@ += 1 

:INTMAN_818
if or
08F9:   v$1276 == "BAR1" 
08F9:   v$1276 == "BAR2" 
08F9:   v$1276 == "UFOBAR" 
else_jump @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
if 
  1@ == 0 
else_jump @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
if 
08F9:   v$1276 == "BAR1" 
else_jump @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
0247: load_model 172 
038B: load_requested_models 
if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
else_jump @INTMAN_1047 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_1047
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
else_jump @INTMAN_1088 
$1285 = 1 
0@ += 1 

:INTMAN_1088
if 
08F9:   v$1276 == "GENOTB" 
else_jump @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
0247: load_model 11 
0247: load_model 172 
038B: load_requested_models 
if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1249 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_1249
if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1286 
$1285 = 1 
0@ += 1 

:INTMAN_1286
if or
08F9:   v$1276 == "LASTRIP" 
08F9:   v$1276 == "STRIP2" 
else_jump @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
0247: load_model 163 
0247: load_model 164 
0247: load_model 172 
038B: load_requested_models 
if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1493 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_1493
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1534 
$1285 = 1 
0@ += 1 

:INTMAN_1534
if 
  $11331 == 0 
else_jump @INTMAN_1724 
if or
08F9:   v$1276 == "CSCHP" 
08F9:   v$1276 == "CSSPRT" 
08F9:   v$1276 == "LACS1" 
08F9:   v$1276 == "CLOTHGP" 
08F9:   v$1276 == "CSDESGN" 
08F9:   v$1276 == "CSEXL" 
else_jump @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
if 
  1@ == 0 
else_jump @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
if 
08AB:   external_script 64 (CLOTHES) loaded 
else_jump @INTMAN_1724 
$1282 = 0 
0913: run_external_script 64 (CLOTHES)  
$1285 = 1 
0@ += 1 

:INTMAN_1724
if or
08F9:   v$1276 == "FDPIZA" 
08F9:   v$1276 == "FDCHICK" 
08F9:   v$1276 == "FDBURG" 
else_jump @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
if 
  1@ == 0 
else_jump @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
if 
  1@ == 0 
else_jump @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
if 
  1@ == 0 
else_jump @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
if 
08F9:   v$1276 == "FDPIZA" 
else_jump @INTMAN_1952 
0247: load_model 155 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_1 
0247: load_model #CJ_PIZZA_2 

:INTMAN_1952
if 
08F9:   v$1276 == "FDCHICK" 
else_jump @INTMAN_1994 
0247: load_model 167 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_1994
if 
08F9:   v$1276 == "FDBURG" 
else_jump @INTMAN_2035 
0247: load_model 205 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_2035
038B: load_requested_models 
if 
08AB:   external_script 65 (JUNKFUD) loaded 
else_jump @INTMAN_2057 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_2057
if 
08AB:   external_script 29 (FOODBRAINS) loaded 
else_jump @INTMAN_2180 
if 
08F9:   v$1276 == "FDPIZA" 
else_jump @INTMAN_2110 
0913: run_external_script 29 (FOODBRAINS) 0  
jump @INTMAN_2180 

:INTMAN_2110
if 
08F9:   v$1276 == "FDCHICK" 
else_jump @INTMAN_2149 
0913: run_external_script 29 (FOODBRAINS) 1  
jump @INTMAN_2180 

:INTMAN_2149
if 
08F9:   v$1276 == "FDBURG" 
else_jump @INTMAN_2180 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_2180
if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2221 
$1285 = 1 
0@ += 1 

:INTMAN_2221
if or
08F9:   v$1276 == "BARBERS" 
08F9:   v$1276 == "BARBER2" 
08F9:   v$1276 == "BARBER3" 
else_jump @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
if 
  1@ == 0 
else_jump @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
if 
08AB:   external_script 62 (BARBER) loaded 
else_jump @INTMAN_2339 
0913: run_external_script 62 (BARBER)  
$1285 = 1 
0@ += 1 

:INTMAN_2339
if or
08F9:   v$1276 == "TATTOO" 
08F9:   v$1276 == "TATTO2" 
08F9:   v$1276 == "TATTO3" 
else_jump @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
if 
  1@ == 0 
else_jump @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
if 
08AB:   external_script 61 (TATTOO) loaded 
else_jump @INTMAN_2454 
0913: run_external_script 61 (TATTOO)  
$1285 = 1 
0@ += 1 

:INTMAN_2454
if 
08F9:   v$1276 == "RCPLAY" 
else_jump @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
0247: load_model 217 
038B: load_requested_models 
if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
else_jump @INTMAN_2563 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_2563
if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2596 
$1285 = 1 
0@ += 1 

:INTMAN_2596
if or
08F9:   v$1276 == "POLICE1" 
08F9:   v$1276 == "POLICE2" 
08F9:   v$1276 == "POLICE3" 
08F9:   v$1276 == "POLICE4" 
else_jump @INTMAN_2728 
$1284 = 1 
$1285 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 
038B: load_requested_models 
0@ += 1 

:INTMAN_2728
if or
08F9:   v$1276 == "AMMUN1" 
08F9:   v$1276 == "AMMUN2" 
08F9:   v$1276 == "AMMUN3" 
08F9:   v$1276 == "AMMUN4" 
08F9:   v$1276 == "AMMUN5" 
else_jump @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
if 
  1@ == 0 
else_jump @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
if 
08AB:   external_script 60 (AMMU) loaded 
else_jump @INTMAN_2869 
0913: run_external_script 60 (AMMU)  
$1285 = 1 
0@ += 1 

:INTMAN_2869
if 
  $1285 == 1 
else_jump @INTMAN_2974 
if 
89F2:   not decision_maker $1280 exists 
else_jump @INTMAN_2927 
07E5: copy_decision_maker 65543 to $1280 
0708: reset_decision_maker $1280 event 27 
0708: reset_decision_maker $1280 event 48 

:INTMAN_2927
if 
89F2:   not decision_maker $1281 exists 
else_jump @INTMAN_2974 
07E5: copy_decision_maker 65543 to $1281 
0708: reset_decision_maker $1281 event 27 
0708: reset_decision_maker $1281 event 48 
0708: reset_decision_maker $1281 event 9 

:INTMAN_2974
return 

:INTMAN_2976
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if 
803A:   not  $1274 == $1275 // (int) 
else_jump @INTMAN_3052 
gosub @INTMAN_3176 
$1273 = 0 
2@ = 0 
$1284 = 0 
07B0: get_active_shop_name_to s$705 // s$ 
0@ -= 1 
return 
jump @INTMAN_3174 

:INTMAN_3052
if 
0A74:   is_checkpoint_resuming 1 
else_jump @INTMAN_3092 
if 
  0@ == 1 
else_jump @INTMAN_3092 
0@ -= 1 

:INTMAN_3092
if 
  $1284 == 1 
else_jump @INTMAN_3135 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @INTMAN_3135 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:INTMAN_3135
if and
  $1273 == 1 
  2@ == 0 
else_jump @INTMAN_3174 
gosub @INTMAN_3176 
2@ = 1 

:INTMAN_3174
return 

:INTMAN_3176
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0249: release_model 124 
0249: release_model 126 
0249: release_model 125 
0249: release_model 214 
0249: release_model 263 
0249: release_model 163 
0249: release_model 164 
0249: release_model 172 
0249: release_model 11 
0249: release_model 155 
0249: release_model #PIZZAHIGH 
0249: release_model #CJ_PIZZA_1 
0249: release_model #CJ_PIZZA_2 
0249: release_model 167 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_BURG_1 
0249: release_model #CJ_BURG_2 
0249: release_model 205 
0249: release_model 217 
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $1280 
065C: release_decision_maker $1281 
$1280 = -1 
$1281 = -1 
return 

:NONAME_8
end_thread 

:A_CONT
thread 'A_CONT' 
$1307[0] = 1 
$1307[1] = 2 
$1309[0] = -3 
$1309[1] = -3 
$1288[0] = 0 
$1288[1] = 0 
$1286[0] = 0 
$1286[0] = 0 
$1311 = 0 
$1312 = 1 
0084: $1290[0] = $PLAYER_ACTOR // (int) 
0084: $1290[1] = $PLAYER_ACTOR // (int) 

:A_CONT_97
wait 0 
0@ = 0 
1@ = 1 
if or
  $1309[0] >= -2 
  $1309[1] >= -2 
else_jump @A_CONT_1046 

:A_CONT_140
if 
  2 > 0@ 
else_jump @A_CONT_1039 
0871: init_jump_table $1309(0@,2i) total_jumps 5 default_jump 0 @A_CONT_1018 jumps -2 @A_CONT_893 -1 @A_CONT_225 0 @A_CONT_254 1 @A_CONT_621 2 @A_CONT_775 -1 @A_CONT_1018 -1 @A_CONT_1018 

:A_CONT_225
$1288(0@,2i) = 0 
$1309(0@,2i) = -3 
jump @A_CONT_1018 

:A_CONT_254
if 
83D0:   not wav $1307(0@,2i) loaded 
else_jump @A_CONT_281 
jump @A_CONT_1018 

:A_CONT_281
if 
07D6:   0@ == $1312 // @ == $ (int) 
else_jump @A_CONT_486 
if 
001C:   $1288(0@,2i) > $1288(1@,2i) // (int) 
else_jump @A_CONT_468 
008A: $1311 = 0@ // (int) 
008A: $1312 = 1@ // (int) 
040D: unload_wav $1307($1312,2i) 
03D5: remove_text $1301($1312,2s) 
if 
   not $1286($1312,2i) == 0 
else_jump @A_CONT_450 
if 
8118:   not actor $1290($1312,2i) dead 
else_jump @A_CONT_450 
0968: actor $1290($1312,2i) stop_mouth 
if 
803A:   not  $1290($1312,2i) == $1290($1311,2i) // (int) 
else_jump @A_CONT_450 
0A09: set_actor $1290($1312,2i) muted 0 // versionB 

:A_CONT_450
$1309($1312,2i) = -1 
jump @A_CONT_486 

:A_CONT_468
$1309(0@,2i) = 1 
jump @A_CONT_1018 

:A_CONT_486
if 
   not $1286(0@,2i) == 0 
else_jump @A_CONT_580 
if 
8118:   not actor $1290(0@,2i) dead 
else_jump @A_CONT_580 
0967: actor $1290(0@,2i) move_mouth 999999 ms 
if 
  $1286(0@,2i) == 1 
else_jump @A_CONT_580 
0949: link_wav $1307(0@,2i) to_actor $1290(0@,2i) 

:A_CONT_580
03D1: play_wav $1307(0@,2i) 
00BC: show_text_highpriority GXT $1301(0@,2s) time 10000 flag 1 
$1309(0@,2i) = 2 
jump @A_CONT_1018 

:A_CONT_621
if 
003C:   $1311 == 0@ // (int) 
else_jump @A_CONT_768 
if 
   not $1286(0@,2i) == 0 
else_jump @A_CONT_734 
if 
8118:   not actor $1290(0@,2i) dead 
else_jump @A_CONT_734 
0967: actor $1290(0@,2i) move_mouth 999999 ms 
if 
  $1286(0@,2i) == 1 
else_jump @A_CONT_734 
0949: link_wav $1307(0@,2i) to_actor $1290(0@,2i) 

:A_CONT_734
03D1: play_wav $1307(0@,2i) 
00BC: show_text_highpriority GXT $1301(0@,2s) time 10000 flag 1 
$1309(0@,2i) = 2 

:A_CONT_768
jump @A_CONT_1018 

:A_CONT_775
if 
03D2:   wav $1307(0@,2i) ended 
else_jump @A_CONT_837 
if 
003C:   $1311 == 0@ // (int) 
else_jump @A_CONT_830 
008A: $1312 = 0@ // (int) 
008A: $1311 = 1@ // (int) 

:A_CONT_830
jump @A_CONT_893 

:A_CONT_837
if 
   not $1286(0@,2i) == 0 
else_jump @A_CONT_886 
if 
8118:   not actor $1290(0@,2i) dead 
else_jump @A_CONT_886 
jump @A_CONT_1018 

:A_CONT_886
jump @A_CONT_1018 

:A_CONT_893
040D: unload_wav $1307(0@,2i) 
03D5: remove_text $1301(0@,2s) 
if 
   not $1286(0@,2i) == 0 
else_jump @A_CONT_1000 
if 
8118:   not actor $1290(0@,2i) dead 
else_jump @A_CONT_1000 
0968: actor $1290(0@,2i) stop_mouth 
if 
803A:   not  $1290(0@,2i) == $1290(1@,2i) // (int) 
else_jump @A_CONT_1000 
0A09: set_actor $1290(0@,2i) muted 0 // versionB 

:A_CONT_1000
$1309(0@,2i) = -1 
jump @A_CONT_1018 

:A_CONT_1018
0@ += 1 
1@ -= 1 
jump @A_CONT_140 

:A_CONT_1039
jump @A_CONT_1060 

:A_CONT_1046
$1309[0] = -4 
$1309[1] = -4 

:A_CONT_1060
jump @A_CONT_97 

:A_ALAP
thread 'A_ALAP' 
if 
002F:   1@ >= $1288($1312,2i) // (int) 
else_jump @A_ALAP_317 
0084: $1298($1312,2i) = $1300 // (int) 
05A9: $1301($1312,2s) = s$1305 // s$ 
040D: unload_wav $1307($1312,2i) 
03CF: load_wav $1298($1312,2i) as $1307($1312,2i) 
if 
   not $1286($1312,2i) == 0 
else_jump @A_ALAP_159 
if 
8118:   not actor $1290($1312,2i) dead 
else_jump @A_ALAP_159 
if 
803C:   not  $1290($1312,2i) == 2@ // (int) 
else_jump @A_ALAP_159 
0A09: set_actor $1290($1312,2i) muted 0 // versionB 

:A_ALAP_159
$1309($1312,2i) = 0 
008A: $1286($1312,2i) = 0@ // (int) 
if 
   not $1286($1312,2i) == 0 
else_jump @A_ALAP_293 
if 
  $1286($1312,2i) == 0 
else_jump @A_ALAP_250 
009A: 2@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:A_ALAP_250
008A: $1290($1312,2i) = 2@ // (int) 
if 
8118:   not actor $1290($1312,2i) dead 
else_jump @A_ALAP_293 
0A09: set_actor $1290($1312,2i) muted 1 // versionB 

:A_ALAP_293
008A: $1286($1312,2i) = 0@ // (int) 
008A: $1288($1312,2i) = 1@ // (int) 

:A_ALAP_317
end_thread 

:A_TERM
thread 'A_TERM' 
end_thread_named 'A_CONT' 
end_thread_named 'A_ALAP' 
end_thread 

:HJ
set_wb_check_to 0 
thread 'HJ' 

:HJ_15
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @HJ_42 
jump @HJ_15 

:HJ_42
if 
0445:   are_car_cheats_used 
else_jump @HJ_62 
jump @HJ_15 

:HJ_62
if 
09AE:   actor $PLAYER_ACTOR driving_train 
else_jump @HJ_85 
jump @HJ_15 

:HJ_85
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HJ_108 
jump @HJ_15 

:HJ_108
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @HJ_131 
jump @HJ_15 

:HJ_131
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 539 
else_jump @HJ_157 
jump @HJ_15 

:HJ_157
if 
89E7:   not player $PLAYER_CHAR not_frozen 
else_jump @HJ_180 
jump @HJ_15 

:HJ_180
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HJ_1668 
03C0: $1314 = actor $PLAYER_ACTOR car 
04FC: store_player_stunt_data $PLAYER_CHAR two_wheels: $1343 $1347 wheelie: $1350 $1354 stoppie: $1357 $1361 
if 
  $1347 > 0.0 
else_jump @HJ_426 
$1343 /= 1000 
008C: $1344 = float $1347 to_integer 
008D: $1348 = integer $1344 to_float 
0086: $1365 = $1347 // (float) 
0061: $1365 -= $1348 // (float) 
$1365 *= 100.0 
008C: $1345 = float $1365 to_integer 
0084: $1313 = $1343 // (int) 
0058: $1313 += $1344 // (int) 
$1313 /= 2 
0109: player $PLAYER_CHAR money = $1313 
if 
0424:   is_system_metric 
else_jump @HJ_385 
0302: show_text_4numbers GXT 'WHEEL01' numbers $1313 $1344 $1345 $1343 time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_426 

:HJ_385
0425: $1349 = meters $1347 to_feet 
008C: $1346 = float $1349 to_integer 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $1313 $1346 $1343 time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_426
if 
  $1354 > 0.0 
else_jump @HJ_631 
$1350 /= 1000 
008C: $1351 = float $1354 to_integer 
008D: $1355 = integer $1351 to_float 
0086: $1365 = $1354 // (float) 
0061: $1365 -= $1355 // (float) 
$1365 *= 100.0 
008C: $1352 = float $1365 to_integer 
0084: $1313 = $1351 // (int) 
$1313 *= 2 
$1313 /= 5 
$1313 /= 2 
0109: player $PLAYER_CHAR money = $1313 
if 
0424:   is_system_metric 
else_jump @HJ_590 
0302: show_text_4numbers GXT 'WHEEL06' numbers $1313 $1351 $1352 $1350 time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_631 

:HJ_590
0425: $1356 = meters $1354 to_feet 
008C: $1353 = float $1356 to_integer 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $1313 $1353 $1350 time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_631
if 
  $1361 > 0.0 
else_jump @HJ_822 
$1357 /= 1000 
008C: $1358 = float $1361 to_integer 
008D: $1362 = integer $1358 to_float 
0086: $1365 = $1361 // (float) 
0061: $1365 -= $1362 // (float) 
$1365 *= 100.0 
008C: $1359 = float $1365 to_integer 
0084: $1313 = $1358 // (int) 
$1313 /= 2 
0109: player $PLAYER_CHAR money = $1313 
if 
0424:   is_system_metric 
else_jump @HJ_781 
0302: show_text_4numbers GXT 'WHEEL11' numbers $1313 $1358 $1359 $1357 time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_822 

:HJ_781
0425: $1363 = meters $1361 to_feet 
008C: $1360 = float $1363 to_integer 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $1313 $1360 $1357 time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_822
if 
01F3:   car $1314 in_air 
else_jump @HJ_1654 
$1324 = 0 
$1338 = 0.0 
$1317 = 0 
$1320 = 0 
$1319 = 0 
$1318 = 0 
$1315 = 0 
$1316 = 0 
$1328 = -100.0 
$1329 = 0.0 
$1330 = 0.0 
$1331 = 0.0 
$1332 = 0.0 
$1333 = 0.0 
$1334 = 0.0 
$1335 = 0.0 
$1336 = 0.0 
$1337 = 0.0 
$1323 = 0 
$1322 = 0 
$1321 = 0 
$1365 = 0.0 
$1340 = 0.0 
$1342 = 0.0 
$1341 = 0.0 
$1339 = 0.0 
$1325 = 0 
$1364 = 0 

:HJ_1082
if or
01F3:   car $1314 in_air 
  10 > $1325 
else_jump @HJ_1647 
$1325 += 1 
00AA: store_car $1314 position_to $1329 $1330 $1331 
0086: $1339 = $1338 // (float) 
if 
  $1315 == 0 
else_jump @HJ_1191 
0174: $1339 = car $1314 Z_angle 
0086: $1332 = $1329 // (float) 
0086: $1333 = $1330 // (float) 
0086: $1334 = $1331 // (float) 
$1315 = 1 

:HJ_1191
wait 0 
if 
0119:   car $1314 wrecked 
else_jump @HJ_1218 
jump @HJ_15 

:HJ_1218
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @HJ_1241 
jump @HJ_15 

:HJ_1241
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @HJ_1264 
jump @HJ_15 

:HJ_1264
if and
820D:   not car $1314 flipped 
  $1319 == 0 
else_jump @HJ_1294 
$1319 = 1 

:HJ_1294
if and
020D:   car $1314 flipped 
  $1319 == 1 
else_jump @HJ_1331 
$1320 += 1 
$1319 = 0 

:HJ_1331
0174: $1338 = car $1314 Z_angle 
0086: $1340 = $1338 // (float) 
0061: $1340 -= $1339 // (float) 
if 
  $1340 > 180.0 
else_jump @HJ_1409 
0086: $1341 = $1340 // (float) 
$1340 = 360.0 
0061: $1340 -= $1341 // (float) 
jump @HJ_1456 

:HJ_1409
if 
  -180.0 > $1340 
else_jump @HJ_1456 
0086: $1341 = $1340 // (float) 
$1340 = 360.0 
0059: $1340 += $1341 // (float) 

:HJ_1456
if 
  0.0 > $1340 
else_jump @HJ_1503 
0086: $1341 = $1340 // (float) 
$1340 = 0.0 
0061: $1340 -= $1341 // (float) 

:HJ_1503
0059: $1342 += $1340 // (float) 
008C: $1324 = float $1342 to_integer 
if 
0024:   $1331 > $1328 // (float) 
else_jump @HJ_1546 
0086: $1328 = $1331 // (float) 

:HJ_1546
$1331 = 0.0 
if 
  $1364 == 0 
else_jump @HJ_1640 
00AA: store_car $1314 position_to $1335 $1336 $1365 
0509: $1365 = distance_between_XY $1332 $1333 and_XY $1335 $1336 
if 
  $1365 > 20.0 
else_jump @HJ_1640 
09AB: set_passengers_in_car $1314 speak_from_audio_table 37 // similar to 0947 
$1364 = 1 

:HJ_1640
jump @HJ_1082 

:HJ_1647
jump @HJ_1661 

:HJ_1654
jump @HJ_15 

:HJ_1661
jump @HJ_1675 

:HJ_1668
jump @HJ_15 

:HJ_1675
if 
  $1315 == 1 
else_jump @HJ_1864 
00AA: store_car $1314 position_to $1335 $1336 $1365 
0509: $1337 = distance_between_XY $1332 $1333 and_XY $1335 $1336 
0628: update_float_stat_to $1337 stat_id 139 
008C: $1323 = float $1337 to_integer 
0061: $1328 -= $1334 // (float) 
0628: update_float_stat_to $1328 stat_id 140 
008C: $1316 = float $1328 to_integer 
008D: $1365 = integer $1323 to_float 
0061: $1337 -= $1365 // (float) 
0086: $1365 = $1337 // (float) 
$1365 *= 100.0 
008C: $1322 = float $1365 to_integer 
008D: $1365 = integer $1316 to_float 
0061: $1328 -= $1365 // (float) 
0086: $1365 = $1328 // (float) 
$1365 *= 100.0 
008C: $1321 = float $1365 to_integer 
0627: update_integer_stat 141 to $1320 
0627: update_integer_stat 142 to $1324 

:HJ_1864
if 
  $1328 > 4.0 
else_jump @HJ_1892 
$1318 += 1 

:HJ_1892
if 
  $1323 > 40 
else_jump @HJ_1917 
$1318 += 1 

:HJ_1917
if 
  $1320 > 1 
else_jump @HJ_1942 
$1318 += 1 

:HJ_1942
if 
  $1324 > 360 
else_jump @HJ_1968 
$1318 += 1 

:HJ_1968
if 
  $1318 > 0 
else_jump @HJ_2385 
0084: $1326 = $1320 // (int) 
$1326 *= 180 
0058: $1326 += $1324 // (int) 
0084: $1327 = $1323 // (int) 
$1327 *= 6 
0058: $1326 += $1327 // (int) 
0084: $1327 = $1316 // (int) 
$1327 *= 45 
0058: $1326 += $1327 // (int) 
if 
  $1317 == 1 
else_jump @HJ_2081 
$1326 *= 2 

:HJ_2081
0068: $1326 *= $1318 // (int) 
$1326 /= 3 
$1326 /= 5 
0109: player $PLAYER_CHAR money = $1326 
if 
  $1318 == 1 
else_jump @HJ_2155 
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $1326 time 2000 flag 1  // INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 1 

:HJ_2155
if 
  $1318 == 2 
else_jump @HJ_2199 
01E4: show_text_1number_lowpriority GXT 'HJ_DIS' number $1326 time 2000 flag 1  // DOUBLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 3 

:HJ_2199
if 
  $1318 == 3 
else_jump @HJ_2243 
01E4: show_text_1number_lowpriority GXT 'HJ_TIS' number $1326 time 2000 flag 1  // TRIPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 5 

:HJ_2243
if 
  $1318 == 4 
else_jump @HJ_2287 
01E4: show_text_1number_lowpriority GXT 'HJ_QIS' number $1326 time 2000 flag 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 7 

:HJ_2287
if 
0424:   is_system_metric 
else_jump @HJ_2341 
0308: show_text_6numbers GXT 'HJSTAT' numbers $1323 $1322 $1316 $1321 $1320 $1324 time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
jump @HJ_2385 

:HJ_2341
042D: $1323 = metric $1323 to_imperial 
042D: $1316 = metric $1316 to_imperial 
0302: show_text_4numbers GXT 'HJSTATF' numbers $1323 $1316 $1320 $1324 time 5000 flag 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~|

:HJ_2385
jump @HJ_15 
end_thread 

:CELLFON
thread 'CELLFON' 
$1442 = 0 
$1435 = 0 
$1440 = 0 
$1437 = 0 
$1438 = 0 
$1444 = 20000 
set_wb_check_to 0 
end_thread 

:CELLFON_60
if 
  70 > $1436 
else_jump @CELLFON_13265 
0871: init_jump_table $1436 total_jumps 67 default_jump 0 @CELLFON_13258 jumps 0 @CELLFON_2776 1 @CELLFON_2966 2 @CELLFON_3024 3 @CELLFON_3170 4 @CELLFON_3316 5 @CELLFON_3550 6 @CELLFON_3718 
0872: jump_table_jumps 7 @CELLFON_3886 8 @CELLFON_4208 9 @CELLFON_5466 10 @CELLFON_4574 11 @CELLFON_4896 12 @CELLFON_5108 13 @CELLFON_5320 14 @CELLFON_5766 15 @CELLFON_6044 
0872: jump_table_jumps 16 @CELLFON_6388 17 @CELLFON_6534 18 @CELLFON_596 19 @CELLFON_874 20 @CELLFON_1108 21 @CELLFON_1408 22 @CELLFON_1642 23 @CELLFON_1942 24 @CELLFON_2110 
0872: jump_table_jumps 25 @CELLFON_2322 29 @CELLFON_11074 30 @CELLFON_11242 31 @CELLFON_11476 32 @CELLFON_11820 33 @CELLFON_12076 34 @CELLFON_6658 35 @CELLFON_6870 36 @CELLFON_7126 
0872: jump_table_jumps 37 @CELLFON_7338 38 @CELLFON_7440 39 @CELLFON_7630 40 @CELLFON_7974 41 @CELLFON_8274 42 @CELLFON_8530 43 @CELLFON_8654 44 @CELLFON_8712 45 @CELLFON_8924 
0872: jump_table_jumps 46 @CELLFON_9202 47 @CELLFON_9524 48 @CELLFON_9670 49 @CELLFON_9816 50 @CELLFON_9984 51 @CELLFON_10306 52 @CELLFON_10606 53 @CELLFON_10840 54 @CELLFON_12266 
0872: jump_table_jumps 55 @CELLFON_12328 56 @CELLFON_12390 57 @CELLFON_12452 58 @CELLFON_12514 59 @CELLFON_12576 60 @CELLFON_12638 61 @CELLFON_12700 62 @CELLFON_12762 63 @CELLFON_12824 
0872: jump_table_jumps 64 @CELLFON_12886 65 @CELLFON_12948 66 @CELLFON_13010 67 @CELLFON_13072 68 @CELLFON_13134 69 @CELLFON_13196 -1 @CELLFON_13258 -1 @CELLFON_13258 -1 @CELLFON_13258 

:CELLFON_596
05A9: s$1469[0] = 'MSWE14A' // s$  // Whattup, Sweet?
05A9: s$1469[1] = 'MSWE14B' // s$  // We got a problem.
05A9: s$1469[2] = 'MSWE14C' // s$  // Some punk-ass, base-head fool has been slingin' to his Grove brothers.
05A9: s$1469[3] = 'MSWE14D' // s$  // What? Who?
05A9: s$1469[4] = 'MSWE14E' // s$  // Check this out - he's been buying shit over in Glen Park.
05A9: s$1469[5] = 'MSWE14F' // s$  // He know the hood is talking, and he's hiding out with his new Balla friends.
05A9: s$1469[6] = 'MSWE14G' // s$  // Shit, man, how we gonna get to him?
05A9: s$1469[7] = 'MSWE14H' // s$  // It's time for you to announce your return, CJ!
05A9: s$1469[8] = 'MSWE14J' // s$  // You fuck up Glen Park, and that turncoat bitch-ass nigga's gonna lose nerve, and make a break for it.
05A9: s$1469[9] = 'MSWE14K' // s$  // OK, I'm gonna come pick you up.
05A9: s$1469[10] = 'MSWE14L' // s$  // Hell, no. This is your gig, CJ. You need some stripes.
05A9: s$1469[11] = 'MSWE14N' // s$  // Get over to AmmuNation and get a heater.
04AE: $1448[0] = 29144 // = constant 
04AE: $1448[1] = 29145 // = constant 
04AE: $1448[2] = 29146 // = constant 
04AE: $1448[3] = 29147 // = constant 
04AE: $1448[4] = 29148 // = constant 
04AE: $1448[5] = 29149 // = constant 
04AE: $1448[6] = 29150 // = constant 
04AE: $1448[7] = 29151 // = constant 
04AE: $1448[8] = 29152 // = constant 
04AE: $1448[9] = 29153 // = constant 
04AE: $1448[10] = 29154 // = constant 
04AE: $1448[11] = 29155 // = constant 
$1446 = 11 
jump @CELLFON_13258 

:CELLFON_874
05A9: s$1469[0] = 'MSWE10A' // s$  // Hello?
05A9: s$1469[1] = 'MSWE10D' // s$  // Thought I'd explain some shit.
05A9: s$1469[2] = 'MSWE10C' // s$  // Sweet, hey, wassup?
05A9: s$1469[3] = 'MSWE10E' // s$  // Since you been away, shit has changed 'round here.
05A9: s$1469[4] = 'MSWE10F' // s$  // Grove Street Families ain't big no more.
05A9: s$1469[5] = 'MSWE10G' // s$  // Seville Boulevard Families and Temple Drive Families are beefing, and split with the Grove.
05A9: s$1469[6] = 'MSWE10H' // s$  // Now we so busy set tripping, Ballas and Vagos have taken over, so watch yo'self out there.
05A9: s$1469[7] = 'MSWE10K' // s$  // Yeah, I hear you.
05A9: s$1469[8] = 'MSWE10L' // s$  // Thanks for the heads up.
05A9: s$1469[9] = 'MSWE10N' // s$  // Don't mention it.
04AE: $1448[0] = 29096 // = constant 
04AE: $1448[1] = 29099 // = constant 
04AE: $1448[2] = 29098 // = constant 
04AE: $1448[3] = 29100 // = constant 
04AE: $1448[4] = 29101 // = constant 
04AE: $1448[5] = 29102 // = constant 
04AE: $1448[6] = 29103 // = constant 
04AE: $1448[7] = 29105 // = constant 
04AE: $1448[8] = 29106 // = constant 
04AE: $1448[9] = 29107 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_1108
05A9: s$1469[0] = 'MSWE06A' // s$  // Yeah?
05A9: s$1469[1] = 'MSWE06B' // s$  // Hey, CJ, it's Sweet.
05A9: s$1469[2] = 'MSWE06C' // s$  // Hey, whassup?
05A9: s$1469[3] = 'MSWE06D' // s$  // If you don't respect your body, ain't nobody going to respect you!
05A9: s$1469[4] = 'MSWE06E' // s$  // You're too skinny, CJ, you need to pack on some muscle!
05A9: s$1469[5] = 'MSWE06F' // s$  // If I wanted nagging, I'd buy a clockwork wife!
05A9: s$1469[6] = 'MSWE06G' // s$  // Just looking out for you, homie.
05A9: s$1469[7] = 'MSWE06H' // s$  // It's all show and respect, you know?
05A9: s$1469[8] = 'MSWE06J' // s$  // Yeah, I guess.
05A9: s$1469[9] = 'MSWE06K' // s$  // There's a gym I go to a couple of blocks out from the Grove.
05A9: s$1469[10] = 'MSWE06L' // s$  // Go check it out and get yo'self a gangsta's physique.
05A9: s$1469[11] = 'MSWE06N' // s$  // I'll scope it out.
05A9: s$1469[12] = 'MSWE06M' // s$  // Later, man.
04AE: $1448[0] = 29052 // = constant 
04AE: $1448[1] = 29053 // = constant 
04AE: $1448[2] = 29054 // = constant 
04AE: $1448[3] = 29055 // = constant 
04AE: $1448[4] = 29056 // = constant 
04AE: $1448[5] = 29057 // = constant 
04AE: $1448[6] = 29058 // = constant 
04AE: $1448[7] = 29059 // = constant 
04AE: $1448[8] = 29060 // = constant 
04AE: $1448[9] = 29061 // = constant 
04AE: $1448[10] = 29062 // = constant 
04AE: $1448[11] = 29064 // = constant 
04AE: $1448[12] = 29063 // = constant 
$1446 = 12 
jump @CELLFON_13258 

:CELLFON_1408
05A9: s$1469[0] = 'MSWE05A' // s$  // Whassup?
05A9: s$1469[1] = 'MSWE05B' // s$  // Your fat to muscle ratio, that's what's up!
05A9: s$1469[2] = 'MSWE05C' // s$  // Sweet? What you on my back for now?
05A9: s$1469[3] = 'MSWE05D' // s$  // I know we're mourning Moms and all,
05A9: s$1469[4] = 'MSWE05E' // s$  // But there's no need to let yourself go, CJ.
05A9: s$1469[5] = 'MSWE05F' // s$  // So I put a little weight on, but....
05A9: s$1469[6] = 'MSWE05G' // s$  // There's a gym I go to just up a couple of blocks from the Grove.
05A9: s$1469[7] = 'MSWE05H' // s$  // Go check it out.
05A9: s$1469[8] = 'MSWE05J' // s$  // OK, I'm gonna see what's up, man.
05A9: s$1469[9] = 'MSWE05K' // s$  // But with the fat jokes, you're gonna give me a complex.
04AE: $1448[0] = 29042 // = constant 
04AE: $1448[1] = 29043 // = constant 
04AE: $1448[2] = 29044 // = constant 
04AE: $1448[3] = 29045 // = constant 
04AE: $1448[4] = 29046 // = constant 
04AE: $1448[5] = 29047 // = constant 
04AE: $1448[6] = 29048 // = constant 
04AE: $1448[7] = 29049 // = constant 
04AE: $1448[8] = 29050 // = constant 
04AE: $1448[9] = 29051 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_1642
05A9: s$1469[0] = 'MSWE08A' // s$  // Whattup, bro?
05A9: s$1469[1] = 'MSWE08B' // s$  // CJ, I been thinking.
05A9: s$1469[2] = 'MSWE08C' // s$  // The city's big, but it ain't that big.
05A9: s$1469[3] = 'MSWE08D' // s$  // Some fools know where Smoke's hiding.
05A9: s$1469[4] = 'MSWE08E' // s$  // but as long as the Grove Street Families don't rule the streets,
05A9: s$1469[5] = 'MSWE08F' // s$  // his money is going to mean more than our rep.
05A9: s$1469[6] = 'MSWE08G' // s$  // What you got in mind?
05A9: s$1469[7] = 'MSWE08H' // s$  // We gotta hit those Ballas and Vagos with everything,
05A9: s$1469[8] = 'MSWE08J' // s$  // Hit every neighborhood they got!
05A9: s$1469[9] = 'MSWE08K' // s$  // If that's the only way, I'm down for that!
05A9: s$1469[10] = 'MSWE08L' // s$  // I'm gonna see what I can find out on the streets.
05A9: s$1469[11] = 'MSWE08N' // s$  // Big love, bro.
05A9: s$1469[12] = 'MSWE08M' // s$  // Much love, bro.
04AE: $1448[0] = 29076 // = constant 
04AE: $1448[1] = 29077 // = constant 
04AE: $1448[2] = 29078 // = constant 
04AE: $1448[3] = 29079 // = constant 
04AE: $1448[4] = 29080 // = constant 
04AE: $1448[5] = 29081 // = constant 
04AE: $1448[6] = 29082 // = constant 
04AE: $1448[7] = 29083 // = constant 
04AE: $1448[8] = 29084 // = constant 
04AE: $1448[9] = 29085 // = constant 
04AE: $1448[10] = 29086 // = constant 
04AE: $1448[11] = 29088 // = constant 
04AE: $1448[12] = 29087 // = constant 
$1446 = 12 
jump @CELLFON_13258 

:CELLFON_1942
05A9: s$1469[0] = 'MSWE09A' // s$  // Carl, it's Sweet!
05A9: s$1469[1] = 'MSWE09B' // s$  // Hey wassup, you find Smoke?
05A9: s$1469[2] = 'MSWE09C' // s$  // After we dumped on those Ballas the Vagos started to speak.
05A9: s$1469[3] = 'MSWE09E' // s$  // We've got him now!
05A9: s$1469[4] = 'MSWE09F' // s$  // He's hiding in Los Flores, or East Los Santos.
05A9: s$1469[5] = 'MSWE09G' // s$  // Time to saddle up, CJ!
05A9: s$1469[6] = 'MSWE09H' // s$  // Alright, I'll get you, and then we'll roll over there.
04AE: $1448[0] = 29089 // = constant 
04AE: $1448[1] = 29090 // = constant 
04AE: $1448[2] = 29091 // = constant 
04AE: $1448[3] = 29092 // = constant 
04AE: $1448[4] = 29093 // = constant 
04AE: $1448[5] = 29094 // = constant 
04AE: $1448[6] = 29095 // = constant 
$1446 = 6 
jump @CELLFON_13258 

:CELLFON_2110
05A9: s$1469[0] = 'MSWE11A' // s$  // Carl, it's me.
05A9: s$1469[1] = 'MSWE11B' // s$  // Sweet, what's going on, man?
05A9: s$1469[2] = 'MSWE11C' // s$  // Man, what the fuck you think is going on? I'm in a prison hospital, nigga!
05A9: s$1469[3] = 'MSWE11D' // s$  // I know, you alright?
05A9: s$1469[4] = 'MSWE11E' // s$  // Hell no.
05A9: s$1469[5] = 'MSWE11F' // s$  // You gotta do something, man.
05A9: s$1469[6] = 'MSWE11G' // s$  // I'm trying, man, I just gotta make sure Kendl's safe first.
05A9: s$1469[7] = 'MSWE11H' // s$  // A'ight, man, I gotta go.
05A9: s$1469[8] = 'MSWE11J' // s$  // Don't worry bro, I ain't gonna leave you in there.
04AE: $1448[0] = 29108 // = constant 
04AE: $1448[1] = 29109 // = constant 
04AE: $1448[2] = 29110 // = constant 
04AE: $1448[3] = 29111 // = constant 
04AE: $1448[4] = 29112 // = constant 
04AE: $1448[5] = 29113 // = constant 
04AE: $1448[6] = 29114 // = constant 
04AE: $1448[7] = 29115 // = constant 
04AE: $1448[8] = 29116 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_2322
05A9: s$1469[0] = 'MSWE12A' // s$  // Carl, what's up? It's your brother.
05A9: s$1469[1] = 'MSWE12B' // s$  // Eh, what's up, man, you OK?
05A9: s$1469[2] = 'MSWE12C' // s$  // Not really.
05A9: s$1469[3] = 'MSWE12D' // s$  // I'm stuck in a cell between two lunatics.
05A9: s$1469[4] = 'MSWE12E' // s$  // And people keep trying to jump me.
05A9: s$1469[5] = 'MSWE12F' // s$  // This shit ain't cool, partner.
05A9: s$1469[6] = 'MSWE12G' // s$  // You looking after Kendl?
05A9: s$1469[7] = 'MSWE12H' // s$  // No, she's looking after me!
05A9: s$1469[8] = 'MSWE12J' // s$  // Right, right, that's cool.
05A9: s$1469[9] = 'MSWE12K' // s$  // I'm gonna get you out of there though, man!
05A9: s$1469[10] = 'MSWE12L' // s$  // No you ain't, nigga.
05A9: s$1469[11] = 'MSWE12N' // s$  // Who do you think you are?
05A9: s$1469[12] = 'MSWE12M' // s$  // I'm in for life! I guess I've grown used to it now.
05A9: s$1469[13] = 'MSWE12O' // s$  // No you not, man, I'm working shit out.
05A9: s$1469[14] = 'MSWE12P' // s$  // Whatever it takes.
05A9: s$1469[15] = 'MSWE12Q' // s$  // That's a negative. I'm through hoping.
05A9: s$1469[16] = 'MSWE12R' // s$  // Have a nice life, brother.
05A9: s$1469[17] = 'MSWE12S' // s$  // Hold on man, I'm getting shit worked out for you, just hang in there!
05A9: s$1469[18] = 'MSWE12T' // s$  // Sweet? SWEET?
05A9: s$1469[19] = 'MSWE12U' // s$  // Shit....
04AE: $1448[0] = 29117 // = constant 
04AE: $1448[1] = 29118 // = constant 
04AE: $1448[2] = 29119 // = constant 
04AE: $1448[3] = 29120 // = constant 
04AE: $1448[4] = 29121 // = constant 
04AE: $1448[5] = 29122 // = constant 
04AE: $1448[6] = 29123 // = constant 
04AE: $1448[7] = 29124 // = constant 
04AE: $1448[8] = 29125 // = constant 
04AE: $1448[9] = 29126 // = constant 
04AE: $1448[10] = 29127 // = constant 
04AE: $1448[11] = 29129 // = constant 
04AE: $1448[12] = 29128 // = constant 
04AE: $1448[13] = 29130 // = constant 
04AE: $1448[14] = 29131 // = constant 
04AE: $1448[15] = 29132 // = constant 
04AE: $1448[16] = 29133 // = constant 
04AE: $1448[17] = 29134 // = constant 
04AE: $1448[18] = 29135 // = constant 
04AE: $1448[19] = 29136 // = constant 
$1446 = 19 
jump @CELLFON_13258 

:CELLFON_2776
05A9: s$1469[0] = 'MCAT02A' // s$  // Heeeello!
05A9: s$1469[1] = 'MCAT02B' // s$  // Why you so cheery? You thought I was one of your cheap whores?
05A9: s$1469[2] = 'MCAT02C' // s$  // Baby, you gotta chill the fuck out and-
05A9: s$1469[3] = 'MCAT02D' // s$  // I'll chill out when you get here!
05A9: s$1469[4] = 'MCAT02E' // s$  // You better hope I don't make testicle kebabs when you arrive!
05A9: s$1469[5] = 'MCAT02F' // s$  // Look, this ain't no-
05A9: s$1469[6] = 'MCAT02G' // s$  // No more talk!
05A9: s$1469[7] = 'MCAT02H' // s$  // Get your ass up here, now!
04AE: $1448[0] = 25008 // = constant 
04AE: $1448[1] = 25009 // = constant 
04AE: $1448[2] = 25010 // = constant 
04AE: $1448[3] = 25011 // = constant 
04AE: $1448[4] = 25012 // = constant 
04AE: $1448[5] = 25013 // = constant 
04AE: $1448[6] = 25014 // = constant 
04AE: $1448[7] = 25015 // = constant 
$1446 = 7 
jump @CELLFON_13258 

:CELLFON_2966
05A9: s$1469[0] = 'MCAT03A' // s$  // PIG!
05A9: s$1469[1] = 'MCAT03B' // s$  // Catalina? Is that you?
04AE: $1448[0] = 25016 // = constant 
04AE: $1448[1] = 25017 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_3024
05A9: s$1469[0] = 'MCAT04A' // s$  // Hey.
05A9: s$1469[1] = 'MCAT04B' // s$  // Tiny-balled idiota!
05A9: s$1469[2] = 'MCAT04C' // s$  // Catalina! Eh, I know it's you. What's eating you, baby?
05A9: s$1469[3] = 'MCAT04D' // s$  // I don't love you no more!
05A9: s$1469[4] = 'MCAT04E' // s$  // Well hey, let's just...
05A9: s$1469[5] = 'MCAT04F' // s$  // Hello?
04AE: $1448[0] = 25018 // = constant 
04AE: $1448[1] = 25019 // = constant 
04AE: $1448[2] = 25020 // = constant 
04AE: $1448[3] = 25021 // = constant 
04AE: $1448[4] = 25022 // = constant 
04AE: $1448[5] = 25023 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_3170
05A9: s$1469[0] = 'MCAT05B' // s$  // I know it's you, you stinking perro!
05A9: s$1469[1] = 'MCAT05C' // s$  // Look, just say what you gotta say.
05A9: s$1469[2] = 'MCAT05D' // s$  // I ain't interested in these stupid games!
05A9: s$1469[3] = 'MCAT05E' // s$  // Stupid games? This is my heart you play with!
05A9: s$1469[4] = 'MCAT05F' // s$  // What? Look, you...
05A9: s$1469[5] = 'MCAT05G' // s$  // Damn! Gotta change my number!
04AE: $1448[0] = 25025 // = constant 
04AE: $1448[1] = 25026 // = constant 
04AE: $1448[2] = 25027 // = constant 
04AE: $1448[3] = 25028 // = constant 
04AE: $1448[4] = 25029 // = constant 
04AE: $1448[5] = 25030 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_3316
05A9: s$1469[0] = 'MCAT06A' // s$  // Hello, Claude, baby.
05A9: s$1469[1] = 'MCAT06B' // s$  // I thought I call to say how much I love you
05A9: s$1469[2] = 'MCAT06C' // s$  // and how well endowed you are!
05A9: s$1469[3] = 'MCAT06D' // s$  // Yo, Catalina, it's Carl.
05A9: s$1469[4] = 'MCAT06E' // s$  // I think you got the wrong number.
05A9: s$1469[5] = 'MCAT06F' // s$  // Oh, Carl!
05A9: s$1469[6] = 'MCAT06G' // s$  // So sorry, it is such an easy mistake to make,
05A9: s$1469[7] = 'MCAT06H' // s$  // especially when I am so light-headed with love, and lust.
05A9: s$1469[8] = 'MCAT06J' // s$  // Yeah, well I,
05A9: s$1469[9] = 'MCAT06K' // s$  // No time, byeeee!
04AE: $1448[0] = 25031 // = constant 
04AE: $1448[1] = 25032 // = constant 
04AE: $1448[2] = 25033 // = constant 
04AE: $1448[3] = 25034 // = constant 
04AE: $1448[4] = 25035 // = constant 
04AE: $1448[5] = 25036 // = constant 
04AE: $1448[6] = 25037 // = constant 
04AE: $1448[7] = 25038 // = constant 
04AE: $1448[8] = 25039 // = constant 
04AE: $1448[9] = 25040 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_3550
05A9: s$1469[0] = 'MCAT07A' // s$  // Eh, wassup.
05A9: s$1469[1] = 'MCAT07B' // s$  // (Heavy breathing)
05A9: s$1469[2] = 'MCAT07C' // s$  // Hello?
05A9: s$1469[3] = 'MCAT07D' // s$  // Yes, Claude, faster, harder, DEEPER!
05A9: s$1469[4] = 'MCAT07E' // s$  // Oh, yes, yes, yes, YES!
05A9: s$1469[5] = 'MCAT07F' // s$  // Catalina! You sick! Get help!
05A9: s$1469[6] = 'MCAT07G' // s$  // And you, Carl, you are jealous!
04AE: $1448[0] = 25041 // = constant 
04AE: $1448[1] = 25042 // = constant 
04AE: $1448[2] = 25043 // = constant 
04AE: $1448[3] = 25044 // = constant 
04AE: $1448[4] = 25045 // = constant 
04AE: $1448[5] = 25046 // = constant 
04AE: $1448[6] = 25047 // = constant 
$1446 = 6 
jump @CELLFON_13258 

:CELLFON_3718
05A9: s$1469[0] = 'MLOC03A' // s$  // Hey CJ, word up, G!
05A9: s$1469[1] = 'MLOC03B' // s$  // Hey, Loc.
05A9: s$1469[2] = 'MLOC03C' // s$  // This party is jumping! We got a gang of crazy ass bitches in the house!
05A9: s$1469[3] = 'MLOC03D' // s$  // You comin' over, homie?
05A9: s$1469[4] = 'MLOC03E' // s$  // I don't know man, I had some plans tonight.
05A9: s$1469[5] = 'MLOC03F' // s$  // But we had a big disaster. I won't be rappin', my mic's broken!
05A9: s$1469[6] = 'MLOC03H' // s$  // Oh, OK. I'm gonna come over right now then.
04AE: $1448[0] = 27412 // = constant 
04AE: $1448[1] = 27413 // = constant 
04AE: $1448[2] = 27414 // = constant 
04AE: $1448[3] = 27415 // = constant 
04AE: $1448[4] = 27416 // = constant 
04AE: $1448[5] = 27417 // = constant 
04AE: $1448[6] = 27418 // = constant 
$1446 = 6 
jump @CELLFON_13258 

:CELLFON_3886
05A9: s$1469[0] = 'MCES01A' // s$  // Hey, who is this?
05A9: s$1469[1] = 'MCES01B' // s$  // What's up homie? It's Cesar Vialpando cabron, que honda?
05A9: s$1469[2] = 'MCES01C' // s$  // You seen Kendl?
05A9: s$1469[3] = 'MCES01D' // s$  // Yeah, she's around. Pero mira, I was just hitting you up to say that you drive good and you like cars, eh, so eh...
05A9: s$1469[4] = 'MCES01E' // s$  // Yeah, I guess, where we going with this?
05A9: s$1469[5] = 'MCES01F' // s$  // Well yeah, you wanna make something, a little money?
05A9: s$1469[6] = 'MCES01G' // s$  // Does the Pope shit in the woods?
05A9: s$1469[7] = 'MCES01H' // s$  // I don't know, but if you do want a little extra, there's plenty money to be made racing.
05A9: s$1469[8] = 'MCES01K' // s$  // You're talking illegal street racing, hell yeah!
05A9: s$1469[9] = 'MCES01L' // s$  // No hoopties, holmes, just lowriders.
05A9: s$1469[10] = 'MCES01M' // s$  // Nice ones. It gotta be nice, or you don't get in, eh.
05A9: s$1469[11] = 'MCES01N' // s$  // OK, I'm in. When and where?
05A9: s$1469[12] = 'MCES01O' // s$  // Drop by the spot in El Corona, I'll take you to the meet, vouch for you. These guys...
05A9: s$1469[13] = 'MCES01P' // s$  // These guys can be very nervous to new racers, eh.
04AE: $1448[0] = 25200 // = constant 
04AE: $1448[1] = 25201 // = constant 
04AE: $1448[2] = 25202 // = constant 
04AE: $1448[3] = 25203 // = constant 
04AE: $1448[4] = 25204 // = constant 
04AE: $1448[5] = 25205 // = constant 
04AE: $1448[6] = 25206 // = constant 
04AE: $1448[7] = 25207 // = constant 
04AE: $1448[8] = 25208 // = constant 
04AE: $1448[9] = 25209 // = constant 
04AE: $1448[10] = 25210 // = constant 
04AE: $1448[11] = 25211 // = constant 
04AE: $1448[12] = 25212 // = constant 
04AE: $1448[13] = 25213 // = constant 
$1446 = 13 
jump @CELLFON_13258 

:CELLFON_4208
05A9: s$1469[0] = 'MCES04A' // s$  // Cesar, it's me.
05A9: s$1469[1] = 'MCES04B' // s$  // Carl. You alright, holmes?
05A9: s$1469[2] = 'MCES04C' // s$  // Your sister's been worried. I heard some shit went down.
05A9: s$1469[3] = 'MCES04D' // s$  // Yeah. Los Santos is dangerous right now.
05A9: s$1469[4] = 'MCES04E' // s$  // I'm out in the middle of... I don't know...
05A9: s$1469[5] = 'MCES04F' // s$  // of Whetstone, wherever that is.
05A9: s$1469[6] = 'MCES04G' // s$  // Don't know Whetstone too well.
05A9: s$1469[7] = 'MCES04H' // s$  // I got some family out near there, I think.
05A9: s$1469[8] = 'MCES04J' // s$  // But at least you ain't in jail, holmes. Shit's fucked up with your brother, ese.
05A9: s$1469[9] = 'MCES04L' // s$  // You be careful and look after Kendl.
05A9: s$1469[10] = 'MCES04M' // s$  // Don't worry about me, man.
05A9: s$1469[11] = 'MCES04N' // s$  // You worry about the man who tries to fuck with my woman.
05A9: s$1469[12] = 'MCES04O' // s$  // I got some back up coming out to protect you.
05A9: s$1469[13] = 'MCES04P' // s$  // My cousin. Really intense, holmes. Trust me.
05A9: s$1469[14] = 'MCES04Q' // s$  // Meet them over at the diner in Dillimore over in Red County.
05A9: s$1469[15] = 'MCES04R' // s$  // You won't miss them.
04AE: $1448[0] = 25240 // = constant 
04AE: $1448[1] = 25241 // = constant 
04AE: $1448[2] = 25242 // = constant 
04AE: $1448[3] = 25243 // = constant 
04AE: $1448[4] = 25244 // = constant 
04AE: $1448[5] = 25245 // = constant 
04AE: $1448[6] = 25246 // = constant 
04AE: $1448[7] = 25247 // = constant 
04AE: $1448[8] = 25248 // = constant 
04AE: $1448[9] = 25249 // = constant 
04AE: $1448[10] = 25250 // = constant 
04AE: $1448[11] = 25251 // = constant 
04AE: $1448[12] = 25252 // = constant 
04AE: $1448[13] = 25253 // = constant 
04AE: $1448[14] = 25254 // = constant 
04AE: $1448[15] = 25255 // = constant 
$1446 = 15 
jump @CELLFON_13258 

:CELLFON_4574
05A9: s$1469[0] = 'MCES09A' // s$  // Hey, holmes, I been busy!
05A9: s$1469[1] = 'MCES09B' // s$  // Cesar! Whasup?
05A9: s$1469[2] = 'MCES09C' // s$  // I can smell nitrous oxide from a mile off.
05A9: s$1469[3] = 'MCES09D' // s$  // Racing, my friend. Cars.
05A9: s$1469[4] = 'MCES09E' // s$  // Not beautiful cars, but fast, man, fast!
05A9: s$1469[5] = 'MCES09F' // s$  // What are you talking about?
05A9: s$1469[6] = 'MCES09G' // s$  // Street racers, from San Fierro.
05A9: s$1469[7] = 'MCES09H' // s$  // They meet out here to tear up the black top. No chota, no chota choppers.
05A9: s$1469[8] = 'MCES09K' // s$  // You wanna make some money?
05A9: s$1469[9] = 'MCES09L' // s$  // Does the Pope shit in the woods?
05A9: s$1469[10] = 'MCES09M' // s$  // Why you keep asking me that, holmes?
05A9: s$1469[11] = 'MCES09N' // s$  // I told you, I dunno. Where his holiness does his business is his business.
05A9: s$1469[12] = 'MCES09O' // s$  // Just get a fast car and meet me and Kendl just south of Montgomery.
05A9: s$1469[13] = 'MCES09P' // s$  // See you, man.
04AE: $1448[0] = 25290 // = constant 
04AE: $1448[1] = 25291 // = constant 
04AE: $1448[2] = 25292 // = constant 
04AE: $1448[3] = 25293 // = constant 
04AE: $1448[4] = 25294 // = constant 
04AE: $1448[5] = 25295 // = constant 
04AE: $1448[6] = 25296 // = constant 
04AE: $1448[7] = 25297 // = constant 
04AE: $1448[8] = 25298 // = constant 
04AE: $1448[9] = 25299 // = constant 
04AE: $1448[10] = 25300 // = constant 
04AE: $1448[11] = 25301 // = constant 
04AE: $1448[12] = 25302 // = constant 
04AE: $1448[13] = 25303 // = constant 
$1446 = 13 
jump @CELLFON_13258 

:CELLFON_4896
05A9: s$1469[0] = 'MKND01A' // s$  // Eh.
05A9: s$1469[1] = 'MKND01B' // s$  // Loser!
05A9: s$1469[2] = 'MKND01C' // s$  // Yeah, yeah, Kendl.
05A9: s$1469[3] = 'MKND01D' // s$  // Will you ever grow up?
05A9: s$1469[4] = 'MKND01E' // s$  // I will when you will.
05A9: s$1469[5] = 'MKND01F' // s$  // OK, it's a deal.
05A9: s$1469[6] = 'MKND01G' // s$  // Tell Cesar next time I'm gonna be in a faster car!
05A9: s$1469[7] = 'MKND01H' // s$  // It won't help you, LOSER!
05A9: s$1469[8] = 'MKND01J' // s$  // Goodbye.
04AE: $1448[0] = 27000 // = constant 
04AE: $1448[1] = 27001 // = constant 
04AE: $1448[2] = 27002 // = constant 
04AE: $1448[3] = 27003 // = constant 
04AE: $1448[4] = 27004 // = constant 
04AE: $1448[5] = 27005 // = constant 
04AE: $1448[6] = 27006 // = constant 
04AE: $1448[7] = 27007 // = constant 
04AE: $1448[8] = 27008 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_5108
05A9: s$1469[0] = 'MTEN01A' // s$  // What's happening?
05A9: s$1469[1] = 'MTEN01B' // s$  // Don't try and hit me up with that ghetto babble, boy!
05A9: s$1469[2] = 'MTEN01C' // s$  // Officer Tenpenny. How'd you get my number?
05A9: s$1469[3] = 'MTEN01D' // s$  // Ways and means, you piece of shit. You been trying to avoid me?
05A9: s$1469[4] = 'MTEN01E' // s$  // No Sir, I've just been busy that's all.
05A9: s$1469[5] = 'MTEN01F' // s$  // You're not busy unless you're doing something for us, you understand?
05A9: s$1469[6] = 'MTEN01G' // s$  // Yeah. Loud and clear.
05A9: s$1469[7] = 'MTEN01H' // s$  // Nice to hear it, Carl.
05A9: s$1469[8] = 'MTEN01J' // s$  // Call in to the doughnut place in the middle of Market, we need to talk.
04AE: $1448[0] = 29200 // = constant 
04AE: $1448[1] = 29201 // = constant 
04AE: $1448[2] = 29202 // = constant 
04AE: $1448[3] = 29203 // = constant 
04AE: $1448[4] = 29204 // = constant 
04AE: $1448[5] = 29205 // = constant 
04AE: $1448[6] = 29206 // = constant 
04AE: $1448[7] = 29207 // = constant 
04AE: $1448[8] = 29208 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_5320
05A9: s$1469[0] = 'MTEN02A' // s$  // Carl! You get that dossier?
05A9: s$1469[1] = 'MTEN02B' // s$  // Yeah, I got the files. What you want me to do with 'em?
05A9: s$1469[2] = 'MTEN02C' // s$  // We need to meet up someplace quiet and take care of things.
05A9: s$1469[3] = 'MTEN02D' // s$  // There's a ghost town, Las Brujas in the devil's Castle, you know it?
05A9: s$1469[4] = 'MTEN02E' // s$  // Yeah,. I'll find it.
05A9: s$1469[5] = 'MTEN02F' // s$  // I know you will, I'll see you there, Carl,
04AE: $1448[0] = 29209 // = constant 
04AE: $1448[1] = 29210 // = constant 
04AE: $1448[2] = 29211 // = constant 
04AE: $1448[3] = 29212 // = constant 
04AE: $1448[4] = 29213 // = constant 
04AE: $1448[5] = 29214 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_5466
05A9: s$1469[0] = 'MHRZ01A' // s$  // Carl, it's officer Hernandez
05A9: s$1469[1] = 'MHRZ01B' // s$  // Who?
05A9: s$1469[2] = 'MHRZ01C' // s$  // Officer Hernandez.
05A9: s$1469[3] = 'MHRZ01D' // s$  // I work with Tenpenny and Pulaski.
05A9: s$1469[4] = 'MHRZ01E' // s$  // Oh, the bitch, what the hell you want?
05A9: s$1469[5] = 'MHRZ01F' // s$  // Hey, show me some respect, boy.
05A9: s$1469[6] = 'MHRZ01G' // s$  // Go fuck yourself, you just they bitch!
05A9: s$1469[7] = 'MHRZ01H' // s$  // You watch your tone, boy.
05A9: s$1469[8] = 'MHRZ01J' // s$  // Now listen. I've got a message from Officer Tenpenny.
05A9: s$1469[9] = 'MHRZ01K' // s$  // Don't try and leave town, that would be a big mistake.
05A9: s$1469[10] = 'MHRZ01L' // s$  // You hear me?
05A9: s$1469[11] = 'MHRZ01M' // s$  // We're watching you.
05A9: s$1469[12] = 'MHRZ01N' // s$  // Whatever you say, bitch.
04AE: $1448[0] = 26400 // = constant 
04AE: $1448[1] = 26401 // = constant 
04AE: $1448[2] = 26402 // = constant 
04AE: $1448[3] = 26403 // = constant 
04AE: $1448[4] = 26404 // = constant 
04AE: $1448[5] = 26405 // = constant 
04AE: $1448[6] = 26406 // = constant 
04AE: $1448[7] = 26407 // = constant 
04AE: $1448[8] = 26408 // = constant 
04AE: $1448[9] = 26409 // = constant 
04AE: $1448[10] = 26410 // = constant 
04AE: $1448[11] = 26411 // = constant 
04AE: $1448[12] = 26412 // = constant 
$1446 = 12 
jump @CELLFON_13258 

:CELLFON_5766
05A9: s$1469[0] = 'MSMK01A' // s$  // Yo Carl, it's Smoke.
05A9: s$1469[1] = 'MSMK01B' // s$  // Hey smoke
05A9: s$1469[2] = 'MSMK01C' // s$  // Hey Carl, I don't mean no disrespect so don't take it like that
05A9: s$1469[3] = 'MSMK01D' // s$  // Uh, I gotta give you some advice.
05A9: s$1469[4] = 'MSMK01E' // s$  // What?
05A9: s$1469[5] = 'MSMK01F' // s$  // The gym my friend. You're letting yourself go.
05A9: s$1469[6] = 'MSMK01G' // s$  // That's a bit much, coming from you.
05A9: s$1469[7] = 'MSMK01H' // s$  // Hey look, Carl, I'm big boned. But I'm still an athlete.
05A9: s$1469[8] = 'MSMK01J' // s$  // You're letting yourself go my friend. And to be honest with you, it's breaking my heart.
05A9: s$1469[9] = 'MSMK01K' // s$  // Gimme a break, I ain't as fat as you.
05A9: s$1469[10] = 'MSMK01L' // s$  // I'm trying, I'm trying! And I'm trying to help you help yourself, my brother. The gym, Carl. You hear me?
05A9: s$1469[11] = 'MSMK01M' // s$  // Screw you, man.
04AE: $1448[0] = 28800 // = constant 
04AE: $1448[1] = 28801 // = constant 
04AE: $1448[2] = 28802 // = constant 
04AE: $1448[3] = 28803 // = constant 
04AE: $1448[4] = 28804 // = constant 
04AE: $1448[5] = 28805 // = constant 
04AE: $1448[6] = 28806 // = constant 
04AE: $1448[7] = 28807 // = constant 
04AE: $1448[8] = 28808 // = constant 
04AE: $1448[9] = 28809 // = constant 
04AE: $1448[10] = 28810 // = constant 
04AE: $1448[11] = 28811 // = constant 
$1446 = 11 
jump @CELLFON_13258 

:CELLFON_6044
05A9: s$1469[0] = 'MTRU01A' // s$  // Yes.
05A9: s$1469[1] = 'MTRU01B' // s$  // Carl.
05A9: s$1469[2] = 'MTRU01C' // s$  // Who is this?
05A9: s$1469[3] = 'MTRU01D' // s$  // You know me. This is The Truth.
05A9: s$1469[4] = 'MTRU01E' // s$  // No, I don't.
05A9: s$1469[5] = 'MTRU01F' // s$  // Perfection. They said you were a moron.
05A9: s$1469[6] = 'MTRU01G' // s$  // Who?
05A9: s$1469[7] = 'MTRU01H' // s$  // Okay, you can drop the act now, kid.
05A9: s$1469[8] = 'MTRU01J' // s$  // You the police?
05A9: s$1469[9] = 'MTRU01K' // s$  // No. We have a mutual friend, and business partner.
05A9: s$1469[10] = 'MTRU01L' // s$  // We do? Who?
05A9: s$1469[11] = 'MTRU01M' // s$  // Yes. Have you killed any cops lately?
05A9: s$1469[12] = 'MTRU01N' // s$  // Oh man, Tenpenny. I should have known, that asshole.
05A9: s$1469[13] = 'MTRU01O' // s$  // So, I've got a room at a motel in Angel Pine.
05A9: s$1469[14] = 'MTRU01P' // s$  // Make sure nobody follows you.
04AE: $1448[0] = 29800 // = constant 
04AE: $1448[1] = 29801 // = constant 
04AE: $1448[2] = 29802 // = constant 
04AE: $1448[3] = 29803 // = constant 
04AE: $1448[4] = 29804 // = constant 
04AE: $1448[5] = 29805 // = constant 
04AE: $1448[6] = 29806 // = constant 
04AE: $1448[7] = 29807 // = constant 
04AE: $1448[8] = 29808 // = constant 
04AE: $1448[9] = 29809 // = constant 
04AE: $1448[10] = 29810 // = constant 
04AE: $1448[11] = 29811 // = constant 
04AE: $1448[12] = 29812 // = constant 
04AE: $1448[13] = 29813 // = constant 
04AE: $1448[14] = 29814 // = constant 
$1446 = 14 
jump @CELLFON_13258 

:CELLFON_6388
05A9: s$1469[0] = 'MTRU02A' // s$  // Whattup?
05A9: s$1469[1] = 'MTRU02B' // s$  // Hey, Carl. Dude, Now, I got that little mwah mwah you were after.
05A9: s$1469[2] = 'MTRU02C' // s$  // But, be careful man. People are listening to us.
05A9: s$1469[3] = 'MTRU02D' // s$  // I got a little green village up in the hills, come and get it.
05A9: s$1469[4] = 'MTRU02E' // s$  // Whoa man, I don't know you! I don't know you!
05A9: s$1469[5] = 'MTRU02F' // s$  // Prank caller! Prank caller!
04AE: $1448[0] = 29815 // = constant 
04AE: $1448[1] = 29816 // = constant 
04AE: $1448[2] = 29817 // = constant 
04AE: $1448[3] = 29818 // = constant 
04AE: $1448[4] = 29819 // = constant 
04AE: $1448[5] = 29820 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_6534
05A9: s$1469[0] = 'MTRU03A' // s$  // Hey
05A9: s$1469[1] = 'MTRU03B' // s$  // Carl. It's me. The Truth. We got a date with destiny, man
05A9: s$1469[2] = 'MTRU03C' // s$  // In about five minutes.
05A9: s$1469[3] = 'MTRU03D' // s$  // Where you at?
05A9: s$1469[4] = 'MTRU03E' // s$  // At the old airplane graveyard you've been hanging around.
04AE: $1448[0] = 29821 // = constant 
04AE: $1448[1] = 29822 // = constant 
04AE: $1448[2] = 29823 // = constant 
04AE: $1448[3] = 29824 // = constant 
04AE: $1448[4] = 29825 // = constant 
$1446 = 4 
jump @CELLFON_13258 

:CELLFON_6658
05A9: s$1469[0] = 'MWUZ00A' // s$  // Hey, wassup?
05A9: s$1469[1] = 'MWUZ00B' // s$  // Hey Carl, it's Woozie.
05A9: s$1469[2] = 'MWUZ00C' // s$  // Hey, if you got some time I'd like for you to come over so we can talk about something.
05A9: s$1469[3] = 'MWUZ00D' // s$  // Yeah, for sure. Where you at?
05A9: s$1469[4] = 'MWUZ00E' // s$  // I own a little betting shop in Chinatown.
05A9: s$1469[5] = 'MWUZ00F' // s$  // Just come 'round and introduce yourself.
05A9: s$1469[6] = 'MWUZ00G' // s$  // My people will be expecting a visit.
05A9: s$1469[7] = 'MWUZ00H' // s$  // It's a plan, man.
05A9: s$1469[8] = 'MWUZ00J' // s$  // Later.
04AE: $1448[0] = 30000 // = constant 
04AE: $1448[1] = 30001 // = constant 
04AE: $1448[2] = 30002 // = constant 
04AE: $1448[3] = 30003 // = constant 
04AE: $1448[4] = 30004 // = constant 
04AE: $1448[5] = 30005 // = constant 
04AE: $1448[6] = 30006 // = constant 
04AE: $1448[7] = 30007 // = constant 
04AE: $1448[8] = 30008 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_6870
05A9: s$1469[0] = 'MWUZ03A' // s$  // Hello?
05A9: s$1469[1] = 'MWUZ03B' // s$  // Carl, it's Woozie!
05A9: s$1469[2] = 'MWUZ03C' // s$  // Hey, Woozie, man, what you been up to?
05A9: s$1469[3] = 'MWUZ03D' // s$  // Come along and see for yourself.
05A9: s$1469[4] = 'MWUZ03E' // s$  // I got a little business proposition for you.
05A9: s$1469[5] = 'MWUZ03F' // s$  // Come over and see the setup, my friend.
05A9: s$1469[6] = 'MWUZ03G' // s$  // OK, for sure, I like that.
05A9: s$1469[7] = 'MWUZ03H' // s$  // Like it? You're gonna love it!
05A9: s$1469[8] = 'MWUZ03J' // s$  // It's the Four Dragons Casino in Las Venturas.
05A9: s$1469[9] = 'MWUZ03K' // s$  // I'll see you soon, yeah?
05A9: s$1469[10] = 'MWUZ03L' // s$  // Yeah, OK.
04AE: $1448[0] = 30029 // = constant 
04AE: $1448[1] = 30030 // = constant 
04AE: $1448[2] = 30031 // = constant 
04AE: $1448[3] = 30032 // = constant 
04AE: $1448[4] = 30033 // = constant 
04AE: $1448[5] = 30034 // = constant 
04AE: $1448[6] = 30035 // = constant 
04AE: $1448[7] = 30036 // = constant 
04AE: $1448[8] = 30037 // = constant 
04AE: $1448[9] = 30038 // = constant 
04AE: $1448[10] = 30039 // = constant 
$1446 = 10 
jump @CELLFON_13258 

:CELLFON_7126
05A9: s$1469[0] = 'MWUZ03B' // s$  // Carl, it's Woozie!
05A9: s$1469[1] = 'MWUZ05B' // s$  // Hey, wassup man?
05A9: s$1469[2] = 'MWUZ05C' // s$  // You get that pass key yet?
05A9: s$1469[3] = 'MWUZ05D' // s$  // Nah, but I'm working on it.
05A9: s$1469[4] = 'MWUZ05E' // s$  // What's the problem, friend?
05A9: s$1469[5] = 'MWUZ05F' // s$  // Just get her in the sack, make her happy and grab the card!
05A9: s$1469[6] = 'MWUZ05G' // s$  // Eh, you should know you can't rush the seduction of a lady.
05A9: s$1469[7] = 'MWUZ05H' // s$  // Okay, just gimme a call when you've got it.
05A9: s$1469[8] = 'MWUZ05J' // s$  // A'ight.
04AE: $1448[0] = 30030 // = constant 
04AE: $1448[1] = 30049 // = constant 
04AE: $1448[2] = 30050 // = constant 
04AE: $1448[3] = 30051 // = constant 
04AE: $1448[4] = 30052 // = constant 
04AE: $1448[5] = 30053 // = constant 
04AE: $1448[6] = 30054 // = constant 
04AE: $1448[7] = 30055 // = constant 
04AE: $1448[8] = 30056 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_7338
05A9: s$1469[0] = 'MWUZ07A' // s$  // Carl, it's me.
05A9: s$1469[1] = 'MWUZ07B' // s$  // You the man!
05A9: s$1469[2] = 'MWUZ07C' // s$  // Get back to the Four Dragons and we can get on with this thing!
05A9: s$1469[3] = 'MWUZ07D' // s$  // See you in a minute.
04AE: $1448[0] = 30070 // = constant 
04AE: $1448[1] = 30071 // = constant 
04AE: $1448[2] = 30072 // = constant 
04AE: $1448[3] = 30073 // = constant 
$1446 = 3 
jump @CELLFON_13258 

:CELLFON_7440
05A9: s$1469[0] = 'MWUZ04A' // s$  // Hello?
05A9: s$1469[1] = 'MWUZ04B' // s$  // Hey, CJ, what's up with you?
05A9: s$1469[2] = 'MWUZ04C' // s$  // Are we doing this heist or are you going soft on me again.
05A9: s$1469[3] = 'MWUZ04D' // s$  // Hey, check it. Them fools been shipped out of the Venturas,
05A9: s$1469[4] = 'MWUZ04E' // s$  // Salvatore think I'm cool, so it's on.
05A9: s$1469[5] = 'MWUZ04F' // s$  // I'll meet you back at the 'Dragons.
05A9: s$1469[6] = 'MWUZ04G' // s$  // OK, cool.
05A9: s$1469[7] = 'MWUZ04H' // s$  // Later.
04AE: $1448[0] = 30040 // = constant 
04AE: $1448[1] = 30041 // = constant 
04AE: $1448[2] = 30042 // = constant 
04AE: $1448[3] = 30043 // = constant 
04AE: $1448[4] = 30044 // = constant 
04AE: $1448[5] = 30045 // = constant 
04AE: $1448[6] = 30046 // = constant 
04AE: $1448[7] = 30047 // = constant 
$1446 = 7 
jump @CELLFON_13258 

:CELLFON_7630
05A9: s$1469[0] = 'MWUZ06A' // s$  // Hello?
05A9: s$1469[1] = 'MWUZ06B' // s$  // What's the hold up with that security pass, CJ?
05A9: s$1469[2] = 'MWUZ06C' // s$  // There's been a slight setback.
05A9: s$1469[3] = 'MWUZ06D' // s$  // What kind of setback?
05A9: s$1469[4] = 'MWUZ09E' // s$  // Well, more of a romantic fuck up.
05A9: s$1469[5] = 'MWUZ09F' // s$  // It's Millie, she's dumped me.
05A9: s$1469[6] = 'MWUZ06G' // s$  // What the fuck? How?
05A9: s$1469[7] = 'MWUZ06H' // s$  // Well, we was hanging out, and shit got fucked up.
05A9: s$1469[8] = 'MWUZ06J' // s$  // That's all I'm sayin'.
05A9: s$1469[9] = 'MWUZ09H' // s$  // I know, I know, how could she dump a catch like me?
05A9: s$1469[10] = 'MWUZ09J' // s$  // There's no accounting for taste.
05A9: s$1469[11] = 'MWUZ06K' // s$  // Well her pass will probably be in her house!
05A9: s$1469[12] = 'MWUZ06L' // s$  // You gotta break in and get it!
05A9: s$1469[13] = 'MWUZ06M' // s$  // Shit, you're right.
05A9: s$1469[14] = 'MWUZ06N' // s$  // Hey, I'm a call you when I get the card.
04AE: $1448[0] = 30057 // = constant 
04AE: $1448[1] = 30058 // = constant 
04AE: $1448[2] = 30059 // = constant 
04AE: $1448[3] = 30060 // = constant 
04AE: $1448[4] = 30079 // = constant 
04AE: $1448[5] = 30080 // = constant 
04AE: $1448[6] = 30063 // = constant 
04AE: $1448[7] = 30064 // = constant 
04AE: $1448[8] = 30065 // = constant 
04AE: $1448[9] = 30081 // = constant 
04AE: $1448[10] = 30082 // = constant 
04AE: $1448[11] = 30066 // = constant 
04AE: $1448[12] = 30067 // = constant 
04AE: $1448[13] = 30068 // = constant 
04AE: $1448[14] = 30069 // = constant 
$1446 = 14 
jump @CELLFON_13258 

:CELLFON_7974
05A9: s$1469[0] = 'MWUZ06A' // s$  // Hello?
05A9: s$1469[1] = 'MWUZ06B' // s$  // What's the hold up with that security pass, CJ?
05A9: s$1469[2] = 'MWUZ06C' // s$  // There's been a slight setback.
05A9: s$1469[3] = 'MWUZ06D' // s$  // What kind of setback?
05A9: s$1469[4] = 'MWUZ06E' // s$  // Well, more of an unfortunate accident.
05A9: s$1469[5] = 'MWUZ06F' // s$  // It's Millie, she's dead.
05A9: s$1469[6] = 'MWUZ06G' // s$  // What the fuck? How?
05A9: s$1469[7] = 'MWUZ06H' // s$  // Well, we was hanging out, and shit got fucked up.
05A9: s$1469[8] = 'MWUZ06J' // s$  // That's all I'm sayin'.
05A9: s$1469[9] = 'MWUZ06K' // s$  // Well her pass will probably be in her house!
05A9: s$1469[10] = 'MWUZ06L' // s$  // You gotta break in and get it!
05A9: s$1469[11] = 'MWUZ06M' // s$  // Shit, you're right.
05A9: s$1469[12] = 'MWUZ06N' // s$  // Hey, I'm a call you when I get the card.
04AE: $1448[0] = 30057 // = constant 
04AE: $1448[1] = 30058 // = constant 
04AE: $1448[2] = 30059 // = constant 
04AE: $1448[3] = 30060 // = constant 
04AE: $1448[4] = 30061 // = constant 
04AE: $1448[5] = 30062 // = constant 
04AE: $1448[6] = 30063 // = constant 
04AE: $1448[7] = 30064 // = constant 
04AE: $1448[8] = 30065 // = constant 
04AE: $1448[9] = 30066 // = constant 
04AE: $1448[10] = 30067 // = constant 
04AE: $1448[11] = 30068 // = constant 
04AE: $1448[12] = 30069 // = constant 
$1446 = 12 
jump @CELLFON_13258 

:CELLFON_8274
05A9: s$1469[0] = 'MTOR01A' // s$  // Yes?
05A9: s$1469[1] = 'MTOR01B' // s$  // This is a friend of yours.
05A9: s$1469[2] = 'MTOR01C' // s$  // I've got some information relating to your brother.
05A9: s$1469[3] = 'MTOR01D' // s$  // Come to the ranch and I'll explain.
05A9: s$1469[4] = 'MTOR01E' // s$  // It's in Tierra Robada, cross the Garver Bridge, head South.
05A9: s$1469[5] = 'MTOR01F' // s$  // Who the fuck is this?
05A9: s$1469[6] = 'MTOR01G' // s$  // I can't talk right now. Get your ass over here.
05A9: s$1469[7] = 'MTOR01H' // s$  // Moms always told me not to talk to strangers.
05A9: s$1469[8] = 'MTOR01J' // s$  // And look what happened to the bitch!
05A9: s$1469[9] = 'MTOR01K' // s$  // Now if you want your brother to sleep tonight with his tongue intact get your ass over here.
05A9: s$1469[10] = 'MTOR01L' // s$  // Goodbye.
04AE: $1448[0] = 29600 // = constant 
04AE: $1448[1] = 29601 // = constant 
04AE: $1448[2] = 29602 // = constant 
04AE: $1448[3] = 29603 // = constant 
04AE: $1448[4] = 29604 // = constant 
04AE: $1448[5] = 29605 // = constant 
04AE: $1448[6] = 29606 // = constant 
04AE: $1448[7] = 29607 // = constant 
04AE: $1448[8] = 29608 // = constant 
04AE: $1448[9] = 29609 // = constant 
04AE: $1448[10] = 29610 // = constant 
$1446 = 10 
jump @CELLFON_13258 

:CELLFON_8530
05A9: s$1469[0] = 'MTOR02A' // s$  // Who the fuck is this?
05A9: s$1469[1] = 'MTOR02B' // s$  // Son, get back to the ranch and I'll explain everything.
05A9: s$1469[2] = 'MTOR02C' // s$  // And I mean everything.
05A9: s$1469[3] = 'MTOR02D' // s$  // Can't you just tell me now?
05A9: s$1469[4] = 'MTOR02E' // s$  // I guess not.
04AE: $1448[0] = 29611 // = constant 
04AE: $1448[1] = 29612 // = constant 
04AE: $1448[2] = 29613 // = constant 
04AE: $1448[3] = 29614 // = constant 
04AE: $1448[4] = 29615 // = constant 
$1446 = 4 
jump @CELLFON_13258 

:CELLFON_8654
05A9: s$1469[0] = 'MTOR03A' // s$  // Here. Now. Don't screw around.
05A9: s$1469[1] = 'MTOR03B' // s$  // What an Asshole!
04AE: $1448[0] = 29616 // = constant 
04AE: $1448[1] = 29617 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_8712
05A9: s$1469[0] = 'MTOR05A' // s$  // Hey, wassup?
05A9: s$1469[1] = 'MTOR05B' // s$  // Hey, how's the flying coming along?
05A9: s$1469[2] = 'MTOR05C' // s$  // Yeah, well shit man, I was gonna holla at you about that cause, you know, I'm-
05A9: s$1469[3] = 'MTOR05D' // s$  // Will you listen to yourself? Admit it, you're scared.
05A9: s$1469[4] = 'MTOR05E' // s$  // Maybe just a little.
05A9: s$1469[5] = 'MTOR05F' // s$  // Until you've walked into the middle of Bedouin arms dealer's camp with nothing but a briefcase full of cash,
05A9: s$1469[6] = 'MTOR05G' // s$  // you don't know the meaning of fear, okay?
05A9: s$1469[7] = 'MTOR05H' // s$  // Oh yeah? Try going to the swap meet in Idlewood sometime.
05A9: s$1469[8] = 'MTOR05J' // s$  // Learn to fly, Carl.
04AE: $1448[0] = 29630 // = constant 
04AE: $1448[1] = 29631 // = constant 
04AE: $1448[2] = 29632 // = constant 
04AE: $1448[3] = 29633 // = constant 
04AE: $1448[4] = 29634 // = constant 
04AE: $1448[5] = 29635 // = constant 
04AE: $1448[6] = 29636 // = constant 
04AE: $1448[7] = 29637 // = constant 
04AE: $1448[8] = 29638 // = constant 
$1446 = 8 
jump @CELLFON_13258 

:CELLFON_8924
05A9: s$1469[0] = 'MTOR06A' // s$  // What do you want, Toreno?
05A9: s$1469[1] = 'MTOR06B' // s$  // Well, what do you want, Carl?
05A9: s$1469[2] = 'MTOR06C' // s$  // You want your brother out of jail?
05A9: s$1469[3] = 'MTOR06D' // s$  // OK, listen, I'm trying man, I really am,
05A9: s$1469[4] = 'MTOR06E' // s$  // I'm gonna let you in on a little secret. Carl
05A9: s$1469[5] = 'MTOR06F' // s$  // The one difference between those that tried and died
05A9: s$1469[6] = 'MTOR06G' // s$  // and those that still walk this Earth, is belief in self
05A9: s$1469[7] = 'MTOR06H' // s$  // Nothing is impossible, Carl.
05A9: s$1469[8] = 'MTOR06J' // s$  // Beat your fears, focus your mind and learn to fly.
05A9: s$1469[9] = 'MTOR06K' // s$  // OK, OK, I'll-
05A9: s$1469[10] = 'MTOR06L' // s$  // TORENO?
05A9: s$1469[11] = 'MTOR06M' // s$  // Oh shit...
04AE: $1448[0] = 29639 // = constant 
04AE: $1448[1] = 29640 // = constant 
04AE: $1448[2] = 29641 // = constant 
04AE: $1448[3] = 29642 // = constant 
04AE: $1448[4] = 29643 // = constant 
04AE: $1448[5] = 29644 // = constant 
04AE: $1448[6] = 29645 // = constant 
04AE: $1448[7] = 29646 // = constant 
04AE: $1448[8] = 29647 // = constant 
04AE: $1448[9] = 29648 // = constant 
04AE: $1448[10] = 29649 // = constant 
04AE: $1448[11] = 29650 // = constant 
$1446 = 11 
jump @CELLFON_13258 

:CELLFON_9202
05A9: s$1469[0] = 'MTOR07A' // s$  // Toreno?
05A9: s$1469[1] = 'MTOR07B' // s$  // Carl, learn to fly.
05A9: s$1469[2] = 'MTOR07C' // s$  // I'm on it, man, I swear.
05A9: s$1469[3] = 'MTOR07D' // s$  // I'm on it man I swear', same old broken record, Carl. But that's fine...
05A9: s$1469[4] = 'MTOR07E' // s$  // because your brother's getting a new cell mate tonight.
05A9: s$1469[5] = 'MTOR07L' // s$  // Horse Cock Harry, And I'm sending a present, little wedding present.
05A9: s$1469[6] = 'MTOR07M' // s$  // Big tub of lube!
05A9: s$1469[7] = 'MTOR07F' // s$  // Shit dude, OK, OK, I swear man, I'm gonna be the best pilot!
05A9: s$1469[8] = 'MTOR07G' // s$  // I'd love to hear you Carl, I can't hear you. All I can hear is your brother's love cries
05A9: s$1469[9] = 'MTOR07N' // s$  // as eight kilometers of cock finds it's way up his ass.
05A9: s$1469[10] = 'MTOR07O' // s$  // Aooooowww' - that's your brother, OK? No big problem.
05A9: s$1469[11] = 'MTOR07H' // s$  // Wait! Please, man!
05A9: s$1469[12] = 'MTOR07J' // s$  // that was my last motivational speech, understand? Am I being too spiritual for you, Carl?
05A9: s$1469[13] = 'MTOR07K' // s$  // OK, man, I get the message!
04AE: $1448[0] = 29652 // = constant 
04AE: $1448[1] = 29653 // = constant 
04AE: $1448[2] = 29654 // = constant 
04AE: $1448[3] = 29655 // = constant 
04AE: $1448[4] = 29656 // = constant 
04AE: $1448[5] = 29662 // = constant 
04AE: $1448[6] = 29663 // = constant 
04AE: $1448[7] = 29657 // = constant 
04AE: $1448[8] = 29658 // = constant 
04AE: $1448[9] = 29664 // = constant 
04AE: $1448[10] = 29665 // = constant 
04AE: $1448[11] = 29659 // = constant 
04AE: $1448[12] = 29660 // = constant 
04AE: $1448[13] = 29661 // = constant 
$1446 = 13 
jump @CELLFON_13258 

:CELLFON_9524
05A9: s$1469[0] = 'MKP01A' // s$  // Halo
05A9: s$1469[1] = 'MKP01B' // s$  // Awright, Carl - it's me, Paulo.
05A9: s$1469[2] = 'MKP01C' // s$  // Listen, Rosie's in a tangle
05A9: s$1469[3] = 'MKP01D' // s$  // and I think you're the geezer to sort it out for us, OK, sunshine?
05A9: s$1469[4] = 'MKP01E' // s$  // Slip round the office and see me, double quick.
05A9: s$1469[5] = 'MKP01F' // s$  // Yeah, thanks man, I appreciate the opportunity.
04AE: $1448[0] = 27200 // = constant 
04AE: $1448[1] = 27201 // = constant 
04AE: $1448[2] = 27202 // = constant 
04AE: $1448[3] = 27203 // = constant 
04AE: $1448[4] = 27204 // = constant 
04AE: $1448[5] = 27205 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_9670
05A9: s$1469[0] = 'MSAL01A' // s$  // Hello?
05A9: s$1469[1] = 'MROS01B' // s$  // Carl? It's me, Ken.
05A9: s$1469[2] = 'MROS01D' // s$  // The Leone family has made their move! Salvatore's here, now!
05A9: s$1469[3] = 'MROS01F' // s$  // He's taken over Caligula's!
05A9: s$1469[4] = 'MROS01H' // s$  // We're screwed! It's war for control of Venturas, man, War! WAR!
05A9: s$1469[5] = 'MROS01L' // s$  // There's word of some Triad visit or something that should keep him busy. I'm calling from the bathroom, I gotta go, I really gotta go.
04AE: $1448[0] = 28600 // = constant 
04AE: $1448[1] = 28400 // = constant 
04AE: $1448[2] = 28401 // = constant 
04AE: $1448[3] = 28403 // = constant 
04AE: $1448[4] = 28404 // = constant 
04AE: $1448[5] = 28405 // = constant 
$1446 = 5 
jump @CELLFON_13258 

:CELLFON_9816
05A9: s$1469[0] = 'MROS02A' // s$  // He-ello?
05A9: s$1469[1] = 'MROS02B' // s$  // You've hung us out to dry, I know it!
05A9: s$1469[2] = 'MROS02C' // s$  // Rosenberg?
05A9: s$1469[3] = 'MROS02D' // s$  // Yeah. Soon to be wearing concrete shoes in a shallow grave in the desert, Rosenberg!
05A9: s$1469[4] = 'MROS02E' // s$  // I'm surprised you remember!
05A9: s$1469[5] = 'MROS02F' // s$  // Look, I haven't forgotten you guys, just hang in there.
05A9: s$1469[6] = 'MROS02G' // s$  // Easy for you to say, this Salvatore guy might whack me at any moment.
04AE: $1448[0] = 28406 // = constant 
04AE: $1448[1] = 28407 // = constant 
04AE: $1448[2] = 28408 // = constant 
04AE: $1448[3] = 28409 // = constant 
04AE: $1448[4] = 28410 // = constant 
04AE: $1448[5] = 28411 // = constant 
04AE: $1448[6] = 28412 // = constant 
$1446 = 6 
jump @CELLFON_13258 

:CELLFON_9984
05A9: s$1469[0] = 'MROS03A' // s$  // Hey Ken, how you doin'?
05A9: s$1469[1] = 'MROS03B' // s$  // (sniff) Who is this?
05A9: s$1469[2] = 'MROS03C' // s$  // It's Carl, Carl Johnson!
05A9: s$1469[3] = 'MROS03D' // s$  // Hey, Carl! Great! (sniff)
05A9: s$1469[4] = 'MROS03E' // s$  // Guys, it's Carl! Ga-great! I'm-- (sniff)
05A9: s$1469[5] = 'MROS03F' // s$  // Fucking great! Fucking amazing!
05A9: s$1469[6] = 'MROS03G' // s$  // Yeah, well, I've got a need for an accountant and a sound engineer
05A9: s$1469[7] = 'MROS03H' // s$  // and I thought of you and Paul.
05A9: s$1469[8] = 'MROS03J' // s$  // Fucking amazing!
05A9: s$1469[9] = 'MROS03K' // s$  // Paul's great with figures and I'd make a fucking amazing producer!
05A9: s$1469[10] = 'MROS03L' // s$  // This is (sniff) this fucking great! It's amazing!
05A9: s$1469[11] = 'MROS03N' // s$  // Yeah, yeah, whatever you say man, but look.
05A9: s$1469[12] = 'MROS03O' // s$  // See you soon.
05A9: s$1469[13] = 'MROS03P' // s$  // Fucking amazing!
04AE: $1448[0] = 28413 // = constant 
04AE: $1448[1] = 28414 // = constant 
04AE: $1448[2] = 28415 // = constant 
04AE: $1448[3] = 28416 // = constant 
04AE: $1448[4] = 28417 // = constant 
04AE: $1448[5] = 28418 // = constant 
04AE: $1448[6] = 28419 // = constant 
04AE: $1448[7] = 28420 // = constant 
04AE: $1448[8] = 28421 // = constant 
04AE: $1448[9] = 28422 // = constant 
04AE: $1448[10] = 28423 // = constant 
04AE: $1448[11] = 28424 // = constant 
04AE: $1448[12] = 28425 // = constant 
04AE: $1448[13] = 28426 // = constant 
$1446 = 13 
jump @CELLFON_13258 

:CELLFON_10306
05A9: s$1469[0] = 'MSAL01A' // s$  // Hello?
05A9: s$1469[1] = 'MSAL01B' // s$  // Hey, Carl my boy!
05A9: s$1469[2] = 'MSAL01C' // s$  // Mr. Leone.
05A9: s$1469[3] = 'MSAL01D' // s$  // Everybody's talking about the job you did on that St. Mark's Bistro!
05A9: s$1469[4] = 'MSAL01E' // s$  // Thank you, Mr. Leone.
05A9: s$1469[5] = 'MSAL01F' // s$  // And you, er, you took care of those three loose ends?
05A9: s$1469[6] = 'MSAL01G' // s$  // Yeah those poor saps ran into a little trouble along the way.
05A9: s$1469[7] = 'MSAL01H' // s$  // You won't be hearing from Mr. Rosenberg again.
05A9: s$1469[8] = 'MSAL01J' // s$  // Good boy! Good boy!
05A9: s$1469[9] = 'MSAL01K' // s$  // Now listen, you're going to have to keep a low profile or people will start to make connections,
05A9: s$1469[10] = 'MSAL01M' // s$  // so let's keep our distance for a while, eh?
05A9: s$1469[11] = 'MSAL01N' // s$  // I'll call you.
05A9: s$1469[12] = 'MSAL01O' // s$  // Thank you, Mr. Leone.
04AE: $1448[0] = 28600 // = constant 
04AE: $1448[1] = 28601 // = constant 
04AE: $1448[2] = 28602 // = constant 
04AE: $1448[3] = 28603 // = constant 
04AE: $1448[4] = 28604 // = constant 
04AE: $1448[5] = 28605 // = constant 
04AE: $1448[6] = 28606 // = constant 
04AE: $1448[7] = 28607 // = constant 
04AE: $1448[8] = 28608 // = constant 
04AE: $1448[9] = 28609 // = constant 
04AE: $1448[10] = 28610 // = constant 
04AE: $1448[11] = 28611 // = constant 
04AE: $1448[12] = 28612 // = constant 
$1446 = 12 
jump @CELLFON_13258 

:CELLFON_10606
05A9: s$1469[0] = 'MSAL02A' // s$  // 'Ssup?
05A9: s$1469[1] = 'MSAL02B' // s$  // You two-bit, backstabbing, piece of eggplant shit!
05A9: s$1469[2] = 'MSAL02C' // s$  // Salvatore!
05A9: s$1469[3] = 'MSAL02D' // s$  // Nice to hear from you, too!
05A9: s$1469[4] = 'MSAL02E' // s$  // You're dead! Your friends are dead! Your family's dead!
05A9: s$1469[5] = 'MSAL02F' // s$  // I'm gonna fuck you up, and your children and your grandchildren!
05A9: s$1469[6] = 'MSAL02G' // s$  // Well, it's been nice talking to ya,
05A9: s$1469[7] = 'MSAL02H' // s$  // but I got some money needs spending on some expensive trash.
05A9: s$1469[8] = 'MSAL02J' // s$  // so if you'll excuse me.
05A9: s$1469[9] = 'MSAL02K' // s$  // You're dead! DEAD!
04AE: $1448[0] = 28613 // = constant 
04AE: $1448[1] = 28614 // = constant 
04AE: $1448[2] = 28615 // = constant 
04AE: $1448[3] = 28616 // = constant 
04AE: $1448[4] = 28617 // = constant 
04AE: $1448[5] = 28618 // = constant 
04AE: $1448[6] = 28619 // = constant 
04AE: $1448[7] = 28620 // = constant 
04AE: $1448[8] = 28621 // = constant 
04AE: $1448[9] = 28622 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_10840
05A9: s$1469[0] = 'MMILL2A' // s$  // Millie, whassup?
05A9: s$1469[1] = 'MMILL2B' // s$  // Hey Carl, just called to say that last night was terrific.
05A9: s$1469[2] = 'MMILL2C' // s$  // Likewise, baby, likewise.
05A9: s$1469[3] = 'MMILL2D' // s$  // Listen, I thought about that little scheme you told me about.
05A9: s$1469[4] = 'MMILL2E' // s$  // Don't worry, I haven't told anybody, not even my mom.
05A9: s$1469[5] = 'MMILL2F' // s$  // I've left the key card and the door code in my bedroom.
05A9: s$1469[6] = 'MMILL2H' // s$  // Millie, girl, you will NOT regret this!
05A9: s$1469[7] = 'MMILL2J' // s$  // I know, because I'm getting a cut, right?
05A9: s$1469[8] = 'MMILL2K' // s$  // Sure thing, Millie, sure thing. I'll see you right.
05A9: s$1469[9] = 'MMILL2L' // s$  // OK, you got it.
04AE: $1448[0] = 27811 // = constant 
04AE: $1448[1] = 27812 // = constant 
04AE: $1448[2] = 27813 // = constant 
04AE: $1448[3] = 27814 // = constant 
04AE: $1448[4] = 27815 // = constant 
04AE: $1448[5] = 27816 // = constant 
04AE: $1448[6] = 27818 // = constant 
04AE: $1448[7] = 27819 // = constant 
04AE: $1448[8] = 27820 // = constant 
04AE: $1448[9] = 27821 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_11074
05A9: s$1469[0] = 'MZER01A' // s$  // Yeah, what?
05A9: s$1469[1] = 'MZER01B' // s$  // Sorry, Carl, are you busy?
05A9: s$1469[2] = 'MZER01C' // s$  // Zero? No man, good to hear from you. Wassup?
05A9: s$1469[3] = 'MZER01D' // s$  // Disaster! My landlord is selling the shop!
05A9: s$1469[4] = 'MZER01E' // s$  // I'll have nowhere to live and no safe haven from Berkley...
05A9: s$1469[5] = 'MZER01F' // s$  // Ahhh, I'm looking to invest in some property at the moment.
05A9: s$1469[6] = 'MZER01G' // s$  // Maybe I'll swing by.
04AE: $1448[0] = 30400 // = constant 
04AE: $1448[1] = 30401 // = constant 
04AE: $1448[2] = 30402 // = constant 
04AE: $1448[3] = 30403 // = constant 
04AE: $1448[4] = 30404 // = constant 
04AE: $1448[5] = 30405 // = constant 
04AE: $1448[6] = 30406 // = constant 
$1446 = 6 
jump @CELLFON_13258 

:CELLFON_11242
05A9: s$1469[0] = 'MZER02A' // s$  // Hello.
05A9: s$1469[1] = 'MZER02B' // s$  // Carl! It's Zero!
05A9: s$1469[2] = 'MZER02C' // s$  // Oh, hi Zee, you wasn't around when I signed the deeds.
05A9: s$1469[3] = 'MZER02D' // s$  // Yes, I know. I was on a dangerous reconnaissance mission, deep into enemy territory.
05A9: s$1469[4] = 'MZER02E' // s$  // Uh, yeah right, sure. Whatever you say.
05A9: s$1469[5] = 'MZER02F' // s$  // should come through and have a look at the business, y'know.
05A9: s$1469[6] = 'MZER02G' // s$  // Oh, of course, of course.
05A9: s$1469[7] = 'MZER02H' // s$  // I'll have to tidy up a bit, this place is such a mess!
05A9: s$1469[8] = 'MZER02J' // s$  // Don't worry about it.
05A9: s$1469[9] = 'MZER02K' // s$  // I'll drop in soon.
04AE: $1448[0] = 30407 // = constant 
04AE: $1448[1] = 30408 // = constant 
04AE: $1448[2] = 30409 // = constant 
04AE: $1448[3] = 30410 // = constant 
04AE: $1448[4] = 30411 // = constant 
04AE: $1448[5] = 30412 // = constant 
04AE: $1448[6] = 30413 // = constant 
04AE: $1448[7] = 30414 // = constant 
04AE: $1448[8] = 30415 // = constant 
04AE: $1448[9] = 30416 // = constant 
$1446 = 9 
jump @CELLFON_13258 

:CELLFON_11476
05A9: s$1469[0] = 'MJET_1A' // s$  // Yeah, what?
05A9: s$1469[1] = 'MJET_1B' // s$  // Yo, man, it's Jethro, dude!
05A9: s$1469[2] = 'MJET_1C' // s$  // Hey Jethro, whattup?
05A9: s$1469[3] = 'MJET_1D' // s$  // Well, I was talking to Cesar, and uh, well don't get me wrong, dude,
05A9: s$1469[4] = 'MJET_1E' // s$  // I mean, you are one out there dude, when it comes to driving, man,
05A9: s$1469[5] = 'MJET_1F' // s$  // but Cesar, he told us how many cars you get through, dude,
05A9: s$1469[6] = 'MJET_1G' // s$  // and me and Dwaine were, like, whooaaa!
05A9: s$1469[7] = 'MJET_1H' // s$  // What is your point, Jethro?
05A9: s$1469[8] = 'MJET_1J' // s$  // No point, man, no point!
05A9: s$1469[9] = 'MJET_1K' // s$  // Just that there's an advanced driving school, like,
05A9: s$1469[10] = 'MJET_1L' // s$  // just up the road from the garage, man, like in Doherty.
05A9: s$1469[11] = 'MJET_1M' // s$  // Driving school? Man, exactly what you trying to say, man?
05A9: s$1469[12] = 'MJET_1N' // s$  // NOTHING, man! Nothing. It was Dwaine's idea.
05A9: s$1469[13] = 'MJET_1O' // s$  // I think you're, like, y'know, cool and shit.
05A9: s$1469[14] = 'MJET_1P' // s$  // I better go, CJ, I'll see you later.
04AE: $1448[0] = 26600 // = constant 
04AE: $1448[1] = 26601 // = constant 
04AE: $1448[2] = 26602 // = constant 
04AE: $1448[3] = 26603 // = constant 
04AE: $1448[4] = 26604 // = constant 
04AE: $1448[5] = 26605 // = constant 
04AE: $1448[6] = 26606 // = constant 
04AE: $1448[7] = 26607 // = constant 
04AE: $1448[8] = 26608 // = constant 
04AE: $1448[9] = 26609 // = constant 
04AE: $1448[10] = 26610 // = constant 
04AE: $1448[11] = 26611 // = constant 
04AE: $1448[12] = 26612 // = constant 
04AE: $1448[13] = 26613 // = constant 
04AE: $1448[14] = 26614 // = constant 
$1446 = 14 
jump @CELLFON_13258 

:CELLFON_11820
05A9: s$1469[0] = 'MJET_2A' // s$  // Yo, CJ, it's, like, Jethro, dude!
05A9: s$1469[1] = 'MJET_2B' // s$  // Hey Jethro, how is it?
05A9: s$1469[2] = 'MJET_2C' // s$  // Yo, dude, the garage is coming along nicely, man.
05A9: s$1469[3] = 'MJET_2D' // s$  // But I rang about something else.
05A9: s$1469[4] = 'MJET_2E' // s$  // There's an unofficial street racing club in San Fierro.
05A9: s$1469[5] = 'MJET_2F' // s$  // Unofficial, as in 'illegal', right?
05A9: s$1469[6] = 'MJET_2G' // s$  // I don't know what you're talking about, dude.
05A9: s$1469[7] = 'MJET_2H' // s$  // Anyhoo, they meet up around the driving school someplace.
05A9: s$1469[8] = 'MJET_2J' // s$  // Thought you might, y'know, like to know.
05A9: s$1469[9] = 'MJET_2K' // s$  // Thanks, Jethro. I'm a think about it, and I'll holla at you.
05A9: s$1469[10] = 'MJET_2L' // s$  // Later, man.
04AE: $1448[0] = 26615 // = constant 
04AE: $1448[1] = 26616 // = constant 
04AE: $1448[2] = 26617 // = constant 
04AE: $1448[3] = 26618 // = constant 
04AE: $1448[4] = 26619 // = constant 
04AE: $1448[5] = 26620 // = constant 
04AE: $1448[6] = 26621 // = constant 
04AE: $1448[7] = 26622 // = constant 
04AE: $1448[8] = 26623 // = constant 
04AE: $1448[9] = 26624 // = constant 
04AE: $1448[10] = 26625 // = constant 
$1446 = 10 
jump @CELLFON_13258 

:CELLFON_12076
05A9: s$1469[0] = 'MJET_3A' // s$  // Hello!
05A9: s$1469[1] = 'MJET_3B' // s$  // Yo, it's Jethro, man.
05A9: s$1469[2] = 'MJET_3C' // s$  // Listen, me an' Cesar have used our contacts to, like, get a wish list of cars,
05A9: s$1469[3] = 'MJET_3D' // s$  // but we'll need to turn them around real quick, dude.
05A9: s$1469[4] = 'MJET_3E' // s$  // Now there's a showroom round the block that's come up for sale
05A9: s$1469[5] = 'MJET_3F' // s$  // and I thought it would be a good idea to make things look as legitimate as possible.
05A9: s$1469[6] = 'MJET_3G' // s$  // Yeah, that's a great idea man, I'm a look in to it.
05A9: s$1469[7] = 'MJET_3H' // s$  // I'm a holla at you.
04AE: $1448[0] = 26626 // = constant 
04AE: $1448[1] = 26627 // = constant 
04AE: $1448[2] = 26628 // = constant 
04AE: $1448[3] = 26629 // = constant 
04AE: $1448[4] = 26630 // = constant 
04AE: $1448[5] = 26631 // = constant 
04AE: $1448[6] = 26632 // = constant 
04AE: $1448[7] = 26633 // = constant 
$1446 = 7 
jump @CELLFON_13258 

:CELLFON_12266
05A9: s$1469[0] = 'SHRK_1A' // s$  // Hey, Mr. Johnson. Just a friendly reminder that you owe me money.
05A9: s$1469[1] = 'SHRK_1B' // s$  // Don't be a stranger.
04AE: $1448[0] = 34814 // = constant 
04AE: $1448[1] = 34815 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12328
05A9: s$1469[0] = 'SHRK_2A' // s$  // Hello, Carl Johnson.
05A9: s$1469[1] = 'SHRK_2B' // s$  // You owe me money and I would consider it polite if you paid it back, understand?
04AE: $1448[0] = 34816 // = constant 
04AE: $1448[1] = 34817 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12390
05A9: s$1469[0] = 'SHRK_3A' // s$  // Mr. Carl Johnson. My records show that you owe me money.
05A9: s$1469[1] = 'SHRK_3B' // s$  // Probably just slipped your mind, but I thought I'd just jog your memory.
04AE: $1448[0] = 34818 // = constant 
04AE: $1448[1] = 34819 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12452
05A9: s$1469[0] = 'SHRK_4A' // s$  // Mr. Johnson! I haven't seen you for a while, and you owe me money!
05A9: s$1469[1] = 'SHRK_4B' // s$  // Consider your position and that of your friends and family!
04AE: $1448[0] = 34820 // = constant 
04AE: $1448[1] = 34821 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12514
05A9: s$1469[0] = 'SHRK_5A' // s$  // Carl! I hope you're not spending too much cash. Especially since you've owed me money for so long.
05A9: s$1469[1] = 'SHRK_5B' // s$  // Don't make an enemy of me, Carl.
04AE: $1448[0] = 34822 // = constant 
04AE: $1448[1] = 34823 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12576
05A9: s$1469[0] = 'SHRK_6A' // s$  // Carl Johnson. I hear you have a sister.
05A9: s$1469[1] = 'SHRK_6B' // s$  // Don't make me explain to her why you owe me so much money!
04AE: $1448[0] = 34824 // = constant 
04AE: $1448[1] = 34825 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12638
05A9: s$1469[0] = 'SHRK_7A' // s$  // I'm a patient man, Mr. Johnson, but I'm also a businessman, understand?
05A9: s$1469[1] = 'SHRK_7B' // s$  // You owe me money, Carl, think about it.
04AE: $1448[0] = 34826 // = constant 
04AE: $1448[1] = 34827 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12700
05A9: s$1469[0] = 'SHRK_8A' // s$  // Mr. Johnson, you owe me money.
05A9: s$1469[1] = 'SHRK_8B' // s$  // A business relationship is built on trust and mutual respect. Think about it.
04AE: $1448[0] = 34828 // = constant 
04AE: $1448[1] = 34829 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12762
05A9: s$1469[0] = 'SHRK_9A' // s$  // Mr. Johnson, I hear you're in the neighborhood!
05A9: s$1469[1] = 'SHRK_9B' // s$  // Some of my associates will be paying you a visit to talk about your debts.
04AE: $1448[0] = 34830 // = constant 
04AE: $1448[1] = 34831 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12824
05A9: s$1469[0] = 'SHRK10A' // s$  // Carl Johnson. Little bird told me you're in town.
05A9: s$1469[1] = 'SHRK10B' // s$  // You should have listened to me and paid your debts.
04AE: $1448[0] = 34800 // = constant 
04AE: $1448[1] = 34801 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12886
05A9: s$1469[0] = 'SHRK11A' // s$  // A man of honor pays his debts, Mr. Johnson.
05A9: s$1469[1] = 'SHRK11B' // s$  // You've left me no choice but to treat you with the same lack of respect you've shown me.
04AE: $1448[0] = 34802 // = constant 
04AE: $1448[1] = 34803 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_12948
05A9: s$1469[0] = 'SHRK12A' // s$  // I am not a charity, Mr. Johnson, I'm a businessman.
05A9: s$1469[1] = 'SHRK12B' // s$  // You should have paid up while you had the chance.
04AE: $1448[0] = 34804 // = constant 
04AE: $1448[1] = 34805 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_13010
05A9: s$1469[0] = 'SHRK13A' // s$  // Mr. Johnson, I want my fucking money!
05A9: s$1469[1] = 'SHRK13B' // s$  // I'm sending someone round to pay you a little courtesy call.
04AE: $1448[0] = 34806 // = constant 
04AE: $1448[1] = 34807 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_13072
05A9: s$1469[0] = 'SHRK14A' // s$  // I don't think you're getting the message, Mr. Johnson: I WANT MY MONEY!
05A9: s$1469[1] = 'SHRK14B' // s$  // I'll let you negotiate with my, eh, collection department.
04AE: $1448[0] = 34808 // = constant 
04AE: $1448[1] = 34809 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_13134
05A9: s$1469[0] = 'SHRK15A' // s$  // The time for pleasantries is past, Mr. Johnson.
05A9: s$1469[1] = 'SHRK15B' // s$  // You've given me no choice but to get a little more persuasive about your debt problems.
04AE: $1448[0] = 34810 // = constant 
04AE: $1448[1] = 34811 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_13196
05A9: s$1469[0] = 'SHRK16A' // s$  // You had your chance to pay me, Mr. Johnson.
05A9: s$1469[1] = 'SHRK16B' // s$  // You've left me no option in this matter - I WANT MY MONEY!
04AE: $1448[0] = 34812 // = constant 
04AE: $1448[1] = 34813 // = constant 
$1446 = 1 
jump @CELLFON_13258 

:CELLFON_13258
jump @CELLFON_18044 

:CELLFON_13265
0871: init_jump_table $1436 total_jumps 54 default_jump 0 @CELLFON_18044 jumps 70 @CELLFON_13724 71 @CELLFON_13782 72 @CELLFON_13840 73 @CELLFON_13898 74 @CELLFON_13956 75 @CELLFON_14014 76 @CELLFON_14072 
0872: jump_table_jumps 77 @CELLFON_14130 80 @CELLFON_14444 81 @CELLFON_14502 82 @CELLFON_14560 83 @CELLFON_14618 84 @CELLFON_14676 85 @CELLFON_14734 86 @CELLFON_14792 87 @CELLFON_14850 
0872: jump_table_jumps 90 @CELLFON_15120 91 @CELLFON_15178 92 @CELLFON_15236 93 @CELLFON_15294 94 @CELLFON_15352 95 @CELLFON_15410 96 @CELLFON_15468 97 @CELLFON_15526 100 @CELLFON_15818 
0872: jump_table_jumps 101 @CELLFON_15876 102 @CELLFON_15934 103 @CELLFON_15992 104 @CELLFON_16050 105 @CELLFON_16108 106 @CELLFON_16166 107 @CELLFON_16224 110 @CELLFON_16670 111 @CELLFON_16728 
0872: jump_table_jumps 112 @CELLFON_16786 113 @CELLFON_16844 114 @CELLFON_16902 115 @CELLFON_16960 116 @CELLFON_17018 117 @CELLFON_17076 120 @CELLFON_17346 121 @CELLFON_17404 122 @CELLFON_17462 
0872: jump_table_jumps 123 @CELLFON_17520 124 @CELLFON_17578 125 @CELLFON_17636 126 @CELLFON_17694 127 @CELLFON_17752 130 @CELLFON_14188 131 @CELLFON_14908 132 @CELLFON_15584 133 @CELLFON_16282 
0872: jump_table_jumps 134 @CELLFON_17134 135 @CELLFON_17810 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 

:CELLFON_13724
05A9: s$1469[0] = 'MDEN_2A' // s$  // Yo, Carl, it's me, Denise. Whassappening? We gonna hang out or what?
05A9: s$1469[1] = 'MDEN_2D' // s$  // OK sure, baby, I'll swing by and pick you up!
04AE: $1448[0] = 25411 // = constant 
04AE: $1448[1] = 25412 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_13782
05A9: s$1469[0] = 'MDEN_3A' // s$  // Whattup Carl? It's Denise, you down for doing some shit?
05A9: s$1469[1] = 'MDEN_3B' // s$  // I hear you, baby! I'll drop by later.
04AE: $1448[0] = 25413 // = constant 
04AE: $1448[1] = 25414 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_13840
05A9: s$1469[0] = 'MDEN_4A' // s$  // Homie, it's Denise. I need some attention - don't make me come and put a cap in yo'ass!
05A9: s$1469[1] = 'MDEN_4D' // s$  // I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $1448[0] = 25415 // = constant 
04AE: $1448[1] = 25416 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_13898
05A9: s$1469[0] = 'MDEN_5A' // s$  // Carl, it's Denise. Where you been, baby, I'm getting lonely!
05A9: s$1469[1] = 'MDEN_5B' // s$  // Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $1448[0] = 25417 // = constant 
04AE: $1448[1] = 25418 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_13956
05A9: s$1469[0] = 'MDEN_6A' // s$  // Hey, it's Denise. You gonna come 'round and make me feel special?
05A9: s$1469[1] = 'MDEN_6D' // s$  // Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $1448[0] = 25419 // = constant 
04AE: $1448[1] = 25420 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14014
05A9: s$1469[0] = 'MDEN_7D' // s$  // CJ, its me, Denise! I'm getting real lonely here without you. Maybe I should date one of your friends instead.
05A9: s$1469[1] = 'MDEN_4D' // s$  // I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $1448[0] = 25421 // = constant 
04AE: $1448[1] = 25416 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14072
05A9: s$1469[0] = 'MDEN_8D' // s$  // Please, CJ, don't treat me like some worthless trash! I miss you honey!
05A9: s$1469[1] = 'MDEN_6D' // s$  // Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $1448[0] = 25422 // = constant 
04AE: $1448[1] = 25420 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14130
05A9: s$1469[0] = 'MDEN_9D' // s$  // C'mon, CJ, please! Don't treat me like a ho. I'm a homegirl, not a ho. Come on.
05A9: s$1469[1] = 'MDEN_5B' // s$  // Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $1448[0] = 25423 // = constant 
04AE: $1448[1] = 25418 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14188
05A9: s$1469[0] = 'MDEN_1A' // s$  // Hey, girl.
05A9: s$1469[1] = 'MDEN_1B' // s$  // Chickenhead asshole!
05A9: s$1469[2] = 'MDEN_1C' // s$  // What? Denise?
05A9: s$1469[3] = 'MDEN_1D' // s$  // Don't even think about sweet-talking me, you no good crack pusher!
05A9: s$1469[4] = 'MDEN_1E' // s$  // What? What you on about, girl?
05A9: s$1469[5] = 'MDEN_1F' // s$  // I'd heard the rumors about you Grove Street cluckers, about Big Smoke an' all,
05A9: s$1469[6] = 'MDEN_1G' // s$  // but I thought I'll give this boy a chance.
05A9: s$1469[7] = 'MDEN_1H' // s$  // But all my friends were right.
05A9: s$1469[8] = 'MDEN_1J' // s$  // Only some base-pushing asshole would treat a girl like this!
05A9: s$1469[9] = 'MDEN_1K' // s$  // Now wait a minute!
05A9: s$1469[10] = 'MDEN_1L' // s$  // Can it, Carl. We're over, finished.
04AE: $1448[0] = 25400 // = constant 
04AE: $1448[1] = 25401 // = constant 
04AE: $1448[2] = 25402 // = constant 
04AE: $1448[3] = 25403 // = constant 
04AE: $1448[4] = 25404 // = constant 
04AE: $1448[5] = 25405 // = constant 
04AE: $1448[6] = 25406 // = constant 
04AE: $1448[7] = 25407 // = constant 
04AE: $1448[8] = 25408 // = constant 
04AE: $1448[9] = 25409 // = constant 
04AE: $1448[10] = 25410 // = constant 
$1446 = 10 
jump @CELLFON_18044 

:CELLFON_14444
05A9: s$1469[0] = 'MMICH2A' // s$  // Hey, Carl, it's Michelle. You want to come over and talk cam shafts?
05A9: s$1469[1] = 'MMICH2B' // s$  // Hey, Michelle! I'm a come get you in my new whip
04AE: $1448[0] = 27609 // = constant 
04AE: $1448[1] = 27610 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14502
05A9: s$1469[0] = 'MMICH3A' // s$  // CJ, it's Michelle! I was thinking of going for a ride or something, you want to?
05A9: s$1469[1] = 'MMICH3D' // s$  // Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $1448[0] = 27611 // = constant 
04AE: $1448[1] = 27612 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14560
05A9: s$1469[0] = 'MMICH4A' // s$  // Hey CJ, it's Michelle, what's going on, man? You wanna come over?
05A9: s$1469[1] = 'MMICH4B' // s$  // Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $1448[0] = 27613 // = constant 
04AE: $1448[1] = 27614 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14618
05A9: s$1469[0] = 'MMICH5A' // s$  // It's me, Michelle! Get over here and put your charm to good use, man!
05A9: s$1469[1] = 'MMICH5D' // s$  // Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $1448[0] = 27615 // = constant 
04AE: $1448[1] = 27616 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14676
05A9: s$1469[0] = 'MMICH6A' // s$  // Hi CJ! What you up to? You wanna go someplace, maybe?
05A9: s$1469[1] = 'MMICH6D' // s$  // My love, my dreams, baby! Stay right where you at, I'm coming over!
04AE: $1448[0] = 27617 // = constant 
04AE: $1448[1] = 27618 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14734
05A9: s$1469[0] = 'MMICH7D' // s$  // Hey CJ, it's Michelle. C'mon over and pick me up!
05A9: s$1469[1] = 'MMICH3D' // s$  // Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $1448[0] = 27619 // = constant 
04AE: $1448[1] = 27612 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14792
05A9: s$1469[0] = 'MMICH8D' // s$  // Hey, it's Michelle, come over CJ, I miss you!
05A9: s$1469[1] = 'MMICH5D' // s$  // Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $1448[0] = 27620 // = constant 
04AE: $1448[1] = 27616 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14850
05A9: s$1469[0] = 'MMICH9D' // s$  // Pick me up, CJ, pick me up! I miss you, man!
05A9: s$1469[1] = 'MMICH4B' // s$  // Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $1448[0] = 27621 // = constant 
04AE: $1448[1] = 27614 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_14908
05A9: s$1469[0] = 'MMICH1A' // s$  // Johnson by name, Johnson by nature!
05A9: s$1469[1] = 'MMICH1B' // s$  // You got that right, dick-for-brains!
05A9: s$1469[2] = 'MMICH1C' // s$  // Hey, Michelle, what's up, baby?
05A9: s$1469[3] = 'MMICH1D' // s$  // You don't know? Carl, you are a walking passion killer!
05A9: s$1469[4] = 'MMICH1E' // s$  // You haven't got a clue what a woman wants or how a lady likes to be treated!
05A9: s$1469[5] = 'MMICH1F' // s$  // C'mon, Michelle, I'm a fool for you, girl!
05A9: s$1469[6] = 'MMICH1G' // s$  // Fool's the word, alright, pig-headed asshole fool!
05A9: s$1469[7] = 'MMICH1H' // s$  // We're over, OK? Don't bother coming 'round no more!
05A9: s$1469[8] = 'MMICH1J' // s$  // Michelle, baby... Michelle?
04AE: $1448[0] = 27600 // = constant 
04AE: $1448[1] = 27601 // = constant 
04AE: $1448[2] = 27602 // = constant 
04AE: $1448[3] = 27603 // = constant 
04AE: $1448[4] = 27604 // = constant 
04AE: $1448[5] = 27605 // = constant 
04AE: $1448[6] = 27606 // = constant 
04AE: $1448[7] = 27607 // = constant 
04AE: $1448[8] = 27608 // = constant 
$1446 = 8 
jump @CELLFON_18044 

:CELLFON_15120
05A9: s$1469[0] = 'MHEL_2A' // s$  // Carl? Hey, it's Helena. Are we going to hang out again soon?
05A9: s$1469[1] = 'MHEL_2B' // s$  // Hey, Helena! I'll be over as soon as I can!
04AE: $1448[0] = 26214 // = constant 
04AE: $1448[1] = 26215 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15178
05A9: s$1469[0] = 'MHEL_3A' // s$  // Carl? Hey, I've been working hard and I'd love to relax again soon.
05A9: s$1469[1] = 'MHEL_3B' // s$  // Helena! Hold tight, baby, I'm coming on over!
04AE: $1448[0] = 26216 // = constant 
04AE: $1448[1] = 26217 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15236
05A9: s$1469[0] = 'MHEL_4A' // s$  // Carl, it's Helena! Hey you wanna have a little fun again soon?
05A9: s$1469[1] = 'MHEL_4B' // s$  // Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $1448[0] = 26218 // = constant 
04AE: $1448[1] = 26219 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15294
05A9: s$1469[0] = 'MHEL_6A' // s$  // Carl! I've been working sooo hard and I just need the attention of a dashing young man!
05A9: s$1469[1] = 'MHEL_6B' // s$  // Helena, baby, I was just thinking of calling you! I'll be right over there to get you!
04AE: $1448[0] = 26222 // = constant 
04AE: $1448[1] = 26223 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15352
05A9: s$1469[0] = 'MHEL_5A' // s$  // Carl, it's Helena! You think you can show me a good time? You naughty little man!
05A9: s$1469[1] = 'MHEL_5B' // s$  // No sweat, baby, I'm there before you know it!
04AE: $1448[0] = 26220 // = constant 
04AE: $1448[1] = 26221 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15410
05A9: s$1469[0] = 'MHELD7D' // s$  // Carl, its Helena, come on, we gotta hang out again soon.
05A9: s$1469[1] = 'MHEL_2B' // s$  // Hey, Helena! I'll be over as soon as I can!
04AE: $1448[0] = 26200 // = constant 
04AE: $1448[1] = 26215 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15468
05A9: s$1469[0] = 'MHELD9D' // s$  // Carl, c'est moi, Helena, come on, please, don't be a bastard!
05A9: s$1469[1] = 'MHEL_4B' // s$  // Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $1448[0] = 26202 // = constant 
04AE: $1448[1] = 26219 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15526
05A9: s$1469[0] = 'MHELD8D' // s$  // Carl, please, it's Helena - we gotta hang out again soon. Partying, you know.
05A9: s$1469[1] = 'MHEL_3B' // s$  // Helena! Hold tight, baby, I'm coming on over!
04AE: $1448[0] = 26201 // = constant 
04AE: $1448[1] = 26217 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15584
05A9: s$1469[0] = 'MHEL_1A' // s$  // Johnson's the name and loving's my game!
05A9: s$1469[1] = 'MHEL_1B' // s$  // You bastard waste of space!
05A9: s$1469[2] = 'MHEL_1C' // s$  // Helena? Whoa, now, I thought you was somebody else!
05A9: s$1469[3] = 'MHEL_1D' // s$  // Another ho, or one of your gang banging chums?
05A9: s$1469[4] = 'MHEL_1E' // s$  // Chums? Girl you gotta get out more!
05A9: s$1469[5] = 'MHEL_1F' // s$  // Well if the option is getting out with you or shooting my own leg off, I'm reaching for the gun!
05A9: s$1469[6] = 'MHEL_1G' // s$  // Look, Helena, girl c'mon!
05A9: s$1469[7] = 'MHEL_1H' // s$  // Don't you 'girl' me! I'm not one of your ghetto friends! In fact,
05A9: s$1469[8] = 'MHEL_1J' // s$  // Goodbye, Carl Johnson!
05A9: s$1469[9] = 'MHEL_1K' // s$  // Helena gimme a break! Helena? Shit.
04AE: $1448[0] = 26203 // = constant 
04AE: $1448[1] = 26204 // = constant 
04AE: $1448[2] = 26205 // = constant 
04AE: $1448[3] = 26206 // = constant 
04AE: $1448[4] = 26207 // = constant 
04AE: $1448[5] = 26208 // = constant 
04AE: $1448[6] = 26209 // = constant 
04AE: $1448[7] = 26210 // = constant 
04AE: $1448[8] = 26211 // = constant 
04AE: $1448[9] = 26212 // = constant 
$1446 = 9 
jump @CELLFON_18044 

:CELLFON_15818
05A9: s$1469[0] = 'MBARB2A' // s$  // Hi, it's Barbara. I thought we could hang out some time soon.
05A9: s$1469[1] = 'MBARB2D' // s$  // OK, Barbara, that sounds good. I'm gonna come by later.
04AE: $1448[0] = 24817 // = constant 
04AE: $1448[1] = 24818 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15876
05A9: s$1469[0] = 'MBARB3A' // s$  // Hello, CJ, I was hoping you were keeping out of trouble. You wanna go out?
05A9: s$1469[1] = 'MBARB3B' // s$  // Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $1448[0] = 24819 // = constant 
04AE: $1448[1] = 24820 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15934
05A9: s$1469[0] = 'MBARB4A' // s$  // CJ! Hi, it's Barbara! Let's get together, OK?
05A9: s$1469[1] = 'MBARB4D' // s$  // I'm coming over there, you better have those cuffs ready!
04AE: $1448[0] = 24821 // = constant 
04AE: $1448[1] = 24822 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_15992
05A9: s$1469[0] = 'MBARB5A' // s$  // Hello, it's Barbara. Take me out, baby, take me out!
05A9: s$1469[1] = 'MBARB5D' // s$  // Hello Officer Schternvart! - I'll see you in five.
04AE: $1448[0] = 24823 // = constant 
04AE: $1448[1] = 24824 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16050
05A9: s$1469[0] = 'MBARB6A' // s$  // Hey, CJ, it's Barbara. Let's go out and do something!
05A9: s$1469[1] = 'MBARB6B' // s$  // Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $1448[0] = 24825 // = constant 
04AE: $1448[1] = 24826 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16108
05A9: s$1469[0] = 'MBARB7D' // s$  // CJ, it's Barbara, what you waiting for, come on over!
05A9: s$1469[1] = 'MBARB5D' // s$  // Hello Officer Schternvart! - I'll see you in five.
04AE: $1448[0] = 24827 // = constant 
04AE: $1448[1] = 24824 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16166
05A9: s$1469[0] = 'MBARB8D' // s$  // Hey, it's Barbara! Get over here and lets do something!
05A9: s$1469[1] = 'MBARB3B' // s$  // Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $1448[0] = 24828 // = constant 
04AE: $1448[1] = 24820 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16224
05A9: s$1469[0] = 'MBARB9D' // s$  // CJ, it's Barbara - get over here and take me out, honey!
05A9: s$1469[1] = 'MBARB6B' // s$  // Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $1448[0] = 24829 // = constant 
04AE: $1448[1] = 24826 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16282
05A9: s$1469[0] = 'MBARB1A' // s$  // Badass CJ, one-man crime wave and all-round ghetto star!
05A9: s$1469[1] = 'MBARB1B' // s$  // I knew it! You fucking piece of shit, I knew it!
05A9: s$1469[2] = 'MBARB1C' // s$  // Who is this?
05A9: s$1469[3] = 'MBARB1D' // s$  // It's Barbara, you asshole! I thought you were a nice guy!
05A9: s$1469[4] = 'MBARB1E' // s$  // You said you'd be good for me!
05A9: s$1469[5] = 'MBARB1F' // s$  // You realize how hard it is for a divorcee to find a man, ANY man?
05A9: s$1469[6] = 'MBARB1G' // s$  // Oh shut up, listen to yourself!
05A9: s$1469[7] = 'MBARB1H' // s$  // What? Listen to MY self? Listen to MY self?
05A9: s$1469[8] = 'MBARB1J' // s$  // Yeah, always going on about how you damaged goods and shit!
05A9: s$1469[9] = 'MBARB1K' // s$  // You try bringing up a kid and holding down a job on your own!
05A9: s$1469[10] = 'MBARB1L' // s$  // That bastard tore out my heart! My HEART, Carl!
05A9: s$1469[11] = 'MBARB1M' // s$  // Bitch, you been heartless from the day you popped out.
05A9: s$1469[12] = 'MBARB1N' // s$  // Bet that poor bastard put up with you for years before he got the guts,
05A9: s$1469[13] = 'MBARB1O' // s$  // No, THE HELP to escape!
05A9: s$1469[14] = 'MBARB1P' // s$  // You bastard! YOU BASTARD! I have friends in the force!
05A9: s$1469[15] = 'MBARB1Q' // s$  // They'll hunt you down! You're going to jail, Carl, do you hear me, JAIL!
05A9: s$1469[16] = 'MBARB1R' // s$  // Shut the fuck up, bitch!
04AE: $1448[0] = 24800 // = constant 
04AE: $1448[1] = 24801 // = constant 
04AE: $1448[2] = 24802 // = constant 
04AE: $1448[3] = 24803 // = constant 
04AE: $1448[4] = 24804 // = constant 
04AE: $1448[5] = 24805 // = constant 
04AE: $1448[6] = 24806 // = constant 
04AE: $1448[7] = 24807 // = constant 
04AE: $1448[8] = 24808 // = constant 
04AE: $1448[9] = 24809 // = constant 
04AE: $1448[10] = 24810 // = constant 
04AE: $1448[11] = 24811 // = constant 
04AE: $1448[12] = 24812 // = constant 
04AE: $1448[13] = 24813 // = constant 
04AE: $1448[14] = 24814 // = constant 
04AE: $1448[15] = 24815 // = constant 
04AE: $1448[16] = 24816 // = constant 
$1446 = 16 
jump @CELLFON_18044 

:CELLFON_16670
05A9: s$1469[0] = 'MZAHN2A' // s$  // Hey, Carl, it's Katie. You wanna go do something soon, I'm bored?
05A9: s$1469[1] = 'MZAHN2D' // s$  // Katie! I'll be over as soon as I finish up here.
04AE: $1448[0] = 30209 // = constant 
04AE: $1448[1] = 30210 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16728
05A9: s$1469[0] = 'MZAHN3A' // s$  // Carl, it's Katie, when you going to take me out, huh?
05A9: s$1469[1] = 'MZAHN3B' // s$  // Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $1448[0] = 30211 // = constant 
04AE: $1448[1] = 30212 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16786
05A9: s$1469[0] = 'MZAHN4A' // s$  // Hi, it's me, Katie! I got a bit of spare time, and was wondering if you would take me out?...
05A9: s$1469[1] = 'MZAHN4D' // s$  // Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $1448[0] = 30213 // = constant 
04AE: $1448[1] = 30214 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16844
05A9: s$1469[0] = 'MZAHN5A' // s$  // Carl? It's Katie! Let's go out!
05A9: s$1469[1] = 'MZAHN5B' // s$  // Katie, I was just about to call you! I'm gonna swing by and scoop you.
04AE: $1448[0] = 30215 // = constant 
04AE: $1448[1] = 30216 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16902
05A9: s$1469[0] = 'MZAHN6A' // s$  // Hey babe, it's Katie. Let's go out up town or something!
05A9: s$1469[1] = 'MZAHN6D' // s$  // Hey sweet thang! I'm coming over to take you out - get ready!
04AE: $1448[0] = 30217 // = constant 
04AE: $1448[1] = 30218 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_16960
05A9: s$1469[0] = 'MZAHN7D' // s$  // Hey, CJ, it's Katie, take me out, take me out!
05A9: s$1469[1] = 'MZAHN2D' // s$  // Katie! I'll be over as soon as I finish up here.
04AE: $1448[0] = 30219 // = constant 
04AE: $1448[1] = 30210 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17018
05A9: s$1469[0] = 'MZAHN9D' // s$  // Hi, it's Katie, I really miss you, baby, come pick me up!
05A9: s$1469[1] = 'MZAHN4D' // s$  // Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $1448[0] = 30221 // = constant 
04AE: $1448[1] = 30214 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17076
05A9: s$1469[0] = 'MZAHN8D' // s$  // Hey CJ, it's Katie, I wanna see you, baby!
05A9: s$1469[1] = 'MZAHN3B' // s$  // Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $1448[0] = 30220 // = constant 
04AE: $1448[1] = 30212 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17134
05A9: s$1469[0] = 'MZAHN1A' // s$  // Hello, Carl Johnson, friend to all the ladies!
05A9: s$1469[1] = 'MZAHN1B' // s$  // So I've heard, you piece of shit!
05A9: s$1469[2] = 'MZAHN1C' // s$  // Katie? Katie! Hey, girl, I was just about to call you!
05A9: s$1469[3] = 'MZAHN1D' // s$  // You're always 'just about to call' me you cheap bastard!
05A9: s$1469[4] = 'MZAHN1E' // s$  // Look, baby, I know I've been a dog, but shit I've been out here-
05A9: s$1469[5] = 'MZAHN1F' // s$  // Can it! I've given you chance after chance, but I'm not taking any more shit,
05A9: s$1469[6] = 'MZAHN1G' // s$  // I deserve better than you!
05A9: s$1469[7] = 'MZAHN1H' // s$  // Katie, sweet baby, you gotta give me one last chance!
05A9: s$1469[8] = 'MZAHN1J' // s$  // Too late, Carl, you blew it!
04AE: $1448[0] = 30200 // = constant 
04AE: $1448[1] = 30201 // = constant 
04AE: $1448[2] = 30202 // = constant 
04AE: $1448[3] = 30203 // = constant 
04AE: $1448[4] = 30204 // = constant 
04AE: $1448[5] = 30205 // = constant 
04AE: $1448[6] = 30206 // = constant 
04AE: $1448[7] = 30207 // = constant 
04AE: $1448[8] = 30208 // = constant 
$1446 = 8 
jump @CELLFON_18044 

:CELLFON_17346
05A9: s$1469[0] = 'MMILL3A' // s$  // Hi, Carl, you want to go out?
05A9: s$1469[1] = 'MMILL3B' // s$  // Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $1448[0] = 27822 // = constant 
04AE: $1448[1] = 27823 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17404
05A9: s$1469[0] = 'MMILL4A' // s$  // Hey, Carl, let's hit the town or something!
05A9: s$1469[1] = 'MMILL4D' // s$  // Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $1448[0] = 27824 // = constant 
04AE: $1448[1] = 27825 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17462
05A9: s$1469[0] = 'MMILL5A' // s$  // CJ! You forgotten about me?
05A9: s$1469[1] = 'MMILL5D' // s$  // Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $1448[0] = 27826 // = constant 
04AE: $1448[1] = 27827 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17520
05A9: s$1469[0] = 'MMILL6A' // s$  // Carl Johnson, have you been a good boy?
05A9: s$1469[1] = 'MMILL6B' // s$  // Well hi, Millie! Don't move yo'sweet ass, I'm coming right over!
04AE: $1448[0] = 27828 // = constant 
04AE: $1448[1] = 27829 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17578
05A9: s$1469[0] = 'MMILL7A' // s$  // CJ, I think I've been a VERY naughty girl!
05A9: s$1469[1] = 'MMILL7D' // s$  // I was just thinking about you, Millie! Be over your place as quick as!
04AE: $1448[0] = 27830 // = constant 
04AE: $1448[1] = 27831 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17636
05A9: s$1469[0] = 'MMILL8D' // s$  // CJ, let's go out someplace!
05A9: s$1469[1] = 'MMILL3B' // s$  // Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $1448[0] = 27832 // = constant 
04AE: $1448[1] = 27823 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17694
05A9: s$1469[0] = 'MMILL9D' // s$  // Hey CJ, let's do something!
05A9: s$1469[1] = 'MMILL4D' // s$  // Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $1448[0] = 27833 // = constant 
04AE: $1448[1] = 27825 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17752
05A9: s$1469[0] = 'MMIL10D' // s$  // I knocked off an hour ago - let's party!
05A9: s$1469[1] = 'MMILL5D' // s$  // Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $1448[0] = 27800 // = constant 
04AE: $1448[1] = 27827 // = constant 
$1446 = 1 
jump @CELLFON_18044 

:CELLFON_17810
05A9: s$1469[0] = 'MMILL1A' // s$  // This better be good!
05A9: s$1469[1] = 'MMILL1B' // s$  // 'Fraid not, Carl. I don't want to see you any more.
05A9: s$1469[2] = 'MMILL1C' // s$  // What? Why? What I do?
05A9: s$1469[3] = 'MMILL1D' // s$  // You treat me like shit. You dress like shit.
05A9: s$1469[4] = 'MMILL1E' // s$  // You wine and dine like shit.
05A9: s$1469[5] = 'MMILL1F' // s$  // But... but... well... shit...
05A9: s$1469[6] = 'MMILL1G' // s$  // It's unanimous then, Carl Johnson is a shit. See you around, Carl!
05A9: s$1469[7] = 'MMILL1H' // s$  // Do NOT say, "like a doughnut!"
05A9: s$1469[8] = 'MMILL1J' // s$  // Like a big round shit.
05A9: s$1469[9] = 'MMILL1K' // s$  // Shit.
04AE: $1448[0] = 27801 // = constant 
04AE: $1448[1] = 27802 // = constant 
04AE: $1448[2] = 27803 // = constant 
04AE: $1448[3] = 27804 // = constant 
04AE: $1448[4] = 27805 // = constant 
04AE: $1448[5] = 27806 // = constant 
04AE: $1448[6] = 27807 // = constant 
04AE: $1448[7] = 27808 // = constant 
04AE: $1448[8] = 27809 // = constant 
04AE: $1448[9] = 27810 // = constant 
$1446 = 9 
jump @CELLFON_18044 

:CELLFON_18044
return 

:MOB_LA1
set_wb_check_to 0 
thread 'MOB_LA1' 

:MOB_LA1_15
wait 90 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_LA1_56 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_LA1_56
if 
  $24 > 0 
else_jump @MOB_LA1_76 
end_thread 

:MOB_LA1_76
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_LA1_1712 
if 
  $38 == 1 
else_jump @MOB_LA1_1705 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_LA1_1705 
if 
  $447 > 0 
else_jump @MOB_LA1_293 
if 
  2 > $451 
else_jump @MOB_LA1_293 
if 
  $64 == 3 
else_jump @MOB_LA1_293 
if 
  $1371 == 0 
else_jump @MOB_LA1_293 
$1436 = 19 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_254 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_254
if 
  $1438 == 1 
else_jump @MOB_LA1_279 
$1371 = 1 

:MOB_LA1_279
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_293
if 
  $451 > 0 
else_jump @MOB_LA1_414 
if 
  $1373 == 0 
else_jump @MOB_LA1_414 
$1436 = 9 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_375 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_375
if 
  $1438 == 1 
else_jump @MOB_LA1_400 
$1373 = 1 

:MOB_LA1_400
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_414
if 
  $454 == 4 
else_jump @MOB_LA1_568 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if or
  $33 >= 20 
  6 > $33 
else_jump @MOB_LA1_568 
if 
  $1366 == 0 
else_jump @MOB_LA1_568 
$1436 = 6 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_529 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_529
if 
  $1438 == 1 
else_jump @MOB_LA1_554 
$1366 = 1 

:MOB_LA1_554
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_568
if 
  $451 > 2 
else_jump @MOB_LA1_1216 
if 
  $1372 == 0 
else_jump @MOB_LA1_1216 
0653: $1509 = float_stat 21 
if 
  450.0 > $1509 
else_jump @MOB_LA1_639 
$1436 = 20 

:MOB_LA1_639
if 
  $1509 >= 450.0 
else_jump @MOB_LA1_667 
$1436 = 21 

:MOB_LA1_667
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_706 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_706
if 
  $1438 == 1 
else_jump @MOB_LA1_1202 
$1372 = 1 
fade 0 500 

:MOB_LA1_738
if 
fading 
else_jump @MOB_LA1_762 
wait 0 
jump @MOB_LA1_738 

:MOB_LA1_762
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_LA1_819 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A1: put_actor $PLAYER_ACTOR at 2228.891 -1737.128 12.3906 

:MOB_LA1_819
00BE: text_clear_all 
03CB: set_rendering_origin_at 2228.517 -1734.274 15.744 
0164: disable_marker $121 
04CE: $121 = create_icon_marker 54 at 2228.0 -1722.811 12.5543 
015F: set_camera_position 2228.094 -1735.179 15.6865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2228.517 -1734.274 15.744 switchstyle 2 
wait 500 
fade 1 1000 
03E5: show_text_box 'GYMHELP'  // If you want to increase your stamina or muscle, OR if you want to learn new moves, check out the gyms around San Andreas.
wait 5000 
03E5: show_text_box 'DUMBELL'  // Go to the dumbbell icon (displayed on the radar) and check out the gym.
03E7: flash_hud_component 8 
wait 5000 
03E7: flash_hud_component -1 
fade 0 500 

:MOB_LA1_975
if 
fading 
else_jump @MOB_LA1_999 
wait 0 
jump @MOB_LA1_975 

:MOB_LA1_999
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_LA1_1059 
$70 -= 0.5 
00A1: put_actor $PLAYER_ACTOR at $68 $69 $70 
03CB: set_rendering_origin_at $68 $69 $70 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:MOB_LA1_1059
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0164: disable_marker $121 
0570: $121 = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $121 radar_mode 2 
0570: $4017 = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $4017 radar_mode 2 
0570: $4018 = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $4018 radar_mode 2 
wait 500 
fade 1 1000 

:MOB_LA1_1202
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_1216
if 
  $454 > 1 
else_jump @MOB_LA1_1367 
if 
  $1367 == 0 
else_jump @MOB_LA1_1367 
$1436 = 12 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_1298 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_1298
if 
  $1438 == 1 
else_jump @MOB_LA1_1353 
$1367 = 1 
create_thread @CRASH 
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $443 at $476 $477 $478 

:MOB_LA1_1353
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_1367
if 
  $451 > 6 
else_jump @MOB_LA1_1525 
if 
  $1368 == 0 
else_jump @MOB_LA1_1525 
$1436 = 7 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_1449 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_1449
if 
  $1438 == 1 
else_jump @MOB_LA1_1511 
$1368 = 1 
create_thread @CESAR 
0164: disable_marker $439 
02A7: $439 = create_icon_marker_and_sphere $446 at $479 $480 $481 
018B: set_marker $439 radar_mode 2 

:MOB_LA1_1511
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_1525
if 
  $451 > 6 
else_jump @MOB_LA1_1705 
if 
  $455 > 0 
else_jump @MOB_LA1_1705 
if 
  $1370 == 0 
else_jump @MOB_LA1_1705 
$1436 = 18 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA1_1625 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA1_1625
if 
  $1438 == 1 
else_jump @MOB_LA1_1691 
$1370 = 1 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at 1365.251 -1280.12 12.5469 

:MOB_LA1_1691
gosub @MOB_GF_3356 
jump @MOB_LA1_15 

:MOB_LA1_1705
jump @MOB_LA1_1719 

:MOB_LA1_1712
$14 = 0 

:MOB_LA1_1719
jump @MOB_LA1_15 

:MOB_CAT
set_wb_check_to 0 
thread 'MOB_CAT' 

:MOB_CAT_15
wait 120 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_CAT_56 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_CAT_56
if 
  $1435 == 1 
else_jump @MOB_CAT_76 
end_thread 

:MOB_CAT_76
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_CAT_1215 
if 
  $38 == 1 
else_jump @MOB_CAT_1208 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_CAT_1208 
if 
  $492 > 0 
else_jump @MOB_CAT_286 
if 
  $1380 == 0 
else_jump @MOB_CAT_286 
$1436 = 8 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_218 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_218
if 
  $1438 == 1 
else_jump @MOB_CAT_272 
$1380 = 1 
create_thread @CAT 
0164: disable_marker $482 
02A7: $482 = create_icon_marker_and_sphere 37 at $510 $516 $522 

:MOB_CAT_272
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_286
if 
  $492 > 0 
else_jump @MOB_CAT_407 
if 
  $1383 == 0 
else_jump @MOB_CAT_407 
$1436 = 24 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_368 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_368
if 
  $1438 == 1 
else_jump @MOB_CAT_393 
$1383 = 1 

:MOB_CAT_393
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_407
if and
  $490 == 0 
  $63 == 1 
else_jump @MOB_CAT_565 
if 
  $1381 == 0 
else_jump @MOB_CAT_565 
$1436 = 15 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_496 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_496
if 
  $1438 == 1 
else_jump @MOB_CAT_551 
$1381 = 1 
create_thread @TRU 
0164: disable_marker $485 
02A7: $485 = create_icon_marker_and_sphere $487 at $499 $500 $501 

:MOB_CAT_551
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_565
if 
  $63 == 3 
else_jump @MOB_CAT_866 
if 
  $1385 == 0 
else_jump @MOB_CAT_866 
$1436 = 0 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_647 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_647
if 
  $1438 == 1 
else_jump @MOB_CAT_852 
$1385 = 1 
076C: set_zone 'ELCO1' gang 2 density_to 40 
076C: set_zone 'ELCO2' gang 2 density_to 40 
076C: set_zone 'ELCO1' gang 7 density_to 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 2 density_to 30 
076C: set_zone 'LMEX1B' gang 2 density_to 30 
076C: set_zone 'LMEX1A' gang 7 density_to 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 

:MOB_CAT_852
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_866
if and
  $63 > 1 
  $491 == 0 
else_jump @MOB_CAT_1047 
if 
  $1386 == 0 
else_jump @MOB_CAT_1047 
$1436 = 10 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_955 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_955
if 
  $1438 == 1 
else_jump @MOB_CAT_1033 
$1386 = 1 
create_thread @BCESAR 
0164: disable_marker $484 
02A7: $484 = create_icon_marker_and_sphere $446 at $502 $503 $504 
018B: set_marker $484 radar_mode 2 
00BB: show_text_lowpriority GXT 'BC4_1' time 8000 flag 1  // ~s~Find a car to race and meet up with ~b~Cesar~s~ at the race start.

:MOB_CAT_1033
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_1047
if and
  $63 > 3 
  $491 > 9 
else_jump @MOB_CAT_1208 
if 
  $1387 == 0 
else_jump @MOB_CAT_1208 
$1436 = 16 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_CAT_1136 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_CAT_1136
if 
  $1438 == 1 
else_jump @MOB_CAT_1194 
$1387 = 1 
0164: disable_marker $485 
02A7: $485 = create_icon_marker_and_sphere $487 at $496 $497 $498 
01F0: set_max_wanted_level_to 5 
$1435 = 1 

:MOB_CAT_1194
gosub @MOB_GF_3356 
jump @MOB_CAT_15 

:MOB_CAT_1208
jump @MOB_CAT_1222 

:MOB_CAT_1215
$14 = 0 

:MOB_CAT_1222
jump @MOB_CAT_15 

:MOB_SF
set_wb_check_to 0 
thread 'MOB_SF' 

:MOB_SF_15
wait 150 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_SF_57 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_SF_57
if 
  $1427 == 1 
else_jump @MOB_SF_131 
if 
  $1423 == 1 
else_jump @MOB_SF_131 
if 
  $1422 == 1 
else_jump @MOB_SF_131 
if 
  $1420 == 1 
else_jump @MOB_SF_131 
end_thread 

:MOB_SF_131
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_SF_2041 
if 
  $38 == 1 
else_jump @MOB_SF_2034 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_SF_2034 
if 
  $544 > 2 
else_jump @MOB_SF_342 
if 
  $1425 == 0 
else_jump @MOB_SF_342 
$1436 = 34 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_273 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_273
if 
  $1438 == 1 
else_jump @MOB_SF_328 
$1425 = 1 
create_thread @WUZI 
0164: disable_marker $523 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 

:MOB_SF_328
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_342
if 
  $540 > 0 
else_jump @MOB_SF_499 
if 
  $1419 == 0 
else_jump @MOB_SF_499 
$1436 = 29 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_424 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_424
if 
  $1438 == 1 
else_jump @MOB_SF_485 
$1419 = 1 
create_thread @BUY2 
0164: disable_marker $526 
02A7: $526 = create_icon_marker_and_sphere 47 at $2910[1] $2942[1] $2974[1] 
018B: set_marker $526 radar_mode 2 

:MOB_SF_485
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_499
if and
  $540 > 0 
  $3006 == 1 
else_jump @MOB_SF_657 
if 
  $1420 == 0 
else_jump @MOB_SF_657 
$1436 = 30 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_588 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_588
if 
  $1438 == 1 
else_jump @MOB_SF_643 
$1420 = 1 
create_thread @ZERO 
0164: disable_marker $526 
02A7: $526 = create_icon_marker_and_sphere $538 at $549 $550 $551 

:MOB_SF_643
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_657
if 
  $540 > 1 
else_jump @MOB_SF_881 
if 
  $1421 == 0 
else_jump @MOB_SF_881 
$1436 = 31 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_739 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_739
if 
  $1438 == 1 
else_jump @MOB_SF_867 
$1421 = 1 
create_thread @TRACE 
02A7: $595 = create_icon_marker_and_sphere 36 at $576 $577 $578 
018B: set_marker $595 radar_mode 2 
create_thread @BSCHOO 
0164: disable_marker $629 
0570: $629 = create_asset_radar_marker_with_icon 36 at $3754 $3755 $3756 
018B: set_marker $629 radar_mode 2 
create_thread @BIKES 
0164: disable_marker $631 
0570: $631 = create_asset_radar_marker_with_icon 36 at $3757 $3758 $3759 
018B: set_marker $631 radar_mode 2 

:MOB_SF_867
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_881
if 
  $85 == 1 
else_jump @MOB_SF_1086 
if 
  $1422 == 0 
else_jump @MOB_SF_1086 
$1436 = 32 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_963 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_963
if 
  $1438 == 1 
else_jump @MOB_SF_1072 
$1422 = 1 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0570: $527 = create_asset_radar_marker_with_icon 53 at $561[0] $565[0] $569[0] 
0570: $528 = create_asset_radar_marker_with_icon 53 at $561[1] $565[1] $569[1] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $561[2] $565[2] $569[2] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $561[3] $565[3] $569[3] 

:MOB_SF_1072
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_1086
if and
  $1428 == 1 
  $85 == 1 
else_jump @MOB_SF_1250 
if 
  $1423 == 0 
else_jump @MOB_SF_1250 
$1436 = 33 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_1175 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_1175
if 
  $1438 == 1 
else_jump @MOB_SF_1236 
$1423 = 1 
create_thread @BUY1 
0164: disable_marker $65 
02A7: $65 = create_icon_marker_and_sphere 13 at $2910[0] $2942[0] $2974[0] 
018B: set_marker $65 radar_mode 2 

:MOB_SF_1236
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_1250
if 
  $544 == 10 
else_jump @MOB_SF_1458 
if 
  $1428 == 0 
else_jump @MOB_SF_1458 
$1436 = 41 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_1332 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_1332
if 
  $1438 == 1 
else_jump @MOB_SF_1444 
$1428 = 1 
create_thread @DESERT 
0164: disable_marker $3119 
0215: destroy_pickup $864[16] 
0213: $864[16] = create_pickup #PICKUPSAVE type 3 at $885[16] $903[16] $921[16] 
$884 = 17 
0570: $3119 = create_asset_radar_marker_with_icon 35 at $885[16] $903[16] $921[16] 
018B: set_marker $3119 radar_mode 2 
0164: disable_marker $579 
02A7: $579 = create_icon_marker_and_sphere 37 at $600 $601 $602 

:MOB_SF_1444
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_1458
if 
  $592 > 0 
else_jump @MOB_SF_1600 
if 
  $1424 == 0 
else_jump @MOB_SF_1600 
$1436 = 42 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_1540 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_1540
if 
  $1438 == 1 
else_jump @MOB_SF_1586 
$1424 = 1 
0164: disable_marker $579 
02A7: $579 = create_icon_marker_and_sphere 37 at $600 $601 $602 

:MOB_SF_1586
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_1600
if 
  $592 > 1 
else_jump @MOB_SF_1743 
if 
  $1426 == 0 
else_jump @MOB_SF_1743 
$1436 = 43 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_1682 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_1682
if 
  $1438 == 1 
else_jump @MOB_SF_1729 
$1426 = 1 
0164: disable_marker $579 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 

:MOB_SF_1729
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_1743
if 
  $86 > 0 
else_jump @MOB_SF_2034 
if 
  $1427 == 0 
else_jump @MOB_SF_2034 
$1436 = 35 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_SF_1825 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_SF_1825
if 
  $1438 == 1 
else_jump @MOB_SF_2020 
$1427 = 1 
end_thread_named 'MOB_VEG' 
create_thread @MOB_VEG 
create_thread @CASINO 
0215: destroy_pickup $864[17] 
0213: $864[17] = create_pickup #PICKUPSAVE type 3 at $885[17] $903[17] $921[17] 
$884 = 18 
0570: $3120 = create_asset_radar_marker_with_icon 35 at $885[17] $903[17] $921[17] 
018B: set_marker $3120 radar_mode 2 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2026.603 1007.735 radius 20.0 
0299: activate_garage 'VECMOD' 
04CE: $3977 = create_icon_marker 27 at 2382.2 1044.0 9.8 
0629: change_integer_stat 327 to 1 
create_thread @LITCAS 

:MOB_SF_2020
gosub @MOB_GF_3356 
jump @MOB_SF_15 

:MOB_SF_2034
jump @MOB_SF_2048 

:MOB_SF_2041
$14 = 0 

:MOB_SF_2048
jump @MOB_SF_15 

:MOB_VEG
set_wb_check_to 0 
thread 'MOB_VEG' 

:MOB_VEG_15
wait 180 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_VEG_57 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_VEG_57
if 
  $1410 == 1 
else_jump @MOB_VEG_95 
if 
  $1406 == 1 
else_jump @MOB_VEG_95 
end_thread 

:MOB_VEG_95
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_VEG_2293 
if 
  $38 == 1 
else_jump @MOB_VEG_2286 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_VEG_2286 
if 
  $592 > 7 
else_jump @MOB_VEG_298 
if 
  $1413 == 0 
else_jump @MOB_VEG_298 
$1436 = 17 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_237 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_237
if 
  $1438 == 1 
else_jump @MOB_VEG_284 
$1413 = 1 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere $586 at $603 $604 $605 

:MOB_VEG_284
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_298
if and
  $597 > 0 
  $596 > 7 
else_jump @MOB_VEG_454 
if 
  $1402 == 0 
else_jump @MOB_VEG_454 
$1436 = 13 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_387 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_387
if 
  $1438 == 1 
else_jump @MOB_VEG_440 
$1402 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $443 at -378.7596 2235.859 41.4288 

:MOB_VEG_440
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_454
if 
  $596 > 3 
else_jump @MOB_VEG_617 
if 
  $1404 == 0 
else_jump @MOB_VEG_617 
$1436 = 47 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_536 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_536
if 
  $1438 == 1 
else_jump @MOB_VEG_603 
$1404 = 1 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_603
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_617
if 
  $596 > 6 
else_jump @MOB_VEG_780 
if 
  $1405 == 0 
else_jump @MOB_VEG_780 
$1436 = 48 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_699 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_699
if 
  $1438 == 1 
else_jump @MOB_VEG_766 
$1405 = 1 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_766
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_780
if 
  $596 > 7 
else_jump @MOB_VEG_997 
if 
  $597 > 1 
else_jump @MOB_VEG_997 
if 
  $598 > 0 
else_jump @MOB_VEG_997 
if 
  $592 > 8 
else_jump @MOB_VEG_997 
if 
  $1406 == 0 
else_jump @MOB_VEG_997 
$1436 = 49 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_916 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_916
if 
  $1438 == 1 
else_jump @MOB_VEG_983 
$1406 = 1 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_983
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_997
if 
  $599 > 1 
else_jump @MOB_VEG_1245 
if 
88B4:   not test $389 bit 1 
else_jump @MOB_VEG_1245 
0652: $1443 = integer_stat 257 
if 
  $1443 >= 35 
else_jump @MOB_VEG_1245 
if 
  $1403 == 0 
else_jump @MOB_VEG_1245 
$1436 = 53 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_1123 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_1123
if 
  $1438 == 1 
else_jump @MOB_VEG_1231 
0213: $816 = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
create_thread @KEYCARD 
0164: disable_marker $1439 
02A7: $1439 = create_icon_marker_and_sphere $593 at 2037.349 2723.971 9.8281 
018B: set_marker $1439 radar_mode 2 
00BC: show_text_highpriority GXT 'GOODKEY' time 6000 flag 1  // ~s~You can now pick up the keycard from Millie's place.
$1403 = 1 

:MOB_VEG_1231
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_1245
if 
  $599 > 1 
else_jump @MOB_VEG_1537 
if 
88B4:   not test $389 bit 1 
else_jump @MOB_VEG_1537 
if or
  $358[5] == -100 
  $358[5] == -999 
else_jump @MOB_VEG_1537 
if 
  $1403 == 0 
else_jump @MOB_VEG_1537 
if 
  $358[5] == -999 
else_jump @MOB_VEG_1351 
$1436 = 40 

:MOB_VEG_1351
if 
  $358[5] == -100 
else_jump @MOB_VEG_1376 
$1436 = 39 

:MOB_VEG_1376
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_1415 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_1415
if 
  $1438 == 1 
else_jump @MOB_VEG_1523 
0213: $816 = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
create_thread @KEYCARD 
0164: disable_marker $1439 
02A7: $1439 = create_icon_marker_and_sphere $593 at 2037.349 2723.971 9.8281 
018B: set_marker $1439 radar_mode 2 
00BC: show_text_highpriority GXT 'BADKEY' time 6000 flag 1  // ~s~You will need to steal the keycard from Millie's place.
$1403 = 1 

:MOB_VEG_1523
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_1537
if and
  $599 > 4 
  $36 == 0 
  $1408 == 0 
else_jump @MOB_VEG_1672 
if 
  $1407 == 0 
else_jump @MOB_VEG_1672 
$1436 = 36 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_1633 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_1633
if 
  $1438 == 1 
else_jump @MOB_VEG_1658 
$1407 = 1 

:MOB_VEG_1658
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_1672
if and
  $596 > 8 
   not $599 == 6 
else_jump @MOB_VEG_1800 
if 
  $1409 == 0 
else_jump @MOB_VEG_1800 
$1436 = 51 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_1761 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_1761
if 
  $1438 == 1 
else_jump @MOB_VEG_1786 
$1409 = 1 

:MOB_VEG_1786
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_1800
if and
  $596 > 8 
  $1408 == 0 
else_jump @MOB_VEG_1995 
if 
  $1414 == 0 
else_jump @MOB_VEG_1995 
$1436 = 38 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_1889 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_1889
if 
  $1438 == 1 
else_jump @MOB_VEG_1981 
$1414 = 1 
if 
  $36 == 1 
else_jump @MOB_VEG_1981 
0164: disable_marker $594 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1408 = 1 

:MOB_VEG_1981
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_1995
if and
  $596 > 8 
  $36 == 1 
else_jump @MOB_VEG_2165 
if 
  $1408 == 0 
else_jump @MOB_VEG_2165 
$1436 = 37 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_2084 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_2084
if 
  $1438 == 1 
else_jump @MOB_VEG_2151 
$1408 = 1 
0164: disable_marker $594 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 

:MOB_VEG_2151
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_2165
if 
  $599 > 5 
else_jump @MOB_VEG_2286 
if 
  $1410 == 0 
else_jump @MOB_VEG_2286 
$1436 = 52 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_VEG_2247 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_VEG_2247
if 
  $1438 == 1 
else_jump @MOB_VEG_2272 
$1410 = 1 

:MOB_VEG_2272
gosub @MOB_GF_3356 
jump @MOB_VEG_15 

:MOB_VEG_2286
jump @MOB_VEG_2300 

:MOB_VEG_2293
$14 = 0 

:MOB_VEG_2300
jump @MOB_VEG_15 

:MOB_LA2
set_wb_check_to 0 
thread 'MOB_LA2' 

:MOB_LA2_15
wait 250 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_LA2_57 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_LA2_57
if 
  $1378 == 1 
else_jump @MOB_LA2_77 
end_thread 

:MOB_LA2_77
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_LA2_763 
if 
  $38 == 1 
else_jump @MOB_LA2_756 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_LA2_756 
if 
  $625 > 0 
else_jump @MOB_LA2_280 
if 
  $1376 == 0 
else_jump @MOB_LA2_280 
$1436 = 50 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA2_219 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA2_219
if 
  $1438 == 1 
else_jump @MOB_LA2_266 
$1376 = 1 
0164: disable_marker $621 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 

:MOB_LA2_266
gosub @MOB_GF_3356 
jump @MOB_LA2_15 

:MOB_LA2_280
if and
  $596 > 2 
  2 > $625 
else_jump @MOB_LA2_408 
if 
  $1377 == 0 
else_jump @MOB_LA2_408 
$1436 = 25 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA2_369 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA2_369
if 
  $1438 == 1 
else_jump @MOB_LA2_394 
$1377 = 1 

:MOB_LA2_394
gosub @MOB_GF_3356 
jump @MOB_LA2_15 

:MOB_LA2_408
if 
  $628 > 1 
else_jump @MOB_LA2_590 
if 
  $1379 == 0 
else_jump @MOB_LA2_590 
$1436 = 22 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA2_490 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA2_490
if 
  $1438 == 1 
else_jump @MOB_LA2_537 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
$1379 = 1 

:MOB_LA2_537
gosub @MOB_GF_3356 
08E2: $710 = territories_controlled_percentage 
if 
  34 >= $710 
else_jump @MOB_LA2_583 
00BC: show_text_highpriority GXT 'MORTURF' time 12000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:MOB_LA2_583
jump @MOB_LA2_15 

:MOB_LA2_590
if 
  $628 > 1 
else_jump @MOB_LA2_756 
08E2: $710 = territories_controlled_percentage 
if 
  $710 > 34 
else_jump @MOB_LA2_756 
if 
  $1378 == 0 
else_jump @MOB_LA2_756 
$1436 = 23 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_LA2_695 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_LA2_695
if 
  $1438 == 1 
else_jump @MOB_LA2_742 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
$1378 = 1 

:MOB_LA2_742
gosub @MOB_GF_3356 
jump @MOB_LA2_15 

:MOB_LA2_756
jump @MOB_LA2_770 

:MOB_LA2_763
$14 = 0 

:MOB_LA2_770
jump @MOB_LA2_15 

:MOB_RAN
set_wb_check_to 0 
thread 'MOB_RAN' 

:MOB_RAN_15
wait 1000 
if and
  $ONMISSION == 0 
  $1437 == 0 
else_jump @MOB_RAN_57 
01BD: $183 = current_time_in_ms 
$1437 = 1 

:MOB_RAN_57
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_RAN_2182 
if 
  $38 == 1 
else_jump @MOB_RAN_2175 
if 
  $185 > 60000 
else_jump @MOB_RAN_2175 
if and
  $3233 == 1 
  $456 == 0 
else_jump @MOB_RAN_247 
if 
  $1395 == 0 
else_jump @MOB_RAN_247 
$1436 = 11 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_208 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_208
if 
  $1438 == 1 
else_jump @MOB_RAN_233 
$1395 = 1 

:MOB_RAN_233
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_247
if and
  $28 == 1 
  $453 == 1 
else_jump @MOB_RAN_403 
0653: $1509 = float_stat 21 
if 
  $1509 >= 500.0 
else_jump @MOB_RAN_403 
if 
  $1396 == 0 
else_jump @MOB_RAN_403 
$1436 = 14 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_364 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_364
if 
  $1438 == 1 
else_jump @MOB_RAN_389 
$1396 = 1 

:MOB_RAN_389
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_403
if 
  $542 > 1 
else_jump @MOB_RAN_524 
if 
  $1390 == 0 
else_jump @MOB_RAN_524 
$1436 = 1 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_485 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_485
if 
  $1438 == 1 
else_jump @MOB_RAN_510 
$1390 = 1 

:MOB_RAN_510
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_524
if 
  $592 > 5 
else_jump @MOB_RAN_567 
if 
  $1391 == 0 
else_jump @MOB_RAN_567 
$1391 = 1 

:MOB_RAN_567
if 
  $596 > 5 
else_jump @MOB_RAN_688 
if 
  $1392 == 0 
else_jump @MOB_RAN_688 
$1436 = 3 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_649 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_649
if 
  $1438 == 1 
else_jump @MOB_RAN_674 
$1392 = 1 

:MOB_RAN_674
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_688
if 
  $625 > 2 
else_jump @MOB_RAN_809 
if 
  $1393 == 0 
else_jump @MOB_RAN_809 
$1436 = 4 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_770 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_770
if 
  $1438 == 1 
else_jump @MOB_RAN_795 
$1393 = 1 

:MOB_RAN_795
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_809
if 
  $628 > 4 
else_jump @MOB_RAN_930 
if 
  $1394 == 0 
else_jump @MOB_RAN_930 
$1436 = 5 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_891 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_891
if 
  $1438 == 1 
else_jump @MOB_RAN_916 
$1394 = 1 

:MOB_RAN_916
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_930
if and
  $3341 == 1 
  $86 == 0 
else_jump @MOB_RAN_1058 
if 
  $1397 == 0 
else_jump @MOB_RAN_1058 
$1436 = 44 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_1019 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_1019
if 
  $1438 == 1 
else_jump @MOB_RAN_1044 
$1397 = 1 

:MOB_RAN_1044
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_1058
if and
  $3341 == 1 
  $86 == 0 
  $1397 == 1 
else_jump @MOB_RAN_1193 
if 
  $1398 == 0 
else_jump @MOB_RAN_1193 
$1436 = 45 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_1154 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_1154
if 
  $1438 == 1 
else_jump @MOB_RAN_1179 
$1398 = 1 

:MOB_RAN_1179
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_1193
if and
  $3341 == 1 
  $86 == 0 
  $1398 == 1 
else_jump @MOB_RAN_1328 
if 
  $1399 == 0 
else_jump @MOB_RAN_1328 
$1436 = 46 
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_1289 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_1289
if 
  $1438 == 1 
else_jump @MOB_RAN_1314 
$1399 = 1 

:MOB_RAN_1314
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_1328
0926: $712 = external_script_status 76 (DEBT) 
if 
04A3:   $3253 == 3 // == constant 
else_jump @MOB_RAN_2175 
if 
810A:   not player $PLAYER_CHAR money > -499 
else_jump @MOB_RAN_2175 
if 
  $712 == 0 
else_jump @MOB_RAN_2175 
if 
  $1400 == 0 
else_jump @MOB_RAN_1756 
if 
  $1431 == 7 
else_jump @MOB_RAN_1440 
$1436 = 61 
$1431 = 0 

:MOB_RAN_1440
if 
  $1431 == 6 
else_jump @MOB_RAN_1472 
$1436 = 60 
$1431 = 7 

:MOB_RAN_1472
if 
  $1431 == 5 
else_jump @MOB_RAN_1504 
$1436 = 59 
$1431 = 6 

:MOB_RAN_1504
if 
  $1431 == 4 
else_jump @MOB_RAN_1536 
$1436 = 58 
$1431 = 5 

:MOB_RAN_1536
if 
  $1431 == 3 
else_jump @MOB_RAN_1568 
$1436 = 57 
$1431 = 4 

:MOB_RAN_1568
if 
  $1431 == 2 
else_jump @MOB_RAN_1600 
$1436 = 56 
$1431 = 3 

:MOB_RAN_1600
if 
  $1431 == 1 
else_jump @MOB_RAN_1632 
$1436 = 55 
$1431 = 2 

:MOB_RAN_1632
if 
  $1431 == 0 
else_jump @MOB_RAN_1664 
$1436 = 54 
$1431 = 1 

:MOB_RAN_1664
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_1703 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_1703
if 
  $1438 == 1 
else_jump @MOB_RAN_1742 
$1400 = 1 
$1401 = 0 
$1435 = 1 

:MOB_RAN_1742
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_1756
if 
  $1400 == 1 
else_jump @MOB_RAN_2133 
if 
  $1401 == 0 
else_jump @MOB_RAN_2133 
if 
  $1432 == 7 
else_jump @MOB_RAN_1824 
$1436 = 69 
$1432 = 0 

:MOB_RAN_1824
if 
  $1432 == 6 
else_jump @MOB_RAN_1856 
$1436 = 68 
$1432 = 7 

:MOB_RAN_1856
if 
  $1432 == 5 
else_jump @MOB_RAN_1888 
$1436 = 67 
$1432 = 6 

:MOB_RAN_1888
if 
  $1432 == 4 
else_jump @MOB_RAN_1920 
$1436 = 66 
$1432 = 5 

:MOB_RAN_1920
if 
  $1432 == 3 
else_jump @MOB_RAN_1952 
$1436 = 65 
$1432 = 4 

:MOB_RAN_1952
if 
  $1432 == 2 
else_jump @MOB_RAN_1984 
$1436 = 64 
$1432 = 3 

:MOB_RAN_1984
if 
  $1432 == 1 
else_jump @MOB_RAN_2016 
$1436 = 63 
$1432 = 2 

:MOB_RAN_2016
if 
  $1432 == 0 
else_jump @MOB_RAN_2048 
$1436 = 62 
$1432 = 1 

:MOB_RAN_2048
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_RAN_2087 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_RAN_2087
if 
  $1438 == 1 
else_jump @MOB_RAN_2119 
$1401 = 1 
$1435 = 1 

:MOB_RAN_2119
gosub @MOB_GF_3356 
jump @MOB_RAN_15 

:MOB_RAN_2133
if 
  $1401 == 1 
else_jump @MOB_RAN_2175 
08A9: load_external_script 76 (DEBT) 
if 
08AB:   external_script 76 (DEBT) loaded 
else_jump @MOB_RAN_2175 
0913: run_external_script 76 (DEBT)  

:MOB_RAN_2175
jump @MOB_RAN_2189 

:MOB_RAN_2182
$14 = 0 

:MOB_RAN_2189
jump @MOB_RAN_15 

:MOB_GF
thread 'MOB_GF' 
set_wb_check_to 0 
08BA: set $390 bit 11 
08C0: clear $390 bit 10 
0209: 2@ = random_int_in_ranges 0 8 

:MOB_GF_38
wait 150 
gosub @ENTEXT_214 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_GF_1073 
if 
  $38 == 1 
else_jump @MOB_GF_1050 
if 
001C:   $185 > $1444 // (int) 
else_jump @MOB_GF_1043 
if 
  0@ == 0 
else_jump @MOB_GF_264 
if 
  1@ == 1 
else_jump @MOB_GF_186 
$1436 = 70 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 77 
else_jump @MOB_GF_179 
$1436 = 77 

:MOB_GF_179
jump @MOB_GF_194 

:MOB_GF_186
$1436 = 130 

:MOB_GF_194
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_248 
08BA: set $390 bit 10 
08BC: set $390 bit 0@ 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_GF_248
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_264
if 
  0@ == 1 
else_jump @MOB_GF_417 
if 
  1@ == 1 
else_jump @MOB_GF_347 
$1436 = 80 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 87 
else_jump @MOB_GF_340 
$1436 = 87 

:MOB_GF_340
jump @MOB_GF_355 

:MOB_GF_347
$1436 = 131 

:MOB_GF_355
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_401 
08BA: set $390 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_GF_401
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_417
if 
  0@ == 2 
else_jump @MOB_GF_570 
if 
  1@ == 1 
else_jump @MOB_GF_500 
$1436 = 90 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 97 
else_jump @MOB_GF_493 
$1436 = 97 

:MOB_GF_493
jump @MOB_GF_508 

:MOB_GF_500
$1436 = 132 

:MOB_GF_508
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_554 
08BA: set $390 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_GF_554
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_570
if 
  0@ == 3 
else_jump @MOB_GF_730 
if 
  1@ == 1 
else_jump @MOB_GF_653 
$1436 = 100 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 107 
else_jump @MOB_GF_646 
$1436 = 107 

:MOB_GF_646
jump @MOB_GF_661 

:MOB_GF_653
$1436 = 133 

:MOB_GF_661
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_714 
08BA: set $390 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3516 
08BA: set $390 bit 10 

:MOB_GF_714
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_730
if 
  0@ == 4 
else_jump @MOB_GF_890 
if 
  1@ == 1 
else_jump @MOB_GF_813 
$1436 = 110 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 117 
else_jump @MOB_GF_806 
$1436 = 117 

:MOB_GF_806
jump @MOB_GF_821 

:MOB_GF_813
$1436 = 134 

:MOB_GF_821
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_874 
08BA: set $390 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3516 
08BA: set $390 bit 10 

:MOB_GF_874
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_890
if 
  0@ == 5 
else_jump @MOB_GF_1043 
if 
  1@ == 1 
else_jump @MOB_GF_973 
$1436 = 120 
005E: $1436 += 2@ // (int) 
if 
  $1436 > 127 
else_jump @MOB_GF_966 
$1436 = 127 

:MOB_GF_966
jump @MOB_GF_981 

:MOB_GF_973
$1436 = 135 

:MOB_GF_981
gosub @MOB_GF_1087 
if 
  $1438 == 1 
else_jump @MOB_GF_1027 
08BA: set $390 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3516 

:MOB_GF_1027
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_1043
jump @MOB_GF_1066 

:MOB_GF_1050
08C0: clear $390 bit 11 
gosub @MOB_GF_3356 
end_thread 

:MOB_GF_1066
jump @MOB_GF_1080 

:MOB_GF_1073
$14 = 0 

:MOB_GF_1080
jump @MOB_GF_38 

:MOB_GF_1087
$1433 = 0 
$ONMISSION = 1 
$14 = 1 
$1447 = 1 
03CF: load_wav 23000 as 3 
$1441 = 0 
0871: init_jump_table $1436 total_jumps 12 default_jump 1 @MOB_GF_1515 jumps 70 @MOB_GF_1263 80 @MOB_GF_1284 90 @MOB_GF_1305 100 @MOB_GF_1326 110 @MOB_GF_1347 120 @MOB_GF_1368 130 @MOB_GF_1389 
0872: jump_table_jumps 131 @MOB_GF_1410 132 @MOB_GF_1431 133 @MOB_GF_1452 134 @MOB_GF_1473 135 @MOB_GF_1494 -1 @MOB_GF_1536 -1 @MOB_GF_1536 -1 @MOB_GF_1536 -1 @MOB_GF_1536 

:MOB_GF_1263
0A6D: print_help_forever_conditional 'ANSWER0' 128  // It's a call from Denise. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1284
0A6D: print_help_forever_conditional 'ANSWER1' 128  // It's a call from Michelle. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1305
0A6D: print_help_forever_conditional 'ANSWER2' 128  // It's a call from Helena. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1326
0A6D: print_help_forever_conditional 'ANSWER3' 128  // It's a call from Barbara. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1347
0A6D: print_help_forever_conditional 'ANSWER4' 128  // It's a call from Katie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1368
0A6D: print_help_forever_conditional 'ANSWER5' 128  // It's a call from Millie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1389
0A6D: print_help_forever_conditional 'ANSWER0' 128  // It's a call from Denise. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1410
0A6D: print_help_forever_conditional 'ANSWER1' 128  // It's a call from Michelle. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1431
0A6D: print_help_forever_conditional 'ANSWER2' 128  // It's a call from Helena. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1452
0A6D: print_help_forever_conditional 'ANSWER3' 128  // It's a call from Barbara. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1473
0A6D: print_help_forever_conditional 'ANSWER4' 128  // It's a call from Katie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1494
0A6D: print_help_forever_conditional 'ANSWER5' 128  // It's a call from Millie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1515
0A6D: print_help_forever_conditional 'ANSWER' 128  // Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1536 

:MOB_GF_1536
if and
  7 > $1433 
  2 > $1438 
else_jump @MOB_GF_2146 
wait 0 
0871: init_jump_table $1436 total_jumps 12 default_jump 1 @MOB_GF_1951 jumps 70 @MOB_GF_1699 80 @MOB_GF_1720 90 @MOB_GF_1741 100 @MOB_GF_1762 110 @MOB_GF_1783 120 @MOB_GF_1804 130 @MOB_GF_1825 
0872: jump_table_jumps 131 @MOB_GF_1846 132 @MOB_GF_1867 133 @MOB_GF_1888 134 @MOB_GF_1909 135 @MOB_GF_1930 -1 @MOB_GF_1972 -1 @MOB_GF_1972 -1 @MOB_GF_1972 -1 @MOB_GF_1972 

:MOB_GF_1699
0A6D: print_help_forever_conditional 'ANSWE0R' 128 
jump @MOB_GF_1972 

:MOB_GF_1720
0A6D: print_help_forever_conditional 'ANSWER1' 128  // It's a call from Michelle. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1741
0A6D: print_help_forever_conditional 'ANSWER2' 128  // It's a call from Helena. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1762
0A6D: print_help_forever_conditional 'ANSWER3' 128  // It's a call from Barbara. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1783
0A6D: print_help_forever_conditional 'ANSWER4' 128  // It's a call from Katie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1804
0A6D: print_help_forever_conditional 'ANSWER5' 128  // It's a call from Millie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1825
0A6D: print_help_forever_conditional 'ANSWER0' 128  // It's a call from Denise. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1846
0A6D: print_help_forever_conditional 'ANSWER1' 128  // It's a call from Michelle. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1867
0A6D: print_help_forever_conditional 'ANSWER2' 128  // It's a call from Helena. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1888
0A6D: print_help_forever_conditional 'ANSWER3' 128  // It's a call from Barbara. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1909
0A6D: print_help_forever_conditional 'ANSWER4' 128  // It's a call from Katie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1930
0A6D: print_help_forever_conditional 'ANSWER5' 128  // It's a call from Millie. Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1951
0A6D: print_help_forever_conditional 'ANSWER' 128  // Tap ~m~~widget_phone~ to answer your cell phone.
jump @MOB_GF_1972 

:MOB_GF_1972
$1447 = 3 
gosub @MOB_GF_2400 
$1433 += 1 
if and
  $1438 == 1 
  $1433 > 0 
else_jump @MOB_GF_2025 
jump @MOB_GF_2153 

:MOB_GF_2025
gosub @MOB_GF_2747 
if and
  $1438 == 1 
  $1433 > 0 
else_jump @MOB_GF_2064 
jump @MOB_GF_2153 

:MOB_GF_2064
$1434 = 0 

:MOB_GF_2071
if 
  40 > $1434 
else_jump @MOB_GF_2139 
wait 0 
gosub @MOB_GF_3057 
if 
  $1438 == 1 
else_jump @MOB_GF_2125 
jump @MOB_GF_2153 

:MOB_GF_2125
$1434 += 1 
jump @MOB_GF_2071 

:MOB_GF_2139
jump @MOB_GF_1536 

:MOB_GF_2146
01BD: $183 = current_time_in_ms 
return 

:MOB_GF_2153
$1441 = 1 
01BD: $183 = current_time_in_ms 
0A60: add_widget_flag 8 128 

:MOB_GF_2172
if or
00E1:   player 0 pressed_key 4 
0A52:   is_widget_released 8 
else_jump @MOB_GF_2229 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MOB_GF_2222 
$1438 = 2 
return 

:MOB_GF_2222
jump @MOB_GF_2172 

:MOB_GF_2229
03E6: remove_text_box 
040D: unload_wav 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_GF_2398 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0489: set_actor $PLAYER_ACTOR muted 1 
0247: load_model 330 

:MOB_GF_2270
if 
8248:   not model 330 available 
else_jump @MOB_GF_2297 
wait 0 
jump @MOB_GF_2270 

:MOB_GF_2297
gosub @MOB_GF_3057 
if 
  $1438 == 2 
else_jump @MOB_GF_2329 
0249: release_model 330 
return 

:MOB_GF_2329
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
40@ = 0 

:MOB_GF_2343
if 
  2000 > 40@ 
else_jump @MOB_GF_2398 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MOB_GF_2391 
$1438 = 2 
return 

:MOB_GF_2391
jump @MOB_GF_2343 

:MOB_GF_2398
return 

:MOB_GF_2400
if 
83D0:   not wav $1447 loaded 
else_jump @MOB_GF_2724 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MOB_GF_2452 
$1438 = 2 
return 
jump @MOB_GF_2717 

:MOB_GF_2452
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $42 == 0 
   not $2899 == 0 
else_jump @MOB_GF_2510 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_2510
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @MOB_GF_2541 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_2541
if and
  $1438 == 0 
  $1433 > 0 
else_jump @MOB_GF_2635 
if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
else_jump @MOB_GF_2635 
0A60: add_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 4 
0A52:   is_widget_released 8 
else_jump @MOB_GF_2635 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @MOB_GF_2635 
$1438 = 1 
return 

:MOB_GF_2635
if 
  $1441 == 1 
else_jump @MOB_GF_2690 
0A61: remove_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 8 
else_jump @MOB_GF_2690 
$1441 = 2 
return 

:MOB_GF_2690
if 
  $ONMISSION == 0 
else_jump @MOB_GF_2717 
$1438 = 2 
return 

:MOB_GF_2717
jump @MOB_GF_2400 

:MOB_GF_2724
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @MOB_GF_2745 
03D1: play_wav $1447 

:MOB_GF_2745
return 

:MOB_GF_2747
if 
83D2:   not wav $1447 ended 
else_jump @MOB_GF_3055 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MOB_GF_2799 
$1438 = 2 
return 
jump @MOB_GF_3048 

:MOB_GF_2799
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $42 == 0 
   not $2899 == 0 
else_jump @MOB_GF_2857 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_2857
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @MOB_GF_2888 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_2888
if and
  $1438 == 0 
  $1433 > 0 
else_jump @MOB_GF_2966 
0A60: add_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 4 
0A52:   is_widget_released 8 
else_jump @MOB_GF_2966 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @MOB_GF_2966 
$1438 = 1 
return 

:MOB_GF_2966
if 
  $1441 == 1 
else_jump @MOB_GF_3021 
0A61: remove_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 8 
else_jump @MOB_GF_3021 
$1441 = 2 
return 

:MOB_GF_3021
if 
  $ONMISSION == 0 
else_jump @MOB_GF_3048 
$1438 = 2 
return 

:MOB_GF_3048
jump @MOB_GF_2747 

:MOB_GF_3055
return 

:MOB_GF_3057
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MOB_GF_3089 
$1438 = 2 
return 
jump @MOB_GF_3354 

:MOB_GF_3089
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $42 == 0 
   not $2899 == 0 
else_jump @MOB_GF_3147 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_3147
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
else_jump @MOB_GF_3178 
$1438 = 2 
03E6: remove_text_box 
return 

:MOB_GF_3178
if and
  $1438 == 0 
  $1433 > 0 
else_jump @MOB_GF_3272 
if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
else_jump @MOB_GF_3272 
0A60: add_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 4 
0A52:   is_widget_released 8 
else_jump @MOB_GF_3272 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @MOB_GF_3272 
$1438 = 1 
return 

:MOB_GF_3272
if 
  $1441 == 1 
else_jump @MOB_GF_3327 
0A61: remove_widget_flag 8 128 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 8 
else_jump @MOB_GF_3327 
$1441 = 2 
return 

:MOB_GF_3327
if 
  $ONMISSION == 0 
else_jump @MOB_GF_3354 
$1438 = 2 
return 

:MOB_GF_3354
return 

:MOB_GF_3356
$14 = 0 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$1438 = 0 
$1437 = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MOB_GF_3433 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:MOB_GF_3433
01BD: $183 = current_time_in_ms 
$185 = 0 
01BD: $184 = current_time_in_ms 
0084: $185 = $184 // (int) 
0060: $185 -= $183 // (int) 
00BE: text_clear_all 
if 
  $1440 == 0 
else_jump @MOB_GF_3495 
03E6: remove_text_box 
jump @MOB_GF_3502 

:MOB_GF_3495
$1440 = 0 

:MOB_GF_3502
0249: release_model 330 
$ONMISSION = 0 
return 

:MOB_GF_3516
$1445 = 0 

:MOB_GF_3523
03CF: load_wav $1448($1445,20i) as 1 
$1445 += 1 
if 
002C:   $1446 >= $1445 // (int) 
else_jump @MOB_GF_3571 
03CF: load_wav $1448($1445,20i) as 2 

:MOB_GF_3571
$1445 -= 1 
$1447 = 1 
gosub @MOB_GF_2400 
00BC: show_text_highpriority GXT $1469($1445,20s) time 10000 flag 1 
gosub @MOB_GF_2747 
if 
  $1441 == 2 
else_jump @MOB_GF_3633 
return 

:MOB_GF_3633
$1445 += 1 
if 
002C:   $1446 >= $1445 // (int) 
else_jump @MOB_GF_3701 
$1447 = 2 
gosub @MOB_GF_2400 
00BC: show_text_highpriority GXT $1469($1445,20s) time 10000 flag 1 
gosub @MOB_GF_2747 
jump @MOB_GF_3708 

:MOB_GF_3701
$1445 -= 1 

:MOB_GF_3708
if 
  $1441 == 2 
else_jump @MOB_GF_3728 
return 

:MOB_GF_3728
$1445 += 1 
if 
  $1442 == 0 
else_jump @MOB_GF_3771 
03E5: show_text_box 'CELSKIP'  // Tap ~m~~widget_phone~ to skip a cellphone call.
$1442 = 1 

:MOB_GF_3771
if 
002C:   $1446 >= $1445 // (int) 
else_jump @MOB_GF_3797 
jump @MOB_GF_3523 

:MOB_GF_3797
00BE: text_clear_all 
return 

:MS_SKIP
$2864 = -1 
$2865 = 0 
$1539 = -1 
05A9: s$1984[0] = 'PROLOG1' // s$ 
$1634[0] = 14 
05A9: s$1816[0] = 'CUT01' // s$  // PROLOG1
05A9: s$2152[0] = 'INTRO1' // s$ 
05A9: s$1984[1] = 'INTRO1A' // s$ 
$1634[1] = 3 
05A9: s$1816[1] = 'CUT02' // s$  // INTRO1A
05A9: s$2152[1] = 'INTRO1' // s$ 
05A9: s$1984[2] = 'INTRO1B' // s$ 
$1634[2] = 0 
05A9: s$1816[2] = 'CUT03' // s$  // INTRO1B
05A9: s$2152[2] = 'INTRO1' // s$ 
05A9: s$1984[3] = 'INTRO2A' // s$  // ~s~Drive to the cemetary with Big Smoke.
$1634[3] = 2 
05A9: s$1816[3] = 'CUT04' // s$  // INTRO2A
05A9: s$2152[3] = 'INTRO2' // s$ 
05A9: s$1984[4] = 'SWEET1A' // s$ 
$1634[4] = 0 
05A9: s$1816[4] = 'CUT05' // s$  // SWEET1A
05A9: s$2152[4] = 'SWEET1' // s$ 
05A9: s$1984[5] = 'SWEET1B' // s$  // Cleaning the Hood
$1634[5] = 1 
05A9: s$1816[5] = 'CUT06' // s$  // SWEET1B
05A9: s$2152[5] = 'SWEET1B' // s$  // Cleaning the Hood
05A9: s$1984[6] = 'SWEET3A' // s$ 
$1634[6] = 1 
05A9: s$1816[6] = 'CUT07' // s$  // SWEET3A
05A9: s$2152[6] = 'SWEET2' // s$ 
05A9: s$1984[7] = 'SWEET3B' // s$ 
$1634[7] = 0 
05A9: s$1816[7] = 'CUT08' // s$  // SWEET3B
05A9: s$2152[7] = 'SWEET2' // s$ 
05A9: s$1984[8] = 'SWEET2A' // s$ 
$1634[8] = 0 
05A9: s$1816[8] = 'CUT09' // s$  // SWEET2A
05A9: s$2152[8] = 'SWEET3' // s$ 
05A9: s$1984[9] = 'SWEET2B' // s$ 
$1634[9] = 0 
05A9: s$1816[9] = 'CUT10' // s$  // SWEET2B
05A9: s$2152[9] = 'SWEET3' // s$ 
05A9: s$1984[10] = 'SWEET4A' // s$ 
$1634[10] = 0 
05A9: s$1816[10] = 'CUT11' // s$  // SWEET4A
05A9: s$2152[10] = 'SWEET4' // s$ 
05A9: s$1984[11] = 'SWEET5A' // s$ 
$1634[11] = 1 
05A9: s$1816[11] = 'CUT12' // s$  // SWEET5A
05A9: s$2152[11] = 'SWEET5' // s$ 
05A9: s$1984[12] = 'SWEET6A' // s$ 
$1634[12] = 1 
05A9: s$1816[12] = 'CUT13' // s$  // SWEET6A
05A9: s$2152[12] = 'SWEET6' // s$ 
05A9: s$1984[13] = 'SWEET6B' // s$ 
$1634[13] = 0 
05A9: s$1816[13] = 'CUT14' // s$  // SWEET6B
05A9: s$2152[13] = 'SWEET6' // s$ 
05A9: s$1984[14] = 'SWEET7A' // s$ 
$1634[14] = 0 
05A9: s$1816[14] = 'CUT15' // s$  // SWEET7A
05A9: s$2152[14] = 'SWEET7' // s$ 
05A9: s$1984[15] = 'SMOKE1A' // s$ 
$1634[15] = 0 
05A9: s$1816[15] = 'CUT16' // s$  // SMOKE1A
05A9: s$2152[15] = 'SMOKE1' // s$ 
05A9: s$1984[16] = 'SMOKE1B' // s$ 
$1634[16] = 0 
05A9: s$1816[16] = 'CUT17' // s$  // SMOKE1B
05A9: s$2152[16] = 'SMOKE1' // s$ 
05A9: s$1984[17] = 'SMOKE2A' // s$ 
$1634[17] = 0 
05A9: s$1816[17] = 'CUT18' // s$  // SMOKE2A
05A9: s$2152[17] = 'SMOKE2' // s$ 
05A9: s$1984[18] = 'SMOKE2B' // s$ 
$1634[18] = 0 
05A9: s$1816[18] = 'CUT19' // s$  // SMOKE2B
05A9: s$2152[18] = 'SMOKE2' // s$ 
05A9: s$1984[19] = 'SMOKE3A' // s$ 
$1634[19] = 0 
05A9: s$1816[19] = 'CUT20' // s$  // SMOKE3A
05A9: s$2152[19] = 'SMOKE3' // s$ 
05A9: s$1984[20] = 'SMOKE4A' // s$ 
$1634[20] = 0 
05A9: s$1816[20] = 'CUT21' // s$  // SMOKE4A
05A9: s$2152[20] = 'SMOKE4' // s$ 
05A9: s$1984[21] = 'RYDER1A' // s$ 
$1634[21] = 0 
05A9: s$1816[21] = 'CUT22' // s$  // RYDER1A
05A9: s$2152[21] = 'RYDER1' // s$ 
05A9: s$1984[22] = 'RYDER2A' // s$ 
$1634[22] = 0 
05A9: s$1816[22] = 'CUT23' // s$  // RYDER2A
05A9: s$2152[22] = 'RYDER2' // s$ 
05A9: s$1984[23] = 'RYDER3A' // s$ 
$1634[23] = 2 
05A9: s$1816[23] = 'CUT24' // s$  // RYDER3A
05A9: s$2152[23] = 'RYDER3' // s$ 
05A9: s$1984[24] = 'STRAP1A' // s$ 
$1634[24] = 0 
05A9: s$1816[24] = 'CUT25' // s$  // STRAP1A
05A9: s$2152[24] = 'STRAP1' // s$ 
05A9: s$1984[25] = 'STRAP2A' // s$ 
$1634[25] = 10 
05A9: s$1816[25] = 'CUT26' // s$  // STRAP2A
05A9: s$2152[25] = 'STRAP2' // s$ 
05A9: s$1984[26] = 'STRAP3A' // s$ 
$1634[26] = 10 
05A9: s$1816[26] = 'CUT27' // s$  // STRAP3A
05A9: s$2152[26] = 'STRAP3' // s$ 
05A9: s$1984[27] = 'STRAP4A' // s$ 
$1634[27] = 0 
05A9: s$1816[27] = 'CUT28' // s$  // STRAP4A
05A9: s$2152[27] = 'STRAP4' // s$ 
05A9: s$1984[28] = 'STRP4B1' // s$ 
$1634[28] = 3 
05A9: s$1816[28] = 'CUT29' // s$  // STRP4B1
05A9: s$2152[28] = 'STRAP4' // s$ 
05A9: s$1984[29] = 'STRP4B2' // s$ 
$1634[29] = 0 
05A9: s$1816[29] = 'CUT135' // s$  // STRP4B2
05A9: s$2152[29] = 'STRAP4' // s$ 
05A9: s$1984[30] = 'CRASH1A' // s$ 
$1634[30] = 17 
05A9: s$1816[30] = 'CUT30' // s$  // CRASH1A
05A9: s$2152[30] = 'CRASH1' // s$ 
05A9: s$1984[31] = 'CRASH2A' // s$ 
$1634[31] = 0 
05A9: s$1816[31] = 'CUT31' // s$  // CRASH2A
05A9: s$2152[31] = 'CRASH2' // s$ 
05A9: s$1984[32] = 'CRASH3A' // s$ 
$1634[32] = 0 
05A9: s$1816[32] = 'CUT32' // s$  // CRASH3A
05A9: s$2152[32] = 'CRASH3' // s$ 
05A9: s$1984[33] = 'CESAR1A' // s$ 
$1634[33] = 0 
05A9: s$1816[33] = 'CUT33' // s$  // CESAR1A
05A9: s$2152[33] = 'CESAR1' // s$ 
05A9: s$1984[34] = 'CESAR2A' // s$ 
$1634[34] = 0 
05A9: s$1816[34] = 'CUT34' // s$  // CESAR2A
05A9: s$2152[34] = 'CESAR2' // s$ 
05A9: s$1984[35] = 'FINAL1A' // s$ 
$1634[35] = 1 
05A9: s$1816[35] = 'CUT35' // s$  // FINAL1A
05A9: s$2152[35] = 'LAFIN1' // s$ 
05A9: s$1984[36] = 'FINAL2A' // s$ 
$1634[36] = 1 
05A9: s$1816[36] = 'CUT36' // s$  // FINAL2A
05A9: s$2152[36] = 'LAFIN2' // s$ 
05A9: s$1984[37] = 'FINAL2B' // s$ 
$1634[37] = 0 
05A9: s$1816[37] = 'CUT37' // s$  // FINAL2B
05A9: s$2152[37] = 'LAFIN2' // s$ 
05A9: s$1984[38] = 'BCRAS1' // s$ 
$1634[38] = 0 
05A9: s$1816[38] = 'CUT38' // s$  // BCRAS1
05A9: s$2152[38] = 'BCRASH1' // s$  // Badlands
05A9: s$1984[39] = 'BCESAR2' // s$  // Big Smoke's Cash
$1634[39] = 2 
05A9: s$1816[39] = 'CUT39' // s$  // BCESAR2
05A9: s$2152[39] = 'BCESAR2' // s$  // Big Smoke's Cash
05A9: s$1984[40] = 'BCESAR4' // s$  // Wu Zi Mu
$1634[40] = 0 
05A9: s$1816[40] = 'CUT40' // s$  // BCESAR4
05A9: s$2152[40] = 'BCESAR4' // s$  // Wu Zi Mu
05A9: s$1984[41] = 'BCESA4W' // s$ 
$1634[41] = 0 
05A9: s$1816[41] = 'CUT41' // s$  // BCESA4W
05A9: s$2152[41] = 'BCESAR4' // s$  // Wu Zi Mu
05A9: s$1984[42] = 'BCESA5W' // s$ 
$1634[42] = 0 
05A9: s$1816[42] = 'CUT42' // s$  // BCESA5W
05A9: s$2152[42] = 'BCESAR4' // s$  // Wu Zi Mu
05A9: s$1984[43] = 'CAT_1' // s$  // Local Liquor Store
$1634[43] = 1 
05A9: s$1816[43] = 'CUT43' // s$  // CAT_1
05A9: s$2152[43] = 'CAT' // s$ 
05A9: s$1984[44] = 'CAT_2' // s$  // Small Town Bank
$1634[44] = 0 
05A9: s$1816[44] = 'CUT44' // s$  // CAT_2
05A9: s$2152[44] = 'CAT' // s$ 
05A9: s$1984[45] = 'CAT_3' // s$  // Tanker Commander
$1634[45] = 0 
05A9: s$1816[45] = 'CUT45' // s$  // CAT_3
05A9: s$2152[45] = 'CAT' // s$ 
05A9: s$1984[46] = 'CAT_4' // s$  // Against All Odds
$1634[46] = 0 
05A9: s$1816[46] = 'CUT46' // s$  // CAT_4
05A9: s$2152[46] = 'CAT' // s$ 
05A9: s$1984[47] = 'DESERT1' // s$  // Monster
$1634[47] = 0 
05A9: s$1816[47] = 'CUT47' // s$  // DESERT1
05A9: s$2152[47] = 'TORENO1' // s$ 
05A9: s$1984[48] = 'DESERT2' // s$  // Highjack
$1634[48] = 0 
05A9: s$1816[48] = 'CUT48' // s$  // DESERT2
05A9: s$2152[48] = 'TORENO2' // s$ 
05A9: s$1984[49] = 'DESERT3' // s$  // Interdiction
$1634[49] = 0 
05A9: s$1816[49] = 'CUT49' // s$  // DESERT3
05A9: s$2152[49] = 'DSERT3' // s$ 
05A9: s$1984[50] = 'DESERT4' // s$  // Verdant Meadows
$1634[50] = 0 
05A9: s$1816[50] = 'CUT50' // s$  // DESERT4
05A9: s$2152[50] = 'DSERT4' // s$ 
05A9: s$1984[51] = 'DESERT6' // s$  // N.O.E.
$1634[51] = 0 
05A9: s$1816[51] = 'CUT52' // s$  // DESERT6
05A9: s$2152[51] = 'DSERT6' // s$ 
05A9: s$1984[52] = 'DESERT8' // s$  // Black Project
$1634[52] = 0 
05A9: s$1816[52] = 'CUT54' // s$  // DESERT8
05A9: s$2152[52] = 'DSERT8' // s$ 
05A9: s$1984[53] = 'DESERT9' // s$  // Stowaway
$1634[53] = 0 
05A9: s$1816[53] = 'CUT55' // s$  // DESERT9
05A9: s$2152[53] = 'DSERT9' // s$ 
05A9: s$1984[54] = 'DES_10A' // s$ 
$1634[54] = 0 
05A9: s$1816[54] = 'CUT56' // s$  // DES_10A
05A9: s$2152[54] = 'DSERT10' // s$ 
05A9: s$1984[55] = 'DES_10B' // s$ 
$1634[55] = 0 
05A9: s$1816[55] = 'CUT57' // s$  // DES_10B
05A9: s$2152[55] = 'DSERT10' // s$ 
05A9: s$1984[56] = 'FARL_2A' // s$ 
$1634[56] = 3 
05A9: s$1816[56] = 'CUT60' // s$  // FARL_2A
05A9: s$2152[56] = 'FARLIE2' // s$ 
05A9: s$1984[57] = 'FARL_3A' // s$ 
$1634[57] = 3 
05A9: s$1816[57] = 'CUT61' // s$  // FARL_3A
05A9: s$2152[57] = 'FARLIE3' // s$ 
05A9: s$1984[58] = 'FARL_3B' // s$ 
$1634[58] = 0 
05A9: s$1816[58] = 'CUT62' // s$  // FARL_3B
05A9: s$2152[58] = 'FARLIE3' // s$ 
05A9: s$1984[59] = 'FARL_4A' // s$ 
$1634[59] = 1 
05A9: s$1816[59] = 'CUT63' // s$  // FARL_4A
05A9: s$2152[59] = 'FARLIE4' // s$ 
05A9: s$1984[60] = 'FARL_5A' // s$ 
$1634[60] = 1 
05A9: s$1816[60] = 'CUT64' // s$  // FARL_5A
05A9: s$2152[60] = 'FARLIE5' // s$ 
05A9: s$1984[61] = 'GARAG1B' // s$ 
$1634[61] = 1 
05A9: s$1816[61] = 'CUT65' // s$  // GARAG1B
05A9: s$2152[61] = 'GARAGE1' // s$  // Wear Flowers in your Hair
05A9: s$1984[62] = 'GARAG1C' // s$ 
$1634[62] = 1 
05A9: s$1816[62] = 'CUT66' // s$  // GARAG1C
05A9: s$2152[62] = 'GARAGE1' // s$  // Wear Flowers in your Hair
05A9: s$1984[63] = 'GARAG3A' // s$ 
$1634[63] = 1 
05A9: s$1816[63] = 'CUT67' // s$  // GARAG3A
05A9: s$2152[63] = 'GARAGE2' // s$  // Demolition (garage2.sc)
05A9: s$1984[64] = 'SCRASH1' // s$ 
$1634[64] = 1 
05A9: s$1816[64] = 'CUT69' // s$  // SCRASH1
05A9: s$2152[64] = 'VALET1' // s$ 
05A9: s$1984[65] = 'SCRASH2' // s$ 
$1634[65] = 1 
05A9: s$1816[65] = 'CUT70' // s$  // SCRASH2
05A9: s$2152[65] = 'SCRASH2' // s$ 
05A9: s$1984[66] = 'STEAL_1' // s$  // Zeroing In
$1634[66] = 1 
05A9: s$1816[66] = 'CUT71' // s$  // STEAL_1
05A9: s$2152[66] = 'STEAL1' // s$ 
05A9: s$1984[67] = 'STEAL_2' // s$  // Test Drive
$1634[67] = 1 
05A9: s$1816[67] = 'CUT72' // s$  // STEAL_2
05A9: s$2152[67] = 'STEAL2' // s$ 
05A9: s$1984[68] = 'STEAL_4' // s$  // Customs Fast Track
$1634[68] = 1 
05A9: s$1816[68] = 'CUT74' // s$  // STEAL_4
05A9: s$2152[68] = 'STEAL4' // s$ 
05A9: s$1984[69] = 'STEAL_5' // s$  // Puncture Wounds
$1634[69] = 1 
05A9: s$1816[69] = 'CUT75' // s$  // STEAL_5
05A9: s$2152[69] = 'STEAL5' // s$ 
05A9: s$1984[70] = 'SYND_2A' // s$ 
$1634[70] = 1 
05A9: s$1816[70] = 'CUT76' // s$  // SYND_2A
05A9: s$2152[70] = 'SYN2' // s$ 
05A9: s$1984[71] = 'SYND_2B' // s$ 
$1634[71] = 3 
05A9: s$1816[71] = 'CUT77' // s$  // SYND_2B
05A9: s$2152[71] = 'SYN2' // s$ 
05A9: s$1984[72] = 'SYND_3A' // s$ 
$1634[72] = 0 
05A9: s$1816[72] = 'CUT78' // s$  // SYND_3A
05A9: s$2152[72] = 'SYN3' // s$ 
05A9: s$1984[73] = 'SYND_4A' // s$ 
$1634[73] = 1 
05A9: s$1816[73] = 'CUT79' // s$  // SYND_4A
05A9: s$2152[73] = 'SYN4' // s$ 
05A9: s$1984[74] = 'SYND_7' // s$  // Yay Ka-Boom-Boom
$1634[74] = 1 
05A9: s$1816[74] = 'CUT80' // s$  // SYND_7
05A9: s$2152[74] = 'SYN7' // s$ 
05A9: s$1984[75] = 'TRUTH_1' // s$  // Body Harvest
$1634[75] = 12 
05A9: s$1816[75] = 'CUT81' // s$  // TRUTH_1
05A9: s$2152[75] = 'TRU1' // s$ 
05A9: s$1984[76] = 'TRUTH_2' // s$  // Are you going to San Fierro?
$1634[76] = 0 
05A9: s$1816[76] = 'CUT82' // s$  // TRUTH_2
05A9: s$2152[76] = 'TRU2' // s$ 
05A9: s$1984[77] = 'WOOZI1A' // s$ 
$1634[77] = 1 
05A9: s$1816[77] = 'CUT83' // s$  // WOOZIE1
05A9: s$2152[77] = 'WUZI1' // s$ 
05A9: s$1984[78] = 'WOOZIE2' // s$ 
$1634[78] = 1 
05A9: s$1816[78] = 'CUT84' // s$  // WOOZIE2
05A9: s$2152[78] = 'WUZI2' // s$ 
05A9: s$1984[79] = 'WOOZIE4' // s$ 
$1634[79] = 1 
05A9: s$1816[79] = 'CUT86' // s$  // WOOZIE4
05A9: s$2152[79] = 'WUZI4' // s$ 
05A9: s$1984[80] = 'ZERO_1' // s$  // Air Raid
$1634[80] = 6 
05A9: s$1816[80] = 'CUT87' // s$  // ZERO_1
05A9: s$2152[80] = 'ZERO1' // s$ 
05A9: s$1984[81] = 'ZERO_2' // s$  // Supply Lines...
$1634[81] = 6 
05A9: s$1816[81] = 'CUT88' // s$  // ZERO_2
05A9: s$2152[81] = 'ZERO2' // s$ 
05A9: s$1984[82] = 'ZERO_3' // s$  // Tanked Up
$1634[82] = 6 
05A9: s$1816[82] = 'CUT89' // s$  // ZERO_3
05A9: s$2152[82] = 'ZERO3' // s$ 
05A9: s$1984[83] = 'ZERO_4' // s$  // New Model Army
$1634[83] = 6 
05A9: s$1816[83] = 'CUT90' // s$  // ZERO_4
05A9: s$2152[83] = 'ZERO4' // s$ 
05A9: s$2470[0] = 'W2_ALT' // s$ 
$1718[0] = 1 
05A9: s$2320[0] = 'CUT91' // s$  // W2_ALT
05A9: s$2620[0] = 'WUZI2' // s$ 
05A9: s$2470[1] = 'BCESAR5' // s$ 
$1718[1] = 0 
05A9: s$2320[1] = 'CUT92' // s$  // BCESAR5
05A9: s$2620[1] = 'BCESAR4' // s$  // Wu Zi Mu
05A9: s$2470[2] = 'D8_ALT' // s$ 
$1718[2] = 0 
05A9: s$2320[2] = 'CUT94' // s$  // D8_ALT
05A9: s$2620[2] = 'DSERT8' // s$ 
05A9: s$2470[3] = 'D10_ALT' // s$ 
$1718[3] = 0 
05A9: s$2320[3] = 'CUT95' // s$  // D10_ALT
05A9: s$2620[3] = 'DSERT10' // s$ 
05A9: s$2470[4] = 'SYND_3B' // s$ 
$1718[4] = 0 
05A9: s$2320[4] = 'CUT96' // s$  // SYND_3B
05A9: s$2620[4] = 'SYN3' // s$ 
05A9: s$2470[5] = 'SYND_4B' // s$ 
$1718[5] = 3 
05A9: s$2320[5] = 'CUT97' // s$  // SYND_4B
05A9: s$2620[5] = 'SYN4' // s$ 
05A9: s$2470[6] = 'CAS_1A' // s$ 
$1718[6] = 11 
05A9: s$2320[6] = 'CUT98' // s$  // CAS_1a
05A9: s$2620[6] = 'CASINO1' // s$  // Fender Ketchup
05A9: s$2470[7] = 'WOOZI1B' // s$ 
$1718[7] = 1 
05A9: s$2320[7] = 'CUT83' // s$  // WOOZIE1
05A9: s$2620[7] = 'WUZI1' // s$ 
05A9: s$2470[8] = 'CAS_2' // s$ 
$1718[8] = 11 
05A9: s$2320[8] = 'CUT100' // s$  // CAS_2
05A9: s$2620[8] = 'CASINO2' // s$  // Casino Floor
05A9: s$2470[9] = 'CAS_3' // s$ 
$1718[9] = 11 
05A9: s$2320[9] = 'CUT101' // s$  // CAS_3
05A9: s$2620[9] = 'CASINO3' // s$  // You've had your Chips
05A9: s$2470[10] = 'CAS_4A' // s$ 
$1718[10] = 0 
05A9: s$2320[10] = 'CUT102' // s$  // CAS_4a
05A9: s$2620[10] = 'CASINO4' // s$  // Don Peyote
05A9: s$2470[11] = 'CAS_4B' // s$ 
$1718[11] = 0 
05A9: s$2320[11] = 'CUT103' // s$  // CAS_4b
05A9: s$2620[11] = 'CASINO4' // s$  // Don Peyote
05A9: s$2470[12] = 'CAS_4C' // s$ 
$1718[12] = 2 
05A9: s$2320[12] = 'CUT104' // s$  // CAS_4c
05A9: s$2620[12] = 'CASINO4' // s$  // Don Peyote
05A9: s$2470[13] = 'CAS_5A' // s$ 
$1718[13] = 2 
05A9: s$2320[13] = 'CUT105' // s$  // CAS_5a
05A9: s$2620[13] = 'CASINO5' // s$  // Intensive Care
05A9: s$2470[14] = 'CAS_6A' // s$ 
$1718[14] = 2 
05A9: s$2320[14] = 'CUT106' // s$  // CAS_6a
05A9: s$2620[14] = 'CASINO6' // s$  // The Meat Business
05A9: s$2470[15] = 'CAS6B_1' // s$ 
$1718[15] = 1 
05A9: s$2320[15] = 'CUT107' // s$  // CAS_6b
05A9: s$2620[15] = 'CASINO6' // s$  // The Meat Business
05A9: s$2470[16] = 'CAS_7B' // s$ 
$1718[16] = 11 
05A9: s$2320[16] = 'CUT109' // s$  // CAS_7b
05A9: s$2620[16] = 'CASINO7' // s$  // Fish in a Barrel
05A9: s$2470[17] = 'CAS_9A1' // s$ 
$1718[17] = 2 
05A9: s$2320[17] = 'CUT110' // s$  // CAS_9a
05A9: s$2620[17] = 'CASINO9' // s$  // Freefall
05A9: s$2470[18] = 'CAS_11A' // s$ 
$1718[18] = 2 
05A9: s$2320[18] = 'CUT111' // s$  // CAS_11a
05A9: s$2620[18] = 'CASIN10' // s$  // Saint Mark's Bistro
05A9: s$2470[19] = 'HEIST1A' // s$ 
$1718[19] = 10 
05A9: s$2320[19] = 'CUT112' // s$  // HEIST1a
05A9: s$2620[19] = 'HEIST1' // s$ 
05A9: s$2470[20] = 'HEIST2A' // s$ 
$1718[20] = 10 
05A9: s$2320[20] = 'CUT113' // s$  // HEIST2a
05A9: s$2620[20] = 'HEIST3' // s$ 
05A9: s$2470[21] = 'HEIST4A' // s$ 
$1718[21] = 10 
05A9: s$2320[21] = 'CUT115' // s$  // HEIST4a
05A9: s$2620[21] = 'HEIST2' // s$ 
05A9: s$2470[22] = 'HEIST5A' // s$ 
$1718[22] = 10 
05A9: s$2320[22] = 'CUT116' // s$  // HEIST5a
05A9: s$2620[22] = 'HEIST4' // s$ 
05A9: s$2470[23] = 'HEIST6A' // s$ 
$1718[23] = 10 
05A9: s$2320[23] = 'CUT117' // s$  // HEIST6a
05A9: s$2620[23] = 'HEIST5' // s$ 
05A9: s$2470[24] = 'HEIST8A' // s$ 
$1718[24] = 0 
05A9: s$2320[24] = 'CUT118' // s$  // HEIST8a
05A9: s$2620[24] = 'HEIST9' // s$ 
05A9: s$2470[25] = 'CRASHV1' // s$ 
$1718[25] = 0 
05A9: s$2320[25] = 'CUT119' // s$  // CRASHV1
05A9: s$2620[25] = 'VCR1' // s$ 
05A9: s$2470[26] = 'CRASV2A' // s$ 
$1718[26] = 0 
05A9: s$2320[26] = 'CUT120' // s$  // CRASHV2
05A9: s$2620[26] = 'VCR2' // s$ 
05A9: s$2470[27] = 'DOC_2' // s$  // Madd Dogg
$1718[27] = 0 
05A9: s$2320[27] = 'CUT121' // s$  // DOC_2
05A9: s$2620[27] = 'DOC2' // s$ 
05A9: s$2470[28] = 'BHILL1' // s$ 
$1718[28] = 11 
05A9: s$2320[28] = 'CUT122' // s$  // BHILL1
05A9: s$2620[28] = 'MAN_1' // s$  // A Home In The Hills
05A9: s$2470[29] = 'BHILL2' // s$ 
$1718[29] = 5 
05A9: s$2320[29] = 'CUT123' // s$  // BHILL2
05A9: s$2620[29] = 'MAN_2' // s$  // Vertical Bird
05A9: s$2470[30] = 'BHILL3A' // s$ 
$1718[30] = 5 
05A9: s$2320[30] = 'CUT124' // s$  // BHILL3a
05A9: s$2620[30] = 'MAN_3' // s$  // Home Coming
05A9: s$2470[31] = 'BHILL3B' // s$ 
$1718[31] = 0 
05A9: s$2320[31] = 'CUT125' // s$  // BHILL3b
05A9: s$2620[31] = 'MAN_3' // s$  // Home Coming
05A9: s$2470[32] = 'BHILL3C' // s$ 
$1718[32] = 0 
05A9: s$2320[32] = 'CUT126' // s$  // BHILL3c
05A9: s$2620[32] = 'MAN_3' // s$  // Home Coming
05A9: s$2470[33] = 'BHILL5A' // s$ 
$1718[33] = 5 
05A9: s$2320[33] = 'CUT127' // s$  // BHILL5a
05A9: s$2620[33] = 'MAN_5' // s$  // Cut Throat Business
05A9: s$2470[34] = 'BHILL5B' // s$ 
$1718[34] = 3 
05A9: s$2320[34] = 'CUT128' // s$  // BHILL5b
05A9: s$2620[34] = 'MAN_5' // s$  // Cut Throat Business
05A9: s$2470[35] = 'GROVE1A' // s$ 
$1718[35] = 3 
05A9: s$2320[35] = 'CUT129' // s$  // GROVE1a
05A9: s$2620[35] = 'GROVE1' // s$ 
05A9: s$2470[36] = 'GROVE1B' // s$ 
$1718[36] = 3 
05A9: s$2320[36] = 'CUT130' // s$  // GROVE1b
05A9: s$2620[36] = 'GROVE1' // s$ 
05A9: s$2470[37] = 'GROVE1C' // s$ 
$1718[37] = 2 
05A9: s$2320[37] = 'CUT131' // s$  // GROVE1c
05A9: s$2620[37] = 'GROVE1' // s$ 
05A9: s$2470[38] = 'GROVE2' // s$ 
$1718[38] = 1 
05A9: s$2320[38] = 'CUT132' // s$  // GROVE2
05A9: s$2620[38] = 'GROVE2' // s$ 
05A9: s$2470[39] = 'RIOT_1A' // s$ 
$1718[39] = 5 
05A9: s$2320[39] = 'CUT133' // s$  // RIOT_1
05A9: s$2620[39] = 'RIOT1' // s$  // ~s~Go back to Sweet's house.
05A9: s$2470[40] = 'RIOT_2' // s$  // Los Desperados
$1718[40] = 1 
05A9: s$2320[40] = 'CUT134' // s$  // RIOT_2
05A9: s$2620[40] = 'RIOT2' // s$ 
05A9: s$2470[41] = 'RIOT_4A' // s$ 
$1718[41] = 1 
05A9: s$2320[41] = 'CUT137' // s$  // RIOT_4a
05A9: s$2620[41] = 'RIOT4' // s$ 
05A9: s$2470[42] = 'RIOT_4B' // s$ 
$1718[42] = 0 
05A9: s$2320[42] = 'CUT138' // s$  // RIOT_4b
05A9: s$2620[42] = 'RIOT4' // s$ 
05A9: s$2470[43] = 'RIOT_4C' // s$ 
$1718[43] = 2 
05A9: s$2320[43] = 'CUT139' // s$  // RIOT_4c
05A9: s$2620[43] = 'RIOT4' // s$ 
05A9: s$2470[44] = 'RIOT_4D' // s$ 
$1718[44] = 2 
05A9: s$2320[44] = 'CUT140' // s$  // RIOT_4d
05A9: s$2620[44] = 'RIOT4' // s$ 
05A9: s$2470[45] = 'RIOT4E1' // s$ 
$1718[45] = 0 
05A9: s$2320[45] = 'CUT141' // s$  // RIOT_4e
05A9: s$2620[45] = 'RIOT4' // s$ 
05A9: s$2470[46] = 'EPILOG' // s$ 
$1718[46] = 3 
05A9: s$2320[46] = 'CUT142' // s$  // EPILOG
05A9: s$2620[46] = 'RIOT4' // s$ 
05A9: s$2470[47] = 'SWEET1C' // s$ 
$1718[47] = 3 
05A9: s$2320[47] = 'CUT143' // s$  // SWEET1C
05A9: s$2620[47] = 'SWEET1B' // s$  // Cleaning the Hood
05A9: s$2470[48] = 'PROLOG2' // s$ 
$1718[48] = 0 
05A9: s$2320[48] = 'CUT150' // s$  // PROLOG2
05A9: s$2620[48] = 'INTRO1' // s$ 
05A9: s$2470[49] = 'PROLOG3' // s$ 
$1718[49] = 0 
05A9: s$2320[49] = 'CUT151' // s$  // PROLOG3
05A9: s$2620[49] = 'INTRO1' // s$ 
05A9: s$2470[50] = 'BCRAS2' // s$ 
$1718[50] = 0 
05A9: s$2320[50] = 'CUT152' // s$  // BCRAS2
05A9: s$2620[50] = 'BCRASH1' // s$  // Badlands
05A9: s$2470[51] = 'DATE1A' // s$ 
$1718[51] = 5 
05A9: s$2320[51] = 'CUT_D1' // s$  // DATE 1A PIZZA
05A9: s$2620[51] = 'SWEET3' // s$ 
05A9: s$2470[52] = 'DATE1B' // s$ 
$1718[52] = 5 
05A9: s$2320[52] = 'CUT_D2' // s$  // DATE 1B PIZZA
05A9: s$2620[52] = 'SWEET3' // s$ 
05A9: s$2470[53] = 'DATE1A' // s$ 
$1718[53] = 10 
05A9: s$2320[53] = 'CUT_D3' // s$  // DATE 1A BURGER
05A9: s$2620[53] = 'SWEET3' // s$ 
05A9: s$2470[54] = 'DATE1B' // s$ 
$1718[54] = 10 
05A9: s$2320[54] = 'CUT_D4' // s$  // DATE 1B BURGER
05A9: s$2620[54] = 'SWEET3' // s$ 
05A9: s$2470[55] = 'DATE2A' // s$ 
$1718[55] = 9 
05A9: s$2320[55] = 'CUT_D5' // s$  // DATE 2A CHICKEN
05A9: s$2620[55] = 'SWEET3' // s$ 
05A9: s$2470[56] = 'DATE2B' // s$ 
$1718[56] = 9 
05A9: s$2320[56] = 'CUT_D6' // s$  // DATE 2B CHICKEN
05A9: s$2620[56] = 'SWEET3' // s$ 
05A9: s$2470[57] = 'DATE3A' // s$ 
$1718[57] = 4 
05A9: s$2320[57] = 'CUT_D7' // s$  // DATE 3A DINER BIG
05A9: s$2620[57] = 'SWEET3' // s$ 
05A9: s$2470[58] = 'DATE3B' // s$ 
$1718[58] = 4 
05A9: s$2320[58] = 'CUT_D8' // s$  // DATE 3B DINER BIG
05A9: s$2620[58] = 'SWEET3' // s$ 
05A9: s$2470[59] = 'DATE4A' // s$ 
$1718[59] = 5 
05A9: s$2320[59] = 'CUT_D9' // s$  // DATE 4A DINER SMAL
05A9: s$2620[59] = 'SWEET3' // s$ 
05A9: s$2470[60] = 'DATE4B' // s$ 
$1718[60] = 5 
05A9: s$2320[60] = 'CUT_D10' // s$  // DATE 4B DINER SMAL
05A9: s$2620[60] = 'SWEET3' // s$ 
05A9: s$2470[61] = 'DATE5A' // s$ 
$1718[61] = 6 
05A9: s$2320[61] = 'CUT_D11' // s$  // DATE 5A REST BOOTH
05A9: s$2620[61] = 'SWEET3' // s$ 
05A9: s$2470[62] = 'DATE5B' // s$ 
$1718[62] = 6 
05A9: s$2320[62] = 'CUT_D12' // s$  // DATE 5B REST BOOTH
05A9: s$2620[62] = 'SWEET3' // s$ 
05A9: s$2470[63] = 'DATE5A' // s$ 
$1718[63] = 1 
05A9: s$2320[63] = 'CUT_D13' // s$  // DATE 5A REST TABLE
05A9: s$2620[63] = 'SWEET3' // s$ 
05A9: s$2470[64] = 'DATE5B' // s$ 
$1718[64] = 1 
05A9: s$2320[64] = 'CUT_D14' // s$  // DATE 5B REST TABLE
05A9: s$2620[64] = 'SWEET3' // s$ 
05A9: s$2470[65] = 'DATE6A' // s$ 
$1718[65] = 17 
05A9: s$2320[65] = 'CUT_D15' // s$  // DATE 6A BAR1
05A9: s$2620[65] = 'SWEET3' // s$ 
05A9: s$2470[66] = 'DATE6B' // s$ 
$1718[66] = 17 
05A9: s$2320[66] = 'CUT_D16' // s$  // DATE 6A BAR1
05A9: s$2620[66] = 'SWEET3' // s$ 
05A9: s$2470[67] = 'DATE6A' // s$ 
$1718[67] = 11 
05A9: s$2320[67] = 'CUT_D17' // s$  // DATE 6A BAR2
05A9: s$2620[67] = 'SWEET3' // s$ 
05A9: s$2470[68] = 'DATE6B' // s$ 
$1718[68] = 11 
05A9: s$2320[68] = 'CUT_D18' // s$  // DATE 6A BAR2
05A9: s$2620[68] = 'SWEET3' // s$ 
05A9: s$2470[69] = 'RIOT_1B' // s$ 
$1718[69] = 5 
05A9: s$2320[69] = 'CUT133' // s$  // RIOT_1
05A9: s$2620[69] = 'RIOT1' // s$  // ~s~Go back to Sweet's house.
05A9: s$2470[70] = 'RIOT4E2' // s$ 
$1718[70] = 0 
05A9: s$2320[70] = 'CUT141' // s$  // RIOT_4e
05A9: s$2620[70] = 'RIOT4' // s$ 
05A9: s$2470[71] = 'CAS6B_2' // s$ 
$1718[71] = 1 
05A9: s$2320[71] = 'CUT107' // s$  // CAS_6b
05A9: s$2620[71] = 'CASINO6' // s$  // The Meat Business
05A9: s$2470[72] = 'CAS_9A2' // s$ 
$1718[72] = 2 
05A9: s$2320[72] = 'CUT110' // s$  // CAS_9a
05A9: s$2620[72] = 'CASINO9' // s$  // Freefall
05A9: s$2470[73] = 'CRASV2B' // s$ 
$1718[73] = 0 
05A9: s$2320[73] = 'CUT120' // s$  // CRASHV2
05A9: s$2620[73] = 'VCR2' // s$ 
05A9: s$2470[74] = 'CUTTEST' // s$  // (CUTTEST)
$1718[74] = 0 
05A9: s$2320[74] = 'CUTTEST' // s$  // (CUTTEST)
05A9: s$2620[74] = 'SWEET3' // s$ 
05A9: s$2816[0] = 'SC_02' // s$ 
$1793[0] = 0 
05A9: s$2770[0] = 'SC_02' // s$ 
05A9: s$2816[1] = 'SC_03' // s$ 
$1793[1] = 0 
05A9: s$2770[1] = 'SC_03' // s$ 
05A9: s$2816[2] = 'SC_04' // s$ 
$1793[2] = 2 
05A9: s$2770[2] = 'SC_04' // s$ 
05A9: s$2816[3] = 'SC_05' // s$ 
$1793[3] = 0 
05A9: s$2770[3] = 'SC_05' // s$ 
05A9: s$2816[4] = 'SC_06' // s$ 
$1793[4] = 0 
05A9: s$2770[4] = 'SC_06' // s$ 
05A9: s$2816[5] = 'SC_07' // s$ 
$1793[5] = 0 
05A9: s$2770[5] = 'SC_07' // s$ 
05A9: s$2816[6] = 'SC_08' // s$ 
$1793[6] = 0 
05A9: s$2770[6] = 'SC_08' // s$ 
05A9: s$2816[7] = 'SC_09' // s$ 
$1793[7] = 0 
05A9: s$2770[7] = 'SC_09' // s$ 
05A9: s$2816[8] = 'SC_10' // s$ 
$1793[8] = 0 
05A9: s$2770[8] = 'SC_10' // s$ 
05A9: s$2816[9] = 'SC_11' // s$ 
$1793[9] = 0 
05A9: s$2770[9] = 'SC_11' // s$ 
05A9: s$2816[10] = 'SC_12' // s$ 
$1793[10] = 0 
05A9: s$2770[10] = 'SC_12' // s$ 
05A9: s$2816[11] = 'SC_13' // s$ 
$1793[11] = 0 
05A9: s$2770[11] = 'SC_13' // s$ 
05A9: s$2816[12] = 'SC_13V' // s$ 
$1793[12] = 0 
05A9: s$2770[12] = 'SC_13V' // s$ 
05A9: s$2816[13] = 'SC_14' // s$ 
$1793[13] = 5 
05A9: s$2770[13] = 'SC_14' // s$ 
05A9: s$2816[14] = 'SC_15' // s$ 
$1793[14] = 0 
05A9: s$2770[14] = 'SC_15' // s$ 
05A9: s$2816[15] = 'SC_16' // s$ 
$1793[15] = 0 
05A9: s$2770[15] = 'SC_16' // s$ 
05A9: s$2816[16] = 'SC_18' // s$ 
$1793[16] = 0 
05A9: s$2770[16] = 'SC_18' // s$ 
05A9: s$2816[17] = 'SC_19' // s$ 
$1793[17] = 0 
05A9: s$2770[17] = 'SC_19' // s$ 
05A9: s$2816[18] = 'SC_20' // s$ 
$1793[18] = 2 
05A9: s$2770[18] = 'SC_20' // s$ 
05A9: s$2816[19] = 'SC_21' // s$ 
$1793[19] = 0 
05A9: s$2770[19] = 'SC_21' // s$ 
05A9: s$2816[20] = 'SC_21B' // s$ 
$1793[20] = 0 
05A9: s$2770[20] = 'SC_21B' // s$ 
05A9: s$2816[21] = 'SC_22' // s$ 
$1793[21] = 0 
05A9: s$2770[21] = 'SC_22' // s$ 
05A9: s$2816[22] = 'SC_23' // s$ 
$1793[22] = 0 
05A9: s$2770[22] = 'SC_23' // s$ 
$1627 = 0 
$1543 = 0 
$1530 = 0 
04AE: $1536 = 400 // = constant 
04AE: $1553 = 321 // = constant 
$1540 = 0 
$1542 = 0 
$1556 = 0 
$1544 = 0 
$1559 = 0 
$1541 = 0 
$1555 = 0 
$1547 = 0 
$1551 = 0 
$1552 = 0 
$1522 = 0 
$1523 = 0 
$1524 = 0 
$1525 = 0 
$1526 = 0 
$1527 = 0 
$1563 = 0 
$1564 = 0 
$1531 = 0 
$1537 = 0 
$1558 = 0 
$3291 = 0 
0086: $1603 = $459 // (float) 
$1603 += 6.0 
0086: $1598 = $461 // (float) 
$1598 -= 5.0 
0086: $1599 = $465 // (float) 
$1599 += 5.0 
0086: $1600 = $467 // (float) 
$1600 += 5.0 
0086: $1601 = $470 // (float) 
$1601 -= 5.0 
0086: $1588 = $473 // (float) 
$1588 -= 5.0 
0086: $1609 = $477 // (float) 
$1609 += 5.0 
0086: $1595 = $479 // (float) 
$1595 -= 5.0 
$1576 = 20.0 
0086: $1573 = $496 // (float) 
$1573 -= 5.0 
0086: $1604 = $493 // (float) 
$1604 -= 5.0 
0086: $1615 = $502 // (float) 
$1615 -= 5.0 
0086: $1619 = $505 // (float) 
$1619 -= 0.5 
0086: $1602 = $552 // (float) 
$1602 += 5.0 
0086: $1592 = $558 // (float) 
$1592 += 5.0 
0086: $1593 = $555 // (float) 
$1593 += 5.0 
0086: $1616 = $573 // (float) 
$1616 += 5.0 
0086: $1617 = $546 // (float) 
$1617 += 5.0 
0086: $1610 = $561[0] // (float) 
$1610 += 5.0 
0086: $1611 = $561[1] // (float) 
$1611 += 5.0 
0086: $1612 = $561[2] // (float) 
$1612 += 5.0 
0086: $1613 = $561[3] // (float) 
$1613 += 5.0 
0086: $1618 = $600 // (float) 
$1618 -= 5.0 
0086: $1587 = $603 // (float) 
$1587 -= 5.0 
0086: $1606 = $665 // (float) 
$1606 -= 5.0 
0086: $1594 = $606 // (float) 
$1594 += 5.0 
0086: $1607 = $609 // (float) 
$1607 += 5.0 
0086: $1585 = $618 // (float) 
$1585 -= 5.0 
0086: $1586 = $612 // (float) 
$1586 += 5.0 
0086: $1596 = $615 // (float) 
$1596 -= 5.0 
0086: $1608 = $633 // (float) 
$1608 += 3.5 
0086: $1580 = $647 // (float) 
$1580 -= 5.0 
0086: $1614 = $549 // (float) 
$1614 -= 5.0 
0086: $1581 = $650 // (float) 
$1581 -= 5.0 
0086: $1582 = $653 // (float) 
$1582 -= 5.0 
0086: $1583 = $656 // (float) 
$1583 -= 5.0 
0086: $1584 = $659 // (float) 
$1584 -= 5.0 
$1565 = 10.0 
$1566 = 10.0 
$1567 = 10.0 
0086: $1597 = $3725 // (float) 
$1597 -= 5.0 
0086: $1605 = $3727 // (float) 
$1605 += 7.0 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
thread 'MS_SKIP' 
$1548 = 1 
00C4: 
set_wb_check_to 0 
$2866 = 0 

:MS_SKIP_9587
wait 0 
if 
  $3291 == 1 
else_jump @MS_SKIP_9616 
jump @MS_SKIP_9587 

:MS_SKIP_9616
01BD: $1560 = current_time_in_ms 
jump @MS_SKIP_9684 
032B: $1554 = create_weapon_pickup $1553 type 3 ammo 2000 at $1510 $1511 $1512 
00A5: $1528 = create_car $1536 at $1510 $1511 $1512 
00A5: $1529 = create_car $1536 at $1510 $1511 $1512 

:MS_SKIP_9684
gosub @MS_SKIP_20849 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_11664 
if 
  $ONMISSION == 0 
else_jump @MS_SKIP_9954 
if 
0735:   is_keyboard_key_pressed 49 
else_jump @MS_SKIP_9914 
if 
  $1064 == 0 
else_jump @MS_SKIP_9914 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_9914 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @MS_SKIP_9881 
0247: load_model 567 

:MS_SKIP_9795
if 
8248:   not model 567 available 
else_jump @MS_SKIP_9822 
wait 0 
jump @MS_SKIP_9795 

:MS_SKIP_9822
00A5: $2867 = create_car 567 at 1795.127 -1903.743 12.4004 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_9869 
036A: put_actor $PLAYER_ACTOR in_car $2867 

:MS_SKIP_9869
01C3: remove_references_to_car $2867 
jump @MS_SKIP_9901 

:MS_SKIP_9881
00A1: put_actor $PLAYER_ACTOR at 1795.127 -1903.743 12.4004 

:MS_SKIP_9901
wait 1000 
create_thread @BDISPLY 

:MS_SKIP_9914
if 
0735:   is_keyboard_key_pressed 50 
else_jump @MS_SKIP_9954 
if 
  $1064 == 1 
else_jump @MS_SKIP_9954 
$1060 = 1 

:MS_SKIP_9954
if 
  $ONMISSION == 0 
else_jump @MS_SKIP_10123 
if 
  $1627 == 0 
else_jump @MS_SKIP_10065 
if and
00E1:   player 1 pressed_key 7 
00E1:   player 1 pressed_key 14 
else_jump @MS_SKIP_10065 
$1627 = 1 
00A0: store_actor $PLAYER_ACTOR position_to $1624 $1625 $1626 
$1624 += 2.0 
0053: $SECOND_PLAYER = create_player 1 at $1624 $1625 $1626 
wait 500 

:MS_SKIP_10065
if 
  $1627 == 1 
else_jump @MS_SKIP_10123 
if and
00E1:   player 1 pressed_key 7 
00E1:   player 1 pressed_key 14 
else_jump @MS_SKIP_10123 
06DF: destroy_player $SECOND_PLAYER 
$1627 = 0 
wait 500 

:MS_SKIP_10123
if 
0735:   is_keyboard_key_pressed 72 
else_jump @MS_SKIP_10284 
0223: set_actor $PLAYER_ACTOR health_to 100 
035F: actor $PLAYER_ACTOR armour += 100 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MS_SKIP_10284 
03C0: $2868 = actor $PLAYER_ACTOR car 
0224: set_car $2868 health_to 1000 
0441: $2869 = car $2868 model 
if 
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @MS_SKIP_10284 
if 
881E:   not model $2869 boat 
else_jump @MS_SKIP_10284 
if 
8820:   not model $2869 heli 
else_jump @MS_SKIP_10284 
if 
881F:   not model $2869 plane 
else_jump @MS_SKIP_10284 
0699: set_car $2868 repair_tire 0 
0699: set_car $2868 repair_tire 2 
0699: set_car $2868 repair_tire 1 
0699: set_car $2868 repair_tire 3 

:MS_SKIP_10284
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_11664 
if and
00E1:   player 1 pressed_key 15 
  $1537 == 0 
else_jump @MS_SKIP_10374 

:MS_SKIP_10321
if 
00E1:   player 1 pressed_key 15 
else_jump @MS_SKIP_10349 
wait 0 
jump @MS_SKIP_10321 

:MS_SKIP_10349
00BC: show_text_highpriority GXT 'CHEATON' time 2000 flag 1  // Script debug mode ON
00C3: 
$1537 = 1 

:MS_SKIP_10374
if and
00E1:   player 1 pressed_key 15 
  $1537 == 1 
else_jump @MS_SKIP_10451 

:MS_SKIP_10398
if 
00E1:   player 1 pressed_key 15 
else_jump @MS_SKIP_10426 
wait 0 
jump @MS_SKIP_10398 

:MS_SKIP_10426
00BC: show_text_highpriority GXT 'CHEATOF' time 2000 flag 1  // Script debug mode OFF
00C4: 
$1537 = 0 

:MS_SKIP_10451
if and
00E1:   player 1 pressed_key 13 
  $1550 == 0 
  $1549 == 0 
else_jump @MS_SKIP_10536 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00BC: show_text_highpriority GXT 'CARSOFF' time 2000 flag 1  // Cars and peds turned off.
fade 1 0 
02A3: enable_widescreen 0 
$1549 = 1 
$1550 = 1 

:MS_SKIP_10536
if and
00E1:   player 1 pressed_key 13 
  $1550 == 0 
  $1549 == 1 
else_jump @MS_SKIP_10621 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BC: show_text_highpriority GXT 'CARS_ON' time 2000 flag 1  // Cars and peds turned on.
fade 1 0 
02A3: enable_widescreen 0 
$1549 = 0 
$1550 = 1 

:MS_SKIP_10621
if 
80E1:   not player 1 pressed_key 13 
else_jump @MS_SKIP_10663 
if 
  $1550 == 1 
else_jump @MS_SKIP_10663 
$1550 = 0 

:MS_SKIP_10663
if 
80E1:   not player 1 pressed_key 6 
else_jump @MS_SKIP_11664 
if or
00E1:   player 1 pressed_key 9 
00E1:   player 1 pressed_key 8 
else_jump @MS_SKIP_11664 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_10741 
00A0: store_actor $PLAYER_ACTOR position_to $1510 $1511 $1512 
0172: $1517 = actor $PLAYER_ACTOR Z_angle 

:MS_SKIP_10741
if and
  45.0 > $1517 
  $1517 > 0.0 
else_jump @MS_SKIP_10792 
$1511 += 5.0 
$1518 = 90.0 

:MS_SKIP_10792
if and
  360.0 > $1517 
  $1517 > 315.0 
else_jump @MS_SKIP_10843 
$1511 += 5.0 
$1518 = 90.0 

:MS_SKIP_10843
if and
  135.0 > $1517 
  $1517 > 45.0 
else_jump @MS_SKIP_10894 
$1510 -= 5.0 
$1518 = 180.0 

:MS_SKIP_10894
if and
  225.0 > $1517 
  $1517 > 135.0 
else_jump @MS_SKIP_10945 
$1511 -= 5.0 
$1518 = 270.0 

:MS_SKIP_10945
if and
  315.0 > $1517 
  $1517 > 225.0 
else_jump @MS_SKIP_10996 
$1510 += 5.0 
$1518 = 0.0 

:MS_SKIP_10996
$1512 += 1.0 
02CE: $1512 = ground_z_at $1510 $1511 $1512 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MS_SKIP_11043 
jump @MS_SKIP_9587 

:MS_SKIP_11043
wait 0 
if 
00E1:   player 1 pressed_key 8 
else_jump @MS_SKIP_11261 

:MS_SKIP_11064
if 
00E1:   player 1 pressed_key 8 
else_jump @MS_SKIP_11092 
wait 0 
jump @MS_SKIP_11064 

:MS_SKIP_11092
$1553 += 1 
if 
04A3:   $1553 == 345 // == constant 
else_jump @MS_SKIP_11126 
04AE: $1553 = 346 // = constant 

:MS_SKIP_11126
if 
  $1553 == 329 
else_jump @MS_SKIP_11153 
04AE: $1553 = 330 // = constant 

:MS_SKIP_11153
if 
  $1553 == 340 
else_jump @MS_SKIP_11180 
04AE: $1553 = 341 // = constant 

:MS_SKIP_11180
if 
  $1553 == 354 
else_jump @MS_SKIP_11207 
04AE: $1553 = 355 // = constant 

:MS_SKIP_11207
if 
  $1553 == 332 
else_jump @MS_SKIP_11234 
04AE: $1553 = 333 // = constant 

:MS_SKIP_11234
if 
04B0:   $1553 > 371 // $ > constant 
else_jump @MS_SKIP_11261 
04AE: $1553 = 321 // = constant 

:MS_SKIP_11261
if 
00E1:   player 1 pressed_key 9 
else_jump @MS_SKIP_11475 

:MS_SKIP_11278
if 
00E1:   player 1 pressed_key 9 
else_jump @MS_SKIP_11306 
wait 0 
jump @MS_SKIP_11278 

:MS_SKIP_11306
$1553 -= 1 
if 
04B2:   321 > $1553 // constant > $ 
else_jump @MS_SKIP_11340 
04AE: $1553 = 371 // = constant 

:MS_SKIP_11340
if 
  $1553 == 329 
else_jump @MS_SKIP_11367 
04AE: $1553 = 328 // = constant 

:MS_SKIP_11367
if 
  $1553 == 340 
else_jump @MS_SKIP_11394 
04AE: $1553 = 339 // = constant 

:MS_SKIP_11394
if 
  $1553 == 354 
else_jump @MS_SKIP_11421 
04AE: $1553 = 353 // = constant 

:MS_SKIP_11421
if 
  $1553 == 332 
else_jump @MS_SKIP_11448 
04AE: $1553 = 331 // = constant 

:MS_SKIP_11448
if 
04A3:   $1553 == 345 // == constant 
else_jump @MS_SKIP_11475 
04AE: $1553 = 344 // = constant 

:MS_SKIP_11475
0215: destroy_pickup $1554 
0249: release_model $1553 
if 
8488:   not model $1553 exists // versionA 
else_jump @MS_SKIP_11508 
jump @MS_SKIP_11043 

:MS_SKIP_11508
0247: load_model $1553 
00BC: show_text_highpriority GXT 'LOADCAR' time 250 flag 1  // LOADING VEHICLE...
038B: load_requested_models 

:MS_SKIP_11531
if 
8248:   not model $1553 available 
else_jump @MS_SKIP_11597 
wait 0 
00BC: show_text_highpriority GXT 'LOADCAR' time 80 flag 1  // LOADING VEHICLE...
if 
00E1:   player 1 pressed_key 4 
else_jump @MS_SKIP_11590 
jump @MS_SKIP_11043 

:MS_SKIP_11590
jump @MS_SKIP_11531 

:MS_SKIP_11597
$1512 += 0.8 
032B: $1554 = create_weapon_pickup $1553 type 3 ammo 2000 at $1510 $1511 $1512 
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: show_text_1number_styled GXT 'NUMBER' number $1553 time 500 style 4  // ~1~
0249: release_model $1553 

:MS_SKIP_11664
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_14332 

:MS_SKIP_11677
if 
85A0:   not is_unused_camera_world_viewer_being_used 
else_jump @MS_SKIP_13555 
if or
00E1:   player 1 pressed_key 2 
00E1:   player 1 pressed_key 3 
else_jump @MS_SKIP_12903 
wait 40 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if 
  $18 > 100 
else_jump @MS_SKIP_11843 
if 
  $1530 == 1 
else_jump @MS_SKIP_11776 
$1536 += 1 

:MS_SKIP_11776
if 
  $1530 == 0 
else_jump @MS_SKIP_11809 
04AE: $1536 = 400 // = constant 
$1530 = 1 

:MS_SKIP_11809
$1530 = 1 
if 
  $1536 > 611 
else_jump @MS_SKIP_11843 
04AE: $1536 = 400 // = constant 

:MS_SKIP_11843
if 
  -100 > $18 
else_jump @MS_SKIP_11953 
if 
  $1530 == 1 
else_jump @MS_SKIP_11886 
$1536 -= 1 

:MS_SKIP_11886
if 
  $1530 == 0 
else_jump @MS_SKIP_11919 
$1536 = 611 
$1530 = 1 

:MS_SKIP_11919
$1530 = 1 
if 
04B2:   400 > $1536 // constant > $ 
else_jump @MS_SKIP_11953 
$1536 = 611 

:MS_SKIP_11953
if 
  -100 > $19 
else_jump @MS_SKIP_12090 
if 
  $1530 == 1 
else_jump @MS_SKIP_11996 
$1536 += 10 

:MS_SKIP_11996
if 
  $1530 == 0 
else_jump @MS_SKIP_12029 
04AE: $1536 = 400 // = constant 
$1530 = 1 

:MS_SKIP_12029
$1530 = 1 
if 
  $1536 > 611 
else_jump @MS_SKIP_12063 
04AE: $1536 = 400 // = constant 

:MS_SKIP_12063
if 
04A3:   $1536 == 411 // == constant 
else_jump @MS_SKIP_12090 
04AE: $1536 = 412 // = constant 

:MS_SKIP_12090
if 
  $19 > 100 
else_jump @MS_SKIP_12227 
if 
  $1530 == 1 
else_jump @MS_SKIP_12133 
$1536 -= 10 

:MS_SKIP_12133
if 
  $1530 == 0 
else_jump @MS_SKIP_12166 
$1536 = 611 
$1530 = 1 

:MS_SKIP_12166
$1530 = 1 
if 
04B2:   400 > $1536 // constant > $ 
else_jump @MS_SKIP_12200 
$1536 = 611 

:MS_SKIP_12200
if 
04A3:   $1536 == 411 // == constant 
else_jump @MS_SKIP_12227 
04AE: $1536 = 410 // = constant 

:MS_SKIP_12227
if 
8488:   not model $1536 exists // versionA 
else_jump @MS_SKIP_12280 
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: show_text_1number_styled GXT 'NUMBER' number $1536 time 500 style 4  // ~1~
jump @MS_SKIP_11677 

:MS_SKIP_12280
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_12318 
00A0: store_actor $PLAYER_ACTOR position_to $1510 $1511 $1512 
0172: $1517 = actor $PLAYER_ACTOR Z_angle 

:MS_SKIP_12318
if and
  45.0 > $1517 
  $1517 > 0.0 
else_jump @MS_SKIP_12369 
$1511 += 5.0 
$1518 = 90.0 

:MS_SKIP_12369
if and
  360.0 > $1517 
  $1517 > 315.0 
else_jump @MS_SKIP_12420 
$1511 += 5.0 
$1518 = 90.0 

:MS_SKIP_12420
if and
  135.0 > $1517 
  $1517 > 45.0 
else_jump @MS_SKIP_12471 
$1510 -= 5.0 
$1518 = 180.0 

:MS_SKIP_12471
if and
  225.0 > $1517 
  $1517 > 135.0 
else_jump @MS_SKIP_12522 
$1511 -= 5.0 
$1518 = 270.0 

:MS_SKIP_12522
if and
  315.0 > $1517 
  $1517 > 225.0 
else_jump @MS_SKIP_12573 
$1510 += 5.0 
$1518 = 0.0 

:MS_SKIP_12573
$1512 += 0.6 
02CE: $1512 = ground_z_at $1510 $1511 $1512 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MS_SKIP_12620 
jump @MS_SKIP_9587 

:MS_SKIP_12620
if or
  $18 > 100 
  -100 > $18 
  $19 > 100 
  -100 > $19 
else_jump @MS_SKIP_12899 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_12715 
if 
8119:   not car $1528 wrecked 
else_jump @MS_SKIP_12715 
if 
80DB:   not actor $PLAYER_ACTOR in_car $1528 
else_jump @MS_SKIP_12715 
00A6: destroy_car $1528 

:MS_SKIP_12715
01C3: remove_references_to_car $1528 
0249: release_model $1536 
0247: load_model $1536 
00BC: show_text_highpriority GXT 'LOADCAR' time 250 flag 1  // LOADING VEHICLE...
038B: load_requested_models 

:MS_SKIP_12748
if 
8248:   not model $1536 available 
else_jump @MS_SKIP_12814 
wait 0 
00BC: show_text_highpriority GXT 'LOADCAR' time 80 flag 1  // LOADING VEHICLE...
if 
00E1:   player 1 pressed_key 4 
else_jump @MS_SKIP_12807 
jump @MS_SKIP_11677 

:MS_SKIP_12807
jump @MS_SKIP_12748 

:MS_SKIP_12814
00A5: $1528 = create_car $1536 at $1510 $1511 $1512 
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: show_text_1number_styled GXT 'NUMBER' number $1536 time 500 style 4  // ~1~
0175: set_car $1528 Z_angle_to $1518 
077E: get_active_interior_to $2862 
0840: link_car $1528 to_interior $2862 
020A: set_car $1528 door_status_to 1 
0249: release_model $1536 
01C3: remove_references_to_car $1528 

:MS_SKIP_12899
wait 0 

:MS_SKIP_12903
if 
80E1:   not player 1 pressed_key 16 
else_jump @MS_SKIP_13229 
if or
00E1:   player 1 pressed_key 0 
00E1:   player 1 pressed_key 1 
else_jump @MS_SKIP_13229 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if 
8119:   not car $1528 wrecked 
else_jump @MS_SKIP_13229 
if 
  $16 > 50 
else_jump @MS_SKIP_13025 
$1524 += 1 
if 
  $1524 > 126 
else_jump @MS_SKIP_13025 
$1524 = 0 

:MS_SKIP_13025
if 
  -50 > $16 
else_jump @MS_SKIP_13075 
$1524 -= 1 
if 
  0 > $1524 
else_jump @MS_SKIP_13075 
$1524 = 126 

:MS_SKIP_13075
if 
  -50 > $17 
else_jump @MS_SKIP_13125 
$1525 += 1 
if 
  $1525 > 126 
else_jump @MS_SKIP_13125 
$1525 = 0 

:MS_SKIP_13125
if 
  $17 > 50 
else_jump @MS_SKIP_13175 
$1525 -= 1 
if 
  0 > $1525 
else_jump @MS_SKIP_13175 
$1525 = 126 

:MS_SKIP_13175
if 
8119:   not car $1528 wrecked 
else_jump @MS_SKIP_13202 
0229: set_car $1528 primary_color_to $1524 secondary_color_to $1525 

:MS_SKIP_13202
02FD: show_text_2numbers_lowpriority GXT 'COLOURS' numbers $1524 $1525 time 1000 flag 1  // color one ~1~ color two ~1~
wait 150 

:MS_SKIP_13229
if 
00E1:   player 1 pressed_key 16 
else_jump @MS_SKIP_13555 
if or
00E1:   player 1 pressed_key 0 
00E1:   player 1 pressed_key 1 
else_jump @MS_SKIP_13555 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if 
8119:   not car $1528 wrecked 
else_jump @MS_SKIP_13555 
if 
  $16 > 50 
else_jump @MS_SKIP_13351 
$1526 += 1 
if 
  $1526 > 126 
else_jump @MS_SKIP_13351 
$1526 = 0 

:MS_SKIP_13351
if 
  -50 > $16 
else_jump @MS_SKIP_13401 
$1526 -= 1 
if 
  0 > $1526 
else_jump @MS_SKIP_13401 
$1526 = 126 

:MS_SKIP_13401
if 
  -50 > $17 
else_jump @MS_SKIP_13451 
$1527 += 1 
if 
  $1527 > 126 
else_jump @MS_SKIP_13451 
$1527 = 0 

:MS_SKIP_13451
if 
  $17 > 50 
else_jump @MS_SKIP_13501 
$1527 -= 1 
if 
  0 > $1527 
else_jump @MS_SKIP_13501 
$1527 = 126 

:MS_SKIP_13501
if 
8119:   not car $1528 wrecked 
else_jump @MS_SKIP_13528 
0A11: set_car $1528 tertiary_color_to $1526 quaternary_color_to $1527 

:MS_SKIP_13528
02FD: show_text_2numbers_lowpriority GXT 'COLOUR2' numbers $1526 $1527 time 1000 flag 1  // color three ~1~ color four ~1~
wait 150 

:MS_SKIP_13555
if and
00E1:   player 1 pressed_key 6 
00E1:   player 1 pressed_key 16 
else_jump @MS_SKIP_13697 
if 
  $1531 == 0 
else_jump @MS_SKIP_13627 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
fade 1 0 
$1531 = 1 
jump @MS_SKIP_13669 

:MS_SKIP_13627
02A3: enable_widescreen 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_13662 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 
fade 1 0 

:MS_SKIP_13662
$1531 = 0 

:MS_SKIP_13669
if 
00E1:   player 1 pressed_key 16 
else_jump @MS_SKIP_13697 
wait 0 
jump @MS_SKIP_13669 

:MS_SKIP_13697
if 
0735:   is_keyboard_key_pressed 153 
else_jump @MS_SKIP_14123 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_14123 
if 
  $29 == 0 
else_jump @MS_SKIP_13819 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MS_SKIP_13812 
03C0: $1529 = actor $PLAYER_ACTOR car 
if 
8119:   not car $1529 wrecked 
else_jump @MS_SKIP_13812 
if 
06AA:   NOP_false $1529 
else_jump @MS_SKIP_13805 
05EA: NOP 

:MS_SKIP_13805
$29 = 1 

:MS_SKIP_13812
jump @MS_SKIP_14123 

:MS_SKIP_13819
if 
8119:   not car $1529 wrecked 
else_jump @MS_SKIP_14080 
if 
  $29 == 1 
else_jump @MS_SKIP_13953 
if 
0735:   is_keyboard_key_pressed 153 
else_jump @MS_SKIP_13953 

:MS_SKIP_13869
if 
0735:   is_keyboard_key_pressed 153 
else_jump @MS_SKIP_13896 
wait 0 
jump @MS_SKIP_13869 

:MS_SKIP_13896
00BC: show_text_highpriority GXT 'CARREC1' time 2000 flag 1  // Car record ON
if 
8119:   not car $1529 wrecked 
else_jump @MS_SKIP_13935 
05E9: NOP $1529 0 

:MS_SKIP_13935
wait 0 
41@ = 0 
$29 = 2 

:MS_SKIP_13953
if 
  $29 == 2 
else_jump @MS_SKIP_14073 
if 
0735:   is_keyboard_key_pressed 153 
else_jump @MS_SKIP_14073 

:MS_SKIP_13987
if 
0735:   is_keyboard_key_pressed 153 
else_jump @MS_SKIP_14014 
wait 0 
jump @MS_SKIP_13987 

:MS_SKIP_14014
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CARREC2' time 2000 flag 1  // Car record OFF
if 
8119:   not car $1529 wrecked 
else_jump @MS_SKIP_14066 
if 
06AA:   NOP_false $1529 
else_jump @MS_SKIP_14066 
05EA: NOP 

:MS_SKIP_14066
$29 = 1 

:MS_SKIP_14073
jump @MS_SKIP_14123 

:MS_SKIP_14080
if or
  $29 == 1 
  $29 == 2 
else_jump @MS_SKIP_14123 
05EA: NOP 
00BC: show_text_highpriority GXT 'CARREC2' time 2000 flag 1  // Car record OFF

:MS_SKIP_14123
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_14332 
if or
  $29 == 1 
  $29 == 2 
else_jump @MS_SKIP_14332 
if or
0119:   car $1529 wrecked 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @MS_SKIP_14210 
$29 = 0 
05EA: NOP 
00BC: show_text_highpriority GXT 'CARREC2' time 2000 flag 1  // Car record OFF

:MS_SKIP_14210
if 
  $29 == 2 
else_jump @MS_SKIP_14332 
if 
8119:   not car $1529 wrecked 
else_jump @MS_SKIP_14332 
if 
86AA:   not NOP_false $1529 
else_jump @MS_SKIP_14290 
$29 = 0 
00BC: show_text_highpriority GXT 'CARREC2' time 2000 flag 1  // Car record OFF
jump @MS_SKIP_14332 

:MS_SKIP_14290
if 
  41@ > 1500 
else_jump @MS_SKIP_14332 
00BC: show_text_highpriority GXT 'REC' time 1000 flag 1  // ~r~recording~w~
41@ = 0 

:MS_SKIP_14332
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_15129 
if 
  $1537 == 1 
else_jump @MS_SKIP_15129 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_15122 
if 
  $1563 == 0 
else_jump @MS_SKIP_14491 
if and
00E1:   player 0 pressed_key 4 
00E1:   player 0 pressed_key 5 
00E1:   player 1 pressed_key 16 
else_jump @MS_SKIP_14484 
$1563 = 1 
00A0: store_actor $PLAYER_ACTOR position_to $1568 $1569 $1570 
01B4: set_player $PLAYER_CHAR can_move 0 
$1565 = 1.0 
$1566 = 1.0 
$1567 = 1.0 

:MS_SKIP_14484
jump @MS_SKIP_15122 

:MS_SKIP_14491
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if 
00E1:   player 0 pressed_key 4 
else_jump @MS_SKIP_14594 
008D: $2871 = integer $17 to_float 
if 
00E1:   player 0 pressed_key 5 
else_jump @MS_SKIP_14559 
$2871 /= 5.0 

:MS_SKIP_14559
$2871 /= 100.0 
$2871 *= -1.0 
0059: $1570 += $2871 // (float) 
jump @MS_SKIP_14710 

:MS_SKIP_14594
008D: $2870 = integer $16 to_float 
008D: $2871 = integer $17 to_float 
if 
00E1:   player 0 pressed_key 5 
else_jump @MS_SKIP_14637 
$2870 /= 5.0 

:MS_SKIP_14637
if 
00E1:   player 0 pressed_key 5 
else_jump @MS_SKIP_14664 
$2871 /= 5.0 

:MS_SKIP_14664
$2870 /= 100.0 
$2871 /= 100.0 
$2871 *= -1.0 
0059: $1568 += $2870 // (float) 
0059: $1569 += $2871 // (float) 

:MS_SKIP_14710
if 
00E1:   player 0 pressed_key 6 
else_jump @MS_SKIP_14797 
008D: $1572 = integer $19 to_float 
if 
00E1:   player 0 pressed_key 7 
else_jump @MS_SKIP_14762 
$1572 /= 5.0 

:MS_SKIP_14762
$1572 /= 100.0 
$1572 *= -1.0 
0059: $1567 += $1572 // (float) 
jump @MS_SKIP_14913 

:MS_SKIP_14797
008D: $1571 = integer $18 to_float 
008D: $1572 = integer $19 to_float 
if 
00E1:   player 0 pressed_key 7 
else_jump @MS_SKIP_14840 
$1571 /= 5.0 

:MS_SKIP_14840
if 
00E1:   player 0 pressed_key 7 
else_jump @MS_SKIP_14867 
$1572 /= 5.0 

:MS_SKIP_14867
$1571 /= 100.0 
$1572 /= 100.0 
$1572 *= -1.0 
0059: $1565 += $1571 // (float) 
0059: $1566 += $1572 // (float) 

:MS_SKIP_14913
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $1568 $1569 $1570 radius $1565 $1566 $1567 
else_jump @MS_SKIP_14949 

:MS_SKIP_14949
if 
00E1:   player 0 pressed_key 19 
else_jump @MS_SKIP_15054 
if 
  $1564 == 0 
else_jump @MS_SKIP_15047 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1568 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1569 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1570 
03A9: save_newline_to_debug_file 
03A8: save_float_to_debug_file $1565 
03A8: save_float_to_debug_file $1566 
03A8: save_float_to_debug_file $1567 
03A9: save_newline_to_debug_file 
00BC: show_text_highpriority GXT 'TEXXYZ3' time 800 flag 1  // Writing 3D LOCATE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
$1564 = 1 

:MS_SKIP_15047
jump @MS_SKIP_15079 

:MS_SKIP_15054
if 
  $1564 == 1 
else_jump @MS_SKIP_15079 
$1564 = 0 

:MS_SKIP_15079
if and
00E1:   player 0 pressed_key 4 
00E1:   player 0 pressed_key 5 
00E1:   player 1 pressed_key 16 
else_jump @MS_SKIP_15122 
01B4: set_player $PLAYER_CHAR can_move 1 
$1563 = 0 

:MS_SKIP_15122
jump @MS_SKIP_15129 

:MS_SKIP_15129
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_15528 
if 
85A0:   not is_unused_camera_world_viewer_being_used 
else_jump @MS_SKIP_15314 
if and
00E1:   player 1 pressed_key 4 
  $1546 == 0 
else_jump @MS_SKIP_15276 
00A0: store_actor $PLAYER_ACTOR position_to $1513 $1514 $1515 
02CE: $1515 = ground_z_at $1513 $1514 $1515 
0172: $1516 = actor $PLAYER_ACTOR Z_angle 
03A8: save_float_to_debug_file $1513 
03A8: save_float_to_debug_file $1514 
03A8: save_float_to_debug_file $1515 
03A8: save_float_to_debug_file $1516 
03A9: save_newline_to_debug_file 
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_15269 
00BC: show_text_highpriority GXT 'TEXXYZ1' time 1000 flag 1  // Writing PLAYERS coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT

:MS_SKIP_15269
$1546 = 1 

:MS_SKIP_15276
if and
80E1:   not player 1 pressed_key 4 
  $1546 == 1 
else_jump @MS_SKIP_15307 
$1546 = 0 

:MS_SKIP_15307
jump @MS_SKIP_15528 

:MS_SKIP_15314
if and
00E1:   player 1 pressed_key 4 
  $1545 == 0 
else_jump @MS_SKIP_15486 
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_15367 
00BC: show_text_highpriority GXT 'TEXXYZ2' time 1000 flag 1  // Writing CAMERA coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT

:MS_SKIP_15367
00A0: store_actor $PLAYER_ACTOR position_to $1513 $1514 $1515 
02CE: $1515 = ground_z_at $1513 $1514 $1515 
0172: $1516 = actor $PLAYER_ACTOR Z_angle 
03A8: save_float_to_debug_file $1513 
03A8: save_float_to_debug_file $1514 
03A8: save_float_to_debug_file $1515 
03A8: save_float_to_debug_file $1516 
03A9: save_newline_to_debug_file 
0454: store_debug_camera_position_to $1513 $1514 $1515 
03A8: save_float_to_debug_file $1513 
03A8: save_float_to_debug_file $1514 
03A8: save_float_to_debug_file $1515 
0463: store_debug_camera_target_point_to $1513 $1514 $1515 
03A8: save_float_to_debug_file $1513 
03A8: save_float_to_debug_file $1514 
03A8: save_float_to_debug_file $1515 
03A9: save_newline_to_debug_file 
$1545 = 1 

:MS_SKIP_15486
if 
80E1:   not player 1 pressed_key 5 
else_jump @MS_SKIP_15528 
if 
  $1545 == 1 
else_jump @MS_SKIP_15528 
$1545 = 0 

:MS_SKIP_15528
if 
8800:   not in_two_players_mode 
else_jump @MS_SKIP_16003 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_16003 
if 
0A59:   get_mission_page $2865 
else_jump @MS_SKIP_15620 
if 
  $2865 >= 0 
else_jump @MS_SKIP_15620 
$1533 = 1 
$1539 = -2 
0084: $1538 = $2865 // (int) 
$1538 -= 1 

:MS_SKIP_15620
if or
00E1:   player 1 pressed_key 19 
  $1533 == 1 
else_jump @MS_SKIP_16003 
if 
   not $1533 == 0 
else_jump @MS_SKIP_15690 

:MS_SKIP_15662
if 
00E1:   player 1 pressed_key 19 
else_jump @MS_SKIP_15690 
wait 0 
jump @MS_SKIP_15662 

:MS_SKIP_15690
03F0: enable_text_draw 1 
$1533 = 1 

:MS_SKIP_15701
if 
  $1533 == 1 
else_jump @MS_SKIP_16003 
wait 0 
gosub @MS_SKIP_27022 
gosub @MS_SKIP_17377 
gosub @MS_SKIP_19941 
gosub @MS_SKIP_20623 
gosub @MS_SKIP_34684 
if or
00E1:   player 1 pressed_key 16 
0A57:   do_mission_skip $1538 $1542 
else_jump @MS_SKIP_15996 
if 
  $1538 == 0 
else_jump @MS_SKIP_15815 
gosub @MS_SKIP_34770 
gosub @MS_SKIP_16060 

:MS_SKIP_15815
if 
  $1538 == 1 
else_jump @MS_SKIP_15847 
gosub @MS_SKIP_45108 
gosub @MS_SKIP_16060 

:MS_SKIP_15847
if 
  $1538 == 2 
else_jump @MS_SKIP_15879 
gosub @MS_SKIP_47535 
gosub @MS_SKIP_16060 

:MS_SKIP_15879
if 
  $1538 == 3 
else_jump @MS_SKIP_15918 
gosub @MS_SKIP_47148 
$1562 = 0 
gosub @MS_SKIP_16334 

:MS_SKIP_15918
if 
  $1538 == 4 
else_jump @MS_SKIP_15957 
gosub @MS_SKIP_47281 
$1562 = 0 
gosub @MS_SKIP_16334 

:MS_SKIP_15957
if 
  $1538 == 5 
else_jump @MS_SKIP_15996 
gosub @MS_SKIP_47414 
$1562 = 1 
gosub @MS_SKIP_16334 

:MS_SKIP_15996
jump @MS_SKIP_15701 

:MS_SKIP_16003
if 
0735:   is_keyboard_key_pressed 107 
else_jump @MS_SKIP_16051 
if 
  $2863 == 0 
else_jump @MS_SKIP_16051 
create_thread @ADBUG 
$2863 = 1 

:MS_SKIP_16051
jump @MS_SKIP_9587 
end_thread 

:MS_SKIP_16060
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_16332 
if 
  $1535 == 1 
else_jump @MS_SKIP_16112 
select_interior 12 
0860: link_actor $PLAYER_ACTOR to_interior 12 
jump @MS_SKIP_16123 

:MS_SKIP_16112
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 

:MS_SKIP_16123
if 
  $1535 == 2 
else_jump @MS_SKIP_16152 
select_interior 10 
0860: link_actor $PLAYER_ACTOR to_interior 10 

:MS_SKIP_16152
if 
  $1535 == 3 
else_jump @MS_SKIP_16181 
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 

:MS_SKIP_16181
if 
  $1535 == 4 
else_jump @MS_SKIP_16210 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:MS_SKIP_16210
if 
  $1535 == 5 
else_jump @MS_SKIP_16239 
select_interior 17 
0860: link_actor $PLAYER_ACTOR to_interior 17 

:MS_SKIP_16239
$1535 = 0 
03CB: set_rendering_origin_at $1589 $1590 $1591 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MS_SKIP_16294 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $1589 $1590 $1591 
jump @MS_SKIP_16308 

:MS_SKIP_16294
00A1: put_actor $PLAYER_ACTOR at $1589 $1590 $1591 

:MS_SKIP_16308
0173: set_actor $PLAYER_ACTOR Z_angle_to $1574 
0373: set_camera_directly_behind_player 
$1533 = 0 
$1539 = -1 

:MS_SKIP_16332
return 

:MS_SKIP_16334
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_17375 
fade 0 1000 

:MS_SKIP_16357
if 
fading 
else_jump @MS_SKIP_16381 
wait 0 
jump @MS_SKIP_16357 

:MS_SKIP_16381
if 
  $1562 == 0 
else_jump @MS_SKIP_16404 
054C: use_GXT_table s$1622 

:MS_SKIP_16404
select_interior $1561 
02E4: load_cutscene_data s$1620 

:MS_SKIP_16414
if 
86B9:   not cutscene_data_loaded 
else_jump @MS_SKIP_16438 
wait 0 
jump @MS_SKIP_16414 

:MS_SKIP_16438
if or
05AD:   s$1620 == 'DATE1A' // s$ == short 
05AD:   s$1620 == 'DATE1B' // s$ == short 
else_jump @MS_SKIP_16650 
077E: get_active_interior_to $2862 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_16643 
if 
  $2862 == 5 
else_jump @MS_SKIP_16583 
04F9: set_sky_color 4 fade 0 
0244: set_cutscene_pos 370.0 -125.0 1001.52 
00A1: put_actor $PLAYER_ACTOR at 370.0 -125.0 1001.52 
03CB: set_rendering_origin_at 370.0 -125.0 1001.52 
jump @MS_SKIP_16643 

:MS_SKIP_16583
04F9: set_sky_color 4 fade 0 
0244: set_cutscene_pos 367.891 -67.591 1001.516 
00A1: put_actor $PLAYER_ACTOR at 367.891 -67.591 1001.516 
03CB: set_rendering_origin_at 367.891 -67.591 1001.516 

:MS_SKIP_16643
jump @MS_SKIP_17271 

:MS_SKIP_16650
if or
05AD:   s$1620 == 'DATE2A' // s$ == short 
05AD:   s$1620 == 'DATE2B' // s$ == short 
else_jump @MS_SKIP_16695 
04F9: set_sky_color 4 fade 0 

:MS_SKIP_16695
if or
05AD:   s$1620 == 'DATE3A' // s$ == short 
05AD:   s$1620 == 'DATE3B' // s$ == short 
else_jump @MS_SKIP_16740 
04F9: set_sky_color 4 fade 0 

:MS_SKIP_16740
if or
05AD:   s$1620 == 'DATE4A' // s$ == short 
05AD:   s$1620 == 'DATE4B' // s$ == short 
else_jump @MS_SKIP_16785 
04F9: set_sky_color 4 fade 0 

:MS_SKIP_16785
if or
05AD:   s$1620 == 'DATE5A' // s$ == short 
05AD:   s$1620 == 'DATE5B' // s$ == short 
else_jump @MS_SKIP_16997 
077E: get_active_interior_to $2862 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_16990 
if 
  $2862 == 6 
else_jump @MS_SKIP_16930 
04F9: set_sky_color 4 fade 0 
0244: set_cutscene_pos 441.871 -60.839 1000.675 
00A1: put_actor $PLAYER_ACTOR at 441.871 -60.839 1000.675 
03CB: set_rendering_origin_at 441.871 -60.839 1000.675 
jump @MS_SKIP_16990 

:MS_SKIP_16930
04F9: set_sky_color 4 fade 0 
0244: set_cutscene_pos 445.381 -14.147 1001.731 
00A1: put_actor $PLAYER_ACTOR at 445.381 -14.147 1001.731 
03CB: set_rendering_origin_at 445.381 -14.147 1001.731 

:MS_SKIP_16990
jump @MS_SKIP_17271 

:MS_SKIP_16997
if or
05AD:   s$1620 == 'DATE6A' // s$ == short 
05AD:   s$1620 == 'DATE6B' // s$ == short 
else_jump @MS_SKIP_17209 
077E: get_active_interior_to $2862 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_17202 
if 
  $2862 == 17 
else_jump @MS_SKIP_17142 
04F9: set_sky_color 5 fade 0 
0244: set_cutscene_pos 498.536 -18.2 1000.651 
00A1: put_actor $PLAYER_ACTOR at 498.536 -18.2 1000.651 
03CB: set_rendering_origin_at 498.536 -18.2 1000.651 
jump @MS_SKIP_17202 

:MS_SKIP_17142
04F9: set_sky_color 6 fade 0 
0244: set_cutscene_pos 490.718 -79.168 998.76 
00A1: put_actor $PLAYER_ACTOR at 490.718 -79.168 998.76 
03CB: set_rendering_origin_at 490.718 -79.168 998.76 

:MS_SKIP_17202
jump @MS_SKIP_17271 

:MS_SKIP_17209
08D1: store_cutscene_pos_to $1519 $1520 $1521 
$1521 += 5.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_17271 
00A1: put_actor $PLAYER_ACTOR at $1519 $1520 $1521 
03CB: set_rendering_origin_at $1519 $1520 $1521 

:MS_SKIP_17271
02E7: start_cutscene 
fade 1 1000 

:MS_SKIP_17280
if 
82E9:   not cutscene_reached_end 
else_jump @MS_SKIP_17304 
wait 0 
jump @MS_SKIP_17280 

:MS_SKIP_17304
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
fade 0 0 

:MS_SKIP_17316
if 
fading 
else_jump @MS_SKIP_17340 
wait 0 
jump @MS_SKIP_17316 

:MS_SKIP_17340
select_interior 0 
fade 1 1000 

:MS_SKIP_17351
if 
fading 
else_jump @MS_SKIP_17375 
wait 0 
jump @MS_SKIP_17351 

:MS_SKIP_17375
return 

:MS_SKIP_17377
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if 
0A58:   get_mission_num $2864 
else_jump @MS_SKIP_19275 
if 
  $2864 >= 0 
else_jump @MS_SKIP_19275 
0084: $1542 = $2864 // (int) 
if 
  $1542 > 0 
else_jump @MS_SKIP_19275 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
if 
  $22 == 0 
else_jump @MS_SKIP_19275 
create_thread @MOB_RAN 
0629: change_integer_stat 181 to 3 
0777: delete_objects_in_object_group "BARRIERS1" 
0777: delete_objects_in_object_group "BARRIERS2" 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
04CE: $3122 = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $3123 = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $3124 = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
04CE: $4025 = create_icon_marker 45 at -2376.4 909.2 45.4 
04CE: $4026 = create_icon_marker 45 at 1654.0 1733.4 11.0 
04CE: $4027 = create_icon_marker 45 at 2105.7 2257.4 11.0 
04CE: $4033 = create_icon_marker 45 at -2371.1 910.2 47.2 
04CE: $4028 = create_icon_marker 45 at 501.7 -1358.5 16.4 
04CE: $4029 = create_icon_marker 45 at 2818.6 2401.5 11.0 
04CE: $4023 = create_icon_marker 45 at 2112.8 -1214.7 23.9 
04CE: $4024 = create_icon_marker 45 at 2772.0 2447.6 11.0 
04CE: $4035 = create_icon_marker 45 at -2489.0 -26.9 32.6 
$4043 = 1 
04CE: $3978 = create_icon_marker 7 at 822.6 -1590.3 13.5 
04CE: $3979 = create_icon_marker 7 at -2570.1 245.4 10.3 
04CE: $3980 = create_icon_marker 7 at 2726.6 -2026.4 17.5 
04CE: $3981 = create_icon_marker 7 at 2080.3 2119.0 10.8 
04CE: $3982 = create_icon_marker 7 at 675.7 -496.6 16.8 
04CE: $3983 = create_icon_marker 29 at -1805.7 943.2 24.8 
04CE: $3984 = create_icon_marker 29 at 2750.9 2470.9 11.0 
04CE: $3985 = create_icon_marker 29 at 2351.8 2529.0 10.8 
04CE: $3986 = create_icon_marker 29 at 2635.5 1847.4 11.0 
04CE: $3987 = create_icon_marker 29 at 2083.4 2221.0 11.0 
04CE: $3988 = create_icon_marker 29 at -1719.1 1359.4 8.6 
04CE: $3989 = create_icon_marker 29 at 2330.2 75.2 31.0 
04CE: $3990 = create_icon_marker 29 at 203.2 -200.4 6.5 
04CE: $3991 = create_icon_marker 10 at 812.9 -1616.1 13.6 
04CE: $3992 = create_icon_marker 10 at 1199.1 -924.0 43.3 
04CE: $3993 = create_icon_marker 10 at 2362.2 2069.9 10.8 
04CE: $3994 = create_icon_marker 10 at 2469.5 2033.8 10.8 
04CE: $3995 = create_icon_marker 10 at 2172.9 2795.7 10.8 
04CE: $3996 = create_icon_marker 10 at 1875.3 2072.0 10.8 
04CE: $3997 = create_icon_marker 10 at 1161.5 2072.0 10.8 
04CE: $3998 = create_icon_marker 10 at -2356.0 1009.0 49.0 
04CE: $3999 = create_icon_marker 10 at -1913.3 826.2 36.9 
04CE: $4000 = create_icon_marker 10 at -2335.6 -165.6 39.5 
04CE: $4001 = create_icon_marker 14 at 2397.8 -1895.6 13.7 
04CE: $4002 = create_icon_marker 14 at 2421.6 -1509.6 24.1 
04CE: $4003 = create_icon_marker 14 at -2671.6 257.4 4.6 
04CE: $4004 = create_icon_marker 14 at 2392.4 2046.5 10.8 
04CE: $4005 = create_icon_marker 14 at 2844.5 2401.1 11.0 
04CE: $4006 = create_icon_marker 14 at 2635.5 1674.3 11.0 
04CE: $4007 = create_icon_marker 14 at 2105.7 2228.7 11.0 
04CE: $4008 = create_icon_marker 14 at -2154.0 -2461.2 30.8 
04CE: $4009 = create_icon_marker 14 at -1816.2 620.8 37.5 
04CE: $4010 = create_icon_marker 14 at -1216.0 1831.4 45.3 
04CE: $4011 = create_icon_marker 14 at 172.73 1176.76 13.7 
04CE: $4012 = create_icon_marker 14 at 932.0 -1353.0 14.0 
04CE: $4013 = create_icon_marker 39 at 1971.7 -2036.6 13.5 
04CE: $4014 = create_icon_marker 39 at 2071.6 -1779.9 13.5 
04CE: $4015 = create_icon_marker 39 at 2094.6 2119.0 10.8 
04CE: $4016 = create_icon_marker 39 at -2490.5 -40.1 39.3 
$4042 = 1 
04CE: $412 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $3965 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $3966 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $3967 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $3968 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $3969 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $3970 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $3971 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $3972 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $3973 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $3974 = create_icon_marker 6 at 2332.9 63.6 31.0 
09B4: set_object_property_at $2910[2] $2942[2] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'DHANGAR' 
$66 = 1 
09BA: show_entered_zone_name 1 
$22 = 1 

:MS_SKIP_19275
if or
00E1:   player 1 pressed_key 9 
  $17 > 10 
else_jump @MS_SKIP_19607 
41@ = 0 

:MS_SKIP_19306
if 
  70 > 41@ 
else_jump @MS_SKIP_19342 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_19306 

:MS_SKIP_19342
$1542 += 1 
if 
  $1538 == 0 
else_jump @MS_SKIP_19392 
if 
  $1542 > 83 
else_jump @MS_SKIP_19392 
$1542 = 0 

:MS_SKIP_19392
if 
  $1538 == 1 
else_jump @MS_SKIP_19435 
if 
  $1542 > 15 
else_jump @MS_SKIP_19435 
$1542 = 0 

:MS_SKIP_19435
if 
  $1538 == 2 
else_jump @MS_SKIP_19478 
if 
  $1542 > 82 
else_jump @MS_SKIP_19478 
$1542 = 0 

:MS_SKIP_19478
if 
  $1538 == 3 
else_jump @MS_SKIP_19521 
if 
  $1542 > 83 
else_jump @MS_SKIP_19521 
$1542 = 0 

:MS_SKIP_19521
if 
  $1538 == 4 
else_jump @MS_SKIP_19564 
if 
  $1542 > 74 
else_jump @MS_SKIP_19564 
$1542 = 0 

:MS_SKIP_19564
if 
  $1538 == 5 
else_jump @MS_SKIP_19607 
if 
  $1542 > 22 
else_jump @MS_SKIP_19607 
$1542 = 0 

:MS_SKIP_19607
if or
00E1:   player 1 pressed_key 8 
  -10 > $17 
else_jump @MS_SKIP_19939 
41@ = 0 

:MS_SKIP_19638
if 
  70 > 41@ 
else_jump @MS_SKIP_19674 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_19638 

:MS_SKIP_19674
$1542 -= 1 
if 
  $1538 == 0 
else_jump @MS_SKIP_19724 
if 
  0 > $1542 
else_jump @MS_SKIP_19724 
$1542 = 83 

:MS_SKIP_19724
if 
  $1538 == 1 
else_jump @MS_SKIP_19767 
if 
  0 > $1542 
else_jump @MS_SKIP_19767 
$1542 = 15 

:MS_SKIP_19767
if 
  $1538 == 2 
else_jump @MS_SKIP_19810 
if 
  0 > $1542 
else_jump @MS_SKIP_19810 
$1542 = 82 

:MS_SKIP_19810
if 
  $1538 == 3 
else_jump @MS_SKIP_19853 
if 
  0 > $1542 
else_jump @MS_SKIP_19853 
$1542 = 83 

:MS_SKIP_19853
if 
  $1538 == 4 
else_jump @MS_SKIP_19896 
if 
  0 > $1542 
else_jump @MS_SKIP_19896 
$1542 = 74 

:MS_SKIP_19896
if 
  $1538 == 5 
else_jump @MS_SKIP_19939 
if 
  0 > $1542 
else_jump @MS_SKIP_19939 
$1542 = 22 

:MS_SKIP_19939
return 

:MS_SKIP_19941
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if or
00E1:   player 1 pressed_key 11 
  $16 > 10 
else_jump @MS_SKIP_20289 
41@ = 0 

:MS_SKIP_19988
if 
  70 > 41@ 
else_jump @MS_SKIP_20024 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_19988 

:MS_SKIP_20024
$1542 += 28 
if 
  $1538 == 0 
else_jump @MS_SKIP_20074 
if 
  $1542 > 83 
else_jump @MS_SKIP_20074 
$1542 -= 84 

:MS_SKIP_20074
if 
  $1538 == 1 
else_jump @MS_SKIP_20117 
if 
  $1542 > 15 
else_jump @MS_SKIP_20117 
$1542 = 0 

:MS_SKIP_20117
if 
  $1538 == 2 
else_jump @MS_SKIP_20160 
if 
  $1542 > 82 
else_jump @MS_SKIP_20160 
$1542 = 0 

:MS_SKIP_20160
if 
  $1538 == 3 
else_jump @MS_SKIP_20203 
if 
  $1542 > 83 
else_jump @MS_SKIP_20203 
$1542 -= 84 

:MS_SKIP_20203
if 
  $1538 == 4 
else_jump @MS_SKIP_20246 
if 
  $1542 > 74 
else_jump @MS_SKIP_20246 
$1542 = 0 

:MS_SKIP_20246
if 
  $1538 == 5 
else_jump @MS_SKIP_20289 
if 
  $1542 > 22 
else_jump @MS_SKIP_20289 
$1542 = 0 

:MS_SKIP_20289
if or
00E1:   player 1 pressed_key 10 
  -10 > $16 
else_jump @MS_SKIP_20621 
41@ = 0 

:MS_SKIP_20320
if 
  70 > 41@ 
else_jump @MS_SKIP_20356 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_20320 

:MS_SKIP_20356
$1542 -= 28 
if 
  $1538 == 0 
else_jump @MS_SKIP_20406 
if 
  0 > $1542 
else_jump @MS_SKIP_20406 
$1542 += 84 

:MS_SKIP_20406
if 
  $1538 == 1 
else_jump @MS_SKIP_20449 
if 
  0 > $1542 
else_jump @MS_SKIP_20449 
$1542 = 15 

:MS_SKIP_20449
if 
  $1538 == 2 
else_jump @MS_SKIP_20492 
if 
  0 > $1542 
else_jump @MS_SKIP_20492 
$1542 = 82 

:MS_SKIP_20492
if 
  $1538 == 3 
else_jump @MS_SKIP_20535 
if 
  0 > $1542 
else_jump @MS_SKIP_20535 
$1542 += 84 

:MS_SKIP_20535
if 
  $1538 == 4 
else_jump @MS_SKIP_20578 
if 
  0 > $1542 
else_jump @MS_SKIP_20578 
$1542 = 74 

:MS_SKIP_20578
if 
  $1538 == 5 
else_jump @MS_SKIP_20621 
if 
  0 > $1542 
else_jump @MS_SKIP_20621 
$1542 = 22 

:MS_SKIP_20621
return 

:MS_SKIP_20623
if 
0A59:   get_mission_page $2865 
else_jump @MS_SKIP_20665 
if 
  $2865 >= 0 
else_jump @MS_SKIP_20665 
0084: $1538 = $2865 // (int) 

:MS_SKIP_20665
if 
00E1:   player 1 pressed_key 6 
else_jump @MS_SKIP_20756 

:MS_SKIP_20682
if 
00E1:   player 1 pressed_key 6 
else_jump @MS_SKIP_20717 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_20682 

:MS_SKIP_20717
$1538 += 1 
if 
  $1538 > 5 
else_jump @MS_SKIP_20749 
$1538 = 0 

:MS_SKIP_20749
$1542 = 0 

:MS_SKIP_20756
if 
00E1:   player 1 pressed_key 4 
else_jump @MS_SKIP_20847 

:MS_SKIP_20773
if 
00E1:   player 1 pressed_key 4 
else_jump @MS_SKIP_20808 
wait 0 
gosub @MS_SKIP_27022 
jump @MS_SKIP_20773 

:MS_SKIP_20808
$1538 -= 1 
if 
  0 > $1538 
else_jump @MS_SKIP_20840 
$1538 = 5 

:MS_SKIP_20840
$1542 = 0 

:MS_SKIP_20847
return 

:MS_SKIP_20849
$1575 = 20.0 
0A5C: display_text_widget 0.0 1.0 'INTRO_1'  // Big Smoke
0A5C: display_text_widget $1575 $1576 'INTRO_1'  // Big Smoke
0A5C: display_text_widget $1575 $1576 'INTRO_2'  // Ryder
0A5C: display_text_widget $1575 $1576 'SWEET_1'  // Tagging up Turf
0A5C: display_text_widget $1575 $1576 'SWEET1B'  // Cleaning the Hood
0A5C: display_text_widget $1575 $1576 'SWEET_3'  // Drive-thru
0A5C: display_text_widget $1575 $1576 'SWEET_2'  // Nines and AK's
0A5C: display_text_widget $1575 $1576 'SWEET_4'  // Drive-By
0A5C: display_text_widget $1575 $1576 'SWEET_5'  // Sweet's Girl
0A5C: display_text_widget $1575 $1576 'SWEET_6'  // Cesar Vialpando
0A5C: display_text_widget $1575 $1576 'CRASH_2'  // Doberman
0A5C: display_text_widget $1575 $1576 'SWEET_7'  // Los Sepulcros
0A5C: display_text_widget $1575 $1576 'CRASH_1'  // Burning Desire
0A5C: display_text_widget $1575 $1576 'CRASH_3'  // Gray Imports
0A5C: display_text_widget $1575 $1576 'SMOKE_1'  // OG Loc
0A5C: display_text_widget $1575 $1576 'SMOKE_2'  // Running Dog
0A5C: display_text_widget $1575 $1576 'SMOKE_3'  // Wrong Side of the Tracks
0A5C: display_text_widget $1575 $1576 'SMOKE_4'  // Just Business
0A5C: display_text_widget $1575 $1576 'STRAP_1'  // Life's a Beach
0A5C: display_text_widget $1575 $1576 'STRAP_2'  // Madd Dogg's Rhymes
0A5C: display_text_widget $1575 $1576 'STRAP_3'  // Management Issues
0A5C: display_text_widget $1575 $1576 'STRAP_4'  // House Party
0A5C: display_text_widget $1575 $1576 'RYDER_1'  // Home Invasion
0A5C: display_text_widget $1575 $1576 'RYDER_3'  // Catalyst
0A5C: display_text_widget $1575 $1576 'RYDER_2'  // Robbing Uncle Sam
0A5C: display_text_widget $1575 $1576 'CESAR_1'  // High Stakes, Low-rider
0A5C: display_text_widget $1575 $1576 'LA1FIN1'  // Reuniting the Families
0A5C: display_text_widget $1575 $1576 'LA1FIN2'  // The Green Sabre
0A5C: display_text_widget $1575 $1576 'BCRASH1'  // Badlands
0A5C: display_text_widget $1575 $1576 'CAT_1'  // Local Liquor Store
0A5C: display_text_widget $1575 $1576 'CAT_2'  // Small Town Bank
0A5C: display_text_widget $1575 $1576 'CAT_3'  // Tanker Commander
0A5C: display_text_widget $1575 $1576 'CAT_4'  // Against All Odds
0A5C: display_text_widget $1575 $1576 'TRUTH_1'  // Body Harvest
0A5C: display_text_widget $1575 $1576 'TRUTH_2'  // Are you going to San Fierro?
0A5C: display_text_widget $1575 $1576 'BCESAR4'  // Wu Zi Mu
0A5C: display_text_widget $1575 $1576 'BCES4_2'  // Farewell, my love...
0A5C: display_text_widget $1575 $1576 'BCESAR2'  // Big Smoke's Cash
0A5C: display_text_widget $1575 $1576 'GAR_1'  // Wear Flowers in your Hair
0A5C: display_text_widget $1575 $1576 'GAR_2'  // Deconstruction
0A5C: display_text_widget $1575 $1576 'SCRA_1'  // 555 WE TIP
0A5C: display_text_widget $1575 $1576 'SCRA_2'  // Snail Trail
0A5C: display_text_widget $1575 $1576 'WUZI_1'  // Mountain Cloud Boys
0A5C: display_text_widget $1575 $1576 'FAR_4'  // Ran Fa Li
0A5C: display_text_widget $1575 $1576 'FAR_5'  // Lure
0A5C: display_text_widget $1575 $1576 'WUZI_2'  // Amphibious Assault
0A5C: display_text_widget $1575 $1576 'WUZI_4'  // The Da Nang Thang
0A5C: display_text_widget $1575 $1576 'SYND_1'  // Photo Opportunity
0A5C: display_text_widget $1575 $1576 'SYND_2'  // Jizzy
0A5C: display_text_widget $1575 $1576 'FAR_2'  // T-Bone Mendez
0A5C: display_text_widget $1575 $1576 'FAR_3'  // Mike Toreno
0A5C: display_text_widget $1575 $1576 'SYND_3'  // Outrider
0A5C: display_text_widget $1575 $1576 'SYND_4'  // Ice Cold Killa
0A5C: display_text_widget $1575 $1576 'SYND_5'  // Pier 69
0A5C: display_text_widget $1575 $1576 'SYND_6'  // Toreno's Last Flight
0A5C: display_text_widget $1575 $1576 'SYND_7'  // Yay Ka-Boom-Boom
0A5C: display_text_widget $1575 $1576 'STEAL_1'  // Zeroing In
0A5C: display_text_widget $1575 $1576 'STEAL_2'  // Test Drive
0A5C: display_text_widget $1575 $1576 'STEAL_4'  // Customs Fast Track
0A5C: display_text_widget $1575 $1576 'STEAL_5'  // Puncture Wounds
0A5C: display_text_widget $1575 $1576 'ZERO_1'  // Air Raid
0A5C: display_text_widget $1575 $1576 'ZERO_2'  // Supply Lines...
0A5C: display_text_widget $1575 $1576 'ZERO_4'  // New Model Army
0A5C: display_text_widget $1575 $1576 'FAR_1'  // Back to School
0A5C: display_text_widget $1575 $1576 'TRACE_1'  // Race Tournament
0A5C: display_text_widget $1575 $1576 'DESERT1'  // Monster
0A5C: display_text_widget $1575 $1576 'DESERT2'  // Highjack
0A5C: display_text_widget $1575 $1576 'DESERT3'  // Interdiction
0A5C: display_text_widget $1575 $1576 'DESERT4'  // Verdant Meadows
0A5C: display_text_widget $1575 $1576 'DESERT5'  // Learning to Fly
0A5C: display_text_widget $1575 $1576 'DESERT6'  // N.O.E.
0A5C: display_text_widget $1575 $1576 'DESERT9'  // Stowaway
0A5C: display_text_widget $1575 $1576 'DESERT8'  // Black Project
0A5C: display_text_widget $1575 $1576 'DESER10'  // Green Goo
0A5C: display_text_widget $1575 $1576 'CASINO1'  // Fender Ketchup
0A5C: display_text_widget $1575 $1576 'CASEEN2'  // Explosive Situation
0A5C: display_text_widget $1575 $1576 'CASINO3'  // You've had your Chips
0A5C: display_text_widget $1575 $1576 'CASINO4'  // Don Peyote
0A5C: display_text_widget $1575 $1576 'CASINO5'  // Intensive Care
0A5C: display_text_widget $1575 $1576 'CASINO6'  // The Meat Business
0A5C: display_text_widget $1575 $1576 'CASINO7'  // Fish in a Barrel
0A5C: display_text_widget $1575 $1576 'CASINO9'  // Freefall
0A5C: display_text_widget $1575 $1576 'CASIN10'  // Saint Mark's Bistro
0A5C: display_text_widget $1575 $1576 'VCRASH1'  // Misappropriation
0A5C: display_text_widget $1575 $1576 'VCRASH2'  // High Noon
0A5C: display_text_widget 0.0 2.0 'DOC_2'  // Madd Dogg
0A5C: display_text_widget $1575 $1576 'DOC_2'  // Madd Dogg
0A5C: display_text_widget $1575 $1576 'HEIST_1'  // Architectural Espionage
0A5C: display_text_widget $1575 $1576 'HEIST_3'  // Key to her Heart
0A5C: display_text_widget $1575 $1576 'HEIST_2'  // Dam and Blast
0A5C: display_text_widget $1575 $1576 'HEIST_4'  // Cop Wheels
0A5C: display_text_widget $1575 $1576 'HEIST_5'  // Up, Up and Away!
0A5C: display_text_widget $1575 $1576 'HEIST_9'  // Breaking the Bank at Caligula's
0A5C: display_text_widget $1575 $1576 'MAN_1'  // A Home In The Hills
0A5C: display_text_widget $1575 $1576 'MAN_2'  // Vertical Bird
0A5C: display_text_widget $1575 $1576 'MAN_3'  // Home Coming
0A5C: display_text_widget $1575 $1576 'MAN_5'  // Cut Throat Business
0A5C: display_text_widget $1575 $1576 'GROVE_1'  // Beat Down on B Dup
0A5C: display_text_widget $1575 $1576 'GROVE_2'  // Grove 4 Life
0A5C: display_text_widget $1575 $1576 'RIOT_1'  // Riot
0A5C: display_text_widget $1575 $1576 'RIOT_2'  // Los Desperados
0A5C: display_text_widget $1575 $1576 'RIOT_4'  // End Of The Line
0A5C: display_text_widget 0.0 3.0 'GYM1_A'  // LS GYM(GYMLS-PD)
0A5C: display_text_widget $1575 $1576 'GYM1_A'  // LS GYM(GYMLS-PD)
0A5C: display_text_widget $1575 $1576 'GYM1_B'  // LV GYM(GYMSF-PD)
0A5C: display_text_widget $1575 $1576 'GYM1_C'  // San Fierro GYM(GYMLV-PD)
0A5C: display_text_widget $1575 $1576 'CHICN'  // Chicken Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'BURGERS'  // Burger Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'PIZZAS'  // Pizza Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'CLOTHES'  // Clothes Shop(clothes-WM)
0A5C: display_text_widget $1575 $1576 'BARBER'  // Barber Shop(barber-WM)
0A5C: display_text_widget $1575 $1576 'AMMULA'  // Ammu-Nation(ammu-WM)
0A5C: display_text_widget $1575 $1576 'CARDB1'  // Car mods (LA)
0A5C: display_text_widget $1575 $1576 'CARDB2'  // Car mods (lowriderLA)
0A5C: display_text_widget $1575 $1576 'ROUL'  // Roulette
0A5C: display_text_widget $1575 $1576 'SLOTM'  // Slot Machine
0A5C: display_text_widget $1575 $1576 'WHEELO'  // Wheel of fortune
0A5C: display_text_widget $1575 $1576 'BJACK'  // Black Jack
0A5C: display_text_widget $1575 $1576 'OTB'  // Inside Track Betting
0A5C: display_text_widget $1575 $1576 'POOL'  // Pool
0A5C: display_text_widget $1575 $1576 'BBALL'  // Shooting Hoops
0A5C: display_text_widget $1575 $1576 'LOWR'  // Lowrider
0A5C: display_text_widget $1575 $1576 'CONS1'  // Console game1 (shtr-CM)
0A5C: display_text_widget $1575 $1576 'QUARRY'  // Quarry
0A5C: display_text_widget $1575 $1576 'TRUCK'  // Trucking
0A5C: display_text_widget $1575 $1576 'BLOOD'  // Blood Ring
0A5C: display_text_widget $1575 $1576 'MOUNTN'  // The Chiliad Challenge
0A5C: display_text_widget $1575 $1576 'PIMP'  // Pimping
0A5C: display_text_widget $1575 $1576 'BIKES'  // Bike School
0A5C: display_text_widget $1575 $1576 'BOATS'  // Boat School
0A5C: display_text_widget $1575 $1576 'COUR1'  // Courier
0A5C: display_text_widget $1575 $1576 'COUR2'  // Courier
0A5C: display_text_widget $1575 $1576 'COUR3'  // Courier
0A5C: display_text_widget $1575 $1576 'FREIGH'  // Freight Train
0A5C: display_text_widget $1575 $1576 'BURG'  // Burglary
0A5C: display_text_widget $1575 $1576 'KICK'  // Dirt Ring
0A5C: display_text_widget $1575 $1576 'VALET'  // Valet Parking
0A5C: display_text_widget $1575 $1576 'SF_MODS' 
0A5C: display_text_widget $1575 $1576 'IMPEXP'  // Import/Export(impexp-NF)
0A5C: display_text_widget $1575 $1576 'BMXODD'  // BMX stunts(stunt-CR)
0A5C: display_text_widget $1575 $1576 'DANCEOD'  // Dancing(dance-CC)
0A5C: display_text_widget $1575 $1576 'HOTRING'  // Hotring Racer
0A5C: display_text_widget $1575 $1576 'BOTTY'  // Beat the Cock!
0A5C: display_text_widget $1575 $1576 'PROP3' 
0A5C: display_text_widget $1575 $1576 'PROP4' 
0A5C: display_text_widget $1575 $1576 'PROP5' 
0A5C: display_text_widget $1575 $1576 'PROP6' 
0A5C: display_text_widget $1575 $1576 'PROP7' 
0A5C: display_text_widget $1575 $1576 'PROP8' 
0A5C: display_text_widget $1575 $1576 'PROP9' 
0A5C: display_text_widget $1575 $1576 'PROP10' 
0A5C: display_text_widget $1575 $1576 'PROP11' 
0A5C: display_text_widget $1575 $1576 'PROP12' 
0A5C: display_text_widget $1575 $1576 'PROP13' 
0A5C: display_text_widget $1575 $1576 'PROP14' 
0A5C: display_text_widget $1575 $1576 'PROP15' 
0A5C: display_text_widget $1575 $1576 'PROP16' 
0A5C: display_text_widget $1575 $1576 'PROP17' 
0A5C: display_text_widget $1575 $1576 'PROP18' 
0A5C: display_text_widget $1575 $1576 'PROP19' 
0A5C: display_text_widget $1575 $1576 'PROP20' 
0A5C: display_text_widget $1575 $1576 'PROP21' 
0A5C: display_text_widget $1575 $1576 'PROP22' 
0A5C: display_text_widget $1575 $1576 'PROP23' 
0A5C: display_text_widget $1575 $1576 'PROP24' 
0A5C: display_text_widget $1575 $1576 'PROP25' 
0A5C: display_text_widget $1575 $1576 'PROP26' 
0A5C: display_text_widget $1575 $1576 'PROP27' 
0A5C: display_text_widget $1575 $1576 'PROP28' 
0A5C: display_text_widget $1575 $1576 'PROP29' 
0A5C: display_text_widget $1575 $1576 'PROP30' 
0A5C: display_text_widget $1575 $1576 'PROP31' 
0A5C: display_text_widget $1575 $1576 'RACET1' 
0A5C: display_text_widget $1575 $1576 'RACET2' 
0A5C: display_text_widget $1575 $1576 'RACET3' 
0A5C: display_text_widget $1575 $1576 'RACET4' 
0A5C: display_text_widget 0.0 4.0 'CUT01'  // PROLOG1
0A5C: display_text_widget $1575 $1576 'CUT01'  // PROLOG1
0A5C: display_text_widget $1575 $1576 'CUT02'  // INTRO1A
0A5C: display_text_widget $1575 $1576 'CUT03'  // INTRO1B
0A5C: display_text_widget $1575 $1576 'CUT04'  // INTRO2A
0A5C: display_text_widget $1575 $1576 'CUT05'  // SWEET1A
0A5C: display_text_widget $1575 $1576 'CUT06'  // SWEET1B
0A5C: display_text_widget $1575 $1576 'CUT07'  // SWEET3A
0A5C: display_text_widget $1575 $1576 'CUT08'  // SWEET3B
0A5C: display_text_widget $1575 $1576 'CUT09'  // SWEET2A
0A5C: display_text_widget $1575 $1576 'CUT10'  // SWEET2B
0A5C: display_text_widget $1575 $1576 'CUT11'  // SWEET4A
0A5C: display_text_widget $1575 $1576 'CUT12'  // SWEET5A
0A5C: display_text_widget $1575 $1576 'CUT13'  // SWEET6A
0A5C: display_text_widget $1575 $1576 'CUT14'  // SWEET6B
0A5C: display_text_widget $1575 $1576 'CUT15'  // SWEET7A
0A5C: display_text_widget $1575 $1576 'CUT16'  // SMOKE1A
0A5C: display_text_widget $1575 $1576 'CUT17'  // SMOKE1B
0A5C: display_text_widget $1575 $1576 'CUT18'  // SMOKE2A
0A5C: display_text_widget $1575 $1576 'CUT19'  // SMOKE2B
0A5C: display_text_widget $1575 $1576 'CUT20'  // SMOKE3A
0A5C: display_text_widget $1575 $1576 'CUT21'  // SMOKE4A
0A5C: display_text_widget $1575 $1576 'CUT22'  // RYDER1A
0A5C: display_text_widget $1575 $1576 'CUT23'  // RYDER2A
0A5C: display_text_widget $1575 $1576 'CUT24'  // RYDER3A
0A5C: display_text_widget $1575 $1576 'CUT25'  // STRAP1A
0A5C: display_text_widget $1575 $1576 'CUT26'  // STRAP2A
0A5C: display_text_widget $1575 $1576 'CUT27'  // STRAP3A
0A5C: display_text_widget $1575 $1576 'CUT28'  // STRAP4A
0A5C: display_text_widget $1575 $1576 'CUT29'  // STRP4B1
0A5C: display_text_widget $1575 $1576 'CUT29'  // STRP4B1
0A5C: display_text_widget $1575 $1576 'CUT30'  // CRASH1A
0A5C: display_text_widget $1575 $1576 'CUT31'  // CRASH2A
0A5C: display_text_widget $1575 $1576 'CUT32'  // CRASH3A
0A5C: display_text_widget $1575 $1576 'CUT33'  // CESAR1A
0A5C: display_text_widget $1575 $1576 'CUT34'  // CESAR2A
0A5C: display_text_widget $1575 $1576 'CUT35'  // FINAL1A
0A5C: display_text_widget $1575 $1576 'CUT36'  // FINAL2A
0A5C: display_text_widget $1575 $1576 'CUT37'  // FINAL2B
0A5C: display_text_widget $1575 $1576 'CUT38'  // BCRAS1
0A5C: display_text_widget $1575 $1576 'CUT39'  // BCESAR2
0A5C: display_text_widget $1575 $1576 'CUT40'  // BCESAR4
0A5C: display_text_widget $1575 $1576 'CUT41'  // BCESA4W
0A5C: display_text_widget $1575 $1576 'CUT42'  // BCESA5W
0A5C: display_text_widget $1575 $1576 'CUT43'  // CAT_1
0A5C: display_text_widget $1575 $1576 'CUT44'  // CAT_2
0A5C: display_text_widget $1575 $1576 'CUT45'  // CAT_3
0A5C: display_text_widget $1575 $1576 'CUT46'  // CAT_4
0A5C: display_text_widget $1575 $1576 'CUT47'  // DESERT1
0A5C: display_text_widget $1575 $1576 'CUT48'  // DESERT2
0A5C: display_text_widget $1575 $1576 'CUT49'  // DESERT3
0A5C: display_text_widget $1575 $1576 'CUT50'  // DESERT4
0A5C: display_text_widget $1575 $1576 'CUT52'  // DESERT6
0A5C: display_text_widget $1575 $1576 'CUT54'  // DESERT8
0A5C: display_text_widget $1575 $1576 'CUT55'  // DESERT9
0A5C: display_text_widget $1575 $1576 'CUT56'  // DES_10A
0A5C: display_text_widget $1575 $1576 'CUT57'  // DES_10B
0A5C: display_text_widget $1575 $1576 'CUT60'  // FARL_2A
0A5C: display_text_widget $1575 $1576 'CUT61'  // FARL_3A
0A5C: display_text_widget $1575 $1576 'CUT62'  // FARL_3B
0A5C: display_text_widget $1575 $1576 'CUT63'  // FARL_4A
0A5C: display_text_widget $1575 $1576 'CUT64'  // FARL_5A
0A5C: display_text_widget $1575 $1576 'CUT65'  // GARAG1B
0A5C: display_text_widget $1575 $1576 'CUT66'  // GARAG1C
0A5C: display_text_widget $1575 $1576 'CUT67'  // GARAG3A
0A5C: display_text_widget $1575 $1576 'CUT69'  // SCRASH1
0A5C: display_text_widget $1575 $1576 'CUT70'  // SCRASH2
0A5C: display_text_widget $1575 $1576 'CUT71'  // STEAL_1
0A5C: display_text_widget $1575 $1576 'CUT72'  // STEAL_2
0A5C: display_text_widget $1575 $1576 'CUT74'  // STEAL_4
0A5C: display_text_widget $1575 $1576 'CUT75'  // STEAL_5
0A5C: display_text_widget $1575 $1576 'CUT76'  // SYND_2A
0A5C: display_text_widget $1575 $1576 'CUT77'  // SYND_2B
0A5C: display_text_widget $1575 $1576 'CUT78'  // SYND_3A
0A5C: display_text_widget $1575 $1576 'CUT79'  // SYND_4A
0A5C: display_text_widget $1575 $1576 'CUT80'  // SYND_7
0A5C: display_text_widget $1575 $1576 'CUT81'  // TRUTH_1
0A5C: display_text_widget $1575 $1576 'CUT82'  // TRUTH_2
0A5C: display_text_widget $1575 $1576 'CUT83'  // WOOZIE1
0A5C: display_text_widget $1575 $1576 'CUT84'  // WOOZIE2
0A5C: display_text_widget $1575 $1576 'CUT86'  // WOOZIE4
0A5C: display_text_widget $1575 $1576 'CUT87'  // ZERO_1
0A5C: display_text_widget $1575 $1576 'CUT88'  // ZERO_2
0A5C: display_text_widget $1575 $1576 'CUT89'  // ZERO_3
0A5C: display_text_widget $1575 $1576 'CUT90'  // ZERO_4
0A5C: display_text_widget 0.0 5.0 'CUT91'  // W2_ALT
0A5C: display_text_widget $1575 $1576 'CUT91'  // W2_ALT
0A5C: display_text_widget $1575 $1576 'CUT92'  // BCESAR5
0A5C: display_text_widget $1575 $1576 'CUT94'  // D8_ALT
0A5C: display_text_widget $1575 $1576 'CUT95'  // D10_ALT
0A5C: display_text_widget $1575 $1576 'CUT96'  // SYND_3B
0A5C: display_text_widget $1575 $1576 'CUT97'  // SYND_4B
0A5C: display_text_widget $1575 $1576 'CUT98'  // CAS_1a
0A5C: display_text_widget $1575 $1576 'CUT83'  // WOOZIE1
0A5C: display_text_widget $1575 $1576 'CUT100'  // CAS_2
0A5C: display_text_widget $1575 $1576 'CUT101'  // CAS_3
0A5C: display_text_widget $1575 $1576 'CUT102'  // CAS_4a
0A5C: display_text_widget $1575 $1576 'CUT103'  // CAS_4b
0A5C: display_text_widget $1575 $1576 'CUT104'  // CAS_4c
0A5C: display_text_widget $1575 $1576 'CUT105'  // CAS_5a
0A5C: display_text_widget $1575 $1576 'CUT106'  // CAS_6a
0A5C: display_text_widget $1575 $1576 'CUT107'  // CAS_6b
0A5C: display_text_widget $1575 $1576 'CUT109'  // CAS_7b
0A5C: display_text_widget $1575 $1576 'CUT110'  // CAS_9a
0A5C: display_text_widget $1575 $1576 'CUT111'  // CAS_11a
0A5C: display_text_widget $1575 $1576 'CUT112'  // HEIST1a
0A5C: display_text_widget $1575 $1576 'CUT113'  // HEIST2a
0A5C: display_text_widget $1575 $1576 'CUT115'  // HEIST4a
0A5C: display_text_widget $1575 $1576 'CUT116'  // HEIST5a
0A5C: display_text_widget $1575 $1576 'CUT117'  // HEIST6a
0A5C: display_text_widget $1575 $1576 'CUT118'  // HEIST8a
0A5C: display_text_widget $1575 $1576 'CUT119'  // CRASHV1
0A5C: display_text_widget $1575 $1576 'CUT120'  // CRASHV2
0A5C: display_text_widget $1575 $1576 'CUT121'  // DOC_2
0A5C: display_text_widget $1575 $1576 'CUT122'  // BHILL1
0A5C: display_text_widget $1575 $1576 'CUT123'  // BHILL2
0A5C: display_text_widget $1575 $1576 'CUT124'  // BHILL3a
0A5C: display_text_widget $1575 $1576 'CUT125'  // BHILL3b
0A5C: display_text_widget $1575 $1576 'CUT126'  // BHILL3c
0A5C: display_text_widget $1575 $1576 'CUT127'  // BHILL5a
0A5C: display_text_widget $1575 $1576 'CUT128'  // BHILL5b
0A5C: display_text_widget $1575 $1576 'CUT129'  // GROVE1a
0A5C: display_text_widget $1575 $1576 'CUT130'  // GROVE1b
0A5C: display_text_widget $1575 $1576 'CUT131'  // GROVE1c
0A5C: display_text_widget $1575 $1576 'CUT132'  // GROVE2
0A5C: display_text_widget $1575 $1576 'CUT133'  // RIOT_1
0A5C: display_text_widget $1575 $1576 'CUT134'  // RIOT_2
0A5C: display_text_widget $1575 $1576 'CUT137'  // RIOT_4a
0A5C: display_text_widget $1575 $1576 'CUT138'  // RIOT_4b
0A5C: display_text_widget $1575 $1576 'CUT139'  // RIOT_4c
0A5C: display_text_widget $1575 $1576 'CUT140'  // RIOT_4d
0A5C: display_text_widget $1575 $1576 'CUT141'  // RIOT_4e
0A5C: display_text_widget $1575 $1576 'CUT142'  // EPILOG
0A5C: display_text_widget $1575 $1576 'CUT143'  // SWEET1C
0A5C: display_text_widget $1575 $1576 'CUT150'  // PROLOG2
0A5C: display_text_widget $1575 $1576 'CUT151'  // PROLOG3
0A5C: display_text_widget $1575 $1576 'CUT152'  // BCRAS2
0A5C: display_text_widget $1575 $1576 'CUT_D1'  // DATE 1A PIZZA
0A5C: display_text_widget $1575 $1576 'CUT_D2'  // DATE 1B PIZZA
0A5C: display_text_widget $1575 $1576 'CUT_D3'  // DATE 1A BURGER
0A5C: display_text_widget $1575 $1576 'CUT_D4'  // DATE 1B BURGER
0A5C: display_text_widget $1575 $1576 'CUT_D5'  // DATE 2A CHICKEN
0A5C: display_text_widget $1575 $1576 'CUT_D6'  // DATE 2B CHICKEN
0A5C: display_text_widget $1575 $1576 'CUT_D7'  // DATE 3A DINER BIG
0A5C: display_text_widget $1575 $1576 'CUT_D8'  // DATE 3B DINER BIG
0A5C: display_text_widget $1575 $1576 'CUT_D9'  // DATE 4A DINER SMAL
0A5C: display_text_widget $1575 $1576 'CUT_D10'  // DATE 4B DINER SMAL
0A5C: display_text_widget $1575 $1576 'CUT_D11'  // DATE 5A REST BOOTH
0A5C: display_text_widget $1575 $1576 'CUT_D12'  // DATE 5B REST BOOTH
0A5C: display_text_widget $1575 $1576 'CUT_D13'  // DATE 5A REST TABLE
0A5C: display_text_widget $1575 $1576 'CUT_D14'  // DATE 5B REST TABLE
0A5C: display_text_widget $1575 $1576 'CUT_D15'  // DATE 6A BAR1
0A5C: display_text_widget $1575 $1576 'CUT_D16'  // DATE 6A BAR1
0A5C: display_text_widget $1575 $1576 'CUT_D17'  // DATE 6A BAR2
0A5C: display_text_widget $1575 $1576 'CUT_D18'  // DATE 6A BAR2
0A5C: display_text_widget $1575 $1576 'CUT133'  // RIOT_1
0A5C: display_text_widget $1575 $1576 'CUT141'  // RIOT_4e
0A5C: display_text_widget $1575 $1576 'CUT107'  // CAS_6b
0A5C: display_text_widget $1575 $1576 'CUT110'  // CAS_9a
0A5C: display_text_widget $1575 $1576 'CUT120'  // CRASHV2
0A5C: display_text_widget $1575 $1576 'CUTTEST'  // (CUTTEST)
0A5C: display_text_widget 0.0 6.0 'SC_02' 
0A5C: display_text_widget $1575 $1576 'SC_02' 
0A5C: display_text_widget $1575 $1576 'SC_03' 
0A5C: display_text_widget $1575 $1576 'SC_04' 
0A5C: display_text_widget $1575 $1576 'SC_05' 
0A5C: display_text_widget $1575 $1576 'SC_06' 
0A5C: display_text_widget $1575 $1576 'SC_07' 
0A5C: display_text_widget $1575 $1576 'SC_08' 
0A5C: display_text_widget $1575 $1576 'SC_09' 
0A5C: display_text_widget $1575 $1576 'SC_10' 
0A5C: display_text_widget $1575 $1576 'SC_11' 
0A5C: display_text_widget $1575 $1576 'SC_12' 
0A5C: display_text_widget $1575 $1576 'SC_13' 
0A5C: display_text_widget $1575 $1576 'SC_13V' 
0A5C: display_text_widget $1575 $1576 'SC_14' 
0A5C: display_text_widget $1575 $1576 'SC_15' 
0A5C: display_text_widget $1575 $1576 'SC_16' 
0A5C: display_text_widget $1575 $1576 'SC_18' 
0A5C: display_text_widget $1575 $1576 'SC_19' 
0A5C: display_text_widget $1575 $1576 'SC_20' 
0A5C: display_text_widget $1575 $1576 'SC_21' 
0A5C: display_text_widget $1575 $1576 'SC_21B' 
0A5C: display_text_widget $1575 $1576 'SC_22' 
0A5C: display_text_widget $1575 $1576 'SC_23' 
return 

:MS_SKIP_27022
return 
$1534 = 0 
$1575 = 20.0 
$1576 = 20.0 
$1577 = 14.0 
$1578 = 0.4 
$1579 = 1.6 
$1628 = 200 
$1629 = 200 
$1630 = 200 
$1631 = 130 
$1632 = 130 
$1633 = 130 
if and
  $1538 == 0 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_28763 
0A66: 13 // Mission Page 0
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'INTRO_1'  // Big Smoke
0A5C: display_text_widget $1575 $1576 'INTRO_1'  // Big Smoke
0A5C: display_text_widget $1575 $1576 'INTRO_2'  // Ryder
0A5C: display_text_widget $1575 $1576 'SWEET_1'  // Tagging up Turf
0A5C: display_text_widget $1575 $1576 'SWEET1B'  // Cleaning the Hood
0A5C: display_text_widget $1575 $1576 'SWEET_3'  // Drive-thru
0A5C: display_text_widget $1575 $1576 'SWEET_2'  // Nines and AK's
0A5C: display_text_widget $1575 $1576 'SWEET_4'  // Drive-By
0A5C: display_text_widget $1575 $1576 'SWEET_5'  // Sweet's Girl
0A5C: display_text_widget $1575 $1576 'SWEET_6'  // Cesar Vialpando
0A5C: display_text_widget $1575 $1576 'CRASH_2'  // Doberman
0A5C: display_text_widget $1575 $1576 'SWEET_7'  // Los Sepulcros
0A5C: display_text_widget $1575 $1576 'CRASH_1'  // Burning Desire
0A5C: display_text_widget $1575 $1576 'CRASH_3'  // Gray Imports
0A5C: display_text_widget $1575 $1576 'SMOKE_1'  // OG Loc
0A5C: display_text_widget $1575 $1576 'SMOKE_2'  // Running Dog
0A5C: display_text_widget $1575 $1576 'SMOKE_3'  // Wrong Side of the Tracks
0A5C: display_text_widget $1575 $1576 'SMOKE_4'  // Just Business
0A5C: display_text_widget $1575 $1576 'STRAP_1'  // Life's a Beach
0A5C: display_text_widget $1575 $1576 'STRAP_2'  // Madd Dogg's Rhymes
0A5C: display_text_widget $1575 $1576 'STRAP_3'  // Management Issues
0A5C: display_text_widget $1575 $1576 'STRAP_4'  // House Party
0A5C: display_text_widget $1575 $1576 'RYDER_1'  // Home Invasion
0A5C: display_text_widget $1575 $1576 'RYDER_3'  // Catalyst
0A5C: display_text_widget $1575 $1576 'RYDER_2'  // Robbing Uncle Sam
0A5C: display_text_widget $1575 $1576 'CESAR_1'  // High Stakes, Low-rider
0A5C: display_text_widget $1575 $1576 'LA1FIN1'  // Reuniting the Families
0A5C: display_text_widget $1575 $1576 'LA1FIN2'  // The Green Sabre
0A5C: display_text_widget $1575 $1576 'BCRASH1'  // Badlands
$1534 += 1 
0A5C: display_text_widget $1575 $1576 'CAT_1'  // Local Liquor Store
0A5C: display_text_widget $1575 $1576 'CAT_2'  // Small Town Bank
0A5C: display_text_widget $1575 $1576 'CAT_3'  // Tanker Commander
0A5C: display_text_widget $1575 $1576 'CAT_4'  // Against All Odds
0A5C: display_text_widget $1575 $1576 'TRUTH_1'  // Body Harvest
0A5C: display_text_widget $1575 $1576 'TRUTH_2'  // Are you going to San Fierro?
0A5C: display_text_widget $1575 $1576 'BCESAR4'  // Wu Zi Mu
0A5C: display_text_widget $1575 $1576 'BCES4_2'  // Farewell, my love...
0A5C: display_text_widget $1575 $1576 'BCESAR2'  // Big Smoke's Cash
0A5C: display_text_widget $1575 $1576 'GAR_1'  // Wear Flowers in your Hair
0A5C: display_text_widget $1575 $1576 'GAR_2'  // Deconstruction
0A5C: display_text_widget $1575 $1576 'SCRA_1'  // 555 WE TIP
0A5C: display_text_widget $1575 $1576 'SCRA_2'  // Snail Trail
0A5C: display_text_widget $1575 $1576 'WUZI_1'  // Mountain Cloud Boys
0A5C: display_text_widget $1575 $1576 'FAR_4'  // Ran Fa Li
0A5C: display_text_widget $1575 $1576 'FAR_5'  // Lure
0A5C: display_text_widget $1575 $1576 'WUZI_2'  // Amphibious Assault
0A5C: display_text_widget $1575 $1576 'WUZI_4'  // The Da Nang Thang
0A5C: display_text_widget $1575 $1576 'SYND_1'  // Photo Opportunity
0A5C: display_text_widget $1575 $1576 'SYND_2'  // Jizzy
0A5C: display_text_widget $1575 $1576 'FAR_2'  // T-Bone Mendez
0A5C: display_text_widget $1575 $1576 'FAR_3'  // Mike Toreno
0A5C: display_text_widget $1575 $1576 'SYND_3'  // Outrider
0A5C: display_text_widget $1575 $1576 'SYND_4'  // Ice Cold Killa
0A5C: display_text_widget $1575 $1576 'SYND_5'  // Pier 69
0A5C: display_text_widget $1575 $1576 'SYND_6'  // Toreno's Last Flight
0A5C: display_text_widget $1575 $1576 'SYND_7'  // Yay Ka-Boom-Boom
0A5C: display_text_widget $1575 $1576 'STEAL_1'  // Zeroing In
$1534 += 1 
0A5C: display_text_widget $1575 $1576 'STEAL_2'  // Test Drive
0A5C: display_text_widget $1575 $1576 'STEAL_4'  // Customs Fast Track
0A5C: display_text_widget $1575 $1576 'STEAL_5'  // Puncture Wounds
0A5C: display_text_widget $1575 $1576 'ZERO_1'  // Air Raid
0A5C: display_text_widget $1575 $1576 'ZERO_2'  // Supply Lines...
0A5C: display_text_widget $1575 $1576 'ZERO_4'  // New Model Army
0A5C: display_text_widget $1575 $1576 'FAR_1'  // Back to School
0A5C: display_text_widget $1575 $1576 'TRACE_1'  // Race Tournament
0A5C: display_text_widget $1575 $1576 'DESERT1'  // Monster
0A5C: display_text_widget $1575 $1576 'DESERT2'  // Highjack
0A5C: display_text_widget $1575 $1576 'DESERT3'  // Interdiction
0A5C: display_text_widget $1575 $1576 'DESERT4'  // Verdant Meadows
0A5C: display_text_widget $1575 $1576 'DESERT5'  // Learning to Fly
0A5C: display_text_widget $1575 $1576 'DESERT6'  // N.O.E.
0A5C: display_text_widget $1575 $1576 'DESERT9'  // Stowaway
0A5C: display_text_widget $1575 $1576 'DESERT8'  // Black Project
0A5C: display_text_widget $1575 $1576 'DESER10'  // Green Goo
0A5C: display_text_widget $1575 $1576 'CASINO1'  // Fender Ketchup
0A5C: display_text_widget $1575 $1576 'CASEEN2'  // Explosive Situation
0A5C: display_text_widget $1575 $1576 'CASINO3'  // You've had your Chips
0A5C: display_text_widget $1575 $1576 'CASINO4'  // Don Peyote
0A5C: display_text_widget $1575 $1576 'CASINO5'  // Intensive Care
0A5C: display_text_widget $1575 $1576 'CASINO6'  // The Meat Business
0A5C: display_text_widget $1575 $1576 'CASINO7'  // Fish in a Barrel
0A5C: display_text_widget $1575 $1576 'CASINO9'  // Freefall
0A5C: display_text_widget $1575 $1576 'CASIN10'  // Saint Mark's Bistro
0A5C: display_text_widget $1575 $1576 'VCRASH1'  // Misappropriation
0A5C: display_text_widget $1575 $1576 'VCRASH2'  // High Noon
$1534 += 1 

:MS_SKIP_28763
if and
  $1538 == 1 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_29312 
0A66: 14 // Mission Page 1
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'DOC_2'  // Madd Dogg
$1575 = 25.0 
$1576 = 20.0 
$1577 = 14.0 
0343: set_text_draw_linewidth 640.0 
$1628 = 200 
$1629 = 200 
$1630 = 200 
$1631 = 130 
$1632 = 130 
$1633 = 130 
$1534 = 0 
0A5C: display_text_widget $1575 $1576 'DOC_2'  // Madd Dogg
0A5C: display_text_widget $1575 $1576 'HEIST_1'  // Architectural Espionage
0A5C: display_text_widget $1575 $1576 'HEIST_3'  // Key to her Heart
0A5C: display_text_widget $1575 $1576 'HEIST_2'  // Dam and Blast
0A5C: display_text_widget $1575 $1576 'HEIST_4'  // Cop Wheels
0A5C: display_text_widget $1575 $1576 'HEIST_5'  // Up, Up and Away!
0A5C: display_text_widget $1575 $1576 'HEIST_9'  // Breaking the Bank at Caligula's
0A5C: display_text_widget $1575 $1576 'MAN_1'  // A Home In The Hills
0A5C: display_text_widget $1575 $1576 'MAN_2'  // Vertical Bird
0A5C: display_text_widget $1575 $1576 'MAN_3'  // Home Coming
0A5C: display_text_widget $1575 $1576 'MAN_5'  // Cut Throat Business
0A5C: display_text_widget $1575 $1576 'GROVE_1'  // Beat Down on B Dup
0A5C: display_text_widget $1575 $1576 'GROVE_2'  // Grove 4 Life
0A5C: display_text_widget $1575 $1576 'RIOT_1'  // Riot
0A5C: display_text_widget $1575 $1576 'RIOT_2'  // Los Desperados
0A5C: display_text_widget $1575 $1576 'RIOT_4'  // End Of The Line

:MS_SKIP_29312
if and
  $1538 == 2 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_31000 
0A66: 15 // Mission Page 2
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'GYM1_A'  // LS GYM(GYMLS-PD)
$1575 = 25.0 
$1576 = 20.0 
$1577 = 14.0 
0343: set_text_draw_linewidth 640.0 
$1628 = 200 
$1629 = 200 
$1630 = 200 
$1631 = 130 
$1632 = 130 
$1633 = 130 
$1534 = 0 
0A5C: display_text_widget $1575 $1576 'GYM1_A'  // LS GYM(GYMLS-PD)
0A5C: display_text_widget $1575 $1576 'GYM1_B'  // LV GYM(GYMSF-PD)
0A5C: display_text_widget $1575 $1576 'GYM1_C'  // San Fierro GYM(GYMLV-PD)
0A5C: display_text_widget $1575 $1576 'CHICN'  // Chicken Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'BURGERS'  // Burger Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'PIZZAS'  // Pizza Shop(junkfud-WM)
0A5C: display_text_widget $1575 $1576 'CLOTHES'  // Clothes Shop(clothes-WM)
0A5C: display_text_widget $1575 $1576 'BARBER'  // Barber Shop(barber-WM)
0A5C: display_text_widget $1575 $1576 'AMMULA'  // Ammu-Nation(ammu-WM)
0A5C: display_text_widget $1575 $1576 'CARDB1'  // Car mods (LA)
0A5C: display_text_widget $1575 $1576 'CARDB2'  // Car mods (lowriderLA)
0A5C: display_text_widget $1575 $1576 'ROUL'  // Roulette
0A5C: display_text_widget $1575 $1576 'SLOTM'  // Slot Machine
0A5C: display_text_widget $1575 $1576 'WHEELO'  // Wheel of fortune
0A5C: display_text_widget $1575 $1576 'BJACK'  // Black Jack
0A5C: display_text_widget $1575 $1576 'OTB'  // Inside Track Betting
0A5C: display_text_widget $1575 $1576 'POOL'  // Pool
0A5C: display_text_widget $1575 $1576 'BBALL'  // Shooting Hoops
0A5C: display_text_widget $1575 $1576 'LOWR'  // Lowrider
0A5C: display_text_widget $1575 $1576 'CONS1'  // Console game1 (shtr-CM)
0A5C: display_text_widget $1575 $1576 'QUARRY'  // Quarry
0A5C: display_text_widget $1575 $1576 'TRUCK'  // Trucking
0A5C: display_text_widget $1575 $1576 'BLOOD'  // Blood Ring
0A5C: display_text_widget $1575 $1576 'MOUNTN'  // The Chiliad Challenge
0A5C: display_text_widget $1575 $1576 'PIMP'  // Pimping
0A5C: display_text_widget $1575 $1576 'BIKES'  // Bike School
0A5C: display_text_widget $1575 $1576 'BOATS'  // Boat School
0A5C: display_text_widget $1575 $1576 'COUR1'  // Courier
0A5C: display_text_widget $1575 $1576 'COUR2'  // Courier
0A5C: display_text_widget $1575 $1576 'COUR3'  // Courier
0A5C: display_text_widget $1575 $1576 'FREIGH'  // Freight Train
0A5C: display_text_widget $1575 $1576 'BURG'  // Burglary
0A5C: display_text_widget $1575 $1576 'KICK'  // Dirt Ring
0A5C: display_text_widget $1575 $1576 'VALET'  // Valet Parking
0A5C: display_text_widget $1575 $1576 'SF_MODS' 
0A5C: display_text_widget $1575 $1576 'IMPEXP'  // Import/Export(impexp-NF)
0A5C: display_text_widget $1575 $1576 'BMXODD'  // BMX stunts(stunt-CR)
0A5C: display_text_widget $1575 $1576 'DANCEOD'  // Dancing(dance-CC)
0A5C: display_text_widget $1575 $1576 'HOTRING'  // Hotring Racer
0A5C: display_text_widget $1575 $1576 'TPLAY1'  // 2player Ram
0A5C: display_text_widget $1575 $1576 'TPLAY2'  // 2player bike
0A5C: display_text_widget $1575 $1576 'TPLAY3'  // 2player cars
0A5C: display_text_widget $1575 $1576 'TPLAY4'  // 2player heli
0A5C: display_text_widget $1575 $1576 'TPLAY5'  // 2player peds
0A5C: display_text_widget $1575 $1576 'TPLAY6'  // Run-around LS
0A5C: display_text_widget $1575 $1576 'TPLAY7'  // Run-around LV
0A5C: display_text_widget $1575 $1576 'TPLAY8'  // Run-around SF
0A5C: display_text_widget $1575 $1576 'TPLAY9'  // Run-around DE
0A5C: display_text_widget $1575 $1576 'TPLAY10'  // Run-around CO
0A5C: display_text_widget $1575 $1576 'BOTTY'  // Beat the Cock!
0A5C: display_text_widget $1575 $1576 'PROP3' 
0A5C: display_text_widget $1575 $1576 'PROP4' 
0A5C: display_text_widget $1575 $1576 'PROP5' 
0A5C: display_text_widget $1575 $1576 'PROP6' 
0A5C: display_text_widget $1575 $1576 'PROP7' 
0A5C: display_text_widget $1575 $1576 'PROP8' 
0A5C: display_text_widget $1575 $1576 'PROP9' 
0A5C: display_text_widget $1575 $1576 'PROP10' 
0A5C: display_text_widget $1575 $1576 'PROP11' 
0A5C: display_text_widget $1575 $1576 'PROP12' 
0A5C: display_text_widget $1575 $1576 'PROP13' 
0A5C: display_text_widget $1575 $1576 'PROP14' 
0A5C: display_text_widget $1575 $1576 'PROP15' 
0A5C: display_text_widget $1575 $1576 'PROP16' 
0A5C: display_text_widget $1575 $1576 'PROP17' 
0A5C: display_text_widget $1575 $1576 'PROP18' 
0A5C: display_text_widget $1575 $1576 'PROP19' 
0A5C: display_text_widget $1575 $1576 'PROP20' 
0A5C: display_text_widget $1575 $1576 'PROP21' 
0A5C: display_text_widget $1575 $1576 'PROP22' 
0A5C: display_text_widget $1575 $1576 'PROP23' 
0A5C: display_text_widget $1575 $1576 'PROP24' 
0A5C: display_text_widget $1575 $1576 'PROP25' 
0A5C: display_text_widget $1575 $1576 'PROP26' 
0A5C: display_text_widget $1575 $1576 'PROP27' 
0A5C: display_text_widget $1575 $1576 'PROP28' 
0A5C: display_text_widget $1575 $1576 'PROP29' 
0A5C: display_text_widget $1575 $1576 'PROP30' 
0A5C: display_text_widget $1575 $1576 'PROP31' 
0A5C: display_text_widget $1575 $1576 'RACET1' 
0A5C: display_text_widget $1575 $1576 'RACET2' 
0A5C: display_text_widget $1575 $1576 'RACET3' 
0A5C: display_text_widget $1575 $1576 'RACET4' 

:MS_SKIP_31000
033F: set_text_draw_letter_size 0.4 1.6 
0343: set_text_draw_linewidth 640.0 
0340: set_text_draw_RGBA 150 150 150 255 
if and
  $1538 == 3 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_32646 
0A66: 16 // Mission Page 3
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'CUT01'  // PROLOG1
0A5C: display_text_widget $1575 $1576 'CUT01'  // PROLOG1
0A5C: display_text_widget $1575 $1576 'CUT02'  // INTRO1A
0A5C: display_text_widget $1575 $1576 'CUT03'  // INTRO1B
0A5C: display_text_widget $1575 $1576 'CUT04'  // INTRO2A
0A5C: display_text_widget $1575 $1576 'CUT05'  // SWEET1A
0A5C: display_text_widget $1575 $1576 'CUT06'  // SWEET1B
0A5C: display_text_widget $1575 $1576 'CUT07'  // SWEET3A
0A5C: display_text_widget $1575 $1576 'CUT08'  // SWEET3B
0A5C: display_text_widget $1575 $1576 'CUT09'  // SWEET2A
0A5C: display_text_widget $1575 $1576 'CUT10'  // SWEET2B
0A5C: display_text_widget $1575 $1576 'CUT11'  // SWEET4A
0A5C: display_text_widget $1575 $1576 'CUT12'  // SWEET5A
0A5C: display_text_widget $1575 $1576 'CUT13'  // SWEET6A
0A5C: display_text_widget $1575 $1576 'CUT14'  // SWEET6B
0A5C: display_text_widget $1575 $1576 'CUT15'  // SWEET7A
0A5C: display_text_widget $1575 $1576 'CUT16'  // SMOKE1A
0A5C: display_text_widget $1575 $1576 'CUT17'  // SMOKE1B
0A5C: display_text_widget $1575 $1576 'CUT18'  // SMOKE2A
0A5C: display_text_widget $1575 $1576 'CUT19'  // SMOKE2B
0A5C: display_text_widget $1575 $1576 'CUT20'  // SMOKE3A
0A5C: display_text_widget $1575 $1576 'CUT21'  // SMOKE4A
0A5C: display_text_widget $1575 $1576 'CUT22'  // RYDER1A
0A5C: display_text_widget $1575 $1576 'CUT23'  // RYDER2A
0A5C: display_text_widget $1575 $1576 'CUT24'  // RYDER3A
0A5C: display_text_widget $1575 $1576 'CUT25'  // STRAP1A
0A5C: display_text_widget $1575 $1576 'CUT26'  // STRAP2A
0A5C: display_text_widget $1575 $1576 'CUT27'  // STRAP3A
0A5C: display_text_widget $1575 $1576 'CUT28'  // STRAP4A
0A5C: display_text_widget $1575 $1576 'CUT29'  // STRP4B1
0A5C: display_text_widget $1575 $1576 'CUT29'  // STRP4B1
0A5C: display_text_widget $1575 $1576 'CUT30'  // CRASH1A
0A5C: display_text_widget $1575 $1576 'CUT31'  // CRASH2A
0A5C: display_text_widget $1575 $1576 'CUT32'  // CRASH3A
0A5C: display_text_widget $1575 $1576 'CUT33'  // CESAR1A
0A5C: display_text_widget $1575 $1576 'CUT34'  // CESAR2A
0A5C: display_text_widget $1575 $1576 'CUT35'  // FINAL1A
0A5C: display_text_widget $1575 $1576 'CUT36'  // FINAL2A
0A5C: display_text_widget $1575 $1576 'CUT37'  // FINAL2B
0A5C: display_text_widget $1575 $1576 'CUT38'  // BCRAS1
0A5C: display_text_widget $1575 $1576 'CUT39'  // BCESAR2
0A5C: display_text_widget $1575 $1576 'CUT40'  // BCESAR4
0A5C: display_text_widget $1575 $1576 'CUT41'  // BCESA4W
0A5C: display_text_widget $1575 $1576 'CUT42'  // BCESA5W
0A5C: display_text_widget $1575 $1576 'CUT43'  // CAT_1
0A5C: display_text_widget $1575 $1576 'CUT44'  // CAT_2
0A5C: display_text_widget $1575 $1576 'CUT45'  // CAT_3
0A5C: display_text_widget $1575 $1576 'CUT46'  // CAT_4
0A5C: display_text_widget $1575 $1576 'CUT47'  // DESERT1
0A5C: display_text_widget $1575 $1576 'CUT48'  // DESERT2
0A5C: display_text_widget $1575 $1576 'CUT49'  // DESERT3
0A5C: display_text_widget $1575 $1576 'CUT50'  // DESERT4
0A5C: display_text_widget $1575 $1576 'CUT52'  // DESERT6
0A5C: display_text_widget $1575 $1576 'CUT54'  // DESERT8
0A5C: display_text_widget $1575 $1576 'CUT55'  // DESERT9
0A5C: display_text_widget $1575 $1576 'CUT56'  // DES_10A
0A5C: display_text_widget $1575 $1576 'CUT57'  // DES_10B
0A5C: display_text_widget $1575 $1576 'CUT60'  // FARL_2A
0A5C: display_text_widget $1575 $1576 'CUT61'  // FARL_3A
0A5C: display_text_widget $1575 $1576 'CUT62'  // FARL_3B
0A5C: display_text_widget $1575 $1576 'CUT63'  // FARL_4A
0A5C: display_text_widget $1575 $1576 'CUT64'  // FARL_5A
0A5C: display_text_widget $1575 $1576 'CUT65'  // GARAG1B
0A5C: display_text_widget $1575 $1576 'CUT66'  // GARAG1C
0A5C: display_text_widget $1575 $1576 'CUT67'  // GARAG3A
0A5C: display_text_widget $1575 $1576 'CUT69'  // SCRASH1
0A5C: display_text_widget $1575 $1576 'CUT70'  // SCRASH2
0A5C: display_text_widget $1575 $1576 'CUT71'  // STEAL_1
0A5C: display_text_widget $1575 $1576 'CUT72'  // STEAL_2
0A5C: display_text_widget $1575 $1576 'CUT74'  // STEAL_4
0A5C: display_text_widget $1575 $1576 'CUT75'  // STEAL_5
0A5C: display_text_widget $1575 $1576 'CUT76'  // SYND_2A
0A5C: display_text_widget $1575 $1576 'CUT77'  // SYND_2B
0A5C: display_text_widget $1575 $1576 'CUT78'  // SYND_3A
0A5C: display_text_widget $1575 $1576 'CUT79'  // SYND_4A
0A5C: display_text_widget $1575 $1576 'CUT80'  // SYND_7
0A5C: display_text_widget $1575 $1576 'CUT81'  // TRUTH_1
0A5C: display_text_widget $1575 $1576 'CUT82'  // TRUTH_2
0A5C: display_text_widget $1575 $1576 'CUT83'  // WOOZIE1
0A5C: display_text_widget $1575 $1576 'CUT84'  // WOOZIE2
0A5C: display_text_widget $1575 $1576 'CUT86'  // WOOZIE4
0A5C: display_text_widget $1575 $1576 'CUT87'  // ZERO_1
0A5C: display_text_widget $1575 $1576 'CUT88'  // ZERO_2
0A5C: display_text_widget $1575 $1576 'CUT89'  // ZERO_3
0A5C: display_text_widget $1575 $1576 'CUT90'  // ZERO_4

:MS_SKIP_32646
if and
  $1538 == 4 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_34106 
0A66: 17 // Mission Page 4
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'CUT91'  // W2_ALT
0A5C: display_text_widget $1575 $1576 'CUT91'  // W2_ALT
0A5C: display_text_widget $1575 $1576 'CUT92'  // BCESAR5
0A5C: display_text_widget $1575 $1576 'CUT94'  // D8_ALT
0A5C: display_text_widget $1575 $1576 'CUT95'  // D10_ALT
0A5C: display_text_widget $1575 $1576 'CUT96'  // SYND_3B
0A5C: display_text_widget $1575 $1576 'CUT97'  // SYND_4B
0A5C: display_text_widget $1575 $1576 'CUT98'  // CAS_1a
0A5C: display_text_widget $1575 $1576 'CUT83'  // WOOZIE1
0A5C: display_text_widget $1575 $1576 'CUT100'  // CAS_2
0A5C: display_text_widget $1575 $1576 'CUT101'  // CAS_3
0A5C: display_text_widget $1575 $1576 'CUT102'  // CAS_4a
0A5C: display_text_widget $1575 $1576 'CUT103'  // CAS_4b
0A5C: display_text_widget $1575 $1576 'CUT104'  // CAS_4c
0A5C: display_text_widget $1575 $1576 'CUT105'  // CAS_5a
0A5C: display_text_widget $1575 $1576 'CUT106'  // CAS_6a
0A5C: display_text_widget $1575 $1576 'CUT107'  // CAS_6b
0A5C: display_text_widget $1575 $1576 'CUT109'  // CAS_7b
0A5C: display_text_widget $1575 $1576 'CUT110'  // CAS_9a
0A5C: display_text_widget $1575 $1576 'CUT111'  // CAS_11a
0A5C: display_text_widget $1575 $1576 'CUT112'  // HEIST1a
0A5C: display_text_widget $1575 $1576 'CUT113'  // HEIST2a
0A5C: display_text_widget $1575 $1576 'CUT115'  // HEIST4a
0A5C: display_text_widget $1575 $1576 'CUT116'  // HEIST5a
0A5C: display_text_widget $1575 $1576 'CUT117'  // HEIST6a
0A5C: display_text_widget $1575 $1576 'CUT118'  // HEIST8a
0A5C: display_text_widget $1575 $1576 'CUT119'  // CRASHV1
0A5C: display_text_widget $1575 $1576 'CUT120'  // CRASHV2
0A5C: display_text_widget $1575 $1576 'CUT121'  // DOC_2
0A5C: display_text_widget $1575 $1576 'CUT122'  // BHILL1
0A5C: display_text_widget $1575 $1576 'CUT123'  // BHILL2
0A5C: display_text_widget $1575 $1576 'CUT124'  // BHILL3a
0A5C: display_text_widget $1575 $1576 'CUT125'  // BHILL3b
0A5C: display_text_widget $1575 $1576 'CUT126'  // BHILL3c
0A5C: display_text_widget $1575 $1576 'CUT127'  // BHILL5a
0A5C: display_text_widget $1575 $1576 'CUT128'  // BHILL5b
0A5C: display_text_widget $1575 $1576 'CUT129'  // GROVE1a
0A5C: display_text_widget $1575 $1576 'CUT130'  // GROVE1b
0A5C: display_text_widget $1575 $1576 'CUT131'  // GROVE1c
0A5C: display_text_widget $1575 $1576 'CUT132'  // GROVE2
0A5C: display_text_widget $1575 $1576 'CUT133'  // RIOT_1
0A5C: display_text_widget $1575 $1576 'CUT134'  // RIOT_2
0A5C: display_text_widget $1575 $1576 'CUT137'  // RIOT_4a
0A5C: display_text_widget $1575 $1576 'CUT138'  // RIOT_4b
0A5C: display_text_widget $1575 $1576 'CUT139'  // RIOT_4c
0A5C: display_text_widget $1575 $1576 'CUT140'  // RIOT_4d
0A5C: display_text_widget $1575 $1576 'CUT141'  // RIOT_4e
0A5C: display_text_widget $1575 $1576 'CUT142'  // EPILOG
0A5C: display_text_widget $1575 $1576 'CUT143'  // SWEET1C
0A5C: display_text_widget $1575 $1576 'CUT150'  // PROLOG2
0A5C: display_text_widget $1575 $1576 'CUT151'  // PROLOG3
0A5C: display_text_widget $1575 $1576 'CUT152'  // BCRAS2
0A5C: display_text_widget $1575 $1576 'CUT_D1'  // DATE 1A PIZZA
0A5C: display_text_widget $1575 $1576 'CUT_D2'  // DATE 1B PIZZA
0A5C: display_text_widget $1575 $1576 'CUT_D3'  // DATE 1A BURGER
0A5C: display_text_widget $1575 $1576 'CUT_D4'  // DATE 1B BURGER
0A5C: display_text_widget $1575 $1576 'CUT_D5'  // DATE 2A CHICKEN
0A5C: display_text_widget $1575 $1576 'CUT_D6'  // DATE 2B CHICKEN
0A5C: display_text_widget $1575 $1576 'CUT_D7'  // DATE 3A DINER BIG
0A5C: display_text_widget $1575 $1576 'CUT_D8'  // DATE 3B DINER BIG
0A5C: display_text_widget $1575 $1576 'CUT_D9'  // DATE 4A DINER SMAL
0A5C: display_text_widget $1575 $1576 'CUT_D10'  // DATE 4B DINER SMAL
0A5C: display_text_widget $1575 $1576 'CUT_D11'  // DATE 5A REST BOOTH
0A5C: display_text_widget $1575 $1576 'CUT_D12'  // DATE 5B REST BOOTH
0A5C: display_text_widget $1575 $1576 'CUT_D13'  // DATE 5A REST TABLE
0A5C: display_text_widget $1575 $1576 'CUT_D14'  // DATE 5B REST TABLE
0A5C: display_text_widget $1575 $1576 'CUT_D15'  // DATE 6A BAR1
0A5C: display_text_widget $1575 $1576 'CUT_D16'  // DATE 6A BAR1
0A5C: display_text_widget $1575 $1576 'CUT_D17'  // DATE 6A BAR2
0A5C: display_text_widget $1575 $1576 'CUT_D18'  // DATE 6A BAR2
0A5C: display_text_widget $1575 $1576 'CUT133'  // RIOT_1
0A5C: display_text_widget $1575 $1576 'CUT141'  // RIOT_4e
0A5C: display_text_widget $1575 $1576 'CUT107'  // CAS_6b
0A5C: display_text_widget $1575 $1576 'CUT110'  // CAS_9a
0A5C: display_text_widget $1575 $1576 'CUT120'  // CRASHV2
0A5C: display_text_widget $1575 $1576 'CUTTEST'  // (CUTTEST)

:MS_SKIP_34106
if and
  $1538 == 5 
803A:   not  $1538 == $1539 // (int) 
else_jump @MS_SKIP_34682 
0A66: 18 // Mission Page 5
0084: $1539 = $1538 // (int) 
0A5C: display_text_widget 0.0 0.0 'SC_02' 
0A5C: display_text_widget $1575 $1576 'SC_02' 
0A5C: display_text_widget $1575 $1576 'SC_03' 
0A5C: display_text_widget $1575 $1576 'SC_04' 
0A5C: display_text_widget $1575 $1576 'SC_05' 
0A5C: display_text_widget $1575 $1576 'SC_06' 
0A5C: display_text_widget $1575 $1576 'SC_07' 
0A5C: display_text_widget $1575 $1576 'SC_08' 
0A5C: display_text_widget $1575 $1576 'SC_09' 
0A5C: display_text_widget $1575 $1576 'SC_10' 
0A5C: display_text_widget $1575 $1576 'SC_11' 
0A5C: display_text_widget $1575 $1576 'SC_12' 
0A5C: display_text_widget $1575 $1576 'SC_13' 
0A5C: display_text_widget $1575 $1576 'SC_13V' 
0A5C: display_text_widget $1575 $1576 'SC_14' 
0A5C: display_text_widget $1575 $1576 'SC_15' 
0A5C: display_text_widget $1575 $1576 'SC_16' 
0A5C: display_text_widget $1575 $1576 'SC_18' 
0A5C: display_text_widget $1575 $1576 'SC_19' 
0A5C: display_text_widget $1575 $1576 'SC_20' 
0A5C: display_text_widget $1575 $1576 'SC_21' 
0A5C: display_text_widget $1575 $1576 'SC_21B' 
0A5C: display_text_widget $1575 $1576 'SC_22' 
0A5C: display_text_widget $1575 $1576 'SC_23' 

:MS_SKIP_34682
return 

:MS_SKIP_34684
if 
  $2865 == -2 
else_jump @MS_SKIP_34716 
$1533 = 0 
$1539 = -1 

:MS_SKIP_34716
if 
00E1:   player 1 pressed_key 19 
else_jump @MS_SKIP_34768 

:MS_SKIP_34733
if 
00E1:   player 1 pressed_key 19 
else_jump @MS_SKIP_34761 
wait 0 
jump @MS_SKIP_34733 

:MS_SKIP_34761
$1533 = 0 

:MS_SKIP_34768
return 

:MS_SKIP_34770
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35309 
$447 = 0 
create_thread @INT 
0164: disable_marker $438 
02A7: $438 = create_icon_marker_and_sphere $440 at $458 $459 $460 
06C8: enable_riot 0 
0629: change_integer_stat 181 to 0 
01F0: set_max_wanted_level_to 4 
end_thread_named 'MOB_LA1' 
create_thread @MOB_LA1 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'CLOTHGP' access 0  // Zip
07FB: set_interior 'CSDESGN' access 0  // Victim
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 
0086: $1589 = $458 // (float) 
0086: $1590 = $1603 // (float) 
0086: $1591 = $460 // (float) 
$1574 = 180.0 

:MS_SKIP_35309
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35406 
$447 = 1 
create_thread @INT 
0164: disable_marker $438 
02A7: $438 = create_icon_marker_and_sphere $442 at $464 $465 $466 
0086: $1589 = $464 // (float) 
0086: $1590 = $1599 // (float) 
0086: $1591 = $466 // (float) 
$1574 = 165.0 

:MS_SKIP_35406
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35498 
$451 = 0 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35498
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35590 
$451 = 1 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35590
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35682 
$451 = 2 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35682
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35774 
$451 = 3 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35774
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35866 
$451 = 4 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35866
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_35958 
$451 = 5 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_35958
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36057 
$451 = 6 
$3307 = 0 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_36057
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36189 
$451 = 7 
$1370 = 1 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at 1365.251 -1280.12 12.5469 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
$1589 = 1361.325 
$1590 = -1279.517 
$1591 = 12.3828 
$1574 = 269.3503 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation

:MS_SKIP_36189
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36287 
$451 = 8 
0629: change_integer_stat 64 to 100 
create_thread @SWEET 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_36287
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36379 
$455 = 0 
create_thread @CRASH 
02A7: $437 = create_icon_marker_and_sphere $443 at $476 $477 $478 
0086: $1589 = $476 // (float) 
0086: $1590 = $1609 // (float) 
0086: $1591 = $478 // (float) 
$1574 = 180.0 

:MS_SKIP_36379
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36471 
$455 = 1 
create_thread @CRASH 
02A7: $437 = create_icon_marker_and_sphere $443 at $476 $477 $478 
0086: $1589 = $476 // (float) 
0086: $1590 = $1609 // (float) 
0086: $1591 = $478 // (float) 
$1574 = 180.0 

:MS_SKIP_36471
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36563 
$453 = 0 
create_thread @SMOKE 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
0086: $1589 = $1600 // (float) 
0086: $1590 = $468 // (float) 
0086: $1591 = $469 // (float) 
$1574 = 90.0 

:MS_SKIP_36563
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36655 
$453 = 1 
create_thread @SMOKE 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
0086: $1589 = $1600 // (float) 
0086: $1590 = $468 // (float) 
0086: $1591 = $469 // (float) 
$1574 = 90.0 

:MS_SKIP_36655
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36747 
$453 = 2 
create_thread @SMOKE 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
0086: $1589 = $1600 // (float) 
0086: $1590 = $468 // (float) 
0086: $1591 = $469 // (float) 
$1574 = 90.0 

:MS_SKIP_36747
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36839 
$453 = 3 
create_thread @SMOKE 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
0086: $1589 = $1600 // (float) 
0086: $1590 = $468 // (float) 
0086: $1591 = $469 // (float) 
$1574 = 90.0 

:MS_SKIP_36839
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_36931 
$454 = 0 
create_thread @STRAP 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
0086: $1589 = $1601 // (float) 
0086: $1590 = $471 // (float) 
0086: $1591 = $472 // (float) 
$1574 = 275.0 

:MS_SKIP_36931
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37023 
$454 = 1 
create_thread @STRAP 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
0086: $1589 = $1601 // (float) 
0086: $1590 = $471 // (float) 
0086: $1591 = $472 // (float) 
$1574 = 275.0 

:MS_SKIP_37023
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37115 
$454 = 2 
create_thread @STRAP 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
0086: $1589 = $1601 // (float) 
0086: $1590 = $471 // (float) 
0086: $1591 = $472 // (float) 
$1574 = 275.0 

:MS_SKIP_37115
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37214 
$454 = 4 
$3326 = 1 
create_thread @STRAP 
02A7: $436 = create_icon_marker_and_sphere $445 at $473 $474 $475 
0086: $1589 = $1588 // (float) 
0086: $1590 = $474 // (float) 
0086: $1591 = $475 // (float) 
$1574 = 275.0 

:MS_SKIP_37214
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37306 
$452 = 0 
create_thread @RYDER 
02A7: $435 = create_icon_marker_and_sphere $442 at $464 $465 $466 
0086: $1589 = $464 // (float) 
0086: $1590 = $1599 // (float) 
0086: $1591 = $466 // (float) 
$1574 = 165.0 

:MS_SKIP_37306
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37398 
$452 = 1 
create_thread @RYDER 
02A7: $435 = create_icon_marker_and_sphere $442 at $464 $465 $466 
0086: $1589 = $464 // (float) 
0086: $1590 = $1599 // (float) 
0086: $1591 = $466 // (float) 
$1574 = 165.0 

:MS_SKIP_37398
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37490 
$452 = 2 
create_thread @RYDER 
02A7: $435 = create_icon_marker_and_sphere $442 at $464 $465 $466 
0086: $1589 = $464 // (float) 
0086: $1590 = $1599 // (float) 
0086: $1591 = $466 // (float) 
$1574 = 165.0 

:MS_SKIP_37490
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37589 
$456 = 0 
create_thread @CESAR 
02A7: $439 = create_icon_marker_and_sphere $446 at $479 $480 $481 
018B: set_marker $439 radar_mode 2 
0086: $1589 = $1595 // (float) 
0086: $1590 = $480 // (float) 
0086: $1591 = $481 // (float) 
$1574 = 256.0 

:MS_SKIP_37589
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37730 
$457 = 0 
$56 = 1 
$451 = 9 
$453 = 4 
$454 = 5 
$452 = 3 
$455 = 2 
$456 = 1 
create_thread @LA1FIN 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_37730
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_37871 
$457 = 1 
$56 = 1 
$451 = 9 
$453 = 4 
$454 = 5 
$452 = 3 
$455 = 2 
$456 = 1 
create_thread @LA1FIN 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_37871
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38314 
$492 = 0 
$63 = 0 
$3550 = 1 
$490 = 0 
create_thread @BCRASH 
$883 = 0 
0215: destroy_pickup $864[13] 
0213: $864[13] = create_pickup #PICKUPSAVE type 3 at $885[13] $903[13] $921[13] 
$884 = 14 
02A7: $483 = create_icon_marker_and_sphere $443 at $493 $494 $495 
0777: delete_objects_in_object_group "BARRIERS1" 
0629: change_integer_stat 181 to 1 
01F0: set_max_wanted_level_to 5 
end_thread_named 'MOB_CAT' 
create_thread @MOB_CAT 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0086: $1589 = $1604 // (float) 
0086: $1590 = $494 // (float) 
0086: $1591 = $495 // (float) 

:MS_SKIP_38314
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38438 
create_thread @CAT 
$488 = 0 
$490 = 1 
$3550 = 1 
$63 = 0 
$1383 = 1 
$713 = 0 
$489 = 1 
$3550 = 1 
0086: $1589 = $510 // (float) 
0086: $1590 = $516 // (float) 
0086: $1591 = $522 // (float) 
$1574 = 0.0 

:MS_SKIP_38438
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38555 
create_thread @CAT 
$488 = 1 
$490 = 1 
$3550 = 1 
$714 = 0 
$3550 = 1 
$63 = 1 
$1383 = 1 
0086: $1589 = $1619 // (float) 
0086: $1590 = $511 // (float) 
0086: $1591 = $517 // (float) 
$1574 = 337.2648 

:MS_SKIP_38555
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38672 
create_thread @CAT 
$488 = 2 
$490 = 1 
$3550 = 1 
$715 = 0 
$3550 = 1 
$63 = 2 
$1383 = 1 
0086: $1589 = $1619 // (float) 
0086: $1590 = $511 // (float) 
0086: $1591 = $517 // (float) 
$1574 = 337.2648 

:MS_SKIP_38672
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38782 
create_thread @CAT 
$488 = 3 
$490 = 1 
$3550 = 1 
$716 = 0 
$63 = 3 
$1383 = 1 
0086: $1589 = $1619 // (float) 
0086: $1590 = $511 // (float) 
0086: $1591 = $517 // (float) 
$1574 = 337.2648 

:MS_SKIP_38782
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_38885 
$490 = 0 
$718 = 1 
create_thread @CAT 
create_thread @TRU 
02A7: $485 = create_icon_marker_and_sphere $487 at $499 $500 $501 
$1589 = -2195.72 
$1590 = -2255.89 
$1591 = 29.05 

:MS_SKIP_38885
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39002 
$490 = 1 
$713 = 1 
$714 = 1 
$715 = 1 
$716 = 1 
$491 = 10 
create_thread @TRU 
02A7: $485 = create_icon_marker_and_sphere $487 at $496 $497 $498 
0086: $1589 = $1573 // (float) 
0086: $1590 = $497 // (float) 
0086: $1591 = $498 // (float) 

:MS_SKIP_39002
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39098 
$491 = 0 
$63 = 4 
create_thread @BCESAR 
02A7: $484 = create_icon_marker_and_sphere $446 at $502 $503 $504 
018B: set_marker $484 radar_mode 2 
0086: $1589 = $1615 // (float) 
0086: $1590 = $503 // (float) 
0086: $1591 = $504 // (float) 

:MS_SKIP_39098
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39199 
$491 = 5 
$63 = 4 
create_thread @BCESAR 
02A7: $484 = create_icon_marker_and_sphere $446 at -513.9356 -188.314 77.4599 
$1589 = -513.9356 
$1590 = -188.314 
$1591 = 77.4599 

:MS_SKIP_39199
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39256 
$63 = 3 
0086: $1589 = $1615 // (float) 
0086: $1590 = $503 // (float) 
0086: $1591 = $504 // (float) 

:MS_SKIP_39256
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39700 
$540 = 0 
create_thread @GARAGE 
02A7: $532 = create_icon_marker_and_sphere 15 at $546 $547 $548 
$883 = 0 
0215: destroy_pickup $864[15] 
0213: $864[15] = create_pickup #PICKUPSAVE type 3 at $885[15] $903[15] $921[15] 
$884 = 16 
0629: change_integer_stat 181 to 1 
01F0: set_max_wanted_level_to 5 
$490 = 2 
end_thread_named 'MOB_SF' 
create_thread @MOB_SF 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_39700
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39805 
$540 = 1 
$545 = 1 
0629: change_integer_stat 181 to 1 
create_thread @GARAGE 
02A7: $532 = create_icon_marker_and_sphere 15 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_39805
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39897 
$545 = 0 
create_thread @SCRASH 
02A7: $531 = create_icon_marker_and_sphere $443 at $573 $574 $575 
0086: $1589 = $1616 // (float) 
0086: $1590 = $574 // (float) 
0086: $1591 = $575 // (float) 
$1574 = 90.0 

:MS_SKIP_39897
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_39996 
$545 = 1 
$544 = 6 
create_thread @SCRASH 
02A7: $531 = create_icon_marker_and_sphere $443 at $573 $574 $575 
0086: $1589 = $1616 // (float) 
0086: $1590 = $574 // (float) 
0086: $1591 = $575 // (float) 
$1574 = 90.0 

:MS_SKIP_39996
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40088 
$542 = 0 
create_thread @WUZI 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
0086: $1589 = $1602 // (float) 
0086: $1590 = $553 // (float) 
0086: $1591 = $554 // (float) 
$1574 = 90.0 

:MS_SKIP_40088
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40180 
$542 = 1 
create_thread @WUZI 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
0086: $1589 = $1602 // (float) 
0086: $1590 = $553 // (float) 
0086: $1591 = $554 // (float) 
$1574 = 90.0 

:MS_SKIP_40180
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40272 
$542 = 2 
create_thread @WUZI 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
0086: $1589 = $1602 // (float) 
0086: $1590 = $553 // (float) 
0086: $1591 = $554 // (float) 
$1574 = 90.0 

:MS_SKIP_40272
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40364 
$542 = 3 
create_thread @WUZI 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
0086: $1589 = $1602 // (float) 
0086: $1590 = $553 // (float) 
0086: $1591 = $554 // (float) 
$1574 = 90.0 

:MS_SKIP_40364
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40456 
$542 = 4 
create_thread @WUZI 
02A7: $523 = create_icon_marker_and_sphere $533 at $552 $553 $554 
0086: $1589 = $1602 // (float) 
0086: $1590 = $553 // (float) 
0086: $1591 = $554 // (float) 
$1574 = 90.0 

:MS_SKIP_40456
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40548 
$544 = 0 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_40548
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40647 
$544 = 1 
$3292 = 0 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_40647
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40739 
$544 = 3 
create_thread @SYND 
02A7: $525 = create_icon_marker_and_sphere $534 at $558 $559 $560 
0086: $1589 = $1592 // (float) 
0086: $1590 = $559 // (float) 
0086: $1591 = $560 // (float) 
$1574 = 90.0 

:MS_SKIP_40739
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40831 
$544 = 4 
create_thread @SYND 
02A7: $525 = create_icon_marker_and_sphere $534 at $558 $559 $560 
0086: $1589 = $1592 // (float) 
0086: $1590 = $559 // (float) 
0086: $1591 = $560 // (float) 
$1574 = 90.0 

:MS_SKIP_40831
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_40923 
$544 = 5 
create_thread @SYND 
02A7: $525 = create_icon_marker_and_sphere $534 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_40923
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41022 
$544 = 6 
$545 = 2 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_41022
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41133 
$1426 = 1 
$544 = 7 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at -1717.05 1280.91 6.23 
$1589 = -1713.621 
$1590 = 1282.916 
$1591 = 6.1875 
$1574 = 125.4326 

:MS_SKIP_41133
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41225 
$544 = 8 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_41225
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41324 
$544 = 9 
$542 = 5 
create_thread @SYND 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
0086: $1589 = $1617 // (float) 
0086: $1590 = $547 // (float) 
0086: $1591 = $548 // (float) 
$1574 = 90.0 

:MS_SKIP_41324
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41416 
$543 = 0 
create_thread @STEAL 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
0086: $1589 = $1593 // (float) 
0086: $1590 = $556 // (float) 
0086: $1591 = $557 // (float) 
$1574 = 90.0 

:MS_SKIP_41416
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41508 
$543 = 1 
create_thread @STEAL 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
0086: $1589 = $1593 // (float) 
0086: $1590 = $556 // (float) 
0086: $1591 = $557 // (float) 
$1574 = 90.0 

:MS_SKIP_41508
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41600 
$543 = 2 
create_thread @STEAL 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
0086: $1589 = $1593 // (float) 
0086: $1590 = $556 // (float) 
0086: $1591 = $557 // (float) 
$1574 = 90.0 

:MS_SKIP_41600
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41692 
$543 = 3 
create_thread @STEAL 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
0086: $1589 = $1593 // (float) 
0086: $1590 = $556 // (float) 
0086: $1591 = $557 // (float) 
$1574 = 90.0 

:MS_SKIP_41692
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41784 
$541 = 0 
create_thread @ZERO 
02A7: $526 = create_icon_marker_and_sphere $538 at $549 $550 $551 
0086: $1589 = $1614 // (float) 
0086: $1590 = $550 // (float) 
0086: $1591 = $551 // (float) 
$1574 = 260.0 

:MS_SKIP_41784
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41876 
$541 = 1 
create_thread @ZERO 
02A7: $526 = create_icon_marker_and_sphere $538 at $549 $550 $551 
0086: $1589 = $1614 // (float) 
0086: $1590 = $550 // (float) 
0086: $1591 = $551 // (float) 
$1574 = 260.0 

:MS_SKIP_41876
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_41968 
$541 = 2 
create_thread @ZERO 
02A7: $526 = create_icon_marker_and_sphere $538 at $549 $550 $551 
0086: $1589 = $1614 // (float) 
0086: $1590 = $550 // (float) 
0086: $1591 = $551 // (float) 
$1574 = 260.0 

:MS_SKIP_41968
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42072 
$540 = 1 
create_thread @TRACE 
02A7: $595 = create_icon_marker_and_sphere 36 at $576 $577 $578 
018B: set_marker $595 radar_mode 2 
$1589 = -2025.58 
$1590 = -93.66 
$1591 = 34.17 
$1574 = 180.0 

:MS_SKIP_42072
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42164 
$85 = 1 
create_thread @TRACE 
02A7: $527 = create_icon_marker_and_sphere $537 at $561[0] $565[0] $569[0] 
0086: $1589 = $1610 // (float) 
0086: $1590 = $565[0] // (float) 
0086: $1591 = $569[0] // (float) 
$1574 = 270.0 

:MS_SKIP_42164
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42648 
$592 = 0 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 
$883 = 0 
0215: destroy_pickup $864[16] 
0213: $864[16] = create_pickup #PICKUPSAVE type 3 at $885[16] $903[16] $921[16] 
$884 = 17 
0777: delete_objects_in_object_group "BARRIERS2" 
0629: change_integer_stat 181 to 2 
01F0: set_max_wanted_level_to 6 
$1424 = 0 
$1426 = 0 
end_thread_named 'MOB_VEG' 
create_thread @MOB_VEG 
end_thread_named 'MOB_SF' 
create_thread @MOB_SF 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0086: $1589 = $1618 // (float) 
0086: $1590 = $601 // (float) 
0086: $1591 = $602 // (float) 
$1574 = 275.0 

:MS_SKIP_42648
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42747 
$592 = 1 
$1424 = 1 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 
0086: $1589 = $1618 // (float) 
0086: $1590 = $601 // (float) 
0086: $1591 = $602 // (float) 
$1574 = 275.0 

:MS_SKIP_42747
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42846 
$592 = 2 
$1426 = 1 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 
0086: $1589 = $1618 // (float) 
0086: $1590 = $601 // (float) 
0086: $1591 = $602 // (float) 
$1574 = 275.0 

:MS_SKIP_42846
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_42938 
$592 = 3 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $600 $601 $602 
0086: $1589 = $1618 // (float) 
0086: $1590 = $601 // (float) 
0086: $1591 = $602 // (float) 
$1574 = 275.0 

:MS_SKIP_42938
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43050 
$592 = 4 
create_thread @PSCH 
create_thread @DESERT 
02A7: $591 = create_icon_marker_and_sphere 36 at $665 $666 $667 
018B: set_marker $591 radar_mode 2 
$1589 = 413.55 
$1590 = 2533.57 
$1591 = 18.1484 
$1574 = 275.0 

:MS_SKIP_43050
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43149 
$592 = 5 
$86 = 1 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $603 $604 $605 
0086: $1589 = $1587 // (float) 
0086: $1590 = $604 // (float) 
0086: $1591 = $605 // (float) 
$1574 = 275.0 

:MS_SKIP_43149
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43241 
$592 = 6 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $603 $604 $605 
0086: $1589 = $1587 // (float) 
0086: $1590 = $604 // (float) 
0086: $1591 = $605 // (float) 
$1574 = 275.0 

:MS_SKIP_43241
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43333 
$592 = 7 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $603 $604 $605 
0086: $1589 = $1587 // (float) 
0086: $1590 = $604 // (float) 
0086: $1591 = $605 // (float) 
$1574 = 275.0 

:MS_SKIP_43333
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43432 
$1413 = 1 
$592 = 8 
create_thread @DESERT 
02A7: $579 = create_icon_marker_and_sphere $585 at $603 $604 $605 
0086: $1589 = $1587 // (float) 
0086: $1590 = $604 // (float) 
0086: $1591 = $605 // (float) 
$1574 = 275.0 

:MS_SKIP_43432
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_43938 
$596 = 0 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2024.39 1008.62 radius 20.0 
$883 = 0 
0215: destroy_pickup $864[17] 
0213: $864[17] = create_pickup #PICKUPSAVE type 3 at $885[17] $903[17] $921[17] 
$884 = 18 
0164: disable_marker $3120 
0570: $3120 = create_asset_radar_marker_with_icon 35 at $885[17] $903[17] $921[17] 
018B: set_marker $3120 radar_mode 2 
0629: change_integer_stat 181 to 2 
01F0: set_max_wanted_level_to 6 
$1412 = 1 
$592 = 9 
end_thread_named 'MOB_VEG' 
create_thread @MOB_VEG 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_43938
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44056 
$596 = 1 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_44056
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44174 
$596 = 2 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_44174
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44278 
$596 = 3 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $587 at 2026.603 1007.735 9.8127 
$1589 = 2032.043 
$1590 = 1006.427 
$1591 = 9.8203 
$1574 = 90.0 

:MS_SKIP_44278
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44403 
$1404 = 1 
$596 = 4 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 
$1589 = 2187.286 
$1590 = 1678.461 
$1591 = 10.1055 
$1574 = 270.0 

:MS_SKIP_44403
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44521 
$596 = 5 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 
$1589 = 2187.286 
$1590 = 1678.461 
$1591 = 10.1055 
$1574 = 270.0 

:MS_SKIP_44521
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44639 
$596 = 6 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2026.603 1007.735 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_44639
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44764 
$1405 = 1 
$596 = 7 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 
$1589 = 2187.286 
$1590 = 1678.461 
$1591 = 10.1055 
$1574 = 270.0 

:MS_SKIP_44764
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44896 
$596 = 8 
$597 = 2 
$1406 = 1 
create_thread @CASINO 
02A7: $581 = create_icon_marker_and_sphere $589 at $618 $619 $620 
08DC: create_interior_marker $581 at 2187.286 1678.461 radius 20.0 
$1589 = 2187.286 
$1590 = 1678.461 
$1591 = 10.1055 
$1574 = 270.0 

:MS_SKIP_44896
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_44988 
$597 = 0 
create_thread @VCRASH 
02A7: $582 = create_icon_marker_and_sphere $443 at $612 $613 $614 
0086: $1589 = $1586 // (float) 
0086: $1590 = $613 // (float) 
0086: $1591 = $614 // (float) 
$1574 = 90.0 

:MS_SKIP_44988
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45099 
$597 = 1 
$1402 = 1 
create_thread @VCRASH 
02A7: $582 = create_icon_marker_and_sphere $443 at -378.7596 2235.859 41.4288 
$1589 = -380.7596 
$1590 = 2235.859 
$1591 = 41.4288 
$1574 = 90.0 

:MS_SKIP_45099
$1532 += 1 
return 

:MS_SKIP_45108
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45209 
$598 = 0 
create_thread @DOC 
02A7: $583 = create_icon_marker_and_sphere $588 at $615 $616 $617 
0086: $1589 = $1596 // (float) 
0086: $1590 = $616 // (float) 
0086: $1591 = $617 // (float) 
$1574 = 270.0 

:MS_SKIP_45209
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45327 
$599 = 0 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45327
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45445 
$599 = 1 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45445
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45563 
$599 = 2 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45563
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45681 
$599 = 3 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45681
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45799 
$599 = 4 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45799
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_45938 
$599 = 5 
$596 = 9 
$36 = 1 
$1408 = 1 
create_thread @HEIST 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_45938
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46365 
$625 = 0 
create_thread @MANSION 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2024.39 1008.62 radius 20.0 
end_thread_named 'MOBLA2' 
create_thread @MOB_LA2 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
0629: change_integer_stat 181 to 3 
01F0: set_max_wanted_level_to 6 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
$1589 = 2024.39 
$1590 = 1008.62 
$1591 = 9.8127 
$1574 = 90.0 

:MS_SKIP_46365
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46457 
$625 = 1 
create_thread @MANSION 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
0086: $1589 = $632 // (float) 
0086: $1590 = $1608 // (float) 
0086: $1591 = $634 // (float) 
$1574 = 180.0 

:MS_SKIP_46457
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46549 
$625 = 2 
create_thread @MANSION 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
0086: $1589 = $632 // (float) 
0086: $1590 = $1608 // (float) 
0086: $1591 = $634 // (float) 
$1574 = 180.0 

:MS_SKIP_46549
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46641 
$625 = 3 
create_thread @MANSION 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
0086: $1589 = $632 // (float) 
0086: $1590 = $1608 // (float) 
0086: $1591 = $634 // (float) 
$1574 = 180.0 

:MS_SKIP_46641
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46733 
$626 = 0 
create_thread @GROVE 
02A7: $438 = create_icon_marker_and_sphere $440 at $458 $459 $460 
0086: $1589 = $458 // (float) 
0086: $1590 = $1603 // (float) 
0086: $1591 = $460 // (float) 
$1574 = 180.0 

:MS_SKIP_46733
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46825 
$626 = 1 
create_thread @GROVE 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 270.0 

:MS_SKIP_46825
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_46917 
$628 = 0 
create_thread @RIOT 
02A7: $621 = create_icon_marker_and_sphere $623 at $632 $633 $634 
0086: $1589 = $632 // (float) 
0086: $1590 = $1608 // (float) 
0086: $1591 = $634 // (float) 
$1574 = 180.0 

:MS_SKIP_46917
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47022 
$628 = 1 
0629: change_integer_stat 64 to 100 
create_thread @RIOT 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0629: change_integer_stat 64 to 1000 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_47022
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47139 
$628 = 2 
$1378 = 1 
$1379 = 1 
$150 = 0 
06C8: enable_riot 1 
create_thread @RIOT 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0086: $1589 = $1598 // (float) 
0086: $1590 = $462 // (float) 
0086: $1591 = $463 // (float) 
$1574 = 260.0 

:MS_SKIP_47139
$1532 += 1 
return 

:MS_SKIP_47148
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
$1557 = 0 

:MS_SKIP_47171
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47240 
00BA: show_text_styled GXT $1816($1557,84s) time 2000 style 4 
05A9: s$1620 = $1984($1557,84s) // s$ 
0084: $1561 = $1634($1557,84i) // (int) 
05A9: s$1622 = $2152($1557,84s) // s$ 

:MS_SKIP_47240
$1532 += 1 
$1557 += 1 
if 
  84 > $1557 
else_jump @MS_SKIP_47279 
jump @MS_SKIP_47171 

:MS_SKIP_47279
return 

:MS_SKIP_47281
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
$1557 = 0 

:MS_SKIP_47304
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47373 
00BA: show_text_styled GXT $2320($1557,75s) time 2000 style 4 
05A9: s$1620 = $2470($1557,75s) // s$ 
0084: $1561 = $1718($1557,75i) // (int) 
05A9: s$1622 = $2620($1557,75s) // s$ 

:MS_SKIP_47373
$1532 += 1 
$1557 += 1 
if 
  75 > $1557 
else_jump @MS_SKIP_47412 
jump @MS_SKIP_47304 

:MS_SKIP_47412
return 

:MS_SKIP_47414
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
$1557 = 0 

:MS_SKIP_47437
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47494 
00BA: show_text_styled GXT $2770($1557,23s) time 2000 style 4 
05A9: s$1620 = $2816($1557,23s) // s$ 
0084: $1561 = $1793($1557,23i) // (int) 

:MS_SKIP_47494
$1532 += 1 
$1557 += 1 
if 
  23 > $1557 
else_jump @MS_SKIP_47533 
jump @MS_SKIP_47437 

:MS_SKIP_47533
return 

:MS_SKIP_47535
045C: abort_mission 
gosub @MS_SKIP_53422 
$1532 = 0 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47679 
$1372 = 1 
$3803 = 0 
00BA: show_text_styled GXT 'GYM1_A' time 1000 style 4  // LS GYM(GYMLS-PD)
$1589 = 2224.581 
$1590 = -1721.149 
$1591 = 12.5584 
$1574 = 271.2687 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym

:MS_SKIP_47679
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47814 
$1372 = 1 
$3803 = 0 
00BA: show_text_styled GXT 'GYM1_B' time 1000 style 4  // LV GYM(GYMSF-PD)
$1589 = 1963.85 
$1590 = 2294.82 
$1591 = 15.45 
$1574 = 275.0 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym

:MS_SKIP_47814
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_47949 
$1372 = 1 
$3803 = 0 
00BA: show_text_styled GXT 'GYM1_C' time 1000 style 4  // San Fierro GYM(GYMLV-PD)
$1589 = -2265.901 
$1590 = -155.7526 
$1591 = 34.3047 
$1574 = 85.0 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym

:MS_SKIP_47949
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48031 
00BA: show_text_styled GXT 'CHICN' time 1000 style 4  // Chicken Shop(junkfud-WM)
$1589 = 2427.255 
$1590 = -1517.811 
$1591 = 23.3873 
$1574 = 42.6546 

:MS_SKIP_48031
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48113 
00BA: show_text_styled GXT 'BURGERS' time 1000 style 4  // Burger Shop(junkfud-WM)
$1589 = 813.0 
$1590 = -1630.0 
$1591 = 13.0 
$1574 = 322.156 

:MS_SKIP_48113
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48195 
00BA: show_text_styled GXT 'PIZZAS' time 1000 style 4  // Pizza Shop(junkfud-WM)
$1589 = 2102.083 
$1590 = -1805.798 
$1591 = 12.594 
$1574 = 0.0 

:MS_SKIP_48195
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48277 
00BA: show_text_styled GXT 'CLOTHES' time 1000 style 4  // Clothes Shop(clothes-WM)
$1589 = 2112.0 
$1590 = -1214.0 
$1591 = 23.0 
$1574 = 0.0 

:MS_SKIP_48277
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48359 
00BA: show_text_styled GXT 'BARBER' time 1000 style 4  // Barber Shop(barber-WM)
$1589 = 2074.37 
$1590 = -1800.72 
$1591 = 12.56 
$1574 = 90.9 

:MS_SKIP_48359
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48441 
00BA: show_text_styled GXT 'AMMULA' time 1000 style 4  // Ammu-Nation(ammu-WM)
$1589 = 1364.394 
$1590 = -1279.724 
$1591 = 12.59 
$1574 = 270.0 

:MS_SKIP_48441
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48530 
00BA: show_text_styled GXT 'CARDB1' time 1000 style 4  // Car mods (LA)
$1589 = 1053.482 
$1590 = -1039.262 
$1591 = 30.971 
$1574 = 47.3931 
$55 = 0 

:MS_SKIP_48530
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48619 
00BA: show_text_styled GXT 'CARDB2' time 1000 style 4  // Car mods (lowriderLA)
$1589 = 2643.346 
$1590 = -2007.215 
$1591 = 12.375 
$1574 = 187.5727 
$55 = 0 

:MS_SKIP_48619
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48702 
00BA: show_text_styled GXT 'ROUL' time 1000 style 4  // Roulette
0086: $1589 = $638 // (float) 
0086: $1590 = $639 // (float) 
0086: $1591 = $640 // (float) 
$1535 = 2 
$1574 = 0.0 

:MS_SKIP_48702
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48785 
00BA: show_text_styled GXT 'SLOTM' time 1000 style 4  // Slot Machine
0086: $1589 = $662 // (float) 
0086: $1590 = $663 // (float) 
0086: $1591 = $664 // (float) 
$1535 = 4 
$1574 = 170.4 

:MS_SKIP_48785
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48868 
00BA: show_text_styled GXT 'WHEELO' time 1000 style 4  // Wheel of fortune
0086: $1589 = $3751 // (float) 
0086: $1590 = $3752 // (float) 
0086: $1591 = $3753 // (float) 
$1535 = 1 
$1574 = 0.0 

:MS_SKIP_48868
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_48951 
00BA: show_text_styled GXT 'BJACK' time 1000 style 4  // Black Jack
0086: $1589 = $638 // (float) 
0086: $1590 = $639 // (float) 
0086: $1591 = $640 // (float) 
$1535 = 2 
$1574 = 0.0 

:MS_SKIP_48951
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49034 
00BA: show_text_styled GXT 'OTB' time 1000 style 4  // Inside Track Betting
0086: $1589 = $641 // (float) 
0086: $1590 = $642 // (float) 
0086: $1591 = $643 // (float) 
$1535 = 3 
$1574 = 0.0 

:MS_SKIP_49034
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49117 
00BA: show_text_styled GXT 'POOL' time 1000 style 4  // Pool
0086: $1589 = $3751 // (float) 
0086: $1590 = $3752 // (float) 
0086: $1591 = $3753 // (float) 
$1535 = 1 
$1574 = 0.0 

:MS_SKIP_49117
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49200 
00BA: show_text_styled GXT 'BBALL' time 1000 style 4  // Shooting Hoops
0086: $1589 = $650 // (float) 
0086: $1590 = $651 // (float) 
0086: $1591 = $652 // (float) 
$3290 = 1 
$1574 = 0.0 

:MS_SKIP_49200
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49371 
00BA: show_text_styled GXT 'LOWR' time 1000 style 4  // Lowrider
$1589 = 1815.473 
$1590 = -1926.191 
$1591 = 12.5461 
$1574 = 90.0 
$194 = 1 
0247: load_model 567 

:MS_SKIP_49294
if 
8248:   not model 567 available 
else_jump @MS_SKIP_49321 
wait 0 
jump @MS_SKIP_49294 

:MS_SKIP_49321
00A5: $47 = create_car 567 at 1812.429 -1891.657 12.4062 
0175: set_car $47 Z_angle_to 90.0 
07FF: set_car $47 hydraulics 1 
0249: release_model 567 
01C3: remove_references_to_car $47 

:MS_SKIP_49371
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49460 
00BA: show_text_styled GXT 'CONS1' time 1000 style 4  // Console game1 (shtr-CM)
$1589 = 502.1866 
$1590 = -4.1644 
$1591 = 999.6719 
$1574 = 177.5629 
$1535 = 5 

:MS_SKIP_49460
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49544 
00BA: show_text_styled GXT 'QUARRY' time 1000 style 4  // Quarry
create_thread @QUARRYS 
0086: $1589 = $3739 // (float) 
0086: $1590 = $3740 // (float) 
0086: $1591 = $3741 // (float) 
$1574 = 90.0 

:MS_SKIP_49544
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49634 
00BA: show_text_styled GXT 'TRUCK' time 1000 style 4  // Trucking
create_thread @TRUCKS 
$1589 = -86.0 
$1590 = -1132.0 
$1591 = 1.1 
$1574 = 0.0 

:MS_SKIP_49634
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49716 
00BA: show_text_styled GXT 'BLOODB' time 1000 style 4 
$1589 = -2116.428 
$1590 = -441.3636 
$1591 = 34.5343 
$1574 = 270.0 

:MS_SKIP_49716
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49806 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 4  // The Chiliad Challenge
0629: change_integer_stat 230 to 601 
$1589 = -2307.5 
$1590 = -1659.704 
$1591 = 483.131 
$1574 = 31.1541 

:MS_SKIP_49806
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49882 
00BA: show_text_styled GXT 'PIMP' time 3000 style 4  // Pimping
0086: $1589 = $3724 // (float) 
0086: $1590 = $1597 // (float) 
0086: $1591 = $3726 // (float) 
$1574 = 0.0 

:MS_SKIP_49882
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_49989 
00BA: show_text_styled GXT 'BIKES' time 1000 style 4  // Bike School
0570: $631 = create_asset_radar_marker_with_icon 36 at $3757 $3758 $3759 
018B: set_marker $631 radar_mode 2 
create_thread @BIKES 
0086: $1589 = $3757 // (float) 
0086: $1590 = $3758 // (float) 
0086: $1591 = $3759 // (float) 
$1574 = 0.0 

:MS_SKIP_49989
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50096 
00BA: show_text_styled GXT 'BOATS' time 1000 style 4  // Boat School
0570: $629 = create_asset_radar_marker_with_icon 36 at $3754 $3755 $3756 
018B: set_marker $629 radar_mode 2 
create_thread @BSCHOO 
0086: $1589 = $3754 // (float) 
0086: $1590 = $3755 // (float) 
0086: $1591 = $3756 // (float) 
$1574 = 0.0 

:MS_SKIP_50096
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50178 
00BA: show_text_styled GXT 'COUR1' time 1000 style 4  // Courier
$1589 = 1358.724 
$1590 = -1744.969 
$1591 = 12.5625 
$1574 = 183.7364 

:MS_SKIP_50178
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50260 
00BA: show_text_styled GXT 'COUR2' time 1000 style 4  // Courier
$1589 = -2592.131 
$1590 = 61.85 
$1591 = 3.3359 
$1574 = 349.2679 

:MS_SKIP_50260
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50342 
00BA: show_text_styled GXT 'COUR3' time 1000 style 4  // Courier
$1589 = 1887.814 
$1590 = 2099.394 
$1591 = 10.0547 
$1574 = 179.4337 

:MS_SKIP_50342
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50431 
00BA: show_text_styled GXT 'FREIGH' time 1000 style 4  // Freight Train
$1589 = 1722.854 
$1590 = -1968.933 
$1591 = 13.1208 
$1574 = 216.5953 
0629: change_integer_stat 181 to 2 

:MS_SKIP_50431
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50513 
00BA: show_text_styled GXT 'BURG' time 1000 style 4  // Burglary
$1589 = 2258.0 
$1590 = -1796.0 
$1591 = 14.0 
$1574 = 74.0 

:MS_SKIP_50513
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50595 
00BA: show_text_styled GXT 'KICK' time 1000 style 4  // Dirt Ring
$1589 = 1101.034 
$1590 = 1609.875 
$1591 = 11.5546 
$1574 = 180.0 

:MS_SKIP_50595
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50727 
00BA: show_text_styled GXT 'VALET' time 1000 style 4  // Valet Parking
$3256 = 1 
$3259 = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MS_SKIP_50693 
087B: set_player $PLAYER_CHAR clothes_texture "VALET" model "VALET" body_part 17 
070D: rebuild_player $PLAYER_CHAR 

:MS_SKIP_50693
0086: $1589 = $659 // (float) 
0086: $1590 = $660 // (float) 
0086: $1591 = $661 // (float) 
$1574 = 74.0 

:MS_SKIP_50727
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50809 
00BA: show_text_styled GXT 'SF_MODS' time 1000 style 4 
$1589 = -2710.76 
$1590 = 217.5245 
$1591 = 3.1797 
$1574 = 88.2793 

:MS_SKIP_50809
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50913 
00BA: show_text_styled GXT 'IMPEXP' time 1000 style 4  // Import/Export(impexp-NF)
create_thread @IMPEXPM 
$3296 = 1 
$3299 = 0 
$1589 = -1574.708 
$1590 = 132.0894 
$1591 = 2.5547 
$1574 = 88.2793 

:MS_SKIP_50913
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_50995 
00BA: show_text_styled GXT 'BMXODD' time 1000 style 4  // BMX stunts(stunt-CR)
$1589 = 1944.517 
$1590 = -1367.885 
$1591 = 17.5781 
$1574 = 189.0523 

:MS_SKIP_50995
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51077 
00BA: show_text_styled GXT 'DANCEOD' time 1000 style 4  // Dancing(dance-CC)
$1589 = 2508.014 
$1590 = 1246.608 
$1591 = 10.8 
$1574 = 180.0 

:MS_SKIP_51077
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51159 
00BA: show_text_styled GXT 'HOTRING' time 1000 style 4  // Hotring Racer
$1589 = 2691.271 
$1590 = -1696.19 
$1591 = 9.2759 
$1574 = 200.0 

:MS_SKIP_51159
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51263 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 4  // Beat the Cock!
0629: change_integer_stat 230 to 500 
0629: change_integer_stat 22 to 500 
0629: change_integer_stat 181 to 3 
$1589 = 184.9203 
$1590 = -1873.127 
$1591 = 1.6817 
$1574 = 130.0 

:MS_SKIP_51263
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51313 
0086: $1589 = $2910[3] // (float) 
0086: $1590 = $2942[3] // (float) 
0086: $1591 = $2974[3] // (float) 

:MS_SKIP_51313
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51363 
0086: $1589 = $2910[4] // (float) 
0086: $1590 = $2942[4] // (float) 
0086: $1591 = $2974[4] // (float) 

:MS_SKIP_51363
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51413 
0086: $1589 = $2910[5] // (float) 
0086: $1590 = $2942[5] // (float) 
0086: $1591 = $2974[5] // (float) 

:MS_SKIP_51413
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51463 
0086: $1589 = $2910[6] // (float) 
0086: $1590 = $2942[6] // (float) 
0086: $1591 = $2974[6] // (float) 

:MS_SKIP_51463
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51513 
0086: $1589 = $2910[7] // (float) 
0086: $1590 = $2942[7] // (float) 
0086: $1591 = $2974[7] // (float) 

:MS_SKIP_51513
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51563 
0086: $1589 = $2910[8] // (float) 
0086: $1590 = $2942[8] // (float) 
0086: $1591 = $2974[8] // (float) 

:MS_SKIP_51563
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51613 
0086: $1589 = $2910[9] // (float) 
0086: $1590 = $2942[9] // (float) 
0086: $1591 = $2974[9] // (float) 

:MS_SKIP_51613
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51663 
0086: $1589 = $2910[10] // (float) 
0086: $1590 = $2942[10] // (float) 
0086: $1591 = $2974[10] // (float) 

:MS_SKIP_51663
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51713 
0086: $1589 = $2910[11] // (float) 
0086: $1590 = $2942[11] // (float) 
0086: $1591 = $2974[11] // (float) 

:MS_SKIP_51713
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51763 
0086: $1589 = $2910[12] // (float) 
0086: $1590 = $2942[12] // (float) 
0086: $1591 = $2974[12] // (float) 

:MS_SKIP_51763
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51813 
0086: $1589 = $2910[13] // (float) 
0086: $1590 = $2942[13] // (float) 
0086: $1591 = $2974[13] // (float) 

:MS_SKIP_51813
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51863 
0086: $1589 = $2910[14] // (float) 
0086: $1590 = $2942[14] // (float) 
0086: $1591 = $2974[14] // (float) 

:MS_SKIP_51863
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51929 
00BA: show_text_styled GXT 'PROP15' time 1000 style 4 
0086: $1589 = $2910[15] // (float) 
0086: $1590 = $2942[15] // (float) 
0086: $1591 = $2974[15] // (float) 

:MS_SKIP_51929
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_51995 
00BA: show_text_styled GXT 'PROP16' time 1000 style 4 
0086: $1589 = $2910[16] // (float) 
0086: $1590 = $2942[16] // (float) 
0086: $1591 = $2974[16] // (float) 

:MS_SKIP_51995
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52045 
0086: $1589 = $2910[17] // (float) 
0086: $1590 = $2942[17] // (float) 
0086: $1591 = $2974[17] // (float) 

:MS_SKIP_52045
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52095 
0086: $1589 = $2910[18] // (float) 
0086: $1590 = $2942[18] // (float) 
0086: $1591 = $2974[18] // (float) 

:MS_SKIP_52095
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52145 
0086: $1589 = $2910[19] // (float) 
0086: $1590 = $2942[19] // (float) 
0086: $1591 = $2974[19] // (float) 

:MS_SKIP_52145
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52195 
0086: $1589 = $2910[20] // (float) 
0086: $1590 = $2942[20] // (float) 
0086: $1591 = $2974[20] // (float) 

:MS_SKIP_52195
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52261 
00BA: show_text_styled GXT 'PROP21' time 1000 style 4 
0086: $1589 = $2910[21] // (float) 
0086: $1590 = $2942[21] // (float) 
0086: $1591 = $2974[21] // (float) 

:MS_SKIP_52261
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52311 
0086: $1589 = $2910[22] // (float) 
0086: $1590 = $2942[22] // (float) 
0086: $1591 = $2974[22] // (float) 

:MS_SKIP_52311
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52361 
0086: $1589 = $2910[23] // (float) 
0086: $1590 = $2942[23] // (float) 
0086: $1591 = $2974[23] // (float) 

:MS_SKIP_52361
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52411 
0086: $1589 = $2910[24] // (float) 
0086: $1590 = $2942[24] // (float) 
0086: $1591 = $2974[24] // (float) 

:MS_SKIP_52411
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52461 
0086: $1589 = $2910[25] // (float) 
0086: $1590 = $2942[25] // (float) 
0086: $1591 = $2974[25] // (float) 

:MS_SKIP_52461
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52511 
0086: $1589 = $2910[26] // (float) 
0086: $1590 = $2942[26] // (float) 
0086: $1591 = $2974[26] // (float) 

:MS_SKIP_52511
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52561 
0086: $1589 = $2910[27] // (float) 
0086: $1590 = $2942[27] // (float) 
0086: $1591 = $2974[27] // (float) 

:MS_SKIP_52561
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52611 
0086: $1589 = $2910[28] // (float) 
0086: $1590 = $2942[28] // (float) 
0086: $1591 = $2974[28] // (float) 

:MS_SKIP_52611
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52661 
0086: $1589 = $2910[29] // (float) 
0086: $1590 = $2942[29] // (float) 
0086: $1591 = $2974[29] // (float) 

:MS_SKIP_52661
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52711 
0086: $1589 = $2910[30] // (float) 
0086: $1590 = $2942[30] // (float) 
0086: $1591 = $2974[30] // (float) 

:MS_SKIP_52711
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52761 
0086: $1589 = $2910[31] // (float) 
0086: $1590 = $2942[31] // (float) 
0086: $1591 = $2974[31] // (float) 

:MS_SKIP_52761
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_52924 
$85 = 1 
$1422 = 1 
create_thread @TRACE 
0086: $1589 = $561[0] // (float) 
0086: $1590 = $565[0] // (float) 
0086: $1591 = $569[0] // (float) 
$1422 = 1 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0570: $527 = create_asset_radar_marker_with_icon 53 at $561[0] $565[0] $569[0] 
0570: $528 = create_asset_radar_marker_with_icon 53 at $561[1] $565[1] $569[1] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $561[2] $565[2] $569[2] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $561[3] $565[3] $569[3] 

:MS_SKIP_52924
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_53087 
$85 = 1 
$1422 = 1 
create_thread @TRACE 
0086: $1589 = $561[1] // (float) 
0086: $1590 = $565[1] // (float) 
0086: $1591 = $569[1] // (float) 
$1422 = 1 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0570: $527 = create_asset_radar_marker_with_icon 53 at $561[0] $565[0] $569[0] 
0570: $528 = create_asset_radar_marker_with_icon 53 at $561[1] $565[1] $569[1] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $561[2] $565[2] $569[2] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $561[3] $565[3] $569[3] 

:MS_SKIP_53087
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_53250 
$85 = 1 
$1422 = 1 
create_thread @TRACE 
0086: $1589 = $561[2] // (float) 
0086: $1590 = $565[2] // (float) 
0086: $1591 = $569[2] // (float) 
$1422 = 1 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0570: $527 = create_asset_radar_marker_with_icon 53 at $561[0] $565[0] $569[0] 
0570: $528 = create_asset_radar_marker_with_icon 53 at $561[1] $565[1] $569[1] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $561[2] $565[2] $569[2] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $561[3] $565[3] $569[3] 

:MS_SKIP_53250
$1532 += 1 
if 
003A:   $1542 == $1532 // (int) 
else_jump @MS_SKIP_53413 
$85 = 1 
$1422 = 1 
create_thread @TRACE 
0086: $1589 = $561[3] // (float) 
0086: $1590 = $565[3] // (float) 
0086: $1591 = $569[3] // (float) 
$1422 = 1 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0570: $527 = create_asset_radar_marker_with_icon 53 at $561[0] $565[0] $569[0] 
0570: $528 = create_asset_radar_marker_with_icon 53 at $561[1] $565[1] $569[1] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $561[2] $565[2] $569[2] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $561[3] $565[3] $569[3] 

:MS_SKIP_53413
$1532 += 1 
return 

:MS_SKIP_53422
end_thread_named 'INT' 
end_thread_named 'SWEET' 
end_thread_named 'CRASH' 
end_thread_named 'RYDER' 
end_thread_named 'SMOKE' 
end_thread_named 'STRAP' 
end_thread_named 'CESAR' 
end_thread_named 'LA1FIN' 
end_thread_named 'BCRASH' 
0164: disable_marker $482 
end_thread_named 'CAT' 
end_thread_named 'TRU' 
end_thread_named 'BCESAR' 
end_thread_named 'SYND' 
end_thread_named 'WUZI' 
end_thread_named 'STEAL' 
end_thread_named 'DSCHOO' 
end_thread_named 'TRACE' 
end_thread_named 'ZERO' 
end_thread_named 'SCRASH' 
end_thread_named 'GARAGE' 
end_thread_named 'DESERT' 
end_thread_named 'CASINO' 
end_thread_named 'VCRASH' 
end_thread_named 'DOC' 
end_thread_named 'HEIST' 
end_thread_named 'MANSION' 
end_thread_named 'GROVE' 
end_thread_named 'RIOT' 
end_thread_named 'CONSOLE' 
end_thread_named 'BSCHOO' 
end_thread_named 'BIKES' 
end_thread_named 'TRUCKS' 
end_thread_named 'QUARRYS' 
end_thread_named 'BIKES' 
end_thread_named 'BSCHOO' 
end_thread_named 'VALET' 
end_thread_named 'IMPEXPM' 
0164: disable_marker $438 
0164: disable_marker $434 
0164: disable_marker $437 
0164: disable_marker $435 
0164: disable_marker $433 
0164: disable_marker $436 
0164: disable_marker $439 
0164: disable_marker $485 
0164: disable_marker $482 
0164: disable_marker $483 
0164: disable_marker $484 
0164: disable_marker $525 
0164: disable_marker $523 
0164: disable_marker $524 
0164: disable_marker $527 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0164: disable_marker $526 
0164: disable_marker $579 
0164: disable_marker $532 
0164: disable_marker $531 
0164: disable_marker $595 
0164: disable_marker $581 
0164: disable_marker $584 
0164: disable_marker $582 
0164: disable_marker $583 
0164: disable_marker $621 
0164: disable_marker $591 
0164: disable_marker $594 
0164: disable_marker $3110 
0164: disable_marker $629 
0164: disable_marker $631 
$ONMISSION = 0 
wait 0 
return 

:ADBUG
thread 'ADBUG' 
if 
  7@ > 0 
else_jump @ADBUG_77 
009A: 0@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 

:ADBUG_77
$2863 = 1 

:ADBUG_84
wait 50 
gosub @ADBUG_1493 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ADBUG_125 
gosub @ADBUG_139 
jump @ADBUG_132 

:ADBUG_125
gosub @ADBUG_1980 

:ADBUG_132
jump @ADBUG_84 

:ADBUG_139
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @ADBUG_216 jumps 0 @ADBUG_202 -1 @ADBUG_216 -1 @ADBUG_216 -1 @ADBUG_216 -1 @ADBUG_216 -1 @ADBUG_216 -1 @ADBUG_216 

:ADBUG_202
gosub @ADBUG_218 
jump @ADBUG_216 

:ADBUG_216
return 

:ADBUG_218
0871: init_jump_table 3@ total_jumps 9 default_jump 0 @ADBUG_1491 jumps 0 @ADBUG_346 1 @ADBUG_756 2 @ADBUG_386 3 @ADBUG_573 4 @ADBUG_797 5 @ADBUG_984 6 @ADBUG_1167 
0872: jump_table_jumps 7 @ADBUG_1223 8 @ADBUG_1392 -1 @ADBUG_1491 -1 @ADBUG_1491 -1 @ADBUG_1491 -1 @ADBUG_1491 -1 @ADBUG_1491 -1 @ADBUG_1491 -1 @ADBUG_1491 

:ADBUG_346
0662: printstring "PLEASE_ENTER_FIRST_PED" 
3@ = 2 
jump @ADBUG_1491 

:ADBUG_386
if 
  10@ == 4 
else_jump @ADBUG_411 
11@ += 1 

:ADBUG_411
if 
  10@ == 3 
else_jump @ADBUG_436 
11@ -= 1 

:ADBUG_436
if 
  10@ == 1 
else_jump @ADBUG_461 
11@ += 10 

:ADBUG_461
if 
  10@ == 2 
else_jump @ADBUG_486 
11@ -= 10 

:ADBUG_486
if 
  0 > 11@ 
else_jump @ADBUG_511 
11@ = 0 

:ADBUG_511
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: show_text_1number_styled GXT 'NUMBER' number 11@ time 500 style 4  // ~1~
if 
  10@ == 5 
else_jump @ADBUG_566 
3@ = 3 

:ADBUG_566
jump @ADBUG_1491 

:ADBUG_573
if 
0488:   model 11@ exists // versionA 
else_jump @ADBUG_722 
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 1.0 2.0 0.0 
02CE: 6@ = ground_z_at 4@ 5@ 6@ 
0395: clear_area 1 at 4@ 5@ 6@ radius 5.0 
0247: load_model 11@ 
038B: load_requested_models 

:ADBUG_657
if 
8248:   not model 11@ available 
else_jump @ADBUG_689 
0247: load_model 11@ 
wait 0 
jump @ADBUG_657 

:ADBUG_689
009A: 0@ = create_actor_pedtype 4 model 11@ at 4@ 5@ 6@ 
3@ = 1 
jump @ADBUG_749 

:ADBUG_722
0663: printint "PED_NOT_FOUND" 11@ 
3@ = 0 

:ADBUG_749
jump @ADBUG_1491 

:ADBUG_756
0662: printstring "PLEASE_ENTER_SECOND_PED" 
3@ = 4 
jump @ADBUG_1491 

:ADBUG_797
if 
  10@ == 4 
else_jump @ADBUG_822 
11@ += 1 

:ADBUG_822
if 
  10@ == 3 
else_jump @ADBUG_847 
11@ -= 1 

:ADBUG_847
if 
  10@ == 1 
else_jump @ADBUG_872 
11@ += 10 

:ADBUG_872
if 
  10@ == 2 
else_jump @ADBUG_897 
11@ -= 10 

:ADBUG_897
if 
  0 > 11@ 
else_jump @ADBUG_922 
11@ = 0 

:ADBUG_922
03D6: remove_styled_text 'NUMBER'  // ~1~
01E3: show_text_1number_styled GXT 'NUMBER' number 11@ time 500 style 4  // ~1~
if 
  10@ == 5 
else_jump @ADBUG_977 
3@ = 5 

:ADBUG_977
jump @ADBUG_1491 

:ADBUG_984
if 
0488:   model 11@ exists // versionA 
else_jump @ADBUG_1133 
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset -1.0 2.0 0.0 
02CE: 6@ = ground_z_at 4@ 5@ 6@ 
0395: clear_area 1 at 4@ 5@ 6@ radius 5.0 
0247: load_model 11@ 
038B: load_requested_models 

:ADBUG_1068
if 
8248:   not model 11@ available 
else_jump @ADBUG_1100 
0247: load_model 11@ 
wait 0 
jump @ADBUG_1068 

:ADBUG_1100
009A: 1@ = create_actor_pedtype 4 model 11@ at 4@ 5@ 6@ 
3@ = 6 
jump @ADBUG_1160 

:ADBUG_1133
0663: printint "PED_NOT_FOUND" 11@ 
3@ = 1 

:ADBUG_1160
jump @ADBUG_1491 

:ADBUG_1167
if and
8118:   not actor 0@ dead 
8118:   not actor 1@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ADBUG_1216 
0639: AS_actor 0@ rotate_to_actor 1@ 
0639: AS_actor 1@ rotate_to_actor 0@ 
3@ = 7 

:ADBUG_1216
jump @ADBUG_1491 

:ADBUG_1223
if and
8118:   not actor 0@ dead 
8118:   not actor 1@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ADBUG_1385 
062E: get_actor 0@ task 1593 status_store_to 7@ // ret 7 if not found 
062E: get_actor 1@ task 1593 status_store_to 8@ // ret 7 if not found 
if and
04A4:   7@ == 7 // == constant 
04A4:   8@ == 7 // == constant 
else_jump @ADBUG_1385 
062E: get_actor 0@ task 1655 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @ADBUG_1337 
0677: AS_actor 0@ chat_with_actor 1@ lead_speaker_flag 1 unknown_flag 1 

:ADBUG_1337
062E: get_actor 1@ task 1655 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @ADBUG_1378 
0677: AS_actor 1@ chat_with_actor 0@ lead_speaker_flag 0 unknown_flag 1 

:ADBUG_1378
3@ = 8 

:ADBUG_1385
jump @ADBUG_1491 

:ADBUG_1392
if and
8118:   not actor 0@ dead 
8118:   not actor 1@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ADBUG_1484 
0665: get_actor 0@ model_to 7@ 
0249: release_model 7@ 
0665: get_actor 1@ model_to 7@ 
0249: release_model 7@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
0662: printstring "AUDIO_PED_COMPLETED" 
gosub @ADBUG_1980 

:ADBUG_1484
jump @ADBUG_1491 

:ADBUG_1491
return 

:ADBUG_1493
0871: init_jump_table 9@ total_jumps 6 default_jump 0 @ADBUG_1978 jumps 0 @ADBUG_1556 1 @ADBUG_1753 2 @ADBUG_1798 3 @ADBUG_1843 4 @ADBUG_1888 5 @ADBUG_1933 -1 @ADBUG_1978 

:ADBUG_1556
if 
00E1:   player 0 pressed_key 8 
else_jump @ADBUG_1594 
10@ = 1 
9@ = 1 
jump @ADBUG_1978 

:ADBUG_1594
if 
00E1:   player 0 pressed_key 9 
else_jump @ADBUG_1632 
10@ = 2 
9@ = 2 
jump @ADBUG_1978 

:ADBUG_1632
if 
00E1:   player 0 pressed_key 10 
else_jump @ADBUG_1670 
10@ = 3 
9@ = 3 
jump @ADBUG_1978 

:ADBUG_1670
if 
00E1:   player 0 pressed_key 11 
else_jump @ADBUG_1708 
10@ = 4 
9@ = 4 
jump @ADBUG_1978 

:ADBUG_1708
if 
00E1:   player 0 pressed_key 16 
else_jump @ADBUG_1746 
10@ = 5 
9@ = 5 
jump @ADBUG_1978 

:ADBUG_1746
jump @ADBUG_1978 

:ADBUG_1753
10@ = 0 
if 
80E1:   not player 0 pressed_key 8 
else_jump @ADBUG_1791 
9@ = 0 
jump @ADBUG_1978 

:ADBUG_1791
jump @ADBUG_1978 

:ADBUG_1798
10@ = 0 
if 
80E1:   not player 0 pressed_key 9 
else_jump @ADBUG_1836 
9@ = 0 
jump @ADBUG_1978 

:ADBUG_1836
jump @ADBUG_1978 

:ADBUG_1843
10@ = 0 
if 
80E1:   not player 0 pressed_key 10 
else_jump @ADBUG_1881 
9@ = 0 
jump @ADBUG_1978 

:ADBUG_1881
jump @ADBUG_1978 

:ADBUG_1888
10@ = 0 
if 
80E1:   not player 0 pressed_key 11 
else_jump @ADBUG_1926 
9@ = 0 
jump @ADBUG_1978 

:ADBUG_1926
jump @ADBUG_1978 

:ADBUG_1933
10@ = 0 
if 
80E1:   not player 0 pressed_key 16 
else_jump @ADBUG_1971 
9@ = 0 
jump @ADBUG_1978 

:ADBUG_1971
jump @ADBUG_1978 

:ADBUG_1978
return 

:ADBUG_1980
if 
8118:   not actor 0@ dead 
else_jump @ADBUG_2014 
0665: get_actor 0@ model_to 7@ 
0249: release_model 7@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 

:ADBUG_2014
if 
8118:   not actor 1@ dead 
else_jump @ADBUG_2048 
0665: get_actor 1@ model_to 7@ 
0249: release_model 7@ 
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 

:ADBUG_2048
$2863 = 0 
end_thread 
return 
0663: printint "STATE" 2@ 
0663: printint "SUBSTATE" 3@ 
0663: printint "TIMERB" 41@ 
0663: printint "TIMERA" 40@ 
return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL
thread 'INITIAL' 
08F8: display_stat_update_box 0 
06C8: enable_riot 0 
$2901 = 0 
$2885 = 0 
$2886 = 5.0 
$2887 = -5.0 
$2888 = 8.5 
$2889 = -1.5 
$2890 = -30.0 
$2891 = 32.0 
$2892 = 0.0 
$2898 = 0 
$2899 = 0 
$2883 = 0 
$2896 = 1 
$43 = 0 
$45 = 0 
$58 = 0 
$57 = 0 
$56 = 0 
$64 = 0 
$61 = 0 
$49 = 0 
$50 = 0 
$28 = 0 
$491 = 0 
$41 = 0 
$2902 = 0 
$2903 = 0 
$2904 = 0 
$2905 = 0 
$23 = 0 
$83 = 0 
$53 = 0 
$81 = 0 
$84 = 0 
$82 = 0 
$2900 = 0 
$22 = 0 
$2906 = 0 
$2907 = 0 
$2908 = 0 
$2909 = 0 
$727[0] = 0 
$727[1] = 0 
$727[2] = 0 
$727[3] = 0 
$727[4] = 0 
$727[5] = 0 
$727[6] = 0 
$727[7] = 0 
$727[8] = 0 
$727[9] = 0 
$727[10] = 0 
$727[11] = 0 
$727[12] = 0 
$727[13] = 0 
$727[14] = 0 
$727[15] = 0 
$727[16] = 0 
$727[17] = 0 
$727[18] = 0 
$727[19] = 0 
$727[20] = 0 
$727[21] = 0 
$727[22] = 0 
$727[23] = 0 
$727[24] = 0 
$727[25] = 0 
$727[26] = 0 
$727[27] = 0 
$727[28] = 0 
$727[29] = 0 
$727[30] = 0 
$727[31] = 0 
$759[0] = 0 
$759[1] = 1 
$759[2] = 2 
$759[3] = 3 
$759[4] = 4 
$759[5] = 5 
$759[6] = 6 
$759[7] = 7 
$759[8] = 8 
$759[9] = 9 
$759[10] = 10 
$759[11] = 11 
$759[12] = 12 
$759[13] = 13 
$759[14] = 14 
$759[15] = 15 
$759[16] = 16 
$759[17] = 17 
$759[18] = 18 
$759[19] = 19 
$759[20] = 20 
$759[21] = 21 
$759[22] = 22 
$759[23] = 23 
$759[24] = 24 
$759[25] = 25 
$759[26] = 26 
$759[27] = 27 
$759[28] = 28 
$759[29] = 29 
$759[30] = 30 
$759[31] = 31 
$3006 = 0 
$2910[0] = -1969.27 
$2942[0] = 282.47 
$2974[0] = 34.6 
$2910[1] = -2243.62 
$2942[1] = 133.2 
$2974[1] = 34.8 
$2910[2] = 426.4972 
$2942[2] = 2530.689 
$2974[2] = 16.1 
0517: $3071[0] = create_unavailable_asset_pickup 'PROP_4' at $2910[0] $2942[0] $2974[0]  // You cannot buy this property yet.
0570: $65 = create_asset_radar_marker_with_icon 32 at $2910[0] $2942[0] $2974[0] 
018B: set_marker $65 radar_mode 2 
0517: $3071[1] = create_unavailable_asset_pickup 'PROP_4' at $2910[1] $2942[1] $2974[1]  // You cannot buy this property yet.
0570: $526 = create_asset_radar_marker_with_icon 32 at $2910[1] $2942[1] $2974[1] 
018B: set_marker $526 radar_mode 2 
0517: $3071[2] = create_unavailable_asset_pickup 'PROP_4' at $2910[2] $2942[2] $2974[2]  // You cannot buy this property yet.
0570: $54 = create_asset_radar_marker_with_icon 32 at $2910[2] $2942[2] $2974[2] 
018B: set_marker $54 radar_mode 2 
09B4: set_object_property_at $2910[2] $2942[2] radius 10.0 bitmask 16384 flag 0 
$2910[3] = 316.0696 
$2942[3] = -1772.569 
$2974[3] = 4.1893 
09B4: set_object_property_at $2910[3] $2942[3] radius 10.0 bitmask 16384 flag 0 
$3042 = 30000 
0518: $3071[3] = create_available_asset_pickup 'PROP_3' at $2910[3] $2942[3] $2974[3] price $3042  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3010 = create_asset_radar_marker_with_icon 31 at $2910[3] $2942[3] $2974[3] 
018B: set_marker $3010 radar_mode 2 
02B9: deactivate_garage 'BEACSV' 
$2910[4] = 2441.002 
$2942[4] = 695.1089 
$2974[4] = 10.6646 
09B4: set_object_property_at $2910[4] $2942[4] radius 10.0 bitmask 16384 flag 0 
$3043 = 20000 
0517: $3071[4] = create_unavailable_asset_pickup 'PROP_4' at $2910[4] $2942[4] $2974[4]  // You cannot buy this property yet.
0570: $3011 = create_asset_radar_marker_with_icon 32 at $2910[4] $2942[4] $2974[4] 
018B: set_marker $3011 radar_mode 2 
02B9: deactivate_garage 'VESVGRG' 
$2910[5] = -366.1849 
$2942[5] = 1166.031 
$2974[5] = 19.2422 
09B4: set_object_property_at $2910[5] $2942[5] radius 10.0 bitmask 16384 flag 0 
$3044 = 30000 
0517: $3071[5] = create_unavailable_asset_pickup 'PROP_4' at $2910[5] $2942[5] $2974[5]  // You cannot buy this property yet.
0570: $3012 = create_asset_radar_marker_with_icon 32 at $2910[5] $2942[5] $2974[5] 
018B: set_marker $3012 radar_mode 2 
02B9: deactivate_garage 'CN2GAR1' 
$2910[6] = 1283.844 
$2942[6] = 2528.703 
$2974[6] = 10.3203 
09B4: set_object_property_at $2910[6] $2942[6] radius 10.0 bitmask 16384 flag 0 
$3045 = 50000 
0517: $3071[6] = create_unavailable_asset_pickup 'PROP_4' at $2910[6] $2942[6] $2974[6]  // You cannot buy this property yet.
0570: $3013 = create_asset_radar_marker_with_icon 32 at $2910[6] $2942[6] $2974[6] 
018B: set_marker $3013 radar_mode 2 
02B9: deactivate_garage 'BLOB69' 
$2910[7] = 922.3647 
$2942[7] = 2011.898 
$2974[7] = 10.766 
09B4: set_object_property_at $2910[7] $2942[7] radius 10.0 bitmask 16384 flag 0 
$3046 = 30000 
0517: $3071[7] = create_unavailable_asset_pickup 'PROP_4' at $2910[7] $2942[7] $2974[7]  // You cannot buy this property yet.
0570: $3014 = create_asset_radar_marker_with_icon 32 at $2910[7] $2942[7] $2974[7] 
018B: set_marker $3014 radar_mode 2 
02B9: deactivate_garage 'BLOB7' 
$2910[8] = 2236.928 
$2942[8] = 162.8057 
$2974[8] = 26.8462 
09B4: set_object_property_at $2910[8] $2942[8] radius 10.0 bitmask 16384 flag 0 
$3047 = 35000 
0517: $3071[8] = create_unavailable_asset_pickup 'PROP_4' at $2910[8] $2942[8] $2974[8]  // You cannot buy this property yet.
0570: $3015 = create_asset_radar_marker_with_icon 32 at $2910[8] $2942[8] $2974[8] 
018B: set_marker $3015 radar_mode 2 
02B9: deactivate_garage 'BURBDOO' 
$2910[9] = 1402.317 
$2942[9] = 1901.978 
$2974[9] = 10.8449 
09B4: set_object_property_at $2910[9] $2942[9] radius 10.0 bitmask 16384 flag 0 
$3048 = 30000 
0517: $3071[9] = create_unavailable_asset_pickup 'PROP_4' at $2910[9] $2942[9] $2974[9]  // You cannot buy this property yet.
0570: $3016 = create_asset_radar_marker_with_icon 32 at $2910[9] $2942[9] $2974[9] 
018B: set_marker $3016 radar_mode 2 
02B9: deactivate_garage 'BLOB6' 
$2910[10] = 1687.98 
$2942[10] = -2100.643 
$2974[10] = 13.3343 
$3049 = 10000 
09B4: set_object_property_at $2910[10] $2942[10] radius 10.0 bitmask 16384 flag 0 
0518: $3071[10] = create_available_asset_pickup 'PROP_3' at $2910[10] $2942[10] $2974[10] price $3049  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3017 = create_asset_radar_marker_with_icon 31 at $2910[10] $2942[10] $2974[10] 
018B: set_marker $3017 radar_mode 2 
02B9: deactivate_garage 'CARLAS1' 
$2910[11] = -2106.639 
$2942[11] = 900.5537 
$2974[11] = 76.2032 
09B4: set_object_property_at $2910[11] $2942[11] radius 10.0 bitmask 16384 flag 0 
$3050 = 100000 
0517: $3071[11] = create_unavailable_asset_pickup 'PROP_4' at $2910[11] $2942[11] $2974[11]  // You cannot buy this property yet.
0570: $3018 = create_asset_radar_marker_with_icon 32 at $2910[11] $2942[11] $2974[11] 
018B: set_marker $3018 radar_mode 2 
02B9: deactivate_garage 'CESAFE1' 
$2910[12] = 1331.186 
$2942[12] = -630.4962 
$2974[12] = 108.6349 
09B4: set_object_property_at $2910[12] $2942[12] radius 10.0 bitmask 16384 flag 0 
$3051 = 120000 
0518: $3071[12] = create_available_asset_pickup 'PROP_3' at $2910[12] $2942[12] $2974[12] price $3051  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3019 = create_asset_radar_marker_with_icon 31 at $2910[12] $2942[12] $2974[12] 
018B: set_marker $3019 radar_mode 2 
02B9: deactivate_garage 'SAV1SFE' 
$2910[13] = -2695.745 
$2942[13] = 818.4718 
$2974[13] = 49.4844 
09B4: set_object_property_at $2910[13] $2942[13] radius 10.0 bitmask 16384 flag 0 
$3052 = 20000 
0517: $3071[13] = create_unavailable_asset_pickup 'PROP_4' at $2910[13] $2942[13] $2974[13]  // You cannot buy this property yet.
0570: $3020 = create_asset_radar_marker_with_icon 32 at $2910[13] $2942[13] $2974[13] 
018B: set_marker $3020 radar_mode 2 
02B9: deactivate_garage 'SAV1SFW' 
$2910[14] = -2456.926 
$2942[14] = -131.3292 
$2974[14] = 25.5376 
09B4: set_object_property_at $2910[14] $2942[14] radius 10.0 bitmask 16384 flag 0 
$3053 = 40000 
0517: $3071[14] = create_unavailable_asset_pickup 'PROP_4' at $2910[14] $2942[14] $2974[14]  // You cannot buy this property yet.
0570: $3021 = create_asset_radar_marker_with_icon 32 at $2910[14] $2942[14] $2974[14] 
018B: set_marker $3021 radar_mode 2 
02B9: deactivate_garage 'SVGSFS1' 
$2910[15] = 892.6662 
$2942[15] = -1639.714 
$2974[15] = 14.4567 
$3054 = 10000 
09B4: set_object_property_at $2910[15] $2942[15] radius 10.0 bitmask 16384 flag 0 
0518: $3071[15] = create_available_asset_pickup 'PROP_3' at $2910[15] $2942[15] $2974[15] price $3054  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3022 = create_asset_radar_marker_with_icon 31 at $2910[15] $2942[15] $2974[15] 
018B: set_marker $3022 radar_mode 2 
$2910[16] = 1969.932 
$2942[16] = 1623.243 
$2974[16] = 12.3619 
$3055 = 6000 
09B4: set_object_property_at $2910[16] $2942[16] radius 10.0 bitmask 16384 flag 0 
0517: $3071[16] = create_unavailable_asset_pickup 'PROP_4' at $2910[16] $2942[16] $2974[16]  // You cannot buy this property yet.
0570: $3023 = create_asset_radar_marker_with_icon 32 at $2910[16] $2942[16] $2974[16] 
018B: set_marker $3023 radar_mode 2 
$2910[17] = 2234.909 
$2942[17] = 1285.698 
$2974[17] = 10.3203 
$3056 = 6000 
09B4: set_object_property_at $2910[17] $2942[17] radius 10.0 bitmask 16384 flag 0 
0517: $3071[17] = create_unavailable_asset_pickup 'PROP_4' at $2910[17] $2942[17] $2974[17]  // You cannot buy this property yet.
0570: $3024 = create_asset_radar_marker_with_icon 32 at $2910[17] $2942[17] $2974[17] 
018B: set_marker $3024 radar_mode 2 
$2910[18] = -2213.864 
$2942[18] = 723.5587 
$2974[18] = 48.914 
$3057 = 20000 
09B4: set_object_property_at $2910[18] $2942[18] radius 10.0 bitmask 16384 flag 0 
0517: $3071[18] = create_unavailable_asset_pickup 'PROP_4' at $2910[18] $2942[18] $2974[18]  // You cannot buy this property yet.
0570: $3025 = create_asset_radar_marker_with_icon 32 at $2910[18] $2942[18] $2974[18] 
018B: set_marker $3025 radar_mode 2 
$2910[19] = -1439.014 
$2942[19] = -1540.59 
$2974[19] = 101.2579 
$3058 = 100000 
09B4: set_object_property_at $2910[19] $2942[19] radius 10.0 bitmask 16384 flag 0 
0517: $3071[19] = create_unavailable_asset_pickup 'PROP_4' at $2910[19] $2942[19] $2974[19]  // You cannot buy this property yet.
0570: $3026 = create_asset_radar_marker_with_icon 32 at $2910[19] $2942[19] $2974[19] 
018B: set_marker $3026 radar_mode 2 
$2910[20] = -2027.83 
$2942[20] = -44.0454 
$2974[20] = 38.7692 
$3059 = 20000 
09B4: set_object_property_at $2910[20] $2942[20] radius 10.0 bitmask 16384 flag 0 
0517: $3071[20] = create_unavailable_asset_pickup 'PROP_4' at $2910[20] $2942[20] $2974[20]  // You cannot buy this property yet.
0570: $3027 = create_asset_radar_marker_with_icon 32 at $2910[20] $2942[20] $2974[20] 
018B: set_marker $3027 radar_mode 2 
$2910[21] = -2419.677 
$2942[21] = 334.1621 
$2974[21] = 34.6796 
$3060 = 50000 
09B4: set_object_property_at $2910[21] $2942[21] radius 10.0 bitmask 16384 flag 0 
0517: $3071[21] = create_unavailable_asset_pickup 'PROP_4' at $2910[21] $2942[21] $2974[21]  // You cannot buy this property yet.
0570: $3028 = create_asset_radar_marker_with_icon 32 at $2910[21] $2942[21] $2974[21] 
018B: set_marker $3028 radar_mode 2 
$2910[22] = -2079.097 
$2942[22] = -2309.899 
$2974[22] = 30.1172 
$3061 = 20000 
09B4: set_object_property_at $2910[22] $2942[22] radius 10.0 bitmask 16384 flag 0 
0517: $3071[22] = create_unavailable_asset_pickup 'PROP_4' at $2910[22] $2942[22] $2974[22]  // You cannot buy this property yet.
0570: $3029 = create_asset_radar_marker_with_icon 32 at $2910[22] $2942[22] $2974[22] 
018B: set_marker $3029 radar_mode 2 
$2910[23] = -1534.17 
$2942[23] = 2650.3 
$2974[23] = 55.3437 
$3062 = 20000 
09B4: set_object_property_at $2910[23] $2942[23] radius 10.0 bitmask 16384 flag 0 
0517: $3071[23] = create_unavailable_asset_pickup 'PROP_4' at $2910[23] $2942[23] $2974[23]  // You cannot buy this property yet.
0570: $3030 = create_asset_radar_marker_with_icon 32 at $2910[23] $2942[23] $2974[23] 
018B: set_marker $3030 radar_mode 2 
$2910[24] = -1045.775 
$2942[24] = 1552.976 
$2974[24] = 32.798 
$3063 = 20000 
09B4: set_object_property_at $2910[24] $2942[24] radius 10.0 bitmask 16384 flag 0 
0517: $3071[24] = create_unavailable_asset_pickup 'PROP_4' at $2910[24] $2942[24] $2974[24]  // You cannot buy this property yet.
0570: $3031 = create_asset_radar_marker_with_icon 32 at $2910[24] $2942[24] $2974[24] 
018B: set_marker $3031 radar_mode 2 
$2910[25] = 793.5623 
$2942[25] = -514.4116 
$2974[25] = 16.3973 
$3064 = 40000 
09B4: set_object_property_at $2910[25] $2942[25] radius 10.0 bitmask 16384 flag 0 
0517: $3071[25] = create_unavailable_asset_pickup 'PROP_4' at $2910[25] $2942[25] $2974[25]  // You cannot buy this property yet.
0570: $3032 = create_asset_radar_marker_with_icon 32 at $2910[25] $2942[25] $2974[25] 
018B: set_marker $3032 radar_mode 2 
02B9: deactivate_garage 'BURBDO2' 
$2910[26] = 2103.346 
$2942[26] = -1288.339 
$2974[26] = 23.8168 
$3065 = 10000 
09B4: set_object_property_at $2910[26] $2942[26] radius 10.0 bitmask 16384 flag 0 
0518: $3071[26] = create_available_asset_pickup 'PROP_3' at $2910[26] $2942[26] $2974[26] price $3065  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3033 = create_asset_radar_marker_with_icon 31 at $2910[26] $2942[26] $2974[26] 
018B: set_marker $3033 radar_mode 2 
$2910[27] = 2370.477 
$2942[27] = 2165.474 
$2974[27] = 10.3269 
$3066 = 6000 
09B4: set_object_property_at $2910[27] $2942[27] radius 10.0 bitmask 16384 flag 0 
0517: $3071[27] = create_unavailable_asset_pickup 'PROP_4' at $2910[27] $2942[27] $2974[27]  // You cannot buy this property yet.
0570: $3034 = create_asset_radar_marker_with_icon 32 at $2910[27] $2942[27] $2974[27] 
018B: set_marker $3034 radar_mode 2 
$2910[28] = 2220.626 
$2942[28] = 1837.348 
$2974[28] = 10.3203 
$3067 = 6000 
09B4: set_object_property_at $2910[28] $2942[28] radius 10.0 bitmask 16384 flag 0 
0517: $3071[28] = create_unavailable_asset_pickup 'PROP_4' at $2910[28] $2942[28] $2974[28]  // You cannot buy this property yet.
0570: $3035 = create_asset_radar_marker_with_icon 32 at $2910[28] $2942[28] $2974[28] 
018B: set_marker $3035 radar_mode 2 
$2910[29] = 2819.125 
$2942[29] = 2149.372 
$2974[29] = 10.3203 
$3068 = 10000 
09B4: set_object_property_at $2910[29] $2942[29] radius 10.0 bitmask 16384 flag 0 
0517: $3071[29] = create_unavailable_asset_pickup 'PROP_4' at $2910[29] $2942[29] $2974[29]  // You cannot buy this property yet.
0570: $3036 = create_asset_radar_marker_with_icon 32 at $2910[29] $2942[29] $2974[29] 
018B: set_marker $3036 radar_mode 2 
$2910[30] = 2483.024 
$2942[30] = -2001.074 
$2974[30] = 13.054 
$3069 = 10000 
09B4: set_object_property_at $2910[30] $2942[30] radius 10.0 bitmask 16384 flag 0 
0518: $3071[30] = create_available_asset_pickup 'PROP_3' at $2910[30] $2942[30] $2974[30] price $3069  // Tap ~m~~widget_purchase~ to buy this property.
0570: $3037 = create_asset_radar_marker_with_icon 31 at $2910[30] $2942[30] $2974[30] 
018B: set_marker $3037 radar_mode 2 
$2910[31] = 206.8 
$2942[31] = -112.1 
$2974[31] = 4.3965 
$3070 = 10000 
09B4: set_object_property_at $2910[31] $2942[31] radius 10.0 bitmask 16384 flag 0 
0517: $3071[31] = create_unavailable_asset_pickup 'PROP_4' at $2910[31] $2942[31] $2974[31]  // You cannot buy this property yet.
0570: $3038 = create_asset_radar_marker_with_icon 32 at $2910[31] $2942[31] $2974[31] 
018B: set_marker $3038 radar_mode 2 
$885[0] = 2495.53 
$903[0] = -1711.88 
$921[0] = 1014.24 
$939[0] = 2495.9 
$957[0] = -1707.45 
$975[0] = 1013.26 
$993[0] = 0.0 
$846 = 0 
$885[1] = 1263.05 
$903[1] = -773.67 
$921[1] = 1091.39 
$939[1] = 1263.76 
$957[1] = -776.59 
$975[1] = 1090.89 
$993[1] = 183.23 
$847 = 0 
$885[2] = 416.9548 
$903[2] = 2538.813 
$921[2] = 9.5077 
$939[2] = 418.0759 
$957[2] = 2536.771 
$975[2] = 9.0077 
$993[2] = 269.2893 
$848 = 0 
$885[3] = 2367.192 
$903[3] = -1121.518 
$921[3] = 1050.382 
$939[3] = 2367.072 
$957[3] = -1123.715 
$975[3] = 1049.875 
$993[3] = 183.259 
$849 = 0 
$885[4] = 2320.103 
$903[4] = -1009.116 
$921[4] = 1049.718 
$939[4] = 2320.103 
$957[4] = -1013.375 
$975[4] = 1049.211 
$993[4] = 181.7957 
$850 = 0 
$885[5] = 2342.873 
$903[5] = -1063.939 
$921[5] = 1048.523 
$939[5] = 2339.254 
$957[5] = -1063.86 
$975[5] = 1048.023 
$993[5] = 90.7733 
$851 = 0 
$885[6] = 2186.014 
$903[6] = -1203.834 
$921[6] = 1048.523 
$939[6] = 2189.818 
$957[6] = -1203.83 
$975[6] = 1048.031 
$993[6] = 268.6874 
$852 = 0 
$885[7] = 2313.369 
$903[7] = -1208.744 
$921[7] = 1048.523 
$939[7] = 2310.853 
$957[7] = -1210.975 
$975[7] = 1048.023 
$993[7] = 130.1776 
$853 = 0 
$885[8] = 2249.397 
$903[8] = -1209.449 
$921[8] = 1048.523 
$939[8] = 2252.7 
$957[8] = -1209.388 
$975[8] = 1048.023 
$993[8] = 270.3929 
$854 = 0 
$885[9] = 2244.533 
$903[9] = -1077.663 
$921[9] = 1048.523 
$939[9] = 2241.069 
$957[9] = -1077.736 
$975[9] = 1048.031 
$993[9] = 88.0268 
$855 = 0 
$885[10] = 2205.382 
$903[10] = -1074.59 
$921[10] = 1049.977 
$939[10] = 2207.852 
$957[10] = -1075.324 
$975[10] = 1049.477 
$993[10] = 261.7253 
$856 = 0 
$885[11] = 2233.024 
$903[11] = -1105.717 
$921[11] = 1050.39 
$939[11] = 2233.231 
$957[11] = -1107.852 
$975[11] = 1049.89 
$993[11] = 182.2496 
$857 = 0 
$885[12] = 2278.139 
$903[12] = -1139.583 
$921[12] = 1050.398 
$939[12] = 2281.524 
$957[12] = -1139.37 
$975[12] = 1049.898 
$993[12] = 273.5033 
$858 = 0 
$885[13] = -2037.89 
$903[13] = -2526.96 
$921[13] = 30.13 
$939[13] = -2039.78 
$957[13] = -2529.1 
$975[13] = 29.63 
$993[13] = 21.23 
$859 = 0 
$885[14] = 877.81 
$903[14] = -26.91 
$921[14] = 62.69 
$939[14] = 877.04 
$957[14] = -30.16 
$975[14] = 62.19 
$993[14] = 66.85 
$860 = 0 
$885[15] = -2026.481 
$903[15] = 156.8028 
$921[15] = 28.5391 
$939[15] = -2021.036 
$957[15] = 156.0674 
$975[15] = 27.6521 
$993[15] = 272.5815 
$861 = 0 
$885[16] = -693.3776 
$903[16] = 957.824 
$921[16] = 11.7829 
$939[16] = -700.3663 
$957[16] = 966.0852 
$975[16] = 11.3575 
$993[16] = 90.0 
$862 = 0 
$885[17] = 2024.564 
$903[17] = 996.4728 
$921[17] = 10.3203 
$939[17] = 2027.043 
$957[17] = 996.0585 
$975[17] = 9.9203 
$993[17] = 275.516 
$863 = 0 
0213: $864[0] = create_pickup #PICKUPSAVE type 3 at $885[0] $903[0] $921[0] 
0213: $864[1] = create_pickup #PICKUPSAVE type 3 at $885[1] $903[1] $921[1] 
0213: $864[2] = create_pickup #PICKUPSAVE type 3 at $885[2] $903[2] $921[2] 
0213: $864[3] = create_pickup #PICKUPSAVE type 3 at $885[3] $903[3] $921[3] 
0213: $864[4] = create_pickup #PICKUPSAVE type 3 at $885[4] $903[4] $921[4] 
0213: $864[5] = create_pickup #PICKUPSAVE type 3 at $885[5] $903[5] $921[5] 
0213: $864[6] = create_pickup #PICKUPSAVE type 3 at $885[6] $903[6] $921[6] 
0213: $864[7] = create_pickup #PICKUPSAVE type 3 at $885[7] $903[7] $921[7] 
0213: $864[8] = create_pickup #PICKUPSAVE type 3 at $885[8] $903[8] $921[8] 
0213: $864[9] = create_pickup #PICKUPSAVE type 3 at $885[9] $903[9] $921[9] 
0213: $864[10] = create_pickup #PICKUPSAVE type 3 at $885[10] $903[10] $921[10] 
0213: $864[11] = create_pickup #PICKUPSAVE type 3 at $885[11] $903[11] $921[11] 
0213: $864[12] = create_pickup #PICKUPSAVE type 3 at $885[12] $903[12] $921[12] 
$882 = 0 
$3128 = 1099.551 
$3129 = 1601.497 
$3130 = 11.5546 
$3131 = -2120.042 
$3132 = -444.2838 
$3133 = 34.5312 
$3134 = 2695.624 
$3135 = -1704.688 
$3136 = 10.8437 
0570: $3125 = create_asset_radar_marker_with_icon 33 at $3128 $3129 $3130 
0570: $3126 = create_asset_radar_marker_with_icon 33 at $3131 $3132 $3133 
0570: $3127 = create_asset_radar_marker_with_icon 33 at $3134 $3135 $3136 
$3137 = 2644.441 
$3138 = -2012.558 
$3139 = 12.5469 
if 
  6 > $3172 
else_jump @INITIAL_6009 
$3150($3172,6i) = 0 
$3156($3172,6i) = 0 
$3162($3172,6i) = 0 

:INITIAL_6009
$3168 = 0 
$3169 = 0 
$3170 = 0 
$3171 = 0 
$3173 = 0 
$3176 = 0 
$3177 = 0 
$3175 = 0 
$3174 = 0 
$3180 = 0 
$3198 = 1 
$3192 = 0 
$3191 = 0 
$3187 = 0 
$3188 = 0 
$3189 = 0 
$3190 = 25 
$3186 = 0 
$3185 = 1 
$3233 = 0 
$3234 = 0 
$3250 = 0 
$3236[0] = 292.33 
$3240[0] = -35.39 
$3244[0] = 1000.5 
$3236[1] = 289.4804 
$3240[1] = -79.6619 
$3244[1] = 1001.727 
$3236[2] = 309.9744 
$3240[2] = -135.3927 
$3244[2] = 1002.826 
$3236[3] = 306.8972 
$3240[3] = -164.9947 
$3244[3] = 1000.259 
$3271 = 0 
$3260 = 0 
$3287 = 0 
$3290 = 0 
$3294 = 5000 
$3296 = 0 
$3297 = 0 
$3298 = 0 
$3299 = 1 
$3300 = 0 
$3301 = 0 
$3302 = 0 
$3303 = 0 
$3304 = 0 
$3305 = 0 
$3306 = 0 
$3307 = 0 
$3319 = 2000 
$3321 = 2000 
$3324 = 8000 
$3326 = 0 
$2872 = 0 
$489 = 0 
$3184 = 0 
$2880 = 999999 
$2881 = 999999 
$2882 = 999999 
$13 = 250 
$107 = 0.0625 
0086: $108 = $107 // (float) 
$108 /= 2.0 
0086: $109 = $108 // (float) 
$109 /= 2.0 
$29 = 0 
$55 = 1 
$176 = -425.0 
$177 = 1410.0 
$178 = 10.0 
$333 = 99999999 
$334 = 99999999 
$335 = 99999999 
$336 = 99999999 
$337 = 99999999 
$338 = 99999999 
$339 = 99999999 
$340 = 99999999 
$341 = 99999999 
$342 = 99999999 
$343 = 99999999 
$344 = 99999999 
$345 = 0 
$346 = 0 
$347 = 0 
$348 = 0 
$349 = 0 
$350 = 0 
$86 = 0 
$85 = 0 
$106 = 0 
$104 = 0 
$90 = 0 
$91 = 0 
$92 = 0 
$93 = 0 
$94 = 0 
$95 = 0 
$96 = 0 
$97 = 0 
$98 = 0 
$99 = 0 
$100 = 0 
$101 = 0 
$102 = 0 
$103 = 0 
$52 = 0 
$3327 = 1 
$3328 = 0 
$3329[0] = 0 
$3329[1] = 0 
$3329[2] = 0 
$3329[3] = 0 
$3329[4] = 0 
$3329[5] = 0 
$3329[6] = 0 
$3329[7] = 0 
$3329[8] = 0 
$3329[9] = 0 
$3339 = 1 
$3340 = 1 
$3341 = 0 
$3342 = 0 
$3346 = 0 
$3347 = 0 
$3348 = 0 
014B: $3343 = init_car_generator 476 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $3344 = init_car_generator 513 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $3345 = init_car_generator 425 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $3343 cars_to_generate_to 0 
014C: set_parked_car_generator $3344 cars_to_generate_to 0 
014C: set_parked_car_generator $3345 cars_to_generate_to 0 
$3349 = 1 
$3350 = 60000 
$3351 = 80000 
$3352 = 180000 
$3353 = 10 
$3354 = 200000 
$3355 = 0 
$3356 = 0 
$3357 = 0 
$3358 = 0 
$3359 = 0 
$3360 = 0 
$3361 = 0 
$3362 = 0 
$3363 = 0 
$3364 = 0 
$3365 = 0 
$3366 = 0 
$3367 = 0 
$3368 = 0 
$3369 = 0 
$3370 = 0 
$3371 = 0 
$3372 = 0 
$3373 = 0 
$3374 = 0 
014B: $3375 = init_car_generator 484 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $3376 = init_car_generator 446 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2223.873 2409.866 0.0 angle 49.0555 
014B: $3377 = init_car_generator 493 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $3375 cars_to_generate_to 0 
014C: set_parked_car_generator $3376 cars_to_generate_to 0 
014C: set_parked_car_generator $3377 cars_to_generate_to 0 
$3378 = 0 
$3379 = 0 
$3380 = 0 
$3381 = 0 
$3382 = 2000 
$3384 = 2000 
$3386 = 2000 
$3388 = 0 
$3557 = 0 
$3550 = 0 
$3549 = 0 
$3551 = 0 
$3552 = 0 
$3553 = 0 
$3554 = 0 
$3555 = 0 
$3556 = 0 
$3558 = 0 
$3559 = 0 
$3560 = 0 
$3561 = 0 
$3562 = 0 
$3563 = 0 
$3564 = 0 
$3565 = 0 
$3566 = 0 
$3567 = 0 
$3568 = 0 
$3569 = 0 
$3570 = 0 
$3571 = 0 
$3572 = 0 
$3573 = 0 
$3574 = 0 
$3575 = 0 
$3576 = 0 
$3577 = 0 
$3578 = 0 
014B: $3579 = init_car_generator 463 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $3580 = init_car_generator 521 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.999 1366.479 10.1203 angle 282.2258 
014B: $3581 = init_car_generator 522 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.467 1368.359 10.1203 angle 283.0546 
014C: set_parked_car_generator $3579 cars_to_generate_to 0 
014C: set_parked_car_generator $3580 cars_to_generate_to 0 
014C: set_parked_car_generator $3581 cars_to_generate_to 0 
$3582 = 0 
$839 = 0 
$3583 = 0 
$3592 = 0 
$3585 = 0 
$3586 = 0 
$3587 = 0 
$3588 = 0 
$3589 = 0 
$3590 = 0 
$3591 = 0 
$3593 = 0 
$3594 = 0 
$3595 = 0 
$4 = 0.0 
$5 = 0.0 
$6 = 0.0 
$7 = 0.0 
$8 = 0.0 
$9 = 0.0 
$56 = 0 
$75 = 1.5 
$76 = 1.5 
$77 = 3.0 
$78 = 4.0 
$79 = 4.0 
$80 = 4.0 
$561[0] = 1766.134 
$565[0] = -1704.228 
$569[0] = 12.4731 
$561[1] = -1922.922 
$565[1] = 282.7151 
$569[1] = 40.0391 
$561[2] = 1636.916 
$565[2] = 912.9478 
$569[2] = 9.689 
$561[3] = 1701.69 
$565[3] = 1649.193 
$569[3] = 9.6296 
$3596 = 0 
$3597[0] = 999999999 
$3597[1] = 999999999 
$3597[2] = 999999999 
$3597[3] = 999999999 
$3597[4] = 999999999 
$3597[5] = 999999999 
$3597[6] = 999999999 
$3597[7] = 999999999 
$3597[8] = 999999999 
$3597[9] = 999999999 
$3597[10] = 999999999 
$3597[11] = 999999999 
$3597[12] = 999999999 
$3597[13] = 999999999 
$3597[14] = 999999999 
$3597[15] = 999999999 
$3597[16] = 999999999 
$3597[17] = 999999999 
$3597[18] = 999999999 
$3597[19] = 999999999 
$3597[20] = 999999999 
$3597[21] = 999999999 
$3597[22] = 999999999 
$3597[23] = 999999999 
$3597[24] = 999999999 
$3597[25] = 999999999 
$3597[26] = 999999999 
$3597[27] = 999999999 
$3597[28] = 999999999 
$3597[29] = 999999999 
$3627[0] = 999999999 
$3627[1] = 999999999 
$3627[2] = 999999999 
$3627[3] = 999999999 
$3627[4] = 999999999 
$3627[5] = 999999999 
$3627[6] = 999999999 
$3627[7] = 999999999 
$3627[8] = 999999999 
$3627[9] = 999999999 
$3627[10] = 999999999 
$3627[11] = 999999999 
$3627[12] = 999999999 
$3627[13] = 999999999 
$3627[14] = 999999999 
$3627[15] = 999999999 
$3627[16] = 999999999 
$3627[17] = 999999999 
$3627[18] = 999999999 
$3627[19] = 999999999 
$3627[20] = 999999999 
$3627[21] = 999999999 
$3627[22] = 999999999 
$3627[23] = 999999999 
$3627[24] = 999999999 
$3627[25] = 999999999 
$3627[26] = 999999999 
$3627[27] = 999999999 
$3627[28] = 999999999 
$3627[29] = 999999999 
$3657[0] = 999999999 
$3657[1] = 999999999 
$3657[2] = 999999999 
$3657[3] = 999999999 
$3657[4] = 999999999 
$3657[5] = 999999999 
$3657[6] = 999999999 
$3657[7] = 999999999 
$3657[8] = 999999999 
$3657[9] = 999999999 
$3657[10] = 999999999 
$3657[11] = 999999999 
$3657[12] = 999999999 
$3657[13] = 999999999 
$3657[14] = 999999999 
$3657[15] = 999999999 
$3657[16] = 999999999 
$3657[17] = 999999999 
$3657[18] = 999999999 
$3657[19] = 999999999 
$3657[20] = 999999999 
$3657[21] = 999999999 
$3657[22] = 999999999 
$3657[23] = 999999999 
$3657[24] = 999999999 
$3657[25] = 999999999 
$3657[26] = 999999999 
$3657[27] = 999999999 
$3657[28] = 999999999 
$3657[29] = 999999999 
$3687[0] = 0 
$3687[1] = 0 
$3687[2] = 0 
$3687[3] = 0 
$3687[4] = 0 
$3687[5] = 0 
$3687[6] = 0 
$3687[7] = 0 
$3687[8] = 0 
$3687[9] = 0 
$3687[10] = 0 
$3687[11] = 0 
$3687[12] = 0 
$3687[13] = 0 
$3687[14] = 0 
$3687[15] = 0 
$3687[16] = 0 
$3687[17] = 0 
$3687[18] = 0 
$3687[19] = 0 
$3687[20] = 0 
$3687[21] = 0 
$3687[22] = 0 
$3687[23] = 0 
$3687[24] = 0 
$3687[25] = 0 
$3687[26] = 0 
$3687[27] = 0 
$3687[28] = 0 
$3687[29] = 0 
$3717 = 0 
$3718 = 0 
$3719 = 0 
$189 = 0 
$190 = 0 
$191 = 0 
$505 = 868.3358 
$511 = -29.5529 
$517 = 62.3276 
$506 = 257.5389 
$512 = -77.23 
$518 = 1.3678 
$507 = 2297.78 
$513 = -16.83 
$519 = 26.29 
$508 = 652.17 
$514 = -559.75 
$520 = 15.15 
$509 = 1294.09 
$515 = 267.78 
$521 = 18.54 
$510 = 681.595 
$516 = -478.7909 
$522 = 15.3281 
$3720 = 0 
$3721 = 0 
$63 = 0 
$713 = 0 
$714 = 0 
$715 = 0 
$716 = 0 
$665 = 415.55 
$666 = 2533.57 
$667 = 19.18 
014B: $3722 = init_car_generator 417 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $3722 cars_to_generate_to 0 
$458 = 2495.214 
$459 = -1687.03 
$460 = 12.5144 
$461 = 2515.07 
$462 = -1673.98 
$463 = 12.71 
$464 = 2459.55 
$465 = -1687.75 
$466 = 12.56 
$467 = 2070.87 
$468 = -1703.01 
$469 = 12.55 
$470 = 790.54 
$471 = -1627.91 
$472 = 12.39 
$473 = 2486.61 
$474 = -1649.42 
$475 = 12.48 
$479 = 1801.08 
$480 = -2117.92 
$481 = 12.56 
$476 = 1042.85 
$477 = -1338.62 
$478 = 12.55 
$493 = -2043.34 
$494 = -2525.99 
$495 = 29.62 
$496 = -922.5121 
$497 = -1719.395 
$498 = 76.5703 
$499 = -2198.87 
$500 = -2261.202 
$501 = 29.6419 
$502 = 1552.78 
$503 = 39.3031 
$504 = 23.1445 
$552 = -2154.208 
$553 = 645.3251 
$554 = 51.3516 
$558 = -2623.497 
$559 = 1405.66 
$560 = 6.1016 
$555 = -2031.261 
$556 = 179.2488 
$557 = 27.8359 
$549 = -2245.663 
$550 = 128.8889 
$551 = 34.3203 
$573 = -2030.402 
$574 = 148.8279 
$575 = 27.8359 
$546 = -2030.402 
$547 = 148.8279 
$548 = 27.8359 
$576 = -2026.811 
$577 = -114.9093 
$578 = 1034.179 
$600 = -685.2156 
$601 = 923.2191 
$602 = 11.1531 
$603 = 327.448 
$604 = 2530.095 
$605 = 15.8066 
$606 = 1962.432 
$607 = 974.675 
$608 = 993.4688 
$609 = 1962.398 
$610 = 1060.962 
$611 = 993.4688 
$618 = 2270.634 
$619 = 1635.599 
$620 = 1007.367 
$612 = 1598.557 
$613 = 2667.83 
$614 = 9.8203 
$615 = 2090.0 
$616 = 1451.0 
$617 = 9.8 
$632 = 1253.788 
$633 = -785.2594 
$634 = 91.0313 
$635 = 2496.06 
$636 = -1687.96 
$637 = 12.53 
$418 = -299.6 
$419 = 1530.4 
$420 = 74.7 
$421 = 1498.7 
$422 = -1631.9 
$423 = 14.0 
$424 = 1505.7 
$425 = -1631.9 
$426 = 14.0 
$430 = 1512.7 
$431 = -1631.9 
$432 = 14.0 
$638 = 1960.898 
$639 = 1008.406 
$640 = 991.4745 
$3724 = 1918.988 
$3725 = -1789.324 
$3726 = 12.5 
$3727 = -1563.768 
$3728 = 2690.873 
$3729 = 54.6985 
$641 = 828.77 
$642 = 4.71 
$643 = 1003.17 
$427 = 1494.3 
$428 = -1644.6 
$429 = 14.0 
$644 = 1489.5 
$645 = -1674.2 
$646 = 12.5 
$647 = -2132.45 
$648 = -47.0 
$649 = 35.3 
$650 = 2323.97 
$651 = -1517.04 
$652 = 24.32 
$653 = 1979.1 
$654 = -1996.1 
$655 = 12.4 
$656 = 862.9 
$657 = -1154.8 
$658 = 23.0 
$659 = -1758.877 
$660 = 952.744 
$661 = 23.7487 
$662 = 2258.523 
$663 = 1613.25 
$664 = 1005.188 
$187 = 0 
$188 = 0 
$3730 = 1359.45 
$3731 = -1755.0 
$3732 = 12.85 
$3733 = -2590.44 
$3734 = 73.21 
$3735 = 3.91 
$3736 = 1887.79 
$3737 = 2087.39 
$3738 = 10.05 
$3739 = 823.6816 
$3740 = 854.1741 
$3741 = 10.7949 
$3742 = -2309.23 
$3743 = -1651.22 
$3744 = 483.09 
$3745 = -1517.903 
$3746 = 153.7578 
$3747 = 2.7813 
$3748 = 2705.172 
$3749 = -1698.127 
$3750 = 10.8515 
$3751 = 1134.0 
$3752 = -7.0 
$3753 = 1001.0 
$3754 = -2187.378 
$3755 = 2416.552 
$3756 = 4.166 
$3757 = 1173.877 
$3758 = 1351.037 
$3759 = 9.9219 
$3760 = -77.6456 
$3761 = -1136.401 
$3762 = 0.0781 
$3763 = -2645.23 
$3764 = 1413.3 
$3765 = -92.69 
$3766 = -2325.37 
$3767 = -131.655 
$3768 = 34.3 
$3769 = 563.78 
$3770 = 2725.14 
$3771 = 60.49 
$3772 = 424.657 
$3773 = -1439.674 
$3774 = 30.341 
$3775 = 1681.19 
$3776 = -1433.31 
$3777 = 12.53 
$3778 = 1576.734 
$3779 = -1609.741 
$3780 = 12.3828 
$3781 = 2831.243 
$3782 = -1674.637 
$3783 = 8.9732 
$3784 = 2668.769 
$3785 = -1753.973 
$3786 = 10.8515 
$3787 = -2338.5 
$3788 = -109.01 
$3789 = 34.36 
$3790 = 764.4572 
$3791 = 2.745 
$3792 = 999.7153 
$3793 = 2747.055 
$3794 = -1691.208 
$3795 = 10.8515 
$3796 = 2694.246 
$3797 = -1706.007 
$3798 = 10.8556 
$3800 = 0 
$3801 = 0 
$883 = 0 
$3803 = 0 
$3934 = 0 
$3932 = 0 
$3931 = 0 
$3933 = 0 
$3812 = 0 
$3805 = 0 
$3807 = 0 
$3809 = 0 
$3811 = 0 
$3903 = 0 
$3904 = 0 
$3900 = 0 
$3901 = 0 
$3902 = 0 
$3935 = 0 
$3936 = 0 
$3937 = 0 
$3938 = 0 
$3939 = 0 
$3940 = 0 
$3941 = 0 
$3942 = 0 
$3943 = 0 
$3944 = 0 
$3945 = 0 
$3946 = 0 
$3947 = 0 
$3948 = 0 
$3949 = 0 
$3951 = 0 
$3952 = 0 
$3953 = 0 
$3954 = 0 
$3955 = 0 
$3956 = 0 
$3957 = 0 
$3958 = 0 
$3959 = 0 
$3960 = 0 
$3961 = 0 
$3962 = 0 
$3963 = 0 
$3964 = 0 
04CE: $448 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
04CE: $449 = create_icon_marker 63 at 488.0 -1734.0 34.4 
04CE: $450 = create_icon_marker 63 at 720.016 -454.625 15.328 
04CE: $4036 = create_icon_marker 63 at -1420.547 2583.945 58.031 
04CE: $4037 = create_icon_marker 63 at 1966.532 2162.65 10.995 
04CE: $4038 = create_icon_marker 63 at -2425.46 1020.83 49.39 
04CE: $4039 = create_icon_marker 63 at 1021.8 -1018.7 30.9 
04CE: $4040 = create_icon_marker 63 at -1908.9 292.3 40.0 
04CE: $4041 = create_icon_marker 63 at -103.6 1112.4 18.7 
$4042 = 0 
$4043 = 0 
02B9: deactivate_garage 'CN2GAR2' 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 in_air_goal 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump_start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 in_air_goal 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump_start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 in_air_goal 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump_start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 in_air_goal 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump_start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 in_air_goal 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump_start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 in_air_goal 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump_start 2460.177 -2567.911 18.8162 radius 2.5 2.5 3.65 in_air_goal 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump_start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 in_air_goal 1833.612 -2372.385 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump_start 1839.745 -2514.477 16.1769 radius 2.5 2.34 2.77 in_air_goal 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump_start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 in_air_goal 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump_start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 in_air_goal 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump_start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 in_air_goal 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump_start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 in_air_goal -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump_start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 in_air_goal -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump_start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 in_air_goal -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump_start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 in_air_goal -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump_start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 in_air_goal -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump_start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 in_air_goal -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump_start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 in_air_goal -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump_start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 in_air_goal -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump_start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 in_air_goal -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.207 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 in_air_goal -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump_start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 in_air_goal 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump_start 2170.947 2402.609 62.2905 radius 2.78 3.59 3.62 in_air_goal 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump_start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 in_air_goal 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump_start 2407.308 1364.379 14.5734 radius 5.16 2.72 6.0 in_air_goal 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump_start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 in_air_goal 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump_start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 in_air_goal 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.125 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 in_air_goal 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump_start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 in_air_goal 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump_start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 in_air_goal 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump_start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 in_air_goal -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump_start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 in_air_goal 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump_start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 in_air_goal -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump_start -2287.671 -2800.779 22.0541 radius 5.81 13.66 5.57 in_air_goal -2255.133 -2800.779 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump_start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 in_air_goal 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump_start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 in_air_goal -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump_start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 in_air_goal 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump_start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 in_air_goal 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump_start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 in_air_goal -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump_start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 in_air_goal -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump_start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 in_air_goal 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump_start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 in_air_goal 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump_start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 in_air_goal 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump_start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 in_air_goal 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump_start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 in_air_goal -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump_start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 in_air_goal -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump_start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 in_air_goal -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump_start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 in_air_goal -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump_start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 in_air_goal -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump_start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 in_air_goal -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump_start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 in_air_goal -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump_start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 in_air_goal -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump_start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 in_air_goal -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump_start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 in_air_goal 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump_start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 in_air_goal 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump_start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 in_air_goal 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump_start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 in_air_goal 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump_start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 in_air_goal 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump_start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 in_air_goal 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump_start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 in_air_goal 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump_start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 in_air_goal 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump_start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 in_air_goal 710.0014 -1132.989 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump_start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 in_air_goal 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump_start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 in_air_goal 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump_start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 in_air_goal 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.281 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 in_air_goal 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump_start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 in_air_goal 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump_start 2176.133 2268.196 13.4683 radius 2.286 1.934 1.938 in_air_goal 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump_start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 in_air_goal -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
$4044 = 50 
029B: $4045 = init_object #TRDCSGRGDOOR_LVS at 1903.383 967.62 11.438 
0177: set_object $4045 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4045 
029B: $4046 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $4046 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4046 
029B: $4047 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
07F7: set_object $4047 destructible 0 
0550: keep_object $4047 in_memory 1 
029B: $4048 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
0177: set_object $4048 Z_angle_to 270.0 
0550: keep_object $4048 in_memory 1 
07F7: set_object $4048 destructible 0 
029B: $4049 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
0550: keep_object $4049 in_memory 1 
07F7: set_object $4049 destructible 0 
029B: $4050 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
0550: keep_object $4050 in_memory 1 
0177: set_object $4050 Z_angle_to 180.0 
07F7: set_object $4050 destructible 0 
029B: $4051 = init_object #SHUTTER_VEGAS at 1055.629 2087.67 12.469 
01C7: remove_object_from_mission_cleanup_list $4051 
0107: $4052 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $4052 Z_angle_to 90.0 
0392: make_object $4052 moveable 0 
07F7: set_object $4052 destructible 0 
09CA: set_object $4052 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $4052 
029B: $4053 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $4053 destructible 0 
01C7: remove_object_from_mission_cleanup_list $4053 
029B: $4054 = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $4054 Z_angle_to 0.0 
029B: $4055 = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $4055 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4054 
01C7: remove_object_from_mission_cleanup_list $4055 
029B: $4056 = init_object #A51_LABDOOR at 297.766 1842.618 6.764 
01C7: remove_object_from_mission_cleanup_list $4056 
0107: $4057 = create_object #A51_JETDOOR at 268.664 1884.06 15.925 
034D: rotate_object $4057 from_angle 90.0 to_angle 90.0 flag 0 
01C7: remove_object_from_mission_cleanup_list $4057 
02FA: set_garage 'HBGDSFS' type 19 
02FA: set_garage 'GHOSTDR' type 19 
$4064[0] = -2108.0 
$4070[0] = 155.0 
$4076[0] = 34.0488 
$4082[0] = 178.0 
$4064[1] = -2089.0 
$4070[1] = 172.0 
$4076[1] = 34.0488 
$4082[1] = 267.0 
$4064[2] = -2069.0 
$4070[2] = 229.0 
$4076[2] = 35.0215 
$4082[2] = 270.0 
$4064[3] = -2077.0 
$4070[3] = 271.0 
$4076[3] = 33.7475 
$4082[3] = 0.0 
$4064[4] = -2096.0 
$4070[4] = 261.0 
$4076[4] = 34.5808 
$4082[4] = 264.0 
$4064[5] = -2129.0 
$4070[5] = 306.0 
$4076[5] = 33.7245 
$4082[5] = 0.0 
$4088 = 0 

:INITIAL_19063
if 
  6 > $4088 
else_jump @INITIAL_19163 
0107: $4058($4088,6i) = create_object #PORTAKABIN at $4064($4088,6f) $4070($4088,6f) $4076($4088,6f) 
0177: set_object $4058($4088,6i) Z_angle_to $4082($4088,6f) 
0392: make_object $4058($4088,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $4058($4088,6i) 
$4088 += 1 
jump @INITIAL_19063 

:INITIAL_19163
0107: $4089 = create_object #FREIGHT_SFW_DOOR at -2468.141 1547.938 22.7 
01C7: remove_object_from_mission_cleanup_list $4089 
029B: $4090 = init_object #AB_CASDORLOK at 2168.644 1619.43 1000.3 
0566: link_object $4090 to_interior 1 
0177: set_object $4090 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $4090 
$4091 = 0 
$4092 = 0 
0107: $4093 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0177: set_object $4093 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $4093 
0107: $4094 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
01C7: remove_object_from_mission_cleanup_list $4094 
0107: $4095 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0177: set_object $4095 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $4095 
0107: $4096 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
01C7: remove_object_from_mission_cleanup_list $4096 
0107: $4097 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0177: set_object $4097 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $4097 
0107: $4098 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0177: set_object $4098 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $4098 
0107: $4099 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0177: set_object $4099 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $4099 
0107: $4100 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0177: set_object $4100 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $4100 
0107: $4101 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0177: set_object $4101 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $4101 
0107: $4102 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
01C7: remove_object_from_mission_cleanup_list $4102 
0107: $4103 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0177: set_object $4103 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $4103 
0107: $4104 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0177: set_object $4104 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $4104 
0107: $4105 = create_object #AD_FLATDOOR at 1851.86 -2020.14 12.5 
01C7: remove_object_from_mission_cleanup_list $4105 
0107: $4106 = create_object #AD_FLATDOOR at 1865.42 -2020.89 12.5 
0177: set_object $4106 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $4106 
0107: $4107 = create_object #AD_FLATDOOR at 1857.55 -2035.52 12.5 
0177: set_object $4107 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $4107 
029B: $4108 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
07F7: set_object $4108 destructible 0 
0550: keep_object $4108 in_memory 1 
01C7: remove_object_from_mission_cleanup_list $4108 
029B: $4109 = init_object #TWRCRANE_M_04 at -2080.441 256.015 66.869 
01C7: remove_object_from_mission_cleanup_list $4109 
029B: $4110 = init_object #TWRCRANE_M_01 at -2080.441 256.007 99.408 
01C7: remove_object_from_mission_cleanup_list $4110 
029B: $4111 = init_object #TWRCRANE_M_02 at -2080.441 296.46 102.861 
01C7: remove_object_from_mission_cleanup_list $4111 
01BB: store_object $4109 position_to $72 $73 $74 
0176: $71 = object $4109 Z_angle 
029B: $4112 = init_object #LODCRANE_M_04 at $72 $73 $74 
0177: set_object $4112 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4112 
01BB: store_object $4110 position_to $72 $73 $74 
0176: $71 = object $4110 Z_angle 
029B: $4113 = init_object #LODCRANE_M_01 at $72 $73 $74 
0177: set_object $4113 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4113 
0827: assign_object $4109 to_lod_object $4112 
0827: assign_object $4110 to_lod_object $4113 
029B: $4114 = init_object #MAGNOCRANE_01 at -1547.978 123.9883 26.9332 
0177: set_object $4114 Z_angle_to 45.0 
01C7: remove_object_from_mission_cleanup_list $4114 
0381: throw_object $4114 velocity_in_direction 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object $4114 with_offset 0.0 0.0 0.0 
029B: $4115 = init_object #MAGNOCRANE_02 at $72 $73 $74 
01C7: remove_object_from_mission_cleanup_list $4115 
0177: set_object $4115 Z_angle_to 140.0 
0400: store_coords_to $72 $73 $74 from_object $4115 with_offset 0.0 -2.185 8.51 
0176: $71 = object $4115 Z_angle 
029B: $4116 = init_object #MAGNOCRANE_03 at $72 $73 $74 
0453: set_object $4116 XYZ_rotation 15.0 0.0 $71 
01C7: remove_object_from_mission_cleanup_list $4116 
01BB: store_object $4114 position_to $72 $73 $74 
0176: $71 = object $4114 Z_angle 
029B: $4117 = init_object #LODNOCRANE_01 at $72 $73 $74 
0177: set_object $4117 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4117 
01BB: store_object $4115 position_to $72 $73 $74 
0176: $71 = object $4115 Z_angle 
029B: $4118 = init_object #LODNOCRANE_02 at $72 $73 $74 
0177: set_object $4118 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4118 
01BB: store_object $4116 position_to $72 $73 $74 
0176: $71 = object $4116 Z_angle 
029B: $4119 = init_object #LODNOCRANE_03 at $72 $73 $74 
0177: set_object $4119 Z_angle_to $71 
0453: set_object $4119 XYZ_rotation 15.0 0.0 $71 
01C7: remove_object_from_mission_cleanup_list $4119 
0827: assign_object $4114 to_lod_object $4117 
0827: assign_object $4115 to_lod_object $4118 
0827: assign_object $4116 to_lod_object $4119 
029B: $4127 = init_object #QUARRY_CRANEBASE at 709.45 915.93 -19.66 
0177: set_object $4127 Z_angle_to 135.0 
01C7: remove_object_from_mission_cleanup_list $4127 
0400: store_coords_to $72 $73 $74 from_object $4127 with_offset 0.0 0.0 4.0689 
0176: $71 = object $4127 Z_angle 
029B: $4128 = init_object #QUARRY_CRANE at $72 $73 $74 
0177: set_object $4128 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4128 
0400: store_coords_to $72 $73 $74 from_object $4128 with_offset 0.0 0.0 1.0206 
0176: $71 = object $4128 Z_angle 
029B: $4129 = init_object #QUARRY_CRANEARM at $72 $73 $74 
0177: set_object $4129 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4129 
$4126 = 45.0 
0453: set_object $4129 XYZ_rotation 0.0 $4126 $71 
029B: $4130 = init_object #TWRCRANE_M_04 at 2399.202 1879.139 37.55 
0177: set_object $4130 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4130 
0400: store_coords_to $72 $73 $74 from_object $4130 with_offset 0.0 0.0 32.521 
0176: $71 = object $4130 Z_angle 
029B: $4131 = init_object #TWRCRANE_M_01 at $72 $73 $74 
0177: set_object $4131 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4131 
0400: store_coords_to $72 $73 $74 from_object $4131 with_offset 0.0 20.0 3.789 
0176: $71 = object $4131 Z_angle 
029B: $4132 = init_object #TWRCRANE_M_02 at $72 $73 $74 
0177: set_object $4132 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4132 
01BB: store_object $4130 position_to $72 $73 $74 
0176: $71 = object $4130 Z_angle 
029B: $4133 = init_object #LODCRANE_M_04 at $72 $73 $74 
0177: set_object $4133 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4133 
01BB: store_object $4131 position_to $72 $73 $74 
0176: $71 = object $4131 Z_angle 
029B: $4134 = init_object #LODCRANE_M_01 at $72 $73 $74 
0177: set_object $4134 Z_angle_to $71 
01C7: remove_object_from_mission_cleanup_list $4134 
0827: assign_object $4130 to_lod_object $4133 
0827: assign_object $4131 to_lod_object $4134 
$4139 = 0.0 
$4140 = 0.0 
$4141 = 0.0 
$4138 = 0 
$4137 = 0 
02FA: set_garage 'BODLAWN' type 38 
02FA: set_garage 'MODLAST' type 36 
02FA: set_garage 'MDSSFSE' type 38 
02FA: set_garage 'MDS1SFS' type 37 
02FA: set_garage 'VECMOD' type 38 
$4142 = 0 
$137 = 2508.16 
$138 = -1666.47 
$139 = 13.0 
$140 = 16.0 
$141 = 2473.53 
$142 = -1690.21 
$143 = 13.0 
$144 = 0.0 
014B: $4170 = init_car_generator 556 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2692.029 -1674.024 9.4656 angle 178.8279 
0A17: set_parked_car_generator $4170 to_player_owned 1 
014C: set_parked_car_generator $4170 cars_to_generate_to 0 
014B: $4171 = init_car_generator 494 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: set_parked_car_generator $4171 to_player_owned 1 
014C: set_parked_car_generator $4171 cars_to_generate_to 0 
014B: $4172 = init_car_generator 424 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: set_parked_car_generator $4172 to_player_owned 1 
014C: set_parked_car_generator $4172 cars_to_generate_to 0 
014B: $4167 = init_car_generator 468 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: set_parked_car_generator $4167 to_player_owned 1 
014C: set_parked_car_generator $4167 cars_to_generate_to 101 
014B: $4168 = init_car_generator 478 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: set_parked_car_generator $4168 to_player_owned 1 
014C: set_parked_car_generator $4168 cars_to_generate_to 101 
014B: $4169 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: set_parked_car_generator $4169 to_player_owned 1 
014C: set_parked_car_generator $4169 cars_to_generate_to 101 
09E2: $4148 = parked_car_generator_w_numberplate 600 colors 84 84 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SHERM__" at $141 $142 $143 angle $144 
0A17: set_parked_car_generator $4148 to_player_owned 1 
014C: set_parked_car_generator $4148 cars_to_generate_to 101 
09E2: $4149 = parked_car_generator_w_numberplate 492 colors 59 34 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "GROVE4L_" at $137 $138 $139 angle $140 
0A17: set_parked_car_generator $4149 to_player_owned 1 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
014B: $4151 = init_car_generator 481 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: set_parked_car_generator $4151 to_player_owned 1 
014C: set_parked_car_generator $4151 cars_to_generate_to 101 
014B: $4150 = init_car_generator 542 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $4150 cars_to_generate_to 101 
014B: $4152 = init_car_generator 481 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $4152 cars_to_generate_to 101 
014B: $4173 = init_car_generator 567 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $4173 cars_to_generate_to 0 
014B: $4166 = init_car_generator 536 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $4166 cars_to_generate_to 101 
014B: $4165 = init_car_generator 468 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $4165 cars_to_generate_to 101 
014B: $4174 = init_car_generator 558 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $4175 = init_car_generator 562 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $4176 = init_car_generator 560 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $4177 = init_car_generator 567 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $4178 = init_car_generator 561 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $4174 cars_to_generate_to 0 
014C: set_parked_car_generator $4175 cars_to_generate_to 0 
014C: set_parked_car_generator $4176 cars_to_generate_to 0 
014C: set_parked_car_generator $4177 cars_to_generate_to 0 
014C: set_parked_car_generator $4178 cars_to_generate_to 0 
0A17: set_parked_car_generator $4174 to_player_owned 1 
0A17: set_parked_car_generator $4175 to_player_owned 1 
0A17: set_parked_car_generator $4176 to_player_owned 1 
0A17: set_parked_car_generator $4177 to_player_owned 1 
0A17: set_parked_car_generator $4178 to_player_owned 1 
$4179 = 0 
$4180 = 0 
$4181[0] = 999999999 
$4181[1] = 999999999 
$4184 = 1946.09 
$4185 = -1380.72 
$4186 = 18.0 
014B: $4183 = init_car_generator 481 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $4184 $4185 $4186 angle 88.1761 
014C: set_parked_car_generator $4183 cars_to_generate_to 101 
$4188 = -1696.531 
$4189 = 77.7192 
$4190 = 3.5547 
014B: $4187 = init_car_generator 522 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $4188 $4189 $4190 angle 312.9365 
014C: set_parked_car_generator $4187 cars_to_generate_to 101 
014B: $4191 = init_car_generator 544 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $4191 cars_to_generate_to 101 
014B: $4192 = init_car_generator 407 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $4192 cars_to_generate_to 101 
014B: $4193 = init_car_generator 407 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1763.824 2075.757 9.9093 angle 179.4753 
014C: set_parked_car_generator $4193 cars_to_generate_to 101 
014B: $4194 = init_car_generator 407 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $4194 cars_to_generate_to 101 
014B: $4195 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $4195 cars_to_generate_to 101 
014B: $4196 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $4196 cars_to_generate_to 101 
014B: $4197 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $4197 cars_to_generate_to 101 
014B: $4198 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $4198 cars_to_generate_to 101 
014B: $4199 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $4199 cars_to_generate_to 101 
014B: $4200 = init_car_generator 416 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $4200 cars_to_generate_to 101 
014B: $4201 = init_car_generator 402 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $4201 cars_to_generate_to 101 
014B: $4153 = init_car_generator 510 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3742 $3743 $3744 angle 206.39 
014C: set_parked_car_generator $4153 cars_to_generate_to 101 
014B: $4143 = init_car_generator 406 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $4143 cars_to_generate_to 0 
014B: $4144 = init_car_generator 486 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $4144 cars_to_generate_to 0 
014B: $4164 = init_car_generator 468 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $4164 cars_to_generate_to 101 
014B: $4145 = init_car_generator 468 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $4145 cars_to_generate_to 101 
014B: $4147 = init_car_generator 575 color 1 5 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3724 $3725 $3726 angle 270.0 
014C: set_parked_car_generator $4147 cars_to_generate_to 101 
014B: $4146 = init_car_generator 543 color 51 4 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3727 $3728 $3729 angle 180.0 
014C: set_parked_car_generator $4146 cars_to_generate_to 101 
014B: $4160 = init_car_generator 481 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3730 $3731 $3732 angle 53.1 
014C: set_parked_car_generator $4160 cars_to_generate_to 101 
014B: $4162 = init_car_generator 463 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3733 $3734 $3735 angle 42.0 
014C: set_parked_car_generator $4162 cars_to_generate_to 101 
014B: $4163 = init_car_generator 462 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $3736 $3737 $3738 angle 183.4 
014C: set_parked_car_generator $4163 cars_to_generate_to 101 
014B: $4154 = init_car_generator 492 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $4155 = init_car_generator 492 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $4156 = init_car_generator 481 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $4159 = init_car_generator 609 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $4159 cars_to_generate_to 101 
014B: $4158 = init_car_generator 609 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $4158 cars_to_generate_to 101 
014B: $4157 = init_car_generator 609 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $4157 cars_to_generate_to 101 
014B: $4202[0] = init_car_generator 545 color 83 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $4202[1] = init_car_generator 557 color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $4202[3] = init_car_generator 599 color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $4202[2] = init_car_generator 568 color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $4202[4] = init_car_generator 442 color 1 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $4202[5] = init_car_generator 589 color 126 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $4208[0] = parked_car_generator_w_numberplate 545 colors 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $4208[1] = parked_car_generator_w_numberplate 557 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $4208[3] = parked_car_generator_w_numberplate 599 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $4208[2] = parked_car_generator_w_numberplate 568 colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $4208[4] = parked_car_generator_w_numberplate 442 colors 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $4208[5] = parked_car_generator_w_numberplate 589 colors 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $4208[0] to_player_owned 1 
0A17: set_parked_car_generator $4208[1] to_player_owned 1 
0A17: set_parked_car_generator $4208[3] to_player_owned 1 
0A17: set_parked_car_generator $4208[2] to_player_owned 1 
0A17: set_parked_car_generator $4208[4] to_player_owned 1 
0A17: set_parked_car_generator $4208[5] to_player_owned 1 
014C: set_parked_car_generator $4202[0] cars_to_generate_to 0 
014C: set_parked_car_generator $4202[1] cars_to_generate_to 0 
014C: set_parked_car_generator $4202[3] cars_to_generate_to 0 
014C: set_parked_car_generator $4202[2] cars_to_generate_to 0 
014C: set_parked_car_generator $4202[4] cars_to_generate_to 0 
014C: set_parked_car_generator $4202[5] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[0] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[1] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[3] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[2] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[4] cars_to_generate_to 0 
014C: set_parked_car_generator $4208[5] cars_to_generate_to 0 
014B: $4214[0] = init_car_generator 402 color -1 -1 force_spawn 0 alarm 70 door_lock 40 min_delay 0 max_delay 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $4214[1] = init_car_generator 405 color -1 -1 force_spawn 0 alarm 60 door_lock 30 min_delay 0 max_delay 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $4214[2] = init_car_generator 411 color -1 -1 force_spawn 0 alarm 80 door_lock 50 min_delay 0 max_delay 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $4214[3] = init_car_generator 483 color -1 -1 force_spawn 1 alarm 30 door_lock 10 min_delay 0 max_delay 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $4214[4] = init_car_generator 445 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $4214[5] = init_car_generator 470 color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $4214[6] = init_car_generator 468 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $4214[7] = init_car_generator 409 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $4214[8] = init_car_generator 533 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $4214[9] = init_car_generator 534 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $4214[10] = init_car_generator 415 color -1 -1 force_spawn 1 alarm 90 door_lock 30 min_delay 0 max_delay 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $4214[11] = init_car_generator 489 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $4214[12] = init_car_generator 439 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $4214[13] = init_car_generator 514 color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $4214[14] = init_car_generator 480 color -1 -1 force_spawn 0 alarm 90 door_lock 40 min_delay 0 max_delay 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $4214[15] = init_car_generator 535 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $4214[16] = init_car_generator 496 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $4214[17] = init_car_generator 580 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $4214[18] = init_car_generator 475 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $4214[19] = init_car_generator 521 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $4214[20] = init_car_generator 429 color -1 -1 force_spawn 0 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $4214[21] = init_car_generator 506 color -1 -1 force_spawn 1 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $4214[22] = init_car_generator 508 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $4214[23] = init_car_generator 579 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $4214[24] = init_car_generator 424 color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $4214[25] = init_car_generator 536 color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $4214[26] = init_car_generator 463 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $4214[27] = init_car_generator 500 color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $4214[28] = init_car_generator 477 color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $4214[29] = init_car_generator 587 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $4214[0] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[1] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[2] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[3] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[4] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[5] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[6] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[7] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[8] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[9] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[10] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[11] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[12] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[13] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[14] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[15] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[16] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[17] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[18] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[19] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[20] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[21] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[22] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[23] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[24] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[25] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[26] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[27] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[28] cars_to_generate_to 0 
014C: set_parked_car_generator $4214[29] cars_to_generate_to 0 
014B: $4249 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $4250 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $4251 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $4244 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $4245 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $4246 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -186.6494 -1339.215 6.0 angle 0.0 
014B: $4252 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $4253 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $4247 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $4254 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $4255 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $4256 = init_car_generator 532 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $4248 = init_car_generator 531 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $4249 cars_to_generate_to 0 
014C: set_parked_car_generator $4250 cars_to_generate_to 0 
014C: set_parked_car_generator $4251 cars_to_generate_to 0 
014C: set_parked_car_generator $4252 cars_to_generate_to 0 
014C: set_parked_car_generator $4253 cars_to_generate_to 0 
014C: set_parked_car_generator $4254 cars_to_generate_to 0 
014C: set_parked_car_generator $4255 cars_to_generate_to 0 
014C: set_parked_car_generator $4256 cars_to_generate_to 0 
014C: set_parked_car_generator $4244 cars_to_generate_to 101 
014C: set_parked_car_generator $4245 cars_to_generate_to 101 
014C: set_parked_car_generator $4246 cars_to_generate_to 101 
014C: set_parked_car_generator $4247 cars_to_generate_to 101 
014C: set_parked_car_generator $4248 cars_to_generate_to 101 
$4261 = 0 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
$4262 = 0 
$4263 = 0 
$4264 = 0 
$4265 = 0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 2481.0 -1707.0 headed_towards 2480.0 -1732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2680.6 -1665.8 2702.2 -1647.8 spawn_policeA_at 2724.7 -1610.1 headed_towards 2727.2 -1656.9 2724.0 -1610.0 headed_towards 2727.0 -1656.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2878.4 -1972.5 2869.7 -1954.9 spawn_policeA_at 2890.0 -1912.0 headed_towards 2877.0 -1962.0 2893.0 -2007.0 headed_towards 2881.0 -1970.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2807.0 -1152.0 2822.0 -1135.0 spawn_policeA_at 2872.0 -1105.0 headed_towards 2874.0 -1133.0 2866.0 -1111.0 headed_towards 2864.0 -1138.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2261.0 -1263.0 2249.0 -1258.0 spawn_policeA_at 2173.0 -1232.0 headed_towards 2170.0 -1257.0 2184.0 -1258.0 headed_towards 2202.0 -1260.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2157.0 -1500.0 2173.0 -1495.0 spawn_policeA_at 2131.0 -1461.0 headed_towards 2131.0 -1495.0 2130.0 -1460.0 headed_towards 2131.0 -1494.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2295.0 -1772.0 2302.0 -1761.0 spawn_policeA_at 2263.0 -1780.0 headed_towards 2263.0 -1809.0 2327.0 -1821.0 headed_towards 2303.0 -1817.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1518.0 -1700.0 1538.0 -1683.0 spawn_policeA_at 1564.0 -1730.0 headed_towards 1527.0 -1730.0 1565.0 -1731.0 headed_towards 1527.1 -1732.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2531.0 -1861.0 2547.0 -1839.0 spawn_policeA_at 2581.0 -1911.0 headed_towards 2578.0 -1865.0 2560.0 -1896.0 headed_towards 2561.0 -1848.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1833.0 -1617.0 1854.0 -1608.0 spawn_policeA_at 1820.0 -1590.0 headed_towards 1818.0 -1605.0 1824.0 -1641.0 headed_towards 1824.0 -1619.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1694.0 -1518.0 1706.0 -1505.0 spawn_policeA_at 1720.0 -1476.0 headed_towards 1709.0 -1487.0 1718.0 -1473.0 headed_towards 1709.0 -1474.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1707.0 -1467.0 1711.0 -1457.0 spawn_policeA_at 1689.0 -1443.0 headed_towards 1709.0 -1444.0 1688.0 -1443.0 headed_towards -1709.0 -1444.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1815.0 -1406.0 1829.0 -1388.0 spawn_policeA_at 1840.0 -1410.0 headed_towards 1835.0 -1402.0 1841.0 -1411.0 headed_towards 1836.0 -1403.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1804.0 -1353.0 1807.0 -1342.0 spawn_policeA_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 1781.0 -1366.0 headed_towards 1784.0 -1352.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1710.0 -1339.0 1724.0 -1319.0 spawn_policeA_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 1684.0 -1305.0 headed_towards 1712.0 -1305.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1711.0 -1204.0 1720.0 -1194.0 spawn_policeA_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 1747.0 -1160.0 headed_towards 1712.0 -1159.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2389.0 -1479.0 2404.0 -1469.0 spawn_policeA_at 2429.0 -1457.0 headed_towards 2429.0 -1479.0 2428.0 -1456.0 headed_towards 2430.0 -1480.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2443.0 -1221.0 2457.0 -1209.0 spawn_policeA_at 2474.0 -1253.0 headed_towards 2447.0 -1255.0 2475.0 -1254.0 headed_towards 2448.0 -1256.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2627.0 -1134.0 2632.0 -1132.0 spawn_policeA_at 2649.0 -1150.0 headed_towards 2642.0 -1139.0 2650.0 -1151.0 headed_towards 2643.0 -1140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2677.0 -1095.0 2697.0 -1060.0 spawn_policeA_at 2645.0 -1106.0 headed_towards 2646.0 -1077.0 2646.0 -1107.0 headed_towards 2647.0 -1078.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1947.0 -1055.0 1955.0 -1038.0 spawn_policeA_at 1989.0 -1025.0 headed_towards 1978.0 -1057.0 1990.0 -1026.0 headed_towards 1979.0 -1058.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1858.0 -1123.0 1876.0 -1113.0 spawn_policeA_at 1895.0 -1133.0 headed_towards 1865.0 -1133.0 1896.0 -1134.0 headed_towards 1866.0 -1134.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1977.0 -1416.0 1996.0 -1411.0 spawn_policeA_at 1966.0 -1467.0 headed_towards 1988.0 -1465.0 1967.0 -1468.0 headed_towards 1989.0 -1466.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2191.0 -1345.0 2202.0 -1338.0 spawn_policeA_at 2216.0 -1355.0 headed_towards 2216.0 -1343.0 2217.0 -1356.0 headed_towards 2217.0 -1344.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2339.0 -1161.0 2345.0 -1148.0 spawn_policeA_at 2372.0 -1182.0 headed_towards 2373.0 -1157.0 2373.0 -1183.0 headed_towards 2374.0 -1158.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2034.0 -1271.0 2049.0 -1251.0 spawn_policeA_at 2072.0 -1281.0 headed_towards 2070.0 -1261.0 2073.0 -1282.0 headed_towards 2070.0 -2074.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1410.0 -1250.0 1427.0 -1233.0 spawn_policeA_at 1457.0 -1263.0 headed_towards 1456.0 -1243.0 1452.0 -1211.0 headed_towards 1453.0 -1238.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1427.0 -1334.0 1433.0 -1323.0 spawn_policeA_at 1419.0 -1270.0 headed_towards 1419.0 -1286.0 1420.0 -1253.0 headed_towards 1419.0 -1257.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1520.0 -1655.0 1538.0 -1642.0 spawn_policeA_at 1561.0 -1626.0 headed_towards 1530.0 -1627.0 1562.0 -1620.0 headed_towards 1531.0 -1622.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1129.0 -1669.0 1140.0 -1663.0 spawn_policeA_at 1095.0 -1665.0 headed_towards 1130.0 -1665.0 1117.0 -1714.0 headed_towards 1138.0 -1715.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1167.0 -1782.0 1190.0 -1769.0 spawn_policeA_at 1148.0 -1744.0 headed_towards 1176.0 -1743.0 1141.0 -1739.0 headed_towards 1175.0 -1737.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1207.0 -1214.0 1216.0 -1193.0 spawn_policeA_at 1175.0 -1210.0 headed_towards 1194.0 -1209.0 1179.0 -1204.0 headed_towards 1197.0 -1204.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1261.0 -1721.0 1271.0 -1707.0 spawn_policeA_at 1295.0 -1680.0 headed_towards 1295.0 -1717.0 1300.0 -1670.0 headed_towards 1300.0 -1704.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1237.0 -1290.0 1257.0 -1271.0 spawn_policeA_at 1214.0 -1253.0 headed_towards 1215.0 -1281.0 1215.0 -1215.0 headed_towards -1215.0 -1281.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1013.0 -1158.0 1030.0 -1132.0 spawn_policeA_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 1060.0 -1174.0 headed_towards 1060.0 -1148.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1089.0 -1212.0 1076.0 -1204.0 spawn_policeA_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 1061.0 -1223.0 headed_towards 1064.0 -1205.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 953.0 -1108.0 945.0 -1097.0 spawn_policeA_at 928.0 -1084.0 headed_towards 937.0 -1099.0 928.0 -1084.0 headed_towards 937.0 -1099.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 829.0 -1066.0 830.0 -1057.0 spawn_policeA_at 837.0 -1049.0 headed_towards 828.0 -1055.0 837.0 -1049.0 headed_towards 828.0 -1055.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 816.0 -1048.0 840.0 -1030.0 spawn_policeA_at 793.0 -1015.0 headed_towards 791.0 -1055.0 793.0 -1015.0 headed_towards 791.0 -1055.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 642.0 -1197.0 676.0 -1187.0 spawn_policeA_at 597.0 -1183.0 headed_towards 616.0 -1211.0 597.0 -1193.0 headed_towards 616.0 -1211.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 618.0 -1287.0 647.0 -1272.0 spawn_policeA_at 665.0 -1317.0 headed_towards 632.0 -1317.0 662.0 -1317.0 headed_towards 632.0 -1317.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 457.0 -1364.0 487.0 -1357.0 spawn_policeA_at 493.0 -1323.0 headed_towards 501.0 -1340.0 498.0 -1317.0 headed_towards 513.0 -1350.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 523.0 -1456.0 555.0 -1442.0 spawn_policeA_at 569.0 -1404.0 headed_towards 532.0 -1413.0 567.0 -1399.0 headed_towards 525.0 -1407.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 478.0 -1488.0 496.0 -1472.0 spawn_policeA_at 491.0 -1518.0 headed_towards 490.0 -1501.0 490.0 -1521.0 headed_towards 487.0 -1497.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 470.0 -1604.0 490.0 -1573.0 spawn_policeA_at 540.0 -1626.0 headed_towards 540.0 -1583.0 540.0 -1626.0 headed_towards 540.0 -1583.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 519.0 -1687.0 544.0 -1676.0 spawn_policeA_at 486.0 -1727.0 headed_towards 534.0 -1734.0 486.0 -1727.0 headed_towards 534.0 -1734.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 380.0 -1803.0 394.0 -1798.0 spawn_policeA_at 363.0 -1833.0 headed_towards 373.0 -1819.0 385.0 -1831.0 headed_towards 373.0 -1819.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2134.0 -1904.0 2156.0 -1885.0 spawn_policeA_at 2105.0 -1919.0 headed_towards 2105.0 -1899.0 2079.0 -1871.0 headed_towards 2080.0 -1898.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1953.0 -1988.0 1971.0 -1966.0 spawn_policeA_at 1985.0 -1930.0 headed_towards 1967.0 -1929.0 1927.0 -1935.0 headed_towards 1953.0 -1935.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 2015.0 -2064.0 2026.0 -2052.0 spawn_policeA_at 2009.0 -2010.0 headed_towards 2007.0 -2033.0 1970.0 -2059.0 headed_towards 1988.0 -2058.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1997.0 -2077.0 2009.0 -2065.0 spawn_policeA_at 2041.0 -2056.0 headed_towards 2016.0 -2058.0 2027.0 -2084.0 headed_towards 2005.0 -2084.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1924.0 -2108.0 1935.0 -2096.0 spawn_policeA_at 1917.0 -2074.0 headed_towards 1917.0 -2094.0 1917.0 -2138.0 headed_towards 1917.0 -2116.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1847.0 -2108.0 1860.0 -2097.0 spawn_policeA_at 1821.0 -2089.0 headed_towards 1820.0 -2101.0 1903.0 -2101.0 headed_towards 1883.0 -2101.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1861.0 -2010.0 1870.0 -2005.0 spawn_policeA_at 1885.0 -2041.0 headed_towards 1886.0 -2021.0 1880.0 -2044.0 headed_towards 1878.0 -2016.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1751.0 -2388.0 1781.0 -2369.0 spawn_policeA_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 1799.0 -2345.0 headed_towards 1798.0 -2377.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1314.0 -2423.0 1325.0 -2410.0 spawn_policeA_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 1339.0 -2446.0 headed_towards 1317.0 -2446.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1551.0 -1636.0 1562.0 -1618.0 spawn_policeA_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 1531.0 -1660.0 headed_towards 1532.0 -1632.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1225.0 -1880.0 1237.0 -1866.0 spawn_policeA_at 1180.0 -1884.0 headed_towards 1213.0 -1885.0 1169.0 -1887.0 headed_towards 1194.0 -1888.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1076.0 -1890.0 1097.0 -1881.0 spawn_policeA_at 1161.0 -1880.0 headed_towards 1108.0 -1883.0 1050.0 -1894.0 headed_towards 1084.0 -1887.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1059.0 -1721.0 1090.0 -1703.0 spawn_policeA_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 1034.0 -1674.0 headed_towards 1039.0 -1713.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1028.0 -1690.0 1048.0 -1657.0 spawn_policeA_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 1079.0 -1710.0 headed_towards 1037.0 -1709.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 982.0 -1913.0 953.0 -1858.0 spawn_policeA_at 980.0 -1852.0 headed_towards 966.0 -1860.0 946.0 -1846.0 headed_towards 956.0 -1857.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 849.0 -1899.0 823.0 -1937.0 spawn_policeA_at 836.0 -2017.0 headed_towards 839.0 -1993.0 848.0 -2020.0 headed_towards 842.0 -1990.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 820.0 -1844.0 848.0 -1819.0 spawn_policeA_at 789.0 -1786.0 headed_towards 827.0 -1786.0 881.0 -1772.0 headed_towards 827.0 -1772.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 788.0 -1816.0 780.0 -1800.0 spawn_policeA_at 786.0 -1835.0 headed_towards 781.0 -1820.0 786.0 -1835.0 headed_towards 781.0 -1820.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 740.0 -1815.0 759.0 -1808.0 spawn_policeA_at 738.0 -1790.0 headed_towards 737.0 -1806.0 744.0 -1836.0 headed_towards 746.0 -1819.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 717.0 -1819.0 727.0 -1805.0 spawn_policeA_at 745.0 -1827.0 headed_towards 746.0 -1815.0 735.0 -1792.0 headed_towards 728.0 -1813.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 624.0 -1786.0 641.0 -1778.0 spawn_policeA_at 644.0 -1799.0 headed_towards 647.0 -1789.0 651.0 -1767.0 headed_towards 649.0 -1783.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 606.0 -1786.0 622.0 -1770.0 spawn_policeA_at 656.0 -1759.0 headed_towards 649.0 -1787.0 656.0 -1759.0 headed_towards 649.0 -1787.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 586.0 -1868.0 612.0 -1835.0 spawn_policeA_at 648.0 -1818.0 headed_towards 643.0 -1856.0 648.0 -1818.0 headed_towards 643.0 -1856.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 541.0 -1778.0 562.0 -1762.0 spawn_policeA_at 593.0 -1775.0 headed_towards 573.0 -1772.0 593.0 -1772.0 headed_towards 573.0 -1772.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 511.0 -1777.0 478.0 -1762.0 spawn_policeA_at 455.0 -1737.0 headed_towards 458.0 -1769.0 455.0 -1737.0 headed_towards 458.0 -1769.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 381.0 -1806.0 398.0 -1790.0 spawn_policeA_at 385.0 -1825.0 headed_towards 383.0 -1806.0 364.0 -1831.0 headed_towards 377.0 -1810.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 361.0 -1689.0 379.0 -1667.0 spawn_policeA_at 401.0 -1650.0 headed_towards 372.0 -1646.0 334.0 -1646.0 headed_towards 365.0 -1649.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 289.0 -1647.0 314.0 -1631.0 spawn_policeA_at 321.0 -1597.0 headed_towards 321.0 -1642.0 321.0 -1597.0 headed_towards 321.0 -1642.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 225.0 -1610.0 252.0 -1590.0 spawn_policeA_at 274.0 -1576.0 headed_towards 242.0 -1566.0 274.0 -1576.0 headed_towards 242.0 -1566.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 301.0 -1472.0 336.0 -1467.0 spawn_policeA_at 269.0 -1476.0 headed_towards 291.0 -1497.0 269.0 -1476.0 headed_towards 291.0 -1497.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 196.0 -1528.0 223.0 -1508.0 spawn_policeA_at 193.0 -1489.0 headed_towards 179.0 -1512.0 174.0 -1579.0 headed_towards 147.0 -1554.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 221.0 -1367.0 226.0 -1337.0 spawn_policeA_at 228.0 -1310.0 headed_towards 246.0 -1336.0 228.0 -1310.0 headed_towards 246.0 -1336.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 427.0 -1238.0 450.0 -1229.0 spawn_policeA_at 391.0 -1225.0 headed_towards 402.0 -1252.0 391.0 -1225.0 headed_towards 402.0 -1252.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 478.0 -1257.0 478.0 -1227.0 spawn_policeA_at 489.0 -1281.0 headed_towards 508.0 -1265.0 489.0 -1281.0 headed_towards 508.0 -1265.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 337.0 -1176.0 371.0 -1170.0 spawn_policeA_at 395.0 -1169.0 headed_towards 362.0 -1141.0 344.0 -1131.0 headed_towards 381.0 -1167.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1798.0 796.0 1816.0 823.0 spawn_policeA_at 1760.0 832.0 headed_towards 1809.0 834.0 1760.0 832.0 headed_towards 1809.0 834.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2032.0 892.0 2056.0 919.0 spawn_policeA_at 2086.0 856.0 headed_towards 2047.0 856.0 2086.0 856.0 headed_towards 2047.0 856.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2034.0 985.0 2053.0 1024.0 spawn_policeA_at 2074.0 975.0 headed_towards 2044.0 974.0 2074.0 975.0 headed_towards 2044.0 974.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2035.0 1228.0 2056.0 1254.0 spawn_policeA_at 2021.0 1275.0 headed_towards 2051.0 1277.0 2021.0 1275.0 headed_towards 2051.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2114.0 2071.0 2136.0 2096.0 spawn_policeA_at 2098.0 2020.0 headed_towards 2131.0 2020.0 2098.0 2020.0 headed_towards 2131.0 2020.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1937.0 2104.0 1954.0 2122.0 spawn_policeA_at 1925.0 2139.0 headed_towards 1926.0 2110.0 1925.0 2139.0 headed_towards 1926.0 2110.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1836.0 2044.0 1858.0 2059.0 spawn_policeA_at 1815.0 2080.0 headed_towards 1821.0 2051.0 1815.0 2080.0 headed_towards 1821.0 2051.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1721.0 2044.0 1739.0 2063.0 spawn_policeA_at 1710.0 2023.0 headed_towards 1709.0 2051.0 1710.0 2023.0 headed_towards 1709.0 2051.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1699.0 2134.0 1717.0 2152.0 spawn_policeA_at 1734.0 2172.0 headed_towards 1709.0 2171.0 1729.0 2175.0 headed_towards 1694.0 2175.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1581.0 2164.0 1600.0 2182.0 spawn_policeA_at 1616.0 2143.0 headed_towards 1615.0 2170.0 1621.0 2146.0 headed_towards 1622.0 2182.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1522.0 2044.0 1538.0 2060.0 spawn_policeA_at 1529.0 2083.0 headed_towards 1532.0 2055.0 1525.0 2087.0 headed_towards 1525.0 2056.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1466.0 1989.0 1490.0 2003.0 spawn_policeA_at 1457.0 2024.0 headed_towards 1476.0 2009.0 1499.0 2027.0 headed_towards 1483.0 2006.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1429.0 2617.0 1439.0 2624.0 spawn_policeA_at 1422.0 2615.0 headed_towards 1433.0 2619.0 1446.0 2615.0 headed_towards 1434.0 2622.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2545.0 1487.0 2568.0 spawn_policeA_at 1500.0 2592.0 headed_towards 1474.0 2591.0 1500.0 2592.0 headed_towards 1474.0 2591.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1300.0 2580.0 1325.0 2599.0 spawn_policeA_at 1291.0 2568.0 headed_towards 1291.0 2597.0 1291.0 2568.0 headed_towards 1291.0 2597.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2240.0 2460.0 2246.0 2449.0 spawn_policeA_at 2230.0 2433.0 headed_towards 2231.0 2451.0 2229.0 2476.0 headed_towards 2231.0 2456.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1238.0 2671.0 1257.0 2690.0 spawn_policeA_at 1276.0 2716.0 headed_towards 1244.0 2713.0 1276.0 2716.0 headed_towards 1244.0 2713.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1493.0 2580.0 1512.0 2599.0 spawn_policeA_at 1479.0 2562.0 headed_towards 1480.0 2588.0 1476.0 2555.0 headed_towards 1475.0 2585.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2433.0 1486.0 2447.0 spawn_policeA_at 1449.0 2390.0 headed_towards 1478.0 2391.0 1449.0 2390.0 headed_towards 1478.0 2391.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1558.0 2283.0 1577.0 2305.0 spawn_policeA_at 1529.0 2311.0 headed_towards 1565.0 2310.0 1529.0 2311.0 headed_towards 1565.0 2310.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1397.0 2303.0 1419.0 2323.0 spawn_policeA_at 1385.0 2331.0 headed_towards 1389.0 2313.0 1385.0 2331.0 headed_towards 1389.0 2313.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1568.0 2114.0 1578.0 2140.0 spawn_policeA_at 1573.0 2078.0 headed_towards 1573.0 2118.0 1571.0 2088.0 headed_towards 1571.0 2106.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1660.0 2002.0 1685.0 2021.0 spawn_policeA_at 1710.0 1985.0 headed_towards 1709.0 2015.0 1710.0 1985.0 headed_towards 1709.0 2015.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1765.0 2044.0 1788.0 2063.0 spawn_policeA_at 1810.0 2083.0 headed_towards 1827.0 2056.0 1810.0 2083.0 headed_towards 1827.0 2056.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1948.0 2274.0 1971.0 2293.0 spawn_policeA_at 1930.0 2259.0 headed_towards 1930.0 2283.0 1930.0 2259.0 headed_towards 1930.0 2283.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1918.0 2309.0 1938.0 2328.0 spawn_policeA_at 1951.0 2338.0 headed_towards 1929.0 2338.0 1895.0 2333.0 headed_towards 1926.0 2337.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1986.0 2384.0 2006.0 2403.0 spawn_policeA_at 2031.0 2367.0 headed_towards 2024.0 2392.0 2026.0 2433.0 headed_towards 2025.0 2395.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2011.0 2334.0 2017.0 2352.0 spawn_policeA_at 1995.0 2286.0 headed_towards 2014.0 2288.0 1995.0 2286.0 headed_towards 2014.0 2288.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2063.0 2274.0 2090.0 2293.0 spawn_policeA_at 2068.0 2313.0 headed_towards 2096.0 2292.0 2119.0 2260.0 headed_towards 2104.0 2282.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2171.0 2356.0 2185.0 2356.0 spawn_policeA_at 2214.0 2328.0 headed_towards 2196.0 2336.0 2217.0 2370.0 headed_towards 2204.0 2348.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2177.0 2302.0 2185.0 2325.0 spawn_policeA_at 2198.0 2286.0 headed_towards 2161.0 2288.0 2198.0 2286.0 headed_towards 2161.0 2288.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2256.0 2274.0 2294.0 2293.0 spawn_policeA_at 2288.0 2260.0 headed_towards 2287.0 2283.0 2288.0 2260.0 headed_towards 2287.0 2283.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2379.0 2404.0 2395.0 2423.0 spawn_policeA_at 2342.0 2436.0 headed_towards 2353.0 2415.0 2342.0 2436.0 headed_towards 2353.0 2415.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2218.0 2422.0 2239.0 2438.0 spawn_policeA_at 2257.0 2455.0 headed_towards 2227.0 2452.0 2257.0 2455.0 headed_towards 2227.0 2452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2337.0 2504.0 2354.0 2522.0 spawn_policeA_at 2370.0 2482.0 headed_towards 2370.0 2513.0 2370.0 2482.0 headed_towards 2370.0 2513.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2490.0 2403.0 2511.0 2423.0 spawn_policeA_at 2524.0 2438.0 headed_towards 2525.0 2411.0 2524.0 2438.0 headed_towards 2525.0 2411.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2518.0 2255.0 2537.0 2274.0 spawn_policeA_at 2555.0 2236.0 headed_towards 2528.0 2237.0 2555.0 2236.0 headed_towards 2528.0 2237.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2518.0 2189.0 2539.0 2210.0 spawn_policeA_at 2558.0 2235.0 headed_towards 2518.0 2236.0 2498.0 2231.0 headed_towards 2537.0 2231.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2544.0 2222.0 2566.0 2243.0 spawn_policeA_at 2524.0 2265.0 headed_towards 2525.0 2234.0 2530.0 2271.0 headed_towards 2531.0 2226.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2363.0 2224.0 2395.0 2248.0 spawn_policeA_at 2352.0 2205.0 headed_towards 2353.0 2236.0 2346.0 2197.0 headed_towards 2344.0 2231.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2333.0 2173.0 2369.0 2190.0 spawn_policeA_at 2313.0 2138.0 headed_towards 2349.0 2140.0 2313.0 2138.0 headed_towards 2349.0 2140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2380.0 2124.0 2404.0 2163.0 spawn_policeA_at 2346.0 2178.0 headed_towards 2350.0 2149.0 2346.0 2178.0 headed_towards 2350.0 2149.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2484.0 2124.0 2513.0 2163.0 spawn_policeA_at 2525.0 2179.0 headed_towards 2525.0 2151.0 2530.0 2184.0 headed_towards 2530.0 2136.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2713.0 2104.0 2737.0 2122.0 spawn_policeA_at 2793.0 2086.0 headed_towards 2796.0 2110.0 2796.0 2079.0 headed_towards 2801.0 2110.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2838.0 2127.0 2857.0 2159.0 spawn_policeA_at 2824.0 2111.0 headed_towards 2846.0 2111.0 2803.0 2111.0 headed_towards 2845.0 2112.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2789.0 1945.0 2803.0 1985.0 spawn_policeA_at 2745.0 1956.0 headed_towards 2779.0 1956.0 2739.0 1952.0 headed_towards 2786.0 1951.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2640.0 1944.0 2660.0 1965.0 spawn_policeA_at 2605.0 1982.0 headed_towards 2605.0 1953.0 2605.0 1982.0 headed_towards 2605.0 1953.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2498.0 1921.0 2517.0 1938.0 spawn_policeA_at 2537.0 1955.0 headed_towards 2507.0 1956.0 2537.0 1955.0 headed_towards 2507.0 1956.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2408.0 2021.0 2429.0 2042.0 spawn_policeA_at 2398.0 2045.0 headed_towards 2412.0 2044.0 2398.0 2045.0 headed_towards 2412.0 2044.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2188.0 1826.0 2205.0 1851.0 spawn_policeA_at 2234.0 1867.0 headed_towards 2212.0 1851.0 2234.0 1867.0 headed_towards 2212.0 1851.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2067.0 1863.0 2082.0 1894.0 spawn_policeA_at 2083.0 1843.0 headed_towards 2095.0 1865.0 2083.0 1843.0 headed_towards 2095.0 1865.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2033.0 1894.0 2048.0 1936.0 spawn_policeA_at 2060.0 1951.0 headed_towards 2041.0 1943.0 2069.0 1865.0 headed_towards 2063.0 1878.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2069.0 1785.0 2139.0 1806.0 spawn_policeA_at 2147.0 1776.0 headed_towards 2095.0 1776.0 1975.0 1711.0 headed_towards 2060.0 1710.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2094.0 1649.0 2165.0 1737.0 spawn_policeA_at 2177.0 1666.0 headed_towards 2129.0 1655.0 2151.0 1723.0 headed_towards 2134.0 1717.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2006.0 1541.0 2021.0 1550.0 spawn_policeA_at 2001.0 1564.0 headed_towards 2004.0 1553.0 2001.0 1564.0 headed_towards 2004.0 1553.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1931.0 1444.0 1964.0 1466.0 spawn_policeA_at 1989.0 1415.0 headed_towards 1991.0 1454.0 1989.0 1415.0 headed_towards 1991.0 1454.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1935.0 1299.0 1958.0 1322.0 spawn_policeA_at 1974.0 1276.0 headed_towards 1949.0 1277.0 1974.0 1276.0 headed_towards 1949.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1756.0 1264.0 1786.0 1282.0 spawn_policeA_at 1730.0 1302.0 headed_towards 1722.0 1273.0 1730.0 1302.0 headed_towards 1722.0 1273.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1723.0 1182.0 1736.0 1205.0 spawn_policeA_at 1714.0 1234.0 headed_towards 1714.0 1217.0 1703.0 1229.0 headed_towards 1709.0 1219.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1583.0 1124.0 1606.0 1142.0 spawn_policeA_at 1570.0 1098.0 headed_towards 1569.0 1138.0 1570.0 1098.0 headed_towards 1569.0 1138.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1716.0 1585.0 1744.0 1605.0 spawn_policeA_at 1726.0 1663.0 headed_towards 1745.0 1637.0 1726.0 1663.0 headed_towards 1745.0 1637.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2349.0 2381.0 -2327.0 2377.0 spawn_policeA_at -2349.0 2402.0 headed_towards -2328.0 2388.0 -2349.0 2402.0 headed_towards -2328.0 2388.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2475.0 2299.0 -2456.0 2315.0 spawn_policeA_at -2435.0 2337.0 headed_towards -2466.0 2334.0 -2435.0 2337.0 headed_towards -2466.0 2334.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1591.0 656.0 -1574.0 667.0 spawn_policeA_at -1561.0 690.0 headed_towards -1562.0 663.0 -1557.0 692.0 headed_towards -1556.0 665.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1752.0 1317.0 -1726.0 1323.0 spawn_policeA_at -1749.0 1269.0 headed_towards -1714.0 1299.0 -1749.0 1269.0 headed_towards -1714.0 1299.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1715.0 1309.0 -1711.0 1343.0 spawn_policeA_at -1710.0 1377.0 headed_towards -1736.0 1350.0 -1710.0 1377.0 headed_towards -1736.0 1350.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -1673.0 1386.0 -1637.0 1391.0 spawn_policeA_at -1624.0 1380.0 headed_towards -1626.0 1393.0 -1662.0 1430.0 headed_towards -1642.0 1427.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2002.0 1273.0 -1967.0 1299.0 spawn_policeA_at -1943.0 1258.0 headed_towards -1944.0 1293.0 -1943.0 1258.0 headed_towards -1944.0 1293.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -1946.0 1233.0 -1939.0 1245.0 spawn_policeA_at -1943.0 1195.0 headed_towards -1943.0 1221.0 -2021.0 1227.0 headed_towards -1983.0 1227.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -1917.0 1253.0 -1904.0 1259.0 spawn_policeA_at -1900.0 1242.0 headed_towards -1900.0 1256.0 -1900.0 1242.0 headed_towards -1900.0 1256.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2041.0 1223.0 -2022.0 1232.0 spawn_policeA_at -2010.0 1208.0 headed_towards -2010.0 1228.0 -2010.0 1208.0 headed_towards -2010.0 1228.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1862.0 1166.0 -1836.0 1191.0 spawn_policeA_at -1789.0 1147.0 headed_towards -1790.0 1187.0 -1794.0 1148.0 headed_towards -1794.0 1186.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1728.0 1134.0 -1702.0 1154.0 spawn_policeA_at -1747.0 1182.0 headed_towards -1710.0 1184.0 -1747.0 1182.0 headed_towards -1710.0 1184.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1685.0 1173.0 -1663.0 1201.0 spawn_policeA_at -1708.0 1151.0 headed_towards -1712.0 1186.0 -1708.0 1151.0 headed_towards -1712.0 1186.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1678.0 1174.0 -1647.0 1206.0 spawn_policeA_at -1644.0 1222.0 headed_towards -1618.0 1192.0 -1606.0 1151.0 headed_towards -1618.0 1192.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1760.0 1083.0 -1736.0 1115.0 spawn_policeA_at -1718.0 1068.0 headed_towards -1718.0 1105.0 -1718.0 1068.0 headed_towards -1718.0 1105.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1726.0 1005.0 -1701.0 986.0 spawn_policeA_at -1673.0 932.0 headed_towards -1716.0 933.0 -1673.0 932.0 headed_towards -1716.0 933.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1769.0 963.0 -1749.0 901.0 spawn_policeA_at -1710.0 886.0 headed_towards -1711.0 923.0 -1710.0 886.0 headed_towards -1711.0 923.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1684.0 903.0 -1658.0 944.0 spawn_policeA_at -1711.0 833.0 headed_towards -1710.0 912.0 -1718.0 975.0 headed_towards -1719.0 926.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1806.0 954.0 -1782.0 981.0 spawn_policeA_at -1753.0 935.0 headed_towards -1795.0 934.0 -1842.0 916.0 headed_towards -1793.0 916.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1806.0 891.0 -1781.0 867.0 spawn_policeA_at -1838.0 914.0 headed_towards -1794.0 915.0 -1838.0 914.0 headed_towards -1794.0 915.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1614.0 943.0 -1589.0 904.0 spawn_policeA_at -1563.0 880.0 headed_towards -1561.0 922.0 -1563.0 966.0 headed_towards -1556.0 929.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1871.0 827.0 -1843.0 864.0 spawn_policeA_at -1902.0 885.0 headed_towards -1903.0 837.0 -1902.0 885.0 headed_towards -1903.0 837.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1912.0 954.0 -1880.0 977.0 spawn_policeA_at -1936.0 934.0 headed_towards -1896.0 935.0 -1936.0 934.0 headed_towards -1896.0 935.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1882.0 906.0 -1855.0 943.0 spawn_policeA_at -1896.0 889.0 headed_towards -1896.0 924.0 -1896.0 889.0 headed_towards -1896.0 924.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1983.0 906.0 -1954.0 943.0 spawn_policeA_at -1998.0 883.0 headed_towards -1999.0 924.0 -1998.0 883.0 headed_towards -1999.0 924.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2044.0 901.0 -2030.0 907.0 spawn_policeA_at -2045.0 922.0 headed_towards -2049.0 907.0 -2058.0 935.0 headed_towards -2050.0 912.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2113.0 952.0 -2098.0 961.0 spawn_policeA_at -2078.0 953.0 headed_towards -2094.0 954.0 -2086.0 931.0 headed_towards -2097.0 948.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle -2034.0 957.0 -2019.0 951.0 spawn_policeA_at -2010.0 981.0 headed_towards -2010.0 952.0 -1965.0 933.0 headed_towards -2000.0 935.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2018.0 1017.0 -1992.0 1038.0 spawn_policeA_at -1959.0 1053.0 headed_towards -2002.0 1052.0 -1959.0 1053.0 headed_towards -2002.0 1052.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -2077.0 1038.0 -2072.0 1045.0 spawn_policeA_at -2080.0 1078.0 headed_towards -2079.0 1053.0 -2080.0 1078.0 headed_towards -2079.0 1053.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2301.0 1043.0 -2253.0 1089.0 spawn_policeA_at -2350.0 1117.0 headed_towards -2360.0 1088.0 -2350.0 1117.0 headed_towards -2360.0 1088.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2381.0 1030.0 -2375.0 1061.0 spawn_policeA_at -2320.0 1074.0 headed_towards -2356.0 1085.0 -2320.0 1074.0 headed_towards -2356.0 1085.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2399.0 965.0 -2374.0 992.0 spawn_policeA_at -2344.0 961.0 headed_towards -2385.0 961.0 -2344.0 961.0 headed_towards -2385.0 961.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2294.0 949.0 -2281.0 969.0 spawn_policeA_at -2254.0 956.0 headed_towards -2265.0 960.0 -2254.0 956.0 headed_towards -2265.0 960.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2282.0 992.0 -2239.0 1017.0 spawn_policeA_at -2298.0 957.0 headed_towards -2258.0 955.0 -2298.0 957.0 headed_towards -2258.0 955.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2206.0 903.0 -2171.0 934.0 spawn_policeA_at -2254.0 943.0 headed_towards -2253.0 917.0 -2254.0 943.0 headed_towards -2253.0 917.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2160.0 927.0 -2129.0 954.0 spawn_policeA_at -2177.0 916.0 headed_towards -2128.0 916.0 -2177.0 916.0 headed_towards -2128.0 916.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2104.0 853.0 -2088.0 859.0 spawn_policeA_at -2082.0 816.0 headed_towards -2082.0 838.0 -2101.0 806.0 headed_towards -2079.0 806.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2099.0 696.0 -2079.0 710.0 spawn_policeA_at -2114.0 729.0 headed_towards -2089.0 729.0 -2114.0 729.0 headed_towards -2089.0 729.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2045.0 720.0 -2028.0 746.0 spawn_policeA_at -2008.0 758.0 headed_towards -2009.0 730.0 -2001.0 773.0 headed_towards -2001.0 732.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1989.0 719.0 -1965.0 744.0 spawn_policeA_at -2000.0 691.0 headed_towards -2001.0 731.0 -2007.0 765.0 headed_towards -2008.0 732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2017.0 632.0 -1992.0 657.0 spawn_policeA_at -1982.0 611.0 headed_towards -2014.0 611.0 -1982.0 611.0 headed_towards -2014.0 611.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1979.0 596.0 -1955.0 620.0 spawn_policeA_at -2015.0 643.0 headed_towards -2013.0 615.0 -2015.0 643.0 headed_towards -2013.0 615.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2056.0 455.0 -2027.0 477.0 spawn_policeA_at -2008.0 438.0 headed_towards -2008.0 457.0 -2008.0 438.0 headed_towards -2008.0 457.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2136.0 347.0 -2130.0 368.0 spawn_policeA_at -2117.0 386.0 headed_towards -2135.0 386.0 -2117.0 386.0 headed_towards -2135.0 386.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2196.0 363.0 -2174.0 369.0 spawn_policeA_at -2148.0 356.0 headed_towards -2149.0 374.0 -2145.0 388.0 headed_towards -2145.0 367.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2176.0 451.0 -2164.0 456.0 spawn_policeA_at -2148.0 469.0 headed_towards -2149.0 452.0 -2148.0 469.0 headed_towards -2149.0 452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2203.0 451.0 -2190.0 456.0 spawn_policeA_at -2233.0 463.0 headed_towards -2224.0 462.0 -2233.0 463.0 headed_towards -2224.0 462.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2280.0 590.0 -2243.0 621.0 spawn_policeA_at -2221.0 568.0 headed_towards -2260.0 568.0 -2221.0 568.0 headed_towards -2260.0 568.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2235.0 537.0 -2217.0 552.0 spawn_policeA_at -2196.0 569.0 headed_towards -2233.0 569.0 -2196.0 569.0 headed_towards -2233.0 569.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2327.0 391.0 -2326.0 417.0 spawn_policeA_at -2332.0 439.0 headed_towards -2310.0 416.0 -2332.0 439.0 headed_towards -2310.0 416.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2442.0 421.0 -2419.0 424.0 spawn_policeA_at -2468.0 420.0 headed_towards -2450.0 403.0 -2468.0 420.0 headed_towards -2450.0 403.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2488.0 427.0 -2458.0 429.0 spawn_policeA_at -2517.0 434.0 headed_towards -2496.0 450.0 -2517.0 434.0 headed_towards -2496.0 450.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2549.0 307.0 -2528.0 329.0 spawn_policeA_at -2558.0 339.0 headed_towards -2540.0 339.0 -2558.0 339.0 headed_towards -2540.0 339.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2592.0 379.0 -2577.0 390.0 spawn_policeA_at -2610.0 407.0 headed_towards -2608.0 381.0 -2610.0 407.0 headed_towards -2608.0 381.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2636.0 279.0 -2618.0 307.0 spawn_policeA_at -2639.0 331.0 headed_towards -2608.0 324.0 -2566.0 345.0 headed_towards -2605.0 351.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2651.0 326.0 -2630.0 341.0 spawn_policeA_at -2661.0 359.0 headed_towards -2660.0 336.0 -2665.0 362.0 headed_towards -2665.0 330.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2741.0 361.0 -2697.0 390.0 spawn_policeA_at -2714.0 342.0 headed_towards -2708.0 344.0 -2711.0 347.0 headed_towards -2706.0 360.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2616.0 392.0 -2597.0 416.0 spawn_policeA_at -2578.0 388.0 headed_towards -2606.0 386.0 -2570.0 346.0 headed_towards -2606.0 350.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2653.0 326.0 -2634.0 346.0 spawn_policeA_at -2609.0 359.0 headed_towards -2609.0 327.0 -2609.0 359.0 headed_towards -2609.0 327.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2779.0 279.0 -2777.0 303.0 spawn_policeA_at -2806.0 256.0 headed_towards -2807.0 289.0 -2806.0 256.0 headed_towards -2807.0 289.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2829.0 -375.0 -2806.0 -347.0 spawn_policeA_at -2789.0 -328.0 headed_towards -2816.0 -327.0 -2789.0 -328.0 headed_towards -2816.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2823.0 -305.0 -2802.0 -283.0 spawn_policeA_at -2782.0 -328.0 headed_towards -2814.0 -327.0 -2782.0 -328.0 headed_towards -2814.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1555.0 2574.0 -1536.0 2588.0 spawn_policeA_at -1524.0 2604.0 headed_towards -1549.0 2604.0 -1524.0 2604.0 headed_towards -1549.0 2604.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1506.0 2616.0 -1486.0 2625.0 spawn_policeA_at -1470.0 2604.0 headed_towards -1496.0 2604.0 -1470.0 2604.0 headed_towards -1496.0 2604.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2573.0 35.0 2603.0 49.0 spawn_policeA_at 2534.0 90.0 headed_towards 2534.0 46.0 2533.0 1.0 headed_towards 2534.0 40.0 
08CA: reset_zones_info 
0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14  // Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Unity Station
0767: set_zone 'LAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3B' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3C' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN4' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN3A' gang 1 density_to 30 
076C: set_zone 'SUN3B' gang 1 density_to 30 
076C: set_zone 'SUN3C' gang 1 density_to 30 
076C: set_zone 'SUN4' gang 1 density_to 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_and_cars_to 9  // Pershing Square
0767: set_zone 'CHC1A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076A: set_zone 'CHC1A' dealer_density_to 4 
076A: set_zone 'CHC1B' dealer_density_to 4 
076A: set_zone 'CHC2A' dealer_density_to 4 
076A: set_zone 'CHC2B' dealer_density_to 4 
076A: set_zone 'CHC3' dealer_density_to 4 
076A: set_zone 'CHC4A' dealer_density_to 4 
076A: set_zone 'CHC4B' dealer_density_to 4 
0767: set_zone 'CONF1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'CONF1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'THALL1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1C' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT6' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE3C' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076A: set_zone 'EBE1' dealer_density_to 2 
076A: set_zone 'EBE2A' dealer_density_to 2 
076A: set_zone 'EBE2B' dealer_density_to 2 
076A: set_zone 'EBE3C' dealer_density_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' gang 1 density_to 25 
076C: set_zone 'GAN2' gang 1 density_to 25 
09B7: set_zone 'GAN1' disable_footcops 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_and_cars_to 7 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076A: set_zone 'GLN1' dealer_density_to 6 
076A: set_zone 'GLN2A' dealer_density_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076A: set_zone 'IWD1' dealer_density_to 2 
076A: set_zone 'IWD2' dealer_density_to 2 
076A: set_zone 'IWD3A' dealer_density_to 2 
076A: set_zone 'IWD3B' dealer_density_to 2 
076A: set_zone 'IWD4' dealer_density_to 2 
076A: set_zone 'IWD5' dealer_density_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076A: set_zone 'JEF1A' dealer_density_to 6 
076A: set_zone 'JEF1B' dealer_density_to 6 
076A: set_zone 'JEF2' dealer_density_to 6 
076A: set_zone 'JEF3B' dealer_density_to 6 
076A: set_zone 'JEF3C' dealer_density_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076A: set_zone 'LFL1A' dealer_density_to 4 
076A: set_zone 'LFL1B' dealer_density_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076A: set_zone 'ELS1A' dealer_density_to 2 
076A: set_zone 'ELS1B' dealer_density_to 2 
076A: set_zone 'ELS2' dealer_density_to 2 
076A: set_zone 'ELS3A' dealer_density_to 2 
076A: set_zone 'ELS3B' dealer_density_to 2 
076A: set_zone 'ELS4' dealer_density_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'MAR2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MAR3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MKT1' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_and_cars_to 8  // Playa del Seville
076C: set_zone 'PLS' gang 1 density_to 10  // Playa del Seville
0767: set_zone 'RIH1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'SMB1' gang 1 density_to 10 
076C: set_zone 'SMB2' gang 1 density_to 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'VIN2' gang 1 density_to 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076A: set_zone 'VERO1' dealer_density_to 2 
076A: set_zone 'VERO2' dealer_density_to 2 
076A: set_zone 'VERO3' dealer_density_to 2 
076A: set_zone 'VERO4A' dealer_density_to 2 
076A: set_zone 'VERO4B' dealer_density_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 5  // Cranberry Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 5  // Calton Heights
076C: set_zone 'CALT' gang 6 density_to 10  // Calton Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Bayside Marina
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Bayside
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Battery Point
076C: set_zone 'BATTP' gang 3 density_to 25  // Battery Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'ESPN1' gang 4 density_to 10 
076C: set_zone 'ESPN2' gang 4 density_to 10 
076C: set_zone 'ESPN3' gang 4 density_to 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Juniper Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Juniper Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Santa Flora
0767: set_zone 'CHINA' popcycle_group_for_peds_and_cars_to 9  // Chinatown
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Chinatown
076C: set_zone 'CHINA' gang 6 density_to 40  // Chinatown
0767: set_zone 'SFDWT1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_and_cars_to 0  // Financial
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // City Hall
0767: set_zone 'WESTP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'THEA1' gang 6 density_to 10 
076C: set_zone 'THEA3' gang 3 density_to 10 
0767: set_zone 'GARC' popcycle_group_for_peds_and_cars_to 7  // Garcia
076C: set_zone 'GARC' gang 3 density_to 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Hashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'DOH2' gang 3 density_to 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_and_cars_to 10  // Missionary Hill
0767: set_zone 'SILLY1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'EASB1' gang 4 density_to 40 
076C: set_zone 'EASB2' gang 4 density_to 40 
0767: set_zone 'ESPE1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'EASB1' gang 4 density_to 10 
076C: set_zone 'EASB2' gang 4 density_to 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_and_cars_to 5  // Linden Station
0767: set_zone 'YELLOW' popcycle_group_for_peds_and_cars_to 4  // Yellow Bell Station
0767: set_zone 'BFC1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_and_cars_to 0  // Randolph Industrial Estate
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Last Dime Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_and_cars_to 6  // Rockshore East
0767: set_zone 'LDS' popcycle_group_for_peds_and_cars_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_and_cars_to 5  // Sobell Rail Yards
0767: set_zone 'JTS1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_and_cars_to 5  // Whitewood Estates
0767: set_zone 'WWE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_and_cars_to 5  // Pilson Intersection
0767: set_zone 'YBELL2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_and_cars_to 4  // Harry Gold Parkway
0767: set_zone 'SPIN' popcycle_group_for_peds_and_cars_to 11  // Spinybed
0767: set_zone 'BINT1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_and_cars_to 12  // Old Venturas Strip
0767: set_zone 'CREE' popcycle_group_for_peds_and_cars_to 9  // Creek
0767: set_zone 'STRIP1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_and_cars_to 12  // Strip Club
0767: set_zone 'STRIP3' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_and_cars_to 12  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // The Emerald Isle
0767: set_zone 'STAR1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_and_cars_to 12  // Royal Casino
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Pirates in Men's Pants
0767: set_zone 'VISA1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_and_cars_to 12  // The Four Dragons Casino
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // The Pink Swan
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Angel Pine
0767: set_zone 'SHACA' popcycle_group_for_peds_and_cars_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_and_cars_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_and_cars_to 3  // Beacon Hill
0767: set_zone 'FARM' popcycle_group_for_peds_and_cars_to 3  // The Farm
0767: set_zone 'PALO' popcycle_group_for_peds_and_cars_to 3  // Palomino Creek
0767: set_zone 'MONT' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_and_cars_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_and_cars_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_and_cars_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_and_cars_to 3  // The Panopticon
0767: set_zone 'BLUAC' popcycle_group_for_peds_and_cars_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_and_cars_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_and_cars_to 3  // The Mako Span
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'FERN' popcycle_group_for_peds_and_cars_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_and_cars_to 3  // North Rock
0767: set_zone 'HANKY' popcycle_group_for_peds_and_cars_to 3  // Hankypanky Point
0767: set_zone 'LEAFY' popcycle_group_for_peds_and_cars_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_and_cars_to 3  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Probe Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // El Castillo del Diablo
0767: set_zone 'FLINTR' popcycle_group_for_peds_and_cars_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_and_cars_to 1  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Intersection
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery Intersection
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada Intersection
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Bone County
0767: set_zone 'HAUL' popcycle_group_for_peds_and_cars_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_and_cars_to 18  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Green Palms
0767: set_zone 'EBAY' popcycle_group_for_peds_and_cars_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_and_cars_to 18  // The Sherman Dam
0959: $4266 = create_horseshoe_at 1224.0 2617.0 11.0 
0959: $4267 = create_horseshoe_at 2323.0 1284.0 97.0 
0959: $4268 = create_horseshoe_at 2035.0 2305.0 18.0 
0959: $4269 = create_horseshoe_at 2491.0 2263.0 15.0 
0959: $4270 = create_horseshoe_at 1433.0 2796.0 20.0 
0959: $4271 = create_horseshoe_at 2071.0 712.0 11.0 
0959: $4272 = create_horseshoe_at 2239.0 1839.0 18.0 
0959: $4273 = create_horseshoe_at 2583.0 2387.0 16.0 
0959: $4274 = create_horseshoe_at 2864.0 857.0 13.0 
0959: $4275 = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: $4276 = create_horseshoe_at 2274.0 1507.0 24.0 
0959: $4277 = create_horseshoe_at 2184.0 2529.0 11.0 
0959: $4278 = create_horseshoe_at 1863.0 2314.0 15.0 
0959: $4279 = create_horseshoe_at 2054.0 2434.0 166.0 
0959: $4280 = create_horseshoe_at 1603.0 1435.0 11.0 
0959: $4281 = create_horseshoe_at 1362.92 1015.24 11.0 
0959: $4282 = create_horseshoe_at 2058.7 2159.1 16.0 
0959: $4283 = create_horseshoe_at 2003.0 1672.0 12.0 
0959: $4284 = create_horseshoe_at 2238.0 1135.0 49.0 
0959: $4285 = create_horseshoe_at 1934.06 988.79 22.0 
0959: $4286 = create_horseshoe_at 1768.0 2847.0 9.0 
0959: $4287 = create_horseshoe_at 1084.0 1076.0 11.0 
0959: $4288 = create_horseshoe_at 2879.0 2522.0 11.0 
0959: $4289 = create_horseshoe_at 2371.0 2009.0 15.0 
0959: $4290 = create_horseshoe_at 1521.0 1690.0 10.6 
0959: $4291 = create_horseshoe_at 2417.0 1281.0 21.0 
0959: $4292 = create_horseshoe_at 1376.0 2304.0 15.0 
0959: $4293 = create_horseshoe_at 1393.0 1832.0 12.34 
0959: $4294 = create_horseshoe_at 984.0 2563.0 12.0 
0959: $4295 = create_horseshoe_at 1767.0 601.0 13.0 
0959: $4296 = create_horseshoe_at 2108.0 1003.0 46.0 
0959: $4297 = create_horseshoe_at 2705.98 1862.52 24.41 
0959: $4298 = create_horseshoe_at 2493.0 922.0 16.0 
0959: $4299 = create_horseshoe_at 1881.0 2846.0 11.0 
0959: $4300 = create_horseshoe_at 2020.0 2352.0 11.0 
0959: $4301 = create_horseshoe_at 1680.3 2226.86 16.11 
0959: $4302 = create_horseshoe_at 1462.0 936.0 10.0 
0959: $4303 = create_horseshoe_at 2125.5 789.23 11.45 
0959: $4304 = create_horseshoe_at 2588.0 1902.0 15.0 
0959: $4305 = create_horseshoe_at 919.0 2070.0 11.0 
0959: $4306 = create_horseshoe_at 2173.0 2465.0 11.0 
0959: $4307 = create_horseshoe_at 2031.25 2207.33 11.0 
0959: $4308 = create_horseshoe_at 2509.0 1144.0 19.0 
0959: $4309 = create_horseshoe_at 2215.0 1968.0 11.0 
0959: $4310 = create_horseshoe_at 2626.0 2841.0 11.0 
0959: $4311 = create_horseshoe_at 2440.08 2161.07 20.0 
0959: $4312 = create_horseshoe_at 1582.0 2401.0 19.0 
0959: $4313 = create_horseshoe_at 2077.0 1912.0 14.0 
0959: $4314 = create_horseshoe_at 970.0 1787.0 11.0 
0959: $4315 = create_horseshoe_at 1526.22 751.0 29.04 
0958: $4316 = create_photo_at -2511.28 -672.99 195.75 
0958: $4317 = create_photo_at -2723.63 -314.72 55.79 
0958: $4318 = create_photo_at -1737.71 -579.55 26.19 
0958: $4319 = create_photo_at -1486.08 920.04 41.37 
0958: $4320 = create_photo_at -1269.82 963.63 130.37 
0958: $4321 = create_photo_at -1650.01 422.0 21.17 
0958: $4322 = create_photo_at -1851.72 -96.73 24.37 
0958: $4323 = create_photo_at -2732.0 -244.0 19.0 
0958: $4324 = create_photo_at -2802.75 375.47 36.59 
0958: $4325 = create_photo_at -2773.04 783.45 67.66 
0958: $4326 = create_photo_at -2680.07 1590.8 143.53 
0958: $4327 = create_photo_at -2476.75 1543.44 49.26 
0958: $4328 = create_photo_at -1879.04 1456.52 9.34 
0958: $4329 = create_photo_at -1561.55 655.19 56.52 
0958: $4330 = create_photo_at -1325.15 494.19 26.83 
0958: $4331 = create_photo_at -1941.41 137.72 37.83 
0958: $4332 = create_photo_at -2153.23 462.25 103.27 
0958: $4333 = create_photo_at -2243.96 577.76 49.0 
0958: $4334 = create_photo_at -2051.0 456.0 167.0 
0958: $4335 = create_photo_at -1951.0 659.0 81.0 
0958: $4336 = create_photo_at -2064.0 926.0 63.0 
0958: $4337 = create_photo_at -2357.33 1017.01 59.76 
0958: $4338 = create_photo_at -2072.0 1066.0 74.0 
0958: $4339 = create_photo_at -1744.0 972.46 156.89 
0958: $4340 = create_photo_at -1941.0 883.0 68.0 
0958: $4341 = create_photo_at -1839.51 1086.88 101.29 
0958: $4342 = create_photo_at -1704.8 1338.0 14.0 
0958: $4343 = create_photo_at -2346.62 536.85 86.02 
0958: $4344 = create_photo_at -2443.0 755.0 49.0 
0958: $4345 = create_photo_at -2765.0 375.0 15.0 
0958: $4346 = create_photo_at -2880.31 -935.83 40.82 
0958: $4347 = create_photo_at -2083.0 -808.0 69.0 
0958: $4348 = create_photo_at -1954.0 -760.0 53.0 
0958: $4349 = create_photo_at -964.53 -331.59 47.16 
0958: $4350 = create_photo_at -1689.0 51.0 38.0 
0958: $4351 = create_photo_at -2080.0 256.05 107.0 
0958: $4352 = create_photo_at -2413.0 331.0 37.0 
0958: $4353 = create_photo_at -2244.42 731.32 61.88 
0958: $4354 = create_photo_at -2462.0 369.0 59.0 
0958: $4355 = create_photo_at -1124.44 -153.15 18.5 
0958: $4356 = create_photo_at -1275.78 53.68 89.07 
0958: $4357 = create_photo_at -2430.0 38.0 51.0 
0958: $4358 = create_photo_at -2591.0 162.0 15.0 
0958: $4359 = create_photo_at -2591.0 -16.0 17.0 
0958: $4360 = create_photo_at -2648.0 -5.0 31.0 
0958: $4361 = create_photo_at -2593.0 56.0 16.0 
0958: $4362 = create_photo_at -1619.31 1341.39 11.3 
0958: $4363 = create_photo_at -2307.0 207.0 42.0 
0958: $4364 = create_photo_at -2343.0 -79.0 38.0 
0958: $4365 = create_photo_at -1906.66 518.58 61.71 
095A: $4366 = create_oyster_at 979.0 -2210.0 -3.0 
095A: $4367 = create_oyster_at 2750.0 -2584.0 -5.0 
095A: $4368 = create_oyster_at 1279.0 -806.0 85.0 
095A: $4369 = create_oyster_at 2945.13 -2051.93 -3.0 
095A: $4370 = create_oyster_at 67.0 -1018.0 -5.0 
095A: $4371 = create_oyster_at 2327.0 -2662.0 -5.0 
095A: $4372 = create_oyster_at 2621.0 -2506.0 -5.0 
095A: $4373 = create_oyster_at 1249.0 -2687.0 -1.0 
095A: $4374 = create_oyster_at 725.0 -1849.0 -5.0 
095A: $4375 = create_oyster_at 723.0 -1586.0 -3.0 
095A: $4376 = create_oyster_at 155.0 -1975.0 -8.0 
095A: $4377 = create_oyster_at 1968.0 -1203.0 17.0 
095A: $4378 = create_oyster_at -2657.0 1564.0 -6.0 
095A: $4379 = create_oyster_at -1252.0 501.0 -8.0 
095A: $4380 = create_oyster_at -1625.0 4.0 -10.0 
095A: $4381 = create_oyster_at -1484.0 1489.0 -10.0 
095A: $4382 = create_oyster_at -2505.406 1543.724 -22.5553 
095A: $4383 = create_oyster_at -2727.0 -469.0 -5.0 
095A: $4384 = create_oyster_at -1266.0 966.0 -10.0 
095A: $4385 = create_oyster_at -1013.0 478.0 -7.0 
095A: $4386 = create_oyster_at -1364.0 390.0 -5.0 
095A: $4387 = create_oyster_at 2578.0 2382.0 16.0 
095A: $4388 = create_oyster_at 2090.0 1898.0 8.0 
095A: $4389 = create_oyster_at 2130.0 1152.0 7.0 
095A: $4390 = create_oyster_at 2013.0 1670.0 7.0 
095A: $4391 = create_oyster_at 2531.0 1569.0 9.0 
095A: $4392 = create_oyster_at 2998.0 2998.0 -10.0 
095A: $4393 = create_oyster_at -832.0 925.0 -2.0 
095A: $4394 = create_oyster_at 486.0 -253.0 -4.0 
095A: $4395 = create_oyster_at -90.0 -910.0 -5.0 
095A: $4396 = create_oyster_at 26.43 -1320.94 -10.04 
095A: $4397 = create_oyster_at -207.0 -1682.0 -8.0 
095A: $4398 = create_oyster_at -1672.0 -1641.0 -2.0 
095A: $4399 = create_oyster_at -1175.0 -2639.0 -2.5 
095A: $4400 = create_oyster_at -1097.0 -2858.0 -8.0 
095A: $4401 = create_oyster_at -2889.0 -1042.0 -9.0 
095A: $4402 = create_oyster_at -659.0 874.0 -2.0 
095A: $4403 = create_oyster_at -955.0 2628.0 35.0 
095A: $4404 = create_oyster_at -1066.0 2197.0 32.0 
095A: $4405 = create_oyster_at 40.0 -531.0 -8.0 
095A: $4406 = create_oyster_at -765.0 247.0 -8.0 
095A: $4407 = create_oyster_at 2098.0 -108.0 -2.0 
095A: $4408 = create_oyster_at 2767.0 470.0 -8.0 
095A: $4409 = create_oyster_at -783.0 2116.0 35.0 
095A: $4410 = create_oyster_at -821.0 1374.0 -8.0 
095A: $4411 = create_oyster_at -2110.5 2329.72 -7.5 
095A: $4412 = create_oyster_at -1538.0 1708.0 -3.27 
095A: $4413 = create_oyster_at -2685.0 2153.0 -5.0 
095A: $4414 = create_oyster_at 796.0 2939.0 -5.0 
095A: $4415 = create_oyster_at 2179.0 235.0 -5.0 
032B: $4416 = create_weapon_pickup 344 type 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $4417 = create_weapon_pickup 365 type 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $4418 = create_weapon_pickup 343 type 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $4419 = create_weapon_pickup 361 type 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $4420 = create_weapon_pickup 366 type 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $4421 = create_weapon_pickup 349 type 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $4422 = create_weapon_pickup 355 type 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $4423 = create_weapon_pickup 350 type 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $4424 = create_weapon_pickup 359 type 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $4425 = create_weapon_pickup 358 type 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $4426 = create_weapon_pickup 358 type 15 ammo 20 at 2337.0 1806.0 72.0 
032B: $4427 = create_weapon_pickup 356 type 15 ammo 70 at 2575.0 1562.0 16.0 
032B: $4428 = create_weapon_pickup 353 type 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $4429 = create_weapon_pickup 362 type 15 ammo 200 at 2676.0 836.0 22.0 
032B: $4430 = create_weapon_pickup 372 type 15 ammo 50 at 1761.0 591.0 10.0 
032B: $4431 = create_weapon_pickup 342 type 15 ammo 20 at 2809.0 864.0 21.0 
032B: $4432 = create_weapon_pickup 355 type 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $4433 = create_weapon_pickup 351 type 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $4434 = create_weapon_pickup 343 type 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $4435 = create_weapon_pickup 352 type 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $4436 = create_weapon_pickup 347 type 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $4437 = create_weapon_pickup 350 type 15 ammo 25 at 924.0 2138.0 11.0 
032B: $4438 = create_weapon_pickup 360 type 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $4439 = create_weapon_pickup 359 type 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $4440 = create_weapon_pickup 344 type 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $4441 = create_weapon_pickup 344 type 15 ammo 10 at 2478.0 1182.0 22.0 
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032B: $4451 = create_weapon_pickup 346 type 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $4452 = create_weapon_pickup 352 type 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $4453 = create_weapon_pickup 350 type 15 ammo 25 at 2428.0 -1214.0 36.0 
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032B: $4455 = create_weapon_pickup 342 type 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $4456 = create_weapon_pickup 353 type 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $4457 = create_weapon_pickup 347 type 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $4458 = create_weapon_pickup 359 type 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $4459 = create_weapon_pickup 353 type 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $4460 = create_weapon_pickup 365 type 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $4461 = create_weapon_pickup 358 type 15 ammo 20 at 2047.0 -1406.0 68.0 
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032B: $4471 = create_weapon_pickup 356 type 15 ammo 70 at 1379.0 -2547.0 14.0 
032B: $4484 = create_weapon_pickup 344 type 15 ammo 10 at 2426.0 -1416.0 24.0 
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032B: $4492 = create_weapon_pickup 361 type 15 ammo 2000 at -1579.0 29.45 17.0 
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032B: $4516 = create_weapon_pickup 366 type 15 ammo 3000 at -1627.0 -2692.0 49.0 
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032B: $4531 = create_weapon_pickup 366 type 15 ammo 3000 at -742.0 2752.0 47.0 
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032B: $4537 = create_weapon_pickup 361 type 15 ammo 2000 at -1358.0 -2115.0 30.0 
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032B: $4557 = create_weapon_pickup 353 type 15 ammo 130 at 2198.11 -1170.22 33.5 
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0213: $4559 = create_pickup 371 type 15 at -773.0379 2423.499 157.0856 
032B: $4560 = create_weapon_pickup 358 type 15 ammo 20 at 935.744 -926.0453 57.7642 
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032B: $4562 = create_weapon_pickup 346 type 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $4563 = create_weapon_pickup 349 type 15 ammo 30 at 217.8 76.4 1005.047 
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032B: $4565 = create_weapon_pickup 346 type 15 ammo 35 at 263.2531 109.7859 1004.625 
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032B: $4578 = create_weapon_pickup 367 type 15 ammo 50 at -2791.248 771.5468 51.0904 
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032B: $4582 = create_weapon_pickup 367 type 15 ammo 50 at -1635.026 604.4713 40.6377 
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0213: $4688 = create_pickup #BODYARMOUR type 15 at 1269.0 1352.0 11.0 
0213: $4689 = create_pickup #BODYARMOUR type 15 at 2294.0 547.0 1.0 
0213: $4690 = create_pickup #BODYARMOUR type 15 at 2543.0 -1625.0 12.0 
0213: $4691 = create_pickup #BODYARMOUR type 15 at 2339.0 -1944.0 13.0 
0213: $4692 = create_pickup #BODYARMOUR type 15 at 2767.0 -1192.0 69.0 
0213: $4693 = create_pickup #BODYARMOUR type 15 at 2112.0 -1990.0 14.0 
0213: $4694 = create_pickup #BODYARMOUR type 15 at 2544.0 -1120.0 62.0 
0213: $4695 = create_pickup #BODYARMOUR type 15 at 1562.0 -1888.0 14.0 
0213: $4696 = create_pickup #BODYARMOUR type 15 at 1086.0 -1806.0 17.0 
0213: $4697 = create_pickup #BODYARMOUR type 15 at 253.0 80.0 1004.0 
0213: $4698 = create_pickup #BODYARMOUR type 15 at 1759.0 -2242.0 1.0 
0213: $4699 = create_pickup #BODYARMOUR type 15 at -2650.0 -198.0 4.0 
0213: $4700 = create_pickup #BODYARMOUR type 15 at -2285.0 -24.0 35.0 
0213: $4701 = create_pickup #BODYARMOUR type 15 at -1863.0 112.0 15.0 
0213: $4702 = create_pickup #BODYARMOUR type 15 at -1574.0 1268.0 1.27 
0213: $4703 = create_pickup #BODYARMOUR type 15 at -2916.0 992.0 8.0 
0213: $4704 = create_pickup #BODYARMOUR type 15 at -2513.0 770.0 35.0 
0213: $4705 = create_pickup #BODYARMOUR type 15 at -1394.0 -373.0 6.0 
0213: $4706 = create_pickup #BODYARMOUR type 15 at -2303.0 -1606.0 484.0 
0213: $4707 = create_pickup #BODYARMOUR type 15 at -2092.0 -2330.0 31.0 
0213: $4708 = create_pickup #BODYARMOUR type 15 at -2260.0 2568.0 6.0 
0213: $4709 = create_pickup #BODYARMOUR type 15 at -902.0 2689.0 42.0 
0213: $4710 = create_pickup #BODYARMOUR type 15 at -317.0 2651.0 67.0 
0213: $4711 = create_pickup #BODYARMOUR type 15 at 1325.0 190.0 19.0 
0213: $4712 = create_pickup #BODYARMOUR type 15 at 2487.0 139.0 27.0 
0213: $4713 = create_pickup #BODYARMOUR type 15 at 761.0 380.0 23.0 
0213: $4714 = create_pickup #BODYARMOUR type 15 at -51.0 -232.0 7.0 
0213: $4715 = create_pickup #BODYARMOUR type 15 at 252.0 2616.0 17.0 
0213: $4716 = create_pickup #BODYARMOUR type 15 at 212.0 1807.0 22.0 
0213: $4717 = create_pickup #BODYARMOUR type 15 at 1291.76 -803.4566 1089.93 
0213: $4718 = create_pickup #BODYARMOUR type 15 at 1715.12 -1673.51 20.22 
0213: $4719 = create_pickup #BODYARMOUR type 15 at 943.012 -939.8284 57.7345 
0213: $4720 = create_pickup #BODYARMOUR type 15 at 275.169 1859.699 9.81 
0213: $4721 = create_pickup #BODYARMOUR type 15 at 1268.34 -804.33 1084.01 
0213: $4722 = create_pickup #BODYARMOUR type 15 at 263.52 83.14 1001.039 
0213: $4723 = create_pickup #BODYARMOUR type 15 at 264.2632 117.0737 1008.813 
0213: $4724 = create_pickup #BODYARMOUR type 15 at 245.0618 195.9429 1008.172 
0213: $4725 = create_pickup #BODYARMOUR type 15 at 215.8489 126.0831 1003.226 
0213: $4726 = create_pickup #BODYARMOUR type 15 at 2125.493 -2275.037 20.5202 
0213: $4728 = create_pickup #BODYARMOUR type 15 at 2230.45 -2286.004 14.3751 
0213: $4729 = create_pickup #BRIBE type 15 at 2743.0 1316.0 8.0 
0213: $4730 = create_pickup #BRIBE type 15 at 2168.66 2267.96 15.34 
0213: $4731 = create_pickup #BRIBE type 15 at 2408.0 1389.0 22.0 
0213: $4732 = create_pickup #BRIBE type 15 at 2034.0 842.0 10.0 
0213: $4733 = create_pickup #BRIBE type 15 at 2096.0 1287.0 10.8 
0213: $4734 = create_pickup #BRIBE type 15 at 1987.0 1543.0 16.0 
0213: $4735 = create_pickup #BRIBE type 15 at 1854.0 912.0 10.8 
0213: $4736 = create_pickup #BRIBE type 15 at 2540.38 2527.85 10.39 
0213: $4737 = create_pickup #BRIBE type 15 at 1548.02 1024.47 10.39 
0213: $4738 = create_pickup #BRIBE type 15 at 1592.91 2053.83 10.26 
0213: $4739 = create_pickup #BRIBE type 15 at 1971.29 2330.26 10.41 
0213: $4740 = create_pickup #BRIBE type 15 at 1700.74 1792.7 10.41 
0213: $4741 = create_pickup #BRIBE type 15 at 2581.0 -1491.0 24.0 
0213: $4742 = create_pickup #BRIBE type 15 at 2296.0 -1696.0 14.0 
0213: $4743 = create_pickup #BRIBE type 15 at 2273.0 -1099.0 38.0 
0213: $4744 = create_pickup #BRIBE type 15 at 2716.0 -1048.0 66.0 
0213: $4745 = create_pickup #BRIBE type 15 at 2614.0 -2496.0 33.0 
0213: $4746 = create_pickup #BRIBE type 15 at 1183.85 -1250.68 14.7 
0213: $4747 = create_pickup #BRIBE type 15 at 1970.0 -1158.0 21.0 
0213: $4748 = create_pickup #BRIBE type 15 at 734.0 -1137.0 18.0 
0213: $4749 = create_pickup #BRIBE type 15 at 2553.76 -2464.31 13.62 
0213: $4750 = create_pickup #BRIBE type 15 at 1204.06 -1613.89 13.28 
0213: $4751 = create_pickup #BRIBE type 15 at 611.21 -1459.63 14.01 
0213: $4752 = create_pickup #BRIBE type 15 at 1116.67 -719.91 100.17 
0213: $4753 = create_pickup #BRIBE type 15 at -1903.1 -466.44 25.18 
0213: $4754 = create_pickup #BRIBE type 15 at -2657.0 -144.0 4.0 
0213: $4755 = create_pickup #BRIBE type 15 at -2454.0 -166.0 35.0 
0213: $4756 = create_pickup #BRIBE type 15 at -2009.0 1227.0 32.0 
0213: $4757 = create_pickup #BRIBE type 15 at -2120.0 96.39 39.0 
0213: $4758 = create_pickup #BRIBE type 15 at -2411.0 -334.0 37.0 
0213: $4759 = create_pickup #BRIBE type 15 at -1690.0 450.0 13.0 
0213: $4760 = create_pickup #BRIBE type 15 at -1991.26 -1144.13 29.69 
0213: $4761 = create_pickup #BRIBE type 15 at -2636.13 -492.83 70.09 
0213: $4762 = create_pickup #BRIBE type 15 at -2022.68 345.98 35.17 
0213: $4763 = create_pickup #BRIBE type 15 at -2683.2 784.13 49.98 
0213: $4764 = create_pickup #BRIBE type 15 at -1820.67 -154.12 9.4 
0213: $4765 = create_pickup #BRIBE type 15 at -736.0 66.0 24.0 
0213: $4766 = create_pickup #BRIBE type 15 at 262.33 -149.12 1.58 
0213: $4767 = create_pickup #BRIBE type 15 at 1643.0 264.0 20.0 
0213: $4768 = create_pickup #BRIBE type 15 at 601.98 2150.38 39.41 
0213: $4769 = create_pickup #BRIBE type 15 at -1407.0 -2039.0 1.0 
0213: $4770 = create_pickup #BRIBE type 15 at -2156.0 -2371.0 31.0 
0213: $4771 = create_pickup #BRIBE type 15 at -419.25 1362.36 12.21 
0213: $4773 = create_pickup #BRIBE type 15 at 629.04 2842.83 25.21 
0213: $4774 = create_pickup #BRIBE type 15 at 690.49 -209.59 25.6 
0213: $4775 = create_pickup #BRIBE type 15 at 88.82 -125.1 0.85 
0213: $4776 = create_pickup #BRIBE type 15 at 215.69 1089.1 16.4 
0213: $4777 = create_pickup #BRIBE type 15 at -2305.24 2310.11 4.98 
0213: $4778 = create_pickup #BRIBE type 15 at -213.61 2717.44 62.68 
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:INITIL2
thread 'INITIL2' 
$4791 = 25 
$4792 = 100 
$4793 = 250 
$4794 = 500 
$4795 = 1000 
$4796 = 5000 
0084: $4797[0] = $4796 // (int) 
0084: $4797[1] = $4793 // (int) 
0084: $4797[2] = $4795 // (int) 
0084: $4797[3] = $4794 // (int) 
0084: $4797[4] = $4791 // (int) 
0084: $4797[5] = $4792 // (int) 
0084: $4797[6] = $4791 // (int) 
0084: $4797[7] = $4792 // (int) 
0084: $4797[8] = $4794 // (int) 
0084: $4797[9] = $4793 // (int) 
0084: $4797[10] = $4794 // (int) 
0084: $4797[11] = $4795 // (int) 
0084: $4797[12] = $4791 // (int) 
0084: $4797[13] = $4792 // (int) 
0084: $4797[14] = $4793 // (int) 
0084: $4797[15] = $4792 // (int) 
0084: $4797[16] = $4794 // (int) 
0084: $4797[17] = $4791 // (int) 
0084: $4815[0] = $4793 // (int) 
0084: $4815[1] = $4794 // (int) 
0084: $4815[2] = $4791 // (int) 
0084: $4815[3] = $4792 // (int) 
0084: $4815[4] = $4796 // (int) 
0084: $4815[5] = $4794 // (int) 
0084: $4815[6] = $4792 // (int) 
0084: $4815[7] = $4791 // (int) 
0084: $4815[8] = $4794 // (int) 
0084: $4815[9] = $4795 // (int) 
0084: $4815[10] = $4792 // (int) 
0084: $4815[11] = $4793 // (int) 
0084: $4815[12] = $4791 // (int) 
0084: $4815[13] = $4795 // (int) 
0084: $4815[14] = $4791 // (int) 
0084: $4815[15] = $4793 // (int) 
0084: $4815[16] = $4794 // (int) 
0084: $4815[17] = $4792 // (int) 
0084: $4833[0] = $4792 // (int) 
0084: $4833[1] = $4791 // (int) 
0084: $4833[2] = $4793 // (int) 
0084: $4833[3] = $4794 // (int) 
0084: $4833[4] = $4792 // (int) 
0084: $4833[5] = $4794 // (int) 
0084: $4833[6] = $4793 // (int) 
0084: $4833[7] = $4792 // (int) 
0084: $4833[8] = $4791 // (int) 
0084: $4833[9] = $4795 // (int) 
0084: $4833[10] = $4796 // (int) 
0084: $4833[11] = $4791 // (int) 
0084: $4833[12] = $4794 // (int) 
0084: $4833[13] = $4793 // (int) 
0084: $4833[14] = $4792 // (int) 
0084: $4833[15] = $4795 // (int) 
0084: $4833[16] = $4794 // (int) 
0084: $4833[17] = $4791 // (int) 
$4851 = 261.3555 
$4856 = 399.3732 
$4852 = 219.0498 
$4857 = 356.6364 
$4853 = 431.2757 
$4858 = 424.3356 
$4861 = 36.365 
$4865 = 240.157 
$4869 = 0.4714 
$4871 = 2.5077 
$4862 = 29.3763 
$4866 = 20.0589 
$4870 = 0.6253 
$4872 = 2.7876 
$4863 = 28.5106 
$4867 = 220.0782 
$4864 = 157.2242 
$4868 = 409.3602 
$4873 = 0 
$4874 = -0.316 
$4875 = 0.497 
$4876 = 0.408 
$4877 = -1.342 
0086: $72 = $4874 // (float) 
0061: $72 -= $4876 // (float) 
0086: $73 = $4875 // (float) 
0061: $73 -= $4877 // (float) 
0086: $4878 = $72 // (float) 
$4878 /= 6.0 
0086: $4879 = $73 // (float) 
$4879 /= 24.0 
0086: $4880 = $4874 // (float) 
0061: $4880 -= $4878 // (float) 
0086: $4881 = $4875 // (float) 
0061: $4881 -= $4879 // (float) 
$4882 = -0.176 
$4883 = 0.0 
$4884 = 0.0 
$4885 = 0.0 
$4886 = 0.0 
$4887 = 0.0 
$4888 = 0.0 
$4889 = 0 
$4890 = 0 
$4891[0] = -2.0 
$5042[0] = 2.0 
$4891[1] = 0.0 
$5042[1] = 0.0 
$4891[2] = -2.0 
$5042[2] = 0.0 
$4891[3] = -4.0 
$5042[3] = 0.0 
$4891[4] = 0.0 
$5042[4] = -2.0 
$4891[5] = -2.0 
$5042[5] = -2.0 
$4891[6] = -4.0 
$5042[6] = -2.0 
$4891[7] = 0.0 
$5042[7] = -4.0 
$4891[8] = -2.0 
$5042[8] = -4.0 
$4891[9] = -4.0 
$5042[9] = -4.0 
$4891[10] = 0.0 
$5042[10] = -6.0 
$4891[11] = -2.0 
$5042[11] = -6.0 
$4891[12] = -4.0 
$5042[12] = -6.0 
$4891[13] = 0.0 
$5042[13] = -8.0 
$4891[14] = -2.0 
$5042[14] = -8.0 
$4891[15] = -4.0 
$5042[15] = -8.0 
$4891[16] = 0.0 
$5042[16] = -10.0 
$4891[17] = -2.0 
$5042[17] = -10.0 
$4891[18] = -4.0 
$5042[18] = -10.0 
$4891[19] = 0.0 
$5042[19] = -12.0 
$4891[20] = -2.0 
$5042[20] = -12.0 
$4891[21] = -4.0 
$5042[21] = -12.0 
$4891[22] = 0.0 
$5042[22] = -14.0 
$4891[23] = -2.0 
$5042[23] = -14.0 
$4891[24] = -4.0 
$5042[24] = -14.0 
$4891[25] = 0.0 
$5042[25] = -16.0 
$4891[26] = -2.0 
$5042[26] = -16.0 
$4891[27] = -4.0 
$5042[27] = -16.0 
$4891[28] = 0.0 
$5042[28] = -18.0 
$4891[29] = -2.0 
$5042[29] = -18.0 
$4891[30] = -4.0 
$5042[30] = -18.0 
$4891[31] = 0.0 
$5042[31] = -20.0 
$4891[32] = -2.0 
$5042[32] = -20.0 
$4891[33] = -4.0 
$5042[33] = -20.0 
$4891[34] = 0.0 
$5042[34] = -22.0 
$4891[35] = -2.0 
$5042[35] = -22.0 
$4891[36] = -4.0 
$5042[36] = -22.0 
$4891[37] = -1.0 
$5042[37] = 0.0 
$4891[38] = -3.0 
$5042[38] = 0.0 
$4891[39] = -1.0 
$5042[39] = -2.0 
$4891[40] = -3.0 
$5042[40] = -2.0 
$4891[41] = -1.0 
$5042[41] = -4.0 
$4891[42] = -3.0 
$5042[42] = -4.0 
$4891[43] = -1.0 
$5042[43] = -6.0 
$4891[44] = -3.0 
$5042[44] = -6.0 
$4891[45] = -1.0 
$5042[45] = -8.0 
$4891[46] = -3.0 
$5042[46] = -8.0 
$4891[47] = -1.0 
$5042[47] = -10.0 
$4891[48] = -3.0 
$5042[48] = -10.0 
$4891[49] = -1.0 
$5042[49] = -12.0 
$4891[50] = -3.0 
$5042[50] = -12.0 
$4891[51] = -1.0 
$5042[51] = -14.0 
$4891[52] = -3.0 
$5042[52] = -14.0 
$4891[53] = -1.0 
$5042[53] = -16.0 
$4891[54] = -3.0 
$5042[54] = -16.0 
$4891[55] = -1.0 
$5042[55] = -18.0 
$4891[56] = -3.0 
$5042[56] = -18.0 
$4891[57] = -1.0 
$5042[57] = -20.0 
$4891[58] = -3.0 
$5042[58] = -20.0 
$4891[59] = -1.0 
$5042[59] = -22.0 
$4891[60] = -3.0 
$5042[60] = -22.0 
$4891[61] = 0.0 
$5042[61] = -1.0 
$4891[62] = -2.0 
$5042[62] = -1.0 
$4891[63] = -4.0 
$5042[63] = -1.0 
$4891[64] = 0.0 
$5042[64] = -3.0 
$4891[65] = -2.0 
$5042[65] = -3.0 
$4891[66] = -4.0 
$5042[66] = -3.0 
$4891[67] = 0.0 
$5042[67] = -5.0 
$4891[68] = -2.0 
$5042[68] = -5.0 
$4891[69] = -4.0 
$5042[69] = -5.0 
$4891[70] = 0.0 
$5042[70] = -7.0 
$4891[71] = -2.0 
$5042[71] = -7.0 
$4891[72] = -4.0 
$5042[72] = -7.0 
$4891[73] = 0.0 
$5042[73] = -9.0 
$4891[74] = -2.0 
$5042[74] = -9.0 
$4891[75] = -4.0 
$5042[75] = -9.0 
$4891[76] = 0.0 
$5042[76] = -11.0 
$4891[77] = -2.0 
$5042[77] = -11.0 
$4891[78] = -4.0 
$5042[78] = -11.0 
$4891[79] = 0.0 
$5042[79] = -13.0 
$4891[80] = -2.0 
$5042[80] = -13.0 
$4891[81] = -4.0 
$5042[81] = -13.0 
$4891[82] = 0.0 
$5042[82] = -15.0 
$4891[83] = -2.0 
$5042[83] = -15.0 
$4891[84] = -4.0 
$5042[84] = -15.0 
$4891[85] = 0.0 
$5042[85] = -17.0 
$4891[86] = -2.0 
$5042[86] = -17.0 
$4891[87] = -4.0 
$5042[87] = -17.0 
$4891[88] = 0.0 
$5042[88] = -19.0 
$4891[89] = -2.0 
$5042[89] = -19.0 
$4891[90] = -4.0 
$5042[90] = -19.0 
$4891[91] = 0.0 
$5042[91] = -21.0 
$4891[92] = -2.0 
$5042[92] = -21.0 
$4891[93] = -4.0 
$5042[93] = -21.0 
$4891[94] = -5.0 
$5042[94] = 0.0 
$4891[95] = -5.0 
$5042[95] = -2.0 
$4891[96] = -5.0 
$5042[96] = -4.0 
$4891[97] = -5.0 
$5042[97] = -6.0 
$4891[98] = -5.0 
$5042[98] = -8.0 
$4891[99] = -5.0 
$5042[99] = -10.0 
$4891[100] = -5.0 
$5042[100] = -12.0 
$4891[101] = -5.0 
$5042[101] = -14.0 
$4891[102] = -5.0 
$5042[102] = -16.0 
$4891[103] = -5.0 
$5042[103] = -18.0 
$4891[104] = -5.0 
$5042[104] = -20.0 
$4891[105] = -5.0 
$5042[105] = -22.0 
$4891[106] = -1.0 
$5042[106] = -1.0 
$4891[107] = -3.0 
$5042[107] = -1.0 
$4891[108] = -1.0 
$5042[108] = -3.0 
$4891[109] = -3.0 
$5042[109] = -3.0 
$4891[110] = -1.0 
$5042[110] = -5.0 
$4891[111] = -3.0 
$5042[111] = -5.0 
$4891[112] = -1.0 
$5042[112] = -7.0 
$4891[113] = -3.0 
$5042[113] = -7.0 
$4891[114] = -1.0 
$5042[114] = -9.0 
$4891[115] = -3.0 
$5042[115] = -9.0 
$4891[116] = -1.0 
$5042[116] = -11.0 
$4891[117] = -3.0 
$5042[117] = -11.0 
$4891[118] = -1.0 
$5042[118] = -13.0 
$4891[119] = -3.0 
$5042[119] = -13.0 
$4891[120] = -1.0 
$5042[120] = -15.0 
$4891[121] = -3.0 
$5042[121] = -15.0 
$4891[122] = -1.0 
$5042[122] = -17.0 
$4891[123] = -3.0 
$5042[123] = -17.0 
$4891[124] = -1.0 
$5042[124] = -19.0 
$4891[125] = -3.0 
$5042[125] = -19.0 
$4891[126] = -1.0 
$5042[126] = -21.0 
$4891[127] = -3.0 
$5042[127] = -21.0 
$4891[128] = 0.0 
$5042[128] = -24.0 
$4891[129] = -2.0 
$5042[129] = -24.0 
$4891[130] = -4.0 
$5042[130] = -24.0 
$4891[131] = 2.0 
$5042[131] = -3.0 
$4891[132] = 2.0 
$5042[132] = -11.0 
$4891[133] = 2.0 
$5042[133] = -19.0 
$4891[134] = 4.0 
$5042[134] = -1.0 
$4891[135] = 4.0 
$5042[135] = -21.0 
$4891[136] = 4.0 
$5042[136] = -5.0 
$4891[137] = 4.0 
$5042[137] = -17.0 
$4891[138] = 4.0 
$5042[138] = -9.0 
$4891[139] = 4.0 
$5042[139] = -13.0 
$4891[140] = -5.0 
$5042[140] = -1.0 
$4891[141] = -5.0 
$5042[141] = -3.0 
$4891[142] = -5.0 
$5042[142] = -5.0 
$4891[143] = -5.0 
$5042[143] = -7.0 
$4891[144] = -5.0 
$5042[144] = -9.0 
$4891[145] = -5.0 
$5042[145] = -11.0 
$4891[146] = -5.0 
$5042[146] = -13.0 
$4891[147] = -5.0 
$5042[147] = -15.0 
$4891[148] = -5.0 
$5042[148] = -17.0 
$4891[149] = -5.0 
$5042[149] = -19.0 
$4891[150] = -5.0 
$5042[150] = -21.0 
$5193 = 345.3592 
$5194 = 55.3183 
04AE: $5195[0] = 5408 // = constant 
04AE: $5195[1] = 5409 // = constant 
04AE: $5195[2] = 5410 // = constant 
04AE: $5198[0] = 5405 // = constant 
04AE: $5198[1] = 5406 // = constant 
04AE: $5198[2] = 5407 // = constant 
04AE: $5201[0] = 5451 // = constant 
04AE: $5201[1] = 5452 // = constant 
04AE: $5204[0] = 5448 // = constant 
04AE: $5204[1] = 5449 // = constant 
04AE: $5204[2] = 5450 // = constant 
04AE: $5204[3] = 5462 // = constant 
04AE: $5204[4] = 5463 // = constant 
04AE: $5204[5] = 5464 // = constant 
04AE: $5210[0] = 5453 // = constant 
04AE: $5210[1] = 5454 // = constant 
04AE: $5212[0] = 5400 // = constant 
04AE: $5212[1] = 5401 // = constant 
04AE: $5214[0] = 5438 // = constant 
04AE: $5214[1] = 5439 // = constant 
04AE: $5214[2] = 5440 // = constant 
04AE: $5214[3] = 5441 // = constant 
04AE: $5214[4] = 5442 // = constant 
04AE: $5214[5] = 5443 // = constant 
04AE: $5214[6] = 5444 // = constant 
04AE: $5214[7] = 5445 // = constant 
04AE: $5214[8] = 5446 // = constant 
04AE: $5214[9] = 5447 // = constant 
04AE: $5214[10] = 5411 // = constant 
04AE: $5214[11] = 5412 // = constant 
04AE: $5214[12] = 5413 // = constant 
04AE: $5214[13] = 5414 // = constant 
04AE: $5214[14] = 5415 // = constant 
04AE: $5214[15] = 5416 // = constant 
04AE: $5214[16] = 5417 // = constant 
04AE: $5214[17] = 5418 // = constant 
04AE: $5214[18] = 5419 // = constant 
04AE: $5214[19] = 5420 // = constant 
04AE: $5214[20] = 5421 // = constant 
04AE: $5214[21] = 5422 // = constant 
04AE: $5214[22] = 5423 // = constant 
04AE: $5214[23] = 5424 // = constant 
04AE: $5214[24] = 5425 // = constant 
04AE: $5214[25] = 5426 // = constant 
04AE: $5214[26] = 5427 // = constant 
04AE: $5214[27] = 5428 // = constant 
04AE: $5214[28] = 5429 // = constant 
04AE: $5214[29] = 5430 // = constant 
04AE: $5214[30] = 5431 // = constant 
04AE: $5214[31] = 5432 // = constant 
04AE: $5214[32] = 5433 // = constant 
04AE: $5214[33] = 5434 // = constant 
04AE: $5214[34] = 5435 // = constant 
04AE: $5214[35] = 5436 // = constant 
04AE: $5214[36] = 5437 // = constant 
04AE: $5251[0] = 5402 // = constant 
04AE: $5251[1] = 5403 // = constant 
04AE: $5251[2] = 5404 // = constant 
04AE: $5254[0] = 43608 // = constant 
04AE: $5254[1] = 43609 // = constant 
04AE: $5254[2] = 43610 // = constant 
04AE: $5257[0] = 43605 // = constant 
04AE: $5257[1] = 43606 // = constant 
04AE: $5257[2] = 43607 // = constant 
04AE: $5260[0] = 43651 // = constant 
04AE: $5260[1] = 43652 // = constant 
04AE: $5263[0] = 43648 // = constant 
04AE: $5263[1] = 43649 // = constant 
04AE: $5263[2] = 43650 // = constant 
04AE: $5263[3] = 43662 // = constant 
04AE: $5263[4] = 43663 // = constant 
04AE: $5263[5] = 43664 // = constant 
04AE: $5269[0] = 43653 // = constant 
04AE: $5269[1] = 43654 // = constant 
04AE: $5271[0] = 43600 // = constant 
04AE: $5271[1] = 43601 // = constant 
04AE: $5273[0] = 43638 // = constant 
04AE: $5273[1] = 43639 // = constant 
04AE: $5273[2] = 43640 // = constant 
04AE: $5273[3] = 43641 // = constant 
04AE: $5273[4] = 43642 // = constant 
04AE: $5273[5] = 43643 // = constant 
04AE: $5273[6] = 43644 // = constant 
04AE: $5273[7] = 43645 // = constant 
04AE: $5273[8] = 43646 // = constant 
04AE: $5273[9] = 43647 // = constant 
04AE: $5273[10] = 43611 // = constant 
04AE: $5273[11] = 43612 // = constant 
04AE: $5273[12] = 43613 // = constant 
04AE: $5273[13] = 43614 // = constant 
04AE: $5273[14] = 43615 // = constant 
04AE: $5273[15] = 43616 // = constant 
04AE: $5273[16] = 43617 // = constant 
04AE: $5273[17] = 43618 // = constant 
04AE: $5273[18] = 43619 // = constant 
04AE: $5273[19] = 43620 // = constant 
04AE: $5273[20] = 43621 // = constant 
04AE: $5273[21] = 43622 // = constant 
04AE: $5273[22] = 43623 // = constant 
04AE: $5273[23] = 43624 // = constant 
04AE: $5273[24] = 43625 // = constant 
04AE: $5273[25] = 43626 // = constant 
04AE: $5273[26] = 43627 // = constant 
04AE: $5273[27] = 43628 // = constant 
04AE: $5273[28] = 43629 // = constant 
04AE: $5273[29] = 43630 // = constant 
04AE: $5273[30] = 43631 // = constant 
04AE: $5273[31] = 43632 // = constant 
04AE: $5273[32] = 43633 // = constant 
04AE: $5273[33] = 43634 // = constant 
04AE: $5273[34] = 43635 // = constant 
04AE: $5273[35] = 43636 // = constant 
04AE: $5273[36] = 43637 // = constant 
04AE: $5310[0] = 43602 // = constant 
04AE: $5310[1] = 43603 // = constant 
04AE: $5310[2] = 43604 // = constant 
$5313[0] = -2307.723 
$5398[0] = -2235.966 
$5483[0] = 23.0204 
$5313[1] = -2276.635 
$5398[1] = -2220.047 
$5483[1] = 28.716 
$5313[2] = -2199.391 
$5398[2] = -2283.952 
$5483[2] = 30.1494 
$5313[3] = -2105.437 
$5398[3] = -2354.441 
$5483[3] = 30.1419 
$5313[4] = -2142.24 
$5398[4] = -2410.32 
$5483[4] = 30.497 
$5313[5] = -2026.404 
$5398[5] = -2507.761 
$5483[5] = 32.0519 
$5313[6] = -1938.526 
$5398[6] = -2456.146 
$5483[6] = 30.3298 
$5313[7] = -1900.394 
$5398[7] = -2424.618 
$5483[7] = 31.9732 
$5313[8] = -1862.806 
$5398[8] = -2381.538 
$5483[8] = 31.2712 
$5313[9] = -1800.629 
$5398[9] = -2319.639 
$5483[9] = 40.2496 
$5313[10] = -1707.158 
$5398[10] = -2302.579 
$5483[10] = 44.1806 
$5313[11] = -1662.639 
$5398[11] = -2186.958 
$5483[11] = 33.5305 
$5313[12] = -1688.256 
$5398[12] = -2115.59 
$5483[12] = 37.4741 
$5313[13] = -1778.958 
$5398[13] = -2090.098 
$5483[13] = 49.6459 
$5313[14] = -1868.425 
$5398[14] = -2088.36 
$5483[14] = 58.5847 
$5313[15] = -1959.41 
$5398[15] = -2047.85 
$5483[15] = 71.8449 
$5313[16] = -1947.789 
$5398[16] = -1948.487 
$5483[16] = 77.4592 
$5313[17] = -1852.11 
$5398[17] = -1920.47 
$5483[17] = 87.5994 
$5313[18] = -1754.616 
$5398[18] = -1898.502 
$5483[18] = 96.5566 
$5313[19] = -1654.121 
$5398[19] = -1900.045 
$5483[19] = 90.8553 
$5313[20] = -1554.651 
$5398[20] = -1901.959 
$5483[20] = 81.5693 
$5313[21] = -1512.378 
$5398[21] = -1807.028 
$5483[21] = 57.9597 
$5313[22] = -1433.233 
$5398[22] = -1860.032 
$5483[22] = 37.3383 
$5313[23] = -1425.812 
$5398[23] = -1962.023 
$5483[23] = 15.8029 
$5313[24] = -1298.451 
$5398[24] = -2114.385 
$5483[24] = 24.1506 
$5313[25] = -1269.661 
$5398[25] = -2251.145 
$5483[25] = 21.2137 
$5313[26] = -1260.525 
$5398[26] = -2283.122 
$5483[26] = 21.5858 
$5313[27] = -1255.258 
$5398[27] = -2307.536 
$5483[27] = 22.066 
$5313[28] = -1253.158 
$5398[28] = -2315.343 
$5483[28] = 22.5913 
$5313[29] = -1216.728 
$5398[29] = -2343.497 
$5483[29] = 16.9383 
$5313[30] = -1193.944 
$5398[30] = -2355.995 
$5483[30] = 18.7764 
$5313[31] = -1104.68 
$5398[31] = -2377.18 
$5483[31] = 36.3239 
$5313[32] = -1000.239 
$5398[32] = -2371.509 
$5483[32] = 64.5107 
$5313[33] = -958.5369 
$5398[33] = -2281.055 
$5483[33] = 52.9462 
$5313[34] = -939.7041 
$5398[34] = -2187.095 
$5483[34] = 35.4659 
$5313[35] = -841.8345 
$5398[35] = -2181.378 
$5483[35] = 23.7405 
$5313[36] = -790.3633 
$5398[36] = -2095.343 
$5483[36] = 25.4038 
$5313[37] = -844.4321 
$5398[37] = -2010.339 
$5483[37] = 20.3482 
$5313[38] = -809.238 
$5398[38] = -1902.54 
$5483[38] = 9.4239 
$5313[39] = -735.21 
$5398[39] = -1855.303 
$5483[39] = 13.5207 
$5313[40] = -641.8992 
$5398[40] = -1846.861 
$5483[40] = 21.7356 
$5313[41] = -546.9716 
$5398[41] = -1832.096 
$5483[41] = 25.5599 
$5313[42] = -460.5018 
$5398[42] = -1800.012 
$5483[42] = 8.5607 
$5313[43] = -424.1711 
$5398[43] = -1704.138 
$5483[43] = 10.8356 
$5313[44] = -410.4569 
$5398[44] = -1611.74 
$5483[44] = 20.2907 
$5313[45] = -358.7348 
$5398[45] = -1531.884 
$5483[45] = 19.0268 
$5313[46] = -342.9092 
$5398[46] = -1455.663 
$5483[46] = 17.8712 
$5313[47] = -243.4206 
$5398[47] = -1451.22 
$5483[47] = 4.3198 
$5313[48] = -193.0986 
$5398[48] = -1477.038 
$5483[48] = 7.9595 
$5313[49] = -68.0509 
$5398[49] = -1510.513 
$5483[49] = 1.9303 
$5313[50] = 31.2142 
$5398[50] = -1526.881 
$5483[50] = 4.3931 
$5313[51] = 129.336 
$5398[51] = -1459.612 
$5483[51] = 23.8768 
$5313[52] = 139.13 
$5398[52] = -1255.649 
$5483[52] = 44.9903 
$5313[53] = 266.63 
$5398[53] = -995.6493 
$5483[53] = 50.9903 
$5313[54] = 366.63 
$5398[54] = -757.6493 
$5483[54] = 16.4903 
$5313[55] = 424.13 
$5398[55] = -567.6493 
$5483[55] = 38.9903 
$5313[56] = 458.13 
$5398[56] = -448.1493 
$5483[56] = 30.9903 
$5313[57] = 338.13 
$5398[57] = -390.6493 
$5483[57] = 12.9903 
$5313[58] = 338.13 
$5398[58] = -342.1493 
$5483[58] = 8.9903 
$5313[59] = 475.13 
$5398[59] = -264.6493 
$5483[59] = 9.9903 
$5313[60] = 615.63 
$5398[60] = -197.1493 
$5483[60] = 9.9903 
$5313[61] = 757.13 
$5398[61] = -152.1493 
$5483[61] = 18.4903 
$5313[62] = 907.13 
$5398[62] = -92.1493 
$5483[62] = 19.9903 
$5313[63] = 1135.63 
$5398[63] = -63.6493 
$5483[63] = 22.9903 
$5313[64] = 1280.63 
$5398[64] = -170.6493 
$5483[64] = 32.4903 
$5313[65] = 1440.63 
$5398[65] = -214.6493 
$5483[65] = 7.9903 
$5313[66] = 1554.63 
$5398[66] = -124.6493 
$5483[66] = 17.9903 
$5313[67] = 1551.63 
$5398[67] = 46.8507 
$5483[67] = 23.9903 
$5313[68] = 1567.13 
$5398[68] = 122.3507 
$5483[68] = 28.9903 
$5313[69] = 1807.13 
$5398[69] = 75.3507 
$5483[69] = 34.4903 
$5313[70] = 2057.13 
$5398[70] = 40.3507 
$5483[70] = 26.9903 
$5313[71] = 2275.63 
$5398[71] = 41.8507 
$5483[71] = 25.4903 
$5313[72] = 2365.63 
$5398[72] = 91.8507 
$5483[72] = 25.4903 
$5313[73] = 2435.63 
$5398[73] = 41.8507 
$5483[73] = 25.4903 
$5313[74] = 2692.13 
$5398[74] = 33.8507 
$5483[74] = 25.4903 
$5313[75] = 2737.63 
$5398[75] = -156.1493 
$5483[75] = 31.4903 
$5313[76] = 2700.13 
$5398[76] = -384.1493 
$5483[76] = 24.4903 
$5313[77] = 2820.13 
$5398[77] = -554.1493 
$5483[77] = 9.9903 
$5313[78] = 2846.13 
$5398[78] = -711.6493 
$5483[78] = 9.9903 
$5313[79] = 2841.63 
$5398[79] = -929.1493 
$5483[79] = 13.9903 
$5313[80] = 2841.13 
$5398[80] = -1182.649 
$5483[80] = 23.9903 
$5313[81] = 2873.13 
$5398[81] = -1383.649 
$5483[81] = 10.4903 
$5313[82] = 2797.63 
$5398[82] = -1380.649 
$5483[82] = 20.9903 
$5313[83] = 2795.13 
$5398[83] = -1262.149 
$5483[83] = 45.9903 
$5313[84] = 2732.13 
$5398[84] = -1257.649 
$5483[84] = 58.9903 
$5568[0] = 2487.846 
$5684[0] = -1661.031 
$5800[0] = 13.0886 
$5568[1] = 2387.639 
$5684[1] = -1657.847 
$5800[1] = 13.1425 
$5568[2] = 2287.486 
$5684[2] = -1659.316 
$5800[2] = 14.644 
$5568[3] = 2188.221 
$5684[3] = -1639.707 
$5800[3] = 15.0652 
$5568[4] = 2091.671 
$5684[4] = -1612.541 
$5800[4] = 13.1285 
$5568[5] = 1990.505 
$5684[5] = -1612.728 
$5800[5] = 13.1392 
$5568[6] = 1889.545 
$5684[6] = -1612.92 
$5800[6] = 13.1432 
$5568[7] = 1788.509 
$5684[7] = -1609.786 
$5800[7] = 13.1208 
$5568[8] = 1688.856 
$5684[8] = -1592.988 
$5800[8] = 13.1397 
$5568[9] = 1587.913 
$5684[9] = -1589.57 
$5800[9] = 13.1277 
$5568[10] = 1487.483 
$5684[10] = -1592.59 
$5800[10] = 13.1511 
$5568[11] = 1386.551 
$5684[11] = -1586.947 
$5800[11] = 13.1234 
$5568[12] = 1286.662 
$5684[12] = -1571.949 
$5800[12] = 13.1273 
$5568[13] = 1185.751 
$5684[13] = -1570.81 
$5800[13] = 13.141 
$5568[14] = 1084.591 
$5684[14] = -1571.387 
$5800[14] = 13.1352 
$5568[15] = 1057.109 
$5684[15] = -1474.388 
$5800[15] = 13.1259 
$5568[16] = 1061.076 
$5684[16] = -1373.338 
$5800[16] = 13.1525 
$5568[17] = 1057.542 
$5684[17] = -1273.05 
$5800[17] = 13.1425 
$5568[18] = 1058.531 
$5684[18] = -1173.37 
$5800[18] = 23.0197 
$5568[19] = 963.0153 
$5684[19] = -1141.863 
$5800[19] = 23.4253 
$5568[20] = 862.2285 
$5684[20] = -1144.682 
$5800[20] = 23.4156 
$5568[21] = 796.4694 
$5684[21] = -1069.208 
$5800[21] = 24.2389 
$5568[22] = 707.7682 
$5684[22] = -1116.413 
$5800[22] = 17.7387 
$5568[23] = 648.3205 
$5684[23] = -1197.185 
$5800[23] = 17.2365 
$5568[24] = 641.5527 
$5684[24] = -1199.744 
$5800[24] = 17.7693 
$5568[25] = 568.4156 
$5684[25] = -1131.509 
$5800[25] = 26.222 
$5568[26] = 469.6543 
$5684[26] = -1113.59 
$5800[26] = 27.6279 
$5568[27] = 370.4434 
$5684[27] = -1129.382 
$5800[27] = 25.3758 
$5568[28] = 274.1698 
$5684[28] = -1156.751 
$5800[28] = 21.1352 
$5568[29] = 181.3566 
$5684[29] = -1195.782 
$5800[29] = 17.3878 
$5568[30] = 94.4232 
$5684[30] = -1245.732 
$5800[30] = 14.5145 
$5568[31] = 15.8414 
$5684[31] = -1308.858 
$5800[31] = 12.0496 
$5568[32] = -62.2601 
$5684[32] = -1372.58 
$5800[32] = 11.3571 
$5568[33] = -133.5467 
$5684[33] = -1443.433 
$5800[33] = 12.5484 
$5568[34] = -201.4483 
$5684[34] = -1518.152 
$5800[34] = 14.3358 
$5568[35] = -261.8274 
$5684[35] = -1597.991 
$5800[35] = 15.6199 
$5568[36] = -295.7058 
$5684[36] = -1693.143 
$5800[36] = 14.4603 
$5568[37] = -331.9772 
$5684[37] = -1786.496 
$5800[37] = 17.6881 
$5568[38] = -367.9241 
$5684[38] = -1879.787 
$5800[38] = 25.9672 
$5568[39] = -367.5844 
$5684[39] = -1980.193 
$5800[39] = 27.9446 
$5568[40] = -350.2859 
$5684[40] = -2079.723 
$5800[40] = 28.0525 
$5568[41] = -333.1001 
$5684[41] = -2179.344 
$5800[41] = 28.1703 
$5568[42] = -297.5232 
$5684[42] = -2273.428 
$5800[42] = 29.7426 
$5568[43] = -233.4477 
$5684[43] = -2351.693 
$5800[43] = 31.5324 
$5568[44] = -159.7139 
$5684[44] = -2420.795 
$5800[44] = 35.957 
$5568[45] = -92.2604 
$5684[45] = -2496.009 
$5800[45] = 38.2066 
$5568[46] = -49.518 
$5684[46] = -2586.409 
$5800[46] = 43.3945 
$5568[47] = -39.0012 
$5684[47] = -2686.408 
$5800[47] = 42.5762 
$5568[48] = -71.9678 
$5684[48] = -2781.283 
$5800[48] = 39.1346 
$5568[49] = -162.2194 
$5684[49] = -2824.728 
$5800[49] = 40.6313 
$5568[50] = -261.9651 
$5684[50] = -2815.27 
$5800[50] = 50.816 
$5568[51] = -357.7323 
$5684[51] = -2787.403 
$5800[51] = 61.6162 
$5568[52] = -456.2191 
$5684[52] = -2766.184 
$5800[52] = 66.2852 
$5568[53] = -555.2378 
$5684[53] = -2751.549 
$5800[53] = 65.7085 
$5568[54] = -655.188 
$5684[54] = -2748.977 
$5800[54] = 69.8092 
$5568[55] = -753.9544 
$5684[55] = -2764.895 
$5800[55] = 74.469 
$5568[56] = -847.778 
$5684[56] = -2801.963 
$5800[56] = 70.6215 
$5568[57] = -938.0959 
$5684[57] = -2845.479 
$5800[57] = 68.4226 
$5568[58] = -1038.655 
$5684[58] = -2853.158 
$5800[58] = 67.4485 
$5568[59] = -1139.419 
$5684[59] = -2855.438 
$5800[59] = 67.466 
$5568[60] = -1239.449 
$5684[60] = -2860.805 
$5800[60] = 65.7173 
$5568[61] = -1338.09 
$5684[61] = -2878.668 
$5800[61] = 55.5616 
$5568[62] = -1435.335 
$5684[62] = -2853.41 
$5800[62] = 48.3088 
$5568[63] = -1520.402 
$5684[63] = -2799.315 
$5800[63] = 46.6003 
$5568[64] = -1600.969 
$5684[64] = -2739.976 
$5800[64] = 48.7977 
$5568[65] = -1681.43 
$5684[65] = -2679.765 
$5800[65] = 48.2789 
$5568[66] = -1745.168 
$5684[66] = -2601.553 
$5800[66] = 49.447 
$5568[67] = -1823.681 
$5684[67] = -2538.121 
$5800[67] = 52.7491 
$5568[68] = -1923.907 
$5684[68] = -2539.927 
$5800[68] = 38.6757 
$5568[69] = -2019.306 
$5684[69] = -2507.657 
$5800[69] = 32.3084 
$5568[70] = -2100.137 
$5684[70] = -2446.756 
$5800[70] = 30.2321 
$5568[71] = -2179.157 
$5684[71] = -2383.901 
$5800[71] = 30.2293 
$5568[72] = -2190.173 
$5684[72] = -2284.406 
$5800[72] = 30.2286 
$5568[73] = -2264.34 
$5684[73] = -2216.777 
$5800[73] = 30.8563 
$5568[74] = -2182.781 
$5684[74] = -2160.892 
$5800[74] = 47.4936 
$5568[75] = -2110.828 
$5684[75] = -2092.427 
$5800[75] = 61.5663 
$5568[76] = -2078.496 
$5684[76] = -1997.306 
$5800[76] = 60.012 
$5568[77] = -2028.488 
$5684[77] = -1910.774 
$5800[77] = 48.5942 
$5568[78] = -1971.902 
$5684[78] = -1828.087 
$5800[78] = 36.8357 
$5568[79] = -1898.346 
$5684[79] = -1760.456 
$5800[79] = 29.4533 
$5568[80] = -1808.711 
$5684[80] = -1715.568 
$5800[80] = 28.8706 
$5568[81] = -1724.839 
$5684[81] = -1660.957 
$5800[81] = 36.2003 
$5568[82] = -1631.223 
$5684[82] = -1624.267 
$5800[82] = 36.0242 
$5568[83] = -1546.374 
$5684[83] = -1570.568 
$5800[83] = 37.4867 
$5568[84] = -1626.075 
$5684[84] = -1510.003 
$5800[84] = 37.0858 
$5568[85] = -1722.531 
$5684[85] = -1483.55 
$5800[85] = 34.2269 
$5568[86] = -1807.41 
$5684[86] = -1430.105 
$5800[86] = 35.74 
$5568[87] = -1894.584 
$5684[87] = -1380.672 
$5800[87] = 39.6104 
$5568[88] = -1899.035 
$5684[88] = -1280.731 
$5800[88] = 39.2288 
$5568[89] = -1896.879 
$5684[89] = -1179.88 
$5800[89] = 38.8035 
$5568[90] = -1900.238 
$5684[90] = -1078.988 
$5800[90] = 37.9866 
$5568[91] = -1896.756 
$5684[91] = -978.951 
$5800[91] = 41.2545 
$5568[92] = -1896.016 
$5684[92] = -878.1399 
$5800[92] = 44.7055 
$5568[93] = -1897.241 
$5684[93] = -777.6757 
$5800[93] = 44.692 
$5568[94] = -1895.959 
$5684[94] = -677.4996 
$5800[94] = 41.0312 
$5568[95] = -1894.737 
$5684[95] = -576.5858 
$5800[95] = 38.0016 
$5568[96] = -1897.71 
$5684[96] = -476.4786 
$5800[96] = 37.9914 
$5568[97] = -1896.154 
$5684[97] = -376.3374 
$5800[97] = 37.9879 
$5568[98] = -1896.894 
$5684[98] = -275.5032 
$5800[98] = 37.9875 
$5568[99] = -1895.73 
$5684[99] = -174.2612 
$5800[99] = 37.9884 
$5568[100] = -1890.837 
$5684[100] = -73.2693 
$5800[100] = 38.0012 
$5568[101] = -1890.615 
$5684[101] = 27.5906 
$5800[101] = 38.0035 
$5568[102] = -1874.62 
$5684[102] = 127.2809 
$5800[102] = 37.9871 
$5568[103] = -1842.755 
$5684[103] = 222.3595 
$5800[103] = 37.9736 
$5568[104] = -1776.737 
$5684[104] = 296.302 
$5800[104] = 23.6187 
$5568[105] = -1687.562 
$5684[105] = 341.3 
$5800[105] = 13.5061 
$5568[106] = -1620.406 
$5684[106] = 416.143 
$5800[106] = 7.1363 
$5568[107] = -1574.644 
$5684[107] = 506.4197 
$5800[107] = 6.9799 
$5568[108] = -1557.715 
$5684[108] = 605.5936 
$5800[108] = 6.9312 
$5568[109] = -1550.603 
$5684[109] = 705.7773 
$5800[109] = 6.8277 
$5568[110] = -1532.975 
$5684[110] = 806.2415 
$5800[110] = 6.8058 
$5568[111] = -1525.152 
$5684[111] = 906.8005 
$5800[111] = 6.8066 
$5568[112] = -1560.428 
$5684[112] = 1000.395 
$5800[112] = 6.8073 
$5568[113] = -1580.528 
$5684[113] = 1099.026 
$5800[113] = 6.805 
$5568[114] = -1593.106 
$5684[114] = 1198.824 
$5800[114] = 6.7993 
$5568[115] = -1612.8 
$5684[115] = 1284.908 
$5800[115] = 6.9396 
$5916[0] = 2480.597 
$6014[0] = -1659.156 
$6112[0] = 13.0965 
$5916[1] = 2379.881 
$6014[1] = -1658.193 
$6112[1] = 13.1467 
$5916[2] = 2344.399 
$6014[2] = -1564.435 
$6112[2] = 23.9333 
$5916[3] = 2343.672 
$6014[3] = -1463.32 
$6112[3] = 23.6044 
$5916[4] = 2305.275 
$6014[4] = -1370.793 
$6112[4] = 23.6319 
$5916[5] = 2303.441 
$6014[5] = -1269.606 
$6112[5] = 23.5946 
$5916[6] = 2306.217 
$6014[6] = -1169.403 
$6112[6] = 26.0798 
$5916[7] = 2213.07 
$6014[7] = -1132.101 
$6112[7] = 25.3774 
$5916[8] = 2116.198 
$6014[8] = -1104.905 
$6112[8] = 24.8605 
$5916[9] = 2022.478 
$6014[9] = -1067.897 
$6112[9] = 24.2557 
$5916[10] = 1925.305 
$6014[10] = -1039.768 
$6112[10] = 23.612 
$5916[11] = 1867.651 
$6014[11] = -1121.554 
$6112[11] = 23.4686 
$5916[12] = 1777.408 
$6014[12] = -1164.645 
$6112[12] = 23.5025 
$5916[13] = 1677.176 
$6014[13] = -1162.405 
$6112[13] = 23.4443 
$5916[14] = 1576.553 
$6014[14] = -1163.307 
$6112[14] = 23.7111 
$5916[15] = 1476.002 
$6014[15] = -1159.845 
$6112[15] = 23.6522 
$5916[16] = 1376.964 
$6014[16] = -1140.134 
$6112[16] = 23.4968 
$5916[17] = 1366.809 
$6014[17] = -1040.218 
$6112[17] = 26.2347 
$5916[18] = 1371.418 
$6014[18] = -940.2704 
$6112[18] = 33.9599 
$5916[19] = 1273.029 
$6014[19] = -922.0916 
$6112[19] = 41.8145 
$5916[20] = 1174.404 
$6014[20] = -940.6694 
$6112[20] = 42.5196 
$5916[21] = 1156.819 
$6014[21] = -842.2726 
$6112[21] = 49.739 
$5916[22] = 1164.005 
$6014[22] = -742.3879 
$6112[22] = 60.319 
$5916[23] = 1202.729 
$6014[23] = -649.9714 
$6112[23] = 59.6176 
$5916[24] = 1231.284 
$6014[24] = -554.9558 
$6112[24] = 40.3091 
$5916[25] = 1257.225 
$6014[25] = -462.3789 
$6112[25] = 12.7939 
$5916[26] = 1255.678 
$6014[26] = -362.5274 
$6112[26] = 2.989 
$5916[27] = 1230.684 
$6014[27] = -267.0266 
$6112[27] = 18.9881 
$5916[28] = 1188.919 
$6014[28] = -178.3956 
$6112[28] = 40.7223 
$5916[29] = 1088.56 
$6014[29] = -182.8582 
$6112[29] = 39.859 
$5916[30] = 989.9222 
$6014[30] = -180.4384 
$6112[30] = 17.6728 
$5916[31] = 889.5374 
$6014[31] = -173.0015 
$6112[31] = 10.7641 
$5916[32] = 788.8903 
$6014[32] = -164.4205 
$6112[32] = 16.4595 
$5916[33] = 689.4522 
$6014[33] = -155.3612 
$6112[33] = 22.89 
$5916[34] = 589.6461 
$6014[34] = -146.5947 
$6112[34] = 29.747 
$5916[35] = 510.978 
$6014[35] = -208.5235 
$6112[35] = 37.1529 
$5916[36] = 491.5316 
$6014[36] = -306.6292 
$6112[36] = 42.7684 
$5916[37] = 464.9347 
$6014[37] = -402.1279 
$6112[37] = 32.6014 
$5916[38] = 370.5219 
$6014[38] = -393.0328 
$6112[38] = 23.9504 
$5916[39] = 272.6069 
$6014[39] = -378.1253 
$6112[39] = 2.4636 
$5916[40] = 206.3447 
$6014[40] = -301.5085 
$6112[40] = 1.1901 
$5916[41] = 157.5706 
$6014[41] = -213.2552 
$6112[41] = 1.196 
$5916[42] = 57.3466 
$6014[42] = -208.4595 
$6112[42] = 1.2183 
$5916[43] = -43.1581 
$6014[43] = -203.3529 
$6112[43] = 1.3731 
$5916[44] = -142.4222 
$6014[44] = -187.639 
$6112[44] = 1.6178 
$5916[45] = -241.4735 
$6014[45] = -167.4589 
$6112[45] = 2.0199 
$5916[46] = -298.0107 
$6014[46] = -84.8255 
$6112[46] = 1.2111 
$5916[47] = -284.5947 
$6014[47] = 14.7808 
$6112[47] = 0.8422 
$5916[48] = -255.5891 
$6014[48] = 111.3571 
$6112[48] = 0.8426 
$5916[49] = -213.1467 
$6014[49] = 202.6102 
$6112[49] = 1.8256 
$5916[50] = -292.432 
$6014[50] = 264.4556 
$6112[50] = 1.8382 
$5916[51] = -391.0918 
$6014[51] = 282.886 
$6112[51] = 1.8926 
$5916[52] = -491.862 
$6014[52] = 287.5233 
$6112[52] = 1.8369 
$5916[53] = -592.0175 
$6014[53] = 284.7173 
$6112[53] = 1.8298 
$5916[54] = -686.3195 
$6014[54] = 250.5801 
$6112[54] = 1.8305 
$5916[55] = -770.4146 
$6014[55] = 194.5963 
$6112[55] = 1.6198 
$5916[56] = -713.9178 
$6014[56] = 113.2328 
$6112[56] = 15.6558 
$5916[57] = -759.8053 
$6014[57] = 26.0654 
$6112[57] = 33.0027 
$5916[58] = -856.795 
$6014[58] = -0.6516 
$6112[58] = 32.9974 
$5916[59] = -759.7305 
$6014[59] = -20.4226 
$6112[59] = 47.2165 
$5916[60] = -801.2752 
$6014[60] = -110.4809 
$6112[60] = 63.4186 
$5916[61] = -898.1945 
$6014[61] = -137.0961 
$6112[61] = 56.3295 
$5916[62] = -946.6151 
$6014[62] = -223.724 
$6112[62] = 38.9582 
$5916[63] = -968.4164 
$6014[63] = -321.7283 
$6112[63] = 36.142 
$5916[64] = -991.3627 
$6014[64] = -419.309 
$6112[64] = 36.0027 
$5916[65] = -1077.753 
$6014[65] = -470.2693 
$6112[65] = 33.7616 
$5916[66] = -1136.252 
$6014[66] = -551.6271 
$6112[66] = 29.8955 
$5916[67] = -1170.498 
$6014[67] = -645.1342 
$6112[67] = 42.4828 
$5916[68] = -1205.133 
$6014[68] = -737.6744 
$6112[68] = 59.3098 
$5916[69] = -1284.404 
$6014[69] = -798.114 
$6112[69] = 69.501 
$5916[70] = -1381.958 
$6014[70] = -817.3228 
$6112[70] = 81.1519 
$5916[71] = -1481.566 
$6014[71] = -815.1219 
$6112[71] = 66.9058 
$5916[72] = -1579.51 
$6014[72] = -800.5511 
$6112[72] = 49.9587 
$5916[73] = -1673.196 
$6014[73] = -765.3336 
$6112[73] = 41.5955 
$5916[74] = -1754.994 
$6014[74] = -708.9478 
$6112[74] = 28.2593 
$5916[75] = -1761.496 
$6014[75] = -609.3593 
$6112[75] = 15.9606 
$5916[76] = -1820.37 
$6014[76] = -528.3566 
$6112[76] = 14.6995 
$5916[77] = -1814.595 
$6014[77] = -427.9472 
$6112[77] = 14.7211 
$5916[78] = -1803.963 
$6014[78] = -328.1352 
$6112[78] = 14.7287 
$5916[79] = -1801.376 
$6014[79] = -227.7857 
$6112[79] = 14.7103 
$5916[80] = -1801.019 
$6014[80] = -126.9901 
$6112[80] = 12.5775 
$5916[81] = -1797.841 
$6014[81] = -25.8091 
$6112[81] = 14.8934 
$5916[82] = -1805.531 
$6014[82] = 73.9609 
$6112[82] = 14.7143 
$5916[83] = -1807.149 
$6014[83] = 174.5928 
$6112[83] = 14.7138 
$5916[84] = -1800.194 
$6014[84] = 275.5728 
$6112[84] = 10.6028 
$5916[85] = -1810.287 
$6014[85] = 375.14 
$6112[85] = 9.7906 
$5916[86] = -1814.409 
$6014[86] = 474.6516 
$6112[86] = 23.4117 
$5916[87] = -1877.944 
$6014[87] = 551.0918 
$6112[87] = 34.4247 
$5916[88] = -1896.861 
$6014[88] = 649.7911 
$6112[88] = 37.0183 
$5916[89] = -1895.051 
$6014[89] = 750.2951 
$6112[89] = 45.051 
$5916[90] = -1893.937 
$6014[90] = 850.3843 
$6112[90] = 34.7833 
$5916[91] = -1820.143 
$6014[91] = 917.2139 
$6112[91] = 24.9892 
$5916[92] = -1719.022 
$6014[92] = 917.0076 
$6112[92] = 24.4954 
$5916[93] = -1619.303 
$6014[93] = 916.6608 
$6112[93] = 7.634 
$5916[94] = -1555.825 
$6014[94] = 994.0962 
$6112[94] = 6.8065 
$5916[95] = -1579.963 
$6014[95] = 1091.548 
$6112[95] = 6.807 
$5916[96] = -1588.588 
$6014[96] = 1191.306 
$6112[96] = 6.798 
$5916[97] = -1612.353 
$6014[97] = 1281.671 
$6112[97] = 6.9398 
$6210[0] = 2488.273 
$6327[0] = -1659.969 
$6444[0] = 13.0884 
$6210[1] = 2387.719 
$6327[1] = -1658.019 
$6444[1] = 13.1467 
$6210[2] = 2286.949 
$6327[2] = -1658.583 
$6444[2] = 14.6557 
$6210[3] = 2187.451 
$6327[3] = -1638.533 
$6444[3] = 15.0393 
$6210[4] = 2090.335 
$6327[4] = -1611.906 
$6444[4] = 13.1306 
$6210[5] = 1990.331 
$6327[5] = -1612.021 
$6444[5] = 13.1388 
$6210[6] = 1888.96 
$6327[6] = -1614.385 
$6444[6] = 13.1433 
$6210[7] = 1787.243 
$6327[7] = -1607.768 
$6444[7] = 13.1244 
$6210[8] = 1687.135 
$6327[8] = -1592.272 
$6444[8] = 13.1375 
$6210[9] = 1586.952 
$6327[9] = -1591.001 
$6444[9] = 13.1297 
$6210[10] = 1486.726 
$6327[10] = -1590.779 
$6444[10] = 13.152 
$6210[11] = 1386.181 
$6327[11] = -1585.607 
$6444[11] = 13.1003 
$6210[12] = 1286.662 
$6327[12] = -1572.978 
$6444[12] = 13.1664 
$6210[13] = 1186.398 
$6327[13] = -1571.876 
$6444[13] = 13.1464 
$6210[14] = 1085.49 
$6327[14] = -1570.857 
$6444[14] = 13.1351 
$6210[15] = 985.0605 
$6327[15] = -1571.431 
$6444[15] = 13.141 
$6210[16] = 884.2 
$6327[16] = -1577.365 
$6444[16] = 13.13 
$6210[17] = 815.0362 
$6327[17] = -1650.267 
$6444[17] = 13.1344 
$6210[18] = 810.6691 
$6327[18] = -1750.188 
$6444[18] = 13.1276 
$6210[19] = 710.2051 
$6327[19] = -1749.904 
$6444[19] = 14.0481 
$6210[20] = 612.0961 
$6327[20] = -1727.222 
$6444[20] = 13.6595 
$6210[21] = 512.0588 
$6327[21] = -1711.107 
$6444[21] = 11.9235 
$6210[22] = 411.9842 
$6327[22] = -1701.354 
$6444[22] = 8.9795 
$6210[23] = 310.8292 
$6327[23] = -1701.127 
$6444[23] = 6.3614 
$6210[24] = 210.8359 
$6327[24] = -1692.62 
$6444[24] = 7.4032 
$6210[25] = 162.6634 
$6327[25] = -1604.718 
$6444[25] = 15.512 
$6210[26] = 96.6228 
$6327[26] = -1530.289 
$6444[26] = 5.2206 
$6210[27] = -4.3045 
$6327[27] = -1520.765 
$6444[27] = 1.3181 
$6210[28] = -100.2442 
$6327[28] = -1492.018 
$6444[28] = 2.444 
$6210[29] = -150.6629 
$6327[29] = -1404.912 
$6444[29] = 2.4387 
$6210[30] = -125.7253 
$6327[30] = -1307.639 
$6444[30] = 2.6123 
$6210[31] = -85.3976 
$6327[31] = -1398.901 
$6444[31] = 11.9881 
$6210[32] = -156.1722 
$6327[32] = -1470.046 
$6444[32] = 12.557 
$6210[33] = -224.7423 
$6327[33] = -1543.44 
$6444[33] = 15.2432 
$6210[34] = -278.3897 
$6327[34] = -1627.836 
$6444[34] = 15.4404 
$6210[35] = -309.6147 
$6327[35] = -1722.891 
$6444[35] = 14.4331 
$6210[36] = -347.4445 
$6327[36] = -1815.805 
$6444[36] = 20.3824 
$6210[37] = -375.8723 
$6327[37] = -1911.975 
$6444[37] = 27.4563 
$6210[38] = -367.3835 
$6327[38] = -2012.258 
$6444[38] = 27.9796 
$6210[39] = -352.257 
$6327[39] = -2111.555 
$6444[39] = 28.1054 
$6210[40] = -325.2379 
$6327[40] = -2208.254 
$6444[40] = 28.2795 
$6210[41] = -411.8825 
$6327[41] = -2256.126 
$6444[41] = 43.9768 
$6210[42] = -507.0649 
$6327[42] = -2286.252 
$6444[42] = 32.8761 
$6210[43] = -579.3828 
$6327[43] = -2355.297 
$6444[43] = 26.9589 
$6210[44] = -678.7022 
$6327[44] = -2358.307 
$6444[44] = 38.2611 
$6210[45] = -752.1234 
$6327[45] = -2421.517 
$6444[45] = 63.3924 
$6210[46] = -819.2419 
$6327[46] = -2493.365 
$6444[46] = 82.6824 
$6210[47] = -890.7695 
$6327[47] = -2563.279 
$6444[47] = 90.2311 
$6210[48] = -981.5709 
$6327[48] = -2605.962 
$6444[48] = 86.4663 
$6210[49] = -1080.225 
$6327[49] = -2592.215 
$6444[49] = 76.2713 
$6210[50] = -1161.929 
$6327[50] = -2534.01 
$6444[50] = 67.2918 
$6210[51] = -1179.818 
$6327[51] = -2436.012 
$6444[51] = 53.4017 
$6210[52] = -1164.983 
$6327[52] = -2337.243 
$6444[52] = 41.315 
$6210[53] = -1134.131 
$6327[53] = -2242.25 
$6444[53] = 33.4991 
$6210[54] = -1097.972 
$6327[54] = -2148.736 
$6444[54] = 35.7186 
$6210[55] = -1047.998 
$6327[55] = -2064.019 
$6444[55] = 54.2015 
$6210[56] = -998.8296 
$6327[56] = -1979.083 
$6444[56] = 73.7414 
$6210[57] = -1062.2 
$6327[57] = -1901.606 
$6444[57] = 76.9899 
$6210[58] = -1161.378 
$6327[58] = -1886.014 
$6444[58] = 77.91 
$6210[59] = -1206.338 
$6327[59] = -1800.164 
$6444[59] = 51.1433 
$6210[60] = -1271.566 
$6327[60] = -1723.902 
$6444[60] = 45.7799 
$6210[61] = -1353.911 
$6327[61] = -1666.739 
$6444[61] = 45.1373 
$6210[62] = -1446.169 
$6327[62] = -1627.665 
$6444[62] = 44.393 
$6210[63] = -1543.799 
$6327[63] = -1605.511 
$6444[63] = 37.4879 
$6210[64] = -1583.018 
$6327[64] = -1513.157 
$6444[64] = 37.4862 
$6210[65] = -1681.619 
$6327[65] = -1493.674 
$6444[65] = 34.781 
$6210[66] = -1771.401 
$6327[66] = -1448.094 
$6444[66] = 34.5515 
$6210[67] = -1859.213 
$6327[67] = -1399.628 
$6444[67] = 38.1758 
$6210[68] = -1944.476 
$6327[68] = -1347.211 
$6444[68] = 40.559 
$6210[69] = -2006.201 
$6327[69] = -1268.181 
$6444[69] = 36.2375 
$6210[70] = -2057.926 
$6327[70] = -1182.227 
$6444[70] = 31.9717 
$6210[71] = -2105.244 
$6327[71] = -1093.758 
$6444[71] = 29.8948 
$6210[72] = -2169.432 
$6327[72] = -1016.588 
$6444[72] = 33.6278 
$6210[73] = -2214.329 
$6327[73] = -927.0612 
$6444[73] = 42.1936 
$6210[74] = -2196.712 
$6327[74] = -829.6929 
$6444[74] = 58.5525 
$6210[75] = -2261.177 
$6327[75] = -755.0598 
$6444[75] = 75.9781 
$6210[76] = -2341.961 
$6327[76] = -707.3872 
$6444[76] = 110.6889 
$6210[77] = -2400.182 
$6327[77] = -628.3421 
$6444[77] = 131.575 
$6210[78] = -2453.648 
$6327[78] = -544.386 
$6444[78] = 121.1835 
$6210[79] = -2526.894 
$6327[79] = -485.9847 
$6444[79] = 85.0712 
$6210[80] = -2446.844 
$6327[80] = -425.2606 
$6444[80] = 84.4373 
$6210[81] = -2354.251 
$6327[81] = -463.4032 
$6444[81] = 79.948 
$6210[82] = -2389.566 
$6327[82] = -369.9571 
$6444[82] = 75.0462 
$6210[83] = -2489.354 
$6327[83] = -363.9357 
$6444[83] = 63.4133 
$6210[84] = -2588.571 
$6327[84] = -366.5697 
$6444[84] = 46.1223 
$6210[85] = -2672.897 
$6327[85] = -418.9947 
$6444[85] = 31.9261 
$6210[86] = -2681.235 
$6327[86] = -517.9654 
$6444[86] = 17.1435 
$6210[87] = -2777.102 
$6327[87] = -490.7432 
$6444[87] = 6.9382 
$6210[88] = -2818.191 
$6327[88] = -399.3717 
$6444[88] = 6.8041 
$6210[89] = -2811.526 
$6327[89] = -299.0307 
$6444[89] = 6.8035 
$6210[90] = -2805.668 
$6327[90] = -198.8723 
$6444[90] = 6.7879 
$6210[91] = -2808.854 
$6327[91] = -97.9767 
$6444[91] = 6.7909 
$6210[92] = -2809.093 
$6327[92] = 2.2906 
$6444[92] = 6.8002 
$6210[93] = -2804.685 
$6327[93] = 102.3091 
$6444[93] = 6.8277 
$6210[94] = -2806.474 
$6327[94] = 202.4786 
$6444[94] = 6.807 
$6210[95] = -2807.934 
$6327[95] = 302.7264 
$6444[95] = 6.3467 
$6210[96] = -2849.526 
$6327[96] = 394.1544 
$6444[96] = 4.1824 
$6210[97] = -2843.374 
$6327[97] = 494.5805 
$6444[97] = 4.1463 
$6210[98] = -2825.592 
$6327[98] = 593.7442 
$6444[98] = 5.2247 
$6210[99] = -2830.803 
$6327[99] = 692.401 
$6444[99] = 22.7063 
$6210[100] = -2856.007 
$6327[100] = 788.662 
$6444[100] = 35.799 
$6210[101] = -2817.792 
$6327[101] = 880.8148 
$6444[101] = 43.7304 
$6210[102] = -2840.386 
$6327[102] = 978.9179 
$6444[102] = 43.2024 
$6210[103] = -2876.457 
$6327[103] = 1071.905 
$6444[103] = 30.8111 
$6210[104] = -2875.885 
$6327[104] = 1169.952 
$6444[104] = 11.0039 
$6210[105] = -2826.602 
$6327[105] = 1257.501 
$6444[105] = 5.3188 
$6210[106] = -2728.815 
$6327[106] = 1280.354 
$6444[106] = 6.828 
$6210[107] = -2629.314 
$6327[107] = 1297.977 
$6444[107] = 6.7957 
$6210[108] = -2548.262 
$6327[108] = 1358.467 
$6444[108] = 7.3351 
$6210[109] = -2448.621 
$6327[109] = 1370.268 
$6444[109] = 6.7969 
$6210[110] = -2347.698 
$6327[110] = 1366.408 
$6444[110] = 6.9813 
$6210[111] = -2253.195 
$6327[111] = 1333.593 
$6444[111] = 6.801 
$6210[112] = -2152.642 
$6327[112] = 1334.962 
$6444[112] = 6.8483 
$6210[113] = -2055.385 
$6327[113] = 1309.631 
$6444[113] = 6.9547 
$6210[114] = -1957.98 
$6327[114] = 1286.638 
$6444[114] = 6.9474 
$6210[115] = -1868.502 
$6327[115] = 1332.573 
$6444[115] = 6.9476 
$6210[116] = -1837.603 
$6327[116] = 1425.719 
$6444[116] = 6.9399 
0107: $6561 = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $6561 XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $6561 
014B: $6562 = init_car_generator 506 color 31 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $6562 cars_to_generate_to 0 
014B: $6567 = init_car_generator 541 color 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $6567 cars_to_generate_to 0 
09E2: $6568 = parked_car_generator_w_numberplate 434 colors 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $6568 cars_to_generate_to 0 
09E2: $6570 = parked_car_generator_w_numberplate 429 colors 79 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $6570 cars_to_generate_to 0 
09E2: $6569 = parked_car_generator_w_numberplate 541 colors 24 40 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $6569 cars_to_generate_to 0 
014B: $6572 = init_car_generator 504 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $6572 cars_to_generate_to 0 
014B: $6573[0] = init_car_generator 487 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $6573[1] = init_car_generator 469 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $6573[2] = init_car_generator 487 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $6573[3] = init_car_generator 487 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $6573[4] = init_car_generator 563 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $6573[5] = init_car_generator 447 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $6573[6] = init_car_generator 548 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $6573[7] = init_car_generator 487 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $6573[8] = init_car_generator 520 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $6573[9] = init_car_generator 520 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $6573[10] = init_car_generator 460 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $6573[11] = init_car_generator 563 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $6573[12] = init_car_generator 497 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1561.865 -1701.953 27.948 angle 0.0015 
014B: $6573[13] = init_car_generator 460 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $6573[14] = init_car_generator 593 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $6573[15] = init_car_generator 593 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $6573[16] = init_car_generator 553 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $6573[17] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $6573[18] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $6573[19] = init_car_generator 553 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $6573[20] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $6573[21] = init_car_generator 487 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $6573[22] = init_car_generator 417 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $6573[23] = init_car_generator 563 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $6573[24] = init_car_generator 476 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $6573[25] = init_car_generator 425 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $6573[26] = init_car_generator 577 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1586.941 1190.642 10.863 angle 180.0 
014B: $6573[27] = init_car_generator 511 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $6563 = init_car_generator 432 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $6564 = init_car_generator 432 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $6565 = init_car_generator 520 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $6566 = init_car_generator 520 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $6563 cars_to_generate_to 0 
014C: set_parked_car_generator $6564 cars_to_generate_to 0 
014C: set_parked_car_generator $6565 cars_to_generate_to 0 
014C: set_parked_car_generator $6566 cars_to_generate_to 0 
014C: set_parked_car_generator $6573[0] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[1] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[2] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[3] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[4] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[5] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[6] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[7] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[8] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[9] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[10] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[11] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[12] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[13] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[14] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[15] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[16] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[17] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[18] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[19] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[20] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[21] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[22] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[23] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[24] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[25] cars_to_generate_to 0 
014C: set_parked_car_generator $6573[26] cars_to_generate_to 101 
014C: set_parked_car_generator $6573[27] cars_to_generate_to 0 
014B: $6601[0] = init_car_generator 593 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $6601[1] = init_car_generator 593 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $6601[2] = init_car_generator 553 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $6601[3] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $6601[4] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $6601[5] = init_car_generator 553 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $6601[6] = init_car_generator 519 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $6601[7] = init_car_generator 487 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 100 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $6601[8] = init_car_generator 417 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $6601[9] = init_car_generator 563 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $6601[10] = init_car_generator 476 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $6601[11] = init_car_generator 511 color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $6601[0] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[1] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[2] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[3] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[4] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[5] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[6] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[7] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[8] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[9] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[10] cars_to_generate_to 101 
014C: set_parked_car_generator $6601[11] cars_to_generate_to 101 
014B: $6613 = init_car_generator 457 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $6614 = init_car_generator 457 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $6615 = init_car_generator 457 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $6616 = init_car_generator 457 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $6617 = init_car_generator 508 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $6618 = init_car_generator 508 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $6619 = init_car_generator 508 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $6620 = init_car_generator 508 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $6613 cars_to_generate_to 101 
014C: set_parked_car_generator $6614 cars_to_generate_to 101 
014C: set_parked_car_generator $6615 cars_to_generate_to 101 
014C: set_parked_car_generator $6616 cars_to_generate_to 101 
014C: set_parked_car_generator $6617 cars_to_generate_to 101 
014C: set_parked_car_generator $6618 cars_to_generate_to 101 
014C: set_parked_car_generator $6619 cars_to_generate_to 101 
014C: set_parked_car_generator $6620 cars_to_generate_to 101 
032B: $6621 = create_weapon_pickup 355 type 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $6622 = create_weapon_pickup 350 type 15 ammo 40 at 832.603 -1273.861 14.4833 
0213: $6623 = create_pickup 334 type 15 at 911.6486 -1235.39 17.6802 
0213: $6624 = create_pickup 358 type 15 at 733.4333 -1356.47 23.5229 
014B: $6628 = init_car_generator 468 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $6629 = init_car_generator 510 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $6630 = init_car_generator 508 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $6631 = init_car_generator 483 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $6628 cars_to_generate_to 101 
014C: set_parked_car_generator $6629 cars_to_generate_to 101 
014C: set_parked_car_generator $6630 cars_to_generate_to 101 
014C: set_parked_car_generator $6631 cars_to_generate_to 101 
014B: $6632 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $6633 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $6634 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $6635 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $6636 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $6637 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $6638 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $6639 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $6640 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $6641 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $6642 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $6643 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $6644 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $6645 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $6646 = init_car_generator 571 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $6632 cars_to_generate_to 0 
014C: set_parked_car_generator $6633 cars_to_generate_to 0 
014C: set_parked_car_generator $6634 cars_to_generate_to 0 
014C: set_parked_car_generator $6635 cars_to_generate_to 0 
014C: set_parked_car_generator $6636 cars_to_generate_to 0 
014C: set_parked_car_generator $6637 cars_to_generate_to 0 
014C: set_parked_car_generator $6638 cars_to_generate_to 0 
014C: set_parked_car_generator $6639 cars_to_generate_to 0 
014C: set_parked_car_generator $6640 cars_to_generate_to 0 
014C: set_parked_car_generator $6641 cars_to_generate_to 0 
014C: set_parked_car_generator $6642 cars_to_generate_to 0 
014C: set_parked_car_generator $6643 cars_to_generate_to 0 
014C: set_parked_car_generator $6644 cars_to_generate_to 0 
014C: set_parked_car_generator $6645 cars_to_generate_to 0 
014C: set_parked_car_generator $6646 cars_to_generate_to 0 
014B: $6647 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $6648 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $6649 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $6650 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $6651 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $6652 = init_car_generator 539 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $6647 cars_to_generate_to 0 
014C: set_parked_car_generator $6648 cars_to_generate_to 0 
014C: set_parked_car_generator $6649 cars_to_generate_to 0 
014C: set_parked_car_generator $6650 cars_to_generate_to 0 
014C: set_parked_car_generator $6651 cars_to_generate_to 0 
014C: set_parked_car_generator $6652 cars_to_generate_to 0 
014B: $6653 = init_car_generator 469 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $6653 cars_to_generate_to 0 
014B: $6654 = init_car_generator 461 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $6654 cars_to_generate_to 101 
$6656 = 0 
014B: $6659 = init_car_generator 573 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $6659 cars_to_generate_to 0 
014B: $6660 = init_car_generator 412 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $6660 cars_to_generate_to 101 
014B: $6661 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $6662 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $6663 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $6661 cars_to_generate_to 101 
014C: set_parked_car_generator $6662 cars_to_generate_to 101 
014C: set_parked_car_generator $6663 cars_to_generate_to 101 
014B: $6664 = init_car_generator 515 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $6665 = init_car_generator 578 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $6666 = init_car_generator 530 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $6664 cars_to_generate_to 101 
014C: set_parked_car_generator $6665 cars_to_generate_to 101 
014C: set_parked_car_generator $6666 cars_to_generate_to 101 
$6667 = 0 
$6668 = 0 
$6669 = 0 
$6671 = 0 
$6673 = 0 
029B: $6674 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $6674 moveable 0 
07F7: set_object $6674 destructible 0 
09CA: set_object $6674 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6674 
029B: $6675 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $6675 moveable 0 
07F7: set_object $6675 destructible 0 
09CA: set_object $6675 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6675 
029B: $6676 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $6676 moveable 0 
07F7: set_object $6676 destructible 0 
09CA: set_object $6676 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6676 
$6677 = 0 
$6678 = 0 
$6729 = -1 
$6730 = -1 
$6731 = -1 
$6732 = -1 
$6733 = 0.0 
end_thread 

//-------------Mission 2---------------
// Originally: Intro

:INTRO
thread 'INTRO' 
gosub @INTRO_47 
if 
wasted_or_busted 
else_jump @INTRO_38 
gosub @INTRO_10025 

:INTRO_38
gosub @INTRO_10027 
end_thread 

:INTRO_47
$ONMISSION = 1 
09BA: show_entered_zone_name 0 
if 
  $ONMISSION == 0 
else_jump @INTRO_129 
009A: 157@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 156@ = create_car 596 at 0.0 0.0 0.0 
0662: printstring "AA" 

:INTRO_129
create_thread @A_CONT 
054C: use_GXT_table 'INTRO1' 
03F0: enable_text_draw 1 
wait 0 
03E0: draw_text_behind_textures 0 
0349: set_text_draw_font 1 
188@ = 0 
187@ = 0 
05AA: 191@s = 'LOAD_01' // @s = 'short'  // Francis INTL. Airport,

:INTRO_192
if 
  200 > 188@ 
else_jump @INTRO_229 
wait 0 
gosub @INTRO_10279 
jump @INTRO_192 

:INTRO_229
187@ = 2 
40@ = 0 

:INTRO_243
if 
  1000 > 40@ 
else_jump @INTRO_280 
wait 0 
gosub @INTRO_10279 
jump @INTRO_243 

:INTRO_280
select_interior 14 
02E4: load_cutscene_data 'PROLOG1' 

:INTRO_295
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO_326 
wait 0 
gosub @INTRO_10279 
jump @INTRO_295 

:INTRO_326
187@ = 1 

:INTRO_333
if 
  188@ > 0 
else_jump @INTRO_369 
wait 0 
gosub @INTRO_10279 
jump @INTRO_333 

:INTRO_369
187@ = 0 
190@ = 1 
05AA: 191@s = 'LOAD_02' // @s = 'short'  // Los Santos International Airport.
189@ = 0 
02E7: start_cutscene 
fade 0 0 

:INTRO_412
if 
fading 
else_jump @INTRO_436 
wait 0 
jump @INTRO_412 

:INTRO_436
fade 1 1000 
40@ = 0 

:INTRO_450
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO_710 
wait 0 
if 
  40@ > 6800 
else_jump @INTRO_703 
0871: init_jump_table 189@ total_jumps 3 default_jump 0 @INTRO_703 jumps 0 @INTRO_549 1 @INTRO_603 2 @INTRO_657 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 -1 @INTRO_703 

:INTRO_549
if 
  200 > 188@ 
else_jump @INTRO_589 
gosub @INTRO_10279 
jump @INTRO_703 
jump @INTRO_603 

:INTRO_589
187@ = 2 
189@ += 1 

:INTRO_603
if 
  10000 > 40@ 
else_jump @INTRO_643 
gosub @INTRO_10279 
jump @INTRO_703 
jump @INTRO_657 

:INTRO_643
187@ = 1 
189@ += 1 

:INTRO_657
if 
  188@ > 0 
else_jump @INTRO_696 
gosub @INTRO_10279 
jump @INTRO_703 
jump @INTRO_703 

:INTRO_696
189@ += 1 

:INTRO_703
jump @INTRO_450 

:INTRO_710
fade 0 0 

:INTRO_716
if 
fading 
else_jump @INTRO_740 
wait 0 
jump @INTRO_716 

:INTRO_740
02EA: end_cutscene 
if 
056A:   cutscene_skipped 
else_jump @INTRO_773 
select_interior 0 
$6737 = 1 
jump @INTRO_6707 

:INTRO_773
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
select_interior 0 
02E4: load_cutscene_data 'PROLOG3' 

:INTRO_798
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO_822 
wait 0 
jump @INTRO_798 

:INTRO_822
0247: load_model #GWFORUM1_LAE 

:INTRO_826
if 
8248:   not model #GWFORUM1_LAE available 
else_jump @INTRO_852 
wait 0 
jump @INTRO_826 

:INTRO_852
0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 radius 500.0 
02E7: start_cutscene 
fade 1 1000 

:INTRO_907
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO_937 
wait 0 
00C0: set_current_time_hours_to 6 minutes_to 30 
jump @INTRO_907 

:INTRO_937
fade 0 0 

:INTRO_943
if 
fading 
else_jump @INTRO_967 
wait 0 
jump @INTRO_943 

:INTRO_967
02EA: end_cutscene 
0249: release_model #GWFORUM1_LAE 
if 
056A:   cutscene_skipped 
else_jump @INTRO_1000 
$6737 = 1 
jump @INTRO_6707 

:INTRO_1000
0247: load_model 596 
0247: load_model 537 
0247: load_model 569 
0247: load_model 481 
0247: load_model #GANGSHOPS4_LAE2 
0247: load_model #CE_HILLSEAST06 
0247: load_model #CUNTEGROUND23 
0247: load_model #HILLSEAST05_LAE 
023C: load_special_actor 'TENPEN' as 1 // models 290-299 
023C: load_special_actor 'PULASKI' as 2 // models 290-299 
023C: load_special_actor 'HERN' as 3 // models 290-299 
07C0: load_path 706 
07C0: load_path 707 

:INTRO_1085
if or
8248:   not model 596 available 
8248:   not model 537 available 
8248:   not model 569 available 
8248:   not model 481 available 
87C1:   not path 706 available 
87C1:   not path 707 available 
else_jump @INTRO_1137 
wait 0 
jump @INTRO_1085 

:INTRO_1137
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @INTRO_1171 
wait 0 
jump @INTRO_1137 

:INTRO_1171
if or
8248:   not model #GANGSHOPS4_LAE2 available 
8248:   not model #CE_HILLSEAST06 available 
8248:   not model #CUNTEGROUND23 available 
8248:   not model #HILLSEAST05_LAE available 
else_jump @INTRO_1209 
wait 0 
jump @INTRO_1171 

:INTRO_1209
04E4: refresh_game_renderer_at 2431.609 -1254.061 
03CB: set_rendering_origin_at 2358.656 -1246.348 28.7884 
0952: load_soundtrack 10 
46@ = 0 

:INTRO_1249
if 
   not 46@ == 2 
else_jump @INTRO_1283 
wait 0 
0953: get_soundtrack_status_to 46@ 
jump @INTRO_1249 

:INTRO_1283
if 
09C8:   menu_subtitles_switched_on 
else_jump @INTRO_2113 
101@ = 0 
05AA: 103@s = 'PRO@24' // @s = 'short'  // How you been, Carl? How's your wonderful family?
51@ = 3050 
76@ = 0 
05AA: 105@s = 'PRO@25' // @s = 'short'  // I'm here to bury my Moms. You know that.
52@ = 2530 
77@ = 3150 
05AA: 107@s = 'PRO@26' // @s = 'short'  // Yeah, I guess I do.
53@ = 1600 
78@ = 6000 
05AA: 109@s = 'PRO@49' // @s = 'short'  // So what else you got shakin' Carl?
54@ = 1530 
79@ = 9190 
05AA: 111@s = 'PRO@27' // @s = 'short'  // Nothing. I live in Liberty City now. I'm clean. Legit.
55@ = 5510 
80@ = 10810 
05AA: 113@s = 'PRO@28' // @s = 'short'  // No, you ain't never been clean, Carl.
56@ = 2560 
81@ = 16600 
05AA: 115@s = 'PRO@29' // @s = 'short'  // Well, what've we got here?
57@ = 1350 
82@ = 21000 
05AA: 117@s = 'PRO@30' // @s = 'short'  // This is a weapon, Officer Pulaski, that was used to gun down
58@ = 3760 
83@ = 23500 
05AA: 119@s = 'PRO@30B' // @s = 'short'  // a police officer not ten minutes ago.
59@ = 2450 
0085: 84@ = 83@ // (int) 
005A: 84@ += 58@ // (int) 
05AA: 121@s = 'PRO@31' // @s = 'short'  // Officer Pendelbury. A fine man, I might add.
60@ = 3620 
85@ = 30700 
05AA: 123@s = 'PRO@33' // @s = 'short'  // You work fast, nigga.
61@ = 1440 
86@ = 35000 
05AA: 125@s = 'PRO@32' // @s = 'short'  // You know I just got off the plane!
62@ = 1739 
87@ = 36750 
05AA: 127@s = 'PRO@34' // @s = 'short'  // It's a good thing we found you and retrieved the murder weapon.
63@ = 2450 
0085: 88@ = 87@ // (int) 
005A: 88@ += 62@ // (int) 
05AA: 129@s = 'PRO@35' // @s = 'short'  // That ain't my gun.
64@ = 971 
0085: 89@ = 88@ // (int) 
005A: 89@ += 63@ // (int) 
05AA: 131@s = 'PRO@36' // @s = 'short'  // Don't bullshit me, Carl.
65@ = 1320 
0085: 90@ = 89@ // (int) 
005A: 90@ += 64@ // (int) 
05AA: 133@s = 'PRO@37' // @s = 'short'  // Yeah, don't bullshit him, Carl.
66@ = 1342 
0085: 91@ = 90@ // (int) 
005A: 91@ += 65@ // (int) 
05AA: 135@s = 'PRO@38' // @s = 'short'  // What the fuck you want from me this time?
67@ = 1747 
0085: 92@ = 91@ // (int) 
005A: 92@ += 66@ // (int) 
05AA: 137@s = 'PRO@40' // @s = 'short'  // When we want you, we'll find you.
68@ = 2355 
93@ = 46700 
05AA: 139@s = 'PRO@41' // @s = 'short'  // In the meantime, try not to gun down any more officers of the law.
69@ = 4400 
94@ = 49500 
05AA: 141@s = 'PRO@43' // @s = 'short'  // You can't leave me here - it's BALLAS country.
70@ = 3111 
95@ = 55900 
05AA: 143@s = 'PRO@44' // @s = 'short'  // I thought you said you was innocent, Carl? That you don't bang?
71@ = 3400 
96@ = 59500 
05AA: 145@s = 'PRO@45' // @s = 'short'  // This is car 58... WHAT?!
72@ = 1180 
0085: 97@ = 96@ // (int) 
005A: 97@ += 71@ // (int) 
05AA: 147@s = 'PRO@47' // @s = 'short'  // See you around like a doughnut, Carl...
73@ = 1700 
0085: 98@ = 97@ // (int) 
005A: 98@ += 72@ // (int) 
05AA: 149@s = 'PRO@46' // @s = 'short'  // Officer Pendelbury's down? We'll be right over.
74@ = 2500 
0085: 99@ = 98@ // (int) 
005A: 99@ += 73@ // (int) 
jump @INTRO_2120 

:INTRO_2113
101@ = 25 

:INTRO_2120
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D7: enable_train_traffic 0 
45@ = 0 
00A5: 43@ = create_car 596 at 2431.609 -1254.061 22.8303 
0175: set_car 43@ Z_angle_to 89.5453 
067F: set_car 43@ lights 2 
0430: put_actor $PLAYER_ACTOR into_car 43@ passenger_seat 2 
0129: 49@ = create_actor_pedtype 23 model 291 in_car 43@ driverseat 
01C8: 48@ = create_actor_pedtype 23 model 290 in_car 43@ passenger_seat 0 
01C8: 50@ = create_actor_pedtype 23 model 292 in_car 43@ passenger_seat 1 
015F: set_camera_position 2358.656 -1246.348 28.7884 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2359.521 -1246.843 28.7047 switchstyle 2 
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
022B: create_forbidden_for_peds_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
40@ = 0 

:INTRO_2434
if 
  500 > 40@ 
else_jump @INTRO_2464 
wait 0 
jump @INTRO_2434 

:INTRO_2464
fade 1 500 
02A3: enable_widescreen 1 
if 
8119:   not car 43@ wrecked 
else_jump @INTRO_2517 
if 
860E:   not car 43@ assigned_to_path 
else_jump @INTRO_2517 
05EB: assign_car 43@ to_path 706 
0954: start_playing_loaded_soundtrack 

:INTRO_2517
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTRO_2540 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO_2540
06D8: 44@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 
06DC: set_train 44@ acc 0.0 
06DD: set_train 44@ speed 0.0 
$72 = 2373.105 
$73 = -1281.969 
$74 = 22.833 
$71 = 0.0 
160@ = 2478.559 
161@ = -1258.541 
162@ = 27.5958 
gosub @INTRO_5867 
40@ = 0 
41@ = 0 
$6737 = 2 

:INTRO_2682
wait 0 
00C0: set_current_time_hours_to 6 minutes_to 30 
if 
8119:   not car 43@ wrecked 
else_jump @INTRO_5860 
0871: init_jump_table 45@ total_jumps 6 default_jump 0 @INTRO_3228 jumps 0 @INTRO_2771 1 @INTRO_2805 2 @INTRO_2874 3 @INTRO_2911 4 @INTRO_3030 5 @INTRO_3078 -1 @INTRO_3228 

:INTRO_2771
if 
fading 
else_jump @INTRO_2791 
jump @INTRO_3228 

:INTRO_2791
0707: start_scene_skip_to @INTRO_3132 
45@ += 1 

:INTRO_2805
if 
  10000 > 40@ 
else_jump @INTRO_2831 
jump @INTRO_3228 

:INTRO_2831
if 
8119:   not car 44@ wrecked 
else_jump @INTRO_2867 
06DC: set_train 44@ acc 9.0 
06DD: set_train 44@ speed 9.0 

:INTRO_2867
45@ += 1 

:INTRO_2874
if 
060E:   car 43@ assigned_to_path 
else_jump @INTRO_2897 
jump @INTRO_3228 

:INTRO_2897
40@ = 0 
45@ += 1 

:INTRO_2911
if 
  13000 > 40@ 
else_jump @INTRO_2937 
jump @INTRO_3228 

:INTRO_2937
40@ = 0 
05EB: assign_car 43@ to_path 707 
099A: set_car 43@ collision_detection 0 
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $59 = create_car 481 at 2246.508 -1263.087 22.9531 
0175: set_car $59 Z_angle_to 285.0 
153@ = 1 
45@ += 1 

:INTRO_3030
if 
  26800 > 40@ 
else_jump @INTRO_3056 
jump @INTRO_3228 

:INTRO_3056
0622: AS_actor $PLAYER_ACTOR bail_car 43@ 
45@ += 1 
jump @INTRO_3228 

:INTRO_3078
if 
060E:   car 43@ assigned_to_path 
else_jump @INTRO_3101 
jump @INTRO_3228 

:INTRO_3101
05D3: AS_actor $PLAYER_ACTOR goto_point 2239.33 -1261.941 22.9375 mode 4 time -2 ms // versionA 
$6737 = 0 

:INTRO_3132
0701: end_scene_skip 
if 
  $6737 == 2 
else_jump @INTRO_3159 
jump @INTRO_6707 

:INTRO_3159
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model 596 
0249: release_model 537 
0249: release_model 569 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 43@ 
$6737 = 3 
jump @INTRO_5968 

:INTRO_3228
0871: init_jump_table 47@ total_jumps 16 default_jump 0 @INTRO_5047 jumps 0 @INTRO_3356 1 @INTRO_3473 2 @INTRO_3590 3 @INTRO_3707 4 @INTRO_3809 5 @INTRO_3895 6 @INTRO_4012 
0872: jump_table_jumps 7 @INTRO_4100 8 @INTRO_4219 9 @INTRO_4307 10 @INTRO_4426 11 @INTRO_4545 12 @INTRO_4633 13 @INTRO_4752 14 @INTRO_4840 15 @INTRO_4928 

:INTRO_3356
if 
  1500 > 41@ 
else_jump @INTRO_3382 
jump @INTRO_5047 

:INTRO_3382
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 smooth_transition 1 
0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 smooth_transition 1 
47@ += 1 

:INTRO_3473
if 
  5500 > 41@ 
else_jump @INTRO_3499 
jump @INTRO_5047 

:INTRO_3499
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2362.03 -1288.5 23.8624 position_to 2362.03 -1288.5 23.8624 time 5500 smooth_transition 1 
0920: point_camera 2362.592 -1287.676 23.9326 transverse_to 2362.047 -1289.497 23.932 time 5500 smooth_transition 1 
47@ += 1 

:INTRO_3590
if 
  9500 > 41@ 
else_jump @INTRO_3616 
jump @INTRO_5047 

:INTRO_3616
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2377.163 -1308.247 23.6193 position_to 2380.673 -1390.425 24.0771 time 6800 smooth_transition 0 
0920: point_camera 2376.469 -1307.534 23.7249 transverse_to 2379.811 -1389.922 24.1388 time 6800 smooth_transition 0 
47@ += 1 

:INTRO_3707
if 
  16200 > 41@ 
else_jump @INTRO_3733 
jump @INTRO_5047 

:INTRO_3733
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
015F: set_camera_position 2316.988 -1378.123 23.3054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.908 -1378.489 23.4404 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_3809
if 
  20500 > 41@ 
else_jump @INTRO_3835 
jump @INTRO_5047 

:INTRO_3835
015F: set_camera_position 2271.75 -1396.443 36.7292 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2272.475 -1395.894 36.3149 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_3895
if 
  32300 > 41@ 
else_jump @INTRO_3921 
jump @INTRO_5047 

:INTRO_3921
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2305.536 -1384.754 23.2002 position_to 2303.521 -1384.387 23.0641 time 5700 smooth_transition 0 
0920: point_camera 2304.708 -1384.193 23.1803 transverse_to 2302.728 -1383.861 23.3722 time 5700 smooth_transition 0 
47@ += 1 

:INTRO_4012
if 
  37589 > 41@ 
else_jump @INTRO_4040 
jump @INTRO_5047 

:INTRO_4040
015F: set_camera_position 2265.254 -1388.591 23.4001 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2266.164 -1388.202 23.4001 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_4100
if 
  38500 > 41@ 
else_jump @INTRO_4128 
jump @INTRO_5047 

:INTRO_4128
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2265.254 -1388.591 23.4001 position_to 2246.91 -1388.591 23.4001 time 7500 smooth_transition 1 
0920: point_camera 2266.164 -1388.202 23.4001 transverse_to 2245.935 -1388.424 23.4001 time 7500 smooth_transition 1 
47@ += 1 

:INTRO_4219
if 
  46000 > 41@ 
else_jump @INTRO_4247 
jump @INTRO_5047 

:INTRO_4247
015F: set_camera_position 2163.084 -1387.757 23.8438 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.946 -1387.268 23.9785 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_4307
if 
  48000 > 41@ 
else_jump @INTRO_4335 
jump @INTRO_5047 

:INTRO_4335
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2163.084 -1387.757 23.8438 position_to 2163.084 -1387.757 23.8438 time 5000 smooth_transition 1 
0920: point_camera 2163.946 -1387.268 23.9785 transverse_to 2163.423 -1386.826 23.9785 time 5000 smooth_transition 1 
47@ += 1 

:INTRO_4426
if 
  53000 > 41@ 
else_jump @INTRO_4454 
jump @INTRO_5047 

:INTRO_4454
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2156.551 -1292.082 39.2814 position_to 2156.974 -1288.564 36.9331 time 4000 smooth_transition 1 
0920: point_camera 2157.025 -1292.67 38.6264 transverse_to 2157.626 -1289.084 36.382 time 4000 smooth_transition 1 
47@ += 1 

:INTRO_4545
if 
  57000 > 41@ 
else_jump @INTRO_4573 
jump @INTRO_5047 

:INTRO_4573
015F: set_camera_position 2176.373 -1252.759 23.4951 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.118 -1253.725 23.5115 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_4633
if 
  59200 > 41@ 
else_jump @INTRO_4661 
jump @INTRO_5047 

:INTRO_4661
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2176.373 -1252.759 23.4951 position_to 2176.373 -1252.759 23.4951 time 2500 smooth_transition 1 
0920: point_camera 2176.118 -1253.725 23.5115 transverse_to 2177.079 -1253.467 23.5115 time 2500 smooth_transition 1 
47@ += 1 

:INTRO_4752
if 
  61400 > 41@ 
else_jump @INTRO_4780 
jump @INTRO_5047 

:INTRO_4780
015F: set_camera_position 2212.582 -1262.756 25.8688 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.681 -1262.393 25.633 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_4840
if 
  63000 > 41@ 
else_jump @INTRO_4868 
jump @INTRO_5047 

:INTRO_4868
015F: set_camera_position 2210.418 -1263.121 23.1607 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.399 -1262.981 23.2985 switchstyle 2 
0925: restore_camera_to_user_defined 
47@ += 1 

:INTRO_4928
if 
  64000 > 41@ 
else_jump @INTRO_4956 
jump @INTRO_5047 

:INTRO_4956
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2210.418 -1263.121 23.1607 position_to 2217.615 -1262.761 24.45 time 6500 smooth_transition 1 
0920: point_camera 2211.399 -1262.981 23.2985 transverse_to 2218.606 -1262.886 24.4112 time 6500 smooth_transition 1 
47@ += 1 

:INTRO_5047
if 
  24 > 101@ 
else_jump @INTRO_5241 
0871: init_jump_table 102@ total_jumps 2 default_jump 0 @INTRO_5241 jumps 0 @INTRO_5163 1 @INTRO_5128 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 -1 @INTRO_5241 

:INTRO_5128
if 
001D:   154@ > 41@ // (int) 
else_jump @INTRO_5154 
jump @INTRO_5241 

:INTRO_5154
00BE: text_clear_all 
102@ -= 1 

:INTRO_5163
if 
001D:   76@(101@,25i) > 41@ // (int) 
else_jump @INTRO_5193 
jump @INTRO_5241 

:INTRO_5193
00BC: show_text_highpriority GXT 103@(101@,25s) time 12000 flag 1 
0085: 154@ = 41@ // (int) 
005A: 154@ += 51@(101@,25i) // (int) 
101@ += 1 
102@ += 1 

:INTRO_5241
0871: init_jump_table 155@ total_jumps 5 default_jump 0 @INTRO_5860 jumps 0 @INTRO_5304 1 @INTRO_5414 2 @INTRO_5524 3 @INTRO_5636 4 @INTRO_5748 -1 @INTRO_5860 -1 @INTRO_5860 

:INTRO_5304
if 
  8500 > 41@ 
else_jump @INTRO_5330 
jump @INTRO_5860 

:INTRO_5330
$72 = 2345.452 
$73 = -1303.926 
$74 = 22.9955 
$71 = 270.0 
160@ = 2368.437 
161@ = -1202.752 
162@ = 26.4297 
gosub @INTRO_5867 
155@ += 1 

:INTRO_5414
if 
  15000 > 41@ 
else_jump @INTRO_5440 
jump @INTRO_5860 

:INTRO_5440
$72 = 2346.383 
$73 = -1420.555 
$74 = 22.8281 
$71 = 0.0 
160@ = 2387.488 
161@ = -1409.537 
162@ = 22.8359 
gosub @INTRO_5867 
155@ += 1 

:INTRO_5524
if 
  40000 > 41@ 
else_jump @INTRO_5552 
jump @INTRO_5860 

:INTRO_5552
$72 = 2215.088 
$73 = -1417.086 
$74 = 22.8281 
$71 = 0.0 
160@ = 2255.444 
161@ = -1302.8 
162@ = 22.8402 
gosub @INTRO_5867 
155@ += 1 

:INTRO_5636
if 
  48000 > 41@ 
else_jump @INTRO_5664 
jump @INTRO_5860 

:INTRO_5664
$72 = 2165.042 
$73 = -1353.055 
$74 = 22.8281 
$71 = 180.0 
160@ = 2130.579 
161@ = -1381.478 
162@ = 22.8281 
gosub @INTRO_5867 
155@ += 1 

:INTRO_5748
if 
  52000 > 41@ 
else_jump @INTRO_5776 
jump @INTRO_5860 

:INTRO_5776
$72 = 2201.352 
$73 = -1298.165 
$74 = 22.8303 
$71 = 90.0 
160@ = 2121.089 
161@ = -1298.57 
162@ = 22.817 
gosub @INTRO_5867 
155@ += 1 

:INTRO_5860
jump @INTRO_2682 

:INTRO_5867
09B2: get_random_available_car_unk 1 model_to 158@ class_to 159@ 
if 
   not 158@ == -1 
else_jump @INTRO_5966 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 156@ 
00A5: 156@ = create_car 158@ at $72 $73 $74 
0175: set_car 156@ Z_angle_to $71 
0560: create_random_actor_in_car 156@ handle_as 157@ 
05D1: AS_actor 157@ drive_car 156@ to 160@ 161@ 162@ speed 15.0 0 model 0 0 

:INTRO_5966
return 

:INTRO_5968
163@ = 0 
164@ = 0 
05AA: 172@s = 'VO_AA' // @s = 'short'  // Ah shit, here we go again.
04AF: 165@ = 43200 // = constant 
05AA: 174@s = 'VO_AB' // @s = 'short'  // Worst place in the world.
04AF: 166@ = 43201 // = constant 
05AA: 176@s = 'VO_AC' // @s = 'short'  // Rollin Heights Balla country.
04AF: 167@ = 43202 // = constant 
05AA: 178@s = 'VO_AD' // @s = 'short'  // I ain't represented Grove Street in five years,
04AF: 168@ = 43203 // = constant 
05AA: 180@s = 'VO_AE' // @s = 'short'  // but the Ballas won't give a shit.
04AF: 169@ = 43204 // = constant 
05AA: 182@s = 'VO_AF' // @s = 'short'  // Grove Street - Home.
04AF: 170@ = 43205 // = constant 
05AA: 184@s = 'VO_AG' // @s = 'short'  // At least it was before I fucked everything up.
04AF: 171@ = 43206 // = constant 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2217.615 -1262.761 24.45 position_to 2238.641 -1261.329 24.6289 time 13500 smooth_transition 0 
0920: point_camera 2218.606 -1262.886 24.4112 transverse_to 2239.602 -1261.589 24.54 time 13500 smooth_transition 0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
47@ = 0 
40@ = 0 
0707: start_scene_skip_to @INTRO_6658 

:INTRO_6273
wait 0 
0871: init_jump_table 163@ total_jumps 2 default_jump 0 @INTRO_6469 jumps 0 @INTRO_6340 1 @INTRO_6429 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 -1 @INTRO_6469 

:INTRO_6340
if 
  5 > 164@ 
else_jump @INTRO_6415 
008A: $1300 = 165@(164@,7i) // (int) 
05A9: s$1305 = 172@(164@,7s) // s$ 
create_thread @A_ALAP 1 100 
164@ += 1 
163@ += 1 
jump @INTRO_6429 

:INTRO_6415
163@ = -1 
jump @INTRO_6469 

:INTRO_6429
if 
  $1309($1312,2i) == -3 
else_jump @INTRO_6469 
163@ -= 1 
$1309($1312,2i) = -4 

:INTRO_6469
0871: init_jump_table 47@ total_jumps 2 default_jump 0 @INTRO_6700 jumps 0 @INTRO_6532 1 @INTRO_6632 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 -1 @INTRO_6700 

:INTRO_6532
if 
  40@ > 13500 
else_jump @INTRO_6625 
015F: set_camera_position 2238.641 -1261.329 24.6289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2239.602 -1261.589 24.54 switchstyle 2 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 2500.0 intensity 3.0 
47@ += 1 

:INTRO_6625
jump @INTRO_6700 

:INTRO_6632
if 
  40@ > 16000 
else_jump @INTRO_6700 
$6737 = 0 

:INTRO_6658
0701: end_scene_skip 
if 
  $6737 == 0 
else_jump @INTRO_6693 
0925: restore_camera_to_user_defined 
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO_6693
jump @INTRO_6707 

:INTRO_6700
jump @INTRO_6273 

:INTRO_6707
0871: init_jump_table $6737 total_jumps 4 default_jump 0 @INTRO_7254 jumps 0 @INTRO_6770 1 @INTRO_6787 2 @INTRO_6787 3 @INTRO_6787 -1 @INTRO_7254 -1 @INTRO_7254 -1 @INTRO_7254 

:INTRO_6770
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
jump @INTRO_7254 

:INTRO_6787
fade 0 0 

:INTRO_6793
if 
fading 
else_jump @INTRO_6817 
wait 0 
jump @INTRO_6793 

:INTRO_6817
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00C0: set_current_time_hours_to 6 minutes_to 30 
set_weather 14 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 2239.367 -1261.939 22.9375 angle 272.5814 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO_6907 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 
jump @INTRO_6927 

:INTRO_6907
00A1: put_actor $PLAYER_ACTOR at 2239.367 -1261.939 22.9375 

:INTRO_6927
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5814 
if 
  $6737 == 2 
else_jump @INTRO_7031 
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model 596 
0249: release_model 537 
0249: release_model 569 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 43@ 
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
0687: clear_actor $PLAYER_ACTOR task 

:INTRO_7031
if 
  153@ == 0 
else_jump @INTRO_7145 
0247: load_model 481 

:INTRO_7054
if 
8248:   not model 481 available 
else_jump @INTRO_7081 
wait 0 
jump @INTRO_7054 

:INTRO_7081
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $59 = create_car 481 at 2246.508 -1263.087 22.9531 
0175: set_car $59 Z_angle_to 285.0 
153@ = 1 

:INTRO_7145
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
40@ = 0 

:INTRO_7162
if 
  500 > 40@ 
else_jump @INTRO_7192 
wait 0 
jump @INTRO_7162 

:INTRO_7192
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
fade 1 1500 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO_7223
if 
fading 
else_jump @INTRO_7247 
wait 0 
jump @INTRO_7223 

:INTRO_7247
jump @INTRO_7254 

:INTRO_7254
if 
fading 
else_jump @INTRO_7278 
wait 0 
jump @INTRO_7254 

:INTRO_7278
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
create_thread @A_TERM 
09BA: show_entered_zone_name 1 
091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
091E: create_forbidden_for_boats_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
01B7: release_weather 
03F0: enable_text_draw 0 
0629: change_integer_stat 181 to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
041D: set_camera_near_clip 0.1 
select_interior 0 
076C: set_zone 'GAN1' gang 1 density_to 10 
076C: set_zone 'GAN2' gang 1 density_to 10 
0776: create_objects_in_object_group "BARRIERS1" 
0776: create_objects_in_object_group "BARRIERS2" 
01E8: create_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E8: create_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E8: create_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E8: create_forbidden_for_cars_cube_cornerA -2670.173 1203.331 50.4297 cornerB -2662.66 1237.707 60.5781 
01E8: create_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E8: create_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E8: create_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E8: create_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E8: create_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E8: create_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E8: create_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E8: create_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E8: create_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E8: create_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E8: create_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E8: create_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E8: create_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E8: create_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E8: create_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E8: create_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E8: create_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E8: create_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E8: create_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E8: create_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E8: create_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E8: create_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E8: create_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E8: create_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E8: create_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E8: create_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E8: create_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E8: create_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
00BE: text_clear_all 
02A8: $438 = create_marker $440 at $458 $459 $460 
07FB: set_interior 'CARLS' access 0  // The Johnson House
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'CLOTHGP' access 0  // Zip
07FB: set_interior 'CSDESGN' access 0  // Victim
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
07FB: set_interior 'PAPER' access 0  // Planning Department
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 0  // Crack Den
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 
09B4: set_object_property_at $2910[2] $2942[2] radius 10.0 bitmask 16384 flag 0 
02B9: deactivate_garage 'DHANGAR' 
00BE: text_clear_all 
186@ = 100 
0652: 186@ = integer_stat 24 
0223: set_actor $PLAYER_ACTOR health_to 186@ 
0109: player $PLAYER_CHAR money = 350 
0330: set_player $PLAYER_CHAR infinite_run 0 
048F: actor $PLAYER_ACTOR remove_weapons 
$447 = 0 
$451 = 0 
$455 = 0 
$453 = 0 
$454 = 0 
$452 = 0 
$456 = 0 
$457 = 0 
$82 = 0 
$81 = 0 
$119 = 0 
$84 = 0 
$83 = 0 
40@ = 0 

:INTRO_9252
if 
   not 40@ > 1000 
else_jump @INTRO_9405 
wait 0 
gosub @INTRO_10175 
if 
8119:   not car $59 wrecked 
else_jump @INTRO_9353 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9353 
jump @INTRO_10023 

:INTRO_9353
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO_9398 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Tap ~m~~widget_explicit_bicycle~ to get on the bike.
jump @INTRO_10023 

:INTRO_9398
jump @INTRO_9252 

:INTRO_9405
fade 1 1500 

:INTRO_9412
if 
fading 
else_jump @INTRO_9563 
wait 0 
00BE: text_clear_all 
03E6: remove_text_box 
gosub @INTRO_10175 
if 
8119:   not car $59 wrecked 
else_jump @INTRO_9511 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9511 
jump @INTRO_10023 

:INTRO_9511
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO_9556 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Tap ~m~~widget_explicit_bicycle~ to get on the bike.
jump @INTRO_10023 

:INTRO_9556
jump @INTRO_9412 

:INTRO_9563
0A78: print_help_conditional 'HLP_TCH' 4  // Touch the lower left corner of the screen to move Carl.
0A7D: print_help_conditional_hid_joypad 'HLP_KEY' 4  // Press and hold ~m~~widget_ped_move_up~, ~m~~widget_ped_move_left~, ~m~~widget_ped_move_down~ and ~m~~widget_ped_move_right~ to move Carl.
0A7C: print_help_conditional_touch_adapted 'HLP_JOY' 4  // Press and hold ~m~~widget_ped_move~ to move Carl.
if 
8119:   not car $59 wrecked 
else_jump @INTRO_9640 
0186: $60 = create_marker_above_car $59 
07E0: set_marker $60 type_to 1 
018B: set_marker $60 radar_mode 1 

:INTRO_9640
40@ = 0 

:INTRO_9647
if 
   not 40@ > 5000 
else_jump @INTRO_9805 
wait 0 
gosub @INTRO_10175 
if 
8119:   not car $59 wrecked 
else_jump @INTRO_9748 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9748 
jump @INTRO_10023 

:INTRO_9748
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO_9798 
0164: disable_marker $60 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Tap ~m~~widget_explicit_bicycle~ to get on the bike.
jump @INTRO_10023 

:INTRO_9798
jump @INTRO_9647 

:INTRO_9805
00BC: show_text_highpriority GXT 'INTROB' time 4000 flag 1  // ~s~Get on the bike.
40@ = 0 

:INTRO_9828
if 
   not 40@ > 5000 
else_jump @INTRO_9865 
wait 0 
gosub @INTRO_10175 
jump @INTRO_9828 

:INTRO_9865
if 
80DB:   not actor $PLAYER_ACTOR in_car $59 
else_jump @INTRO_10023 
wait 0 
gosub @INTRO_10175 
if 
8119:   not car $59 wrecked 
else_jump @INTRO_9966 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
else_jump @INTRO_9966 
jump @INTRO_10023 

:INTRO_9966
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO_10016 
0164: disable_marker $60 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Tap ~m~~widget_explicit_bicycle~ to get on the bike.
jump @INTRO_10023 

:INTRO_10016
jump @INTRO_9865 

:INTRO_10023
return 

:INTRO_10025
return 

:INTRO_10027
create_thread @A_TERM 
0249: release_model 596 
0249: release_model 537 
0249: release_model 569 
create_thread @INT 
create_thread @MOB_LA1 
end_thread_named 'MOB_RAN' 
create_thread @MOB_RAN 
end_thread_named 'INTROST' 
create_thread @INTROST 
0164: disable_marker $438 
02A7: $438 = create_icon_marker_and_sphere $440 at $458 $459 $460 
0249: release_model 481 
if 
8119:   not car $59 wrecked 
else_jump @INTRO_10157 
01C3: remove_references_to_car $59 
0164: disable_marker $60 

:INTRO_10157
$ONMISSION = 0 
$23 = 1 
mission_cleanup 
return 

:INTRO_10175
if 
8119:   not car $59 wrecked 
else_jump @INTRO_10277 
if 
  42@ == 0 
else_jump @INTRO_10277 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 
else_jump @INTRO_10277 
0A6D: print_help_forever_conditional 'HELP21' 1  // Tap ~m~~widget_explicit_bicycle~ to get on the bike.
42@ = 1 

:INTRO_10277
return 

:INTRO_10279
0871: init_jump_table 187@ total_jumps 3 default_jump 0 @INTRO_10677 jumps 0 @INTRO_10342 1 @INTRO_10349 2 @INTRO_10374 -1 @INTRO_10677 -1 @INTRO_10677 -1 @INTRO_10677 -1 @INTRO_10677 

:INTRO_10342
188@ += 10 

:INTRO_10349
if 
  187@ == 1 
else_jump @INTRO_10374 
188@ -= 10 

:INTRO_10374
if 
  190@ == 0 
else_jump @INTRO_10612 
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 188@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 180.0 GXT 'LOAD_01'  // Francis INTL. Airport,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 188@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 200.0 GXT 'LOAD_03'  // Liberty City,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 188@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 220.0 GXT 'LOAD_04'  // 1992.
jump @INTRO_10677 

:INTRO_10612
033F: set_text_draw_letter_size 0.6 1.6 
0340: set_text_draw_RGBA 255 255 255 188@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 1 rgba 0 0 0 188@ 
033E: set_draw_text_position 320.0 200.0 GXT 191@s 

:INTRO_10677
return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:NONE
gosub @NONE_16 
gosub @NONE_12038 
end_thread 

:NONE_16
$ONMISSION = 1 
increment_mission_attempts 
thread 'NONE' 
wait 0 
054C: use_GXT_table 'DUAL' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 $74 radius 50.0 
03E6: remove_text_box 
0A5E: set_widget_value 40 2.0 
0A5E: set_widget_value 37 2.0 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_NONE' 
038F: load_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: load_texture "CABCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: load_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: load_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: load_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: load_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: load_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: load_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: load_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: load_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: load_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: load_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: load_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: load_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: load_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: load_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: load_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: load_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: load_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: load_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_424
if 
83D0:   not wav 4 loaded 
else_jump @NONE_450 
wait 0 
jump @NONE_424 

:NONE_450
097A: play_audio_at 0.0 0.0 0.0 event 1181 
42@ = 3.0 
43@ = 2.0 
44@ = 1.0 
45@ = 0.0 
46@ = -1.0 
47@ = -2.0 
48@ = -3.0 
49@ = -2.0 
50@ = -1.0 
51@ = -4.0 
52@ = 4.0 
53@ = 3.0 
54@ = 2.0 
55@ = -2.0 
56@ = -4.0 
57@ = -6.0 
58@ = -3.0 
59@ = -2.0 
60@ = -7.0 
61@ = -6.0 
62@ = 300 
63@ = 200 
64@ = 400 
65@ = 600 
66@ = 400 
67@ = 500 
68@ = 200 
69@ = 300 
70@ = 400 
71@ = 6000 
72@ = 2.0 
73@ = 3.0 
74@ = 1.0 
75@ = 0.0 
76@ = 1.0 
77@ = 3.0 
78@ = -3.0 
79@ = -3.0 
80@ = 2.0 
81@ = -5.0 
82@ = 0.0 
83@ = 3.0 
84@ = 4.0 
85@ = 5.0 
86@ = 12.0 
87@ = 6.0 
88@ = 3.0 
89@ = 0.0 
90@ = -4.0 
91@ = -6.0 
92@ = 100 
93@ = 400 
94@ = 300 
95@ = 500 
96@ = 400 
97@ = 200 
98@ = 400 
99@ = 400 
100@ = 400 
101@ = 6000 
102@ = 5.0 
103@ = -3.0 
104@ = 6.0 
105@ = -6.0 
106@ = 3.0 
107@ = -3.0 
108@ = 3.0 
109@ = -3.0 
110@ = 3.0 
111@ = -6.0 
112@ = 4.0 
113@ = 4.0 
114@ = 4.0 
115@ = 4.0 
116@ = 4.0 
117@ = 4.0 
118@ = 4.0 
119@ = 4.0 
120@ = 4.0 
121@ = 4.0 
122@ = 300 
123@ = 300 
124@ = 300 
125@ = 300 
126@ = 300 
127@ = 300 
128@ = 300 
129@ = 300 
130@ = 300 
131@ = 300 
132@ = 0.0 
140@ = 5.0 
133@ = 5.0 
141@ = 5.0 
134@ = 5.0 
142@ = 0.0 
135@ = -5.0 
143@ = 0.0 
136@ = -5.0 
144@ = -5.0 
137@ = 0.0 
145@ = -5.0 
138@ = 5.0 
146@ = -5.0 
139@ = -5.0 
147@ = 5.0 
05AA: 148@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 150@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 152@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 154@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 156@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 158@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 160@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 162@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 164@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 166@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 168@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 170@s = 'DUAL_B' // @s = 'short'  // B
05AA: 172@s = 'DUAL_C' // @s = 'short'  // C
05AA: 174@s = 'DUAL_D' // @s = 'short'  // D
05AA: 176@s = 'DUAL_E' // @s = 'short'  // E
05AA: 178@s = 'DUAL_F' // @s = 'short'  // F
05AA: 180@s = 'DUAL_G' // @s = 'short'  // G
05AA: 182@s = 'DUAL_H' // @s = 'short'  // H
05AA: 184@s = 'DUAL_I' // @s = 'short'  // I
05AA: 186@s = 'DUAL_J' // @s = 'short'  // J
05AA: 188@s = 'DUAL_K' // @s = 'short'  // K
05AA: 190@s = 'DUAL_L' // @s = 'short'  // L
05AA: 192@s = 'DUAL_M' // @s = 'short'  // M
05AA: 194@s = 'DUAL_N' // @s = 'short'  // N
05AA: 196@s = 'DUAL_O' // @s = 'short'  // O
05AA: 198@s = 'DUAL_P' // @s = 'short'  // P
05AA: 200@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 202@s = 'DUAL_R' // @s = 'short'  // R
05AA: 204@s = 'DUAL_S' // @s = 'short'  // S
05AA: 206@s = 'DUAL_T' // @s = 'short'  // T
05AA: 208@s = 'DUAL_U' // @s = 'short'  // U
05AA: 210@s = 'DUAL_V' // @s = 'short'  // V
05AA: 212@s = 'DUAL_W' // @s = 'short'  // W
05AA: 214@s = 'DUAL_X' // @s = 'short'  // X
05AA: 216@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 218@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 220@s = 'DUAL_FS' // @s = 'short'  // .
if 
  $6738 == 0 
else_jump @NONE_2340 
$6739[0] = 250000 
$6739[1] = 100000 
$6739[2] = 75000 
$6739[3] = 50000 
$6739[4] = 25000 
$6739[5] = 10000 
$6739[6] = 7500 
$6739[7] = 5000 
$6739[8] = 2500 
$6739[9] = 1000 
05A9: s$6749[0] = 168@s // s$ 
05A9: s$6769[0] = 174@s // s$ 
05A9: s$6789[0] = 218@s // s$ 
05A9: s$6749[1] = 172@s // s$ 
05A9: s$6769[1] = 168@s // s$ 
05A9: s$6789[1] = 194@s // s$ 
05A9: s$6749[2] = 184@s // s$ 
05A9: s$6769[2] = 192@s // s$ 
05A9: s$6789[2] = 216@s // s$ 
05A9: s$6749[3] = 212@s // s$ 
05A9: s$6769[3] = 184@s // s$ 
05A9: s$6789[3] = 190@s // s$ 
05A9: s$6749[4] = 174@s // s$ 
05A9: s$6769[4] = 170@s // s$ 
05A9: s$6789[4] = 198@s // s$ 
05A9: s$6749[5] = 174@s // s$ 
05A9: s$6769[5] = 168@s // s$ 
05A9: s$6789[5] = 210@s // s$ 
05A9: s$6749[6] = 174@s // s$ 
05A9: s$6769[6] = 196@s // s$ 
05A9: s$6789[6] = 174@s // s$ 
05A9: s$6749[7] = 194@s // s$ 
05A9: s$6769[7] = 178@s // s$ 
05A9: s$6789[7] = 220@s // s$ 
05A9: s$6749[8] = 188@s // s$ 
05A9: s$6769[8] = 192@s // s$ 
05A9: s$6789[8] = 170@s // s$ 
05A9: s$6749[9] = 204@s // s$ 
05A9: s$6769[9] = 186@s // s$ 
05A9: s$6789[9] = 190@s // s$ 
$6738 = 1 

:NONE_2340
226@ = 336.4137 
227@ = 58.2432 
228@ = 201.225 
229@ = 88.9168 
230@ = 29.78 
231@ = 260.0 
232@ = 28.5713 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
fade 1 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
237@ = 0 
238@ = -1 
239@ = 0 

:NONE_2496
0208: 302@(239@,60f) = random_float_in_ranges 0.0 300.0 
0208: 242@(239@,60f) = random_float_in_ranges 0.0 360.0 
239@ += 1 
  239@ >= 60 
else_jump @NONE_2496 
362@ = 8.0 

:NONE_2565
wait 0 
gosub @LITCAS_372 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $15 = current_time_in_ms 
404@ = 0 
if 
  $1021 == 1 
else_jump @NONE_2721 
if 
  233@ == 0 
else_jump @NONE_2707 
237@ -= 1 
if 
  237@ == -1 
else_jump @NONE_2687 
237@ = 2 

:NONE_2687
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2707
233@ = 1 
jump @NONE_2837 

:NONE_2721
if 
  $1021 == 2 
else_jump @NONE_2823 
if 
  234@ == 0 
else_jump @NONE_2809 
237@ += 1 
if 
  237@ == 3 
else_jump @NONE_2789 
237@ = 0 

:NONE_2789
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2809
234@ = 1 
jump @NONE_2830 

:NONE_2823
234@ = 0 

:NONE_2830
233@ = 0 

:NONE_2837
gosub @NONE_11921 
if 
  237@ == 0 
else_jump @NONE_2881 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_2895 

:NONE_2881
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_2895
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 250.0 GXT 'SPAC_04'  // PLAY
gosub @NONE_11921 
if 
  237@ == 1 
else_jump @NONE_2972 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_2986 

:NONE_2972
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_2986
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 300.0 GXT 'SPAC_06'  // HI-SCORE
gosub @NONE_11921 
if 
  237@ == 2 
else_jump @NONE_3063 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_3077 

:NONE_3063
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3077
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 350.0 GXT 'SPAC_05'  // QUIT
239@ = 0 

:NONE_3117
0087: 225@ = 362@ // (float) 
225@ /= 2.0 
007B: 302@(239@,60f) = frame_delta_time 225@ // (float) 
02F7: $72 = cosine 242@(239@,60f) // (float) 
02F6: $73 = sine 242@(239@,60f) // (float) 
006D: $72 *= 302@(239@,60f) // (float) 
006D: $73 *= 302@(239@,60f) // (float) 
$72 += 320.0 
$73 += 224.0 
038E: draw_box_position $72 $73 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $72 > 640.0 
  0.0 > $72 
  0.0 > $73 
  $73 > 448.0 
else_jump @NONE_3329 
302@(239@,60f) = 10.0 
0208: 242@(239@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_3329
239@ += 1 
  239@ >= 60 
else_jump @NONE_3117 
038D: draw_texture 24 position 320.0 140.0 size 256.0 128.0 RGBA 220 220 220 255 
gosub @NONE_11993 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @NONE_3562 
if 
  235@ == 0 
else_jump @NONE_3555 
235@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1180 
if 
  237@ == 0 
else_jump @NONE_3484 
jump @NONE_3627 

:NONE_3484
if 
  237@ == 1 
else_jump @NONE_3509 
jump @NONE_10044 

:NONE_3509
if 
  237@ == 2 
else_jump @NONE_3555 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 0 0 
wait 0 
fade 1 500 
return 

:NONE_3555
jump @NONE_3569 

:NONE_3562
235@ = 0 

:NONE_3569
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @NONE_3598 
jump @NONE_12038 

:NONE_3598
if 
0A52:   is_widget_released 39 
else_jump @NONE_3620 
jump @NONE_2565 

:NONE_3620
jump @NONE_2565 

:NONE_3627
363@ = 90.0 
239@ = 0 

:NONE_3644
364@(239@,10i) = 0 
374@(239@,10i) = 0 
384@(239@,10i) = 0 
394@(239@,10i) = 0 
239@ += 1 
  239@ >= 10 
else_jump @NONE_3644 
404@ = 0 
405@ = 0 
406@ = 0 
239@ = 0 

:NONE_3737
407@(239@,8i) = 0 
239@ += 1 
  239@ >= 8 
else_jump @NONE_3737 
415@ = 0 
416@ = 255 
417@ = -50 
418@ = 0 
419@ = 100 
0085: 420@ = 419@ // (int) 
421@ = 0 
422@ = 0 
423@ = 100 
424@ = 3 
425@ = 0 
426@ = 0 
427@ = 0 
428@ = 0 
429@ = 0 
430@ = 0 
431@ = 1 
432@ = 0 
433@ = 190.0 
362@ = 8.0 

:NONE_3917
wait 0 
gosub @LITCAS_372 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $15 = current_time_in_ms 
239@ = 0 

:NONE_3971
0087: 225@ = 362@ // (float) 
225@ /= 2.0 
007B: 302@(239@,60f) = frame_delta_time 225@ // (float) 
02F7: $72 = cosine 242@(239@,60f) // (float) 
02F6: $73 = sine 242@(239@,60f) // (float) 
006D: $72 *= 302@(239@,60f) // (float) 
006D: $73 *= 302@(239@,60f) // (float) 
$72 += 320.0 
$73 += 224.0 
038E: draw_box_position $72 $73 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $72 > 640.0 
  0.0 > $72 
  0.0 > $73 
  $73 > 448.0 
else_jump @NONE_4183 
302@(239@,60f) = 10.0 
0208: 242@(239@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_4183
239@ += 1 
  239@ >= 60 
else_jump @NONE_3971 
if 
  406@ == 0 
else_jump @NONE_5114 
if 
  2 > 430@ 
else_jump @NONE_4274 
008F: 434@ = integer $1022 to_float 
434@ *= 0.0104 
0081: 363@ -= frame_delta_time * 434@ // (float) 
0656: get_angle 363@ absolute_degrees_to 363@ 

:NONE_4274
02F7: $72 = cosine 363@ // (float) 
02F6: $73 = sine 363@ // (float) 
0089: 435@ = $73 // (float) 
435@ *= 22.0 
if 
  0.0 > 435@ 
else_jump @NONE_4339 
435@ *= -1.0 

:NONE_4339
435@ += 26.0 
0089: 436@ = $72 // (float) 
436@ *= 22.0 
if 
  0.0 > 436@ 
else_jump @NONE_4398 
436@ *= -1.0 

:NONE_4398
436@ += 26.0 
if 
  430@ == 2 
else_jump @NONE_4481 
007F: 433@ -= frame_delta_time * 1.0 // (float) 
362@ = 16.0 
if 
  20.0 > 433@ 
else_jump @NONE_4474 
430@ = 3 

:NONE_4474
jump @NONE_4588 

:NONE_4481
if 
  430@ == 3 
else_jump @NONE_4568 
0079: 433@ += frame_delta_time * 1.0 // (float) 
if 
  433@ > 190.0 
else_jump @NONE_4561 
433@ = 190.0 
428@ = 0 
431@ += 1 
430@ = 0 

:NONE_4561
jump @NONE_4588 

:NONE_4568
362@ = 8.0 
433@ = 190.0 

:NONE_4588
006D: $72 *= 433@ // (float) 
006D: $73 *= 433@ // (float) 
0089: 437@ = $72 // (float) 
437@ += 320.0 
0089: 438@ = $73 // (float) 
438@ += 224.0 
if 
001F:   415@ > $15 // (int) 
else_jump @NONE_4740 
005A: 416@ += 417@ // (int) 
if 
  416@ > 255 
else_jump @NONE_4701 
416@ = 255 
417@ = -50 

:NONE_4701
if 
  0 > 416@ 
else_jump @NONE_4733 
416@ = 0 
417@ = 50 

:NONE_4733
jump @NONE_4748 

:NONE_4740
416@ = 255 

:NONE_4748
0087: 440@ = 433@ // (float) 
440@ /= 5.9375 
0087: 439@ = 440@ // (float) 
439@ *= 2.0 
0088: $71 = 363@ // (float) 
$71 += 90.0 
if 
  2 > 430@ 
else_jump @NONE_4858 
074B: draw_texture 20 position 437@ 438@ scale 439@ 440@ angle $71 color_RGBA 220 220 220 416@ 
jump @NONE_4889 

:NONE_4858
074B: draw_texture 21 position 437@ 438@ scale 439@ 440@ angle $71 color_RGBA 220 220 220 416@ 

:NONE_4889
if 
  2 > 430@ 
else_jump @NONE_5107 
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 37 
else_jump @NONE_5100 
if 
  236@ == 0 
else_jump @NONE_5093 
239@ = 0 

:NONE_4953
if 
  364@(239@,10i) == 0 
else_jump @NONE_5045 
0087: 441@(239@,10f) = 363@ // (float) 
451@(239@,10f) = 190.0 
364@(239@,10i) = 1 
461@(239@,10f) = -12.0 
0089: 471@(239@,10f) = $71 // (float) 
239@ = 9 

:NONE_5045
239@ += 1 
  239@ >= 10 
else_jump @NONE_4953 
097A: play_audio_at 0.0 0.0 0.0 event 1170 
236@ = 1 

:NONE_5093
jump @NONE_5107 

:NONE_5100
236@ = 0 

:NONE_5107
jump @NONE_5738 

:NONE_5114
if 
  406@ == 1 
else_jump @NONE_5222 
239@ = 0 

:NONE_5139
407@(239@,8i) = 1 
0087: 481@(239@,8f) = 437@ // (float) 
0087: 489@(239@,8f) = 438@ // (float) 
239@ += 1 
  239@ >= 8 
else_jump @NONE_5139 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
406@ += 1 

:NONE_5222
if 
  406@ == 2 
else_jump @NONE_5659 
239@ = 0 

:NONE_5247
if 
  407@(239@,8i) > 0 
else_jump @NONE_5430 
if 
  407@(239@,8i) == 1 
else_jump @NONE_5302 
407@(239@,8i) = 5 

:NONE_5302
005B: 481@(239@,8f) += 132@(239@,8f) // (float) 
005B: 489@(239@,8f) += 140@(239@,8f) // (float) 
407@(239@,8i) += 1 
if 
  407@(239@,8i) > 16 
else_jump @NONE_5385 
407@(239@,8i) = 0 
jump @NONE_5430 

:NONE_5385
038D: draw_texture 407@(239@,8i) position 481@(239@,8f) 489@(239@,8f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_5430
239@ += 1 
  239@ >= 8 
else_jump @NONE_5247 
224@ = 0 
239@ = 0 

:NONE_5465
005A: 224@ += 407@(239@,8i) // (int) 
239@ += 1 
  239@ >= 8 
else_jump @NONE_5465 
if 
  224@ == 0 
else_jump @NONE_5659 
363@ = 90.0 
008B: 415@ = $15 // (int) 
415@ += 2500 
421@ = 0 
422@ = 0 
423@ = 100 
420@ = 100 
424@ -= 1 
if 
  424@ > 0 
else_jump @NONE_5616 
406@ = 0 
419@ = 100 
jump @NONE_5659 

:NONE_5616
008B: 497@ = $15 // (int) 
497@ += 3000 
406@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1178 

:NONE_5659
if 
  406@ == 3 
else_jump @NONE_5738 
if 
001F:   497@ > $15 // (int) 
else_jump @NONE_5731 
gosub @NONE_11921 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
jump @NONE_5738 

:NONE_5731
418@ = 1 

:NONE_5738
239@ = 0 

:NONE_5745
if 
  364@(239@,10i) == 1 
else_jump @NONE_5983 
0087: 225@ = 461@(239@,10f) // (float) 
225@ /= 2.0 
007B: 451@(239@,10f) = frame_delta_time 225@ // (float) 
02F7: $72 = cosine 441@(239@,10f) // (float) 
02F6: $73 = sine 441@(239@,10f) // (float) 
006D: $72 *= 451@(239@,10f) // (float) 
006D: $73 *= 451@(239@,10f) // (float) 
0089: 498@(239@,10f) = $72 // (float) 
498@(239@,10f) += 320.0 
0089: 508@(239@,10f) = $73 // (float) 
508@(239@,10f) += 224.0 
074B: draw_texture 3 position 498@(239@,10f) 508@(239@,10f) scale 8.0 8.0 angle 471@(239@,10f) color_RGBA 52 183 195 255 
if 
  10.0 > 451@(239@,10f) 
else_jump @NONE_5983 
364@(239@,10i) = 0 

:NONE_5983
239@ += 1 
  239@ >= 10 
else_jump @NONE_5745 
if 
  430@ == 0 
else_jump @NONE_6102 
if 
001E:   $15 > 518@ // (int) 
else_jump @NONE_6095 
0208: 519@ = random_float_in_ranges 0.0 360.0 
0209: 520@ = random_int_in_ranges 0 3 
425@ = 0 
521@ = 10 
008B: 518@ = $15 // (int) 
518@ += 8000 

:NONE_6095
jump @NONE_6118 

:NONE_6102
008B: 518@ = $15 // (int) 
518@ += 1000 

:NONE_6118
if 
  521@ > 0 
else_jump @NONE_6363 
if 
001E:   $15 > 405@ // (int) 
else_jump @NONE_6363 
239@ = 0 

:NONE_6162
if 
  384@(239@,10i) == 0 
else_jump @NONE_6342 
0087: 522@(239@,10f) = 519@ // (float) 
532@(239@,10f) = 5.0 
542@(239@,10f) = 3.0 
552@(239@,10f) = 10.0 
562@(239@,10i) = 0 
008B: 572@(239@,10i) = $15 // (int) 
572@(239@,10i) += 500 
384@(239@,10i) = 1 
602@(239@,10f) = 320.0 
612@(239@,10f) = 224.0 
008B: 405@ = $15 // (int) 
405@ += 200 
521@ -= 1 
239@ = 9 

:NONE_6342
239@ += 1 
  239@ >= 10 
else_jump @NONE_6162 

:NONE_6363
432@ = 0 
239@ = 0 

:NONE_6377
if 
  384@(239@,10i) == 1 
else_jump @NONE_7900 
if 
  10 > 562@(239@,10i) 
else_jump @NONE_6701 
if 
001E:   $15 > 572@(239@,10i) // (int) 
else_jump @NONE_6701 
0085: 224@ = 562@(239@,10i) // (int) 
if 
  520@ == 0 
else_jump @NONE_6534 
0087: 542@(239@,10f) = 42@(224@,10f) // (float) 
0087: 532@(239@,10f) = 52@(224@,10f) // (float) 
008B: 572@(239@,10i) = $15 // (int) 
005A: 572@(239@,10i) += 62@(224@,10i) // (int) 

:NONE_6534
if 
  520@ == 1 
else_jump @NONE_6612 
0087: 542@(239@,10f) = 72@(224@,10f) // (float) 
0087: 532@(239@,10f) = 82@(224@,10f) // (float) 
008B: 572@(239@,10i) = $15 // (int) 
005A: 572@(239@,10i) += 92@(224@,10i) // (int) 

:NONE_6612
if 
  520@ == 2 
else_jump @NONE_6690 
0087: 542@(239@,10f) = 102@(224@,10f) // (float) 
0087: 532@(239@,10f) = 112@(224@,10f) // (float) 
008B: 572@(239@,10i) = $15 // (int) 
005A: 572@(239@,10i) += 122@(224@,10i) // (int) 

:NONE_6690
562@(239@,10i) += 1 

:NONE_6701
432@ = 1 
0087: 225@ = 542@(239@,10f) // (float) 
225@ /= 2.0 
007B: 552@(239@,10f) = frame_delta_time 225@ // (float) 
0087: 225@ = 532@(239@,10f) // (float) 
225@ /= 2.0 
007B: 522@(239@,10f) = frame_delta_time 225@ // (float) 
0656: get_angle 522@(239@,10f) absolute_degrees_to 522@(239@,10f) 
02F7: $72 = cosine 522@(239@,10f) // (float) 
02F6: $73 = sine 522@(239@,10f) // (float) 
006D: $72 *= 552@(239@,10f) // (float) 
006D: $73 *= 552@(239@,10f) // (float) 
0087: 602@(239@,10f) = 582@(239@,10f) // (float) 
0087: 612@(239@,10f) = 592@(239@,10f) // (float) 
0089: 582@(239@,10f) = $72 // (float) 
582@(239@,10f) += 320.0 
0089: 592@(239@,10f) = $73 // (float) 
592@(239@,10f) += 224.0 
0087: 622@ = 552@(239@,10f) // (float) 
622@ /= 5.0 
0088: $72 = 582@(239@,10f) // (float) 
0067: $72 -= 602@(239@,10f) // (float) 
0088: $73 = 592@(239@,10f) // (float) 
0067: $73 -= 612@(239@,10f) // (float) 
0604: get_Z_angle_for_point $72 $73 store_to $71 
if 
  520@ == 0 
else_jump @NONE_7069 
074B: draw_texture 1 position 582@(239@,10f) 592@(239@,10f) scale 622@ 622@ angle $71 color_RGBA 220 220 220 255 
jump @NONE_7172 

:NONE_7069
if 
  520@ == 1 
else_jump @NONE_7133 
074B: draw_texture 22 position 582@(239@,10f) 592@(239@,10f) scale 622@ 622@ angle $71 color_RGBA 220 220 220 255 
jump @NONE_7172 

:NONE_7133
074B: draw_texture 23 position 582@(239@,10f) 592@(239@,10f) scale 622@ 622@ angle $71 color_RGBA 220 220 220 255 

:NONE_7172
0088: $72 = 363@ // (float) 
$72 += 10.0 
0088: $73 = 363@ // (float) 
$73 -= 10.0 
if and
0026:   $72 > 522@(239@,10f) // (float) 
0027:   522@(239@,10f) > $73 // (float) 
else_jump @NONE_7445 
224@ = 18 
0062: 224@ -= 431@ // (int) 
if 
  4 > 224@ 
else_jump @NONE_7283 
224@ = 4 

:NONE_7283
0209: 224@ = random_int_in_ranges 0 224@ 
if 
  224@ == 0 
else_jump @NONE_7445 
240@ = 0 

:NONE_7318
if 
  394@(240@,10i) == 0 
else_jump @NONE_7424 
0087: 623@(240@,10f) = 522@(239@,10f) // (float) 
0087: 633@(240@,10f) = 552@(239@,10f) // (float) 
394@(240@,10i) = 1 
643@(240@,10f) = 6.0 
097A: play_audio_at 0.0 0.0 0.0 event 1171 
240@ = 9 

:NONE_7424
240@ += 1 
  240@ >= 10 
else_jump @NONE_7318 

:NONE_7445
if or
  552@(239@,10f) > 320.0 
  10.0 > 552@(239@,10f) 
else_jump @NONE_7495 
384@(239@,10i) = 0 

:NONE_7495
240@ = 0 

:NONE_7502
if 
  364@(240@,10i) == 1 
else_jump @NONE_7879 
if 
05A5:   is_area_center 498@(240@,10f) 508@(240@,10f) scale 12.0 12.0 overlaping_area_center 582@(239@,10f) 592@(239@,10f) scale 622@ 622@ 
else_jump @NONE_7879 
384@(239@,10i) = 0 
364@(240@,10i) = 0 
425@ += 1 
if 
  425@ == 10 
else_jump @NONE_7729 
0087: 653@ = 582@(239@,10f) // (float) 
0087: 654@ = 592@(239@,10f) // (float) 
008B: 427@ = $15 // (int) 
427@ += 1500 
0087: 655@ = 522@(239@,10f) // (float) 
0087: 656@ = 552@(239@,10f) // (float) 
429@ += 1 
426@ = 100 
006A: 426@ *= 431@ // (int) 
005A: 404@ += 426@ // (int) 
jump @NONE_7752 

:NONE_7729
224@ = 10 
006A: 224@ *= 431@ // (int) 
005A: 404@ += 224@ // (int) 

:NONE_7752
241@ = 0 

:NONE_7759
if 
  374@(241@,10i) == 0 
else_jump @NONE_7851 
0087: 657@(241@,10f) = 582@(239@,10f) // (float) 
0087: 667@(241@,10f) = 592@(239@,10f) // (float) 
374@(241@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
241@ = 9 

:NONE_7851
241@ += 1 
  241@ >= 10 
else_jump @NONE_7759 
240@ = 9 

:NONE_7879
240@ += 1 
  240@ >= 10 
else_jump @NONE_7502 

:NONE_7900
239@ += 1 
  239@ >= 10 
else_jump @NONE_6377 
if 
  430@ == 1 
else_jump @NONE_7984 
if 
  432@ == 0 
else_jump @NONE_7984 
097A: play_audio_at 0.0 0.0 0.0 event 1176 
430@ = 2 

:NONE_7984
239@ = 0 

:NONE_7991
if 
  394@(239@,10i) == 1 
else_jump @NONE_8477 
0087: 225@ = 643@(239@,10f) // (float) 
225@ /= 2.0 
007B: 633@(239@,10f) = frame_delta_time 225@ // (float) 
02F7: $72 = cosine 623@(239@,10f) // (float) 
02F6: $73 = sine 623@(239@,10f) // (float) 
006D: $72 *= 633@(239@,10f) // (float) 
006D: $73 *= 633@(239@,10f) // (float) 
0089: 677@(239@,10f) = $72 // (float) 
677@(239@,10f) += 320.0 
0089: 687@(239@,10f) = $73 // (float) 
687@(239@,10f) += 224.0 
038D: draw_texture 4 position 677@(239@,10f) 687@(239@,10f) size 8.0 8.0 RGBA 244 0 0 255 
if 
85A5:   not is_area_center 677@(239@,10f) 687@(239@,10f) scale 8.0 8.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_8253 
394@(239@,10i) = 0 

:NONE_8253
if 
  406@ == 0 
else_jump @NONE_8477 
if 
05A5:   is_area_center 677@(239@,10f) 687@(239@,10f) scale 8.0 8.0 overlaping_area_center 437@ 438@ scale 435@ 436@ 
else_jump @NONE_8477 
if 
001E:   $15 > 415@ // (int) 
else_jump @NONE_8346 
419@ -= 20 

:NONE_8346
394@(239@,10i) = 0 
241@ = 0 

:NONE_8364
if 
  374@(241@,10i) == 0 
else_jump @NONE_8456 
0087: 657@(241@,10f) = 677@(239@,10f) // (float) 
0087: 667@(241@,10f) = 687@(239@,10f) // (float) 
374@(241@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
241@ = 9 

:NONE_8456
241@ += 1 
  241@ >= 10 
else_jump @NONE_8364 

:NONE_8477
239@ += 1 
  239@ >= 10 
else_jump @NONE_7991 
if 
  406@ == 0 
else_jump @NONE_8720 
if 
  421@ > 0 
else_jump @NONE_8720 
if 
  421@ > 1 
else_jump @NONE_8566 
423@ = 100 
421@ -= 1 

:NONE_8566
005A: 422@ += 423@ // (int) 
if 
  422@ > 255 
else_jump @NONE_8608 
422@ = 255 
423@ = -20 

:NONE_8608
if 
  0 > 422@ 
else_jump @NONE_8647 
422@ = 0 
423@ = 100 
421@ = 0 

:NONE_8647
0088: $71 = 363@ // (float) 
$71 += 90.0 
097A: play_audio_at 0.0 0.0 0.0 event 1177 
074B: draw_texture 17 position 437@ 438@ scale 64.0 32.0 angle $71 color_RGBA 220 220 220 422@ 

:NONE_8720
239@ = 0 

:NONE_8727
if 
  374@(239@,10i) > 0 
else_jump @NONE_8878 
if 
  374@(239@,10i) == 1 
else_jump @NONE_8782 
374@(239@,10i) = 5 

:NONE_8782
374@(239@,10i) += 1 
if 
  374@(239@,10i) > 16 
else_jump @NONE_8833 
374@(239@,10i) = 0 
jump @NONE_8878 

:NONE_8833
038D: draw_texture 374@(239@,10i) position 657@(239@,10f) 667@(239@,10f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_8878
239@ += 1 
  239@ >= 10 
else_jump @NONE_8727 
if 
  429@ == 1 
else_jump @NONE_9285 
0079: 656@ += frame_delta_time * 1.0 // (float) 
0656: get_angle 655@ absolute_degrees_to 655@ 
02F7: $72 = cosine 655@ // (float) 
02F6: $73 = sine 655@ // (float) 
006D: $72 *= 656@ // (float) 
006D: $73 *= 656@ // (float) 
0089: 697@ = $72 // (float) 
697@ += 320.0 
0089: 698@ = $73 // (float) 
698@ += 224.0 
038D: draw_texture 18 position 697@ 698@ size 16.0 16.0 RGBA 255 255 255 255 
if 
  406@ == 0 
else_jump @NONE_9229 
if 
05A5:   is_area_center 697@ 698@ scale 16.0 16.0 overlaping_area_center 437@ 438@ scale 435@ 436@ 
else_jump @NONE_9229 
428@ += 1 
if 
  428@ == 1 
else_jump @NONE_9139 
097A: play_audio_at 0.0 0.0 0.0 event 1173 

:NONE_9139
if 
  428@ == 2 
else_jump @NONE_9177 
097A: play_audio_at 0.0 0.0 0.0 event 1174 

:NONE_9177
if 
  428@ == 3 
else_jump @NONE_9222 
097A: play_audio_at 0.0 0.0 0.0 event 1175 
430@ = 1 

:NONE_9222
429@ = 0 

:NONE_9229
if 
85A5:   not is_area_center 697@ 698@ scale 16.0 16.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_9285 
429@ = 0 

:NONE_9285
if or
  0 > 419@ 
  419@ == 0 
else_jump @NONE_9342 
419@ = 0 
if 
  406@ == 0 
else_jump @NONE_9342 
406@ = 1 

:NONE_9342
if 
001D:   420@ > 419@ // (int) 
else_jump @NONE_9376 
0085: 420@ = 419@ // (int) 
421@ += 1 

:NONE_9376
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 145.0 25.0 GXT 'NONE_01'  // SCORE
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 145.0 50.0 GXT 'NUMBER' number 404@  // ~1~
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 25.0 GXT 'NONE_02'  // LIVES
038D: draw_texture 20 position 527.2529 64.2723 size 48.0 24.0 RGBA 220 220 220 255 
gosub @NONE_11921 
0342: set_text_draw_centered 0 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 554.7283 50.0 GXT 'NONE_03' number 424@  // x ~1~
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 65.0 290.0 GXT 'NONE_07'  // LEVEL
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 65.0 315.0 GXT 'NUMBER' number 431@  // ~1~
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 570.0 290.0 GXT 'NONE_04'  // HEALTH
gosub @NONE_11921 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 580.0 315.0 GXT 'NONE_05' number 419@  // ~1~%
if 
001F:   427@ > $15 // (int) 
else_jump @NONE_9819 
gosub @NONE_11921 
0340: set_text_draw_RGBA 0 180 180 255 
033F: set_text_draw_letter_size 0.5 1.5 
045A: draw_text_1number 653@ 654@ GXT 'NUMBER' number 426@  // ~1~

:NONE_9819
if 
  406@ == 0 
else_jump @NONE_9883 
if 
  430@ > 0 
else_jump @NONE_9883 
gosub @NONE_11921 
033E: set_draw_text_position 320.0 100.0 GXT 'NONE_06'  // WARPING

:NONE_9883
gosub @NONE_11993 
if 
00E1:   player 0 pressed_key 15 
else_jump @NONE_9914 
418@ = 1 

:NONE_9914
if 
  418@ == 1 
else_jump @NONE_9986 
if 
001F:   404@ > $6739[9] // (int) 
else_jump @NONE_9979 
699@ = 10 
700@ = 0 
jump @NONE_10044 
jump @NONE_9986 

:NONE_9979
jump @NONE_2565 

:NONE_9986
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @NONE_10015 
jump @NONE_12038 

:NONE_10015
if 
0A52:   is_widget_released 39 
else_jump @NONE_10037 
jump @NONE_2565 

:NONE_10037
jump @NONE_3917 

:NONE_10044
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
gosub @LITCAS_372 
01BD: $15 = current_time_in_ms 
239@ = 9 

:NONE_10098
if 
  239@ > -1 
else_jump @NONE_10345 
if 
001F:   404@ > $6739(239@,10i) // (int) 
else_jump @NONE_10324 
if 
   not 239@ == 9 
else_jump @NONE_10236 
0085: 240@ = 239@ // (int) 
240@ += 1 
0084: $6739(240@,10i) = $6739(239@,10i) // (int) 
05A9: $6749(240@,10s) = $6749(239@,10s) // s$ 
05A9: $6769(240@,10s) = $6769(239@,10s) // s$ 
05A9: $6789(240@,10s) = $6789(239@,10s) // s$ 

:NONE_10236
008A: $6739(239@,10i) = 404@ // (int) 
05A9: $6749(239@,10s) = 220@s // s$ 
05A9: $6769(239@,10s) = 220@s // s$ 
05A9: $6789(239@,10s) = 220@s // s$ 
0085: 238@ = 239@ // (int) 
if 
  239@ == 0 
else_jump @NONE_10317 
404@ = 0 

:NONE_10317
jump @NONE_10331 

:NONE_10324
404@ = 0 

:NONE_10331
239@ -= 1 
jump @NONE_10098 

:NONE_10345
if 
  238@ > -1 
else_jump @NONE_10837 
if 
  700@ == 0 
else_jump @NONE_10421 
05A9: $6749(238@,10s) = 148@(699@,37s) // s$ 
05A9: $6769(238@,10s) = 220@s // s$ 
05A9: $6789(238@,10s) = 220@s // s$ 

:NONE_10421
if 
  700@ == 1 
else_jump @NONE_10467 
05A9: $6769(238@,10s) = 148@(699@,37s) // s$ 
05A9: $6789(238@,10s) = 220@s // s$ 

:NONE_10467
if 
  700@ == 2 
else_jump @NONE_10501 
05A9: $6789(238@,10s) = 148@(699@,37s) // s$ 

:NONE_10501
if or
  $1021 == 1 
  $1021 == 4 
else_jump @NONE_10607 
if 
001E:   $15 > 233@ // (int) 
else_jump @NONE_10600 
if 
  36 > 699@ 
else_jump @NONE_10577 
699@ += 1 
jump @NONE_10584 

:NONE_10577
699@ = 0 

:NONE_10584
008B: 233@ = $15 // (int) 
233@ += 250 

:NONE_10600
jump @NONE_10623 

:NONE_10607
008B: 233@ = $15 // (int) 
233@ -= 250 

:NONE_10623
if or
  $1021 == 2 
  $1021 == 3 
else_jump @NONE_10729 
if 
001E:   $15 > 234@ // (int) 
else_jump @NONE_10722 
if 
  699@ > 0 
else_jump @NONE_10699 
699@ -= 1 
jump @NONE_10706 

:NONE_10699
699@ = 36 

:NONE_10706
008B: 234@ = $15 // (int) 
234@ += 250 

:NONE_10722
jump @NONE_10745 

:NONE_10729
008B: 234@ = $15 // (int) 
234@ -= 250 

:NONE_10745
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @NONE_10830 
if 
  235@ == 0 
else_jump @NONE_10823 
700@ += 1 
235@ += 1 
if 
  700@ == 3 
else_jump @NONE_10823 
238@ = -1 

:NONE_10823
jump @NONE_10837 

:NONE_10830
235@ = 0 

:NONE_10837
239@ = 0 

:NONE_10844
302@(239@,60f) += 8.0 
02F7: $72 = cosine 242@(239@,60f) // (float) 
02F6: $73 = sine 242@(239@,60f) // (float) 
006D: $72 *= 302@(239@,60f) // (float) 
006D: $73 *= 302@(239@,60f) // (float) 
$72 += 320.0 
$73 += 224.0 
038E: draw_box_position $72 $73 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $72 > 640.0 
  0.0 > $72 
  0.0 > $73 
  $73 > 448.0 
else_jump @NONE_11040 
302@(239@,60f) = 10.0 
0208: 242@(239@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_11040
239@ += 1 
  239@ >= 60 
else_jump @NONE_10844 
gosub @NONE_11921 
0349: set_text_draw_font 1 
033E: set_draw_text_position 226@ 227@ GXT 'SPAC_06'  // HI-SCORE
0087: 701@ = 228@ // (float) 
0087: 702@ = 229@ // (float) 
239@ = 0 

:NONE_11112
if 
  10 > 239@ 
else_jump @NONE_11731 
0087: 701@ = 228@ // (float) 
gosub @NONE_11921 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
003B:   238@ == 239@ // (int) 
else_jump @NONE_11188 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11188
if or
05AD:   $6749(239@,10s) == 150@s // s$ == short 
05AD:   $6749(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11233 
701@ += 8.0 

:NONE_11233
033E: set_draw_text_position 701@ 702@ GXT $6749(239@,10s) 
if or
05AD:   $6749(239@,10s) == 150@s // s$ == short 
05AD:   $6749(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11293 
701@ -= 8.0 

:NONE_11293
005B: 701@ += 230@ // (float) 
gosub @NONE_11921 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
003B:   238@ == 239@ // (int) 
else_jump @NONE_11351 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11351
if or
05AD:   $6769(239@,10s) == 150@s // s$ == short 
05AD:   $6769(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11396 
701@ += 8.0 

:NONE_11396
033E: set_draw_text_position 701@ 702@ GXT $6769(239@,10s) 
if or
05AD:   $6769(239@,10s) == 150@s // s$ == short 
05AD:   $6769(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11456 
701@ -= 8.0 

:NONE_11456
005B: 701@ += 230@ // (float) 
gosub @NONE_11921 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
003B:   238@ == 239@ // (int) 
else_jump @NONE_11514 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11514
if or
05AD:   $6789(239@,10s) == 150@s // s$ == short 
05AD:   $6789(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11559 
701@ += 8.0 

:NONE_11559
033E: set_draw_text_position 701@ 702@ GXT $6789(239@,10s) 
if or
05AD:   $6789(239@,10s) == 150@s // s$ == short 
05AD:   $6789(239@,10s) == 184@s // s$ == short 
else_jump @NONE_11619 
701@ -= 8.0 

:NONE_11619
0087: 701@ = 228@ // (float) 
005B: 701@ += 231@ // (float) 
gosub @NONE_11921 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
003B:   238@ == 239@ // (int) 
else_jump @NONE_11685 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11685
045A: draw_text_1number 701@ 702@ GXT 'NUMBER' number $6739(239@,10i)  // ~1~
005B: 702@ += 232@ // (float) 
239@ += 1 
jump @NONE_11112 

:NONE_11731
gosub @NONE_11993 
if 
  238@ == -1 
else_jump @NONE_11863 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 37 
else_jump @NONE_11796 
jump @NONE_2565 

:NONE_11796
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @NONE_11856 
if 
  235@ == 0 
else_jump @NONE_11849 
235@ += 1 
jump @NONE_2565 

:NONE_11849
jump @NONE_11863 

:NONE_11856
235@ = 0 

:NONE_11863
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @NONE_11892 
jump @NONE_12038 

:NONE_11892
if 
0A52:   is_widget_released 39 
else_jump @NONE_11914 
jump @NONE_2565 

:NONE_11914
jump @NONE_10044 

:NONE_11921
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
return 

:NONE_11993
gosub @LITCAS_308 
038D: draw_texture 2 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:NONE_12038
097A: play_audio_at 0.0 0.0 0.0 event 1182 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL
gosub @DUAL_16 
gosub @DUAL_15125 
end_thread 

:DUAL_16
$ONMISSION = 1 
thread 'DUAL' 
wait 0 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0A5E: set_widget_value 40 3.0 
0A5E: set_widget_value 37 3.0 
0391: release_textures 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 $74 radius 50.0 
038F: load_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: load_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: load_texture "CABCORN" as 3 // Load dictionary with 0390 first 
038F: load_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 5 // Load dictionary with 0390 first 
038F: load_texture "DARK" as 6 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 7 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 8 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 9 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 10 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 11 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 12 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 13 // Load dictionary with 0390 first 
038F: load_texture "HEALTHLC" as 14 // Load dictionary with 0390 first 
038F: load_texture "POWER" as 15 // Load dictionary with 0390 first 
038F: load_texture "DUALITYLC" as 16 // Load dictionary with 0390 first 
038F: load_texture "BLACK" as 17 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_319
if 
83D0:   not wav 4 loaded 
else_jump @DUAL_345 
wait 0 
jump @DUAL_319 

:DUAL_345
097A: play_audio_at 0.0 0.0 0.0 event 1068 
0209: 59@ = random_int_in_ranges 0 3 
0871: init_jump_table 59@ total_jumps 3 default_jump 0 @DUAL_1538 jumps 0 @DUAL_437 1 @DUAL_804 2 @DUAL_1171 -1 @DUAL_1538 -1 @DUAL_1538 -1 @DUAL_1538 -1 @DUAL_1538 

:DUAL_437
60@ = 160.0 
72@ = 224.0 
84@ = 320.0 
96@ = 500.0 
61@ = 480.0 
73@ = 224.0 
85@ = 320.0 
97@ = 500.0 
62@ = 320.0 
74@ = 156.0 
86@ = 256.0 
98@ = 128.0 
63@ = 452.2068 
75@ = 90.0 
87@ = 32.0 
99@ = 32.0 
64@ = 166.5889 
76@ = 216.6436 
88@ = 32.0 
100@ = 32.0 
65@ = 262.0 
77@ = 280.0 
89@ = 1.0 
101@ = 3.0 
66@ = 370.0 
90@ = 0.9 
102@ = 3.0 
79@ = 322.0 
91@ = 320.0 
103@ = 229.7492 
68@ = 284.4967 
80@ = 294.9901 
92@ = 320.0 
104@ = 320.0 
69@ = 351.9814 
81@ = 336.8015 
jump @DUAL_1538 

:DUAL_804
60@ = 160.0 
72@ = 224.0 
84@ = 320.0 
96@ = 500.0 
61@ = 480.0 
73@ = 224.0 
85@ = 320.0 
97@ = 500.0 
62@ = 320.0 
74@ = 219.561 
86@ = 256.0 
98@ = 128.0 
63@ = 452.2068 
75@ = 215.0997 
87@ = 32.0 
99@ = 32.0 
64@ = 166.5889 
76@ = 216.0905 
88@ = 32.0 
100@ = 32.0 
65@ = 265.0504 
77@ = 70.0389 
89@ = 1.0 
101@ = 3.0 
66@ = 370.0 
90@ = 0.9 
102@ = 3.0 
79@ = 322.0 
91@ = 320.0 
103@ = 91.233 
68@ = 284.4967 
80@ = 84.2511 
92@ = 320.0 
104@ = 296.2502 
69@ = 351.9814 
81@ = 336.8015 
jump @DUAL_1538 

:DUAL_1171
60@ = 160.0 
72@ = 224.0 
84@ = 320.0 
96@ = 500.0 
61@ = 480.0 
73@ = 224.0 
85@ = 320.0 
97@ = 500.0 
62@ = 320.0 
74@ = 296.0475 
86@ = 256.0 
98@ = 128.0 
63@ = 464.383 
75@ = 354.7318 
87@ = 32.0 
99@ = 32.0 
64@ = 166.5889 
76@ = 216.0905 
88@ = 32.0 
100@ = 32.0 
65@ = 265.0504 
77@ = 70.0389 
89@ = 1.0 
101@ = 3.0 
66@ = 370.0 
90@ = 0.9 
102@ = 3.0 
79@ = 119.7153 
91@ = 320.0 
103@ = 135.5804 
68@ = 284.4967 
80@ = 84.2511 
92@ = 320.0 
104@ = 320.0 
69@ = 351.9814 
81@ = 134.4938 
jump @DUAL_1538 

:DUAL_1538
70@ = 33.8609 
82@ = 18.1114 
94@ = 230.0 
106@ = 60.3475 
71@ = 38.1753 
83@ = 20.4681 
95@ = 0.5014 
107@ = 1.8889 
108@ = 0 
109@ = 1 
110@ = 1 
111@ = 1 
112@ = 1 
113@ = 1 
05AA: 114@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 116@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 118@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 120@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 122@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 124@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 126@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 128@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 130@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 132@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 134@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 136@s = 'DUAL_B' // @s = 'short'  // B
05AA: 138@s = 'DUAL_C' // @s = 'short'  // C
05AA: 140@s = 'DUAL_D' // @s = 'short'  // D
05AA: 142@s = 'DUAL_E' // @s = 'short'  // E
05AA: 144@s = 'DUAL_F' // @s = 'short'  // F
05AA: 146@s = 'DUAL_G' // @s = 'short'  // G
05AA: 148@s = 'DUAL_H' // @s = 'short'  // H
05AA: 150@s = 'DUAL_I' // @s = 'short'  // I
05AA: 152@s = 'DUAL_J' // @s = 'short'  // J
05AA: 154@s = 'DUAL_K' // @s = 'short'  // K
05AA: 156@s = 'DUAL_L' // @s = 'short'  // L
05AA: 158@s = 'DUAL_M' // @s = 'short'  // M
05AA: 160@s = 'DUAL_N' // @s = 'short'  // N
05AA: 162@s = 'DUAL_O' // @s = 'short'  // O
05AA: 164@s = 'DUAL_P' // @s = 'short'  // P
05AA: 166@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 168@s = 'DUAL_R' // @s = 'short'  // R
05AA: 170@s = 'DUAL_S' // @s = 'short'  // S
05AA: 172@s = 'DUAL_T' // @s = 'short'  // T
05AA: 174@s = 'DUAL_U' // @s = 'short'  // U
05AA: 176@s = 'DUAL_V' // @s = 'short'  // V
05AA: 178@s = 'DUAL_W' // @s = 'short'  // W
05AA: 180@s = 'DUAL_X' // @s = 'short'  // X
05AA: 182@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 184@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 186@s = 'DUAL_FS' // @s = 'short'  // .
if 
  $6809 == 0 
else_jump @DUAL_2841 
$6810[0] = -10000 
$6810[1] = -7500 
$6810[2] = -5000 
$6810[3] = -2500 
$6810[4] = -1000 
$6810[5] = -750 
$6810[6] = -500 
$6810[7] = -250 
$6810[8] = -175 
$6810[9] = -100 
$6820[0] = 10000 
$6820[1] = 7500 
$6820[2] = 5000 
$6820[3] = 2500 
$6820[4] = 1000 
$6820[5] = 750 
$6820[6] = 500 
$6820[7] = 250 
$6820[8] = 175 
$6820[9] = 100 
05A9: s$6830[0] = 140@s // s$ 
05A9: s$6850[0] = 152@s // s$ 
05A9: s$6870[0] = 186@s // s$ 
05A9: s$6830[1] = 154@s // s$ 
05A9: s$6850[1] = 168@s // s$ 
05A9: s$6870[1] = 182@s // s$ 
05A9: s$6830[2] = 170@s // s$ 
05A9: s$6850[2] = 150@s // s$ 
05A9: s$6870[2] = 170@s // s$ 
05A9: s$6830[3] = 178@s // s$ 
05A9: s$6850[3] = 140@s // s$ 
05A9: s$6870[3] = 182@s // s$ 
05A9: s$6830[4] = 140@s // s$ 
05A9: s$6850[4] = 134@s // s$ 
05A9: s$6870[4] = 160@s // s$ 
05A9: s$6830[5] = 156@s // s$ 
05A9: s$6850[5] = 168@s // s$ 
05A9: s$6870[5] = 146@s // s$ 
05A9: s$6830[6] = 160@s // s$ 
05A9: s$6850[6] = 162@s // s$ 
05A9: s$6870[6] = 160@s // s$ 
05A9: s$6830[7] = 146@s // s$ 
05A9: s$6850[7] = 134@s // s$ 
05A9: s$6870[7] = 184@s // s$ 
05A9: s$6830[8] = 116@s // s$ 
05A9: s$6850[8] = 114@s // s$ 
05A9: s$6870[8] = 116@s // s$ 
05A9: s$6830[9] = 152@s // s$ 
05A9: s$6850[9] = 174@s // s$ 
05A9: s$6870[9] = 140@s // s$ 
05A9: s$6890[0] = 134@s // s$ 
05A9: s$6910[0] = 140@s // s$ 
05A9: s$6930[0] = 184@s // s$ 
05A9: s$6890[1] = 138@s // s$ 
05A9: s$6910[1] = 134@s // s$ 
05A9: s$6930[1] = 160@s // s$ 
05A9: s$6890[2] = 150@s // s$ 
05A9: s$6910[2] = 158@s // s$ 
05A9: s$6930[2] = 182@s // s$ 
05A9: s$6890[3] = 178@s // s$ 
05A9: s$6910[3] = 150@s // s$ 
05A9: s$6930[3] = 156@s // s$ 
05A9: s$6890[4] = 140@s // s$ 
05A9: s$6910[4] = 136@s // s$ 
05A9: s$6930[4] = 164@s // s$ 
05A9: s$6890[5] = 140@s // s$ 
05A9: s$6910[5] = 134@s // s$ 
05A9: s$6930[5] = 176@s // s$ 
05A9: s$6890[6] = 140@s // s$ 
05A9: s$6910[6] = 162@s // s$ 
05A9: s$6930[6] = 140@s // s$ 
05A9: s$6890[7] = 160@s // s$ 
05A9: s$6910[7] = 144@s // s$ 
05A9: s$6930[7] = 186@s // s$ 
05A9: s$6890[8] = 154@s // s$ 
05A9: s$6910[8] = 158@s // s$ 
05A9: s$6930[8] = 136@s // s$ 
05A9: s$6890[9] = 170@s // s$ 
05A9: s$6910[9] = 152@s // s$ 
05A9: s$6930[9] = 156@s // s$ 
$6809 = 1 

:DUAL_2841
188@ = -1 
189@ = 0 
190@ = 321.4137 
191@ = 58.2432 
192@ = 201.225 
193@ = 88.9168 
194@ = 29.78 
195@ = 230.5296 
196@ = 28.5713 

:DUAL_2925
wait 0 
fade 1 0 
01BD: $15 = current_time_in_ms 
308@ = 0 
gosub @LITCAS_372 
if 
  $1021 == 4 
else_jump @DUAL_3101 
if 
  111@ == 0 
else_jump @DUAL_3087 
if 
  108@ == 0 
else_jump @DUAL_3042 
108@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3087 

:DUAL_3042
if 
  108@ == 2 
else_jump @DUAL_3087 
108@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3087
111@ = 1 
jump @DUAL_3570 

:DUAL_3101
if 
  $1021 == 3 
else_jump @DUAL_3248 
if 
  111@ == 0 
else_jump @DUAL_3234 
if 
  108@ == 1 
else_jump @DUAL_3189 
108@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3234 

:DUAL_3189
if 
  108@ == 3 
else_jump @DUAL_3234 
108@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3234
110@ = 1 
jump @DUAL_3563 

:DUAL_3248
if 
  $1021 == 1 
else_jump @DUAL_3395 
if 
  112@ == 0 
else_jump @DUAL_3381 
if 
  108@ == 2 
else_jump @DUAL_3336 
108@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3381 

:DUAL_3336
if 
  108@ == 3 
else_jump @DUAL_3381 
108@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3381
112@ = 1 
jump @DUAL_3556 

:DUAL_3395
if 
  $1021 == 2 
else_jump @DUAL_3542 
if 
  113@ == 0 
else_jump @DUAL_3528 
if 
  108@ == 0 
else_jump @DUAL_3483 
108@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3528 

:DUAL_3483
if 
  108@ == 1 
else_jump @DUAL_3528 
108@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3528
113@ = 1 
jump @DUAL_3549 

:DUAL_3542
113@ = 0 

:DUAL_3549
112@ = 0 

:DUAL_3556
110@ = 0 

:DUAL_3563
111@ = 0 

:DUAL_3570
038D: draw_texture 17 position 60@ 72@ size 84@ 96@ RGBA 255 255 255 255 
038D: draw_texture 12 position 61@ 73@ size 85@ 97@ RGBA 255 255 255 255 
038D: draw_texture 16 position 62@ 74@ size 256.0 128.0 RGBA 255 255 255 255 
038D: draw_texture 6 position 63@ 75@ size 32.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 64@ 76@ size 32.0 32.0 RGBA 255 255 255 255 
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $153 == 4 // == constant 
else_jump @DUAL_3784 
033F: set_text_draw_letter_size 90@ 102@ 
jump @DUAL_3792 

:DUAL_3784
033F: set_text_draw_letter_size 89@ 101@ 

:DUAL_3792
033E: set_draw_text_position 65@ 77@ GXT 'SPAC_04'  // PLAY
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $153 == 4 // == constant 
else_jump @DUAL_3868 
033F: set_text_draw_letter_size 90@ 102@ 
jump @DUAL_3876 

:DUAL_3868
033F: set_text_draw_letter_size 89@ 101@ 

:DUAL_3876
033E: set_draw_text_position 66@ 77@ GXT 'SPAC_05'  // QUIT
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $153 == 4 // == constant 
else_jump @DUAL_3955 
033F: set_text_draw_letter_size 90@ 102@ 
jump @DUAL_3963 

:DUAL_3955
033F: set_text_draw_letter_size 89@ 101@ 

:DUAL_3963
033E: set_draw_text_position 65@ 79@ GXT 'SPAC_06'  // HI-SCORE
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $153 == 4 // == constant 
else_jump @DUAL_4039 
033F: set_text_draw_letter_size 90@ 102@ 
jump @DUAL_4047 

:DUAL_4039
033F: set_text_draw_letter_size 89@ 101@ 

:DUAL_4047
033E: set_draw_text_position 66@ 79@ GXT 'SPAC_06'  // HI-SCORE
if 
  108@ == 0 
else_jump @DUAL_4114 
038D: draw_texture 7 position 68@ 80@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4114
if 
  108@ == 1 
else_jump @DUAL_4164 
038D: draw_texture 6 position 69@ 80@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4164
if 
  108@ == 2 
else_jump @DUAL_4214 
038D: draw_texture 7 position 68@ 81@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4214
if 
  108@ == 3 
else_jump @DUAL_4264 
038D: draw_texture 6 position 69@ 81@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4264
gosub @DUAL_15080 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @DUAL_4611 
if 
  109@ == 0 
else_jump @DUAL_4604 
109@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1045 
if 
  108@ == 0 
else_jump @DUAL_4362 
jump @DUAL_4704 

:DUAL_4362
if 
  108@ == 1 
else_jump @DUAL_4408 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 0 0 
wait 0 
fade 1 500 
return 

:DUAL_4408
if 
  108@ == 2 
else_jump @DUAL_4506 
0208: 58@ = random_float_in_ranges -15.0 15.0 
0087: 213@ = 58@ // (float) 
0208: 58@ = random_float_in_ranges -15.0 15.0 
0087: 214@ = 58@ // (float) 
207@ = 0.0 
208@ = 0.0 
189@ = 1 
jump @DUAL_11383 

:DUAL_4506
if 
  108@ == 3 
else_jump @DUAL_4604 
0208: 58@ = random_float_in_ranges -15.0 15.0 
0087: 213@ = 58@ // (float) 
0208: 58@ = random_float_in_ranges -15.0 15.0 
0087: 214@ = 58@ // (float) 
207@ = 0.0 
208@ = 0.0 
189@ = 0 
jump @DUAL_11383 

:DUAL_4604
jump @DUAL_4618 

:DUAL_4611
109@ = 0 

:DUAL_4618
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 94@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 95@ 107@ 
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @DUAL_4675 
jump @DUAL_15125 

:DUAL_4675
if 
0A52:   is_widget_released 39 
else_jump @DUAL_4697 
jump @DUAL_2925 

:DUAL_4697
jump @DUAL_2925 

:DUAL_4704
197@ = 0.0 
201@ = 0.0 
198@ = 0.0 
202@ = 0.0 
207@ = 0.0 
208@ = 0.0 
$6950 = 0.0 
$6951 = 0.0 
209@ = 0.0 
210@ = 0.0 
211@ = 0.1 
212@ = 100.0 
213@ = 0.0 
214@ = 0.0 
215@ = 0 
216@ = -512.0 
217@ = -256.0 
218@ = 0.0 
219@ = 256.0 
220@ = 512.0 
221@ = -384.0 
222@ = -128.0 
223@ = 128.0 
224@ = 384.0 
225@ = 200.0 
235@ = 200.0 
245@ = -2E11 
226@ = -300.0 
236@ = -300.0 
246@ = -2E11 
227@ = -300.0 
237@ = 300.0 
247@ = -2E11 
228@ = 300.0 
238@ = -300.0 
248@ = -2E11 
229@ = 0.1 
239@ = 300.0 
249@ = -2E11 
230@ = 0.1 
240@ = -300.0 
250@ = 2E11 
231@ = 300.0 
241@ = 0.1 
251@ = 2E11 
232@ = -300.0 
242@ = 0.1 
252@ = 2E11 
233@ = 0.1 
243@ = 500.0 
253@ = 2E11 
234@ = 0.1 
244@ = -500.0 
254@ = 2E11 
255@ = 10 
256@ = 32.0 
257@ = 6.67259 
257@ *= 0.1 
257@ *= 0.1 
257@ *= 0.1 
257@ *= 0.1 
257@ *= 0.1 
257@ *= 0.1 
48@ = 0 

:DUAL_5335
if 
  20 > 48@ 
else_jump @DUAL_5395 
258@(48@,20f) = 1000.0 
278@(48@,20f) = 1000.0 
48@ += 1 
jump @DUAL_5335 

:DUAL_5395
48@ = 0 

:DUAL_5402
if 
  10 > 48@ 
else_jump @DUAL_5445 
298@(48@,10i) = 0 
48@ += 1 
jump @DUAL_5402 

:DUAL_5445
308@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
309@ = 100.0 
310@ = 100.0 
311@ = 256.0 
312@ = 0 
01BD: $15 = current_time_in_ms 
008B: 313@ = $15 // (int) 
313@ += 4000 
008B: 314@ = $15 // (int) 
315@ = 0 

:DUAL_5532
gosub @LITCAS_372 
008B: 316@ = $15 // (int) 
wait 0 
01BD: $15 = current_time_in_ms 
008B: 317@ = $15 // (int) 
0062: 317@ -= 316@ // (int) 
0093: 318@ = integer 317@ to_float 
318@ /= 1.5 
318@ /= 1000.0 
209@ = 0.0 
210@ = 0.0 
0079: 309@ += frame_delta_time * 0.06 // (float) 
if 
  309@ > 100.0 
else_jump @DUAL_5661 
309@ = 100.0 

:DUAL_5661
if 
00E1:   player 0 pressed_key 15 
else_jump @DUAL_5717 
if 
  315@ == 1 
else_jump @DUAL_5710 
315@ = 0 
312@ = 1 

:DUAL_5710
jump @DUAL_5724 

:DUAL_5717
315@ = 1 

:DUAL_5724
008F: 319@ = integer $1022 to_float 
319@ *= 0.03937 
007B: 211@ = frame_delta_time 319@ // (float) 
48@ = 0 

:DUAL_5757
if 
001D:   255@ > 48@ // (int) 
else_jump @DUAL_7084 
0509: $67 = distance_between_XY 207@ 208@ and_XY 225@(48@,10f) 235@(48@,10f) 
320@ = 0 
if 
  $67 > 700.0 
else_jump @DUAL_5836 
320@ = 1 

:DUAL_5836
if 
  100.0 > $67 
else_jump @DUAL_6183 
if 
05A5:   is_area_center 207@ 208@ scale 32.0 32.0 overlaping_area_center 225@(48@,10f) 235@(48@,10f) scale 32.0 32.0 
else_jump @DUAL_6183 
if 
  245@(48@,10f) > 0.0 
else_jump @DUAL_6122 
097A: play_audio_at 0.0 0.0 0.0 event 1050 
007F: 310@ -= frame_delta_time * 1.0 // (float) 
if 
  0.0 > 310@ 
else_jump @DUAL_6115 
310@ = 0.0 
49@ = 0 

:DUAL_6003
if 
  10 > 49@ 
else_jump @DUAL_6099 
if 
  298@(49@,10i) == 0 
else_jump @DUAL_6085 
0087: 331@(49@,10f) = 207@ // (float) 
0087: 341@(49@,10f) = 208@ // (float) 
298@(49@,10i) += 1 
49@ = 9 

:DUAL_6085
49@ += 1 
jump @DUAL_6003 

:DUAL_6099
008B: 314@ = $15 // (int) 
314@ += 3000 

:DUAL_6115
jump @DUAL_6183 

:DUAL_6122
097A: play_audio_at 0.0 0.0 0.0 event 1051 
0079: 310@ += frame_delta_time * 1.0 // (float) 
if 
  310@ > 100.0 
else_jump @DUAL_6183 
310@ = 100.0 

:DUAL_6183
49@ = 0 

:DUAL_6190
if 
  10 > 49@ 
else_jump @DUAL_6385 
if 
001F:   321@(49@,10i) > $15 // (int) 
else_jump @DUAL_6371 
if 
05A5:   is_area_center 446@(49@,10f) 456@(49@,10f) scale 12.0 12.0 overlaping_area_center 225@(48@,10f) 235@(48@,10f) scale 32.0 32.0 
else_jump @DUAL_6371 
320@ = 2 
if 
001E:   $15 > 314@ // (int) 
else_jump @DUAL_6364 
if 
  245@(48@,10f) > 0.0 
else_jump @DUAL_6357 
308@ += 10 
jump @DUAL_6364 

:DUAL_6357
308@ -= 10 

:DUAL_6364
49@ = 9 

:DUAL_6371
49@ += 1 
jump @DUAL_6190 

:DUAL_6385
if 
  320@ > 0 
else_jump @DUAL_6780 
if 
  320@ == 2 
else_jump @DUAL_6532 
49@ = 0 

:DUAL_6428
if 
  10 > 49@ 
else_jump @DUAL_6532 
if 
  298@(49@,10i) == 0 
else_jump @DUAL_6518 
0087: 331@(49@,10f) = 225@(48@,10f) // (float) 
0087: 341@(49@,10f) = 235@(48@,10f) // (float) 
298@(49@,10i) += 1 
49@ = 9 

:DUAL_6518
49@ += 1 
jump @DUAL_6428 

:DUAL_6532
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_6633 
0208: $72 = random_float_in_ranges 340.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_6611 
$72 *= -1.0 

:DUAL_6611
0208: $73 = random_float_in_ranges -700.0 700.0 
jump @DUAL_6700 

:DUAL_6633
0208: $72 = random_float_in_ranges -700.0 700.0 
0208: $73 = random_float_in_ranges 340.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_6700 
$73 *= -1.0 

:DUAL_6700
0087: 225@(48@,10f) = 207@ // (float) 
005D: 225@(48@,10f) += $72 // (float) 
0087: 235@(48@,10f) = 208@ // (float) 
005D: 235@(48@,10f) += $73 // (float) 
0509: $67 = distance_between_XY 207@ 208@ and_XY 225@(48@,10f) 235@(48@,10f) 
jump @DUAL_7070 

:DUAL_6780
0087: 58@ = 245@(48@,10f) // (float) 
006B: 58@ *= 212@ // (float) 
006B: 58@ *= 257@ // (float) 
0086: $74 = $67 // (float) 
0069: $74 *= $67 // (float) 
0077: 58@ /= $74 // (float) 
0087: 351@ = 225@(48@,10f) // (float) 
0063: 351@ -= 207@ // (float) 
0087: 352@ = 235@(48@,10f) // (float) 
0063: 352@ -= 208@ // (float) 
0077: 351@ /= $67 // (float) 
0077: 352@ /= $67 // (float) 
0087: 51@ = 351@ // (float) 
006B: 51@ *= 58@ // (float) 
0087: 52@ = 352@ // (float) 
006B: 52@ *= 58@ // (float) 
256@ = 32.0 
if 
  51@ > 50000.0 
else_jump @DUAL_6961 
51@ = 50000.0 

:DUAL_6961
if 
  -50000.0 > 51@ 
else_jump @DUAL_6992 
51@ = -50000.0 

:DUAL_6992
if 
  52@ > 50000.0 
else_jump @DUAL_7023 
52@ = 50000.0 

:DUAL_7023
if 
  -50000.0 > 52@ 
else_jump @DUAL_7054 
52@ = -50000.0 

:DUAL_7054
005B: 209@ += 51@ // (float) 
005B: 210@ += 52@ // (float) 

:DUAL_7070
48@ += 1 
jump @DUAL_5757 

:DUAL_7084
if 
001E:   $15 > 314@ // (int) 
else_jump @DUAL_7824 
if or
00E1:   player 0 pressed_key 16 
  $1021 == 1 
else_jump @DUAL_7271 
if 
  309@ >= 0.2 
else_jump @DUAL_7264 
02F6: $72 = sine 211@ // (float) 
02F7: $73 = cosine 211@ // (float) 
$72 *= -20000.0 
$73 *= 20000.0 
005D: 209@ += $72 // (float) 
005D: 210@ += $73 // (float) 
215@ += 50 
if 
  215@ > 200 
else_jump @DUAL_7234 
215@ = 200 

:DUAL_7234
097A: play_audio_at 0.0 0.0 0.0 event 1042 
007F: 309@ -= frame_delta_time * 0.2 // (float) 

:DUAL_7264
jump @DUAL_7303 

:DUAL_7271
215@ -= 20 
if 
  0 > 215@ 
else_jump @DUAL_7303 
215@ = 0 

:DUAL_7303
if or
  309@ > 0.1 
  309@ == 0.1 
else_jump @DUAL_7439 
if 
00E1:   player 0 pressed_key 6 
else_jump @DUAL_7439 
0087: 58@ = 211@ // (float) 
58@ += 90.0 
0656: get_angle 58@ absolute_degrees_to 58@ 
02F6: $72 = sine 58@ // (float) 
02F7: $73 = cosine 58@ // (float) 
$72 *= -6000.0 
$73 *= 6000.0 
005D: 209@ += $72 // (float) 
005D: 210@ += $73 // (float) 
007F: 309@ -= frame_delta_time * 0.1 // (float) 

:DUAL_7439
if or
  309@ > 0.1 
  309@ == 0.1 
else_jump @DUAL_7575 
if 
00E1:   player 0 pressed_key 4 
else_jump @DUAL_7575 
0087: 58@ = 211@ // (float) 
58@ -= 90.0 
0656: get_angle 58@ absolute_degrees_to 58@ 
02F6: $72 = sine 58@ // (float) 
02F7: $73 = cosine 58@ // (float) 
$72 *= -6000.0 
$73 *= 6000.0 
005D: 209@ += $72 // (float) 
005D: 210@ += $73 // (float) 
007F: 309@ -= frame_delta_time * 0.1 // (float) 

:DUAL_7575
0089: 353@ = $6950 // (float) 
353@ *= 40.0 
0089: 354@ = $6951 // (float) 
354@ *= 40.0 
0063: 209@ -= 353@ // (float) 
0063: 210@ -= 354@ // (float) 
0073: 209@ /= 212@ // (float) 
0073: 210@ /= 212@ // (float) 
006B: 209@ *= 318@ // (float) 
006B: 210@ *= 318@ // (float) 
005F: $6950 += 209@ // (float) 
005F: $6951 += 210@ // (float) 
if or
  309@ > 1.0 
  309@ == 1.0 
else_jump @DUAL_7824 
if or
00E1:   player 0 pressed_key 17 
0A51:   is_widget_pressed 37 
else_jump @DUAL_7824 
if 
001E:   $15 > 355@ // (int) 
else_jump @DUAL_7824 
gosub @DUAL_14802 
097A: play_audio_at 0.0 0.0 0.0 event 1041 
008B: 355@ = $15 // (int) 
355@ += 250 
007F: 309@ -= frame_delta_time * 1.0 // (float) 
if 
  308@ > 0 
else_jump @DUAL_7824 
308@ -= 1 

:DUAL_7824
0087: 213@ = 207@ // (float) 
0087: 214@ = 208@ // (float) 
if 
  $6950 > 300.0 
else_jump @DUAL_7871 
$6950 = 300.0 

:DUAL_7871
if 
  -300.0 > $6950 
else_jump @DUAL_7902 
$6950 = -300.0 

:DUAL_7902
if 
  $6951 > 300.0 
else_jump @DUAL_7933 
$6951 = 300.0 

:DUAL_7933
if 
  -300.0 > $6951 
else_jump @DUAL_7964 
$6951 = -300.0 

:DUAL_7964
0088: $72 = 318@ // (float) 
0069: $72 *= $6950 // (float) 
0088: $73 = 318@ // (float) 
0069: $73 *= $6951 // (float) 
005D: 207@ += $72 // (float) 
005D: 208@ += $73 // (float) 
48@ = 0 

:DUAL_8019
if 
  3 > 48@ 
else_jump @DUAL_8869 
0088: $72 = 213@ // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 214@ // (float) 
0067: $73 -= 208@ // (float) 
$72 *= 0.6 
$73 *= 0.6 
0093: 58@ = integer 48@ to_float 
58@ += 1.0 
58@ *= 0.3 
006D: $72 *= 58@ // (float) 
006D: $73 *= 58@ // (float) 
311@ = 512.0 
006B: 311@ *= 58@ // (float) 
if 
  48@ == 0 
else_jump @DUAL_8220 
$72 /= 2.0 
$73 /= 2.0 
005D: 197@(48@,4f) += $72 // (float) 
005D: 201@(48@,4f) += $73 // (float) 
jump @DUAL_8244 

:DUAL_8220
005D: 197@(48@,4f) += $72 // (float) 
005D: 201@(48@,4f) += $73 // (float) 

:DUAL_8244
0087: 58@ = 311@ // (float) 
58@ /= 2.0 
if 
0025:   197@(48@,4f) > 58@ // (float) 
else_jump @DUAL_8297 
0063: 197@(48@,4f) -= 311@ // (float) 

:DUAL_8297
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   58@ > 197@(48@,4f) // (float) 
else_jump @DUAL_8350 
005B: 197@(48@,4f) += 311@ // (float) 

:DUAL_8350
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   201@(48@,4f) > 58@ // (float) 
else_jump @DUAL_8403 
0063: 201@(48@,4f) -= 311@ // (float) 

:DUAL_8403
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   58@ > 201@(48@,4f) // (float) 
else_jump @DUAL_8456 
005B: 201@(48@,4f) += 311@ // (float) 

:DUAL_8456
58@ = 640.0 
005B: 58@ += 311@ // (float) 
0087: 356@ = 58@ // (float) 
0073: 356@ /= 311@ // (float) 
0092: 357@ = float 356@ to_integer 
0093: 58@ = integer 357@ to_float 
0063: 356@ -= 58@ // (float) 
if 
  356@ > 0.0 
else_jump @DUAL_8542 
357@ += 1 

:DUAL_8542
58@ = 448.0 
005B: 58@ += 311@ // (float) 
0087: 358@ = 58@ // (float) 
0073: 358@ /= 311@ // (float) 
0092: 359@ = float 358@ to_integer 
0093: 58@ = integer 359@ to_float 
0063: 358@ -= 58@ // (float) 
if 
  358@ > 0.0 
else_jump @DUAL_8628 
359@ += 1 

:DUAL_8628
357@ += 1 
359@ += 1 
0087: 205@ = 197@(48@,4f) // (float) 
0087: 206@ = 201@(48@,4f) // (float) 
361@ = 0 

:DUAL_8673
if 
001D:   359@ > 361@ // (int) 
else_jump @DUAL_8855 
360@ = 0 

:DUAL_8699
if 
001D:   357@ > 360@ // (int) 
else_jump @DUAL_8821 
if 
  48@ == 0 
else_jump @DUAL_8771 
038D: draw_texture 1 position 205@ 206@ size 311@ 311@ RGBA 150 150 150 255 
jump @DUAL_8799 

:DUAL_8771
038D: draw_texture 2 position 205@ 206@ size 311@ 311@ RGBA 150 150 150 255 

:DUAL_8799
005B: 205@ += 311@ // (float) 
360@ += 1 
jump @DUAL_8699 

:DUAL_8821
0087: 205@ = 197@(48@,4f) // (float) 
005B: 206@ += 311@ // (float) 
361@ += 1 
jump @DUAL_8673 

:DUAL_8855
48@ += 1 
jump @DUAL_8019 

:DUAL_8869
48@ = 0 

:DUAL_8876
if 
001D:   255@ > 48@ // (int) 
else_jump @DUAL_9065 
0088: $72 = 225@(48@,10f) // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 235@(48@,10f) // (float) 
0067: $73 -= 208@ // (float) 
$72 += 320.0 
$73 += 224.0 
if 
  245@(48@,10f) > 0.0 
else_jump @DUAL_9019 
038D: draw_texture 6 position $72 $73 size 32.0 32.0 RGBA 150 150 150 255 
jump @DUAL_9051 

:DUAL_9019
038D: draw_texture 7 position $72 $73 size 32.0 32.0 RGBA 255 255 255 255 

:DUAL_9051
48@ += 1 
jump @DUAL_8876 

:DUAL_9065
48@ = 0 

:DUAL_9072
if 
  20 > 48@ 
else_jump @DUAL_9767 
0509: $67 = distance_between_XY 207@ 208@ and_XY 258@(48@,20f) 278@(48@,20f) 
if or
  $67 > 600.0 
05A5:   is_area_center 207@ 208@ scale 32.0 32.0 overlaping_area_center 258@(48@,20f) 278@(48@,20f) scale 18.0 18.0 
else_jump @DUAL_9604 
if 
05A5:   is_area_center 207@ 208@ scale 32.0 32.0 overlaping_area_center 258@(48@,20f) 278@(48@,20f) scale 18.0 18.0 
else_jump @DUAL_9370 
if 
001E:   $15 > 314@ // (int) 
else_jump @DUAL_9370 
if 
  10 > 48@ 
else_jump @DUAL_9302 
097A: play_audio_at 0.0 0.0 0.0 event 1048 
308@ += 5 
jump @DUAL_9329 

:DUAL_9302
097A: play_audio_at 0.0 0.0 0.0 event 1049 
308@ -= 5 

:DUAL_9329
309@ += 25.0 
if 
  309@ > 100.0 
else_jump @DUAL_9370 
309@ = 100.0 

:DUAL_9370
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_9480 
0208: $72 = random_float_in_ranges 340.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_9449 
$72 *= -1.0 

:DUAL_9449
0208: $73 = random_float_in_ranges -700.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
jump @DUAL_9556 

:DUAL_9480
0208: $72 = random_float_in_ranges -700.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
0208: $73 = random_float_in_ranges 340.0 700.0 
0209: 47@ = random_int_in_ranges 0 2 
if 
  47@ == 0 
else_jump @DUAL_9556 
$73 *= -1.0 

:DUAL_9556
0087: 258@(48@,20f) = 207@ // (float) 
005D: 258@(48@,20f) += $72 // (float) 
0087: 278@(48@,20f) = 208@ // (float) 
005D: 278@(48@,20f) += $73 // (float) 

:DUAL_9604
0088: $72 = 258@(48@,20f) // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 278@(48@,20f) // (float) 
0067: $73 -= 208@ // (float) 
$72 += 320.0 
$73 += 224.0 
if 
  10 > 48@ 
else_jump @DUAL_9721 
038D: draw_texture 7 position $72 $73 size 16.0 16.0 RGBA 255 255 255 255 
jump @DUAL_9753 

:DUAL_9721
038D: draw_texture 6 position $72 $73 size 16.0 16.0 RGBA 150 150 150 255 

:DUAL_9753
48@ += 1 
jump @DUAL_9072 

:DUAL_9767
48@ = 0 

:DUAL_9774
if 
  10 > 48@ 
else_jump @DUAL_10077 
if 
  298@(48@,10i) > 0 
else_jump @DUAL_10063 
0088: $72 = 331@(48@,10f) // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 341@(48@,10f) // (float) 
0067: $73 -= 208@ // (float) 
$72 += 320.0 
$73 += 224.0 
if 
  298@(48@,10i) == 1 
else_jump @DUAL_9951 
008B: 362@(48@,10i) = $15 // (int) 
362@(48@,10i) += 500 
298@(48@,10i) = 8 
097A: play_audio_at 0.0 0.0 0.0 event 1043 

:DUAL_9951
008B: 362@(48@,10i) = $15 // (int) 
362@(48@,10i) += 500 
298@(48@,10i) += 1 
if 
  298@(48@,10i) > 11 
else_jump @DUAL_10026 
298@(48@,10i) = 0 
jump @DUAL_10063 

:DUAL_10026
038D: draw_texture 298@(48@,10i) position $72 $73 size 32.0 32.0 RGBA 150 150 150 255 

:DUAL_10063
48@ += 1 
jump @DUAL_9774 

:DUAL_10077
48@ = 0 

:DUAL_10084
if 
  10 > 48@ 
else_jump @DUAL_10303 
if 
001F:   321@(48@,10i) > $15 // (int) 
else_jump @DUAL_10289 
0088: $72 = 318@ // (float) 
006D: $72 *= 466@(48@,10f) // (float) 
0088: $73 = 318@ // (float) 
006D: $73 *= 476@(48@,10f) // (float) 
005D: 446@(48@,10f) += $72 // (float) 
005D: 456@(48@,10f) += $73 // (float) 
0088: $72 = 446@(48@,10f) // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 456@(48@,10f) // (float) 
0067: $73 -= 208@ // (float) 
$72 += 320.0 
$73 += 224.0 
0088: $71 = 211@ // (float) 
038D: draw_texture 13 position $72 $73 size 8.0 8.0 RGBA 150 150 150 255 

:DUAL_10289
48@ += 1 
jump @DUAL_10084 

:DUAL_10303
if 
001E:   $15 > 314@ // (int) 
else_jump @DUAL_10734 
074B: draw_texture 4 position 320.0 224.0 scale 256@ 256@ angle 211@ color_RGBA 150 150 150 255 
0087: 58@ = 310@ // (float) 
58@ /= 2.0 
$73 = 320.0 
0067: $73 -= 58@ // (float) 
038D: draw_texture 12 position 50.0 270.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 14 position 50.0 $73 size 10.0 310@ RGBA 200 200 200 255 
0087: 58@ = 309@ // (float) 
58@ /= 2.0 
$73 = 320.0 
0067: $73 -= 58@ // (float) 
038D: draw_texture 12 position 70.0 270.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 15 position 70.0 $73 size 10.0 309@ RGBA 200 200 200 255 
0087: 58@ = 211@ // (float) 
58@ += 180.0 
if 
  58@ > 360.0 
else_jump @DUAL_10608 
58@ -= 360.0 

:DUAL_10608
02F6: $72 = sine 58@ // (float) 
02F7: $73 = cosine 58@ // (float) 
$72 *= -1.0 
$72 *= 24.0 
$73 *= 24.0 
$72 += 320.0 
$73 += 224.0 
if 
  215@ > 0 
else_jump @DUAL_10727 
074B: draw_texture 5 position $72 $73 scale 16.0 16.0 angle 211@ color_RGBA 215@ 215@ 215@ 255 

:DUAL_10727
jump @DUAL_10927 

:DUAL_10734
49@ = 0 

:DUAL_10741
if 
  10 > 49@ 
else_jump @DUAL_10837 
if 
  298@(49@,10i) == 0 
else_jump @DUAL_10823 
0087: 331@(49@,10f) = 207@ // (float) 
0087: 341@(49@,10f) = 208@ // (float) 
298@(49@,10i) += 1 
49@ = 9 

:DUAL_10823
49@ += 1 
jump @DUAL_10741 

:DUAL_10837
gosub @DUAL_15008 
097A: play_audio_at 0.0 0.0 0.0 event 1047 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
008B: 47@ = $15 // (int) 
47@ += 1000 
if 
001D:   47@ > 314@ // (int) 
else_jump @DUAL_10927 
312@ = 1 

:DUAL_10927
gosub @DUAL_15008 
if 
  308@ > -1 
else_jump @DUAL_10983 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 308@  // SCORE ~1~
jump @DUAL_11049 

:DUAL_10983
0085: 47@ = 308@ // (int) 
47@ *= -1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 47@  // SCORE ~1~

:DUAL_11049
gosub @DUAL_15080 
if 
001F:   313@ > $15 // (int) 
else_jump @DUAL_11192 
gosub @DUAL_15008 
if or
04A3:   $153 == 2 // == constant 
04A3:   $153 == 1 // == constant 
else_jump @DUAL_11121 
0343: set_text_draw_linewidth 175.1144 
jump @DUAL_11128 

:DUAL_11121
0343: set_text_draw_linewidth 160.1144 

:DUAL_11128
0342: set_text_draw_centered 0 
0349: set_text_draw_font 1 
if or
04A3:   $153 == 2 // == constant 
04A3:   $153 == 1 // == constant 
else_jump @DUAL_11180 
033F: set_text_draw_letter_size 0.4 1.8889 
jump @DUAL_11192 

:DUAL_11180
033F: set_text_draw_letter_size 0.5014 1.8889 

:DUAL_11192
if 
  312@ == 1 
else_jump @DUAL_11325 
if 
001F:   308@ > $6820[9] // (int) 
else_jump @DUAL_11264 
372@ = 10 
373@ = 0 
189@ = 1 
jump @DUAL_11383 
jump @DUAL_11325 

:DUAL_11264
if 
001E:   $6810[9] > 308@ // (int) 
else_jump @DUAL_11318 
372@ = 10 
373@ = 0 
189@ = 0 
jump @DUAL_11383 
jump @DUAL_11325 

:DUAL_11318
jump @DUAL_2925 

:DUAL_11325
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @DUAL_11354 
jump @DUAL_15125 

:DUAL_11354
if 
0A52:   is_widget_released 39 
else_jump @DUAL_11376 
jump @DUAL_2925 

:DUAL_11376
jump @DUAL_5532 

:DUAL_11383
wait 0 
gosub @LITCAS_372 
01BD: $15 = current_time_in_ms 
if 
  189@ == 0 
else_jump @DUAL_11678 
48@ = 9 

:DUAL_11424
if 
  48@ > -1 
else_jump @DUAL_11671 
if 
001E:   $6810(48@,10i) > 308@ // (int) 
else_jump @DUAL_11650 
if 
   not 48@ == 9 
else_jump @DUAL_11562 
0085: 49@ = 48@ // (int) 
49@ += 1 
0084: $6810(49@,10i) = $6810(48@,10i) // (int) 
05A9: $6830(49@,10s) = $6830(48@,10s) // s$ 
05A9: $6850(49@,10s) = $6850(48@,10s) // s$ 
05A9: $6870(49@,10s) = $6870(48@,10s) // s$ 

:DUAL_11562
008A: $6810(48@,10i) = 308@ // (int) 
05A9: $6830(48@,10s) = 186@s // s$ 
05A9: $6850(48@,10s) = 186@s // s$ 
05A9: $6870(48@,10s) = 186@s // s$ 
0085: 188@ = 48@ // (int) 
if 
  48@ == 0 
else_jump @DUAL_11643 
308@ = 0 

:DUAL_11643
jump @DUAL_11657 

:DUAL_11650
308@ = 0 

:DUAL_11657
48@ -= 1 
jump @DUAL_11424 

:DUAL_11671
jump @DUAL_11932 

:DUAL_11678
48@ = 9 

:DUAL_11685
if 
  48@ > -1 
else_jump @DUAL_11932 
if 
001F:   308@ > $6820(48@,10i) // (int) 
else_jump @DUAL_11911 
if 
   not 48@ == 9 
else_jump @DUAL_11823 
0085: 49@ = 48@ // (int) 
49@ += 1 
0084: $6820(49@,10i) = $6820(48@,10i) // (int) 
05A9: $6890(49@,10s) = $6890(48@,10s) // s$ 
05A9: $6910(49@,10s) = $6910(48@,10s) // s$ 
05A9: $6930(49@,10s) = $6930(48@,10s) // s$ 

:DUAL_11823
008A: $6820(48@,10i) = 308@ // (int) 
05A9: $6890(48@,10s) = 186@s // s$ 
05A9: $6910(48@,10s) = 186@s // s$ 
05A9: $6930(48@,10s) = 186@s // s$ 
0085: 188@ = 48@ // (int) 
if 
  48@ == 0 
else_jump @DUAL_11904 
308@ = 0 

:DUAL_11904
jump @DUAL_11918 

:DUAL_11911
308@ = 0 

:DUAL_11918
48@ -= 1 
jump @DUAL_11685 

:DUAL_11932
if 
  188@ > -1 
else_jump @DUAL_12587 
if 
  189@ == 0 
else_jump @DUAL_12113 
if 
  373@ == 0 
else_jump @DUAL_12026 
05A9: $6830(188@,10s) = 114@(372@,37s) // s$ 
05A9: $6850(188@,10s) = 186@s // s$ 
05A9: $6870(188@,10s) = 186@s // s$ 

:DUAL_12026
if 
  373@ == 1 
else_jump @DUAL_12072 
05A9: $6850(188@,10s) = 114@(372@,37s) // s$ 
05A9: $6870(188@,10s) = 186@s // s$ 

:DUAL_12072
if 
  373@ == 2 
else_jump @DUAL_12106 
05A9: $6870(188@,10s) = 114@(372@,37s) // s$ 

:DUAL_12106
jump @DUAL_12251 

:DUAL_12113
if 
  373@ == 0 
else_jump @DUAL_12171 
05A9: $6890(188@,10s) = 114@(372@,37s) // s$ 
05A9: $6910(188@,10s) = 186@s // s$ 
05A9: $6930(188@,10s) = 186@s // s$ 

:DUAL_12171
if 
  373@ == 1 
else_jump @DUAL_12217 
05A9: $6910(188@,10s) = 114@(372@,37s) // s$ 
05A9: $6930(188@,10s) = 186@s // s$ 

:DUAL_12217
if 
  373@ == 2 
else_jump @DUAL_12251 
05A9: $6930(188@,10s) = 114@(372@,37s) // s$ 

:DUAL_12251
if or
  $1021 == 1 
  $1021 == 4 
else_jump @DUAL_12357 
if 
001E:   $15 > 112@ // (int) 
else_jump @DUAL_12350 
if 
  36 > 372@ 
else_jump @DUAL_12327 
372@ += 1 
jump @DUAL_12334 

:DUAL_12327
372@ = 0 

:DUAL_12334
008B: 112@ = $15 // (int) 
112@ += 250 

:DUAL_12350
jump @DUAL_12373 

:DUAL_12357
008B: 112@ = $15 // (int) 
112@ -= 250 

:DUAL_12373
if or
  $1021 == 2 
  $1021 == 3 
else_jump @DUAL_12479 
if 
001E:   $15 > 113@ // (int) 
else_jump @DUAL_12472 
if 
  372@ > 0 
else_jump @DUAL_12449 
372@ -= 1 
jump @DUAL_12456 

:DUAL_12449
372@ = 36 

:DUAL_12456
008B: 113@ = $15 // (int) 
113@ += 250 

:DUAL_12472
jump @DUAL_12495 

:DUAL_12479
008B: 113@ = $15 // (int) 
113@ -= 250 

:DUAL_12495
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @DUAL_12580 
if 
  109@ == 0 
else_jump @DUAL_12573 
373@ += 1 
109@ += 1 
if 
  373@ == 3 
else_jump @DUAL_12573 
188@ = -1 

:DUAL_12573
jump @DUAL_12587 

:DUAL_12580
109@ = 0 

:DUAL_12587
if 
  189@ == 0 
else_jump @DUAL_12726 
48@ = 0 

:DUAL_12612
if 
  10 > 48@ 
else_jump @DUAL_12719 
008B: 374@(48@,10i) = $6810(48@,10i) // (int) 
374@(48@,10i) *= -1 
05AA: 384@(48@,10s) = $6830(48@,10s) // @s = 'short' 
05AA: 404@(48@,10s) = $6850(48@,10s) // @s = 'short' 
05AA: 424@(48@,10s) = $6870(48@,10s) // @s = 'short' 
48@ += 1 
jump @DUAL_12612 

:DUAL_12719
jump @DUAL_12829 

:DUAL_12726
48@ = 0 

:DUAL_12733
if 
  10 > 48@ 
else_jump @DUAL_12829 
008B: 374@(48@,10i) = $6820(48@,10i) // (int) 
05AA: 384@(48@,10s) = $6890(48@,10s) // @s = 'short' 
05AA: 404@(48@,10s) = $6910(48@,10s) // @s = 'short' 
05AA: 424@(48@,10s) = $6930(48@,10s) // @s = 'short' 
48@ += 1 
jump @DUAL_12733 

:DUAL_12829
48@ = 0 

:DUAL_12836
if 
  3 > 48@ 
else_jump @DUAL_13686 
0088: $72 = 213@ // (float) 
0067: $72 -= 207@ // (float) 
0088: $73 = 214@ // (float) 
0067: $73 -= 208@ // (float) 
$72 *= 0.6 
$73 *= 0.6 
0093: 58@ = integer 48@ to_float 
58@ += 1.0 
58@ *= 0.3 
006D: $72 *= 58@ // (float) 
006D: $73 *= 58@ // (float) 
311@ = 512.0 
006B: 311@ *= 58@ // (float) 
if 
  48@ == 0 
else_jump @DUAL_13037 
$72 /= 2.0 
$73 /= 2.0 
005D: 197@(48@,4f) += $72 // (float) 
005D: 201@(48@,4f) += $73 // (float) 
jump @DUAL_13061 

:DUAL_13037
005D: 197@(48@,4f) += $72 // (float) 
005D: 201@(48@,4f) += $73 // (float) 

:DUAL_13061
0087: 58@ = 311@ // (float) 
58@ /= 2.0 
if 
0025:   197@(48@,4f) > 58@ // (float) 
else_jump @DUAL_13114 
0063: 197@(48@,4f) -= 311@ // (float) 

:DUAL_13114
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   58@ > 197@(48@,4f) // (float) 
else_jump @DUAL_13167 
005B: 197@(48@,4f) += 311@ // (float) 

:DUAL_13167
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   201@(48@,4f) > 58@ // (float) 
else_jump @DUAL_13220 
0063: 201@(48@,4f) -= 311@ // (float) 

:DUAL_13220
0087: 58@ = 311@ // (float) 
58@ *= -1.0 
if 
0025:   58@ > 201@(48@,4f) // (float) 
else_jump @DUAL_13273 
005B: 201@(48@,4f) += 311@ // (float) 

:DUAL_13273
58@ = 640.0 
005B: 58@ += 311@ // (float) 
0087: 356@ = 58@ // (float) 
0073: 356@ /= 311@ // (float) 
0092: 357@ = float 356@ to_integer 
0093: 58@ = integer 357@ to_float 
0063: 356@ -= 58@ // (float) 
if 
  356@ > 0.0 
else_jump @DUAL_13359 
357@ += 1 

:DUAL_13359
58@ = 448.0 
005B: 58@ += 311@ // (float) 
0087: 358@ = 58@ // (float) 
0073: 358@ /= 311@ // (float) 
0092: 359@ = float 358@ to_integer 
0093: 58@ = integer 359@ to_float 
0063: 358@ -= 58@ // (float) 
if 
  358@ > 0.0 
else_jump @DUAL_13445 
359@ += 1 

:DUAL_13445
357@ += 1 
359@ += 1 
0087: 205@ = 197@(48@,4f) // (float) 
0087: 206@ = 201@(48@,4f) // (float) 
361@ = 0 

:DUAL_13490
if 
001D:   359@ > 361@ // (int) 
else_jump @DUAL_13672 
360@ = 0 

:DUAL_13516
if 
001D:   357@ > 360@ // (int) 
else_jump @DUAL_13638 
if 
  48@ == 0 
else_jump @DUAL_13588 
038D: draw_texture 1 position 205@ 206@ size 311@ 311@ RGBA 150 150 150 255 
jump @DUAL_13616 

:DUAL_13588
038D: draw_texture 2 position 205@ 206@ size 311@ 311@ RGBA 150 150 150 255 

:DUAL_13616
005B: 205@ += 311@ // (float) 
360@ += 1 
jump @DUAL_13516 

:DUAL_13638
0087: 205@ = 197@(48@,4f) // (float) 
005B: 206@ += 311@ // (float) 
361@ += 1 
jump @DUAL_13490 

:DUAL_13672
48@ += 1 
jump @DUAL_12836 

:DUAL_13686
gosub @DUAL_15008 
if 
  189@ == 0 
else_jump @DUAL_13738 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_13738
0349: set_text_draw_font 1 
033E: set_draw_text_position 190@ 191@ GXT 'SPAC_06'  // HI-SCORE
0087: 444@ = 192@ // (float) 
0087: 445@ = 193@ // (float) 
48@ = 0 

:DUAL_13782
if 
  10 > 48@ 
else_jump @DUAL_14581 
0087: 444@ = 192@ // (float) 
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
  189@ == 0 
else_jump @DUAL_13872 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_13872
if 
003B:   188@ == 48@ // (int) 
else_jump @DUAL_13903 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_13903
if or
05AE:   384@(48@,10s) == 116@s // @s == 'short' 
05AE:   384@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_13948 
444@ += 8.0 

:DUAL_13948
033E: set_draw_text_position 444@ 445@ GXT 384@(48@,10s) 
if or
05AE:   384@(48@,10s) == 116@s // @s == 'short' 
05AE:   384@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_14008 
444@ -= 8.0 

:DUAL_14008
005B: 444@ += 194@ // (float) 
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
  189@ == 0 
else_jump @DUAL_14080 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14080
if 
003B:   188@ == 48@ // (int) 
else_jump @DUAL_14111 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14111
if or
05AE:   404@(48@,10s) == 116@s // @s == 'short' 
05AE:   404@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_14156 
444@ += 8.0 

:DUAL_14156
033E: set_draw_text_position 444@ 445@ GXT 404@(48@,10s) 
if or
05AE:   404@(48@,10s) == 116@s // @s == 'short' 
05AE:   404@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_14216 
444@ -= 8.0 

:DUAL_14216
005B: 444@ += 194@ // (float) 
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
if 
  189@ == 0 
else_jump @DUAL_14288 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14288
if 
003B:   188@ == 48@ // (int) 
else_jump @DUAL_14319 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14319
if or
05AE:   424@(48@,10s) == 116@s // @s == 'short' 
05AE:   424@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_14364 
444@ += 8.0 

:DUAL_14364
033E: set_draw_text_position 444@ 445@ GXT 424@(48@,10s) 
if or
05AE:   424@(48@,10s) == 116@s // @s == 'short' 
05AE:   424@(48@,10s) == 150@s // @s == 'short' 
else_jump @DUAL_14424 
444@ -= 8.0 

:DUAL_14424
0087: 444@ = 192@ // (float) 
005B: 444@ += 195@ // (float) 
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
  189@ == 0 
else_jump @DUAL_14504 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14504
if 
003B:   188@ == 48@ // (int) 
else_jump @DUAL_14535 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14535
045A: draw_text_1number 444@ 445@ GXT 'NUMBER' number 374@(48@,10i)  // ~1~
005B: 445@ += 196@ // (float) 
48@ += 1 
jump @DUAL_13782 

:DUAL_14581
gosub @DUAL_15080 
if 
  188@ == -1 
else_jump @DUAL_14716 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 14 
else_jump @DUAL_14642 
jump @DUAL_2925 

:DUAL_14642
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @DUAL_14702 
if 
  109@ == 0 
else_jump @DUAL_14695 
109@ += 1 
jump @DUAL_2925 

:DUAL_14695
jump @DUAL_14709 

:DUAL_14702
109@ = 0 

:DUAL_14709
jump @DUAL_14744 

:DUAL_14716
gosub @DUAL_15008 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 94@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 95@ 107@ 

:DUAL_14744
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @DUAL_14773 
jump @DUAL_15125 

:DUAL_14773
if 
0A52:   is_widget_released 39 
else_jump @DUAL_14795 
jump @DUAL_2925 

:DUAL_14795
jump @DUAL_11383 

:DUAL_14802
48@ = 0 

:DUAL_14809
if 
  10 > 48@ 
else_jump @DUAL_15006 
if 
001E:   $15 > 321@(48@,10i) // (int) 
else_jump @DUAL_14992 
0087: 58@ = 211@ // (float) 
02F6: $72 = sine 58@ // (float) 
02F7: $73 = cosine 58@ // (float) 
0087: 446@(48@,10f) = 207@ // (float) 
0087: 456@(48@,10f) = 208@ // (float) 
$72 *= -300.0 
$73 *= 300.0 
0089: 466@(48@,10f) = $72 // (float) 
005D: 466@(48@,10f) += $6950 // (float) 
0089: 476@(48@,10f) = $73 // (float) 
005D: 476@(48@,10f) += $6951 // (float) 
008B: 321@(48@,10i) = $15 // (int) 
321@(48@,10i) += 1600 
return 

:DUAL_14992
48@ += 1 
jump @DUAL_14809 

:DUAL_15006
return 

:DUAL_15008
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
return 

:DUAL_15080
gosub @LITCAS_308 
038D: draw_texture 3 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:DUAL_15125
097A: play_audio_at 0.0 0.0 0.0 event 1069 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DUAL_15235 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $430 $431 $432 radius 2.0 2.0 2.0 on_foot 
else_jump @DUAL_15235 
0086: $73 = $431 // (float) 
$73 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $430 $73 $432 

:DUAL_15235
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

:SHTR
gosub @SHTR_67 
if 
wasted_or_busted 
else_jump @SHTR_27 
gosub @SHTR_6347 

:SHTR_27
fade 1 500 

:SHTR_34
if 
fading 
else_jump @SHTR_58 
wait 0 
jump @SHTR_34 

:SHTR_58
gosub @SHTR_6367 
end_thread 

:SHTR_67
$ONMISSION = 1 
if 
  $3589 == 0 
else_jump @SHTR_94 
increment_mission_attempts 

:SHTR_94
thread 'SHTR' 
wait 0 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 $74 radius 50.0 
043C: disable_sounds_after_fadeout 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_167
if 
83D0:   not wav 4 loaded 
else_jump @SHTR_193 
wait 0 
jump @SHTR_167 

:SHTR_193
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 25.0 
03F0: enable_text_draw 1 
0A5E: set_widget_value 40 1.0 
0A5E: set_widget_value 37 1.0 
0390: load_txd_dictionary 'LD_SHTR' 
038F: load_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: load_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: load_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: load_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: load_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: load_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: load_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: load_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: load_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: load_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: load_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: load_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: load_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: load_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: load_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: load_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: load_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: load_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: load_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: load_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: load_texture "CABCORN" as 25 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: load_texture "PA" as 28 // Load dictionary with 0390 first 
038F: load_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: load_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: load_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: load_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: load_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_601
gosub @SHTR_16923 
gosub @SHTR_15226 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
gosub @SHTR_16878 
41@ = 0 

:SHTR_643
wait 0 
0086: $6965 = $6969 // (float) 
$6970 = 2 
$6966 = 1.0 
gosub @SHTR_6566 
$6967 = 1.0 
gosub @SHTR_6809 
0086: $6969 = $6965 // (float) 
fade 1 0 

:SHTR_710
gosub @LITCAS_372 
if and
  $7029 == 1 
  $1021 == 0 
else_jump @SHTR_749 
$7029 = 0 

:SHTR_749
if 
  $7025 == 1 
else_jump @SHTR_983 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 4 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
0A52:   is_widget_released 37 
else_jump @SHTR_983 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1062 
01BD: $6959 = current_time_in_ms 
01BD: $7365 = current_time_in_ms 
$7025 = 0 

:SHTR_983
if 
  $7025 == 2 
else_jump @SHTR_1199 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
0A52:   is_widget_released 37 
else_jump @SHTR_1199 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
01BD: $7365 = current_time_in_ms 
$7529 = 4 
$7025 = 4 

:SHTR_1199
if 
  $7025 == 3 
else_jump @SHTR_1409 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
0A52:   is_widget_released 37 
else_jump @SHTR_1409 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
fade 0 0 
jump @SHTR_27 

:SHTR_1409
if 
  $7029 == 0 
else_jump @SHTR_1835 
if 
  $7025 == 1 
else_jump @SHTR_1563 
if 
  $1021 == 1 
else_jump @SHTR_1504 
$7025 = 3 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1504
if 
  $1021 == 2 
else_jump @SHTR_1563 
$7025 = 2 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1563
if 
  $7025 == 2 
else_jump @SHTR_1699 
if 
  $1021 == 1 
else_jump @SHTR_1640 
$7025 = 1 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1640
if 
  $1021 == 2 
else_jump @SHTR_1699 
$7025 = 3 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1699
if 
  $7025 == 3 
else_jump @SHTR_1835 
if 
  $1021 == 1 
else_jump @SHTR_1776 
$7025 = 2 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1776
if 
  $1021 == 2 
else_jump @SHTR_1835 
$7025 = 1 
$7029 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_710 

:SHTR_1835
if 
  $7025 == 0 
else_jump @SHTR_5610 
if 
  $6957 == 0 
else_jump @SHTR_1942 
01BD: $6971 = current_time_in_ms 
if 
  $7026 > 0 
else_jump @SHTR_1942 
$7026 -= 1 
$7030 = 1.0 
$7031 = 3.0 
$6958 = 5 
$6957 = 2 
$7336 = 0 

:SHTR_1942
if 
  $6957 == 1 
else_jump @SHTR_1992 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_1992
if or
  $6957 == 1 
  $6957 == 3 
else_jump @SHTR_2069 
008F: 42@ = integer $1022 to_float 
42@ *= 0.0472 
008F: 43@ = integer $1023 to_float 
43@ *= 0.0472 
005F: $6952 += 42@ // (float) 
005F: $6953 += 43@ // (float) 

:SHTR_2069
if 
  80.0 > $6952 
else_jump @SHTR_2100 
$6952 = 80.0 

:SHTR_2100
if 
  $6952 > 560.0 
else_jump @SHTR_2131 
$6952 = 560.0 

:SHTR_2131
if 
  80.0 > $6953 
else_jump @SHTR_2162 
$6953 = 80.0 

:SHTR_2162
if 
  $6953 > 368.0 
else_jump @SHTR_2193 
$6953 = 368.0 

:SHTR_2193
if 
  $6956 == 1 
else_jump @SHTR_2346 
01BD: $6960 = current_time_in_ms 
0084: $6961 = $6960 // (int) 
0060: $6961 -= $6959 // (int) 
if 
  $7334 == 0 
else_jump @SHTR_2298 
if 
8A51:   not is_widget_pressed 37 
else_jump @SHTR_2291 
if 
001C:   $6961 > $7333 // (int) 
else_jump @SHTR_2291 
$6956 = 0 

:SHTR_2291
jump @SHTR_2346 

:SHTR_2298
if 
8A51:   not is_widget_pressed 37 
else_jump @SHTR_2320 
$6956 = 0 

:SHTR_2320
if 
001C:   $6961 > $7333 // (int) 
else_jump @SHTR_2346 
$6956 = 0 

:SHTR_2346
if 
  7 > $6958 
else_jump @SHTR_2371 
$6958 = 7 

:SHTR_2371
$6958 -= 7 
if or
  $6957 == 1 
  $6957 == 3 
else_jump @SHTR_2871 
if 
  1000 > $6958 
else_jump @SHTR_2871 
if 
  $6956 == 0 
else_jump @SHTR_2871 
if 
0A51:   is_widget_pressed 37 
else_jump @SHTR_2871 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1059 
02F7: $7233 = cosine $7231 // (float) 
0086: $7234 = $6968 // (float) 
0069: $7234 *= $7233 // (float) 
02F6: $7232 = sine $7231 // (float) 
0086: $7235 = $6968 // (float) 
0069: $7235 *= $7232 // (float) 
if 
  $7036($7035,16i) == 0 
else_jump @SHTR_2610 
0086: $7084($7035,16f) = $6952 // (float) 
0086: $7068($7035,16f) = $6953 // (float) 
0086: $7052($7035,16f) = $7084($7035,16f) // (float) 
$7052($7035,16f) += 16.0 
$7036($7035,16i) = 1 

:SHTR_2610
if or
  $7335 == 1 
  $7335 == 2 
else_jump @SHTR_2722 
if 
  $7102($7035,16i) == 0 
else_jump @SHTR_2722 
0086: $7150($7035,16f) = $6952 // (float) 
0086: $7134($7035,16f) = $6953 // (float) 
0086: $7118($7035,16f) = $7150($7035,16f) // (float) 
$7118($7035,16f) += 16.0 
$7102($7035,16i) = 1 

:SHTR_2722
if 
  $7335 == 2 
else_jump @SHTR_2827 
if 
  $7166($7035,16i) == 0 
else_jump @SHTR_2827 
0086: $7214($7035,16f) = $6952 // (float) 
0086: $7198($7035,16f) = $6953 // (float) 
0086: $7182($7035,16f) = $7214($7035,16f) // (float) 
$7182($7035,16f) += 16.0 
$7166($7035,16i) = 1 

:SHTR_2827
01BD: $6959 = current_time_in_ms 
$7035 += 1 
$6956 = 1 
if 
  $7035 == 16 
else_jump @SHTR_2871 
$7035 = 0 

:SHTR_2871
gosub @SHTR_8781 
gosub @SHTR_9709 
if 
  $7328 == 0 
else_jump @SHTR_3737 
038D: draw_texture $7329 position $7331 $7332 size 32.0 32.0 RGBA 150 150 150 255 
if 
  $7330 == 0 
else_jump @SHTR_3021 
if and
  368.0 > $7332 
  $7331 > 80.0 
else_jump @SHTR_3012 
$7331 += -1.0 
$7332 += 1.0 
jump @SHTR_3021 

:SHTR_3012
0209: $7330 = random_int_in_ranges 0 4 

:SHTR_3021
if 
  $7330 == 1 
else_jump @SHTR_3106 
if and
  $7331 > 80.0 
  $7332 > 80.0 
else_jump @SHTR_3097 
$7331 += -1.0 
$7332 += -1.0 
jump @SHTR_3106 

:SHTR_3097
0209: $7330 = random_int_in_ranges 0 4 

:SHTR_3106
if 
  $7330 == 2 
else_jump @SHTR_3191 
if and
  $7332 > 80.0 
  560.0 > $7331 
else_jump @SHTR_3182 
$7331 += 1.0 
$7332 += -1.0 
jump @SHTR_3191 

:SHTR_3182
0209: $7330 = random_int_in_ranges 0 4 

:SHTR_3191
if 
  $7330 == 3 
else_jump @SHTR_3276 
if and
  560.0 > $7331 
  368.0 > $7332 
else_jump @SHTR_3267 
$7331 += 1.0 
$7332 += 1.0 
jump @SHTR_3276 

:SHTR_3267
0209: $7330 = random_int_in_ranges 0 4 

:SHTR_3276
if 
05A5:   is_area_center $6952 $6953 scale 32.0 32.0 overlaping_area_center $7331 $7332 scale 32.0 32.0 
else_jump @SHTR_3737 
if 
  6.5 > $7031 
else_jump @SHTR_3362 
$7030 += 0.5 
$7031 += 0.5 

:SHTR_3362
$7331 = 0.0 
$7332 = 0.0 
$7330 = 0 
if 
  $7329 == 28 
else_jump @SHTR_3441 
$7334 = 1 
$7328 = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3441
if 
  $7329 == 33 
else_jump @SHTR_3500 
$7333 = 50 
$7329 = 28 
$7328 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3500
if 
  $7329 == 30 
else_jump @SHTR_3559 
$7335 = 2 
$7329 = 33 
$7328 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3559
if 
  $7329 == 32 
else_jump @SHTR_3618 
$7333 = 100 
$7329 = 30 
$7328 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3618
if 
  $7329 == 29 
else_jump @SHTR_3677 
$7335 = 1 
$7329 = 32 
$7328 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3677
if 
  $7329 == 31 
else_jump @SHTR_3737 
$7333 = 150 
$7329 = 29 
$7328 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3737
if 
  $7032 == 0 
else_jump @SHTR_3851 
if 
  41@ > 500 
else_jump @SHTR_3851 
if 
  $7237[0] == 0 
else_jump @SHTR_3851 
$7236 = 0 
if 
  60.0 > $7326 
else_jump @SHTR_3830 
$7326 += 5.0 

:SHTR_3830
gosub @SHTR_7607 
41@ = 0 
$7032 += 1 

:SHTR_3851
if and
  $7032 > 0 
  8 > $7032 
else_jump @SHTR_3891 
0084: $7236 = $7032 // (int) 
gosub @SHTR_7052 

:SHTR_3891
if 
  $7032 == 8 
else_jump @SHTR_4008 
if and
  $7237[0] == 0 
  $7237[1] == 0 
  $7237[2] == 0 
  $7237[3] == 0 
else_jump @SHTR_4008 
if and
  $7237[4] == 0 
  $7237[5] == 0 
  $7237[6] == 0 
  $7237[7] == 0 
else_jump @SHTR_4008 
$7327 = 0 
$7253 = 0 
$7032 = 0 

:SHTR_4008
gosub @SHTR_8359 
gosub @SHTR_7144 
gosub @SHTR_9206 
if 
  $6957 == 2 
else_jump @SHTR_4789 
if 
  $7336 == 2 
else_jump @SHTR_4434 
01BD: $6972 = current_time_in_ms 
0084: $6973 = $6972 // (int) 
0060: $6973 -= $6971 // (int) 
if and
  $6973 >= 0 
  100 > $6973 
else_jump @SHTR_4143 
038D: draw_texture 15 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4143
if and
  $6973 >= 100 
  200 > $6973 
else_jump @SHTR_4201 
038D: draw_texture 16 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4201
if and
  $6973 >= 200 
  300 > $6973 
else_jump @SHTR_4260 
038D: draw_texture 17 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4260
if and
  $6973 >= 300 
  400 > $6973 
else_jump @SHTR_4319 
038D: draw_texture 18 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4319
if 
  $6973 > 499 
else_jump @SHTR_4427 
$6952 = 80.0 
$6953 = 224.0 
$6957 = 3 
$7336 = 0 
$7327 = 0 
$7328 = 1 
$7329 = 31 
$7333 = 250 
$7334 = 0 
$7335 = 0 
$7330 = 0 
01BD: $6971 = current_time_in_ms 

:SHTR_4427
jump @SHTR_4789 

:SHTR_4434
01BD: $6972 = current_time_in_ms 
0084: $6973 = $6972 // (int) 
0060: $6973 -= $6971 // (int) 
if and
  $6973 >= 0 
  100 > $6973 
else_jump @SHTR_4512 
038D: draw_texture 15 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4512
if and
  $6973 >= 100 
  200 > $6973 
else_jump @SHTR_4570 
038D: draw_texture 16 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4570
if and
  $6973 >= 200 
  300 > $6973 
else_jump @SHTR_4629 
038D: draw_texture 17 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4629
if and
  $6973 >= 300 
  400 > $6973 
else_jump @SHTR_4688 
038D: draw_texture 18 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4688
if 
  $6973 > 499 
else_jump @SHTR_4789 
01BD: $6971 = current_time_in_ms 
$6952 = 80.0 
$6953 = 224.0 
$7327 = 0 
$7328 = 1 
$7329 = 31 
$7333 = 250 
$7334 = 0 
$7335 = 0 
$7330 = 0 
$6957 = 3 

:SHTR_4789
if 
  $6957 == 3 
else_jump @SHTR_5442 
01BD: $6972 = current_time_in_ms 
0084: $6973 = $6972 // (int) 
0060: $6973 -= $6971 // (int) 
if and
  $6973 >= 0 
  100 > $6973 
else_jump @SHTR_4885 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_4885
if and
  $6973 >= 200 
  300 > $6973 
else_jump @SHTR_4944 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_4944
if and
  $6973 >= 400 
  500 > $6973 
else_jump @SHTR_5003 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5003
if and
  $6973 >= 600 
  700 > $6973 
else_jump @SHTR_5062 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5062
if and
  $6973 >= 800 
  900 > $6973 
else_jump @SHTR_5121 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5121
if and
  $6973 >= 1000 
  1100 > $6973 
else_jump @SHTR_5180 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5180
if and
  $6973 >= 1200 
  1300 > $6973 
else_jump @SHTR_5239 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5239
if and
  $6973 >= 1400 
  1500 > $6973 
else_jump @SHTR_5298 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5298
if and
  $6973 >= 1600 
  1700 > $6973 
else_jump @SHTR_5357 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5357
if and
  $6973 >= 1800 
  1900 > $6973 
else_jump @SHTR_5416 
038D: draw_texture 10 position $6952 $6953 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5416
if 
  $6973 >= 2000 
else_jump @SHTR_5442 
$6957 = 1 

:SHTR_5442
if 
001C:   $7027 > $7028 // (int) 
else_jump @SHTR_5469 
0084: $7028 = $7027 // (int) 

:SHTR_5469
gosub @SHTR_6527 
033F: set_text_draw_letter_size 0.6 1.2 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number 510.0 48.0 GXT 'SHTR_2B' number $7026  // LIVES ~1~
gosub @SHTR_6527 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 130.0 48.0 GXT 'SHTR_2D' number $7027  // 1UP ~1~
gosub @SHTR_6527 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 320.0 48.0 GXT 'SHTR_2C' number $7028  // HI-SCORE ~1~

:SHTR_5610
if 
  $7025 == 0 
else_jump @SHTR_5718 
if 
  $6957 == 0 
else_jump @SHTR_5718 
if 
  $7026 == 0 
else_jump @SHTR_5718 
$7025 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1067 
$7529 = 0 

:SHTR_5718
if 
  $7025 == 4 
else_jump @SHTR_6026 
if 
  $7529 == 0 
else_jump @SHTR_5806 
gosub @SHTR_6527 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $6971 = current_time_in_ms 
$7529 = 1 

:SHTR_5806
if 
  $7529 == 1 
else_jump @SHTR_5911 
gosub @SHTR_6527 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $6972 = current_time_in_ms 
0084: $6973 = $6972 // (int) 
0060: $6973 -= $6971 // (int) 
if 
  $6973 > 5000 
else_jump @SHTR_5911 
$7529 = 2 

:SHTR_5911
if 
  $7529 == 2 
else_jump @SHTR_5969 
if 
001C:   $3449[9] > $7027 // (int) 
else_jump @SHTR_5962 
$7529 = 4 
jump @SHTR_5969 

:SHTR_5962
gosub @SHTR_10667 

:SHTR_5969
if 
  $7529 == 3 
else_jump @SHTR_6001 
gosub @SHTR_10984 
gosub @SHTR_11909 

:SHTR_6001
if 
  $7529 == 4 
else_jump @SHTR_6026 
gosub @SHTR_11909 

:SHTR_6026
if 
  $7025 == 4 
else_jump @SHTR_6095 
if and
00E1:   player 0 pressed_key 15 
   not $7529 == 1 
else_jump @SHTR_6095 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
jump @SHTR_601 

:SHTR_6095
gosub @SHTR_16878 
if 
  $7025 == 4 
else_jump @SHTR_6289 
if 
  $7529 == 4 
else_jump @SHTR_6289 
01BD: $7364 = current_time_in_ms 
0084: $7363 = $7364 // (int) 
0060: $7363 -= $7365 // (int) 
if and
  $7363 > 1000 
0A52:   is_widget_released 37 
else_jump @SHTR_6189 
jump @SHTR_601 

:SHTR_6189
if 
  5000 > $7363 
else_jump @SHTR_6289 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'SH_BCK' 

:SHTR_6289
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @SHTR_6318 
jump @SHTR_6367 

:SHTR_6318
if 
0A52:   is_widget_released 39 
else_jump @SHTR_6340 
jump @SHTR_601 

:SHTR_6340
jump @SHTR_643 

:SHTR_6347
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:SHTR_6367
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
0391: release_textures 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fadeout 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SHTR_6516 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $421 $422 $423 radius 2.0 2.0 2.0 on_foot 
else_jump @SHTR_6502 
0086: $73 = $422 // (float) 
$73 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $421 $73 $423 

:SHTR_6502
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHTR_6516
$ONMISSION = 0 
mission_cleanup 
return 

:SHTR_6527
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:SHTR_6566
0086: $6964 = $6965 // (float) 
$6964 -= 256.0 
038D: draw_texture $6970 position $6964 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
038D: draw_texture $6970 position $6964 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
$6964 += 256.0 
038D: draw_texture $6970 position $6964 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
$6964 += 512.0 
038D: draw_texture $6970 position $6964 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $6965 -= frame_delta_time * $6966 // (float) 
if 
  0.0 > $6965 
else_jump @SHTR_6807 
$6965 += 256.0 

:SHTR_6807
return 

:SHTR_6809
0086: $6964 = $6965 // (float) 
$6964 -= 256.0 
038D: draw_texture $6970 position $6964 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
038D: draw_texture $6970 position $6964 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
$6964 += 256.0 
038D: draw_texture $6970 position $6964 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $6964 = $6965 // (float) 
$6964 += 512.0 
038D: draw_texture $6970 position $6964 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $6965 -= frame_delta_time * $6967 // (float) 
if 
  0.0 > $6965 
else_jump @SHTR_7050 
$6965 += 256.0 

:SHTR_7050
return 

:SHTR_7052
if 
001F:   41@ > $7033 // (int) 
else_jump @SHTR_7142 
if 
  $7237($7236,16i) == 0 
else_jump @SHTR_7142 
0086: $7254($7236,16f) = $7286 // (float) 
0086: $7302($7236,16f) = $7302[0] // (float) 
$7237($7236,16i) = 1 
41@ = 0 
$7032 += 1 

:SHTR_7142
return 

:SHTR_7144
$7236 = 0 

:SHTR_7151
if 
  8 > $7236 
else_jump @SHTR_7605 
if 
  $7237($7236,16i) == 2 
else_jump @SHTR_7591 
01BD: $6990($7236,16i) = current_time_in_ms 
0084: $7006($7236,16i) = $6990($7236,16i) // (int) 
0060: $7006($7236,16i) -= $6974($7236,16i) // (int) 
if and
  $7006($7236,16i) >= 0 
  100 > $7006($7236,16i) 
else_jump @SHTR_7305 
038D: draw_texture 15 position $7254($7236,16f) $7270($7236,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7305
if and
  $7006($7236,16i) >= 100 
  200 > $7006($7236,16i) 
else_jump @SHTR_7379 
038D: draw_texture 16 position $7254($7236,16f) $7270($7236,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7379
if and
  $7006($7236,16i) >= 200 
  300 > $7006($7236,16i) 
else_jump @SHTR_7454 
038D: draw_texture 17 position $7254($7236,16f) $7270($7236,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7454
if and
  $7006($7236,16i) >= 300 
  400 > $7006($7236,16i) 
else_jump @SHTR_7529 
038D: draw_texture 18 position $7254($7236,16f) $7270($7236,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7529
if 
  $7006($7236,16i) > 499 
else_jump @SHTR_7591 
$7254($7236,16f) = 0.0 
$7270($7236,16f) = 0.0 
$7237($7236,16i) = 0 

:SHTR_7591
$7236 += 1 
jump @SHTR_7151 

:SHTR_7605
return 

:SHTR_7607
if 
  $7237[0] == 0 
else_jump @SHTR_8357 
if 
  $7253 == 0 
else_jump @SHTR_8357 
0208: $7286 = random_float_in_ranges 640.0 720.0 
0086: $7254[0] = $7286 // (float) 
0208: $7319 = random_float_in_ranges 240.0 640.0 
0208: $7323 = random_float_in_ranges 80.0 368.0 
0086: $7324 = $7323 // (float) 
0061: $7324 -= $7326 // (float) 
if 
  80.0 > $7324 
else_jump @SHTR_7741 
0059: $7323 += $7326 // (float) 

:SHTR_7741
0086: $7325 = $7323 // (float) 
0059: $7325 += $7326 // (float) 
if 
  80.0 > $7325 
else_jump @SHTR_7786 
0061: $7323 -= $7326 // (float) 

:SHTR_7786
0208: $7302[0] = random_float_in_ranges $7030 $7031 
if and
  $7302[0] >= 1.0 
  1.5 > $7302[0] 
else_jump @SHTR_7836 
$7033 = 500 

:SHTR_7836
if and
  $7302[0] >= 1.5 
  2.0 > $7302[0] 
else_jump @SHTR_7875 
$7033 = 475 

:SHTR_7875
if and
  $7302[0] >= 2.0 
  2.5 > $7302[0] 
else_jump @SHTR_7914 
$7033 = 450 

:SHTR_7914
if and
  $7302[0] >= 2.5 
  3.0 > $7302[0] 
else_jump @SHTR_7953 
$7033 = 425 

:SHTR_7953
if and
  $7302[0] >= 3.0 
  3.5 > $7302[0] 
else_jump @SHTR_7992 
$7033 = 400 

:SHTR_7992
if and
  $7302[0] >= 3.5 
  4.0 > $7302[0] 
else_jump @SHTR_8031 
$7033 = 375 

:SHTR_8031
if and
  $7302[0] >= 4.0 
  4.5 > $7302[0] 
else_jump @SHTR_8070 
$7033 = 350 

:SHTR_8070
if and
  $7302[0] >= 4.5 
  5.0 > $7302[0] 
else_jump @SHTR_8109 
$7033 = 325 

:SHTR_8109
if and
  $7302[0] >= 5.0 
  5.5 > $7302[0] 
else_jump @SHTR_8148 
$7033 = 300 

:SHTR_8148
if and
  $7302[0] >= 5.5 
  6.0 > $7302[0] 
else_jump @SHTR_8187 
$7033 = 275 

:SHTR_8187
if and
  $7302[0] >= 6.0 
  6.5 > $7302[0] 
else_jump @SHTR_8226 
$7033 = 250 

:SHTR_8226
if and
  $7302[0] >= 6.5 
  7.0 > $7302[0] 
else_jump @SHTR_8265 
$7033 = 225 

:SHTR_8265
if and
  $7302[0] >= 7.0 
  7.5 > $7302[0] 
else_jump @SHTR_8304 
$7033 = 200 

:SHTR_8304
if and
  $7302[0] >= 7.5 
  8.0 >= $7302[0] 
else_jump @SHTR_8343 
$7033 = 175 

:SHTR_8343
$7237[0] = 1 
$7253 = 1 

:SHTR_8357
return 

:SHTR_8359
$7236 = 0 

:SHTR_8366
if 
  8 > $7236 
else_jump @SHTR_8779 
if 
  $7237($7236,16i) == 1 
else_jump @SHTR_8765 
038D: draw_texture 12 position $7254($7236,16f) $7270($7236,16f) size 32.0 32.0 RGBA 150 150 150 255 
0080: $7254($7236,16f) -= frame_delta_time * $7302($7236,16f) // (float) 
0086: $7318 = $7254($7236,16f) // (float) 
0071: $7318 /= $7319 // (float) 
0086: $7320 = $7318 // (float) 
$7320 *= 360.0 
02F6: $7321 = sine $7320 // (float) 
0086: $7322 = $7321 // (float) 
0069: $7322 *= $7326 // (float) 
0086: $7270($7236,16f) = $7322 // (float) 
0059: $7270($7236,16f) += $7323 // (float) 
if 
  0.0 > $7254($7236,16f) 
else_jump @SHTR_8765 
$7254($7236,16f) = 0.0 
$7270($7236,16f) = 0.0 
if 
  $7027 > 24 
else_jump @SHTR_8754 
if 
003A:   $7027 == $7028 // (int) 
else_jump @SHTR_8747 
if and
001C:   $7027 > $3449[0] // (int) 
001C:   $7027 > $3449[1] // (int) 
001C:   $7027 > $3449[2] // (int) 
001C:   $7027 > $3449[3] // (int) 
001C:   $7027 > $3449[4] // (int) 
else_jump @SHTR_8747 
if and
001C:   $7027 > $3449[5] // (int) 
001C:   $7027 > $3449[6] // (int) 
001C:   $7027 > $3449[7] // (int) 
001C:   $7027 > $3449[8] // (int) 
001C:   $7027 > $3449[9] // (int) 
else_jump @SHTR_8747 
$7028 -= 25 

:SHTR_8747
$7027 -= 25 

:SHTR_8754
$7237($7236,16i) = 0 

:SHTR_8765
$7236 += 1 
jump @SHTR_8366 

:SHTR_8779
return 

:SHTR_8781
$7034 = 1 

:SHTR_8788
if 
  16 > $7034 
else_jump @SHTR_9204 
if 
  $7036($7034,16i) == 1 
else_jump @SHTR_8926 
038D: draw_texture 11 position $7052($7034,16f) $7068($7034,16f) size $7230 $7230 RGBA 150 150 150 255 
007A: $7052($7034,16f) += frame_delta_time * $6968 // (float) 
if 
  $7052($7034,16f) > 639.0 
else_jump @SHTR_8926 
$7068($7034,16f) = 0.0 
$7036($7034,16i) = 0 

:SHTR_8926
if 
  $7102($7034,16i) == 1 
else_jump @SHTR_9058 
038D: draw_texture 11 position $7118($7034,16f) $7134($7034,16f) size $7230 $7230 RGBA 150 150 150 255 
007A: $7118($7034,16f) += frame_delta_time * $7234 // (float) 
0080: $7134($7034,16f) -= frame_delta_time * $7235 // (float) 
if 
  $7118($7034,16f) > 639.0 
else_jump @SHTR_9058 
$7134($7034,16f) = 0.0 
$7102($7034,16i) = 0 

:SHTR_9058
if 
  $7166($7034,16i) == 1 
else_jump @SHTR_9190 
038D: draw_texture 11 position $7182($7034,16f) $7198($7034,16f) size $7230 $7230 RGBA 150 150 150 255 
007A: $7182($7034,16f) += frame_delta_time * $7234 // (float) 
007A: $7198($7034,16f) += frame_delta_time * $7235 // (float) 
if 
  $7182($7034,16f) > 639.0 
else_jump @SHTR_9190 
$7198($7034,16f) = 0.0 
$7166($7034,16i) = 0 

:SHTR_9190
$7034 += 1 
jump @SHTR_8788 

:SHTR_9204
return 

:SHTR_9206
$7236 = 0 

:SHTR_9213
if 
  8 > $7236 
else_jump @SHTR_9707 
if 
  $7254($7236,16f) > 320.0 
else_jump @SHTR_9410 
if 
  $7362 == 0 
else_jump @SHTR_9410 
if 
  $7237($7236,16i) == 1 
else_jump @SHTR_9410 
if 
  $7354($7236,8i) == 0 
else_jump @SHTR_9410 
0086: $7338($7236,8f) = $7254($7236,16f) // (float) 
0086: $7346($7236,8f) = $7270($7236,16f) // (float) 
$7354($7236,8i) = 1 
$7362 += 1 
0086: $7337 = $7302($7236,16f) // (float) 
$7337 *= 1.5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1060 

:SHTR_9410
if 
  $7362 == 1 
else_jump @SHTR_9693 
if 
  $7354($7236,8i) == 1 
else_jump @SHTR_9693 
if 
  $6957 == 1 
else_jump @SHTR_9574 
if 
05A5:   is_area_center $6952 $6953 scale 32.0 32.0 overlaping_area_center $7338($7236,8f) $7346($7236,8f) scale 8.0 8.0 
else_jump @SHTR_9574 
$7354($7236,8i) = 0 
$7338($7236,8f) = 0.0 
$7346($7236,8f) = 0.0 
$7362 = 0 
$6957 = 0 

:SHTR_9574
038D: draw_texture 14 position $7338($7236,8f) $7346($7236,8f) size $7230 $7230 RGBA 150 150 150 255 
0080: $7338($7236,8f) -= frame_delta_time * $7337 // (float) 
if 
  0.0 > $7338($7236,8f) 
else_jump @SHTR_9693 
$7354($7236,8i) = 0 
$7338($7236,8f) = 0.0 
$7346($7236,8f) = 0.0 
$7362 = 0 

:SHTR_9693
$7236 += 1 
jump @SHTR_9213 

:SHTR_9707
return 

:SHTR_9709
$7236 = 0 

:SHTR_9716
if 
  8 > $7236 
else_jump @SHTR_10665 
if 
  $7237($7236,16i) == 1 
else_jump @SHTR_10515 
$7034 = 1 

:SHTR_9763
if 
  16 > $7034 
else_jump @SHTR_10515 
if 
05A5:   is_area_center $7052($7034,16f) $7068($7034,16f) scale $7100 $7101 overlaping_area_center $7254($7236,16f) $7270($7236,16f) scale $6962 $6963 
else_jump @SHTR_10021 
$7027 += 100 
$7237($7236,16i) = 2 
$7036($7034,16i) = 0 
$7052($7034,16f) = 0.0 
$7068($7034,16f) = 0.0 
01BD: $6974($7236,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$7327 += 1 
if 
  $7328 == 1 
else_jump @SHTR_10021 
if 
  $7327 == 8 
else_jump @SHTR_10001 
0086: $7331 = $7254($7236,16f) // (float) 
0086: $7332 = $7270($7236,16f) // (float) 
$7328 = 0 
jump @SHTR_10021 

:SHTR_10001
$7331 = 0.0 
$7332 = 0.0 

:SHTR_10021
if 
05A5:   is_area_center $7118($7034,16f) $7134($7034,16f) scale $7100 $7101 overlaping_area_center $7254($7236,16f) $7270($7236,16f) scale $6962 $6963 
else_jump @SHTR_10261 
$7027 += 100 
$7237($7236,16i) = 2 
$7102($7034,16i) = 0 
$7118($7034,16f) = 0.0 
$7134($7034,16f) = 0.0 
01BD: $6974($7236,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$7327 += 1 
if 
  $7328 == 1 
else_jump @SHTR_10261 
if 
  $7327 == 8 
else_jump @SHTR_10241 
0086: $7331 = $7254($7236,16f) // (float) 
0086: $7332 = $7270($7236,16f) // (float) 
$7328 = 0 
jump @SHTR_10261 

:SHTR_10241
$7331 = 0.0 
$7332 = 0.0 

:SHTR_10261
if 
05A5:   is_area_center $7182($7034,16f) $7198($7034,16f) scale $7100 $7101 overlaping_area_center $7254($7236,16f) $7270($7236,16f) scale $6962 $6963 
else_jump @SHTR_10501 
$7027 += 100 
$7237($7236,16i) = 2 
$7166($7034,16i) = 0 
$7182($7034,16f) = 0.0 
$7198($7034,16f) = 0.0 
01BD: $6974($7236,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$7327 += 1 
if 
  $7328 == 1 
else_jump @SHTR_10501 
if 
  $7327 == 8 
else_jump @SHTR_10481 
0086: $7331 = $7254($7236,16f) // (float) 
0086: $7332 = $7270($7236,16f) // (float) 
$7328 = 0 
jump @SHTR_10501 

:SHTR_10481
$7331 = 0.0 
$7332 = 0.0 

:SHTR_10501
$7034 += 1 
jump @SHTR_9763 

:SHTR_10515
if 
  $7237($7236,16i) == 1 
else_jump @SHTR_10651 
if 
  $6957 == 1 
else_jump @SHTR_10651 
if 
05A5:   is_area_center $6952 $6953 scale 32.0 32.0 overlaping_area_center $7254($7236,16f) $7270($7236,16f) scale $6962 $6963 
else_jump @SHTR_10651 
$7237($7236,16i) = 2 
01BD: $6974($7236,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$6957 = 0 

:SHTR_10651
$7236 += 1 
jump @SHTR_9716 

:SHTR_10665
return 

:SHTR_10667
$7524 = 9 
$7525 = 0 
$7526 = 1 

:SHTR_10688
if and
  $7524 >= 0 
  $7526 == 1 
else_jump @SHTR_10785 
if 
001C:   $7027 > $3449($7524,10i) // (int) 
else_jump @SHTR_10771 
$7524 -= 1 
$7525 = 1 
$7529 = 3 
$7442 = 1 
jump @SHTR_10778 

:SHTR_10771
$7526 = 0 

:SHTR_10778
jump @SHTR_10688 

:SHTR_10785
if 
  $7525 == 1 
else_jump @SHTR_10982 
$7524 += 1 
$7527 = 9 
$7528 = 8 

:SHTR_10824
if 
002C:   $7528 >= $7524 // (int) 
else_jump @SHTR_10944 
05A9: $3389($7527,10s) = $3389($7528,10s) // s$ 
05A9: $3409($7527,10s) = $3409($7528,10s) // s$ 
05A9: $3429($7527,10s) = $3429($7528,10s) // s$ 
0084: $3459($7527,10i) = $3459($7528,10i) // (int) 
0084: $3449($7527,10i) = $3449($7528,10i) // (int) 
$7527 -= 1 
$7528 -= 1 
jump @SHTR_10824 

:SHTR_10944
0084: $3449($7524,10i) = $7027 // (int) 
0084: $3459($7524,10i) = $7530 // (int) 
$7531 = 0 
$7440 = 10 

:SHTR_10982
return 

:SHTR_10984
if and
  $1021 == 0 
8A52:   not is_widget_released 37 
else_jump @SHTR_11013 
$7441 = 0 

:SHTR_11013
if 
  $7531 == 0 
else_jump @SHTR_11327 
05A9: $3389($7524,10s) = $7366($7440,37s) // s$ 
05A9: $3409($7524,10s) = s$7366[10] // s$ 
05A9: $3429($7524,10s) = s$7366[10] // s$ 
if 
  $7441 == 0 
else_jump @SHTR_11327 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @SHTR_11180 
if 
  36 > $7440 
else_jump @SHTR_11146 
$7440 += 1 
jump @SHTR_11153 

:SHTR_11146
$7440 = 0 

:SHTR_11153
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11180
if or
  $1021 == 2 
  $1021 == 3 
else_jump @SHTR_11271 
if 
  $7440 > 0 
else_jump @SHTR_11237 
$7440 -= 1 
jump @SHTR_11244 

:SHTR_11237
$7440 = 36 

:SHTR_11244
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11271
if 
0A52:   is_widget_released 37 
else_jump @SHTR_11327 
$7440 = 10 
$7531 = 1 
$7441 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11327
if 
  $7531 == 1 
else_jump @SHTR_11617 
05A9: $3409($7524,10s) = $7366($7440,37s) // s$ 
if 
  $7441 == 0 
else_jump @SHTR_11617 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @SHTR_11470 
if 
  36 > $7440 
else_jump @SHTR_11436 
$7440 += 1 
jump @SHTR_11443 

:SHTR_11436
$7440 = 0 

:SHTR_11443
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11470
if or
  $1021 == 2 
  $1021 == 3 
else_jump @SHTR_11561 
if 
  $7440 > 0 
else_jump @SHTR_11527 
$7440 -= 1 
jump @SHTR_11534 

:SHTR_11527
$7440 = 36 

:SHTR_11534
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11561
if 
0A52:   is_widget_released 37 
else_jump @SHTR_11617 
$7440 = 10 
$7531 = 2 
$7441 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11617
if 
  $7531 == 2 
else_jump @SHTR_11907 
05A9: $3429($7524,10s) = $7366($7440,37s) // s$ 
if 
  $7441 == 0 
else_jump @SHTR_11907 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @SHTR_11760 
if 
  36 > $7440 
else_jump @SHTR_11726 
$7440 += 1 
jump @SHTR_11733 

:SHTR_11726
$7440 = 0 

:SHTR_11733
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11760
if or
  $1021 == 2 
  $1021 == 3 
else_jump @SHTR_11851 
if 
  $7440 > 0 
else_jump @SHTR_11817 
$7440 -= 1 
jump @SHTR_11824 

:SHTR_11817
$7440 = 36 

:SHTR_11824
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$7441 = 1 

:SHTR_11851
if 
0A52:   is_widget_released 37 
else_jump @SHTR_11907 
$7531 = 3 
$7441 = 1 
$7529 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11907
return 

:SHTR_11909
$7443 = 0 

:SHTR_11916
if 
  10 > $7443 
else_jump @SHTR_12081 
gosub @SHTR_6527 
033E: set_draw_text_position $7444($7443,10f) $7484($7443,10f) GXT $3389($7443,10s) 
gosub @SHTR_6527 
033E: set_draw_text_position $7454($7443,10f) $7494($7443,10f) GXT $3409($7443,10s) 
gosub @SHTR_6527 
033E: set_draw_text_position $7464($7443,10f) $7504($7443,10f) GXT $3429($7443,10s) 
gosub @SHTR_6527 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $7474($7443,10f) $7514($7443,10f) GXT 'SHTR_LV' number $3449($7443,10i)  // ~1~
$7443 += 1 
jump @SHTR_11916 

:SHTR_12081
gosub @SHTR_6527 
033E: set_draw_text_position 320.0 64.0 GXT 'SHTR_2F'  // HI-SCORE
if and
  $7026 == 0 
  $7442 == 1 
else_jump @SHTR_12516 
if 
  $7531 == 0 
else_jump @SHTR_12201 
gosub @SHTR_6527 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $7444($7524,10f) $7484($7524,10f) GXT $3389($7524,10s) 
jump @SHTR_12243 

:SHTR_12201
gosub @SHTR_6527 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $7444($7524,10f) $7484($7524,10f) GXT $3389($7524,10s) 

:SHTR_12243
if 
  $7531 == 1 
else_jump @SHTR_12310 
gosub @SHTR_6527 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $7454($7524,10f) $7494($7524,10f) GXT $3409($7524,10s) 
jump @SHTR_12352 

:SHTR_12310
gosub @SHTR_6527 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $7454($7524,10f) $7494($7524,10f) GXT $3409($7524,10s) 

:SHTR_12352
if 
  $7531 == 2 
else_jump @SHTR_12419 
gosub @SHTR_6527 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $7464($7524,10f) $7504($7524,10f) GXT $3429($7524,10s) 
jump @SHTR_12461 

:SHTR_12419
gosub @SHTR_6527 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $7464($7524,10f) $7504($7524,10f) GXT $3429($7524,10s) 

:SHTR_12461
gosub @SHTR_6527 
0340: set_text_draw_RGBA 255 0 0 255 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $7474($7524,10f) $7514($7524,10f) GXT 'SHTR_LV' number $3449($7524,10i)  // ~1~

:SHTR_12516
return 

:SHTR_12518
0209: $7534 = random_int_in_ranges 1 30 
if 
  $7534 == 1 
else_jump @SHTR_12620 
if 
  $7536 == 0 
else_jump @SHTR_12613 
05A9: $3389($7533,10s) = s$7366[23] // s$ 
05A9: $3409($7533,10s) = s$7366[15] // s$ 
05A9: $3429($7533,10s) = s$7366[36] // s$ 
$7536 = 1 
jump @SHTR_12620 

:SHTR_12613
jump @SHTR_12518 

:SHTR_12620
if 
  $7534 == 2 
else_jump @SHTR_12713 
if 
  $7537 == 0 
else_jump @SHTR_12706 
05A9: $3389($7533,10s) = s$7366[18] // s$ 
05A9: $3409($7533,10s) = s$7366[22] // s$ 
05A9: $3429($7533,10s) = s$7366[34] // s$ 
$7537 = 1 
jump @SHTR_12713 

:SHTR_12706
jump @SHTR_12518 

:SHTR_12713
if 
  $7534 == 3 
else_jump @SHTR_12806 
if 
  $7538 == 0 
else_jump @SHTR_12799 
05A9: $3389($7533,10s) = s$7366[32] // s$ 
05A9: $3409($7533,10s) = s$7366[18] // s$ 
05A9: $3429($7533,10s) = s$7366[21] // s$ 
$7538 = 1 
jump @SHTR_12806 

:SHTR_12799
jump @SHTR_12518 

:SHTR_12806
if 
  $7534 == 4 
else_jump @SHTR_12899 
if 
  $7539 == 0 
else_jump @SHTR_12892 
05A9: $3389($7533,10s) = s$7366[12] // s$ 
05A9: $3409($7533,10s) = s$7366[20] // s$ 
05A9: $3429($7533,10s) = s$7366[27] // s$ 
$7539 = 1 
jump @SHTR_12899 

:SHTR_12892
jump @SHTR_12518 

:SHTR_12899
if 
  $7534 == 5 
else_jump @SHTR_12992 
if 
  $7540 == 0 
else_jump @SHTR_12985 
05A9: $3389($7533,10s) = s$7366[13] // s$ 
05A9: $3409($7533,10s) = s$7366[11] // s$ 
05A9: $3429($7533,10s) = s$7366[25] // s$ 
$7540 = 1 
jump @SHTR_12992 

:SHTR_12985
jump @SHTR_12518 

:SHTR_12992
if 
  $7534 == 6 
else_jump @SHTR_13085 
if 
  $7541 == 0 
else_jump @SHTR_13078 
05A9: $3389($7533,10s) = s$7366[13] // s$ 
05A9: $3409($7533,10s) = s$7366[10] // s$ 
05A9: $3429($7533,10s) = s$7366[31] // s$ 
$7541 = 1 
jump @SHTR_13085 

:SHTR_13078
jump @SHTR_12518 

:SHTR_13085
if 
  $7534 == 7 
else_jump @SHTR_13178 
if 
  $7542 == 0 
else_jump @SHTR_13171 
05A9: $3389($7533,10s) = s$7366[13] // s$ 
05A9: $3409($7533,10s) = s$7366[24] // s$ 
05A9: $3429($7533,10s) = s$7366[13] // s$ 
$7542 = 1 
jump @SHTR_13178 

:SHTR_13171
jump @SHTR_12518 

:SHTR_13178
if 
  $7534 == 8 
else_jump @SHTR_13271 
if 
  $7543 == 0 
else_jump @SHTR_13264 
05A9: $3389($7533,10s) = s$7366[28] // s$ 
05A9: $3409($7533,10s) = s$7366[19] // s$ 
05A9: $3429($7533,10s) = s$7366[21] // s$ 
$7543 = 1 
jump @SHTR_13271 

:SHTR_13264
jump @SHTR_12518 

:SHTR_13271
if 
  $7534 == 9 
else_jump @SHTR_13364 
if 
  $7544 == 0 
else_jump @SHTR_13357 
05A9: $3389($7533,10s) = s$7366[28] // s$ 
05A9: $3409($7533,10s) = s$7366[29] // s$ 
05A9: $3429($7533,10s) = s$7366[14] // s$ 
$7544 = 1 
jump @SHTR_13364 

:SHTR_13357
jump @SHTR_12518 

:SHTR_13364
if 
  $7534 == 10 
else_jump @SHTR_13457 
if 
  $7545 == 0 
else_jump @SHTR_13450 
05A9: $3389($7533,10s) = s$7366[19] // s$ 
05A9: $3409($7533,10s) = s$7366[30] // s$ 
05A9: $3429($7533,10s) = s$7366[13] // s$ 
$7545 = 1 
jump @SHTR_13457 

:SHTR_13450
jump @SHTR_12518 

:SHTR_13457
if 
  $7534 == 11 
else_jump @SHTR_13550 
if 
  $7546 == 0 
else_jump @SHTR_13543 
05A9: $3389($7533,10s) = s$7366[20] // s$ 
05A9: $3409($7533,10s) = s$7366[22] // s$ 
05A9: $3429($7533,10s) = s$7366[11] // s$ 
$7546 = 1 
jump @SHTR_13550 

:SHTR_13543
jump @SHTR_12518 

:SHTR_13550
if 
  $7534 == 12 
else_jump @SHTR_13643 
if 
  $7547 == 0 
else_jump @SHTR_13636 
05A9: $3389($7533,10s) = s$7366[16] // s$ 
05A9: $3409($7533,10s) = s$7366[28] // s$ 
05A9: $3429($7533,10s) = s$7366[32] // s$ 
$7547 = 1 
jump @SHTR_13643 

:SHTR_13636
jump @SHTR_12518 

:SHTR_13643
if 
  $7534 == 13 
else_jump @SHTR_13736 
if 
  $7548 == 0 
else_jump @SHTR_13729 
05A9: $3389($7533,10s) = s$7366[13] // s$ 
05A9: $3409($7533,10s) = s$7366[28] // s$ 
05A9: $3429($7533,10s) = s$7366[32] // s$ 
$7548 = 1 
jump @SHTR_13736 

:SHTR_13729
jump @SHTR_12518 

:SHTR_13736
if 
  $7534 == 14 
else_jump @SHTR_13829 
if 
  $7549 == 0 
else_jump @SHTR_13822 
05A9: $3389($7533,10s) = s$7366[32] // s$ 
05A9: $3409($7533,10s) = s$7366[13] // s$ 
05A9: $3429($7533,10s) = s$7366[34] // s$ 
$7549 = 1 
jump @SHTR_13829 

:SHTR_13822
jump @SHTR_12518 

:SHTR_13829
if 
  $7534 == 15 
else_jump @SHTR_13922 
if 
  $7550 == 0 
else_jump @SHTR_13915 
05A9: $3389($7533,10s) = s$7366[16] // s$ 
05A9: $3409($7533,10s) = s$7366[10] // s$ 
05A9: $3429($7533,10s) = s$7366[35] // s$ 
$7550 = 1 
jump @SHTR_13922 

:SHTR_13915
jump @SHTR_12518 

:SHTR_13922
if 
  $7534 == 16 
else_jump @SHTR_14015 
if 
  $7551 == 0 
else_jump @SHTR_14008 
05A9: $3389($7533,10s) = s$7366[32] // s$ 
05A9: $3409($7533,10s) = s$7366[10] // s$ 
05A9: $3429($7533,10s) = s$7366[35] // s$ 
$7551 = 1 
jump @SHTR_14015 

:SHTR_14008
jump @SHTR_12518 

:SHTR_14015
if 
  $7534 == 17 
else_jump @SHTR_14108 
if 
  $7552 == 0 
else_jump @SHTR_14101 
05A9: $3389($7533,10s) = s$7366[20] // s$ 
05A9: $3409($7533,10s) = s$7366[18] // s$ 
05A9: $3429($7533,10s) = s$7366[23] // s$ 
$7552 = 1 
jump @SHTR_14108 

:SHTR_14101
jump @SHTR_12518 

:SHTR_14108
if 
  $7534 == 18 
else_jump @SHTR_14201 
if 
  $7553 == 0 
else_jump @SHTR_14194 
05A9: $3389($7533,10s) = s$7366[11] // s$ 
05A9: $3409($7533,10s) = s$7366[14] // s$ 
05A9: $3429($7533,10s) = s$7366[10] // s$ 
$7553 = 1 
jump @SHTR_14201 

:SHTR_14194
jump @SHTR_12518 

:SHTR_14201
if 
  $7534 == 19 
else_jump @SHTR_14294 
if 
  $7554 == 0 
else_jump @SHTR_14287 
05A9: $3389($7533,10s) = s$7366[11] // s$ 
05A9: $3409($7533,10s) = s$7366[10] // s$ 
05A9: $3429($7533,10s) = s$7366[33] // s$ 
$7554 = 1 
jump @SHTR_14294 

:SHTR_14287
jump @SHTR_12518 

:SHTR_14294
if 
  $7534 == 20 
else_jump @SHTR_14387 
if 
  $7555 == 0 
else_jump @SHTR_14380 
05A9: $3389($7533,10s) = s$7366[21] // s$ 
05A9: $3409($7533,10s) = s$7366[24] // s$ 
05A9: $3429($7533,10s) = s$7366[30] // s$ 
$7555 = 1 
jump @SHTR_14387 

:SHTR_14380
jump @SHTR_12518 

:SHTR_14387
if 
  $7534 == 21 
else_jump @SHTR_14480 
if 
  $7556 == 0 
else_jump @SHTR_14473 
05A9: $3389($7533,10s) = s$7366[19] // s$ 
05A9: $3409($7533,10s) = s$7366[23] // s$ 
05A9: $3429($7533,10s) = s$7366[24] // s$ 
$7556 = 1 
jump @SHTR_14480 

:SHTR_14473
jump @SHTR_12518 

:SHTR_14480
if 
  $7534 == 22 
else_jump @SHTR_14573 
if 
  $7557 == 0 
else_jump @SHTR_14566 
05A9: $3389($7533,10s) = s$7366[22] // s$ 
05A9: $3409($7533,10s) = s$7366[34] // s$ 
05A9: $3429($7533,10s) = s$7366[29] // s$ 
$7557 = 1 
jump @SHTR_14573 

:SHTR_14566
jump @SHTR_12518 

:SHTR_14573
if 
  $7534 == 23 
else_jump @SHTR_14666 
if 
  $7558 == 0 
else_jump @SHTR_14659 
05A9: $3389($7533,10s) = s$7366[13] // s$ 
05A9: $3409($7533,10s) = s$7366[14] // s$ 
05A9: $3429($7533,10s) = s$7366[15] // s$ 
$7558 = 1 
jump @SHTR_14666 

:SHTR_14659
jump @SHTR_12518 

:SHTR_14666
if 
  $7534 == 24 
else_jump @SHTR_14759 
if 
  $7559 == 0 
else_jump @SHTR_14752 
05A9: $3389($7533,10s) = s$7366[20] // s$ 
05A9: $3409($7533,10s) = s$7366[17] // s$ 
05A9: $3429($7533,10s) = s$7366[35] // s$ 
$7559 = 1 
jump @SHTR_14759 

:SHTR_14752
jump @SHTR_12518 

:SHTR_14759
if 
  $7534 == 25 
else_jump @SHTR_14852 
if 
  $7560 == 0 
else_jump @SHTR_14845 
05A9: $3389($7533,10s) = s$7366[22] // s$ 
05A9: $3409($7533,10s) = s$7366[14] // s$ 
05A9: $3429($7533,10s) = s$7366[24] // s$ 
$7560 = 1 
jump @SHTR_14852 

:SHTR_14845
jump @SHTR_12518 

:SHTR_14852
if 
  $7534 == 26 
else_jump @SHTR_14945 
if 
  $7561 == 0 
else_jump @SHTR_14938 
05A9: $3389($7533,10s) = s$7366[16] // s$ 
05A9: $3409($7533,10s) = s$7366[15] // s$ 
05A9: $3429($7533,10s) = s$7366[32] // s$ 
$7561 = 1 
jump @SHTR_14945 

:SHTR_14938
jump @SHTR_12518 

:SHTR_14945
if 
  $7534 == 27 
else_jump @SHTR_15038 
if 
  $7562 == 0 
else_jump @SHTR_15031 
05A9: $3389($7533,10s) = s$7366[32] // s$ 
05A9: $3409($7533,10s) = s$7366[27] // s$ 
05A9: $3429($7533,10s) = s$7366[22] // s$ 
$7562 = 1 
jump @SHTR_15038 

:SHTR_15031
jump @SHTR_12518 

:SHTR_15038
if 
  $7534 == 28 
else_jump @SHTR_15131 
if 
  $7563 == 0 
else_jump @SHTR_15124 
05A9: $3389($7533,10s) = s$7366[10] // s$ 
05A9: $3409($7533,10s) = s$7366[36] // s$ 
05A9: $3429($7533,10s) = s$7366[32] // s$ 
$7563 = 1 
jump @SHTR_15131 

:SHTR_15124
jump @SHTR_12518 

:SHTR_15131
if 
  $7534 == 29 
else_jump @SHTR_15224 
if 
  $7564 == 0 
else_jump @SHTR_15217 
05A9: $3389($7533,10s) = s$7366[27] // s$ 
05A9: $3409($7533,10s) = s$7366[18] // s$ 
05A9: $3429($7533,10s) = s$7366[12] // s$ 
$7564 = 1 
jump @SHTR_15224 

:SHTR_15217
jump @SHTR_12518 

:SHTR_15224
return 

:SHTR_15226
05A9: s$7366[0] = 'SHTR_0' // s$  // 0
05A9: s$7366[1] = 'SHTR_1' // s$  // 1
05A9: s$7366[2] = 'SHTR_2' // s$  // 2
05A9: s$7366[3] = 'SHTR_3' // s$  // 3
05A9: s$7366[4] = 'SHTR_4' // s$  // 4
05A9: s$7366[5] = 'SHTR_5' // s$  // 5
05A9: s$7366[6] = 'SHTR_6' // s$  // 6
05A9: s$7366[7] = 'SHTR_7' // s$  // 7
05A9: s$7366[8] = 'SHTR_8' // s$  // 8
05A9: s$7366[9] = 'SHTR_9' // s$  // 9
05A9: s$7366[10] = 'SHTR_A' // s$  // A
05A9: s$7366[11] = 'SHTR_B' // s$  // B
05A9: s$7366[12] = 'SHTR_C' // s$  // C
05A9: s$7366[13] = 'SHTR_D' // s$  // D
05A9: s$7366[14] = 'SHTR_E' // s$  // E
05A9: s$7366[15] = 'SHTR_F' // s$  // F
05A9: s$7366[16] = 'SHTR_G' // s$  // G
05A9: s$7366[17] = 'SHTR_H' // s$  // H
05A9: s$7366[18] = 'SHTR_I' // s$  // I
05A9: s$7366[19] = 'SHTR_J' // s$  // J
05A9: s$7366[20] = 'SHTR_K' // s$  // K
05A9: s$7366[21] = 'SHTR_L' // s$  // L
05A9: s$7366[22] = 'SHTR_M' // s$  // M
05A9: s$7366[23] = 'SHTR_N' // s$  // N
05A9: s$7366[24] = 'SHTR_O' // s$  // O
05A9: s$7366[25] = 'SHTR_P' // s$  // P
05A9: s$7366[26] = 'SHTR_Q' // s$  // Q
05A9: s$7366[27] = 'SHTR_R' // s$  // R
05A9: s$7366[28] = 'SHTR_S' // s$  // S
05A9: s$7366[29] = 'SHTR_T' // s$  // T
05A9: s$7366[30] = 'SHTR_U' // s$  // U
05A9: s$7366[31] = 'SHTR_V' // s$  // V
05A9: s$7366[32] = 'SHTR_W' // s$  // W
05A9: s$7366[33] = 'SHTR_X' // s$  // X
05A9: s$7366[34] = 'SHTR_Y' // s$  // Y
05A9: s$7366[35] = 'SHTR_Z' // s$  // Z
05A9: s$7366[36] = 'SHTR_PE' // s$  // .
$7444[0] = 176.0 
$7484[0] = 96.0 
$7454[0] = 224.0 
$7494[0] = 96.0 
$7464[0] = 272.0 
$7504[0] = 96.0 
$7474[0] = 464.0 
$7514[0] = 96.0 
$7444[1] = 176.0 
$7484[1] = 128.0 
$7454[1] = 224.0 
$7494[1] = 128.0 
$7464[1] = 272.0 
$7504[1] = 128.0 
$7474[1] = 464.0 
$7514[1] = 128.0 
$7444[2] = 176.0 
$7484[2] = 160.0 
$7454[2] = 224.0 
$7494[2] = 160.0 
$7464[2] = 272.0 
$7504[2] = 160.0 
$7474[2] = 464.0 
$7514[2] = 160.0 
$7444[3] = 176.0 
$7484[3] = 192.0 
$7454[3] = 224.0 
$7494[3] = 192.0 
$7464[3] = 272.0 
$7504[3] = 192.0 
$7474[3] = 464.0 
$7514[3] = 192.0 
$7444[4] = 176.0 
$7484[4] = 224.0 
$7454[4] = 224.0 
$7494[4] = 224.0 
$7464[4] = 272.0 
$7504[4] = 224.0 
$7474[4] = 464.0 
$7514[4] = 224.0 
$7444[5] = 176.0 
$7484[5] = 256.0 
$7454[5] = 224.0 
$7494[5] = 256.0 
$7464[5] = 272.0 
$7504[5] = 256.0 
$7474[5] = 464.0 
$7514[5] = 256.0 
$7444[6] = 176.0 
$7484[6] = 288.0 
$7454[6] = 224.0 
$7494[6] = 288.0 
$7464[6] = 272.0 
$7504[6] = 288.0 
$7474[6] = 464.0 
$7514[6] = 288.0 
$7444[7] = 176.0 
$7484[7] = 320.0 
$7454[7] = 224.0 
$7494[7] = 320.0 
$7464[7] = 272.0 
$7504[7] = 320.0 
$7474[7] = 464.0 
$7514[7] = 320.0 
$7444[8] = 176.0 
$7484[8] = 352.0 
$7454[8] = 224.0 
$7494[8] = 352.0 
$7464[8] = 272.0 
$7504[8] = 352.0 
$7474[8] = 464.0 
$7514[8] = 352.0 
$7444[9] = 176.0 
$7484[9] = 384.0 
$7454[9] = 224.0 
$7494[9] = 384.0 
$7464[9] = 272.0 
$7504[9] = 384.0 
$7474[9] = 464.0 
$7514[9] = 384.0 
if 
  $7532 == 0 
else_jump @SHTR_16868 
05A9: s$3389[0] = s$7366[12] // s$ 
05A9: s$3409[0] = s$7366[36] // s$ 
05A9: s$3429[0] = s$7366[36] // s$ 
$3459[0] = 10 
$3449[0] = 1000 
$7533 = 1 
gosub @SHTR_12518 
$3459[1] = 9 
$3449[1] = 900 
$7533 = 2 
gosub @SHTR_12518 
$3459[2] = 8 
$3449[2] = 800 
$7533 = 3 
gosub @SHTR_12518 
$3459[3] = 7 
$3449[3] = 700 
$7533 = 4 
gosub @SHTR_12518 
$3459[4] = 6 
$3449[4] = 600 
$7533 = 5 
gosub @SHTR_12518 
$3459[5] = 5 
$3449[5] = 500 
$7533 = 6 
gosub @SHTR_12518 
$3459[6] = 4 
$3449[6] = 400 
$7533 = 7 
gosub @SHTR_12518 
$3459[7] = 3 
$3449[7] = 300 
$7533 = 8 
gosub @SHTR_12518 
$3459[8] = 2 
$3449[8] = 200 
$7533 = 9 
gosub @SHTR_12518 
$3459[9] = 1 
$3449[9] = 100 
$7532 = 1 

:SHTR_16868
0084: $7028 = $3449[0] // (int) 
return 

:SHTR_16878
gosub @LITCAS_308 
038D: draw_texture 25 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:SHTR_16923
$6956 = 1 
$6957 = 1 
$7025 = 1 
$7027 = 0 
$7026 = 2 
$7029 = 0 
$6968 = 15.0 
$6952 = 80.0 
$6953 = 224.0 
$7230 = 8.0 
$7231 = 10.0 
$7030 = 1.0 
$7031 = 3.0 
$7336 = 0 
$7362 = 0 
$7327 = 0 
$7328 = 1 
$7329 = 31 
$7333 = 250 
$7334 = 0 
$7335 = 0 
$7330 = 0 
$7531 = 0 
$7442 = 0 
$7254[0] = 660.0 
$7254[1] = 660.0 
$7254[2] = 660.0 
$7254[3] = 660.0 
$6958 = 0 
$6971 = 0 
$6972 = 0 
$6973 = 0 
$7022 = 0 
$7023 = 0 
$7024 = 0 
$7034 = 1 
$7036[1] = 0 
$7036[2] = 0 
$7036[3] = 0 
$7036[4] = 0 
$7036[5] = 0 
$7036[6] = 0 
$7036[7] = 0 
$7036[8] = 0 
$7102[1] = 0 
$7102[2] = 0 
$7102[3] = 0 
$7102[4] = 0 
$7102[5] = 0 
$7102[6] = 0 
$7102[7] = 0 
$7102[8] = 0 
$7166[1] = 0 
$7166[2] = 0 
$7166[3] = 0 
$7166[4] = 0 
$7166[5] = 0 
$7166[6] = 0 
$7166[7] = 0 
$7166[8] = 0 
$7237[0] = 0 
$7237[1] = 0 
$7237[2] = 0 
$7237[3] = 0 
$7237[4] = 0 
$7237[5] = 0 
$7237[6] = 0 
$7237[7] = 0 
$7354[0] = 0 
$7354[1] = 0 
$7354[2] = 0 
$7354[3] = 0 
$7354[4] = 0 
$7354[5] = 0 
$7354[6] = 0 
$7354[7] = 0 
$7032 = 0 
$7253 = 0 
$6962 = 32.0 
$6963 = 32.0 
$7100 = 8.0 
$7101 = 8.0 
$6954 = 32.0 
$6955 = 32.0 
$7326 = 0.0 
return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV
gosub @GRAV_36 
if 
wasted_or_busted 
else_jump @GRAV_27 
gosub @GRAV_5511 

:GRAV_27
gosub @GRAV_5531 
end_thread 

:GRAV_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'GRAV' 
wait 0 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_78
if 
83D0:   not wav 4 loaded 
else_jump @GRAV_104 
wait 0 
jump @GRAV_78 

:GRAV_104
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 $74 radius 50.0 
09F5: disable_player_mutal_activities 1 
03F0: enable_text_draw 1 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 3.0 3.0 
0A5E: set_widget_value 40 0.0 
0A5E: set_widget_value 37 0.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: load_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: load_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: load_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: load_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: load_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: load_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: load_texture "CABCORN" as 7 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: load_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: load_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: load_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: load_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: load_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: load_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: load_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: load_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: load_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: load_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: load_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: load_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$7619[0] = 'GRAV_0' // s$  // 0
05A9: s$7619[1] = 'GRAV_1' // s$  // 1
05A9: s$7619[2] = 'GRAV_2' // s$  // 2
05A9: s$7619[3] = 'GRAV_3' // s$  // 3
05A9: s$7619[4] = 'GRAV_4' // s$  // 4
05A9: s$7619[5] = 'GRAV_5' // s$  // 5
05A9: s$7619[6] = 'GRAV_6' // s$  // 6
05A9: s$7619[7] = 'GRAV_7' // s$  // 7
05A9: s$7619[8] = 'GRAV_8' // s$  // 8
05A9: s$7619[9] = 'GRAV_9' // s$  // 9
05A9: s$7619[10] = 'GRAV_A' // s$  // A
05A9: s$7619[11] = 'GRAV_B' // s$  // B
05A9: s$7619[12] = 'GRAV_C' // s$  // C
05A9: s$7619[13] = 'GRAV_D' // s$  // D
05A9: s$7619[14] = 'GRAV_E' // s$  // E
05A9: s$7619[15] = 'GRAV_F' // s$  // F
05A9: s$7619[16] = 'GRAV_G' // s$  // G
05A9: s$7619[17] = 'GRAV_H' // s$  // H
05A9: s$7619[18] = 'GRAV_I' // s$  // I
05A9: s$7619[19] = 'GRAV_J' // s$  // J
05A9: s$7619[20] = 'GRAV_K' // s$  // K
05A9: s$7619[21] = 'GRAV_L' // s$  // L
05A9: s$7619[22] = 'GRAV_M' // s$  // M
05A9: s$7619[23] = 'GRAV_N' // s$  // N
05A9: s$7619[24] = 'GRAV_O' // s$  // O
05A9: s$7619[25] = 'GRAV_P' // s$  // P
05A9: s$7619[26] = 'GRAV_Q' // s$  // Q
05A9: s$7619[27] = 'GRAV_R' // s$  // R
05A9: s$7619[28] = 'GRAV_S' // s$  // S
05A9: s$7619[29] = 'GRAV_T' // s$  // T
05A9: s$7619[30] = 'GRAV_U' // s$  // U
05A9: s$7619[31] = 'GRAV_V' // s$  // V
05A9: s$7619[32] = 'GRAV_W' // s$  // W
05A9: s$7619[33] = 'GRAV_X' // s$  // X
05A9: s$7619[34] = 'GRAV_Y' // s$  // Y
05A9: s$7619[35] = 'GRAV_Z' // s$  // Z
05A9: s$7619[36] = 'GRAV_PE' // s$  // .
$7701[0] = 176.0 
$7741[0] = 96.0 
$7711[0] = 224.0 
$7751[0] = 96.0 
$7721[0] = 272.0 
$7761[0] = 96.0 
$7731[0] = 464.0 
$7771[0] = 96.0 
$7701[1] = 176.0 
$7741[1] = 128.0 
$7711[1] = 224.0 
$7751[1] = 128.0 
$7721[1] = 272.0 
$7761[1] = 128.0 
$7731[1] = 464.0 
$7771[1] = 128.0 
$7701[2] = 176.0 
$7741[2] = 160.0 
$7711[2] = 224.0 
$7751[2] = 160.0 
$7721[2] = 272.0 
$7761[2] = 160.0 
$7731[2] = 464.0 
$7771[2] = 160.0 
$7701[3] = 176.0 
$7741[3] = 192.0 
$7711[3] = 224.0 
$7751[3] = 192.0 
$7721[3] = 272.0 
$7761[3] = 192.0 
$7731[3] = 464.0 
$7771[3] = 192.0 
$7701[4] = 176.0 
$7741[4] = 224.0 
$7711[4] = 224.0 
$7751[4] = 224.0 
$7721[4] = 272.0 
$7761[4] = 224.0 
$7731[4] = 464.0 
$7771[4] = 224.0 
$7701[5] = 176.0 
$7741[5] = 256.0 
$7711[5] = 224.0 
$7751[5] = 256.0 
$7721[5] = 272.0 
$7761[5] = 256.0 
$7731[5] = 464.0 
$7771[5] = 256.0 
$7701[6] = 176.0 
$7741[6] = 288.0 
$7711[6] = 224.0 
$7751[6] = 288.0 
$7721[6] = 272.0 
$7761[6] = 288.0 
$7731[6] = 464.0 
$7771[6] = 288.0 
$7701[7] = 176.0 
$7741[7] = 320.0 
$7711[7] = 224.0 
$7751[7] = 320.0 
$7721[7] = 272.0 
$7761[7] = 320.0 
$7731[7] = 464.0 
$7771[7] = 320.0 
$7701[8] = 176.0 
$7741[8] = 352.0 
$7711[8] = 224.0 
$7751[8] = 352.0 
$7721[8] = 272.0 
$7761[8] = 352.0 
$7731[8] = 464.0 
$7771[8] = 352.0 
$7701[9] = 176.0 
$7741[9] = 384.0 
$7711[9] = 224.0 
$7751[9] = 384.0 
$7721[9] = 272.0 
$7761[9] = 384.0 
$7731[9] = 464.0 
$7771[9] = 384.0 
if 
  $7788 == 0 
else_jump @GRAV_2073 
05A9: s$3469[0] = s$7619[12] // s$ 
05A9: s$3489[0] = s$7619[36] // s$ 
05A9: s$3509[0] = s$7619[36] // s$ 
$3539[0] = 10 
$3529[0] = 1000 
$7789 = 1 
gosub @GRAV_11616 
$3539[1] = 9 
$3529[1] = 900 
$7789 = 2 
gosub @GRAV_11616 
$3539[2] = 8 
$3529[2] = 800 
$7789 = 3 
gosub @GRAV_11616 
$3539[3] = 7 
$3529[3] = 700 
$7789 = 4 
gosub @GRAV_11616 
$3539[4] = 6 
$3529[4] = 600 
$7789 = 5 
gosub @GRAV_11616 
$3539[5] = 5 
$3529[5] = 500 
$7789 = 6 
gosub @GRAV_11616 
$3539[6] = 4 
$3529[6] = 400 
$7789 = 7 
gosub @GRAV_11616 
$3539[7] = 3 
$3529[7] = 300 
$7789 = 8 
gosub @GRAV_11616 
$3539[8] = 2 
$3529[8] = 200 
$7789 = 9 
gosub @GRAV_11616 
$3539[9] = 1 
$3529[9] = 100 
$7788 = 1 

:GRAV_2073
008B: 61@ = $3529[0] // (int) 

:GRAV_2081
$7591 = 0 
$7592 = 1 
$7593 = 2 
$7594 = 3 
$7595 = 4 
$7596 = 0 
$7597 = 1 
$7598 = 2 
$7599 = 3 
$7600 = 4 
$7583 = 1 
58@ = 0 
$7586 = 0 
0084: $7581 = $7592 // (int) 
55@ = 2 
51@ = 1 
47@ = 180.0 
48@ = 2.0 
$7822 = 3648.0 
$7607 = 2.5 
$7615 = 120000 
$7584 = 0 
$7577 = 0.0 
$7578 = 0.0 
60@ = 0 
01BD: $7614 = current_time_in_ms 
$7582 = 0 

:GRAV_2290
wait 0 
gosub @GRAV_10740 
fade 1 0 

:GRAV_2307
gosub @LITCAS_372 
if and
  62@ == 1 
  $1021 == 0 
else_jump @GRAV_2346 
62@ = 0 

:GRAV_2346
if 
003A:   $7581 == $7592 // (int) 
else_jump @GRAV_2590 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 17 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @GRAV_2590 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1076 
01BD: $7618 = current_time_in_ms 
0084: $7581 = $7591 // (int) 
40@ = 0 

:GRAV_2590
if 
003A:   $7581 == $7593 // (int) 
else_jump @GRAV_2815 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 19 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @GRAV_2815 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
01BD: $7618 = current_time_in_ms 
0084: $7786 = $7600 // (int) 
0084: $7581 = $7595 // (int) 

:GRAV_2815
if 
003A:   $7581 == $7594 // (int) 
else_jump @GRAV_3032 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 21 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 37 
else_jump @GRAV_3032 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1075 
fade 0 0 
jump @GRAV_5531 

:GRAV_3032
if 
  62@ == 0 
else_jump @GRAV_3467 
if 
003A:   $7581 == $7592 // (int) 
else_jump @GRAV_3189 
if 
  $1021 == 1 
else_jump @GRAV_3129 
0084: $7581 = $7594 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3129
if 
  $1021 == 2 
else_jump @GRAV_3189 
0084: $7581 = $7593 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3189
if 
003A:   $7581 == $7593 // (int) 
else_jump @GRAV_3328 
if 
  $1021 == 1 
else_jump @GRAV_3268 
0084: $7581 = $7592 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3268
if 
  $1021 == 2 
else_jump @GRAV_3328 
0084: $7581 = $7594 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3328
if 
003A:   $7581 == $7594 // (int) 
else_jump @GRAV_3467 
if 
  $1021 == 1 
else_jump @GRAV_3407 
0084: $7581 = $7593 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3407
if 
  $1021 == 2 
else_jump @GRAV_3467 
0084: $7581 = $7592 // (int) 
62@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2307 

:GRAV_3467
if 
003A:   $7581 == $7591 // (int) 
else_jump @GRAV_4223 
if 
0735:   is_keyboard_key_pressed 49 
else_jump @GRAV_3508 
55@ += 1 

:GRAV_3508
if 
  51@ == 1 
else_jump @GRAV_3779 
if 
  $7590 == 12 
else_jump @GRAV_3583 
if 
  41@ > 10 
else_jump @GRAV_3576 
$7590 = 11 
41@ = 0 

:GRAV_3576
jump @GRAV_3615 

:GRAV_3583
if 
  41@ > 10 
else_jump @GRAV_3615 
$7590 = 12 
41@ = 0 

:GRAV_3615
if 
  $1021 == 0 
else_jump @GRAV_3691 
if 
  47@ > 180.0 
else_jump @GRAV_3662 
0063: 47@ -= 48@ // (float) 

:GRAV_3662
if 
  180.0 > 47@ 
else_jump @GRAV_3691 
005B: 47@ += 48@ // (float) 

:GRAV_3691
008F: 683@ = integer $1022 to_float 
683@ *= 0.025 
005B: 47@ += 683@ // (float) 
if 
  47@ > 210.0 
else_jump @GRAV_3748 
47@ = 210.0 

:GRAV_3748
if 
  150.0 > 47@ 
else_jump @GRAV_3779 
47@ = 150.0 

:GRAV_3779
if 
  $7583 == 1 
else_jump @GRAV_3910 
$7575 = 300.0 
$7576 = 4096.0 
gosub @GRAV_7409 
gosub @GRAV_5721 
0086: $7575 = $7579 // (float) 
0086: $7576 = $7580 // (float) 
$7583 = 0 
64@ = 1 
fade 1 0 

:GRAV_3867
if 
fading 
else_jump @GRAV_3905 
gosub @GRAV_10740 
gosub @GRAV_10958 
wait 0 
jump @GRAV_3867 

:GRAV_3905
01BD: $7614 = current_time_in_ms 

:GRAV_3910
if 
  $7583 == 0 
else_jump @GRAV_3974 
gosub @GRAV_9524 
if 
  51@ == 1 
else_jump @GRAV_3967 
gosub @GRAV_6400 
gosub @GRAV_8488 

:GRAV_3967
gosub @GRAV_8848 

:GRAV_3974
if 
  51@ == 0 
else_jump @GRAV_4038 
if 
  55@ > 0 
else_jump @GRAV_4038 
40@ = 0 
55@ -= 1 
51@ = 2 
gosub @GRAV_6022 

:GRAV_4038
if 
  51@ == 2 
else_jump @GRAV_4134 
if 
05A5:   is_area_center $7575 $7576 scale 4.0 4.0 overlaping_area_center $7579 $7580 scale 4.0 4.0 
else_jump @GRAV_4134 
51@ = 1 
47@ = 180.0 
0086: $7575 = $7579 // (float) 
0086: $7576 = $7580 // (float) 

:GRAV_4134
if and
003A:   $7581 == $7591 // (int) 
  51@ == 0 
  55@ == 0 
else_jump @GRAV_4223 
0084: $7581 = $7595 // (int) 
0084: $7786 = $7596 // (int) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_4223
if 
003A:   $7581 == $7595 // (int) 
else_jump @GRAV_4603 
if 
00E1:   player 0 pressed_key 15 
else_jump @GRAV_4305 
if 
803A:   not  $7786 == $7597 // (int) 
else_jump @GRAV_4305 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
jump @GRAV_2081 

:GRAV_4305
if 
003A:   $7786 == $7596 // (int) 
else_jump @GRAV_4377 
gosub @GRAV_5683 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $7699 = current_time_in_ms 
0084: $7786 = $7597 // (int) 

:GRAV_4377
if 
003A:   $7786 == $7597 // (int) 
else_jump @GRAV_4484 
gosub @GRAV_5683 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $7698 = current_time_in_ms 
0084: $7697 = $7698 // (int) 
0060: $7697 -= $7699 // (int) 
if 
  $7697 > 5000 
else_jump @GRAV_4484 
0084: $7786 = $7598 // (int) 

:GRAV_4484
if 
003A:   $7786 == $7598 // (int) 
else_jump @GRAV_4544 
if 
001E:   $3529[9] > 58@ // (int) 
else_jump @GRAV_4537 
0084: $7786 = $7600 // (int) 
jump @GRAV_4544 

:GRAV_4537
gosub @GRAV_9636 

:GRAV_4544
if 
003A:   $7786 == $7599 // (int) 
else_jump @GRAV_4577 
gosub @GRAV_9954 
gosub @GRAV_11003 

:GRAV_4577
if 
003A:   $7786 == $7600 // (int) 
else_jump @GRAV_4603 
gosub @GRAV_11003 

:GRAV_4603
if 
003A:   $7581 == $7591 // (int) 
else_jump @GRAV_5289 
gosub @GRAV_5683 
045A: draw_text_1number 560.0 40.0 GXT 'VP15' number 55@  // ~1~
074B: draw_texture 2 position 560.0 40.0 scale 44.0 44.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 12 position 560.0 40.0 scale 36.0 36.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_5683 
045A: draw_text_1number 510.0 40.0 GXT 'VP15' number $7589  // ~1~
074B: draw_texture 3 position 510.0 40.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 6 position 510.0 40.0 scale 32.0 32.0 angle 180.0 color_RGBA 150 150 150 150 
0084: $7611 = $7609 // (int) 
$7611 /= 1000 
0084: $34 = $7611 // (int) 
$34 /= 60 
0084: $7610 = $34 // (int) 
$7610 *= 60 
0060: $7611 -= $7610 // (int) 
gosub @GRAV_5683 
if 
  $7611 > 9 
else_jump @GRAV_4961 
045B: draw_text_2numbers 320.0 40.0 GXT 'TIME' numbers $34 $7611  // ~1~:~1~
jump @GRAV_4988 

:GRAV_4961
045B: draw_text_2numbers 320.0 40.0 GXT 'TIME_0' numbers $34 $7611  // ~1~:0~1~

:GRAV_4988
074B: draw_texture 14 position 320.0 40.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_5683 
045A: draw_text_1number 370.0 40.0 GXT 'VP15' number 58@  // ~1~
074B: draw_texture 13 position 370.0 40.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
01BD: $7612 = current_time_in_ms 
0084: $7613 = $7612 // (int) 
0060: $7613 -= $7614 // (int) 
if 
001C:   $7615 > $7613 // (int) 
else_jump @GRAV_5164 
0084: $7609 = $7615 // (int) 
0060: $7609 -= $7613 // (int) 
jump @GRAV_5289 

:GRAV_5164
if 
  51@ == 1 
else_jump @GRAV_5289 
if 
  55@ > 0 
else_jump @GRAV_5226 
55@ -= 1 
$7583 = 1 
01BD: $7614 = current_time_in_ms 
jump @GRAV_5289 

:GRAV_5226
51@ = 0 
0084: $7581 = $7595 // (int) 
0084: $7786 = $7596 // (int) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_5289
gosub @GRAV_10958 
if and
003A:   $7581 == $7595 // (int) 
003A:   $7786 == $7600 // (int) 
else_jump @GRAV_5453 
01BD: $7616 = current_time_in_ms 
0084: $7617 = $7616 // (int) 
0060: $7617 -= $7618 // (int) 
if and
  $7617 > 1000 
0A52:   is_widget_released 37 
else_jump @GRAV_5374 
jump @GRAV_2081 

:GRAV_5374
if 
  5000 > $7617 
else_jump @GRAV_5453 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 

:GRAV_5453
gosub @LITCAS_979 
if 
0A52:   is_widget_released 38 
else_jump @GRAV_5482 
jump @GRAV_5531 

:GRAV_5482
if 
0A52:   is_widget_released 39 
else_jump @GRAV_5504 
jump @GRAV_2081 

:GRAV_5504
jump @GRAV_2290 

:GRAV_5511
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:GRAV_5531
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0151: remove_status_text $7609 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GRAV_5666 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $424 $425 $426 radius 2.0 2.0 2.0 on_foot 
else_jump @GRAV_5645 
0086: $73 = $425 // (float) 
$73 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $424 $73 $426 

:GRAV_5645
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1500 

:GRAV_5666
043C: disable_sounds_after_fadeout 1 
0391: release_textures 
$ONMISSION = 0 
mission_cleanup 
return 

:GRAV_5683
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:GRAV_5721
678@ = 99999.9 
682@ = 0 

:GRAV_5738
if and
  51 > 682@ 
   not 475@(682@,101f) == 999.0 
   not 0.1 > 475@(682@,101f) 
else_jump @GRAV_6020 
0086: $7824 = $7576 // (float) 
if 
  $7824 > 3000.0 
else_jump @GRAV_5920 
if 
  4100.0 > $7824 
else_jump @GRAV_5920 
0509: 677@ = distance_between_XY $7575 $7576 and_XY 475@(682@,101f) 576@(682@,101f) 
if 
0025:   678@ > 677@ // (float) 
else_jump @GRAV_5920 
0087: 678@ = 677@ // (float) 
0088: $7579 = 475@(682@,101f) // (float) 
0088: $7580 = 576@(682@,101f) // (float) 
$7580 -= 32.0 

:GRAV_5920
682@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 63@ = $7586 // (int) 
63@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 63@  // LEVEL ~1~
gosub @GRAV_10958 
wait 0 
jump @GRAV_5738 

:GRAV_6020
return 

:GRAV_6022
678@ = 99999.9 
677@ = 0.0 
682@ = 0 

:GRAV_6049
if and
  51 > 682@ 
   not 475@(682@,101f) == 999.0 
   not 0.1 > 475@(682@,101f) 
else_jump @GRAV_6246 
0088: $7824 = 576@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -200.0 
  600.0 > $7824 
else_jump @GRAV_6232 
0509: 677@ = distance_between_XY $7575 $7576 and_XY 475@(682@,101f) 576@(682@,101f) 
if 
0025:   678@ > 677@ // (float) 
else_jump @GRAV_6232 
0087: 678@ = 677@ // (float) 
0088: $7579 = 475@(682@,101f) // (float) 
0088: $7580 = 576@(682@,101f) // (float) 
$7580 -= 32.0 

:GRAV_6232
682@ += 1 
jump @GRAV_6049 

:GRAV_6246
0086: $7601 = $7579 // (float) 
0061: $7601 -= $7575 // (float) 
0086: $7602 = $7580 // (float) 
0061: $7602 -= $7576 // (float) 
0086: $7603 = $7601 // (float) 
0069: $7603 *= $7601 // (float) 
0086: $7604 = $7602 // (float) 
0069: $7604 *= $7602 // (float) 
0086: $7605 = $7603 // (float) 
0059: $7605 += $7604 // (float) 
01FB: $7606 = square_root $7605 
0086: $7603 = $7601 // (float) 
0071: $7603 /= $7606 // (float) 
0086: $7604 = $7602 // (float) 
0071: $7604 /= $7606 // (float) 
0086: $7577 = $7607 // (float) 
0069: $7577 *= $7603 // (float) 
0086: $7578 = $7607 // (float) 
0069: $7578 *= $7604 // (float) 
return 

:GRAV_6400
682@ = 0 

:GRAV_6407
if and
  51 > 682@ 
   not 273@(682@,101f) == 999.0 
else_jump @GRAV_6774 
0088: $7824 = 576@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_6760 
if 
05A5:   is_area_center $7575 $7576 scale 32.0 44.0 overlaping_area_center 273@(682@,101f) 374@(682@,101f) scale 32.0 32.0 
else_jump @GRAV_6760 
273@(682@,101f) = 999.0 
if 
   not $7589 == 1 
else_jump @GRAV_6623 
58@ += 10 
$7584 += 1 
$7589 -= 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1071 
jump @GRAV_6744 

:GRAV_6623
005C: 58@ += $7584 // (int) 
$7609 /= 100 
005C: 58@ += $7609 // (int) 
$7584 = 0 
$7586 += 1 
0085: 59@ = 58@ // (int) 
0062: 59@ -= 60@ // (int) 
0085: 60@ = 59@ // (int) 
if 
  59@ > 665 
else_jump @GRAV_6730 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
55@ += 1 

:GRAV_6730
$7583 = 1 
40@ = 0 

:GRAV_6744
273@(682@,101f) = -999.0 
return 

:GRAV_6760
682@ += 1 
jump @GRAV_6407 

:GRAV_6774
682@ = 0 

:GRAV_6781
if and
  51 > 682@ 
   not 475@(682@,101f) == 999.0 
else_jump @GRAV_7209 
0088: $7824 = 576@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_7195 
if 
05A5:   is_area_center $7575 $7576 scale 32.0 44.0 overlaping_area_center 475@(682@,101f) 576@(682@,101f) scale 96.0 32.0 
else_jump @GRAV_7188 
0086: $7824 = $7576 // (float) 
$7824 += 12.0 
if 
0027:   576@(682@,101f) > $7824 // (float) 
else_jump @GRAV_7131 
if 
  $7582 == 0 
else_jump @GRAV_7124 
if or
80E1:   not player 0 pressed_key 16 
  0.0 > $7578 
else_jump @GRAV_7124 
0088: $7823 = 475@(682@,101f) // (float) 
$7823 -= 52.0 
if 
8024:   not  $7823 > $7575 // (float) 
else_jump @GRAV_7124 
0088: $7823 = 475@(682@,101f) // (float) 
$7823 += 52.0 
if 
8024:   not  $7575 > $7823 // (float) 
else_jump @GRAV_7124 
$7578 *= -0.1 
0088: $7576 = 576@(682@,101f) // (float) 
$7576 -= 38.0 
$7582 = 1 

:GRAV_7124
jump @GRAV_7181 

:GRAV_7131
$7577 *= -0.5 
$7578 *= -0.5 
$7576 += 4.0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1072 

:GRAV_7181
jump @GRAV_7195 

:GRAV_7188
$7582 = 0 

:GRAV_7195
682@ += 1 
jump @GRAV_6781 

:GRAV_7209
682@ = 0 

:GRAV_7216
if and
  100 > 682@ 
   not 71@(682@,101f) == 999.0 
else_jump @GRAV_7407 
0088: $7824 = 172@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_7393 
if 
05A5:   is_area_center $7575 $7576 scale 32.0 44.0 overlaping_area_center 71@(682@,101f) 172@(682@,101f) scale 128.0 40.0 
else_jump @GRAV_7393 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1070 
64@ = 0 
51@ = 0 
40@ = 0 

:GRAV_7393
682@ += 1 
jump @GRAV_7216 

:GRAV_7407
return 

:GRAV_7409
fade 0 0 

:GRAV_7415
if 
fading 
else_jump @GRAV_7453 
gosub @GRAV_10740 
gosub @GRAV_10958 
wait 0 
jump @GRAV_7415 

:GRAV_7453
682@ = 0 
0084: $7587 = $7586 // (int) 
$7587 += 1 
$7587 *= 10 
if 
  $7587 > 50 
else_jump @GRAV_7507 
$7587 = 50 

:GRAV_7507
if 
001E:   $7587 > 682@ // (int) 
else_jump @GRAV_7691 
0209: $7695 = random_int_in_ranges 2 7 
$7695 *= 80 
008D: $7823 = integer $7695 to_float 
0209: $7588 = random_int_in_ranges 0 30 
$7588 *= 128 
0089: 71@(682@,101f) = $7823 // (float) 
008F: 172@(682@,101f) = integer $7588 to_float 
682@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 63@ = $7586 // (int) 
63@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 63@  // LEVEL ~1~
gosub @GRAV_10958 
wait 0 
jump @GRAV_7507 

:GRAV_7691
71@(682@,101f) = 999.0 
172@(682@,101f) = 999.0 
682@ = 0 

:GRAV_7726
if 
001E:   $7587 > 682@ // (int) 
else_jump @GRAV_7958 
0209: $7695 = random_int_in_ranges 2 7 
$7695 *= 80 
008D: $7823 = integer $7695 to_float 
0209: $7588 = random_int_in_ranges 0 32 
$7588 *= 128 
$7588 += 64 
0089: 273@(682@,101f) = $7823 // (float) 
008F: 374@(682@,101f) = integer $7588 to_float 
$7823 -= 48.0 
$7588 += 32 
0089: 475@(682@,101f) = $7823 // (float) 
008F: 576@(682@,101f) = integer $7588 to_float 
682@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 63@ = $7586 // (int) 
63@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 63@  // LEVEL ~1~
gosub @GRAV_10958 
wait 0 
jump @GRAV_7726 

:GRAV_7958
273@(682@,101f) = 999.0 
374@(682@,101f) = 999.0 
475@(682@,101f) = 999.0 
576@(682@,101f) = 999.0 
0084: $7585 = $7587 // (int) 
0084: $7589 = $7585 // (int) 
008B: 682@ = $7587 // (int) 
71@(682@,101f) = 52.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 164.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 268.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 372.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 476.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 580.0 
172@(682@,101f) = 4096.0 
682@ += 1 
71@(682@,101f) = 52.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 164.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 268.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 372.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 476.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 580.0 
172@(682@,101f) = 0.0 
682@ += 1 
71@(682@,101f) = 999.0 
172@(682@,101f) = 999.0 
return 

:GRAV_8488
if 
  51@ == 1 
else_jump @GRAV_8846 
if 
  50.0 > $7575 
else_jump @GRAV_8537 
$7575 = 50.0 

:GRAV_8537
if 
  $7575 > 590.0 
else_jump @GRAV_8568 
$7575 = 590.0 

:GRAV_8568
if or
00E1:   player 0 pressed_key 16 
0A51:   is_widget_pressed 37 
else_jump @GRAV_8655 
if 
  $7582 == 1 
else_jump @GRAV_8624 
$7582 = 0 
0078: $7578 += frame_delta_time * 1.0 // (float) 

:GRAV_8624
if 
  20.0 > $7578 
else_jump @GRAV_8655 
0078: $7578 += frame_delta_time * 0.1 // (float) 

:GRAV_8655
if 
00E1:   player 0 pressed_key 14 
else_jump @GRAV_8721 
if 
  $7582 == 0 
else_jump @GRAV_8721 
if 
  $7578 > 0.0 
else_jump @GRAV_8721 
007E: $7578 -= frame_delta_time * 0.05 // (float) 

:GRAV_8721
0086: $7823 = $7577 // (float) 
$7823 /= 16.0 
0080: $7577 -= frame_delta_time * $7823 // (float) 
008F: 683@ = integer $1022 to_float 
0088: $7823 = 683@ // (float) 
$7823 /= 512.0 
007A: $7577 += frame_delta_time * $7823 // (float) 
007A: $7575 += frame_delta_time * $7577 // (float) 
if 
  $7582 == 0 
else_jump @GRAV_8838 
if 
  $7578 > -20.0 
else_jump @GRAV_8838 
007E: $7578 -= frame_delta_time * 0.05 // (float) 

:GRAV_8838
0080: $7576 -= frame_delta_time * $7578 // (float) 

:GRAV_8846
return 

:GRAV_8848
gosub @GRAV_10740 
682@ = 0 

:GRAV_8862
if and
  100 > 682@ 
   not 71@(682@,101f) == 999.0 
else_jump @GRAV_8995 
0088: $7824 = 172@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_8981 
038D: draw_texture 10 position 71@(682@,101f) $7824 size 128.0 64.0 RGBA 150 150 150 255 

:GRAV_8981
682@ += 1 
jump @GRAV_8862 

:GRAV_8995
682@ = 0 

:GRAV_9002
if and
  100 > 682@ 
   not 273@(682@,101f) == 999.0 
else_jump @GRAV_9135 
0088: $7824 = 374@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_9121 
038D: draw_texture 6 position 273@(682@,101f) $7824 size 32.0 32.0 RGBA 150 150 150 255 

:GRAV_9121
682@ += 1 
jump @GRAV_9002 

:GRAV_9135
682@ = 0 

:GRAV_9142
if and
  100 > 682@ 
   not 475@(682@,101f) == 999.0 
else_jump @GRAV_9275 
0088: $7824 = 576@(682@,101f) // (float) 
0061: $7824 -= $7822 // (float) 
if and
  $7824 > -64.0 
  480.0 > $7824 
else_jump @GRAV_9261 
038D: draw_texture 5 position 475@(682@,101f) $7824 size 128.0 32.0 RGBA 150 150 150 255 

:GRAV_9261
682@ += 1 
jump @GRAV_9142 

:GRAV_9275
0086: $7823 = $7575 // (float) 
0061: $7823 -= $7821 // (float) 
0086: $7824 = $7576 // (float) 
0061: $7824 -= $7822 // (float) 
if 
  51@ == 1 
else_jump @GRAV_9451 
if and
80E1:   not player 0 pressed_key 16 
8A51:   not is_widget_pressed 37 
else_jump @GRAV_9388 
074B: draw_texture 12 position $7823 $7824 scale 48.0 48.0 angle 47@ color_RGBA 150 150 150 255 
jump @GRAV_9444 

:GRAV_9388
074B: draw_texture $7590 position $7823 $7824 scale 48.0 48.0 angle 47@ color_RGBA 150 150 150 255 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1167 

:GRAV_9444
jump @GRAV_9522 

:GRAV_9451
if 
  51@ == 2 
else_jump @GRAV_9522 
074B: draw_texture 4 position $7823 $7824 scale 48.0 48.0 angle 180.0 color_RGBA 150 150 150 255 
007A: $7575 += frame_delta_time * $7577 // (float) 
007A: $7576 += frame_delta_time * $7578 // (float) 

:GRAV_9522
return 

:GRAV_9524
0086: $7824 = $7576 // (float) 
0061: $7824 -= $7822 // (float) 
if 
  200.0 > $7824 
else_jump @GRAV_9587 
$7825 = 200.0 
0061: $7825 -= $7824 // (float) 
0061: $7822 -= $7825 // (float) 

:GRAV_9587
if 
  $7824 > 300.0 
else_jump @GRAV_9634 
0086: $7825 = $7824 // (float) 
$7825 -= 300.0 
0059: $7822 += $7825 // (float) 

:GRAV_9634
return 

:GRAV_9636
$7781 = 9 
$7782 = 0 
$7783 = 1 

:GRAV_9657
if and
  $7781 >= 0 
  $7783 == 1 
else_jump @GRAV_9755 
if 
001F:   58@ > $3529($7781,10i) // (int) 
else_jump @GRAV_9741 
$7781 -= 1 
$7782 = 1 
0084: $7786 = $7599 // (int) 
$7696 = 1 
jump @GRAV_9748 

:GRAV_9741
$7783 = 0 

:GRAV_9748
jump @GRAV_9657 

:GRAV_9755
if 
  $7782 == 1 
else_jump @GRAV_9952 
$7781 += 1 
$7784 = 9 
$7785 = 8 

:GRAV_9794
if 
002C:   $7785 >= $7781 // (int) 
else_jump @GRAV_9914 
05A9: $3469($7784,10s) = $3469($7785,10s) // s$ 
05A9: $3489($7784,10s) = $3489($7785,10s) // s$ 
05A9: $3509($7784,10s) = $3509($7785,10s) // s$ 
0084: $3539($7784,10i) = $3539($7785,10i) // (int) 
0084: $3529($7784,10i) = $3529($7785,10i) // (int) 
$7784 -= 1 
$7785 -= 1 
jump @GRAV_9794 

:GRAV_9914
008A: $3529($7781,10i) = 58@ // (int) 
0084: $3539($7781,10i) = $7586 // (int) 
$7787 = 0 
$7693 = 10 

:GRAV_9952
return 

:GRAV_9954
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if and
  $1021 == 0 
80E1:   not player 0 pressed_key 16 
8A51:   not is_widget_pressed 37 
else_jump @GRAV_10005 
$7694 = 0 

:GRAV_10005
if 
  $7787 == 0 
else_jump @GRAV_10265 
05A9: $3469($7781,10s) = $7619($7693,37s) // s$ 
05A9: $3489($7781,10s) = s$7619[10] // s$ 
05A9: $3509($7781,10s) = s$7619[10] // s$ 
if 
  $7694 == 0 
else_jump @GRAV_10265 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @GRAV_10152 
if 
  36 > $7693 
else_jump @GRAV_10138 
$7693 += 1 
jump @GRAV_10145 

:GRAV_10138
$7693 = 0 

:GRAV_10145
$7694 = 1 

:GRAV_10152
if or
  $1021 == 2 
  $1021 == 3 
else_jump @GRAV_10223 
if 
  $7693 > 0 
else_jump @GRAV_10209 
$7693 -= 1 
jump @GRAV_10216 

:GRAV_10209
$7693 = 36 

:GRAV_10216
$7694 = 1 

:GRAV_10223
if or
00E1:   player 0 pressed_key 16 
0A51:   is_widget_pressed 37 
else_jump @GRAV_10265 
$7693 = 10 
$7787 = 1 
$7694 = 1 

:GRAV_10265
if 
  $7787 == 1 
else_jump @GRAV_10501 
05A9: $3489($7781,10s) = $7619($7693,37s) // s$ 
if 
  $7694 == 0 
else_jump @GRAV_10501 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @GRAV_10388 
if 
  36 > $7693 
else_jump @GRAV_10374 
$7693 += 1 
jump @GRAV_10381 

:GRAV_10374
$7693 = 0 

:GRAV_10381
$7694 = 1 

:GRAV_10388
if or
  $1021 == 2 
  $1021 == 3 
else_jump @GRAV_10459 
if 
  $7693 > 0 
else_jump @GRAV_10445 
$7693 -= 1 
jump @GRAV_10452 

:GRAV_10445
$7693 = 36 

:GRAV_10452
$7694 = 1 

:GRAV_10459
if or
00E1:   player 0 pressed_key 16 
0A51:   is_widget_pressed 37 
else_jump @GRAV_10501 
$7693 = 10 
$7787 = 2 
$7694 = 1 

:GRAV_10501
if 
  $7787 == 2 
else_jump @GRAV_10738 
05A9: $3509($7781,10s) = $7619($7693,37s) // s$ 
if 
  $7694 == 0 
else_jump @GRAV_10738 
if or
  $1021 == 1 
  $1021 == 4 
else_jump @GRAV_10624 
if 
  36 > $7693 
else_jump @GRAV_10610 
$7693 += 1 
jump @GRAV_10617 

:GRAV_10610
$7693 = 0 

:GRAV_10617
$7694 = 1 

:GRAV_10624
if or
  $1021 == 2 
  $1021 == 3 
else_jump @GRAV_10695 
if 
  $7693 > 0 
else_jump @GRAV_10681 
$7693 -= 1 
jump @GRAV_10688 

:GRAV_10681
$7693 = 36 

:GRAV_10688
$7694 = 1 

:GRAV_10695
if or
00E1:   player 0 pressed_key 16 
0A51:   is_widget_pressed 37 
else_jump @GRAV_10738 
$7787 = 3 
$7694 = 1 
0084: $7786 = $7600 // (int) 

:GRAV_10738
return 

:GRAV_10740
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
return 

:GRAV_10958
gosub @LITCAS_308 
038D: draw_texture 7 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:GRAV_11003
$7700 = 0 

:GRAV_11010
if 
  10 > $7700 
else_jump @GRAV_11175 
gosub @GRAV_5683 
033E: set_draw_text_position $7701($7700,10f) $7741($7700,10f) GXT $3469($7700,10s) 
gosub @GRAV_5683 
033E: set_draw_text_position $7711($7700,10f) $7751($7700,10f) GXT $3489($7700,10s) 
gosub @GRAV_5683 
033E: set_draw_text_position $7721($7700,10f) $7761($7700,10f) GXT $3509($7700,10s) 
gosub @GRAV_5683 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $7731($7700,10f) $7771($7700,10f) GXT 'GRAV_LV' number $3529($7700,10i)  // ~1~
$7700 += 1 
jump @GRAV_11010 

:GRAV_11175
gosub @GRAV_5683 
033E: set_draw_text_position 320.0 64.0 GXT 'GRAV_2F'  // HI-SCORE
if and
  55@ == 0 
  $7696 == 1 
else_jump @GRAV_11614 
if 
  $7787 == 0 
else_jump @GRAV_11295 
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $7701($7781,10f) $7741($7781,10f) GXT $3469($7781,10s) 
jump @GRAV_11338 

:GRAV_11295
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $7701($7781,10f) $7741($7781,10f) GXT $3469($7781,10s) 

:GRAV_11338
if 
  $7787 == 1 
else_jump @GRAV_11405 
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $7711($7781,10f) $7751($7781,10f) GXT $3489($7781,10s) 
jump @GRAV_11448 

:GRAV_11405
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $7711($7781,10f) $7751($7781,10f) GXT $3489($7781,10s) 

:GRAV_11448
if 
  $7787 == 2 
else_jump @GRAV_11515 
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $7721($7781,10f) $7761($7781,10f) GXT $3509($7781,10s) 
jump @GRAV_11558 

:GRAV_11515
gosub @GRAV_5683 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $7721($7781,10f) $7761($7781,10f) GXT $3509($7781,10s) 

:GRAV_11558
gosub @GRAV_5683 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 128 0 255 
045A: draw_text_1number $7731($7781,10f) $7771($7781,10f) GXT 'GRAV_LV' number $3529($7781,10i)  // ~1~

:GRAV_11614
return 

:GRAV_11616
0209: $7790 = random_int_in_ranges 1 30 
if 
  $7790 == 1 
else_jump @GRAV_11718 
if 
  $7792 == 0 
else_jump @GRAV_11711 
05A9: $3469($7789,10s) = s$7619[23] // s$ 
05A9: $3489($7789,10s) = s$7619[15] // s$ 
05A9: $3509($7789,10s) = s$7619[36] // s$ 
$7792 = 1 
jump @GRAV_11718 

:GRAV_11711
jump @GRAV_11616 

:GRAV_11718
if 
  $7790 == 2 
else_jump @GRAV_11811 
if 
  $7793 == 0 
else_jump @GRAV_11804 
05A9: $3469($7789,10s) = s$7619[18] // s$ 
05A9: $3489($7789,10s) = s$7619[22] // s$ 
05A9: $3509($7789,10s) = s$7619[34] // s$ 
$7793 = 1 
jump @GRAV_11811 

:GRAV_11804
jump @GRAV_11616 

:GRAV_11811
if 
  $7790 == 3 
else_jump @GRAV_11904 
if 
  $7794 == 0 
else_jump @GRAV_11897 
05A9: $3469($7789,10s) = s$7619[32] // s$ 
05A9: $3489($7789,10s) = s$7619[18] // s$ 
05A9: $3509($7789,10s) = s$7619[21] // s$ 
$7794 = 1 
jump @GRAV_11904 

:GRAV_11897
jump @GRAV_11616 

:GRAV_11904
if 
  $7790 == 4 
else_jump @GRAV_11997 
if 
  $7795 == 0 
else_jump @GRAV_11990 
05A9: $3469($7789,10s) = s$7619[12] // s$ 
05A9: $3489($7789,10s) = s$7619[20] // s$ 
05A9: $3509($7789,10s) = s$7619[27] // s$ 
$7795 = 1 
jump @GRAV_11997 

:GRAV_11990
jump @GRAV_11616 

:GRAV_11997
if 
  $7790 == 5 
else_jump @GRAV_12090 
if 
  $7796 == 0 
else_jump @GRAV_12083 
05A9: $3469($7789,10s) = s$7619[13] // s$ 
05A9: $3489($7789,10s) = s$7619[11] // s$ 
05A9: $3509($7789,10s) = s$7619[25] // s$ 
$7796 = 1 
jump @GRAV_12090 

:GRAV_12083
jump @GRAV_11616 

:GRAV_12090
if 
  $7790 == 6 
else_jump @GRAV_12183 
if 
  $7797 == 0 
else_jump @GRAV_12176 
05A9: $3469($7789,10s) = s$7619[13] // s$ 
05A9: $3489($7789,10s) = s$7619[10] // s$ 
05A9: $3509($7789,10s) = s$7619[31] // s$ 
$7797 = 1 
jump @GRAV_12183 

:GRAV_12176
jump @GRAV_11616 

:GRAV_12183
if 
  $7790 == 7 
else_jump @GRAV_12276 
if 
  $7798 == 0 
else_jump @GRAV_12269 
05A9: $3469($7789,10s) = s$7619[13] // s$ 
05A9: $3489($7789,10s) = s$7619[24] // s$ 
05A9: $3509($7789,10s) = s$7619[13] // s$ 
$7798 = 1 
jump @GRAV_12276 

:GRAV_12269
jump @GRAV_11616 

:GRAV_12276
if 
  $7790 == 8 
else_jump @GRAV_12369 
if 
  $7799 == 0 
else_jump @GRAV_12362 
05A9: $3469($7789,10s) = s$7619[28] // s$ 
05A9: $3489($7789,10s) = s$7619[19] // s$ 
05A9: $3509($7789,10s) = s$7619[21] // s$ 
$7799 = 1 
jump @GRAV_12369 

:GRAV_12362
jump @GRAV_11616 

:GRAV_12369
if 
  $7790 == 9 
else_jump @GRAV_12462 
if 
  $7800 == 0 
else_jump @GRAV_12455 
05A9: $3469($7789,10s) = s$7619[28] // s$ 
05A9: $3489($7789,10s) = s$7619[29] // s$ 
05A9: $3509($7789,10s) = s$7619[14] // s$ 
$7800 = 1 
jump @GRAV_12462 

:GRAV_12455
jump @GRAV_11616 

:GRAV_12462
if 
  $7790 == 10 
else_jump @GRAV_12555 
if 
  $7801 == 0 
else_jump @GRAV_12548 
05A9: $3469($7789,10s) = s$7619[19] // s$ 
05A9: $3489($7789,10s) = s$7619[30] // s$ 
05A9: $3509($7789,10s) = s$7619[13] // s$ 
$7801 = 1 
jump @GRAV_12555 

:GRAV_12548
jump @GRAV_11616 

:GRAV_12555
if 
  $7790 == 11 
else_jump @GRAV_12648 
if 
  $7802 == 0 
else_jump @GRAV_12641 
05A9: $3469($7789,10s) = s$7619[20] // s$ 
05A9: $3489($7789,10s) = s$7619[22] // s$ 
05A9: $3509($7789,10s) = s$7619[11] // s$ 
$7802 = 1 
jump @GRAV_12648 

:GRAV_12641
jump @GRAV_11616 

:GRAV_12648
if 
  $7790 == 12 
else_jump @GRAV_12741 
if 
  $7803 == 0 
else_jump @GRAV_12734 
05A9: $3469($7789,10s) = s$7619[16] // s$ 
05A9: $3489($7789,10s) = s$7619[28] // s$ 
05A9: $3509($7789,10s) = s$7619[32] // s$ 
$7803 = 1 
jump @GRAV_12741 

:GRAV_12734
jump @GRAV_11616 

:GRAV_12741
if 
  $7790 == 13 
else_jump @GRAV_12834 
if 
  $7804 == 0 
else_jump @GRAV_12827 
05A9: $3469($7789,10s) = s$7619[13] // s$ 
05A9: $3489($7789,10s) = s$7619[28] // s$ 
05A9: $3509($7789,10s) = s$7619[32] // s$ 
$7804 = 1 
jump @GRAV_12834 

:GRAV_12827
jump @GRAV_11616 

:GRAV_12834
if 
  $7790 == 14 
else_jump @GRAV_12927 
if 
  $7805 == 0 
else_jump @GRAV_12920 
05A9: $3469($7789,10s) = s$7619[32] // s$ 
05A9: $3489($7789,10s) = s$7619[13] // s$ 
05A9: $3509($7789,10s) = s$7619[34] // s$ 
$7805 = 1 
jump @GRAV_12927 

:GRAV_12920
jump @GRAV_11616 

:GRAV_12927
if 
  $7790 == 15 
else_jump @GRAV_13020 
if 
  $7806 == 0 
else_jump @GRAV_13013 
05A9: $3469($7789,10s) = s$7619[16] // s$ 
05A9: $3489($7789,10s) = s$7619[10] // s$ 
05A9: $3509($7789,10s) = s$7619[35] // s$ 
$7806 = 1 
jump @GRAV_13020 

:GRAV_13013
jump @GRAV_11616 

:GRAV_13020
if 
  $7790 == 16 
else_jump @GRAV_13113 
if 
  $7807 == 0 
else_jump @GRAV_13106 
05A9: $3469($7789,10s) = s$7619[32] // s$ 
05A9: $3489($7789,10s) = s$7619[10] // s$ 
05A9: $3509($7789,10s) = s$7619[35] // s$ 
$7807 = 1 
jump @GRAV_13113 

:GRAV_13106
jump @GRAV_11616 

:GRAV_13113
if 
  $7790 == 17 
else_jump @GRAV_13206 
if 
  $7808 == 0 
else_jump @GRAV_13199 
05A9: $3469($7789,10s) = s$7619[20] // s$ 
05A9: $3489($7789,10s) = s$7619[18] // s$ 
05A9: $3509($7789,10s) = s$7619[23] // s$ 
$7808 = 1 
jump @GRAV_13206 

:GRAV_13199
jump @GRAV_11616 

:GRAV_13206
if 
  $7790 == 18 
else_jump @GRAV_13299 
if 
  $7809 == 0 
else_jump @GRAV_13292 
05A9: $3469($7789,10s) = s$7619[11] // s$ 
05A9: $3489($7789,10s) = s$7619[14] // s$ 
05A9: $3509($7789,10s) = s$7619[10] // s$ 
$7809 = 1 
jump @GRAV_13299 

:GRAV_13292
jump @GRAV_11616 

:GRAV_13299
if 
  $7790 == 19 
else_jump @GRAV_13392 
if 
  $7810 == 0 
else_jump @GRAV_13385 
05A9: $3469($7789,10s) = s$7619[11] // s$ 
05A9: $3489($7789,10s) = s$7619[10] // s$ 
05A9: $3509($7789,10s) = s$7619[33] // s$ 
$7810 = 1 
jump @GRAV_13392 

:GRAV_13385
jump @GRAV_11616 

:GRAV_13392
if 
  $7790 == 20 
else_jump @GRAV_13485 
if 
  $7811 == 0 
else_jump @GRAV_13478 
05A9: $3469($7789,10s) = s$7619[21] // s$ 
05A9: $3489($7789,10s) = s$7619[24] // s$ 
05A9: $3509($7789,10s) = s$7619[30] // s$ 
$7811 = 1 
jump @GRAV_13485 

:GRAV_13478
jump @GRAV_11616 

:GRAV_13485
if 
  $7790 == 21 
else_jump @GRAV_13578 
if 
  $7812 == 0 
else_jump @GRAV_13571 
05A9: $3469($7789,10s) = s$7619[19] // s$ 
05A9: $3489($7789,10s) = s$7619[23] // s$ 
05A9: $3509($7789,10s) = s$7619[24] // s$ 
$7812 = 1 
jump @GRAV_13578 

:GRAV_13571
jump @GRAV_11616 

:GRAV_13578
if 
  $7790 == 22 
else_jump @GRAV_13671 
if 
  $7813 == 0 
else_jump @GRAV_13664 
05A9: $3469($7789,10s) = s$7619[22] // s$ 
05A9: $3489($7789,10s) = s$7619[34] // s$ 
05A9: $3509($7789,10s) = s$7619[29] // s$ 
$7813 = 1 
jump @GRAV_13671 

:GRAV_13664
jump @GRAV_11616 

:GRAV_13671
if 
  $7790 == 23 
else_jump @GRAV_13764 
if 
  $7814 == 0 
else_jump @GRAV_13757 
05A9: $3469($7789,10s) = s$7619[13] // s$ 
05A9: $3489($7789,10s) = s$7619[14] // s$ 
05A9: $3509($7789,10s) = s$7619[15] // s$ 
$7814 = 1 
jump @GRAV_13764 

:GRAV_13757
jump @GRAV_11616 

:GRAV_13764
if 
  $7790 == 24 
else_jump @GRAV_13857 
if 
  $7815 == 0 
else_jump @GRAV_13850 
05A9: $3469($7789,10s) = s$7619[20] // s$ 
05A9: $3489($7789,10s) = s$7619[17] // s$ 
05A9: $3509($7789,10s) = s$7619[35] // s$ 
$7815 = 1 
jump @GRAV_13857 

:GRAV_13850
jump @GRAV_11616 

:GRAV_13857
if 
  $7790 == 25 
else_jump @GRAV_13950 
if 
  $7816 == 0 
else_jump @GRAV_13943 
05A9: $3469($7789,10s) = s$7619[22] // s$ 
05A9: $3489($7789,10s) = s$7619[14] // s$ 
05A9: $3509($7789,10s) = s$7619[24] // s$ 
$7816 = 1 
jump @GRAV_13950 

:GRAV_13943
jump @GRAV_11616 

:GRAV_13950
if 
  $7790 == 26 
else_jump @GRAV_14043 
if 
  $7817 == 0 
else_jump @GRAV_14036 
05A9: $3469($7789,10s) = s$7619[16] // s$ 
05A9: $3489($7789,10s) = s$7619[15] // s$ 
05A9: $3509($7789,10s) = s$7619[32] // s$ 
$7817 = 1 
jump @GRAV_14043 

:GRAV_14036
jump @GRAV_11616 

:GRAV_14043
if 
  $7790 == 27 
else_jump @GRAV_14136 
if 
  $7818 == 0 
else_jump @GRAV_14129 
05A9: $3469($7789,10s) = s$7619[32] // s$ 
05A9: $3489($7789,10s) = s$7619[27] // s$ 
05A9: $3509($7789,10s) = s$7619[22] // s$ 
$7818 = 1 
jump @GRAV_14136 

:GRAV_14129
jump @GRAV_11616 

:GRAV_14136
if 
  $7790 == 28 
else_jump @GRAV_14229 
if 
  $7819 == 0 
else_jump @GRAV_14222 
05A9: $3469($7789,10s) = s$7619[10] // s$ 
05A9: $3489($7789,10s) = s$7619[36] // s$ 
05A9: $3509($7789,10s) = s$7619[32] // s$ 
$7819 = 1 
jump @GRAV_14229 

:GRAV_14222
jump @GRAV_11616 

:GRAV_14229
if 
  $7790 == 29 
else_jump @GRAV_14322 
if 
  $7820 == 0 
else_jump @GRAV_14315 
05A9: $3469($7789,10s) = s$7619[27] // s$ 
05A9: $3489($7789,10s) = s$7619[18] // s$ 
05A9: $3509($7789,10s) = s$7619[12] // s$ 
$7820 = 1 
jump @GRAV_14322 

:GRAV_14315
jump @GRAV_11616 

:GRAV_14322
return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

:OTB
gosub @OTB_16 
gosub @OTB_12480 
end_thread 

:OTB_16
$ONMISSION = 1 
thread 'OTB' 
wait 0 
054C: use_GXT_table 'OTB' 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: load_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: load_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIDERDOT" as 4 // Load dictionary with 0390 first 
038F: load_texture "GOLDRIM" as 5 // Load dictionary with 0390 first 
038F: load_texture "GREENBG" as 6 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: load_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: load_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACINGSCREENBG" as 12 // Load dictionary with 0390 first 
038F: load_texture "RACINGHEADER" as 13 // Load dictionary with 0390 first 
48@ = 42 
53@ = 96 
58@ = 228 
49@ = 209 
54@ = 116 
59@ = 116 
50@ = 222 
55@ = 185 
60@ = 103 
51@ = 133 
56@ = 65 
61@ = 190 
52@ = 65 
57@ = 190 
62@ = 151 
63@ = 50.0 
64@ = 225.0 
65@ = 165.0 
0087: 66@ = 65@ // (float) 
005B: 66@ += 63@ // (float) 
0087: 67@ = 66@ // (float) 
005B: 67@ += 63@ // (float) 
0087: 68@ = 67@ // (float) 
005B: 68@ += 63@ // (float) 
0087: 69@ = 68@ // (float) 
005B: 69@ += 63@ // (float) 
74@ = 82.0 
75@ = 40.0 
76@ = 448.0 
84@ = 200.0 
0087: 77@ = 76@ // (float) 
005B: 77@ += 74@ // (float) 
0087: 85@ = 84@ // (float) 
0087: 78@ = 76@ // (float) 
0087: 86@ = 84@ // (float) 
005B: 86@ += 75@ // (float) 
0087: 79@ = 76@ // (float) 
005B: 79@ += 74@ // (float) 
0087: 87@ = 84@ // (float) 
005B: 87@ += 75@ // (float) 
0087: 80@ = 78@ // (float) 
0087: 88@ = 86@ // (float) 
005B: 88@ += 75@ // (float) 
0087: 81@ = 80@ // (float) 
005B: 81@ += 74@ // (float) 
0087: 89@ = 88@ // (float) 
0087: 82@ = 80@ // (float) 
0087: 90@ = 88@ // (float) 
005B: 90@ += 75@ // (float) 
0087: 83@ = 80@ // (float) 
005B: 83@ += 74@ // (float) 
0087: 91@ = 88@ // (float) 
005B: 91@ += 75@ // (float) 
92@ = 510.0702 
93@ = 385.0263 
108@ = 0 
109@ = 0 
489@ = 0 

:OTB_691
if 
  14 > 489@ 
else_jump @OTB_734 
94@(489@,14i) = 0 
489@ += 1 
jump @OTB_691 

:OTB_734
94@ = 1 
110@ = 1 
111@ = 1 
112@ = 1 
113@ = 1 
114@ = 1 
115@ = 1 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 5 
121@ = 25 
122@ = 100 
123@ = 250 
124@ = 1000 
125@ = 5000 
126@ = 10000 
05AA: 128@s = 'HORS__1' // @s = 'short'  // Rocinante
05AA: 130@s = 'HORS__2' // @s = 'short'  // Little Bishop
05AA: 132@s = 'HORS__3' // @s = 'short'  // Schlong Odds
05AA: 134@s = 'HORS__4' // @s = 'short'  // Money Shot
05AA: 136@s = 'HORS__5' // @s = 'short'  // Crack Horse
05AA: 138@s = 'HORS__6' // @s = 'short'  // Buckmelad
05AA: 140@s = 'HORS__7' // @s = 'short'  // Skittery Trots
05AA: 142@s = 'HORS__8' // @s = 'short'  // Pebbledash
05AA: 144@s = 'HORS__9' // @s = 'short'  // Neigh Bother
05AA: 146@s = 'HORS_10' // @s = 'short'  // Pillow Biter
05AA: 148@s = 'HORS_11' // @s = 'short'  // Hot Pants
05AA: 150@s = 'HORS_12' // @s = 'short'  // Dong Johnson
05AA: 152@s = 'HORS_13' // @s = 'short'  // Reef's Folly
05AA: 154@s = 'HORS_14' // @s = 'short'  // Falkirk Boy
05AA: 156@s = 'HORS_15' // @s = 'short'  // No Wasps
05AA: 158@s = 'HORS_16' // @s = 'short'  // Jackson's Lad
05AA: 160@s = 'HORS_17' // @s = 'short'  // Ring of Fire
05AA: 162@s = 'HORS_18' // @s = 'short'  // Kelly's Boy
05AA: 164@s = 'HORS_19' // @s = 'short'  // Peking Twister
05AA: 166@s = 'HORS_20' // @s = 'short'  // Spam Javelin
05AA: 168@s = 'HORS_21' // @s = 'short'  // Love Torpedo
05AA: 170@s = 'HORS_22' // @s = 'short'  // Mary Hinge
05AA: 172@s = 'HORS_23' // @s = 'short'  // Billy Sastard
05AA: 174@s = 'HORS_24' // @s = 'short'  // Clown's Pocket
05AA: 176@s = 'HORS_25' // @s = 'short'  // Wizard's Sleeve
05AA: 178@s = 'HORS_26' // @s = 'short'  // Bolt Shooter
05AA: 180@s = 'HORS_27' // @s = 'short'  // Panhandle
05AA: 182@s = 'HORS_28' // @s = 'short'  // Dundee Ned
05AA: 184@s = 'HORS_29' // @s = 'short'  // Collar & Cuffs
05AA: 186@s = 'HORS_30' // @s = 'short'  // Mouse's Ear
05AA: 188@s = 'HORS_31' // @s = 'short'  // Biffin's Bridge
05AA: 190@s = 'HORS_32' // @s = 'short'  // Pebble Dasher
05AA: 192@s = 'HORS_33' // @s = 'short'  // Love Truncheon
05AA: 194@s = 'HORS_34' // @s = 'short'  // Silvery Tear
05AA: 196@s = 'HORS_35' // @s = 'short'  // Beanflicker
05AA: 198@s = 'HORS_36' // @s = 'short'  // Backdoor Bandit
05AA: 200@s = 'HORS_37' // @s = 'short'  // Ginger Witch
05AA: 202@s = 'HORS_38' // @s = 'short'  // Knob Polisher
05AA: 204@s = 'HORS_39' // @s = 'short'  // Stool Pigeon
05AA: 206@s = 'HORS_40' // @s = 'short'  // Vinegar Stroke
05AA: 208@s = 'HORS_41' // @s = 'short'  // Knuckle Shuffle
05AA: 210@s = 'HORS_42' // @s = 'short'  // Flaps Ahoy
05AA: 212@s = 'HORS_43' // @s = 'short'  // Henrik's Jaw
05AA: 214@s = 'HORS_44' // @s = 'short'  // One-eyed Warrior
05AA: 216@s = 'HORS_45' // @s = 'short'  // Brown Eyed Girl
05AA: 218@s = 'HORS_46' // @s = 'short'  // Handy Shandy
05AA: 220@s = 'HORS_47' // @s = 'short'  // Pearl's Necklace
05AA: 222@s = 'HORS_48' // @s = 'short'  // Wee Crunchie
05AA: 224@s = 'HORS_49' // @s = 'short'  // Mackem Delight
05AA: 226@s = 'HORS_50' // @s = 'short'  // Gypsy's Cat
05AA: 228@s = 'HORS_51' // @s = 'short'  // Fairy Hammok
05AA: 230@s = 'HORS_52' // @s = 'short'  // Yoghurt Cannon
05AA: 232@s = 'HORS_53' // @s = 'short'  // Chocolate Starfish
05AA: 234@s = 'HORS_54' // @s = 'short'  // Dr Boogie
05AA: 236@s = 'HORS_55' // @s = 'short'  // Split Kipper
05AA: 238@s = 'HORS_56' // @s = 'short'  // Camel's Toe
05AA: 240@s = 'HORS_57' // @s = 'short'  // Monkeys Thumb
05AA: 242@s = 'HORS_58' // @s = 'short'  // Slap & Tickle
05AA: 244@s = 'HORS_59' // @s = 'short'  // Ochayethenoo
05AA: 246@s = 'HORS_60' // @s = 'short'  // Love Lips
05AA: 248@s = 'HORS_61' // @s = 'short'  // Sausage Sandwich
05AA: 250@s = 'HORS_62' // @s = 'short'  // Wet Cabbage
05AA: 252@s = 'HORS_63' // @s = 'short'  // Bronx Cheer
05AA: 254@s = 'HORS_64' // @s = 'short'  // The Angry Captain
05AA: 256@s = 'HORS_65' // @s = 'short'  // Beef Bandito
05AA: 258@s = 'HORS_66' // @s = 'short'  // Fingers and Tops
05AA: 260@s = 'HORS_67' // @s = 'short'  // Shatner's Bassoon
05AA: 262@s = 'HORS_68' // @s = 'short'  // Chocolate Channel
05AA: 264@s = 'HORS_69' // @s = 'short'  // Tunnel Tester
05AA: 266@s = 'HORS_70' // @s = 'short'  // Jocks Away
05AA: 268@s = 'HORS_71' // @s = 'short'  // New Jock City
05AA: 270@s = 'HORS_72' // @s = 'short'  // Salt 'n' Sauce
05AA: 272@s = 'HORS_73' // @s = 'short'  // Haway the Lads
05AA: 274@s = 'HORS_74' // @s = 'short'  // Five Finger Splay
05AA: 276@s = 'HORS_75' // @s = 'short'  // Bishop Basher
05AA: 278@s = 'HORS_76' // @s = 'short'  // Scotland Nil
05AA: 280@s = 'HORS_77' // @s = 'short'  // Tummy Squeaker
05AA: 282@s = 'HORS_78' // @s = 'short'  // Tagnut
05AA: 284@s = 'HORS_79' // @s = 'short'  // Dead Lemon
05AA: 286@s = 'HORS_80' // @s = 'short'  // Arthur or Martha
05AA: 288@s = 'HORS_81' // @s = 'short'  // Bankrupt Rage
05AA: 290@s = 'HORS_82' // @s = 'short'  // Jockstar
05AA: 292@s = 'HORS_83' // @s = 'short'  // Smellyama
05AA: 294@s = 'HORS_84' // @s = 'short'  // Fish Supper
05AA: 296@s = 'HORS_85' // @s = 'short'  // Spicy Mushroom
05AA: 298@s = 'HORS_86' // @s = 'short'  // Bronson
05AA: 300@s = 'HORS_87' // @s = 'short'  // Uphill Gardener
05AA: 302@s = 'HORS_88' // @s = 'short'  // Scotland's Shite
05AA: 304@s = 'HORS_89' // @s = 'short'  // Accept the Length
05AA: 306@s = 'HORS_90' // @s = 'short'  // Cock Soup
05AA: 308@s = 'HORS_91' // @s = 'short'  // Flange Spanner
05AA: 310@s = 'HORS_92' // @s = 'short'  // Chunder Munchkin
05AA: 312@s = 'HORS_93' // @s = 'short'  // Stained Rigid
05AA: 314@s = 'HORS_94' // @s = 'short'  // Hardly Flanged
05AA: 316@s = 'HORS_95' // @s = 'short'  // Melancholy Thatch
05AA: 318@s = 'HORS_96' // @s = 'short'  // Holy Colon
05AA: 320@s = 'HORS_97' // @s = 'short'  // Chutney Bunker
05AA: 322@s = 'HORS_98' // @s = 'short'  // Biffen's Bridge
05AA: 324@s = 'HORS_99' // @s = 'short'  // Tunky Packer
05AA: 326@s = 'HORS100' // @s = 'short'  // Pearly Droplets
05AA: 328@s = 'HORS101' // @s = 'short'  // Facial Lancer
05AA: 330@s = 'HORS102' // @s = 'short'  // Cunning Lingus
05AA: 332@s = 'HORS103' // @s = 'short'  // Juice Trigger
05AA: 334@s = 'HORS104' // @s = 'short'  // Syphilitic Meat
05AA: 336@s = 'HORS105' // @s = 'short'  // Venereal Dodger
05AA: 338@s = 'HORS106' // @s = 'short'  // Horse Feathers
05AA: 340@s = 'HORS107' // @s = 'short'  // Rump Rider
05AA: 342@s = 'HORS108' // @s = 'short'  // McTagnut & Fries
05AA: 344@s = 'HORS109' // @s = 'short'  // Dildonut & Burdock
05AA: 346@s = 'HORS110' // @s = 'short'  // Barkers Eggs
05AA: 348@s = 'HORS111' // @s = 'short'  // Cheesy Hornblower
05AA: 350@s = 'HORS112' // @s = 'short'  // Turbot Tornado
05AA: 352@s = 'HORS113' // @s = 'short'  // Cauliflower Arse
05AA: 354@s = 'HORS114' // @s = 'short'  // Air Biscuit
05AA: 356@s = 'HORS115' // @s = 'short'  // Gentlemans Relish
05AA: 358@s = 'HORS116' // @s = 'short'  // Diddy Ride
05AA: 360@s = 'HORS117' // @s = 'short'  // Purple Love
05AA: 362@s = 'HORS118' // @s = 'short'  // Shoot Me
05AA: 364@s = 'HORS119' // @s = 'short'  // Reeves' Revenge
05AA: 366@s = 'HORS120' // @s = 'short'  // Kinnears' Demise
05AA: 368@s = 'HORS121' // @s = 'short'  // Cocoa Shunter
05AA: 370@s = 'HORS122' // @s = 'short'  // Reverse Cowgirl
05AA: 372@s = 'HORS123' // @s = 'short'  // Lord Lucan
05AA: 374@s = 'HORS124' // @s = 'short'  // Pygmies Cocque
05AA: 376@s = 'HORS125' // @s = 'short'  // Jauques Yerlot
05AA: 378@s = 'HORS126' // @s = 'short'  // Saddam's Madam
05AA: 380@s = 'HORS127' // @s = 'short'  // Kohl Bunker
05AA: 382@s = 'HORS128' // @s = 'short'  // Tight Brown
05AA: 384@s = 'HORS129' // @s = 'short'  // Loose Pink
05AA: 386@s = 'HORS130' // @s = 'short'  // Wet Circle
05AA: 388@s = 'HORS131' // @s = 'short'  // Axe Wound
05AA: 390@s = 'HORS132' // @s = 'short'  // Donner's Kebab
05AA: 392@s = 'HORS133' // @s = 'short'  // Funbags
05AA: 394@s = 'HORS134' // @s = 'short'  // That's Bollocks
05AA: 396@s = 'HORS135' // @s = 'short'  // Cryptorchid
05AA: 398@s = 'HORS136' // @s = 'short'  // Neutered Nik
05AA: 400@s = 'HORS137' // @s = 'short'  // Duthie's Boy
05AA: 402@s = 'HORS138' // @s = 'short'  // Run Away Jay
05AA: 404@s = 'HORS139' // @s = 'short'  // Chunky Colt
05AA: 406@s = 'HORS140' // @s = 'short'  // Sarwar's Spray
05AA: 408@s = 'HORS141' // @s = 'short'  // Filshie's Filly
05AA: 410@s = 'HORS142' // @s = 'short'  // Mr Winky
05AA: 412@s = 'HORS143' // @s = 'short'  // Lush Gush
05AA: 414@s = 'HORS144' // @s = 'short'  // Gary's Gelding
05AA: 416@s = 'HORS145' // @s = 'short'  // White Hinny
05AA: 418@s = 'HORS146' // @s = 'short'  // Bush Bandit
05AA: 420@s = 'HORS147' // @s = 'short'  // Monkey Puss
05AA: 422@s = 'HORS148' // @s = 'short'  // Tester Turd
05AA: 424@s = 'HORS149' // @s = 'short'  // Perverted Preacher
05AA: 426@s = 'HORS150' // @s = 'short'  // Hairy Dyke
05AA: 428@s = 'HORS151' // @s = 'short'  // Wong's Wang
05AA: 430@s = 'HORS152' // @s = 'short'  // 2nd Hand Sock
05AA: 432@s = 'HORS153' // @s = 'short'  // Weasel Burglar
05AA: 434@s = 'HORS154' // @s = 'short'  // Les Long
05AA: 436@s = 'HORS155' // @s = 'short'  // Priapism Willie
05AA: 438@s = 'HORS156' // @s = 'short'  // Dead Wipe
05AA: 440@s = 'HORS157' // @s = 'short'  // Up The Dumper
05AA: 442@s = 'HORS158' // @s = 'short'  // Sterilized Steed
05AA: 444@s = 'HORS159' // @s = 'short'  // Bloated Bag
05AA: 446@s = 'HORS160' // @s = 'short'  // Duck My Sick
05AA: 448@s = 'HORS161' // @s = 'short'  // Watery Passage
05AA: 450@s = 'HORS162' // @s = 'short'  // Piddle in Perspex
05AA: 452@s = 'HORS163' // @s = 'short'  // Embryo Enticed
05AA: 454@s = 'HORS164' // @s = 'short'  // Barnton Bellbanger
05AA: 456@s = 'HORS165' // @s = 'short'  // Cheesy Chode
05AA: 458@s = 'HORS166' // @s = 'short'  // Love Burglar
05AA: 460@s = 'HORS167' // @s = 'short'  // Lolly's Fern
462@ = -1 
463@ = -1 
464@ = -1 
465@ = -1 
466@ = -1 
0209: 462@ = random_int_in_ranges 0 167 

:OTB_3247
if or
003B:   462@ == 463@ // (int) 
  463@ == -1 
else_jump @OTB_3290 
0209: 463@ = random_int_in_ranges 0 167 
jump @OTB_3247 

:OTB_3290
if or
003B:   462@ == 464@ // (int) 
003B:   463@ == 464@ // (int) 
  464@ == -1 
else_jump @OTB_3341 
0209: 464@ = random_int_in_ranges 0 167 
jump @OTB_3290 

:OTB_3341
if or
003B:   462@ == 465@ // (int) 
003B:   463@ == 465@ // (int) 
003B:   464@ == 465@ // (int) 
  465@ == -1 
else_jump @OTB_3400 
0209: 465@ = random_int_in_ranges 0 167 
jump @OTB_3341 

:OTB_3400
if or
003B:   462@ == 466@ // (int) 
003B:   463@ == 466@ // (int) 
003B:   464@ == 466@ // (int) 
003B:   465@ == 466@ // (int) 
  466@ == -1 
else_jump @OTB_3467 
0209: 466@ = random_int_in_ranges 0 167 
jump @OTB_3400 

:OTB_3467
469@ = 1 
470@ = 1 
471@ = 1 
472@ = 1 
473@ = 1 
467@ = 0 

:OTB_3509
if 
  5 > 467@ 
else_jump @OTB_3618 
468@ = 0 

:OTB_3534
if 
  5 > 468@ 
else_jump @OTB_3604 
if 
001D:   462@(468@,5i) > 462@(467@,5i) // (int) 
else_jump @OTB_3590 
469@(467@,5i) += 1 

:OTB_3590
468@ += 1 
jump @OTB_3534 

:OTB_3604
467@ += 1 
jump @OTB_3509 

:OTB_3618
467@ = 0 

:OTB_3625
if 
  5 > 467@ 
else_jump @OTB_3827 
if 
  469@(467@,5i) == 1 
else_jump @OTB_3677 
0085: 474@ = 462@(467@,5i) // (int) 

:OTB_3677
if 
  469@(467@,5i) == 2 
else_jump @OTB_3711 
0085: 475@ = 462@(467@,5i) // (int) 

:OTB_3711
if 
  469@(467@,5i) == 3 
else_jump @OTB_3745 
0085: 476@ = 462@(467@,5i) // (int) 

:OTB_3745
if 
  469@(467@,5i) == 4 
else_jump @OTB_3779 
0085: 477@ = 462@(467@,5i) // (int) 

:OTB_3779
if 
  469@(467@,5i) == 5 
else_jump @OTB_3813 
0085: 478@ = 462@(467@,5i) // (int) 

:OTB_3813
467@ += 1 
jump @OTB_3625 

:OTB_3827
0209: 479@ = random_int_in_ranges 2 4 
0209: 480@ = random_int_in_ranges 4 6 
0209: 481@ = random_int_in_ranges 6 9 
0209: 482@ = random_int_in_ranges 9 11 
0209: 483@ = random_int_in_ranges 11 13 
484@ = 0 

:OTB_3879
if 
83D0:   not wav 4 loaded 
else_jump @OTB_3905 
wait 0 
jump @OTB_3879 

:OTB_3905
fade 1 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'XSELECT'  // Pick a horse to bet on by tapping the left side of the screen. Set your bet by tapping the right side of the screen. Tap the exit button to quit.
gosub @LITCAS_308 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_3962
wait 0 
01BD: $15 = current_time_in_ms 
0494: get_joystick 0 direction_offset_to 485@ 486@ 487@ 488@ 
gosub @LITCAS_308 
038D: draw_texture 12 position 320.0 224.0 size 576.0 403.2 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
010B: 127@ = player $PLAYER_CHAR money 
gosub @OTB_12972 
033F: set_text_draw_letter_size 0.4753 2.2289 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number 580.0 50.0 GXT 'YOURCSH' number 127@  // YOUR CASH: $~1~
038D: draw_texture 13 position 320.0 118.0 size 530.0 40.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 490.0 265.0 size 190.0 252.0 RGBA 150 150 150 255 
gosub @OTB_12972 
033F: set_text_draw_letter_size 2.8 2.8 
0341: set_text_draw_align_justify 1 
033E: set_draw_text_position 68.0 100.0 GXT 'HRACE01'  // LARGE ACRES
489@ = 0 

:OTB_4244
if 
  5 > 489@ 
else_jump @OTB_4891 
0087: 70@ = 64@ // (float) 
70@ -= 130.0 
0087: 71@ = 65@(489@,5f) // (float) 
71@ -= 8.0 
0087: 72@ = 64@ // (float) 
72@ -= 130.0 
0087: 73@ = 65@(489@,5f) // (float) 
73@ -= 14.0 
if 
  94@(489@,14i) == 0 
else_jump @OTB_4400 
038D: draw_texture 1 position 64@ 65@(489@,5f) size 340.0 50.0 RGBA 150 150 150 255 

:OTB_4400
if or
  94@(489@,14i) == 1 
003B:   489@ == 109@ // (int) 
else_jump @OTB_4463 
038D: draw_texture 1 position 64@ 65@(489@,5f) size 340.0 50.0 RGBA 100 100 100 255 

:OTB_4463
if 
  94@(489@,14i) == 2 
else_jump @OTB_4561 
038D: draw_texture 1 position 64@ 65@(489@,5f) size 340.0 50.0 RGBA 150 150 150 255 
70@ += 2.0 
71@ += 2.0 
72@ += 2.0 
73@ += 2.0 

:OTB_4561
70@ -= 20.0 
71@ += 10.0 
038D: draw_texture 4 position 70@ 71@ size 20.0 20.0 RGBA 48@(489@,5i) 53@(489@,5i) 58@(489@,5i) 255 
gosub @OTB_12972 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size 3.0 3.0 
060D: draw_text_shadow 0 rgba 0 0 0 0 
if or
  94@(489@,14i) == 1 
003B:   489@ == 109@ // (int) 
else_jump @OTB_4711 
0340: set_text_draw_RGBA 180 180 180 255 
jump @OTB_4722 

:OTB_4711
0340: set_text_draw_RGBA 0 0 0 255 

:OTB_4722
0085: 490@ = 462@(489@,5i) // (int) 
0A70: display_text_clamped 72@ 73@ 128@(490@,167s) 170.0 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 2.5 2.5 
060D: draw_text_shadow 0 rgba 0 0 0 0 
if 
  94@(489@,14i) == 1 
else_jump @OTB_4825 
0340: set_text_draw_RGBA 180 180 180 255 
jump @OTB_4836 

:OTB_4825
0340: set_text_draw_RGBA 0 0 0 255 

:OTB_4836
73@ += 3.0 
0A71: display_text_with_number_clamped 335.0 73@ 'ODDS' 479@(489@,5i) 80.0  // ~1~/1
489@ += 1 
jump @OTB_4244 

:OTB_4891
038D: draw_texture 5 position 320.0 138.0 size 530.0 5.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 392.0 size 530.0 4.0 RGBA 150 150 150 255 
gosub @OTB_12972 
033F: set_text_draw_letter_size 2.25 2.25 
0342: set_text_draw_centered 1 
045A: draw_text_1number 483.0 148.0 GXT 'DOLLAR' number 118@  // $~1~
489@ = 0 

:OTB_5017
if 
  8 > 489@ 
else_jump @OTB_5533 
0085: 491@ = 489@ // (int) 
491@ += 5 
if 
0A64:   is_touch_enabled 
else_jump @OTB_5202 
if 
  94@(491@,14i) == 0 
else_jump @OTB_5125 
038D: draw_texture 2 position 76@(489@,8f) 84@(489@,8f) size 80.0 40.0 RGBA 150 150 150 255 

:OTB_5125
if or
  94@(491@,14i) == 1 
  94@(491@,14i) == 2 
else_jump @OTB_5195 
038D: draw_texture 2 position 76@(489@,8f) 84@(489@,8f) size 80.0 40.0 RGBA 50 50 50 255 

:OTB_5195
jump @OTB_5337 

:OTB_5202
if or
  94@(491@,14i) == 0 
  94@(491@,14i) == 2 
else_jump @OTB_5275 
038D: draw_texture 2 position 76@(489@,8f) 84@(489@,8f) size 80.0 35.0 RGBA 150 150 150 255 

:OTB_5275
if 
  94@(491@,14i) == 1 
else_jump @OTB_5337 
038D: draw_texture 2 position 76@(489@,8f) 84@(489@,8f) size 90.0 45.0 RGBA 150 150 150 255 

:OTB_5337
gosub @OTB_12972 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 2.0 2.0 
if and
  94@(491@,14i) > 0 
8A64:   not is_touch_enabled 
else_jump @OTB_5414 
0904: get_interface 0 color_RGBA_to 42@ 43@ 44@ 45@ 
0340: set_text_draw_RGBA 42@ 43@ 44@ 45@ 

:OTB_5414
0087: 47@ = 84@(489@,8f) // (float) 
47@ -= 10.0 
0087: 492@ = 76@(489@,8f) // (float) 
if 
  94@(491@,14i) == 2 
else_jump @OTB_5490 
492@ += 2.0 
47@ += 2.0 

:OTB_5490
0A71: display_text_with_number_clamped 492@ 47@ 'DOLLAR' 119@(489@,8i) 70.0  // $~1~
489@ += 1 
jump @OTB_5017 

:OTB_5533
if or
  107@ == 2 
  107@ == 1 
else_jump @OTB_5601 
038D: draw_texture 10 position 488.0 364.0 size 165.0 45.0 RGBA 150 150 150 255 
jump @OTB_5637 

:OTB_5601
038D: draw_texture 10 position 488.0 364.0 size 157.0 38.0 RGBA 150 150 150 255 

:OTB_5637
gosub @OTB_12972 
033F: set_text_draw_letter_size 2.25 2.25 
0342: set_text_draw_centered 1 
if 
0A51:   is_widget_pressed 148 
else_jump @OTB_5709 
0A70: display_text_clamped 490.0 356.0 'PLACBET' 140.0 
jump @OTB_5735 

:OTB_5709
0A70: display_text_clamped 488.0 354.0 'PLACBET' 140.0 

:OTB_5735
if or
  -100 > 486@ 
00E1:   player 0 pressed_key 8 
else_jump @OTB_5798 
if 
  110@ == 0 
else_jump @OTB_5791 
gosub @OTB_13115 
110@ = 1 

:OTB_5791
jump @OTB_5805 

:OTB_5798
110@ = 0 

:OTB_5805
if or
  486@ > 100 
00E1:   player 0 pressed_key 9 
else_jump @OTB_5868 
if 
  111@ == 0 
else_jump @OTB_5861 
gosub @OTB_13481 
111@ = 1 

:OTB_5861
jump @OTB_5875 

:OTB_5868
111@ = 0 

:OTB_5875
if or
  -100 > 485@ 
00E1:   player 0 pressed_key 10 
else_jump @OTB_5938 
if 
  112@ == 0 
else_jump @OTB_5931 
gosub @OTB_13847 
112@ = 1 

:OTB_5931
jump @OTB_5945 

:OTB_5938
112@ = 0 

:OTB_5945
if or
  485@ > 100 
00E1:   player 0 pressed_key 11 
else_jump @OTB_6008 
if 
  113@ == 0 
else_jump @OTB_6001 
gosub @OTB_14213 
113@ = 1 

:OTB_6001
jump @OTB_6015 

:OTB_6008
113@ = 0 

:OTB_6015
493@ = 0 

:OTB_6022
if 
  5 > 493@ 
else_jump @OTB_6084 
if 
  94@(493@,14i) == 1 
else_jump @OTB_6070 
0085: 109@ = 493@ // (int) 

:OTB_6070
493@ += 1 
jump @OTB_6022 

:OTB_6084
493@ = 0 
494@ = 0 

:OTB_6098
if 
  5 > 493@ 
else_jump @OTB_6276 
04AF: 494@ = 135 // = constant 
005A: 494@ += 493@ // (int) 
if and
0A51:   is_widget_pressed 494@ 
  94@(493@,14i) == 0 
else_jump @OTB_6170 
94@(493@,14i) = 2 

:OTB_6170
if and
8A51:   not is_widget_pressed 494@ 
  94@(493@,14i) == 2 
else_jump @OTB_6208 
94@(493@,14i) = 0 

:OTB_6208
if 
0A52:   is_widget_released 494@ 
else_jump @OTB_6262 
gosub @OTB_14579 
94@(493@,14i) = 1 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_6262
493@ += 1 
jump @OTB_6098 

:OTB_6276
if 
0A52:   is_widget_released 149 
else_jump @OTB_6371 
if 
  115@ == 0 
else_jump @OTB_6364 
115@ = 1 
0109: player $PLAYER_CHAR money = 118@ 
118@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1121 
fade 0 0 
wait 0 
return 

:OTB_6364
jump @OTB_6378 

:OTB_6371
115@ = 0 

:OTB_6378
495@ = 0 
493@ = 0 
494@ = 0 

:OTB_6399
if 
  9 > 493@ 
else_jump @OTB_6572 
0085: 491@ = 493@ // (int) 
491@ += 5 
04AF: 494@ = 140 // = constant 
005A: 494@ += 493@ // (int) 
if and
0A51:   is_widget_pressed 494@ 
  94@(491@,14i) == 0 
else_jump @OTB_6486 
94@(491@,14i) = 2 

:OTB_6486
if and
8A51:   not is_widget_pressed 494@ 
  94@(491@,14i) == 2 
else_jump @OTB_6524 
94@(491@,14i) = 0 

:OTB_6524
if 
0A52:   is_widget_released 494@ 
else_jump @OTB_6558 
495@ = 1 
94@(491@,14i) = 1 

:OTB_6558
493@ += 1 
jump @OTB_6399 

:OTB_6572
if 
0A51:   is_widget_pressed 148 
else_jump @OTB_6595 
gosub @OTB_14579 

:OTB_6595
if 
0A52:   is_widget_released 148 
else_jump @OTB_6697 
if 
  118@ > 0 
else_jump @OTB_6677 
gosub @OTB_14579 
495@ = 1 
117@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
jump @OTB_6697 

:OTB_6677
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_6697
if or
00E1:   player 0 pressed_key 16 
  495@ == 1 
else_jump @OTB_7137 
if 
  114@ == 0 
else_jump @OTB_7130 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @OTB_6769 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 

:OTB_6769
if and
  117@ > 0 
  118@ > 0 
else_jump @OTB_6821 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
484@ = 1 

:OTB_6821
if 
  99@ == 1 
else_jump @OTB_6882 
99@ = 2 
0109: player $PLAYER_CHAR money = 118@ 
0085: 118@ = 119@ // (int) 
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_6882
489@ = 0 

:OTB_6889
if 
  8 > 489@ 
else_jump @OTB_7123 
0085: 491@ = 489@ // (int) 
491@ += 5 
if 
  94@(491@,14i) == 1 
else_jump @OTB_7109 
94@(491@,14i) = 2 
0085: 46@ = 119@(489@,8i) // (int) 
46@ -= 1 
0085: 496@ = 118@ // (int) 
005A: 496@ += 119@(489@,8i) // (int) 
if and
010A:   player $PLAYER_CHAR money > 46@ 
  9999999 > 496@ 
else_jump @OTB_7089 
005A: 118@ += 119@(489@,8i) // (int) 
0085: 46@ = 119@(489@,8i) // (int) 
46@ *= -1 
0109: player $PLAYER_CHAR money = 46@ 
097A: play_audio_at 0.0 0.0 0.0 event 1121 
jump @OTB_7109 

:OTB_7089
097A: play_audio_at 0.0 0.0 0.0 event 1158 

:OTB_7109
489@ += 1 
jump @OTB_6889 

:OTB_7123
114@ = 1 

:OTB_7130
jump @OTB_7234 

:OTB_7137
if 
  114@ == 1 
else_jump @OTB_7234 
489@ = 5 

:OTB_7162
if 
  14 > 489@ 
else_jump @OTB_7227 
if 
  94@(489@,14i) == 2 
else_jump @OTB_7213 
94@(489@,14i) = 1 

:OTB_7213
489@ += 1 
jump @OTB_7162 

:OTB_7227
114@ = 0 

:OTB_7234
if 
  484@ == 1 
else_jump @OTB_7259 
jump @OTB_7266 

:OTB_7259
jump @OTB_3962 

:OTB_7266
gosub @LITCAS_308 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
0391: release_textures 
0390: load_txd_dictionary 'LD_OTB' 
038F: load_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: load_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: load_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: load_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: load_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: load_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: load_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: load_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: load_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: load_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: load_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: load_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: load_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: load_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: load_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: load_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: load_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: load_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: load_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: load_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: load_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: load_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: load_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: load_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: load_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: load_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: load_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: load_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: load_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: load_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: load_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: load_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: load_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: load_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: load_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: load_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: load_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: load_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: load_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: load_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: load_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: load_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: load_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: load_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 46 // Load dictionary with 0390 first 
038F: load_texture "RACETOP" as 47 // Load dictionary with 0390 first 
038F: load_texture "RACEBOTTOM" as 48 // Load dictionary with 0390 first 
038F: load_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: load_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: load_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: load_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: load_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: load_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: load_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: load_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: load_texture "HRS8" as 57 // Load dictionary with 0390 first 
497@ = 0 
498@ = 0 
499@ = 0 
500@ = 0 
501@ = 0 
502@ = 0 
503@ = 0 
504@ = 0 
505@ = 0 
506@ = 0 
511@ = 128.0 
0087: 512@ = 511@ // (float) 
512@ /= 10.0 
0087: 510@ = 511@ // (float) 
0063: 510@ -= 512@ // (float) 
0087: 512@ = 510@ // (float) 
512@ /= 10.0 
0087: 509@ = 510@ // (float) 
0063: 509@ -= 512@ // (float) 
0087: 512@ = 509@ // (float) 
512@ /= 10.0 
0087: 508@ = 509@ // (float) 
0063: 508@ -= 512@ // (float) 
0087: 512@ = 508@ // (float) 
512@ /= 10.0 
0087: 507@ = 508@ // (float) 
0063: 507@ -= 512@ // (float) 
517@ = 64.0 
0087: 512@ = 517@ // (float) 
512@ /= 10.0 
0087: 516@ = 517@ // (float) 
0063: 516@ -= 512@ // (float) 
0087: 512@ = 516@ // (float) 
512@ /= 10.0 
0087: 515@ = 516@ // (float) 
0063: 515@ -= 512@ // (float) 
0087: 512@ = 515@ // (float) 
512@ /= 10.0 
0087: 514@ = 515@ // (float) 
0063: 514@ -= 512@ // (float) 
0087: 512@ = 514@ // (float) 
512@ /= 10.0 
0087: 513@ = 514@ // (float) 
0063: 513@ -= 512@ // (float) 
518@ = 150.0 
519@ = 150.0 
520@ = 150.0 
521@ = 150.0 
522@ = 150.0 
527@ = 300.0 
0087: 512@ = 527@ // (float) 
512@ /= 10.0 
0087: 526@ = 527@ // (float) 
0063: 526@ -= 512@ // (float) 
0087: 512@ = 526@ // (float) 
512@ /= 10.0 
0087: 525@ = 526@ // (float) 
0063: 525@ -= 512@ // (float) 
0087: 512@ = 525@ // (float) 
512@ /= 10.0 
0087: 524@ = 525@ // (float) 
0063: 524@ -= 512@ // (float) 
0087: 512@ = 524@ // (float) 
512@ /= 10.0 
0087: 523@ = 524@ // (float) 
0063: 523@ -= 512@ // (float) 
528@ = 159.0 
529@ = 159.0 
530@ = 159.0 
531@ = 159.0 
532@ = 159.0 
537@ = 261.0 
0087: 512@ = 537@ // (float) 
512@ /= 10.0 
0087: 536@ = 537@ // (float) 
0063: 536@ -= 512@ // (float) 
0087: 512@ = 536@ // (float) 
512@ /= 10.0 
0087: 535@ = 536@ // (float) 
0063: 535@ -= 512@ // (float) 
0087: 512@ = 535@ // (float) 
512@ /= 10.0 
0087: 534@ = 535@ // (float) 
0063: 534@ -= 512@ // (float) 
0087: 512@ = 534@ // (float) 
512@ /= 10.0 
0087: 533@ = 534@ // (float) 
0063: 533@ -= 512@ // (float) 
543@ = 0.0 
544@ = 0.0 
545@ = 0.0 
546@ = 0.0 
547@ = 0.0 
548@ = 2 
549@ = 5 
550@ = 6 
551@ = 1 
552@ = 4 
555@ = 3 
556@ = 14 
557@ = 22 
558@ = 30 
559@ = 38 
01BD: $15 = current_time_in_ms 
008B: 560@ = $15 // (int) 
560@ += 25000 
561@ = 512.0 
0087: 562@ = 561@ // (float) 
562@ += 124.0 
563@ = 0 
564@ = 0 
565@ = 0 
566@ = 0 
567@ = 0 
573@ = 0 
574@ = 0 
575@ = 0 
576@ = 0 
577@ = 0 
581@ = 0.0 
582@ = 0.0 
583@ = 0.0 
584@ = 0.0 
585@ = 0 
586@ = 454.364 
587@ = 152.8744 
592@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1142 
593@ = 0 
594@ = 12 
595@ = 34 
596@ = 0 
597@ = 55 
598@ = 20 

:OTB_9114
wait 0 
01BD: $15 = current_time_in_ms 
if 
  585@ == 0 
else_jump @OTB_9596 
489@ = 0 

:OTB_9148
if 
  5 > 489@ 
else_jump @OTB_9596 
if 
001E:   $15 > 497@(489@,5i) // (int) 
else_jump @OTB_9254 
0208: 538@(489@,5f) = random_float_in_ranges -0.8 1.0 
0209: 599@ = random_int_in_ranges 1500 2500 
008B: 497@(489@,5i) = $15 // (int) 
005A: 497@(489@,5i) += 599@ // (int) 
502@(489@,5i) = 1 

:OTB_9254
if 
  502@(489@,5i) == 1 
else_jump @OTB_9466 
if 
0025:   543@(489@,5f) > 538@(489@,5f) // (float) 
else_jump @OTB_9371 
007F: 543@(489@,5f) -= frame_delta_time * 0.01 // (float) 
if 
0025:   538@(489@,5f) > 543@(489@,5f) // (float) 
else_jump @OTB_9371 
0087: 543@(489@,5f) = 538@(489@,5f) // (float) 
502@(489@,5i) += 1 

:OTB_9371
if 
0025:   538@(489@,5f) > 543@(489@,5f) // (float) 
else_jump @OTB_9466 
0079: 543@(489@,5f) += frame_delta_time * 0.01 // (float) 
if 
0025:   543@(489@,5f) > 538@(489@,5f) // (float) 
else_jump @OTB_9466 
0087: 543@(489@,5f) = 538@(489@,5f) // (float) 
502@(489@,5i) += 1 

:OTB_9466
if 
  502@(489@,5i) > 0 
else_jump @OTB_9504 
007B: 518@(489@,5f) = frame_delta_time 543@(489@,5f) // (float) 

:OTB_9504
if 
  80.0 > 518@(489@,5f) 
else_jump @OTB_9543 
518@(489@,5f) = 80.0 

:OTB_9543
if 
  518@(489@,5f) > 520.0 
else_jump @OTB_9582 
518@(489@,5f) = 520.0 

:OTB_9582
489@ += 1 
jump @OTB_9148 

:OTB_9596
0087: 578@ = 581@ // (float) 
603@ = -76.0 
602@ = 72.0 
554@ = 1 
580@ = 4.0 
gosub @OTB_12717 
0087: 581@ = 578@ // (float) 
0087: 578@ = 583@ // (float) 
603@ = -64.0 
602@ = 128.0 
554@ = 2 
580@ = 5.0 
gosub @OTB_12717 
0087: 583@ = 578@ // (float) 
0087: 578@ = 582@ // (float) 
603@ = 0.0 
602@ = 256.0 
554@ = 11 
580@ = 6.0 
gosub @OTB_12717 
0087: 582@ = 578@ // (float) 
if 
001E:   $15 > 560@ // (int) 
else_jump @OTB_10215 
if 
  561@ > -200.0 
else_jump @OTB_9896 
if 
  585@ == 0 
else_jump @OTB_9844 
007F: 561@ -= frame_delta_time * 6.0 // (float) 

:OTB_9844
038D: draw_texture 13 position 561@ 224.0 size 256.0 256.0 RGBA 150 150 150 255 
0087: 562@ = 561@ // (float) 
562@ += 124.0 

:OTB_9896
489@ = 0 

:OTB_9903
if 
  5 > 489@ 
else_jump @OTB_10215 
if 
  563@(489@,5i) == 0 
else_jump @OTB_10201 
if 
0025:   518@(489@,5f) > 562@ // (float) 
else_jump @OTB_10201 
if 
  573@ == 0 
else_jump @OTB_10009 
563@(489@,5i) = 1 
573@ += 1 
jump @OTB_10201 

:OTB_10009
if 
  574@ == 0 
else_jump @OTB_10052 
563@(489@,5i) = 2 
574@ += 1 
jump @OTB_10201 

:OTB_10052
if 
  575@ == 0 
else_jump @OTB_10095 
563@(489@,5i) = 3 
575@ += 1 
jump @OTB_10201 

:OTB_10095
if 
  576@ == 0 
else_jump @OTB_10138 
563@(489@,5i) = 4 
576@ += 1 
jump @OTB_10201 

:OTB_10138
if 
  577@ == 0 
else_jump @OTB_10201 
563@(489@,5i) = 5 
097A: play_audio_at 0.0 0.0 0.0 event 1143 
585@ += 1 
577@ += 1 

:OTB_10201
489@ += 1 
jump @OTB_9903 

:OTB_10215
489@ = 0 

:OTB_10222
if 
  5 > 489@ 
else_jump @OTB_10543 
553@ = 50 
005A: 553@ += 548@(489@,5i) // (int) 
038D: draw_texture 553@ position 518@(489@,5f) 523@(489@,5f) size 507@(489@,5f) 507@(489@,5f) RGBA 150 150 150 255 
0085: 553@ = 555@(489@,5i) // (int) 
005A: 553@ += 548@(489@,5i) // (int) 
0087: 528@(489@,5f) = 518@(489@,5f) // (float) 
528@(489@,5f) += 9.0 
0087: 47@ = 513@(489@,5f) // (float) 
47@ /= 2.0 
038D: draw_texture 553@ position 528@(489@,5f) 533@(489@,5f) size 513@(489@,5f) 47@ RGBA 150 150 150 255 
if 
  585@ == 0 
else_jump @OTB_10529 
if 
001E:   $15 > 594@(489@,5i) // (int) 
else_jump @OTB_10529 
548@(489@,5i) += 1 
if 
  548@(489@,5i) > 7 
else_jump @OTB_10506 
548@(489@,5i) = 0 

:OTB_10506
008B: 594@(489@,5i) = $15 // (int) 
594@(489@,5i) += 67 

:OTB_10529
489@ += 1 
jump @OTB_10222 

:OTB_10543
0087: 578@ = 584@ // (float) 
603@ = 96.0 
602@ = 64.0 
554@ = 12 
580@ = 8.0 
gosub @OTB_12717 
0087: 584@ = 578@ // (float) 
gosub @LITCAS_308 
038D: draw_texture 47 position 320.0 58.0 size 640.0 112.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 320.0 388.0 size 640.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
if or
  563@ > 0 
  564@ > 0 
  565@ > 0 
  566@ > 0 
  567@ > 0 
else_jump @OTB_10807 
0087: 590@ = 586@ // (float) 
590@ += -25.0222 
0087: 591@ = 587@ // (float) 
591@ += 21.6946 
jump @OTB_11159 

:OTB_10807
0087: 590@ = 586@ // (float) 
590@ += -139.2772 
0087: 591@ = 587@ // (float) 
591@ += -56.1882 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 2.8 2.8 
033E: set_draw_text_position 320.0 50.0 GXT 'HRACE01'  // LARGE ACRES
0087: 588@ = 586@ // (float) 
588@ -= 145.0 
0087: 589@ = 587@ // (float) 
589@ -= 70.0 
gosub @OTB_12972 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 2 
033F: set_text_draw_letter_size 1.8 1.8 
0340: set_text_draw_RGBA 180 180 180 255 
033E: set_draw_text_position 588@ 589@ GXT 'YOURHSE'  // Your Horse:
0087: 588@ = 586@ // (float) 
588@ -= 138.0 
589@ += 10.0 
038E: draw_box_position 588@ 589@ size 12.0 12.0 RGBA 0 0 0 255 
038E: draw_box_position 588@ 589@ size 10.0 10.0 RGBA 48@(109@,5i) 53@(109@,5i) 58@(109@,5i) 255 
588@ += 10.8216 
589@ -= 10.0 
gosub @OTB_12972 
0349: set_text_draw_font 2 
033F: set_text_draw_letter_size 1.8 1.8 
0340: set_text_draw_RGBA 180 180 180 255 
0085: 490@ = 462@(109@,5i) // (int) 
033E: set_draw_text_position 588@ 589@ GXT 128@(490@,167s) 

:OTB_11159
if 
0A52:   is_widget_released 149 
else_jump @OTB_11182 
jump @OTB_12480 

:OTB_11182
0087: 600@ = 586@ // (float) 
600@ += -23.3585 
489@ = 0 

:OTB_11207
if 
  5 > 489@ 
else_jump @OTB_11869 
if 
  563@(489@,5i) > 0 
else_jump @OTB_11855 
0087: 588@ = 600@ // (float) 
588@ -= 67.0 
0087: 589@ = 587@ // (float) 
589@ -= 50.0 
0093: 47@ = integer 563@(489@,5i) to_float 
47@ *= 23.5038 
005B: 589@ += 47@ // (float) 
0087: 588@ = 600@ // (float) 
588@ -= 60.0 
0087: 589@ = 587@ // (float) 
589@ -= 63.4833 
gosub @OTB_12972 
if 
  563@(489@,5i) == 1 
else_jump @OTB_11408 
0904: get_interface 0 color_RGBA_to 42@ 43@ 44@ 45@ 
0340: set_text_draw_RGBA 42@ 43@ 44@ 45@ 

:OTB_11408
0093: 47@ = integer 563@(489@,5i) to_float 
47@ *= 23.5038 
0087: 568@(489@,5f) = 589@ // (float) 
005B: 568@(489@,5f) += 47@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
0085: 601@ = 563@(489@,5i) // (int) 
601@ -= 1 
0085: 490@ = 462@(489@,5i) // (int) 
0085: 46@ = 601@ // (int) 
46@ += 1 
0A8B: unknown 178 46@ 489@ 0 0 128@(490@,167s) 'DUMMY' 
if 
  94@(489@,14i) == 1 
else_jump @OTB_11610 
0087: 588@ = 600@ // (float) 
588@ -= 75.0 
gosub @OTB_12972 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.54 2.4961 

:OTB_11610
0087: 588@ = 600@ // (float) 
588@ -= -170.5457 
0087: 589@ = 587@ // (float) 
589@ -= 63.4833 
gosub @OTB_12972 
03E4: set_text_draw_align_right 1 
if 
  563@(489@,5i) == 1 
else_jump @OTB_11709 
0904: get_interface 0 color_RGBA_to 42@ 43@ 44@ 45@ 
0340: set_text_draw_RGBA 42@ 43@ 44@ 45@ 

:OTB_11709
0093: 47@ = integer 563@(489@,5i) to_float 
47@ *= 23.5038 
0087: 568@(489@,5f) = 589@ // (float) 
005B: 568@(489@,5f) += 47@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
if 
  563@(489@,5i) == 1 
else_jump @OTB_11789 

:OTB_11789
if 
  563@(489@,5i) == 2 
else_jump @OTB_11811 

:OTB_11811
if 
  563@(489@,5i) == 3 
else_jump @OTB_11833 

:OTB_11833
if 
  563@(489@,5i) > 3 
else_jump @OTB_11855 

:OTB_11855
489@ += 1 
jump @OTB_11207 

:OTB_11869
if and
  563@ > 0 
  564@ > 0 
  565@ > 0 
  566@ > 0 
  567@ > 0 
else_jump @OTB_12473 
0087: 590@ = 586@ // (float) 
590@ += 44.4599 
0087: 591@ = 587@ // (float) 
591@ += 218.4174 
0087: 588@ = 586@ // (float) 
588@ -= 39.2243 
0087: 589@ = 587@ // (float) 
589@ -= -190.9665 
gosub @OTB_12972 
033F: set_text_draw_letter_size 0.5 2.4961 
0A8B: unknown 178 0 118@ 0 1 'YOURSTK' 'DUMMY'  // STAKE:
489@ = 0 

:OTB_12045
if 
  5 > 489@ 
else_jump @OTB_12127 
if and
  563@(489@,5i) == 1 
003B:   109@ == 489@ // (int) 
else_jump @OTB_12113 
0085: 592@ = 118@ // (int) 
006A: 592@ *= 479@(489@,5i) // (int) 

:OTB_12113
489@ += 1 
jump @OTB_12045 

:OTB_12127
589@ += 25.0 
gosub @OTB_12972 
033F: set_text_draw_letter_size 0.5 2.4961 
0A8B: unknown 178 6 592@ 0 1 'YOUWIN' 'DUMMY'  // WON:
0087: 590@ = 586@ // (float) 
590@ += -129.2806 
0087: 591@ = 587@ // (float) 
591@ += 259.5944 
gosub @OTB_12972 
033F: set_text_draw_letter_size 0.5496 2.1344 
0342: set_text_draw_centered 1 
if 
  593@ == 0 
else_jump @OTB_12337 
if 
  592@ > 0 
else_jump @OTB_12310 
097A: play_audio_at 0.0 0.0 0.0 event 1124 
jump @OTB_12330 

:OTB_12310
097A: play_audio_at 0.0 0.0 0.0 event 1122 

:OTB_12330
593@ = 1 

:OTB_12337
if 
0A52:   is_widget_released 149 
else_jump @OTB_12466 
if 
  114@ == 0 
else_jump @OTB_12459 
114@ = 1 
0623: add 118@ to_integer_stat 35 
if 
  592@ > 0 
else_jump @OTB_12440 
0627: update_integer_stat 38 to 592@ 
0623: add 592@ to_integer_stat 37 
005A: 592@ += 118@ // (int) 
0109: player $PLAYER_CHAR money = 592@ 
jump @OTB_12447 

:OTB_12440
0627: update_integer_stat 39 to 118@ 

:OTB_12447
fade 0 0 
wait 0 
return 

:OTB_12459
jump @OTB_12473 

:OTB_12466
114@ = 0 

:OTB_12473
jump @OTB_9114 

:OTB_12480
0391: release_textures 
fade 1 500 
$ONMISSION = 0 
0A8B: unknown 178 0 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 1 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 2 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 3 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 4 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 5 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 178 6 0 0 0 'DUMMY' 'DUMMY' 
mission_cleanup 
return 

:OTB_12717
603@ += 224.0 
0087: 579@ = 578@ // (float) 
579@ -= 256.0 
038D: draw_texture 554@ position 579@ 603@ size 256.0 602@ RGBA 150 150 150 255 
0087: 579@ = 578@ // (float) 
038D: draw_texture 554@ position 579@ 603@ size 256.0 602@ RGBA 150 150 150 255 
0087: 579@ = 578@ // (float) 
579@ += 256.0 
038D: draw_texture 554@ position 579@ 603@ size 256.0 602@ RGBA 150 150 150 255 
0087: 579@ = 578@ // (float) 
579@ += 512.0 
038D: draw_texture 554@ position 579@ 603@ size 256.0 602@ RGBA 150 150 150 255 
if 
  585@ == 0 
else_jump @OTB_12939 
0081: 578@ -= frame_delta_time * 580@ // (float) 

:OTB_12939
if 
  0.0 > 578@ 
else_jump @OTB_12970 
578@ += 256.0 

:OTB_12970
return 

:OTB_12972
0349: set_text_draw_font 1 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
return 

:OTB_13044
489@ = 0 

:OTB_13051
if 
  14 > 489@ 
else_jump @OTB_13113 
if 
  94@(489@,14i) == 1 
else_jump @OTB_13099 
0085: 108@ = 489@ // (int) 

:OTB_13099
489@ += 1 
jump @OTB_13051 

:OTB_13113
return 

:OTB_13115
gosub @OTB_13044 
gosub @OTB_14579 
if 
  108@ == 0 
else_jump @OTB_13154 
94@ = 1 

:OTB_13154
if 
  108@ == 1 
else_jump @OTB_13179 
94@ = 1 

:OTB_13179
if 
  108@ == 2 
else_jump @OTB_13204 
95@ = 1 

:OTB_13204
if 
  108@ == 3 
else_jump @OTB_13229 
96@ = 1 

:OTB_13229
if 
  108@ == 4 
else_jump @OTB_13254 
97@ = 1 

:OTB_13254
if 
  108@ == 5 
else_jump @OTB_13279 
99@ = 1 

:OTB_13279
if 
  108@ == 6 
else_jump @OTB_13304 
100@ = 1 

:OTB_13304
if 
  108@ == 7 
else_jump @OTB_13329 
99@ = 1 

:OTB_13329
if 
  108@ == 8 
else_jump @OTB_13354 
100@ = 1 

:OTB_13354
if 
  108@ == 9 
else_jump @OTB_13379 
101@ = 1 

:OTB_13379
if 
  108@ == 10 
else_jump @OTB_13404 
102@ = 1 

:OTB_13404
if 
  108@ == 11 
else_jump @OTB_13429 
103@ = 1 

:OTB_13429
if 
  108@ == 12 
else_jump @OTB_13454 
104@ = 1 

:OTB_13454
if 
  108@ == 13 
else_jump @OTB_13479 
105@ = 1 

:OTB_13479
return 

:OTB_13481
gosub @OTB_13044 
gosub @OTB_14579 
if 
  108@ == 0 
else_jump @OTB_13520 
95@ = 1 

:OTB_13520
if 
  108@ == 1 
else_jump @OTB_13545 
96@ = 1 

:OTB_13545
if 
  108@ == 2 
else_jump @OTB_13570 
97@ = 1 

:OTB_13570
if 
  108@ == 3 
else_jump @OTB_13595 
98@ = 1 

:OTB_13595
if 
  108@ == 4 
else_jump @OTB_13620 
98@ = 1 

:OTB_13620
if 
  108@ == 5 
else_jump @OTB_13645 
101@ = 1 

:OTB_13645
if 
  108@ == 6 
else_jump @OTB_13670 
102@ = 1 

:OTB_13670
if 
  108@ == 7 
else_jump @OTB_13695 
103@ = 1 

:OTB_13695
if 
  108@ == 8 
else_jump @OTB_13720 
104@ = 1 

:OTB_13720
if 
  108@ == 9 
else_jump @OTB_13745 
105@ = 1 

:OTB_13745
if 
  108@ == 10 
else_jump @OTB_13770 
106@ = 1 

:OTB_13770
if 
  108@ == 11 
else_jump @OTB_13795 
107@ = 1 

:OTB_13795
if 
  108@ == 12 
else_jump @OTB_13820 
107@ = 1 

:OTB_13820
if 
  108@ == 13 
else_jump @OTB_13845 
107@ = 1 

:OTB_13845
return 

:OTB_13847
gosub @OTB_13044 
gosub @OTB_14579 
if 
  108@ == 0 
else_jump @OTB_13886 
94@ = 1 

:OTB_13886
if 
  108@ == 1 
else_jump @OTB_13911 
95@ = 1 

:OTB_13911
if 
  108@ == 2 
else_jump @OTB_13936 
96@ = 1 

:OTB_13936
if 
  108@ == 3 
else_jump @OTB_13961 
97@ = 1 

:OTB_13961
if 
  108@ == 4 
else_jump @OTB_13986 
98@ = 1 

:OTB_13986
if 
  108@ == 5 
else_jump @OTB_14011 
94@ = 1 

:OTB_14011
if 
  108@ == 6 
else_jump @OTB_14036 
99@ = 1 

:OTB_14036
if 
  108@ == 7 
else_jump @OTB_14061 
95@ = 1 

:OTB_14061
if 
  108@ == 8 
else_jump @OTB_14086 
101@ = 1 

:OTB_14086
if 
  108@ == 9 
else_jump @OTB_14111 
96@ = 1 

:OTB_14111
if 
  108@ == 10 
else_jump @OTB_14136 
103@ = 1 

:OTB_14136
if 
  108@ == 11 
else_jump @OTB_14161 
97@ = 1 

:OTB_14161
if 
  108@ == 12 
else_jump @OTB_14186 
105@ = 1 

:OTB_14186
if 
  108@ == 13 
else_jump @OTB_14211 
98@ = 1 

:OTB_14211
return 

:OTB_14213
gosub @OTB_13044 
gosub @OTB_14579 
if 
  108@ == 0 
else_jump @OTB_14252 
99@ = 1 

:OTB_14252
if 
  108@ == 1 
else_jump @OTB_14277 
99@ = 1 

:OTB_14277
if 
  108@ == 2 
else_jump @OTB_14302 
103@ = 1 

:OTB_14302
if 
  108@ == 3 
else_jump @OTB_14327 
105@ = 1 

:OTB_14327
if 
  108@ == 4 
else_jump @OTB_14352 
107@ = 1 

:OTB_14352
if 
  108@ == 5 
else_jump @OTB_14377 
100@ = 1 

:OTB_14377
if 
  108@ == 6 
else_jump @OTB_14402 
100@ = 1 

:OTB_14402
if 
  108@ == 7 
else_jump @OTB_14427 
102@ = 1 

:OTB_14427
if 
  108@ == 8 
else_jump @OTB_14452 
102@ = 1 

:OTB_14452
if 
  108@ == 9 
else_jump @OTB_14477 
104@ = 1 

:OTB_14477
if 
  108@ == 10 
else_jump @OTB_14502 
104@ = 1 

:OTB_14502
if 
  108@ == 11 
else_jump @OTB_14527 
106@ = 1 

:OTB_14527
if 
  108@ == 12 
else_jump @OTB_14552 
106@ = 1 

:OTB_14552
if 
  108@ == 13 
else_jump @OTB_14577 
107@ = 1 

:OTB_14577
return 

:OTB_14579
489@ = 0 

:OTB_14586
if 
  14 > 489@ 
else_jump @OTB_14629 
94@(489@,14i) = 0 
489@ += 1 
jump @OTB_14586 

:OTB_14629
return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2
thread 'POOL2' 
gosub @POOL2_47 
if 
wasted_or_busted 
else_jump @POOL2_38 
gosub @POOL2_56150 

:POOL2_38
gosub @POOL2_56202 
end_thread 

:POOL2_47
increment_mission_attempts 
$ONMISSION = 1 
$10817 = 50 
$10818 = 1000 
42@ = 1.0 
01BD: 190@ = current_time_in_ms 
43@ = 0 
44@ = 0 
46@ = 0 
47@ = 0 
187@ = 0 
217@ = -0.957 
219@ = -0.49 
218@ = 0.957 
220@ = 0.49 
212@ = 0.05 
213@ = 2.0 
136@ = 1 

:POOL2_188
wait 0 
if 
0A76:   hid_implements 30 
else_jump @POOL2_221 
0A61: remove_widget_flag 174 4 
jump @POOL2_228 

:POOL2_221
0A60: add_widget_flag 174 4 

:POOL2_228
0A60: add_widget_flag 18 4 
0A60: add_widget_flag 159 4 
01BD: 48@ = current_time_in_ms 
0085: 191@ = 48@ // (int) 
0062: 191@ -= 190@ // (int) 
0085: 190@ = 48@ // (int) 
005A: 192@ += 191@ // (int) 
005A: 214@ += 191@ // (int) 
005A: 215@ += 191@ // (int) 

:POOL2_294
0871: init_jump_table 43@ total_jumps 13 default_jump 0 @POOL2_604 jumps 0 @POOL2_422 1 @POOL2_436 2 @POOL2_450 3 @POOL2_464 4 @POOL2_478 5 @POOL2_492 6 @POOL2_506 
0872: jump_table_jumps 7 @POOL2_520 8 @POOL2_534 9 @POOL2_548 10 @POOL2_562 11 @POOL2_576 12 @POOL2_590 -1 @POOL2_604 -1 @POOL2_604 -1 @POOL2_604 

:POOL2_422
gosub @POOL2_747 
jump @POOL2_604 

:POOL2_436
gosub @POOL2_2357 
jump @POOL2_604 

:POOL2_450
gosub @POOL2_5902 
jump @POOL2_604 

:POOL2_464
gosub @POOL2_6619 
jump @POOL2_604 

:POOL2_478
gosub @POOL2_7443 
jump @POOL2_604 

:POOL2_492
gosub @POOL2_9079 
jump @POOL2_604 

:POOL2_506
gosub @POOL2_12483 
jump @POOL2_604 

:POOL2_520
gosub @POOL2_12485 
jump @POOL2_604 

:POOL2_534
gosub @POOL2_18115 
jump @POOL2_604 

:POOL2_548
gosub @POOL2_18638 
jump @POOL2_604 

:POOL2_562
gosub @POOL2_19994 
jump @POOL2_604 

:POOL2_576
gosub @POOL2_22111 
jump @POOL2_604 

:POOL2_590
gosub @POOL2_23305 
jump @POOL2_604 

:POOL2_604
if 
803B:   not  188@ == 43@ // (int) 
else_jump @POOL2_638 
0085: 188@ = 43@ // (int) 
jump @POOL2_294 

:POOL2_638
gosub @POOL2_23431 
if 
  117@ == 0 
else_jump @POOL2_745 
if 
  47@ == 0 
else_jump @POOL2_729 
if 
  46@ == 0 
else_jump @POOL2_713 
jump @POOL2_188 
jump @POOL2_722 

:POOL2_713
gosub @POOL2_56168 
return 

:POOL2_722
jump @POOL2_738 

:POOL2_729
gosub @POOL2_56150 
return 

:POOL2_738
jump @POOL2_747 

:POOL2_745
return 

:POOL2_747
if 
  44@ == -1 
else_jump @POOL2_1039 
0107: 172@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $10814 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 173@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: $10815 = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: 177@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 368@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: 369@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 91@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $10816 = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 357@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 221@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 222@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:POOL2_1039
if 
  44@ == 0 
else_jump @POOL2_1225 
if 
03CA:   object $10814 exists 
else_jump @POOL2_1225 
008B: 172@ = $10814 // (int) 
008B: 173@ = $10815 // (int) 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_1149 
02A9: set_actor 173@ immune_to_nonplayer 1 
02AB: set_actor 173@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 173@ collision_detection 0 
060A: create_decision_maker_type 0 store_to 216@ // decision\allowed\m_.ped files 
060B: set_actor 173@ decision_maker_to 216@ 

:POOL2_1149
01BB: store_object 172@ position_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: save_player_group 
138@ = 0 
117@ = 0 
gosub @POOL2_54234 
44@ += 1 

:POOL2_1225
if 
  44@ == 1 
else_jump @POOL2_1403 
if 
03CA:   object 172@ exists 
else_jump @POOL2_1403 
01BB: store_object 172@ position_to 111@ 112@ 113@ 
0176: 114@ = object 172@ Z_angle 
113@ += -0.1 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
0247: load_model #K_POOLQ 
04ED: load_animation "POOL" 

:POOL2_1321
if or
84EE:   not animation "POOL" loaded 
8248:   not model #K_POOLQ available 
83D0:   not wav 4 loaded 
else_jump @POOL2_1359 
wait 0 
jump @POOL2_1321 

:POOL2_1359
0390: load_txd_dictionary 'LD_POOL' 
038F: load_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: load_texture "NIB" as 2 // Load dictionary with 0390 first 
134@ = 0 
44@ += 1 

:POOL2_1403
if 
  44@ == 2 
else_jump @POOL2_1435 
43@ += 1 
44@ = 0 

:POOL2_1435
return 
0052: NOP 107@ 109@ $74 108@ 109@ $74 
0052: NOP 107@ 109@ $74 107@ 110@ $74 
0052: NOP 108@ 110@ $74 108@ 109@ $74 
0052: NOP 108@ 110@ $74 107@ 110@ $74 
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_1543 
217@ += -0.0001 

:POOL2_1543
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_1569 
217@ += 0.0001 

:POOL2_1569
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_1595 
219@ += -0.0001 

:POOL2_1595
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_1621 
219@ += 0.0001 

:POOL2_1621
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @POOL2_1647 
218@ += -0.0001 

:POOL2_1647
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @POOL2_1673 
218@ += 0.0001 

:POOL2_1673
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @POOL2_1699 
220@ += -0.0001 

:POOL2_1699
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @POOL2_1725 
220@ += 0.0001 

:POOL2_1725
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_2289 
03A9: save_newline_to_debug_file 
05B6: 19 // edit_x1 = 
03A8: save_float_to_debug_file 217@ 
03A9: save_newline_to_debug_file 
05B6: 20 // edit_y1 = 
03A8: save_float_to_debug_file 219@ 
03A9: save_newline_to_debug_file 
05B6: 21 // edit_x2 = 
03A8: save_float_to_debug_file 218@ 
03A9: save_newline_to_debug_file 
05B6: 22 // edit_y2 = 
03A8: save_float_to_debug_file 220@ 

:POOL2_2289
if 
03CA:   object 172@ exists 
else_jump @POOL2_2355 
0400: store_coords_to 107@ 109@ $74 from_object 172@ with_offset 217@ 219@ 0.7 
0400: store_coords_to 108@ 110@ $74 from_object 172@ with_offset 218@ 220@ 0.7 

:POOL2_2355
return 

:POOL2_2357
if 
  44@ == -1 
else_jump @POOL2_2397 
0107: 116@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_2397
if 
  44@ == 0 
else_jump @POOL2_4071 
0826: enable_hud 1 
0581: enable_radar 0 
010B: 165@ = player $PLAYER_CHAR money 
if 
001E:   $10817 > 165@ // (int) 
else_jump @POOL2_2470 
117@ = 1 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
jump @POOL2_4025 

:POOL2_2470
0395: clear_area 1 at 111@ 112@ 113@ radius 15.0 
01BC: put_object 172@ at 111@ 112@ 113@ 
0400: store_coords_to 107@ 109@ $74 from_object 172@ with_offset -0.9098 -0.4589 0.7 
0400: store_coords_to 108@ 110@ $74 from_object 172@ with_offset 0.9242 0.4809 0.7 
if 
0025:   107@ > 108@ // (float) 
else_jump @POOL2_2603 
0088: $72 = 107@ // (float) 
0087: 107@ = 108@ // (float) 
0089: 108@ = $72 // (float) 

:POOL2_2603
if 
0025:   109@ > 110@ // (float) 
else_jump @POOL2_2646 
0088: $73 = 109@ // (float) 
0087: 109@ = 110@ // (float) 
0089: 110@ = $73 // (float) 

:POOL2_2646
0830: create_pool_table_collision_cornerA 107@ 109@ $74 cornerB 108@ 110@ $74 
0400: store_coords_to 184@ 185@ 186@ from_object 172@ with_offset 0.0 0.0 1.5 
0509: 51@ = distance_between_XY 107@ 109@ and_XY 108@ 109@ 
0509: 52@ = distance_between_XY 107@ 109@ and_XY 107@ 110@ 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_2813 
0087: 51@ = 107@ // (float) 
005B: 51@ += 108@ // (float) 
51@ /= 2.0 
0087: 64@ = 51@ // (float) 
0087: 70@ = 109@ // (float) 
0087: 67@ = 51@ // (float) 
0087: 73@ = 110@ // (float) 
jump @POOL2_2871 

:POOL2_2813
0087: 51@ = 109@ // (float) 
005B: 51@ += 110@ // (float) 
51@ /= 2.0 
0087: 64@ = 107@ // (float) 
0087: 70@ = 51@ // (float) 
0087: 67@ = 108@ // (float) 
0087: 73@ = 51@ // (float) 

:POOL2_2871
0087: 63@ = 107@ // (float) 
0087: 69@ = 109@ // (float) 
0087: 65@ = 107@ // (float) 
0087: 71@ = 110@ // (float) 
0087: 66@ = 108@ // (float) 
0087: 72@ = 110@ // (float) 
0087: 68@ = 108@ // (float) 
0087: 74@ = 109@ // (float) 
61@ = 0.037 
0087: 62@ = 61@ // (float) 
62@ *= 2.0 
48@ = 0 

:POOL2_2970
if 
  16 > 48@ 
else_jump @POOL2_3031 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_3017 
0108: destroy_object 91@(48@,16i) 

:POOL2_3017
48@ += 1 
jump @POOL2_2970 

:POOL2_3031
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 91@ = init_object #K_POOLBALLCUE at $72 $73 $74 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
0177: set_object 91@ Z_angle_to $71 
0400: store_coords_to 568@ 569@ 570@ from_object 172@ with_offset 0.3408 -0.0284 0.9297 
0176: 571@ = object 172@ Z_angle 
571@ += 90.0 
029B: 92@ = init_object #K_POOLBALLSPT01 at 568@ 569@ 570@ 
029B: 93@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 98@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 99@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 100@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 101@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 102@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 103@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 104@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 105@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 106@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
gosub @POOL2_47661 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.5261 -1.9684 1.637 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.0746 -1.0853 1.5092 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_3839 
0792: disembark_instantly_actor 173@ 
070B: set_actor 173@ onbone_attached_object_operation 0 
if 
03CA:   object $10816 exists 
else_jump @POOL2_3639 
0108: destroy_object $10816 

:POOL2_3639
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0219 -1.1236 0.0363 
00A1: put_actor 173@ at $72 $73 $74 
0087: 51@ = 114@ // (float) 
51@ += 130.0 
0173: set_actor 173@ Z_angle_to 51@ 
0615: define_AS_pack_begin 56@ 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $72 $73 $74 999999 ms 
if 
  117@ == 0 
else_jump @POOL2_3821 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:POOL2_3821
0616: define_AS_pack_end 56@ 
0618: assign_actor 173@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:POOL2_3839
if 
83CA:   not object 116@ exists 
else_jump @POOL2_3884 
0107: 116@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 116@ collision_detection 0 

:POOL2_3884
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_3998 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -1.9295 -2.2083 0.0363 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0089: 229@ = $72 // (float) 
0089: 230@ = $73 // (float) 
0089: 231@ = $74 // (float) 
0087: 51@ = 114@ // (float) 
51@ += 390.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 51@ 

:POOL2_3998
0085: 368@ = 173@ // (int) 
0085: 369@ = 116@ // (int) 
gosub @POOL2_27915 
0A3F: set_unused_flag 0 

:POOL2_4025
create_thread @CLEANAU 
fade 1 1000 

:POOL2_4040
if 
fading 
else_jump @POOL2_4064 
wait 0 
jump @POOL2_4040 

:POOL2_4064
44@ += 1 

:POOL2_4071
if 
  44@ == 1 
else_jump @POOL2_4504 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_4486 
if 
02F2:   actor 173@ model == 66 
else_jump @POOL2_4308 
0209: 48@ = random_int_in_ranges 0 3 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @POOL2_4282 jumps 0 @POOL2_4195 1 @POOL2_4224 2 @POOL2_4253 -1 @POOL2_4282 -1 @POOL2_4282 -1 @POOL2_4282 -1 @POOL2_4282 

:POOL2_4195
05A9: s$1041 = 'POOL_B1' // s$  // Let's make a little wager.
04AE: $1043 = 31600 // = constant 
jump @POOL2_4282 

:POOL2_4224
05A9: s$1041 = 'POOL_B2' // s$  // Game of pool ain't the same without a little money involved.
04AE: $1043 = 31601 // = constant 
jump @POOL2_4282 

:POOL2_4253
05A9: s$1041 = 'POOL_B3' // s$  // Show me the color of your money
04AE: $1043 = 31602 // = constant 
jump @POOL2_4282 

:POOL2_4282
create_thread @AUDIOL 173@ 0 1 1 0 
jump @POOL2_4486 

:POOL2_4308
0209: 48@ = random_int_in_ranges 0 3 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @POOL2_4467 jumps 0 @POOL2_4380 1 @POOL2_4409 2 @POOL2_4438 -1 @POOL2_4467 -1 @POOL2_4467 -1 @POOL2_4467 -1 @POOL2_4467 

:POOL2_4380
05A9: s$1041 = 'POOL_B4' // s$  // I'll only play you if you want to make it interesting.
04AE: $1043 = 31603 // = constant 
jump @POOL2_4467 

:POOL2_4409
05A9: s$1041 = 'POOL_B5' // s$  // You want to place a small wager?
04AE: $1043 = 31604 // = constant 
jump @POOL2_4467 

:POOL2_4438
05A9: s$1041 = 'POOL_B6' // s$  // C'mon, put your money where your mouth is playa.
04AE: $1043 = 31605 // = constant 
jump @POOL2_4467 

:POOL2_4467
create_thread @AUDIOL 173@ 0 1 1 0 

:POOL2_4486
03F0: enable_text_draw 1 
40@ = 0 
44@ += 1 

:POOL2_4504
if 
  44@ == 2 
else_jump @POOL2_4654 
if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
else_jump @POOL2_4654 
00BE: text_clear_all 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_4567 
010B: 168@ = player $PLAYER_CHAR money 

:POOL2_4567
0A6D: print_help_forever_conditional 'PL_H1' 0  // Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_minigame_cancel~ to quit.
008B: 170@ = $10817 // (int) 
008B: 171@ = $10817 // (int) 
008B: 164@ = $10817 // (int) 
0093: 51@ = integer 171@ to_float 
008B: 48@ = $10817 // (int) 
48@ *= -1 
0109: player $PLAYER_CHAR money = 48@ 
02A3: enable_widescreen 0 
create_thread @CLEANAU 
44@ += 1 

:POOL2_4654
if 
  44@ == 3 
else_jump @POOL2_5841 
gosub @POOL2_51667 
010B: 165@ = player $PLAYER_CHAR money 
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @POOL2_5119 
if and
   not 135@ == 1 
   not 135@ == -1 
else_jump @POOL2_5068 
if 
  164@ >= 10000 
else_jump @POOL2_4769 
169@ = 1000 
jump @POOL2_4873 

:POOL2_4769
if 
  164@ >= 1000 
else_jump @POOL2_4802 
169@ = 100 
jump @POOL2_4873 

:POOL2_4802
if 
  164@ >= 100 
else_jump @POOL2_4834 
169@ = 10 
jump @POOL2_4873 

:POOL2_4834
if 
  164@ == 0 
else_jump @POOL2_4866 
169@ = 2 
jump @POOL2_4873 

:POOL2_4866
169@ = 1 

:POOL2_4873
if 
001D:   169@ > 165@ // (int) 
else_jump @POOL2_4900 
0085: 169@ = 165@ // (int) 

:POOL2_4900
0085: 48@ = 164@ // (int) 
005A: 48@ += 169@ // (int) 
if 
001F:   48@ > $10818 // (int) 
else_jump @POOL2_4951 
008B: 169@ = $10818 // (int) 
0062: 169@ -= 164@ // (int) 

:POOL2_4951
if 
  0 > 169@ 
else_jump @POOL2_4976 
169@ *= -1 

:POOL2_4976
005A: 164@ += 169@ // (int) 
005A: 170@ += 169@ // (int) 
005A: 171@ += 169@ // (int) 
169@ *= -1 
0109: player $PLAYER_CHAR money = 169@ 
135@ += 1 
if 
  135@ > 1 
else_jump @POOL2_5054 
135@ = 2 
jump @POOL2_5061 

:POOL2_5054
40@ = 0 

:POOL2_5061
jump @POOL2_5112 

:POOL2_5068
if 
  135@ == 1 
else_jump @POOL2_5112 
if 
  40@ > 500 
else_jump @POOL2_5112 
135@ = 2 

:POOL2_5112
jump @POOL2_5491 

:POOL2_5119
if 
   not 135@ == 0 
else_jump @POOL2_5144 
135@ = 0 

:POOL2_5144
if 
0A51:   is_widget_pressed 63 
else_jump @POOL2_5466 
if 
   not 137@ == 1 
else_jump @POOL2_5433 
if 
  164@ > 10000 
else_jump @POOL2_5211 
169@ = -1000 
jump @POOL2_5283 

:POOL2_5211
if 
  164@ > 1000 
else_jump @POOL2_5244 
169@ = -100 
jump @POOL2_5283 

:POOL2_5244
if 
  164@ > 100 
else_jump @POOL2_5276 
169@ = -10 
jump @POOL2_5283 

:POOL2_5276
169@ = -1 

:POOL2_5283
0085: 48@ = 164@ // (int) 
005A: 48@ += 169@ // (int) 
if 
001E:   $10817 > 48@ // (int) 
else_jump @POOL2_5341 
0085: 169@ = 164@ // (int) 
0064: 169@ -= $10817 // (int) 
169@ *= -1 

:POOL2_5341
005A: 164@ += 169@ // (int) 
005A: 170@ += 169@ // (int) 
005A: 171@ += 169@ // (int) 
169@ *= -1 
0109: player $PLAYER_CHAR money = 169@ 
137@ += 1 
if 
  137@ > 1 
else_jump @POOL2_5419 
137@ = 2 
jump @POOL2_5426 

:POOL2_5419
40@ = 0 

:POOL2_5426
jump @POOL2_5459 

:POOL2_5433
if 
  40@ > 500 
else_jump @POOL2_5459 
137@ = 2 

:POOL2_5459
jump @POOL2_5491 

:POOL2_5466
if 
   not 137@ == 0 
else_jump @POOL2_5491 
137@ = 0 

:POOL2_5491
if 
0A52:   is_widget_released 90 
else_jump @POOL2_5565 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_5530 
03FE: set_actor 173@ money 171@ 

:POOL2_5530
170@ = 0 
187@ = 0 
44@ = 99 
0A61: remove_widget_flag 159 4 
jump @POOL2_5626 

:POOL2_5565
if 
00E1:   player 1 pressed_key 12 
else_jump @POOL2_5626 
09D8: NOP 1 
0A3F: set_unused_flag 1 
$3291 = 1 
0109: player $PLAYER_CHAR money = 170@ 
170@ = 0 
187@ = 1 
44@ = 99 

:POOL2_5626
if 
0A52:   is_widget_released 74 
else_jump @POOL2_5816 
if 
  136@ == 0 
else_jump @POOL2_5809 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_5726 
231@ += 1.1 
0792: disembark_instantly_actor 221@ 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_5726
if 
8118:   not actor 222@ dead 
else_jump @POOL2_5793 
235@ += 1.1 
0792: disembark_instantly_actor 222@ 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_5793
03E6: remove_text_box 
117@ = 1 
136@ = 1 

:POOL2_5809
jump @POOL2_5841 

:POOL2_5816
if 
  136@ == 1 
else_jump @POOL2_5841 
136@ = 0 

:POOL2_5841
if 
  44@ == 99 
else_jump @POOL2_5900 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_5880 
0647: AS_actor 173@ clear_look_task 

:POOL2_5880
0826: enable_hud 0 
03E6: remove_text_box 
44@ = 0 
43@ += 1 

:POOL2_5900
return 

:POOL2_5902
if 
  44@ == -1 
else_jump @POOL2_6058 
009A: 221@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 222@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 223@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: 115@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 116@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 224@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_6058
if 
  44@ == 0 
else_jump @POOL2_6617 
if 
  187@ == 0 
else_jump @POOL2_6129 
225@ = -1 
226@ = -1 
227@ = 1 
228@ = 0 
jump @POOL2_6157 

:POOL2_6129
225@ = -1 
226@ = -1 
227@ = 1 
228@ = 1 

:POOL2_6157
0400: store_coords_to 229@ 230@ 231@ from_object 172@ with_offset 0.0 1.8 0.0 
0087: 232@ = 114@ // (float) 
232@ += 180.0 
0400: store_coords_to 233@ 234@ 235@ from_object 172@ with_offset 0.0 -1.8 0.0 
0087: 236@ = 114@ // (float) 
008B: 221@ = $PLAYER_ACTOR // (int) 
0085: 222@ = 173@ // (int) 
if 
83CA:   not object 115@ exists 
else_jump @POOL2_6302 
0107: 115@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 115@ collision_detection 0 

:POOL2_6302
if 
83CA:   not object 116@ exists 
else_jump @POOL2_6347 
0107: 116@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 116@ collision_detection 0 

:POOL2_6347
if 
8118:   not actor 221@ dead 
else_jump @POOL2_6392 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 
06AB: set_actor 221@ all_weapons_hidden 1 

:POOL2_6392
if 
8118:   not actor 222@ dead 
else_jump @POOL2_6437 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 
06AB: set_actor 222@ all_weapons_hidden 1 

:POOL2_6437
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
0085: 239@ = 225@ // (int) 
240@ = 1 
04AF: 189@ = 0 // = constant 
288@ = -1 
289@ = 0 
244@ = 1 
if 
  244@ == 0 
else_jump @POOL2_6566 
250@ = 10.0 
251@ = 0.02 
252@ = 0.0 
jump @POOL2_6596 

:POOL2_6566
250@ = 22.5 
251@ = 0.02 
252@ = 0.0 

:POOL2_6596
193@ = 1 
44@ = 0 
43@ += 1 

:POOL2_6617
return 

:POOL2_6619
if 
  241@ == 0 
else_jump @POOL2_7153 
if 
  44@ == 0 
else_jump @POOL2_7004 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_6717 
231@ += 1.0 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_6717
if 
8118:   not actor 222@ dead 
else_jump @POOL2_6779 
235@ += 1.1 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_6779
if 
8118:   not actor 223@ dead 
else_jump @POOL2_7004 
070B: set_actor 223@ onbone_attached_object_operation 0 
04C4: store_coords_to $72 $73 $74 from_actor 223@ with_offset 1.0 3.0 1.0 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0159: camera_on_ped 223@ mode 15 switchstyle 2 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_6985 
0618: assign_actor 223@ to_AS_pack 56@ 

:POOL2_6985
061B: remove_references_to_AS_pack 56@ 
40@ = 0 
44@ += 1 

:POOL2_7004
if 
  44@ == 1 
else_jump @POOL2_7082 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_7082 
062E: get_actor 223@ task 1560 status_store_to 48@ // ret 7 if not found 
if or
04A4:   48@ == 7 // == constant 
  40@ > 3000 
else_jump @POOL2_7082 
44@ = 99 

:POOL2_7082
if 
  40@ > 500 
else_jump @POOL2_7146 
if 
0A52:   is_widget_released 90 
else_jump @POOL2_7146 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_7146 
135@ = 1 
44@ = 99 

:POOL2_7146
jump @POOL2_7176 

:POOL2_7153
if 
8118:   not actor 223@ dead 
else_jump @POOL2_7176 
44@ = 99 

:POOL2_7176
if 
  44@ == 99 
else_jump @POOL2_7221 
040D: unload_wav 4 
03E6: remove_text_box 
40@ = 0 
43@ += 1 
44@ = 0 

:POOL2_7221
if 
0A52:   is_widget_released 74 
else_jump @POOL2_7416 
if and
  136@ == 0 
  192@ > 1000 
else_jump @POOL2_7409 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_7324 
231@ += 1.1 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_7324
if 
8118:   not actor 222@ dead 
else_jump @POOL2_7386 
235@ += 1.1 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_7386
03E6: remove_text_box 
117@ = 1 
136@ = 1 
192@ = 0 

:POOL2_7409
jump @POOL2_7441 

:POOL2_7416
if 
  136@ == 1 
else_jump @POOL2_7441 
136@ = 0 

:POOL2_7441
return 

:POOL2_7443
if and
   not 240@ == 0 
  238@ == 1 
else_jump @POOL2_7475 
gosub @POOL2_55284 

:POOL2_7475
if 
   not 240@ == 0 
else_jump @POOL2_7759 
if 
  75@ == 1 
else_jump @POOL2_7644 
if 
83CA:   not object 91@ exists 
else_jump @POOL2_7637 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.35 0.0 0.9296875 
0089: 637@ = $72 // (float) 
0089: 638@ = $73 // (float) 
gosub @POOL2_51147 
0088: $72 = 637@ // (float) 
0088: $73 = 638@ // (float) 
029B: 91@ = init_object #K_POOLBALLCUE at $72 $73 $74 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
0177: set_object 91@ Z_angle_to $71 

:POOL2_7637
75@ = 0 

:POOL2_7644
if 
00E1:   player 189@ pressed_key 14 
else_jump @POOL2_7734 
if 
  137@ == 0 
else_jump @POOL2_7727 
if 
  207@ == 2 
else_jump @POOL2_7712 
207@ = 0 
jump @POOL2_7720 

:POOL2_7712
214@ = 3001 

:POOL2_7720
137@ = 1 

:POOL2_7727
jump @POOL2_7759 

:POOL2_7734
if 
  137@ == 1 
else_jump @POOL2_7759 
137@ = 0 

:POOL2_7759
if 
  240@ == 1 
else_jump @POOL2_7993 
if 
  44@ == 0 
else_jump @POOL2_7993 
if 
  238@ == 1 
else_jump @POOL2_7910 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.35 0.0 0.0 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
01BC: put_object 91@ at $72 $73 570@ 
0177: set_object 91@ Z_angle_to $71 
40@ = 0 
44@ = 99 
jump @POOL2_9043 
jump @POOL2_7993 

:POOL2_7910
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.35 0.0 0.0 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
01BC: put_object 91@ at $72 $73 570@ 
0177: set_object 91@ Z_angle_to $71 
44@ = 99 
jump @POOL2_9043 

:POOL2_7993
if 
  240@ == 2 
else_jump @POOL2_8791 
if 
  44@ == 0 
else_jump @POOL2_8409 
if 
  238@ == 1 
else_jump @POOL2_8287 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.35 0.0 0.0 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
0089: 637@ = $72 // (float) 
0089: 638@ = $73 // (float) 
gosub @POOL2_51147 
0088: $72 = 637@ // (float) 
0088: $73 = 638@ // (float) 
01BC: put_object 91@ at $72 $73 570@ 
0177: set_object 91@ Z_angle_to $71 
40@ = 0 
44@ += 1 
207@ = 0 
214@ = 0 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
jump @POOL2_8409 

:POOL2_8287
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.35 0.0 0.0 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
0089: 637@ = $72 // (float) 
0089: 638@ = $73 // (float) 
gosub @POOL2_51147 
0088: $72 = 637@ // (float) 
0088: $73 = 638@ // (float) 
01BC: put_object 91@ at $72 $73 570@ 
0177: set_object 91@ Z_angle_to $71 
44@ = 99 
jump @POOL2_9043 

:POOL2_8409
if 
  44@ == 1 
else_jump @POOL2_8791 
01BB: store_object 91@ position_to $72 $73 $74 
0A73: set_widget_value3 36 $72 $73 $74 
if or
00E1:   player 189@ pressed_key 0 
00E1:   player 189@ pressed_key 1 
0A51:   is_widget_pressed 36 
else_jump @POOL2_8705 
0494: get_joystick 189@ direction_offset_to $16 $17 $18 $19 
008F: 243@ = integer $16 to_float 
008F: 242@ = integer $17 to_float 
243@ /= 128.0 
242@ /= -128.0 
if 
0A51:   is_widget_pressed 36 
else_jump @POOL2_8561 
0A5B: get_widget_value2 36 243@ 242@ 

:POOL2_8561
243@ *= 0.01 
242@ *= 0.01 
gosub @POOL2_51516 
006D: $7833 *= 242@ // (float) 
006D: $7835 *= 242@ // (float) 
0059: $72 += $7833 // (float) 
0059: $73 += $7835 // (float) 
006D: $7834 *= 243@ // (float) 
006D: $7836 *= 243@ // (float) 
0059: $72 += $7834 // (float) 
0059: $73 += $7836 // (float) 
0089: 637@ = $72 // (float) 
0089: 638@ = $73 // (float) 
gosub @POOL2_51147 
0088: $72 = 637@ // (float) 
0088: $73 = 638@ // (float) 
01BC: put_object 91@ at $72 $73 570@ 

:POOL2_8705
if 
0A52:   is_widget_released 90 
else_jump @POOL2_8766 
if 
  135@ == 0 
else_jump @POOL2_8759 
44@ = 99 
135@ = 1 
jump @POOL2_9043 

:POOL2_8759
jump @POOL2_8791 

:POOL2_8766
if 
  135@ == 1 
else_jump @POOL2_8791 
135@ = 0 

:POOL2_8791
if 
  240@ == 0 
else_jump @POOL2_8823 
44@ = 99 
jump @POOL2_9043 

:POOL2_8823
if 
0A52:   is_widget_released 74 
else_jump @POOL2_9018 
if and
  136@ == 0 
  192@ > 1000 
else_jump @POOL2_9011 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_8926 
231@ += 1.1 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_8926
if 
8118:   not actor 222@ dead 
else_jump @POOL2_8988 
235@ += 1.1 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_8988
03E6: remove_text_box 
117@ = 1 
136@ = 1 
192@ = 0 

:POOL2_9011
jump @POOL2_9043 

:POOL2_9018
if 
  136@ == 1 
else_jump @POOL2_9043 
136@ = 0 

:POOL2_9043
if 
  44@ == 99 
else_jump @POOL2_9077 
43@ += 1 
44@ = 0 
03E6: remove_text_box 

:POOL2_9077
return 

:POOL2_9079
if 
  238@ == 1 
else_jump @POOL2_12117 
gosub @POOL2_53568 
if 
  44@ == -1 
else_jump @POOL2_9144 
0107: 246@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_9144
if 
  44@ == 0 
else_jump @POOL2_10338 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_9224 
231@ += 1.1 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_9224
if 
8118:   not actor 222@ dead 
else_jump @POOL2_9286 
235@ += 1.1 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_9286
if 
8118:   not actor 223@ dead 
else_jump @POOL2_9347 
00A0: store_actor 223@ position_to $72 $73 $74 
$74 += -10.0 
00A1: put_actor 223@ at $72 $73 $74 
04D7: set_actor 223@ locked 1 

:POOL2_9347
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 -0.001 2.5 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 0.001 0.0 
if 
03CA:   object 91@ exists 
else_jump @POOL2_9447 
0176: $71 = object 91@ Z_angle 
0453: set_object 91@ XYZ_rotation 0.0 0.0 $71 

:POOL2_9447
if 
83CA:   not object 246@ exists 
else_jump @POOL2_9536 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 0.0 -10.0 
029B: 246@ = init_object #K_POOLQ2 at $72 $73 $74 
0392: make_object 246@ moveable 0 
0382: set_object 246@ collision_detection 0 
0418: set_object 246@ draw_last 1 
jump @POOL2_9557 

:POOL2_9536
0392: make_object 246@ moveable 0 
0382: set_object 246@ collision_detection 0 
0418: set_object 246@ draw_last 1 

:POOL2_9557
214@ = 0 
207@ = 0 
if 
  253@ == 0 
else_jump @POOL2_10290 
247@ = -1 
51@ = 99999.9 
if 
03CA:   object 91@ exists 
else_jump @POOL2_10139 
01BB: store_object 91@ position_to $72 $73 $74 
if 
  239@ == -1 
else_jump @POOL2_9790 
48@ = 1 

:POOL2_9661
if 
  16 > 48@ 
else_jump @POOL2_9783 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_9769 
01BB: store_object 91@(48@,16i) position_to 174@ 175@ 176@ 
0509: 52@ = distance_between_XY $72 $73 and_XY 174@ 175@ 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_9769 
0085: 247@ = 48@ // (int) 
0087: 51@ = 52@ // (float) 

:POOL2_9769
48@ += 1 
jump @POOL2_9661 

:POOL2_9783
jump @POOL2_10139 

:POOL2_9790
if 
  239@ == 0 
else_jump @POOL2_9944 
48@ = 1 

:POOL2_9815
if 
  8 > 48@ 
else_jump @POOL2_9937 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_9923 
01BB: store_object 91@(48@,16i) position_to 174@ 175@ 176@ 
0509: 52@ = distance_between_XY $72 $73 and_XY 174@ 175@ 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_9923 
0085: 247@ = 48@ // (int) 
0087: 51@ = 52@ // (float) 

:POOL2_9923
48@ += 1 
jump @POOL2_9815 

:POOL2_9937
jump @POOL2_10139 

:POOL2_9944
if 
  239@ == 1 
else_jump @POOL2_10098 
48@ = 9 

:POOL2_9969
if 
  16 > 48@ 
else_jump @POOL2_10091 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_10077 
01BB: store_object 91@(48@,16i) position_to 174@ 175@ 176@ 
0509: 52@ = distance_between_XY $72 $73 and_XY 174@ 175@ 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_10077 
0085: 247@ = 48@ // (int) 
0087: 51@ = 52@ // (float) 

:POOL2_10077
48@ += 1 
jump @POOL2_9969 

:POOL2_10091
jump @POOL2_10139 

:POOL2_10098
if 
  239@ == 2 
else_jump @POOL2_10139 
if 
03CA:   object 99@ exists 
else_jump @POOL2_10139 
247@ = 8 

:POOL2_10139
if and
   not 247@ == -1 
  16 > 247@ 
else_jump @POOL2_10283 
if 
03CA:   object 91@ exists 
else_jump @POOL2_10283 
01BB: store_object 91@ position_to $72 $73 $74 
if 
03CA:   object 91@(247@,16i) exists 
else_jump @POOL2_10232 
01BB: store_object 91@(247@,16i) position_to 174@ 175@ 176@ 

:POOL2_10232
0087: 178@ = 174@ // (float) 
0065: 178@ -= $72 // (float) 
0087: 179@ = 175@ // (float) 
0065: 179@ -= $73 // (float) 
0604: get_Z_angle_for_point 178@ 179@ store_to 51@ 
0177: set_object 91@ Z_angle_to 51@ 

:POOL2_10283
jump @POOL2_10297 

:POOL2_10290
253@ = 0 

:POOL2_10297
248@ = 0 
gosub @POOL2_25641 
208@ = 0.0 
209@ = 0.0 
44@ += 1 

:POOL2_10338
if 
  44@ == 1 
else_jump @POOL2_10566 
if 
0A52:   is_widget_released 18 
else_jump @POOL2_10541 
if 
  245@ == 0 
else_jump @POOL2_10449 
if 
  244@ == 0 
else_jump @POOL2_10428 
244@ = 1 
245@ = 1 
jump @POOL2_10442 

:POOL2_10428
244@ = 0 
245@ = 1 

:POOL2_10442
214@ = 0 

:POOL2_10449
if 
  244@ == 0 
else_jump @POOL2_10504 
250@ = 10.0 
251@ = 0.02 
252@ = 0.0 
jump @POOL2_10534 

:POOL2_10504
250@ = 22.5 
251@ = 0.02 
252@ = 0.0 

:POOL2_10534
jump @POOL2_10566 

:POOL2_10541
if 
  245@ == 1 
else_jump @POOL2_10566 
245@ = 0 

:POOL2_10566
if 
0A51:   is_widget_pressed 174 
else_jump @POOL2_10613 
0A5B: get_widget_value2 174 210@ 211@ 
210@ *= 0.33 
211@ *= 0.33 

:POOL2_10613
if or
00E1:   player 189@ pressed_key 0 
  210@ > 0.01 
  -0.01 > 210@ 
else_jump @POOL2_10758 
0176: $71 = object 91@ Z_angle 
0494: get_joystick 189@ direction_offset_to $16 $17 $18 $19 
008F: 51@ = integer $16 to_float 
51@ /= 128.0 
51@ *= 1.0 
005F: $71 += 51@ // (float) 
210@ *= -0.4 
005F: $71 += 210@ // (float) 
0453: set_object 91@ XYZ_rotation 0.0 0.0 0.0 
0177: set_object 91@ Z_angle_to $71 

:POOL2_10758
if 
  244@ == 0 
else_jump @POOL2_10873 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:POOL2_10873
if 
  244@ == 1 
else_jump @POOL2_10988 
0400: store_coords_to $72 $73 $74 from_object 91@ with_offset 0.0 -0.5 0.3 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 91@ with_offset 0.0 0.5 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:POOL2_10988
if 
  244@ == 0 
else_jump @POOL2_11121 
if 
00E1:   player 189@ pressed_key 14 
else_jump @POOL2_11096 
if 
  137@ == 0 
else_jump @POOL2_11089 
if 
  207@ == 2 
else_jump @POOL2_11074 
207@ = 0 
jump @POOL2_11082 

:POOL2_11074
214@ = 3001 

:POOL2_11082
137@ = 1 

:POOL2_11089
jump @POOL2_11121 

:POOL2_11096
if 
  137@ == 1 
else_jump @POOL2_11121 
137@ = 0 

:POOL2_11121
if 
03CA:   object 246@ exists 
else_jump @POOL2_11260 
if 
  244@ == 0 
else_jump @POOL2_11187 
0400: store_coords_to 174@ 175@ 176@ from_object 91@ with_offset 252@ -0.05 251@ 
jump @POOL2_11212 

:POOL2_11187
0400: store_coords_to 174@ 175@ 176@ from_object 91@ with_offset 252@ -0.05 251@ 

:POOL2_11212
0176: $71 = object 91@ Z_angle 
$71 += 180.0 
01BC: put_object 246@ at 174@ 175@ 176@ 
0453: set_object 246@ XYZ_rotation 250@ 0.0 $71 

:POOL2_11260
if 
80E1:   not player 189@ pressed_key 0 
else_jump @POOL2_11299 
248@ = 0 
gosub @POOL2_25641 
jump @POOL2_11399 

:POOL2_11299
if 
   not 248@ == 0 
else_jump @POOL2_11385 
48@ = 0 

:POOL2_11324
if 
  10 > 48@ 
else_jump @POOL2_11385 
if 
03CA:   object 357@(48@,10i) exists 
else_jump @POOL2_11371 
0108: destroy_object 357@(48@,10i) 

:POOL2_11371
48@ += 1 
jump @POOL2_11324 

:POOL2_11385
248@ = 0 
40@ = 0 

:POOL2_11399
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_11425 
250@ += 0.5 

:POOL2_11425
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_11451 
250@ += -0.5 

:POOL2_11451
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_11476 
251@ += 0.001 

:POOL2_11476
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @POOL2_11501 
251@ += -0.001 

:POOL2_11501
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_11527 
252@ += 0.0001 

:POOL2_11527
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_11553 
252@ += -0.0001 

:POOL2_11553
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_11980 
03A9: save_newline_to_debug_file 
05B6: 23 // butt_angle = 
03A8: save_float_to_debug_file 250@ 
03A9: save_newline_to_debug_file 
05B6: 24 // raise_cue = 
03A8: save_float_to_debug_file 251@ 
03A9: save_newline_to_debug_file 
05B6: 25 // cue_x_correction = 
03A8: save_float_to_debug_file 252@ 

:POOL2_11980
if 
0A52:   is_widget_released 90 
else_jump @POOL2_12055 
if 
  135@ == 0 
else_jump @POOL2_12048 
if 
03CA:   object 246@ exists 
else_jump @POOL2_12034 
0108: destroy_object 246@ 

:POOL2_12034
44@ = 99 
135@ = 1 

:POOL2_12048
jump @POOL2_12080 

:POOL2_12055
if 
  135@ == 1 
else_jump @POOL2_12080 
135@ = 0 

:POOL2_12080
if 
0735:   is_keyboard_key_pressed 72 
else_jump @POOL2_12110 
gosub @POOL2_30957 
0177: set_object 91@ Z_angle_to 373@ 

:POOL2_12110
jump @POOL2_12139 

:POOL2_12117
gosub @POOL2_30957 
0177: set_object 91@ Z_angle_to 373@ 
44@ = 99 

:POOL2_12139
if 
0A52:   is_widget_released 74 
else_jump @POOL2_12334 
if and
  136@ == 0 
  192@ > 1000 
else_jump @POOL2_12327 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_12242 
231@ += 1.1 
02CE: 231@ = ground_z_at 229@ 230@ 231@ 
00A1: put_actor 221@ at 229@ 230@ 231@ 
0173: set_actor 221@ Z_angle_to 232@ 

:POOL2_12242
if 
8118:   not actor 222@ dead 
else_jump @POOL2_12304 
235@ += 1.1 
02CE: 235@ = ground_z_at 233@ 234@ 235@ 
00A1: put_actor 222@ at 233@ 234@ 235@ 
0173: set_actor 222@ Z_angle_to 236@ 

:POOL2_12304
03E6: remove_text_box 
117@ = 1 
136@ = 1 
192@ = 0 

:POOL2_12327
jump @POOL2_12359 

:POOL2_12334
if 
  136@ == 1 
else_jump @POOL2_12359 
136@ = 0 

:POOL2_12359
if 
  44@ == 99 
else_jump @POOL2_12481 
48@ = 0 

:POOL2_12384
if 
  10 > 48@ 
else_jump @POOL2_12445 
if 
03CA:   object 357@(48@,10i) exists 
else_jump @POOL2_12431 
0108: destroy_object 357@(48@,10i) 

:POOL2_12431
48@ += 1 
jump @POOL2_12384 

:POOL2_12445
208@ = 0.0 
209@ = 0.0 
43@ += 2 
44@ = 0 
03E6: remove_text_box 

:POOL2_12481
return 

:POOL2_12483
return 

:POOL2_12485
gosub @POOL2_53568 
if 
  238@ == 1 
else_jump @POOL2_13455 
if 
0A52:   is_widget_released 74 
else_jump @POOL2_12578 
if 
  136@ == 0 
else_jump @POOL2_12571 
43@ = 5 
44@ = 0 
136@ = 1 
253@ = 1 

:POOL2_12571
jump @POOL2_13448 

:POOL2_12578
if 
  136@ == 1 
else_jump @POOL2_12603 
136@ = 0 

:POOL2_12603
if 
  44@ == 0 
else_jump @POOL2_12635 
gosub @POOL2_15981 
44@ += 1 

:POOL2_12635
if 
  258@ == 0 
else_jump @POOL2_12660 
gosub @POOL2_50564 

:POOL2_12660
if 
  258@ == 0 
else_jump @POOL2_13062 
gosub @POOL2_13913 
if 
  261@ == 1 
else_jump @POOL2_13052 
if 
0A76:   hid_implements 30 
else_jump @POOL2_12851 
0093: 259@ = integer 191@ to_float 
259@ /= 1000.0 
259@ *= 0.125 
006B: 259@ *= 42@ // (float) 
005B: 254@ += 259@ // (float) 
if 
  254@ > 0.2 
else_jump @POOL2_12803 
254@ = 0.2 
42@ *= -1.0 

:POOL2_12803
if 
  0.0 > 254@ 
else_jump @POOL2_12844 
254@ = 0.0 
42@ *= -1.0 

:POOL2_12844
jump @POOL2_13045 

:POOL2_12851
210@ = 0.0 
211@ = 0.0 
if 
0A51:   is_widget_pressed 174 
else_jump @POOL2_12898 
0A5B: get_widget_value2 174 210@ 211@ 

:POOL2_12898
005B: 209@ += 211@ // (float) 
if 
  209@ > 128.0 
else_jump @POOL2_12937 
209@ = 128.0 

:POOL2_12937
if 
  -128.0 > 209@ 
else_jump @POOL2_12968 
209@ = -128.0 

:POOL2_12968
0087: 51@ = 209@ // (float) 
51@ /= 128.0 
51@ *= -0.2 
254@ = 0.2 
005B: 254@ += 51@ // (float) 
if 
  254@ > 0.2 
else_jump @POOL2_13045 
254@ = 0.2 

:POOL2_13045
jump @POOL2_13062 

:POOL2_13052
254@ = 0.0 

:POOL2_13062
if 
  258@ == 0 
else_jump @POOL2_13233 
if 
8A76:   not hid_implements 30 
else_jump @POOL2_13187 
if 
0A52:   is_widget_released 174 
else_jump @POOL2_13173 
if 
  0.2 > 254@ 
else_jump @POOL2_13146 
gosub @POOL2_16993 
jump @POOL2_13166 

:POOL2_13146
208@ = 0.0 
209@ = 0.0 

:POOL2_13166
jump @POOL2_13180 

:POOL2_13173
gosub @POOL2_15820 

:POOL2_13180
jump @POOL2_13233 

:POOL2_13187
if and
0A8D:   is_hid_released 1 
  254@ > 0.0 
else_jump @POOL2_13226 
gosub @POOL2_16993 
jump @POOL2_13233 

:POOL2_13226
gosub @POOL2_15820 

:POOL2_13233
if 
  44@ == 1 
else_jump @POOL2_13281 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_13281 
gosub @POOL2_16178 
44@ += 1 

:POOL2_13281
if 
  44@ == 2 
else_jump @POOL2_13306 
gosub @POOL2_14167 

:POOL2_13306
if 
  44@ == 3 
else_jump @POOL2_13407 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_13407 
602@ += 1.1 
02CE: 602@ = ground_z_at 594@ 598@ 602@ 
00A1: put_actor 223@ at 594@ 598@ 602@ 
0173: set_actor 223@ Z_angle_to 606@ 
0619: enable_actor 223@ collision_detection 1 
40@ = 0 
44@ = 99 

:POOL2_13407
if 
  44@ == 99 
else_jump @POOL2_13448 
03E6: remove_text_box 
40@ = 0 
43@ += 1 
44@ = 0 

:POOL2_13448
jump @POOL2_13911 

:POOL2_13455
if 
  44@ == 0 
else_jump @POOL2_13487 
gosub @POOL2_15981 
44@ += 1 

:POOL2_13487
if 
  258@ == 0 
else_jump @POOL2_13636 
gosub @POOL2_13913 
if 
  261@ == 1 
else_jump @POOL2_13619 
if 
  2000 > 40@ 
else_jump @POOL2_13566 
254@ = 0.2 
jump @POOL2_13612 

:POOL2_13566
if 
  3000 > 40@ 
else_jump @POOL2_13602 
254@ = 0.0 
jump @POOL2_13612 

:POOL2_13602
254@ = 1.0 

:POOL2_13612
jump @POOL2_13636 

:POOL2_13619
40@ = 0 
254@ = 0.0 

:POOL2_13636
if 
  258@ == 0 
else_jump @POOL2_13696 
if 
  254@ > 0.25 
else_jump @POOL2_13689 
gosub @POOL2_16993 
jump @POOL2_13696 

:POOL2_13689
gosub @POOL2_15820 

:POOL2_13696
if 
  44@ == 1 
else_jump @POOL2_13744 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_13744 
gosub @POOL2_16178 
44@ += 1 

:POOL2_13744
if 
  44@ == 2 
else_jump @POOL2_13769 
gosub @POOL2_14167 

:POOL2_13769
if 
  44@ == 3 
else_jump @POOL2_13870 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_13870 
602@ += 1.1 
02CE: 602@ = ground_z_at 594@ 598@ 602@ 
00A1: put_actor 223@ at 594@ 598@ 602@ 
0173: set_actor 223@ Z_angle_to 606@ 
0619: enable_actor 223@ collision_detection 1 
40@ = 0 
44@ = 99 

:POOL2_13870
if 
  44@ == 99 
else_jump @POOL2_13911 
03E6: remove_text_box 
40@ = 0 
43@ += 1 
44@ = 0 

:POOL2_13911
return 

:POOL2_13913
261@ = 0 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_14165 
if 
  610@ == 1 
else_jump @POOL2_13994 
if 
0611:   actor 223@ performing_animation "POOL_SHORT_SHOT" 
else_jump @POOL2_13994 
261@ = 1 

:POOL2_13994
if 
  610@ == 2 
else_jump @POOL2_14050 
if 
0611:   actor 223@ performing_animation "POOL_MED_SHOT" 
else_jump @POOL2_14050 
261@ = 1 

:POOL2_14050
if 
  610@ == 3 
else_jump @POOL2_14107 
if 
0611:   actor 223@ performing_animation "POOL_LONG_SHOT" 
else_jump @POOL2_14107 
261@ = 1 

:POOL2_14107
if 
  610@ == 4 
else_jump @POOL2_14165 
if 
0611:   actor 223@ performing_animation "POOL_XLONG_SHOT" 
else_jump @POOL2_14165 
261@ = 1 

:POOL2_14165
return 

:POOL2_14167
if 
8118:   not actor 223@ dead 
else_jump @POOL2_14778 
if 
  260@ == 0 
else_jump @POOL2_14778 
if 
  610@ == 1 
else_jump @POOL2_14345 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_14340 
0618: assign_actor 223@ to_AS_pack 56@ 

:POOL2_14340
061B: remove_references_to_AS_pack 56@ 

:POOL2_14345
if 
  610@ == 2 
else_jump @POOL2_14485 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_14480 
0618: assign_actor 223@ to_AS_pack 56@ 

:POOL2_14480
061B: remove_references_to_AS_pack 56@ 

:POOL2_14485
if 
  610@ == 3 
else_jump @POOL2_14627 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_14622 
0618: assign_actor 223@ to_AS_pack 56@ 

:POOL2_14622
061B: remove_references_to_AS_pack 56@ 

:POOL2_14627
if 
  610@ == 4 
else_jump @POOL2_14771 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_14766 
0618: assign_actor 223@ to_AS_pack 56@ 

:POOL2_14766
061B: remove_references_to_AS_pack 56@ 

:POOL2_14771
260@ += 1 

:POOL2_14778
if 
  260@ == 1 
else_jump @POOL2_15296 
if 
  258@ == 0 
else_jump @POOL2_15282 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_15275 
062E: get_actor 223@ task 1560 status_store_to 48@ // ret 7 if not found 
if 
84A4:   not  48@ == 7 // == constant 
else_jump @POOL2_15261 
if 
  610@ == 1 
else_jump @POOL2_14960 
if 
0611:   actor 223@ performing_animation "POOL_SHORT_SHOT" 
else_jump @POOL2_14960 
0614: set_actor 223@ animation "POOL_SHORT_SHOT" progress_to 255@ // 0.0 to 1.0 
0393: actor 223@ perform_animation "POOL_SHORT_SHOT" at 256@ times_normal_rate 

:POOL2_14960
if 
  610@ == 2 
else_jump @POOL2_15055 
if 
0611:   actor 223@ performing_animation "POOL_MED_SHOT" 
else_jump @POOL2_15055 
0614: set_actor 223@ animation "POOL_MED_SHOT" progress_to 255@ // 0.0 to 1.0 
0393: actor 223@ perform_animation "POOL_MED_SHOT" at 256@ times_normal_rate 

:POOL2_15055
if 
  610@ == 3 
else_jump @POOL2_15153 
if 
0611:   actor 223@ performing_animation "POOL_LONG_SHOT" 
else_jump @POOL2_15153 
0614: set_actor 223@ animation "POOL_LONG_SHOT" progress_to 255@ // 0.0 to 1.0 
0393: actor 223@ perform_animation "POOL_LONG_SHOT" at 256@ times_normal_rate 

:POOL2_15153
if 
  610@ == 4 
else_jump @POOL2_15254 
if 
0611:   actor 223@ performing_animation "POOL_XLONG_SHOT" 
else_jump @POOL2_15254 
0614: set_actor 223@ animation "POOL_XLONG_SHOT" progress_to 255@ // 0.0 to 1.0 
0393: actor 223@ perform_animation "POOL_XLONG_SHOT" at 256@ times_normal_rate 

:POOL2_15254
jump @POOL2_15275 

:POOL2_15261
40@ = 0 
260@ += 1 

:POOL2_15275
jump @POOL2_15296 

:POOL2_15282
40@ = 0 
260@ += 1 

:POOL2_15296
if 
  260@ == 2 
else_jump @POOL2_15715 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_15715 
062E: get_actor 223@ task 1560 status_store_to 48@ // ret 7 if not found 
if and
84A4:   not  48@ == 7 // == constant 
  5000 > 40@ 
else_jump @POOL2_15708 
51@ = 1.0 
0063: 51@ -= 256@ // (float) 
51@ /= 20.0 
005B: 256@ += 51@ // (float) 
if 
  0.8 > 256@ 
else_jump @POOL2_15434 
256@ += 0.01 

:POOL2_15434
if and
  1.2 > 256@ 
  256@ > 0.8 
else_jump @POOL2_15475 
256@ = 1.0 

:POOL2_15475
if 
0611:   actor 223@ performing_animation "POOL_SHORT_SHOT" 
else_jump @POOL2_15533 
0393: actor 223@ perform_animation "POOL_SHORT_SHOT" at 256@ times_normal_rate 

:POOL2_15533
if 
0611:   actor 223@ performing_animation "POOL_MED_SHOT" 
else_jump @POOL2_15587 
0393: actor 223@ perform_animation "POOL_MED_SHOT" at 256@ times_normal_rate 

:POOL2_15587
if 
0611:   actor 223@ performing_animation "POOL_LONG_SHOT" 
else_jump @POOL2_15643 
0393: actor 223@ perform_animation "POOL_LONG_SHOT" at 256@ times_normal_rate 

:POOL2_15643
if 
0611:   actor 223@ performing_animation "POOL_XLONG_SHOT" 
else_jump @POOL2_15701 
0393: actor 223@ perform_animation "POOL_XLONG_SHOT" at 256@ times_normal_rate 

:POOL2_15701
jump @POOL2_15715 

:POOL2_15708
260@ += 1 

:POOL2_15715
if 
  260@ == 3 
else_jump @POOL2_15818 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_15811 
if 
  117@ == 0 
else_jump @POOL2_15811 
0812: AS_actor 223@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:POOL2_15811
44@ += 1 

:POOL2_15818
return 

:POOL2_15820
0087: 51@ = 254@ // (float) 
0063: 51@ -= 255@ // (float) 
if or
  51@ >= 0.05 
  -0.05 >= 51@ 
else_jump @POOL2_15971 
51@ /= 3.0 
if and
  0.01 > 51@ 
  51@ > -0.01 
else_jump @POOL2_15956 
if 
  51@ > 0.0 
else_jump @POOL2_15946 
51@ = 0.01 
jump @POOL2_15956 

:POOL2_15946
51@ = -0.01 

:POOL2_15956
005B: 255@ += 51@ // (float) 
jump @POOL2_15979 

:POOL2_15971
0087: 255@ = 254@ // (float) 

:POOL2_15979
return 

:POOL2_15981
258@ = 0 
260@ = 0 
628@ = 565.0 
629@ = 386.0 
0087: 632@ = 628@ // (float) 
0087: 633@ = 629@ // (float) 
631@ = 67.0 
630@ = 78.0 
634@ = 19.0 
635@ = 16.0 
256@ = 0.0 
255@ = 0.0 
256@ = 0.0 
254@ = 0.0 
40@ = 0 
41@ = 0 
if 
   not 238@ == 0 
else_jump @POOL2_16169 
0A79: print_help_conditional_touch 'PLH4HID' 0  // Tap ~m~~widget_attack~ to shoot. Tap ~m~~widget_minigame_cancel~ to go back to aiming.
0A78: print_help_conditional 'PLH4TCH' 0  // Slide your finger down on the screen and release to shoot. Tap ~m~~widget_minigame_cancel~ to go back to aiming.

:POOL2_16169
gosub @POOL2_48541 
return 

:POOL2_16178
0619: enable_actor 223@ collision_detection 0 
0087: 51@ = 113@ // (float) 
51@ += 1.0 
02CE: 604@ = ground_z_at 111@ 112@ 51@ 
00A1: put_actor 223@ at 596@ 600@ 604@ 
0173: set_actor 223@ Z_angle_to 608@ 
if 
003B:   221@ == 223@ // (int) 
else_jump @POOL2_16444 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_16437 
04C4: store_coords_to $72 $73 $74 from_actor 221@ with_offset 0.0 -1.5 0.0 
if 
8118:   not actor 222@ dead 
else_jump @POOL2_16437 
00A1: put_actor 222@ at 233@ 234@ 235@ 
if 
00EC:   actor 222@ sphere 0 near_point $72 $73 radius 2.0 2.0 
else_jump @POOL2_16410 
04C4: store_coords_to $72 $73 $74 from_actor 222@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 222@ at $72 $73 $74 

:POOL2_16410
if 
03CA:   object 91@ exists 
else_jump @POOL2_16437 
0655: AS_actor 222@ look_at_object 91@ 10000 ms 

:POOL2_16437
jump @POOL2_16623 

:POOL2_16444
if 
8118:   not actor 222@ dead 
else_jump @POOL2_16623 
04C4: store_coords_to $72 $73 $74 from_actor 222@ with_offset 0.0 -1.5 0.0 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_16623 
00A1: put_actor 221@ at 229@ 230@ 231@ 
if 
00EC:   actor 221@ sphere 0 near_point $72 $73 radius 2.0 2.0 
else_jump @POOL2_16623 
04C4: store_coords_to $72 $73 $74 from_actor 221@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 221@ at $72 $73 $74 
if 
03CA:   object 91@ exists 
else_jump @POOL2_16623 
0655: AS_actor 221@ look_at_object 91@ 10000 ms 

:POOL2_16623
if 
  610@ == 1 
else_jump @POOL2_16738 
04C4: store_coords_to $72 $73 $74 from_actor 223@ with_offset 0.1532 -0.9733 1.1819 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
04C4: store_coords_to $72 $73 $74 from_actor 223@ with_offset -0.0267 -0.3468 0.4236 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:POOL2_16738
if 
  610@ == 2 
else_jump @POOL2_16786 
$72 = 0.4 
$73 = -1.0 
$74 = 1.0 

:POOL2_16786
if 
  610@ == 3 
else_jump @POOL2_16834 
$72 = 0.3 
$73 = -0.5 
$74 = 1.0 

:POOL2_16834
if 
  610@ == 4 
else_jump @POOL2_16882 
$72 = 0.3 
$73 = -0.5 
$74 = 1.0 

:POOL2_16882
if 
   not 610@ == 1 
else_jump @POOL2_16991 
04C4: store_coords_to $72 $73 $74 from_actor 223@ with_offset $72 $73 $74 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 91@ with_offset 0.0 0.3 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:POOL2_16991
return 

:POOL2_16993
if 
  238@ == 1 
else_jump @POOL2_17160 
0087: 257@ = 254@ // (float) 
0063: 257@ -= 255@ // (float) 
257@ /= 0.1 
257@ = 5.0 
0087: 262@ = 254@ // (float) 
262@ *= 25.0 
0063: 257@ -= 262@ // (float) 
if 
  0.1 > 257@ 
else_jump @POOL2_17104 
257@ = 0.1 

:POOL2_17104
0087: 256@ = 257@ // (float) 
256@ *= 2.0 
if 
  0.6 > 256@ 
else_jump @POOL2_17153 
256@ = 0.6 

:POOL2_17153
jump @POOL2_17217 

:POOL2_17160
0087: 256@ = 374@ // (float) 
256@ *= 2.0 
if 
  0.6 > 256@ 
else_jump @POOL2_17209 
256@ = 0.6 

:POOL2_17209
0087: 257@ = 374@ // (float) 

:POOL2_17217
if 
03CA:   object 91@ exists 
else_jump @POOL2_18106 
0176: $71 = object 91@ Z_angle 
02F6: 51@ = sine $71 // (float) 
0087: 178@ = 51@ // (float) 
178@ *= -1.0 
02F7: 51@ = cosine $71 // (float) 
0087: 179@ = 51@ // (float) 
180@ = 0.0 
01BB: store_object 91@ position_to $72 $73 $74 
0089: 174@ = $72 // (float) 
005B: 174@ += 178@ // (float) 
0089: 175@ = $73 // (float) 
005B: 175@ += 179@ // (float) 
0509: 51@ = distance_between_XY $72 $73 and_XY 174@ 175@ 
0073: 178@ /= 51@ // (float) 
0073: 179@ /= 51@ // (float) 
006B: 178@ *= 257@ // (float) 
006B: 179@ *= 257@ // (float) 
0550: keep_object 91@ in_memory 0 
0382: set_object 91@ collision_detection 0 
0392: make_object 91@ moveable 0 
0381: throw_object 91@ velocity_in_direction 178@ 179@ 180@ 
288@ = -1 
289@ = 0 
287@ = 0 
215@ = 0 
48@ = 0 

:POOL2_17458
if 
  16 > 48@ 
else_jump @POOL2_17501 
118@(48@,16i) = 0 
48@ += 1 
jump @POOL2_17458 

:POOL2_17501
097B: play_audio_at_object 91@ event 1014 
263@ = 0.0 
264@ = 0.0 
0088: $72 = 632@ // (float) 
0067: $72 -= 628@ // (float) 
0088: $73 = 633@ // (float) 
0067: $73 -= 629@ // (float) 
0075: $72 /= 630@ // (float) 
0075: $73 /= 631@ // (float) 
if 
  238@ == 0 
else_jump @POOL2_17625 
0208: $72 = random_float_in_ranges -0.2 0.2 
0208: $73 = random_float_in_ranges -0.2 0.2 

:POOL2_17625
if or
  $72 > 0.2 
  -0.2 > $72 
  $73 > 0.2 
  -0.2 > $73 
  238@ == 0 
else_jump @POOL2_17796 
006D: $72 *= 257@ // (float) 
006D: $73 *= 257@ // (float) 
0089: 263@ = $72 // (float) 
263@ *= 0.5 
0089: 264@ = $73 // (float) 
264@ *= -0.5 
$72 *= 10.0 
$73 *= 10.0 
if 
  238@ == 1 
else_jump @POOL2_17789 
05A2: set_object 91@ rotation_velocity_about_an_axis $73 0.0 $72 through_center_of_mass 

:POOL2_17789
jump @POOL2_17816 

:POOL2_17796
263@ = 0.0 
264@ = 0.0 

:POOL2_17816
632@ = 559.0 
633@ = 381.0 
if 
  138@ == 1 
else_jump @POOL2_18006 
03A9: save_newline_to_debug_file 
05B6: 26 // cue ball data = 
03A8: save_float_to_debug_file 257@ 
03A8: save_float_to_debug_file $72 
03A8: save_float_to_debug_file $73 
03A8: save_float_to_debug_file $74 

:POOL2_18006
0382: set_object 91@ collision_detection 1 
0392: make_object 91@ moveable 1 
if 
8118:   not actor 221@ dead 
else_jump @POOL2_18063 
if 
03CA:   object 91@ exists 
else_jump @POOL2_18063 
0655: AS_actor 221@ look_at_object 91@ 10000 ms 

:POOL2_18063
if 
8118:   not actor 222@ dead 
else_jump @POOL2_18106 
if 
03CA:   object 91@ exists 
else_jump @POOL2_18106 
0655: AS_actor 222@ look_at_object 91@ 10000 ms 

:POOL2_18106
258@ = 1 
return 

:POOL2_18115
if 
  44@ == 0 
else_jump @POOL2_18433 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_18433 
01BB: store_object 172@ position_to $72 $73 $74 
0089: 178@ = $72 // (float) 
0063: 178@ -= 594@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 598@ // (float) 
005F: $72 += 178@ // (float) 
005F: $73 += 179@ // (float) 
$74 += 2.5 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
01BB: store_object 172@ position_to $72 $73 $74 
$74 += 0.5 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
40@ = 0 
04C4: store_coords_to 174@ 175@ 176@ from_actor 223@ with_offset 0.0 -0.2 0.0 
02CE: 176@ = ground_z_at 174@ 175@ 176@ 
0172: $71 = actor 223@ Z_angle 
00A1: put_actor 223@ at 620@ 621@ 622@ 
0173: set_actor 223@ Z_angle_to $71 
if 
  117@ == 0 
else_jump @POOL2_18426 
0812: AS_actor 223@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:POOL2_18426
44@ += 1 

:POOL2_18433
if 
  44@ == 1 
else_jump @POOL2_18558 
48@ = 0 
49@ = 0 

:POOL2_18465
if 
  16 > 48@ 
else_jump @POOL2_18526 
if 
  118@(48@,16i) == 1 
else_jump @POOL2_18512 
49@ += 1 

:POOL2_18512
48@ += 1 
jump @POOL2_18465 

:POOL2_18526
if 
  49@ == 16 
else_jump @POOL2_18558 
44@ += 1 
40@ = 0 

:POOL2_18558
if 
  44@ == 2 
else_jump @POOL2_18602 
if 
  40@ > 700 
else_jump @POOL2_18602 
44@ = 99 

:POOL2_18602
if 
  44@ == 99 
else_jump @POOL2_18636 
03E6: remove_text_box 
43@ += 1 
44@ = 0 

:POOL2_18636
return 

:POOL2_18638
if 
  44@ == 0 
else_jump @POOL2_18670 
284@ = 0 
44@ += 1 

:POOL2_18670
if 
  44@ == 1 
else_jump @POOL2_18720 
if 
  288@ == -1 
else_jump @POOL2_18713 
284@ = 1 

:POOL2_18713
44@ += 1 

:POOL2_18720
if 
  44@ == 2 
else_jump @POOL2_18956 
if 
   not 288@ == -1 
else_jump @POOL2_18949 
if 
  239@ == -1 
else_jump @POOL2_18806 
if 
  288@ == 8 
else_jump @POOL2_18799 
284@ = 2 

:POOL2_18799
jump @POOL2_18949 

:POOL2_18806
if 
  239@ == 0 
else_jump @POOL2_18856 
if 
  288@ >= 8 
else_jump @POOL2_18849 
284@ = 2 

:POOL2_18849
jump @POOL2_18949 

:POOL2_18856
if 
  239@ == 1 
else_jump @POOL2_18906 
if 
  8 >= 288@ 
else_jump @POOL2_18899 
284@ = 2 

:POOL2_18899
jump @POOL2_18949 

:POOL2_18906
if 
  239@ == 2 
else_jump @POOL2_18949 
if 
   not 288@ == 8 
else_jump @POOL2_18949 
284@ = 2 

:POOL2_18949
44@ += 1 

:POOL2_18956
if 
  44@ == 3 
else_jump @POOL2_19006 
if 
  265@ == 1 
else_jump @POOL2_18999 
284@ = 3 

:POOL2_18999
44@ += 1 

:POOL2_19006
if 
  44@ == 4 
else_jump @POOL2_19564 
if 
  281@ == 1 
else_jump @POOL2_19242 
if 
   not 284@ == 3 
else_jump @POOL2_19235 
if 
  239@ == -1 
else_jump @POOL2_19085 
jump @POOL2_19235 

:POOL2_19085
if 
  239@ == 0 
else_jump @POOL2_19135 
if 
  283@ > 0 
else_jump @POOL2_19128 
284@ = 4 

:POOL2_19128
jump @POOL2_19235 

:POOL2_19135
if 
  239@ == 1 
else_jump @POOL2_19185 
if 
  282@ > 0 
else_jump @POOL2_19178 
284@ = 4 

:POOL2_19178
jump @POOL2_19235 

:POOL2_19185
if 
  239@ == 2 
else_jump @POOL2_19235 
if or
  282@ > 0 
  283@ > 0 
else_jump @POOL2_19235 
284@ = 4 

:POOL2_19235
jump @POOL2_19557 

:POOL2_19242
if 
  281@ > 1 
else_jump @POOL2_19557 
if 
  239@ == -1 
else_jump @POOL2_19407 
if and
  282@ > 0 
  283@ == 0 
else_jump @POOL2_19339 
if 
   not 273@ == 1 
else_jump @POOL2_19339 
if 
  193@ == 0 
else_jump @POOL2_19339 

:POOL2_19339
if and
  282@ == 0 
  283@ > 0 
else_jump @POOL2_19400 
if 
   not 273@ == 1 
else_jump @POOL2_19400 
if 
  193@ == 0 
else_jump @POOL2_19400 

:POOL2_19400
jump @POOL2_19557 

:POOL2_19407
if 
  239@ == 0 
else_jump @POOL2_19457 
if 
  283@ > 0 
else_jump @POOL2_19450 
284@ = 4 

:POOL2_19450
jump @POOL2_19557 

:POOL2_19457
if 
  239@ == 1 
else_jump @POOL2_19507 
if 
  282@ > 0 
else_jump @POOL2_19500 
284@ = 4 

:POOL2_19500
jump @POOL2_19557 

:POOL2_19507
if 
  239@ == 2 
else_jump @POOL2_19557 
if or
  283@ > 0 
  282@ > 0 
else_jump @POOL2_19557 
284@ = 4 

:POOL2_19557
44@ += 1 

:POOL2_19564
if 
  44@ == 5 
else_jump @POOL2_19682 
if 
   not 239@ == 2 
else_jump @POOL2_19632 
if 
  273@ == 1 
else_jump @POOL2_19625 
284@ = 5 

:POOL2_19625
jump @POOL2_19675 

:POOL2_19632
if 
  273@ == 1 
else_jump @POOL2_19675 
if 
   not 284@ == 0 
else_jump @POOL2_19675 
284@ = 5 

:POOL2_19675
44@ += 1 

:POOL2_19682
if 
  44@ == 6 
else_jump @POOL2_19768 
if 
  284@ == 0 
else_jump @POOL2_19761 
if 
  281@ == 0 
else_jump @POOL2_19761 
if 
  287@ == 0 
else_jump @POOL2_19761 
284@ = 6 

:POOL2_19761
44@ = 99 

:POOL2_19768
if 
  44@ == 99 
else_jump @POOL2_19992 
if and
  284@ == 0 
  193@ == 0 
  281@ > 0 
  239@ == -1 
else_jump @POOL2_19976 
if 
001D:   282@ > 283@ // (int) 
else_jump @POOL2_19904 
if 
  237@ == 1 
else_jump @POOL2_19883 
225@ = 0 
226@ = 1 
jump @POOL2_19897 

:POOL2_19883
225@ = 1 
226@ = 0 

:POOL2_19897
jump @POOL2_19976 

:POOL2_19904
if 
001D:   283@ > 282@ // (int) 
else_jump @POOL2_19976 
if 
  237@ == 1 
else_jump @POOL2_19962 
225@ = 1 
226@ = 0 
jump @POOL2_19976 

:POOL2_19962
225@ = 0 
226@ = 1 

:POOL2_19976
03E6: remove_text_box 
44@ = 0 
43@ += 1 

:POOL2_19992
return 

:POOL2_19994
if 
  44@ == 0 
else_jump @POOL2_21820 
40@ = 0 
if and
  76@ == 1 
  77@ == 1 
  78@ == 1 
  79@ == 1 
  80@ == 1 
else_jump @POOL2_20140 
if and
  81@ == 1 
  82@ == 1 
else_jump @POOL2_20140 
if 
  225@ == 0 
else_jump @POOL2_20115 
225@ = 2 

:POOL2_20115
if 
  226@ == 0 
else_jump @POOL2_20140 
226@ = 2 

:POOL2_20140
if and
  84@ == 1 
  85@ == 1 
  86@ == 1 
  87@ == 1 
  88@ == 1 
else_jump @POOL2_20261 
if and
  89@ == 1 
  90@ == 1 
else_jump @POOL2_20261 
if 
  225@ == 1 
else_jump @POOL2_20236 
225@ = 2 

:POOL2_20236
if 
  226@ == 1 
else_jump @POOL2_20261 
226@ = 2 

:POOL2_20261
0871: init_jump_table 284@ total_jumps 7 default_jump 0 @POOL2_21705 jumps 0 @POOL2_20324 1 @POOL2_20655 2 @POOL2_20853 3 @POOL2_21051 4 @POOL2_21249 5 @POOL2_21447 6 @POOL2_21507 

:POOL2_20324
if 
  281@ > 0 
else_jump @POOL2_20457 
if 
   not 83@ == 1 
else_jump @POOL2_20429 
240@ = 0 
241@ = 1 
if 
  237@ == 1 
else_jump @POOL2_20407 
0085: 239@ = 225@ // (int) 
jump @POOL2_20415 

:POOL2_20407
0085: 239@ = 226@ // (int) 

:POOL2_20415
44@ = 99 
jump @POOL2_20450 

:POOL2_20429
286@ = 1 
285@ = 1 
44@ = 99 

:POOL2_20450
jump @POOL2_20648 

:POOL2_20457
if 
  237@ == 1 
else_jump @POOL2_20581 
240@ = 0 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_20560 
04AF: 189@ = 1 // = constant 
jump @POOL2_20567 

:POOL2_20560
04AF: 189@ = 0 // = constant 

:POOL2_20567
44@ = 99 
jump @POOL2_20648 

:POOL2_20581
240@ = 0 
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_20648
jump @POOL2_21705 

:POOL2_20655
if 
  237@ == 1 
else_jump @POOL2_20779 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_20758 
04AF: 189@ = 1 // = constant 
jump @POOL2_20765 

:POOL2_20758
04AF: 189@ = 0 // = constant 

:POOL2_20765
44@ = 99 
jump @POOL2_20846 

:POOL2_20779
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_20846
jump @POOL2_21705 

:POOL2_20853
if 
  237@ == 1 
else_jump @POOL2_20977 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_20956 
04AF: 189@ = 1 // = constant 
jump @POOL2_20963 

:POOL2_20956
04AF: 189@ = 0 // = constant 

:POOL2_20963
44@ = 99 
jump @POOL2_21044 

:POOL2_20977
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_21044
jump @POOL2_21705 

:POOL2_21051
if 
  237@ == 1 
else_jump @POOL2_21175 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_21154 
04AF: 189@ = 1 // = constant 
jump @POOL2_21161 

:POOL2_21154
04AF: 189@ = 0 // = constant 

:POOL2_21161
44@ = 99 
jump @POOL2_21242 

:POOL2_21175
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_21242
jump @POOL2_21705 

:POOL2_21249
if 
  237@ == 1 
else_jump @POOL2_21373 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_21352 
04AF: 189@ = 1 // = constant 
jump @POOL2_21359 

:POOL2_21352
04AF: 189@ = 0 // = constant 

:POOL2_21359
44@ = 99 
jump @POOL2_21440 

:POOL2_21373
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_21440
jump @POOL2_21705 

:POOL2_21447
if 
  193@ == 0 
else_jump @POOL2_21479 
285@ = 0 
jump @POOL2_21486 

:POOL2_21479
285@ = 1 

:POOL2_21486
286@ = 1 
44@ = 99 
jump @POOL2_21705 

:POOL2_21507
if 
  237@ == 1 
else_jump @POOL2_21631 
237@ = 2 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
0085: 238@ = 228@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 226@ // (int) 
if 
  228@ == 1 
else_jump @POOL2_21610 
04AF: 189@ = 1 // = constant 
jump @POOL2_21617 

:POOL2_21610
04AF: 189@ = 0 // = constant 

:POOL2_21617
44@ = 99 
jump @POOL2_21698 

:POOL2_21631
237@ = 1 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
0085: 238@ = 227@ // (int) 
240@ = 2 
241@ = 0 
0085: 239@ = 225@ // (int) 
04AF: 189@ = 0 // = constant 
44@ = 99 

:POOL2_21698
jump @POOL2_21705 

:POOL2_21705
if 
  187@ == 0 
else_jump @POOL2_21759 
if 
  238@ == 1 
else_jump @POOL2_21752 
0512: show_permanent_text_box 'PL_H5'  // Tap ~m~~widget_gambling_continue~ to continue.

:POOL2_21752
jump @POOL2_21806 

:POOL2_21759
if 
04A4:   189@ == 0 // == constant 
else_jump @POOL2_21795 
0512: show_permanent_text_box 'PL_H8'  // Player 1 tap ~m~~widget_gambling_continue~ to continue.
jump @POOL2_21806 

:POOL2_21795
0512: show_permanent_text_box 'PL_H9'  // Player 2 tap ~m~~widget_gambling_continue~ to continue.

:POOL2_21806
40@ = 0 
41@ = 0 

:POOL2_21820
if 
  44@ == 99 
else_jump @POOL2_21947 
gosub @POOL2_51806 
if 
  238@ == 1 
else_jump @POOL2_21892 
if 
0A52:   is_widget_released 90 
else_jump @POOL2_21885 
44@ += 1 

:POOL2_21885
jump @POOL2_21947 

:POOL2_21892
if or
  41@ > 2000 
00E1:   player 189@ pressed_key 16 
else_jump @POOL2_21925 
44@ += 1 

:POOL2_21925
if 
0A52:   is_widget_released 90 
else_jump @POOL2_21947 
44@ += 1 

:POOL2_21947
if 
  44@ == 100 
else_jump @POOL2_22109 
03E6: remove_text_box 
48@ = 0 
281@ = 0 

:POOL2_21981
if 
  16 > 48@ 
else_jump @POOL2_22024 
265@(48@,16i) = 0 
48@ += 1 
jump @POOL2_21981 

:POOL2_22024
282@ = 0 
283@ = 0 
if 
  286@ == 1 
else_jump @POOL2_22084 
193@ = 1 
43@ += 1 
44@ = 0 
jump @POOL2_22105 

:POOL2_22084
193@ = 0 
43@ = 3 
44@ = 0 

:POOL2_22105
wait 0 

:POOL2_22109
return 

:POOL2_22111
if 
  44@ == 0 
else_jump @POOL2_22564 
if 
  285@ == 0 
else_jump @POOL2_22211 
if 
  237@ == 1 
else_jump @POOL2_22188 
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 
jump @POOL2_22204 

:POOL2_22188
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 

:POOL2_22204
jump @POOL2_22268 

:POOL2_22211
if 
  237@ == 1 
else_jump @POOL2_22252 
0085: 223@ = 221@ // (int) 
0085: 224@ = 115@ // (int) 
jump @POOL2_22268 

:POOL2_22252
0085: 223@ = 222@ // (int) 
0085: 224@ = 116@ // (int) 

:POOL2_22268
if 
8118:   not actor 223@ dead 
else_jump @POOL2_22564 
04C4: store_coords_to $72 $73 $74 from_actor 223@ with_offset 1.0 2.0 0.0 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0159: camera_on_ped 223@ mode 15 switchstyle 2 
if 
  187@ == 0 
else_jump @POOL2_22492 
if 
003B:   223@ == 221@ // (int) 
else_jump @POOL2_22454 
0085: 48@ = 171@ // (int) 
48@ *= 2 
0109: player $PLAYER_CHAR money = 48@ 
create_thread @CASHWIN 48@ 5000 80 
if 
8118:   not actor 173@ dead 
else_jump @POOL2_22447 
03FE: set_actor 173@ money 0 

:POOL2_22447
jump @POOL2_22485 

:POOL2_22454
0085: 48@ = 171@ // (int) 
48@ *= -1 
create_thread @CASHWIN 48@ 5000 80 

:POOL2_22485
jump @POOL2_22550 

:POOL2_22492
if 
003B:   223@ == 221@ // (int) 
else_jump @POOL2_22534 
00BA: show_text_styled GXT 'PL_08' time 5000 style 1  // Player 1 Wins!
jump @POOL2_22550 

:POOL2_22534
00BA: show_text_styled GXT 'PL_09' time 5000 style 1  // Player 2 Wins!

:POOL2_22550
40@ = 0 
44@ += 1 

:POOL2_22564
if 
  44@ == 1 
else_jump @POOL2_22608 
if 
  40@ > 5000 
else_jump @POOL2_22608 
44@ += 1 

:POOL2_22608
if 
  44@ == 2 
else_jump @POOL2_23181 
fade 0 500 

:POOL2_22633
if 
fading 
else_jump @POOL2_22657 
wait 0 
jump @POOL2_22633 

:POOL2_22657
48@ = 0 

:POOL2_22664
if 
  16 > 48@ 
else_jump @POOL2_22725 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_22711 
0108: destroy_object 91@(48@,16i) 

:POOL2_22711
48@ += 1 
jump @POOL2_22664 

:POOL2_22725
0400: store_coords_to $72 $73 $74 from_object 172@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 91@ = init_object #K_POOLBALLCUE at $72 $73 $74 
0176: $71 = object 172@ Z_angle 
$71 += 270.0 
0177: set_object 91@ Z_angle_to $71 
0400: store_coords_to 568@ 569@ 570@ from_object 172@ with_offset 0.3408 -0.0284 0.9297 
0176: 571@ = object 172@ Z_angle 
571@ += 90.0 
029B: 92@ = init_object #K_POOLBALLSPT01 at 568@ 569@ 570@ 
029B: 93@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 98@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 99@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 100@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 101@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 102@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 103@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 104@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 105@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 106@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
gosub @POOL2_47661 
44@ = 99 

:POOL2_23181
if 
  44@ == 99 
else_jump @POOL2_23215 
03E6: remove_text_box 
43@ += 1 
44@ = 0 

:POOL2_23215
return 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 7 color_RGBA_to $4781 $4782 $4783 $4784 
0340: set_text_draw_RGBA $4781 $4782 $4783 255 
return 

:POOL2_23305
285@ = 0 
281@ = 0 
282@ = 0 
283@ = 0 
284@ = 0 
48@ = 0 

:POOL2_23347
if 
  16 > 48@ 
else_jump @POOL2_23401 
265@(48@,16i) = 0 
75@(48@,16i) = 0 
48@ += 1 
jump @POOL2_23347 

:POOL2_23401
240@ = 0 
286@ = 0 
43@ = 1 
44@ = 0 
return 

:POOL2_23431
if 
03CA:   object 172@ exists 
else_jump @POOL2_23479 
01BB: store_object 172@ position_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 10.0 

:POOL2_23479
if 
03CA:   object 91@ exists 
else_jump @POOL2_23517 
05A8: get_object 91@ speed_to 57@ 
05A6: get_object 91@ rotation_velocity_about_an_axis_X 58@ axis_Y 59@ axis_Z 60@ through_center_of_body 

:POOL2_23517
if 
  215@ > 2000 
else_jump @POOL2_24007 
0088: $72 = 213@ // (float) 
$72 *= -1.0 
48@ = 0 

:POOL2_23561
if 
  16 > 48@ 
else_jump @POOL2_24007 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_23982 
05A8: get_object 91@(48@,16i) speed_to 51@ 
if 
0025:   212@ > 51@ // (float) 
else_jump @POOL2_23964 
if 
  0.005 > 51@ 
else_jump @POOL2_23880 
05A6: get_object 91@(48@,16i) rotation_velocity_about_an_axis_X 51@ axis_Y 52@ axis_Z 53@ through_center_of_body 
49@ = 0 
if or
0025:   51@ > 213@ // (float) 
0026:   $72 > 51@ // (float) 
else_jump @POOL2_23710 
49@ = 1 

:POOL2_23710
if or
0025:   52@ > 213@ // (float) 
0026:   $72 > 52@ // (float) 
else_jump @POOL2_23744 
49@ = 1 

:POOL2_23744
if or
0025:   53@ > 213@ // (float) 
0026:   $72 > 53@ // (float) 
else_jump @POOL2_23778 
49@ = 1 

:POOL2_23778
if 
  49@ == 0 
else_jump @POOL2_23862 
0381: throw_object 91@(48@,16i) velocity_in_direction 0.0 0.0 0.0 
05A2: set_object 91@(48@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
118@(48@,16i) = 1 
jump @POOL2_23873 

:POOL2_23862
118@(48@,16i) = 0 

:POOL2_23873
jump @POOL2_23957 

:POOL2_23880
059F: get_object 91@(48@,16i) velocity_in_direction $72 $73 $74 
$72 *= 0.9 
$73 *= 0.9 
$74 *= 0.9 
0381: throw_object 91@(48@,16i) velocity_in_direction $72 $73 $74 
118@(48@,16i) = 0 

:POOL2_23957
jump @POOL2_23975 

:POOL2_23964
118@(48@,16i) = 0 

:POOL2_23975
jump @POOL2_23993 

:POOL2_23982
118@(48@,16i) = 1 

:POOL2_23993
48@ += 1 
jump @POOL2_23561 

:POOL2_24007
if 
   not 117@ == 1 
else_jump @POOL2_24071 
0085: 368@ = 221@ // (int) 
0085: 369@ = 115@ // (int) 
gosub @POOL2_27915 
0085: 368@ = 222@ // (int) 
0085: 369@ = 116@ // (int) 
gosub @POOL2_27915 

:POOL2_24071
263@ *= 0.98 
264@ *= 0.98 
48@ = 0 

:POOL2_24098
if 
  16 > 48@ 
else_jump @POOL2_24372 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_24358 
01BB: store_object 91@(48@,16i) position_to $72 $73 $74 
0087: 52@ = 61@ // (float) 
52@ *= 2.0 
0087: 51@ = 570@ // (float) 
0063: 51@ -= 52@ // (float) 
if 
0027:   51@ > $74 // (float) 
else_jump @POOL2_24358 
if 
  75@(48@,16i) == 0 
else_jump @POOL2_24358 
097A: play_audio_at $72 $73 $74 event 1017 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_24272 
0108: destroy_object 91@(48@,16i) 

:POOL2_24272
75@(48@,16i) = 1 
265@(48@,16i) = 1 
281@ += 1 
if and
  48@ > 0 
  8 > 48@ 
else_jump @POOL2_24333 
282@ += 1 

:POOL2_24333
if 
  48@ > 8 
else_jump @POOL2_24358 
283@ += 1 

:POOL2_24358
48@ += 1 
jump @POOL2_24098 

:POOL2_24372
48@ = 0 

:POOL2_24379
if 
  16 > 48@ 
else_jump @POOL2_24758 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_24744 
if 
08FF:   object 91@(48@,16i) received_damage_type 54 
else_jump @POOL2_24471 
287@ += 1 
if 
  48@ == 0 
else_jump @POOL2_24471 
289@ = 1 

:POOL2_24471
if 
  288@ == -1 
else_jump @POOL2_24587 
if 
  48@ > 0 
else_jump @POOL2_24587 
if 
08FF:   object 91@(48@,16i) received_damage_type 53 
else_jump @POOL2_24587 
0085: 288@ = 48@ // (int) 
if 
  289@ == 0 
else_jump @POOL2_24587 
if 
03CA:   object 91@ exists 
else_jump @POOL2_24587 
05A7: set_object 91@ velocity_in_direction_X 263@ direction_Y 264@ direction_Z 0.0 

:POOL2_24587
if 
08FF:   object 91@(48@,16i) received_damage_type 50 
else_jump @POOL2_24735 
287@ += 1 
if 
  48@ == 0 
else_jump @POOL2_24641 
289@ = 1 

:POOL2_24641
if 
  288@ == -1 
else_jump @POOL2_24735 
if 
  48@ > 0 
else_jump @POOL2_24735 
0085: 288@ = 48@ // (int) 
if 
  289@ == 0 
else_jump @POOL2_24735 
if 
03CA:   object 91@ exists 
else_jump @POOL2_24735 
05A7: set_object 91@ velocity_in_direction_X 263@ direction_Y 264@ direction_Z 0.0 

:POOL2_24735
0900: clear_object 91@(48@,16i) last_weapon_damage 

:POOL2_24744
48@ += 1 
jump @POOL2_24379 

:POOL2_24758
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_24849 
if 
  138@ == 1 
else_jump @POOL2_24824 
138@ = 0 
0662: printstring "OUTPUT_TEXT_OFF" 
jump @POOL2_24849 

:POOL2_24824
138@ = 1 
0662: printstring "OUTPUT_TEXT_ON" 

:POOL2_24849
if 
83CA:   not object 172@ exists 
else_jump @POOL2_24872 
43@ = 99 

:POOL2_24872
if 
8118:   not actor 173@ dead 
else_jump @POOL2_24896 
0226: $7826 = actor 173@ health 

:POOL2_24896
if 
0118:   actor 173@ dead 
else_jump @POOL2_24919 
43@ = 99 

:POOL2_24919
if 
  117@ == 1 
else_jump @POOL2_25482 
0826: enable_hud 1 
if 
  170@ > 0 
else_jump @POOL2_24967 
0109: player $PLAYER_CHAR money = 170@ 

:POOL2_24967
if 
8118:   not actor 173@ dead 
else_jump @POOL2_25039 
04D7: set_actor 173@ locked 0 
065C: release_decision_maker 216@ 
060A: create_decision_maker_type 2 store_to 216@ // decision\allowed\m_.ped files 
060B: set_actor 173@ decision_maker_to 216@ 
0619: enable_actor 173@ collision_detection 1 
02AB: set_actor 173@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06AB: set_actor 173@ all_weapons_hidden 1 

:POOL2_25039
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
0581: enable_radar 1 
48@ = 0 

:POOL2_25061
if 
  16 > 48@ 
else_jump @POOL2_25102 
01C4: remove_references_to_object 91@(48@,16i) // This object will now disappear when the player looks away 
48@ += 1 
jump @POOL2_25061 

:POOL2_25102
02EB: restore_camera_with_jumpcut 
if 
03CA:   object 246@ exists 
else_jump @POOL2_25125 
0108: destroy_object 246@ 

:POOL2_25125
113@ += 0.1 
01BC: put_object 172@ at 111@ 112@ 113@ 
0400: store_coords_to 107@ 109@ $74 from_object 172@ with_offset -0.96 -0.49 0.7 
0400: store_coords_to 108@ 110@ $74 from_object 172@ with_offset 0.96 0.49 0.7 
if 
0025:   107@ > 108@ // (float) 
else_jump @POOL2_25250 
0088: $72 = 107@ // (float) 
0087: 107@ = 108@ // (float) 
0089: 108@ = $72 // (float) 

:POOL2_25250
if 
0025:   109@ > 110@ // (float) 
else_jump @POOL2_25293 
0088: $73 = 109@ // (float) 
0087: 109@ = 110@ // (float) 
0089: 110@ = $73 // (float) 

:POOL2_25293
0830: create_pool_table_collision_cornerA 107@ 109@ $74 cornerB 108@ 110@ $74 
48@ = 0 

:POOL2_25320
if 
  16 > 48@ 
else_jump @POOL2_25418 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_25404 
01BB: store_object 91@(48@,16i) position_to $72 $73 $74 
$74 += 0.1 
01BC: put_object 91@(48@,16i) at $72 $73 $74 

:POOL2_25404
48@ += 1 
jump @POOL2_25320 

:POOL2_25418
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_25460 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_25460
0108: destroy_object 115@ 
0108: destroy_object 116@ 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 

:POOL2_25482
if and
  43@ == 99 
  117@ == 0 
else_jump @POOL2_25527 
03F0: enable_text_draw 0 
0581: enable_radar 1 
43@ = 0 
wait 500 

:POOL2_25527
if 
0736:   is_keyboard_key_just_pressed 73 
else_jump @POOL2_25639 
if 
03CA:   object 91@ exists 
else_jump @POOL2_25639 
0550: keep_object 91@ in_memory 0 
0382: set_object 91@ collision_detection 0 
0392: make_object 91@ moveable 0 
0208: $72 = random_float_in_ranges -5.0 5.0 
0208: $73 = random_float_in_ranges -5.0 5.0 
0381: throw_object 91@ velocity_in_direction $72 $73 0.0 
0382: set_object 91@ collision_detection 1 
0392: make_object 91@ moveable 1 

:POOL2_25639
return 

:POOL2_25641
291@ = 0 
290@ = 1.7 
if 
03CA:   object 91@ exists 
else_jump @POOL2_25864 
01BB: store_object 91@ position_to $72 $73 $74 
0087: 51@ = 107@ // (float) 
51@ += 0.02 
if 
0027:   51@ > $72 // (float) 
else_jump @POOL2_25732 
291@ = 99 

:POOL2_25732
0087: 51@ = 108@ // (float) 
51@ -= 0.02 
if 
0026:   $72 > 51@ // (float) 
else_jump @POOL2_25776 
291@ = 99 

:POOL2_25776
0087: 51@ = 109@ // (float) 
51@ += 0.02 
if 
0027:   51@ > $73 // (float) 
else_jump @POOL2_25820 
291@ = 99 

:POOL2_25820
0087: 51@ = 110@ // (float) 
51@ -= 0.02 
if 
0026:   $73 > 51@ // (float) 
else_jump @POOL2_25864 
291@ = 99 

:POOL2_25864
if 
   not 291@ == 99 
else_jump @POOL2_27913 
if 
   not 248@ == 0 
else_jump @POOL2_25907 
291@ = 2 

:POOL2_25907
if 
  291@ == 0 
else_jump @POOL2_26516 
if 
03CA:   object 91@ exists 
else_jump @POOL2_26516 
48@ = 0 

:POOL2_25948
if 
  3 > 48@ 
else_jump @POOL2_26092 
314@(48@,3f) = -999999.9 
317@(48@,3f) = -999999.9 
320@(48@,3f) = -999999.9 
323@(48@,3f) = -999999.9 
326@(48@,3f) = -999999.9 
329@(48@,3f) = -999999.9 
332@(48@,3f) = -999999.9 
335@(48@,3f) = -999999.9 
48@ += 1 
jump @POOL2_25948 

:POOL2_26092
0087: 311@ = 290@ // (float) 
0087: 311@ = 290@ // (float) 
0087: 310@ = 290@ // (float) 
310@ /= 10.0 
0176: $71 = object 91@ Z_angle 
0453: set_object 91@ XYZ_rotation 0.0 0.0 $71 
01BB: store_object 91@ position_to $72 $73 $74 
if 
0027:   107@ > $72 // (float) 
else_jump @POOL2_26203 
0088: $72 = 107@ // (float) 
$72 += 0.01 

:POOL2_26203
if 
0026:   $72 > 108@ // (float) 
else_jump @POOL2_26240 
0088: $72 = 108@ // (float) 
$72 -= 0.01 

:POOL2_26240
if 
0027:   109@ > $73 // (float) 
else_jump @POOL2_26277 
0088: $73 = 109@ // (float) 
$73 += 0.01 

:POOL2_26277
if 
0026:   $73 > 110@ // (float) 
else_jump @POOL2_26314 
0088: $73 = 110@ // (float) 
$73 -= 0.01 

:POOL2_26314
0400: store_coords_to 174@ 175@ 176@ from_object 91@ with_offset 0.0 1.0 0.0 
0087: 292@ = 174@ // (float) 
0065: 292@ -= $72 // (float) 
0087: 293@ = 175@ // (float) 
0065: 293@ -= $73 // (float) 
0509: 51@ = distance_between_XY $72 $73 and_XY 174@ 175@ 
0073: 292@ /= 51@ // (float) 
0073: 293@ /= 51@ // (float) 
006B: 292@ *= 311@ // (float) 
006B: 293@ *= 311@ // (float) 
0089: 497@ = $72 // (float) 
0089: 498@ = $73 // (float) 
0089: 314@ = $72 // (float) 
0089: 317@ = $73 // (float) 
0089: 493@ = $72 // (float) 
005B: 493@ += 292@ // (float) 
0089: 494@ = $73 // (float) 
005B: 494@ += 293@ // (float) 
294@ = 0 
338@ = 0 
525@ = 0 
291@ += 1 

:POOL2_26516
if 
  291@ == 1 
else_jump @POOL2_26935 
249@ = 0 

:POOL2_26541
if and
  311@ > 0.0 
  3 > 294@ 
else_jump @POOL2_26921 
gosub @POOL2_45434 
0087: 320@(294@,3f) = 515@ // (float) 
0087: 323@(294@,3f) = 516@ // (float) 
0085: 48@ = 294@ // (int) 
48@ += 1 
if 
  3 > 48@ 
else_jump @POOL2_26657 
0087: 314@(48@,3f) = 515@ // (float) 
0087: 317@(48@,3f) = 516@ // (float) 

:POOL2_26657
0509: 51@ = distance_between_XY 314@(294@,3f) 317@(294@,3f) and_XY 320@(294@,3f) 323@(294@,3f) 
0063: 311@ -= 51@ // (float) 
if 
  495@ == 0 
else_jump @POOL2_26907 
if 
   not 514@ == -1 
else_jump @POOL2_26751 
311@ *= 0.5 
jump @POOL2_26761 

:POOL2_26751
311@ *= 0.75 

:POOL2_26761
if 
  338@ == 0 
else_jump @POOL2_26829 
if 
   not 514@ == -1 
else_jump @POOL2_26829 
0085: 338@ = 514@ // (int) 
0087: 339@ = 311@ // (float) 
0087: 340@ = 519@ // (float) 
0087: 341@ = 520@ // (float) 

:POOL2_26829
0087: 497@ = 515@ // (float) 
0087: 498@ = 516@ // (float) 
006B: 517@ *= 311@ // (float) 
006B: 518@ *= 311@ // (float) 
0087: 493@ = 497@ // (float) 
005B: 493@ += 517@ // (float) 
0087: 494@ = 498@ // (float) 
005B: 494@ += 518@ // (float) 
294@ += 1 
jump @POOL2_26914 

:POOL2_26907
294@ = 3 

:POOL2_26914
jump @POOL2_26541 

:POOL2_26921
248@ += 1 
291@ += 1 

:POOL2_26935
if 
  291@ == 2 
else_jump @POOL2_27881 
48@ = 0 

:POOL2_26960
if 
  10 > 48@ 
else_jump @POOL2_27072 
if 
03CA:   object 357@(48@,10i) exists 
else_jump @POOL2_27007 
0108: destroy_object 357@(48@,10i) 

:POOL2_27007
0107: 357@(48@,10i) = create_object #K_POOLBALLCUE at 0.0 0.0 0.0 
0382: set_object 357@(48@,10i) collision_detection 0 
08D2: object 357@(48@,10i) scale_model 0.3 
48@ += 1 
jump @POOL2_26960 

:POOL2_27072
367@ = 0 
353@ = 0.005 
007B: 352@ = frame_delta_time 353@ // (float) 
if 
0025:   352@ > 310@ // (float) 
else_jump @POOL2_27124 
0063: 352@ -= 310@ // (float) 

:POOL2_27124
356@ = 0.0 
48@ = 0 

:POOL2_27141
if 
  3 > 48@ 
else_jump @POOL2_27874 
if and
  314@(48@,3f) > -9999.9 
  317@(48@,3f) > -9999.9 
  320@(48@,3f) > -9999.9 
  323@(48@,3f) > -9999.9 
else_jump @POOL2_27860 
0509: 51@ = distance_between_XY 314@(48@,3f) 317@(48@,3f) and_XY 320@(48@,3f) 323@(48@,3f) 
0087: 178@ = 320@(48@,3f) // (float) 
0063: 178@ -= 314@(48@,3f) // (float) 
0087: 179@ = 323@(48@,3f) // (float) 
0063: 179@ -= 317@(48@,3f) // (float) 
0087: 52@ = 51@ // (float) 
0073: 52@ /= 310@ // (float) 
0092: 49@ = float 52@ to_integer 
49@ += 1 
0073: 178@ /= 51@ // (float) 
0073: 179@ /= 51@ // (float) 
0087: 354@ = 178@ // (float) 
0087: 355@ = 179@ // (float) 
006B: 354@ *= 352@ // (float) 
006B: 355@ *= 352@ // (float) 
006B: 178@ *= 310@ // (float) 
006B: 179@ *= 310@ // (float) 
if 
03CA:   object 91@ exists 
else_jump @POOL2_27580 
01BB: store_object 91@ position_to $72 $73 $74 
if 
0027:   107@ > $72 // (float) 
else_jump @POOL2_27469 
0088: $72 = 107@ // (float) 
$72 += 0.01 

:POOL2_27469
if 
0026:   $72 > 108@ // (float) 
else_jump @POOL2_27506 
0088: $72 = 108@ // (float) 
$72 -= 0.01 

:POOL2_27506
if 
0027:   109@ > $73 // (float) 
else_jump @POOL2_27543 
0088: $73 = 109@ // (float) 
$73 += 0.01 

:POOL2_27543
if 
0026:   $73 > 110@ // (float) 
else_jump @POOL2_27580 
0088: $73 = 110@ // (float) 
$73 -= 0.01 

:POOL2_27580
0087: 205@ = 314@(48@,3f) // (float) 
0063: 205@ -= 178@ // (float) 
0087: 206@ = 317@(48@,3f) // (float) 
0063: 206@ -= 179@ // (float) 
005B: 205@ += 354@ // (float) 
005B: 206@ += 355@ // (float) 
005A: 49@ += 367@ // (int) 

:POOL2_27644
if and
001D:   49@ > 367@ // (int) 
  10 > 367@ 
else_jump @POOL2_27860 
0088: $72 = 205@ // (float) 
005F: $72 += 178@ // (float) 
0088: $73 = 206@ // (float) 
005F: $73 += 179@ // (float) 
0089: 205@ = $72 // (float) 
0089: 206@ = $73 // (float) 
if 
03CA:   object 357@(367@,10i) exists 
else_jump @POOL2_27846 
if or
0026:   $72 > 108@ // (float) 
0027:   107@ > $72 // (float) 
0026:   $73 > 110@ // (float) 
0027:   109@ > $73 // (float) 
else_jump @POOL2_27817 
0750: set_object 357@(367@,10i) visibility 0 
01BC: put_object 357@(367@,10i) at $72 $73 $74 
jump @POOL2_27846 

:POOL2_27817
0750: set_object 357@(367@,10i) visibility 1 
01BC: put_object 357@(367@,10i) at $72 $73 $74 

:POOL2_27846
367@ += 1 
jump @POOL2_27644 

:POOL2_27860
48@ += 1 
jump @POOL2_27141 

:POOL2_27874
291@ += 1 

:POOL2_27881
if 
  291@ == 3 
else_jump @POOL2_27906 
291@ = 99 

:POOL2_27906
jump @POOL2_25864 

:POOL2_27913
return 

:POOL2_27915
if 
8118:   not actor 368@ dead 
else_jump @POOL2_30955 
if 
07D6:   368@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @POOL2_27964 
370@ = 0 
jump @POOL2_27971 

:POOL2_27964
370@ = 1 

:POOL2_27971
if 
0611:   actor 368@ performing_animation "POOL_XLONG_SHOT" 
else_jump @POOL2_28237 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_28064 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_28064
0613: 51@ = actor 368@ animation "POOL_XLONG_SHOT" time 
if 
0837:   object 369@ animation == "POOL_XLONG_SHOT_O" 
else_jump @POOL2_28158 
083A: set_object 369@ animation "POOL_XLONG_SHOT_O" progress_to 51@ 
jump @POOL2_28237 

:POOL2_28158
if 
075A: set_object 369@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_28237 
0836: set_object 369@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_28237
if and
0611:   actor 368@ performing_animation "POOL_XLONG_START" 
8611:   not actor 368@ performing_animation "POOL_XLONG_SHOT" 
else_jump @POOL2_28531 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_28353 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_28353
0613: 51@ = actor 368@ animation "POOL_XLONG_START" time 
if 
0837:   object 369@ animation == "POOL_XLONG_START_O" 
else_jump @POOL2_28450 
083A: set_object 369@ animation "POOL_XLONG_START_O" progress_to 51@ 
jump @POOL2_28531 

:POOL2_28450
if 
075A: set_object 369@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_28531 
0836: set_object 369@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_28531
if 
0611:   actor 368@ performing_animation "POOL_LONG_SHOT" 
else_jump @POOL2_28791 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_28623 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_28623
0613: 51@ = actor 368@ animation "POOL_LONG_SHOT" time 
if 
0837:   object 369@ animation == "POOL_LONG_SHOT_O" 
else_jump @POOL2_28714 
083A: set_object 369@ animation "POOL_LONG_SHOT_O" progress_to 51@ 
jump @POOL2_28791 

:POOL2_28714
if 
075A: set_object 369@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_28791 
0836: set_object 369@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_28791
if and
0611:   actor 368@ performing_animation "POOL_LONG_START" 
8611:   not actor 368@ performing_animation "POOL_LONG_SHOT" 
else_jump @POOL2_29078 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_28905 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_28905
0613: 51@ = actor 368@ animation "POOL_LONG_START" time 
if 
0837:   object 369@ animation == "POOL_LONG_START_O" 
else_jump @POOL2_28999 
083A: set_object 369@ animation "POOL_LONG_START_O" progress_to 51@ 
jump @POOL2_29078 

:POOL2_28999
if 
075A: set_object 369@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_29078 
0836: set_object 369@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_29078
if 
0611:   actor 368@ performing_animation "POOL_MED_SHOT" 
else_jump @POOL2_29332 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_29169 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_29169
0613: 51@ = actor 368@ animation "POOL_MED_SHOT" time 
if 
0837:   object 369@ animation == "POOL_MED_SHOT_O" 
else_jump @POOL2_29257 
083A: set_object 369@ animation "POOL_MED_SHOT_O" progress_to 51@ 
jump @POOL2_29332 

:POOL2_29257
if 
075A: set_object 369@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_29332 
0836: set_object 369@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_29332
if and
0611:   actor 368@ performing_animation "POOL_MED_START" 
8611:   not actor 368@ performing_animation "POOL_MED_SHOT" 
else_jump @POOL2_29612 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_29444 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_29444
0613: 51@ = actor 368@ animation "POOL_MED_START" time 
if 
0837:   object 369@ animation == "POOL_MED_START_O" 
else_jump @POOL2_29535 
083A: set_object 369@ animation "POOL_MED_START_O" progress_to 51@ 
jump @POOL2_29612 

:POOL2_29535
if 
075A: set_object 369@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_29612 
0836: set_object 369@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_29612
if 
0611:   actor 368@ performing_animation "POOL_SHORT_SHOT" 
else_jump @POOL2_29878 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_29705 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_29705
0613: 51@ = actor 368@ animation "POOL_SHORT_SHOT" time 
if 
0837:   object 369@ animation == "POOL_SHORT_SHOT_O" 
else_jump @POOL2_29799 
083A: set_object 369@ animation "POOL_SHORT_SHOT_O" progress_to 51@ 
jump @POOL2_29878 

:POOL2_29799
if 
075A: set_object 369@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_29878 
0836: set_object 369@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_29878
if and
0611:   actor 368@ performing_animation "POOL_SHORT_START" 
8611:   not actor 368@ performing_animation "POOL_SHORT_SHOT" 
else_jump @POOL2_30172 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_29994 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_29994
0613: 51@ = actor 368@ animation "POOL_SHORT_START" time 
if 
0837:   object 369@ animation == "POOL_SHORT_START_O" 
else_jump @POOL2_30091 
083A: set_object 369@ animation "POOL_SHORT_START_O" progress_to 51@ 
jump @POOL2_30172 

:POOL2_30091
if 
075A: set_object 369@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_30172 
0836: set_object 369@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_30172
if 
0611:   actor 368@ performing_animation "POOL_CHALKCUE" 
else_jump @POOL2_30375 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_30263 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30263
0613: 51@ = actor 368@ animation "POOL_CHALKCUE" time 
if 
  51@ > 0.28 
else_jump @POOL2_30368 
if 
   not 371@(370@,2i) == 1 
else_jump @POOL2_30368 
01BB: store_object 369@ position_to $72 $73 $74 
097A: play_audio_at $72 $73 $74 event 1018 
371@(370@,2i) = 1 

:POOL2_30368
jump @POOL2_30408 

:POOL2_30375
if 
   not 371@(370@,2i) == 0 
else_jump @POOL2_30408 
371@(370@,2i) = 0 

:POOL2_30408
if 
0611:   actor 368@ performing_animation "POOL_IDLE_STANCE" 
else_jump @POOL2_30502 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_30502 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30502
if 
0611:   actor 368@ performing_animation "POOL_WALK" 
else_jump @POOL2_30589 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_30589 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30589
if 
0611:   actor 368@ performing_animation "POOL_WALK_START" 
else_jump @POOL2_30682 
if 
8737:   not actor 368@ lifting_object 369@ 
else_jump @POOL2_30682 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30682
48@ = 0 
if and
0611:   actor 368@ performing_animation "IDLE_STANCE" 
803B:   not  223@ == 368@ // (int) 
else_jump @POOL2_30733 
48@ = 1 

:POOL2_30733
if and
0611:   actor 368@ performing_animation "IDLE_STANCE" 
  44@ == 6 
else_jump @POOL2_30776 
48@ = 1 

:POOL2_30776
if 
  48@ == 1 
else_jump @POOL2_30955 
062E: get_actor 368@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @POOL2_30955 
070B: set_actor 368@ onbone_attached_object_operation 0 
070A: AS_actor 368@ attach_to_object 369@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0615: define_AS_pack_begin 56@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 56@ 
if 
  117@ == 0 
else_jump @POOL2_30950 
0618: assign_actor 368@ to_AS_pack 56@ 

:POOL2_30950
061B: remove_references_to_AS_pack 56@ 

:POOL2_30955
return 

:POOL2_30957
379@ = 99999.9 
380@ = 99999.9 
381@ = 99999.9 
373@ = 99999.9 
375@ = 0.0 
374@ = 99999.9 
376@ = 0 

:POOL2_31024
if 
  6 > 376@ 
else_jump @POOL2_31266 
392@(376@,6f) = 0.0 
398@(376@,6f) = 0.0 
404@(376@,6f) = 0.0 
410@(376@,6f) = 0.0 
416@(376@,6f) = 0.0 
422@(376@,6f) = 0.0 
428@(376@,6f) = 0.0 
434@(376@,6f) = 0.0 
440@(376@,6f) = 0.0 
446@(376@,6f) = 0.0 
452@(376@,6f) = 0.0 
458@(376@,6f) = 0.0 
464@(376@,6f) = 0.0 
470@(376@,6f) = 0.0 
476@(376@,6f) = 0.0 
376@ += 1 
jump @POOL2_31024 

:POOL2_31266
376@ = 1 

:POOL2_31273
if 
  16 > 376@ 
else_jump @POOL2_35544 
wait 0 
391@ = 0 
if 
03CA:   object 91@(376@,16i) exists 
else_jump @POOL2_34477 
if 
  75@(376@,16i) == 0 
else_jump @POOL2_34463 
if 
  8 > 376@ 
else_jump @POOL2_31376 
378@ = 0 
jump @POOL2_31415 

:POOL2_31376
if 
  376@ == 8 
else_jump @POOL2_31408 
378@ = 2 
jump @POOL2_31415 

:POOL2_31408
378@ = 1 

:POOL2_31415
if or
003B:   378@ == 239@ // (int) 
  239@ == -1 
else_jump @POOL2_34449 
if and
  239@ == -1 
  378@ == 2 
else_jump @POOL2_31480 
391@ = 1 
jump @POOL2_34442 

:POOL2_31480
if 
  138@ == 1 
else_jump @POOL2_31637 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 27 // BALL 
03A7: save_int_to_debug_file 376@ 

:POOL2_31637
377@ = 0 

:POOL2_31644
if 
  6 > 377@ 
else_jump @POOL2_34442 
if 
  138@ == 1 
else_jump @POOL2_31817 
03A9: save_newline_to_debug_file 
05B6: 28 // POCKET 
03A7: save_int_to_debug_file 377@ 

:POOL2_31817
0085: 526@ = 91@(376@,16i) // (int) 
0085: 527@ = 377@ // (int) 
gosub @POOL2_46020 
if 
  138@ == 1 
else_jump @POOL2_31999 
03A9: save_newline_to_debug_file 
05B6: 29 //  REQUIRED ANGLE = 
03A8: save_float_to_debug_file 529@ 

:POOL2_31999
if 
  528@ == 1 
else_jump @POOL2_33985 
0085: 491@ = 91@(376@,16i) // (int) 
492@ = 0 
0087: 493@ = 63@(377@,6f) // (float) 
0087: 494@ = 69@(377@,6f) // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_32102 
483@ = 1.0 
jump @POOL2_32148 

:POOL2_32102
if 
003B:   496@ == 378@ // (int) 
else_jump @POOL2_32138 
483@ = 0.2 
jump @POOL2_32148 

:POOL2_32138
483@ = 0.1 

:POOL2_32148
if 
  138@ == 1 
else_jump @POOL2_32303 
03A9: save_newline_to_debug_file 
05B6: 30 //  pocket_path_score = 
03A8: save_float_to_debug_file 483@ 

:POOL2_32303
01BB: store_object 91@(376@,16i) position_to $72 $73 $74 
0509: 51@ = distance_between_XY $72 $73 and_XY 63@(377@,6f) 69@(377@,6f) 
485@ = 2.3 
0063: 485@ -= 51@ // (float) 
485@ /= 2.3 
if 
  138@ == 1 
else_jump @POOL2_32529 
03A9: save_newline_to_debug_file 
05B6: 31 //  pocket_dist_score = 
03A8: save_float_to_debug_file 485@ 

:POOL2_32529
486@ = 90.0 
0063: 486@ -= 529@ // (float) 
486@ /= 90.0 
if 
  138@ == 1 
else_jump @POOL2_32712 
03A9: save_newline_to_debug_file 
05B6: 32 //  pocket_angle_score = 
03A8: save_float_to_debug_file 486@ 

:POOL2_32712
0085: 491@ = 91@ // (int) 
0085: 492@ = 91@(376@,16i) // (int) 
0087: 493@ = 536@ // (float) 
0087: 494@ = 537@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_32790 
484@ = 1.0 
jump @POOL2_33021 

:POOL2_32790
if 
  138@ == 1 
else_jump @POOL2_32940 
03A9: save_newline_to_debug_file 
05B6: 33 //    (path not clear from cue ball to this ball) 

:POOL2_32940
if 
  239@ == -1 
else_jump @POOL2_32975 
484@ = 0.05 
jump @POOL2_33021 

:POOL2_32975
if 
003B:   496@ == 239@ // (int) 
else_jump @POOL2_33011 
484@ = 0.05 
jump @POOL2_33021 

:POOL2_33011
484@ = -1000.0 

:POOL2_33021
if 
  138@ == 1 
else_jump @POOL2_33176 
03A9: save_newline_to_debug_file 
05B6: 34 //  cue_path_score = 
03A8: save_float_to_debug_file 484@ 

:POOL2_33176
01BB: store_object 91@ position_to $72 $73 $74 
0509: 51@ = distance_between_XY $72 $73 and_XY 536@ 537@ 
if 
  0.3 > 51@ 
else_jump @POOL2_33264 
52@ = 0.3 
0063: 52@ -= 51@ // (float) 
51@ = 0.3 
005B: 51@ += 52@ // (float) 

:POOL2_33264
51@ += -0.3 
52@ = 2.0 
0063: 52@ -= 51@ // (float) 
52@ /= 2.0 
0087: 482@ = 52@ // (float) 
if 
  138@ == 1 
else_jump @POOL2_33465 
03A9: save_newline_to_debug_file 
05B6: 35 //  cue_dist_score = 
03A8: save_float_to_debug_file 482@ 

:POOL2_33465
483@ *= 1.0 
484@ *= 1.0 
482@ *= 0.3 
485@ *= 0.4 
486@ *= 0.8 
0087: 487@ = 483@ // (float) 
005B: 487@ += 484@ // (float) 
005B: 487@ += 482@ // (float) 
005B: 487@ += 485@ // (float) 
005B: 487@ += 486@ // (float) 
487@ /= 5.0 
0871: init_jump_table 376@ total_jumps 15 default_jump 0 @POOL2_33978 jumps 1 @POOL2_33693 2 @POOL2_33712 3 @POOL2_33731 4 @POOL2_33750 5 @POOL2_33769 6 @POOL2_33788 7 @POOL2_33807 
0872: jump_table_jumps 8 @POOL2_33826 9 @POOL2_33845 10 @POOL2_33864 11 @POOL2_33883 12 @POOL2_33902 13 @POOL2_33921 14 @POOL2_33940 15 @POOL2_33959 -1 @POOL2_33978 

:POOL2_33693
0087: 392@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33712
0087: 398@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33731
0087: 404@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33750
0087: 410@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33769
0087: 416@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33788
0087: 422@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33807
0087: 428@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33826
0087: 434@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33845
0087: 440@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33864
0087: 446@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33883
0087: 452@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33902
0087: 458@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33921
0087: 464@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33940
0087: 470@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33959
0087: 476@(377@,6f) = 487@ // (float) 
jump @POOL2_33978 

:POOL2_33978
jump @POOL2_34428 

:POOL2_33985
0871: init_jump_table 376@ total_jumps 15 default_jump 0 @POOL2_34428 jumps 1 @POOL2_34113 2 @POOL2_34134 3 @POOL2_34155 4 @POOL2_34176 5 @POOL2_34197 6 @POOL2_34218 7 @POOL2_34239 
0872: jump_table_jumps 8 @POOL2_34260 9 @POOL2_34281 10 @POOL2_34302 11 @POOL2_34323 12 @POOL2_34344 13 @POOL2_34365 14 @POOL2_34386 15 @POOL2_34407 -1 @POOL2_34428 

:POOL2_34113
392@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34134
398@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34155
404@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34176
410@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34197
416@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34218
422@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34239
428@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34260
434@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34281
440@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34302
446@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34323
452@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34344
458@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34365
464@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34386
470@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34407
476@(377@,6f) = -1.0 
jump @POOL2_34428 

:POOL2_34428
377@ += 1 
jump @POOL2_31644 

:POOL2_34442
jump @POOL2_34456 

:POOL2_34449
391@ = 1 

:POOL2_34456
jump @POOL2_34470 

:POOL2_34463
391@ = 1 

:POOL2_34470
jump @POOL2_34484 

:POOL2_34477
391@ = 1 

:POOL2_34484
if 
  391@ == 1 
else_jump @POOL2_35530 
0871: init_jump_table 376@ total_jumps 15 default_jump 0 @POOL2_35530 jumps 1 @POOL2_34630 2 @POOL2_34690 3 @POOL2_34750 4 @POOL2_34810 5 @POOL2_34870 6 @POOL2_34930 7 @POOL2_34990 
0872: jump_table_jumps 8 @POOL2_35050 9 @POOL2_35110 10 @POOL2_35170 11 @POOL2_35230 12 @POOL2_35290 13 @POOL2_35350 14 @POOL2_35410 15 @POOL2_35470 -1 @POOL2_35530 

:POOL2_34630
377@ = 0 

:POOL2_34637
if 
  6 > 377@ 
else_jump @POOL2_34683 
392@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34637 

:POOL2_34683
jump @POOL2_35530 

:POOL2_34690
377@ = 0 

:POOL2_34697
if 
  6 > 377@ 
else_jump @POOL2_34743 
398@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34697 

:POOL2_34743
jump @POOL2_35530 

:POOL2_34750
377@ = 0 

:POOL2_34757
if 
  6 > 377@ 
else_jump @POOL2_34803 
404@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34757 

:POOL2_34803
jump @POOL2_35530 

:POOL2_34810
377@ = 0 

:POOL2_34817
if 
  6 > 377@ 
else_jump @POOL2_34863 
410@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34817 

:POOL2_34863
jump @POOL2_35530 

:POOL2_34870
377@ = 0 

:POOL2_34877
if 
  6 > 377@ 
else_jump @POOL2_34923 
416@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34877 

:POOL2_34923
jump @POOL2_35530 

:POOL2_34930
377@ = 0 

:POOL2_34937
if 
  6 > 377@ 
else_jump @POOL2_34983 
422@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34937 

:POOL2_34983
jump @POOL2_35530 

:POOL2_34990
377@ = 0 

:POOL2_34997
if 
  6 > 377@ 
else_jump @POOL2_35043 
428@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_34997 

:POOL2_35043
jump @POOL2_35530 

:POOL2_35050
377@ = 0 

:POOL2_35057
if 
  6 > 377@ 
else_jump @POOL2_35103 
434@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35057 

:POOL2_35103
jump @POOL2_35530 

:POOL2_35110
377@ = 0 

:POOL2_35117
if 
  6 > 377@ 
else_jump @POOL2_35163 
440@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35117 

:POOL2_35163
jump @POOL2_35530 

:POOL2_35170
377@ = 0 

:POOL2_35177
if 
  6 > 377@ 
else_jump @POOL2_35223 
446@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35177 

:POOL2_35223
jump @POOL2_35530 

:POOL2_35230
377@ = 0 

:POOL2_35237
if 
  6 > 377@ 
else_jump @POOL2_35283 
452@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35237 

:POOL2_35283
jump @POOL2_35530 

:POOL2_35290
377@ = 0 

:POOL2_35297
if 
  6 > 377@ 
else_jump @POOL2_35343 
458@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35297 

:POOL2_35343
jump @POOL2_35530 

:POOL2_35350
377@ = 0 

:POOL2_35357
if 
  6 > 377@ 
else_jump @POOL2_35403 
464@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35357 

:POOL2_35403
jump @POOL2_35530 

:POOL2_35410
377@ = 0 

:POOL2_35417
if 
  6 > 377@ 
else_jump @POOL2_35463 
470@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35417 

:POOL2_35463
jump @POOL2_35530 

:POOL2_35470
377@ = 0 

:POOL2_35477
if 
  6 > 377@ 
else_jump @POOL2_35523 
476@(377@,6f) = -1.0 
377@ += 1 
jump @POOL2_35477 

:POOL2_35523
jump @POOL2_35530 

:POOL2_35530
376@ += 1 
jump @POOL2_31273 

:POOL2_35544
488@ = -9999.9 
489@ = -1 
490@ = -1 
376@ = 0 
if 
  138@ == 1 
else_jump @POOL2_35725 
03A9: save_newline_to_debug_file 
05B6: 36 // Pool AI potential shot scores

:POOL2_35725
if 
  6 > 376@ 
else_jump @POOL2_39049 
if 
  138@ == 1 
else_jump @POOL2_36039 
03A9: save_newline_to_debug_file 
05B6: 37 // Pocket
03A7: save_int_to_debug_file 376@ 
03A9: save_newline_to_debug_file 
05B6: 38 // ball 01 = 
03A8: save_float_to_debug_file 392@(376@,6f) 

:POOL2_36039
if 
0025:   392@(376@,6f) > 488@ // (float) 
else_jump @POOL2_36089 
0087: 488@ = 392@(376@,6f) // (float) 
489@ = 1 
0085: 490@ = 376@ // (int) 

:POOL2_36089
if 
  138@ == 1 
else_jump @POOL2_36248 
03A9: save_newline_to_debug_file 
05B6: 39 // ball 02 = 
03A8: save_float_to_debug_file 398@(376@,6f) 

:POOL2_36248
if 
0025:   398@(376@,6f) > 488@ // (float) 
else_jump @POOL2_36298 
0087: 488@ = 398@(376@,6f) // (float) 
489@ = 2 
0085: 490@ = 376@ // (int) 

:POOL2_36298
if 
  138@ == 1 
else_jump @POOL2_36457 
03A9: save_newline_to_debug_file 
05B6: 40 // ball 03 = 
03A8: save_float_to_debug_file 404@(376@,6f) 

:POOL2_36457
if 
0025:   404@(376@,6f) > 488@ // (float) 
else_jump @POOL2_36507 
0087: 488@ = 404@(376@,6f) // (float) 
489@ = 3 
0085: 490@ = 376@ // (int) 

:POOL2_36507
if 
  138@ == 1 
else_jump @POOL2_36666 
03A9: save_newline_to_debug_file 
05B6: 41 // ball 04 = 
03A8: save_float_to_debug_file 410@(376@,6f) 

:POOL2_36666
if 
0025:   410@(376@,6f) > 488@ // (float) 
else_jump @POOL2_36716 
0087: 488@ = 410@(376@,6f) // (float) 
489@ = 4 
0085: 490@ = 376@ // (int) 

:POOL2_36716
if 
  138@ == 1 
else_jump @POOL2_36875 
03A9: save_newline_to_debug_file 
05B6: 42 // ball 05 = 
03A8: save_float_to_debug_file 416@(376@,6f) 

:POOL2_36875
if 
0025:   416@(376@,6f) > 488@ // (float) 
else_jump @POOL2_36925 
0087: 488@ = 416@(376@,6f) // (float) 
489@ = 5 
0085: 490@ = 376@ // (int) 

:POOL2_36925
if 
  138@ == 1 
else_jump @POOL2_37084 
03A9: save_newline_to_debug_file 
05B6: 43 // ball 06 = 
03A8: save_float_to_debug_file 422@(376@,6f) 

:POOL2_37084
if 
0025:   422@(376@,6f) > 488@ // (float) 
else_jump @POOL2_37134 
0087: 488@ = 422@(376@,6f) // (float) 
489@ = 6 
0085: 490@ = 376@ // (int) 

:POOL2_37134
if 
  138@ == 1 
else_jump @POOL2_37293 
03A9: save_newline_to_debug_file 
05B6: 44 // ball 07 = 
03A8: save_float_to_debug_file 428@(376@,6f) 

:POOL2_37293
if 
0025:   428@(376@,6f) > 488@ // (float) 
else_jump @POOL2_37343 
0087: 488@ = 428@(376@,6f) // (float) 
489@ = 7 
0085: 490@ = 376@ // (int) 

:POOL2_37343
if 
  138@ == 1 
else_jump @POOL2_37502 
03A9: save_newline_to_debug_file 
05B6: 45 // ball 08 = 
03A8: save_float_to_debug_file 434@(376@,6f) 

:POOL2_37502
if 
0025:   434@(376@,6f) > 488@ // (float) 
else_jump @POOL2_37552 
0087: 488@ = 434@(376@,6f) // (float) 
489@ = 8 
0085: 490@ = 376@ // (int) 

:POOL2_37552
if 
  138@ == 1 
else_jump @POOL2_37711 
03A9: save_newline_to_debug_file 
05B6: 46 // ball 09 = 
03A8: save_float_to_debug_file 440@(376@,6f) 

:POOL2_37711
if 
0025:   440@(376@,6f) > 488@ // (float) 
else_jump @POOL2_37761 
0087: 488@ = 440@(376@,6f) // (float) 
489@ = 9 
0085: 490@ = 376@ // (int) 

:POOL2_37761
if 
  138@ == 1 
else_jump @POOL2_37920 
03A9: save_newline_to_debug_file 
05B6: 47 // ball 10 = 
03A8: save_float_to_debug_file 446@(376@,6f) 

:POOL2_37920
if 
0025:   446@(376@,6f) > 488@ // (float) 
else_jump @POOL2_37970 
0087: 488@ = 446@(376@,6f) // (float) 
489@ = 10 
0085: 490@ = 376@ // (int) 

:POOL2_37970
if 
  138@ == 1 
else_jump @POOL2_38129 
03A9: save_newline_to_debug_file 
05B6: 48 // ball 11 = 
03A8: save_float_to_debug_file 452@(376@,6f) 

:POOL2_38129
if 
0025:   452@(376@,6f) > 488@ // (float) 
else_jump @POOL2_38179 
0087: 488@ = 452@(376@,6f) // (float) 
489@ = 11 
0085: 490@ = 376@ // (int) 

:POOL2_38179
if 
  138@ == 1 
else_jump @POOL2_38338 
03A9: save_newline_to_debug_file 
05B6: 49 // ball 12 = 
03A8: save_float_to_debug_file 458@(376@,6f) 

:POOL2_38338
if 
0025:   458@(376@,6f) > 488@ // (float) 
else_jump @POOL2_38388 
0087: 488@ = 458@(376@,6f) // (float) 
489@ = 12 
0085: 490@ = 376@ // (int) 

:POOL2_38388
if 
  138@ == 1 
else_jump @POOL2_38547 
03A9: save_newline_to_debug_file 
05B6: 50 // ball 13 = 
03A8: save_float_to_debug_file 464@(376@,6f) 

:POOL2_38547
if 
0025:   464@(376@,6f) > 488@ // (float) 
else_jump @POOL2_38597 
0087: 488@ = 464@(376@,6f) // (float) 
489@ = 13 
0085: 490@ = 376@ // (int) 

:POOL2_38597
if 
  138@ == 1 
else_jump @POOL2_38756 
03A9: save_newline_to_debug_file 
05B6: 51 // ball 14 = 
03A8: save_float_to_debug_file 470@(376@,6f) 

:POOL2_38756
if 
0025:   470@(376@,6f) > 488@ // (float) 
else_jump @POOL2_38806 
0087: 488@ = 470@(376@,6f) // (float) 
489@ = 14 
0085: 490@ = 376@ // (int) 

:POOL2_38806
if 
  138@ == 1 
else_jump @POOL2_38965 
03A9: save_newline_to_debug_file 
05B6: 52 // ball 15 = 
03A8: save_float_to_debug_file 476@(376@,6f) 

:POOL2_38965
if 
0025:   476@(376@,6f) > 488@ // (float) 
else_jump @POOL2_39015 
0087: 488@ = 476@(376@,6f) // (float) 
489@ = 15 
0085: 490@ = 376@ // (int) 

:POOL2_39015
if 
  138@ == 1 
else_jump @POOL2_39035 
03A9: save_newline_to_debug_file 

:POOL2_39035
376@ += 1 
jump @POOL2_35725 

:POOL2_39049
if 
  488@ > 0.0 
else_jump @POOL2_39470 
01BB: store_object 91@(489@,16i) position_to 382@ 383@ 384@ 
01BB: store_object 91@ position_to 388@ 389@ 390@ 
0087: 385@ = 63@(490@,6f) // (float) 
0063: 385@ -= 382@ // (float) 
0087: 386@ = 69@(490@,6f) // (float) 
0063: 386@ -= 383@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 63@(490@,6f) 69@(490@,6f) 
0073: 385@ /= 51@ // (float) 
0073: 386@ /= 51@ // (float) 
0087: 52@ = 61@ // (float) 
52@ *= -2.0 
006B: 385@ *= 52@ // (float) 
006B: 386@ *= 52@ // (float) 
0087: 379@ = 382@ // (float) 
005B: 379@ += 385@ // (float) 
0087: 380@ = 383@ // (float) 
005B: 380@ += 386@ // (float) 
0088: $72 = 382@ // (float) 
0067: $72 -= 379@ // (float) 
0088: $73 = 383@ // (float) 
0067: $73 -= 380@ // (float) 
0087: 178@ = 379@ // (float) 
0063: 178@ -= 388@ // (float) 
0087: 179@ = 380@ // (float) 
0063: 179@ -= 389@ // (float) 
05A4: get_angle_between_vectors_origin_to $72 $73 and_origin_to 178@ 179@ store_to 375@ 
0087: 51@ = 375@ // (float) 
51@ /= 90.0 
51@ *= 0.25 
006D: $72 *= 51@ // (float) 
006D: $73 *= 51@ // (float) 
005D: 379@ += $72 // (float) 
005D: 380@ += $73 // (float) 
0509: 51@ = distance_between_XY 388@ 389@ and_XY 379@ 380@ 
0509: 52@ = distance_between_XY 382@ 383@ and_XY 379@ 380@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 2.0 6.0 
006B: 381@ *= 51@ // (float) 
jump @POOL2_43957 

:POOL2_39470
if 
  138@ == 1 
else_jump @POOL2_39620 
03A9: save_newline_to_debug_file 
05B6: 53 // hit and hope

:POOL2_39620
376@ = 1 

:POOL2_39627
if 
  16 > 376@ 
else_jump @POOL2_40226 
wait 0 
if 
03CA:   object 91@(376@,16i) exists 
else_jump @POOL2_40212 
if 
  75@(376@,16i) == 0 
else_jump @POOL2_40212 
if 
  376@ == 0 
else_jump @POOL2_39723 
378@ = 3 
jump @POOL2_39794 

:POOL2_39723
if 
  8 > 376@ 
else_jump @POOL2_39755 
378@ = 0 
jump @POOL2_39794 

:POOL2_39755
if 
  376@ == 8 
else_jump @POOL2_39787 
378@ = 2 
jump @POOL2_39794 

:POOL2_39787
378@ = 1 

:POOL2_39794
if or
003B:   378@ == 239@ // (int) 
  239@ == -1 
else_jump @POOL2_40212 
if and
  239@ == 0 
  378@ == 2 
else_jump @POOL2_39852 
jump @POOL2_40212 

:POOL2_39852
0085: 538@ = 91@ // (int) 
0085: 539@ = 91@(376@,16i) // (int) 
gosub @POOL2_46340 
if 
   not 540@ == 0 
else_jump @POOL2_40212 
if 
  540@ == 1 
else_jump @POOL2_39938 
0087: 379@ = 549@ // (float) 
0087: 380@ = 550@ // (float) 
jump @POOL2_40143 

:POOL2_39938
if 
  540@ == 2 
else_jump @POOL2_39979 
0087: 379@ = 551@ // (float) 
0087: 380@ = 552@ // (float) 
jump @POOL2_40143 

:POOL2_39979
0088: $72 = 551@ // (float) 
0067: $72 -= 549@ // (float) 
0088: $73 = 552@ // (float) 
0067: $73 -= 550@ // (float) 
0509: 51@ = distance_between_XY 549@ 550@ and_XY 551@ 552@ 
0075: $72 /= 51@ // (float) 
0075: $73 /= 51@ // (float) 
0087: 51@ = 61@ // (float) 
51@ *= 2.0 
51@ *= 0.8 
51@ *= 2.0 
0208: 52@ = random_float_in_ranges 0.0 51@ 
006D: $72 *= 52@ // (float) 
006D: $73 *= 52@ // (float) 
0087: 379@ = 549@ // (float) 
005D: 379@ += $72 // (float) 
0087: 380@ = 550@ // (float) 
005D: 380@ += $73 // (float) 

:POOL2_40143
01BB: store_object 91@ position_to $72 $73 $74 
0509: 51@ = distance_between_XY $72 $73 and_XY 379@ 380@ 
0208: 52@ = random_float_in_ranges 2.0 5.0 
0087: 381@ = 51@ // (float) 
006B: 381@ *= 52@ // (float) 
376@ = 16 

:POOL2_40212
376@ += 1 
jump @POOL2_39627 

:POOL2_40226
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_42254 
if 
  138@ == 1 
else_jump @POOL2_40407 
03A9: save_newline_to_debug_file 
05B6: 54 // bounce off cushion

:POOL2_40407
376@ = 1 

:POOL2_40414
if 
  16 > 376@ 
else_jump @POOL2_42254 
wait 0 
if 
03CA:   object 91@(376@,16i) exists 
else_jump @POOL2_42240 
if 
  75@(376@,16i) == 0 
else_jump @POOL2_42240 
if 
  376@ == 0 
else_jump @POOL2_40510 
378@ = 3 
jump @POOL2_40581 

:POOL2_40510
if 
  8 > 376@ 
else_jump @POOL2_40542 
378@ = 0 
jump @POOL2_40581 

:POOL2_40542
if 
  376@ == 8 
else_jump @POOL2_40574 
378@ = 2 
jump @POOL2_40581 

:POOL2_40574
378@ = 1 

:POOL2_40581
if or
003B:   378@ == 239@ // (int) 
  239@ == -1 
else_jump @POOL2_42240 
if and
  239@ == -1 
  378@ == 2 
else_jump @POOL2_40639 
jump @POOL2_42240 

:POOL2_40639
01BB: store_object 91@ position_to 382@ 383@ 384@ 
01BB: store_object 91@(376@,16i) position_to 385@ 386@ 387@ 
if 
  138@ == 1 
else_jump @POOL2_40821 
03A9: save_newline_to_debug_file 
05B6: 55 //   Cushion 1 data = 

:POOL2_40821
0087: 388@ = 382@ // (float) 
005B: 388@ += 385@ // (float) 
388@ /= 2.0 
0087: 389@ = 109@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_41053 
0085: 559@ = 91@ // (int) 
0085: 560@ = 91@(376@,16i) // (int) 
0087: 561@ = 388@ // (float) 
0087: 562@ = 389@ // (float) 
gosub @POOL2_47199 
if 
  563@ == 1 
else_jump @POOL2_41053 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 3.0 6.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_41053
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_41440 
if 
  138@ == 1 
else_jump @POOL2_41234 
03A9: save_newline_to_debug_file 
05B6: 56 //   Cushion 2 data = 

:POOL2_41234
0087: 389@ = 110@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_41440 
0085: 559@ = 91@ // (int) 
0085: 560@ = 91@(376@,16i) // (int) 
0087: 561@ = 388@ // (float) 
0087: 562@ = 389@ // (float) 
gosub @POOL2_47199 
if 
  563@ == 1 
else_jump @POOL2_41440 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 3.0 6.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_41440
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_41853 
if 
  138@ == 1 
else_jump @POOL2_41621 
03A9: save_newline_to_debug_file 
05B6: 57 //   Cushion 3 data = 

:POOL2_41621
0087: 389@ = 383@ // (float) 
005B: 389@ += 386@ // (float) 
389@ /= 2.0 
0087: 388@ = 107@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_41853 
0085: 559@ = 91@ // (int) 
0085: 560@ = 91@(376@,16i) // (int) 
0087: 561@ = 388@ // (float) 
0087: 562@ = 389@ // (float) 
gosub @POOL2_47199 
if 
  563@ == 1 
else_jump @POOL2_41853 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 3.0 6.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_41853
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_42240 
if 
  138@ == 1 
else_jump @POOL2_42034 
03A9: save_newline_to_debug_file 
05B6: 58 //   Cushion 4 data = 

:POOL2_42034
0087: 388@ = 108@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_42240 
0085: 559@ = 91@ // (int) 
0085: 560@ = 91@(376@,16i) // (int) 
0087: 561@ = 388@ // (float) 
0087: 562@ = 389@ // (float) 
gosub @POOL2_47199 
if 
  563@ == 1 
else_jump @POOL2_42240 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 3.0 6.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_42240
376@ += 1 
jump @POOL2_40414 

:POOL2_42254
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_43726 
if 
  138@ == 1 
else_jump @POOL2_42435 
03A9: save_newline_to_debug_file 
05B6: 59 // snooker - bounce 2

:POOL2_42435
376@ = 1 

:POOL2_42442
if 
  16 > 376@ 
else_jump @POOL2_43726 
wait 0 
if 
03CA:   object 91@(376@,16i) exists 
else_jump @POOL2_43712 
if 
  75@(376@,16i) == 0 
else_jump @POOL2_43712 
if 
  376@ == 0 
else_jump @POOL2_42538 
378@ = 3 
jump @POOL2_42609 

:POOL2_42538
if 
  8 > 376@ 
else_jump @POOL2_42570 
378@ = 0 
jump @POOL2_42609 

:POOL2_42570
if 
  376@ == 8 
else_jump @POOL2_42602 
378@ = 2 
jump @POOL2_42609 

:POOL2_42602
378@ = 1 

:POOL2_42609
if or
003B:   378@ == 239@ // (int) 
  239@ == -1 
else_jump @POOL2_43712 
if and
  239@ == -1 
  378@ == 2 
else_jump @POOL2_42667 
jump @POOL2_43712 

:POOL2_42667
01BB: store_object 91@ position_to 382@ 383@ 384@ 
01BB: store_object 91@(376@,16i) position_to 385@ 386@ 387@ 
0087: 388@ = 382@ // (float) 
005B: 388@ += 385@ // (float) 
388@ /= 2.0 
0087: 389@ = 109@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_42942 
0085: 564@ = 91@ // (int) 
0087: 565@ = 388@ // (float) 
0087: 566@ = 389@ // (float) 
gosub @POOL2_47589 
if 
  567@ == 1 
else_jump @POOL2_42942 
0087: 379@ = 388@ // (float) 
0208: 51@ = random_float_in_ranges -0.05 0.05 
005B: 379@ += 51@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 5.0 8.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_42942
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_43190 
0087: 389@ = 110@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_43190 
0085: 564@ = 91@ // (int) 
0087: 565@ = 388@ // (float) 
0087: 566@ = 389@ // (float) 
gosub @POOL2_47589 
if 
  567@ == 1 
else_jump @POOL2_43190 
0087: 379@ = 388@ // (float) 
0208: 51@ = random_float_in_ranges -0.05 0.05 
005B: 379@ += 51@ // (float) 
0087: 380@ = 389@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 5.0 8.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_43190
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_43464 
0087: 389@ = 383@ // (float) 
005B: 389@ += 386@ // (float) 
389@ /= 2.0 
0087: 388@ = 107@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_43464 
0085: 564@ = 91@ // (int) 
0087: 565@ = 388@ // (float) 
0087: 566@ = 389@ // (float) 
gosub @POOL2_47589 
if 
  567@ == 1 
else_jump @POOL2_43464 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0208: 51@ = random_float_in_ranges -0.05 0.05 
005B: 380@ += 51@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 5.0 8.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_43464
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_43712 
0087: 388@ = 108@ // (float) 
0087: 553@ = 388@ // (float) 
0087: 554@ = 389@ // (float) 
gosub @POOL2_46943 
if 
  555@ == 0 
else_jump @POOL2_43712 
0085: 564@ = 91@ // (int) 
0087: 565@ = 388@ // (float) 
0087: 566@ = 389@ // (float) 
gosub @POOL2_47589 
if 
  567@ == 1 
else_jump @POOL2_43712 
0087: 379@ = 388@ // (float) 
0087: 380@ = 389@ // (float) 
0208: 51@ = random_float_in_ranges -0.05 0.05 
005B: 380@ += 51@ // (float) 
0509: 51@ = distance_between_XY 382@ 383@ and_XY 388@ 389@ 
0509: 52@ = distance_between_XY 385@ 386@ and_XY 388@ 389@ 
0087: 381@ = 51@ // (float) 
005B: 381@ += 52@ // (float) 
0208: 51@ = random_float_in_ranges 5.0 8.0 
006B: 381@ *= 51@ // (float) 
376@ = 16 

:POOL2_43712
376@ += 1 
jump @POOL2_42442 

:POOL2_43726
if and
  379@ == 99999.9 
  380@ == 99999.9 
else_jump @POOL2_43957 
if 
  138@ == 1 
else_jump @POOL2_43907 
03A9: save_newline_to_debug_file 
05B6: 60 // snooker - last resort

:POOL2_43907
0208: 373@ = random_float_in_ranges 0.0 360.0 
0208: 374@ = random_float_in_ranges 4.0 8.0 
379@ = 0.0 
380@ = 0.0 

:POOL2_43957
if and
  373@ == 99999.9 
  374@ == 99999.9 
else_jump @POOL2_44120 
01BB: store_object 91@ position_to 382@ 383@ 384@ 
0087: 385@ = 379@ // (float) 
0063: 385@ -= 382@ // (float) 
0087: 386@ = 380@ // (float) 
0063: 386@ -= 383@ // (float) 
0604: get_Z_angle_for_point 385@ 386@ store_to 373@ 
0087: 374@ = 381@ // (float) 
374@ *= 1.0 
if 
  90.0 > 375@ 
else_jump @POOL2_44120 
0087: 51@ = 375@ // (float) 
51@ /= 90.0 
51@ *= 2.0 
005B: 374@ += 51@ // (float) 

:POOL2_44120
if 
  0.7 > 374@ 
else_jump @POOL2_44151 
374@ = 0.7 

:POOL2_44151
if 
  374@ > 4.0 
else_jump @POOL2_44182 
374@ = 4.0 

:POOL2_44182
return 

:POOL2_44184
jump @POOL2_44235 
0107: 491@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 492@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_44235
495@ = 1 
514@ = -1 
if 
03CA:   object 491@ exists 
else_jump @POOL2_44328 
01BB: store_object 491@ position_to 497@ 498@ $74 
0087: 501@ = 493@ // (float) 
0063: 501@ -= 497@ // (float) 
0087: 502@ = 494@ // (float) 
0063: 502@ -= 498@ // (float) 
0509: 507@ = distance_between_XY 497@ 498@ and_XY 493@ 494@ 

:POOL2_44328
wait 0 
if or
  239@ == -1 
  239@ == 2 
  239@ == 1 
else_jump @POOL2_44417 
511@ = 1 

:POOL2_44371
if 
  16 > 511@ 
else_jump @POOL2_44410 
gosub @POOL2_44512 
511@ += 1 
jump @POOL2_44371 

:POOL2_44410
jump @POOL2_44503 

:POOL2_44417
513@ = 1 

:POOL2_44424
if 
  16 > 513@ 
else_jump @POOL2_44503 
0085: 511@ = 513@ // (int) 
511@ += 7 
if 
  511@ > 15 
else_jump @POOL2_44482 
511@ += -15 

:POOL2_44482
gosub @POOL2_44512 
513@ += 1 
jump @POOL2_44424 

:POOL2_44503
492@ = 0 
return 

:POOL2_44512
if 
03CA:   object 91@(511@,16i) exists 
else_jump @POOL2_45432 
if 
  75@(511@,16i) == 0 
else_jump @POOL2_45432 
if 
803B:   not  91@(511@,16i) == 491@ // (int) 
else_jump @POOL2_45432 
512@ = 0 
if 
03CA:   object 492@ exists 
else_jump @POOL2_44630 
if 
003B:   91@(511@,16i) == 492@ // (int) 
else_jump @POOL2_44630 
512@ = 1 

:POOL2_44630
if 
  512@ == 0 
else_jump @POOL2_45432 
01BB: store_object 91@(511@,16i) position_to 499@ 500@ $74 
0087: 503@ = 499@ // (float) 
0063: 503@ -= 497@ // (float) 
0087: 504@ = 500@ // (float) 
0063: 504@ -= 498@ // (float) 
0509: 508@ = distance_between_XY 497@ 498@ and_XY 499@ 500@ 
05A4: get_angle_between_vectors_origin_to 501@ 502@ and_origin_to 503@ 504@ store_to 51@ 
0509: 509@ = distance_between_XY 499@ 500@ and_XY 493@ 494@ 
if 
0025:   62@ > 509@ // (float) 
else_jump @POOL2_45062 
if 
  511@ == 0 
else_jump @POOL2_44800 
496@ = 3 
jump @POOL2_44871 

:POOL2_44800
if 
  8 > 511@ 
else_jump @POOL2_44832 
496@ = 0 
jump @POOL2_44871 

:POOL2_44832
if 
  511@ == 8 
else_jump @POOL2_44864 
496@ = 2 
jump @POOL2_44871 

:POOL2_44864
496@ = 1 

:POOL2_44871
if 
  138@ == 1 
else_jump @POOL2_45026 
03A9: save_newline_to_debug_file 
05B6: 61 //     BALL OBSTRUCTING PATH (too close to target destination) = 
03A7: save_int_to_debug_file 511@ 

:POOL2_45026
0085: 514@ = 511@ // (int) 
495@ = 0 
511@ = 16 
513@ = 16 
jump @POOL2_45432 

:POOL2_45062
if 
  90.0 >= 51@ 
else_jump @POOL2_45432 
if 
0025:   507@ > 508@ // (float) 
else_jump @POOL2_45432 
02F6: 510@ = sine 51@ // (float) 
0087: 51@ = 510@ // (float) 
006B: 51@ *= 508@ // (float) 
if 
0025:   62@ > 51@ // (float) 
else_jump @POOL2_45432 
if 
  511@ == 0 
else_jump @POOL2_45177 
496@ = 3 
jump @POOL2_45248 

:POOL2_45177
if 
  8 > 511@ 
else_jump @POOL2_45209 
496@ = 0 
jump @POOL2_45248 

:POOL2_45209
if 
  511@ == 8 
else_jump @POOL2_45241 
496@ = 2 
jump @POOL2_45248 

:POOL2_45241
496@ = 1 

:POOL2_45248
if 
  138@ == 1 
else_jump @POOL2_45403 
03A9: save_newline_to_debug_file 
05B6: 62 //     BALL OBSTRUCTING PATH (overlapping path) = 
03A7: save_int_to_debug_file 511@ 

:POOL2_45403
0085: 514@ = 511@ // (int) 
495@ = 0 
511@ = 16 
513@ = 16 

:POOL2_45432
return 

:POOL2_45434
495@ = 1 
514@ = -1 
0087: 501@ = 493@ // (float) 
0063: 501@ -= 497@ // (float) 
0087: 502@ = 494@ // (float) 
0063: 502@ -= 498@ // (float) 
if or
0025:   107@ > 493@ // (float) 
0025:   493@ > 108@ // (float) 
0025:   109@ > 494@ // (float) 
0025:   494@ > 110@ // (float) 
else_jump @POOL2_45995 
515@ = -99999.9 
516@ = -99999.9 
48@ = 0 
if and
05B0:   unknown_calculate 497@ 498@ 493@ and 494@ 107@ 109@ 107@ 110@ store_to 515@ 516@ // IF and SET 
   not 525@ == 1 
else_jump @POOL2_45614 
48@ = 1 
jump @POOL2_45799 

:POOL2_45614
if and
05B0:   unknown_calculate 497@ 498@ 493@ and 494@ 108@ 109@ 108@ 110@ store_to 515@ 516@ // IF and SET 
   not 525@ == 2 
else_jump @POOL2_45678 
48@ = 2 
jump @POOL2_45799 

:POOL2_45678
if and
05B0:   unknown_calculate 497@ 498@ 493@ and 494@ 107@ 109@ 108@ 109@ store_to 515@ 516@ // IF and SET 
   not 525@ == 3 
else_jump @POOL2_45742 
48@ = 3 
jump @POOL2_45799 

:POOL2_45742
if and
05B0:   unknown_calculate 497@ 498@ 493@ and 494@ 107@ 110@ 108@ 110@ store_to 515@ 516@ // IF and SET 
   not 525@ == 4 
else_jump @POOL2_45799 
48@ = 4 

:POOL2_45799
0509: 51@ = distance_between_XY 493@ 494@ and_XY 497@ 498@ 
if 
  51@ > 0.0 
else_jump @POOL2_45853 
0073: 501@ /= 51@ // (float) 
0073: 502@ /= 51@ // (float) 

:POOL2_45853
if or
  48@ == 1 
  48@ == 2 
else_jump @POOL2_45904 
0087: 517@ = 501@ // (float) 
517@ *= -1.0 
0087: 518@ = 502@ // (float) 

:POOL2_45904
if or
  48@ == 3 
  48@ == 4 
else_jump @POOL2_45955 
0087: 517@ = 501@ // (float) 
0087: 518@ = 502@ // (float) 
518@ *= -1.0 

:POOL2_45955
if 
   not 48@ == 0 
else_jump @POOL2_45981 
0085: 525@ = 48@ // (int) 

:POOL2_45981
495@ = 0 
jump @POOL2_46018 

:POOL2_45995
0087: 515@ = 493@ // (float) 
0087: 516@ = 494@ // (float) 
495@ = 1 

:POOL2_46018
return 

:POOL2_46020
if 
03CA:   object 526@ exists 
else_jump @POOL2_46090 
01BB: store_object 526@ position_to 536@ 537@ $74 
0087: 530@ = 63@(527@,6f) // (float) 
0063: 530@ -= 536@ // (float) 
0087: 531@ = 69@(527@,6f) // (float) 
0063: 531@ -= 537@ // (float) 

:POOL2_46090
0509: 51@ = distance_between_XY $72 $73 and_XY 63@(527@,6f) 69@(527@,6f) 
0087: 532@ = 530@ // (float) 
0073: 532@ /= 51@ // (float) 
0087: 533@ = 531@ // (float) 
0073: 533@ /= 51@ // (float) 
532@ *= -1.0 
533@ *= -1.0 
0087: 51@ = 61@ // (float) 
51@ *= 2.0 
006B: 532@ *= 51@ // (float) 
006B: 533@ *= 51@ // (float) 
005B: 536@ += 532@ // (float) 
005B: 537@ += 533@ // (float) 
if 
03CA:   object 91@ exists 
else_jump @POOL2_46279 
01BB: store_object 91@ position_to $72 $73 $74 
0087: 534@ = 536@ // (float) 
0065: 534@ -= $72 // (float) 
0087: 535@ = 537@ // (float) 
0065: 535@ -= $73 // (float) 

:POOL2_46279
05A4: get_angle_between_vectors_origin_to 530@ 531@ and_origin_to 534@ 535@ store_to 529@ 
if 
  90.0 > 529@ 
else_jump @POOL2_46331 
528@ = 1 
jump @POOL2_46338 

:POOL2_46331
528@ = 0 

:POOL2_46338
return 

:POOL2_46340
540@ = 0 
541@ = 0 
542@ = 0 
if and
03CA:   object 538@ exists 
03CA:   object 539@ exists 
else_jump @POOL2_46941 
01BB: store_object 538@ position_to $72 $73 $74 
01BB: store_object 539@ position_to 547@ 548@ $74 
0087: 543@ = 547@ // (float) 
0065: 543@ -= $72 // (float) 
0087: 544@ = 548@ // (float) 
0065: 544@ -= $73 // (float) 
0509: 51@ = distance_between_XY $72 $73 and_XY 547@ 548@ 
0073: 543@ /= 51@ // (float) 
0073: 544@ /= 51@ // (float) 
0087: 545@ = 544@ // (float) 
0087: 546@ = 543@ // (float) 
546@ *= -1.0 
0087: 51@ = 61@ // (float) 
51@ *= 2.0 
51@ *= 0.8 
0087: 52@ = 545@ // (float) 
006B: 52@ *= 51@ // (float) 
0087: 549@ = 547@ // (float) 
005B: 549@ += 52@ // (float) 
0087: 52@ = 546@ // (float) 
006B: 52@ *= 51@ // (float) 
0087: 550@ = 548@ // (float) 
005B: 550@ += 52@ // (float) 
0085: 491@ = 538@ // (int) 
0085: 492@ = 539@ // (int) 
0087: 493@ = 549@ // (float) 
0087: 494@ = 550@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_46657 
541@ = 1 

:POOL2_46657
0087: 51@ = 61@ // (float) 
51@ *= 2.0 
51@ *= -0.8 
0087: 52@ = 545@ // (float) 
006B: 52@ *= 51@ // (float) 
0087: 551@ = 547@ // (float) 
005B: 551@ += 52@ // (float) 
0087: 52@ = 546@ // (float) 
006B: 52@ *= 51@ // (float) 
0087: 552@ = 548@ // (float) 
005B: 552@ += 52@ // (float) 
0085: 491@ = 538@ // (int) 
0085: 492@ = 539@ // (int) 
0087: 493@ = 551@ // (float) 
0087: 494@ = 552@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_46813 
542@ = 1 

:POOL2_46813
if and
  541@ == 0 
  542@ == 0 
else_jump @POOL2_46845 
540@ = 0 

:POOL2_46845
if and
  541@ == 1 
  542@ == 0 
else_jump @POOL2_46877 
540@ = 1 

:POOL2_46877
if and
  541@ == 0 
  542@ == 1 
else_jump @POOL2_46909 
540@ = 2 

:POOL2_46909
if and
  541@ == 1 
  542@ == 1 
else_jump @POOL2_46941 
540@ = 3 

:POOL2_46941
return 

:POOL2_46943
555@ = 0 
557@ = 2.5 
006B: 557@ *= 61@ // (float) 
558@ = 0 

:POOL2_46975
if 
  6 > 558@ 
else_jump @POOL2_47197 
0509: 556@ = distance_between_XY 553@ 554@ and_XY 63@(558@,6f) 69@(558@,6f) 
if 
0025:   557@ > 556@ // (float) 
else_jump @POOL2_47183 
03A9: save_newline_to_debug_file 
05B6: 63 //     point lies on pocket
555@ = 1 
558@ = 6 

:POOL2_47183
558@ += 1 
jump @POOL2_46975 

:POOL2_47197
return 

:POOL2_47199
563@ = 0 
03A9: save_newline_to_debug_file 
0085: 491@ = 559@ // (int) 
492@ = 0 
0087: 493@ = 561@ // (float) 
0087: 494@ = 562@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_47587 
05B6: 64 // 1st path clear 
0085: 491@ = 560@ // (int) 
492@ = 0 
0087: 493@ = 561@ // (float) 
0087: 494@ = 562@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_47587 
05B6: 65 // 2nd path clear 
563@ = 1 

:POOL2_47587
return 

:POOL2_47589
567@ = 0 
0085: 491@ = 559@ // (int) 
492@ = 0 
0087: 493@ = 561@ // (float) 
0087: 494@ = 562@ // (float) 
gosub @POOL2_44184 
if 
  495@ == 1 
else_jump @POOL2_47659 
567@ = 1 

:POOL2_47659
return 

:POOL2_47661
0087: 575@ = 61@ // (float) 
575@ *= 2.0 
0087: 572@ = 61@ // (float) 
572@ *= -1.0 
0087: 576@ = 575@ // (float) 
576@ *= -1.0 
0087: 51@ = 575@ // (float) 
006B: 51@ *= 575@ // (float) 
0087: 52@ = 61@ // (float) 
006B: 52@ *= 61@ // (float) 
0087: 573@ = 51@ // (float) 
0063: 573@ -= 52@ // (float) 
01FB: 573@ = square_root 573@ 
0087: 574@ = 573@ // (float) 
574@ *= -1.0 
577@ = 1 

:POOL2_47796
if 
  15 > 577@ 
else_jump @POOL2_47839 
0550: keep_object 91@(577@,16i) in_memory 0 
577@ += 1 
jump @POOL2_47796 

:POOL2_47839
01BC: put_object 92@ at 568@ 569@ 570@ 
0177: set_object 92@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 92@ with_offset 572@ 574@ 0.0 
01BC: put_object 100@ at $72 $73 $74 
0177: set_object 100@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 100@ with_offset 575@ 0.0 0.0 
01BC: put_object 94@ at $72 $73 $74 
0177: set_object 94@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 100@ with_offset 572@ 574@ 0.0 
01BC: put_object 98@ at $72 $73 $74 
0177: set_object 98@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 98@ with_offset 575@ 0.0 0.0 
01BC: put_object 99@ at $72 $73 $74 
0177: set_object 99@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 99@ with_offset 575@ 0.0 0.0 
01BC: put_object 101@ at $72 $73 $74 
0177: set_object 101@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 98@ with_offset 572@ 574@ 0.0 
01BC: put_object 102@ at $72 $73 $74 
0177: set_object 102@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 102@ with_offset 575@ 0.0 0.0 
01BC: put_object 93@ at $72 $73 $74 
0177: set_object 93@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 93@ with_offset 575@ 0.0 0.0 
01BC: put_object 106@ at $72 $73 $74 
0177: set_object 106@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 106@ with_offset 575@ 0.0 0.0 
01BC: put_object 96@ at $72 $73 $74 
0177: set_object 96@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 102@ with_offset 572@ 574@ 0.0 
01BC: put_object 97@ at $72 $73 $74 
0177: set_object 97@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 97@ with_offset 575@ 0.0 0.0 
01BC: put_object 103@ at $72 $73 $74 
0177: set_object 103@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 103@ with_offset 575@ 0.0 0.0 
01BC: put_object 104@ at $72 $73 $74 
0177: set_object 104@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 104@ with_offset 575@ 0.0 0.0 
01BC: put_object 95@ at $72 $73 $74 
0177: set_object 95@ Z_angle_to 571@ 
0400: store_coords_to $72 $73 $74 from_object 95@ with_offset 575@ 0.0 0.0 
01BC: put_object 105@ at $72 $73 $74 
0177: set_object 105@ Z_angle_to 571@ 
return 

:POOL2_48541
612@ = -0.96 
613@ = 0.49 
614@ = 0.97 
615@ = 0.49 
616@ = 0.97 
617@ = -0.49 
618@ = -0.96 
619@ = -0.49 
0400: store_coords_to 581@ 582@ 583@ from_object 91@ with_offset 0.0 -5.0 0.0 
01BB: store_object 91@ position_to 584@ 585@ 586@ 
02CE: $74 = ground_z_at 584@ 585@ 586@ 
0400: store_coords_to 587@ 588@ 589@ from_object 172@ with_offset 612@ 613@ 0.0 
0400: store_coords_to 590@ 591@ 592@ from_object 172@ with_offset 614@ 615@ 0.0 
if 
05B0:   unknown_calculate 581@ 582@ 584@ and 585@ 587@ 588@ 590@ 591@ store_to $72 $73 // IF and SET 
else_jump @POOL2_48827 
0089: 595@ = $72 // (float) 
0089: 599@ = $73 // (float) 
0089: 603@ = $74 // (float) 
0087: 626@ = 614@ // (float) 
0063: 626@ -= 612@ // (float) 
0087: 627@ = 615@ // (float) 
0063: 627@ -= 613@ // (float) 

:POOL2_48827
0400: store_coords_to 587@ 588@ 589@ from_object 172@ with_offset 616@ 617@ 0.0 
if 
05B0:   unknown_calculate 581@ 582@ 584@ and 585@ 587@ 588@ 590@ 591@ store_to $72 $73 // IF and SET 
else_jump @POOL2_48951 
0089: 595@ = $72 // (float) 
0089: 599@ = $73 // (float) 
0089: 603@ = $74 // (float) 
0087: 626@ = 616@ // (float) 
0063: 626@ -= 614@ // (float) 
0087: 627@ = 617@ // (float) 
0063: 627@ -= 615@ // (float) 

:POOL2_48951
0400: store_coords_to 590@ 591@ 592@ from_object 172@ with_offset 618@ 619@ 0.0 
if 
05B0:   unknown_calculate 581@ 582@ 584@ and 585@ 587@ 588@ 590@ 591@ store_to $72 $73 // IF and SET 
else_jump @POOL2_49075 
0089: 595@ = $72 // (float) 
0089: 599@ = $73 // (float) 
0089: 603@ = $74 // (float) 
0087: 626@ = 618@ // (float) 
0063: 626@ -= 616@ // (float) 
0087: 627@ = 619@ // (float) 
0063: 627@ -= 617@ // (float) 

:POOL2_49075
0400: store_coords_to 587@ 588@ 589@ from_object 172@ with_offset 612@ 613@ 0.0 
if 
05B0:   unknown_calculate 581@ 582@ 584@ and 585@ 587@ 588@ 590@ 591@ store_to $72 $73 // IF and SET 
else_jump @POOL2_49199 
0089: 595@ = $72 // (float) 
0089: 599@ = $73 // (float) 
0089: 603@ = $74 // (float) 
0087: 626@ = 612@ // (float) 
0063: 626@ -= 618@ // (float) 
0087: 627@ = 613@ // (float) 
0063: 627@ -= 619@ // (float) 

:POOL2_49199
0087: 624@ = 584@ // (float) 
0063: 624@ -= 581@ // (float) 
0087: 625@ = 585@ // (float) 
0063: 625@ -= 582@ // (float) 
05A4: get_angle_between_vectors_origin_to 624@ 625@ and_origin_to 626@ 627@ store_to 623@ 
if 
  623@ > 90.0 
else_jump @POOL2_49289 
623@ += -180.0 
623@ *= -1.0 

:POOL2_49289
0087: 178@ = 584@ // (float) 
0063: 178@ -= 595@ // (float) 
0087: 179@ = 585@ // (float) 
0063: 179@ -= 599@ // (float) 
0087: 180@ = 586@ // (float) 
0063: 180@ -= 603@ // (float) 
0604: get_Z_angle_for_point 178@ 179@ store_to 607@ 
0087: 605@ = 607@ // (float) 
0087: 606@ = 607@ // (float) 
0087: 608@ = 607@ // (float) 
0087: 604@ = 603@ // (float) 
0087: 601@ = 603@ // (float) 
0087: 602@ = 603@ // (float) 
0509: 609@ = distance_between_XY 584@ 585@ and_XY 595@ 599@ 
0073: 178@ /= 609@ // (float) 
0073: 179@ /= 609@ // (float) 
0088: $72 = 178@ // (float) 
$72 *= 3.0 
0088: $73 = 179@ // (float) 
$73 *= 3.0 
0087: 593@ = 595@ // (float) 
0065: 593@ -= $72 // (float) 
0087: 597@ = 599@ // (float) 
0065: 597@ -= $73 // (float) 
0088: $72 = 178@ // (float) 
$72 *= 1.0 
0088: $73 = 179@ // (float) 
$73 *= 1.0 
0087: 620@ = 595@ // (float) 
0065: 620@ -= $72 // (float) 
0087: 621@ = 599@ // (float) 
0065: 621@ -= $73 // (float) 
0087: 622@ = 603@ // (float) 
if 
  0.25 > 609@ 
else_jump @POOL2_49608 
610@ = 1 
jump @POOL2_49685 

:POOL2_49608
if 
  0.65 > 609@ 
else_jump @POOL2_49643 
610@ = 2 
jump @POOL2_49685 

:POOL2_49643
if 
  1.1 > 609@ 
else_jump @POOL2_49678 
610@ = 3 
jump @POOL2_49685 

:POOL2_49678
610@ = 4 

:POOL2_49685
if 
  623@ > 70.0 
else_jump @POOL2_49738 
610@ += 1 
if 
  610@ > 4 
else_jump @POOL2_49738 
610@ = 4 

:POOL2_49738
if 
  610@ == 1 
else_jump @POOL2_49824 
0088: $72 = 178@ // (float) 
$72 *= 0.615 
0088: $73 = 179@ // (float) 
$73 *= 0.615 
0087: 594@ = 584@ // (float) 
0065: 594@ -= $72 // (float) 
0087: 598@ = 585@ // (float) 
0065: 598@ -= $73 // (float) 

:POOL2_49824
if 
  610@ == 2 
else_jump @POOL2_49910 
0088: $72 = 178@ // (float) 
$72 *= 1.0 
0088: $73 = 179@ // (float) 
$73 *= 1.0 
0087: 594@ = 584@ // (float) 
0065: 594@ -= $72 // (float) 
0087: 598@ = 585@ // (float) 
0065: 598@ -= $73 // (float) 

:POOL2_49910
if 
  610@ == 3 
else_jump @POOL2_49996 
0088: $72 = 178@ // (float) 
$72 *= 1.6 
0088: $73 = 179@ // (float) 
$73 *= 1.6 
0087: 594@ = 584@ // (float) 
0065: 594@ -= $72 // (float) 
0087: 598@ = 585@ // (float) 
0065: 598@ -= $73 // (float) 

:POOL2_49996
if 
  610@ == 4 
else_jump @POOL2_50082 
0088: $72 = 178@ // (float) 
$72 *= 2.1 
0088: $73 = 179@ // (float) 
$73 *= 2.1 
0087: 594@ = 584@ // (float) 
0065: 594@ -= $72 // (float) 
0087: 598@ = 585@ // (float) 
0065: 598@ -= $73 // (float) 

:POOL2_50082
0509: $67 = distance_between_XY 584@ 585@ and_XY 594@ 598@ 
0087: 51@ = 609@ // (float) 
51@ += 0.3 
if 
0027:   51@ > $67 // (float) 
else_jump @POOL2_50218 
0087: 51@ = 609@ // (float) 
51@ += 0.3 
0088: $72 = 178@ // (float) 
006D: $72 *= 51@ // (float) 
0088: $73 = 179@ // (float) 
006D: $73 *= 51@ // (float) 
0087: 594@ = 584@ // (float) 
0065: 594@ -= $72 // (float) 
0087: 598@ = 585@ // (float) 
0065: 598@ -= $73 // (float) 

:POOL2_50218
if 
  610@ == 1 
else_jump @POOL2_50304 
0088: $72 = 178@ // (float) 
$72 *= 0.655 
0088: $73 = 179@ // (float) 
$73 *= 0.655 
0087: 596@ = 584@ // (float) 
0065: 596@ -= $72 // (float) 
0087: 600@ = 585@ // (float) 
0065: 600@ -= $73 // (float) 

:POOL2_50304
if 
  610@ == 2 
else_jump @POOL2_50390 
0088: $72 = 178@ // (float) 
$72 *= 1.0 
0088: $73 = 179@ // (float) 
$73 *= 1.0 
0087: 596@ = 584@ // (float) 
0065: 596@ -= $72 // (float) 
0087: 600@ = 585@ // (float) 
0065: 600@ -= $73 // (float) 

:POOL2_50390
if 
  610@ == 3 
else_jump @POOL2_50476 
0088: $72 = 178@ // (float) 
$72 *= 1.6 
0088: $73 = 179@ // (float) 
$73 *= 1.6 
0087: 596@ = 584@ // (float) 
0065: 596@ -= $72 // (float) 
0087: 600@ = 585@ // (float) 
0065: 600@ -= $73 // (float) 

:POOL2_50476
if 
  610@ == 4 
else_jump @POOL2_50562 
0088: $72 = 178@ // (float) 
$72 *= 2.1 
0088: $73 = 179@ // (float) 
$73 *= 2.1 
0087: 596@ = 584@ // (float) 
0065: 596@ -= $72 // (float) 
0087: 600@ = 585@ // (float) 
0065: 600@ -= $73 // (float) 

:POOL2_50562
return 

:POOL2_50564
038D: draw_texture 1 position 628@ 629@ size 630@ 631@ RGBA 128 128 128 255 
038D: draw_texture 2 position 632@ 633@ size 634@ 635@ RGBA 128 128 128 255 
if or
00E1:   player 189@ pressed_key 1 
00E1:   player 189@ pressed_key 0 
0A51:   is_widget_pressed 35 
else_jump @POOL2_51145 
0494: get_joystick 189@ direction_offset_to $16 $17 $18 $19 
008D: $72 = integer $16 to_float 
008D: $73 = integer $17 to_float 
$72 /= 128.0 
$73 /= 128.0 
$72 *= 5.0 
$73 *= 5.0 
if 
0A51:   is_widget_pressed 35 
else_jump @POOL2_50748 
0A5B: get_widget_value2 174 $72 $73 

:POOL2_50748
0087: 51@ = 632@ // (float) 
005D: 51@ += $72 // (float) 
0087: 53@ = 630@ // (float) 
53@ /= 2.0 
0087: 52@ = 628@ // (float) 
005B: 52@ += 53@ // (float) 
if 
0025:   52@ > 51@ // (float) 
else_jump @POOL2_50860 
0087: 52@ = 628@ // (float) 
0063: 52@ -= 53@ // (float) 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_50860 
0088: $72 = 51@ // (float) 

:POOL2_50860
0087: 51@ = 633@ // (float) 
005D: 51@ += $73 // (float) 
0087: 53@ = 631@ // (float) 
53@ /= 2.0 
0087: 52@ = 629@ // (float) 
005B: 52@ += 53@ // (float) 
if 
0025:   52@ > 51@ // (float) 
else_jump @POOL2_50972 
0087: 52@ = 629@ // (float) 
0063: 52@ -= 53@ // (float) 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_50972 
0088: $73 = 51@ // (float) 

:POOL2_50972
0509: 51@ = distance_between_XY $72 $73 and_XY 628@ 629@ 
0087: 52@ = 630@ // (float) 
52@ /= 3.2 
if 
0025:   51@ > 52@ // (float) 
else_jump @POOL2_51129 
0089: 178@ = $72 // (float) 
0063: 178@ -= 628@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 629@ // (float) 
0073: 178@ /= 51@ // (float) 
0073: 179@ /= 51@ // (float) 
006B: 178@ *= 52@ // (float) 
006B: 179@ *= 52@ // (float) 
0087: 632@ = 628@ // (float) 
005B: 632@ += 178@ // (float) 
0087: 633@ = 629@ // (float) 
005B: 633@ += 179@ // (float) 
jump @POOL2_51145 

:POOL2_51129
0089: 632@ = $72 // (float) 
0089: 633@ = $73 // (float) 

:POOL2_51145
return 

:POOL2_51147
0087: 641@ = 61@ // (float) 
641@ *= 2.0 
639@ = 1 

:POOL2_51172
if 
  16 > 639@ 
else_jump @POOL2_51374 
if 
03CA:   object 91@(639@,16i) exists 
else_jump @POOL2_51360 
01BB: store_object 91@(639@,16i) position_to $72 $73 $74 
0509: 640@ = distance_between_XY $72 $73 and_XY 637@ 638@ 
if 
0025:   641@ > 640@ // (float) 
else_jump @POOL2_51360 
0087: 642@ = 637@ // (float) 
0065: 642@ -= $72 // (float) 
0087: 643@ = 638@ // (float) 
0065: 643@ -= $73 // (float) 
0073: 642@ /= 640@ // (float) 
0073: 643@ /= 640@ // (float) 
006B: 642@ *= 641@ // (float) 
006B: 643@ *= 641@ // (float) 
0089: 637@ = $72 // (float) 
005B: 637@ += 642@ // (float) 
0089: 638@ = $73 // (float) 
005B: 638@ += 643@ // (float) 

:POOL2_51360
639@ += 1 
jump @POOL2_51172 

:POOL2_51374
0087: 640@ = 107@ // (float) 
if 
0025:   640@ > 637@ // (float) 
else_jump @POOL2_51409 
0087: 637@ = 640@ // (float) 

:POOL2_51409
0087: 640@ = 108@ // (float) 
if 
0025:   637@ > 640@ // (float) 
else_jump @POOL2_51444 
0087: 637@ = 640@ // (float) 

:POOL2_51444
0087: 640@ = 109@ // (float) 
if 
0025:   640@ > 638@ // (float) 
else_jump @POOL2_51479 
0087: 638@ = 640@ // (float) 

:POOL2_51479
0087: 640@ = 110@ // (float) 
if 
0025:   638@ > 640@ // (float) 
else_jump @POOL2_51514 
0087: 638@ = 640@ // (float) 

:POOL2_51514
return 

:POOL2_51516
0400: store_coords_to $7827 $7828 $7829 from_object 172@ with_offset 0.0 0.0 0.0 
0400: store_coords_to $7830 $7831 $7832 from_object 172@ with_offset 0.0 -1.0 0.0 
0086: $7833 = $7827 // (float) 
0061: $7833 -= $7830 // (float) 
0086: $7835 = $7828 // (float) 
0061: $7835 -= $7831 // (float) 
0509: $7837 = distance_between_XY $7827 $7828 and_XY $7830 $7831 
0071: $7833 /= $7837 // (float) 
0071: $7835 /= $7837 // (float) 
0086: $7834 = $7835 // (float) 
0086: $7836 = $7833 // (float) 
$7836 *= -1.0 
return 

:POOL2_51667
0A8B: unknown 179 0 $10818 0 1 'BJ_03' 'DUMMY'  // Max Wager
0A8B: unknown 179 1 $10817 0 1 'BJ_02' 'DUMMY'  // Min Wager
0A8B: unknown 179 2 164@ 0 1 'BJ_01' 'DUMMY'  // Total Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
return 

:POOL2_51806
if and
  284@ == 0 
  281@ == 0 
else_jump @POOL2_51852 
645@ = 1 
gosub @POOL2_53568 
jump @POOL2_52760 

:POOL2_51852
if 
  225@ == 0 
else_jump @POOL2_51901 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_12'  // Player 1 // Solids

:POOL2_51901
if 
  225@ == 1 
else_jump @POOL2_51950 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_13'  // Player 1 // Stripes

:POOL2_51950
if 
  225@ == -1 
else_jump @POOL2_51999 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_15'  // Player 1 // Open Table

:POOL2_51999
if 
  225@ == 2 
else_jump @POOL2_52048 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_14'  // Player 1 // Black

:POOL2_52048
gosub @POOL2_55818 
if 
  226@ == 0 
else_jump @POOL2_52104 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_12'  // CPU // Solids

:POOL2_52104
if 
  226@ == 1 
else_jump @POOL2_52153 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_13'  // CPU // Stripes

:POOL2_52153
if 
  226@ == -1 
else_jump @POOL2_52202 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_15'  // CPU // Open Table

:POOL2_52202
if 
  226@ == 2 
else_jump @POOL2_52251 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_14'  // CPU // Black

:POOL2_52251
if 
  284@ > 0 
else_jump @POOL2_52760 
0871: init_jump_table 284@ total_jumps 7 default_jump 0 @POOL2_52753 jumps 0 @POOL2_52332 1 @POOL2_52339 2 @POOL2_52408 3 @POOL2_52477 4 @POOL2_52546 5 @POOL2_52615 6 @POOL2_52684 

:POOL2_52332
jump @POOL2_52753 

:POOL2_52339
0A8B: unknown 180 0 0 0 0 'FOUL1' 'DUMMY'  // Foul! Missed all balls
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52408
0A8B: unknown 180 0 0 0 0 'FOUL2' 'DUMMY'  // Foul! Hit wrong ball first!
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52477
0A8B: unknown 180 0 0 0 0 'FOUL3' 'DUMMY'  // Foul! Pocketed white!
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52546
0A8B: unknown 180 0 0 0 0 'FOUL4' 'DUMMY'  // Foul! Pocketed wrong color!
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52615
0A8B: unknown 180 0 0 0 0 'FOUL5' 'DUMMY'  // Foul! Pocketed black out of turn!
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52684
0A8B: unknown 180 0 0 0 0 'FOUL6' 'DUMMY'  // Foul! No balls hit the rail!
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
jump @POOL2_52753 

:POOL2_52753
jump @POOL2_52760 

:POOL2_52760
return 
if or
0736:   is_keyboard_key_just_pressed 131 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_52792 
631@ += 1.0 

:POOL2_52792
if or
0736:   is_keyboard_key_just_pressed 130 
0736:   is_keyboard_key_just_pressed 90 
else_jump @POOL2_52822 
631@ += -1.0 

:POOL2_52822
if or
0736:   is_keyboard_key_just_pressed 128 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_52852 
630@ += 1.0 

:POOL2_52852
if or
0736:   is_keyboard_key_just_pressed 129 
0736:   is_keyboard_key_just_pressed 65 
else_jump @POOL2_52882 
630@ += -1.0 

:POOL2_52882
if or
0736:   is_keyboard_key_just_pressed 145 
0736:   is_keyboard_key_just_pressed 87 
else_jump @POOL2_52912 
634@ += 1.0 

:POOL2_52912
if or
0736:   is_keyboard_key_just_pressed 139 
0736:   is_keyboard_key_just_pressed 90 
else_jump @POOL2_52942 
634@ += -1.0 

:POOL2_52942
if or
0736:   is_keyboard_key_just_pressed 143 
0736:   is_keyboard_key_just_pressed 68 
else_jump @POOL2_52972 
635@ += 1.0 

:POOL2_52972
if or
0736:   is_keyboard_key_just_pressed 141 
0736:   is_keyboard_key_just_pressed 65 
else_jump @POOL2_53002 
635@ += -1.0 

:POOL2_53002
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_53566 
03A9: save_newline_to_debug_file 
05B6: 66 // ball_sprite_height = 
03A8: save_float_to_debug_file 631@ 
03A9: save_newline_to_debug_file 
05B6: 67 // ball_sprite_width = 
03A8: save_float_to_debug_file 630@ 
03A9: save_newline_to_debug_file 
05B6: 68 // nib_sprite_height = 
03A8: save_float_to_debug_file 634@ 
03A9: save_newline_to_debug_file 
05B6: 69 // nib_sprite_width = 
03A8: save_float_to_debug_file 635@ 

:POOL2_53566
return 

:POOL2_53568
if 
  645@ == 0 
else_jump @POOL2_53808 
48@ = 0 
if 
  3000 > 214@ 
else_jump @POOL2_53619 
48@ = 1 

:POOL2_53619
if 
  244@ == 1 
else_jump @POOL2_53676 
214@ = 0 
48@ = 1 
if 
  207@ > 1 
else_jump @POOL2_53676 
207@ = 0 

:POOL2_53676
if 
  207@ == 0 
else_jump @POOL2_53723 
03E6: remove_text_box 
0A6D: print_help_forever_conditional 'PL_H3' 0  // Use movement controls to aim the cue. Tap ~m~~widget_camera~ to change view. Tap ~m~~widget_gambling_continue~ to proceed to shooting. Tap ~m~~widget_minigame_cancel~ To quit.
214@ = 0 
207@ += 1 

:POOL2_53723
if 
  43@ == 5 
else_jump @POOL2_53794 
if 
  207@ == 1 
else_jump @POOL2_53787 
if 
  214@ > 3000 
else_jump @POOL2_53787 
03E6: remove_text_box 
207@ += 1 

:POOL2_53787
jump @POOL2_53801 

:POOL2_53794
48@ = 1 

:POOL2_53801
jump @POOL2_53822 

:POOL2_53808
48@ = 1 
645@ = 0 

:POOL2_53822
if 
  48@ == 1 
else_jump @POOL2_54232 
if 
  225@ == 0 
else_jump @POOL2_53889 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_12'  // Player 1 // Solids

:POOL2_53889
if 
  225@ == 1 
else_jump @POOL2_53938 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_13'  // Player 1 // Stripes

:POOL2_53938
if 
  225@ == -1 
else_jump @POOL2_53987 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_15'  // Player 1 // Open Table

:POOL2_53987
if 
  225@ == 2 
else_jump @POOL2_54036 
0A8B: unknown 180 0 0 0 0 'PL_01' 'PL_14'  // Player 1 // Black

:POOL2_54036
if 
  226@ == 0 
else_jump @POOL2_54085 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_12'  // CPU // Solids

:POOL2_54085
if 
  226@ == 1 
else_jump @POOL2_54134 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_13'  // CPU // Stripes

:POOL2_54134
if 
  226@ == -1 
else_jump @POOL2_54183 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_15'  // CPU // Open Table

:POOL2_54183
if 
  226@ == 2 
else_jump @POOL2_54232 
0A8B: unknown 180 1 0 0 0 'PL_03' 'PL_14'  // CPU // Black

:POOL2_54232
return 

:POOL2_54234
646@ = 0.4753 
652@ = 2.3176 
647@ = 174.4835 
653@ = 409.0 
648@ = 157.0 
654@ = 396.8582 
649@ = 168.1938 
655@ = 394.4953 
650@ = 0.4914 
656@ = 2.3977 
651@ = 157.0 
657@ = 409.0 
return 
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @POOL2_54421 
658@ += 1 
if 
  658@ > 5 
else_jump @POOL2_54403 
658@ = 0 

:POOL2_54403
0663: printint "SCREEN_EDIT" 658@ 

:POOL2_54421
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @POOL2_54451 
652@(658@,6f) += -0.1 

:POOL2_54451
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_54481 
652@(658@,6f) += 0.1 

:POOL2_54481
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @POOL2_54511 
646@(658@,6f) += 0.1 

:POOL2_54511
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @POOL2_54541 
646@(658@,6f) += -0.1 

:POOL2_54541
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_55282 
03A9: save_newline_to_debug_file 
05B6: 70 // POOL - SCREEN_COORDS
03A9: save_newline_to_debug_file 
48@ = 0 

:POOL2_54698
if 
  6 > 48@ 
else_jump @POOL2_55282 
05B6: 71 // screen_coord_x[
03A7: save_int_to_debug_file 48@ 
05B6: 72 // ] = 
03A8: save_float_to_debug_file 646@(48@,6f) 
03A9: save_newline_to_debug_file 
05B6: 73 // screen_coord_y[
03A7: save_int_to_debug_file 48@ 
05B6: 74 // ] = 
03A8: save_float_to_debug_file 652@(48@,6f) 
03A9: save_newline_to_debug_file 
48@ += 1 
jump @POOL2_54698 

:POOL2_55282
return 

:POOL2_55284
48@ = 0 
if 
  3000 > 214@ 
else_jump @POOL2_55317 
48@ = 1 

:POOL2_55317
if 
  207@ == 0 
else_jump @POOL2_55377 
03E6: remove_text_box 
0A78: print_help_conditional 'PL_H6' 0  // Use the movement controls to position the cue ball. Tap ~m~~widget_gambling_continue~ to continue. Tap ~m~~widget_minigame_cancel~ to quit.
0A79: print_help_conditional_touch 'PL_HID' 0 
214@ = 0 
207@ += 1 

:POOL2_55377
if 
  43@ == 4 
else_jump @POOL2_55441 
if 
  207@ == 1 
else_jump @POOL2_55441 
if 
  214@ > 3000 
else_jump @POOL2_55441 
03E6: remove_text_box 
207@ += 1 

:POOL2_55441
if 
  48@ == 1 
else_jump @POOL2_55521 
0A8B: unknown 180 0 0 0 0 'PL_17' 'DUMMY'  // Ball in hand
0A8B: unknown 180 0 0 0 0 'DUMMY' 'DUMMY' 

:POOL2_55521
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
03E4: set_text_draw_align_right 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.405 1.08 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 81 25 29 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:POOL2_55818
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 650@ 656@ 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0087: 659@ = 647@ // (float) 
659@ -= 20.0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @POOL2_55974 
48@ = 0 

:POOL2_55910
if 
  16 > 48@ 
else_jump @POOL2_55974 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_55960 
0908: set_object 91@(48@,16i) turn_mass_to 660@ // float 

:POOL2_55960
48@ += 1 
jump @POOL2_55910 

:POOL2_55974
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @POOL2_56054 

:POOL2_55990
if 
  16 > 48@ 
else_jump @POOL2_56054 
if 
03CA:   object 91@(48@,16i) exists 
else_jump @POOL2_56040 
0908: set_object 91@(48@,16i) turn_mass_to 660@ // float 

:POOL2_56040
48@ += 1 
jump @POOL2_55990 

:POOL2_56054
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @POOL2_56070 

:POOL2_56070
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @POOL2_56096 
212@ += -0.001 

:POOL2_56096
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @POOL2_56122 
213@ += 0.001 

:POOL2_56122
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @POOL2_56148 
213@ += -0.001 

:POOL2_56148
return 

:POOL2_56150
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:POOL2_56168
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:POOL2_56202
0A61: remove_widget_flag 174 4 
0A61: remove_widget_flag 18 4 
0A61: remove_widget_flag 159 4 
0A8B: unknown 180 0 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 180 1 0 0 0 'DUMMY' 'DUMMY' 
08F6: restore_player_group 
09D8: NOP 0 
0A3F: set_unused_flag 0 
$3291 = 0 
040D: unload_wav 4 
48@ = 0 

:POOL2_56312
if 
  10 > 48@ 
else_jump @POOL2_56373 
if 
03CA:   object 357@(48@,10i) exists 
else_jump @POOL2_56359 
0108: destroy_object 357@(48@,10i) 

:POOL2_56359
48@ += 1 
jump @POOL2_56312 

:POOL2_56373
if 
8118:   not actor $10815 dead 
else_jump @POOL2_56438 
0647: AS_actor $10815 clear_look_task 
00A0: store_actor $10815 position_to $72 $73 $74 
02CE: $74 = ground_z_at $72 $73 $74 
0089: 231@ = $74 // (float) 
0089: 235@ = $74 // (float) 

:POOL2_56438
if 
8118:   not actor $10815 dead 
else_jump @POOL2_56482 
00A0: store_actor $10815 position_to $72 $73 $74 
00A1: put_actor $10815 at $72 $73 235@ 

:POOL2_56482
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_56607 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00A1: put_actor $PLAYER_ACTOR at 229@ 230@ 231@ 
if 
8118:   not actor $10815 dead 
else_jump @POOL2_56556 
00A0: store_actor $10815 position_to 174@ 175@ 176@ 

:POOL2_56556
0087: 178@ = 174@ // (float) 
0065: 178@ -= $72 // (float) 
0087: 179@ = 175@ // (float) 
0065: 179@ -= $73 // (float) 
0604: get_Z_angle_for_point 178@ 179@ store_to $71 
0173: set_actor $PLAYER_ACTOR Z_angle_to $71 

:POOL2_56607
0247: load_model 338 

:POOL2_56612
if 
8248:   not model 338 available 
else_jump @POOL2_56639 
wait 0 
jump @POOL2_56612 

:POOL2_56639
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_56679 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_56679
if 
03CA:   object 115@ exists 
else_jump @POOL2_56700 
0108: destroy_object 115@ 

:POOL2_56700
if 
03CA:   object 116@ exists 
else_jump @POOL2_56721 
0108: destroy_object 116@ 

:POOL2_56721
if 
03CA:   object 246@ exists 
else_jump @POOL2_56742 
0108: destroy_object 246@ 

:POOL2_56742
if 
03CA:   object $10816 exists 
else_jump @POOL2_56763 
0108: destroy_object $10816 

:POOL2_56763
0249: release_model 338 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_56808 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_56808
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
$ONMISSION = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL2_56914 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 56@ 
05BA: AS_actor -1 move_mouth 1 ms 
05B9: AS_actor -1 stay_idle 1 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:POOL2_56914
mission_cleanup 
return 
0454: store_debug_camera_position_to $72 $73 $74 
if 
03CA:   object 172@ exists 
else_jump @POOL2_56967 
01BB: store_object 172@ position_to 174@ 175@ 176@ 
0176: $71 = object 172@ Z_angle 

:POOL2_56967
$71 *= -1.0 
02F7: 51@ = cosine $71 // (float) 
02F6: 52@ = sine $71 // (float) 
0089: 178@ = $72 // (float) 
0063: 178@ -= 174@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 175@ // (float) 
0089: 180@ = $74 // (float) 
0063: 180@ -= 176@ // (float) 
0087: 181@ = 178@ // (float) 
006B: 181@ *= 51@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 52@ // (float) 
0063: 181@ -= 53@ // (float) 
0087: 182@ = 178@ // (float) 
006B: 182@ *= 52@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 51@ // (float) 
005B: 182@ += 53@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 75 // FIXED_CAMERA_POSITION - OFFSET FROM table = 
03A8: save_float_to_debug_file 181@ 
03A8: save_float_to_debug_file 182@ 
03A8: save_float_to_debug_file 180@ 
0463: store_debug_camera_target_point_to $72 $73 $74 
0089: 178@ = $72 // (float) 
0063: 178@ -= 174@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 175@ // (float) 
0089: 180@ = $74 // (float) 
0063: 180@ -= 176@ // (float) 
0087: 181@ = 178@ // (float) 
006B: 181@ *= 51@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 52@ // (float) 
0063: 181@ -= 53@ // (float) 
0087: 182@ = 178@ // (float) 
006B: 182@ *= 52@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 51@ // (float) 
005B: 182@ += 53@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 76 // CAMERA_POINT_AT -       OFFSET FROM table = 
03A8: save_float_to_debug_file 181@ 
03A8: save_float_to_debug_file 182@ 
03A8: save_float_to_debug_file 180@ 
return 
0454: store_debug_camera_position_to $72 $73 $74 
if 
056D:   actor 223@ defined 
else_jump @POOL2_57621 
if 
8118:   not actor 223@ dead 
else_jump @POOL2_57621 
00A0: store_actor 223@ position_to 174@ 175@ 176@ 
0172: $71 = actor 223@ Z_angle 

:POOL2_57621
$71 *= -1.0 
02F7: 51@ = cosine $71 // (float) 
02F6: 52@ = sine $71 // (float) 
0089: 178@ = $72 // (float) 
0063: 178@ -= 174@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 175@ // (float) 
0089: 180@ = $74 // (float) 
0063: 180@ -= 176@ // (float) 
0087: 181@ = 178@ // (float) 
006B: 181@ *= 51@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 52@ // (float) 
0063: 181@ -= 53@ // (float) 
0087: 182@ = 178@ // (float) 
006B: 182@ *= 52@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 51@ // (float) 
005B: 182@ += 53@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 77 // FIXED_CAMERA_POSITION - OFFSET FROM char = 
03A8: save_float_to_debug_file 181@ 
03A8: save_float_to_debug_file 182@ 
03A8: save_float_to_debug_file 180@ 
0463: store_debug_camera_target_point_to $72 $73 $74 
0089: 178@ = $72 // (float) 
0063: 178@ -= 174@ // (float) 
0089: 179@ = $73 // (float) 
0063: 179@ -= 175@ // (float) 
0089: 180@ = $74 // (float) 
0063: 180@ -= 176@ // (float) 
0087: 181@ = 178@ // (float) 
006B: 181@ *= 51@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 52@ // (float) 
0063: 181@ -= 53@ // (float) 
0087: 182@ = 178@ // (float) 
006B: 182@ *= 52@ // (float) 
0087: 53@ = 179@ // (float) 
006B: 53@ *= 51@ // (float) 
005B: 182@ += 53@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 78 // CAMERA_POINT_AT -       OFFSET FROM char = 
03A8: save_float_to_debug_file 181@ 
03A8: save_float_to_debug_file 182@ 
03A8: save_float_to_debug_file 180@ 
return 

//-------------Mission 9---------------
// Originally: Lowrider (Bet And Dance)

:LOWR
thread 'LOWR' 
gosub @LOWR_47 
if 
wasted_or_busted 
else_jump @LOWR_38 
gosub @LOWR_26999 

:LOWR_38
gosub @LOWR_27003 
end_thread 

:LOWR_47
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 75@ // decision\allowed\m_.ped files 

:LOWR_145
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @LOWR_171 
44@ = 1 

:LOWR_171
47@ += 1 
if 
  47@ > 22 
else_jump @LOWR_203 
47@ = 0 

:LOWR_203
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 72@ += 50@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 141@ += 50@ // (int) 
005A: 142@ += 50@ // (int) 
005A: 143@ += 50@ // (int) 
005A: 144@ += 50@ // (int) 
005A: 145@ += 50@ // (int) 
077E: get_active_interior_to 51@ 
if 
  51@ == 0 
else_jump @LOWR_319 
005E: $7838 += 50@ // (int) 

:LOWR_319
0871: init_jump_table 42@ total_jumps 7 default_jump 0 @LOWR_466 jumps 0 @LOWR_382 1 @LOWR_396 2 @LOWR_403 3 @LOWR_410 4 @LOWR_424 5 @LOWR_438 6 @LOWR_452 

:LOWR_382
gosub @LOWR_619 
jump @LOWR_466 

:LOWR_396
jump @LOWR_466 

:LOWR_403
jump @LOWR_466 

:LOWR_410
gosub @LOWR_962 
jump @LOWR_466 

:LOWR_424
gosub @LOWR_9459 
jump @LOWR_466 

:LOWR_438
gosub @LOWR_12569 
jump @LOWR_466 

:LOWR_452
gosub @LOWR_17611 
jump @LOWR_466 

:LOWR_466
gosub @LOWR_19766 
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @LOWR_495 
gosub @LOWR_26543 

:LOWR_495
if 
0736:   is_keyboard_key_just_pressed 79 
else_jump @LOWR_517 
gosub @LOWR_26645 

:LOWR_517
if 
  46@ == 0 
else_jump @LOWR_617 
if 
  45@ == 0 
else_jump @LOWR_601 
if 
  44@ == 0 
else_jump @LOWR_585 
jump @LOWR_145 
jump @LOWR_594 

:LOWR_585
gosub @LOWR_27001 
return 

:LOWR_594
jump @LOWR_610 

:LOWR_601
gosub @LOWR_26999 
return 

:LOWR_610
jump @LOWR_619 

:LOWR_617
return 

:LOWR_619
if 
  43@ == -1 
else_jump @LOWR_748 
00A5: 77@ = create_car 413 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
018A: 110@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 111@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 107@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:LOWR_748
279@ = 50 
280@ = 1000 
112@ = 0 
51@ = 0 

:LOWR_777
if 
  22 > 51@ 
else_jump @LOWR_820 
113@(51@,22i) = 0 
51@ += 1 
jump @LOWR_777 

:LOWR_820
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
140@ = 0 
0085: 140@ = 138@ // (int) 
0085: 140@ = 138@ // (int) 
0085: 140@ = 138@ // (int) 
0085: 140@ = 138@ // (int) 
0085: 140@ = 138@ // (int) 
140@ = 0 
277@ = 0.01 
if 
  43@ == -1 
else_jump @LOWR_930 

:LOWR_930
054C: use_GXT_table 'LOWR' 
0732: random_car_generator_disable_model 567 
gosub @LOWR_26941 
42@ = 3 
return 

:LOWR_962
if 
  43@ == 0 
else_jump @LOWR_2161 
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 
135@ = 0 
136@ = 0 
146@ = 1796.947 
153@ = -1924.376 
160@ = 13.2937 
167@ = 60.9627 
147@ = 1802.865 
154@ = -1918.742 
161@ = 13.2965 
168@ = 357.6195 
148@ = 1788.992 
155@ = -1924.501 
162@ = 13.2937 
169@ = 305.5176 
149@ = 1784.189 
156@ = -1913.44 
163@ = 13.2957 
170@ = 188.9639 
150@ = 1790.964 
157@ = -1913.898 
164@ = 13.2985 
171@ = 266.2616 
151@ = 1799.899 
158@ = -1906.425 
165@ = 13.3025 
172@ = 184.4735 
152@ = 1785.94 
159@ = -1904.839 
166@ = 13.297 
173@ = 152.5742 
174@ = 1798.603 
196@ = -1908.26 
218@ = 12.4388 
240@ = 102.3995 
175@ = 1798.887 
197@ = -1907.668 
219@ = 12.4399 
241@ = 174.1189 
176@ = 1798.834 
198@ = -1911.782 
220@ = 12.4374 
242@ = 158.2591 
177@ = 1799.584 
199@ = -1912.795 
221@ = 12.4368 
243@ = 74.6392 
178@ = 1800.902 
200@ = -1918.714 
222@ = 12.4331 
244@ = 256.6391 
179@ = 1798.166 
201@ = -1920.427 
223@ = 12.4321 
245@ = 19.6592 
180@ = 1796.811 
202@ = -1920.426 
224@ = 12.4321 
246@ = 331.8393 
181@ = 1787.78 
203@ = -1919.071 
225@ = 12.4329 
247@ = 331.8393 
182@ = 1786.71 
204@ = -1917.982 
226@ = 12.4332 
248@ = 285.8198 
183@ = 1786.194 
205@ = -1907.356 
227@ = 12.4327 
249@ = 260.4003 
184@ = 1786.898 
206@ = -1906.531 
228@ = 12.4335 
250@ = 141.9807 
185@ = 1786.23 
207@ = -1908.622 
229@ = 12.4328 
251@ = 327.1608 
186@ = 1789.188 
208@ = -1919.665 
230@ = 12.4325 
252@ = 357.2196 
187@ = 1788.103 
209@ = -1907.949 
231@ = 12.4352 
253@ = 200.9411 
188@ = 1797.997 
210@ = -1912.74 
232@ = 12.4368 
254@ = 312.2806 
189@ = 1796.46 
211@ = -1908.882 
233@ = 12.4368 
255@ = 312.2806 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 
0247: load_model 63 
0247: load_model 41 
0247: load_model 567 
0247: load_model 534 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_1990
if or
8248:   not model 114 available 
8248:   not model 115 available 
8248:   not model 116 available 
8248:   not model 63 available 
8248:   not model 41 available 
else_jump @LOWR_2032 
wait 0 
jump @LOWR_1990 

:LOWR_2032
if or
8248:   not model 567 available 
8248:   not model 534 available 
else_jump @LOWR_2064 
wait 0 
jump @LOWR_2032 

:LOWR_2064
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_2098 
wait 0 
jump @LOWR_2064 

:LOWR_2098
if 
875C:   not marker 110@ enabled 
else_jump @LOWR_2134 
018A: 110@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_2134
0917: audio_zone 'LOWRIDE' enable_sound 1 
$7838 = 0 
43@ += 1 

:LOWR_2161
if 
  43@ == 1 
else_jump @LOWR_9428 
if 
  136@ == 0 
else_jump @LOWR_3625 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3618 
00A5: 77@ = create_car 534 at 0.0 0.0 0.0 
00A5: 78@ = create_car 567 at 0.0 0.0 0.0 
00A5: 79@ = create_car 567 at 0.0 0.0 0.0 
00A5: 80@ = create_car 567 at 0.0 0.0 0.0 
00A5: 81@ = create_car 534 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 77@ primary_color_to 1 secondary_color_to 0 
0229: set_car 78@ primary_color_to 2 secondary_color_to 1 
0229: set_car 79@ primary_color_to 3 secondary_color_to 2 
0229: set_car 80@ primary_color_to 10 secondary_color_to 3 
0229: set_car 81@ primary_color_to 9 secondary_color_to 4 
0229: set_car 82@ primary_color_to 6 secondary_color_to 5 
0229: set_car 83@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 77@ action 3 
03A2: set_car 81@ action 3 
03A2: set_car 80@ action 3 
07FF: set_car 77@ hydraulics 1 
07FF: set_car 81@ hydraulics 1 
07FF: set_car 80@ hydraulics 1 
02AA: set_car 77@ immune_to_nonplayer 1 
02AA: set_car 81@ immune_to_nonplayer 1 
02AA: set_car 80@ immune_to_nonplayer 1 
51@ = 0 

:LOWR_2529
if 
  7 > 51@ 
else_jump @LOWR_2618 
00AB: put_car 77@(51@,7i) at 146@(51@,7f) 153@(51@,7f) 160@(51@,7f) 
0175: set_car 77@(51@,7i) Z_angle_to 167@(51@,7f) 
020A: set_car 77@(51@,7i) door_status_to 3 
51@ += 1 
jump @LOWR_2529 

:LOWR_2618
wait 0 
009A: 85@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
wait 0 
009A: 91@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
wait 0 
009A: 86@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
wait 0 
009A: 101@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 106@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
51@ = 0 

:LOWR_3169
if 
  16 > 51@ 
else_jump @LOWR_3287 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_3273 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_3273 
00A1: put_actor 85@(51@,22i) at 174@(51@,22f) 196@(51@,22f) 218@(51@,22f) 
0173: set_actor 85@(51@,22i) Z_angle_to 240@(51@,22f) 

:LOWR_3273
51@ += 1 
jump @LOWR_3169 

:LOWR_3287
wait 0 
51@ = 0 

:LOWR_3298
if 
  22 > 51@ 
else_jump @LOWR_3362 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_3348 
060B: set_actor 85@(51@,22i) decision_maker_to 75@ 

:LOWR_3348
51@ += 4 
jump @LOWR_3298 

:LOWR_3362
if 
8118:   not actor 101@ dead 
else_jump @LOWR_3402 
if 
8119:   not car 78@ wrecked 
else_jump @LOWR_3402 
036A: put_actor 101@ in_car 78@ 

:LOWR_3402
if 
8118:   not actor 102@ dead 
else_jump @LOWR_3442 
if 
8119:   not car 79@ wrecked 
else_jump @LOWR_3442 
036A: put_actor 102@ in_car 79@ 

:LOWR_3442
if 
8118:   not actor 103@ dead 
else_jump @LOWR_3482 
if 
8119:   not car 81@ wrecked 
else_jump @LOWR_3482 
036A: put_actor 103@ in_car 81@ 

:LOWR_3482
if 
8118:   not actor 104@ dead 
else_jump @LOWR_3522 
if 
8119:   not car 77@ wrecked 
else_jump @LOWR_3522 
036A: put_actor 104@ in_car 77@ 

:LOWR_3522
if 
8118:   not actor 105@ dead 
else_jump @LOWR_3562 
if 
8119:   not car 80@ wrecked 
else_jump @LOWR_3562 
036A: put_actor 105@ in_car 80@ 

:LOWR_3562
if 
8118:   not actor 106@ dead 
else_jump @LOWR_3604 
if 
8119:   not car 79@ wrecked 
else_jump @LOWR_3604 
0430: put_actor 106@ into_car 79@ passenger_seat 0 

:LOWR_3604
136@ = 1 
$3293 = 1 

:LOWR_3618
jump @LOWR_3766 

:LOWR_3625
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3766 
51@ = 0 

:LOWR_3670
if 
  7 > 51@ 
else_jump @LOWR_3711 
00A6: destroy_car 77@(51@,7i) 
51@ += 1 
jump @LOWR_3670 

:LOWR_3711
51@ = 0 

:LOWR_3718
if 
  22 > 51@ 
else_jump @LOWR_3759 
009B: destroy_actor 85@(51@,22i) 
51@ += 1 
jump @LOWR_3718 

:LOWR_3759
136@ = 0 

:LOWR_3766
if 
  136@ == 1 
else_jump @LOWR_9015 
if 
  135@ == 0 
else_jump @LOWR_8729 
0871: init_jump_table 47@ total_jumps 21 default_jump 0 @LOWR_8009 jumps 0 @LOWR_3995 1 @LOWR_4371 2 @LOWR_4747 3 @LOWR_4897 4 @LOWR_5047 5 @LOWR_5162 6 @LOWR_5312 
0872: jump_table_jumps 7 @LOWR_5462 8 @LOWR_5578 9 @LOWR_5694 10 @LOWR_6070 11 @LOWR_6253 12 @LOWR_6369 13 @LOWR_6485 14 @LOWR_6792 15 @LOWR_7117 
0872: jump_table_jumps 16 @LOWR_7401 17 @LOWR_7510 18 @LOWR_7619 19 @LOWR_7826 20 @LOWR_8002 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 

:LOWR_3995
if 
8118:   not actor 85@ dead 
else_jump @LOWR_4364 
062E: get_actor 85@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_4269 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 82@ wrecked 
else_jump @LOWR_4203 
if 
01AF:   car 82@ sphere 0 in_sphere 151@ 158@ 165@ radius 0.2 0.2 1.0 
else_jump @LOWR_4155 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_4196 

:LOWR_4155
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4196
jump @LOWR_4244 

:LOWR_4203
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4244
0616: define_AS_pack_end 57@ 
0618: assign_actor 85@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @LOWR_4364 

:LOWR_4269
if 
0611:   actor 85@ performing_animation "M_SMKLEAN_LOOP" 
else_jump @LOWR_4364 
if 
8119:   not car 82@ wrecked 
else_jump @LOWR_4364 
if 
81AF:   not car 82@ sphere 0 in_sphere 151@ 158@ 165@ radius 0.2 0.2 1.0 
else_jump @LOWR_4364 
0687: clear_actor 85@ task 

:LOWR_4364
jump @LOWR_8009 

:LOWR_4371
if 
8118:   not actor 86@ dead 
else_jump @LOWR_4740 
062E: get_actor 86@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_4645 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 82@ wrecked 
else_jump @LOWR_4579 
if 
01AF:   car 82@ sphere 0 in_sphere 151@ 158@ 165@ radius 0.2 0.2 1.0 
else_jump @LOWR_4531 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_4572 

:LOWR_4531
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4572
jump @LOWR_4620 

:LOWR_4579
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4620
0616: define_AS_pack_end 57@ 
0618: assign_actor 86@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @LOWR_4740 

:LOWR_4645
if 
0611:   actor 86@ performing_animation "F_SMKLEAN_LOOP" 
else_jump @LOWR_4740 
if 
8119:   not car 82@ wrecked 
else_jump @LOWR_4740 
if 
81AF:   not car 82@ sphere 0 in_sphere 151@ 158@ 165@ radius 0.2 0.2 1.0 
else_jump @LOWR_4740 
0687: clear_actor 86@ task 

:LOWR_4740
jump @LOWR_8009 

:LOWR_4747
if 
8118:   not actor 87@ dead 
else_jump @LOWR_4890 
062E: get_actor 87@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_4890 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 88@ dead 
else_jump @LOWR_4831 
0677: AS_actor -1 chat_with_actor 88@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_4872 

:LOWR_4831
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_4872
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_4890
jump @LOWR_8009 

:LOWR_4897
if 
8118:   not actor 88@ dead 
else_jump @LOWR_5040 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5040 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 87@ dead 
else_jump @LOWR_4981 
0677: AS_actor -1 chat_with_actor 87@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5022 

:LOWR_4981
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5022
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5040
jump @LOWR_8009 

:LOWR_5047
if 
8118:   not actor 89@ dead 
else_jump @LOWR_5155 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5155 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5155
jump @LOWR_8009 

:LOWR_5162
if 
8118:   not actor 90@ dead 
else_jump @LOWR_5305 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5305 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 91@ dead 
else_jump @LOWR_5246 
0677: AS_actor -1 chat_with_actor 91@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5287 

:LOWR_5246
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5287
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5305
jump @LOWR_8009 

:LOWR_5312
if 
8118:   not actor 91@ dead 
else_jump @LOWR_5455 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5455 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 90@ dead 
else_jump @LOWR_5396 
0677: AS_actor -1 chat_with_actor 90@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_5437 

:LOWR_5396
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5437
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5455
jump @LOWR_8009 

:LOWR_5462
if 
8118:   not actor 92@ dead 
else_jump @LOWR_5571 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5571 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5571
jump @LOWR_8009 

:LOWR_5578
if 
8118:   not actor 93@ dead 
else_jump @LOWR_5687 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5687 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_5687
jump @LOWR_8009 

:LOWR_5694
if 
8118:   not actor 94@ dead 
else_jump @LOWR_6063 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_5968 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 83@ wrecked 
else_jump @LOWR_5902 
if 
01AF:   car 83@ sphere 0 in_sphere 152@ 159@ 166@ radius 0.2 0.2 1.0 
else_jump @LOWR_5854 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @LOWR_5895 

:LOWR_5854
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5895
jump @LOWR_5943 

:LOWR_5902
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_5943
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @LOWR_6063 

:LOWR_5968
if 
0611:   actor 94@ performing_animation "M_SMKLEAN_LOOP" 
else_jump @LOWR_6063 
if 
8119:   not car 83@ wrecked 
else_jump @LOWR_6063 
if 
81AF:   not car 83@ sphere 0 in_sphere 152@ 159@ 166@ radius 0.2 0.2 1.0 
else_jump @LOWR_6063 
0687: clear_actor 94@ task 

:LOWR_6063
jump @LOWR_8009 

:LOWR_6070
if 
8118:   not actor 95@ dead 
else_jump @LOWR_6246 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_6246 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_6246
jump @LOWR_8009 

:LOWR_6253
if 
8118:   not actor 96@ dead 
else_jump @LOWR_6362 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_6362 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_6362
jump @LOWR_8009 

:LOWR_6369
if 
8118:   not actor 97@ dead 
else_jump @LOWR_6478 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_6478 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_6478
jump @LOWR_8009 

:LOWR_6485
if 
8118:   not actor 98@ dead 
else_jump @LOWR_6785 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_6785 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 187@ 209@ 231@ mode 4 time 60000 ms // versionA 
if 
8118:   not actor 94@ dead 
else_jump @LOWR_6726 
0639: AS_actor -1 rotate_to_actor 94@ 

:LOWR_6726
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_6785
jump @LOWR_8009 

:LOWR_6792
if 
8118:   not actor 99@ dead 
else_jump @LOWR_7110 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_7110 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_7110
jump @LOWR_8009 

:LOWR_7117
if 
8118:   not actor 100@ dead 
else_jump @LOWR_7394 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_7394 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 189@ 211@ 233@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_7394
jump @LOWR_8009 

:LOWR_7401
if 
8118:   not actor 101@ dead 
else_jump @LOWR_7503 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_7503 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_7503
jump @LOWR_8009 

:LOWR_7510
if 
8118:   not actor 102@ dead 
else_jump @LOWR_7612 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_7612 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_7612
jump @LOWR_8009 

:LOWR_7619
51@ = 0 

:LOWR_7626
if 
  7 > 51@ 
else_jump @LOWR_7819 
if 
056E:   car 77@(51@,7i) defined 
else_jump @LOWR_7805 
if 
8119:   not car 77@(51@,7i) wrecked 
else_jump @LOWR_7775 
if 
051C:   car 77@(51@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7768 
0227: 52@ = car 77@(51@,7i) health 
if 
  950 > 52@ 
else_jump @LOWR_7768 
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
135@ = 1 
51@ = 7 

:LOWR_7768
jump @LOWR_7805 

:LOWR_7775
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
135@ = 1 
51@ = 7 

:LOWR_7805
51@ += 1 
jump @LOWR_7626 

:LOWR_7819
jump @LOWR_8009 

:LOWR_7826
51@ = 0 

:LOWR_7833
if 
  22 > 51@ 
else_jump @LOWR_7995 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_7981 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_7951 
if 
051A:   actor 85@(51@,22i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7944 
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
135@ = 1 
51@ = 22 

:LOWR_7944
jump @LOWR_7981 

:LOWR_7951
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
135@ = 1 
51@ = 22 

:LOWR_7981
51@ += 1 
jump @LOWR_7833 

:LOWR_7995
jump @LOWR_8009 

:LOWR_8002
jump @LOWR_8009 

:LOWR_8009
if 
  300 > 141@ 
else_jump @LOWR_8075 
262@ = 1.0 
265@ = 1.0 
268@ = 0.0 
271@ = 0.0 
jump @LOWR_8148 

:LOWR_8075
if 
  141@ > 500 
else_jump @LOWR_8108 
141@ = 0 
jump @LOWR_8148 

:LOWR_8108
262@ = 0.0 
265@ = 0.0 
268@ = 0.0 
271@ = 0.0 

:LOWR_8148
if 
  142@ > 2000 
else_jump @LOWR_8222 
0209: 291@ = random_int_in_ranges 0 16 
gosub @LOWR_20110 
0087: 263@ = 289@ // (float) 
0087: 266@ = 287@ // (float) 
0087: 269@ = 290@ // (float) 
0087: 272@ = 288@ // (float) 
142@ = 0 

:LOWR_8222
if 
  143@ > 300 
else_jump @LOWR_8296 
0209: 291@ = random_int_in_ranges 0 16 
gosub @LOWR_20110 
0087: 264@ = 289@ // (float) 
0087: 267@ = 287@ // (float) 
0087: 270@ = 290@ // (float) 
0087: 273@ = 288@ // (float) 
143@ = 0 

:LOWR_8296
if 
8119:   not car 77@ wrecked 
else_jump @LOWR_8438 
if 
0803:   car 77@ have_hydraulics 
else_jump @LOWR_8438 
07F5: car 77@ control_hydraulics 265@ 271@ 262@ 268@ 
00AA: store_car 77@ position_to $72 $73 $74 
0087: 58@ = 146@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 153@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 277@ // (float) 
006B: 59@ *= 277@ // (float) 
07D5: set_car 77@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8438
if 
8119:   not car 80@ wrecked 
else_jump @LOWR_8580 
if 
0803:   car 80@ have_hydraulics 
else_jump @LOWR_8580 
07F5: car 80@ control_hydraulics 266@ 272@ 263@ 269@ 
00AA: store_car 80@ position_to $72 $73 $74 
0087: 58@ = 149@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 156@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 277@ // (float) 
006B: 59@ *= 277@ // (float) 
07D5: set_car 80@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8580
if 
8119:   not car 81@ wrecked 
else_jump @LOWR_8722 
if 
0803:   car 81@ have_hydraulics 
else_jump @LOWR_8722 
07F5: car 81@ control_hydraulics 267@ 273@ 264@ 270@ 
00AA: store_car 81@ position_to $72 $73 $74 
0087: 58@ = 150@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 157@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 277@ // (float) 
006B: 59@ *= 277@ // (float) 
07D5: set_car 81@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8722
jump @LOWR_9015 

:LOWR_8729
if 
  135@ == 1 
else_jump @LOWR_9015 
51@ = 0 

:LOWR_8754
if 
  12 > 51@ 
else_jump @LOWR_8815 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_8801 
0792: disembark_instantly_actor 85@(51@,22i) 

:LOWR_8801
51@ += 1 
jump @LOWR_8754 

:LOWR_8815
if 
   not 45@ == 1 
else_jump @LOWR_8905 
51@ = 0 

:LOWR_8840
if 
  22 > 51@ 
else_jump @LOWR_8905 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_8891 
077A: set_actor 85@(51@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:LOWR_8891
51@ += 1 
jump @LOWR_8840 

:LOWR_8905
51@ = 0 

:LOWR_8912
if 
  22 > 51@ 
else_jump @LOWR_8953 
01C2: remove_references_to_actor 85@(51@,22i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @LOWR_8912 

:LOWR_8953
51@ = 0 

:LOWR_8960
if 
  7 > 51@ 
else_jump @LOWR_9001 
01C3: remove_references_to_car 77@(51@,7i) 
51@ += 1 
jump @LOWR_8960 

:LOWR_9001
45@ = 1 
135@ += 1 

:LOWR_9015
if 
  $7838 > 120000 
else_jump @LOWR_9066 
00BC: show_text_highpriority GXT 'LOW_35' time 5000 flag 1  // ~r~The lowrider meeting has dispersed.
45@ = 1 
jump @LOWR_9428 

:LOWR_9066
if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @LOWR_9403 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
096E:   car $47 lowrider 
else_jump @LOWR_9355 
if 
0803:   car $47 have_hydraulics 
else_jump @LOWR_9307 
010B: 51@ = player $PLAYER_CHAR money 
if 
002D:   51@ >= 279@ // (int) 
else_jump @LOWR_9256 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
43@ = 99 
01B4: set_player $PLAYER_CHAR can_move 0 
00D9: 76@ = actor $PLAYER_ACTOR car // add to mission cleanup 
fade 0 500 

:LOWR_9225
if 
fading 
else_jump @LOWR_9249 
wait 0 
jump @LOWR_9225 

:LOWR_9249
jump @LOWR_9300 

:LOWR_9256
if 
  70@ == 0 
else_jump @LOWR_9300 
01E5: show_text_1number_highpriority GXT 'LOW_38' number 279@ time 5000 flag 1  // ~s~You need $~1~ to compete.
70@ += 1 

:LOWR_9300
jump @LOWR_9348 

:LOWR_9307
if 
  70@ == 0 
else_jump @LOWR_9348 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
70@ += 1 

:LOWR_9348
jump @LOWR_9396 

:LOWR_9355
if 
  70@ == 0 
else_jump @LOWR_9396 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
70@ += 1 

:LOWR_9396
jump @LOWR_9428 

:LOWR_9403
if 
   not 70@ == 0 
else_jump @LOWR_9428 
70@ = 0 

:LOWR_9428
if 
  43@ == 99 
else_jump @LOWR_9457 
gosub @LOWR_26941 
0A77: checkpoint_save_oddjob 1 

:LOWR_9457
return 

:LOWR_9459
if 
  43@ == 0 
else_jump @LOWR_10075 
0093: 54@ = integer 279@ to_float 
0093: 55@ = integer 280@ to_float 
0A60: add_widget_flag 159 4 
fade 0 500 

:LOWR_9507
if 
fading 
else_jump @LOWR_9531 
wait 0 
jump @LOWR_9507 

:LOWR_9531
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_9552 
09FE: reset_hydraulics_on_car 76@ 

:LOWR_9552
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
if 
075C:   marker 110@ enabled 
else_jump @LOWR_9611 
0164: disable_marker 110@ 

:LOWR_9611
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_9657 
00AB: put_car 76@ at 1793.068 -1904.254 12.3989 
0175: set_car 76@ Z_angle_to 171.6728 

:LOWR_9657
51@ = 0 

:LOWR_9664
if 
  16 > 51@ 
else_jump @LOWR_9725 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_9711 
0792: disembark_instantly_actor 85@(51@,22i) 

:LOWR_9711
51@ += 1 
jump @LOWR_9664 

:LOWR_9725
51@ = 0 

:LOWR_9732
if 
  22 > 51@ 
else_jump @LOWR_9796 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_9782 
060B: set_actor 85@(51@,22i) decision_maker_to 74@ 

:LOWR_9782
51@ += 1 
jump @LOWR_9732 

:LOWR_9796
51@ = 0 

:LOWR_9803
if 
  16 > 51@ 
else_jump @LOWR_9901 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_9887 
00A1: put_actor 85@(51@,22i) at 174@(51@,22f) 196@(51@,22f) 218@(51@,22f) 
0173: set_actor 85@(51@,22i) Z_angle_to 240@(51@,22f) 

:LOWR_9887
51@ += 1 
jump @LOWR_9803 

:LOWR_9901
51@ = 0 

:LOWR_9908
if 
  7 > 51@ 
else_jump @LOWR_10006 
if 
8119:   not car 77@(51@,7i) wrecked 
else_jump @LOWR_9992 
00AB: put_car 77@(51@,7i) at 146@(51@,7f) 153@(51@,7f) 160@(51@,7f) 
0175: set_car 77@(51@,7i) Z_angle_to 167@(51@,7f) 

:LOWR_9992
51@ += 1 
jump @LOWR_9908 

:LOWR_10006
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
43@ += 1 

:LOWR_10075
if 
  43@ == 1 
else_jump @LOWR_10100 
43@ += 1 

:LOWR_10100
if 
  43@ == 2 
else_jump @LOWR_10258 
if 
8118:   not actor 103@ dead 
else_jump @LOWR_10258 
0792: disembark_instantly_actor 103@ 
00A1: put_actor 103@ at 1792.631 -1909.274 12.4371 
0173: set_actor 103@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
fade 1 500 

:LOWR_10227
if 
fading 
else_jump @LOWR_10251 
wait 0 
jump @LOWR_10227 

:LOWR_10251
43@ += 1 

:LOWR_10258
if 
  43@ == 3 
else_jump @LOWR_10725 
if 
8118:   not actor 103@ dead 
else_jump @LOWR_10725 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 103@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @LOWR_10711 jumps 0 @LOWR_10567 1 @LOWR_10615 2 @LOWR_10663 -1 @LOWR_10711 -1 @LOWR_10711 -1 @LOWR_10711 -1 @LOWR_10711 

:LOWR_10567
05A9: s$1041 = 'LOWR_BA' // s$  // So you think you can lowride? Well let's see what you can do.
04AE: $1043 = 22808 // = constant 
create_thread @AUDIOL 103@ 0 1 1 0 
jump @LOWR_10711 

:LOWR_10615
05A9: s$1041 = 'LOWR_BB' // s$  // You up for a bounce, homie?
04AE: $1043 = 22809 // = constant 
create_thread @AUDIOL 103@ 0 1 1 0 
jump @LOWR_10711 

:LOWR_10663
05A9: s$1041 = 'LOWR_BC' // s$  // Alright homie let's see if you got what it takes.
04AE: $1043 = 22810 // = constant 
create_thread @AUDIOL 103@ 0 1 1 0 
jump @LOWR_10711 

:LOWR_10711
40@ = 0 
43@ += 1 

:LOWR_10725
if 
  43@ == 4 
else_jump @LOWR_10839 
if 
  40@ > 1000 
else_jump @LOWR_10839 
if or
  $1040 == 0 
00E1:   player 0 pressed_key 16 
else_jump @LOWR_10839 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
43@ += 1 
139@ = 1 
if 
8118:   not actor 103@ dead 
else_jump @LOWR_10839 
0687: clear_actor 103@ task 

:LOWR_10839
if 
  43@ == 5 
else_jump @LOWR_10960 
00BE: text_clear_all 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 281@ = 279@ // (int) 
0085: 51@ = 281@ // (int) 
51@ *= -1 
0109: player $PLAYER_CHAR money = 51@ 
03F0: enable_text_draw 1 
wait 1 
43@ += 1 

:LOWR_10960
if 
  43@ == 6 
else_jump @LOWR_12361 
if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
else_jump @LOWR_10995 
03E6: remove_text_box 

:LOWR_10995
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @LOWR_11427 
if and
   not 282@ == 1 
   not 282@ == -1 
else_jump @LOWR_11376 
if 
  281@ >= 10000 
else_jump @LOWR_11077 
278@ = 1000 
jump @LOWR_11181 

:LOWR_11077
if 
  281@ >= 1000 
else_jump @LOWR_11110 
278@ = 100 
jump @LOWR_11181 

:LOWR_11110
if 
  281@ >= 100 
else_jump @LOWR_11142 
278@ = 10 
jump @LOWR_11181 

:LOWR_11142
if 
  281@ == 0 
else_jump @LOWR_11174 
278@ = 2 
jump @LOWR_11181 

:LOWR_11174
278@ = 1 

:LOWR_11181
010B: 51@ = player $PLAYER_CHAR money 
if 
001D:   278@ > 51@ // (int) 
else_jump @LOWR_11216 
0085: 278@ = 51@ // (int) 

:LOWR_11216
0085: 51@ = 281@ // (int) 
005A: 51@ += 278@ // (int) 
if 
001D:   51@ > 280@ // (int) 
else_jump @LOWR_11267 
0085: 278@ = 280@ // (int) 
0062: 278@ -= 281@ // (int) 

:LOWR_11267
if 
  0 > 278@ 
else_jump @LOWR_11292 
278@ *= -1 

:LOWR_11292
005A: 281@ += 278@ // (int) 
005A: 283@ += 278@ // (int) 
278@ *= -1 
0109: player $PLAYER_CHAR money = 278@ 
282@ += 1 
if 
  282@ > 1 
else_jump @LOWR_11362 
282@ = 2 
jump @LOWR_11369 

:LOWR_11362
40@ = 0 

:LOWR_11369
jump @LOWR_11420 

:LOWR_11376
if 
  282@ == 1 
else_jump @LOWR_11420 
if 
  40@ > 500 
else_jump @LOWR_11420 
282@ = 2 

:LOWR_11420
jump @LOWR_11816 

:LOWR_11427
if 
   not 282@ == 0 
else_jump @LOWR_11452 
282@ = 0 

:LOWR_11452
if 
0A51:   is_widget_pressed 63 
else_jump @LOWR_11791 
if 
   not 284@ == 1 
else_jump @LOWR_11758 
if 
  281@ > 10000 
else_jump @LOWR_11519 
278@ = -1000 
jump @LOWR_11591 

:LOWR_11519
if 
  281@ > 1000 
else_jump @LOWR_11552 
278@ = -100 
jump @LOWR_11591 

:LOWR_11552
if 
  281@ > 100 
else_jump @LOWR_11584 
278@ = -10 
jump @LOWR_11591 

:LOWR_11584
278@ = -1 

:LOWR_11591
0085: 51@ = 281@ // (int) 
005A: 281@ += 278@ // (int) 
if 
001D:   279@ > 281@ // (int) 
else_jump @LOWR_11648 
281@ = 0 
0085: 278@ = 51@ // (int) 
278@ *= -1 

:LOWR_11648
if 
001D:   279@ > 281@ // (int) 
else_jump @LOWR_11682 
0085: 281@ = 279@ // (int) 
jump @LOWR_11705 

:LOWR_11682
278@ *= -1 
0062: 283@ -= 278@ // (int) 
0109: player $PLAYER_CHAR money = 278@ 

:LOWR_11705
284@ += 1 
if 
  284@ > 1 
else_jump @LOWR_11744 
284@ = 2 
jump @LOWR_11751 

:LOWR_11744
40@ = 0 

:LOWR_11751
jump @LOWR_11784 

:LOWR_11758
if 
  40@ > 500 
else_jump @LOWR_11784 
284@ = 2 

:LOWR_11784
jump @LOWR_11816 

:LOWR_11791
if 
   not 284@ == 0 
else_jump @LOWR_11816 
284@ = 0 

:LOWR_11816
0A52:   is_widget_released 159 
gosub @LOWR_26747 
if 
  139@ == 0 
else_jump @LOWR_11895 
if 
0A52:   is_widget_released 90 
else_jump @LOWR_11888 
0093: 54@ = integer 281@ to_float 
54@ *= 0.1 
03E6: remove_text_box 
43@ += 1 

:LOWR_11888
jump @LOWR_11919 

:LOWR_11895
if 
80E1:   not player 0 pressed_key 16 
else_jump @LOWR_11919 
139@ = 0 

:LOWR_11919
if 
0A52:   is_widget_released 71 
else_jump @LOWR_12361 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
056E:   car 78@ defined 
else_jump @LOWR_11970 
00A6: destroy_car 78@ 

:LOWR_11970
if 
056E:   car 81@ defined 
else_jump @LOWR_11991 
00A6: destroy_car 81@ 

:LOWR_11991
if 
056E:   car 79@ defined 
else_jump @LOWR_12012 
00A6: destroy_car 79@ 

:LOWR_12012
if 
056E:   car 82@ defined 
else_jump @LOWR_12033 
00A6: destroy_car 82@ 

:LOWR_12033
if 
056E:   car 80@ defined 
else_jump @LOWR_12054 
00A6: destroy_car 80@ 

:LOWR_12054
if 
056D:   actor 86@ defined 
else_jump @LOWR_12075 
009B: destroy_actor 86@ 

:LOWR_12075
if 
056D:   actor 88@ defined 
else_jump @LOWR_12096 
009B: destroy_actor 88@ 

:LOWR_12096
if 
056D:   actor 101@ defined 
else_jump @LOWR_12117 
009B: destroy_actor 101@ 

:LOWR_12117
if 
056D:   actor 91@ defined 
else_jump @LOWR_12138 
009B: destroy_actor 91@ 

:LOWR_12138
if 
056D:   actor 92@ defined 
else_jump @LOWR_12159 
009B: destroy_actor 92@ 

:LOWR_12159
if 
056D:   actor 94@ defined 
else_jump @LOWR_12180 
009B: destroy_actor 94@ 

:LOWR_12180
if 
056D:   actor 95@ defined 
else_jump @LOWR_12201 
009B: destroy_actor 95@ 

:LOWR_12201
if 
056D:   actor 97@ defined 
else_jump @LOWR_12222 
009B: destroy_actor 97@ 

:LOWR_12222
if 
056D:   actor 105@ defined 
else_jump @LOWR_12243 
009B: destroy_actor 105@ 

:LOWR_12243
if 
056D:   actor 98@ defined 
else_jump @LOWR_12264 
009B: destroy_actor 98@ 

:LOWR_12264
if 
8118:   not actor 107@ dead 
else_jump @LOWR_12323 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_12323 
if 
00DB:   actor 107@ in_car 76@ 
else_jump @LOWR_12323 
05CD: AS_actor 107@ exit_car 76@ 

:LOWR_12323
fade 1 500 

:LOWR_12330
if 
fading 
else_jump @LOWR_12354 
wait 0 
jump @LOWR_12330 

:LOWR_12354
45@ = 1 

:LOWR_12361
if 
  43@ == 7 
else_jump @LOWR_12390 
03F0: enable_text_draw 0 
43@ += 1 

:LOWR_12390
if 
  43@ == 8 
else_jump @LOWR_12415 
43@ += 1 

:LOWR_12415
if 
  43@ == 9 
else_jump @LOWR_12440 
43@ += 1 

:LOWR_12440
if 
  43@ == 10 
else_jump @LOWR_12517 
if 
  40@ > 2000 
else_jump @LOWR_12517 
00BE: text_clear_all 
fade 0 500 

:LOWR_12486
if 
fading 
else_jump @LOWR_12510 
wait 0 
jump @LOWR_12486 

:LOWR_12510
43@ = 99 

:LOWR_12517
if 
   not 45@ == 1 
else_jump @LOWR_12542 
gosub @LOWR_21040 

:LOWR_12542
if 
  43@ == 99 
else_jump @LOWR_12567 
gosub @LOWR_26941 

:LOWR_12567
return 

:LOWR_12569
if 
  43@ == 0 
else_jump @LOWR_12675 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
43@ += 1 

:LOWR_12675
if 
  43@ == 1 
else_jump @LOWR_15496 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 
0247: load_model 63 
0247: load_model 41 
0247: load_model 567 
0247: load_model 534 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_12737
if 
8248:   not model 114 available 
else_jump @LOWR_12763 
wait 0 
jump @LOWR_12737 

:LOWR_12763
if 
8248:   not model 115 available 
else_jump @LOWR_12789 
wait 0 
jump @LOWR_12763 

:LOWR_12789
if 
8248:   not model 116 available 
else_jump @LOWR_12815 
wait 0 
jump @LOWR_12789 

:LOWR_12815
if 
8248:   not model 63 available 
else_jump @LOWR_12841 
wait 0 
jump @LOWR_12815 

:LOWR_12841
if 
8248:   not model 41 available 
else_jump @LOWR_12867 
wait 0 
jump @LOWR_12841 

:LOWR_12867
if or
8248:   not model 567 available 
8248:   not model 534 available 
else_jump @LOWR_12899 
wait 0 
jump @LOWR_12867 

:LOWR_12899
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_12933 
wait 0 
jump @LOWR_12899 

:LOWR_12933
146@ = 1798.203 
153@ = -1926.222 
160@ = 12.3895 
167@ = 73.1404 
147@ = 1802.864 
154@ = -1918.741 
161@ = 12.3931 
168@ = 357.6193 
148@ = 1784.635 
155@ = -1924.968 
162@ = 12.3901 
169@ = 305.062 
149@ = 1784.188 
156@ = -1913.439 
163@ = 12.3923 
170@ = 183.5814 
150@ = 1792.318 
157@ = -1919.513 
164@ = 12.3928 
171@ = 8.2504 
151@ = 1801.462 
158@ = -1905.691 
165@ = 12.3995 
172@ = 189.9314 
152@ = 1787.642 
159@ = -1901.136 
166@ = 12.3949 
173@ = 145.4181 
174@ = 1800.0 
196@ = -1907.83 
218@ = 12.4398 
240@ = 73.7198 
175@ = 1799.846 
197@ = -1912.124 
219@ = 12.4582 
241@ = 48.2386 
176@ = 1800.086 
198@ = -1910.434 
220@ = 12.4372 
242@ = 83.7398 
177@ = 1801.321 
199@ = -1916.427 
221@ = 12.4343 
243@ = 83.7398 
178@ = 1798.541 
200@ = -1922.18 
222@ = 12.431 
244@ = 46.5794 
179@ = 1799.49 
201@ = -1920.617 
223@ = 12.4322 
245@ = 46.5794 
180@ = 1787.255 
202@ = -1926.597 
224@ = 12.4283 
246@ = 323.6194 
181@ = 1786.442 
203@ = -1920.201 
225@ = 12.4322 
247@ = 306.1995 
182@ = 1785.824 
204@ = -1919.162 
226@ = 12.4324 
248@ = 294.6196 
183@ = 1786.102 
205@ = -1913.833 
227@ = 12.4327 
249@ = 280.7204 
184@ = 1786.806 
206@ = -1905.246 
228@ = 12.4342 
250@ = 262.8214 
185@ = 1788.693 
207@ = -1902.139 
229@ = 12.4348 
251@ = 247.161 
186@ = 1794.616 
208@ = -1899.608 
230@ = 12.4398 
252@ = 191.0618 
187@ = 1799.135 
209@ = -1902.488 
231@ = 12.4431 
253@ = 157.4622 
188@ = 1795.674 
210@ = -1899.569 
232@ = 12.4407 
254@ = 162.6424 
189@ = 1800.369 
211@ = -1907.003 
233@ = 12.4403 
255@ = 77.6197 
190@ = 1800.826 
212@ = -1917.325 
234@ = 12.434 
256@ = 36.1793 
191@ = 1785.85 
213@ = -1917.955 
235@ = 12.4324 
257@ = 287.0602 
192@ = 1788.538 
214@ = -1927.091 
236@ = 12.428 
258@ = 345.1206 
193@ = 1787.323 
215@ = -1904.11 
237@ = 12.4337 
259@ = 263.3813 
194@ = 1798.39 
216@ = -1901.733 
238@ = 12.4429 
260@ = 142.4208 
$1028 = -1 
$1029 = -1 
277@ = 0.01 
51@ = 0 

:LOWR_14084
if 
  7 > 51@ 
else_jump @LOWR_14145 
if 
056E:   car 77@(51@,7i) defined 
else_jump @LOWR_14131 
00A6: destroy_car 77@(51@,7i) 

:LOWR_14131
51@ += 1 
jump @LOWR_14084 

:LOWR_14145
51@ = 0 

:LOWR_14152
if 
  22 > 51@ 
else_jump @LOWR_14213 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_14199 
009B: destroy_actor 85@(51@,22i) 

:LOWR_14199
51@ += 1 
jump @LOWR_14152 

:LOWR_14213
if 
856E:   not car 76@ defined 
else_jump @LOWR_14274 
00A5: 76@ = create_car 567 at 1793.496 -1907.423 12.3992 
0175: set_car 76@ Z_angle_to 181.5231 
09FE: reset_hydraulics_on_car 76@ 
jump @LOWR_14320 

:LOWR_14274
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_14320 
00AB: put_car 76@ at 1793.496 -1907.423 12.3992 
0175: set_car 76@ Z_angle_to 181.5231 

:LOWR_14320
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_14392 
036A: put_actor $PLAYER_ACTOR in_car 76@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_14392
00A5: 77@ = create_car 534 at 0.0 0.0 0.0 
00A5: 78@ = create_car 567 at 0.0 0.0 0.0 
00A5: 79@ = create_car 567 at 0.0 0.0 0.0 
00A5: 80@ = create_car 567 at 0.0 0.0 0.0 
00A5: 81@ = create_car 534 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 77@ primary_color_to 1 secondary_color_to 0 
0229: set_car 78@ primary_color_to 2 secondary_color_to 1 
0229: set_car 79@ primary_color_to 3 secondary_color_to 2 
0229: set_car 80@ primary_color_to 10 secondary_color_to 3 
0229: set_car 81@ primary_color_to 9 secondary_color_to 4 
0229: set_car 82@ primary_color_to 6 secondary_color_to 5 
0229: set_car 83@ primary_color_to 7 secondary_color_to 6 
51@ = 0 

:LOWR_14623
if 
  7 > 51@ 
else_jump @LOWR_14723 
00AB: put_car 77@(51@,7i) at 146@(51@,7f) 153@(51@,7f) 160@(51@,7f) 
0175: set_car 77@(51@,7i) Z_angle_to 167@(51@,7f) 
0519: set_car 77@(51@,7i) locked 1 
020A: set_car 77@(51@,7i) door_status_to 3 
51@ += 1 
jump @LOWR_14623 

:LOWR_14723
0519: set_car 81@ locked 0 
03A2: set_car 81@ action 3 
07FF: set_car 81@ hydraulics 1 
02AA: set_car 81@ immune_to_nonplayer 1 
02AC: set_car 81@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 85@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
0129: 106@ = create_actor_pedtype 24 model 116 in_car 81@ driverseat 
51@ = 0 

:LOWR_15289
if 
  21 > 51@ 
else_jump @LOWR_15367 
00A1: put_actor 85@(51@,22i) at 174@(51@,22f) 196@(51@,22f) 218@(51@,22f) 
0173: set_actor 85@(51@,22i) Z_angle_to 240@(51@,22f) 
51@ += 1 
jump @LOWR_15289 

:LOWR_15367
009A: 107@ = create_actor_pedtype 24 model 63 at 1788.273 -1903.364 12.4345 
0173: set_actor 107@ Z_angle_to 232.5412 
if 
  $7839 == 0 
else_jump @LOWR_15437 
0952: load_soundtrack 13 
$7839 += 1 
jump @LOWR_15448 

:LOWR_15437
0952: load_soundtrack 0 
$7839 = 0 

:LOWR_15448
51@ = 0 

:LOWR_15455
if 
84A4:   not  51@ == 2 // == constant 
else_jump @LOWR_15489 
wait 0 
0953: get_soundtrack_status_to 51@ 
jump @LOWR_15455 

:LOWR_15489
43@ += 1 

:LOWR_15496
if 
  43@ == 2 
else_jump @LOWR_15620 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LOWR_15620 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
8119:   not car $47 wrecked 
else_jump @LOWR_15587 
if 
8431:   not car $47 passenger_seat_free 0 
else_jump @LOWR_15587 
0432: 285@ = get_actor_handle_from_car $47 passenger_seat 0 
009B: destroy_actor 285@ 

:LOWR_15587
if 
8118:   not actor 107@ dead 
else_jump @LOWR_15620 
0430: put_actor 107@ into_car $47 passenger_seat 0 
43@ += 1 

:LOWR_15620
if 
  43@ == 3 
else_jump @LOWR_16191 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
0826: enable_hud 0 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_15746 
020A: set_car 76@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LOWR_15746
274@ = 0.62 
275@ = 0.31 
276@ = -0.167 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_15858 
if 
8118:   not actor 107@ dead 
else_jump @LOWR_15858 
if 
0137:   car 76@ model == 567 
else_jump @LOWR_15858 
0792: disembark_instantly_actor 107@ 
0464: put_actor 107@ into_turret_on_car 76@ at_car_offset 274@ 275@ 276@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_15858
0615: define_AS_pack_begin 57@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 57@ 
if 
8118:   not actor 107@ dead 
else_jump @LOWR_15993 
if 
0A32:   actor 107@ on_turret_of_car 
else_jump @LOWR_15993 
0618: assign_actor 107@ to_AS_pack 57@ 

:LOWR_15993
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
$1028 = -1 
$1029 = -1 
if 
  1 > $1030 
else_jump @LOWR_16044 
$1030 = 1 

:LOWR_16044
0093: 54@ = integer 281@ to_float 
0093: 55@ = integer 280@ to_float 
0073: 54@ /= 55@ // (float) 
54@ *= 4.0 
0092: 51@ = float 54@ to_integer 
005E: $1030 += 51@ // (int) 
if 
  $1030 > 5 
else_jump @LOWR_16119 
$1030 = 5 

:LOWR_16119
if 
  1 > $1030 
else_jump @LOWR_16144 
$1030 = 1 

:LOWR_16144
wait 500 
fade 1 500 

:LOWR_16156
if 
fading 
else_jump @LOWR_16180 
wait 0 
jump @LOWR_16156 

:LOWR_16180
00BE: text_clear_all 
0954: start_playing_loaded_soundtrack 
43@ += 1 

:LOWR_16191
if 
  43@ == 4 
else_jump @LOWR_16305 
01B4: set_player $PLAYER_CHAR can_move 1 
create_thread @BDISPLY 
create_thread @LOWGAME 76@ 81@ 107@ 
40@ = 0 
144@ = 0 
138@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'LOW_26'  // Push the suspension controls in the direction shown.
73@ = 0 
71@ = 0 
40@ = 0 
43@ += 1 

:LOWR_16305
if 
  43@ == 5 
else_jump @LOWR_16348 
if 
  $1025 == 1 
else_jump @LOWR_16348 
43@ += 1 

:LOWR_16348
if 
  43@ == 6 
else_jump @LOWR_17514 
if 
  $1025 == 1 
else_jump @LOWR_17507 
if 
  140@ == 0 
else_jump @LOWR_16825 
if or
  144@ > 5000 
00E1:   player 0 pressed_key 13 
else_jump @LOWR_16818 
138@ += 1 
if 
  138@ >= 5 
else_jump @LOWR_16459 
138@ = 0 

:LOWR_16459
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_16489 
00AA: store_car 76@ position_to $72 $73 $74 

:LOWR_16489
if 
  138@ == 0 
else_jump @LOWR_16552 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:LOWR_16552
if 
  138@ == 1 
else_jump @LOWR_16615 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:LOWR_16615
if 
  138@ == 2 
else_jump @LOWR_16678 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:LOWR_16678
if 
  138@ == 3 
else_jump @LOWR_16741 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:LOWR_16741
if 
  138@ == 4 
else_jump @LOWR_16804 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:LOWR_16804
140@ += 1 
144@ = 0 

:LOWR_16818
jump @LOWR_16849 

:LOWR_16825
if 
80E1:   not player 0 pressed_key 13 
else_jump @LOWR_16849 
140@ = 0 

:LOWR_16849
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @LOWR_17500 
068D: get_camera_position_to $72 $73 $74 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_16913 
00AA: store_car 76@ position_to 64@ 65@ 66@ 
0174: $71 = car 76@ Z_angle 

:LOWR_16913
$71 *= -1.0 
02F7: 54@ = cosine $71 // (float) 
02F6: 55@ = sine $71 // (float) 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
0087: 61@ = 58@ // (float) 
006B: 61@ *= 54@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 55@ // (float) 
0063: 61@ -= 56@ // (float) 
0087: 62@ = 58@ // (float) 
006B: 62@ *= 55@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 54@ // (float) 
005B: 62@ += 56@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 79 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 61@ 
03A8: save_float_to_debug_file 62@ 
03A8: save_float_to_debug_file 60@ 
068E: get_camera_target_point_to $72 $73 $74 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
0087: 61@ = 58@ // (float) 
006B: 61@ *= 54@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 55@ // (float) 
0063: 61@ -= 56@ // (float) 
0087: 62@ = 58@ // (float) 
006B: 62@ *= 55@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 54@ // (float) 
005B: 62@ += 56@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 80 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 61@ 
03A8: save_float_to_debug_file 62@ 
03A8: save_float_to_debug_file 60@ 

:LOWR_17500
jump @LOWR_17514 

:LOWR_17507
43@ += 1 

:LOWR_17514
if 
  43@ == 7 
else_jump @LOWR_17577 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:LOWR_17546
if 
fading 
else_jump @LOWR_17570 
wait 0 
jump @LOWR_17546 

:LOWR_17570
43@ = 99 

:LOWR_17577
gosub @LOWR_23884 
if 
  43@ == 99 
else_jump @LOWR_17609 
gosub @LOWR_26941 

:LOWR_17609
return 

:LOWR_17611
if 
  43@ == 0 
else_jump @LOWR_17649 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:LOWR_17649
if 
  43@ == 1 
else_jump @LOWR_19118 
51@ = 0 

:LOWR_17674
if 
  7 > 51@ 
else_jump @LOWR_17735 
if 
056E:   car 77@(51@,7i) defined 
else_jump @LOWR_17721 
00A6: destroy_car 77@(51@,7i) 

:LOWR_17721
51@ += 1 
jump @LOWR_17674 

:LOWR_17735
51@ = 0 

:LOWR_17742
if 
  22 > 51@ 
else_jump @LOWR_17803 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_17789 
009B: destroy_actor 85@(51@,22i) 

:LOWR_17789
51@ += 1 
jump @LOWR_17742 

:LOWR_17803
if 
056D:   actor 107@ defined 
else_jump @LOWR_17824 
009B: destroy_actor 107@ 

:LOWR_17824
if 
856E:   not car 76@ defined 
else_jump @LOWR_17880 
00A5: 76@ = create_car 567 at 1793.496 -1907.423 12.3992 
0175: set_car 76@ Z_angle_to 181.5231 
jump @LOWR_17926 

:LOWR_17880
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_17926 
00AB: put_car 76@ at 1793.496 -1907.423 12.3992 
0175: set_car 76@ Z_angle_to 181.5231 

:LOWR_17926
00A5: 77@ = create_car 534 at 0.0 0.0 0.0 
00A5: 78@ = create_car 567 at 0.0 0.0 0.0 
00A5: 79@ = create_car 567 at 0.0 0.0 0.0 
00A5: 80@ = create_car 567 at 0.0 0.0 0.0 
00A5: 81@ = create_car 534 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 77@ primary_color_to 1 secondary_color_to 0 
0229: set_car 78@ primary_color_to 2 secondary_color_to 1 
0229: set_car 79@ primary_color_to 3 secondary_color_to 2 
0229: set_car 80@ primary_color_to 10 secondary_color_to 3 
0229: set_car 81@ primary_color_to 9 secondary_color_to 4 
0229: set_car 82@ primary_color_to 6 secondary_color_to 5 
0229: set_car 83@ primary_color_to 7 secondary_color_to 6 
51@ = 0 

:LOWR_18157
if 
  7 > 51@ 
else_jump @LOWR_18257 
00AB: put_car 77@(51@,7i) at 146@(51@,7f) 153@(51@,7f) 160@(51@,7f) 
0175: set_car 77@(51@,7i) Z_angle_to 167@(51@,7f) 
0519: set_car 77@(51@,7i) locked 1 
020A: set_car 77@(51@,7i) door_status_to 3 
51@ += 1 
jump @LOWR_18157 

:LOWR_18257
0519: set_car 81@ locked 0 
03A2: set_car 81@ action 3 
07FF: set_car 81@ hydraulics 1 
02AA: set_car 81@ immune_to_nonplayer 1 
02AC: set_car 81@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 85@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
0129: 106@ = create_actor_pedtype 24 model 116 in_car 81@ driverseat 
51@ = 0 

:LOWR_18823
if 
  21 > 51@ 
else_jump @LOWR_18901 
00A1: put_actor 85@(51@,22i) at 174@(51@,22f) 196@(51@,22f) 218@(51@,22f) 
0173: set_actor 85@(51@,22i) Z_angle_to 240@(51@,22f) 
51@ += 1 
jump @LOWR_18823 

:LOWR_18901
009A: 107@ = create_actor_pedtype 24 model 63 at 1788.273 -1903.364 12.4345 
0173: set_actor 107@ Z_angle_to 232.5412 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_19015 
09FE: reset_hydraulics_on_car 76@ 
if 
8431:   not car 76@ passenger_seat_free 0 
else_jump @LOWR_18989 
0432: 285@ = get_actor_handle_from_car 76@ passenger_seat 0 
009B: destroy_actor 285@ 

:LOWR_18989
if 
8118:   not actor 107@ dead 
else_jump @LOWR_19015 
0430: put_actor 107@ into_car 76@ passenger_seat 0 

:LOWR_19015
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_19087 
036A: put_actor $PLAYER_ACTOR in_car 76@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_19087
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
43@ = 99 

:LOWR_19118
if 
  43@ == 99 
else_jump @LOWR_19757 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
wait 500 
if 
056E:   car 78@ defined 
else_jump @LOWR_19201 
00A6: destroy_car 78@ 

:LOWR_19201
if 
056E:   car 81@ defined 
else_jump @LOWR_19222 
00A6: destroy_car 81@ 

:LOWR_19222
if 
056E:   car 79@ defined 
else_jump @LOWR_19243 
00A6: destroy_car 79@ 

:LOWR_19243
if 
056E:   car 82@ defined 
else_jump @LOWR_19264 
00A6: destroy_car 82@ 

:LOWR_19264
if 
056E:   car 80@ defined 
else_jump @LOWR_19285 
00A6: destroy_car 80@ 

:LOWR_19285
if 
056D:   actor 86@ defined 
else_jump @LOWR_19306 
009B: destroy_actor 86@ 

:LOWR_19306
if 
056D:   actor 88@ defined 
else_jump @LOWR_19327 
009B: destroy_actor 88@ 

:LOWR_19327
if 
056D:   actor 101@ defined 
else_jump @LOWR_19348 
009B: destroy_actor 101@ 

:LOWR_19348
if 
056D:   actor 91@ defined 
else_jump @LOWR_19369 
009B: destroy_actor 91@ 

:LOWR_19369
if 
056D:   actor 92@ defined 
else_jump @LOWR_19390 
009B: destroy_actor 92@ 

:LOWR_19390
if 
056D:   actor 94@ defined 
else_jump @LOWR_19411 
009B: destroy_actor 94@ 

:LOWR_19411
if 
056D:   actor 95@ defined 
else_jump @LOWR_19432 
009B: destroy_actor 95@ 

:LOWR_19432
if 
056D:   actor 97@ defined 
else_jump @LOWR_19453 
009B: destroy_actor 97@ 

:LOWR_19453
if 
056D:   actor 105@ defined 
else_jump @LOWR_19474 
009B: destroy_actor 105@ 

:LOWR_19474
if 
056D:   actor 98@ defined 
else_jump @LOWR_19495 
009B: destroy_actor 98@ 

:LOWR_19495
if 
8118:   not actor 89@ dead 
else_jump @LOWR_19540 
if 
8119:   not car 77@ wrecked 
else_jump @LOWR_19540 
0792: disembark_instantly_actor 89@ 
036A: put_actor 89@ in_car 77@ 

:LOWR_19540
if 
8118:   not actor 96@ dead 
else_jump @LOWR_19585 
if 
8119:   not car 83@ wrecked 
else_jump @LOWR_19585 
0792: disembark_instantly_actor 96@ 
036A: put_actor 96@ in_car 83@ 

:LOWR_19585
if 
8118:   not actor 107@ dead 
else_jump @LOWR_19625 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_19625 
05CD: AS_actor 107@ exit_car 76@ 

:LOWR_19625
fade 1 500 

:LOWR_19632
if 
fading 
else_jump @LOWR_19656 
wait 0 
jump @LOWR_19632 

:LOWR_19656
if 
001C:   $1026 > $1027 // (int) 
else_jump @LOWR_19723 
281@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 281@ time 5000 style 1  // WINNER!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 281@ 
44@ = 1 
jump @LOWR_19746 

:LOWR_19723
00BC: show_text_highpriority GXT 'LOW_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
45@ = 1 

:LOWR_19746
wait 0 
gosub @LOWR_26941 

:LOWR_19757
gosub @LOWR_23884 
return 

:LOWR_19766
if 
0736:   is_keyboard_key_just_pressed 52 
else_jump @LOWR_19791 
277@ += 0.01 

:LOWR_19791
if 
0736:   is_keyboard_key_just_pressed 53 
else_jump @LOWR_19816 
277@ += -0.01 

:LOWR_19816
if 
056E:   car 76@ defined 
else_jump @LOWR_19871 
if 
0119:   car 76@ wrecked 
else_jump @LOWR_19871 
00BC: show_text_highpriority GXT 'LOW_34' time 5000 flag 1  // ~r~Your lowrider is history.
45@ = 1 

:LOWR_19871
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWR_20048 
if 
  42@ > 2 
else_jump @LOWR_20048 
if 
  286@ == 0 
else_jump @LOWR_19989 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
else_jump @LOWR_19982 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
286@ = 1 

:LOWR_19982
jump @LOWR_20048 

:LOWR_19989
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
else_jump @LOWR_20048 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
286@ = 0 

:LOWR_20048
return 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_20108 
if 
8118:   not actor 107@ dead 
else_jump @LOWR_20108 
0464: put_actor 107@ into_turret_on_car 76@ at_car_offset 274@ 275@ 276@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_20108
return 

:LOWR_20110
if 
  291@ == 0 
else_jump @LOWR_20168 
287@ = 0.0 
288@ = 0.0 
289@ = 0.0 
290@ = 0.0 

:LOWR_20168
if 
  291@ == 1 
else_jump @LOWR_20226 
287@ = 0.0 
288@ = 0.0 
289@ = 0.0 
290@ = 1.0 

:LOWR_20226
if 
  291@ == 2 
else_jump @LOWR_20284 
287@ = 0.0 
288@ = 0.0 
289@ = 1.0 
290@ = 0.0 

:LOWR_20284
if 
  291@ == 3 
else_jump @LOWR_20342 
287@ = 0.0 
288@ = 0.0 
289@ = 1.0 
290@ = 1.0 

:LOWR_20342
if 
  291@ == 4 
else_jump @LOWR_20400 
287@ = 0.0 
288@ = 1.0 
289@ = 0.0 
290@ = 0.0 

:LOWR_20400
if 
  291@ == 5 
else_jump @LOWR_20458 
287@ = 0.0 
288@ = 1.0 
289@ = 0.0 
290@ = 1.0 

:LOWR_20458
if 
  291@ == 6 
else_jump @LOWR_20516 
287@ = 0.0 
288@ = 1.0 
289@ = 1.0 
290@ = 0.0 

:LOWR_20516
if 
  291@ == 7 
else_jump @LOWR_20574 
287@ = 0.0 
288@ = 1.0 
289@ = 1.0 
290@ = 1.0 

:LOWR_20574
if 
  291@ == 8 
else_jump @LOWR_20632 
287@ = 1.0 
288@ = 0.0 
289@ = 0.0 
290@ = 0.0 

:LOWR_20632
if 
  291@ == 9 
else_jump @LOWR_20690 
287@ = 1.0 
288@ = 0.0 
289@ = 0.0 
290@ = 1.0 

:LOWR_20690
if 
  291@ == 10 
else_jump @LOWR_20748 
287@ = 1.0 
288@ = 0.0 
289@ = 1.0 
290@ = 0.0 

:LOWR_20748
if 
  291@ == 11 
else_jump @LOWR_20806 
287@ = 1.0 
288@ = 0.0 
289@ = 1.0 
290@ = 1.0 

:LOWR_20806
if 
  291@ == 12 
else_jump @LOWR_20864 
287@ = 1.0 
288@ = 1.0 
289@ = 0.0 
290@ = 0.0 

:LOWR_20864
if 
  291@ == 13 
else_jump @LOWR_20922 
287@ = 1.0 
288@ = 1.0 
289@ = 0.0 
290@ = 1.0 

:LOWR_20922
if 
  291@ == 14 
else_jump @LOWR_20980 
287@ = 1.0 
288@ = 1.0 
289@ = 1.0 
290@ = 0.0 

:LOWR_20980
if 
  291@ == 15 
else_jump @LOWR_21038 
287@ = 1.0 
288@ = 1.0 
289@ = 1.0 
290@ = 1.0 

:LOWR_21038
return 

:LOWR_21040
if 
  300 > 141@ 
else_jump @LOWR_21106 
262@ = 1.0 
265@ = 1.0 
268@ = 0.0 
271@ = 0.0 
jump @LOWR_21179 

:LOWR_21106
if 
  141@ > 500 
else_jump @LOWR_21139 
141@ = 0 
jump @LOWR_21179 

:LOWR_21139
262@ = 0.0 
265@ = 0.0 
268@ = 0.0 
271@ = 0.0 

:LOWR_21179
if 
  142@ > 2000 
else_jump @LOWR_21253 
0209: 291@ = random_int_in_ranges 0 16 
gosub @LOWR_20110 
0087: 263@ = 289@ // (float) 
0087: 266@ = 287@ // (float) 
0087: 269@ = 290@ // (float) 
0087: 272@ = 288@ // (float) 
142@ = 0 

:LOWR_21253
if 
8119:   not car 77@ wrecked 
else_jump @LOWR_21395 
if 
0803:   car 77@ have_hydraulics 
else_jump @LOWR_21395 
07F5: car 77@ control_hydraulics 265@ 271@ 262@ 268@ 
00AA: store_car 77@ position_to $72 $73 $74 
0087: 58@ = 146@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 153@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 277@ // (float) 
006B: 59@ *= 277@ // (float) 
07D5: set_car 77@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21395
if 
8119:   not car 80@ wrecked 
else_jump @LOWR_21537 
if 
0803:   car 80@ have_hydraulics 
else_jump @LOWR_21537 
07F5: car 80@ control_hydraulics 266@ 272@ 263@ 269@ 
00AA: store_car 80@ position_to $72 $73 $74 
0087: 58@ = 149@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 156@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 277@ // (float) 
006B: 59@ *= 277@ // (float) 
07D5: set_car 80@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21537
0871: init_jump_table 47@ total_jumps 18 default_jump 0 @LOWR_23882 jumps 0 @LOWR_21730 1 @LOWR_21850 2 @LOWR_21970 3 @LOWR_22086 4 @LOWR_22202 5 @LOWR_22317 6 @LOWR_22433 
0872: jump_table_jumps 7 @LOWR_22549 8 @LOWR_22665 9 @LOWR_22781 10 @LOWR_22901 11 @LOWR_23084 12 @LOWR_23200 13 @LOWR_23316 14 @LOWR_23432 15 @LOWR_23548 
0872: jump_table_jumps 16 @LOWR_23664 17 @LOWR_23773 -1 @LOWR_23882 -1 @LOWR_23882 -1 @LOWR_23882 -1 @LOWR_23882 -1 @LOWR_23882 -1 @LOWR_23882 -1 @LOWR_23882 

:LOWR_21730
if 
8118:   not actor 85@ dead 
else_jump @LOWR_21843 
062E: get_actor 85@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_21843 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 85@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_21843
jump @LOWR_23882 

:LOWR_21850
if 
8118:   not actor 86@ dead 
else_jump @LOWR_21963 
062E: get_actor 86@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_21963 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 86@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_21963
jump @LOWR_23882 

:LOWR_21970
if 
8118:   not actor 87@ dead 
else_jump @LOWR_22079 
062E: get_actor 87@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22079 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 88@ dead 
else_jump @LOWR_22054 
0677: AS_actor -1 chat_with_actor 88@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22061 

:LOWR_22054
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22061
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22079
jump @LOWR_23882 

:LOWR_22086
if 
8118:   not actor 88@ dead 
else_jump @LOWR_22195 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22195 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 87@ dead 
else_jump @LOWR_22170 
0677: AS_actor -1 chat_with_actor 87@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22177 

:LOWR_22170
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22177
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22195
jump @LOWR_23882 

:LOWR_22202
if 
8118:   not actor 89@ dead 
else_jump @LOWR_22310 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22310 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22310
jump @LOWR_23882 

:LOWR_22317
if 
8118:   not actor 90@ dead 
else_jump @LOWR_22426 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22426 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 91@ dead 
else_jump @LOWR_22401 
0677: AS_actor -1 chat_with_actor 91@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22408 

:LOWR_22401
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22408
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22426
jump @LOWR_23882 

:LOWR_22433
if 
8118:   not actor 91@ dead 
else_jump @LOWR_22542 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22542 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 90@ dead 
else_jump @LOWR_22517 
0677: AS_actor -1 chat_with_actor 90@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22524 

:LOWR_22517
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22524
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22542
jump @LOWR_23882 

:LOWR_22549
if 
8118:   not actor 92@ dead 
else_jump @LOWR_22658 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22658 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22658
jump @LOWR_23882 

:LOWR_22665
if 
8118:   not actor 93@ dead 
else_jump @LOWR_22774 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22774 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22774
jump @LOWR_23882 

:LOWR_22781
if 
8118:   not actor 94@ dead 
else_jump @LOWR_22894 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_22894 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_22894
jump @LOWR_23882 

:LOWR_22901
if 
8118:   not actor 95@ dead 
else_jump @LOWR_23077 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23077 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23077
jump @LOWR_23882 

:LOWR_23084
if 
8118:   not actor 96@ dead 
else_jump @LOWR_23193 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23193 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23193
jump @LOWR_23882 

:LOWR_23200
if 
8118:   not actor 97@ dead 
else_jump @LOWR_23309 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23309 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23309
jump @LOWR_23882 

:LOWR_23316
if 
8118:   not actor 98@ dead 
else_jump @LOWR_23425 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23425 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23425
jump @LOWR_23882 

:LOWR_23432
if 
8118:   not actor 99@ dead 
else_jump @LOWR_23541 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23541 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23541
jump @LOWR_23882 

:LOWR_23548
if 
8118:   not actor 100@ dead 
else_jump @LOWR_23657 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23657 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23657
jump @LOWR_23882 

:LOWR_23664
if 
8118:   not actor 101@ dead 
else_jump @LOWR_23766 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23766 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23766
jump @LOWR_23882 

:LOWR_23773
if 
8118:   not actor 102@ dead 
else_jump @LOWR_23875 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_23875 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_23875
jump @LOWR_23882 

:LOWR_23882
return 

:LOWR_23884
0871: init_jump_table 47@ total_jumps 21 default_jump 0 @LOWR_26541 jumps 0 @LOWR_24077 1 @LOWR_24197 2 @LOWR_24313 3 @LOWR_24429 4 @LOWR_24549 5 @LOWR_24669 6 @LOWR_24785 
0872: jump_table_jumps 7 @LOWR_24905 8 @LOWR_25021 9 @LOWR_25137 10 @LOWR_25257 11 @LOWR_25373 12 @LOWR_25493 13 @LOWR_25613 14 @LOWR_25729 15 @LOWR_25845 
0872: jump_table_jumps 16 @LOWR_25961 17 @LOWR_26077 18 @LOWR_26193 19 @LOWR_26309 20 @LOWR_26425 -1 @LOWR_26541 -1 @LOWR_26541 -1 @LOWR_26541 -1 @LOWR_26541 

:LOWR_24077
if 
8118:   not actor 85@ dead 
else_jump @LOWR_24190 
062E: get_actor 85@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24190 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 85@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24190
jump @LOWR_26541 

:LOWR_24197
if 
8118:   not actor 86@ dead 
else_jump @LOWR_24306 
062E: get_actor 86@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24306 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 86@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24306
jump @LOWR_26541 

:LOWR_24313
if 
8118:   not actor 87@ dead 
else_jump @LOWR_24422 
062E: get_actor 87@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24422 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24422
jump @LOWR_26541 

:LOWR_24429
if 
8118:   not actor 88@ dead 
else_jump @LOWR_24542 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24542 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24542
jump @LOWR_26541 

:LOWR_24549
if 
8118:   not actor 89@ dead 
else_jump @LOWR_24662 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24662 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24662
jump @LOWR_26541 

:LOWR_24669
if 
8118:   not actor 90@ dead 
else_jump @LOWR_24778 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24778 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24778
jump @LOWR_26541 

:LOWR_24785
if 
8118:   not actor 91@ dead 
else_jump @LOWR_24898 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_24898 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_24898
jump @LOWR_26541 

:LOWR_24905
if 
8118:   not actor 92@ dead 
else_jump @LOWR_25014 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25014 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25014
jump @LOWR_26541 

:LOWR_25021
if 
8118:   not actor 93@ dead 
else_jump @LOWR_25130 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25130 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25130
jump @LOWR_26541 

:LOWR_25137
if 
8118:   not actor 94@ dead 
else_jump @LOWR_25250 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25250 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25250
jump @LOWR_26541 

:LOWR_25257
if 
8118:   not actor 95@ dead 
else_jump @LOWR_25366 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25366 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25366
jump @LOWR_26541 

:LOWR_25373
if 
8118:   not actor 96@ dead 
else_jump @LOWR_25486 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25486 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25486
jump @LOWR_26541 

:LOWR_25493
if 
8118:   not actor 97@ dead 
else_jump @LOWR_25606 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25606 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25606
jump @LOWR_26541 

:LOWR_25613
if 
8118:   not actor 98@ dead 
else_jump @LOWR_25722 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25722 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25722
jump @LOWR_26541 

:LOWR_25729
if 
8118:   not actor 99@ dead 
else_jump @LOWR_25838 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25838 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25838
jump @LOWR_26541 

:LOWR_25845
if 
8118:   not actor 100@ dead 
else_jump @LOWR_25954 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_25954 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_25954
jump @LOWR_26541 

:LOWR_25961
if 
8118:   not actor 101@ dead 
else_jump @LOWR_26070 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_26070 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_26070
jump @LOWR_26541 

:LOWR_26077
if 
8118:   not actor 102@ dead 
else_jump @LOWR_26186 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_26186 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_26186
jump @LOWR_26541 

:LOWR_26193
if 
8118:   not actor 103@ dead 
else_jump @LOWR_26302 
062E: get_actor 103@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_26302 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 103@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_26302
jump @LOWR_26541 

:LOWR_26309
if 
8118:   not actor 104@ dead 
else_jump @LOWR_26418 
062E: get_actor 104@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_26418 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 104@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_26418
jump @LOWR_26541 

:LOWR_26425
if 
8118:   not actor 105@ dead 
else_jump @LOWR_26534 
062E: get_actor 105@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @LOWR_26534 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 105@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:LOWR_26534
jump @LOWR_26541 

:LOWR_26541
return 

:LOWR_26543
51@ = 0 

:LOWR_26550
if 
  22 > 51@ 
else_jump @LOWR_26643 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_26629 
009B: destroy_actor 85@(51@,22i) 
0663: printint "PED_DELETED" 51@ 
51@ = 22 
jump @LOWR_26636 

:LOWR_26629
51@ += 1 

:LOWR_26636
jump @LOWR_26550 

:LOWR_26643
return 

:LOWR_26645
51@ = 0 

:LOWR_26652
if 
  7 > 51@ 
else_jump @LOWR_26745 
if 
056E:   car 77@(51@,7i) defined 
else_jump @LOWR_26731 
00A6: destroy_car 77@(51@,7i) 
0663: printint "CAR_DELETED" 51@ 
51@ = 7 
jump @LOWR_26738 

:LOWR_26731
51@ += 1 

:LOWR_26738
jump @LOWR_26652 

:LOWR_26745
return 

:LOWR_26747
0A8B: unknown 179 0 280@ 0 1 'BJ_03' 'DUMMY'  // Max Wager
0A8B: unknown 179 1 279@ 0 1 'BJ_02' 'DUMMY'  // Min Wager
0A8B: unknown 179 2 281@ 0 1 'WOF_04' 'DUMMY'  // This Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:LOWR_26941
42@ += 1 
43@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
return 

:LOWR_26999
return 

:LOWR_27001
return 

:LOWR_27003
0A61: remove_widget_flag 159 4 
0917: audio_zone 'LOWRIDE' enable_sound 0 
if 
056E:   car 76@ defined 
else_jump @LOWR_27146 
if 
8119:   not car 76@ wrecked 
else_jump @LOWR_27146 
03A2: set_car 76@ action 4 
0519: set_car 76@ locked 0 
02AC: set_car 76@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWR_27107 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:LOWR_27107
020A: set_car 76@ door_status_to 1 
if 
00DB:   actor $PLAYER_ACTOR in_car 76@ 
else_jump @LOWR_27146 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 76@ 

:LOWR_27146
51@ = 0 

:LOWR_27153
if 
  7 > 51@ 
else_jump @LOWR_27337 
if 
056E:   car 77@(51@,7i) defined 
else_jump @LOWR_27323 
if 
8119:   not car 77@(51@,7i) wrecked 
else_jump @LOWR_27314 
if or
  51@ == 0 
  51@ == 3 
  51@ == 4 
else_jump @LOWR_27292 
if 
0803:   car 77@(51@,7i) have_hydraulics 
else_jump @LOWR_27292 
07F5: car 77@(51@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_27292
03A2: set_car 77@(51@,7i) action 2 
07FF: set_car 77@(51@,7i) hydraulics 0 

:LOWR_27314
01C3: remove_references_to_car 77@(51@,7i) 

:LOWR_27323
51@ += 1 
jump @LOWR_27153 

:LOWR_27337
51@ = 0 

:LOWR_27344
if 
  22 > 51@ 
else_jump @LOWR_27425 
if 
056D:   actor 85@(51@,22i) defined 
else_jump @LOWR_27411 
if 
8118:   not actor 85@(51@,22i) dead 
else_jump @LOWR_27402 

:LOWR_27402
01C2: remove_references_to_actor 85@(51@,22i) // Like turning an actor into a random pedestrian 

:LOWR_27411
51@ += 1 
jump @LOWR_27344 

:LOWR_27425
if 
056D:   actor 107@ defined 
else_jump @LOWR_27446 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 

:LOWR_27446
0249: release_model 50 
0249: release_model 567 
0249: release_model 114 
0249: release_model 115 
0249: release_model 116 
0249: release_model 63 
0249: release_model 41 
0249: release_model 567 
0249: release_model 534 
0249: release_model 567 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 110@ 
0581: enable_radar 1 
0953: get_soundtrack_status_to 51@ 
if 
84A4:   not  51@ == 0 // == constant 
else_jump @LOWR_27536 
0955: end_playing_loaded_soundtrack 

:LOWR_27536
0733: random_car_generator_enable_model 567 
$1060 = 1 
065C: release_decision_maker 74@ 
065C: release_decision_maker 75@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:ZERO5
gosub @ZERO5_36 
if 
wasted_or_busted 
else_jump @ZERO5_27 
gosub @ZERO5_1900 

:ZERO5_27
gosub @ZERO5_1997 
end_thread 

:ZERO5_36
74@ = 0 
$ONMISSION = 1 
0A0E: disable_text_with_style 1 
increment_mission_attempts 
thread 'ZERO5' 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 0 
56@ = 1 
57@ = 0 
58@ = 0 
59@ = 0 
65@ = 0 
63@ = 0 
64@ = 0 
71@ = 0 
72@ = 0 
60@ = 0 
61@ = 0 
$7841 = 0 
$7840 = 180000 
48@ = -2205.44 
49@ = 128.99 
50@ = 57.33 
51@ = 90.0 
52@ = -2227.0 
53@ = 113.0 
54@ = 35.5 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
40@ = 0 
77@ = 0 
0247: load_model 464 
0247: load_model 459 

:ZERO5_271
if or
8248:   not model 464 available 
8248:   not model 459 available 
else_jump @ZERO5_303 
wait 0 
jump @ZERO5_271 

:ZERO5_303
09B9: show_entered_car_name 0 
054C: use_GXT_table 'ZERO2' 
08E7: disable_entrance_markers 1 

:ZERO5_322
wait 0 
if 
  56@ == 1 
else_jump @ZERO5_351 
gosub @ZERO5_408 

:ZERO5_351
if 
  60@ == 1 
else_jump @ZERO5_376 
jump @ZERO5_1863 

:ZERO5_376
if 
  61@ == 1 
else_jump @ZERO5_401 
jump @ZERO5_1900 

:ZERO5_401
jump @ZERO5_322 

:ZERO5_408
41@ = 0 
0395: clear_area 1 at 52@ 53@ 54@ radius 1000.0 
00A5: 43@ = create_car 459 at -2250.9 124.6 28.48 
0587: enable_car 43@ validate_position 0 
0657: car 43@ open_door 4 
0657: car 43@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 43@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO5_557 
00AB: put_car 43@ at -2233.9 122.6 746.48 
0175: set_car 43@ Z_angle_to 90.0 
0519: set_car 43@ locked 1 

:ZERO5_557
wait 1000 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO5_583 
0508: car 43@ close_all_doors 

:ZERO5_583
select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 
03CB: set_rendering_origin_at 48@ 49@ 50@ 
046E: put_player $PLAYER_CHAR in_RC_mode_at 48@ 49@ 50@ angle 40.09 RC_model 464 
0484: 42@ = player $PLAYER_CHAR RC_car 
0175: set_car 42@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 42@ health_to 1000 
02AC: set_car 42@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO5_733 
0158: camera_on_car 42@ mode 18 switchstyle 2 
0519: set_car 42@ locked 0 
wait 0 
032A: set_behind_camera_mode_to 1 

:ZERO5_733
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:ZERO5_748
if 
fading 
else_jump @ZERO5_772 
wait 0 
jump @ZERO5_748 

:ZERO5_772
01B4: set_player $PLAYER_CHAR can_move 1 
03C3: set_timer_to $7840 type 1 GXT 'ZER2_5' // global_variable  // TIME ~1~
03C4: set_status_text $7841 type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
00BC: show_text_highpriority GXT 'ZER2_45' time 5000 flag 1  // ~s~Destroy as many of Berkley's delivery vans within the time limit as possible!
09BF: set_random_traffic_spawn_to_model 459 // Load the vehicle model before using this 

:ZERO5_832
if 
   not 65@ == 1 
else_jump @ZERO5_1861 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @ZERO5_913 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 1 
61@ = 0 
return 

:ZERO5_913
if 
  0 >= $7840 
else_jump @ZERO5_1156 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO5_961 
0918: set_car 42@ engine_operation 0 
01EC: make_car 42@ very_heavy 1 

:ZERO5_961
04DB: exit_RC_mode // on foot version 
40@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 1 
61@ = 0 
01E3: show_text_1number_styled GXT 'ZER2_43' number $7841 time 5000 style 1  // Score ~1~
0394: play_music 1 
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO5_1120 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1140 

:ZERO5_1120
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1140
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
select_interior 6 
return 

:ZERO5_1156
if 
8119:   not car 42@ wrecked 
else_jump @ZERO5_1685 
if 
0241:   player $PLAYER_CHAR in_remote_mode 
else_jump @ZERO5_1678 
01BD: 78@ = current_time_in_ms 
if 
81AF:   not car 42@ sphere 0 in_sphere 80@ 81@ 82@ radius 1.5 1.5 1.5 
else_jump @ZERO5_1272 
00AA: store_car 42@ position_to 80@ 81@ 82@ 
0085: 79@ = 78@ // (int) 
79@ += 4000 
72@ = 0 

:ZERO5_1272
if 
01AF:   car 42@ sphere 0 in_sphere 80@ 81@ 82@ radius 1.5 1.5 1.5 
else_jump @ZERO5_1616 
if 
001D:   78@ > 79@ // (int) 
else_jump @ZERO5_1616 
if 
  72@ == 0 
else_jump @ZERO5_1369 
03E5: show_text_box 'ZER2_4'  // Tap ~m~~widget_mission_cancel~ to self-destruct
72@ = 1 

:ZERO5_1369
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 71 
else_jump @ZERO5_1616 
61@ = 1 
56@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 42@ health_to 1 
020C: create_explosion_with_radius 0 at 80@ 81@ 82@ 
04DB: exit_RC_mode // on foot version 
61@ = 1 
56@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO5_1580 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1600 

:ZERO5_1580
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1600
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
select_interior 6 
return 

:ZERO5_1616
00AA: store_car 42@ position_to 45@ 46@ 47@ 
073E: get_car_in_sphere 45@ 46@ 47@ radius 30.0 model 459 handle_as 44@ 
if 
8119:   not car 44@ wrecked 
else_jump @ZERO5_1678 
00AD: set_car 44@ max_speed_to 10.0 

:ZERO5_1678
jump @ZERO5_1843 

:ZERO5_1685
61@ = 1 
56@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
01B4: set_player $PLAYER_CHAR can_move 0 
wait 2000 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO5_1807 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
jump @ZERO5_1827 

:ZERO5_1807
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_1827
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
select_interior 6 
return 

:ZERO5_1843
0298: get_player $PLAYER_CHAR destroyed_model 459 quantity_to $7841 
jump @ZERO5_832 

:ZERO5_1861
return 

:ZERO5_1863
01B4: set_player $PLAYER_CHAR can_move 1 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO5_1898 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_1898
return 

:ZERO5_1900
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO5_1923 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_1923
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:ZERO5_1939
if 
  3000 > 40@ 
else_jump @ZERO5_1995 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO5_1988 
04BA: set_car 42@ speed_to 0.0 

:ZERO5_1988
jump @ZERO5_1939 

:ZERO5_1995
return 

:ZERO5_1997
0925: restore_camera_to_user_defined 
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
01C3: remove_references_to_car 43@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ZERO5_2080 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO5_2080 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO5_2080
01B7: release_weather 
01B4: set_player $PLAYER_CHAR can_move 1 
08E7: disable_entrance_markers 0 
04DB: exit_RC_mode // on foot version 
0249: release_model 459 
0249: release_model 464 
014F: stop_timer $7840 
0151: remove_status_text $7841 
01BD: $183 = current_time_in_ms 
09B9: show_entered_car_name 1 
mission_cleanup 
return 

//-------------Mission 11---------------
// Originally: Big Smoke

:INTRO1
thread 'INTRO1' 
gosub @INTRO1_914 
if 
wasted_or_busted 
else_jump @INTRO1_38 
gosub @INTRO1_18128 

:INTRO1_38
gosub @INTRO1_18258 
end_thread 

:INTRO1_47
0871: init_jump_table 54@ total_jumps 7 default_jump 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854 

:INTRO1_110
05A9: s$7842[0] = 'INT1_AB' // s$  // You want to drive?
05A9: s$7842[1] = 'INT1_AC' // s$  // Yeah, that's cool.
05A9: s$7842[2] = 'INT1_AR' // s$  // Nice car, Smoke.
05A9: s$7842[3] = 'INT1_AA' // s$  // You know me. It's not cut. Keep the value in it. Keep it real.
04AF: 101@ = 20001 // = constant 
04AF: 102@ = 20002 // = constant 
04AF: 103@ = 20016 // = constant 
04AF: 104@ = 20000 // = constant 
71@ = 3 
jump @INTRO1_912 

:INTRO1_212
05A9: s$7842[0] = 'INT1_AI' // s$  // Ballas! Drive by! Incoming!
05A9: s$7842[1] = 'INT1_AJ' // s$  // Awww, motherfucker, my car!!
05A9: s$7842[2] = 'INT1_AK' // s$  // We gotta get back to the hood, man, it's too crazy round here!
05A9: s$7842[3] = 'INT1_AQ' // s$  // Follow my lead!
04AF: 101@ = 20008 // = constant 
04AF: 102@ = 20009 // = constant 
04AF: 103@ = 20010 // = constant 
04AF: 104@ = 20015 // = constant 
71@ = 3 
jump @INTRO1_912 

:INTRO1_314
05A9: s$7842[0] = 'INT1_GN' // s$  // I got with them motherfuckers though - showed them niggaz who's gangsta. Ryder, nigga!
05A9: s$7842[1] = 'INT1_GA' // s$  // So when you leaving, Carl?
05A9: s$7842[2] = 'INT1_GB' // s$  // I ain't sure. Thought I might stay.
05A9: s$7842[3] = 'INT1_GC' // s$  // Things is fucked up.
05A9: s$7842[4] = 'INT1_GD' // s$  // Well, the last thing we need is your help.
05A9: s$7842[5] = 'INT1_GE' // s$  // Aw man, I won't let you down, I swear.
05A9: s$7842[6] = 'INT1_GH' // s$  // Hey, we're gonna call up some hood rats and chill the hell out. You want some?
05A9: s$7842[7] = 'INT1_GI' // s$  // I gotta whole lot going on, and I'm tired. I'll catch y'all later.
05A9: s$7842[8] = 'INT1_GJ' // s$  // Hey yo, just drop in. We all hangin' out.
05A9: s$7842[9] = 'INT1_GL' // s$  // Yeah, and get yourself some colors, fool.
05A9: s$7842[10] = 'INT1_GM' // s$  // And a haircut - it's embarrassing to be seen with you!
04AF: 101@ = 20072 // = constant 
04AF: 102@ = 20059 // = constant 
04AF: 103@ = 20060 // = constant 
04AF: 104@ = 20061 // = constant 
04AF: 105@ = 20062 // = constant 
04AF: 106@ = 20063 // = constant 
04AF: 107@ = 20066 // = constant 
04AF: 108@ = 20067 // = constant 
04AF: 109@ = 20068 // = constant 
04AF: 110@ = 20070 // = constant 
04AF: 111@ = 20071 // = constant 
71@ = 10 
jump @INTRO1_912 

:INTRO1_570
05A9: s$7842[0] = 'INT1_CA' // s$  // Shit! A Ballas car is onto us! Split up!
05A9: s$7842[1] = 'INT1_EI' // s$  // Keep up, motherfucker!
04AF: 101@ = 20028 // = constant 
04AF: 102@ = 20048 // = constant 
71@ = 1 
jump @INTRO1_912 

:INTRO1_628
05A9: s$7842[0] = 'INT1_BA' // s$  // Takes you back some, huh, CJ? Yeah!
05A9: s$7842[1] = 'INT1_BC' // s$  // Things has changed round here!
05A9: s$7842[2] = 'INT1_BB' // s$  // CJ, watch your back 'round here, man.
05A9: s$7842[3] = 'INT1_BD' // s$  // How'd it get so bad?
05A9: s$7842[4] = 'INT1_AM' // s$  // I thought this was Families Turf?
05A9: s$7842[5] = 'INT1_AN' // s$  // Yeah, it's Temple Drive Families - we don't roll with them no more.
04AF: 101@ = 20017 // = constant 
04AF: 102@ = 20019 // = constant 
04AF: 103@ = 20018 // = constant 
04AF: 104@ = 20020 // = constant 
04AF: 105@ = 20011 // = constant 
04AF: 106@ = 20012 // = constant 
71@ = 5 
jump @INTRO1_912 

:INTRO1_774
05A9: s$7842[0] = 'INT1_BF' // s$  // Straight back into the game, right dog?
05A9: s$7842[1] = 'INT1_BG' // s$  // Was it this bad before you left?
05A9: s$7842[2] = 'INT1_BH' // s$  // East Coast got you all thinned out, home.
04AF: 101@ = 20022 // = constant 
04AF: 102@ = 20023 // = constant 
04AF: 103@ = 20024 // = constant 
71@ = 2 
jump @INTRO1_912 

:INTRO1_854
05A9: s$7842[0] = 'INT1_BI' // s$  // You're just a liability, CJ!
05A9: s$7842[1] = 'INT1_BK' // s$  // Why'd you bother coming back?
04AF: 101@ = 20025 // = constant 
04AF: 102@ = 20027 // = constant 
71@ = 1 
jump @INTRO1_912 

:INTRO1_912
return 

:INTRO1_914
$ONMISSION = 1 
008B: 73@ = $129 // (int) 
008B: 74@ = $131 // (int) 
008B: 75@ = $130 // (int) 
0085: 84@ = 42@ // (int) 
0085: 85@ = 44@ // (int) 
0085: 86@ = 43@ // (int) 
87@ = 0 
88@ = 0 
89@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
94@ = 0 
56@ = 0 
57@ = 0 
$20 = 0 
76@ = 0 
63@ = 0 
65@ = 0 
69@ = 0 
70@ = 0 
82@ = 0 
100@ = 0 
53@ = 0 
62@ = 0 
115@ = 3 
123@ = 1 
116@ = 1 
95@ = 0 
increment_mission_attempts 
054C: use_GXT_table 'INTRO1' 
00C0: set_current_time_hours_to 9 minutes_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
select_interior 3 
02E4: load_cutscene_data 'INTRO1A' 

:INTRO1_1190
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO1_1214 
wait 0 
jump @INTRO1_1190 

:INTRO1_1214
02E7: start_cutscene 
fade 1 1000 

:INTRO1_1223
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO1_1247 
wait 0 
jump @INTRO1_1223 

:INTRO1_1247
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:INTRO1_1260
if 
fading 
else_jump @INTRO1_1284 
wait 0 
jump @INTRO1_1260 

:INTRO1_1284
02EA: end_cutscene 
select_interior 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
09D2: set_cops_chase_criminals 0 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model 404 
038B: load_requested_models 

:INTRO1_1328
if or
8248:   not model 404 available 
823D:   not special_actor 10 loaded 
else_jump @INTRO1_1359 
wait 0 
jump @INTRO1_1328 

:INTRO1_1359
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: $129 = create_actor_pedtype 24 model 299 at 2498.91 -1680.5 12.37 
0245: set_actor $129 walk_style_to "FATMAN" 
0173: set_actor $129 Z_angle_to 90.0 
00A5: 49@ = create_car 404 at 2494.91 -1682.17 12.32 
0249: release_model 404 
0229: set_car 49@ primary_color_to 0 secondary_color_to 0 
0175: set_car 49@ Z_angle_to 90.0 
00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
0173: set_actor $PLAYER_ACTOR Z_angle_to 32.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car 49@ passenger_seat 0 time 10000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 49@ as_driver 10000 ms 
0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0 
0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2 
select_interior 0 
041E: set_radio_station 3 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 0 
gosub @INTRO1_47 
fade 1 1500 
015F: set_camera_position 2498.947 -1690.0 14.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.405 -1689.177 14.2309 switchstyle 2 

:INTRO1_1696
if 
   not 94@ == 2 
else_jump @INTRO1_1732 
wait 0 
gosub @INTRO1_20422 
jump @INTRO1_1696 

:INTRO1_1732
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 smooth_transition 1 
0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 smooth_transition 1 
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_1939 
if 
8118:   not actor $129 dead 
else_jump @INTRO1_1939 

:INTRO1_1848
if or
80DB:   not actor $PLAYER_ACTOR in_car 49@ 
80DB:   not actor $129 in_car 49@ 
else_jump @INTRO1_1939 
wait 0 
if 
0119:   car 49@ wrecked 
else_jump @INTRO1_1902 
jump @INTRO1_18128 

:INTRO1_1902
if 
0118:   actor $129 dead 
else_jump @INTRO1_1925 
jump @INTRO1_18128 

:INTRO1_1925
gosub @INTRO1_20422 
jump @INTRO1_1848 

:INTRO1_1939
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_1990 
05D1: AS_actor $PLAYER_ACTOR drive_car 49@ to 2414.68 -1656.38 12.38 speed 10.0 0 model 404 2 

:INTRO1_1990
if 
   not 94@ == 4 
else_jump @INTRO1_2026 
wait 0 
gosub @INTRO1_20422 
jump @INTRO1_1990 

:INTRO1_2026
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2  // Sweet & Kendl

:INTRO1_2059
if 
fading 
else_jump @INTRO1_2083 
wait 0 
jump @INTRO1_2059 

:INTRO1_2083
0925: restore_camera_to_user_defined 
009B: destroy_actor $129 
0296: unload_special_actor 10 
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_2218 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00AB: put_car 49@ at 956.6 -1099.47 22.73 
0175: set_car 49@ Z_angle_to 0.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_2188 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 
jump @INTRO1_2208 

:INTRO1_2188
00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29 

:INTRO1_2208
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 

:INTRO1_2218
03EF: player $PLAYER_CHAR make_safe 
0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0 
02E4: load_cutscene_data 'INTRO1B' 

:INTRO1_2256
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO1_2280 
wait 0 
jump @INTRO1_2256 

:INTRO1_2280
02E7: start_cutscene 
fade 1 1000 

:INTRO1_2289
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO1_2313 
wait 0 
jump @INTRO1_2289 

:INTRO1_2313
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:INTRO1_2326
if 
fading 
else_jump @INTRO1_2350 
wait 0 
jump @INTRO1_2326 

:INTRO1_2350
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model 404 
0247: load_model 481 
0247: load_model 352 
0247: load_model 412 
0247: load_model 102 
0247: load_model 346 
07C0: load_path 201 
038B: load_requested_models 

:INTRO1_2441
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 10 loaded 
8248:   not model 404 available 
8248:   not model 481 available 
8248:   not model 412 available 
else_jump @INTRO1_2490 
wait 0 
jump @INTRO1_2441 

:INTRO1_2490
if or
8248:   not model 352 available 
8248:   not model 102 available 
8248:   not model 346 available 
87C1:   not path 201 available 
else_jump @INTRO1_2531 
wait 0 
jump @INTRO1_2490 

:INTRO1_2531
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.2 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0 
0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0 
00A5: 59@ = create_car 412 at 1038.5 -954.9 41.5 
0732: random_car_generator_disable_model 412 
0229: set_car 59@ primary_color_to 22 secondary_color_to 22 
0587: enable_car 59@ validate_position 0 
0129: 58@ = create_actor_pedtype 25 model 102 in_car 59@ driverseat 
01C8: 60@ = create_actor_pedtype 25 model 102 in_car 59@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 118@ // decision\allowed\m_.ped files 
02E2: set_actor 58@ weapon_accuracy_to 25 
02E2: set_actor 60@ weapon_accuracy_to 25 
07DD: set_actor 58@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 60@ attack_rate 30 // previously known as temper_to 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 60@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0249: release_model 102 
01B2: give_actor 60@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
01B2: give_actor 58@ weapon 28 ammo 30000 // Load the weapon model before using this 
0249: release_model 352 
01B9: set_actor 58@ armed_weapon_to 28 
020A: set_car 59@ door_status_to 2 
0175: set_car 59@ Z_angle_to 100.8 
0224: set_car 59@ health_to 2000 
00A5: 45@ = create_car 481 at 971.8 -1108.0 23.1 
0224: set_car 45@ health_to 2000 
0175: set_car 45@ Z_angle_to 140.0 
053F: set_car 45@ tires_vulnerability 0 
00A5: 84@ = create_car 481 at 971.4 -1110.5 23.3 
0224: set_car 84@ health_to 2000 
0175: set_car 84@ Z_angle_to 110.0 
053F: set_car 84@ tires_vulnerability 0 
04E0: car 84@ abandon_path_radius 30 
00A5: 85@ = create_car 481 at 971.8 -1115.5 23.1 
0224: set_car 85@ health_to 2000 
0175: set_car 85@ Z_angle_to 140.0 
053F: set_car 85@ tires_vulnerability 0 
04E0: car 85@ abandon_path_radius 30 
00A5: 86@ = create_car 481 at 971.8 -1113.0 23.1 
0224: set_car 86@ health_to 2000 
0175: set_car 86@ Z_angle_to 140.0 
053F: set_car 86@ tires_vulnerability 0 
04E0: car 86@ abandon_path_radius 30 
0249: release_model 481 
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_3078 
01B4: set_player $PLAYER_CHAR can_move 0 
03F5: set_car 49@ apply_damage_rules 1 
00AB: put_car 49@ at 956.6 -1099.47 22.73 
0175: set_car 49@ Z_angle_to 0.0 

:INTRO1_3078
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_3126 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 
jump @INTRO1_3146 

:INTRO1_3126
00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85 

:INTRO1_3146
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 time 20000 ms // versionA 
009A: 73@ = create_actor_pedtype 24 model 299 at 942.79 -1104.41 22.85 
0245: set_actor 73@ walk_style_to "FATMAN" 
0223: set_actor 73@ health_to 2000 
0173: set_actor 73@ Z_angle_to 184.0 
0568: set_actor 73@ untargetable 1 
0446: set_actor 73@ dismemberment_possible 0 
039E: set_actor 73@ locked 1 while_in_car 
0526: set_actor 73@ stay_in_car_when_jacked 1 
05D3: AS_actor 73@ goto_point 954.0 -1104.41 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 73@ decision_maker_to 118@ 
08C6: set_actor 73@ stay_on_bike 1 
009A: 74@ = create_actor_pedtype 24 model 292 at 942.9 -1105.79 22.85 
0245: set_actor 74@ walk_style_to "GANG1" 
0223: set_actor 74@ health_to 2000 
0173: set_actor 74@ Z_angle_to 50.0 
0568: set_actor 74@ untargetable 1 
0446: set_actor 74@ dismemberment_possible 0 
039E: set_actor 74@ locked 1 while_in_car 
0526: set_actor 74@ stay_in_car_when_jacked 1 
05D3: AS_actor 74@ goto_point 954.0 -1105.79 22.85 mode 4 time 25000 ms // versionA 
060B: set_actor 74@ decision_maker_to 118@ 
08C6: set_actor 74@ stay_on_bike 1 
009A: 75@ = create_actor_pedtype 24 model 290 at 942.96 -1102.0 22.85 
0245: set_actor 75@ walk_style_to "GANG2" 
0223: set_actor 75@ health_to 2000 
0173: set_actor 75@ Z_angle_to 96.0 
0568: set_actor 75@ untargetable 1 
0446: set_actor 75@ dismemberment_possible 0 
039E: set_actor 75@ locked 1 while_in_car 
0526: set_actor 75@ stay_in_car_when_jacked 1 
05D3: AS_actor 75@ goto_point 954.0 -1102.0 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 75@ decision_maker_to 118@ 
08C6: set_actor 75@ stay_on_bike 1 
0187: 47@ = create_marker_above_actor 75@ 
07E0: set_marker 47@ type_to 1 
0164: disable_marker 47@ 
41@ = 0 

:INTRO1_3592
if 
  900 > 41@ 
else_jump @INTRO1_3622 
wait 0 
jump @INTRO1_3592 

:INTRO1_3622
0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5 
fade 1 500 
0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0 
015F: set_camera_position 947.9119 -1103.912 23.4476 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 946.9478 -1103.822 23.6977 switchstyle 2 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 1 
gosub @INTRO1_47 
99@ = 0 
41@ = 0 

:INTRO1_3775
if 
  3300 > 41@ 
else_jump @INTRO1_3805 
wait 0 
jump @INTRO1_3775 

:INTRO1_3805
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_3861 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_3861 
if 
07C1:   path 201 available 
else_jump @INTRO1_3861 
05EB: assign_car 59@ to_path 201 

:INTRO1_3861
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_4012 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_3944 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_3944 
0713: actor 60@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 

:INTRO1_3944
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_4012 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_4012 
0713: actor 58@ driveby_actor -1 car 49@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 

:INTRO1_4012
41@ = 0 

:INTRO1_4019
if 
  1500 > 41@ 
else_jump @INTRO1_4049 
wait 0 
jump @INTRO1_4019 

:INTRO1_4049
0925: restore_camera_to_user_defined 
015F: set_camera_position 951.3326 -1099.652 25.3079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 951.9009 -1100.452 25.1184 switchstyle 2 
41@ = 0 

:INTRO1_4109
if 
  2500 > 41@ 
else_jump @INTRO1_4139 
wait 0 
jump @INTRO1_4109 

:INTRO1_4139
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_4187 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_4187 
0647: AS_actor 74@ clear_look_task 
05C0: AS_actor 74@ look_at_car 59@ 4000 ms 

:INTRO1_4187
41@ = 0 

:INTRO1_4194
if 
  1000 > 41@ 
else_jump @INTRO1_4224 
wait 0 
jump @INTRO1_4194 

:INTRO1_4224
if 
   not 94@ == 1 
else_jump @INTRO1_4726 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_4494 
if 
  83@ == 2 
else_jump @INTRO1_4494 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_4410 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_4410 
41@ = 0 
05C0: AS_actor $PLAYER_ACTOR look_at_car 59@ 4000 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_4371 
0647: AS_actor 73@ clear_look_task 
05C0: AS_actor 73@ look_at_car 59@ 4000 ms 

:INTRO1_4371
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_4403 
0647: AS_actor 75@ clear_look_task 
05C0: AS_actor 75@ look_at_car 59@ 4000 ms 

:INTRO1_4403
117@ = 1 

:INTRO1_4410
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 smooth_transition 1 
0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 smooth_transition 1 

:INTRO1_4494
if 
  41@ > 1000 
else_jump @INTRO1_4719 
if 
  117@ == 1 
else_jump @INTRO1_4719 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_4712 
0673: AS_actor 74@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_4638 
01B2: give_actor 73@ weapon 22 ammo 50 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 270.0 
0350: set_actor 73@ maintain_position_when_attacked 1 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_4638 
04EB: AS_actor 73@ crouch 1 
05E2: AS_actor 73@ kill_actor 58@ 

:INTRO1_4638
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_4694 
01B2: give_actor 75@ weapon 22 ammo 50 // Load the weapon model before using this 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_4694 
0634: AS_actor 75@ attack_using_weapon_actor 58@ flags 4 perform_actions_after_time 2000 chance_of_action 100 

:INTRO1_4694
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms 

:INTRO1_4712
117@ = 2 

:INTRO1_4719
jump @INTRO1_4224 

:INTRO1_4726
41@ = 0 

:INTRO1_4733
if 
  1000 > 41@ 
else_jump @INTRO1_4763 
wait 0 
jump @INTRO1_4733 

:INTRO1_4763
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_4784 
070C: explode_car_without_radius_damage 49@ 

:INTRO1_4784
41@ = 0 
117@ = 0 

:INTRO1_4798
if 
   not 94@ == 2 
else_jump @INTRO1_4860 
wait 0 
gosub @INTRO1_20422 
if 
  41@ > 1600 
else_jump @INTRO1_4853 
jump @INTRO1_4860 

:INTRO1_4853
jump @INTRO1_4798 

:INTRO1_4860
0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_4939 
0687: clear_actor 60@ task 
0605: actor 60@ perform_animation "CAR_SIT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_4939
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.549 23.0477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_5079 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_5079 
0350: set_actor 73@ maintain_position_when_attacked 0 
05BA: AS_actor 73@ move_mouth 1 ms 
0647: AS_actor 73@ clear_look_task 
04EB: AS_actor 73@ crouch 0 
00A1: put_actor 73@ at 957.0725 -1106.504 22.7146 
0173: set_actor 73@ Z_angle_to 251.1192 
05CB: AS_actor 73@ enter_car 84@ as_driver -1 ms 

:INTRO1_5079
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_5140 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_5140 
0350: set_actor 74@ maintain_position_when_attacked 0 
05BA: AS_actor 74@ move_mouth 1 ms 
0647: AS_actor 74@ clear_look_task 
05CB: AS_actor 74@ enter_car 85@ as_driver -1 ms 

:INTRO1_5140
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_5221 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_5221 
0350: set_actor 75@ maintain_position_when_attacked 0 
05BA: AS_actor 75@ move_mouth 1 ms 
0647: AS_actor 75@ clear_look_task 
00A1: put_actor 75@ at 957.12 -1104.4 22.7146 
05CB: AS_actor 75@ enter_car 86@ as_driver -1 ms 

:INTRO1_5221
41@ = 0 

:INTRO1_5228
if 
  100 > 41@ 
else_jump @INTRO1_5257 
wait 0 
jump @INTRO1_5228 

:INTRO1_5257
0925: restore_camera_to_user_defined 
015F: set_camera_position 953.489 -1100.465 24.8611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 954.1205 -1101.236 24.7823 switchstyle 2 
03CF: load_wav 20014 as 2 
117@ = 0 

:INTRO1_5324
if 
   not 94@ == 3 
else_jump @INTRO1_5433 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_5426 
if 
  83@ == 2 
else_jump @INTRO1_5426 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 time 10000 ms // versionA 
117@ = 1 

:INTRO1_5426
jump @INTRO1_5324 

:INTRO1_5433
if 
83D0:   not wav 2 loaded 
else_jump @INTRO1_5459 
wait 0 
jump @INTRO1_5433 

:INTRO1_5459
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1  // Grab a bike and pedal. Even you ain't forgotten that.

:INTRO1_5479
if 
83D2:   not wav 2 ended 
else_jump @INTRO1_5505 
wait 0 
jump @INTRO1_5479 

:INTRO1_5505
99@ = 1 
if 
  99@ == 0 
else_jump @INTRO1_5799 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:INTRO1_5547
if 
fading 
else_jump @INTRO1_5571 
wait 0 
jump @INTRO1_5547 

:INTRO1_5571
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_5647 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_5647 
00A1: put_actor 73@ at 969.2067 -1110.3 22.8672 
0173: set_actor 73@ Z_angle_to 273.1099 
04EB: AS_actor 73@ crouch 0 

:INTRO1_5647
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_5709 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_5709 
00A1: put_actor 74@ at 969.1187 -1116.561 22.8552 
0173: set_actor 74@ Z_angle_to 298.5085 

:INTRO1_5709
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_5776 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_5776 
0647: AS_actor 75@ clear_look_task 
00A1: put_actor 75@ at 969.436 -1113.775 22.8593 
0173: set_actor 75@ Z_angle_to 267.2885 

:INTRO1_5776
0925: restore_camera_to_user_defined 
if 
8119:   not car 49@ wrecked 
else_jump @INTRO1_5799 
070C: explode_car_without_radius_damage 49@ 

:INTRO1_5799
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_5848 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_5848 
04EB: AS_actor 73@ crouch 0 
05CB: AS_actor 73@ enter_car 84@ as_driver -1 ms 

:INTRO1_5848
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_5890 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_5890 
05CB: AS_actor 74@ enter_car 85@ as_driver -1 ms 

:INTRO1_5890
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_5937 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_5937 
0647: AS_actor 75@ clear_look_task 
05CB: AS_actor 75@ enter_car 86@ as_driver -1 ms 

:INTRO1_5937
01C3: remove_references_to_car 49@ 
0249: release_model 404 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_5970 
0555: remove_weapon 22 from_actor 73@ 

:INTRO1_5970
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_5993 
0555: remove_weapon 22 from_actor 75@ 

:INTRO1_5993
0249: release_model 346 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_6026 
05EC: release_car 59@ from_path 
jump @INTRO1_6031 

:INTRO1_6026
05EC: release_car 59@ from_path 

:INTRO1_6031
0873: release_path 201 
41@ = 0 

:INTRO1_6043
if 
  100 > 41@ 
else_jump @INTRO1_6072 
wait 0 
jump @INTRO1_6043 

:INTRO1_6072
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_6130 
0186: 51@ = create_marker_above_car 45@ 
07E0: set_marker 51@ type_to 1 

:INTRO1_6130
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_6191 
00AA: store_car 59@ position_to 124@ 125@ 126@ 
126@ -= 50.0 
00AB: put_car 59@ at 124@ 125@ 126@ 
0574: set_car 59@ keep_position 1 

:INTRO1_6191
if 
  99@ == 0 
else_jump @INTRO1_6334 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.4577 
41@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO1_6266
if 
  1000 > 41@ 
else_jump @INTRO1_6296 
wait 0 
jump @INTRO1_6266 

:INTRO1_6296
fade 1 500 

:INTRO1_6303
if 
fading 
else_jump @INTRO1_6327 
wait 0 
jump @INTRO1_6303 

:INTRO1_6327
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO1_6334
0615: define_AS_pack_begin 90@ 
05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model 481 2 
0616: define_AS_pack_end 90@ 
0615: define_AS_pack_begin 80@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model 481 2 
0616: define_AS_pack_end 80@ 
0615: define_AS_pack_begin 119@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model 481 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model 481 2 
0616: define_AS_pack_end 119@ 
if 
0119:   car 45@ wrecked 
else_jump @INTRO1_6997 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
jump @INTRO1_18128 

:INTRO1_6997
83@ = 0 
94@ = 3 

:INTRO1_7011
if 
   not 94@ == 4 
else_jump @INTRO1_7086 
wait 0 
gosub @INTRO1_20422 
gosub @INTRO1_18530 
gosub @INTRO1_20098 
if 
  53@ == 1 
else_jump @INTRO1_7079 
jump @INTRO1_18128 

:INTRO1_7079
jump @INTRO1_7011 

:INTRO1_7086
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.
04ED: load_animation "MISC" 
$126 = 1 
40@ = 0 
if 
0118:   actor 75@ dead 
else_jump @INTRO1_7163 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
jump @INTRO1_18128 

:INTRO1_7163
100@ = 0 
122@ = 0 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 4 
gosub @INTRO1_47 

:INTRO1_7212
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
80FE:   not actor 75@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_9130 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @INTRO1_7343 
00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625 
jump @INTRO1_18146 

:INTRO1_7343
gosub @INTRO1_18530 
gosub @INTRO1_20098 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_7403 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_7403 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.

:INTRO1_7403
if 
  53@ == 1 
else_jump @INTRO1_7428 
jump @INTRO1_18128 

:INTRO1_7428
if 
  100@ == 0 
else_jump @INTRO1_7486 
if 
  40@ > 6000 
else_jump @INTRO1_7486 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
100@ = 1 

:INTRO1_7486
if 
  76@ == 0 
else_jump @INTRO1_7946 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_7939 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 
else_jump @INTRO1_7939 
00AB: put_car 59@ at 1079.15 -1084.73 25.43 
0175: set_car 59@ Z_angle_to 175.95 
0574: set_car 59@ keep_position 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_7798 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_7694 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_7694 
0687: clear_actor 60@ task 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_7694
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_7791 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_7791 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_7791 
0687: clear_actor 58@ task 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_7791 
06E1: AS_actor 58@ using_car 59@ target_car 77@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_7791
jump @INTRO1_7932 

:INTRO1_7798
04C4: store_coords_to 130@ 131@ 132@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_7932 
062E: get_actor 58@ task 1489 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_7932 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_7932 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_7932 
05D1: AS_actor 58@ drive_car 59@ to 130@ 131@ 132@ speed 30.0 0 model 0 2 

:INTRO1_7932
76@ = 1 

:INTRO1_7939
jump @INTRO1_8777 

:INTRO1_7946
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_8699 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_8640 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_8574 
00A0: store_actor $PLAYER_ACTOR position_to 133@ 134@ 135@ 
if and
81AD:   not car 59@ sphere 0 near_point 133@ 134@ radius 50.0 50.0 
82CA:   not car 59@ bounding_sphere_visible 
else_jump @INTRO1_8143 
0687: clear_actor 58@ task 
04C4: store_coords_to 124@ 125@ 126@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 127@ 128@ 129@ car_path_coords_closest_to 124@ 125@ 126@ 
00AB: put_car 59@ at 127@ 128@ 129@ 
039F: set_car 59@ race_to 124@ 125@ 
04BA: set_car 59@ speed_to 10.0 
jump @INTRO1_8567 

:INTRO1_8143
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_8352 
062E: get_actor 58@ task 1761 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_8248 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_8248 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_8248 
06E1: AS_actor 58@ using_car 59@ target_car 77@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_8248
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_8345 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_8345 
062E: get_actor 60@ task 1811 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_8345 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8345
jump @INTRO1_8567 

:INTRO1_8352
04C4: store_coords_to 130@ 131@ 132@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 58@ task 1489 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_8470 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_8470 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_8470 
05D1: AS_actor 58@ drive_car 59@ to 130@ 131@ 132@ speed 30.0 0 model 0 2 

:INTRO1_8470
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_8567 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_8567 
062E: get_actor 60@ task 1811 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_8567 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_8567
jump @INTRO1_8633 

:INTRO1_8574
if 
  122@ == 0 
else_jump @INTRO1_8633 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_8633 
0687: clear_actor 58@ task 
0633: AS_actor 58@ exit_car 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
122@ = 1 

:INTRO1_8633
jump @INTRO1_8699 

:INTRO1_8640
if 
  122@ == 0 
else_jump @INTRO1_8699 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_8699 
0687: clear_actor 60@ task 
0633: AS_actor 60@ exit_car 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
122@ = 1 

:INTRO1_8699
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_8777 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_8777 
if 
0104:   actor $PLAYER_ACTOR near_actor 75@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_8777 
gosub @INTRO1_20422 

:INTRO1_8777
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 481 
else_jump @INTRO1_9006 
if 
  $20 == 0 
else_jump @INTRO1_8861 
0A78: print_help_conditional 'INTRTCH' 0  // Press and hold the bottom left corner of the screen to lean.
0A79: print_help_conditional_touch 'INTRHID' 0  // Press and hold ~m~~widget_ped_move_up~ and ~m~~widget_ped_move_down~ to lean.
40@ = 0 
$20 = 1 
jump @INTRO1_9006 

:INTRO1_8861
if 
  $20 == 1 
else_jump @INTRO1_8951 
if 
  40@ > 10000 
else_jump @INTRO1_8951 
0A79: print_help_conditional_touch 'INTRO2D' 32  // You can do a bunny hop by double tapping ~m~~widget_accelerate~.
0A7A: print_help_conditional_hid 'INTRO2D' 32  // You can do a bunny hop by double tapping ~m~~widget_accelerate~.
0A7B: print_help_conditional_touch_classic 'IN2DAPD' 32  // You can do a bunny hop by double tapping the lower right corner of the screen.
40@ = 0 
$20 = 2 

:INTRO1_8951
if 
  $20 == 2 
else_jump @INTRO1_9006 
if 
  40@ > 20000 
else_jump @INTRO1_9006 
03E5: show_text_box 'HELP3B2'  // The more exercise you get the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
$20 = 3 

:INTRO1_9006
if 
0118:   actor 73@ dead 
else_jump @INTRO1_9045 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
jump @INTRO1_18128 

:INTRO1_9045
if 
0118:   actor 74@ dead 
else_jump @INTRO1_9084 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO1_18128 

:INTRO1_9084
if 
0118:   actor 75@ dead 
else_jump @INTRO1_9123 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
jump @INTRO1_18128 

:INTRO1_9123
jump @INTRO1_7212 

:INTRO1_9130
121@ = 0 
fade 0 500 

:INTRO1_9144
if 
fading 
else_jump @INTRO1_9168 
wait 0 
jump @INTRO1_9144 

:INTRO1_9168
015F: set_camera_position 1647.208 -1085.232 24.1633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.354 -1084.712 24.164 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO1_9256
if 
84EE:   not animation "MISC" loaded 
else_jump @INTRO1_9300 
wait 0 
04ED: load_animation "MISC" 
fade 0 0 
jump @INTRO1_9256 

:INTRO1_9300
115@ = 2 
if 
0119:   car 59@ wrecked 
else_jump @INTRO1_9344 
121@ = 1 
115@ = 3 
jump @INTRO1_9384 

:INTRO1_9344
if or
02BF:   car 59@ sunk 
0118:   actor 58@ dead 
0118:   actor 60@ dead 
else_jump @INTRO1_9384 
121@ = 1 
115@ = 3 

:INTRO1_9384
022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
041D: set_camera_near_clip 0.2 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 3 
gosub @INTRO1_47 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_9832 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_9832 
0575: set_actor 75@ keep_position 0 
0574: set_car 86@ keep_position 0 
if 
80DB:   not actor 75@ in_car 86@ 
else_jump @INTRO1_9531 
036A: put_actor 75@ in_car 86@ 

:INTRO1_9531
0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0 
if 
  121@ == 0 
else_jump @INTRO1_9797 
00AB: put_car 86@ at 1644.47 -1072.658 22.9062 
0175: set_car 86@ Z_angle_to 170.0 
05D1: AS_actor 75@ drive_car 86@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model 481 2 
04BA: set_car 86@ speed_to 10.0 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_9790 
0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0 
00AB: put_car 59@ at 1637.08 -1061.001 22.9114 
0175: set_car 59@ Z_angle_to 182.2789 
04BA: set_car 59@ speed_to 5.0 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_9749 
0687: clear_actor 60@ task 

:INTRO1_9749
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_9790 
0687: clear_actor 58@ task 
06E1: AS_actor 58@ using_car 59@ target_car 86@ with_order 29 max_speed 40.0 traffic_flag 2 

:INTRO1_9790
jump @INTRO1_9827 

:INTRO1_9797
00AB: put_car 86@ at 1638.166 -1056.298 22.9062 
0175: set_car 86@ Z_angle_to 272.6299 

:INTRO1_9827
0164: disable_marker 47@ 

:INTRO1_9832
0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_9983 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_9983 
0575: set_actor 73@ keep_position 0 
0574: set_car 84@ keep_position 0 
if 
80DB:   not actor 73@ in_car 84@ 
else_jump @INTRO1_9929 
036A: put_actor 73@ in_car 84@ 

:INTRO1_9929
0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0 
00AB: put_car 84@ at 1640.649 -1055.473 22.9062 
0175: set_car 84@ Z_angle_to 260.0 

:INTRO1_9983
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_10110 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_10110 
0575: set_actor 74@ keep_position 0 
0574: set_car 85@ keep_position 0 
if 
80DB:   not actor 74@ in_car 85@ 
else_jump @INTRO1_10056 
036A: put_actor 74@ in_car 85@ 

:INTRO1_10056
0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0 
00AB: put_car 85@ at 1644.913 -1050.538 22.8984 
0175: set_car 85@ Z_angle_to 270.0 

:INTRO1_10110
02A3: enable_widescreen 1 
wait 100 
if or
00DF:   actor $PLAYER_ACTOR driving 
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @INTRO1_10184 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 77@ at 1638.712 -1050.319 22.8984 
0175: set_car 77@ Z_angle_to 252.8 
jump @INTRO1_10214 

:INTRO1_10184
00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 

:INTRO1_10214
0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0 
if 
  121@ == 1 
else_jump @INTRO1_10263 
jump @INTRO1_10464 

:INTRO1_10263
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 smooth_transition 1 
0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 smooth_transition 1 
fade 1 500 
40@ = 0 

:INTRO1_10361
if 
  500 > 40@ 
else_jump @INTRO1_10391 
wait 0 
jump @INTRO1_10361 

:INTRO1_10391
if 
   not 94@ == 1 
else_jump @INTRO1_10427 
wait 0 
gosub @INTRO1_20422 
jump @INTRO1_10391 

:INTRO1_10427
40@ = 0 

:INTRO1_10434
if 
  1000 > 40@ 
else_jump @INTRO1_10464 
wait 0 
jump @INTRO1_10434 

:INTRO1_10464
if 
  121@ == 1 
else_jump @INTRO1_10496 
94@ = 1 
fade 1 500 

:INTRO1_10496
0925: restore_camera_to_user_defined 
015F: set_camera_position 1646.476 -1049.43 23.0659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1645.693 -1049.997 23.3176 switchstyle 2 

:INTRO1_10549
if 
   not 94@ == 2 
else_jump @INTRO1_10693 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_10686 
if 
  83@ == 2 
else_jump @INTRO1_10686 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_10679 
0605: actor 74@ perform_animation "BMX_COMEON" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor 74@ task 1541 status_store_to 61@ // ret 7 if not found 

:INTRO1_10679
117@ = 1 

:INTRO1_10686
jump @INTRO1_10549 

:INTRO1_10693
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_10767 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_10759 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_10759 
0187: 48@ = create_marker_above_actor 74@ 
07E0: set_marker 48@ type_to 1 

:INTRO1_10759
0618: assign_actor 74@ to_AS_pack 80@ 

:INTRO1_10767
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_10812 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_10812 
0618: assign_actor 73@ to_AS_pack 119@ 
061B: remove_references_to_AS_pack 119@ 

:INTRO1_10812
if 
  121@ == 0 
else_jump @INTRO1_11119 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_10961 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_10961 
0792: disembark_instantly_actor 75@ 
00AB: put_car 86@ at 1540.298 -1159.188 -50.3438 
wait 0 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_10961 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_10961 
if 
80DF:   not actor 75@ driving 
else_jump @INTRO1_10947 
036A: put_actor 75@ in_car 86@ 

:INTRO1_10947
0575: set_actor 75@ keep_position 1 
0574: set_car 86@ keep_position 1 

:INTRO1_10961
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_11112 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_11112 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_11112 
0792: disembark_instantly_actor 58@ 
0792: disembark_instantly_actor 60@ 
00AB: put_car 59@ at 1540.298 -1171.188 -50.3438 
wait 0 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_11112 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_11112 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_11112 
0575: set_actor 58@ keep_position 1 
0575: set_actor 60@ keep_position 1 
0574: set_car 59@ keep_position 1 

:INTRO1_11112
jump @INTRO1_11159 

:INTRO1_11119
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_11159 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_11159 
0618: assign_actor 75@ to_AS_pack 80@ 

:INTRO1_11159
061B: remove_references_to_AS_pack 80@ 
wait 1000 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
82@ = 1 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_11265 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_11249 
00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1  // ~s~Follow ~b~Ryder~s~.
jump @INTRO1_11265 

:INTRO1_11249
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_11265
100@ = 2 
if 
0119:   car 45@ wrecked 
else_jump @INTRO1_11311 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
jump @INTRO1_18128 

:INTRO1_11311
if 
0118:   actor 74@ dead 
else_jump @INTRO1_11334 
jump @INTRO1_18128 

:INTRO1_11334
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_11390 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_11383 
$126 = 1 
jump @INTRO1_11390 

:INTRO1_11383
$126 = 0 

:INTRO1_11390
76@ = 0 
65@ = 0 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 6 
72@ = 0 
gosub @INTRO1_47 
40@ = 0 
120@ = 0 
0A6F: checkpoint_save 1 

:INTRO1_11464
if or
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
8104:   not actor $PLAYER_ACTOR near_actor 74@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_13563 
wait 0 
gosub @INTRO1_18530 
gosub @INTRO1_20098 
if 
  53@ == 1 
else_jump @INTRO1_11580 
jump @INTRO1_18128 

:INTRO1_11580
if 
  65@ == 0 
else_jump @INTRO1_13014 
if 
  76@ == 0 
else_jump @INTRO1_12138 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 
else_jump @INTRO1_12131 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12131 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_12131 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_11870 
0575: set_actor 58@ keep_position 0 
0575: set_actor 60@ keep_position 0 
0574: set_car 59@ keep_position 0 
00AB: put_car 59@ at 1809.0 -1519.0 7.0 
0175: set_car 59@ Z_angle_to 270.0 
if 
80DF:   not actor 58@ driving 
else_jump @INTRO1_11787 
036A: put_actor 58@ in_car 59@ 

:INTRO1_11787
if 
80DF:   not actor 60@ driving 
else_jump @INTRO1_11813 
0430: put_actor 60@ into_car 59@ passenger_seat 0 

:INTRO1_11813
0687: clear_actor 60@ task 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_11870 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_11870
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_11974 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_11967 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_11967 
0687: clear_actor 58@ task 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_11967 
06E1: AS_actor 58@ using_car 59@ target_car 77@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_11967
jump @INTRO1_12124 

:INTRO1_11974
04C4: store_coords_to 130@ 131@ 132@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12124 
062E: get_actor 58@ task 1489 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_12124 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12124 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_12124 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_12124 
05D1: AS_actor 58@ drive_car 59@ to 130@ 131@ 132@ speed 30.0 0 model 0 2 

:INTRO1_12124
76@ = 1 

:INTRO1_12131
jump @INTRO1_12907 

:INTRO1_12138
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_12907 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12848 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_12782 
00A0: store_actor $PLAYER_ACTOR position_to 133@ 134@ 135@ 
if and
81AD:   not car 59@ sphere 0 near_point 133@ 134@ radius 50.0 50.0 
82CA:   not car 59@ bounding_sphere_visible 
else_jump @INTRO1_12335 
0687: clear_actor 58@ task 
04C4: store_coords_to 124@ 125@ 126@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 127@ 128@ 129@ car_path_coords_closest_to 124@ 125@ 126@ 
00AB: put_car 59@ at 127@ 128@ 129@ 
039F: set_car 59@ race_to 124@ 125@ 
04BA: set_car 59@ speed_to 10.0 
jump @INTRO1_12775 

:INTRO1_12335
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_12544 
062E: get_actor 58@ task 1761 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_12440 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_12440 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_12440 
06E1: AS_actor 58@ using_car 59@ target_car 77@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_12440
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_12537 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_12537 
062E: get_actor 60@ task 1811 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_12537 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12537
jump @INTRO1_12775 

:INTRO1_12544
04C4: store_coords_to 130@ 131@ 132@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 58@ task 1489 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_12678 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12678 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_12678 
if 
00DF:   actor 58@ driving 
else_jump @INTRO1_12678 
05D1: AS_actor 58@ drive_car 59@ to 130@ 131@ 132@ speed 30.0 0 model 0 2 

:INTRO1_12678
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_12775 
if 
00DF:   actor 60@ driving 
else_jump @INTRO1_12775 
062E: get_actor 60@ task 1811 status_store_to 61@ // ret 7 if not found 
if 
04A4:   61@ == 7 // == constant 
else_jump @INTRO1_12775 
0713: actor 60@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_12775
jump @INTRO1_12841 

:INTRO1_12782
if 
  122@ == 0 
else_jump @INTRO1_12841 
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_12841 
0687: clear_actor 58@ task 
0633: AS_actor 58@ exit_car 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
122@ = 1 

:INTRO1_12841
jump @INTRO1_12907 

:INTRO1_12848
if 
  122@ == 0 
else_jump @INTRO1_12907 
if 
8118:   not actor 60@ dead 
else_jump @INTRO1_12907 
0687: clear_actor 60@ task 
0633: AS_actor 60@ exit_car 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
122@ = 1 

:INTRO1_12907
if 
8118:   not actor 58@ dead 
else_jump @INTRO1_13014 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_13014 
if 
00FE:   actor 58@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 
else_jump @INTRO1_13014 
0687: clear_actor 58@ task 
05D2: AS_actor 58@ run_to_and_hijack_car 59@ max_search_radius 20.0 traffic_behavior 2 
65@ = 1 

:INTRO1_13014
if 
  120@ == 0 
else_jump @INTRO1_13184 
if 
  40@ > 1500 
else_jump @INTRO1_13152 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_13152 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_13152 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_13152 
if 
0104:   actor $PLAYER_ACTOR near_actor 74@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_13152 
gosub @INTRO1_20422 
123@ = 1 

:INTRO1_13152
if 
  94@ > 1 
else_jump @INTRO1_13177 
120@ = 1 

:INTRO1_13177
jump @INTRO1_13421 

:INTRO1_13184
if 
  120@ == 1 
else_jump @INTRO1_13258 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 5 
72@ = 0 
gosub @INTRO1_47 
40@ = 0 
120@ = 2 

:INTRO1_13258
if 
  120@ == 2 
else_jump @INTRO1_13421 
if 
  40@ > 1500 
else_jump @INTRO1_13396 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_13396 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_13396 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_13396 
if 
0104:   actor $PLAYER_ACTOR near_actor 73@ radius 20.0 20.0 10.0 sphere 0 
else_jump @INTRO1_13396 
gosub @INTRO1_20422 
116@ = 1 

:INTRO1_13396
if 
  94@ > 2 
else_jump @INTRO1_13421 
120@ = 3 

:INTRO1_13421
if 
0118:   actor 73@ dead 
else_jump @INTRO1_13460 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
jump @INTRO1_18128 

:INTRO1_13460
if 
0118:   actor 74@ dead 
else_jump @INTRO1_13499 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO1_18128 

:INTRO1_13499
if 
  121@ == 1 
else_jump @INTRO1_13556 
if 
0118:   actor 75@ dead 
else_jump @INTRO1_13556 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
jump @INTRO1_18128 

:INTRO1_13556
jump @INTRO1_11464 

:INTRO1_13563
01B4: set_player $PLAYER_CHAR can_move 0 
121@ = 0 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_13653 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_13653 
0605: actor $PLAYER_ACTOR perform_animation "BMX_CELEBRATE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_13653
wait 1000 
fade 0 1500 

:INTRO1_13665
if 
fading 
else_jump @INTRO1_13689 
wait 0 
jump @INTRO1_13665 

:INTRO1_13689
040D: unload_wav 1 
040D: unload_wav 2 
0110: clear_player $PLAYER_CHAR wanted_level 
07C0: load_path 205 
07C0: load_path 206 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:INTRO1_13731
if or
87C1:   not path 205 available 
87C1:   not path 206 available 
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @INTRO1_13780 
wait 0 
jump @INTRO1_13731 

:INTRO1_13780
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
94@ = 0 
83@ = 0 
117@ = 0 
54@ = 2 
gosub @INTRO1_47 
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_14009 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_13979 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO1_13928 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
121@ = 1 
jump @INTRO1_13972 

:INTRO1_13928
00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
121@ = 1 

:INTRO1_13972
jump @INTRO1_14009 

:INTRO1_13979
00AB: put_car 45@ at 2487.309 -1668.372 12.3438 
0175: set_car 45@ Z_angle_to 80.0 

:INTRO1_14009
0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_14138 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_14138 
0792: disembark_instantly_actor 73@ 
0575: set_actor 73@ keep_position 0 
0574: set_car 84@ keep_position 0 
if 
80DF:   not actor 73@ driving 
else_jump @INTRO1_14108 
036A: put_actor 73@ in_car 84@ 

:INTRO1_14108
00AB: put_car 84@ at 2487.172 -1666.301 12.3438 
0175: set_car 84@ Z_angle_to 124.2698 

:INTRO1_14138
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_14213 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_14213 
0792: disembark_instantly_actor 74@ 
0575: set_actor 74@ keep_position 0 
0574: set_car 85@ keep_position 0 
if 
80DF:   not actor 74@ driving 
else_jump @INTRO1_14213 
036A: put_actor 74@ in_car 85@ 

:INTRO1_14213
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_14308 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_14308 
0792: disembark_instantly_actor 75@ 
0575: set_actor 75@ keep_position 0 
0574: set_car 86@ keep_position 0 
if 
80DF:   not actor 75@ driving 
else_jump @INTRO1_14288 
036A: put_actor 75@ in_car 86@ 

:INTRO1_14288
00AB: put_car 86@ at 2371.5 -1654.895 12.3826 

:INTRO1_14308
009B: destroy_actor 58@ 
009B: destroy_actor 60@ 
00A6: destroy_car 59@ 
015F: set_camera_position 2409.037 -1672.324 18.3556 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2409.954 -1671.944 18.2334 switchstyle 2 
03CB: set_rendering_origin_at 2480.689 -1670.006 13.0061 
015F: set_camera_position 2479.827 -1670.506 12.9206 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2480.689 -1670.006 13.0061 switchstyle 2 
wait 1000 
fade 1 1000 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_14504 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_14504 
05EB: assign_car 85@ to_path 206 
06FD: set_car 85@ speed_on_path_to 1.0 

:INTRO1_14504
117@ = 0 

:INTRO1_14511
if 
   not 94@ == 1 
else_jump @INTRO1_14816 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_14809 
if 
  83@ == 2 
else_jump @INTRO1_14809 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_14802 
0647: AS_actor 74@ clear_look_task 
05BF: AS_actor 74@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 74@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 74@ 30000 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_14691 
0605: actor 73@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_14691
if 
  121@ == 0 
else_jump @INTRO1_14752 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_14752
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_14802 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_14802 
05EB: assign_car 86@ to_path 205 
06FD: set_car 86@ speed_on_path_to 0.8 

:INTRO1_14802
117@ = 1 

:INTRO1_14809
jump @INTRO1_14511 

:INTRO1_14816
41@ = 0 

:INTRO1_14823
if 
  200 > 41@ 
else_jump @INTRO1_14853 
wait 0 
jump @INTRO1_14823 

:INTRO1_14853
117@ = 0 

:INTRO1_14860
if 
   not 94@ == 2 
else_jump @INTRO1_15158 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_15151 
if 
  83@ == 2 
else_jump @INTRO1_15151 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_15144 
0647: AS_actor 75@ clear_look_task 
05BF: AS_actor 75@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 75@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 75@ 30000 ms 
0605: actor 75@ perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
if 
  121@ == 0 
else_jump @INTRO1_15085 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15085
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_15144 
0605: actor 73@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15144
117@ = 1 

:INTRO1_15151
jump @INTRO1_14860 

:INTRO1_15158
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_15179 
0968: actor 75@ stop_mouth 

:INTRO1_15179
015F: set_camera_position 2488.323 -1669.926 13.3261 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.485 -1669.385 13.2679 switchstyle 2 
117@ = 0 

:INTRO1_15237
if 
   not 94@ == 3 
else_jump @INTRO1_15502 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_15495 
if 
  83@ == 2 
else_jump @INTRO1_15495 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_15488 
0647: AS_actor 73@ clear_look_task 
05BF: AS_actor 73@ look_at_actor $PLAYER_ACTOR 15000 ms 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_15366 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 75@ 30000 ms 

:INTRO1_15366
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  121@ == 0 
else_jump @INTRO1_15445 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO1_15488 

:INTRO1_15445
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15488
117@ = 1 

:INTRO1_15495
jump @INTRO1_15237 

:INTRO1_15502
0968: actor $PLAYER_ACTOR stop_mouth 
117@ = 0 

:INTRO1_15514
if 
   not 94@ == 4 
else_jump @INTRO1_15601 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_15594 
if 
  83@ == 2 
else_jump @INTRO1_15594 
117@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 

:INTRO1_15594
jump @INTRO1_15514 

:INTRO1_15601
015F: set_camera_position 2482.804 -1666.785 13.785 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.778 -1666.774 13.5566 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
if 
  121@ == 0 
else_jump @INTRO1_15718 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_15718
0968: actor $PLAYER_ACTOR stop_mouth 
117@ = 0 

:INTRO1_15730
if 
   not 94@ == 5 
else_jump @INTRO1_15865 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_15858 
if 
  83@ == 2 
else_jump @INTRO1_15858 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_15851 
0967: actor 75@ move_mouth 20000 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_15851 
0647: AS_actor 73@ clear_look_task 
05BF: AS_actor 73@ look_at_actor 75@ 15000 ms 

:INTRO1_15851
117@ = 1 

:INTRO1_15858
jump @INTRO1_15730 

:INTRO1_15865
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_15886 
0968: actor 75@ stop_mouth 

:INTRO1_15886
117@ = 0 

:INTRO1_15893
if 
   not 94@ == 6 
else_jump @INTRO1_16088 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_16081 
if 
  83@ == 2 
else_jump @INTRO1_16081 
117@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  121@ == 0 
else_jump @INTRO1_16044 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO1_16081 

:INTRO1_16044
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_16081
jump @INTRO1_15893 

:INTRO1_16088
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  121@ == 0 
else_jump @INTRO1_16161 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO1_16166 

:INTRO1_16161
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16166
015F: set_camera_position 2482.911 -1662.575 14.0425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.366 -1663.456 13.914 switchstyle 2 
117@ = 0 

:INTRO1_16224
if 
   not 94@ == 7 
else_jump @INTRO1_16359 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_16352 
if 
  83@ == 2 
else_jump @INTRO1_16352 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_16345 
0967: actor 75@ move_mouth 20000 ms 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_16345 
0647: AS_actor 73@ clear_look_task 
05BF: AS_actor 73@ look_at_actor 75@ 15000 ms 

:INTRO1_16345
117@ = 1 

:INTRO1_16352
jump @INTRO1_16224 

:INTRO1_16359
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_16380 
0968: actor 75@ stop_mouth 

:INTRO1_16380
117@ = 0 

:INTRO1_16387
if 
   not 94@ == 8 
else_jump @INTRO1_16592 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_16585 
if 
  83@ == 2 
else_jump @INTRO1_16585 
117@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
if 
  121@ == 0 
else_jump @INTRO1_16548 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO1_16585 

:INTRO1_16548
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_16585
jump @INTRO1_16387 

:INTRO1_16592
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  121@ == 0 
else_jump @INTRO1_16665 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO1_16670 

:INTRO1_16665
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_16670
015F: set_camera_position 2490.0 -1667.537 13.7938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2489.044 -1667.497 13.5038 switchstyle 2 
117@ = 0 

:INTRO1_16728
if 
   not 94@ == 9 
else_jump @INTRO1_16908 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_16901 
if 
  83@ == 2 
else_jump @INTRO1_16901 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_16894 
0647: AS_actor 73@ clear_look_task 
05BF: AS_actor 73@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 73@ 15000 ms 
0967: actor 73@ move_mouth 20000 ms 
0605: actor 73@ perform_animation "BMX_TALKLEFT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_16894
117@ = 1 

:INTRO1_16901
jump @INTRO1_16728 

:INTRO1_16908
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_16967 
0605: actor 73@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_16967
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_16988 
0968: actor 73@ stop_mouth 

:INTRO1_16988
41@ = 0 

:INTRO1_16995
if 
  1500 > 41@ 
else_jump @INTRO1_17025 
wait 0 
jump @INTRO1_16995 

:INTRO1_17025
015F: set_camera_position 2474.306 -1668.478 13.4599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2475.302 -1668.458 13.5477 switchstyle 2 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_17102 
0175: set_car 84@ Z_angle_to 0.0 

:INTRO1_17102
117@ = 0 

:INTRO1_17109
if 
   not 94@ == 10 
else_jump @INTRO1_17244 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_17237 
if 
  83@ == 2 
else_jump @INTRO1_17237 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_17230 
0647: AS_actor 74@ clear_look_task 
05BF: AS_actor 74@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 74@ 15000 ms 
0967: actor 74@ move_mouth 20000 ms 

:INTRO1_17230
117@ = 1 

:INTRO1_17237
jump @INTRO1_17109 

:INTRO1_17244
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_17265 
0968: actor 74@ stop_mouth 

:INTRO1_17265
41@ = 0 
117@ = 0 

:INTRO1_17279
if 
   not 94@ == 11 
else_jump @INTRO1_17577 
wait 0 
gosub @INTRO1_20422 
if 
  117@ == 0 
else_jump @INTRO1_17407 
if 
  83@ == 2 
else_jump @INTRO1_17407 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_17407 
0647: AS_actor 74@ clear_look_task 
05BF: AS_actor 74@ look_at_actor $PLAYER_ACTOR 12500 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 74@ 12500 ms 
0967: actor 74@ move_mouth 20000 ms 
117@ = 1 

:INTRO1_17407
if 
  41@ > 3000 
else_jump @INTRO1_17570 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_17498 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_17498 
0687: clear_actor 73@ task 
05D1: AS_actor 73@ drive_car 84@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model 481 2 

:INTRO1_17498
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_17570 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_17570 
0687: clear_actor 75@ task 
05D1: AS_actor 75@ drive_car 86@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model 481 2 

:INTRO1_17570
jump @INTRO1_17279 

:INTRO1_17577
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_17598 
0968: actor 74@ stop_mouth 

:INTRO1_17598
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_17686 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_17686 
if 
00DF:   actor 74@ driving 
else_jump @INTRO1_17686 
0647: AS_actor 74@ clear_look_task 
05D1: AS_actor 74@ drive_car 85@ to 2466.27 -1690.28 12.51 speed 2.0 1 model 481 2 

:INTRO1_17686
41@ = 0 

:INTRO1_17693
if 
  3000 > 41@ 
else_jump @INTRO1_17723 
wait 0 
jump @INTRO1_17693 

:INTRO1_17723
0925: restore_camera_to_user_defined 
040D: unload_wav 1 
040D: unload_wav 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
07FB: set_interior 'CARLS' access 1  // The Johnson House
0707: start_scene_skip_to @INTRO1_18089 
00BE: text_clear_all 
015F: set_camera_position 2499.306 -1678.921 13.0313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.044 -1679.852 13.2865 switchstyle 2 
00A6: destroy_car 84@ 
00A6: destroy_car 85@ 
00A6: destroy_car 86@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
03E5: show_text_box 'SAVE_G'  // You can save your progress by entering CJ's house.
41@ = 0 

:INTRO1_17861
if 
  6000 > 41@ 
else_jump @INTRO1_17891 
wait 0 
jump @INTRO1_17861 

:INTRO1_17891
015F: set_camera_position 2504.28 -1682.857 15.1427 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2504.306 -1683.851 15.0385 switchstyle 2 
03E5: show_text_box 'SAVE_G2'  // You can save a vehicle by parking it in the garage.
41@ = 0 

:INTRO1_17960
if 
  6000 > 41@ 
else_jump @INTRO1_17990 
wait 0 
jump @INTRO1_17960 

:INTRO1_17990
015F: set_camera_position 2494.863 -1683.051 13.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.939 -1684.037 13.1717 switchstyle 2 
03E5: show_text_box 'SAVE_G3'  // Walk into the marker to enter Carl's house.
41@ = 0 

:INTRO1_18059
if 
  6000 > 41@ 
else_jump @INTRO1_18089 
wait 0 
jump @INTRO1_18059 

:INTRO1_18089
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.97 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
jump @INTRO1_18146 

:INTRO1_18128
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:INTRO1_18146
$447 += 1 
0318: set_latest_mission_passed 'INTRO_1'  // Big Smoke
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
end_thread_named 'INT' 
0164: disable_marker $3103 
0570: $3103 = create_asset_radar_marker_with_icon 35 at $885[0] $903[0] $921[0] 
018B: set_marker $3103 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0164: disable_marker $438 
07FB: set_interior 'CARLS' access 1  // The Johnson House
return 

:INTRO1_18258
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
0249: release_model 404 
0249: release_model 481 
0249: release_model 102 
0249: release_model 352 
0249: release_model 412 
0733: random_car_generator_enable_model 412 
0249: release_model 346 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 84@ 
01C3: remove_references_to_car 85@ 
01C3: remove_references_to_car 86@ 
0873: release_path 201 
0873: release_path 205 
0873: release_path 206 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
if 
8119:   not car 59@ wrecked 
else_jump @INTRO1_18446 
05EC: release_car 59@ from_path 
jump @INTRO1_18451 

:INTRO1_18446
05EC: release_car 59@ from_path 

:INTRO1_18451
09D2: set_cops_chase_criminals 1 
00A6: destroy_car 84@ 
00A6: destroy_car 85@ 
00A6: destroy_car 86@ 
034F: destroy_actor_with_fade 73@ 
034F: destroy_actor_with_fade 74@ 
034F: destroy_actor_with_fade 75@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
0296: unload_special_actor 3 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 51@ 
mission_cleanup 
return 

:INTRO1_18530
if 
8119:   not car 45@ wrecked 
else_jump @INTRO1_19585 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @INTRO1_19482 
if 
  100@ == 1 
else_jump @INTRO1_18823 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_18823 
if 
8104:   not actor $PLAYER_ACTOR near_actor 75@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_18690 
00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Sweet~s~.
if 
  123@ == 1 
else_jump @INTRO1_18676 
123@ = 0 

:INTRO1_18676
$126 = 0 
jump @INTRO1_18823 

:INTRO1_18690
if 
  123@ == 0 
else_jump @INTRO1_18805 
if 
  54@ == 4 
else_jump @INTRO1_18805 
if 
  94@ > 5 
else_jump @INTRO1_18805 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_18805 
if 
00F2:   actor 75@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_18805 
123@ = 1 
gosub @INTRO1_20653 

:INTRO1_18805
03D5: remove_text 'INTRO2G'  // ~s~You're too far away. Stay with ~b~Sweet~s~.
$126 = 1 

:INTRO1_18823
if 
  100@ == 2 
else_jump @INTRO1_19255 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_19063 
if 
8104:   not actor $PLAYER_ACTOR near_actor 74@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_18948 
00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Ryder~s~.
if 
  123@ == 1 
else_jump @INTRO1_18934 
123@ = 0 

:INTRO1_18934
$126 = 0 
jump @INTRO1_19063 

:INTRO1_18948
if 
  123@ == 0 
else_jump @INTRO1_19045 
if 
  94@ > 1 
else_jump @INTRO1_19045 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_19045 
if 
00F2:   actor 74@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_19045 
123@ = 1 
gosub @INTRO1_20653 

:INTRO1_19045
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.
$126 = 1 

:INTRO1_19063
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_19255 
if 
8104:   not actor $PLAYER_ACTOR near_actor 73@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_19147 
if 
  116@ == 1 
else_jump @INTRO1_19140 
116@ = 0 

:INTRO1_19140
jump @INTRO1_19255 

:INTRO1_19147
if 
  116@ == 0 
else_jump @INTRO1_19244 
if 
  94@ > 2 
else_jump @INTRO1_19244 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_19244 
if 
00F2:   actor 73@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @INTRO1_19244 
116@ = 1 
gosub @INTRO1_21348 

:INTRO1_19244
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.

:INTRO1_19255
if 
  62@ == 0 
else_jump @INTRO1_19475 
0164: disable_marker 51@ 
$126 = 1 
if 
  100@ == 0 
else_jump @INTRO1_19360 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_19339 
0164: disable_marker 47@ 
0187: 47@ = create_marker_above_actor 75@ 
07E0: set_marker 47@ type_to 1 

:INTRO1_19339
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
100@ = 1 

:INTRO1_19360
if 
  100@ == 1 
else_jump @INTRO1_19414 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_19414 
0164: disable_marker 47@ 
0187: 47@ = create_marker_above_actor 75@ 
07E0: set_marker 47@ type_to 1 

:INTRO1_19414
if 
  100@ == 2 
else_jump @INTRO1_19468 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_19468 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 74@ 
07E0: set_marker 48@ type_to 1 

:INTRO1_19468
62@ = 1 

:INTRO1_19475
jump @INTRO1_19578 

:INTRO1_19482
if 
  62@ == 1 
else_jump @INTRO1_19578 
0164: disable_marker 51@ 
0164: disable_marker 48@ 
0164: disable_marker 47@ 
0186: 51@ = create_marker_above_car 45@ 
07E0: set_marker 51@ type_to 1 
if 
   not 100@ == 0 
else_jump @INTRO1_19564 
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_19564
$126 = 0 
62@ = 0 

:INTRO1_19578
jump @INTRO1_19608 

:INTRO1_19585
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
53@ = 1 

:INTRO1_19608
if 
0118:   actor 73@ dead 
else_jump @INTRO1_19654 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
53@ = 1 
jump @INTRO1_19750 

:INTRO1_19654
if 
  91@ == 0 
else_jump @INTRO1_19750 
if 
8118:   not actor 73@ dead 
else_jump @INTRO1_19750 
if 
8119:   not car 84@ wrecked 
else_jump @INTRO1_19750 
if 
00DB:   actor 73@ in_car 84@ 
else_jump @INTRO1_19750 
0687: clear_actor 73@ task 
0618: assign_actor 73@ to_AS_pack 90@ 
04E0: car 84@ abandon_path_radius 10 
91@ = 1 

:INTRO1_19750
if 
0118:   actor 74@ dead 
else_jump @INTRO1_19796 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
53@ = 1 
jump @INTRO1_19892 

:INTRO1_19796
if 
  93@ == 0 
else_jump @INTRO1_19892 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_19892 
if 
8119:   not car 85@ wrecked 
else_jump @INTRO1_19892 
if 
00DB:   actor 74@ in_car 85@ 
else_jump @INTRO1_19892 
0687: clear_actor 74@ task 
0618: assign_actor 74@ to_AS_pack 90@ 
04E0: car 85@ abandon_path_radius 10 
93@ = 1 

:INTRO1_19892
if 
   not 100@ == 2 
else_jump @INTRO1_20052 
if 
0118:   actor 75@ dead 
else_jump @INTRO1_19956 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
53@ = 1 
jump @INTRO1_20052 

:INTRO1_19956
if 
  92@ == 0 
else_jump @INTRO1_20052 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_20052 
if 
8119:   not car 86@ wrecked 
else_jump @INTRO1_20052 
if 
00DB:   actor 75@ in_car 86@ 
else_jump @INTRO1_20052 
0687: clear_actor 75@ task 
0618: assign_actor 75@ to_AS_pack 90@ 
04E0: car 86@ abandon_path_radius 10 
92@ = 1 

:INTRO1_20052
if and
  91@ == 1 
  92@ == 1 
  93@ == 1 
else_jump @INTRO1_20096 
061B: remove_references_to_AS_pack 90@ 
91@ = 2 

:INTRO1_20096
return 

:INTRO1_20098
if 
  41@ > 1000 
else_jump @INTRO1_20420 
if 
8118:   not actor 73@(56@,3i) dead 
else_jump @INTRO1_20380 
if 
8119:   not car 84@(56@,3i) wrecked 
else_jump @INTRO1_20343 
if 
00DB:   actor 73@(56@,3i) in_car 84@(56@,3i) 
else_jump @INTRO1_20336 
if 
00F2:   actor 73@(56@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 
else_jump @INTRO1_20281 
if 
  66@(56@,3i) == 0 
else_jump @INTRO1_20274 
0575: set_actor 73@(56@,3i) keep_position 0 
0574: set_car 84@(56@,3i) keep_position 0 
66@(56@,3i) = 1 

:INTRO1_20274
jump @INTRO1_20336 

:INTRO1_20281
if 
  66@(56@,3i) == 1 
else_jump @INTRO1_20336 
0575: set_actor 73@(56@,3i) keep_position 1 
0574: set_car 84@(56@,3i) keep_position 1 
66@(56@,3i) = 0 

:INTRO1_20336
jump @INTRO1_20380 

:INTRO1_20343
0687: clear_actor 73@(56@,3i) task 
0603: AS_actor 73@(56@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 

:INTRO1_20380
56@ += 1 
if 
002D:   56@ >= 115@ // (int) 
else_jump @INTRO1_20413 
56@ = 0 

:INTRO1_20413
41@ = 0 

:INTRO1_20420
return 

:INTRO1_20422
if or
  83@ == 0 
  83@ == 1 
else_jump @INTRO1_20492 
if 
002D:   71@ >= 94@ // (int) 
else_jump @INTRO1_20492 
if 
  40@ > 200 
else_jump @INTRO1_20492 
gosub @INTRO1_20557 

:INTRO1_20492
if 
  83@ == 2 
else_jump @INTRO1_20555 
if 
03D2:   wav 1 ended 
else_jump @INTRO1_20555 
83@ = 0 
94@ += 1 
117@ = 0 
00BE: text_clear_all 
40@ = 0 

:INTRO1_20555
return 

:INTRO1_20557
if 
  83@ == 0 
else_jump @INTRO1_20593 
03CF: load_wav 101@(94@,14i) as 1 
83@ = 1 

:INTRO1_20593
if 
  83@ == 1 
else_jump @INTRO1_20651 
if 
03D0:   wav 1 loaded 
else_jump @INTRO1_20651 
00BC: show_text_highpriority GXT $7842(94@,14s) time 4000 flag 1 
03D1: play_wav 1 
83@ = 2 

:INTRO1_20651
return 

:INTRO1_20653
040D: unload_wav 2 
if 
  100@ == 1 
else_jump @INTRO1_20793 
if 
  123@ == 1 
else_jump @INTRO1_20793 
if 
  72@ == 0 
else_jump @INTRO1_20718 
03CF: load_wav 20040 as 2 

:INTRO1_20718
if 
  72@ == 1 
else_jump @INTRO1_20743 
03CF: load_wav 20041 as 2 

:INTRO1_20743
if 
  72@ == 2 
else_jump @INTRO1_20768 
03CF: load_wav 20042 as 2 

:INTRO1_20768
if 
  72@ == 3 
else_jump @INTRO1_20793 
03CF: load_wav 20032 as 2 

:INTRO1_20793
if 
  100@ == 2 
else_jump @INTRO1_20929 
if 
  123@ == 1 
else_jump @INTRO1_20929 
if 
  72@ == 0 
else_jump @INTRO1_20854 
03CF: load_wav 20047 as 2 

:INTRO1_20854
if 
  72@ == 1 
else_jump @INTRO1_20879 
03CF: load_wav 20046 as 2 

:INTRO1_20879
if 
  72@ == 2 
else_jump @INTRO1_20904 
03CF: load_wav 20048 as 2 

:INTRO1_20904
if 
  72@ == 3 
else_jump @INTRO1_20929 
03CF: load_wav 20056 as 2 

:INTRO1_20929
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
gosub @INTRO1_21735 
03D1: play_wav 2 
if 
  100@ == 1 
else_jump @INTRO1_21128 
if 
  123@ == 1 
else_jump @INTRO1_21128 
if 
  72@ == 0 
else_jump @INTRO1_21026 
00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1  // Move it, CJ, move it!

:INTRO1_21026
if 
  72@ == 1 
else_jump @INTRO1_21060 
00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1  // Keep up, CJ!

:INTRO1_21060
if 
  72@ == 2 
else_jump @INTRO1_21094 
00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1  // C'mon, CJ. Pedal like a motherfucker!

:INTRO1_21094
if 
  72@ == 3 
else_jump @INTRO1_21128 
00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1  // How'd it get so bad?

:INTRO1_21128
if 
  100@ == 2 
else_jump @INTRO1_21300 
if 
  123@ == 1 
else_jump @INTRO1_21300 
if 
  72@ == 0 
else_jump @INTRO1_21198 
00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1  // Move it, CJ - you're embarrassing us, nigga!

:INTRO1_21198
if 
  72@ == 1 
else_jump @INTRO1_21232 
00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1  // What's the matter, fool? You tired?

:INTRO1_21232
if 
  72@ == 2 
else_jump @INTRO1_21266 
00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1  // Keep up, motherfucker!

:INTRO1_21266
if 
  72@ == 3 
else_jump @INTRO1_21300 
00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1  // Typical, CJ! Leaving the homies behind, huh?

:INTRO1_21300
gosub @INTRO1_22150 
72@ += 1 
if 
  72@ > 3 
else_jump @INTRO1_21339 
72@ = 0 

:INTRO1_21339
40@ = 0 
return 

:INTRO1_21348
040D: unload_wav 2 
if 
  100@ == 2 
else_jump @INTRO1_21488 
if 
  116@ == 1 
else_jump @INTRO1_21488 
if 
  95@ == 0 
else_jump @INTRO1_21413 
03CF: load_wav 20049 as 2 

:INTRO1_21413
if 
  95@ == 1 
else_jump @INTRO1_21438 
03CF: load_wav 20043 as 2 

:INTRO1_21438
if 
  95@ == 2 
else_jump @INTRO1_21463 
03CF: load_wav 20044 as 2 

:INTRO1_21463
if 
  95@ == 3 
else_jump @INTRO1_21488 
03CF: load_wav 20045 as 2 

:INTRO1_21488
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
gosub @INTRO1_21735 
03D1: play_wav 2 
if 
  100@ == 2 
else_jump @INTRO1_21687 
if 
  116@ == 1 
else_jump @INTRO1_21687 
if 
  95@ == 0 
else_jump @INTRO1_21585 
00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1  // What's matter, CJ? Can't keep up with the fat man?

:INTRO1_21585
if 
  95@ == 1 
else_jump @INTRO1_21619 
00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1  // C'mon man, you gotta keep up!

:INTRO1_21619
if 
  95@ == 2 
else_jump @INTRO1_21653 
00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1  // Keep up, CJ!

:INTRO1_21653
if 
  95@ == 3 
else_jump @INTRO1_21687 
00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1  // Don't lose us, CJ!

:INTRO1_21687
gosub @INTRO1_22150 
95@ += 1 
if 
  95@ > 3 
else_jump @INTRO1_21726 
95@ = 0 

:INTRO1_21726
40@ = 0 
return 

:INTRO1_21735
if 
83D0:   not wav 2 loaded 
else_jump @INTRO1_22148 
wait 0 
if 
0119:   car 45@ wrecked 
else_jump @INTRO1_21770 

:INTRO1_21770
if 
0118:   actor 73@ dead 
else_jump @INTRO1_21811 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
53@ = 1 
return 

:INTRO1_21811
if 
0118:   actor 74@ dead 
else_jump @INTRO1_21852 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
53@ = 1 
return 

:INTRO1_21852
if 
   not 100@ == 2 
else_jump @INTRO1_21911 
if 
0118:   actor 75@ dead 
else_jump @INTRO1_21911 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
53@ = 1 
return 

:INTRO1_21911
if 
  100@ == 1 
else_jump @INTRO1_22032 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_22032 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 75@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_22032 
return 

:INTRO1_22032
if 
  100@ == 2 
else_jump @INTRO1_22141 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_22141 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 74@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_22141 
return 

:INTRO1_22141
jump @INTRO1_21735 

:INTRO1_22148
return 

:INTRO1_22150
if 
83D2:   not wav 2 ended 
else_jump @INTRO1_22563 
wait 0 
if 
0119:   car 45@ wrecked 
else_jump @INTRO1_22185 

:INTRO1_22185
if 
0118:   actor 73@ dead 
else_jump @INTRO1_22226 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
53@ = 1 
return 

:INTRO1_22226
if 
0118:   actor 74@ dead 
else_jump @INTRO1_22267 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
53@ = 1 
return 

:INTRO1_22267
if 
   not 100@ == 2 
else_jump @INTRO1_22326 
if 
0118:   actor 75@ dead 
else_jump @INTRO1_22326 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
53@ = 1 
return 

:INTRO1_22326
if 
  100@ == 1 
else_jump @INTRO1_22447 
if 
8118:   not actor 75@ dead 
else_jump @INTRO1_22447 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 75@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
else_jump @INTRO1_22447 
return 

:INTRO1_22447
if 
  100@ == 2 
else_jump @INTRO1_22556 
if 
8118:   not actor 74@ dead 
else_jump @INTRO1_22556 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 74@ radius 60.0 60.0 20.0 sphere 0 
else_jump @INTRO1_22556 
return 

:INTRO1_22556
jump @INTRO1_22150 

:INTRO1_22563
return 

//-------------Mission 12---------------
// Originally: Ryder

:INTRO2
thread 'INTRO2' 
gosub @INTRO2_908 
if 
wasted_or_busted 
else_jump @INTRO2_38 
gosub @INTRO2_13678 

:INTRO2_38
gosub @INTRO2_14828 
end_thread 

:INTRO2_47
0871: init_jump_table 48@ total_jumps 5 default_jump 0 @INTRO2_906 jumps 0 @INTRO2_110 1 @INTRO2_498 2 @INTRO2_600 3 @INTRO2_768 4 @INTRO2_848 -1 @INTRO2_906 -1 @INTRO2_906 

:INTRO2_110
05A9: s$7870[0] = 'INT2_CA' // s$  // Hey, Old Reece still run the barber shop?
05A9: s$7870[1] = 'INT2_CB' // s$  // Like a raggedy-assed motherfucker!
05A9: s$7870[2] = 'INT2_CC' // s$  // He popped his membrane years ago!
05A9: s$7870[3] = 'INT2_CD' // s$  // No WAY I'd let that old fool near MY head!
05A9: s$7870[4] = 'INT2_CE' // s$  // Yeah, I think I'll get cut up.
05A9: s$7870[5] = 'INT2_CF' // s$  // Whatever. You got five minutes.
05A9: s$7870[6] = 'INT2_CG' // s$  // I'll be cutting you like a DJ.
05A9: s$7870[7] = 'INT2_BA' // s$  // So when you running off again?
05A9: s$7870[8] = 'INT2_BB' // s$  // I'm not, I'm thinkin' of staying.
05A9: s$7870[9] = 'INT2_BC' // s$  // Why?
05A9: s$7870[10] = 'INT2_BD' // s$  // My family, the homies is here.
05A9: s$7870[11] = 'INT2_BE' // s$  // We were always here, fool!
05A9: s$7870[12] = 'INT2_BF' // s$  // Yeah, but, now I'm back and I know what I've been missing.
05A9: s$7870[13] = 'INT2_BG' // s$  // Don't expect me to kiss your ass or nothing.
05A9: s$7870[14] = 'INT2_BH' // s$  // You still a buster to me.
05A9: s$7870[15] = 'INT2_BJ' // s$  // Yeah, OK. Thanks homie.
05A9: s$7870[16] = 'INT2_BK' // s$  // Yeah, don't mention it.
04AF: 78@ = 20211 // = constant 
04AF: 79@ = 20212 // = constant 
04AF: 80@ = 20213 // = constant 
04AF: 81@ = 20214 // = constant 
04AF: 82@ = 20215 // = constant 
04AF: 83@ = 20216 // = constant 
04AF: 84@ = 20217 // = constant 
04AF: 85@ = 20201 // = constant 
04AF: 86@ = 20202 // = constant 
04AF: 87@ = 20203 // = constant 
04AF: 88@ = 20204 // = constant 
04AF: 89@ = 20205 // = constant 
04AF: 90@ = 20206 // = constant 
04AF: 91@ = 20207 // = constant 
04AF: 92@ = 20208 // = constant 
04AF: 93@ = 20209 // = constant 
04AF: 94@ = 20210 // = constant 
58@ = 16 
jump @INTRO2_906 

:INTRO2_498
05A9: s$7870[0] = 'INT2_FA' // s$  // Man, what's this? Shit looks ridiculous.
05A9: s$7870[1] = 'INT2_FB' // s$  // No respect for the 'hood, all clean and shit.
05A9: s$7870[2] = 'INT2_FC' // s$  // You're looking too skinny, CJ.
05A9: s$7870[3] = 'INT2_FD' // s$  // Go and get us something to eat. I'm gonna finish this. Then I'm going to take care of business.
04AF: 78@ = 20222 // = constant 
04AF: 79@ = 20223 // = constant 
04AF: 80@ = 20224 // = constant 
04AF: 81@ = 20225 // = constant 
58@ = 3 
jump @INTRO2_906 

:INTRO2_600
05A9: s$7870[0] = 'INT2_GA' // s$  // Give up the money! This a raid!
05A9: s$7870[1] = 'INT2_GB' // s$  // Ryder! Not this again!
05A9: s$7870[2] = 'INT2_GC' // s$  // It ain't me, fool!
05A9: s$7870[3] = 'INT2_GD' // s$  // No one else is that small! I feel sorry for your dad!
05A9: s$7870[4] = 'INT2_GE' // s$  // Shit, you crazy! Let's get up outta here!
05A9: s$7870[5] = 'INT2_GF' // s$  // Same old CJ! Busta! Straight busta!
05A9: s$7870[6] = 'INT2_HB' // s$  // Oh, shit! RUN!
04AF: 78@ = 20226 // = constant 
04AF: 79@ = 20227 // = constant 
04AF: 80@ = 20228 // = constant 
04AF: 81@ = 20229 // = constant 
04AF: 82@ = 20230 // = constant 
04AF: 83@ = 20231 // = constant 
04AF: 84@ = 20233 // = constant 
58@ = 7 
jump @INTRO2_906 

:INTRO2_768
05A9: s$7870[0] = 'INT2_NB' // s$  // Better drop by and see Sweet.
05A9: s$7870[1] = 'INT2_NC' // s$  // He's been yapping on about that graffiti, too.
05A9: s$7870[2] = 'INT2_ND' // s$  // Later, homie.
04AF: 78@ = 20246 // = constant 
04AF: 79@ = 20247 // = constant 
04AF: 80@ = 20248 // = constant 
58@ = 2 
jump @INTRO2_906 

:INTRO2_848
05A9: s$7870[0] = 'INT2_JA' // s$  // What you waiting for, fool?
05A9: s$7870[1] = 'INT2_JB' // s$  // Take us back to the Grove, motherfucker!
04AF: 78@ = 20236 // = constant 
04AF: 79@ = 20237 // = constant 
58@ = 1 
jump @INTRO2_906 

:INTRO2_906
return 

:INTRO2_908
increment_mission_attempts 
$ONMISSION = 1 
44@ = 0 
46@ = 0 
$675 = 0 
67@ = 0 
68@ = 0 
$87 = 0 
52@ = 0 
74@ = 0 
$27 = 0 
76@ = 0 
69@ = 0 
77@ = 0 
56@ = 0 
71@ = 0 
65@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0.05 
99@ = 0.12 
100@ = 0.0 
076C: set_zone 'IWD1' gang 0 density_to 5 
076C: set_zone 'IWD2' gang 0 density_to 5 
076C: set_zone 'IWD3A' gang 0 density_to 5 
076C: set_zone 'IWD3B' gang 0 density_to 5 
076C: set_zone 'IWD4' gang 0 density_to 5 
076C: set_zone 'IWD5' gang 0 density_to 5 
wait 0 
054C: use_GXT_table 'INTRO2' 
jump @INTRO2_1204 
009A: $11386 = create_actor_pedtype 24 model $3802 at $11410 $11411 $11412 

:INTRO2_1204
select_interior 2 
02E4: load_cutscene_data 'INTRO2A' 

:INTRO2_1219
if 
86B9:   not cutscene_data_loaded 
else_jump @INTRO2_1243 
wait 0 
jump @INTRO2_1219 

:INTRO2_1243
02E7: start_cutscene 
fade 1 1000 

:INTRO2_1252
if 
82E9:   not cutscene_reached_end 
else_jump @INTRO2_1276 
wait 0 
jump @INTRO2_1252 

:INTRO2_1276
fade 0 0 

:INTRO2_1282
if 
fading 
else_jump @INTRO2_1306 
wait 0 
jump @INTRO2_1282 

:INTRO2_1306
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
select_interior 0 
0164: disable_marker $448 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model 600 
0247: load_model #CIGAR 
0247: load_model #CIGAR_GLOW 
038B: load_requested_models 

:INTRO2_1352
if or
8248:   not model 600 available 
8248:   not model #CIGAR available 
8248:   not model #CIGAR_GLOW available 
823D:   not special_actor 1 loaded 
else_jump @INTRO2_1391 
wait 0 
jump @INTRO2_1352 

:INTRO2_1391
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014C: set_parked_car_generator $4148 cars_to_generate_to 0 
0395: clear_area 1 at $141 $142 $143 radius 6.0 
0674: set_car_model 600 numberplate "_SHERM__" 
00A5: $136 = create_car 600 at $141 $142 $143 
053F: set_car $136 tires_vulnerability 0 
0229: set_car $136 primary_color_to 84 secondary_color_to 84 
0175: set_car $136 Z_angle_to 0.0 
0852: set_car $136 damages_visible 0 
041E: set_radio_station 5 
009A: $131 = create_actor_pedtype 24 model 290 at 2475.29 -1687.85 12.51 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
060B: set_actor $131 decision_maker_to 75@ 
0245: set_actor $131 walk_style_to "GANG1" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0568: set_actor $131 untargetable 1 
0223: set_actor $131 health_to 500 
08AF: set_actor $131 max_health_to 500 
0446: set_actor $131 dismemberment_possible 0 
07A1: set_walk_speed 4 
05CA: AS_actor $131 enter_car $136 passenger_seat 0 time 20000 
039E: set_actor $131 locked 1 while_in_car 
0526: set_actor $131 stay_in_car_when_jacked 1 
09F6: set_actor $131 unjackable_through_driver_seat 0 
0186: 45@ = create_marker_above_car $136 
07E0: set_marker 45@ type_to 1 
018A: 42@ = create_checkpoint_at 2074.4 -1800.8 12.5 
0164: disable_marker 42@ 
03CF: load_wav 20200 as 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2464.03 -1687.61 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.27 
select_interior 0 
03CB: set_rendering_origin_at 2464.03 -1687.61 12.51 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1000 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_1851 
jump @INTRO2_13678 

:INTRO2_1851
if 
0118:   actor $131 dead 
else_jump @INTRO2_1874 
jump @INTRO2_13678 

:INTRO2_1874
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_1978 
wait 0 
if 
0118:   actor $131 dead 
else_jump @INTRO2_1932 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_1932
if 
0119:   car $136 wrecked 
else_jump @INTRO2_1971 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_1971
jump @INTRO2_1874 

:INTRO2_1978
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_AA' time 10000 flag 1  // Hey, show me how they drive on the East Coast, homie!

:INTRO2_1998
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_2102 
wait 0 
if 
0118:   actor $131 dead 
else_jump @INTRO2_2056 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_2056
if 
0119:   car $136 wrecked 
else_jump @INTRO2_2095 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_2095
jump @INTRO2_1998 

:INTRO2_2102
$126 = 0 
57@ = 0 
64@ = 0 
72@ = 0 
48@ = 0 
gosub @INTRO2_47 
03D5: remove_text 'INT2_1'  // ~s~Go and see Ryder, he lives down the street.
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
if 
0118:   actor $131 dead 
else_jump @INTRO2_2210 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_2210
if 
0119:   car $136 wrecked 
else_jump @INTRO2_2249 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_2249
$168 = 1 

:INTRO2_2256
if or
81AF:   not car $136 sphere $126 in_sphere 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $136 
80DB:   not actor $131 in_car $136 
89D0:   not car $136 on_wheels 
else_jump @INTRO2_2886 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @INTRO2_2352 
jump @INTRO2_13703 

:INTRO2_2352
if 
  56@ == 0 
else_jump @INTRO2_2436 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0 
else_jump @INTRO2_2436 
03E5: show_text_box 'HELP44B'  // Drive your vehicle onto the red marker.
56@ = 1 

:INTRO2_2436
if 
0118:   actor $131 dead 
else_jump @INTRO2_2475 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_2475
if 
0119:   car $136 wrecked 
else_jump @INTRO2_2521 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 
jump @INTRO2_2724 

:INTRO2_2521
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_2632 
if 
  46@ == 0 
else_jump @INTRO2_2625 
0164: disable_marker 45@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2077.84 -1792.59 12.56 
$126 = 1 
00BC: show_text_highpriority GXT 'HOOD2_A' time 6000 flag 1  // ~s~Go with Ryder to the ~y~barbers~s~.
41@ = 0 
46@ = 1 

:INTRO2_2625
jump @INTRO2_2724 

:INTRO2_2632
if 
  46@ == 1 
else_jump @INTRO2_2724 
0164: disable_marker 42@ 
0164: disable_marker 45@ 
0186: 45@ = create_marker_above_car $136 
07E0: set_marker 45@ type_to 1 
$126 = 0 
gosub @INTRO2_15128 
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
46@ = 0 

:INTRO2_2724
if 
8118:   not actor $131 dead 
else_jump @INTRO2_2801 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_2801 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_2801 
if 
  41@ > 3000 
else_jump @INTRO2_2801 
gosub @INTRO2_16046 

:INTRO2_2801
if 
0118:   actor $131 dead 
else_jump @INTRO2_2840 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_2840
if 
0119:   car $136 wrecked 
else_jump @INTRO2_2879 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_2879
jump @INTRO2_2256 

:INTRO2_2886
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
07FB: set_interior 'BARBERS' access 1  // Barber
015F: set_camera_position 2086.424 -1783.578 16.9391 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.603 -1784.143 16.8617 switchstyle 2 
41@ = 0 

:INTRO2_2970
if 
  3000 > 41@ 
else_jump @INTRO2_3058 
wait 0 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_3051 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_3051 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_3051 
gosub @INTRO2_16046 

:INTRO2_3051
jump @INTRO2_2970 

:INTRO2_3058
0707: start_scene_skip_to @INTRO2_3222 
015F: set_camera_position 2075.418 -1794.748 14.3637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.44 -1794.564 14.2591 switchstyle 2 
03E5: show_text_box 'INT2_8'  // Walk into the yellow marker to enter the barber shop.
41@ = 0 

:INTRO2_3134
if 
  3000 > 41@ 
else_jump @INTRO2_3222 
wait 0 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_3215 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_3215 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_3215 
gosub @INTRO2_16046 

:INTRO2_3215
jump @INTRO2_3134 

:INTRO2_3222
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 413.6397 -19.9389 1000.812 
08DC: create_interior_marker 42@ at 2073.042 -1794.563 radius 20.0 
$675 = 0 

:INTRO2_3291
if or
  $675 == 0 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3802 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_3389 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_3389
if 
0118:   actor $131 dead 
else_jump @INTRO2_3428 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_3428
if 
  65@ == 0 
else_jump @INTRO2_3518 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_3518 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_3518 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_3511 
gosub @INTRO2_16046 
jump @INTRO2_3518 

:INTRO2_3511
65@ = 1 

:INTRO2_3518
077E: get_active_interior_to 66@ 
if 
  66@ == 2 
else_jump @INTRO2_3647 
if 
  67@ == 0 
else_jump @INTRO2_3640 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3640 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'INT2_9' time 5000 flag 1  // ~s~Walk into the marker to get a haircut.
04ED: load_animation "SHOP" 
67@ = 1 

:INTRO2_3640
jump @INTRO2_3736 

:INTRO2_3647
if 
  67@ == 1 
else_jump @INTRO2_3736 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
else_jump @INTRO2_3736 
00BC: show_text_highpriority GXT 'INT2_8' time 10000 flag 1  // Walk into the yellow marker to enter the barber shop.
67@ = 0 

:INTRO2_3736
if 
  $675 == 0 
else_jump @INTRO2_3795 
if 
  $4136 == 1 
else_jump @INTRO2_3795 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
jump @INTRO2_13678 

:INTRO2_3795
jump @INTRO2_3291 

:INTRO2_3802
fade 0 0 
00BE: text_clear_all 
0164: disable_marker 42@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 

:INTRO2_3891
if 
84EE:   not animation "SHOP" loaded 
else_jump @INTRO2_3927 
wait 0 
fade 0 0 
jump @INTRO2_3891 

:INTRO2_3927
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_4396 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4366 

:INTRO2_3959
if 
04F1:   is_car_waiting_for_world_collision $136 
else_jump @INTRO2_4031 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_4018 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_4018
fade 0 0 
jump @INTRO2_3959 

:INTRO2_4031
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4263 
00A1: put_actor $PLAYER_ACTOR at 2072.55 -1794.67 12.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.55 
0792: disembark_instantly_actor $131 
if 
00DF:   actor $131 driving 
else_jump @INTRO2_4125 
0362: remove_actor $131 from_car_and_place_at 2076.492 -1796.413 12.5545 
jump @INTRO2_4145 

:INTRO2_4125
00A1: put_actor $131 at 2076.492 -1796.413 12.5545 

:INTRO2_4145
0173: set_actor $131 Z_angle_to 80.0 
0223: set_actor $131 health_to 500 
0107: 54@ = create_object #CIGAR at 2440.58 -1979.89 14.2 
070A: AS_actor $131 attach_to_object 54@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor $131 perform_animation "SMOKE_RYD" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_4263
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_4333 
0395: clear_area 1 at 2078.09 -1796.21 12.3828 radius 100.0 
00AB: put_car $136 at 2078.09 -1796.21 12.3828 
0175: set_car $136 Z_angle_to 176.9536 

:INTRO2_4333
068A: set_car $136 repair_door 2 
068A: set_car $136 repair_door 3 
0508: car $136 close_all_doors 
020A: set_car $136 door_status_to 3 
jump @INTRO2_4389 

:INTRO2_4366
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_4389
jump @INTRO2_4419 

:INTRO2_4396
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_4419
40@ = 0 

:INTRO2_4426
if 
   not 40@ > 400 
else_jump @INTRO2_4462 
wait 0 
fade 0 0 
jump @INTRO2_4426 

:INTRO2_4462
00BE: text_clear_all 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4528 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 2075.53 -1796.32 12.55 mode 4 time 10000 ms // versionA 
0647: AS_actor -1 clear_look_task 
05BF: AS_actor -1 look_at_actor $131 4500 ms 
0616: define_AS_pack_end 53@ 

:INTRO2_4528
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
015F: set_camera_position 2074.866 -1800.882 13.4518 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.067 -1799.903 13.4124 switchstyle 2 
00BE: text_clear_all 
fade 1 500 
71@ = 0 
57@ = 0 
64@ = 0 
72@ = 0 
48@ = 1 
gosub @INTRO2_47 
40@ = 0 

:INTRO2_4650
if 
   not 40@ > 1700 
else_jump @INTRO2_4687 
wait 0 
gosub @INTRO2_15737 
jump @INTRO2_4650 

:INTRO2_4687
if 
  $2900 == 1 
else_jump @INTRO2_4712 
0707: start_scene_skip_to @INTRO2_6559 

:INTRO2_4712
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4744 
0647: AS_actor $131 clear_look_task 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 2000 ms 

:INTRO2_4744
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4797 
0669: 63@ = attach_particle "EXHALE" to_actor $131 with_offset 98@ 99@ 100@ type 1 
0883: attach_particle 63@ to_actor $131 mode 5 

:INTRO2_4797
if 
8118:   not actor $131 dead 
else_jump @INTRO2_4818 
0968: actor $131 stop_mouth 

:INTRO2_4818
if or
0500:   player $PLAYER_CHAR skin == "TASH" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "GOATEE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "BEARD" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "PLAYER_FACE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "HIGHFADE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "FLATTOP" on_bodypart 1 
else_jump @INTRO2_5435 
03CF: load_wav 20218 as 1 
03CF: load_wav 20219 as 2 
72@ = 0 

:INTRO2_4945
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_5014 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5007 
if 
  64@ == 2 
else_jump @INTRO2_5007 

:INTRO2_5007
jump @INTRO2_4945 

:INTRO2_5014
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_DA' time 10000 flag 1  // Shit! I told you he was crazy!
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5058 
0967: actor $131 move_mouth 2000 ms 

:INTRO2_5058
72@ = 0 

:INTRO2_5065
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_5134 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5127 
if 
  64@ == 2 
else_jump @INTRO2_5127 

:INTRO2_5127
jump @INTRO2_5065 

:INTRO2_5134
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5155 
0968: actor $131 stop_mouth 

:INTRO2_5155
015F: set_camera_position 2074.827 -1797.414 14.233 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.432 -1796.664 13.9678 switchstyle 2 
wait 1000 
72@ = 0 

:INTRO2_5218
if 
83D0:   not wav 2 loaded 
else_jump @INTRO2_5287 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5280 
if 
  64@ == 2 
else_jump @INTRO2_5280 

:INTRO2_5280
jump @INTRO2_5218 

:INTRO2_5287
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT2_DB' time 10000 flag 1  // Man, you jacked up!
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5331 
0967: actor $131 move_mouth 2000 ms 

:INTRO2_5331
72@ = 0 

:INTRO2_5338
if 
83D2:   not wav 2 ended 
else_jump @INTRO2_5407 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5400 
if 
  64@ == 2 
else_jump @INTRO2_5400 

:INTRO2_5400
jump @INTRO2_5338 

:INTRO2_5407
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5428 
0968: actor $131 stop_mouth 

:INTRO2_5428
jump @INTRO2_5724 

:INTRO2_5435
03CF: load_wav 20221 as 1 
03CF: load_wav 65535 as 2 
72@ = 0 

:INTRO2_5458
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_5527 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5520 
if 
  64@ == 2 
else_jump @INTRO2_5520 

:INTRO2_5520
jump @INTRO2_5458 

:INTRO2_5527
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_EA' time 10000 flag 1  // You know something? I take it back. Old Reece still got it cracking.
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5571 
0967: actor $131 move_mouth 2000 ms 

:INTRO2_5571
72@ = 0 

:INTRO2_5578
if 
83D2:   not wav 1 ended 
else_jump @INTRO2_5647 
wait 0 
gosub @INTRO2_15737 
if 
  72@ == 0 
else_jump @INTRO2_5640 
if 
  64@ == 2 
else_jump @INTRO2_5640 

:INTRO2_5640
jump @INTRO2_5578 

:INTRO2_5647
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5668 
0968: actor $131 stop_mouth 

:INTRO2_5668
015F: set_camera_position 2075.19 -1797.282 14.4799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.638 -1796.471 14.103 switchstyle 2 
wait 1000 

:INTRO2_5724
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5745 
0968: actor $131 stop_mouth 

:INTRO2_5745
40@ = 0 

:INTRO2_5752
if 
   not 40@ > 1000 
else_jump @INTRO2_5789 
wait 0 
gosub @INTRO2_15737 
jump @INTRO2_5752 

:INTRO2_5789
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5810 
0968: actor $131 stop_mouth 

:INTRO2_5810
if 
8118:   not actor $131 dead 
else_jump @INTRO2_5854 
0647: AS_actor $131 clear_look_task 
06A9: AS_actor $131 look_at_point 2102.0 -1806.0 14.0 3000 ms 

:INTRO2_5854
72@ = 0 

:INTRO2_5861
if 
   not 57@ == 1 
else_jump @INTRO2_5947 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_5933 
if 
  64@ == 2 
else_jump @INTRO2_5933 
72@ = 1 

:INTRO2_5933
gosub @INTRO2_15737 
jump @INTRO2_5861 

:INTRO2_5947
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 time 12000 smooth_transition 1 
0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 time 12000 smooth_transition 1 
72@ = 0 

:INTRO2_6066
if 
   not 57@ == 2 
else_jump @INTRO2_6168 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_6154 
if 
  64@ == 2 
else_jump @INTRO2_6154 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_6147 

:INTRO2_6147
72@ = 1 

:INTRO2_6154
gosub @INTRO2_15737 
jump @INTRO2_6066 

:INTRO2_6168
41@ = 0 
72@ = 0 

:INTRO2_6182
if 
   not 57@ == 3 
else_jump @INTRO2_6284 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_6270 
if 
  64@ == 2 
else_jump @INTRO2_6270 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_6263 

:INTRO2_6263
72@ = 1 

:INTRO2_6270
gosub @INTRO2_15737 
jump @INTRO2_6182 

:INTRO2_6284
72@ = 0 

:INTRO2_6291
if 
   not 57@ == 4 
else_jump @INTRO2_6393 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_6379 
if 
  64@ == 2 
else_jump @INTRO2_6379 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_6372 

:INTRO2_6372
72@ = 1 

:INTRO2_6379
gosub @INTRO2_15737 
jump @INTRO2_6291 

:INTRO2_6393
if 
   not 41@ > 18000 
else_jump @INTRO2_6541 
wait 0 
if 
  52@ == 0 
else_jump @INTRO2_6475 
if 
  41@ > 7500 
else_jump @INTRO2_6475 
03E5: show_text_box 'FUDHLP1'  // If you do not eat you will lose weight and eventually energy. The red bar shows how much energy you have.
03E7: flash_hud_component 4 
52@ = 1 

:INTRO2_6475
if 
  52@ == 1 
else_jump @INTRO2_6534 
if 
  41@ > 13500 
else_jump @INTRO2_6534 
03E5: show_text_box 'FUDHLP2'  // When you eat, you gain energy but eat too much and you will become fat.
03E7: flash_hud_component -1 
52@ = 2 

:INTRO2_6534
jump @INTRO2_6393 

:INTRO2_6541
if 
  $2900 == 1 
else_jump @INTRO2_6569 

:INTRO2_6559
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO2_6569
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_6627 
0852: set_car $136 damages_visible 1 

:INTRO2_6627
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 372.9 -118.8 1000.57 
08DC: create_interior_marker 42@ at 2103.376 -1806.311 radius 20.0 
67@ = 0 
$87 = 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 
41@ = 0 
$126 = 1 
0A6F: checkpoint_save 1 

:INTRO2_6718
if or
8102:   not actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 3.0 sphere 0 stopped_on_foot 
   not $87 == 3 
else_jump @INTRO2_7480 
wait 0 
if 
  95@ == 0 
else_jump @INTRO2_6829 
if 
  41@ > 2000 
else_jump @INTRO2_6829 
0A6D: print_help_forever_conditional 'FUDHLP3' 512  // Press and hold ~m~~widget_player_info~ to view stats. Whenever a stat changes it will appear at the top left of the screen.
95@ = 1 

:INTRO2_6829
if 
0119:   car $136 wrecked 
else_jump @INTRO2_6868 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_6868
if 
0118:   actor $131 dead 
else_jump @INTRO2_6907 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_6907
gosub @INTRO2_15737 
if 
   not $87 == 3 
else_jump @INTRO2_7083 
if 
  $11387 == 1 
else_jump @INTRO2_7083 
if 
0118:   actor $11386 dead 
else_jump @INTRO2_6996 
00BC: show_text_highpriority GXT 'INT2_10' time 10000 flag 1  // ~r~You're not meant to kill the shop keeper!
jump @INTRO2_13678 
jump @INTRO2_7083 

:INTRO2_6996
if 
8184:   not actor $11386 health >= 99 
else_jump @INTRO2_7083 
if 
8118:   not actor $11386 dead 
else_jump @INTRO2_7083 
01B2: give_actor $11386 weapon 25 ammo 30 // Load the weapon model before using this 
01B9: set_actor $11386 armed_weapon_to 25 
077A: set_actor $11386 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
wait 1000 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
jump @INTRO2_13678 

:INTRO2_7083
if 
8118:   not actor $131 dead 
else_jump @INTRO2_7209 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_7209 
if 
  76@ == 0 
else_jump @INTRO2_7209 
if or
81AF:   not car $136 sphere 0 in_sphere 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0 
8184:   not actor $131 health >= 499 
else_jump @INTRO2_7209 
05CA: AS_actor $131 enter_car $136 passenger_seat 0 time 20000 
76@ = 1 

:INTRO2_7209
077E: get_active_interior_to 66@ 
if 
  66@ == 5 
else_jump @INTRO2_7405 
if 
  67@ == 0 
else_jump @INTRO2_7309 
04ED: load_animation "GANGS" 
04ED: load_animation "FOOD" 
0247: load_model 346 
0247: load_model 349 
023C: load_special_actor 'RYDER3' as 2 // models 290-299 
0247: load_model 155 
40@ = 0 
67@ = 1 

:INTRO2_7309
if 
  67@ == 1 
else_jump @INTRO2_7398 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 on_foot 
else_jump @INTRO2_7398 
00BC: show_text_highpriority GXT 'INT2_13' time 5000 flag 1  // ~s~Walk into the marker to buy a pizza.
67@ = 2 

:INTRO2_7398
jump @INTRO2_7432 

:INTRO2_7405
if 
  67@ == 2 
else_jump @INTRO2_7432 
00BE: text_clear_all 
67@ = 1 

:INTRO2_7432
if 
  $4135 == 1 
else_jump @INTRO2_7473 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
jump @INTRO2_13678 

:INTRO2_7473
jump @INTRO2_6718 

:INTRO2_7480
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
041D: set_camera_near_clip 0.1 
064E: stop_particle 63@ 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
03CF: load_wav 1828 as 4 

:INTRO2_7520
if or
84EE:   not animation "FOOD" loaded 
84EE:   not animation "GANGS" loaded 
823D:   not special_actor 2 loaded 
8248:   not model 155 available 
8248:   not model 346 available 
8248:   not model 349 available 
else_jump @INTRO2_7697 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_7610 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_7610
if 
0118:   actor $131 dead 
else_jump @INTRO2_7649 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_7649
if 
  $4135 == 1 
else_jump @INTRO2_7690 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
jump @INTRO2_13678 

:INTRO2_7690
jump @INTRO2_7520 

:INTRO2_7697
if 
8118:   not actor $131 dead 
else_jump @INTRO2_7816 
070B: set_actor $131 onbone_attached_object_operation 1 
0792: disembark_instantly_actor $131 
05BA: AS_actor $131 move_mouth 100 ms 
00A1: put_actor $131 at 375.7327 -125.2345 1000.53 
0173: set_actor $131 Z_angle_to 201.2298 
0223: set_actor $131 health_to 500 
08AF: set_actor $131 max_health_to 500 
0605: actor $131 perform_animation "ROB_SHIFTY" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_7816
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 20.0 
0395: clear_area 1 at 369.058 -4.92 1000.883 radius 20.0 
009A: 43@ = create_actor_pedtype 24 model 155 at 373.14 -117.11 1000.57 
0173: set_actor 43@ Z_angle_to 180.0 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
060B: set_actor 43@ decision_maker_to 51@ 
0647: AS_actor 43@ clear_look_task 
05BF: AS_actor 43@ look_at_actor $PLAYER_ACTOR 4700 ms 
0639: AS_actor 43@ rotate_to_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 372.9 -118.8 1000.57 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 43@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 59@ 
05D3: AS_actor -1 goto_point 375.2 -119.8 1000.5 mode 4 time 7000 ms // versionA 
0605: actor -1 perform_animation "ROB_STICKUP_IN" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 59@ 
57@ = 0 
64@ = 0 
72@ = 0 
48@ = 2 
gosub @INTRO2_47 
wait 200 
if 
  $27 == 0 
else_jump @INTRO2_8192 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @INTRO2_8332 

:INTRO2_8192
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0089: 98@ = $68 // (float) 
98@ += 0.355 
0089: 99@ = $69 // (float) 
99@ -= 0.116 
0089: 100@ = $70 // (float) 
100@ -= 0.048 
064B: 70@ = create_particle "PUKE" at 98@ 99@ 100@ type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $3950 

:INTRO2_8332
fade 1 500 
043C: disable_sounds_after_fadeout 1 
015F: set_camera_position 376.4939 -126.0317 1002.396 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 375.9087 -125.2215 1002.361 switchstyle 2 
wait 4500 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 time 7000 smooth_transition 1 
0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 time 7000 smooth_transition 1 
009B: destroy_actor $131 
0296: unload_special_actor 1 
009A: $131 = create_actor_pedtype 24 model 291 at 376.3327 -125.2345 1000.53 
0245: set_actor $131 walk_style_to "GANG1" 
0568: set_actor $131 untargetable 1 
0223: set_actor $131 health_to 500 
08AF: set_actor $131 max_health_to 500 
0446: set_actor $131 dismemberment_possible 0 
039E: set_actor $131 locked 1 while_in_car 
0526: set_actor $131 stay_in_car_when_jacked 1 
060B: set_actor $131 decision_maker_to 75@ 
09F6: set_actor $131 unjackable_through_driver_seat 0 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_8649 
01B2: give_actor $131 weapon 22 ammo 30 // Load the weapon model before using this 
01B9: set_actor $131 armed_weapon_to 22 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_8649 
0618: assign_actor $131 to_AS_pack 59@ 
061B: remove_references_to_AS_pack 59@ 

:INTRO2_8649
49@ = 0 
0707: start_scene_skip_to @INTRO2_10954 
40@ = 0 
71@ = 0 

:INTRO2_8677
if 
80FE:   not actor $131 sphere 0 in_sphere 375.2 -119.8 1000.5 radius 0.4 0.6 2.0 
else_jump @INTRO2_9124 
wait 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
else_jump @INTRO2_8899 
0613: 101@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
if 
  71@ == 0 
else_jump @INTRO2_8848 
if 
  101@ >= 0.463 
else_jump @INTRO2_8848 
if 
03D0:   wav 4 loaded 
else_jump @INTRO2_8841 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:INTRO2_8841
71@ = 1 

:INTRO2_8848
if 
  71@ == 1 
else_jump @INTRO2_8899 
if 
  101@ >= 0.52 
else_jump @INTRO2_8899 
064C: make_particle 70@ visible 
71@ = 2 

:INTRO2_8899
if 
0119:   car $136 wrecked 
else_jump @INTRO2_8938 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_8938
if 
0118:   actor $131 dead 
else_jump @INTRO2_8977 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_8977
if 
  $4135 == 1 
else_jump @INTRO2_9018 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
jump @INTRO2_13678 

:INTRO2_9018
if 
  77@ == 0 
else_jump @INTRO2_9117 
if 
  40@ > 1000 
else_jump @INTRO2_9117 
if 
  $27 == 0 
else_jump @INTRO2_9110 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:INTRO2_9110
77@ = 1 

:INTRO2_9117
jump @INTRO2_8677 

:INTRO2_9124
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_9253 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9253 
0687: clear_actor 43@ task 
0647: AS_actor 43@ clear_look_task 
05BF: AS_actor 43@ look_at_actor $131 12500 ms 
05BA: AS_actor $PLAYER_ACTOR move_mouth 100 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 10000 ms 
0173: set_actor 43@ Z_angle_to 200.0 
0605: actor 43@ perform_animation "SHP_ROB_HANDSUP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9253
$676 = 1 
72@ = 0 

:INTRO2_9267
if 
   not 57@ == 1 
else_jump @INTRO2_9378 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_9371 
if 
  64@ == 2 
else_jump @INTRO2_9371 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9364 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 6000 ms 

:INTRO2_9364
72@ = 1 

:INTRO2_9371
jump @INTRO2_9267 

:INTRO2_9378
72@ = 0 

:INTRO2_9385
if 
   not 57@ == 2 
else_jump @INTRO2_9548 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_9541 
if 
  64@ == 2 
else_jump @INTRO2_9541 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9502 
0605: actor $131 perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9502
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_9534 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 43@ 6000 ms 

:INTRO2_9534
72@ = 1 

:INTRO2_9541
jump @INTRO2_9385 

:INTRO2_9548
72@ = 0 

:INTRO2_9555
if 
   not 57@ == 3 
else_jump @INTRO2_9778 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_9771 
if 
  64@ == 2 
else_jump @INTRO2_9771 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9679 
0605: actor $131 perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9679
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9711 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 6000 ms 

:INTRO2_9711
0925: restore_camera_to_user_defined 
015F: set_camera_position 374.9156 -121.7312 1002.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.7307 -120.7778 1002.262 switchstyle 2 
72@ = 1 

:INTRO2_9771
jump @INTRO2_9555 

:INTRO2_9778
72@ = 0 

:INTRO2_9785
if 
   not 57@ == 4 
else_jump @INTRO2_9948 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_9941 
if 
  64@ == 2 
else_jump @INTRO2_9941 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_9882 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 43@ 6000 ms 

:INTRO2_9882
if 
8118:   not actor $131 dead 
else_jump @INTRO2_9934 
0605: actor $131 perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_9934
72@ = 1 

:INTRO2_9941
jump @INTRO2_9785 

:INTRO2_9948
0615: define_AS_pack_begin 50@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "ROB_2IDLE" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 50@ 
72@ = 0 

:INTRO2_10050
if 
   not 57@ == 5 
else_jump @INTRO2_10289 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_10282 
if 
  64@ == 2 
else_jump @INTRO2_10282 
015F: set_camera_position 371.562 -120.1569 1002.404 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 372.4125 -119.6767 1002.19 switchstyle 2 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_10275 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 10000 ms 
0687: clear_actor $131 task 
0647: AS_actor $131 clear_look_task 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 10000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $131 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_10275
72@ = 1 

:INTRO2_10282
jump @INTRO2_10050 

:INTRO2_10289
72@ = 0 

:INTRO2_10296
if 
   not 57@ == 6 
else_jump @INTRO2_10455 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_10448 
if 
  64@ == 2 
else_jump @INTRO2_10448 
015F: set_camera_position 374.6357 -121.6844 1001.637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.5972 -120.6883 1001.716 switchstyle 2 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_10441 
0618: assign_actor $131 to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:INTRO2_10441
72@ = 1 

:INTRO2_10448
jump @INTRO2_10296 

:INTRO2_10455
if 
8118:   not actor $131 dead 
else_jump @INTRO2_10476 
0687: clear_actor $131 task 

:INTRO2_10476
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_10542 
0173: set_actor 43@ Z_angle_to 180.0 
0605: actor 43@ perform_animation "SHP_GUN_GRAB" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:INTRO2_10542
wait 500 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_10580 
01B2: give_actor 43@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 43@ armed_weapon_to 25 

:INTRO2_10580
wait 500 
015F: set_camera_position 373.03 -116.1498 1002.375 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 373.0192 -117.1292 1002.173 switchstyle 2 
wait 300 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_10680 
0668: AS_actor 43@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 

:INTRO2_10680
72@ = 0 

:INTRO2_10687
if 
   not 57@ == 7 
else_jump @INTRO2_10947 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_10940 
if 
  64@ == 2 
else_jump @INTRO2_10940 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 372.0 -120.1 1000.5 
05D7: add_point_to_scmpath 370.5 -132.3 1000.4 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 376.3 -121.0 1000.5 
05D7: add_point_to_scmpath 375.9 -132.0 1000.5 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_10858 
05D8: AS_assign_scmpath to_actor $131 flags 6 0 

:INTRO2_10858
if and
8118:   not actor $131 dead 
8118:   not actor 43@ dead 
else_jump @INTRO2_10894 
0647: AS_actor $131 clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 43@ clear_look_task 

:INTRO2_10894
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_10933 
0668: AS_actor 43@ rotate_and_shoot_at 374.2905 -125.681 1001.308 1500 ms 

:INTRO2_10933
72@ = 1 

:INTRO2_10940
jump @INTRO2_10687 

:INTRO2_10947
49@ = 1 

:INTRO2_10954
0701: end_scene_skip 
if 
  49@ == 0 
else_jump @INTRO2_11013 
fade 0 0 
00BE: text_clear_all 

:INTRO2_10982
if 
fading 
else_jump @INTRO2_11006 
wait 0 
jump @INTRO2_10982 

:INTRO2_11006
jump @INTRO2_11046 

:INTRO2_11013
fade 0 500 
00BE: text_clear_all 

:INTRO2_11022
if 
fading 
else_jump @INTRO2_11046 
wait 0 
jump @INTRO2_11022 

:INTRO2_11046
0925: restore_camera_to_user_defined 
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 100.0 
select_interior 0 
05BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2102.21 -1806.65 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 75.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
0860: link_actor $PLAYER_ACTOR to_interior 0 
wait 0 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_11322 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_11322 
0647: AS_actor $131 clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 100.0 
00AB: put_car $136 at 2077.57 -1796.41 12.0 
0175: set_car $136 Z_angle_to 180.0 
0224: set_car $136 health_to 1000 
0395: clear_area 1 at 2098.61 -1801.62 12.39 radius 100.0 
00A1: put_actor $131 at 2092.61 -1801.62 12.39 
0173: set_actor $131 Z_angle_to 72.0 
0860: link_actor $131 to_interior 0 
020A: set_car $136 door_status_to 1 
07A1: set_walk_speed 6 
05CA: AS_actor $131 enter_car $136 passenger_seat 0 time 40000 

:INTRO2_11322
01B7: release_weather 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
087C: release_shopping_data 
04FA: reset_sky_colors_with_fade 0 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
46@ = 0 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
if 
0118:   actor $131 dead 
else_jump @INTRO2_11425 
jump @INTRO2_13678 
jump @INTRO2_11454 

:INTRO2_11425
0223: set_actor $131 health_to 500 
08AF: set_actor $131 max_health_to 500 
0187: 55@ = create_marker_above_actor $131 
0164: disable_marker 55@ 

:INTRO2_11454
0164: disable_marker 42@ 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_11502 
0164: disable_marker 45@ 
0186: 45@ = create_marker_above_car $136 
07E0: set_marker 45@ type_to 1 
jump @INTRO2_11509 

:INTRO2_11502
jump @INTRO2_13678 

:INTRO2_11509
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
$126 = 1 
68@ = 0 
0615: define_AS_pack_begin 62@ 
05D3: AS_actor -1 goto_point 2102.77 -1806.35 12.55 mode 6 time 4000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2092.67 -1803.64 15.56 1000 ms 
0616: define_AS_pack_end 62@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 20232 as 1 

:INTRO2_11607
if 
83D0:   not wav 1 loaded 
else_jump @INTRO2_11633 
wait 0 
jump @INTRO2_11607 

:INTRO2_11633
0A0B: set_rendering_origin_at_3D_coord 2102.21 -1806.65 12.4 angle 75.0 
fade 1 500 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_11701 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_11701
if 
0118:   actor $131 dead 
else_jump @INTRO2_11740 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_11740
57@ = 0 
64@ = 0 
72@ = 0 
48@ = 4 
gosub @INTRO2_47 
40@ = 0 
41@ = 0 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 20.0 

:INTRO2_11813
if or
81AF:   not car $136 sphere $126 in_sphere 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0 
80DB:   not actor $131 in_car $136 
8448:   not actor $PLAYER_ACTOR in_car $136 
89D0:   not car $136 on_wheels 
else_jump @INTRO2_12930 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_11926 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_11926
if 
0118:   actor $131 dead 
else_jump @INTRO2_11965 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_11965
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 on_foot 
else_jump @INTRO2_12304 
if 
  74@ == 0 
else_jump @INTRO2_12187 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_12180 
0687: clear_actor 43@ task 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 2105.32 -1806.24 12.55 
0173: set_actor 43@ Z_angle_to 90.0 
01B2: give_actor 43@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 43@ armed_weapon_to 25 
02E2: set_actor 43@ weapon_accuracy_to 30 
041D: set_camera_near_clip 0.1 
if 
03D0:   wav 1 loaded 
else_jump @INTRO2_12153 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_HA' time 2000 flag 1  // This pizza parlor is no push-over!

:INTRO2_12153
0618: assign_actor 43@ to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 
40@ = 0 
74@ = 1 

:INTRO2_12180
jump @INTRO2_12304 

:INTRO2_12187
if 
  40@ > 2000 
else_jump @INTRO2_12304 
if 
  74@ == 1 
else_jump @INTRO2_12304 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_12304 
if 
00FF:   actor 43@ sphere 0 in_sphere 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 on_foot 
else_jump @INTRO2_12304 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
74@ = 2 

:INTRO2_12304
if 
8118:   not actor $131 dead 
else_jump @INTRO2_12413 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_12413 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_12413 
if 
0448:   actor $131 in_car $136 
else_jump @INTRO2_12413 
gosub @INTRO2_16046 
if 
  96@ == 0 
else_jump @INTRO2_12413 
41@ = 0 
96@ = 1 

:INTRO2_12413
if 
8118:   not actor $131 dead 
else_jump @INTRO2_12845 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_12822 
if 
00DB:   actor $PLAYER_ACTOR in_car $136 
else_jump @INTRO2_12723 
if 
0448:   actor $131 in_car $136 
else_jump @INTRO2_12621 
if 
  46@ == 0 
else_jump @INTRO2_12614 
0164: disable_marker 55@ 
0164: disable_marker 45@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2473.88 -1692.81 12.52 
$126 = 1 
if 
  96@ == 1 
else_jump @INTRO2_12614 
if 
  41@ > 7000 
else_jump @INTRO2_12614 
00BC: show_text_highpriority GXT 'INT2_O' time 10000 flag 1  // ~s~Drive Ryder ~y~home~s~.
03E5: show_text_box 'HELP6_C'  // Press and hold ~m~~widget_handbrake~ to apply the vehicle's handbrake.
46@ = 1 

:INTRO2_12614
jump @INTRO2_12716 

:INTRO2_12621
0164: disable_marker 45@ 
0164: disable_marker 42@ 
0164: disable_marker 55@ 
0187: 55@ = create_marker_above_actor $131 
07E0: set_marker 55@ type_to 1 
00BC: show_text_highpriority GXT 'INT2_5' time 1000 flag 1  // ~s~You've left ~b~Ryder~s~ behind!
062E: get_actor $131 task 1482 status_store_to 73@ // ret 7 if not found 
if 
04A4:   73@ == 7 // == constant 
else_jump @INTRO2_12709 
05CA: AS_actor $131 enter_car $136 passenger_seat 0 time 20000 

:INTRO2_12709
$126 = 0 

:INTRO2_12716
jump @INTRO2_12815 

:INTRO2_12723
if 
  46@ == 1 
else_jump @INTRO2_12815 
0164: disable_marker 42@ 
0164: disable_marker 45@ 
0186: 45@ = create_marker_above_car $136 
07E0: set_marker 45@ type_to 1 
$126 = 0 
gosub @INTRO2_15128 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
46@ = 0 

:INTRO2_12815
jump @INTRO2_12845 

:INTRO2_12822
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_12845
if 
0118:   actor $131 dead 
else_jump @INTRO2_12884 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
jump @INTRO2_13678 

:INTRO2_12884
if 
0119:   car $136 wrecked 
else_jump @INTRO2_12923 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
jump @INTRO2_13678 

:INTRO2_12923
jump @INTRO2_11813 

:INTRO2_12930
01B4: set_player $PLAYER_CHAR can_move 0 
57@ = 0 
64@ = 0 
72@ = 0 
48@ = 3 
gosub @INTRO2_47 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_13041 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_13041 
05CD: AS_actor $131 exit_car $136 
wait 700 
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_13041 
05CD: AS_actor $PLAYER_ACTOR exit_car $136 

:INTRO2_13041
fade 0 1600 

:INTRO2_13048
if 
fading 
else_jump @INTRO2_13072 
wait 0 
jump @INTRO2_13048 

:INTRO2_13072
02A3: enable_widescreen 1 
fade 1 1500 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_13162 
if 
00DF:   actor $131 driving 
else_jump @INTRO2_13142 
0362: remove_actor $131 from_car_and_place_at 2467.345 -1688.22 12.5156 
jump @INTRO2_13162 

:INTRO2_13142
00A1: put_actor $131 at 2467.345 -1688.22 12.5156 

:INTRO2_13162
0173: set_actor $131 Z_angle_to 284.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @INTRO2_13215 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518 
jump @INTRO2_13235 

:INTRO2_13215
00A1: put_actor $PLAYER_ACTOR at 2468.359 -1687.39 12.5189 

:INTRO2_13235
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0 
015F: set_camera_position 2464.771 -1687.493 14.2709 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2465.75 -1687.675 14.1833 switchstyle 2 
72@ = 0 

:INTRO2_13303
if 
   not 57@ == 1 
else_jump @INTRO2_13382 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_13375 
if 
  64@ == 2 
else_jump @INTRO2_13375 
72@ = 1 

:INTRO2_13375
jump @INTRO2_13303 

:INTRO2_13382
72@ = 0 

:INTRO2_13389
if 
   not 57@ == 2 
else_jump @INTRO2_13468 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_13461 
if 
  64@ == 2 
else_jump @INTRO2_13461 
72@ = 1 

:INTRO2_13461
jump @INTRO2_13389 

:INTRO2_13468
72@ = 0 

:INTRO2_13475
if 
   not 57@ == 3 
else_jump @INTRO2_13595 
wait 0 
gosub @INTRO2_16046 
if 
  72@ == 0 
else_jump @INTRO2_13588 
if 
  64@ == 2 
else_jump @INTRO2_13588 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_13581 
05D3: AS_actor $131 goto_point 2459.79 -1688.18 12.56 mode 4 time 3000 ms // versionA 

:INTRO2_13581
72@ = 1 

:INTRO2_13588
jump @INTRO2_13475 

:INTRO2_13595
05D3: AS_actor $PLAYER_ACTOR goto_point 2471.58 -1685.73 12.51 mode 4 time 3000 ms // versionA 
if 
8118:   not actor $131 dead 
else_jump @INTRO2_13641 
0968: actor $131 stop_mouth 

:INTRO2_13641
wait 1000 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor $131 
jump @INTRO2_13703 

:INTRO2_13678
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$2900 = 1 
return 

:INTRO2_13703
0318: set_latest_mission_passed 'INTRO_2'  // Ryder
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
014C: set_parked_car_generator $4148 cars_to_generate_to 101 
$447 += 1 
0164: disable_marker $438 
create_thread @SWEET 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
0110: clear_player $PLAYER_CHAR wanted_level 
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
0164: disable_marker $3122 
04CE: $3122 = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
0164: disable_marker $3123 
04CE: $3123 = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
0394: play_music 1 
if 
  $4042 == 0 
else_jump @INTRO2_14822 
04CE: $3978 = create_icon_marker 7 at 822.6 -1590.3 13.5 
04CE: $3979 = create_icon_marker 7 at -2570.1 245.4 10.3 
04CE: $3980 = create_icon_marker 7 at 2726.6 -2026.4 17.5 
04CE: $3981 = create_icon_marker 7 at 2080.3 2119.0 10.8 
04CE: $3982 = create_icon_marker 7 at 675.7 -496.6 16.8 
04CE: $3983 = create_icon_marker 29 at -1805.7 943.2 24.8 
04CE: $3984 = create_icon_marker 29 at 2750.9 2470.9 11.0 
04CE: $3985 = create_icon_marker 29 at 2351.8 2529.0 10.8 
04CE: $3986 = create_icon_marker 29 at 2635.5 1847.4 11.0 
04CE: $3987 = create_icon_marker 29 at 2083.4 2221.0 11.0 
04CE: $3988 = create_icon_marker 29 at -1719.1 1359.4 8.6 
04CE: $3989 = create_icon_marker 29 at 2330.2 75.2 31.0 
04CE: $3990 = create_icon_marker 29 at 203.2 -200.4 6.5 
04CE: $3991 = create_icon_marker 10 at 812.9 -1616.1 13.6 
04CE: $3992 = create_icon_marker 10 at 1199.1 -924.0 43.3 
04CE: $3993 = create_icon_marker 10 at 2362.2 2069.9 10.8 
04CE: $3994 = create_icon_marker 10 at 2469.5 2033.8 10.8 
04CE: $3995 = create_icon_marker 10 at 2172.9 2795.7 10.8 
04CE: $3996 = create_icon_marker 10 at 1875.3 2072.0 10.8 
04CE: $3997 = create_icon_marker 10 at 1161.5 2072.0 10.8 
04CE: $3998 = create_icon_marker 10 at -2356.0 1009.0 49.0 
04CE: $3999 = create_icon_marker 10 at -1913.3 826.2 36.9 
04CE: $4000 = create_icon_marker 10 at -2335.6 -165.6 39.5 
04CE: $4001 = create_icon_marker 14 at 2397.8 -1895.6 13.7 
04CE: $4002 = create_icon_marker 14 at 2421.6 -1509.6 24.1 
04CE: $4003 = create_icon_marker 14 at -2671.6 257.4 4.6 
04CE: $4004 = create_icon_marker 14 at 2392.4 2046.5 10.8 
04CE: $4005 = create_icon_marker 14 at 2844.5 2401.1 11.0 
04CE: $4006 = create_icon_marker 14 at 2635.5 1674.3 11.0 
04CE: $4007 = create_icon_marker 14 at 2105.7 2228.7 11.0 
04CE: $4008 = create_icon_marker 14 at -2154.0 -2461.2 30.8 
04CE: $4009 = create_icon_marker 14 at -1816.2 620.8 37.5 
04CE: $4010 = create_icon_marker 14 at -1216.0 1831.4 45.3 
04CE: $4011 = create_icon_marker 14 at 172.73 1176.76 13.7 
04CE: $4012 = create_icon_marker 14 at 932.0 -1353.0 14.0 
04CE: $4013 = create_icon_marker 39 at 1971.7 -2036.6 13.5 
04CE: $4014 = create_icon_marker 39 at 2071.6 -1779.9 13.5 
04CE: $4015 = create_icon_marker 39 at 2094.6 2119.0 10.8 
04CE: $4016 = create_icon_marker 39 at -2490.5 -40.1 39.3 
$4042 = 1 

:INTRO2_14822
030C: progress_made = 1 
return 

:INTRO2_14828
$ONMISSION = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @INTRO2_14863 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
0647: AS_actor $PLAYER_ACTOR clear_look_task 

:INTRO2_14863
if 
8119:   not car $136 wrecked 
else_jump @INTRO2_14886 
053F: set_car $136 tires_vulnerability 1 

:INTRO2_14886
0249: release_model 155 
0249: release_model 600 
0249: release_model 346 
0249: release_model 349 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
$87 = 0 
$675 = 0 
01BD: $183 = current_time_in_ms 
0164: disable_marker 55@ 
0164: disable_marker 42@ 
0164: disable_marker 45@ 
034F: destroy_actor_with_fade $131 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04CE: $448 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 20 
076C: set_zone 'IWD5' gang 0 density_to 20 
$168 = 0 
mission_cleanup 
return 

:INTRO2_15128
040D: unload_wav 2 
if 
  97@ == 0 
else_jump @INTRO2_15159 
03CF: load_wav 34200 as 2 

:INTRO2_15159
if 
  97@ == 1 
else_jump @INTRO2_15186 
03CF: load_wav 34201 as 2 

:INTRO2_15186
if 
  97@ == 2 
else_jump @INTRO2_15213 
03CF: load_wav 34202 as 2 

:INTRO2_15213
if 
  97@ == 3 
else_jump @INTRO2_15240 
03CF: load_wav 34203 as 2 

:INTRO2_15240
if 
  97@ == 4 
else_jump @INTRO2_15267 
03CF: load_wav 34204 as 2 

:INTRO2_15267
if 
  97@ == 5 
else_jump @INTRO2_15294 
03CF: load_wav 34205 as 2 

:INTRO2_15294
if 
  97@ == 6 
else_jump @INTRO2_15321 
03CF: load_wav 34206 as 2 

:INTRO2_15321
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:INTRO2_15337
if 
83D0:   not wav 2 loaded 
else_jump @INTRO2_15399 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_15374 
return 

:INTRO2_15374
if 
0118:   actor $131 dead 
else_jump @INTRO2_15392 
return 

:INTRO2_15392
jump @INTRO2_15337 

:INTRO2_15399
03D1: play_wav 2 
if 
  97@ == 0 
else_jump @INTRO2_15437 
00BC: show_text_highpriority GXT 'RYDX_AA' time 3000 flag 1  // Hop in, CJ.

:INTRO2_15437
if 
  97@ == 1 
else_jump @INTRO2_15471 
00BC: show_text_highpriority GXT 'RYDX_AB' time 3000 flag 1  // Jump in.

:INTRO2_15471
if 
  97@ == 2 
else_jump @INTRO2_15505 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // Get in fool!

:INTRO2_15505
if 
  97@ == 3 
else_jump @INTRO2_15539 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // All aboard, CJ.

:INTRO2_15539
if 
  97@ == 4 
else_jump @INTRO2_15573 
00BC: show_text_highpriority GXT 'RYDX_AE' time 3000 flag 1  // Guess you drivin, huh?

:INTRO2_15573
if 
  97@ == 5 
else_jump @INTRO2_15607 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // C'mon CJ, earn your keep!

:INTRO2_15607
if 
  97@ == 6 
else_jump @INTRO2_15641 
00BC: show_text_highpriority GXT 'RYDX_AG' time 3000 flag 1  // I'm tripping man, you drive.

:INTRO2_15641
if 
83D2:   not wav 2 ended 
else_jump @INTRO2_15703 
wait 0 
if 
0119:   car $136 wrecked 
else_jump @INTRO2_15678 
return 

:INTRO2_15678
if 
0118:   actor $131 dead 
else_jump @INTRO2_15696 
return 

:INTRO2_15696
jump @INTRO2_15641 

:INTRO2_15703
97@ += 1 
if 
  97@ > 6 
else_jump @INTRO2_15735 
97@ = 0 

:INTRO2_15735
return 

:INTRO2_15737
if 
8118:   not actor $131 dead 
else_jump @INTRO2_16044 
if 
0611:   actor $131 performing_animation "SMOKE_RYD" 
else_jump @INTRO2_16039 
0613: 101@ = actor $131 animation "SMOKE_RYD" time 
if 
  71@ == 0 
else_jump @INTRO2_15905 
if 
  101@ >= 0.785 
else_jump @INTRO2_15905 
0107: 47@ = create_object #CIGAR_GLOW at 2440.58 -1979.89 14.2 
069A: attach_object 47@ to_object 54@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
71@ = 1 

:INTRO2_15905
if 
  71@ == 1 
else_jump @INTRO2_15971 
if and
  101@ >= 0.15 
  0.335 > 101@ 
else_jump @INTRO2_15971 
064C: make_particle 63@ visible 
0108: destroy_object 47@ 
71@ = 2 

:INTRO2_15971
if 
  71@ == 2 
else_jump @INTRO2_16032 
if or
  101@ >= 0.335 
  0.15 > 101@ 
else_jump @INTRO2_16032 
064E: stop_particle 63@ 
71@ = 0 

:INTRO2_16032
jump @INTRO2_16044 

:INTRO2_16039
064E: stop_particle 63@ 

:INTRO2_16044
return 

:INTRO2_16046
if or
  64@ == 0 
  64@ == 1 
else_jump @INTRO2_16116 
if 
002D:   58@ >= 57@ // (int) 
else_jump @INTRO2_16116 
if 
  40@ > 200 
else_jump @INTRO2_16116 
gosub @INTRO2_16188 

:INTRO2_16116
if 
  64@ == 2 
else_jump @INTRO2_16186 
if 
03D2:   wav 1 ended 
else_jump @INTRO2_16186 
gosub @INTRO2_16537 
64@ = 0 
57@ += 1 
72@ = 0 
00BE: text_clear_all 
40@ = 0 

:INTRO2_16186
return 

:INTRO2_16188
if 
  64@ == 0 
else_jump @INTRO2_16224 
03CF: load_wav 78@(57@,17i) as 1 
64@ = 1 

:INTRO2_16224
if 
  64@ == 1 
else_jump @INTRO2_16289 
if 
03D0:   wav 1 loaded 
else_jump @INTRO2_16289 
00BC: show_text_highpriority GXT $7870(57@,17s) time 4000 flag 1 
03D1: play_wav 1 
gosub @INTRO2_16291 
64@ = 2 

:INTRO2_16289
return 

:INTRO2_16291
if or
04A4:   78@(57@,17i) == 20227 // == constant 
04A4:   78@(57@,17i) == 20229 // == constant 
else_jump @INTRO2_16359 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_16359 
0A09: set_actor 43@ muted 1 // versionB 
0967: actor 43@ move_mouth 3000 ms 
return 

:INTRO2_16359
if or
04A4:   78@(57@,17i) == 20211 // == constant 
04A4:   78@(57@,17i) == 20215 // == constant 
04A4:   78@(57@,17i) == 20202 // == constant 
04A4:   78@(57@,17i) == 20204 // == constant 
04A4:   78@(57@,17i) == 20206 // == constant 
else_jump @INTRO2_16447 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:INTRO2_16447
if or
04A4:   78@(57@,17i) == 20209 // == constant 
04A4:   78@(57@,17i) == 20230 // == constant 
else_jump @INTRO2_16504 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
jump @INTRO2_16535 

:INTRO2_16504
if 
8118:   not actor $131 dead 
else_jump @INTRO2_16535 
0A09: set_actor $131 muted 1 // versionB 
0967: actor $131 move_mouth 3000 ms 

:INTRO2_16535
return 

:INTRO2_16537
if or
04A4:   78@(57@,17i) == 20227 // == constant 
04A4:   78@(57@,17i) == 20229 // == constant 
else_jump @INTRO2_16602 
if 
8118:   not actor 43@ dead 
else_jump @INTRO2_16602 
0A09: set_actor 43@ muted 0 // versionB 
0968: actor 43@ stop_mouth 
return 

:INTRO2_16602
if or
04A4:   78@(57@,17i) == 20211 // == constant 
04A4:   78@(57@,17i) == 20215 // == constant 
04A4:   78@(57@,17i) == 20202 // == constant 
04A4:   78@(57@,17i) == 20204 // == constant 
04A4:   78@(57@,17i) == 20206 // == constant 
else_jump @INTRO2_16687 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:INTRO2_16687
if or
04A4:   78@(57@,17i) == 20209 // == constant 
04A4:   78@(57@,17i) == 20230 // == constant 
else_jump @INTRO2_16741 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @INTRO2_16769 

:INTRO2_16741
if 
8118:   not actor $131 dead 
else_jump @INTRO2_16769 
0A09: set_actor $131 muted 0 // versionB 
0968: actor $131 stop_mouth 

:INTRO2_16769
return 

//-------------Mission 13---------------
// Originally: Tagging Up Turf

:SWEET1
thread 'SWEET1' 
gosub @SWEET1_468 
if 
wasted_or_busted 
else_jump @SWEET1_38 
gosub @SWEET1_14723 

:SWEET1_38
gosub @SWEET1_14986 
end_thread 
0687: clear_actor $PLAYER_ACTOR task 

:SWEET1_52
0871: init_jump_table $7915 total_jumps 2 default_jump 0 @SWEET1_431 jumps 0 @SWEET1_115 1 @SWEET1_249 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 -1 @SWEET1_431 

:SWEET1_115
05A9: s$7918[0] = 'SWE1_AA' // s$  // Hey wait up.
05A9: s$7918[1] = 'SWE1_AB' // s$  // Thought you'd hang with your brother huh?
05A9: s$7918[2] = 'SWE1_AC' // s$  // Aw, ease up little man, c'mon, it's been difficult.
05A9: s$7918[3] = 'SWE1_AD' // s$  // You wanna drive?
05A9: s$7918[4] = 'SWE1_AE' // s$  // Yeah, for sure.
04AE: $7905[0] = 37400 // = constant 
04AE: $7905[1] = 37401 // = constant 
04AE: $7905[2] = 37402 // = constant 
04AE: $7905[3] = 37403 // = constant 
04AE: $7905[4] = 37404 // = constant 
56@ = 4 
jump @SWEET1_431 

:SWEET1_249
05A9: s$7918[0] = 'SWE1_BN' // s$  // Like riding a bike, ain't it, boy?
05A9: s$7918[1] = 'SWE1_BO' // s$  // Yeah, it all comes back.
05A9: s$7918[2] = 'SWE1_BP' // s$  // How you doin' on the feddy?
05A9: s$7918[3] = 'SWE1_BQ' // s$  // I'm kinda short, you know.
05A9: s$7918[4] = 'SWE1_BX' // s$  // C.R.A.S.H. took all my paper, man, left me with nothing but small change...
05A9: s$7918[5] = 'SWE1_BT' // s$  // Here, get yourself a beer or something.
05A9: s$7918[6] = 'SWE1_BU' // s$  // I'll catch up with you.
04AE: $7905[0] = 37435 // = constant 
04AE: $7905[1] = 37436 // = constant 
04AE: $7905[2] = 37437 // = constant 
04AE: $7905[3] = 37438 // = constant 
04AE: $7905[4] = 37443 // = constant 
04AE: $7905[5] = 37441 // = constant 
04AE: $7905[6] = 37442 // = constant 
56@ = 6 
jump @SWEET1_431 

:SWEET1_431
return 
jump @SWEET1_468 
032B: $7904 = create_weapon_pickup 365 type 15 ammo 1000 at 2493.52 -1700.83 14.27 

:SWEET1_468
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SWEET1' 
0395: clear_area 1 at 2527.9 -1667.7 14.1 radius 10.0 
02E4: load_cutscene_data 'SWEET1A' 

:SWEET1_527
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1_551 
wait 0 
jump @SWEET1_527 

:SWEET1_551
02E7: start_cutscene 
fade 1 1000 

:SWEET1_560
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1_584 
wait 0 
jump @SWEET1_560 

:SWEET1_584
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SWEET1_597
if 
fading 
else_jump @SWEET1_621 
wait 0 
jump @SWEET1_597 

:SWEET1_621
02EA: end_cutscene 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
43@ = 0 
71@ = 0 
79@ = 0 
77@ = 0 
69@ = 0 
42@ = 0 
65@ = 0 
54@ = 0 
66@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
44@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
$7917 = 0 
96@ = 2038.758 
97@ = -1624.419 
98@ = 2074.503 
99@ = -1662.767 
100@ = 2345.68 
101@ = -1515.79 
102@ = 2423.7 
103@ = -1393.28 
92@ = 2401.6 
93@ = -1550.8 
94@ = 2396.33 
95@ = -1555.12 
104@ = 2100.972 
105@ = -1646.623 
106@ = 2105.264 
107@ = -1656.712 
076C: set_zone 'IWD1' gang 0 density_to 10 
076C: set_zone 'IWD2' gang 0 density_to 10 
076C: set_zone 'IWD3A' gang 0 density_to 10 
076C: set_zone 'IWD3B' gang 0 density_to 10 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 10 
076C: set_zone 'ELS1B' gang 0 density_to 10 
076C: set_zone 'ELS2' gang 0 density_to 10 
076C: set_zone 'ELS3A' gang 0 density_to 10 
076C: set_zone 'ELS3B' gang 0 density_to 10 
076C: set_zone 'ELS4' gang 0 density_to 10 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model 365 
0247: load_model 492 
0247: load_model 102 
0247: load_model 103 
038B: load_requested_models 

:SWEET1_1170
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 10 loaded 
else_jump @SWEET1_1200 
wait 0 
jump @SWEET1_1170 

:SWEET1_1200
if or
8248:   not model 365 available 
8248:   not model 492 available 
8248:   not model 102 available 
8248:   not model 103 available 
else_jump @SWEET1_1240 
wait 0 
jump @SWEET1_1200 

:SWEET1_1240
$7914 = 0 
$7913 = 0 
$7916 = 0 
$7915 = 0 
gosub @SWEET1_52 
00A1: put_actor $PLAYER_ACTOR at 2516.53 -1671.37 12.88 
0173: set_actor $PLAYER_ACTOR Z_angle_to 61.28 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
009A: $130 = create_actor_pedtype 24 model 290 at 2518.07 -1668.82 12.85 
0245: set_actor $130 walk_style_to "GANG2" 
0173: set_actor $130 Z_angle_to 103.76 
060A: create_decision_maker_type 0 store_to 80@ // decision\allowed\m_.ped files 
060B: set_actor $130 decision_maker_to 80@ 
0568: set_actor $130 untargetable 1 
01B2: give_actor $130 weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $130 armed_weapon_to 41 
0446: set_actor $130 dismemberment_possible 0 
0223: set_actor $130 health_to 500 
08AF: set_actor $130 max_health_to 500 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
09F6: set_actor $130 unjackable_through_driver_seat 0 
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 10.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2508.16 -1666.47 13.0 
053F: set_car $135 tires_vulnerability 0 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
0175: set_car $135 Z_angle_to 16.0 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 
041E: set_radio_station 3 
009A: $129 = create_actor_pedtype 24 model 299 at 2520.1 -1669.58 13.1 
0245: set_actor $129 walk_style_to "FATMAN" 
0173: set_actor $129 Z_angle_to 173.99 
05D3: AS_actor $129 goto_point 2518.509 -1676.124 13.3855 mode 4 time 10000 ms // versionA 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0703: set_tags_painted_percentage_at 100@ 101@ 102@ 103@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 104@ 105@ 106@ 107@ value 0 
0702: $26 = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 40.0 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2512.01 -1671.207 14.2722 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2512.938 -1670.842 14.1948 switchstyle 2 
03CB: set_rendering_origin_at 2515.42 -1671.19 14.46 
05D3: AS_actor $130 goto_point 2513.812 -1669.527 12.5348 mode 4 time 10000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2512.64 -1671.07 12.5 mode 4 time 10000 ms // versionA 
fade 1 500 

:SWEET1_1887
if 
fading 
else_jump @SWEET1_1911 
wait 0 
jump @SWEET1_1887 

:SWEET1_1911
44@ = 0 
0707: start_scene_skip_to @SWEET1_2723 

:SWEET1_1925
if 
   not $7914 == 1 
else_jump @SWEET1_2052 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_2045 
if 
  $7913 == 2 
else_jump @SWEET1_2045 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2038 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor $130 clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 8000 ms 
05BF: AS_actor $130 look_at_actor $PLAYER_ACTOR 8000 ms 

:SWEET1_2038
$7916 = 1 

:SWEET1_2045
jump @SWEET1_1925 

:SWEET1_2052
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2076 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $130 

:SWEET1_2076
0395: clear_area 1 at 2512.26 -1667.83 12.56 radius 30.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2523.417 -1664.991 15.1254 position_to 2522.961 -1667.46 15.2254 time 13000 smooth_transition 1 
0920: point_camera 2513.695 -1670.609 13.8556 transverse_to 2514.297 -1669.343 13.9372 time 13000 smooth_transition 1 

:SWEET1_2184
if 
   not $7914 == 2 
else_jump @SWEET1_2279 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_2272 
if 
  $7913 == 2 
else_jump @SWEET1_2272 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2265 

:SWEET1_2265
$7916 = 1 

:SWEET1_2272
jump @SWEET1_2184 

:SWEET1_2279
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2295 

:SWEET1_2295
if 
   not $7914 == 3 
else_jump @SWEET1_2427 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_2420 
if 
  $7913 == 2 
else_jump @SWEET1_2420 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2413 
0605: actor $130 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_2413
$7916 = 1 

:SWEET1_2420
jump @SWEET1_2295 

:SWEET1_2427
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2443 

:SWEET1_2443
if 
   not $7914 == 4 
else_jump @SWEET1_2538 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_2531 
if 
  $7913 == 2 
else_jump @SWEET1_2531 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2524 

:SWEET1_2524
$7916 = 1 

:SWEET1_2531
jump @SWEET1_2443 

:SWEET1_2538
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2554 

:SWEET1_2554
if 
   not $7914 == 5 
else_jump @SWEET1_2711 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_2704 
if 
  $7913 == 2 
else_jump @SWEET1_2704 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2697 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_2697 
07A1: set_walk_speed 4 
05D3: AS_actor $PLAYER_ACTOR goto_point 2510.271 -1669.803 12.4092 mode 4 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor $130 enter_car $135 passenger_seat 0 time 20000 

:SWEET1_2697
$7916 = 1 

:SWEET1_2704
jump @SWEET1_2554 

:SWEET1_2711
wait 1000 
44@ = 1 

:SWEET1_2723
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor $129 
0296: unload_special_actor 10 
018A: 70@ = create_checkpoint_at 2089.01 -1649.08 12.8 
0164: disable_marker 70@ 
if 
  44@ == 0 
else_jump @SWEET1_2933 
00A1: put_actor $PLAYER_ACTOR at 2511.68 -1670.33 12.46 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.36 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_2933 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_2933 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $130 at 2510.05 -1666.61 12.57 
0173: set_actor $130 Z_angle_to 53.89 
0647: AS_actor $130 clear_look_task 
0792: disembark_instantly_actor $130 
07A1: set_walk_speed 4 
05CA: AS_actor $130 enter_car $135 passenger_seat 0 time 20000 

:SWEET1_2933
if 
8118:   not actor $130 dead 
else_jump @SWEET1_3003 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $130 at 2510.05 -1666.61 12.57 
0173: set_actor $130 Z_angle_to 53.89 

:SWEET1_3003
0687: clear_actor $PLAYER_ACTOR task 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_A' time 7000 flag 1  // ~s~Get in ~b~Sweet's car~s~.
53@ = 0 
$126 = 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_3094 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_3094
if or
81AF:   not car $135 sphere $126 in_sphere 2089.01 -1649.08 12.54 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET1_3618 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET1_3182 
jump @SWEET1_14830 

:SWEET1_3182
if 
0118:   actor $130 dead 
else_jump @SWEET1_3221 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_3221
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_3262 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_3262
if 
0119:   car $135 wrecked 
else_jump @SWEET1_3308 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 
jump @SWEET1_3492 

:SWEET1_3308
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_3412 
if 
  42@ == 0 
else_jump @SWEET1_3405 
0164: disable_marker 64@ 
0164: disable_marker 70@ 
018A: 70@ = create_checkpoint_at 2089.01 -1649.08 12.8 
00BC: show_text_highpriority GXT 'HOOD3_A' time 5000 flag 1  // ~s~Drive with Sweet to ~y~Idlewood~s~.
$126 = 1 
42@ = 1 

:SWEET1_3405
jump @SWEET1_3492 

:SWEET1_3412
if 
  42@ == 1 
else_jump @SWEET1_3492 
0164: disable_marker 64@ 
0164: disable_marker 70@ 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 
gosub @SWEET1_15314 
00BC: show_text_highpriority GXT 'SWE1_S' time 5000 flag 1  // ~s~Get back in ~b~Sweet's car!
$126 = 0 
42@ = 0 

:SWEET1_3492
if 
0118:   actor $130 dead 
else_jump @SWEET1_3531 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_3531
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_3572 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_3572
if 
0119:   car $135 wrecked 
else_jump @SWEET1_3611 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_3611
jump @SWEET1_3094 

:SWEET1_3618
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2082.533 -1650.244 14.8007 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2083.515 -1650.202 14.6181 switchstyle 2 
04ED: load_animation "GRAFFITI" 
07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 86@ 87@ 88@ 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_3787 
0615: define_AS_pack_begin 74@ 
05CD: AS_actor -1 exit_car $135 
05D3: AS_actor -1 goto_point 2100.48 -1649.14 12.47 mode 4 time 20000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 86@ 87@ 88@ 15000 ms 
0616: define_AS_pack_end 74@ 

:SWEET1_3787
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0703: set_tags_painted_percentage_at 104@ 105@ 106@ 107@ value 0 
0702: $26 = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
02E2: set_actor $130 weapon_accuracy_to 90 
07DD: set_actor $130 attack_rate 100 // previously known as temper_to 
77@ = 0 
02A3: enable_widescreen 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_3901 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_3901 
05CD: AS_actor $130 exit_car $135 

:SWEET1_3901
wait 600 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_3930 
05CD: AS_actor $PLAYER_ACTOR exit_car $135 

:SWEET1_3930
wait 500 
fade 0 1000 

:SWEET1_3942
if 
fading 
else_jump @SWEET1_3966 
wait 0 
jump @SWEET1_3942 

:SWEET1_3966
if 
84EE:   not animation "GRAFFITI" loaded 
else_jump @SWEET1_4000 
wait 0 
jump @SWEET1_3966 

:SWEET1_4000
03CF: load_wav 37444 as 1 
03CF: load_wav 37416 as 2 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET1_4061 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2094.7 -1652.05 12.65 
jump @SWEET1_4081 

:SWEET1_4061
00A1: put_actor $PLAYER_ACTOR at 2094.7 -1652.05 12.65 

:SWEET1_4081
0173: set_actor $PLAYER_ACTOR Z_angle_to 302.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2099.12 -1651.26 12.63 mode 4 time 20000 ms // versionA 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_4228 
if 
00DF:   actor $130 driving 
else_jump @SWEET1_4180 
0362: remove_actor $130 from_car_and_place_at 2095.8 -1649.86 12.7 
jump @SWEET1_4200 

:SWEET1_4180
00A1: put_actor $130 at 2095.8 -1649.86 12.7 

:SWEET1_4200
0173: set_actor $130 Z_angle_to 277.0 
0687: clear_actor $130 task 
0618: assign_actor $130 to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:SWEET1_4228
015F: set_camera_position 2095.531 -1659.485 13.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2095.742 -1658.519 13.4672 switchstyle 2 
0395: clear_area 1 at 2094.2 -1652.05 12.65 radius 10.0 
wait 500 
fade 1 500 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_4347 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 4500 ms 

:SWEET1_4347
44@ = 0 
0707: start_scene_skip_to @SWEET1_5968 
wait 2000 
015F: set_camera_position 2102.11 -1647.672 13.1493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2101.369 -1648.315 13.3438 switchstyle 2 

:SWEET1_4417
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1_4521 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_4475 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_4475
if 
0119:   car $135 wrecked 
else_jump @SWEET1_4514 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_4514
jump @SWEET1_4417 

:SWEET1_4521
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_AR' time 10000 flag 1  // Watch for those rollers as I tag this up.
if 
8118:   not actor $130 dead 
else_jump @SWEET1_4565 
0967: actor $130 move_mouth 3000 ms 

:SWEET1_4565
if 
83D2:   not wav 2 ended 
else_jump @SWEET1_4669 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_4623 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_4623
if 
0119:   car $135 wrecked 
else_jump @SWEET1_4662 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_4662
jump @SWEET1_4565 

:SWEET1_4669
00BE: text_clear_all 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_4692 
0968: actor $130 stop_mouth 

:SWEET1_4692
if 
8118:   not actor $130 dead 
else_jump @SWEET1_4716 
0646: unknown_get_actor $130 task_1560_status_store_to 72@ // similar to 062E 

:SWEET1_4716
if 
   not 72@ == 2 
else_jump @SWEET1_4872 
wait 0 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_4779 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_4779
if 
0118:   actor $130 dead 
else_jump @SWEET1_4818 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_4818
if 
0119:   car $135 wrecked 
else_jump @SWEET1_4857 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_4857
0646: unknown_get_actor $130 task_1560_status_store_to 72@ // similar to 062E 
jump @SWEET1_4716 

:SWEET1_4872
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2097.269 -1648.215 14.4973 position_to 2098.319 -1650.517 14.3662 time 10000 smooth_transition 1 
0920: point_camera 2101.626 -1649.577 13.7631 transverse_to 2101.89 -1647.925 13.7316 time 10000 smooth_transition 1 
0A6D: print_help_forever_conditional 'SWE1_D' 256  // Look at the tag and hold ~m~~widget_attack~ to spray it.
66@ = 1 
40@ = 0 

:SWEET1_4984
if 
   not $26 == 100 
else_jump @SWEET1_5232 
wait 0 
0702: $26 = get_tags_painted_percentage_at 105@ 106@ 107@ 104@ 
if 
0118:   actor $130 dead 
else_jump @SWEET1_5062 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_5062
if 
0119:   car $135 wrecked 
else_jump @SWEET1_5101 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_5101
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_5142 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_5142
if 
  66@ == 1 
else_jump @SWEET1_5225 
if 
  40@ > 5000 
else_jump @SWEET1_5211 
03E5: show_text_box 'SWE1_F'  // Keep ~m~~widget_attack~ pressed until the tag is completely sprayed over.
40@ = 0 
66@ = 2 
jump @SWEET1_5225 

:SWEET1_5211
0A6D: print_help_forever_conditional 'SWE1_D' 256  // Look at the tag and hold ~m~~widget_attack~ to spray it.

:SWEET1_5225
jump @SWEET1_4984 

:SWEET1_5232
wait 1000 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_5321 
0173: set_actor $130 Z_angle_to 280.0 
0605: actor $130 perform_animation "GRAFFITI_CHKOUT" IFP "GRAFFITI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor $130 task 1541 status_store_to 85@ // ret 7 if not found 

:SWEET1_5321
if 
84A4:   not  85@ == 7 // == constant 
else_jump @SWEET1_5563 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_5382 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_5382
062E: get_actor $130 task 1541 status_store_to 85@ // ret 7 if not found 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_5432 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_5432
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_5473 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_5473
if 
  66@ == 1 
else_jump @SWEET1_5556 
if 
  40@ > 5000 
else_jump @SWEET1_5542 
03E5: show_text_box 'SWE1_F'  // Keep ~m~~widget_attack~ pressed until the tag is completely sprayed over.
40@ = 0 
66@ = 2 
jump @SWEET1_5556 

:SWEET1_5542
0A6D: print_help_forever_conditional 'SWE1_D' 256  // Look at the tag and hold ~m~~widget_attack~ to spray it.

:SWEET1_5556
jump @SWEET1_5321 

:SWEET1_5563
0925: restore_camera_to_user_defined 
03E6: remove_text_box 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_5608 
05D3: AS_actor $130 goto_point 2099.1 -1650.02 12.57 mode 4 time 20000 ms // versionA 

:SWEET1_5608
if 
8118:   not actor $130 dead 
else_jump @SWEET1_5656 
0647: AS_actor $130 clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 4500 ms 
05BF: AS_actor $130 look_at_actor $PLAYER_ACTOR 4500 ms 

:SWEET1_5656
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_5760 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_5714 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_5714
if 
0119:   car $135 wrecked 
else_jump @SWEET1_5753 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_5753
jump @SWEET1_5656 

:SWEET1_5760
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_CA' time 10000 flag 1  // There's another two Balla tags in the hood.
if 
8118:   not actor $130 dead 
else_jump @SWEET1_5804 
0967: actor $130 move_mouth 3000 ms 

:SWEET1_5804
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_5908 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_5862 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_5862
if 
0119:   car $135 wrecked 
else_jump @SWEET1_5901 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_5901
jump @SWEET1_5804 

:SWEET1_5908
if 
8118:   not actor $130 dead 
else_jump @SWEET1_5929 
0968: actor $130 stop_mouth 

:SWEET1_5929
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point 2097.56 -1651.36 12.71 mode 4 time 20000 ms // versionA 
wait 500 
44@ = 1 

:SWEET1_5968
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 37445 as 2 
0925: restore_camera_to_user_defined 
if 
  44@ == 0 
else_jump @SWEET1_6183 
fade 0 500 

:SWEET1_6016
if 
fading 
else_jump @SWEET1_6040 
wait 0 
jump @SWEET1_6016 

:SWEET1_6040
0703: set_tags_painted_percentage_at 104@ 105@ 106@ 107@ value 1 
00A1: put_actor $PLAYER_ACTOR at 2097.56 -1651.36 12.71 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.0 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_6137 
0792: disembark_instantly_actor $130 
00A1: put_actor $130 at 2099.1 -1650.02 12.57 
0173: set_actor $130 Z_angle_to 99.0 

:SWEET1_6137
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
fade 1 700 

:SWEET1_6159
if 
fading 
else_jump @SWEET1_6183 
wait 0 
jump @SWEET1_6159 

:SWEET1_6183
if 
8118:   not actor $130 dead 
else_jump @SWEET1_6228 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_6228 
05CA: AS_actor $130 enter_car $135 passenger_seat 0 time 15000 

:SWEET1_6228
0164: disable_marker 64@ 
0164: disable_marker 70@ 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 70@ 
018A: 50@ = create_checkpoint_at 2068.31 -1654.0 14.3 
0165: set_marker 50@ color_to 1 
018A: 51@ = create_checkpoint_at 2047.31 -1634.65 13.8 
0165: set_marker 51@ color_to 1 
04EF: release_animation "GRAFFITI" 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_6352 
020A: set_car $135 door_status_to 3 

:SWEET1_6352
77@ = 1 
0702: $26 = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
73@ = 0 

:SWEET1_6399
if 
   not $26 == 100 
else_jump @SWEET1_6975 
wait 0 
if 
  73@ == 0 
else_jump @SWEET1_6488 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1_6481 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_CB' time 2500 flag 1  // You go get 'em and I'll keep the engine running.
73@ = 1 

:SWEET1_6481
jump @SWEET1_6544 

:SWEET1_6488
if 
  73@ == 1 
else_jump @SWEET1_6544 
if 
03D2:   wav 2 ended 
else_jump @SWEET1_6544 
00BC: show_text_highpriority GXT 'SWE1_X' time 6000 flag 1  // ~s~Spray over the remaining ~g~tags~s~ in this area.
73@ = 2 

:SWEET1_6544
0702: $26 = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
0702: 67@ = get_tags_painted_percentage_at -1654.589 2063.544 -1650.013 2068.876 
0702: 68@ = get_tags_painted_percentage_at -1633.986 2047.145 -1638.957 2044.836 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_6650 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_6650
if 
0118:   actor $130 dead 
else_jump @SWEET1_6689 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_6689
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_6730 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_6730
if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2067.99 -1652.61 radius 4.0 4.0 on_foot 
else_jump @SWEET1_6922 
if 
  66@ == 0 
else_jump @SWEET1_6860 
if 
  40@ > 1000 
else_jump @SWEET1_6860 
0A6D: print_help_forever_conditional 'SWE1_D' 256  // Look at the tag and hold ~m~~widget_attack~ to spray it.
40@ = 0 
66@ = 1 

:SWEET1_6860
if 
  66@ == 1 
else_jump @SWEET1_6922 
if 
  40@ > 5000 
else_jump @SWEET1_6922 
03E5: show_text_box 'SWE1_F'  // Keep ~m~~widget_attack~ pressed until the tag is completely sprayed over.
40@ = 0 
66@ = 2 

:SWEET1_6922
if 
  67@ == 100 
else_jump @SWEET1_6945 
0164: disable_marker 50@ 

:SWEET1_6945
if 
  68@ == 100 
else_jump @SWEET1_6968 
0164: disable_marker 51@ 

:SWEET1_6968
jump @SWEET1_6399 

:SWEET1_6975
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_7023 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 
020A: set_car $135 door_status_to 1 

:SWEET1_7023
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
if 
0118:   actor $130 dead 
else_jump @SWEET1_7078 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7078
03CF: load_wav 37417 as 1 

:SWEET1_7087
if 
80DB:   not actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_7277 
wait 0 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_7151 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_7151
if 
0118:   actor $130 dead 
else_jump @SWEET1_7190 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7190
if 
0119:   car $135 wrecked 
else_jump @SWEET1_7229 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_7229
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_7270 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_7270
jump @SWEET1_7087 

:SWEET1_7277
53@ = 0 
66@ = 0 
40@ = 0 
$126 = 1 
0164: disable_marker 64@ 
018A: 49@ = create_checkpoint_at 2338.74 -1500.31 22.83 

:SWEET1_7330
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_7475 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_7388 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_7388
if 
0118:   actor $130 dead 
else_jump @SWEET1_7427 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7427
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_7468 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_7468
jump @SWEET1_7330 

:SWEET1_7475
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AS' time 3000 flag 1  // C'mon, let's cruise into Ballas territory.

:SWEET1_7495
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_7640 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_7553 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_7553
if 
0118:   actor $130 dead 
else_jump @SWEET1_7592 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7592
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_7633 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_7633
jump @SWEET1_7495 

:SWEET1_7640
if 
0118:   actor $130 dead 
else_jump @SWEET1_7679 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7679
if 
0119:   car $135 wrecked 
else_jump @SWEET1_7718 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_7718
40@ = 0 

:SWEET1_7725
if or
81AF:   not car $135 sphere $126 in_sphere 2338.74 -1500.31 22.83 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET1_8354 
wait 0 
if 
  47@ == 0 
else_jump @SWEET1_7846 
if 
  40@ > 10000 
else_jump @SWEET1_7846 
03E5: show_text_box 'SWE1_Z1'  // Enemy gang territories can be dangerous. Hang around for too long and you will attract attention.
47@ = 1 

:SWEET1_7846
if 
0118:   actor $130 dead 
else_jump @SWEET1_7885 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_7885
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_7926 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_7926
if 
0119:   car $135 wrecked 
else_jump @SWEET1_7972 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 
jump @SWEET1_8168 

:SWEET1_7972
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_8076 
if 
  42@ == 0 
else_jump @SWEET1_8069 
0164: disable_marker 49@ 
0164: disable_marker 64@ 
018A: 49@ = create_checkpoint_at 2338.74 -1500.31 22.83 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
42@ = 1 
$126 = 1 

:SWEET1_8069
jump @SWEET1_8168 

:SWEET1_8076
if 
  42@ == 1 
else_jump @SWEET1_8168 
0164: disable_marker 64@ 
0164: disable_marker 49@ 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 
gosub @SWEET1_15314 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
42@ = 0 

:SWEET1_8168
if 
  66@ == 0 
else_jump @SWEET1_8228 
if 
  40@ > 3000 
else_jump @SWEET1_8228 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
66@ = 1 

:SWEET1_8228
if 
0118:   actor $130 dead 
else_jump @SWEET1_8267 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_8267
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_8308 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_8308
if 
0119:   car $135 wrecked 
else_jump @SWEET1_8347 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_8347
jump @SWEET1_7725 

:SWEET1_8354
03CF: load_wav 37420 as 1 
0164: disable_marker 64@ 
0164: disable_marker 49@ 
018A: 51@ = create_checkpoint_at 2396.21 -1469.8 24.9 
0165: set_marker 51@ color_to 1 
018A: 52@ = create_checkpoint_at 2353.22 -1506.54 24.7 
0165: set_marker 52@ color_to 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2329.675 -1499.911 25.8505 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2330.653 -1499.926 25.644 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 100 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_8536 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_8536 
05CD: AS_actor $PLAYER_ACTOR exit_car $135 

:SWEET1_8536
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_8640 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_8594 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_8594
if 
0118:   actor $130 dead 
else_jump @SWEET1_8633 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_8633
jump @SWEET1_8536 

:SWEET1_8640
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AV' time 10000 flag 1  // You hit this up here, and I'll go up and do another hood.

:SWEET1_8660
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_8764 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_8718 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_8718
if 
0118:   actor $130 dead 
else_jump @SWEET1_8757 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_8757
jump @SWEET1_8660 

:SWEET1_8764
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_8826 
wait 0 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_8819 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_8819 

:SWEET1_8819
jump @SWEET1_8764 

:SWEET1_8826
if 
8118:   not actor $130 dead 
else_jump @SWEET1_8880 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_8880 
020A: set_car $135 door_status_to 3 
05D2: AS_actor $130 run_to_and_hijack_car $135 max_search_radius 20.0 traffic_behavior 2 

:SWEET1_8880
66@ = 0 
47@ = 0 
40@ = 0 
0703: set_tags_painted_percentage_at 100@ 101@ 102@ 103@ value 0 
0702: $26 = get_tags_painted_percentage_at 101@ 102@ 103@ 100@ 
wait 1000 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_8954
if 
   not $26 == 100 
else_jump @SWEET1_10403 
wait 0 
if 
  66@ == 0 
else_jump @SWEET1_9054 
if 
  40@ > 2500 
else_jump @SWEET1_9054 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
03CF: load_wav 37423 as 1 
03CF: load_wav 37427 as 2 
66@ = 1 

:SWEET1_9054
0702: $26 = get_tags_painted_percentage_at 101@ 102@ 103@ 100@ 
0702: 67@ = get_tags_painted_percentage_at -1469.8 2387.95 -1463.55 2396.21 
0702: 68@ = get_tags_painted_percentage_at -1506.54 2354.88 -1511.58 2353.22 
if 
  69@ == 0 
else_jump @SWEET1_9355 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 50.0 50.0 
else_jump @SWEET1_9348 
009A: 62@ = create_actor_pedtype 24 model 102 at 2400.45 -1470.39 22.97 
0173: set_actor 62@ Z_angle_to 82.4 
009A: 63@ = create_actor_pedtype 24 model 103 at 2396.48 -1469.9 22.99 
0173: set_actor 63@ Z_angle_to 262.64 
0677: AS_actor 63@ chat_with_actor 62@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 62@ chat_with_actor 63@ lead_speaker_flag 1 unknown_flag 1 
0615: define_AS_pack_begin 55@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 
0643: set_AS_pack 55@ loop 1 
0616: define_AS_pack_end 55@ 
0615: define_AS_pack_begin 45@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 270.0 
0643: set_AS_pack 45@ loop 1 
0616: define_AS_pack_end 45@ 
69@ = 1 

:SWEET1_9348
jump @SWEET1_10024 

:SWEET1_9355
if 
  54@ == 0 
else_jump @SWEET1_9555 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 20.0 17.0 
else_jump @SWEET1_9555 
if 
8118:   not actor 62@ dead 
else_jump @SWEET1_9548 
if 
8118:   not actor 63@ dead 
else_jump @SWEET1_9548 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2400.384 -1472.208 23.9349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2399.49 -1471.763 23.988 switchstyle 2 
03E5: show_text_box 'SWE1_H'  // These are Ballas gang members, dressed in purple. They are your sworn enemy.
wait 500 
0707: start_scene_skip_to @SWEET1_9533 
wait 6500 

:SWEET1_9533
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_9548
54@ = 1 

:SWEET1_9555
if 
  54@ == 1 
else_jump @SWEET1_9804 
if 
  47@ == 0 
else_jump @SWEET1_9631 
if 
  40@ > 2000 
else_jump @SWEET1_9631 
0A6D: print_help_forever_conditional 'SWE1_I' 256  // Press and hold ~m~~widget_attack~ to spray the gang member in the face.
47@ = 1 

:SWEET1_9631
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 5.0 5.0 
else_jump @SWEET1_9804 
if 
8118:   not actor 62@ dead 
else_jump @SWEET1_9712 
0A09: set_actor 62@ muted 1 // versionB 
05BA: AS_actor 62@ move_mouth 0 ms 
0618: assign_actor 62@ to_AS_pack 55@ 
061B: remove_references_to_AS_pack 55@ 

:SWEET1_9712
if 
8118:   not actor 63@ dead 
else_jump @SWEET1_9797 
0A09: set_actor 63@ muted 1 // versionB 
05BA: AS_actor 63@ move_mouth 0 ms 
0618: assign_actor 63@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_9790 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BA' time 2000 flag 1  // What the fuck?

:SWEET1_9790
40@ = 0 

:SWEET1_9797
54@ = 2 

:SWEET1_9804
if 
  54@ == 2 
else_jump @SWEET1_9938 
if or
  67@ == 100 
  40@ > 5000 
else_jump @SWEET1_9938 
if 
8118:   not actor 62@ dead 
else_jump @SWEET1_9872 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:SWEET1_9872
if 
8118:   not actor 63@ dead 
else_jump @SWEET1_9931 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1_9931 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_BE' time 2000 flag 1  // Get that fool!

:SWEET1_9931
54@ = 3 

:SWEET1_9938
if 
  54@ == 3 
else_jump @SWEET1_10024 
if 
03D2:   wav 2 ended 
else_jump @SWEET1_10024 
if 
8118:   not actor 62@ dead 
else_jump @SWEET1_9994 
0A09: set_actor 62@ muted 0 // versionB 

:SWEET1_9994
if 
8118:   not actor 63@ dead 
else_jump @SWEET1_10017 
0A09: set_actor 63@ muted 0 // versionB 

:SWEET1_10017
54@ = 4 

:SWEET1_10024
if 
  67@ == 100 
else_jump @SWEET1_10047 
0164: disable_marker 51@ 

:SWEET1_10047
if 
  68@ == 100 
else_jump @SWEET1_10070 
0164: disable_marker 52@ 

:SWEET1_10070
if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2353.3 -1508.18 radius 3.0 3.0 on_foot 
  43@ == 0 
else_jump @SWEET1_10140 
03E5: show_text_box 'SWE1_G'  // Spraying over a rival tag will gain you respect from your gang. There are many tags scattered around Los Santos to find.
40@ = 0 
43@ = 1 

:SWEET1_10140
if 
0119:   car $135 wrecked 
else_jump @SWEET1_10179 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_10179
if 
0118:   actor $130 dead 
else_jump @SWEET1_10218 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_10218
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_10259 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_10259
if 
  46@ == 0 
else_jump @SWEET1_10396 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_10396 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_10396 
if and
8205:   not actor $PLAYER_ACTOR near_car $135 radius 30.0 30.0 10.0 flag 0 
82CA:   not car $135 bounding_sphere_visible 
else_jump @SWEET1_10396 
0687: clear_actor $130 task 
00AB: put_car $135 at 2487.172 -1666.301 -100.3438 
0574: set_car $135 keep_position 1 
0575: set_actor $130 keep_position 1 
46@ = 1 

:SWEET1_10396
jump @SWEET1_8954 

:SWEET1_10403
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 49@ 
018A: 49@ = create_checkpoint_at 2374.0 -1534.1 23.0 
00BC: show_text_highpriority GXT 'SWE1_Z' time 5000 flag 1  // ~s~Go to the ~y~blip~s~ to find the next tag.
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0702: $26 = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
07C0: load_path 207 

:SWEET1_10492
if 
   not $26 == 100 
else_jump @SWEET1_11411 
wait 0 
if 
  66@ == 0 
else_jump @SWEET1_10574 
if 
  40@ > 2500 
else_jump @SWEET1_10574 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
66@ = 1 

:SWEET1_10574
0702: $26 = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
if 
  $26 == 100 
else_jump @SWEET1_10614 
0164: disable_marker 50@ 

:SWEET1_10614
if 
  57@ == 0 
else_jump @SWEET1_10766 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2374.0 -1534.1 23.0 radius 1.4 1.4 2.0 on_foot 
else_jump @SWEET1_10766 
0A7A: print_help_conditional_hid 'JUMPH1' 1024  // Stand in front of the fence and double tap ~m~~widget_sprint~ to climb the fence.
0A7B: print_help_conditional_touch_classic 'JMPADPT' 1024  // Stand in front of the fence and double tap the lower right corner of the screen to climb the fence.
0A7C: print_help_conditional_touch_adapted 'JMPHID' 1024  // Stand in front of the fence and press and hold ~m~~widget_sprint~ to climb the fence.
0164: disable_marker 49@ 
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 50@ color_to 1 
57@ = 1 

:SWEET1_10766
if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2352.3 -1552.1 radius 3.0 3.0 on_foot 
  57@ == 0 
else_jump @SWEET1_10860 
0A7A: print_help_conditional_hid 'JUMPH1' 1024  // Stand in front of the fence and double tap ~m~~widget_sprint~ to climb the fence.
0A7B: print_help_conditional_touch_classic 'JMPADPT' 1024  // Stand in front of the fence and double tap the lower right corner of the screen to climb the fence.
0A7C: print_help_conditional_touch_adapted 'JMPHID' 1024  // Stand in front of the fence and press and hold ~m~~widget_sprint~ to climb the fence.
57@ = 1 

:SWEET1_10860
if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2420.7 -1572.1 radius 3.0 3.0 on_foot 
  57@ == 0 
else_jump @SWEET1_10954 
0A7A: print_help_conditional_hid 'JUMPH1' 1024  // Stand in front of the fence and double tap ~m~~widget_sprint~ to climb the fence.
0A7B: print_help_conditional_touch_classic 'JMPADPT' 1024  // Stand in front of the fence and double tap the lower right corner of the screen to climb the fence.
0A7C: print_help_conditional_touch_adapted 'JMPHID' 1024  // Stand in front of the fence and press and hold ~m~~widget_sprint~ to climb the fence.
57@ = 1 

:SWEET1_10954
if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2373.5 -1547.2 radius 3.0 3.0 on_foot 
  58@ == 0 
else_jump @SWEET1_11017 
03E5: show_text_box 'RADAR5'  // An upward pointing triangular 'blip' indicates that the objective is above your current position, and a downward pointing triangle, that an objective is below you.
58@ = 1 

:SWEET1_11017
if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2378.755 -1555.89 radius 3.0 3.0 on_foot 
  61@ == 0 
else_jump @SWEET1_11148 
0A7A: print_help_conditional_hid 'JUMPH2' 1024  // Double tap ~m~~widget_sprint~ to climb onto the wall.
0A7B: print_help_conditional_touch_classic 'JMPADP2' 1024  // Stand in front of the wall and double tap the lower right corner of the screen to climb.
0A7C: print_help_conditional_touch_adapted 'JMPHID2' 1024  // Stand in front of the wall and press and hold ~m~~widget_sprint~ to climb.
0164: disable_marker 49@ 
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 50@ color_to 1 
61@ = 1 

:SWEET1_11148
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_11189 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
jump @SWEET1_14723 

:SWEET1_11189
if 
0119:   car $135 wrecked 
else_jump @SWEET1_11228 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_11228
if 
0118:   actor $130 dead 
else_jump @SWEET1_11267 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_11267
if 
  46@ == 0 
else_jump @SWEET1_11404 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_11404 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11404 
if or
8205:   not actor $PLAYER_ACTOR near_car $135 radius 100.0 100.0 10.0 flag 0 
82CA:   not car $135 bounding_sphere_visible 
else_jump @SWEET1_11404 
0687: clear_actor $130 task 
00AB: put_car $135 at 2487.172 -1666.301 -100.3438 
0574: set_car $135 keep_position 1 
0575: set_actor $130 keep_position 1 
46@ = 1 

:SWEET1_11404
jump @SWEET1_10492 

:SWEET1_11411
0164: disable_marker 50@ 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11578 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_11578 
if 
  46@ == 1 
else_jump @SWEET1_11480 
0574: set_car $135 keep_position 0 
0575: set_actor $130 keep_position 0 

:SWEET1_11480
00AB: put_car $135 at 2337.86 -1467.21 22.82 
0175: set_car $135 Z_angle_to 180.0 
wait 100 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11578 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_11578 
0792: disembark_instantly_actor $130 
072A: put_actor $130 into_car $135 driverseat 
054A: set_actor $130 can_be_shot_in_a_car 0 
0164: disable_marker 49@ 
020A: set_car $135 door_status_to 1 

:SWEET1_11578
if 
87C1:   not path 207 available 
else_jump @SWEET1_11688 
wait 0 
07C0: load_path 207 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_11642 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_11642
if 
0118:   actor $130 dead 
else_jump @SWEET1_11681 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_11681
jump @SWEET1_11578 

:SWEET1_11688
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11793 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_11793 
if 
07C1:   path 207 available 
else_jump @SWEET1_11793 
0792: disembark_instantly_actor $130 
wait 0 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11785 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_11785 
072A: put_actor $130 into_car $135 driverseat 

:SWEET1_11785
05EB: assign_car $135 to_path 207 

:SWEET1_11793
wait 2000 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_11834 
0164: disable_marker 64@ 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 

:SWEET1_11834
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0395: clear_area 1 at 2378.323 -1526.153 23.869 radius 50.0 
fade 0 300 

:SWEET1_11874
if 
fading 
else_jump @SWEET1_11898 
wait 0 
jump @SWEET1_11874 

:SWEET1_11898
0A0B: set_rendering_origin_at_3D_coord 2385.444 -1529.335 24.0351 angle 82.7482 
02A3: enable_widescreen 1 
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
fade 1 300 
40@ = 0 
03CF: load_wav 37430 as 1 

:SWEET1_11998
if 
   not 40@ > 3500 
else_jump @SWEET1_12106 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_12060 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_12060
if 
0118:   actor $130 dead 
else_jump @SWEET1_12099 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_12099
jump @SWEET1_11998 

:SWEET1_12106
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_12181 
09F7: play_audio_at_car $135 event 1147 

:SWEET1_12181
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1_12285 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_12239 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_12239
if 
0118:   actor $130 dead 
else_jump @SWEET1_12278 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_12278
jump @SWEET1_12181 

:SWEET1_12285
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_12309 
09F7: play_audio_at_car $135 event 1147 

:SWEET1_12309
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BH' time 10000 flag 1  // CARL, QUICK, GET IN!

:SWEET1_12329
if 
83D2:   not wav 1 ended 
else_jump @SWEET1_12433 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET1_12387 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_12387
if 
0118:   actor $130 dead 
else_jump @SWEET1_12426 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_12426
jump @SWEET1_12329 

:SWEET1_12433
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_12480 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_12480 
0792: disembark_instantly_actor $130 
0430: put_actor $130 into_car $135 passenger_seat 0 

:SWEET1_12480
0925: restore_camera_to_user_defined 
if 
8118:   not actor 62@ dead 
else_jump @SWEET1_12508 
0687: clear_actor 62@ task 
05DE: AS_actor 62@ walk_around_ped_path 

:SWEET1_12508
if 
8118:   not actor 63@ dead 
else_jump @SWEET1_12534 
0687: clear_actor 63@ task 
05DE: AS_actor 63@ walk_around_ped_path 

:SWEET1_12534
$126 = 0 
42@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0164: disable_marker 64@ 
0164: disable_marker 49@ 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_12618 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 

:SWEET1_12618
03CF: load_wav 38607 as 1 

:SWEET1_12627
if or
81AF:   not car $135 sphere $126 in_sphere 2504.735 -1672.45 12.3848 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET1_13145 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_12732 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_12732
if 
0119:   car $135 wrecked 
else_jump @SWEET1_12778 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 
jump @SWEET1_13060 

:SWEET1_12778
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET1_12968 
if 
  48@ == 0 
else_jump @SWEET1_12864 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_12864 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWEX_AH' time 3000 flag 1  // Get us back to the hood, CJ!
40@ = 0 
48@ = 1 

:SWEET1_12864
if 
  42@ == 0 
else_jump @SWEET1_12961 
0164: disable_marker 49@ 
0164: disable_marker 64@ 
018A: 49@ = create_checkpoint_at 2504.735 -1672.45 12.3848 
if 
  40@ > 3000 
else_jump @SWEET1_12954 
00BC: show_text_highpriority GXT 'SWE1_B' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
42@ = 1 

:SWEET1_12954
$126 = 1 

:SWEET1_12961
jump @SWEET1_13060 

:SWEET1_12968
if 
  42@ == 1 
else_jump @SWEET1_13060 
0164: disable_marker 64@ 
0164: disable_marker 49@ 
0186: 64@ = create_marker_above_car $135 
07E0: set_marker 64@ type_to 1 
gosub @SWEET1_15314 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
42@ = 0 

:SWEET1_13060
if 
0118:   actor $130 dead 
else_jump @SWEET1_13099 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
jump @SWEET1_14723 

:SWEET1_13099
if 
0119:   car $135 wrecked 
else_jump @SWEET1_13138 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
jump @SWEET1_14723 

:SWEET1_13138
jump @SWEET1_12627 

:SWEET1_13145
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:SWEET1_13163
if 
fading 
else_jump @SWEET1_13187 
wait 0 
jump @SWEET1_13163 

:SWEET1_13187
04ED: load_animation "GANGS" 

:SWEET1_13196
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1_13227 
wait 0 
jump @SWEET1_13196 

:SWEET1_13227
041D: set_camera_near_clip 0.2 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_13257 
06AB: set_actor $130 all_weapons_hidden 1 

:SWEET1_13257
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_13304 
0968: actor $130 stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:SWEET1_13304
$7914 = 0 
$7913 = 0 
$7916 = 0 
$7915 = 1 
gosub @SWEET1_52 
015F: set_camera_position 2509.95 -1672.095 13.7315 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.891 -1672.419 13.8204 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2510.153 -1673.551 14.2267 position_to 2509.997 -1671.866 13.9831 time 18000 smooth_transition 1 
0920: point_camera 2510.967 -1672.995 14.0633 transverse_to 2510.885 -1672.317 13.896 time 18000 smooth_transition 1 
01C3: remove_references_to_car $135 
0395: clear_area 1 at 2511.352 -1672.14 12.4588 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1_13551 
00A1: put_actor $PLAYER_ACTOR at 2511.352 -1672.14 12.4588 
jump @SWEET1_13571 

:SWEET1_13551
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.352 -1672.14 12.4588 

:SWEET1_13571
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0395: clear_area 1 at 2511.352 -1673.14 12.4588 radius 1.0 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_13699 
0792: disembark_instantly_actor $130 
if 
80DF:   not actor $130 driving 
else_jump @SWEET1_13669 
00A1: put_actor $130 at 2511.352 -1673.14 12.4588 
jump @SWEET1_13689 

:SWEET1_13669
0362: remove_actor $130 from_car_and_place_at 2511.352 -1673.14 12.4588 

:SWEET1_13689
0173: set_actor $130 Z_angle_to 0.0 

:SWEET1_13699
fade 1 1000 
wait 700 
108@ = 0.0 
0707: start_scene_skip_to @SWEET1_14677 
$7916 = 0 

:SWEET1_13735
if 
   not $7914 == 1 
else_jump @SWEET1_13846 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_13839 
if 
  $7913 == 2 
else_jump @SWEET1_13839 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_13832 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 20000 ms 

:SWEET1_13832
$7916 = 1 

:SWEET1_13839
jump @SWEET1_13735 

:SWEET1_13846
$7916 = 0 

:SWEET1_13853
if 
   not $7914 == 2 
else_jump @SWEET1_13948 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_13941 
if 
  $7913 == 2 
else_jump @SWEET1_13941 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_13934 

:SWEET1_13934
$7916 = 1 

:SWEET1_13941
jump @SWEET1_13853 

:SWEET1_13948
$7916 = 0 

:SWEET1_13955
if 
   not $7914 == 3 
else_jump @SWEET1_14050 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_14043 
if 
  $7913 == 2 
else_jump @SWEET1_14043 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14036 

:SWEET1_14036
$7916 = 1 

:SWEET1_14043
jump @SWEET1_13955 

:SWEET1_14050
$7916 = 0 

:SWEET1_14057
if 
   not $7914 == 4 
else_jump @SWEET1_14189 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_14182 
if 
  $7913 == 2 
else_jump @SWEET1_14182 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14175 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_14175
$7916 = 1 

:SWEET1_14182
jump @SWEET1_14057 

:SWEET1_14189
$7916 = 0 

:SWEET1_14196
if 
   not $7914 == 5 
else_jump @SWEET1_14291 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_14284 
if 
  $7913 == 2 
else_jump @SWEET1_14284 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14277 

:SWEET1_14277
$7916 = 1 

:SWEET1_14284
jump @SWEET1_14196 

:SWEET1_14291
$7916 = 0 

:SWEET1_14298
if 
   not $7914 == 6 
else_jump @SWEET1_14483 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_14476 
if 
  $7913 == 2 
else_jump @SWEET1_14476 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14469 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14469 
0605: actor $130 perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1_14469
$7916 = 1 

:SWEET1_14476
jump @SWEET1_14298 

:SWEET1_14483
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 85@ // ret 7 if not found 

:SWEET1_14494
if 
84A4:   not  85@ == 7 // == constant 
else_jump @SWEET1_14534 
wait 0 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 85@ // ret 7 if not found 
jump @SWEET1_14494 

:SWEET1_14534
$7916 = 0 

:SWEET1_14541
if 
   not $7914 == 7 
else_jump @SWEET1_14677 
wait 0 
gosub @SWEET1_15780 
if 
  $7916 == 0 
else_jump @SWEET1_14670 
if 
  $7913 == 2 
else_jump @SWEET1_14670 
if 
8118:   not actor $130 dead 
else_jump @SWEET1_14663 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 2000 ms 
05D3: AS_actor $130 goto_point 2517.397 -1677.352 13.2548 mode 4 time 20000 ms // versionA 

:SWEET1_14663
$7916 = 1 

:SWEET1_14670
jump @SWEET1_14541 

:SWEET1_14677
0701: end_scene_skip 
wait 1500 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0925: restore_camera_to_user_defined 
009B: destroy_actor $130 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
jump @SWEET1_14830 

:SWEET1_14723
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0703: set_tags_painted_percentage_at 100@ 101@ 102@ 103@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 104@ 105@ 106@ 107@ value 0 
if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_14828 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 

:SWEET1_14828
return 

:SWEET1_14830
$451 += 1 
if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_14879 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 
jump @SWEET1_14889 

:SWEET1_14879
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 

:SWEET1_14889
$3290 = 1 
0215: destroy_pickup $7904 
032B: $7904 = create_weapon_pickup 365 type 15 ammo 1000 at 2492.505 -1700.825 1017.8 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SWEET_1'  // Tagging up Turf
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 3 
0109: player $PLAYER_CHAR money = 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:SWEET1_14986
0249: release_model 365 
0249: release_model 492 
0249: release_model 102 
0249: release_model 103 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $130 // Like turning an actor into a random pedestrian 
01BD: $183 = current_time_in_ms 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 64@ 
0164: disable_marker 70@ 
04EF: release_animation "GRAFFITI" 
04EF: release_animation "GANGS" 
034F: destroy_actor_with_fade $130 
0873: release_path 207 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
if 
8119:   not car $135 wrecked 
else_jump @SWEET1_15123 
053F: set_car $135 tires_vulnerability 1 

:SWEET1_15123
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
$ONMISSION = 0 
mission_cleanup 
return 

:SWEET1_15314
040D: unload_wav 2 
if 
  $7917 == 0 
else_jump @SWEET1_15345 
03CF: load_wav 37434 as 2 

:SWEET1_15345
if 
  $7917 == 1 
else_jump @SWEET1_15372 
03CF: load_wav 38644 as 2 

:SWEET1_15372
if 
  $7917 == 2 
else_jump @SWEET1_15399 
03CF: load_wav 38641 as 2 

:SWEET1_15399
if 
  $7917 == 3 
else_jump @SWEET1_15426 
03CF: load_wav 37429 as 2 

:SWEET1_15426
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1_15442
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1_15524 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_15479 
return 

:SWEET1_15479
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_15499 
return 

:SWEET1_15499
if 
0119:   car $135 wrecked 
else_jump @SWEET1_15517 
return 

:SWEET1_15517
jump @SWEET1_15442 

:SWEET1_15524
03D1: play_wav 2 
if 
  $7917 == 0 
else_jump @SWEET1_15562 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // Get in, nigga!

:SWEET1_15562
if 
  $7917 == 1 
else_jump @SWEET1_15596 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // CJ, for once, don't be a punk!

:SWEET1_15596
if 
  $7917 == 2 
else_jump @SWEET1_15630 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // Don't be a buster, CJ!

:SWEET1_15630
if 
  $7917 == 3 
else_jump @SWEET1_15664 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // CJ, GET IN!

:SWEET1_15664
if 
83D2:   not wav 2 ended 
else_jump @SWEET1_15746 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET1_15701 
return 

:SWEET1_15701
if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
else_jump @SWEET1_15721 
return 

:SWEET1_15721
if 
0119:   car $135 wrecked 
else_jump @SWEET1_15739 
return 

:SWEET1_15739
jump @SWEET1_15664 

:SWEET1_15746
$7917 += 1 
if 
  $7917 > 3 
else_jump @SWEET1_15778 
$7917 = 0 

:SWEET1_15778
return 

:SWEET1_15780
if or
  $7913 == 0 
  $7913 == 1 
else_jump @SWEET1_15850 
if 
002F:   56@ >= $7914 // (int) 
else_jump @SWEET1_15850 
if 
  40@ > 200 
else_jump @SWEET1_15850 
gosub @SWEET1_15922 

:SWEET1_15850
if 
  $7913 == 2 
else_jump @SWEET1_15920 
if 
03D2:   wav 1 ended 
else_jump @SWEET1_15920 
gosub @SWEET1_16161 
$7913 = 0 
$7914 += 1 
$7916 = 0 
00BE: text_clear_all 
40@ = 0 

:SWEET1_15920
return 

:SWEET1_15922
if 
  $7913 == 0 
else_jump @SWEET1_15958 
03CF: load_wav $7905($7914,8i) as 1 
$7913 = 1 

:SWEET1_15958
if 
  $7913 == 1 
else_jump @SWEET1_16023 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1_16023 
00BC: show_text_highpriority GXT $7918($7914,8s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET1_16025 
$7913 = 2 

:SWEET1_16023
return 

:SWEET1_16025
if or
04A3:   $7905($7914,8i) == 37401 // == constant 
04A3:   $7905($7914,8i) == 37404 // == constant 
04A3:   $7905($7914,8i) == 37436 // == constant 
04A3:   $7905($7914,8i) == 37438 // == constant 
04A3:   $7905($7914,8i) == 37443 // == constant 
else_jump @SWEET1_16128 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
jump @SWEET1_16159 

:SWEET1_16128
if 
8118:   not actor $130 dead 
else_jump @SWEET1_16159 
0A09: set_actor $130 muted 1 // versionB 
0967: actor $130 move_mouth 2000 ms 

:SWEET1_16159
return 

:SWEET1_16161
if or
04A3:   $7905($7914,8i) == 37401 // == constant 
04A3:   $7905($7914,8i) == 37404 // == constant 
04A3:   $7905($7914,8i) == 37436 // == constant 
04A3:   $7905($7914,8i) == 37438 // == constant 
04A3:   $7905($7914,8i) == 37443 // == constant 
else_jump @SWEET1_16261 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @SWEET1_16289 

:SWEET1_16261
if 
8118:   not actor $130 dead 
else_jump @SWEET1_16289 
0A09: set_actor $130 muted 0 // versionB 
0968: actor $130 stop_mouth 

:SWEET1_16289
return 

//-------------Mission 14---------------
// Originally: Cleaning The Hood

:SWEET1B
thread 'SWEET1B' 
gosub @SWEET1B_1079 
if 
wasted_or_busted 
else_jump @SWEET1B_38 
gosub @SWEET1B_15587 

:SWEET1B_38
gosub @SWEET1B_16097 
end_thread 

:SWEET1B_47
0871: init_jump_table 95@ total_jumps 8 default_jump 0 @SWEET1B_1077 jumps 0 @SWEET1B_175 1 @SWEET1B_381 2 @SWEET1B_563 3 @SWEET1B_625 4 @SWEET1B_783 5 @SWEET1B_845 6 @SWEET1B_907 
0872: jump_table_jumps 7 @SWEET1B_969 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 -1 @SWEET1B_1077 

:SWEET1B_175
05A9: s$7934[0] = 'SWE1_ZF' // s$  // Hey, B Dup is only a couple of blocks away.
05A9: s$7934[1] = 'SWE1_YA' // s$  // The 'hood's all messed up, huh?
05A9: s$7934[2] = 'SWE1_YB' // s$  // Yeah, you try to get any of these crack heads to help you out.
05A9: s$7934[3] = 'SWE1_YC' // s$  // No wonder the Families ain't up on it.
05A9: s$7934[4] = 'SWE1_YD' // s$  // Apart from Smoke, Sweet, and you know, yours truly,
05A9: s$7934[5] = 'SWE1_YE' // s$  // Grove Street don't bang no more.
05A9: s$7934[6] = 'SWE1_YF' // s$  // Yeah, just get blow.
05A9: s$7934[7] = 'SWE1_YG' // s$  // For sure.
04AF: 101@ = 37494 // = constant 
04AF: 102@ = 37465 // = constant 
04AF: 103@ = 37466 // = constant 
04AF: 104@ = 37467 // = constant 
04AF: 105@ = 37468 // = constant 
04AF: 106@ = 37469 // = constant 
04AF: 107@ = 37470 // = constant 
04AF: 108@ = 37471 // = constant 
99@ = 7 
jump @SWEET1B_1077 

:SWEET1B_381
05A9: s$7934[0] = 'SWE1_YM' // s$  // Man, I know this cat!
05A9: s$7934[1] = 'SWE1_YN' // s$  // He a punk, used to run with a Front Yard Balla OG from Idlewood.
05A9: s$7934[2] = 'SWE1_YO' // s$  // I know his place, it's just across the tracks there.
05A9: s$7934[3] = 'SWE1_YP' // s$  // Let's check it out!
05A9: s$7934[4] = 'SWE1_YQ' // s$  // Eh, ain't that Front Yard turf?
05A9: s$7934[5] = 'SWE1_YR' // s$  // Man, are you a busta?
05A9: s$7934[6] = 'SWE1_YS' // s$  // No, I'm down, homie!
04AF: 101@ = 37476 // = constant 
04AF: 102@ = 37477 // = constant 
04AF: 103@ = 37478 // = constant 
04AF: 104@ = 37479 // = constant 
04AF: 105@ = 37480 // = constant 
04AF: 106@ = 37481 // = constant 
04AF: 107@ = 37482 // = constant 
99@ = 6 
jump @SWEET1B_1077 

:SWEET1B_563
05A9: s$7934[0] = 'SWE1_YX' // s$  // Good afternoon, Balla dope pushers!
05A9: s$7934[1] = 'SWE1_YY' // s$  // Grove Street OG's come to do damage!
04AF: 101@ = 37487 // = constant 
04AF: 102@ = 37488 // = constant 
99@ = 1 
jump @SWEET1B_1077 

:SWEET1B_625
05A9: s$7934[0] = 'SWE1_TA' // s$  // Now Ballas know Grove Street Families on their way back up.
05A9: s$7934[1] = 'SWE1_TB' // s$  // For sure, homie - and what's more, you didn't even run out on me!
05A9: s$7934[2] = 'SWE1_TC' // s$  // Time's changing...
05A9: s$7934[3] = 'SWE1_TD' // s$  // Aww man, they gonna be mad at us.
05A9: s$7934[4] = 'SWE1_TE' // s$  // Man, I'll warn the gang later.
05A9: s$7934[5] = 'SWE1_TF' // s$  // For now, let's just bask in the silence of victory, motherfucker.
04AF: 101@ = 37448 // = constant 
04AF: 102@ = 37449 // = constant 
04AF: 103@ = 37450 // = constant 
04AF: 104@ = 37451 // = constant 
04AF: 105@ = 37452 // = constant 
04AF: 106@ = 37453 // = constant 
99@ = 5 
jump @SWEET1B_1077 

:SWEET1B_783
05A9: s$7934[0] = 'SWE1_SA' // s$  // Hey partner I'm working man, what you need? What you need, dog?
05A9: s$7934[1] = 'SWE1_SB' // s$  // Dog, I got quality shit right here.
04AF: 101@ = 37446 // = constant 
04AF: 102@ = 37447 // = constant 
99@ = 1 
jump @SWEET1B_1077 

:SWEET1B_845
05A9: s$7934[0] = 'SWE1_YT' // s$  // Man, we on a serious mission now.
05A9: s$7934[1] = 'SWE1_YU' // s$  // Man, don't sweat it, homie - everybody in the hood knows Ballas are pussies.
04AF: 101@ = 37483 // = constant 
04AF: 102@ = 37484 // = constant 
99@ = 1 
jump @SWEET1B_1077 

:SWEET1B_907
05A9: s$7934[0] = 'SWE1_YV' // s$  // Oo-ee! Man, you can smell a crack den a mile away!
05A9: s$7934[1] = 'SWE1_YW' // s$  // Yeah, let's shoot through and introduce ourselves.
04AF: 101@ = 37485 // = constant 
04AF: 102@ = 37486 // = constant 
99@ = 1 
jump @SWEET1B_1077 

:SWEET1B_969
05A9: s$7934[0] = 'SWE1_UA' // s$  // Now that the base ain't getting pushed up in their faces...
05A9: s$7934[1] = 'SWE1_UB' // s$  // Maybe these fools should be up for some real bangin'!
05A9: s$7934[2] = 'SWE1_UC' // s$  // Yeah, Grove gonna get back on its feet now for sure though.
05A9: s$7934[3] = 'SWE1_UD' // s$  // Later, homie.
04AF: 101@ = 37454 // = constant 
04AF: 102@ = 37455 // = constant 
04AF: 103@ = 37456 // = constant 
04AF: 104@ = 20248 // = constant 
99@ = 3 
jump @SWEET1B_1077 

:SWEET1B_1077
return 

:SWEET1B_1079
increment_mission_attempts 
63@ = 0 
55@ = 0 
$ONMISSION = 1 
71@ = 0 
60@ = 0 
65@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
85@ = 0 
92@ = 0 
58@ = 0 
51@ = 0 
91@ = 0 
94@ = 0 
110@ = 0 
74@ = 0 
77@ = 0 
59@ = 0 
113@ = 0 
111@ = 0 
68@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022B: create_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
wait 0 
054C: use_GXT_table 'SWEET1B' 
select_interior 1 
02E4: load_cutscene_data 'SWEET1B' 

:SWEET1B_1336
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1B_1360 
wait 0 
jump @SWEET1B_1336 

:SWEET1B_1360
02E7: start_cutscene 
fade 1 1000 

:SWEET1B_1369
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1B_1393 
wait 0 
jump @SWEET1B_1369 

:SWEET1B_1393
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SWEET1B_1406
if 
fading 
else_jump @SWEET1B_1430 
wait 0 
jump @SWEET1B_1406 

:SWEET1B_1430
02EA: end_cutscene 
select_interior 0 
0247: load_model 336 
0247: load_model 492 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
060A: create_decision_maker_type 0 store_to 83@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:SWEET1B_1468
if or
8248:   not model 336 available 
823D:   not special_actor 1 loaded 
8248:   not model 492 available 
else_jump @SWEET1B_1504 
wait 0 
jump @SWEET1B_1468 

:SWEET1B_1504
09D2: set_cops_chase_criminals 0 
0395: clear_area 1 at 2516.392 -1676.517 13.0041 radius 5.0 
0395: clear_area 1 at 2508.742 -1671.132 12.3818 radius 5.0 
0395: clear_area 1 at 2516.95 -1675.23 13.05 radius 2.0 
009A: $131 = create_actor_pedtype 24 model 290 at 2516.392 -1676.517 13.0041 
0173: set_actor $131 Z_angle_to 45.7 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
01B2: give_actor $131 weapon 5 ammo 3000 // Load the weapon model before using this 
01B9: set_actor $131 armed_weapon_to 5 
060B: set_actor $131 decision_maker_to 83@ 
02A9: set_actor $131 immune_to_nonplayer 1 
0245: set_actor $131 walk_style_to "GANG1" 
08AF: set_actor $131 max_health_to 500 
0223: set_actor $131 health_to 500 
0568: set_actor $131 untargetable 1 
0446: set_actor $131 dismemberment_possible 1 
0187: 47@ = create_marker_above_actor $131 
07E0: set_marker 47@ type_to 1 
0164: disable_marker 47@ 
00A1: put_actor $PLAYER_ACTOR at 2516.95 -1675.23 13.05 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.0 
03CB: set_rendering_origin_at 2509.81 -1670.89 12.39 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
09DD: unknown_player_group 1 
09B5: set_actor $131 signal_after_kill 0 
00BC: show_text_highpriority GXT 'SW1B_A' time 10000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0395: clear_area 1 at 2508.16 -1666.47 12.3983 radius 6.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2508.16 -1666.47 12.3983 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
0175: set_car $135 Z_angle_to 16.0 
041E: set_radio_station 5 
0249: release_model 492 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1200 
018A: 46@ = create_checkpoint_at 2301.07 -1754.4 12.54 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
$126 = 1 
40@ = 0 
07FB: set_interior 'LACRAK' access 0  // Crack Den
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 0 
gosub @SWEET1B_47 
0395: clear_area 1 at 2301.07 -1754.4 12.54 radius 20.0 

:SWEET1B_2099
if or
80FE:   not actor $PLAYER_ACTOR sphere $126 in_sphere 2301.07 -1754.4 12.54 radius 4.0 4.0 4.0 
8104:   not actor $131 near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_2488 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_2216 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_2216
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET1B_2238 
jump @SWEET1B_16012 

:SWEET1B_2238
if 
  86@ == 0 
else_jump @SWEET1B_2380 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_2380 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_2380 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $131 on_foot 
else_jump @SWEET1B_2336 
gosub @SWEET1B_17108 

:SWEET1B_2336
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_2380 
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $131 driving 
else_jump @SWEET1B_2380 
gosub @SWEET1B_17108 

:SWEET1B_2380
if 
  112@ == 0 
else_jump @SWEET1B_2435 
if 
  40@ > 5000 
else_jump @SWEET1B_2435 
03E5: show_text_box 'CALLRYD'  // When on foot tap ~m~~widget_gang_follow~ to call Ryder back to your side if he gets too involved in a fight.
112@ = 1 

:SWEET1B_2435
gosub @SWEET1B_16405 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_2481 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_2481
jump @SWEET1B_2099 

:SWEET1B_2488
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2301.918 -1746.505 14.009 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2301.81 -1747.499 14.0471 switchstyle 2 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_2621 
if 
00DF:   actor $131 driving 
else_jump @SWEET1B_2596 
0633: AS_actor $131 exit_car 
jump @SWEET1B_2621 

:SWEET1B_2596
05D3: AS_actor $131 goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_2621
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_2654 
wait 800 
0633: AS_actor $PLAYER_ACTOR exit_car 
jump @SWEET1B_2679 

:SWEET1B_2654
05D3: AS_actor $PLAYER_ACTOR goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_2679
01C3: remove_references_to_car $135 
fade 0 1700 

:SWEET1B_2691
if 
fading 
else_jump @SWEET1B_2715 
wait 0 
jump @SWEET1B_2691 

:SWEET1B_2715
select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET1C' 

:SWEET1B_2735
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET1B_2759 
wait 0 
jump @SWEET1B_2735 

:SWEET1B_2759
02E7: start_cutscene 
fade 1 1000 

:SWEET1B_2768
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET1B_2792 
wait 0 
jump @SWEET1B_2768 

:SWEET1B_2792
02EA: end_cutscene 
fade 0 0 

:SWEET1B_2800
if 
fading 
else_jump @SWEET1B_2824 
wait 0 
jump @SWEET1B_2800 

:SWEET1B_2824
select_interior 0 
0247: load_model 28 
0247: load_model 107 
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: create_decision_maker_type 2 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 84@ // decision\allowed\m_.ped files 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:SWEET1B_2880
if or
8248:   not model 28 available 
8248:   not model 107 available 
84EE:   not animation "DEALER" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1B_2929 
wait 0 
jump @SWEET1B_2880 

:SWEET1B_2929
0164: disable_marker 46@ 
009A: 56@ = create_actor_pedtype 25 model 107 at 2283.656 -1645.599 14.1598 
060B: set_actor 56@ decision_maker_to 83@ 
009A: 43@ = create_actor_pedtype 25 model 28 at 2284.947 -1645.396 14.1413 
08AF: set_actor 43@ max_health_to 120 
0223: set_actor 43@ health_to 120 
0173: set_actor 43@ Z_angle_to 114.0 
0187: 52@ = create_marker_above_actor 43@ 
060B: set_actor 43@ decision_maker_to 83@ 
07DD: set_actor 43@ attack_rate 75 // previously known as temper_to 
0A09: set_actor 43@ muted 1 // versionB 
0639: AS_actor 43@ rotate_to_actor 56@ 
0639: AS_actor 56@ rotate_to_actor 43@ 
0575: set_actor 43@ keep_position 1 
0575: set_actor 56@ keep_position 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2300.13 -1763.18 12.63 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_3165 
00A1: put_actor $131 at 2298.15 -1762.67 12.56 
0173: set_actor $131 Z_angle_to 355.37 

:SWEET1B_3165
03CB: set_rendering_origin_at 2300.13 -1763.18 12.63 
0615: define_AS_pack_begin 93@ 
05D3: AS_actor -1 goto_point 2281.116 -1647.527 14.2174 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2281.133 -1650.709 14.1714 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2238.091 -1661.728 14.469 mode 6 time 10000 ms // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 93@ 
0615: define_AS_pack_begin 50@ 
0605: actor -1 perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DEALER_DEAL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 48@ 
05BF: AS_actor -1 look_at_actor 43@ 3000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0605: actor -1 perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DRUGS_BUY" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
110@ = 1 
fade 1 1000 

:SWEET1B_3486
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_3551 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_3544 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_3544
jump @SWEET1B_3486 

:SWEET1B_3551
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YH' time 3000 flag 1  // Let's just cruise through the hood and find us somebody selling.

:SWEET1B_3571
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_3636 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_3629 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_3629
jump @SWEET1B_3571 

:SWEET1B_3636
00BC: show_text_highpriority GXT 'SW1B_B' time 10000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.
0A6F: checkpoint_save 1 

:SWEET1B_3656
if or
8118:   not actor 43@ dead 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
else_jump @SWEET1B_5331 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_3752 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_3752
if 
  112@ == 0 
else_jump @SWEET1B_3807 
if 
  40@ > 2000 
else_jump @SWEET1B_3807 
03E5: show_text_box 'CALLRYD'  // When on foot tap ~m~~widget_gang_follow~ to call Ryder back to your side if he gets too involved in a fight.
112@ = 1 

:SWEET1B_3807
if 
  60@ == 0 
else_jump @SWEET1B_3975 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
else_jump @SWEET1B_3968 
if 
8118:   not actor 56@ dead 
else_jump @SWEET1B_3896 
0575: set_actor 56@ keep_position 0 

:SWEET1B_3896
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_3961 
0575: set_actor 43@ keep_position 0 
if 
8118:   not actor 56@ dead 
else_jump @SWEET1B_3961 
0618: assign_actor 43@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
0618: assign_actor 56@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:SWEET1B_3961
60@ = 1 

:SWEET1B_3968
jump @SWEET1B_4241 

:SWEET1B_3975
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_4241 
if 
  60@ == 1 
else_jump @SWEET1B_4241 
if 
0104:   actor 43@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
else_jump @SWEET1B_4241 
0687: clear_actor 43@ task 
05BF: AS_actor 43@ look_at_actor $PLAYER_ACTOR 3000 ms 
0639: AS_actor 43@ rotate_to_actor $PLAYER_ACTOR 
060B: set_actor 43@ decision_maker_to 42@ 
0605: actor 43@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
if 
  59@ == 0 
else_jump @SWEET1B_4192 
if 
8118:   not actor 56@ dead 
else_jump @SWEET1B_4192 
0575: set_actor 56@ keep_position 0 
0792: disembark_instantly_actor 56@ 
0618: assign_actor 56@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 
060B: set_actor 56@ decision_maker_to 83@ 
59@ = 1 

:SWEET1B_4192
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 4 
gosub @SWEET1B_47 
40@ = 0 
60@ = 2 

:SWEET1B_4241
if 
  60@ == 2 
else_jump @SWEET1B_4393 
if 
  113@ == 0 
else_jump @SWEET1B_4333 
if 
  40@ > 2000 
else_jump @SWEET1B_4333 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_4333 
0A6D: print_help_forever_conditional 'MEL_HLP' 256  // Tap ~m~~widget_explicit_punch~ to perform a melee attack.
113@ = 1 

:SWEET1B_4333
if 
  113@ == 1 
else_jump @SWEET1B_4393 
if 
  40@ > 8000 
else_jump @SWEET1B_4393 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_4393 
113@ = 2 

:SWEET1B_4393
if 
  59@ == 0 
else_jump @SWEET1B_4698 
if 
0118:   actor 43@ dead 
else_jump @SWEET1B_4490 
if 
8118:   not actor 56@ dead 
else_jump @SWEET1B_4483 
0575: set_actor 56@ keep_position 0 
0792: disembark_instantly_actor 56@ 
0618: assign_actor 56@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 
060B: set_actor 56@ decision_maker_to 83@ 
59@ = 1 

:SWEET1B_4483
jump @SWEET1B_4698 

:SWEET1B_4490
if 
8118:   not actor 56@ dead 
else_jump @SWEET1B_4635 
if or
8184:   not actor 43@ health >= 119 
8184:   not actor 56@ health >= 99 
else_jump @SWEET1B_4628 
0575: set_actor 56@ keep_position 0 
0792: disembark_instantly_actor 56@ 
0618: assign_actor 56@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 
060B: set_actor 56@ decision_maker_to 83@ 
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_4621 
0605: actor 43@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_4621
59@ = 1 

:SWEET1B_4628
jump @SWEET1B_4698 

:SWEET1B_4635
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_4698 
0605: actor 43@ perform_animation "XPRESSSCRATCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
59@ = 1 

:SWEET1B_4698
if 
  98@ == 0 
else_jump @SWEET1B_4872 
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_4857 
if 
0184:   actor 43@ health >= 119 
else_jump @SWEET1B_4800 
if 
0104:   actor 43@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
else_jump @SWEET1B_4793 
gosub @SWEET1B_17108 

:SWEET1B_4793
jump @SWEET1B_4850 

:SWEET1B_4800
01B2: give_actor 43@ weapon 5 ammo 3000 // Load the weapon model before using this 
087E: set_actor 43@ weapon_droppable 0 
0A09: set_actor 43@ muted 0 // versionB 
040D: unload_wav 1 
00BE: text_clear_all 
0687: clear_actor 43@ task 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
98@ = 1 

:SWEET1B_4850
jump @SWEET1B_4872 

:SWEET1B_4857
040D: unload_wav 1 
040D: unload_wav 2 
98@ = 1 

:SWEET1B_4872
if 
  74@ == 0 
else_jump @SWEET1B_5278 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 20.0 15.0 5.0 
else_jump @SWEET1B_5278 
03CF: load_wav 37474 as 1 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 1000 
02A3: enable_widescreen 1 
015F: set_camera_position 2283.019 -1649.472 15.0999 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2283.326 -1648.525 15.1884 switchstyle 2 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_5228 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_5223 

:SWEET1B_5066
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_5131 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_5124 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_5124
jump @SWEET1B_5066 

:SWEET1B_5131
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YK' time 5000 flag 1  // Hey, check it out! Somebody's selling to one of the homies!

:SWEET1B_5151
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_5216 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_5209 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_5209
jump @SWEET1B_5151 

:SWEET1B_5216
jump @SWEET1B_5228 

:SWEET1B_5223
wait 2000 

:SWEET1B_5228
wait 1000 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_5254 
0633: AS_actor $PLAYER_ACTOR exit_car 

:SWEET1B_5254
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
74@ = 1 

:SWEET1B_5278
gosub @SWEET1B_16405 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_5324 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_5324
jump @SWEET1B_3656 

:SWEET1B_5331
0249: release_model 107 
40@ = 0 
0164: disable_marker 52@ 

:SWEET1B_5347
if or
   not 40@ > 2000 
   not 86@ == 0 
else_jump @SWEET1B_5423 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_5416 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_5416
jump @SWEET1B_5347 

:SWEET1B_5423
fade 0 500 

:SWEET1B_5430
if 
fading 
else_jump @SWEET1B_5454 
wait 0 
jump @SWEET1B_5430 

:SWEET1B_5454
select_interior 0 
009B: destroy_actor 56@ 
0249: release_model 28 
04EF: release_animation "DEALER" 
03CB: set_rendering_origin_at 2283.0 -1644.4 14.2 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 4.0 
03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_5606 
0860: link_actor $131 to_interior 0 
06AB: set_actor $131 all_weapons_hidden 1 
06C9: remove_actor $131 from_group 
0792: disembark_instantly_actor $131 
0647: AS_actor $131 clear_look_task 

:SWEET1B_5606
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
wait 1000 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 5.0 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_5702 
00A1: put_actor $PLAYER_ACTOR at 2284.462 -1645.925 14.1362 
jump @SWEET1B_5722 

:SWEET1B_5702
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.462 -1645.925 14.1362 

:SWEET1B_5722
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_5821 
if 
80DF:   not actor $131 driving 
else_jump @SWEET1B_5791 
00A1: put_actor $131 at 2283.27 -1645.8 14.15 
jump @SWEET1B_5811 

:SWEET1B_5791
0362: remove_actor $131 from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_5811
0173: set_actor $131 Z_angle_to 310.0 

:SWEET1B_5821
116@ = 0 
if 
056D:   actor 43@ defined 
else_jump @SWEET1B_5867 
if 
09A8:   actor 43@ headshoted 
else_jump @SWEET1B_5867 
116@ = 1 

:SWEET1B_5867
015F: set_camera_position 2285.177 -1644.748 14.0885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2284.635 -1645.266 14.7501 switchstyle 2 
if 
  116@ == 0 
else_jump @SWEET1B_5943 
052C: set_player $PLAYER_CHAR drunk_visuals 100 

:SWEET1B_5943
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 1 
gosub @SWEET1B_47 
wait 200 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 21000 ms 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6055 
0647: AS_actor $131 clear_look_task 
06A9: AS_actor $131 look_at_point 2285.1 -1644.7 14.0 21000 ms 

:SWEET1B_6055
009B: destroy_actor 43@ 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6197 
if 
80FF:   not actor $131 sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
else_jump @SWEET1B_6197 
if 
80DF:   not actor $131 driving 
else_jump @SWEET1B_6167 
00A1: put_actor $131 at 2283.27 -1645.8 14.15 
jump @SWEET1B_6187 

:SWEET1B_6167
0362: remove_actor $131 from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6187
0173: set_actor $131 Z_angle_to 310.0 

:SWEET1B_6197
wait 200 
fade 1 500 
wait 700 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6351 
if 
80FF:   not actor $131 sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
else_jump @SWEET1B_6351 
if 
80DF:   not actor $131 driving 
else_jump @SWEET1B_6321 
00A1: put_actor $131 at 2283.27 -1645.8 14.15 
jump @SWEET1B_6341 

:SWEET1B_6321
0362: remove_actor $131 from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_6341
0173: set_actor $131 Z_angle_to 310.0 

:SWEET1B_6351
00BE: text_clear_all 
03E6: remove_text_box 
if 
  116@ == 0 
else_jump @SWEET1B_6373 

:SWEET1B_6373
0707: start_scene_skip_to @SWEET1B_7384 
100@ = 0 

:SWEET1B_6387
if 
  66@ == 0 
else_jump @SWEET1B_6519 
wait 0 
gosub @SWEET1B_17108 
if 
  100@ == 0 
else_jump @SWEET1B_6512 
if 
  109@ == 2 
else_jump @SWEET1B_6512 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6512 
0605: actor $131 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
100@ = 1 

:SWEET1B_6512
jump @SWEET1B_6387 

:SWEET1B_6519
100@ = 0 

:SWEET1B_6526
if 
  66@ == 1 
else_jump @SWEET1B_6562 
wait 0 
gosub @SWEET1B_17108 
jump @SWEET1B_6526 

:SWEET1B_6562
100@ = 0 

:SWEET1B_6569
if 
  66@ == 2 
else_jump @SWEET1B_6680 
wait 0 
gosub @SWEET1B_17108 
if 
  100@ == 0 
else_jump @SWEET1B_6673 
if 
  109@ == 2 
else_jump @SWEET1B_6673 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6673 
0647: AS_actor $131 clear_look_task 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 9000 ms 
100@ = 1 

:SWEET1B_6673
jump @SWEET1B_6569 

:SWEET1B_6680
if 
  116@ == 0 
else_jump @SWEET1B_6698 

:SWEET1B_6698
100@ = 0 

:SWEET1B_6705
if 
  66@ == 3 
else_jump @SWEET1B_6741 
wait 0 
gosub @SWEET1B_17108 
jump @SWEET1B_6705 

:SWEET1B_6741
100@ = 0 

:SWEET1B_6748
if 
  66@ == 4 
else_jump @SWEET1B_6859 
wait 0 
gosub @SWEET1B_17108 
if 
  100@ == 0 
else_jump @SWEET1B_6852 
if 
  109@ == 2 
else_jump @SWEET1B_6852 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6852 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 5000 ms 
100@ = 1 

:SWEET1B_6852
jump @SWEET1B_6748 

:SWEET1B_6859
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_6891 
0647: AS_actor $131 clear_look_task 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 5000 ms 

:SWEET1B_6891
100@ = 0 

:SWEET1B_6898
if 
  66@ == 5 
else_jump @SWEET1B_7036 
wait 0 
gosub @SWEET1B_17108 
if 
  100@ == 0 
else_jump @SWEET1B_7029 
if 
  109@ == 2 
else_jump @SWEET1B_7029 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7029 
0605: actor $131 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
100@ = 1 

:SWEET1B_7029
jump @SWEET1B_6898 

:SWEET1B_7036
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7090 
0605: actor $131 perform_animation "IDLE_STANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_7090
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 20000 ms 
100@ = 0 

:SWEET1B_7125
if 
  66@ == 6 
else_jump @SWEET1B_7248 
wait 0 
gosub @SWEET1B_17108 
if 
  100@ == 0 
else_jump @SWEET1B_7241 
if 
  109@ == 2 
else_jump @SWEET1B_7241 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7241 
0647: AS_actor $131 clear_look_task 
06A9: AS_actor $131 look_at_point 2285.1 -1644.7 14.0 20000 ms 
100@ = 1 

:SWEET1B_7241
jump @SWEET1B_7125 

:SWEET1B_7248
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_7288
if 
  0.351 > 118@ 
else_jump @SWEET1B_7364 
wait 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
else_jump @SWEET1B_7357 
0613: 118@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 

:SWEET1B_7357
jump @SWEET1B_7288 

:SWEET1B_7364
097A: play_audio_at 2285.177 -1644.748 14.0885 event 1136 

:SWEET1B_7384
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
043C: disable_sounds_after_fadeout 0 
fade 0 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7433 
06AB: set_actor $131 all_weapons_hidden 0 

:SWEET1B_7433
wait 1000 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7459 
0647: AS_actor $131 clear_look_task 

:SWEET1B_7459
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "GANGS" 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2171.781 -1676.78 14.0859 
110@ = 2 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_7563 
06C9: remove_actor $131 from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 
55@ = 1 

:SWEET1B_7563
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 152.235 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0213: 87@ = create_pickup 336 type 3 at 2285.743 -1647.309 14.0782 
043C: disable_sounds_after_fadeout 1 
fade 1 1000 
00BE: text_clear_all 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 5 
else_jump @SWEET1B_7871 
03CF: load_wav 37491 as 2 
wait 500 

:SWEET1B_7675
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_7786 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_7733 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_7733
gosub @SWEET1B_16405 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_7779 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_7779
jump @SWEET1B_7675 

:SWEET1B_7786
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_ZC' time 3000 flag 1  // Hey! Grab hold of that bat over there!

:SWEET1B_7806
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_7871 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_7864 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_7864
jump @SWEET1B_7806 

:SWEET1B_7871
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 5 
gosub @SWEET1B_47 
41@ = 0 
40@ = 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_7959 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_7959
00BC: show_text_highpriority GXT 'SW1B_1' time 10000 flag 1  // ~s~Go to the ~y~dealer's place~s~.
0395: clear_area 1 at 2171.781 -1676.78 14.0859 radius 8.0 

:SWEET1B_7999
if or
80FE:   not actor $PLAYER_ACTOR sphere $126 in_sphere 2171.781 -1676.78 14.0859 radius 3.5 3.5 4.0 
8104:   not actor $131 near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_8430 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_8116 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_8116
if 
  41@ > 5000 
else_jump @SWEET1B_8243 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_8243 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $131 on_foot 
else_jump @SWEET1B_8199 
gosub @SWEET1B_17108 

:SWEET1B_8199
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_8243 
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $131 driving 
else_jump @SWEET1B_8243 
gosub @SWEET1B_17108 

:SWEET1B_8243
gosub @SWEET1B_16405 
if 
  113@ == 0 
else_jump @SWEET1B_8324 
if 
  40@ > 2000 
else_jump @SWEET1B_8324 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_8324 
0A6D: print_help_forever_conditional 'MEL_HLP' 256  // Tap ~m~~widget_explicit_punch~ to perform a melee attack.
113@ = 1 

:SWEET1B_8324
if 
  113@ == 1 
else_jump @SWEET1B_8384 
if 
  40@ > 8000 
else_jump @SWEET1B_8384 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_8384 
113@ = 2 

:SWEET1B_8384
if 
0118:   actor $131 dead 
else_jump @SWEET1B_8423 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_8423
jump @SWEET1B_7999 

:SWEET1B_8430
040D: unload_wav 1 
040D: unload_wav 2 
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 6 
gosub @SWEET1B_47 
02A3: enable_widescreen 1 
07FB: set_interior 'LACRAK' access 1  // Crack Den
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2177.072 -1682.038 15.8487 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.343 -1681.354 15.8969 switchstyle 2 
41@ = 0 

:SWEET1B_8555
if 
   not 66@ == 1 
else_jump @SWEET1B_8591 
wait 0 
gosub @SWEET1B_17108 
jump @SWEET1B_8555 

:SWEET1B_8591
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2169.72 -1673.14 13.01 
110@ = 3 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
118@ = 0.0 
41@ = 0 
114@ = 0 

:SWEET1B_8662
if 
   not 51@ == 1 
else_jump @SWEET1B_13676 
wait 0 
077E: get_active_interior_to 86@ 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET1B_8711 
jump @SWEET1B_16012 

:SWEET1B_8711
if 
0118:   actor $131 dead 
else_jump @SWEET1B_8750 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_8750
gosub @SWEET1B_17108 
if 
  86@ == 5 
else_jump @SWEET1B_13012 
084D: unknown_enable_burglary_house_occupants 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 319.15 1120.89 1082.87 radius 20.0 20.0 10.0 
else_jump @SWEET1B_13012 
if 
  71@ == 0 
else_jump @SWEET1B_12610 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 radius 100.0 
0164: disable_marker 47@ 
fade 0 0 
0247: load_model 102 
0247: load_model 64 
0247: load_model 63 
0247: load_model 28 
0247: load_model #CIGAR 
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:SWEET1B_8946
if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "BASEBALL" loaded 
else_jump @SWEET1B_9007 
wait 0 
fade 0 0 
jump @SWEET1B_8946 

:SWEET1B_9007
if or
8248:   not model 102 available 
8248:   not model 63 available 
8248:   not model 64 available 
8248:   not model #CIGAR available 
8248:   not model 28 available 
else_jump @SWEET1B_9055 
wait 0 
fade 0 0 
jump @SWEET1B_9007 

:SWEET1B_9055
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 315.81 1122.3 1082.8 mode 6 time 10000 ms // versionA 
0605: actor -1 perform_animation "BBALBAT_IDLE_01" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 76@ 
07FB: set_interior 'LACRAK' access 0  // Crack Den
009A: 69@ = create_actor_pedtype 5 model 64 at 309.77 1123.5 1082.87 
0860: link_actor 69@ to_interior 5 
0173: set_actor 69@ Z_angle_to 107.12 
0812: AS_actor 69@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 69@ decision_maker_to 83@ 
009A: 44@ = create_actor_pedtype 25 model 64 at 317.5892 1124.777 1082.867 
0860: link_actor 44@ to_interior 5 
0173: set_actor 44@ Z_angle_to 180.0 
0812: AS_actor 44@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 44@ decision_maker_to 83@ 
009A: 62@ = create_actor_pedtype 25 model 102 at 325.0 1119.975 1082.875 
0860: link_actor 62@ to_interior 5 
0173: set_actor 62@ Z_angle_to 90.0 
0812: AS_actor 62@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 62@ decision_maker_to 83@ 
0107: 88@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 62@ attach_to_object 88@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 57@ = create_actor_pedtype 25 model 102 at 320.1898 1123.292 1082.875 
0860: link_actor 57@ to_interior 5 
0173: set_actor 57@ Z_angle_to 177.9659 
0812: AS_actor 57@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 57@ decision_maker_to 83@ 
0107: 89@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 57@ attach_to_object 89@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 70@ = create_actor_pedtype 25 model 102 at 333.63 1124.51 1082.88 
08AF: set_actor 70@ max_health_to 70 
0223: set_actor 70@ health_to 70 
0860: link_actor 70@ to_interior 5 
0173: set_actor 70@ Z_angle_to 267.96 
060B: set_actor 70@ decision_maker_to 42@ 
077A: set_actor 70@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0107: 90@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 70@ attach_to_object 90@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0187: 96@ = create_marker_above_actor 70@ 
08DC: create_interior_marker 96@ at 2167.835 -1672.923 radius 2.0 
009A: 72@ = create_actor_pedtype 25 model 102 at 325.0 1129.213 1082.883 
0860: link_actor 72@ to_interior 5 
0173: set_actor 72@ Z_angle_to 90.0 
0605: actor 72@ perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 72@ decision_maker_to 42@ 
077A: set_actor 72@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 97@ = create_marker_above_actor 72@ 
08DC: create_interior_marker 97@ at 2167.835 -1672.923 radius 2.0 
009A: 73@ = create_actor_pedtype 5 model 63 at 324.0 1129.2 1082.883 
0860: link_actor 73@ to_interior 5 
0173: set_actor 73@ Z_angle_to 270.0 
0605: actor 73@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 73@ decision_maker_to 83@ 
077A: set_actor 73@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
009A: 67@ = create_actor_pedtype 25 model 102 at 333.4072 1124.462 1082.89 
0860: link_actor 67@ to_interior 5 
0173: set_actor 67@ Z_angle_to 83.6676 
0812: AS_actor 67@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 67@ decision_maker_to 83@ 
0107: 89@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 67@ attach_to_object 89@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 45@ = create_actor_pedtype 25 model 28 at 306.03 1121.86 1082.87 
0860: link_actor 45@ to_interior 5 
07DD: set_actor 45@ attack_rate 80 // previously known as temper_to 
08AF: set_actor 45@ max_health_to 150 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ Z_angle_to 263.66 
01B2: give_actor 45@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 42@ 
077A: set_actor 45@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 53@ = create_marker_above_actor 45@ 
08DC: create_interior_marker 53@ at 2167.835 -1672.923 radius 2.0 
40@ = 0 
03CF: load_wav 37487 as 1 
03CF: load_wav 37488 as 2 

:SWEET1B_10314
if 
   not 40@ > 1000 
else_jump @SWEET1B_10350 
wait 0 
fade 0 0 
jump @SWEET1B_10314 

:SWEET1B_10350
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_10447 
06C9: remove_actor $131 from_group 
0792: disembark_instantly_actor $131 
0647: AS_actor $131 clear_look_task 
00A1: put_actor $131 at 320.12 1118.2 1082.89 
0173: set_actor $131 Z_angle_to 7.0 
08AD: link_actor $131 to_enex_marker_at 2169.72 -1673.14 radius 20.0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 6000 ms 

:SWEET1B_10447
015F: set_camera_position 318.297 1115.438 1085.054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.7138 1116.318 1084.827 switchstyle 2 
wait 300 
fade 1 1000 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_10551 
05D3: AS_actor $131 goto_point 320.0 1122.3 1082.8 mode 4 time 6000 ms // versionA 

:SWEET1B_10551
if 
83D0:   not wav 1 loaded 
else_jump @SWEET1B_10629 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_10622 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
jump @SWEET1B_15587 

:SWEET1B_10622
jump @SWEET1B_10551 

:SWEET1B_10629
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YX' time 10000 flag 1  // Good afternoon, Balla dope pushers!

:SWEET1B_10649
if 
83D2:   not wav 1 ended 
else_jump @SWEET1B_10727 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_10720 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_10720
jump @SWEET1B_10649 

:SWEET1B_10727
03CF: load_wav 4000 as 1 
77@ = 0 
0707: start_scene_skip_to @SWEET1B_11966 

:SWEET1B_10748
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_10826 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_10819 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_10819
jump @SWEET1B_10748 

:SWEET1B_10826
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_YY' time 10000 flag 1  // Grove Street OG's come to do damage!

:SWEET1B_10846
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_10924 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_10917 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_10917
jump @SWEET1B_10846 

:SWEET1B_10924
03CF: load_wav 4001 as 2 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_11058 

:SWEET1B_10947
if 
80FE:   not actor $131 sphere 0 in_sphere 320.0 1122.3 1082.8 radius 0.9 0.9 2.0 
else_jump @SWEET1B_11058 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_11051 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_11051
jump @SWEET1B_10947 

:SWEET1B_11058
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_11244 
if 
8118:   not actor 57@ dead 
else_jump @SWEET1B_11244 
0605: actor $131 perform_animation "BAT_4" IFP "BASEBALL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
40@ = 0 

:SWEET1B_11134
if 
   not 40@ > 400 
else_jump @SWEET1B_11164 
wait 0 
jump @SWEET1B_11134 

:SWEET1B_11164
if 
8118:   not actor 57@ dead 
else_jump @SWEET1B_11237 
097A: play_audio_at 320.1898 1123.292 1082.875 event 1135 
0829: actor 57@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 57@ onbone_attached_object_operation 0 

:SWEET1B_11237
100@ = 1 

:SWEET1B_11244
if 
8118:   not actor 72@ dead 
else_jump @SWEET1B_11368 
05D3: AS_actor 72@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
if 
8118:   not actor 73@ dead 
else_jump @SWEET1B_11368 
0687: clear_actor 73@ task 
00A1: put_actor 73@ at 325.3923 1131.888 1082.883 
0173: set_actor 73@ Z_angle_to 246.147 
0605: actor 73@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_11368
40@ = 0 

:SWEET1B_11375
if 
   not 40@ > 700 
else_jump @SWEET1B_11457 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_11450 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_11450
jump @SWEET1B_11375 

:SWEET1B_11457
if 
8118:   not actor 45@ dead 
else_jump @SWEET1B_11516 
00A1: put_actor 45@ at 310.1843 1122.598 1082.89 
0173: set_actor 45@ Z_angle_to 270.0 
0164: disable_marker 46@ 
0618: assign_actor 45@ to_AS_pack 76@ 

:SWEET1B_11516
015F: set_camera_position 319.2787 1121.339 1083.123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3951 1121.773 1083.297 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
40@ = 0 

:SWEET1B_11579
if 
   not 40@ > 2500 
else_jump @SWEET1B_11661 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_11654 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_11654
jump @SWEET1B_11579 

:SWEET1B_11661
if 
8118:   not actor 70@ dead 
else_jump @SWEET1B_11732 
00A1: put_actor 70@ at 329.29 1122.13 1082.88 
0173: set_actor 70@ Z_angle_to 90.0 
05D3: AS_actor 70@ goto_point 325.25 1122.5 1082.88 mode 6 time 10000 ms // versionA 

:SWEET1B_11732
015F: set_camera_position 318.6783 1118.741 1084.642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 319.4823 1119.317 1084.494 switchstyle 2 

:SWEET1B_11783
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_11861 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_11854 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
jump @SWEET1B_15587 

:SWEET1B_11854
jump @SWEET1B_11783 

:SWEET1B_11861
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'BALLA_2' time 10000 flag 1  // Fuck them Grove Street fools!

:SWEET1B_11881
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_11959 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_11952 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_11952
jump @SWEET1B_11881 

:SWEET1B_11959
77@ = 1 

:SWEET1B_11966
0701: end_scene_skip 
03CF: load_wav 34223 as 2 
if 
  77@ == 0 
else_jump @SWEET1B_12405 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SWEET1B_12010
if 
fading 
else_jump @SWEET1B_12034 
wait 0 
jump @SWEET1B_12010 

:SWEET1B_12034
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 4000 as 1 
03CF: load_wav 34223 as 2 
if 
8118:   not actor 45@ dead 
else_jump @SWEET1B_12117 
00A1: put_actor 45@ at 310.1843 1122.598 1082.89 
0173: set_actor 45@ Z_angle_to 270.0 
0164: disable_marker 46@ 
0618: assign_actor 45@ to_AS_pack 76@ 

:SWEET1B_12117
if 
8118:   not actor 72@ dead 
else_jump @SWEET1B_12271 
00A1: put_actor 72@ at 323.5565 1124.362 1082.883 
0173: set_actor 72@ Z_angle_to 132.073 
05D3: AS_actor 72@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
if 
8118:   not actor 73@ dead 
else_jump @SWEET1B_12271 
0687: clear_actor 73@ task 
00A1: put_actor 73@ at 325.3923 1131.888 1082.883 
0173: set_actor 73@ Z_angle_to 246.147 
0605: actor 73@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_12271
if 
8118:   not actor 70@ dead 
else_jump @SWEET1B_12342 
00A1: put_actor 70@ at 326.96 1122.52 1082.89 
0173: set_actor 70@ Z_angle_to 90.0 
05D3: AS_actor 70@ goto_point 325.25 1122.5 1082.88 mode 4 time 10000 ms // versionA 

:SWEET1B_12342
if 
8118:   not actor 57@ dead 
else_jump @SWEET1B_12388 
0829: actor 57@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 

:SWEET1B_12388
wait 1000 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
fade 1 500 

:SWEET1B_12405
061B: remove_references_to_AS_pack 76@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
if 
8118:   not actor 72@ dead 
else_jump @SWEET1B_12483 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:SWEET1B_12483
if 
8118:   not actor 70@ dead 
else_jump @SWEET1B_12554 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_12554 
05E2: AS_actor $131 kill_actor 70@ 
05E2: AS_actor 70@ kill_actor $131 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
070B: set_actor 70@ onbone_attached_object_operation 1 

:SWEET1B_12554
if 
03D0:   wav 1 loaded 
else_jump @SWEET1B_12589 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BALLA_1' time 2000 flag 1  // Grove Street's going down!

:SWEET1B_12589
40@ = 0 
71@ = 1 
jump @SWEET1B_13012 

:SWEET1B_12610
if 
  40@ > 2000 
else_jump @SWEET1B_12689 
if 
  111@ == 0 
else_jump @SWEET1B_12689 
if 
03D0:   wav 2 loaded 
else_jump @SWEET1B_12689 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'RYDX_BC' time 2000 flag 1  // Ninja these motherfuckers!
111@ = 1 

:SWEET1B_12689
if 
  40@ > 4000 
else_jump @SWEET1B_12749 
if 
  111@ == 1 
else_jump @SWEET1B_12749 
00BC: show_text_highpriority GXT 'SW1B_B' time 6000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.
111@ = 2 

:SWEET1B_12749
if 
8118:   not actor 45@ dead 
else_jump @SWEET1B_12915 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_12915 
if 
  113@ == 0 
else_jump @SWEET1B_12855 
if 
  40@ > 3000 
else_jump @SWEET1B_12855 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_12855 
0A6D: print_help_forever_conditional 'MEL_HLP' 256  // Tap ~m~~widget_explicit_punch~ to perform a melee attack.
113@ = 1 

:SWEET1B_12855
if 
  113@ == 1 
else_jump @SWEET1B_12915 
if 
  40@ > 9000 
else_jump @SWEET1B_12915 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_12915 
113@ = 2 

:SWEET1B_12915
if 
  71@ == 1 
else_jump @SWEET1B_13012 
if or
0118:   actor 70@ dead 
0118:   actor 45@ dead 
else_jump @SWEET1B_13012 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_13012 
06C9: remove_actor $131 from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 
71@ = 2 

:SWEET1B_13012
if 
  71@ > 0 
else_jump @SWEET1B_13221 
if 
0118:   actor 45@ dead 
else_jump @SWEET1B_13051 
0164: disable_marker 53@ 

:SWEET1B_13051
if 
0118:   actor 70@ dead 
else_jump @SWEET1B_13072 
0164: disable_marker 96@ 

:SWEET1B_13072
if 
0118:   actor 72@ dead 
else_jump @SWEET1B_13093 
0164: disable_marker 97@ 

:SWEET1B_13093
if and
0118:   actor 72@ dead 
0118:   actor 70@ dead 
0118:   actor 45@ dead 
else_jump @SWEET1B_13126 
51@ = 1 

:SWEET1B_13126
if 
  68@ == 0 
else_jump @SWEET1B_13221 
if 
8118:   not actor 45@ dead 
else_jump @SWEET1B_13221 
if or
0118:   actor 70@ dead 
0118:   actor 72@ dead 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 2.0 2.0 2.0 sphere 0 
else_jump @SWEET1B_13221 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
68@ = 1 

:SWEET1B_13221
if 
  86@ == 5 
else_jump @SWEET1B_13623 
if 
8118:   not actor 44@ dead 
else_jump @SWEET1B_13335 
if 
8184:   not actor 44@ health >= 80 
else_jump @SWEET1B_13335 
if 
  79@ == 0 
else_jump @SWEET1B_13335 
0829: actor 44@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 44@ onbone_attached_object_operation 1 
79@ = 1 

:SWEET1B_13335
if 
8118:   not actor 62@ dead 
else_jump @SWEET1B_13431 
if 
8184:   not actor 62@ health >= 80 
else_jump @SWEET1B_13431 
if 
  80@ == 0 
else_jump @SWEET1B_13431 
0829: actor 62@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 62@ onbone_attached_object_operation 1 
80@ = 1 

:SWEET1B_13431
if 
8118:   not actor 69@ dead 
else_jump @SWEET1B_13527 
if 
8184:   not actor 69@ health >= 80 
else_jump @SWEET1B_13527 
if 
  82@ == 0 
else_jump @SWEET1B_13527 
0829: actor 69@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 69@ onbone_attached_object_operation 1 
82@ = 1 

:SWEET1B_13527
if 
8118:   not actor 67@ dead 
else_jump @SWEET1B_13623 
if 
8184:   not actor 67@ health >= 80 
else_jump @SWEET1B_13623 
if 
  78@ == 0 
else_jump @SWEET1B_13623 
0829: actor 67@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 67@ onbone_attached_object_operation 1 
78@ = 1 

:SWEET1B_13623
gosub @SWEET1B_16405 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_13669 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_13669
jump @SWEET1B_8662 

:SWEET1B_13676
wait 2000 
07FB: set_interior 'LACRAK' access 1  // Crack Den
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
0249: release_model 28 
0249: release_model 102 
0249: release_model 64 
0249: release_model 63 
0249: release_model #CIGAR 
084D: unknown_enable_burglary_house_occupants 1 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_13824 
0792: disembark_instantly_actor $131 
06C9: remove_actor $131 from_group 
0647: AS_actor $131 clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 
55@ = 1 

:SWEET1B_13824
00BC: show_text_highpriority GXT 'SW1B_F' time 10000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0164: disable_marker 53@ 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2513.33 -1672.12 12.52 
$126 = 1 
110@ = 4 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_13900 

:SWEET1B_13900
115@ = 0 
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 3 
gosub @SWEET1B_47 
119@ = 0 

:SWEET1B_13949
if 
  119@ == 0 
else_jump @SWEET1B_15040 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $131 dead 
else_jump @SWEET1B_14085 
if or
00FE:   actor $PLAYER_ACTOR sphere $126 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
00FE:   actor $131 sphere 0 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
else_jump @SWEET1B_14085 
119@ = 1 

:SWEET1B_14085
if 
0118:   actor $131 dead 
else_jump @SWEET1B_14124 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_14124
if 
  115@ == 1 
else_jump @SWEET1B_14149 
gosub @SWEET1B_16405 

:SWEET1B_14149
077E: get_active_interior_to 86@ 
if 
  86@ == 0 
else_jump @SWEET1B_14592 
if 
  115@ == 0 
else_jump @SWEET1B_14403 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.601 -1672.592 14.081 radius 10.0 10.0 4.0 
else_jump @SWEET1B_14403 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_14396 
if 
8104:   not actor $131 near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_14396 
0395: clear_area 1 at 2164.961 -1673.758 14.0803 radius 1.0 
00A1: put_actor $131 at 2164.961 -1673.758 14.0803 
0173: set_actor $131 Z_angle_to 280.1246 
0860: link_actor $131 to_interior 0 
0792: disembark_instantly_actor $131 
06C9: remove_actor $131 from_group 
0647: AS_actor $131 clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 

:SWEET1B_14396
115@ = 1 

:SWEET1B_14403
if 
  115@ == 1 
else_jump @SWEET1B_14592 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_14592 
if 
  86@ == 0 
else_jump @SWEET1B_14592 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_14592 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_14592 
07FB: set_interior 'LACRAK' access 0  // Crack Den
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $131 on_foot 
else_jump @SWEET1B_14548 
gosub @SWEET1B_17108 

:SWEET1B_14548
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_14592 
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $131 driving 
else_jump @SWEET1B_14592 
gosub @SWEET1B_17108 

:SWEET1B_14592
if 
  86@ == 5 
else_jump @SWEET1B_14994 
if 
8118:   not actor 44@ dead 
else_jump @SWEET1B_14706 
if 
8184:   not actor 44@ health >= 80 
else_jump @SWEET1B_14706 
if 
  79@ == 0 
else_jump @SWEET1B_14706 
0829: actor 44@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 44@ onbone_attached_object_operation 1 
79@ = 1 

:SWEET1B_14706
if 
8118:   not actor 62@ dead 
else_jump @SWEET1B_14802 
if 
8184:   not actor 62@ health >= 80 
else_jump @SWEET1B_14802 
if 
  80@ == 0 
else_jump @SWEET1B_14802 
0829: actor 62@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 62@ onbone_attached_object_operation 1 
80@ = 1 

:SWEET1B_14802
if 
8118:   not actor 69@ dead 
else_jump @SWEET1B_14898 
if 
8184:   not actor 69@ health >= 80 
else_jump @SWEET1B_14898 
if 
  82@ == 0 
else_jump @SWEET1B_14898 
0829: actor 69@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 69@ onbone_attached_object_operation 1 
82@ = 1 

:SWEET1B_14898
if 
8118:   not actor 67@ dead 
else_jump @SWEET1B_14994 
if 
8184:   not actor 67@ health >= 80 
else_jump @SWEET1B_14994 
if 
  78@ == 0 
else_jump @SWEET1B_14994 
0829: actor 67@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 67@ onbone_attached_object_operation 1 
78@ = 1 

:SWEET1B_14994
if 
0118:   actor $131 dead 
else_jump @SWEET1B_15033 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
jump @SWEET1B_15587 

:SWEET1B_15033
jump @SWEET1B_13949 

:SWEET1B_15040
66@ = 0 
109@ = 0 
100@ = 0 
95@ = 7 
gosub @SWEET1B_47 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
wait 500 
fade 0 1000 

:SWEET1B_15105
if 
fading 
else_jump @SWEET1B_15129 
wait 0 
jump @SWEET1B_15105 

:SWEET1B_15129
04ED: load_animation "GANGS" 

:SWEET1B_15138
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET1B_15169 
wait 0 
jump @SWEET1B_15138 

:SWEET1B_15169
015F: set_camera_position 2518.491 -1679.401 14.4781 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2518.086 -1678.499 14.6304 switchstyle 2 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET1B_15263 
00A1: put_actor $PLAYER_ACTOR at 2517.524 -1678.497 13.3912 
jump @SWEET1B_15283 

:SWEET1B_15263
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.524 -1678.497 13.3912 

:SWEET1B_15283
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.5351 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_15432 
0792: disembark_instantly_actor $131 
06C9: remove_actor $131 from_group 
0647: AS_actor $131 clear_look_task 
0687: clear_actor $131 task 
06AB: set_actor $131 all_weapons_hidden 1 
if 
80DF:   not actor $131 driving 
else_jump @SWEET1B_15386 
00A1: put_actor $131 at 2518.314 -1676.907 13.3726 
jump @SWEET1B_15406 

:SWEET1B_15386
0362: remove_actor $131 from_car_and_place_at 2518.314 -1676.907 13.3726 

:SWEET1B_15406
0639: AS_actor $131 rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $131 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SWEET1B_15432
wait 500 
fade 1 1000 

:SWEET1B_15444
if 
   not 66@ == 3 
else_jump @SWEET1B_15480 
wait 0 
gosub @SWEET1B_17108 
jump @SWEET1B_15444 

:SWEET1B_15480
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_15521 
05D3: AS_actor $131 goto_point 2522.997 -1679.196 14.497 mode 4 time 4000 ms // versionA 

:SWEET1B_15521
if 
   not 66@ == 4 
else_jump @SWEET1B_15557 
wait 0 
gosub @SWEET1B_17108 
jump @SWEET1B_15521 

:SWEET1B_15557
wait 1000 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor $131 
jump @SWEET1B_16012 

:SWEET1B_15587
077E: get_active_interior_to 86@ 
if 
  86@ == 5 
else_jump @SWEET1B_15623 
07FB: set_interior 'LACRAK' access 1  // Crack Den

:SWEET1B_15623
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
077E: get_active_interior_to 86@ 
if 
  86@ == 5 
else_jump @SWEET1B_16010 
if 
  71@ == 1 
else_jump @SWEET1B_16010 
if 
8118:   not actor 44@ dead 
else_jump @SWEET1B_15758 
if 
  79@ == 0 
else_jump @SWEET1B_15758 
0829: actor 44@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 44@ onbone_attached_object_operation 1 
79@ = 1 

:SWEET1B_15758
if 
8118:   not actor 62@ dead 
else_jump @SWEET1B_15836 
if 
  80@ == 0 
else_jump @SWEET1B_15836 
0829: actor 62@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 62@ onbone_attached_object_operation 1 
80@ = 1 

:SWEET1B_15836
if 
8118:   not actor 69@ dead 
else_jump @SWEET1B_15914 
if 
  82@ == 0 
else_jump @SWEET1B_15914 
0829: actor 69@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 69@ onbone_attached_object_operation 1 
82@ = 1 

:SWEET1B_15914
if 
8118:   not actor 67@ dead 
else_jump @SWEET1B_16010 
if 
8184:   not actor 67@ health >= 80 
else_jump @SWEET1B_16010 
if 
  78@ == 0 
else_jump @SWEET1B_16010 
0829: actor 67@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 67@ onbone_attached_object_operation 1 
78@ = 1 

:SWEET1B_16010
return 

:SWEET1B_16012
$451 += 1 
0318: set_latest_mission_passed 'SWEET1B'  // Cleaning the Hood
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
return 

:SWEET1B_16097
$1011 = 0 
$1012 = 0 
05A9: s$1013 = 'LACRAK' // s$  // Crack Den
create_thread @ENTEXT 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SWEET1B_16156 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:SWEET1B_16156
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022A: remove_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
0249: release_model 28 
0249: release_model 102 
0249: release_model 336 
0249: release_model 107 
0249: release_model 64 
0249: release_model 63 
0249: release_model #CIGAR 
0249: release_model 492 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 0 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0215: destroy_pickup 87@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
034F: destroy_actor_with_fade $131 
0296: unload_special_actor 1 
09D2: set_cops_chase_criminals 1 
mission_cleanup 
return 

:SWEET1B_16405
077E: get_active_interior_to 86@ 
if 
  86@ == 0 
else_jump @SWEET1B_17106 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_17106 
if 
8104:   not actor $131 near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
else_jump @SWEET1B_16618 
if 
  55@ == 0 
else_jump @SWEET1B_16611 
if 
  51@ == 0 
else_jump @SWEET1B_16529 
07FB: set_interior 'LACRAK' access 0  // Crack Den

:SWEET1B_16529
0164: disable_marker 53@ 
0164: disable_marker 52@ 
0164: disable_marker 47@ 
0164: disable_marker 46@ 
0187: 47@ = create_marker_above_actor $131 
07E0: set_marker 47@ type_to 1 
06C9: remove_actor $131 from_group 
0687: clear_actor $131 task 
gosub @SWEET1B_17953 
00BC: show_text_highpriority GXT 'SW1B_H' time 6000 flag 1  // ~s~You're too far away from ~b~Ryder~s~, go back and get him.
$126 = 0 
55@ = 1 

:SWEET1B_16611
jump @SWEET1B_17106 

:SWEET1B_16618
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_17106 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SWEET1B_17106 
if 
  55@ == 1 
else_jump @SWEET1B_17106 
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_16744 
0164: disable_marker 47@ 
06C9: remove_actor $131 from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $131 in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $131 supporting_fire 0 

:SWEET1B_16744
if 
  110@ == 0 
else_jump @SWEET1B_16803 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2301.07 -1754.4 12.54 
00BC: show_text_highpriority GXT 'SW1B_A' time 7000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.

:SWEET1B_16803
if 
  110@ == 1 
else_jump @SWEET1B_16866 
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_16850 
0164: disable_marker 52@ 
0187: 52@ = create_marker_above_actor 43@ 

:SWEET1B_16850
00BC: show_text_highpriority GXT 'SW1B_B' time 7000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.

:SWEET1B_16866
if 
  110@ == 2 
else_jump @SWEET1B_16943 
if 
  86@ == 0 
else_jump @SWEET1B_16927 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2171.781 -1676.78 14.0859 

:SWEET1B_16927
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_16943
if 
  110@ == 3 
else_jump @SWEET1B_17033 
07FB: set_interior 'LACRAK' access 1  // Crack Den
if 
  86@ == 0 
else_jump @SWEET1B_17017 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2169.72 -1673.14 13.01 

:SWEET1B_17017
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_17033
if 
  110@ == 4 
else_jump @SWEET1B_17092 
0164: disable_marker 46@ 
018A: 46@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'SW1B_F' time 7000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.

:SWEET1B_17092
$126 = 1 
55@ = 0 

:SWEET1B_17106
return 

:SWEET1B_17108
if or
  109@ == 0 
  109@ == 1 
else_jump @SWEET1B_17178 
if 
002D:   99@ >= 66@ // (int) 
else_jump @SWEET1B_17178 
if 
  40@ > 200 
else_jump @SWEET1B_17178 
gosub @SWEET1B_17250 

:SWEET1B_17178
if 
  109@ == 2 
else_jump @SWEET1B_17248 
if 
03D2:   wav 1 ended 
else_jump @SWEET1B_17248 
gosub @SWEET1B_17659 
109@ = 0 
66@ += 1 
100@ = 0 
00BE: text_clear_all 
40@ = 0 

:SWEET1B_17248
return 

:SWEET1B_17250
if 
  109@ == 0 
else_jump @SWEET1B_17286 
03CF: load_wav 101@(66@,8i) as 1 
109@ = 1 

:SWEET1B_17286
if 
  109@ == 1 
else_jump @SWEET1B_17351 
if 
03D0:   wav 1 loaded 
else_jump @SWEET1B_17351 
00BC: show_text_highpriority GXT $7934(66@,8s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET1B_17353 
109@ = 2 

:SWEET1B_17351
return 

:SWEET1B_17353
if or
04A4:   101@(66@,8i) == 37446 // == constant 
04A4:   101@(66@,8i) == 37447 // == constant 
else_jump @SWEET1B_17425 
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_17425 
0A09: set_actor 43@ muted 1 // versionB 
0967: actor 43@ move_mouth 3000 ms 
return 

:SWEET1B_17425
if or
04A4:   101@(66@,8i) == 37465 // == constant 
04A4:   101@(66@,8i) == 37467 // == constant 
04A4:   101@(66@,8i) == 37470 // == constant 
04A4:   101@(66@,8i) == 37480 // == constant 
04A4:   101@(66@,8i) == 37482 // == constant 
else_jump @SWEET1B_17523 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET1B_17523
if or
04A4:   101@(66@,8i) == 37448 // == constant 
04A4:   101@(66@,8i) == 37451 // == constant 
04A4:   101@(66@,8i) == 37483 // == constant 
04A4:   101@(66@,8i) == 37486 // == constant 
04A4:   101@(66@,8i) == 37456 // == constant 
else_jump @SWEET1B_17626 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
jump @SWEET1B_17657 

:SWEET1B_17626
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_17657 
0A09: set_actor $131 muted 1 // versionB 
0967: actor $131 move_mouth 3000 ms 

:SWEET1B_17657
return 

:SWEET1B_17659
if or
04A4:   101@(66@,8i) == 37446 // == constant 
04A4:   101@(66@,8i) == 37447 // == constant 
else_jump @SWEET1B_17728 
if 
8118:   not actor 43@ dead 
else_jump @SWEET1B_17728 
0A09: set_actor 43@ muted 0 // versionB 
0968: actor 43@ stop_mouth 
return 

:SWEET1B_17728
if or
04A4:   101@(66@,8i) == 37465 // == constant 
04A4:   101@(66@,8i) == 37467 // == constant 
04A4:   101@(66@,8i) == 37470 // == constant 
04A4:   101@(66@,8i) == 37480 // == constant 
04A4:   101@(66@,8i) == 37482 // == constant 
else_jump @SWEET1B_17823 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET1B_17823
if or
04A4:   101@(66@,8i) == 37448 // == constant 
04A4:   101@(66@,8i) == 37451 // == constant 
04A4:   101@(66@,8i) == 37483 // == constant 
04A4:   101@(66@,8i) == 37486 // == constant 
04A4:   101@(66@,8i) == 37456 // == constant 
else_jump @SWEET1B_17923 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @SWEET1B_17951 

:SWEET1B_17923
if 
8118:   not actor $131 dead 
else_jump @SWEET1B_17951 
0A09: set_actor $131 muted 0 // versionB 
0968: actor $131 stop_mouth 

:SWEET1B_17951
return 

:SWEET1B_17953
040D: unload_wav 2 
if 
  117@ == 0 
else_jump @SWEET1B_17984 
03CF: load_wav 34211 as 2 

:SWEET1B_17984
if 
  117@ == 1 
else_jump @SWEET1B_18011 
03CF: load_wav 34212 as 2 

:SWEET1B_18011
if 
  117@ == 2 
else_jump @SWEET1B_18038 
03CF: load_wav 34213 as 2 

:SWEET1B_18038
if 
  117@ == 3 
else_jump @SWEET1B_18065 
03CF: load_wav 34214 as 2 

:SWEET1B_18065
if 
  117@ == 4 
else_jump @SWEET1B_18092 
03CF: load_wav 34215 as 2 

:SWEET1B_18092
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1B_18108
if 
83D0:   not wav 2 loaded 
else_jump @SWEET1B_18152 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_18145 
return 

:SWEET1B_18145
jump @SWEET1B_18108 

:SWEET1B_18152
03D1: play_wav 2 
if 
  117@ == 0 
else_jump @SWEET1B_18190 
00BC: show_text_highpriority GXT 'RYDX_AL' time 3000 flag 1  // Hey buster, wait up!

:SWEET1B_18190
if 
  117@ == 1 
else_jump @SWEET1B_18224 
00BC: show_text_highpriority GXT 'RYDX_AM' time 3000 flag 1  // Don't you bust on me!

:SWEET1B_18224
if 
  117@ == 2 
else_jump @SWEET1B_18258 
00BC: show_text_highpriority GXT 'RYDX_AN' time 3000 flag 1  // Wait up, CJ!

:SWEET1B_18258
if 
  117@ == 3 
else_jump @SWEET1B_18292 
00BC: show_text_highpriority GXT 'RYDX_AO' time 3000 flag 1  // Hold up, fool!

:SWEET1B_18292
if 
  117@ == 4 
else_jump @SWEET1B_18326 
00BC: show_text_highpriority GXT 'RYDX_AP' time 3000 flag 1  // Hey, CJ, where you at?

:SWEET1B_18326
if 
83D2:   not wav 2 ended 
else_jump @SWEET1B_18370 
wait 0 
if 
0118:   actor $131 dead 
else_jump @SWEET1B_18363 
return 

:SWEET1B_18363
jump @SWEET1B_18326 

:SWEET1B_18370
117@ += 1 
if 
  117@ > 4 
else_jump @SWEET1B_18402 
117@ = 0 

:SWEET1B_18402
if 
0118:   actor $131 dead 
else_jump @SWEET1B_18418 

:SWEET1B_18418
return 

//-------------Mission 15---------------
// Originally: Drive-Thru

:SWEET3
thread 'SWEET3' 
gosub @SWEET3_1825 
if 
wasted_or_busted 
else_jump @SWEET3_38 
gosub @SWEET3_12901 

:SWEET3_38
gosub @SWEET3_12997 
end_thread 

:SWEET3_47
0871: init_jump_table 87@ total_jumps 8 default_jump 0 @SWEET3_1823 jumps 1 @SWEET3_175 2 @SWEET3_477 3 @SWEET3_779 4 @SWEET3_1009 5 @SWEET3_1215 6 @SWEET3_1445 7 @SWEET3_1579 
0872: jump_table_jumps 8 @SWEET3_1689 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 -1 @SWEET3_1823 

:SWEET3_175
05A9: s$7950[0] = 'SWE2_BA' // s$  // How'd Mom get killed? We gotta talk about it.
05A9: s$7950[1] = 'SWE2_BB' // s$  // We all gotta talk about it! They was going for Sweet!
05A9: s$7950[2] = 'SWE2_BC' // s$  // How you supposed to know that? You know what people are like.
05A9: s$7950[3] = 'SWE2_BD' // s$  // Say they have love for you, but won't say a word.
05A9: s$7950[4] = 'SWE2_BE' // s$  // Too damn scared.
05A9: s$7950[5] = 'SWE2_BF' // s$  // Some people say they saw a green Sabre doing the work,
05A9: s$7950[6] = 'SWE2_BG' // s$  // then speeding away.
05A9: s$7950[7] = 'SWE2_BH' // s$  // Yeah, but people like to talk, don't they?
05A9: s$7950[8] = 'SWE2_BJ' // s$  // Anyway, that's half of Santos you talkin' about.
05A9: s$7950[9] = 'SWE2_BK' // s$  // Yeah, you right, my bad.
05A9: s$7950[10] = 'SWE2_BL' // s$  // Hey, bro?
05A9: s$7950[11] = 'SWE2_BM' // s$  // They just sprayed the house. I ain't see shit.
04AF: 74@ = 37601 // = constant 
04AF: 75@ = 37602 // = constant 
04AF: 76@ = 37603 // = constant 
04AF: 77@ = 37604 // = constant 
04AF: 78@ = 37605 // = constant 
04AF: 79@ = 37606 // = constant 
04AF: 80@ = 37607 // = constant 
04AF: 81@ = 37608 // = constant 
04AF: 82@ = 37609 // = constant 
04AF: 83@ = 37610 // = constant 
04AF: 84@ = 37611 // = constant 
04AF: 85@ = 37612 // = constant 
66@ = 11 
jump @SWEET3_1823 

:SWEET3_477
05A9: s$7950[0] = 'SWE2_CA' // s$  // Hit it! Go, go, go!
05A9: s$7950[1] = 'SWE2_CC' // s$  // Hit the gas, we gotta ice these niggas!
05A9: s$7950[2] = 'SWE2_GA' // s$  // Why you ain't blastin', Smoke?
05A9: s$7950[3] = 'SWE2_GB' // s$  // I'll shoot 'em when I'm done eatin'.
05A9: s$7950[4] = 'SWE2_GC' // s$  // Quit stuffin' your motherfuckin' mouth! Let's go!
05A9: s$7950[5] = 'SWE2_GD' // s$  // I ain't stuffin' it homie, I'm enjoyin' my meal.
05A9: s$7950[6] = 'SWE2_GE' // s$  // Hey, kill that asshole! Shit, this a great sandwich!
05A9: s$7950[7] = 'SWE2_HA' // s$  // Smoke! Stop stuffing your face and start popping them Ballas!
05A9: s$7950[8] = 'SWE2_HB' // s$  // I'm trying to enjoy my food!
05A9: s$7950[9] = 'SWE2_HC' // s$  // And those fools are trying to enjoy our deaths!
05A9: s$7950[10] = 'SWE2_HD' // s$  // Now, c'mon, Smoke, shoot!
05A9: s$7950[11] = 'SWE2_HE' // s$  // Hey, I'm just finishing my fries!
04AF: 74@ = 37613 // = constant 
04AF: 75@ = 37615 // = constant 
04AF: 76@ = 37630 // = constant 
04AF: 77@ = 37631 // = constant 
04AF: 78@ = 37632 // = constant 
04AF: 79@ = 37633 // = constant 
04AF: 80@ = 37634 // = constant 
04AF: 81@ = 37635 // = constant 
04AF: 82@ = 37636 // = constant 
04AF: 83@ = 37637 // = constant 
04AF: 84@ = 37638 // = constant 
04AF: 85@ = 37639 // = constant 
66@ = 11 
jump @SWEET3_1823 

:SWEET3_779
05A9: s$7950[0] = 'SWE2_MA' // s$  // Damn! That was some serious shit!
05A9: s$7950[1] = 'SWE2_MB' // s$  // Yeah, man, those Ballas fools won't try that again!
05A9: s$7950[2] = 'SWE2_MC' // s$  // Carl, let's get back to the Grove!
05A9: s$7950[3] = 'SWE2_MD' // s$  // A'ight, I'm on it.
05A9: s$7950[4] = 'SWE2_ME' // s$  // Oh man! That food filled a hole!
05A9: s$7950[5] = 'SWE2_MF' // s$  // You chubby motherfucker!
05A9: s$7950[6] = 'SWE2_MG' // s$  // Next time you better start blasting or I'll blast you myself!
05A9: s$7950[7] = 'SWE2_MH' // s$  // Smoke, you wide, man, I mean, wide!
05A9: s$7950[8] = 'SWE2_MJ' // s$  // And that's why you love me, baby!
04AF: 74@ = 37651 // = constant 
04AF: 75@ = 37652 // = constant 
04AF: 76@ = 37653 // = constant 
04AF: 77@ = 37654 // = constant 
04AF: 78@ = 37655 // = constant 
04AF: 79@ = 37656 // = constant 
04AF: 80@ = 37657 // = constant 
04AF: 81@ = 37658 // = constant 
04AF: 82@ = 37659 // = constant 
66@ = 8 
jump @SWEET3_1823 

:SWEET3_1009
05A9: s$7950[0] = 'SWE2_NA' // s$  // That's one up for the Grove!
05A9: s$7950[1] = 'SWE2_NB' // s$  // Say what, Smoke?
05A9: s$7950[2] = 'SWE2_NC' // s$  // All you managed to do was eat my damn food up!
05A9: s$7950[3] = 'SWE2_ND' // s$  // Yeah, it was gettin cold!
05A9: s$7950[4] = 'SWE2_NE' // s$  // Y'all comin' in for a beer?
05A9: s$7950[5] = 'SWE2_NF' // s$  // Nah baby, I need to get back to the crib.
05A9: s$7950[6] = 'SWE2_NG' // s$  // CJ, gimme a ride?
05A9: s$7950[7] = 'SWE2_NH' // s$  // Alright Smoke, let's go. See y'all later.
04AF: 74@ = 37660 // = constant 
04AF: 75@ = 37661 // = constant 
04AF: 76@ = 37662 // = constant 
04AF: 77@ = 37663 // = constant 
04AF: 78@ = 37664 // = constant 
04AF: 79@ = 37665 // = constant 
04AF: 80@ = 37666 // = constant 
04AF: 81@ = 37667 // = constant 
66@ = 7 
jump @SWEET3_1823 

:SWEET3_1215
05A9: s$7950[0] = 'SWE2_OA' // s$  // What was with you back there, Smoke?
05A9: s$7950[1] = 'SWE2_OB' // s$  // Man, if you can eat your food, while everyone else is losing theirs
05A9: s$7950[2] = 'SWE2_OC' // s$  // and blaming you, you straight homie.
05A9: s$7950[3] = 'SWE2_OD' // s$  // What?
05A9: s$7950[4] = 'SWE2_OE' // s$  // Nothin', nothin'. Just some poetry I read.
05A9: s$7950[5] = 'SWE2_OF' // s$  // Hey Smoke, tell me why you moved out the Grove?
05A9: s$7950[6] = 'SWE2_OG' // s$  // Man, got some money from my aunt - I mean it's a nice place and all,
05A9: s$7950[7] = 'SWE2_OH' // s$  // but the Grove is in my heart, baby - it's where my dogs is at.
05A9: s$7950[8] = 'SWE2_OJ' // s$  // Yeah, OK homie.
04AF: 74@ = 37668 // = constant 
04AF: 75@ = 37669 // = constant 
04AF: 76@ = 37670 // = constant 
04AF: 77@ = 37671 // = constant 
04AF: 78@ = 37672 // = constant 
04AF: 79@ = 37673 // = constant 
04AF: 80@ = 37674 // = constant 
04AF: 81@ = 37675 // = constant 
04AF: 82@ = 37676 // = constant 
66@ = 8 
jump @SWEET3_1823 

:SWEET3_1445
05A9: s$7950[0] = 'SWE2_PA' // s$  // Hey thanks, Carl. Hey, I've missed having you around, baby.
05A9: s$7950[1] = 'SWE2_PB' // s$  // Thanks, man. I wish Sweet thought like that.
05A9: s$7950[2] = 'SWE2_PC' // s$  // He don't mean it, CJ.
05A9: s$7950[3] = 'SWE2_PD' // s$  // He's still real tor'up about your moms, man.
05A9: s$7950[4] = 'SWE2_PE' // s$  // Here, get yourself a little smokey smoke on Smoke, and relax, homie.
04AF: 74@ = 37677 // = constant 
04AF: 75@ = 37678 // = constant 
04AF: 76@ = 37679 // = constant 
04AF: 77@ = 37680 // = constant 
04AF: 78@ = 37681 // = constant 
66@ = 4 
jump @SWEET3_1823 

:SWEET3_1579
05A9: s$7950[0] = 'SWE2_DA' // s$  // My Special!
05A9: s$7950[1] = 'SWE2_DB' // s$  // Aw, shit! You got ketchup all over the seat!
05A9: s$7950[2] = 'SWE2_DC' // s$  // The business at hand, motherfucker, the business at hand!
05A9: s$7950[3] = 'SWE2_DD' // s$  // But these was clean pants!
04AF: 74@ = 37616 // = constant 
04AF: 75@ = 37617 // = constant 
04AF: 76@ = 37618 // = constant 
04AF: 77@ = 37619 // = constant 
66@ = 3 
jump @SWEET3_1823 

:SWEET3_1689
05A9: s$7950[0] = 'SWE2_EA' // s$  // CJ, watch the damn road!
05A9: s$7950[1] = 'SWE2_EB' // s$  // Chill. motherfucker, this ain't a Sunday drive situation!
05A9: s$7950[2] = 'SWE2_EC' // s$  // My soda! It's all over the fucking floor!
05A9: s$7950[3] = 'SWE2_ED' // s$  // Well you can suck it up once we're done.
05A9: s$7950[4] = 'SWE2_EE' // s$  // Now keep you eyes on the Ballas car!
04AF: 74@ = 37620 // = constant 
04AF: 75@ = 37621 // = constant 
04AF: 76@ = 37622 // = constant 
04AF: 77@ = 37623 // = constant 
04AF: 78@ = 37624 // = constant 
66@ = 4 
jump @SWEET3_1823 

:SWEET3_1823
return 

:SWEET3_1825
increment_mission_attempts 
$ONMISSION = 1 
104@ = 0 
105@ = 0 
49@ = 0 
100@ = 0 
91@ = 0 
92@ = 0 
99@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
67@ = 0 
68@ = 0 
55@ = 0 
106@ = 0 
107@ = 0 
50@ = 0 
64@ = 0 
51@ = 0 
59@ = 0 
0085: 97@ = 53@ // (int) 
0085: 98@ = 54@ // (int) 
wait 0 
054C: use_GXT_table 'SWEET3' 
0247: load_model 492 

:SWEET3_2003
if 
8248:   not model 492 available 
else_jump @SWEET3_2030 
wait 0 
jump @SWEET3_2003 

:SWEET3_2030
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0395: clear_area 1 at 2516.636 -1675.691 13.0101 radius 15.0 
0395: clear_area 1 at 2508.795 -1671.707 12.3892 radius 15.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2508.7 -1671.7 12.3 
02AC: set_car $135 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
0175: set_car $135 Z_angle_to 166.9 
053F: set_car $135 tires_vulnerability 0 
0249: release_model 492 
02E4: load_cutscene_data 'SWEET2A' 

:SWEET3_2180
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET3_2204 
wait 0 
jump @SWEET3_2180 

:SWEET3_2204
02E7: start_cutscene 
fade 1 1000 

:SWEET3_2213
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET3_2237 
wait 0 
jump @SWEET3_2213 

:SWEET3_2237
fade 0 0 

:SWEET3_2243
if 
fading 
else_jump @SWEET3_2267 
wait 0 
jump @SWEET3_2243 

:SWEET3_2267
02EA: end_cutscene 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model 372 
0247: load_model #CIGAR 
038B: load_requested_models 

:SWEET3_2319
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model 372 available 
else_jump @SWEET3_2358 
wait 0 
jump @SWEET3_2319 

:SWEET3_2358
if 
8248:   not model #CIGAR available 
else_jump @SWEET3_2384 
wait 0 
jump @SWEET3_2358 

:SWEET3_2384
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_2819 
009A: $129 = create_actor_pedtype 24 model 290 at 2511.514 -1671.464 12.4607 
0245: set_actor $129 walk_style_to "FATMAN" 
0173: set_actor $129 Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car $135 passenger_seat 1 time 10000 
01B2: give_actor $129 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $129 untargetable 1 
0446: set_actor $129 dismemberment_possible 0 
0223: set_actor $129 health_to 500 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
060B: set_actor $129 decision_maker_to 101@ 
09F6: set_actor $129 unjackable_through_driver_seat 0 
009A: $130 = create_actor_pedtype 24 model 291 at 2507.886 -1667.801 12.3881 
0245: set_actor $130 walk_style_to "GANG2" 
0173: set_actor $130 Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $130 enter_car $135 passenger_seat 2 time 10000 
01B2: give_actor $130 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
0223: set_actor $130 health_to 500 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 102@ // decision\allowed\m_.ped files 
060B: set_actor $130 decision_maker_to 102@ 
09F6: set_actor $130 unjackable_through_driver_seat 0 
009A: $131 = create_actor_pedtype 24 model 292 at 2506.348 -1673.591 12.3784 
0245: set_actor $131 walk_style_to "GANG1" 
0173: set_actor $131 Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $131 enter_car $135 passenger_seat 0 time 10000 
01B2: give_actor $131 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $131 untargetable 1 
0446: set_actor $131 dismemberment_possible 0 
0223: set_actor $131 health_to 500 
039E: set_actor $131 locked 1 while_in_car 
0526: set_actor $131 stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060B: set_actor $131 decision_maker_to 103@ 
09F6: set_actor $131 unjackable_through_driver_seat 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 

:SWEET3_2819
041E: set_radio_station 3 
0186: 47@ = create_marker_above_car $135 
07E0: set_marker 47@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0395: clear_area 1 at 2516.54 -1671.2 12.87 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 2516.54 -1671.2 12.87 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
0A0B: set_rendering_origin_at_3D_coord 2516.54 -1671.2 12.87 angle 81.2 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
fade 1 1000 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_2967 
jump @SWEET3_12901 

:SWEET3_2967
41@ = 0 
03CF: load_wav 37600 as 1 

:SWEET3_2983
if 
83D0:   not wav 1 loaded 
else_jump @SWEET3_3048 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_3041 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_3041
jump @SWEET3_2983 

:SWEET3_3048
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE2_AA' time 10000 flag 1  // Carl, you drive. Smoke looks like he's gonna pass out.

:SWEET3_3068
if 
83D2:   not wav 1 ended 
else_jump @SWEET3_3133 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_3126 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_3126
jump @SWEET3_3068 

:SWEET3_3133
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 1 
gosub @SWEET3_47 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_3207 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_3207
00BC: show_text_highpriority GXT 'TWAR2_A' time 6000 flag 1  // ~s~Get in the ~b~car~s~.
41@ = 0 
$126 = 0 
67@ = 0 

:SWEET3_3244
if or
81AF:   not car $135 sphere $126 in_sphere 2404.1 -1891.5 12.3 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET3_4433 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET3_3332 
jump @SWEET3_12926 

:SWEET3_3332
if 
0119:   car $135 wrecked 
else_jump @SWEET3_3378 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 
jump @SWEET3_4270 

:SWEET3_3378
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_4270 
if 
  64@ == 0 
else_jump @SWEET3_3670 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_3583 
if 
  67@ == 0 
else_jump @SWEET3_3511 
0164: disable_marker 47@ 
018A: 47@ = create_checkpoint_at 2404.1 -1891.5 12.3 
00BC: show_text_highpriority GXT 'TWAR2_C' time 6000 flag 1  // ~s~Drive to the ~Y~Cluckin' Bell~s~ drive-thru.
$126 = 1 
41@ = 0 
67@ = 1 

:SWEET3_3511
if 
  51@ == 0 
else_jump @SWEET3_3569 
if 
  41@ > 4000 
else_jump @SWEET3_3562 
gosub @SWEET3_13162 
51@ = 1 

:SWEET3_3562
jump @SWEET3_3576 

:SWEET3_3569
gosub @SWEET3_13162 

:SWEET3_3576
jump @SWEET3_3670 

:SWEET3_3583
if 
  67@ == 1 
else_jump @SWEET3_3670 
0164: disable_marker 47@ 
0186: 47@ = create_marker_above_car $135 
07E0: set_marker 47@ type_to 1 
gosub @SWEET3_15506 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
67@ = 0 

:SWEET3_3670
if 
8185:   not car $135 health >= 250 
else_jump @SWEET3_4270 
03CF: load_wav 37647 as 2 

:SWEET3_3698
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_3880 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_3756 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_3756
if 
0118:   actor $131 dead 
else_jump @SWEET3_3795 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_3795
if 
0118:   actor $129 dead 
else_jump @SWEET3_3834 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_3834
if 
0119:   car $135 wrecked 
else_jump @SWEET3_3873 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_3873
jump @SWEET3_3698 

:SWEET3_3880
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KC' time 2000 flag 1  // Our ride's fucked, man - everybody out!
if 
  64@ == 0 
else_jump @SWEET3_4065 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_4065 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_3978 
0622: AS_actor $129 bail_car $135 
05DD: AS_actor $129 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_3978
if 
8118:   not actor $131 dead 
else_jump @SWEET3_4018 
0622: AS_actor $131 bail_car $135 
05DD: AS_actor $131 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4018
if 
8118:   not actor $130 dead 
else_jump @SWEET3_4058 
0622: AS_actor $130 bail_car $135 
05DD: AS_actor $130 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_4058
64@ = 1 

:SWEET3_4065
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_4247 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_4123 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_4123
if 
0118:   actor $131 dead 
else_jump @SWEET3_4162 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_4162
if 
0118:   actor $129 dead 
else_jump @SWEET3_4201 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_4201
if 
0119:   car $135 wrecked 
else_jump @SWEET3_4240 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_4240
jump @SWEET3_4065 

:SWEET3_4247
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_4270
if 
0118:   actor $130 dead 
else_jump @SWEET3_4309 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_4309
if 
0118:   actor $131 dead 
else_jump @SWEET3_4348 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_4348
if 
0118:   actor $129 dead 
else_jump @SWEET3_4387 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_4387
if 
0119:   car $135 wrecked 
else_jump @SWEET3_4426 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_4426
jump @SWEET3_3244 

:SWEET3_4433
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2405.975 -1882.475 15.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2405.569 -1883.389 15.2158 switchstyle 2 
fade 0 1000 

:SWEET3_4504
if 
fading 
else_jump @SWEET3_4528 
wait 0 
jump @SWEET3_4504 

:SWEET3_4528
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET3_4571 
00A1: put_actor $PLAYER_ACTOR at 2364.193 -1914.077 12.4235 
jump @SWEET3_4591 

:SWEET3_4571
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2364.193 -1914.077 12.4235 

:SWEET3_4591
009B: destroy_actor $129 
009B: destroy_actor $130 
009B: destroy_actor $131 
00A6: destroy_car $135 
0249: release_model 107 
0249: release_model 103 
0249: release_model 492 
0249: release_model 372 
0249: release_model 412 
0249: release_model #CIGAR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0A0B: set_rendering_origin_at_3D_coord 2397.644 -1880.276 23.8686 angle 160.0 
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'SWEET2B' 

:SWEET3_4716
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET3_4740 
wait 0 
jump @SWEET3_4716 

:SWEET3_4740
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
02E7: start_cutscene 
fade 1 1000 

:SWEET3_4773
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET3_4797 
wait 0 
jump @SWEET3_4773 

:SWEET3_4797
fade 0 0 

:SWEET3_4803
if 
fading 
else_jump @SWEET3_4827 
wait 0 
jump @SWEET3_4803 

:SWEET3_4827
02EA: end_cutscene 
0247: load_model 412 
0247: load_model 107 
0247: load_model 106 
0247: load_model 103 
0247: load_model 492 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model 372 
038B: load_requested_models 

:SWEET3_4897
if or
8248:   not model 412 available 
8248:   not model 107 available 
8248:   not model 103 available 
8248:   not model 492 available 
else_jump @SWEET3_4937 
wait 0 
jump @SWEET3_4897 

:SWEET3_4937
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model 372 available 
else_jump @SWEET3_4976 
wait 0 
jump @SWEET3_4937 

:SWEET3_4976
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 47@ 
0615: define_AS_pack_begin 73@ 
05D1: AS_actor -1 drive_car -1 to 2410.739 -1960.027 12.3906 speed 13.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2326.903 -1969.676 12.3738 speed 15.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2235.262 -1891.301 12.3828 speed 18.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2094.307 -1891.856 12.3738 speed 18.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2105.82 -1754.177 12.3984 speed 20.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2321.914 -1736.094 12.3828 speed 20.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2498.32 -1658.28 12.36 speed 20.0 0 model 412 2 
05D1: AS_actor -1 drive_car -1 to 2502.89 -1674.71 12.37 speed 15.0 0 model 412 2 
0616: define_AS_pack_end 73@ 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2396.36 -1917.96 12.38 
02AC: set_car $135 immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
053F: set_car $135 tires_vulnerability 0 
0249: release_model 492 
01C8: $129 = create_actor_pedtype 24 model 290 in_car $135 passenger_seat 2 
0245: set_actor $129 walk_style_to "FATMAN" 
0173: set_actor $129 Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car $135 passenger_seat 1 time 10000 
01B2: give_actor $129 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $129 untargetable 1 
0446: set_actor $129 dismemberment_possible 0 
0223: set_actor $129 health_to 500 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
060B: set_actor $129 decision_maker_to 101@ 
09F6: set_actor $129 unjackable_through_driver_seat 0 
01C8: $130 = create_actor_pedtype 24 model 291 in_car $135 passenger_seat 1 
0245: set_actor $130 walk_style_to "GANG2" 
0173: set_actor $130 Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $130 enter_car $135 passenger_seat 2 time 10000 
01B2: give_actor $130 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
0223: set_actor $130 health_to 500 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
060B: set_actor $130 decision_maker_to 102@ 
09F6: set_actor $130 unjackable_through_driver_seat 0 
01C8: $131 = create_actor_pedtype 24 model 292 in_car $135 passenger_seat 0 
0245: set_actor $131 walk_style_to "GANG1" 
0173: set_actor $131 Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $131 enter_car $135 passenger_seat 0 time 10000 
01B2: give_actor $131 weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $131 untargetable 1 
0446: set_actor $131 dismemberment_possible 0 
0223: set_actor $131 health_to 500 
039E: set_actor $131 locked 1 while_in_car 
0526: set_actor $131 stay_in_car_when_jacked 1 
060B: set_actor $131 decision_maker_to 103@ 
09F6: set_actor $131 unjackable_through_driver_seat 0 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_5792 
0395: clear_area 1 at 2396.36 -1917.96 12.38 radius 10.0 
00AB: put_car $135 at 2396.36 -1917.96 12.38 
0175: set_car $135 Z_angle_to 267.3 
if 
80DB:   not actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_5792 
036A: put_actor $PLAYER_ACTOR in_car $135 

:SWEET3_5792
0395: clear_area 1 at 2411.31 -1928.837 12.3906 radius 10.0 
00A5: 48@ = create_car 412 at 2411.31 -1928.837 12.3906 
0229: set_car 48@ primary_color_to 22 secondary_color_to 22 
053F: set_car 48@ tires_vulnerability 0 
0587: enable_car 48@ validate_position 0 
0224: set_car 48@ health_to 2700 
020A: set_car 48@ door_status_to 3 
0175: set_car 48@ Z_angle_to 178.7106 
0186: 60@ = create_marker_above_car 48@ 
0129: 97@ = create_actor_pedtype 25 model 103 in_car 48@ driverseat 
0446: set_actor 97@ dismemberment_possible 0 
01B2: give_actor 97@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 97@ armed_weapon_to 32 
02E2: set_actor 97@ weapon_accuracy_to 40 
0618: assign_actor 97@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
01C8: 98@ = create_actor_pedtype 25 model 103 in_car 48@ passenger_seat 0 
0446: set_actor 98@ dismemberment_possible 0 
01B2: give_actor 98@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 98@ armed_weapon_to 32 
02E2: set_actor 98@ weapon_accuracy_to 40 
0713: actor 98@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 60 
009A: 61@ = create_actor_pedtype 24 model 106 at 2506.45 -1681.02 12.53 
0173: set_actor 61@ Z_angle_to 80.0 
0223: set_actor 61@ health_to 30 
01B2: give_actor 61@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 61@ maintain_position_when_attacked 1 
0568: set_actor 61@ untargetable 1 
009A: 62@ = create_actor_pedtype 24 model 107 at 2507.3 -1680.1 13.0 
0173: set_actor 62@ Z_angle_to 90.0 
0223: set_actor 62@ health_to 30 
01B2: give_actor 62@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 62@ maintain_position_when_attacked 1 
0568: set_actor 62@ untargetable 1 
0677: AS_actor 61@ chat_with_actor 62@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 62@ chat_with_actor 61@ lead_speaker_flag 0 unknown_flag 1 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_6296 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_6296 
0224: set_car $135 health_to 3100 
if 
00DB:   actor $131 in_car $135 
else_jump @SWEET3_6296 
01B9: set_actor $131 armed_weapon_to 32 
0713: actor $131 driveby_actor -1 car 48@ point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 45 

:SWEET3_6296
if 
8118:   not actor $130 dead 
else_jump @SWEET3_6383 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_6383 
if 
00DB:   actor $130 in_car $135 
else_jump @SWEET3_6383 
0713: actor $130 driveby_actor -1 car 48@ point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 45 

:SWEET3_6383
0249: release_model 412 
0249: release_model 107 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
41@ = 0 
68@ = 0 
99@ = 0 
67@ = 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0A0B: set_rendering_origin_at_3D_coord 2396.36 -1917.96 12.38 angle 267.3 
fade 1 1000 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 2 
gosub @SWEET3_47 
51@ = 0 
108@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
09D2: set_cops_chase_criminals 0 
44@ = 0 
45@ = 0 
72@ = 0 
jump @SWEET3_6579 
0187: 89@ = create_marker_above_actor 97@ 
0187: 90@ = create_marker_above_actor 98@ 

:SWEET3_6579
if or
8118:   not actor 97@ dead 
8118:   not actor 98@ dead 
else_jump @SWEET3_9377 
wait 0 
if 
8119:   not car 48@ wrecked 
else_jump @SWEET3_7616 
077E: get_active_interior_to 88@ 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @SWEET3_7616 
if 
  88@ == 0 
else_jump @SWEET3_7616 
if and
01AF:   car 48@ sphere 0 in_sphere 2502.89 -1674.71 12.37 radius 8.0 8.0 5.0 
8118:   not actor 97@ dead 
8118:   not actor 98@ dead 
else_jump @SWEET3_7616 
fade 0 500 

:SWEET3_6724
if 
fading 
else_jump @SWEET3_6748 
wait 0 
jump @SWEET3_6724 

:SWEET3_6748
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 88@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET3_6802 
00D9: 70@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0519: set_car 70@ locked 1 
jump @SWEET3_6809 

:SWEET3_6802
04D7: set_actor $PLAYER_ACTOR locked 1 

:SWEET3_6809
select_interior 0 
04E4: refresh_game_renderer_at 2497.299 -1679.542 
0A0B: set_rendering_origin_at_3D_coord 2513.544 -1682.85 14.1195 angle 41.0 
0395: clear_area 1 at 2513.544 -1682.85 14.1195 radius 70.0 
015F: set_camera_position 2514.399 -1683.345 14.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.544 -1682.85 14.1195 switchstyle 2 
if 
8118:   not actor 97@ dead 
else_jump @SWEET3_6989 
if 
8119:   not car 48@ wrecked 
else_jump @SWEET3_6989 
05D1: AS_actor 97@ drive_car 48@ to 2386.24 -1658.95 12.38 speed 1.0 2 model 412 3 

:SWEET3_6989
if 
8118:   not actor 98@ dead 
else_jump @SWEET3_7010 
0687: clear_actor 98@ task 

:SWEET3_7010
fade 1 500 
40@ = 0 

:SWEET3_7024
if 
  500 > 40@ 
else_jump @SWEET3_7054 
wait 0 
jump @SWEET3_7024 

:SWEET3_7054
if 
8119:   not car 48@ wrecked 
else_jump @SWEET3_7182 
if 
8118:   not actor 62@ dead 
else_jump @SWEET3_7175 
if 
8118:   not actor 98@ dead 
else_jump @SWEET3_7175 
if 
00DB:   actor 98@ in_car 48@ 
else_jump @SWEET3_7175 
0687: clear_actor 98@ task 
02E2: set_actor 98@ weapon_accuracy_to 50 
07DD: set_actor 98@ attack_rate 90 // previously known as temper_to 
0713: actor 98@ driveby_actor -1 car -1 point 2507.65 -1681.24 12.8469 radius 5000.0 8 1 firing_rate 100 

:SWEET3_7175
jump @SWEET3_7189 

:SWEET3_7182
jump @SWEET3_9377 

:SWEET3_7189
015D: set_gamespeed 0.75 
40@ = 0 

:SWEET3_7203
if or
8118:   not actor 62@ dead 
8118:   not actor 61@ dead 
else_jump @SWEET3_7315 
wait 0 
if 
  40@ > 2500 
else_jump @SWEET3_7268 
if 
8118:   not actor 62@ dead 
else_jump @SWEET3_7268 
05BE: AS_actor 62@ die 

:SWEET3_7268
if 
  40@ > 2000 
else_jump @SWEET3_7308 
if 
8118:   not actor 61@ dead 
else_jump @SWEET3_7308 
05BE: AS_actor 61@ die 

:SWEET3_7308
jump @SWEET3_7203 

:SWEET3_7315
if 
8118:   not actor 97@ dead 
else_jump @SWEET3_7382 
if 
8119:   not car 48@ wrecked 
else_jump @SWEET3_7382 
05D1: AS_actor 97@ drive_car 48@ to 2386.24 -1658.95 12.38 speed 30.0 2 model 412 3 

:SWEET3_7382
40@ = 0 

:SWEET3_7389
if 
   not 40@ > 3000 
else_jump @SWEET3_7419 
wait 0 
jump @SWEET3_7389 

:SWEET3_7419
fade 0 500 

:SWEET3_7426
if 
fading 
else_jump @SWEET3_7450 
wait 0 
jump @SWEET3_7426 

:SWEET3_7450
if 
8118:   not actor 97@ dead 
else_jump @SWEET3_7471 
0792: disembark_instantly_actor 97@ 

:SWEET3_7471
if 
8118:   not actor 98@ dead 
else_jump @SWEET3_7492 
0792: disembark_instantly_actor 98@ 

:SWEET3_7492
00A6: destroy_car 48@ 
009B: destroy_actor 97@ 
009B: destroy_actor 98@ 
select_interior 88@ 
00A0: store_actor $PLAYER_ACTOR position_to 115@ 116@ 117@ 
03CB: set_rendering_origin_at 115@ 116@ 117@ 
wait 100 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET3_7602 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET3_7595 
0519: set_car 70@ locked 0 

:SWEET3_7595
jump @SWEET3_7609 

:SWEET3_7602
04D7: set_actor $PLAYER_ACTOR locked 0 

:SWEET3_7609
fade 1 500 

:SWEET3_7616
if 
0119:   car 48@ wrecked 
else_jump @SWEET3_7692 
if 
  52@ == 0 
else_jump @SWEET3_7685 
0164: disable_marker 60@ 
gosub @SWEET3_16187 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.
52@ = 1 

:SWEET3_7685
jump @SWEET3_7785 

:SWEET3_7692
if 
8185:   not car 48@ health >= 250 
else_jump @SWEET3_7785 
if 
  52@ == 0 
else_jump @SWEET3_7785 
0164: disable_marker 60@ 
gosub @SWEET3_16187 
if or
8118:   not actor 97@ dead 
8118:   not actor 98@ dead 
else_jump @SWEET3_7778 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_7778
52@ = 1 

:SWEET3_7785
if 
  72@ == 0 
else_jump @SWEET3_8011 
if 
0118:   actor 97@ dead 
else_jump @SWEET3_7907 
if 
8118:   not actor 98@ dead 
else_jump @SWEET3_7863 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 98@ 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
72@ = 1 

:SWEET3_7863
gosub @SWEET3_16187 
if or
8118:   not actor 97@ dead 
8118:   not actor 98@ dead 
else_jump @SWEET3_7907 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_7907
if 
0118:   actor 98@ dead 
else_jump @SWEET3_8011 
if 
8118:   not actor 97@ dead 
else_jump @SWEET3_7967 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 97@ 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
72@ = 1 

:SWEET3_7967
gosub @SWEET3_16187 
if or
8118:   not actor 97@ dead 
8118:   not actor 98@ dead 
else_jump @SWEET3_8011 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_8011
if 
0118:   actor 97@ dead 
else_jump @SWEET3_8032 
0164: disable_marker 89@ 

:SWEET3_8032
if 
0118:   actor 98@ dead 
else_jump @SWEET3_8053 
0164: disable_marker 90@ 

:SWEET3_8053
if or
0118:   actor 61@ dead 
0118:   actor 62@ dead 
else_jump @SWEET3_8097 
00BC: show_text_highpriority GXT 'TW2_Y' time 6000 flag 1  // ~r~You failed to protect your homies.
jump @SWEET3_12901 

:SWEET3_8097
if 
0119:   car $135 wrecked 
else_jump @SWEET3_8143 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 
jump @SWEET3_9198 

:SWEET3_8143
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_9198 
if 
  64@ == 0 
else_jump @SWEET3_8754 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_8669 
if 
  67@ == 0 
else_jump @SWEET3_8275 
0164: disable_marker 47@ 
0164: disable_marker 60@ 
if 
8119:   not car 48@ wrecked 
else_jump @SWEET3_8248 
0186: 60@ = create_marker_above_car 48@ 

:SWEET3_8248
00BC: show_text_highpriority GXT 'SWE3_B' time 3000 flag 1  // ~s~Chase down the ~r~gang car~s~ before they cap your homies!
0A6F: checkpoint_save 99 
67@ = 1 

:SWEET3_8275
if 
  44@ == 0 
else_jump @SWEET3_8319 
if 
  41@ > 2000 
else_jump @SWEET3_8319 
gosub @SWEET3_13162 

:SWEET3_8319
if 
  108@ == 0 
else_jump @SWEET3_8374 
if 
  41@ > 6000 
else_jump @SWEET3_8374 
03E5: show_text_box 'SWE3_H'  // ~s~Gang members in your car will open fire on threats if you're close enough.
108@ = 1 

:SWEET3_8374
0227: 42@ = car $135 health 
if 
  45@ == 0 
else_jump @SWEET3_8500 
if 
  44@ == 0 
else_jump @SWEET3_8500 
if 
  94@ > 11 
else_jump @SWEET3_8500 
0085: 43@ = 42@ // (int) 
43@ -= 60 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 7 
45@ = 1 
gosub @SWEET3_47 
44@ = 1 

:SWEET3_8500
if 
  45@ == 1 
else_jump @SWEET3_8618 
if 
  44@ == 0 
else_jump @SWEET3_8618 
if 
  94@ > 3 
else_jump @SWEET3_8618 
0085: 43@ = 42@ // (int) 
43@ -= 60 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 8 
45@ = 2 
gosub @SWEET3_47 
44@ = 1 

:SWEET3_8618
if 
  44@ == 1 
else_jump @SWEET3_8662 
if 
8185:   not car $135 health >= 43@ 
else_jump @SWEET3_8662 
44@ = 0 

:SWEET3_8662
jump @SWEET3_8754 

:SWEET3_8669
if 
  67@ == 1 
else_jump @SWEET3_8754 
0164: disable_marker 47@ 
0164: disable_marker 60@ 
0186: 47@ = create_marker_above_car $135 
07E0: set_marker 47@ type_to 1 
gosub @SWEET3_15506 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
67@ = 0 

:SWEET3_8754
if 
8185:   not car $135 health >= 250 
else_jump @SWEET3_9198 
03CF: load_wav 37645 as 2 

:SWEET3_8782
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_8808 
wait 0 
jump @SWEET3_8782 

:SWEET3_8808
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KA' time 2000 flag 1  // Ah! We on fire! Everybody for themselves! Run!
if 
  64@ == 0 
else_jump @SWEET3_8993 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_8993 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_8906 
0622: AS_actor $129 bail_car $135 
05DD: AS_actor $129 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8906
if 
8118:   not actor $131 dead 
else_jump @SWEET3_8946 
0622: AS_actor $131 bail_car $135 
05DD: AS_actor $131 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8946
if 
8118:   not actor $130 dead 
else_jump @SWEET3_8986 
0622: AS_actor $130 bail_car $135 
05DD: AS_actor $130 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_8986
64@ = 1 

:SWEET3_8993
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_9175 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_9051 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_9051
if 
0118:   actor $131 dead 
else_jump @SWEET3_9090 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_9090
if 
0118:   actor $129 dead 
else_jump @SWEET3_9129 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_9129
if 
0119:   car $135 wrecked 
else_jump @SWEET3_9168 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_9168
jump @SWEET3_8993 

:SWEET3_9175
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_9198
if 
0118:   actor $130 dead 
else_jump @SWEET3_9237 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_9237
if 
0118:   actor $131 dead 
else_jump @SWEET3_9276 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_9276
if 
0118:   actor $129 dead 
else_jump @SWEET3_9315 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_9315
if 
0119:   car $135 wrecked 
else_jump @SWEET3_9354 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_9354
if 
0119:   car 48@ wrecked 
else_jump @SWEET3_9370 

:SWEET3_9370
jump @SWEET3_6579 

:SWEET3_9377
if 
8118:   not actor $130 dead 
else_jump @SWEET3_9398 
0687: clear_actor $130 task 

:SWEET3_9398
if 
8118:   not actor $131 dead 
else_jump @SWEET3_9419 
0687: clear_actor $131 task 

:SWEET3_9419
0164: disable_marker 89@ 
0164: disable_marker 90@ 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_9510 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_9503 
$126 = 1 
0164: disable_marker 60@ 
018A: 60@ = create_checkpoint_at 2513.33 -1672.12 12.52 
jump @SWEET3_9510 

:SWEET3_9503
$126 = 0 

:SWEET3_9510
if 
0118:   actor $130 dead 
else_jump @SWEET3_9549 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_9549
040D: unload_wav 1 
040D: unload_wav 2 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 3 
gosub @SWEET3_47 
40@ = 0 
51@ = 0 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_9680 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_9664 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
jump @SWEET3_9680 

:SWEET3_9664
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_9680
if or
81AF:   not car $135 sphere $126 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET3_10720 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_9792 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 
jump @SWEET3_10557 

:SWEET3_9792
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_10557 
if 
  64@ == 0 
else_jump @SWEET3_10113 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_10021 
if 
  67@ == 0 
else_jump @SWEET3_9930 
0164: disable_marker 47@ 
0164: disable_marker 60@ 
018A: 60@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
$126 = 1 
40@ = 0 
67@ = 1 

:SWEET3_9930
if 
  51@ == 0 
else_jump @SWEET3_10007 
if 
  40@ > 4000 
else_jump @SWEET3_10000 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_10000 
gosub @SWEET3_13162 
51@ = 1 

:SWEET3_10000
jump @SWEET3_10014 

:SWEET3_10007
gosub @SWEET3_13162 

:SWEET3_10014
jump @SWEET3_10113 

:SWEET3_10021
if 
  67@ == 1 
else_jump @SWEET3_10113 
0164: disable_marker 60@ 
0164: disable_marker 47@ 
0186: 47@ = create_marker_above_car $135 
07E0: set_marker 47@ type_to 1 
gosub @SWEET3_15506 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
67@ = 0 

:SWEET3_10113
if 
8185:   not car $135 health >= 250 
else_jump @SWEET3_10557 
03CF: load_wav 37646 as 2 

:SWEET3_10141
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_10167 
wait 0 
jump @SWEET3_10141 

:SWEET3_10167
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // Hey that motherfuckers gonna blow, bail out!
if 
  64@ == 0 
else_jump @SWEET3_10352 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_10352 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_10265 
0622: AS_actor $129 bail_car $135 
05DD: AS_actor $129 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10265
if 
8118:   not actor $131 dead 
else_jump @SWEET3_10305 
0622: AS_actor $131 bail_car $135 
05DD: AS_actor $131 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10305
if 
8118:   not actor $130 dead 
else_jump @SWEET3_10345 
0622: AS_actor $130 bail_car $135 
05DD: AS_actor $130 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_10345
64@ = 1 

:SWEET3_10352
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_10534 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_10410 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_10410
if 
0118:   actor $131 dead 
else_jump @SWEET3_10449 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_10449
if 
0118:   actor $129 dead 
else_jump @SWEET3_10488 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_10488
if 
0119:   car $135 wrecked 
else_jump @SWEET3_10527 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_10527
jump @SWEET3_10352 

:SWEET3_10534
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_10557
if 
0118:   actor $130 dead 
else_jump @SWEET3_10596 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
jump @SWEET3_12901 

:SWEET3_10596
if 
0118:   actor $131 dead 
else_jump @SWEET3_10635 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
jump @SWEET3_12901 

:SWEET3_10635
if 
0118:   actor $129 dead 
else_jump @SWEET3_10674 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_10674
if 
0119:   car $135 wrecked 
else_jump @SWEET3_10713 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_10713
jump @SWEET3_9680 

:SWEET3_10720
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2502.764 -1670.778 18.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.673 -1670.851 18.0218 switchstyle 2 
040D: unload_wav 1 
040D: unload_wav 2 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 4 
gosub @SWEET3_47 
51@ = 0 

:SWEET3_10832
if 
   not 94@ == 1 
else_jump @SWEET3_10868 
wait 0 
gosub @SWEET3_13162 
jump @SWEET3_10832 

:SWEET3_10868
46@ = 0 
0707: start_scene_skip_to @SWEET3_11217 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_10914 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 15000 ms 

:SWEET3_10914
if 
   not 94@ == 3 
else_jump @SWEET3_10950 
wait 0 
gosub @SWEET3_13162 
jump @SWEET3_10914 

:SWEET3_10950
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2522.371 -1679.26 15.9361 position_to 2516.479 -1680.764 17.4286 time 17000 smooth_transition 1 
0920: point_camera 2521.535 -1678.784 15.6635 transverse_to 2516.381 -1679.917 16.9049 time 17000 smooth_transition 1 

:SWEET3_11034
if 
   not 94@ == 8 
else_jump @SWEET3_11070 
wait 0 
gosub @SWEET3_13162 
jump @SWEET3_11034 

:SWEET3_11070
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_11135 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_11135 
05CD: AS_actor $130 exit_car $135 
05D3: AS_actor $130 goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_11135
wait 500 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_11205 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_11205 
05CD: AS_actor $131 exit_car $135 
05D3: AS_actor $131 goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_11205
wait 6000 
46@ = 1 

:SWEET3_11217
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
if 
  46@ == 0 
else_jump @SWEET3_11280 
fade 0 500 

:SWEET3_11251
if 
fading 
else_jump @SWEET3_11275 
wait 0 
jump @SWEET3_11251 

:SWEET3_11275
wait 500 

:SWEET3_11280
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
009B: destroy_actor $131 
009B: destroy_actor $130 
040D: unload_wav 1 
040D: unload_wav 2 
if 
  46@ == 0 
else_jump @SWEET3_11362 
fade 1 500 

:SWEET3_11338
if 
fading 
else_jump @SWEET3_11362 
wait 0 
jump @SWEET3_11338 

:SWEET3_11362
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 5 
gosub @SWEET3_47 
51@ = 0 
40@ = 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_11450 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_11450
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_11531 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_11524 
$126 = 1 
0164: disable_marker 60@ 
018A: 60@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
jump @SWEET3_11531 

:SWEET3_11524
$126 = 0 

:SWEET3_11531
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_11605 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_11589 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
jump @SWEET3_11605 

:SWEET3_11589
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_11605
if or
81AF:   not car $135 sphere $126 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 3.5 4.0 
8448:   not actor $PLAYER_ACTOR in_car $135 
89D0:   not car $135 on_wheels 
else_jump @SWEET3_12409 
wait 0 
if 
0119:   car $135 wrecked 
else_jump @SWEET3_11717 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 
jump @SWEET3_12324 

:SWEET3_11717
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_12324 
if 
  64@ == 0 
else_jump @SWEET3_12038 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_11946 
if 
  67@ == 0 
else_jump @SWEET3_11855 
0164: disable_marker 47@ 
0164: disable_marker 60@ 
018A: 60@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
$126 = 1 
40@ = 0 
67@ = 1 

:SWEET3_11855
if 
  51@ == 0 
else_jump @SWEET3_11932 
if 
  40@ > 4000 
else_jump @SWEET3_11925 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @SWEET3_11925 
gosub @SWEET3_13162 
51@ = 1 

:SWEET3_11925
jump @SWEET3_11939 

:SWEET3_11932
gosub @SWEET3_13162 

:SWEET3_11939
jump @SWEET3_12038 

:SWEET3_11946
if 
  67@ == 1 
else_jump @SWEET3_12038 
0164: disable_marker 60@ 
0164: disable_marker 47@ 
0186: 47@ = create_marker_above_car $135 
07E0: set_marker 47@ type_to 1 
gosub @SWEET3_15019 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
67@ = 0 

:SWEET3_12038
if 
8185:   not car $135 health >= 250 
else_jump @SWEET3_12324 
03CF: load_wav 37646 as 2 

:SWEET3_12066
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_12092 
wait 0 
jump @SWEET3_12066 

:SWEET3_12092
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // Hey that motherfuckers gonna blow, bail out!
if 
  64@ == 0 
else_jump @SWEET3_12197 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_12197 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_12190 
0622: AS_actor $129 bail_car $135 
05DD: AS_actor $129 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_12190
64@ = 1 

:SWEET3_12197
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_12301 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET3_12255 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_12255
if 
0119:   car $135 wrecked 
else_jump @SWEET3_12294 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_12294
jump @SWEET3_12197 

:SWEET3_12301
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_12324
if 
0118:   actor $129 dead 
else_jump @SWEET3_12363 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
jump @SWEET3_12901 

:SWEET3_12363
if 
0119:   car $135 wrecked 
else_jump @SWEET3_12402 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
jump @SWEET3_12901 

:SWEET3_12402
jump @SWEET3_11605 

:SWEET3_12409
040D: unload_wav 1 
040D: unload_wav 2 
94@ = 0 
93@ = 0 
95@ = 0 
87@ = 6 
gosub @SWEET3_47 
51@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2079.109 -1703.561 17.6928 position_to 2067.162 -1703.315 13.4746 time 17000 smooth_transition 1 
0920: point_camera 2078.251 -1703.206 17.3208 transverse_to 2067.105 -1702.33 13.6396 time 17000 smooth_transition 1 
wait 500 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_12591 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $129 15000 ms 

:SWEET3_12591
46@ = 0 
0707: start_scene_skip_to @SWEET3_12754 

:SWEET3_12605
if 
   not 94@ == 1 
else_jump @SWEET3_12641 
wait 0 
gosub @SWEET3_13162 
jump @SWEET3_12605 

:SWEET3_12641
if 
   not 94@ == 5 
else_jump @SWEET3_12677 
wait 0 
gosub @SWEET3_13162 
jump @SWEET3_12641 

:SWEET3_12677
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_12742 
if 
8118:   not actor $129 dead 
else_jump @SWEET3_12742 
05CD: AS_actor $129 exit_car $135 
05D3: AS_actor $129 goto_point 2058.404 -1697.166 12.5547 mode 4 time 8000 ms // versionA 

:SWEET3_12742
wait 5000 
46@ = 1 

:SWEET3_12754
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
if 
  46@ == 0 
else_jump @SWEET3_12817 
fade 0 500 

:SWEET3_12788
if 
fading 
else_jump @SWEET3_12812 
wait 0 
jump @SWEET3_12788 

:SWEET3_12812
wait 500 

:SWEET3_12817
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
009B: destroy_actor $129 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
if 
  46@ == 0 
else_jump @SWEET3_12894 
fade 1 500 

:SWEET3_12870
if 
fading 
else_jump @SWEET3_12894 
wait 0 
jump @SWEET3_12870 

:SWEET3_12894
jump @SWEET3_12926 

:SWEET3_12901
015D: set_gamespeed 1.0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SWEET3_12926
0318: set_latest_mission_passed 'SWEET_3'  // Drive-thru
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 5 
0109: player $PLAYER_CHAR money = 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
$451 += 1 
0629: change_integer_stat 302 to 1 
030C: progress_made = 1 
return 

:SWEET3_12997
034F: destroy_actor_with_fade $129 
034F: destroy_actor_with_fade $131 
034F: destroy_actor_with_fade $130 
0164: disable_marker 47@ 
0164: disable_marker 60@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
09D2: set_cops_chase_criminals 1 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_13059 
053F: set_car $135 tires_vulnerability 1 

:SWEET3_13059
0249: release_model 107 
0249: release_model 106 
0249: release_model 103 
0249: release_model 492 
0249: release_model 372 
0249: release_model 412 
0249: release_model #CIGAR 
01C3: remove_references_to_car 48@ 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
040D: unload_wav 1 
040D: unload_wav 2 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:SWEET3_13162
if or
  93@ == 0 
  93@ == 1 
else_jump @SWEET3_13232 
if 
002D:   66@ >= 94@ // (int) 
else_jump @SWEET3_13232 
if 
  40@ > 200 
else_jump @SWEET3_13232 
gosub @SWEET3_13304 

:SWEET3_13232
if 
  93@ == 2 
else_jump @SWEET3_13302 
if 
03D2:   wav 1 ended 
else_jump @SWEET3_13302 
gosub @SWEET3_14225 
93@ = 0 
94@ += 1 
95@ = 0 
00BE: text_clear_all 
40@ = 0 

:SWEET3_13302
return 

:SWEET3_13304
if 
  93@ == 0 
else_jump @SWEET3_13340 
03CF: load_wav 74@(94@,13i) as 1 
93@ = 1 

:SWEET3_13340
if 
  93@ == 1 
else_jump @SWEET3_13405 
if 
03D0:   wav 1 loaded 
else_jump @SWEET3_13405 
00BC: show_text_highpriority GXT $7950(94@,13s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET3_13407 
93@ = 2 

:SWEET3_13405
return 

:SWEET3_13407
if or
04A4:   74@(94@,13i) == 37601 // == constant 
04A4:   74@(94@,13i) == 37611 // == constant 
04A4:   74@(94@,13i) == 37632 // == constant 
04A4:   74@(94@,13i) == 37654 // == constant 
04A4:   74@(94@,13i) == 37667 // == constant 
04A4:   74@(94@,13i) == 37668 // == constant 
else_jump @SWEET3_13519 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET3_13519
if or
04A4:   74@(94@,13i) == 37671 // == constant 
04A4:   74@(94@,13i) == 37673 // == constant 
04A4:   74@(94@,13i) == 37676 // == constant 
04A4:   74@(94@,13i) == 37678 // == constant 
else_jump @SWEET3_13603 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET3_13603
if or
04A4:   74@(94@,13i) == 37612 // == constant 
04A4:   74@(94@,13i) == 37613 // == constant 
04A4:   74@(94@,13i) == 37615 // == constant 
04A4:   74@(94@,13i) == 37637 // == constant 
04A4:   74@(94@,13i) == 37638 // == constant 
04A4:   74@(94@,13i) == 37658 // == constant 
else_jump @SWEET3_13731 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_13731 
0A09: set_actor $130 muted 1 // versionB 
0967: actor $130 move_mouth 3000 ms 
return 

:SWEET3_13731
if or
04A4:   74@(94@,13i) == 37664 // == constant 
04A4:   74@(94@,13i) == 37652 // == constant 
04A4:   74@(94@,13i) == 37653 // == constant 
04A4:   74@(94@,13i) == 37623 // == constant 
04A4:   74@(94@,13i) == 37624 // == constant 
else_jump @SWEET3_13845 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_13845 
0A09: set_actor $130 muted 1 // versionB 
0967: actor $130 move_mouth 3000 ms 
return 

:SWEET3_13845
if or
04A4:   74@(94@,13i) == 37651 // == constant 
04A4:   74@(94@,13i) == 37656 // == constant 
04A4:   74@(94@,13i) == 37657 // == constant 
04A4:   74@(94@,13i) == 37661 // == constant 
04A4:   74@(94@,13i) == 37662 // == constant 
04A4:   74@(94@,13i) == 37622 // == constant 
else_jump @SWEET3_13973 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_13973 
0A09: set_actor $131 muted 1 // versionB 
0967: actor $131 move_mouth 3000 ms 
return 

:SWEET3_13973
if or
04A4:   74@(94@,13i) == 37617 // == constant 
04A4:   74@(94@,13i) == 37619 // == constant 
04A4:   74@(94@,13i) == 37620 // == constant 
else_jump @SWEET3_14059 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_14059 
0A09: set_actor $131 muted 1 // versionB 
0967: actor $131 move_mouth 3000 ms 
return 

:SWEET3_14059
if or
04A4:   74@(94@,13i) == 37602 // == constant 
04A4:   74@(94@,13i) == 37606 // == constant 
04A4:   74@(94@,13i) == 37607 // == constant 
04A4:   74@(94@,13i) == 37610 // == constant 
04A4:   74@(94@,13i) == 37630 // == constant 
04A4:   74@(94@,13i) == 37635 // == constant 
else_jump @SWEET3_14192 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_14185 
0A09: set_actor $131 muted 1 // versionB 
0967: actor $131 move_mouth 3000 ms 

:SWEET3_14185
jump @SWEET3_14223 

:SWEET3_14192
if 
8118:   not actor $129 dead 
else_jump @SWEET3_14223 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET3_14223
return 

:SWEET3_14225
if or
04A4:   74@(94@,13i) == 37601 // == constant 
04A4:   74@(94@,13i) == 37611 // == constant 
04A4:   74@(94@,13i) == 37632 // == constant 
04A4:   74@(94@,13i) == 37654 // == constant 
04A4:   74@(94@,13i) == 37667 // == constant 
04A4:   74@(94@,13i) == 37668 // == constant 
else_jump @SWEET3_14334 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET3_14334
if or
04A4:   74@(94@,13i) == 37671 // == constant 
04A4:   74@(94@,13i) == 37673 // == constant 
04A4:   74@(94@,13i) == 37676 // == constant 
04A4:   74@(94@,13i) == 37678 // == constant 
else_jump @SWEET3_14415 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET3_14415
if or
04A4:   74@(94@,13i) == 37612 // == constant 
04A4:   74@(94@,13i) == 37613 // == constant 
04A4:   74@(94@,13i) == 37615 // == constant 
04A4:   74@(94@,13i) == 37637 // == constant 
04A4:   74@(94@,13i) == 37638 // == constant 
04A4:   74@(94@,13i) == 37658 // == constant 
else_jump @SWEET3_14540 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_14540 
0A09: set_actor $130 muted 0 // versionB 
0968: actor $130 stop_mouth 
return 

:SWEET3_14540
if or
04A4:   74@(94@,13i) == 37664 // == constant 
04A4:   74@(94@,13i) == 37652 // == constant 
04A4:   74@(94@,13i) == 37653 // == constant 
04A4:   74@(94@,13i) == 37623 // == constant 
04A4:   74@(94@,13i) == 37624 // == constant 
else_jump @SWEET3_14651 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_14651 
0A09: set_actor $130 muted 0 // versionB 
0968: actor $130 stop_mouth 
return 

:SWEET3_14651
if or
04A4:   74@(94@,13i) == 37651 // == constant 
04A4:   74@(94@,13i) == 37656 // == constant 
04A4:   74@(94@,13i) == 37657 // == constant 
04A4:   74@(94@,13i) == 37661 // == constant 
04A4:   74@(94@,13i) == 37662 // == constant 
04A4:   74@(94@,13i) == 37622 // == constant 
else_jump @SWEET3_14776 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_14776 
0A09: set_actor $131 muted 0 // versionB 
0968: actor $131 stop_mouth 
return 

:SWEET3_14776
if or
04A4:   74@(94@,13i) == 37617 // == constant 
04A4:   74@(94@,13i) == 37619 // == constant 
04A4:   74@(94@,13i) == 37620 // == constant 
else_jump @SWEET3_14859 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_14859 
0A09: set_actor $131 muted 0 // versionB 
0968: actor $131 stop_mouth 
return 

:SWEET3_14859
if or
04A4:   74@(94@,13i) == 37602 // == constant 
04A4:   74@(94@,13i) == 37606 // == constant 
04A4:   74@(94@,13i) == 37607 // == constant 
04A4:   74@(94@,13i) == 37610 // == constant 
04A4:   74@(94@,13i) == 37630 // == constant 
04A4:   74@(94@,13i) == 37635 // == constant 
else_jump @SWEET3_14989 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_14982 
0A09: set_actor $131 muted 0 // versionB 
0968: actor $131 stop_mouth 

:SWEET3_14982
jump @SWEET3_15017 

:SWEET3_14989
if 
8118:   not actor $129 dead 
else_jump @SWEET3_15017 
0A09: set_actor $129 muted 0 // versionB 
0968: actor $129 stop_mouth 

:SWEET3_15017
return 

:SWEET3_15019
040D: unload_wav 2 
if 
  59@ == 0 
else_jump @SWEET3_15050 
03CF: load_wav 35800 as 2 

:SWEET3_15050
if 
  59@ == 1 
else_jump @SWEET3_15077 
03CF: load_wav 35801 as 2 

:SWEET3_15077
if 
  59@ == 2 
else_jump @SWEET3_15104 
03CF: load_wav 35802 as 2 

:SWEET3_15104
if 
  59@ == 3 
else_jump @SWEET3_15131 
03CF: load_wav 35803 as 2 

:SWEET3_15131
if 
  59@ == 4 
else_jump @SWEET3_15158 
03CF: load_wav 35804 as 2 

:SWEET3_15158
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15174
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_15236 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET3_15211 
return 

:SWEET3_15211
if 
0119:   car $135 wrecked 
else_jump @SWEET3_15229 
return 

:SWEET3_15229
jump @SWEET3_15174 

:SWEET3_15236
03D1: play_wav 2 
if 
  59@ == 0 
else_jump @SWEET3_15274 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // Get in

:SWEET3_15274
if 
  59@ == 1 
else_jump @SWEET3_15308 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // In the ride!

:SWEET3_15308
if 
  59@ == 2 
else_jump @SWEET3_15342 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // Get in the car!

:SWEET3_15342
if 
  59@ == 3 
else_jump @SWEET3_15376 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // Come on, playa, get in!

:SWEET3_15376
if 
  59@ == 4 
else_jump @SWEET3_15410 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // Come on, wise man, get in the car!

:SWEET3_15410
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_15472 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET3_15447 
return 

:SWEET3_15447
if 
0119:   car $135 wrecked 
else_jump @SWEET3_15465 
return 

:SWEET3_15465
jump @SWEET3_15410 

:SWEET3_15472
59@ += 1 
if 
  59@ > 4 
else_jump @SWEET3_15504 
59@ = 0 

:SWEET3_15504
return 

:SWEET3_15506
040D: unload_wav 2 
if 
  59@ == 0 
else_jump @SWEET3_15537 
03CF: load_wav 34205 as 2 

:SWEET3_15537
if 
  59@ == 1 
else_jump @SWEET3_15564 
03CF: load_wav 37434 as 2 

:SWEET3_15564
if 
  59@ == 2 
else_jump @SWEET3_15591 
03CF: load_wav 38641 as 2 

:SWEET3_15591
if 
  59@ == 3 
else_jump @SWEET3_15618 
03CF: load_wav 34202 as 2 

:SWEET3_15618
if 
  59@ == 4 
else_jump @SWEET3_15645 
03CF: load_wav 38644 as 2 

:SWEET3_15645
if 
  59@ == 5 
else_jump @SWEET3_15672 
03CF: load_wav 34203 as 2 

:SWEET3_15672
if 
  59@ == 6 
else_jump @SWEET3_15699 
03CF: load_wav 37429 as 2 

:SWEET3_15699
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_15715
if 
83D0:   not wav 2 loaded 
else_jump @SWEET3_15813 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_15752 
return 

:SWEET3_15752
if 
0118:   actor $131 dead 
else_jump @SWEET3_15770 
return 

:SWEET3_15770
if 
0118:   actor $129 dead 
else_jump @SWEET3_15788 
return 

:SWEET3_15788
if 
0119:   car $135 wrecked 
else_jump @SWEET3_15806 
return 

:SWEET3_15806
jump @SWEET3_15715 

:SWEET3_15813
03D1: play_wav 2 
if 
  59@ == 0 
else_jump @SWEET3_15851 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // C'mon CJ, earn your keep!

:SWEET3_15851
if 
  59@ == 1 
else_jump @SWEET3_15885 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // Get in, nigga!

:SWEET3_15885
if 
  59@ == 2 
else_jump @SWEET3_15919 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // Don't be a buster, CJ!

:SWEET3_15919
if 
  59@ == 3 
else_jump @SWEET3_15953 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // Get in fool!

:SWEET3_15953
if 
  59@ == 4 
else_jump @SWEET3_15987 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // CJ, for once, don't be a punk!

:SWEET3_15987
if 
  59@ == 5 
else_jump @SWEET3_16021 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // All aboard, CJ.

:SWEET3_16021
if 
  59@ == 6 
else_jump @SWEET3_16055 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // CJ, GET IN!

:SWEET3_16055
if 
83D2:   not wav 2 ended 
else_jump @SWEET3_16153 
wait 0 
if 
0118:   actor $130 dead 
else_jump @SWEET3_16092 
return 

:SWEET3_16092
if 
0118:   actor $131 dead 
else_jump @SWEET3_16110 
return 

:SWEET3_16110
if 
0118:   actor $129 dead 
else_jump @SWEET3_16128 
return 

:SWEET3_16128
if 
0119:   car $135 wrecked 
else_jump @SWEET3_16146 
return 

:SWEET3_16146
jump @SWEET3_16055 

:SWEET3_16153
59@ += 1 
if 
  59@ > 6 
else_jump @SWEET3_16185 
59@ = 0 

:SWEET3_16185
return 

:SWEET3_16187
if 
8118:   not actor 97@ dead 
else_jump @SWEET3_16316 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 97@ 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
if 
8118:   not actor $131 dead 
else_jump @SWEET3_16316 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_16316 
if 
00DB:   actor $131 in_car $135 
else_jump @SWEET3_16316 
0687: clear_actor $131 task 
0713: actor $131 driveby_actor 97@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 70 

:SWEET3_16316
if 
8118:   not actor 98@ dead 
else_jump @SWEET3_16445 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 98@ 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
if 
8118:   not actor $130 dead 
else_jump @SWEET3_16445 
if 
8119:   not car $135 wrecked 
else_jump @SWEET3_16445 
if 
00DB:   actor $130 in_car $135 
else_jump @SWEET3_16445 
0687: clear_actor $130 task 
0713: actor $130 driveby_actor 98@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 70 

:SWEET3_16445
return 

//-------------Mission 16---------------
// Originally: Nines And AK's

:SWEET2
thread 'SWEET2' 
gosub @SWEET2_1108 
if 
wasted_or_busted 
else_jump @SWEET2_38 
gosub @SWEET2_20349 

:SWEET2_38
gosub @SWEET2_20866 
end_thread 

:SWEET2_47
0871: init_jump_table 47@ total_jumps 4 default_jump 0 @SWEET2_1106 jumps 0 @SWEET2_110 1 @SWEET2_340 2 @SWEET2_690 3 @SWEET2_872 -1 @SWEET2_1106 -1 @SWEET2_1106 -1 @SWEET2_1106 

:SWEET2_110
05A9: s$7976[0] = 'SWE3_AA' // s$  // What happened to the Families, where the love at?
05A9: s$7976[1] = 'SWE3_AB' // s$  // Shit happens.
05A9: s$7976[2] = 'SWE3_AC' // s$  // Seville wrongs Temple, Temple wrongs Grove.
05A9: s$7976[3] = 'SWE3_AD' // s$  // Bad blood leads to bad blood.
05A9: s$7976[4] = 'SWE3_AE' // s$  // If you read the book, that's the way of the world, baby!
05A9: s$7976[5] = 'SWE3_AF' // s$  // Yeah, well you know you gotta keep it real.
05A9: s$7976[6] = 'SWE3_AH' // s$  // I admire you, Carl. You're a leader, a visionary.
05A9: s$7976[7] = 'SWE3_AJ' // s$  // Remember me when you get to the top.
05A9: s$7976[8] = 'SWE3_AK' // s$  // Give it a rest, Smoke. You're full of shit.
04AF: 74@ = 37800 // = constant 
04AF: 75@ = 37801 // = constant 
04AF: 76@ = 37802 // = constant 
04AF: 77@ = 37803 // = constant 
04AF: 78@ = 37804 // = constant 
04AF: 79@ = 37805 // = constant 
04AF: 80@ = 37806 // = constant 
04AF: 81@ = 37807 // = constant 
04AF: 82@ = 37808 // = constant 
56@ = 8 
jump @SWEET2_1106 

:SWEET2_340
05A9: s$7976[0] = 'SWE3_GA' // s$  // Damn, you a killer baby, ice cold!
05A9: s$7976[1] = 'SWE3_GB' // s$  // But remember something, real strength comes from within, my brother.
05A9: s$7976[2] = 'SWE3_GC' // s$  // Listen to the boy.
05A9: s$7976[3] = 'SWE3_GD' // s$  // Yeah, I guess Liberty didn't soften you none, huh?
05A9: s$7976[4] = 'SWE3_GE' // s$  // Hey look, let's split.
05A9: s$7976[5] = 'SWE3_GF' // s$  // Hey, I'll see you around Emmet.
05A9: s$7976[6] = 'SWE3_GG' // s$  // I'm 100% behind you boys.
05A9: s$7976[7] = 'SWE3_GH' // s$  // But remember this, you didn't get 'em from me.
05A9: s$7976[8] = 'SWE3_GJ' // s$  // And remember this. Emmet is the place for guns!
05A9: s$7976[9] = 'SWE3_GK' // s$  // I've always got high quality merchandise.
05A9: s$7976[10] = 'SWE3_GL' // s$  // And I've been proudly serving the community for over 30 years!
05A9: s$7976[11] = 'SWE3_GM' // s$  // Crazy old fool. Hey look, you drive, man
05A9: s$7976[12] = 'SWE3_GN' // s$  // I seen newer cannons than this strap in a museum. Where we goin'?
05A9: s$7976[13] = 'SWE3_GO' // s$  // Man, I'm real tired, dude, drop me off at my crib, baby.
04AF: 74@ = 37850 // = constant 
04AF: 75@ = 37851 // = constant 
04AF: 76@ = 37852 // = constant 
04AF: 77@ = 37853 // = constant 
04AF: 78@ = 37854 // = constant 
04AF: 79@ = 37855 // = constant 
04AF: 80@ = 37856 // = constant 
04AF: 81@ = 37857 // = constant 
04AF: 82@ = 37858 // = constant 
04AF: 83@ = 37859 // = constant 
04AF: 84@ = 37860 // = constant 
04AF: 85@ = 37861 // = constant 
04AF: 86@ = 37862 // = constant 
04AF: 87@ = 37863 // = constant 
56@ = 13 
jump @SWEET2_1106 

:SWEET2_690
05A9: s$7976[0] = 'SWE3_HA' // s$  // What's going on, man, shit seems pretty fucked up?
05A9: s$7976[1] = 'SWE3_HB' // s$  // People have to open their eyes, and their hearts, CJ.
05A9: s$7976[2] = 'SWE3_HC' // s$  // What are you talking about?
05A9: s$7976[3] = 'SWE3_HD' // s$  // I'm talking about the choices all men face, brother.
05A9: s$7976[4] = 'SWE3_HE' // s$  // Sometimes, they seem real, but other times there's no choice at all.
05A9: s$7976[5] = 'SWE3_HF' // s$  // At least you still talking shit. You ain't changed a bit.
05A9: s$7976[6] = 'SWE3_HG' // s$  // Who me? No never.
04AF: 74@ = 37864 // = constant 
04AF: 75@ = 37865 // = constant 
04AF: 76@ = 37866 // = constant 
04AF: 77@ = 37867 // = constant 
04AF: 78@ = 37868 // = constant 
04AF: 79@ = 37869 // = constant 
04AF: 80@ = 37870 // = constant 
56@ = 6 
jump @SWEET2_1106 

:SWEET2_872
05A9: s$7976[0] = 'MSWE07A' // s$  // Speak.
05A9: s$7976[1] = 'MSWE07B' // s$  // I thought you was representing?
05A9: s$7976[2] = 'MSWE07C' // s$  // What?
05A9: s$7976[3] = 'MSWE07D' // s$  // Correct me if I'm wrong, but I thought you was rolling with Grove Street again.
05A9: s$7976[4] = 'MSWE07E' // s$  // Already told you I am!
05A9: s$7976[5] = 'MSWE07F' // s$  // Well I ain't seen you in yo' colors yet!
05A9: s$7976[6] = 'MSWE07G' // s$  // You gotta fly the flag, man!
05A9: s$7976[7] = 'MSWE07H' // s$  // Ain't nobody gonna respect you if you ain't representing your hood!
05A9: s$7976[8] = 'MSWE07J' // s$  // Alright man, my bad. I just ain't got around to it yet.
05A9: s$7976[9] = 'MSWE07K' // s$  // There's a Binco around the corner from the gym in Ganton, go get yourself some greens!
04AF: 74@ = 29066 // = constant 
04AF: 75@ = 29067 // = constant 
04AF: 76@ = 29068 // = constant 
04AF: 77@ = 29069 // = constant 
04AF: 78@ = 29070 // = constant 
04AF: 79@ = 29071 // = constant 
04AF: 80@ = 29072 // = constant 
04AF: 81@ = 29073 // = constant 
04AF: 82@ = 29074 // = constant 
04AF: 83@ = 29075 // = constant 
56@ = 9 
jump @SWEET2_1106 

:SWEET2_1106
return 

:SWEET2_1108
increment_mission_attempts 
$ONMISSION = 1 
44@ = 0 
50@ = 0 
46@ = 0 
59@ = 0 
61@ = 0 
70@ = 0 
53@ = 0 
55@ = 0 
64@ = 0 
65@ = 0 
97@ = 2440.58 
102@ = -1979.89 
107@ = 14.1 
98@ = 2440.14 
103@ = -1976.5 
108@ = 13.4 
99@ = 2440.95 
104@ = -1973.76 
109@ = 14.2 
100@ = 2448.97 
105@ = -1973.29 
110@ = 13.35 
101@ = 2444.35 
106@ = -1970.61 
111@ = 13.8 
wait 0 
054C: use_GXT_table 'SWEET2' 
select_interior 1 
02E4: load_cutscene_data 'SWEET3A' 

:SWEET2_1367
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET2_1391 
wait 0 
jump @SWEET2_1367 

:SWEET2_1391
02E7: start_cutscene 
fade 1 1000 

:SWEET2_1400
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET2_1424 
wait 0 
jump @SWEET2_1400 

:SWEET2_1424
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SWEET2_1437
if 
fading 
else_jump @SWEET2_1461 
wait 0 
jump @SWEET2_1437 

:SWEET2_1461
02EA: end_cutscene 
select_interior 0 
01B5: force_weather 1 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model 466 
038B: load_requested_models 

:SWEET2_1491
if or
823D:   not special_actor 10 loaded 
8248:   not model 466 available 
else_jump @SWEET2_1522 
wait 0 
jump @SWEET2_1491 

:SWEET2_1522
060A: create_decision_maker_type 0 store_to 60@ // decision\allowed\m_.ped files 
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0395: clear_area 1 at 2506.23 -1675.75 12.37 radius 6.0 
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: $134 = create_car 466 at 2506.23 -1675.75 12.37 
0229: set_car $134 primary_color_to 98 secondary_color_to 14 
0175: set_car $134 Z_angle_to 148.0 
041E: set_radio_station 3 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
009A: $129 = create_actor_pedtype 24 model 299 at 2505.869 -1672.723 12.3778 
0173: set_actor $129 Z_angle_to 160.0 
0223: set_actor $129 health_to 500 
0568: set_actor $129 untargetable 1 
0446: set_actor $129 dismemberment_possible 0 
081A: set_actor $129 weapon_skill_to 1 
02E2: set_actor $129 weapon_accuracy_to 100 
07DD: set_actor $129 attack_rate 30 // previously known as temper_to 
02A9: set_actor $129 immune_to_nonplayer 1 
09F6: set_actor $129 unjackable_through_driver_seat 0 
060B: set_actor $129 decision_maker_to 60@ 
00A1: put_actor $PLAYER_ACTOR at 2515.28 -1673.44 12.73 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
03CB: set_rendering_origin_at 2516.54 -1671.2 12.87 
fade 1 1000 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE2_A' time 10000 flag 1  // ~s~Go with Smoke to ~y~Emmet's house~s~.
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car $134 passenger_seat 0 time 5000 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
0186: 52@ = create_marker_above_car $134 
07E0: set_marker 52@ type_to 1 
018A: 43@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0164: disable_marker 43@ 
$126 = 0 
88@ = 0 
89@ = 0 
90@ = 0 
47@ = 0 
gosub @SWEET2_47 
41@ = 0 
64@ = 0 

:SWEET2_1949
if or
81AF:   not car $134 sphere $126 in_sphere 2453.07 -2003.96 12.56 radius 4.0 4.0 4.0 
8448:   not actor $129 in_car $134 
89D0:   not car $134 on_wheels 
else_jump @SWEET2_2420 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET2_2037 
jump @SWEET2_20438 

:SWEET2_2037
if 
8118:   not actor $129 dead 
else_jump @SWEET2_2312 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_2282 
if 
00DB:   actor $PLAYER_ACTOR in_car $134 
else_jump @SWEET2_2183 
if 
  53@ == 0 
else_jump @SWEET2_2150 
0164: disable_marker 52@ 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2453.07 -2003.96 12.56 
$126 = 1 
53@ = 1 

:SWEET2_2150
if 
  41@ > 5000 
else_jump @SWEET2_2176 
gosub @SWEET2_21134 

:SWEET2_2176
jump @SWEET2_2275 

:SWEET2_2183
if 
  53@ == 1 
else_jump @SWEET2_2275 
0164: disable_marker 43@ 
0164: disable_marker 52@ 
0186: 52@ = create_marker_above_car $134 
07E0: set_marker 52@ type_to 1 
gosub @SWEET2_21379 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
53@ = 0 

:SWEET2_2275
jump @SWEET2_2305 

:SWEET2_2282
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_2305
jump @SWEET2_2335 

:SWEET2_2312
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_2335
if 
0119:   car $134 wrecked 
else_jump @SWEET2_2374 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_2374
if 
0118:   actor $129 dead 
else_jump @SWEET2_2413 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_2413
jump @SWEET2_1949 

:SWEET2_2420
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2452.949 -2011.824 16.3096 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.98 -2010.903 15.9217 switchstyle 2 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_2642 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_2642 
0615: define_AS_pack_begin 45@ 
05CD: AS_actor -1 exit_car $134 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2453.515 -1980.771 12.5547 
05D7: add_point_to_scmpath 2450.486 -1981.659 12.5547 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 45@ 
0618: assign_actor $129 to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
wait 800 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_2642 
05CD: AS_actor $PLAYER_ACTOR exit_car $134 
05D3: AS_actor $PLAYER_ACTOR goto_point 2453.29 -1983.71 12.54 mode 4 time 5000 ms // versionA 

:SWEET2_2642
wait 2000 
gosub @SWEET2_22618 
fade 0 1000 

:SWEET2_2661
if 
fading 
else_jump @SWEET2_2685 
wait 0 
jump @SWEET2_2661 

:SWEET2_2685
08F4: set_max_group_members 0 
0395: clear_area 0 at 2448.734 -1976.193 12.5469 radius 200.0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET3B' 

:SWEET2_2729
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET2_2753 
wait 0 
jump @SWEET2_2729 

:SWEET2_2753
02E7: start_cutscene 
fade 1 1000 

:SWEET2_2762
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET2_2786 
wait 0 
jump @SWEET2_2762 

:SWEET2_2786
fade 0 0 

:SWEET2_2792
if 
fading 
else_jump @SWEET2_2816 
wait 0 
jump @SWEET2_2792 

:SWEET2_2816
02EA: end_cutscene 
023C: load_special_actor 'EMMET' as 1 // models 290-299 
0247: load_model #DYN_WINE_BIG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
04ED: load_animation "COLT45" 
04ED: load_animation "FAT" 
0247: load_model 346 
0247: load_model 549 
038B: load_requested_models 

:SWEET2_2882
if or
823D:   not special_actor 1 loaded 
8248:   not model #DYN_WINE_BIG available 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model 346 available 
84EE:   not animation "COLT45" loaded 
else_jump @SWEET2_2945 
wait 0 
jump @SWEET2_2882 

:SWEET2_2945
if or
8248:   not model 549 available 
84EE:   not animation "FAT" loaded 
else_jump @SWEET2_2979 
wait 0 
jump @SWEET2_2945 

:SWEET2_2979
0395: clear_area 1 at 2446.49 -1966.47 12.54 radius 4.0 
0674: set_car_model 549 numberplate "_FELTCH_" 
00A5: 91@ = create_car 549 at 2446.49 -1965.0 12.54 
0175: set_car 91@ Z_angle_to 101.85 
020A: set_car 91@ door_status_to 2 
02AC: set_car 91@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 71@ = create_actor_pedtype 24 model 290 at 2451.834 -1976.811 12.5469 
0173: set_actor 71@ Z_angle_to 75.6292 
0223: set_actor 71@ health_to 600 
0568: set_actor 71@ untargetable 1 
0446: set_actor 71@ dismemberment_possible 0 
0164: disable_marker 43@ 
041A: 49@ = actor $PLAYER_ACTOR weapon 22 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_3195 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 

:SWEET2_3195
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03CF: load_wav 37811 as 1 
fade 1 1000 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_3282 
0792: disembark_instantly_actor $129 
00A1: put_actor $129 at 2450.465 -1980.577 12.5469 
0173: set_actor $129 Z_angle_to 79.2792 

:SWEET2_3282
0107: $3140[0] = create_object #DYN_WINE_BIG at 97@ 102@ 107@ 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_3361 
00AB: put_car $134 at 2452.646 -2003.876 12.554 
0175: set_car $134 Z_angle_to 100.2244 

:SWEET2_3361
015F: set_camera_position 2445.797 -1976.585 14.8864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2444.983 -1977.151 14.7514 switchstyle 2 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_3455 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
jump @SWEET2_3475 

:SWEET2_3455
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_3475
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
46@ = 0 
wait 2500 
015F: set_camera_position 2451.365 -1980.395 14.288 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.365 -1980.363 14.2636 switchstyle 2 
70@ = 0 
0615: define_AS_pack_begin 62@ 
0668: AS_actor -1 rotate_and_shoot_at 97@ 102@ 107@ 1300 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 62@ 

:SWEET2_3729
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_3794 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_3787 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_3787
jump @SWEET2_3729 

:SWEET2_3794
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BC' time 10000 flag 1  // Die, little glass Balla fool!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_3845 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_3845
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_3910 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_3903 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_3903
jump @SWEET2_3845 

:SWEET2_3910
if 
8118:   not actor $129 dead 
else_jump @SWEET2_3946 
00BE: text_clear_all 
0968: actor $129 stop_mouth 
0618: assign_actor $129 to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 

:SWEET2_3946
92@ = 0 

:SWEET2_3953
if 
   not 44@ == 1 
else_jump @SWEET2_4848 
wait 0 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_4066 
if 
0458:   player $PLAYER_CHAR aiming_at_object $3140[0] 
else_jump @SWEET2_4024 
gosub @SWEET2_21036 
jump @SWEET2_4031 

:SWEET2_4024
gosub @SWEET2_21089 

:SWEET2_4031
if 
0366:   object $3140[0] damaged 
else_jump @SWEET2_4066 
035D: set_object $3140[0] targetable 0 
0108: destroy_object $3140[0] 
44@ += 1 

:SWEET2_4066
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_4216 
if 
  46@ == 0 
else_jump @SWEET2_4209 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_4202 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_4202
46@ = 1 

:SWEET2_4209
jump @SWEET2_4381 

:SWEET2_4216
if 
  92@ == 0 
else_jump @SWEET2_4279 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_4279 
048F: actor $129 remove_weapons 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 
92@ = 1 

:SWEET2_4279
if 
  46@ == 1 
else_jump @SWEET2_4381 
0164: disable_marker 43@ 
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_4330 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_4330
0A78: print_help_conditional 'HODTCH' 256  // Tap the screen to lock on to a target. Tap ~m~~widget_attack~ to fire.
0A79: print_help_conditional_touch 'HODHID' 256  // Tap ~m~~widget_attack~ to fire.
00BC: show_text_highpriority GXT 'SWE2_G' time 10000 flag 1  // ~s~Shoot the bottle.
46@ = 0 

:SWEET2_4381
if 
  70@ == 0 
else_jump @SWEET2_4724 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_4724 
062E: get_actor $129 task 1541 status_store_to 63@ // ret 7 if not found 
0646: unknown_get_actor $129 task_1560_status_store_to 72@ // similar to 062E 
if 
  72@ == 0 
else_jump @SWEET2_4724 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2439.859 -1979.678 14.4278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2440.833 -1979.794 14.235 switchstyle 2 
wait 500 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_4538 
0723: break_object $3140[0] intensity 1 

:SWEET2_4538
wait 1000 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_4619 
00A1: put_actor 71@ at 2451.834 -1976.811 12.5469 
0173: set_actor 71@ Z_angle_to 75.6292 

:SWEET2_4619
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
44@ = 0 
0108: destroy_object $3140[0] 
0107: $3140[0] = create_object #DYN_WINE_BIG at 2440.58 -1979.89 14.2 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
0A78: print_help_conditional 'HODTCH' 256  // Tap the screen to lock on to a target. Tap ~m~~widget_attack~ to fire.
0A79: print_help_conditional_touch 'HODHID' 256  // Tap ~m~~widget_attack~ to fire.
70@ = 1 
0A6F: checkpoint_save 1 

:SWEET2_4724
if 
0118:   actor $129 dead 
else_jump @SWEET2_4763 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_4763
if 
0118:   actor 71@ dead 
else_jump @SWEET2_4802 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_4802
if 
0119:   car $134 wrecked 
else_jump @SWEET2_4841 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_4841
jump @SWEET2_3953 

:SWEET2_4848
03CF: load_wav 37831 as 1 

:SWEET2_4857
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_4961 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_4915 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_4915
if 
0118:   actor 71@ dead 
else_jump @SWEET2_4954 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_4954
jump @SWEET2_4857 

:SWEET2_4961
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DC' time 10000 flag 1  // Ah, Beverly'd be so proud of you, boy.
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_5055 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 
0605: actor 71@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_5055
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_5159 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_5113 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_5113
if 
0118:   actor 71@ dead 
else_jump @SWEET2_5152 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_5152
jump @SWEET2_5055 

:SWEET2_5159
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_5187 
0687: clear_actor 71@ task 
00BE: text_clear_all 
0968: actor 71@ stop_mouth 

:SWEET2_5187
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37809 as 2 
wait 1000 
44@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_5284 
00AB: put_car $134 at 2452.646 -2003.876 12.554 
0175: set_car $134 Z_angle_to 100.2244 

:SWEET2_5284
0107: $3140[0] = create_object #DYN_WINE_BIG at 97@ 102@ 107@ 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
0107: $3140[1] = create_object #DYN_WINE_BIG at 98@ 103@ 108@ 
0177: set_object $3140[1] Z_angle_to 90.0 
035D: set_object $3140[1] targetable 1 
0107: $3140[2] = create_object #DYN_WINE_BIG at 99@ 104@ 109@ 
0177: set_object $3140[2] Z_angle_to 90.0 
035D: set_object $3140[2] targetable 1 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_5426 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
jump @SWEET2_5446 

:SWEET2_5426
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_5446
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
015F: set_camera_position 2447.379 -1977.062 15.2851 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2446.391 -1977.011 15.1366 switchstyle 2 
wait 2500 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2451.388 -1981.104 14.5206 position_to 2451.738 -1980.585 14.5765 time 8000 smooth_transition 1 
0920: point_camera 2450.427 -1980.924 14.3127 transverse_to 2450.858 -1980.187 14.318 time 8000 smooth_transition 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
46@ = 0 
70@ = 0 
0615: define_AS_pack_begin 68@ 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 68@ loop 1 
0616: define_AS_pack_end 68@ 
0615: define_AS_pack_begin 62@ 
0605: actor -1 perform_animation "COLT45_FIRE" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 2000 
0668: AS_actor -1 rotate_and_shoot_at 97@ 102@ 107@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 98@ 103@ 108@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 99@ 104@ 109@ 1300 ms 
0618: assign_actor -1 to_AS_pack 68@ 
0616: define_AS_pack_end 62@ 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_5920 
0618: assign_actor $129 to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 

:SWEET2_5920
92@ = 0 

:SWEET2_5927
if 
   not 44@ == 3 
else_jump @SWEET2_7249 
wait 0 
if 
03CA:   object $3140(50@,10i) exists 
else_jump @SWEET2_6060 
if 
0458:   player $PLAYER_CHAR aiming_at_object $3140(50@,10i) 
else_jump @SWEET2_6006 
gosub @SWEET2_21036 
jump @SWEET2_6013 

:SWEET2_6006
gosub @SWEET2_21089 

:SWEET2_6013
if 
0366:   object $3140(50@,10i) damaged 
else_jump @SWEET2_6060 
035D: set_object $3140(50@,10i) targetable 0 
0108: destroy_object $3140(50@,10i) 
44@ += 1 

:SWEET2_6060
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_6210 
if 
  46@ == 0 
else_jump @SWEET2_6203 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_6196 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_6196
46@ = 1 

:SWEET2_6203
jump @SWEET2_6375 

:SWEET2_6210
if 
  92@ == 0 
else_jump @SWEET2_6273 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_6273 
048F: actor $129 remove_weapons 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 
92@ = 1 

:SWEET2_6273
if 
  46@ == 1 
else_jump @SWEET2_6375 
0164: disable_marker 43@ 
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_6324 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_6324
0A79: print_help_conditional_touch 'HOODHID' 2048  // While locked on you can cycle through targets by using ~m~~widget_look_left~ or ~m~~widget_look_right~.
0A78: print_help_conditional 'HOODTCH' 2048  // While locked on you can cycle through targets by swiping the middle of the screen.
00BC: show_text_highpriority GXT 'SWE2_H' time 10000 flag 1  // ~s~Shoot the bottles.
46@ = 0 

:SWEET2_6375
if 
  70@ == 0 
else_jump @SWEET2_7093 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_7093 
062E: get_actor $129 task 1541 status_store_to 63@ // ret 7 if not found 
0646: unknown_get_actor $129 task_1560_status_store_to 72@ // similar to 062E 
if 
  72@ == 1 
else_jump @SWEET2_6474 
wait 700 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_6474 
0723: break_object $3140[0] intensity 1 

:SWEET2_6474
if 
  72@ == 2 
else_jump @SWEET2_6520 
wait 500 
if 
03CA:   object $3140[1] exists 
else_jump @SWEET2_6520 
0723: break_object $3140[1] intensity 1 

:SWEET2_6520
if 
  72@ == 3 
else_jump @SWEET2_7093 

:SWEET2_6538
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_6603 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_6596 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_6596
jump @SWEET2_6538 

:SWEET2_6603
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BA' time 10000 flag 1  // Shit, I'm the best there ever was!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_6654 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_6654
wait 500 
if 
03CA:   object $3140[2] exists 
else_jump @SWEET2_6682 
0723: break_object $3140[2] intensity 1 

:SWEET2_6682
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_6747 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_6740 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_6740
jump @SWEET2_6682 

:SWEET2_6747
if 
8118:   not actor $129 dead 
else_jump @SWEET2_6770 
00BE: text_clear_all 
0968: actor $129 stop_mouth 

:SWEET2_6770
wait 1000 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_6851 
00A1: put_actor 71@ at 2451.834 -1976.811 12.5469 
0173: set_actor 71@ Z_angle_to 75.6292 

:SWEET2_6851
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0A79: print_help_conditional_touch 'HOODHID' 2048  // While locked on you can cycle through targets by using ~m~~widget_look_left~ or ~m~~widget_look_right~.
0A78: print_help_conditional 'HOODTCH' 2048  // While locked on you can cycle through targets by swiping the middle of the screen.
44@ = 0 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_6926 
035D: set_object $3140[0] targetable 0 

:SWEET2_6926
0108: destroy_object $3140[0] 
0107: $3140[0] = create_object #DYN_WINE_BIG at 97@ 102@ 107@ 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
if 
03CA:   object $3140[1] exists 
else_jump @SWEET2_6987 
035D: set_object $3140[1] targetable 0 

:SWEET2_6987
0108: destroy_object $3140[1] 
0107: $3140[1] = create_object #DYN_WINE_BIG at 98@ 103@ 108@ 
0177: set_object $3140[1] Z_angle_to 90.0 
035D: set_object $3140[1] targetable 1 
if 
03CA:   object $3140[2] exists 
else_jump @SWEET2_7048 
035D: set_object $3140[2] targetable 0 

:SWEET2_7048
0108: destroy_object $3140[2] 
0107: $3140[2] = create_object #DYN_WINE_BIG at 99@ 104@ 109@ 
0177: set_object $3140[2] Z_angle_to 90.0 
035D: set_object $3140[2] targetable 1 
70@ = 1 

:SWEET2_7093
50@ += 1 
if 
  50@ >= 3 
else_jump @SWEET2_7125 
50@ = 0 

:SWEET2_7125
if 
0118:   actor $129 dead 
else_jump @SWEET2_7164 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_7164
if 
0118:   actor 71@ dead 
else_jump @SWEET2_7203 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_7203
if 
0119:   car $134 wrecked 
else_jump @SWEET2_7242 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_7242
jump @SWEET2_5927 

:SWEET2_7249
03CF: load_wav 37829 as 1 

:SWEET2_7258
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_7362 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_7316 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_7316
if 
0118:   actor 71@ dead 
else_jump @SWEET2_7355 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_7355
jump @SWEET2_7258 

:SWEET2_7362
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DA' time 10000 flag 1  // Yeah, that's real Grove Street style, now!
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_7456 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 
0605: actor 71@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_7456
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_7560 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_7514 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_7514
if 
0118:   actor 71@ dead 
else_jump @SWEET2_7553 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_7553
jump @SWEET2_7456 

:SWEET2_7560
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_7588 
0687: clear_actor 71@ task 
00BE: text_clear_all 
0968: actor 71@ stop_mouth 

:SWEET2_7588
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37812 as 1 
03CF: load_wav 37813 as 2 
wait 1000 
44@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_7694 
00AB: put_car $134 at 2452.646 -2003.876 12.554 
0175: set_car $134 Z_angle_to 100.2244 

:SWEET2_7694
97@ = 2440.58 
102@ = -1979.89 
107@ = 14.1 
98@ = 2440.14 
103@ = -1976.5 
108@ = 13.4 
99@ = 2440.66 
104@ = -1973.76 
109@ = 14.1 
100@ = 2448.97 
105@ = -1973.29 
110@ = 13.3 
101@ = 2444.35 
106@ = -1970.61 
111@ = 13.7 
0107: $3140[0] = create_object #DYN_WINE_BIG at 97@ 102@ 107@ 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
0107: $3140[1] = create_object #DYN_WINE_BIG at 98@ 103@ 108@ 
0177: set_object $3140[1] Z_angle_to 90.0 
035D: set_object $3140[1] targetable 1 
0107: $3140[2] = create_object #DYN_WINE_BIG at 99@ 104@ 109@ 
0177: set_object $3140[2] Z_angle_to 90.0 
035D: set_object $3140[2] targetable 1 
0107: $3140[3] = create_object #DYN_WINE_BIG at 100@ 105@ 110@ 
0177: set_object $3140[3] Z_angle_to 90.0 
035D: set_object $3140[3] targetable 1 
0107: $3140[4] = create_object #DYN_WINE_BIG at 101@ 106@ 111@ 
0177: set_object $3140[4] Z_angle_to 90.0 
035D: set_object $3140[4] targetable 1 
015F: set_camera_position 2453.755 -1978.959 15.389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.837 -1978.611 15.1996 switchstyle 2 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_8103 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
jump @SWEET2_8123 

:SWEET2_8103
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_8123
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
wait 2500 
015F: set_camera_position 2449.041 -1977.732 12.9667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.835 -1978.326 13.0934 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
46@ = 0 
70@ = 0 
061B: remove_references_to_AS_pack 68@ 
0615: define_AS_pack_begin 67@ 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 67@ loop 1 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 68@ 
05D4: AS_actor -1 rotate_angle 77.0 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 67@ 
0616: define_AS_pack_end 68@ 
0615: define_AS_pack_begin 66@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2450.48 -1981.65 12.55 mode 4 time 4000 ms // versionA 
0618: assign_actor -1 to_AS_pack 68@ 
0616: define_AS_pack_end 66@ 
0615: define_AS_pack_begin 62@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 97@ 102@ 107@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 98@ 103@ 108@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 99@ 104@ 109@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 100@ 105@ 110@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 101@ 106@ 111@ 1400 ms 
0618: assign_actor -1 to_AS_pack 66@ 
0616: define_AS_pack_end 62@ 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_8843 
0618: assign_actor $129 to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 

:SWEET2_8843
48@ = 0 
92@ = 0 

:SWEET2_8857
if 
   not 44@ == 5 
else_jump @SWEET2_11899 
wait 0 
if 
03CA:   object $3140(50@,10i) exists 
else_jump @SWEET2_8990 
if 
0458:   player $PLAYER_CHAR aiming_at_object $3140(50@,10i) 
else_jump @SWEET2_8936 
gosub @SWEET2_21036 
jump @SWEET2_8943 

:SWEET2_8936
gosub @SWEET2_21089 

:SWEET2_8943
if 
0366:   object $3140(50@,10i) damaged 
else_jump @SWEET2_8990 
035D: set_object $3140(50@,10i) targetable 0 
0108: destroy_object $3140(50@,10i) 
44@ += 1 

:SWEET2_8990
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_9140 
if 
  46@ == 0 
else_jump @SWEET2_9133 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_9126 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_9126
46@ = 1 

:SWEET2_9133
jump @SWEET2_9286 

:SWEET2_9140
if 
  92@ == 0 
else_jump @SWEET2_9203 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_9203 
048F: actor $129 remove_weapons 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 
92@ = 1 

:SWEET2_9203
if 
  46@ == 1 
else_jump @SWEET2_9286 
0164: disable_marker 43@ 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 10 // Load the weapon model before using this 
0A7A: print_help_conditional_hid 'HO2FAPD' 4096  // You can increase your accuracy by crouching. Double tap the lower left corner of the screen to crouch.
0A7B: print_help_conditional_touch_classic 'HO2FAPD' 4096  // You can increase your accuracy by crouching. Double tap the lower left corner of the screen to crouch.
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
46@ = 0 

:SWEET2_9286
if 
  70@ == 0 
else_jump @SWEET2_11743 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_11743 
062E: get_actor $129 task 1541 status_store_to 63@ // ret 7 if not found 
0646: unknown_get_actor $129 task_1560_status_store_to 72@ // similar to 062E 
if 
  72@ == 2 
else_jump @SWEET2_9674 
015F: set_camera_position 2452.865 -1977.859 13.739 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.901 -1978.117 13.6752 switchstyle 2 
if 
  48@ == 0 
else_jump @SWEET2_9674 

:SWEET2_9426
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_9491 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_9484 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_9484
jump @SWEET2_9426 

:SWEET2_9491
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BD' time 10000 flag 1  // Cap your ass!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_9542 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_9542
wait 500 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_9570 
0723: break_object $3140[0] intensity 1 

:SWEET2_9570
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_9635 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_9628 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_9628
jump @SWEET2_9570 

:SWEET2_9635
if 
8118:   not actor $129 dead 
else_jump @SWEET2_9658 
00BE: text_clear_all 
0968: actor $129 stop_mouth 

:SWEET2_9658
03CF: load_wav 37814 as 1 
48@ = 1 

:SWEET2_9674
if 
  72@ == 3 
else_jump @SWEET2_10017 
015F: set_camera_position 2452.979 -1980.734 13.866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.089 -1980.282 13.8231 switchstyle 2 
if 
  48@ == 1 
else_jump @SWEET2_10017 

:SWEET2_9761
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_9826 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_9819 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_9819
jump @SWEET2_9761 

:SWEET2_9826
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BE' time 10000 flag 1  // And your ass!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_9877 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_9877
wait 500 
if 
03CA:   object $3140[1] exists 
else_jump @SWEET2_9905 
0723: break_object $3140[1] intensity 1 

:SWEET2_9905
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_9970 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_9963 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_9963
jump @SWEET2_9905 

:SWEET2_9970
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10001 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_10001
03CF: load_wav 37815 as 2 
48@ = 2 

:SWEET2_10017
if 
  72@ == 4 
else_jump @SWEET2_10415 
015F: set_camera_position 2453.303 -1979.46 14.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.354 -1979.243 14.2053 switchstyle 2 
if 
  92@ == 1 
else_jump @SWEET2_10149 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10149 
048F: actor $129 remove_weapons 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 
92@ = 2 

:SWEET2_10149
if 
  48@ == 2 
else_jump @SWEET2_10415 

:SWEET2_10167
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_10232 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_10225 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_10225
jump @SWEET2_10167 

:SWEET2_10232
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BF' time 10000 flag 1  // You want some too?
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10283 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_10283
wait 500 
if 
03CA:   object $3140[2] exists 
else_jump @SWEET2_10311 
0723: break_object $3140[2] intensity 1 

:SWEET2_10311
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_10376 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_10369 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_10369
jump @SWEET2_10311 

:SWEET2_10376
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10399 
00BE: text_clear_all 
0968: actor $129 stop_mouth 

:SWEET2_10399
03CF: load_wav 37810 as 1 
48@ = 3 

:SWEET2_10415
if 
  72@ == 5 
else_jump @SWEET2_10750 
015F: set_camera_position 2449.363 -1971.914 13.768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.492 -1972.896 13.6288 switchstyle 2 
if 
  48@ == 3 
else_jump @SWEET2_10750 

:SWEET2_10502
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_10567 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_10560 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_10560
jump @SWEET2_10502 

:SWEET2_10567
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BG' time 10000 flag 1  // Ice cold, baby!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10618 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_10618
wait 500 
if 
03CA:   object $3140[3] exists 
else_jump @SWEET2_10646 
0723: break_object $3140[3] intensity 1 

:SWEET2_10646
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_10711 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_10704 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_10704
jump @SWEET2_10646 

:SWEET2_10711
03CF: load_wav 37873 as 2 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10743 
00BE: text_clear_all 
0968: actor $129 stop_mouth 

:SWEET2_10743
48@ = 4 

:SWEET2_10750
if 
  72@ == 6 
else_jump @SWEET2_11743 
015F: set_camera_position 2442.503 -1967.336 14.1262 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2443.092 -1968.133 13.9918 switchstyle 2 
if 
  92@ == 2 
else_jump @SWEET2_10882 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_10882 
048F: actor $129 remove_weapons 
01B2: give_actor $129 weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 22 
92@ = 3 

:SWEET2_10882
if 
  48@ == 4 
else_jump @SWEET2_11139 

:SWEET2_10900
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_10965 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_10958 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_10958
jump @SWEET2_10900 

:SWEET2_10965
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BB' time 10000 flag 1  // I knew I was the chosen one!
if 
8118:   not actor $129 dead 
else_jump @SWEET2_11016 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_11016
wait 500 
if 
03CA:   object $3140[4] exists 
else_jump @SWEET2_11044 
0723: break_object $3140[4] intensity 1 

:SWEET2_11044
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_11109 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_11102 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_11102
jump @SWEET2_11044 

:SWEET2_11109
if 
8118:   not actor $129 dead 
else_jump @SWEET2_11132 
00BE: text_clear_all 
0968: actor $129 stop_mouth 

:SWEET2_11132
48@ = 5 

:SWEET2_11139
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_11204 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_11197 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_11197
jump @SWEET2_11139 

:SWEET2_11204
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_ZZ' time 10000 flag 1  // Oh, man, check out 'Special Agent Big Smoke'!

:SWEET2_11224
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_11289 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_11282 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_11282
jump @SWEET2_11224 

:SWEET2_11289
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_11381 
00A1: put_actor 71@ at 2451.834 -1976.811 12.5469 
0173: set_actor 71@ Z_angle_to 75.6292 

:SWEET2_11381
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0A7A: print_help_conditional_hid 'HO2FAPD' 4096  // You can increase your accuracy by crouching. Double tap the lower left corner of the screen to crouch.
0A7B: print_help_conditional_touch_classic 'HO2FAPD' 4096  // You can increase your accuracy by crouching. Double tap the lower left corner of the screen to crouch.
44@ = 0 
if 
03CA:   object $3140[0] exists 
else_jump @SWEET2_11454 
035D: set_object $3140[0] targetable 0 

:SWEET2_11454
0108: destroy_object $3140[0] 
0107: $3140[0] = create_object #DYN_WINE_BIG at 97@ 102@ 107@ 
0177: set_object $3140[0] Z_angle_to 90.0 
035D: set_object $3140[0] targetable 1 
if 
03CA:   object $3140[1] exists 
else_jump @SWEET2_11515 
035D: set_object $3140[1] targetable 0 

:SWEET2_11515
0108: destroy_object $3140[1] 
0107: $3140[1] = create_object #DYN_WINE_BIG at 98@ 103@ 108@ 
0177: set_object $3140[1] Z_angle_to 90.0 
035D: set_object $3140[1] targetable 1 
if 
03CA:   object $3140[2] exists 
else_jump @SWEET2_11576 
035D: set_object $3140[2] targetable 0 

:SWEET2_11576
0108: destroy_object $3140[2] 
0107: $3140[2] = create_object #DYN_WINE_BIG at 99@ 104@ 109@ 
0177: set_object $3140[2] Z_angle_to 90.0 
035D: set_object $3140[2] targetable 1 
if 
03CA:   object $3140[3] exists 
else_jump @SWEET2_11637 
035D: set_object $3140[3] targetable 0 

:SWEET2_11637
0108: destroy_object $3140[3] 
0107: $3140[3] = create_object #DYN_WINE_BIG at 100@ 105@ 110@ 
0177: set_object $3140[3] Z_angle_to 90.0 
035D: set_object $3140[3] targetable 1 
if 
03CA:   object $3140[4] exists 
else_jump @SWEET2_11698 
035D: set_object $3140[4] targetable 0 

:SWEET2_11698
0108: destroy_object $3140[4] 
0107: $3140[4] = create_object #DYN_WINE_BIG at 101@ 106@ 111@ 
0177: set_object $3140[4] Z_angle_to 90.0 
035D: set_object $3140[4] targetable 1 
70@ = 1 

:SWEET2_11743
50@ += 1 
if 
  50@ >= 5 
else_jump @SWEET2_11775 
50@ = 0 

:SWEET2_11775
if 
0118:   actor $129 dead 
else_jump @SWEET2_11814 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_11814
if 
0118:   actor 71@ dead 
else_jump @SWEET2_11853 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_11853
if 
0119:   car $134 wrecked 
else_jump @SWEET2_11892 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_11892
jump @SWEET2_8857 

:SWEET2_11899
03CF: load_wav 37835 as 1 

:SWEET2_11908
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_12012 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_11966 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_11966
if 
0118:   actor 71@ dead 
else_jump @SWEET2_12005 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_12005
jump @SWEET2_11908 

:SWEET2_12012
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DG' time 10000 flag 1  // Aw, you're makin' me so proud of you!
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_12106 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 
0605: actor 71@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_12106
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_12210 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_12164 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_12164
if 
0118:   actor 71@ dead 
else_jump @SWEET2_12203 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_12203
jump @SWEET2_12106 

:SWEET2_12210
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_12238 
0687: clear_actor 71@ task 
00BE: text_clear_all 
0968: actor 71@ stop_mouth 

:SWEET2_12238
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 1000 
44@ = 0 
wait 1000 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
if 
8119:   not car 91@ wrecked 
else_jump @SWEET2_12377 
00AB: put_car 91@ at 2446.49 -1966.47 12.54 
0175: set_car 91@ Z_angle_to 101.85 
015F: set_camera_position 2447.223 -1971.385 14.5714 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.07 -1970.434 14.2998 switchstyle 2 

:SWEET2_12377
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_12423 
00A1: put_actor 71@ at 2452.69 -1980.218 12.5469 
0173: set_actor 71@ Z_angle_to 44.7926 

:SWEET2_12423
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_12469 
00AB: put_car $134 at 2452.646 -2003.876 12.554 
0175: set_car $134 Z_angle_to 100.2244 

:SWEET2_12469
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_12512 
00A1: put_actor $PLAYER_ACTOR at 2446.11 -1974.53 12.54 
jump @SWEET2_12532 

:SWEET2_12512
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2446.11 -1974.53 12.54 

:SWEET2_12532
0173: set_actor $PLAYER_ACTOR Z_angle_to 349.81 
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
if 
8119:   not car 91@ wrecked 
else_jump @SWEET2_12635 
wait 3000 
015F: set_camera_position 2448.249 -1968.608 13.7351 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.919 -1967.707 13.4528 switchstyle 2 
wait 2000 

:SWEET2_12635
0512: show_permanent_text_box 'HOOD2C'  // To manually aim, touch the middle of the screen and move to the left and right.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
46@ = 0 
70@ = 0 

:SWEET2_12675
if 
8119:   not car 91@ wrecked 
else_jump @SWEET2_13195 
wait 0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2451.95 -1978.93 12.55 radius 13.0 13.0 10.0 on_foot 
else_jump @SWEET2_12845 
if 
  46@ == 0 
else_jump @SWEET2_12838 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_12831 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_12831
46@ = 1 

:SWEET2_12838
jump @SWEET2_12930 

:SWEET2_12845
if 
  46@ == 1 
else_jump @SWEET2_12930 
0164: disable_marker 43@ 
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_12896 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_12896
0512: show_permanent_text_box 'HOOD2C'  // To manually aim, touch the middle of the screen and move to the left and right.
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
46@ = 0 

:SWEET2_12930
if 
  70@ == 0 
else_jump @SWEET2_13071 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_13071 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_13018 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 71@ health_to 600 

:SWEET2_13018
if 
8119:   not car 91@ wrecked 
else_jump @SWEET2_13049 
02AC: set_car 91@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_13049
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
70@ = 1 

:SWEET2_13071
if 
0118:   actor $129 dead 
else_jump @SWEET2_13110 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_13110
if 
0118:   actor 71@ dead 
else_jump @SWEET2_13149 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_13149
if 
0119:   car $134 wrecked 
else_jump @SWEET2_13188 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_13188
jump @SWEET2_12675 

:SWEET2_13195
03E6: remove_text_box 
0110: clear_player $PLAYER_CHAR wanted_level 
0249: release_model 549 
wait 2000 
0110: clear_player $PLAYER_CHAR wanted_level 
fade 0 500 

:SWEET2_13224
if 
fading 
else_jump @SWEET2_13248 
wait 0 
jump @SWEET2_13224 

:SWEET2_13248
0A0B: set_rendering_origin_at_3D_coord 2450.567 -1975.641 12.5469 angle 288.0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
04ED: load_animation "GANGS" 

:SWEET2_13319
if 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET2_13350 
wait 0 
jump @SWEET2_13319 

:SWEET2_13350
88@ = 0 
89@ = 0 
90@ = 0 
47@ = 1 
gosub @SWEET2_47 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_13428 
00A1: put_actor $PLAYER_ACTOR at 2450.567 -1975.641 12.5469 
jump @SWEET2_13448 

:SWEET2_13428
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2450.567 -1975.641 12.5469 

:SWEET2_13448
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.25 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_13590 
00A1: put_actor $129 at 2452.741 -1976.45 12.5469 
0173: set_actor $129 Z_angle_to 345.3302 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_13590 
0223: set_actor 71@ health_to 600 
00A1: put_actor 71@ at 2452.846 -1975.1 12.5469 
0173: set_actor 71@ Z_angle_to 160.25 
0639: AS_actor $129 rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 71@ rotate_to_actor $PLAYER_ACTOR 
0647: AS_actor 71@ clear_look_task 
05BF: AS_actor 71@ look_at_actor $PLAYER_ACTOR 30000 ms 

:SWEET2_13590
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_13636 
00AB: put_car $134 at 2452.646 -2003.876 12.554 
0175: set_car $134 Z_angle_to 100.2244 

:SWEET2_13636
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 30.0 
03E6: remove_text_box 
00BE: text_clear_all 
fade 1 500 
015F: set_camera_position 2450.107 -1977.553 14.0919 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.777 -1976.838 13.8915 switchstyle 2 
90@ = 0 

:SWEET2_13729
if 
   not 88@ == 1 
else_jump @SWEET2_13984 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_13860 
if 
  89@ == 2 
else_jump @SWEET2_13860 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_13860 
0605: actor $129 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
90@ = 1 

:SWEET2_13860
if 
0118:   actor 71@ dead 
else_jump @SWEET2_13899 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_13899
if 
0118:   actor $129 dead 
else_jump @SWEET2_13938 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_13938
if 
0119:   car $134 wrecked 
else_jump @SWEET2_13977 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_13977
jump @SWEET2_13729 

:SWEET2_13984
96@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2452.646 -2003.876 12.554 radius 50.0 
0707: start_scene_skip_to @SWEET2_17205 
90@ = 0 

:SWEET2_14043
if 
   not 88@ == 2 
else_jump @SWEET2_14255 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_14131 
if 
  89@ == 2 
else_jump @SWEET2_14131 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_14131 
90@ = 1 

:SWEET2_14131
if 
0118:   actor 71@ dead 
else_jump @SWEET2_14170 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_14170
if 
0118:   actor $129 dead 
else_jump @SWEET2_14209 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_14209
if 
0119:   car $134 wrecked 
else_jump @SWEET2_14248 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_14248
jump @SWEET2_14043 

:SWEET2_14255
if 
8118:   not actor $129 dead 
else_jump @SWEET2_14276 
0968: actor $129 stop_mouth 

:SWEET2_14276
90@ = 0 

:SWEET2_14283
if 
   not 88@ == 3 
else_jump @SWEET2_14495 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_14371 
if 
  89@ == 2 
else_jump @SWEET2_14371 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_14371 
90@ = 1 

:SWEET2_14371
if 
0118:   actor 71@ dead 
else_jump @SWEET2_14410 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_14410
if 
0118:   actor $129 dead 
else_jump @SWEET2_14449 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_14449
if 
0119:   car $134 wrecked 
else_jump @SWEET2_14488 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_14488
jump @SWEET2_14283 

:SWEET2_14495
90@ = 0 

:SWEET2_14502
if 
   not 88@ == 4 
else_jump @SWEET2_14714 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_14590 
if 
  89@ == 2 
else_jump @SWEET2_14590 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_14590 
90@ = 1 

:SWEET2_14590
if 
0118:   actor 71@ dead 
else_jump @SWEET2_14629 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_14629
if 
0118:   actor $129 dead 
else_jump @SWEET2_14668 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_14668
if 
0119:   car $134 wrecked 
else_jump @SWEET2_14707 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_14707
jump @SWEET2_14502 

:SWEET2_14714
90@ = 0 

:SWEET2_14721
if 
   not 88@ == 5 
else_jump @SWEET2_14933 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_14809 
if 
  89@ == 2 
else_jump @SWEET2_14809 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_14809 
90@ = 1 

:SWEET2_14809
if 
0118:   actor 71@ dead 
else_jump @SWEET2_14848 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_14848
if 
0118:   actor $129 dead 
else_jump @SWEET2_14887 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_14887
if 
0119:   car $134 wrecked 
else_jump @SWEET2_14926 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_14926
jump @SWEET2_14721 

:SWEET2_14933
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_14999 
05D3: AS_actor $129 goto_point 2454.951 -1998.658 12.554 mode 4 time 20000 ms // versionA 

:SWEET2_14999
90@ = 0 

:SWEET2_15006
if 
   not 88@ == 6 
else_jump @SWEET2_15218 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_15094 
if 
  89@ == 2 
else_jump @SWEET2_15094 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_15094 
90@ = 1 

:SWEET2_15094
if 
0118:   actor 71@ dead 
else_jump @SWEET2_15133 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_15133
if 
0118:   actor $129 dead 
else_jump @SWEET2_15172 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_15172
if 
0119:   car $134 wrecked 
else_jump @SWEET2_15211 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_15211
jump @SWEET2_15006 

:SWEET2_15218
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_15271 
05D3: AS_actor 71@ goto_point 2453.321 -1987.714 12.5469 mode 4 time 20000 ms // versionA 
0245: set_actor 71@ walk_style_to "GANG1" 

:SWEET2_15271
00A1: put_actor $PLAYER_ACTOR at 2452.079 -1978.844 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
90@ = 0 

:SWEET2_15338
if 
   not 88@ == 7 
else_jump @SWEET2_15550 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_15426 
if 
  89@ == 2 
else_jump @SWEET2_15426 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_15426 
90@ = 1 

:SWEET2_15426
if 
0118:   actor 71@ dead 
else_jump @SWEET2_15465 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_15465
if 
0118:   actor $129 dead 
else_jump @SWEET2_15504 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_15504
if 
0119:   car $134 wrecked 
else_jump @SWEET2_15543 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_15543
jump @SWEET2_15338 

:SWEET2_15550
015F: set_camera_position 2453.588 -1992.36 14.707 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.538 -1991.412 14.3914 switchstyle 2 
90@ = 0 

:SWEET2_15608
if 
   not 88@ == 8 
else_jump @SWEET2_15820 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_15696 
if 
  89@ == 2 
else_jump @SWEET2_15696 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_15696 
90@ = 1 

:SWEET2_15696
if 
0118:   actor 71@ dead 
else_jump @SWEET2_15735 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_15735
if 
0118:   actor $129 dead 
else_jump @SWEET2_15774 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_15774
if 
0119:   car $134 wrecked 
else_jump @SWEET2_15813 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_15813
jump @SWEET2_15608 

:SWEET2_15820
90@ = 0 

:SWEET2_15827
if 
   not 88@ == 9 
else_jump @SWEET2_16039 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_15915 
if 
  89@ == 2 
else_jump @SWEET2_15915 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_15915 
90@ = 1 

:SWEET2_15915
if 
0118:   actor 71@ dead 
else_jump @SWEET2_15954 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_15954
if 
0118:   actor $129 dead 
else_jump @SWEET2_15993 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_15993
if 
0119:   car $134 wrecked 
else_jump @SWEET2_16032 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_16032
jump @SWEET2_15827 

:SWEET2_16039
90@ = 0 

:SWEET2_16046
if 
   not 88@ == 10 
else_jump @SWEET2_16301 
wait 0 
gosub @SWEET2_21134 
if 
  90@ == 0 
else_jump @SWEET2_16177 
if 
  89@ == 2 
else_jump @SWEET2_16177 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_16177 
0605: actor 71@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
90@ = 1 

:SWEET2_16177
if 
0118:   actor 71@ dead 
else_jump @SWEET2_16216 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_16216
if 
0118:   actor $129 dead 
else_jump @SWEET2_16255 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_16255
if 
0119:   car $134 wrecked 
else_jump @SWEET2_16294 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_16294
jump @SWEET2_16046 

:SWEET2_16301
if 
   not 88@ == 11 
else_jump @SWEET2_16454 
wait 0 
gosub @SWEET2_21134 
if 
0118:   actor 71@ dead 
else_jump @SWEET2_16369 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_16369
if 
0118:   actor $129 dead 
else_jump @SWEET2_16408 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_16408
if 
0119:   car $134 wrecked 
else_jump @SWEET2_16447 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_16447
jump @SWEET2_16301 

:SWEET2_16454
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_16475 
0687: clear_actor 71@ task 

:SWEET2_16475
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 10.0 
015F: set_camera_position 2453.569 -1992.405 16.0824 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.603 -1993.318 15.6741 switchstyle 2 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_16618 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_16618 
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car $134 passenger_seat 0 time 50000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $134 as_driver 50000 ms 

:SWEET2_16618
if 
   not 88@ == 12 
else_jump @SWEET2_16771 
wait 0 
gosub @SWEET2_21134 
if 
0118:   actor 71@ dead 
else_jump @SWEET2_16686 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
jump @SWEET2_20349 

:SWEET2_16686
if 
0118:   actor $129 dead 
else_jump @SWEET2_16725 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_16725
if 
0119:   car $134 wrecked 
else_jump @SWEET2_16764 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_16764
jump @SWEET2_16618 

:SWEET2_16771
if 
8118:   not actor $129 dead 
else_jump @SWEET2_16919 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_16919 

:SWEET2_16803
if or
8448:   not actor $PLAYER_ACTOR in_car $134 
8448:   not actor $129 in_car $134 
else_jump @SWEET2_16919 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_16873 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_16873
if 
0119:   car $134 wrecked 
else_jump @SWEET2_16912 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_16912
jump @SWEET2_16803 

:SWEET2_16919
015F: set_camera_position 2456.758 -1999.253 15.2969 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2456.231 -2000.027 14.947 switchstyle 2 

:SWEET2_16970
if 
   not 88@ == 13 
else_jump @SWEET2_17084 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_17031 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_17031
if 
0119:   car $134 wrecked 
else_jump @SWEET2_17070 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_17070
gosub @SWEET2_21134 
jump @SWEET2_16970 

:SWEET2_17084
if 
   not 88@ == 14 
else_jump @SWEET2_17198 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_17145 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_17145
if 
0119:   car $134 wrecked 
else_jump @SWEET2_17184 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_17184
gosub @SWEET2_21134 
jump @SWEET2_17084 

:SWEET2_17198
96@ = 1 

:SWEET2_17205
0701: end_scene_skip 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  96@ == 0 
else_jump @SWEET2_17387 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SWEET2_17256
if 
fading 
else_jump @SWEET2_17280 
wait 0 
jump @SWEET2_17256 

:SWEET2_17280
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0925: restore_camera_to_user_defined 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_17376 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_17376 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_17350 
036A: put_actor $PLAYER_ACTOR in_car $134 

:SWEET2_17350
if 
80DF:   not actor $129 driving 
else_jump @SWEET2_17376 
0430: put_actor $129 into_car $134 passenger_seat 0 

:SWEET2_17376
wait 100 
fade 1 500 

:SWEET2_17387
009B: destroy_actor 71@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08F4: set_max_group_members 99 
49@ += 60 
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_17446 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 49@ 

:SWEET2_17446
00BC: show_text_highpriority GXT 'SWE2_D' time 10000 flag 1  // ~s~Drive Smoke ~y~home~s~.
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_17503 
0164: disable_marker 43@ 
0164: disable_marker 52@ 
0186: 52@ = create_marker_above_car $134 
07E0: set_marker 52@ type_to 1 

:SWEET2_17503
if 
8118:   not actor $129 dead 
else_jump @SWEET2_17539 
0187: 54@ = create_marker_above_actor $129 
07E0: set_marker 54@ type_to 1 
0164: disable_marker 54@ 

:SWEET2_17539
018A: 43@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0164: disable_marker 43@ 
$126 = 1 
55@ = 0 
53@ = 0 
46@ = 0 
69@ = 0 
61@ = 0 
40@ = 0 
41@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
47@ = 2 
gosub @SWEET2_47 
gosub @SWEET2_22875 
64@ = 0 
01B7: release_weather 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
0249: release_model 346 
0249: release_model #DYN_WINE_BIG 
0249: release_model 549 
0296: unload_special_actor 1 

:SWEET2_17724
if or
81AF:   not car $134 sphere $126 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 4.0 4.0 
8448:   not actor $129 in_car $134 
89D0:   not car $134 on_wheels 
else_jump @SWEET2_18522 
wait 0 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_18027 
if 
  40@ > 5000 
else_jump @SWEET2_17896 
if 
  61@ == 1 
else_jump @SWEET2_17896 
0A7C: print_help_conditional_touch_adapted 'HELP53' 0  // Tap ~m~~widget_look_left~ or ~m~~widget_look_right~ to cycle through your available weapons.
0A78: print_help_conditional 'HELP53T' 0  // Press the weapon icon in the upper right corner of the screen to cycle through your available weapons.
0A7D: print_help_conditional_hid_joypad 'HELP53T' 0  // Press the weapon icon in the upper right corner of the screen to cycle through your available weapons.
40@ = 0 
61@ = 2 

:SWEET2_17896
if 
  40@ > 5000 
else_jump @SWEET2_17958 
if 
  61@ == 2 
else_jump @SWEET2_17958 
03E5: show_text_box 'HOOD2D'  // Your ~h~gun skill~w~ will increase with every accurate shot you land with your weapon.
40@ = 0 
61@ = 3 

:SWEET2_17958
if 
  40@ > 5000 
else_jump @SWEET2_18020 
if 
  61@ == 3 
else_jump @SWEET2_18020 
03E5: show_text_box 'HOOD2E'  // Getting a high gun skill will increase your ability with weapons. Hold ~m~~widget_player_info~ on foot to view your weapon skill.
40@ = 0 
61@ = 4 

:SWEET2_18020
jump @SWEET2_18116 

:SWEET2_18027
if 
  40@ > 2000 
else_jump @SWEET2_18116 
if 
  61@ == 0 
else_jump @SWEET2_18116 
03E5: show_text_box 'EMMET_G'  // You can visit Emmet's at any time to get a gun!
0164: disable_marker $30 
04CE: $30 = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
40@ = 0 
61@ = 1 

:SWEET2_18116
if 
8118:   not actor $129 dead 
else_jump @SWEET2_18414 
if 
8119:   not car $134 wrecked 
else_jump @SWEET2_18384 
if 
00DB:   actor $PLAYER_ACTOR in_car $134 
else_jump @SWEET2_18285 
if 
  53@ == 0 
else_jump @SWEET2_18245 
0164: disable_marker 52@ 
0164: disable_marker 43@ 
00BC: show_text_highpriority GXT 'SWE2_D' time 6000 flag 1  // ~s~Drive Smoke ~y~home~s~.
018A: 43@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
$126 = 1 
53@ = 1 

:SWEET2_18245
if 
  41@ > 6000 
else_jump @SWEET2_18278 
gosub @SWEET2_21134 
64@ = 1 

:SWEET2_18278
jump @SWEET2_18377 

:SWEET2_18285
if 
  53@ == 1 
else_jump @SWEET2_18377 
0164: disable_marker 43@ 
0164: disable_marker 52@ 
0186: 52@ = create_marker_above_car $134 
07E0: set_marker 52@ type_to 1 
gosub @SWEET2_21379 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
$126 = 0 
53@ = 0 

:SWEET2_18377
jump @SWEET2_18407 

:SWEET2_18384
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_18407
jump @SWEET2_18437 

:SWEET2_18414
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_18437
if 
0119:   car $134 wrecked 
else_jump @SWEET2_18476 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
jump @SWEET2_20349 

:SWEET2_18476
if 
0118:   actor $129 dead 
else_jump @SWEET2_18515 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_18515
jump @SWEET2_17724 

:SWEET2_18522
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2086.01 -1699.698 17.7495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.06 -1699.831 17.4682 switchstyle 2 
0247: load_model 330 
wait 1000 
fade 0 1000 

:SWEET2_18608
if 
fading 
else_jump @SWEET2_18632 
wait 0 
jump @SWEET2_18608 

:SWEET2_18632
if 
8248:   not model 330 available 
else_jump @SWEET2_18659 
wait 0 
jump @SWEET2_18632 

:SWEET2_18659
if 
8118:   not actor $129 dead 
else_jump @SWEET2_18769 
if 
80DF:   not actor $129 driving 
else_jump @SWEET2_18718 
00A1: put_actor $129 at 2071.169 -1703.06 12.5538 
jump @SWEET2_18738 

:SWEET2_18718
0362: remove_actor $129 from_car_and_place_at 2071.169 -1703.06 12.5538 

:SWEET2_18738
0173: set_actor $129 Z_angle_to 162.3527 
0687: clear_actor $129 task 
0647: AS_actor $129 clear_look_task 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 4000 ms 

:SWEET2_18769
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET2_18812 
00A1: put_actor $PLAYER_ACTOR at 2071.554 -1704.375 12.5538 
jump @SWEET2_18832 

:SWEET2_18812
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2071.554 -1704.375 12.5538 

:SWEET2_18832
0173: set_actor $PLAYER_ACTOR Z_angle_to 12.5041 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position 2069.607 -1704.63 14.2313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2070.475 -1704.174 14.0353 switchstyle 2 
wait 1000 
fade 1 1000 
03CF: load_wav 37871 as 1 
03CF: load_wav 37872 as 2 
03CF: load_wav 23000 as 3 

:SWEET2_18935
if 
83D0:   not wav 1 loaded 
else_jump @SWEET2_19000 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_18993 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_18993
jump @SWEET2_18935 

:SWEET2_19000
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_JA' time 10000 flag 1  // Thanks, CJ, I'll see you around.
gosub @SWEET2_21866 

:SWEET2_19027
if 
83D2:   not wav 1 ended 
else_jump @SWEET2_19092 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_19085 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_19085
jump @SWEET2_19027 

:SWEET2_19092
if 
8118:   not actor $129 dead 
else_jump @SWEET2_19113 
0647: AS_actor $129 clear_look_task 

:SWEET2_19113
gosub @SWEET2_22248 

:SWEET2_19120
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_19185 
wait 0 
if 
0118:   actor $129 dead 
else_jump @SWEET2_19178 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
jump @SWEET2_20349 

:SWEET2_19178
jump @SWEET2_19120 

:SWEET2_19185
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_JB' time 10000 flag 1  // Later, Smoke.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_19261 
05D3: AS_actor $129 goto_point 2065.1 -1703.4 13.15 mode 4 time 4000 ms // versionA 

:SWEET2_19261
wait 1000 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_19307 
05D3: AS_actor $PLAYER_ACTOR goto_point 2073.287 -1702.104 12.5469 mode 4 time 4000 ms // versionA 

:SWEET2_19307
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
00BE: text_clear_all 
wait 1000 
015F: set_camera_position 2072.723 -1699.737 14.1283 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.935 -1700.67 13.8382 switchstyle 2 
009B: destroy_actor $129 

:SWEET2_19382
if 
83D0:   not wav 3 loaded 
else_jump @SWEET2_19408 
wait 0 
jump @SWEET2_19382 

:SWEET2_19408
03D1: play_wav 3 
40@ = 0 

:SWEET2_19419
if 
83D2:   not wav 3 ended 
else_jump @SWEET2_19471 
wait 0 
if 
  40@ > 1500 
else_jump @SWEET2_19464 
jump @SWEET2_19471 

:SWEET2_19464
jump @SWEET2_19419 

:SWEET2_19471
88@ = 0 
89@ = 0 
90@ = 0 
47@ = 3 
gosub @SWEET2_47 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 1800 
93@ = 0 
73@ = 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
0249: release_model 346 
0249: release_model 466 
0249: release_model #DYN_WINE_BIG 
0249: release_model 549 
0296: unload_special_actor 10 
0296: unload_special_actor 1 

:SWEET2_19592
if 
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2246.972 -1660.779 14.2856 radius 3.5 4.0 4.0 
else_jump @SWEET2_19840 
wait 0 
if 
  93@ == 0 
else_jump @SWEET2_19752 
gosub @SWEET2_21134 
if 
  88@ > 0 
else_jump @SWEET2_19752 
if or
  88@ == 10 
00E1:   player 0 pressed_key 15 
else_jump @SWEET2_19752 
040D: unload_wav 1 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model 330 
00BC: show_text_highpriority GXT 'COLORS' time 6000 flag 1  // Get over to ~y~Binco~s~ and get yourself some Grove Street colors!
93@ = 1 

:SWEET2_19752
if 
  73@ == 0 
else_jump @SWEET2_19833 
if 
  88@ > 0 
else_jump @SWEET2_19833 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 2246.972 -1660.779 14.2856 
73@ = 1 

:SWEET2_19833
jump @SWEET2_19592 

:SWEET2_19840
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2253.099 -1644.225 16.6501 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2252.774 -1645.161 16.5203 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP1' time 6000 flag 1  // ~s~Go inside the ~y~Binco clothes shop~s~.
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
wait 2500 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
95@ = 0 

:SWEET2_19982
if 
   not 95@ == 2 
else_jump @SWEET2_20329 
wait 0 
077E: get_active_interior_to 94@ 
if 
  94@ == 15 
else_jump @SWEET2_20221 
if 
  95@ == 0 
else_jump @SWEET2_20221 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 208.0279 -107.9499 1004.133 radius 10.0 10.0 5.0 on_foot 
else_jump @SWEET2_20221 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
wait 1500 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 213.0277 -102.9124 1006.377 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 213.7582 -102.2797 1006.119 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP2' time 6000 flag 1  // ~s~Walk into the marker to try on some new threads.
wait 4000 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E5: show_text_box 'HELWARD'  // Any item of clothing you buy will be delivered to your safe house wardrobe.
95@ = 1 

:SWEET2_20221
if 
  95@ == 1 
else_jump @SWEET2_20322 
if 
  94@ == 0 
else_jump @SWEET2_20322 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2244.48 -1664.06 14.469 radius 10.0 10.0 5.0 on_foot 
else_jump @SWEET2_20322 
0164: disable_marker 43@ 
wait 2000 
95@ = 2 

:SWEET2_20322
jump @SWEET2_19982 

:SWEET2_20329
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @SWEET2_20438 

:SWEET2_20349
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
else_jump @SWEET2_20392 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 5 

:SWEET2_20392
0164: disable_marker $30 
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
return 

:SWEET2_20438
$451 += 1 
0318: set_latest_mission_passed 'SWEET_2'  // Nines and AK's
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 4 
create_thread @SMOKE 
0164: disable_marker $433 
02A7: $433 = create_icon_marker_and_sphere $444 at $467 $468 $469 
0164: disable_marker $3124 
04CE: $3124 = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
0164: disable_marker $30 
04CE: $30 = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
032B: $31 = create_weapon_pickup 346 type 15 ammo 16 at 2447.773 -1975.663 13.0 
if 
  $4043 == 0 
else_jump @SWEET2_20851 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
04CE: $4025 = create_icon_marker 45 at -2376.4 909.2 45.4 
04CE: $4026 = create_icon_marker 45 at 1654.0 1733.4 11.0 
04CE: $4027 = create_icon_marker 45 at 2105.7 2257.4 11.0 
04CE: $4033 = create_icon_marker 45 at -2371.1 910.2 47.2 
04CE: $4028 = create_icon_marker 45 at 501.7 -1358.5 16.4 
04CE: $4029 = create_icon_marker 45 at 2818.6 2401.5 11.0 
04CE: $4023 = create_icon_marker 45 at 2112.8 -1214.7 23.9 
04CE: $4024 = create_icon_marker 45 at 2772.0 2447.6 11.0 
04CE: $4035 = create_icon_marker 45 at -2489.0 -26.9 32.6 
$4043 = 1 

:SWEET2_20851
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
return 

:SWEET2_20866
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
034F: destroy_actor_with_fade $129 
034F: destroy_actor_with_fade 71@ 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
0249: release_model 346 
0249: release_model 466 
0249: release_model #DYN_WINE_BIG 
0249: release_model 330 
0249: release_model 549 
gosub @SWEET2_22875 
0296: unload_special_actor 10 
0296: unload_special_actor 1 
0164: disable_marker 43@ 
0164: disable_marker 52@ 
08F4: set_max_group_members 99 
01B7: release_weather 
if 
8119:   not car 91@ wrecked 
else_jump @SWEET2_21016 
02AC: set_car 91@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_21016
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03E6: remove_text_box 
mission_cleanup 
return 

:SWEET2_21036
if 
03CA:   object $3140(50@,10i) exists 
else_jump @SWEET2_21087 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_21087 
0655: AS_actor $129 look_at_object $3140(50@,10i) 5000 ms 

:SWEET2_21087
return 

:SWEET2_21089
if 
03CA:   object $3140(50@,10i) exists 
else_jump @SWEET2_21130 
if 
8118:   not actor $129 dead 
else_jump @SWEET2_21130 
0647: AS_actor $129 clear_look_task 

:SWEET2_21130
return 
return 

:SWEET2_21134
if or
  89@ == 0 
  89@ == 1 
else_jump @SWEET2_21204 
if 
002D:   56@ >= 88@ // (int) 
else_jump @SWEET2_21204 
if 
  40@ > 200 
else_jump @SWEET2_21204 
gosub @SWEET2_21276 

:SWEET2_21204
if 
  89@ == 2 
else_jump @SWEET2_21274 
if 
03D2:   wav 1 ended 
else_jump @SWEET2_21274 
gosub @SWEET2_22248 
89@ = 0 
88@ += 1 
90@ = 0 
00BE: text_clear_all 
40@ = 0 

:SWEET2_21274
return 

:SWEET2_21276
if 
  89@ == 0 
else_jump @SWEET2_21312 
03CF: load_wav 74@(88@,14i) as 1 
89@ = 1 

:SWEET2_21312
if 
  89@ == 1 
else_jump @SWEET2_21377 
if 
03D0:   wav 1 loaded 
else_jump @SWEET2_21377 
00BC: show_text_highpriority GXT $7976(88@,14s) time 4000 flag 1 
03D1: play_wav 1 
gosub @SWEET2_21866 
89@ = 2 

:SWEET2_21377
return 

:SWEET2_21379
040D: unload_wav 2 
if 
  65@ == 0 
else_jump @SWEET2_21410 
03CF: load_wav 35800 as 2 

:SWEET2_21410
if 
  65@ == 1 
else_jump @SWEET2_21437 
03CF: load_wav 35801 as 2 

:SWEET2_21437
if 
  65@ == 2 
else_jump @SWEET2_21464 
03CF: load_wav 35802 as 2 

:SWEET2_21464
if 
  65@ == 3 
else_jump @SWEET2_21491 
03CF: load_wav 35803 as 2 

:SWEET2_21491
if 
  65@ == 4 
else_jump @SWEET2_21518 
03CF: load_wav 35804 as 2 

:SWEET2_21518
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET2_21534
if 
83D0:   not wav 2 loaded 
else_jump @SWEET2_21596 
wait 0 
if 
0119:   car $134 wrecked 
else_jump @SWEET2_21571 
return 

:SWEET2_21571
if 
0118:   actor $129 dead 
else_jump @SWEET2_21589 
return 

:SWEET2_21589
jump @SWEET2_21534 

:SWEET2_21596
03D1: play_wav 2 
if 
  65@ == 0 
else_jump @SWEET2_21634 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // Get in

:SWEET2_21634
if 
  65@ == 1 
else_jump @SWEET2_21668 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // In the ride!

:SWEET2_21668
if 
  65@ == 2 
else_jump @SWEET2_21702 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // Get in the car!

:SWEET2_21702
if 
  65@ == 3 
else_jump @SWEET2_21736 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // Come on, playa, get in!

:SWEET2_21736
if 
  65@ == 4 
else_jump @SWEET2_21770 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // Come on, wise man, get in the car!

:SWEET2_21770
if 
83D2:   not wav 2 ended 
else_jump @SWEET2_21832 
wait 0 
if 
0119:   car $134 wrecked 
else_jump @SWEET2_21807 
return 

:SWEET2_21807
if 
0118:   actor $129 dead 
else_jump @SWEET2_21825 
return 

:SWEET2_21825
jump @SWEET2_21770 

:SWEET2_21832
65@ += 1 
if 
  65@ > 4 
else_jump @SWEET2_21864 
65@ = 0 

:SWEET2_21864
return 

:SWEET2_21866
if or
04A4:   74@(88@,14i) == 37800 // == constant 
04A4:   74@(88@,14i) == 37805 // == constant 
04A4:   74@(88@,14i) == 37808 // == constant 
04A4:   74@(88@,14i) == 37862 // == constant 
04A4:   74@(88@,14i) == 37864 // == constant 
04A4:   74@(88@,14i) == 37866 // == constant 
else_jump @SWEET2_21978 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET2_21978
if or
04A4:   74@(88@,14i) == 37869 // == constant 
04A4:   74@(88@,14i) == 29066 // == constant 
04A4:   74@(88@,14i) == 29068 // == constant 
04A4:   74@(88@,14i) == 29070 // == constant 
04A4:   74@(88@,14i) == 29074 // == constant 
04A4:   74@(88@,14i) == 37872 // == constant 
else_jump @SWEET2_22082 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
return 

:SWEET2_22082
if or
04A4:   74@(88@,14i) == 37852 // == constant 
04A4:   74@(88@,14i) == 37856 // == constant 
04A4:   74@(88@,14i) == 37857 // == constant 
04A4:   74@(88@,14i) == 37858 // == constant 
04A4:   74@(88@,14i) == 37859 // == constant 
04A4:   74@(88@,14i) == 37860 // == constant 
else_jump @SWEET2_22215 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_22208 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:SWEET2_22208
jump @SWEET2_22246 

:SWEET2_22215
if 
8118:   not actor $129 dead 
else_jump @SWEET2_22246 
0A09: set_actor $129 muted 1 // versionB 
0967: actor $129 move_mouth 3000 ms 

:SWEET2_22246
return 

:SWEET2_22248
if or
04A4:   74@(88@,14i) == 37800 // == constant 
04A4:   74@(88@,14i) == 37805 // == constant 
04A4:   74@(88@,14i) == 37808 // == constant 
04A4:   74@(88@,14i) == 37862 // == constant 
04A4:   74@(88@,14i) == 37864 // == constant 
04A4:   74@(88@,14i) == 37866 // == constant 
else_jump @SWEET2_22357 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET2_22357
if or
04A4:   74@(88@,14i) == 37869 // == constant 
04A4:   74@(88@,14i) == 29066 // == constant 
04A4:   74@(88@,14i) == 29068 // == constant 
04A4:   74@(88@,14i) == 29070 // == constant 
04A4:   74@(88@,14i) == 29074 // == constant 
04A4:   74@(88@,14i) == 37872 // == constant 
else_jump @SWEET2_22458 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
return 

:SWEET2_22458
if or
04A4:   74@(88@,14i) == 37852 // == constant 
04A4:   74@(88@,14i) == 37856 // == constant 
04A4:   74@(88@,14i) == 37857 // == constant 
04A4:   74@(88@,14i) == 37858 // == constant 
04A4:   74@(88@,14i) == 37859 // == constant 
04A4:   74@(88@,14i) == 37860 // == constant 
else_jump @SWEET2_22588 
if 
8118:   not actor 71@ dead 
else_jump @SWEET2_22581 
0A09: set_actor 71@ muted 0 // versionB 
0968: actor 71@ stop_mouth 

:SWEET2_22581
jump @SWEET2_22616 

:SWEET2_22588
if 
8118:   not actor $129 dead 
else_jump @SWEET2_22616 
0A09: set_actor $129 muted 0 // versionB 
0968: actor $129 stop_mouth 

:SWEET2_22616
return 

:SWEET2_22618
076C: set_zone 'ELS1A' gang 0 density_to 0 
076C: set_zone 'ELS1B' gang 0 density_to 0 
076C: set_zone 'ELS2' gang 0 density_to 0 
076C: set_zone 'ELS3A' gang 0 density_to 0 
076C: set_zone 'ELS3B' gang 0 density_to 0 
076C: set_zone 'ELS4' gang 0 density_to 0 
076C: set_zone 'LIND1A' gang 0 density_to 0 
076C: set_zone 'LIND1B' gang 0 density_to 0 
076C: set_zone 'LIND2A' gang 0 density_to 0 
076C: set_zone 'LIND2B' gang 0 density_to 0 
076C: set_zone 'LIND3' gang 0 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 0 
076C: set_zone 'IWD2' gang 0 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 0 
076C: set_zone 'IWD5' gang 0 density_to 0 
return 

:SWEET2_22875
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
return 

//-------------Mission 17---------------
// Originally: Drive-By

:SWEET4
thread 'SWEET4' 
gosub @SWEET4_4536 
if 
wasted_or_busted 
else_jump @SWEET4_38 
gosub @SWEET4_23841 

:SWEET4_38
gosub @SWEET4_23961 
end_thread 

:SWEET4_47
0247: load_model 492 
0247: load_model 372 
0247: load_model 346 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'SWEET' as 3 // models 290-299 
038B: load_requested_models 

:SWEET4_103
if or
8248:   not model 492 available 
8248:   not model 372 available 
8248:   not model 346 available 
823D:   not special_actor 10 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @SWEET4_152 
wait 0 
jump @SWEET4_103 

:SWEET4_152
return 

:SWEET4_154
405@ = 2510.76 
406@ = -1665.82 
407@ = 12.3835 
408@ = 213.1638 
0395: clear_area 1 at 405@ 406@ 407@ radius 1.0 
009A: 402@ = create_actor_pedtype 4 model 299 at 405@ 406@ 407@ 
09F6: set_actor 402@ unjackable_through_driver_seat 0 
01B2: give_actor 402@ weapon 32 ammo $8006 // Load the weapon model before using this 
01B9: set_actor 402@ armed_weapon_to 32 
0173: set_actor 402@ Z_angle_to 408@ 
02E2: set_actor 402@ weapon_accuracy_to 90 
0245: set_actor 402@ walk_style_to "FATMAN" 
02AB: set_actor 402@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0223: set_actor 402@ health_to 200 
return 

:SWEET4_308
412@ = 2509.39 
413@ = -1672.07 
414@ = 12.3835 
415@ = 59.592 
0395: clear_area 1 at 412@ 413@ 414@ radius 1.0 
009A: 409@ = create_actor_pedtype 4 model 291 at 412@ 413@ 414@ 
09F6: set_actor 409@ unjackable_through_driver_seat 0 
01B2: give_actor 409@ weapon 32 ammo $8006 // Load the weapon model before using this 
01B9: set_actor 409@ armed_weapon_to 32 
0173: set_actor 409@ Z_angle_to 415@ 
02E2: set_actor 409@ weapon_accuracy_to 90 
0245: set_actor 409@ walk_style_to "GANG1" 
02AB: set_actor 409@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0223: set_actor 409@ health_to 200 
return 
01C2: remove_references_to_actor 409@ // Like turning an actor into a random pedestrian 
return 

:SWEET4_468
419@ = 2514.29 
420@ = -1670.46 
421@ = 12.3835 
422@ = 41.1276 
0395: clear_area 1 at 419@ 420@ 421@ radius 1.0 
009A: 416@ = create_actor_pedtype 4 model 292 at 419@ 420@ 421@ 
09F6: set_actor 416@ unjackable_through_driver_seat 0 
01B2: give_actor 416@ weapon 32 ammo $8006 // Load the weapon model before using this 
01B9: set_actor 416@ armed_weapon_to 32 
0173: set_actor 416@ Z_angle_to 422@ 
02E2: set_actor 416@ weapon_accuracy_to 90 
0245: set_actor 416@ walk_style_to "GANG2" 
02AB: set_actor 416@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0223: set_actor 416@ health_to 200 
return 

:SWEET4_621
0247: load_model 102 
0247: load_model 103 
0247: load_model 346 
0247: load_model 412 
0247: load_model 365 
038B: load_requested_models 

:SWEET4_646
if or
8248:   not model 102 available 
8248:   not model 103 available 
8248:   not model 346 available 
8248:   not model 412 available 
8248:   not model 365 available 
else_jump @SWEET4_691 
wait 0 
jump @SWEET4_646 

:SWEET4_691
04ED: load_animation "GANGS" 
04ED: load_animation "GHANDS" 
04ED: load_animation "GHETTO_DB" 

:SWEET4_723
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "GHANDS" loaded 
84EE:   not animation "GHETTO_DB" loaded 
else_jump @SWEET4_777 
wait 0 
jump @SWEET4_723 

:SWEET4_777
50@ = 1 
return 
018A: $8025 = create_checkpoint_at 2075.55 -1831.09 12.21 
009A: 203@ = create_actor_pedtype 7 model 102 at 473@ 491@ 509@ 
009A: 334@ = create_actor_pedtype 7 model 102 at 473@ 491@ 509@ 
0187: 403@ = create_marker_above_actor 402@ 
0187: 417@ = create_marker_above_actor 416@ 
0187: 410@ = create_marker_above_actor 409@ 

:SWEET4_866
535@ = 2077.18 
539@ = -1362.05 
543@ = 23.65 
547@ = 180.0 
459@ = 2079.42 
477@ = -1364.08 
495@ = 23.04 
513@ = 314.1323 
0395: clear_area 1 at 535@ 539@ 543@ radius 0.5 
00A5: 531@ = create_car 412 at 535@ 539@ 543@ 
0129: 423@ = create_actor_pedtype 7 model 102 in_car 531@ driverseat 
0175: set_car 531@ Z_angle_to 547@ 
0732: random_car_generator_disable_model 412 
0657: car 531@ open_door 2 
01B2: give_actor 423@ weapon 32 ammo $8006 // Load the weapon model before using this 
02E2: set_actor 423@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1057 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_1057
460@ = 2075.95 
478@ = -1365.74 
496@ = 24.02 
514@ = 315.85 
0395: clear_area 1 at 460@ 478@ 496@ radius 0.5 
009A: 424@ = create_actor_pedtype 7 model 103 at 460@ 478@ 496@ 
01B2: give_actor 424@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 424@ Z_angle_to 514@ 
02E2: set_actor 424@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1185 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_1185
461@ = 2079.87 
479@ = -1361.88 
497@ = 24.02 
515@ = 54.15 
0395: clear_area 1 at 461@ 479@ 497@ radius 0.5 
009A: 425@ = create_actor_pedtype 7 model 102 at 461@ 479@ 497@ 
01B2: give_actor 425@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 425@ Z_angle_to 515@ 
02E2: set_actor 425@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1313 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_1313
462@ = 2079.34 
480@ = -1360.02 
498@ = 24.02 
516@ = 214.36 
0395: clear_area 1 at 462@ 480@ 498@ radius 0.5 
009A: 426@ = create_actor_pedtype 7 model 102 at 462@ 480@ 498@ 
01B2: give_actor 426@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 426@ Z_angle_to 516@ 
02E2: set_actor 426@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1441 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_1441
return 

:SWEET4_1443
536@ = 2101.57 
540@ = -1287.65 
544@ = 24.17 
548@ = 5.0 
463@ = 2101.57 
481@ = -1287.65 
499@ = 24.17 
517@ = 5.0 
0395: clear_area 1 at 463@ 481@ 499@ radius 0.5 
00A5: 532@ = create_car 412 at 536@ 540@ 544@ 
0129: 427@ = create_actor_pedtype 7 model 102 in_car 532@ driverseat 
0175: set_car 532@ Z_angle_to 548@ 
04E1: open_and_freeze_car_trunk 532@ 
01B2: give_actor 427@ weapon 32 ammo $8006 // Load the weapon model before using this 
02E2: set_actor 427@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1627 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_1627
464@ = 2101.58 
482@ = -1291.78 
500@ = 24.02 
518@ = 182.8706 
0395: clear_area 1 at 464@ 482@ 500@ radius 0.5 
009A: 428@ = create_actor_pedtype 7 model 103 at 464@ 482@ 500@ 
01B2: give_actor 428@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 428@ Z_angle_to 518@ 
02E2: set_actor 428@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1755 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_1755
465@ = 2099.3 
483@ = -1291.12 
501@ = 24.02 
519@ = 105.53 
0395: clear_area 1 at 465@ 483@ 501@ radius 0.5 
009A: 429@ = create_actor_pedtype 7 model 102 at 465@ 483@ 501@ 
01B2: give_actor 429@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 429@ Z_angle_to 519@ 
02E2: set_actor 429@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_1883 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_1883
466@ = 2093.84 
484@ = -1290.07 
502@ = 23.15 
520@ = 58.035 
0395: clear_area 1 at 466@ 484@ 502@ radius 0.5 
009A: 430@ = create_actor_pedtype 7 model 103 at 466@ 484@ 502@ 
01B2: give_actor 430@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 430@ Z_angle_to 520@ 
02E2: set_actor 430@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2011 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_2011
return 

:SWEET4_2013
467@ = 2161.07 
485@ = -1265.92 
503@ = 23.02 
521@ = 257.59 
0395: clear_area 1 at 467@ 485@ 503@ radius 0.5 
009A: 431@ = create_actor_pedtype 7 model 102 at 467@ 485@ 503@ 
01B2: give_actor 431@ weapon 32 ammo $8006 // Load the weapon model before using this 
0173: set_actor 431@ Z_angle_to 521@ 
02E2: set_actor 431@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2141 
0187: 449@ = create_marker_above_actor 431@ 

:SWEET4_2141
468@ = 2162.18 
486@ = -1264.69 
504@ = 23.03 
522@ = 238.46 
0395: clear_area 1 at 468@ 486@ 504@ radius 0.5 
009A: 432@ = create_actor_pedtype 7 model 102 at 468@ 486@ 504@ 
01B2: give_actor 432@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 432@ Z_angle_to 522@ 
02E2: set_actor 432@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2269 
0187: 450@ = create_marker_above_actor 432@ 

:SWEET4_2269
469@ = 2162.97 
487@ = -1261.92 
505@ = 23.02 
523@ = 45.33 
0395: clear_area 1 at 469@ 487@ 505@ radius 0.5 
009A: 433@ = create_actor_pedtype 7 model 103 at 469@ 487@ 505@ 
01B2: give_actor 433@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 433@ Z_angle_to 523@ 
02E2: set_actor 433@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2397 
0187: 451@ = create_marker_above_actor 433@ 

:SWEET4_2397
470@ = 2160.12 
488@ = -1262.98 
506@ = 23.03 
524@ = 18.46 
0395: clear_area 1 at 470@ 488@ 506@ radius 0.5 
009A: 434@ = create_actor_pedtype 7 model 103 at 470@ 488@ 506@ 
01B2: give_actor 434@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 434@ Z_angle_to 524@ 
02E2: set_actor 434@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2525 
0187: 452@ = create_marker_above_actor 434@ 

:SWEET4_2525
return 

:SWEET4_2527
471@ = 1983.8 
489@ = -1235.98 
507@ = 20.17 
525@ = 318.72 
0395: clear_area 1 at 471@ 489@ 507@ radius 0.5 
009A: 435@ = create_actor_pedtype 7 model 102 at 471@ 489@ 507@ 
01B2: give_actor 435@ weapon 32 ammo $8006 // Load the weapon model before using this 
0173: set_actor 435@ Z_angle_to 525@ 
02E2: set_actor 435@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2655 
0187: 453@ = create_marker_above_actor 435@ 

:SWEET4_2655
472@ = 1981.3 
490@ = -1233.94 
508@ = 20.04 
526@ = 254.99 
0395: clear_area 1 at 472@ 490@ 508@ radius 0.5 
009A: 436@ = create_actor_pedtype 7 model 103 at 472@ 490@ 508@ 
01B2: give_actor 436@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 436@ Z_angle_to 526@ 
02E2: set_actor 436@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2783 
0187: 454@ = create_marker_above_actor 436@ 

:SWEET4_2783
473@ = 1986.67 
491@ = -1239.76 
509@ = 19.17 
527@ = 98.28 
0395: clear_area 1 at 473@ 491@ 509@ radius 0.5 
009A: 437@ = create_actor_pedtype 7 model 102 at 473@ 491@ 509@ 
01B2: give_actor 437@ weapon 41 ammo $8006 // Load the weapon model before using this 
0638: AS_actor 437@ stay_put 1 
0173: set_actor 437@ Z_angle_to 527@ 
02E2: set_actor 437@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_2918 
0187: 455@ = create_marker_above_actor 437@ 

:SWEET4_2918
474@ = 1986.54 
492@ = -1233.03 
510@ = 20.07 
528@ = 143.42 
0395: clear_area 1 at 474@ 492@ 510@ radius 0.5 
009A: 438@ = create_actor_pedtype 7 model 103 at 474@ 492@ 510@ 
01B2: give_actor 438@ weapon 22 ammo $8006 // Load the weapon model before using this 
0173: set_actor 438@ Z_angle_to 528@ 
02E2: set_actor 438@ weapon_accuracy_to $8005 
if 
  $8026 == 0 
else_jump @SWEET4_3046 
0187: 456@ = create_marker_above_actor 438@ 

:SWEET4_3046
return 

:SWEET4_3048
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 431@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 432@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 433@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 434@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 435@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 436@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 437@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 438@ // Like turning an actor into a random pedestrian 
return 

:SWEET4_3130
553@ = 2508.16 
554@ = -1666.47 
555@ = 13.0 
556@ = 16.0 
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0674: set_car_model 492 numberplate "GROVE4L_" 
0395: clear_area 1 at 553@ 554@ 555@ radius 6.0 
00A5: 551@ = create_car 492 at 553@ 554@ 555@ 
0229: set_car 551@ primary_color_to 59 secondary_color_to 34 
0175: set_car 551@ Z_angle_to 556@ 
0186: 552@ = create_marker_above_car 551@ 
07E0: set_marker 552@ type_to 1 
053F: set_car 551@ tires_vulnerability 0 
0224: set_car 551@ health_to 1800 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
return 

:SWEET4_3283
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_3320 
if 
82CA:   not car 551@ bounding_sphere_visible 
else_jump @SWEET4_3320 
00A6: destroy_car 551@ 

:SWEET4_3320
0249: release_model 492 
return 

:SWEET4_3327
return 

:SWEET4_3329
return 

:SWEET4_3331
if and
8118:   not actor 431@ dead 
8118:   not actor 432@ dead 
8118:   not actor 433@ dead 
8118:   not actor 434@ dead 
else_jump @SWEET4_3401 
062F: 200@ = create_group_type 0 
0630: put_actor 431@ in_group 200@ as_leader 
0631: put_actor 432@ in_group 200@ 
0631: put_actor 433@ in_group 200@ 
0631: put_actor 434@ in_group 200@ 

:SWEET4_3401
return 

:SWEET4_3403
if and
8118:   not actor 435@ dead 
8118:   not actor 436@ dead 
8118:   not actor 437@ dead 
8118:   not actor 438@ dead 
else_jump @SWEET4_3473 
062F: 201@ = create_group_type 0 
0630: put_actor 435@ in_group 201@ as_leader 
0631: put_actor 436@ in_group 201@ 
0631: put_actor 437@ in_group 201@ 
0631: put_actor 438@ in_group 201@ 

:SWEET4_3473
return 

:SWEET4_3475
if and
8119:   not car 531@ wrecked 
8119:   not car 551@ wrecked 
else_jump @SWEET4_3526 
0615: define_AS_pack_begin 106@ 
05CD: AS_actor -1 exit_car 531@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 106@ 

:SWEET4_3526
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_3604 
0615: define_AS_pack_begin 107@ 
0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 107@ 

:SWEET4_3604
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3660 
0615: define_AS_pack_begin 108@ 
0673: AS_actor -1 dive_to_offset 1.0 1.0 time_on_ground 500 ms 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 108@ 

:SWEET4_3660
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3770 
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 126@ 

:SWEET4_3770
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3809 
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 109@ 

:SWEET4_3809
return 

:SWEET4_3811
if and
8119:   not car 532@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3884 
0615: define_AS_pack_begin 110@ 
05CD: AS_actor -1 exit_car 532@ 
0637: AS_actor -1 goto 553@ 554@ 555@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 110@ 

:SWEET4_3884
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3923 
0615: define_AS_pack_begin 111@ 
06E3: AS_actor -1 roll_sideways 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 111@ 

:SWEET4_3923
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_3990 
0615: define_AS_pack_begin 112@ 
0637: AS_actor -1 goto 2080.66 -1292.61 24.02 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 112@ 

:SWEET4_3990
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4057 
0615: define_AS_pack_begin 113@ 
0637: AS_actor -1 goto 2132.0 -1307.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 113@ 

:SWEET4_4057
return 

:SWEET4_4059
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4160 
0615: define_AS_pack_begin 114@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 114@ 

:SWEET4_4160
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4193 
0615: define_AS_pack_begin 115@ 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 115@ 

:SWEET4_4193
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_4237 
0615: define_AS_pack_begin 116@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 116@ 

:SWEET4_4237
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4338 
0615: define_AS_pack_begin 117@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 117@ 

:SWEET4_4338
return 

:SWEET4_4340
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4401 
0615: define_AS_pack_begin 118@ 
0637: AS_actor -1 goto 553@ 554@ 555@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 118@ 

:SWEET4_4401
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_4439 
0615: define_AS_pack_begin 119@ 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 119@ 

:SWEET4_4439
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4501 
0615: define_AS_pack_begin 120@ 
0668: AS_actor -1 rotate_and_shoot_at 1984.21 -1239.04 20.5 6000 ms 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 
0616: define_AS_pack_end 120@ 

:SWEET4_4501
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_4534 
0615: define_AS_pack_begin 121@ 
0672: AS_actor -1 attack_car 551@ 
0616: define_AS_pack_end 121@ 

:SWEET4_4534
return 

:SWEET4_4536
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
$8004 = 0 
51@ = 0 
$8005 = 30 
$8006 = 30000 
$8026 = 0 
$8027 = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
56@ = 0 
404@ = 0 
411@ = 0 
418@ = 0 
$8028 = 0 
$8029 = 0 
$8030 = 0 
$8031 = 0 
$8032 = 0 
$8033 = 0 
$8034 = 0 
$8035 = 0 
85@ = 0 
$8007 = 0 
$8008 = 0 
$8009 = 0 
$8010 = 0 
$8011 = 0 
$8012 = 0 
$8013 = 0 
$8014 = 0 
$8015 = 0 
$8016 = 0 
$8017 = 0 
$8018 = 0 
$8019 = 0 
$8020 = 0 
$8021 = 0 
$8022 = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
42@ = 0 
50@ = 0 
92@ = 0 
102@ = 0 
106@ = 1 
107@ = 2 
108@ = 3 
109@ = 4 
125@ = 5 
124@ = 6 
104@ = 7 
105@ = 8 
126@ = 9 
85@ = 0 
93@ = 25.0 
459@ = 2227.72 
477@ = -1315.79 
495@ = 24.04 
464@ = 2099.8 
482@ = -1288.37 
500@ = 24.35 
469@ = 2184.97 
487@ = -1230.92 
505@ = 24.02 
474@ = 2157.77 
492@ = -1345.03 
510@ = 24.04 
97@ = 2507.0 
98@ = -1671.0 
99@ = 12.0 
127@ = 2500.026 
137@ = -1661.18 
147@ = 17.763 
128@ = 2194.35 
138@ = -1380.42 
148@ = 24.34 
129@ = 2082.42 
139@ = -1362.58 
149@ = 26.81 
130@ = 2078.99 
140@ = -1366.22 
150@ = 25.09 
131@ = 2152.0 
141@ = -1339.0 
151@ = 30.0 
132@ = 2502.16 
142@ = -1661.95 
152@ = 15.76 
133@ = 2509.18 
143@ = -1662.81 
153@ = 14.07 
134@ = 2510.63 
144@ = -1665.81 
154@ = 13.83 
135@ = 2511.89 
145@ = -1668.39 
155@ = 14.26 
136@ = 0.0 
146@ = 0.0 
156@ = 0.0 
62@ = 2132.239 
63@ = -1379.652 
64@ = 22.8281 
463@ = 2101.57 
481@ = -1287.65 
499@ = 24.17 
517@ = 5.0 
467@ = 2161.07 
485@ = -1265.92 
503@ = 23.02 
521@ = 257.59 
471@ = 1983.8 
489@ = -1235.98 
507@ = 20.17 
525@ = 318.72 
399@ = 1 
400@ = 2 
397@ = 0 
401@ = 1 
398@ = 0 
05AA: 212@s = 'SWE4_AA' // @s = 'short'  // Where we going, homie?
05AA: 214@s = 'SWE4_AB' // @s = 'short'  // Rollin' Heights Ballas country.
05AA: 216@s = 'SWE4_AC' // @s = 'short'  // Front Yard Ballas country.
05AA: 218@s = 'SWE4_AD' // @s = 'short'  // Kilo Trays country.
05AA: 220@s = 'SWE4_AE' // @s = 'short'  // Do us a little drive by, huh?
05AA: 222@s = 'SWE4_AF' // @s = 'short'  // For real. You down, Carl?
05AA: 224@s = 'SWE4_AG' // @s = 'short'  // Man I ain't even strapped.
05AA: 226@s = 'SWE4_AH' // @s = 'short'  // You ain't cold enough for that shit, CJ.
05AA: 228@s = 'SWE4_AI' // @s = 'short'  // You know somethin', matter of fact, you're our chauffeur for this little gig. C'mon.
05AA: 230@s = 'SWE4_AJ' // @s = 'short'  // Gee, thanks G.
05AA: 232@s = 'SWE4_AK' // @s = 'short'  // Just don't drive like no fool.
05AA: 234@s = 'SWE4_BA' // @s = 'short'  // Yeah - Ballas turf. You dogs ready?
05AA: 236@s = 'SWE4_BB' // @s = 'short'  // Yeah, for sure, I'm ready.
05AA: 238@s = 'SWE4_BC' // @s = 'short'  // Carl, Just concentrate on the driving and we'll take care of the shooting.
05AA: 240@s = 'SWE4_BD' // @s = 'short'  // Listen to the man, fool! And try not to park us up a tree or something.
05AA: 242@s = 'SWE4_BE' // @s = 'short'  // Yeah if the car stops, we're dead meat.
05AA: 244@s = 'SWE4_CA' // @s = 'short'  // What did I say? Told y'all CJ drives like a blind motherfucker.
05AA: 246@s = 'SWE4_CB' // @s = 'short'  // CJ, you a mark. Don't ever by a ride, never.
05AA: 248@s = 'SWE4_CC' // @s = 'short'  // This fool crashing on purpose - I swear!
05AA: 250@s = 'SWE4_DA' // @s = 'short'  // Shit! Get us out of here! We're sitting ducks!
05AA: 252@s = 'SWE4_DB' // @s = 'short'  // Damn, man, move! MOVE!
05AA: 254@s = 'SWE4_DC' // @s = 'short'  // What is you doing! CJ?!
05AA: 256@s = 'SWE4_DD' // @s = 'short'  // Get us the hell out of here!
05AA: 258@s = 'SWE4_DE' // @s = 'short'  // Man, they trying to get us popped!
05AA: 260@s = 'SWE4_DF' // @s = 'short'  // What the fuck are you doing, CJ? Move it!
05AA: 262@s = 'SWE4_EA' // @s = 'short'  // Man, what'd I tell y'all - told you he was a buster!
05AA: 264@s = 'SWE4_EB' // @s = 'short'  // Carl, don't run out on me again!
05AA: 266@s = 'SWE4_EC' // @s = 'short'  // Carl's quitting on us!
05AA: 268@s = 'SWE4_FA' // @s = 'short'  // Damn, he's shook us!
05AA: 270@s = 'SWE4_FB' // @s = 'short'  // Fuck you, CJ! I'm on it.
05AA: 272@s = 'SWE4_FC' // @s = 'short'  // I'll get us up out of here!
05AA: 274@s = 'SWE4_FD' // @s = 'short'  // Motherfucker! I've got the wheel!
05AA: 276@s = 'SWE4_GA' // @s = 'short'  // Smash on it, Carl, smash!
05AA: 278@s = 'SWE4_GB' // @s = 'short'  // Damn, the ride is hot! Every one-time in South Central is going to be looking for this car!
05AA: 280@s = 'SWE4_HA' // @s = 'short'  // That's right! Now let's get back to the Grove!
05AA: 282@s = 'SWE4_HB' // @s = 'short'  // Yeah, what you waiting for, Carl?
05AA: 284@s = 'SWE4_KA' // @s = 'short'  // Yeah, Grove is back, man, Grove is back!
05AA: 286@s = 'SWE4_KB' // @s = 'short'  // Yeah for sure. They was slippin' man!
05AA: 288@s = 'SWE4_KC' // @s = 'short'  // Man. I'm shocked you didn't get us killed, CJ!
05AA: 290@s = 'SWE4_KD' // @s = 'short'  // Let me check myself. Am I dead?
05AA: 292@s = 'SWE4_KF' // @s = 'short'  // Hey, Carl, ignore that motherfucker, you did good today.
05AA: 294@s = 'SWE4_KG' // @s = 'short'  // You're down with the Grove and the Ballas know it,
05AA: 296@s = 'SWE4_KH' // @s = 'short'  // so watch yourself from now on, CJ.
05AA: 298@s = 'SWE4_KE' // @s = 'short'  // Yeah, yeah, for sure, you know that. I'll see y'all later.
05AA: 300@s = 'SWE4_KI' // @s = 'short'  // Here, take this, go get yourself some beers.
05AA: 302@s = 'SWE4_LA' // @s = 'short'  // We iced them! CJ, let's hunt down some more!
05AA: 304@s = 'SWE4_LB' // @s = 'short'  // That was way too easy! Let's go blast on some more Ballas fools.
05AA: 306@s = 'SWE4_LC' // @s = 'short'  // What you waiting for, CJ? Find us some more Ballas so we can cap 'em.
05AA: 308@s = 'SWE4_MA' // @s = 'short'  // Some of those fools are still standing, we gotta make another pass!
05AA: 310@s = 'SWE4_MB' // @s = 'short'  // We didn't get all those motherfuckers!
05AA: 312@s = 'SWE4_MC' // @s = 'short'  // Let's finish 'em off! Woo Woo!
05AA: 314@s = 'SWE4_MD' // @s = 'short'  // Where you going CJ? There's sill some more Ballas need to get popped.
05AA: 316@s = 'SWE4_NA' // @s = 'short'  // CJ! You such a liability, man!
05AA: 318@s = 'SWE4_NB' // @s = 'short'  // The one-times' on us again!
05AA: 320@s = 'SWE4_NC' // @s = 'short'  // CJ! Are you trying to get us pinched?
05AA: 322@s = 'SWE4_OA' // @s = 'short'  // C'mon, CJ, we gotta lose this attention!
05AA: 324@s = 'SWE4_OB' // @s = 'short'  // CJ, get us to a spray shop!
05AA: 326@s = 'SWE4_OC' // @s = 'short'  // C'mon, CJ, get us someplace safe!
05AA: 328@s = 'SWE4_PA' // @s = 'short'  // Now, what was I sayin'?
05AA: 330@s = 'SWE4_PB' // @s = 'short'  // Hey, what was we hollerin' about?
05AA: 332@s = 'SWE4_PC' // @s = 'short'  // OK, we're cool. Now what was I sayin'?
04AF: 336@ = 38000 // = constant 
04AF: 337@ = 38001 // = constant 
04AF: 338@ = 38002 // = constant 
04AF: 339@ = 38003 // = constant 
04AF: 340@ = 38004 // = constant 
04AF: 341@ = 38005 // = constant 
04AF: 342@ = 38006 // = constant 
04AF: 343@ = 38007 // = constant 
04AF: 344@ = 38008 // = constant 
04AF: 345@ = 38009 // = constant 
04AF: 346@ = 38010 // = constant 
04AF: 347@ = 38011 // = constant 
04AF: 348@ = 38012 // = constant 
04AF: 349@ = 38013 // = constant 
04AF: 350@ = 38014 // = constant 
04AF: 351@ = 38015 // = constant 
04AF: 352@ = 38016 // = constant 
04AF: 353@ = 38017 // = constant 
04AF: 354@ = 38018 // = constant 
04AF: 355@ = 38019 // = constant 
04AF: 356@ = 38020 // = constant 
04AF: 357@ = 38021 // = constant 
04AF: 358@ = 38022 // = constant 
04AF: 359@ = 38023 // = constant 
04AF: 360@ = 38024 // = constant 
04AF: 361@ = 38025 // = constant 
04AF: 362@ = 38026 // = constant 
04AF: 363@ = 38027 // = constant 
04AF: 364@ = 38028 // = constant 
04AF: 365@ = 38029 // = constant 
04AF: 366@ = 38030 // = constant 
04AF: 367@ = 38031 // = constant 
04AF: 368@ = 38032 // = constant 
04AF: 369@ = 38033 // = constant 
04AF: 370@ = 38034 // = constant 
04AF: 371@ = 38035 // = constant 
04AF: 372@ = 38036 // = constant 
04AF: 373@ = 38037 // = constant 
04AF: 374@ = 38038 // = constant 
04AF: 375@ = 38039 // = constant 
04AF: 376@ = 38041 // = constant 
04AF: 377@ = 38042 // = constant 
04AF: 378@ = 38043 // = constant 
04AF: 379@ = 38040 // = constant 
04AF: 380@ = 38044 // = constant 
04AF: 381@ = 38045 // = constant 
04AF: 382@ = 38046 // = constant 
04AF: 383@ = 38047 // = constant 
04AF: 384@ = 38048 // = constant 
04AF: 385@ = 38049 // = constant 
04AF: 386@ = 38050 // = constant 
04AF: 387@ = 38051 // = constant 
04AF: 388@ = 38052 // = constant 
04AF: 389@ = 38053 // = constant 
04AF: 390@ = 38054 // = constant 
04AF: 391@ = 38055 // = constant 
04AF: 392@ = 38056 // = constant 
04AF: 393@ = 38057 // = constant 
04AF: 394@ = 38058 // = constant 
04AF: 395@ = 38059 // = constant 
04AF: 396@ = 38060 // = constant 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
054C: use_GXT_table 'SWEET4' 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
fade 0 1000 

:SWEET4_7111
if 
fading 
else_jump @SWEET4_7135 
wait 0 
jump @SWEET4_7111 

:SWEET4_7135
02E4: load_cutscene_data 'SWEET4A' 
fade 0 0 

:SWEET4_7152
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET4_7176 
wait 0 
jump @SWEET4_7152 

:SWEET4_7176
fade 0 0 
02E7: start_cutscene 
fade 0 0 
fade 1 1000 

:SWEET4_7197
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET4_7221 
wait 0 
jump @SWEET4_7197 

:SWEET4_7221
fade 0 0 

:SWEET4_7227
if 
fading 
else_jump @SWEET4_7251 
wait 0 
jump @SWEET4_7227 

:SWEET4_7251
02EA: end_cutscene 
043C: disable_sounds_after_fadeout 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
041E: set_radio_station 7 
08EA: enable_gangs_spawn 0 
gosub @SWEET4_47 
gosub @SWEET4_154 
gosub @SWEET4_308 
gosub @SWEET4_468 
gosub @SWEET4_3130 
if and
8118:   not actor 402@ dead 
8118:   not actor 409@ dead 
8118:   not actor 416@ dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_7485 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 105@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05CA: AS_actor -1 enter_car 551@ passenger_seat 0 time -1 
0616: define_AS_pack_end 105@ 
0618: assign_actor 402@ to_AS_pack 105@ 
07A1: set_walk_speed 4 
05CA: AS_actor 409@ enter_car 551@ passenger_seat 1 time -1 
07A1: set_walk_speed 4 
05CA: AS_actor 416@ enter_car 551@ passenger_seat 2 time -1 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060B: set_actor 402@ decision_maker_to 55@ 
060B: set_actor 409@ decision_maker_to 55@ 
060B: set_actor 416@ decision_maker_to 55@ 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
039E: set_actor 402@ locked 1 while_in_car 
039E: set_actor 409@ locked 1 while_in_car 
039E: set_actor 416@ locked 1 while_in_car 
01BD: $8036 = current_time_in_ms 
$8039 = -1 

:SWEET4_7485
050F: get_max_wanted_level_to 61@ 
01F0: set_max_wanted_level_to 0 
099E: enable_police_patrols 0 
072C: generate_police_bikes 0 
0373: set_camera_directly_behind_player 
03C7: set_sensitivity_to_crime 0.7 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_7564 
00A1: put_actor $PLAYER_ACTOR at 2516.92 -1679.45 13.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.25 

:SWEET4_7564
gosub @SWEET4_621 
00BC: show_text_highpriority GXT 'SWE4_00' time 5000 flag 1  // ~s~Get in the ~b~car~s~.
if 
0A74:   is_checkpoint_resuming 1 
else_jump @SWEET4_7633 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060B: set_actor 402@ decision_maker_to 55@ 
060B: set_actor 409@ decision_maker_to 55@ 
060B: set_actor 416@ decision_maker_to 55@ 

:SWEET4_7633
01BD: 69@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:SWEET4_7669
wait 0 
if 
   not 397@ == 0 
else_jump @SWEET4_8153 
if 
  398@ == 0 
else_jump @SWEET4_7737 
if 
03D0:   wav 400@ loaded 
else_jump @SWEET4_7730 
040D: unload_wav 400@ 

:SWEET4_7730
398@ = 1 

:SWEET4_7737
if 
  398@ == 1 
else_jump @SWEET4_7781 
03CF: load_wav 335@(397@,62i) as 399@ 
gosub @SWEET4_24545 
398@ = 2 

:SWEET4_7781
if 
  398@ == 2 
else_jump @SWEET4_7890 
if 
03D0:   wav 399@ loaded 
else_jump @SWEET4_7890 
if 
   not 334@ == 0 
else_jump @SWEET4_7864 
if 
8118:   not actor 334@ dead 
else_jump @SWEET4_7864 
0967: actor 334@ move_mouth 10000 ms 
0A09: set_actor 334@ muted 1 // versionB 

:SWEET4_7864
03D1: play_wav 399@ 
00BC: show_text_highpriority GXT 210@(397@,62s) time 10000 flag 1 
398@ = 3 

:SWEET4_7890
if 
  398@ == 3 
else_jump @SWEET4_8153 
if 
03D2:   wav 399@ ended 
else_jump @SWEET4_8092 
03D5: remove_text 210@(397@,62s) 
if 
   not 334@ == 0 
else_jump @SWEET4_7979 
if 
8118:   not actor 334@ dead 
else_jump @SWEET4_7979 
0968: actor 334@ stop_mouth 
0A09: set_actor 334@ muted 0 // versionB 

:SWEET4_7979
if 
  399@ == 1 
else_jump @SWEET4_8018 
399@ = 2 
400@ = 1 
jump @SWEET4_8032 

:SWEET4_8018
399@ = 1 
400@ = 2 

:SWEET4_8032
397@ = 0 
398@ = 0 
if 
  $8039 == 2 
else_jump @SWEET4_8078 
$8039 = 6 
jump @SWEET4_8085 

:SWEET4_8078
$8039 += 1 

:SWEET4_8085
jump @SWEET4_8153 

:SWEET4_8092
if 
83D0:   not wav 400@ loaded 
else_jump @SWEET4_8153 
if 
  60 > 397@ 
else_jump @SWEET4_8153 
0085: 401@ = 397@ // (int) 
401@ += 1 
03CF: load_wav 335@(401@,62i) as 400@ 

:SWEET4_8153
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET4_8175 
jump @SWEET4_23859 

:SWEET4_8175
if or
  8 > $8004 
  $8004 == 666 
else_jump @SWEET4_8250 
if or
0118:   actor 402@ dead 
0118:   actor 409@ dead 
0118:   actor 416@ dead 
else_jump @SWEET4_8250 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
jump @SWEET4_23841 

:SWEET4_8250
if 
0119:   car 551@ wrecked 
else_jump @SWEET4_8289 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
jump @SWEET4_23841 

:SWEET4_8289
if 
  $8004 == 0 
else_jump @SWEET4_9248 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_9248 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 402@ dead 
8118:   not actor 409@ dead 
8118:   not actor 416@ dead 
else_jump @SWEET4_9248 
if and
00DB:   actor $PLAYER_ACTOR in_car 551@ 
00DB:   actor 402@ in_car 551@ 
00DB:   actor 409@ in_car 551@ 
00DB:   actor 416@ in_car 551@ 
else_jump @SWEET4_8443 
00BE: text_clear_all 
0647: AS_actor 402@ clear_look_task 
0164: disable_marker 552@ 
0164: disable_marker 403@ 
0164: disable_marker 410@ 
0164: disable_marker 417@ 
01BD: $8036 = current_time_in_ms 
$8026 = 0 
$8004 = 1 

:SWEET4_8443
if 
00DB:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_9248 
if 
  404@ == 0 
else_jump @SWEET4_8526 
if 
80DB:   not actor 402@ in_car 551@ 
else_jump @SWEET4_8526 
0164: disable_marker 552@ 
0187: 403@ = create_marker_above_actor 402@ 
07E0: set_marker 403@ type_to 1 
404@ = 1 

:SWEET4_8526
if 
  404@ == 1 
else_jump @SWEET4_8640 
if 
80DB:   not actor 402@ in_car 551@ 
else_jump @SWEET4_8640 
if 
8203:   not actor 402@ near_car 551@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_8616 
00BC: show_text_highpriority GXT 'SWE4_09' time 100 flag 1  // ~s~You've left ~b~Smoke ~s~behind!
jump @SWEET4_8640 

:SWEET4_8616
05CA: AS_actor 402@ enter_car 551@ passenger_seat 0 time -1 
01BD: 69@ = current_time_in_ms 
404@ = 2 

:SWEET4_8640
if 
  404@ == 2 
else_jump @SWEET4_8724 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 1000 
else_jump @SWEET4_8724 
if 
  81@ > 3000 
else_jump @SWEET4_8724 
404@ = 1 

:SWEET4_8724
if 
  411@ == 0 
else_jump @SWEET4_8788 
if 
80DB:   not actor 409@ in_car 551@ 
else_jump @SWEET4_8788 
0164: disable_marker 552@ 
0187: 410@ = create_marker_above_actor 409@ 
07E0: set_marker 410@ type_to 1 
411@ = 1 

:SWEET4_8788
if 
  411@ == 1 
else_jump @SWEET4_8902 
if 
80DB:   not actor 409@ in_car 551@ 
else_jump @SWEET4_8902 
if 
8203:   not actor 409@ near_car 551@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_8878 
00BC: show_text_highpriority GXT 'SWE4_10' time 100 flag 1  // ~s~You've left ~b~Ryder ~s~behind!
jump @SWEET4_8902 

:SWEET4_8878
05CA: AS_actor 409@ enter_car 551@ passenger_seat 1 time -1 
01BD: 69@ = current_time_in_ms 
411@ = 2 

:SWEET4_8902
if 
  411@ == 2 
else_jump @SWEET4_8986 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 1000 
else_jump @SWEET4_8986 
if 
  81@ > 3000 
else_jump @SWEET4_8986 
411@ = 1 

:SWEET4_8986
if 
  418@ == 0 
else_jump @SWEET4_9050 
if 
80DB:   not actor 416@ in_car 551@ 
else_jump @SWEET4_9050 
0164: disable_marker 552@ 
0187: 417@ = create_marker_above_actor 416@ 
07E0: set_marker 417@ type_to 1 
418@ = 1 

:SWEET4_9050
if 
  418@ == 1 
else_jump @SWEET4_9164 
if 
80DB:   not actor 416@ in_car 551@ 
else_jump @SWEET4_9164 
if 
8203:   not actor 416@ near_car 551@ radius 8.0 8.0 flag 0 on_foot 
else_jump @SWEET4_9140 
00BC: show_text_highpriority GXT 'SWE4_11' time 100 flag 1  // ~s~You've left ~b~Sweet ~s~behind!
jump @SWEET4_9164 

:SWEET4_9140
05CA: AS_actor 416@ enter_car 551@ passenger_seat 2 time -1 
01BD: 69@ = current_time_in_ms 
418@ = 2 

:SWEET4_9164
if 
  418@ == 2 
else_jump @SWEET4_9248 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 1000 
else_jump @SWEET4_9248 
if 
  81@ > 3000 
else_jump @SWEET4_9248 
418@ = 1 

:SWEET4_9248
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 402@ dead 
8118:   not actor 409@ dead 
8118:   not actor 416@ dead 
else_jump @SWEET4_10219 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_10219 
if and
00DB:   actor $PLAYER_ACTOR in_car 551@ 
00DB:   actor 402@ in_car 551@ 
00DB:   actor 409@ in_car 551@ 
00DB:   actor 416@ in_car 551@ 
else_jump @SWEET4_10219 
if 
  $8004 == 1 
else_jump @SWEET4_9363 
$8004 = 2 

:SWEET4_9363
if 
  $8004 == 2 
else_jump @SWEET4_9421 
$8027 = 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
018A: 65@ = create_checkpoint_at 62@ 63@ 64@ 
01BD: 69@ = current_time_in_ms 
$8004 = 3 

:SWEET4_9421
if 
  $8004 == 3 
else_jump @SWEET4_9579 
if 
  51@ == 0 
else_jump @SWEET4_9509 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 6000 
else_jump @SWEET4_9509 
01BD: 69@ = current_time_in_ms 
51@ = 1 

:SWEET4_9509
if 
  51@ == 1 
else_jump @SWEET4_9579 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 5000 
else_jump @SWEET4_9579 
01BD: 69@ = current_time_in_ms 
51@ = 2 

:SWEET4_9579
if 
  $8004 == 3 
else_jump @SWEET4_10219 
if and
  $8033 == 0 
  42@ == 0 
else_jump @SWEET4_10219 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_10219 
if 
0100:   actor $PLAYER_ACTOR in_sphere 62@ 63@ 64@ radius 150.0 150.0 150.0 sphere 0 in_car 
else_jump @SWEET4_9705 
if 
  50@ == 0 
else_jump @SWEET4_9705 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SWEET4_9705
if 
0100:   actor $PLAYER_ACTOR in_sphere 62@ 63@ 64@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_10219 
if 
0448:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_10219 
01B4: set_player $PLAYER_CHAR can_move 0 
$8039 = 9 
0164: disable_marker 65@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 300 
01BD: $8036 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 402@ armed_weapon_to 32 
0605: actor 402@ perform_animation "GDB_CAR_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 416@ armed_weapon_to 32 
0605: actor 416@ perform_animation "GDB_CAR_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 409@ armed_weapon_to 32 
0605: actor 409@ perform_animation "GDB_CAR_RYD" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0852: set_car 551@ damages_visible 0 
0107: 206@ = create_object #KB_BEER at 2440.58 -1979.89 14.2 
gosub @SWEET4_866 
gosub @SWEET4_3327 
gosub @SWEET4_3475 
if 
8118:   not actor 426@ dead 
else_jump @SWEET4_10119 
06AB: set_actor 426@ all_weapons_hidden 1 
070A: AS_actor 426@ attach_to_object 206@ offset 0.1 0.1 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:SWEET4_10119
0247: load_model #LAEROAD30 

:SWEET4_10123
if 
fading 
else_jump @SWEET4_10147 
wait 0 
jump @SWEET4_10123 

:SWEET4_10147
if 
8248:   not model #LAEROAD30 available 
else_jump @SWEET4_10173 
wait 0 
jump @SWEET4_10147 

:SWEET4_10173
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_10198 
0697: set_car 551@ remove_component 4 visible_effect_flag 1 

:SWEET4_10198
$8004 = 4 
42@ = 1 
$8032 = 1 

:SWEET4_10219
if and
  $8004 == 4 
  $8027 == 0 
else_jump @SWEET4_10303 
if and
8118:   not actor 409@ dead 
8118:   not actor 402@ dead 
else_jump @SWEET4_10303 
if and
8119:   not car 551@ wrecked 
8118:   not actor 416@ dead 
else_jump @SWEET4_10303 
01BD: 67@ = current_time_in_ms 
01BD: $8036 = current_time_in_ms 
$8027 = 1 

:SWEET4_10303
if 
  $8004 == 4 
else_jump @SWEET4_11575 
if 
  $8027 > 0 
else_jump @SWEET4_10415 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 2000 
else_jump @SWEET4_10415 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET4_10415 
00BE: text_clear_all 
$8039 = 14 
58@ = 1 
$8027 = 4 

:SWEET4_10415
if 
  $8027 == 1 
else_jump @SWEET4_10669 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 300 
else_jump @SWEET4_10669 
if 
  $8032 == 1 
else_jump @SWEET4_10669 
if 
8118:   not actor 409@ dead 
else_jump @SWEET4_10669 
041D: set_camera_near_clip 0.1 
0407: store_coords_to 128@ 138@ 148@ from_car 551@ with_offset -0.337 1.566 0.657 
0407: store_coords_to 130@ 140@ 150@ from_car 551@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 128@ 138@ 148@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 130@ 140@ 150@ switchstyle 2 
01BD: 67@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 

:SWEET4_10631
if 
fading 
else_jump @SWEET4_10655 
wait 0 
jump @SWEET4_10631 

:SWEET4_10655
$8039 = 9 
$8027 = 2 

:SWEET4_10669
if 
  $8027 == 2 
else_jump @SWEET4_10791 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 10700 
else_jump @SWEET4_10791 
if 
  $8032 == 1 
else_jump @SWEET4_10791 
0169: set_fade_color_RGB 0 0 0 
fade 0 300 

:SWEET4_10760
if 
fading 
else_jump @SWEET4_10784 
wait 0 
jump @SWEET4_10760 

:SWEET4_10784
$8027 = 31 

:SWEET4_10791
if 
  $8027 == 31 
else_jump @SWEET4_10953 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 11000 
else_jump @SWEET4_10953 
041D: set_camera_near_clip 0.1 
0169: set_fade_color_RGB 0 0 0 
015F: set_camera_position 2098.139 -1385.882 30.5735 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2098.952 -1385.364 30.3086 switchstyle 2 
fade 1 300 

:SWEET4_10922
if 
fading 
else_jump @SWEET4_10946 
wait 0 
jump @SWEET4_10922 

:SWEET4_10946
$8027 = 3 

:SWEET4_10953
if 
  $8027 == 3 
else_jump @SWEET4_11212 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 13000 
else_jump @SWEET4_11212 
if 
  $8032 == 1 
else_jump @SWEET4_11212 
if 
8119:   not car 531@ wrecked 
else_jump @SWEET4_11212 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2098.139 -1385.882 30.5735 position_to 2075.787 -1369.657 23.6289 time 3500 smooth_transition 1 
0920: point_camera 2098.952 -1385.364 30.3086 transverse_to 2076.316 -1368.814 23.7227 time 3500 smooth_transition 1 
if 
8118:   not actor 425@ dead 
else_jump @SWEET4_11181 
0605: actor 425@ perform_animation "GSIGN1" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_11181
if 
8118:   not actor 424@ dead 
else_jump @SWEET4_11205 
0618: assign_actor 424@ to_AS_pack 126@ 

:SWEET4_11205
$8027 = 4 

:SWEET4_11212
if 
  $8027 == 4 
else_jump @SWEET4_11299 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if or
  79@ > 20000 
  58@ == 1 
else_jump @SWEET4_11299 
0169: set_fade_color_RGB 0 0 0 
fade 0 300 
$8027 = 6 

:SWEET4_11299
if 
  $8027 == 6 
else_jump @SWEET4_11575 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if or
  79@ > 21000 
  58@ == 1 
else_jump @SWEET4_11575 
00BE: text_clear_all 
$8039 = 14 
0249: release_model #LAEROAD30 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 
04EF: release_animation "GANGS" 
04EF: release_animation "GHANDS" 
01BD: 70@ = current_time_in_ms 
01BD: 71@ = current_time_in_ms 
01BD: 72@ = current_time_in_ms 
0A79: print_help_conditional_touch 'SWE4_13' 0  // Press and hold ~m~~widget_look_left~ or ~m~~widget_look_right~ to look left or right when in a car.
0698: set_car 551@ repair_componentB 4 
0395: clear_area 1 at 62@ 63@ 64@ radius 4.0 
0852: set_car 551@ damages_visible 1 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_11554 
0227: $8041 = car 551@ health 
if 
  $8041 > 250 
else_jump @SWEET4_11539 
$8041 -= 250 

:SWEET4_11539
0084: $8040 = $8041 // (int) 
$8040 /= 10 

:SWEET4_11554
$8026 = 1 
58@ = 0 
$8004 = 5 

:SWEET4_11575
if and
  $8004 == 5 
  $8027 >= 6 
else_jump @SWEET4_12846 
01BD: 78@ = current_time_in_ms 
0085: 84@ = 78@ // (int) 
0062: 84@ -= 72@ // (int) 
if 
  84@ > 5000 
else_jump @SWEET4_11704 
if 
  92@ == 0 
else_jump @SWEET4_11704 
0151: remove_status_text $8040 
03C4: set_status_text $8040 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
0A79: print_help_conditional_touch 'SWE4_15' 0  // This will allow you to see where your enemies are located.
01BD: 70@ = current_time_in_ms 
92@ = 1 

:SWEET4_11704
if and
  $8028 == 0 
  $8032 == 1 
else_jump @SWEET4_11909 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_11909 
if and
8118:   not actor 423@ dead 
8118:   not actor 402@ dead 
else_jump @SWEET4_11909 
if or
01AF:   car 551@ sphere 0 in_sphere 459@ 477@ 495@ radius 93@ 93@ 93@ 
02E0:   actor 402@ firing_weapon 
else_jump @SWEET4_11909 
if and
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
8119:   not car 531@ wrecked 
else_jump @SWEET4_11909 
0108: destroy_object 206@ 
01B9: set_actor 426@ armed_weapon_to 22 
0618: assign_actor 423@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0618: assign_actor 424@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0618: assign_actor 425@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0618: assign_actor 426@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
$8028 = 1 

:SWEET4_11909
if and
  $8029 == 0 
  $8033 == 1 
else_jump @SWEET4_12102 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12102 
if and
8118:   not actor 427@ dead 
8118:   not actor 402@ dead 
else_jump @SWEET4_12102 
if or
01AF:   car 551@ sphere 0 in_sphere 463@ 481@ 499@ radius 93@ 93@ 93@ 
02E0:   actor 402@ firing_weapon 
else_jump @SWEET4_12102 
if and
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
8119:   not car 532@ wrecked 
else_jump @SWEET4_12102 
0618: assign_actor 427@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0618: assign_actor 428@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0618: assign_actor 429@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0618: assign_actor 430@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
$8029 = 1 

:SWEET4_12102
if and
  $8030 == 0 
  $8034 == 1 
else_jump @SWEET4_12290 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12290 
if and
8118:   not actor 431@ dead 
8118:   not actor 402@ dead 
else_jump @SWEET4_12290 
if or
01AF:   car 551@ sphere 0 in_sphere 467@ 485@ 503@ radius 93@ 93@ 93@ 
02E0:   actor 402@ firing_weapon 
else_jump @SWEET4_12290 
if and
8118:   not actor 432@ dead 
8118:   not actor 433@ dead 
8118:   not actor 434@ dead 
else_jump @SWEET4_12290 
0618: assign_actor 431@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0618: assign_actor 432@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0618: assign_actor 433@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
0618: assign_actor 434@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
$8030 = 1 

:SWEET4_12290
if and
  $8031 == 0 
  $8035 == 1 
else_jump @SWEET4_12478 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12478 
if and
8118:   not actor 435@ dead 
8118:   not actor 402@ dead 
else_jump @SWEET4_12478 
if or
01AF:   car 551@ sphere 0 in_sphere 471@ 489@ 507@ radius 93@ 93@ 93@ 
02E0:   actor 402@ firing_weapon 
else_jump @SWEET4_12478 
if and
8118:   not actor 436@ dead 
8118:   not actor 437@ dead 
8118:   not actor 438@ dead 
else_jump @SWEET4_12478 
0618: assign_actor 435@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
0618: assign_actor 436@ to_AS_pack 119@ 
061B: remove_references_to_AS_pack 119@ 
0618: assign_actor 437@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
0618: assign_actor 438@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
$8031 = 1 

:SWEET4_12478
if and
  $8033 == 0 
  42@ == 2 
  $8026 == 0 
else_jump @SWEET4_12622 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12622 
if 
80C2:   not sphere_onscreen 463@ 481@ 499@ radius 4.0 
else_jump @SWEET4_12622 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 463@ 481@ 499@ radius 93@ 93@ 93@ 
else_jump @SWEET4_12622 
gosub @SWEET4_1443 
gosub @SWEET4_3329 
gosub @SWEET4_3811 
0249: release_model 412 
$8033 = 1 

:SWEET4_12622
if and
  $8034 == 0 
  42@ == 3 
  $8026 == 0 
else_jump @SWEET4_12734 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12734 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 467@ 485@ 503@ radius 93@ 93@ 93@ 
else_jump @SWEET4_12734 
gosub @SWEET4_2013 
gosub @SWEET4_3331 
gosub @SWEET4_4059 
$8034 = 1 

:SWEET4_12734
if and
  $8035 == 0 
  42@ == 4 
  $8026 == 0 
else_jump @SWEET4_12846 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_12846 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 471@ 489@ 507@ radius 93@ 93@ 93@ 
else_jump @SWEET4_12846 
gosub @SWEET4_2527 
gosub @SWEET4_3403 
gosub @SWEET4_4340 
$8035 = 1 

:SWEET4_12846
if 
  $8004 > 4 
else_jump @SWEET4_14781 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 402@ dead 
8118:   not actor 409@ dead 
8118:   not actor 416@ dead 
else_jump @SWEET4_13159 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_13159 
if and
00DB:   actor $PLAYER_ACTOR in_car 551@ 
00DB:   actor 402@ in_car 551@ 
00DB:   actor 409@ in_car 551@ 
00DB:   actor 416@ in_car 551@ 
else_jump @SWEET4_13159 
if 
8495:   not car 551@ burning 
else_jump @SWEET4_13129 
if 
  56@ == 1 
else_jump @SWEET4_13016 
0151: remove_status_text $8040 
03C4: set_status_text $8040 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
56@ = 0 

:SWEET4_13016
0227: $8041 = car 551@ health 
$8041 -= 250 
0084: $8040 = $8041 // (int) 
$8040 /= 12 
if 
0103:   actor $PLAYER_ACTOR in_sphere 2067.0 -1831.0 13.0 radius 5.0 5.0 5.0 sphere 0 stopped_in_car 
else_jump @SWEET4_13122 
if 
  $8041 == 750 
else_jump @SWEET4_13122 
0224: set_car 551@ health_to 1800 

:SWEET4_13122
jump @SWEET4_13159 

:SWEET4_13129
if 
  56@ == 0 
else_jump @SWEET4_13159 
0151: remove_status_text $8040 
56@ = 1 

:SWEET4_13159
01BD: 76@ = current_time_in_ms 
0085: 82@ = 76@ // (int) 
0062: 82@ -= 70@ // (int) 
if or
  82@ > 2000 
0118:   actor 203@ dead 
else_jump @SWEET4_13270 
04AF: 49@ = 8 // = constant 
0085: 202@ = 416@ // (int) 
gosub @SWEET4_24254 
04AF: 49@ = 8 // = constant 
0085: 202@ = 409@ // (int) 
gosub @SWEET4_24254 
04AF: 49@ = 8 // = constant 
0085: 202@ = 402@ // (int) 
gosub @SWEET4_24254 

:SWEET4_13270
if 
  $8032 == 1 
else_jump @SWEET4_13659 
if 
  42@ == 1 
else_jump @SWEET4_13659 
if 
  $8007 == 0 
else_jump @SWEET4_13364 
if 
0118:   actor 423@ dead 
else_jump @SWEET4_13364 
0164: disable_marker 441@ 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8007 = 1 

:SWEET4_13364
if 
  $8008 == 0 
else_jump @SWEET4_13422 
if 
0118:   actor 424@ dead 
else_jump @SWEET4_13422 
0164: disable_marker 442@ 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8008 = 1 

:SWEET4_13422
if 
  $8009 == 0 
else_jump @SWEET4_13480 
if 
0118:   actor 425@ dead 
else_jump @SWEET4_13480 
0164: disable_marker 443@ 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8009 = 1 

:SWEET4_13480
if 
  $8010 == 0 
else_jump @SWEET4_13538 
if 
0118:   actor 426@ dead 
else_jump @SWEET4_13538 
0164: disable_marker 444@ 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8010 = 1 

:SWEET4_13538
if 
  43@ == 0 
else_jump @SWEET4_13659 
if and
  $8007 == 1 
  $8008 == 1 
  $8009 == 1 
  $8010 == 1 
else_jump @SWEET4_13659 
if 
  $8026 == 0 
else_jump @SWEET4_13645 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_13645 
397@ = 46 

:SWEET4_13645
42@ = 2 
43@ = 1 

:SWEET4_13659
if 
  $8033 == 1 
else_jump @SWEET4_14048 
if 
  42@ == 2 
else_jump @SWEET4_14048 
if 
  $8011 == 0 
else_jump @SWEET4_13753 
if 
0118:   actor 427@ dead 
else_jump @SWEET4_13753 
0164: disable_marker 445@ 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8011 = 1 

:SWEET4_13753
if 
  $8012 == 0 
else_jump @SWEET4_13811 
if 
0118:   actor 428@ dead 
else_jump @SWEET4_13811 
0164: disable_marker 446@ 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8012 = 1 

:SWEET4_13811
if 
  $8013 == 0 
else_jump @SWEET4_13869 
if 
0118:   actor 429@ dead 
else_jump @SWEET4_13869 
0164: disable_marker 447@ 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8013 = 1 

:SWEET4_13869
if 
  $8014 == 0 
else_jump @SWEET4_13927 
if 
0118:   actor 430@ dead 
else_jump @SWEET4_13927 
0164: disable_marker 448@ 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8014 = 1 

:SWEET4_13927
if 
  44@ == 0 
else_jump @SWEET4_14048 
if and
  $8011 == 1 
  $8012 == 1 
  $8013 == 1 
  $8014 == 1 
else_jump @SWEET4_14048 
if 
  $8026 == 0 
else_jump @SWEET4_14034 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_14034 
397@ = 47 

:SWEET4_14034
42@ = 3 
44@ = 1 

:SWEET4_14048
if 
  $8034 == 1 
else_jump @SWEET4_14437 
if 
  42@ == 3 
else_jump @SWEET4_14437 
if 
  $8015 == 0 
else_jump @SWEET4_14142 
if 
0118:   actor 431@ dead 
else_jump @SWEET4_14142 
0164: disable_marker 449@ 
01C2: remove_references_to_actor 431@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8015 = 1 

:SWEET4_14142
if 
  $8016 == 0 
else_jump @SWEET4_14200 
if 
0118:   actor 432@ dead 
else_jump @SWEET4_14200 
0164: disable_marker 450@ 
01C2: remove_references_to_actor 432@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8016 = 1 

:SWEET4_14200
if 
  $8017 == 0 
else_jump @SWEET4_14258 
if 
0118:   actor 433@ dead 
else_jump @SWEET4_14258 
0164: disable_marker 451@ 
01C2: remove_references_to_actor 433@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8017 = 1 

:SWEET4_14258
if 
  $8018 == 0 
else_jump @SWEET4_14316 
if 
0118:   actor 434@ dead 
else_jump @SWEET4_14316 
0164: disable_marker 452@ 
01C2: remove_references_to_actor 434@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8018 = 1 

:SWEET4_14316
if 
  45@ == 0 
else_jump @SWEET4_14437 
if and
  $8015 == 1 
  $8016 == 1 
  $8017 == 1 
  $8018 == 1 
else_jump @SWEET4_14437 
if 
  $8026 == 0 
else_jump @SWEET4_14423 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_14423 
397@ = 48 

:SWEET4_14423
42@ = 4 
45@ = 1 

:SWEET4_14437
if 
  $8035 == 1 
else_jump @SWEET4_14781 
if 
  42@ == 4 
else_jump @SWEET4_14781 
if 
  $8019 == 0 
else_jump @SWEET4_14531 
if 
0118:   actor 435@ dead 
else_jump @SWEET4_14531 
0164: disable_marker 453@ 
01C2: remove_references_to_actor 435@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8019 = 1 

:SWEET4_14531
if 
  $8020 == 0 
else_jump @SWEET4_14589 
if 
0118:   actor 436@ dead 
else_jump @SWEET4_14589 
0164: disable_marker 454@ 
01C2: remove_references_to_actor 436@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8020 = 1 

:SWEET4_14589
if 
  $8021 == 0 
else_jump @SWEET4_14647 
if 
0118:   actor 437@ dead 
else_jump @SWEET4_14647 
0164: disable_marker 455@ 
01C2: remove_references_to_actor 437@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8021 = 1 

:SWEET4_14647
if 
  $8022 == 0 
else_jump @SWEET4_14705 
if 
0118:   actor 438@ dead 
else_jump @SWEET4_14705 
0164: disable_marker 456@ 
01C2: remove_references_to_actor 438@ // Like turning an actor into a random pedestrian 
85@ += 1 
$8022 = 1 

:SWEET4_14705
if 
  46@ == 0 
else_jump @SWEET4_14781 
if and
  $8019 == 1 
  $8020 == 1 
  $8021 == 1 
  $8022 == 1 
else_jump @SWEET4_14781 
01BD: $8036 = current_time_in_ms 
42@ = 1 
46@ = 0 

:SWEET4_14781
if 
  $8004 == 5 
else_jump @SWEET4_16572 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_16241 
if 
  53@ == 0 
else_jump @SWEET4_15269 
if and
01C1:   car 551@ stopped 
00DB:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_15269 
01BD: 67@ = current_time_in_ms 
0209: 52@ = random_int_in_ranges 0 5 
$8005 = 50 
if 
8118:   not actor 423@ dead 
else_jump @SWEET4_14902 
02E2: set_actor 423@ weapon_accuracy_to $8005 

:SWEET4_14902
if 
8118:   not actor 424@ dead 
else_jump @SWEET4_14926 
02E2: set_actor 424@ weapon_accuracy_to $8005 

:SWEET4_14926
if 
8118:   not actor 425@ dead 
else_jump @SWEET4_14950 
02E2: set_actor 425@ weapon_accuracy_to $8005 

:SWEET4_14950
if 
8118:   not actor 426@ dead 
else_jump @SWEET4_14974 
02E2: set_actor 426@ weapon_accuracy_to $8005 

:SWEET4_14974
if 
8118:   not actor 427@ dead 
else_jump @SWEET4_14998 
02E2: set_actor 427@ weapon_accuracy_to $8005 

:SWEET4_14998
if 
8118:   not actor 428@ dead 
else_jump @SWEET4_15022 
02E2: set_actor 428@ weapon_accuracy_to $8005 

:SWEET4_15022
if 
8118:   not actor 429@ dead 
else_jump @SWEET4_15046 
02E2: set_actor 429@ weapon_accuracy_to $8005 

:SWEET4_15046
if 
8118:   not actor 430@ dead 
else_jump @SWEET4_15070 
02E2: set_actor 430@ weapon_accuracy_to $8005 

:SWEET4_15070
if 
8118:   not actor 431@ dead 
else_jump @SWEET4_15094 
02E2: set_actor 431@ weapon_accuracy_to $8005 

:SWEET4_15094
if 
8118:   not actor 432@ dead 
else_jump @SWEET4_15118 
02E2: set_actor 432@ weapon_accuracy_to $8005 

:SWEET4_15118
if 
8118:   not actor 433@ dead 
else_jump @SWEET4_15142 
02E2: set_actor 433@ weapon_accuracy_to $8005 

:SWEET4_15142
if 
8118:   not actor 434@ dead 
else_jump @SWEET4_15166 
02E2: set_actor 434@ weapon_accuracy_to $8005 

:SWEET4_15166
if 
8118:   not actor 435@ dead 
else_jump @SWEET4_15190 
02E2: set_actor 435@ weapon_accuracy_to $8005 

:SWEET4_15190
if 
8118:   not actor 436@ dead 
else_jump @SWEET4_15214 
02E2: set_actor 436@ weapon_accuracy_to $8005 

:SWEET4_15214
if 
8118:   not actor 437@ dead 
else_jump @SWEET4_15238 
02E2: set_actor 437@ weapon_accuracy_to $8005 

:SWEET4_15238
if 
8118:   not actor 438@ dead 
else_jump @SWEET4_15262 
02E2: set_actor 438@ weapon_accuracy_to $8005 

:SWEET4_15262
53@ = 1 

:SWEET4_15269
if 
  53@ == 1 
else_jump @SWEET4_15769 
01BD: 77@ = current_time_in_ms 
0085: 83@ = 77@ // (int) 
0062: 83@ -= 71@ // (int) 
if 
  83@ > 3000 
else_jump @SWEET4_15769 
if 
01C1:   car 551@ stopped 
else_jump @SWEET4_15762 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 250 
else_jump @SWEET4_15755 
if 
  52@ == 0 
else_jump @SWEET4_15445 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15445 
397@ = 20 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15445
if 
  52@ == 1 
else_jump @SWEET4_15507 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15507 
397@ = 21 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15507
if 
  52@ == 2 
else_jump @SWEET4_15569 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15569 
397@ = 22 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15569
if 
  52@ == 3 
else_jump @SWEET4_15631 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15631 
397@ = 23 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15631
if 
  52@ == 4 
else_jump @SWEET4_15693 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15693 
397@ = 24 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15693
if 
  52@ == 5 
else_jump @SWEET4_15755 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_15755 
397@ = 25 
01BD: 67@ = current_time_in_ms 
53@ = 2 

:SWEET4_15755
jump @SWEET4_15769 

:SWEET4_15762
53@ = 2 

:SWEET4_15769
if 
  53@ == 2 
else_jump @SWEET4_16241 
if 
81C1:   not car 551@ stopped 
else_jump @SWEET4_16241 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 3100 
else_jump @SWEET4_15850 
53@ = 0 

:SWEET4_15850
$8005 = 30 
if 
8118:   not actor 423@ dead 
else_jump @SWEET4_15881 
02E2: set_actor 423@ weapon_accuracy_to $8005 

:SWEET4_15881
if 
8118:   not actor 424@ dead 
else_jump @SWEET4_15905 
02E2: set_actor 424@ weapon_accuracy_to $8005 

:SWEET4_15905
if 
8118:   not actor 425@ dead 
else_jump @SWEET4_15929 
02E2: set_actor 425@ weapon_accuracy_to $8005 

:SWEET4_15929
if 
8118:   not actor 426@ dead 
else_jump @SWEET4_15953 
02E2: set_actor 426@ weapon_accuracy_to $8005 

:SWEET4_15953
if 
8118:   not actor 427@ dead 
else_jump @SWEET4_15977 
02E2: set_actor 427@ weapon_accuracy_to $8005 

:SWEET4_15977
if 
8118:   not actor 428@ dead 
else_jump @SWEET4_16001 
02E2: set_actor 428@ weapon_accuracy_to $8005 

:SWEET4_16001
if 
8118:   not actor 429@ dead 
else_jump @SWEET4_16025 
02E2: set_actor 429@ weapon_accuracy_to $8005 

:SWEET4_16025
if 
8118:   not actor 430@ dead 
else_jump @SWEET4_16049 
02E2: set_actor 430@ weapon_accuracy_to $8005 

:SWEET4_16049
if 
8118:   not actor 431@ dead 
else_jump @SWEET4_16073 
02E2: set_actor 431@ weapon_accuracy_to $8005 

:SWEET4_16073
if 
8118:   not actor 432@ dead 
else_jump @SWEET4_16097 
02E2: set_actor 432@ weapon_accuracy_to $8005 

:SWEET4_16097
if 
8118:   not actor 433@ dead 
else_jump @SWEET4_16121 
02E2: set_actor 433@ weapon_accuracy_to $8005 

:SWEET4_16121
if 
8118:   not actor 434@ dead 
else_jump @SWEET4_16145 
02E2: set_actor 434@ weapon_accuracy_to $8005 

:SWEET4_16145
if 
8118:   not actor 435@ dead 
else_jump @SWEET4_16169 
02E2: set_actor 435@ weapon_accuracy_to $8005 

:SWEET4_16169
if 
8118:   not actor 436@ dead 
else_jump @SWEET4_16193 
02E2: set_actor 436@ weapon_accuracy_to $8005 

:SWEET4_16193
if 
8118:   not actor 437@ dead 
else_jump @SWEET4_16217 
02E2: set_actor 437@ weapon_accuracy_to $8005 

:SWEET4_16217
if 
8118:   not actor 438@ dead 
else_jump @SWEET4_16241 
02E2: set_actor 438@ weapon_accuracy_to $8005 

:SWEET4_16241
if 
  85@ == 16 
else_jump @SWEET4_16303 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_16303 
397@ = 33 
01BD: 90@ = current_time_in_ms 
85@ = 17 

:SWEET4_16303
if 
  85@ == 17 
else_jump @SWEET4_16572 
01BD: 89@ = current_time_in_ms 
0085: 88@ = 89@ // (int) 
0062: 88@ -= 90@ // (int) 
if 
  88@ > 3000 
else_jump @SWEET4_16572 
0335: enable_free_respray 1 
00BE: text_clear_all 
01F0: set_max_wanted_level_to 61@ 
if 
  57@ == 0 
else_jump @SWEET4_16401 
099E: enable_police_patrols 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_16401
020A: set_car 551@ door_status_to 1 
0151: remove_status_text $8040 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
01BD: 90@ = current_time_in_ms 
03DE: set_pedestrians_density_multiplier_to 0.5 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
0164: disable_marker 449@ 
0164: disable_marker 450@ 
0164: disable_marker 451@ 
0164: disable_marker 452@ 
0164: disable_marker 453@ 
0164: disable_marker 454@ 
0164: disable_marker 455@ 
0164: disable_marker 456@ 
01BD: $8036 = current_time_in_ms 
$8039 = 14 
$8027 = 0 
$8004 = 6 
03C7: set_sensitivity_to_crime 1.0 
91@ = 0 

:SWEET4_16572
if and
  $8004 == 6 
  $8039 == 18 
else_jump @SWEET4_18104 
01BD: 89@ = current_time_in_ms 
0085: 88@ = 89@ // (int) 
0062: 88@ -= 90@ // (int) 
if 
  91@ == 0 
else_jump @SWEET4_16678 
if 
  88@ > 500 
else_jump @SWEET4_16678 
03E5: show_text_box 'SWE4_07'  // The spray shop icon is marked on the radar as a spray can.
0164: disable_marker $448 
91@ += 1 

:SWEET4_16678
if 
  91@ == 1 
else_jump @SWEET4_16749 
if 
  88@ > 1000 
else_jump @SWEET4_16749 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_16749
if 
  91@ == 2 
else_jump @SWEET4_16798 
if 
  88@ > 1500 
else_jump @SWEET4_16798 
0164: disable_marker $448 
91@ += 1 

:SWEET4_16798
if 
  91@ == 3 
else_jump @SWEET4_16869 
if 
  88@ > 2000 
else_jump @SWEET4_16869 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_16869
if 
  91@ == 4 
else_jump @SWEET4_16918 
if 
  88@ > 2500 
else_jump @SWEET4_16918 
0164: disable_marker $448 
91@ += 1 

:SWEET4_16918
if 
  91@ == 5 
else_jump @SWEET4_16989 
if 
  88@ > 3000 
else_jump @SWEET4_16989 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_16989
if 
  91@ == 6 
else_jump @SWEET4_17038 
if 
  88@ > 3500 
else_jump @SWEET4_17038 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17038
if 
  91@ == 7 
else_jump @SWEET4_17109 
if 
  88@ > 4000 
else_jump @SWEET4_17109 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17109
if 
  91@ == 8 
else_jump @SWEET4_17158 
if 
  88@ > 4500 
else_jump @SWEET4_17158 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17158
if 
  91@ == 9 
else_jump @SWEET4_17229 
if 
  88@ > 5000 
else_jump @SWEET4_17229 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17229
if 
  91@ == 10 
else_jump @SWEET4_17278 
if 
  88@ > 5500 
else_jump @SWEET4_17278 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17278
if 
  91@ == 11 
else_jump @SWEET4_17349 
if 
  88@ > 6000 
else_jump @SWEET4_17349 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17349
if 
  91@ == 12 
else_jump @SWEET4_17398 
if 
  88@ > 6500 
else_jump @SWEET4_17398 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17398
if 
  91@ == 13 
else_jump @SWEET4_17469 
if 
  88@ > 7000 
else_jump @SWEET4_17469 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17469
if 
  91@ == 14 
else_jump @SWEET4_17518 
if 
  88@ > 7500 
else_jump @SWEET4_17518 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17518
if 
  91@ == 15 
else_jump @SWEET4_17589 
if 
  88@ > 8000 
else_jump @SWEET4_17589 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17589
if 
  91@ == 16 
else_jump @SWEET4_17638 
if 
  88@ > 8500 
else_jump @SWEET4_17638 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17638
if 
  91@ == 17 
else_jump @SWEET4_17709 
if 
  88@ > 9000 
else_jump @SWEET4_17709 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
91@ += 1 

:SWEET4_17709
if 
  91@ == 18 
else_jump @SWEET4_17758 
if 
  88@ > 9500 
else_jump @SWEET4_17758 
0164: disable_marker $448 
91@ += 1 

:SWEET4_17758
if 
  91@ == 19 
else_jump @SWEET4_17854 
if 
  88@ > 10000 
else_jump @SWEET4_17854 
0164: disable_marker $448 
02A8: $448 = create_marker 63 at 2067.4 -1831.2 13.5 
0164: disable_marker $8025 
018A: $8025 = create_checkpoint_at 2075.55 -1831.09 12.21 
91@ += 1 

:SWEET4_17854
if 
  $8027 == 0 
else_jump @SWEET4_17961 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET4_17961 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_17961 
00BE: text_clear_all 
03E5: show_text_box 'SWE4_06'  // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$100~w~. This time it's free.
0164: disable_marker $8025 
$8027 = 1 

:SWEET4_17961
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @SWEET4_18104 
if or
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 20.0 20.0 20.0 sphere 1 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1024.55 -1039.09 35.21 radius 20.0 20.0 20.0 sphere 1 in_car 
else_jump @SWEET4_18097 
03E6: remove_text_box 
01BD: 67@ = current_time_in_ms 
0164: disable_marker $8025 
$8004 = 7 
$8027 = 0 
jump @SWEET4_18104 

:SWEET4_18097
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_18104
if 
  $8004 == 7 
else_jump @SWEET4_18743 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 5000 
else_jump @SWEET4_18253 
if 
  51@ == 2 
else_jump @SWEET4_18253 
0335: enable_free_respray 0 
03E5: show_text_box 'WANT_L'  // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
018A: 66@ = create_checkpoint_at 553@ 554@ 555@ 
0164: disable_marker $448 
04CE: $448 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01BD: 67@ = current_time_in_ms 
01BD: $8036 = current_time_in_ms 
51@ = 3 

:SWEET4_18253
if 
  51@ == 3 
else_jump @SWEET4_18371 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 5000 
else_jump @SWEET4_18371 
if 
  57@ == 0 
else_jump @SWEET4_18364 
$8039 = 18 
01BD: $8036 = current_time_in_ms 
00BC: show_text_highpriority GXT 'SWE4_14' time 8000 flag 1  // ~s~Take your homies back to ~y~the hood~s~.
57@ = 1 

:SWEET4_18364
51@ = 4 

:SWEET4_18371
if 
  51@ == 4 
else_jump @SWEET4_18743 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_18743 
if 
00DB:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_18743 
if 
0100:   actor $PLAYER_ACTOR in_sphere 553@ 554@ 555@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET4_18743 
if 
0448:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_18743 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 551@ perform_action 6 timelimit 2000000 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
fade 0 300 
01BD: 67@ = current_time_in_ms 
01BD: $8036 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
01B9: set_actor 402@ armed_weapon_to 32 
0605: actor 402@ perform_animation "GDB_CAR2_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 416@ armed_weapon_to 32 
0605: actor 416@ perform_animation "GDB_CAR2_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0852: set_car 551@ damages_visible 0 
$8027 = 0 
$8004 = 8 

:SWEET4_18743
if 
  $8004 == 8 
else_jump @SWEET4_20050 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_20050 
if 
  $8027 == 0 
else_jump @SWEET4_19184 
if 
  60@ == 0 
else_jump @SWEET4_19075 
if 
  398@ == 0 
else_jump @SWEET4_19075 
if 
01C1:   car 551@ stopped 
else_jump @SWEET4_19075 
if 
8118:   not actor 409@ dead 
else_jump @SWEET4_18928 
0697: set_car 551@ remove_component 4 visible_effect_flag 1 
0169: set_fade_color_RGB 0 0 0 
0615: define_AS_pack_begin 125@ 
05CD: AS_actor -1 exit_car 551@ 
05D3: AS_actor -1 goto_point 2513.79 -1663.09 14.56 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor 409@ to_AS_pack 125@ 

:SWEET4_18928
0407: store_coords_to 128@ 138@ 148@ from_car 551@ with_offset -0.4 1.566 0.657 
0407: store_coords_to 130@ 140@ 150@ from_car 551@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 128@ 138@ 148@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 130@ 140@ 150@ switchstyle 2 
fade 1 300 

:SWEET4_19032
if 
fading 
else_jump @SWEET4_19056 
wait 0 
jump @SWEET4_19032 

:SWEET4_19056
397@ = 42 
01BD: 67@ = current_time_in_ms 
60@ = 1 

:SWEET4_19075
if 
  60@ == 1 
else_jump @SWEET4_19184 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 1000 
else_jump @SWEET4_19184 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_19184 
397@ = 43 
01BD: 67@ = current_time_in_ms 
60@ = 2 
$8027 = 3 

:SWEET4_19184
if 
  $8027 == 3 
else_jump @SWEET4_19523 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 1000 
else_jump @SWEET4_19309 
034F: destroy_actor_with_fade 409@ 
if 
  60@ == 2 
else_jump @SWEET4_19309 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_19309 
397@ = 44 
01BD: 67@ = current_time_in_ms 
60@ = 3 

:SWEET4_19309
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  60@ == 3 
else_jump @SWEET4_19411 
if 
  79@ > 1000 
else_jump @SWEET4_19411 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_19411 
397@ = 45 
01BD: 67@ = current_time_in_ms 
60@ = 4 

:SWEET4_19411
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
8118:   not actor 416@ dead 
else_jump @SWEET4_19523 
if 
  79@ > 1000 
else_jump @SWEET4_19523 
062E: get_actor 416@ task 1541 status_store_to 418@ // ret 7 if not found 
if or
04A4:   418@ == 7 // == constant 
  60@ == 4 
else_jump @SWEET4_19523 
0618: assign_actor 416@ to_AS_pack 125@ 
01BD: 67@ = current_time_in_ms 
$8027 = 4 

:SWEET4_19523
if 
  $8027 == 4 
else_jump @SWEET4_19640 
if 
8118:   not actor 402@ dead 
else_jump @SWEET4_19640 
062E: get_actor 402@ task 1541 status_store_to 404@ // ret 7 if not found 
if or
04A4:   404@ == 7 // == constant 
  398@ == 0 
else_jump @SWEET4_19640 
0618: assign_actor 402@ to_AS_pack 125@ 
wait 100 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
01BD: 67@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
fade 0 1500 
$8027 = 5 

:SWEET4_19640
if 
  $8027 == 5 
else_jump @SWEET4_19907 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 1000 
else_jump @SWEET4_19907 

:SWEET4_19698
if 
fading 
else_jump @SWEET4_19722 
wait 0 
jump @SWEET4_19698 

:SWEET4_19722
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET4_19810 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.0 -1671.0 12.5 
jump @SWEET4_19830 

:SWEET4_19810
00A1: put_actor $PLAYER_ACTOR at 2511.0 -1671.0 12.5 

:SWEET4_19830
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.0 
034F: destroy_actor_with_fade 416@ 
034F: destroy_actor_with_fade 402@ 
01BD: 67@ = current_time_in_ms 
$8027 = 7 

:SWEET4_19907
if 
  $8027 == 7 
else_jump @SWEET4_20050 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 100 
else_jump @SWEET4_20050 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_20050 
009B: destroy_actor 402@ 
009B: destroy_actor 402@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
fade 1 2000 

:SWEET4_20012
if 
fading 
else_jump @SWEET4_20036 
wait 0 
jump @SWEET4_20012 

:SWEET4_20036
jump @SWEET4_23859 
$8027 = 8 

:SWEET4_20050
if and
  $8004 > 2 
  8 > $8004 
else_jump @SWEET4_22093 
if 
  $8026 == 0 
else_jump @SWEET4_20780 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_20780 
if and
80DB:   not actor $PLAYER_ACTOR in_car 551@ 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SWEET4_20780 
0508: car 551@ close_all_doors 
if 
  59@ == 0 
else_jump @SWEET4_20199 
0615: define_AS_pack_begin 104@ 
0676: AS_actor -1 in_car 551@ move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 551@ max_search_radius 50.0 traffic_behavior 2 
0616: define_AS_pack_end 104@ 
59@ = 1 

:SWEET4_20199
54@ = 0 
87@ = 15000 
0186: 552@ = create_marker_above_car 551@ 
07E0: set_marker 552@ type_to 1 
if 
  $8004 == 3 
else_jump @SWEET4_20252 
0164: disable_marker 65@ 

:SWEET4_20252
if 
  $8004 == 5 
else_jump @SWEET4_20715 
0151: remove_status_text $8040 
if 
  42@ == 1 
else_jump @SWEET4_20385 
if 
  $8007 == 0 
else_jump @SWEET4_20316 
0164: disable_marker 441@ 

:SWEET4_20316
if 
  $8008 == 0 
else_jump @SWEET4_20339 
0164: disable_marker 442@ 

:SWEET4_20339
if 
  $8009 == 0 
else_jump @SWEET4_20362 
0164: disable_marker 443@ 

:SWEET4_20362
if 
  $8010 == 0 
else_jump @SWEET4_20385 
0164: disable_marker 444@ 

:SWEET4_20385
if 
  42@ == 2 
else_jump @SWEET4_20495 
if 
  $8011 == 0 
else_jump @SWEET4_20426 
0164: disable_marker 445@ 

:SWEET4_20426
if 
  $8012 == 0 
else_jump @SWEET4_20449 
0164: disable_marker 446@ 

:SWEET4_20449
if 
  $8013 == 0 
else_jump @SWEET4_20472 
0164: disable_marker 447@ 

:SWEET4_20472
if 
  $8014 == 0 
else_jump @SWEET4_20495 
0164: disable_marker 448@ 

:SWEET4_20495
if 
  42@ == 3 
else_jump @SWEET4_20605 
if 
  $8015 == 0 
else_jump @SWEET4_20536 
0164: disable_marker 449@ 

:SWEET4_20536
if 
  $8016 == 0 
else_jump @SWEET4_20559 
0164: disable_marker 450@ 

:SWEET4_20559
if 
  $8017 == 0 
else_jump @SWEET4_20582 
0164: disable_marker 451@ 

:SWEET4_20582
if 
  $8018 == 0 
else_jump @SWEET4_20605 
0164: disable_marker 452@ 

:SWEET4_20605
if 
  42@ == 4 
else_jump @SWEET4_20715 
if 
  $8019 == 0 
else_jump @SWEET4_20646 
0164: disable_marker 453@ 

:SWEET4_20646
if 
  $8020 == 0 
else_jump @SWEET4_20669 
0164: disable_marker 454@ 

:SWEET4_20669
if 
  $8021 == 0 
else_jump @SWEET4_20692 
0164: disable_marker 455@ 

:SWEET4_20692
if 
  $8022 == 0 
else_jump @SWEET4_20715 
0164: disable_marker 456@ 

:SWEET4_20715
if 
  $8004 == 6 
else_jump @SWEET4_20738 
0164: disable_marker $8025 

:SWEET4_20738
if 
  $8004 == 7 
else_jump @SWEET4_20761 
0164: disable_marker 66@ 

:SWEET4_20761
020A: set_car 551@ door_status_to 1 
01BD: 69@ = current_time_in_ms 
$8026 = 1 

:SWEET4_20780
if 
  $8026 == 1 
else_jump @SWEET4_22093 
if 
  86@ >= 0 
else_jump @SWEET4_21137 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
87@ = 10000 
0062: 87@ -= 81@ // (int) 
0085: 86@ = 87@ // (int) 
86@ /= 1000 
if 
  54@ == 0 
else_jump @SWEET4_20908 
01BD: 67@ = current_time_in_ms 
0209: 52@ = random_int_in_ranges 0 2 
54@ = 1 

:SWEET4_20908
if 
  54@ == 1 
else_jump @SWEET4_21137 
01BD: 73@ = current_time_in_ms 
0085: 79@ = 73@ // (int) 
0062: 79@ -= 67@ // (int) 
if 
  79@ > 200 
else_jump @SWEET4_21137 
if 
  52@ == 0 
else_jump @SWEET4_21023 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_21023 
397@ = 26 
52@ = 5 

:SWEET4_21023
if 
  52@ == 1 
else_jump @SWEET4_21080 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_21080 
397@ = 27 
52@ = 5 

:SWEET4_21080
if 
  52@ == 2 
else_jump @SWEET4_21137 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_21137 
397@ = 28 
52@ = 5 

:SWEET4_21137
if and
  100 > 87@ 
  87@ > 0 
else_jump @SWEET4_21205 
if 
8205:   not actor $PLAYER_ACTOR near_car 551@ radius 15.0 15.0 15.0 flag 0 
else_jump @SWEET4_21205 
020A: set_car 551@ door_status_to 2 

:SWEET4_21205
if 
  0 > 86@ 
else_jump @SWEET4_21230 
86@ = 0 

:SWEET4_21230
if 
  86@ == 0 
else_jump @SWEET4_21367 
if 
8205:   not actor $PLAYER_ACTOR near_car 551@ radius 15.0 15.0 15.0 flag 0 
else_jump @SWEET4_21367 
if 
8118:   not actor 402@ dead 
else_jump @SWEET4_21367 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_21367 
020A: set_car 551@ door_status_to 2 
0618: assign_actor 402@ to_AS_pack 104@ 
00BE: text_clear_all 
397@ = 29 
01BD: 69@ = current_time_in_ms 
0164: disable_marker 552@ 
$8004 = 666 

:SWEET4_21367
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_22093 
if 
00DB:   actor $PLAYER_ACTOR in_car 551@ 
else_jump @SWEET4_22093 
54@ = 0 
0164: disable_marker 552@ 
if 
  $8004 == 3 
else_jump @SWEET4_21451 
018A: 65@ = create_checkpoint_at 62@ 63@ 64@ 

:SWEET4_21451
if 
  $8004 == 5 
else_jump @SWEET4_21972 
if 
  92@ == 1 
else_jump @SWEET4_21508 
0151: remove_status_text $8040 
03C4: set_status_text $8040 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH

:SWEET4_21508
if 
8118:   not actor 423@ dead 
else_jump @SWEET4_21537 
0164: disable_marker 441@ 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_21537
if 
8118:   not actor 424@ dead 
else_jump @SWEET4_21566 
0164: disable_marker 442@ 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_21566
if 
8118:   not actor 425@ dead 
else_jump @SWEET4_21595 
0164: disable_marker 443@ 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_21595
if 
8118:   not actor 426@ dead 
else_jump @SWEET4_21624 
0164: disable_marker 444@ 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_21624
if 
8118:   not actor 427@ dead 
else_jump @SWEET4_21653 
0164: disable_marker 445@ 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_21653
if 
8118:   not actor 428@ dead 
else_jump @SWEET4_21682 
0164: disable_marker 446@ 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_21682
if 
8118:   not actor 429@ dead 
else_jump @SWEET4_21711 
0164: disable_marker 447@ 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_21711
if 
8118:   not actor 430@ dead 
else_jump @SWEET4_21740 
0164: disable_marker 448@ 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_21740
if 
8118:   not actor 431@ dead 
else_jump @SWEET4_21769 
0164: disable_marker 449@ 
0187: 449@ = create_marker_above_actor 431@ 

:SWEET4_21769
if 
8118:   not actor 432@ dead 
else_jump @SWEET4_21798 
0164: disable_marker 450@ 
0187: 450@ = create_marker_above_actor 432@ 

:SWEET4_21798
if 
8118:   not actor 433@ dead 
else_jump @SWEET4_21827 
0164: disable_marker 451@ 
0187: 451@ = create_marker_above_actor 433@ 

:SWEET4_21827
if 
8118:   not actor 434@ dead 
else_jump @SWEET4_21856 
0164: disable_marker 452@ 
0187: 452@ = create_marker_above_actor 434@ 

:SWEET4_21856
if 
8118:   not actor 435@ dead 
else_jump @SWEET4_21885 
0164: disable_marker 453@ 
0187: 453@ = create_marker_above_actor 435@ 

:SWEET4_21885
if 
8118:   not actor 436@ dead 
else_jump @SWEET4_21914 
0164: disable_marker 454@ 
0187: 454@ = create_marker_above_actor 436@ 

:SWEET4_21914
if 
8118:   not actor 437@ dead 
else_jump @SWEET4_21943 
0164: disable_marker 455@ 
0187: 455@ = create_marker_above_actor 437@ 

:SWEET4_21943
if 
8118:   not actor 438@ dead 
else_jump @SWEET4_21972 
0164: disable_marker 456@ 
0187: 456@ = create_marker_above_actor 438@ 

:SWEET4_21972
if 
  $8004 == 6 
else_jump @SWEET4_22035 
$8039 = 18 
01BD: 90@ = current_time_in_ms 
90@ -= 5000 
0164: disable_marker $8025 
018A: $8025 = create_checkpoint_at 2075.55 -1831.09 12.21 

:SWEET4_22035
if 
  $8004 == 7 
else_jump @SWEET4_22072 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 97@ 98@ 99@ 

:SWEET4_22072
00BE: text_clear_all 
86@ = 1 
01BD: $8036 = current_time_in_ms 
$8026 = 0 

:SWEET4_22093
if 
  $8004 == 666 
else_jump @SWEET4_22228 
01BD: 75@ = current_time_in_ms 
0085: 81@ = 75@ // (int) 
0062: 81@ -= 69@ // (int) 
if 
  81@ > 1000 
else_jump @SWEET4_22228 
if and
8118:   not actor 402@ dead 
8119:   not car 551@ wrecked 
else_jump @SWEET4_22228 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22228 
05D2: AS_actor 402@ run_to_and_hijack_car 551@ max_search_radius 50.0 traffic_behavior 2 
397@ = 32 
$8004 = 667 

:SWEET4_22228
if 
  $8004 == 667 
else_jump @SWEET4_22327 
if 
8119:   not car 551@ wrecked 
else_jump @SWEET4_22327 
if or
82CA:   not car 551@ bounding_sphere_visible 
8205:   not actor $PLAYER_ACTOR near_car 551@ radius 50.0 50.0 50.0 flag 0 
else_jump @SWEET4_22327 
00BC: show_text_highpriority GXT 'SWE4_05' time 5000 flag 1  // ~r~You sure you're down for the 'hood?
jump @SWEET4_23841 

:SWEET4_22327
if 
  $8026 == 0 
else_jump @SWEET4_23834 
if 
  $8004 == 3 
else_jump @SWEET4_22761 
if 
  $8039 == -1 
else_jump @SWEET4_22468 
if 
  398@ == 0 
else_jump @SWEET4_22414 
00BB: show_text_lowpriority GXT 'SWE4_01' time 100 flag 1  // ~s~Drive your homies into ~y~Balla territory~s~.

:SWEET4_22414
01BD: $8037 = current_time_in_ms 
0084: $8038 = $8037 // (int) 
0060: $8038 -= $8036 // (int) 
if 
  $8038 > 3000 
else_jump @SWEET4_22468 
00BE: text_clear_all 
$8039 += 1 
01BD: $8036 = current_time_in_ms 

:SWEET4_22468
if 
  $8039 == 0 
else_jump @SWEET4_22518 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22518 
397@ = 1 

:SWEET4_22518
if 
  $8039 == 1 
else_jump @SWEET4_22568 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22568 
397@ = 2 

:SWEET4_22568
if 
  $8039 == 2 
else_jump @SWEET4_22618 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22618 
397@ = 5 

:SWEET4_22618
if 
  $8039 == 6 
else_jump @SWEET4_22668 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22668 
397@ = 9 

:SWEET4_22668
if 
  $8039 == 7 
else_jump @SWEET4_22718 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22718 
397@ = 10 

:SWEET4_22718
if 
  $8039 == 8 
else_jump @SWEET4_22761 
if 
  398@ == 0 
else_jump @SWEET4_22761 
397@ = 11 

:SWEET4_22761
if 
  $8004 == 4 
else_jump @SWEET4_23137 
if 
  $8039 == 9 
else_jump @SWEET4_22829 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22829 
397@ = 12 

:SWEET4_22829
if 
  $8039 == 10 
else_jump @SWEET4_22879 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22879 
397@ = 13 

:SWEET4_22879
if 
  $8039 == 11 
else_jump @SWEET4_22929 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22929 
397@ = 14 

:SWEET4_22929
if 
  $8039 == 12 
else_jump @SWEET4_22979 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_22979 
397@ = 15 

:SWEET4_22979
if 
  $8039 == 13 
else_jump @SWEET4_23137 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23137 
397@ = 16 
if 
8118:   not actor 425@ dead 
else_jump @SWEET4_23081 
0605: actor 425@ perform_animation "GSIGN3" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_23081
if 
8118:   not actor 426@ dead 
else_jump @SWEET4_23137 
0605: actor 426@ perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_23137
if 
  $8004 == 6 
else_jump @SWEET4_23519 
if 
  57@ == 0 
else_jump @SWEET4_23373 
if 
  $8039 == 14 
else_jump @SWEET4_23262 
00BB: show_text_lowpriority GXT 'SWE4_12' time 100 flag 1  // ~s~You have a two star wanted level, the cops will chase you down.
01BD: $8037 = current_time_in_ms 
0084: $8038 = $8037 // (int) 
0060: $8038 -= $8036 // (int) 
if 
  $8038 > 4000 
else_jump @SWEET4_23262 
$8039 += 1 
01BD: $8036 = current_time_in_ms 
0A6F: checkpoint_save 1 

:SWEET4_23262
if 
  $8039 == 15 
else_jump @SWEET4_23366 
00BB: show_text_lowpriority GXT 'SWE4_03' time 100 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
01BD: $8037 = current_time_in_ms 
0084: $8038 = $8037 // (int) 
0060: $8038 -= $8036 // (int) 
if 
  $8038 > 4000 
else_jump @SWEET4_23366 
01BD: 90@ = current_time_in_ms 
$8039 += 1 
$8039 += 1 
$8039 += 1 
01BD: $8036 = current_time_in_ms 

:SWEET4_23366
jump @SWEET4_23519 

:SWEET4_23373
if 
  $8039 == 14 
else_jump @SWEET4_23423 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23423 
397@ = 55 

:SWEET4_23423
if 
  $8039 == 15 
else_jump @SWEET4_23473 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23473 
397@ = 56 

:SWEET4_23473
if 
  $8039 == 16 
else_jump @SWEET4_23519 
00BB: show_text_lowpriority GXT 'SWE4_03' time 4000 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
$8039 += 1 
01BD: $8036 = current_time_in_ms 

:SWEET4_23519
if and
  $8004 == 7 
  51@ == 4 
else_jump @SWEET4_23834 
01BD: $8037 = current_time_in_ms 
0084: $8038 = $8037 // (int) 
0060: $8038 -= $8036 // (int) 
if 
  $8038 > 6000 
else_jump @SWEET4_23634 
if 
  $8039 == 18 
else_jump @SWEET4_23634 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23634 
397@ = 37 

:SWEET4_23634
if 
  $8039 == 19 
else_jump @SWEET4_23684 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23684 
397@ = 38 

:SWEET4_23684
if 
  $8039 == 20 
else_jump @SWEET4_23734 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23734 
397@ = 39 

:SWEET4_23734
if 
  $8039 == 21 
else_jump @SWEET4_23784 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23784 
397@ = 40 

:SWEET4_23784
if 
  $8039 == 22 
else_jump @SWEET4_23834 
if and
  398@ == 0 
  397@ == 0 
else_jump @SWEET4_23834 
397@ = 41 

:SWEET4_23834
jump @SWEET4_7669 

:SWEET4_23841
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SWEET4_23859
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
$451 += 1 
0318: set_latest_mission_passed 'SWEET_4'  // Drive-By
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 500 
0998: add_respect 6 
01E3: show_text_1number_styled GXT 'M_PASSS' number 500 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0394: play_music 1 
create_thread @RYDER 
0164: disable_marker $435 
02A7: $435 = create_icon_marker_and_sphere $442 at $464 $465 $466 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:SWEET4_23961
gosub @SWEET4_3283 
gosub @SWEET4_3048 
034F: destroy_actor_with_fade 416@ 
034F: destroy_actor_with_fade 409@ 
034F: destroy_actor_with_fade 402@ 
0296: unload_special_actor 10 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model 102 
0249: release_model 103 
0249: release_model 372 
0249: release_model 346 
0249: release_model 412 
0249: release_model 365 
04EF: release_animation "GHANDS" 
04EF: release_animation "GANGS" 
0164: disable_marker 552@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
0164: disable_marker 449@ 
0164: disable_marker 450@ 
0164: disable_marker 451@ 
0164: disable_marker 452@ 
0164: disable_marker 453@ 
0164: disable_marker 454@ 
0164: disable_marker 455@ 
0164: disable_marker 456@ 
0164: disable_marker $448 
0164: disable_marker $8025 
04CE: $448 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
0335: enable_free_respray 0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 61@ 
099E: enable_police_patrols 1 
072C: generate_police_bikes 1 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
0733: random_car_generator_enable_model 412 
04EF: release_animation "GHETTO_DB" 
0151: remove_status_text $8040 
043C: disable_sounds_after_fadeout 1 
08EA: enable_gangs_spawn 1 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:SWEET4_24254
if 
8118:   not actor 202@ dead 
else_jump @SWEET4_24284 
00A0: store_actor 202@ position_to 94@ 95@ 96@ 

:SWEET4_24284
203@ = -1 
207@ = 99999.9 
47@ = 0 

:SWEET4_24308
if 
  18 > 47@ 
else_jump @SWEET4_24454 
if 
8118:   not actor 423@(47@,18i) dead 
else_jump @SWEET4_24440 
00A0: store_actor 423@(47@,18i) position_to 459@(47@,18f) 477@(47@,18f) 495@(47@,18f) 
0509: 208@ = distance_between_XY 94@ 95@ and_XY 459@(47@,18f) 477@(47@,18f) 
if 
0025:   207@ > 208@ // (float) 
else_jump @SWEET4_24440 
0087: 207@ = 208@ // (float) 
0085: 203@ = 423@(47@,18i) // (int) 

:SWEET4_24440
47@ += 1 
jump @SWEET4_24308 

:SWEET4_24454
if 
  203@ >= 0 
else_jump @SWEET4_24538 
if and
8118:   not actor 203@ dead 
8118:   not actor 202@ dead 
else_jump @SWEET4_24538 
0713: actor 202@ driveby_actor 203@ car -1 point 0.0 0.0 0.0 radius 40.0 49@ 48@ firing_rate 99 
01B9: set_actor 202@ armed_weapon_to 32 

:SWEET4_24538
01BD: 70@ = current_time_in_ms 
return 

:SWEET4_24545
if and
   not 397@ > 11 
   not 17 > 397@ 
else_jump @SWEET4_24577 
334@ = 0 

:SWEET4_24577
if and
   not 397@ > 41 
   not 46 > 397@ 
else_jump @SWEET4_24609 
334@ = 0 

:SWEET4_24609
if or
  397@ == 12 
  397@ == 14 
  397@ == 16 
  397@ == 42 
  397@ == 43 
else_jump @SWEET4_24663 
0085: 334@ = 416@ // (int) 

:SWEET4_24663
if or
  397@ == 13 
  397@ == 44 
else_jump @SWEET4_24696 
008B: 334@ = $PLAYER_ACTOR // (int) 

:SWEET4_24696
if 
  397@ == 15 
else_jump @SWEET4_24722 
0085: 334@ = 409@ // (int) 

:SWEET4_24722
if 
  397@ == 45 
else_jump @SWEET4_24748 
0085: 334@ = 402@ // (int) 

:SWEET4_24748
return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

:SWEET5
thread 'SWEET5' 
gosub @SWEET5_251 
if 
wasted_or_busted 
else_jump @SWEET5_38 
gosub @SWEET5_15280 

:SWEET5_38
gosub @SWEET5_15353 
end_thread 
if 
  135@ == 99 
else_jump @SWEET5_251 
032B: 58@ = create_weapon_pickup 346 type 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: 57@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 56@ = create_marker 6 at 2444.895 -1981.524 13.933 
009A: 83@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 51@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 45@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
0187: 79@ = create_marker_above_actor 83@ 
0187: 80@ = create_marker_above_actor 83@ 
0187: 209@ = create_marker_above_actor 83@ 
0187: 210@ = create_marker_above_actor 83@ 
03DC: 175@ = create_marker_above_pickup 58@ 

:SWEET5_251
increment_mission_attempts 
$ONMISSION = 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
162@ = 14 
163@ = 15 
164@ = 16 
165@ = 17 
166@ = 18 
169@ = 21 
156@ = 0 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:SWEET5_325
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET5_351 
jump @SWEET5_15298 

:SWEET5_351
if 
0735:   is_keyboard_key_pressed 68 
else_jump @SWEET5_454 
00A1: put_actor $PLAYER_ACTOR at 2769.492 -1967.329 12.3834 
44@ = 0 

:SWEET5_393
if 
  6 > 44@ 
else_jump @SWEET5_454 
if 
8118:   not actor 45@(44@,6i) dead 
else_jump @SWEET5_440 
05BE: AS_actor 45@(44@,6i) die 

:SWEET5_440
44@ += 1 
jump @SWEET5_393 

:SWEET5_454
if 
0735:   is_keyboard_key_pressed 70 
else_jump @SWEET5_476 
135@ = 7 

:SWEET5_476
0871: init_jump_table 135@ total_jumps 9 default_jump 0 @SWEET5_737 jumps 0 @SWEET5_604 1 @SWEET5_625 2 @SWEET5_639 3 @SWEET5_653 4 @SWEET5_667 5 @SWEET5_681 6 @SWEET5_695 
0872: jump_table_jumps 7 @SWEET5_709 8 @SWEET5_723 -1 @SWEET5_737 -1 @SWEET5_737 -1 @SWEET5_737 -1 @SWEET5_737 -1 @SWEET5_737 -1 @SWEET5_737 -1 @SWEET5_737 

:SWEET5_604
gosub @SWEET5_918 
135@ = 1 
jump @SWEET5_737 

:SWEET5_625
gosub @SWEET5_1338 
jump @SWEET5_737 

:SWEET5_639
gosub @SWEET5_3530 
jump @SWEET5_737 

:SWEET5_653
gosub @SWEET5_4700 
jump @SWEET5_737 

:SWEET5_667
gosub @SWEET5_5185 
jump @SWEET5_737 

:SWEET5_681
gosub @SWEET5_5515 
jump @SWEET5_737 

:SWEET5_695
gosub @SWEET5_7826 
jump @SWEET5_737 

:SWEET5_709
gosub @SWEET5_9708 
jump @SWEET5_737 

:SWEET5_723
jump @SWEET5_15298 
jump @SWEET5_737 

:SWEET5_737
gosub @SWEET5_792 
gosub @SWEET5_890 
gosub @SWEET5_13248 
if 
  134@ == 1 
else_jump @SWEET5_783 
jump @SWEET5_15280 

:SWEET5_783
jump @SWEET5_325 
return 

:SWEET5_792
if 
  133@ == 1 
else_jump @SWEET5_888 
if 
0118:   actor 83@ dead 
else_jump @SWEET5_849 
134@ = 1 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!

:SWEET5_849
if 
0118:   actor 51@ dead 
else_jump @SWEET5_888 
134@ = 1 
00BB: show_text_lowpriority GXT 'SW5_M' time 4000 flag 1  // ~r~Sweet's girlfriend died!

:SWEET5_888
return 

:SWEET5_890
if 
0214:   pickup $31 picked_up 
else_jump @SWEET5_916 
0164: disable_marker 57@ 
0164: disable_marker 175@ 

:SWEET5_916
return 

:SWEET5_918
0395: clear_area 1 at $137 $138 $139 radius 5.0 
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
0247: load_model 330 
0247: load_model 12 
0247: load_model 372 
0247: load_model 405 
0247: load_model 346 
0247: load_model 492 
0247: load_model 105 
0247: load_model 106 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 

:SWEET5_995
if or
8248:   not model 330 available 
8248:   not model 12 available 
8248:   not model 372 available 
8248:   not model 346 available 
8248:   not model 405 available 
else_jump @SWEET5_1041 
wait 0 
jump @SWEET5_995 

:SWEET5_1041
if or
823D:   not special_actor 1 loaded 
8248:   not model 105 available 
8248:   not model 106 available 
8248:   not model 492 available 
else_jump @SWEET5_1080 
wait 0 
jump @SWEET5_1041 

:SWEET5_1080
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:SWEET5_1098
if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET5_1138 
wait 0 
jump @SWEET5_1098 

:SWEET5_1138
07C0: load_path 153 
07C0: load_path 154 

:SWEET5_1148
if or
87C1:   not path 153 available 
87C1:   not path 154 available 
else_jump @SWEET5_1180 
wait 0 
jump @SWEET5_1148 

:SWEET5_1180
060A: create_decision_maker_type 0 store_to 107@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 108@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 55@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0708: reset_decision_maker 55@ event 12 
0708: reset_decision_maker 55@ event 9 
0708: reset_decision_maker 55@ event 31 
$8042 = 0 
$8043 = 0 
$8044 = 0 
$8045 = 0 
$8046 = 0 
$8047 = 0 
206@ = 99999.0 
207@ = 99999.0 
00A5: $136 = create_car 600 at $141 $142 $143 
0229: set_car $136 primary_color_to 84 secondary_color_to 84 
0175: set_car $136 Z_angle_to 0.0 
return 

:SWEET5_1338
if 
  156@ > 1 
else_jump @SWEET5_1415 
if 
  174@ == 0 
else_jump @SWEET5_1415 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET5_1415 
156@ = 7 
155@ = 1 
363@ = 5 
43@ = 0 

:SWEET5_1415
if 
  156@ == 0 
else_jump @SWEET5_1822 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
select_interior 1 
02E4: load_cutscene_data 'SWEET5A' 

:SWEET5_1473
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET5_1497 
wait 0 
jump @SWEET5_1473 

:SWEET5_1497
02E7: start_cutscene 
fade 1 1000 

:SWEET5_1506
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET5_1530 
wait 0 
jump @SWEET5_1506 

:SWEET5_1530
fade 0 0 

:SWEET5_1536
if 
fading 
else_jump @SWEET5_1560 
wait 0 
jump @SWEET5_1536 

:SWEET5_1560
02EA: end_cutscene 
select_interior 0 
018A: 56@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint 56@ type_to 2 
02A8: 57@ = create_marker 18 at 2444.895 -1981.524 13.933 
0215: destroy_pickup $31 
032B: $31 = create_weapon_pickup 346 type 15 ammo 16 at 2447.773 -1975.663 13.0 
03DC: 175@ = create_marker_above_pickup $31 
018B: set_marker 175@ radar_mode 1 
04E4: refresh_game_renderer_at 2770.116 -1915.896 
00A1: put_actor $PLAYER_ACTOR at 2770.116 -1915.896 11.651 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at 2770.116 -1915.896 11.651 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
fade 1 1500 
360@ = 29 
156@ = 1 
0085: 43@ = 40@ // (int) 
43@ += 2000 

:SWEET5_1822
if 
  156@ == 1 
else_jump @SWEET5_1896 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_1896 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 43@ = 40@ // (int) 
43@ += 2200 
363@ = 3 
156@ = 20 

:SWEET5_1896
if 
  156@ == 20 
else_jump @SWEET5_2098 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_2098 
if 
  360@ == 0 
else_jump @SWEET5_2098 
009A: 83@ = create_actor_pedtype 26 model 290 at 2752.341 -1948.867 16.3125 
00A5: 113@ = create_car 492 at 2745.545 -1942.74 12.5394 
0175: set_car 113@ Z_angle_to 90.0 
0173: set_actor 83@ Z_angle_to 0.0 
009A: 51@ = create_actor_pedtype 26 model 12 at 2751.282 -1948.867 16.3125 
0173: set_actor 51@ Z_angle_to 0.0 
060B: set_actor 51@ decision_maker_to 107@ 
0085: 407@ = 83@ // (int) 
0085: 408@ = 51@ // (int) 
360@ = 1 
362@ = 7 
156@ = 2 

:SWEET5_2098
if 
  156@ == 2 
else_jump @SWEET5_2505 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_2505 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_2186 
0615: define_AS_pack_begin 76@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 76@ 
0618: assign_actor 83@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:SWEET5_2186
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_2269 
0615: define_AS_pack_begin 76@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "DUCK_COWER" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 16000 
0616: define_AS_pack_end 76@ 
0618: assign_actor 51@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:SWEET5_2269
009A: 45@ = create_actor_pedtype 25 model 106 at 2751.515 -1973.178 16.3051 
02E2: set_actor 45@ weapon_accuracy_to 40 
060B: set_actor 45@ decision_maker_to 107@ 
01B2: give_actor 45@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 45@ crouch 1 
0615: define_AS_pack_begin 76@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1964.08 16.3125 mode 4 time -2 ms // versionA 
05B9: AS_actor -1 stay_idle 3500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1954.08 16.3125 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 76@ 
0618: assign_actor 45@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 46@ = create_actor_pedtype 25 model 105 at 2753.197 -1973.946 16.3051 
02E2: set_actor 46@ weapon_accuracy_to 40 
01B2: give_actor 46@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 46@ crouch 1 
0668: AS_actor 46@ rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: 43@ = 40@ // (int) 
43@ += 2000 
156@ = 3 

:SWEET5_2505
if 
  156@ == 3 
else_jump @SWEET5_2634 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_2634 
if 
  360@ == 3 
else_jump @SWEET5_2634 
015F: set_camera_position 2753.784 -1947.466 16.489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2753.255 -1948.292 16.6835 switchstyle 2 
0085: 43@ = 40@ // (int) 
43@ += 4000 
156@ = 4 

:SWEET5_2634
if 
  156@ == 4 
else_jump @SWEET5_2694 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_2694 
0085: 43@ = 40@ // (int) 
43@ += 4000 
156@ = 5 

:SWEET5_2694
if 
  156@ == 5 
else_jump @SWEET5_2827 
if 
  360@ == 7 
else_jump @SWEET5_2827 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_2804 
02E2: set_actor 83@ weapon_accuracy_to 100 

:SWEET5_2804
0085: 43@ = 40@ // (int) 
43@ += 4500 
156@ = 21 

:SWEET5_2827
if 
  156@ == 21 
else_jump @SWEET5_2894 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_2894 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
156@ = 6 
0085: 43@ = 40@ // (int) 
43@ += 1000 

:SWEET5_2894
if 
  156@ == 6 
else_jump @SWEET5_3147 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_3147 
015F: set_camera_position 2756.252 -1949.02 17.513 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.402 -1949.518 17.3404 switchstyle 2 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_3124 
0792: disembark_instantly_actor 83@ 
04EB: AS_actor 83@ crouch 1 
01B2: give_actor 83@ weapon 22 ammo 500 // Load the weapon model before using this 
01B9: set_actor 83@ armed_weapon_to 22 
0173: set_actor 83@ Z_angle_to 180.0 
0615: define_AS_pack_begin 76@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
if 
8118:   not actor 45@ dead 
else_jump @SWEET5_3106 
074D: AS_actor -1 turns_to_and_look_at_actor 45@ timelimit -2 

:SWEET5_3106
0616: define_AS_pack_end 76@ 
0618: assign_actor 83@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:SWEET5_3124
0085: 43@ = 40@ // (int) 
43@ += 2500 
156@ = 7 

:SWEET5_3147
if 
  156@ == 7 
else_jump @SWEET5_3207 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_3207 
00BE: text_clear_all 
174@ = 1 
fade 0 1000 
156@ = 8 

:SWEET5_3207
if 
  156@ == 8 
else_jump @SWEET5_3362 
if 
   not fading 
else_jump @SWEET5_3362 
04E4: refresh_game_renderer_at 2518.789 -1677.22 
00A1: put_actor $PLAYER_ACTOR at 2518.448 -1677.224 13.4109 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.691 
03CB: set_rendering_origin_at 2510.284 -1674.066 14.5338 
0085: 43@ = 40@ // (int) 
43@ += 300 
156@ = 9 
$8048 = 110 
0209: 178@ = random_int_in_ranges 4500 6000 
005A: 178@ += 40@ // (int) 
03C4: set_status_text $8048 type 1 GXT 'SW5_A3' // global_variable  // SWEET

:SWEET5_3362
if 
  156@ == 9 
else_jump @SWEET5_3528 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_3528 
fade 1 1500 
009B: destroy_actor 83@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 51@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 42@ // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~S~Get over to ~r~Sweet~s~ before the Seville Boulevard set finish him off.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Get over to ~g~Emmet's~s~ if you need a piece.
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03C7: set_sensitivity_to_crime 0.2 
155@ = 1 
135@ = 2 

:SWEET5_3528
return 

:SWEET5_3530
if 
001D:   40@ > 178@ // (int) 
else_jump @SWEET5_3633 
0209: 178@ = random_int_in_ranges 2500 6000 
005A: 178@ += 40@ // (int) 
0209: 179@ = random_int_in_ranges 2 4 
0066: $8048 -= 179@ // (int) 
if 
  0 >= $8048 
else_jump @SWEET5_3633 
$8048 = 0 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!
133@ = 1 

:SWEET5_3633
if 
  105@ == 0 
else_jump @SWEET5_4366 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
else_jump @SWEET5_4366 
08EA: enable_gangs_spawn 0 
105@ = 1 
00BB: show_text_lowpriority GXT 'SW5_J' time 4000 flag 1  // ~s~The Seville Boulevard Families have Sweet surrounded in his girl's flat. Take those ~r~Seville boys~s~ out!
114@ = 2761.516 
120@ = -1972.028 
126@ = 12.5459 
04AF: 148@ = 105 // = constant 
115@ = 2761.599 
121@ = -1955.673 
127@ = 12.5469 
04AF: 149@ = 106 // = constant 
116@ = 2768.451 
122@ = -1972.605 
128@ = 12.3837 
04AF: 150@ = 105 // = constant 
117@ = 2761.551 
123@ = -1980.099 
129@ = 12.5478 
04AF: 151@ = 106 // = constant 
118@ = 2752.159 
124@ = -1979.574 
130@ = 14.0469 
04AF: 152@ = 106 // = constant 
119@ = 2768.451 
125@ = -1972.605 
131@ = 12.3837 
04AF: 153@ = 105 // = constant 
00A5: 180@ = create_car 492 at 2766.923 -1974.348 12.3783 
0175: set_car 180@ Z_angle_to 4.0 
44@ = 0 

:SWEET5_3988
if 
  5 > 44@ 
else_jump @SWEET5_4182 
009A: 45@(44@,6i) = create_actor_pedtype 24 model 148@(44@,6i) at 114@(44@,6f) 120@(44@,6f) 126@(44@,6f) 
02E2: set_actor 45@(44@,6i) weapon_accuracy_to 65 
if or
  44@ == 0 
  44@ == 3 
else_jump @SWEET5_4104 
01B2: give_actor 45@(44@,6i) weapon 32 ammo 99999 // Load the weapon model before using this 
jump @SWEET5_4120 

:SWEET5_4104
01B2: give_actor 45@(44@,6i) weapon 22 ammo 99999 // Load the weapon model before using this 

:SWEET5_4120
04EB: AS_actor 45@(44@,6i) crouch 1 
0668: AS_actor 45@(44@,6i) rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0816: set_actor 45@(44@,6i) dont_chase_victim 1 
44@ += 1 
jump @SWEET5_3988 

:SWEET5_4182
0187: 59@ = create_marker_above_actor 45@ 
0187: 60@ = create_marker_above_actor 46@ 
0187: 61@ = create_marker_above_actor 47@ 
0187: 62@ = create_marker_above_actor 48@ 
0187: 63@ = create_marker_above_actor 49@ 
0164: disable_marker 56@ 
060B: set_actor 45@ decision_maker_to 55@ 
060B: set_actor 46@ decision_maker_to 55@ 
060B: set_actor 47@ decision_maker_to 55@ 
060B: set_actor 48@ decision_maker_to 55@ 
060B: set_actor 49@ decision_maker_to 55@ 
0770: set_actor 45@ target_priority 1 
0770: set_actor 46@ target_priority 1 
0770: set_actor 47@ target_priority 1 
0770: set_actor 48@ target_priority 1 
0770: set_actor 49@ target_priority 1 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 

:SWEET5_4366
if 
  105@ == 1 
else_jump @SWEET5_4698 
gosub @SWEET5_11975 
if 
  154@ == 0 
else_jump @SWEET5_4506 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 
else_jump @SWEET5_4506 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SWEET5_4506 
154@ = 1 
0A7A: print_help_conditional_hid 'SW5APT' 0  // Use low walls and objects for cover. Double tap the lower left corner of the screen to crouch.
0A7B: print_help_conditional_touch_classic 'SW5APT' 0  // Use low walls and objects for cover. Double tap the lower left corner of the screen to crouch.

:SWEET5_4506
44@ = 0 
65@ = 0 

:SWEET5_4520
if 
  5 > 44@ 
else_jump @SWEET5_4619 
if 
0118:   actor 45@(44@,6i) dead 
else_jump @SWEET5_4581 
0164: disable_marker 59@(44@,6i) 
65@ += 1 
jump @SWEET5_4605 

:SWEET5_4581
02E2: set_actor 45@(44@,6i) weapon_accuracy_to 181@ 
07DD: set_actor 45@(44@,6i) attack_rate 181@ // previously known as temper_to 

:SWEET5_4605
44@ += 1 
jump @SWEET5_4520 

:SWEET5_4619
0085: 181@ = 65@ // (int) 
181@ *= 6 
181@ += 60 
if 
  65@ == 5 
else_jump @SWEET5_4698 
156@ = 0 
138@ = 0 
139@ = 0 
136@ = 0 
135@ = 3 
08F4: set_max_group_members 0 

:SWEET5_4698
return 

:SWEET5_4700
if 
  156@ == 0 
else_jump @SWEET5_4741 
0085: 43@ = 40@ // (int) 
43@ += 1500 
156@ = 1 

:SWEET5_4741
if 
  156@ == 1 
else_jump @SWEET5_4813 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_4813 
360@ = 29 
0151: remove_status_text $8048 
0085: 43@ = 40@ // (int) 
43@ += 2500 
156@ = 2 

:SWEET5_4813
if 
  156@ == 2 
else_jump @SWEET5_4880 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_4880 
360@ = 29 
0085: 43@ = 40@ // (int) 
43@ += 2500 
156@ = 3 

:SWEET5_4880
if 
  156@ == 3 
else_jump @SWEET5_4975 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_4975 
if and
8818:   not actor $PLAYER_ACTOR in_air 
89DE:   not actor $PLAYER_ACTOR entering_car 
else_jump @SWEET5_4975 
182@ = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 43@ = 40@ // (int) 
43@ += 2500 
156@ = 4 

:SWEET5_4975
if 
  156@ == 4 
else_jump @SWEET5_5033 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_5033 
156@ = 5 
360@ = 8 
362@ = 2 

:SWEET5_5033
if 
  156@ == 5 
else_jump @SWEET5_5183 
if 
  360@ == 0 
else_jump @SWEET5_5183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 56@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00BB: show_text_lowpriority GXT 'SW5_14' time 5000 flag 1  // ~s~Fetch a four door car to ~y~pick up~s~ Sweet and his girl.
135@ = 4 

:SWEET5_5183
return 

:SWEET5_5185
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
else_jump @SWEET5_5513 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_5513 
00D9: 67@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_5513 
01EA: 68@ = car 67@ max_passengers 
if 
  2 > 68@ 
else_jump @SWEET5_5347 
if 
  69@ == 0 
else_jump @SWEET5_5340 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Get a four door car.
69@ = 1 

:SWEET5_5340
jump @SWEET5_5513 

:SWEET5_5347
08EC: 112@ = car 67@ class 
0441: 110@ = car 67@ model 
if or
04A4:   112@ == 0 // == constant 
04A4:   112@ == 1 // == constant 
04A4:   112@ == 2 // == constant 
04A4:   112@ == 3 // == constant 
04A4:   110@ == 596 // == constant 
04A4:   110@ == 420 // == constant 
else_jump @SWEET5_5497 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 67@ perform_action 6 timelimit 2000000 
fade 0 800 

:SWEET5_5447
if 
fading 
else_jump @SWEET5_5471 
wait 0 
jump @SWEET5_5447 

:SWEET5_5471
135@ = 5 
156@ = 0 
0164: disable_marker 56@ 
jump @SWEET5_5513 

:SWEET5_5497
00BC: show_text_highpriority GXT 'SW5_16' time 1000 flag 1  // Sweet needs a getaway car, not one of these!

:SWEET5_5513
return 

:SWEET5_5515
if 
  138@ == 0 
else_jump @SWEET5_5560 
138@ = 1 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET5_5560 
139@ = 1 

:SWEET5_5560
if 
08D0:   should_skip_cutscene 
else_jump @SWEET5_5672 
if 
  139@ == 0 
else_jump @SWEET5_5665 
if and
8118:   not actor 83@ dead 
8118:   not actor 51@ dead 
else_jump @SWEET5_5665 
if and
   not 156@ == 0 
   not 156@ == 5 
else_jump @SWEET5_5665 
156@ = 4 
43@ = 0 
139@ = 1 
363@ = 5 

:SWEET5_5665
jump @SWEET5_5697 

:SWEET5_5672
if 
  139@ == 1 
else_jump @SWEET5_5697 
139@ = 0 

:SWEET5_5697
if 
  156@ == 5 
else_jump @SWEET5_5764 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_5764 
fade 1 800 
0085: 43@ = 40@ // (int) 
43@ += 3000 
156@ = 1 

:SWEET5_5764
if 
  156@ == 0 
else_jump @SWEET5_6517 
00BE: text_clear_all 
03BA: clear_cars_from_cube_cornerA 2746.504 -2001.611 10.775 cornerB 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0708: reset_decision_maker 55@ event 36 
0709: set_decision_maker 55@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
009A: 83@ = create_actor_pedtype 26 model 290 at 2752.341 -1948.867 16.3125 
009A: 51@ = create_actor_pedtype 26 model 12 at 2751.282 -1948.867 16.3125 
0085: 407@ = 83@ // (int) 
0085: 408@ = 51@ // (int) 
0446: set_actor 83@ dismemberment_possible 0 
0446: set_actor 51@ dismemberment_possible 0 
02A9: set_actor 83@ immune_to_nonplayer 0 
02A9: set_actor 51@ immune_to_nonplayer 0 
00A5: 70@ = create_car 405 at 2766.665 -1901.943 10.005 
00A5: 71@ = create_car 405 at 2772.638 -1903.127 10.1479 
0175: set_car 70@ Z_angle_to 180.0 
0175: set_car 71@ Z_angle_to 180.0 
073B: unknown_car 70@ flag 1 
073B: unknown_car 71@ flag 1 
05EB: assign_car 70@ to_path 153 
05EB: assign_car 71@ to_path 154 
0129: 73@ = create_actor_pedtype 24 model 105 in_car 71@ driverseat 
0129: 72@ = create_actor_pedtype 24 model 105 in_car 70@ driverseat 
060B: set_actor 72@ decision_maker_to 55@ 
060B: set_actor 73@ decision_maker_to 55@ 
01B2: give_actor 72@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 73@ weapon 22 ammo 99999 // Load the weapon model before using this 
06FD: set_car 70@ speed_on_path_to 0.0 
06FD: set_car 71@ speed_on_path_to 0.0 
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_6317 
00AB: put_car 67@ at 2763.96 -1978.898 12.5394 
0175: set_car 67@ Z_angle_to 0.0 
if 
8431:   not car 67@ passenger_seat_free 0 
else_jump @SWEET5_6284 
0432: 183@ = get_actor_handle_from_car 67@ passenger_seat 0 
009B: destroy_actor 183@ 

:SWEET5_6284
if 
8431:   not car 67@ passenger_seat_free 1 
else_jump @SWEET5_6317 
0432: 183@ = get_actor_handle_from_car 67@ passenger_seat 1 
009B: destroy_actor 183@ 

:SWEET5_6317
015F: set_camera_position 2756.231 -1949.667 18.0543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.751 -1950.535 17.9303 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.077 16.3125 
00A1: put_actor 51@ at 2752.312 -1952.896 16.3051 
0173: set_actor 51@ Z_angle_to 180.0 
05D8: AS_assign_scmpath to_actor 51@ flags 6 0 
00A1: put_actor 83@ at 2752.395 -1950.699 16.3125 
0173: set_actor 83@ Z_angle_to 180.0 
0615: define_AS_pack_begin 76@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 76@ 
0618: assign_actor 83@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
0085: 43@ = 40@ // (int) 
43@ += 500 
156@ = 5 

:SWEET5_6517
if 
  156@ == 1 
else_jump @SWEET5_6795 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_6795 
015F: set_camera_position 2764.601 -1986.696 15.021 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2764.32 -1985.751 14.8511 switchstyle 2 
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_6739 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_6680 
00A1: put_actor 51@ at 2760.358 -1979.501 12.5394 
0173: set_actor 51@ Z_angle_to 330.0 
05CA: AS_actor 51@ enter_car 67@ passenger_seat 1 time 5000 

:SWEET5_6680
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_6739 
00A1: put_actor 83@ at 2767.224 -1981.524 12.381 
0173: set_actor 83@ Z_angle_to 0.0 
05CA: AS_actor 83@ enter_car 67@ passenger_seat 0 time 5000 

:SWEET5_6739
if 
8119:   not car 71@ wrecked 
else_jump @SWEET5_6772 
06FD: set_car 71@ speed_on_path_to 1.0 
74@ = 1 

:SWEET5_6772
0085: 43@ = 40@ // (int) 
43@ += 500 
156@ = 2 

:SWEET5_6795
if 
  156@ == 2 
else_jump @SWEET5_6888 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_6888 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET5_6865 
06FD: set_car 70@ speed_on_path_to 1.0 
74@ = 1 

:SWEET5_6865
0085: 43@ = 40@ // (int) 
43@ += 2000 
156@ = 3 

:SWEET5_6888
if 
  156@ == 3 
else_jump @SWEET5_6955 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_6955 
360@ = 12 
0085: 43@ = 40@ // (int) 
43@ += 2000 
156@ = 4 

:SWEET5_6955
if 
  156@ == 4 
else_jump @SWEET5_7824 
if 
  184@ == 0 
else_jump @SWEET5_7065 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET5_7065 
if 
860E:   not car 70@ assigned_to_path 
else_jump @SWEET5_7065 
00AF: set_car 70@ driver_behaviour_to 5 
00AD: set_car 70@ max_speed_to 60.0 
0224: set_car 70@ health_to 2500 
088B: set_car 70@ form_drag_multiplier_to 0.1 
184@ = 1 

:SWEET5_7065
if 
  185@ == 0 
else_jump @SWEET5_7157 
if 
8119:   not car 71@ wrecked 
else_jump @SWEET5_7157 
if 
860E:   not car 71@ assigned_to_path 
else_jump @SWEET5_7157 
00AF: set_car 71@ driver_behaviour_to 5 
00AD: set_car 71@ max_speed_to 60.0 
0224: set_car 71@ health_to 2500 
088B: set_car 71@ form_drag_multiplier_to 0.1 
185@ = 1 

:SWEET5_7157
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_7824 
if 
  360@ == 0 
else_jump @SWEET5_7824 
74@ = 1 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_7299 
0811: 67@ = actor $PLAYER_ACTOR used_car 
088B: set_car 67@ form_drag_multiplier_to 5.0 

:SWEET5_7299
if 
  139@ == 1 
else_jump @SWEET5_7391 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET5_7354 
if 
060E:   car 70@ assigned_to_path 
else_jump @SWEET5_7354 
06C5: release_car 70@ from_path 

:SWEET5_7354
if 
8119:   not car 71@ wrecked 
else_jump @SWEET5_7391 
if 
060E:   car 71@ assigned_to_path 
else_jump @SWEET5_7391 
06C5: release_car 71@ from_path 

:SWEET5_7391
if and
8119:   not car 70@ wrecked 
8119:   not car 71@ wrecked 
else_jump @SWEET5_7482 
00AF: set_car 70@ driver_behaviour_to 5 
00AF: set_car 71@ driver_behaviour_to 3 
00AD: set_car 70@ max_speed_to 60.0 
00AD: set_car 71@ max_speed_to 60.0 
0224: set_car 70@ health_to 2500 
0224: set_car 71@ health_to 2500 
088B: set_car 70@ form_drag_multiplier_to 0.1 
088B: set_car 71@ form_drag_multiplier_to 0.1 

:SWEET5_7482
018A: 81@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 81@ type_to 1 
if and
8118:   not actor 83@ dead 
8119:   not car 67@ wrecked 
8118:   not actor 51@ dead 
else_jump @SWEET5_7643 
0631: put_actor 83@ in_group $PLAYER_GROUP 
0631: put_actor 51@ in_group $PLAYER_GROUP 
07CB: set_actor 83@ supporting_fire 0 
07CB: set_actor 51@ supporting_fire 0 
01B2: give_actor 83@ weapon 22 ammo 9999 // Load the weapon model before using this 
if 
80DB:   not actor 83@ in_car 67@ 
else_jump @SWEET5_7609 
0792: disembark_instantly_actor 83@ 
0430: put_actor 83@ into_car 67@ passenger_seat 0 

:SWEET5_7609
if 
80DB:   not actor 51@ in_car 67@ 
else_jump @SWEET5_7643 
0792: disembark_instantly_actor 51@ 
0430: put_actor 51@ into_car 67@ passenger_seat 1 

:SWEET5_7643
if and
8119:   not car 71@ wrecked 
8118:   not actor 73@ dead 
else_jump @SWEET5_7711 
0615: define_AS_pack_begin 76@ 
06C7: AS_actor -1 driver_of_car 71@ perform_action 1 timelimit 1500 
06C7: AS_actor -1 driver_of_car 71@ perform_action 14 timelimit 1000 
0616: define_AS_pack_end 76@ 
0618: assign_actor 73@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:SWEET5_7711
if and
8119:   not car 70@ wrecked 
8118:   not actor 72@ dead 
else_jump @SWEET5_7745 
06C7: AS_actor 72@ driver_of_car 70@ perform_action 1 timelimit 1500 

:SWEET5_7745
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SW5_I' time 5000 flag 1  // ~s~Get back to your ~y~hood~s~.
135@ = 6 
133@ = 1 
0085: 161@ = 40@ // (int) 
161@ += 3000 
172@ = 0 
08F6: restore_player_group 

:SWEET5_7824
return 

:SWEET5_7826
if 
  160@ == 0 
else_jump @SWEET5_7962 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_7962 
0811: 157@ = actor $PLAYER_ACTOR used_car 
0227: 158@ = car 157@ health 
if 
  900 > 158@ 
else_jump @SWEET5_7962 
if 
  360@ == 0 
else_jump @SWEET5_7962 
if 
001D:   40@ > 161@ // (int) 
else_jump @SWEET5_7962 
360@ = 13 
160@ = 1 
0085: 161@ = 40@ // (int) 
161@ += 6000 

:SWEET5_7962
if 
001D:   40@ > 161@ // (int) 
else_jump @SWEET5_8521 
if and
8119:   not car 70@ wrecked 
8119:   not car 71@ wrecked 
else_jump @SWEET5_8373 
if or
0207:   actor $PLAYER_ACTOR near_car 70@ radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car 71@ radius 20.0 20.0 10.0 flag 0 in_car 
else_jump @SWEET5_8218 
0209: 159@ = random_int_in_ranges 0 5 
173@ = 0 

:SWEET5_8079
if 
  162@(159@,7i) == 0 
else_jump @SWEET5_8172 
159@ += 1 
173@ += 1 
if 
  159@ > 4 
else_jump @SWEET5_8140 
159@ = 0 

:SWEET5_8140
if 
  173@ > 4 
else_jump @SWEET5_8165 
jump @SWEET5_8195 

:SWEET5_8165
jump @SWEET5_8079 

:SWEET5_8172
0085: 360@ = 162@(159@,7i) // (int) 
162@(159@,7i) = 0 

:SWEET5_8195
0085: 161@ = 40@ // (int) 
161@ += 7500 
jump @SWEET5_8366 

:SWEET5_8218
0209: 159@ = random_int_in_ranges 0 1 
173@ = 0 

:SWEET5_8234
if 
  169@(159@,3i) == 0 
else_jump @SWEET5_8327 
159@ += 1 
173@ += 1 
if 
  159@ > 1 
else_jump @SWEET5_8295 
159@ = 0 

:SWEET5_8295
if 
  173@ > 2 
else_jump @SWEET5_8320 
jump @SWEET5_8505 

:SWEET5_8320
jump @SWEET5_8234 

:SWEET5_8327
0085: 360@ = 169@(159@,3i) // (int) 
169@(159@,3i) = 0 
0085: 161@ = 40@ // (int) 
161@ += 7500 

:SWEET5_8366
jump @SWEET5_8521 

:SWEET5_8373
0209: 159@ = random_int_in_ranges 0 2 
173@ = 0 

:SWEET5_8389
if 
  169@(159@,3i) == 0 
else_jump @SWEET5_8482 
159@ += 1 
173@ += 1 
if 
  159@ > 1 
else_jump @SWEET5_8450 
159@ = 0 

:SWEET5_8450
if 
  173@ > 2 
else_jump @SWEET5_8475 
jump @SWEET5_8505 

:SWEET5_8475
jump @SWEET5_8389 

:SWEET5_8482
0085: 360@ = 169@(159@,3i) // (int) 
169@(159@,3i) = 0 

:SWEET5_8505
0085: 161@ = 40@ // (int) 
161@ += 7500 

:SWEET5_8521
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_8736 
if 
86EE:   not actor 83@ in_group $PLAYER_GROUP 
else_jump @SWEET5_8736 
if 
  77@ == 0 
else_jump @SWEET5_8633 
77@ = 1 
00BB: show_text_lowpriority GXT 'SW5_T' time 4000 flag 1  // ~s~You left ~b~Sweet~s~ behind! Go back and get him.
if 
875C:   not marker 79@ enabled 
else_jump @SWEET5_8628 
0187: 79@ = create_marker_above_actor 83@ 
07E0: set_marker 79@ type_to 1 

:SWEET5_8628
0164: disable_marker 81@ 

:SWEET5_8633
if and
00F2:   actor $PLAYER_ACTOR near_actor 83@ radius 6.0 6.0 0 
  77@ == 1 
else_jump @SWEET5_8736 
77@ = 0 
0631: put_actor 83@ in_group $PLAYER_GROUP 
07CB: set_actor 83@ supporting_fire 0 
0164: disable_marker 79@ 
if 
  78@ == 0 
else_jump @SWEET5_8736 
018A: 81@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:SWEET5_8736
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_8958 
if 
86EE:   not actor 51@ in_group $PLAYER_GROUP 
else_jump @SWEET5_8958 
if 
  78@ == 0 
else_jump @SWEET5_8848 
78@ = 1 
00BB: show_text_lowpriority GXT 'SW5_U' time 4000 flag 1  // ~s~You left ~b~Sweet's girlfriend~s~ behind! Go back and get her.
if 
875C:   not marker 80@ enabled 
else_jump @SWEET5_8843 
0187: 80@ = create_marker_above_actor 51@ 
07E0: set_marker 80@ type_to 1 

:SWEET5_8843
0164: disable_marker 81@ 

:SWEET5_8848
if and
00F2:   actor $PLAYER_ACTOR near_actor 51@ radius 6.0 6.0 0 
  78@ == 1 
else_jump @SWEET5_8958 
78@ = 0 
0631: put_actor 51@ in_group $PLAYER_GROUP 
07CB: set_actor 51@ supporting_fire 0 
0164: disable_marker 80@ 
if 
  77@ == 0 
else_jump @SWEET5_8958 
018A: 81@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 81@ type_to 1 

:SWEET5_8958
if 
  74@ == 1 
else_jump @SWEET5_9078 
if and
8119:   not car 71@ wrecked 
8118:   not actor 73@ dead 
else_jump @SWEET5_9078 
if 
8104:   not actor $PLAYER_ACTOR near_actor 73@ radius 50.0 50.0 20.0 sphere 0 
else_jump @SWEET5_9078 
00A0: store_actor $PLAYER_ACTOR position_to 93@ 94@ 95@ 
0172: 99@ = actor $PLAYER_ACTOR Z_angle 
74@ = 2 
0085: 75@ = 40@ // (int) 
75@ += 800 

:SWEET5_9078
if and
  74@ == 2 
  111@ == 0 
else_jump @SWEET5_9308 
if 
001D:   40@ > 75@ // (int) 
else_jump @SWEET5_9308 
04D3: get_nearest_car_path_coords_from $68 $69 $70 type 2 store_to 96@ 97@ 98@ 
if 
80C2:   not sphere_onscreen 93@ 94@ 95@ radius 8.0 
else_jump @SWEET5_9308 
if 
8101:   not actor $PLAYER_ACTOR in_sphere 96@ 97@ 98@ radius 10.0 10.0 10.0 sphere 0 stopped 
else_jump @SWEET5_9308 
if and
8119:   not car 71@ wrecked 
8118:   not actor 73@ dead 
else_jump @SWEET5_9308 
if 
81F4:   not car 71@ flipped 
else_jump @SWEET5_9308 
if 
00DB:   actor 73@ in_car 71@ 
else_jump @SWEET5_9308 
00AB: put_car 71@ at 93@ 94@ 95@ 
0175: set_car 71@ Z_angle_to 99@ 
04BA: set_car 71@ speed_to 25.0 
74@ = 1 

:SWEET5_9308
if and
8118:   not actor 83@ dead 
8118:   not actor 51@ dead 
else_jump @SWEET5_9706 
if 
  111@ == 0 
else_jump @SWEET5_9488 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
else_jump @SWEET5_9488 
111@ = 1 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET5_9445 
00AF: set_car 70@ driver_behaviour_to 1 
00AD: set_car 70@ max_speed_to 20.0 
01C3: remove_references_to_car 70@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 

:SWEET5_9445
if 
8119:   not car 71@ wrecked 
else_jump @SWEET5_9488 
00AF: set_car 71@ driver_behaviour_to 1 
00AD: set_car 71@ max_speed_to 20.0 
01C3: remove_references_to_car 71@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:SWEET5_9488
if and
  78@ == 0 
  77@ == 0 
else_jump @SWEET5_9706 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
else_jump @SWEET5_9706 
if and
00FE:   actor 83@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 51@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
else_jump @SWEET5_9706 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_9692 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:SWEET5_9692
135@ = 7 
156@ = 0 

:SWEET5_9706
return 

:SWEET5_9708
if 
  156@ == 0 
else_jump @SWEET5_9756 
133@ = 0 
0085: 43@ = 40@ // (int) 
43@ += 600 
156@ = 12 

:SWEET5_9756
if 
  156@ == 12 
else_jump @SWEET5_10419 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_10419 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_9825 
0811: 67@ = actor $PLAYER_ACTOR used_car 
0441: 137@ = car 67@ model 

:SWEET5_9825
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_9856 
02AB: set_actor 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SWEET5_9856
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_9887 
02AB: set_actor 51@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SWEET5_9887
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
if 
8119:   not car 70@ wrecked 
else_jump @SWEET5_10016 
if 
80DB:   not actor $PLAYER_ACTOR in_car 70@ 
else_jump @SWEET5_10016 
00A6: destroy_car 70@ 

:SWEET5_10016
if 
8119:   not car 71@ wrecked 
else_jump @SWEET5_10056 
if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
else_jump @SWEET5_10056 
00A6: destroy_car 71@ 

:SWEET5_10056
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_10123 
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_10123 
0633: AS_actor $PLAYER_ACTOR exit_car 
00AB: put_car 67@ at 2507.709 -1672.192 13.458 
0175: set_car 67@ Z_angle_to 340.0 

:SWEET5_10123
015F: set_camera_position 2514.24 -1679.268 14.5054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.649 -1678.483 14.3221 switchstyle 2 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_10270 
0811: $47 = actor 51@ used_car 
if 
  $47 == -1 
else_jump @SWEET5_10270 
00A1: put_actor 51@ at 2509.821 -1675.815 12.5469 
0173: set_actor 51@ Z_angle_to 337.0 
05D3: AS_actor 51@ goto_point 2512.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:SWEET5_10270
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_10366 
0811: $47 = actor 83@ used_car 
if 
  $47 == -1 
else_jump @SWEET5_10366 
00A1: put_actor 83@ at 2508.821 -1675.815 12.5469 
0173: set_actor 83@ Z_angle_to 337.0 
05D3: AS_actor 83@ goto_point 2511.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:SWEET5_10366
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_10412 
0085: 43@ = 40@ // (int) 
43@ += 300 
156@ = 10 
jump @SWEET5_10419 

:SWEET5_10412
156@ = 2 

:SWEET5_10419
if 
  156@ == 10 
else_jump @SWEET5_10526 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_10526 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_10526 
0811: $47 = actor 51@ used_car 
if 
   not $47 == -1 
else_jump @SWEET5_10503 
0633: AS_actor 51@ exit_car 

:SWEET5_10503
0085: 43@ = 40@ // (int) 
43@ += 400 
156@ = 11 

:SWEET5_10526
if 
  156@ == 11 
else_jump @SWEET5_10633 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_10633 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_10633 
0811: $47 = actor 83@ used_car 
if 
   not $47 == -1 
else_jump @SWEET5_10610 
0633: AS_actor 83@ exit_car 

:SWEET5_10610
0085: 43@ = 40@ // (int) 
43@ += 2000 
156@ = 1 

:SWEET5_10633
if 
  156@ == 1 
else_jump @SWEET5_10677 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_10677 
156@ = 2 

:SWEET5_10677
if 
  156@ == 2 
else_jump @SWEET5_11156 
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_10718 
0338: set_car 67@ visibility 0 

:SWEET5_10718
015F: set_camera_position 2509.713 -1671.558 13.5033 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.19 -1672.389 13.8387 switchstyle 2 
0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
if and
8118:   not actor 83@ dead 
8118:   not actor 51@ dead 
else_jump @SWEET5_11030 
009B: destroy_actor 83@ 
009A: 83@ = create_actor_pedtype 4 model 290 at 2752.341 -1948.867 16.3125 
01B9: set_actor 83@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 83@ from_group 
06C9: remove_actor 51@ from_group 
0792: disembark_instantly_actor 83@ 
0792: disembark_instantly_actor 51@ 
0972: put_actor 83@ at 2510.792 -1672.469 13.5032 no_offset 
0972: put_actor 51@ at 2510.792 -1673.469 13.5032 no_offset 
0173: set_actor 83@ Z_angle_to 90.0 
0173: set_actor 51@ Z_angle_to 90.0 
0812: AS_actor 83@ perform_animation "SWEET_ASS_SLAP" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor 51@ perform_animation "HO_ASS_SLAPPED" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:SWEET5_11030
0085: 407@ = 83@ // (int) 
$8615 = 1 
211@ = 23 
235@ = 5 
215@ = 100 
216@ = 1900 
217@ = 4200 
218@ = 6000 
219@ = 8000 
225@ = 23 
226@ = 24 
227@ = 25 
228@ = 26 
229@ = 27 
0085: 43@ = 40@ // (int) 
43@ += 1700 
156@ = 3 

:SWEET5_11156
if 
  156@ == 3 
else_jump @SWEET5_11275 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11275 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_11252 
0812: AS_actor 83@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:SWEET5_11252
156@ = 4 
0085: 43@ = 40@ // (int) 
43@ += 300 

:SWEET5_11275
if 
  156@ == 4 
else_jump @SWEET5_11376 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11376 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_11353 
05F5: AS_actor 51@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:SWEET5_11353
156@ = 5 
0085: 43@ = 40@ // (int) 
43@ += 2000 

:SWEET5_11376
if 
  156@ == 5 
else_jump @SWEET5_11527 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11527 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_11504 
0812: AS_actor 83@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:SWEET5_11504
156@ = 7 
0085: 43@ = 40@ // (int) 
43@ += 4000 

:SWEET5_11527
if 
  156@ == 7 
else_jump @SWEET5_11715 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11715 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_11692 
0812: AS_actor 83@ perform_animation "SWEET_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_11692 
009B: destroy_actor 51@ 

:SWEET5_11692
156@ = 8 
0085: 43@ = 40@ // (int) 
43@ += 3500 

:SWEET5_11715
if 
  156@ == 8 
else_jump @SWEET5_11823 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11823 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_11800 
04D7: set_actor 83@ locked 0 
05F5: AS_actor 83@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:SWEET5_11800
156@ = 9 
0085: 43@ = 40@ // (int) 
43@ += 1500 

:SWEET5_11823
if 
  156@ == 9 
else_jump @SWEET5_11973 
if 
001D:   40@ > 43@ // (int) 
else_jump @SWEET5_11973 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_11881 
009B: destroy_actor 83@ 

:SWEET5_11881
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_11902 
009B: destroy_actor 51@ 

:SWEET5_11902
if 
8119:   not car 67@ wrecked 
else_jump @SWEET5_11925 
0338: set_car 67@ visibility 1 

:SWEET5_11925
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
135@ = 8 

:SWEET5_11973
return 

:SWEET5_11975
if 
001D:   40@ > 187@ // (int) 
else_jump @SWEET5_13246 
0085: 187@ = 40@ // (int) 
187@ += 50 
188@ += 1 
if 
  188@ == 5 
else_jump @SWEET5_12041 
188@ = 0 

:SWEET5_12041
if 
8118:   not actor 45@(188@,6i) dead 
else_jump @SWEET5_13133 
if 
  104@ == 0 
else_jump @SWEET5_12109 
if 
051A:   actor 45@(188@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET5_12109 
104@ = 1 

:SWEET5_12109
00A0: store_actor 45@(188@,6i) position_to 90@ 91@ 92@ 
00A0: store_actor $PLAYER_ACTOR position_to 93@ 94@ 95@ 
0509: 208@ = distance_between_XY 93@ 94@ and_XY 90@ 91@ 
if 
803B:   not  201@ == 188@ // (int) 
else_jump @SWEET5_12235 
if 
0025:   206@ > 208@ // (float) 
else_jump @SWEET5_12228 
0085: 202@ = 201@ // (int) 
0087: 207@ = 206@ // (float) 
0087: 206@ = 208@ // (float) 
0085: 201@ = 188@ // (int) 

:SWEET5_12228
jump @SWEET5_12243 

:SWEET5_12235
0087: 206@ = 208@ // (float) 

:SWEET5_12243
if 
803B:   not  202@ == 188@ // (int) 
else_jump @SWEET5_12323 
if 
803B:   not  201@ == 188@ // (int) 
else_jump @SWEET5_12316 
if 
0025:   207@ > 208@ // (float) 
else_jump @SWEET5_12316 
0085: 202@ = 188@ // (int) 
0087: 207@ = 208@ // (float) 

:SWEET5_12316
jump @SWEET5_12331 

:SWEET5_12323
0087: 207@ = 208@ // (float) 

:SWEET5_12331
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET5_12597 
0811: 67@ = actor $PLAYER_ACTOR used_car 
02E3: 196@ = car 67@ speed 
if 
  196@ > 5.0 
else_jump @SWEET5_12597 
0208: 205@ = random_float_in_ranges -0.2 0.2 
0087: 204@ = 196@ // (float) 
204@ *= 1.6 
005B: 204@ += 205@ // (float) 
if 
0025:   204@ > 208@ // (float) 
else_jump @SWEET5_12597 
0087: 204@ = 95@ // (float) 
0063: 204@ -= 92@ // (float) 
0097: make 204@ absolute_float 
if 
  1.0 > 204@ 
else_jump @SWEET5_12597 
0087: 203@ = 90@ // (float) 
0063: 203@ -= 93@ // (float) 
0087: 204@ = 91@ // (float) 
0063: 204@ -= 94@ // (float) 
0604: get_Z_angle_for_point 203@ 204@ store_to 198@ 
0174: 197@ = car 67@ Z_angle 
0087: 203@ = 198@ // (float) 
0063: 203@ -= 197@ // (float) 
0097: make 203@ absolute_float 
if 
  5.0 > 203@ 
else_jump @SWEET5_12597 
104@ = 1 
189@(188@,6i) = 4 

:SWEET5_12597
if 
  189@(188@,6i) == 4 
else_jump @SWEET5_12685 
062E: get_actor 45@(188@,6i) task 1651 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @SWEET5_12685 
0673: AS_actor 45@(188@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
189@(188@,6i) = 5 

:SWEET5_12685
if 
  189@(188@,6i) == 5 
else_jump @SWEET5_12751 
062E: get_actor 45@(188@,6i) task 1651 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @SWEET5_12751 
189@(188@,6i) = 0 

:SWEET5_12751
if 
  189@(188@,6i) == 0 
else_jump @SWEET5_12829 
if 
  104@ == 1 
else_jump @SWEET5_12829 
if or
003B:   188@ == 201@ // (int) 
003B:   188@ == 202@ // (int) 
else_jump @SWEET5_12829 
189@(188@,6i) = 1 

:SWEET5_12829
if 
  189@(188@,6i) == 1 
else_jump @SWEET5_13126 
062E: get_actor 45@(188@,6i) task 1869 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @SWEET5_12977 
062E: get_actor 45@(188@,6i) task 1506 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @SWEET5_12977 
0209: 195@ = random_int_in_ranges 0 2 
if 
  195@ == 0 
else_jump @SWEET5_12965 
074D: AS_actor 45@(188@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 
jump @SWEET5_12977 

:SWEET5_12965
05E2: AS_actor 45@(188@,6i) kill_actor $PLAYER_ACTOR 

:SWEET5_12977
if and
803B:   not  188@ == 201@ // (int) 
803B:   not  188@ == 202@ // (int) 
else_jump @SWEET5_13126 
062E: get_actor 45@(188@,6i) task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @SWEET5_13126 
0615: define_AS_pack_begin 76@ 
05F5: AS_actor -1 goto_point_using_paths 114@(188@,6f) 120@(188@,6f) 126@(188@,6f) mode 6 time 6000 
0668: AS_actor -1 rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0616: define_AS_pack_end 76@ 
0618: assign_actor 45@(188@,6i) to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
189@(188@,6i) = 0 

:SWEET5_13126
jump @SWEET5_13246 

:SWEET5_13133
if 
  104@ == 0 
else_jump @SWEET5_13158 
104@ = 1 

:SWEET5_13158
if 
003B:   188@ == 201@ // (int) 
else_jump @SWEET5_13210 
0085: 201@ = 202@ // (int) 
0087: 206@ = 207@ // (float) 
202@ = 0 
207@ = 99999.0 

:SWEET5_13210
if 
003B:   188@ == 202@ // (int) 
else_jump @SWEET5_13246 
202@ = 0 
207@ = 99999.0 

:SWEET5_13246
return 

:SWEET5_13248
if 
   not 211@ == 0 
else_jump @SWEET5_13448 
if 
  212@ == 0 
else_jump @SWEET5_13326 
212@ = 1 
0085: 213@ = 40@ // (int) 
214@ = 0 
0085: 416@ = 213@ // (int) 
005A: 416@ += 215@(214@,10i) // (int) 

:SWEET5_13326
if 
  212@ == 1 
else_jump @SWEET5_13448 
if 
001D:   40@ > 416@ // (int) 
else_jump @SWEET5_13448 
0085: 360@ = 225@(214@,10i) // (int) 
214@ += 1 
235@ -= 1 
if 
  235@ == 0 
else_jump @SWEET5_13428 
211@ = 0 
212@ = 0 
jump @SWEET5_13448 

:SWEET5_13428
0085: 416@ = 213@ // (int) 
005A: 416@ += 215@(214@,10i) // (int) 

:SWEET5_13448
0871: init_jump_table 363@ total_jumps 6 default_jump 0 @SWEET5_15278 jumps 0 @SWEET5_13511 1 @SWEET5_14420 2 @SWEET5_14949 3 @SWEET5_15025 4 @SWEET5_15083 5 @SWEET5_15197 -1 @SWEET5_15278 

:SWEET5_13511
05AA: 238@s = 'MSWE13A' // @s = 'short'  // Eh.
04AF: 317@ = 29137 // = constant 
05AA: 240@s = 'MSWE13B' // @s = 'short'  // Carl! No time to chit chat!
04AF: 318@ = 29138 // = constant 
05AA: 242@s = 'MSWE13C' // @s = 'short'  // Been seeing a Seville Families bia.
04AF: 319@ = 29139 // = constant 
05AA: 244@s = 'MSWE13D' // @s = 'short'  // Word got out on the street and the boys don't like it.
04AF: 320@ = 29140 // = constant 
05AA: 246@s = 'MSWE13E' // @s = 'short'  // I'm pinned down in the Seville hood, and we need a ride out of here, pronto!
04AF: 321@ = 29141 // = constant 
05AA: 248@s = 'MSWE13F' // @s = 'short'  // Oh for sure man. Hang in there!
04AF: 322@ = 29142 // = constant 
05AA: 250@s = 'MSWE13G' // @s = 'short'  // Drive by Emmet's and get heated.
04AF: 323@ = 29143 // = constant 
05AA: 252@s = 'SWE5_FA' // @s = 'short'  // That's my brother!
04AF: 324@ = 38226 // = constant 
05AA: 254@s = 'SWE5_FB' // @s = 'short'  // Get a car and we'll meet you out front!
04AF: 325@ = 38227 // = constant 
05AA: 256@s = 'SWE5_GH' // @s = 'short'  // This wasn't the 'good time' I was thinking about, Sweet!
04AF: 326@ = 38235 // = constant 
05AA: 258@s = 'SWE5_CA' // @s = 'short'  // We got Seville on our tail, CJ!
04AF: 327@ = 38216 // = constant 
05AA: 260@s = 'SWE5_CC' // @s = 'short'  // Seville Families on our case, nigga!
04AF: 328@ = 38218 // = constant 
05AA: 262@s = 'SWE5_GA' // @s = 'short'  // Don't worry, girl, I don't drive as bad as CJ!
04AF: 329@ = 38228 // = constant 
05AA: 264@s = 'SWE5_GC' // @s = 'short'  // Man, Seville Families gone too far this time!
04AF: 330@ = 38230 // = constant 
05AA: 266@s = 'SWE5_GD' // @s = 'short'  // Seville trying to start a war or something!
04AF: 331@ = 38231 // = constant 
05AA: 268@s = 'SWE5_GE' // @s = 'short'  // Yo' dick getting us both in trouble again, Sweet!
04AF: 332@ = 38232 // = constant 
05AA: 270@s = 'SWE5_GF' // @s = 'short'  // Shit is crazy, bro! We gotta bring the Families back together!
04AF: 333@ = 38233 // = constant 
05AA: 272@s = 'SWE5_GG' // @s = 'short'  // Green blasting on green ain't no way to run the Families!
04AF: 334@ = 38234 // = constant 
05AA: 274@s = 'SWE5_GJ' // @s = 'short'  // You better make this up to me, Sweet!
04AF: 335@ = 38236 // = constant 
05AA: 276@s = 'SWE5_GK' // @s = 'short'  // I can't never go back home now!
04AF: 336@ = 38237 // = constant 
05AA: 278@s = 'SWE5_GB' // @s = 'short'  // She's got a sister, CJ, you want her number?
04AF: 337@ = 38229 // = constant 
05AA: 280@s = 'SWE5_GL' // @s = 'short'  // Sweet, we gotta go back for my stuff!
04AF: 338@ = 38238 // = constant 
05AA: 282@s = 'SWE5_EA' // @s = 'short'  // I'll see you inside, baby.
04AF: 339@ = 38221 // = constant 
05AA: 284@s = 'SWE5_EB' // @s = 'short'  // Man, this set tripping is killing the Families.
04AF: 340@ = 38222 // = constant 
05AA: 286@s = 'SWE5_EC' // @s = 'short'  // You did good back there!
04AF: 341@ = 38223 // = constant 
05AA: 288@s = 'SWE5_ED' // @s = 'short'  // Hey, I'm a Johnson boy!
04AF: 342@ = 38224 // = constant 
05AA: 290@s = 'SWE5_EE' // @s = 'short'  // Hey, I got unfinished business. Big love.
04AF: 343@ = 38225 // = constant 
05AA: 294@s = 'MOBRING' // @s = 'short'  // (Phone ringing)
04AF: 345@ = 23000 // = constant 
366@ = 1 
367@ = 0 
368@ = 0 
369@ = 0 
370@ = 0 
371@ = 1 
372@ = 0 
373@ = 0 
374@ = 0 
375@ = 3 
376@ = 0 
377@ = 0 
378@ = 2 
379@ = 2 
380@ = 2 
381@ = 1 
382@ = 1 
383@ = 1 
384@ = 3 
385@ = 3 
386@ = 2 
387@ = 3 
388@ = 2 
389@ = 2 
390@ = 2 
391@ = 1 
392@ = 2 
393@ = 2 
394@ = 0 
008B: 406@ = $PLAYER_ACTOR // (int) 
363@ = 1 
03CF: load_wav 317@ as 1 
03CF: load_wav 318@ as 2 
357@ = 1 
358@ = 2 
jump @SWEET5_15278 

:SWEET5_14420
if 
   not 360@ == 0 
else_jump @SWEET5_14942 
if 
001D:   40@ > 364@ // (int) 
else_jump @SWEET5_14942 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @SWEET5_14942 
if 
003B:   357@ == 360@ // (int) 
else_jump @SWEET5_14509 
359@ = 1 
jump @SWEET5_14572 

:SWEET5_14509
if 
003B:   358@ == 360@ // (int) 
else_jump @SWEET5_14542 
359@ = 2 
jump @SWEET5_14572 

:SWEET5_14542
359@ = 1 
0085: 357@ = 360@ // (int) 
040D: unload_wav 1 
03CF: load_wav 316@(360@,40i) as 1 

:SWEET5_14572
if 
03D0:   wav 359@ loaded 
else_jump @SWEET5_14930 
if 
   not 365@(360@,40i) == 0 
else_jump @SWEET5_14703 
0085: 413@ = 365@(360@,40i) // (int) 
0085: 414@ = 405@(413@,7i) // (int) 
if 
8118:   not actor 414@ dead 
else_jump @SWEET5_14703 
0949: link_wav 359@ to_actor 414@ 
if 
894D:   not actor 414@ mutally_active 
else_jump @SWEET5_14696 
412@ = 1 
0967: actor 414@ move_mouth 15000 ms 
jump @SWEET5_14703 

:SWEET5_14696
094E: set_actor 414@ mute_pain_audio 0 

:SWEET5_14703
if 
  365@(360@,40i) == 0 
else_jump @SWEET5_14732 
412@ = 1 

:SWEET5_14732
if 
  412@ == 1 
else_jump @SWEET5_14923 
03D1: play_wav 359@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 236@(360@,40s) time 10000 flag 1 
363@ += 1 
412@ = 0 
360@ += 1 
0085: 361@ = 360@ // (int) 
if 
   not 316@(360@,40i) == 0 
else_jump @SWEET5_14923 
if 
  359@ == 1 
else_jump @SWEET5_14885 
if 
803B:   not  358@ == 360@ // (int) 
else_jump @SWEET5_14878 
03CF: load_wav 316@(360@,40i) as 2 
0085: 358@ = 360@ // (int) 

:SWEET5_14878
jump @SWEET5_14923 

:SWEET5_14885
if 
803B:   not  357@ == 360@ // (int) 
else_jump @SWEET5_14923 
03CF: load_wav 316@(360@,40i) as 1 
0085: 357@ = 360@ // (int) 

:SWEET5_14923
jump @SWEET5_14942 

:SWEET5_14930
03CF: load_wav 316@(360@,40i) as 359@ 

:SWEET5_14942
jump @SWEET5_15278 

:SWEET5_14949
if 
03D2:   wav 359@ ended 
else_jump @SWEET5_14979 
363@ += 1 
jump @SWEET5_15018 

:SWEET5_14979
if 
056D:   actor 414@ defined 
else_jump @SWEET5_15018 
if 
0118:   actor 414@ dead 
else_jump @SWEET5_15018 
363@ += 1 

:SWEET5_15018
jump @SWEET5_15278 

:SWEET5_15025
040D: unload_wav 359@ 
356@(359@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 414@ dead 
else_jump @SWEET5_15069 
0968: actor 414@ stop_mouth 
094F: enable_actor 414@ pain_audio 

:SWEET5_15069
363@ += 1 
jump @SWEET5_15278 

:SWEET5_15083
360@ += 1 
if 
   not 316@(360@,40i) == 0 
else_jump @SWEET5_15136 
03CF: load_wav 316@(360@,40i) as 359@ 
0085: 356@(359@,3i) = 360@ // (int) 

:SWEET5_15136
362@ -= 1 
if 
   not 362@ > 0 
else_jump @SWEET5_15175 
360@ = 0 
jump @SWEET5_15183 

:SWEET5_15175
0085: 360@ = 361@ // (int) 

:SWEET5_15183
363@ = 1 
jump @SWEET5_15278 

:SWEET5_15197
363@ = 1 
360@ = 0 
362@ = 0 
211@ = 0 
235@ = 0 
040D: unload_wav 359@ 
356@(359@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 414@ dead 
else_jump @SWEET5_15271 
094F: enable_actor 414@ pain_audio 

:SWEET5_15271
jump @SWEET5_15278 

:SWEET5_15278
return 

:SWEET5_15280
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SWEET5_15298
$451 += 1 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet's Girl
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 7 
return 

:SWEET5_15353
$ONMISSION = 0 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
08F4: set_max_group_members 99 
if 
056D:   actor 83@ defined 
else_jump @SWEET5_15437 
if 
8118:   not actor 83@ dead 
else_jump @SWEET5_15437 
02AB: set_actor 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 83@ immune_to_nonplayer 0 
0568: set_actor 83@ untargetable 0 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 

:SWEET5_15437
if 
056D:   actor 51@ defined 
else_jump @SWEET5_15503 
if 
8118:   not actor 51@ dead 
else_jump @SWEET5_15503 
02AB: set_actor 51@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 51@ immune_to_nonplayer 0 
0568: set_actor 51@ untargetable 0 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 

:SWEET5_15503
44@ = 0 

:SWEET5_15510
if 
  5 > 44@ 
else_jump @SWEET5_15551 
01C2: remove_references_to_actor 45@(44@,6i) // Like turning an actor into a random pedestrian 
44@ += 1 
jump @SWEET5_15510 

:SWEET5_15551
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET5_15574 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SWEET5_15574
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
0249: release_model 330 
0249: release_model 12 
0249: release_model 372 
0249: release_model 405 
0249: release_model 346 
0249: release_model 492 
0249: release_model 105 
0249: release_model 106 
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091D: remove_forbidden_for_boats_cube_cornerA 2463.375 -1702.695 17.9193 cornerB 2508.735 -1644.574 10.5835 
if 
8119:   not car 113@ wrecked 
else_jump @SWEET5_15760 
01C3: remove_references_to_car 113@ 

:SWEET5_15760
0151: remove_status_text $8048 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 56@ 
0164: disable_marker 81@ 
0164: disable_marker 57@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 55@ 
065C: release_decision_maker 107@ 
08EA: enable_gangs_spawn 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

:SWEET6
thread 'SWEET6' 
gosub @SWEET6_47 
if 
wasted_or_busted 
else_jump @SWEET6_38 
gosub @SWEET6_35669 

:SWEET6_38
gosub @SWEET6_35895 
end_thread 

:SWEET6_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 75@ // decision\allowed\m_.ped files 

:SWEET6_147
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @SWEET6_173 
44@ = 1 

:SWEET6_173
47@ += 1 
if 
  47@ > 22 
else_jump @SWEET6_205 
47@ = 0 

:SWEET6_205
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 72@ += 50@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 144@ += 50@ // (int) 
005A: 145@ += 50@ // (int) 
005A: 146@ += 50@ // (int) 
005A: 147@ += 50@ // (int) 
005A: 148@ += 50@ // (int) 
gosub @SWEET6_567 
0871: init_jump_table 42@ total_jumps 7 default_jump 0 @SWEET6_458 jumps 0 @SWEET6_360 1 @SWEET6_374 2 @SWEET6_388 3 @SWEET6_402 4 @SWEET6_416 5 @SWEET6_430 6 @SWEET6_444 

:SWEET6_360
gosub @SWEET6_1384 
jump @SWEET6_458 

:SWEET6_374
gosub @SWEET6_1725 
jump @SWEET6_458 

:SWEET6_388
gosub @SWEET6_2086 
jump @SWEET6_458 

:SWEET6_402
gosub @SWEET6_7479 
jump @SWEET6_458 

:SWEET6_416
gosub @SWEET6_16694 
jump @SWEET6_458 

:SWEET6_430
gosub @SWEET6_19556 
jump @SWEET6_458 

:SWEET6_444
gosub @SWEET6_24673 
jump @SWEET6_458 

:SWEET6_458
gosub @SWEET6_28514 

:SWEET6_465
if 
  46@ == 0 
else_jump @SWEET6_565 
if 
  45@ == 0 
else_jump @SWEET6_549 
if 
  44@ == 0 
else_jump @SWEET6_533 
jump @SWEET6_147 
jump @SWEET6_542 

:SWEET6_533
gosub @SWEET6_35721 
return 

:SWEET6_542
jump @SWEET6_558 

:SWEET6_549
gosub @SWEET6_35669 
return 

:SWEET6_558
jump @SWEET6_567 

:SWEET6_565
return 

:SWEET6_567
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @SWEET6_658 
if 
  76@ == 0 
else_jump @SWEET6_632 
76@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @SWEET6_658 

:SWEET6_632
76@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SWEET6_658
if 
  76@ == 1 
else_jump @SWEET6_1382 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @SWEET6_725 
77@ += 1 
if 
  77@ > 3 
else_jump @SWEET6_723 
77@ = 0 

:SWEET6_723
086A: NOP 

:SWEET6_725
if 
  77@ == 1 
else_jump @SWEET6_935 
008A: $8049 = 42@ // (int) 
008A: $8050 = 43@ // (int) 
008A: $8051 = 70@ // (int) 
008A: $8052 = 72@ // (int) 
008A: $8053 = 71@ // (int) 
008A: $8054 = 73@ // (int) 
008A: $8055 = 40@ // (int) 
008A: $8056 = 41@ // (int) 
065D: NOP $8049 "M_STAGE" 
065D: NOP $8050 "M_GOALS" 
065D: NOP $8051 "DIALOGUE_FLAG" 
065D: NOP $8052 "DIALOGUE_TIMER" 
065D: NOP $8053 "HELP_FLAG" 
065D: NOP $8054 "HELP_TIMER" 
065D: NOP $8055 "TIMERA" 
065D: NOP $8056 "TIMERB" 

:SWEET6_935
if 
  77@ == 2 
else_jump @SWEET6_1054 
008A: $8049 = 115@ // (int) 
0084: $8050 = $3307 // (int) 
008A: $8056 = 138@ // (int) 
065D: NOP $8049 "CAR_HYD_FLAG" 
065D: NOP $8050 "SW6_MISSION_ATTEMPTS" 
065D: NOP $8056 "PLAYER_HAS_ATTACKED_MEET" 

:SWEET6_1054
if 
  77@ == 3 
else_jump @SWEET6_1132 
008A: $8049 = 139@ // (int) 
008A: $8050 = 284@ // (int) 
065D: NOP $8049 "MEETING_IS_LOADED" 
065D: NOP $8050 "CURRENT_WAGER" 

:SWEET6_1132
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @SWEET6_1154 
46@ = 1 

:SWEET6_1154
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @SWEET6_1242 
if 
  78@ == 0 
else_jump @SWEET6_1217 
78@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @SWEET6_1242 

:SWEET6_1217
78@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SWEET6_1242
if 
  78@ == 1 
else_jump @SWEET6_1267 
jump @SWEET6_465 

:SWEET6_1267
if 
0736:   is_keyboard_key_just_pressed 136 
else_jump @SWEET6_1290 
43@ += 1 

:SWEET6_1290
if 
0736:   is_keyboard_key_just_pressed 135 
else_jump @SWEET6_1313 
43@ -= 1 

:SWEET6_1313
if 
0736:   is_keyboard_key_just_pressed 134 
else_jump @SWEET6_1336 
42@ += 1 

:SWEET6_1336
if 
0736:   is_keyboard_key_just_pressed 133 
else_jump @SWEET6_1359 
42@ -= 1 

:SWEET6_1359
if 
0736:   is_keyboard_key_just_pressed 146 
else_jump @SWEET6_1382 
43@ = 99 

:SWEET6_1382
return 

:SWEET6_1384
if 
  43@ == -1 
else_jump @SWEET6_1529 
00A5: 80@ = create_car 413 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
018A: 113@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 114@ = create_checkpoint_at 0.0 0.0 0.0 
018A: $413 = create_checkpoint_at 0.0 0.0 0.0 
018A: $407 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1529
115@ = 0 
51@ = 0 

:SWEET6_1543
if 
  22 > 51@ 
else_jump @SWEET6_1586 
116@(51@,22i) = 0 
51@ += 1 
jump @SWEET6_1543 

:SWEET6_1586
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
143@ = 0 
280@ = 0.01 
if 
  43@ == -1 
else_jump @SWEET6_1669 
018A: $8057 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_1669
054C: use_GXT_table 'SWEET6' 
0732: random_car_generator_disable_model 567 
282@ = 50 
283@ = 1000 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
gosub @SWEET6_35611 
return 

:SWEET6_1725
if 
  43@ == 0 
else_jump @SWEET6_1858 
select_interior 1 
02E4: load_cutscene_data 'SWEET6A' 

:SWEET6_1758
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET6_1782 
wait 0 
jump @SWEET6_1758 

:SWEET6_1782
02E7: start_cutscene 
fade 1 1000 

:SWEET6_1791
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET6_1815 
wait 0 
jump @SWEET6_1791 

:SWEET6_1815
02EA: end_cutscene 
fade 0 0 

:SWEET6_1823
if 
fading 
else_jump @SWEET6_1847 
wait 0 
jump @SWEET6_1823 

:SWEET6_1847
select_interior 0 
43@ += 1 

:SWEET6_1858
if 
  43@ == 1 
else_jump @SWEET6_2034 
03CB: set_rendering_origin_at 2519.575 -1677.88 13.7661 
00A1: put_actor $PLAYER_ACTOR at 2519.575 -1677.88 13.7661 
0173: set_actor $PLAYER_ACTOR Z_angle_to 107.8934 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2519.575 -1677.88 13.7661 radius 1000.0 
fade 1 500 

:SWEET6_1967
if 
fading 
else_jump @SWEET6_1991 
wait 0 
jump @SWEET6_1967 

:SWEET6_1991
00BB: show_text_lowpriority GXT 'S6_01' time 10000 flag 1  // ~s~Go to the garage in ~y~Willowfield~s~.
018A: 113@ = create_checkpoint_at 2653.016 -2009.172 12.5547 
43@ += 1 

:SWEET6_2034
if 
  43@ == 2 
else_jump @SWEET6_2059 
43@ = 99 

:SWEET6_2059
if 
  43@ == 99 
else_jump @SWEET6_2084 
gosub @SWEET6_35611 

:SWEET6_2084
return 

:SWEET6_2086
if 
  43@ == 0 
else_jump @SWEET6_2354 
51@ = 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2653.016 -2009.172 12.5547 radius 4.0 4.0 4.0 
else_jump @SWEET6_2305 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET6_2213 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
09D0:   car $47 on_wheels 
else_jump @SWEET6_2213 
01B4: set_player $PLAYER_CHAR can_move 0 
51@ = 1 

:SWEET6_2213
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SWEET6_2259 
if 
02A0:   actor $PLAYER_ACTOR stopped 
else_jump @SWEET6_2259 
01B4: set_player $PLAYER_CHAR can_move 0 
51@ = 1 

:SWEET6_2259
if 
  51@ == 1 
else_jump @SWEET6_2305 
if 
075C:   marker 113@ enabled 
else_jump @SWEET6_2298 
0164: disable_marker 113@ 

:SWEET6_2298
43@ += 1 

:SWEET6_2305
if 
  76@ == 1 
else_jump @SWEET6_2354 
if 
00E1:   player 0 pressed_key 19 
else_jump @SWEET6_2354 
00A1: put_actor $PLAYER_ACTOR at $3137 $3138 $3139 

:SWEET6_2354
if 
  43@ == 1 
else_jump @SWEET6_2433 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET6_2426 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
01C1:   car $47 stopped 
else_jump @SWEET6_2419 
43@ += 1 

:SWEET6_2419
jump @SWEET6_2433 

:SWEET6_2426
43@ += 1 

:SWEET6_2433
if 
  43@ == 2 
else_jump @SWEET6_2957 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:SWEET6_2465
if 
fading 
else_jump @SWEET6_2489 
wait 0 
jump @SWEET6_2465 

:SWEET6_2489
00BE: text_clear_all 
04E4: refresh_game_renderer_at 2644.252 -2028.246 
03CB: set_rendering_origin_at 2644.252 -2028.246 12.5547 
02A3: enable_widescreen 1 
015F: set_camera_position 2640.362 -2011.104 14.9634 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2640.959 -2011.886 14.7846 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
0395: clear_area 1 at 2648.941 -2017.247 12.5625 radius 15.0 
0395: clear_area 1 at 2643.875 -2029.439 12.5547 radius 15.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2641.743 -2015.496 12.6446 
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.4731 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
$55 = 1 
0247: load_model 50 
0247: load_model 567 
038B: load_requested_models 

:SWEET6_2699
if or
8248:   not model 50 available 
8248:   not model 567 available 
else_jump @SWEET6_2730 
wait 0 
jump @SWEET6_2699 

:SWEET6_2730
04ED: load_animation "CAR" 
04ED: load_animation "GANGS" 

:SWEET6_2746
if or
84EE:   not animation "CAR" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SWEET6_2784 
wait 0 
jump @SWEET6_2746 

:SWEET6_2784
07C0: load_path 552 

:SWEET6_2789
if 
87C1:   not path 552 available 
else_jump @SWEET6_2816 
wait 0 
jump @SWEET6_2789 

:SWEET6_2816
00A5: 79@ = create_car 567 at 2644.252 -2028.246 12.5547 
0175: set_car 79@ Z_angle_to 358.8272 
07FF: set_car 79@ hydraulics 1 
04E0: car 79@ abandon_path_radius 40 
00AE: set_car 79@ traffic_behaviour_to 3 
0129: 87@ = create_actor_pedtype 4 model 50 in_car 79@ driverseat 
060B: set_actor 87@ decision_maker_to 74@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 87@ 99999 ms 
fade 1 500 

:SWEET6_2910
if 
fading 
else_jump @SWEET6_2934 
wait 0 
jump @SWEET6_2910 

:SWEET6_2934
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
43@ += 1 

:SWEET6_2957
if and
  43@ > 2 
  17 > 43@ 
else_jump @SWEET6_3002 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET6_3002 
43@ = 17 

:SWEET6_3002
if 
  43@ == 3 
else_jump @SWEET6_3118 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_3118 
0519: set_car 79@ locked 0 
04BA: set_car 79@ speed_to 2.0 
00AD: set_car 79@ max_speed_to 4.0 
02C2: car 79@ drive_to 2644.462 -2016.282 12.5547 
40@ = 0 
41@ = 0 
51@ = 0 
03A2: set_car 79@ action 3 
43@ += 1 

:SWEET6_3118
if 
  43@ == 4 
else_jump @SWEET6_3559 
if 
  15000 > 40@ 
else_jump @SWEET6_3506 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_3499 
if 
01B0:   car 79@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 
else_jump @SWEET6_3274 
if 
0803:   car 79@ have_hydraulics 
else_jump @SWEET6_3260 
07F5: car 79@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_3260
43@ += 1 
jump @SWEET6_3499 

:SWEET6_3274
if 
  2 > 51@ 
else_jump @SWEET6_3466 
if and
  1800 > 41@ 
  41@ > 1500 
else_jump @SWEET6_3366 
$1031 = 1.0 
$1032 = 0.0 
$1033 = 1.0 
$1034 = 0.0 
jump @SWEET6_3466 

:SWEET6_3366
if 
  41@ > 1800 
else_jump @SWEET6_3466 
if 
  2500 > 41@ 
else_jump @SWEET6_3451 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 0.0 
jump @SWEET6_3466 

:SWEET6_3451
41@ = 1300 
51@ += 1 

:SWEET6_3466
if 
0803:   car 79@ have_hydraulics 
else_jump @SWEET6_3499 
07F5: car 79@ control_hydraulics $1031 $1032 $1033 $1034 

:SWEET6_3499
jump @SWEET6_3559 

:SWEET6_3506
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_3559 
00AB: put_car 79@ at 2644.462 -2017.282 12.5547 
0175: set_car 79@ Z_angle_to 358.5157 
43@ += 1 

:SWEET6_3559
if 
  43@ == 5 
else_jump @SWEET6_3704 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_3704 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_3621 
05CD: AS_actor -1 exit_car 79@ 

:SWEET6_3621
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
43@ += 1 

:SWEET6_3704
if 
  43@ == 6 
else_jump @SWEET6_3796 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_3796 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_3796 
if 
80DB:   not actor 87@ in_car 79@ 
else_jump @SWEET6_3796 
if 
044B:   actor 87@ on_foot 
else_jump @SWEET6_3796 
43@ += 1 

:SWEET6_3796
if 
  43@ == 7 
else_jump @SWEET6_4169 
015F: set_camera_position 2640.2 -2018.059 14.3965 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2641.135 -2017.758 14.2101 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2642.658 -2015.291 12.5947 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.4479 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_3951 
00A1: put_actor 87@ at 2641.862 -2018.108 12.2327 
0173: set_actor 87@ Z_angle_to 353.04 
05BF: AS_actor 87@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_3951
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4027 
05BF: AS_actor -1 look_at_actor 87@ 99999 ms 
05D3: AS_actor -1 goto_point 2642.391 -2016.581 12.5947 mode 4 time 5000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 87@ 
jump @SWEET6_4034 

:SWEET6_4027
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_4034
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4147 
0792: disembark_instantly_actor 87@ 
0615: define_AS_pack_begin 57@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_4147
70@ = 0 
40@ = 500 
43@ += 1 

:SWEET6_4169
if 
  43@ == 8 
else_jump @SWEET6_4593 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4282 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00A0: store_actor 87@ position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0173: set_actor 87@ Z_angle_to $71 

:SWEET6_4282
if and
  $1040 == 0 
  40@ > 500 
else_jump @SWEET6_4593 
0871: init_jump_table 70@ total_jumps 4 default_jump 0 @SWEET6_4593 jumps 0 @SWEET6_4371 1 @SWEET6_4437 2 @SWEET6_4503 3 @SWEET6_4558 -1 @SWEET6_4593 -1 @SWEET6_4593 -1 @SWEET6_4593 

:SWEET6_4371
05A9: s$1041 = 'LOWR_KA' // s$  // So, you must be Sweet's bro' huh?
04AE: $1043 = 22833 // = constant 
create_thread @AUDIOL 87@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 22834 as 2 
70@ += 1 
jump @SWEET6_4593 

:SWEET6_4437
05A9: s$1041 = 'LOWR_KB' // s$  // He phoned ahead, said you might be looking for a car that bounces.
04AE: $1043 = 22834 // = constant 
create_thread @AUDIOL 87@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22835 as 1 
70@ += 1 
jump @SWEET6_4593 

:SWEET6_4503
05A9: s$1041 = 'LOWR_KC' // s$  // Well I owe him big from way back, so here, this should do the trick.
04AE: $1043 = 22835 // = constant 
create_thread @AUDIOL 87@ 0 1 1 1 
70@ += 1 
jump @SWEET6_4593 

:SWEET6_4558
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4579 
0687: clear_actor 87@ task 

:SWEET6_4579
43@ += 1 
jump @SWEET6_4593 

:SWEET6_4593
if 
  43@ == 9 
else_jump @SWEET6_4746 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_4746 
041E: set_radio_station 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 57@ 
05CB: AS_actor -1 enter_car 79@ as_driver 10000 ms 
0605: actor -1 perform_animation "SIT_RELAXED" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4739 
05BF: AS_actor 87@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_4739
43@ += 1 

:SWEET6_4746
if 
  43@ == 10 
else_jump @SWEET6_4834 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_4834 
if and
00DB:   actor $PLAYER_ACTOR in_car 79@ 
844B:   not actor $PLAYER_ACTOR on_foot 
else_jump @SWEET6_4834 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_4827 
04D7: set_actor 87@ locked 1 

:SWEET6_4827
43@ += 1 

:SWEET6_4834
if 
  43@ == 11 
else_jump @SWEET6_5125 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_5125 
0615: define_AS_pack_begin 57@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 87@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
43@ += 1 
51@ = 0 
40@ = 500 
41@ = 0 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 0.0 
70@ = 0 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_5125 
03A2: set_car 79@ action 3 

:SWEET6_5125
if 
  43@ == 12 
else_jump @SWEET6_5828 
if and
  $1040 == 0 
  40@ > 500 
else_jump @SWEET6_5520 
0871: init_jump_table 70@ total_jumps 5 default_jump 0 @SWEET6_5520 jumps 0 @SWEET6_5232 1 @SWEET6_5298 2 @SWEET6_5364 3 @SWEET6_5430 4 @SWEET6_5485 -1 @SWEET6_5520 -1 @SWEET6_5520 

:SWEET6_5232
05A9: s$1041 = 'LOWR_KD' // s$  // Custom springs should see you hopping all the way home! Try her out.
04AE: $1043 = 22836 // = constant 
create_thread @AUDIOL 87@ 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 22837 as 1 
70@ += 1 
jump @SWEET6_5520 

:SWEET6_5298
05A9: s$1041 = 'LOWR_KE' // s$  // Very popular with the eses - they compete in these things.
04AE: $1043 = 22837 // = constant 
create_thread @AUDIOL 87@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 22838 as 2 
70@ += 1 
jump @SWEET6_5520 

:SWEET6_5364
05A9: s$1041 = 'LOWR_KF' // s$  // You can usually find them over by Unity Station.
04AE: $1043 = 22838 // = constant 
create_thread @AUDIOL 87@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 22839 as 1 
70@ += 1 
jump @SWEET6_5520 

:SWEET6_5430
05A9: s$1041 = 'LOWR_KG' // s$  // If you ever want to mod your ride, come back any time, man.
04AE: $1043 = 22839 // = constant 
create_thread @AUDIOL 87@ 0 1 1 1 
70@ += 1 
jump @SWEET6_5520 

:SWEET6_5485
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_5506 
0687: clear_actor 87@ task 

:SWEET6_5506
43@ += 1 
jump @SWEET6_5520 

:SWEET6_5520
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_5828 
if 
  4 > 51@ 
else_jump @SWEET6_5735 
if and
  1800 > 41@ 
  41@ > 1500 
else_jump @SWEET6_5628 
$1031 = 1.0 
$1032 = 0.0 
$1033 = 1.0 
$1034 = 0.0 
jump @SWEET6_5728 

:SWEET6_5628
if 
  41@ > 1800 
else_jump @SWEET6_5728 
if 
  2500 > 41@ 
else_jump @SWEET6_5713 
$1031 = 0.0 
$1032 = 0.0 
$1033 = 0.0 
$1034 = 0.0 
jump @SWEET6_5728 

:SWEET6_5713
41@ = 1300 
51@ += 1 

:SWEET6_5728
jump @SWEET6_5795 

:SWEET6_5735
if 
  51@ == 4 
else_jump @SWEET6_5795 
0605: actor $PLAYER_ACTOR perform_animation "TAP_HAND" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
51@ += 1 

:SWEET6_5795
if 
0803:   car 79@ have_hydraulics 
else_jump @SWEET6_5828 
07F5: car 79@ control_hydraulics $1031 $1032 $1033 $1034 

:SWEET6_5828
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SWEET6_5890 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAP_HAND" 
else_jump @SWEET6_5890 
0393: actor $PLAYER_ACTOR perform_animation "TAP_HAND" at 0.5 times_normal_rate 

:SWEET6_5890
if 
  43@ == 13 
else_jump @SWEET6_6071 
if 
  $3307 == 0 
else_jump @SWEET6_6064 
if 
8118:   not actor 87@ dead 
else_jump @SWEET6_5979 
0687: clear_actor 87@ task 
04D7: set_actor 87@ locked 0 
05D3: AS_actor 87@ goto_point 2641.231 -2020.621 12.7578 mode 4 time 5000 ms // versionA 

:SWEET6_5979
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6036 
if 
0803:   car 79@ have_hydraulics 
else_jump @SWEET6_6036 
07F5: car 79@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_6036
43@ += 1 
40@ = 0 
41@ = 0 
jump @SWEET6_6071 

:SWEET6_6064
43@ = 17 

:SWEET6_6071
if 
  43@ == 14 
else_jump @SWEET6_6215 
if 
  40@ > 1000 
else_jump @SWEET6_6215 
015F: set_camera_position 2643.985 -2023.749 14.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2644.091 -2022.8 14.6533 switchstyle 2 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6215 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 79@ 
05EB: assign_car 79@ to_path 552 
05ED: freeze_car 79@ while_on_path 
43@ += 1 
40@ = 0 

:SWEET6_6215
if 
  43@ == 15 
else_jump @SWEET6_6303 
if 
  40@ > 1000 
else_jump @SWEET6_6303 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6303 
if 
060E:   car 79@ assigned_to_path 
else_jump @SWEET6_6303 
05EE: unfreeze_car 79@ while_on_path 
43@ += 1 
40@ = 0 

:SWEET6_6303
if 
  43@ == 16 
else_jump @SWEET6_6368 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6368 
if or
82CA:   not car 79@ bounding_sphere_visible 
  40@ > 3000 
else_jump @SWEET6_6368 
43@ += 1 

:SWEET6_6368
if 
  43@ == 17 
else_jump @SWEET6_6638 
00BE: text_clear_all 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
$55 = 0 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6558 
if 
060E:   car 79@ assigned_to_path 
else_jump @SWEET6_6447 
05EC: release_car 79@ from_path 

:SWEET6_6447
0519: set_car 79@ locked 0 
if 
056D:   actor 87@ defined 
else_jump @SWEET6_6475 
009B: destroy_actor 87@ 

:SWEET6_6475
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 79@ 
if 
060E:   car 79@ assigned_to_path 
else_jump @SWEET6_6509 
05EC: release_car 79@ from_path 

:SWEET6_6509
0174: $71 = car 79@ Z_angle 
00AB: put_car 79@ at 2644.258 -2026.526 12.5469 
0175: set_car 79@ Z_angle_to 2.3109 
01B4: set_player $PLAYER_CHAR can_move 1 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:SWEET6_6558
009B: destroy_actor 87@ 
0249: release_model 50 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   not $3307 == 0 
else_jump @SWEET6_6631 
43@ = 99 
jump @SWEET6_6638 

:SWEET6_6631
43@ += 1 

:SWEET6_6638
if 
  43@ == 18 
else_jump @SWEET6_6715 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 2645.112 -2045.745 12.607 
0299: activate_garage 'MODLAST' 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.
43@ += 1 

:SWEET6_6715
if 
  43@ == 19 
else_jump @SWEET6_6966 
if 
   not $11435 == 0 
else_jump @SWEET6_6772 
00BE: text_clear_all 
0164: disable_marker 113@ 
43@ += 1 
jump @SWEET6_6966 

:SWEET6_6772
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_6966 
if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_6882 
if 
075C:   marker 113@ enabled 
else_jump @SWEET6_6828 
0164: disable_marker 113@ 

:SWEET6_6828
if 
875C:   not marker 114@ enabled 
else_jump @SWEET6_6875 
0186: 114@ = create_marker_above_car 79@ 
07E0: set_marker 114@ type_to 1 
00BC: show_text_highpriority GXT 'S6_23' time 5000 flag 1  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_6875
jump @SWEET6_6966 

:SWEET6_6882
if 
075C:   marker 114@ enabled 
else_jump @SWEET6_6914 
0164: disable_marker 114@ 
03D5: remove_text 'S6_23'  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_6914
if 
875C:   not marker 113@ enabled 
else_jump @SWEET6_6966 
018A: 113@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.

:SWEET6_6966
if 
  43@ == 20 
else_jump @SWEET6_7131 
if and
  $11435 == 3 
  $11436 == 3 
else_jump @SWEET6_7061 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_7054 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_7054 
0175: set_car 79@ Z_angle_to 0.0 

:SWEET6_7054
43@ = 99 

:SWEET6_7061
if 
  $11435 == 0 
else_jump @SWEET6_7131 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_7124 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_7124 
0175: set_car 79@ Z_angle_to 0.0 

:SWEET6_7124
43@ = 99 

:SWEET6_7131
if 
  43@ > 12 
else_jump @SWEET6_7363 
51@ = 0 
if and
  $11435 == 3 
  $11436 == 3 
else_jump @SWEET6_7188 
51@ = 1 

:SWEET6_7188
if 
  $11435 == 0 
else_jump @SWEET6_7213 
51@ = 1 

:SWEET6_7213
if 
  51@ == 1 
else_jump @SWEET6_7363 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET6_7363 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_7326 
if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_7319 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0803:   car $47 have_hydraulics 
else_jump @SWEET6_7319 
01C3: remove_references_to_car 79@ 
00D9: 79@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_7319
jump @SWEET6_7363 

:SWEET6_7326
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0803:   car $47 have_hydraulics 
else_jump @SWEET6_7363 
01C3: remove_references_to_car 79@ 
00D9: 79@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_7363
if 
  43@ == 99 
else_jump @SWEET6_7477 
08F6: restore_player_group 
$3307 += 1 
0299: activate_garage 'MODLAST' 
00BE: text_clear_all 
if 
056D:   actor 87@ defined 
else_jump @SWEET6_7424 
009B: destroy_actor 87@ 

:SWEET6_7424
$55 = 1 
0249: release_model 50 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
0873: release_path 552 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
gosub @SWEET6_35611 

:SWEET6_7477
return 

:SWEET6_7479
if 
  43@ == 0 
else_jump @SWEET6_8690 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_7548 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_7548 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.

:SWEET6_7548
if 
875C:   not marker 113@ enabled 
else_jump @SWEET6_7584 
018A: 113@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_7584
138@ = 0 
139@ = 0 
149@ = 1796.947 
156@ = -1924.376 
163@ = 13.2937 
170@ = 60.9627 
150@ = 1802.865 
157@ = -1918.742 
164@ = 13.2965 
171@ = 357.6195 
151@ = 1788.992 
158@ = -1924.501 
165@ = 13.2937 
172@ = 305.5176 
152@ = 1784.189 
159@ = -1913.44 
166@ = 13.2957 
173@ = 188.9639 
153@ = 1790.964 
160@ = -1913.898 
167@ = 13.2985 
174@ = 266.2616 
154@ = 1799.899 
161@ = -1906.425 
168@ = 13.3025 
175@ = 184.4735 
155@ = 1785.94 
162@ = -1904.839 
169@ = 13.297 
176@ = 152.5742 
177@ = 1798.603 
199@ = -1908.26 
221@ = 12.4388 
243@ = 102.3995 
178@ = 1798.887 
200@ = -1907.668 
222@ = 12.4399 
244@ = 174.1189 
179@ = 1798.834 
201@ = -1911.782 
223@ = 12.4374 
245@ = 158.2591 
180@ = 1799.584 
202@ = -1912.795 
224@ = 12.4368 
246@ = 74.6392 
181@ = 1800.902 
203@ = -1918.714 
225@ = 12.4331 
247@ = 256.6391 
182@ = 1798.166 
204@ = -1920.427 
226@ = 12.4321 
248@ = 19.6592 
183@ = 1796.811 
205@ = -1920.426 
227@ = 12.4321 
249@ = 331.8393 
184@ = 1787.78 
206@ = -1919.071 
228@ = 12.4329 
250@ = 331.8393 
185@ = 1786.71 
207@ = -1917.982 
229@ = 12.4332 
251@ = 285.8198 
186@ = 1786.194 
208@ = -1907.356 
230@ = 12.4327 
252@ = 260.4003 
187@ = 1786.898 
209@ = -1906.531 
231@ = 12.4335 
253@ = 141.9807 
188@ = 1786.23 
210@ = -1908.622 
232@ = 12.4328 
254@ = 327.1608 
189@ = 1789.188 
211@ = -1919.665 
233@ = 12.4325 
255@ = 357.2196 
190@ = 1788.103 
212@ = -1907.949 
234@ = 12.4352 
256@ = 200.9411 
191@ = 1797.997 
213@ = -1912.74 
235@ = 12.4368 
257@ = 312.2806 
192@ = 1796.46 
214@ = -1908.882 
236@ = 12.4368 
258@ = 312.2806 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 
0247: load_model 63 
0247: load_model 41 
0247: load_model 567 
0247: load_model 534 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_8562
if or
8248:   not model 114 available 
8248:   not model 115 available 
8248:   not model 116 available 
8248:   not model 63 available 
8248:   not model 41 available 
else_jump @SWEET6_8604 
wait 0 
jump @SWEET6_8562 

:SWEET6_8604
if or
8248:   not model 567 available 
8248:   not model 534 available 
else_jump @SWEET6_8636 
wait 0 
jump @SWEET6_8604 

:SWEET6_8636
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @SWEET6_8670 
wait 0 
jump @SWEET6_8636 

:SWEET6_8670
0917: audio_zone 'LOWRIDE' enable_sound 1 
43@ += 1 

:SWEET6_8690
if 
  43@ == 1 
else_jump @SWEET6_16323 
if 
  76@ == 1 
else_jump @SWEET6_8789 
if 
00E1:   player 0 pressed_key 19 
else_jump @SWEET6_8789 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_8789 
00AB: put_car 79@ at 1800.978 -1895.775 12.4046 
0175: set_car 79@ Z_angle_to 136.3521 

:SWEET6_8789
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_8972 
if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_8899 
if 
075C:   marker 113@ enabled 
else_jump @SWEET6_8845 
0164: disable_marker 113@ 

:SWEET6_8845
if 
875C:   not marker 114@ enabled 
else_jump @SWEET6_8892 
00BC: show_text_highpriority GXT 'S6_35' time 5000 flag 1  // ~s~You need to take the ~b~lowrider ~s~with you.
0186: 114@ = create_marker_above_car 79@ 
07E0: set_marker 114@ type_to 1 

:SWEET6_8892
jump @SWEET6_8972 

:SWEET6_8899
if 
875C:   not marker 113@ enabled 
else_jump @SWEET6_8951 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.
018A: 113@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_8951
if 
075C:   marker 114@ enabled 
else_jump @SWEET6_8972 
0164: disable_marker 114@ 

:SWEET6_8972
51@ = 0 
if and
  $11435 == 3 
  $11436 == 3 
else_jump @SWEET6_9011 
51@ = 1 

:SWEET6_9011
if 
  $11435 == 0 
else_jump @SWEET6_9036 
51@ = 1 

:SWEET6_9036
if 
  51@ == 1 
else_jump @SWEET6_9186 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET6_9186 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_9149 
if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_9142 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0803:   car $47 have_hydraulics 
else_jump @SWEET6_9142 
01C3: remove_references_to_car 79@ 
00D9: 79@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_9142
jump @SWEET6_9186 

:SWEET6_9149
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0803:   car $47 have_hydraulics 
else_jump @SWEET6_9186 
01C3: remove_references_to_car 79@ 
00D9: 79@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_9186
if 
  139@ == 0 
else_jump @SWEET6_10693 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @SWEET6_10686 
0A6F: checkpoint_save 99 
00A5: 80@ = create_car 534 at 0.0 0.0 0.0 
00A5: 81@ = create_car 567 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 567 at 0.0 0.0 0.0 
0229: set_car 80@ primary_color_to 1 secondary_color_to 0 
0229: set_car 81@ primary_color_to 2 secondary_color_to 1 
0229: set_car 82@ primary_color_to 3 secondary_color_to 2 
0229: set_car 83@ primary_color_to 10 secondary_color_to 3 
03A2: set_car 80@ action 3 
03A2: set_car 83@ action 3 
07FF: set_car 80@ hydraulics 1 
07FF: set_car 83@ hydraulics 1 
02AA: set_car 80@ immune_to_nonplayer 1 
02AA: set_car 83@ immune_to_nonplayer 1 
wait 0 
00A5: 84@ = create_car 534 at 0.0 0.0 0.0 
00A5: 85@ = create_car 567 at 0.0 0.0 0.0 
00A5: 86@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 84@ primary_color_to 9 secondary_color_to 4 
0229: set_car 85@ primary_color_to 6 secondary_color_to 5 
0229: set_car 86@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 84@ action 3 
07FF: set_car 84@ hydraulics 1 
02AA: set_car 84@ immune_to_nonplayer 1 
wait 0 
51@ = 0 

:SWEET6_9548
if 
  7 > 51@ 
else_jump @SWEET6_9657 
if 
8119:   not car 80@(51@,7i) wrecked 
else_jump @SWEET6_9643 
00AB: put_car 80@(51@,7i) at 149@(51@,7f) 156@(51@,7f) 163@(51@,7f) 
0175: set_car 80@(51@,7i) Z_angle_to 170@(51@,7f) 
020A: set_car 80@(51@,7i) door_status_to 3 

:SWEET6_9643
51@ += 1 
jump @SWEET6_9548 

:SWEET6_9657
wait 0 
009A: 88@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
wait 0 
009A: 89@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
wait 0 
009A: 101@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
wait 0 
009A: 104@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 106@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 107@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 108@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 109@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
wait 0 
51@ = 0 

:SWEET6_10212
if 
  16 > 51@ 
else_jump @SWEET6_10330 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_10316 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_10316 
00A1: put_actor 88@(51@,22i) at 177@(51@,22f) 199@(51@,22f) 221@(51@,22f) 
0173: set_actor 88@(51@,22i) Z_angle_to 243@(51@,22f) 

:SWEET6_10316
51@ += 1 
jump @SWEET6_10212 

:SWEET6_10330
51@ = 0 

:SWEET6_10337
if 
  22 > 51@ 
else_jump @SWEET6_10421 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_10407 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_10407 
060B: set_actor 88@(51@,22i) decision_maker_to 75@ 

:SWEET6_10407
51@ += 4 
jump @SWEET6_10337 

:SWEET6_10421
if 
8118:   not actor 104@ dead 
else_jump @SWEET6_10461 
if 
8119:   not car 81@ wrecked 
else_jump @SWEET6_10461 
036A: put_actor 104@ in_car 81@ 

:SWEET6_10461
if 
8118:   not actor 105@ dead 
else_jump @SWEET6_10501 
if 
8119:   not car 82@ wrecked 
else_jump @SWEET6_10501 
036A: put_actor 105@ in_car 82@ 

:SWEET6_10501
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_10541 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_10541 
036A: put_actor 106@ in_car 84@ 

:SWEET6_10541
if 
8118:   not actor 107@ dead 
else_jump @SWEET6_10581 
if 
8119:   not car 80@ wrecked 
else_jump @SWEET6_10581 
036A: put_actor 107@ in_car 80@ 

:SWEET6_10581
if 
8118:   not actor 108@ dead 
else_jump @SWEET6_10621 
if 
8119:   not car 83@ wrecked 
else_jump @SWEET6_10621 
036A: put_actor 108@ in_car 83@ 

:SWEET6_10621
if 
056D:   actor 109@ defined 
else_jump @SWEET6_10679 
if 
8118:   not actor 109@ dead 
else_jump @SWEET6_10679 
if 
8119:   not car 82@ wrecked 
else_jump @SWEET6_10679 
0430: put_actor 109@ into_car 82@ passenger_seat 0 

:SWEET6_10679
139@ = 1 

:SWEET6_10686
jump @SWEET6_10834 

:SWEET6_10693
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @SWEET6_10834 
51@ = 0 

:SWEET6_10738
if 
  7 > 51@ 
else_jump @SWEET6_10779 
00A6: destroy_car 80@(51@,7i) 
51@ += 1 
jump @SWEET6_10738 

:SWEET6_10779
51@ = 0 

:SWEET6_10786
if 
  22 > 51@ 
else_jump @SWEET6_10827 
009B: destroy_actor 88@(51@,22i) 
51@ += 1 
jump @SWEET6_10786 

:SWEET6_10827
139@ = 0 

:SWEET6_10834
if 
  139@ == 1 
else_jump @SWEET6_16058 
if 
  138@ == 0 
else_jump @SWEET6_15790 
if 
  300 > 144@ 
else_jump @SWEET6_10936 
265@ = 1.0 
268@ = 1.0 
271@ = 0.0 
274@ = 0.0 
jump @SWEET6_11009 

:SWEET6_10936
if 
  144@ > 500 
else_jump @SWEET6_10969 
144@ = 0 
jump @SWEET6_11009 

:SWEET6_10969
265@ = 0.0 
268@ = 0.0 
271@ = 0.0 
274@ = 0.0 

:SWEET6_11009
if 
  145@ > 2000 
else_jump @SWEET6_11083 
0209: 304@ = random_int_in_ranges 0 16 
gosub @SWEET6_28858 
0087: 266@ = 302@ // (float) 
0087: 269@ = 300@ // (float) 
0087: 272@ = 303@ // (float) 
0087: 275@ = 301@ // (float) 
145@ = 0 

:SWEET6_11083
if 
  146@ > 300 
else_jump @SWEET6_11157 
0209: 304@ = random_int_in_ranges 0 16 
gosub @SWEET6_28858 
0087: 267@ = 302@ // (float) 
0087: 270@ = 300@ // (float) 
0087: 273@ = 303@ // (float) 
0087: 276@ = 301@ // (float) 
146@ = 0 

:SWEET6_11157
if 
8119:   not car 80@ wrecked 
else_jump @SWEET6_11299 
if 
0803:   car 80@ have_hydraulics 
else_jump @SWEET6_11299 
07F5: car 80@ control_hydraulics 268@ 274@ 265@ 271@ 
00AA: store_car 80@ position_to $72 $73 $74 
0087: 58@ = 149@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 156@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 280@ // (float) 
006B: 59@ *= 280@ // (float) 
07D5: set_car 80@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11299
if 
8119:   not car 83@ wrecked 
else_jump @SWEET6_11441 
if 
0803:   car 83@ have_hydraulics 
else_jump @SWEET6_11441 
07F5: car 83@ control_hydraulics 269@ 275@ 266@ 272@ 
00AA: store_car 83@ position_to $72 $73 $74 
0087: 58@ = 152@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 159@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 280@ // (float) 
006B: 59@ *= 280@ // (float) 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11441
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_11583 
if 
0803:   car 84@ have_hydraulics 
else_jump @SWEET6_11583 
07F5: car 84@ control_hydraulics 270@ 276@ 267@ 273@ 
00AA: store_car 84@ position_to $72 $73 $74 
0087: 58@ = 153@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 160@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 280@ // (float) 
006B: 59@ *= 280@ // (float) 
07D5: set_car 84@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_11583
0871: init_jump_table 47@ total_jumps 20 default_jump 0 @SWEET6_15783 jumps 0 @SWEET6_11776 1 @SWEET6_12152 2 @SWEET6_12528 3 @SWEET6_12678 4 @SWEET6_12828 5 @SWEET6_12943 6 @SWEET6_13093 
0872: jump_table_jumps 7 @SWEET6_13243 8 @SWEET6_13359 9 @SWEET6_13475 10 @SWEET6_13851 11 @SWEET6_14034 12 @SWEET6_14150 13 @SWEET6_14266 14 @SWEET6_14573 15 @SWEET6_14898 
0872: jump_table_jumps 16 @SWEET6_15182 17 @SWEET6_15291 18 @SWEET6_15400 19 @SWEET6_15607 -1 @SWEET6_15783 -1 @SWEET6_15783 -1 @SWEET6_15783 -1 @SWEET6_15783 -1 @SWEET6_15783 

:SWEET6_11776
if 
8118:   not actor 88@ dead 
else_jump @SWEET6_12145 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_12050 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET6_11984 
if 
01AF:   car 85@ sphere 0 in_sphere 154@ 161@ 168@ radius 0.2 0.2 1.0 
else_jump @SWEET6_11936 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @SWEET6_11977 

:SWEET6_11936
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_11977
jump @SWEET6_12025 

:SWEET6_11984
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12025
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @SWEET6_12145 

:SWEET6_12050
if 
0611:   actor 88@ performing_animation "M_SMKLEAN_LOOP" 
else_jump @SWEET6_12145 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET6_12145 
if 
81AF:   not car 85@ sphere 0 in_sphere 154@ 161@ 168@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12145 
0687: clear_actor 88@ task 

:SWEET6_12145
jump @SWEET6_15783 

:SWEET6_12152
if 
8118:   not actor 89@ dead 
else_jump @SWEET6_12521 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_12426 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET6_12360 
if 
01AF:   car 85@ sphere 0 in_sphere 154@ 161@ 168@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12312 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @SWEET6_12353 

:SWEET6_12312
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12353
jump @SWEET6_12401 

:SWEET6_12360
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12401
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @SWEET6_12521 

:SWEET6_12426
if 
0611:   actor 89@ performing_animation "F_SMKLEAN_LOOP" 
else_jump @SWEET6_12521 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET6_12521 
if 
81AF:   not car 85@ sphere 0 in_sphere 154@ 161@ 168@ radius 0.2 0.2 1.0 
else_jump @SWEET6_12521 
0687: clear_actor 89@ task 

:SWEET6_12521
jump @SWEET6_15783 

:SWEET6_12528
if 
8118:   not actor 90@ dead 
else_jump @SWEET6_12671 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_12671 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 91@ dead 
else_jump @SWEET6_12612 
0677: AS_actor -1 chat_with_actor 91@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_12653 

:SWEET6_12612
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12653
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_12671
jump @SWEET6_15783 

:SWEET6_12678
if 
8118:   not actor 91@ dead 
else_jump @SWEET6_12821 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_12821 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 90@ dead 
else_jump @SWEET6_12762 
0677: AS_actor -1 chat_with_actor 90@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_12803 

:SWEET6_12762
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_12803
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_12821
jump @SWEET6_15783 

:SWEET6_12828
if 
8118:   not actor 92@ dead 
else_jump @SWEET6_12936 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_12936 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_12936
jump @SWEET6_15783 

:SWEET6_12943
if 
8118:   not actor 93@ dead 
else_jump @SWEET6_13086 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_13086 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 94@ dead 
else_jump @SWEET6_13027 
0677: AS_actor -1 chat_with_actor 94@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_13068 

:SWEET6_13027
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13068
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_13086
jump @SWEET6_15783 

:SWEET6_13093
if 
8118:   not actor 94@ dead 
else_jump @SWEET6_13236 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_13236 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 93@ dead 
else_jump @SWEET6_13177 
0677: AS_actor -1 chat_with_actor 93@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_13218 

:SWEET6_13177
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13218
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_13236
jump @SWEET6_15783 

:SWEET6_13243
if 
8118:   not actor 95@ dead 
else_jump @SWEET6_13352 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_13352 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_13352
jump @SWEET6_15783 

:SWEET6_13359
if 
8118:   not actor 96@ dead 
else_jump @SWEET6_13468 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_13468 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_13468
jump @SWEET6_15783 

:SWEET6_13475
if 
8118:   not actor 97@ dead 
else_jump @SWEET6_13844 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_13749 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET6_13683 
if 
01AF:   car 86@ sphere 0 in_sphere 155@ 162@ 169@ radius 0.2 0.2 1.0 
else_jump @SWEET6_13635 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @SWEET6_13676 

:SWEET6_13635
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13676
jump @SWEET6_13724 

:SWEET6_13683
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_13724
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @SWEET6_13844 

:SWEET6_13749
if 
0611:   actor 97@ performing_animation "M_SMKLEAN_LOOP" 
else_jump @SWEET6_13844 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET6_13844 
if 
81AF:   not car 86@ sphere 0 in_sphere 155@ 162@ 169@ radius 0.2 0.2 1.0 
else_jump @SWEET6_13844 
0687: clear_actor 97@ task 

:SWEET6_13844
jump @SWEET6_15783 

:SWEET6_13851
if 
8118:   not actor 98@ dead 
else_jump @SWEET6_14027 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_14027 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_14027
jump @SWEET6_15783 

:SWEET6_14034
if 
8118:   not actor 99@ dead 
else_jump @SWEET6_14143 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_14143 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_14143
jump @SWEET6_15783 

:SWEET6_14150
if 
8118:   not actor 100@ dead 
else_jump @SWEET6_14259 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_14259 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_14259
jump @SWEET6_15783 

:SWEET6_14266
if 
8118:   not actor 101@ dead 
else_jump @SWEET6_14566 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_14566 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 190@ 212@ 234@ mode 4 time 60000 ms // versionA 
if 
8118:   not actor 97@ dead 
else_jump @SWEET6_14507 
0639: AS_actor -1 rotate_to_actor 97@ 

:SWEET6_14507
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_14566
jump @SWEET6_15783 

:SWEET6_14573
if 
8118:   not actor 102@ dead 
else_jump @SWEET6_14891 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_14891 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_14891
jump @SWEET6_15783 

:SWEET6_14898
if 
8118:   not actor 103@ dead 
else_jump @SWEET6_15175 
062E: get_actor 103@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_15175 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 192@ 214@ 236@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 103@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_15175
jump @SWEET6_15783 

:SWEET6_15182
if 
8118:   not actor 104@ dead 
else_jump @SWEET6_15284 
062E: get_actor 104@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_15284 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 104@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_15284
jump @SWEET6_15783 

:SWEET6_15291
if 
8118:   not actor 105@ dead 
else_jump @SWEET6_15393 
062E: get_actor 105@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_15393 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 105@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_15393
jump @SWEET6_15783 

:SWEET6_15400
51@ = 0 

:SWEET6_15407
if 
  7 > 51@ 
else_jump @SWEET6_15600 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_15586 
if 
8119:   not car 80@(51@,7i) wrecked 
else_jump @SWEET6_15556 
if 
051C:   car 80@(51@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET6_15549 
0227: 52@ = car 80@(51@,7i) health 
if 
  950 > 52@ 
else_jump @SWEET6_15549 
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
138@ = 1 
51@ = 7 

:SWEET6_15549
jump @SWEET6_15586 

:SWEET6_15556
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
138@ = 1 
51@ = 7 

:SWEET6_15586
51@ += 1 
jump @SWEET6_15407 

:SWEET6_15600
jump @SWEET6_15783 

:SWEET6_15607
51@ = 0 

:SWEET6_15614
if 
  22 > 51@ 
else_jump @SWEET6_15776 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_15762 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_15732 
if 
051A:   actor 88@(51@,22i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET6_15725 
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
138@ = 1 
51@ = 22 

:SWEET6_15725
jump @SWEET6_15762 

:SWEET6_15732
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
138@ = 1 
51@ = 22 

:SWEET6_15762
51@ += 1 
jump @SWEET6_15614 

:SWEET6_15776
jump @SWEET6_15783 

:SWEET6_15783
jump @SWEET6_16058 

:SWEET6_15790
if 
  138@ == 1 
else_jump @SWEET6_16058 
51@ = 0 

:SWEET6_15815
if 
  12 > 51@ 
else_jump @SWEET6_15876 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_15862 
0792: disembark_instantly_actor 88@(51@,22i) 

:SWEET6_15862
51@ += 1 
jump @SWEET6_15815 

:SWEET6_15876
51@ = 0 

:SWEET6_15883
if 
  22 > 51@ 
else_jump @SWEET6_15948 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_15934 
077A: set_actor 88@(51@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:SWEET6_15934
51@ += 1 
jump @SWEET6_15883 

:SWEET6_15948
51@ = 0 

:SWEET6_15955
if 
  22 > 51@ 
else_jump @SWEET6_15996 
01C2: remove_references_to_actor 88@(51@,22i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @SWEET6_15955 

:SWEET6_15996
51@ = 0 

:SWEET6_16003
if 
  7 > 51@ 
else_jump @SWEET6_16044 
01C3: remove_references_to_car 80@(51@,7i) 
51@ += 1 
jump @SWEET6_16003 

:SWEET6_16044
45@ = 1 
138@ += 1 

:SWEET6_16058
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_16323 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_16323 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET6_16316 
if 
09D0:   car 79@ on_wheels 
else_jump @SWEET6_16309 
010B: 51@ = player $PLAYER_CHAR money 
if 
002D:   51@ >= 282@ // (int) 
else_jump @SWEET6_16213 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
43@ = 99 
jump @SWEET6_16309 

:SWEET6_16213
if and
  $1040 == 0 
876F:   not text_priority_displayed 
else_jump @SWEET6_16309 
if 
  288@ == 0 
else_jump @SWEET6_16309 
05A9: s$1041 = 'LOWR_AK' // s$  // You don't have enough cash to play, ese.
04AE: $1043 = 22806 // = constant 
create_thread @AUDIOL -1 0 0 1 0 
288@ += 1 
03E5: show_text_box 'S6_40'  // You need $50 to compete in the lowrider event.

:SWEET6_16309
jump @SWEET6_16323 

:SWEET6_16316
288@ = 0 

:SWEET6_16323
if 
  289@ == 0 
else_jump @SWEET6_16446 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2644.069 -2029.135 radius 20.0 20.0 
else_jump @SWEET6_16439 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16439 
03E5: show_text_box 'S6_22'  // You can return to the garage at any time. It is marked on the radar with a wrench icon.
0164: disable_marker $413 
04CE: $413 = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
289@ += 1 

:SWEET6_16439
jump @SWEET6_16627 

:SWEET6_16446
if 
  290@ == 0 
else_jump @SWEET6_16541 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_16534 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_16534 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16534 
0A82: set_widget_info2 'S6_36' 0  // Press and hold ~m~~widget_hydraulics~ while steering to control the vehicle's hydraulics. Tap ~m~~widget_hydraulics~ to lock hydraulics into place.
290@ += 1 

:SWEET6_16534
jump @SWEET6_16627 

:SWEET6_16541
if 
  290@ == 1 
else_jump @SWEET6_16627 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_16627 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_16627 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @SWEET6_16627 
03E5: show_text_box 'S6_41'  // Tap ~m~~widget_horn~ to raise and lower the vehicle's hydraulics.
290@ += 1 

:SWEET6_16627
if 
  43@ == 99 
else_jump @SWEET6_16692 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SWEET6_16692 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
01C1:   car $47 stopped 
else_jump @SWEET6_16692 
gosub @SWEET6_35611 

:SWEET6_16692
return 

:SWEET6_16694
if 
  43@ == 0 
else_jump @SWEET6_17318 
fade 0 500 

:SWEET6_16719
if 
fading 
else_jump @SWEET6_16743 
wait 0 
jump @SWEET6_16719 

:SWEET6_16743
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_16764 
09FE: reset_hydraulics_on_car 79@ 

:SWEET6_16764
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
if 
075C:   marker 113@ enabled 
else_jump @SWEET6_16823 
0164: disable_marker 113@ 

:SWEET6_16823
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_16869 
00AB: put_car 79@ at 1793.068 -1904.254 12.3989 
0175: set_car 79@ Z_angle_to 171.6728 

:SWEET6_16869
51@ = 0 

:SWEET6_16876
if 
  16 > 51@ 
else_jump @SWEET6_16937 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_16923 
0792: disembark_instantly_actor 88@(51@,22i) 

:SWEET6_16923
51@ += 1 
jump @SWEET6_16876 

:SWEET6_16937
51@ = 0 

:SWEET6_16944
if 
  22 > 51@ 
else_jump @SWEET6_17008 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_16994 
060B: set_actor 88@(51@,22i) decision_maker_to 74@ 

:SWEET6_16994
51@ += 1 
jump @SWEET6_16944 

:SWEET6_17008
51@ = 0 

:SWEET6_17015
if 
  16 > 51@ 
else_jump @SWEET6_17113 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_17099 
00A1: put_actor 88@(51@,22i) at 177@(51@,22f) 199@(51@,22f) 221@(51@,22f) 
0173: set_actor 88@(51@,22i) Z_angle_to 243@(51@,22f) 

:SWEET6_17099
51@ += 1 
jump @SWEET6_17015 

:SWEET6_17113
51@ = 0 

:SWEET6_17120
if 
  7 > 51@ 
else_jump @SWEET6_17218 
if 
8119:   not car 80@(51@,7i) wrecked 
else_jump @SWEET6_17204 
00AB: put_car 80@(51@,7i) at 149@(51@,7f) 156@(51@,7f) 163@(51@,7f) 
0175: set_car 80@(51@,7i) Z_angle_to 170@(51@,7f) 

:SWEET6_17204
51@ += 1 
jump @SWEET6_17120 

:SWEET6_17218
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
fade 1 500 

:SWEET6_17287
if 
fading 
else_jump @SWEET6_17311 
wait 0 
jump @SWEET6_17287 

:SWEET6_17311
43@ += 1 

:SWEET6_17318
if 
  43@ == 1 
else_jump @SWEET6_17436 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_17422 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_17380 
05CD: AS_actor -1 exit_car 84@ 

:SWEET6_17380
05D3: AS_actor -1 goto_point 1792.631 -1909.274 12.4371 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor 106@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_17422
40@ = 0 
43@ += 1 

:SWEET6_17436
if 
  43@ == 2 
else_jump @SWEET6_17584 
if or
  40@ > 5000 
08D0:   should_skip_cutscene 
else_jump @SWEET6_17584 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_17584 
0792: disembark_instantly_actor 106@ 
00A1: put_actor 106@ at 1792.631 -1909.274 12.4371 
0173: set_actor 106@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
43@ += 1 

:SWEET6_17584
if 
  43@ == 3 
else_jump @SWEET6_18034 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_18034 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 106@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
0209: 51@ = random_int_in_ranges 0 3 
if 
  51@ == 0 
else_jump @SWEET6_17889 
05A9: s$1041 = 'LOWR_BA' // s$  // So you think you can lowride? Well let's see what you can do.
04AE: $1043 = 22808 // = constant 
create_thread @AUDIOL 106@ 0 1 1 0 

:SWEET6_17889
if 
  51@ == 1 
else_jump @SWEET6_17948 
05A9: s$1041 = 'LOWR_BB' // s$  // You up for a bounce, homie?
04AE: $1043 = 22809 // = constant 
create_thread @AUDIOL 106@ 0 1 1 0 

:SWEET6_17948
if 
  51@ == 2 
else_jump @SWEET6_18007 
05A9: s$1041 = 'LOWR_BC' // s$  // Alright homie let's see if you got what it takes.
04AE: $1043 = 22810 // = constant 
create_thread @AUDIOL 106@ 0 1 1 0 

:SWEET6_18007
wait 1000 
03F0: enable_text_draw 1 
wait 1 
40@ = 0 
43@ += 1 

:SWEET6_18034
if 
  43@ == 4 
else_jump @SWEET6_18125 
if or
  $1040 == 0 
08D0:   should_skip_cutscene 
else_jump @SWEET6_18125 
43@ += 1 
142@ = 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_18125 
0687: clear_actor 106@ task 

:SWEET6_18125
if 
  43@ == 5 
else_jump @SWEET6_18272 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 284@ = 282@ // (int) 
0085: 51@ = 284@ // (int) 
51@ *= -1 
0109: player $PLAYER_CHAR money = 51@ 
0093: 54@ = integer 282@ to_float 
0093: 55@ = integer 283@ to_float 
0A60: add_widget_flag 159 4 
0A6D: print_help_forever_conditional 'WAGRHLP' 0  // Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_gambling_continue~ to continue.
43@ += 1 

:SWEET6_18272
if 
  43@ == 6 
else_jump @SWEET6_19239 
if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
else_jump @SWEET6_18307 
03E6: remove_text_box 

:SWEET6_18307
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @SWEET6_18739 
if and
   not 285@ == 1 
   not 285@ == -1 
else_jump @SWEET6_18688 
if 
  284@ >= 10000 
else_jump @SWEET6_18389 
281@ = 1000 
jump @SWEET6_18493 

:SWEET6_18389
if 
  284@ >= 1000 
else_jump @SWEET6_18422 
281@ = 100 
jump @SWEET6_18493 

:SWEET6_18422
if 
  284@ >= 100 
else_jump @SWEET6_18454 
281@ = 10 
jump @SWEET6_18493 

:SWEET6_18454
if 
  284@ == 0 
else_jump @SWEET6_18486 
281@ = 2 
jump @SWEET6_18493 

:SWEET6_18486
281@ = 1 

:SWEET6_18493
010B: 51@ = player $PLAYER_CHAR money 
if 
001D:   281@ > 51@ // (int) 
else_jump @SWEET6_18528 
0085: 281@ = 51@ // (int) 

:SWEET6_18528
0085: 51@ = 284@ // (int) 
005A: 51@ += 281@ // (int) 
if 
001D:   51@ > 283@ // (int) 
else_jump @SWEET6_18579 
0085: 281@ = 283@ // (int) 
0062: 281@ -= 284@ // (int) 

:SWEET6_18579
if 
  0 > 281@ 
else_jump @SWEET6_18604 
281@ *= -1 

:SWEET6_18604
005A: 284@ += 281@ // (int) 
005A: 286@ += 281@ // (int) 
281@ *= -1 
0109: player $PLAYER_CHAR money = 281@ 
285@ += 1 
if 
  285@ > 1 
else_jump @SWEET6_18674 
285@ = 2 
jump @SWEET6_18681 

:SWEET6_18674
40@ = 0 

:SWEET6_18681
jump @SWEET6_18732 

:SWEET6_18688
if 
  285@ == 1 
else_jump @SWEET6_18732 
if 
  40@ > 500 
else_jump @SWEET6_18732 
285@ = 2 

:SWEET6_18732
jump @SWEET6_19128 

:SWEET6_18739
if 
   not 285@ == 0 
else_jump @SWEET6_18764 
285@ = 0 

:SWEET6_18764
if 
0A51:   is_widget_pressed 63 
else_jump @SWEET6_19103 
if 
   not 287@ == 1 
else_jump @SWEET6_19070 
if 
  284@ > 10000 
else_jump @SWEET6_18831 
281@ = -1000 
jump @SWEET6_18903 

:SWEET6_18831
if 
  284@ > 1000 
else_jump @SWEET6_18864 
281@ = -100 
jump @SWEET6_18903 

:SWEET6_18864
if 
  284@ > 100 
else_jump @SWEET6_18896 
281@ = -10 
jump @SWEET6_18903 

:SWEET6_18896
281@ = -1 

:SWEET6_18903
0085: 51@ = 284@ // (int) 
005A: 284@ += 281@ // (int) 
if 
001D:   282@ > 284@ // (int) 
else_jump @SWEET6_18960 
284@ = 0 
0085: 281@ = 51@ // (int) 
281@ *= -1 

:SWEET6_18960
if 
001D:   282@ > 284@ // (int) 
else_jump @SWEET6_18994 
0085: 284@ = 282@ // (int) 
jump @SWEET6_19017 

:SWEET6_18994
281@ *= -1 
0062: 286@ -= 281@ // (int) 
0109: player $PLAYER_CHAR money = 281@ 

:SWEET6_19017
287@ += 1 
if 
  287@ > 1 
else_jump @SWEET6_19056 
287@ = 2 
jump @SWEET6_19063 

:SWEET6_19056
40@ = 0 

:SWEET6_19063
jump @SWEET6_19096 

:SWEET6_19070
if 
  40@ > 500 
else_jump @SWEET6_19096 
287@ = 2 

:SWEET6_19096
jump @SWEET6_19128 

:SWEET6_19103
if 
   not 287@ == 0 
else_jump @SWEET6_19128 
287@ = 0 

:SWEET6_19128
0A52:   is_widget_released 159 
010B: 51@ = player $PLAYER_CHAR money 
gosub @SWEET6_35417 
if 
  142@ == 0 
else_jump @SWEET6_19215 
if 
0A52:   is_widget_released 90 
else_jump @SWEET6_19208 
0093: 54@ = integer 284@ to_float 
54@ *= 0.1 
03E6: remove_text_box 
43@ += 1 

:SWEET6_19208
jump @SWEET6_19239 

:SWEET6_19215
if 
80E1:   not player 0 pressed_key 16 
else_jump @SWEET6_19239 
142@ = 0 

:SWEET6_19239
if 
  43@ == 7 
else_jump @SWEET6_19272 
03F0: enable_text_draw 0 
02A3: enable_widescreen 1 
43@ += 1 

:SWEET6_19272
if 
  43@ == 8 
else_jump @SWEET6_19320 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_19320 
40@ = 0 
43@ += 1 

:SWEET6_19320
if 
  43@ == 9 
else_jump @SWEET6_19445 
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_19445 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1791.433 -1911.414 12.4371 mode 4 time 10000 ms // versionA 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_19413 
05CB: AS_actor -1 enter_car 84@ as_driver 5000 ms 

:SWEET6_19413
0616: define_AS_pack_end 57@ 
0618: assign_actor 106@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
43@ += 1 

:SWEET6_19445
if 
  43@ == 10 
else_jump @SWEET6_19522 
if 
  40@ > 2000 
else_jump @SWEET6_19522 
00BE: text_clear_all 
fade 0 500 

:SWEET6_19491
if 
fading 
else_jump @SWEET6_19515 
wait 0 
jump @SWEET6_19491 

:SWEET6_19515
43@ = 99 

:SWEET6_19522
gosub @SWEET6_29788 
if 
  43@ == 99 
else_jump @SWEET6_19554 
gosub @SWEET6_35611 

:SWEET6_19554
return 

:SWEET6_19556
if 
  43@ == 0 
else_jump @SWEET6_19662 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
43@ += 1 

:SWEET6_19662
if 
  43@ == 1 
else_jump @SWEET6_22382 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 
0247: load_model 63 
0247: load_model 41 
0247: load_model 567 
0247: load_model 534 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_19724
if or
8248:   not model 114 available 
8248:   not model 115 available 
8248:   not model 116 available 
8248:   not model 63 available 
8248:   not model 41 available 
else_jump @SWEET6_19766 
wait 0 
jump @SWEET6_19724 

:SWEET6_19766
if or
8248:   not model 567 available 
8248:   not model 534 available 
else_jump @SWEET6_19798 
wait 0 
jump @SWEET6_19766 

:SWEET6_19798
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @SWEET6_19832 
wait 0 
jump @SWEET6_19798 

:SWEET6_19832
149@ = 1798.203 
156@ = -1926.222 
163@ = 12.3895 
170@ = 73.1404 
150@ = 1802.864 
157@ = -1918.741 
164@ = 12.3931 
171@ = 357.6193 
151@ = 1784.635 
158@ = -1924.968 
165@ = 12.3901 
172@ = 305.062 
152@ = 1784.188 
159@ = -1913.439 
166@ = 12.3923 
173@ = 183.5814 
153@ = 1792.318 
160@ = -1919.513 
167@ = 12.3928 
174@ = 8.2504 
154@ = 1801.462 
161@ = -1905.691 
168@ = 12.3995 
175@ = 189.9314 
155@ = 1787.642 
162@ = -1901.136 
169@ = 12.3949 
176@ = 145.4181 
177@ = 1800.0 
199@ = -1907.83 
221@ = 12.4398 
243@ = 73.7198 
178@ = 1799.846 
200@ = -1912.124 
222@ = 12.4582 
244@ = 48.2386 
179@ = 1800.086 
201@ = -1910.434 
223@ = 12.4372 
245@ = 83.7398 
180@ = 1801.321 
202@ = -1916.427 
224@ = 12.4343 
246@ = 83.7398 
181@ = 1798.541 
203@ = -1922.18 
225@ = 12.431 
247@ = 46.5794 
182@ = 1799.49 
204@ = -1920.617 
226@ = 12.4322 
248@ = 46.5794 
183@ = 1787.255 
205@ = -1926.597 
227@ = 12.4283 
249@ = 323.6194 
184@ = 1786.442 
206@ = -1920.201 
228@ = 12.4322 
250@ = 306.1995 
185@ = 1785.824 
207@ = -1919.162 
229@ = 12.4324 
251@ = 294.6196 
186@ = 1786.102 
208@ = -1913.833 
230@ = 12.4327 
252@ = 280.7204 
187@ = 1786.806 
209@ = -1905.246 
231@ = 12.4342 
253@ = 262.8214 
188@ = 1788.693 
210@ = -1902.139 
232@ = 12.4348 
254@ = 247.161 
189@ = 1794.616 
211@ = -1899.608 
233@ = 12.4398 
255@ = 191.0618 
190@ = 1799.135 
212@ = -1902.488 
234@ = 12.4431 
256@ = 157.4622 
191@ = 1795.674 
213@ = -1899.569 
235@ = 12.4407 
257@ = 162.6424 
192@ = 1800.369 
214@ = -1907.003 
236@ = 12.4403 
258@ = 77.6197 
193@ = 1800.826 
215@ = -1917.325 
237@ = 12.434 
259@ = 36.1793 
194@ = 1785.85 
216@ = -1917.955 
238@ = 12.4324 
260@ = 287.0602 
195@ = 1788.538 
217@ = -1927.091 
239@ = 12.428 
261@ = 345.1206 
196@ = 1787.323 
218@ = -1904.11 
240@ = 12.4337 
262@ = 263.3813 
197@ = 1798.39 
219@ = -1901.733 
241@ = 12.4429 
263@ = 142.4208 
280@ = 0.01 
51@ = 0 

:SWEET6_20969
if 
  7 > 51@ 
else_jump @SWEET6_21030 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_21016 
00A6: destroy_car 80@(51@,7i) 

:SWEET6_21016
51@ += 1 
jump @SWEET6_20969 

:SWEET6_21030
51@ = 0 

:SWEET6_21037
if 
  22 > 51@ 
else_jump @SWEET6_21098 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_21084 
009B: destroy_actor 88@(51@,22i) 

:SWEET6_21084
51@ += 1 
jump @SWEET6_21037 

:SWEET6_21098
if 
856E:   not car 79@ defined 
else_jump @SWEET6_21154 
00A5: 79@ = create_car 567 at 1793.496 -1907.423 12.3992 
0175: set_car 79@ Z_angle_to 181.5231 
jump @SWEET6_21200 

:SWEET6_21154
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_21200 
00AB: put_car 79@ at 1793.496 -1907.423 12.3992 
0175: set_car 79@ Z_angle_to 181.5231 

:SWEET6_21200
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_21272 
036A: put_actor $PLAYER_ACTOR in_car 79@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_21272
00A5: 80@ = create_car 534 at 0.0 0.0 0.0 
00A5: 81@ = create_car 567 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 567 at 0.0 0.0 0.0 
00A5: 84@ = create_car 534 at 0.0 0.0 0.0 
00A5: 85@ = create_car 567 at 0.0 0.0 0.0 
00A5: 86@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 80@ primary_color_to 1 secondary_color_to 0 
0229: set_car 81@ primary_color_to 2 secondary_color_to 1 
0229: set_car 82@ primary_color_to 3 secondary_color_to 2 
0229: set_car 83@ primary_color_to 10 secondary_color_to 3 
0229: set_car 84@ primary_color_to 9 secondary_color_to 4 
0229: set_car 85@ primary_color_to 6 secondary_color_to 5 
0229: set_car 86@ primary_color_to 7 secondary_color_to 6 
51@ = 0 

:SWEET6_21503
if 
  7 > 51@ 
else_jump @SWEET6_21603 
00AB: put_car 80@(51@,7i) at 149@(51@,7f) 156@(51@,7f) 163@(51@,7f) 
0175: set_car 80@(51@,7i) Z_angle_to 170@(51@,7f) 
0519: set_car 80@(51@,7i) locked 1 
020A: set_car 80@(51@,7i) door_status_to 3 
51@ += 1 
jump @SWEET6_21503 

:SWEET6_21603
0519: set_car 84@ locked 0 
03A2: set_car 84@ action 3 
07FF: set_car 84@ hydraulics 1 
02AA: set_car 84@ immune_to_nonplayer 1 
02AC: set_car 84@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 88@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 106@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 107@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 108@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
0129: 109@ = create_actor_pedtype 24 model 116 in_car 84@ driverseat 
51@ = 0 

:SWEET6_22169
if 
  21 > 51@ 
else_jump @SWEET6_22247 
00A1: put_actor 88@(51@,22i) at 177@(51@,22f) 199@(51@,22f) 221@(51@,22f) 
0173: set_actor 88@(51@,22i) Z_angle_to 243@(51@,22f) 
51@ += 1 
jump @SWEET6_22169 

:SWEET6_22247
009A: 110@ = create_actor_pedtype 24 model 63 at 1788.273 -1903.364 12.4345 
0173: set_actor 110@ Z_angle_to 232.5412 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22330 
if 
8431:   not car 79@ passenger_seat_free 0 
else_jump @SWEET6_22330 
0432: 291@ = get_actor_handle_from_car 79@ passenger_seat 0 
009B: destroy_actor 291@ 

:SWEET6_22330
0952: load_soundtrack 0 
51@ = 0 

:SWEET6_22341
if 
84A4:   not  51@ == 2 // == constant 
else_jump @SWEET6_22375 
wait 0 
0953: get_soundtrack_status_to 51@ 
jump @SWEET6_22341 

:SWEET6_22375
43@ += 1 

:SWEET6_22382
if 
  43@ == 2 
else_jump @SWEET6_22535 
fade 1 500 

:SWEET6_22407
if 
fading 
else_jump @SWEET6_22431 
wait 0 
jump @SWEET6_22407 

:SWEET6_22431
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_22526 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1791.178 -1905.84 12.3975 mode 4 time 10000 ms // versionA 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22508 
05CA: AS_actor -1 enter_car 79@ passenger_seat 0 time 5000 

:SWEET6_22508
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_22526
00BE: text_clear_all 
43@ += 1 

:SWEET6_22535
if 
  43@ == 3 
else_jump @SWEET6_22652 
if 
88D0:   not should_skip_cutscene 
else_jump @SWEET6_22638 
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_22631 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22631 
if 
00DB:   actor 110@ in_car 79@ 
else_jump @SWEET6_22631 
43@ += 1 
40@ = 0 

:SWEET6_22631
jump @SWEET6_22652 

:SWEET6_22638
43@ += 1 
40@ = 0 

:SWEET6_22652
if 
  43@ == 4 
else_jump @SWEET6_23246 
fade 0 500 

:SWEET6_22677
if 
fading 
else_jump @SWEET6_22701 
wait 0 
jump @SWEET6_22677 

:SWEET6_22701
0826: enable_hud 0 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22809 
020A: set_car 79@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 79@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SWEET6_22809
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_22874 
0792: disembark_instantly_actor 110@ 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22874 
if 
0431:   car 79@ passenger_seat_free 0 
else_jump @SWEET6_22874 
0430: put_actor 110@ into_car 79@ passenger_seat 0 

:SWEET6_22874
277@ = 0.62 
278@ = 0.31 
279@ = -0.167 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_22986 
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_22986 
if 
0137:   car 79@ model == 567 
else_jump @SWEET6_22986 
0792: disembark_instantly_actor 110@ 
0464: put_actor 110@ into_turret_on_car 79@ at_car_offset 277@ 278@ 279@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_22986
0615: define_AS_pack_begin 57@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 57@ 
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_23121 
if 
0A32:   actor 110@ on_turret_of_car 
else_jump @SWEET6_23121 
0618: assign_actor 110@ to_AS_pack 57@ 

:SWEET6_23121
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
00BE: text_clear_all 
$1028 = -1 
$1029 = -1 
if 
  $3307 == 0 
else_jump @SWEET6_23181 
$1030 = 2 
jump @SWEET6_23206 

:SWEET6_23181
if 
  1 > $1030 
else_jump @SWEET6_23206 
$1030 = 1 

:SWEET6_23206
fade 1 500 

:SWEET6_23213
if 
fading 
else_jump @SWEET6_23237 
wait 0 
jump @SWEET6_23213 

:SWEET6_23237
0954: start_playing_loaded_soundtrack 
43@ += 1 

:SWEET6_23246
if 
  43@ == 5 
else_jump @SWEET6_23360 
01B4: set_player $PLAYER_CHAR can_move 1 
create_thread @BDISPLY 
create_thread @LOWGAME 79@ 84@ 110@ 
40@ = 0 
147@ = 0 
141@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'S6_39'  // Use the suspension controls to bounce in time with the music.
73@ = 0 
71@ = 0 
40@ = 0 
43@ += 1 

:SWEET6_23360
if 
  43@ == 6 
else_jump @SWEET6_23403 
if 
  $1025 == 1 
else_jump @SWEET6_23403 
43@ += 1 

:SWEET6_23403
if 
  43@ == 7 
else_jump @SWEET6_24569 
if 
  $1025 == 1 
else_jump @SWEET6_24562 
if 
  143@ == 0 
else_jump @SWEET6_23880 
if or
  147@ > 5000 
00E1:   player 0 pressed_key 13 
else_jump @SWEET6_23873 
141@ += 1 
if 
  141@ >= 5 
else_jump @SWEET6_23514 
141@ = 0 

:SWEET6_23514
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_23544 
00AA: store_car 79@ position_to $72 $73 $74 

:SWEET6_23544
if 
  141@ == 0 
else_jump @SWEET6_23607 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SWEET6_23607
if 
  141@ == 1 
else_jump @SWEET6_23670 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SWEET6_23670
if 
  141@ == 2 
else_jump @SWEET6_23733 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SWEET6_23733
if 
  141@ == 3 
else_jump @SWEET6_23796 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SWEET6_23796
if 
  141@ == 4 
else_jump @SWEET6_23859 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SWEET6_23859
143@ += 1 
147@ = 0 

:SWEET6_23873
jump @SWEET6_23904 

:SWEET6_23880
if 
80E1:   not player 0 pressed_key 13 
else_jump @SWEET6_23904 
143@ = 0 

:SWEET6_23904
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @SWEET6_24555 
068D: get_camera_position_to $72 $73 $74 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_23968 
00AA: store_car 79@ position_to 64@ 65@ 66@ 
0174: $71 = car 79@ Z_angle 

:SWEET6_23968
$71 *= -1.0 
02F7: 54@ = cosine $71 // (float) 
02F6: 55@ = sine $71 // (float) 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
0087: 61@ = 58@ // (float) 
006B: 61@ *= 54@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 55@ // (float) 
0063: 61@ -= 56@ // (float) 
0087: 62@ = 58@ // (float) 
006B: 62@ *= 55@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 54@ // (float) 
005B: 62@ += 56@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 81 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 61@ 
03A8: save_float_to_debug_file 62@ 
03A8: save_float_to_debug_file 60@ 
068E: get_camera_target_point_to $72 $73 $74 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
0087: 61@ = 58@ // (float) 
006B: 61@ *= 54@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 55@ // (float) 
0063: 61@ -= 56@ // (float) 
0087: 62@ = 58@ // (float) 
006B: 62@ *= 55@ // (float) 
0087: 56@ = 59@ // (float) 
006B: 56@ *= 54@ // (float) 
005B: 62@ += 56@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 82 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 61@ 
03A8: save_float_to_debug_file 62@ 
03A8: save_float_to_debug_file 60@ 

:SWEET6_24555
jump @SWEET6_24569 

:SWEET6_24562
43@ += 1 

:SWEET6_24569
if 
  43@ == 8 
else_jump @SWEET6_24639 
01B4: set_player $PLAYER_CHAR can_move 0 
$1060 = 1 
fade 0 500 

:SWEET6_24608
if 
fading 
else_jump @SWEET6_24632 
wait 0 
jump @SWEET6_24608 

:SWEET6_24632
43@ = 99 

:SWEET6_24639
gosub @SWEET6_32632 
if 
  43@ == 99 
else_jump @SWEET6_24671 
gosub @SWEET6_35611 

:SWEET6_24671
return 

:SWEET6_24673
if 
  43@ == 0 
else_jump @SWEET6_24787 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 1785.766 -1924.333 14.4648 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1786.283 -1923.493 14.3015 switchstyle 2 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_24780 
09FE: reset_hydraulics_on_car 79@ 

:SWEET6_24780
43@ += 1 

:SWEET6_24787
if 
  43@ == 1 
else_jump @SWEET6_26275 
51@ = 0 

:SWEET6_24812
if 
  7 > 51@ 
else_jump @SWEET6_24873 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_24859 
00A6: destroy_car 80@(51@,7i) 

:SWEET6_24859
51@ += 1 
jump @SWEET6_24812 

:SWEET6_24873
51@ = 0 

:SWEET6_24880
if 
  22 > 51@ 
else_jump @SWEET6_24941 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_24927 
009B: destroy_actor 88@(51@,22i) 

:SWEET6_24927
51@ += 1 
jump @SWEET6_24880 

:SWEET6_24941
if 
056D:   actor 110@ defined 
else_jump @SWEET6_24962 
009B: destroy_actor 110@ 

:SWEET6_24962
if 
856E:   not car 79@ defined 
else_jump @SWEET6_25018 
00A5: 79@ = create_car 567 at 1793.496 -1907.423 12.3992 
0175: set_car 79@ Z_angle_to 181.5231 
jump @SWEET6_25064 

:SWEET6_25018
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_25064 
00AB: put_car 79@ at 1793.496 -1907.423 12.3992 
0175: set_car 79@ Z_angle_to 181.5231 

:SWEET6_25064
00A5: 80@ = create_car 534 at 0.0 0.0 0.0 
00A5: 81@ = create_car 567 at 0.0 0.0 0.0 
00A5: 82@ = create_car 567 at 0.0 0.0 0.0 
00A5: 83@ = create_car 567 at 0.0 0.0 0.0 
00A5: 84@ = create_car 534 at 0.0 0.0 0.0 
00A5: 85@ = create_car 567 at 0.0 0.0 0.0 
00A5: 86@ = create_car 534 at 0.0 0.0 0.0 
0229: set_car 80@ primary_color_to 1 secondary_color_to 0 
0229: set_car 81@ primary_color_to 2 secondary_color_to 1 
0229: set_car 82@ primary_color_to 3 secondary_color_to 2 
0229: set_car 83@ primary_color_to 10 secondary_color_to 3 
0229: set_car 84@ primary_color_to 9 secondary_color_to 4 
0229: set_car 85@ primary_color_to 6 secondary_color_to 5 
0229: set_car 86@ primary_color_to 7 secondary_color_to 6 
51@ = 0 

:SWEET6_25295
if 
  7 > 51@ 
else_jump @SWEET6_25395 
00AB: put_car 80@(51@,7i) at 149@(51@,7f) 156@(51@,7f) 163@(51@,7f) 
0175: set_car 80@(51@,7i) Z_angle_to 170@(51@,7f) 
0519: set_car 80@(51@,7i) locked 1 
020A: set_car 80@(51@,7i) door_status_to 3 
51@ += 1 
jump @SWEET6_25295 

:SWEET6_25395
0519: set_car 84@ locked 0 
03A2: set_car 84@ action 3 
07FF: set_car 84@ hydraulics 1 
02AA: set_car 84@ immune_to_nonplayer 1 
02AC: set_car 84@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 88@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model 116 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model 114 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model 115 at 0.0 0.0 0.0 
009A: 102@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 103@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
009A: 106@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 107@ = create_actor_pedtype 24 model 63 at 0.0 0.0 0.0 
009A: 108@ = create_actor_pedtype 24 model 41 at 0.0 0.0 0.0 
0129: 109@ = create_actor_pedtype 24 model 116 in_car 84@ driverseat 
51@ = 0 

:SWEET6_25961
if 
  21 > 51@ 
else_jump @SWEET6_26039 
00A1: put_actor 88@(51@,22i) at 177@(51@,22f) 199@(51@,22f) 221@(51@,22f) 
0173: set_actor 88@(51@,22i) Z_angle_to 243@(51@,22f) 
51@ += 1 
jump @SWEET6_25961 

:SWEET6_26039
009A: 110@ = create_actor_pedtype 24 model 63 at 1788.273 -1903.364 12.4345 
0173: set_actor 110@ Z_angle_to 232.5412 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_26148 
01E9: 51@ = car 79@ num_passengers 
if 
  51@ > 0 
else_jump @SWEET6_26122 
jump @SWEET6_26148 

:SWEET6_26122
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_26148 
0430: put_actor 110@ into_car 79@ passenger_seat 0 

:SWEET6_26148
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_26220 
036A: put_actor $PLAYER_ACTOR in_car 79@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_26220
03CB: set_rendering_origin_at 1791.574 -1911.437 12.4378 
fade 1 1000 

:SWEET6_26244
if 
fading 
else_jump @SWEET6_26268 
wait 0 
jump @SWEET6_26244 

:SWEET6_26268
43@ += 1 

:SWEET6_26275
if 
  43@ == 2 
else_jump @SWEET6_26393 
if 
8118:   not actor 109@ dead 
else_jump @SWEET6_26393 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_26337 
05CD: AS_actor -1 exit_car 84@ 

:SWEET6_26337
05D3: AS_actor -1 goto_point 1791.574 -1911.437 12.4378 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor 109@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
43@ += 1 

:SWEET6_26393
if 
  43@ == 3 
else_jump @SWEET6_26616 
if 
  40@ > 5000 
else_jump @SWEET6_26616 
015F: set_camera_position 1795.43 -1905.018 13.6653 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1795.145 -1905.968 13.5431 switchstyle 2 
if 
8118:   not actor 109@ dead 
else_jump @SWEET6_26602 
0792: disembark_instantly_actor 109@ 
00A1: put_actor 109@ at 1795.968 -1909.333 12.4389 
0173: set_actor 109@ Z_angle_to 20.3199 
0615: define_AS_pack_begin 57@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 109@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_26602
40@ = 0 
43@ += 1 

:SWEET6_26616
if 
  43@ == 4 
else_jump @SWEET6_26946 
if 
001C:   $1026 > $1027 // (int) 
else_jump @SWEET6_26790 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @SWEET6_26728 
05A9: s$1041 = 'LOWR_CA' // s$  // I've seen worse, but you did alright.
04AE: $1043 = 22811 // = constant 
create_thread @AUDIOL 109@ 0 1 1 0 
jump @SWEET6_26769 

:SWEET6_26728
05A9: s$1041 = 'LOWR_CB' // s$  // You're pretty good for a beginner, eh!
04AE: $1043 = 22812 // = constant 
create_thread @AUDIOL 109@ 0 1 1 0 

:SWEET6_26769
40@ = 0 
43@ += 1 
jump @SWEET6_26941 

:SWEET6_26790
$1030 -= 1 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @SWEET6_26872 
05A9: s$1041 = 'LOWR_DA' // s$  // Maybe hoppin' is just for eses.
04AE: $1043 = 22813 // = constant 
create_thread @AUDIOL 109@ 0 1 1 0 
jump @SWEET6_26913 

:SWEET6_26872
05A9: s$1041 = 'LOWR_DB' // s$  // Hey homie, maybe you should take up golf or some shit like that.
04AE: $1043 = 22814 // = constant 
create_thread @AUDIOL 109@ 0 1 1 0 

:SWEET6_26913
40@ = 0 
43@ += 2 
284@ *= -1 
40@ = 0 

:SWEET6_26941
wait 1000 

:SWEET6_26946
if 
  43@ == 5 
else_jump @SWEET6_27103 
if or
  $1040 == 0 
  40@ > 3000 
else_jump @SWEET6_27103 
if 
8118:   not actor 109@ dead 
else_jump @SWEET6_27103 
0687: clear_actor 109@ task 
0647: AS_actor 109@ clear_look_task 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_27071 
05CB: AS_actor -1 enter_car 84@ as_driver 10000 ms 

:SWEET6_27071
0616: define_AS_pack_end 57@ 
0618: assign_actor 109@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
43@ += 2 

:SWEET6_27103
if 
  43@ == 6 
else_jump @SWEET6_27264 
if or
  $1040 == 0 
  40@ > 3000 
else_jump @SWEET6_27264 
if 
8118:   not actor 109@ dead 
else_jump @SWEET6_27264 
0687: clear_actor 109@ task 
0647: AS_actor 109@ clear_look_task 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET6_27232 
05CB: AS_actor -1 enter_car 84@ as_driver 10000 ms 

:SWEET6_27232
0616: define_AS_pack_end 57@ 
0618: assign_actor 109@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
43@ += 1 

:SWEET6_27264
if 
  43@ == 7 
else_jump @SWEET6_27379 
if 
  40@ > 3000 
else_jump @SWEET6_27379 
if 
001C:   $1026 > $1027 // (int) 
else_jump @SWEET6_27341 
43@ += 1 
40@ = 0 
jump @SWEET6_27379 

:SWEET6_27341
fade 0 500 

:SWEET6_27348
if 
fading 
else_jump @SWEET6_27372 
wait 0 
jump @SWEET6_27348 

:SWEET6_27372
43@ = 99 

:SWEET6_27379
if 
  43@ == 8 
else_jump @SWEET6_27411 
40@ = 0 
43@ += 1 

:SWEET6_27411
if 
  43@ == 9 
else_jump @SWEET6_27862 
fade 0 500 

:SWEET6_27436
if 
fading 
else_jump @SWEET6_27460 
wait 0 
jump @SWEET6_27436 

:SWEET6_27460
51@ = 0 

:SWEET6_27467
if 
  7 > 51@ 
else_jump @SWEET6_27528 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_27514 
00A6: destroy_car 80@(51@,7i) 

:SWEET6_27514
51@ += 1 
jump @SWEET6_27467 

:SWEET6_27528
51@ = 0 

:SWEET6_27535
if 
  22 > 51@ 
else_jump @SWEET6_27596 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_27582 
009B: destroy_actor 88@(51@,22i) 

:SWEET6_27582
51@ += 1 
jump @SWEET6_27535 

:SWEET6_27596
if 
056D:   actor 110@ defined 
else_jump @SWEET6_27617 
009B: destroy_actor 110@ 

:SWEET6_27617
0249: release_model 50 
0249: release_model 567 
0249: release_model 114 
0249: release_model 115 
0249: release_model 116 
0249: release_model 63 
0249: release_model 41 
0249: release_model 567 
0249: release_model 534 
04EF: release_animation "LOWRIDER" 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_27750 
09FE: reset_hydraulics_on_car 79@ 
0395: clear_area 1 at 1784.757 -1890.923 12.399 radius 25.0 
00AB: put_car 79@ at 1784.757 -1889.923 12.399 
0175: set_car 79@ Z_angle_to 90.0 
0519: set_car 79@ locked 1 

:SWEET6_27750
wait 500 
02E4: load_cutscene_data 'SWEET6B' 

:SWEET6_27766
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET6_27790 
wait 0 
jump @SWEET6_27766 

:SWEET6_27790
02E7: start_cutscene 
fade 1 1000 

:SWEET6_27799
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET6_27823 
wait 0 
jump @SWEET6_27799 

:SWEET6_27823
02EA: end_cutscene 
fade 0 0 

:SWEET6_27831
if 
fading 
else_jump @SWEET6_27855 
wait 0 
jump @SWEET6_27831 

:SWEET6_27855
43@ = 99 

:SWEET6_27862
if 
  43@ == 99 
else_jump @SWEET6_28505 
51@ = 0 

:SWEET6_27887
if 
  7 > 51@ 
else_jump @SWEET6_27948 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_27934 
00A6: destroy_car 80@(51@,7i) 

:SWEET6_27934
51@ += 1 
jump @SWEET6_27887 

:SWEET6_27948
51@ = 0 

:SWEET6_27955
if 
  22 > 51@ 
else_jump @SWEET6_28016 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_28002 
009B: destroy_actor 88@(51@,22i) 

:SWEET6_28002
51@ += 1 
jump @SWEET6_27955 

:SWEET6_28016
if 
056D:   actor 110@ defined 
else_jump @SWEET6_28037 
009B: destroy_actor 110@ 

:SWEET6_28037
0247: load_model 534 
0247: load_model 567 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 

:SWEET6_28059
if or
8248:   not model 534 available 
8248:   not model 567 available 
8248:   not model 114 available 
8248:   not model 115 available 
8248:   not model 116 available 
else_jump @SWEET6_28103 
wait 0 
jump @SWEET6_28059 

:SWEET6_28103
00A5: 292@ = create_car 534 at 1787.266 -1925.162 12.39 
0175: set_car 292@ Z_angle_to 24.6517 
00A5: 293@ = create_car 567 at 1799.919 -1926.14 12.3895 
0175: set_car 293@ Z_angle_to 341.4824 
0129: 294@ = create_actor_pedtype 4 model 114 in_car 292@ driverseat 
0129: 295@ = create_actor_pedtype 4 model 114 in_car 293@ driverseat 
009A: 296@ = create_actor_pedtype 4 model 114 at 1796.7 -1915.742 12.3946 
0173: set_actor 296@ Z_angle_to 80.7 
009A: 297@ = create_actor_pedtype 4 model 115 at 1791.623 -1919.621 12.3927 
0173: set_actor 297@ Z_angle_to 10.9 
009A: 298@ = create_actor_pedtype 4 model 116 at 1786.067 -1911.462 12.3937 
0173: set_actor 298@ Z_angle_to 120.0 
0249: release_model 534 
0249: release_model 567 
0249: release_model 114 
0249: release_model 115 
0249: release_model 116 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01C2: remove_references_to_actor 296@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 297@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 294@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 295@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 292@ 
01C3: remove_references_to_car 293@ 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_28390 
0519: set_car 79@ locked 1 

:SWEET6_28390
03CB: set_rendering_origin_at 1793.989 -1908.417 12.3995 
fade 1 1500 

:SWEET6_28414
if 
fading 
else_jump @SWEET6_28438 
wait 0 
jump @SWEET6_28414 

:SWEET6_28438
if 
001C:   $1026 > $1027 // (int) 
else_jump @SWEET6_28471 
44@ = 1 
jump @SWEET6_28494 

:SWEET6_28471
00BC: show_text_highpriority GXT 'S6_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
45@ = 1 

:SWEET6_28494
wait 0 
gosub @SWEET6_35611 

:SWEET6_28505
gosub @SWEET6_32632 
return 

:SWEET6_28514
if 
0736:   is_keyboard_key_just_pressed 52 
else_jump @SWEET6_28539 
280@ += 0.01 

:SWEET6_28539
if 
0736:   is_keyboard_key_just_pressed 53 
else_jump @SWEET6_28564 
280@ += -0.01 

:SWEET6_28564
if 
056E:   car 79@ defined 
else_jump @SWEET6_28619 
if 
0119:   car 79@ wrecked 
else_jump @SWEET6_28619 
00BC: show_text_highpriority GXT 'S6_34' time 5000 flag 1  // ~r~Your lowrider is history.
45@ = 1 

:SWEET6_28619
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SWEET6_28796 
if 
  42@ > 2 
else_jump @SWEET6_28796 
if 
  299@ == 0 
else_jump @SWEET6_28737 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
else_jump @SWEET6_28730 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
299@ = 1 

:SWEET6_28730
jump @SWEET6_28796 

:SWEET6_28737
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
else_jump @SWEET6_28796 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
299@ = 0 

:SWEET6_28796
return 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_28856 
if 
8118:   not actor 110@ dead 
else_jump @SWEET6_28856 
0464: put_actor 110@ into_turret_on_car 79@ at_car_offset 277@ 278@ 279@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_28856
return 

:SWEET6_28858
if 
  304@ == 0 
else_jump @SWEET6_28916 
300@ = 0.0 
301@ = 0.0 
302@ = 0.0 
303@ = 0.0 

:SWEET6_28916
if 
  304@ == 1 
else_jump @SWEET6_28974 
300@ = 0.0 
301@ = 0.0 
302@ = 0.0 
303@ = 1.0 

:SWEET6_28974
if 
  304@ == 2 
else_jump @SWEET6_29032 
300@ = 0.0 
301@ = 0.0 
302@ = 1.0 
303@ = 0.0 

:SWEET6_29032
if 
  304@ == 3 
else_jump @SWEET6_29090 
300@ = 0.0 
301@ = 0.0 
302@ = 1.0 
303@ = 1.0 

:SWEET6_29090
if 
  304@ == 4 
else_jump @SWEET6_29148 
300@ = 0.0 
301@ = 1.0 
302@ = 0.0 
303@ = 0.0 

:SWEET6_29148
if 
  304@ == 5 
else_jump @SWEET6_29206 
300@ = 0.0 
301@ = 1.0 
302@ = 0.0 
303@ = 1.0 

:SWEET6_29206
if 
  304@ == 6 
else_jump @SWEET6_29264 
300@ = 0.0 
301@ = 1.0 
302@ = 1.0 
303@ = 0.0 

:SWEET6_29264
if 
  304@ == 7 
else_jump @SWEET6_29322 
300@ = 0.0 
301@ = 1.0 
302@ = 1.0 
303@ = 1.0 

:SWEET6_29322
if 
  304@ == 8 
else_jump @SWEET6_29380 
300@ = 1.0 
301@ = 0.0 
302@ = 0.0 
303@ = 0.0 

:SWEET6_29380
if 
  304@ == 9 
else_jump @SWEET6_29438 
300@ = 1.0 
301@ = 0.0 
302@ = 0.0 
303@ = 1.0 

:SWEET6_29438
if 
  304@ == 10 
else_jump @SWEET6_29496 
300@ = 1.0 
301@ = 0.0 
302@ = 1.0 
303@ = 0.0 

:SWEET6_29496
if 
  304@ == 11 
else_jump @SWEET6_29554 
300@ = 1.0 
301@ = 0.0 
302@ = 1.0 
303@ = 1.0 

:SWEET6_29554
if 
  304@ == 12 
else_jump @SWEET6_29612 
300@ = 1.0 
301@ = 1.0 
302@ = 0.0 
303@ = 0.0 

:SWEET6_29612
if 
  304@ == 13 
else_jump @SWEET6_29670 
300@ = 1.0 
301@ = 1.0 
302@ = 0.0 
303@ = 1.0 

:SWEET6_29670
if 
  304@ == 14 
else_jump @SWEET6_29728 
300@ = 1.0 
301@ = 1.0 
302@ = 1.0 
303@ = 0.0 

:SWEET6_29728
if 
  304@ == 15 
else_jump @SWEET6_29786 
300@ = 1.0 
301@ = 1.0 
302@ = 1.0 
303@ = 1.0 

:SWEET6_29786
return 

:SWEET6_29788
if 
  300 > 144@ 
else_jump @SWEET6_29854 
265@ = 1.0 
268@ = 1.0 
271@ = 0.0 
274@ = 0.0 
jump @SWEET6_29927 

:SWEET6_29854
if 
  144@ > 500 
else_jump @SWEET6_29887 
144@ = 0 
jump @SWEET6_29927 

:SWEET6_29887
265@ = 0.0 
268@ = 0.0 
271@ = 0.0 
274@ = 0.0 

:SWEET6_29927
if 
  145@ > 2000 
else_jump @SWEET6_30001 
0209: 304@ = random_int_in_ranges 0 16 
gosub @SWEET6_28858 
0087: 266@ = 302@ // (float) 
0087: 269@ = 300@ // (float) 
0087: 272@ = 303@ // (float) 
0087: 275@ = 301@ // (float) 
145@ = 0 

:SWEET6_30001
if 
8119:   not car 80@ wrecked 
else_jump @SWEET6_30143 
if 
0803:   car 80@ have_hydraulics 
else_jump @SWEET6_30143 
07F5: car 80@ control_hydraulics 268@ 274@ 265@ 271@ 
00AA: store_car 80@ position_to $72 $73 $74 
0087: 58@ = 149@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 156@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 280@ // (float) 
006B: 59@ *= 280@ // (float) 
07D5: set_car 80@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30143
if 
8119:   not car 83@ wrecked 
else_jump @SWEET6_30285 
if 
0803:   car 83@ have_hydraulics 
else_jump @SWEET6_30285 
07F5: car 83@ control_hydraulics 269@ 275@ 266@ 272@ 
00AA: store_car 83@ position_to $72 $73 $74 
0087: 58@ = 152@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 159@ // (float) 
0065: 59@ -= $73 // (float) 
006B: 58@ *= 280@ // (float) 
006B: 59@ *= 280@ // (float) 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_30285
0871: init_jump_table 47@ total_jumps 18 default_jump 0 @SWEET6_32630 jumps 0 @SWEET6_30478 1 @SWEET6_30598 2 @SWEET6_30718 3 @SWEET6_30834 4 @SWEET6_30950 5 @SWEET6_31065 6 @SWEET6_31181 
0872: jump_table_jumps 7 @SWEET6_31297 8 @SWEET6_31413 9 @SWEET6_31529 10 @SWEET6_31649 11 @SWEET6_31832 12 @SWEET6_31948 13 @SWEET6_32064 14 @SWEET6_32180 15 @SWEET6_32296 
0872: jump_table_jumps 16 @SWEET6_32412 17 @SWEET6_32521 -1 @SWEET6_32630 -1 @SWEET6_32630 -1 @SWEET6_32630 -1 @SWEET6_32630 -1 @SWEET6_32630 -1 @SWEET6_32630 -1 @SWEET6_32630 

:SWEET6_30478
if 
8118:   not actor 88@ dead 
else_jump @SWEET6_30591 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_30591 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_30591
jump @SWEET6_32630 

:SWEET6_30598
if 
8118:   not actor 89@ dead 
else_jump @SWEET6_30711 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_30711 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_30711
jump @SWEET6_32630 

:SWEET6_30718
if 
8118:   not actor 90@ dead 
else_jump @SWEET6_30827 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_30827 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 91@ dead 
else_jump @SWEET6_30802 
0677: AS_actor -1 chat_with_actor 91@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_30809 

:SWEET6_30802
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30809
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_30827
jump @SWEET6_32630 

:SWEET6_30834
if 
8118:   not actor 91@ dead 
else_jump @SWEET6_30943 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_30943 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 90@ dead 
else_jump @SWEET6_30918 
0677: AS_actor -1 chat_with_actor 90@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_30925 

:SWEET6_30918
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_30925
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_30943
jump @SWEET6_32630 

:SWEET6_30950
if 
8118:   not actor 92@ dead 
else_jump @SWEET6_31058 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31058 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31058
jump @SWEET6_32630 

:SWEET6_31065
if 
8118:   not actor 93@ dead 
else_jump @SWEET6_31174 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31174 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 94@ dead 
else_jump @SWEET6_31149 
0677: AS_actor -1 chat_with_actor 94@ lead_speaker_flag 0 unknown_flag 1 
jump @SWEET6_31156 

:SWEET6_31149
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31156
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31174
jump @SWEET6_32630 

:SWEET6_31181
if 
8118:   not actor 94@ dead 
else_jump @SWEET6_31290 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31290 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 93@ dead 
else_jump @SWEET6_31265 
0677: AS_actor -1 chat_with_actor 93@ lead_speaker_flag 1 unknown_flag 1 
jump @SWEET6_31272 

:SWEET6_31265
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_31272
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31290
jump @SWEET6_32630 

:SWEET6_31297
if 
8118:   not actor 95@ dead 
else_jump @SWEET6_31406 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31406 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31406
jump @SWEET6_32630 

:SWEET6_31413
if 
8118:   not actor 96@ dead 
else_jump @SWEET6_31522 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31522 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31522
jump @SWEET6_32630 

:SWEET6_31529
if 
8118:   not actor 97@ dead 
else_jump @SWEET6_31642 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31642 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31642
jump @SWEET6_32630 

:SWEET6_31649
if 
8118:   not actor 98@ dead 
else_jump @SWEET6_31825 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31825 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31825
jump @SWEET6_32630 

:SWEET6_31832
if 
8118:   not actor 99@ dead 
else_jump @SWEET6_31941 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_31941 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_31941
jump @SWEET6_32630 

:SWEET6_31948
if 
8118:   not actor 100@ dead 
else_jump @SWEET6_32057 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32057 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32057
jump @SWEET6_32630 

:SWEET6_32064
if 
8118:   not actor 101@ dead 
else_jump @SWEET6_32173 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32173 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32173
jump @SWEET6_32630 

:SWEET6_32180
if 
8118:   not actor 102@ dead 
else_jump @SWEET6_32289 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32289 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32289
jump @SWEET6_32630 

:SWEET6_32296
if 
8118:   not actor 103@ dead 
else_jump @SWEET6_32405 
062E: get_actor 103@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32405 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 103@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32405
jump @SWEET6_32630 

:SWEET6_32412
if 
8118:   not actor 104@ dead 
else_jump @SWEET6_32514 
062E: get_actor 104@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32514 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 104@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32514
jump @SWEET6_32630 

:SWEET6_32521
if 
8118:   not actor 105@ dead 
else_jump @SWEET6_32623 
062E: get_actor 105@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32623 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 105@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32623
jump @SWEET6_32630 

:SWEET6_32630
return 

:SWEET6_32632
0871: init_jump_table 47@ total_jumps 21 default_jump 0 @SWEET6_35289 jumps 0 @SWEET6_32825 1 @SWEET6_32945 2 @SWEET6_33061 3 @SWEET6_33177 4 @SWEET6_33297 5 @SWEET6_33417 6 @SWEET6_33533 
0872: jump_table_jumps 7 @SWEET6_33653 8 @SWEET6_33769 9 @SWEET6_33885 10 @SWEET6_34005 11 @SWEET6_34121 12 @SWEET6_34241 13 @SWEET6_34361 14 @SWEET6_34477 15 @SWEET6_34593 
0872: jump_table_jumps 16 @SWEET6_34709 17 @SWEET6_34825 18 @SWEET6_34941 19 @SWEET6_35057 20 @SWEET6_35173 -1 @SWEET6_35289 -1 @SWEET6_35289 -1 @SWEET6_35289 -1 @SWEET6_35289 

:SWEET6_32825
if 
8118:   not actor 88@ dead 
else_jump @SWEET6_32938 
062E: get_actor 88@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_32938 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 88@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_32938
jump @SWEET6_35289 

:SWEET6_32945
if 
8118:   not actor 89@ dead 
else_jump @SWEET6_33054 
062E: get_actor 89@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33054 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 89@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33054
jump @SWEET6_35289 

:SWEET6_33061
if 
8118:   not actor 90@ dead 
else_jump @SWEET6_33170 
062E: get_actor 90@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33170 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 90@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33170
jump @SWEET6_35289 

:SWEET6_33177
if 
8118:   not actor 91@ dead 
else_jump @SWEET6_33290 
062E: get_actor 91@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33290 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 91@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33290
jump @SWEET6_35289 

:SWEET6_33297
if 
8118:   not actor 92@ dead 
else_jump @SWEET6_33410 
062E: get_actor 92@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33410 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33410
jump @SWEET6_35289 

:SWEET6_33417
if 
8118:   not actor 93@ dead 
else_jump @SWEET6_33526 
062E: get_actor 93@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33526 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 93@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33526
jump @SWEET6_35289 

:SWEET6_33533
if 
8118:   not actor 94@ dead 
else_jump @SWEET6_33646 
062E: get_actor 94@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33646 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 94@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33646
jump @SWEET6_35289 

:SWEET6_33653
if 
8118:   not actor 95@ dead 
else_jump @SWEET6_33762 
062E: get_actor 95@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33762 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 95@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33762
jump @SWEET6_35289 

:SWEET6_33769
if 
8118:   not actor 96@ dead 
else_jump @SWEET6_33878 
062E: get_actor 96@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33878 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33878
jump @SWEET6_35289 

:SWEET6_33885
if 
8118:   not actor 97@ dead 
else_jump @SWEET6_33998 
062E: get_actor 97@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_33998 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 97@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_33998
jump @SWEET6_35289 

:SWEET6_34005
if 
8118:   not actor 98@ dead 
else_jump @SWEET6_34114 
062E: get_actor 98@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34114 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 98@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34114
jump @SWEET6_35289 

:SWEET6_34121
if 
8118:   not actor 99@ dead 
else_jump @SWEET6_34234 
062E: get_actor 99@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34234 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 99@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34234
jump @SWEET6_35289 

:SWEET6_34241
if 
8118:   not actor 100@ dead 
else_jump @SWEET6_34354 
062E: get_actor 100@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34354 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 100@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34354
jump @SWEET6_35289 

:SWEET6_34361
if 
8118:   not actor 101@ dead 
else_jump @SWEET6_34470 
062E: get_actor 101@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34470 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 101@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34470
jump @SWEET6_35289 

:SWEET6_34477
if 
8118:   not actor 102@ dead 
else_jump @SWEET6_34586 
062E: get_actor 102@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34586 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 102@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34586
jump @SWEET6_35289 

:SWEET6_34593
if 
8118:   not actor 103@ dead 
else_jump @SWEET6_34702 
062E: get_actor 103@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34702 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 103@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34702
jump @SWEET6_35289 

:SWEET6_34709
if 
8118:   not actor 104@ dead 
else_jump @SWEET6_34818 
062E: get_actor 104@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34818 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 104@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34818
jump @SWEET6_35289 

:SWEET6_34825
if 
8118:   not actor 105@ dead 
else_jump @SWEET6_34934 
062E: get_actor 105@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_34934 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 105@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_34934
jump @SWEET6_35289 

:SWEET6_34941
if 
8118:   not actor 106@ dead 
else_jump @SWEET6_35050 
062E: get_actor 106@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_35050 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 106@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_35050
jump @SWEET6_35289 

:SWEET6_35057
if 
8118:   not actor 107@ dead 
else_jump @SWEET6_35166 
062E: get_actor 107@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_35166 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 107@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_35166
jump @SWEET6_35289 

:SWEET6_35173
if 
8118:   not actor 108@ dead 
else_jump @SWEET6_35282 
062E: get_actor 108@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @SWEET6_35282 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 108@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:SWEET6_35282
jump @SWEET6_35289 

:SWEET6_35289
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:SWEET6_35417
0A8B: unknown 179 0 283@ 0 1 'BJ_03' 'DUMMY'  // Max Wager
0A8B: unknown 179 1 282@ 0 1 'BJ_02' 'DUMMY'  // Min Wager
0A8B: unknown 179 2 284@ 0 1 'WOF_04' 'DUMMY'  // This Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:SWEET6_35611
42@ += 1 
43@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
return 

:SWEET6_35669
0164: disable_marker $413 
$55 = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'BODLAWN' 
return 

:SWEET6_35721
0164: disable_marker $413 
04CE: $413 = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
0164: disable_marker $407 
04CE: $407 = create_icon_marker 27 at 1043.4 -1025.3 34.4 
0164: disable_marker $434 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'BODLAWN' 
284@ *= 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 284@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 284@ 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$451 += 1 
$194 = 1 
$55 = 0 
0318: set_latest_mission_passed 'SWEET_6'  // Cesar Vialpando
014C: set_parked_car_generator $4173 cars_to_generate_to 101 
return 

:SWEET6_35895
0A61: remove_widget_flag 159 4 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0917: audio_zone 'LOWRIDE' enable_sound 0 
if 
056E:   car 79@ defined 
else_jump @SWEET6_36054 
if 
8119:   not car 79@ wrecked 
else_jump @SWEET6_36054 
03A2: set_car 79@ action 4 
0519: set_car 79@ locked 0 
02AC: set_car 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SWEET6_36015 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:SWEET6_36015
020A: set_car 79@ door_status_to 1 
if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
else_jump @SWEET6_36054 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 79@ 

:SWEET6_36054
51@ = 0 

:SWEET6_36061
if 
  7 > 51@ 
else_jump @SWEET6_36245 
if 
056E:   car 80@(51@,7i) defined 
else_jump @SWEET6_36231 
if 
8119:   not car 80@(51@,7i) wrecked 
else_jump @SWEET6_36222 
if or
  51@ == 0 
  51@ == 3 
  51@ == 4 
else_jump @SWEET6_36200 
if 
0803:   car 80@(51@,7i) have_hydraulics 
else_jump @SWEET6_36200 
07F5: car 80@(51@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_36200
03A2: set_car 80@(51@,7i) action 2 
07FF: set_car 80@(51@,7i) hydraulics 0 

:SWEET6_36222
01C3: remove_references_to_car 80@(51@,7i) 

:SWEET6_36231
51@ += 1 
jump @SWEET6_36061 

:SWEET6_36245
51@ = 0 

:SWEET6_36252
if 
  22 > 51@ 
else_jump @SWEET6_36333 
if 
056D:   actor 88@(51@,22i) defined 
else_jump @SWEET6_36319 
if 
8118:   not actor 88@(51@,22i) dead 
else_jump @SWEET6_36310 

:SWEET6_36310
01C2: remove_references_to_actor 88@(51@,22i) // Like turning an actor into a random pedestrian 

:SWEET6_36319
51@ += 1 
jump @SWEET6_36252 

:SWEET6_36333
if 
056D:   actor 87@ defined 
else_jump @SWEET6_36354 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 

:SWEET6_36354
if 
056D:   actor 110@ defined 
else_jump @SWEET6_36375 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 

:SWEET6_36375
0249: release_model 50 
0249: release_model 567 
0249: release_model 114 
0249: release_model 115 
0249: release_model 116 
0249: release_model 63 
0249: release_model 41 
0249: release_model 567 
0249: release_model 534 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0151: remove_status_text $1026 
0151: remove_status_text $1027 
0581: enable_radar 1 
0953: get_soundtrack_status_to 51@ 
if 
84A4:   not  51@ == 0 // == constant 
else_jump @SWEET6_36491 
0955: end_playing_loaded_soundtrack 

:SWEET6_36491
0733: random_car_generator_enable_model 567 
$1060 = 1 
065C: release_decision_maker 74@ 
065C: release_decision_maker 75@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 20---------------
// Originally: Los Sepulcros

:SWEET7
thread 'SWEET7' 
gosub @SWEET7_54 
if 
wasted_or_busted 
else_jump @SWEET7_38 
gosub @SWEET7_32386 

:SWEET7_38
gosub @SWEET7_32485 
end_thread 
554@ = 0 

:SWEET7_54
increment_mission_attempts 
054C: use_GXT_table 'SWEET7' 
$ONMISSION = 1 
wait 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 
set_weather 1 

:SWEET7_104
if 
fading 
else_jump @SWEET7_128 
wait 0 
jump @SWEET7_104 

:SWEET7_128
02E4: load_cutscene_data 'SWEET7A' 

:SWEET7_139
if 
86B9:   not cutscene_data_loaded 
else_jump @SWEET7_163 
wait 0 
jump @SWEET7_139 

:SWEET7_163
0395: clear_area 1 at 2508.975 -1671.537 12.3853 radius 500.0 
02E7: start_cutscene 
fade 1 1000 

:SWEET7_196
if 
82E9:   not cutscene_reached_end 
else_jump @SWEET7_220 
wait 0 
jump @SWEET7_196 

:SWEET7_220
fade 0 0 

:SWEET7_226
if 
fading 
else_jump @SWEET7_250 
wait 0 
jump @SWEET7_226 

:SWEET7_250
02EA: end_cutscene 
01B7: release_weather 
wait 0 
00A1: put_actor $PLAYER_ACTOR at 2515.207 -1674.086 12.7552 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.1779 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model 492 
0247: load_model 68 
0247: load_model 12 
0247: load_model 445 
0247: load_model 543 
0247: load_model 352 
0247: load_model 346 
0247: load_model 349 
0247: load_model 104 
0247: load_model 103 
0247: load_model 102 
0247: load_model 107 
0247: load_model 106 
0247: load_model 105 
04ED: load_animation "GRAVEYARD" 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:SWEET7_389
if or
823D:   not special_actor 1 loaded 
8248:   not model 68 available 
8248:   not model 12 available 
8248:   not model 445 available 
8248:   not model 543 available 
else_jump @SWEET7_433 
wait 0 
jump @SWEET7_389 

:SWEET7_433
if or
8248:   not model 346 available 
8248:   not model 492 available 
8248:   not model 352 available 
8248:   not model 349 available 
else_jump @SWEET7_475 
wait 0 
jump @SWEET7_433 

:SWEET7_475
if or
8248:   not model 104 available 
8248:   not model 103 available 
8248:   not model 102 available 
else_jump @SWEET7_509 
wait 0 
jump @SWEET7_475 

:SWEET7_509
if or
8248:   not model 107 available 
8248:   not model 106 available 
8248:   not model 105 available 
84EE:   not animation "GRAVEYARD" loaded 
84EE:   not animation "SMOKING" loaded 
else_jump @SWEET7_567 
wait 0 
jump @SWEET7_509 

:SWEET7_567
wait 500 
310@ = 0 
294@ = 0 
293@ = 0 
286@ = 0 
287@ = 0 
288@ = 0 
284@ = 0 
285@ = 0 
$8060 = 0 
283@ = 0 
81@ = 0 
82@ = 0 
282@ = 0 
141@ = 0 
46@ = 0 
45@ = 0 
61@ = 0 
147@ = 0 
62@ = 0 
63@ = -13 
69@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
311@ = 0 
77@ = 0 
79@ = 0 
140@ = 0 
131@ = 0 
143@ = 806.4608 
144@ = -1129.844 
145@ = 952.2434 
146@ = -1051.841 
149@ = 931.9752 
159@ = -1062.447 
169@ = 23.6757 
179@ = 921.2714 
189@ = -1064.736 
199@ = 23.327 
209@ = 920.3427 
219@ = -1061.403 
229@ = 23.6757 
239@ = 921.269 
249@ = -1081.521 
259@ = 23.623 
150@ = 922.6375 
160@ = -1122.282 
170@ = 23.0028 
151@ = 899.537 
161@ = -1114.694 
171@ = 23.232 
180@ = 913.2869 
190@ = -1092.168 
200@ = 23.1942 
210@ = 911.2869 
220@ = -1092.168 
230@ = 22.1942 
240@ = 914.2869 
250@ = -1092.168 
260@ = 25.1942 
181@ = 886.0813 
191@ = -1114.899 
201@ = 22.9879 
211@ = 883.5623 
221@ = -1112.94 
231@ = 23.0419 
241@ = 881.4856 
251@ = -1116.985 
261@ = 23.0419 
152@ = 907.4198 
162@ = -1101.579 
172@ = 23.2969 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
$8060 = 270000 
01E8: create_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022B: create_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076D: get_zone 'GAN1' gang 1 density_to 43@ 
076D: get_zone 'GAN2' gang 1 density_to 44@ 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
61@ = 0 
050F: get_max_wanted_level_to 295@ 
0395: clear_area 1 at 954.4976 -1103.594 22.8015 radius 10.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
0395: clear_area 1 at 2508.084 -1671.19 12.3794 radius 500.0 
00A5: 86@ = create_car 492 at 2508.084 -1671.19 12.3794 
0175: set_car 86@ Z_angle_to 354.4729 
053F: set_car 86@ tires_vulnerability 0 
0229: set_car 86@ primary_color_to 59 secondary_color_to 34 
0657: car 86@ open_door 3 
00A5: 87@ = create_car 445 at 925.7109 -1122.968 22.9909 
0175: set_car 87@ Z_angle_to 330.8056 
0229: set_car 87@ primary_color_to 59 secondary_color_to 34 
053F: set_car 87@ tires_vulnerability 0 
02AC: set_car 87@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AC: set_car 87@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 87@ door_status_to 2 
0169: set_fade_color_RGB 0 0 0 
0373: set_camera_directly_behind_player 
060A: create_decision_maker_type 0 store_to 100@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 102@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 103@ // decision\allowed\m_.ped files 
009A: 113@ = create_actor_pedtype 24 model 102 at 885.1994 -1075.546 23.3273 
060B: set_actor 113@ decision_maker_to 100@ 
0173: set_actor 113@ Z_angle_to 170.0 
02E2: set_actor 113@ weapon_accuracy_to 90 
0226: 558@ = actor 113@ health 
0223: set_actor 113@ health_to 120 
009A: 115@ = create_actor_pedtype 24 model 103 at 883.2532 -1075.496 23.3273 
060B: set_actor 115@ decision_maker_to 100@ 
0173: set_actor 115@ Z_angle_to 175.0 
02E2: set_actor 115@ weapon_accuracy_to 90 
0223: set_actor 115@ health_to 120 
009A: 117@ = create_actor_pedtype 24 model 103 at 881.4261 -1077.114 23.3203 
060B: set_actor 117@ decision_maker_to 100@ 
0173: set_actor 117@ Z_angle_to 275.0 
02E2: set_actor 117@ weapon_accuracy_to 90 
0223: set_actor 117@ health_to 120 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_1917 
01B2: give_actor 113@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 113@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_1917
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_1943 
01B2: give_actor 115@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_1943
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_2011 
01B2: give_actor 117@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 117@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_2011
029B: 142@ = init_object #CASKET_LAW at 885.6575 -1077.412 23.3188 
009A: 104@ = create_actor_pedtype 4 model 68 at 886.6391 -1079.179 23.3136 
0605: actor 104@ perform_animation "PRST_LOOPA" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 104@ decision_maker_to 101@ 
0173: set_actor 104@ Z_angle_to 24.0 
0249: release_model 68 
009A: 105@ = create_actor_pedtype 5 model 12 at 884.9761 -1079.983 23.3133 
0605: actor 105@ perform_animation "MRNF_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 105@ decision_maker_to 101@ 
0173: set_actor 105@ Z_angle_to 4.0 
0249: release_model 12 
0395: clear_area 1 at 2297.971 -1628.015 13.7028 radius 20.0 
009A: 271@ = create_actor_pedtype 8 model 105 at 2509.418 -1663.134 12.5872 
0173: set_actor 271@ Z_angle_to 214.5012 
060B: set_actor 271@ decision_maker_to 101@ 
0446: set_actor 271@ dismemberment_possible 0 
039E: set_actor 271@ locked 1 while_in_car 
0526: set_actor 271@ stay_in_car_when_jacked 1 
09F6: set_actor 271@ unjackable_through_driver_seat 0 
0605: actor 271@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 272@ = create_actor_pedtype 8 model 106 at 2504.471 -1675.764 12.3709 
0173: set_actor 272@ Z_angle_to 277.5012 
060B: set_actor 272@ decision_maker_to 101@ 
0446: set_actor 272@ dismemberment_possible 0 
039E: set_actor 272@ locked 1 while_in_car 
0526: set_actor 272@ stay_in_car_when_jacked 1 
09F6: set_actor 272@ unjackable_through_driver_seat 0 
0605: actor 272@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
01E8: create_forbidden_for_cars_cube_cornerA 143@ 144@ 0.0 cornerB 145@ 146@ 60.0 
022B: create_forbidden_for_peds_cube_cornerA 143@ 144@ 0.0 cornerB 145@ 146@ 60.0 
0652: 289@ = integer_stat 68 
0956: get_respect_to 309@ 
if 
  309@ > 1 
else_jump @SWEET7_2695 
63@ = 3 
009A: $130 = create_actor_pedtype 25 model 290 at 2509.59 -1672.237 12.3934 
0173: set_actor $130 Z_angle_to 239.0 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_2614 
020A: set_car 86@ door_status_to 3 
0519: set_car 86@ locked 1 

:SWEET7_2614
01B2: give_actor $130 weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
0223: set_actor $130 health_to 1000 
08AF: set_actor $130 max_health_to 1000 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
09F6: set_actor $130 unjackable_through_driver_seat 0 
041E: set_radio_station 7 
40@ = 0 
jump @SWEET7_3089 

:SWEET7_2695
009A: $130 = create_actor_pedtype 25 model 290 at 2511.343 -1674.936 12.5473 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_2750 
020A: set_car 86@ door_status_to 3 
0519: set_car 86@ locked 1 

:SWEET7_2750
08AF: set_actor $130 max_health_to 1000 
039E: set_actor $130 locked 1 while_in_car 
01B2: give_actor $130 weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
0223: set_actor $130 health_to 1000 
08AF: set_actor $130 max_health_to 1000 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
09F6: set_actor $130 unjackable_through_driver_seat 0 
009A: 297@ = create_actor_pedtype 7 model 102 at 2262.797 -1348.54 22.985 
01B2: give_actor 297@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 297@ decision_maker_to 101@ 
009A: 298@ = create_actor_pedtype 7 model 103 at 2263.582 -1346.651 22.9838 
0173: set_actor 298@ Z_angle_to 140.0 
01B2: give_actor 298@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 298@ decision_maker_to 101@ 
0677: AS_actor 297@ chat_with_actor 298@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 298@ chat_with_actor 297@ lead_speaker_flag 0 unknown_flag 1 
009A: 299@ = create_actor_pedtype 7 model 104 at 2261.85 -1345.101 22.9864 
0173: set_actor 299@ Z_angle_to 224.0 
01B2: give_actor 299@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 299@ decision_maker_to 101@ 
0605: actor 299@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0296: unload_special_actor 1 
0187: 300@ = create_marker_above_actor 297@ 
0187: 301@ = create_marker_above_actor 298@ 
0187: 302@ = create_marker_above_actor 299@ 
63@ = 0 
290@ = -10 
41@ = 0 

:SWEET7_3089
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $130 
40@ = 0 

:SWEET7_3104
if 
  2000 > 40@ 
else_jump @SWEET7_3134 
wait 0 
jump @SWEET7_3104 

:SWEET7_3134
0249: release_model 543 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2508.16 -1666.47 13.0 radius 10.0 
fade 1 1000 
07AF: 268@ = player $PLAYER_CHAR group 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 268@ enters_leaders_vehicle 1 
if 
  282@ == 13 
else_jump @SWEET7_3289 
0187: 48@ = create_marker_above_actor $PLAYER_ACTOR 
00A5: 86@ = create_car 492 at 2508.975 -1671.537 12.3853 
0186: 51@ = create_marker_above_car 86@ 
009A: 106@ = create_actor_pedtype 24 model 102 at 885.1994 -1075.546 23.3273 

:SWEET7_3289
312@ = 0 
540@ = 1 
541@ = 2 
542@ = 0 
543@ = 1 
544@ = 0 
545@ = 0 
05AA: 320@s = 'SWE7_AA' // @s = 'short'  // We're gonna need some allies.
05AA: 322@s = 'SWE7_AB' // @s = 'short'  // Yeah I'm gonna call up the homies and get us a little crew.
05AA: 324@s = 'SWE7_AC' // @s = 'short'  // But I warned you about putting time in for the homies.
05AA: 326@s = 'SWE7_AD' // @s = 'short'  // You ain't got enough stripes to rally up the troops.
05AA: 328@s = 'SWE7_AE' // @s = 'short'  // What can I do about that now?
05AA: 330@s = 'SWE7_AF' // @s = 'short'  // Head over to Ballas' hood, and put some work in.
05AA: 332@s = 'SWE7_AG' // @s = 'short'  // Bad news travels fast.
05AA: 334@s = 'SWE7_AH' // @s = 'short'  // I'll be waiting for you back here.
05AA: 336@s = 'SWE7_BA' // @s = 'short'  // Cool, we'll take my ride.
05AA: 338@s = 'SWE7_BB' // @s = 'short'  // Hey, where to?
05AA: 340@s = 'SWE7_BC' // @s = 'short'  // Just along the block up there by the bridge.
05AA: 342@s = 'SWE7_BD' // @s = 'short'  // I know a couple of Grove Streets we can bring along.
05AA: 344@s = 'SWE7_BE' // @s = 'short'  // A Grove posse? Man, you know I'm down with that.
05AA: 346@s = 'SWE7_CA' // @s = 'short'  // Get out and muster up the troops, CJ!
05AA: 348@s = 'SWE7_CB' // @s = 'short'  // There they go - get out and bring them along.
05AA: 350@s = 'SWE7_CC' // @s = 'short'  // There they are, go get 'em!
05AA: 352@s = 'SWE7_DA' // @s = 'short'  // CJ, you been hitting Ryder's wet stick?
05AA: 354@s = 'SWE7_DB' // @s = 'short'  // What the fuck you doing, CJ?
05AA: 356@s = 'SWE7_DC' // @s = 'short'  // Oh, CJ, you such a asshole!
05AA: 358@s = 'SWE7_DD' // @s = 'short'  // Tell those guys to beat it - I got two OGs in mind.
05AA: 360@s = 'SWE7_DE' // @s = 'short'  // I told you I had two Gs in mind - tell these fools to roll!
05AA: 362@s = 'SWE7_EA' // @s = 'short'  // OK, let's cut corners - we got a couple of homies to meet up with.
05AA: 364@s = 'SWE7_EB' // @s = 'short'  // We'll go around back of Los Sepulcros and sneak over the wall.
05AA: 366@s = 'SWE7_EC' // @s = 'short'  // C'mon, CJ, we gotta get in position before the funeral starts.
05AA: 368@s = 'SWE7_ED' // @s = 'short'  // Get a move on, CJ, we gonna be late!
05AA: 370@s = 'SWE7_EE' // @s = 'short'  // We got get there early, CJ!
05AA: 372@s = 'SWE7_EF' // @s = 'short'  // We missed the damn funeral!
05AA: 374@s = 'SWE7_EG' // @s = 'short'  // Too late, man, the funeral's over.
05AA: 376@s = 'SWE7_EH' // @s = 'short'  // This is it.
05AA: 378@s = 'SWE7_EJ' // @s = 'short'  // Carl, you stay put while we hop over the wall and check it out.
05AA: 380@s = 'SWE7_EK' // @s = 'short'  // OK, CJ, come on over!
05AA: 382@s = 'SWE7_FA' // @s = 'short'  // Y'all know CJ, right?
05AA: 384@s = 'SWE7_FB' // @s = 'short'  // These two boys been watching Front Yard Ballas set things up.
05AA: 386@s = 'SWE7_GA' // @s = 'short'  // Y'all take up positions, and wait for Kane.
05AA: 388@s = 'SWE7_GB' // @s = 'short'  // Kane? Ain't that cat front yard royalty?
05AA: 390@s = 'SWE7_GC' // @s = 'short'  // Yeah, so if there's a hint of trouble, he's a no-show.
05AA: 392@s = 'SWE7_HA' // @s = 'short'  // CJ. you fool, Kane won't show now!
05AA: 394@s = 'SWE7_HB' // @s = 'short'  // Aw, man, Kane ain't gonna show now.
05AA: 396@s = 'SWE7_HC' // @s = 'short'  // You blew the ambush, CJ, you buster!
05AA: 398@s = 'SWE7_JA' // @s = 'short'  // Here he comes...
05AA: 400@s = 'SWE7_JB' // @s = 'short'  // Looks like that buster's wearing armor.
05AA: 402@s = 'SWE7_JC' // @s = 'short'  // Might take a round or two to drop his ass.
05AA: 404@s = 'SWE7_KA' // @s = 'short'  // OK, CJ, you take Kane, and we'll take the rest of these fools out.
05AA: 406@s = 'SWE7_KB' // @s = 'short'  // You take Kane, CJ - we got the small fry.
05AA: 408@s = 'SWE7_KC' // @s = 'short'  // CJ, you take care of Kane - you guys, take care of these other marks!
05AA: 410@s = 'SWE7_LA' // @s = 'short'  // Kane's headed for that Ballas car!
05AA: 412@s = 'SWE7_LB' // @s = 'short'  // There's a Ballas car coming to bail out Kane!
05AA: 414@s = 'SWE7_LC' // @s = 'short'  // Kane's bailing!
05AA: 416@s = 'SWE7_MA' // @s = 'short'  // C'mon, we'll take that car over there!
05AA: 418@s = 'SWE7_MB' // @s = 'short'  // C'mon, let's use this car!
05AA: 420@s = 'SWE7_MC' // @s = 'short'  // We can take this car!
05AA: 422@s = 'SWE7_MD' // @s = 'short'  // Get that ride for us, CJ!
05AA: 424@s = 'SWE7_NA' // @s = 'short'  // OK, I've busted in, c'mon!
05AA: 426@s = 'SWE7_NB' // @s = 'short'  // C'mon, CJ, I've busted into this bucket!
05AA: 428@s = 'SWE7_OA' // @s = 'short'  // Smash, CJ, smash! We gotta catch him before he reaches the Front Yard set!
05AA: 430@s = 'SWE7_OB' // @s = 'short'  // Stamp it, CJ, we gotta get after that fool before he gets home!
05AA: 432@s = 'SWE7_PA' // @s = 'short'  // Get me close, CJ!
05AA: 434@s = 'SWE7_PB' // @s = 'short'  // Keep it steady!
05AA: 436@s = 'SWE7_PC' // @s = 'short'  // Get me alongside!
05AA: 438@s = 'SWE7_PD' // @s = 'short'  // Get alongside so I can blast this fool!
05AA: 440@s = 'SWE7_QA' // @s = 'short'  // Aw, shit, he's safe and sound now.
05AA: 442@s = 'SWE7_QB' // @s = 'short'  // Aw, shit, he done made it to the pizzad.
05AA: 444@s = 'SWE7_QC' // @s = 'short'  // Aw fuck! He outran us, FUCK!
05AA: 446@s = 'SWE7_RA' // @s = 'short'  // Eat that you Front Yard FOOL!
05AA: 448@s = 'SWE7_RB' // @s = 'short'  // Nobody messes with GROVE STREET!
05AA: 450@s = 'SWE7_RC' // @s = 'short'  // C'mon, let's bail back to Ganton!
05AA: 452@s = 'SWE7_SA' // @s = 'short'  // Nice one, CJ!
05AA: 454@s = 'SWE7_SB' // @s = 'short'  // I'll get us a getaway car, you guys take out the rest of those Ballas!
05AA: 456@s = 'SWE7_SC' // @s = 'short'  // OK, everybody in, let's roll!
05AA: 458@s = 'SWE7_TA' // @s = 'short'  // Man, we was a force back there.
05AA: 460@s = 'SWE7_TB' // @s = 'short'  // Everybody go home, stay low, we ain't seen each other all day, copy?
05AA: 462@s = 'SWE7_TC' // @s = 'short'  // I'll catch you later, Carl.
04AF: 467@ = 38400 // = constant 
04AF: 468@ = 38401 // = constant 
04AF: 469@ = 38402 // = constant 
04AF: 470@ = 38403 // = constant 
04AF: 471@ = 38404 // = constant 
04AF: 472@ = 38405 // = constant 
04AF: 473@ = 38406 // = constant 
04AF: 474@ = 38407 // = constant 
04AF: 475@ = 38408 // = constant 
04AF: 476@ = 38409 // = constant 
04AF: 477@ = 38410 // = constant 
04AF: 478@ = 38411 // = constant 
04AF: 479@ = 38412 // = constant 
04AF: 480@ = 38413 // = constant 
04AF: 481@ = 38414 // = constant 
04AF: 482@ = 38415 // = constant 
04AF: 483@ = 38416 // = constant 
04AF: 484@ = 38417 // = constant 
04AF: 485@ = 38418 // = constant 
04AF: 486@ = 38419 // = constant 
04AF: 487@ = 38420 // = constant 
04AF: 488@ = 38421 // = constant 
04AF: 489@ = 38422 // = constant 
04AF: 490@ = 38423 // = constant 
04AF: 491@ = 38424 // = constant 
04AF: 492@ = 38425 // = constant 
04AF: 493@ = 38426 // = constant 
04AF: 494@ = 38427 // = constant 
04AF: 495@ = 38428 // = constant 
04AF: 496@ = 38429 // = constant 
04AF: 497@ = 38430 // = constant 
04AF: 498@ = 38431 // = constant 
04AF: 499@ = 38432 // = constant 
04AF: 500@ = 38433 // = constant 
04AF: 501@ = 38434 // = constant 
04AF: 502@ = 38435 // = constant 
04AF: 503@ = 38436 // = constant 
04AF: 504@ = 38437 // = constant 
04AF: 505@ = 38438 // = constant 
04AF: 506@ = 38439 // = constant 
04AF: 507@ = 38440 // = constant 
04AF: 508@ = 38441 // = constant 
04AF: 509@ = 38442 // = constant 
04AF: 510@ = 38443 // = constant 
04AF: 511@ = 38444 // = constant 
04AF: 512@ = 38445 // = constant 
04AF: 513@ = 38446 // = constant 
04AF: 514@ = 38447 // = constant 
04AF: 515@ = 38448 // = constant 
04AF: 516@ = 38449 // = constant 
04AF: 517@ = 38450 // = constant 
04AF: 518@ = 38451 // = constant 
04AF: 519@ = 38452 // = constant 
04AF: 520@ = 38453 // = constant 
04AF: 521@ = 38454 // = constant 
04AF: 522@ = 38455 // = constant 
04AF: 523@ = 38456 // = constant 
04AF: 524@ = 38457 // = constant 
04AF: 525@ = 38458 // = constant 
04AF: 526@ = 38459 // = constant 
04AF: 527@ = 38460 // = constant 
04AF: 528@ = 38461 // = constant 
04AF: 529@ = 38462 // = constant 
04AF: 530@ = 38463 // = constant 
04AF: 531@ = 38464 // = constant 
04AF: 532@ = 38465 // = constant 
04AF: 533@ = 38466 // = constant 
04AF: 534@ = 38467 // = constant 
04AF: 535@ = 38468 // = constant 
04AF: 536@ = 38469 // = constant 
04AF: 537@ = 38470 // = constant 
04AF: 538@ = 38471 // = constant 

:SWEET7_5066
wait 0 
if 
  312@ == 0 
else_jump @SWEET7_5102 
03CF: load_wav 22600 as 3 
312@ = 1 

:SWEET7_5102
if 
  312@ == 1 
else_jump @SWEET7_5142 
if 
03D0:   wav 3 loaded 
else_jump @SWEET7_5142 
312@ = 2 

:SWEET7_5142
if 
  312@ == 2 
else_jump @SWEET7_5237 
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_5237 
if 
00F2:   actor $PLAYER_ACTOR near_actor 105@ radius 200.0 200.0 0 
else_jump @SWEET7_5237 
03D7: set_wav 3 location 884.9761 -1079.983 23.3133 
03D1: play_wav 3 
312@ = 3 

:SWEET7_5237
if 
   not 542@ == 0 
else_jump @SWEET7_5590 
if 
  544@ == 0 
else_jump @SWEET7_5308 
if 
03D0:   wav 541@ loaded 
else_jump @SWEET7_5294 
040D: unload_wav 541@ 

:SWEET7_5294
544@ = 1 
545@ = 1 

:SWEET7_5308
if 
  544@ == 1 
else_jump @SWEET7_5345 
03CF: load_wav 466@(542@,74i) as 540@ 
544@ = 2 

:SWEET7_5345
if 
  544@ == 2 
else_jump @SWEET7_5405 
if 
03D0:   wav 540@ loaded 
else_jump @SWEET7_5405 
03D1: play_wav 540@ 
00BC: show_text_highpriority GXT 318@(542@,74s) time 10000 flag 1 
544@ = 3 

:SWEET7_5405
if 
  544@ == 3 
else_jump @SWEET7_5590 
if 
03D2:   wav 540@ ended 
else_jump @SWEET7_5529 
03D5: remove_text 318@(542@,74s) 
if 
  540@ == 1 
else_jump @SWEET7_5487 
540@ = 2 
541@ = 1 
jump @SWEET7_5501 

:SWEET7_5487
540@ = 1 
541@ = 2 

:SWEET7_5501
542@ = 0 
544@ = 0 
545@ = 0 
jump @SWEET7_5590 

:SWEET7_5529
if 
83D0:   not wav 541@ loaded 
else_jump @SWEET7_5590 
if 
  72 > 542@ 
else_jump @SWEET7_5590 
0085: 543@ = 542@ // (int) 
543@ += 1 
03CF: load_wav 466@(543@,74i) as 541@ 

:SWEET7_5590
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SWEET7_5612 
jump @SWEET7_32404 

:SWEET7_5612
if 
0735:   is_keyboard_key_pressed 87 
else_jump @SWEET7_5663 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_5663 
00AB: put_car 86@ at 794.203 -1059.185 23.6844 

:SWEET7_5663
07F6: get_group 268@ number_of_leaders_to 270@ number_of_members_to 269@ 
if 
  1 > 61@ 
else_jump @SWEET7_5798 
if 
  1 > $8060 
else_jump @SWEET7_5741 
014F: stop_timer $8060 
00BE: text_clear_all 
0209: 548@ = random_int_in_ranges 0 2 
547@ = 31 
61@ = 999 

:SWEET7_5741
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_5798 
if 
0495:   car 86@ burning 
else_jump @SWEET7_5798 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR664' time 6000 flag 1  // ~r~Sweet's car is ablaze and he's too smart to get back in!
jump @SWEET7_32386 

:SWEET7_5798
0652: 289@ = integer_stat 68 
if 
  63@ == 0 
else_jump @SWEET7_7160 
if 
  0 > 290@ 
else_jump @SWEET7_6176 
if 
  545@ == 0 
else_jump @SWEET7_6176 
0871: init_jump_table 290@ total_jumps 9 default_jump 0 @SWEET7_6176 jumps -10 @SWEET7_5987 -9 @SWEET7_6008 -8 @SWEET7_6029 -7 @SWEET7_6050 -6 @SWEET7_6071 -5 @SWEET7_6092 -4 @SWEET7_6113 
0872: jump_table_jumps -3 @SWEET7_6134 -2 @SWEET7_6155 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 -1 @SWEET7_6176 

:SWEET7_5987
542@ = 1 
290@ = -9 
jump @SWEET7_6176 

:SWEET7_6008
542@ = 2 
290@ = -8 
jump @SWEET7_6176 

:SWEET7_6029
542@ = 3 
290@ = -7 
jump @SWEET7_6176 

:SWEET7_6050
542@ = 4 
290@ = -6 
jump @SWEET7_6176 

:SWEET7_6071
542@ = 5 
290@ = -5 
jump @SWEET7_6176 

:SWEET7_6092
542@ = 6 
290@ = -4 
jump @SWEET7_6176 

:SWEET7_6113
542@ = 7 
290@ = -3 
jump @SWEET7_6176 

:SWEET7_6134
542@ = 8 
290@ = -2 
jump @SWEET7_6176 

:SWEET7_6155
542@ = 0 
290@ = 0 
jump @SWEET7_6176 

:SWEET7_6176
if 
  545@ == 0 
else_jump @SWEET7_6301 
if 
  290@ == 0 
else_jump @SWEET7_6244 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR612' time 6000 flag 1  // ~s~Get to Ballas territory and take out some tough ~r~gang members~s~ to earn respect.
290@ = 1 
41@ = 0 

:SWEET7_6244
if 
  290@ == 1 
else_jump @SWEET7_6301 
if 
  41@ > 7000 
else_jump @SWEET7_6301 
00BE: text_clear_all 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
290@ = 2 

:SWEET7_6301
if 
  292@ == 0 
else_jump @SWEET7_6390 
if 
  40@ > 3000 
else_jump @SWEET7_6390 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_6390 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_6390 
0687: clear_actor $130 task 
0639: AS_actor $130 rotate_to_actor $PLAYER_ACTOR 
40@ = 0 

:SWEET7_6390
if 
056D:   actor $130 defined 
else_jump @SWEET7_6450 
if 
051A:   actor $130 damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6450 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR618' time 6000 flag 1  // ~r~Getting rough with Sweet won't earn you any respect!
jump @SWEET7_32386 

:SWEET7_6450
if 
  303@ == 0 
else_jump @SWEET7_6510 
if 
056D:   actor 297@ defined 
else_jump @SWEET7_6510 
if 
051A:   actor 297@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6510 
303@ = 1 

:SWEET7_6510
if 
  303@ == 0 
else_jump @SWEET7_6570 
if 
056D:   actor 298@ defined 
else_jump @SWEET7_6570 
if 
051A:   actor 298@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6570 
303@ = 1 

:SWEET7_6570
if 
  303@ == 0 
else_jump @SWEET7_6630 
if 
056D:   actor 299@ defined 
else_jump @SWEET7_6630 
if 
051A:   actor 299@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_6630 
303@ = 1 

:SWEET7_6630
if 
  303@ == 1 
else_jump @SWEET7_6742 
if 
8118:   not actor 297@ dead 
else_jump @SWEET7_6677 
0687: clear_actor 297@ task 
05E2: AS_actor 297@ kill_actor $PLAYER_ACTOR 

:SWEET7_6677
if 
8118:   not actor 298@ dead 
else_jump @SWEET7_6706 
0687: clear_actor 298@ task 
05E2: AS_actor 298@ kill_actor $PLAYER_ACTOR 

:SWEET7_6706
if 
8118:   not actor 299@ dead 
else_jump @SWEET7_6735 
0687: clear_actor 299@ task 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 

:SWEET7_6735
303@ = 2 

:SWEET7_6742
if 
  304@ == 0 
else_jump @SWEET7_6801 
if 
0118:   actor 297@ dead 
else_jump @SWEET7_6801 
0623: add 35 to_integer_stat 68 
0164: disable_marker 300@ 
0652: 289@ = integer_stat 68 
304@ = 1 

:SWEET7_6801
if 
  305@ == 0 
else_jump @SWEET7_6860 
if 
0118:   actor 298@ dead 
else_jump @SWEET7_6860 
0623: add 35 to_integer_stat 68 
0164: disable_marker 301@ 
0652: 289@ = integer_stat 68 
305@ = 1 

:SWEET7_6860
if 
  306@ == 0 
else_jump @SWEET7_6919 
if 
0118:   actor 299@ dead 
else_jump @SWEET7_6919 
0623: add 35 to_integer_stat 68 
0164: disable_marker 302@ 
0652: 289@ = integer_stat 68 
306@ = 1 

:SWEET7_6919
if 
0118:   actor 297@ dead 
else_jump @SWEET7_6999 
if 
0118:   actor 298@ dead 
else_jump @SWEET7_6999 
if 
0118:   actor 299@ dead 
else_jump @SWEET7_6999 
0652: 289@ = integer_stat 68 
if 
  100 > 289@ 
else_jump @SWEET7_6999 
0629: change_integer_stat 68 to 200 

:SWEET7_6999
0956: get_respect_to 309@ 
if 
  309@ > 1 
else_jump @SWEET7_7160 
01C2: remove_references_to_actor 297@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 299@ // Like turning an actor into a random pedestrian 
0164: disable_marker 300@ 
0164: disable_marker 301@ 
0164: disable_marker 302@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR617' time 6000 flag 1  // ~s~You've earned enough respect. Join Sweet back at his ~b~car~s~ now.
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_7160 
020A: set_car 86@ door_status_to 3 
63@ = 1 
292@ = 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_7160 
0687: clear_actor $130 task 
05CA: AS_actor $130 enter_car 86@ passenger_seat 0 time 20000 
0186: 49@ = create_marker_above_car 86@ 
041E: set_radio_station 7 
07E0: set_marker 49@ type_to 1 

:SWEET7_7160
if 
  63@ == 1 
else_jump @SWEET7_7386 
if 
  292@ == 1 
else_jump @SWEET7_7275 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_7275 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_7275 
if 
0448:   actor $130 in_car 86@ 
else_jump @SWEET7_7275 
0519: set_car 86@ locked 0 
020A: set_car 86@ door_status_to 1 
0657: car 86@ open_door 2 
292@ = 2 

:SWEET7_7275
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_7386 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_7386 
0164: disable_marker 49@ 
0652: 289@ = integer_stat 68 
018A: 275@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_7365 
0A09: set_actor $130 muted 1 // versionB 

:SWEET7_7365
63@ = 2 
52@ = 0 
547@ = 1 

:SWEET7_7386
if 
  63@ == 2 
else_jump @SWEET7_8591 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_8591 
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_7682 
if 
  547@ > 0 
else_jump @SWEET7_7682 
if 
  545@ == 0 
else_jump @SWEET7_7682 
0871: init_jump_table 547@ total_jumps 5 default_jump 0 @SWEET7_7682 jumps 1 @SWEET7_7538 2 @SWEET7_7559 3 @SWEET7_7580 4 @SWEET7_7601 5 @SWEET7_7622 -1 @SWEET7_7682 -1 @SWEET7_7682 

:SWEET7_7538
542@ = 10 
547@ = 2 
jump @SWEET7_7682 

:SWEET7_7559
542@ = 11 
547@ = 3 
jump @SWEET7_7682 

:SWEET7_7580
542@ = 12 
547@ = 4 
jump @SWEET7_7682 

:SWEET7_7601
542@ = 13 
547@ = 5 
jump @SWEET7_7682 

:SWEET7_7622
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
if 
8118:   not actor $130 dead 
else_jump @SWEET7_7668 
0A09: set_actor $130 muted 0 // versionB 

:SWEET7_7668
547@ = 0 
jump @SWEET7_7682 

:SWEET7_7682
if 
  549@ > 0 
else_jump @SWEET7_7905 
if 
  545@ == 0 
else_jump @SWEET7_7905 
0871: init_jump_table 549@ total_jumps 2 default_jump 0 @SWEET7_7905 jumps 1 @SWEET7_7781 2 @SWEET7_7845 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 -1 @SWEET7_7905 

:SWEET7_7781
if 
  548@ == 0 
else_jump @SWEET7_7806 
542@ = 24 

:SWEET7_7806
if 
  548@ == 1 
else_jump @SWEET7_7831 
542@ = 26 

:SWEET7_7831
549@ = 2 
jump @SWEET7_7905 

:SWEET7_7845
542@ = 0 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_7875 
0A09: set_actor $130 muted 0 // versionB 

:SWEET7_7875
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
549@ = 0 
jump @SWEET7_7905 

:SWEET7_7905
if 
  550@ > 0 
else_jump @SWEET7_8080 
if 
  545@ == 0 
else_jump @SWEET7_8080 
0871: init_jump_table 550@ total_jumps 2 default_jump 0 @SWEET7_8080 jumps 1 @SWEET7_8004 2 @SWEET7_8043 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 -1 @SWEET7_8080 

:SWEET7_8004
if 
  548@ == 0 
else_jump @SWEET7_8029 
542@ = 25 

:SWEET7_8029
550@ = 2 
jump @SWEET7_8080 

:SWEET7_8043
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
550@ = 0 
jump @SWEET7_8080 

:SWEET7_8080
0652: 289@ = integer_stat 68 
if 
  52@ == 0 
else_jump @SWEET7_8180 
if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_8180 
0186: 49@ = create_marker_above_car 86@ 
041E: set_radio_station 7 
07E0: set_marker 49@ type_to 1 
0164: disable_marker 275@ 
00BE: text_clear_all 
52@ = 1 
547@ = 0 
549@ = 1 
0209: 548@ = random_int_in_ranges 0 2 

:SWEET7_8180
if 
  52@ == 1 
else_jump @SWEET7_8274 
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_8274 
0164: disable_marker 49@ 
018A: 275@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00BE: text_clear_all 
52@ = 0 
547@ = 0 
550@ = 1 
0209: 548@ = random_int_in_ranges 0 1 

:SWEET7_8274
077E: get_active_interior_to 42@ 
if 
  42@ == 0 
else_jump @SWEET7_8317 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @SWEET7_8317 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_8317
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_8591 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2460.499 -1656.57 12.3125 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET7_8591 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 86@ stopped 
else_jump @SWEET7_8591 
0519: set_car 86@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
547@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0164: disable_marker 275@ 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_8591 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_8591 
0187: 273@ = create_marker_above_actor 271@ 
07E0: set_marker 273@ type_to 1 
276@ = 1 
0187: 274@ = create_marker_above_actor 272@ 
07E0: set_marker 274@ type_to 1 
277@ = 1 
40@ = 0 
63@ = 4 
278@ = 1 
0209: 548@ = random_int_in_ranges 0 3 

:SWEET7_8591
if 
  63@ == 3 
else_jump @SWEET7_8788 
0519: set_car 86@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
547@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_8788 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_8788 
0187: 273@ = create_marker_above_actor 271@ 
07E0: set_marker 273@ type_to 1 
276@ = 1 
0187: 274@ = create_marker_above_actor 272@ 
07E0: set_marker 274@ type_to 1 
277@ = 1 
40@ = 0 
63@ = 4 
278@ = 1 
0209: 548@ = random_int_in_ranges 0 3 

:SWEET7_8788
if 
  293@ == 0 
else_jump @SWEET7_8871 
if 
  40@ > 8000 
else_jump @SWEET7_8871 
03D5: remove_text 'TWAR652'  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
03E6: remove_text_box 
0A78: print_help_conditional 'TWAR660' 0  // Tap on a gang member to target him and tap ~m~~widget_gang_recruit~ to recruit him to your group.
0A79: print_help_conditional_touch 'TWARHID' 0  // Target a gang member and tap ~m~~widget_gang_recruit~ to recruit him to your group.
293@ = 1 

:SWEET7_8871
if 
  278@ == 1 
else_jump @SWEET7_9654 
if 
  276@ == 1 
else_jump @SWEET7_8954 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_8954 
if 
06EE:   actor 271@ in_group 268@ 
else_jump @SWEET7_8954 
0164: disable_marker 273@ 
276@ = 0 

:SWEET7_8954
if 
  277@ == 1 
else_jump @SWEET7_9019 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_9019 
if 
06EE:   actor 272@ in_group 268@ 
else_jump @SWEET7_9019 
0164: disable_marker 274@ 
277@ = 0 

:SWEET7_9019
if 
  276@ == 0 
else_jump @SWEET7_9106 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_9106 
if 
86EE:   not actor 271@ in_group 268@ 
else_jump @SWEET7_9106 
0164: disable_marker 49@ 
63@ = 4 
0187: 273@ = create_marker_above_actor 271@ 
07E0: set_marker 273@ type_to 1 
276@ = 1 

:SWEET7_9106
if 
  277@ == 0 
else_jump @SWEET7_9193 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_9193 
if 
86EE:   not actor 272@ in_group 268@ 
else_jump @SWEET7_9193 
0164: disable_marker 49@ 
63@ = 4 
0187: 274@ = create_marker_above_actor 272@ 
07E0: set_marker 274@ type_to 1 
277@ = 1 

:SWEET7_9193
07F6: get_group 268@ number_of_leaders_to 270@ number_of_members_to 269@ 
if 
  269@ > 1 
else_jump @SWEET7_9591 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_9306 
if 
86EE:   not actor 271@ in_group 268@ 
else_jump @SWEET7_9306 
0A6D: print_help_forever_conditional 'T662' 0  // Holding ~m~~widget_gang_follow~ or ~m~~widget_gang_hold~ for a few seconds or moving too far away from them will disband your group.
if 
  11 > 551@ 
else_jump @SWEET7_9306 
00BE: text_clear_all 
0209: 548@ = random_int_in_ranges 0 2 
551@ = 11 

:SWEET7_9306
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_9390 
if 
86EE:   not actor 272@ in_group 268@ 
else_jump @SWEET7_9390 
0A6D: print_help_forever_conditional 'T662' 0  // Holding ~m~~widget_gang_follow~ or ~m~~widget_gang_hold~ for a few seconds or moving too far away from them will disband your group.
if 
  11 > 551@ 
else_jump @SWEET7_9390 
00BE: text_clear_all 
0209: 548@ = random_int_in_ranges 0 2 
551@ = 11 

:SWEET7_9390
if 
  551@ > 10 
else_jump @SWEET7_9591 
if 
  545@ == 0 
else_jump @SWEET7_9591 
0871: init_jump_table 551@ total_jumps 2 default_jump 0 @SWEET7_9591 jumps 11 @SWEET7_9489 12 @SWEET7_9553 -1 @SWEET7_9591 -1 @SWEET7_9591 -1 @SWEET7_9591 -1 @SWEET7_9591 -1 @SWEET7_9591 

:SWEET7_9489
if 
  548@ == 0 
else_jump @SWEET7_9514 
542@ = 20 

:SWEET7_9514
if 
  548@ == 1 
else_jump @SWEET7_9539 
542@ = 21 

:SWEET7_9539
551@ = 12 
jump @SWEET7_9591 

:SWEET7_9553
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR659' time 6000 flag 1  // ~s~You've got two gang members in your group now but not the men wanted for the job! Pick the right two this time!
551@ = 999 
jump @SWEET7_9591 

:SWEET7_9591
if 
  2 > 269@ 
else_jump @SWEET7_9654 
if 
  293@ == 1 
else_jump @SWEET7_9654 
0A6D: print_help_forever_conditional 'TWAR660' 16  // Tap on a gang member to target him and tap ~m~~widget_gang_recruit~ to recruit him to your group.
293@ = 2 
551@ = 0 

:SWEET7_9654
if 
  63@ == 4 
else_jump @SWEET7_10311 
if 
  547@ > 0 
else_jump @SWEET7_10125 
if 
  545@ == 0 
else_jump @SWEET7_10125 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_10125 jumps 1 @SWEET7_9771 2 @SWEET7_10034 -1 @SWEET7_10125 -1 @SWEET7_10125 -1 @SWEET7_10125 -1 @SWEET7_10125 -1 @SWEET7_10125 

:SWEET7_9771
if 
  548@ == 0 
else_jump @SWEET7_9854 
542@ = 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_9854 
0687: clear_actor $130 task 
0605: actor $130 perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_9854
if 
  548@ == 1 
else_jump @SWEET7_9937 
542@ = 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_9937 
0687: clear_actor $130 task 
0605: actor $130 perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_9937
if 
  548@ == 2 
else_jump @SWEET7_10020 
542@ = 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_10020 
0687: clear_actor $130 task 
0605: actor $130 perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_10020
547@ = 2 
jump @SWEET7_10125 

:SWEET7_10034
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR652' time 6000 flag 1  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_10111 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_10111 
0687: clear_actor $130 task 
05CA: AS_actor $130 enter_car 86@ passenger_seat 0 time 20000 
041E: set_radio_station 7 

:SWEET7_10111
547@ = 0 
jump @SWEET7_10125 

:SWEET7_10125
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_10311 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_10311 
if 
06EE:   actor 271@ in_group 268@ 
else_jump @SWEET7_10311 
if 
06EE:   actor 272@ in_group 268@ 
else_jump @SWEET7_10311 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR654' time 5500 flag 1  // ~s~Get in the ~b~car~s~ with your gang and take them to the funeral.
294@ = 1 
41@ = 0 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_10304 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_10304 
if 
0448:   actor $130 in_car 86@ 
else_jump @SWEET7_10304 
020A: set_car 86@ door_status_to 1 
0186: 49@ = create_marker_above_car 86@ 
07E0: set_marker 49@ type_to 1 
041E: set_radio_station 7 

:SWEET7_10304
63@ = 10 

:SWEET7_10311
if 
  294@ == 1 
else_jump @SWEET7_10355 
if 
  41@ > 6000 
else_jump @SWEET7_10355 
294@ = 2 

:SWEET7_10355
if 
  63@ == 10 
else_jump @SWEET7_10665 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_10665 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_10665 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_10665 
if 
0448:   actor 271@ in_car 86@ 
else_jump @SWEET7_10665 
if 
0448:   actor 272@ in_car 86@ 
else_jump @SWEET7_10665 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_10665 
0519: set_car 86@ locked 0 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
if 
  310@ == 0 
else_jump @SWEET7_10573 
03C3: set_timer_to $8060 type 1 GXT 'TWAR620' // global_variable  // Time
076C: set_zone 'GAN1' gang 1 density_to 43@ 
076C: set_zone 'GAN2' gang 1 density_to 44@ 
04EF: release_animation "SMOKING" 
310@ = 1 

:SWEET7_10573
0164: disable_marker 49@ 
018A: 50@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
278@ = 1 
52@ = 0 
547@ = 1 
63@ = 20 
40@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 

:SWEET7_10665
if 
  45@ == 1 
else_jump @SWEET7_10728 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET7_10728 
if 
  10 > 61@ 
else_jump @SWEET7_10728 
61@ = 10 
45@ = 0 

:SWEET7_10728
if 
  46@ == 1 
else_jump @SWEET7_10766 
if 
08D0:   should_skip_cutscene 
else_jump @SWEET7_10766 
141@ = 15 

:SWEET7_10766
if 
0118:   actor $130 dead 
else_jump @SWEET7_10807 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR638' time 10000 flag 1  // ~r~Sweet's been killed! That wasn't part of the plan!
jump @SWEET7_32386 

:SWEET7_10807
if 
0119:   car 87@ wrecked 
else_jump @SWEET7_10880 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_10880 
if 
80DF:   not actor $130 driving 
else_jump @SWEET7_10880 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR648' time 6000 flag 1  // ~r~That car could have been useful! There was no need to destroy it!
jump @SWEET7_32386 

:SWEET7_10880
if 
  61@ == 0 
else_jump @SWEET7_12786 
if 
  63@ == 20 
else_jump @SWEET7_12786 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_12786 
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_11205 
if 
  286@ == 0 
else_jump @SWEET7_11006 
if 
  40@ > 20000 
else_jump @SWEET7_11006 
03E5: show_text_box 'TWAR656'  // The higher the respect you have with a gang the more members you can recruit to your group.
286@ = 1 

:SWEET7_11006
if 
  547@ > 0 
else_jump @SWEET7_11205 
if 
  545@ == 0 
else_jump @SWEET7_11205 
0871: init_jump_table 547@ total_jumps 4 default_jump 0 @SWEET7_11205 jumps 1 @SWEET7_11105 2 @SWEET7_11126 3 @SWEET7_11147 4 @SWEET7_11168 -1 @SWEET7_11205 -1 @SWEET7_11205 -1 @SWEET7_11205 

:SWEET7_11105
542@ = 23 
547@ = 2 
jump @SWEET7_11205 

:SWEET7_11126
542@ = 35 
547@ = 3 
jump @SWEET7_11205 

:SWEET7_11147
542@ = 36 
547@ = 4 
jump @SWEET7_11205 

:SWEET7_11168
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
547@ = 0 
jump @SWEET7_11205 

:SWEET7_11205
if 
  549@ > 0 
else_jump @SWEET7_11405 
if 
  545@ == 0 
else_jump @SWEET7_11405 
0871: init_jump_table 549@ total_jumps 2 default_jump 0 @SWEET7_11405 jumps 1 @SWEET7_11304 2 @SWEET7_11368 -1 @SWEET7_11405 -1 @SWEET7_11405 -1 @SWEET7_11405 -1 @SWEET7_11405 -1 @SWEET7_11405 

:SWEET7_11304
if 
  548@ == 0 
else_jump @SWEET7_11329 
542@ = 24 

:SWEET7_11329
if 
  548@ == 1 
else_jump @SWEET7_11354 
542@ = 26 

:SWEET7_11354
549@ = 2 
jump @SWEET7_11405 

:SWEET7_11368
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR632' time 6000 flag 1  // ~s~Get yourself and those gang members back in the ~b~car~s~ quickly.
549@ = 0 
jump @SWEET7_11405 

:SWEET7_11405
if 
  550@ > 0 
else_jump @SWEET7_11580 
if 
  545@ == 0 
else_jump @SWEET7_11580 
0871: init_jump_table 550@ total_jumps 2 default_jump 0 @SWEET7_11580 jumps 1 @SWEET7_11504 2 @SWEET7_11543 -1 @SWEET7_11580 -1 @SWEET7_11580 -1 @SWEET7_11580 -1 @SWEET7_11580 -1 @SWEET7_11580 

:SWEET7_11504
if 
  548@ == 0 
else_jump @SWEET7_11529 
542@ = 25 

:SWEET7_11529
550@ = 2 
jump @SWEET7_11580 

:SWEET7_11543
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
550@ = 0 
jump @SWEET7_11580 

:SWEET7_11580
if 
  52@ == 0 
else_jump @SWEET7_11673 
if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_11673 
0186: 49@ = create_marker_above_car 86@ 
041E: set_radio_station 7 
07E0: set_marker 49@ type_to 1 
0164: disable_marker 50@ 
00BE: text_clear_all 
52@ = 1 
547@ = 0 
549@ = 1 
0209: 548@ = random_int_in_ranges 0 2 

:SWEET7_11673
if 
  52@ == 1 
else_jump @SWEET7_11837 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_11837 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_11837 
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_11837 
if 
0448:   actor 271@ in_car 86@ 
else_jump @SWEET7_11837 
if 
0448:   actor 272@ in_car 86@ 
else_jump @SWEET7_11837 
0164: disable_marker 49@ 
018A: 50@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
00BE: text_clear_all 
52@ = 0 
547@ = 0 
550@ = 1 
0209: 548@ = random_int_in_ranges 0 1 

:SWEET7_11837
077E: get_active_interior_to 42@ 
if 
  42@ == 0 
else_jump @SWEET7_11880 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @SWEET7_11880 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_11880
if 
  52@ == 0 
else_jump @SWEET7_12786 
if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SWEET7_12786 
if 
0100:   actor $PLAYER_ACTOR in_sphere 799.0102 -1074.032 23.0115 radius 3.8 3.8 4.0 sphere 1 in_car 
else_jump @SWEET7_12786 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 86@ stopped 
else_jump @SWEET7_12786 
0164: disable_marker 50@ 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $8060 
fade 0 500 

:SWEET7_12012
if 
fading 
else_jump @SWEET7_12036 
wait 0 
jump @SWEET7_12012 

:SWEET7_12036
015F: set_camera_position 790.7784 -1072.139 26.2131 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 791.6847 -1072.378 25.8645 switchstyle 2 
03CB: set_rendering_origin_at 803.5742 -1075.752 23.3957 
wait 0 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_12131 
0519: set_car 86@ locked 1 

:SWEET7_12131
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 1 1000 

:SWEET7_12149
if 
fading 
else_jump @SWEET7_12173 
wait 0 
jump @SWEET7_12149 

:SWEET7_12173
014F: stop_timer $8060 
fade 1 1000 

:SWEET7_12185
if 
fading 
else_jump @SWEET7_12209 
wait 0 
jump @SWEET7_12185 

:SWEET7_12209
278@ = 0 
61@ = 1 
141@ = 1 
40@ = 0 
if 
  545@ == 0 
else_jump @SWEET7_12262 
542@ = 29 

:SWEET7_12262
if 
  61@ == -999 
else_jump @SWEET7_12435 
009A: 89@ = create_actor_pedtype 25 model 106 at 820.7578 -1078.671 22.9313 
0173: set_actor 89@ Z_angle_to 258.1012 
060B: set_actor 89@ decision_maker_to 101@ 
0223: set_actor 89@ health_to 500 
08AF: set_actor 89@ max_health_to 500 
0568: set_actor 89@ untargetable 1 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 90@ = create_actor_pedtype 25 model 106 at 820.2401 -1075.763 23.0894 
0173: set_actor 90@ Z_angle_to 200.7 
060B: set_actor 90@ decision_maker_to 101@ 
0223: set_actor 90@ health_to 500 
08AF: set_actor 90@ max_health_to 500 
0568: set_actor 90@ untargetable 1 
01B2: give_actor 90@ weapon 28 ammo 99999 // Load the weapon model before using this 

:SWEET7_12435
0249: release_model 106 
0249: release_model 107 
0249: release_model 105 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_12556 
060B: set_actor $130 decision_maker_to 101@ 
0687: clear_actor $130 task 
0187: 47@ = create_marker_above_actor $130 
07E0: set_marker 47@ type_to 1 
0615: define_AS_pack_begin 91@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.576 -1075.795 23.3946 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 91@ 
0618: assign_actor $130 to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 
40@ = 0 

:SWEET7_12556
if 
  1000 > 40@ 
else_jump @SWEET7_12586 
wait 0 
jump @SWEET7_12556 

:SWEET7_12586
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_12671 
060B: set_actor 271@ decision_maker_to 101@ 
06C9: remove_actor 271@ from_group 
0687: clear_actor 271@ task 
0615: define_AS_pack_begin 280@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.8553 -1074.422 23.4385 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 280@ 
0618: assign_actor 271@ to_AS_pack 280@ 
061B: remove_references_to_AS_pack 280@ 

:SWEET7_12671
if 
  1750 > 40@ 
else_jump @SWEET7_12701 
wait 0 
jump @SWEET7_12671 

:SWEET7_12701
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_12786 
060B: set_actor 272@ decision_maker_to 101@ 
06C9: remove_actor 272@ from_group 
0687: clear_actor 272@ task 
0615: define_AS_pack_begin 281@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 805.1254 -1072.344 23.5187 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 281@ 
0618: assign_actor 272@ to_AS_pack 281@ 
061B: remove_references_to_AS_pack 281@ 

:SWEET7_12786
if 
  141@ == 1 
else_jump @SWEET7_12837 
if 
  40@ > 500 
else_jump @SWEET7_12837 
141@ = 4 
40@ = 0 

:SWEET7_12837
if 
  141@ == 4 
else_jump @SWEET7_13206 
if 
  40@ > 1000 
else_jump @SWEET7_12906 
if 
  311@ == 0 
else_jump @SWEET7_12906 
46@ = 1 
311@ = 1 

:SWEET7_12906
if 
  40@ > 3000 
else_jump @SWEET7_13206 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
015F: set_camera_position 813.1065 -1071.708 27.3524 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 812.2476 -1072.201 27.2129 switchstyle 2 
141@ = 5 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SWEET7_13088 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 557@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 803.7976 -1075.882 23.3933 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 272.0 
0616: define_AS_pack_end 557@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 557@ 
061B: remove_references_to_AS_pack 557@ 

:SWEET7_13088
40@ = 0 
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_13206 
0687: clear_actor 272@ task 
00A1: put_actor 272@ at 805.1254 -1072.344 23.5187 
0173: set_actor 272@ Z_angle_to 230.0 
0615: define_AS_pack_begin 281@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 820.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 281@ 
0618: assign_actor 272@ to_AS_pack 281@ 
061B: remove_references_to_AS_pack 281@ 

:SWEET7_13206
if 
  141@ == 5 
else_jump @SWEET7_13361 
if 
  40@ > 200 
else_jump @SWEET7_13361 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_13347 
0687: clear_actor $130 task 
00A1: put_actor $130 at 804.576 -1075.795 23.3946 
0173: set_actor $130 Z_angle_to 271.0 
0615: define_AS_pack_begin 91@ 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 91@ 
0618: assign_actor $130 to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 

:SWEET7_13347
40@ = 0 
141@ = 6 

:SWEET7_13361
if 
  141@ == 6 
else_jump @SWEET7_13523 
if 
  40@ > 1000 
else_jump @SWEET7_13523 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_13509 
0687: clear_actor 271@ task 
00A1: put_actor 271@ at 804.8553 -1074.422 23.4385 
0173: set_actor 271@ Z_angle_to 262.0 
0615: define_AS_pack_begin 280@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 280@ 
0618: assign_actor 271@ to_AS_pack 280@ 
061B: remove_references_to_AS_pack 280@ 

:SWEET7_13509
141@ = 10 
40@ = 0 

:SWEET7_13523
if 
  141@ == 10 
else_jump @SWEET7_13645 
if 
  40@ > 2000 
else_jump @SWEET7_13645 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_13606 
0687: clear_actor $130 task 
05D3: AS_actor $130 goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 

:SWEET7_13606
if 
  545@ == 0 
else_jump @SWEET7_13631 
542@ = 31 

:SWEET7_13631
141@ = 13 
40@ = 0 

:SWEET7_13645
if 
  141@ == 13 
else_jump @SWEET7_13707 
if 
  545@ == 0 
else_jump @SWEET7_13707 
if 
  40@ > 2000 
else_jump @SWEET7_13707 
141@ = 15 

:SWEET7_13707
if 
  141@ == 15 
else_jump @SWEET7_13944 
46@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
141@ = 20 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR635' time 6000 flag 1  // ~s~Climb over the wall and approach ~b~Sweet~s~ and his men.
0A6F: checkpoint_save 1 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_13842 
0792: disembark_instantly_actor $130 
00A1: put_actor $130 at 818.4114 -1076.603 23.0623 
0173: set_actor $130 Z_angle_to 279.0 
0639: AS_actor $130 rotate_to_actor $PLAYER_ACTOR 

:SWEET7_13842
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_13893 
0792: disembark_instantly_actor 271@ 
00A1: put_actor 271@ at 816.0391 -1072.607 23.71 
0173: set_actor 271@ Z_angle_to 248.0 

:SWEET7_13893
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_13944 
0792: disembark_instantly_actor 272@ 
00A1: put_actor 272@ at 815.9681 -1073.723 23.5666 
0173: set_actor 272@ Z_angle_to 253.0 

:SWEET7_13944
if 
  61@ == 1 
else_jump @SWEET7_14228 
if 
  63@ == 20 
else_jump @SWEET7_14228 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_14228 
if 
  76@ == 0 
else_jump @SWEET7_14137 
if 
00FE:   actor $130 sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 4.0 4.0 4.0 
else_jump @SWEET7_14137 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 2.0 2.0 0 
else_jump @SWEET7_14137 
0687: clear_actor $130 task 
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_14114 

:SWEET7_14114
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_14130 

:SWEET7_14130
76@ = 1 

:SWEET7_14137
if 
00FE:   actor $130 sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 2.0 2.0 2.0 
else_jump @SWEET7_14228 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 2.0 2.0 0 
else_jump @SWEET7_14228 
61@ = 4 
0164: disable_marker 47@ 

:SWEET7_14228
if 
  1 > 61@ 
else_jump @SWEET7_14287 
if 
0119:   car 86@ wrecked 
else_jump @SWEET7_14287 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR633' time 8000 flag 1  // ~r~You've wrecked Sweet's car and the job hasn't been done!
jump @SWEET7_32386 

:SWEET7_14287
if 
  5 > 61@ 
else_jump @SWEET7_15546 
if 
056D:   actor 271@ defined 
else_jump @SWEET7_14363 
if 
0118:   actor 271@ dead 
else_jump @SWEET7_14363 
00BE: text_clear_all 
0209: 548@ = random_int_in_ranges 0 3 
547@ = 21 
61@ = 999 

:SWEET7_14363
if 
056D:   actor 272@ defined 
else_jump @SWEET7_14421 
if 
0118:   actor 272@ dead 
else_jump @SWEET7_14421 
00BE: text_clear_all 
0209: 548@ = random_int_in_ranges 0 3 
547@ = 21 
61@ = 999 

:SWEET7_14421
if 
056D:   actor 113@ defined 
else_jump @SWEET7_14646 
if 
051A:   actor 113@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_14646 
77@ = 1 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_14492 
0687: clear_actor 113@ task 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:SWEET7_14492
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_14521 
0687: clear_actor 115@ task 
05E2: AS_actor 115@ kill_actor $PLAYER_ACTOR 

:SWEET7_14521
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_14550 
0687: clear_actor 117@ task 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:SWEET7_14550
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_14586 
0687: clear_actor 105@ task 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14586
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_14622 
0687: clear_actor 104@ task 
05DD: AS_actor 104@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14622
0209: 548@ = random_int_in_ranges 0 3 
547@ = 41 
61@ = 999 

:SWEET7_14646
if 
056D:   actor 115@ defined 
else_jump @SWEET7_14871 
if 
051A:   actor 115@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_14871 
77@ = 1 
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_14717 
0687: clear_actor 115@ task 
05E2: AS_actor 115@ kill_actor $PLAYER_ACTOR 

:SWEET7_14717
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_14746 
0687: clear_actor 113@ task 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:SWEET7_14746
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_14775 
0687: clear_actor 117@ task 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:SWEET7_14775
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_14811 
0687: clear_actor 105@ task 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14811
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_14847 
0687: clear_actor 104@ task 
05DD: AS_actor 104@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_14847
0209: 548@ = random_int_in_ranges 0 3 
547@ = 41 
61@ = 999 

:SWEET7_14871
if 
056D:   actor 117@ defined 
else_jump @SWEET7_15096 
if 
051A:   actor 117@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15096 
77@ = 1 
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_14942 
0687: clear_actor 117@ task 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:SWEET7_14942
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_14971 
0687: clear_actor 113@ task 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:SWEET7_14971
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_15000 
0687: clear_actor 115@ task 
05E2: AS_actor 115@ kill_actor $PLAYER_ACTOR 

:SWEET7_15000
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_15036 
0687: clear_actor 105@ task 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15036
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_15072 
0687: clear_actor 104@ task 
05DD: AS_actor 104@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15072
0209: 548@ = random_int_in_ranges 0 3 
547@ = 41 
61@ = 999 

:SWEET7_15096
if 
056D:   actor 104@ defined 
else_jump @SWEET7_15321 
if 
051A:   actor 104@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15321 
77@ = 1 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_15167 
0687: clear_actor 113@ task 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:SWEET7_15167
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_15196 
0687: clear_actor 115@ task 
05E2: AS_actor 115@ kill_actor $PLAYER_ACTOR 

:SWEET7_15196
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_15225 
0687: clear_actor 117@ task 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:SWEET7_15225
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_15261 
0687: clear_actor 105@ task 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15261
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_15297 
0687: clear_actor 104@ task 
05DD: AS_actor 104@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15297
0209: 548@ = random_int_in_ranges 0 3 
547@ = 41 
61@ = 999 

:SWEET7_15321
if 
056D:   actor 105@ defined 
else_jump @SWEET7_15546 
if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_15546 
77@ = 1 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_15392 
0687: clear_actor 113@ task 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:SWEET7_15392
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_15421 
0687: clear_actor 115@ task 
05E2: AS_actor 115@ kill_actor $PLAYER_ACTOR 

:SWEET7_15421
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_15450 
0687: clear_actor 117@ task 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:SWEET7_15450
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_15486 
0687: clear_actor 105@ task 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15486
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_15522 
0687: clear_actor 104@ task 
05DD: AS_actor 104@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_15522
0209: 548@ = random_int_in_ranges 0 3 
547@ = 41 
61@ = 999 

:SWEET7_15546
if 
  61@ == 999 
else_jump @SWEET7_16503 
if and
  547@ > 20 
  30 > 547@ 
else_jump @SWEET7_15804 
if 
  545@ == 0 
else_jump @SWEET7_15804 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_15804 jumps 21 @SWEET7_15671 22 @SWEET7_15760 -1 @SWEET7_15804 -1 @SWEET7_15804 -1 @SWEET7_15804 -1 @SWEET7_15804 -1 @SWEET7_15804 

:SWEET7_15671
if 
  548@ == 0 
else_jump @SWEET7_15696 
542@ = 17 

:SWEET7_15696
if 
  548@ == 1 
else_jump @SWEET7_15721 
542@ = 18 

:SWEET7_15721
if 
  548@ == 2 
else_jump @SWEET7_15746 
542@ = 19 

:SWEET7_15746
547@ = 22 
jump @SWEET7_15804 

:SWEET7_15760
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR658' time 6000 flag 1  // ~r~The job isn't going to be any easier short-handed!
547@ = 0 
jump @SWEET7_32386 
jump @SWEET7_15804 

:SWEET7_15804
if and
  547@ > 30 
  40 > 547@ 
else_jump @SWEET7_16018 
if 
  545@ == 0 
else_jump @SWEET7_16018 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_16018 jumps 31 @SWEET7_15910 32 @SWEET7_15974 -1 @SWEET7_16018 -1 @SWEET7_16018 -1 @SWEET7_16018 -1 @SWEET7_16018 -1 @SWEET7_16018 

:SWEET7_15910
if 
  548@ == 0 
else_jump @SWEET7_15935 
542@ = 27 

:SWEET7_15935
if 
  548@ == 1 
else_jump @SWEET7_15960 
542@ = 28 

:SWEET7_15960
547@ = 32 
jump @SWEET7_16018 

:SWEET7_15974
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR619' time 6000 flag 1  // ~r~The funeral will be over! Kane's going to survive another day!
547@ = 0 
jump @SWEET7_32386 
jump @SWEET7_16018 

:SWEET7_16018
if and
  547@ > 40 
  50 > 547@ 
else_jump @SWEET7_16257 
if 
  545@ == 0 
else_jump @SWEET7_16257 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_16257 jumps 41 @SWEET7_16124 42 @SWEET7_16213 -1 @SWEET7_16257 -1 @SWEET7_16257 -1 @SWEET7_16257 -1 @SWEET7_16257 -1 @SWEET7_16257 

:SWEET7_16124
if 
  548@ == 0 
else_jump @SWEET7_16149 
542@ = 37 

:SWEET7_16149
if 
  548@ == 1 
else_jump @SWEET7_16174 
542@ = 38 

:SWEET7_16174
if 
  548@ == 1 
else_jump @SWEET7_16199 
542@ = 39 

:SWEET7_16199
547@ = 42 
jump @SWEET7_16257 

:SWEET7_16213
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR625' time 6000 flag 1  // ~r~You've started trouble too early! Kane won't arrive now!
547@ = 0 
jump @SWEET7_32386 
jump @SWEET7_16257 

:SWEET7_16257
if and
  547@ > 60 
  70 > 547@ 
else_jump @SWEET7_16503 
if 
  545@ == 0 
else_jump @SWEET7_16503 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_16503 jumps 61 @SWEET7_16363 62 @SWEET7_16452 -1 @SWEET7_16503 -1 @SWEET7_16503 -1 @SWEET7_16503 -1 @SWEET7_16503 -1 @SWEET7_16503 

:SWEET7_16363
if 
  548@ == 0 
else_jump @SWEET7_16388 
542@ = 61 

:SWEET7_16388
if 
  548@ == 1 
else_jump @SWEET7_16413 
542@ = 62 

:SWEET7_16413
if 
  548@ == 2 
else_jump @SWEET7_16438 
542@ = 63 

:SWEET7_16438
547@ = 62 
jump @SWEET7_16503 

:SWEET7_16452
542@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR627' time 8000 flag 1  // ~r~Too late! Kane's in his own neighborhood! It's not safe to continue the pursuit!
009B: destroy_actor 106@ 
547@ = 0 
jump @SWEET7_32386 
jump @SWEET7_16503 

:SWEET7_16503
if 
  61@ == 4 
else_jump @SWEET7_17011 
61@ = 5 
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_16568 
0508: car 86@ close_all_doors 
0519: set_car 86@ locked 0 
020A: set_car 86@ door_status_to 3 
01C3: remove_references_to_car 86@ 

:SWEET7_16568
0395: clear_area 1 at 894.0744 -1073.497 23.3203 radius 125.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 84@ = create_car 445 at 897.3787 -1073.502 23.3203 
0175: set_car 84@ Z_angle_to 90.2 
0229: set_car 84@ primary_color_to 25 secondary_color_to 40 
020A: set_car 84@ door_status_to 3 
02AC: set_car 84@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model 445 
01C8: 106@ = create_actor_pedtype 24 model 104 in_car 84@ passenger_seat 0 
0129: 109@ = create_actor_pedtype 24 model 103 in_car 84@ driverseat 
01B2: give_actor 109@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 106@ decision_maker_to 100@ 
060B: set_actor 109@ decision_maker_to 100@ 
0223: set_actor 106@ health_to 260 
08AF: set_actor 106@ max_health_to 300 
02E2: set_actor 106@ weapon_accuracy_to 100 
035F: actor 106@ armour += 100 
02A9: set_actor 106@ immune_to_nonplayer 1 
0446: set_actor 106@ dismemberment_possible 0 
054A: set_actor 106@ can_be_shot_in_a_car 0 
0856: set_actor 106@ enable_crouch 0 
009A: 119@ = create_actor_pedtype 24 model 103 at 876.4128 -1068.866 23.3745 
060B: set_actor 119@ decision_maker_to 101@ 
0173: set_actor 119@ Z_angle_to 166.6 
01B2: give_actor 119@ weapon 28 ammo 2000 // Load the weapon model before using this 
02A9: set_actor 119@ immune_to_nonplayer 1 
02E2: set_actor 119@ weapon_accuracy_to 90 
0223: set_actor 119@ health_to 120 
009A: 120@ = create_actor_pedtype 24 model 103 at 922.7446 -1066.214 23.3203 
060B: set_actor 120@ decision_maker_to 101@ 
0173: set_actor 120@ Z_angle_to 66.6 
01B2: give_actor 120@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 120@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 120@ immune_to_nonplayer 1 
02E2: set_actor 120@ weapon_accuracy_to 90 
0223: set_actor 120@ health_to 120 
009A: 121@ = create_actor_pedtype 24 model 103 at 922.4503 -1117.908 23.0517 
060B: set_actor 121@ decision_maker_to 101@ 
0173: set_actor 121@ Z_angle_to 357.6 
01B2: give_actor 121@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 121@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 121@ immune_to_nonplayer 1 
02E2: set_actor 121@ weapon_accuracy_to 90 
0223: set_actor 121@ health_to 120 

:SWEET7_17011
if 
  79@ == 0 
else_jump @SWEET7_17543 
if and
  61@ > 4 
  999 > 61@ 
else_jump @SWEET7_17543 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_17094 
0226: $8059 = actor 106@ health 
0084: $8058 = $8059 // (int) 
$8058 /= 3 

:SWEET7_17094
if 
  140@ == 0 
else_jump @SWEET7_17489 
if 
0118:   actor 106@ dead 
else_jump @SWEET7_17489 
0164: disable_marker 48@ 
61@ = 1352 
gosub @SWEET7_31260 
00BE: text_clear_all 
79@ = 1 
70@ = 99 
71@ = 99 
72@ = 99 
547@ = 1 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_17295 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_17295 
020A: set_car 87@ door_status_to 1 
020A: set_car 87@ door_status_to 3 
0687: clear_actor $130 task 
0615: define_AS_pack_begin 95@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 87@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 95@ 
0618: assign_actor $130 to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 

:SWEET7_17295
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_17392 
0687: clear_actor 89@ task 
0615: define_AS_pack_begin 308@ 
05D3: AS_actor -1 goto_point 945.3914 -1100.376 23.2999 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 308@ 
0618: assign_actor 89@ to_AS_pack 308@ 
061B: remove_references_to_AS_pack 308@ 

:SWEET7_17392
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_17489 
0687: clear_actor 90@ task 
0615: define_AS_pack_begin 307@ 
05D3: AS_actor -1 goto_point 944.9411 -1106.773 23.2539 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 970.9636 -1107.962 22.8672 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 307@ 
0618: assign_actor 90@ to_AS_pack 307@ 
061B: remove_references_to_AS_pack 307@ 

:SWEET7_17489
if 
  140@ > 0 
else_jump @SWEET7_17543 
if 
0118:   actor 106@ dead 
else_jump @SWEET7_17543 
0164: disable_marker 48@ 
61@ = 1352 
79@ = 4 

:SWEET7_17543
if 
  79@ == 4 
else_jump @SWEET7_17705 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_17705 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_17705 
if 
0448:   actor $130 in_car 87@ 
else_jump @SWEET7_17705 
020A: set_car 87@ door_status_to 1 
if 
0448:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_17705 
284@ = 1 
0687: clear_actor $130 task 
0164: disable_marker 51@ 
018A: 279@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0373: set_camera_directly_behind_player 
79@ = 8 
52@ = 0 
547@ = 1 

:SWEET7_17705
if 
  79@ == 8 
else_jump @SWEET7_18498 
if 
  140@ == 0 
else_jump @SWEET7_17898 
if 
  547@ > 0 
else_jump @SWEET7_17898 
if 
  545@ == 0 
else_jump @SWEET7_17898 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_17898 jumps 1 @SWEET7_17840 2 @SWEET7_17861 -1 @SWEET7_17898 -1 @SWEET7_17898 -1 @SWEET7_17898 -1 @SWEET7_17898 -1 @SWEET7_17898 

:SWEET7_17840
542@ = 69 
547@ = 2 
jump @SWEET7_17898 

:SWEET7_17861
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
547@ = 0 
jump @SWEET7_17898 

:SWEET7_17898
if 
  140@ > 0 
else_jump @SWEET7_18117 
if 
  547@ > 0 
else_jump @SWEET7_18117 
if 
  545@ == 0 
else_jump @SWEET7_18117 
0871: init_jump_table 547@ total_jumps 4 default_jump 0 @SWEET7_18117 jumps 1 @SWEET7_18015 2 @SWEET7_18036 3 @SWEET7_18057 4 @SWEET7_18078 -1 @SWEET7_18117 -1 @SWEET7_18117 -1 @SWEET7_18117 

:SWEET7_18015
542@ = 64 
547@ = 2 
jump @SWEET7_18117 

:SWEET7_18036
542@ = 65 
547@ = 3 
jump @SWEET7_18117 

:SWEET7_18057
542@ = 66 
547@ = 4 
jump @SWEET7_18117 

:SWEET7_18078
542@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
547@ = 0 
jump @SWEET7_18117 

:SWEET7_18117
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_18498 
if 
  52@ == 0 
else_jump @SWEET7_18222 
if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_18222 
547@ = 0 
0186: 51@ = create_marker_above_car 87@ 
07E0: set_marker 51@ type_to 1 
0164: disable_marker 279@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
52@ = 1 

:SWEET7_18222
if 
  52@ == 1 
else_jump @SWEET7_18316 
if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_18316 
0164: disable_marker 51@ 
018A: 279@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR647' time 8000 flag 1  // ~s~Get Sweet safely back ~y~home~s~ now!
52@ = 0 

:SWEET7_18316
077E: get_active_interior_to 42@ 
if 
  42@ == 0 
else_jump @SWEET7_18359 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @SWEET7_18359 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_18359
if 
8118:   not actor $130 dead 
else_jump @SWEET7_18498 
if 
0448:   actor $130 in_car 87@ 
else_jump @SWEET7_18498 
if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_18498 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2501.634 -1674.131 12.3689 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SWEET7_18498 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 87@ stopped 
else_jump @SWEET7_18498 
0164: disable_marker 279@ 
00BE: text_clear_all 
79@ = 74 

:SWEET7_18498
if 
  79@ == 74 
else_jump @SWEET7_18711 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0395: clear_area 1 at 2501.634 -1674.131 12.3689 radius 5.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2499.582 -1682.395 15.2226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.969 -1681.485 15.079 switchstyle 2 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_18683 
0615: define_AS_pack_begin 93@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2516.634 -1673.847 13.9671 mode 4 time 20000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 93@ 
0618: assign_actor $130 to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 

:SWEET7_18683
41@ = 0 
547@ = 1 
79@ = 77 
296@ = 1 

:SWEET7_18711
if 
  296@ == 1 
else_jump @SWEET7_18933 
79@ = 77 
if 
  547@ > 0 
else_jump @SWEET7_18933 
if 
  545@ == 0 
else_jump @SWEET7_18933 
0871: init_jump_table 547@ total_jumps 4 default_jump 0 @SWEET7_18933 jumps 1 @SWEET7_18835 2 @SWEET7_18856 3 @SWEET7_18877 4 @SWEET7_18898 -1 @SWEET7_18933 -1 @SWEET7_18933 -1 @SWEET7_18933 

:SWEET7_18835
542@ = 70 
547@ = 2 
jump @SWEET7_18933 

:SWEET7_18856
542@ = 71 
547@ = 3 
jump @SWEET7_18933 

:SWEET7_18877
542@ = 72 
547@ = 4 
jump @SWEET7_18933 

:SWEET7_18898
542@ = 0 
79@ = 80 
296@ = 2 
547@ = 0 
jump @SWEET7_18933 

:SWEET7_18933
if 
  296@ == 2 
else_jump @SWEET7_18987 
0373: set_camera_directly_behind_player 
009B: destroy_actor $130 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
jump @SWEET7_32404 

:SWEET7_18987
if 
  61@ == 5 
else_jump @SWEET7_19287 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 0 
fade 0 1500 

:SWEET7_19023
if 
fading 
else_jump @SWEET7_19047 
wait 0 
jump @SWEET7_19023 

:SWEET7_19047
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_19077 
0446: set_actor 89@ dismemberment_possible 0 

:SWEET7_19077
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_19100 
0446: set_actor 90@ dismemberment_possible 0 

:SWEET7_19100
if 
8118:   not actor $130 dead 
else_jump @SWEET7_19121 
0687: clear_actor $130 task 

:SWEET7_19121
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 816.8154 -1075.383 23.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.0 
015F: set_camera_position 822.0925 -1077.878 23.6895 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 821.1437 -1077.566 23.7335 switchstyle 2 
03CB: set_rendering_origin_at 803.9182 -1078.626 23.3515 
wait 1000 
fade 1 1000 

:SWEET7_19235
if 
fading 
else_jump @SWEET7_19259 
wait 0 
jump @SWEET7_19235 

:SWEET7_19259
61@ = 6 
547@ = 1 
40@ = 0 
41@ = 0 

:SWEET7_19287
if 
  61@ == 6 
else_jump @SWEET7_20113 
if 
  547@ > 0 
else_jump @SWEET7_19539 
if 
  545@ == 0 
else_jump @SWEET7_19539 
0871: init_jump_table 547@ total_jumps 4 default_jump 0 @SWEET7_19539 jumps 1 @SWEET7_19404 2 @SWEET7_19418 3 @SWEET7_19477 4 @SWEET7_19498 -1 @SWEET7_19539 -1 @SWEET7_19539 -1 @SWEET7_19539 

:SWEET7_19404
547@ = 2 
jump @SWEET7_19539 

:SWEET7_19418
if 
8118:   not actor $130 dead 
else_jump @SWEET7_19463 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_19463 
0687: clear_actor $130 task 
0639: AS_actor $130 rotate_to_actor 106@ 

:SWEET7_19463
547@ = 3 
jump @SWEET7_19539 

:SWEET7_19477
542@ = 34 
547@ = 4 
jump @SWEET7_19539 

:SWEET7_19498
542@ = 0 
0A6D: print_help_forever_conditional 'T661' 0  // Tap ~m~~widget_gang_follow~ to instruct your gang to follow you or ~m~~widget_gang_hold~ to instruct them to stay in position.
554@ = 1 
547@ = 0 
jump @SWEET7_19539 

:SWEET7_19539
if 
  41@ > 10000 
else_jump @SWEET7_19603 
if 
  554@ == 1 
else_jump @SWEET7_19603 
0A6D: print_help_forever_conditional 'T662' 0  // Holding ~m~~widget_gang_follow~ or ~m~~widget_gang_hold~ for a few seconds or moving too far away from them will disband your group.
554@ = 2 
41@ = 0 

:SWEET7_19603
if 
  554@ == 2 
else_jump @SWEET7_20113 
if 
  41@ > 8000 
else_jump @SWEET7_20113 
015F: set_camera_position 891.9803 -1068.343 23.6669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 891.3828 -1069.141 23.7373 switchstyle 2 
45@ = 1 
if 
  83@ == 0 
else_jump @SWEET7_19814 
if 
8119:   not car 84@ wrecked 
else_jump @SWEET7_19814 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_19814 
05D1: AS_actor 109@ drive_car 84@ to 875.3232 -1073.502 23.3364 speed 10.0 2 model 0 2 
if 
  545@ == 0 
else_jump @SWEET7_19807 
542@ = 40 

:SWEET7_19807
83@ = 1 

:SWEET7_19814
if 
8119:   not car 84@ wrecked 
else_jump @SWEET7_20113 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_20113 
if 
01AF:   car 84@ sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 3.0 3.0 3.0 
else_jump @SWEET7_20113 
if 
01C1:   car 84@ stopped 
else_jump @SWEET7_20113 
61@ = 7 
if 
  545@ == 0 
else_jump @SWEET7_19942 
553@ = 0 

:SWEET7_19942
015F: set_camera_position 871.9701 -1069.503 25.6673 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 872.7517 -1070.042 25.353 switchstyle 2 
020A: set_car 84@ door_status_to 1 
02AC: set_car 84@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_20106 
0615: define_AS_pack_begin 107@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 869.1639 -1071.619 25.2208 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 892.7105 -1077.929 23.2684 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 107@ 
0618: assign_actor 106@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 

:SWEET7_20106
40@ = 0 

:SWEET7_20113
if 
  61@ == 7 
else_jump @SWEET7_20257 
if 
  40@ > 2000 
else_jump @SWEET7_20257 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_20241 
0615: define_AS_pack_begin 110@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 873.9978 -1077.988 23.3203 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 833.1347 -1095.187 22.8281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_20241
00BE: text_clear_all 
61@ = 8 
547@ = 1 

:SWEET7_20257
if 
  61@ == 8 
else_jump @SWEET7_20463 
if 
  547@ > 0 
else_jump @SWEET7_20437 
if 
  545@ == 0 
else_jump @SWEET7_20437 
0871: init_jump_table 547@ total_jumps 3 default_jump 0 @SWEET7_20437 jumps 1 @SWEET7_20374 2 @SWEET7_20395 3 @SWEET7_20416 -1 @SWEET7_20437 -1 @SWEET7_20437 -1 @SWEET7_20437 -1 @SWEET7_20437 

:SWEET7_20374
542@ = 41 
547@ = 2 
jump @SWEET7_20437 

:SWEET7_20395
542@ = 42 
547@ = 3 
jump @SWEET7_20437 

:SWEET7_20416
542@ = 0 
547@ = 0 
jump @SWEET7_20437 

:SWEET7_20437
if 
  40@ > 8000 
else_jump @SWEET7_20463 
61@ = 10 

:SWEET7_20463
if 
  61@ == 10 
else_jump @SWEET7_21104 
45@ = 0 
547@ = 0 
278@ = 99 
00A1: put_actor $PLAYER_ACTOR at 817.3972 -1076.164 23.1065 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_20568 
00A1: put_actor 271@ at 820.5947 -1074.517 23.1755 
0173: set_actor 271@ Z_angle_to 176.0 

:SWEET7_20568
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_20614 
00A1: put_actor 272@ at 818.3846 -1079.001 22.929 
0173: set_actor 272@ Z_angle_to 291.0 

:SWEET7_20614
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_20717 
0792: disembark_instantly_actor 106@ 
if 
80DF:   not actor 106@ driving 
else_jump @SWEET7_20671 
00A1: put_actor 106@ at 890.4531 -1063.368 23.7342 

:SWEET7_20671
if 
00DF:   actor 106@ driving 
else_jump @SWEET7_20707 
0362: remove_actor 106@ from_car_and_place_at 890.4531 -1063.368 23.7342 

:SWEET7_20707
05D4: AS_actor 106@ rotate_angle 84.0 

:SWEET7_20717
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "SMOKING" 
04EF: release_animation "GRAVEYARD" 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_20827 
0792: disembark_instantly_actor 109@ 
00A1: put_actor 109@ at 844.5107 -1101.66 22.8516 
05D4: AS_actor 109@ rotate_angle 135.0 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 
035F: actor 109@ armour += 50 

:SWEET7_20827
if 
8119:   not car 84@ wrecked 
else_jump @SWEET7_20895 
00AB: put_car 84@ at 875.3232 -1073.502 23.3364 
0175: set_car 84@ Z_angle_to 89.0 
020A: set_car 84@ door_status_to 1 
02AC: set_car 84@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET7_20895
01B4: set_player $PLAYER_CHAR can_move 1 
0940: set_group 268@ enters_leaders_vehicle 1 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_20959 
if 
86EE:   not actor 271@ in_group 268@ 
else_jump @SWEET7_20959 
0631: put_actor 271@ in_group 268@ 
087F: set_actor 271@ never_leave_group 1 

:SWEET7_20959
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_21009 
if 
86EE:   not actor 272@ in_group 268@ 
else_jump @SWEET7_21009 
0631: put_actor 272@ in_group 268@ 
087F: set_actor 272@ never_leave_group 1 

:SWEET7_21009
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_21038 
060B: set_actor 109@ decision_maker_to 101@ 
0687: clear_actor 109@ task 

:SWEET7_21038
0638: AS_actor 109@ stay_put 1 
61@ = 15 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_21083 
0187: 48@ = create_marker_above_actor 106@ 
0165: set_marker 48@ color_to 0 

:SWEET7_21083
if 
8119:   not car 86@ wrecked 
else_jump @SWEET7_21104 
00A6: destroy_car 86@ 

:SWEET7_21104
if 
  61@ == 15 
else_jump @SWEET7_21654 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_21560 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_21255 
0615: define_AS_pack_begin 92@ 
05D3: AS_actor -1 goto_point 832.3179 -1081.627 22.9332 mode 6 time 10000 ms // versionA 
0637: AS_actor -1 goto 833.9351 -1101.966 22.8281 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 92@ 
0618: assign_actor $130 to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 

:SWEET7_21255
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_21370 
0687: clear_actor 89@ task 
0615: define_AS_pack_begin 96@ 
05D3: AS_actor -1 goto_point 828.6603 -1080.408 23.03 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 832.5559 -1104.067 22.8281 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 96@ 
0618: assign_actor 89@ to_AS_pack 96@ 
061B: remove_references_to_AS_pack 96@ 

:SWEET7_21370
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_21485 
0687: clear_actor 90@ task 
0615: define_AS_pack_begin 98@ 
05D3: AS_actor -1 goto_point 832.2366 -1077.225 23.1896 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 835.7187 -1097.325 22.8784 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 98@ 
0618: assign_actor 90@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:SWEET7_21485
gosub @SWEET7_30490 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_21560 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_21560 
0615: define_AS_pack_begin 112@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $130 
0616: define_AS_pack_end 112@ 
0618: assign_actor 109@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 

:SWEET7_21560
if 
  62@ == 1 
else_jump @SWEET7_21620 
if 
8118:   not actor 105@ dead 
else_jump @SWEET7_21599 
009B: destroy_actor 105@ 

:SWEET7_21599
if 
8118:   not actor 104@ dead 
else_jump @SWEET7_21620 
009B: destroy_actor 104@ 

:SWEET7_21620
41@ = 0 
69@ = 1 
547@ = 1 
0209: 548@ = random_int_in_ranges 0 3 
040D: unload_wav 3 

:SWEET7_21654
if 
  69@ == 1 
else_jump @SWEET7_22250 
if 
  547@ > 0 
else_jump @SWEET7_21897 
if 
  545@ == 0 
else_jump @SWEET7_21897 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_21897 jumps 1 @SWEET7_21771 2 @SWEET7_21860 -1 @SWEET7_21897 -1 @SWEET7_21897 -1 @SWEET7_21897 -1 @SWEET7_21897 -1 @SWEET7_21897 

:SWEET7_21771
if 
  548@ == 0 
else_jump @SWEET7_21796 
542@ = 43 

:SWEET7_21796
if 
  548@ == 1 
else_jump @SWEET7_21821 
542@ = 44 

:SWEET7_21821
if 
  548@ == 1 
else_jump @SWEET7_21846 
542@ = 45 

:SWEET7_21846
547@ = 2 
jump @SWEET7_21897 

:SWEET7_21860
00BC: show_text_highpriority GXT 'TWAR636' time 8000 flag 1  // ~s~Kill ~r~Kane~s~, don't let him get away!
542@ = 0 
547@ = 0 
jump @SWEET7_21897 

:SWEET7_21897
if 
  41@ > 6000 
else_jump @SWEET7_22010 
if 
  78@ == 0 
else_jump @SWEET7_22010 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_22010 
0687: clear_actor 109@ task 
0605: actor 109@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0223: set_actor 109@ health_to 0 
78@ = 1 
00BE: text_clear_all 

:SWEET7_22010
if 
  41@ > 7000 
else_jump @SWEET7_22250 
if 
8118:   not actor 109@ dead 
else_jump @SWEET7_22055 
0687: clear_actor 109@ task 
05BE: AS_actor 109@ die 

:SWEET7_22055
if 
  79@ == 0 
else_jump @SWEET7_22129 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_22129 
0687: clear_actor $130 task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 872.7859 -1100.792 22.8437 
73@ = 1 
05D8: AS_assign_scmpath to_actor $130 flags 6 0 

:SWEET7_22129
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_22185 
0687: clear_actor 89@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 882.445 -1102.041 22.8281 
74@ = 1 
05D8: AS_assign_scmpath to_actor 89@ flags 7 0 

:SWEET7_22185
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_22241 
0687: clear_actor 90@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 888.5107 -1099.935 21.8918 
75@ = 1 
05D8: AS_assign_scmpath to_actor 90@ flags 7 0 

:SWEET7_22241
69@ = 2 
00BE: text_clear_all 

:SWEET7_22250
if 
  79@ == 0 
else_jump @SWEET7_22387 
if 
  73@ == 1 
else_jump @SWEET7_22387 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_22387 
if 
00FE:   actor $130 sphere 0 in_sphere 872.7859 -1100.792 22.8437 radius 3.0 3.0 3.0 
else_jump @SWEET7_22387 
0687: clear_actor $130 task 
05D3: AS_actor $130 goto_point 875.9534 -1079.515 23.3203 mode 6 time 10000 ms // versionA 
73@ = 2 

:SWEET7_22387
if 
  74@ == 1 
else_jump @SWEET7_22506 
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_22506 
if 
00FE:   actor 89@ sphere 0 in_sphere 882.445 -1102.041 22.8281 radius 5.0 5.0 3.0 
else_jump @SWEET7_22506 
0687: clear_actor 89@ task 
05D3: AS_actor 89@ goto_point 881.3811 -1088.896 23.1974 mode 6 time 10000 ms // versionA 
74@ = 2 

:SWEET7_22506
if 
  75@ == 1 
else_jump @SWEET7_22625 
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_22625 
if 
00FE:   actor 90@ sphere 0 in_sphere 888.5107 -1099.935 21.8918 radius 5.0 5.0 3.0 
else_jump @SWEET7_22625 
0687: clear_actor 90@ task 
05D3: AS_actor 90@ goto_point 893.6727 -1077.295 23.2759 mode 7 time 10000 ms // versionA 
75@ = 2 

:SWEET7_22625
if 
  69@ > 0 
else_jump @SWEET7_23099 
if 
  79@ == 0 
else_jump @SWEET7_22807 
if 
  72@ == 0 
else_jump @SWEET7_22807 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_22807 
if 
00FE:   actor $130 sphere 0 in_sphere 875.9534 -1079.515 23.3203 radius 2.0 2.0 3.0 
else_jump @SWEET7_22807 
0687: clear_actor $130 task 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_22800 
0615: define_AS_pack_begin 94@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 113@ 
0616: define_AS_pack_end 94@ 
0618: assign_actor $130 to_AS_pack 94@ 
061B: remove_references_to_AS_pack 94@ 

:SWEET7_22800
72@ = 1 

:SWEET7_22807
if 
  70@ == 0 
else_jump @SWEET7_22953 
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_22953 
if 
00FE:   actor 89@ sphere 0 in_sphere 881.3811 -1088.896 23.1974 radius 5.0 5.0 3.0 
else_jump @SWEET7_22953 
0687: clear_actor 89@ task 
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_22946 
0615: define_AS_pack_begin 97@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 115@ 
0616: define_AS_pack_end 97@ 
0618: assign_actor 89@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 

:SWEET7_22946
70@ = 1 

:SWEET7_22953
if 
  71@ == 0 
else_jump @SWEET7_23099 
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_23099 
if 
00FE:   actor 90@ sphere 0 in_sphere 893.6727 -1077.295 23.2759 radius 5.0 5.0 3.0 
else_jump @SWEET7_23099 
0687: clear_actor 90@ task 
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_23092 
0615: define_AS_pack_begin 99@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 117@ 
0616: define_AS_pack_end 99@ 
0618: assign_actor 90@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:SWEET7_23092
71@ = 1 

:SWEET7_23099
if 
  70@ == 1 
else_jump @SWEET7_23185 
if 
0118:   actor 115@ dead 
else_jump @SWEET7_23185 
if 
8118:   not actor 119@ dead 
else_jump @SWEET7_23178 
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_23178 
0687: clear_actor 89@ task 
05E2: AS_actor 89@ kill_actor 119@ 

:SWEET7_23178
70@ = 2 

:SWEET7_23185
if 
  71@ == 1 
else_jump @SWEET7_23271 
if 
0118:   actor 117@ dead 
else_jump @SWEET7_23264 
if 
8118:   not actor 120@ dead 
else_jump @SWEET7_23264 
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_23264 
0687: clear_actor 90@ task 
05E2: AS_actor 90@ kill_actor 120@ 

:SWEET7_23264
71@ = 2 

:SWEET7_23271
if 
  79@ == 0 
else_jump @SWEET7_23393 
if 
  140@ == 0 
else_jump @SWEET7_23393 
if 
  72@ == 1 
else_jump @SWEET7_23393 
if 
0118:   actor 113@ dead 
else_jump @SWEET7_23393 
if 
8118:   not actor 121@ dead 
else_jump @SWEET7_23386 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_23386 
0687: clear_actor $130 task 
05E2: AS_actor $130 kill_actor 121@ 

:SWEET7_23386
72@ = 2 

:SWEET7_23393
if 
  70@ == 2 
else_jump @SWEET7_23479 
if 
0118:   actor 119@ dead 
else_jump @SWEET7_23479 
if 
8118:   not actor 89@ dead 
else_jump @SWEET7_23479 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_23472 
0687: clear_actor 89@ task 
05E2: AS_actor 89@ kill_actor 106@ 

:SWEET7_23472
70@ = 3 

:SWEET7_23479
if 
  71@ == 2 
else_jump @SWEET7_23565 
if 
0118:   actor 120@ dead 
else_jump @SWEET7_23565 
if 
8118:   not actor 90@ dead 
else_jump @SWEET7_23565 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_23558 
0687: clear_actor 90@ task 
05E2: AS_actor 90@ kill_actor 106@ 

:SWEET7_23558
71@ = 3 

:SWEET7_23565
if 
  79@ == 0 
else_jump @SWEET7_23687 
if 
  140@ == 0 
else_jump @SWEET7_23687 
if 
  72@ == 2 
else_jump @SWEET7_23687 
if 
0118:   actor 121@ dead 
else_jump @SWEET7_23687 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_23687 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_23680 
0687: clear_actor $130 task 
05E2: AS_actor $130 kill_actor 106@ 

:SWEET7_23680
72@ = 3 

:SWEET7_23687
if 
  67@ == 1 
else_jump @SWEET7_23895 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_23895 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_23809 
0856: set_actor 106@ enable_crouch 1 
0687: clear_actor 106@ task 
0634: AS_actor 106@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
67@ = 2 

:SWEET7_23809
if 
  68@ == 1 
else_jump @SWEET7_23895 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 20.0 20.0 5.0 
else_jump @SWEET7_23895 
gosub @SWEET7_30188 
68@ = 2 

:SWEET7_23895
if 
  67@ == 3 
else_jump @SWEET7_24132 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_24132 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24046 
0687: clear_actor 106@ task 
0634: AS_actor 106@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
if 
8118:   not actor 120@ dead 
else_jump @SWEET7_24039 
0687: clear_actor 120@ task 
0634: AS_actor 120@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 

:SWEET7_24039
67@ = 4 

:SWEET7_24046
if 
  68@ == 2 
else_jump @SWEET7_24132 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 20.0 20.0 5.0 
else_jump @SWEET7_24132 
gosub @SWEET7_30188 
68@ = 3 

:SWEET7_24132
if 
  67@ == 5 
else_jump @SWEET7_24247 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_24247 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24247 
0687: clear_actor 106@ task 
0634: AS_actor 106@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
67@ = 6 

:SWEET7_24247
if 
  67@ == 7 
else_jump @SWEET7_24362 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_24362 
if 
00FE:   actor 106@ sphere 0 in_sphere 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) radius 5.0 5.0 5.0 
else_jump @SWEET7_24362 
0687: clear_actor 106@ task 
0638: AS_actor 106@ stay_put 0 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
67@ = 8 

:SWEET7_24362
if 
  61@ == 20 
else_jump @SWEET7_24872 
if 
   not 61@ == 25 
else_jump @SWEET7_24487 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_24487 
if 
00F2:   actor $PLAYER_ACTOR near_actor 106@ radius 20.0 20.0 0 
else_jump @SWEET7_24487 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 
40@ = 0 

:SWEET7_24487
if 
   not 61@ == 25 
else_jump @SWEET7_24575 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_24575 
if 
051A:   actor 106@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_24575 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 

:SWEET7_24575
if 
   not 61@ == 25 
else_jump @SWEET7_24651 
if 
0118:   actor 113@ dead 
else_jump @SWEET7_24651 
64@ = 1 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 

:SWEET7_24651
if 
   not 61@ == 25 
else_jump @SWEET7_24727 
if 
0118:   actor 115@ dead 
else_jump @SWEET7_24727 
65@ = 1 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 

:SWEET7_24727
if 
   not 61@ == 25 
else_jump @SWEET7_24803 
if 
0118:   actor 117@ dead 
else_jump @SWEET7_24803 
66@ = 1 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 

:SWEET7_24803
if 
   not 61@ == 25 
else_jump @SWEET7_24872 
if 
0118:   actor 119@ dead 
else_jump @SWEET7_24872 
61@ = 25 
147@ += 1 
gosub @SWEET7_30108 
67@ = 1 
68@ = 1 

:SWEET7_24872
if 
  61@ == 25 
else_jump @SWEET7_25096 
if 
  67@ == 2 
else_jump @SWEET7_25096 
if 
   not 61@ == 30 
else_jump @SWEET7_25008 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25008 
if 
00F2:   actor $PLAYER_ACTOR near_actor 106@ radius 20.0 20.0 0 
else_jump @SWEET7_25008 
61@ = 30 
147@ += 1 
gosub @SWEET7_30108 
67@ = 3 
68@ = 2 

:SWEET7_25008
if 
   not 61@ == 30 
else_jump @SWEET7_25096 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25096 
if 
051A:   actor 106@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25096 
61@ = 30 
147@ += 1 
gosub @SWEET7_30108 
67@ = 3 
68@ = 2 

:SWEET7_25096
if 
  61@ == 30 
else_jump @SWEET7_25306 
if 
  67@ == 4 
else_jump @SWEET7_25306 
if 
   not 61@ == 35 
else_jump @SWEET7_25225 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25225 
if 
00F2:   actor $PLAYER_ACTOR near_actor 106@ radius 20.0 20.0 0 
else_jump @SWEET7_25225 
61@ = 35 
147@ += 1 
gosub @SWEET7_30108 
67@ = 5 

:SWEET7_25225
if 
   not 61@ == 35 
else_jump @SWEET7_25306 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25306 
if 
051A:   actor 106@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25306 
61@ = 35 
147@ += 1 
gosub @SWEET7_30108 
67@ = 5 

:SWEET7_25306
if 
  61@ == 35 
else_jump @SWEET7_25530 
if 
  67@ == 6 
else_jump @SWEET7_25530 
if 
   not 61@ == 40 
else_jump @SWEET7_25442 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25442 
if 
00F2:   actor $PLAYER_ACTOR near_actor 106@ radius 10.0 10.0 0 
else_jump @SWEET7_25442 
61@ = 40 
147@ += 1 
gosub @SWEET7_30108 
67@ = 7 
61@ = 50 

:SWEET7_25442
if 
   not 61@ == 40 
else_jump @SWEET7_25530 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25530 
if 
051A:   actor 106@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SWEET7_25530 
61@ = 40 
147@ += 1 
gosub @SWEET7_30108 
67@ = 7 
61@ = 50 

:SWEET7_25530
if 
  61@ == 50 
else_jump @SWEET7_25795 
00A5: 85@ = create_car 492 at 960.0995 -1032.099 29.0858 
0175: set_car 85@ Z_angle_to 180.4729 
0229: set_car 85@ primary_color_to 0 secondary_color_to 2 
053F: set_car 85@ tires_vulnerability 0 
0129: 130@ = create_actor_pedtype 4 model 103 in_car 85@ driverseat 
0446: set_actor 130@ dismemberment_possible 0 
060B: set_actor 130@ decision_maker_to 101@ 
01C8: 125@ = create_actor_pedtype 24 model 103 in_car 85@ passenger_seat 1 
060B: set_actor 125@ decision_maker_to 101@ 
01B2: give_actor 125@ weapon 25 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 125@ attack_rate 15 // previously known as temper_to 
01C8: 127@ = create_actor_pedtype 24 model 102 in_car 85@ passenger_seat 2 
060B: set_actor 127@ decision_maker_to 101@ 
01B2: give_actor 127@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 127@ attack_rate 15 // previously known as temper_to 
0249: release_model 492 
0249: release_model 102 
0249: release_model 103 
020A: set_car 85@ door_status_to 3 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_25795 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_25795 
05D1: AS_actor 130@ drive_car 85@ to 955.9623 -1100.14 22.7516 speed 10.0 2 model 0 2 
61@ = 55 

:SWEET7_25795
if 
  285@ == 0 
else_jump @SWEET7_25891 
if and
  61@ > 50 
  999 > 61@ 
else_jump @SWEET7_25891 
if 
0118:   actor 130@ dead 
else_jump @SWEET7_25891 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_25884 
0687: clear_actor 106@ task 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 

:SWEET7_25884
285@ = 1 

:SWEET7_25891
if 
  61@ == 55 
else_jump @SWEET7_26078 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_26078 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_26078 
if 
01AF:   car 85@ sphere 0 in_sphere 955.9623 -1100.14 22.7516 radius 3.0 3.0 3.0 
else_jump @SWEET7_26078 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_26078 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_26078 
05D1: AS_actor 130@ drive_car 85@ to 929.9791 -1103.645 22.8506 speed 10.0 2 model 0 3 
61@ = 60 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_26078 

:SWEET7_26078
if 
  61@ == 60 
else_jump @SWEET7_26436 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_26436 
if 
01AF:   car 85@ sphere 0 in_sphere 929.9791 -1103.645 22.8506 radius 5.0 5.0 3.0 
else_jump @SWEET7_26436 
if 
01C1:   car 85@ stopped 
else_jump @SWEET7_26436 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_26264 
0687: clear_actor 106@ task 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_26264 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_26264 
547@ = 1 
0209: 548@ = random_int_in_ranges 0 3 
05CA: AS_actor 106@ enter_car 85@ passenger_seat 0 time -2 
61@ = 65 

:SWEET7_26264
if 
8118:   not actor 125@ dead 
else_jump @SWEET7_26350 
0687: clear_actor 125@ task 
0615: define_AS_pack_begin 126@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 916.3773 -1107.937 23.1694 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 126@ 
0618: assign_actor 125@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
61@ = 65 

:SWEET7_26350
if 
8118:   not actor 127@ dead 
else_jump @SWEET7_26436 
0687: clear_actor 127@ task 
0615: define_AS_pack_begin 128@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 918.4471 -1094.806 23.4897 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 127@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
61@ = 65 

:SWEET7_26436
if 
  61@ == 65 
else_jump @SWEET7_27047 
if 
  547@ > 0 
else_jump @SWEET7_26679 
if 
  545@ == 0 
else_jump @SWEET7_26679 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_26679 jumps 1 @SWEET7_26553 2 @SWEET7_26642 -1 @SWEET7_26679 -1 @SWEET7_26679 -1 @SWEET7_26679 -1 @SWEET7_26679 -1 @SWEET7_26679 

:SWEET7_26553
if 
  548@ == 0 
else_jump @SWEET7_26578 
542@ = 46 

:SWEET7_26578
if 
  548@ == 1 
else_jump @SWEET7_26603 
542@ = 47 

:SWEET7_26603
if 
  548@ == 2 
else_jump @SWEET7_26628 
542@ = 48 

:SWEET7_26628
547@ = 2 
jump @SWEET7_26679 

:SWEET7_26642
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR626' time 6000 flag 1  // ~r~Kane's~s~ making a dash for that vehicle! Get him!
547@ = 0 
jump @SWEET7_26679 

:SWEET7_26679
if 
0118:   actor 106@ dead 
else_jump @SWEET7_26773 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_26773 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_26773 
0687: clear_actor 130@ task 
0615: define_AS_pack_begin 111@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 111@ 
0618: assign_actor 130@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
61@ = 90 

:SWEET7_26773
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_27047 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_27047 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_27047 
if 
0448:   actor 106@ in_car 85@ 
else_jump @SWEET7_27047 
0164: disable_marker 48@ 
0477: set_car 85@ action 3 time 6000 
020A: set_car 85@ door_status_to 3 
039E: set_actor 106@ locked 1 while_in_car 
039E: set_actor 106@ locked 1 while_in_car 
0526: set_actor 106@ stay_in_car_when_jacked 1 
61@ = 70 
40@ = 0 
00BE: text_clear_all 
547@ = 11 
0209: 548@ = random_int_in_ranges 0 4 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_26945 
020A: set_car 87@ door_status_to 1 
020A: set_car 87@ door_status_to 3 

:SWEET7_26945
if 
8118:   not actor $130 dead 
else_jump @SWEET7_27047 
0187: 47@ = create_marker_above_actor $130 
07E0: set_marker 47@ type_to 1 
0687: clear_actor $130 task 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 87@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 129@ 
0618: assign_actor $130 to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
140@ = 1 

:SWEET7_27047
if 
  61@ == 70 
else_jump @SWEET7_27409 
if 
  547@ > 10 
else_jump @SWEET7_27315 
if 
  545@ == 0 
else_jump @SWEET7_27315 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_27315 jumps 11 @SWEET7_27164 12 @SWEET7_27278 -1 @SWEET7_27315 -1 @SWEET7_27315 -1 @SWEET7_27315 -1 @SWEET7_27315 -1 @SWEET7_27315 

:SWEET7_27164
if 
  548@ == 0 
else_jump @SWEET7_27189 
542@ = 49 

:SWEET7_27189
if 
  548@ == 1 
else_jump @SWEET7_27214 
542@ = 50 

:SWEET7_27214
if 
  548@ == 2 
else_jump @SWEET7_27239 
542@ = 51 

:SWEET7_27239
if 
  548@ == 3 
else_jump @SWEET7_27264 
542@ = 52 

:SWEET7_27264
547@ = 12 
jump @SWEET7_27315 

:SWEET7_27278
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
547@ = 0 
jump @SWEET7_27315 

:SWEET7_27315
if 
  40@ > 5000 
else_jump @SWEET7_27409 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_27409 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_27409 
05D1: AS_actor 130@ drive_car 85@ to 1952.432 -1136.238 24.621 speed 20.0 0 model 0 2 
00BE: text_clear_all 
61@ = 75 

:SWEET7_27409
if 
  61@ == 75 
else_jump @SWEET7_27948 
if 
  547@ > 10 
else_jump @SWEET7_27679 
if 
  545@ == 0 
else_jump @SWEET7_27679 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_27679 jumps 11 @SWEET7_27526 12 @SWEET7_27640 -1 @SWEET7_27679 -1 @SWEET7_27679 -1 @SWEET7_27679 -1 @SWEET7_27679 -1 @SWEET7_27679 

:SWEET7_27526
if 
  548@ == 0 
else_jump @SWEET7_27551 
542@ = 49 

:SWEET7_27551
if 
  548@ == 1 
else_jump @SWEET7_27576 
542@ = 50 

:SWEET7_27576
if 
  548@ == 2 
else_jump @SWEET7_27601 
542@ = 51 

:SWEET7_27601
if 
  548@ == 3 
else_jump @SWEET7_27626 
542@ = 52 

:SWEET7_27626
547@ = 12 
jump @SWEET7_27679 

:SWEET7_27640
542@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
547@ = 0 
jump @SWEET7_27679 

:SWEET7_27679
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_27948 
if 
00FE:   actor 106@ sphere 0 in_sphere 1952.432 -1136.238 24.621 radius 5.0 5.0 5.0 
else_jump @SWEET7_27802 
61@ = 80 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_27802 
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_27802 
0687: clear_actor 130@ task 
05D2: AS_actor 130@ run_to_and_hijack_car 85@ max_search_radius 30.0 traffic_behavior 2 

:SWEET7_27802
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_27948 
if 
80DB:   not actor 106@ in_car 85@ 
else_jump @SWEET7_27875 
if 
  81@ == 0 
else_jump @SWEET7_27875 
0687: clear_actor 106@ task 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
81@ = 1 

:SWEET7_27875
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_27948 
if 
80DB:   not actor 130@ in_car 85@ 
else_jump @SWEET7_27948 
if 
  82@ == 0 
else_jump @SWEET7_27948 
0687: clear_actor 130@ task 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
82@ = 1 

:SWEET7_27948
if 
  61@ == 80 
else_jump @SWEET7_28220 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_28220 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_28220 
if 
8104:   not actor $PLAYER_ACTOR near_actor 106@ radius 50.0 50.0 50.0 sphere 0 
else_jump @SWEET7_28074 
if 
82CA:   not car 85@ bounding_sphere_visible 
else_jump @SWEET7_28074 
0209: 548@ = random_int_in_ranges 0 3 
547@ = 61 
61@ = 999 

:SWEET7_28074
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_28147 
if 
80DB:   not actor 106@ in_car 85@ 
else_jump @SWEET7_28147 
if 
  81@ == 0 
else_jump @SWEET7_28147 
0687: clear_actor 106@ task 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
81@ = 1 

:SWEET7_28147
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_28220 
if 
80DB:   not actor 130@ in_car 85@ 
else_jump @SWEET7_28220 
if 
  82@ == 0 
else_jump @SWEET7_28220 
0687: clear_actor 130@ task 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
82@ = 1 

:SWEET7_28220
if 
  79@ == 1 
else_jump @SWEET7_28554 
gosub @SWEET7_31736 
if 
  547@ > 0 
else_jump @SWEET7_28423 
if 
  545@ == 0 
else_jump @SWEET7_28423 
0871: init_jump_table 547@ total_jumps 3 default_jump 0 @SWEET7_28423 jumps 1 @SWEET7_28344 2 @SWEET7_28365 3 @SWEET7_28386 -1 @SWEET7_28423 -1 @SWEET7_28423 -1 @SWEET7_28423 -1 @SWEET7_28423 

:SWEET7_28344
542@ = 67 
547@ = 2 
jump @SWEET7_28423 

:SWEET7_28365
542@ = 68 
547@ = 3 
jump @SWEET7_28423 

:SWEET7_28386
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR628' time 6000 flag 1  // ~s~Kane's dead! Take out the rest of his ~r~men~s~ now!
547@ = 0 
jump @SWEET7_28423 

:SWEET7_28423
if 
  131@ == 0 
else_jump @SWEET7_28554 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_28554 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_28554 
0186: 51@ = create_marker_above_car 87@ 
07E0: set_marker 51@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR644' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive Sweet back home!
if 
0448:   actor $130 in_car 87@ 
else_jump @SWEET7_28532 
020A: set_car 87@ door_status_to 1 

:SWEET7_28532
02AC: set_car 87@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
79@ = 4 

:SWEET7_28554
if 
  140@ == 1 
else_jump @SWEET7_28663 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_28663 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_28663 
if 
0448:   actor $130 in_car 87@ 
else_jump @SWEET7_28663 
00BE: text_clear_all 
547@ = 1 
0209: 548@ = random_int_in_ranges 0 2 
020A: set_car 87@ door_status_to 1 
0224: set_car 87@ health_to 1000 
140@ = 2 

:SWEET7_28663
if 
  140@ == 2 
else_jump @SWEET7_29022 
if 
  547@ > 0 
else_jump @SWEET7_28883 
if 
  545@ == 0 
else_jump @SWEET7_28883 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_28883 jumps 1 @SWEET7_28780 2 @SWEET7_28844 -1 @SWEET7_28883 -1 @SWEET7_28883 -1 @SWEET7_28883 -1 @SWEET7_28883 -1 @SWEET7_28883 

:SWEET7_28780
if 
  548@ == 0 
else_jump @SWEET7_28805 
542@ = 53 

:SWEET7_28805
if 
  548@ == 1 
else_jump @SWEET7_28830 
542@ = 54 

:SWEET7_28830
547@ = 2 
jump @SWEET7_28883 

:SWEET7_28844
542@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR640' time 6000 flag 1  // ~s~Sweet's hot-wired that ~b~car~s~! Get in!
547@ = 0 
jump @SWEET7_28883 

:SWEET7_28883
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_29022 
if 
0448:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_29022 
02AC: set_car 87@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 87@ door_status_to 1 
0164: disable_marker 47@ 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_28994 
0187: 48@ = create_marker_above_actor 106@ 
00BE: text_clear_all 
547@ = 1 
0209: 548@ = random_int_in_ranges 0 2 
52@ = 0 

:SWEET7_28994
284@ = 1 
140@ = 3 
283@ = 1 
552@ = 1 

:SWEET7_29022
if 
  140@ == 3 
else_jump @SWEET7_29462 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_29462 
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_29462 
if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_29291 
if 
  547@ > 0 
else_jump @SWEET7_29291 
if 
  545@ == 0 
else_jump @SWEET7_29291 
0871: init_jump_table 547@ total_jumps 2 default_jump 0 @SWEET7_29291 jumps 1 @SWEET7_29190 2 @SWEET7_29254 -1 @SWEET7_29291 -1 @SWEET7_29291 -1 @SWEET7_29291 -1 @SWEET7_29291 -1 @SWEET7_29291 

:SWEET7_29190
if 
  548@ == 0 
else_jump @SWEET7_29215 
542@ = 55 

:SWEET7_29215
if 
  548@ == 1 
else_jump @SWEET7_29240 
542@ = 56 

:SWEET7_29240
547@ = 2 
jump @SWEET7_29291 

:SWEET7_29254
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!
547@ = 0 
jump @SWEET7_29291 

:SWEET7_29291
if 
  52@ == 0 
else_jump @SWEET7_29373 
if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_29373 
0186: 51@ = create_marker_above_car 87@ 
07E0: set_marker 51@ type_to 1 
0164: disable_marker 48@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR643' time 6000 flag 1  // ~s~It will be harder to catch Kane on foot! Get back in the ~b~vehicle~s~ now!
52@ = 1 

:SWEET7_29373
if 
  52@ == 1 
else_jump @SWEET7_29462 
if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
else_jump @SWEET7_29462 
0164: disable_marker 51@ 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_29455 
0187: 48@ = create_marker_above_actor 106@ 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!

:SWEET7_29455
52@ = 0 

:SWEET7_29462
if 
  283@ == 1 
else_jump @SWEET7_29607 
if 
8118:   not actor $130 dead 
else_jump @SWEET7_29607 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_29607 
if 
00F2:   actor $130 near_actor 106@ radius 30.0 30.0 0 
else_jump @SWEET7_29607 
0687: clear_actor $130 task 
0713: actor $130 driveby_actor 106@ car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
283@ = 2 
552@ = 1 
0209: 548@ = random_int_in_ranges 0 4 

:SWEET7_29607
if 
  283@ == 2 
else_jump @SWEET7_29950 
if 
  552@ > 0 
else_jump @SWEET7_29875 
if 
  545@ == 0 
else_jump @SWEET7_29875 
0871: init_jump_table 552@ total_jumps 2 default_jump 0 @SWEET7_29875 jumps 1 @SWEET7_29724 2 @SWEET7_29838 -1 @SWEET7_29875 -1 @SWEET7_29875 -1 @SWEET7_29875 -1 @SWEET7_29875 -1 @SWEET7_29875 

:SWEET7_29724
if 
  548@ == 0 
else_jump @SWEET7_29749 
542@ = 57 

:SWEET7_29749
if 
  548@ == 1 
else_jump @SWEET7_29774 
542@ = 58 

:SWEET7_29774
if 
  548@ == 2 
else_jump @SWEET7_29799 
542@ = 59 

:SWEET7_29799
if 
  548@ == 3 
else_jump @SWEET7_29824 
542@ = 60 

:SWEET7_29824
552@ = 2 
jump @SWEET7_29875 

:SWEET7_29838
542@ = 0 
00BC: show_text_highpriority GXT 'TWAR649' time 6000 flag 1  // ~s~Drive the car near ~r~Kane~s~ so Sweet has a clear shot!
552@ = 0 
jump @SWEET7_29875 

:SWEET7_29875
if 
8118:   not actor $130 dead 
else_jump @SWEET7_29950 
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_29950 
if 
80F2:   not actor $130 near_actor 106@ radius 40.0 40.0 0 
else_jump @SWEET7_29950 
0687: clear_actor $130 task 
283@ = 1 

:SWEET7_29950
if 
  284@ == 1 
else_jump @SWEET7_30030 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 400.0 400.0 100.0 
else_jump @SWEET7_30030 
gosub @SWEET7_32162 
284@ = 2 

:SWEET7_30030
if 
  287@ == 1 
else_jump @SWEET7_30101 
if 
  41@ > 6000 
else_jump @SWEET7_30101 
0A6D: print_help_forever_conditional 'TWAR801' 0  // Get your gang to follow you by tapping ~m~~widget_gang_follow~.
287@ = 2 
288@ = 1 
41@ = 0 

:SWEET7_30101
jump @SWEET7_5066 

:SWEET7_30108
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_30186 
0615: define_AS_pack_begin 108@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 0 0 0 
05D3: AS_actor -1 goto_point 148@(147@,10f) 158@(147@,10f) 168@(147@,10f) mode 7 time -2 ms // versionA 
0616: define_AS_pack_end 108@ 
0618: assign_actor 106@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30186
return 

:SWEET7_30188
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_30280 
0615: define_AS_pack_begin 114@ 
0637: AS_actor -1 goto 178@(147@,10f) 188@(147@,10f) 198@(147@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 113@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SWEET7_30280
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_30386 
0615: define_AS_pack_begin 116@ 
0637: AS_actor -1 goto 208@(147@,10f) 218@(147@,10f) 228@(147@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 116@ 
0618: assign_actor 115@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 

:SWEET7_30386
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_30488 
0648: unknown_actor 117@ task_set 150.0 // float 
0615: define_AS_pack_begin 118@ 
0637: AS_actor -1 goto 238@(147@,10f) 248@(147@,10f) 258@(147@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 

:SWEET7_30488
return 

:SWEET7_30490
61@ = 20 
62@ = 1 
287@ = 1 
41@ = 0 
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_30544 
01B2: give_actor 113@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30544
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_30570 
01B2: give_actor 115@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30570
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_30596 
01B2: give_actor 117@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30596
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_30622 
01B2: give_actor 106@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_30622
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_30763 
0615: define_AS_pack_begin 108@ 
if 
  147@ == 3 
else_jump @SWEET7_30684 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_30684
if 
  3 > 147@ 
else_jump @SWEET7_30725 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_30725
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 108@ 
0618: assign_actor 106@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_30763
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_30859 
0648: unknown_actor 113@ task_set 150.0 // float 
0615: define_AS_pack_begin 114@ 
0637: AS_actor -1 goto 884.8275 -1057.997 24.8115 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 113@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SWEET7_30859
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_30969 
0648: unknown_actor 115@ task_set 150.0 // float 
0615: define_AS_pack_begin 116@ 
0637: AS_actor -1 goto 880.5971 -1057.468 25.9345 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 116@ 
0618: assign_actor 115@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 

:SWEET7_30969
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_31065 
0648: unknown_actor 117@ task_set 150.0 // float 
0615: define_AS_pack_begin 118@ 
0637: AS_actor -1 goto 881.8948 -1061.774 24.2952 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 

:SWEET7_31065
if 
8118:   not actor 119@ dead 
else_jump @SWEET7_31134 
0648: unknown_actor 119@ task_set 150.0 // float 
0615: define_AS_pack_begin 122@ 
0638: AS_actor -1 stay_put 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 122@ 
0618: assign_actor 119@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 

:SWEET7_31134
if 
8118:   not actor 120@ dead 
else_jump @SWEET7_31196 
0648: unknown_actor 120@ task_set 150.0 // float 
0615: define_AS_pack_begin 123@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 
0618: assign_actor 120@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 

:SWEET7_31196
if 
8118:   not actor 121@ dead 
else_jump @SWEET7_31258 
0648: unknown_actor 121@ task_set 150.0 // float 
0615: define_AS_pack_begin 124@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 124@ 
0618: assign_actor 121@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 

:SWEET7_31258
return 

:SWEET7_31260
if 
8118:   not actor 113@ dead 
else_jump @SWEET7_31305 
0187: 53@ = create_marker_above_actor 113@ 
0168: set_marker 53@ size 2 
131@ += 1 
132@ = 1 

:SWEET7_31305
if 
8118:   not actor 115@ dead 
else_jump @SWEET7_31350 
0187: 54@ = create_marker_above_actor 115@ 
0168: set_marker 54@ size 2 
131@ += 1 
133@ = 1 

:SWEET7_31350
if 
8118:   not actor 117@ dead 
else_jump @SWEET7_31395 
0187: 55@ = create_marker_above_actor 117@ 
0168: set_marker 55@ size 2 
131@ += 1 
134@ = 1 

:SWEET7_31395
if 
8118:   not actor 119@ dead 
else_jump @SWEET7_31440 
0187: 56@ = create_marker_above_actor 119@ 
0168: set_marker 56@ size 2 
131@ += 1 
135@ = 1 

:SWEET7_31440
if 
8118:   not actor 120@ dead 
else_jump @SWEET7_31485 
0187: 57@ = create_marker_above_actor 120@ 
0168: set_marker 57@ size 2 
131@ += 1 
136@ = 1 

:SWEET7_31485
if 
8118:   not actor 121@ dead 
else_jump @SWEET7_31530 
0187: 58@ = create_marker_above_actor 121@ 
0168: set_marker 58@ size 2 
131@ += 1 
137@ = 1 

:SWEET7_31530
if 
8118:   not actor 125@ dead 
else_jump @SWEET7_31614 
0687: clear_actor 125@ task 
0615: define_AS_pack_begin 126@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 126@ 
0618: assign_actor 125@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0187: 59@ = create_marker_above_actor 125@ 
0168: set_marker 59@ size 2 
131@ += 1 
138@ = 1 

:SWEET7_31614
if 
8118:   not actor 127@ dead 
else_jump @SWEET7_31698 
0687: clear_actor 127@ task 
0615: define_AS_pack_begin 128@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 127@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0187: 60@ = create_marker_above_actor 127@ 
0168: set_marker 60@ size 2 
131@ += 1 
139@ = 1 

:SWEET7_31698
if 
8118:   not actor 130@ dead 
else_jump @SWEET7_31734 
0687: clear_actor 130@ task 
05DD: AS_actor 130@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_31734
return 

:SWEET7_31736
if 
  132@ == 1 
else_jump @SWEET7_31789 
if 
0118:   actor 113@ dead 
else_jump @SWEET7_31789 
0164: disable_marker 53@ 
131@ -= 1 
132@ = 2 

:SWEET7_31789
if 
  133@ == 1 
else_jump @SWEET7_31842 
if 
0118:   actor 115@ dead 
else_jump @SWEET7_31842 
0164: disable_marker 54@ 
131@ -= 1 
133@ = 2 

:SWEET7_31842
if 
  134@ == 1 
else_jump @SWEET7_31895 
if 
0118:   actor 117@ dead 
else_jump @SWEET7_31895 
0164: disable_marker 55@ 
131@ -= 1 
134@ = 2 

:SWEET7_31895
if 
  135@ == 1 
else_jump @SWEET7_31948 
if 
0118:   actor 119@ dead 
else_jump @SWEET7_31948 
0164: disable_marker 56@ 
131@ -= 1 
135@ = 2 

:SWEET7_31948
if 
  136@ == 1 
else_jump @SWEET7_32001 
if 
0118:   actor 120@ dead 
else_jump @SWEET7_32001 
131@ -= 1 
0164: disable_marker 57@ 
136@ = 2 

:SWEET7_32001
if 
  137@ == 1 
else_jump @SWEET7_32054 
if 
0118:   actor 121@ dead 
else_jump @SWEET7_32054 
0164: disable_marker 58@ 
131@ -= 1 
137@ = 2 

:SWEET7_32054
if 
  138@ == 1 
else_jump @SWEET7_32107 
if 
0118:   actor 125@ dead 
else_jump @SWEET7_32107 
0164: disable_marker 59@ 
131@ -= 1 
138@ = 2 

:SWEET7_32107
if 
  139@ == 1 
else_jump @SWEET7_32160 
if 
0118:   actor 127@ dead 
else_jump @SWEET7_32160 
0164: disable_marker 60@ 
131@ -= 1 
139@ = 2 

:SWEET7_32160
return 

:SWEET7_32162
if 
8119:   not car 87@ wrecked 
else_jump @SWEET7_32258 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_32218 
if 
8448:   not actor 271@ in_car 87@ 
else_jump @SWEET7_32218 
01C2: remove_references_to_actor 271@ // Like turning an actor into a random pedestrian 

:SWEET7_32218
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_32258 
if 
8448:   not actor 272@ in_car 87@ 
else_jump @SWEET7_32258 
01C2: remove_references_to_actor 272@ // Like turning an actor into a random pedestrian 

:SWEET7_32258
if 
8118:   not actor 106@ dead 
else_jump @SWEET7_32314 
if 
8119:   not car 85@ wrecked 
else_jump @SWEET7_32314 
if 
8448:   not actor 106@ in_car 85@ 
else_jump @SWEET7_32314 
01C3: remove_references_to_car 85@ 

:SWEET7_32314
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 125@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 127@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 115@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 120@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 121@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 84@ 
01C3: remove_references_to_car 86@ 
return 

:SWEET7_32386
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SWEET7_32404
0652: 289@ = integer_stat 68 
0652: 289@ = integer_stat 68 
0318: set_latest_mission_passed 'SWEET_7'  // Los Sepulcros
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$451 += 1 
0164: disable_marker $434 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
return 

:SWEET7_32485
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01E7: remove_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022A: remove_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076C: set_zone 'GAN1' gang 1 density_to 43@ 
076C: set_zone 'GAN2' gang 1 density_to 44@ 
040D: unload_wav 3 
03E6: remove_text_box 
01BD: $183 = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
034F: destroy_actor_with_fade $130 
01B7: release_weather 
0296: unload_special_actor 1 
if 
8118:   not actor 271@ dead 
else_jump @SWEET7_32657 
0446: set_actor 271@ dismemberment_possible 1 
0223: set_actor 271@ health_to 100 
01C2: remove_references_to_actor 271@ // Like turning an actor into a random pedestrian 

:SWEET7_32657
if 
8118:   not actor 272@ dead 
else_jump @SWEET7_32692 
0446: set_actor 272@ dismemberment_possible 1 
0223: set_actor 272@ health_to 100 
01C2: remove_references_to_actor 272@ // Like turning an actor into a random pedestrian 

:SWEET7_32692
0164: disable_marker 48@ 
0164: disable_marker 47@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 275@ 
0164: disable_marker 273@ 
0164: disable_marker 274@ 
0164: disable_marker 300@ 
0164: disable_marker 301@ 
0164: disable_marker 302@ 
0164: disable_marker 279@ 
014F: stop_timer $8060 
04EF: release_animation "GRAVEYARD" 
04EF: release_animation "SMOKING" 
0249: release_model 492 
0249: release_model 352 
0249: release_model 346 
0249: release_model 349 
0249: release_model 445 
0249: release_model 543 
0249: release_model 107 
0249: release_model 106 
0249: release_model 105 
0249: release_model 68 
0249: release_model 102 
0249: release_model 103 
0249: release_model 104 
0249: release_model 12 
01E7: remove_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 
01E7: remove_forbidden_for_cars_cube_cornerA 143@ 144@ 0.0 cornerB 145@ 146@ 60.0 
022A: remove_forbidden_for_peds_cube_cornerA 143@ 144@ 0.0 cornerB 145@ 146@ 60.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 21---------------
// Originally: Doberman

:CRASH4
thread 'CRASH4' 
gosub @CRASH4_47 
if 
wasted_or_busted 
else_jump @CRASH4_38 
gosub @CRASH4_6171 

:CRASH4_38
gosub @CRASH4_6770 
end_thread 

:CRASH4_47
$ONMISSION = 1 
$3963 = 1 
57@ = 0 
58@ = 0 
54@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
50@ = 0 
50@ = 0 
52@ = 0 
64@ = 0.0 
65@ = 0.0 
67@ = 0 
66@ = 0 
69@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
78@ = 0 
$3962 = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
increment_mission_attempts 
wait 0 
0A0E: disable_text_with_style 1 
wait 1000 
054C: use_GXT_table 'CRASH2' 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 79@ 
076D: get_zone 'GLN1' gang 7 density_to 80@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
0247: load_model 102 
0247: load_model 103 
0247: load_model 372 
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
0247: load_model #CIGAR 
0247: load_model 106 
0247: load_model 107 
038B: load_requested_models 

:CRASH4_442
if or
8248:   not model 103 available 
8248:   not model 372 available 
8248:   not model 102 available 
84EE:   not animation "GANGS" loaded 
else_jump @CRASH4_486 
wait 0 
jump @CRASH4_442 

:CRASH4_486
if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #CIGAR available 
8248:   not model 106 available 
8248:   not model 107 available 
else_jump @CRASH4_531 
wait 0 
jump @CRASH4_486 

:CRASH4_531
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
03CB: set_rendering_origin_at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at 1350.177 -1264.921 14.7166 radius 1.0 
015F: set_camera_position 1350.177 -1264.921 14.7166 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1350.987 -1265.499 14.8167 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_730
if 
fading 
else_jump @CRASH4_754 
wait 0 
jump @CRASH4_730 

:CRASH4_754
00BC: show_text_highpriority GXT 'AMUHLP' time 10000 flag 1  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0707: start_scene_skip_to @CRASH4_814 
40@ = 0 

:CRASH4_784
if 
  5000 > 40@ 
else_jump @CRASH4_814 
wait 0 
jump @CRASH4_784 

:CRASH4_814
0701: end_scene_skip 
03D5: remove_text 'AMUHLP'  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_842
if 
fading 
else_jump @CRASH4_866 
wait 0 
jump @CRASH4_842 

:CRASH4_866
0247: load_model #LAEJEFFERSALPHA 
0247: load_model #LAELODPARK02 
0247: load_model #LAEMACPARK02 

:CRASH4_881
if or
8248:   not model #LAEJEFFERSALPHA available 
8248:   not model #LAELODPARK02 available 
8248:   not model #LAEMACPARK02 available 
else_jump @CRASH4_918 
wait 0 
jump @CRASH4_881 

:CRASH4_918
038B: load_requested_models 
02A3: enable_widescreen 1 
0707: start_scene_skip_to @CRASH4_1760 
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0A0B: set_rendering_origin_at_3D_coord 1859.931 -1137.139 22.946 angle 89.9 
if 
  70@ == 0 
else_jump @CRASH4_1325 
0395: clear_area 1 at 1924.632 -1126.623 24.135 radius 30.0 
009A: 61@ = create_actor_pedtype 24 model 103 at 1924.632 -1126.623 24.135 
02A9: set_actor 61@ immune_to_nonplayer 1 
0173: set_actor 61@ Z_angle_to 180.0 
0107: 68@ = create_object #CIGAR at 1924.632 -1126.623 24.135 
070A: AS_actor 61@ attach_to_object 68@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0812: AS_actor 61@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 62@ = create_actor_pedtype 24 model 102 at 1921.157 -1127.438 24.048 
02A9: set_actor 62@ immune_to_nonplayer 1 
0173: set_actor 62@ Z_angle_to 270.0 
0812: AS_actor 62@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 63@ = create_actor_pedtype 24 model 103 at 1922.157 -1127.438 24.048 
02A9: set_actor 63@ immune_to_nonplayer 1 
0173: set_actor 63@ Z_angle_to 90.0 
0812: AS_actor 63@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
70@ = 1 

:CRASH4_1325
015F: set_camera_position 1858.909 -1136.102 26.7903 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1859.867 -1136.38 26.725 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:CRASH4_1398
if 
fading 
else_jump @CRASH4_1422 
wait 0 
jump @CRASH4_1398 

:CRASH4_1422
00BC: show_text_highpriority GXT 'CM2_10' time 20000 flag 1  // ~s~This is Glen Park, which is Ballas territory.
40@ = 0 

:CRASH4_1445
if 
  10000 > 40@ 
else_jump @CRASH4_1475 
wait 0 
jump @CRASH4_1445 

:CRASH4_1475
03D5: remove_text 'CM2_10'  // ~s~This is Glen Park, which is Ballas territory.
015F: set_camera_position 1916.77 -1130.479 26.9978 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.738 -1130.27 26.8593 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_11' time 20000 flag 1  // ~s~You must take out the enemy gang to gain this territory as your own.
40@ = 0 

:CRASH4_1560
if 
  10000 > 40@ 
else_jump @CRASH4_1760 
wait 0 
if 
  57@ == 0 
else_jump @CRASH4_1753 
if 
  40@ > 7000 
else_jump @CRASH4_1753 
if 
8118:   not actor 62@ dead 
else_jump @CRASH4_1753 
if 
8118:   not actor 63@ dead 
else_jump @CRASH4_1753 
0812: AS_actor 62@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
64@ = 0.0 
0812: AS_actor 63@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
65@ = 0.0 
57@ = 1 

:CRASH4_1753
jump @CRASH4_1560 

:CRASH4_1760
0701: end_scene_skip 
03D5: remove_text 'CM2_11'  // ~s~You must take out the enemy gang to gain this territory as your own.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_1788
if 
fading 
else_jump @CRASH4_1812 
wait 0 
jump @CRASH4_1788 

:CRASH4_1812
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03D5: remove_text 'CM2_2' 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
if 
  70@ == 1 
else_jump @CRASH4_1984 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
0108: destroy_object 68@ 

:CRASH4_1984
0249: release_model #CIGAR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_2020
if 
fading 
else_jump @CRASH4_2044 
wait 0 
jump @CRASH4_2020 

:CRASH4_2044
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
  $3800 == 1 
else_jump @CRASH4_2391 
52@ = 1 
if 
  52@ == 0 
else_jump @CRASH4_2391 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_2125
if 
fading 
else_jump @CRASH4_2149 
wait 0 
jump @CRASH4_2125 

:CRASH4_2149
03DE: set_pedestrians_density_multiplier_to 1.0 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
if 
  70@ == 1 
else_jump @CRASH4_2317 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
0108: destroy_object 68@ 

:CRASH4_2317
0249: release_model #CIGAR 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:CRASH4_2351
if 
fading 
else_jump @CRASH4_2375 
wait 0 
jump @CRASH4_2351 

:CRASH4_2375
0373: set_camera_directly_behind_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CRASH4_2391
$3800 = 1 
02A8: 60@ = create_marker 6 at 1362.895 -1281.008 12.586 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
0983: unknown_disable_gang_wars 1 
08AC: hide_gang_zones_on_map 1 
08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
$3964 = 1 
00BC: show_text_highpriority GXT 'CM2_3' time 8000 flag 1  // ~s~Go to ~y~Glen Park, Ballas territory~s~ and take it over, if you need a gun go into ~b~Ammu-Nation~s~.
02A8: 53@ = create_marker 62 at 1932.351 -1189.647 19.063 

:CRASH4_2542
if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
else_jump @CRASH4_2794 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CRASH4_2593 
jump @CRASH4_6327 

:CRASH4_2593
if 
  75@ == 0 
else_jump @CRASH4_2700 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2444.895 -1981.524 13.933 radius 880.0 880.0 100.0 
else_jump @CRASH4_2700 
if 
0844:   string s$705 empty // s$ 
else_jump @CRASH4_2700 
03E5: show_text_box 'CM2_18'  // Ballas territory is marked in purple on the radar.
41@ = 0 
75@ = 1 

:CRASH4_2700
if 
  75@ == 1 
else_jump @CRASH4_2771 
if 
0844:   string s$705 empty // s$ 
else_jump @CRASH4_2771 
if 
  41@ > 5000 
else_jump @CRASH4_2771 
03E5: show_text_box 'CM2_19'  // The radar icon indicates the territory to attack, it will stay on the radar until you own the territory.
75@ = 2 

:CRASH4_2771
076D: get_zone 'GLN1' gang 0 density_to 55@ 
jump @CRASH4_2542 

:CRASH4_2794
0164: disable_marker 60@ 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
40@ = 0 

:CRASH4_2822
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3086 
wait 0 
if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
else_jump @CRASH4_2912 
if 
  54@ == 0 
else_jump @CRASH4_2905 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
54@ = 1 

:CRASH4_2905
jump @CRASH4_2964 

:CRASH4_2912
if 
  54@ == 1 
else_jump @CRASH4_2964 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
54@ = 0 

:CRASH4_2964
if 
  81@ == 0 
else_jump @CRASH4_3026 
if 
  40@ >= 60000 
else_jump @CRASH4_3026 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
81@ = 1 

:CRASH4_3026
if 
  81@ == 1 
else_jump @CRASH4_3079 
if 
  40@ >= 70000 
else_jump @CRASH4_3079 
40@ = 0 
81@ = 0 

:CRASH4_3079
jump @CRASH4_2822 

:CRASH4_3086
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
40@ = 0 

:CRASH4_3104
if 
   not 55@ == 0 
else_jump @CRASH4_3446 
wait 0 
076D: get_zone 'GLN1' gang 0 density_to 55@ 
076D: get_zone 'GLN1' gang 1 density_to 82@ 
if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
else_jump @CRASH4_3317 
if 
  54@ == 0 
else_jump @CRASH4_3224 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
54@ = 1 

:CRASH4_3224
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3303 
if 
  82@ == 0 
else_jump @CRASH4_3296 
if 
  74@ == 0 
else_jump @CRASH4_3296 
00BC: show_text_highpriority GXT 'CM2_17' time 8000 flag 1  // ~s~The enemy have retaken the territory!
74@ = 1 

:CRASH4_3296
jump @CRASH4_3310 

:CRASH4_3303
74@ = 0 

:CRASH4_3310
jump @CRASH4_3439 

:CRASH4_3317
if 
  54@ == 1 
else_jump @CRASH4_3353 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
54@ = 0 

:CRASH4_3353
if 
887A:   not gang_war_in_progress 
else_jump @CRASH4_3432 
if 
  82@ == 0 
else_jump @CRASH4_3425 
if 
  73@ == 0 
else_jump @CRASH4_3425 
00BC: show_text_highpriority GXT 'CM2_16' time 8000 flag 1  // ~s~Attack enemy gang members to start the territory take over!
73@ = 1 

:CRASH4_3425
jump @CRASH4_3439 

:CRASH4_3432
73@ = 0 

:CRASH4_3439
jump @CRASH4_3104 

:CRASH4_3446
0164: disable_marker 53@ 
03D5: remove_text 'CM2_16'  // ~s~Attack enemy gang members to start the territory take over!
03D5: remove_text 'CM2_17'  // ~s~The enemy have retaken the territory!
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
076C: set_zone 'GLN1' gang 0 density_to 0 
08A3: update_respect_while_on_mission 0 
wait 5000 
0983: unknown_disable_gang_wars 0 
gosub @ENTEXT_63 

:CRASH4_3530
if 
   not $37 == 1 
else_jump @CRASH4_3566 
wait 0 
gosub @ENTEXT_63 
jump @CRASH4_3530 

:CRASH4_3566
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_3604
if 
fading 
else_jump @CRASH4_3628 
wait 0 
jump @CRASH4_3604 

:CRASH4_3628
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
02A3: enable_widescreen 1 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH4_3735 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 
jump @CRASH4_3841 

:CRASH4_3735
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1859.931 -1137.139 22.946 

:CRASH4_3787
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CRASH4_3814 
wait 0 
jump @CRASH4_3787 

:CRASH4_3814
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 

:CRASH4_3841
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
if 
  71@ == 0 
else_jump @CRASH4_4071 
009A: 61@ = create_actor_pedtype 24 model 106 at 1910.336 -1154.475 22.699 
0173: set_actor 61@ Z_angle_to 131.345 
02A9: set_actor 61@ immune_to_nonplayer 1 
0812: AS_actor 61@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 62@ = create_actor_pedtype 24 model 107 at 1907.99 -1157.554 22.932 
0173: set_actor 62@ Z_angle_to 318.746 
02A9: set_actor 62@ immune_to_nonplayer 1 
0812: AS_actor 62@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
71@ = 1 

:CRASH4_4071
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH4_4086
if 
fading 
else_jump @CRASH4_4110 
wait 0 
jump @CRASH4_4086 

:CRASH4_4110
if 
  $3801 == 1 
else_jump @CRASH4_4135 
0707: start_scene_skip_to @CRASH4_4665 

:CRASH4_4135
00BC: show_text_highpriority GXT 'CM2_12' time 20000 flag 1  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
40@ = 0 

:CRASH4_4158
if 
  10000 > 40@ 
else_jump @CRASH4_4188 
wait 0 
jump @CRASH4_4158 

:CRASH4_4188
03D5: remove_text 'CM2_12'  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
015F: set_camera_position 1891.889 -1163.394 25.5792 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1892.865 -1163.187 25.5167 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_13' time 20000 flag 1  // ~s~Your gang members can now be found in this territory.
40@ = 0 

:CRASH4_4273
if 
  10000 > 40@ 
else_jump @CRASH4_4303 
wait 0 
jump @CRASH4_4273 

:CRASH4_4303
03D5: remove_text 'CM2_13'  // ~s~Your gang members can now be found in this territory.
00BC: show_text_highpriority GXT 'CM2_14' time 20000 flag 1  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
40@ = 0 

:CRASH4_4337
if 
  10000 > 40@ 
else_jump @CRASH4_4367 
wait 0 
jump @CRASH4_4337 

:CRASH4_4367
03D5: remove_text 'CM2_14'  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_15' time 20000 flag 1  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
40@ = 0 

:CRASH4_4452
if 
  10000 > 40@ 
else_jump @CRASH4_4482 
wait 0 
jump @CRASH4_4452 

:CRASH4_4482
03D5: remove_text 'CM2_15'  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
00BC: show_text_highpriority GXT 'CM2_20' time 20000 flag 1  // You will gain respect and money for taking over territory, the money will appear on Grove Street.
40@ = 0 

:CRASH4_4516
if 
  10000 > 40@ 
else_jump @CRASH4_4546 
wait 0 
jump @CRASH4_4516 

:CRASH4_4546
03D5: remove_text 'CM2_20'  // You will gain respect and money for taking over territory, the money will appear on Grove Street.
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_4572
if 
fading 
else_jump @CRASH4_4596 
wait 0 
jump @CRASH4_4572 

:CRASH4_4596
00BE: text_clear_all 
if 
  71@ == 1 
else_jump @CRASH4_4626 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 

:CRASH4_4626
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  $3801 == 1 
else_jump @CRASH4_4761 
69@ = 1 
$3801 = 1 

:CRASH4_4665
0701: end_scene_skip 
if 
  69@ == 0 
else_jump @CRASH4_4761 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_4700
if 
fading 
else_jump @CRASH4_4724 
wait 0 
jump @CRASH4_4700 

:CRASH4_4724
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
  71@ == 1 
else_jump @CRASH4_4761 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 

:CRASH4_4761
$3801 = 1 
015F: set_camera_position 1914.107 -1130.994 27.8685 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1914.841 -1130.332 27.7162 switchstyle 2 
if 
  $3180 == 0 
else_jump @CRASH4_4851 
03CF: load_wav 10830 as 1 
jump @CRASH4_4908 

:CRASH4_4851
if 
  $3180 == 1 
else_jump @CRASH4_4883 
03CF: load_wav 10831 as 1 
jump @CRASH4_4908 

:CRASH4_4883
if 
  $3180 == 2 
else_jump @CRASH4_4908 
03CF: load_wav 10832 as 1 

:CRASH4_4908
if 
83D0:   not wav 1 loaded 
else_jump @CRASH4_4934 
wait 0 
jump @CRASH4_4908 

:CRASH4_4934
0395: clear_area 0 at 1922.439 -1118.043 25.125 radius 10.0 
009A: 42@ = create_actor_pedtype 25 model 103 at 1922.439 -1118.043 25.125 
0173: set_actor 42@ Z_angle_to 180.0 
02A9: set_actor 42@ immune_to_nonplayer 1 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_5086 
05D3: AS_actor 42@ goto_point 1922.328 -1127.938 24.078 mode 6 time -1 ms // versionA 
jump @CRASH4_5093 

:CRASH4_5086
46@ = 1 

:CRASH4_5093
if 
fading 
else_jump @CRASH4_5117 
wait 0 
jump @CRASH4_5093 

:CRASH4_5117
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_5305 
0A09: set_actor 42@ muted 1 // versionB 
if 
  $3180 == 0 
else_jump @CRASH4_5195 
00BC: show_text_highpriority GXT 'CRA2_ZA' time 10000 flag 1  // Tenpenny set me up!
03D1: play_wav 1 
0967: actor 42@ move_mouth 999999 ms 
jump @CRASH4_5298 

:CRASH4_5195
if 
  $3180 == 1 
else_jump @CRASH4_5250 
00BC: show_text_highpriority GXT 'CRA2_ZB' time 10000 flag 1  // Busta C.R.A.S.H. set me up!
03D1: play_wav 1 
0967: actor 42@ move_mouth 999999 ms 
jump @CRASH4_5298 

:CRASH4_5250
if 
  $3180 == 2 
else_jump @CRASH4_5298 
00BC: show_text_highpriority GXT 'CRA2_ZC' time 10000 flag 1  // Tenpenny sold me out!
03D1: play_wav 1 
0967: actor 42@ move_mouth 999999 ms 

:CRASH4_5298
jump @CRASH4_5345 

:CRASH4_5305
03D5: remove_text 'CRA2_ZA'  // Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // Tenpenny sold me out!
46@ = 1 

:CRASH4_5345
0707: start_scene_skip_to @CRASH4_5739 
40@ = 0 

:CRASH4_5359
if 
  2000 > 40@ 
else_jump @CRASH4_5537 
wait 0 
if 
  46@ == 0 
else_jump @CRASH4_5530 
if 
0118:   actor 42@ dead 
else_jump @CRASH4_5482 
if 
83D2:   not wav 1 ended 
else_jump @CRASH4_5435 
040D: unload_wav 1 

:CRASH4_5435
03D5: remove_text 'CRA2_ZA'  // Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // Tenpenny sold me out!
46@ = 1 
jump @CRASH4_5530 

:CRASH4_5482
if 
03D2:   wav 1 ended 
else_jump @CRASH4_5530 
03D5: remove_text 'CRA2_ZA'  // Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // Tenpenny sold me out!

:CRASH4_5530
jump @CRASH4_5359 

:CRASH4_5537
if 
03D2:   wav 1 ended 
else_jump @CRASH4_5585 
03D5: remove_text 'CRA2_ZA'  // Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // Tenpenny sold me out!

:CRASH4_5585
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_5620 
0968: actor 42@ stop_mouth 
0A09: set_actor 42@ muted 0 // versionB 
jump @CRASH4_5627 

:CRASH4_5620
46@ = 1 

:CRASH4_5627
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_5720 
060B: set_actor 42@ decision_maker_to 51@ 
0187: 43@ = create_marker_above_actor 42@ 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @CRASH4_5732 

:CRASH4_5720
0164: disable_marker 43@ 
46@ = 1 

:CRASH4_5732
72@ = 1 

:CRASH4_5739
0701: end_scene_skip 
if 
  72@ == 0 
else_jump @CRASH4_6030 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH4_5774
if 
fading 
else_jump @CRASH4_5798 
wait 0 
jump @CRASH4_5774 

:CRASH4_5798
08F6: restore_player_group 
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_5889 
0395: clear_area 0 at 1922.903 -1128.477 24.092 radius 2.0 
00A1: put_actor 42@ at 1922.903 -1128.477 24.092 
0173: set_actor 42@ Z_angle_to 180.0 
0968: actor 42@ stop_mouth 
0A09: set_actor 42@ muted 0 // versionB 
jump @CRASH4_5896 

:CRASH4_5889
46@ = 1 

:CRASH4_5896
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH4_5919
if 
fading 
else_jump @CRASH4_5943 
wait 0 
jump @CRASH4_5919 

:CRASH4_5943
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
8118:   not actor 42@ dead 
else_jump @CRASH4_6018 
0187: 43@ = create_marker_above_actor 42@ 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @CRASH4_6030 

:CRASH4_6018
0164: disable_marker 43@ 
46@ = 1 

:CRASH4_6030
$3180 += 1 
if 
  $3180 > 2 
else_jump @CRASH4_6062 
$3180 = 0 

:CRASH4_6062
00BC: show_text_highpriority GXT 'CM2_8' time 8000 flag 1  // ~s~You have flushed the ~r~grass~w~ out, kill him!

:CRASH4_6078
if 
   not 46@ == 1 
else_jump @CRASH4_6164 
wait 0 
if 
  46@ == 0 
else_jump @CRASH4_6157 
if 
0118:   actor 42@ dead 
else_jump @CRASH4_6157 
03D5: remove_text 'CM2_7' 
0164: disable_marker 43@ 
46@ = 1 

:CRASH4_6157
jump @CRASH4_6078 

:CRASH4_6164
jump @CRASH4_6327 

:CRASH4_6171
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 79@ 
076C: set_zone 'GLN1' gang 7 density_to 80@ 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0879: enable_gang_wars 0 
$3964 = 0 
return 

:CRASH4_6327
$451 += 1 
0318: set_latest_mission_passed 'CRASH_2'  // Doberman
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
04A6: $709 = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $711 
create_thread @TCASH 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
if 
  $66 == 0 
else_jump @CRASH4_6768 
04CE: $412 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $3965 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $3966 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $3967 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $3968 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $3969 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $3970 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $3971 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $3972 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $3973 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $3974 = create_icon_marker 6 at 2332.9 63.6 31.0 
$66 = 1 

:CRASH4_6768
return 

:CRASH4_6770
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03DE: set_pedestrians_density_multiplier_to 1.0 
0983: unknown_disable_gang_wars 0 
$ONMISSION = 0 
$3963 = 0 
0164: disable_marker 53@ 
0164: disable_marker 43@ 
0164: disable_marker 60@ 
08A3: update_respect_while_on_mission 0 
01BD: $183 = current_time_in_ms 
0249: release_model 102 
0249: release_model 103 
0249: release_model 372 
0249: release_model 106 
0249: release_model 107 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0108: destroy_object 68@ 
0249: release_model #CIGAR 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
065C: release_decision_maker 51@ 
mission_cleanup 
return 

//-------------Mission 22---------------
// Originally: Burning Desire

:CRASH1
thread 'CRASH1' 
gosub @CRASH1_47 
if 
wasted_or_busted 
else_jump @CRASH1_38 
gosub @CRASH1_41280 

:CRASH1_38
gosub @CRASH1_41402 
end_thread 

:CRASH1_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
53@ = 0 
54@ = 0 
40@ = 0 
41@ = 0 
56@ = 1 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = -1 
61@ = 0 
62@ = 0 
64@ = 0 
63@ = 0 
65@ = 1 
222@ = 0 

:CRASH1_210
66@(222@,3i) = 0 
222@ += 1 
  222@ >= 3 
else_jump @CRASH1_210 
364@ = 0 
365@ = 0 
366@ = 0 
367@ = 0 
368@ = 0 
369@ = 0 
370@ = 0 
207@ = 0 
323@ = 0 
324@ = 0 
325@ = 0 
332@ = 0 
331@ = 0 
322@ = 0 
326@ = 0 
334@ = 0 
362@ = 0 
363@ = 0 
345@ = 0 
349@ = 0 
351@ = 0 
354@ = 0 
355@ = 1 
356@ = 1 
357@ = 0 
358@ = 0 
359@ = 0 
219@ = 0 
0213: 55@ = create_pickup #BODYARMOUR type 3 at 2338.0 -1196.0 28.0 
if 
  42@ == -99 
else_jump @CRASH1_1184 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 107@ = create_car 412 at 0.0 0.0 0.0 
00A5: 108@ = create_car 412 at 0.0 0.0 0.0 
00A5: 109@ = create_car 596 at 0.0 0.0 0.0 
222@ = 0 

:CRASH1_599
009A: 96@(222@,5i) = create_actor_pedtype 14 model 110 at 0.0 0.0 0.0 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_599 
222@ = 0 

:CRASH1_655
009A: 101@(222@,2i) = create_actor_pedtype 14 model 110 at 0.0 0.0 0.0 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_655 
009A: 103@ = create_actor_pedtype 14 model 109 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 5 model 195 at 0.0 0.0 0.0 
009A: 105@ = create_actor_pedtype 14 model 109 at 0.0 0.0 0.0 
009A: 106@ = create_actor_pedtype 14 model 109 at 0.0 0.0 0.0 
222@ = 0 

:CRASH1_808
029B: 110@(222@,8i) = init_object #BD_WINDOW at 0.0 0.0 0.0 
222@ += 1 
  222@ >= 8 
else_jump @CRASH1_808 
0107: 123@ = create_object #CR1_DOOR at 0.0 0.0 0.0 
0107: 128@ = create_object #BREAK_WALL_1B at 0.0 0.0 0.0 
0107: 129@ = create_object #BREAK_WALL_2B at 0.0 0.0 0.0 
0107: 130@ = create_object #BREAK_WALL_3B at 0.0 0.0 0.0 
0107: 128@ = create_object #BD_FIRE1_O at 0.0 0.0 0.0 
0326: 147@ = create_actor 103@ fire 
0326: 148@ = create_actor 104@ fire 
0326: 149@ = create_actor 105@ fire 
0326: 150@ = create_actor 106@ fire 
222@ = 0 

:CRASH1_1009
02CF: 151@(222@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
222@ += 1 
  222@ >= 21 
else_jump @CRASH1_1009 
222@ = 0 

:CRASH1_1065
02CF: 172@(222@,4i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
222@ += 1 
  222@ >= 4 
else_jump @CRASH1_1065 
032B: 144@ = create_weapon_pickup 366 type 3 ammo 0 at 0.0 0.0 0.0 
032B: 141@ = create_weapon_pickup 344 type 3 ammo 0 at 0.0 0.0 0.0 
0187: 140@ = create_marker_above_actor 104@ 
03DC: 137@ = create_marker_above_pickup 141@ 

:CRASH1_1184
054C: use_GXT_table 'CRASH1' 
gosub @CRASH1_38910 
060A: create_decision_maker_type 0 store_to 189@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 190@ // decision\allowed\m_.ped files 
gosub @CRASH1_39118 

:CRASH1_1223
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CRASH1_1256 
44@ = 1 
jump @CRASH1_1675 

:CRASH1_1256
gosub @CRASH1_36759 
gosub @CRASH1_37183 
if or
  46@ == 1 
  47@ == 1 
else_jump @CRASH1_1302 
jump @CRASH1_1675 

:CRASH1_1302
gosub @CRASH1_38281 
gosub @CRASH1_38315 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @CRASH1_1346 
45@ = 1 
jump @CRASH1_1675 

:CRASH1_1346
if 
  42@ == 0 
else_jump @CRASH1_1404 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_1404
if 
  42@ == 1 
else_jump @CRASH1_1429 
gosub @CRASH1_1862 

:CRASH1_1429
if 
  42@ == 2 
else_jump @CRASH1_1454 
gosub @CRASH1_2371 

:CRASH1_1454
if 
  42@ == 3 
else_jump @CRASH1_1479 
gosub @CRASH1_3630 

:CRASH1_1479
if 
  42@ == 4 
else_jump @CRASH1_1504 
gosub @CRASH1_6035 

:CRASH1_1504
if 
  42@ == 5 
else_jump @CRASH1_1529 
gosub @CRASH1_8497 

:CRASH1_1529
if 
  42@ == 6 
else_jump @CRASH1_1554 
gosub @CRASH1_10367 

:CRASH1_1554
if 
  42@ == 7 
else_jump @CRASH1_1579 
gosub @CRASH1_13267 

:CRASH1_1579
if 
  42@ == 8 
else_jump @CRASH1_1604 
44@ = 1 

:CRASH1_1604
if 
  42@ == 50 
else_jump @CRASH1_1629 
gosub @CRASH1_15518 

:CRASH1_1629
if 
  42@ == 51 
else_jump @CRASH1_1654 
46@ = 1 

:CRASH1_1654
gosub @CRASH1_38354 
gosub @CRASH1_38410 
gosub @CRASH1_32198 

:CRASH1_1675
if 
  46@ == 0 
else_jump @CRASH1_1858 
if 
  45@ == 0 
else_jump @CRASH1_1759 
if 
  44@ == 0 
else_jump @CRASH1_1743 
jump @CRASH1_1223 
jump @CRASH1_1752 

:CRASH1_1743
gosub @CRASH1_41344 
return 

:CRASH1_1752
jump @CRASH1_1851 

:CRASH1_1759
gosub @CRASH1_41280 
if or
  323@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2350.405 -1181.907 26.8553 cornerB 2353.484 -1170.524 30.0687 
else_jump @CRASH1_1849 
42@ = 50 
43@ = 0 
45@ = 0 
jump @CRASH1_1223 

:CRASH1_1849
return 

:CRASH1_1851
jump @CRASH1_1860 

:CRASH1_1858
return 

:CRASH1_1860
return 

:CRASH1_1862
if 
  43@ == 0 
else_jump @CRASH1_1924 
00BC: show_text_highpriority GXT 'CRA1_00' time 15000 flag 1  // ~s~Tenpenny has hidden some ~g~molotovs~s~ in an alleyway in Downtown Los Santos. Pick them up.
gosub @CRASH1_16526 
358@ = 0 
213@ = 0 
43@ += 1 

:CRASH1_1924
if 
  43@ == 1 
else_jump @CRASH1_1993 
if 
0214:   pickup 141@ picked_up 
else_jump @CRASH1_1993 
0164: disable_marker 137@ 
358@ = 0 
0085: 213@ = 53@ // (int) 
213@ += 5000 
43@ += 1 

:CRASH1_1993
if 
  43@ == 2 
else_jump @CRASH1_2018 
43@ += 1 

:CRASH1_2018
if 
  43@ == 3 
else_jump @CRASH1_2079 
00BC: show_text_highpriority GXT 'CRA1_01' time 5000 flag 1  // ~s~You've got molotovs. Go to the ~y~gang house~s~ and torch it.
018A: 131@ = create_checkpoint_at 2351.904 -1170.826 28.5 
43@ += 1 

:CRASH1_2079
if 
  43@ == 4 
else_jump @CRASH1_2170 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2350.168 -1164.938 radius 300.0 300.0 
else_jump @CRASH1_2170 
gosub @CRASH1_39662 
gosub @CRASH1_39761 
gosub @CRASH1_40426 
gosub @CRASH1_40934 
43@ += 1 

:CRASH1_2170
if 
  43@ == 5 
else_jump @CRASH1_2269 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_2269 
0164: disable_marker 131@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
357@ = 1 
43@ = 99 

:CRASH1_2269
if 
  358@ == 0 
else_jump @CRASH1_2344 
if 
   not 213@ == 0 
else_jump @CRASH1_2344 
if 
001D:   53@ > 213@ // (int) 
else_jump @CRASH1_2344 
0A6D: print_help_forever_conditional 'MOLOTOV' 0  // Press and hold ~m~~widget_explicit_throw~ to throw a molotov. The longer you hold ~m~~widget_explicit_throw~, the farther you throw it. Be careful! If you don't throw it far enough you'll get caught in the blast.
358@ = 1 

:CRASH1_2344
if 
  43@ == 99 
else_jump @CRASH1_2369 
gosub @CRASH1_38880 

:CRASH1_2369
return 

:CRASH1_2371
if 
  43@ == 0 
else_jump @CRASH1_2502 
306@ = 0 
307@ = 0 
308@ = 0 
309@ = 0 
310@ = 0 
322@ = 0 
341@ = 0 
342@ = 0 
218@ = 0 
196@ = -1 
214@ = 0 
gosub @CRASH1_18799 
gosub @CRASH1_19391 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.3 
0828: set_max_fire_generations 1 
43@ += 1 

:CRASH1_2502
if 
  43@ == 1 
else_jump @CRASH1_2563 
00BC: show_text_highpriority GXT 'CRA1_02' time 6000 flag 1  // ~s~Torch the house. Throw molotovs into the ~r~5 downstairs windows~s~ - that'll make it burn.
0085: 213@ = 53@ // (int) 
213@ += 7000 
43@ += 1 
0A6F: checkpoint_save 99 

:CRASH1_2563
if 
  43@ == 2 
else_jump @CRASH1_2661 
222@ = 0 

:CRASH1_2588
0085: 226@ = 222@ // (int) 
gosub @CRASH1_20378 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_2588 
if 
001D:   53@ > 213@ // (int) 
else_jump @CRASH1_2661 
03E5: show_text_box 'WINDOWS'  // To smash the windows, hit them with a weapon or throw a molotov at them.
43@ += 1 

:CRASH1_2661
if 
  43@ == 3 
else_jump @CRASH1_2763 
222@ = 0 

:CRASH1_2686
0085: 226@ = 222@ // (int) 
gosub @CRASH1_20378 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_2686 
if 
  218@ == 5 
else_jump @CRASH1_2763 
00BC: show_text_highpriority GXT 'CRA1_04' time 3000 flag 1  // ~s~Well done. The house is going to burn to the ground.
43@ = 99 

:CRASH1_2763
222@ = 0 

:CRASH1_2770
0085: 225@ = 222@ // (int) 
gosub @CRASH1_16594 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_2770 
if 
  322@ == 1 
else_jump @CRASH1_2838 
gosub @CRASH1_21084 
jump @CRASH1_2845 

:CRASH1_2838
gosub @CRASH1_20731 

:CRASH1_2845
gosub @CRASH1_21237 
if 
   not 214@ == 0 
else_jump @CRASH1_3180 
if 
001D:   53@ > 214@ // (int) 
else_jump @CRASH1_3180 
214@ = 0 
223@ = 0 
222@ = 0 

:CRASH1_2910
if 
  311@(222@,5i) == 1 
else_jump @CRASH1_2939 
223@ += 1 

:CRASH1_2939
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_2910 
218@ += 1 
if 
803B:   not  223@ == 218@ // (int) 
else_jump @CRASH1_3036 
if 
001D:   218@ > 223@ // (int) 
else_jump @CRASH1_3020 
0085: 218@ = 223@ // (int) 
jump @CRASH1_3036 

:CRASH1_3020
0085: 214@ = 53@ // (int) 
214@ += 500 

:CRASH1_3036
if 
  5 > 218@ 
else_jump @CRASH1_3061 
gosub @CRASH1_20542 

:CRASH1_3061
360@ = 0 
222@ = 0 

:CRASH1_3075
if 
  360@ == 0 
else_jump @CRASH1_3159 
if and
  311@(222@,5i) == 1 
  316@(222@,5i) == 0 
else_jump @CRASH1_3159 
0085: 200@ = 222@ // (int) 
gosub @CRASH1_23272 
316@(222@,5i) = 1 
360@ = 1 

:CRASH1_3159
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_3075 

:CRASH1_3180
if 
  306@ == 0 
else_jump @CRASH1_3440 
298@ = 2337.666 
298@ -= 31.0 
300@ = -1180.994 
300@ -= 38.0 
302@ = 31.7513 
302@ -= 8.0 
299@ = 2337.666 
299@ += 31.0 
301@ = -1180.994 
301@ += 38.0 
303@ = 31.7513 
303@ += 8.0 
if 
  341@ == 0 
else_jump @CRASH1_3374 
if 
02EE:   projectile_in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_3374 
341@ = 1 

:CRASH1_3374
if 
  342@ == 0 
else_jump @CRASH1_3440 
0786: get_number_of_fires_within_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ store_to 223@ 
if 
  223@ > 0 
else_jump @CRASH1_3440 
342@ = 1 

:CRASH1_3440
if 
  357@ == 1 
else_jump @CRASH1_3534 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_3527 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
357@ = 0 

:CRASH1_3527
jump @CRASH1_3603 

:CRASH1_3534
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_3603 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
357@ = 1 

:CRASH1_3603
if 
  43@ == 99 
else_jump @CRASH1_3628 
gosub @CRASH1_38880 

:CRASH1_3628
return 

:CRASH1_3630
if 
  43@ == 0 
else_jump @CRASH1_3781 
200@ = 5 
gosub @CRASH1_23272 
201@ = 0 
gosub @CRASH1_24942 
0085: 209@ = 53@ // (int) 
209@ += 3000 
338@ = 0 
343@ = 0 
344@ = 0 
361@ = 0 
362@ = 0 
363@ = 0 
346@ = 0 
356@ = 1 
215@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 6603 as 3 
43@ += 1 

:CRASH1_3781
if 
  368@ == 1 
else_jump @CRASH1_3824 
if 
0118:   actor 104@ dead 
else_jump @CRASH1_3824 
45@ = 1 
return 

:CRASH1_3824
if 
  43@ == 1 
else_jump @CRASH1_3933 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_3933 
fade 0 400 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 209@ = 53@ // (int) 
209@ += 2500 
gosub @CRASH1_26431 
gosub @CRASH1_26521 
350@ = 0 
59@ = 1 
gosub @CRASH1_33034 
43@ += 1 

:CRASH1_3933
if 
  43@ == 2 
else_jump @CRASH1_4030 
if 
  363@ == 1 
else_jump @CRASH1_3983 
43@ += 1 
jump @CRASH1_4030 

:CRASH1_3983
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4030 
gosub @CRASH1_23174 
338@ = 1 
361@ = 1 
43@ += 1 

:CRASH1_4030
if 
  43@ == 3 
else_jump @CRASH1_4117 
if 
  363@ == 1 
else_jump @CRASH1_4080 
43@ += 1 
jump @CRASH1_4117 

:CRASH1_4080
if and
001D:   53@ > 209@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_4117 
gosub @CRASH1_26734 
43@ += 1 

:CRASH1_4117
if 
  43@ == 4 
else_jump @CRASH1_4259 
if 
  363@ == 1 
else_jump @CRASH1_4167 
43@ += 1 
jump @CRASH1_4259 

:CRASH1_4167
if and
0118:   actor 103@ dead 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4205 
gosub @CRASH1_26993 
43@ += 1 

:CRASH1_4205
0085: 228@ = 209@ // (int) 
228@ += 8000 
if and
8118:   not actor 103@ dead 
001D:   53@ > 228@ // (int) 
else_jump @CRASH1_4259 
gosub @CRASH1_26993 
43@ += 1 

:CRASH1_4259
if 
  43@ == 5 
else_jump @CRASH1_4441 
if 
  363@ == 1 
else_jump @CRASH1_4309 
43@ += 1 
jump @CRASH1_4441 

:CRASH1_4309
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4441 
if 
03CA:   object 115@ exists 
else_jump @CRASH1_4367 
if 
8366:   not object 115@ damaged 
else_jump @CRASH1_4367 
0723: break_object 115@ intensity 1 

:CRASH1_4367
206@ = 4 
gosub @CRASH1_25528 
344@ = 1 
65@ = 0 
gosub @CRASH1_33196 
00BC: show_text_highpriority GXT 'CRA1_05' time 4600 flag 1  // ~s~You've trapped a girl inside the burning building. You'll have to save her.
0085: 209@ = 53@ // (int) 
209@ += 4300 
43@ += 1 

:CRASH1_4441
if 
  43@ == 6 
else_jump @CRASH1_4554 
if 
  363@ == 1 
else_jump @CRASH1_4491 
43@ += 1 
jump @CRASH1_4554 

:CRASH1_4491
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4554 
fade 0 300 
0085: 209@ = 53@ // (int) 
209@ += 1000 
gosub @CRASH1_18719 
gosub @CRASH1_23094 
43@ += 1 

:CRASH1_4554
if 
  43@ == 7 
else_jump @CRASH1_4718 
if 
  363@ == 1 
else_jump @CRASH1_4604 
43@ += 1 
jump @CRASH1_4718 

:CRASH1_4604
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4718 
gosub @CRASH1_27062 
291@ = 2352.037 
292@ = -1170.318 
293@ = 26.9702 
018A: 131@ = create_checkpoint_at 291@ 292@ 293@ 
201@ = 2 
gosub @CRASH1_24942 
fade 1 200 
0085: 209@ = 53@ // (int) 
209@ += 200 
43@ += 1 

:CRASH1_4718
if 
  43@ == 8 
else_jump @CRASH1_4854 
if 
  363@ == 1 
else_jump @CRASH1_4768 
43@ = 50 
jump @CRASH1_4854 

:CRASH1_4768
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_4854 
338@ = 0 
361@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @CRASH1_28315 
0085: 215@ = 53@ // (int) 
215@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
43@ += 1 

:CRASH1_4854
if 
  43@ == 9 
else_jump @CRASH1_5116 
if 
  323@ == 1 
else_jump @CRASH1_5066 
0164: disable_marker 131@ 
350@ = 0 
215@ = 0 
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_4998 
08AD: link_actor 104@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
293@ += 999.0 
00A1: put_actor 104@ at 291@ 292@ 293@ 
0187: 140@ = create_marker_above_actor 104@ 
07E0: set_marker 140@ type_to 1 

:CRASH1_4998
02D1: remove_fire 147@ 
201@ = 4 
gosub @CRASH1_24942 
206@ = 6 
gosub @CRASH1_25528 
gosub @CRASH1_26192 
gosub @CRASH1_26253 
gosub @CRASH1_40997 
43@ = 99 
jump @CRASH1_5116 

:CRASH1_5066
222@ = 0 

:CRASH1_5073
0085: 225@ = 222@ // (int) 
gosub @CRASH1_16594 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_5073 
gosub @CRASH1_21237 

:CRASH1_5116
if 
  361@ == 1 
else_jump @CRASH1_5172 
if 
  363@ == 0 
else_jump @CRASH1_5172 
if 
08D0:   should_skip_cutscene 
else_jump @CRASH1_5172 
363@ = 1 

:CRASH1_5172
if 
  43@ == 50 
else_jump @CRASH1_5227 
fade 0 500 
0085: 209@ = 53@ // (int) 
209@ += 500 
362@ = 1 
43@ += 1 

:CRASH1_5227
if 
  43@ == 51 
else_jump @CRASH1_5301 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_5301 
gosub @CRASH1_16163 
fade 1 1500 
0085: 209@ = 53@ // (int) 
209@ += 1500 
43@ += 1 

:CRASH1_5301
if 
  43@ == 52 
else_jump @CRASH1_5419 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_5419 
362@ = 0 
363@ = 0 
338@ = 0 
361@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @CRASH1_28315 
0085: 215@ = 53@ // (int) 
215@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
43@ = 9 

:CRASH1_5419
gosub @CRASH1_27132 
if 
  362@ == 0 
else_jump @CRASH1_5487 
222@ = 0 

:CRASH1_5451
0085: 225@ = 222@ // (int) 
gosub @CRASH1_16594 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_5451 

:CRASH1_5487
if 
  362@ == 0 
else_jump @CRASH1_5512 
gosub @CRASH1_21237 

:CRASH1_5512
if 
  346@ == 1 
else_jump @CRASH1_5537 
gosub @CRASH1_28390 

:CRASH1_5537
if 
  215@ > 0 
else_jump @CRASH1_5588 
if 
001D:   53@ > 215@ // (int) 
else_jump @CRASH1_5588 
215@ = 0 
350@ = 1 

:CRASH1_5588
if 
  356@ == 1 
else_jump @CRASH1_5654 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_5654
if and
88B7:   not test 63@ bit 3 
  350@ == 1 
else_jump @CRASH1_5845 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2340.262 -1170.539 24.9859 cornerB 2351.095 -1164.287 28.2183 
else_jump @CRASH1_5845 
if or
  58@ == 2 
  58@ == 1 
else_jump @CRASH1_5779 
if 
  57@ == 2 
else_jump @CRASH1_5772 
return 

:CRASH1_5772
gosub @CRASH1_33225 

:CRASH1_5779
if 
  58@ == 0 
else_jump @CRASH1_5813 
59@ = 3 
gosub @CRASH1_33034 
return 

:CRASH1_5813
if and
  58@ == 3 
   not 57@ == 2 
else_jump @CRASH1_5845 
gosub @CRASH1_33196 

:CRASH1_5845
if 
  357@ == 1 
else_jump @CRASH1_5939 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_5932 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
357@ = 0 

:CRASH1_5932
jump @CRASH1_6008 

:CRASH1_5939
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_6008 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
357@ = 1 

:CRASH1_6008
if 
  43@ == 99 
else_jump @CRASH1_6033 
gosub @CRASH1_38880 

:CRASH1_6033
return 

:CRASH1_6035
if 
  43@ == 0 
else_jump @CRASH1_6135 
gosub @CRASH1_28696 
336@ = 0 
339@ = 0 
361@ = 0 
362@ = 0 
363@ = 0 
347@ = 0 
348@ = 0 
359@ = 0 
199@ = -1 
0249: release_model #CR_AMMOBOX 
43@ += 1 

:CRASH1_6135
if 
0118:   actor 104@ dead 
else_jump @CRASH1_6160 
45@ = 1 
return 

:CRASH1_6160
if 
  43@ == 1 
else_jump @CRASH1_6185 
43@ += 1 

:CRASH1_6185
if 
  43@ == 2 
else_jump @CRASH1_6565 
298@ = 2344.751 
298@ -= 1.5 
300@ = -1181.161 
300@ -= 1.5 
302@ = 1030.961 
302@ -= 0.5 
299@ = 2344.751 
299@ += 1.5 
301@ = -1181.161 
301@ += 1.5 
303@ = 1030.961 
303@ += 1.5 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_6565 
0164: disable_marker 140@ 
356@ = 0 
02AB: set_actor 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
359@ = 1 
if 
8214:   not pickup 144@ picked_up 
else_jump @CRASH1_6558 
fade 0 500 
0085: 209@ = 53@ // (int) 
209@ += 550 
01B4: set_player $PLAYER_CHAR can_move 0 
294@ = 180.0 
0173: set_actor 104@ Z_angle_to 294@ 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
293@ = 1030.969 
00A1: put_actor 104@ at 291@ 292@ 293@ 
220@ = 99 
210@ = 0 
339@ = 1 
361@ = 1 
gosub @CRASH1_33225 
59@ = 5 
gosub @CRASH1_33034 
43@ += 1 
jump @CRASH1_6565 

:CRASH1_6558
43@ = 10 

:CRASH1_6565
if 
  43@ == 3 
else_jump @CRASH1_6731 
if 
  363@ == 1 
else_jump @CRASH1_6615 
43@ += 1 
jump @CRASH1_6731 

:CRASH1_6615
if 
   not 58@ == 5 
else_jump @CRASH1_6647 
59@ = 5 
gosub @CRASH1_33034 

:CRASH1_6647
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_6731 
03DC: 131@ = create_marker_above_pickup 144@ 
08DC: create_interior_marker 131@ at 2352.114 -1170.61 radius 3.0 
gosub @CRASH1_29007 
fade 1 500 
0085: 209@ = 53@ // (int) 
209@ += 550 
43@ += 1 

:CRASH1_6731
if 
  43@ == 4 
else_jump @CRASH1_6853 
if 
  363@ == 1 
else_jump @CRASH1_6781 
43@ += 1 
jump @CRASH1_6853 

:CRASH1_6781
if 
   not 58@ == 5 
else_jump @CRASH1_6813 
59@ = 5 
gosub @CRASH1_33034 

:CRASH1_6813
if and
001D:   53@ > 209@ // (int) 
  58@ == 5 
else_jump @CRASH1_6853 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_6853
if 
  43@ == 5 
else_jump @CRASH1_6928 
if 
  363@ == 1 
else_jump @CRASH1_6903 
43@ += 1 
jump @CRASH1_6928 

:CRASH1_6903
if 
08B7:   test 63@ bit 5 
else_jump @CRASH1_6928 
43@ += 1 

:CRASH1_6928
if 
  43@ == 6 
else_jump @CRASH1_7024 
if 
  363@ == 1 
else_jump @CRASH1_6978 
43@ += 1 
jump @CRASH1_7024 

:CRASH1_6978
if 
   not 58@ == 6 
else_jump @CRASH1_7017 
59@ = 6 
gosub @CRASH1_33034 
jump @CRASH1_7024 

:CRASH1_7017
43@ += 1 

:CRASH1_7024
if 
  43@ == 7 
else_jump @CRASH1_7139 
if 
  363@ == 1 
else_jump @CRASH1_7074 
43@ += 1 
jump @CRASH1_7139 

:CRASH1_7074
015F: set_camera_position 2329.68 -1172.025 1030.137 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.868 -1172.534 1029.854 switchstyle 2 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_7139
if 
  43@ == 8 
else_jump @CRASH1_7250 
if 
  363@ == 1 
else_jump @CRASH1_7189 
43@ = 50 
jump @CRASH1_7250 

:CRASH1_7189
if 
08B7:   test 63@ bit 6 
else_jump @CRASH1_7250 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
339@ = 0 
361@ = 0 
43@ += 1 

:CRASH1_7250
if 
  43@ == 9 
else_jump @CRASH1_7314 
59@ = 7 
gosub @CRASH1_33034 
if 
  58@ == 7 
else_jump @CRASH1_7314 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_7314
if 
  43@ == 10 
else_jump @CRASH1_7414 
if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
else_jump @CRASH1_7414 
0164: disable_marker 131@ 
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_7386 
0187: 140@ = create_marker_above_actor 104@ 
07E0: set_marker 140@ type_to 1 

:CRASH1_7386
gosub @CRASH1_33225 
59@ = 8 
gosub @CRASH1_33034 
43@ += 1 

:CRASH1_7414
if 
  43@ == 11 
else_jump @CRASH1_7731 
298@ = 2344.751 
298@ -= 1.5 
300@ = -1181.161 
300@ -= 1.5 
302@ = 1030.961 
302@ -= 0.5 
299@ = 2344.751 
299@ += 1.5 
301@ = -1181.161 
301@ += 1.5 
303@ = 1030.961 
303@ += 1.5 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_7731 
if 
   not 58@ == 8 
else_jump @CRASH1_7620 
59@ = 8 
gosub @CRASH1_33034 

:CRASH1_7620
if 
  58@ == 8 
else_jump @CRASH1_7731 
gosub @CRASH1_33196 
294@ = 180.0 
0173: set_actor 104@ Z_angle_to 294@ 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
293@ = 1030.969 
00A1: put_actor 104@ at 291@ 292@ 293@ 
0085: 209@ = 53@ // (int) 
209@ += 3000 
220@ = 99 
43@ += 1 

:CRASH1_7731
if 
  43@ == 12 
else_jump @CRASH1_7854 
if 
  209@ > 0 
else_jump @CRASH1_7804 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_7804 
209@ = 0 
03E5: show_text_box 'CRA1_35'  // Aim fire extinguisher at the base of a fire to put it out.

:CRASH1_7804
if 
0104:   actor $PLAYER_ACTOR near_actor 104@ radius 6.0 6.0 1.0 sphere 0 
else_jump @CRASH1_7854 
0223: set_actor 104@ health_to 100 
43@ = 99 

:CRASH1_7854
if and
  361@ == 1 
  363@ == 0 
else_jump @CRASH1_7899 
if 
08D0:   should_skip_cutscene 
else_jump @CRASH1_7899 
363@ = 1 

:CRASH1_7899
if 
  43@ == 50 
else_jump @CRASH1_7981 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
220@ = 0 
362@ = 0 
363@ = 0 
339@ = 0 
361@ = 0 
43@ = 10 

:CRASH1_7981
gosub @CRASH1_27132 
gosub @CRASH1_28390 
if and
  323@ == 0 
  324@ == 1 
else_jump @CRASH1_8034 
347@ = 1 
324@ = 0 

:CRASH1_8034
if 
  347@ == 1 
else_jump @CRASH1_8079 
if 
fading 
else_jump @CRASH1_8079 
347@ = 0 
348@ = 1 

:CRASH1_8079
if 
  348@ == 1 
else_jump @CRASH1_8133 
if 
   not fading 
else_jump @CRASH1_8133 
348@ = 0 
00BC: show_text_highpriority GXT 'CRA1_10' time 5000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_8133
0395: clear_area 0 at 264@ 265@ 266@ radius 3.0 
if 
  336@ == 0 
else_jump @CRASH1_8223 
if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
else_jump @CRASH1_8223 
336@ = 1 
00BC: show_text_highpriority GXT 'CRA1_09' time 4000 flag 1  // ~s~Take the fire extinguisher upstairs and rescue the ~b~girl~s~.
0A6D: print_help_forever_conditional 'FIRE_EX' 0  // Press and hold ~m~~widget_explicit_extinguisher~ to use the fire extinguisher. Aim at the base of a fire to put it out.

:CRASH1_8223
if 
  356@ == 1 
else_jump @CRASH1_8289 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_8289
if 
  323@ == 0 
else_jump @CRASH1_8470 
if 
  357@ == 1 
else_jump @CRASH1_8401 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_8394 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
357@ = 0 

:CRASH1_8394
jump @CRASH1_8470 

:CRASH1_8401
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_8470 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
357@ = 1 

:CRASH1_8470
if 
  43@ == 99 
else_jump @CRASH1_8495 
gosub @CRASH1_38880 

:CRASH1_8495
return 

:CRASH1_8497
if 
  43@ == 0 
else_jump @CRASH1_8905 
355@ = 1 
if 
02D0:   fire 172@ extinguished 
else_jump @CRASH1_8545 
355@ = 0 

:CRASH1_8545
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @CRASH1_29129 
0249: release_model 109 
if 
8119:   not car 107@ wrecked 
else_jump @CRASH1_8591 
08A6: set_car 107@ door 0 rotation_to 0.0 

:CRASH1_8591
331@ = 0 
205@ = 0 
201@ = 3 
gosub @CRASH1_24942 
0151: remove_status_text $8061 
203@ = 3 
204@ = 3 
291@ = 2319.717 
292@ = -1178.556 
293@ = 1030.969 
018A: 131@ = create_checkpoint_at 291@ 292@ 293@ 
08DC: create_interior_marker 131@ at 2352.114 -1170.61 radius 3.0 
333@ = 1 
361@ = 0 
362@ = 0 
363@ = 0 
03CF: load_wav 6602 as 3 
04D7: set_actor 104@ locked 0 
05D3: AS_actor 104@ goto_point 2345.627 -1175.844 1030.969 mode 6 time -2 ms // versionA 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 104@ 
015F: set_camera_position 2349.768 -1177.159 1031.791 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.849 -1176.765 1031.828 switchstyle 2 
if 
  355@ == 1 
else_jump @CRASH1_8859 
201@ = 4 
gosub @CRASH1_24942 

:CRASH1_8859
200@ = 1 
gosub @CRASH1_24133 
02A3: enable_widescreen 1 
361@ = 1 
362@ = 0 
363@ = 0 
43@ += 1 

:CRASH1_8905
if 
  43@ == 1 
else_jump @CRASH1_9017 
if 
  363@ == 1 
else_jump @CRASH1_8955 
43@ += 1 
jump @CRASH1_9017 

:CRASH1_8955
59@ = 9 
gosub @CRASH1_33034 
if 
  58@ == 9 
else_jump @CRASH1_9017 
gosub @CRASH1_33196 
0085: 209@ = 53@ // (int) 
209@ += 500 
43@ += 1 

:CRASH1_9017
if 
  43@ == 2 
else_jump @CRASH1_9138 
if 
  363@ == 1 
else_jump @CRASH1_9067 
43@ += 1 
jump @CRASH1_9138 

:CRASH1_9067
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_9138 
062E: get_actor 104@ task 1491 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_9138 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 104@ 
0639: AS_actor 104@ rotate_to_actor $PLAYER_ACTOR 
43@ += 1 

:CRASH1_9138
if 
  43@ == 3 
else_jump @CRASH1_9243 
if 
  363@ == 1 
else_jump @CRASH1_9188 
43@ += 1 
jump @CRASH1_9243 

:CRASH1_9188
if and
08B7:   test 63@ bit 9 
03D0:   wav 3 loaded 
else_jump @CRASH1_9243 
03D1: play_wav 3 
202@ = 1 
0085: 209@ = 53@ // (int) 
209@ += 100 
43@ += 1 

:CRASH1_9243
if 
  43@ == 4 
else_jump @CRASH1_9384 
if 
  363@ == 1 
else_jump @CRASH1_9293 
43@ += 1 
jump @CRASH1_9384 

:CRASH1_9293
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_9384 
015F: set_camera_position 2347.942 -1179.954 1031.858 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2346.95 -1179.89 1031.961 switchstyle 2 
59@ = 10 
gosub @CRASH1_33034 
43@ += 1 

:CRASH1_9384
if 
  43@ == 5 
else_jump @CRASH1_9515 
if 
  363@ == 1 
else_jump @CRASH1_9434 
43@ += 1 
jump @CRASH1_9515 

:CRASH1_9434
if 
   not 58@ == 10 
else_jump @CRASH1_9466 
59@ = 10 
gosub @CRASH1_33034 

:CRASH1_9466
shake_camera 40 
if and
  202@ == 5 
03D2:   wav 3 ended 
else_jump @CRASH1_9515 
0085: 209@ = 53@ // (int) 
209@ += 500 
43@ += 1 

:CRASH1_9515
if 
  43@ == 6 
else_jump @CRASH1_9704 
if 
  363@ == 1 
else_jump @CRASH1_9565 
43@ += 1 
jump @CRASH1_9704 

:CRASH1_9565
if 
   not 58@ == 10 
else_jump @CRASH1_9597 
59@ = 10 
gosub @CRASH1_33034 

:CRASH1_9597
if and
001D:   53@ > 209@ // (int) 
  58@ == 10 
else_jump @CRASH1_9704 
015F: set_camera_position 2348.495 -1176.45 1031.486 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2347.538 -1176.732 1031.558 switchstyle 2 
gosub @CRASH1_33196 
0085: 209@ = 53@ // (int) 
209@ += 3000 
43@ += 1 

:CRASH1_9704
if 
  43@ == 7 
else_jump @CRASH1_9822 
if 
  363@ == 1 
else_jump @CRASH1_9754 
43@ += 1 
jump @CRASH1_9822 

:CRASH1_9754
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_9822 
if 
  355@ == 0 
else_jump @CRASH1_9815 
05D3: AS_actor $PLAYER_ACTOR goto_point 2344.738 -1180.853 1030.977 mode 4 time -2 ms // versionA 

:CRASH1_9815
43@ += 1 

:CRASH1_9822
if 
  43@ == 8 
else_jump @CRASH1_9919 
if 
  363@ == 1 
else_jump @CRASH1_9872 
43@ = 50 
jump @CRASH1_9919 

:CRASH1_9872
if 
08B7:   test 63@ bit 10 
else_jump @CRASH1_9919 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
361@ = 0 
43@ += 1 

:CRASH1_9919
if 
  43@ == 9 
else_jump @CRASH1_9944 
43@ = 99 

:CRASH1_9944
if and
  361@ == 1 
  363@ == 0 
else_jump @CRASH1_9989 
if 
08D0:   should_skip_cutscene 
else_jump @CRASH1_9989 
363@ = 1 

:CRASH1_9989
if 
  43@ == 50 
else_jump @CRASH1_10044 
fade 0 500 
0085: 209@ = 53@ // (int) 
209@ += 500 
362@ = 1 
43@ += 1 

:CRASH1_10044
if 
  43@ == 51 
else_jump @CRASH1_10268 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_10268 
if 
88B7:   not test 63@ bit 9 
else_jump @CRASH1_10113 
gosub @CRASH1_33225 
08BD: set 63@ bit 10 

:CRASH1_10113
if 
88B7:   not test 63@ bit 10 
else_jump @CRASH1_10138 
gosub @CRASH1_33225 

:CRASH1_10138
if 
  5 > 202@ 
else_jump @CRASH1_10223 
if 
0837:   object 128@ animation == "BD_FIRE1" 
else_jump @CRASH1_10216 
083A: set_object 128@ animation "BD_FIRE1" progress_to 1.0 
202@ = 3 
jump @CRASH1_10223 

:CRASH1_10216
202@ = 4 

:CRASH1_10223
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 1500 
0085: 209@ = 53@ // (int) 
209@ += 1500 
43@ += 1 

:CRASH1_10268
if 
  43@ == 52 
else_jump @CRASH1_10333 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_10333 
362@ = 0 
363@ = 0 
361@ = 0 
43@ = 9 

:CRASH1_10333
gosub @CRASH1_31100 
if 
  43@ == 99 
else_jump @CRASH1_10365 
gosub @CRASH1_38880 

:CRASH1_10365
return 

:CRASH1_10367
if 
0118:   actor 104@ dead 
else_jump @CRASH1_10392 
45@ = 1 
return 

:CRASH1_10392
if 
  43@ == 0 
else_jump @CRASH1_10445 
361@ = 0 
362@ = 0 
363@ = 0 
340@ = 0 
43@ += 1 

:CRASH1_10445
if 
  43@ == 1 
else_jump @CRASH1_10470 
43@ += 1 

:CRASH1_10470
if 
  43@ == 2 
else_jump @CRASH1_10495 
43@ += 1 

:CRASH1_10495
if 
  43@ == 3 
else_jump @CRASH1_10552 
0085: 209@ = 53@ // (int) 
209@ += 5000 
0085: 216@ = 209@ // (int) 
216@ -= 3000 
43@ += 1 

:CRASH1_10552
if 
  43@ == 4 
else_jump @CRASH1_10671 
if 
   not 216@ == 0 
else_jump @CRASH1_10621 
if 
001D:   53@ > 216@ // (int) 
else_jump @CRASH1_10621 
03CF: load_wav 6600 as 3 
216@ = 0 

:CRASH1_10621
if and
001D:   53@ > 209@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_10671 
03D1: play_wav 3 
0085: 209@ = 53@ // (int) 
209@ += 2000 
43@ += 1 

:CRASH1_10671
if 
  43@ == 5 
else_jump @CRASH1_10758 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_10754 
0085: 209@ = 53@ // (int) 
209@ += 5000 
0085: 216@ = 209@ // (int) 
216@ -= 3000 
43@ += 1 
jump @CRASH1_10758 

:CRASH1_10754
shake_camera 80 

:CRASH1_10758
if 
  43@ == 6 
else_jump @CRASH1_10877 
if 
   not 216@ == 0 
else_jump @CRASH1_10827 
if 
001D:   53@ > 216@ // (int) 
else_jump @CRASH1_10827 
03CF: load_wav 6601 as 3 
216@ = 0 

:CRASH1_10827
if and
001D:   53@ > 209@ // (int) 
03D0:   wav 3 loaded 
else_jump @CRASH1_10877 
03D1: play_wav 3 
0085: 209@ = 53@ // (int) 
209@ += 1500 
43@ += 1 

:CRASH1_10877
if 
  43@ == 7 
else_jump @CRASH1_10932 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_10928 
43@ += 1 
jump @CRASH1_10932 

:CRASH1_10928
shake_camera 40 

:CRASH1_10932
if 
  43@ == 8 
else_jump @CRASH1_11100 
if 
  331@ == 1 
else_jump @CRASH1_11100 
0395: clear_area 1 at 2351.762 -1178.75 26.9753 radius 15.0 
00A1: put_actor 104@ at 2352.262 -1176.75 26.9753 
0173: set_actor 104@ Z_angle_to 0.0 
08AD: link_actor 104@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
0860: link_actor 104@ to_interior 0 
0792: disembark_instantly_actor 104@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0164: disable_marker 131@ 
gosub @CRASH1_33225 
59@ = 12 
gosub @CRASH1_33034 
43@ += 1 

:CRASH1_11100
if 
  43@ == 9 
else_jump @CRASH1_11350 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2354.589 -1166.262 27.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2353.826 -1166.89 28.0181 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 229@ 
05D3: AS_actor -1 goto_point 2351.97 -1169.26 27.013 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end 229@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 229@ 
061B: remove_references_to_AS_pack 229@ 
0615: define_AS_pack_begin 229@ 
05D3: AS_actor -1 goto_point 2351.97 -1170.26 27.013 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 229@ 
0618: assign_actor 104@ to_AS_pack 229@ 
061B: remove_references_to_AS_pack 229@ 
0247: load_model 407 
0247: load_model 277 
038B: load_requested_models 
340@ = 1 
361@ = 1 
0085: 209@ = 53@ // (int) 
209@ += 500 
43@ += 1 

:CRASH1_11350
if 
  43@ == 10 
else_jump @CRASH1_11532 
if 
  363@ == 1 
else_jump @CRASH1_11400 
43@ = 50 
jump @CRASH1_11532 

:CRASH1_11400
if 
   not 58@ == 12 
else_jump @CRASH1_11432 
59@ = 12 
gosub @CRASH1_33034 

:CRASH1_11432
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_11532 
if 
  58@ == 12 
else_jump @CRASH1_11532 
062E: get_actor 104@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_11532 
062E: get_actor $PLAYER_ACTOR task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_11532 
43@ += 1 

:CRASH1_11532
if 
  43@ == 11 
else_jump @CRASH1_11751 
if 
  363@ == 1 
else_jump @CRASH1_11582 
43@ = 50 
jump @CRASH1_11751 

:CRASH1_11582
0804: AS_actor 104@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0804: AS_actor $PLAYER_ACTOR walk_to 2351.97 -1169.26 27.013 angle 180.0 radius 0.2 animation "PLAYA_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
gosub @CRASH1_33196 
0085: 209@ = 53@ // (int) 
209@ += 1000 
43@ += 1 

:CRASH1_11751
if 
  43@ == 12 
else_jump @CRASH1_11947 
if 
  363@ == 1 
else_jump @CRASH1_11801 
43@ = 50 
jump @CRASH1_11947 

:CRASH1_11801
if and
8611:   not actor 104@ performing_animation "GRLFRD_KISS_03" 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_11947 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
09DD: unknown_player_group 1 
0631: put_actor 104@ in_group $PLAYER_GROUP 
087F: set_actor 104@ never_leave_group 1 
07CB: set_actor 104@ supporting_fire 0 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
340@ = 0 
361@ = 0 
0986: remove_references_to_all_fires 
43@ += 1 

:CRASH1_11947
if 
  43@ == 13 
else_jump @CRASH1_11993 
if and
0248:   model 407 available 
0248:   model 277 available 
else_jump @CRASH1_11993 
43@ = 99 

:CRASH1_11993
if and
  361@ == 1 
  363@ == 0 
else_jump @CRASH1_12038 
if 
08D0:   should_skip_cutscene 
else_jump @CRASH1_12038 
363@ = 1 

:CRASH1_12038
if 
  43@ == 50 
else_jump @CRASH1_12248 
if 
0611:   actor 104@ performing_animation "GRLFRD_KISS_03" 
else_jump @CRASH1_12114 
0614: set_actor 104@ animation "GRLFRD_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12114
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @CRASH1_12170 
0614: set_actor $PLAYER_ACTOR animation "PLAYA_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_12170
if 
88B7:   not test 63@ bit 12 
else_jump @CRASH1_12195 
gosub @CRASH1_33225 

:CRASH1_12195
0792: disembark_instantly_actor 104@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0085: 209@ = 53@ // (int) 
362@ = 0 
363@ = 0 
340@ = 0 
361@ = 0 
43@ = 12 

:CRASH1_12248
if 
  340@ == 0 
else_jump @CRASH1_12273 
gosub @CRASH1_29205 

:CRASH1_12273
gosub @CRASH1_31100 
gosub @CRASH1_31543 
gosub @CRASH1_31730 
298@ = 2319.994 
298@ -= 1.5 
300@ = -1179.218 
300@ -= 1.5 
302@ = 1030.977 
302@ -= 1.2 
299@ = 2319.994 
299@ += 1.5 
301@ = -1179.218 
301@ += 1.5 
303@ = 1030.977 
303@ += 1.2 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
  333@ == 1 
else_jump @CRASH1_12533 
0164: disable_marker 131@ 
291@ = 2353.085 
292@ = -1181.1 
293@ = 1026.97 
018A: 131@ = create_checkpoint_at 291@ 292@ 293@ 
08DC: create_interior_marker 131@ at 2352.114 -1170.61 radius 3.0 
333@ = 0 

:CRASH1_12533
0395: clear_area 0 at 264@ 265@ 266@ radius 3.0 
if and
  323@ == 0 
  324@ == 1 
else_jump @CRASH1_12623 
324@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06C9: remove_actor 104@ from_group 
05BA: AS_actor 104@ move_mouth -2 ms 
04D7: set_actor 104@ locked 1 
332@ = 1 
345@ = 0 

:CRASH1_12623
if and
  323@ == 0 
  332@ == 1 
else_jump @CRASH1_12852 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2351.575 -1166.19 26.4524 radius 4.0 4.0 4.0 on_foot 
else_jump @CRASH1_12852 
if 
   not fading 
else_jump @CRASH1_12852 
if or
00A4:   actor 104@ sphere 0 in_cube_cornerA 2340.097 -1188.51 1025.577 cornerB 2352.977 -1179.882 1028.184 
00A4:   actor 104@ sphere 0 in_cube_cornerA 2344.22 -1179.892 1025.577 cornerB 2349.831 -1171.664 1028.184 
else_jump @CRASH1_12822 
331@ = 1 
332@ = 0 
04D7: set_actor 104@ locked 0 
jump @CRASH1_12852 

:CRASH1_12822
00BC: show_text_highpriority GXT 'CRA1_10' time 8000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.
01B4: set_player $PLAYER_CHAR can_move 1 
345@ = 1 

:CRASH1_12852
if and
  323@ == 1 
  345@ == 1 
else_jump @CRASH1_12931 
345@ = 0 
04D7: set_actor 104@ locked 0 
09DD: unknown_player_group 1 
0631: put_actor 104@ in_group $PLAYER_GROUP 
087F: set_actor 104@ never_leave_group 1 
07CB: set_actor 104@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
199@ = 2 

:CRASH1_12931
if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
else_jump @CRASH1_12988 
041A: 223@ = actor $PLAYER_ACTOR weapon 42 ammo 
if 
  500 > 223@ 
else_jump @CRASH1_12988 
017B: set_actor $PLAYER_ACTOR weapon 42 ammo_to 30000 

:CRASH1_12988
if 
  351@ == 1 
else_jump @CRASH1_13059 
08C3: clear 63@ bit 11 
59@ = 11 
gosub @CRASH1_33034 
if 
  58@ == 11 
else_jump @CRASH1_13059 
gosub @CRASH1_33196 
351@ = 0 

:CRASH1_13059
if 
  323@ == 0 
else_jump @CRASH1_13240 
if 
  357@ == 1 
else_jump @CRASH1_13171 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
else_jump @CRASH1_13164 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
357@ = 0 

:CRASH1_13164
jump @CRASH1_13240 

:CRASH1_13171
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
else_jump @CRASH1_13240 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
357@ = 1 

:CRASH1_13240
if 
  43@ == 99 
else_jump @CRASH1_13265 
gosub @CRASH1_38880 

:CRASH1_13265
return 

:CRASH1_13267
if 
  43@ == 0 
else_jump @CRASH1_13411 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
gosub @CRASH1_31917 
267@ = 2402.307 
268@ = -1727.53 
269@ = 12.3906 
018A: 131@ = create_checkpoint_at 267@ 268@ 269@ 
0164: disable_marker 140@ 
334@ = 0 
335@ = 0 
345@ = 0 
59@ = 13 
gosub @CRASH1_33034 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor 104@ muted 1 // versionB 
43@ += 1 

:CRASH1_13411
if 
0118:   actor 104@ dead 
else_jump @CRASH1_13436 
45@ = 1 
return 

:CRASH1_13436
if 
  43@ == 1 
else_jump @CRASH1_13518 
if 
   not 58@ == 13 
else_jump @CRASH1_13486 
59@ = 13 
gosub @CRASH1_33034 

:CRASH1_13486
if 
  58@ == 13 
else_jump @CRASH1_13518 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_13518
if 
  43@ == 2 
else_jump @CRASH1_13842 
360@ = 0 
if 
00FE:   actor 104@ sphere 1 in_sphere 267@ 268@ 269@ radius 3.0 3.0 3.0 
else_jump @CRASH1_13649 
360@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
00DF:   actor 104@ driving 
else_jump @CRASH1_13649 
03C0: $47 = actor 104@ car 
if 
80DB:   not actor $PLAYER_ACTOR in_car $47 
else_jump @CRASH1_13649 
360@ = 0 

:CRASH1_13649
if 
  360@ == 1 
else_jump @CRASH1_13842 
06C9: remove_actor 104@ from_group 
0164: disable_marker 131@ 
0164: disable_marker 140@ 
335@ = 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 
if 
00DF:   actor 104@ driving 
else_jump @CRASH1_13784 
03C0: $47 = actor 104@ car 
00AA: store_car $47 position_to 291@ 292@ 293@ 
0395: clear_area 1 at 291@ 292@ 293@ radius 5.0 

:CRASH1_13784
015F: set_camera_position 2392.542 -1727.949 14.991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2393.458 -1727.558 14.9067 switchstyle 2 
43@ += 1 

:CRASH1_13842
if 
  43@ == 3 
else_jump @CRASH1_13930 
59@ = 16 
gosub @CRASH1_33034 
if 
  58@ == 16 
else_jump @CRASH1_13930 
gosub @CRASH1_33196 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH1_13923 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 104@ 

:CRASH1_13923
43@ += 1 

:CRASH1_13930
if 
  43@ == 4 
else_jump @CRASH1_13973 
if 
08B7:   test 63@ bit 16 
else_jump @CRASH1_13973 
43@ += 1 

:CRASH1_13973
if 
  43@ == 5 
else_jump @CRASH1_14037 
59@ = 17 
gosub @CRASH1_33034 
if 
  58@ == 17 
else_jump @CRASH1_14037 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_14037
if 
  43@ == 6 
else_jump @CRASH1_14097 
if 
00DF:   actor 104@ driving 
else_jump @CRASH1_14090 
0633: AS_actor 104@ exit_car 
43@ += 1 
jump @CRASH1_14097 

:CRASH1_14090
43@ = 8 

:CRASH1_14097
if 
  43@ == 7 
else_jump @CRASH1_14151 
062E: get_actor 104@ task 1587 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_14151 
43@ += 1 

:CRASH1_14151
if 
  43@ == 8 
else_jump @CRASH1_14224 
05D3: AS_actor 104@ goto_point 2402.052 -1719.716 12.6181 mode 6 time -2 ms // versionA 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH1_14217 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 104@ 

:CRASH1_14217
43@ += 1 

:CRASH1_14224
if 
  43@ == 9 
else_jump @CRASH1_14469 
062E: get_actor 104@ task 1491 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_14469 
00A0: store_actor $PLAYER_ACTOR position_to 291@ 292@ 293@ 
0087: 299@ = 291@ // (float) 
0087: 301@ = 292@ // (float) 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
0087: 298@ = 291@ // (float) 
0087: 300@ = 292@ // (float) 
0087: 291@ = 298@ // (float) 
0063: 291@ -= 299@ // (float) 
0087: 292@ = 300@ // (float) 
0063: 292@ -= 301@ // (float) 
0604: get_Z_angle_for_point 291@ 292@ store_to 294@ 
0804: AS_actor 104@ walk_to 2402.052 -1719.716 12.6181 angle 294@ radius 0.2 animation "BD_GF_WAVE" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH1_14462 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 104@ 

:CRASH1_14462
43@ += 1 

:CRASH1_14469
if 
  43@ == 10 
else_jump @CRASH1_14533 
59@ = 18 
gosub @CRASH1_33034 
if 
  58@ == 18 
else_jump @CRASH1_14533 
gosub @CRASH1_33196 
43@ += 1 

:CRASH1_14533
if 
  43@ == 11 
else_jump @CRASH1_14651 
if 
0611:   actor 104@ performing_animation "BD_GF_WAVE" 
else_jump @CRASH1_14651 
0613: 304@ = actor 104@ animation "BD_GF_WAVE" time 
if 
  304@ == 1.0 
else_jump @CRASH1_14651 
05D3: AS_actor 104@ goto_point 2401.857 -1717.01 12.6334 mode 6 time -2 ms // versionA 
43@ += 1 

:CRASH1_14651
if 
  43@ == 12 
else_jump @CRASH1_14725 
062E: get_actor 104@ task 1491 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_14725 
009B: destroy_actor 104@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
43@ += 1 

:CRASH1_14725
if 
  43@ == 13 
else_jump @CRASH1_14768 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
43@ = 99 

:CRASH1_14768
if 
  335@ == 0 
else_jump @CRASH1_14872 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CRASH1_14839 
if 
  334@ == 0 
else_jump @CRASH1_14832 
334@ = 1 
0792: disembark_instantly_actor 104@ 

:CRASH1_14832
jump @CRASH1_14872 

:CRASH1_14839
if 
  334@ == 1 
else_jump @CRASH1_14872 
334@ = 0 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 

:CRASH1_14872
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_15191 
09E8: 223@ = actor $PLAYER_ACTOR active_interior 
09E8: 224@ = actor 104@ active_interior 
if 
003B:   223@ == 224@ // (int) 
else_jump @CRASH1_15191 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
00A0: store_actor $PLAYER_ACTOR position_to 295@ 296@ 297@ 
050A: 305@ = distance_between_XYZ 291@ 292@ 293@ and_XYZ 295@ 296@ 297@ 
if 
  345@ == 1 
else_jump @CRASH1_15110 
if 
  20.0 > 305@ 
else_jump @CRASH1_15103 
345@ = 0 
0687: clear_actor 104@ task 
09DD: unknown_player_group 1 
0631: put_actor 104@ in_group $PLAYER_GROUP 
087F: set_actor 104@ never_leave_group 1 
07CB: set_actor 104@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
if 
  334@ == 0 
else_jump @CRASH1_15084 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 

:CRASH1_15084
018A: 131@ = create_checkpoint_at 267@ 268@ 269@ 
0164: disable_marker 140@ 

:CRASH1_15103
jump @CRASH1_15191 

:CRASH1_15110
if 
  305@ > 50.0 
else_jump @CRASH1_15191 
345@ = 1 
00BC: show_text_highpriority GXT 'CRA1_12' time 7000 flag 1  // ~s~You've left the ~b~girl~s~ behind. Go back for her and take her home.
06C9: remove_actor 104@ from_group 
0792: disembark_instantly_actor 104@ 
05BA: AS_actor 104@ move_mouth -2 ms 
0164: disable_marker 131@ 
0187: 140@ = create_marker_above_actor 104@ 
07E0: set_marker 140@ type_to 1 

:CRASH1_15191
if and
8118:   not actor 104@ dead 
  335@ == 0 
else_jump @CRASH1_15331 
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 104@ driving 
else_jump @CRASH1_15331 
03C0: $47 = actor $PLAYER_ACTOR car 
if and
00DB:   actor 104@ in_car $47 
81C1:   not car $47 stopped 
else_jump @CRASH1_15331 
if and
88B7:   not test 63@ bit 14 
  58@ == 0 
else_jump @CRASH1_15331 
59@ = 14 
gosub @CRASH1_33034 
if 
  58@ == 14 
else_jump @CRASH1_15331 
gosub @CRASH1_33196 

:CRASH1_15331
if and
8118:   not actor 104@ dead 
  335@ == 0 
else_jump @CRASH1_15491 
if and
88B7:   not test 63@ bit 15 
   not 58@ == 15 
else_jump @CRASH1_15491 
if 
00FE:   actor 104@ sphere 0 in_sphere 267@ 268@ 269@ radius 30.0 30.0 20.0 
else_jump @CRASH1_15491 
gosub @CRASH1_33225 
59@ = 15 
gosub @CRASH1_33034 
if 
  58@ == 15 
else_jump @CRASH1_15467 
gosub @CRASH1_33196 

:CRASH1_15467
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 

:CRASH1_15491
if 
  43@ == 99 
else_jump @CRASH1_15516 
gosub @CRASH1_38880 

:CRASH1_15516
return 

:CRASH1_15518
if 
  43@ == 0 
else_jump @CRASH1_15581 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 209@ = 53@ // (int) 
209@ += 1000 
43@ += 1 

:CRASH1_15581
if 
  43@ == 1 
else_jump @CRASH1_15656 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_15656 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 
0085: 209@ = 53@ // (int) 
209@ += 500 
43@ += 1 

:CRASH1_15656
if 
  43@ == 2 
else_jump @CRASH1_15918 
if and
   not fading 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_15918 
if 
  323@ == 0 
else_jump @CRASH1_15762 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CRASH1_15762 
03C0: $47 = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2351.733 -1179.042 26.9753 
00A6: destroy_car $47 

:CRASH1_15762
select_interior 0 
0395: clear_area 1 at 2351.961 -1172.073 26.9765 radius 8.0 
03CB: set_rendering_origin_at 2351.961 -1172.073 26.9765 
00A1: put_actor $PLAYER_ACTOR at 2351.961 -1172.073 26.9765 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
015F: set_camera_position 2345.044 -1170.015 32.0063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2345.8 -1169.822 31.381 switchstyle 2 
0085: 209@ = 53@ // (int) 
209@ += 1000 
43@ += 1 

:CRASH1_15918
if 
  43@ == 3 
else_jump @CRASH1_16009 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_16009 
fade 1 500 
05D3: AS_actor $PLAYER_ACTOR goto_point 2351.928 -1166.08 26.4593 mode 6 time -2 ms // versionA 
0085: 209@ = 53@ // (int) 
209@ += 500 
43@ += 1 

:CRASH1_16009
if 
  43@ == 4 
else_jump @CRASH1_16114 
if 
001D:   53@ > 209@ // (int) 
else_jump @CRASH1_16114 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_16114 
00A1: put_actor $PLAYER_ACTOR at 2351.928 -1166.08 26.4593 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
43@ = 99 

:CRASH1_16114
if 
  43@ == 99 
else_jump @CRASH1_16161 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @CRASH1_38880 

:CRASH1_16161
return 

:CRASH1_16163
if 
  343@ == 0 
else_jump @CRASH1_16238 
09CA: set_object 123@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 123@ destructible 1 
0392: make_object 123@ moveable 1 
0723: break_object 123@ intensity 1 
206@ = 0 
gosub @CRASH1_25528 
jump @CRASH1_16252 

:CRASH1_16238
201@ = 2 
gosub @CRASH1_24942 

:CRASH1_16252
if 
8118:   not actor 103@ dead 
else_jump @CRASH1_16313 
00A1: put_actor 103@ at 2352.181 -1164.893 26.4392 
0326: 147@ = create_actor 103@ fire 
0223: set_actor 103@ health_to 1 
0792: disembark_instantly_actor 103@ 
05BE: AS_actor 103@ die 

:CRASH1_16313
if 
03CA:   object 115@ exists 
else_jump @CRASH1_16334 
0108: destroy_object 115@ 

:CRASH1_16334
if 
  344@ == 0 
else_jump @CRASH1_16366 
206@ = 4 
gosub @CRASH1_25528 

:CRASH1_16366
0164: disable_marker 131@ 
291@ = 2352.037 
292@ = -1170.318 
293@ = 26.9702 
018A: 131@ = create_checkpoint_at 291@ 292@ 293@ 
gosub @CRASH1_27062 
225@ = 0 

:CRASH1_16429
if 
8118:   not actor 96@(225@,5i) dead 
else_jump @CRASH1_16478 
if 
  191@(225@,5i) == 6 
else_jump @CRASH1_16478 
gosub @CRASH1_18719 

:CRASH1_16478
225@ += 1 
  225@ >= 5 
else_jump @CRASH1_16429 
if 
  196@ == 5 
else_jump @CRASH1_16524 
gosub @CRASH1_23094 

:CRASH1_16524
return 

:CRASH1_16526
291@ = 1785.698 
292@ = -1222.105 
293@ = 16.9119 
223@ = 0 
032B: 141@ = create_weapon_pickup 344 type 3 ammo 25 at 291@ 292@ 293@ 
03DC: 137@ = create_marker_above_pickup 141@ 
return 

:CRASH1_16594
if 
0118:   actor 96@(225@,5i) dead 
else_jump @CRASH1_16623 
308@ = 1 
return 

:CRASH1_16623
0871: init_jump_table 191@(225@,5i) total_jumps 8 default_jump 0 @CRASH1_16871 jumps -1 @CRASH1_16755 0 @CRASH1_16780 1 @CRASH1_16794 2 @CRASH1_16808 3 @CRASH1_16822 4 @CRASH1_16829 5 @CRASH1_16843 
0872: jump_table_jumps 6 @CRASH1_16857 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 -1 @CRASH1_16871 

:CRASH1_16755
gosub @CRASH1_16873 
191@(225@,5i) = 0 
jump @CRASH1_16871 

:CRASH1_16780
gosub @CRASH1_17084 
jump @CRASH1_16871 

:CRASH1_16794
gosub @CRASH1_17638 
jump @CRASH1_16871 

:CRASH1_16808
gosub @CRASH1_18089 
jump @CRASH1_16871 

:CRASH1_16822
jump @CRASH1_16871 

:CRASH1_16829
gosub @CRASH1_17733 
jump @CRASH1_16871 

:CRASH1_16843
gosub @CRASH1_18227 
jump @CRASH1_16871 

:CRASH1_16857
gosub @CRASH1_18279 
jump @CRASH1_16871 

:CRASH1_16871
return 

:CRASH1_16873
0871: init_jump_table 225@ total_jumps 2 default_jump 1 @CRASH1_17033 jumps 0 @CRASH1_16936 1 @CRASH1_16985 -1 @CRASH1_17082 -1 @CRASH1_17082 -1 @CRASH1_17082 -1 @CRASH1_17082 -1 @CRASH1_17082 

:CRASH1_16936
0812: AS_actor 96@(225@,5i) perform_animation "WASH_UP" IFP "BD_FIRE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_17082 

:CRASH1_16985
0605: actor 96@(225@,5i) perform_animation "PHONE_TALK" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
jump @CRASH1_17082 

:CRASH1_17033
0605: actor 96@(225@,5i) perform_animation "M_SMKLEAN_LOOP" IFP "BD_FIRE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CRASH1_17082
return 

:CRASH1_17084
if 
  310@ == 1 
else_jump @CRASH1_17111 
gosub @CRASH1_17687 
return 

:CRASH1_17111
if and
  341@ == 1 
  342@ == 1 
else_jump @CRASH1_17145 
gosub @CRASH1_17687 
return 

:CRASH1_17145
if 
  307@ == 1 
else_jump @CRASH1_17172 
gosub @CRASH1_17917 
return 

:CRASH1_17172
if 
  308@ == 1 
else_jump @CRASH1_17199 
gosub @CRASH1_17687 
return 

:CRASH1_17199
if 
051A:   actor 96@(225@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH1_17238 
gosub @CRASH1_17687 
308@ = 1 
return 

:CRASH1_17238
if 
  306@ == 1 
else_jump @CRASH1_17258 
return 

:CRASH1_17258
0871: init_jump_table 225@ total_jumps 5 default_jump 0 @CRASH1_17566 jumps 0 @CRASH1_17321 1 @CRASH1_17370 2 @CRASH1_17419 3 @CRASH1_17468 4 @CRASH1_17517 -1 @CRASH1_17566 -1 @CRASH1_17566 

:CRASH1_17321
if 
00F2:   actor 96@(225@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17363 
gosub @CRASH1_17568 

:CRASH1_17363
jump @CRASH1_17566 

:CRASH1_17370
if 
00F2:   actor 96@(225@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17412 
gosub @CRASH1_17568 

:CRASH1_17412
jump @CRASH1_17566 

:CRASH1_17419
if 
00F2:   actor 96@(225@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17461 
gosub @CRASH1_17568 

:CRASH1_17461
jump @CRASH1_17566 

:CRASH1_17468
if 
00F2:   actor 96@(225@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17510 
gosub @CRASH1_17568 

:CRASH1_17510
jump @CRASH1_17566 

:CRASH1_17517
if 
00F2:   actor 96@(225@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH1_17559 
gosub @CRASH1_17568 

:CRASH1_17559
jump @CRASH1_17566 

:CRASH1_17566
return 

:CRASH1_17568
0947: actor 96@(225@,5i) speak_from_audio_table 2 store_spoken_phrase_id_to 230@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH1_17618 
05D9: AS_actor 96@(225@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 

:CRASH1_17618
191@(225@,5i) = 1 
306@ = 1 
return 

:CRASH1_17638
062E: get_actor 96@(225@,5i) task 1497 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_17685 
307@ = 1 
gosub @CRASH1_17687 

:CRASH1_17685
return 

:CRASH1_17687
0792: disembark_instantly_actor 96@(225@,5i) 
060B: set_actor 96@(225@,5i) decision_maker_to 190@ 
05E2: AS_actor 96@(225@,5i) kill_actor $PLAYER_ACTOR 
191@(225@,5i) = 4 
return 

:CRASH1_17733
if 
  338@ == 1 
else_jump @CRASH1_17764 
191@(225@,5i) = 5 
return 

:CRASH1_17764
00A0: store_actor $PLAYER_ACTOR position_to 291@ 292@ 293@ 
0087: 298@ = 291@ // (float) 
0087: 300@ = 292@ // (float) 
00A0: store_actor 96@(225@,5i) position_to 291@ 292@ 293@ 
0087: 299@ = 291@ // (float) 
0087: 301@ = 292@ // (float) 
0509: 304@ = distance_between_XY 298@ 300@ and_XY 299@ 301@ 
if 
  304@ > 38.0 
else_jump @CRASH1_17875 
gosub @CRASH1_17917 
return 

:CRASH1_17875
062E: get_actor 96@(225@,5i) task 1506 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_17915 
gosub @CRASH1_17687 

:CRASH1_17915
return 

:CRASH1_17917
if 
  338@ == 1 
else_jump @CRASH1_17948 
191@(225@,5i) = 5 
return 

:CRASH1_17948
0792: disembark_instantly_actor 96@(225@,5i) 
00A0: store_actor $PLAYER_ACTOR position_to 291@ 292@ 293@ 
0087: 298@ = 291@ // (float) 
0087: 300@ = 292@ // (float) 
00A0: store_actor 96@(225@,5i) position_to 291@ 292@ 293@ 
0087: 299@ = 291@ // (float) 
0087: 301@ = 292@ // (float) 
0087: 291@ = 298@ // (float) 
0063: 291@ -= 299@ // (float) 
0087: 292@ = 300@ // (float) 
0063: 292@ -= 301@ // (float) 
0604: get_Z_angle_for_point 291@ 292@ store_to 294@ 
05D4: AS_actor 96@(225@,5i) rotate_angle 294@ 
191@(225@,5i) = 2 
return 

:CRASH1_18089
00A0: store_actor $PLAYER_ACTOR position_to 291@ 292@ 293@ 
0087: 298@ = 291@ // (float) 
0087: 300@ = 292@ // (float) 
00A0: store_actor 96@(225@,5i) position_to 291@ 292@ 293@ 
0087: 299@ = 291@ // (float) 
0087: 301@ = 292@ // (float) 
0509: 304@ = distance_between_XY 298@ 300@ and_XY 299@ 301@ 
if 
  35.0 > 304@ 
else_jump @CRASH1_18200 
gosub @CRASH1_17687 
return 

:CRASH1_18200
if 
  309@ == 1 
else_jump @CRASH1_18225 
gosub @CRASH1_17917 

:CRASH1_18225
return 

:CRASH1_18227
gosub @CRASH1_18398 
0792: disembark_instantly_actor 96@(225@,5i) 
060B: set_actor 96@(225@,5i) decision_maker_to 189@ 
05BA: AS_actor 96@(225@,5i) move_mouth -2 ms 
191@(225@,5i) = 6 
return 

:CRASH1_18279
if 
  338@ == 1 
else_jump @CRASH1_18352 
062E: get_actor 96@(225@,5i) task 1466 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_18350 
0792: disembark_instantly_actor 96@(225@,5i) 
05BA: AS_actor 96@(225@,5i) move_mouth -2 ms 

:CRASH1_18350
return 

:CRASH1_18352
0792: disembark_instantly_actor 96@(225@,5i) 
060B: set_actor 96@(225@,5i) decision_maker_to 190@ 
05E2: AS_actor 96@(225@,5i) kill_actor $PLAYER_ACTOR 
191@(225@,5i) = 4 
return 

:CRASH1_18398
00A0: store_actor 96@(225@,5i) position_to 270@(225@,5f) 275@(225@,5f) 280@(225@,5f) 
0871: init_jump_table 219@ total_jumps 7 default_jump 1 @CRASH1_18708 jumps 0 @CRASH1_18491 1 @CRASH1_18522 2 @CRASH1_18553 3 @CRASH1_18584 4 @CRASH1_18615 5 @CRASH1_18646 6 @CRASH1_18677 

:CRASH1_18491
00A1: put_actor 96@(225@,5i) at 2319.314 -1202.897 26.9609 
jump @CRASH1_18710 

:CRASH1_18522
00A1: put_actor 96@(225@,5i) at 2315.977 -1204.658 26.9609 
jump @CRASH1_18710 

:CRASH1_18553
00A1: put_actor 96@(225@,5i) at 2318.991 -1207.222 26.9615 
jump @CRASH1_18710 

:CRASH1_18584
00A1: put_actor 96@(225@,5i) at 2315.745 -1210.296 26.9609 
jump @CRASH1_18710 

:CRASH1_18615
00A1: put_actor 96@(225@,5i) at 2318.09 -1212.916 26.9609 
jump @CRASH1_18710 

:CRASH1_18646
00A1: put_actor 96@(225@,5i) at 2314.109 -1215.641 26.9609 
jump @CRASH1_18710 

:CRASH1_18677
00A1: put_actor 96@(225@,5i) at 2316.042 -1219.501 26.9609 
jump @CRASH1_18710 

:CRASH1_18708
return 

:CRASH1_18710
219@ += 1 
return 

:CRASH1_18719
222@ = 0 

:CRASH1_18726
if 
8118:   not actor 96@(222@,5i) dead 
else_jump @CRASH1_18776 
00A1: put_actor 96@(222@,5i) at 270@(222@,5f) 275@(222@,5f) 280@(222@,5f) 

:CRASH1_18776
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_18726 
return 

:CRASH1_18799
291@ = 2346.047 
292@ = -1189.661 
293@ = 27.9709 
223@ = 0 
0107: 118@(223@,5i) = create_object #CR_AMMOBOX at 291@ 292@ 293@ 
0750: set_object 118@(223@,5i) visibility 0 
0382: set_object 118@(223@,5i) collision_detection 0 
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i) 
0165: set_marker 132@(223@,5i) color_to 0 
071F: set_object 118@(223@,5i) health_to 1 
291@ = 2336.045 
292@ = -1189.661 
293@ = 27.9709 
223@ += 1 
0107: 118@(223@,5i) = create_object #CR_AMMOBOX at 291@ 292@ 293@ 
0750: set_object 118@(223@,5i) visibility 0 
0382: set_object 118@(223@,5i) collision_detection 0 
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i) 
0165: set_marker 132@(223@,5i) color_to 0 
071F: set_object 118@(223@,5i) health_to 1 
291@ = 2326.409 
292@ = -1189.661 
293@ = 27.9709 
223@ += 1 
0107: 118@(223@,5i) = create_object #CR_AMMOBOX at 291@ 292@ 293@ 
0750: set_object 118@(223@,5i) visibility 0 
0382: set_object 118@(223@,5i) collision_detection 0 
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i) 
0165: set_marker 132@(223@,5i) color_to 0 
071F: set_object 118@(223@,5i) health_to 1 
291@ = 2345.898 
292@ = -1170.044 
293@ = 27.9709 
223@ += 1 
0107: 118@(223@,5i) = create_object #CR_AMMOBOX at 291@ 292@ 293@ 
0750: set_object 118@(223@,5i) visibility 0 
0382: set_object 118@(223@,5i) collision_detection 0 
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i) 
0165: set_marker 132@(223@,5i) color_to 0 
071F: set_object 118@(223@,5i) health_to 1 
291@ = 2326.407 
292@ = -1170.044 
293@ = 27.9709 
223@ += 1 
0107: 118@(223@,5i) = create_object #CR_AMMOBOX at 291@ 292@ 293@ 
0750: set_object 118@(223@,5i) visibility 0 
0382: set_object 118@(223@,5i) collision_detection 0 
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i) 
0165: set_marker 132@(223@,5i) color_to 0 
071F: set_object 118@(223@,5i) health_to 1 
return 

:CRASH1_19391
223@ = 0 
231@(223@,5f) = 2345.979 
231@(223@,5f) -= 2.1 
236@(223@,5f) = 2345.979 
236@(223@,5f) += 2.1 
241@(223@,5f) = -1188.8 
241@(223@,5f) -= 0.8 
246@(223@,5f) = -1188.8 
246@(223@,5f) += 0.8 
251@(223@,5f) = 28.8649 
251@(223@,5f) -= 1.2 
256@(223@,5f) = 28.8649 
256@(223@,5f) += 1.2 
311@(223@,5i) = 0 
316@(223@,5i) = 0 
223@ += 1 
231@(223@,5f) = 2336.188 
231@(223@,5f) -= 2.1 
236@(223@,5f) = 2336.188 
236@(223@,5f) += 2.1 
241@(223@,5f) = -1188.8 
241@(223@,5f) -= 0.8 
246@(223@,5f) = -1188.8 
246@(223@,5f) += 0.8 
251@(223@,5f) = 28.8649 
251@(223@,5f) -= 1.2 
256@(223@,5f) = 28.8649 
256@(223@,5f) += 1.2 
311@(223@,5i) = 0 
316@(223@,5i) = 0 
223@ += 1 
231@(223@,5f) = 2326.255 
231@(223@,5f) -= 2.1 
236@(223@,5f) = 2326.255 
236@(223@,5f) += 2.1 
241@(223@,5f) = -1188.8 
241@(223@,5f) -= 0.8 
246@(223@,5f) = -1188.8 
246@(223@,5f) += 0.8 
251@(223@,5f) = 28.8649 
251@(223@,5f) -= 1.2 
256@(223@,5f) = 28.8649 
256@(223@,5f) += 1.2 
311@(223@,5i) = 0 
316@(223@,5i) = 0 
223@ += 1 
231@(223@,5f) = 2346.116 
231@(223@,5f) -= 2.1 
236@(223@,5f) = 2346.116 
236@(223@,5f) += 2.1 
241@(223@,5f) = -1171.0 
241@(223@,5f) -= 0.8 
246@(223@,5f) = -1171.0 
246@(223@,5f) += 0.8 
251@(223@,5f) = 28.8649 
251@(223@,5f) -= 1.2 
256@(223@,5f) = 28.8649 
256@(223@,5f) += 1.2 
311@(223@,5i) = 0 
316@(223@,5i) = 0 
223@ += 1 
231@(223@,5f) = 2326.255 
231@(223@,5f) -= 2.1 
236@(223@,5f) = 2326.255 
236@(223@,5f) += 2.1 
241@(223@,5f) = -1171.0 
241@(223@,5f) -= 0.8 
246@(223@,5f) = -1171.0 
246@(223@,5f) += 0.8 
251@(223@,5f) = 28.8649 
251@(223@,5f) -= 1.2 
256@(223@,5f) = 28.8649 
256@(223@,5f) += 1.2 
311@(223@,5i) = 0 
316@(223@,5i) = 0 
return 

:CRASH1_20378
if 
  311@(226@,5i) == 1 
else_jump @CRASH1_20402 
return 

:CRASH1_20402
if 
02EE:   projectile_in_cube_cornerA 231@(226@,5f) 241@(226@,5f) 251@(226@,5f) cornerB 236@(226@,5f) 246@(226@,5f) 256@(226@,5f) 
else_jump @CRASH1_20540 
if 
8366:   not object 110@(226@,8i) damaged 
else_jump @CRASH1_20488 
0723: break_object 110@(226@,8i) intensity 1 

:CRASH1_20488
311@(226@,5i) = 1 
310@ = 1 
0108: destroy_object 118@(226@,5i) 
0164: disable_marker 132@(226@,5i) 
0085: 214@ = 53@ // (int) 
214@ += 500 

:CRASH1_20540
return 

:CRASH1_20542
0209: 223@ = random_int_in_ranges 0 5 
0871: init_jump_table 223@ total_jumps 5 default_jump 0 @CRASH1_20729 jumps 0 @CRASH1_20614 1 @CRASH1_20637 2 @CRASH1_20660 3 @CRASH1_20683 4 @CRASH1_20706 -1 @CRASH1_20729 -1 @CRASH1_20729 

:CRASH1_20614
00BC: show_text_highpriority GXT 'CRA1_30' time 4000 flag 1  // ~s~Up in flames! Torch the next.
jump @CRASH1_20729 

:CRASH1_20637
00BC: show_text_highpriority GXT 'CRA1_31' time 4000 flag 1  // ~s~Fire in the hole! Keep going.
jump @CRASH1_20729 

:CRASH1_20660
00BC: show_text_highpriority GXT 'CRA1_32' time 4000 flag 1  // ~s~Good shot! A few more like that should do it.
jump @CRASH1_20729 

:CRASH1_20683
00BC: show_text_highpriority GXT 'CRA1_33' time 4000 flag 1  // ~s~That'll burn nicely. Torch another.
jump @CRASH1_20729 

:CRASH1_20706
00BC: show_text_highpriority GXT 'CRA1_34' time 4000 flag 1  // ~s~Burn, baby, burn. Now hit the next room.
jump @CRASH1_20729 

:CRASH1_20729
return 

:CRASH1_20731
041A: 227@ = actor $PLAYER_ACTOR weapon 18 ammo 
if and
  227@ == 0 
  5 > 218@ 
else_jump @CRASH1_21082 
if 
  354@ == 0 
else_jump @CRASH1_20809 
0085: 217@ = 53@ // (int) 
217@ += 3000 
354@ = 1 
return 

:CRASH1_20809
if 
801D:   not  53@ > 217@ // (int) 
else_jump @CRASH1_20830 
return 

:CRASH1_20830
217@ = 0 
354@ = 0 
291@ = 2337.602 
292@ = -1169.369 
293@ = 28.2207 
223@ = 0 
032B: 142@(223@,2i) = create_weapon_pickup 344 type 3 ammo 25 at 291@ 292@ 293@ 
03DC: 138@(223@,2i) = create_marker_above_pickup 142@(223@,2i) 
291@ = 2334.129 
292@ = -1200.438 
293@ = 28.1609 
223@ += 1 
032B: 142@(223@,2i) = create_weapon_pickup 344 type 3 ammo 25 at 291@ 292@ 293@ 
03DC: 138@(223@,2i) = create_marker_above_pickup 142@(223@,2i) 
222@ = 0 

:CRASH1_21007
if 
  311@(222@,5i) == 0 
else_jump @CRASH1_21038 
0164: disable_marker 132@(222@,5i) 

:CRASH1_21038
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_21007 
00BC: show_text_highpriority GXT 'CRA1_03' time 5000 flag 1  // ~s~There are some more ~g~molotovs~s~ nearby.
322@ = 1 

:CRASH1_21082
return 

:CRASH1_21084
if or
0214:   pickup 142@ picked_up 
0214:   pickup 143@ picked_up 
else_jump @CRASH1_21235 
222@ = 0 

:CRASH1_21112
0215: destroy_pickup 142@(222@,2i) 
0164: disable_marker 138@(222@,2i) 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_21112 
222@ = 0 

:CRASH1_21158
if 
  311@(222@,5i) == 0 
else_jump @CRASH1_21207 
0188: 132@(222@,5i) = create_marker_above_object 118@(222@,5i) 
0165: set_marker 132@(222@,5i) color_to 0 

:CRASH1_21207
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_21158 
322@ = 0 

:CRASH1_21235
return 

:CRASH1_21237
0871: init_jump_table 196@ total_jumps 7 default_jump 0 @CRASH1_21398 jumps -1 @CRASH1_21300 0 @CRASH1_21314 1 @CRASH1_21328 2 @CRASH1_21342 3 @CRASH1_21356 4 @CRASH1_21370 5 @CRASH1_21384 

:CRASH1_21300
gosub @CRASH1_21400 
jump @CRASH1_21398 

:CRASH1_21314
gosub @CRASH1_21678 
jump @CRASH1_21398 

:CRASH1_21328
gosub @CRASH1_21772 
jump @CRASH1_21398 

:CRASH1_21342
gosub @CRASH1_21835 
jump @CRASH1_21398 

:CRASH1_21356
gosub @CRASH1_21943 
jump @CRASH1_21398 

:CRASH1_21370
gosub @CRASH1_22076 
jump @CRASH1_21398 

:CRASH1_21384
gosub @CRASH1_22416 
jump @CRASH1_21398 

:CRASH1_21398
return 

:CRASH1_21400
if 
   not 218@ == 2 
else_jump @CRASH1_21420 
return 

:CRASH1_21420
291@ = 2370.792 
292@ = -1250.899 
293@ = 22.8451 
294@ = 358.0048 
0395: clear_area 0 at 291@ 292@ 293@ radius 10.0 
00A5: 108@ = create_car 412 at 291@ 292@ 293@ 
0175: set_car 108@ Z_angle_to 294@ 
00AD: set_car 108@ max_speed_to 100.0 
00AE: set_car 108@ traffic_behaviour_to 2 
223@ = 0 
0129: 101@(223@,2i) = create_actor_pedtype 14 model 109 in_car 108@ driverseat 
01B2: give_actor 101@(223@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 101@(223@,2i) target_priority 1 
223@ += 1 
01C8: 101@(223@,2i) = create_actor_pedtype 14 model 108 in_car 108@ passenger_seat 0 
01B2: give_actor 101@(223@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 101@(223@,2i) target_priority 1 
261@ = 2370.792 
262@ = -1185.662 
263@ = 26.4297 
00A7: car 108@ drive_to 261@ 262@ 263@ 
196@ = 0 
366@ = 1 
return 

:CRASH1_21678
if 
0119:   car 108@ wrecked 
else_jump @CRASH1_21703 
196@ = 2 
return 

:CRASH1_21703
if 
01AD:   car 108@ sphere 0 near_point 261@ 262@ radius 6.0 6.0 
else_jump @CRASH1_21770 
0477: set_car 108@ action 7 time 500 
0085: 208@ = 53@ // (int) 
208@ += 350 
196@ = 1 

:CRASH1_21770
return 

:CRASH1_21772
if 
0119:   car 108@ wrecked 
else_jump @CRASH1_21797 
196@ = 2 
return 

:CRASH1_21797
if 
001D:   53@ > 208@ // (int) 
else_jump @CRASH1_21833 
0477: set_car 108@ action 4 time 5000 
196@ = 2 

:CRASH1_21833
return 

:CRASH1_21835
if or
0119:   car 108@ wrecked 
01C1:   car 108@ stopped 
else_jump @CRASH1_21941 
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_21895 
05CD: AS_actor 101@(225@,2i) exit_car 108@ 

:CRASH1_21895
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_21934 
05CD: AS_actor 101@(225@,2i) exit_car 108@ 

:CRASH1_21934
196@ = 3 

:CRASH1_21941
return 

:CRASH1_21943
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22005 
062E: get_actor 101@(225@,2i) task 1485 status_store_to 48@ // ret 7 if not found 
if 
84A4:   not  48@ == 7 // == constant 
else_jump @CRASH1_22005 
return 

:CRASH1_22005
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22067 
062E: get_actor 101@(225@,2i) task 1485 status_store_to 48@ // ret 7 if not found 
if 
84A4:   not  48@ == 7 // == constant 
else_jump @CRASH1_22067 
return 

:CRASH1_22067
196@ = 4 
return 

:CRASH1_22076
if 
  338@ == 1 
else_jump @CRASH1_22228 
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22153 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 189@ 
05BA: AS_actor 101@(225@,2i) move_mouth -2 ms 

:CRASH1_22153
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22212 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 189@ 
05BA: AS_actor 101@(225@,2i) move_mouth -2 ms 

:CRASH1_22212
gosub @CRASH1_22725 
196@ = 5 
return 

:CRASH1_22228
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22321 
062E: get_actor 101@(225@,2i) task 1506 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_22321 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 190@ 
05E2: AS_actor 101@(225@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22321
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22414 
062E: get_actor 101@(225@,2i) task 1506 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_22414 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 190@ 
05E2: AS_actor 101@(225@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22414
return 

:CRASH1_22416
if 
  338@ == 1 
else_jump @CRASH1_22596 
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22514 
062E: get_actor 101@(225@,2i) task 1466 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_22514 
0792: disembark_instantly_actor 101@(225@,2i) 
05BA: AS_actor 101@(225@,2i) move_mouth -2 ms 

:CRASH1_22514
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22594 
062E: get_actor 101@(225@,2i) task 1466 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_22594 
0792: disembark_instantly_actor 101@(225@,2i) 
05BA: AS_actor 101@(225@,2i) move_mouth -2 ms 

:CRASH1_22594
return 

:CRASH1_22596
225@ = 0 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22656 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 190@ 
05E2: AS_actor 101@(225@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22656
225@ += 1 
if 
8118:   not actor 101@(225@,2i) dead 
else_jump @CRASH1_22716 
0792: disembark_instantly_actor 101@(225@,2i) 
060B: set_actor 101@(225@,2i) decision_maker_to 190@ 
05E2: AS_actor 101@(225@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_22716
196@ = 4 
return 

:CRASH1_22725
222@ = 0 

:CRASH1_22732
if 
8118:   not actor 101@(222@,2i) dead 
else_jump @CRASH1_23071 
00A0: store_actor 101@(222@,2i) position_to 285@(222@,2f) 287@(222@,2f) 289@(222@,2f) 
0871: init_jump_table 219@ total_jumps 7 default_jump 1 @CRASH1_23062 jumps 0 @CRASH1_22845 1 @CRASH1_22876 2 @CRASH1_22907 3 @CRASH1_22938 4 @CRASH1_22969 5 @CRASH1_23000 6 @CRASH1_23031 

:CRASH1_22845
00A1: put_actor 101@(222@,2i) at 2319.314 -1202.897 26.9609 
jump @CRASH1_23064 

:CRASH1_22876
00A1: put_actor 101@(222@,2i) at 2315.977 -1204.658 26.9609 
jump @CRASH1_23064 

:CRASH1_22907
00A1: put_actor 101@(222@,2i) at 2318.991 -1207.222 26.9615 
jump @CRASH1_23064 

:CRASH1_22938
00A1: put_actor 101@(222@,2i) at 2315.745 -1210.296 26.9609 
jump @CRASH1_23064 

:CRASH1_22969
00A1: put_actor 101@(222@,2i) at 2318.09 -1212.916 26.9609 
jump @CRASH1_23064 

:CRASH1_23000
00A1: put_actor 101@(222@,2i) at 2314.109 -1215.641 26.9609 
jump @CRASH1_23064 

:CRASH1_23031
00A1: put_actor 101@(222@,2i) at 2316.042 -1219.501 26.9609 
jump @CRASH1_23064 

:CRASH1_23062
return 

:CRASH1_23064
219@ += 1 

:CRASH1_23071
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_22732 
return 

:CRASH1_23094
222@ = 0 

:CRASH1_23101
if 
8118:   not actor 101@(222@,2i) dead 
else_jump @CRASH1_23151 
00A1: put_actor 101@(222@,2i) at 285@(222@,2f) 287@(222@,2f) 289@(222@,2f) 

:CRASH1_23151
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_23101 
return 

:CRASH1_23174
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2335.339 -1159.13 30.4689 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2336.154 -1159.707 30.42 switchstyle 2 
fade 1 1000 
0085: 209@ = 53@ // (int) 
209@ += 1500 
return 

:CRASH1_23272
if 
  200@ == 5 
else_jump @CRASH1_23292 
031A: remove_all_fires 

:CRASH1_23292
if or
  200@ == 5 
  200@ == 3 
else_jump @CRASH1_23453 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 151@ = create_fire_at 2346.355 -1172.734 27.2957 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 152@ = create_fire_at 2345.484 -1171.842 27.2957 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 153@ = create_fire_at 2348.171 -1173.493 27.2957 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 154@ = create_fire_at 2348.387 -1172.34 27.2957 propagation 1 size 223@ 

:CRASH1_23453
if or
  200@ == 5 
  200@ == 0 
else_jump @CRASH1_23614 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 155@ = create_fire_at 2347.983 -1187.069 27.2891 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2347.792 -1186.253 27.2891 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 157@ = create_fire_at 2346.15 -1186.639 27.2891 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 158@ = create_fire_at 2345.988 -1188.301 27.2891 propagation 1 size 223@ 

:CRASH1_23614
if or
  200@ == 5 
  200@ == 1 
else_jump @CRASH1_23775 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 159@ = create_fire_at 2334.972 -1187.806 27.082 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 160@ = create_fire_at 2334.182 -1188.269 27.008 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 161@ = create_fire_at 2335.786 -1188.25 27.7429 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 162@ = create_fire_at 2335.467 -1187.143 27.5372 propagation 0 size 223@ 

:CRASH1_23775
if or
  200@ == 5 
  200@ == 2 
else_jump @CRASH1_23970 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 163@ = create_fire_at 2323.431 -1185.613 27.2891 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 164@ = create_fire_at 2324.549 -1186.614 27.2891 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 165@ = create_fire_at 2325.371 -1184.383 27.2891 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 166@ = create_fire_at 2324.762 -1187.462 27.2891 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 167@ = create_fire_at 2324.716 -1188.478 30.58 propagation 1 size 223@ 

:CRASH1_23970
if or
  200@ == 5 
  200@ == 4 
else_jump @CRASH1_24131 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 168@ = create_fire_at 2322.239 -1172.971 27.1409 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 169@ = create_fire_at 2322.22 -1174.752 27.2031 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 170@ = create_fire_at 2323.696 -1174.429 27.2131 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 2 4 
02CF: 171@ = create_fire_at 2325.159 -1172.793 27.1539 propagation 1 size 223@ 

:CRASH1_24131
return 

:CRASH1_24133
if 
  200@ == 0 
else_jump @CRASH1_24153 
031A: remove_all_fires 

:CRASH1_24153
if 
  200@ == 1 
else_jump @CRASH1_24208 
222@ = 0 

:CRASH1_24178
02D1: remove_fire 151@(222@,21i) 
222@ += 1 
  222@ >= 8 
else_jump @CRASH1_24178 

:CRASH1_24208
0209: 223@ = random_int_in_ranges 1 3 
02CF: 151@ = create_fire_at 2345.646 -1178.38 1027.153 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 152@ = create_fire_at 2344.558 -1178.334 1027.125 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2345.027 -1177.208 1027.165 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 154@ = create_fire_at 2347.865 -1173.929 1027.224 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 155@ = create_fire_at 2349.136 -1187.914 1027.259 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2348.798 -1186.306 1027.281 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 157@ = create_fire_at 2347.625 -1187.324 1027.268 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 158@ = create_fire_at 2347.587 -1184.596 1027.134 propagation 1 size 223@ 
if 
  200@ == 0 
else_jump @CRASH1_24940 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 159@ = create_fire_at 2334.972 -1187.806 1027.182 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 160@ = create_fire_at 2334.182 -1188.269 1027.108 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 161@ = create_fire_at 2335.786 -1188.25 1027.743 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 162@ = create_fire_at 2335.467 -1187.143 1027.537 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 163@ = create_fire_at 2321.82 -1179.514 1027.767 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 164@ = create_fire_at 2321.454 -1181.044 1027.224 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 165@ = create_fire_at 2322.789 -1181.093 1027.172 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 166@ = create_fire_at 2321.852 -1183.062 1027.112 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 167@ = create_fire_at 2322.611 -1184.014 1027.133 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 168@ = create_fire_at 2322.239 -1172.971 1027.141 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 169@ = create_fire_at 2322.22 -1174.752 1027.203 propagation 0 size 223@ 
0209: 223@ = random_int_in_ranges 1 4 
02CF: 170@ = create_fire_at 2323.696 -1174.429 1027.213 propagation 1 size 223@ 
0209: 223@ = random_int_in_ranges 1 3 
02CF: 171@ = create_fire_at 2325.159 -1172.793 1027.154 propagation 1 size 223@ 

:CRASH1_24940
return 

:CRASH1_24942
0871: init_jump_table 201@ total_jumps 7 default_jump 0 @CRASH1_25526 jumps 0 @CRASH1_25005 1 @CRASH1_25036 2 @CRASH1_25067 3 @CRASH1_25079 4 @CRASH1_25158 5 @CRASH1_25194 6 @CRASH1_25291 

:CRASH1_25005
02CF: 172@ = create_fire_at 2345.464 -1174.033 31.1 propagation 0 size 3 
jump @CRASH1_25526 

:CRASH1_25036
02CF: 173@ = create_fire_at 2352.1 -1171.25 26.97 propagation 0 size 2 
jump @CRASH1_25526 

:CRASH1_25067
02D1: remove_fire 173@ 
jump @CRASH1_25526 

:CRASH1_25079
02CF: 173@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 3 
02CF: 174@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 3 
02CF: 175@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 3 
jump @CRASH1_25526 

:CRASH1_25158
02D1: remove_fire 172@ 
02CF: 172@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 3 
jump @CRASH1_25526 

:CRASH1_25194
222@ = 0 

:CRASH1_25201
327@(222@,4i) = 1 
if 
0973:   fire 172@(222@,4i) exists 
else_jump @CRASH1_25263 
if 
02D0:   fire 172@(222@,4i) extinguished 
else_jump @CRASH1_25263 
327@(222@,4i) = 0 

:CRASH1_25263
222@ += 1 
  222@ >= 4 
else_jump @CRASH1_25201 
jump @CRASH1_25526 

:CRASH1_25291
223@ = 3 
if 
  327@ == 0 
else_jump @CRASH1_25323 
223@ = 1 

:CRASH1_25323
02CF: 172@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 223@ 
223@ = 3 
if 
  328@ == 0 
else_jump @CRASH1_25380 
223@ = 1 

:CRASH1_25380
02CF: 173@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 223@ 
223@ = 3 
if 
  329@ == 0 
else_jump @CRASH1_25437 
223@ = 1 

:CRASH1_25437
02CF: 174@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 223@ 
223@ = 3 
if 
  330@ == 0 
else_jump @CRASH1_25494 
223@ = 1 

:CRASH1_25494
02CF: 175@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 223@ 
jump @CRASH1_25526 

:CRASH1_25526
return 

:CRASH1_25528
0871: init_jump_table 206@ total_jumps 7 default_jump 0 @CRASH1_26190 jumps 0 @CRASH1_25591 1 @CRASH1_25672 2 @CRASH1_25689 3 @CRASH1_26039 4 @CRASH1_26083 5 @CRASH1_26128 6 @CRASH1_26140 

:CRASH1_25591
064B: 186@ = create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 type 1 
064C: make_particle 186@ visible 
064B: 188@ = create_particle "TEARGAS" at 2351.813 -1181.29 1029.783 type 1 
064C: make_particle 188@ visible 
jump @CRASH1_26190 

:CRASH1_25672
0650: destroy_particle 186@ 
0650: destroy_particle 188@ 
jump @CRASH1_26190 

:CRASH1_25689
0669: 177@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 178@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 179@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 180@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 181@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 182@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 183@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 184@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 185@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
222@ = 0 

:CRASH1_26002
064C: make_particle 177@(222@,9i) visible 
222@ += 1 
  222@ >= 9 
else_jump @CRASH1_26002 
jump @CRASH1_26190 

:CRASH1_26039
222@ = 0 

:CRASH1_26046
0650: destroy_particle 177@(222@,9i) 
222@ += 1 
  222@ >= 9 
else_jump @CRASH1_26046 
jump @CRASH1_26190 

:CRASH1_26083
064B: 187@ = create_particle "TEARGASAD" at 2345.007 -1171.812 33.996 type 1 
064C: make_particle 187@ visible 
jump @CRASH1_26190 

:CRASH1_26128
0650: destroy_particle 187@ 
jump @CRASH1_26190 

:CRASH1_26140
0650: destroy_particle 186@ 
064B: 186@ = create_particle "TEARGASAD" at 2351.718 -1175.129 26.7609 type 1 
064C: make_particle 186@ visible 
jump @CRASH1_26190 

:CRASH1_26190
return 

:CRASH1_26192
264@ = 2322.639 
265@ = -1176.537 
266@ = 1027.757 
032B: 144@ = create_weapon_pickup 366 type 3 ammo 30000 at 264@ 265@ 266@ 
326@ = 1 
return 

:CRASH1_26253
029B: 124@ = init_object #CR1_DOOR at 2342.708 -1177.826 1031.002 
029B: 125@ = init_object #CR1_DOOR at 2338.402 -1177.832 1030.985 
029B: 126@ = init_object #CR1_DOOR at 2333.665 -1173.932 1030.977 
029B: 127@ = init_object #CR1_DOOR at 2335.968 -1179.435 1030.969 
0177: set_object 127@ Z_angle_to 89.3975 
222@ = 0 

:CRASH1_26358
0566: link_object 124@(222@,4i) to_interior 5 
222@ += 1 
  222@ >= 4 
else_jump @CRASH1_26358 
222@ = 0 

:CRASH1_26397
07F7: set_object 124@(222@,4i) destructible 0 
222@ += 1 
  222@ >= 4 
else_jump @CRASH1_26397 
return 

:CRASH1_26431
291@ = 2352.325 
292@ = -1179.79 
293@ = 26.9766 
294@ = 2.8064 
009A: 103@ = create_actor_pedtype 14 model 110 at 291@ 292@ 293@ 
0860: link_actor 103@ to_interior 5 
0173: set_actor 103@ Z_angle_to 294@ 
060B: set_actor 103@ decision_maker_to 189@ 
367@ = 1 
return 

:CRASH1_26521
291@ = 2345.907 
292@ = -1171.659 
293@ = 30.9688 
294@ = 359.0737 
009A: 104@ = create_actor_pedtype 5 model 195 at 291@ 292@ 293@ 
0860: link_actor 104@ to_interior 5 
0173: set_actor 104@ Z_angle_to 294@ 
0223: set_actor 104@ health_to 100 
0568: set_actor 104@ untargetable 1 
02AB: set_actor 104@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
077A: set_actor 104@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
04D7: set_actor 104@ locked 1 
0812: AS_actor 104@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
220@ = 0 
0209: 223@ = random_int_in_ranges 500 2000 
0085: 210@ = 53@ // (int) 
005A: 210@ += 223@ // (int) 
094E: set_actor 104@ mute_pain_audio 0 
368@ = 1 
return 

:CRASH1_26734
09CA: set_object 123@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 123@ destructible 1 
0392: make_object 123@ moveable 1 
0381: throw_object 123@ velocity_in_direction 0.0 15.0 0.0 
0723: break_object 123@ intensity 1 
064B: 176@ = create_particle "EXPLOSION_DOOR" at 2351.918 -1171.014 28.1817 type 1 
064F: remove_references_to_particle 176@ 
03D1: play_wav 3 
206@ = 0 
gosub @CRASH1_25528 
201@ = 1 
gosub @CRASH1_24942 
343@ = 1 
if 
0118:   actor 103@ dead 
else_jump @CRASH1_26890 
return 

:CRASH1_26890
0615: define_AS_pack_begin 229@ 
05D3: AS_actor -1 goto_point 2352.181 -1164.893 26.4392 mode 6 time -2 ms // versionA 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 229@ 
0618: assign_actor 103@ to_AS_pack 229@ 
061B: remove_references_to_AS_pack 229@ 
02AB: set_actor 103@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02D1: remove_fire 147@ 
0326: 147@ = create_actor 103@ fire 
0223: set_actor 103@ health_to 55 
0085: 209@ = 53@ // (int) 
209@ += 4000 
return 

:CRASH1_26993
015F: set_camera_position 2343.56 -1168.507 32.4408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.391 -1169.01 32.6753 switchstyle 2 
0085: 209@ = 53@ // (int) 
209@ += 200 
return 

:CRASH1_27062
07FB: set_interior 'GANG' access 1  // Vagos Gang House
00A0: store_actor $PLAYER_ACTOR position_to 291@ 292@ 293@ 
03CB: set_rendering_origin_at 291@ 292@ 293@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
select_interior 0 
return 

:CRASH1_27132
if or
0118:   actor 104@ dead 
  220@ == 99 
else_jump @CRASH1_27157 
return 

:CRASH1_27157
if 
001D:   210@ > 53@ // (int) 
else_jump @CRASH1_27178 
return 

:CRASH1_27178
if 
  220@ == 0 
else_jump @CRASH1_27255 
if 
  359@ == 1 
else_jump @CRASH1_27239 
0085: 210@ = 53@ // (int) 
210@ += 120000 
jump @CRASH1_27248 

:CRASH1_27239
0209: 220@ = random_int_in_ranges 1 5 

:CRASH1_27248
jump @CRASH1_27613 

:CRASH1_27255
304@ = 1.0 
0871: init_jump_table 220@ total_jumps 4 default_jump 0 @CRASH1_27556 jumps 1 @CRASH1_27328 2 @CRASH1_27385 3 @CRASH1_27442 4 @CRASH1_27499 -1 @CRASH1_27556 -1 @CRASH1_27556 -1 @CRASH1_27556 

:CRASH1_27328
if 
0611:   actor 104@ performing_animation "BD_PANIC_01" 
else_jump @CRASH1_27378 
0613: 304@ = actor 104@ animation "BD_PANIC_01" time 

:CRASH1_27378
jump @CRASH1_27556 

:CRASH1_27385
if 
0611:   actor 104@ performing_animation "BD_PANIC_02" 
else_jump @CRASH1_27435 
0613: 304@ = actor 104@ animation "BD_PANIC_02" time 

:CRASH1_27435
jump @CRASH1_27556 

:CRASH1_27442
if 
0611:   actor 104@ performing_animation "BD_PANIC_03" 
else_jump @CRASH1_27492 
0613: 304@ = actor 104@ animation "BD_PANIC_03" time 

:CRASH1_27492
jump @CRASH1_27556 

:CRASH1_27499
if 
0611:   actor 104@ performing_animation "BD_PANIC_04" 
else_jump @CRASH1_27549 
0613: 304@ = actor 104@ animation "BD_PANIC_04" time 

:CRASH1_27549
jump @CRASH1_27556 

:CRASH1_27556
if 
   not 304@ == 1.0 
else_jump @CRASH1_27579 
return 

:CRASH1_27579
220@ = 0 
0209: 223@ = random_int_in_ranges 500 2000 
0085: 210@ = 53@ // (int) 
005A: 210@ += 223@ // (int) 

:CRASH1_27613
0871: init_jump_table 220@ total_jumps 5 default_jump 0 @CRASH1_27954 jumps 0 @CRASH1_27676 1 @CRASH1_27758 2 @CRASH1_27807 3 @CRASH1_27856 4 @CRASH1_27905 -1 @CRASH1_27954 -1 @CRASH1_27954 

:CRASH1_27676
if 
8611:   not actor 104@ performing_animation "BD_PANIC_LOOP" 
else_jump @CRASH1_27751 
0812: AS_actor 104@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:CRASH1_27751
jump @CRASH1_27954 

:CRASH1_27758
0812: AS_actor 104@ perform_animation "BD_PANIC_01" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27954 

:CRASH1_27807
0812: AS_actor 104@ perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27954 

:CRASH1_27856
0812: AS_actor 104@ perform_animation "BD_PANIC_03" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27954 

:CRASH1_27905
0812: AS_actor 104@ perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CRASH1_27954 

:CRASH1_27954
if 
  350@ == 0 
else_jump @CRASH1_27974 
return 

:CRASH1_27974
if and
   not 58@ == 1 
   not 58@ == 2 
   not 58@ == 0 
else_jump @CRASH1_28008 
return 

:CRASH1_28008
if 
  220@ == 0 
else_jump @CRASH1_28201 
if or
08B7:   test 63@ bit 1 
08B7:   test 63@ bit 2 
else_jump @CRASH1_28065 
08C3: clear 63@ bit 1 
08C3: clear 63@ bit 2 

:CRASH1_28065
if 
  58@ == 0 
else_jump @CRASH1_28199 
0209: 223@ = random_int_in_ranges 0 3 
0871: init_jump_table 223@ total_jumps 2 default_jump 1 @CRASH1_28197 jumps 0 @CRASH1_28155 1 @CRASH1_28176 -1 @CRASH1_28199 -1 @CRASH1_28199 -1 @CRASH1_28199 -1 @CRASH1_28199 -1 @CRASH1_28199 

:CRASH1_28155
59@ = 1 
gosub @CRASH1_33034 
jump @CRASH1_28199 

:CRASH1_28176
59@ = 2 
gosub @CRASH1_33034 
jump @CRASH1_28199 

:CRASH1_28197
return 

:CRASH1_28199
return 

:CRASH1_28201
if and
  220@ >= 1 
  4 >= 220@ 
else_jump @CRASH1_28313 
if and
  57@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2327.242 -1175.052 24.6005 cornerB 2361.952 -1149.091 28.2697 
else_jump @CRASH1_28313 
if 
  58@ == 2 
else_jump @CRASH1_28306 
65@ = 0 

:CRASH1_28306
gosub @CRASH1_33196 

:CRASH1_28313
return 

:CRASH1_28315
00BC: show_text_highpriority GXT 'CRA1_07' time 5000 flag 1  // The girl is upstairs. You don't have much time before she burns.
$8061 = 100 
0085: 211@ = 53@ // (int) 
211@ += 3000 
03C4: set_status_text $8061 type 1 GXT 'CRA1_70' // global_variable  // Girl
346@ = 1 
0223: set_actor 104@ health_to 100 
0A6F: checkpoint_save 1 
return 

:CRASH1_28390
if 
0118:   actor 104@ dead 
else_jump @CRASH1_28408 
return 

:CRASH1_28408
0226: 223@ = actor 104@ health 
if 
001D:   53@ > 211@ // (int) 
else_jump @CRASH1_28538 
223@ -= 1 
00A0: store_actor 104@ position_to 291@ 292@ 293@ 
06C3: get_number_of_fires_within_sphere_at 291@ 292@ 293@ radius 1.2 store_to 224@ 
if and
  224@ > 0 
  323@ == 1 
else_jump @CRASH1_28522 
0085: 211@ = 53@ // (int) 
211@ += 100 
jump @CRASH1_28538 

:CRASH1_28522
0085: 211@ = 53@ // (int) 
211@ += 3000 

:CRASH1_28538
if 
  0 > 223@ 
else_jump @CRASH1_28563 
223@ = 0 

:CRASH1_28563
if 
  223@ == 0 
else_jump @CRASH1_28678 
0792: disembark_instantly_actor 104@ 
02D1: remove_fire 148@ 
0326: 148@ = create_actor 104@ fire 
0223: set_actor 104@ health_to 20 
05BE: AS_actor 104@ die 
04D7: set_actor 104@ locked 0 
220@ = 99 
0151: remove_status_text $8061 
00BC: show_text_highpriority GXT 'CRA1_50' time 5000 flag 1  // ~r~The girl is toast!
349@ = 1 
294@ = 180.0 
0173: set_actor 104@ Z_angle_to 294@ 
jump @CRASH1_28686 

:CRASH1_28678
0223: set_actor 104@ health_to 223@ 

:CRASH1_28686
008A: $8061 = 223@ // (int) 
return 

:CRASH1_28696
291@ = 2342.742 
292@ = -1184.731 
293@ = 1026.977 
294@ = 274.3023 
009A: 105@ = create_actor_pedtype 14 model 110 at 291@ 292@ 293@ 
08AD: link_actor 105@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 105@ to_interior 5 
0173: set_actor 105@ Z_angle_to 294@ 
060B: set_actor 105@ decision_maker_to 189@ 
0223: set_actor 105@ health_to 20 
08AF: set_actor 105@ max_health_to 100 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 105@ weapon_accuracy_to 5 
0326: 149@ = create_actor 105@ fire 
0762: AS_actor 105@ dies 
197@ = 0 
291@ = 2322.563 
292@ = -1185.218 
293@ = 1026.977 
294@ = 292.9689 
009A: 106@ = create_actor_pedtype 14 model 108 at 291@ 292@ 293@ 
08AD: link_actor 106@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 106@ to_interior 5 
0173: set_actor 106@ Z_angle_to 294@ 
060B: set_actor 106@ decision_maker_to 189@ 
0223: set_actor 106@ health_to 20 
08AF: set_actor 106@ max_health_to 100 
077A: set_actor 106@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 106@ weapon_accuracy_to 5 
0326: 150@ = create_actor 106@ fire 
0762: AS_actor 106@ dies 
198@ = 0 
369@ = 1 
return 

:CRASH1_29007
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2344.535 -1181.745 1030.961 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.8736 
015F: set_camera_position 2344.624 -1185.354 1033.783 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.695 -1184.373 1033.602 switchstyle 2 
201@ = 4 
gosub @CRASH1_24942 
200@ = 1 
gosub @CRASH1_24133 
return 

:CRASH1_29129
222@ = 0 

:CRASH1_29136
034F: destroy_actor_with_fade 96@(222@,5i) 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_29136 
222@ = 0 

:CRASH1_29173
034F: destroy_actor_with_fade 101@(222@,2i) 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_29173 
return 

:CRASH1_29205
0871: init_jump_table 199@ total_jumps 5 default_jump 0 @CRASH1_29730 jumps -1 @CRASH1_29268 0 @CRASH1_29323 1 @CRASH1_29455 2 @CRASH1_29539 3 @CRASH1_29565 -1 @CRASH1_29730 -1 @CRASH1_29730 

:CRASH1_29268
09DD: unknown_player_group 1 
0631: put_actor 104@ in_group $PLAYER_GROUP 
087F: set_actor 104@ never_leave_group 1 
07CB: set_actor 104@ supporting_fire 0 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
199@ = 0 
jump @CRASH1_29730 

:CRASH1_29323
337@ = 0 
if 
  323@ == 1 
else_jump @CRASH1_29448 
gosub @CRASH1_29732 
if 
  337@ == 1 
else_jump @CRASH1_29406 
351@ = 1 
0792: disembark_instantly_actor 104@ 
05BA: AS_actor 104@ move_mouth -2 ms 
199@ = 1 
jump @CRASH1_29448 

:CRASH1_29406
062E: get_actor 104@ task 2128 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @CRASH1_29448 
0792: disembark_instantly_actor 104@ 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 

:CRASH1_29448
jump @CRASH1_29730 

:CRASH1_29455
337@ = 0 
if 
  323@ == 1 
else_jump @CRASH1_29532 
gosub @CRASH1_29732 
if 
  337@ == 0 
else_jump @CRASH1_29532 
0792: disembark_instantly_actor 104@ 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 
351@ = 0 
199@ = 0 

:CRASH1_29532
jump @CRASH1_29730 

:CRASH1_29539
0792: disembark_instantly_actor 104@ 
05BA: AS_actor 104@ move_mouth -2 ms 
199@ = 3 
jump @CRASH1_29730 

:CRASH1_29565
if 
0104:   actor $PLAYER_ACTOR near_actor 104@ radius 6.0 6.0 1.0 sphere 0 
else_jump @CRASH1_29723 
337@ = 0 
if 
  323@ == 1 
else_jump @CRASH1_29723 
gosub @CRASH1_29732 
if 
  337@ == 0 
else_jump @CRASH1_29673 
0850: AS_actor 104@ follow_actor $PLAYER_ACTOR 
199@ = 0 
jump @CRASH1_29723 

:CRASH1_29673
0615: define_AS_pack_begin 229@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 229@ 
0618: assign_actor 104@ to_AS_pack 229@ 
061B: remove_references_to_AS_pack 229@ 
351@ = 1 
199@ = 1 

:CRASH1_29723
jump @CRASH1_29730 

:CRASH1_29730
return 

:CRASH1_29732
0871: init_jump_table 205@ total_jumps 5 default_jump 0 @CRASH1_31098 jumps 0 @CRASH1_29795 1 @CRASH1_30025 2 @CRASH1_30255 3 @CRASH1_30485 4 @CRASH1_30715 -1 @CRASH1_31098 -1 @CRASH1_31098 

:CRASH1_29795
298@ = 2345.5 
298@ -= 2.0 
300@ = -1177.122 
300@ -= 2.0 
302@ = 1030.969 
302@ -= 0.5 
299@ = 2345.5 
299@ += 2.0 
301@ = -1177.122 
301@ += 2.0 
303@ = 1030.969 
303@ += 1.5 
if 
00A4:   actor 104@ sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_30018 
if 
0973:   fire 172@ exists 
else_jump @CRASH1_30011 
if 
02D0:   fire 172@ extinguished 
else_jump @CRASH1_29997 
205@ += 1 
jump @CRASH1_30004 

:CRASH1_29997
337@ = 1 

:CRASH1_30004
jump @CRASH1_30018 

:CRASH1_30011
205@ += 1 

:CRASH1_30018
jump @CRASH1_31098 

:CRASH1_30025
298@ = 2342.795 
298@ -= 2.0 
300@ = -1184.971 
300@ -= 2.0 
302@ = 1030.969 
302@ -= 0.5 
299@ = 2342.795 
299@ += 2.0 
301@ = -1184.971 
301@ += 2.0 
303@ = 1030.969 
303@ += 1.5 
if 
00A4:   actor 104@ sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_30248 
if 
0973:   fire 173@ exists 
else_jump @CRASH1_30241 
if 
02D0:   fire 173@ extinguished 
else_jump @CRASH1_30227 
205@ += 1 
jump @CRASH1_30234 

:CRASH1_30227
337@ = 1 

:CRASH1_30234
jump @CRASH1_30248 

:CRASH1_30241
205@ += 1 

:CRASH1_30248
jump @CRASH1_31098 

:CRASH1_30255
298@ = 2334.445 
298@ -= 2.0 
300@ = -1181.463 
300@ -= 2.0 
302@ = 1030.969 
302@ -= 0.5 
299@ = 2334.445 
299@ += 2.0 
301@ = -1181.463 
301@ += 2.0 
303@ = 1030.969 
303@ += 1.5 
if 
00A4:   actor 104@ sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_30478 
if 
0973:   fire 174@ exists 
else_jump @CRASH1_30471 
if 
02D0:   fire 174@ extinguished 
else_jump @CRASH1_30457 
205@ += 1 
jump @CRASH1_30464 

:CRASH1_30457
337@ = 1 

:CRASH1_30464
jump @CRASH1_30478 

:CRASH1_30471
205@ += 1 

:CRASH1_30478
jump @CRASH1_31098 

:CRASH1_30485
298@ = 2325.854 
298@ -= 2.5 
300@ = -1182.636 
300@ -= 2.5 
302@ = 1026.984 
302@ -= 0.5 
299@ = 2325.854 
299@ += 2.5 
301@ = -1182.636 
301@ += 2.5 
303@ = 1026.984 
303@ += 1.5 
if 
00A4:   actor 104@ sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_30708 
if 
0973:   fire 175@ exists 
else_jump @CRASH1_30701 
if 
02D0:   fire 175@ extinguished 
else_jump @CRASH1_30687 
205@ += 1 
jump @CRASH1_30694 

:CRASH1_30687
337@ = 1 

:CRASH1_30694
jump @CRASH1_30708 

:CRASH1_30701
205@ += 1 

:CRASH1_30708
jump @CRASH1_31098 

:CRASH1_30715
298@ = 2342.961 
298@ -= 2.0 
300@ = -1176.906 
300@ -= 2.0 
302@ = 1026.977 
302@ -= 0.5 
299@ = 2342.961 
299@ += 2.0 
301@ = -1176.906 
301@ += 2.0 
303@ = 1026.977 
303@ += 1.5 
if 
00A4:   actor 104@ sphere 0 in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@ 
else_jump @CRASH1_31091 
298@ = 2344.99 
300@ = -1178.398 
302@ = 1026.977 
222@ = 0 

:CRASH1_30908
if 
0973:   fire 151@(222@,21i) exists 
else_jump @CRASH1_31019 
if 
82D0:   not fire 151@(222@,21i) extinguished 
else_jump @CRASH1_31019 
06F5: create_coordinate 299@ 301@ 303@ from_fire 151@(222@,21i) 
050A: 304@ = distance_between_XYZ 298@ 300@ 302@ and_XYZ 299@ 301@ 303@ 
if 
  3.0 >= 304@ 
else_jump @CRASH1_31019 
337@ = 1 
return 

:CRASH1_31019
222@ += 1 
  222@ >= 21 
else_jump @CRASH1_30908 
06C3: get_number_of_fires_within_sphere_at 298@ 300@ 302@ radius 3.0 store_to 223@ 
if 
   not 223@ == 0 
else_jump @CRASH1_31084 
337@ = 1 

:CRASH1_31084
205@ += 1 

:CRASH1_31091
jump @CRASH1_31098 

:CRASH1_31098
return 

:CRASH1_31100
223@ = 0 
0871: init_jump_table 202@(223@,3i) total_jumps 6 default_jump 0 @CRASH1_31541 jumps 0 @CRASH1_31174 1 @CRASH1_31181 2 @CRASH1_31286 3 @CRASH1_31390 4 @CRASH1_31451 5 @CRASH1_31534 -1 @CRASH1_31541 

:CRASH1_31174
jump @CRASH1_31541 

:CRASH1_31181
0108: destroy_object 128@(223@,3i) 
0249: release_model #BREAK_WALL_1A 
291@ = 2338.0 
292@ = -1180.0 
293@ = 1030.5 
294@ = 90.0 
029B: 128@(223@,3i) = init_object #BD_FIRE1_O at 291@ 292@ 293@ 
0177: set_object 128@(223@,3i) Z_angle_to 294@ 
202@(223@,3i) = 2 
jump @CRASH1_31541 

:CRASH1_31286
if 
03CA:   object 128@(223@,3i) exists 
else_jump @CRASH1_31383 
if 
075A: set_object 128@(223@,3i) animation "BD_FIRE1" IFP_file "BD_FIRE" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @CRASH1_31372 
202@(223@,3i) = 3 
jump @CRASH1_31383 

:CRASH1_31372
202@(223@,3i) = 4 

:CRASH1_31383
jump @CRASH1_31541 

:CRASH1_31390
0839: get_object 128@(223@,3i) animation "BD_FIRE1" progress_to 304@ 
if 
  304@ == 1.0 
else_jump @CRASH1_31444 
202@(223@,3i) = 4 

:CRASH1_31444
jump @CRASH1_31541 

:CRASH1_31451
0108: destroy_object 128@(223@,3i) 
0249: release_model #BD_FIRE1_O 
291@ = 2338.126 
292@ = -1181.917 
293@ = 1033.188 
029B: 128@(223@,3i) = init_object #BREAK_WALL_1B at 291@ 292@ 293@ 
202@(223@,3i) = 5 
jump @CRASH1_31541 

:CRASH1_31534
jump @CRASH1_31541 

:CRASH1_31541
return 

:CRASH1_31543
223@ = 1 
0871: init_jump_table 202@(223@,3i) total_jumps 5 default_jump 0 @CRASH1_31728 jumps 0 @CRASH1_31617 1 @CRASH1_31624 2 @CRASH1_31631 3 @CRASH1_31638 4 @CRASH1_31721 -1 @CRASH1_31728 -1 @CRASH1_31728 

:CRASH1_31617
jump @CRASH1_31728 

:CRASH1_31624
jump @CRASH1_31728 

:CRASH1_31631
jump @CRASH1_31728 

:CRASH1_31638
0108: destroy_object 128@(223@,3i) 
0249: release_model #BREAK_WALL_2A 
291@ = 2330.402 
292@ = -1179.15 
293@ = 1030.55 
029B: 128@(223@,3i) = init_object #BREAK_WALL_2B at 291@ 292@ 293@ 
202@(223@,3i) = 4 
jump @CRASH1_31728 

:CRASH1_31721
jump @CRASH1_31728 

:CRASH1_31728
return 

:CRASH1_31730
223@ = 2 
0871: init_jump_table 202@(223@,3i) total_jumps 5 default_jump 0 @CRASH1_31915 jumps 0 @CRASH1_31804 1 @CRASH1_31811 2 @CRASH1_31818 3 @CRASH1_31825 4 @CRASH1_31908 -1 @CRASH1_31915 -1 @CRASH1_31915 

:CRASH1_31804
jump @CRASH1_31915 

:CRASH1_31811
jump @CRASH1_31915 

:CRASH1_31818
jump @CRASH1_31915 

:CRASH1_31825
0108: destroy_object 128@(223@,3i) 
0249: release_model #BREAK_WALL_3A 
291@ = 2340.293 
292@ = -1182.294 
293@ = 1026.957 
029B: 128@(223@,3i) = init_object #BREAK_WALL_3B at 291@ 292@ 293@ 
202@(223@,3i) = 4 
jump @CRASH1_31915 

:CRASH1_31908
jump @CRASH1_31915 

:CRASH1_31915
return 

:CRASH1_31917
return 

:CRASH1_31919
222@ = 0 

:CRASH1_31926
if 
  352@(222@,2i) == 0 
else_jump @CRASH1_31963 
0085: 221@ = 222@ // (int) 
gosub @CRASH1_31986 

:CRASH1_31963
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_31926 
return 

:CRASH1_31986
if 
  352@(221@,2i) == 1 
else_jump @CRASH1_32010 
return 

:CRASH1_32010
0871: init_jump_table 221@ total_jumps 2 default_jump 1 @CRASH1_32167 jumps 0 @CRASH1_32073 1 @CRASH1_32120 -1 @CRASH1_32196 -1 @CRASH1_32196 -1 @CRASH1_32196 -1 @CRASH1_32196 -1 @CRASH1_32196 

:CRASH1_32073
02E1: 145@(221@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 
352@(221@,2i) = 1 
jump @CRASH1_32196 

:CRASH1_32120
02E1: 145@(221@,2i) = create_cash_pickup 500 at 2348.184 -1173.164 1031.977 permanence_flag 1 
352@(221@,2i) = 1 
jump @CRASH1_32196 

:CRASH1_32167
0663: printint "ILLEGAL_CASH_PICKUP_ID" 221@ 

:CRASH1_32196
return 

:CRASH1_32198
0871: init_jump_table 57@ total_jumps 5 default_jump 1 @CRASH1_32282 jumps 0 @CRASH1_32261 1 @CRASH1_32261 2 @CRASH1_32268 3 @CRASH1_32261 4 @CRASH1_32261 -1 @CRASH1_32318 -1 @CRASH1_32318 

:CRASH1_32261
jump @CRASH1_32318 

:CRASH1_32268
gosub @CRASH1_32458 
jump @CRASH1_32318 

:CRASH1_32282
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:CRASH1_32318
return 

:CRASH1_32320
if 
003B:   62@ == 61@ // (int) 
else_jump @CRASH1_32341 
return 

:CRASH1_32341
223@ = 1 
66@(223@,3i) = 1 
03CF: load_wav 69@(62@,9i) as 223@ 
62@ += 1 
if 
003B:   62@ == 61@ // (int) 
else_jump @CRASH1_32399 
return 

:CRASH1_32399
223@ += 1 
if 
  223@ > 2 
else_jump @CRASH1_32426 
return 

:CRASH1_32426
66@(223@,3i) = 1 
03CF: load_wav 69@(62@,9i) as 223@ 
62@ += 1 
return 

:CRASH1_32458
gosub @CRASH1_33727 
if 
  57@ == 3 
else_jump @CRASH1_32492 
gosub @CRASH1_32726 
return 

:CRASH1_32492
0871: init_jump_table 66@(56@,3i) total_jumps 4 default_jump 1 @CRASH1_32693 jumps 0 @CRASH1_32559 1 @CRASH1_32568 2 @CRASH1_32604 3 @CRASH1_32661 -1 @CRASH1_32724 -1 @CRASH1_32724 -1 @CRASH1_32724 

:CRASH1_32559
return 
jump @CRASH1_32724 

:CRASH1_32568
if 
83D0:   not wav 56@ loaded 
else_jump @CRASH1_32586 
return 

:CRASH1_32586
66@(56@,3i) = 2 
jump @CRASH1_32724 

:CRASH1_32604
03D1: play_wav 56@ 
if 
  65@ == 1 
else_jump @CRASH1_32641 
00BC: show_text_highpriority GXT 78@(60@,9s) time 10000 flag 1 

:CRASH1_32641
66@(56@,3i) = 3 
return 
jump @CRASH1_32724 

:CRASH1_32661
if 
83D2:   not wav 56@ ended 
else_jump @CRASH1_32679 
return 

:CRASH1_32679
gosub @CRASH1_32779 
jump @CRASH1_32724 

:CRASH1_32693
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:CRASH1_32724
return 

:CRASH1_32726
223@ = 1 

:CRASH1_32733
if 
  2 >= 223@ 
else_jump @CRASH1_32770 
040D: unload_wav 223@ 
223@ += 1 
jump @CRASH1_32733 

:CRASH1_32770
gosub @CRASH1_32908 
return 

:CRASH1_32779
66@(56@,3i) = 0 
60@ += 1 
if 
003B:   60@ == 61@ // (int) 
else_jump @CRASH1_32825 
gosub @CRASH1_32908 
return 

:CRASH1_32825
if 
001D:   61@ > 62@ // (int) 
else_jump @CRASH1_32874 
66@(56@,3i) = 1 
03CF: load_wav 69@(62@,9i) as 56@ 
62@ += 1 

:CRASH1_32874
56@ += 1 
if 
  56@ > 2 
else_jump @CRASH1_32906 
56@ = 1 

:CRASH1_32906
return 

:CRASH1_32908
08BF: set 63@ bit 58@ 
58@ = 0 
57@ = 0 
59@ = 0 
56@ = 1 
60@ = 0 
61@ = 0 
62@ = 0 
223@ = 1 

:CRASH1_32972
if 
  2 > 223@ 
else_jump @CRASH1_33015 
66@(223@,3i) = 0 
223@ += 1 
jump @CRASH1_32972 

:CRASH1_33015
03EB: clear_small_messages_only 
0085: 64@ = 53@ // (int) 
64@ += 120 
return 

:CRASH1_33034
if 
   not 57@ == 0 
else_jump @CRASH1_33059 
gosub @CRASH1_33225 

:CRASH1_33059
if 
001D:   64@ > 53@ // (int) 
else_jump @CRASH1_33080 
return 

:CRASH1_33080
64@ = 0 
0085: 58@ = 59@ // (int) 
59@ = 0 
56@ = 1 
60@ = 0 
61@ = 0 
62@ = 0 
65@ = 1 
223@ = 1 

:CRASH1_33144
if 
  2 > 223@ 
else_jump @CRASH1_33187 
66@(223@,3i) = 0 
223@ += 1 
jump @CRASH1_33144 

:CRASH1_33187
gosub @CRASH1_33254 
return 

:CRASH1_33196
if 
   not 57@ == 1 
else_jump @CRASH1_33216 
return 

:CRASH1_33216
57@ = 2 
return 

:CRASH1_33225
if 
  57@ == 0 
else_jump @CRASH1_33245 
return 

:CRASH1_33245
gosub @CRASH1_32726 
return 

:CRASH1_33254
0871: init_jump_table 58@ total_jumps 17 default_jump 1 @CRASH1_33685 jumps 1 @CRASH1_33447 2 @CRASH1_33461 3 @CRASH1_33475 5 @CRASH1_33489 6 @CRASH1_33503 7 @CRASH1_33517 8 @CRASH1_33531 
0872: jump_table_jumps 9 @CRASH1_33545 10 @CRASH1_33559 11 @CRASH1_33573 12 @CRASH1_33587 13 @CRASH1_33601 14 @CRASH1_33615 15 @CRASH1_33629 16 @CRASH1_33643 17 @CRASH1_33657 
0872: jump_table_jumps 18 @CRASH1_33671 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 -1 @CRASH1_33711 

:CRASH1_33447
gosub @CRASH1_34169 
jump @CRASH1_33711 

:CRASH1_33461
gosub @CRASH1_34576 
jump @CRASH1_33711 

:CRASH1_33475
gosub @CRASH1_34802 
jump @CRASH1_33711 

:CRASH1_33489
gosub @CRASH1_34941 
jump @CRASH1_33711 

:CRASH1_33503
gosub @CRASH1_35081 
jump @CRASH1_33711 

:CRASH1_33517
gosub @CRASH1_35112 
jump @CRASH1_33711 

:CRASH1_33531
gosub @CRASH1_35143 
jump @CRASH1_33711 

:CRASH1_33545
gosub @CRASH1_35283 
jump @CRASH1_33711 

:CRASH1_33559
gosub @CRASH1_35314 
jump @CRASH1_33711 

:CRASH1_33573
gosub @CRASH1_35454 
jump @CRASH1_33711 

:CRASH1_33587
gosub @CRASH1_35919 
jump @CRASH1_33711 

:CRASH1_33601
gosub @CRASH1_35950 
jump @CRASH1_33711 

:CRASH1_33615
gosub @CRASH1_36127 
jump @CRASH1_33711 

:CRASH1_33629
gosub @CRASH1_36526 
jump @CRASH1_33711 

:CRASH1_33643
gosub @CRASH1_36557 
jump @CRASH1_33711 

:CRASH1_33657
gosub @CRASH1_36697 
jump @CRASH1_33711 

:CRASH1_33671
gosub @CRASH1_36728 
jump @CRASH1_33711 

:CRASH1_33685
0662: printstring "UNKNOWN_CONVERSATION" 
return 

:CRASH1_33711
gosub @CRASH1_32320 
57@ = 1 
return 

:CRASH1_33727
0871: init_jump_table 58@ total_jumps 15 default_jump 0 @CRASH1_33887 jumps 3 @CRASH1_33855 5 @CRASH1_33855 6 @CRASH1_33855 7 @CRASH1_33855 8 @CRASH1_33855 9 @CRASH1_33855 10 @CRASH1_33855 
0872: jump_table_jumps 11 @CRASH1_33855 12 @CRASH1_33855 13 @CRASH1_33855 14 @CRASH1_33855 15 @CRASH1_33855 16 @CRASH1_33855 17 @CRASH1_33855 18 @CRASH1_33855 -1 @CRASH1_33887 

:CRASH1_33855
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @CRASH1_33880 
57@ = 3 
return 

:CRASH1_33880
jump @CRASH1_33887 

:CRASH1_33887
0871: init_jump_table 58@ total_jumps 16 default_jump 0 @CRASH1_34047 jumps 1 @CRASH1_34015 2 @CRASH1_34015 5 @CRASH1_34015 6 @CRASH1_34015 7 @CRASH1_34015 8 @CRASH1_34015 9 @CRASH1_34015 
0872: jump_table_jumps 10 @CRASH1_34015 11 @CRASH1_34015 12 @CRASH1_34015 13 @CRASH1_34015 14 @CRASH1_34015 15 @CRASH1_34015 16 @CRASH1_34015 17 @CRASH1_34015 18 @CRASH1_34015 

:CRASH1_34015
if 
0118:   actor 104@ dead 
else_jump @CRASH1_34040 
57@ = 3 
return 

:CRASH1_34040
jump @CRASH1_34047 

:CRASH1_34047
0871: init_jump_table 58@ total_jumps 1 default_jump 0 @CRASH1_34167 jumps 14 @CRASH1_34110 -1 @CRASH1_34167 -1 @CRASH1_34167 -1 @CRASH1_34167 -1 @CRASH1_34167 -1 @CRASH1_34167 -1 @CRASH1_34167 

:CRASH1_34110
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CRASH1_34135 
57@ = 3 
return 

:CRASH1_34135
if 
80DF:   not actor 104@ driving 
else_jump @CRASH1_34160 
57@ = 3 
return 

:CRASH1_34160
jump @CRASH1_34167 

:CRASH1_34167
return 

:CRASH1_34169
0209: 223@ = random_int_in_ranges 0 9 
0871: init_jump_table 223@ total_jumps 9 default_jump 0 @CRASH1_34567 jumps 0 @CRASH1_34306 1 @CRASH1_34335 2 @CRASH1_34364 3 @CRASH1_34393 4 @CRASH1_34422 5 @CRASH1_34451 6 @CRASH1_34480 
0872: jump_table_jumps 7 @CRASH1_34509 8 @CRASH1_34538 -1 @CRASH1_34567 -1 @CRASH1_34567 -1 @CRASH1_34567 -1 @CRASH1_34567 -1 @CRASH1_34567 -1 @CRASH1_34567 -1 @CRASH1_34567 

:CRASH1_34306
04AF: 69@ = 10600 // = constant 
05AA: 78@s = 'CRA1_AA' // @s = 'short'  // Oh my God, help!
jump @CRASH1_34567 

:CRASH1_34335
04AF: 69@ = 10601 // = constant 
05AA: 78@s = 'CRA1_AB' // @s = 'short'  // Somebody help me, help!
jump @CRASH1_34567 

:CRASH1_34364
04AF: 69@ = 10602 // = constant 
05AA: 78@s = 'CRA1_AC' // @s = 'short'  // The smoke, it's choking me!
jump @CRASH1_34567 

:CRASH1_34393
04AF: 69@ = 10603 // = constant 
05AA: 78@s = 'CRA1_AD' // @s = 'short'  // Please, somebody, anybody, help!
jump @CRASH1_34567 

:CRASH1_34422
04AF: 69@ = 10604 // = constant 
05AA: 78@s = 'CRA1_AE' // @s = 'short'  // Hey! Can anybody hear me?
jump @CRASH1_34567 

:CRASH1_34451
04AF: 69@ = 10605 // = constant 
05AA: 78@s = 'CRA1_AF' // @s = 'short'  // Please, God, somebody, HELP!
jump @CRASH1_34567 

:CRASH1_34480
04AF: 69@ = 10606 // = constant 
05AA: 78@s = 'CRA1_AG' // @s = 'short'  // FIRE! Help, FIRE!
jump @CRASH1_34567 

:CRASH1_34509
04AF: 69@ = 10607 // = constant 
05AA: 78@s = 'CRA1_AH' // @s = 'short'  // CALL 911!
jump @CRASH1_34567 

:CRASH1_34538
04AF: 69@ = 10609 // = constant 
05AA: 78@s = 'CRA1_AJ' // @s = 'short'  // Oh God, the flames! THE FLAMES!
jump @CRASH1_34567 

:CRASH1_34567
61@ = 1 
return 

:CRASH1_34576
0209: 223@ = random_int_in_ranges 0 5 
0871: init_jump_table 223@ total_jumps 5 default_jump 0 @CRASH1_34793 jumps 0 @CRASH1_34648 1 @CRASH1_34677 2 @CRASH1_34706 3 @CRASH1_34735 4 @CRASH1_34764 -1 @CRASH1_34793 -1 @CRASH1_34793 

:CRASH1_34648
04AF: 69@ = 10610 // = constant 
05AA: 78@s = 'CRA1_BA' // @s = 'short'  // (SCREAM)
jump @CRASH1_34793 

:CRASH1_34677
04AF: 69@ = 10611 // = constant 
05AA: 78@s = 'CRA1_BB' // @s = 'short'  // (SCREAM)
jump @CRASH1_34793 

:CRASH1_34706
04AF: 69@ = 10612 // = constant 
05AA: 78@s = 'CRA1_BC' // @s = 'short'  // (SCREAM)
jump @CRASH1_34793 

:CRASH1_34735
04AF: 69@ = 10613 // = constant 
05AA: 78@s = 'CRA1_BD' // @s = 'short'  // (SCREAM)
jump @CRASH1_34793 

:CRASH1_34764
04AF: 69@ = 10614 // = constant 
05AA: 78@s = 'CRA1_BE' // @s = 'short'  // (SCREAM)
jump @CRASH1_34793 

:CRASH1_34793
61@ = 1 
return 

:CRASH1_34802
0209: 223@ = random_int_in_ranges 0 2 
0871: init_jump_table 223@ total_jumps 2 default_jump 0 @CRASH1_34932 jumps 0 @CRASH1_34874 1 @CRASH1_34903 -1 @CRASH1_34932 -1 @CRASH1_34932 -1 @CRASH1_34932 -1 @CRASH1_34932 -1 @CRASH1_34932 

:CRASH1_34874
04AF: 69@ = 10620 // = constant 
05AA: 78@s = 'CRA1_CA' // @s = 'short'  // Hold tight, girl, I'm coming!
jump @CRASH1_34932 

:CRASH1_34903
04AF: 69@ = 10621 // = constant 
05AA: 78@s = 'CRA1_CB' // @s = 'short'  // Stay at the window, I'm coming up!
jump @CRASH1_34932 

:CRASH1_34932
61@ = 1 
return 

:CRASH1_34941
223@ = 0 
04AF: 69@(223@,9i) = 10626 // = constant 
05AA: 78@(223@,9s) = 'CRA1_EA' // @s = 'short'  // You there, you OK?
223@ += 1 
04AF: 69@(223@,9i) = 10627 // = constant 
05AA: 78@(223@,9s) = 'CRA1_EB' // @s = 'short'  // Yeah, but those flames, they're too hot! I'm scared!
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_35071 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35071
0085: 61@ = 223@ // (int) 
return 

:CRASH1_35081
04AF: 69@ = 10628 // = constant 
05AA: 78@s = 'CRA1_EC' // @s = 'short'  // Hold on, there's probably a fire extinguisher in the kitchen!
61@ = 1 
return 

:CRASH1_35112
04AF: 69@ = 10629 // = constant 
05AA: 78@s = 'CRA1_ED' // @s = 'short'  // I'll be right back!
61@ = 1 
return 

:CRASH1_35143
223@ = 0 
04AF: 69@(223@,9i) = 10630 // = constant 
05AA: 78@(223@,9s) = 'CRA1_FA' // @s = 'short'  // Stand back!
223@ += 1 
04AF: 69@(223@,9i) = 10631 // = constant 
05AA: 78@(223@,9s) = 'CRA1_FB' // @s = 'short'  // Put it out! Put it out!
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_35273 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35273
0085: 61@ = 223@ // (int) 
return 

:CRASH1_35283
04AF: 69@ = 10632 // = constant 
05AA: 78@s = 'CRA1_GA' // @s = 'short'  // Oh God, I'm so scared!
61@ = 1 
return 

:CRASH1_35314
223@ = 0 
04AF: 69@(223@,9i) = 10633 // = constant 
05AA: 78@(223@,9s) = 'CRA1_GB' // @s = 'short'  // OHMYGOD, what was that?
223@ += 1 
04AF: 69@(223@,9i) = 10634 // = constant 
05AA: 78@(223@,9s) = 'CRA1_GC' // @s = 'short'  // Hey, the building's starting to collapse, we gotta get out of here, fast!
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_35444 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_35444
0085: 61@ = 223@ // (int) 
return 

:CRASH1_35454
0209: 223@ = random_int_in_ranges 0 11 
0871: init_jump_table 223@ total_jumps 11 default_jump 0 @CRASH1_35910 jumps 0 @CRASH1_35591 1 @CRASH1_35620 2 @CRASH1_35649 3 @CRASH1_35678 4 @CRASH1_35707 5 @CRASH1_35736 6 @CRASH1_35765 
0872: jump_table_jumps 7 @CRASH1_35794 8 @CRASH1_35823 9 @CRASH1_35852 10 @CRASH1_35881 -1 @CRASH1_35910 -1 @CRASH1_35910 -1 @CRASH1_35910 -1 @CRASH1_35910 -1 @CRASH1_35910 

:CRASH1_35591
04AF: 69@ = 10635 // = constant 
05AA: 78@s = 'CRA1_HA' // @s = 'short'  // Hurry up, put it out, put it out!
jump @CRASH1_35910 

:CRASH1_35620
04AF: 69@ = 10636 // = constant 
05AA: 78@s = 'CRA1_HB' // @s = 'short'  // Oh my God, we'll never escape!
jump @CRASH1_35910 

:CRASH1_35649
04AF: 69@ = 10637 // = constant 
05AA: 78@s = 'CRA1_HC' // @s = 'short'  // Quickly, QUICKLY!
jump @CRASH1_35910 

:CRASH1_35678
04AF: 69@ = 10638 // = constant 
05AA: 78@s = 'CRA1_HD' // @s = 'short'  // Put out that fire, quickly, quickly!
jump @CRASH1_35910 

:CRASH1_35707
04AF: 69@ = 10639 // = constant 
05AA: 78@s = 'CRA1_HE' // @s = 'short'  // Stand back, I've got it!
jump @CRASH1_35910 

:CRASH1_35736
04AF: 69@ = 10640 // = constant 
05AA: 78@s = 'CRA1_HF' // @s = 'short'  // Gimme a second girl, don't panic!
jump @CRASH1_35910 

:CRASH1_35765
04AF: 69@ = 10641 // = constant 
05AA: 78@s = 'CRA1_HG' // @s = 'short'  // Quit panicking, I'm on it! I'm on it!
jump @CRASH1_35910 

:CRASH1_35794
04AF: 69@ = 10642 // = constant 
05AA: 78@s = 'CRA1_HH' // @s = 'short'  // Hold on, we're nearly there!
jump @CRASH1_35910 

:CRASH1_35823
04AF: 69@ = 10643 // = constant 
05AA: 78@s = 'CRA1_HJ' // @s = 'short'  // Shit! Shit! The house is collapsing!
jump @CRASH1_35910 

:CRASH1_35852
04AF: 69@ = 10644 // = constant 
05AA: 78@s = 'CRA1_HK' // @s = 'short'  // Oh my God, the house is going to go!
jump @CRASH1_35910 

:CRASH1_35881
04AF: 69@ = 10645 // = constant 
05AA: 78@s = 'CRA1_HL' // @s = 'short'  // I can feel the floor giving way!
jump @CRASH1_35910 

:CRASH1_35910
61@ = 1 
return 

:CRASH1_35919
04AF: 69@ = 10646 // = constant 
05AA: 78@s = 'CRA1_JA' // @s = 'short'  // Hey, man, I owe you my life...
61@ = 1 
return 

:CRASH1_35950
223@ = 0 
04AF: 69@(223@,9i) = 10647 // = constant 
05AA: 78@(223@,9s) = 'CRA1_JB' // @s = 'short'  // I was nearly dead there, for sure!
223@ += 1 
04AF: 69@(223@,9i) = 10648 // = constant 
05AA: 78@(223@,9s) = 'CRA1_JC' // @s = 'short'  // Hey, you look pretty shook up. girl, you want me to take you home?
223@ += 1 
04AF: 69@(223@,9i) = 10649 // = constant 
05AA: 78@(223@,9s) = 'CRA1_JD' // @s = 'short'  // Yeah, please, thanks.
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_36117 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36117
0085: 61@ = 223@ // (int) 
return 

:CRASH1_36127
223@ = 0 
04AF: 69@(223@,9i) = 10650 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KA' // @s = 'short'  // Where you live?
223@ += 1 
04AF: 69@(223@,9i) = 10651 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KB' // @s = 'short'  // Just off Grove Street.
223@ += 1 
04AF: 69@(223@,9i) = 10652 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KC' // @s = 'short'  // No shit! What you doing in Vagos 'hood?
223@ += 1 
04AF: 69@(223@,9i) = 10653 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KD' // @s = 'short'  // I like to live dangerously.
223@ += 1 
04AF: 69@(223@,9i) = 10654 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KE' // @s = 'short'  // You're CJ, right?
223@ += 1 
04AF: 69@(223@,9i) = 10655 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KF' // @s = 'short'  // Yeah, how you know me?
223@ += 1 
04AF: 69@(223@,9i) = 10656 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KG' // @s = 'short'  // Everybody in the Grove knows you and your brother,
223@ += 1 
04AF: 69@(223@,9i) = 10657 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KH' // @s = 'short'  // but I thought you'd run away.
223@ += 1 
04AF: 69@(223@,9i) = 10658 // = constant 
05AA: 78@(223@,9s) = 'CRA1_KJ' // @s = 'short'  // I never 'ran away' OK, I just needed to...get away from shit.
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_36516 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36516
0085: 61@ = 223@ // (int) 
return 

:CRASH1_36526
04AF: 69@ = 10659 // = constant 
05AA: 78@s = 'CRA1_LA' // @s = 'short'  // This is my place, here!
61@ = 1 
return 

:CRASH1_36557
223@ = 0 
04AF: 69@(223@,9i) = 10660 // = constant 
05AA: 78@(223@,9s) = 'CRA1_MA' // @s = 'short'  // Hey, what's your name?
223@ += 1 
04AF: 69@(223@,9i) = 10661 // = constant 
05AA: 78@(223@,9s) = 'CRA1_MB' // @s = 'short'  // Denise. Denise Robinson. Give me a call sometime, we should go out, or something.
223@ += 1 
if 
  223@ > 9 
else_jump @CRASH1_36687 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_36687
0085: 61@ = 223@ // (int) 
return 

:CRASH1_36697
04AF: 69@ = 10662 // = constant 
05AA: 78@s = 'CRA1_MC' // @s = 'short'  // Yeah, I'd like that.
61@ = 1 
return 

:CRASH1_36728
04AF: 69@ = 10663 // = constant 
05AA: 78@s = 'CRA1_MD' // @s = 'short'  // OK, I'll catch you later, CJ.
61@ = 1 
return 

:CRASH1_36759
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @CRASH1_36808 
54@ += 1 
if 
  54@ > 2 
else_jump @CRASH1_36806 
54@ = 0 

:CRASH1_36806
086A: NOP 

:CRASH1_36808
0226: 223@ = actor $PLAYER_ACTOR health 
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_36840 
0226: 224@ = actor 104@ health 

:CRASH1_36840
if 
  54@ == 1 
else_jump @CRASH1_37053 
008A: $8062 = 42@ // (int) 
008A: $8063 = 43@ // (int) 
008A: $8064 = 53@ // (int) 
008A: $8065 = 223@ // (int) 
008A: $8066 = 224@ // (int) 
008A: $8067 = 199@ // (int) 
$8068 = 0 
$8069 = 0 
065D: NOP $8068 "IGNORE" 
065D: NOP $8069 "IGNORE" 
065D: NOP $8062 "M_STAGE" 
065D: NOP $8063 "M_GOALS" 
065D: NOP $8064 "M_MISSION_TIMER" 
065D: NOP $8065 "PLAYER_HEALTH" 
065D: NOP $8066 "COOCHIE_HEALTH" 
065D: NOP $8067 "AICOOCHIE" 

:CRASH1_37053
if 
  54@ == 2 
else_jump @CRASH1_37071 

:CRASH1_37071
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @CRASH1_37093 
46@ = 1 

:CRASH1_37093
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @CRASH1_37181 
if 
  47@ == 0 
else_jump @CRASH1_37156 
47@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @CRASH1_37181 

:CRASH1_37156
47@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CRASH1_37181
return 

:CRASH1_37183
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @CRASH1_37200 
return 

:CRASH1_37200
if and
  42@ == 1 
  3 > 43@ 
else_jump @CRASH1_37347 
0395: clear_area 0 at 2311.234 -1150.613 25.8027 radius 0.5 
03CB: set_rendering_origin_at 2311.234 -1150.613 25.8027 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3994 
00A1: put_actor $PLAYER_ACTOR at 2311.234 -1150.613 25.8027 
0373: set_camera_directly_behind_player 
0164: disable_marker 131@ 
0164: disable_marker 137@ 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 18 
else_jump @CRASH1_37340 
0215: destroy_pickup 141@ 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 20 // Load the weapon model before using this 

:CRASH1_37340
43@ = 3 

:CRASH1_37347
if 
  42@ == 2 
else_jump @CRASH1_37760 
222@ = 0 

:CRASH1_37372
if 
  311@(222@,5i) == 0 
else_jump @CRASH1_37465 
if 
8366:   not object 110@(222@,8i) damaged 
else_jump @CRASH1_37425 
0723: break_object 110@(222@,8i) intensity 1 

:CRASH1_37425
311@(222@,5i) = 1 
316@(222@,5i) = 1 
0108: destroy_object 118@(222@,5i) 
0164: disable_marker 132@(222@,5i) 

:CRASH1_37465
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_37372 
218@ = 5 
if 
  322@ == 1 
else_jump @CRASH1_37557 
222@ = 0 

:CRASH1_37518
0215: destroy_pickup 142@(222@,2i) 
0164: disable_marker 138@(222@,2i) 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_37518 

:CRASH1_37557
if 
  321@ == 1 
else_jump @CRASH1_37585 
0215: destroy_pickup 141@ 
0164: disable_marker 137@ 

:CRASH1_37585
if 
  364@ == 1 
else_jump @CRASH1_37669 
222@ = 0 

:CRASH1_37610
if 
8118:   not actor 96@(222@,5i) dead 
else_jump @CRASH1_37648 
0792: disembark_instantly_actor 96@(222@,5i) 
05BE: AS_actor 96@(222@,5i) die 

:CRASH1_37648
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_37610 

:CRASH1_37669
if 
  366@ == 1 
else_jump @CRASH1_37753 
222@ = 0 

:CRASH1_37694
if 
8118:   not actor 101@(222@,2i) dead 
else_jump @CRASH1_37732 
0792: disembark_instantly_actor 101@(222@,2i) 
05BE: AS_actor 101@(222@,2i) die 

:CRASH1_37732
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_37694 

:CRASH1_37753
gosub @CRASH1_38880 

:CRASH1_37760
if and
  42@ == 4 
  10 > 43@ 
else_jump @CRASH1_37949 
336@ = 1 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 42 
else_jump @CRASH1_37825 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 30000 // Load the weapon model before using this 
0164: disable_marker 131@ 

:CRASH1_37825
0395: clear_area 0 at 2336.51 -1181.342 1030.969 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.3672 
00A1: put_actor $PLAYER_ACTOR at 2336.51 -1181.342 1030.969 
0373: set_camera_directly_behind_player 
356@ = 0 
02AB: set_actor 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
   not 58@ == 0 
else_jump @CRASH1_37928 
gosub @CRASH1_33225 

:CRASH1_37928
59@ = 8 
gosub @CRASH1_33034 
43@ = 11 

:CRASH1_37949
if and
  42@ == 6 
  8 > 43@ 
else_jump @CRASH1_38112 
0164: disable_marker 131@ 
0395: clear_area 0 at 2350.36 -1180.56 1026.977 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3335 
00A1: put_actor $PLAYER_ACTOR at 2350.36 -1180.56 1026.977 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_38105 
0395: clear_area 0 at 2349.07 -1181.505 1026.983 radius 0.5 
0173: set_actor 104@ Z_angle_to 266.6129 
00A1: put_actor 104@ at 2349.07 -1181.505 1026.983 

:CRASH1_38105
43@ = 8 

:CRASH1_38112
if and
  42@ == 7 
  43@ == 2 
else_jump @CRASH1_38279 
0395: clear_area 0 at 2423.539 -1721.212 12.9061 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 154.9302 
00A1: put_actor $PLAYER_ACTOR at 2423.539 -1721.212 12.9061 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 104@ dead 
else_jump @CRASH1_38279 
if 
80DF:   not actor 104@ driving 
else_jump @CRASH1_38279 
0395: clear_area 0 at 2419.168 -1718.171 12.7866 radius 0.5 
0173: set_actor 104@ Z_angle_to 75.9556 
00A1: put_actor 104@ at 2419.168 -1718.171 12.7866 

:CRASH1_38279
return 

:CRASH1_38281
49@ += 1 
if 
  49@ > 9 
else_jump @CRASH1_38313 
49@ = 0 

:CRASH1_38313
return 

:CRASH1_38315
01BD: 50@ = current_time_in_ms 
0085: 52@ = 50@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 51@ = 50@ // (int) 
005A: 53@ += 52@ // (int) 
return 

:CRASH1_38354
01BD: 228@ = current_time_in_ms 
309@ = 0 
if 
001D:   228@ > 207@ // (int) 
else_jump @CRASH1_38408 
309@ = 1 
0085: 207@ = 228@ // (int) 
207@ += 3000 

:CRASH1_38408
return 

:CRASH1_38410
if 
  323@ == 1 
else_jump @CRASH1_38542 
077E: get_active_interior_to 223@ 
if 
   not 223@ == 5 
else_jump @CRASH1_38540 
323@ = 0 
325@ = 1 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
206@ = 3 
gosub @CRASH1_25528 
08FD: enable_heat_visuals 0 
if 
  42@ == 5 
else_jump @CRASH1_38522 
201@ = 5 
gosub @CRASH1_24942 

:CRASH1_38522
200@ = 5 
gosub @CRASH1_23272 
075B: zoom_radar 0 

:CRASH1_38540
return 

:CRASH1_38542
if 
  323@ == 0 
else_jump @CRASH1_38878 
09E8: 223@ = actor $PLAYER_ACTOR active_interior 
if 
  325@ == 1 
else_jump @CRASH1_38620 
if 
  223@ == 5 
else_jump @CRASH1_38613 
return 
jump @CRASH1_38620 

:CRASH1_38613
325@ = 0 

:CRASH1_38620
if 
  223@ == 5 
else_jump @CRASH1_38878 
094B: v$6695 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$6695 == "GANG" 
else_jump @CRASH1_38878 
323@ = 1 
324@ = 1 
332@ = 0 
212@ = 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
206@ = 2 
gosub @CRASH1_25528 
08FD: enable_heat_visuals 1 
093E: NOP $PLAYER_ACTOR 0.3 
022A: remove_forbidden_for_peds_cube_cornerA 2300.0 -1200.0 1000.0 cornerB 2370.0 -1160.0 1050.0 
200@ = 0 
gosub @CRASH1_24133 
if 
  42@ == 4 
else_jump @CRASH1_38809 
201@ = 4 
gosub @CRASH1_24942 

:CRASH1_38809
if 
  42@ == 5 
else_jump @CRASH1_38841 
201@ = 6 
gosub @CRASH1_24942 

:CRASH1_38841
gosub @CRASH1_31919 
075B: zoom_radar 50 
09A6: enable_interior_radar_blips 1 
03D5: remove_text 'CRA1_06'  // ~s~Go in through the ~y~front door~s~.
03D5: remove_text 'CRA1_10'  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_38878
return 

:CRASH1_38880
42@ += 1 
43@ = 0 
40@ = 0 
41@ = 0 
return 

:CRASH1_38910
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CRASH1_38925
if 
fading 
else_jump @CRASH1_38949 
wait 0 
jump @CRASH1_38925 

:CRASH1_38949
select_interior 17 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02E4: load_cutscene_data 'CRASH1A' 

:CRASH1_38994
if 
86B9:   not cutscene_data_loaded 
else_jump @CRASH1_39018 
wait 0 
jump @CRASH1_38994 

:CRASH1_39018
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CRASH1_39035
if 
82E9:   not cutscene_reached_end 
else_jump @CRASH1_39059 
wait 0 
jump @CRASH1_39035 

:CRASH1_39059
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:CRASH1_39073
if 
fading 
else_jump @CRASH1_39097 
wait 0 
jump @CRASH1_39073 

:CRASH1_39097
02EA: end_cutscene 
select_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
return 

:CRASH1_39118
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CRASH1_39145 
wait 0 
jump @CRASH1_39118 

:CRASH1_39145
gosub @CRASH1_39338 
gosub @CRASH1_39616 
0395: clear_area 0 at 1038.17 -1335.221 12.5493 radius 0.5 
03CB: set_rendering_origin_at 1038.17 -1335.221 12.5493 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
00A5: 109@ = create_car 596 at 1032.438 -1330.931 12.3864 
0175: set_car 109@ Z_angle_to 270.0 
020A: set_car 109@ door_status_to 1 
01C3: remove_references_to_car 109@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0108: destroy_object $4052 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
$3719 = 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
gosub @CRASH1_38880 
return 

:CRASH1_39338
0247: load_model 412 
0247: load_model 596 
0247: load_model 108 
0247: load_model 109 
0247: load_model 110 
0247: load_model 195 
0247: load_model 346 
0247: load_model 344 
0247: load_model 366 
0247: load_model #BREAK_WALL_1A 
0247: load_model #BREAK_WALL_2A 
0247: load_model #BREAK_WALL_3A 
0247: load_model #BREAK_WALL_1B 
0247: load_model #BREAK_WALL_2B 
0247: load_model #BREAK_WALL_3B 
0247: load_model #BD_FIRE1_O 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:CRASH1_39422
if or
8248:   not model 412 available 
8248:   not model 596 available 
else_jump @CRASH1_39454 
wait 0 
jump @CRASH1_39422 

:CRASH1_39454
if or
8248:   not model 108 available 
8248:   not model 109 available 
8248:   not model 110 available 
8248:   not model 195 available 
else_jump @CRASH1_39493 
wait 0 
jump @CRASH1_39454 

:CRASH1_39493
if or
8248:   not model 346 available 
8248:   not model 344 available 
8248:   not model 366 available 
else_jump @CRASH1_39530 
wait 0 
jump @CRASH1_39493 

:CRASH1_39530
if or
8248:   not model #BREAK_WALL_1B available 
8248:   not model #BREAK_WALL_2B available 
8248:   not model #BREAK_WALL_3B available 
8248:   not model #BD_FIRE1_O available 
else_jump @CRASH1_39572 
wait 0 
jump @CRASH1_39530 

:CRASH1_39572
if or
8248:   not model #CR_AMMOBOX available 
8248:   not model #BREAK_WALL_1A available 
8248:   not model #BREAK_WALL_2A available 
8248:   not model #BREAK_WALL_3A available 
else_jump @CRASH1_39614 
wait 0 
jump @CRASH1_39572 

:CRASH1_39614
return 

:CRASH1_39616
04ED: load_animation "BD_FIRE" 

:CRASH1_39627
if 
84EE:   not animation "BD_FIRE" loaded 
else_jump @CRASH1_39660 
wait 0 
jump @CRASH1_39627 

:CRASH1_39660
return 

:CRASH1_39662
291@ = 2351.237 
292@ = -1161.075 
293@ = 27.4175 
294@ = 268.343 
0395: clear_area 0 at 291@ 292@ 293@ radius 10.0 
00A5: 107@ = create_car 412 at 291@ 292@ 293@ 
0175: set_car 107@ Z_angle_to 294@ 
0657: car 107@ open_door 0 
365@ = 1 
return 

:CRASH1_39761
291@ = 2354.26 
292@ = -1161.106 
293@ = 26.4678 
294@ = 80.3034 
223@ = 0 
009A: 96@(223@,5i) = create_actor_pedtype 14 model 110 at 291@ 292@ 293@ 
0173: set_actor 96@(223@,5i) Z_angle_to 294@ 
01B2: give_actor 96@(223@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 96@(223@,5i) target_priority 1 
060B: set_actor 96@(223@,5i) decision_maker_to 189@ 
191@(223@,5i) = -1 
291@ = 2349.739 
292@ = -1165.192 
293@ = 26.3933 
294@ = 65.0946 
223@ += 1 
009A: 96@(223@,5i) = create_actor_pedtype 14 model 109 at 291@ 292@ 293@ 
0173: set_actor 96@(223@,5i) Z_angle_to 294@ 
01B2: give_actor 96@(223@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 96@(223@,5i) target_priority 1 
060B: set_actor 96@(223@,5i) decision_maker_to 189@ 
191@(223@,5i) = -1 
291@ = 2354.245 
292@ = -1170.401 
293@ = 26.9609 
294@ = 1.1416 
223@ += 1 
009A: 96@(223@,5i) = create_actor_pedtype 14 model 108 at 291@ 292@ 293@ 
0173: set_actor 96@(223@,5i) Z_angle_to 294@ 
01B2: give_actor 96@(223@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 96@(223@,5i) target_priority 1 
060B: set_actor 96@(223@,5i) decision_maker_to 189@ 
191@(223@,5i) = -1 
291@ = 2315.006 
292@ = -1189.825 
293@ = 27.0045 
294@ = 52.4876 
223@ += 1 
009A: 96@(223@,5i) = create_actor_pedtype 14 model 109 at 291@ 292@ 293@ 
0173: set_actor 96@(223@,5i) Z_angle_to 294@ 
01B2: give_actor 96@(223@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 96@(223@,5i) target_priority 1 
060B: set_actor 96@(223@,5i) decision_maker_to 189@ 
02E2: set_actor 96@(223@,5i) weapon_accuracy_to 15 
191@(223@,5i) = -1 
291@ = 2349.953 
292@ = -1204.126 
293@ = 26.9609 
294@ = 348.4 
223@ += 1 
009A: 96@(223@,5i) = create_actor_pedtype 14 model 108 at 291@ 292@ 293@ 
0173: set_actor 96@(223@,5i) Z_angle_to 294@ 
01B2: give_actor 96@(223@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 96@(223@,5i) target_priority 1 
060B: set_actor 96@(223@,5i) decision_maker_to 189@ 
191@(223@,5i) = -1 
364@ = 1 
return 

:CRASH1_40426
291@ = 2345.914 
292@ = -1188.633 
293@ = 28.969 
223@ = 0 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
291@ = 2336.023 
292@ = -1188.633 
293@ = 28.969 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
291@ = 2326.164 
292@ = -1188.633 
293@ = 28.969 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
291@ = 2345.977 
292@ = -1170.977 
293@ = 28.969 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
0177: set_object 110@(223@,8i) Z_angle_to 180.0 
291@ = 2326.57 
292@ = -1170.984 
293@ = 28.953 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
0177: set_object 110@(223@,8i) Z_angle_to 180.0 
291@ = 2345.977 
292@ = -1170.977 
293@ = 32.953 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW_SHATTER at 291@ 292@ 293@ 
0177: set_object 110@(223@,8i) Z_angle_to 180.0 
291@ = 2336.023 
292@ = -1188.633 
293@ = 32.961 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
291@ = 2345.914 
292@ = -1188.633 
293@ = 32.961 
223@ += 1 
029B: 110@(223@,8i) = init_object #BD_WINDOW at 291@ 292@ 293@ 
return 

:CRASH1_40934
0107: 123@ = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object 123@ Z_angle_to 90.0 
0392: make_object 123@ moveable 0 
07F7: set_object 123@ destructible 0 
09CA: set_object 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
return 

:CRASH1_40997
291@ = 2338.126 
292@ = -1181.917 
293@ = 1033.188 
223@ = 0 
029B: 128@(223@,3i) = init_object #BREAK_WALL_1A at 291@ 292@ 293@ 
0177: set_object 128@(223@,3i) Z_angle_to 90.0 
202@(223@,3i) = 0 
291@ = 2330.402 
292@ = -1179.15 
293@ = 1030.55 
223@ += 1 
029B: 128@(223@,3i) = init_object #BREAK_WALL_2A at 291@ 292@ 293@ 
202@(223@,3i) = 0 
291@ = 2340.293 
292@ = -1182.294 
293@ = 1026.963 
223@ += 1 
029B: 128@(223@,3i) = init_object #BREAK_WALL_3A at 291@ 292@ 293@ 
0177: set_object 128@(223@,3i) Z_angle_to 90.0 
202@(223@,3i) = 0 
222@ = 0 

:CRASH1_41239
0566: link_object 128@(222@,3i) to_interior 5 
222@ += 1 
  222@ >= 3 
else_jump @CRASH1_41239 
370@ = 1 
return 

:CRASH1_41280
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if and
  349@ == 0 
  368@ == 1 
0118:   actor 104@ dead 
else_jump @CRASH1_41342 
00BC: show_text_highpriority GXT 'CRA1_51' time 5000 flag 1  // ~r~The girl is dead!

:CRASH1_41342
return 

:CRASH1_41344
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'CRASH_1'  // Burning Desire
030C: progress_made = 1 
$455 += 1 
08BA: set $405 bit 0 
return 

:CRASH1_41402
if 
  364@ == 1 
else_jump @CRASH1_41464 
222@ = 0 

:CRASH1_41427
01C2: remove_references_to_actor 96@(222@,5i) // Like turning an actor into a random pedestrian 
222@ += 1 
  222@ >= 5 
else_jump @CRASH1_41427 
364@ = 0 

:CRASH1_41464
if 
  365@ == 1 
else_jump @CRASH1_41494 
01C3: remove_references_to_car 107@ 
365@ = 0 

:CRASH1_41494
if 
  322@ == 1 
else_jump @CRASH1_41565 
222@ = 0 

:CRASH1_41519
0215: destroy_pickup 142@(222@,2i) 
0164: disable_marker 138@(222@,2i) 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_41519 
322@ = 0 

:CRASH1_41565
222@ = 0 

:CRASH1_41572
0215: destroy_pickup 145@(222@,2i) 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_41572 
if 
  366@ == 1 
else_jump @CRASH1_41669 
01C3: remove_references_to_car 108@ 
222@ = 0 

:CRASH1_41632
01C2: remove_references_to_actor 101@(222@,2i) // Like turning an actor into a random pedestrian 
222@ += 1 
  222@ >= 2 
else_jump @CRASH1_41632 
366@ = 0 

:CRASH1_41669
if 
  367@ == 1 
else_jump @CRASH1_41704 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 
02D1: remove_fire 147@ 
367@ = 0 

:CRASH1_41704
if 
  368@ == 1 
else_jump @CRASH1_41749 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
0164: disable_marker 140@ 
0151: remove_status_text $8061 
02D1: remove_fire 148@ 
368@ = 1 

:CRASH1_41749
if 
  369@ == 1 
else_jump @CRASH1_41784 
034F: destroy_actor_with_fade 105@ 
034F: destroy_actor_with_fade 106@ 
369@ = 0 

:CRASH1_41784
if 
  326@ == 1 
else_jump @CRASH1_41814 
0215: destroy_pickup 144@ 
326@ = 0 

:CRASH1_41814
0164: disable_marker 131@ 
0164: disable_marker 137@ 
04EF: release_animation "BD_FIRE" 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRASH1_41896 
0555: remove_weapon 18 from_actor $PLAYER_ACTOR 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
093E: NOP $PLAYER_ACTOR 1.0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CRASH1_41896
if 
  323@ == 1 
else_jump @CRASH1_41928 
206@ = 3 
gosub @CRASH1_25528 

:CRASH1_41928
206@ = 1 
gosub @CRASH1_25528 
206@ = 5 
gosub @CRASH1_25528 
0249: release_model 412 
0249: release_model 596 
0249: release_model 407 
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 195 
0249: release_model 277 
0249: release_model 346 
0249: release_model 344 
0249: release_model 366 
0249: release_model #BREAK_WALL_1A 
0249: release_model #BREAK_WALL_2A 
0249: release_model #BREAK_WALL_3A 
0249: release_model #BREAK_WALL_1B 
0249: release_model #BREAK_WALL_2B 
0249: release_model #BREAK_WALL_3B 
0249: release_model #BD_FIRE1_O 
0249: release_model #CR_AMMOBOX 
08FD: enable_heat_visuals 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
06D0: enable_emergency_traffic 1 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
$3719 = 0 
0107: $4052 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $4052 Z_angle_to 90.0 
0392: make_object $4052 moveable 0 
07F7: set_object $4052 destructible 0 
09CA: set_object $4052 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $4052 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 23---------------
// Originally: Gray Imports

:CRASH3
thread 'CRASH3' 
gosub @CRASH3_47 
if 
wasted_or_busted 
else_jump @CRASH3_38 
gosub @CRASH3_19449 

:CRASH3_38
gosub @CRASH3_19523 
end_thread 

:CRASH3_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'CRASH3' 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 
02E4: load_cutscene_data 'CRASH3A' 

:CRASH3_116
if 
86B9:   not cutscene_data_loaded 
else_jump @CRASH3_140 
wait 0 
jump @CRASH3_116 

:CRASH3_140
02E7: start_cutscene 
fade 1 1000 

:CRASH3_149
if 
82E9:   not cutscene_reached_end 
else_jump @CRASH3_173 
wait 0 
jump @CRASH3_149 

:CRASH3_173
fade 0 0 

:CRASH3_179
if 
fading 
else_jump @CRASH3_203 
wait 0 
jump @CRASH3_179 

:CRASH3_203
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model 530 
0247: load_model 414 
0247: load_model 353 
0247: load_model #SEC_KEYPAD 
0247: load_model #KMB_RAMP 
0247: load_model 429 
0247: load_model 461 
07C0: load_path 342 
038B: load_requested_models 

:CRASH3_260
if or
8248:   not model 530 available 
8248:   not model 414 available 
87C1:   not path 342 available 
else_jump @CRASH3_297 
wait 0 
jump @CRASH3_260 

:CRASH3_297
if or
8248:   not model #SEC_KEYPAD available 
8248:   not model 353 available 
8248:   not model #KMB_RAMP available 
8248:   not model 429 available 
8248:   not model 461 available 
else_jump @CRASH3_344 
wait 0 
jump @CRASH3_297 

:CRASH3_344
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
060A: create_decision_maker_type 0 store_to 60@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 60@ event 7 
0709: set_decision_maker 60@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 3 store_to 61@ // decision\allowed\m_.ped files 
00A1: put_actor $PLAYER_ACTOR at 1038.0 -1339.0 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
0373: set_camera_directly_behind_player 
0A0B: set_rendering_origin_at_3D_coord 1038.0 -1340.99 13.94 angle 1.0 
fade 1 1500 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
if 
  $8070 > 0 
else_jump @CRASH3_850 
0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 

:CRASH3_850
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CRASH3_876 
jump @CRASH3_19467 

:CRASH3_876
if 
  149@ == 0 
else_jump @CRASH3_937 
018A: 145@ = create_checkpoint_at 2247.639 -2202.144 12.59 
00BC: show_text_highpriority GXT 'CSH3_1' time 7000 flag 1  // ~s~Go to the ~y~docks ~w~where the Ballas and the Russians are making a deal.
149@ = 1 

:CRASH3_937
if 
  149@ == 1 
else_jump @CRASH3_3440 
if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2247.639 -2202.144 radius 3.0 3.0 
else_jump @CRASH3_3440 
if 
  $8070 == 0 
else_jump @CRASH3_1018 
$8070 = 1 

:CRASH3_1018
0951: disable_trip_skip 
01B4: set_player $PLAYER_CHAR can_move 0 
06D0: enable_emergency_traffic 0 
fade 0 500 

:CRASH3_1038
if 
fading 
else_jump @CRASH3_1062 
wait 0 
jump @CRASH3_1038 

:CRASH3_1062
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CRASH3_1126 
03C0: $47 = actor $PLAYER_ACTOR car 
02AC: set_car $47 immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0175: set_car $47 Z_angle_to 128.0 
0224: set_car $47 health_to 2000 
jump @CRASH3_1136 

:CRASH3_1126
0173: set_actor $PLAYER_ACTOR Z_angle_to 128.0 

:CRASH3_1136
0395: clear_area 1 at 2174.896 -2258.914 150.0 radius 150.0 
0247: load_model #IMCMPTRKDRL_LAS 
0247: load_model #IMCMPTRKDRR_LAS 
0247: load_model #IMCOMPMOVEDR1_LAS 
0247: load_model 50 
0247: load_model 346 
0247: load_model #BARREL4 
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309 
07C0: load_path 347 
038B: load_requested_models 

:CRASH3_1216
if or
8248:   not model 50 available 
8248:   not model 346 available 
8248:   not model #BARREL4 available 
else_jump @CRASH3_1252 
wait 0 
jump @CRASH3_1216 

:CRASH3_1252
if or
87C1:   not path 310 available 
87C1:   not path 328 available 
87C1:   not path 329 available 
87C1:   not path 309 available 
else_jump @CRASH3_1294 
wait 0 
jump @CRASH3_1252 

:CRASH3_1294
if or
87C1:   not path 347 available 
8248:   not model #IMCMPTRKDRL_LAS available 
8248:   not model #IMCMPTRKDRR_LAS available 
8248:   not model #IMCOMPMOVEDR1_LAS available 
else_jump @CRASH3_1336 
wait 0 
jump @CRASH3_1294 

:CRASH3_1336
03CB: set_rendering_origin_at 2212.02 -2225.45 12.24 
0107: 42@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 43@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 42@ Z_angle_to 135.0 
0177: set_object 43@ Z_angle_to 85.0 
0107: 44@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 45@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 44@ Z_angle_to 135.0 
0177: set_object 45@ Z_angle_to 85.0 
0107: 46@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 47@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 46@ Z_angle_to 135.0 
0177: set_object 47@ Z_angle_to 85.0 
0107: 48@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 49@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 48@ Z_angle_to 135.0 
0177: set_object 49@ Z_angle_to 85.0 
029B: 50@ = init_object #KMB_RAMP at 2193.418 -2231.352 14.183 
029B: 51@ = init_object #KMB_RAMP at 2194.642 -2230.128 14.183 
029B: 52@ = init_object #KMB_RAMP at 2200.686 -2224.019 14.183 
029B: 53@ = init_object #KMB_RAMP at 2201.91 -2222.795 14.183 
029B: 54@ = init_object #KMB_RAMP at 2208.243 -2216.833 14.183 
029B: 55@ = init_object #KMB_RAMP at 2209.468 -2215.609 14.183 
029B: 56@ = init_object #KMB_RAMP at 2215.489 -2210.406 14.183 
029B: 57@ = init_object #KMB_RAMP at 2216.713 -2209.182 14.183 
0453: set_object 50@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 51@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 52@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 53@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 54@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 55@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 56@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 57@ XYZ_rotation 0.0 0.0 45.0 
029B: 58@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 58@ Z_angle_to 224.0 
0107: 59@ = create_object #SEC_KEYPAD at 2174.896 -2258.914 15.0 
035D: set_object 59@ targetable 1 
0550: keep_object 59@ in_memory 1 
0177: set_object 59@ Z_angle_to 35.23 
071F: set_object 59@ health_to 10 
0875: set_object 59@ immune_to_nonplayer 1 
0107: 81@ = create_object #BARREL4 at 2187.538 -2255.581 12.51 
0875: set_object 81@ immune_to_nonplayer 1 
035D: set_object 81@ targetable 1 
00A5: 66@ = create_car 414 at 2175.94 -2268.1 12.66 
0175: set_car 66@ Z_angle_to 48.24 
0224: set_car 66@ health_to 450 
00A5: 67@ = create_car 414 at 2159.395 -2295.29 12.688 
0175: set_car 67@ Z_angle_to 44.51 
0224: set_car 67@ health_to 450 
00A5: 68@ = create_car 530 at 2174.87 -2289.22 12.06 
0175: set_car 68@ Z_angle_to 321.59 
0129: 70@ = create_actor_pedtype 24 model 50 in_car 68@ driverseat 
04E0: car 68@ abandon_path_radius 150 
060B: set_actor 70@ decision_maker_to 60@ 
00A5: 69@ = create_car 530 at 2193.25 -2256.4 12.25 
0175: set_car 69@ Z_angle_to 266.92 
0129: 71@ = create_actor_pedtype 24 model 50 in_car 69@ driverseat 
04E0: car 69@ abandon_path_radius 150 
060B: set_actor 71@ decision_maker_to 60@ 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_2531 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_2531 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_2531 
0107: 79@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 79@ immune_to_nonplayer 1 
035D: set_object 79@ targetable 1 
0107: 80@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 80@ immune_to_nonplayer 1 
035D: set_object 80@ targetable 1 
0681: attach_object 79@ to_car 68@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 80@ to_car 68@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 70@ drive_car 68@ to 2179.49 -2280.46 14.03 speed 5.0 0 model 0 3 

:CRASH3_2531
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_2766 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_2766 
if 
00DB:   actor 71@ in_car 69@ 
else_jump @CRASH3_2766 
0107: 77@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 77@ immune_to_nonplayer 1 
035D: set_object 77@ targetable 1 
0107: 78@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 78@ immune_to_nonplayer 1 
035D: set_object 78@ targetable 1 
0681: attach_object 77@ to_car 69@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 78@ to_car 69@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 71@ drive_car 69@ to 2209.1 -2253.64 12.25 speed 6.0 0 model 0 3 

:CRASH3_2766
00A5: 62@ = create_car 429 at 2207.7 -2246.157 12.597 
0129: 91@ = create_actor_pedtype 24 model 50 in_car 62@ driverseat 
060B: set_actor 91@ decision_maker_to 60@ 
00A5: 63@ = create_car 461 at 2212.9 -2241.6 12.59 
0129: 92@ = create_actor_pedtype 24 model 50 in_car 63@ driverseat 
060B: set_actor 92@ decision_maker_to 60@ 
00A5: 64@ = create_car 429 at 2218.87 -2234.29 12.6 
0129: 93@ = create_actor_pedtype 24 model 50 in_car 64@ driverseat 
060B: set_actor 93@ decision_maker_to 60@ 
00A5: 65@ = create_car 461 at 2224.3 -2228.19 12.597 
0129: 94@ = create_actor_pedtype 24 model 50 in_car 65@ driverseat 
060B: set_actor 94@ decision_maker_to 60@ 
009A: 72@ = create_actor_pedtype 24 model 50 at 2181.97 -2252.695 13.82 
0173: set_actor 72@ Z_angle_to 231.26 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 60@ 
02E2: set_actor 72@ weapon_accuracy_to 30 
009A: 73@ = create_actor_pedtype 24 model 50 at 2189.65 -2250.05 12.597 
0173: set_actor 73@ Z_angle_to 229.24 
060B: set_actor 73@ decision_maker_to 60@ 
01B2: give_actor 73@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 73@ weapon_accuracy_to 30 
009A: 74@ = create_actor_pedtype 24 model 50 at 2193.126 -2233.95 12.59 
0173: set_actor 74@ Z_angle_to 249.77 
060B: set_actor 74@ decision_maker_to 60@ 
01B2: give_actor 74@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 74@ weapon_accuracy_to 30 
009A: 75@ = create_actor_pedtype 24 model 50 at 2199.71 -2257.841 12.597 
0173: set_actor 75@ Z_angle_to 347.22 
060B: set_actor 75@ decision_maker_to 60@ 
01B2: give_actor 75@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 75@ weapon_accuracy_to 30 
009A: 76@ = create_actor_pedtype 24 model 50 at 2200.2 -2256.49 12.597 
0173: set_actor 76@ Z_angle_to 168.1 
0677: AS_actor 75@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 76@ decision_maker_to 60@ 
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 76@ weapon_accuracy_to 30 
0677: AS_actor 76@ chat_with_actor 75@ lead_speaker_flag 0 unknown_flag 1 
015F: set_camera_position 2256.623 -2213.522 23.0389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.702 -2213.833 22.8027 switchstyle 2 
02A3: enable_widescreen 1 
fade 1 500 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_3433 
if 
8119:   not car 63@ wrecked 
else_jump @CRASH3_3433 
if 
8119:   not car 64@ wrecked 
else_jump @CRASH3_3433 
if 
8119:   not car 65@ wrecked 
else_jump @CRASH3_3433 
05EB: assign_car 63@ to_path 310 
05EB: assign_car 64@ to_path 328 
05EB: assign_car 65@ to_path 329 
05EB: assign_car 62@ to_path 309 
00BC: show_text_highpriority GXT 'CSH3_2' time 5000 flag 1  // ~s~The Russians and the Ballas are having a meeting inside the warehouse.

:CRASH3_3433
149@ = 2 

:CRASH3_3440
if 
  149@ == 2 
else_jump @CRASH3_3532 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_3525 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_3525 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_3525 
05ED: freeze_car 62@ while_on_path 
40@ = 0 
149@ = 3 

:CRASH3_3525
0707: start_scene_skip_to @CRASH3_5186 

:CRASH3_3532
if 
  149@ == 3 
else_jump @CRASH3_3721 
if 
  40@ > 5499 
else_jump @CRASH3_3721 
015F: set_camera_position 2207.014 -2244.207 13.7376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2206.333 -2243.486 13.613 switchstyle 2 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_3670 
0605: actor 74@ perform_animation "HANDSUP" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CRASH3_3670
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_3721 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_3721 
05EE: unfreeze_car 62@ while_on_path 
40@ = 0 
149@ = 4 

:CRASH3_3721
if 
  149@ == 4 
else_jump @CRASH3_3875 
if 
  40@ > 1799 
else_jump @CRASH3_3875 
015F: set_camera_position 2205.371 -2235.253 14.1153 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2204.374 -2235.265 14.0397 switchstyle 2 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_3861 
0605: actor 74@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CRASH3_3861
40@ = 0 
149@ = 5 

:CRASH3_3875
if 
  149@ == 5 
else_jump @CRASH3_4130 
if 
  40@ > 3150 
else_jump @CRASH3_4130 
00BC: show_text_highpriority GXT 'CSH3_3' time 7000 flag 2  // ~s~You will have to find some way inside.
015F: set_camera_position 2210.3 -2254.067 16.7105 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2209.311 -2254.181 16.6143 switchstyle 2 
if 
8118:   not actor 76@ dead 
else_jump @CRASH3_4031 
0605: actor 76@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CRASH3_4031
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_4116 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_4116 
if 
8448:   not actor 70@ in_car 68@ 
else_jump @CRASH3_4116 
05D1: AS_actor 70@ drive_car 68@ to 2187.88 -2265.11 12.6 speed 6.0 0 model 0 3 

:CRASH3_4116
40@ = 0 
149@ = 6 

:CRASH3_4130
if 
  40@ > 2999 
else_jump @CRASH3_5168 
if 
  149@ == 6 
else_jump @CRASH3_5168 
009A: 95@ = create_actor_pedtype 24 model 50 at 2177.95 -2261.002 13.818 
0173: set_actor 95@ Z_angle_to 45.4 
060B: set_actor 95@ decision_maker_to 60@ 
015F: set_camera_position 2187.079 -2255.27 15.5563 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.082 -2255.316 15.5002 switchstyle 2 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 2175.29 -2259.22 14.8 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 83@ 
0618: assign_actor 95@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
if 
8118:   not actor 72@ dead 
else_jump @CRASH3_4387 
0605: actor 72@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CRASH3_4387
if 
   not 150@ == 6 
else_jump @CRASH3_5161 
wait 0 
if 
  150@ == 0 
else_jump @CRASH3_4495 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_4495 
if 
00F0:   actor 95@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
else_jump @CRASH3_4495 
41@ = 0 
150@ = 1 

:CRASH3_4495
if 
  150@ == 1 
else_jump @CRASH3_4625 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_4625 
if 
00F0:   actor 95@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
else_jump @CRASH3_4625 
if 
  41@ > 1000 
else_jump @CRASH3_4625 
05D4: AS_actor 95@ rotate_angle 308.1 
097B: play_audio_at_object 58@ event 1035 
41@ = 0 
167@ = 1 
150@ = 2 

:CRASH3_4625
if 
  167@ == 1 
else_jump @CRASH3_4728 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_4728 
062E: get_actor 95@ task 1492 status_store_to 85@ // ret 7 if not found 
if or
04A4:   85@ == 7 // == constant 
  41@ > 1000 
else_jump @CRASH3_4728 
05D3: AS_actor 95@ goto_point 2179.523 -2256.364 14.81 mode 6 time 5000 ms // versionA 
167@ = 2 

:CRASH3_4728
if 
  150@ == 2 
else_jump @CRASH3_4841 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_4841 
if 
03CA:   object 58@ exists 
else_jump @CRASH3_4841 
if 
034E: move_object 58@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.15 collision_check 0 
else_jump @CRASH3_4841 
097B: play_audio_at_object 58@ event 1036 
150@ = 3 

:CRASH3_4841
if 
  150@ == 3 
else_jump @CRASH3_4945 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_4945 
if 
00ED:   actor 95@ sphere 0 near_point 2179.522 -2256.364 radius 1.0 1.0 on_foot 
else_jump @CRASH3_4945 
05D3: AS_actor 95@ goto_point 2173.5 -2250.35 14.81 mode 6 time 5000 ms // versionA 
150@ = 4 

:CRASH3_4945
if 
  150@ == 4 
else_jump @CRASH3_5057 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_5057 
if 
00ED:   actor 95@ sphere 0 near_point 2174.31 -2251.09 radius 1.0 1.0 on_foot 
else_jump @CRASH3_5057 
05D3: AS_actor 95@ goto_point 2168.66 -2254.904 14.59 mode 6 time 5000 ms // versionA 
097B: play_audio_at_object 58@ event 1035 
150@ = 5 

:CRASH3_5057
if 
  150@ == 5 
else_jump @CRASH3_5154 
if 
03CA:   object 58@ exists 
else_jump @CRASH3_5154 
if 
034E: move_object 58@ to 2178.073 -2254.384 15.9 speed 0.0 0.0 0.15 collision_check 0 
else_jump @CRASH3_5154 
097B: play_audio_at_object 58@ event 1036 
150@ = 6 

:CRASH3_5154
jump @CRASH3_4387 

:CRASH3_5161
149@ = 7 

:CRASH3_5168
if 
  149@ == 7 
else_jump @CRASH3_6372 

:CRASH3_5186
0701: end_scene_skip 
fade 0 500 

:CRASH3_5195
if 
fading 
else_jump @CRASH3_5219 
wait 0 
jump @CRASH3_5195 

:CRASH3_5219
097B: play_audio_at_object 58@ event 1036 
167@ = 0 
05EC: release_car 62@ from_path 
05EC: release_car 63@ from_path 
05EC: release_car 64@ from_path 
05EC: release_car 65@ from_path 
0108: destroy_object 58@ 
0108: destroy_object 50@ 
0108: destroy_object 51@ 
0108: destroy_object 52@ 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 55@ 
0108: destroy_object 56@ 
0108: destroy_object 57@ 
0108: destroy_object 42@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
00A6: destroy_car 62@ 
00A6: destroy_car 63@ 
00A6: destroy_car 64@ 
00A6: destroy_car 65@ 
00A6: destroy_car 68@ 
00A6: destroy_car 69@ 
009B: destroy_actor 70@ 
009B: destroy_actor 71@ 
0108: destroy_object 77@ 
0108: destroy_object 78@ 
0108: destroy_object 79@ 
0108: destroy_object 80@ 
009B: destroy_actor 91@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
0395: clear_area 0 at 2192.925 -2231.824 100.0 radius 100.0 
0107: 42@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 43@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 42@ Z_angle_to 315.0 
0177: set_object 43@ Z_angle_to 315.0 
0107: 44@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 45@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 44@ Z_angle_to 315.0 
0177: set_object 45@ Z_angle_to 315.0 
0107: 46@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 47@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 46@ Z_angle_to 315.0 
0177: set_object 47@ Z_angle_to 315.0 
0107: 48@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 49@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 48@ Z_angle_to 315.0 
0177: set_object 49@ Z_angle_to 315.0 
029B: 58@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 58@ Z_angle_to 224.0 
00A5: 68@ = create_car 530 at 2176.89 -2291.75 12.25 
0175: set_car 68@ Z_angle_to 321.59 
0129: 70@ = create_actor_pedtype 24 model 50 in_car 68@ driverseat 
01B2: give_actor 70@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 70@ weapon_accuracy_to 30 
04E0: car 68@ abandon_path_radius 150 
060B: set_actor 70@ decision_maker_to 60@ 
0224: set_car 68@ health_to 600 
02AA: set_car 68@ immune_to_nonplayer 1 
00A5: 69@ = create_car 530 at 2210.81 -2253.72 12.598 
0175: set_car 69@ Z_angle_to 71.09 
0129: 71@ = create_actor_pedtype 24 model 50 in_car 69@ driverseat 
01B2: give_actor 71@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 71@ weapon_accuracy_to 30 
04E0: car 69@ abandon_path_radius 150 
060B: set_actor 71@ decision_maker_to 60@ 
02AA: set_car 69@ immune_to_nonplayer 1 
0224: set_car 69@ health_to 600 
0107: 77@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 78@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 77@ immune_to_nonplayer 1 
0875: set_object 78@ immune_to_nonplayer 1 
035D: set_object 77@ targetable 1 
035D: set_object 78@ targetable 1 
0681: attach_object 77@ to_car 69@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 78@ to_car 69@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0213: 141@ = create_pickup #BODYARMOUR type 3 at 2186.507 -2244.993 15.81 
0213: 142@ = create_pickup #BODYARMOUR type 3 at 2146.559 -2244.46 13.58 
0213: 143@ = create_pickup #HEALTH type 3 at 2158.82 -2232.747 13.59 
0247: load_model 102 
0247: load_model #IMY_BBOX 
04ED: load_animation "SWAT" 
04ED: load_animation "DODGE" 
07C0: load_path 347 
023C: load_special_actor 'ANDRE' as 1 // models 290-299 
038B: load_requested_models 

:CRASH3_6200
if or
8248:   not model 102 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #IMY_BBOX available 
87C1:   not path 347 available 
else_jump @CRASH3_6244 
wait 0 
jump @CRASH3_6200 

:CRASH3_6244
if or
84EE:   not animation "DODGE" loaded 
823D:   not special_actor 1 loaded 
else_jump @CRASH3_6279 
wait 0 
jump @CRASH3_6244 

:CRASH3_6279
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0164: disable_marker 145@ 
018A: 145@ = create_checkpoint_at 2178.38 -2254.89 13.81 
fade 1 500 
029B: 119@ = init_object #IMY_LA_DOOR at 2118.088 -2274.635 20.867 
0177: set_object 119@ Z_angle_to 225.0 
149@ = 8 
0A6F: checkpoint_save 1 

:CRASH3_6372
if 
  149@ == 8 
else_jump @CRASH3_9999 
if 
  157@ == 0 
else_jump @CRASH3_6494 
if 
03CA:   object 59@ exists 
else_jump @CRASH3_6494 
if 
8366:   not object 59@ damaged 
else_jump @CRASH3_6494 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 59@ radius 15.0 15.0 4.0 sphere 0 
else_jump @CRASH3_6494 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
157@ = 1 

:CRASH3_6494
if 
  157@ == 1 
else_jump @CRASH3_6598 
if 
03CA:   object 59@ exists 
else_jump @CRASH3_6598 
if 
8366:   not object 59@ damaged 
else_jump @CRASH3_6598 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 59@ radius 5.0 5.0 4.0 sphere 0 
else_jump @CRASH3_6598 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
157@ = 2 

:CRASH3_6598
if 
  157@ == 2 
else_jump @CRASH3_6691 
if 
03CA:   object 59@ exists 
else_jump @CRASH3_6691 
if 
8366:   not object 59@ damaged 
else_jump @CRASH3_6691 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 59@ radius 5.0 5.0 4.0 sphere 0 
else_jump @CRASH3_6691 
157@ = 1 

:CRASH3_6691
if 
03CA:   object 59@ exists 
else_jump @CRASH3_6732 
if 
0366:   object 59@ damaged 
else_jump @CRASH3_6732 
00BE: text_clear_all 
149@ = 9 

:CRASH3_6732
if 
  155@ == 0 
else_jump @CRASH3_9081 
if 
  152@ == 0 
else_jump @CRASH3_6843 
if 
  153@ == 0 
else_jump @CRASH3_6843 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
else_jump @CRASH3_6843 
152@ = 1 
153@ = 1 

:CRASH3_6843
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2172.36 -2207.176 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
else_jump @CRASH3_6909 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CRASH3_6909 
155@ = 1 

:CRASH3_6909
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
else_jump @CRASH3_6998 
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @CRASH3_6975 
155@ = 1 

:CRASH3_6975
if 
068C:   is_player_autoaiming $PLAYER_CHAR 
else_jump @CRASH3_6998 
155@ = 1 

:CRASH3_6998
if 
056D:   actor 70@ defined 
else_jump @CRASH3_7040 
if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7040 
155@ = 1 

:CRASH3_7040
if 
056D:   actor 71@ defined 
else_jump @CRASH3_7082 
if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7082 
155@ = 1 

:CRASH3_7082
if 
056D:   actor 72@ defined 
else_jump @CRASH3_7124 
if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7124 
155@ = 1 

:CRASH3_7124
if 
056D:   actor 73@ defined 
else_jump @CRASH3_7166 
if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7166 
155@ = 1 

:CRASH3_7166
if 
056D:   actor 74@ defined 
else_jump @CRASH3_7208 
if 
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7208 
155@ = 1 

:CRASH3_7208
if 
056D:   actor 75@ defined 
else_jump @CRASH3_7250 
if 
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7250 
155@ = 1 

:CRASH3_7250
if 
056D:   actor 76@ defined 
else_jump @CRASH3_7292 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_7292 
155@ = 1 

:CRASH3_7292
if 
  153@ == 1 
else_jump @CRASH3_7410 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_7410 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
else_jump @CRASH3_7410 
06A8: AS_actor 74@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
03CF: load_wav 11008 as 1 
03CF: load_wav 11010 as 2 
153@ = 2 

:CRASH3_7410
if 
  153@ == 2 
else_jump @CRASH3_7496 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_7496 
if 
00F2:   actor 74@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
else_jump @CRASH3_7496 
0949: link_wav 1 to_actor 74@ 
0949: link_wav 2 to_actor 74@ 
153@ = 3 

:CRASH3_7496
if 
  153@ == 3 
else_jump @CRASH3_7572 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_7572 
if 
03D0:   wav 1 loaded 
else_jump @CRASH3_7572 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CRA3_EA' time 3000 flag 1  // Hey, who the fuck are you?
153@ = 4 

:CRASH3_7572
if 
  153@ == 4 
else_jump @CRASH3_7669 
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_7669 
if 
03D2:   wav 1 ended 
else_jump @CRASH3_7669 
if 
03D0:   wav 2 loaded 
else_jump @CRASH3_7669 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CRA3_EC' time 3000 flag 1  // You're putting your nose where it's not wanted!
153@ = 5 

:CRASH3_7669
if 
  153@ == 5 
else_jump @CRASH3_7718 
if 
03D2:   wav 2 ended 
else_jump @CRASH3_7718 
00BE: text_clear_all 
155@ = 1 
153@ = 6 

:CRASH3_7718
if 
  152@ == 1 
else_jump @CRASH3_7844 
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_7844 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_7844 
if 
00DB:   actor 71@ in_car 69@ 
else_jump @CRASH3_7844 
if 
02CA:   car 69@ bounding_sphere_visible 
else_jump @CRASH3_7844 
05D1: AS_actor 71@ drive_car 69@ to 2195.84 -2251.522 12.598 speed 5.0 0 model 0 3 
152@ = 2 

:CRASH3_7844
if 
  152@ == 2 
else_jump @CRASH3_8025 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_8025 
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_8025 
if 
00DB:   actor 71@ in_car 69@ 
else_jump @CRASH3_8025 
if 
01AE:   car 69@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 
else_jump @CRASH3_8025 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_8025 
if 
8118:   not actor 73@ dead 
else_jump @CRASH3_8018 
05BF: AS_actor 71@ look_at_actor 73@ 30000 ms 
05D3: AS_actor 73@ goto_point 2197.896 -2249.251 12.59 mode 4 time -1 ms // versionA 

:CRASH3_8018
152@ = 3 

:CRASH3_8025
if 
  152@ == 3 
else_jump @CRASH3_8157 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_8157 
if 
0449:   actor 71@ in_a_car 
else_jump @CRASH3_8157 
if 
8118:   not actor 73@ dead 
else_jump @CRASH3_8157 
if 
00F0:   actor 73@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
else_jump @CRASH3_8157 
0639: AS_actor 73@ rotate_to_actor 71@ 
05BF: AS_actor 71@ look_at_actor 73@ 60000 ms 
152@ = 4 

:CRASH3_8157
if 
  152@ == 4 
else_jump @CRASH3_8304 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_8304 
if 
0449:   actor 71@ in_a_car 
else_jump @CRASH3_8304 
if 
8118:   not actor 73@ dead 
else_jump @CRASH3_8304 
if 
00F0:   actor 73@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
else_jump @CRASH3_8304 
0605: actor 73@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
152@ = 5 

:CRASH3_8304
if 
  151@ == 0 
else_jump @CRASH3_8380 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_8380 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_8380 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_8380 
151@ = 1 

:CRASH3_8380
if 
  151@ == 1 
else_jump @CRASH3_8637 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_8637 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_8637 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_8637 
if 
07C1:   path 347 available 
else_jump @CRASH3_8637 
085E: assign_car 68@ to_looped_path 347 
0107: 79@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 80@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0681: attach_object 79@ to_car 68@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 80@ to_car 68@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
035D: set_object 79@ targetable 1 
035D: set_object 80@ targetable 1 
0875: set_object 79@ immune_to_nonplayer 1 
0875: set_object 80@ immune_to_nonplayer 1 
154@ = 1 
151@ = 2 

:CRASH3_8637
if 
  151@ == 2 
else_jump @CRASH3_8736 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_8736 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_8736 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_8736 
if 
860E:   not car 68@ assigned_to_path 
else_jump @CRASH3_8736 
40@ = 0 
151@ = 3 

:CRASH3_8736
if 
  151@ == 3 
else_jump @CRASH3_8831 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_8831 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_8831 
if 
00DB:   actor 70@ in_car 68@ 
else_jump @CRASH3_8831 
if 
  40@ > 500 
else_jump @CRASH3_8831 
151@ = 0 

:CRASH3_8831
if 
  154@ == 1 
else_jump @CRASH3_8955 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_8955 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_8955 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_8955 
if 
01AD:   car 68@ sphere 0 near_point 2179.18 -2270.92 radius 2.0 2.0 
else_jump @CRASH3_8955 
0108: destroy_object 79@ 
0108: destroy_object 80@ 
154@ = 0 

:CRASH3_8955
if 
  4 > 151@ 
else_jump @CRASH3_9081 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_9069 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_9050 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_9031 
jump @CRASH3_9043 

:CRASH3_9031
05EC: release_car 68@ from_path 
151@ = 4 

:CRASH3_9043
jump @CRASH3_9062 

:CRASH3_9050
05EC: release_car 68@ from_path 
151@ = 4 

:CRASH3_9062
jump @CRASH3_9081 

:CRASH3_9069
05EC: release_car 68@ from_path 
151@ = 4 

:CRASH3_9081
if 
  155@ == 1 
else_jump @CRASH3_9535 
if 
8118:   not actor 75@ dead 
else_jump @CRASH3_9160 
0085: 120@ = 75@ // (int) 
124@ = 2203.12 
125@ = -2264.767 
126@ = 14.0 
gosub @CRASH3_18939 

:CRASH3_9160
if 
8118:   not actor 76@ dead 
else_jump @CRASH3_9221 
0085: 120@ = 76@ // (int) 
124@ = 2188.586 
125@ = -2258.273 
126@ = 14.0 
gosub @CRASH3_18812 

:CRASH3_9221
if 
8118:   not actor 73@ dead 
else_jump @CRASH3_9282 
0085: 120@ = 73@ // (int) 
124@ = 2207.985 
125@ = -2244.51 
126@ = 14.0 
gosub @CRASH3_18939 

:CRASH3_9282
if 
8118:   not actor 74@ dead 
else_jump @CRASH3_9306 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CRASH3_9306
if 
8118:   not actor 72@ dead 
else_jump @CRASH3_9337 
0085: 120@ = 72@ // (int) 
gosub @CRASH3_18988 

:CRASH3_9337
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_9435 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_9435 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_9435 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_9435 
05EC: release_car 68@ from_path 
06E1: AS_actor 70@ using_car 68@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
193@ = 1 

:CRASH3_9435
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_9528 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_9528 
if 
0448:   actor 71@ in_car 69@ 
else_jump @CRASH3_9528 
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_9528 
06E1: AS_actor 71@ using_car 69@ target_car -1 with_order 2 max_speed 5.0 traffic_flag 3 
194@ = 1 

:CRASH3_9528
155@ = 2 

:CRASH3_9535
if 
  193@ == 1 
else_jump @CRASH3_9643 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_9643 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_9643 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_9643 
if 
0A1B:   actor 70@ colliding_with_actor $PLAYER_ACTOR 
else_jump @CRASH3_9643 
06C7: AS_actor 70@ driver_of_car 68@ perform_action 3 timelimit 2000 
193@ = 2 

:CRASH3_9643
if 
  193@ == 2 
else_jump @CRASH3_9767 
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_9767 
if 
8118:   not actor 70@ dead 
else_jump @CRASH3_9767 
if 
0448:   actor 70@ in_car 68@ 
else_jump @CRASH3_9767 
062E: get_actor 70@ task 1735 status_store_to 140@ // ret 7 if not found 
if 
04A4:   140@ == 7 // == constant 
else_jump @CRASH3_9767 
06E1: AS_actor 70@ using_car 68@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
193@ = 1 

:CRASH3_9767
if 
  194@ == 1 
else_jump @CRASH3_9875 
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_9875 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_9875 
if 
0448:   actor 71@ in_car 69@ 
else_jump @CRASH3_9875 
if 
0A1B:   actor 71@ colliding_with_actor $PLAYER_ACTOR 
else_jump @CRASH3_9875 
06C7: AS_actor 71@ driver_of_car 69@ perform_action 3 timelimit 2000 
194@ = 2 

:CRASH3_9875
if 
  194@ == 2 
else_jump @CRASH3_9999 
if 
8119:   not car 69@ wrecked 
else_jump @CRASH3_9999 
if 
8118:   not actor 71@ dead 
else_jump @CRASH3_9999 
if 
0448:   actor 71@ in_car 69@ 
else_jump @CRASH3_9999 
062E: get_actor 71@ task 1735 status_store_to 140@ // ret 7 if not found 
if 
04A4:   140@ == 7 // == constant 
else_jump @CRASH3_9999 
06E1: AS_actor 71@ using_car 69@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
194@ = 1 

:CRASH3_9999
if 
  149@ == 9 
else_jump @CRASH3_10832 
if 
  158@ == 0 
else_jump @CRASH3_10832 
00BC: show_text_highpriority GXT 'CSH3_13' time 5000 flag 1  // ~s~The meeting is taking place in the ~r~office ~s~at the back.
0108: destroy_object 59@ 
0249: release_model #SEC_KEYPAD 
018C: play_sound 65535 at 2181.127 -2251.999 14.036 
018D: NOP 84@ 65535 2181.127 -2251.999 14.036 
0164: disable_marker 145@ 
0828: set_max_fire_generations 0 
009A: 109@ = create_actor_pedtype 23 model 290 at 2125.8 -2274.24 19.67 
0173: set_actor 109@ Z_angle_to 221.579 
060B: set_actor 109@ decision_maker_to 60@ 
0223: set_actor 109@ health_to 1000 
08AF: set_actor 109@ max_health_to 1000 
03FE: set_actor 109@ money 3000 
0446: set_actor 109@ dismemberment_possible 0 
0946: set_actor 109@ actions_uninterupted_by_weapon_fire 1 
0187: 146@ = create_marker_above_actor 109@ 
009A: 117@ = create_actor_pedtype 24 model 102 at 2129.217 -2281.78 19.6719 
0173: set_actor 117@ Z_angle_to 314.7061 
060B: set_actor 117@ decision_maker_to 60@ 
01B2: give_actor 117@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 117@ weapon_skill_to 2 
02E2: set_actor 117@ weapon_accuracy_to 20 
0223: set_actor 117@ health_to 50 
009A: 118@ = create_actor_pedtype 24 model 102 at 2124.154 -2277.243 19.6719 
0173: set_actor 118@ Z_angle_to 241.1202 
060B: set_actor 118@ decision_maker_to 60@ 
01B2: give_actor 118@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 118@ weapon_skill_to 2 
02E2: set_actor 118@ weapon_accuracy_to 20 
0223: set_actor 118@ health_to 50 
187@ = 1 
009A: 91@ = create_actor_pedtype 24 model 50 at 2172.73 -2249.83 12.6 
0173: set_actor 91@ Z_angle_to 227.0 
060B: set_actor 91@ decision_maker_to 60@ 
01B2: give_actor 91@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 91@ weapon_accuracy_to 20 
0223: set_actor 91@ health_to 30 
009A: 92@ = create_actor_pedtype 24 model 50 at 2168.42 -2252.714 12.59 
0173: set_actor 92@ Z_angle_to 250.942 
060B: set_actor 92@ decision_maker_to 60@ 
01B2: give_actor 92@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 92@ weapon_accuracy_to 20 
07DD: set_actor 92@ attack_rate 30 // previously known as temper_to 
0223: set_actor 92@ health_to 20 
009A: 93@ = create_actor_pedtype 24 model 50 at 2174.66 -2248.6 12.6 
0173: set_actor 93@ Z_angle_to 227.0 
060B: set_actor 93@ decision_maker_to 60@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 93@ enable_crouch 0 
02E2: set_actor 93@ weapon_accuracy_to 20 
009A: 95@ = create_actor_pedtype 24 model 50 at 2163.072 -2246.027 12.59 
0173: set_actor 95@ Z_angle_to 224.58 
060B: set_actor 95@ decision_maker_to 60@ 
01B2: give_actor 95@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 20 
009A: 96@ = create_actor_pedtype 24 model 50 at 2158.03 -2233.23 12.59 
0173: set_actor 96@ Z_angle_to 230.37 
060B: set_actor 96@ decision_maker_to 60@ 
01B2: give_actor 96@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 20 
if 
  163@ == 0 
else_jump @CRASH3_10745 
if 
8118:   not actor 91@ dead 
else_jump @CRASH3_10745 
05E2: AS_actor 91@ kill_actor $PLAYER_ACTOR 
163@ = 1 

:CRASH3_10745
if 
  165@ == 0 
else_jump @CRASH3_10794 
if 
8118:   not actor 93@ dead 
else_jump @CRASH3_10794 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
165@ = 1 

:CRASH3_10794
if 
03CA:   object 58@ exists 
else_jump @CRASH3_10818 
097B: play_audio_at_object 58@ event 1035 

:CRASH3_10818
158@ = 1 
149@ = 10 

:CRASH3_10832
if 
  158@ == 1 
else_jump @CRASH3_10929 
if 
03CA:   object 58@ exists 
else_jump @CRASH3_10929 
if 
034E: move_object 58@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.1 collision_check 0 
else_jump @CRASH3_10929 
097B: play_audio_at_object 58@ event 1036 
158@ = 2 

:CRASH3_10929
if 
  149@ == 10 
else_jump @CRASH3_11123 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2167.955 -2253.054 lr_corner_at 2175.023 -2245.327 angle -11.5 sphere 0 
else_jump @CRASH3_10997 
149@ = 11 

:CRASH3_10997
if 
056D:   actor 91@ defined 
else_jump @CRASH3_11039 
if 
051A:   actor 91@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_11039 
149@ = 11 

:CRASH3_11039
if 
056D:   actor 92@ defined 
else_jump @CRASH3_11081 
if 
051A:   actor 92@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_11081 
149@ = 11 

:CRASH3_11081
if 
056D:   actor 93@ defined 
else_jump @CRASH3_11123 
if 
051A:   actor 93@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_11123 
149@ = 11 

:CRASH3_11123
if 
  149@ == 11 
else_jump @CRASH3_18552 
if 
  186@ == 0 
else_jump @CRASH3_11252 
if 
  40@ > 0 
else_jump @CRASH3_11252 
if 
0118:   actor 91@ dead 
else_jump @CRASH3_11252 
if 
0118:   actor 93@ dead 
else_jump @CRASH3_11252 
if 
0118:   actor 95@ dead 
else_jump @CRASH3_11252 
0A6D: print_help_forever_conditional 'CSH3_10' 0  // If you press and hold ~m~~widget_attack~ while armed with a gun you can strafe.
40@ = 0 
186@ = 1 

:CRASH3_11252
if 
  186@ == 1 
else_jump @CRASH3_11314 
if 
  40@ > 8000 
else_jump @CRASH3_11314 
03E5: show_text_box 'CSH3_11'  // When strafing you can manually aim and shoot by using the camera movement controls.
40@ = 0 
186@ = 2 

:CRASH3_11314
if 
  186@ == 2 
else_jump @CRASH3_11376 
if 
  40@ > 8000 
else_jump @CRASH3_11376 
03E5: show_text_box 'CSH3_12'  // Strafing allows you to look around corners and position yourself more effectively in gun fights.
40@ = 0 
186@ = 3 

:CRASH3_11376
if 
  186@ == 3 
else_jump @CRASH3_11440 
if 
  40@ > 8000 
else_jump @CRASH3_11440 
0A6D: print_help_forever_conditional 'CSH3_52' 0  // To roll you must be crouched and have a gun equipped then press and hold ~m~~widget_attack~ and move left or right to roll.
40@ = 0 
186@ = 4 

:CRASH3_11440
if 
  186@ == 4 
else_jump @CRASH3_11495 
if 
  40@ > 8000 
else_jump @CRASH3_11495 
03E5: show_text_box 'CSH3_51'  // Rolling is useful in gun fights as it allows you to dodge gunfire and surprise enemies. You can roll left or right.
186@ = 5 

:CRASH3_11495
if 
  159@ == 0 
else_jump @CRASH3_11839 
if 
  164@ == 0 
else_jump @CRASH3_11569 
if 
8118:   not actor 92@ dead 
else_jump @CRASH3_11569 
0085: 120@ = 92@ // (int) 
gosub @CRASH3_18988 
164@ = 1 

:CRASH3_11569
if 
  167@ == 0 
else_jump @CRASH3_11625 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_11625 
0085: 120@ = 95@ // (int) 
gosub @CRASH3_19225 
167@ = 1 

:CRASH3_11625
if 
  167@ == 1 
else_jump @CRASH3_11732 
if 
8118:   not actor 95@ dead 
else_jump @CRASH3_11720 
if or
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 95@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH3_11713 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 
167@ = 2 

:CRASH3_11713
jump @CRASH3_11732 

:CRASH3_11720
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
167@ = 2 

:CRASH3_11732
if 
  168@ == 0 
else_jump @CRASH3_11839 
if 
8118:   not actor 96@ dead 
else_jump @CRASH3_11839 
if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2161.927 -2243.252 lr_corner_at 2168.71 -2237.79 angle 10.0 sphere 0 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CRASH3_11839 
0085: 120@ = 96@ // (int) 
gosub @CRASH3_19142 
168@ = 1 

:CRASH3_11839
if 
  160@ == 0 
else_jump @CRASH3_12337 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.659 -2244.409 lr_corner_at 2168.71 -2237.79 angle 12.0 sphere 0 
else_jump @CRASH3_12337 
0249: release_model 414 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
01C3: remove_references_to_car 68@ 
01C3: remove_references_to_car 69@ 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 79@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 67@ 
009A: 97@ = create_actor_pedtype 24 model 50 at 2149.249 -2243.958 12.6 
0173: set_actor 97@ Z_angle_to 312.4132 
060B: set_actor 97@ decision_maker_to 60@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 97@ weapon_accuracy_to 20 
0223: set_actor 97@ health_to 50 
009A: 98@ = create_actor_pedtype 24 model 50 at 2156.04 -2250.73 12.59 
0173: set_actor 98@ Z_angle_to 46.763 
060B: set_actor 98@ decision_maker_to 60@ 
01B2: give_actor 98@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 98@ weapon_accuracy_to 20 
0107: 77@ = create_object #BARREL4 at 2149.725 -2249.85 12.35 
0107: 78@ = create_object #BARREL4 at 2162.399 -2259.433 12.35 
0107: 79@ = create_object #BARREL4 at 2152.317 -2270.389 12.35 
0107: 80@ = create_object #BARREL4 at 2139.31 -2270.019 14.7 
0875: set_object 77@ immune_to_nonplayer 1 
0875: set_object 78@ immune_to_nonplayer 1 
0875: set_object 79@ immune_to_nonplayer 1 
0875: set_object 80@ immune_to_nonplayer 1 
035D: set_object 77@ targetable 1 
035D: set_object 78@ targetable 1 
035D: set_object 79@ targetable 1 
035D: set_object 80@ targetable 1 
0107: 110@ = create_object #IMY_BBOX at 2140.91 -2260.2 18.1 
0177: set_object 110@ Z_angle_to 317.068 
071F: set_object 110@ health_to 1000 
0875: set_object 110@ immune_to_nonplayer 1 
160@ = 1 

:CRASH3_12337
if 
  160@ == 1 
else_jump @CRASH3_12604 
if 
  169@ == 0 
else_jump @CRASH3_12411 
if 
8118:   not actor 97@ dead 
else_jump @CRASH3_12411 
0085: 120@ = 97@ // (int) 
gosub @CRASH3_19225 
169@ = 1 

:CRASH3_12411
if 
  169@ == 1 
else_jump @CRASH3_12518 
if 
8118:   not actor 97@ dead 
else_jump @CRASH3_12506 
if or
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 97@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
else_jump @CRASH3_12499 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
169@ = 2 

:CRASH3_12499
jump @CRASH3_12518 

:CRASH3_12506
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
169@ = 2 

:CRASH3_12518
if 
  170@ == 0 
else_jump @CRASH3_12604 
if 
8118:   not actor 98@ dead 
else_jump @CRASH3_12604 
0085: 120@ = 98@ // (int) 
124@ = 2152.019 
125@ = -2246.949 
126@ = 12.595 
gosub @CRASH3_19070 
170@ = 1 

:CRASH3_12604
if 
  161@ == 0 
else_jump @CRASH3_13270 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2157.47 -2246.72 lr_corner_at 2152.737 -2251.857 angle -10.0 sphere 0 
else_jump @CRASH3_13270 
009A: 100@ = create_actor_pedtype 24 model 50 at 2164.943 -2259.275 12.594 
0173: set_actor 100@ Z_angle_to 46.776 
060B: set_actor 100@ decision_maker_to 60@ 
01B2: give_actor 100@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 100@ weapon_accuracy_to 30 
07DD: set_actor 100@ attack_rate 20 // previously known as temper_to 
009A: 101@ = create_actor_pedtype 24 model 50 at 2159.296 -2256.66 12.59 
0173: set_actor 101@ Z_angle_to 46.776 
060B: set_actor 101@ decision_maker_to 60@ 
01B2: give_actor 101@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 101@ weapon_accuracy_to 20 
0856: set_actor 101@ enable_crouch 0 
07DD: set_actor 101@ attack_rate 20 // previously known as temper_to 
009A: 102@ = create_actor_pedtype 24 model 50 at 2137.578 -2262.216 12.59 
0173: set_actor 102@ Z_angle_to 211.9 
060B: set_actor 102@ decision_maker_to 60@ 
01B2: give_actor 102@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 102@ weapon_accuracy_to 10 
009A: 103@ = create_actor_pedtype 24 model 50 at 2138.008 -2253.369 12.59 
0173: set_actor 103@ Z_angle_to 139.993 
060B: set_actor 103@ decision_maker_to 60@ 
01B2: give_actor 103@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 103@ weapon_accuracy_to 10 
009A: 104@ = create_actor_pedtype 24 model 50 at 2151.545 -2279.607 13.82 
0173: set_actor 104@ Z_angle_to 46.63 
060B: set_actor 104@ decision_maker_to 60@ 
01B2: give_actor 104@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 104@ weapon_accuracy_to 10 
009A: 105@ = create_actor_pedtype 24 model 50 at 2140.695 -2259.877 12.5547 
0173: set_actor 105@ Z_angle_to 259.7427 
060B: set_actor 105@ decision_maker_to 60@ 
01B2: give_actor 105@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 105@ weapon_accuracy_to 10 
07DD: set_actor 105@ attack_rate 20 // previously known as temper_to 
009A: 106@ = create_actor_pedtype 24 model 50 at 2141.763 -2261.277 12.5547 
0173: set_actor 106@ Z_angle_to 259.742 
060B: set_actor 106@ decision_maker_to 60@ 
01B2: give_actor 106@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 106@ weapon_accuracy_to 10 
07DD: set_actor 106@ attack_rate 20 // previously known as temper_to 
009A: 107@ = create_actor_pedtype 24 model 102 at 2131.561 -2279.424 19.712 
0173: set_actor 107@ Z_angle_to 313.176 
060B: set_actor 107@ decision_maker_to 60@ 
01B2: give_actor 107@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 107@ weapon_accuracy_to 10 
07DD: set_actor 107@ attack_rate 20 // previously known as temper_to 
009A: 108@ = create_actor_pedtype 24 model 102 at 2128.952 -2282.271 19.712 
0173: set_actor 108@ Z_angle_to 313.176 
060B: set_actor 108@ decision_maker_to 60@ 
01B2: give_actor 108@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 108@ weapon_accuracy_to 10 
07DD: set_actor 108@ attack_rate 20 // previously known as temper_to 
161@ = 1 

:CRASH3_13270
if 
  161@ == 1 
else_jump @CRASH3_13400 
if 
  172@ == 0 
else_jump @CRASH3_13344 
if 
8118:   not actor 100@ dead 
else_jump @CRASH3_13344 
0085: 120@ = 100@ // (int) 
gosub @CRASH3_18988 
172@ = 1 

:CRASH3_13344
if 
  173@ == 0 
else_jump @CRASH3_13400 
if 
8118:   not actor 101@ dead 
else_jump @CRASH3_13400 
0085: 120@ = 101@ // (int) 
gosub @CRASH3_18988 
173@ = 1 

:CRASH3_13400
if 
  162@ == 0 
else_jump @CRASH3_14151 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.728 -2254.586 lr_corner_at 2152.4 -2263.3 angle 10.0 sphere 0 
else_jump @CRASH3_14151 
if 
  174@ == 0 
else_jump @CRASH3_13570 
if 
03CA:   object 110@ exists 
else_jump @CRASH3_13495 

:CRASH3_13495
if 
8118:   not actor 102@ dead 
else_jump @CRASH3_13570 
0085: 120@ = 102@ // (int) 
124@ = 2148.945 
125@ = -2273.314 
126@ = 13.595 
0856: set_actor 102@ enable_crouch 0 
gosub @CRASH3_18812 
174@ = 1 

:CRASH3_13570
if 
  175@ == 0 
else_jump @CRASH3_13693 
if 
8118:   not actor 103@ dead 
else_jump @CRASH3_13693 
0085: 120@ = 103@ // (int) 
124@ = 2133.613 
125@ = -2258.067 
126@ = 12.59 
127@ = 2143.387 
128@ = -2267.5 
129@ = 13.595 
04EB: AS_actor 103@ crouch 1 
gosub @CRASH3_18867 
175@ = 1 

:CRASH3_13693
if 
  176@ == 0 
else_jump @CRASH3_13786 
if 
8118:   not actor 104@ dead 
else_jump @CRASH3_13786 
0085: 120@ = 104@ // (int) 
124@ = 2140.375 
125@ = -2269.66 
126@ = 13.59 
04EB: AS_actor 104@ crouch 1 
gosub @CRASH3_18812 
176@ = 1 

:CRASH3_13786
if 
  179@ == 0 
else_jump @CRASH3_13909 
if 
8118:   not actor 107@ dead 
else_jump @CRASH3_13909 
0085: 120@ = 107@ // (int) 
124@ = 2134.504 
125@ = -2276.708 
126@ = 19.712 
127@ = 2130.845 
128@ = -2272.55 
129@ = 19.71 
0856: set_actor 107@ enable_crouch 0 
gosub @CRASH3_18867 
179@ = 1 

:CRASH3_13909
if 
  180@ == 0 
else_jump @CRASH3_14032 
if 
8118:   not actor 108@ dead 
else_jump @CRASH3_14032 
0085: 120@ = 108@ // (int) 
124@ = 2134.788 
125@ = -2275.941 
126@ = 19.712 
127@ = 2139.879 
128@ = -2270.926 
129@ = 18.0 
0856: set_actor 108@ enable_crouch 0 
gosub @CRASH3_18867 
180@ = 1 

:CRASH3_14032
if 
  177@ == 0 
else_jump @CRASH3_14088 
if 
8118:   not actor 105@ dead 
else_jump @CRASH3_14088 
0085: 120@ = 105@ // (int) 
gosub @CRASH3_18988 
177@ = 1 

:CRASH3_14088
if 
  178@ == 0 
else_jump @CRASH3_14144 
if 
8118:   not actor 106@ dead 
else_jump @CRASH3_14144 
0085: 120@ = 106@ // (int) 
gosub @CRASH3_18988 
178@ = 1 

:CRASH3_14144
162@ = 1 

:CRASH3_14151
if 
  181@ == 0 
else_jump @CRASH3_14315 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 angle -20.0 sphere 0 
else_jump @CRASH3_14315 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
00BC: show_text_highpriority GXT 'CSH3_53' time 7000 flag 1  // ~s~Take out the ~r~Russian arms dealer~s~ inside the office!
if 
8118:   not actor 117@ dead 
else_jump @CRASH3_14284 
0085: 120@ = 117@ // (int) 
gosub @CRASH3_18988 

:CRASH3_14284
if 
8118:   not actor 118@ dead 
else_jump @CRASH3_14308 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:CRASH3_14308
181@ = 1 

:CRASH3_14315
if 
  187@ == 1 
else_jump @CRASH3_14356 
if 
0118:   actor 109@ dead 
else_jump @CRASH3_14356 
187@ = 2 

:CRASH3_14356
if 
  187@ == 2 
else_jump @CRASH3_14381 
jump @CRASH3_19467 

:CRASH3_14381
if 
0118:   actor 109@ dead 
else_jump @CRASH3_14418 
if 
075C:   marker 146@ enabled 
else_jump @CRASH3_14418 
0164: disable_marker 146@ 

:CRASH3_14418
if 
  182@ == 0 
else_jump @CRASH3_14573 
if 
03CA:   object 110@ exists 
else_jump @CRASH3_14573 
071E: get_object 110@ health_to 111@ 
if 
  1000 > 111@ 
else_jump @CRASH3_14573 
09CA: set_object 110@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor 106@ dead 
else_jump @CRASH3_14559 
0173: set_actor 106@ Z_angle_to 200.025 
0812: AS_actor 106@ perform_animation "CRUSH_JUMP" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:CRASH3_14559
41@ = 0 
182@ = 1 

:CRASH3_14573
if 
  182@ == 1 
else_jump @CRASH3_14753 
if 
  41@ > 1500 
else_jump @CRASH3_14753 
if 
03CA:   object 110@ exists 
else_jump @CRASH3_14753 
01BC: put_object 110@ at 2140.91 -2260.2 18.1 
0392: make_object 110@ moveable 1 
0382: set_object 110@ collision_detection 1 
038C: object 110@ scatter 0.0 0.0 -2.0 
if 
8118:   not actor 105@ dead 
else_jump @CRASH3_14739 
0619: enable_actor 105@ collision_detection 0 
0812: AS_actor 105@ perform_animation "CRUSHED" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:CRASH3_14739
41@ = 0 
182@ = 2 

:CRASH3_14753
if 
  182@ == 2 
else_jump @CRASH3_14848 
if 
  41@ > 600 
else_jump @CRASH3_14848 
if 
8118:   not actor 105@ dead 
else_jump @CRASH3_14818 
0568: set_actor 105@ untargetable 1 
034F: destroy_actor_with_fade 105@ 

:CRASH3_14818
if 
8118:   not actor 106@ dead 
else_jump @CRASH3_14841 
0568: set_actor 106@ untargetable 1 

:CRASH3_14841
182@ = 3 

:CRASH3_14848
if 
  163@ == 1 
else_jump @CRASH3_14894 
if 
0118:   actor 91@ dead 
else_jump @CRASH3_14894 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
163@ = 2 

:CRASH3_14894
if 
  164@ == 1 
else_jump @CRASH3_14940 
if 
0118:   actor 92@ dead 
else_jump @CRASH3_14940 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
164@ = 2 

:CRASH3_14940
if 
  165@ == 1 
else_jump @CRASH3_14986 
if 
0118:   actor 93@ dead 
else_jump @CRASH3_14986 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
165@ = 2 

:CRASH3_14986
if 
  167@ > 0 
else_jump @CRASH3_15050 
if 
  3 > 167@ 
else_jump @CRASH3_15050 
if 
0118:   actor 95@ dead 
else_jump @CRASH3_15050 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
167@ = 2 

:CRASH3_15050
if 
  168@ == 1 
else_jump @CRASH3_15096 
if 
0118:   actor 96@ dead 
else_jump @CRASH3_15096 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
168@ = 2 

:CRASH3_15096
if 
  169@ > 0 
else_jump @CRASH3_15160 
if 
  3 > 169@ 
else_jump @CRASH3_15160 
if 
0118:   actor 97@ dead 
else_jump @CRASH3_15160 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
169@ = 3 

:CRASH3_15160
if 
  170@ == 1 
else_jump @CRASH3_15206 
if 
0118:   actor 98@ dead 
else_jump @CRASH3_15206 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
170@ = 2 

:CRASH3_15206
if 
  172@ == 1 
else_jump @CRASH3_15252 
if 
0118:   actor 100@ dead 
else_jump @CRASH3_15252 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
172@ = 2 

:CRASH3_15252
if 
  173@ == 1 
else_jump @CRASH3_15298 
if 
0118:   actor 101@ dead 
else_jump @CRASH3_15298 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
173@ = 2 

:CRASH3_15298
if 
  174@ == 1 
else_jump @CRASH3_15344 
if 
0118:   actor 102@ dead 
else_jump @CRASH3_15344 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
174@ = 2 

:CRASH3_15344
if 
  175@ == 1 
else_jump @CRASH3_15390 
if 
0118:   actor 103@ dead 
else_jump @CRASH3_15390 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 
175@ = 2 

:CRASH3_15390
if 
  176@ == 1 
else_jump @CRASH3_15436 
if 
0118:   actor 104@ dead 
else_jump @CRASH3_15436 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
176@ = 2 

:CRASH3_15436
if 
  179@ == 1 
else_jump @CRASH3_15482 
if 
0118:   actor 107@ dead 
else_jump @CRASH3_15482 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
179@ = 2 

:CRASH3_15482
if 
  180@ == 1 
else_jump @CRASH3_15528 
if 
0118:   actor 108@ dead 
else_jump @CRASH3_15528 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
180@ = 2 

:CRASH3_15528
if 
  181@ == 1 
else_jump @CRASH3_16567 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2125.14 -2270.97 27.0 fur_corner_at 2121.09 -2275.33 19.0 angle 14.0 sphere 0 
else_jump @CRASH3_16567 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 91@ 
034F: destroy_actor_with_fade 92@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 98@ 
00A6: destroy_car 62@ 
00A6: destroy_car 63@ 
00A6: destroy_car 68@ 
0395: clear_area 0 at 2185.53 -2271.95 50.0 radius 50.0 
0249: release_model 102 
0107: 82@ = create_object #BARREL4 at 2170.366 -2337.439 12.54 
0875: set_object 82@ immune_to_nonplayer 1 
00A5: 68@ = create_car 530 at 2122.092 -2307.141 12.5693 
0175: set_car 68@ Z_angle_to 265.9861 
053F: set_car 68@ tires_vulnerability 0 
00A5: 62@ = create_car 429 at 2190.07 -2269.8 12.5693 
0175: set_car 62@ Z_angle_to 308.99 
0224: set_car 62@ health_to 1000 
00A5: 63@ = create_car 461 at 2175.75 -2280.57 12.5693 
0175: set_car 63@ Z_angle_to 315.41 
053F: set_car 63@ tires_vulnerability 0 
032B: 144@ = create_weapon_pickup 353 type 3 ammo 250 at 2175.614 -2282.959 13.54 
009A: 91@ = create_actor_pedtype 24 model 50 at 2132.698 -2303.37 13.699 
0173: set_actor 91@ Z_angle_to 826.228 
060B: set_actor 91@ decision_maker_to 60@ 
01B2: give_actor 91@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 91@ weapon_accuracy_to 30 
0085: 120@ = 91@ // (int) 
gosub @CRASH3_18988 
009A: 92@ = create_actor_pedtype 24 model 50 at 2138.06 -2308.614 19.7 
0173: set_actor 92@ Z_angle_to 60.478 
060B: set_actor 92@ decision_maker_to 60@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 92@ weapon_accuracy_to 30 
0085: 120@ = 92@ // (int) 
gosub @CRASH3_19032 
009A: 93@ = create_actor_pedtype 24 model 50 at 2144.007 -2295.194 19.676 
0173: set_actor 93@ Z_angle_to 119.8487 
060B: set_actor 93@ decision_maker_to 60@ 
01B2: give_actor 93@ weapon 22 ammo 99999 // Load the weapon model before using this 
0856: set_actor 93@ enable_crouch 0 
0223: set_actor 93@ health_to 50 
02E2: set_actor 93@ weapon_accuracy_to 30 
0085: 120@ = 93@ // (int) 
gosub @CRASH3_19032 
009A: 94@ = create_actor_pedtype 24 model 50 at 2131.56 -2313.6 12.5719 
0173: set_actor 94@ Z_angle_to 265.9861 
060B: set_actor 94@ decision_maker_to 60@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 94@ enable_crouch 0 
02E2: set_actor 94@ weapon_accuracy_to 30 
0085: 120@ = 94@ // (int) 
gosub @CRASH3_18988 
009A: 96@ = create_actor_pedtype 24 model 50 at 2183.367 -2293.234 12.5 
0173: set_actor 96@ Z_angle_to 148.671 
060B: set_actor 96@ decision_maker_to 60@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 96@ kill_actor $PLAYER_ACTOR 
0223: set_actor 96@ health_to 50 
0085: 120@ = 96@ // (int) 
gosub @CRASH3_19032 
009A: 97@ = create_actor_pedtype 24 model 50 at 2165.737 -2324.289 17.515 
0173: set_actor 97@ Z_angle_to 224.6632 
060B: set_actor 97@ decision_maker_to 60@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 97@ health_to 70 
02E2: set_actor 97@ weapon_accuracy_to 30 
0085: 120@ = 97@ // (int) 
gosub @CRASH3_19032 
009A: 98@ = create_actor_pedtype 24 model 50 at 2170.07 -2334.498 12.547 
0173: set_actor 98@ Z_angle_to 89.2721 
060B: set_actor 98@ decision_maker_to 60@ 
01B2: give_actor 98@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 98@ health_to 50 
0085: 120@ = 98@ // (int) 
gosub @CRASH3_19032 
if 
03CA:   object 119@ exists 
else_jump @CRASH3_16502 
0177: set_object 119@ Z_angle_to 90.0 
jump @CRASH3_16507 

:CRASH3_16502
0108: destroy_object 119@ 

:CRASH3_16507
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_16560 
0605: actor 109@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:CRASH3_16560
181@ = 2 

:CRASH3_16567
if 
  181@ == 2 
else_jump @CRASH3_16795 
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_16795 
if or
  40@ > 750 
051A:   actor 109@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 109@ 
else_jump @CRASH3_16795 
009A: 95@ = create_actor_pedtype 24 model 50 at 2135.46 -2296.64 12.9 
0173: set_actor 95@ Z_angle_to 337.5533 
060B: set_actor 95@ decision_maker_to 60@ 
01B2: give_actor 95@ weapon 22 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 
0085: 120@ = 95@ // (int) 
gosub @CRASH3_19032 
0615: define_AS_pack_begin 121@ 
05F5: AS_actor -1 goto_point_using_paths 2128.43 -2292.01 13.75 mode 6 time 350000 
05F5: AS_actor -1 goto_point_using_paths 2185.5 -2274.8 13.75 mode 7 time 350000 
0616: define_AS_pack_end 121@ 
0618: assign_actor 109@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
181@ = 3 

:CRASH3_16795
if 
  181@ == 3 
else_jump @CRASH3_16879 
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_16879 
if 
00EC:   actor 109@ sphere 0 near_point 2185.5 -2274.8 radius 10.0 10.0 
else_jump @CRASH3_16879 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
181@ = 4 

:CRASH3_16879
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_18316 
if 
  181@ == 4 
else_jump @CRASH3_17659 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 109@ radius 200.0 200.0 0 
else_jump @CRASH3_16983 
if 
82CB:   not actor 109@ bounding_sphere_visible 
else_jump @CRASH3_16983 
00BC: show_text_highpriority GXT 'CSH3_55' time 5000 flag 1  // ~r~He got away!
jump @CRASH3_19449 

:CRASH3_16983
if 
  2 > 190@ 
else_jump @CRASH3_17659 
if 
  190@ == 1 
else_jump @CRASH3_17076 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17076 
0811: $47 = actor $PLAYER_ACTOR used_car 
if 
003C:   $47 == 62@ // (int) 
else_jump @CRASH3_17076 
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17076
if 
  190@ == 0 
else_jump @CRASH3_17291 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17277 
if 
01AD:   car 62@ sphere 0 near_point 2190.07 -2269.8 radius 6.0 6.0 
else_jump @CRASH3_17256 
if 
80DB:   not actor $PLAYER_ACTOR in_car 62@ 
else_jump @CRASH3_17235 
if 
  192@ == 0 
else_jump @CRASH3_17214 
0687: clear_actor 109@ task 
05CB: AS_actor 109@ enter_car 62@ as_driver -2 ms 
190@ = 1 
jump @CRASH3_17228 

:CRASH3_17214
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17228
jump @CRASH3_17249 

:CRASH3_17235
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17249
jump @CRASH3_17270 

:CRASH3_17256
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17270
jump @CRASH3_17291 

:CRASH3_17277
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17291
if 
  190@ == 1 
else_jump @CRASH3_17527 
if 
  192@ == 0 
else_jump @CRASH3_17513 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17506 
if 
00DB:   actor 109@ in_car 62@ 
else_jump @CRASH3_17506 
if 
00F2:   actor 109@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @CRASH3_17506 
00BC: show_text_highpriority GXT 'CSH3_54' time 5000 flag 1  // ~s~He has got in a ~r~car~s~! Chase him down and take him out!
0223: set_actor 109@ health_to 100 
0446: set_actor 109@ dismemberment_possible 1 
00A7: car 62@ drive_to 2246.61 -2204.78 13.65 
00AD: set_car 62@ max_speed_to 20.0 
00AE: set_car 62@ traffic_behaviour_to 2 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
191@ = 1 
190@ = 2 

:CRASH3_17506
jump @CRASH3_17527 

:CRASH3_17513
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17527
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17645 
if 
  192@ == 0 
else_jump @CRASH3_17594 
if 
00DB:   actor $PLAYER_ACTOR in_car 62@ 
else_jump @CRASH3_17594 
gosub @CRASH3_18733 
192@ = 1 

:CRASH3_17594
if 
  192@ == 1 
else_jump @CRASH3_17638 
if 
80DB:   not actor $PLAYER_ACTOR in_car 62@ 
else_jump @CRASH3_17638 
192@ = 0 

:CRASH3_17638
jump @CRASH3_17659 

:CRASH3_17645
gosub @CRASH3_18733 
190@ = 2 

:CRASH3_17659
if 
  191@ == 1 
else_jump @CRASH3_17755 
if 
8449:   not actor 109@ in_a_car 
else_jump @CRASH3_17755 
05DD: AS_actor 109@ flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17748 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_17748 
05EC: release_car 62@ from_path 

:CRASH3_17748
191@ = 2 

:CRASH3_17755
if 
  190@ == 2 
else_jump @CRASH3_17960 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_17960 
if 
0448:   actor 109@ in_car 62@ 
else_jump @CRASH3_17960 
if 
01AD:   car 62@ sphere 0 near_point 2246.61 -2204.78 radius 10.0 10.0 
else_jump @CRASH3_17960 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 68@ 
00A9: set_car 62@ to_normal_driver 
0705: car 62@ assign_to_path 342 and_drive_normal 
06FD: set_car 62@ speed_on_path_to 0.85 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
195@ = 1 
190@ = 3 

:CRASH3_17960
if 
  190@ == 3 
else_jump @CRASH3_18177 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_18177 
if 
0448:   actor 109@ in_car 62@ 
else_jump @CRASH3_18177 
if 
  195@ == 1 
else_jump @CRASH3_18095 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_18095 
if 
80F2:   not actor 109@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @CRASH3_18095 
06FD: set_car 62@ speed_on_path_to 0.4 
195@ = 2 

:CRASH3_18095
if 
  195@ == 2 
else_jump @CRASH3_18177 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_18177 
if 
00F2:   actor 109@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @CRASH3_18177 
06FD: set_car 62@ speed_on_path_to 0.85 
195@ = 1 

:CRASH3_18177
if 
  190@ == 3 
else_jump @CRASH3_18316 
if 
8119:   not car 62@ wrecked 
else_jump @CRASH3_18316 
if 
0448:   actor 109@ in_car 62@ 
else_jump @CRASH3_18316 
if 
01AD:   car 62@ sphere 0 near_point 1440.92 -1594.59 radius 20.0 20.0 
else_jump @CRASH3_18316 
if 
060E:   car 62@ assigned_to_path 
else_jump @CRASH3_18294 
05EC: release_car 62@ from_path 
00A9: set_car 62@ to_normal_driver 

:CRASH3_18294
05D2: AS_actor 109@ run_to_and_hijack_car 62@ max_search_radius 25.0 traffic_behavior 2 
190@ = 4 

:CRASH3_18316
if 
  181@ > 1 
else_jump @CRASH3_18552 
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_18552 
gosub @CRASH3_18601 
if 
  188@ == 0 
else_jump @CRASH3_18422 
if 
  189@ == 0 
else_jump @CRASH3_18422 
04AF: 88@ = 11004 // = constant 
05AA: 89@s = 'CRA3_DB' // @s = 'short'  // Stop, we could do business!
gosub @CRASH3_18559 

:CRASH3_18422
if 
  188@ == 1 
else_jump @CRASH3_18487 
if 
  189@ == 0 
else_jump @CRASH3_18487 
04AF: 88@ = 11005 // = constant 
05AA: 89@s = 'CRA3_DC' // @s = 'short'  // Fuck you, Americansky! I'm gone!
gosub @CRASH3_18559 

:CRASH3_18487
if 
  188@ == 2 
else_jump @CRASH3_18552 
if 
  189@ == 0 
else_jump @CRASH3_18552 
04AF: 88@ = 11006 // = constant 
05AA: 89@s = 'CRA3_DD' // @s = 'short'  // Doing business in America is dangerous!
gosub @CRASH3_18559 

:CRASH3_18552
jump @CRASH3_850 

:CRASH3_18559
if 
  189@ == 0 
else_jump @CRASH3_18599 
03CF: load_wav 88@ as 1 
05AA: 86@s = 89@s // @s = 'short' 
189@ = 1 

:CRASH3_18599
return 

:CRASH3_18601
if 
  189@ == 1 
else_jump @CRASH3_18678 
if 
03D0:   wav 1 loaded 
else_jump @CRASH3_18678 
00BC: show_text_highpriority GXT 86@s time 4000 flag 1 
if 
8118:   not actor 109@ dead 
else_jump @CRASH3_18667 
0949: link_wav 1 to_actor 109@ 

:CRASH3_18667
03D1: play_wav 1 
189@ = 2 

:CRASH3_18678
if 
  189@ == 2 
else_jump @CRASH3_18731 
if 
03D2:   wav 1 ended 
else_jump @CRASH3_18731 
188@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
189@ = 0 

:CRASH3_18731
return 

:CRASH3_18733
0223: set_actor 109@ health_to 100 
08AF: set_actor 109@ max_health_to 100 
0615: define_AS_pack_begin 122@ 
05F5: AS_actor -1 goto_point_using_paths 2191.422 -2183.429 13.55 mode 6 time -2 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
0616: define_AS_pack_end 122@ 
0618: assign_actor 109@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
return 

:CRASH3_18812
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point 124@ 125@ 126@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 132@ 
0618: assign_actor 120@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
return 

:CRASH3_18867
0615: define_AS_pack_begin 133@ 
05D3: AS_actor -1 goto_point 124@ 125@ 126@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 127@ 128@ 129@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 133@ 
0618: assign_actor 120@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
return 

:CRASH3_18939
0615: define_AS_pack_begin 131@ 
05D3: AS_actor -1 goto_point 124@ 125@ 126@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 131@ 
0618: assign_actor 120@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
return 

:CRASH3_18988
0615: define_AS_pack_begin 130@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 130@ 
0618: assign_actor 120@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
return 

:CRASH3_19032
0615: define_AS_pack_begin 137@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 137@ 
0618: assign_actor 120@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
return 

:CRASH3_19070
0615: define_AS_pack_begin 136@ 
0637: AS_actor -1 goto 124@ 125@ 126@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 120@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 
return 

:CRASH3_19142
0615: define_AS_pack_begin 135@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 120@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
return 

:CRASH3_19225
0615: define_AS_pack_begin 134@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 134@ loop 1 
0616: define_AS_pack_end 134@ 
0618: assign_actor 120@ to_AS_pack 134@ 
061B: remove_references_to_AS_pack 134@ 
return 

:CRASH3_19449
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CRASH3_19467
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CRASH_3'  // Gray Imports
$455 += 1 
0164: disable_marker $437 
return 

:CRASH3_19523
if 
8119:   not car $47 wrecked 
else_jump @CRASH3_19554 
02AC: set_car $47 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CRASH3_19554
if 
03CA:   object 58@ exists 
else_jump @CRASH3_19575 
0108: destroy_object 58@ 

:CRASH3_19575
if 
03CA:   object 42@ exists 
else_jump @CRASH3_19596 
0108: destroy_object 43@ 

:CRASH3_19596
if 
03CA:   object 44@ exists 
else_jump @CRASH3_19617 
0108: destroy_object 45@ 

:CRASH3_19617
if 
03CA:   object 46@ exists 
else_jump @CRASH3_19638 
0108: destroy_object 47@ 

:CRASH3_19638
if 
03CA:   object 48@ exists 
else_jump @CRASH3_19659 
0108: destroy_object 49@ 

:CRASH3_19659
if 
03CA:   object 58@ exists 
else_jump @CRASH3_19680 
0108: destroy_object 58@ 

:CRASH3_19680
if 
03CA:   object 59@ exists 
else_jump @CRASH3_19701 
0108: destroy_object 59@ 

:CRASH3_19701
01E7: remove_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0164: disable_marker 145@ 
0164: disable_marker 146@ 
04EF: release_animation "SWAT" 
04EF: release_animation "DODGE" 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0108: destroy_object 110@ 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 67@ 
01C3: remove_references_to_car 68@ 
01C3: remove_references_to_car 69@ 
0215: destroy_pickup 144@ 
034F: destroy_actor_with_fade 91@ 
034F: destroy_actor_with_fade 92@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 98@ 
034F: destroy_actor_with_fade 100@ 
034F: destroy_actor_with_fade 101@ 
034F: destroy_actor_with_fade 102@ 
034F: destroy_actor_with_fade 103@ 
034F: destroy_actor_with_fade 104@ 
034F: destroy_actor_with_fade 105@ 
034F: destroy_actor_with_fade 106@ 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model 50 
0249: release_model 346 
0249: release_model #BARREL4 
0249: release_model 530 
0249: release_model 414 
0249: release_model 353 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
0249: release_model 429 
0249: release_model 461 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
0249: release_model 102 
0249: release_model #IMY_BBOX 
0249: release_model 461 
0296: unload_special_actor 1 
if 
8119:   not car 63@ wrecked 
else_jump @CRASH3_19992 
053F: set_car 63@ tires_vulnerability 1 

:CRASH3_19992
if 
8119:   not car 68@ wrecked 
else_jump @CRASH3_20015 
053F: set_car 68@ tires_vulnerability 1 

:CRASH3_20015
if 
8119:   not car $47 wrecked 
else_jump @CRASH3_20046 
02AC: set_car $47 immunities BP 0 FP 0 EP 1 CP 0 MP 0 

:CRASH3_20046
01BD: $183 = current_time_in_ms 
06D0: enable_emergency_traffic 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 24---------------
// Originally: Home Invasion

:GUNS1
thread 'GUNS1' 
gosub @GUNS1_47 
if 
wasted_or_busted 
else_jump @GUNS1_38 
gosub @GUNS1_40578 

:GUNS1_38
gosub @GUNS1_40673 
end_thread 

:GUNS1_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GUNS1_75
if 
fading 
else_jump @GUNS1_99 
wait 0 
jump @GUNS1_75 

:GUNS1_99
01B5: force_weather 1 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_148 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_148
054C: use_GXT_table 'RYDER1' 
02E4: load_cutscene_data 'RYDER1A' 

:GUNS1_170
if 
86B9:   not cutscene_data_loaded 
else_jump @GUNS1_194 
wait 0 
jump @GUNS1_170 

:GUNS1_194
0395: clear_area 1 at 2464.0 -1714.0 14.0 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:GUNS1_227
if 
82E9:   not cutscene_reached_end 
else_jump @GUNS1_251 
wait 0 
jump @GUNS1_227 

:GUNS1_251
fade 0 0 

:GUNS1_257
if 
fading 
else_jump @GUNS1_281 
wait 0 
jump @GUNS1_257 

:GUNS1_281
01B7: release_weather 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 47@ to 49@ 
060A: create_decision_maker_type 0 store_to 48@ // decision\allowed\m_.ped files 
02FA: set_garage 'BURG_LK' type 19 
06AE: create_group_decision_maker_type 0 store_to 50@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 50@ 
0749: reset_group_decision_maker 50@ event 54 
0749: reset_group_decision_maker 50@ event 55 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
66@ = 0 
67@ = 0 
43@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
42@ = 0 
102@ = 0 
$8072 = 0 
104@ = 0 
76@ = 0 
77@ = 0 
44@ = 0 
46@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
51@ = 0 
52@ = 0 
54@ = 0 
85@ = 0 
103@ = 0 
175@ = 0.0 
174@ = 0.0 
55@ = 0 
56@ = 2 
58@ = 0 
86@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
105@ = 0 
87@ = 0 
88@ = 0 
$8071 = 0 
140@ = 2809.0 
147@ = -1168.0 
154@ = 1024.572 
141@ = 2820.033 
148@ = -1165.836 
155@ = 1024.696 
142@ = 2819.54 
149@ = -1170.556 
156@ = 1028.297 
143@ = 2817.021 
150@ = -1165.202 
157@ = 1028.305 
144@ = 2812.656 
151@ = -1168.58 
158@ = 1028.297 
145@ = 2812.611 
152@ = -1172.732 
159@ = 1024.695 
146@ = 2803.68 
153@ = -1161.312 
160@ = 1028.305 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
179@ = 0 
if 
  60@ == 999999 
else_jump @GUNS1_1040 
018A: 116@ = create_checkpoint_at 0.0 0.0 0.0 

:GUNS1_1040
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
05A9: s$8073[1] = 'RYD1_AA' // s$  // It's already night, man you soakin' wet!
05A9: s$8073[2] = 'RYD1_AB' // s$  // Where is this old motherfucker? Where in hell is he?
05A9: s$8073[3] = 'RYD1_AC' // s$  // Relax man. We ain't there yet.
05A9: s$8073[4] = 'RYD1_AD' // s$  // Yeah, right, Carl. You always right.
05A9: s$8073[5] = 'RYD1_AE' // s$  // That's my homie. Mister right.
05A9: s$8073[6] = 'RYD1_AF' // s$  // Shut up.
05A9: s$8073[7] = 'RYD1_AG' // s$  // You can't stop me.
05A9: s$8073[8] = 'RYD1_AH' // s$  // Who can't?
05A9: s$8073[9] = 'RYD1_AJ' // s$  // Whatever.
05A9: s$8073[10] = 'RYD1_BA' // s$  // Let's storm the place.
05A9: s$8073[11] = 'RYD1_BB' // s$  // Hold up. Let's creep in, grab the guns, and bounce out.
05A9: s$8073[12] = 'RYD1_BC' // s$  // Yeah, yeah, I got it - ninja style! Right...
05A9: s$8073[13] = 'RYD1_BD' // s$  // Come out you old bastard!
05A9: s$8073[14] = 'RYD1_BE' // s$  // Shut up!
05A9: s$8073[15] = 'RYD1_BF' // s$  // He can't stop me, you buster, Carl!
05A9: s$8073[16] = 'RYD1_CA' // s$  // OK, fool, in you go - I'll keep watch.
05A9: s$8073[17] = 'RYD1_CB' // s$  // CJ! What we gonna get?
05A9: s$8073[18] = 'RYD1_CC' // s$  // Sshhhhh! On the hush homie. They over here. Just gimme a second.
05A9: s$8073[19] = 'RYD1_CD' // s$  // I thought you was gonna keep watch outside!
05A9: s$8073[20] = 'RYD1_CE' // s$  // That's a good idea! I'll be outside!
05A9: s$8073[21] = 'RYD1_CF' // s$  // Lord, gimme the strength.
05A9: s$8073[22] = 'RYD1_ZA' // s$  // Keep it coming, CJ!
05A9: s$8073[23] = 'RYD1_ZB' // s$  // What I tell y'all? We making a killing!
05A9: s$8073[24] = 'RYD1_ZC' // s$  // Get back in there and strip the place!
05A9: s$8073[25] = 'RYD1_ZD' // s$  // There's plenty more in there, homie.
05A9: s$8073[26] = 'RYD1_ZE' // s$  // Hurry up, CJ!
05A9: s$8073[27] = 'RYD1_ZF' // s$  // Take him for everything you can get!
05A9: s$8073[28] = 'RYD1_ZG' // s$  // C'mon, CJ, we can empty that place!
05A9: s$8073[29] = 'RYD1_ZH' // s$  // We got plenty more room in LB's van!
05A9: s$8073[30] = 'RYD1_ZJ' // s$  // Man, we gonna hit him up for everything he got!
05A9: s$8073[31] = 'RYD1_ZK' // s$  // You a natural house-breaker, homie!
05A9: s$8073[32] = 'RYD1_ZL' // s$  // C'mon, keep it up!
05A9: s$8073[33] = 'RYD1_ZM' // s$  // We gonna be able to retire off of this one!
05A9: s$8073[34] = 'RYD1_ZN' // s$  // One more trip, CJ, we still got time!
05A9: s$8073[35] = 'RYD1_DA' // s$  // Gooks!
05A9: s$8073[36] = 'RYD1_DB' // s$  // Get off my ridge, you Viet Cong bastards!
05A9: s$8073[37] = 'RYD1_DC' // s$  // This one's for Kenny!
05A9: s$8073[38] = 'RYD1_DD' // s$  // Let's get up out of here!
05A9: s$8073[39] = 'RYD1_DE' // s$  // Thieving commie bastards!
05A9: s$8073[40] = 'RYD1_DF' // s$  // Damn!
05A9: s$8073[41] = 'RYD1_DG' // s$  // Let's get up out of here!
05A9: s$8073[42] = 'RYD1_DH' // s$  // Me first!
05A9: s$8073[43] = 'RYD1_DJ' // s$  // That pussy called the cops!
05A9: s$8073[44] = 'RYD1_DK' // s$  // I'm gonna smoke 'em!
05A9: s$8073[45] = 'RYD1_DL' // s$  // Let's just get this stuff outta here!
05A9: s$8073[46] = 'RYD1_EA' // s$  // You dumb bastard sherm-head.
05A9: s$8073[47] = 'RYD1_EB' // s$  // What'd I do? You the one who woke the crazy old bastard up!
05A9: s$8073[48] = 'RYD1_EC' // s$  // We gotta lose this heat, man!
05A9: s$8073[49] = 'RYD1_ED' // s$  // There's a paint shop in Idlewood should be able to take a van this big.
05A9: s$8073[50] = 'RYD1_FA' // s$  // A'ight, now we straight.
05A9: s$8073[51] = 'RYD1_FB' // s$  // LB's got a storage garage down on Seville Boulevard Families' turf we can use.
05A9: s$8073[52] = 'RYD1_FC' // s$  // I'm on it!
05A9: s$8073[53] = 'RYD1_GA' // s$  // Seriously, Ryder man, you gotta give up them sticks.
05A9: s$8073[54] = 'RYD1_GB' // s$  // What? I'll give up the water if you give up being a busta.
05A9: s$8073[55] = 'RYD1_GC' // s$  // Hold it right there, homie.
05A9: s$8073[56] = 'RYD1_GD' // s$  // Buster!
05A9: s$8073[57] = 'RYD1_GE' // s$  // Forget it.
05A9: s$8073[58] = 'RYD1_GF' // s$  // Forget you, fool!
05A9: s$8073[59] = 'RYD1_GG' // s$  // One day you're gonna wish you hadn't pissed me off!
05A9: s$8073[60] = 'RYD1_GH' // s$  // Did I hear something?
05A9: s$8073[61] = 'RYD1_GJ' // s$  // Sounds like the busta complaining again!
05A9: s$8073[62] = 'RYD1_GK' // s$  // Man, this is childish.
05A9: s$8073[63] = 'RYD1_GL' // s$  // Man, I ain't talking you to you no more, fool.
05A9: s$8073[64] = 'RYD1_HA' // s$  // You done fucked up again, CJ with your crazy-assed driving!
05A9: s$8073[65] = 'RYD1_HB' // s$  // Now we headed back to Pay'n'Spray!
05A9: s$8073[66] = 'RYD1_JA' // s$  // You see, I told you! Simple!
05A9: s$8073[67] = 'RYD1_JB' // s$  // Yeah that was a real breeze.
05A9: s$8073[68] = 'RYD1_KA' // s$  // Say, CJ -you gotta get it in your head that this is everyday shit, homie.
05A9: s$8073[69] = 'RYD1_KB' // s$  // Listen up, no motherfucker gonna give a gangbanging carjacker like you anything for free.
05A9: s$8073[70] = 'RYD1_KC' // s$  // So you gotta go take it.
05A9: s$8073[71] = 'RYD1_KD' // s$  // All the houses in this state full of shit to rob.
05A9: s$8073[72] = 'RYD1_KE' // s$  // They're insured - they ain't gonna miss nothing.
05A9: s$8073[73] = 'RYD1_KF' // s$  // Just bring it back here and LB will give you a nice price for it.
05A9: s$8073[74] = 'RYD1_KG' // s$  // OK, look, I'm tired, I'll see you later.
05A9: s$8073[75] = 'RYD1_KH' // s$  // A'ight, holmes. Just think about what I said.
05A9: s$8073[76] = 'RYDX_AC' // s$  // Get in fool!
05A9: s$8073[77] = 'RYD1_LA' // s$  // Ryder! Buster!
05A9: s$8073[78] = 'RYD1_LB' // s$  // Ryder, where the hell you at, man?
05A9: s$8073[79] = 'RYD1_LC' // s$  // Mark ass Ryder!
05A9: s$8073[80] = 'RYDX_BG' // s$  // Oh, I'm outta here!
05A9: s$8073[81] = 'RYDX_BI' // s$  // Oh shit, I'm gone!
04AF: 181@ = 33600 // = constant 
04AF: 182@ = 33601 // = constant 
04AF: 183@ = 33602 // = constant 
04AF: 184@ = 33603 // = constant 
04AF: 185@ = 33604 // = constant 
04AF: 186@ = 33605 // = constant 
04AF: 187@ = 33606 // = constant 
04AF: 188@ = 33607 // = constant 
04AF: 189@ = 33608 // = constant 
04AF: 190@ = 33609 // = constant 
04AF: 191@ = 33610 // = constant 
04AF: 192@ = 33611 // = constant 
04AF: 193@ = 33612 // = constant 
04AF: 194@ = 33613 // = constant 
04AF: 195@ = 33614 // = constant 
04AF: 196@ = 33615 // = constant 
04AF: 197@ = 33616 // = constant 
04AF: 198@ = 33617 // = constant 
04AF: 199@ = 33618 // = constant 
04AF: 200@ = 33619 // = constant 
04AF: 201@ = 33620 // = constant 
04AF: 202@ = 33664 // = constant 
04AF: 203@ = 33665 // = constant 
04AF: 204@ = 33666 // = constant 
04AF: 205@ = 33667 // = constant 
04AF: 206@ = 33668 // = constant 
04AF: 207@ = 33669 // = constant 
04AF: 208@ = 33670 // = constant 
04AF: 209@ = 33671 // = constant 
04AF: 210@ = 33672 // = constant 
04AF: 211@ = 33673 // = constant 
04AF: 212@ = 33674 // = constant 
04AF: 213@ = 33675 // = constant 
04AF: 214@ = 33676 // = constant 
04AF: 215@ = 65535 // = constant 
04AF: 216@ = 33621 // = constant 
04AF: 217@ = 33622 // = constant 
04AF: 218@ = 33623 // = constant 
04AF: 219@ = 33624 // = constant 
04AF: 220@ = 33625 // = constant 
04AF: 221@ = 33626 // = constant 
04AF: 222@ = 33627 // = constant 
04AF: 223@ = 33628 // = constant 
04AF: 224@ = 33629 // = constant 
04AF: 225@ = 33630 // = constant 
04AF: 226@ = 33631 // = constant 
04AF: 227@ = 33632 // = constant 
04AF: 228@ = 33633 // = constant 
04AF: 229@ = 33634 // = constant 
04AF: 230@ = 33635 // = constant 
04AF: 231@ = 33636 // = constant 
04AF: 232@ = 33637 // = constant 
04AF: 233@ = 33638 // = constant 
04AF: 234@ = 33639 // = constant 
04AF: 235@ = 33640 // = constant 
04AF: 236@ = 33641 // = constant 
04AF: 237@ = 33642 // = constant 
04AF: 238@ = 33643 // = constant 
04AF: 239@ = 33644 // = constant 
04AF: 240@ = 33645 // = constant 
04AF: 241@ = 33646 // = constant 
04AF: 242@ = 33647 // = constant 
04AF: 243@ = 33648 // = constant 
04AF: 244@ = 33649 // = constant 
04AF: 245@ = 33650 // = constant 
04AF: 246@ = 33651 // = constant 
04AF: 247@ = 33652 // = constant 
04AF: 248@ = 33653 // = constant 
04AF: 249@ = 33654 // = constant 
04AF: 250@ = 33655 // = constant 
04AF: 251@ = 33656 // = constant 
04AF: 252@ = 33657 // = constant 
04AF: 253@ = 33658 // = constant 
04AF: 254@ = 33659 // = constant 
04AF: 255@ = 33660 // = constant 
04AF: 256@ = 34202 // = constant 
04AF: 257@ = 33661 // = constant 
04AF: 258@ = 33662 // = constant 
04AF: 259@ = 33663 // = constant 
04AF: 260@ = 34227 // = constant 
04AF: 261@ = 34229 // = constant 
04AF: 282@ = 19600 // = constant 
04AF: 283@ = 41800 // = constant 
04AF: 284@ = 19601 // = constant 
285@ = 0 
286@ = 0 
287@ = 0 
$3719 = 1 
if 
  59@ == 0 
else_jump @GUNS1_4907 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
85@ = 1 
00C0: set_current_time_hours_to 22 minutes_to 0 
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
0247: load_model 609 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 

:GUNS1_3253
if or
8248:   not model 609 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GUNS1_3296 
wait 0 
jump @GUNS1_3253 

:GUNS1_3296
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
0674: set_car_model 609 numberplate "__SWAG__" 
00A5: 110@ = create_car 609 at 2476.682 -1679.566 12.3451 
0175: set_car 110@ Z_angle_to 48.737 
009A: 106@ = create_actor_pedtype 23 model 290 at 2475.168 -1686.483 12.5007 
039E: set_actor 106@ locked 1 while_in_car 
060B: set_actor 106@ decision_maker_to 47@ 
0708: reset_decision_maker 47@ event 9 
0708: reset_decision_maker 47@ event 79 
0708: reset_decision_maker 47@ event 43 
0708: reset_decision_maker 47@ event 73 
0708: reset_decision_maker 47@ event 41 
0709: set_decision_maker 47@ on_event 9 taskID 251 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0245: set_actor 106@ walk_style_to "GANG1" 
0568: set_actor 106@ untargetable 1 
0223: set_actor 106@ health_to 200 
0446: set_actor 106@ dismemberment_possible 0 
0175: set_car 110@ Z_angle_to 30.0 
if 
  85@ == 999 
else_jump @GUNS1_3555 
0186: 112@ = create_marker_above_car 110@ 
07E0: set_marker 112@ type_to 1 

:GUNS1_3555
00BE: text_clear_all 
63@ = 1 
67@ = 1 
61@ = 1 
59@ = 1 
03CB: set_rendering_origin_at 2475.0 -1699.0 15.0 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2473.483 -1686.599 12.5154 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.9748 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2473.527 -1680.036 12.3551 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 110@ as_driver 5000 ms 
0616: define_AS_pack_end 137@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
0173: set_actor 106@ Z_angle_to 349.379 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2480.925 -1682.348 12.3381 mode 6 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2478.305 -1677.06 12.3478 mode 6 time 6000 ms // versionA 
05CA: AS_actor -1 enter_car 110@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 137@ 
0618: assign_actor 106@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
015F: set_camera_position 2470.383 -1675.816 13.2161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2471.166 -1676.424 13.347 switchstyle 2 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
00C0: set_current_time_hours_to 22 minutes_to 0 
fade 1 1000 

:GUNS1_3880
if 
fading 
else_jump @GUNS1_3904 
wait 0 
jump @GUNS1_3880 

:GUNS1_3904
0707: start_scene_skip_to @GUNS1_4448 
40@ = 0 
60@ = 0 
262@ = 76 
263@ = 1 
264@ = 2 
265@ = 0 
271@ = 0 

:GUNS1_3960
if 
  60@ == 0 
else_jump @GUNS1_4448 
if 
   not 262@ == 0 
else_jump @GUNS1_4317 
if 
  265@ == 0 
else_jump @GUNS1_4042 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_4035 
040D: unload_wav 264@ 

:GUNS1_4035
265@ = 1 

:GUNS1_4042
if 
  265@ == 1 
else_jump @GUNS1_4079 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_4079
if 
  265@ == 2 
else_jump @GUNS1_4139 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_4139 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_4139
if 
  265@ == 3 
else_jump @GUNS1_4317 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_4256 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_4221 
263@ = 2 
264@ = 1 
jump @GUNS1_4235 

:GUNS1_4221
263@ = 1 
264@ = 2 

:GUNS1_4235
262@ = 0 
265@ = 0 
jump @GUNS1_4317 

:GUNS1_4256
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_4317 
if 
  76 > 262@ 
else_jump @GUNS1_4317 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_4317
if 
  40@ > 15000 
else_jump @GUNS1_4343 
60@ = 1 

:GUNS1_4343
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_4430 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_4416 
if and
0448:   actor 106@ in_car 110@ 
0448:   actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_4409 
60@ = 1 

:GUNS1_4409
jump @GUNS1_4423 

:GUNS1_4416
60@ = 1 

:GUNS1_4423
jump @GUNS1_4437 

:GUNS1_4430
60@ = 1 

:GUNS1_4437
wait 0 
jump @GUNS1_3960 

:GUNS1_4448
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
  85@ == 1 
else_jump @GUNS1_4766 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
040D: unload_wav 263@ 
040D: unload_wav 264@ 
00BE: text_clear_all 
0396: pause_timer 0 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
fade 0 1000 

:GUNS1_4578
if 
fading 
else_jump @GUNS1_4602 
wait 0 
jump @GUNS1_4578 

:GUNS1_4602
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_4690 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_4690 
if 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_4663 
0430: put_actor 106@ into_car 110@ passenger_seat 0 

:GUNS1_4663
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_4690 
036A: put_actor $PLAYER_ACTOR in_car 110@ 

:GUNS1_4690
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
09DD: unknown_player_group 1 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_4766 
if 
86EE:   not actor 106@ in_group $PLAYER_GROUP 
else_jump @GUNS1_4766 
08F4: set_max_group_members 1 
0631: put_actor 106@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 106@ supporting_fire 0 

:GUNS1_4766
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00C0: set_current_time_hours_to 22 minutes_to 0 
04EF: release_animation "CAR_CHAT" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0793: save_player_clothes 
96@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
03D6: remove_styled_text 'BOXBURG'  // BoxBurg
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
fade 1 1000 

:GUNS1_4876
if 
fading 
else_jump @GUNS1_4900 
wait 0 
jump @GUNS1_4876 

:GUNS1_4900
01B4: set_player $PLAYER_CHAR can_move 1 

:GUNS1_4907
wait 0 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @GUNS1_4957 
jump @GUNS1_40596 
009A: 107@ = create_actor_pedtype 24 model 62 at 2817.269 -1169.875 28.272 

:GUNS1_4957
if 
0735:   is_keyboard_key_pressed 49 
else_jump @GUNS1_4992 
00A1: put_actor $PLAYER_ACTOR at 2834.0 -1182.0 25.0 

:GUNS1_4992
if 
0735:   is_keyboard_key_pressed 50 
else_jump @GUNS1_5027 
00A1: put_actor $PLAYER_ACTOR at 2492.0 -1666.0 12.0 

:GUNS1_5027
if 
0735:   is_keyboard_key_pressed 52 
else_jump @GUNS1_5049 
43@ = 4 

:GUNS1_5049
if 
0735:   is_keyboard_key_pressed 51 
else_jump @GUNS1_5071 
59@ = 8 

:GUNS1_5071
if 
0735:   is_keyboard_key_pressed 99 
else_jump @GUNS1_5096 
$8071 = 6000000 

:GUNS1_5096
if 
0735:   is_keyboard_key_pressed 48 
else_jump @GUNS1_5119 
$8071 = 5000 

:GUNS1_5119
if 
0735:   is_keyboard_key_pressed 83 
else_jump @GUNS1_5141 
jump @GUNS1_40596 

:GUNS1_5141
if 
  61@ == 1 
else_jump @GUNS1_5546 
if 
0118:   actor 106@ dead 
else_jump @GUNS1_5307 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5284 
fade 0 1000 

:GUNS1_5213
if 
fading 
else_jump @GUNS1_5237 
wait 0 
jump @GUNS1_5213 

:GUNS1_5237
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_5260
if 
fading 
else_jump @GUNS1_5284 
wait 0 
jump @GUNS1_5260 

:GUNS1_5284
00BB: show_text_lowpriority GXT 'GUNS125' time 5000 flag 1  // ~r~Ryder's dead!
jump @GUNS1_40578 

:GUNS1_5307
if 
0119:   car 110@ wrecked 
else_jump @GUNS1_5453 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5430 
fade 0 1000 

:GUNS1_5359
if 
fading 
else_jump @GUNS1_5383 
wait 0 
jump @GUNS1_5359 

:GUNS1_5383
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_5406
if 
fading 
else_jump @GUNS1_5430 
wait 0 
jump @GUNS1_5406 

:GUNS1_5430
00BB: show_text_lowpriority GXT 'GUNS122' time 5000 flag 1  // ~r~The truck has been destroyed!
jump @GUNS1_40578 

:GUNS1_5453
077E: get_active_interior_to 45@ 
if 
  45@ == 0 
else_jump @GUNS1_5546 
if 
  8 > 59@ 
else_jump @GUNS1_5546 
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_5546 
00BB: show_text_lowpriority GXT 'RYD1_37' time 5000 flag 1  // ~r~You no longer have the ski mask.
jump @GUNS1_40578 

:GUNS1_5546
if and
  59@ == 1 
8119:   not car 110@ wrecked 
else_jump @GUNS1_5652 
if 
00DB:   actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_5652 
0164: disable_marker 112@ 
63@ = 0 
00BE: text_clear_all 
018A: 113@ = create_checkpoint_at 2819.9 -1181.7 25.15 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
64@ = 1 
59@ = 2 

:GUNS1_5652
if 
  59@ == 2 
else_jump @GUNS1_8397 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_6702 
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_6254 
if 
  63@ == 0 
else_jump @GUNS1_5916 
if 
  67@ == 0 
else_jump @GUNS1_5776 
if 
  65@ == 1 
else_jump @GUNS1_5776 
0164: disable_marker 116@ 
65@ = 0 

:GUNS1_5776
0164: disable_marker 113@ 
if 
  65@ == 1 
else_jump @GUNS1_5811 
0164: disable_marker 116@ 
65@ = 0 

:GUNS1_5811
64@ = 0 
if 
076F:   text_priority_displayed 
else_jump @GUNS1_5838 
52@ = 1 

:GUNS1_5838
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 5000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
262@ = 76 
265@ = 0 
040D: unload_wav 263@ 
040D: unload_wav 264@ 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 112@ = create_marker_above_car 110@ 
07E0: set_marker 112@ type_to 1 
63@ = 1 
jump @GUNS1_6247 

:GUNS1_5916
if 
   not 262@ == 0 
else_jump @GUNS1_6247 
if 
  265@ == 0 
else_jump @GUNS1_5980 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_5973 
040D: unload_wav 264@ 

:GUNS1_5973
265@ = 1 

:GUNS1_5980
if 
  265@ == 1 
else_jump @GUNS1_6017 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_6017
if 
  265@ == 2 
else_jump @GUNS1_6078 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_6078 
0949: link_wav 263@ to_actor 106@ 
03D1: play_wav 263@ 
51@ += 1 
265@ = 3 

:GUNS1_6078
if 
  265@ == 3 
else_jump @GUNS1_6247 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_6186 
if 
  263@ == 1 
else_jump @GUNS1_6151 
263@ = 2 
264@ = 1 
jump @GUNS1_6165 

:GUNS1_6151
263@ = 1 
264@ = 2 

:GUNS1_6165
262@ = 0 
265@ = 0 
jump @GUNS1_6247 

:GUNS1_6186
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_6247 
if 
  76 > 262@ 
else_jump @GUNS1_6247 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_6247
jump @GUNS1_6398 

:GUNS1_6254
if 
  67@ == 1 
else_jump @GUNS1_6361 
if 
  64@ == 0 
else_jump @GUNS1_6354 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 112@ 
63@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
018A: 113@ = create_checkpoint_at 2819.9 -1181.7 25.15 
64@ = 1 

:GUNS1_6354
jump @GUNS1_6398 

:GUNS1_6361
if 
  63@ == 1 
else_jump @GUNS1_6398 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 112@ 
63@ = 0 

:GUNS1_6398
if 
00DB:   actor 106@ in_car 110@ 
else_jump @GUNS1_6493 
if 
  67@ == 0 
else_jump @GUNS1_6486 
if 
  65@ == 1 
else_jump @GUNS1_6465 
0164: disable_marker 116@ 
65@ = 0 

:GUNS1_6465
67@ = 1 
66@ = 0 
67@ = 1 

:GUNS1_6486
jump @GUNS1_6702 

:GUNS1_6493
if 
  67@ == 1 
else_jump @GUNS1_6518 
67@ = 0 

:GUNS1_6518
if and
  65@ == 0 
  63@ == 0 
else_jump @GUNS1_6615 
0164: disable_marker 113@ 
64@ = 0 
0187: 116@ = create_marker_above_actor 106@ 
07E0: set_marker 116@ type_to 1 
if 
076F:   text_priority_displayed 
else_jump @GUNS1_6590 
52@ = 1 

:GUNS1_6590
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 5000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
65@ = 1 

:GUNS1_6615
if 
  66@ == 0 
else_jump @GUNS1_6659 
05CA: AS_actor 106@ enter_car 110@ passenger_seat 0 time -2 
66@ = 1 
jump @GUNS1_6702 

:GUNS1_6659
062E: get_actor 106@ task 1482 status_store_to 46@ // ret 7 if not found 
if and
84A4:   not  46@ == 0 // == constant 
84A4:   not  46@ == 1 // == constant 
else_jump @GUNS1_6702 
66@ = 0 

:GUNS1_6702
if and
  67@ == 1 
  64@ == 1 
else_jump @GUNS1_8230 
if 
  52@ == 1 
else_jump @GUNS1_6818 
if 
  8 > 51@ 
else_jump @GUNS1_6818 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
51@ -= 1 
if 
  0 > 51@ 
else_jump @GUNS1_6811 
51@ = 0 

:GUNS1_6811
52@ = 0 

:GUNS1_6818
if 
  52@ == 0 
else_jump @GUNS1_8230 
if 
  266@ == 0 
else_jump @GUNS1_8230 
if 
   not 262@ == 0 
else_jump @GUNS1_7200 
if 
  265@ == 0 
else_jump @GUNS1_6918 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_6911 
040D: unload_wav 264@ 

:GUNS1_6911
265@ = 1 

:GUNS1_6918
if 
  265@ == 1 
else_jump @GUNS1_6955 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_6955
if 
  265@ == 2 
else_jump @GUNS1_7022 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_7022 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
51@ += 1 
265@ = 3 

:GUNS1_7022
if 
  265@ == 3 
else_jump @GUNS1_7200 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_7139 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_7104 
263@ = 2 
264@ = 1 
jump @GUNS1_7118 

:GUNS1_7104
263@ = 1 
264@ = 2 

:GUNS1_7118
262@ = 0 
265@ = 0 
jump @GUNS1_7200 

:GUNS1_7139
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_7200 
if 
  76 > 262@ 
else_jump @GUNS1_7200 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_7200
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_8230 
0871: init_jump_table 267@ total_jumps 8 default_jump 1 @GUNS1_8107 jumps 0 @GUNS1_7341 1 @GUNS1_7423 2 @GUNS1_7507 3 @GUNS1_7615 4 @GUNS1_7723 5 @GUNS1_7807 6 @GUNS1_7915 
0872: jump_table_jumps 7 @GUNS1_7999 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 -1 @GUNS1_8230 

:GUNS1_7341
if 
  265@ == 0 
else_jump @GUNS1_7416 
262@ = 2 
267@ = 1 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_7411 
0967: actor 106@ move_mouth 5000 ms 
0A09: set_actor 106@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_7411
01BD: 270@ = current_time_in_ms 

:GUNS1_7416
jump @GUNS1_8230 

:GUNS1_7423
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7500 
if 
  265@ == 0 
else_jump @GUNS1_7500 
262@ = 3 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_7500
jump @GUNS1_8230 

:GUNS1_7507
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7608 
if 
  265@ == 0 
else_jump @GUNS1_7608 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_7589 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_7589
262@ = 4 
267@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_7608
jump @GUNS1_8230 

:GUNS1_7615
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7716 
if 
  265@ == 0 
else_jump @GUNS1_7716 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_7697 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_7697
262@ = 5 
267@ = 4 
01BD: 270@ = current_time_in_ms 

:GUNS1_7716
jump @GUNS1_8230 

:GUNS1_7723
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7800 
if 
  265@ == 0 
else_jump @GUNS1_7800 
262@ = 6 
267@ = 5 
01BD: 270@ = current_time_in_ms 

:GUNS1_7800
jump @GUNS1_8230 

:GUNS1_7807
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7908 
if 
  265@ == 0 
else_jump @GUNS1_7908 
262@ = 7 
267@ = 6 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_7903 
0967: actor 106@ move_mouth 3000 ms 

:GUNS1_7903
01BD: 270@ = current_time_in_ms 

:GUNS1_7908
jump @GUNS1_8230 

:GUNS1_7915
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_7992 
if 
  265@ == 0 
else_jump @GUNS1_7992 
262@ = 8 
267@ = 7 
01BD: 270@ = current_time_in_ms 

:GUNS1_7992
jump @GUNS1_8230 

:GUNS1_7999
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_8100 
if 
  265@ == 0 
else_jump @GUNS1_8100 
262@ = 9 
267@ = 8 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_8095 
0967: actor 106@ move_mouth 3000 ms 

:GUNS1_8095
01BD: 270@ = current_time_in_ms 

:GUNS1_8100
jump @GUNS1_8230 

:GUNS1_8107
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_8223 
if 
  265@ == 0 
else_jump @GUNS1_8223 
266@ = 1 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_8207 
0A09: set_actor 106@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor 106@ stop_mouth 

:GUNS1_8207
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.

:GUNS1_8223
jump @GUNS1_8230 

:GUNS1_8230
if and
  67@ == 1 
  64@ == 1 
else_jump @GUNS1_8397 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2819.9 -1181.7 25.15 radius 4.0 4.0 2.5 sphere 1 in_car 
else_jump @GUNS1_8397 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
0164: disable_marker 113@ 
64@ = 0 
52@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 2819.9 -1181.7 25.15 radius 30.0 
59@ = 3 

:GUNS1_8397
if and
  4 > 59@ 
  88@ == 1 
else_jump @GUNS1_8577 
if 
  $8071 == 0 
else_jump @GUNS1_8577 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_8554 
fade 0 1000 

:GUNS1_8483
if 
fading 
else_jump @GUNS1_8507 
wait 0 
jump @GUNS1_8483 

:GUNS1_8507
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_8530
if 
fading 
else_jump @GUNS1_8554 
wait 0 
jump @GUNS1_8530 

:GUNS1_8554
00BB: show_text_lowpriority GXT 'RYD1_35' time 5000 flag 1  // ~r~You've waited too long to get to the house, it's no longer night time!
jump @GUNS1_40578 

:GUNS1_8577
if 
  59@ == 3 
else_jump @GUNS1_11399 
if 
  $4264 == 0 
else_jump @GUNS1_8620 
$4264 = 1 

:GUNS1_8620
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_10783 
015F: set_camera_position 2798.645 -1190.165 31.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2799.488 -1189.684 31.6214 switchstyle 2 
00BE: text_clear_all 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_8765
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_10783 
if 
   not 262@ == 0 
else_jump @GUNS1_9126 
if 
  265@ == 0 
else_jump @GUNS1_8851 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_8844 
040D: unload_wav 264@ 

:GUNS1_8844
265@ = 1 

:GUNS1_8851
if 
  265@ == 1 
else_jump @GUNS1_8888 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_8888
if 
  265@ == 2 
else_jump @GUNS1_8948 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_8948 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_8948
if 
  265@ == 3 
else_jump @GUNS1_9126 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_9065 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_9030 
263@ = 2 
264@ = 1 
jump @GUNS1_9044 

:GUNS1_9030
263@ = 1 
264@ = 2 

:GUNS1_9044
262@ = 0 
265@ = 0 
jump @GUNS1_9126 

:GUNS1_9065
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_9126 
if 
  76 > 262@ 
else_jump @GUNS1_9126 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_9126
0871: init_jump_table 267@ total_jumps 7 default_jump 1 @GUNS1_10704 jumps 0 @GUNS1_9189 1 @GUNS1_9307 2 @GUNS1_9470 3 @GUNS1_9606 4 @GUNS1_10159 5 @GUNS1_10382 6 @GUNS1_10570 

:GUNS1_9189
if 
  265@ == 0 
else_jump @GUNS1_9300 
262@ = 10 
267@ = 1 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_9295 
0967: actor 106@ move_mouth 4000 ms 
0615: define_AS_pack_begin 133@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2809.281 -1181.609 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 133@ 
0618: assign_actor 106@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 

:GUNS1_9295
01BD: 270@ = current_time_in_ms 

:GUNS1_9300
jump @GUNS1_10776 

:GUNS1_9307
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_9463 
if 
  265@ == 0 
else_jump @GUNS1_9463 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_9394 
0968: actor 106@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:GUNS1_9394
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2808.119 -1182.255 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
262@ = 11 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_9463
jump @GUNS1_10776 

:GUNS1_9470
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_9599 
if 
  265@ == 0 
else_jump @GUNS1_9599 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_9557 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_9557
262@ = 12 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "GANGS" 
267@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_9599
jump @GUNS1_10776 

:GUNS1_9606
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_10152 
if 
  265@ == 0 
else_jump @GUNS1_10152 

:GUNS1_9664
if or
84EE:   not animation "ON_LOOKERS" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_9709 
wait 0 
jump @GUNS1_9664 

:GUNS1_9709
if 
  81@ == 0 
else_jump @GUNS1_9936 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_9936 
if and
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_9936 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 106@ 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.059 
00A1: put_actor 106@ at 2809.281 -1181.609 24.3693 
0173: set_actor 106@ Z_angle_to 30.6396 
015F: set_camera_position 2804.06 -1181.834 25.8646 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2804.96 -1181.406 25.9365 switchstyle 2 
0508: car 110@ close_all_doors 
020A: set_car 110@ door_status_to 2 
068A: set_car 110@ repair_door 2 
068A: set_car 110@ repair_door 3 
0519: set_car 110@ locked 1 
81@ = 1 

:GUNS1_9936
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10109 
0615: define_AS_pack_begin 134@ 
0605: actor -1 perform_animation "SHOUT_IN" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_OUT" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 134@ 
0618: assign_actor 106@ to_AS_pack 134@ 
061B: remove_references_to_AS_pack 134@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 106@ 

:GUNS1_10109
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10133 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_10133
262@ = 13 
267@ = 4 
01BD: 270@ = current_time_in_ms 

:GUNS1_10152
jump @GUNS1_10776 

:GUNS1_10159
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_10375 
if 
  265@ == 0 
else_jump @GUNS1_10375 
04ED: load_animation "GANGS" 

:GUNS1_10226
if 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_10257 
wait 0 
jump @GUNS1_10226 

:GUNS1_10257
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10286 
0968: actor 106@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:GUNS1_10286
262@ = 14 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10363 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 106@ 5000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_10363
267@ = 5 
01BD: 270@ = current_time_in_ms 

:GUNS1_10375
jump @GUNS1_10776 

:GUNS1_10382
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_10563 
if 
  265@ == 0 
else_jump @GUNS1_10563 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10469 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_10469
262@ = 15 
0687: clear_actor $PLAYER_ACTOR task 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10551 
05BF: AS_actor 106@ look_at_actor $PLAYER_ACTOR 3000 ms 
0605: actor 106@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_10551
267@ = 6 
01BD: 270@ = current_time_in_ms 

:GUNS1_10563
jump @GUNS1_10776 

:GUNS1_10570
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_10697 
if 
  265@ == 0 
else_jump @GUNS1_10697 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10652 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_10652
262@ = 16 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10685 
0647: AS_actor 106@ clear_look_task 
05C2: AS_actor 106@ show_the_finger 

:GUNS1_10685
267@ = 7 
01BD: 270@ = current_time_in_ms 

:GUNS1_10697
jump @GUNS1_10776 

:GUNS1_10704
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_10769 
if 
  265@ == 0 
else_jump @GUNS1_10769 
266@ = 1 

:GUNS1_10769
jump @GUNS1_10776 

:GUNS1_10776
jump @GUNS1_8765 

:GUNS1_10783
0701: end_scene_skip 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_10811 
0968: actor 106@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_10811
040D: unload_wav 263@ 
040D: unload_wav 264@ 
0396: pause_timer 0 
if 
  81@ == 0 
else_jump @GUNS1_11060 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_11060 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 106@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GUNS1_10917 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
jump @GUNS1_10937 

:GUNS1_10917
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2808.119 -1182.255 24.3693 

:GUNS1_10937
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.3905 
if 
80DF:   not actor 106@ driving 
else_jump @GUNS1_10990 
0972: put_actor 106@ at 2809.281 -1181.609 24.6181 no_offset 
jump @GUNS1_11010 

:GUNS1_10990
0362: remove_actor 106@ from_car_and_place_at 2809.281 -1181.609 24.6181 

:GUNS1_11010
0173: set_actor 106@ Z_angle_to 30.6396 
0508: car 110@ close_all_doors 
020A: set_car 110@ door_status_to 2 
068A: set_car 110@ repair_door 2 
068A: set_car 110@ repair_door 3 
0519: set_car 110@ locked 1 
81@ = 1 

:GUNS1_11060
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_11086 
0792: disembark_instantly_actor 106@ 
0647: AS_actor 106@ clear_look_task 

:GUNS1_11086
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "ON_LOOKERS" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 117@ = create_checkpoint_at 2808.0 -1177.0 26.0 
00BB: show_text_lowpriority GXT 'RYD1_39' time 5000 flag 1  // Enter the ~y~house~s~.
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_11392 
if 
06EE:   actor 106@ in_group $PLAYER_GROUP 
else_jump @GUNS1_11214 
06C9: remove_actor 106@ from_group 

:GUNS1_11214
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 136@ loop 1 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:GUNS1_11392
59@ = 4 

:GUNS1_11399
if 
  59@ == 4 
else_jump @GUNS1_12522 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2808.0 -1170.0 1026.0 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.96 -1176.236 24.3824 radius 1.2 1.2 3.0 
else_jump @GUNS1_12522 
00BE: text_clear_all 
0164: disable_marker 117@ 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:GUNS1_11523
if 
fading 
else_jump @GUNS1_11547 
wait 0 
jump @GUNS1_11523 

:GUNS1_11547
00BE: text_clear_all 
03E6: remove_text_box 
0826: enable_hud 0 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
075B: zoom_radar 90 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
select_interior 8 
03CB: set_rendering_origin_at 2807.62 -1169.88 1024.578 
select_interior 8 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.96 -1176.236 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2807.62 -1171.9 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
175@ = 0.0 
$8072 = 0 
select_interior 8 
022B: create_forbidden_for_peds_cube_cornerA 2775.0 -1196.4 0.0 cornerB 2840.0 -1141.0 40.0 
0395: clear_area 1 at 2808.73 -1168.32 1024.6 radius 100.0 
03CB: set_rendering_origin_at 2808.73 -1168.32 1024.6 
02EB: restore_camera_with_jumpcut 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_11811 
0687: clear_actor 106@ task 

:GUNS1_11811
0247: load_model #DB_AMMO 

:GUNS1_11816
if 
8248:   not model #DB_AMMO available 
else_jump @GUNS1_11843 
wait 0 
jump @GUNS1_11816 

:GUNS1_11843
42@ = 0 

:GUNS1_11850
if 
  7 > 42@ 
else_jump @GUNS1_12056 
0107: 125@(42@,7i) = create_object #DB_AMMO at 140@(42@,7f) 147@(42@,7f) 154@(42@,7f) 
0188: 118@(42@,7i) = create_marker_above_object 125@(42@,7i) 
01BB: store_object 125@(42@,7i) position_to 171@ 172@ 173@ 
if 
  173@ > 700.0 
else_jump @GUNS1_11980 
08DC: create_interior_marker 118@(42@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_11980
89@(42@,7i) = 1 
0566: link_object 125@(42@,7i) to_interior 8 
08E9: set_object 125@(42@,7i) liftable 1 
0382: set_object 125@(42@,7i) collision_detection 1 
0392: make_object 125@(42@,7i) moveable 1 
55@ += 1 
42@ += 1 
jump @GUNS1_11850 

:GUNS1_12056
04ED: load_animation "INT_HOUSE" 
04ED: load_animation "GANGS" 

:GUNS1_12078
if or
84EE:   not animation "INT_HOUSE" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @GUNS1_12122 
wait 0 
jump @GUNS1_12078 

:GUNS1_12122
0247: load_model 62 
0247: load_model 349 

:GUNS1_12131
if or
8248:   not model 62 available 
8248:   not model 349 available 
else_jump @GUNS1_12162 
wait 0 
jump @GUNS1_12131 

:GUNS1_12162
009A: 107@ = create_actor_pedtype 24 model 62 at 2816.857 -1169.075 1028.172 
0860: link_actor 107@ to_interior 8 
0446: set_actor 107@ dismemberment_possible 1 
0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -152 solid 0 for_actor 107@ 
060B: set_actor 107@ decision_maker_to 48@ 
00A1: put_actor 107@ at 2816.857 -1169.075 1028.172 
0173: set_actor 107@ Z_angle_to 90.0 
01B2: give_actor 107@ weapon 25 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 107@ armed_weapon_to 0 
0605: actor 107@ perform_animation "BED_LOOP_R" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
if 
  103@ == 0 
else_jump @GUNS1_12442 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
103@ = 1 

:GUNS1_12442
69@ = 1 
43@ += 1 
0164: disable_marker 118@ 
89@ = 0 
0108: destroy_object 125@ 
55@ -= 1 
fade 1 500 

:GUNS1_12487
if 
fading 
else_jump @GUNS1_12511 
wait 0 
jump @GUNS1_12487 

:GUNS1_12511
0826: enable_hud 1 
59@ = 5 

:GUNS1_12522
if 
  7 > 59@ 
else_jump @GUNS1_12757 
if 
  88@ == 0 
else_jump @GUNS1_12750 
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if 
  $33 > 21 
else_jump @GUNS1_12650 
57@ = 24 
0064: 57@ -= $33 // (int) 
57@ += 6 
57@ *= 60000 
008A: $8071 = 57@ // (int) 
57@ = 60000 
0064: 57@ -= $34 // (int) 
0058: $8071 += $34 // (int) 

:GUNS1_12650
if 
  5 > $33 
else_jump @GUNS1_12727 
57@ = 6 
0064: 57@ -= $33 // (int) 
57@ *= 60000 
008A: $8071 = 57@ // (int) 
57@ = 60000 
0064: 57@ -= $34 // (int) 
0058: $8071 += $34 // (int) 

:GUNS1_12727
03C3: set_timer_to $8071 type 1 GXT 'RYD1_41' // global_variable  // DAYLIGHT
88@ = 1 

:GUNS1_12750
jump @GUNS1_12787 

:GUNS1_12757
if 
  88@ == 1 
else_jump @GUNS1_12787 
014F: stop_timer $8071 
88@ = 0 

:GUNS1_12787
if 
  59@ == 5 
else_jump @GUNS1_14422 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_13777 
03E6: remove_text_box 
03E5: show_text_box 'RYD1_92'  // You must remain silent at all times.

:GUNS1_12853
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_12877 
wait 0 
jump @GUNS1_12853 

:GUNS1_12877
40@ = 0 
60@ = 0 

:GUNS1_12891
if 
  60@ == 0 
else_jump @GUNS1_12951 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_12940 
60@ = 1 

:GUNS1_12940
wait 0 
jump @GUNS1_12891 

:GUNS1_12951
03E6: remove_text_box 
0A83: unknown 'RYD_HID' 4096  // Tap ~m~~widget_explicit_crouch~ to crouch and sneak around the house quietly.
0A84: unknown 'RYD_TCH' 4096  // Double tap the lower left corner of the screen to crouch and sneak around the house quietly.
0A85: unknown 'RYD_TCH' 4096  // Double tap the lower left corner of the screen to crouch and sneak around the house quietly.

:GUNS1_12995
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13019 
wait 0 
jump @GUNS1_12995 

:GUNS1_13019
40@ = 0 
60@ = 0 

:GUNS1_13033
if 
  60@ == 0 
else_jump @GUNS1_13093 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_13082 
60@ = 1 

:GUNS1_13082
wait 0 
jump @GUNS1_13033 

:GUNS1_13093
015F: set_camera_position 2815.59 -1169.15 1029.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.48 -1173.33 1028.01 switchstyle 2 
03E6: remove_text_box 
03E5: show_text_box 'RYD1_94'  // If you make too much noise you will wake the inhabitants of the house.

:GUNS1_13157
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13181 
wait 0 
jump @GUNS1_13157 

:GUNS1_13181
40@ = 0 
60@ = 0 
285@ = 3 
286@ = 0 
287@ = 0 

:GUNS1_13216
if 
  60@ == 0 
else_jump @GUNS1_13465 
if 
   not 285@ == 0 
else_jump @GUNS1_13423 
if 
  286@ == 0 
else_jump @GUNS1_13296 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13289 
040D: unload_wav 3 

:GUNS1_13289
286@ = 1 

:GUNS1_13296
if 
  286@ == 1 
else_jump @GUNS1_13332 
03CF: load_wav 281@(285@,4i) as 3 
286@ = 2 

:GUNS1_13332
if 
  286@ == 2 
else_jump @GUNS1_13376 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13376 
03D1: play_wav 3 
286@ = 3 

:GUNS1_13376
if 
  286@ == 3 
else_jump @GUNS1_13423 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_13423 
285@ = 0 
286@ = 0 

:GUNS1_13423
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_13454 
60@ = 1 

:GUNS1_13454
wait 0 
jump @GUNS1_13216 

:GUNS1_13465
03E5: show_text_box 'RYD1_95'  // Make sure the noise bar does not reach maximum.

:GUNS1_13476
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_13500 
wait 0 
jump @GUNS1_13476 

:GUNS1_13500
40@ = 0 
60@ = 0 
285@ = 3 
286@ = 0 

:GUNS1_13528
if 
  60@ == 0 
else_jump @GUNS1_13777 
if 
   not 285@ == 0 
else_jump @GUNS1_13735 
if 
  286@ == 0 
else_jump @GUNS1_13608 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13601 
040D: unload_wav 3 

:GUNS1_13601
286@ = 1 

:GUNS1_13608
if 
  286@ == 1 
else_jump @GUNS1_13644 
03CF: load_wav 281@(285@,4i) as 3 
286@ = 2 

:GUNS1_13644
if 
  286@ == 2 
else_jump @GUNS1_13688 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_13688 
03D1: play_wav 3 
286@ = 3 

:GUNS1_13688
if 
  286@ == 3 
else_jump @GUNS1_13735 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_13735 
285@ = 0 
286@ = 0 

:GUNS1_13735
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_13766 
60@ = 1 

:GUNS1_13766
wait 0 
jump @GUNS1_13528 

:GUNS1_13777
0701: end_scene_skip 
040D: unload_wav 3 
0396: pause_timer 0 
03E6: remove_text_box 
00BE: text_clear_all 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_14205 
0395: clear_area 1 at 2812.9 -1181.13 1024.396 radius 100.0 
00AB: put_car 110@ at 2811.846 -1183.291 24.2764 
0175: set_car 110@ Z_angle_to 246.9816 
0657: car 110@ open_door 4 
0657: car 110@ open_door 5 
0687: clear_actor 106@ task 
0407: store_coords_to 162@ 163@ 164@ from_car 110@ with_offset -1.5 -4.0 0.0 
0174: 161@ = car 110@ Z_angle 
161@ -= 180.0 
if 
  180.0 > 161@ 
else_jump @GUNS1_13963 
161@ += 360.0 

:GUNS1_13963
0792: disembark_instantly_actor 106@ 
00A1: put_actor 106@ at 2811.122 -1186.549 24.2718 
0173: set_actor 106@ Z_angle_to 17.5866 
0407: store_coords_to 162@ 163@ 164@ from_car 110@ with_offset 0.0 -4.0 0.0 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 136@ loop 1 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:GUNS1_14205
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "GANGS" 
175@ = 0.0 
$8072 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
  102@ == 0 
else_jump @GUNS1_14321 
175@ = 0.0 
$8072 = 0 
$8072 = 0 
03C4: set_status_text $8072 type 1 GXT 'GUNS1_5' // global_variable  // Noise
102@ = 1 
41@ = 0 

:GUNS1_14321
103@ = 1 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
$8072 = 0 
175@ = 0.0 
59@ = 6 

:GUNS1_14422
if and
  104@ == 0 
  7 > 59@ 
else_jump @GUNS1_16242 
if and
  99@ == 0 
  59@ == 6 
  41@ > 2500 
else_jump @GUNS1_14523 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
01E4: show_text_1number_lowpriority GXT 'RYD1_97' number 3 time 5000 flag 1  // ~s~You need to steal at least ~1~ crates of guns.
99@ = 1 

:GUNS1_14523
if 
  103@ == 0 
else_jump @GUNS1_16242 
if 
  102@ == 0 
else_jump @GUNS1_16242 
077E: get_active_interior_to 45@ 
if 
  45@ == 8 
else_jump @GUNS1_14720 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.62 -1171.9 1024.578 radius 50.0 50.0 50.0 
else_jump @GUNS1_14713 
if 
  104@ == 0 
else_jump @GUNS1_14713 
$8072 = 0 
175@ = 0.0 
if 
  102@ == 0 
else_jump @GUNS1_14713 
03C4: set_status_text $8072 type 1 GXT 'GUNS1_5' // global_variable  // Noise
059C: enable_status_text $8072 flashing 0 // global_variable 
102@ = 1 

:GUNS1_14713
jump @GUNS1_16242 

:GUNS1_14720
if 
  $8071 == 0 
else_jump @GUNS1_16242 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_14841 
0687: clear_actor 107@ task 
00A1: put_actor 107@ at 2806.996 -1169.809 1024.612 
0173: set_actor 107@ Z_angle_to 193.7598 
060B: set_actor 107@ decision_maker_to 47@ 
065C: release_decision_maker 48@ 
077A: set_actor 107@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 135@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:GUNS1_14841
57@ = 0 

:GUNS1_14848
if 
  7 > 57@ 
else_jump @GUNS1_14953 
if 
03CA:   object 125@(57@,7i) exists 
else_jump @GUNS1_14897 
08E9: set_object 125@(57@,7i) liftable 0 

:GUNS1_14897
if 
  89@(57@,7i) == 1 
else_jump @GUNS1_14939 
0164: disable_marker 118@(57@,7i) 
89@(57@,7i) = 0 

:GUNS1_14939
57@ += 1 
jump @GUNS1_14848 

:GUNS1_14953
014F: stop_timer $8071 
0151: remove_status_text $8072 
if 
  43@ > 3 
else_jump @GUNS1_15000 
014F: stop_timer $8071 
59@ = 7 
jump @GUNS1_16235 

:GUNS1_15000
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @GUNS1_16089 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_16089 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
020A: set_car 110@ door_status_to 1 
0519: set_car 110@ locked 0 
03CB: set_rendering_origin_at 2807.858 -1188.103 25.4725 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 135@ 
if 
  59@ > 5 
else_jump @GUNS1_15226 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 

:GUNS1_15226
05CB: AS_actor -1 enter_car 110@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 110@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 135@ 
0618: assign_actor 106@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
271@ = 0 
267@ = 0 
60@ = 0 
40@ = 0 

:GUNS1_15328
if 
  60@ == 0 
else_jump @GUNS1_16089 
if 
   not 262@ == 0 
else_jump @GUNS1_15685 
if 
  265@ == 0 
else_jump @GUNS1_15410 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_15403 
040D: unload_wav 264@ 

:GUNS1_15403
265@ = 1 

:GUNS1_15410
if 
  265@ == 1 
else_jump @GUNS1_15447 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_15447
if 
  265@ == 2 
else_jump @GUNS1_15507 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_15507 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_15507
if 
  265@ == 3 
else_jump @GUNS1_15685 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_15624 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_15589 
263@ = 2 
264@ = 1 
jump @GUNS1_15603 

:GUNS1_15589
263@ = 1 
264@ = 2 

:GUNS1_15603
262@ = 0 
265@ = 0 
jump @GUNS1_15685 

:GUNS1_15624
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_15685 
if 
  76 > 262@ 
else_jump @GUNS1_15685 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_15685
0871: init_jump_table 267@ total_jumps 2 default_jump 1 @GUNS1_15929 jumps 0 @GUNS1_15748 1 @GUNS1_15816 -1 @GUNS1_15999 -1 @GUNS1_15999 -1 @GUNS1_15999 -1 @GUNS1_15999 -1 @GUNS1_15999 

:GUNS1_15748
if 
  265@ == 0 
else_jump @GUNS1_15809 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_15790 
0967: actor 106@ move_mouth 5000 ms 

:GUNS1_15790
262@ = 81 
267@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_15809
jump @GUNS1_15999 

:GUNS1_15816
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_15922 
if 
  265@ == 0 
else_jump @GUNS1_15922 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_15895 
0968: actor 106@ stop_mouth 

:GUNS1_15895
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
262@ = 77 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_15922
jump @GUNS1_15999 

:GUNS1_15929
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_15992 
if 
  265@ == 0 
else_jump @GUNS1_15992 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_15992
jump @GUNS1_15999 

:GUNS1_15999
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_16033 
062E: get_actor 106@ task 1560 status_store_to 46@ // ret 7 if not found 
jump @GUNS1_16040 

:GUNS1_16033
60@ = 1 

:GUNS1_16040
if or
  40@ > 15000 
04A4:   46@ == 7 // == constant 
else_jump @GUNS1_16078 
0968: actor $PLAYER_ACTOR stop_mouth 
60@ = 1 

:GUNS1_16078
wait 0 
jump @GUNS1_15328 

:GUNS1_16089
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_16212 
fade 0 1000 

:GUNS1_16141
if 
fading 
else_jump @GUNS1_16165 
wait 0 
jump @GUNS1_16141 

:GUNS1_16165
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_16188
if 
fading 
else_jump @GUNS1_16212 
wait 0 
jump @GUNS1_16188 

:GUNS1_16212
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
jump @GUNS1_40578 

:GUNS1_16235
102@ = 0 

:GUNS1_16242
if 
  7 > 59@ 
else_jump @GUNS1_16375 
00A0: store_actor $PLAYER_ACTOR position_to 168@ 169@ 170@ 
if 
  170@ > 900.0 
else_jump @GUNS1_16350 
if 
  100@ == 0 
else_jump @GUNS1_16343 
077E: get_active_interior_to 45@ 
if 
  45@ == 8 
else_jump @GUNS1_16343 
100@ = 1 

:GUNS1_16343
jump @GUNS1_16375 

:GUNS1_16350
if 
  100@ == 1 
else_jump @GUNS1_16375 
100@ = 0 

:GUNS1_16375
if 
  59@ > 2 
else_jump @GUNS1_23668 
if 
  7 > 59@ 
else_jump @GUNS1_23668 
if 
  102@ == 1 
else_jump @GUNS1_23668 
if 
  104@ == 0 
else_jump @GUNS1_23668 
077E: get_active_interior_to 45@ 
if 
  45@ == 0 
else_jump @GUNS1_16707 
if 
  103@ == 1 
else_jump @GUNS1_16610 
040D: unload_wav 3 
285@ = 3 
286@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  68@ == 1 
else_jump @GUNS1_16569 
if 
03CA:   object 125@(44@,7i) exists 
else_jump @GUNS1_16569 
0566: link_object 125@(44@,7i) to_interior 0 

:GUNS1_16569
if 
  102@ == 1 
else_jump @GUNS1_16599 
0151: remove_status_text $8072 
102@ = 0 

:GUNS1_16599
103@ = 0 
075B: zoom_radar 0 

:GUNS1_16610
if 
  $8072 > 11 
else_jump @GUNS1_16690 
$8072 -= 10 
if 
  175@ > 11.0 
else_jump @GUNS1_16673 
175@ -= 10.0 
jump @GUNS1_16683 

:GUNS1_16673
175@ = 0.0 

:GUNS1_16683
jump @GUNS1_16707 

:GUNS1_16690
175@ = 0.0 
$8072 = 0 

:GUNS1_16707
if 
  45@ == 8 
else_jump @GUNS1_17483 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2809.0 -1169.0 1026.0 radius 30.0 30.0 30.0 
else_jump @GUNS1_17483 
if 
   not 285@ == 0 
else_jump @GUNS1_16999 
if 
  286@ == 0 
else_jump @GUNS1_16835 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_16828 
040D: unload_wav 3 

:GUNS1_16828
286@ = 1 

:GUNS1_16835
if 
  286@ == 1 
else_jump @GUNS1_16871 
03CF: load_wav 281@(285@,4i) as 3 
286@ = 2 

:GUNS1_16871
if 
  286@ == 2 
else_jump @GUNS1_16938 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_16938 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_16931 
0949: link_wav 3 to_actor 107@ 
03D1: play_wav 3 

:GUNS1_16931
286@ = 3 

:GUNS1_16938
if 
  286@ == 3 
else_jump @GUNS1_16992 
if 
03D2:   wav 3 ended 
else_jump @GUNS1_16992 
285@ = 0 
286@ = 0 
40@ = 0 

:GUNS1_16992
jump @GUNS1_17025 

:GUNS1_16999
if 
  40@ > 3000 
else_jump @GUNS1_17025 
285@ = 3 

:GUNS1_17025
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_17149 
00A0: store_actor $PLAYER_ACTOR position_to 168@ 169@ 170@ 
if 
  87@ == 1 
else_jump @GUNS1_17106 
0855: get_actor -1 noise_level_at 168@ 169@ 170@ store_to 174@ 
174@ *= 1.6 
jump @GUNS1_17149 

:GUNS1_17106
if 
  41@ > 500 
else_jump @GUNS1_17132 
87@ = 1 

:GUNS1_17132
$8072 = 0 
175@ = 0.0 

:GUNS1_17149
if 
  103@ == 0 
else_jump @GUNS1_17265 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
if 
  68@ == 1 
else_jump @GUNS1_17254 
if 
03CA:   object 125@(44@,7i) exists 
else_jump @GUNS1_17254 
0566: link_object 125@(44@,7i) to_interior 8 

:GUNS1_17254
075B: zoom_radar 90 
103@ = 1 

:GUNS1_17265
if 
  174@ > 20.0 
else_jump @GUNS1_17304 
174@ -= 20.0 
005B: 175@ += 174@ // (float) 

:GUNS1_17304
175@ *= 0.99 
0090: $8072 = float 175@ to_integer 
if 
  $8072 >= 100 
else_jump @GUNS1_17384 
$8072 = 100 
if 
  179@ == 0 
else_jump @GUNS1_17377 
01BD: 177@ = current_time_in_ms 
179@ = 1 

:GUNS1_17377
jump @GUNS1_17409 

:GUNS1_17384
if 
  0 > $8072 
else_jump @GUNS1_17409 
$8072 = 0 

:GUNS1_17409
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_17483 
if or
051A:   actor 107@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 107@ radius 1.0 1.0 2.0 sphere 0 
else_jump @GUNS1_17483 
179@ = 2 
$8072 = 100 

:GUNS1_17483
if 
  179@ == 1 
else_jump @GUNS1_18397 
01BD: 176@ = current_time_in_ms 
0085: 178@ = 176@ // (int) 
0062: 178@ -= 177@ // (int) 
if 
  178@ > 1500 
else_jump @GUNS1_18397 
if 
  101@ == 0 
else_jump @GUNS1_18390 
040D: unload_wav 3 
285@ = 0 
286@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2816.096 -1169.522 1029.081 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.093 -1169.588 1029.055 switchstyle 2 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_17711
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_18316 
if 
   not 262@ == 0 
else_jump @GUNS1_18072 
if 
  265@ == 0 
else_jump @GUNS1_17797 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_17790 
040D: unload_wav 264@ 

:GUNS1_17790
265@ = 1 

:GUNS1_17797
if 
  265@ == 1 
else_jump @GUNS1_17834 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_17834
if 
  265@ == 2 
else_jump @GUNS1_17894 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_17894 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_17894
if 
  265@ == 3 
else_jump @GUNS1_18072 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_18011 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_17976 
263@ = 2 
264@ = 1 
jump @GUNS1_17990 

:GUNS1_17976
263@ = 1 
264@ = 2 

:GUNS1_17990
262@ = 0 
265@ = 0 
jump @GUNS1_18072 

:GUNS1_18011
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_18072 
if 
  76 > 262@ 
else_jump @GUNS1_18072 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_18072
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_18309 
0871: init_jump_table 267@ total_jumps 1 default_jump 1 @GUNS1_18216 jumps 0 @GUNS1_18148 -1 @GUNS1_18309 -1 @GUNS1_18309 -1 @GUNS1_18309 -1 @GUNS1_18309 -1 @GUNS1_18309 -1 @GUNS1_18309 

:GUNS1_18148
if 
  265@ == 0 
else_jump @GUNS1_18209 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_18190 
0967: actor 107@ move_mouth 5000 ms 

:GUNS1_18190
262@ = 36 
267@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_18209
jump @GUNS1_18309 

:GUNS1_18216
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_18302 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_18277 
0968: actor 107@ stop_mouth 

:GUNS1_18277
if 
  265@ == 0 
else_jump @GUNS1_18302 
266@ = 1 

:GUNS1_18302
jump @GUNS1_18309 

:GUNS1_18309
jump @GUNS1_17711 

:GUNS1_18316
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
179@ = 0 
$8072 = 0 
175@ = 0.0 
101@ = 1 
285@ = 3 
jump @GUNS1_18397 

:GUNS1_18390
179@ = 2 

:GUNS1_18397
if or
  179@ == 2 
  $8071 == 0 
else_jump @GUNS1_23308 
040D: unload_wav 3 
286@ = 0 
285@ = 0 
57@ = 0 

:GUNS1_18447
if 
  7 > 57@ 
else_jump @GUNS1_18552 
if 
03CA:   object 125@(57@,7i) exists 
else_jump @GUNS1_18496 
08E9: set_object 125@(57@,7i) liftable 0 

:GUNS1_18496
if 
  89@(57@,7i) == 1 
else_jump @GUNS1_18538 
0164: disable_marker 118@(57@,7i) 
89@(57@,7i) = 0 

:GUNS1_18538
57@ += 1 
jump @GUNS1_18447 

:GUNS1_18552
if 
  45@ == 8 
else_jump @GUNS1_21913 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_21906 
0226: 57@ = actor 107@ health 
if 
  20 > 57@ 
else_jump @GUNS1_18619 
0223: set_actor 107@ health_to 20 

:GUNS1_18619
040D: unload_wav 3 
0792: disembark_instantly_actor 107@ 
0575: set_actor 107@ keep_position 0 
04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 
0395: clear_area 1 at 2808.123 -1172.823 1024.612 radius 10.0 
if 
0104:   actor $PLAYER_ACTOR near_actor 107@ radius 1.0 1.0 2.0 sphere 0 
else_jump @GUNS1_18754 
00A1: put_actor $PLAYER_ACTOR at 2817.229 -1166.11 1028.172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.7698 

:GUNS1_18754
00A1: put_actor 107@ at 2815.961 -1169.392 1028.172 
0173: set_actor 107@ Z_angle_to 14.1 
015F: set_camera_position 2816.242 -1168.358 1029.485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2815.674 -1169.144 1029.729 switchstyle 2 
0615: define_AS_pack_begin 135@ 
05C8: AS_actor -1 look_around 
05C2: AS_actor -1 show_the_finger 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
  4 > 43@ 
else_jump @GUNS1_18949 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 

:GUNS1_18949
01B9: set_actor 107@ armed_weapon_to 25 
0707: start_scene_skip_to @GUNS1_19744 
00BE: text_clear_all 
if 
  $8071 > 0 
else_jump @GUNS1_19030 
040D: unload_wav 3 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_19023 
0968: actor 107@ stop_mouth 
0967: actor 107@ move_mouth 4000 ms 
262@ = 39 

:GUNS1_19023
jump @GUNS1_19060 

:GUNS1_19030
00BB: show_text_lowpriority GXT 'RYD1_36' time 4000 flag 1  // Morning already.. wait a minute something doesn't feel right here!
286@ = 0 
285@ = 1 

:GUNS1_19060
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
60@ = 0 
40@ = 0 

:GUNS1_19130
if 
  60@ == 0 
else_jump @GUNS1_19744 
if 
   not 285@ == 0 
else_jump @GUNS1_19349 
if 
  286@ == 0 
else_jump @GUNS1_19210 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_19203 
040D: unload_wav 3 

:GUNS1_19203
286@ = 1 

:GUNS1_19210
if 
  286@ == 1 
else_jump @GUNS1_19246 
03CF: load_wav 281@(285@,4i) as 3 
286@ = 2 

:GUNS1_19246
if 
  286@ == 2 
else_jump @GUNS1_19290 
if 
03D0:   wav 3 loaded 
else_jump @GUNS1_19290 
03D1: play_wav 3 
286@ = 3 

:GUNS1_19290
if 
  286@ == 3 
else_jump @GUNS1_19349 
if or
03D2:   wav 3 ended 
  40@ > 3000 
else_jump @GUNS1_19349 
040D: unload_wav 3 
285@ = 0 
286@ = 0 

:GUNS1_19349
if 
   not 262@ == 0 
else_jump @GUNS1_19641 
if 
  265@ == 0 
else_jump @GUNS1_19413 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_19406 
040D: unload_wav 264@ 

:GUNS1_19406
265@ = 1 

:GUNS1_19413
if 
  265@ == 1 
else_jump @GUNS1_19450 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_19450
if 
  265@ == 2 
else_jump @GUNS1_19510 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_19510 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_19510
if 
  265@ == 3 
else_jump @GUNS1_19641 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_19641 
03D5: remove_text $8073(262@,82s) 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_19574 
0968: actor 107@ stop_mouth 

:GUNS1_19574
if 
  263@ == 1 
else_jump @GUNS1_19613 
263@ = 2 
264@ = 1 
jump @GUNS1_19627 

:GUNS1_19613
263@ = 1 
264@ = 2 

:GUNS1_19627
262@ = 0 
265@ = 0 

:GUNS1_19641
if 
0118:   actor 107@ dead 
else_jump @GUNS1_19671 
60@ = 1 
jump @GUNS1_19707 

:GUNS1_19671
062E: get_actor 107@ task 1560 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 7 // == constant 
else_jump @GUNS1_19707 
60@ = 1 

:GUNS1_19707
if 
  40@ > 15000 
else_jump @GUNS1_19733 
60@ = 1 

:GUNS1_19733
wait 0 
jump @GUNS1_19130 

:GUNS1_19744
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
04EF: release_animation "GANGS" 
68@ = 0 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_20061 
0968: actor 107@ stop_mouth 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2811.882 -1167.57 1029.22 radius 9.1 7.2 5.0 
  170@ > 1029.0 
else_jump @GUNS1_19923 
0615: define_AS_pack_begin 135@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
jump @GUNS1_20061 

:GUNS1_19923
00A1: put_actor 107@ at 2804.325 -1162.254 1028.18 
0173: set_actor 107@ Z_angle_to 180.0 
0615: define_AS_pack_begin 135@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 10000 ms 
0637: AS_actor -1 goto 2803.977 -1168.157 1025.375 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2806.996 -1169.809 1024.612 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:GUNS1_20061
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_20097 
0687: clear_actor 106@ task 
0647: AS_actor 106@ clear_look_task 

:GUNS1_20097
0395: clear_area 1 at 2806.996 -1169.209 1024.612 radius 50.0 
if and
8118:   not actor 106@ dead 
8119:   not car 110@ wrecked 
else_jump @GUNS1_20260 
0687: clear_actor 106@ task 
0407: store_coords_to 162@ 163@ 164@ from_car 110@ with_offset -1.5 -4.0 0.0 
0174: 161@ = car 110@ Z_angle 
161@ -= 180.0 
if 
  180.0 > 161@ 
else_jump @GUNS1_20225 
161@ += 360.0 

:GUNS1_20225
0792: disembark_instantly_actor 106@ 
00A1: put_actor 106@ at 2811.122 -1186.549 24.2718 
0173: set_actor 106@ Z_angle_to 17.5866 

:GUNS1_20260
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_20306 
060B: set_actor 107@ decision_maker_to 47@ 
065C: release_decision_maker 48@ 
077A: set_actor 107@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:GUNS1_20306
04EF: release_animation "INT_HOUSE" 
if 
  43@ > 3 
else_jump @GUNS1_20441 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_20383 
0615: define_AS_pack_begin 135@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:GUNS1_20383
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.
51@ = 0 
jump @GUNS1_21906 

:GUNS1_20441
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_20511
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_20972 
if 
   not 262@ == 0 
else_jump @GUNS1_20811 
if 
  265@ == 0 
else_jump @GUNS1_20597 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_20590 
040D: unload_wav 264@ 

:GUNS1_20590
265@ = 1 

:GUNS1_20597
if 
  265@ == 1 
else_jump @GUNS1_20634 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_20634
if 
  265@ == 2 
else_jump @GUNS1_20694 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_20694 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_20694
if 
  265@ == 3 
else_jump @GUNS1_20811 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_20811 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_20776 
263@ = 2 
264@ = 1 
jump @GUNS1_20790 

:GUNS1_20776
263@ = 1 
264@ = 2 

:GUNS1_20790
262@ = 0 
265@ = 0 
266@ = 1 

:GUNS1_20811
if 
  265@ == 0 
else_jump @GUNS1_20965 
if 
  266@ == 0 
else_jump @GUNS1_20965 
262@ = 38 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 
05D3: AS_actor $PLAYER_ACTOR goto_point 2807.626 -1178.272 1024.578 mode 6 time 6000 ms // versionA 
061B: remove_references_to_AS_pack 135@ 
015F: set_camera_position 2809.671 -1173.223 1025.994 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.816 -1172.714 1025.891 switchstyle 2 

:GUNS1_20965
jump @GUNS1_20511 

:GUNS1_20972
60@ = 0 
40@ = 0 

:GUNS1_20986
if 
  60@ == 0 
else_jump @GUNS1_21096 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 46@ // ret 7 if not found 
if or
  40@ > 10000 
04A4:   46@ == 7 // == constant 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.626 -1174.272 1024.578 radius 1.3 1.3 3.0 
else_jump @GUNS1_21085 
60@ = 1 

:GUNS1_21085
wait 0 
jump @GUNS1_20986 

:GUNS1_21096
fade 0 1500 

:GUNS1_21103
if 
fading 
else_jump @GUNS1_21127 
wait 0 
jump @GUNS1_21103 

:GUNS1_21127
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2808.784 -1178.054 24.3559 
0173: set_actor $PLAYER_ACTOR Z_angle_to 231.7034 
select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.776 -1174.782 radius 20.0 
015F: set_camera_position 2807.473 -1176.315 25.8373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.318 -1176.847 25.8125 switchstyle 2 
04E4: refresh_game_renderer_at 2808.784 -1178.054 
03CB: set_rendering_origin_at 2808.784 -1178.054 24.0 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_21287 
00A6: destroy_car 110@ 

:GUNS1_21287
01C3: remove_references_to_car 110@ 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_21313 
009B: destroy_actor 106@ 

:GUNS1_21313
01C2: remove_references_to_actor 106@ // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 135@ 
05D3: AS_actor -1 goto_point 2814.974 -1181.695 24.2639 mode 6 time 10000 ms // versionA 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 135@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_21414 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_21414
fade 1 1000 

:GUNS1_21421
if 
fading 
else_jump @GUNS1_21445 
wait 0 
jump @GUNS1_21421 

:GUNS1_21445
262@ = 78 
263@ = 1 
264@ = 2 
265@ = 0 
271@ = 0 
60@ = 0 
40@ = 0 

:GUNS1_21494
if 
  60@ == 0 
else_jump @GUNS1_21906 
if 
   not 262@ == 0 
else_jump @GUNS1_21851 
if 
  265@ == 0 
else_jump @GUNS1_21576 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_21569 
040D: unload_wav 264@ 

:GUNS1_21569
265@ = 1 

:GUNS1_21576
if 
  265@ == 1 
else_jump @GUNS1_21613 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_21613
if 
  265@ == 2 
else_jump @GUNS1_21673 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_21673 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_21673
if 
  265@ == 3 
else_jump @GUNS1_21851 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_21790 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_21755 
263@ = 2 
264@ = 1 
jump @GUNS1_21769 

:GUNS1_21755
263@ = 1 
264@ = 2 

:GUNS1_21769
262@ = 0 
265@ = 0 
jump @GUNS1_21851 

:GUNS1_21790
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_21851 
if 
  76 > 262@ 
else_jump @GUNS1_21851 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_21851
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 46@ // ret 7 if not found 
if or
  40@ > 10000 
04A4:   46@ == 7 // == constant 
else_jump @GUNS1_21895 
60@ = 1 

:GUNS1_21895
wait 0 
jump @GUNS1_21494 

:GUNS1_21906
jump @GUNS1_23076 

:GUNS1_21913
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_23076 
0687: clear_actor 107@ task 
00A1: put_actor 107@ at 2806.996 -1169.809 1024.612 
0173: set_actor 107@ Z_angle_to 193.7598 
060B: set_actor 107@ decision_maker_to 47@ 
065C: release_decision_maker 48@ 
077A: set_actor 107@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 135@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 107@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
if 
   not 43@ > 3 
else_jump @GUNS1_23076 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_23076 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
020A: set_car 110@ door_status_to 1 
0519: set_car 110@ locked 0 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 135@ 
if 
  59@ > 5 
else_jump @GUNS1_22218 
05D3: AS_actor -1 goto_point 2816.727 -1185.688 24.2433 mode 6 time 10000 ms // versionA 

:GUNS1_22218
05CB: AS_actor -1 enter_car 110@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 110@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 135@ 
0618: assign_actor 106@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
271@ = 0 
267@ = 0 
60@ = 0 
40@ = 0 

:GUNS1_22320
if 
  60@ == 0 
else_jump @GUNS1_23076 
if 
   not 262@ == 0 
else_jump @GUNS1_22677 
if 
  265@ == 0 
else_jump @GUNS1_22402 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_22395 
040D: unload_wav 264@ 

:GUNS1_22395
265@ = 1 

:GUNS1_22402
if 
  265@ == 1 
else_jump @GUNS1_22439 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_22439
if 
  265@ == 2 
else_jump @GUNS1_22499 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_22499 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_22499
if 
  265@ == 3 
else_jump @GUNS1_22677 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_22616 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_22581 
263@ = 2 
264@ = 1 
jump @GUNS1_22595 

:GUNS1_22581
263@ = 1 
264@ = 2 

:GUNS1_22595
262@ = 0 
265@ = 0 
jump @GUNS1_22677 

:GUNS1_22616
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_22677 
if 
  76 > 262@ 
else_jump @GUNS1_22677 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_22677
0871: init_jump_table 267@ total_jumps 2 default_jump 1 @GUNS1_22921 jumps 0 @GUNS1_22740 1 @GUNS1_22808 -1 @GUNS1_22991 -1 @GUNS1_22991 -1 @GUNS1_22991 -1 @GUNS1_22991 -1 @GUNS1_22991 

:GUNS1_22740
if 
  265@ == 0 
else_jump @GUNS1_22801 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_22782 
0967: actor 106@ move_mouth 5000 ms 

:GUNS1_22782
262@ = 80 
267@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_22801
jump @GUNS1_22991 

:GUNS1_22808
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_22914 
if 
  265@ == 0 
else_jump @GUNS1_22914 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_22887 
0968: actor 106@ stop_mouth 

:GUNS1_22887
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
262@ = 77 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_22914
jump @GUNS1_22991 

:GUNS1_22921
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_22984 
if 
  265@ == 0 
else_jump @GUNS1_22984 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_22984
jump @GUNS1_22991 

:GUNS1_22991
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_23025 
062E: get_actor 106@ task 1560 status_store_to 46@ // ret 7 if not found 
jump @GUNS1_23032 

:GUNS1_23025
60@ = 1 

:GUNS1_23032
if or
  40@ > 15000 
04A4:   46@ == 7 // == constant 
else_jump @GUNS1_23065 
60@ = 1 

:GUNS1_23065
wait 0 
jump @GUNS1_22320 

:GUNS1_23076
014F: stop_timer $8071 
0151: remove_status_text $8072 
102@ = 0 
104@ = 1 
if 
  43@ > 3 
else_jump @GUNS1_23144 
014F: stop_timer $8071 
104@ = 1 
59@ = 7 
jump @GUNS1_23301 

:GUNS1_23144
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_23278 
fade 0 1000 

:GUNS1_23207
if 
fading 
else_jump @GUNS1_23231 
wait 0 
jump @GUNS1_23207 

:GUNS1_23231
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_23254
if 
fading 
else_jump @GUNS1_23278 
wait 0 
jump @GUNS1_23254 

:GUNS1_23278
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
jump @GUNS1_40578 

:GUNS1_23301
jump @GUNS1_23668 

:GUNS1_23308
0085: 53@ = 54@ // (int) 
0064: 53@ -= $8072 // (int) 
008B: 54@ = $8072 // (int) 
if and
  $8072 > 30 
  60 > $8072 
else_jump @GUNS1_23497 
if 
  0 > 53@ 
else_jump @GUNS1_23436 
if 
  52@ == 0 
else_jump @GUNS1_23429 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23429 
00BB: show_text_lowpriority GXT 'GUNS134' time 4000 flag 1  // ~s~You're making too much noise, you have to sneak!
52@ = 1 

:GUNS1_23429
jump @GUNS1_23497 

:GUNS1_23436
if 
  52@ == 1 
else_jump @GUNS1_23497 
if and
876F:   not text_priority_displayed 
   not 52@ == 2 
else_jump @GUNS1_23497 
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
52@ = 2 

:GUNS1_23497
if 
  $8072 > 59 
else_jump @GUNS1_23650 
if 
  0 > 53@ 
else_jump @GUNS1_23596 
if 
  52@ == 1 
else_jump @GUNS1_23589 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23589 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
52@ = 3 

:GUNS1_23589
jump @GUNS1_23650 

:GUNS1_23596
if 
  52@ == 2 
else_jump @GUNS1_23650 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_23650 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
52@ = 3 

:GUNS1_23650
if 
  51 > $8072 
else_jump @GUNS1_23668 

:GUNS1_23668
if 
  59@ == 6 
else_jump @GUNS1_25643 
57@ = 0 

:GUNS1_23693
if 
  7 > 57@ 
else_jump @GUNS1_23924 
if 
  68@ == 0 
else_jump @GUNS1_23868 
if 
03CA:   object 125@(57@,7i) exists 
else_jump @GUNS1_23861 
if 
  89@(57@,7i) == 0 
else_jump @GUNS1_23861 
0188: 118@(57@,7i) = create_marker_above_object 125@(57@,7i) 
01BB: store_object 125@(57@,7i) position_to 171@ 172@ 173@ 
if 
  173@ > 700.0 
else_jump @GUNS1_23850 
08DC: create_interior_marker 118@(57@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_23850
89@(57@,7i) = 1 

:GUNS1_23861
jump @GUNS1_23910 

:GUNS1_23868
if 
  89@(57@,7i) == 1 
else_jump @GUNS1_23910 
0164: disable_marker 118@(57@,7i) 
89@(57@,7i) = 0 

:GUNS1_23910
57@ += 1 
jump @GUNS1_23693 

:GUNS1_23924
if 
   not 262@ == 0 
else_jump @GUNS1_24291 
if 
  265@ == 0 
else_jump @GUNS1_23988 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_23981 
040D: unload_wav 264@ 

:GUNS1_23981
265@ = 1 

:GUNS1_23988
if 
  265@ == 1 
else_jump @GUNS1_24025 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_24025
if 
  265@ == 2 
else_jump @GUNS1_24085 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_24085 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_24085
if 
  265@ == 3 
else_jump @GUNS1_24291 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_24291 
03D5: remove_text $8073(262@,82s) 
if 
  55@ > 0 
else_jump @GUNS1_24203 
if 
  105@ == 0 
else_jump @GUNS1_24187 
00BC: show_text_highpriority GXT 'GUNS147' time 5000 flag 1  // ~s~Go and fetch another crate.
jump @GUNS1_24203 

:GUNS1_24187
00BC: show_text_highpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_24203
if 
  263@ == 1 
else_jump @GUNS1_24242 
263@ = 2 
264@ = 1 
jump @GUNS1_24256 

:GUNS1_24242
263@ = 1 
264@ = 2 

:GUNS1_24256
262@ = 0 
265@ = 0 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_24291 
0968: actor 106@ stop_mouth 

:GUNS1_24291
if 
  105@ == 1 
else_jump @GUNS1_25577 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_25570 
if 
0448:   actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_25570 
0519: set_car 110@ locked 0 
0508: car 110@ close_all_doors 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2810.199 -1187.979 25.1092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2811.069 -1187.504 25.2425 switchstyle 2 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 162@ 163@ 164@ radius 25.0 
0108: destroy_object 125@(44@,7i) 
0151: remove_status_text $8072 
102@ = 0 
0164: disable_marker 112@ 
63@ = 0 
034F: destroy_actor_with_fade 107@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0108: destroy_object 125@ 
0108: destroy_object 126@ 
0108: destroy_object 127@ 
0108: destroy_object 128@ 
0108: destroy_object 129@ 
0108: destroy_object 130@ 
0108: destroy_object 131@ 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
0249: release_model 62 
0249: release_model #DB_AMMO 
0249: release_model 349 
01C4: remove_references_to_object 125@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 126@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 127@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 128@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 129@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 130@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 131@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_24694 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 110@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:GUNS1_24694
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
262@ = 38 
265@ = 0 
263@ = 1 
264@ = 2 
41@ = 0 
60@ = 0 

:GUNS1_24749
if 
  60@ == 0 
else_jump @GUNS1_25311 
if 
   not 262@ == 0 
else_jump @GUNS1_25106 
if 
  265@ == 0 
else_jump @GUNS1_24831 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_24824 
040D: unload_wav 264@ 

:GUNS1_24824
265@ = 1 

:GUNS1_24831
if 
  265@ == 1 
else_jump @GUNS1_24868 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_24868
if 
  265@ == 2 
else_jump @GUNS1_24928 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_24928 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_24928
if 
  265@ == 3 
else_jump @GUNS1_25106 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_25045 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_25010 
263@ = 2 
264@ = 1 
jump @GUNS1_25024 

:GUNS1_25010
263@ = 1 
264@ = 2 

:GUNS1_25024
262@ = 0 
265@ = 0 
jump @GUNS1_25106 

:GUNS1_25045
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_25106 
if 
  76 > 262@ 
else_jump @GUNS1_25106 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_25106
if and
8118:   not actor 106@ dead 
8119:   not car 110@ wrecked 
else_jump @GUNS1_25160 
if 
0448:   actor 106@ in_car 110@ 
else_jump @GUNS1_25153 
60@ = 1 

:GUNS1_25153
jump @GUNS1_25274 

:GUNS1_25160
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_25267 
fade 0 1000 

:GUNS1_25196
if 
fading 
else_jump @GUNS1_25220 
wait 0 
jump @GUNS1_25196 

:GUNS1_25220
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_25243
if 
fading 
else_jump @GUNS1_25267 
wait 0 
jump @GUNS1_25243 

:GUNS1_25267
jump @GUNS1_40578 

:GUNS1_25274
if 
  41@ > 15000 
else_jump @GUNS1_25300 
60@ = 1 

:GUNS1_25300
wait 0 
jump @GUNS1_24749 

:GUNS1_25311
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_25372 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_25372 
if 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_25372 
0430: put_actor 106@ into_car 110@ passenger_seat 0 

:GUNS1_25372
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
66@ = 0 
65@ = 0 
63@ = 0 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 1 
59@ = 8 
51@ = 0 
52@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 115@ = create_checkpoint_at 2742.0 -2008.0 13.0 
76@ = 1 

:GUNS1_25570
jump @GUNS1_25643 

:GUNS1_25577
if 
  105@ == 0 
else_jump @GUNS1_25643 
if 
  43@ > 3 
else_jump @GUNS1_25643 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_25643 
020A: set_car 110@ door_status_to 1 
105@ = 1 

:GUNS1_25643
if and
  59@ == 6 
  68@ == 0 
else_jump @GUNS1_26404 
84@ = 0 
42@ = 0 
if 
001D:   56@ > 55@ // (int) 
else_jump @GUNS1_25840 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_25810 
fade 0 1000 

:GUNS1_25739
if 
fading 
else_jump @GUNS1_25763 
wait 0 
jump @GUNS1_25739 

:GUNS1_25763
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_25786
if 
fading 
else_jump @GUNS1_25810 
wait 0 
jump @GUNS1_25786 

:GUNS1_25810
00BB: show_text_lowpriority GXT 'RYD1_32' time 5000 flag 1  // ~r~There aren't enough guns left to fill the truck!
jump @GUNS1_40578 
jump @GUNS1_25865 

:GUNS1_25840
if 
  55@ == 0 
else_jump @GUNS1_25865 
59@ = 7 

:GUNS1_25865
if 
  7 > 42@ 
else_jump @GUNS1_26377 
if 
  69@(42@,7i) == 0 
else_jump @GUNS1_26048 
if 
03CA:   object 125@(42@,7i) exists 
else_jump @GUNS1_26021 
if 
04E7:   object 125@(42@,7i) in_water 
else_jump @GUNS1_26014 
01C4: remove_references_to_object 125@(42@,7i) // This object will now disappear when the player looks away 
if 
  89@(42@,7i) == 1 
else_jump @GUNS1_25996 
0164: disable_marker 118@(42@,7i) 
89@(42@,7i) = 0 

:GUNS1_25996
69@(42@,7i) = 1 
55@ -= 1 

:GUNS1_26014
jump @GUNS1_26048 

:GUNS1_26021
01C4: remove_references_to_object 125@(42@,7i) // This object will now disappear when the player looks away 
69@(42@,7i) = 1 
55@ -= 1 

:GUNS1_26048
if and
  69@(42@,7i) == 0 
  68@ == 0 
else_jump @GUNS1_26363 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 125@(42@,7i) radius 1.5 1.5 1.5 sphere 0 on_foot 
else_jump @GUNS1_26363 
84@ = 1 
if 
  83@ == 0 
else_jump @GUNS1_26174 
if 
  98@ == 0 
else_jump @GUNS1_26167 
98@ = 1 

:GUNS1_26167
83@ = 1 

:GUNS1_26174
if 
03CA:   object 125@(42@,7i) exists 
else_jump @GUNS1_26363 
if 
0737:   actor $PLAYER_ACTOR lifting_object 125@(42@,7i) 
else_jump @GUNS1_26363 
03E6: remove_text_box 
83@ = 0 
0085: 44@ = 42@ // (int) 
if and
8118:   not actor 106@ dead 
  63@ == 0 
else_jump @GUNS1_26345 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_26345 
64@ = 0 
0186: 112@ = create_marker_above_car 110@ 
07E0: set_marker 112@ type_to 1 
00BE: text_clear_all 
if 
  97@ == 0 
else_jump @GUNS1_26338 
00BB: show_text_lowpriority GXT 'GUNS146' time 10000 flag 1  // ~s~Take the guns back to the truck.
97@ = 1 

:GUNS1_26338
63@ = 1 

:GUNS1_26345
69@(42@,7i) = 1 
68@ = 1 

:GUNS1_26363
42@ += 1 
jump @GUNS1_25865 

:GUNS1_26377
if 
  84@ == 0 
else_jump @GUNS1_26404 
03E6: remove_text_box 
83@ = 0 

:GUNS1_26404
if 
  68@ == 1 
else_jump @GUNS1_26593 
if 
03CA:   object 125@(44@,7i) exists 
else_jump @GUNS1_26593 
if 
0737:   actor $PLAYER_ACTOR lifting_object 125@(44@,7i) 
else_jump @GUNS1_26472 
jump @GUNS1_26593 

:GUNS1_26472
69@(44@,7i) = 0 
68@ = 0 
0164: disable_marker 112@ 
63@ = 0 
if and
  64@ == 0 
   not 43@ == 5 
else_jump @GUNS1_26593 
00BE: text_clear_all 
if 
  105@ == 0 
else_jump @GUNS1_26570 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
jump @GUNS1_26586 

:GUNS1_26570
00BB: show_text_lowpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_26586
64@ = 1 

:GUNS1_26593
if and
  68@ == 1 
  59@ == 6 
else_jump @GUNS1_28061 
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_28061 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 162@ 163@ 24.0 radius 1.5 1.5 2.0 on_foot 
else_jump @GUNS1_28052 
if 
  83@ == 0 
else_jump @GUNS1_26773 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 
03E5: show_text_box 'RYD1_30'  // Walk over to the truck to drop the item.
83@ = 1 

:GUNS1_26773
03E6: remove_text_box 
00BE: text_clear_all 
83@ = 0 
43@ += 1 
58@ += 50 
80@ = 0 
56@ -= 1 
55@ -= 1 
if 
  55@ == 0 
else_jump @GUNS1_26900 
if 
  265@ == 0 
else_jump @GUNS1_26886 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_26879 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_26879
262@ = 33 

:GUNS1_26886
59@ = 7 
jump @GUNS1_28045 

:GUNS1_26900
0871: init_jump_table 43@ total_jumps 7 default_jump 1 @GUNS1_27385 jumps 2 @GUNS1_26963 3 @GUNS1_27019 4 @GUNS1_27075 5 @GUNS1_27161 6 @GUNS1_27217 7 @GUNS1_27273 8 @GUNS1_27329 

:GUNS1_26963
if 
  265@ == 0 
else_jump @GUNS1_27012 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27005 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27005
262@ = 22 

:GUNS1_27012
jump @GUNS1_27441 

:GUNS1_27019
if 
  265@ == 0 
else_jump @GUNS1_27068 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27061 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27061
262@ = 23 

:GUNS1_27068
jump @GUNS1_27441 

:GUNS1_27075
if 
  265@ == 0 
else_jump @GUNS1_27154 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27117 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27117
105@ = 1 
262@ = 31 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_27154 
020A: set_car 110@ door_status_to 1 

:GUNS1_27154
jump @GUNS1_27441 

:GUNS1_27161
if 
  265@ == 0 
else_jump @GUNS1_27210 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27203 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27203
262@ = 25 

:GUNS1_27210
jump @GUNS1_27441 

:GUNS1_27217
if 
  265@ == 0 
else_jump @GUNS1_27266 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27259 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27259
262@ = 27 

:GUNS1_27266
jump @GUNS1_27441 

:GUNS1_27273
if 
  265@ == 0 
else_jump @GUNS1_27322 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27315 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27315
262@ = 24 

:GUNS1_27322
jump @GUNS1_27441 

:GUNS1_27329
if 
  265@ == 0 
else_jump @GUNS1_27378 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27371 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27371
262@ = 32 

:GUNS1_27378
jump @GUNS1_27441 

:GUNS1_27385
if 
  265@ == 0 
else_jump @GUNS1_27434 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_27427 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_27427
262@ = 26 

:GUNS1_27434
jump @GUNS1_27441 

:GUNS1_27441
0687: clear_actor 106@ task 
05C2: AS_actor 106@ show_the_finger 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 136@ loop 1 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 
68@ = 0 
if 
   not 105@ == 1 
else_jump @GUNS1_27666 
0164: disable_marker 112@ 
63@ = 0 

:GUNS1_27666
if and
  43@ > 1 
  80@ == 0 
else_jump @GUNS1_27842 
60@ = 0 
41@ = 0 
if 
03CA:   object 125@(44@,7i) exists 
else_jump @GUNS1_27842 

:GUNS1_27725
if 
  60@ == 0 
else_jump @GUNS1_27797 
if or
8737:   not actor $PLAYER_ACTOR lifting_object 125@(44@,7i) 
0118:   actor $PLAYER_ACTOR dead 
  41@ > 500 
else_jump @GUNS1_27786 
60@ = 1 

:GUNS1_27786
wait 0 
jump @GUNS1_27725 

:GUNS1_27797
01C4: remove_references_to_object 125@(44@,7i) // This object will now disappear when the player looks away 
0108: destroy_object 125@(44@,7i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
80@ = 1 

:GUNS1_27842
if and
  64@ == 0 
  55@ > 0 
else_jump @GUNS1_28045 
57@ = 0 

:GUNS1_27874
if 
  7 > 57@ 
else_jump @GUNS1_28038 
if 
03CA:   object 125@(57@,7i) exists 
else_jump @GUNS1_28024 
if 
  89@(57@,7i) == 0 
else_jump @GUNS1_28024 
0188: 118@(57@,7i) = create_marker_above_object 125@(57@,7i) 
01BB: store_object 125@(57@,7i) position_to 171@ 172@ 173@ 
if 
  173@ > 700.0 
else_jump @GUNS1_28013 
08DC: create_interior_marker 118@(57@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_28013
89@(57@,7i) = 1 

:GUNS1_28024
57@ += 1 
jump @GUNS1_27874 

:GUNS1_28038
64@ = 1 

:GUNS1_28045
jump @GUNS1_28061 

:GUNS1_28052
03E6: remove_text_box 
83@ = 0 

:GUNS1_28061
if 
  59@ == 7 
else_jump @GUNS1_32164 
077E: get_active_interior_to 45@ 
if 
  45@ == 0 
else_jump @GUNS1_31564 
52@ = 0 
51@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
fade 0 1000 

:GUNS1_28146
if 
fading 
else_jump @GUNS1_28170 
wait 0 
jump @GUNS1_28146 

:GUNS1_28170
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 162@ 163@ 164@ radius 25.0 
0108: destroy_object 125@(44@,7i) 
if 
  104@ == 0 
else_jump @GUNS1_28243 
0151: remove_status_text $8072 
102@ = 0 

:GUNS1_28243
0164: disable_marker 112@ 
63@ = 0 
034F: destroy_actor_with_fade 107@ 
0108: destroy_object 125@ 
0108: destroy_object 126@ 
0108: destroy_object 127@ 
0108: destroy_object 128@ 
0108: destroy_object 129@ 
0108: destroy_object 130@ 
0108: destroy_object 131@ 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
0249: release_model 62 
0249: release_model #DB_AMMO 
0249: release_model 349 
01C4: remove_references_to_object 125@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 126@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 127@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 128@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 129@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 130@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 131@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
if and
8118:   not actor 106@ dead 
8119:   not car 110@ wrecked 
else_jump @GUNS1_28646 
0687: clear_actor 106@ task 
0407: store_coords_to 162@ 163@ 164@ from_car 110@ with_offset -1.5 -4.0 0.0 
0174: 161@ = car 110@ Z_angle 
161@ -= 180.0 
if 
  180.0 > 161@ 
else_jump @GUNS1_28466 
161@ += 360.0 

:GUNS1_28466
0792: disembark_instantly_actor 106@ 
00A1: put_actor 106@ at 2811.122 -1186.549 24.2718 
0173: set_actor 106@ Z_angle_to 17.5866 
04C4: store_coords_to 162@ 163@ 164@ from_actor 106@ with_offset 1.0 1.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 162@ 163@ 164@ 
00A1: put_actor $PLAYER_ACTOR at 2806.928 -1178.878 24.4038 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0407: store_coords_to 162@ 163@ 164@ from_car 110@ with_offset 3.5 0.0 0.0 
0407: store_coords_to 165@ 166@ 167@ from_car 110@ with_offset -3.5 0.0 0.0 
020A: set_car 110@ door_status_to 1 
0519: set_car 110@ locked 0 

:GUNS1_28646
if 
  104@ == 1 
else_jump @GUNS1_30679 
0247: load_model 346 
0247: load_model 280 
0247: load_model 596 

:GUNS1_28679
if or
8248:   not model 280 available 
8248:   not model 596 available 
8248:   not model 346 available 
else_jump @GUNS1_28716 
wait 0 
jump @GUNS1_28679 

:GUNS1_28716
0674: set_car_model 596 numberplate "TH3_P1G5" 
00A5: 111@ = create_car 596 at 2841.16 -1237.64 21.56 
0397: enable_car 111@ siren 1 
0175: set_car 111@ Z_angle_to 10.0 
0129: 108@ = create_actor_pedtype 6 model 280 in_car 111@ driverseat 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
01C8: 109@ = create_actor_pedtype 6 model 280 in_car 111@ passenger_seat 0 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
if and
8119:   not car 110@ wrecked 
8119:   not car 111@ wrecked 
8118:   not actor 108@ dead 
else_jump @GUNS1_28977 
0615: define_AS_pack_begin 138@ 
05D1: AS_actor -1 drive_car 111@ to 2833.26 -1186.69 23.8 speed 30.0 0 model 0 2 
05CD: AS_actor -1 exit_car 111@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 162@ 163@ 164@ 10000 ms 
0616: define_AS_pack_end 138@ 
0618: assign_actor 108@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 
0615: define_AS_pack_begin 139@ 
05CD: AS_actor -1 exit_car 111@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 165@ 166@ 167@ 10000 ms 
0616: define_AS_pack_end 139@ 

:GUNS1_28977
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_28998 
0508: car 110@ close_all_doors 

:GUNS1_28998
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
04E4: refresh_game_renderer_at 2835.015 -1176.018 
03CB: set_rendering_origin_at 2835.015 -1176.018 25.3376 
fade 1 1000 

:GUNS1_29085
if 
fading 
else_jump @GUNS1_29109 
wait 0 
jump @GUNS1_29085 

:GUNS1_29109
40@ = 0 
60@ = 0 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_29193
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_30540 
if 
   not 262@ == 0 
else_jump @GUNS1_29554 
if 
  265@ == 0 
else_jump @GUNS1_29279 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_29272 
040D: unload_wav 264@ 

:GUNS1_29272
265@ = 1 

:GUNS1_29279
if 
  265@ == 1 
else_jump @GUNS1_29316 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_29316
if 
  265@ == 2 
else_jump @GUNS1_29376 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_29376 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_29376
if 
  265@ == 3 
else_jump @GUNS1_29554 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_29493 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_29458 
263@ = 2 
264@ = 1 
jump @GUNS1_29472 

:GUNS1_29458
263@ = 1 
264@ = 2 

:GUNS1_29472
262@ = 0 
265@ = 0 
jump @GUNS1_29554 

:GUNS1_29493
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_29554 
if 
  76 > 262@ 
else_jump @GUNS1_29554 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_29554
0871: init_jump_table 267@ total_jumps 4 default_jump 1 @GUNS1_30320 jumps 0 @GUNS1_29617 1 @GUNS1_29712 2 @GUNS1_29796 3 @GUNS1_30236 -1 @GUNS1_30533 -1 @GUNS1_30533 -1 @GUNS1_30533 

:GUNS1_29617
if 
  265@ == 0 
else_jump @GUNS1_29705 
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
262@ = 43 
267@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_29705
jump @GUNS1_30533 

:GUNS1_29712
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_29789 
if 
  265@ == 0 
else_jump @GUNS1_29789 
262@ = 44 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_29789
jump @GUNS1_30533 

:GUNS1_29796
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_30229 
if 
8118:   not actor 108@ dead 
else_jump @GUNS1_30229 
062E: get_actor 108@ task 1560 status_store_to 46@ // ret 7 if not found 
if 
04A4:   46@ == 1 // == constant 
else_jump @GUNS1_30229 
0646: unknown_get_actor 108@ task_1560_status_store_to 46@ // similar to 062E 
if or
  46@ == 1 
  40@ > 10000 
else_jump @GUNS1_30229 
if 
  78@ == 0 
else_jump @GUNS1_30229 
if 
8118:   not actor 109@ dead 
else_jump @GUNS1_30229 
if 
8119:   not car 111@ wrecked 
else_jump @GUNS1_30229 
if 
  265@ == 0 
else_jump @GUNS1_30229 
262@ = 45 
267@ = 3 
01BD: 270@ = current_time_in_ms 
0618: assign_actor 109@ to_AS_pack 139@ 
061B: remove_references_to_AS_pack 139@ 
015F: set_camera_position 2807.873 -1178.356 24.8046 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.721 -1178.87 24.9362 switchstyle 2 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_30222 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_30222 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CB: AS_actor -1 enter_car 110@ as_driver 5000 ms 
0616: define_AS_pack_end 137@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CA: AS_actor -1 enter_car 110@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:GUNS1_30222
78@ = 1 

:GUNS1_30229
jump @GUNS1_30533 

:GUNS1_30236
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_30313 
if 
  265@ == 0 
else_jump @GUNS1_30313 
262@ = 46 
267@ = 4 
01BD: 270@ = current_time_in_ms 

:GUNS1_30313
jump @GUNS1_30533 

:GUNS1_30320
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_30526 
if 
  265@ == 0 
else_jump @GUNS1_30526 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 110@ wrecked 
else_jump @GUNS1_30431 
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_30431 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 110@ 

:GUNS1_30431
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_30519 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_30519 
if 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_30492 
0430: put_actor 106@ into_car 110@ passenger_seat 0 

:GUNS1_30492
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_30519 
036A: put_actor $PLAYER_ACTOR in_car 110@ 

:GUNS1_30519
266@ = 1 

:GUNS1_30526
jump @GUNS1_30533 

:GUNS1_30533
jump @GUNS1_29193 

:GUNS1_30540
272@ = 0 
00BB: show_text_lowpriority GXT 'GUNS123' time 10000 flag 1  // ~s~You got too much heat on you. Lose the cops.
02A8: 114@ = create_marker 63 at 2067.4 -1831.2 13.5 
79@ = 1 
77@ = 1 
if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
else_jump @GUNS1_30624 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GUNS1_30624
if 
8118:   not actor 108@ dead 
else_jump @GUNS1_30648 
05E2: AS_actor 108@ kill_actor $PLAYER_ACTOR 

:GUNS1_30648
if 
8118:   not actor 109@ dead 
else_jump @GUNS1_30672 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:GUNS1_30672
jump @GUNS1_31269 

:GUNS1_30679
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_30700 
0508: car 110@ close_all_doors 

:GUNS1_30700
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
015F: set_camera_position 2818.67 -1182.264 24.8706 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.702 -1182.449 25.0366 switchstyle 2 
fade 1 1000 
04E4: refresh_game_renderer_at 2814.042 -1181.376 
03CB: set_rendering_origin_at 2814.042 -1181.376 24.2701 

:GUNS1_30803
if 
fading 
else_jump @GUNS1_30827 
wait 0 
jump @GUNS1_30803 

:GUNS1_30827
if and
8119:   not car 110@ wrecked 
8118:   not actor 106@ dead 
else_jump @GUNS1_30972 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 110@ as_driver 6000 ms 
0616: define_AS_pack_end 137@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
0615: define_AS_pack_begin 136@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 110@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 136@ 
0618: assign_actor 106@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:GUNS1_30972
272@ = 1 
41@ = 0 
60@ = 0 

:GUNS1_30993
if 
  60@ == 0 
else_jump @GUNS1_31224 
if and
8118:   not actor 106@ dead 
8119:   not car 110@ wrecked 
else_jump @GUNS1_31073 
if and
0448:   actor 106@ in_car 110@ 
0448:   actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_31066 
60@ = 1 

:GUNS1_31066
jump @GUNS1_31187 

:GUNS1_31073
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @GUNS1_31180 
fade 0 1000 

:GUNS1_31109
if 
fading 
else_jump @GUNS1_31133 
wait 0 
jump @GUNS1_31109 

:GUNS1_31133
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:GUNS1_31156
if 
fading 
else_jump @GUNS1_31180 
wait 0 
jump @GUNS1_31156 

:GUNS1_31180
jump @GUNS1_40578 

:GUNS1_31187
if 
  41@ > 10000 
else_jump @GUNS1_31213 
60@ = 1 

:GUNS1_31213
wait 0 
jump @GUNS1_30993 

:GUNS1_31224
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 115@ = create_checkpoint_at 2742.0 -2008.0 13.0 
76@ = 1 

:GUNS1_31269
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_31357 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_31357 
if 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_31330 
0430: put_actor 106@ into_car 110@ passenger_seat 0 

:GUNS1_31330
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_31357 
036A: put_actor $PLAYER_ACTOR in_car 110@ 

:GUNS1_31357
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_31431 
if 
86EE:   not actor 106@ in_group $PLAYER_GROUP 
else_jump @GUNS1_31431 
09DD: unknown_player_group 1 
0631: put_actor 106@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 106@ supporting_fire 0 

:GUNS1_31431
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
66@ = 0 
65@ = 0 
63@ = 0 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
59@ = 8 
51@ = 0 
jump @GUNS1_32164 

:GUNS1_31564
if 
   not 262@ == 0 
else_jump @GUNS1_31835 
if 
  265@ == 0 
else_jump @GUNS1_31628 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_31621 
040D: unload_wav 264@ 

:GUNS1_31621
265@ = 1 

:GUNS1_31628
if 
  265@ == 1 
else_jump @GUNS1_31665 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_31665
if 
  265@ == 2 
else_jump @GUNS1_31725 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_31725 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_31725
if 
  265@ == 3 
else_jump @GUNS1_31835 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_31835 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_31807 
263@ = 2 
264@ = 1 
jump @GUNS1_31821 

:GUNS1_31807
263@ = 1 
264@ = 2 

:GUNS1_31821
262@ = 0 
265@ = 0 

:GUNS1_31835
if and
8118:   not actor 106@ dead 
  3 > 51@ 
else_jump @GUNS1_32085 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_32078 
if 
  51@ == 0 
else_jump @GUNS1_31936 
if 
  265@ == 0 
else_jump @GUNS1_31929 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
262@ = 38 
51@ = 1 

:GUNS1_31929
jump @GUNS1_32078 

:GUNS1_31936
if 
  51@ == 1 
else_jump @GUNS1_32022 
if 
  265@ == 0 
else_jump @GUNS1_32015 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_32001 
0967: actor 107@ move_mouth 4000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_32001
262@ = 36 
51@ = 2 

:GUNS1_32015
jump @GUNS1_32078 

:GUNS1_32022
if 
  265@ == 0 
else_jump @GUNS1_32078 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_32064 
0967: actor 106@ move_mouth 4000 ms 

:GUNS1_32064
262@ = 37 
51@ = 3 

:GUNS1_32078
jump @GUNS1_32103 

:GUNS1_32085
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.

:GUNS1_32103
if 
  63@ == 0 
else_jump @GUNS1_32164 
0164: disable_marker 112@ 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_32164 
0186: 112@ = create_marker_above_car 110@ 
07E0: set_marker 112@ type_to 1 
63@ = 1 

:GUNS1_32164
if 
  59@ == 8 
else_jump @GUNS1_40569 
if 
   not 262@ == 0 
else_jump @GUNS1_32471 
if 
  265@ == 0 
else_jump @GUNS1_32246 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_32239 
040D: unload_wav 264@ 

:GUNS1_32239
265@ = 1 

:GUNS1_32246
if 
  265@ == 1 
else_jump @GUNS1_32283 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_32283
if 
  265@ == 2 
else_jump @GUNS1_32361 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_32361 
03D1: play_wav 263@ 
if 
   not 262@ == 76 
else_jump @GUNS1_32354 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 

:GUNS1_32354
265@ = 3 

:GUNS1_32361
if 
  265@ == 3 
else_jump @GUNS1_32471 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_32471 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_32443 
263@ = 2 
264@ = 1 
jump @GUNS1_32457 

:GUNS1_32443
263@ = 1 
264@ = 2 

:GUNS1_32457
262@ = 0 
265@ = 0 

:GUNS1_32471
if 
  272@ == 0 
else_jump @GUNS1_33011 
if 
  274@ == 0 
else_jump @GUNS1_33004 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_33004 
0871: init_jump_table 273@ total_jumps 4 default_jump 1 @GUNS1_32902 jumps 0 @GUNS1_32583 1 @GUNS1_32650 2 @GUNS1_32734 3 @GUNS1_32818 -1 @GUNS1_33004 -1 @GUNS1_33004 -1 @GUNS1_33004 

:GUNS1_32583
if 
  265@ == 0 
else_jump @GUNS1_32643 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_32631 
0A09: set_actor 106@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_32631
273@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_32643
jump @GUNS1_33004 

:GUNS1_32650
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_32727 
if 
  265@ == 0 
else_jump @GUNS1_32727 
262@ = 47 
273@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_32727
jump @GUNS1_33004 

:GUNS1_32734
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_32811 
if 
  265@ == 0 
else_jump @GUNS1_32811 
262@ = 48 
273@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_32811
jump @GUNS1_33004 

:GUNS1_32818
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_32895 
if 
  265@ == 0 
else_jump @GUNS1_32895 
262@ = 49 
273@ = 4 
01BD: 270@ = current_time_in_ms 

:GUNS1_32895
jump @GUNS1_33004 

:GUNS1_32902
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_32997 
if 
  265@ == 0 
else_jump @GUNS1_32997 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_32990 
0A09: set_actor 106@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_32990
274@ = 1 

:GUNS1_32997
jump @GUNS1_33004 

:GUNS1_33004
jump @GUNS1_35040 

:GUNS1_33011
if 
  272@ == 1 
else_jump @GUNS1_33481 
if 
  276@ == 0 
else_jump @GUNS1_33474 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_33474 
0871: init_jump_table 275@ total_jumps 3 default_jump 1 @GUNS1_33365 jumps 0 @GUNS1_33123 1 @GUNS1_33197 2 @GUNS1_33281 -1 @GUNS1_33474 -1 @GUNS1_33474 -1 @GUNS1_33474 -1 @GUNS1_33474 

:GUNS1_33123
if 
  265@ == 0 
else_jump @GUNS1_33190 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_33171 
0A09: set_actor 106@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33171
262@ = 50 
275@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_33190
jump @GUNS1_33474 

:GUNS1_33197
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_33274 
if 
  265@ == 0 
else_jump @GUNS1_33274 
262@ = 51 
275@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_33274
jump @GUNS1_33474 

:GUNS1_33281
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_33358 
if 
  265@ == 0 
else_jump @GUNS1_33358 
262@ = 52 
275@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_33358
jump @GUNS1_33474 

:GUNS1_33365
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_33467 
if 
  265@ == 0 
else_jump @GUNS1_33467 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_33453 
0A09: set_actor 106@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33453
276@ = 1 
272@ = 3 

:GUNS1_33467
jump @GUNS1_33474 

:GUNS1_33474
jump @GUNS1_35040 

:GUNS1_33481
if 
  272@ == 2 
else_jump @GUNS1_33847 
if 
  280@ == 0 
else_jump @GUNS1_33840 
0871: init_jump_table 279@ total_jumps 2 default_jump 1 @GUNS1_33738 jumps 0 @GUNS1_33580 1 @GUNS1_33654 -1 @GUNS1_33840 -1 @GUNS1_33840 -1 @GUNS1_33840 -1 @GUNS1_33840 -1 @GUNS1_33840 

:GUNS1_33580
if 
  265@ == 0 
else_jump @GUNS1_33647 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_33628 
0A09: set_actor 106@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_33628
262@ = 64 
279@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_33647
jump @GUNS1_33840 

:GUNS1_33654
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_33731 
if 
  265@ == 0 
else_jump @GUNS1_33731 
262@ = 65 
279@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_33731
jump @GUNS1_33840 

:GUNS1_33738
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_33833 
if 
  265@ == 0 
else_jump @GUNS1_33833 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_33826 
0A09: set_actor 106@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_33826
280@ = 1 

:GUNS1_33833
jump @GUNS1_33840 

:GUNS1_33840
jump @GUNS1_35040 

:GUNS1_33847
if 
  272@ == 3 
else_jump @GUNS1_35040 
if 
  278@ == 0 
else_jump @GUNS1_35040 
if 
876F:   not text_priority_displayed 
else_jump @GUNS1_35040 
0871: init_jump_table 277@ total_jumps 11 default_jump 1 @GUNS1_34938 jumps 0 @GUNS1_34024 1 @GUNS1_34098 2 @GUNS1_34182 3 @GUNS1_34266 4 @GUNS1_34350 5 @GUNS1_34434 6 @GUNS1_34518 
0872: jump_table_jumps 7 @GUNS1_34602 8 @GUNS1_34686 9 @GUNS1_34770 10 @GUNS1_34854 -1 @GUNS1_35040 -1 @GUNS1_35040 -1 @GUNS1_35040 -1 @GUNS1_35040 -1 @GUNS1_35040 

:GUNS1_34024
if 
  265@ == 0 
else_jump @GUNS1_34091 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_34072 
0A09: set_actor 106@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_34072
262@ = 53 
277@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_34091
jump @GUNS1_35040 

:GUNS1_34098
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34175 
if 
  265@ == 0 
else_jump @GUNS1_34175 
262@ = 54 
277@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_34175
jump @GUNS1_35040 

:GUNS1_34182
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34259 
if 
  265@ == 0 
else_jump @GUNS1_34259 
262@ = 55 
277@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_34259
jump @GUNS1_35040 

:GUNS1_34266
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34343 
if 
  265@ == 0 
else_jump @GUNS1_34343 
262@ = 56 
277@ = 4 
01BD: 270@ = current_time_in_ms 

:GUNS1_34343
jump @GUNS1_35040 

:GUNS1_34350
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34427 
if 
  265@ == 0 
else_jump @GUNS1_34427 
262@ = 57 
277@ = 5 
01BD: 270@ = current_time_in_ms 

:GUNS1_34427
jump @GUNS1_35040 

:GUNS1_34434
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34511 
if 
  265@ == 0 
else_jump @GUNS1_34511 
262@ = 58 
277@ = 6 
01BD: 270@ = current_time_in_ms 

:GUNS1_34511
jump @GUNS1_35040 

:GUNS1_34518
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34595 
if 
  265@ == 0 
else_jump @GUNS1_34595 
262@ = 59 
277@ = 7 
01BD: 270@ = current_time_in_ms 

:GUNS1_34595
jump @GUNS1_35040 

:GUNS1_34602
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34679 
if 
  265@ == 0 
else_jump @GUNS1_34679 
262@ = 60 
277@ = 8 
01BD: 270@ = current_time_in_ms 

:GUNS1_34679
jump @GUNS1_35040 

:GUNS1_34686
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34763 
if 
  265@ == 0 
else_jump @GUNS1_34763 
262@ = 61 
277@ = 9 
01BD: 270@ = current_time_in_ms 

:GUNS1_34763
jump @GUNS1_35040 

:GUNS1_34770
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34847 
if 
  265@ == 0 
else_jump @GUNS1_34847 
262@ = 62 
277@ = 10 
01BD: 270@ = current_time_in_ms 

:GUNS1_34847
jump @GUNS1_35040 

:GUNS1_34854
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_34931 
if 
  265@ == 0 
else_jump @GUNS1_34931 
262@ = 63 
277@ = 11 
01BD: 270@ = current_time_in_ms 

:GUNS1_34931
jump @GUNS1_35040 

:GUNS1_34938
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_35033 
if 
  265@ == 0 
else_jump @GUNS1_35033 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_35026 
0A09: set_actor 106@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_35026
278@ = 1 

:GUNS1_35033
jump @GUNS1_35040 

:GUNS1_35040
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_35678 
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_35678 
if 
80DB:   not actor $PLAYER_ACTOR in_car 110@ 
else_jump @GUNS1_35311 
62@ = 0 
if 
  63@ == 0 
else_jump @GUNS1_35304 
if 
  76@ == 1 
else_jump @GUNS1_35146 
0164: disable_marker 115@ 
76@ = 0 

:GUNS1_35146
if 
  77@ == 1 
else_jump @GUNS1_35176 
0164: disable_marker 114@ 
77@ = 0 

:GUNS1_35176
if 
  65@ == 1 
else_jump @GUNS1_35206 
0164: disable_marker 116@ 
65@ = 0 

:GUNS1_35206
if 
076F:   text_priority_displayed 
else_jump @GUNS1_35226 
52@ = 1 

:GUNS1_35226
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 2000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 112@ = create_marker_above_car 110@ 
07E0: set_marker 112@ type_to 1 
63@ = 1 
262@ = 76 
265@ = 0 
040D: unload_wav 263@ 
040D: unload_wav 264@ 
272@ = 99 

:GUNS1_35304
jump @GUNS1_35678 

:GUNS1_35311
62@ = 1 
if 
  63@ == 1 
else_jump @GUNS1_35369 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 112@ 
272@ = 3 
63@ = 0 
jump @GUNS1_35678 

:GUNS1_35369
if 
80DB:   not actor 106@ in_car 110@ 
else_jump @GUNS1_35634 
67@ = 0 
if 
  65@ == 0 
else_jump @GUNS1_35540 
if 
  76@ == 1 
else_jump @GUNS1_35443 
0164: disable_marker 115@ 
76@ = 0 

:GUNS1_35443
if 
  77@ == 1 
else_jump @GUNS1_35473 
0164: disable_marker 114@ 
77@ = 0 

:GUNS1_35473
if 
076F:   text_priority_displayed 
else_jump @GUNS1_35493 
52@ = 1 

:GUNS1_35493
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 2000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
0187: 116@ = create_marker_above_actor 106@ 
07E0: set_marker 116@ type_to 1 
272@ = 99 
65@ = 1 

:GUNS1_35540
if 
  66@ == 0 
else_jump @GUNS1_35584 
05CA: AS_actor 106@ enter_car 110@ passenger_seat 0 time -2 
66@ = 1 
jump @GUNS1_35627 

:GUNS1_35584
062E: get_actor 106@ task 1482 status_store_to 46@ // ret 7 if not found 
if and
84A4:   not  46@ == 0 // == constant 
84A4:   not  46@ == 1 // == constant 
else_jump @GUNS1_35627 
66@ = 0 

:GUNS1_35627
jump @GUNS1_35678 

:GUNS1_35634
if 
  65@ == 1 
else_jump @GUNS1_35671 
0164: disable_marker 116@ 
65@ = 0 
272@ = 3 

:GUNS1_35671
67@ = 1 

:GUNS1_35678
if and
  67@ == 1 
  62@ == 1 
else_jump @GUNS1_40569 
if 
  76@ == 1 
else_jump @GUNS1_39755 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2742.0 -2008.0 13.0 radius 15.0 15.0 4.0 sphere 0 in_car 
else_jump @GUNS1_39685 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_34' time 3000 flag 1  // ~s~Park the truck inside the ~y~lockup~s~.
if 
0103:   actor $PLAYER_ACTOR in_sphere 2741.241 -2011.274 13.5869 radius 2.9 3.2 5.0 sphere 0 stopped_in_car 
else_jump @GUNS1_39608 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
fade 0 1500 

:GUNS1_35851
if 
fading 
else_jump @GUNS1_35875 
wait 0 
jump @GUNS1_35851 

:GUNS1_35875
0395: clear_area 1 at 2741.241 -2011.274 13.5869 radius 10.0 
02A3: enable_widescreen 1 
0164: disable_marker 115@ 
00BE: text_clear_all 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_35950 
if 
06EE:   actor 106@ in_group $PLAYER_GROUP 
else_jump @GUNS1_35950 
06C9: remove_actor 106@ from_group 

:GUNS1_35950
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
if 
  96@ == 1 
else_jump @GUNS1_36059 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
96@ = 0 

:GUNS1_36059
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GUNS1_36102 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2741.0 -2007.14 13.0 
jump @GUNS1_36122 

:GUNS1_36102
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2008.14 13.0 

:GUNS1_36122
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_36201 
if 
00DF:   actor 106@ driving 
else_jump @GUNS1_36181 
0362: remove_actor 106@ from_car_and_place_at 2740.0 -2008.14 13.0 
jump @GUNS1_36201 

:GUNS1_36181
00A1: put_actor 106@ at 2740.0 -2007.14 13.0 

:GUNS1_36201
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_36227 
00A6: destroy_car 110@ 
01C3: remove_references_to_car 110@ 

:GUNS1_36227
0395: clear_area 1 at 2741.0 -2005.0 14.14 radius 50.0 
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_36321
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_37500 
if 
   not 262@ == 0 
else_jump @GUNS1_36682 
if 
  265@ == 0 
else_jump @GUNS1_36407 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_36400 
040D: unload_wav 264@ 

:GUNS1_36400
265@ = 1 

:GUNS1_36407
if 
  265@ == 1 
else_jump @GUNS1_36444 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_36444
if 
  265@ == 2 
else_jump @GUNS1_36504 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_36504 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_36504
if 
  265@ == 3 
else_jump @GUNS1_36682 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_36621 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_36586 
263@ = 2 
264@ = 1 
jump @GUNS1_36600 

:GUNS1_36586
263@ = 1 
264@ = 2 

:GUNS1_36600
262@ = 0 
265@ = 0 
jump @GUNS1_36682 

:GUNS1_36621
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_36682 
if 
  76 > 262@ 
else_jump @GUNS1_36682 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_36682
0871: init_jump_table 267@ total_jumps 3 default_jump 1 @GUNS1_37395 jumps 0 @GUNS1_36745 1 @GUNS1_37058 2 @GUNS1_37185 -1 @GUNS1_37493 -1 @GUNS1_37493 -1 @GUNS1_37493 -1 @GUNS1_37493 

:GUNS1_36745
if 
  265@ == 0 
else_jump @GUNS1_37051 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_36794 
0967: actor 106@ move_mouth 4000 ms 
0A09: set_actor 106@ muted 1 // versionB 

:GUNS1_36794
262@ = 66 
267@ = 1 
01BD: 270@ = current_time_in_ms 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_37020 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2741.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2741.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 106@ 
0616: define_AS_pack_end 137@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2740.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2740.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 137@ 
0618: assign_actor 106@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:GUNS1_37020
fade 1 1500 

:GUNS1_37027
if 
fading 
else_jump @GUNS1_37051 
wait 0 
jump @GUNS1_37027 

:GUNS1_37051
jump @GUNS1_37493 

:GUNS1_37058
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_37178 
if 
  265@ == 0 
else_jump @GUNS1_37178 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_37145 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0968: actor 106@ stop_mouth 

:GUNS1_37145
262@ = 67 
60@ = 0 
40@ = 0 
267@ = 2 
01BD: 270@ = current_time_in_ms 

:GUNS1_37178
jump @GUNS1_37493 

:GUNS1_37185
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_37388 
if 
  265@ == 0 
else_jump @GUNS1_37388 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 46@ // ret 7 if not found 
if or
04A4:   46@ == 7 // == constant 
  40@ > 8000 
else_jump @GUNS1_37388 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_37296 

:GUNS1_37296
0361: close_garage 'BURG_LK' 

:GUNS1_37307
if 
83B1:   not garage 'BURG_LK' door_closed 
else_jump @GUNS1_37340 
wait 0 
jump @GUNS1_37307 

:GUNS1_37340
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_37369 
0967: actor 106@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_37369
262@ = 68 
267@ = 3 
01BD: 270@ = current_time_in_ms 

:GUNS1_37388
jump @GUNS1_37493 

:GUNS1_37395
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_37486 
if 
  265@ == 0 
else_jump @GUNS1_37486 
0687: clear_actor $PLAYER_ACTOR task 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_37479 
0687: clear_actor 106@ task 

:GUNS1_37479
266@ = 1 

:GUNS1_37486
jump @GUNS1_37493 

:GUNS1_37493
jump @GUNS1_36321 

:GUNS1_37500
fade 0 1000 

:GUNS1_37507
if 
fading 
else_jump @GUNS1_37531 
wait 0 
jump @GUNS1_37507 

:GUNS1_37531
00A1: put_actor $PLAYER_ACTOR at 2161.0 -1664.0 22.0 
015F: set_camera_position 2168.155 -1686.374 15.6932 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.094 -1685.377 15.7351 switchstyle 2 
04E4: refresh_game_renderer_at 2168.155 -1686.374 
03CB: set_rendering_origin_at 2168.155 -1686.374 15.6932 
fade 1 1000 

:GUNS1_37638
if 
fading 
else_jump @GUNS1_37662 
wait 0 
jump @GUNS1_37638 

:GUNS1_37662
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_88'  // You can perform burglaries at night when not on a mission.

:GUNS1_37675
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_37699 
wait 0 
jump @GUNS1_37675 

:GUNS1_37699
40@ = 0 
60@ = 0 

:GUNS1_37713
if 
  60@ == 0 
else_jump @GUNS1_37773 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_37762 
60@ = 1 

:GUNS1_37762
wait 0 
jump @GUNS1_37713 

:GUNS1_37773
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_90'  // Many houses can be broken into, and goods stolen from the owners.

:GUNS1_37786
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_37810 
wait 0 
jump @GUNS1_37786 

:GUNS1_37810
40@ = 0 
60@ = 0 

:GUNS1_37824
if 
  60@ == 0 
else_jump @GUNS1_37884 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_37873 
60@ = 1 

:GUNS1_37873
wait 0 
jump @GUNS1_37824 

:GUNS1_37884
03E6: remove_text_box 
fade 0 1000 

:GUNS1_37893
if 
fading 
else_jump @GUNS1_37917 
wait 0 
jump @GUNS1_37893 

:GUNS1_37917
00A1: put_actor $PLAYER_ACTOR at 2272.0 -1792.0 14.0 
015F: set_camera_position 2255.539 -1783.703 13.6049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2254.882 -1784.445 13.7333 switchstyle 2 
04E4: refresh_game_renderer_at 2254.208 -1790.233 
03CB: set_rendering_origin_at 2254.208 -1790.233 13.1057 
014C: set_parked_car_generator $4159 cars_to_generate_to 0 
0395: clear_area 1 at 2251.028 -1788.661 12.7625 radius 10.0 
00A5: 110@ = create_car 609 at 2251.028 -1788.661 12.9625 
0175: set_car 110@ Z_angle_to 358.9591 
fade 1 1000 

:GUNS1_38088
if 
fading 
else_jump @GUNS1_38112 
wait 0 
jump @GUNS1_38088 

:GUNS1_38112
0512: show_permanent_text_box 'RYD1_89'  // You need to get in this type of van to start the burglary.

:GUNS1_38123
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_38147 
wait 0 
jump @GUNS1_38123 

:GUNS1_38147
40@ = 0 
60@ = 0 

:GUNS1_38161
if 
  60@ == 0 
else_jump @GUNS1_38221 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_38210 
60@ = 1 

:GUNS1_38210
wait 0 
jump @GUNS1_38161 

:GUNS1_38221
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_91'  // Load up the truck and then take it back to the lockup.

:GUNS1_38234
if 
88FE:   not text_box_displayed 
else_jump @GUNS1_38258 
wait 0 
jump @GUNS1_38234 

:GUNS1_38258
40@ = 0 
60@ = 0 

:GUNS1_38272
if 
  60@ == 0 
else_jump @GUNS1_38332 
if or
  40@ > 4000 
8256:   not player $PLAYER_CHAR defined 
else_jump @GUNS1_38321 
60@ = 1 

:GUNS1_38321
wait 0 
jump @GUNS1_38272 

:GUNS1_38332
03E6: remove_text_box 
fade 0 1000 

:GUNS1_38341
if 
fading 
else_jump @GUNS1_38365 
wait 0 
jump @GUNS1_38341 

:GUNS1_38365
if 
8119:   not car 110@ wrecked 
else_jump @GUNS1_38391 
00A6: destroy_car 110@ 
01C3: remove_references_to_car 110@ 

:GUNS1_38391
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2001.0 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
04E4: refresh_game_renderer_at 2745.47 -2003.59 
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_38567 
00A1: put_actor 106@ at 2740.0 -2001.0 12.5547 
0173: set_actor 106@ Z_angle_to 230.0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 106@ 
0639: AS_actor 106@ rotate_to_actor $PLAYER_ACTOR 

:GUNS1_38567
fade 1 1000 

:GUNS1_38574
if 
fading 
else_jump @GUNS1_38598 
wait 0 
jump @GUNS1_38574 

:GUNS1_38598
262@ = 0 
263@ = 1 
264@ = 2 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 

:GUNS1_38668
wait 0 
if 
  266@ == 0 
else_jump @GUNS1_39494 
if 
   not 262@ == 0 
else_jump @GUNS1_39029 
if 
  265@ == 0 
else_jump @GUNS1_38754 
if 
03D0:   wav 264@ loaded 
else_jump @GUNS1_38747 
040D: unload_wav 264@ 

:GUNS1_38747
265@ = 1 

:GUNS1_38754
if 
  265@ == 1 
else_jump @GUNS1_38791 
03CF: load_wav 180@(262@,82i) as 263@ 
265@ = 2 

:GUNS1_38791
if 
  265@ == 2 
else_jump @GUNS1_38851 
if 
03D0:   wav 263@ loaded 
else_jump @GUNS1_38851 
03D1: play_wav 263@ 
00BC: show_text_highpriority GXT $8073(262@,82s) time 10000 flag 1 
265@ = 3 

:GUNS1_38851
if 
  265@ == 3 
else_jump @GUNS1_39029 
if 
03D2:   wav 263@ ended 
else_jump @GUNS1_38968 
03D5: remove_text $8073(262@,82s) 
if 
  263@ == 1 
else_jump @GUNS1_38933 
263@ = 2 
264@ = 1 
jump @GUNS1_38947 

:GUNS1_38933
263@ = 1 
264@ = 2 

:GUNS1_38947
262@ = 0 
265@ = 0 
jump @GUNS1_39029 

:GUNS1_38968
if 
83D0:   not wav 264@ loaded 
else_jump @GUNS1_39029 
if 
  76 > 262@ 
else_jump @GUNS1_39029 
0085: 271@ = 262@ // (int) 
271@ += 1 
03CF: load_wav 180@(271@,82i) as 264@ 

:GUNS1_39029
0871: init_jump_table 267@ total_jumps 2 default_jump 1 @GUNS1_39389 jumps 0 @GUNS1_39092 1 @GUNS1_39201 -1 @GUNS1_39487 -1 @GUNS1_39487 -1 @GUNS1_39487 -1 @GUNS1_39487 -1 @GUNS1_39487 

:GUNS1_39092
if 
  265@ == 0 
else_jump @GUNS1_39194 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_39139 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0968: actor 106@ stop_mouth 

:GUNS1_39139
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
262@ = 74 
267@ = 1 
01BD: 270@ = current_time_in_ms 

:GUNS1_39194
jump @GUNS1_39487 

:GUNS1_39201
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_39382 
if 
  265@ == 0 
else_jump @GUNS1_39382 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_39293 
0967: actor 106@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 
0687: clear_actor $PLAYER_ACTOR task 

:GUNS1_39293
262@ = 75 
267@ = 2 
40@ = 0 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_39377 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 2761.0 -2002.0 14.0 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 137@ 
0618: assign_actor 106@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:GUNS1_39377
01BD: 270@ = current_time_in_ms 

:GUNS1_39382
jump @GUNS1_39487 

:GUNS1_39389
01BD: 269@ = current_time_in_ms 
0085: 268@ = 269@ // (int) 
0062: 268@ -= 270@ // (int) 
if 
  268@ > 1000 
else_jump @GUNS1_39480 
if 
  265@ == 0 
else_jump @GUNS1_39480 
if 
8118:   not actor 106@ dead 
else_jump @GUNS1_39473 
0968: actor 106@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_39473
266@ = 1 

:GUNS1_39480
jump @GUNS1_39487 

:GUNS1_39487
jump @GUNS1_38668 

:GUNS1_39494
60@ = 0 

:GUNS1_39501
if 
  60@ == 0 
else_jump @GUNS1_39574 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 46@ // ret 7 if not found 
if or
04A4:   46@ == 7 // == constant 
  40@ > 6000 
else_jump @GUNS1_39563 
60@ = 1 

:GUNS1_39563
wait 0 
jump @GUNS1_39501 

:GUNS1_39574
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
jump @GUNS1_40596 
jump @GUNS1_39678 

:GUNS1_39608
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2741.0 -2010.0 13.5 radius 4.0 4.0 5.0 
if 
83B0:   not garage 'BURG_LK' door_open 
else_jump @GUNS1_39678 
0360: open_garage 'BURG_LK' 

:GUNS1_39678
jump @GUNS1_39755 

:GUNS1_39685
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2742.0 -2000.0 13.0 radius 4.0 4.0 5.0 
if 
83B1:   not garage 'BURG_LK' door_closed 
else_jump @GUNS1_39755 
0361: close_garage 'BURG_LK' 

:GUNS1_39755
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @GUNS1_40170 
276@ = 0 
if 
  104@ == 1 
else_jump @GUNS1_40027 
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
else_jump @GUNS1_39935 
if and
  79@ == 1 
  82@ == 0 
else_jump @GUNS1_39928 
if and
8118:   not actor 108@ dead 
8119:   not car 111@ wrecked 
8119:   not car 110@ wrecked 
else_jump @GUNS1_39914 
0397: enable_car 111@ siren 0 
06E1: AS_actor 108@ using_car 111@ target_car 110@ with_order 10 max_speed 20.0 traffic_flag 0 

:GUNS1_39914
82@ = 1 
79@ = 0 

:GUNS1_39928
jump @GUNS1_40027 

:GUNS1_39935
if and
  82@ == 1 
  79@ == 0 
else_jump @GUNS1_40027 
if and
8118:   not actor 108@ dead 
8119:   not car 111@ wrecked 
8119:   not car 110@ wrecked 
else_jump @GUNS1_40013 
0397: enable_car 111@ siren 1 
06E1: AS_actor 108@ using_car 111@ target_car 110@ with_order 3 max_speed 33.0 traffic_flag 3 

:GUNS1_40013
82@ = 0 
79@ = 1 

:GUNS1_40027
if 
  77@ == 0 
else_jump @GUNS1_40163 
if 
  76@ == 1 
else_jump @GUNS1_40084 
0164: disable_marker 115@ 
00BE: text_clear_all 
272@ = 2 
76@ = 0 

:GUNS1_40084
02A8: 114@ = create_marker 63 at 2067.4 -1831.2 13.5 
77@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS123' time 5000 flag 1  // ~s~You got too much heat on you. Lose the cops.
if 
  86@ == 1 
else_jump @GUNS1_40163 
272@ = 2 
86@ = 0 

:GUNS1_40163
jump @GUNS1_40569 

:GUNS1_40170
280@ = 0 
if 
  52@ == 1 
else_jump @GUNS1_40268 
if 
  11 > 51@ 
else_jump @GUNS1_40268 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
51@ -= 1 
if 
  0 > 51@ 
else_jump @GUNS1_40261 
51@ = 0 

:GUNS1_40261
52@ = 0 

:GUNS1_40268
if 
  76@ == 0 
else_jump @GUNS1_40484 
if 
  77@ == 1 
else_jump @GUNS1_40316 
0164: disable_marker 114@ 
77@ = 0 

:GUNS1_40316
00BE: text_clear_all 
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
else_jump @GUNS1_40384 
wait 3000 
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
jump @GUNS1_40400 

:GUNS1_40384
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.

:GUNS1_40400
if 
  86@ == 0 
else_jump @GUNS1_40450 
if 
  104@ == 1 
else_jump @GUNS1_40443 
272@ = 1 

:GUNS1_40443
jump @GUNS1_40457 

:GUNS1_40450
272@ = 3 

:GUNS1_40457
018A: 115@ = create_checkpoint_at 2742.0 -2008.0 13.0 
76@ = 1 

:GUNS1_40484
if and
  79@ == 1 
  82@ == 0 
else_jump @GUNS1_40569 
if and
8118:   not actor 108@ dead 
8119:   not car 111@ wrecked 
8119:   not car 110@ wrecked 
else_jump @GUNS1_40569 
0397: enable_car 111@ siren 0 
06E1: AS_actor 108@ using_car 111@ target_car 110@ with_order 1 max_speed 20.0 traffic_flag 2 
79@ = 0 

:GUNS1_40569
jump @GUNS1_4907 
return 

:GUNS1_40578
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:GUNS1_40596
0085: 58@ = 43@ // (int) 
58@ *= 50 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_1'  // Home Invasion
$452 += 1 
return 

:GUNS1_40673
$ONMISSION = 0 
$3719 = 0 
01BD: $183 = current_time_in_ms 
014C: set_parked_car_generator $4159 cars_to_generate_to 101 
075B: zoom_radar 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GUNS1_40726 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_40726
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0164: disable_marker 116@ 
0164: disable_marker 113@ 
0164: disable_marker 112@ 
0164: disable_marker 117@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0151: remove_status_text $8072 
0826: enable_hud 1 
014F: stop_timer $8071 
0249: release_model 609 
0249: release_model 346 
0249: release_model 349 
0249: release_model 62 
0249: release_model 280 
0249: release_model 596 
0249: release_model #DB_AMMO 
04EF: release_animation "CARRY" 
04EF: release_animation "GANGS" 
04EF: release_animation "POLICE" 
04EF: release_animation "INT_HOUSE" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "CAR_CHAT" 
034F: destroy_actor_with_fade 106@ 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 111@ 
01C3: remove_references_to_car 110@ 
01C4: remove_references_to_object 125@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 126@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 127@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 128@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 129@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 130@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 131@ // This object will now disappear when the player looks away 
if 
8118:   not actor 107@ dead 
else_jump @GUNS1_41031 
060B: set_actor 107@ decision_maker_to 49@ 
077A: set_actor 107@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:GUNS1_41031
0296: unload_special_actor 1 
065C: release_decision_maker 47@ 
065C: release_decision_maker 48@ 
065C: release_decision_maker 49@ 
065C: release_decision_maker 50@ 
091E: create_forbidden_for_boats_cube_cornerA 2775.0 -1196.4 20.0 cornerB 2840.0 -1141.0 35.0 
mission_cleanup 
return 

//-------------Mission 25---------------
// Originally: Catalyst

:RYDER3
thread 'RYDER3' 
gosub @RYDER3_47 
if 
wasted_or_busted 
else_jump @RYDER3_38 
gosub @RYDER3_18066 

:RYDER3_38
gosub @RYDER3_18246 
end_thread 

:RYDER3_47
increment_mission_attempts 
$ONMISSION = 1 
09DD: unknown_player_group 1 
97@ = 0 
$8237 = 0 
103@ = 2 
110@ = 0 
054C: use_GXT_table 'RYDER3' 
060A: create_decision_maker_type 2 store_to 80@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 113@ // decision\allowed\m_.ped files 
01EB: set_traffic_density_multiplier_to 0.5 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:RYDER3_135
if 
fading 
else_jump @RYDER3_159 
wait 0 
jump @RYDER3_135 

:RYDER3_159
select_interior 2 
02E4: load_cutscene_data 'RYDER3A' 

:RYDER3_174
if 
86B9:   not cutscene_data_loaded 
else_jump @RYDER3_198 
wait 0 
jump @RYDER3_174 

:RYDER3_198
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:RYDER3_215
if 
82E9:   not cutscene_reached_end 
else_jump @RYDER3_239 
wait 0 
jump @RYDER3_215 

:RYDER3_239
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:RYDER3_253
if 
fading 
else_jump @RYDER3_277 
wait 0 
jump @RYDER3_253 

:RYDER3_277
02EA: end_cutscene 
00BE: text_clear_all 
02A3: enable_widescreen 0 
select_interior 0 
014C: set_parked_car_generator $4148 cars_to_generate_to 0 
0247: load_model 600 
0247: load_model 352 
0247: load_model 346 
0247: load_model #CR_GUNCRATE 
0247: load_model #CR_AMMOBOX 
0247: load_model 105 
04ED: load_animation "BOX" 
04ED: load_animation "RYDER" 
04ED: load_animation "SWAT" 
0247: load_model 108 
0247: load_model 109 
0247: load_model 110 
0247: load_model 537 
0247: load_model 569 
0247: load_model 492 
0247: load_model 105 
0247: load_model 106 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
038B: load_requested_models 

:RYDER3_399
if or
8248:   not model 600 available 
8248:   not model 352 available 
8248:   not model 346 available 
8248:   not model #CR_GUNCRATE available 
8248:   not model #CR_AMMOBOX available 
else_jump @RYDER3_446 
wait 0 
jump @RYDER3_399 

:RYDER3_446
if or
8248:   not model 105 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOX" loaded 
84EE:   not animation "RYDER" loaded 
else_jump @RYDER3_492 
wait 0 
jump @RYDER3_446 

:RYDER3_492
if or
8248:   not model 108 available 
8248:   not model 109 available 
8248:   not model 110 available 
8248:   not model 537 available 
8248:   not model 569 available 
else_jump @RYDER3_536 
wait 0 
jump @RYDER3_492 

:RYDER3_536
if or
8248:   not model 492 available 
8248:   not model 105 available 
8248:   not model 106 available 
84EE:   not animation "SWAT" loaded 
else_jump @RYDER3_579 
wait 0 
jump @RYDER3_536 

:RYDER3_579
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_2059 
gosub @RYDER3_18944 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 59@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 59@ loop 1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 60@ loop 1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 84@ 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0616: define_AS_pack_end 84@ 
0615: define_AS_pack_begin 83@ 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 20000 ms 
0643: set_AS_pack 83@ loop 1 
0616: define_AS_pack_end 83@ 
0615: define_AS_pack_begin 48@ 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 2290.584 -1142.411 25.7144 mode 6 use_car -1 
0603: AS_actor -1 goto_point_any_means 2288.539 -1133.753 25.7076 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 253.83 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 48@ 
0615: define_AS_pack_begin 74@ 
0603: AS_actor -1 goto_point_any_means 2289.092 -1117.049 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 74@ 
0615: define_AS_pack_begin 75@ 
0603: AS_actor -1 goto_point_any_means 2285.11 -1117.117 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
0395: clear_area 1 at 2477.135 -1683.116 12.3782 radius 10.0 
0395: clear_area 1 at 2469.224 -1672.496 12.484 radius 10.0 
0395: clear_area 0 at 2472.783 -1685.696 12.5153 radius 0.5 
03CB: set_rendering_origin_at 2472.783 -1685.696 12.5153 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_1446 
00A1: put_actor $PLAYER_ACTOR at 2472.783 -1685.696 12.5153 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6331 
0373: set_camera_directly_behind_player 

:RYDER3_1446
0506: set_car_model 600 next_variation 4 4 // first param is useless 
0674: set_car_model 600 numberplate "_SHERM__" 
00A5: 116@ = create_car 600 at 2476.035 -1678.379 12.3457 
053F: set_car 116@ tires_vulnerability 0 
0175: set_car 116@ Z_angle_to 43.9007 
0224: set_car 116@ health_to 2000 
0186: 107@ = create_marker_above_car 116@ 
07E0: set_marker 107@ type_to 1 
02AA: set_car 116@ immune_to_nonplayer 1 
0229: set_car 116@ primary_color_to 84 secondary_color_to 84 
00AD: set_car 116@ max_speed_to 5.0 
018B: set_marker 107@ radar_mode 0 
04E0: car 116@ abandon_path_radius 250 
01C8: $131 = create_actor_pedtype 24 model 290 in_car 116@ passenger_seat 0 
09F6: set_actor $131 unjackable_through_driver_seat 0 
0296: unload_special_actor 1 
0173: set_actor $131 Z_angle_to 121.9883 
0638: AS_actor $131 stay_put 1 
0223: set_actor $131 health_to 800 
08AF: set_actor $131 max_health_to 800 
0446: set_actor $131 dismemberment_possible 0 
0568: set_actor $131 untargetable 1 
01B2: give_actor $131 weapon 28 ammo 9999 // Load the weapon model before using this 
039E: set_actor $131 locked 1 while_in_car 
0245: set_actor $131 walk_style_to "GANG1" 
077A: set_actor $131 acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor $131 decision_maker_to 80@ 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
117@ = 0 

:RYDER3_1724
if 
  10 > 117@ 
else_jump @RYDER3_1767 
118@(117@,10i) = -1 
117@ += 1 
jump @RYDER3_1724 

:RYDER3_1767
117@ = 0 
$8238 = 0 
$8239 = 10 
130@ = 0 
131@ = -1 
132@ = 5 
if 
  $ONMISSION == 0 
else_jump @RYDER3_1848 
029B: 118@(117@,10i) = init_object #GUNBOX at $72 $73 $74 

:RYDER3_1848
97@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
01E8: create_forbidden_for_cars_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
06D7: enable_train_traffic 0 
08EA: enable_gangs_spawn 0 
133@ = 0 
134@ = 0 
135@ = -153 
40@ = 0 
03C7: set_sensitivity_to_crime 0.0 

:RYDER3_2059
029B: 136@ = init_object #TMP_BIN at 2295.391 -1129.812 26.4 
0177: set_object 136@ Z_angle_to 187.2863 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_2119 
05CB: AS_actor $PLAYER_ACTOR enter_car 116@ as_driver 5000 ms 

:RYDER3_2119
015F: set_camera_position 2473.642 -1674.005 13.6679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2473.833 -1674.969 13.4843 switchstyle 2 
gosub @RYDER3_19037 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
41@ = 0 

:RYDER3_2200
if 
  4000 > 41@ 
else_jump @RYDER3_2250 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @RYDER3_2243 
jump @RYDER3_2250 

:RYDER3_2243
jump @RYDER3_2200 

:RYDER3_2250
gosub @RYDER3_18972 

:RYDER3_2257
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_18059 
wait 0 
gosub @RYDER3_19070 
gosub @RYDER3_20140 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RYDER3_2313 
jump @RYDER3_18145 

:RYDER3_2313
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 275.0 275.0 200.0 
else_jump @RYDER3_2375 
01EB: set_traffic_density_multiplier_to 0.0 
jump @RYDER3_2400 

:RYDER3_2375
if 
  10 > 97@ 
else_jump @RYDER3_2400 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_2400
if 
  110@ == 0 
else_jump @RYDER3_3447 
if and
0248:   model 537 available 
0248:   model 569 available 
else_jump @RYDER3_3447 
06D8: 137@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
020A: set_car 137@ door_status_to 2 
06DC: set_train 137@ acc 0.0 
06DD: set_train 137@ speed 0.0 
0519: set_car 137@ locked 1 
06DE: 171@ = get_train 137@ last_carriage_handle 
0107: 82@ = create_object #AMMOTRN_OBJ at 2278.177 -1144.882 27.5107 
0681: attach_object 82@ to_car 171@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0107: 99@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 99@ to_car 171@ with_offset 0.5 -5.5 -0.8 rotation 0.0 0.0 145.0 
0107: 100@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 100@ to_car 171@ with_offset 0.5 6.0 -0.8 rotation 0.0 0.0 60.0 
0107: 101@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 101@ to_car 171@ with_offset -0.5 8.0 -0.8 rotation 0.0 0.0 130.0 
0107: 69@ = create_object #CR_GUNCRATE at 2287.744 -1131.75 25.7431 
0177: set_object 69@ Z_angle_to 85.7739 
0107: 70@ = create_object #CR_GUNCRATE at 2287.358 -1131.091 25.7449 
0177: set_object 70@ Z_angle_to 209.4727 
0107: 71@ = create_object #CR_GUNCRATE at 2287.665 -1127.056 25.8118 
0177: set_object 71@ Z_angle_to 97.4572 
0107: 72@ = create_object #CR_GUNCRATE at 2287.431 -1125.586 25.8256 
0177: set_object 72@ Z_angle_to 176.9109 
110@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
009A: 150@ = create_actor_pedtype 4 model 106 at 2291.969 -1131.63 25.7468 
0173: set_actor 150@ Z_angle_to 188.6236 
0812: AS_actor 150@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 150@ collision_detection 0 
0568: set_actor 150@ untargetable 1 
060B: set_actor 150@ decision_maker_to 113@ 
009A: 151@ = create_actor_pedtype 4 model 108 at 2290.66 -1146.023 25.7507 
0173: set_actor 151@ Z_angle_to 180.7254 
0812: AS_actor 151@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 151@ collision_detection 0 
0568: set_actor 151@ untargetable 1 
060B: set_actor 151@ decision_maker_to 113@ 
009A: 138@ = create_actor_pedtype 25 model 108 at 2295.683 -1128.682 25.8647 
0173: set_actor 138@ Z_angle_to 175.3117 
0638: AS_actor 138@ stay_put 1 
0770: set_actor 138@ target_priority 1 
009A: 139@ = create_actor_pedtype 25 model 109 at 2289.14 -1131.133 25.7539 
0173: set_actor 139@ Z_angle_to 190.007 
0638: AS_actor 139@ stay_put 1 
0770: set_actor 139@ target_priority 1 
009A: 140@ = create_actor_pedtype 25 model 109 at 2293.741 -1130.343 25.8004 
0173: set_actor 140@ Z_angle_to 178.0093 
04EB: AS_actor 140@ crouch 1 
0638: AS_actor 140@ stay_put 1 
0770: set_actor 140@ target_priority 1 
009A: 141@ = create_actor_pedtype 25 model 110 at 2285.522 -1135.369 28.0 
0173: set_actor 141@ Z_angle_to 202.6963 
02A9: set_actor 141@ immune_to_nonplayer 1 
0638: AS_actor 141@ stay_put 1 
0770: set_actor 141@ target_priority 1 
009A: 152@ = create_actor_pedtype 24 model 105 at 2296.282 -1158.184 25.6529 
0173: set_actor 152@ Z_angle_to 9.002 
04EB: AS_actor 152@ crouch 1 
0638: AS_actor 152@ stay_put 1 
009A: 153@ = create_actor_pedtype 24 model 106 at 2287.524 -1150.041 25.7574 
0173: set_actor 153@ Z_angle_to 347.622 
0638: AS_actor 153@ stay_put 1 
04EB: AS_actor 153@ crouch 1 
009A: 154@ = create_actor_pedtype 24 model 105 at 2301.257 -1157.372 25.597 
0173: set_actor 154@ Z_angle_to 9.002 
0638: AS_actor 154@ stay_put 1 

:RYDER3_3447
if and
8119:   not car 116@ wrecked 
8118:   not actor $131 dead 
else_jump @RYDER3_3564 
if and
00DB:   actor $PLAYER_ACTOR in_car 116@ 
  97@ == 0 
else_jump @RYDER3_3564 
41@ = 0 
041E: set_radio_station 5 
06D7: enable_train_traffic 0 
130@ = 4 
97@ += 1 
018B: set_marker 107@ radar_mode 0 
018A: 42@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 42@ type_to 0 
109@ = 1 

:RYDER3_3564
if or
  97@ == 1 
  97@ == 2 
else_jump @RYDER3_4017 
if and
8119:   not car 116@ wrecked 
8118:   not actor $131 dead 
else_jump @RYDER3_4017 
if 
00DB:   actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_3691 
if 
   not 109@ == 1 
else_jump @RYDER3_3684 
018B: set_marker 107@ radar_mode 0 
018B: set_marker 42@ radar_mode 3 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
109@ = 1 

:RYDER3_3684
jump @RYDER3_4017 

:RYDER3_3691
if 
  109@ == 1 
else_jump @RYDER3_3962 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_3732 
0A09: set_actor $131 muted 0 // versionB 

:RYDER3_3732
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_3755 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_3755
018B: set_marker 42@ radar_mode 0 
018B: set_marker 107@ radar_mode 3 
0209: $8237 = random_int_in_ranges 0 3 
0871: init_jump_table $8237 total_jumps 3 default_jump 0 @RYDER3_3955 jumps 0 @RYDER3_3841 1 @RYDER3_3879 2 @RYDER3_3917 -1 @RYDER3_3955 -1 @RYDER3_3955 -1 @RYDER3_3955 -1 @RYDER3_3955 

:RYDER3_3841
05AA: 114@s = 'RYD3_NA' // @s = 'short'  // Say, CJ, don't you run out on me!
04AF: 104@ = 34062 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_3955 

:RYDER3_3879
05AA: 114@s = 'RYD3_NB' // @s = 'short'  // You getting that busta itch again, huh?
04AF: 104@ = 34063 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_3955 

:RYDER3_3917
05AA: 114@s = 'RYD3_NC' // @s = 'short'  // Don't you bail out on me, CJ!
04AF: 104@ = 34064 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_3955 

:RYDER3_3955
109@ = 2 

:RYDER3_3962
if and
  103@ == 2 
  109@ == 2 
else_jump @RYDER3_4010 
00BC: show_text_highpriority GXT 'RYD3_Q' time 4000 flag 1  // Get back into ~b~Ryder's truck~s~!
109@ = 0 

:RYDER3_4010
95@ = 1 

:RYDER3_4017
if 
  97@ == 1 
else_jump @RYDER3_5351 
if 
  95@ == 0 
else_jump @RYDER3_4779 
if and
  103@ == 2 
  93@ == 0 
else_jump @RYDER3_4166 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_4101 
0A09: set_actor $131 muted 1 // versionB 

:RYDER3_4101
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_4124 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:RYDER3_4124
05AA: 114@s = 'RYD3_AD' // @s = 'short'  // You drive, CJ - seeing as you 'Mister Driver' and all.
04AF: 104@ = 34003 // = constant 
gosub @RYDER3_20120 
93@ = 1 
0A6F: checkpoint_save 99 

:RYDER3_4166
if and
  103@ == 2 
  93@ == 1 
else_jump @RYDER3_4229 
05AA: 114@s = 'RYD3_AE' // @s = 'short'  // Aw, not your shit again.
04AF: 104@ = 34004 // = constant 
gosub @RYDER3_20120 
93@ = 2 

:RYDER3_4229
if and
  103@ == 2 
  93@ == 2 
else_jump @RYDER3_4292 
05AA: 114@s = 'RYD3_BA' // @s = 'short'  // Don't give me a hard time about my driving. I ain't got the energy for it, man.
04AF: 104@ = 34005 // = constant 
gosub @RYDER3_20120 
93@ = 3 

:RYDER3_4292
if and
  103@ == 2 
  93@ == 3 
else_jump @RYDER3_4355 
05AA: 114@s = 'RYD3_BB' // @s = 'short'  // Well don't go roll the damn car over and blow us all up in flames then.
04AF: 104@ = 34006 // = constant 
gosub @RYDER3_20120 
93@ = 4 

:RYDER3_4355
if and
  103@ == 2 
  93@ == 4 
else_jump @RYDER3_4418 
05AA: 114@s = 'RYD3_BC' // @s = 'short'  // Aw, I ain't risin' to your shit, man.
04AF: 104@ = 34007 // = constant 
gosub @RYDER3_20120 
93@ = 5 

:RYDER3_4418
if and
  103@ == 2 
  93@ == 5 
else_jump @RYDER3_4481 
05AA: 114@s = 'RYD3_BD' // @s = 'short'  // Good! Means you'll concentrate on the road, then!
04AF: 104@ = 34008 // = constant 
gosub @RYDER3_20120 
93@ = 6 

:RYDER3_4481
if and
  103@ == 2 
  93@ == 6 
else_jump @RYDER3_4544 
05AA: 114@s = 'RYD3_BE' // @s = 'short'  // You love to give a homie a hard time.
04AF: 104@ = 34009 // = constant 
gosub @RYDER3_20120 
93@ = 7 

:RYDER3_4544
if and
  103@ == 2 
  93@ == 7 
else_jump @RYDER3_4607 
05AA: 114@s = 'RYD3_BG' // @s = 'short'  // Just trying to keep my soldiers alive, nigga!
04AF: 104@ = 34011 // = constant 
gosub @RYDER3_20120 
93@ = 8 

:RYDER3_4607
if and
  103@ == 2 
  93@ == 8 
else_jump @RYDER3_4670 
05AA: 114@s = 'RYD3_BH' // @s = 'short'  // By nagging them to death?
04AF: 104@ = 34012 // = constant 
gosub @RYDER3_20120 
93@ = 9 

:RYDER3_4670
if and
  103@ == 2 
  93@ == 9 
else_jump @RYDER3_4779 
05AA: 114@s = 'RYD3_BJ' // @s = 'short'  // Watch the road, motherfucker! The road!
04AF: 104@ = 34013 // = constant 
gosub @RYDER3_20120 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_4749 
0489: set_actor $131 muted 0 

:RYDER3_4749
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_4772 
0489: set_actor $PLAYER_ACTOR muted 0 

:RYDER3_4772
93@ = 10 

:RYDER3_4779
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 200.0 200.0 200.0 
  110@ == 1 
else_jump @RYDER3_5282 
44@ = 0 

:RYDER3_4841
if 
8118:   not actor 138@(44@,6i) dead 
else_jump @RYDER3_5004 
0638: AS_actor 138@(44@,6i) stay_put 1 
0187: 144@(44@,6i) = create_marker_above_actor 138@(44@,6i) 
if or
  44@ == 3 
  44@ == 0 
else_jump @RYDER3_4945 
081A: set_actor 138@(44@,6i) weapon_skill_to 2 
01B2: give_actor 138@(44@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_4970 

:RYDER3_4945
01B2: give_actor 138@(44@,6i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 138@(44@,6i) armed_weapon_to 28 

:RYDER3_4970
07DD: set_actor 138@(44@,6i) attack_rate 50 // previously known as temper_to 
02E2: set_actor 138@(44@,6i) weapon_accuracy_to 50 
060B: set_actor 138@(44@,6i) decision_maker_to 80@ 

:RYDER3_5004
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_4841 
44@ = 0 

:RYDER3_5032
if 
8118:   not actor 152@(44@,4i) dead 
else_jump @RYDER3_5254 
0568: set_actor 152@(44@,4i) untargetable 1 
0638: AS_actor 152@(44@,4i) stay_put 1 
if 
  44@ == 1 
else_jump @RYDER3_5123 
0223: set_actor 152@(44@,4i) health_to 200 
08AF: set_actor 152@(44@,4i) max_health_to 200 
jump @RYDER3_5145 

:RYDER3_5123
0223: set_actor 152@(44@,4i) health_to 50 
08AF: set_actor 152@(44@,4i) max_health_to 50 

:RYDER3_5145
if 
  44@ == 1 
else_jump @RYDER3_5195 
081A: set_actor 152@(44@,4i) weapon_skill_to 2 
01B2: give_actor 152@(44@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_5220 

:RYDER3_5195
01B2: give_actor 152@(44@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 152@(44@,4i) armed_weapon_to 28 

:RYDER3_5220
07DD: set_actor 152@(44@,4i) attack_rate 70 // previously known as temper_to 
02E2: set_actor 152@(44@,4i) weapon_accuracy_to 70 
060B: set_actor 152@(44@,4i) decision_maker_to 80@ 

:RYDER3_5254
44@ += 1 
  44@ >= 3 
else_jump @RYDER3_5032 
110@ = 2 

:RYDER3_5282
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 200.0 
else_jump @RYDER3_5351 
97@ += 1 
41@ = 0 
93@ = 0 

:RYDER3_5351
if 
  97@ == 2 
else_jump @RYDER3_6828 
44@ = 0 

:RYDER3_5376
if and
0118:   actor 138@(44@,6i) dead 
   not 138@(44@,6i) == 0 
else_jump @RYDER3_5456 
if 
075C:   marker 144@(44@,6i) enabled 
else_jump @RYDER3_5456 
0164: disable_marker 144@(44@,6i) 
144@(44@,6i) = 0 
01C2: remove_references_to_actor 138@(44@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_5456
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_5376 
if and
8119:   not car 116@ wrecked 
8118:   not actor $131 dead 
else_jump @RYDER3_5531 
if 
00DB:   actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_5524 
jump @RYDER3_5531 

:RYDER3_5524
96@ = 1 

:RYDER3_5531
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 100.0 
  94@ == 0 
else_jump @RYDER3_6127 
if 
8118:   not actor 153@ dead 
else_jump @RYDER3_5763 
0615: define_AS_pack_begin 157@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2291.724 -1138.648 25.6745 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 138@ dead 
else_jump @RYDER3_5671 
05E2: AS_actor -1 kill_actor 138@ 

:RYDER3_5671
if 
8118:   not actor 139@ dead 
else_jump @RYDER3_5694 
05E2: AS_actor -1 kill_actor 139@ 

:RYDER3_5694
if 
8118:   not actor 140@ dead 
else_jump @RYDER3_5717 
05E2: AS_actor -1 kill_actor 140@ 

:RYDER3_5717
if 
8118:   not actor 141@ dead 
else_jump @RYDER3_5740 
05E2: AS_actor -1 kill_actor 141@ 

:RYDER3_5740
0616: define_AS_pack_end 157@ 
0792: disembark_instantly_actor 153@ 
0618: assign_actor 153@ to_AS_pack 157@ 
061B: remove_references_to_AS_pack 157@ 

:RYDER3_5763
if 
8118:   not actor 152@ dead 
else_jump @RYDER3_5940 
0615: define_AS_pack_begin 157@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2297.533 -1137.578 25.8778 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 138@ dead 
else_jump @RYDER3_5848 
05E2: AS_actor -1 kill_actor 138@ 

:RYDER3_5848
if 
8118:   not actor 139@ dead 
else_jump @RYDER3_5871 
05E2: AS_actor -1 kill_actor 139@ 

:RYDER3_5871
if 
8118:   not actor 140@ dead 
else_jump @RYDER3_5894 
05E2: AS_actor -1 kill_actor 140@ 

:RYDER3_5894
if 
8118:   not actor 141@ dead 
else_jump @RYDER3_5917 
05E2: AS_actor -1 kill_actor 141@ 

:RYDER3_5917
0616: define_AS_pack_end 157@ 
0792: disembark_instantly_actor 152@ 
0618: assign_actor 152@ to_AS_pack 157@ 
061B: remove_references_to_AS_pack 157@ 

:RYDER3_5940
if 
8118:   not actor 154@ dead 
else_jump @RYDER3_6113 
0615: define_AS_pack_begin 157@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2290.118 -1141.78 25.7024 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
if 
8118:   not actor 138@ dead 
else_jump @RYDER3_6021 
05E2: AS_actor -1 kill_actor 138@ 

:RYDER3_6021
if 
8118:   not actor 139@ dead 
else_jump @RYDER3_6044 
05E2: AS_actor -1 kill_actor 139@ 

:RYDER3_6044
if 
8118:   not actor 140@ dead 
else_jump @RYDER3_6067 
05E2: AS_actor -1 kill_actor 140@ 

:RYDER3_6067
if 
8118:   not actor 141@ dead 
else_jump @RYDER3_6090 
05E2: AS_actor -1 kill_actor 141@ 

:RYDER3_6090
0616: define_AS_pack_end 157@ 
0792: disembark_instantly_actor 154@ 
0618: assign_actor 154@ to_AS_pack 157@ 
061B: remove_references_to_AS_pack 157@ 

:RYDER3_6113
94@ = 1 
41@ = 0 

:RYDER3_6127
if and
  96@ == 0 
  94@ == 1 
else_jump @RYDER3_6278 
if and
  103@ == 2 
  93@ == 0 
else_jump @RYDER3_6215 
05AA: 114@s = 'RYD3_CA' // @s = 'short'  // Yeah, here we go!
04AF: 104@ = 34014 // = constant 
gosub @RYDER3_20120 
93@ = 1 

:RYDER3_6215
if and
  103@ == 2 
  93@ == 1 
else_jump @RYDER3_6278 
05AA: 114@s = 'RYD3_CB' // @s = 'short'  // That's our train alright.
04AF: 104@ = 34015 // = constant 
gosub @RYDER3_20120 
93@ = 2 

:RYDER3_6278
if and
8119:   not car 116@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_6443 
if 
80DB:   not actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_6386 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
if 
  47@ == 0 
else_jump @RYDER3_6379 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 116@ 
07E0: set_marker 42@ type_to 1 
47@ = 1 

:RYDER3_6379
jump @RYDER3_6443 

:RYDER3_6386
if 
  47@ == 1 
else_jump @RYDER3_6443 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 42@ type_to 0 
47@ = 0 

:RYDER3_6443
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 116@ wrecked 
else_jump @RYDER3_6828 
if 
01B0:   car 116@ sphere 0 in_sphere 2289.591 -1135.625 25.6863 radius 40.0 40.0 40.0 stopped 
else_jump @RYDER3_6828 
0164: disable_marker 42@ 
if 
075C:   marker 107@ enabled 
else_jump @RYDER3_6540 
018B: set_marker 107@ radar_mode 0 

:RYDER3_6540
if or
8118:   not actor 138@ dead 
8118:   not actor 139@ dead 
8118:   not actor 140@ dead 
8118:   not actor 141@ dead 
else_jump @RYDER3_6602 
05AA: 114@s = 'RYD3_CC' // @s = 'short'  // Shit, looks like some Northside Vagos got it first!
04AF: 104@ = 34016 // = constant 
gosub @RYDER3_20120 

:RYDER3_6602
40@ = 0 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_6821 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_6821 
if 
00DB:   actor $131 in_car 116@ 
else_jump @RYDER3_6821 
0615: define_AS_pack_begin 156@ 
05CD: AS_actor -1 exit_car 116@ 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means 2295.104 -1148.029 25.7612 mode 6 use_car -1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
if 
8118:   not actor 138@ dead 
else_jump @RYDER3_6734 
05E2: AS_actor -1 kill_actor 138@ 

:RYDER3_6734
if 
8118:   not actor 139@ dead 
else_jump @RYDER3_6757 
05E2: AS_actor -1 kill_actor 139@ 

:RYDER3_6757
if 
8118:   not actor 140@ dead 
else_jump @RYDER3_6780 
05E2: AS_actor -1 kill_actor 140@ 

:RYDER3_6780
if 
8118:   not actor 141@ dead 
else_jump @RYDER3_6803 
05E2: AS_actor -1 kill_actor 141@ 

:RYDER3_6803
0616: define_AS_pack_end 156@ 
0687: clear_actor $131 task 
0618: assign_actor $131 to_AS_pack 156@ 

:RYDER3_6821
97@ += 1 

:RYDER3_6828
if and
  97@ == 3 
  40@ > 4000 
else_jump @RYDER3_6931 
if 
8118:   not actor 139@ dead 
else_jump @RYDER3_6877 
0638: AS_actor 139@ stay_put 0 

:RYDER3_6877
if or
8118:   not actor 138@ dead 
8118:   not actor 139@ dead 
8118:   not actor 140@ dead 
8118:   not actor 141@ dead 
else_jump @RYDER3_6924 
00BC: show_text_highpriority GXT 'RYD3_M' time 5000 flag 1  // ~s~Shoot the ~r~Vagos ~s~robbing the train!

:RYDER3_6924
97@ += 1 

:RYDER3_6931
if 
  97@ == 4 
else_jump @RYDER3_7177 
44@ = 0 

:RYDER3_6956
if and
0118:   actor 138@(44@,6i) dead 
   not 138@(44@,6i) == 0 
else_jump @RYDER3_7036 
if 
075C:   marker 144@(44@,6i) enabled 
else_jump @RYDER3_7036 
0164: disable_marker 144@(44@,6i) 
144@(44@,6i) = 0 
01C2: remove_references_to_actor 138@(44@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_7036
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_6956 
if and
0118:   actor 138@ dead 
0118:   actor 139@ dead 
0118:   actor 140@ dead 
0118:   actor 141@ dead 
else_jump @RYDER3_7120 
if 
  92@ == 0 
else_jump @RYDER3_7120 
40@ = 0 
92@ = 1 

:RYDER3_7120
if and
  92@ == 1 
  40@ > 2000 
else_jump @RYDER3_7177 
97@ += 1 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_7177 
0618: assign_actor $131 to_AS_pack 48@ 

:RYDER3_7177
if 
  97@ == 5 
else_jump @RYDER3_7209 
40@ = 0 
97@ += 1 

:RYDER3_7209
if 
  97@ == 6 
else_jump @RYDER3_8269 
gosub @RYDER3_19004 
0247: load_model 492 
0247: load_model 352 
0247: load_model 102 
0247: load_model 104 
0247: load_model 346 

:RYDER3_7257
if or
8248:   not model 492 available 
8248:   not model 352 available 
8248:   not model 102 available 
8248:   not model 104 available 
8248:   not model 346 available 
else_jump @RYDER3_7302 
wait 0 
jump @RYDER3_7257 

:RYDER3_7302
00A5: 158@ = create_car 492 at 2340.055 -1151.432 25.9546 
0175: set_car 158@ Z_angle_to 92.6857 
00A7: car 158@ drive_to 2313.414 -1150.093 25.7997 
00AE: set_car 158@ traffic_behaviour_to 3 
00AD: set_car 158@ max_speed_to 25.0 
0129: 159@ = create_actor_pedtype 25 model 102 in_car 158@ driverseat 
0173: set_actor 159@ Z_angle_to 227.7265 
01C8: 160@ = create_actor_pedtype 25 model 104 in_car 158@ passenger_seat 0 
0173: set_actor 160@ Z_angle_to 301.1901 
01C8: 161@ = create_actor_pedtype 25 model 102 in_car 158@ passenger_seat 1 
0173: set_actor 161@ Z_angle_to 82.8733 
02A9: set_actor 161@ immune_to_nonplayer 1 
01C8: 162@ = create_actor_pedtype 25 model 104 in_car 158@ passenger_seat 2 
0173: set_actor 162@ Z_angle_to 82.8733 
02A9: set_actor 162@ immune_to_nonplayer 1 
44@ = 0 

:RYDER3_7487
0187: 163@(44@,4i) = create_marker_above_actor 159@(44@,4i) 
if 
  44@ == 3 
else_jump @RYDER3_7553 
081A: set_actor 159@(44@,4i) weapon_skill_to 2 
01B2: give_actor 159@(44@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @RYDER3_7578 

:RYDER3_7553
01B2: give_actor 159@(44@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 159@(44@,4i) armed_weapon_to 28 

:RYDER3_7578
0223: set_actor 159@(44@,4i) health_to 200 
08AF: set_actor 159@(44@,4i) max_health_to 200 
07DD: set_actor 159@(44@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 159@(44@,4i) weapon_accuracy_to 40 
060B: set_actor 159@(44@,4i) decision_maker_to 80@ 
0770: set_actor 159@(44@,4i) target_priority 1 
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_7487 
gosub @RYDER3_18944 
0A0B: set_rendering_origin_at_3D_coord 2287.296 -1140.38 25.6779 angle 252.6459 
015F: set_camera_position 2283.145 -1135.652 28.6919 rotation 0.0 0.0 0.0 
if 
8119:   not car 158@ wrecked 
else_jump @RYDER3_7754 
0158: camera_on_car 158@ mode 15 switchstyle 2 

:RYDER3_7754
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_7806 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RYDER3_7806 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 

:RYDER3_7806
44@ = 0 

:RYDER3_7813
if 
8118:   not actor 152@(44@,4i) dead 
else_jump @RYDER3_7888 
if 
80DF:   not actor 152@(44@,4i) driving 
else_jump @RYDER3_7888 
06BA: AS_actor 152@(44@,4i) turn_to_and_look_at 2313.414 -1150.093 25.7997 
0638: AS_actor 152@(44@,4i) stay_put 1 

:RYDER3_7888
44@ += 1 
  44@ >= 3 
else_jump @RYDER3_7813 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_8109 
0615: define_AS_pack_begin 167@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2295.693 -1142.469 25.8392 mode 6 time -2 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 2313.414 -1150.093 25.7997 
if 
8118:   not actor 159@ dead 
else_jump @RYDER3_8001 
05E2: AS_actor -1 kill_actor 159@ 

:RYDER3_8001
if 
8118:   not actor 160@ dead 
else_jump @RYDER3_8024 
05E2: AS_actor -1 kill_actor 160@ 

:RYDER3_8024
if 
8118:   not actor 161@ dead 
else_jump @RYDER3_8047 
05E2: AS_actor -1 kill_actor 161@ 

:RYDER3_8047
if 
8118:   not actor 162@ dead 
else_jump @RYDER3_8070 
05E2: AS_actor -1 kill_actor 162@ 

:RYDER3_8070
0616: define_AS_pack_end 167@ 
if 
80DF:   not actor $131 driving 
else_jump @RYDER3_8104 
0792: disembark_instantly_actor $131 
0618: assign_actor $131 to_AS_pack 167@ 

:RYDER3_8104
061B: remove_references_to_AS_pack 167@ 

:RYDER3_8109
gosub @RYDER3_19037 
00BC: show_text_highpriority GXT 'RYD3_2' time 3000 flag 1  // ~s~Protect the train from the ~r~Ballas~s~!
wait 1000 
41@ = 0 

:RYDER3_8144
if 
  3000 > 41@ 
else_jump @RYDER3_8194 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @RYDER3_8187 
jump @RYDER3_8194 

:RYDER3_8187
jump @RYDER3_8144 

:RYDER3_8194
gosub @RYDER3_18972 
00BC: show_text_highpriority GXT 'RYD3_DA' time 3000 flag 1  // Aw, what's this? We got Ballas trying to crash the party?
05AA: 114@s = 'RYD3_DA' // @s = 'short'  // Aw, what's this? We got Ballas trying to crash the party?
04AF: 104@ = 34018 // = constant 
gosub @RYDER3_20120 
93@ = 0 
41@ = 0 
97@ += 1 

:RYDER3_8269
if 
  97@ == 7 
else_jump @RYDER3_8353 
if 
8119:   not car 158@ wrecked 
else_jump @RYDER3_8353 
if 
01AE:   car 158@ sphere 0 near_point 2304.182 -1142.619 radius 15.0 15.0 stopped 
else_jump @RYDER3_8353 
068B: set_car 158@ all_disembark 
97@ += 1 

:RYDER3_8353
if 
  97@ == 8 
else_jump @RYDER3_9095 
44@ = 0 

:RYDER3_8378
if and
0118:   actor 159@(44@,4i) dead 
   not 159@(44@,4i) == 0 
else_jump @RYDER3_8458 
if 
075C:   marker 163@(44@,4i) enabled 
else_jump @RYDER3_8458 
0164: disable_marker 163@(44@,4i) 
163@(44@,4i) = 0 
01C2: remove_references_to_actor 159@(44@,4i) // Like turning an actor into a random pedestrian 

:RYDER3_8458
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_8378 
if and
  41@ > 3000 
  93@ == 0 
else_jump @RYDER3_8703 
05AA: 114@s = 'RYD3_DB' // @s = 'short'  // Looks like Tenpennny told every gang in South Central!
04AF: 104@ = 34019 // = constant 
gosub @RYDER3_20120 
if 
8118:   not actor 159@ dead 
else_jump @RYDER3_8576 
0603: AS_actor 159@ goto_point_any_means 2299.284 -1133.929 27.3281 mode 6 use_car -1 

:RYDER3_8576
if 
8118:   not actor 160@ dead 
else_jump @RYDER3_8616 
0603: AS_actor 160@ goto_point_any_means 2291.226 -1140.169 25.6912 mode 6 use_car -1 

:RYDER3_8616
if 
8118:   not actor 161@ dead 
else_jump @RYDER3_8656 
0603: AS_actor 161@ goto_point_any_means 2298.09 -1144.036 25.919 mode 6 use_car -1 

:RYDER3_8656
if 
8118:   not actor 162@ dead 
else_jump @RYDER3_8696 
0603: AS_actor 162@ goto_point_any_means 2291.842 -1129.22 25.7756 mode 6 use_car -1 

:RYDER3_8696
93@ = 1 

:RYDER3_8703
if and
  103@ == 2 
  93@ == 1 
else_jump @RYDER3_8766 
05AA: 114@s = 'RYD3_DC' // @s = 'short'  // Man, we gonna smoke those Balla assholes!
04AF: 104@ = 34020 // = constant 
gosub @RYDER3_20120 
93@ = 2 

:RYDER3_8766
if and
0118:   actor 159@ dead 
0118:   actor 160@ dead 
0118:   actor 161@ dead 
0118:   actor 162@ dead 
else_jump @RYDER3_9095 
97@ += 1 
018A: 76@ = create_checkpoint_at 2287.147 -1121.702 25.8903 
08FB: set_checkpoint 76@ type_to 0 
05AA: 114@s = 'RYD3_EA' // @s = 'short'  // Go check out the train, CJ.
04AF: 104@ = 34021 // = constant 
gosub @RYDER3_20120 
93@ = 0 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_9088 
0615: define_AS_pack_begin 169@ 
05D4: AS_actor -1 rotate_angle 77.6187 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 169@ loop 1 
0616: define_AS_pack_end 169@ 
0615: define_AS_pack_begin 168@ 
05D3: AS_actor -1 goto_point 2294.854 -1143.85 25.814 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2290.716 -1122.997 25.8774 mode 6 time -2 ms // versionA 
0618: assign_actor -1 to_AS_pack 169@ 
0616: define_AS_pack_end 168@ 
0792: disembark_instantly_actor $131 
0618: assign_actor $131 to_AS_pack 168@ 
061B: remove_references_to_AS_pack 169@ 
061B: remove_references_to_AS_pack 168@ 

:RYDER3_9088
41@ = 0 

:RYDER3_9095
if 
  97@ == 9 
else_jump @RYDER3_10644 
if and
  41@ > 4000 
  93@ == 0 
else_jump @RYDER3_9162 
00BC: show_text_highpriority GXT 'RYD3_1' time 4000 flag 1  // ~s~Climb onto the back of the ~y~train~s~.
93@ = 1 

:RYDER3_9162
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2287.147 -1121.702 25.8903 radius 1.2 1.2 3.0 on_foot 
else_jump @RYDER3_10644 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_9233 
01B4: set_player $PLAYER_CHAR can_move 0 

:RYDER3_9233
if 
075C:   marker 76@ enabled 
else_jump @RYDER3_9254 
0164: disable_marker 76@ 

:RYDER3_9254
gosub @RYDER3_18944 
009B: destroy_actor 141@ 
0960: enable_player $PLAYER_CHAR stats_box 0 
015F: set_camera_position 2288.881 -1117.758 28.0044 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.3 -1118.549 27.8136 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_9399 
00A1: put_actor $PLAYER_ACTOR at 2287.147 -1121.702 25.8903 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.8747 
078F: AS_actor $PLAYER_ACTOR climb 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:RYDER3_9399
wait 1000 
gosub @RYDER3_19004 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_9505 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @RYDER3_9475 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
jump @RYDER3_9495 

:RYDER3_9475
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.766 -1121.5 27.386 

:RYDER3_9495
0173: set_actor $PLAYER_ACTOR Z_angle_to 220.0 

:RYDER3_9505
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_9515
if or
87C1:   not path 486 available 
87C1:   not path 490 available 
else_jump @RYDER3_9547 
wait 0 
jump @RYDER3_9515 

:RYDER3_9547
0395: clear_area 1 at 2284.732 -1121.916 27.0 radius 50.0 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_9714 
009A: 170@ = create_actor_pedtype 24 model 105 at 2294.554 -1156.382 25.6646 
0173: set_actor 170@ Z_angle_to 9.002 
if 
8118:   not actor 170@ dead 
else_jump @RYDER3_9664 
if 
80DB:   not actor 170@ in_car 116@ 
else_jump @RYDER3_9664 
036A: put_actor 170@ in_car 116@ 

:RYDER3_9664
if 
0118:   actor 170@ dead 
else_jump @RYDER3_9709 
0129: 170@ = create_actor_pedtype 24 model 105 in_car 116@ driverseat 
0568: set_actor 170@ untargetable 1 
01B2: give_actor 170@ weapon 28 ammo 9999 // Load the weapon model before using this 

:RYDER3_9709
0508: car 116@ close_all_doors 

:RYDER3_9714
if and
8119:   not car 116@ wrecked 
8118:   not actor 170@ dead 
else_jump @RYDER3_9766 
0186: 78@ = create_marker_above_car 116@ 
07E0: set_marker 78@ type_to 1 
0224: set_car 116@ health_to 5000 
0223: set_actor 170@ health_to 500 

:RYDER3_9766
009B: destroy_actor $131 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_9801 
00AA: store_car 116@ position_to $72 $73 $74 

:RYDER3_9801
009A: $131 = create_actor_pedtype 24 model 290 at $72 $73 $74 
0223: set_actor $131 health_to 500 
077C: clear_actor $131 acquaintance 4 to_all_pedtypes // see ped.dat 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_9883 
0464: put_actor $131 into_turret_on_car 116@ at_car_offset 0.0 -0.85 0.65 position 1 shooting_angle_limit 360.0 with_weapon 28 

:RYDER3_9883
02AB: set_actor $131 immunities BP 1 FP 1 EP 0 CP 1 MP 1 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 0 0 0 
if 
8118:   not actor 170@ dead 
else_jump @RYDER3_9944 
0688: AS_actor 170@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 170@ decision_maker_to 113@ 

:RYDER3_9944
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_9973 
05EB: assign_car 116@ to_path 486 
05ED: freeze_car 116@ while_on_path 

:RYDER3_9973
wait 800 
if 
8119:   not car 137@ wrecked 
else_jump @RYDER3_10009 
0519: set_car 137@ locked 0 
05EB: assign_car 137@ to_path 490 

:RYDER3_10009
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
44@ = 0 

:RYDER3_10036
009B: destroy_actor 152@(44@,4i) 
44@ += 1 
  44@ >= 3 
else_jump @RYDER3_10036 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 2288.516 -1136.404 28.5557 angle 149.2199 
015F: set_camera_position 2288.516 -1136.404 28.5557 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.295 -1137.368 28.41 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_10204 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:RYDER3_10204
wait 200 
if and
8119:   not car 116@ wrecked 
060E:   car 116@ assigned_to_path 
else_jump @RYDER3_10235 
05EE: unfreeze_car 116@ while_on_path 

:RYDER3_10235
gosub @RYDER3_19037 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
040D: unload_wav 1 
03CF: load_wav 34022 as 1 

:RYDER3_10269
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_10295 
wait 0 
jump @RYDER3_10269 

:RYDER3_10295
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FA' time 2000 flag 1  // Damn, what is that?
wait 2000 
040D: unload_wav 1 
03CF: load_wav 34023 as 1 

:RYDER3_10333
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_10359 
wait 0 
jump @RYDER3_10333 

:RYDER3_10359
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FB' time 4000 flag 1  // Chill out, fool, we're gonna be right behind you!
wait 4000 
if 
8119:   not car 137@ wrecked 
else_jump @RYDER3_10477 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 
06DE: 171@ = get_train 137@ last_carriage_handle 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 171@ at_car_offset 0.0 -8.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 

:RYDER3_10477
gosub @RYDER3_18972 
01EB: set_traffic_density_multiplier_to 0.0 
09A3: show_siterocket_on_bumper_camera 1 
05AA: 114@s = 'RYD3_GA' // @s = 'short'  // Throw me some boxes, CJ!
04AF: 104@ = 34024 // = constant 
gosub @RYDER3_20120 
41@ = 0 
93@ = 0 
$8240 = 90000 
03C3: set_timer_to $8240 type 1 GXT 'RYD3_3' // global_variable  // Time
$8241 = 0 
130@ = 0 
04F7: status_text $8241 type 1 line 1 GXT 'RYD3_E' // global_variable  // Power
04F7: status_text $8239 type 0 line 2 GXT 'RYD3_F' // global_variable  // Crates
if 
8118:   not actor $131 dead 
else_jump @RYDER3_10637 
0687: clear_actor $131 task 

:RYDER3_10637
97@ += 1 

:RYDER3_10644
if 
  97@ == 10 
else_jump @RYDER3_13818 
if and
  41@ > 5000 
  93@ == 0 
else_jump @RYDER3_10708 
0A6D: print_help_forever_conditional 'RYD3_D' 0  // Press and hold ~m~~widget_attack~ to power up your throw, then release ~m~~widget_attack~ to throw.
93@ = 1 

:RYDER3_10708
if 
  40@ > 8000 
else_jump @RYDER3_10974 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_10967 
0687: clear_actor $131 task 
0209: $8237 = random_int_in_ranges 0 3 
0871: init_jump_table $8237 total_jumps 3 default_jump 0 @RYDER3_10967 jumps 0 @RYDER3_10820 1 @RYDER3_10869 2 @RYDER3_10918 -1 @RYDER3_10967 -1 @RYDER3_10967 -1 @RYDER3_10967 -1 @RYDER3_10967 

:RYDER3_10820
0605: actor $131 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @RYDER3_10967 

:RYDER3_10869
0605: actor $131 perform_animation "RYD_BECKON_02" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @RYDER3_10967 

:RYDER3_10918
0605: actor $131 perform_animation "RYD_BECKON_03" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @RYDER3_10967 

:RYDER3_10967
40@ = 0 

:RYDER3_10974
if 
8119:   not car 171@ wrecked 
else_jump @RYDER3_13755 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_11069 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00A0: store_actor $131 position_to 52@ 53@ 54@ 
0067: $72 -= 52@ // (float) 
0067: $73 -= 53@ // (float) 
0604: get_Z_angle_for_point $72 $73 store_to $71 
0173: set_actor $131 Z_angle_to $71 

:RYDER3_11069
if 
   not $8238 == 10 
else_jump @RYDER3_11538 
if or
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
0A51:   is_widget_pressed 1 
else_jump @RYDER3_11193 
005E: $8241 += 132@ // (int) 
if 
  $8241 > 100 
else_jump @RYDER3_11147 
$8241 = 100 

:RYDER3_11147
if 
  0 > $8241 
else_jump @RYDER3_11179 
$8241 = 0 
132@ = 50 

:RYDER3_11179
172@ += 1 
jump @RYDER3_11538 

:RYDER3_11193
if 
  172@ > 0 
else_jump @RYDER3_11538 
if 
  $8241 > 20 
else_jump @RYDER3_11524 
008F: 173@ = integer $8241 to_float 
173@ /= 2.0 
068D: get_camera_position_to $72 $73 $74 
068E: get_camera_target_point_to 52@ 53@ 54@ 
if 
03CA:   object 118@(117@,10i) exists 
else_jump @RYDER3_11298 
0108: destroy_object 118@(117@,10i) 

:RYDER3_11298
029B: 118@(117@,10i) = init_object 135@ at 52@ 53@ 54@ 
04D9: object 118@(117@,10i) set_scripted_collision_check 1 
0085: 174@(117@,10i) = 135@ // (int) 
0065: 52@ -= $72 // (float) 
0065: 53@ -= $73 // (float) 
0065: 54@ -= $74 // (float) 
006B: 52@ *= 173@ // (float) 
006B: 53@ *= 173@ // (float) 
006B: 54@ *= 173@ // (float) 
0392: make_object 118@(117@,10i) moveable 1 
0382: set_object 118@(117@,10i) collision_detection 1 
06A2: get_car 171@ velocity_in_direction_XYZ $72 $73 $74 
0089: 55@ = $72 // (float) 
005B: 55@ += 52@ // (float) 
0089: 56@ = $73 // (float) 
005B: 56@ += 53@ // (float) 
0089: 57@ = $74 // (float) 
005B: 57@ += 54@ // (float) 
0381: throw_object 118@(117@,10i) velocity_in_direction 55@ 56@ 57@ 
117@ += 1 
if 
  117@ == 10 
else_jump @RYDER3_11524 
117@ = 0 

:RYDER3_11524
172@ = 0 
$8241 = 0 

:RYDER3_11538
184@ = 0 

:RYDER3_11545
if 
  10 > 184@ 
else_jump @RYDER3_13755 
if and
03CA:   object 118@(184@,10i) exists 
8118:   not actor $131 dead 
else_jump @RYDER3_13741 
04C4: store_coords_to $72 $73 $74 from_actor $131 with_offset 0.0 1.0 0.5 
if 
04E6:   object 118@(184@,10i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @RYDER3_12497 
if and
  130@ == 0 
8118:   not actor $131 dead 
   not $8238 == 10 
else_jump @RYDER3_12490 
0382: set_object 118@(184@,10i) collision_detection 0 
070A: AS_actor $131 attach_to_object 118@(184@,10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
40@ = 0 
0209: $8237 = random_int_in_ranges 0 2 
0871: init_jump_table $8238 total_jumps 6 default_jump 0 @RYDER3_12340 jumps 1 @RYDER3_11832 3 @RYDER3_11926 5 @RYDER3_12020 7 @RYDER3_12114 8 @RYDER3_12208 9 @RYDER3_12302 -1 @RYDER3_12340 

:RYDER3_11832
if 
  $8237 == 0 
else_jump @RYDER3_11888 
05AA: 114@s = 'RYD3_HA' // @s = 'short'  // Damn! Not so hard!
04AF: 104@ = 34027 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_11919 

:RYDER3_11888
05AA: 114@s = 'RYD3_HB' // @s = 'short'  // I got it!
04AF: 104@ = 34028 // = constant 
gosub @RYDER3_20120 

:RYDER3_11919
jump @RYDER3_12340 

:RYDER3_11926
if 
  $8237 == 0 
else_jump @RYDER3_11982 
05AA: 114@s = 'RYD3_HC' // @s = 'short'  // Nice throw, fool!
04AF: 104@ = 34029 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12013 

:RYDER3_11982
05AA: 114@s = 'RYD3_HD' // @s = 'short'  // Keep 'em coming!
04AF: 104@ = 34030 // = constant 
gosub @RYDER3_20120 

:RYDER3_12013
jump @RYDER3_12340 

:RYDER3_12020
if 
  $8237 == 0 
else_jump @RYDER3_12076 
05AA: 114@s = 'RYD3_HE' // @s = 'short'  // Shit! I nearly dropped that one!
04AF: 104@ = 34031 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12107 

:RYDER3_12076
05AA: 114@s = 'RYD3_HF' // @s = 'short'  // Bull's eye!
04AF: 104@ = 34032 // = constant 
gosub @RYDER3_20120 

:RYDER3_12107
jump @RYDER3_12340 

:RYDER3_12114
if 
  $8237 == 0 
else_jump @RYDER3_12170 
05AA: 114@s = 'RYD3_HG' // @s = 'short'  // You trying to kill me?
04AF: 104@ = 34033 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12201 

:RYDER3_12170
05AA: 114@s = 'RYD3_HH' // @s = 'short'  // Oh, yeah!
04AF: 104@ = 34034 // = constant 
gosub @RYDER3_20120 

:RYDER3_12201
jump @RYDER3_12340 

:RYDER3_12208
if 
  $8237 == 0 
else_jump @RYDER3_12264 
05AA: 114@s = 'RYD3_HJ' // @s = 'short'  // Can't stop me!
04AF: 104@ = 34035 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12295 

:RYDER3_12264
05AA: 114@s = 'RYD3_HK' // @s = 'short'  // And another one!
04AF: 104@ = 34036 // = constant 
gosub @RYDER3_20120 

:RYDER3_12295
jump @RYDER3_12340 

:RYDER3_12302
05AA: 114@s = 'RYD3_HM' // @s = 'short'  // OK, CJ! That's all I can carry!
04AF: 104@ = 34038 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12340 

:RYDER3_12340
0085: 131@ = 184@ // (int) 
$8238 += 1 
if 
  $8239 > 0 
else_jump @RYDER3_12380 
$8239 -= 1 

:RYDER3_12380
if 
  $8238 == 5 
else_jump @RYDER3_12454 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_12422 
0223: set_actor $131 health_to 5000 

:RYDER3_12422
if 
8118:   not actor 170@ dead 
else_jump @RYDER3_12446 
0223: set_actor 170@ health_to 5000 

:RYDER3_12446
135@ = -137 

:RYDER3_12454
if 
  $8238 == 10 
else_jump @RYDER3_12483 
09A3: show_siterocket_on_bumper_camera 0 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_12483
130@ += 1 

:RYDER3_12490
jump @RYDER3_13073 

:RYDER3_12497
if and
  174@(184@,10i) == -137 
8118:   not actor $131 dead 
else_jump @RYDER3_13073 
if 
031D:   actor $131 hit_by_weapon 51 
else_jump @RYDER3_12848 
0209: $8237 = random_int_in_ranges 0 6 
0871: init_jump_table $8237 total_jumps 6 default_jump 0 @RYDER3_12843 jumps 0 @RYDER3_12615 1 @RYDER3_12653 2 @RYDER3_12691 3 @RYDER3_12729 4 @RYDER3_12767 5 @RYDER3_12805 -1 @RYDER3_12843 

:RYDER3_12615
05AA: 114@s = 'RYD3_JA' // @s = 'short'  // Watch what the fuck you're doing!
04AF: 104@ = 34040 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12653
05AA: 114@s = 'RYD3_JB' // @s = 'short'  // CJ! Man, I swear, man, you're trying to kill me!
04AF: 104@ = 34041 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12691
05AA: 114@s = 'RYD3_JC' // @s = 'short'  // Careful with these damn guns!
04AF: 104@ = 34042 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12729
05AA: 114@s = 'RYD3_JD' // @s = 'short'  // Hey, EASY, CJ, EASY!
04AF: 104@ = 34043 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12767
05AA: 114@s = 'RYD3_JE' // @s = 'short'  // Man, you toss like a girl!
04AF: 104@ = 34044 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12805
05AA: 114@s = 'RYD3_JF' // @s = 'short'  // Carl, do you understand the concept I'm throwing at you?
04AF: 104@ = 34045 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_12843 

:RYDER3_12843
0467: clear_actor $131 last_weapon_damage 

:RYDER3_12848
if 
04DA:   has_object 118@(184@,10i) collided 
else_jump @RYDER3_13066 
134@ += 1 
if 
  134@ > 4 
else_jump @RYDER3_13059 
if and
8118:   not actor $131 dead 
8118:   not actor 170@ dead 
else_jump @RYDER3_13059 
if 
8179:   not actor $131 colliding_with_object 118@(184@,10i) 
else_jump @RYDER3_13059 
if 
8179:   not actor 170@ colliding_with_object 118@(184@,10i) 
else_jump @RYDER3_13059 
01BB: store_object 118@(184@,10i) position_to $72 $73 $74 
0723: break_object 118@(184@,10i) intensity 1 
097B: play_audio_at_object 118@(184@,10i) event 1159 
064B: 108@ = create_particle "EXPLOSION_SMALL" at $72 $73 $74 type 1 
064F: remove_references_to_particle 108@ 
01C4: remove_references_to_object 118@(184@,10i) // This object will now disappear when the player looks away 
118@(184@,10i) = 0 

:RYDER3_13059
jump @RYDER3_13073 

:RYDER3_13066
134@ = 0 

:RYDER3_13073
if 
03CA:   object 118@(184@,10i) exists 
else_jump @RYDER3_13148 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 118@(184@,10i) radius 100.0 100.0 sphere 0 
else_jump @RYDER3_13148 
01C4: remove_references_to_object 118@(184@,10i) // This object will now disappear when the player looks away 
118@(184@,10i) = 0 

:RYDER3_13148
if 
  130@ == 1 
else_jump @RYDER3_13741 
if and
8118:   not actor $131 dead 
8118:   not actor 170@ dead 
else_jump @RYDER3_13198 
062E: get_actor $131 task 1802 status_store_to $415 // ret 7 if not found 

:RYDER3_13198
if 
04A3:   $415 == 7 // == constant 
else_jump @RYDER3_13741 
if 
  131@ > -1 
else_jump @RYDER3_13734 
0871: init_jump_table 90@ total_jumps 5 default_jump 0 @RYDER3_13651 jumps 0 @RYDER3_13297 2 @RYDER3_13372 4 @RYDER3_13447 6 @RYDER3_13515 8 @RYDER3_13583 -1 @RYDER3_13651 -1 @RYDER3_13651 

:RYDER3_13297
0107: 87@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 87@ to_car 116@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 87@ collision_detection 0 
jump @RYDER3_13651 

:RYDER3_13372
0107: 85@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 85@ to_car 116@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 85@ collision_detection 0 
jump @RYDER3_13651 

:RYDER3_13447
0107: 86@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 86@ to_car 116@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
jump @RYDER3_13651 

:RYDER3_13515
0107: 88@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 88@ to_car 116@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
jump @RYDER3_13651 

:RYDER3_13583
0107: 89@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 89@ to_car 116@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 
jump @RYDER3_13651 

:RYDER3_13651
90@ += 1 
if 
  90@ >= 10 
else_jump @RYDER3_13705 
0151: remove_status_text $8239 
0151: remove_status_text $8241 
014F: stop_timer $8240 
97@ += 1 
jump @RYDER3_13734 

:RYDER3_13705
if 
03CA:   object 118@(131@,10i) exists 
else_jump @RYDER3_13734 
0108: destroy_object 118@(131@,10i) 

:RYDER3_13734
130@ = 0 

:RYDER3_13741
184@ += 1 
jump @RYDER3_11545 

:RYDER3_13755
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_13818 
if 
  10 > $8240 
else_jump @RYDER3_13818 
0151: remove_status_text $8239 
0151: remove_status_text $8241 
014F: stop_timer $8240 
133@ = 1 
97@ += 1 

:RYDER3_13818
if and
  97@ == 11 
  103@ == 2 
else_jump @RYDER3_14630 
gosub @RYDER3_19004 
01EB: set_traffic_density_multiplier_to 1.0 
03E6: remove_text_box 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_13880 
05EC: release_car 116@ from_path 

:RYDER3_13880
if 
8119:   not car 171@ wrecked 
else_jump @RYDER3_14087 
00AA: store_car 171@ position_to $72 $73 $74 
02CE: 185@ = ground_z_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 171@ with_offset -2.0 -1.0 -1.0 
0407: store_coords_to 52@ 53@ 54@ from_car 171@ with_offset 0.0 -4.0 -1.0 
0407: store_coords_to 55@ 56@ 57@ from_car 171@ with_offset 0.0 10.0 -0.5 
0407: store_coords_to 187@ 188@ 189@ from_car 171@ with_offset 0.0 -50.0 0.0 
0174: $71 = car 171@ Z_angle 
0174: 186@ = car 171@ Z_angle 
$71 -= 50.0 
if 
8119:   not car 137@ wrecked 
else_jump @RYDER3_14087 
05EC: release_car 137@ from_path 

:RYDER3_14087
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_14137 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04EF: release_animation "BOX" 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_14137
06D9: destroy_defined_trains 
0108: destroy_object 82@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0960: enable_player $PLAYER_CHAR stats_box 1 
if and
8119:   not car 116@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_14244 
0519: set_car 116@ locked 0 
00AB: put_car 116@ at $72 $73 185@ 
0175: set_car 116@ Z_angle_to $71 
00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 185@ 
03A2: set_car 116@ action 0 
020A: set_car 116@ door_status_to 1 

:RYDER3_14244
gosub @RYDER3_18944 
015F: set_camera_position 55@ 56@ 57@ rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord 55@ 56@ 57@ angle 186@ 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_14365 
0158: camera_on_car 116@ mode 15 switchstyle 2 
009B: destroy_actor 170@ 
01C8: 170@ = create_actor_pedtype 24 model 105 in_car 116@ passenger_seat 0 
0223: set_actor 170@ health_to 800 
08AF: set_actor 170@ max_health_to 800 
0446: set_actor 170@ dismemberment_possible 0 
0568: set_actor 170@ untargetable 1 

:RYDER3_14365
if 
8118:   not actor $131 dead 
else_jump @RYDER3_14418 
0465: remove_actor $131 from_turret_mode 
0464: put_actor $131 into_turret_on_car 116@ at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_14418
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 116@ wrecked 
else_jump @RYDER3_14450 
05CB: AS_actor $PLAYER_ACTOR enter_car 116@ as_driver 4000 ms 

:RYDER3_14450
gosub @RYDER3_19037 
if 
  133@ == 1 
else_jump @RYDER3_14541 
040D: unload_wav 1 
03CF: load_wav 34046 as 1 

:RYDER3_14488
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_14514 
wait 0 
jump @RYDER3_14488 

:RYDER3_14514
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_JG' time 2000 flag 1  // You as bad as tossing as you is driving!
jump @RYDER3_14600 

:RYDER3_14541
040D: unload_wav 1 
03CF: load_wav 34039 as 1 

:RYDER3_14554
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_14580 
wait 0 
jump @RYDER3_14554 

:RYDER3_14580
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_HN' time 2000 flag 1  // Hop in the car and stamp out, fool!

:RYDER3_14600
wait 4000 
gosub @RYDER3_18972 
09A3: show_siterocket_on_bumper_camera 0 
40@ = 0 
97@ = 35 

:RYDER3_14630
if 
  97@ == 12 
else_jump @RYDER3_14694 
if 
  133@ == 1 
else_jump @RYDER3_14687 
97@ = 35 
77@ = 1 
jump @RYDER3_14694 

:RYDER3_14687
97@ = 35 

:RYDER3_14694
if 
  97@ == 35 
else_jump @RYDER3_15122 
if 
075C:   marker 78@ enabled 
else_jump @RYDER3_14733 
0164: disable_marker 78@ 

:RYDER3_14733
if 
  133@ == 1 
else_jump @RYDER3_14947 
gosub @RYDER3_19004 
if 
8119:   not car 137@ wrecked 
else_jump @RYDER3_14779 
00A6: destroy_car 137@ 

:RYDER3_14779
if 
8118:   not actor $131 dead 
else_jump @RYDER3_14800 
009B: destroy_actor $131 

:RYDER3_14800
if 
8118:   not actor 170@ dead 
else_jump @RYDER3_14821 
009B: destroy_actor 170@ 

:RYDER3_14821
if and
8119:   not car 116@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_14869 
if 
80DB:   not actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_14869 
036A: put_actor $PLAYER_ACTOR in_car 116@ 

:RYDER3_14869
184@ = 0 

:RYDER3_14876
if 
  10 > 184@ 
else_jump @RYDER3_14917 
0108: destroy_object 118@(184@,10i) 
184@ += 1 
jump @RYDER3_14876 

:RYDER3_14917
gosub @RYDER3_19037 
00BC: show_text_highpriority GXT 'RYD3_T' time 4000 flag 1  // ~r~You did not get enough boxes.
jump @RYDER3_18066 

:RYDER3_14947
if and
8118:   not actor $131 dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_15003 
077A: set_actor $131 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $131 stay_put 1 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $131 decision_maker_to 80@ 

:RYDER3_15003
05AA: 114@s = 'RYD3_KA' // @s = 'short'  // Man, we got one-time on our tail!
04AF: 104@ = 34047 // = constant 
gosub @RYDER3_20120 
41@ = 0 
93@ = 0 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
08FB: set_checkpoint 42@ type_to 0 
03C7: set_sensitivity_to_crime 1.0 
010D: set_player $PLAYER_CHAR wanted_level_to 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
97@ += 1 
40@ = 0 

:RYDER3_15122
if and
  97@ == 36 
  40@ > 4000 
else_jump @RYDER3_15201 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_15171 
04EB: AS_actor $131 crouch 1 

:RYDER3_15171
00BC: show_text_highpriority GXT 'RYD3_13' time 7000 flag 1  // ~s~Use the nearby ~y~pay 'n' spray~s~ to lose the cops.
97@ += 1 
47@ = 0 

:RYDER3_15201
if 
  97@ == 37 
else_jump @RYDER3_17974 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_15475 
if 
80DB:   not actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_15322 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
if 
  47@ == 0 
else_jump @RYDER3_15315 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 116@ 
07E0: set_marker 42@ type_to 1 
47@ = 1 

:RYDER3_15315
jump @RYDER3_15424 

:RYDER3_15322
if 
  47@ == 1 
else_jump @RYDER3_15424 
0164: disable_marker 42@ 
if 
  111@ == 1 
else_jump @RYDER3_15390 
018A: 42@ = create_checkpoint_at 2446.887 -1661.962 12.3047 
jump @RYDER3_15410 

:RYDER3_15390
018A: 42@ = create_checkpoint_at 2067.463 -1831.67 12.5527 

:RYDER3_15410
08FB: set_checkpoint 42@ type_to 0 
47@ = 0 

:RYDER3_15424
if and
01F4:   car 116@ flipped 
  105@ == 0 
else_jump @RYDER3_15475 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_15468 
05BE: AS_actor $131 die 

:RYDER3_15468
105@ = 1 

:RYDER3_15475
if 
8118:   not actor $131 dead 
else_jump @RYDER3_15965 
if and
02E0:   actor $131 firing_weapon 
  41@ > 10000 
876F:   not text_priority_displayed 
else_jump @RYDER3_15965 
41@ = 0 
0209: $8237 = random_int_in_ranges 0 8 
0871: init_jump_table $8237 total_jumps 8 default_jump 0 @RYDER3_15965 jumps 0 @RYDER3_15661 1 @RYDER3_15699 2 @RYDER3_15737 3 @RYDER3_15775 4 @RYDER3_15813 5 @RYDER3_15851 6 @RYDER3_15889 
0872: jump_table_jumps 7 @RYDER3_15927 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 -1 @RYDER3_15965 

:RYDER3_15661
05AA: 114@s = 'RYD3_LA' // @s = 'short'  // Take this, you punk one-time!
04AF: 104@ = 34049 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15699
05AA: 114@s = 'RYD3_LB' // @s = 'short'  // You're dealing with a kung fu master!
04AF: 104@ = 34050 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15737
05AA: 114@s = 'RYD3_LC' // @s = 'short'  // Ninja style!
04AF: 104@ = 34051 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15775
05AA: 114@s = 'RYD3_LD' // @s = 'short'  // You ain't never gonna catch this gangsta, fool!
04AF: 104@ = 34052 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15813
05AA: 114@s = 'RYD3_LE' // @s = 'short'  // You can't stop me - I'm a genius, fool!
04AF: 104@ = 34053 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15851
05AA: 114@s = 'RYD3_LF' // @s = 'short'  // I'm getting tired of this, fuck off!
04AF: 104@ = 34054 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15889
05AA: 114@s = 'RYD3_LG' // @s = 'short'  // Y'all ain't got nothing better to do?
04AF: 104@ = 34055 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15927
05AA: 114@s = 'RYD3_LH' // @s = 'short'  // One-times can't stop me - I'm incredible!
04AF: 104@ = 34056 // = constant 
gosub @RYDER3_20120 
jump @RYDER3_15965 

:RYDER3_15965
if and
8119:   not car 116@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
  47@ == 0 
else_jump @RYDER3_17974 
if and
8118:   not actor $131 dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_16327 
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @RYDER3_16193 
if and
  111@ == 0 
8118:   not actor $131 dead 
else_jump @RYDER3_16186 
0792: disembark_instantly_actor $131 
077C: clear_actor $131 acquaintance 4 to_all_pedtypes // see ped.dat 
060B: set_actor $131 decision_maker_to 113@ 
0638: AS_actor $131 stay_put 1 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 0 0 0 
04EB: AS_actor $131 crouch 1 
if 
075C:   marker 42@ enabled 
else_jump @RYDER3_16121 
0164: disable_marker 42@ 

:RYDER3_16121
05AA: 114@s = 'RYD3_KB' // @s = 'short'  // Head back to Grove Street, fool!
04AF: 104@ = 34048 // = constant 
gosub @RYDER3_20120 
40@ = 0 
018A: 42@ = create_checkpoint_at 2451.38 -1661.609 12.3047 
111@ = 1 

:RYDER3_16186
jump @RYDER3_16327 

:RYDER3_16193
if and
  111@ == 1 
8118:   not actor $131 dead 
else_jump @RYDER3_16327 
if 
075C:   marker 42@ enabled 
else_jump @RYDER3_16237 
0164: disable_marker 42@ 

:RYDER3_16237
0792: disembark_instantly_actor $131 
077A: set_actor $131 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $131 stay_put 1 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $131 decision_maker_to 80@ 
04EB: AS_actor $131 crouch 1 
00BC: show_text_highpriority GXT 'RYD3_I' time 7000 flag 1  // ~s~You need to lose the cops! Use the nearby pay 'n' spray.
018A: 42@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
111@ = 0 

:RYDER3_16327
if and
810F:   not player $PLAYER_CHAR wanted_level > 0 
  40@ > 4000 
  112@ == 0 
else_jump @RYDER3_16383 
00BC: show_text_highpriority GXT 'RYD3101' time 7000 flag 1  // ~s~Take the crates back to ~y~Grove street.
112@ = 1 

:RYDER3_16383
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @RYDER3_17974 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2446.887 -1661.962 12.3047 radius 4.0 4.0 4.0 
00DB:   actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_17974 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2483.618 -1666.093 12.3594 radius 50.0 
gosub @RYDER3_19004 
if and
8118:   not actor $131 dead 
8119:   not car 116@ wrecked 
else_jump @RYDER3_16551 
0465: remove_actor $131 from_turret_mode 
0464: put_actor $131 into_turret_on_car 116@ at_car_offset 0.0 -1.3 0.8 position 0 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_16551
0164: disable_marker 42@ 
07C0: load_path 104 
04ED: load_animation "GANGS" 

:RYDER3_16569
if or
87C1:   not path 104 available 
84EE:   not animation "GANGS" loaded 
else_jump @RYDER3_16604 
wait 0 
jump @RYDER3_16569 

:RYDER3_16604
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 116@ wrecked 
else_jump @RYDER3_16671 
if 
80DB:   not actor $PLAYER_ACTOR in_car 116@ 
else_jump @RYDER3_16654 
0430: put_actor $PLAYER_ACTOR into_car 116@ passenger_seat 0 

:RYDER3_16654
05EB: assign_car 116@ to_path 104 
0706: advance_car 116@ further_along_path 1.0 

:RYDER3_16671
gosub @RYDER3_18944 
015F: set_camera_position 2444.796 -1650.005 24.6868 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2445.629 -1650.483 24.4081 switchstyle 2 
009B: destroy_actor 170@ 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_16761 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 0 0 0 

:RYDER3_16761
gosub @RYDER3_19037 
040D: unload_wav 1 
03CF: load_wav 34057 as 1 

:RYDER3_16781
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16807 
wait 0 
jump @RYDER3_16781 

:RYDER3_16807
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MA' time 8000 flag 1  // Damn, homie, your stuff was tight!
41@ = 0 

:RYDER3_16834
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_16860 
wait 0 
jump @RYDER3_16834 

:RYDER3_16860
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34058 as 1 

:RYDER3_16875
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16901 
wait 0 
jump @RYDER3_16875 

:RYDER3_16901
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MB' time 8000 flag 1  // You too, homie!
41@ = 0 

:RYDER3_16928
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_16954 
wait 0 
jump @RYDER3_16928 

:RYDER3_16954
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34059 as 1 

:RYDER3_16969
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_16995 
wait 0 
jump @RYDER3_16969 

:RYDER3_16995
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MC' time 8000 flag 1  // LB's coming over to stash the shit.
41@ = 0 

:RYDER3_17022
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17048 
wait 0 
jump @RYDER3_17022 

:RYDER3_17048
00BE: text_clear_all 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_17107 
015F: set_camera_position 2472.576 -1675.462 14.0837 rotation 0.0 0.0 0.0 
0158: camera_on_car 116@ mode 15 switchstyle 2 

:RYDER3_17107
wait 5000 
if 
  77@ == 0 
else_jump @RYDER3_17974 
if and
8119:   not car 116@ wrecked 
8118:   not actor $131 dead 
else_jump @RYDER3_17233 
0687: clear_actor $131 task 
04EB: AS_actor $131 crouch 0 
05EC: release_car 116@ from_path 
0407: store_coords_to $72 $73 $74 from_car 116@ with_offset 0.0 10.0 0.0 
05D3: AS_actor $PLAYER_ACTOR goto_point $72 $73 $74 mode 4 time -2 ms // versionA 
05D3: AS_actor $131 goto_point $72 $73 $74 mode 4 time -2 ms // versionA 

:RYDER3_17233
040D: unload_wav 1 
03CF: load_wav 34060 as 1 

:RYDER3_17246
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_17272 
wait 0 
jump @RYDER3_17246 

:RYDER3_17272
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MD' time 8000 flag 1  // Okay, later then.
41@ = 0 

:RYDER3_17299
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17325 
wait 0 
jump @RYDER3_17299 

:RYDER3_17325
00BE: text_clear_all 
wait 1500 
if 
04EE:   animation "GANGS" loaded 
else_jump @RYDER3_17953 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_17475 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @RYDER3_17411 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2471.343 -1684.306 12.5159 
jump @RYDER3_17431 

:RYDER3_17411
00A1: put_actor $PLAYER_ACTOR at 2471.343 -1684.306 12.5159 

:RYDER3_17431
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 238.6571 
04C4: store_coords_to $72 $73 $74 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 

:RYDER3_17475
if 
8118:   not actor $131 dead 
else_jump @RYDER3_17789 
if 
00DF:   actor $131 driving 
else_jump @RYDER3_17533 
0465: remove_actor $131 from_turret_mode 
0362: remove_actor $131 from_car_and_place_at $72 $73 $74 
jump @RYDER3_17547 

:RYDER3_17533
00A1: put_actor $131 at $72 $73 $74 

:RYDER3_17547
58@ = 238.6571 
58@ -= 180.0 
0792: disembark_instantly_actor $131 
0173: set_actor $131 Z_angle_to 58@ 
0615: define_AS_pack_begin 43@ 
0804: AS_actor -1 walk_to 2471.343 -1684.306 12.5159 angle 238.6571 radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05BF: AS_actor -1 look_at_actor $131 3000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0615: define_AS_pack_begin 43@ 
0804: AS_actor -1 walk_to $72 $73 $74 angle 58@ radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05D3: AS_actor -1 goto_point 2465.728 -1687.025 12.5184 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 43@ 
0618: assign_actor $131 to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:RYDER3_17789
015F: set_camera_position 2472.521 -1683.47 14.0526 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.001 -1684.324 14.0313 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 34061 as 1 

:RYDER3_17853
if 
83D0:   not wav 1 loaded 
else_jump @RYDER3_17879 
wait 0 
jump @RYDER3_17853 

:RYDER3_17879
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_ME' time 8000 flag 1  // For life, CJ, for life - you heard?
41@ = 0 

:RYDER3_17906
if 
83D2:   not wav 1 ended 
else_jump @RYDER3_17932 
wait 0 
jump @RYDER3_17906 

:RYDER3_17932
00BE: text_clear_all 
wait 1000 
gosub @RYDER3_19004 
jump @RYDER3_17962 

:RYDER3_17953
04ED: load_animation "GANGS" 

:RYDER3_17962
009B: destroy_actor $131 
jump @RYDER3_18145 

:RYDER3_17974
if 
0119:   car 116@ wrecked 
else_jump @RYDER3_18013 
00BC: show_text_highpriority GXT 'RYD3_14' time 5000 flag 1  // ~r~Ryder's truck has been destroyed!
jump @RYDER3_18066 

:RYDER3_18013
if 
0118:   actor $131 dead 
else_jump @RYDER3_18052 
00BC: show_text_highpriority GXT 'RYD3_B' time 5000 flag 1  // ~r~Ryder is dead!
jump @RYDER3_18066 

:RYDER3_18052
jump @RYDER3_2257 

:RYDER3_18059
jump @RYDER3_18066 

:RYDER3_18066
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_18089 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18089
03C7: set_sensitivity_to_crime 1.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_18127 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_18127
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:RYDER3_18145
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_18168 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18168
gosub @RYDER3_18972 
03C7: set_sensitivity_to_crime 1.0 
0373: set_camera_directly_behind_player 
gosub @RYDER3_19037 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 7 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$452 += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_3'  // Catalyst
return 

:RYDER3_18246
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_18269 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_18269
if 
8118:   not actor $131 dead 
else_jump @RYDER3_18290 
034F: destroy_actor_with_fade $131 

:RYDER3_18290
09A3: show_siterocket_on_bumper_camera 0 
03C7: set_sensitivity_to_crime 1.0 
0960: enable_player $PLAYER_CHAR stats_box 1 
0873: release_path 490 
0873: release_path 486 
0873: release_path 104 
if 
8118:   not actor 150@ dead 
else_jump @RYDER3_18343 
009B: destroy_actor 150@ 

:RYDER3_18343
if 
8118:   not actor 151@ dead 
else_jump @RYDER3_18364 
009B: destroy_actor 151@ 

:RYDER3_18364
44@ = 0 

:RYDER3_18371
if 
075C:   marker 163@(44@,4i) enabled 
else_jump @RYDER3_18400 
0164: disable_marker 163@(44@,4i) 

:RYDER3_18400
if 
075C:   marker 144@(44@,6i) enabled 
else_jump @RYDER3_18429 
0164: disable_marker 144@(44@,6i) 

:RYDER3_18429
44@ += 1 
  44@ >= 4 
else_jump @RYDER3_18371 
if 
075C:   marker 78@ enabled 
else_jump @RYDER3_18471 
0164: disable_marker 78@ 

:RYDER3_18471
if 
075C:   marker 42@ enabled 
else_jump @RYDER3_18492 
0164: disable_marker 42@ 

:RYDER3_18492
if 
075C:   marker 76@ enabled 
else_jump @RYDER3_18513 
0164: disable_marker 76@ 

:RYDER3_18513
if 
075C:   marker 107@ enabled 
else_jump @RYDER3_18534 
0164: disable_marker 107@ 

:RYDER3_18534
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 89@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
0108: destroy_object 87@ 
0108: destroy_object 88@ 
08EA: enable_gangs_spawn 1 
0151: remove_status_text $8239 
0151: remove_status_text $8241 
014F: stop_timer $8240 
0465: remove_actor $131 from_turret_mode 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
06D7: enable_train_traffic 1 
0249: release_model 600 
0249: release_model 352 
0249: release_model 346 
0249: release_model #CR_GUNCRATE 
0249: release_model #CR_AMMOBOX 
0249: release_model 105 
0249: release_model 106 
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 537 
0249: release_model 569 
0249: release_model 492 
0249: release_model 102 
0249: release_model 104 
0249: release_model 352 
0249: release_model 468 
04EF: release_animation "BOX" 
04EF: release_animation "GANGS" 
04EF: release_animation "RYDER" 
04EF: release_animation "SWAT" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
091D: remove_forbidden_for_boats_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 

:RYDER3_18944
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00BE: text_clear_all 
03E6: remove_text_box 
return 

:RYDER3_18972
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
return 

:RYDER3_19004
fade 0 500 

:RYDER3_19011
if 
fading 
else_jump @RYDER3_19035 
wait 0 
jump @RYDER3_19011 

:RYDER3_19035
return 

:RYDER3_19037
fade 1 500 

:RYDER3_19044
if 
fading 
else_jump @RYDER3_19068 
wait 0 
jump @RYDER3_19044 

:RYDER3_19068
return 

:RYDER3_19070
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RYDER3_19186 
0247: load_model 600 

:RYDER3_19090
if 
8248:   not model 600 available 
else_jump @RYDER3_19117 
wait 0 
jump @RYDER3_19090 

:RYDER3_19117
00A5: 190@ = create_car 600 at 2298.39 -1149.012 25.7656 
0175: set_car 190@ Z_angle_to 45.766 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_19174 
036A: put_actor $PLAYER_ACTOR in_car 190@ 

:RYDER3_19174
0249: release_model 600 
97@ = 50 

:RYDER3_19186
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RYDER3_19274 
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_19211
if or
87C1:   not path 486 available 
87C1:   not path 490 available 
else_jump @RYDER3_19243 
wait 0 
jump @RYDER3_19211 

:RYDER3_19243
if 
8119:   not car 137@ wrecked 
else_jump @RYDER3_19274 
0519: set_car 137@ locked 0 
05EB: assign_car 137@ to_path 490 

:RYDER3_19274
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RYDER3_19439 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0247: load_model 537 
0247: load_model 569 
0247: load_model 492 
07C0: load_path 106 

:RYDER3_19322
if 
87C1:   not path 106 available 
else_jump @RYDER3_19348 
wait 0 
jump @RYDER3_19322 

:RYDER3_19348
if or
8248:   not model 537 available 
8248:   not model 569 available 
8248:   not model 492 available 
else_jump @RYDER3_19385 
wait 0 
jump @RYDER3_19348 

:RYDER3_19385
06D8: 191@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
0249: release_model 537 
0249: release_model 569 
06DC: set_train 191@ acc 0.0 
06DD: set_train 191@ speed 0.0 

:RYDER3_19439
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RYDER3_19512 
if 
8118:   not actor $131 dead 
else_jump @RYDER3_19512 
0605: actor $131 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:RYDER3_19512
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RYDER3_19534 
$8238 = 9 

:RYDER3_19534
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RYDER3_19697 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RYDER3_19697 
04ED: load_animation "CARRY" 

:RYDER3_19574
if 
84EE:   not animation "CARRY" loaded 
else_jump @RYDER3_19605 
wait 0 
jump @RYDER3_19574 

:RYDER3_19605
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
029B: 118@ = init_object 135@ at $72 $73 $74 
0382: set_object 118@ collision_detection 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 118@ offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
04EF: release_animation "CARRY" 

:RYDER3_19697
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @RYDER3_19768 
07C0: load_path 486 

:RYDER3_19717
if 
87C1:   not path 486 available 
else_jump @RYDER3_19744 
wait 0 
jump @RYDER3_19717 

:RYDER3_19744
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_19768 
05EB: assign_car 116@ to_path 486 

:RYDER3_19768
if 
0736:   is_keyboard_key_just_pressed 73 
else_jump @RYDER3_20118 
if 
8119:   not car 116@ wrecked 
else_jump @RYDER3_20118 
0107: 87@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 87@ to_car 116@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 87@ collision_detection 0 
0107: 85@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 85@ to_car 116@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 85@ collision_detection 0 
0107: 86@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 86@ to_car 116@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0107: 88@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 88@ to_car 116@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0107: 89@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 89@ to_car 116@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 

:RYDER3_20118
return 

:RYDER3_20120
040D: unload_wav 1 
03CF: load_wav 104@ as 1 
103@ = 0 
return 

:RYDER3_20140
if and
03D0:   wav 1 loaded 
  103@ == 0 
else_jump @RYDER3_20183 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 114@s time 10000 flag 1 
103@ = 1 

:RYDER3_20183
if and
03D2:   wav 1 ended 
  103@ == 1 
else_jump @RYDER3_20221 
040D: unload_wav 1 
03D5: remove_text 114@s 
103@ = 2 

:RYDER3_20221
return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:RYDER2
thread 'RYDER2' 
gosub @RYDER2_47 
if 
wasted_or_busted 
else_jump @RYDER2_38 
gosub @RYDER2_41424 

:RYDER2_38
gosub @RYDER2_41542 
end_thread 

:RYDER2_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
57@ = 0 
58@ = 0 

:RYDER2_98
wait 0 
46@ += 1 
if 
  46@ > 9 
else_jump @RYDER2_134 
46@ = 0 

:RYDER2_134
01BD: 47@ = current_time_in_ms 
0085: 49@ = 47@ // (int) 
0062: 49@ -= 48@ // (int) 
0085: 48@ = 47@ // (int) 
005A: 149@ += 49@ // (int) 
005A: 150@ += 49@ // (int) 
005A: 152@ += 49@ // (int) 
50@ = 0 

:RYDER2_194
if 
  9 > 50@ 
else_jump @RYDER2_238 
005A: 189@(50@,9i) += 49@ // (int) 
50@ += 1 
jump @RYDER2_194 

:RYDER2_238
005A: 59@ += 49@ // (int) 
005A: 60@ += 49@ // (int) 
005A: 61@ += 49@ // (int) 
005A: 62@ += 49@ // (int) 
005A: 63@ += 49@ // (int) 
005A: 64@ += 49@ // (int) 
005A: 65@ += 49@ // (int) 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RYDER2_316 
44@ = 1 

:RYDER2_316
gosub @RYDER2_988 

:RYDER2_323
0871: init_jump_table 42@ total_jumps 8 default_jump 0 @RYDER2_563 jumps 0 @RYDER2_451 1 @RYDER2_465 2 @RYDER2_479 3 @RYDER2_493 4 @RYDER2_507 5 @RYDER2_521 6 @RYDER2_535 
0872: jump_table_jumps 7 @RYDER2_549 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 -1 @RYDER2_563 

:RYDER2_451
gosub @RYDER2_1573 
jump @RYDER2_563 

:RYDER2_465
gosub @RYDER2_3425 
jump @RYDER2_563 

:RYDER2_479
gosub @RYDER2_7063 
jump @RYDER2_563 

:RYDER2_493
gosub @RYDER2_11785 
jump @RYDER2_563 

:RYDER2_507
gosub @RYDER2_12906 
jump @RYDER2_563 

:RYDER2_521
gosub @RYDER2_14205 
jump @RYDER2_563 

:RYDER2_535
gosub @RYDER2_18273 
jump @RYDER2_563 

:RYDER2_549
gosub @RYDER2_30360 
jump @RYDER2_563 

:RYDER2_563
gosub @RYDER2_32113 
if 
  211@ == 1 
else_jump @RYDER2_602 
211@ = 0 
jump @RYDER2_323 

:RYDER2_602
if 
  45@ == 0 
else_jump @RYDER2_668 
if 
  44@ == 0 
else_jump @RYDER2_652 
jump @RYDER2_98 
jump @RYDER2_661 

:RYDER2_652
gosub @RYDER2_41442 
return 

:RYDER2_661
jump @RYDER2_677 

:RYDER2_668
gosub @RYDER2_41424 
return 

:RYDER2_677
jump @RYDER2_988 
009A: $131 = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: 290@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 289@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 316@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 321@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 104@ = create_car 413 at 0.0 0.0 0.0 
00A5: 105@ = create_car 413 at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 129@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 130@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 101@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 348@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:RYDER2_988
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @RYDER2_1102 
if 
  66@ == 0 
else_jump @RYDER2_1076 
66@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_1069 
02A9: set_actor $131 immune_to_nonplayer 1 

:RYDER2_1069
jump @RYDER2_1102 

:RYDER2_1076
66@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:RYDER2_1102
if 
  66@ == 1 
else_jump @RYDER2_1571 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @RYDER2_1169 
67@ += 1 
if 
  67@ > 2 
else_jump @RYDER2_1167 
67@ = 0 

:RYDER2_1167
086A: NOP 

:RYDER2_1169
if 
  67@ == 1 
else_jump @RYDER2_1409 
008A: $8242 = 42@ // (int) 
008A: $8243 = 43@ // (int) 
008A: $8244 = 142@ // (int) 
008A: $8245 = 140@ // (int) 
0088: $8254 = 261@ // (float) 
008A: $8247 = 57@ // (int) 
008A: $8248 = 58@ // (int) 
0084: $8249 = $1040 // (int) 
065D: NOP $8242 "M_STAGE" 
065D: NOP $8243 "M_GOALS" 
065D: NOP $8244 "RYDER_STAGE" 
065D: NOP $8245 "WAREHOUSE_OPENED" 
065E: NOP $8254 "GATE2_TARGET_Z" 
065D: NOP $8247 "DIALOGUE_FLAG" 
065D: NOP $8248 "DIALOGUE_FLAG2" 
065D: NOP $8249 "AUDIO_LINE_IS_ACTIVE" 

:RYDER2_1409
if 
  67@ == 2 
else_jump @RYDER2_1571 
008A: $8242 = 287@ // (int) 
008A: $8243 = 135@ // (int) 
008A: $8244 = 344@ // (int) 
008A: $8245 = 40@ // (int) 
008A: $8246 = 59@ // (int) 
065D: NOP $8242 "RYDER_GET_BOX_FLAG" 
065D: NOP $8243 "LOADED_BOXES" 
065D: NOP $8244 "SPAWN_THIS_MANY_GUARDS" 
065D: NOP $8245 "TIMERA" 
065D: NOP $8246 "SPAWN_TIMER" 

:RYDER2_1571
return 

:RYDER2_1573
if 
  43@ == 0 
else_jump @RYDER2_3246 
$131 = 0 
103@ = 0 
107@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
$8258 = 0 
148@ = 0 
151@ = 0 
153@ = 0 
154@ = 0 
206@ = 0 
207@ = 0 
211@ = 0 
50@ = 0 

:RYDER2_1787
if 
  9 > 50@ 
else_jump @RYDER2_1830 
180@(50@,9i) = 0 
50@ += 1 
jump @RYDER2_1787 

:RYDER2_1830
128@ = 0 
201@ = 0 
204@ = 0 
205@ = 0 
315@ = 0 
210@ = 0 
208@ = 6 
250@ = 2720.623 
251@ = -2405.432 
252@ = 13.989 
253@ = 2774.361 
254@ = -2417.829 
255@ = 14.675 
355@ = 2721.0 
365@ = -2380.0 
375@ = 16.3507 
385@ = 173.3713 
395@ = 2721.601 
405@ = -2384.638 
415@ = 16.3403 
425@ = 2732.873 
435@ = -2385.677 
445@ = 12.625 
455@ = 2763.692 
465@ = -2411.258 
475@ = 12.6276 
356@ = 2729.35 
366@ = -2451.07 
376@ = 16.6007 
386@ = 247.5382 
396@ = 2734.908 
406@ = -2451.32 
416@ = 16.5938 
426@ = 2735.176 
436@ = -2437.915 
446@ = 12.6362 
456@ = 2763.772 
466@ = -2428.203 
476@ = 12.4725 
357@ = 2748.555 
367@ = -2453.049 
377@ = 12.8623 
387@ = 347.9489 
397@ = 2748.595 
407@ = -2446.587 
417@ = 12.6432 
427@ = 2757.586 
437@ = -2434.761 
447@ = 12.4876 
457@ = 2766.158 
467@ = -2432.014 
477@ = 12.6485 
358@ = 2793.516 
368@ = -2394.284 
378@ = 12.8623 
388@ = 178.5569 
398@ = 2793.473 
408@ = -2398.662 
418@ = 12.6323 
428@ = 2799.573 
438@ = -2403.292 
448@ = 12.6308 
458@ = 2799.251 
468@ = -2410.985 
478@ = 12.6309 
359@ = 2721.0 
369@ = -2380.0 
379@ = 16.3507 
389@ = 186.1396 
399@ = 2721.502 
409@ = -2383.609 
419@ = 16.3403 
429@ = 2733.744 
439@ = -2386.227 
449@ = 12.625 
459@ = 2754.885 
469@ = -2409.502 
479@ = 12.5104 
360@ = 2729.35 
370@ = -2451.07 
380@ = 16.6007 
390@ = 246.8993 
400@ = 2734.468 
410@ = -2450.824 
420@ = 16.5938 
430@ = 2735.573 
440@ = -2436.667 
450@ = 12.6361 
460@ = 2759.36 
470@ = -2420.356 
480@ = 12.4948 
361@ = 2748.551 
371@ = -2452.828 
381@ = 12.8623 
391@ = 339.2833 
401@ = 2750.67 
411@ = -2442.944 
421@ = 12.6432 
431@ = 2758.147 
441@ = -2440.491 
451@ = 12.4936 
461@ = 2769.029 
471@ = -2430.337 
481@ = 12.6485 
362@ = 2793.638 
372@ = -2395.227 
382@ = 12.8623 
392@ = 170.3273 
402@ = 2793.903 
412@ = -2399.063 
422@ = 12.6322 
432@ = 2799.384 
442@ = -2403.474 
452@ = 12.6309 
462@ = 2799.41 
472@ = -2414.336 
482@ = 12.6309 
363@ = 2799.764 
373@ = -2433.002 
383@ = 12.6308 
393@ = 358.8697 
403@ = 2799.902 
413@ = -2425.694 
423@ = 12.6307 
433@ = 2796.654 
443@ = -2420.463 
453@ = 12.6315 
463@ = 2786.01 
473@ = -2414.445 
483@ = 12.6341 
364@ = 2800.008 
374@ = -2432.285 
384@ = 12.6307 
394@ = 2.0796 
404@ = 2800.023 
414@ = -2426.153 
424@ = 12.6307 
434@ = 2790.801 
444@ = -2421.917 
454@ = 12.633 
464@ = 2786.337 
474@ = -2421.433 
484@ = 12.634 
43@ += 1 

:RYDER2_3246
if 
  43@ == 1 
else_jump @RYDER2_3282 
054C: use_GXT_table 'RYDER2' 
43@ += 1 

:RYDER2_3282
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
060A: create_decision_maker_type 0 store_to 245@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 244@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 243@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 246@ // decision\allowed\m_.ped files 
03CF: load_wav 1823 as 3 

:RYDER2_3333
if 
83D0:   not wav 3 loaded 
else_jump @RYDER2_3359 
wait 0 
jump @RYDER2_3333 

:RYDER2_3359
if 
  43@ == 2 
else_jump @RYDER2_3391 
03C7: set_sensitivity_to_crime 0.2 
43@ = 99 

:RYDER2_3391
if 
  43@ == 99 
else_jump @RYDER2_3423 
42@ += 1 
43@ = 0 

:RYDER2_3423
return 

:RYDER2_3425
if 
  43@ == 0 
else_jump @RYDER2_3581 
0395: clear_area 1 at 2463.475 -1713.428 12.5025 radius 20.0 
02E4: load_cutscene_data 'RYDER2A' 

:RYDER2_3478
if 
86B9:   not cutscene_data_loaded 
else_jump @RYDER2_3502 
wait 0 
jump @RYDER2_3478 

:RYDER2_3502
02E7: start_cutscene 
fade 1 1000 

:RYDER2_3511
if 
82E9:   not cutscene_reached_end 
else_jump @RYDER2_3535 
wait 0 
jump @RYDER2_3511 

:RYDER2_3535
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:RYDER2_3548
if 
fading 
else_jump @RYDER2_3572 
wait 0 
jump @RYDER2_3548 

:RYDER2_3572
02EA: end_cutscene 
43@ += 1 

:RYDER2_3581
if 
  43@ == 1 
else_jump @RYDER2_4593 
0A6F: checkpoint_save 99 
if 
0A74:   is_checkpoint_resuming 1 
else_jump @RYDER2_3646 
060A: create_decision_maker_type 0 store_to 245@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 244@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 243@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 246@ // decision\allowed\m_.ped files 

:RYDER2_3646
014C: set_parked_car_generator $4148 cars_to_generate_to 0 
0395: clear_area 1 at 2472.81 -1690.97 12.53 radius 5.0 
0247: load_model 414 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model 346 

:RYDER2_3700
if or
8248:   not model 414 available 
823D:   not special_actor 1 loaded 
8248:   not model 346 available 
else_jump @RYDER2_3736 
wait 0 
jump @RYDER2_3700 

:RYDER2_3736
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0506: set_car_model 414 next_variation -1 -1 // first param is useless 
00A5: 103@ = create_car 414 at 2475.908 -1679.621 12.3447 
0175: set_car 103@ Z_angle_to 69.0573 
0164: disable_marker 127@ 
0186: 127@ = create_marker_above_car 103@ 
07E0: set_marker 127@ type_to 1 
053F: set_car 103@ tires_vulnerability 0 
0957: set_car 103@ provides_cover_from_gunfire 0 
0732: random_car_generator_disable_model 414 
01C8: $131 = create_actor_pedtype 25 model 290 in_car 103@ passenger_seat 0 
09F6: set_actor $131 unjackable_through_driver_seat 0 
01B2: give_actor $131 weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor $131 weapon_accuracy_to 70 
08AF: set_actor $131 max_health_to 500 
0223: set_actor $131 health_to 500 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 0 0 0 
0568: set_actor $131 untargetable 1 
0446: set_actor $131 dismemberment_possible 0 
0245: set_actor $131 walk_style_to "GANG1" 
060B: set_actor $131 decision_maker_to 243@ 
0708: reset_decision_maker 243@ event 79 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 999999 ms 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
57@ = 0 
039E: set_actor $131 locked 1 while_in_car 
0245: set_actor $131 walk_style_to "MAN" 
00A1: put_actor $PLAYER_ACTOR at 2474.87 -1698.465 12.521 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4.8941 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 0 

:RYDER2_4026
if 
fading 
else_jump @RYDER2_4050 
wait 0 
jump @RYDER2_4026 

:RYDER2_4050
01B4: set_player $PLAYER_CHAR can_move 1 
40@ = 0 
029B: 248@ = init_object #KMB_FRONTGATE at 250@ 251@ 252@ 
0400: store_coords_to 256@ 257@ 258@ from_object 248@ with_offset 0.0 10.0 0.0 
029B: 249@ = init_object #WAREHOUSE_DOOR2B at 253@ 254@ 255@ 
0400: store_coords_to 259@ 260@ 261@ from_object 249@ with_offset 0.0 0.0 4.0 
029B: 265@ = init_object #KMB_FRONTGATE at 2720.623 -2504.023 13.989 
0400: store_coords_to 262@ 263@ 264@ from_object 265@ with_offset 0.0 10.0 0.0 
029B: 266@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2493.922 14.675 
029B: 267@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2455.925 14.675 
029B: 95@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2405.394 14.58 
029B: 96@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2430.215 14.58 
029B: 97@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2443.487 14.58 
029B: 98@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2468.254 14.58 
029B: 99@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2481.711 14.58 
029B: 100@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2506.313 14.58 
50@ = 0 

:RYDER2_4399
if 
  6 > 50@ 
else_jump @RYDER2_4442 
0550: keep_object 95@(50@,6i) in_memory 1 
50@ += 1 
jump @RYDER2_4399 

:RYDER2_4442
0107: 68@ = create_object #SEC_KEYPAD at 2720.475 -2411.856 13.8768 
035D: set_object 68@ targetable 1 
0177: set_object 68@ Z_angle_to 90.0 
071F: set_object 68@ health_to 10 
0550: keep_object 68@ in_memory 1 
0382: set_object 68@ collision_detection 0 
0107: 69@ = create_object #SEC_KEYPAD at 2774.148 -2423.23 14.2684 
035D: set_object 69@ targetable 1 
0177: set_object 69@ Z_angle_to 270.0 
071F: set_object 69@ health_to 10 
0550: keep_object 69@ in_memory 1 
0382: set_object 69@ collision_detection 0 
041E: set_radio_station 5 
57@ = 0 
40@ = 0 
43@ += 1 
0A6F: checkpoint_save 99 

:RYDER2_4593
if 
  43@ == 2 
else_jump @RYDER2_4754 
if 
  $1040 == 0 
else_jump @RYDER2_4754 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_4754 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_4754 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00BC: show_text_highpriority GXT 'RY2_02' time 7000 flag 1  // Drive down to the compound at ~y~Ocean Docks.
62@ = 0 
43@ += 1 
57@ = 0 
58@ = 0 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_4754 
0647: AS_actor $131 clear_look_task 

:RYDER2_4754
if 
  43@ == 3 
else_jump @RYDER2_6459 
if 
  66@ == 1 
else_jump @RYDER2_4827 
if 
00E1:   player 0 pressed_key 19 
else_jump @RYDER2_4827 
00A1: put_actor $PLAYER_ACTOR at 2699.293 -2395.013 12.6172 

:RYDER2_4827
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_4984 
if 
075C:   marker 128@ enabled 
else_jump @RYDER2_4984 
if 
01AF:   car 103@ sphere 1 in_sphere 2699.293 -2395.013 12.6172 radius 4.0 4.0 4.0 
else_jump @RYDER2_4984 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_4984 
if 
09D0:   car 103@ on_wheels 
else_jump @RYDER2_4984 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 128@ 
43@ = 99 

:RYDER2_4984
if 
  62@ > 7500 
else_jump @RYDER2_6459 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_6459 
if 
00DF:   actor $131 driving 
else_jump @RYDER2_6459 
00D9: $47 = actor $131 car // add to mission cleanup 
if 
8119:   not car $47 wrecked 
else_jump @RYDER2_6459 
if 
00DB:   actor $PLAYER_ACTOR in_car $47 
else_jump @RYDER2_6459 
if 
  41@ > 1000 
else_jump @RYDER2_6459 
if 
  $1040 == 0 
else_jump @RYDER2_6459 
0871: init_jump_table 58@ total_jumps 10 default_jump 0 @RYDER2_6459 jumps 0 @RYDER2_5243 1 @RYDER2_5320 2 @RYDER2_5448 3 @RYDER2_5576 4 @RYDER2_5704 5 @RYDER2_5832 6 @RYDER2_5960 
0872: jump_table_jumps 7 @RYDER2_6088 8 @RYDER2_6216 9 @RYDER2_6344 -1 @RYDER2_6459 -1 @RYDER2_6459 -1 @RYDER2_6459 -1 @RYDER2_6459 -1 @RYDER2_6459 -1 @RYDER2_6459 

:RYDER2_5243
05A9: s$1041 = 'RYD2_AA' // s$  // You think you can roll this van without killing us both?
04AE: $1043 = 33800 // = constant 
create_thread @AUDIOL $131 0 0 2 0 
58@ += 1 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 33805 as 1 
jump @RYDER2_6459 

:RYDER2_5320
05A9: s$1041 = 'RYD2_CA' // s$  // Hey, Ryder, where we going?
04AE: $1043 = 33805 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_5388 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_5414 

:RYDER2_5388
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
57@ = 0 

:RYDER2_5414
58@ += 1 
41@ = 0 
040D: unload_wav 2 
03CF: load_wav 33806 as 2 
jump @RYDER2_6459 

:RYDER2_5448
05A9: s$1041 = 'RYD2_CB' // s$  // Ocean Docks.
04AE: $1043 = 33806 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_5516 
create_thread @AUDIOL $131 0 0 2 1 
jump @RYDER2_5542 

:RYDER2_5516
create_thread @AUDIOL $131 0 0 2 0 
57@ = 0 

:RYDER2_5542
58@ += 1 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 33807 as 1 
jump @RYDER2_6459 

:RYDER2_5576
05A9: s$1041 = 'RYD2_CC' // s$  // How we get this van? It wasn't outside when I came through.
04AE: $1043 = 33807 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_5644 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_5670 

:RYDER2_5644
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
57@ = 0 

:RYDER2_5670
58@ += 1 
41@ = 0 
040D: unload_wav 2 
03CF: load_wav 33808 as 2 
jump @RYDER2_6459 

:RYDER2_5704
05A9: s$1041 = 'RYD2_CD' // s$  // My homie LB, he's like a clockwork ninja! Real dependable.
04AE: $1043 = 33808 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_5772 
create_thread @AUDIOL $131 0 0 2 1 
jump @RYDER2_5798 

:RYDER2_5772
create_thread @AUDIOL $131 0 0 2 0 
57@ = 0 

:RYDER2_5798
58@ += 1 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 33809 as 1 
jump @RYDER2_6459 

:RYDER2_5832
05A9: s$1041 = 'RYD2_CE' // s$  // Unlike some of you motherfuckers...
04AE: $1043 = 33809 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_5900 
create_thread @AUDIOL $131 0 0 1 1 
jump @RYDER2_5926 

:RYDER2_5900
create_thread @AUDIOL $131 0 0 1 0 
57@ = 0 

:RYDER2_5926
58@ += 1 
41@ = 0 
040D: unload_wav 2 
03CF: load_wav 33810 as 2 
jump @RYDER2_6459 

:RYDER2_5960
05A9: s$1041 = 'RYD2_CF' // s$  // Give it a rest, man.
04AE: $1043 = 33810 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_6028 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 1 
jump @RYDER2_6054 

:RYDER2_6028
create_thread @AUDIOL $PLAYER_ACTOR 0 0 2 0 
57@ = 0 

:RYDER2_6054
58@ += 1 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 33811 as 1 
jump @RYDER2_6459 

:RYDER2_6088
05A9: s$1041 = 'RYD2_CG' // s$  // I lost my little brother and now I lost my Moms.
04AE: $1043 = 33811 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_6156 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_6182 

:RYDER2_6156
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
57@ = 0 

:RYDER2_6182
58@ += 1 
41@ = 0 
040D: unload_wav 2 
03CF: load_wav 33812 as 2 
jump @RYDER2_6459 

:RYDER2_6216
05A9: s$1041 = 'RYD2_CH' // s$  // Don't matter how much shit this city throws at you, CJ, you gotta stick by yo'homies!
04AE: $1043 = 33812 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_6284 
create_thread @AUDIOL $131 0 0 2 1 
jump @RYDER2_6310 

:RYDER2_6284
create_thread @AUDIOL $131 0 0 2 0 
57@ = 0 

:RYDER2_6310
58@ += 1 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 33813 as 1 
jump @RYDER2_6459 

:RYDER2_6344
05A9: s$1041 = 'RYD2_CJ' // s$  // Yeah, I guess...
04AE: $1043 = 33813 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_6412 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 1 
jump @RYDER2_6438 

:RYDER2_6412
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
57@ = 0 

:RYDER2_6438
58@ += 1 
41@ = 0 
jump @RYDER2_6459 

:RYDER2_6459
if 
  43@ == 99 
else_jump @RYDER2_6491 
43@ = 0 
42@ += 1 

:RYDER2_6491
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_7061 
if 
80DB:   not actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_6978 
if 
875C:   not marker 127@ enabled 
else_jump @RYDER2_6604 
0164: disable_marker 127@ 
0186: 127@ = create_marker_above_car 103@ 
07E0: set_marker 127@ type_to 1 
0164: disable_marker 128@ 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_6596 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 999999 ms 

:RYDER2_6596
40@ = 20001 

:RYDER2_6604
if 
  $1040 == 0 
else_jump @RYDER2_6971 
if 
  40@ > 60000 
else_jump @RYDER2_6673 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
57@ = 0 
40@ = 0 

:RYDER2_6673
if 
  43@ > 2 
else_jump @RYDER2_6971 
if 
  40@ > 5000 
else_jump @RYDER2_6971 
if 
  57@ == 0 
else_jump @RYDER2_6971 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_6971 
if 
0104:   actor $PLAYER_ACTOR near_actor $131 radius 15.0 15.0 15.0 sphere 0 
else_jump @RYDER2_6971 
0209: 50@ = random_int_in_ranges 0 3 
0871: init_jump_table 50@ total_jumps 3 default_jump 0 @RYDER2_6945 jumps 0 @RYDER2_6852 1 @RYDER2_6883 2 @RYDER2_6914 -1 @RYDER2_6945 -1 @RYDER2_6945 -1 @RYDER2_6945 -1 @RYDER2_6945 

:RYDER2_6852
05A9: s$1041 = 'RYD2_BA' // s$  // Hey, CJ, you ain't punking out on us again, are you?
04AE: $1043 = 33802 // = constant 
jump @RYDER2_6945 

:RYDER2_6883
05A9: s$1041 = 'RYD2_BB' // s$  // C'mon CJ, we ain't got all day!
04AE: $1043 = 33803 // = constant 
jump @RYDER2_6945 

:RYDER2_6914
05A9: s$1041 = 'RYD2_BC' // s$  // Get in and drive, motherfucker!
04AE: $1043 = 33804 // = constant 
jump @RYDER2_6945 

:RYDER2_6945
create_thread @AUDIOL $131 0 1 1 0 
57@ += 1 

:RYDER2_6971
jump @RYDER2_7061 

:RYDER2_6978
if 
075C:   marker 127@ enabled 
else_jump @RYDER2_7061 
0164: disable_marker 127@ 
if 
875C:   not marker 128@ enabled 
else_jump @RYDER2_7061 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_7061 
0647: AS_actor $131 clear_look_task 

:RYDER2_7061
return 

:RYDER2_7063
if 
  43@ == 0 
else_jump @RYDER2_7104 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
57@ = -1 
43@ += 1 

:RYDER2_7104
if 
  43@ == 1 
else_jump @RYDER2_7161 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_7161 
if 
01C1:   car 103@ stopped 
else_jump @RYDER2_7161 
43@ += 1 

:RYDER2_7161
if 
  43@ == 2 
else_jump @RYDER2_8894 
fade 0 500 

:RYDER2_7186
if 
fading 
else_jump @RYDER2_7210 
wait 0 
jump @RYDER2_7186 

:RYDER2_7210
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_7256 
00AB: put_car 103@ at 2699.623 -2394.787 12.6172 
0175: set_car 103@ Z_angle_to 267.9095 

:RYDER2_7256
0395: clear_area 1 at 2720.611 -2405.38 12.4609 radius 30.0 
0395: clear_area 1 at 2768.74 -2413.788 12.6172 radius 30.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2688.57 -2394.186 17.6992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2689.455 -2394.599 17.4888 switchstyle 2 
0247: load_model #CJ_CARDBRD_PICKUP 
0247: load_model 287 
0247: load_model 346 
0247: load_model 530 
038B: load_requested_models 

:RYDER2_7381
if or
8248:   not model #CJ_CARDBRD_PICKUP available 
8248:   not model 287 available 
8248:   not model 346 available 
8248:   not model 530 available 
else_jump @RYDER2_7423 
wait 0 
jump @RYDER2_7381 

:RYDER2_7423
029B: 74@ = init_object #CJ_CARDBRD_PICKUP at 2796.875 -2417.142 13.23 
029B: 75@ = init_object #CJ_CARDBRD_PICKUP at 2798.009 -2417.107 13.23 
029B: 76@ = init_object #CJ_CARDBRD_PICKUP at 2796.9 -2418.31 13.23 
029B: 77@ = init_object #CJ_CARDBRD_PICKUP at 2798.013 -2418.325 13.23 
029B: 81@ = init_object #CJ_CARDBRD_PICKUP at 2799.886 -2381.203 13.23 
029B: 82@ = init_object #CJ_CARDBRD_PICKUP at 2799.958 -2379.72 13.23 
029B: 83@ = init_object #CJ_CARDBRD_PICKUP at 2763.531 -2401.935 13.23 
029B: 84@ = init_object #CJ_CARDBRD_PICKUP at 2802.75 -2449.835 13.23 
029B: 85@ = init_object #CJ_CARDBRD_PICKUP at 2802.915 -2448.575 13.23 
029B: 86@ = init_object #CJ_CARDBRD_PICKUP at 2802.906 -2446.827 13.23 
029B: 87@ = init_object #CJ_CARDBRD_PICKUP at 2788.932 -2431.271 13.23 
029B: 88@ = init_object #CJ_CARDBRD_PICKUP at 2790.398 -2431.336 13.23 
029B: 89@ = init_object #CJ_CARDBRD_PICKUP at 2778.698 -2442.433 13.23 
029B: 90@ = init_object #CJ_CARDBRD_PICKUP at 2763.565 -2400.641 13.23 
029B: 91@ = init_object #CJ_CARDBRD_PICKUP at 2780.851 -2392.737 13.23 
029B: 92@ = init_object #CJ_CARDBRD_PICKUP at 2795.094 -2469.49 13.23 
029B: 93@ = init_object #CJ_CARDBRD_PICKUP at 2803.067 -2428.38 13.23 
0177: set_object 74@ Z_angle_to 91.9411 
0177: set_object 75@ Z_angle_to 0.032 
0177: set_object 76@ Z_angle_to 89.8612 
0177: set_object 77@ Z_angle_to 1.6342 
0177: set_object 81@ Z_angle_to 6.8174 
0177: set_object 82@ Z_angle_to 19.1807 
0177: set_object 83@ Z_angle_to 339.113 
0177: set_object 84@ Z_angle_to 352.3154 
0177: set_object 85@ Z_angle_to 2.8386 
0177: set_object 86@ Z_angle_to 3.2099 
0177: set_object 87@ Z_angle_to 266.6248 
0177: set_object 88@ Z_angle_to 4.6663 
0177: set_object 89@ Z_angle_to 175.8277 
0177: set_object 90@ Z_angle_to 344.0064 
0177: set_object 91@ Z_angle_to 355.9493 
0177: set_object 92@ Z_angle_to 1.9283 
0177: set_object 93@ Z_angle_to 358.0803 
50@ = 0 

:RYDER2_7991
if 
  25 > 50@ 
else_jump @RYDER2_8107 
wait 0 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_8093 
0392: make_object 70@(50@,25i) moveable 1 
0209: 51@ = random_int_in_ranges 1 8 
0906: set_object 70@(50@,25i) mass_to 1000.0 // float 
0908: set_object 70@(50@,25i) turn_mass_to 1000.0 // float 
0085: 155@(50@,25i) = 51@ // (int) 

:RYDER2_8093
50@ += 1 
jump @RYDER2_7991 

:RYDER2_8107
009A: 110@ = create_actor_pedtype 24 model 287 at 2773.722 -2423.388 12.6311 
0173: set_actor 110@ Z_angle_to 68.8849 
04C4: store_coords_to 212@ 213@ 214@ from_actor 110@ with_offset 0.0 1.5 0.0 
009A: 111@ = create_actor_pedtype 24 model 287 at 2721.944 -2411.565 12.6198 
0173: set_actor 111@ Z_angle_to 0.0 
009A: 112@ = create_actor_pedtype 24 model 287 at 2789.524 -2416.372 12.6333 
0173: set_actor 112@ Z_angle_to 202.4407 
009A: 113@ = create_actor_pedtype 24 model 287 at 2790.231 -2418.837 12.6331 
0173: set_actor 113@ Z_angle_to 23.3411 
009A: 114@ = create_actor_pedtype 24 model 287 at 2774.911 -2404.303 12.6311 
0173: set_actor 114@ Z_angle_to 77.8711 
062F: 247@ = create_group_type 2 
50@ = 0 

:RYDER2_8325
if 
  5 > 50@ 
else_jump @RYDER2_8517 
01B2: give_actor 110@(50@,9i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 110@(50@,9i) weapon_accuracy_to 35 
0223: set_actor 110@(50@,9i) health_to 100 
0688: AS_actor 110@(50@,9i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 110@(50@,9i) decision_maker_to 244@ 
060F: set_actor 110@(50@,9i) melee_accuracy_to 100.0 
if 
  50@ == 0 
else_jump @RYDER2_8455 
0630: put_actor 110@ in_group 247@ as_leader 
jump @RYDER2_8492 

:RYDER2_8455
if and
   not 50@ == 2 
   not 50@ == 3 
else_jump @RYDER2_8492 
0631: put_actor 110@(50@,9i) in_group 247@ 

:RYDER2_8492
087F: set_actor 110@(50@,9i) never_leave_group 1 
50@ += 1 
jump @RYDER2_8325 

:RYDER2_8517
if 
8118:   not actor 112@ dead 
else_jump @RYDER2_8541 
060B: set_actor 112@ decision_maker_to 245@ 

:RYDER2_8541
if 
8118:   not actor 113@ dead 
else_jump @RYDER2_8565 
060B: set_actor 113@ decision_maker_to 245@ 

:RYDER2_8565
00A5: 107@ = create_car 530 at 2791.426 -2418.577 12.66 
0175: set_car 107@ Z_angle_to 90.0 
0249: release_model 530 
02AC: set_car 107@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00AB: put_car 107@ at 2758.241 -2372.314 12.6172 
0175: set_car 107@ Z_angle_to 180.3774 
053F: set_car 107@ tires_vulnerability 0 
0224: set_car 107@ health_to 3000 
0129: 120@ = create_actor_pedtype 24 model 287 in_car 107@ driverseat 
0247: load_model 500 

:RYDER2_8681
if 
8248:   not model 500 available 
else_jump @RYDER2_8708 
wait 0 
jump @RYDER2_8681 

:RYDER2_8708
00A5: 106@ = create_car 500 at 2688.963 -2407.676 12.4609 
0175: set_car 106@ Z_angle_to 270.0 
0129: 119@ = create_actor_pedtype 24 model 287 in_car 106@ driverseat 
02C2: car 106@ drive_to 2712.854 -2407.825 12.4684 
0249: release_model 500 
0229: set_car 106@ primary_color_to 37 secondary_color_to 37 
if 
8118:   not actor 114@ dead 
else_jump @RYDER2_8849 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2776.531 -2401.042 12.625 
05D7: add_point_to_scmpath 2798.933 -2400.343 12.631 
05D8: AS_assign_scmpath to_actor 114@ flags 4 3 

:RYDER2_8849
fade 1 500 

:RYDER2_8856
if 
fading 
else_jump @RYDER2_8880 
wait 0 
jump @RYDER2_8856 

:RYDER2_8880
40@ = 0 
43@ += 1 

:RYDER2_8894
if 
  43@ == 3 
else_jump @RYDER2_9164 
if 
  $1040 == 0 
else_jump @RYDER2_9164 
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_9164 
if 
01AF:   car 106@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 15.0 15.0 15.0 
else_jump @RYDER2_9164 
015F: set_camera_position 2700.626 -2392.21 14.9203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2701.092 -2393.088 14.8109 switchstyle 2 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_9089 
02C2: car 107@ drive_to 2768.74 -2413.788 12.6172 
04E0: car 107@ abandon_path_radius 200 

:RYDER2_9089
if 
8118:   not actor $131 dead 
else_jump @RYDER2_9143 
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_9143 
05C0: AS_actor $131 look_at_car 106@ 5000 ms 
05C0: AS_actor $PLAYER_ACTOR look_at_car 106@ 6000 ms 

:RYDER2_9143
40@ = 0 
57@ += 1 
43@ += 1 

:RYDER2_9164
if 
  43@ == 4 
else_jump @RYDER2_9284 
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_9284 
if 
01B0:   car 106@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 4.0 4.0 4.0 stopped 
else_jump @RYDER2_9284 
43@ += 1 
if 
03CA:   object 248@ exists 
else_jump @RYDER2_9277 
097B: play_audio_at_object 248@ event 1126 

:RYDER2_9277
40@ = 0 

:RYDER2_9284
if 
  43@ == 5 
else_jump @RYDER2_9375 
if 
03CA:   object 248@ exists 
else_jump @RYDER2_9375 
if 
034E: move_object 248@ to 256@ 257@ 258@ speed 0.0 0.2 0.0 collision_check 0 
else_jump @RYDER2_9375 
43@ += 1 
097B: play_audio_at_object 248@ event 1127 

:RYDER2_9375
if 
  43@ == 6 
else_jump @RYDER2_9549 
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_9549 
015F: set_camera_position 2723.094 -2413.245 14.2659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2722.548 -2412.414 14.1704 switchstyle 2 
00A7: car 106@ drive_to 2758.492 -2454.51 12.4766 
if 
8118:   not actor 110@ dead 
else_jump @RYDER2_9506 
0173: set_actor 110@ Z_angle_to 275.0 

:RYDER2_9506
if 
8118:   not actor 111@ dead 
else_jump @RYDER2_9535 
05C0: AS_actor 111@ look_at_car 106@ 999999 ms 

:RYDER2_9535
43@ += 1 
40@ = 0 

:RYDER2_9549
if 
  43@ == 7 
else_jump @RYDER2_9658 
if 
  40@ > 2500 
else_jump @RYDER2_9658 
015F: set_camera_position 2770.979 -2426.933 13.3413 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2771.185 -2425.977 13.5536 switchstyle 2 
40@ = 0 
209@ = 0 
43@ += 1 

:RYDER2_9658
if 
  43@ == 8 
else_jump @RYDER2_9940 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_9875 
if 
01B0:   car 107@ sphere 0 in_sphere 2768.74 -2413.788 12.6172 radius 4.0 4.0 4.0 stopped 
else_jump @RYDER2_9875 
if 
8118:   not actor 110@ dead 
else_jump @RYDER2_9875 
0615: define_AS_pack_begin 56@ 
06BA: AS_actor -1 turn_to_and_look_at 2774.267 -2423.22 14.3429 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
05D3: AS_actor -1 goto_point 2773.722 -2423.388 12.6311 mode 4 time 5000 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 110@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
40@ = 0 
43@ += 1 

:RYDER2_9875
if 
  40@ > 10000 
else_jump @RYDER2_9940 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_9940 
00AB: put_car 107@ at 2768.74 -2413.788 12.6172 
0175: set_car 107@ Z_angle_to 225.6142 

:RYDER2_9940
if 
  43@ == 9 
else_jump @RYDER2_10170 
if 
8118:   not actor 110@ dead 
else_jump @RYDER2_10170 
if 
0611:   actor 110@ performing_animation "ATM" 
else_jump @RYDER2_10095 
if 
  209@ == 0 
else_jump @RYDER2_10027 
41@ = 0 
209@ += 1 

:RYDER2_10027
if 
  209@ == 1 
else_jump @RYDER2_10095 
if 
  41@ > 500 
else_jump @RYDER2_10095 
if 
03CA:   object 69@ exists 
else_jump @RYDER2_10095 
097B: play_audio_at_object 69@ event 1028 
209@ += 1 

:RYDER2_10095
062E: get_actor 110@ task 1560 status_store_to 50@ // ret 7 if not found 
if or
04A4:   50@ == 7 // == constant 
  40@ > 4000 
else_jump @RYDER2_10170 
40@ = 0 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_10163 
097B: play_audio_at_object 249@ event 1035 

:RYDER2_10163
43@ += 1 

:RYDER2_10170
if 
  43@ == 10 
else_jump @RYDER2_10304 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_10304 
if 
034E: move_object 249@ to 259@ 260@ 261@ speed 0.0 0.0 0.1 collision_check 0 
else_jump @RYDER2_10304 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_10304 
00A7: car 107@ drive_to 2785.354 -2416.744 12.6187 
40@ = 0 
097B: play_audio_at_object 249@ event 1036 
43@ += 1 

:RYDER2_10304
if 
  43@ == 11 
else_jump @RYDER2_10372 
if 
  40@ > 4000 
else_jump @RYDER2_10372 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_10365 
097B: play_audio_at_object 249@ event 1035 

:RYDER2_10365
43@ += 1 

:RYDER2_10372
if 
  43@ == 12 
else_jump @RYDER2_10463 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_10463 
if 
034E: move_object 249@ to 253@ 254@ 255@ speed 0.0 0.0 0.2 collision_check 0 
else_jump @RYDER2_10463 
097B: play_audio_at_object 249@ event 1036 
43@ += 1 

:RYDER2_10463
if 
  43@ == 13 
else_jump @RYDER2_10514 
if and
  40@ > 2000 
  $1040 == 0 
else_jump @RYDER2_10514 
43@ = 99 

:RYDER2_10514
if 
  41@ > 1000 
else_jump @RYDER2_11170 
if 
  $1040 == 0 
else_jump @RYDER2_11170 
0871: init_jump_table 57@ total_jumps 8 default_jump 0 @RYDER2_11170 jumps 0 @RYDER2_10679 1 @RYDER2_10756 2 @RYDER2_10777 3 @RYDER2_10854 4 @RYDER2_10931 5 @RYDER2_11008 6 @RYDER2_11085 
0872: jump_table_jumps 7 @RYDER2_11106 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 -1 @RYDER2_11170 

:RYDER2_10679
05A9: s$1041 = 'RYD2_DA' // s$  // This is the spot - National Guard Depot.
04AE: $1043 = 33814 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33815 as 2 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_10756
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_10777
05A9: s$1041 = 'RYD2_DB' // s$  // Man, this shit look real serious.
04AE: $1043 = 33815 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33816 as 1 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_10854
05A9: s$1041 = 'RYD2_DC' // s$  // Are we up for this?
04AE: $1043 = 33816 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33817 as 2 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_10931
05A9: s$1041 = 'RYD2_DD' // s$  // It's National Guard, fool! Weekend soldiers!
04AE: $1043 = 33817 // = constant 
create_thread @AUDIOL $131 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33818 as 1 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_11008
05A9: s$1041 = 'RYD2_DE' // s$  // Ain't no match for Grove Street OGs!
04AE: $1043 = 33818 // = constant 
create_thread @AUDIOL $131 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33819 as 2 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_11085
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_11106
05A9: s$1041 = 'RYD2_DF' // s$  // Now get in there and open the damn gate!
04AE: $1043 = 33819 // = constant 
create_thread @AUDIOL $131 0 1 2 1 
57@ += 1 
41@ = 0 
jump @RYDER2_11170 

:RYDER2_11170
if 
  43@ > 2 
else_jump @RYDER2_11208 
if 
08D0:   should_skip_cutscene 
else_jump @RYDER2_11208 
43@ = 99 

:RYDER2_11208
if 
  43@ == 99 
else_jump @RYDER2_11783 
fade 0 250 

:RYDER2_11233
if 
fading 
else_jump @RYDER2_11257 
wait 0 
jump @RYDER2_11233 

:RYDER2_11257
if 
03CA:   object 248@ exists 
else_jump @RYDER2_11281 
097B: play_audio_at_object 248@ event 1127 

:RYDER2_11281
if 
03CA:   object 249@ exists 
else_jump @RYDER2_11305 
097B: play_audio_at_object 249@ event 1036 

:RYDER2_11305
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_11395 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2700.758 -2392.45 12.6172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.0759 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_11395 
0792: disembark_instantly_actor $131 
036A: put_actor $131 in_car 103@ 

:RYDER2_11395
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_11441 
00AB: put_car 107@ at 2791.426 -2418.31 13.66 
0175: set_car 107@ Z_angle_to 270.0 

:RYDER2_11441
if 
8118:   not actor 120@ dead 
else_jump @RYDER2_11462 
009B: destroy_actor 120@ 

:RYDER2_11462
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_11508 
00AB: put_car 106@ at 2748.055 -2394.427 12.6419 
0175: set_car 106@ Z_angle_to 174.3167 

:RYDER2_11508
if 
8118:   not actor 119@ dead 
else_jump @RYDER2_11529 
009B: destroy_actor 119@ 

:RYDER2_11529
01BC: put_object 248@ at 250@ 251@ 252@ 
01BC: put_object 249@ at 253@ 254@ 255@ 
50@ = 0 

:RYDER2_11564
if 
  25 > 50@ 
else_jump @RYDER2_11673 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_11659 
0550: keep_object 70@(50@,25i) in_memory 0 
0381: throw_object 70@(50@,25i) velocity_in_direction 0.0 0.0 0.0 
0392: make_object 70@(50@,25i) moveable 0 
0382: set_object 70@(50@,25i) collision_detection 1 

:RYDER2_11659
50@ += 1 
jump @RYDER2_11564 

:RYDER2_11673
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_11698 
0689: set_car 103@ remove_door 1 removed_door_visible 0 

:RYDER2_11698
if 
8118:   not actor 111@ dead 
else_jump @RYDER2_11719 
0647: AS_actor 111@ clear_look_task 

:RYDER2_11719
06D0: enable_emergency_traffic 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 250 

:RYDER2_11738
if 
fading 
else_jump @RYDER2_11762 
wait 0 
jump @RYDER2_11738 

:RYDER2_11762
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 0 
42@ += 1 

:RYDER2_11783
return 

:RYDER2_11785
if 
  43@ == 0 
else_jump @RYDER2_11991 
if 
03CA:   object 68@ exists 
else_jump @RYDER2_11833 
0382: set_object 68@ collision_detection 1 
0550: keep_object 68@ in_memory 1 

:RYDER2_11833
if 
03CA:   object 69@ exists 
else_jump @RYDER2_11863 
0382: set_object 69@ collision_detection 1 
0550: keep_object 69@ in_memory 1 

:RYDER2_11863
00BB: show_text_lowpriority GXT 'RY2_59' time 7000 flag 1  // ~s~Open the front gate by shooting the ~r~switch~s~ on the other side of the wall.
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2722.075 -2411.271 12.6198 
0165: set_marker 130@ color_to 0 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_11941 
0519: set_car 103@ locked 1 
020A: set_car 103@ door_status_to 3 

:RYDER2_11941
199@ = 0 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_11977 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 99999 ms 

:RYDER2_11977
150@ = 0 
43@ += 1 

:RYDER2_11991
if 
  43@ == 1 
else_jump @RYDER2_12589 
if 
  141@ == 2 
else_jump @RYDER2_12186 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_12179 
0164: disable_marker 130@ 
07C0: load_path 523 

:RYDER2_12053
if 
87C1:   not path 523 available 
else_jump @RYDER2_12080 
wait 0 
jump @RYDER2_12053 

:RYDER2_12080
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_12104 
05EB: assign_car 103@ to_path 523 

:RYDER2_12104
if 
8118:   not actor $131 dead 
else_jump @RYDER2_12125 
0647: AS_actor $131 clear_look_task 

:RYDER2_12125
05A9: s$1041 = 'RYD2_GA' // s$  // Nice job, CJ, thought that was a suicide mission for sure!
04AE: $1043 = 33823 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
wait 100 
43@ = 99 

:RYDER2_12179
jump @RYDER2_12589 

:RYDER2_12186
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_12448 
if 
0206:   actor $PLAYER_ACTOR near_car 103@ radius 5.0 5.0 3.0 flag 0 on_foot 
else_jump @RYDER2_12448 
if 
00E1:   player 0 pressed_key 15 
else_jump @RYDER2_12448 
if 
  198@ == 0 
else_jump @RYDER2_12355 
if 
  $1040 == 0 
else_jump @RYDER2_12341 
05A9: s$1041 = 'RYD2_EA' // s$  // Go open the motherfucking gate, CJ!
04AE: $1043 = 33820 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
150@ = 0 

:RYDER2_12341
198@ += 1 
jump @RYDER2_12448 

:RYDER2_12355
if 
  198@ == 1 
else_jump @RYDER2_12448 
if 
  $1040 == 0 
else_jump @RYDER2_12441 
05A9: s$1041 = 'RYD2_EB' // s$  // Get over that wall and open the damned gate!
04AE: $1043 = 33821 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
150@ = 0 

:RYDER2_12441
198@ = 0 

:RYDER2_12448
if 
8118:   not actor $131 dead 
else_jump @RYDER2_12589 
if 
0104:   actor $131 near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0 
else_jump @RYDER2_12589 
if 
  150@ > 40000 
else_jump @RYDER2_12589 
if 
  $1040 == 0 
else_jump @RYDER2_12589 
05A9: s$1041 = 'RYD2_FA' // s$  // Man, just shoot the switch next to the damn gate!
04AE: $1043 = 33822 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
150@ = 0 

:RYDER2_12589
if 
   not 43@ == 99 
else_jump @RYDER2_12858 
if 
  46@ == 9 
else_jump @RYDER2_12858 
if and
   not 140@ == 0 
  141@ == 0 
else_jump @RYDER2_12745 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
else_jump @RYDER2_12738 
if 
  59@ > 30000 
else_jump @RYDER2_12738 
344@ = 3 
gosub @RYDER2_40034 
59@ = 0 

:RYDER2_12738
jump @RYDER2_12858 

:RYDER2_12745
if and
  141@ == 0 
  140@ == 0 
else_jump @RYDER2_12858 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
else_jump @RYDER2_12858 
if 
  59@ > 30000 
else_jump @RYDER2_12858 
344@ = 3 
gosub @RYDER2_40034 
59@ = 0 

:RYDER2_12858
if 
  43@ == 99 
else_jump @RYDER2_12904 
42@ += 1 
43@ = 0 
199@ = 0 
344@ = 0 

:RYDER2_12904
return 

:RYDER2_12906
if 
  43@ == 0 
else_jump @RYDER2_13053 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_13053 
if 
  $1040 == 0 
else_jump @RYDER2_13053 
if 
  140@ == 0 
else_jump @RYDER2_13046 
018A: 131@ = create_checkpoint_at 2773.101 -2423.418 12.6269 
0165: set_marker 131@ color_to 0 
00BB: show_text_lowpriority GXT 'RY2_60' time 7000 flag 1  // ~s~Open the warehouse door by shooting the ~r~switch~s~ on the wall.
62@ = 0 
57@ = 0 
43@ += 1 
jump @RYDER2_13053 

:RYDER2_13046
43@ += 1 

:RYDER2_13053
if 
  43@ == 1 
else_jump @RYDER2_13139 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_13139 
if 
860E:   not car 103@ assigned_to_path 
else_jump @RYDER2_13139 
0519: set_car 103@ locked 1 
57@ = 0 
62@ = 20000 
43@ += 1 
40@ = 0 

:RYDER2_13139
if 
  43@ == 2 
else_jump @RYDER2_13624 
if 
   not 140@ == 0 
else_jump @RYDER2_13280 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_13273 
0164: disable_marker 131@ 
07C0: load_path 524 

:RYDER2_13201
if 
87C1:   not path 524 available 
else_jump @RYDER2_13228 
wait 0 
jump @RYDER2_13201 

:RYDER2_13228
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_13252 
05EB: assign_car 103@ to_path 524 

:RYDER2_13252
40@ = 0 
57@ = 0 
43@ += 1 

:RYDER2_13273
jump @RYDER2_13624 

:RYDER2_13280
if 
  62@ > 20000 
else_jump @RYDER2_13624 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_13624 
if 
0104:   actor $PLAYER_ACTOR near_actor $131 radius 15.0 15.0 15.0 sphere 0 
else_jump @RYDER2_13624 
if 
  $1040 == 0 
else_jump @RYDER2_13624 
0871: init_jump_table 57@ total_jumps 3 default_jump 0 @RYDER2_13624 jumps 0 @RYDER2_13432 1 @RYDER2_13496 2 @RYDER2_13560 -1 @RYDER2_13624 -1 @RYDER2_13624 -1 @RYDER2_13624 -1 @RYDER2_13624 

:RYDER2_13432
05A9: s$1041 = 'RYD2_GB' // s$  // Now open the warehouse and keep these motherfuckers busy!
04AE: $1043 = 33824 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ += 1 
62@ = 0 
jump @RYDER2_13624 

:RYDER2_13496
05A9: s$1041 = 'RYD2_LA' // s$  // C'mon, CJ, we don't have all day!
04AE: $1043 = 33833 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ += 1 
62@ = 0 
jump @RYDER2_13624 

:RYDER2_13560
05A9: s$1041 = 'RYD2_LE' // s$  // What you playing at, CJ?
04AE: $1043 = 33837 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 0 
62@ = 0 
jump @RYDER2_13624 

:RYDER2_13624
if 
  43@ == 3 
else_jump @RYDER2_13801 
57@ = 0 
if 
  $1040 == 0 
else_jump @RYDER2_13801 
0209: 50@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_13751 
05A9: s$1041 = 'RYD2_HA' // s$  // OK, we're in, move it, Ryder!
04AE: $1043 = 33825 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
43@ += 1 
jump @RYDER2_13801 

:RYDER2_13751
05A9: s$1041 = 'RYD2_HB' // s$  // Yeah, open for business. Back that van up in here.
04AE: $1043 = 33826 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
43@ += 1 

:RYDER2_13801
if 
  43@ == 4 
else_jump @RYDER2_13889 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_13889 
if 
860E:   not car 103@ assigned_to_path 
else_jump @RYDER2_13865 
43@ = 99 
jump @RYDER2_13889 

:RYDER2_13865
if 
  40@ > 10600 
else_jump @RYDER2_13889 
05EC: release_car 103@ from_path 

:RYDER2_13889
if 
  43@ == 99 
else_jump @RYDER2_13951 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_13937 
0519: set_car 103@ locked 1 
09B0: set_car 103@ accessible_for_player_using_controller 0 

:RYDER2_13937
43@ = 0 
42@ += 1 

:RYDER2_13951
if 
  199@ == 0 
else_jump @RYDER2_14073 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_14073 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_14073 
if 
80DB:   not actor $131 in_car 103@ 
else_jump @RYDER2_14073 
if 
060E:   car 103@ assigned_to_path 
else_jump @RYDER2_14048 
05ED: freeze_car 103@ while_on_path 
0519: set_car 103@ locked 1 

:RYDER2_14048
05CB: AS_actor $131 enter_car 103@ as_driver 10000 ms 
40@ = 0 
199@ += 1 

:RYDER2_14073
if 
  199@ == 1 
else_jump @RYDER2_14203 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_14177 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_14177 
if 
00DB:   actor $131 in_car 103@ 
else_jump @RYDER2_14177 
if 
060E:   car 103@ assigned_to_path 
else_jump @RYDER2_14170 
05EE: unfreeze_car 103@ while_on_path 
0519: set_car 103@ locked 0 

:RYDER2_14170
199@ = 0 

:RYDER2_14177
if 
  40@ > 10000 
else_jump @RYDER2_14203 
199@ = 0 

:RYDER2_14203
return 

:RYDER2_14205
if 
  66@ == 1 
else_jump @RYDER2_14248 
if 
00E1:   player 0 pressed_key 19 
else_jump @RYDER2_14248 
0085: 135@ = 208@ // (int) 

:RYDER2_14248
if 
  43@ == 0 
else_jump @RYDER2_14670 
04ED: load_animation "RYDER" 

:RYDER2_14275
if 
84EE:   not animation "RYDER" loaded 
else_jump @RYDER2_14306 
wait 0 
jump @RYDER2_14275 

:RYDER2_14306
274@ = 0 
008A: $8259 = 208@ // (int) 
04F7: status_text $8259 type 0 line 2 GXT 'RY2_21' // global_variable  // Boxes
04F7: status_text $8258 type 1 line 1 GXT 'RY2_19' // global_variable  // Ryder
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_14479 
if 
0137:   car 103@ model == 414 
else_jump @RYDER2_14450 
0407: store_coords_to 268@ 269@ 270@ from_car 103@ with_offset 0.0 -5.5 0.6 
0407: store_coords_to 271@ 272@ 273@ from_car 103@ with_offset 3.0 5.5 0.6 

:RYDER2_14450
01EC: make_car 103@ very_heavy 1 
03AB: set_car 103@ strong 1 
0224: set_car 103@ health_to 2750 
020A: set_car 103@ door_status_to 3 

:RYDER2_14479
if 
8118:   not actor $131 dead 
else_jump @RYDER2_14552 
0708: reset_decision_maker 243@ event 12 
077A: set_actor $131 acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $131 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 1 1 1 
if 
075C:   marker 127@ enabled 
else_jump @RYDER2_14552 
0164: disable_marker 127@ 

:RYDER2_14552
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_14623 
if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_14623 
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 127@ 
0186: 127@ = create_marker_above_car 107@ 
07E0: set_marker 127@ type_to 1 

:RYDER2_14623
205@ = 1 
275@ = 0 
62@ = -4000 
57@ = 0 
40@ = 0 
wait 0 
43@ += 1 

:RYDER2_14670
if 
  275@ == 0 
else_jump @RYDER2_14750 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_14750 
if 
044B:   actor $131 on_foot 
else_jump @RYDER2_14750 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_14750 
0519: set_car 103@ locked 1 
275@ = 1 

:RYDER2_14750
if 
  274@ == 0 
else_jump @RYDER2_14854 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @RYDER2_14847 
05A9: s$1041 = 'RYD2_KB' // s$  // I'll watch our backs while you use the forklift to collect the crates.
04AE: $1043 = 33831 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
274@ = 1 
40@ = 0 

:RYDER2_14847
jump @RYDER2_14916 

:RYDER2_14854
if 
  274@ == 1 
else_jump @RYDER2_14916 
if 
  40@ > 1000 
else_jump @RYDER2_14916 
if 
  $1040 == 0 
else_jump @RYDER2_14916 
274@ = 2 

:RYDER2_14916
if 
  43@ == 1 
else_jump @RYDER2_15078 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_15078 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_15078 
if and
00DB:   actor $PLAYER_ACTOR in_car 107@ 
  274@ == 2 
else_jump @RYDER2_15041 
if 
  1 > 276@ 
else_jump @RYDER2_15016 
276@ = 1 

:RYDER2_15016
43@ += 1 
40@ = 0 
wait 0 
jump @RYDER2_15078 

:RYDER2_15041
if 
00DB:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_15078 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
276@ = 1 

:RYDER2_15078
if and
  276@ > 0 
  5 > 276@ 
else_jump @RYDER2_15288 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_15288 
if 
00DB:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_15286 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_15279 
0871: init_jump_table 276@ total_jumps 3 default_jump 0 @RYDER2_15272 jumps 1 @RYDER2_15216 2 @RYDER2_15234 3 @RYDER2_15252 -1 @RYDER2_15272 -1 @RYDER2_15272 -1 @RYDER2_15272 -1 @RYDER2_15272 

:RYDER2_15216
03E5: show_text_box 'RY2_69'  // Position the forks below the box then raise the forks to lift the box.
jump @RYDER2_15272 

:RYDER2_15234
03E5: show_text_box 'RY2_68'  // Tap ~m~~widget_auto_hydraulics~ to control the truck's forks.
jump @RYDER2_15272 

:RYDER2_15252
0A7C: print_help_conditional_touch_adapted 'RY2_71' 0  // Press and hold ~m~~widget_look_left~ and ~m~~widget_look_right~ to look left and right.
jump @RYDER2_15272 

:RYDER2_15272
276@ += 1 

:RYDER2_15279
jump @RYDER2_15288 

:RYDER2_15286
03E6: remove_text_box 

:RYDER2_15288
if 
  43@ == 2 
else_jump @RYDER2_15313 
43@ += 3 

:RYDER2_15313
if 
  43@ == 5 
else_jump @RYDER2_15531 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @RYDER2_15531 
if 
  $1040 == 0 
else_jump @RYDER2_15531 
if 
  62@ > 1000 
else_jump @RYDER2_15531 
0871: init_jump_table 57@ total_jumps 2 default_jump 0 @RYDER2_15531 jumps 0 @RYDER2_15446 1 @RYDER2_15510 -1 @RYDER2_15531 -1 @RYDER2_15531 -1 @RYDER2_15531 -1 @RYDER2_15531 -1 @RYDER2_15531 

:RYDER2_15446
05A9: s$1041 = 'RYD2_KA' // s$  // OK, homie, let's load this shit up!
04AE: $1043 = 33830 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ += 1 
62@ = 0 
jump @RYDER2_15531 

:RYDER2_15510
57@ = 0 
43@ += 1 
jump @RYDER2_15531 

:RYDER2_15531
if 
  43@ == 6 
else_jump @RYDER2_15622 
if 
  62@ > 1000 
else_jump @RYDER2_15622 
if 
  $1040 == 0 
else_jump @RYDER2_15622 
59@ = 0 
41@ = 30000 
150@ = 0 
40@ = 0 
43@ += 1 

:RYDER2_15622
if and
  43@ > 5 
  59@ > 30000 
else_jump @RYDER2_15662 
344@ = 1 
59@ = 0 

:RYDER2_15662
if 
  43@ == 8 
else_jump @RYDER2_16089 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_16089 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @RYDER2_16089 
200@ = 1 
if 
  150@ > 30000 
else_jump @RYDER2_16089 
0871: init_jump_table 151@ total_jumps 5 default_jump 0 @RYDER2_16050 jumps 0 @RYDER2_15800 1 @RYDER2_15850 2 @RYDER2_15900 3 @RYDER2_15950 4 @RYDER2_16000 -1 @RYDER2_16050 -1 @RYDER2_16050 

:RYDER2_15800
05A9: s$1041 = 'RYD2_LA' // s$  // C'mon, CJ, we don't have all day!
04AE: $1043 = 33833 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_16050 

:RYDER2_15850
05A9: s$1041 = 'RYD2_LB' // s$  // Get a move on, CJ!
04AE: $1043 = 33834 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_16050 

:RYDER2_15900
05A9: s$1041 = 'RYD2_LC' // s$  // Shit's getting hot, get a move on!
04AE: $1043 = 33835 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_16050 

:RYDER2_15950
05A9: s$1041 = 'RYD2_LD' // s$  // Giddy up, CJ!
04AE: $1043 = 33836 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_16050 

:RYDER2_16000
05A9: s$1041 = 'RYD2_LE' // s$  // What you playing at, CJ?
04AE: $1043 = 33837 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_16050 

:RYDER2_16050
151@ += 1 
if 
  151@ > 4 
else_jump @RYDER2_16082 
151@ = 0 

:RYDER2_16082
150@ = 0 

:RYDER2_16089
if 
075C:   marker 127@ enabled 
else_jump @RYDER2_16163 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_16156 
if 
00DB:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_16156 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 127@ 

:RYDER2_16156
jump @RYDER2_16332 

:RYDER2_16163
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_16332 
if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_16262 
0164: disable_marker 127@ 
0186: 127@ = create_marker_above_car 107@ 
07E0: set_marker 127@ type_to 1 
if 
075C:   marker 128@ enabled 
else_jump @RYDER2_16239 
0164: disable_marker 128@ 

:RYDER2_16239
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
jump @RYDER2_16332 

:RYDER2_16262
if 
  43@ >= 1 
else_jump @RYDER2_16332 
if 
875C:   not marker 128@ enabled 
else_jump @RYDER2_16332 
0164: disable_marker 128@ 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_16332 
0186: 128@ = create_marker_above_car 103@ 
07E0: set_marker 128@ type_to 1 

:RYDER2_16332
if 
8118:   not actor $131 dead 
else_jump @RYDER2_17294 
if 
  142@ == 0 
else_jump @RYDER2_16604 
062E: get_actor $131 task 1560 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_16604 

:RYDER2_16395
if 
84EE:   not animation "COLT45" loaded 
else_jump @RYDER2_16437 
04ED: load_animation "COLT45" 
wait 0 
jump @RYDER2_16395 

:RYDER2_16437
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 271@ 272@ 273@ mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 56@ 
0618: assign_actor $131 to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_16604
50@ = 0 

:RYDER2_16611
if 
  25 > 50@ 
else_jump @RYDER2_16890 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_16876 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_16876 
0407: store_coords_to $72 $73 $74 from_car 103@ with_offset 0.0 -2.61 1.04 
if 
04E6:   object 70@(50@,25i) near_point $72 $73 $74 radius 0.71 1.0 1.12 flag 0 
else_jump @RYDER2_16876 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_16876 
if 
00DB:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_16876 
if 
844B:   not actor $PLAYER_ACTOR on_foot 
else_jump @RYDER2_16876 
if 
0448:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_16876 
if 
  278@ == 0 
else_jump @RYDER2_16835 
278@ = 1 

:RYDER2_16835
if 
  64@ > 500 
else_jump @RYDER2_16876 
0085: 280@ = 50@ // (int) 
279@ += 1 
64@ = 0 

:RYDER2_16876
50@ += 1 
jump @RYDER2_16611 

:RYDER2_16890
if 
  278@ == 0 
else_jump @RYDER2_16915 
64@ = 0 

:RYDER2_16915
if 
   not 279@ == 0 
else_jump @RYDER2_17294 
0871: init_jump_table 279@ total_jumps 4 default_jump 0 @RYDER2_17294 jumps 1 @RYDER2_16996 2 @RYDER2_17119 3 @RYDER2_17159 4 @RYDER2_17244 -1 @RYDER2_17294 -1 @RYDER2_17294 -1 @RYDER2_17294 

:RYDER2_16996
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_17025 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 107@ 

:RYDER2_17025
02A3: enable_widescreen 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2767.481 -2410.593 14.7201 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2768.133 -2411.346 14.6336 switchstyle 2 
0108: destroy_object 70@(280@,25i) 
135@ += 1 
279@ += 1 
jump @RYDER2_17294 

:RYDER2_17119
if 
  64@ > 1000 
else_jump @RYDER2_17152 
64@ = 0 
279@ += 1 

:RYDER2_17152
jump @RYDER2_17294 

:RYDER2_17159
if 
  64@ > 1000 
else_jump @RYDER2_17192 
279@ += 1 
jump @RYDER2_17237 

:RYDER2_17192
if 
  500 > 64@ 
else_jump @RYDER2_17237 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_17237 
04BA: set_car 107@ speed_to -5.0 

:RYDER2_17237
jump @RYDER2_17294 

:RYDER2_17244
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
278@ = 0 
279@ = 0 
64@ = 0 
277@ = 1 
jump @RYDER2_17294 

:RYDER2_17294
if 
  46@ == 7 
else_jump @RYDER2_17663 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_17663 
if and
031D:   actor $131 hit_by_weapon 22 
  65@ > 40000 
else_jump @RYDER2_17663 
281@ += 1 
if 
  281@ > 4 
else_jump @RYDER2_17388 
281@ = 1 

:RYDER2_17388
0871: init_jump_table 281@ total_jumps 4 default_jump 0 @RYDER2_17651 jumps 1 @RYDER2_17451 2 @RYDER2_17501 3 @RYDER2_17551 4 @RYDER2_17601 -1 @RYDER2_17651 -1 @RYDER2_17651 -1 @RYDER2_17651 

:RYDER2_17451
05A9: s$1041 = 'RYD2_MA' // s$  // Shit, CJ! Shit!
04AE: $1043 = 33842 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_17651 

:RYDER2_17501
05A9: s$1041 = 'RYD2_MC' // s$  // There's too many damned weekend soldiers!
04AE: $1043 = 33844 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_17651 

:RYDER2_17551
05A9: s$1041 = 'RYD2_MD' // s$  // They're crawling out the woodwork!
04AE: $1043 = 33845 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_17651 

:RYDER2_17601
05A9: s$1041 = 'RYD2_ME' // s$  // Punk-ass National Guard!
04AE: $1043 = 33846 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_17651 

:RYDER2_17651
0467: clear_actor $131 last_weapon_damage 
65@ = 0 

:RYDER2_17663
if and
002D:   135@ >= 208@ // (int) 
  279@ == 0 
else_jump @RYDER2_17785 
0151: remove_status_text $8259 
if 
   not 336@ == -1 
else_jump @RYDER2_17778 
if 
03CA:   object 70@(336@,25i) exists 
else_jump @RYDER2_17778 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_17778 
if 
0737:   actor $131 lifting_object 70@(336@,25i) 
else_jump @RYDER2_17778 
070B: set_actor $131 onbone_attached_object_operation 1 

:RYDER2_17778
43@ = 99 

:RYDER2_17785
if and
  63@ > 30000 
   not 43@ == 99 
  1 > 210@ 
else_jump @RYDER2_18210 
if and
  $1040 == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_18210 
if 
  46@ == 5 
else_jump @RYDER2_18210 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2775.781 -2406.821 10.638 cornerB 2801.433 -2429.618 15.3143 
else_jump @RYDER2_18210 
50@ = 0 
51@ = 0 

:RYDER2_17920
if 
  25 > 50@ 
else_jump @RYDER2_18058 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_18044 
if 
8366:   not object 70@(50@,25i) damaged 
else_jump @RYDER2_18044 
if 
04EA:   object 70@(50@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 
else_jump @RYDER2_18044 
51@ += 1 
50@ = 25 

:RYDER2_18044
50@ += 1 
jump @RYDER2_17920 

:RYDER2_18058
if 
  51@ == 0 
else_jump @RYDER2_18210 
0209: 50@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_18153 
05A9: s$1041 = 'RYD2_LH' // s$  // There's more outside!
04AE: $1043 = 33840 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_18196 

:RYDER2_18153
05A9: s$1041 = 'RYD2_LJ' // s$  // They got more crates outside, CJ!
04AE: $1043 = 33841 // = constant 
create_thread @AUDIOL $131 0 1 1 0 

:RYDER2_18196
63@ = 0 
210@ += 1 

:RYDER2_18210
if 
  43@ == 99 
else_jump @RYDER2_18249 
211@ = 1 
43@ = 0 
42@ += 1 

:RYDER2_18249
gosub @RYDER2_40034 
0085: 314@ = 135@ // (int) 
gosub @RYDER2_36993 
return 

:RYDER2_18273
if 
  43@ == 0 
else_jump @RYDER2_18435 
286@ = 0 
287@ = 0 
288@ = 0 
289@ = 0 
50@ = 0 

:RYDER2_18326
if 
  10 > 50@ 
else_jump @RYDER2_18369 
290@(50@,10i) = 0 
50@ += 1 
jump @RYDER2_18326 

:RYDER2_18369
300@ = 0 
301@ = 0 
312@ = 4 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_18414 
060B: set_actor $131 decision_maker_to 245@ 

:RYDER2_18414
57@ = 0 
300@ = 0 
43@ += 1 

:RYDER2_18435
if 
  43@ == 1 
else_jump @RYDER2_18723 
304@ = 2765.999 
305@ = -2419.777 
306@ = 12.6396 
0395: clear_area 1 at 304@ 305@ 306@ radius 1.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2761.119 -2421.157 14.5289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2762.002 -2420.691 14.4766 switchstyle 2 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_18648 
02AB: set_actor $131 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $131 
00A1: put_actor $131 at 304@ 305@ 306@ 
0173: set_actor $131 Z_angle_to 270.0 
05D3: AS_actor $131 goto_point 2771.352 -2418.073 12.644 mode 6 time 5000 ms // versionA 

:RYDER2_18648
if 
  $1040 == 0 
else_jump @RYDER2_18709 
05A9: s$1041 = 'RYD2_ND' // s$  // C'mon, CJ, we got enough!
04AE: $1043 = 33851 // = constant 
create_thread @AUDIOL $131 0 1 1 0 

:RYDER2_18709
40@ = 0 
43@ += 1 

:RYDER2_18723
if 
  43@ == 2 
else_jump @RYDER2_18781 
if and
  40@ > 2500 
  $1040 == 0 
else_jump @RYDER2_18781 
43@ += 1 
40@ = 0 

:RYDER2_18781
if 
  43@ == 3 
else_jump @RYDER2_19226 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_19118 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_19118 
0792: disembark_instantly_actor $131 
0464: put_actor $131 into_turret_on_car 103@ at_car_offset 0.0 -3.0 0.9 position 2 shooting_angle_limit 180.0 with_weapon 0 
0151: remove_status_text $8258 
08AF: set_actor $131 max_health_to 350 
0223: set_actor $131 health_to 350 
0107: 102@ = create_object #NF_PED_COLL at 0.0 0.0 0.0 
0681: attach_object 102@ to_car 103@ with_offset -0.5 -2.0 0.0 rotation 0.0 0.0 0.0 
02AB: set_actor $131 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
08D2: object 102@ scale_model 0.5 
09CA: set_object 102@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
307@ = 1000 
300@ = 1 
301@ = 1 
0615: define_AS_pack_begin 56@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 2000 ms 
0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 2000 // versionB 
0812: AS_actor -1 perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 56@ 
0618: assign_actor $131 to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_19118
015F: set_camera_position 2774.323 -2420.589 14.8944 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2773.441 -2420.132 14.7784 switchstyle 2 
05A9: s$1041 = 'RYD2_NB' // s$  // CJ, get up front and drive us outta here!
04AE: $1043 = 33849 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
40@ = 0 
43@ += 1 

:RYDER2_19226
if 
  43@ == 4 
else_jump @RYDER2_19423 
if and
  40@ > 2500 
  $1040 == 0 
else_jump @RYDER2_19423 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'RY2_67' time 5000 flag 1  // ~s~Get in the ~b~van~s~.
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_19378 
0164: disable_marker 127@ 
0164: disable_marker 127@ 
0186: 127@ = create_marker_above_car 103@ 
07E0: set_marker 127@ type_to 1 
02AC: set_car 103@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0519: set_car 103@ locked 0 
09B0: set_car 103@ accessible_for_player_using_controller 1 
020A: set_car 103@ door_status_to 1 

:RYDER2_19378
if 
8118:   not actor $131 dead 
else_jump @RYDER2_19409 
02AB: set_actor $131 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER2_19409
43@ += 1 
40@ = 0 

:RYDER2_19423
if 
  43@ == 5 
else_jump @RYDER2_19835 
51@ = 0 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_19796 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_19501 
51@ = 1 
09AD: set_vehicle_camera_mode 3 
jump @RYDER2_19796 

:RYDER2_19501
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_19796 
if 
  57@ == 0 
else_jump @RYDER2_19796 
if or
  40@ > 30000 
  51@ == 1 
else_jump @RYDER2_19796 
0209: 50@ = random_int_in_ranges 0 3 
0871: init_jump_table 50@ total_jumps 3 default_jump 0 @RYDER2_19782 jumps 0 @RYDER2_19632 1 @RYDER2_19682 2 @RYDER2_19732 -1 @RYDER2_19782 -1 @RYDER2_19782 -1 @RYDER2_19782 -1 @RYDER2_19782 

:RYDER2_19632
05A9: s$1041 = 'RYD2_NA' // s$  // OK, CJ, let's roll!
04AE: $1043 = 33848 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_19782 

:RYDER2_19682
05A9: s$1041 = 'RYD2_NC' // s$  // You got the con, CJ, take us out!
04AE: $1043 = 33850 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_19782 

:RYDER2_19732
05A9: s$1041 = 'RYD2_ND' // s$  // C'mon, CJ, we got enough!
04AE: $1043 = 33851 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_19782 

:RYDER2_19782
57@ = 1 
40@ = 0 

:RYDER2_19796
if 
  51@ == 1 
else_jump @RYDER2_19835 
40@ = 0 
62@ = 0 
43@ += 1 

:RYDER2_19835
if 
  43@ == 6 
else_jump @RYDER2_20853 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @RYDER2_20853 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_20853 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_20488 
0519: set_car 103@ locked 0 
if 
075C:   marker 127@ enabled 
else_jump @RYDER2_19938 
0164: disable_marker 127@ 

:RYDER2_19938
0164: disable_marker 128@ 
if 
875C:   not marker 128@ enabled 
else_jump @RYDER2_19995 
018A: 128@ = create_checkpoint_at 2454.626 -1972.534 12.5617 
00BC: show_text_highpriority GXT 'RY2_66' time 6000 flag 1  // ~s~Head to the lock up in ~y~Willowfield~s~.

:RYDER2_19995
40@ = 0 
0247: load_model 470 
0247: load_model 287 

:RYDER2_20012
if or
8248:   not model 470 available 
8248:   not model 287 available 
else_jump @RYDER2_20044 
wait 0 
jump @RYDER2_20012 

:RYDER2_20044
00A5: 104@ = create_car 470 at 2780.718 -2456.103 12.6354 
0175: set_car 104@ Z_angle_to 90.0 
01EC: make_car 104@ very_heavy 1 
020A: set_car 104@ door_status_to 3 
02AC: set_car 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 105@ = create_car 470 at 2780.557 -2493.346 12.6287 
0175: set_car 105@ Z_angle_to 90.0 
01EC: make_car 105@ very_heavy 1 
020A: set_car 105@ door_status_to 3 
02AC: set_car 105@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_20309 
0129: 121@ = create_actor_pedtype 24 model 287 in_car 104@ driverseat 
0688: AS_actor 121@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 104@ traffic_behaviour_to 2 
00AD: set_car 104@ max_speed_to 50.0 
02AC: set_car 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 104@ improved_handling_to 2.0 // (float) 
01EC: make_car 104@ very_heavy 1 
0224: set_car 104@ health_to 1300 
01C8: 125@ = create_actor_pedtype 24 model 287 in_car 104@ passenger_seat 0 
077A: set_actor 125@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 125@ decision_maker_to 245@ 
01B2: give_actor 125@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20309
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_20450 
0129: 122@ = create_actor_pedtype 24 model 287 in_car 105@ driverseat 
0688: AS_actor 122@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 105@ traffic_behaviour_to 2 
00AD: set_car 105@ max_speed_to 50.0 
02AC: set_car 105@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 105@ improved_handling_to 2.0 // (float) 
01EC: make_car 105@ very_heavy 1 
0224: set_car 105@ health_to 1300 
01C8: 126@ = create_actor_pedtype 24 model 287 in_car 105@ passenger_seat 0 
077A: set_actor 126@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 126@ decision_maker_to 245@ 
01B2: give_actor 126@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_20450
0249: release_model 470 
0249: release_model 287 
62@ = 0 
57@ = 0 
43@ += 1 
jump @RYDER2_20853 

:RYDER2_20488
if 
  62@ > 20000 
else_jump @RYDER2_20853 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_20853 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_20853 
if 
0104:   actor $PLAYER_ACTOR near_actor $131 radius 5.0 5.0 3.0 sphere 0 
else_jump @RYDER2_20853 
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @RYDER2_20846 jumps 0 @RYDER2_20646 1 @RYDER2_20696 2 @RYDER2_20746 3 @RYDER2_20796 -1 @RYDER2_20846 -1 @RYDER2_20846 -1 @RYDER2_20846 

:RYDER2_20646
05A9: s$1041 = 'RYD2_NA' // s$  // OK, CJ, let's roll!
04AE: $1043 = 33848 // = constant 
create_thread @AUDIOL $131 1 0 1 0 
jump @RYDER2_20846 

:RYDER2_20696
05A9: s$1041 = 'RYD2_NB' // s$  // CJ, get up front and drive us outta here!
04AE: $1043 = 33849 // = constant 
create_thread @AUDIOL $131 1 0 1 0 
jump @RYDER2_20846 

:RYDER2_20746
05A9: s$1041 = 'RYD2_NC' // s$  // You got the con, CJ, take us out!
04AE: $1043 = 33850 // = constant 
create_thread @AUDIOL $131 1 0 1 0 
jump @RYDER2_20846 

:RYDER2_20796
05A9: s$1041 = 'RYD2_ND' // s$  // C'mon, CJ, we got enough!
04AE: $1043 = 33851 // = constant 
create_thread @AUDIOL $131 1 0 1 0 
jump @RYDER2_20846 

:RYDER2_20846
62@ = 0 

:RYDER2_20853
if 
  43@ == 7 
else_jump @RYDER2_20967 
0400: store_coords_to 256@ 257@ 258@ from_object 266@ with_offset 0.0 0.0 4.0 
0400: store_coords_to 259@ 260@ 261@ from_object 267@ with_offset 0.0 0.0 4.0 
if 
03CA:   object 266@ exists 
else_jump @RYDER2_20953 
097B: play_audio_at_object 266@ event 1035 

:RYDER2_20953
40@ = 0 
43@ += 1 

:RYDER2_20967
if 
  43@ == 8 
else_jump @RYDER2_21108 
if 
  40@ > 1000 
else_jump @RYDER2_21108 
if and
034E: move_object 266@ to 256@ 257@ 258@ speed 0.0 0.0 0.2 collision_check 0 
034E: move_object 267@ to 259@ 260@ 261@ speed 0.0 0.0 0.15 collision_check 0 
else_jump @RYDER2_21108 
if 
03CA:   object 266@ exists 
else_jump @RYDER2_21101 
097B: play_audio_at_object 266@ event 1036 

:RYDER2_21101
43@ += 1 

:RYDER2_21108
if 
  43@ == 9 
else_jump @RYDER2_21436 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_21152 
04BA: set_car 104@ speed_to 20.0 

:RYDER2_21152
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_21178 
04BA: set_car 105@ speed_to 20.0 

:RYDER2_21178
57@ = 0 
58@ = 0 
62@ = 0 
040D: unload_wav 1 
03CF: load_wav 33854 as 1 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_21280 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_21280 
if 
8118:   not actor 121@ dead 
else_jump @RYDER2_21280 
06E1: AS_actor 121@ using_car 104@ target_car 103@ with_order 2 max_speed 50.0 traffic_flag 2 

:RYDER2_21280
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_21348 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_21348 
if 
8118:   not actor 122@ dead 
else_jump @RYDER2_21348 
06E1: AS_actor 122@ using_car 105@ target_car 103@ with_order 4 max_speed 50.0 traffic_flag 2 

:RYDER2_21348
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_21422 
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_21422 
072F: enable_car 104@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
072F: enable_car 105@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:RYDER2_21422
43@ += 1 
40@ = 0 

:RYDER2_21436
if 
  43@ == 10 
else_jump @RYDER2_21603 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_21603 
0209: 50@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_21546 
05A9: s$1041 = 'RYD2_OA' // s$  // They got a storage garage up in Willowfield! GO!
04AE: $1043 = 33852 // = constant 
create_thread @AUDIOL $131 0 1 2 0 
jump @RYDER2_21589 

:RYDER2_21546
05A9: s$1041 = 'RYD2_OB' // s$  // LB's got us a spot in Willowfield - hit the gas!
04AE: $1043 = 33853 // = constant 
create_thread @AUDIOL $131 0 1 2 0 

:RYDER2_21589
40@ = 0 
43@ += 1 

:RYDER2_21603
if 
  43@ == 11 
else_jump @RYDER2_22360 
if 
  40@ > 1000 
else_jump @RYDER2_22360 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_22360 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_22360 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_22360 
if 
  62@ > 1000 
else_jump @RYDER2_22360 
if 
  $1040 == 0 
else_jump @RYDER2_22360 
0871: init_jump_table 58@ total_jumps 8 default_jump 0 @RYDER2_22353 jumps 0 @RYDER2_21855 1 @RYDER2_21925 2 @RYDER2_21995 3 @RYDER2_22065 4 @RYDER2_22135 5 @RYDER2_22212 6 @RYDER2_22282 
0872: jump_table_jumps 7 @RYDER2_22339 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 -1 @RYDER2_22353 

:RYDER2_21855
05A9: s$1041 = 'RYD2_PA' // s$  // Damn, man, these idiots just don't give up!
04AE: $1043 = 33854 // = constant 
create_thread @AUDIOL $131 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33855 as 2 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_21925
05A9: s$1041 = 'RYD2_PB' // s$  // What's happening back there?
04AE: $1043 = 33855 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33856 as 1 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_21995
05A9: s$1041 = 'RYD2_PC' // s$  // These part time soldiers got a chip on their shoulders!
04AE: $1043 = 33856 // = constant 
create_thread @AUDIOL $131 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33857 as 2 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_22065
05A9: s$1041 = 'RYD2_PD' // s$  // Nice rhymes, man.
04AE: $1043 = 33857 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33858 as 1 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_22135
05A9: s$1041 = 'RYD2_PE' // s$  // Hey, we're real heavy, toss some crates!
04AE: $1043 = 33858 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 33859 as 2 
58@ += 1 
287@ += 1 
jump @RYDER2_22353 

:RYDER2_22212
05A9: s$1041 = 'RYD2_PF' // s$  // A'ight, check it out.
04AE: $1043 = 33859 // = constant 
create_thread @AUDIOL $131 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33860 as 1 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_22282
05A9: s$1041 = 'RYD2_PG' // s$  // Sound the horn, I'll throw a crate at 'em.
04AE: $1043 = 33860 // = constant 
create_thread @AUDIOL $131 0 1 1 1 
58@ += 1 
jump @RYDER2_22353 

:RYDER2_22339
43@ += 1 
jump @RYDER2_22353 

:RYDER2_22353
62@ = 0 

:RYDER2_22360
if 
  43@ == 12 
else_jump @RYDER2_22385 
43@ += 1 

:RYDER2_22385
if 
  43@ == 13 
else_jump @RYDER2_22463 
03E5: show_text_box 'RY2_72'  // Tap ~m~~widget_horn~ to make Ryder throw a box.
301@ = 0 
40@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
57@ = 0 
43@ += 1 

:RYDER2_22463
if 
  43@ == 14 
else_jump @RYDER2_24565 
if 
  201@ == 0 
else_jump @RYDER2_22548 
if 
  40@ > 10000 
else_jump @RYDER2_22548 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_22548 
053F: set_car 103@ tires_vulnerability 1 
201@ = 1 

:RYDER2_22548
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_22666 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_22666 
if 
01AF:   car 103@ sphere 1 in_sphere 2454.626 -1972.534 12.5617 radius 4.0 4.0 4.0 
else_jump @RYDER2_22666 
if 
09D0:   car 103@ on_wheels 
else_jump @RYDER2_22666 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 128@ 
43@ = 99 

:RYDER2_22666
if 
0735:   is_keyboard_key_pressed 137 
else_jump @RYDER2_22718 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_22718 
00AB: put_car 103@ at 2454.626 -1972.534 12.5617 

:RYDER2_22718
if 
  203@ == 0 
else_jump @RYDER2_22881 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_22881 
if 
01AD:   car 103@ sphere 0 near_point 2454.626 -1972.534 radius 40.0 40.0 
else_jump @RYDER2_22881 
if 
056E:   car 104@ defined 
else_jump @RYDER2_22811 
01C3: remove_references_to_car 104@ 

:RYDER2_22811
if 
056D:   actor 121@ defined 
else_jump @RYDER2_22832 
01C2: remove_references_to_actor 121@ // Like turning an actor into a random pedestrian 

:RYDER2_22832
if 
056E:   car 105@ defined 
else_jump @RYDER2_22853 
01C3: remove_references_to_car 105@ 

:RYDER2_22853
if 
056D:   actor 122@ defined 
else_jump @RYDER2_22874 
01C2: remove_references_to_actor 122@ // Like turning an actor into a random pedestrian 

:RYDER2_22874
203@ += 1 

:RYDER2_22881
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_24359 
if 
  40@ > 20000 
else_jump @RYDER2_24359 
if 
   not 202@ == 99 
else_jump @RYDER2_24359 
if 
  62@ > 1000 
else_jump @RYDER2_24359 
if 
  $1040 == 0 
else_jump @RYDER2_24359 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_24359 
if 
0104:   actor $PLAYER_ACTOR near_actor $131 radius 15.0 15.0 5.0 sphere 0 
else_jump @RYDER2_24359 
0871: init_jump_table 202@ total_jumps 10 default_jump 0 @RYDER2_24359 jumps 0 @RYDER2_23150 1 @RYDER2_23227 2 @RYDER2_23355 3 @RYDER2_23483 4 @RYDER2_23611 5 @RYDER2_23739 6 @RYDER2_23867 
0872: jump_table_jumps 7 @RYDER2_23995 8 @RYDER2_24123 9 @RYDER2_24251 -1 @RYDER2_24359 -1 @RYDER2_24359 -1 @RYDER2_24359 -1 @RYDER2_24359 -1 @RYDER2_24359 -1 @RYDER2_24359 

:RYDER2_23150
05A9: s$1041 = 'RYD2_SA' // s$  // I ain't rolling with you no more, man, 'til you off that water, homie.
04AE: $1043 = 33866 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33867 as 2 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23227
05A9: s$1041 = 'RYD2_SB' // s$  // It mess with your mind.
04AE: $1043 = 33867 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23295 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_23321 

:RYDER2_23295
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
57@ = 0 

:RYDER2_23321
040D: unload_wav 1 
03CF: load_wav 33868 as 1 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23355
05A9: s$1041 = 'RYD2_SC' // s$  // Whatever you say, fool. You don't know what's going on.
04AE: $1043 = 33868 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23423 
create_thread @AUDIOL $131 0 1 1 1 
jump @RYDER2_23449 

:RYDER2_23423
create_thread @AUDIOL $131 0 1 1 0 
57@ = 0 

:RYDER2_23449
040D: unload_wav 2 
03CF: load_wav 33869 as 2 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23483
05A9: s$1041 = 'RYD2_SD' // s$  // And what that mean?
04AE: $1043 = 33869 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23551 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_23577 

:RYDER2_23551
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
57@ = 0 

:RYDER2_23577
040D: unload_wav 1 
03CF: load_wav 33870 as 1 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23611
05A9: s$1041 = 'RYD2_SE' // s$  // I ain't listening to no more of your bullshit.
04AE: $1043 = 33870 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23679 
create_thread @AUDIOL $131 0 1 1 1 
jump @RYDER2_23705 

:RYDER2_23679
create_thread @AUDIOL $131 0 1 1 0 
57@ = 0 

:RYDER2_23705
040D: unload_wav 2 
03CF: load_wav 33871 as 2 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23739
05A9: s$1041 = 'RYD2_SF' // s$  // We got the guns. You ain't no gangster, homie.
04AE: $1043 = 33871 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23807 
create_thread @AUDIOL $131 0 1 2 1 
jump @RYDER2_23833 

:RYDER2_23807
create_thread @AUDIOL $131 0 1 2 0 
57@ = 0 

:RYDER2_23833
040D: unload_wav 1 
03CF: load_wav 33872 as 1 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23867
05A9: s$1041 = 'RYD2_SG' // s$  // You want it smooth? You don't want no trouble. I keep it real.
04AE: $1043 = 33872 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_23935 
create_thread @AUDIOL $131 0 1 1 1 
jump @RYDER2_23961 

:RYDER2_23935
create_thread @AUDIOL $131 0 1 1 0 
57@ = 0 

:RYDER2_23961
040D: unload_wav 2 
03CF: load_wav 33873 as 2 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_23995
05A9: s$1041 = 'RYD2_SH' // s$  // You wouldn't know real if it came and hit you in your cheeks, homie,
04AE: $1043 = 33873 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_24063 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
jump @RYDER2_24089 

:RYDER2_24063
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 0 
57@ = 0 

:RYDER2_24089
040D: unload_wav 1 
03CF: load_wav 33874 as 1 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_24123
05A9: s$1041 = 'RYD2_SJ' // s$  // which it could do, if it gave you a hit first.
04AE: $1043 = 33874 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_24191 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
jump @RYDER2_24217 

:RYDER2_24191
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
57@ = 0 

:RYDER2_24217
040D: unload_wav 2 
03CF: load_wav 33875 as 2 
202@ += 1 
62@ = 0 
jump @RYDER2_24359 

:RYDER2_24251
05A9: s$1041 = 'RYD2_SK' // s$  // I ain't listening to you, Carl.
04AE: $1043 = 33875 // = constant 
if 
  57@ == 0 
else_jump @RYDER2_24319 
create_thread @AUDIOL $131 0 1 2 1 
jump @RYDER2_24345 

:RYDER2_24319
create_thread @AUDIOL $131 0 1 2 0 
57@ = 0 

:RYDER2_24345
202@ = 99 
jump @RYDER2_24359 

:RYDER2_24359
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_24565 
if and
   not 202@ > 0 
   not 99 >= 202@ 
else_jump @RYDER2_24565 
if 
  312@ == 0 
else_jump @RYDER2_24565 
301@ = 1 
0209: 50@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_24508 
05A9: s$1041 = 'RYD2_RA' // s$  // I ain't throwing no more, we gotta keep some!
04AE: $1043 = 33864 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 1 
jump @RYDER2_24558 

:RYDER2_24508
05A9: s$1041 = 'RYD2_RB' // s$  // Sorry, CJ, but we gotta keep some of these crates!
04AE: $1043 = 33865 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 1 

:RYDER2_24558
312@ -= 1 

:RYDER2_24565
if 
  43@ == 99 
else_jump @RYDER2_24629 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_24629 
if 
01C1:   car 103@ stopped 
else_jump @RYDER2_24629 
43@ = 0 
42@ += 1 

:RYDER2_24629
gosub @RYDER2_36993 
if 
03CA:   object 102@ exists 
else_jump @RYDER2_24910 
071E: get_object 102@ health_to 50@ 
if 
001D:   307@ > 50@ // (int) 
else_jump @RYDER2_24897 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_24897 
0226: 50@ = actor $131 health 
50@ += -17 
if 
  1 > 50@ 
else_jump @RYDER2_24735 
50@ = 1 

:RYDER2_24735
0223: set_actor $131 health_to 50@ 
if 
  50@ == 1 
else_jump @RYDER2_24766 
05BE: AS_actor $131 die 

:RYDER2_24766
04C4: store_coords_to $72 $73 $74 from_actor $131 with_offset 0.5 0.2 0.4 
0208: 215@ = random_float_in_ranges -1.0 1.0 
0208: 216@ = random_float_in_ranges -1.0 1.0 
0208: 217@ = random_float_in_ranges -1.0 1.0 
if 
056D:   actor $131 defined 
else_jump @RYDER2_24897 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_24897 
09B8: create_blood_gush_at $72 $73 $74 with_offset 215@ 216@ 217@ density 20 on_actor $131 

:RYDER2_24897
0900: clear_object 102@ last_weapon_damage 
071E: get_object 102@ health_to 307@ 

:RYDER2_24910
if 
  300@ == 1 
else_jump @RYDER2_27250 
if 
  301@ == 0 
else_jump @RYDER2_25075 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_25075 
if 
  288@ == 0 
else_jump @RYDER2_25047 
if or
00E1:   player 0 pressed_key 18 
0A52:   is_widget_released 7 
else_jump @RYDER2_25040 
288@ = 1 
if or
  287@ == 0 
  287@ == 3 
else_jump @RYDER2_25040 
287@ += 1 

:RYDER2_25040
jump @RYDER2_25075 

:RYDER2_25047
if and
80E1:   not player 0 pressed_key 18 
8A52:   not is_widget_released 7 
else_jump @RYDER2_25075 
288@ = 0 

:RYDER2_25075
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_25141 
0174: $71 = car 103@ Z_angle 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_25133 
$71 += 180.0 
0173: set_actor $131 Z_angle_to $71 

:RYDER2_25133
06BE: 282@ = car 103@ y_angle 

:RYDER2_25141
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_25165 
0174: 283@ = car 103@ Z_angle 

:RYDER2_25165
0087: 285@ = 283@ // (float) 
0063: 285@ -= 284@ // (float) 
if 
  -180.0 > 285@ 
else_jump @RYDER2_25212 
285@ += 360.0 

:RYDER2_25212
if 
  285@ > 180.0 
else_jump @RYDER2_25243 
285@ += -360.0 

:RYDER2_25243
0087: 284@ = 283@ // (float) 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_27250 
if 
  287@ == 0 
else_jump @RYDER2_25907 
if 
  -60.0 > 282@ 
else_jump @RYDER2_25377 
if 
   not 286@ == 1 
else_jump @RYDER2_25370 
0812: AS_actor $131 perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 1 

:RYDER2_25370
jump @RYDER2_25900 

:RYDER2_25377
if 
  282@ > 60.0 
else_jump @RYDER2_25469 
if 
   not 286@ == 2 
else_jump @RYDER2_25462 
0812: AS_actor $131 perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 2 

:RYDER2_25462
jump @RYDER2_25900 

:RYDER2_25469
if 
  -5.0 > 282@ 
else_jump @RYDER2_25561 
if 
   not 286@ == 3 
else_jump @RYDER2_25554 
0812: AS_actor $131 perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 3 

:RYDER2_25554
jump @RYDER2_25900 

:RYDER2_25561
if 
  282@ > 5.0 
else_jump @RYDER2_25653 
if 
   not 286@ == 4 
else_jump @RYDER2_25646 
0812: AS_actor $131 perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 4 

:RYDER2_25646
jump @RYDER2_25900 

:RYDER2_25653
if 
  -2.0 > 285@ 
else_jump @RYDER2_25745 
if 
   not 286@ == 4 
else_jump @RYDER2_25738 
0812: AS_actor $131 perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 4 

:RYDER2_25738
jump @RYDER2_25900 

:RYDER2_25745
if 
  285@ > 2.0 
else_jump @RYDER2_25837 
if 
   not 286@ == 3 
else_jump @RYDER2_25830 
0812: AS_actor $131 perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 3 

:RYDER2_25830
jump @RYDER2_25900 

:RYDER2_25837
if 
   not 286@ == 0 
else_jump @RYDER2_25900 
0812: AS_actor $131 perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 0 

:RYDER2_25900
jump @RYDER2_27250 

:RYDER2_25907
if 
  287@ == 1 
else_jump @RYDER2_26127 
if 
   not 286@ == 5 
else_jump @RYDER2_25998 
0812: AS_actor $131 perform_animation "VAN_PICKUP_S" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
286@ = 5 
jump @RYDER2_26127 

:RYDER2_25998
062E: get_actor $131 task 2066 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_26127 
00A0: store_actor $131 position_to $72 $73 $74 
0107: 289@ = create_object #CM_BOX at $72 $73 $74 
070A: AS_actor $131 attach_to_object 289@ offset -0.096 0.246 0.142 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0382: set_object 289@ collision_detection 0 
314@ -= 1 
312@ -= 1 
287@ += 1 

:RYDER2_26127
if 
  287@ == 2 
else_jump @RYDER2_26254 
if 
   not 286@ == 6 
else_jump @RYDER2_26218 
0812: AS_actor $131 perform_animation "VAN_PICKUP_E" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
286@ = 6 
jump @RYDER2_26254 

:RYDER2_26218
062E: get_actor $131 task 2066 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_26254 
287@ += 1 

:RYDER2_26254
if 
  287@ == 3 
else_jump @RYDER2_26925 
if 
  -60.0 > 282@ 
else_jump @RYDER2_26378 
if 
   not 286@ == 1 
else_jump @RYDER2_26371 
gosub @RYDER2_39843 
0812: AS_actor $131 perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 1 
287@ = 0 

:RYDER2_26371
jump @RYDER2_26925 

:RYDER2_26378
if 
  282@ > 60.0 
else_jump @RYDER2_26484 
if 
   not 286@ == 2 
else_jump @RYDER2_26477 
gosub @RYDER2_39843 
0812: AS_actor $131 perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 2 
287@ = 0 

:RYDER2_26477
jump @RYDER2_26925 

:RYDER2_26484
if 
  -5.0 > 282@ 
else_jump @RYDER2_26577 
if 
   not 286@ == 7 
else_jump @RYDER2_26570 
0812: AS_actor $131 perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 7 

:RYDER2_26570
jump @RYDER2_26925 

:RYDER2_26577
if 
  282@ > 5.0 
else_jump @RYDER2_26670 
if 
   not 286@ == 8 
else_jump @RYDER2_26663 
0812: AS_actor $131 perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 8 

:RYDER2_26663
jump @RYDER2_26925 

:RYDER2_26670
if 
  -2.0 > 285@ 
else_jump @RYDER2_26763 
if 
   not 286@ == 7 
else_jump @RYDER2_26756 
0812: AS_actor $131 perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 7 

:RYDER2_26756
jump @RYDER2_26925 

:RYDER2_26763
if 
  285@ > 2.0 
else_jump @RYDER2_26856 
if 
   not 286@ == 8 
else_jump @RYDER2_26849 
0812: AS_actor $131 perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 8 

:RYDER2_26849
jump @RYDER2_26925 

:RYDER2_26856
if 
   not 286@ == 9 
else_jump @RYDER2_26925 
0812: AS_actor $131 perform_animation "VAN_STAND_CRATE" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 9 

:RYDER2_26925
if 
  287@ == 4 
else_jump @RYDER2_27094 
if 
   not 286@ == 10 
else_jump @RYDER2_27013 
0812: AS_actor $131 perform_animation "VAN_THROW" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
286@ = 10 
jump @RYDER2_27094 

:RYDER2_27013
if 
0611:   actor $131 performing_animation "VAN_THROW" 
else_jump @RYDER2_27094 
0613: 53@ = actor $131 animation "VAN_THROW" time 
if 
  53@ > 0.292 
else_jump @RYDER2_27094 
gosub @RYDER2_39843 
287@ += 1 

:RYDER2_27094
if 
  287@ == 5 
else_jump @RYDER2_27250 
062E: get_actor $131 task 2066 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_27250 
if 
   not 286@ == 0 
else_jump @RYDER2_27204 
0812: AS_actor $131 perform_animation "VAN_STAND" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
286@ = 0 

:RYDER2_27204
if 
  312@ > 0 
else_jump @RYDER2_27236 
287@ = 1 
jump @RYDER2_27250 

:RYDER2_27236
287@ = 0 
301@ = 1 

:RYDER2_27250
if 
   not 300@ == 0 
else_jump @RYDER2_27327 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_27327 
0226: 50@ = actor $131 health 
if 
  100 > 50@ 
else_jump @RYDER2_27327 
0465: remove_actor $131 from_turret_mode 
05BE: AS_actor $131 die 
300@ = 0 

:RYDER2_27327
50@ = 0 

:RYDER2_27334
if 
  5 > 50@ 
else_jump @RYDER2_27691 
if 
03CA:   object 290@(50@,10i) exists 
else_jump @RYDER2_27677 
if 
03CA:   object 290@(50@,10i) exists 
else_jump @RYDER2_27471 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_27471 
if 
0897:   car 104@ collided_with_object 290@(50@,10i) 
else_jump @RYDER2_27471 
01BB: store_object 290@(50@,10i) position_to $72 $73 $74 
0108: destroy_object 290@(50@,10i) 
020C: create_explosion_with_radius 11 at $72 $73 $74 

:RYDER2_27471
if 
03CA:   object 290@(50@,10i) exists 
else_jump @RYDER2_27570 
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_27570 
if 
0897:   car 105@ collided_with_object 290@(50@,10i) 
else_jump @RYDER2_27570 
01BB: store_object 290@(50@,10i) position_to $72 $73 $74 
0108: destroy_object 290@(50@,10i) 
020C: create_explosion_with_radius 11 at $72 $73 $74 

:RYDER2_27570
if 
03CA:   object 290@(50@,10i) exists 
else_jump @RYDER2_27677 
071E: get_object 290@(50@,10i) health_to 51@ 
if 
  950 > 51@ 
else_jump @RYDER2_27677 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_27677 
01BB: store_object 290@(50@,10i) position_to $72 $73 $74 
0108: destroy_object 290@(50@,10i) 
020C: create_explosion_with_radius 0 at $72 $73 $74 

:RYDER2_27677
50@ += 1 
jump @RYDER2_27334 

:RYDER2_27691
if 
  43@ > 4 
else_jump @RYDER2_27860 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_27860 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_27808 
if 
075C:   marker 127@ enabled 
else_jump @RYDER2_27765 
0164: disable_marker 127@ 

:RYDER2_27765
if 
875C:   not marker 128@ enabled 
else_jump @RYDER2_27801 
018A: 128@ = create_checkpoint_at 2454.626 -1972.534 12.5617 

:RYDER2_27801
jump @RYDER2_27860 

:RYDER2_27808
if 
875C:   not marker 127@ enabled 
else_jump @RYDER2_27839 
0186: 127@ = create_marker_above_car 103@ 
07E0: set_marker 127@ type_to 1 

:RYDER2_27839
if 
075C:   marker 128@ enabled 
else_jump @RYDER2_27860 
0164: disable_marker 128@ 

:RYDER2_27860
if 
  43@ >= 13 
else_jump @RYDER2_28292 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_28292 
if 
80DB:   not actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_28292 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_28292 
if and
   not 202@ > 0 
   not 99 >= 202@ 
else_jump @RYDER2_28292 
if 
  62@ > 15000 
else_jump @RYDER2_28292 
if 
  $1040 == 0 
else_jump @RYDER2_28292 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_28292 
if 
0104:   actor $PLAYER_ACTOR near_actor $131 radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_28292 
0209: 50@ = random_int_in_ranges 0 3 
0871: init_jump_table 50@ total_jumps 3 default_jump 0 @RYDER2_28285 jumps 0 @RYDER2_28114 1 @RYDER2_28171 2 @RYDER2_28228 -1 @RYDER2_28285 -1 @RYDER2_28285 -1 @RYDER2_28285 -1 @RYDER2_28285 

:RYDER2_28114
05A9: s$1041 = 'RYD2_QA' // s$  // Where you going? Buster! BUSTER!
04AE: $1043 = 33861 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 1 
jump @RYDER2_28285 

:RYDER2_28171
05A9: s$1041 = 'RYD2_QB' // s$  // Man, I knew you was a buster all along!
04AE: $1043 = 33862 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 1 
jump @RYDER2_28285 

:RYDER2_28228
05A9: s$1041 = 'RYD2_QC' // s$  // You ain't changed, CJ. Buster! Still a busta!
04AE: $1043 = 33863 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
57@ = 1 
jump @RYDER2_28285 

:RYDER2_28285
62@ = 0 

:RYDER2_28292
if 
  46@ == 4 
else_jump @RYDER2_28845 
if 
056E:   car 104@ defined 
else_jump @RYDER2_28845 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_28845 
if 
8118:   not actor 121@ dead 
else_jump @RYDER2_28414 
if 
80DB:   not actor 121@ in_car 104@ 
else_jump @RYDER2_28414 
062E: get_actor 121@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28414 
05E2: AS_actor 121@ kill_actor $PLAYER_ACTOR 

:RYDER2_28414
if 
8118:   not actor 125@ dead 
else_jump @RYDER2_28845 
if 
00DB:   actor 125@ in_car 104@ 
else_jump @RYDER2_28808 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_28801 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_28637 
02E3: 53@ = car 103@ speed 
if 
  5.0 > 53@ 
else_jump @RYDER2_28630 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_28630 
if 
0104:   actor 125@ near_actor $131 radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_28630 
062E: get_actor 125@ task 1811 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28630 
0713: actor 125@ driveby_actor -1 car 103@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28630
jump @RYDER2_28801 

:RYDER2_28637
if 
80DB:   not actor $PLAYER_ACTOR in_car 104@ 
else_jump @RYDER2_28764 
if 
0104:   actor 125@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_28757 
062E: get_actor 125@ task 1811 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28757 
0713: actor 125@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_28757
jump @RYDER2_28801 

:RYDER2_28764
062E: get_actor 125@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28801 
05E2: AS_actor 125@ kill_actor $PLAYER_ACTOR 

:RYDER2_28801
jump @RYDER2_28845 

:RYDER2_28808
062E: get_actor 125@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28845 
05E2: AS_actor 125@ kill_actor $PLAYER_ACTOR 

:RYDER2_28845
if 
  46@ == 8 
else_jump @RYDER2_29398 
if 
056E:   car 105@ defined 
else_jump @RYDER2_29398 
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_29398 
if 
8118:   not actor 122@ dead 
else_jump @RYDER2_28967 
if 
80DB:   not actor 122@ in_car 105@ 
else_jump @RYDER2_28967 
062E: get_actor 122@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_28967 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 

:RYDER2_28967
if 
8118:   not actor 126@ dead 
else_jump @RYDER2_29398 
if 
00DB:   actor 126@ in_car 105@ 
else_jump @RYDER2_29361 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_29354 
if 
00DB:   actor $PLAYER_ACTOR in_car 103@ 
else_jump @RYDER2_29190 
02E3: 53@ = car 103@ speed 
if 
  5.0 > 53@ 
else_jump @RYDER2_29183 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_29183 
if 
0104:   actor 126@ near_actor $131 radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_29183 
062E: get_actor 126@ task 1811 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_29183 
0713: actor 126@ driveby_actor -1 car 103@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29183
jump @RYDER2_29354 

:RYDER2_29190
if 
80DB:   not actor $PLAYER_ACTOR in_car 105@ 
else_jump @RYDER2_29317 
if 
0104:   actor 126@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
else_jump @RYDER2_29310 
062E: get_actor 126@ task 1811 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_29310 
0713: actor 126@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_29310
jump @RYDER2_29354 

:RYDER2_29317
062E: get_actor 126@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_29354 
05E2: AS_actor 126@ kill_actor $PLAYER_ACTOR 

:RYDER2_29354
jump @RYDER2_29398 

:RYDER2_29361
062E: get_actor 126@ task 1506 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @RYDER2_29398 
05E2: AS_actor 126@ kill_actor $PLAYER_ACTOR 

:RYDER2_29398
if and
  46@ == 0 
  43@ > 10 
else_jump @RYDER2_29878 
if 
056E:   car 104@ defined 
else_jump @RYDER2_29878 
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_29878 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_29878 
0407: store_coords_to $72 $73 $74 from_car 103@ with_offset 0.0 -20.0 0.0 
if 
81AD:   not car 104@ sphere 0 near_point $72 $73 radius 40.0 40.0 
else_jump @RYDER2_29878 
if 
82CA:   not car 104@ bounding_sphere_visible 
else_jump @RYDER2_29878 
50@ = 1 
51@ = 0 

:RYDER2_29564
if 
  51@ == 0 
else_jump @RYDER2_29763 
04D3: get_nearest_car_path_coords_from $72 $73 $74 type 50@ store_to 215@ 216@ 217@ 
if and
80C2:   not sphere_onscreen 215@ 216@ 217@ radius 5.0 
838A:   not any_car_in_cube_cornerA 215@ 216@ 217@ cornerB 5.0 5.0 5.0 
else_jump @RYDER2_29724 
0509: 53@ = distance_between_XY $72 $73 and_XY 215@ 216@ 
if 
  53@ > 30.0 
else_jump @RYDER2_29710 
51@ = -1 
jump @RYDER2_29717 

:RYDER2_29710
51@ = 1 

:RYDER2_29717
jump @RYDER2_29756 

:RYDER2_29724
50@ += 1 
if 
  50@ > 10 
else_jump @RYDER2_29756 
51@ = -1 

:RYDER2_29756
jump @RYDER2_29564 

:RYDER2_29763
if 
  51@ == 1 
else_jump @RYDER2_29878 
00AA: store_car 103@ position_to $72 $73 $74 
0089: 302@ = $72 // (float) 
0063: 302@ -= 215@ // (float) 
0089: 303@ = $73 // (float) 
0063: 303@ -= 216@ // (float) 
0604: get_Z_angle_for_point 302@ 303@ store_to $71 
0395: clear_area 1 at 215@ 216@ 217@ radius 5.0 
00AB: put_car 104@ at 215@ 216@ 217@ 
0175: set_car 104@ Z_angle_to $71 

:RYDER2_29878
if and
  46@ == 1 
  43@ > 10 
else_jump @RYDER2_30358 
if 
056E:   car 105@ defined 
else_jump @RYDER2_30358 
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_30358 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_30358 
0407: store_coords_to $72 $73 $74 from_car 103@ with_offset 0.0 -20.0 0.0 
if 
81AD:   not car 105@ sphere 0 near_point $72 $73 radius 40.0 40.0 
else_jump @RYDER2_30358 
if 
82CA:   not car 105@ bounding_sphere_visible 
else_jump @RYDER2_30358 
50@ = 1 
51@ = 0 

:RYDER2_30044
if 
  51@ == 0 
else_jump @RYDER2_30243 
04D3: get_nearest_car_path_coords_from $72 $73 $74 type 50@ store_to 215@ 216@ 217@ 
if and
80C2:   not sphere_onscreen 215@ 216@ 217@ radius 5.0 
838A:   not any_car_in_cube_cornerA 215@ 216@ 217@ cornerB 5.0 5.0 5.0 
else_jump @RYDER2_30204 
0509: 53@ = distance_between_XY $72 $73 and_XY 215@ 216@ 
if 
  53@ > 30.0 
else_jump @RYDER2_30190 
51@ = -1 
jump @RYDER2_30197 

:RYDER2_30190
51@ = 1 

:RYDER2_30197
jump @RYDER2_30236 

:RYDER2_30204
50@ += 1 
if 
  50@ > 10 
else_jump @RYDER2_30236 
51@ = -1 

:RYDER2_30236
jump @RYDER2_30044 

:RYDER2_30243
if 
  51@ == 1 
else_jump @RYDER2_30358 
00AA: store_car 103@ position_to $72 $73 $74 
0089: 302@ = $72 // (float) 
0063: 302@ -= 215@ // (float) 
0089: 303@ = $73 // (float) 
0063: 303@ -= 216@ // (float) 
0604: get_Z_angle_for_point 302@ 303@ store_to $71 
0395: clear_area 1 at 215@ 216@ 217@ radius 5.0 
00AB: put_car 105@ at 215@ 216@ 217@ 
0175: set_car 105@ Z_angle_to $71 

:RYDER2_30358
return 

:RYDER2_30360
if 
  43@ == 0 
else_jump @RYDER2_31068 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:RYDER2_30392
if 
fading 
else_jump @RYDER2_30416 
wait 0 
jump @RYDER2_30392 

:RYDER2_30416
0247: load_model 105 
0247: load_model 106 

:RYDER2_30424
if or
8248:   not model 105 available 
8248:   not model 106 available 
else_jump @RYDER2_30454 
wait 0 
jump @RYDER2_30424 

:RYDER2_30454
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_30500 
00AB: put_car 103@ at 2455.708 -1972.858 12.5469 
0175: set_car 103@ Z_angle_to 343.4514 

:RYDER2_30500
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_30532 
0687: clear_actor $131 task 

:RYDER2_30532
0395: clear_area 1 at 2447.901 -1980.542 12.8338 radius 20.0 
015F: set_camera_position 2447.901 -1980.542 12.8338 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2448.484 -1979.735 12.929 switchstyle 2 
if 
8118:   not actor 121@ dead 
else_jump @RYDER2_30628 
009B: destroy_actor 121@ 

:RYDER2_30628
if 
8118:   not actor 122@ dead 
else_jump @RYDER2_30649 
009B: destroy_actor 122@ 

:RYDER2_30649
if 
8119:   not car 104@ wrecked 
else_jump @RYDER2_30670 
00A6: destroy_car 104@ 

:RYDER2_30670
if 
8119:   not car 105@ wrecked 
else_jump @RYDER2_30691 
00A6: destroy_car 105@ 

:RYDER2_30691
009A: 123@ = create_actor_pedtype 4 model 105 at 2448.476 -1980.751 12.5947 
009A: 124@ = create_actor_pedtype 4 model 106 at 2447.553 -1979.883 12.5947 
0173: set_actor 123@ Z_angle_to 316.4611 
0173: set_actor 124@ Z_angle_to 319.2614 
060B: set_actor 123@ decision_maker_to 245@ 
060B: set_actor 124@ decision_maker_to 245@ 
0249: release_model 105 
0249: release_model 106 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_30929 
0465: remove_actor $131 from_turret_mode 
0792: disembark_instantly_actor $131 
if 
03CA:   object 289@ exists 
else_jump @RYDER2_30830 
0108: destroy_object 289@ 

:RYDER2_30830
00A1: put_actor $131 at 2453.002 -1976.576 12.5469 
0173: set_actor $131 Z_angle_to 5.1526 
0245: set_actor $131 walk_style_to "GANG1" 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 2452.702 -1972.939 12.5469 mode 4 time 10000 ms // versionA 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $131 to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_30929
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2452.29 -1971.682 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 153.4741 
if 
8118:   not actor 123@ dead 
else_jump @RYDER2_30991 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 123@ 4000 ms 

:RYDER2_30991
040D: unload_wav 1 
040D: unload_wav 2 
$1040 = 0 
00BE: text_clear_all 
57@ = 0 
62@ = 1000 
40@ = 0 
fade 1 500 

:RYDER2_31037
if 
fading 
else_jump @RYDER2_31061 
wait 0 
jump @RYDER2_31037 

:RYDER2_31061
43@ += 1 

:RYDER2_31068
if 
  43@ > 0 
else_jump @RYDER2_31797 
if 
  $1040 == 0 
else_jump @RYDER2_31797 
if 
  62@ > 1000 
else_jump @RYDER2_31797 
0871: init_jump_table 57@ total_jumps 4 default_jump 0 @RYDER2_31797 jumps 0 @RYDER2_31186 1 @RYDER2_31345 2 @RYDER2_31422 3 @RYDER2_31636 -1 @RYDER2_31797 -1 @RYDER2_31797 -1 @RYDER2_31797 

:RYDER2_31186
05A9: s$1041 = 'RYD2_TA' // s$  // That shit was tight!
04AE: $1043 = 33876 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 33877 as 2 
57@ += 1 
62@ = 0 
if 
8118:   not actor 123@ dead 
else_jump @RYDER2_31297 
05D3: AS_actor 123@ goto_point 2451.915 -1977.506 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_31297
if 
8118:   not actor 124@ dead 
else_jump @RYDER2_31338 
05D3: AS_actor 124@ goto_point 2450.546 -1976.361 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_31338
jump @RYDER2_31797 

:RYDER2_31345
05A9: s$1041 = 'RYD2_TB' // s$  // Tight? Man, that shit was shit.
04AE: $1043 = 33877 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 33878 as 1 
57@ += 1 
62@ = 0 
jump @RYDER2_31797 

:RYDER2_31422
015F: set_camera_position 2450.046 -1966.412 15.1296 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.561 -1967.251 14.9539 switchstyle 2 
05A9: s$1041 = 'RYD2_TC' // s$  // Man, you say you down for the homies, but all you do is complain.
04AE: $1043 = 33878 // = constant 
create_thread @AUDIOL $131 0 1 1 1 
57@ += 1 
62@ = 0 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_31629 
0615: define_AS_pack_begin 56@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 2000 
05D3: AS_actor -1 goto_point 2452.239 -1980.224 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor $131 to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_31629
jump @RYDER2_31797 

:RYDER2_31636
if 
8118:   not actor 123@ dead 
else_jump @RYDER2_31706 
0615: define_AS_pack_begin 56@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 2452.951 -1982.921 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 123@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_31706
if 
8118:   not actor 124@ dead 
else_jump @RYDER2_31776 
0615: define_AS_pack_begin 56@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2452.006 -1983.186 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 124@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_31776
57@ += 1 
62@ = 0 
jump @RYDER2_31797 

:RYDER2_31797
if 
  43@ == 1 
else_jump @RYDER2_31897 
if and
  57@ > 3 
  62@ > 5000 
  $1040 == 0 
else_jump @RYDER2_31877 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @RYDER2_31870 
43@ += 1 

:RYDER2_31870
jump @RYDER2_31897 

:RYDER2_31877
if 
08D0:   should_skip_cutscene 
else_jump @RYDER2_31897 
43@ += 1 

:RYDER2_31897
if 
  43@ == 2 
else_jump @RYDER2_32111 
fade 0 1000 

:RYDER2_31922
if 
fading 
else_jump @RYDER2_31946 
wait 0 
jump @RYDER2_31922 

:RYDER2_31946
009B: destroy_actor 123@ 
009B: destroy_actor 124@ 
009B: destroy_actor $131 
50@ = 0 

:RYDER2_31968
if 
  5 > 50@ 
else_jump @RYDER2_32029 
if 
03CA:   object 316@(50@,5i) exists 
else_jump @RYDER2_32015 
0108: destroy_object 316@(50@,5i) 

:RYDER2_32015
50@ += 1 
jump @RYDER2_31968 

:RYDER2_32029
if 
03CA:   object 321@ exists 
else_jump @RYDER2_32050 
0108: destroy_object 321@ 

:RYDER2_32050
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1000 

:RYDER2_32073
if 
fading 
else_jump @RYDER2_32097 
wait 0 
jump @RYDER2_32073 

:RYDER2_32097
01B4: set_player $PLAYER_CHAR can_move 1 
44@ = 1 

:RYDER2_32111
return 

:RYDER2_32113
if 
056D:   actor $131 defined 
else_jump @RYDER2_32168 
if 
0118:   actor $131 dead 
else_jump @RYDER2_32168 
45@ = 1 
00BC: show_text_highpriority GXT 'RY2_22' time 5000 flag 1  // ~r~Ryder is history.

:RYDER2_32168
if 
056E:   car 103@ defined 
else_jump @RYDER2_32262 
if 
0119:   car 103@ wrecked 
else_jump @RYDER2_32262 
if 
  300@ == 1 
else_jump @RYDER2_32239 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_32239 
05BE: AS_actor $131 die 

:RYDER2_32239
45@ = 1 
00BC: show_text_highpriority GXT 'RY2_25' time 5000 flag 1  // ~r~The van has been destroyed.

:RYDER2_32262
if 
  6 > 42@ 
else_jump @RYDER2_32381 
if 
056E:   car 107@ defined 
else_jump @RYDER2_32381 
if 
0119:   car 107@ wrecked 
else_jump @RYDER2_32342 
45@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.
jump @RYDER2_32381 

:RYDER2_32342
if 
02BF:   car 107@ sunk 
else_jump @RYDER2_32381 
45@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.

:RYDER2_32381
if and
  42@ > 2 
  6 > 42@ 
else_jump @RYDER2_32730 
if 
  46@ == 6 
else_jump @RYDER2_32730 
50@ = 0 
51@ = 0 

:RYDER2_32438
if 
  25 > 50@ 
else_jump @RYDER2_32563 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_32549 
if 
84E7:   not object 70@(50@,25i) in_water 
else_jump @RYDER2_32549 
01BB: store_object 70@(50@,25i) position_to $72 $73 $74 
if 
  $74 > 0.0 
else_jump @RYDER2_32542 
51@ += 1 

:RYDER2_32542
jump @RYDER2_32549 

:RYDER2_32549
50@ += 1 
jump @RYDER2_32438 

:RYDER2_32563
if 
001E:   $8259 > 51@ // (int) 
else_jump @RYDER2_32730 
0209: 50@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_32659 
05A9: s$1041 = 'RYD2_LF' // s$  // Hey, quit smashing the crates!
04AE: $1043 = 33838 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
jump @RYDER2_32702 

:RYDER2_32659
05A9: s$1041 = 'RYD2_LE' // s$  // What you playing at, CJ?
04AE: $1043 = 33837 // = constant 
create_thread @AUDIOL $131 0 1 1 0 

:RYDER2_32702
wait 4000 
00BC: show_text_highpriority GXT 'RY2_58' time 5000 flag 1  // ~r~Too many boxes were destroyed!
45@ = 1 

:RYDER2_32730
if 
  42@ >= 3 
else_jump @RYDER2_33199 
if 
  141@ == 0 
else_jump @RYDER2_32846 
if 
03CA:   object 68@ exists 
else_jump @RYDER2_32839 
if 
0366:   object 68@ damaged 
else_jump @RYDER2_32839 
141@ += 1 
00BE: text_clear_all 
097B: play_audio_at_object 68@ event 1107 
if 
03CA:   object 248@ exists 
else_jump @RYDER2_32839 
097B: play_audio_at_object 248@ event 1126 

:RYDER2_32839
jump @RYDER2_32937 

:RYDER2_32846
if 
  141@ == 1 
else_jump @RYDER2_32937 
if 
03CA:   object 248@ exists 
else_jump @RYDER2_32937 
if 
034E: move_object 248@ to 256@ 257@ 258@ speed 0.0 0.2 0.0 collision_check 0 
else_jump @RYDER2_32937 
097B: play_audio_at_object 248@ event 1127 
141@ += 1 

:RYDER2_32937
if 
  140@ == 0 
else_jump @RYDER2_33077 
if 
03CA:   object 69@ exists 
else_jump @RYDER2_33070 
if 
0366:   object 69@ damaged 
else_jump @RYDER2_33070 
if 
03CA:   object 95@ exists 
else_jump @RYDER2_33008 
0108: destroy_object 95@ 

:RYDER2_33008
if 
03CA:   object 96@ exists 
else_jump @RYDER2_33029 
0108: destroy_object 96@ 

:RYDER2_33029
097B: play_audio_at_object 69@ event 1107 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_33061 
097B: play_audio_at_object 249@ event 1035 

:RYDER2_33061
00BE: text_clear_all 
140@ += 1 

:RYDER2_33070
jump @RYDER2_33199 

:RYDER2_33077
if 
  140@ == 1 
else_jump @RYDER2_33199 
if 
03CA:   object 249@ exists 
else_jump @RYDER2_33199 
if 
034E: move_object 249@ to 259@ 260@ 261@ speed 0.1 0.1 0.1 collision_check 0 
else_jump @RYDER2_33199 
097B: play_audio_at_object 249@ event 1036 
if 
   not 141@ == 0 
else_jump @RYDER2_33184 
0164: disable_marker 128@ 

:RYDER2_33184
140@ += 1 
152@ = 30000 

:RYDER2_33199
if 
  46@ == 0 
else_jump @RYDER2_33294 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2721.0 -2329.852 cornerB 2810.548 -2565.934 
else_jump @RYDER2_33287 
if 
  134@ == 0 
else_jump @RYDER2_33280 
134@ = 1 

:RYDER2_33280
jump @RYDER2_33294 

:RYDER2_33287
134@ = 0 

:RYDER2_33294
008A: $8259 = 208@ // (int) 
0066: $8259 -= 135@ // (int) 
if 
  0 > $8259 
else_jump @RYDER2_33335 
$8259 = 0 

:RYDER2_33335
if 
  132@ == 1 
else_jump @RYDER2_33448 
if 
  139@ == 0 
else_jump @RYDER2_33448 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_33448 
077A: set_actor $131 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $131 unknown_toggle_ped_threat_scanner 0 1 0 
0709: set_decision_maker 243@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
139@ = 1 

:RYDER2_33448
if 
8118:   not actor $131 dead 
else_jump @RYDER2_33539 
0226: $8258 = actor $131 health 
008F: 53@ = integer $8258 to_float 
53@ /= 500.0 
53@ *= 100.0 
if 
  53@ > 100.0 
else_jump @RYDER2_33531 
53@ = 100.0 

:RYDER2_33531
0090: $8258 = float 53@ to_integer 

:RYDER2_33539
if 
  132@ == 0 
else_jump @RYDER2_34340 
if 
  46@ == 1 
else_jump @RYDER2_34333 
50@ = 0 

:RYDER2_33582
if 
  5 > 50@ 
else_jump @RYDER2_33676 
if 
8118:   not actor 110@(50@,9i) dead 
else_jump @RYDER2_33662 
if or
051A:   actor 110@(50@,9i) damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 110@(50@,9i) 
else_jump @RYDER2_33662 
132@ = 1 

:RYDER2_33662
50@ += 1 
jump @RYDER2_33582 

:RYDER2_33676
if 
  132@ == 0 
else_jump @RYDER2_34265 
50@ = 0 

:RYDER2_33701
if 
  5 > 50@ 
else_jump @RYDER2_34265 
if 
8118:   not actor 110@(50@,9i) dead 
else_jump @RYDER2_34251 
if 
  180@(50@,9i) == 0 
else_jump @RYDER2_34003 
if 
  134@ == 1 
else_jump @RYDER2_34003 
if 
0364:   actor 110@(50@,9i) spotted_actor $PLAYER_ACTOR 
else_jump @RYDER2_33918 
0635: AS_actor 110@(50@,9i) aim_at_actor $PLAYER_ACTOR 10000 ms 
if 
  308@ == 0 
else_jump @RYDER2_33889 
05A9: s$1041 = 'RYD2_VA' // s$  // Hey, stop where you are!
04AE: $1043 = 33883 // = constant 
create_thread @AUDIOL 110@(50@,9i) 0 1 1 0 
308@ += 1 

:RYDER2_33889
189@(50@,9i) = 0 
180@(50@,9i) += 1 
jump @RYDER2_34003 

:RYDER2_33918
if 
0105:   actor $PLAYER_ACTOR near_actor 110@(50@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 
else_jump @RYDER2_34003 
062E: get_actor 110@(50@,9i) task 1593 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @RYDER2_34003 
0639: AS_actor 110@(50@,9i) rotate_to_actor $PLAYER_ACTOR 

:RYDER2_34003
if 
  180@(50@,9i) == 1 
else_jump @RYDER2_34251 
if 
  189@(50@,9i) > 8000 
else_jump @RYDER2_34215 
if 
  134@ == 1 
else_jump @RYDER2_34208 
0209: 51@ = random_int_in_ranges 0 2 
if 
  50@ == 0 
else_jump @RYDER2_34147 
05A9: s$1041 = 'RYD2_VB' // s$  // We've got an intruder, sound the alarm!
04AE: $1043 = 33884 // = constant 
create_thread @AUDIOL 110@(50@,9i) 0 1 1 0 
jump @RYDER2_34194 

:RYDER2_34147
05A9: s$1041 = 'RYD2_VG' // s$  // SOUND THE ALARM!
04AE: $1043 = 33889 // = constant 
create_thread @AUDIOL 110@(50@,9i) 0 1 1 0 

:RYDER2_34194
132@ = 1 
50@ = 5 

:RYDER2_34208
jump @RYDER2_34251 

:RYDER2_34215
if 
  134@ == 0 
else_jump @RYDER2_34251 
180@(50@,9i) = 0 
308@ = 0 

:RYDER2_34251
50@ += 1 
jump @RYDER2_33701 

:RYDER2_34265
if 
  132@ == 1 
else_jump @RYDER2_34333 
50@ = 0 

:RYDER2_34290
if 
  9 > 50@ 
else_jump @RYDER2_34333 
180@(50@,9i) = 0 
50@ += 1 
jump @RYDER2_34290 

:RYDER2_34333
jump @RYDER2_35221 

:RYDER2_34340
if 
  9 > 46@ 
else_jump @RYDER2_35221 
if 
8118:   not actor 110@(46@,9i) dead 
else_jump @RYDER2_35221 
0871: init_jump_table 46@ total_jumps 4 default_jump 1 @RYDER2_35147 jumps 1 @RYDER2_34441 2 @RYDER2_34521 3 @RYDER2_34751 4 @RYDER2_34974 -1 @RYDER2_35221 -1 @RYDER2_35221 -1 @RYDER2_35221 

:RYDER2_34441
if 
  180@(46@,9i) == 0 
else_jump @RYDER2_34514 
0615: define_AS_pack_begin 56@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 110@(46@,9i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
180@(46@,9i) += 1 

:RYDER2_34514
jump @RYDER2_35221 

:RYDER2_34521
if 
  140@ == 1 
else_jump @RYDER2_34744 
if 
  182@ == 0 
else_jump @RYDER2_34675 
077A: set_actor 112@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 112@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 112@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 2785.752 -2413.019 12.6316 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 244@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 112@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
182@ += 1 

:RYDER2_34675
if 
  182@ == 1 
else_jump @RYDER2_34744 
if 
0104:   actor 112@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_34744 
05E2: AS_actor 112@ kill_actor $PLAYER_ACTOR 
182@ += 1 

:RYDER2_34744
jump @RYDER2_35221 

:RYDER2_34751
if 
  140@ == 1 
else_jump @RYDER2_34967 
if 
  183@ == 0 
else_jump @RYDER2_34898 
077A: set_actor 113@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 113@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 113@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 2786.663 -2422.235 12.634 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 244@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 113@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:RYDER2_34898
if 
  183@ == 1 
else_jump @RYDER2_34967 
if 
0104:   actor 113@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_34967 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 
183@ += 1 

:RYDER2_34967
jump @RYDER2_35221 

:RYDER2_34974
if 
  184@ == 0 
else_jump @RYDER2_35071 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 2764.928 -2402.124 12.625 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 3000 chance_of_action 90 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 114@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
184@ += 1 

:RYDER2_35071
if 
  184@ == 1 
else_jump @RYDER2_35140 
if 
0104:   actor 114@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @RYDER2_35140 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 
184@ += 1 

:RYDER2_35140
jump @RYDER2_35221 

:RYDER2_35147
if 
  180@(46@,9i) == 0 
else_jump @RYDER2_35214 
0615: define_AS_pack_begin 56@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 110@(46@,9i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
180@(46@,9i) += 1 

:RYDER2_35214
jump @RYDER2_35221 

:RYDER2_35221
if 
  46@ == 2 
else_jump @RYDER2_35720 
50@ = 0 

:RYDER2_35246
if 
  25 > 50@ 
else_jump @RYDER2_35720 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_35706 
if 
0366:   object 70@(50@,25i) damaged 
else_jump @RYDER2_35706 
01BB: store_object 70@(50@,25i) position_to $72 $73 $74 
if 
0685:   object 70@(50@,25i) attached 
else_jump @RYDER2_35349 
jump @RYDER2_35690 

:RYDER2_35349
if 
  155@(50@,25i) == 1 
else_jump @RYDER2_35403 
032B: 218@(50@,25i) = create_weapon_pickup 346 type 3 ammo 30 at $72 $73 $74 
jump @RYDER2_35690 

:RYDER2_35403
if 
  155@(50@,25i) == 2 
else_jump @RYDER2_35454 
0213: 218@(50@,25i) = create_pickup #BODYARMOUR type 3 at $72 $73 $74 
jump @RYDER2_35690 

:RYDER2_35454
if 
  155@(50@,25i) == 3 
else_jump @RYDER2_35508 
032B: 218@(50@,25i) = create_weapon_pickup 342 type 3 ammo 6 at $72 $73 $74 
jump @RYDER2_35690 

:RYDER2_35508
if 
  155@(50@,25i) == 4 
else_jump @RYDER2_35560 
0213: 218@(50@,25i) = create_pickup #HEALTH type 3 at $72 $73 $74 
jump @RYDER2_35690 

:RYDER2_35560
if 
  155@(50@,25i) == 5 
else_jump @RYDER2_35589 
jump @RYDER2_35690 

:RYDER2_35589
if 
  155@(50@,25i) == 6 
else_jump @RYDER2_35643 
032B: 218@(50@,25i) = create_weapon_pickup 352 type 3 ammo 30 at $72 $73 $74 
jump @RYDER2_35690 

:RYDER2_35643
if 
  155@(50@,25i) == 7 
else_jump @RYDER2_35690 
032B: 218@(50@,25i) = create_weapon_pickup 349 type 3 ammo 30 at $72 $73 $74 

:RYDER2_35690
153@ += 1 
0108: destroy_object 70@(50@,25i) 

:RYDER2_35706
50@ += 1 
jump @RYDER2_35246 

:RYDER2_35720
if 
  205@ == 1 
else_jump @RYDER2_36130 
if 
  204@ == 0 
else_jump @RYDER2_35965 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_35958 
if 
00DB:   actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_35958 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_35958 
if 
860E:   not car 103@ assigned_to_path 
else_jump @RYDER2_35958 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_35958 
if 
80DB:   not actor $131 in_car 103@ 
else_jump @RYDER2_35958 
if 
01C1:   car 103@ stopped 
else_jump @RYDER2_35958 
204@ = 1 
0519: set_car 103@ locked 1 
099A: set_car 103@ collision_detection 0 
if 
83CA:   not object 101@ exists 
else_jump @RYDER2_35958 
00AA: store_car 103@ position_to $72 $73 $74 
0174: $71 = car 103@ Z_angle 
029B: 101@ = init_object #FAKE_MULE_COL at $72 $73 $74 
0177: set_object 101@ Z_angle_to $71 

:RYDER2_35958
jump @RYDER2_36130 

:RYDER2_35965
if 
  279@ == 0 
else_jump @RYDER2_36130 
if 
8119:   not car 107@ wrecked 
else_jump @RYDER2_36032 
if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
else_jump @RYDER2_36025 
204@ = 0 

:RYDER2_36025
jump @RYDER2_36039 

:RYDER2_36032
204@ = 0 

:RYDER2_36039
if 
  204@ == 0 
else_jump @RYDER2_36130 
if 
03CA:   object 101@ exists 
else_jump @RYDER2_36100 
01BB: store_object 101@ position_to $72 $73 $74 
0176: $71 = object 101@ Z_angle 
0108: destroy_object 101@ 

:RYDER2_36100
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_36130 
099A: set_car 103@ collision_detection 1 
0519: set_car 103@ locked 0 

:RYDER2_36130
if and
  46@ == 3 
  42@ >= 3 
else_jump @RYDER2_36483 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @RYDER2_36483 
if 
03CA:   object 68@ exists 
else_jump @RYDER2_36330 
if 
8366:   not object 68@ damaged 
else_jump @RYDER2_36330 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2722.114 -2412.055 12.6198 radius 2.0 2.0 2.0 on_foot 
else_jump @RYDER2_36305 
if 
  309@ == 0 
else_jump @RYDER2_36298 
00BC: show_text_highpriority GXT 'RY2_61' time 5000 flag 1  // ~s~Shoot the ~r~switch~s~ to open the front gate.
309@ += 1 

:RYDER2_36298
jump @RYDER2_36330 

:RYDER2_36305
if 
   not 309@ == 0 
else_jump @RYDER2_36330 
309@ = 0 

:RYDER2_36330
if 
03CA:   object 69@ exists 
else_jump @RYDER2_36483 
if 
8366:   not object 69@ damaged 
else_jump @RYDER2_36483 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2773.101 -2423.418 12.6269 radius 2.0 2.0 2.0 on_foot 
else_jump @RYDER2_36458 
if 
  310@ == 0 
else_jump @RYDER2_36451 
00BC: show_text_highpriority GXT 'RY2_62' time 5000 flag 1  // ~s~Shoot ~r~switch~s~ to open warehouse door.
310@ += 1 

:RYDER2_36451
jump @RYDER2_36483 

:RYDER2_36458
if 
   not 310@ == 0 
else_jump @RYDER2_36483 
310@ = 0 

:RYDER2_36483
if 
  46@ == 4 
else_jump @RYDER2_36901 
if 
  $1040 == 0 
else_jump @RYDER2_36901 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_36901 
if 
060E:   car 103@ assigned_to_path 
else_jump @RYDER2_36901 
0407: store_coords_to $72 $73 $74 from_car 103@ with_offset 0.0 10.0 0.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 4.0 4.0 4.0 
else_jump @RYDER2_36876 
if 
  311@ == 0 
else_jump @RYDER2_36869 
0209: 50@ = random_int_in_ranges 0 3 
0871: init_jump_table 50@ total_jumps 3 default_jump 0 @RYDER2_36862 jumps 0 @RYDER2_36712 1 @RYDER2_36762 2 @RYDER2_36812 -1 @RYDER2_36862 -1 @RYDER2_36862 -1 @RYDER2_36862 -1 @RYDER2_36862 

:RYDER2_36712
05A9: s$1041 = 'RYD2_JA' // s$  // Get out the damned way, CJ!
04AE: $1043 = 33827 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_36862 

:RYDER2_36762
05A9: s$1041 = 'RYD2_JB' // s$  // Quit trying to kill yourself under the van!
04AE: $1043 = 33828 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_36862 

:RYDER2_36812
05A9: s$1041 = 'RYD2_JC' // s$  // You want me to run you down, just say so!
04AE: $1043 = 33829 // = constant 
create_thread @AUDIOL $131 0 0 1 0 
jump @RYDER2_36862 

:RYDER2_36862
311@ += 1 

:RYDER2_36869
jump @RYDER2_36901 

:RYDER2_36876
if 
   not 311@ == 0 
else_jump @RYDER2_36901 
311@ = 0 

:RYDER2_36901
if 
  153@ == 3 
else_jump @RYDER2_36991 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @RYDER2_36991 
05A9: s$1041 = 'RYD2_LG' // s$  // We need those crates, CJ!
04AE: $1043 = 33839 // = constant 
create_thread @AUDIOL $131 0 1 1 0 
153@ += 1 

:RYDER2_36991
return 

:RYDER2_36993
if 
  314@ == 6 
else_jump @RYDER2_37025 
315@ = 1 
314@ = 5 

:RYDER2_37025
if 
  315@ == 1 
else_jump @RYDER2_37150 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37143 
if 
83CA:   not object 321@ exists 
else_jump @RYDER2_37143 
0107: 321@ = create_object #CM_BOX at 0.0 0.0 0.0 
0382: set_object 321@ collision_detection 0 
0681: attach_object 321@ to_car 103@ with_offset 0.6223 -2.3101 0.2002 rotation 0.0 0.0 317.0214 

:RYDER2_37143
jump @RYDER2_37171 

:RYDER2_37150
if 
03CA:   object 321@ exists 
else_jump @RYDER2_37171 
0108: destroy_object 321@ 

:RYDER2_37171
0871: init_jump_table 314@ total_jumps 6 default_jump 0 @RYDER2_39116 jumps 0 @RYDER2_37234 1 @RYDER2_37309 2 @RYDER2_37484 3 @RYDER2_37759 4 @RYDER2_38134 5 @RYDER2_38609 -1 @RYDER2_39116 

:RYDER2_37234
322@ = 0 

:RYDER2_37241
if 
  5 > 322@ 
else_jump @RYDER2_37302 
if 
03CA:   object 316@(322@,5i) exists 
else_jump @RYDER2_37288 
0108: destroy_object 316@(322@,5i) 

:RYDER2_37288
322@ += 1 
jump @RYDER2_37241 

:RYDER2_37302
jump @RYDER2_39116 

:RYDER2_37309
if 
83CA:   not object 316@ exists 
else_jump @RYDER2_37409 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37409 
0107: 316@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 316@ collision_detection 0 
0681: attach_object 316@ to_car 103@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37409
322@ = 1 

:RYDER2_37416
if 
  5 > 322@ 
else_jump @RYDER2_37477 
if 
03CA:   object 316@(322@,5i) exists 
else_jump @RYDER2_37463 
0108: destroy_object 316@(322@,5i) 

:RYDER2_37463
322@ += 1 
jump @RYDER2_37416 

:RYDER2_37477
jump @RYDER2_39116 

:RYDER2_37484
if 
83CA:   not object 317@ exists 
else_jump @RYDER2_37584 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37584 
0107: 317@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 317@ collision_detection 0 
0681: attach_object 317@ to_car 103@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37584
if 
83CA:   not object 316@ exists 
else_jump @RYDER2_37684 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37684 
0107: 316@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 316@ collision_detection 0 
0681: attach_object 316@ to_car 103@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37684
322@ = 2 

:RYDER2_37691
if 
  5 > 322@ 
else_jump @RYDER2_37752 
if 
03CA:   object 316@(322@,5i) exists 
else_jump @RYDER2_37738 
0108: destroy_object 316@(322@,5i) 

:RYDER2_37738
322@ += 1 
jump @RYDER2_37691 

:RYDER2_37752
jump @RYDER2_39116 

:RYDER2_37759
if 
83CA:   not object 318@ exists 
else_jump @RYDER2_37859 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37859 
0107: 318@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 318@ collision_detection 0 
0681: attach_object 318@ to_car 103@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_37859
if 
83CA:   not object 317@ exists 
else_jump @RYDER2_37959 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_37959 
0107: 317@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 317@ collision_detection 0 
0681: attach_object 317@ to_car 103@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_37959
if 
83CA:   not object 316@ exists 
else_jump @RYDER2_38059 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38059 
0107: 316@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 316@ collision_detection 0 
0681: attach_object 316@ to_car 103@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38059
322@ = 3 

:RYDER2_38066
if 
  5 > 322@ 
else_jump @RYDER2_38127 
if 
03CA:   object 316@(322@,5i) exists 
else_jump @RYDER2_38113 
0108: destroy_object 316@(322@,5i) 

:RYDER2_38113
322@ += 1 
jump @RYDER2_38066 

:RYDER2_38127
jump @RYDER2_39116 

:RYDER2_38134
if 
83CA:   not object 319@ exists 
else_jump @RYDER2_38234 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38234 
0107: 319@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 319@ collision_detection 0 
0681: attach_object 319@ to_car 103@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38234
if 
83CA:   not object 318@ exists 
else_jump @RYDER2_38334 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38334 
0107: 318@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 318@ collision_detection 0 
0681: attach_object 318@ to_car 103@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38334
if 
83CA:   not object 317@ exists 
else_jump @RYDER2_38434 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38434 
0107: 317@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 317@ collision_detection 0 
0681: attach_object 317@ to_car 103@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38434
if 
83CA:   not object 316@ exists 
else_jump @RYDER2_38534 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38534 
0107: 316@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 316@ collision_detection 0 
0681: attach_object 316@ to_car 103@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_38534
322@ = 4 

:RYDER2_38541
if 
  5 > 322@ 
else_jump @RYDER2_38602 
if 
03CA:   object 316@(322@,5i) exists 
else_jump @RYDER2_38588 
0108: destroy_object 316@(322@,5i) 

:RYDER2_38588
322@ += 1 
jump @RYDER2_38541 

:RYDER2_38602
jump @RYDER2_39116 

:RYDER2_38609
if 
83CA:   not object 320@ exists 
else_jump @RYDER2_38709 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38709 
0107: 320@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 320@ collision_detection 0 
0681: attach_object 320@ to_car 103@ with_offset -0.4374 -1.7451 0.9021 rotation 0.0 0.0 210.1588 

:RYDER2_38709
if 
83CA:   not object 319@ exists 
else_jump @RYDER2_38809 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38809 
0107: 319@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 319@ collision_detection 0 
0681: attach_object 319@ to_car 103@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_38809
if 
83CA:   not object 318@ exists 
else_jump @RYDER2_38909 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_38909 
0107: 318@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 318@ collision_detection 0 
0681: attach_object 318@ to_car 103@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_38909
if 
83CA:   not object 317@ exists 
else_jump @RYDER2_39009 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_39009 
0107: 317@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 317@ collision_detection 0 
0681: attach_object 317@ to_car 103@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_39009
if 
83CA:   not object 316@ exists 
else_jump @RYDER2_39109 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_39109 
0107: 316@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 316@ collision_detection 0 
0681: attach_object 316@ to_car 103@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_39109
jump @RYDER2_39116 

:RYDER2_39116
return 

:RYDER2_39118
324@ = -1 
323@ = 0 

:RYDER2_39132
if 
  10 > 323@ 
else_jump @RYDER2_39199 
if 
83CA:   not object 290@(323@,10i) exists 
else_jump @RYDER2_39185 
0085: 324@ = 323@ // (int) 
323@ = 10 

:RYDER2_39185
323@ += 1 
jump @RYDER2_39132 

:RYDER2_39199
if 
   not 324@ == -1 
else_jump @RYDER2_39254 
0085: 290@(324@,10i) = 289@ // (int) 
61@ = 0 
04D9: object 290@(324@,10i) set_scripted_collision_check 1 
135@ -= 1 

:RYDER2_39254
return 

:RYDER2_39256
if 
  326@ == -999 
else_jump @RYDER2_39299 
009A: 325@ = create_actor_pedtype 24 model 7 at 0.0 0.0 0.0 

:RYDER2_39299
if 
8118:   not actor 325@ dead 
else_jump @RYDER2_39493 
01B2: give_actor 325@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 325@ weapon_accuracy_to 32 
0223: set_actor 325@ health_to 100 
060B: set_actor 325@ decision_maker_to 244@ 
077A: set_actor 325@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
   not 141@ == 0 
else_jump @RYDER2_39385 
077A: set_actor 325@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 

:RYDER2_39385
0688: AS_actor 325@ unknown_toggle_ped_threat_scanner 1 1 1 
060F: set_actor 325@ melee_accuracy_to 100.0 
if 
87FD:   not group 247@ alive 
else_jump @RYDER2_39434 
0632: release_group 247@ 
062F: 247@ = create_group_type 2 

:RYDER2_39434
07F6: get_group 247@ number_of_leaders_to 326@ number_of_members_to 327@ 
if 
  326@ == 0 
else_jump @RYDER2_39478 
0630: put_actor 325@ in_group 247@ as_leader 
jump @RYDER2_39486 

:RYDER2_39478
0631: put_actor 325@ in_group 247@ 

:RYDER2_39486
087F: set_actor 325@ never_leave_group 1 

:RYDER2_39493
return 
328@ = 999999.0 
329@ = -1 
330@ = 0.0 
331@ = 0.0 
332@ = 0.0 
50@ = 0 

:RYDER2_39549
if 
  25 > 50@ 
else_jump @RYDER2_39809 
if 
03CA:   object 70@(50@,25i) exists 
else_jump @RYDER2_39795 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 70@(50@,25i) 
else_jump @RYDER2_39795 
if 
8685:   not object 70@(50@,25i) attached 
else_jump @RYDER2_39795 
if 
8366:   not object 70@(50@,25i) damaged 
else_jump @RYDER2_39795 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_39680 
00A0: store_actor $131 position_to $72 $73 $74 

:RYDER2_39680
01BB: store_object 70@(50@,25i) position_to 333@ 334@ 335@ 
0509: 53@ = distance_between_XY 333@ 334@ and_XY $72 $73 
if 
  6.0 > 53@ 
else_jump @RYDER2_39795 
if 
0025:   328@ > 53@ // (float) 
else_jump @RYDER2_39795 
0087: 328@ = 53@ // (float) 
0085: 329@ = 50@ // (int) 
0087: 330@ = 333@ // (float) 
0087: 331@ = 334@ // (float) 
0087: 332@ = 335@ // (float) 

:RYDER2_39795
50@ += 1 
jump @RYDER2_39549 

:RYDER2_39809
0085: 336@ = 329@ // (int) 
0087: 333@ = 330@ // (float) 
0087: 334@ = 331@ // (float) 
0087: 335@ = 332@ // (float) 
return 

:RYDER2_39843
01BB: store_object 289@ position_to 337@ 338@ 339@ 
07C3: get_object 289@ axis_angle_relation_to 340@ 341@ 342@ 343@ 
070B: set_actor $131 onbone_attached_object_operation 1 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_39913 
02F8: get_car 103@ Z_angle_sine_to 302@ 
02F9: get_car 103@ Z_angle_cosine_to 303@ 

:RYDER2_39913
302@ *= -10.0 
303@ *= -10.0 
01BC: put_object 289@ at 337@ 338@ 339@ 
07C4: set_object 289@ axis_angle_relation_to 340@ 341@ 342@ 343@ 
0392: make_object 289@ moveable 1 
0382: set_object 289@ collision_detection 1 
038C: object 289@ scatter 302@ 303@ 0.0 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_40018 
050E: set_object 289@ no_collision_with_car 103@ 

:RYDER2_40018
gosub @RYDER2_39118 
289@ = 0 
return 

:RYDER2_40034
if 
  344@ > 0 
else_jump @RYDER2_40814 
0871: init_jump_table 347@ total_jumps 4 default_jump 0 @RYDER2_40807 jumps 0 @RYDER2_40115 1 @RYDER2_40157 2 @RYDER2_40332 3 @RYDER2_40598 -1 @RYDER2_40807 -1 @RYDER2_40807 -1 @RYDER2_40807 

:RYDER2_40115
if 
8248:   not model 287 available 
else_jump @RYDER2_40143 
0247: load_model 287 
jump @RYDER2_40150 

:RYDER2_40143
347@ += 1 

:RYDER2_40150
jump @RYDER2_40807 

:RYDER2_40157
353@ = -1 
354@ = 0 

:RYDER2_40171
if 
  5 > 354@ 
else_jump @RYDER2_40300 
if 
056D:   actor 348@(354@,5i) defined 
else_jump @RYDER2_40271 
if 
0118:   actor 348@(354@,5i) dead 
else_jump @RYDER2_40264 
01C2: remove_references_to_actor 348@(354@,5i) // Like turning an actor into a random pedestrian 
348@(354@,5i) = 0 
0085: 353@ = 354@ // (int) 
354@ = 5 

:RYDER2_40264
jump @RYDER2_40286 

:RYDER2_40271
0085: 353@ = 354@ // (int) 
354@ = 5 

:RYDER2_40286
354@ += 1 
jump @RYDER2_40171 

:RYDER2_40300
if 
   not 353@ == -1 
else_jump @RYDER2_40325 
347@ += 1 

:RYDER2_40325
jump @RYDER2_40807 

:RYDER2_40332
if or
  346@ == 3 
  346@ == 7 
  346@ == 8 
  346@ == 9 
else_jump @RYDER2_40385 
346@ += 1 
jump @RYDER2_40332 

:RYDER2_40385
if 
  346@ > 9 
else_jump @RYDER2_40410 
346@ = 0 

:RYDER2_40410
if 
803B:   not  346@ == 345@ // (int) 
else_jump @RYDER2_40559 
if 
80C2:   not sphere_onscreen 355@(346@,10f) 365@(346@,10f) 375@(346@,10f) radius 2.0 
else_jump @RYDER2_40545 
if 
838A:   not any_car_in_cube_cornerA 355@(346@,10f) 365@(346@,10f) 375@(346@,10f) cornerB 1.5 1.5 2.0 
else_jump @RYDER2_40531 
347@ += 1 
jump @RYDER2_40538 

:RYDER2_40531
346@ += 1 

:RYDER2_40538
jump @RYDER2_40552 

:RYDER2_40545
346@ += 1 

:RYDER2_40552
jump @RYDER2_40566 

:RYDER2_40559
346@ += 1 

:RYDER2_40566
if 
  346@ > 9 
else_jump @RYDER2_40591 
346@ = 0 

:RYDER2_40591
jump @RYDER2_40807 

:RYDER2_40598
009A: 348@(353@,5i) = create_actor_pedtype 24 model 287 at 355@(346@,10f) 365@(346@,10f) 375@(346@,10f) 
0085: 325@ = 348@(353@,5i) // (int) 
gosub @RYDER2_39256 
0615: define_AS_pack_begin 56@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
05D3: AS_actor -1 goto_point 395@(346@,10f) 405@(346@,10f) 415@(346@,10f) mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 425@(346@,10f) 435@(346@,10f) 445@(346@,10f) mode 6 time -2 ms // versionA 
if 
8118:   not actor $131 dead 
else_jump @RYDER2_40756 
05D9: AS_actor -1 run_to_actor $131 timelimit 20000 stop_within_radius 25.0 

:RYDER2_40756
0616: define_AS_pack_end 56@ 
0618: assign_actor 348@(353@,5i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 345@ = 346@ // (int) 
344@ += -1 
347@ = 0 
jump @RYDER2_40807 

:RYDER2_40807
jump @RYDER2_40821 

:RYDER2_40814
347@ = 0 

:RYDER2_40821
return 
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RYDER2_40894 
485@ += 1 
if 
  485@ > 24 
else_jump @RYDER2_40870 
485@ = 0 

:RYDER2_40870
0663: printint "ADJUST_BOX_NUMBER" 485@ 

:RYDER2_40894
if 
03CA:   object 70@(485@,25i) exists 
else_jump @RYDER2_40991 
01BB: store_object 70@(485@,25i) position_to $72 $73 $74 
0176: $71 = object 70@(485@,25i) Z_angle 
$74 += 1.0 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $72 $73 $74 
$74 += -1.0 

:RYDER2_40991
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @RYDER2_41017 
$73 += 0.1 

:RYDER2_41017
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @RYDER2_41043 
$73 += -0.1 

:RYDER2_41043
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @RYDER2_41069 
$72 += 0.1 

:RYDER2_41069
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @RYDER2_41095 
$72 += -0.1 

:RYDER2_41095
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @RYDER2_41121 
$74 += 0.01 

:RYDER2_41121
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @RYDER2_41147 
$74 += -0.01 

:RYDER2_41147
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @RYDER2_41173 
$71 += 1.0 

:RYDER2_41173
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @RYDER2_41199 
$71 += -1.0 

:RYDER2_41199
if 
03CA:   object 70@(485@,25i) exists 
else_jump @RYDER2_41249 
01BC: put_object 70@(485@,25i) at $72 $73 $74 
0177: set_object 70@(485@,25i) Z_angle_to $71 

:RYDER2_41249
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @RYDER2_41422 
03A9: save_newline_to_debug_file 
05B6: 83 // Box coords = 
03A7: save_int_to_debug_file 485@ 
03A8: save_float_to_debug_file $72 
03A8: save_float_to_debug_file $73 
03A8: save_float_to_debug_file $74 
03A8: save_float_to_debug_file $71 

:RYDER2_41422
return 

:RYDER2_41424
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:RYDER2_41442
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RYDER_2'  // Robbing Uncle Sam
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
if 
  $2905 == 0 
else_jump @RYDER2_41521 
0237: set_gang 1 weapons_to 22 32 0 

:RYDER2_41521
0164: disable_marker $435 
0629: change_integer_stat 310 to 1 
$452 += 1 
return 

:RYDER2_41542
if 
0256:   player $PLAYER_CHAR defined 
else_jump @RYDER2_41565 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:RYDER2_41565
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_41595 
0519: set_car 103@ locked 0 
09B0: set_car 103@ accessible_for_player_using_controller 1 

:RYDER2_41595
09AD: set_vehicle_camera_mode 2 
if 
8119:   not car 106@ wrecked 
else_jump @RYDER2_41620 
01C3: remove_references_to_car 106@ 

:RYDER2_41620
if 
  132@ == 1 
else_jump @RYDER2_41820 
50@ = 0 

:RYDER2_41645
if 
  9 > 50@ 
else_jump @RYDER2_41729 
if 
056D:   actor 110@(50@,9i) defined 
else_jump @RYDER2_41715 
if 
8118:   not actor 110@(50@,9i) dead 
else_jump @RYDER2_41715 
05E2: AS_actor 110@(50@,9i) kill_actor $PLAYER_ACTOR 

:RYDER2_41715
50@ += 1 
jump @RYDER2_41645 

:RYDER2_41729
50@ = 0 

:RYDER2_41736
if 
  5 > 50@ 
else_jump @RYDER2_41820 
if 
056D:   actor 348@(50@,5i) defined 
else_jump @RYDER2_41806 
if 
8118:   not actor 348@(50@,5i) dead 
else_jump @RYDER2_41806 
05E2: AS_actor 348@(50@,5i) kill_actor $PLAYER_ACTOR 

:RYDER2_41806
50@ += 1 
jump @RYDER2_41736 

:RYDER2_41820
if 
8118:   not actor $131 dead 
else_jump @RYDER2_41841 
034F: destroy_actor_with_fade $131 

:RYDER2_41841
01C4: remove_references_to_object 248@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 249@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 265@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 266@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 267@ // This object will now disappear when the player looks away 
50@ = 0 

:RYDER2_41873
if 
  25 > 50@ 
else_jump @RYDER2_41956 
01C4: remove_references_to_object 70@(50@,25i) // This object will now disappear when the player looks away 
if 
   not 218@(50@,25i) == 0 
else_jump @RYDER2_41942 
0215: destroy_pickup 218@(50@,25i) 
218@(50@,25i) = 0 

:RYDER2_41942
50@ += 1 
jump @RYDER2_41873 

:RYDER2_41956
50@ = 0 

:RYDER2_41963
if 
  5 > 50@ 
else_jump @RYDER2_41995 
50@ += 1 
jump @RYDER2_41963 

:RYDER2_41995
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
50@ = 0 

:RYDER2_42027
if 
  5 > 50@ 
else_jump @RYDER2_42088 
if 
03CA:   object 316@(50@,5i) exists 
else_jump @RYDER2_42074 
0108: destroy_object 316@(50@,5i) 

:RYDER2_42074
50@ += 1 
jump @RYDER2_42027 

:RYDER2_42088
if 
03CA:   object 321@ exists 
else_jump @RYDER2_42109 
0108: destroy_object 321@ 

:RYDER2_42109
if 
03CA:   object 101@ exists 
else_jump @RYDER2_42130 
0108: destroy_object 101@ 

:RYDER2_42130
if 
056E:   car 103@ defined 
else_jump @RYDER2_42176 
if 
8119:   not car 103@ wrecked 
else_jump @RYDER2_42176 
0519: set_car 103@ locked 0 
099A: set_car 103@ collision_detection 1 

:RYDER2_42176
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 245@ 
065C: release_decision_maker 244@ 
065C: release_decision_maker 243@ 
065C: release_decision_maker 246@ 
0733: random_car_generator_enable_model 414 
0151: remove_status_text $8259 
0151: remove_status_text $8258 
0249: release_model 287 
0249: release_model 414 
0249: release_model 470 
0249: release_model 500 
0249: release_model 346 
0249: release_model #CJ_CARDBRD_PICKUP 
0249: release_model 105 
0249: release_model 106 
04EF: release_animation "RYDER" 
04EF: release_animation "COLT45" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $183 = current_time_in_ms 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 27---------------
// Originally: OG Loc

:SMOKE1
thread 'SMOKE1' 
gosub @SMOKE1_47 
if 
wasted_or_busted 
else_jump @SMOKE1_38 
gosub @SMOKE1_23151 

:SMOKE1_38
gosub @SMOKE1_23256 
end_thread 

:SMOKE1_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'SMOKE1' 
if 
  $ONMISSION == 0 
else_jump @SMOKE1_130 
009A: $133 = create_actor_pedtype 25 model 292 at 1543.2 -1687.0 12.5 
018A: 74@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:SMOKE1_130
00BE: text_clear_all 
wait 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
93@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
87@ = 0 
88@ = 0 
141@ = 0.0 
142@ = 0.0 
143@ = 0.0 
144@ = 0.0 
145@ = 0.0 
146@ = 0.0 
147@ = 0.0 
148@ = 0.0 
91@ = 0 
92@ = 0 
93@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
149@ = 0.0 
150@ = 0.0 
151@ = 0.0 
152@ = 0.0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
89@ = 0 
90@ = 0.0 
08F5: save_player_group 
0395: clear_area 1 at 2072.3 -1695.2 12.5 radius 80.0 
0107: 73@ = create_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 12.5 
02E4: load_cutscene_data 'SMOKE1A' 

:SMOKE1_515
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE1_539 
wait 0 
jump @SMOKE1_515 

:SMOKE1_539
02E7: start_cutscene 
fade 1 1000 

:SMOKE1_548
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE1_572 
wait 0 
jump @SMOKE1_548 

:SMOKE1_572
fade 0 0 

:SMOKE1_578
if 
fading 
else_jump @SMOKE1_602 
wait 0 
jump @SMOKE1_578 

:SMOKE1_602
02EA: end_cutscene 
0108: destroy_object 73@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 466 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
015F: set_camera_position 2073.87 -1682.701 14.1963 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2073.698 -1683.686 14.1768 switchstyle 2 
060A: create_decision_maker_type 2 store_to 156@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 157@ 
06AE: create_group_decision_maker_type 0 store_to 154@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 154@ event 54 
074A: set_group_decision_maker 154@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 154@ event 36 
074A: set_group_decision_maker 154@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0749: reset_group_decision_maker 154@ event 71 
0749: reset_group_decision_maker 154@ event 9 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 154@ 
0395: clear_area 1 at 2075.0 -1688.5 12.29 radius 10.0 
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: 45@ = create_car 466 at 2075.0 -1688.5 12.29 
0175: set_car 45@ Z_angle_to 359.74 
0229: set_car 45@ primary_color_to 98 secondary_color_to 14 
0294: set_car 45@ sprayable 0 
041E: set_radio_station 3 
0395: clear_area 1 at 2077.0 -1691.1 12.5 radius 1.0 
009A: $129 = create_actor_pedtype 25 model 290 at 2077.0 -1691.1 12.5 
09F6: set_actor $129 unjackable_through_driver_seat 0 
0173: set_actor $129 Z_angle_to 255.7 
0568: set_actor $129 untargetable 1 
039E: set_actor $129 locked 1 while_in_car 
0245: set_actor $129 walk_style_to "FATMAN" 
07A1: set_walk_speed 4 
05CA: AS_actor $129 enter_car 45@ passenger_seat 0 time -2 
060B: set_actor $129 decision_maker_to 157@ 
0395: clear_area 1 at 2075.3 -1693.4 12.5 radius 1.0 
009A: $130 = create_actor_pedtype 25 model 291 at 2075.3 -1693.4 12.5 
09F6: set_actor $130 unjackable_through_driver_seat 0 
0568: set_actor $130 untargetable 1 
039E: set_actor $130 locked 1 while_in_car 
0245: set_actor $130 walk_style_to "GANG2" 
07A1: set_walk_speed 4 
05CA: AS_actor $130 enter_car 45@ passenger_seat 2 time -2 
060B: set_actor $130 decision_maker_to 157@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 2072.9 -1690.6 12.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2072.9 -1690.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 45@ as_driver -2 ms 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
09D2: set_cops_chase_criminals 0 
07FB: set_interior 'LAHS1A' access 0  // House
fade 1 500 
77@ = 1 
0707: start_scene_skip_to @SMOKE1_1756 

:SMOKE1_1306
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SMOKE1_1332 
jump @SMOKE1_23169 

:SMOKE1_1332
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_1364 
jump @SMOKE1_23151 

:SMOKE1_1364
if or
  75@ == 0 
  75@ == 1 
else_jump @SMOKE1_1674 
if 
  89@ == 1 
else_jump @SMOKE1_1674 
if 
0A36:   trip_skip_finished_by_script_is_ready_to_fade_in 
else_jump @SMOKE1_1674 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
0A09: set_actor $129 muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
if 
0118:   actor $133 dead 
else_jump @SMOKE1_1598 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
009A: $133 = create_actor_pedtype 25 model 292 at 1543.2 -1687.0 12.5 
09F6: set_actor $133 unjackable_through_driver_seat 0 
0173: set_actor $133 Z_angle_to 97.2 
0568: set_actor $133 untargetable 1 
039E: set_actor $133 locked 1 while_in_car 
0446: set_actor $133 dismemberment_possible 0 
02A9: set_actor $133 immune_to_nonplayer 1 
0430: put_actor $133 into_car 45@ passenger_seat -1 
060F: set_actor $133 melee_accuracy_to 80.0 

:SMOKE1_1598
0164: disable_marker 74@ 
018A: 74@ = create_checkpoint_at 2454.4 -1284.5 22.7 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 
93@ = 2 
76@ = 2 
75@ = 1 

:SMOKE1_1674
if 
  75@ == 0 
else_jump @SMOKE1_2226 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_2226 
if 
00DB:   actor $129 in_car 45@ 
else_jump @SMOKE1_2226 
if 
00DB:   actor $130 in_car 45@ 
else_jump @SMOKE1_2226 
77@ = 0 

:SMOKE1_1756
0701: end_scene_skip 
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_1790 
jump @SMOKE1_23151 

:SMOKE1_1790
if 
  77@ == 1 
else_jump @SMOKE1_1914 
fade 0 500 

:SMOKE1_1815
if 
fading 
else_jump @SMOKE1_1839 
wait 0 
jump @SMOKE1_1815 

:SMOKE1_1839
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_1871 
jump @SMOKE1_23151 

:SMOKE1_1871
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 45@ 
0792: disembark_instantly_actor $129 
0430: put_actor $129 into_car 45@ passenger_seat 0 
0792: disembark_instantly_actor $130 
0430: put_actor $130 into_car 45@ passenger_seat 2 

:SMOKE1_1914
if 
  $4091 == 1 
else_jump @SMOKE1_1998 
09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 45@ 
if 
  $4092 == 0 
else_jump @SMOKE1_1982 
$4092 = 1 

:SMOKE1_1982
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.

:SMOKE1_1998
if 
  $4091 == 2 
else_jump @SMOKE1_2073 
0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 45@ finished_by_script 
if 
  $4092 == 0 
else_jump @SMOKE1_2066 
$4092 = 1 

:SMOKE1_2066
89@ = 1 

:SMOKE1_2073
018A: 74@ = create_checkpoint_at 1532.8 -1672.9 12.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  77@ == 1 
else_jump @SMOKE1_2198 
fade 1 500 

:SMOKE1_2142
if 
fading 
else_jump @SMOKE1_2166 
wait 0 
jump @SMOKE1_2142 

:SMOKE1_2166
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_2198 
jump @SMOKE1_23151 

:SMOKE1_2198
41@ = 0 
76@ = 0 
79@ = 1 
75@ = 1 

:SMOKE1_2226
if 
  75@ == 1 
else_jump @SMOKE1_4030 
if 
  76@ == 0 
else_jump @SMOKE1_2602 
if 
  91@ == 0 
else_jump @SMOKE1_2366 
if 
  93@ == 0 
else_jump @SMOKE1_2366 
if 
  41@ > 7000 
else_jump @SMOKE1_2366 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $129 muted 1 // versionB 
0A09: set_actor $130 muted 1 // versionB 
91@ = 1 
92@ = 0 
gosub @SMOKE1_29776 
93@ = 1 

:SMOKE1_2366
if 
  93@ == 1 
else_jump @SMOKE1_2430 
if 
  91@ == 0 
else_jump @SMOKE1_2430 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $129 muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
93@ = 2 

:SMOKE1_2430
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE1_2481 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @SMOKE1_2481 
00A1: put_actor $PLAYER_ACTOR at 1531.4 -1693.7 12.4 

:SMOKE1_2481
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_2602 
if 
00DB:   actor $129 in_car 45@ 
else_jump @SMOKE1_2602 
if 
00DB:   actor $130 in_car 45@ 
else_jump @SMOKE1_2602 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1532.8 -1672.9 12.4 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SMOKE1_2602 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
76@ = 1 

:SMOKE1_2602
if 
  76@ == 1 
else_jump @SMOKE1_3580 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $129 muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
if 
  $4091 == 0 
else_jump @SMOKE1_2690 
$4091 = 1 

:SMOKE1_2690
0951: disable_trip_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SMOKE1_2707
if 
fading 
else_jump @SMOKE1_2731 
wait 0 
jump @SMOKE1_2707 

:SMOKE1_2731
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
0395: clear_area 1 at 1532.8 -1672.9 12.4 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1496.5 -1672.6 13.2 
009B: destroy_actor $129 
009B: destroy_actor $130 
00A6: destroy_car 45@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model 466 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM2" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
02E4: load_cutscene_data 'SMOKE1B' 

:SMOKE1_2881
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE1_2905 
wait 0 
jump @SMOKE1_2881 

:SMOKE1_2905
02E7: start_cutscene 
fade 1 1000 
40@ = 0 

:SMOKE1_2921
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE1_2945 
wait 0 
jump @SMOKE1_2921 

:SMOKE1_2945
02EA: end_cutscene 
fade 0 0 

:SMOKE1_2953
if 
fading 
else_jump @SMOKE1_2977 
wait 0 
jump @SMOKE1_2953 

:SMOKE1_2977
03F0: enable_text_draw 0 
0391: release_textures 
0247: load_model 466 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: 45@ = create_car 466 at 1532.8 -1672.9 12.4 
0175: set_car 45@ Z_angle_to 184.0 
0229: set_car 45@ primary_color_to 98 secondary_color_to 14 
0294: set_car 45@ sprayable 0 
036A: put_actor $PLAYER_ACTOR in_car 45@ 
041E: set_radio_station 3 
009A: $129 = create_actor_pedtype 25 model 290 at 2072.3 -1697.2 12.5 
09F6: set_actor $129 unjackable_through_driver_seat 0 
0173: set_actor $129 Z_angle_to 255.7 
0568: set_actor $129 untargetable 1 
039E: set_actor $129 locked 1 while_in_car 
0245: set_actor $129 walk_style_to "FATMAN" 
05CA: AS_actor $129 enter_car 45@ passenger_seat 0 time -2 
060B: set_actor $129 decision_maker_to 157@ 
0430: put_actor $129 into_car 45@ passenger_seat -1 
009A: $130 = create_actor_pedtype 25 model 291 at 2072.3 -1696.2 12.5 
09F6: set_actor $130 unjackable_through_driver_seat 0 
0568: set_actor $130 untargetable 1 
039E: set_actor $130 locked 1 while_in_car 
0245: set_actor $130 walk_style_to "GANG2" 
05CA: AS_actor $130 enter_car 45@ passenger_seat 2 time -2 
060B: set_actor $130 decision_maker_to 157@ 
0430: put_actor $130 into_car 45@ passenger_seat -1 
009A: $133 = create_actor_pedtype 25 model 292 at 1543.2 -1687.0 12.5 
09F6: set_actor $133 unjackable_through_driver_seat 0 
0173: set_actor $133 Z_angle_to 97.2 
0568: set_actor $133 untargetable 1 
039E: set_actor $133 locked 1 while_in_car 
0446: set_actor $133 dismemberment_possible 0 
02A9: set_actor $133 immune_to_nonplayer 1 
0430: put_actor $133 into_car 45@ passenger_seat -1 
060F: set_actor $133 melee_accuracy_to 80.0 
0708: reset_decision_maker 156@ event 79 
0708: reset_decision_maker 156@ event 36 
0709: set_decision_maker 156@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor $133 decision_maker_to 156@ 
0164: disable_marker 74@ 
018A: 74@ = create_checkpoint_at 2454.4 -1284.5 22.7 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_3532 
jump @SMOKE1_23151 

:SMOKE1_3532
fade 1 1000 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
41@ = 0 
93@ = 0 
76@ = 2 
0A6F: checkpoint_save 1 

:SMOKE1_3580
if 
  76@ == 2 
else_jump @SMOKE1_4030 
if 
  91@ == 0 
else_jump @SMOKE1_3709 
if 
  93@ == 0 
else_jump @SMOKE1_3709 
if 
  41@ > 7000 
else_jump @SMOKE1_3709 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $129 muted 1 // versionB 
0A09: set_actor $130 muted 1 // versionB 
0A09: set_actor $133 muted 1 // versionB 
91@ = 2 
92@ = 0 
gosub @SMOKE1_29776 
93@ = 1 

:SMOKE1_3709
if 
  93@ == 1 
else_jump @SMOKE1_3780 
if 
  91@ == 0 
else_jump @SMOKE1_3780 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $129 muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
0A09: set_actor $133 muted 0 // versionB 
93@ = 2 

:SMOKE1_3780
if 
00DF:   actor $133 driving 
else_jump @SMOKE1_3879 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE1_3879 
if 
00DF:   actor $129 driving 
else_jump @SMOKE1_3879 
if 
00DF:   actor $130 driving 
else_jump @SMOKE1_3879 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @SMOKE1_3879 
00A1: put_actor $PLAYER_ACTOR at 2454.7 -1294.5 22.7 

:SMOKE1_3879
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_4030 
if 
00DB:   actor $129 in_car 45@ 
else_jump @SMOKE1_4030 
if 
00DB:   actor $130 in_car 45@ 
else_jump @SMOKE1_4030 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2454.4 -1284.5 22.7 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SMOKE1_4030 
if 
  $4091 == 1 
else_jump @SMOKE1_4009 
$4091 = 2 

:SMOKE1_4009
93@ = 0 
76@ = 0 
75@ = 2 

:SMOKE1_4030
if 
  75@ == 2 
else_jump @SMOKE1_5651 
if 
  76@ == 0 
else_jump @SMOKE1_4294 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2451.2 -1295.1 24.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.7 -1284.6 26.5 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $129 muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
0A09: set_actor $133 muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
77@ = 1 
0707: start_scene_skip_to @SMOKE1_4907 
0605: actor $133 perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
91@ = 3 
92@ = 0 
gosub @SMOKE1_29776 
40@ = 0 
76@ = 1 

:SMOKE1_4294
if 
  76@ == 1 
else_jump @SMOKE1_4421 
if 
  92@ == 1 
else_jump @SMOKE1_4421 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor $130 perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
76@ = 2 

:SMOKE1_4421
if 
  76@ == 2 
else_jump @SMOKE1_4506 
if 
  92@ == 4 
else_jump @SMOKE1_4506 
0605: actor $129 perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
76@ = 3 

:SMOKE1_4506
if 
  76@ == 3 
else_jump @SMOKE1_4693 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
if 
  91@ == 0 
else_jump @SMOKE1_4693 
if 
01C1:   car 45@ stopped 
else_jump @SMOKE1_4693 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2457.4 -1286.1 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.4 -1287.8 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
76@ = 4 

:SMOKE1_4693
if 
  76@ == 4 
else_jump @SMOKE1_4842 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_4842 
if 
00DF:   actor $129 driving 
else_jump @SMOKE1_4798 
0362: remove_actor $129 from_car_and_place_at 2472.8 -1277.9 28.9 

:SMOKE1_4798
036A: put_actor $129 in_car 45@ 
020A: set_car 45@ door_status_to 2 
05D2: AS_actor $129 run_to_and_hijack_car 45@ max_search_radius 15.0 traffic_behavior 2 
40@ = 0 
76@ = 5 

:SMOKE1_4842
if 
  76@ == 5 
else_jump @SMOKE1_5651 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
if 
  40@ > 0 
else_jump @SMOKE1_5651 
77@ = 0 

:SMOKE1_4907
0701: end_scene_skip 
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_4941 
jump @SMOKE1_23151 

:SMOKE1_4941
if 
  77@ == 1 
else_jump @SMOKE1_5321 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
fade 0 500 

:SMOKE1_4983
if 
fading 
else_jump @SMOKE1_5051 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
wait 0 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
jump @SMOKE1_4983 

:SMOKE1_5051
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_5083 
jump @SMOKE1_23151 

:SMOKE1_5083
0395: clear_area 1 at 2457.4 -1286.1 23.0 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2457.4 -1286.1 23.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 230.2 
0395: clear_area 1 at 2458.4 -1287.8 23.0 radius 1.0 
0792: disembark_instantly_actor $133 
00A1: put_actor $133 at 2458.4 -1287.8 23.0 
0173: set_actor $133 Z_angle_to 230.2 
0395: clear_area 1 at 2452.4 -1267.6 23.8 radius 5.0 
00AB: put_car 45@ at 2452.4 -1267.6 23.8 
0175: set_car 45@ Z_angle_to 0.0 
if 
00DF:   actor $129 driving 
else_jump @SMOKE1_5291 
0362: remove_actor $129 from_car_and_place_at 2472.8 -1277.9 28.9 

:SMOKE1_5291
036A: put_actor $129 in_car 45@ 
020A: set_car 45@ door_status_to 2 
05D2: AS_actor $129 run_to_and_hijack_car 45@ max_search_radius 15.0 traffic_behavior 2 

:SMOKE1_5321
0615: define_AS_pack_begin 153@ 
05D3: AS_actor -1 goto_point 2463.5 -1286.9 25.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2463.9 -1278.4 29.0 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2467.8 -1277.1 28.9 mode 6 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 74@ 
018A: 74@ = create_checkpoint_at 2468.8 -1278.4 28.9 
07E0: set_marker 74@ type_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0A6F: checkpoint_save 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_03' time 7000 flag 1  // ~s~Go and ring the ~y~doorbell~s~.
if 
  77@ == 1 
else_jump @SMOKE1_5637 
fade 1 500 

:SMOKE1_5537
if 
fading 
else_jump @SMOKE1_5605 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
wait 0 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
jump @SMOKE1_5537 

:SMOKE1_5605
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_5637 
jump @SMOKE1_23151 

:SMOKE1_5637
76@ = 0 
75@ = 3 

:SMOKE1_5651
if 
  75@ == 3 
else_jump @SMOKE1_8870 
if 
  76@ == 0 
else_jump @SMOKE1_5742 
if 
0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
else_jump @SMOKE1_5742 
76@ = 1 

:SMOKE1_5742
if 
  76@ == 1 
else_jump @SMOKE1_6746 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
91@ = 0 
fade 0 500 

:SMOKE1_5788
if 
fading 
else_jump @SMOKE1_5812 
wait 0 
jump @SMOKE1_5788 

:SMOKE1_5812
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_5844 
jump @SMOKE1_23151 

:SMOKE1_5844
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model 461 
0247: load_model 372 
0247: load_model 109 
0247: load_model 352 
04ED: load_animation "CRIB" 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
04ED: load_animation "RAPPING" 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM1" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
03CF: load_wav 1817 as 3 

:SMOKE1_5969
if 
83D0:   not wav 3 loaded 
else_jump @SMOKE1_5995 
wait 0 
jump @SMOKE1_5969 

:SMOKE1_5995
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_6027 
jump @SMOKE1_23151 

:SMOKE1_6027
038B: load_requested_models 
0395: clear_area 1 at 2471.0 -1285.1 28.3 radius 30.0 
00A5: 44@ = create_car 461 at 2471.0 -1285.1 28.3 
0175: set_car 44@ Z_angle_to 272.5 
053F: set_car 44@ tires_vulnerability 0 
0395: clear_area 1 at 2488.2 -1279.9 30.0 radius 30.0 
00A5: 43@ = create_car 461 at 2488.2 -1279.9 30.0 
02AA: set_car 43@ immune_to_nonplayer 1 
0175: set_car 43@ Z_angle_to 286.4 
07EE: car 43@ enable_tire_marks 1 
053F: set_car 43@ tires_vulnerability 0 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2483.9 -1280.2 29.4 radius 30.0 
009A: 42@ = create_actor_pedtype 24 model 109 at 2483.9 -1280.2 29.4 
0A09: set_actor 42@ muted 1 // versionB 
03FE: set_actor 42@ money 500 
0173: set_actor 42@ Z_angle_to 261.6 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
0446: set_actor 42@ dismemberment_possible 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
08C6: set_actor 42@ stay_on_bike 1 
0350: set_actor 42@ maintain_position_when_attacked 1 
02AB: set_actor 42@ immunities BP 1 FP 1 EP 0 CP 1 MP 1 
07DD: set_actor 42@ attack_rate 20 // previously known as temper_to 
060B: set_actor 42@ decision_maker_to 157@ 
0615: define_AS_pack_begin 155@ 
0713: actor -1 driveby_actor 42@ car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 
0616: define_AS_pack_end 155@ 
087D: assign_group $PLAYER_GROUP to_AS_pack 155@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $133 
0395: clear_area 1 at 2468.0 -1278.5 29.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2468.0 -1278.5 29.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4 
0395: clear_area 1 at 2467.4 -1275.8 28.8 radius 1.0 
00A1: put_actor $133 at 2467.4 -1275.8 28.8 
0173: set_actor $133 Z_angle_to 282.8 
0615: define_AS_pack_begin 153@ 
05D3: AS_actor -1 goto_point 2469.2 -1278.7 29.3 mode 4 time 60000 ms // versionA 
05D4: AS_actor -1 rotate_angle 262.0 
0605: actor -1 perform_animation "CRIB_USE_SWITCH" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 800 
05BF: AS_actor -1 look_at_actor $133 7000 ms 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
77@ = 1 
0707: start_scene_skip_to @SMOKE1_8158 
00BE: text_clear_all 
015F: set_camera_position 2461.7 -1273.7 30.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2470.1 -1277.1 30.7 switchstyle 2 
fade 1 500 

:SMOKE1_6683
if 
fading 
else_jump @SMOKE1_6707 
wait 0 
jump @SMOKE1_6683 

:SMOKE1_6707
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_6739 
jump @SMOKE1_23151 

:SMOKE1_6739
76@ = 2 

:SMOKE1_6746
if 
  76@ == 2 
else_jump @SMOKE1_6870 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CRIB_USE_SWITCH" 
else_jump @SMOKE1_6870 
0613: 90@ = actor $PLAYER_ACTOR animation "CRIB_USE_SWITCH" time 
if 
  90@ > 0.65 
else_jump @SMOKE1_6870 
097A: play_audio_at 2469.2 -1278.7 29.3 event 1102 
76@ = 3 

:SMOKE1_6870
if 
  76@ == 3 
else_jump @SMOKE1_7072 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_7072 
0615: define_AS_pack_begin 153@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 2467.8 -1274.4 28.8 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2468.6 -1273.3 28.8 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 278.7 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
91@ = 4 
92@ = 0 
138@ = 5 
gosub @SMOKE1_29776 
76@ = 4 

:SMOKE1_7072
if 
  76@ == 4 
else_jump @SMOKE1_7184 
if 
  92@ > 2 
else_jump @SMOKE1_7184 
0615: define_AS_pack_begin 153@ 
0639: AS_actor -1 rotate_to_actor $133 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
76@ = 5 

:SMOKE1_7184
if 
  76@ == 5 
else_jump @SMOKE1_7388 
if 
  91@ == 0 
else_jump @SMOKE1_7388 
0615: define_AS_pack_begin 153@ 
0605: actor -1 perform_animation "BNG_WNDW" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
0615: define_AS_pack_begin 153@ 
0605: actor -1 perform_animation "LAUGH_01" IFP "RAPPING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
91@ = 4 
92@ = 5 
138@ = 9 
gosub @SMOKE1_29776 
40@ = 0 
76@ = 6 

:SMOKE1_7388
if 
  76@ == 6 
else_jump @SMOKE1_7498 
if 
0611:   actor $133 performing_animation "BNG_WNDW" 
else_jump @SMOKE1_7498 
0613: 90@ = actor $133 animation "BNG_WNDW" time 
if 
  90@ > 0.4 
else_jump @SMOKE1_7498 
097A: play_audio_at 2468.6 -1273.3 28.8 event 1103 
76@ = 7 

:SMOKE1_7498
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_8870 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_8870 
if 
  76@ == 7 
else_jump @SMOKE1_7684 
if 
  91@ == 0 
else_jump @SMOKE1_7684 
0615: define_AS_pack_begin 153@ 
05CB: AS_actor -1 enter_car 43@ as_driver -1 ms 
0616: define_AS_pack_end 153@ 
0618: assign_actor 42@ to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
91@ = 4 
92@ = 9 
138@ = 10 
gosub @SMOKE1_29776 
015F: set_camera_position 2495.4 -1282.3 32.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2479.2 -1272.5 30.5 switchstyle 2 
76@ = 8 

:SMOKE1_7684
if 
  76@ == 8 
else_jump @SMOKE1_7742 
if 
00DB:   actor 42@ in_car 43@ 
else_jump @SMOKE1_7742 
05EB: assign_car 43@ to_path 30 
40@ = 0 
76@ = 9 

:SMOKE1_7742
if 
  76@ == 9 
else_jump @SMOKE1_8056 
if 
  40@ > 2000 
else_jump @SMOKE1_8056 
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_8056 
0395: clear_area 1 at 2468.4 -1282.4 28.8 radius 1.0 
00A1: put_actor $133 at 2468.4 -1282.4 28.8 
0173: set_actor $133 Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 153@ 
05CA: AS_actor -1 enter_car 44@ passenger_seat -1 time -2 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
0395: clear_area 1 at 2467.4 -1281.2 28.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2467.4 -1281.2 28.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 153@ 
05CB: AS_actor -1 enter_car 44@ as_driver -2 ms 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
015F: set_camera_position 2460.9 -1283.7 30.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.6 -1284.4 31.1 switchstyle 2 
91@ = 5 
92@ = 0 
gosub @SMOKE1_29776 
76@ = 10 

:SMOKE1_8056
if 
  76@ == 10 
else_jump @SMOKE1_8870 
if 
  91@ == 0 
else_jump @SMOKE1_8870 
if 
8118:   not actor $133 dead 
else_jump @SMOKE1_8870 
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_8870 
if and
00DB:   actor $PLAYER_ACTOR in_car 44@ 
00DB:   actor $133 in_car 44@ 
else_jump @SMOKE1_8870 
77@ = 0 

:SMOKE1_8158
0701: end_scene_skip 
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_8192 
jump @SMOKE1_23151 

:SMOKE1_8192
if 
  77@ == 1 
else_jump @SMOKE1_8440 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
91@ = 0 
fade 0 500 

:SMOKE1_8238
if 
fading 
else_jump @SMOKE1_8262 
wait 0 
jump @SMOKE1_8238 

:SMOKE1_8262
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_8294 
jump @SMOKE1_23151 

:SMOKE1_8294
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_8358 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_8358 
0687: clear_actor 42@ task 
if 
80DB:   not actor 42@ in_car 43@ 
else_jump @SMOKE1_8358 
036A: put_actor 42@ in_car 43@ 

:SMOKE1_8358
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_8440 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $133 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @SMOKE1_8411 
036A: put_actor $PLAYER_ACTOR in_car 44@ 

:SMOKE1_8411
if 
80DB:   not actor $133 in_car 44@ 
else_jump @SMOKE1_8440 
072B: put_actor $133 into_car 44@ passengerseat -1 

:SMOKE1_8440
0563: give_player $PLAYER_CHAR ammo 78 
01B2: give_actor $133 weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $133 armed_weapon_to 32 
09DD: unknown_player_group 1 
0631: put_actor $133 in_group $PLAYER_GROUP 
80@ = 1 
79@ = 1 
077A: set_actor $133 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_8582 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_8582 
if 
060E:   car 43@ assigned_to_path 
else_jump @SMOKE1_8552 
05EC: release_car 43@ from_path 

:SMOKE1_8552
00AB: put_car 43@ at 2521.2 -1359.0 27.3 
0175: set_car 43@ Z_angle_to 295.2 

:SMOKE1_8582
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "RAPPING" 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 74@ 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_8676 
0187: 74@ = create_marker_above_actor 42@ 
07E0: set_marker 74@ type_to 0 

:SMOKE1_8676
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  77@ == 1 
else_jump @SMOKE1_8783 
fade 1 500 

:SMOKE1_8727
if 
fading 
else_jump @SMOKE1_8751 
wait 0 
jump @SMOKE1_8727 

:SMOKE1_8751
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_8783 
jump @SMOKE1_23151 

:SMOKE1_8783
03F0: enable_text_draw 0 
0391: release_textures 
009B: destroy_actor $129 
009B: destroy_actor $130 
00A6: destroy_car 45@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model 466 
040D: unload_wav 3 
if or
0119:   car 43@ wrecked 
0119:   car 44@ wrecked 
else_jump @SMOKE1_8849 
jump @SMOKE1_23151 

:SMOKE1_8849
93@ = 0 
76@ = 0 
75@ = 4 

:SMOKE1_8870
if 
  75@ > 3 
else_jump @SMOKE1_18489 
if 
  15 > 75@ 
else_jump @SMOKE1_18489 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_18355 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_18214 
if 
  75@ == 4 
else_jump @SMOKE1_9833 
if 
  93@ == 0 
else_jump @SMOKE1_9070 
if 
  91@ == 0 
else_jump @SMOKE1_9070 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_9070 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_9063 
91@ = 6 
92@ = 0 
138@ = 1 
gosub @SMOKE1_29776 

:SMOKE1_9063
93@ = 1 

:SMOKE1_9070
if 
  81@ == 0 
else_jump @SMOKE1_9286 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E8: create_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0376: 48@ = create_random_actor_at 2579.8 -1348.3 35.5 
05BE: AS_actor 48@ die 
0376: 49@ = create_random_actor_at 2578.8 -1348.3 35.5 
0173: set_actor 49@ Z_angle_to 260.0 
0605: actor 49@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
81@ = 1 

:SMOKE1_9286
if 
  81@ == 1 
else_jump @SMOKE1_9381 
if 
01AD:   car 43@ sphere 0 near_point 2582.6 -1351.8 radius 5.0 5.0 
else_jump @SMOKE1_9381 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
81@ = 2 

:SMOKE1_9381
if 
  81@ == 2 
else_jump @SMOKE1_9476 
if 
01AD:   car 43@ sphere 0 near_point 2653.0 -1329.8 radius 5.0 5.0 
else_jump @SMOKE1_9476 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
81@ = 3 

:SMOKE1_9476
if 
  81@ == 3 
else_jump @SMOKE1_9571 
if 
01AD:   car 43@ sphere 0 near_point 2748.3 -1320.3 radius 5.0 5.0 
else_jump @SMOKE1_9571 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
81@ = 4 

:SMOKE1_9571
if 
  76@ == 0 
else_jump @SMOKE1_9654 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE1_9654 
05EB: assign_car 43@ to_path 31 
0873: release_path 30 
76@ = 1 

:SMOKE1_9654
if 
  76@ == 1 
else_jump @SMOKE1_9819 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_9819 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
40@ = 0 
93@ = 0 
76@ = 0 
81@ = 0 
75@ = 5 

:SMOKE1_9819
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_9833
if 
  75@ == 5 
else_jump @SMOKE1_10845 
if 
  93@ == 0 
else_jump @SMOKE1_9972 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_9947 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_9940 
91@ = 6 
92@ = 1 
138@ = 2 
gosub @SMOKE1_29776 

:SMOKE1_9940
93@ = 1 

:SMOKE1_9947
if 
  76@ == 1 
else_jump @SMOKE1_9972 
93@ = 1 

:SMOKE1_9972
if 
  81@ == 0 
else_jump @SMOKE1_10157 
01E8: create_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
81@ = 1 

:SMOKE1_10157
if 
  81@ == 1 
else_jump @SMOKE1_10284 
if 
01AD:   car 43@ sphere 0 near_point 2712.7 -1265.7 radius 5.0 5.0 
else_jump @SMOKE1_10284 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
81@ = 2 

:SMOKE1_10284
if 
  81@ == 2 
else_jump @SMOKE1_10443 
if 
01AD:   car 43@ sphere 0 near_point 2630.5 -1248.3 radius 5.0 5.0 
else_jump @SMOKE1_10443 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
81@ = 3 

:SMOKE1_10443
if 
  76@ == 0 
else_jump @SMOKE1_10592 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_10592 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_10547 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE1_10547
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_10578 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE1_10578
05EB: assign_car 43@ to_path 32 
76@ = 1 

:SMOKE1_10592
if 
  76@ == 1 
else_jump @SMOKE1_10831 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_10831 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
40@ = 0 
93@ = 0 
81@ = 0 
76@ = 0 
75@ = 6 

:SMOKE1_10831
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_10845
if 
  75@ == 6 
else_jump @SMOKE1_11874 
if 
  93@ == 0 
else_jump @SMOKE1_11011 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 35.0 35.0 0 
else_jump @SMOKE1_10986 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_10979 
91@ = 6 
92@ = 2 
138@ = 3 
gosub @SMOKE1_29776 

:SMOKE1_10979
93@ = 1 

:SMOKE1_10986
if 
  76@ == 1 
else_jump @SMOKE1_11011 
93@ = 1 

:SMOKE1_11011
if 
  81@ == 0 
else_jump @SMOKE1_11196 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
81@ = 1 

:SMOKE1_11196
if 
  81@ == 1 
else_jump @SMOKE1_11291 
if 
01AD:   car 43@ sphere 0 near_point 2563.2 -1191.8 radius 5.0 5.0 
else_jump @SMOKE1_11291 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
81@ = 2 

:SMOKE1_11291
if 
  81@ == 2 
else_jump @SMOKE1_11386 
if 
01AD:   car 43@ sphere 0 near_point 2442.4 -1191.4 radius 5.0 5.0 
else_jump @SMOKE1_11386 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
81@ = 3 

:SMOKE1_11386
if 
  81@ == 3 
else_jump @SMOKE1_11481 
if 
01AD:   car 43@ sphere 0 near_point 2360.1 -1164.8 radius 5.0 5.0 
else_jump @SMOKE1_11481 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
81@ = 4 

:SMOKE1_11481
if 
  81@ == 4 
else_jump @SMOKE1_11576 
if 
01AD:   car 43@ sphere 0 near_point 2315.0 -1145.9 radius 5.0 5.0 
else_jump @SMOKE1_11576 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
81@ = 5 

:SMOKE1_11576
if 
  76@ == 0 
else_jump @SMOKE1_11663 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_11663 
05EB: assign_car 43@ to_path 33 
76@ = 1 

:SMOKE1_11663
if 
  76@ == 1 
else_jump @SMOKE1_11860 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_11860 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
40@ = 0 
93@ = 0 
81@ = 0 
76@ = 0 
75@ = 7 

:SMOKE1_11860
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_11874
if 
  75@ == 7 
else_jump @SMOKE1_12374 
if 
  93@ == 0 
else_jump @SMOKE1_12020 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_11995 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_11988 
91@ = 6 
92@ = 3 
138@ = 4 
gosub @SMOKE1_29776 

:SMOKE1_11988
93@ = 1 

:SMOKE1_11995
if 
  76@ == 1 
else_jump @SMOKE1_12020 
93@ = 1 

:SMOKE1_12020
if 
  81@ == 0 
else_jump @SMOKE1_12077 
01E8: create_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
81@ = 1 

:SMOKE1_12077
if 
  81@ == 1 
else_jump @SMOKE1_12172 
if 
01AD:   car 43@ sphere 0 near_point 2149.8 -996.1 radius 5.0 5.0 
else_jump @SMOKE1_12172 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
81@ = 2 

:SMOKE1_12172
if 
  76@ == 0 
else_jump @SMOKE1_12259 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_12259 
05EB: assign_car 43@ to_path 34 
76@ = 1 

:SMOKE1_12259
if 
  76@ == 1 
else_jump @SMOKE1_12360 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_12360 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
40@ = 0 
93@ = 0 
81@ = 0 
76@ = 0 
75@ = 8 

:SMOKE1_12360
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_12374
if 
  75@ == 8 
else_jump @SMOKE1_13954 
if 
  93@ == 0 
else_jump @SMOKE1_12513 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_12488 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_12481 
91@ = 6 
92@ = 4 
138@ = 5 
gosub @SMOKE1_29776 

:SMOKE1_12481
93@ = 1 

:SMOKE1_12488
if 
  76@ == 1 
else_jump @SMOKE1_12513 
93@ = 1 

:SMOKE1_12513
if 
  81@ == 0 
else_jump @SMOKE1_12570 
01E8: create_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1600.0 -1521.7 100.0 
81@ = 1 

:SMOKE1_12570
if 
  81@ == 1 
else_jump @SMOKE1_12665 
if 
01AD:   car 43@ sphere 0 near_point 1819.4 -1034.0 radius 5.0 5.0 
else_jump @SMOKE1_12665 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
81@ = 2 

:SMOKE1_12665
if 
  81@ == 2 
else_jump @SMOKE1_12760 
if 
01AD:   car 43@ sphere 0 near_point 1755.3 -1489.1 radius 5.0 5.0 
else_jump @SMOKE1_12760 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
81@ = 3 

:SMOKE1_12760
if 
  76@ == 0 
else_jump @SMOKE1_13700 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_13700 
04AF: 86@ = 410 // = constant 
gosub @SMOKE1_26154 
00A5: 50@ = create_car 410 at 1688.5 -1111.7 58.5 
0560: create_random_actor_in_car 50@ handle_as 60@ 
0587: enable_car 50@ validate_position 1 
0175: set_car 50@ Z_angle_to 322.3 
05EB: assign_car 50@ to_path 50 
04AF: 86@ = 410 // = constant 
gosub @SMOKE1_26154 
00A5: 51@ = create_car 410 at 1679.7 -1131.6 59.7 
0560: create_random_actor_in_car 51@ handle_as 61@ 
0587: enable_car 51@ validate_position 1 
0175: set_car 51@ Z_angle_to 321.2 
05EB: assign_car 51@ to_path 51 
00A5: 52@ = create_car 461 at 1644.8 -1177.5 54.3 
0560: create_random_actor_in_car 52@ handle_as 62@ 
0587: enable_car 52@ validate_position 1 
0175: set_car 52@ Z_angle_to 320.8 
05EB: assign_car 52@ to_path 52 
04AF: 86@ = 410 // = constant 
gosub @SMOKE1_26154 
00A5: 53@ = create_car 410 at 1637.0 -1203.8 51.5 
0560: create_random_actor_in_car 53@ handle_as 63@ 
0587: enable_car 53@ validate_position 1 
0175: set_car 53@ Z_angle_to 350.3 
05EB: assign_car 53@ to_path 53 
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13196 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 54@ = create_car 82@ at 1618.2 -1306.4 35.6 
0175: set_car 54@ Z_angle_to 343.7 
0587: enable_car 54@ validate_position 1 
0560: create_random_actor_in_car 54@ handle_as 64@ 
05EB: assign_car 54@ to_path 54 

:SMOKE1_13196
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13294 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 55@ = create_car 82@ at 1621.8 -1317.9 33.0 
0175: set_car 55@ Z_angle_to 348.7 
0587: enable_car 55@ validate_position 1 
0560: create_random_actor_in_car 55@ handle_as 65@ 
05EB: assign_car 55@ to_path 55 

:SMOKE1_13294
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13392 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 56@ = create_car 82@ at 1615.6 -1327.7 31.5 
0175: set_car 56@ Z_angle_to 352.1 
0587: enable_car 56@ validate_position 1 
0560: create_random_actor_in_car 56@ handle_as 66@ 
05EB: assign_car 56@ to_path 56 

:SMOKE1_13392
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13490 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 57@ = create_car 82@ at 1612.3 -1394.0 27.6 
0175: set_car 57@ Z_angle_to 353.6 
0587: enable_car 57@ validate_position 1 
0560: create_random_actor_in_car 57@ handle_as 67@ 
05EB: assign_car 57@ to_path 57 

:SMOKE1_13490
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13588 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 58@ = create_car 82@ at 1612.3 -1462.2 27.1 
0175: set_car 58@ Z_angle_to 357.2 
0587: enable_car 58@ validate_position 1 
0560: create_random_actor_in_car 58@ handle_as 68@ 
05EB: assign_car 58@ to_path 58 

:SMOKE1_13588
09B2: get_random_available_car_unk 1 model_to 82@ class_to 83@ 
if 
  82@ >= 0 
else_jump @SMOKE1_13686 
0085: 86@ = 82@ // (int) 
gosub @SMOKE1_26154 
00A5: 59@ = create_car 82@ at 1663.4 -1457.0 24.3 
0175: set_car 59@ Z_angle_to 51.9 
0587: enable_car 59@ validate_position 1 
0560: create_random_actor_in_car 59@ handle_as 69@ 
05EB: assign_car 59@ to_path 60 

:SMOKE1_13686
05EB: assign_car 43@ to_path 35 
76@ = 1 

:SMOKE1_13700
if 
  76@ == 1 
else_jump @SMOKE1_13807 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_13741 
76@ = 2 

:SMOKE1_13741
if 
8119:   not car 59@ wrecked 
else_jump @SMOKE1_13807 
if 
01AD:   car 59@ sphere 0 near_point 1601.4 -1389.5 radius 5.0 5.0 
else_jump @SMOKE1_13807 
05EC: release_car 59@ from_path 
76@ = 2 

:SMOKE1_13807
if 
  76@ == 2 
else_jump @SMOKE1_13940 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_13940 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
40@ = 0 
81@ = 0 
93@ = 0 
76@ = 0 
75@ = 9 

:SMOKE1_13940
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_13954
if 
  75@ == 9 
else_jump @SMOKE1_14614 
if 
  93@ == 0 
else_jump @SMOKE1_14100 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_14075 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_14068 
91@ = 6 
92@ = 5 
138@ = 6 
gosub @SMOKE1_29776 

:SMOKE1_14068
93@ = 1 

:SMOKE1_14075
if 
  76@ == 1 
else_jump @SMOKE1_14100 
93@ = 1 

:SMOKE1_14100
if 
  81@ == 0 
else_jump @SMOKE1_14157 
01E8: create_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
81@ = 1 

:SMOKE1_14157
if 
  81@ == 1 
else_jump @SMOKE1_14252 
if 
01AD:   car 43@ sphere 0 near_point 1781.3 -1437.9 radius 5.0 5.0 
else_jump @SMOKE1_14252 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
81@ = 2 

:SMOKE1_14252
if 
  76@ == 0 
else_jump @SMOKE1_14499 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_14499 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0376: 46@ = create_random_actor_at 1778.4 -1343.1 14.7 
0173: set_actor 46@ Z_angle_to 180.0 
0376: 47@ = create_random_actor_at 1778.4 -1344.1 14.7 
0173: set_actor 47@ Z_angle_to 0.0 
05EB: assign_car 43@ to_path 36 
76@ = 1 

:SMOKE1_14499
if 
  76@ == 1 
else_jump @SMOKE1_14600 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_14600 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
40@ = 0 
81@ = 0 
93@ = 0 
76@ = 0 
75@ = 10 

:SMOKE1_14600
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_14614
if 
  75@ == 10 
else_jump @SMOKE1_15315 
if 
  93@ == 0 
else_jump @SMOKE1_14760 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_14735 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_14728 
91@ = 6 
92@ = 6 
138@ = 7 
gosub @SMOKE1_29776 

:SMOKE1_14728
93@ = 1 

:SMOKE1_14735
if 
  76@ == 1 
else_jump @SMOKE1_14760 
93@ = 1 

:SMOKE1_14760
if 
  81@ == 0 
else_jump @SMOKE1_14881 
01E8: create_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
81@ = 1 

:SMOKE1_14881
if 
  81@ == 1 
else_jump @SMOKE1_14976 
if 
01AD:   car 43@ sphere 0 near_point 1855.7 -1379.0 radius 5.0 5.0 
else_jump @SMOKE1_14976 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
81@ = 2 

:SMOKE1_14976
if 
  81@ == 2 
else_jump @SMOKE1_15071 
if 
01AD:   car 43@ sphere 0 near_point 1971.5 -1474.6 radius 5.0 5.0 
else_jump @SMOKE1_15071 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
81@ = 3 

:SMOKE1_15071
if 
  76@ == 0 
else_jump @SMOKE1_15158 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_15158 
05EB: assign_car 43@ to_path 37 
76@ = 1 

:SMOKE1_15158
if 
  76@ == 1 
else_jump @SMOKE1_15301 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_15301 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
40@ = 0 
81@ = 0 
93@ = 0 
76@ = 0 
75@ = 11 

:SMOKE1_15301
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_15315
if 
  75@ == 11 
else_jump @SMOKE1_15879 
if 
  93@ == 0 
else_jump @SMOKE1_15461 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_15436 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_15429 
91@ = 6 
92@ = 7 
138@ = 8 
gosub @SMOKE1_29776 

:SMOKE1_15429
93@ = 1 

:SMOKE1_15436
if 
  76@ == 1 
else_jump @SMOKE1_15461 
93@ = 1 

:SMOKE1_15461
if 
  81@ == 0 
else_jump @SMOKE1_15518 
01E8: create_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
81@ = 1 

:SMOKE1_15518
if 
  81@ == 1 
else_jump @SMOKE1_15645 
if 
01AD:   car 43@ sphere 0 near_point 2394.8 -1508.7 radius 5.0 5.0 
else_jump @SMOKE1_15645 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
81@ = 2 

:SMOKE1_15645
if 
  76@ == 0 
else_jump @SMOKE1_15732 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_15732 
05EB: assign_car 43@ to_path 38 
76@ = 1 

:SMOKE1_15732
if 
  76@ == 1 
else_jump @SMOKE1_15865 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_15865 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
40@ = 0 
81@ = 0 
93@ = 0 
76@ = 0 
75@ = 12 

:SMOKE1_15865
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_15879
if 
  75@ == 12 
else_jump @SMOKE1_16379 
if 
  93@ == 0 
else_jump @SMOKE1_16025 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_16000 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_15993 
91@ = 6 
92@ = 8 
138@ = 9 
gosub @SMOKE1_29776 

:SMOKE1_15993
93@ = 1 

:SMOKE1_16000
if 
  76@ == 1 
else_jump @SMOKE1_16025 
93@ = 1 

:SMOKE1_16025
if 
  81@ == 0 
else_jump @SMOKE1_16082 
01E8: create_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
81@ = 1 

:SMOKE1_16082
if 
  81@ == 1 
else_jump @SMOKE1_16177 
if 
01AD:   car 43@ sphere 0 near_point 2398.6 -1432.4 radius 5.0 5.0 
else_jump @SMOKE1_16177 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
81@ = 2 

:SMOKE1_16177
if 
  76@ == 0 
else_jump @SMOKE1_16264 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_16264 
05EB: assign_car 43@ to_path 39 
76@ = 1 

:SMOKE1_16264
if 
  76@ == 1 
else_jump @SMOKE1_16365 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_16365 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
40@ = 0 
81@ = 0 
93@ = 0 
76@ = 0 
75@ = 13 

:SMOKE1_16365
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 

:SMOKE1_16379
if 
  75@ == 13 
else_jump @SMOKE1_17800 
gosub @SMOKE1_25449 
gosub @SMOKE1_25187 
if 
  93@ == 0 
else_jump @SMOKE1_16539 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_16514 
41@ = 0 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_16507 
91@ = 6 
92@ = 9 
138@ = 10 
gosub @SMOKE1_29776 

:SMOKE1_16507
93@ = 1 

:SMOKE1_16514
if 
  76@ == 1 
else_jump @SMOKE1_16539 
93@ = 1 

:SMOKE1_16539
if 
  81@ == 0 
else_jump @SMOKE1_16692 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
81@ = 1 

:SMOKE1_16692
if 
  81@ == 1 
else_jump @SMOKE1_16787 
if 
01AD:   car 43@ sphere 0 near_point 2362.8 -1259.3 radius 5.0 5.0 
else_jump @SMOKE1_16787 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
81@ = 2 

:SMOKE1_16787
if 
  81@ == 2 
else_jump @SMOKE1_16882 
if 
01AD:   car 43@ sphere 0 near_point 2294.5 -1263.5 radius 5.0 5.0 
else_jump @SMOKE1_16882 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
81@ = 3 

:SMOKE1_16882
if 
  81@ == 3 
else_jump @SMOKE1_16977 
if 
01AD:   car 43@ sphere 0 near_point 2284.2 -1393.8 radius 5.0 5.0 
else_jump @SMOKE1_16977 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
81@ = 4 

:SMOKE1_16977
if 
  81@ == 4 
else_jump @SMOKE1_17072 
if 
01AD:   car 43@ sphere 0 near_point 2293.8 -1491.7 radius 5.0 5.0 
else_jump @SMOKE1_17072 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
81@ = 5 

:SMOKE1_17072
if 
  76@ == 0 
else_jump @SMOKE1_17381 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 4000 
else_jump @SMOKE1_17381 
if 
0248:   model 110 available 
else_jump @SMOKE1_17219 
009A: 70@ = create_actor_pedtype 25 model 110 at 2301.9 -1504.1 24.3 
0173: set_actor 70@ Z_angle_to 358.5 
01B2: give_actor 70@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 70@ dont_chase_victim 1 
060B: set_actor 70@ decision_maker_to 157@ 

:SMOKE1_17219
if 
0248:   model 110 available 
else_jump @SMOKE1_17293 
009A: 71@ = create_actor_pedtype 25 model 110 at 2302.5 -1502.3 24.3 
0173: set_actor 71@ Z_angle_to 18.5 
01B2: give_actor 71@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 71@ dont_chase_victim 1 
060B: set_actor 71@ decision_maker_to 157@ 

:SMOKE1_17293
if 
0248:   model 110 available 
else_jump @SMOKE1_17367 
009A: 72@ = create_actor_pedtype 25 model 110 at 2300.6 -1503.9 24.3 
0173: set_actor 72@ Z_angle_to 5.9 
01B2: give_actor 72@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 72@ dont_chase_victim 1 
060B: set_actor 72@ decision_maker_to 157@ 

:SMOKE1_17367
05EB: assign_car 43@ to_path 40 
76@ = 1 

:SMOKE1_17381
if 
  76@ == 1 
else_jump @SMOKE1_17632 
if 
860E:   not car 43@ assigned_to_path 
else_jump @SMOKE1_17632 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2300.3 -1502.8 24.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 205.1 
0616: define_AS_pack_end 153@ 
0618: assign_actor 42@ to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_17625 
07EE: car 43@ enable_tire_marks 0 

:SMOKE1_17625
76@ = 2 

:SMOKE1_17632
if 
  76@ == 2 
else_jump @SMOKE1_17800 
if or
00F2:   actor $PLAYER_ACTOR near_actor 42@ radius 30.0 30.0 0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE1_17800 
if 
06EE:   actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_17721 
06C9: remove_actor $133 from_group 

:SMOKE1_17721
09F4: set_actor $133 ignore_height_difference_following_nodes 1 
0648: unknown_actor $133 task_set 50.0 // float 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 42@ 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
93@ = 0 
81@ = 0 
76@ = 0 
75@ = 14 

:SMOKE1_17800
if 
  75@ == 14 
else_jump @SMOKE1_18207 
if 
  93@ == 0 
else_jump @SMOKE1_17898 
if or
0364:   actor $133 spotted_actor 42@ 
0364:   actor 42@ spotted_actor $133 
else_jump @SMOKE1_17898 
91@ = 7 
92@ = 0 
gosub @SMOKE1_29776 
41@ = 0 
93@ = 1 

:SMOKE1_17898
if 
  93@ == 1 
else_jump @SMOKE1_17962 
if 
  91@ == 0 
else_jump @SMOKE1_17962 
91@ = 17 
92@ = 0 
gosub @SMOKE1_29776 
93@ = 2 

:SMOKE1_17962
if 
  76@ == 0 
else_jump @SMOKE1_18207 
0164: disable_marker 74@ 
0187: 74@ = create_marker_above_actor 42@ 
02A9: set_actor 42@ immune_to_nonplayer 0 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $133 
05E2: AS_actor -1 kill_actor $133 
0616: define_AS_pack_end 153@ 
0618: assign_actor 42@ to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
if 
8118:   not actor 70@ dead 
else_jump @SMOKE1_18094 
062E: get_actor 70@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_18094 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:SMOKE1_18094
if 
8118:   not actor 71@ dead 
else_jump @SMOKE1_18147 
062E: get_actor 71@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_18147 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:SMOKE1_18147
if 
8118:   not actor 72@ dead 
else_jump @SMOKE1_18200 
062E: get_actor 72@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_18200 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:SMOKE1_18200
76@ = 1 

:SMOKE1_18207
jump @SMOKE1_18348 

:SMOKE1_18214
0164: disable_marker 74@ 
if 
8118:   not actor 70@ dead 
else_jump @SMOKE1_18250 
05DB: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18250
if 
8118:   not actor 71@ dead 
else_jump @SMOKE1_18281 
05DB: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18281
if 
8118:   not actor 72@ dead 
else_jump @SMOKE1_18312 
05DB: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18312
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
76@ = 0 
93@ = 0 
75@ = 15 

:SMOKE1_18348
jump @SMOKE1_18489 

:SMOKE1_18355
0164: disable_marker 74@ 
if 
8118:   not actor 70@ dead 
else_jump @SMOKE1_18391 
05DB: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18391
if 
8118:   not actor 71@ dead 
else_jump @SMOKE1_18422 
05DB: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18422
if 
8118:   not actor 72@ dead 
else_jump @SMOKE1_18453 
05DB: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:SMOKE1_18453
040D: unload_wav 1 
040D: unload_wav 2 
40@ = 0 
76@ = 0 
93@ = 0 
75@ = 15 

:SMOKE1_18489
if 
  75@ == 15 
else_jump @SMOKE1_21054 
if 
  76@ == 0 
else_jump @SMOKE1_19970 
if 
  40@ > 2000 
else_jump @SMOKE1_19970 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @SMOKE1_19970 
00BE: text_clear_all 
fade 0 500 

:SMOKE1_18578
if 
fading 
else_jump @SMOKE1_18602 
wait 0 
jump @SMOKE1_18578 

:SMOKE1_18602
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_18634 
jump @SMOKE1_23151 

:SMOKE1_18634
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
009B: destroy_actor 70@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 43@ 
0249: release_model 109 
0249: release_model 110 
0249: release_model 461 
04ED: load_animation "MISC" 
038B: load_requested_models 
04E4: refresh_game_renderer_at 2293.4 -1490.2 
0A0B: set_rendering_origin_at_3D_coord 2293.4 -1490.2 22.2 angle 90.0 
0395: clear_area 1 at 2293.4 -1490.2 22.2 radius 20.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_19602 
07EE: car 43@ enable_tire_marks 0 

:SMOKE1_19602
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to 149@ 150@ 151@ 
0172: 152@ = actor $PLAYER_ACTOR Z_angle 
06C9: remove_actor $133 from_group 
0792: disembark_instantly_actor $133 
0395: clear_area 1 at 2290.4 -1490.2 22.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2290.4 -1490.2 22.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.8 
05D3: AS_actor $PLAYER_ACTOR goto_point 2295.6 -1490.5 21.3 mode 4 time -1 ms // versionA 
0470: 84@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $133 
0395: clear_area 1 at 2295.3 -1491.3 22.3 radius 1.0 
00A1: put_actor $133 at 2295.3 -1491.3 22.3 
0173: set_actor $133 Z_angle_to 268.4 
0667: AS_actor $133 aim_at 2299.3 -1490.6 22.8 10000 ms 
015F: set_camera_position 2299.3 -1490.6 22.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.6 -1493.3 38.3 switchstyle 2 
91@ = 8 
92@ = 0 
gosub @SMOKE1_29776 
76@ = 1 
fade 1 1500 

:SMOKE1_19900
if 
fading 
else_jump @SMOKE1_19924 
wait 0 
jump @SMOKE1_19900 

:SMOKE1_19924
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_19956 
jump @SMOKE1_23151 

:SMOKE1_19956
77@ = 1 
0707: start_scene_skip_to @SMOKE1_20564 

:SMOKE1_19970
if 
  76@ == 1 
else_jump @SMOKE1_20101 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_20101 
0639: AS_actor $133 rotate_to_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 153@ 
0639: AS_actor -1 rotate_to_actor $133 
0605: actor -1 perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
76@ = 2 

:SMOKE1_20101
if 
  76@ == 2 
else_jump @SMOKE1_20185 
if 
  92@ > 2 
else_jump @SMOKE1_20185 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $133 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
76@ = 3 

:SMOKE1_20185
if 
  76@ == 3 
else_jump @SMOKE1_20269 
if 
  92@ > 3 
else_jump @SMOKE1_20269 
0687: clear_actor $133 task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
76@ = 4 

:SMOKE1_20269
if 
  76@ == 4 
else_jump @SMOKE1_20353 
if 
  92@ > 4 
else_jump @SMOKE1_20353 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $133 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
76@ = 5 

:SMOKE1_20353
if 
  76@ == 5 
else_jump @SMOKE1_20437 
if 
  92@ > 5 
else_jump @SMOKE1_20437 
0687: clear_actor $133 task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
76@ = 6 

:SMOKE1_20437
if 
  76@ == 6 
else_jump @SMOKE1_20521 
if 
  92@ > 6 
else_jump @SMOKE1_20521 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $133 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
76@ = 7 

:SMOKE1_20521
if 
  76@ == 7 
else_jump @SMOKE1_21054 
if 
  91@ == 0 
else_jump @SMOKE1_21054 
77@ = 0 

:SMOKE1_20564
0701: end_scene_skip 
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_20598 
jump @SMOKE1_23151 

:SMOKE1_20598
0687: clear_actor $133 task 
if 
  77@ == 1 
else_jump @SMOKE1_20638 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 

:SMOKE1_20638
fade 0 500 

:SMOKE1_20645
if 
fading 
else_jump @SMOKE1_20669 
wait 0 
jump @SMOKE1_20645 

:SMOKE1_20669
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_20701 
jump @SMOKE1_23151 

:SMOKE1_20701
0792: disembark_instantly_actor $PLAYER_ACTOR 
151@ -= 1.0 
0395: clear_area 1 at 149@ 150@ 151@ radius 1.0 
04E4: refresh_game_renderer_at 149@ 150@ 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 149@ 150@ 151@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 152@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 84@ 
0792: disembark_instantly_actor $133 
02C0: store_to 145@ 146@ 147@ ped_path_coords_closest_to 149@ 150@ 151@ 
04E4: refresh_game_renderer_at 145@ 146@ 
038B: load_requested_models 
147@ += 2.0 
02CE: 151@ = ground_z_at 145@ 146@ 147@ 
0395: clear_area 1 at 145@ 146@ 151@ radius 1.0 
00A1: put_actor $133 at 145@ 146@ 151@ 
09DD: unknown_player_group 1 
0631: put_actor $133 in_group $PLAYER_GROUP 
80@ = 1 
03CB: set_rendering_origin_at 149@ 150@ 151@ 
04EF: release_animation "MISC" 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 74@ 
018A: 74@ = create_checkpoint_at 783.2 -1630.3 12.2 
07E0: set_marker 74@ type_to 1 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1500 

:SMOKE1_20970
if 
fading 
else_jump @SMOKE1_20994 
wait 0 
jump @SMOKE1_20970 

:SMOKE1_20994
gosub @SMOKE1_24251 
if 
  78@ == 1 
else_jump @SMOKE1_21026 
jump @SMOKE1_23151 

:SMOKE1_21026
76@ = 0 
93@ = 0 
75@ = 16 
41@ = 0 

:SMOKE1_21054
if 
  75@ == 16 
else_jump @SMOKE1_21356 
if 
  91@ == 0 
else_jump @SMOKE1_21136 
if 
  93@ == 0 
else_jump @SMOKE1_21136 
91@ = 9 
92@ = 0 
gosub @SMOKE1_29776 
93@ = 1 

:SMOKE1_21136
if 
  91@ == 0 
else_jump @SMOKE1_21195 
if 
  93@ == 1 
else_jump @SMOKE1_21195 
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.
93@ = 2 

:SMOKE1_21195
if 
  76@ == 0 
else_jump @SMOKE1_21349 
if 
06EE:   actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_21349 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
else_jump @SMOKE1_21349 
if 
00FE:   actor $133 sphere 0 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
else_jump @SMOKE1_21349 
01B4: set_player $PLAYER_CHAR can_move 0 
76@ = 0 
75@ = 17 

:SMOKE1_21349
gosub @SMOKE1_25187 

:SMOKE1_21356
if 
  75@ == 17 
else_jump @SMOKE1_21751 
if 
  76@ == 0 
else_jump @SMOKE1_21615 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $133 from_group 
0615: define_AS_pack_begin 153@ 
05B9: AS_actor -1 stay_idle 1500 ms 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $133 
0616: define_AS_pack_end 153@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 792.1 -1626.0 12.4 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
91@ = 10 
92@ = 0 
gosub @SMOKE1_29776 
015F: set_camera_position 776.7145 -1637.248 14.084 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 777.5906 -1636.769 14.1398 switchstyle 2 
76@ = 1 

:SMOKE1_21615
if 
  76@ == 1 
else_jump @SMOKE1_21751 
if 
  91@ == 0 
else_jump @SMOKE1_21751 
fade 0 500 

:SMOKE1_21658
if 
fading 
else_jump @SMOKE1_21682 
wait 0 
jump @SMOKE1_21658 

:SMOKE1_21682
009B: destroy_actor $133 
0164: disable_marker 74@ 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:SMOKE1_21720
if 
fading 
else_jump @SMOKE1_21744 
wait 0 
jump @SMOKE1_21720 

:SMOKE1_21744
jump @SMOKE1_23169 

:SMOKE1_21751
if 
  75@ > 3 
else_jump @SMOKE1_21868 
if 
  14 > 75@ 
else_jump @SMOKE1_21868 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_21868 
062E: get_actor 42@ task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SMOKE1_21868 
0713: actor 42@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 

:SMOKE1_21868
if 
  75@ > 3 
else_jump @SMOKE1_21981 
if 
  15 > 75@ 
else_jump @SMOKE1_21981 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_21981 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 42@ radius 250.0 250.0 0 
else_jump @SMOKE1_21981 
if 
82CB:   not actor 42@ bounding_sphere_visible 
else_jump @SMOKE1_21981 
76@ = 0 
75@ = 20 

:SMOKE1_21981
if 
  75@ == 20 
else_jump @SMOKE1_22458 
if 
  76@ == 0 
else_jump @SMOKE1_22259 
if 
8118:   not actor $133 dead 
else_jump @SMOKE1_22187 
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_22187 
if 
00DB:   actor $133 in_car 44@ 
else_jump @SMOKE1_22187 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
91@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE1_22137 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:SMOKE1_22137
06C9: remove_actor $133 from_group 
0615: define_AS_pack_begin 153@ 
0633: AS_actor -1 exit_car 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 153@ 
0618: assign_actor $133 to_AS_pack 153@ 
061B: remove_references_to_AS_pack 153@ 
40@ = 0 
76@ = 1 

:SMOKE1_22187
if 
0119:   car 44@ wrecked 
else_jump @SMOKE1_22210 
76@ = 2 

:SMOKE1_22210
if 
0118:   actor $133 dead 
else_jump @SMOKE1_22233 
76@ = 2 

:SMOKE1_22233
if 
80DB:   not actor $133 in_car 44@ 
else_jump @SMOKE1_22259 
76@ = 2 

:SMOKE1_22259
if 
  76@ == 1 
else_jump @SMOKE1_22415 
if 
  40@ > 3000 
else_jump @SMOKE1_22415 
fade 0 500 

:SMOKE1_22303
if 
fading 
else_jump @SMOKE1_22327 
wait 0 
jump @SMOKE1_22303 

:SMOKE1_22327
009B: destroy_actor $133 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE1_22355 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:SMOKE1_22355
0164: disable_marker 74@ 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:SMOKE1_22384
if 
fading 
else_jump @SMOKE1_22408 
wait 0 
jump @SMOKE1_22384 

:SMOKE1_22408
76@ = 2 

:SMOKE1_22415
if 
  76@ == 2 
else_jump @SMOKE1_22458 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
jump @SMOKE1_23151 

:SMOKE1_22458
if 
  75@ == 3 
else_jump @SMOKE1_22514 
if 
87C1:   not path 30 available 
else_jump @SMOKE1_22495 
07C0: load_path 30 

:SMOKE1_22495
if 
87C1:   not path 31 available 
else_jump @SMOKE1_22514 
07C0: load_path 31 

:SMOKE1_22514
if 
  75@ == 4 
else_jump @SMOKE1_22551 
if 
87C1:   not path 32 available 
else_jump @SMOKE1_22551 
07C0: load_path 32 

:SMOKE1_22551
if 
  75@ == 5 
else_jump @SMOKE1_22588 
if 
87C1:   not path 33 available 
else_jump @SMOKE1_22588 
07C0: load_path 33 

:SMOKE1_22588
if 
  75@ == 6 
else_jump @SMOKE1_22625 
if 
87C1:   not path 34 available 
else_jump @SMOKE1_22625 
07C0: load_path 34 

:SMOKE1_22625
if 
  75@ == 7 
else_jump @SMOKE1_22857 
if 
87C1:   not path 35 available 
else_jump @SMOKE1_22662 
07C0: load_path 35 

:SMOKE1_22662
if 
87C1:   not path 50 available 
else_jump @SMOKE1_22681 
07C0: load_path 50 

:SMOKE1_22681
if 
87C1:   not path 51 available 
else_jump @SMOKE1_22700 
07C0: load_path 51 

:SMOKE1_22700
if 
87C1:   not path 52 available 
else_jump @SMOKE1_22719 
07C0: load_path 52 

:SMOKE1_22719
if 
87C1:   not path 53 available 
else_jump @SMOKE1_22738 
07C0: load_path 53 

:SMOKE1_22738
if 
87C1:   not path 54 available 
else_jump @SMOKE1_22757 
07C0: load_path 54 

:SMOKE1_22757
if 
87C1:   not path 55 available 
else_jump @SMOKE1_22776 
07C0: load_path 55 

:SMOKE1_22776
if 
87C1:   not path 56 available 
else_jump @SMOKE1_22795 
07C0: load_path 56 

:SMOKE1_22795
if 
87C1:   not path 57 available 
else_jump @SMOKE1_22814 
07C0: load_path 57 

:SMOKE1_22814
if 
87C1:   not path 58 available 
else_jump @SMOKE1_22833 
07C0: load_path 58 

:SMOKE1_22833
if 
87C1:   not path 35 available 
else_jump @SMOKE1_22852 
07C0: load_path 60 

:SMOKE1_22852
0247: load_model 410 

:SMOKE1_22857
if 
  75@ == 8 
else_jump @SMOKE1_22894 
if 
87C1:   not path 36 available 
else_jump @SMOKE1_22894 
07C0: load_path 36 

:SMOKE1_22894
if 
  75@ == 9 
else_jump @SMOKE1_22936 
0249: release_model 410 
if 
87C1:   not path 37 available 
else_jump @SMOKE1_22936 
07C0: load_path 37 

:SMOKE1_22936
if 
  75@ == 10 
else_jump @SMOKE1_22973 
if 
87C1:   not path 38 available 
else_jump @SMOKE1_22973 
07C0: load_path 38 

:SMOKE1_22973
if 
  75@ == 11 
else_jump @SMOKE1_23010 
if 
87C1:   not path 39 available 
else_jump @SMOKE1_23010 
07C0: load_path 39 

:SMOKE1_23010
if 
  75@ == 12 
else_jump @SMOKE1_23051 
if 
87C1:   not path 40 available 
else_jump @SMOKE1_23047 
07C0: load_path 40 

:SMOKE1_23047
0247: load_model 110 

:SMOKE1_23051
if 
  75@ > 0 
else_jump @SMOKE1_23094 
if 
  3 > 75@ 
else_jump @SMOKE1_23094 
gosub @SMOKE1_24668 

:SMOKE1_23094
if 
  75@ > 3 
else_jump @SMOKE1_23137 
if 
  14 > 75@ 
else_jump @SMOKE1_23137 
gosub @SMOKE1_24877 

:SMOKE1_23137
gosub @SMOKE1_27385 
jump @SMOKE1_1306 

:SMOKE1_23151
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SMOKE1_23169
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SMOKE_1'  // OG Loc
030C: progress_made = 1 
$453 += 1 
create_thread @STRAP 
0164: disable_marker $436 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
return 

:SMOKE1_23256
if 
0844:   string s$705 empty // s$ 
else_jump @SMOKE1_23274 
02EB: restore_camera_with_jumpcut 

:SMOKE1_23274
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SMOKE1_23297 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE1_23297
09F5: disable_player_mutal_activities 0 
0164: disable_marker 74@ 
040D: unload_wav 3 
0249: release_model 410 
0249: release_model 461 
0249: release_model 372 
0249: release_model 109 
0249: release_model 110 
0249: release_model 466 
0249: release_model 352 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "RAPPING" 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
07FB: set_interior 'LAHS1A' access 1  // House
06D7: enable_train_traffic 1 
034F: destroy_actor_with_fade $129 
034F: destroy_actor_with_fade $130 
034F: destroy_actor_with_fade $133 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
09D2: set_cops_chase_criminals 1 
061B: remove_references_to_AS_pack 155@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:SMOKE1_24251
if 
  4 > 75@ 
else_jump @SMOKE1_24392 
if 
0118:   actor $129 dead 
else_jump @SMOKE1_24310 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_06' time 7000 flag 1  // ~r~Big Smoke has been killed!
78@ = 1 

:SMOKE1_24310
if 
0118:   actor $130 dead 
else_jump @SMOKE1_24351 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_07' time 7000 flag 1  // ~r~Sweet has been killed!
78@ = 1 

:SMOKE1_24351
if 
0119:   car 45@ wrecked 
else_jump @SMOKE1_24392 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_08' time 7000 flag 1  // ~r~Smoke's car has been destroyed.
78@ = 1 

:SMOKE1_24392
if 
  75@ == 1 
else_jump @SMOKE1_24453 
if 
  76@ == 1 
else_jump @SMOKE1_24453 
if 
  78@ == 1 
else_jump @SMOKE1_24453 
78@ = 0 

:SMOKE1_24453
if 
  75@ == 1 
else_jump @SMOKE1_24530 
if 
  76@ == 2 
else_jump @SMOKE1_24530 
if 
0118:   actor $133 dead 
else_jump @SMOKE1_24530 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
78@ = 1 

:SMOKE1_24530
if 
  75@ > 1 
else_jump @SMOKE1_24589 
if 
0118:   actor $133 dead 
else_jump @SMOKE1_24589 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
78@ = 1 

:SMOKE1_24589
if 
  75@ > 3 
else_jump @SMOKE1_24666 
if 
  15 > 75@ 
else_jump @SMOKE1_24666 
if 
0119:   car 44@ wrecked 
else_jump @SMOKE1_24666 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_14' time 7000 flag 1  // ~r~The bike you needed was destroyed!
78@ = 1 

:SMOKE1_24666
return 

:SMOKE1_24668
if 
  79@ == 0 
else_jump @SMOKE1_24811 
if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_24811 
03D5: remove_text 'SMK1_01'  // ~s~Get back in ~b~Smoke's car~s~.
0164: disable_marker 74@ 
if 
  75@ == 1 
else_jump @SMOKE1_24804 
if 
  76@ == 0 
else_jump @SMOKE1_24784 
018A: 74@ = create_checkpoint_at 1532.8 -1672.9 12.4 
jump @SMOKE1_24804 

:SMOKE1_24784
018A: 74@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:SMOKE1_24804
79@ = 1 

:SMOKE1_24811
if 
  79@ == 1 
else_jump @SMOKE1_24875 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_24875 
0164: disable_marker 74@ 
0186: 74@ = create_marker_above_car 45@ 
07E0: set_marker 74@ type_to 1 
79@ = 0 

:SMOKE1_24875
return 

:SMOKE1_24877
if 
  80@ == 1 
else_jump @SMOKE1_25185 
if 
  75@ > 3 
else_jump @SMOKE1_25185 
if 
  14 > 75@ 
else_jump @SMOKE1_25185 
if 
  79@ == 0 
else_jump @SMOKE1_25058 
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_25058 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @SMOKE1_25058 
03D5: remove_text 94@(92@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 74@ 
0187: 74@ = create_marker_above_actor 42@ 
07E0: set_marker 74@ type_to 0 
79@ = 1 

:SMOKE1_25058
if 
  79@ == 1 
else_jump @SMOKE1_25185 
if 
8119:   not car 44@ wrecked 
else_jump @SMOKE1_25185 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @SMOKE1_25185 
03D5: remove_text 94@(92@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.
0164: disable_marker 74@ 
0186: 74@ = create_marker_above_car 44@ 
07E0: set_marker 74@ type_to 1 
79@ = 0 

:SMOKE1_25185
return 

:SMOKE1_25187
if 
  80@ == 1 
else_jump @SMOKE1_25251 
if 
86EE:   not actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_25251 
0164: disable_marker 74@ 
0187: 74@ = create_marker_above_actor $133 
07E0: set_marker 74@ type_to 1 
80@ = 0 

:SMOKE1_25251
if 
  80@ == 0 
else_jump @SMOKE1_25447 
if 
0104:   actor $PLAYER_ACTOR near_actor $133 radius 8.0 8.0 8.0 sphere 0 
else_jump @SMOKE1_25447 
if 
86EE:   not actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_25336 
09DD: unknown_player_group 1 
0631: put_actor $133 in_group $PLAYER_GROUP 

:SMOKE1_25336
if 
  16 > 75@ 
else_jump @SMOKE1_25415 
0164: disable_marker 74@ 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @SMOKE1_25393 
0187: 74@ = create_marker_above_actor 42@ 
jump @SMOKE1_25408 

:SMOKE1_25393
0186: 74@ = create_marker_above_car 44@ 
07E0: set_marker 74@ type_to 1 

:SMOKE1_25408
jump @SMOKE1_25440 

:SMOKE1_25415
0164: disable_marker 74@ 
018A: 74@ = create_checkpoint_at 783.2 -1630.3 12.2 

:SMOKE1_25440
80@ = 1 

:SMOKE1_25447
return 

:SMOKE1_25449
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_26115 
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_26108 
if 
00DB:   actor 42@ in_car 43@ 
else_jump @SMOKE1_26071 
if 
  88@ == 0 
else_jump @SMOKE1_25560 
if or
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 43@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE1_25560 
0224: set_car 43@ health_to 350 
88@ = 1 

:SMOKE1_25560
00A0: store_actor $PLAYER_ACTOR position_to 141@ 142@ 145@ 
00AA: store_car 43@ position_to 143@ 144@ 145@ 
0509: 145@ = distance_between_XY 141@ 142@ and_XY 143@ 144@ 
if 
  21.0 > 145@ 
else_jump @SMOKE1_25669 
145@ /= 20.0 
0087: 146@ = 145@ // (float) 
145@ = 2.0 
0063: 145@ -= 146@ // (float) 
jump @SMOKE1_25715 

:SMOKE1_25669
145@ -= 20.0 
145@ /= 90.0 
0087: 146@ = 145@ // (float) 
145@ = 1.0 
0063: 145@ -= 146@ // (float) 

:SMOKE1_25715
0087: 148@ = 145@ // (float) 
if 
  148@ > 2.0 
else_jump @SMOKE1_25754 
148@ = 2.0 

:SMOKE1_25754
if 
  0.5 > 148@ 
else_jump @SMOKE1_25785 
148@ = 0.5 

:SMOKE1_25785
if 
060E:   car 43@ assigned_to_path 
else_jump @SMOKE1_25809 
06FD: set_car 43@ speed_on_path_to 148@ 

:SMOKE1_25809
if 
  75@ == 8 
else_jump @SMOKE1_26037 
if 
  10 > 87@ 
else_jump @SMOKE1_26030 
if 
8119:   not car 50@(87@,10i) wrecked 
else_jump @SMOKE1_26016 
if 
8118:   not actor 60@(87@,10i) dead 
else_jump @SMOKE1_25987 
if 
00DB:   actor 60@(87@,10i) in_car 50@(87@,10i) 
else_jump @SMOKE1_25951 
if 
060E:   car 50@(87@,10i) assigned_to_path 
else_jump @SMOKE1_25944 
06FD: set_car 50@(87@,10i) speed_on_path_to 148@ 

:SMOKE1_25944
jump @SMOKE1_25980 

:SMOKE1_25951
if 
060E:   car 50@(87@,10i) assigned_to_path 
else_jump @SMOKE1_25980 
05EC: release_car 50@(87@,10i) from_path 

:SMOKE1_25980
jump @SMOKE1_26016 

:SMOKE1_25987
if 
060E:   car 50@(87@,10i) assigned_to_path 
else_jump @SMOKE1_26016 
05EC: release_car 50@(87@,10i) from_path 

:SMOKE1_26016
87@ += 1 
jump @SMOKE1_26037 

:SMOKE1_26030
87@ = 0 

:SMOKE1_26037
if 
80DB:   not actor 42@ in_car 43@ 
else_jump @SMOKE1_26064 
036A: put_actor 42@ in_car 43@ 

:SMOKE1_26064
jump @SMOKE1_26108 

:SMOKE1_26071
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_26108 
if 
060E:   car 43@ assigned_to_path 
else_jump @SMOKE1_26108 
05EC: release_car 43@ from_path 

:SMOKE1_26108
jump @SMOKE1_26152 

:SMOKE1_26115
if 
8119:   not car 43@ wrecked 
else_jump @SMOKE1_26152 
if 
060E:   car 43@ assigned_to_path 
else_jump @SMOKE1_26152 
05EC: release_car 43@ from_path 

:SMOKE1_26152
return 

:SMOKE1_26154
0209: 85@ = random_int_in_ranges 1 37 
if 
  85@ == 1 
else_jump @SMOKE1_26196 
0674: set_car_model 86@ numberplate "GOT_M00_" 

:SMOKE1_26196
if 
  85@ == 2 
else_jump @SMOKE1_26229 
0674: set_car_model 86@ numberplate "M00TV_4U" 

:SMOKE1_26229
if 
  85@ == 3 
else_jump @SMOKE1_26262 
0674: set_car_model 86@ numberplate "MATHEW_2" 

:SMOKE1_26262
if 
  85@ == 4 
else_jump @SMOKE1_26295 
0674: set_car_model 86@ numberplate "D4_DEW0R" 

:SMOKE1_26295
if 
  85@ == 5 
else_jump @SMOKE1_26328 
0674: set_car_model 86@ numberplate "D0DE_777" 

:SMOKE1_26328
if 
  85@ == 6 
else_jump @SMOKE1_26361 
0674: set_car_model 86@ numberplate "DAM0_666" 

:SMOKE1_26361
if 
  85@ == 7 
else_jump @SMOKE1_26394 
0674: set_car_model 86@ numberplate "C0NEY_88" 

:SMOKE1_26394
if 
  85@ == 8 
else_jump @SMOKE1_26427 
0674: set_car_model 86@ numberplate "PRE4CHER" 

:SMOKE1_26427
if 
  85@ == 9 
else_jump @SMOKE1_26460 
0674: set_car_model 86@ numberplate "DBP_4NDY" 

:SMOKE1_26460
if 
  85@ == 10 
else_jump @SMOKE1_26493 
0674: set_car_model 86@ numberplate "EV1L_SLY" 

:SMOKE1_26493
if 
  85@ == 11 
else_jump @SMOKE1_26526 
0674: set_car_model 86@ numberplate "N1_R4V3N" 

:SMOKE1_26526
if 
  85@ == 12 
else_jump @SMOKE1_26559 
0674: set_car_model 86@ numberplate "D1VX_Z00" 

:SMOKE1_26559
if 
  85@ == 13 
else_jump @SMOKE1_26591 
0674: set_car_model 86@ numberplate "MR_B3NN" 

:SMOKE1_26591
if 
  85@ == 14 
else_jump @SMOKE1_26624 
0674: set_car_model 86@ numberplate "R3D_R4SP" 

:SMOKE1_26624
if 
  85@ == 15 
else_jump @SMOKE1_26657 
0674: set_car_model 86@ numberplate "LA_B0MBA" 

:SMOKE1_26657
if 
  85@ == 16 
else_jump @SMOKE1_26690 
0674: set_car_model 86@ numberplate "L3337_0G" 

:SMOKE1_26690
if 
  85@ == 17 
else_jump @SMOKE1_26723 
0674: set_car_model 86@ numberplate "BUDD4H_X" 

:SMOKE1_26723
if 
  85@ == 18 
else_jump @SMOKE1_26756 
0674: set_car_model 86@ numberplate "T3H_BUCK" 

:SMOKE1_26756
if 
  85@ == 19 
else_jump @SMOKE1_26789 
0674: set_car_model 86@ numberplate "CHUNKY_1" 

:SMOKE1_26789
if 
  85@ == 20 
else_jump @SMOKE1_26822 
0674: set_car_model 86@ numberplate "EV1L_BNZ" 

:SMOKE1_26822
if 
  85@ == 21 
else_jump @SMOKE1_26855 
0674: set_car_model 86@ numberplate "S4ND_M4N" 

:SMOKE1_26855
if 
  85@ == 22 
else_jump @SMOKE1_26888 
0674: set_car_model 86@ numberplate "RKK_DBP1" 

:SMOKE1_26888
if 
  85@ == 23 
else_jump @SMOKE1_26921 
0674: set_car_model 86@ numberplate "RE1_K0KU" 

:SMOKE1_26921
if 
  85@ == 24 
else_jump @SMOKE1_26954 
0674: set_car_model 86@ numberplate "S3XY_JUD" 

:SMOKE1_26954
if 
  85@ == 25 
else_jump @SMOKE1_26987 
0674: set_car_model 86@ numberplate "SUNRA_93" 

:SMOKE1_26987
if 
  85@ == 26 
else_jump @SMOKE1_27020 
0674: set_car_model 86@ numberplate "UG_FUX69" 

:SMOKE1_27020
if 
  85@ == 27 
else_jump @SMOKE1_27053 
0674: set_car_model 86@ numberplate "LI0N_CUM" 

:SMOKE1_27053
if 
  85@ == 28 
else_jump @SMOKE1_27086 
0674: set_car_model 86@ numberplate "RKK_PWND" 

:SMOKE1_27086
if 
  85@ == 29 
else_jump @SMOKE1_27119 
0674: set_car_model 86@ numberplate "HAZE_B0B" 

:SMOKE1_27119
if 
  85@ == 30 
else_jump @SMOKE1_27152 
0674: set_car_model 86@ numberplate "T3H_FLUF" 

:SMOKE1_27152
if 
  85@ == 31 
else_jump @SMOKE1_27185 
0674: set_car_model 86@ numberplate "BM_4NDY_" 

:SMOKE1_27185
if 
  85@ == 32 
else_jump @SMOKE1_27218 
0674: set_car_model 86@ numberplate "BM_D34N_" 

:SMOKE1_27218
if 
  85@ == 33 
else_jump @SMOKE1_27251 
0674: set_car_model 86@ numberplate "BM_L4C3Y" 

:SMOKE1_27251
if 
  85@ == 34 
else_jump @SMOKE1_27284 
0674: set_car_model 86@ numberplate "BM_D3V__" 

:SMOKE1_27284
if 
  85@ == 35 
else_jump @SMOKE1_27317 
0674: set_car_model 86@ numberplate "NU_SK00L" 

:SMOKE1_27317
if 
  85@ == 36 
else_jump @SMOKE1_27350 
0674: set_car_model 86@ numberplate "G4L_AVET" 

:SMOKE1_27350
if 
  85@ == 37 
else_jump @SMOKE1_27383 
0674: set_car_model 86@ numberplate "M0J0_J0J" 

:SMOKE1_27383
return 

:SMOKE1_27385
if 
  75@ == 1 
else_jump @SMOKE1_28404 
if 
0448:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_27674 
if or
  91@ == 1 
  91@ == 2 
else_jump @SMOKE1_27674 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_27667 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
  76@ == 0 
else_jump @SMOKE1_27564 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
else_jump @SMOKE1_27533 
gosub @SMOKE1_32359 
jump @SMOKE1_27564 

:SMOKE1_27533
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_27564
if or
  76@ == 1 
  76@ == 2 
else_jump @SMOKE1_27660 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
8118:   not actor $133 dead 
else_jump @SMOKE1_27629 
gosub @SMOKE1_32359 
jump @SMOKE1_27660 

:SMOKE1_27629
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_27660
jump @SMOKE1_27674 

:SMOKE1_27667
91@ = 0 

:SMOKE1_27674
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_27810 
if 
  11 > 91@ 
else_jump @SMOKE1_27810 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_27737 
92@ += 1 

:SMOKE1_27737
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 94@(92@,13s) 
0085: 140@ = 91@ // (int) 
0085: 139@ = 92@ // (int) 
91@ = 11 
0209: 92@ = random_int_in_ranges 0 5 
0085: 138@ = 92@ // (int) 
138@ += 1 
gosub @SMOKE1_29776 

:SMOKE1_27810
if 
  91@ == 11 
else_jump @SMOKE1_28135 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_28083 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_28060 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
  76@ == 0 
else_jump @SMOKE1_27964 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
else_jump @SMOKE1_27933 
gosub @SMOKE1_32359 
jump @SMOKE1_27964 

:SMOKE1_27933
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_27964
if 
  76@ == 1 
else_jump @SMOKE1_28053 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
8118:   not actor $133 dead 
else_jump @SMOKE1_28022 
gosub @SMOKE1_32359 
jump @SMOKE1_28053 

:SMOKE1_28022
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_28053
jump @SMOKE1_28083 

:SMOKE1_28060
00BC: show_text_highpriority GXT 'SMK1_01' time 11000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
91@ = 12 

:SMOKE1_28083
if 
0448:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_28135 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
91@ = 13 
92@ = 0 
00BE: text_clear_all 

:SMOKE1_28135
if 
  91@ == 12 
else_jump @SMOKE1_28188 
if 
0448:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_28188 
91@ = 13 
92@ = 0 
00BE: text_clear_all 

:SMOKE1_28188
if 
  91@ == 13 
else_jump @SMOKE1_28404 
if 
0448:   actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_28330 
41@ = 0 
0085: 91@ = 140@ // (int) 
0085: 92@ = 139@ // (int) 
gosub @SMOKE1_29776 
if 
  140@ == 0 
else_jump @SMOKE1_28330 
if 
  76@ == 0 
else_jump @SMOKE1_28314 
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.
jump @SMOKE1_28330 

:SMOKE1_28314
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.

:SMOKE1_28330
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @SMOKE1_28404 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
91@ = 11 
0209: 92@ = random_int_in_ranges 0 5 
0085: 138@ = 92@ // (int) 
138@ += 1 
gosub @SMOKE1_29776 

:SMOKE1_28404
if or
  91@ == 3 
  91@ == 4 
  91@ == 5 
  91@ == 8 
  91@ == 10 
else_jump @SMOKE1_28504 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_28497 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
gosub @SMOKE1_32359 
jump @SMOKE1_28504 

:SMOKE1_28497
91@ = 0 

:SMOKE1_28504
if 
  75@ > 3 
else_jump @SMOKE1_29510 
if or
  14 > 75@ 
  75@ == 16 
else_jump @SMOKE1_29510 
if 
06EE:   actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_28903 
if 
0104:   actor $133 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @SMOKE1_28896 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $133 on_foot 
else_jump @SMOKE1_28749 
if 
  91@ == 9 
else_jump @SMOKE1_28749 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_28742 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
8118:   not actor $133 dead 
else_jump @SMOKE1_28704 
gosub @SMOKE1_32359 
jump @SMOKE1_28735 

:SMOKE1_28704
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_28735
jump @SMOKE1_28749 

:SMOKE1_28742
91@ = 0 

:SMOKE1_28749
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $133 driving 
else_jump @SMOKE1_28896 
if 
  91@ == 9 
else_jump @SMOKE1_28896 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_28889 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
8118:   not actor $133 dead 
else_jump @SMOKE1_28851 
gosub @SMOKE1_32359 
jump @SMOKE1_28882 

:SMOKE1_28851
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_28882
jump @SMOKE1_28896 

:SMOKE1_28889
91@ = 0 

:SMOKE1_28896
jump @SMOKE1_29020 

:SMOKE1_28903
if 
  14 > 91@ 
else_jump @SMOKE1_29020 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_28947 
92@ += 1 

:SMOKE1_28947
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
00BE: text_clear_all 
0085: 140@ = 91@ // (int) 
0085: 139@ = 92@ // (int) 
91@ = 14 
0209: 92@ = random_int_in_ranges 0 3 
0085: 138@ = 92@ // (int) 
138@ += 1 
gosub @SMOKE1_29776 

:SMOKE1_29020
if 
  91@ == 14 
else_jump @SMOKE1_29211 
if 
86EE:   not actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_29188 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_29158 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
8118:   not actor $133 dead 
else_jump @SMOKE1_29120 
gosub @SMOKE1_32359 
jump @SMOKE1_29151 

:SMOKE1_29120
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_29151
jump @SMOKE1_29181 

:SMOKE1_29158
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
91@ = 15 

:SMOKE1_29181
jump @SMOKE1_29211 

:SMOKE1_29188
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
91@ = 15 

:SMOKE1_29211
if 
  91@ == 15 
else_jump @SMOKE1_29264 
if 
06EE:   actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_29264 
91@ = 16 
92@ = 0 
00BE: text_clear_all 

:SMOKE1_29264
if 
  91@ == 16 
else_jump @SMOKE1_29510 
if 
06EE:   actor $133 in_group $PLAYER_GROUP 
else_jump @SMOKE1_29455 
41@ = 0 
0085: 91@ = 140@ // (int) 
0085: 92@ = 139@ // (int) 
gosub @SMOKE1_29776 
if 
  140@ == 0 
else_jump @SMOKE1_29448 
if 
  14 > 75@ 
else_jump @SMOKE1_29432 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @SMOKE1_29409 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
jump @SMOKE1_29425 

:SMOKE1_29409
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.

:SMOKE1_29425
jump @SMOKE1_29448 

:SMOKE1_29432
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.

:SMOKE1_29448
jump @SMOKE1_29510 

:SMOKE1_29455
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
91@ = 14 
0209: 92@ = random_int_in_ranges 0 3 
0085: 138@ = 92@ // (int) 
138@ += 1 
gosub @SMOKE1_29776 

:SMOKE1_29510
if or
  91@ == 6 
  91@ == 7 
else_jump @SMOKE1_29643 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_29636 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE1_29598 
gosub @SMOKE1_32359 
jump @SMOKE1_29629 

:SMOKE1_29598
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_29629
jump @SMOKE1_29643 

:SMOKE1_29636
91@ = 0 

:SMOKE1_29643
if 
  91@ == 17 
else_jump @SMOKE1_29774 
if 
001D:   133@ > 92@ // (int) 
else_jump @SMOKE1_29767 
gosub @SMOKE1_32098 
gosub @SMOKE1_32205 
if and
8118:   not actor 42@ dead 
8118:   not actor $133 dead 
else_jump @SMOKE1_29729 
gosub @SMOKE1_32359 
jump @SMOKE1_29760 

:SMOKE1_29729
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 94@(92@,13s) 
134@ = 0 
135@ = 0 

:SMOKE1_29760
jump @SMOKE1_29774 

:SMOKE1_29767
91@ = 0 

:SMOKE1_29774
return 

:SMOKE1_29776
if 
  91@ == 1 
else_jump @SMOKE1_29993 
05AA: 94@s = 'SMO1_AA' // @s = 'short'  // Good to hang with you, brother. I'm sorry I can get a little tense.
05AA: 96@s = 'SMO1_AC' // @s = 'short'  // Don't worry about it.
05AA: 98@s = 'SMO1_AD' // @s = 'short'  // Hey, it ain't Jeffrey no more. It's OG Loc.
05AA: 100@s = 'SMO1_AE' // @s = 'short'  // OG Loc?
05AA: 102@s = 'SMO1_AF' // @s = 'short'  // Oh yeah, he's a real gangsta now.
05AA: 104@s = 'SMO1_AG' // @s = 'short'  // I see. And what'd he do?
05AA: 106@s = 'SMO1_AH' // @s = 'short'  // Anything he could to get thrown in jail for. For his career.
05AA: 108@s = 'SMO1_AJ' // @s = 'short'  // Joyriding, parking fines or some other bullshit.
04AF: 120@ = 35000 // = constant 
04AF: 121@ = 35001 // = constant 
04AF: 122@ = 35002 // = constant 
04AF: 123@ = 35003 // = constant 
04AF: 124@ = 35004 // = constant 
04AF: 125@ = 35005 // = constant 
04AF: 126@ = 35006 // = constant 
04AF: 127@ = 35007 // = constant 
133@ = 8 

:SMOKE1_29993
if 
  91@ == 2 
else_jump @SMOKE1_30186 
05AA: 94@s = 'SMO1_BA' // @s = 'short'  // What's your plan, big gangsta? Now you a free man and all.
05AA: 96@s = 'SMO1_BB' // @s = 'short'  // Man, I ain't free, my parole officer lined me up with a job!
05AA: 98@s = 'SMO1_BC' // @s = 'short'  // Motherfucker always trying to keep a player down.
05AA: 100@s = 'SMO1_BD' // @s = 'short'  // You got that right!
05AA: 102@s = 'SMO1_BE' // @s = 'short'  // Still, ain't so bad, I'm gonna be a 'hygiene technician'.
05AA: 104@s = 'SMO1_BF' // @s = 'short'  // Coming up in the world, huh?
05AA: 106@s = 'SMO1_BG' // @s = 'short'  // Just a stepping-stone to greatness.
04AF: 120@ = 35008 // = constant 
04AF: 121@ = 35009 // = constant 
04AF: 122@ = 35010 // = constant 
04AF: 123@ = 35011 // = constant 
04AF: 124@ = 35012 // = constant 
04AF: 125@ = 35013 // = constant 
04AF: 126@ = 35014 // = constant 
133@ = 7 

:SMOKE1_30186
if 
  91@ == 3 
else_jump @SMOKE1_30379 
05AA: 94@s = 'SMO1_CA' // @s = 'short'  // Man, this is the spot!
05AA: 96@s = 'SMO1_CB' // @s = 'short'  // Ain't this a Vagos' 'hood?
05AA: 98@s = 'SMO1_CC' // @s = 'short'  // Man, I don't give a shit, I'm gangsta!
05AA: 100@s = 'SMO1_CD' // @s = 'short'  // C'mon, let's leave Loc to deal with Casanova.
05AA: 102@s = 'SMO1_CE' // @s = 'short'  // Hey, I'll stick with Jeff - I mean, Loc!
05AA: 104@s = 'SMO1_CF' // @s = 'short'  // OK, cool.
05AA: 106@s = 'SMO1_CG' // @s = 'short'  // I'll see you guys back on the set.
04AF: 120@ = 35015 // = constant 
04AF: 121@ = 35016 // = constant 
04AF: 122@ = 35017 // = constant 
04AF: 123@ = 35018 // = constant 
04AF: 124@ = 35019 // = constant 
04AF: 125@ = 35020 // = constant 
04AF: 126@ = 35021 // = constant 
133@ = 7 

:SMOKE1_30379
if 
  91@ == 4 
else_jump @SMOKE1_30645 
05AA: 94@s = 'SMO1_CH' // @s = 'short'  // Freddy! I've come for you, you motherfucker!
05AA: 96@s = 'SMO1_DB' // @s = 'short'  // Hey, Loc, hold up!
05AA: 98@s = 'SMO1_CJ' // @s = 'short'  // Jeffrey, you got the wrong idea, man - that was just a prison thing!
05AA: 100@s = 'SMO1_CK' // @s = 'short'  // I got plenty of muchachas on the outside,
05AA: 102@s = 'SMO1_CL' // @s = 'short'  // I don't need your scrawny ass!
05AA: 104@s = 'SMO1_CM' // @s = 'short'  // Man, ignore him, CJ, I don't know what he talking about.
05AA: 106@s = 'SMO1_CN' // @s = 'short'  // Hey, yo, gimme back my rhymes you thief, I'm gangsta!
05AA: 108@s = 'SMO1_CO' // @s = 'short'  // You dropped the soap, sugar,
05AA: 110@s = 'SMO1_CP' // @s = 'short'  // I don't know nothing about any rhymes!
05AA: 112@s = 'SMO1_DA' // @s = 'short'  // Hey, hey! Motherfucker's making a run for it!
04AF: 120@ = 35022 // = constant 
04AF: 121@ = 35031 // = constant 
04AF: 122@ = 35023 // = constant 
04AF: 123@ = 35024 // = constant 
04AF: 124@ = 35025 // = constant 
04AF: 125@ = 35026 // = constant 
04AF: 126@ = 35027 // = constant 
04AF: 127@ = 35028 // = constant 
04AF: 128@ = 35029 // = constant 
04AF: 129@ = 35030 // = constant 
0085: 133@ = 138@ // (int) 

:SMOKE1_30645
if 
  91@ == 5 
else_jump @SMOKE1_30718 
05AA: 94@s = 'SMO1_EA' // @s = 'short'  // Hey Loc, get back here, nigga you crazy!
05AA: 96@s = 'SMO1_EB' // @s = 'short'  // Eh yo, back off me CJ, I gotta protect my rep!
04AF: 120@ = 35033 // = constant 
04AF: 121@ = 35034 // = constant 
133@ = 2 

:SMOKE1_30718
if 
  91@ == 6 
else_jump @SMOKE1_30984 
05AA: 94@s = 'SMO1_FA' // @s = 'short'  // Oooo! Chase me! Chase me!
05AA: 96@s = 'SMO1_FB' // @s = 'short'  // C'mon, honey, I'm losing my patience!
05AA: 98@s = 'SMO1_FC' // @s = 'short'  // I like the fast ass, not the slow ass!
05AA: 100@s = 'SMO1_FD' // @s = 'short'  // I thought you were keen, cute buns!
05AA: 102@s = 'SMO1_FE' // @s = 'short'  // Catch me if you caaAAAaan!
05AA: 104@s = 'SMO1_FF' // @s = 'short'  // Yoohoo! Over here!
05AA: 106@s = 'SMO1_FG' // @s = 'short'  // Cooweee, Jeffrey!
05AA: 108@s = 'SMO1_FH' // @s = 'short'  // You know I love the thrill of the chase!
05AA: 110@s = 'SMO1_FJ' // @s = 'short'  // Hey baby, move those sweet cheeks!
05AA: 112@s = 'SMO1_FK' // @s = 'short'  // Try to show a little bit more enthusiasm, darling.
04AF: 120@ = 35035 // = constant 
04AF: 121@ = 35036 // = constant 
04AF: 122@ = 35037 // = constant 
04AF: 123@ = 35038 // = constant 
04AF: 124@ = 35039 // = constant 
04AF: 125@ = 35040 // = constant 
04AF: 126@ = 35041 // = constant 
04AF: 127@ = 35042 // = constant 
04AF: 128@ = 35043 // = constant 
04AF: 129@ = 35044 // = constant 
0085: 133@ = 138@ // (int) 

:SMOKE1_30984
if 
  91@ == 7 
else_jump @SMOKE1_31057 
05AA: 94@s = 'SMO1_GA' // @s = 'short'  // He's broken my heart!
05AA: 96@s = 'SMO1_GB' // @s = 'short'  // Get him, boys!
04AF: 120@ = 35047 // = constant 
04AF: 121@ = 35048 // = constant 
133@ = 2 

:SMOKE1_31057
if 
  91@ == 8 
else_jump @SMOKE1_31274 
05AA: 94@s = 'SMO1_HA' // @s = 'short'  // Don't you say a damn thing, CJ.
05AA: 96@s = 'SMO1_HB' // @s = 'short'  // Was you lonely, Loc?
05AA: 98@s = 'SMO1_HC' // @s = 'short'  // Hey, I like a nice mustache myself!
05AA: 100@s = 'SMO1_HD' // @s = 'short'  // I keep it real, unlike you fake ass motherfuckers.
05AA: 102@s = 'SMO1_HE' // @s = 'short'  // C'mon, gangsta. Let's get back to the Grove.
05AA: 104@s = 'SMO1_HF' // @s = 'short'  // Nah, I can't, I gotta go and sign in for this damn job!
05AA: 106@s = 'SMO1_HG' // @s = 'short'  // Whatever you want. You want a ride anyway?
05AA: 108@s = 'SMO1_HH' // @s = 'short'  // Sure thing. Let's roll.
04AF: 120@ = 35053 // = constant 
04AF: 121@ = 35054 // = constant 
04AF: 122@ = 35055 // = constant 
04AF: 123@ = 35056 // = constant 
04AF: 124@ = 35057 // = constant 
04AF: 125@ = 35058 // = constant 
04AF: 126@ = 35059 // = constant 
04AF: 127@ = 35060 // = constant 
133@ = 8 

:SMOKE1_31274
if 
  91@ == 9 
else_jump @SMOKE1_31539 
05AA: 94@s = 'SMO1_JA' // @s = 'short'  // Eh, take me to the Burger Shot in Verona Beach.
05AA: 96@s = 'SMO1_JB' // @s = 'short'  // You're the boss.
05AA: 98@s = 'SMO1_JC' // @s = 'short'  // Coz I'm keen, With the hygiene,
05AA: 100@s = 'SMO1_JD' // @s = 'short'  // On a mission, Like a super technician, baby
05AA: 102@s = 'SMO1_JG' // @s = 'short'  // Get on with that shit man.
05AA: 104@s = 'SMO1_JM' // @s = 'short'  // Look at you, all muscley and shit.
05AA: 106@s = 'SMO1_JH' // @s = 'short'  // Man, I got 17s on the hang.
05AA: 108@s = 'SMO1_JJ' // @s = 'short'  // You coulda did that out here.
05AA: 110@s = 'SMO1_JK' // @s = 'short'  // Because I did it in the joint, it's real now.
05AA: 112@s = 'SMO1_JL' // @s = 'short'  // Yeah, I guess it is, gangsta.
04AF: 120@ = 35061 // = constant 
04AF: 121@ = 35062 // = constant 
04AF: 122@ = 35063 // = constant 
04AF: 123@ = 35064 // = constant 
04AF: 124@ = 35065 // = constant 
04AF: 125@ = 35070 // = constant 
04AF: 126@ = 35066 // = constant 
04AF: 127@ = 35067 // = constant 
04AF: 128@ = 35068 // = constant 
04AF: 129@ = 35069 // = constant 
133@ = 10 

:SMOKE1_31539
if 
  91@ == 10 
else_jump @SMOKE1_31684 
05AA: 94@s = 'SMO1_KA' // @s = 'short'  // Thanks for the ride, CJ.
05AA: 96@s = 'SMO1_KB' // @s = 'short'  // Don't be a stranger, fool.
05AA: 98@s = 'SMO1_KC' // @s = 'short'  // Yeah, for sure. I'll see you around.
05AA: 100@s = 'SMO1_KD' // @s = 'short'  // Like a quarter pound!
05AA: 102@s = 'SMO1_KE' // @s = 'short'  // Later.
04AF: 120@ = 35071 // = constant 
04AF: 121@ = 35072 // = constant 
04AF: 122@ = 35073 // = constant 
04AF: 123@ = 35074 // = constant 
04AF: 124@ = 35075 // = constant 
133@ = 5 

:SMOKE1_31684
if 
  91@ == 11 
else_jump @SMOKE1_31854 
05AA: 94@s = 'SMOX_AA' // @s = 'short'  // Get in
05AA: 96@s = 'SMOX_AB' // @s = 'short'  // In the ride!
05AA: 98@s = 'SMOX_AC' // @s = 'short'  // Get in the car!
05AA: 100@s = 'SMOX_AD' // @s = 'short'  // Come on, playa, get in!
05AA: 102@s = 'SMOX_AE' // @s = 'short'  // Come on, wise man, get in the car!
05AA: 104@s = 'SMOX_AF' // @s = 'short' 
04AF: 120@ = 35800 // = constant 
04AF: 121@ = 35801 // = constant 
04AF: 122@ = 35802 // = constant 
04AF: 123@ = 35803 // = constant 
04AF: 124@ = 35804 // = constant 
04AF: 125@ = 35805 // = constant 
0085: 133@ = 138@ // (int) 

:SMOKE1_31854
if 
  91@ == 14 
else_jump @SMOKE1_31946 
05AA: 94@s = 'LOCX_AA' // @s = 'short'  // Hold up, CJ!
05AA: 96@s = 'LOCX_AB' // @s = 'short'  // Wait, wait for your boy!
05AA: 98@s = 'LOCX_AC' // @s = 'short'  // Hey, wait up, dog!
04AF: 120@ = 22400 // = constant 
04AF: 121@ = 22401 // = constant 
04AF: 122@ = 22402 // = constant 
0085: 133@ = 138@ // (int) 

:SMOKE1_31946
if 
  91@ == 17 
else_jump @SMOKE1_32067 
05AA: 94@s = 'SMO1_GC' // @s = 'short'  // Yo, I'm gonna kill that loud mouthed mother fucker!
05AA: 96@s = 'SMO1_GD' // @s = 'short'  // Your ass is mine!
05AA: 98@s = 'SMO1_GE' // @s = 'short'  // Oh, no no no, I didn't mean it like that!
05AA: 100@s = 'SMO1_GF' // @s = 'short'  // CJ, help me out here!
04AF: 120@ = 35049 // = constant 
04AF: 121@ = 35050 // = constant 
04AF: 122@ = 35051 // = constant 
04AF: 123@ = 35052 // = constant 
133@ = 4 

:SMOKE1_32067
0085: 136@ = 92@ // (int) 
134@ = 0 
135@ = 0 
137@ = 1 
return 

:SMOKE1_32098
if 
001D:   133@ > 136@ // (int) 
else_jump @SMOKE1_32203 
if 
  134@ == 0 
else_jump @SMOKE1_32160 
03CF: load_wav 120@(136@,13i) as 1 
136@ += 1 
134@ = 1 

:SMOKE1_32160
if 
  135@ == 0 
else_jump @SMOKE1_32203 
03CF: load_wav 120@(136@,13i) as 2 
136@ += 1 
135@ = 1 

:SMOKE1_32203
return 

:SMOKE1_32205
if 
  137@ == 1 
else_jump @SMOKE1_32281 
if 
  134@ == 1 
else_jump @SMOKE1_32281 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE1_32281 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 94@(92@,13s) time 4500 flag 1 
134@ = 2 

:SMOKE1_32281
if 
  137@ == 2 
else_jump @SMOKE1_32357 
if 
  135@ == 1 
else_jump @SMOKE1_32357 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE1_32357 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 94@(92@,13s) time 4500 flag 1 
135@ = 2 

:SMOKE1_32357
return 

:SMOKE1_32359
if 
  134@ == 2 
else_jump @SMOKE1_32422 
if 
03D2:   wav 1 ended 
else_jump @SMOKE1_32422 
03D5: remove_text 94@(92@,13s) 
92@ += 1 
137@ = 2 
134@ = 0 

:SMOKE1_32422
if 
  135@ == 2 
else_jump @SMOKE1_32485 
if 
03D2:   wav 2 ended 
else_jump @SMOKE1_32485 
03D5: remove_text 94@(92@,13s) 
92@ += 1 
137@ = 1 
135@ = 0 

:SMOKE1_32485
return 

//-------------Mission 28---------------
// Originally: Running Dog

:SMOKE2
thread 'SMOKE2' 
gosub @SMOKE2_47 
if 
wasted_or_busted 
else_jump @SMOKE2_38 
gosub @SMOKE2_11359 

:SMOKE2_38
gosub @SMOKE2_11439 
end_thread 

:SMOKE2_47
increment_mission_attempts 
054C: use_GXT_table 'SMOKE2' 
$ONMISSION = 1 
wait 0 
44@ = 2068.42 
45@ = -1694.87 
46@ = 13.3 
47@ = 270.0 
$8260 = 2514.34 
$8261 = -1411.93 
$8262 = 27.41 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
54@ = 22 
55@ = 2459.8 
77@ = -1402.19 
99@ = 24.06 
56@ = 2442.07 
78@ = -1370.23 
100@ = 24.06 
57@ = 2414.49 
79@ = -1369.36 
101@ = 24.76 
58@ = 2410.19 
80@ = -1364.03 
102@ = 24.75 
59@ = 2399.68 
81@ = -1358.24 
103@ = 24.93 
60@ = 2381.88 
82@ = -1354.88 
104@ = 24.08 
61@ = 2343.29 
83@ = -1351.41 
105@ = 24.06 
62@ = 2336.29 
84@ = -1310.99 
106@ = 24.29 
63@ = 2257.07 
85@ = -1291.85 
107@ = 24.01 
64@ = 2241.61 
86@ = -1281.61 
108@ = 24.42 
65@ = 2241.61 
87@ = -1264.68 
109@ = 24.37 
66@ = 2239.48 
88@ = -1260.91 
110@ = 23.98 
67@ = 2241.18 
89@ = -1257.88 
111@ = 23.99 
68@ = 2241.18 
90@ = -1254.46 
112@ = 24.46 
69@ = 2241.18 
91@ = -1238.3 
113@ = 25.21 
70@ = 2221.54 
92@ = -1235.75 
114@ = 24.62 
71@ = 2202.27 
93@ = -1236.72 
115@ = 24.0 
72@ = 2202.21 
94@ = -1257.05 
116@ = 23.91 
73@ = 2199.57 
95@ = -1263.15 
117@ = 23.92 
74@ = 2199.08 
96@ = -1279.44 
118@ = 24.57 
75@ = 2182.07 
97@ = -1280.2 
119@ = 24.68 
76@ = 2175.18 
98@ = -1282.82 
120@ = 24.02 
134@ = 2117.86 
135@ = -1071.42 
136@ = 24.64 
137@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
165@ = 0 
166@ = 0 
168@ = 0 
190@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SMOKE2_1021
if 
fading 
else_jump @SMOKE2_1045 
wait 0 
jump @SMOKE2_1021 

:SMOKE2_1045
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE2_1074
if 
8248:   not model #LAE_SMOKECUTSCENE available 
else_jump @SMOKE2_1101 
wait 0 
jump @SMOKE2_1074 

:SMOKE2_1101
029B: 195@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE2A' 

:SMOKE2_1135
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE2_1159 
wait 0 
jump @SMOKE2_1135 

:SMOKE2_1159
02E7: start_cutscene 
fade 1 1000 

:SMOKE2_1168
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE2_1192 
wait 0 
jump @SMOKE2_1168 

:SMOKE2_1192
fade 0 0 

:SMOKE2_1198
if 
fading 
else_jump @SMOKE2_1222 
wait 0 
jump @SMOKE2_1198 

:SMOKE2_1222
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 195@ 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
0247: load_model 466 
0247: load_model 346 
038B: load_requested_models 

:SMOKE2_1266
if or
823D:   not special_actor 1 loaded 
8248:   not model 466 available 
8248:   not model 346 available 
else_jump @SMOKE2_1302 
wait 0 
jump @SMOKE2_1266 

:SMOKE2_1302
gosub @SMOKE2_5414 
03CB: set_rendering_origin_at 2069.9 -1702.73 12.59 
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0395: clear_area 0 at $8260 $8261 $8262 radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
01E8: create_forbidden_for_cars_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
041E: set_radio_station 3 
00A1: put_actor $PLAYER_ACTOR at 2070.87 -1703.01 12.55 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  190@ == 1 
else_jump @SMOKE2_1678 
00A5: 42@ = create_car 466 at 0.0 0.0 -100.0 
0186: 191@ = create_marker_above_car 42@ 
009A: 43@ = create_actor_pedtype 24 model 290 at 0.0 0.0 -100.0 
009A: 49@ = create_actor_pedtype 25 model 108 at 0.0 0.0 -100.0 
00A5: 50@ = create_car 405 at 0.0 0.0 -100.0 
0129: 51@ = create_actor_pedtype 25 model 109 in_car 50@ driverseat 
009A: 52@ = create_actor_pedtype 25 model 109 at 0.0 0.0 -100.0 
009A: 53@ = create_actor_pedtype 25 model 110 at 0.0 0.0 -100.0 

:SMOKE2_1678
022B: create_forbidden_for_peds_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
0615: define_AS_pack_begin 123@ 
05D3: AS_actor -1 goto_point 55@ 77@ 99@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 56@ 78@ 100@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 57@ 79@ 101@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 58@ 80@ 102@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 59@ 81@ 103@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 60@ 82@ 104@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 123@ 
0615: define_AS_pack_begin 124@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 61@ 83@ 105@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 62@ 84@ 106@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 63@ 85@ 107@ mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2254.09 -1283.83 25.18 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 64@ 86@ 108@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 65@ 87@ 109@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 124@ 
0615: define_AS_pack_begin 125@ 
05D3: AS_actor -1 goto_point 66@ 88@ 110@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 67@ 89@ 111@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 68@ 90@ 112@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 69@ 91@ 113@ mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 70@ 92@ 114@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 125@ 
0615: define_AS_pack_begin 126@ 
05D3: AS_actor -1 goto_point 71@ 93@ 115@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 72@ 94@ 116@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 73@ 95@ 117@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 74@ 96@ 118@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 75@ 97@ 119@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 76@ 98@ 120@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 126@ 
0615: define_AS_pack_begin 122@ 
0618: assign_actor -1 to_AS_pack 123@ 
0618: assign_actor -1 to_AS_pack 124@ 
0618: assign_actor -1 to_AS_pack 125@ 
0618: assign_actor -1 to_AS_pack 126@ 
0616: define_AS_pack_end 122@ 
00BC: show_text_highpriority GXT 'SMK2_1' time 10000 flag 0  // ~s~Get into Big Smoke's ~b~car.

:SMOKE2_2258
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SMOKE2_2284 
jump @SMOKE2_11384 

:SMOKE2_2284
if and
   not 170@ == 1 
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
else_jump @SMOKE2_2436 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE2_2436 
0164: disable_marker 191@ 
018A: 192@ = create_checkpoint_at $8260 $8261 $8262 
170@ = 1 
171@ = 1 
00BC: show_text_highpriority GXT 'SMK2_2' time 11000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.~N~~s~If you need a weapon, go to Emmet's house.
032B: 48@ = create_weapon_pickup 346 type 3 ammo 100 at 2444.895 -1981.524 13.933 
02A8: 194@ = create_marker 18 at 2444.895 -1981.524 13.933 
40@ = 0 

:SMOKE2_2436
if and
  170@ == 1 
   not 174@ == 1 
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
else_jump @SMOKE2_3210 
if 
   not 175@ == 1 
else_jump @SMOKE2_2517 
if 
0214:   pickup 48@ picked_up 
else_jump @SMOKE2_2517 
0164: disable_marker 194@ 
175@ = 1 

:SMOKE2_2517
if and
  171@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE2_2743 
0164: disable_marker 192@ 
0186: 191@ = create_marker_above_car 42@ 
07E0: set_marker 191@ type_to 1 
gosub @SMOKE2_10783 
if 
0118:   actor 43@ dead 
else_jump @SMOKE2_2613 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
jump @SMOKE2_11359 

:SMOKE2_2613
if 
0119:   car 42@ wrecked 
else_jump @SMOKE2_2652 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
jump @SMOKE2_11359 

:SMOKE2_2652
if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2444.895 -1981.524 radius 20.0 20.0 
  175@ == 1 
else_jump @SMOKE2_2720 
00BC: show_text_highpriority GXT 'SMK2_3' time 5000 flag 0  // ~s~Get back into Big Smoke's ~b~car.
jump @SMOKE2_2736 

:SMOKE2_2720
00BC: show_text_highpriority GXT 'SMK2_16' time 5000 flag 0  // ~s~Get a weapon, then get back into Big Smoke's ~b~car~s~.

:SMOKE2_2736
171@ = 0 

:SMOKE2_2743
if and
  171@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE2_2829 
0164: disable_marker 191@ 
018A: 192@ = create_checkpoint_at $8260 $8261 $8262 
if 
  173@ == 1 
else_jump @SMOKE2_2822 
00BC: show_text_highpriority GXT 'SMK2_15' time 5000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.

:SMOKE2_2822
171@ = 1 

:SMOKE2_2829
if 
  171@ == 1 
else_jump @SMOKE2_3005 
if and
   not 172@ == 1 
  40@ > 10000 
else_jump @SMOKE2_2917 
169@ = 2 
gosub @SMOKE2_9925 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_2910 
0A09: set_actor 43@ muted 1 // versionB 

:SMOKE2_2910
172@ = 1 

:SMOKE2_2917
if and
  172@ == 1 
   not 173@ == 1 
else_jump @SMOKE2_3005 
if 
001D:   167@ > 166@ // (int) 
else_jump @SMOKE2_2975 
gosub @SMOKE2_10552 
jump @SMOKE2_3005 

:SMOKE2_2975
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_2998 
0A09: set_actor 43@ muted 0 // versionB 

:SMOKE2_2998
173@ = 1 

:SMOKE2_3005
if 
  171@ == 1 
else_jump @SMOKE2_3210 
if 
0100:   actor $PLAYER_ACTOR in_sphere $8260 $8261 $8262 radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @SMOKE2_3210 
01B4: set_player $PLAYER_CHAR can_move 0 
174@ = 1 
0164: disable_marker 192@ 
0164: disable_marker 194@ 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_3144 
0A09: set_actor 43@ muted 0 // versionB 

:SMOKE2_3144
gosub @SMOKE2_5614 
01E8: create_forbidden_for_cars_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00BC: show_text_highpriority GXT 'SMK2_17' time 10000 flag 0  // ~s~Chase down the ~r~gang member~s~.
40@ = 0 
0A6F: checkpoint_save 99 

:SMOKE2_3210
if 
  174@ == 1 
else_jump @SMOKE2_5080 
if and
   not 176@ == 1 
  40@ > 10000 
else_jump @SMOKE2_3307 
0A7A: print_help_conditional_hid 'SMK2_H1' 0  // Press and hold ~m~~widget_sprint~ to sprint.
0A7B: print_help_conditional_touch_classic 'SMK2_HA' 0  // Press and hold the lower right corner of the screen to sprint.
0A79: print_help_conditional_touch 'SMK2_H1' 0  // Press and hold ~m~~widget_sprint~ to sprint.
176@ = 1 
40@ = 0 

:SMOKE2_3307
if and
  176@ == 1 
   not 177@ == 1 
  40@ > 10000 
else_jump @SMOKE2_3365 
0512: show_permanent_text_box 'SMK2_H2'  // You can only use the Super Sprint for a short time before becoming tired.
177@ = 1 
40@ = 0 

:SMOKE2_3365
if and
  177@ == 1 
   not 178@ == 1 
  40@ > 10000 
else_jump @SMOKE2_3423 
0512: show_permanent_text_box 'SPRSTAM'  // The more you sprint, the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
178@ = 1 
40@ = 0 

:SMOKE2_3423
if and
  178@ == 1 
   not 179@ == 1 
  40@ > 10000 
else_jump @SMOKE2_3465 
03E6: remove_text_box 
179@ = 1 

:SMOKE2_3465
if 
   not 181@ == 1 
else_jump @SMOKE2_3705 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_3581 
if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 5.0 5.0 0 
   not 180@ == 1 
else_jump @SMOKE2_3581 
169@ = 1 
gosub @SMOKE2_9925 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_3574 
0A09: set_actor 43@ muted 1 // versionB 

:SMOKE2_3574
180@ = 1 

:SMOKE2_3581
if and
  180@ == 1 
  169@ == 1 
else_jump @SMOKE2_3705 
if 
001D:   167@ > 166@ // (int) 
else_jump @SMOKE2_3675 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_3655 
gosub @SMOKE2_10552 
jump @SMOKE2_3668 

:SMOKE2_3655
040D: unload_wav 1 
00BE: text_clear_all 
181@ = 1 

:SMOKE2_3668
jump @SMOKE2_3705 

:SMOKE2_3675
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_3698 
0A09: set_actor 43@ muted 0 // versionB 

:SMOKE2_3698
181@ = 1 

:SMOKE2_3705
if 
   not 182@ == 1 
else_jump @SMOKE2_3838 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2354.11 -1355.54 radius 15.0 15.0 
else_jump @SMOKE2_3838 
121@ = 0 

:SMOKE2_3768
if 
  2 > 121@ 
else_jump @SMOKE2_3831 
if 
8118:   not actor 52@(121@,2i) dead 
else_jump @SMOKE2_3817 
0816: set_actor 52@(121@,2i) dont_chase_victim 0 

:SMOKE2_3817
121@ += 1 
jump @SMOKE2_3768 

:SMOKE2_3831
182@ = 1 

:SMOKE2_3838
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_4169 
if 
   not 183@ == 1 
else_jump @SMOKE2_3944 
062E: get_actor 49@ task 1952 status_store_to 130@ // ret 7 if not found 
if 
04A4:   130@ == 1 // == constant 
else_jump @SMOKE2_3944 
07A4: get_actor 49@ task_1560_flags_store_to 127@ 128@ 
if and
  127@ == 1 
  128@ == 4 
else_jump @SMOKE2_3944 
183@ = 1 

:SMOKE2_3944
if 
   not 183@ == 1 
else_jump @SMOKE2_4069 
if 
0611:   actor 49@ performing_animation "RUN_GANG1" 
else_jump @SMOKE2_4010 
0393: actor 49@ perform_animation "RUN_GANG1" at 1.5 times_normal_rate 

:SMOKE2_4010
if 
0611:   actor 49@ performing_animation "SPRINT_CIVI" 
else_jump @SMOKE2_4062 
0393: actor 49@ perform_animation "SPRINT_CIVI" at 1.5 times_normal_rate 

:SMOKE2_4062
jump @SMOKE2_4169 

:SMOKE2_4069
if 
0611:   actor 49@ performing_animation "RUN_GANG1" 
else_jump @SMOKE2_4117 
0393: actor 49@ perform_animation "RUN_GANG1" at 1.2 times_normal_rate 

:SMOKE2_4117
if 
0611:   actor 49@ performing_animation "SPRINT_CIVI" 
else_jump @SMOKE2_4169 
0393: actor 49@ perform_animation "SPRINT_CIVI" at 1.2 times_normal_rate 

:SMOKE2_4169
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_5073 
if 
   not 184@ == 1 
else_jump @SMOKE2_4346 
0085: 121@ = 54@ // (int) 
121@ -= 1 
062E: get_actor 49@ task 1952 status_store_to 130@ // ret 7 if not found 
if and
04A4:   130@ == 7 // == constant 
00FE:   actor 49@ sphere 0 in_sphere 55@(121@,22f) 77@(121@,22f) 99@(121@,22f) radius 10.0 10.0 10.0 
else_jump @SMOKE2_4346 
184@ = 1 
if and
8119:   not car 50@ wrecked 
8118:   not actor 51@ dead 
else_jump @SMOKE2_4346 
if 
8495:   not car 50@ burning 
else_jump @SMOKE2_4346 
05CA: AS_actor 49@ enter_car 50@ passenger_seat 0 time -2 

:SMOKE2_4346
if 
   not 188@ == 1 
else_jump @SMOKE2_4416 
if and
8118:   not actor 51@ dead 
8119:   not car 50@ wrecked 
else_jump @SMOKE2_4416 
if 
0495:   car 50@ burning 
else_jump @SMOKE2_4416 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
188@ = 1 

:SMOKE2_4416
if and
  184@ == 1 
   not 185@ == 1 
else_jump @SMOKE2_5066 
if 
   not 186@ == 1 
else_jump @SMOKE2_4775 
if and
8119:   not car 50@ wrecked 
8118:   not actor 51@ dead 
else_jump @SMOKE2_4663 
if 
00DB:   actor 49@ in_car 50@ 
else_jump @SMOKE2_4663 
186@ = 1 
05D2: AS_actor 51@ run_to_and_hijack_car 50@ max_search_radius 30.0 traffic_behavior 2 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 49@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE2_4640 
00BC: show_text_highpriority GXT 'SMK2_9' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Catch him before he gets away.
jump @SMOKE2_4656 

:SMOKE2_4640
00BC: show_text_highpriority GXT 'SMK2_8' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Get a vehicle and chase him down.

:SMOKE2_4656
40@ = 0 

:SMOKE2_4663
if 
   not 186@ == 1 
else_jump @SMOKE2_4775 
if or
0119:   car 50@ wrecked 
0118:   actor 51@ dead 
else_jump @SMOKE2_4734 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
185@ = 1 
jump @SMOKE2_4775 

:SMOKE2_4734
if 
0495:   car 50@ burning 
else_jump @SMOKE2_4775 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
185@ = 1 

:SMOKE2_4775
if 
  186@ == 1 
else_jump @SMOKE2_5066 
if 
   not 185@ == 1 
else_jump @SMOKE2_4921 
if 
8119:   not car 50@ wrecked 
else_jump @SMOKE2_4921 
046C: 133@ = car 50@ driver 
if or
0495:   car 50@ burning 
  133@ == -1 
else_jump @SMOKE2_4921 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
if and
8118:   not actor 51@ dead 
   not 188@ == 1 
else_jump @SMOKE2_4914 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
188@ = 1 

:SMOKE2_4914
185@ = 1 

:SMOKE2_4921
if 
   not 185@ == 1 
else_jump @SMOKE2_5066 
if and
   not 187@ == 1 
  40@ > 180000 
else_jump @SMOKE2_5066 
if and
8119:   not car 50@ wrecked 
8118:   not actor 51@ dead 
else_jump @SMOKE2_5066 
if and
00DB:   actor 51@ in_car 50@ 
00DB:   actor 49@ in_car 50@ 
else_jump @SMOKE2_5066 
05D1: AS_actor 51@ drive_car 50@ to 134@ 135@ 136@ speed 30.0 0 model 0 2 
187@ = 1 
00BC: show_text_highpriority GXT 'SMK2_10' time 7000 flag 0  // ~s~Catch the ~r~gang member ~s~before he reaches his destination!

:SMOKE2_5066
jump @SMOKE2_5080 

:SMOKE2_5073
jump @SMOKE2_11384 

:SMOKE2_5080
if 
0118:   actor 43@ dead 
else_jump @SMOKE2_5119 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
jump @SMOKE2_11359 

:SMOKE2_5119
if and
   not 174@ == 1 
0119:   car 42@ wrecked 
else_jump @SMOKE2_5165 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
jump @SMOKE2_11359 

:SMOKE2_5165
if and
  184@ == 1 
8118:   not actor 49@ dead 
else_jump @SMOKE2_5242 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 49@ radius 300.0 300.0 0 
else_jump @SMOKE2_5242 
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
jump @SMOKE2_11359 

:SMOKE2_5242
if and
  187@ == 1 
   not 185@ == 1 
8118:   not actor 49@ dead 
8118:   not actor 51@ dead 
8119:   not car 50@ wrecked 
else_jump @SMOKE2_5407 
if and
00DB:   actor 49@ in_car 50@ 
00DB:   actor 51@ in_car 50@ 
01AF:   car 50@ sphere 0 in_sphere 134@ 135@ 136@ radius 6.0 6.0 4.0 
else_jump @SMOKE2_5407 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @SMOKE2_5379 
gosub @SMOKE2_8315 
jump @SMOKE2_5384 

:SMOKE2_5379
034F: destroy_actor_with_fade 49@ 

:SMOKE2_5384
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
jump @SMOKE2_11359 

:SMOKE2_5407
jump @SMOKE2_2258 

:SMOKE2_5414
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: 42@ = create_car 466 at 44@ 45@ 46@ 
0175: set_car 42@ Z_angle_to 47@ 
0229: set_car 42@ primary_color_to 98 secondary_color_to 14 
0186: 191@ = create_marker_above_car 42@ 
07E0: set_marker 191@ type_to 1 
01C8: 43@ = create_actor_pedtype 24 model 290 in_car 42@ passenger_seat 0 
0223: set_actor 43@ health_to 500 
08AF: set_actor 43@ max_health_to 500 
01B2: give_actor 43@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0568: set_actor 43@ untargetable 1 
0446: set_actor 43@ dismemberment_possible 0 
0245: set_actor 43@ walk_style_to "FATMAN" 
039E: set_actor 43@ locked 1 while_in_car 
0526: set_actor 43@ stay_in_car_when_jacked 1 
09F6: set_actor 43@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 132@ 
0708: reset_decision_maker 132@ event 79 
060B: set_actor 43@ decision_maker_to 132@ 
077C: clear_actor 43@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 43@ acquaintance 4 to_all_pedtypes // see ped.dat 
return 

:SMOKE2_5614
fade 0 1000 

:SMOKE2_5621
if 
fading 
else_jump @SMOKE2_5645 
wait 0 
jump @SMOKE2_5621 

:SMOKE2_5645
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0395: clear_area 1 at $8260 $8261 $8262 radius 150.0 
01E8: create_forbidden_for_cars_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
022B: create_forbidden_for_peds_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 0.0 
09B2: get_random_available_car_unk 1 model_to 200@ class_to 201@ 
if 
   not 200@ == -1 
else_jump @SMOKE2_5854 
00A5: 196@ = create_car 200@ at 2448.31 -1392.34 23.68 
0560: create_random_actor_in_car 196@ handle_as 198@ 
0175: set_car 196@ Z_angle_to 180.0 
00A5: 197@ = create_car 200@ at 2453.7 -1408.14 23.68 
0560: create_random_actor_in_car 197@ handle_as 199@ 
0175: set_car 197@ Z_angle_to 0.0 

:SMOKE2_5854
if 
8119:   not car 42@ wrecked 
else_jump @SMOKE2_5964 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE2_5909 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2473.6 -1420.86 27.88 

:SMOKE2_5909
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_5964 
if 
00DB:   actor 43@ in_car 42@ 
else_jump @SMOKE2_5964 
0362: remove_actor 43@ from_car_and_place_at 2470.6 -1420.86 27.88 

:SMOKE2_5964
00A6: destroy_car 42@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SMOKE2B' 

:SMOKE2_5992
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE2_6016 
wait 0 
jump @SMOKE2_5992 

:SMOKE2_6016
02E7: start_cutscene 
fade 1 1000 

:SMOKE2_6025
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE2_6049 
wait 0 
jump @SMOKE2_6025 

:SMOKE2_6049
fade 0 0 

:SMOKE2_6055
if 
fading 
else_jump @SMOKE2_6079 
wait 0 
jump @SMOKE2_6055 

:SMOKE2_6079
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 1.0 
0247: load_model 108 
0247: load_model 109 
0247: load_model 110 
0247: load_model 405 
0247: load_model 352 
038B: load_requested_models 

:SMOKE2_6123
if or
8248:   not model 108 available 
8248:   not model 109 available 
8248:   not model 110 available 
8248:   not model 405 available 
8248:   not model 352 available 
else_jump @SMOKE2_6167 
wait 0 
jump @SMOKE2_6123 

:SMOKE2_6167
05AA: 138@s = 'SMO2B11' // @s = 'short'  // We gotta stick with him!
04AF: 156@ = 35200 // = constant 
0209: $8263 = random_int_in_ranges 0 3 
if 
  $8263 == 0 
else_jump @SMOKE2_6242 
05AA: 140@s = 'SMO2_CA' // @s = 'short'  // Man, I'm done!
04AF: 157@ = 35214 // = constant 

:SMOKE2_6242
if 
  $8263 == 1 
else_jump @SMOKE2_6284 
05AA: 140@s = 'SMO2_CB' // @s = 'short'  // I ain't built for this shit!
04AF: 157@ = 35215 // = constant 

:SMOKE2_6284
if 
  $8263 == 2 
else_jump @SMOKE2_6326 
05AA: 140@s = 'SMO2_CC' // @s = 'short'  // CJ, this one's all yours, baby.
04AF: 157@ = 35216 // = constant 

:SMOKE2_6326
03CF: load_wav 156@ as 1 
03CF: load_wav 157@ as 2 

:SMOKE2_6340
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE2_6370 
wait 0 
jump @SMOKE2_6340 

:SMOKE2_6370
03CB: set_rendering_origin_at 2471.99 -1402.32 27.82 
009A: 49@ = create_actor_pedtype 25 model 108 at 2471.99 -1402.32 27.82 
0173: set_actor 49@ Z_angle_to 90.0 
0223: set_actor 49@ health_to 200 
08AF: set_actor 49@ max_health_to 200 
03FE: set_actor 49@ money 500 
02A9: set_actor 49@ immune_to_nonplayer 1 
01B2: give_actor 49@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 5 
0350: set_actor 49@ maintain_position_when_attacked 1 
077C: clear_actor 49@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 49@ acquaintance 4 to_all_pedtypes // see ped.dat 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_6516 
0618: assign_actor 49@ to_AS_pack 122@ 

:SMOKE2_6516
00A1: put_actor $PLAYER_ACTOR at 2473.99 -1402.32 27.82 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_6592 
00A1: put_actor 43@ at 2474.99 -1402.32 27.82 
0173: set_actor 43@ Z_angle_to 90.0 

:SMOKE2_6592
015F: set_camera_position 2460.993 -1400.991 24.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2461.876 -1401.406 24.7836 switchstyle 2 
fade 1 1000 

:SMOKE2_6650
if 
fading 
else_jump @SMOKE2_6674 
wait 0 
jump @SMOKE2_6650 

:SMOKE2_6674
189@ = 1 
0707: start_scene_skip_to @SMOKE2_7491 
wait 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 55@ 77@ 99@ 
05D7: add_point_to_scmpath 56@ 78@ 100@ 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_6818 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 55@ 77@ 99@ mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 129@ 
0618: assign_actor 43@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:SMOKE2_6818
03D1: play_wav 1 
00BC: show_text_highpriority GXT 138@s time 10000 flag 1 
wait 4000 
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not 200@ == -1 
else_jump @SMOKE2_6916 
if and
8118:   not actor 198@ dead 
8119:   not car 196@ wrecked 
else_jump @SMOKE2_6916 
05D1: AS_actor 198@ drive_car 196@ to 2448.31 -1429.92 23.68 speed 10.0 0 model 0 3 

:SMOKE2_6916
015F: set_camera_position 2459.716 -1406.529 23.4481 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.658 -1405.536 23.553 switchstyle 2 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_7102 
062E: get_actor 43@ task 1560 status_store_to 130@ // ret 7 if not found 
if 
04A4:   130@ == 1 // == constant 
else_jump @SMOKE2_7102 
0646: unknown_get_actor 43@ task_1560_status_store_to 127@ // similar to 062E 

:SMOKE2_7020
if 
  0 >= 127@ 
else_jump @SMOKE2_7102 
wait 0 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_7095 
062E: get_actor 43@ task 1560 status_store_to 130@ // ret 7 if not found 
if 
04A4:   130@ == 1 // == constant 
else_jump @SMOKE2_7095 
0646: unknown_get_actor 43@ task_1560_status_store_to 127@ // similar to 062E 

:SMOKE2_7095
jump @SMOKE2_7020 

:SMOKE2_7102
03D1: play_wav 2 
00BC: show_text_highpriority GXT 140@s time 10000 flag 1 

:SMOKE2_7116
if 
83D2:   not wav 2 ended 
else_jump @SMOKE2_7142 
wait 0 
jump @SMOKE2_7116 

:SMOKE2_7142
040D: unload_wav 2 
00BE: text_clear_all 
wait 1000 
0395: clear_area 0 at 57@ 79@ 101@ radius 35.0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_7225 
00A1: put_actor 49@ at 57@ 79@ 23.74 
0173: set_actor 49@ Z_angle_to 45.0 
07A0: unknown_actor 49@ unknown_assigned_to_AS 122@ unknown_set 0 unknown_set 3 

:SMOKE2_7225
015F: set_camera_position 2406.65 -1358.0 25.33 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 80@ 102@ switchstyle 2 
wait 1000 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_7423 
062E: get_actor 49@ task 1952 status_store_to 130@ // ret 7 if not found 
if 
04A4:   130@ == 1 // == constant 
else_jump @SMOKE2_7423 
07A4: get_actor 49@ task_1560_flags_store_to 127@ 128@ 

:SMOKE2_7331
if and
  127@ == 0 
  3 >= 128@ 
else_jump @SMOKE2_7423 
wait 0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_7416 
062E: get_actor 49@ task 1952 status_store_to 130@ // ret 7 if not found 
if 
04A4:   130@ == 1 // == constant 
else_jump @SMOKE2_7416 
07A4: get_actor 49@ task_1560_flags_store_to 127@ 128@ 

:SMOKE2_7416
jump @SMOKE2_7331 

:SMOKE2_7423
wait 2200 
015F: set_camera_position 2404.81 -1354.37 25.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2401.4 -1356.79 25.31 switchstyle 2 
wait 4500 
189@ = 0 

:SMOKE2_7491
0701: end_scene_skip 
if 
  189@ == 1 
else_jump @SMOKE2_7697 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE2_7629 
if 
00DF:   actor 43@ driving 
else_jump @SMOKE2_7566 
0362: remove_actor 43@ from_car_and_place_at 55@ 77@ 23.06 
jump @SMOKE2_7582 

:SMOKE2_7566
00A1: put_actor 43@ at 55@ 77@ 23.06 

:SMOKE2_7582
0173: set_actor 43@ Z_angle_to 90.0 
0605: actor 43@ perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE2_7629
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_7687 
00A1: put_actor 49@ at 2390.73 -1355.69 23.74 
0173: set_actor 49@ Z_angle_to 81.47 
07A0: unknown_actor 49@ unknown_assigned_to_AS 122@ unknown_set 0 unknown_set 7 

:SMOKE2_7687
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 

:SMOKE2_7697
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_7799 
07E5: copy_decision_maker -1 to 131@ 
0708: reset_decision_maker 131@ event 79 
0708: reset_decision_maker 131@ event 9 
0708: reset_decision_maker 131@ event 15 
0708: reset_decision_maker 131@ event 31 
0708: reset_decision_maker 131@ event 43 
0708: reset_decision_maker 131@ event 36 
0708: reset_decision_maker 131@ event 37 
0708: reset_decision_maker 131@ event 11 
0708: reset_decision_maker 131@ event 20 
060B: set_actor 49@ decision_maker_to 131@ 
0187: 193@ = create_marker_above_actor 49@ 

:SMOKE2_7799
0395: clear_area 0 at 2170.68 -1282.01 23.7 radius 100.0 
00A5: 50@ = create_car 405 at 2170.68 -1282.01 23.7 
0129: 51@ = create_actor_pedtype 25 model 109 in_car 50@ driverseat 
0175: set_car 50@ Z_angle_to 357.03 
02AA: set_car 50@ immune_to_nonplayer 1 
053F: set_car 50@ tires_vulnerability 0 
020A: set_car 50@ door_status_to 3 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 22 ammo 99999 // Load the weapon model before using this 
0395: clear_area 0 at 2353.86 -1356.92 23.41 radius 5.0 
009A: 52@ = create_actor_pedtype 25 model 109 at 2353.86 -1356.92 23.41 
009A: 53@ = create_actor_pedtype 25 model 110 at 2354.11 -1355.54 23.41 
0173: set_actor 52@ Z_angle_to 90.0 
0173: set_actor 53@ Z_angle_to 270.0 
121@ = 0 

:SMOKE2_8007
if 
  2 > 121@ 
else_jump @SMOKE2_8122 
02A9: set_actor 52@(121@,2i) immune_to_nonplayer 1 
01B2: give_actor 52@(121@,2i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 52@(121@,2i) weapon_accuracy_to 50 
077C: clear_actor 52@(121@,2i) acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 52@(121@,2i) acquaintance 4 to_all_pedtypes // see ped.dat 
0816: set_actor 52@(121@,2i) dont_chase_victim 1 
05E2: AS_actor 52@(121@,2i) kill_actor $PLAYER_ACTOR 
121@ += 1 
jump @SMOKE2_8007 

:SMOKE2_8122
0249: release_model 110 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE2_8165 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 56@ 78@ 23.05 
jump @SMOKE2_8181 

:SMOKE2_8165
00A1: put_actor $PLAYER_ACTOR at 56@ 78@ 23.05 

:SMOKE2_8181
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
if 
   not 200@ == -1 
else_jump @SMOKE2_8293 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 

:SMOKE2_8293
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
return 

:SMOKE2_8315
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_8353 
02AB: set_actor 49@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8353
if 
8118:   not actor 51@ dead 
else_jump @SMOKE2_8384 
02AB: set_actor 51@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8384
if 
8119:   not car 50@ wrecked 
else_jump @SMOKE2_8415 
02AC: set_car 50@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_8415
fade 0 1000 

:SMOKE2_8422
if 
fading 
else_jump @SMOKE2_8446 
wait 0 
jump @SMOKE2_8422 

:SMOKE2_8446
0395: clear_area 0 at 134@ 135@ 136@ radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
022B: create_forbidden_for_peds_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
00A0: store_actor $PLAYER_ACTOR position_to 203@ 204@ 205@ 
0172: 206@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 203@ 204@ ignore_waves 0 store_to 208@ 
02CE: 207@ = ground_z_at 203@ 204@ 205@ 
if 
0025:   208@ > 207@ // (float) 
else_jump @SMOKE2_8604 
0087: 207@ = 208@ // (float) 

:SMOKE2_8604
04E4: refresh_game_renderer_at 134@ 135@ 
03CB: set_rendering_origin_at 134@ 135@ 136@ 
01E8: create_forbidden_for_cars_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
022B: create_forbidden_for_peds_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
0395: clear_area 0 at 2092.91 -1097.01 24.53 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2092.91 -1097.01 -100.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE2_8765 
00D9: 202@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 202@ Z_angle_to 242.86 

:SMOKE2_8765
if 
8119:   not car 50@ wrecked 
else_jump @SMOKE2_8939 
00AB: put_car 50@ at 134@ 135@ -100.0 
0175: set_car 50@ Z_angle_to 50.74 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_8874 
0792: disembark_instantly_actor 49@ 
if 
00DF:   actor 49@ driving 
else_jump @SMOKE2_8864 
0362: remove_actor 49@ from_car_and_place_at 2115.98 -1059.43 24.75 

:SMOKE2_8864
0430: put_actor 49@ into_car 50@ passenger_seat 0 

:SMOKE2_8874
if 
8118:   not actor 51@ dead 
else_jump @SMOKE2_8939 
0792: disembark_instantly_actor 51@ 
if 
00DF:   actor 51@ driving 
else_jump @SMOKE2_8931 
0362: remove_actor 51@ from_car_and_place_at 2117.04 -1061.53 24.53 

:SMOKE2_8931
036A: put_actor 51@ in_car 50@ 

:SMOKE2_8939
wait 1000 
02A3: enable_widescreen 1 
015F: set_camera_position 2110.56 -1067.61 25.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.84 -1067.77 25.63 switchstyle 2 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_9137 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2121.0 -1068.03 23.82 
05D7: add_point_to_scmpath 2127.23 -1061.17 28.33 
05D7: add_point_to_scmpath 2139.74 -1066.82 34.06 
05D7: add_point_to_scmpath 2143.63 -1066.27 34.06 
05D7: add_point_to_scmpath 2157.15 -1072.39 39.48 
0615: define_AS_pack_begin 209@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 209@ 
0618: assign_actor 49@ to_AS_pack 209@ 
061B: remove_references_to_AS_pack 209@ 

:SMOKE2_9137
fade 1 500 

:SMOKE2_9144
if 
fading 
else_jump @SMOKE2_9232 
wait 0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_9225 
if 
0611:   actor 49@ performing_animation "RUN_GANG1" 
else_jump @SMOKE2_9225 
0393: actor 49@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9225
jump @SMOKE2_9144 

:SMOKE2_9232
210@ = 0 
211@ = 0 
189@ = 1 
0707: start_scene_skip_to @SMOKE2_9557 

:SMOKE2_9260
if 
   not 211@ == 1 
else_jump @SMOKE2_9550 
wait 0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_9543 
if 
0611:   actor 49@ performing_animation "RUN_GANG1" 
else_jump @SMOKE2_9346 
0393: actor 49@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9346
if 
   not 210@ == 1 
else_jump @SMOKE2_9470 
if 
00FF:   actor 49@ sphere 0 in_sphere 2143.63 -1066.27 34.06 radius 4.0 4.0 4.0 on_foot 
else_jump @SMOKE2_9470 
015F: set_camera_position 2131.97 -1067.61 33.57 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2137.38 -1068.03 34.43 switchstyle 2 
210@ = 1 

:SMOKE2_9470
if 
   not 211@ == 1 
else_jump @SMOKE2_9543 
if 
00FF:   actor 49@ sphere 0 in_sphere 2157.15 -1072.39 39.48 radius 6.0 6.0 4.0 on_foot 
else_jump @SMOKE2_9543 
211@ = 1 

:SMOKE2_9543
jump @SMOKE2_9260 

:SMOKE2_9550
189@ = 0 

:SMOKE2_9557
0701: end_scene_skip 
fade 0 1000 

:SMOKE2_9566
if 
fading 
else_jump @SMOKE2_9654 
wait 0 
if 
8118:   not actor 49@ dead 
else_jump @SMOKE2_9647 
if 
0611:   actor 49@ performing_animation "RUN_GANG1" 
else_jump @SMOKE2_9647 
0393: actor 49@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_9647
jump @SMOKE2_9566 

:SMOKE2_9654
04E4: refresh_game_renderer_at 203@ 204@ 
03CB: set_rendering_origin_at 203@ 204@ 207@ 
00A1: put_actor $PLAYER_ACTOR at 203@ 204@ 207@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE2_9726 
00D9: 202@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 202@ Z_angle_to 206@ 
jump @SMOKE2_9734 

:SMOKE2_9726
0173: set_actor $PLAYER_ACTOR Z_angle_to 206@ 

:SMOKE2_9734
009B: destroy_actor 49@ 
009B: destroy_actor 51@ 
00A6: destroy_car 50@ 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 

:SMOKE2_9899
if 
fading 
else_jump @SMOKE2_9923 
wait 0 
jump @SMOKE2_9899 

:SMOKE2_9923
return 

:SMOKE2_9925
0871: init_jump_table 169@ total_jumps 3 default_jump 1 @SMOKE2_10516 jumps 0 @SMOKE2_9988 1 @SMOKE2_10137 2 @SMOKE2_10286 -1 @SMOKE2_10523 -1 @SMOKE2_10523 -1 @SMOKE2_10523 -1 @SMOKE2_10523 

:SMOKE2_9988
0209: $8263 = random_int_in_ranges 0 3 
if 
  $8263 == 0 
else_jump @SMOKE2_10039 
05AA: 138@s = 'SMO2_CA' // @s = 'short'  // Man, I'm done!
04AF: 156@ = 35214 // = constant 

:SMOKE2_10039
if 
  $8263 == 1 
else_jump @SMOKE2_10081 
05AA: 138@s = 'SMO2_CB' // @s = 'short'  // I ain't built for this shit!
04AF: 156@ = 35215 // = constant 

:SMOKE2_10081
if 
  $8263 == 2 
else_jump @SMOKE2_10123 
05AA: 138@s = 'SMO2_CC' // @s = 'short'  // CJ, this one's all yours, baby.
04AF: 156@ = 35216 // = constant 

:SMOKE2_10123
167@ = 1 
jump @SMOKE2_10523 

:SMOKE2_10137
0209: $8263 = random_int_in_ranges 0 3 
if 
  $8263 == 0 
else_jump @SMOKE2_10188 
05AA: 138@s = 'SMO2_DA' // @s = 'short'  // CJ, what you hangin' around for?
04AF: 156@ = 35217 // = constant 

:SMOKE2_10188
if 
  $8263 == 1 
else_jump @SMOKE2_10230 
05AA: 138@s = 'SMO2_DB' // @s = 'short'  // Get after him, CJ!
04AF: 156@ = 35218 // = constant 

:SMOKE2_10230
if 
  $8263 == 2 
else_jump @SMOKE2_10272 
05AA: 138@s = 'SMO2_DC' // @s = 'short'  // CJ, do something useful. Catch that guy.
04AF: 156@ = 35219 // = constant 

:SMOKE2_10272
167@ = 1 
jump @SMOKE2_10523 

:SMOKE2_10286
05AA: 138@s = 'SMO2_BA' // @s = 'short'  // What you want me to roll with you for anyway?
04AF: 156@ = 35203 // = constant 
05AA: 140@s = 'SMO2_BB' // @s = 'short'  // No reason. I just wanted to get in the car pool lane.
04AF: 157@ = 35204 // = constant 
05AA: 142@s = 'SMO2_BC' // @s = 'short'  // Oh yeah?
04AF: 158@ = 35205 // = constant 
05AA: 144@s = 'SMO2_BD' // @s = 'short'  // Yeah man, just cool out homie, just chill.
04AF: 159@ = 35206 // = constant 
05AA: 146@s = 'SMO2_BE' // @s = 'short'  // Your cousin's coming here? From Mexico?
04AF: 160@ = 35207 // = constant 
05AA: 148@s = 'SMO2_BF' // @s = 'short'  // Yeah, me an' her go way back, way back.
04AF: 161@ = 35208 // = constant 
05AA: 150@s = 'SMO2_BG' // @s = 'short'  // Ah Smoke, you full a shit.
04AF: 162@ = 35209 // = constant 
05AA: 152@s = 'SMO2_BH' // @s = 'short'  // Don't be prejudiced again in my presence, Carl.
04AF: 163@ = 35210 // = constant 
05AA: 154@s = 'SMO2_BJ' // @s = 'short'  // Everybody is my cousin.
04AF: 164@ = 35211 // = constant 
167@ = 9 
jump @SMOKE2_10523 

:SMOKE2_10516
jump @SMOKE2_10523 

:SMOKE2_10523
165@ = 0 
166@ = 0 
168@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
return 

:SMOKE2_10552
if or
  165@ == 0 
  165@ == 1 
else_jump @SMOKE2_10622 
if 
001D:   167@ > 166@ // (int) 
else_jump @SMOKE2_10622 
if 
  41@ > 200 
else_jump @SMOKE2_10622 
gosub @SMOKE2_10687 

:SMOKE2_10622
if 
  165@ == 2 
else_jump @SMOKE2_10685 
if 
03D2:   wav 1 ended 
else_jump @SMOKE2_10685 
165@ = 0 
166@ += 1 
168@ = 0 
00BE: text_clear_all 
41@ = 0 

:SMOKE2_10685
return 

:SMOKE2_10687
if 
  165@ == 0 
else_jump @SMOKE2_10723 
03CF: load_wav 156@(166@,9i) as 1 
165@ = 1 

:SMOKE2_10723
if 
  165@ == 1 
else_jump @SMOKE2_10781 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE2_10781 
00BC: show_text_highpriority GXT 138@(166@,9s) time 10000 flag 1 
03D1: play_wav 1 
165@ = 2 

:SMOKE2_10781
return 

:SMOKE2_10783
040D: unload_wav 2 
0871: init_jump_table 137@ total_jumps 5 default_jump 1 @SMOKE2_10930 jumps 0 @SMOKE2_10850 1 @SMOKE2_10866 2 @SMOKE2_10882 3 @SMOKE2_10898 4 @SMOKE2_10914 -1 @SMOKE2_10937 -1 @SMOKE2_10937 

:SMOKE2_10850
03CF: load_wav 35800 as 2 
jump @SMOKE2_10937 

:SMOKE2_10866
03CF: load_wav 35801 as 2 
jump @SMOKE2_10937 

:SMOKE2_10882
03CF: load_wav 35802 as 2 
jump @SMOKE2_10937 

:SMOKE2_10898
03CF: load_wav 35803 as 2 
jump @SMOKE2_10937 

:SMOKE2_10914
03CF: load_wav 35804 as 2 
jump @SMOKE2_10937 

:SMOKE2_10930
jump @SMOKE2_10937 

:SMOKE2_10937
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SMOKE2_10946
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE2_11041 
wait 0 
if or
0118:   actor 43@ dead 
0119:   car 42@ wrecked 
else_jump @SMOKE2_10988 
return 

:SMOKE2_10988
if 
   not 175@ == 1 
else_jump @SMOKE2_11034 
if 
0214:   pickup 48@ picked_up 
else_jump @SMOKE2_11034 
0164: disable_marker 194@ 
175@ = 1 

:SMOKE2_11034
jump @SMOKE2_10946 

:SMOKE2_11041
03D1: play_wav 2 
0871: init_jump_table 137@ total_jumps 5 default_jump 1 @SMOKE2_11223 jumps 0 @SMOKE2_11108 1 @SMOKE2_11131 2 @SMOKE2_11154 3 @SMOKE2_11177 4 @SMOKE2_11200 -1 @SMOKE2_11230 -1 @SMOKE2_11230 

:SMOKE2_11108
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // Get in
jump @SMOKE2_11230 

:SMOKE2_11131
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // In the ride!
jump @SMOKE2_11230 

:SMOKE2_11154
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // Get in the car!
jump @SMOKE2_11230 

:SMOKE2_11177
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // Come on, playa, get in!
jump @SMOKE2_11230 

:SMOKE2_11200
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // Come on, wise man, get in the car!
jump @SMOKE2_11230 

:SMOKE2_11223
jump @SMOKE2_11230 

:SMOKE2_11230
if 
83D2:   not wav 2 ended 
else_jump @SMOKE2_11325 
wait 0 
if or
0118:   actor 43@ dead 
0119:   car 42@ wrecked 
else_jump @SMOKE2_11272 
return 

:SMOKE2_11272
if 
   not 175@ == 1 
else_jump @SMOKE2_11318 
if 
0214:   pickup 48@ picked_up 
else_jump @SMOKE2_11318 
0164: disable_marker 194@ 
175@ = 1 

:SMOKE2_11318
jump @SMOKE2_11230 

:SMOKE2_11325
137@ += 1 
if 
  137@ > 4 
else_jump @SMOKE2_11357 
137@ = 0 

:SMOKE2_11357
return 

:SMOKE2_11359
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$28 = 1 
return 

:SMOKE2_11384
$453 += 1 
0318: set_latest_mission_passed 'SMOKE_2'  // Running Dog
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:SMOKE2_11439
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 466 
0249: release_model 405 
0249: release_model 346 
0249: release_model 352 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 43@ 
0215: destroy_pickup 48@ 
0164: disable_marker 194@ 
0164: disable_marker 191@ 
0164: disable_marker 192@ 
0164: disable_marker 193@ 
061B: remove_references_to_AS_pack 122@ 
061B: remove_references_to_AS_pack 123@ 
061B: remove_references_to_AS_pack 124@ 
061B: remove_references_to_AS_pack 125@ 
061B: remove_references_to_AS_pack 126@ 
061B: remove_references_to_AS_pack 129@ 
061B: remove_references_to_AS_pack 209@ 
03E6: remove_text_box 
065C: release_decision_maker 131@ 
065C: release_decision_maker 132@ 
091E: create_forbidden_for_boats_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
091D: remove_forbidden_for_boats_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 1.0 
05D6: clear_scmpath 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks

:SMOKE3
thread 'SMOKE3' 
gosub @SMOKE3_47 
if 
wasted_or_busted 
else_jump @SMOKE3_38 
gosub @SMOKE3_20097 

:SMOKE3_38
gosub @SMOKE3_20170 
end_thread 

:SMOKE3_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SMOKE3' 
set_weather 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SMOKE3_114
if 
fading 
else_jump @SMOKE3_138 
wait 0 
jump @SMOKE3_114 

:SMOKE3_138
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE3_143
if 
8248:   not model #LAE_SMOKECUTSCENE available 
else_jump @SMOKE3_170 
wait 0 
jump @SMOKE3_143 

:SMOKE3_170
029B: 139@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE3A' 

:SMOKE3_204
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE3_228 
wait 0 
jump @SMOKE3_204 

:SMOKE3_228
02E7: start_cutscene 
fade 1 1000 

:SMOKE3_237
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE3_261 
wait 0 
jump @SMOKE3_237 

:SMOKE3_261
fade 0 0 

:SMOKE3_267
if 
fading 
else_jump @SMOKE3_291 
wait 0 
jump @SMOKE3_267 

:SMOKE3_291
02EA: end_cutscene 
01B7: release_weather 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 139@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 
fade 0 1000 

:SMOKE3_338
if 
fading 
else_jump @SMOKE3_362 
wait 0 
jump @SMOKE3_338 

:SMOKE3_362
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0247: load_model 538 
0247: load_model 570 
0247: load_model #IMMMCRAN 
0247: load_model 466 
0247: load_model 372 
040D: unload_wav 1 
03CF: load_wav 35400 as 1 
040D: unload_wav 2 
03CF: load_wav 35803 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
038B: load_requested_models 

:SMOKE3_437
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_467 
wait 0 
jump @SMOKE3_437 

:SMOKE3_467
if 
823D:   not special_actor 1 loaded 
else_jump @SMOKE3_493 
wait 0 
jump @SMOKE3_467 

:SMOKE3_493
if or
8248:   not model 538 available 
8248:   not model 570 available 
8248:   not model #IMMMCRAN available 
8248:   not model 372 available 
8248:   not model 466 available 
else_jump @SMOKE3_540 
wait 0 
jump @SMOKE3_493 

:SMOKE3_540
060A: create_decision_maker_type 0 store_to 82@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 84@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 84@ event 9 
060A: create_decision_maker_type 0 store_to 83@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 83@ event 9 
0708: reset_decision_maker 83@ event 12 
0708: reset_decision_maker 83@ event 56 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 48@ = create_train_at 1725.55 -1953.278 12.5 type 11 direction 0 
06DC: set_train 48@ acc 0.0 
06DD: set_train 48@ speed 0.0 
078A: 51@ = get_train 48@ carriage 1 handle 
078A: 52@ = get_train 48@ carriage 2 handle 
02AC: set_car 48@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09CF: set_train 48@ stop_at_stations 0 
020A: set_car 48@ door_status_to 2 
020A: set_car 51@ door_status_to 2 
020A: set_car 52@ door_status_to 2 
02AC: set_car 51@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 52@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: 86@ = create_car 466 at 2058.86 -1694.612 12.297 
0229: set_car 86@ primary_color_to 98 secondary_color_to 14 
0175: set_car 86@ Z_angle_to 271.822 
0224: set_car 86@ health_to 1000 
01C8: $129 = create_actor_pedtype 23 model 290 in_car 86@ passenger_seat 0 
09F6: set_actor $129 unjackable_through_driver_seat 0 
0223: set_actor $129 health_to 500 
02A9: set_actor $129 immune_to_nonplayer 1 
0446: set_actor $129 dismemberment_possible 0 
0568: set_actor $129 untargetable 1 
060B: set_actor $129 decision_maker_to 82@ 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
041E: set_radio_station 5 
036A: put_actor $PLAYER_ACTOR in_car 86@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A45: set_rail_tracks_friction_to 0.3 
fade 1 500 
0A09: set_actor $129 muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
104@ = 0 
103@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
105@ = 0 
115@ = 0 
113@ = 0 
114@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
if 
  88@ == 0 
else_jump @SMOKE3_1289 
018A: 126@ = create_checkpoint_at 1783.211 -1933.133 12.597 
111@ = 1 
88@ = 1 

:SMOKE3_1289
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SMOKE3_1315 
jump @SMOKE3_20115 

:SMOKE3_1315
if 
  88@ == 1 
else_jump @SMOKE3_1625 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_1625 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_1625 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SMOKE3_1625 
if 
  111@ == 1 
else_jump @SMOKE3_1429 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AA' time 5000 flag 1  // Where to, Smoke?
111@ = 2 

:SMOKE3_1429
if 
  111@ == 2 
else_jump @SMOKE3_1484 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_1484 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35401 as 1 
111@ = 3 

:SMOKE3_1484
if 
  111@ == 3 
else_jump @SMOKE3_1563 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SMOKE3_1563 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_1563 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AB' time 5000 flag 1  // Unity Station.
111@ = 4 

:SMOKE3_1563
if 
  111@ == 4 
else_jump @SMOKE3_1625 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_1625 
00BE: text_clear_all 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'SMK3_1' time 5000 flag 1  // ~s~Drive to ~y~Unity Station~s~.
111@ = 5 

:SMOKE3_1625
if 
  102@ == 0 
else_jump @SMOKE3_1907 
if or
  88@ == 1 
  88@ == 10 
else_jump @SMOKE3_1907 
if 
  100@ == 0 
else_jump @SMOKE3_1781 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_1781 
if 
8448:   not actor $PLAYER_ACTOR in_car 86@ 
else_jump @SMOKE3_1781 
0186: 131@ = create_marker_above_car 86@ 
07E0: set_marker 131@ type_to 1 
0164: disable_marker 126@ 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // Come on, playa, get in!
88@ = 10 
100@ = 1 

:SMOKE3_1781
if 
  100@ == 1 
else_jump @SMOKE3_1907 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_1907 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SMOKE3_1907 
0164: disable_marker 131@ 
018A: 126@ = create_checkpoint_at 1783.211 -1933.133 12.597 
if 
  111@ == 5 
else_jump @SMOKE3_1893 
00BC: show_text_highpriority GXT 'SMK3_1' time 12000 flag 1  // ~s~Drive to ~y~Unity Station~s~.

:SMOKE3_1893
88@ = 1 
100@ = 0 

:SMOKE3_1907
if or
  88@ == 1 
  88@ == 10 
else_jump @SMOKE3_1971 
if 
0118:   actor $129 dead 
else_jump @SMOKE3_1971 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
jump @SMOKE3_20097 

:SMOKE3_1971
if 
  88@ == 1 
else_jump @SMOKE3_10214 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_10214 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_2820 
if 
  89@ == 0 
else_jump @SMOKE3_2820 
if 
0448:   actor $129 in_car 86@ 
else_jump @SMOKE3_2820 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @SMOKE3_2820 
if 
01AD:   car 86@ sphere 1 near_point 1783.211 -1933.133 radius 4.2 4.2 
else_jump @SMOKE3_2820 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:SMOKE3_2133
if 
fading 
else_jump @SMOKE3_2157 
wait 0 
jump @SMOKE3_2133 

:SMOKE3_2157
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_2203 
00AB: put_car 86@ at 1783.418 -1933.055 12.3862 
0175: set_car 86@ Z_angle_to 178.4615 

:SMOKE3_2203
0247: load_model 108 
0247: load_model 109 
0247: load_model 110 
0247: load_model 353 
0247: load_model 468 
0247: load_model #TRNTRK8_LAS 
04ED: load_animation "TRAIN" 
04ED: load_animation "GANGS" 
040D: unload_wav 1 
03CF: load_wav 35412 as 1 
040D: unload_wav 2 
03CF: load_wav 35413 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
04ED: load_animation "GANGS" 
04ED: load_animation "TRAIN" 
038B: load_requested_models 

:SMOKE3_2307
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "TRAIN" loaded 
else_jump @SMOKE3_2347 
wait 0 
jump @SMOKE3_2307 

:SMOKE3_2347
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_2377 
wait 0 
jump @SMOKE3_2347 

:SMOKE3_2377
if or
8248:   not model 108 available 
8248:   not model 109 available 
8248:   not model 110 available 
8248:   not model 468 available 
8248:   not model 353 available 
else_jump @SMOKE3_2421 
wait 0 
jump @SMOKE3_2377 

:SMOKE3_2421
03CB: set_rendering_origin_at 1684.53 -1948.48 20.66 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
102@ = 1 
0164: disable_marker 126@ 
0395: clear_area 0 at 1699.31 -1938.799 100.0 radius 100.0 
029B: 60@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 60@ Z_angle_to 0.0 
009A: 42@ = create_actor_pedtype 24 model 108 at 1682.546 -1959.222 20.99 
0173: set_actor 42@ Z_angle_to 0.0 
0648: unknown_actor 42@ task_set 500.0 // float 
02AB: set_actor 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 42@ decision_maker_to 83@ 
009A: 43@ = create_actor_pedtype 24 model 110 at 1682.546 -1958.222 20.99 
0173: set_actor 43@ Z_angle_to 180.0 
0648: unknown_actor 43@ task_set 500.0 // float 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 43@ decision_maker_to 83@ 
009A: 44@ = create_actor_pedtype 24 model 109 at 1681.038 -1958.03 20.99 
0173: set_actor 44@ Z_angle_to 182.467 
0648: unknown_actor 44@ task_set 500.0 // float 
02AB: set_actor 44@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 44@ decision_maker_to 83@ 
009A: 45@ = create_actor_pedtype 24 model 110 at 1681.129 -1959.63 20.99 
0173: set_actor 45@ Z_angle_to 6.22 
0648: unknown_actor 45@ task_set 500.0 // float 
02AB: set_actor 45@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 45@ decision_maker_to 83@ 
89@ = 1 

:SMOKE3_2820
if 
  89@ == 1 
else_jump @SMOKE3_3049 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SMOKE3_3049 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_3049 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_3049 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
015F: set_camera_position 1780.729 -1937.955 13.443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.311 -1937.148 13.3475 switchstyle 2 
03CB: set_rendering_origin_at 1687.04 -1946.6 21.79 
0A0B: set_rendering_origin_at_3D_coord 1735.16 -1945.29 14.44 angle 88.46 
fade 1 750 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BA' time 5000 flag 1  // What we looking for, Smoke?
40@ = 0 
89@ = 2 

:SMOKE3_3049
if 
  89@ == 2 
else_jump @SMOKE3_3272 
if 
  40@ > 1000 
else_jump @SMOKE3_3272 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_3272 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_3272 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_3272 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35414 as 1 
03D1: play_wav 2 
0967: actor $129 move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BB' time 5000 flag 1  // Some Vagos cats meeting some San Fierro Rifa, cutting some kind of deal.
109@ = 0 
0707: start_scene_skip_to @SMOKE3_8003 
05CD: AS_actor $129 exit_car 86@ 
wait 100 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_3234 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 3500 ms 

:SMOKE3_3234
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_3258 
05CD: AS_actor $PLAYER_ACTOR exit_car 86@ 

:SMOKE3_3258
40@ = 0 
89@ = 3 

:SMOKE3_3272
if 
  89@ == 3 
else_jump @SMOKE3_3545 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SMOKE3_3545 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_3545 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_3545 
if 
80DF:   not actor $129 driving 
else_jump @SMOKE3_3545 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SMOKE3_3545 
015F: set_camera_position 1778.61 -1938.675 12.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1779.275 -1937.944 13.0581 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1783.92 -1936.33 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 117.0 
05D3: AS_actor $129 goto_point 1775.3 -1939.23 12.9 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 72@ 
05BF: AS_actor -1 look_at_actor $129 10000 ms 
05D3: AS_actor -1 goto_point 1776.63 -1940.18 13.66 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 72@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
40@ = 0 
89@ = 4 

:SMOKE3_3545
if 
  89@ == 4 
else_jump @SMOKE3_3955 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SMOKE3_3955 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_3955 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_3955 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_3955 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_3955 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_3955 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_3955 
if 
8449:   not actor $129 in_a_car 
else_jump @SMOKE3_3955 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_3955 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_3955 
if 
  40@ > 3000 
else_jump @SMOKE3_3955 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BC' time 5000 flag 1  // San Fierro?
015F: set_camera_position 1732.47 -1945.045 12.9171 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1731.492 -1945.129 13.1107 switchstyle 2 
00A1: put_actor $129 at 1737.2 -1944.2 12.6 
0173: set_actor $129 Z_angle_to 88.5 
00A1: put_actor $PLAYER_ACTOR at 1737.2 -1945.7 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.5 
05D3: AS_actor $129 goto_point 1718.04 -1944.2 13.6 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1718.04 -1945.7 13.6 mode 4 time -1 ms // versionA 
040D: unload_wav 2 
03CF: load_wav 35415 as 2 
40@ = 0 
89@ = 5 

:SMOKE3_3955
if 
  89@ == 5 
else_jump @SMOKE3_4043 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_4043 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35416 as 1 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BD' time 5000 flag 1  // I thought Northern Mexicans don't mix with Los Santos eses.
89@ = 6 

:SMOKE3_4043
if 
  89@ == 6 
else_jump @SMOKE3_4154 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_4154 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35417 as 2 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_4140 
03D1: play_wav 1 
0967: actor $129 move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BE' time 5000 flag 1  // Shit, you got me.

:SMOKE3_4140
40@ = 0 
89@ = 7 

:SMOKE3_4154
if 
  89@ == 7 
else_jump @SMOKE3_4615 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_4615 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_4615 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_4615 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_4615 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_4615 
if 
  40@ > 1500 
else_jump @SMOKE3_4615 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_4615 
015F: set_camera_position 1726.028 -1944.924 13.9132 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1725.059 -1945.168 13.9694 switchstyle 2 
0605: actor 43@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 42@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 45@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 44@ perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1724.08 -1946.27 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.93 
0792: disembark_instantly_actor $129 
00A1: put_actor $129 at 1723.93 -1944.52 12.5 
0173: set_actor $129 Z_angle_to 93.27 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BF' time 5000 flag 1  // That look like them!
040D: unload_wav 1 
03CF: load_wav 35418 as 1 
40@ = 0 
89@ = 8 

:SMOKE3_4615
if 
  89@ == 8 
else_jump @SMOKE3_4834 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_4834 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_4834 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_4834 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_4834 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_4834 
062E: get_actor 42@ task 1541 status_store_to 46@ // ret 7 if not found 
if or
04A4:   46@ == 7 // == constant 
  40@ > 1750 
else_jump @SMOKE3_4834 
05BF: AS_actor 42@ look_at_actor $129 10000 ms 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_4788 
05BF: AS_actor 43@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4788
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_4815 
05BF: AS_actor 44@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_4815
0792: disembark_instantly_actor $PLAYER_ACTOR 
40@ = 0 
89@ = 9 

:SMOKE3_4834
if 
  89@ == 9 
else_jump @SMOKE3_5140 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_5140 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_5140 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_5140 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_5140 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_5140 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_5140 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_5140 
if 
  40@ > 0 
else_jump @SMOKE3_5140 
040D: unload_wav 2 
03CF: load_wav 35419 as 2 
015F: set_camera_position 1721.344 -1943.875 13.8732 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1722.211 -1944.373 13.8443 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $129 10000 ms 
03D1: play_wav 1 
0967: actor $129 move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BG' time 5000 flag 1  // Motherfuckers clocked us!
0605: actor $129 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
41@ = 0 
89@ = 10 

:SMOKE3_5140
if 
  89@ == 10 
else_jump @SMOKE3_5820 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_5820 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_5820 
00BE: text_clear_all 
00A5: 62@ = create_car 468 at 1778.624 -1939.905 12.5598 
0175: set_car 62@ Z_angle_to 176.7993 
0224: set_car 62@ health_to 10000 
053F: set_car 62@ tires_vulnerability 0 
02AC: set_car 62@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 62@ primary_color_to 6 secondary_color_to 6 
122@ = 1 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_5301 
0224: set_car 86@ health_to 10000 
053F: set_car 86@ tires_vulnerability 0 

:SMOKE3_5301
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_5379 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1682.254 -1953.64 20.985 
0173: set_actor 42@ Z_angle_to 266.36 
05D3: AS_actor 42@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5379
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_5457 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1679.256 -1953.635 20.985 
0173: set_actor 43@ Z_angle_to 266.36 
05D3: AS_actor 43@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5457
wait 250 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_5540 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 1676.74 -1953.59 20.985 
0173: set_actor 44@ Z_angle_to 266.36 
05D3: AS_actor 44@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5540
wait 250 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_5623 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at 1675.3 -1953.67 20.985 
0173: set_actor 45@ Z_angle_to 266.389 
05D3: AS_actor 45@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_5623
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_5656 
06DD: set_train 48@ speed 15.0 
94@ = 1 

:SMOKE3_5656
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1703.548 -1951.496 16.9714 position_to 1750.548 -1951.496 16.9714 time 10000 smooth_transition 1 
0920: point_camera 1702.549 -1951.514 16.9159 transverse_to 1702.549 -1951.514 16.9159 time 10000 smooth_transition 1 
41@ = 0 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_5813 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $129 
00A1: put_actor $PLAYER_ACTOR at 1715.0 -1946.79 12.6 
00A1: put_actor $129 at 1712.36 -1944.47 12.6 

:SMOKE3_5813
89@ = 11 

:SMOKE3_5820
if 
  89@ > 10 
else_jump @SMOKE3_6761 
if 
  14 > 89@ 
else_jump @SMOKE3_6761 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_6761 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_6761 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_6761 
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_6761 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_6761 
if 
8119:   not car 51@ wrecked 
else_jump @SMOKE3_6761 
if 
8119:   not car 52@ wrecked 
else_jump @SMOKE3_6761 
0407: store_coords_to 54@ 55@ 56@ from_car 51@ with_offset 0.0 9.84 3.0 
0407: store_coords_to 57@ 58@ 59@ from_car 52@ with_offset 0.0 9.84 3.0 
if 
   not 89@ > 11 
else_jump @SMOKE3_6073 
00A0: store_actor 43@ position_to $68 $69 $70 
0160: set_camera_point_at $68 $69 18.0 switchstyle 2 

:SMOKE3_6073
if 
  90@ == 0 
else_jump @SMOKE3_6187 
if 
00FE:   actor 42@ sphere 0 in_sphere 57@ 58@ 59@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6187 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_19945 
90@ = 1 

:SMOKE3_6187
if 
  90@ == 1 
else_jump @SMOKE3_6269 
if 
00FE:   actor 42@ sphere 0 in_sphere 54@ 55@ 56@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6269 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_19945 
90@ = 2 

:SMOKE3_6269
if 
  91@ == 0 
else_jump @SMOKE3_6351 
if 
00FE:   actor 43@ sphere 0 in_sphere 57@ 58@ 59@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6351 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_19945 
91@ = 1 

:SMOKE3_6351
if 
  91@ == 1 
else_jump @SMOKE3_6433 
if 
00FE:   actor 43@ sphere 0 in_sphere 54@ 55@ 56@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6433 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_19945 
91@ = 2 

:SMOKE3_6433
if 
  92@ == 0 
else_jump @SMOKE3_6515 
if 
00FE:   actor 44@ sphere 0 in_sphere 57@ 58@ 59@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6515 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_19945 
92@ = 1 

:SMOKE3_6515
if 
  92@ == 1 
else_jump @SMOKE3_6597 
if 
00FE:   actor 44@ sphere 0 in_sphere 54@ 55@ 56@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6597 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_19945 
92@ = 2 

:SMOKE3_6597
if 
  93@ == 0 
else_jump @SMOKE3_6679 
if 
00FE:   actor 45@ sphere 0 in_sphere 57@ 58@ 59@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6679 
0085: 69@ = 45@ // (int) 
gosub @SMOKE3_19945 
93@ = 1 

:SMOKE3_6679
if 
  93@ == 1 
else_jump @SMOKE3_6761 
if 
00FE:   actor 45@ sphere 0 in_sphere 54@ 55@ 56@ radius 2.0 2.0 2.0 
else_jump @SMOKE3_6761 
0085: 69@ = 45@ // (int) 
gosub @SMOKE3_19945 
93@ = 2 

:SMOKE3_6761
if 
  89@ == 11 
else_jump @SMOKE3_6895 
if 
  41@ > 4200 
else_jump @SMOKE3_6895 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_6895 
05D3: AS_actor $129 goto_point 1765.99 -1944.25 13.75 mode 6 time 100000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1771.1 -1946.12 13.75 mode 6 time 100000 ms // versionA 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_BH' time 5000 flag 1  // We got to get those fools!
89@ = 12 

:SMOKE3_6895
if 
  89@ == 12 
else_jump @SMOKE3_6941 
if 
03D2:   wav 2 ended 
else_jump @SMOKE3_6941 
040D: unload_wav 2 
00BE: text_clear_all 
89@ = 13 

:SMOKE3_6941
if 
  89@ == 13 
else_jump @SMOKE3_7016 
if 
  41@ > 8000 
else_jump @SMOKE3_7016 
fade 0 500 

:SMOKE3_6985
if 
fading 
else_jump @SMOKE3_7009 
wait 0 
jump @SMOKE3_6985 

:SMOKE3_7009
89@ = 14 

:SMOKE3_7016
if 
  89@ == 14 
else_jump @SMOKE3_7962 
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_7962 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_7962 
07C7: put_train 48@ at 1880.06 -1953.67 12.44 
06DD: set_train 48@ speed 10.0 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009A: 42@ = create_actor_pedtype 24 model 108 at 1682.618 -1957.88 20.9453 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 42@ dismemberment_possible 0 
009A: 43@ = create_actor_pedtype 24 model 110 at 1682.99 -1947.17 20.03 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 43@ dismemberment_possible 0 
009A: 44@ = create_actor_pedtype 24 model 110 at 1681.618 -1957.88 20.9453 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 44@ dismemberment_possible 0 
009A: 45@ = create_actor_pedtype 27 model 110 at 1682.5 -1945.17 20.033 
0085: 69@ = 45@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 45@ dismemberment_possible 0 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 44@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 42@ into_turret_on_car 48@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 43@ into_turret_on_car 48@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 44@ into_turret_on_car 48@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 45@ into_turret_on_car 48@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 42@ decision_maker_to 83@ 
060B: set_actor 43@ decision_maker_to 83@ 
060B: set_actor 44@ decision_maker_to 83@ 
060B: set_actor 45@ decision_maker_to 84@ 
02E2: set_actor 42@ weapon_accuracy_to 10 
02E2: set_actor 43@ weapon_accuracy_to 10 
02E2: set_actor 44@ weapon_accuracy_to 10 
02E2: set_actor 45@ weapon_accuracy_to 10 
07DD: set_actor 42@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 43@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 44@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 45@ attack_rate 20 // previously known as temper_to 
if 
  106@ == 0 
else_jump @SMOKE3_7627 
08AF: set_actor 42@ max_health_to 350 
08AF: set_actor 43@ max_health_to 350 
08AF: set_actor 44@ max_health_to 350 
0223: set_actor 42@ health_to 350 
0223: set_actor 43@ health_to 350 
0223: set_actor 44@ health_to 350 

:SMOKE3_7627
if 
  106@ == 1 
else_jump @SMOKE3_7693 
08AF: set_actor 42@ max_health_to 336 
08AF: set_actor 43@ max_health_to 315 
08AF: set_actor 44@ max_health_to 450 
0223: set_actor 42@ health_to 336 
0223: set_actor 43@ health_to 315 
0223: set_actor 44@ health_to 450 

:SMOKE3_7693
if 
  106@ == 2 
else_jump @SMOKE3_7759 
08AF: set_actor 42@ max_health_to 315 
08AF: set_actor 43@ max_health_to 315 
08AF: set_actor 44@ max_health_to 315 
0223: set_actor 42@ health_to 315 
0223: set_actor 43@ health_to 315 
0223: set_actor 44@ health_to 315 

:SMOKE3_7759
if 
  106@ == 3 
else_jump @SMOKE3_7825 
08AF: set_actor 42@ max_health_to 245 
08AF: set_actor 43@ max_health_to 245 
08AF: set_actor 44@ max_health_to 245 
0223: set_actor 42@ health_to 245 
0223: set_actor 43@ health_to 245 
0223: set_actor 44@ health_to 245 

:SMOKE3_7825
if 
  106@ > 3 
else_jump @SMOKE3_7891 
08AF: set_actor 42@ max_health_to 210 
08AF: set_actor 43@ max_health_to 210 
08AF: set_actor 44@ max_health_to 210 
0223: set_actor 42@ health_to 210 
0223: set_actor 43@ health_to 210 
0223: set_actor 44@ health_to 210 

:SMOKE3_7891
02AB: set_actor 45@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0187: 127@ = create_marker_above_actor 42@ 
0187: 128@ = create_marker_above_actor 43@ 
0187: 129@ = create_marker_above_actor 44@ 
0187: 130@ = create_marker_above_actor 45@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $129 
40@ = 0 
89@ = 15 

:SMOKE3_7962
if 
  89@ == 15 
else_jump @SMOKE3_10214 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_10214 
109@ = 1 

:SMOKE3_8003
0701: end_scene_skip 
if 
  109@ == 0 
else_jump @SMOKE3_9413 
fade 0 0 

:SMOKE3_8029
if 
fading 
else_jump @SMOKE3_8053 
wait 0 
jump @SMOKE3_8029 

:SMOKE3_8053
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
06D9: destroy_defined_trains 
0108: destroy_object 60@ 
029B: 60@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 60@ Z_angle_to 0.0 
06D8: 48@ = create_train_at 1880.06 -1953.67 12.44 type 11 direction 0 
09CF: set_train 48@ stop_at_stations 0 
06DC: set_train 48@ acc 10.0 
06DD: set_train 48@ speed 10.0 
078A: 51@ = get_train 48@ carriage 1 handle 
078A: 52@ = get_train 48@ carriage 2 handle 
02AC: set_car 48@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 48@ door_status_to 2 
020A: set_car 51@ door_status_to 2 
020A: set_car 52@ door_status_to 2 
02AC: set_car 51@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 52@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 42@ = create_actor_pedtype 24 model 108 at 1682.618 -1957.88 20.9453 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 42@ dismemberment_possible 0 
009A: 43@ = create_actor_pedtype 24 model 110 at 1682.99 -1947.17 20.03 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 43@ dismemberment_possible 0 
009A: 44@ = create_actor_pedtype 24 model 110 at 1681.618 -1957.88 20.9453 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 44@ dismemberment_possible 0 
009A: 45@ = create_actor_pedtype 27 model 110 at 1682.5 -1945.17 20.033 
0085: 69@ = 45@ // (int) 
gosub @SMOKE3_20002 
0446: set_actor 45@ dismemberment_possible 0 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 44@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 42@ into_turret_on_car 48@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 43@ into_turret_on_car 48@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 44@ into_turret_on_car 48@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 45@ into_turret_on_car 48@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 42@ decision_maker_to 83@ 
060B: set_actor 43@ decision_maker_to 83@ 
060B: set_actor 44@ decision_maker_to 83@ 
060B: set_actor 45@ decision_maker_to 84@ 
02E2: set_actor 42@ weapon_accuracy_to 10 
02E2: set_actor 43@ weapon_accuracy_to 10 
02E2: set_actor 44@ weapon_accuracy_to 10 
02E2: set_actor 45@ weapon_accuracy_to 10 
07DD: set_actor 42@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 43@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 44@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 45@ attack_rate 20 // previously known as temper_to 
if 
  106@ == 0 
else_jump @SMOKE3_8791 
08AF: set_actor 42@ max_health_to 350 
08AF: set_actor 43@ max_health_to 350 
08AF: set_actor 44@ max_health_to 350 
0223: set_actor 42@ health_to 350 
0223: set_actor 43@ health_to 350 
0223: set_actor 44@ health_to 350 

:SMOKE3_8791
if 
  106@ == 1 
else_jump @SMOKE3_8857 
08AF: set_actor 42@ max_health_to 336 
08AF: set_actor 43@ max_health_to 315 
08AF: set_actor 44@ max_health_to 450 
0223: set_actor 42@ health_to 336 
0223: set_actor 43@ health_to 315 
0223: set_actor 44@ health_to 450 

:SMOKE3_8857
if 
  106@ == 2 
else_jump @SMOKE3_8923 
08AF: set_actor 42@ max_health_to 315 
08AF: set_actor 43@ max_health_to 315 
08AF: set_actor 44@ max_health_to 315 
0223: set_actor 42@ health_to 315 
0223: set_actor 43@ health_to 315 
0223: set_actor 44@ health_to 315 

:SMOKE3_8923
if 
  106@ == 3 
else_jump @SMOKE3_8989 
08AF: set_actor 42@ max_health_to 245 
08AF: set_actor 43@ max_health_to 245 
08AF: set_actor 44@ max_health_to 245 
0223: set_actor 42@ health_to 245 
0223: set_actor 43@ health_to 245 
0223: set_actor 44@ health_to 245 

:SMOKE3_8989
if 
  106@ > 3 
else_jump @SMOKE3_9055 
08AF: set_actor 42@ max_health_to 210 
08AF: set_actor 43@ max_health_to 210 
08AF: set_actor 44@ max_health_to 210 
0223: set_actor 42@ health_to 210 
0223: set_actor 43@ health_to 210 
0223: set_actor 44@ health_to 210 

:SMOKE3_9055
0187: 127@ = create_marker_above_actor 42@ 
0187: 128@ = create_marker_above_actor 43@ 
0187: 129@ = create_marker_above_actor 44@ 
0187: 130@ = create_marker_above_actor 45@ 
if 
  122@ == 0 
else_jump @SMOKE3_9177 
00A5: 62@ = create_car 468 at 1778.624 -1939.905 12.5598 
0175: set_car 62@ Z_angle_to 176.7993 
0224: set_car 62@ health_to 10000 
02AC: set_car 62@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 62@ tires_vulnerability 0 
0229: set_car 62@ primary_color_to 6 secondary_color_to 6 

:SMOKE3_9177
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_9208 
0224: set_car 86@ health_to 10000 
053F: set_car 86@ tires_vulnerability 0 

:SMOKE3_9208
02AB: set_actor 45@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_9322 
if 
00DF:   actor $129 driving 
else_jump @SMOKE3_9292 
0362: remove_actor $129 from_car_and_place_at 1772.918 -1941.495 12.567 
0173: set_actor $129 Z_angle_to 269.216 
jump @SMOKE3_9322 

:SMOKE3_9292
00A1: put_actor $129 at 1772.918 -1941.495 12.567 
0173: set_actor $129 Z_angle_to 269.216 

:SMOKE3_9322
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE3_9375 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
jump @SMOKE3_9405 

:SMOKE3_9375
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 

:SMOKE3_9405
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 

:SMOKE3_9413
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_9720 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_9516 
00A1: put_actor $129 at 1772.918 -1941.495 12.567 
0173: set_actor $129 Z_angle_to 269.216 

:SMOKE3_9516
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $129 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09DD: unknown_player_group 1 
0631: put_actor $129 in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
06AE: create_group_decision_maker_type 0 store_to 85@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 85@ event 9 
0749: reset_group_decision_maker 85@ event 41 
0749: reset_group_decision_maker 85@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 85@ 
077A: set_actor $129 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $129 decision_maker_to 82@ 
0688: AS_actor $129 unknown_toggle_ped_threat_scanner 0 1 0 
074A: set_group_decision_maker 85@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 82@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 

:SMOKE3_9720
00BE: text_clear_all 
if 
8119:   not car 62@ wrecked 
else_jump @SMOKE3_9753 
0186: 133@ = create_marker_above_car 62@ 
07E0: set_marker 133@ type_to 1 

:SMOKE3_9753
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_9791 
02E2: set_actor 45@ weapon_accuracy_to 20 
0085: 69@ = 45@ // (int) 
gosub @SMOKE3_20043 

:SMOKE3_9791
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E8: create_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E8: create_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E8: create_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E8: create_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E8: create_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
00BC: show_text_highpriority GXT 'SMK3_2' time 7000 flag 1  // ~s~Get on the ~b~motorbike ~s~with Big Smoke, chase down the ~r~Vagos gang members ~s~and take them out!
04EF: release_animation "GANGS" 
0249: release_model 109 
104@ = 1 
88@ = 2 
106@ += 1 
110@ = 1 
0709: set_decision_maker 83@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
fade 1 1000 
01C3: remove_references_to_car 86@ 
09EF: set_behind_camera_autoposition_mode_for_car_model 468 distance 1.0 altitude_multiplier 1.0 angle_X 0.12 
0249: release_model #TRNTRK8_LAS 
89@ = 14 

:SMOKE3_10214
if 
  110@ == 1 
else_jump @SMOKE3_10302 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_10302 
if 
0449:   actor $129 in_a_car 
else_jump @SMOKE3_10302 
0164: disable_marker 133@ 
01B2: give_actor $129 weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $129 armed_weapon_to 32 
02E2: set_actor $129 weapon_accuracy_to 70 
110@ = 2 

:SMOKE3_10302
if 
  89@ == 14 
else_jump @SMOKE3_10370 
if 
  120@ == 0 
else_jump @SMOKE3_10370 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_10370 
0164: disable_marker 133@ 
09AD: set_vehicle_camera_mode 3 
120@ = 1 

:SMOKE3_10370
if 
  88@ == 2 
else_jump @SMOKE3_16921 
if 
  2 > 101@ 
else_jump @SMOKE3_10629 
if 
  101@ == 0 
else_jump @SMOKE3_10551 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2272.57 -1494.89 radius 40.0 40.0 
else_jump @SMOKE3_10551 
00A5: 64@ = create_car 466 at 2295.777 -1481.268 22.91 
0129: 68@ = create_actor_pedtype 4 model 108 in_car 64@ driverseat 
0175: set_car 64@ Z_angle_to 88.47 
02C2: car 64@ drive_to 2280.45 -1480.961 22.483 
00AD: set_car 64@ max_speed_to 6.5 
00AE: set_car 64@ traffic_behaviour_to 0 
101@ = 1 

:SMOKE3_10551
if 
  101@ == 1 
else_jump @SMOKE3_10629 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2280.45 -1480.961 radius 50.0 50.0 
else_jump @SMOKE3_10629 
01C3: remove_references_to_car 64@ 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
0249: release_model 466 
101@ = 2 

:SMOKE3_10629
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_13944 
if 
  104@ == 1 
else_jump @SMOKE3_10785 
if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 50.0 50.0 sphere 0 
else_jump @SMOKE3_10785 
if 
  105@ == 1 
else_jump @SMOKE3_10722 
06DD: set_train 48@ speed 15.0 

:SMOKE3_10722
if 
  105@ > 1 
else_jump @SMOKE3_10750 
06DD: set_train 48@ speed 18.0 

:SMOKE3_10750
if 
  105@ == 0 
else_jump @SMOKE3_10778 
06DD: set_train 48@ speed 10.0 

:SMOKE3_10778
104@ = 2 

:SMOKE3_10785
if 
  104@ == 2 
else_jump @SMOKE3_10876 
if 
0202:   actor $PLAYER_ACTOR near_car 48@ radius 45.0 45.0 sphere 0 
else_jump @SMOKE3_10876 
if 
  105@ == 0 
else_jump @SMOKE3_10859 
105@ = 1 

:SMOKE3_10859
06DD: set_train 48@ speed 28.0 
104@ = 1 

:SMOKE3_10876
if 
  104@ == 1 
else_jump @SMOKE3_10977 
if 
0202:   actor $PLAYER_ACTOR near_car 48@ radius 20.0 20.0 sphere 0 
else_jump @SMOKE3_10977 
if 
  105@ > 1 
else_jump @SMOKE3_10960 
06DD: set_train 48@ speed 32.5 
jump @SMOKE3_10970 

:SMOKE3_10960
06DD: set_train 48@ speed 30.0 

:SMOKE3_10970
104@ = 3 

:SMOKE3_10977
if 
  104@ == 3 
else_jump @SMOKE3_11033 
if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 20.0 20.0 sphere 0 
else_jump @SMOKE3_11033 
104@ = 2 

:SMOKE3_11033
if 
  15 > 99@ 
else_jump @SMOKE3_11773 
if 
  99@ == 0 
else_jump @SMOKE3_11250 
if 
01AD:   car 48@ sphere 0 near_point 2282.12 -1439.76 radius 20.0 20.0 
else_jump @SMOKE3_11250 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2289.69 -1034.14 radius 20.0 20.0 
else_jump @SMOKE3_11243 
06D8: 49@ = create_train_at 2289.69 -1034.14 26.29 type 11 direction 1 
06DC: set_train 49@ acc 30.0 
06DD: set_train 49@ speed 15.0 
0107: 61@ = create_object #IMY_TRACK_BARRIER at 2151.289 -664.906 52.1 
0177: set_object 61@ Z_angle_to 50.36 
105@ = 2 
99@ = 1 
jump @SMOKE3_11250 

:SMOKE3_11243
99@ = 15 

:SMOKE3_11250
if 
  99@ == 1 
else_jump @SMOKE3_11339 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_11339 
if 
01AD:   car 49@ sphere 0 near_point 2288.31 -1408.91 radius 20.0 20.0 
else_jump @SMOKE3_11339 
06DD: set_train 49@ speed 0.0 
99@ = 2 

:SMOKE3_11339
if 
  99@ == 2 
else_jump @SMOKE3_11432 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_11432 
if 
8202:   not actor $PLAYER_ACTOR near_car 49@ radius 40.0 40.0 sphere 0 
else_jump @SMOKE3_11432 
if 
82CA:   not car 49@ bounding_sphere_visible 
else_jump @SMOKE3_11432 
07BD: destroy_train 49@ 
99@ = 3 

:SMOKE3_11432
if 
  99@ == 3 
else_jump @SMOKE3_11591 
if 
01AD:   car 48@ sphere 0 near_point 2176.87 -689.51 radius 20.0 20.0 
else_jump @SMOKE3_11591 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2283.36 -336.9 radius 30.0 30.0 
else_jump @SMOKE3_11584 
06D8: 49@ = create_train_at 2283.36 -336.9 37.27 type 11 direction 1 
06DC: set_train 49@ acc 30.0 
06DD: set_train 49@ speed 15.0 
99@ = 4 
jump @SMOKE3_11591 

:SMOKE3_11584
99@ = 15 

:SMOKE3_11591
if 
  99@ == 4 
else_jump @SMOKE3_11680 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_11680 
if 
01AD:   car 49@ sphere 0 near_point 2052.08 -583.31 radius 20.0 20.0 
else_jump @SMOKE3_11680 
06DD: set_train 49@ speed 0.0 
99@ = 5 

:SMOKE3_11680
if 
  99@ == 5 
else_jump @SMOKE3_11773 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_11773 
if 
8202:   not actor $PLAYER_ACTOR near_car 49@ radius 40.0 40.0 sphere 0 
else_jump @SMOKE3_11773 
if 
82CA:   not car 49@ bounding_sphere_visible 
else_jump @SMOKE3_11773 
07BD: destroy_train 49@ 
99@ = 6 

:SMOKE3_11773
if 
  112@ == 0 
else_jump @SMOKE3_12085 
if 
01AD:   car 48@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
else_jump @SMOKE3_12085 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_11852 
05C5: AS_actor 42@ cower -1 ms 

:SMOKE3_11852
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_11875 
05C5: AS_actor 43@ cower -1 ms 

:SMOKE3_11875
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_11898 
05C5: AS_actor 44@ cower -1 ms 

:SMOKE3_11898
00A5: 65@ = create_car 466 at 2200.07 -1731.94 12.28 
0175: set_car 65@ Z_angle_to 277.116 
009A: 66@ = create_actor_pedtype 26 model 7 at 2201.55 -1728.59 12.43 
0173: set_actor 66@ Z_angle_to 285.1 
009A: 67@ = create_actor_pedtype 26 model 7 at 2202.93 -1728.36 12.43 
0173: set_actor 67@ Z_angle_to 393.56 
0605: actor 66@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 67@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
105@ = 1 
112@ = 1 

:SMOKE3_12085
if 
  112@ == 1 
else_jump @SMOKE3_12241 
if 
81AD:   not car 48@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
else_jump @SMOKE3_12241 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_12172 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12172
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_12203 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12203
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_12234 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12234
112@ = 2 

:SMOKE3_12241
if 
  112@ == 2 
else_jump @SMOKE3_12373 
if 
01AD:   car 48@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
else_jump @SMOKE3_12373 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_12320 
05C5: AS_actor 42@ cower -1 ms 

:SMOKE3_12320
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_12343 
05C5: AS_actor 43@ cower -1 ms 

:SMOKE3_12343
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_12366 
05C5: AS_actor 44@ cower -1 ms 

:SMOKE3_12366
112@ = 3 

:SMOKE3_12373
if 
  112@ == 3 
else_jump @SMOKE3_12582 
if 
81AD:   not car 48@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
else_jump @SMOKE3_12582 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_12460 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12460
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_12491 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12491
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_12522 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12522
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_12543 
05BE: AS_actor 45@ die 

:SMOKE3_12543
0108: destroy_object 60@ 
0249: release_model #IMMMCRAN 
01C3: remove_references_to_car 65@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
113@ = 1 
112@ = 4 

:SMOKE3_12582
if 
  112@ == 4 
else_jump @SMOKE3_12691 
if 
01AD:   car 48@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12691 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_12661 
05C5: AS_actor 42@ cower -1 ms 

:SMOKE3_12661
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_12684 
05C5: AS_actor 44@ cower -1 ms 

:SMOKE3_12684
112@ = 5 

:SMOKE3_12691
if 
  112@ == 5 
else_jump @SMOKE3_12816 
if 
81AD:   not car 48@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12816 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_12778 
0085: 69@ = 42@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12778
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_12809 
0085: 69@ = 44@ // (int) 
gosub @SMOKE3_20002 

:SMOKE3_12809
112@ = 6 

:SMOKE3_12816
if 
  112@ == 6 
else_jump @SMOKE3_12886 
if 
81AD:   not car 48@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
else_jump @SMOKE3_12886 
105@ = 3 
112@ = 7 

:SMOKE3_12886
if 
  113@ == 1 
else_jump @SMOKE3_12973 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_12973 
if 
01AD:   car 48@ sphere 0 near_point 2285.53 -1120.59 radius 20.0 20.0 
else_jump @SMOKE3_12973 
060B: set_actor 43@ decision_maker_to 84@ 
113@ = 2 

:SMOKE3_12973
if 
  113@ == 2 
else_jump @SMOKE3_13098 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_13098 
if 
0202:   actor $PLAYER_ACTOR near_car 48@ radius 30.0 30.0 sphere 0 
else_jump @SMOKE3_13098 
0812: AS_actor 43@ perform_animation "TRAN_STMB" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
113@ = 3 

:SMOKE3_13098
if 
  113@ == 3 
else_jump @SMOKE3_13250 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_13250 
if 
0611:   actor 43@ performing_animation "TRAN_STMB" 
else_jump @SMOKE3_13250 
0613: 47@ = actor 43@ animation "TRAN_STMB" time 
if 
  47@ == 1.0 
else_jump @SMOKE3_13250 
0812: AS_actor 43@ perform_animation "TRAN_HNG" IFP "TRAIN" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
40@ = 0 
113@ = 4 

:SMOKE3_13250
if 
  113@ == 4 
else_jump @SMOKE3_13348 
if 
  40@ > 10000 
else_jump @SMOKE3_13348 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_13348 
0812: AS_actor 43@ perform_animation "TRAN_GTUP" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
113@ = 5 

:SMOKE3_13348
if 
  113@ == 5 
else_jump @SMOKE3_13503 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_13503 
if 
0611:   actor 43@ performing_animation "TRAN_GTUP" 
else_jump @SMOKE3_13503 
0613: 47@ = actor 43@ animation "TRAN_GTUP" time 
if 
  47@ == 1.0 
else_jump @SMOKE3_13503 
060B: set_actor 43@ decision_maker_to 83@ 
0085: 69@ = 43@ // (int) 
gosub @SMOKE3_20002 
04EF: release_animation "TRAIN" 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
113@ = 6 

:SMOKE3_13503
if 
  113@ > 0 
else_jump @SMOKE3_13571 
if 
  6 > 113@ 
else_jump @SMOKE3_13571 
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_13571 
0174: 53@ = car 48@ Z_angle 
0173: set_actor 43@ Z_angle_to 53@ 

:SMOKE3_13571
if 
  114@ == 0 
else_jump @SMOKE3_13819 
if 
03CA:   object 60@ exists 
else_jump @SMOKE3_13788 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_13781 
if 
00EC:   actor 45@ sphere 0 near_point 2197.53 -1913.39 radius 3.0 3.0 
else_jump @SMOKE3_13781 
0688: AS_actor 45@ unknown_toggle_ped_threat_scanner 0 0 0 
0465: remove_actor 45@ from_turret_mode 
0619: enable_actor 45@ collision_detection 0 
04F4: put_actor 45@ into_turret_on_object 60@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0173: set_actor 45@ Z_angle_to 0.0 
0812: AS_actor 45@ perform_animation "TRAN_OUCH" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
98@ = 1 
114@ = 1 
0164: disable_marker 130@ 

:SMOKE3_13781
jump @SMOKE3_13819 

:SMOKE3_13788
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_13819 
02AB: set_actor 45@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE3_13819
if 
  114@ == 1 
else_jump @SMOKE3_13944 
if 
03CA:   object 60@ exists 
else_jump @SMOKE3_13885 
0176: 53@ = object 60@ Z_angle 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_13885 
0173: set_actor 45@ Z_angle_to 53@ 

:SMOKE3_13885
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_13944 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 50.0 50.0 0 
else_jump @SMOKE3_13944 
034F: destroy_actor_with_fade 45@ 
114@ = 2 

:SMOKE3_13944
if 
  95@ == 0 
else_jump @SMOKE3_14013 
if 
0118:   actor 42@ dead 
else_jump @SMOKE3_14013 
95@ = 1 
124@ += 1 
if 
075C:   marker 127@ enabled 
else_jump @SMOKE3_14013 
0164: disable_marker 127@ 

:SMOKE3_14013
if 
  96@ == 0 
else_jump @SMOKE3_14082 
if 
0118:   actor 43@ dead 
else_jump @SMOKE3_14082 
96@ = 1 
124@ += 1 
if 
075C:   marker 128@ enabled 
else_jump @SMOKE3_14082 
0164: disable_marker 128@ 

:SMOKE3_14082
if 
  97@ == 0 
else_jump @SMOKE3_14151 
if 
0118:   actor 44@ dead 
else_jump @SMOKE3_14151 
97@ = 1 
124@ += 1 
if 
075C:   marker 129@ enabled 
else_jump @SMOKE3_14151 
0164: disable_marker 129@ 

:SMOKE3_14151
if 
  98@ == 0 
else_jump @SMOKE3_14220 
if 
0118:   actor 45@ dead 
else_jump @SMOKE3_14220 
98@ = 1 
124@ += 1 
if 
075C:   marker 130@ enabled 
else_jump @SMOKE3_14220 
0164: disable_marker 130@ 

:SMOKE3_14220
if 
  116@ == 0 
else_jump @SMOKE3_14285 
if 
8119:   not car 65@ wrecked 
else_jump @SMOKE3_14285 
if 
051D:   car 65@ damaged_by_car 48@ 
else_jump @SMOKE3_14285 
020B: explode_car 65@ 
116@ = 1 

:SMOKE3_14285
if 
  116@ == 1 
else_jump @SMOKE3_14315 
01C3: remove_references_to_car 65@ 
116@ = 2 

:SMOKE3_14315
if 
  95@ == 1 
else_jump @SMOKE3_14907 
if 
  96@ == 1 
else_jump @SMOKE3_14907 
if 
  97@ == 1 
else_jump @SMOKE3_14907 
if 
  98@ == 1 
else_jump @SMOKE3_14907 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_14507 
if 
06EE:   actor $129 in_group $PLAYER_GROUP 
else_jump @SMOKE3_14484 
018A: 132@ = create_checkpoint_at 2061.68 -1694.71 12.554 
115@ = 1 
117@ = 1 
118@ = 0 
119@ = 0 
123@ = 1 
jump @SMOKE3_14507 

:SMOKE3_14484
123@ = 2 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!

:SMOKE3_14507
0A45: set_rail_tracks_friction_to -1.0 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 353 
0249: release_model 538 
0249: release_model 570 
07BE: remove_references_to_train 48@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
88@ = 3 

:SMOKE3_14907
if 
0118:   actor $129 dead 
else_jump @SMOKE3_14946 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
jump @SMOKE3_20097 

:SMOKE3_14946
if 
  88@ == 2 
else_jump @SMOKE3_15587 
if 
  105@ == 0 
else_jump @SMOKE3_15009 
$72 = 320.0 
$73 = 320.0 
jump @SMOKE3_15029 

:SMOKE3_15009
$72 = 200.0 
$73 = 200.0 

:SMOKE3_15029
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_15587 
if 
82CA:   not car 48@ bounding_sphere_visible 
else_jump @SMOKE3_15587 
if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius $72 $73 sphere 0 
else_jump @SMOKE3_15587 
if or
8118:   not actor 42@ dead 
8118:   not actor 43@ dead 
8118:   not actor 44@ dead 
8118:   not actor 45@ dead 
else_jump @SMOKE3_15587 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
077E: get_active_interior_to 87@ 
if 
   not 87@ == 0 
else_jump @SMOKE3_15289 
fade 0 250 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_15191 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE3_15191
if 
fading 
else_jump @SMOKE3_15215 
wait 0 
jump @SMOKE3_15191 

:SMOKE3_15215
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_15289 
select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $129 position_to $72 $73 $74 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $72 $73 $74 
fade 1 250 

:SMOKE3_15289
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_15364 
117@ = 1 
0944: manipulate_weapon_camera $129 
05DE: AS_actor $129 walk_around_ped_path 
00A0: store_actor $129 position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_15364
03CF: load_wav 35451 as 2 

:SMOKE3_15373
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_15399 
wait 0 
jump @SMOKE3_15373 

:SMOKE3_15399
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_15419
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_15445 
wait 0 
jump @SMOKE3_15419 

:SMOKE3_15445
00BE: text_clear_all 
040D: unload_wav 2 
if 
   not 87@ == 0 
else_jump @SMOKE3_15544 
fade 0 500 

:SMOKE3_15476
if 
fading 
else_jump @SMOKE3_15500 
wait 0 
jump @SMOKE3_15476 

:SMOKE3_15500
select_interior 87@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
03CB: set_rendering_origin_at $72 $73 $74 
fade 1 250 

:SMOKE3_15544
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $129 
00BC: show_text_highpriority GXT 'SMK3_13' time 5000 flag 1  // ~r~You lost them! Next time keep up with the train!
jump @SMOKE3_20097 

:SMOKE3_15587
if 
  88@ == 2 
else_jump @SMOKE3_16048 
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_16048 
if 
01AD:   car 48@ sphere 0 near_point 2790.52 223.63 radius 15.0 15.0 
else_jump @SMOKE3_16048 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06DC: set_train 48@ acc 20.0 
06DD: set_train 48@ speed 20.0 
015F: set_camera_position 2796.839 222.9677 10.7646 rotation 0.0 0.0 0.0 
0158: camera_on_car 48@ mode 15 switchstyle 2 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_15802 
03C0: $47 = actor $PLAYER_ACTOR car 
00AB: put_car $47 at 2814.828 154.135 17.2 
0175: set_car $47 Z_angle_to 9.0 
00AD: set_car $47 max_speed_to 0.0 
jump @SMOKE3_15832 

:SMOKE3_15802
00A1: put_actor $PLAYER_ACTOR at 2814.828 154.135 17.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 9.0 

:SMOKE3_15832
wait 3000 
02EB: restore_camera_with_jumpcut 
wait 0 
117@ = 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_15890 
0944: manipulate_weapon_camera $129 
05DE: AS_actor $129 walk_around_ped_path 
00A0: store_actor $129 position_to $72 $73 $74 

:SMOKE3_15890
0395: clear_area 0 at $72 $73 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 35451 as 2 

:SMOKE3_15927
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_15953 
wait 0 
jump @SMOKE3_15927 

:SMOKE3_15953
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_15973
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_15999 
wait 0 
jump @SMOKE3_15973 

:SMOKE3_15999
00BE: text_clear_all 
040D: unload_wav 2 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $129 
00BC: show_text_highpriority GXT 'SMK3_20' time 10000 flag 1  // ~r~They got away!
jump @SMOKE3_20097 

:SMOKE3_16048
if 
  117@ == 0 
else_jump @SMOKE3_16921 
if 
06EE:   actor $129 in_group $PLAYER_GROUP 
else_jump @SMOKE3_16921 
if 
0449:   actor $129 in_a_car 
else_jump @SMOKE3_16921 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_16921 
gosub @SMOKE3_19795 
if 
  118@ == 0 
else_jump @SMOKE3_16198 
if 
  119@ == 0 
else_jump @SMOKE3_16198 
04AF: 136@ = 35420 // = constant 
05AA: 137@s = 'SMO3_CA' // @s = 'short'  // Follow that train!
gosub @SMOKE3_19753 
41@ = 0 

:SMOKE3_16198
if 
  118@ == 1 
else_jump @SMOKE3_16291 
if 
  119@ == 0 
else_jump @SMOKE3_16291 
if 
  41@ > 4000 
else_jump @SMOKE3_16291 
04AF: 136@ = 35429 // = constant 
05AA: 137@s = 'SMO3_EB' // @s = 'short'  // Get me close, CJ. I'm about to pop these fools.
gosub @SMOKE3_19753 
41@ = 0 

:SMOKE3_16291
if 
  118@ == 2 
else_jump @SMOKE3_16412 
if 
  119@ == 0 
else_jump @SMOKE3_16412 
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_16412 
if 
0202:   actor $129 near_car 48@ radius 50.0 50.0 sphere 0 
else_jump @SMOKE3_16412 
04AF: 136@ = 35428 // = constant 
05AA: 137@s = 'SMO3_EA' // @s = 'short'  // Roll up on them CJ, so I can get a shot!
125@ = 1 
gosub @SMOKE3_19753 

:SMOKE3_16412
if 
  118@ == 3 
else_jump @SMOKE3_16526 
if 
  119@ == 0 
else_jump @SMOKE3_16526 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_16526 
if 
0202:   actor $129 near_car 49@ radius 165.0 165.0 sphere 0 
else_jump @SMOKE3_16526 
04AF: 136@ = 35431 // = constant 
05AA: 137@s = 'SMO3_FA' // @s = 'short'  // Oh fuck! An on-coming train!
gosub @SMOKE3_19753 

:SMOKE3_16526
if 
  118@ == 4 
else_jump @SMOKE3_16631 
if 
  119@ == 0 
else_jump @SMOKE3_16631 
if 
00EC:   actor $129 sphere 0 near_point 2180.22 -689.43 radius 60.0 60.0 
else_jump @SMOKE3_16631 
04AF: 136@ = 35437 // = constant 
05AA: 137@s = 'SMO3_HA' // @s = 'short'  // Take the high road on the right, CJ!
gosub @SMOKE3_19753 

:SMOKE3_16631
if 
  118@ == 5 
else_jump @SMOKE3_16752 
if 
  119@ == 0 
else_jump @SMOKE3_16752 
if 
8119:   not car 49@ wrecked 
else_jump @SMOKE3_16752 
if 
0202:   actor $129 near_car 49@ radius 100.0 100.0 sphere 0 
else_jump @SMOKE3_16752 
04AF: 136@ = 35433 // = constant 
05AA: 137@s = 'SMO3_FC' // @s = 'short'  // Look the fuck out, CJ! The train!
gosub @SMOKE3_19753 
41@ = 0 

:SMOKE3_16752
if 
  118@ == 6 
else_jump @SMOKE3_16921 
if 
  119@ == 0 
else_jump @SMOKE3_16921 
if 
  41@ > 11000 
else_jump @SMOKE3_16921 
04AF: 136@ = 35430 // = constant 
05AA: 137@s = 'SMO3_EC' // @s = 'short'  // Move this shit, man I'm gonna ice these fools, man.
if 
03CA:   object 61@ exists 
else_jump @SMOKE3_16868 
if 
82CC:   not object 61@ bounding_sphere_visible 
else_jump @SMOKE3_16868 
0108: destroy_object 61@ 

:SMOKE3_16868
0249: release_model #IMY_TRACK_BARRIER 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_16914 
if 
  3 > 124@ 
else_jump @SMOKE3_16914 
02E2: set_actor $129 weapon_accuracy_to 85 

:SMOKE3_16914
gosub @SMOKE3_19753 

:SMOKE3_16921
if 
  88@ == 3 
else_jump @SMOKE3_18401 
if 
  123@ == 1 
else_jump @SMOKE3_18401 
if 
  121@ == 0 
else_jump @SMOKE3_17005 
040D: unload_wav 1 
03CF: load_wav 35460 as 1 
01C4: remove_references_to_object 61@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
121@ = 1 

:SMOKE3_17005
if 
  121@ == 1 
else_jump @SMOKE3_17065 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_17065 
00BC: show_text_highpriority GXT 'SMO3_PC' time 4000 flag 1  // Hey, let's get outta here before the cops show, man.
03D1: play_wav 1 
121@ = 2 

:SMOKE3_17065
if 
  121@ == 2 
else_jump @SMOKE3_17118 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_17118 
00BE: text_clear_all 
040D: unload_wav 1 
121@ = 3 
41@ = 0 

:SMOKE3_17118
if 
  121@ == 3 
else_jump @SMOKE3_17185 
if 
  41@ > 500 
else_jump @SMOKE3_17185 
00BC: show_text_highpriority GXT 'SMK3_22' time 6000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
41@ = 0 
121@ = 4 

:SMOKE3_17185
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_17839 
if 
  121@ == 4 
else_jump @SMOKE3_17839 
if 
06EE:   actor $129 in_group $PLAYER_GROUP 
else_jump @SMOKE3_17839 
if 
0449:   actor $129 in_a_car 
else_jump @SMOKE3_17839 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE3_17839 
gosub @SMOKE3_19795 
if 
  118@ == 0 
else_jump @SMOKE3_17370 
if 
  119@ == 0 
else_jump @SMOKE3_17370 
if 
  41@ > 7000 
else_jump @SMOKE3_17370 
04AF: 136@ = 35477 // = constant 
05AA: 137@s = 'SMO3_RA' // @s = 'short'  // Was it always like this?
gosub @SMOKE3_19753 
41@ = 0 

:SMOKE3_17370
if 
  118@ == 1 
else_jump @SMOKE3_17437 
if 
  119@ == 0 
else_jump @SMOKE3_17437 
04AF: 136@ = 35478 // = constant 
05AA: 137@s = 'SMO3_RB' // @s = 'short'  // Was what always like this?
gosub @SMOKE3_19753 

:SMOKE3_17437
if 
  118@ == 2 
else_jump @SMOKE3_17504 
if 
  119@ == 0 
else_jump @SMOKE3_17504 
04AF: 136@ = 35479 // = constant 
05AA: 137@s = 'SMO3_RC' // @s = 'short'  // Always fucked up around here. Or is it because of the drugs?
gosub @SMOKE3_19753 

:SMOKE3_17504
if 
  118@ == 3 
else_jump @SMOKE3_17571 
if 
  119@ == 0 
else_jump @SMOKE3_17571 
04AF: 136@ = 35480 // = constant 
05AA: 137@s = 'SMO3_RD' // @s = 'short'  // What you think, man?
gosub @SMOKE3_19753 

:SMOKE3_17571
if 
  118@ == 4 
else_jump @SMOKE3_17638 
if 
  119@ == 0 
else_jump @SMOKE3_17638 
04AF: 136@ = 35481 // = constant 
05AA: 137@s = 'SMO3_RE' // @s = 'short'  // I don't know. That's why I'm asking you.
gosub @SMOKE3_19753 

:SMOKE3_17638
if 
  118@ == 5 
else_jump @SMOKE3_17705 
if 
  119@ == 0 
else_jump @SMOKE3_17705 
04AF: 136@ = 35482 // = constant 
05AA: 137@s = 'SMO3_RF' // @s = 'short'  // Yo, eh eh, don't ask a wise man, friend. Ask a fool.
gosub @SMOKE3_19753 

:SMOKE3_17705
if 
  118@ == 6 
else_jump @SMOKE3_17772 
if 
  119@ == 0 
else_jump @SMOKE3_17772 
04AF: 136@ = 35483 // = constant 
05AA: 137@s = 'SMO3_RG' // @s = 'short'  // That's what I was doing.
gosub @SMOKE3_19753 

:SMOKE3_17772
if 
  118@ == 7 
else_jump @SMOKE3_17839 
if 
  119@ == 0 
else_jump @SMOKE3_17839 
04AF: 136@ = 35484 // = constant 
05AA: 137@s = 'SMO3_RH' // @s = 'short'  // Well, if you're going to make this thing personal, I ain't speaking on it no more.
gosub @SMOKE3_19753 

:SMOKE3_17839
if 
  115@ == 1 
else_jump @SMOKE3_18362 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_18362 
if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2061.68 -1694.71 radius 4.0 4.0 
else_jump @SMOKE3_18362 
if 
00EC:   actor $129 sphere 0 near_point 2061.68 -1694.71 radius 4.0 4.0 
else_jump @SMOKE3_18362 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 
02A3: enable_widescreen 1 
121@ = 5 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_17982
if 
fading 
else_jump @SMOKE3_18006 
wait 0 
jump @SMOKE3_17982 

:SMOKE3_18006
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_18051 
06C9: remove_actor $129 from_group 
0792: disembark_instantly_actor $129 
01B9: set_actor $129 armed_weapon_to 0 

:SMOKE3_18051
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE3_18104 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 
jump @SMOKE3_18134 

:SMOKE3_18104
00A1: put_actor $PLAYER_ACTOR at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 

:SMOKE3_18134
if 
00DF:   actor $129 driving 
else_jump @SMOKE3_18187 
0362: remove_actor $129 from_car_and_place_at 2057.75 -1694.79 12.554 
0173: set_actor $129 Z_angle_to 273.188 
jump @SMOKE3_18217 

:SMOKE3_18187
00A1: put_actor $129 at 2057.75 -1694.79 12.554 
0173: set_actor $129 Z_angle_to 273.188 

:SMOKE3_18217
0395: clear_area 1 at 2057.75 -1694.79 100.0 radius 100.0 
if 
8119:   not car 62@ wrecked 
else_jump @SMOKE3_18287 
00AB: put_car 62@ at 2060.3 -1697.975 9.0 
0175: set_car 62@ Z_angle_to 88.04 

:SMOKE3_18287
04ED: load_animation "GANGS" 
03CF: load_wav 35485 as 1 
03CF: load_wav 35486 as 2 
038B: load_requested_models 

:SMOKE3_18316
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SMOKE3_18355 
wait 0 
jump @SMOKE3_18316 

:SMOKE3_18355
88@ = 4 

:SMOKE3_18362
if 
0118:   actor $129 dead 
else_jump @SMOKE3_18401 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
jump @SMOKE3_20097 

:SMOKE3_18401
if 
  88@ == 4 
else_jump @SMOKE3_19143 
015F: set_camera_position 2061.814 -1692.773 13.1148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2061.089 -1693.453 13.2238 switchstyle 2 
fade 1 500 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_18564 
0605: actor $129 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
0967: actor $129 move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_SA' time 4000 flag 1  // Hey, you better clear out, CJ.

:SMOKE3_18564
if 
83D2:   not wav 1 ended 
else_jump @SMOKE3_18590 
wait 0 
jump @SMOKE3_18564 

:SMOKE3_18590
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35487 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SB' time 4000 flag 1  // I don't want those C.R.A.S.H.fools trying to pull you into some shit!
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_18677 
0605: actor $129 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_18677
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_18703 
wait 0 
jump @SMOKE3_18677 

:SMOKE3_18703
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_18729 
0687: clear_actor $129 task 
0968: actor $129 stop_mouth 

:SMOKE3_18729
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 35488 as 2 
015F: set_camera_position 2055.851 -1692.644 14.0837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.581 -1693.324 14.0171 switchstyle 2 

:SMOKE3_18795
if 
83D0:   not wav 1 loaded 
else_jump @SMOKE3_18821 
wait 0 
jump @SMOKE3_18795 

:SMOKE3_18821
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_SC' time 5000 flag 1  // Alright, homie. You be careful with those cats.
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_18877
if 
83D2:   not wav 1 ended 
else_jump @SMOKE3_18903 
wait 0 
jump @SMOKE3_18877 

:SMOKE3_18903
00BE: text_clear_all 

:SMOKE3_18905
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE3_18931 
wait 0 
jump @SMOKE3_18905 

:SMOKE3_18931
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SD' time 5000 flag 1  // I'm gonna see you later.

:SMOKE3_18951
if 
83D2:   not wav 2 ended 
else_jump @SMOKE3_18977 
wait 0 
jump @SMOKE3_18951 

:SMOKE3_18977
fade 0 1500 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_19048 
05D3: AS_actor $129 goto_point 2058.027 -1697.166 13.55 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2072.723 -1694.359 13.55 mode 4 time -1 ms // versionA 

:SMOKE3_19048
if 
fading 
else_jump @SMOKE3_19072 
wait 0 
jump @SMOKE3_19048 

:SMOKE3_19072
009B: destroy_actor $129 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2072.723 -1694.359 12.54 
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.637 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 500 
00BE: text_clear_all 
jump @SMOKE3_20115 

:SMOKE3_19143
if or
  88@ == 2 
  88@ == 3 
else_jump @SMOKE3_19746 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_19746 
if 
  103@ == 0 
else_jump @SMOKE3_19327 
if 
86EE:   not actor $129 in_group $PLAYER_GROUP 
else_jump @SMOKE3_19327 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!
0187: 126@ = create_marker_above_actor $129 
07E0: set_marker 126@ type_to 1 
if 
  88@ == 2 
else_jump @SMOKE3_19290 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 

:SMOKE3_19290
if 
  88@ == 3 
else_jump @SMOKE3_19320 
0164: disable_marker 132@ 
115@ = 0 

:SMOKE3_19320
103@ = 1 

:SMOKE3_19327
if 
  103@ == 1 
else_jump @SMOKE3_19746 
if 
0104:   actor $PLAYER_ACTOR near_actor $129 radius 10.0 10.0 8.0 sphere 0 
else_jump @SMOKE3_19746 
if 
02CB:   actor $129 bounding_sphere_visible 
else_jump @SMOKE3_19746 
if 
86EE:   not actor $129 in_group $PLAYER_GROUP 
else_jump @SMOKE3_19434 
0631: put_actor $129 in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 

:SMOKE3_19434
0164: disable_marker 126@ 
if 
  88@ == 2 
else_jump @SMOKE3_19569 
if 
8118:   not actor 42@ dead 
else_jump @SMOKE3_19481 
0187: 127@ = create_marker_above_actor 42@ 

:SMOKE3_19481
if 
8118:   not actor 43@ dead 
else_jump @SMOKE3_19505 
0187: 128@ = create_marker_above_actor 43@ 

:SMOKE3_19505
if 
8118:   not actor 44@ dead 
else_jump @SMOKE3_19529 
0187: 129@ = create_marker_above_actor 44@ 

:SMOKE3_19529
if 
8118:   not actor 45@ dead 
else_jump @SMOKE3_19553 
0187: 130@ = create_marker_above_actor 45@ 

:SMOKE3_19553
00BC: show_text_highpriority GXT 'SMK3_3' time 5000 flag 1  // ~s~Chase down the ~r~Vagos gang members ~s~and take them out!

:SMOKE3_19569
if 
  88@ == 3 
else_jump @SMOKE3_19648 
if 
  123@ == 1 
else_jump @SMOKE3_19648 
00BC: show_text_highpriority GXT 'SMK3_22' time 5000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
018A: 132@ = create_checkpoint_at 2061.68 -1694.71 12.554 
115@ = 1 

:SMOKE3_19648
if 
  123@ == 2 
else_jump @SMOKE3_19739 
if 
  88@ == 3 
else_jump @SMOKE3_19739 
018A: 132@ = create_checkpoint_at 2061.68 -1694.71 12.554 
115@ = 1 
117@ = 1 
118@ = 0 
119@ = 0 
123@ = 1 

:SMOKE3_19739
103@ = 0 

:SMOKE3_19746
jump @SMOKE3_1289 

:SMOKE3_19753
if 
  119@ == 0 
else_jump @SMOKE3_19793 
03CF: load_wav 136@ as 1 
05AA: 134@s = 137@s // @s = 'short' 
119@ = 1 

:SMOKE3_19793
return 

:SMOKE3_19795
if 
  119@ == 1 
else_jump @SMOKE3_19849 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE3_19849 
00BC: show_text_highpriority GXT 134@s time 4000 flag 1 
03D1: play_wav 1 
119@ = 2 

:SMOKE3_19849
if 
  119@ == 2 
else_jump @SMOKE3_19943 
if 
03D2:   wav 1 ended 
else_jump @SMOKE3_19943 
118@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
if 
  125@ == 1 
else_jump @SMOKE3_19936 
00BC: show_text_highpriority GXT 'SMK3_25' time 6000 flag 1  // ~s~Keep up with the front carriage of the train so Big Smoke can shoot the ~r~Vagos gang members~s~.
125@ = 2 

:SMOKE3_19936
119@ = 0 

:SMOKE3_19943
return 

:SMOKE3_19945
0615: define_AS_pack_begin 70@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 
0616: define_AS_pack_end 70@ 
0618: assign_actor 69@ to_AS_pack 70@ 
061B: remove_references_to_AS_pack 70@ 
return 

:SMOKE3_20002
0615: define_AS_pack_begin 71@ 
0638: AS_actor -1 stay_put 1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 0 0 
0616: define_AS_pack_end 71@ 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
return 

:SMOKE3_20043
0615: define_AS_pack_begin 73@ 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE3_20077 
05E2: AS_actor -1 kill_actor $129 

:SMOKE3_20077
0616: define_AS_pack_end 73@ 
0618: assign_actor 69@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
return 

:SMOKE3_20097
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SMOKE3_20115
$453 += 1 
0318: set_latest_mission_passed 'SMOKE_3'  // Wrong Side of the Tracks
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:SMOKE3_20170
$ONMISSION = 0 
02EB: restore_camera_with_jumpcut 
09AD: set_vehicle_camera_mode 2 
01C4: remove_references_to_object 61@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 60@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0A45: set_rail_tracks_friction_to -1.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SMOKE3_20232 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SMOKE3_20232
if 
8119:   not car 62@ wrecked 
else_jump @SMOKE3_20255 
053F: set_car 62@ tires_vulnerability 1 

:SMOKE3_20255
06DA: reset_train_directions 
06D7: enable_train_traffic 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
034F: destroy_actor_with_fade 42@ 
034F: destroy_actor_with_fade 43@ 
034F: destroy_actor_with_fade 44@ 
034F: destroy_actor_with_fade 45@ 
034F: destroy_actor_with_fade $129 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 353 
0249: release_model 346 
0249: release_model 468 
0249: release_model 538 
0249: release_model 570 
0249: release_model #IMMMCRAN 
0249: release_model 419 
0249: release_model 466 
0249: release_model 372 
0249: release_model #TRNTRK8_LAS 
0296: unload_special_actor 1 
04EF: release_animation "TRAIN" 
04EF: release_animation "GANGS" 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
if 
8119:   not car 48@ wrecked 
else_jump @SMOKE3_20767 
09CF: set_train 48@ stop_at_stations 1 

:SMOKE3_20767
09F0: restore_behind_camera_autoposition_mode_for_all_car_models 
if 
8119:   not car 62@ wrecked 
else_jump @SMOKE3_20822 
0224: set_car 62@ health_to 1000 
053F: set_car 62@ tires_vulnerability 1 
02AC: set_car 62@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE3_20822
01B7: release_weather 
if 
8119:   not car 86@ wrecked 
else_jump @SMOKE3_20855 
0224: set_car 86@ health_to 1000 
053F: set_car 86@ tires_vulnerability 1 

:SMOKE3_20855
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 86@ 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 30---------------
// Originally: Just Business

:SMOKE4
thread 'SMOKE4' 
gosub @SMOKE4_47 
if 
wasted_or_busted 
else_jump @SMOKE4_38 
gosub @SMOKE4_52003 

:SMOKE4_38
gosub @SMOKE4_52081 
end_thread 

:SMOKE4_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'SMOKE4' 
0395: clear_area 1 at 2060.0 -1694.0 50.0 radius 50.0 
set_weather 1 
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE4_104
if 
8248:   not model #LAE_SMOKECUTSCENE available 
else_jump @SMOKE4_131 
wait 0 
jump @SMOKE4_104 

:SMOKE4_131
029B: 298@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE4A' 

:SMOKE4_165
if 
86B9:   not cutscene_data_loaded 
else_jump @SMOKE4_189 
wait 0 
jump @SMOKE4_165 

:SMOKE4_189
02E7: start_cutscene 
fade 1 1000 

:SMOKE4_198
if 
82E9:   not cutscene_reached_end 
else_jump @SMOKE4_222 
wait 0 
jump @SMOKE4_198 

:SMOKE4_222
fade 0 0 

:SMOKE4_228
if 
fading 
else_jump @SMOKE4_252 
wait 0 
jump @SMOKE4_228 

:SMOKE4_252
02EA: end_cutscene 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 298@ 
0169: set_fade_color_RGB 0 0 0 
wait 500 
0247: load_model 466 
0247: load_model 91 
0247: load_model 93 
0247: load_model 111 
0247: load_model 112 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
03CF: load_wav 35802 as 2 
038B: load_requested_models 

:SMOKE4_322
if or
8248:   not model 466 available 
8248:   not model 111 available 
8248:   not model 111 available 
8248:   not model 91 available 
8248:   not model 93 available 
else_jump @SMOKE4_365 
wait 0 
jump @SMOKE4_322 

:SMOKE4_365
if or
823D:   not special_actor 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE4_395 
wait 0 
jump @SMOKE4_365 

:SMOKE4_395
98@ = 0 
$8265 = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
290@ = 0 
291@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
250@ = 0 
251@ = 0 
252@ = 0 
253@ = 0 
254@ = 0 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
282@ = 0 
283@ = 0 
284@ = 0 
285@ = 0 
286@ = 0 
287@ = 0 
288@ = 0 
289@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 44@ // decision\allowed\m_.ped files 
0709: set_decision_maker 44@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model 466 numberplate "_A2TMFK_" 
00A5: 42@ = create_car 466 at 2058.86 -1694.612 12.297 
041E: set_radio_station 5 
0229: set_car 42@ primary_color_to 98 secondary_color_to 14 
0175: set_car 42@ Z_angle_to 271.822 
0224: set_car 42@ health_to 1000 
01C8: $129 = create_actor_pedtype 23 model 290 in_car 42@ passenger_seat 0 
09F6: set_actor $129 unjackable_through_driver_seat 0 
09B5: set_actor $129 signal_after_kill 0 
0223: set_actor $129 health_to 500 
0446: set_actor $129 dismemberment_possible 0 
0568: set_actor $129 untargetable 1 
060B: set_actor $129 decision_maker_to 43@ 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
fade 1 1500 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0489: set_actor $PLAYER_ACTOR muted 1 
01E8: create_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
00BC: show_text_highpriority GXT 'DGS1_1' time 6000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
41@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A09: set_actor $129 muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:SMOKE4_1348
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SMOKE4_1374 
jump @SMOKE4_52021 

:SMOKE4_1374
if 
   not 288@ > 7 
else_jump @SMOKE4_1431 
if 
0118:   actor $129 dead 
else_jump @SMOKE4_1431 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
jump @SMOKE4_52003 

:SMOKE4_1431
if 
  131@ == 0 
else_jump @SMOKE4_9251 
if 
  98@ == 11 
else_jump @SMOKE4_1567 
if 
  6 > $8265 
else_jump @SMOKE4_1567 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1744.2 -1686.68 cornerB 1698.34 -1616.4 
else_jump @SMOKE4_1567 
if 
82CB:   not actor $129 bounding_sphere_visible 
else_jump @SMOKE4_1567 
0321: AS_actor $129 die_headshotted 
00BC: show_text_highpriority GXT 'DGS1_3' time 7000 flag 1  // ~r~You left Smoke alone and he died! Next time stick a bit closer!
jump @SMOKE4_52003 

:SMOKE4_1567
if 
  98@ == 0 
else_jump @SMOKE4_1698 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_1698 
if 
8119:   not car 42@ wrecked 
else_jump @SMOKE4_1698 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE4_1698 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE4_1698 
018A: 96@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BC: show_text_highpriority GXT 'DGS1_1' time 10000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
98@ = 1 

:SMOKE4_1698
if 
  100@ == 0 
else_jump @SMOKE4_1986 
if or
  98@ == 1 
  98@ == 100 
else_jump @SMOKE4_1986 
if 
  99@ == 0 
else_jump @SMOKE4_1854 
if 
8119:   not car 42@ wrecked 
else_jump @SMOKE4_1854 
if 
8448:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE4_1854 
0186: 95@ = create_marker_above_car 42@ 
07E0: set_marker 95@ type_to 1 
0164: disable_marker 96@ 
98@ = 100 
040D: unload_wav 1 
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AC' time 2000 flag 1  // Get in the car!
99@ = 1 

:SMOKE4_1854
if 
  99@ == 1 
else_jump @SMOKE4_1986 
if 
8119:   not car 42@ wrecked 
else_jump @SMOKE4_1986 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE4_1986 
0164: disable_marker 95@ 
018A: 96@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BE: text_clear_all 
040D: unload_wav 2 
if 
  290@ > 12 
else_jump @SMOKE4_1972 
00BC: show_text_highpriority GXT 'DGS1_1' time 5000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.

:SMOKE4_1972
98@ = 1 
99@ = 0 

:SMOKE4_1986
if 
  98@ == 1 
else_jump @SMOKE4_2968 
gosub @SMOKE4_51620 
if 
  290@ == 0 
else_jump @SMOKE4_2097 
if 
  291@ == 0 
else_jump @SMOKE4_2097 
if 
  41@ > 6500 
else_jump @SMOKE4_2097 
04AF: 247@ = 35600 // = constant 
05AA: 248@s = 'SMO4_AA' // @s = 'short'  // This better not be another cop errand, man.
gosub @SMOKE4_51578 

:SMOKE4_2097
if 
  290@ == 1 
else_jump @SMOKE4_2164 
if 
  291@ == 0 
else_jump @SMOKE4_2164 
04AF: 247@ = 35601 // = constant 
05AA: 248@s = 'SMO4_AB' // @s = 'short'  // Nah, man, this is strictly for the homies.
gosub @SMOKE4_51578 

:SMOKE4_2164
if 
  290@ == 2 
else_jump @SMOKE4_2231 
if 
  291@ == 0 
else_jump @SMOKE4_2231 
04AF: 247@ = 35602 // = constant 
05AA: 248@s = 'SMO4_AC' // @s = 'short'  // I gotta be honest with you, CJ. We could be gettin' into some heavy shit, baby.
gosub @SMOKE4_51578 

:SMOKE4_2231
if 
  290@ == 3 
else_jump @SMOKE4_2298 
if 
  291@ == 0 
else_jump @SMOKE4_2298 
04AF: 247@ = 35603 // = constant 
05AA: 248@s = 'SMO4_AD' // @s = 'short'  // What you into, Smoke?
gosub @SMOKE4_51578 

:SMOKE4_2298
if 
  290@ == 4 
else_jump @SMOKE4_2365 
if 
  291@ == 0 
else_jump @SMOKE4_2365 
04AF: 247@ = 35604 // = constant 
05AA: 248@s = 'SMO4_AE' // @s = 'short'  // Lot a shit 'bout to go down, Carl.
gosub @SMOKE4_51578 

:SMOKE4_2365
if 
  290@ == 5 
else_jump @SMOKE4_2432 
if 
  291@ == 0 
else_jump @SMOKE4_2432 
04AF: 247@ = 35605 // = constant 
05AA: 248@s = 'SMO4_AF' // @s = 'short'  // Families coming back, Ballas pushing base,
gosub @SMOKE4_51578 

:SMOKE4_2432
if 
  290@ == 6 
else_jump @SMOKE4_2499 
if 
  291@ == 0 
else_jump @SMOKE4_2499 
04AF: 247@ = 35606 // = constant 
05AA: 248@s = 'SMO4_AG' // @s = 'short'  // Russian cats with nothin' to lose about to bust some ass.
gosub @SMOKE4_51578 

:SMOKE4_2499
if 
  290@ == 7 
else_jump @SMOKE4_2566 
if 
  291@ == 0 
else_jump @SMOKE4_2566 
04AF: 247@ = 35607 // = constant 
05AA: 248@s = 'SMO4_AH' // @s = 'short'  // Russians?
gosub @SMOKE4_51578 

:SMOKE4_2566
if 
  290@ == 7 
else_jump @SMOKE4_2633 
if 
  291@ == 0 
else_jump @SMOKE4_2633 
04AF: 247@ = 35608 // = constant 
05AA: 248@s = 'SMO4_AJ' // @s = 'short'  // Yeah, yeah, you go figure.
gosub @SMOKE4_51578 

:SMOKE4_2633
if 
  290@ == 8 
else_jump @SMOKE4_2700 
if 
  291@ == 0 
else_jump @SMOKE4_2700 
04AF: 247@ = 35609 // = constant 
05AA: 248@s = 'SMO4_AK' // @s = 'short'  // Now all my life I been told to fear the Ruskies, but I ain't never even met one.
gosub @SMOKE4_51578 

:SMOKE4_2700
if 
  290@ == 9 
else_jump @SMOKE4_2767 
if 
  291@ == 0 
else_jump @SMOKE4_2767 
04AF: 247@ = 35610 // = constant 
05AA: 248@s = 'SMO4_AL' // @s = 'short'  // Then the wall comes down and we're all supposed to be friends.
gosub @SMOKE4_51578 

:SMOKE4_2767
if 
  290@ == 10 
else_jump @SMOKE4_2834 
if 
  291@ == 0 
else_jump @SMOKE4_2834 
04AF: 247@ = 35611 // = constant 
05AA: 248@s = 'SMO4_AM' // @s = 'short'  // Five minutes later, my cousin gets laid out by some Ruskie fresh off the boat.
gosub @SMOKE4_51578 

:SMOKE4_2834
if 
  290@ == 11 
else_jump @SMOKE4_2901 
if 
  291@ == 0 
else_jump @SMOKE4_2901 
04AF: 247@ = 35612 // = constant 
05AA: 248@s = 'SMO4_AN' // @s = 'short'  // For real?
gosub @SMOKE4_51578 

:SMOKE4_2901
if 
  290@ == 12 
else_jump @SMOKE4_2968 
if 
  291@ == 0 
else_jump @SMOKE4_2968 
04AF: 247@ = 35613 // = constant 
05AA: 248@s = 'SMO4_AO' // @s = 'short'  // For real!
gosub @SMOKE4_51578 

:SMOKE4_2968
if 
  98@ == 1 
else_jump @SMOKE4_5137 
if 
8119:   not car 42@ wrecked 
else_jump @SMOKE4_5137 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_5137 
if 
0448:   actor $129 in_car 42@ 
else_jump @SMOKE4_5137 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SMOKE4_5137 
if 
01AF:   car 42@ sphere 1 in_sphere 1722.568 -1597.92 12.45 radius 4.0 4.0 5.0 
else_jump @SMOKE4_5137 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08E7: disable_entrance_markers 1 
01F0: set_max_wanted_level_to 0 
130@ = 0 
0395: clear_area 1 at 1722.568 -1597.92 300.0 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 1711.449 -1576.924 30.3531 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1711.628 -1577.821 29.9486 switchstyle 2 
0633: AS_actor $129 exit_car 
0633: AS_actor $PLAYER_ACTOR exit_car 
fade 0 2000 

:SMOKE4_3236
if 
fading 
else_jump @SMOKE4_3260 
wait 0 
jump @SMOKE4_3236 

:SMOKE4_3260
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0247: load_model 352 
0247: load_model 346 
0247: load_model 353 
04ED: load_animation "JST_BUISNESS" 
040D: unload_wav 1 
03CF: load_wav 35614 as 1 
040D: unload_wav 2 
03CF: load_wav 35615 as 2 
038B: load_requested_models 

:SMOKE4_3326
if or
8248:   not model 346 available 
8248:   not model 353 available 
84EE:   not animation "JST_BUISNESS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @SMOKE4_3382 
wait 0 
jump @SMOKE4_3326 

:SMOKE4_3382
if 
8248:   not model 353 available 
else_jump @SMOKE4_3409 
wait 0 
jump @SMOKE4_3382 

:SMOKE4_3409
009A: 45@ = create_actor_pedtype 24 model 93 at 1718.283 -1633.178 19.2035 
0489: set_actor 45@ muted 1 
0173: set_actor 45@ Z_angle_to 59.5412 
0812: AS_actor 45@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 45@ decision_maker_to 43@ 
0489: set_actor 45@ muted 1 
009A: 46@ = create_actor_pedtype 24 model 93 at 1717.72 -1633.952 19.2029 
0173: set_actor 46@ Z_angle_to 313.3566 
0489: set_actor 46@ muted 1 
0812: AS_actor 46@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 46@ decision_maker_to 43@ 
0489: set_actor 46@ muted 1 
009A: 47@ = create_actor_pedtype 24 model 93 at 1712.811 -1629.454 19.201 
0173: set_actor 47@ Z_angle_to 48.5227 
0489: set_actor 47@ muted 1 
0812: AS_actor 47@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 47@ decision_maker_to 43@ 
0489: set_actor 47@ muted 1 
009A: 48@ = create_actor_pedtype 24 model 93 at 1712.146 -1630.165 19.2003 
0173: set_actor 48@ Z_angle_to 322.1413 
0489: set_actor 48@ muted 1 
0812: AS_actor 48@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 48@ decision_maker_to 43@ 
0489: set_actor 48@ muted 1 
009A: 49@ = create_actor_pedtype 24 model 93 at 1732.528 -1627.45 19.2044 
0173: set_actor 49@ Z_angle_to 275.6598 
0489: set_actor 49@ muted 1 
0812: AS_actor 49@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 49@ decision_maker_to 43@ 
0489: set_actor 49@ muted 1 
009A: 50@ = create_actor_pedtype 24 model 111 at 1729.973 -1649.115 19.274 
0173: set_actor 50@ Z_angle_to 11.051 
060B: set_actor 50@ decision_maker_to 43@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 50@ to_interior 18 
0223: set_actor 50@ health_to 35 
0187: 222@ = create_marker_above_actor 50@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
0961: set_actor 50@ keep_tasks_after_cleanup 1 
009A: 51@ = create_actor_pedtype 24 model 112 at 1729.971 -1657.139 19.278 
0173: set_actor 51@ Z_angle_to 21.106 
0223: set_actor 51@ health_to 10 
060B: set_actor 51@ decision_maker_to 43@ 
081A: set_actor 51@ weapon_skill_to 2 
01B2: give_actor 51@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 60 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
07DD: set_actor 51@ attack_rate 50 // previously known as temper_to 
009A: 52@ = create_actor_pedtype 24 model 112 at 1722.311 -1658.636 19.108 
0173: set_actor 52@ Z_angle_to 352.526 
060B: set_actor 52@ decision_maker_to 44@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
009A: 53@ = create_actor_pedtype 24 model 111 at 1712.399 -1657.463 19.26 
0223: set_actor 53@ health_to 150 
0173: set_actor 53@ Z_angle_to 323.108 
060B: set_actor 53@ decision_maker_to 44@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 53@ to_interior 18 
02E2: set_actor 53@ weapon_accuracy_to 50 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
08AF: set_actor 53@ max_health_to 150 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model 111 at 1712.763 -1664.816 19.273 
0173: set_actor 54@ Z_angle_to 329.331 
060B: set_actor 54@ decision_maker_to 44@ 
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 50 
08AF: set_actor 54@ max_health_to 150 
0223: set_actor 54@ health_to 150 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
009A: 55@ = create_actor_pedtype 24 model 111 at 1718.711 -1655.182 19.108 
0173: set_actor 55@ Z_angle_to 327.782 
060B: set_actor 55@ decision_maker_to 43@ 
081A: set_actor 55@ weapon_skill_to 2 
01B2: give_actor 55@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 55@ to_interior 18 
02E2: set_actor 55@ weapon_accuracy_to 60 
0187: 227@ = create_marker_above_actor 55@ 
018B: set_marker 227@ radar_mode 2 
0168: set_marker 227@ size 2 
0961: set_actor 55@ keep_tasks_after_cleanup 1 
009A: 56@ = create_actor_pedtype 24 model 112 at 1701.8 -1650.28 19.26 
0173: set_actor 56@ Z_angle_to 265.623 
060B: set_actor 56@ decision_maker_to 43@ 
081A: set_actor 56@ weapon_skill_to 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 56@ max_health_to 150 
0223: set_actor 56@ health_to 150 
0860: link_actor 56@ to_interior 18 
0187: 228@ = create_marker_above_actor 56@ 
018B: set_marker 228@ radar_mode 2 
0168: set_marker 228@ size 2 
0961: set_actor 56@ keep_tasks_after_cleanup 1 
07DD: set_actor 56@ attack_rate 50 // previously known as temper_to 
009A: 59@ = create_actor_pedtype 24 model 112 at 1719.6 -1671.764 22.741 
0223: set_actor 59@ health_to 5 
0173: set_actor 59@ Z_angle_to 11.45 
060B: set_actor 59@ decision_maker_to 43@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 59@ enable_crouch 0 
0860: link_actor 59@ to_interior 18 
0187: 231@ = create_marker_above_actor 59@ 
018B: set_marker 231@ radar_mode 2 
0168: set_marker 231@ size 2 
0961: set_actor 59@ keep_tasks_after_cleanup 1 
009A: 60@ = create_actor_pedtype 24 model 112 at 1701.897 -1668.039 19.23 
0173: set_actor 60@ Z_angle_to 276.178 
060B: set_actor 60@ decision_maker_to 43@ 
081A: set_actor 60@ weapon_skill_to 2 
01B2: give_actor 60@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 60@ to_interior 18 
02E2: set_actor 60@ weapon_accuracy_to 60 
0187: 232@ = create_marker_above_actor 60@ 
018B: set_marker 232@ radar_mode 2 
0168: set_marker 232@ size 2 
0961: set_actor 60@ keep_tasks_after_cleanup 1 
08AF: set_actor 60@ max_health_to 150 
0223: set_actor 60@ health_to 150 
009A: 61@ = create_actor_pedtype 24 model 111 at 1725.037 -1672.69 22.735 
0173: set_actor 61@ Z_angle_to 127.283 
060B: set_actor 61@ decision_maker_to 43@ 
081A: set_actor 61@ weapon_skill_to 2 
01B2: give_actor 61@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 61@ weapon_accuracy_to 60 
0860: link_actor 61@ to_interior 18 
0187: 233@ = create_marker_above_actor 61@ 
018B: set_marker 233@ radar_mode 2 
0168: set_marker 233@ size 2 
0961: set_actor 61@ keep_tasks_after_cleanup 1 
07DD: set_actor 61@ attack_rate 50 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 24 model 111 at 1733.358 -1664.599 22.747 
0173: set_actor 62@ Z_angle_to 141.981 
060B: set_actor 62@ decision_maker_to 43@ 
081A: set_actor 62@ weapon_skill_to 2 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 62@ weapon_accuracy_to 50 
0860: link_actor 62@ to_interior 18 
0187: 234@ = create_marker_above_actor 62@ 
018B: set_marker 234@ radar_mode 2 
0168: set_marker 234@ size 2 
0961: set_actor 62@ keep_tasks_after_cleanup 1 
08AF: set_actor 62@ max_health_to 150 
0223: set_actor 62@ health_to 150 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 8.98 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 169.7 
98@ = 2 

:SMOKE4_5137
if 
  98@ == 2 
else_jump @SMOKE4_5401 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_5401 
if 
80DF:   not actor $129 driving 
else_jump @SMOKE4_5401 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SMOKE4_5401 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $129 
00A1: put_actor $PLAYER_ACTOR at 1726.04 -1632.521 19.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A1: put_actor $129 at 1726.815 -1633.001 19.18 
0173: set_actor $129 Z_angle_to 180.0 
009A: 71@ = create_actor_pedtype 24 model 91 at 1727.757 -1632.918 19.18 
0173: set_actor 71@ Z_angle_to 270.0 
060B: set_actor 71@ decision_maker_to 43@ 
0489: set_actor 71@ muted 1 
41@ = 0 
015F: set_camera_position 1728.489 -1633.539 20.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.404 -1632.053 20.279 switchstyle 2 
40@ = 0 
107@ = 1 
98@ = 8 

:SMOKE4_5401
if 
  98@ == 8 
else_jump @SMOKE4_6890 
if 
  107@ == 1 
else_jump @SMOKE4_5472 
if 
  40@ > 1000 
else_jump @SMOKE4_5472 
00BE: text_clear_all 
fade 1 500 
107@ = 2 

:SMOKE4_5472
if 
  107@ == 2 
else_jump @SMOKE4_5710 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_5710 
if 
8118:   not actor 71@ dead 
else_jump @SMOKE4_5710 
0619: enable_actor 71@ collision_detection 0 
0619: enable_actor $129 collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $129 perform_animation "SMOKE_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor 71@ perform_animation "GIRL_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
41@ = 0 
101@ = 0 
0707: start_scene_skip_to @SMOKE4_6960 
107@ = 3 

:SMOKE4_5710
if 
  107@ == 3 
else_jump @SMOKE4_5849 
if 
  41@ > 2066 
else_jump @SMOKE4_5849 
015F: set_camera_position 1726.35 -1630.824 20.7289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.411 -1631.822 20.7195 switchstyle 2 
03D1: play_wav 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_5826 
0967: actor $129 move_mouth 10000 ms 

:SMOKE4_5826
00BC: show_text_highpriority GXT 'SMO4_BA' time 5000 flag 1  // Look Carl, before I walk in there I just need to know you down with this shit, man.
107@ = 4 

:SMOKE4_5849
if 
  107@ == 4 
else_jump @SMOKE4_6023 
if 
  41@ > 4999 
else_jump @SMOKE4_6023 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_6023 
015F: set_camera_position 1726.37 -1633.38 20.6705 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.416 -1632.381 20.6667 switchstyle 2 
00BE: text_clear_all 
03D1: play_wav 2 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_5979 
0968: actor $129 stop_mouth 

:SMOKE4_5979
00BC: show_text_highpriority GXT 'SMO4_BB' time 5000 flag 1  // Look, Smoke, we go way back. We Groves, man!
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35616 as 1 
107@ = 5 

:SMOKE4_6023
if 
  107@ == 5 
else_jump @SMOKE4_6140 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_6140 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_6140 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_6104 
0967: actor $129 move_mouth 10000 ms 

:SMOKE4_6104
00BC: show_text_highpriority GXT 'SMO4_BC' time 5000 flag 1  // That's what I'm talking about, that's my dog!
040D: unload_wav 2 
03CF: load_wav 35617 as 2 
107@ = 6 

:SMOKE4_6140
if 
  107@ == 6 
else_jump @SMOKE4_6224 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_6224 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE4_6224 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BD' time 5000 flag 1  // Hey look , if you hear shit start to pop off, come in there blasting, a'ight?
03CF: load_wav 35618 as 1 
107@ = 7 

:SMOKE4_6224
if 
  107@ == 7 
else_jump @SMOKE4_6468 
if 
  41@ > 9999 
else_jump @SMOKE4_6468 
if 
8118:   not actor 71@ dead 
else_jump @SMOKE4_6468 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_6468 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_6468 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_6328 
0968: actor $129 stop_mouth 

:SMOKE4_6328
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at 1732.785 -1633.043 19.2 
0173: set_actor 71@ Z_angle_to 0.0 
0812: AS_actor 71@ perform_animation "GIRL_02" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BE' time 3000 flag 1  // I'm down, dog.
041D: set_camera_near_clip 0.09 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
040D: unload_wav 2 
03CF: load_wav 35619 as 2 
137@ = 1 
107@ = 8 

:SMOKE4_6468
if 
  137@ == 1 
else_jump @SMOKE4_6513 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_6513 
0968: actor $PLAYER_ACTOR stop_mouth 
137@ = 2 

:SMOKE4_6513
if 
  107@ == 8 
else_jump @SMOKE4_6678 
if 
  41@ > 18500 
else_jump @SMOKE4_6678 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE4_6678 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_6678 
015F: set_camera_position 1725.094 -1632.446 20.7074 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.091 -1632.391 20.6711 switchstyle 2 
041D: set_camera_near_clip 0.1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BF' time 3000 flag 1  // Hey, baby, want company?
040D: unload_wav 1 
03CF: load_wav 35620 as 1 
107@ = 9 

:SMOKE4_6678
if 
  107@ == 9 
else_jump @SMOKE4_6758 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_6758 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_6758 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BG' time 5000 flag 1  // Motherfuckers!
107@ = 10 

:SMOKE4_6758
if 
  107@ == 10 
else_jump @SMOKE4_6890 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_6890 
00BE: text_clear_all 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_6890 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYER_01" 
else_jump @SMOKE4_6890 
0613: 70@ = actor $PLAYER_ACTOR animation "PLAYER_01" time 
if 
  70@ == 1.0 
else_jump @SMOKE4_6890 
98@ = 10 
107@ = 11 

:SMOKE4_6890
if 
  98@ == 10 
else_jump @SMOKE4_9251 
if 
  40@ > 2000 
else_jump @SMOKE4_9251 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_9251 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
101@ = 1 

:SMOKE4_6960
0701: end_scene_skip 
fade 0 1000 

:SMOKE4_6969
if 
fading 
else_jump @SMOKE4_6993 
wait 0 
jump @SMOKE4_6969 

:SMOKE4_6993
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
select_interior 18 
03CB: set_rendering_origin_at 1722.81 -1658.54 20.19 
if 
  101@ == 0 
else_jump @SMOKE4_8359 
00BE: text_clear_all 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
0249: release_model 91 
0249: release_model 93 
00A6: destroy_car 42@ 
0249: release_model 466 
009A: 50@ = create_actor_pedtype 24 model 111 at 1729.973 -1649.115 19.274 
0173: set_actor 50@ Z_angle_to 11.051 
060B: set_actor 50@ decision_maker_to 43@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 50@ to_interior 18 
0223: set_actor 50@ health_to 35 
0187: 222@ = create_marker_above_actor 50@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
0961: set_actor 50@ keep_tasks_after_cleanup 1 
009A: 51@ = create_actor_pedtype 24 model 112 at 1729.971 -1657.139 19.278 
0223: set_actor 51@ health_to 10 
0173: set_actor 51@ Z_angle_to 21.106 
060B: set_actor 51@ decision_maker_to 43@ 
081A: set_actor 51@ weapon_skill_to 2 
01B2: give_actor 51@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 60 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
07DD: set_actor 51@ attack_rate 50 // previously known as temper_to 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
009A: 52@ = create_actor_pedtype 24 model 112 at 1722.311 -1658.636 19.108 
0173: set_actor 52@ Z_angle_to 352.526 
060B: set_actor 52@ decision_maker_to 44@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
009A: 53@ = create_actor_pedtype 24 model 111 at 1712.399 -1657.463 19.26 
0223: set_actor 53@ health_to 150 
0173: set_actor 53@ Z_angle_to 323.108 
060B: set_actor 53@ decision_maker_to 44@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
02E2: set_actor 53@ weapon_accuracy_to 60 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
08AF: set_actor 53@ max_health_to 150 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model 111 at 1712.763 -1664.816 19.273 
0173: set_actor 54@ Z_angle_to 329.331 
060B: set_actor 54@ decision_maker_to 44@ 
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 70 
08AF: set_actor 54@ max_health_to 150 
0223: set_actor 54@ health_to 150 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
009A: 55@ = create_actor_pedtype 24 model 111 at 1718.711 -1655.182 19.108 
0173: set_actor 55@ Z_angle_to 327.782 
060B: set_actor 55@ decision_maker_to 43@ 
081A: set_actor 55@ weapon_skill_to 2 
01B2: give_actor 55@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 55@ to_interior 18 
0187: 227@ = create_marker_above_actor 55@ 
018B: set_marker 227@ radar_mode 2 
0168: set_marker 227@ size 2 
02E2: set_actor 55@ weapon_accuracy_to 60 
0961: set_actor 55@ keep_tasks_after_cleanup 1 
009A: 56@ = create_actor_pedtype 24 model 112 at 1701.8 -1650.28 19.26 
0173: set_actor 56@ Z_angle_to 265.623 
060B: set_actor 56@ decision_maker_to 43@ 
081A: set_actor 56@ weapon_skill_to 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 56@ max_health_to 150 
0223: set_actor 56@ health_to 150 
0860: link_actor 56@ to_interior 18 
0187: 228@ = create_marker_above_actor 56@ 
018B: set_marker 228@ radar_mode 2 
0168: set_marker 228@ size 2 
0961: set_actor 56@ keep_tasks_after_cleanup 1 
07DD: set_actor 56@ attack_rate 60 // previously known as temper_to 
009A: 59@ = create_actor_pedtype 24 model 112 at 1719.6 -1671.764 22.741 
0223: set_actor 59@ health_to 5 
0173: set_actor 59@ Z_angle_to 11.45 
060B: set_actor 59@ decision_maker_to 43@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 59@ enable_crouch 0 
0860: link_actor 59@ to_interior 18 
0187: 231@ = create_marker_above_actor 59@ 
018B: set_marker 231@ radar_mode 2 
0168: set_marker 231@ size 2 
0961: set_actor 59@ keep_tasks_after_cleanup 1 
009A: 60@ = create_actor_pedtype 24 model 112 at 1701.897 -1668.039 19.23 
0173: set_actor 60@ Z_angle_to 276.178 
060B: set_actor 60@ decision_maker_to 43@ 
081A: set_actor 60@ weapon_skill_to 2 
01B2: give_actor 60@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 60@ to_interior 18 
02E2: set_actor 60@ weapon_accuracy_to 60 
0187: 232@ = create_marker_above_actor 60@ 
018B: set_marker 232@ radar_mode 2 
0168: set_marker 232@ size 2 
0961: set_actor 60@ keep_tasks_after_cleanup 1 
08AF: set_actor 60@ max_health_to 150 
0223: set_actor 60@ health_to 150 
009A: 61@ = create_actor_pedtype 24 model 111 at 1725.037 -1672.69 22.735 
0173: set_actor 61@ Z_angle_to 127.283 
060B: set_actor 61@ decision_maker_to 43@ 
081A: set_actor 61@ weapon_skill_to 2 
01B2: give_actor 61@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 61@ weapon_accuracy_to 60 
0860: link_actor 61@ to_interior 18 
0187: 233@ = create_marker_above_actor 61@ 
018B: set_marker 233@ radar_mode 2 
0168: set_marker 233@ size 2 
0961: set_actor 61@ keep_tasks_after_cleanup 1 
07DD: set_actor 61@ attack_rate 50 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 24 model 111 at 1733.358 -1664.599 22.747 
0173: set_actor 62@ Z_angle_to 141.981 
060B: set_actor 62@ decision_maker_to 43@ 
081A: set_actor 62@ weapon_skill_to 2 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 62@ weapon_accuracy_to 65 
0860: link_actor 62@ to_interior 18 
0187: 234@ = create_marker_above_actor 62@ 
018B: set_marker 234@ radar_mode 2 
0168: set_marker 234@ size 2 
0961: set_actor 62@ keep_tasks_after_cleanup 1 
08AF: set_actor 62@ max_health_to 150 
0223: set_actor 62@ health_to 150 

:SMOKE4_8359
if 
  $8265 == 0 
else_jump @SMOKE4_8626 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_8626 
0792: disembark_instantly_actor $129 
0619: enable_actor $129 collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0968: actor $129 stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
00A1: put_actor $129 at 1727.884 -1641.127 19.2323 
0173: set_actor $129 Z_angle_to 182.5173 
08AD: link_actor $129 to_enex_marker_at 1727.009 -1635.826 radius 1.0 
0187: 97@ = create_marker_above_actor $129 
02E2: set_actor $129 weapon_accuracy_to 100 
0860: link_actor $129 to_interior 18 
07E0: set_marker 97@ type_to 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 1727.009 -1635.826 radius 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 1727.884 -1641.127 19.2323 
01B2: give_actor $129 weapon 28 ammo 99999 // Load the weapon model before using this 
08AF: set_actor $129 max_health_to 500 
0223: set_actor $129 health_to 500 
0226: $8264 = actor $129 health 
07DD: set_actor $129 attack_rate 55 // previously known as temper_to 
$8264 /= 5 
03C4: set_status_text $8264 type 1 GXT 'DGS1_58' // global_variable  // Smoke
04EB: AS_actor $129 crouch 1 
$8265 = 1 

:SMOKE4_8626
040D: unload_wav 1 
03CF: load_wav 35624 as 1 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1725.933 -1638.374 19.2232 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.7897 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_8709 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_8709
if 
83D0:   not wav 1 loaded 
else_jump @SMOKE4_8735 
wait 0 
jump @SMOKE4_8709 

:SMOKE4_8735
fade 1 250 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_8777 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BL' time 2500 flag 1  // CJ, get in here - oh there you are!

:SMOKE4_8777
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_8832 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_8832 
0085: 87@ = 50@ // (int) 
008B: 88@ = $129 // (int) 
gosub @SMOKE4_51921 

:SMOKE4_8832
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_8887 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_8887 
0085: 87@ = 52@ // (int) 
008B: 88@ = $129 // (int) 
gosub @SMOKE4_51965 

:SMOKE4_8887
015F: set_camera_position 1726.528 -1637.829 21.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.477 -1638.779 20.9496 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1724.626 -1640.693 20.2245 mode 4 time -1 ms // versionA 
40@ = 0 

:SMOKE4_8976
if or
80EF:   not actor $PLAYER_ACTOR sphere 0 near_point 1724.626 -1640.693 radius 1.5 1.5 stopped 
   not 40@ > 1500 
else_jump @SMOKE4_9033 
wait 0 
jump @SMOKE4_8976 

:SMOKE4_9033
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_9050 
00BE: text_clear_all 

:SMOKE4_9050
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
02A3: enable_widescreen 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "JST_BUISNESS" 
0164: disable_marker 96@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0249: release_model 93 
0249: release_model 91 
009B: destroy_actor 71@ 
00A6: destroy_car 42@ 
0249: release_model 466 
01B4: set_player $PLAYER_CHAR can_move 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_9198 
02AB: set_actor $129 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE4_9198
040D: unload_wav 1 
131@ = 1 
290@ = 0 
291@ = 0 
133@ = 1 
98@ = 11 
40@ = 0 
136@ = 2 

:SMOKE4_9251
if 
  98@ == 11 
else_jump @SMOKE4_15741 
if 
  136@ == 2 
else_jump @SMOKE4_15741 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_9318 
0226: $8264 = actor $129 health 
$8264 /= 5 

:SMOKE4_9318
if 
  134@ == 0 
else_jump @SMOKE4_13730 
if 
  $8265 == 1 
else_jump @SMOKE4_9811 
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_9393 
0085: 87@ = 51@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_9393
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_9432 
0085: 87@ = 53@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_9432
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_9487 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_9487 
0085: 87@ = 54@ // (int) 
008B: 88@ = $129 // (int) 
gosub @SMOKE4_51965 

:SMOKE4_9487
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_9526 
0085: 87@ = 55@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_9526
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_9565 
0085: 87@ = 59@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_9565
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_9664 
0085: 87@ = 61@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1728.416 
90@ = -1669.709 
91@ = 22.84935 
92@ = 1721.637 
93@ = -1662.946 
94@ = 20.27 
gosub @SMOKE4_51784 

:SMOKE4_9664
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_9797 
130@ = 1 
0615: define_AS_pack_begin 77@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_9727 
05E2: AS_actor -1 kill_actor 50@ 

:SMOKE4_9727
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_9750 
05E2: AS_actor -1 kill_actor 51@ 

:SMOKE4_9750
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 1727.717 -1658.271 20.277 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 77@ 
0618: assign_actor $129 to_AS_pack 77@ 
061B: remove_references_to_AS_pack 77@ 

:SMOKE4_9797
40@ = 0 
$8265 = 2 

:SMOKE4_9811
if 
  $8265 == 2 
else_jump @SMOKE4_10022 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_10022 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_10022 
02E2: set_actor $129 weapon_accuracy_to 50 
0615: define_AS_pack_begin 78@ 
130@ = 2 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_9922 
05E2: AS_actor -1 kill_actor 52@ 

:SMOKE4_9922
if 
8118:   not actor 60@ dead 
else_jump @SMOKE4_9945 
05E2: AS_actor -1 kill_actor 60@ 

:SMOKE4_9945
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_9968 
05E2: AS_actor -1 kill_actor 61@ 

:SMOKE4_9968
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1719.854 -1666.667 20.271 mode 6 time -1 
0616: define_AS_pack_end 78@ 
0618: assign_actor $129 to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
$8265 = 3 

:SMOKE4_10022
if 
  $8265 == 3 
else_jump @SMOKE4_10226 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_10226 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_10226 
130@ = 3 
0615: define_AS_pack_begin 79@ 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_10126 
05E2: AS_actor -1 kill_actor 54@ 

:SMOKE4_10126
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_10149 
05E2: AS_actor -1 kill_actor 55@ 

:SMOKE4_10149
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_10172 
05E2: AS_actor -1 kill_actor 56@ 

:SMOKE4_10172
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1713.96 -1668.24 19.27 mode 6 time -1 
0616: define_AS_pack_end 79@ 
0618: assign_actor $129 to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
$8265 = 4 

:SMOKE4_10226
if 
  $8265 == 4 
else_jump @SMOKE4_10407 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_10407 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_10407 
130@ = 4 
0615: define_AS_pack_begin 80@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_10336 
05E2: AS_actor -1 kill_actor 53@ 

:SMOKE4_10336
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_10359 
05E2: AS_actor -1 kill_actor 59@ 

:SMOKE4_10359
if 
8118:   not actor 62@ dead 
else_jump @SMOKE4_10382 
05E2: AS_actor -1 kill_actor 62@ 

:SMOKE4_10382
0616: define_AS_pack_end 80@ 
0618: assign_actor $129 to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
$8265 = 5 

:SMOKE4_10407
if 
  $8265 == 5 
else_jump @SMOKE4_10542 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_10542 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_10542 
130@ = 5 
0615: define_AS_pack_begin 81@ 
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1704.45 -1667.71 19.68 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 81@ 
0618: assign_actor $129 to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
$8265 = 6 

:SMOKE4_10542
if 
  102@ == 0 
else_jump @SMOKE4_10617 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_10617 
if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE4_10617 
0638: AS_actor 52@ stay_put 0 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
102@ = 1 

:SMOKE4_10617
if 
  103@ == 0 
else_jump @SMOKE4_10732 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1727.0 -1637.0 20.0 radius 3.0 3.0 5.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.19 -1667.58 20.0 radius 6.5 6.5 5.0 
else_jump @SMOKE4_10732 
034F: destroy_actor_with_fade 49@ 
103@ = 1 

:SMOKE4_10732
if 
  104@ == 0 
else_jump @SMOKE4_11010 
if 
056D:   actor 56@ defined 
else_jump @SMOKE4_11010 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1707.16 -1643.73 17.0 cornerB 1735.9 -1653.46 22.0 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 52@ dead 
else_jump @SMOKE4_11010 
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_10904 
0085: 87@ = 56@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1725.069 
90@ = -1649.467 
91@ = 19.27 
03FE: set_actor 56@ money 250 
gosub @SMOKE4_51872 

:SMOKE4_10904
if 
8118:   not actor 60@ dead 
else_jump @SMOKE4_11003 
0085: 87@ = 60@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1717.0 
90@ = -1667.75 
91@ = 20.27 
92@ = 1715.609 
93@ = -1657.258 
94@ = 20.271 
gosub @SMOKE4_51784 

:SMOKE4_11003
104@ = 1 

:SMOKE4_11010
if 
  106@ == 0 
else_jump @SMOKE4_11211 
if 
056D:   actor 62@ defined 
else_jump @SMOKE4_11211 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1738.42 -1651.07 17.0 cornerB 1698.7 -1659.61 22.0 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 53@ dead 
else_jump @SMOKE4_11211 
if 
8118:   not actor 62@ dead 
else_jump @SMOKE4_11204 
0085: 87@ = 62@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1729.928 
90@ = -1667.75 
91@ = 22.85 
92@ = 1725.52 
93@ = -1663.737 
94@ = 20.5 
gosub @SMOKE4_51784 

:SMOKE4_11204
106@ = 1 

:SMOKE4_11211
if 
  7 > $8265 
else_jump @SMOKE4_11867 
if 
  110@ == 0 
else_jump @SMOKE4_11287 
if 
0118:   actor 50@ dead 
else_jump @SMOKE4_11287 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 222@ 
132@ += 1 
110@ = 1 

:SMOKE4_11287
if 
  111@ == 0 
else_jump @SMOKE4_11345 
if 
0118:   actor 51@ dead 
else_jump @SMOKE4_11345 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 223@ 
132@ += 1 
111@ = 1 

:SMOKE4_11345
if 
  112@ == 0 
else_jump @SMOKE4_11403 
if 
0118:   actor 52@ dead 
else_jump @SMOKE4_11403 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0164: disable_marker 224@ 
132@ += 1 
112@ = 1 

:SMOKE4_11403
if 
  113@ == 0 
else_jump @SMOKE4_11461 
if 
0118:   actor 53@ dead 
else_jump @SMOKE4_11461 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 225@ 
132@ += 1 
113@ = 1 

:SMOKE4_11461
if 
  114@ == 0 
else_jump @SMOKE4_11519 
if 
0118:   actor 54@ dead 
else_jump @SMOKE4_11519 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 226@ 
132@ += 1 
114@ = 1 

:SMOKE4_11519
if 
  115@ == 0 
else_jump @SMOKE4_11577 
if 
0118:   actor 55@ dead 
else_jump @SMOKE4_11577 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 227@ 
132@ += 1 
115@ = 1 

:SMOKE4_11577
if 
  116@ == 0 
else_jump @SMOKE4_11635 
if 
0118:   actor 56@ dead 
else_jump @SMOKE4_11635 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 228@ 
132@ += 1 
116@ = 1 

:SMOKE4_11635
if 
  119@ == 0 
else_jump @SMOKE4_11693 
if 
0118:   actor 59@ dead 
else_jump @SMOKE4_11693 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 231@ 
132@ += 1 
119@ = 1 

:SMOKE4_11693
if 
  120@ == 0 
else_jump @SMOKE4_11751 
if 
0118:   actor 60@ dead 
else_jump @SMOKE4_11751 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0164: disable_marker 232@ 
132@ += 1 
120@ = 1 

:SMOKE4_11751
if 
  121@ == 0 
else_jump @SMOKE4_11809 
if 
0118:   actor 61@ dead 
else_jump @SMOKE4_11809 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 233@ 
132@ += 1 
121@ = 1 

:SMOKE4_11809
if 
  122@ == 0 
else_jump @SMOKE4_11867 
if 
0118:   actor 62@ dead 
else_jump @SMOKE4_11867 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
0164: disable_marker 234@ 
132@ += 1 
122@ = 1 

:SMOKE4_11867
if 
  98@ == 11 
else_jump @SMOKE4_12510 
if 
  134@ == 0 
else_jump @SMOKE4_12510 
gosub @SMOKE4_51620 
if 
  290@ == 0 
else_jump @SMOKE4_11977 
if 
  291@ == 0 
else_jump @SMOKE4_11977 
04AF: 247@ = 35627 // = constant 
05AA: 248@s = 'SMO4_BO' // @s = 'short'  // Use some cover, they're blasting like fools in this motherfucker!
gosub @SMOKE4_51578 

:SMOKE4_11977
if 
  290@ == 1 
else_jump @SMOKE4_12044 
if 
  291@ == 0 
else_jump @SMOKE4_12044 
04AF: 247@ = 35654 // = constant 
05AA: 248@s = 'SMO4_EK' // @s = 'short'  // Ice those fools, CJ!
gosub @SMOKE4_51578 

:SMOKE4_12044
if 
  290@ == 2 
else_jump @SMOKE4_12111 
if 
  291@ == 0 
else_jump @SMOKE4_12111 
04AF: 247@ = 35637 // = constant 
05AA: 248@s = 'SMO4_DA' // @s = 'short'  // Big Smoke, you made big mistake!
gosub @SMOKE4_51578 

:SMOKE4_12111
if 
  290@ == 3 
else_jump @SMOKE4_12178 
if 
  291@ == 0 
else_jump @SMOKE4_12178 
04AF: 247@ = 35626 // = constant 
05AA: 248@s = 'SMO4_BN' // @s = 'short'  // Watch yourself, CJ, I think they's pissed!
gosub @SMOKE4_51578 

:SMOKE4_12178
if 
  290@ == 4 
else_jump @SMOKE4_12245 
if 
  291@ == 0 
else_jump @SMOKE4_12245 
04AF: 247@ = 35628 // = constant 
05AA: 248@s = 'SMO4_BP' // @s = 'short'  // CJ, take the right and cover my ass!
gosub @SMOKE4_51578 

:SMOKE4_12245
if 
  290@ == 5 
else_jump @SMOKE4_12312 
if 
  291@ == 0 
else_jump @SMOKE4_12312 
04AF: 247@ = 35651 // = constant 
05AA: 248@s = 'SMO4_EG' // @s = 'short'  // Keep it up, baby!
gosub @SMOKE4_51578 

:SMOKE4_12312
if 
  290@ == 6 
else_jump @SMOKE4_12379 
if 
  291@ == 0 
else_jump @SMOKE4_12379 
04AF: 247@ = 35653 // = constant 
05AA: 248@s = 'SMO4_EJ' // @s = 'short'  // That's my dog, makin' y'all pay!
gosub @SMOKE4_51578 

:SMOKE4_12379
if 
  135@ == 0 
else_jump @SMOKE4_12443 
if or
  $8265 == 6 
  132@ == 11 
else_jump @SMOKE4_12443 
291@ = 0 
290@ = 12 
135@ = 1 

:SMOKE4_12443
if 
  290@ == 12 
else_jump @SMOKE4_12510 
if 
  291@ == 0 
else_jump @SMOKE4_12510 
04AF: 247@ = 35644 // = constant 
05AA: 248@s = 'SMO4_DJ' // @s = 'short'  // Stick with me CJ, we outta here, baby!
gosub @SMOKE4_51578 

:SMOKE4_12510
if 
  133@ == 1 
else_jump @SMOKE4_12553 
03E5: show_text_box 'DGS1_63'  // Shooting whilst you are crouching improves your accuracy.
41@ = 0 
133@ = 2 

:SMOKE4_12553
if 
  133@ == 2 
else_jump @SMOKE4_12615 
if 
  41@ > 10000 
else_jump @SMOKE4_12615 
03E5: show_text_box 'DGS1_2'  // If enemies are using cover it may be better to use manual aiming whilst shooting.
41@ = 0 
133@ = 3 

:SMOKE4_12615
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_13730 
if 
00FF:   actor $129 sphere 0 in_sphere 1704.45 -1667.71 19.68 radius 6.0 6.0 4.0 on_foot 
else_jump @SMOKE4_13730 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.49 -1667.87 19.46 radius 8.5 8.5 4.0 on_foot 
else_jump @SMOKE4_13730 
if or
  $8265 == 6 
  132@ == 11 
else_jump @SMOKE4_13730 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
fade 0 500 

:SMOKE4_12774
if 
fading 
else_jump @SMOKE4_12798 
wait 0 
jump @SMOKE4_12774 

:SMOKE4_12798
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_12909 
select_interior 0 
0860: link_actor $129 to_interior 0 
0792: disembark_instantly_actor $129 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $129 at 1696.229 -1669.133 19.23 
0173: set_actor $129 Z_angle_to 86.7366 
00A1: put_actor $PLAYER_ACTOR at 1696.339 -1666.897 19.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.4 

:SMOKE4_12909
009A: 57@ = create_actor_pedtype 24 model 112 at 1682.685 -1671.516 19.24 
0173: set_actor 57@ Z_angle_to 289.407 
060B: set_actor 57@ decision_maker_to 43@ 
081A: set_actor 57@ weapon_skill_to 2 
01B2: give_actor 57@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
0223: set_actor 57@ health_to 150 
0187: 222@ = create_marker_above_actor 57@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
0961: set_actor 57@ keep_tasks_after_cleanup 1 
009A: 63@ = create_actor_pedtype 24 model 111 at 1676.529 -1676.516 20.47 
0173: set_actor 63@ Z_angle_to 299.59 
060B: set_actor 63@ decision_maker_to 43@ 
01B2: give_actor 63@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 63@ weapon_accuracy_to 30 
0223: set_actor 63@ health_to 150 
0856: set_actor 63@ enable_crouch 0 
0187: 223@ = create_marker_above_actor 63@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 63@ keep_tasks_after_cleanup 1 
009A: 64@ = create_actor_pedtype 24 model 111 at 1645.896 -1667.693 20.472 
0173: set_actor 64@ Z_angle_to 270.18 
060B: set_actor 64@ decision_maker_to 43@ 
081A: set_actor 64@ weapon_skill_to 2 
01B2: give_actor 64@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 64@ weapon_accuracy_to 60 
0223: set_actor 64@ health_to 150 
0187: 224@ = create_marker_above_actor 64@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 64@ keep_tasks_after_cleanup 1 
009A: 65@ = create_actor_pedtype 24 model 111 at 1663.022 -1685.541 20.469 
0173: set_actor 65@ Z_angle_to 301.304 
060B: set_actor 65@ decision_maker_to 43@ 
01B2: give_actor 65@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 65@ weapon_accuracy_to 50 
0223: set_actor 65@ health_to 125 
0187: 225@ = create_marker_above_actor 65@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 65@ keep_tasks_after_cleanup 1 
009A: 66@ = create_actor_pedtype 24 model 111 at 1663.079 -1676.61 20.468 
0173: set_actor 66@ Z_angle_to 268.5 
060B: set_actor 66@ decision_maker_to 43@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 66@ weapon_accuracy_to 60 
08AF: set_actor 66@ max_health_to 125 
0223: set_actor 66@ health_to 125 
0856: set_actor 66@ enable_crouch 0 
0187: 226@ = create_marker_above_actor 66@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 66@ keep_tasks_after_cleanup 1 
009A: 67@ = create_actor_pedtype 24 model 111 at 1662.793 -1670.124 20.463 
0173: set_actor 67@ Z_angle_to 268.5 
060B: set_actor 67@ decision_maker_to 43@ 
01B2: give_actor 67@ weapon 29 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 67@ immune_to_nonplayer 1 
02E2: set_actor 67@ weapon_accuracy_to 60 
08AF: set_actor 67@ max_health_to 150 
0223: set_actor 67@ health_to 150 
0187: 227@ = create_marker_above_actor 67@ 
018B: set_marker 227@ radar_mode 2 
0168: set_marker 227@ size 2 
0961: set_actor 67@ keep_tasks_after_cleanup 1 
009A: 58@ = create_actor_pedtype 24 model 111 at 1698.51 -1678.459 19.233 
0173: set_actor 58@ Z_angle_to 99.699 
060B: set_actor 58@ decision_maker_to 43@ 
081A: set_actor 58@ weapon_skill_to 2 
01B2: give_actor 58@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 58@ weapon_accuracy_to 30 
0223: set_actor 58@ health_to 150 
0187: 228@ = create_marker_above_actor 58@ 
018B: set_marker 228@ radar_mode 2 
0168: set_marker 228@ size 2 
0961: set_actor 58@ keep_tasks_after_cleanup 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
wait 500 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_13679 
02AB: set_actor $129 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE4_13679
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 750 
132@ = 0 
$8265 = 6 
290@ = 0 
291@ = 0 
134@ = 1 

:SMOKE4_13730
if 
  134@ == 1 
else_jump @SMOKE4_15741 
if 
  $8265 == 6 
else_jump @SMOKE4_13923 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_13923 
02E2: set_actor $129 weapon_accuracy_to 80 
0615: define_AS_pack_begin 82@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1690.24 -1669.363 21.46 mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_13852 
05E2: AS_actor -1 kill_actor 57@ 

:SMOKE4_13852
if 
8118:   not actor 63@ dead 
else_jump @SMOKE4_13875 
05E2: AS_actor -1 kill_actor 63@ 

:SMOKE4_13875
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_13898 
05E2: AS_actor -1 kill_actor 64@ 

:SMOKE4_13898
0616: define_AS_pack_end 82@ 
0618: assign_actor $129 to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
$8265 = 7 

:SMOKE4_13923
if 
  $8265 == 7 
else_jump @SMOKE4_14121 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14121 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_14121 
02E2: set_actor $129 weapon_accuracy_to 60 
0615: define_AS_pack_begin 83@ 
05F5: AS_actor -1 goto_point_using_paths 1669.82 -1671.917 21.43 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
if 
8118:   not actor 66@ dead 
else_jump @SMOKE4_14050 
05E2: AS_actor -1 kill_actor 66@ 

:SMOKE4_14050
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_14073 
05E2: AS_actor -1 kill_actor 64@ 

:SMOKE4_14073
if 
8118:   not actor 67@ dead 
else_jump @SMOKE4_14096 
05E2: AS_actor -1 kill_actor 67@ 

:SMOKE4_14096
0616: define_AS_pack_end 83@ 
0618: assign_actor $129 to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
$8265 = 8 

:SMOKE4_14121
if 
  $8265 == 8 
else_jump @SMOKE4_14266 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14266 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if 
04A4:   85@ == 7 // == constant 
else_jump @SMOKE4_14266 
0615: define_AS_pack_begin 84@ 
04EB: AS_actor -1 crouch 1 
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_14218 
05E2: AS_actor -1 kill_actor 58@ 

:SMOKE4_14218
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_14241 
05E2: AS_actor -1 kill_actor 65@ 

:SMOKE4_14241
0616: define_AS_pack_end 84@ 
0618: assign_actor $129 to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
$8265 = 9 

:SMOKE4_14266
if 
  $8265 == 9 
else_jump @SMOKE4_14357 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14357 
062E: get_actor $129 task 1560 status_store_to 85@ // ret 7 if not found 
if or
04A4:   85@ == 7 // == constant 
  132@ == 7 
else_jump @SMOKE4_14357 
41@ = 0 
292@ = 1 
98@ = 12 

:SMOKE4_14357
if 
  132@ == 7 
else_jump @SMOKE4_14396 
41@ = 0 
292@ = 1 
98@ = 12 

:SMOKE4_14396
if 
  108@ == 0 
else_jump @SMOKE4_14680 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14680 
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_14485 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14485 
0085: 87@ = 57@ // (int) 
008B: 88@ = $129 // (int) 
gosub @SMOKE4_51965 

:SMOKE4_14485
if 
8118:   not actor 63@ dead 
else_jump @SMOKE4_14524 
0085: 87@ = 63@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_14524
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_14579 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14579 
0085: 87@ = 65@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_14579
if 
8118:   not actor 66@ dead 
else_jump @SMOKE4_14618 
0085: 87@ = 66@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_14618
if 
8118:   not actor 67@ dead 
else_jump @SMOKE4_14673 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14673 
0085: 87@ = 67@ // (int) 
008B: 88@ = $129 // (int) 
gosub @SMOKE4_51921 

:SMOKE4_14673
108@ = 1 

:SMOKE4_14680
if 
  109@ == 0 
else_jump @SMOKE4_14859 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_14859 
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_14783 
0085: 87@ = 58@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1669.863 
90@ = -1679.125 
91@ = 20.47 
gosub @SMOKE4_51729 

:SMOKE4_14783
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_14852 
0085: 87@ = 64@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
89@ = 1675.149 
90@ = -1667.818 
91@ = 20.47 
gosub @SMOKE4_51729 

:SMOKE4_14852
109@ = 1 

:SMOKE4_14859
if 
  290@ == 0 
else_jump @SMOKE4_14926 
if 
  291@ == 0 
else_jump @SMOKE4_14926 
04AF: 247@ = 35646 // = constant 
05AA: 248@s = 'SMO4_EB' // @s = 'short'  // Stick real close, Carl!
gosub @SMOKE4_51578 

:SMOKE4_14926
if 
  290@ == 1 
else_jump @SMOKE4_14993 
if 
  291@ == 0 
else_jump @SMOKE4_14993 
04AF: 247@ = 35625 // = constant 
05AA: 248@s = 'SMO4_BM' // @s = 'short'  // Keep your head down, the air is thick as shit in here.
gosub @SMOKE4_51578 

:SMOKE4_14993
if 
  290@ == 2 
else_jump @SMOKE4_15060 
if 
  291@ == 0 
else_jump @SMOKE4_15060 
04AF: 247@ = 35642 // = constant 
05AA: 248@s = 'SMO4_DG' // @s = 'short'  // Smoke, you and your friend are dead men!
gosub @SMOKE4_51578 

:SMOKE4_15060
if 
  290@ == 3 
else_jump @SMOKE4_15127 
if 
  291@ == 0 
else_jump @SMOKE4_15127 
04AF: 247@ = 35620 // = constant 
05AA: 248@s = 'SMO4_BG' // @s = 'short'  // Motherfuckers!
gosub @SMOKE4_51578 

:SMOKE4_15127
if 
  290@ == 4 
else_jump @SMOKE4_15194 
if 
  291@ == 0 
else_jump @SMOKE4_15194 
04AF: 247@ = 35648 // = constant 
05AA: 248@s = 'SMO4_ED' // @s = 'short'  // Back me up!
gosub @SMOKE4_51578 

:SMOKE4_15194
if 
  290@ == 5 
else_jump @SMOKE4_15261 
if 
  291@ == 0 
else_jump @SMOKE4_15261 
04AF: 247@ = 35650 // = constant 
05AA: 248@s = 'SMO4_EF' // @s = 'short'  // That's my homie, CJ!
gosub @SMOKE4_51578 

:SMOKE4_15261
if 
  290@ == 6 
else_jump @SMOKE4_15328 
if 
  291@ == 0 
else_jump @SMOKE4_15328 
04AF: 247@ = 35652 // = constant 
05AA: 248@s = 'SMO4_EH' // @s = 'short'  // Ha, ha ha ha, homie, you ice cold, baby!
gosub @SMOKE4_51578 

:SMOKE4_15328
gosub @SMOKE4_51620 
if 
  117@ == 0 
else_jump @SMOKE4_15393 
if 
0118:   actor 57@ dead 
else_jump @SMOKE4_15393 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 222@ 
132@ += 1 
117@ = 1 

:SMOKE4_15393
if 
  123@ == 0 
else_jump @SMOKE4_15451 
if 
0118:   actor 63@ dead 
else_jump @SMOKE4_15451 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0164: disable_marker 223@ 
132@ += 1 
123@ = 1 

:SMOKE4_15451
if 
  124@ == 0 
else_jump @SMOKE4_15509 
if 
0118:   actor 64@ dead 
else_jump @SMOKE4_15509 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0164: disable_marker 224@ 
132@ += 1 
124@ = 1 

:SMOKE4_15509
if 
  125@ == 0 
else_jump @SMOKE4_15567 
if 
0118:   actor 65@ dead 
else_jump @SMOKE4_15567 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
0164: disable_marker 225@ 
132@ += 1 
125@ = 1 

:SMOKE4_15567
if 
  126@ == 0 
else_jump @SMOKE4_15625 
if 
0118:   actor 66@ dead 
else_jump @SMOKE4_15625 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0164: disable_marker 226@ 
132@ += 1 
126@ = 1 

:SMOKE4_15625
if 
  127@ == 0 
else_jump @SMOKE4_15683 
if 
0118:   actor 67@ dead 
else_jump @SMOKE4_15683 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
0164: disable_marker 227@ 
132@ += 1 
127@ = 1 

:SMOKE4_15683
if 
  118@ == 0 
else_jump @SMOKE4_15741 
if 
0118:   actor 58@ dead 
else_jump @SMOKE4_15741 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 228@ 
132@ += 1 
118@ = 1 

:SMOKE4_15741
if 
  292@ == 1 
else_jump @SMOKE4_15789 
if 
  41@ > 2000 
else_jump @SMOKE4_15789 
292@ = 2 
0A6F: checkpoint_save 99 

:SMOKE4_15789
if 
  292@ == 2 
else_jump @SMOKE4_17085 
if 
  98@ == 12 
else_jump @SMOKE4_16286 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_16286 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0395: clear_area 0 at 1672.321 -1697.259 200.0 radius 200.0 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 21.2228 switchstyle 2 
0151: remove_status_text $8264 
0164: disable_marker 97@ 
0792: disembark_instantly_actor $129 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $129 at 1668.756 -1689.291 20.869 
0173: set_actor $129 Z_angle_to 203.5 
00A1: put_actor $PLAYER_ACTOR at 1667.26 -1683.5 20.869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 203.5 
0249: release_model 353 
0249: release_model 346 
0249: release_model 112 
040D: unload_wav 2 
03CF: load_wav 35658 as 2 
07C0: load_path 250 
07C0: load_path 251 
07C0: load_path 252 
0247: load_model 581 
wait 100 
038B: load_requested_models 

:SMOKE4_16069
if or
87C1:   not path 250 available 
87C1:   not path 251 available 
87C1:   not path 252 available 
8248:   not model 581 available 
else_jump @SMOKE4_16111 
wait 0 
jump @SMOKE4_16069 

:SMOKE4_16111
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE4_16137 
wait 0 
jump @SMOKE4_16111 

:SMOKE4_16137
009B: destroy_actor 71@ 
0395: clear_area 0 at 1668.67 -1694.68 19.97 radius 200.0 
0674: set_car_model 581 numberplate "_IMY_AK" 
00A5: 169@ = create_car 581 at 1671.791 -1695.106 19.48 
0175: set_car 169@ Z_angle_to 117.5347 
02AC: set_car 169@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0460: set_camera_transverse_delay 0.0 time 3000 
053F: set_car 169@ tires_vulnerability 0 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0224: set_car 169@ health_to 3000 
053F: set_car 169@ tires_vulnerability 0 
40@ = 0 
98@ = 13 

:SMOKE4_16286
if 
  98@ == 13 
else_jump @SMOKE4_16401 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_16401 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_16401 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 20.6212 switchstyle 1 
40@ = 0 
98@ = 14 

:SMOKE4_16401
if 
  98@ == 14 
else_jump @SMOKE4_16532 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_16532 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_16532 
if 
  40@ > 900 
else_jump @SMOKE4_16532 
05CB: AS_actor $129 enter_car 169@ as_driver 5000 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 169@ passenger_seat 0 time 5000 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_EO' time 5000 flag 1  // Time to return the favor baby, get on!
135@ = 2 
98@ = 15 

:SMOKE4_16532
if 
  98@ == 15 
else_jump @SMOKE4_16741 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_16741 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_16741 
if 
0448:   actor $129 in_car 169@ 
else_jump @SMOKE4_16741 
015F: set_camera_position 1672.983 -1692.091 19.8891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.57 -1692.999 19.9589 switchstyle 2 
0158: camera_on_car 169@ mode 15 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1674.371 -1695.097 19.814 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05CA: AS_actor $PLAYER_ACTOR enter_car 169@ passenger_seat 0 time 5000 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 2000 ms 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $129 stay_on_bike 1 
98@ = 16 

:SMOKE4_16741
if 
  98@ == 16 
else_jump @SMOKE4_16841 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_16841 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_16841 
if 
0448:   actor $PLAYER_ACTOR in_car 169@ 
else_jump @SMOKE4_16841 
041E: set_radio_station 6 
0647: AS_actor $129 clear_look_task 
05EB: assign_car 169@ to_path 250 
40@ = 0 
98@ = 17 

:SMOKE4_16841
if 
  98@ == 17 
else_jump @SMOKE4_17034 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_17034 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_17034 
if 
0448:   actor $PLAYER_ACTOR in_car 169@ 
else_jump @SMOKE4_17034 
if 
  40@ > 1600 
else_jump @SMOKE4_17034 
015F: set_camera_position 1623.331 -1705.448 19.7991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 19.7991 switchstyle 2 
05EC: release_car 169@ from_path 
wait 0 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_17013 
05EB: assign_car 169@ to_path 251 

:SMOKE4_17013
40@ = 0 
292@ = 3 
98@ = 18 

:SMOKE4_17034
if 
  135@ == 2 
else_jump @SMOKE4_17085 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_17085 
03D5: remove_text 'SMO4_EO'  // Time to return the favor baby, get on!
135@ = 3 

:SMOKE4_17085
if or
  251@ == 0 
  251@ == 1 
  251@ == 2 
  251@ == 3 
else_jump @SMOKE4_17299 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_17299 
if 
   not 288@ > 3 
else_jump @SMOKE4_17299 
0227: $8266 = car 169@ health 
if 
  0 >= $8266 
else_jump @SMOKE4_17292 
$8266 = 0 
02AC: set_car 169@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_17257 
02AB: set_actor $129 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05BE: AS_actor $129 die 

:SMOKE4_17257
020B: explode_car 169@ 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
jump @SMOKE4_52003 
jump @SMOKE4_17299 

:SMOKE4_17292
$8266 /= 30 

:SMOKE4_17299
if 
  251@ == 0 
else_jump @SMOKE4_23435 
if 
  98@ == 18 
else_jump @SMOKE4_18638 
if 
  40@ > 700 
else_jump @SMOKE4_18638 
$74 = 19.7991 
07C0: load_path 253 
07C0: load_path 254 
07C0: load_path 255 
07C0: load_path 256 
07C0: load_path 257 
0247: load_model 560 
0247: load_model #KMB_SKIP 
0247: load_model 516 
0247: load_model 437 
0247: load_model 443 
040D: unload_wav 1 
03CF: load_wav 35663 as 1 
038B: load_requested_models 

:SMOKE4_17429
if or
87C1:   not path 253 available 
87C1:   not path 254 available 
87C1:   not path 255 available 
87C1:   not path 256 available 
87C1:   not path 257 available 
else_jump @SMOKE4_17476 
wait 0 
jump @SMOKE4_17429 

:SMOKE4_17476
if or
8248:   not model 560 available 
8248:   not model #KMB_SKIP available 
8248:   not model 516 available 
8248:   not model 437 available 
8248:   not model 443 available 
83D0:   not wav 1 loaded 
else_jump @SMOKE4_17527 
wait 0 
jump @SMOKE4_17476 

:SMOKE4_17527
0107: 170@ = create_object #KMB_SKIP at 1563.603 -1437.107 12.347 
0177: set_object 170@ Z_angle_to 90.4568 
0550: keep_object 170@ in_memory 1 
00A5: 171@ = create_car 437 at 1552.209 -1437.3 12.3828 
0175: set_car 171@ Z_angle_to 90.2081 
0519: set_car 171@ locked 1 
00A5: 172@ = create_car 437 at 1539.759 -1437.34 12.3906 
0175: set_car 172@ Z_angle_to 90.2081 
0519: set_car 172@ locked 1 
00A5: 173@ = create_car 516 at 1680.473 -1589.874 13.23 
0175: set_car 173@ Z_angle_to 87.883 
0229: set_car 173@ primary_color_to 3 secondary_color_to 3 
0129: 185@ = create_actor_pedtype 24 model 7 in_car 173@ driverseat 
060B: set_actor 185@ decision_maker_to 43@ 
00A5: 174@ = create_car 516 at 1594.553 -1595.039 13.243 
0175: set_car 174@ Z_angle_to 271.189 
0229: set_car 174@ primary_color_to 8 secondary_color_to 8 
0129: 186@ = create_actor_pedtype 24 model 7 in_car 174@ driverseat 
060B: set_actor 186@ decision_maker_to 43@ 
00A5: 175@ = create_car 516 at 1655.527 -1550.667 13.226 
0175: set_car 175@ Z_angle_to 180.735 
0229: set_car 175@ primary_color_to 51 secondary_color_to 51 
0129: 187@ = create_actor_pedtype 24 model 7 in_car 175@ driverseat 
060B: set_actor 187@ decision_maker_to 43@ 
00A5: 176@ = create_car 516 at 1655.391 -1463.511 13.22 
0175: set_car 176@ Z_angle_to 180.735 
0229: set_car 176@ primary_color_to 4 secondary_color_to 4 
01EC: make_car 176@ very_heavy 1 
0129: 188@ = create_actor_pedtype 24 model 7 in_car 176@ driverseat 
060B: set_actor 188@ decision_maker_to 43@ 
00A5: 177@ = create_car 516 at 1660.788 -1563.222 13.23 
0175: set_car 177@ Z_angle_to 358.832 
0229: set_car 177@ primary_color_to 73 secondary_color_to 73 
0129: 189@ = create_actor_pedtype 24 model 7 in_car 177@ driverseat 
060B: set_actor 189@ decision_maker_to 43@ 
00A5: 178@ = create_car 516 at 1660.594 -1522.353 13.225 
0175: set_car 178@ Z_angle_to 358.832 
0229: set_car 178@ primary_color_to 99 secondary_color_to 99 
0129: 190@ = create_actor_pedtype 24 model 7 in_car 178@ driverseat 
060B: set_actor 190@ decision_maker_to 43@ 
00A5: 179@ = create_car 516 at 1693.236 -1589.973 13.224 
0175: set_car 179@ Z_angle_to 91.298 
0229: set_car 179@ primary_color_to 2 secondary_color_to 2 
01EC: make_car 179@ very_heavy 1 
0129: 191@ = create_actor_pedtype 24 model 7 in_car 179@ driverseat 
060B: set_actor 191@ decision_maker_to 43@ 
00A5: 196@ = create_car 443 at 1590.891 -1590.689 13.09 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 273.516 
0224: set_car 196@ health_to 3000 
02AA: set_car 196@ immune_to_nonplayer 1 
0129: 50@ = create_actor_pedtype 24 model 111 in_car 196@ driverseat 
060B: set_actor 50@ decision_maker_to 43@ 
054A: set_actor 50@ can_be_shot_in_a_car 0 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
02AC: set_car 196@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
283@ = 1 
40@ = 0 

:SMOKE4_18228
if 
  $74 > 13.8442 
else_jump @SMOKE4_18631 
wait 0 
007E: $74 -= frame_delta_time * 0.02 // (float) 
015F: set_camera_position 1623.331 -1705.448 $74 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 $74 switchstyle 2 
if 
  279@ == 0 
else_jump @SMOKE4_18624 
if 
  40@ > 1000 
else_jump @SMOKE4_18624 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_18624 
if 
860E:   not car 169@ assigned_to_path 
else_jump @SMOKE4_18624 
00A5: 197@ = create_car 581 at 1665.25 -1716.98 12.75 
09C4: set_car 197@ gas_tank_explosion_enabled 0 
0175: set_car 197@ Z_angle_to 84.0 
0224: set_car 197@ health_to 800 
0129: 51@ = create_actor_pedtype 24 model 111 in_car 197@ driverseat 
060B: set_actor 51@ decision_maker_to 43@ 
0223: set_actor 51@ health_to 10 
02A9: set_actor 51@ immune_to_nonplayer 1 
01C8: 52@ = create_actor_pedtype 24 model 111 in_car 197@ passenger_seat 0 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 43@ 
0223: set_actor 52@ health_to 10 
02A9: set_actor 52@ immune_to_nonplayer 1 
0186: 222@ = create_marker_above_car 197@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
255@ = 1 
268@ = 1 
wait 0 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_18583 
05EB: assign_car 169@ to_path 252 
06FD: set_car 169@ speed_on_path_to 0.9 

:SMOKE4_18583
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_18617 
05EB: assign_car 197@ to_path 256 
06FD: set_car 197@ speed_on_path_to 0.9 

:SMOKE4_18617
279@ = 1 

:SMOKE4_18624
jump @SMOKE4_18228 

:SMOKE4_18631
98@ = 19 

:SMOKE4_18638
if 
  98@ == 19 
else_jump @SMOKE4_19055 
if 
  40@ > 8500 
else_jump @SMOKE4_19055 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_19055 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_19055 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 95.5 rotation_speed 200.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03C4: set_status_text $8266 type 1 GXT 'DGS1_59' // global_variable  // Bike
296@ += 1 
if 
  296@ > 1 
else_jump @SMOKE4_18839 
297@ = 30 
jump @SMOKE4_18846 

:SMOKE4_18839
297@ = 92 

:SMOKE4_18846
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_18911 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_18911
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_18963 
0713: actor 52@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:SMOKE4_18963
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A78: print_help_conditional 'DGS1_64' 0  // To look around on the bike drag your finger across the screen. To fire tap ~m~~widget_attack~.
0A79: print_help_conditional_touch 'DGS1_HD' 0  // To look around on the bike use the camera controls. To fire tap ~m~~widget_attack~.
290@ = 0 
291@ = 0 
41@ = 0 
130@ = 200 
98@ = 20 

:SMOKE4_19055
if 
  130@ == 200 
else_jump @SMOKE4_19095 
if 
08FE:   text_box_displayed 
else_jump @SMOKE4_19095 
130@ = 201 

:SMOKE4_19095
if 
  130@ == 201 
else_jump @SMOKE4_19135 
if 
88FE:   not text_box_displayed 
else_jump @SMOKE4_19135 
130@ = 202 

:SMOKE4_19135
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_23435 
if 
  250@ == 0 
else_jump @SMOKE4_19427 
if 
01AD:   car 169@ sphere 0 near_point 1620.59 -1612.14 radius 7.0 7.0 
else_jump @SMOKE4_19427 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_19270 
00A7: car 173@ drive_to 1571.424 -1590.02 13.23 
00AD: set_car 173@ max_speed_to 13.5 
04BA: set_car 173@ speed_to 13.5 
00AE: set_car 173@ traffic_behaviour_to 4 

:SMOKE4_19270
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_19333 
00A7: car 174@ drive_to 1681.473 -1595.059 13.22 
00AD: set_car 174@ max_speed_to 13.5 
04BA: set_car 174@ speed_to 4.5 
00AE: set_car 174@ traffic_behaviour_to 4 

:SMOKE4_19333
if 
8119:   not car 179@ wrecked 
else_jump @SMOKE4_19386 
00A7: car 179@ drive_to 1582.411 -1590.115 13.228 
00AD: set_car 179@ max_speed_to 9.0 
00AE: set_car 179@ traffic_behaviour_to 4 

:SMOKE4_19386
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_19420 
05EB: assign_car 196@ to_path 255 
06FD: set_car 196@ speed_on_path_to 0.9 

:SMOKE4_19420
250@ = 1 

:SMOKE4_19427
if 
  250@ == 1 
else_jump @SMOKE4_19732 
if 
01AD:   car 169@ sphere 0 near_point 1654.1 -1589.48 radius 10.0 10.0 
else_jump @SMOKE4_19732 
if 
8119:   not car 175@ wrecked 
else_jump @SMOKE4_19536 
00A7: car 175@ drive_to 1655.839 -1576.842 13.226 
00AD: set_car 175@ max_speed_to 9.0 
00AE: set_car 175@ traffic_behaviour_to 4 

:SMOKE4_19536
if 
8119:   not car 176@ wrecked 
else_jump @SMOKE4_19599 
00A7: car 176@ drive_to 1655.593 -1559.511 13.227 
00AD: set_car 176@ max_speed_to 9.0 
04BA: set_car 176@ speed_to 9.0 
00AE: set_car 176@ traffic_behaviour_to 4 

:SMOKE4_19599
if 
8119:   not car 177@ wrecked 
else_jump @SMOKE4_19662 
00A7: car 177@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 177@ max_speed_to 9.0 
04BA: set_car 177@ speed_to 10.8 
00AE: set_car 177@ traffic_behaviour_to 4 

:SMOKE4_19662
if 
8119:   not car 178@ wrecked 
else_jump @SMOKE4_19725 
00A7: car 178@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 178@ max_speed_to 9.0 
04BA: set_car 178@ speed_to 9.0 
00AE: set_car 178@ traffic_behaviour_to 4 

:SMOKE4_19725
250@ = 2 

:SMOKE4_19732
if 
  250@ == 2 
else_jump @SMOKE4_20099 
if 
01AD:   car 169@ sphere 0 near_point 1657.56 -1537.29 radius 10.0 10.0 
else_jump @SMOKE4_20099 
00A5: 202@ = create_car 581 at 1702.127 -1496.87 12.95 
09C4: set_car 202@ gas_tank_explosion_enabled 0 
0175: set_car 202@ Z_angle_to 26.5 
0224: set_car 202@ health_to 800 
0129: 57@ = create_actor_pedtype 24 model 111 in_car 202@ driverseat 
060B: set_actor 57@ decision_maker_to 43@ 
02A9: set_actor 57@ immune_to_nonplayer 1 
0223: set_actor 57@ health_to 10 
01C8: 58@ = create_actor_pedtype 24 model 111 in_car 202@ passenger_seat 0 
01B2: give_actor 58@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 58@ immune_to_nonplayer 1 
060B: set_actor 58@ decision_maker_to 43@ 
0223: set_actor 58@ health_to 10 
0186: 223@ = create_marker_above_car 202@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
256@ = 1 
269@ = 1 
00A5: 180@ = create_car 516 at 1622.005 -1443.498 13.229 
0175: set_car 180@ Z_angle_to 266.928 
0229: set_car 180@ primary_color_to 115 secondary_color_to 115 
01EC: make_car 180@ very_heavy 1 
0129: 192@ = create_actor_pedtype 24 model 7 in_car 180@ driverseat 
060B: set_actor 192@ decision_maker_to 43@ 
00A5: 181@ = create_car 516 at 1536.288 -1443.049 13.224 
0175: set_car 181@ Z_angle_to 269.939 
0229: set_car 181@ primary_color_to 122 secondary_color_to 122 
01EC: make_car 181@ very_heavy 1 
0129: 193@ = create_actor_pedtype 24 model 7 in_car 181@ driverseat 
060B: set_actor 193@ decision_maker_to 43@ 
250@ = 3 

:SMOKE4_20099
if 
  250@ == 3 
else_jump @SMOKE4_20452 
if 
01AD:   car 169@ sphere 0 near_point 1657.94 -1468.93 radius 15.0 15.0 
else_jump @SMOKE4_20452 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_20179 
05EB: assign_car 202@ to_path 257 

:SMOKE4_20179
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_20262 
if 
  3 > 296@ 
else_jump @SMOKE4_20262 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 57@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_20262
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_20314 
0713: actor 58@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:SMOKE4_20314
00A6: destroy_car 173@ 
00A6: destroy_car 174@ 
00A6: destroy_car 179@ 
if 
8119:   not car 180@ wrecked 
else_jump @SMOKE4_20382 
00A7: car 180@ drive_to 1720.037 -1444.137 13.222 
00AD: set_car 180@ max_speed_to 9.0 
00AE: set_car 180@ traffic_behaviour_to 4 

:SMOKE4_20382
if 
8119:   not car 181@ wrecked 
else_jump @SMOKE4_20445 
00A7: car 181@ drive_to 1654.817 -1492.993 13.22 
00AD: set_car 181@ max_speed_to 13.5 
04BA: set_car 181@ speed_to 20.0 
00AE: set_car 181@ traffic_behaviour_to 4 

:SMOKE4_20445
250@ = 4 

:SMOKE4_20452
if 
  250@ == 4 
else_jump @SMOKE4_20515 
if 
01AD:   car 169@ sphere 0 near_point 1631.77 -1441.31 radius 12.0 12.0 
else_jump @SMOKE4_20515 
250@ = 5 

:SMOKE4_20515
if 
  250@ == 5 
else_jump @SMOKE4_20677 
if 
01AD:   car 169@ sphere 0 near_point 1545.68 -1437.35 radius 10.0 10.0 
else_jump @SMOKE4_20677 
00A5: 183@ = create_car 516 at 1394.751 -1427.224 13.24 
0175: set_car 183@ Z_angle_to 184.525 
0229: set_car 183@ primary_color_to 99 secondary_color_to 99 
00A7: car 183@ drive_to 1441.028 -1443.271 13.234 
00AD: set_car 183@ max_speed_to 13.5 
00AE: set_car 183@ traffic_behaviour_to 4 
0129: 189@ = create_actor_pedtype 24 model 7 in_car 183@ driverseat 
060B: set_actor 189@ decision_maker_to 43@ 
250@ = 6 

:SMOKE4_20677
if 
  250@ == 6 
else_jump @SMOKE4_21513 
if 
01AD:   car 169@ sphere 0 near_point 1508.7 -1440.86 radius 10.0 10.0 
else_jump @SMOKE4_21513 
00A6: destroy_car 180@ 
00A6: destroy_car 175@ 
00A6: destroy_car 176@ 
00A5: 184@ = create_car 437 at 1457.689 -1371.728 13.235 
0175: set_car 184@ Z_angle_to 177.712 
05EB: assign_car 184@ to_path 253 
06FD: set_car 184@ speed_on_path_to 0.9 
00A5: 198@ = create_car 560 at 1374.507 -1394.312 13.272 
0224: set_car 198@ health_to 400 
0175: set_car 198@ Z_angle_to 193.922 
01C8: 60@ = create_actor_pedtype 24 model 111 in_car 198@ passenger_seat 0 
01B2: give_actor 60@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 43@ 
0713: actor 60@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 70 
0186: 238@ = create_marker_above_car 198@ 
018B: set_marker 238@ radar_mode 2 
0168: set_marker 238@ size 2 
00A5: 199@ = create_car 560 at 1374.577 -1401.141 13.102 
0175: set_car 199@ Z_angle_to 349.825 
0229: set_car 199@ primary_color_to 0 secondary_color_to 0 
0224: set_car 199@ health_to 500 
00A5: 200@ = create_car 560 at 1374.362 -1407.883 13.239 
0175: set_car 200@ Z_angle_to 194.852 
0224: set_car 200@ health_to 500 
0186: 236@ = create_marker_above_car 200@ 
018B: set_marker 236@ radar_mode 2 
0168: set_marker 236@ size 2 
00A5: 201@ = create_car 560 at 1401.058 -1430.891 12.3905 
0175: set_car 201@ Z_angle_to 10.385 
0224: set_car 201@ health_to 500 
0186: 237@ = create_marker_above_car 201@ 
018B: set_marker 237@ radar_mode 2 
0168: set_marker 237@ size 2 
0657: car 201@ open_door 2 
0657: car 201@ open_door 3 
009A: 61@ = create_actor_pedtype 24 model 111 at 1399.464 -1431.604 12.3905 
060B: set_actor 61@ decision_maker_to 43@ 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 61@ health_to 100 
0085: 87@ = 61@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 
0187: 243@ = create_marker_above_actor 61@ 
018B: set_marker 243@ radar_mode 2 
0168: set_marker 243@ size 2 
009A: 69@ = create_actor_pedtype 24 model 111 at 1401.466 -1427.389 12.3905 
060B: set_actor 69@ decision_maker_to 43@ 
01B2: give_actor 69@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 69@ health_to 100 
0085: 87@ = 69@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 
0187: 244@ = create_marker_above_actor 69@ 
018B: set_marker 244@ radar_mode 2 
0168: set_marker 244@ size 2 
009A: 62@ = create_actor_pedtype 24 model 111 at 1374.992 -1397.639 12.438 
060B: set_actor 62@ decision_maker_to 43@ 
01B2: give_actor 62@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 62@ health_to 100 
0085: 87@ = 62@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 
0187: 234@ = create_marker_above_actor 62@ 
018B: set_marker 234@ radar_mode 2 
0168: set_marker 234@ size 2 
009A: 63@ = create_actor_pedtype 24 model 111 at 1374.543 -1404.678 12.425 
060B: set_actor 63@ decision_maker_to 43@ 
01B2: give_actor 63@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 63@ health_to 100 
0085: 87@ = 63@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 
0187: 235@ = create_marker_above_actor 63@ 
018B: set_marker 235@ radar_mode 2 
0168: set_marker 235@ size 2 
250@ = 7 

:SMOKE4_21513
if 
  250@ == 7 
else_jump @SMOKE4_21811 
if 
860E:   not car 169@ assigned_to_path 
else_jump @SMOKE4_21811 
if 
01AD:   car 169@ sphere 0 near_point 1395.844 -1408.105 radius 5.0 5.0 
else_jump @SMOKE4_21811 
0519: set_car 169@ locked 1 
0164: disable_marker 217@ 
05EC: release_car 197@ from_path 
0164: disable_marker 222@ 
05EC: release_car 202@ from_path 
0164: disable_marker 223@ 
01C2: remove_references_to_actor 185@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 186@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 187@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 188@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 189@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 190@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 191@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 192@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 193@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 173@ 
01C3: remove_references_to_car 174@ 
01C3: remove_references_to_car 175@ 
01C3: remove_references_to_car 176@ 
01C3: remove_references_to_car 179@ 
01C3: remove_references_to_car 180@ 
01C3: remove_references_to_car 183@ 
01C3: remove_references_to_car 184@ 
00A6: destroy_car 177@ 
00A6: destroy_car 178@ 
00A6: destroy_car 181@ 
0249: release_model 437 
0249: release_model #KMB_SKIP 
0249: release_model 516 
0108: destroy_object 170@ 
00A6: destroy_car 171@ 
00A6: destroy_car 172@ 
01C3: remove_references_to_car 184@ 
00A6: destroy_car 202@ 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
00A6: destroy_car 197@ 
00A6: destroy_car 196@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
01C3: remove_references_to_car 183@ 
40@ = 0 
250@ = 8 

:SMOKE4_21811
if 
  250@ > 7 
else_jump @SMOKE4_21918 
if 
  252@ == 0 
else_jump @SMOKE4_21918 
if 
80C2:   not sphere_onscreen 1400.41 -1447.12 12.3 radius 10.0 
else_jump @SMOKE4_21918 
0395: clear_area 0 at 1400.41 -1447.12 12.3 radius 50.0 
252@ = 1 
  9 > 250@ 

:SMOKE4_21918
if 
  250@ == 8 
else_jump @SMOKE4_21998 
07C0: load_path 258 
07C0: load_path 259 
07C0: load_path 260 
07C0: load_path 261 
07C0: load_path 262 
07C0: load_path 263 
07C0: load_path 264 
07C0: load_path 265 
07C0: load_path 266 
07C0: load_path 267 
07C0: load_path 268 
250@ = 9 

:SMOKE4_21998
if 
  250@ == 9 
else_jump @SMOKE4_22225 
if 
  40@ > 10000 
else_jump @SMOKE4_22225 
if 
07C1:   path 258 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 259 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 260 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 261 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 262 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 263 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 264 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 265 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 266 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 267 available 
else_jump @SMOKE4_22225 
if 
07C1:   path 268 available 
else_jump @SMOKE4_22225 
251@ = 1 
250@ = 10 

:SMOKE4_22225
if 
  283@ == 1 
else_jump @SMOKE4_22271 
if 
0119:   car 196@ wrecked 
else_jump @SMOKE4_22271 
05EC: release_car 196@ from_path 
283@ = 2 

:SMOKE4_22271
if 
  255@ == 1 
else_jump @SMOKE4_22519 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_22519 
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_22328 
jump @SMOKE4_22519 

:SMOKE4_22328
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_22477 
if 
00DB:   actor 52@ in_car 197@ 
else_jump @SMOKE4_22470 
046C: 213@ = car 197@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_22470 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 52@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 52@ in_car 197@ 
0713: actor 52@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
255@ = 2 

:SMOKE4_22470
jump @SMOKE4_22519 

:SMOKE4_22477
04BA: set_car 197@ speed_to 18.0 
05EC: release_car 197@ from_path 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
255@ = 2 

:SMOKE4_22519
if 
  255@ == 2 
else_jump @SMOKE4_22611 
if 
0118:   actor 52@ dead 
else_jump @SMOKE4_22611 
05EC: release_car 197@ from_path 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_22604 
04BA: set_car 197@ speed_to 18.0 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_22604
255@ = 3 

:SMOKE4_22611
if 
  268@ == 1 
else_jump @SMOKE4_22698 
if 
0118:   actor 51@ dead 
else_jump @SMOKE4_22698 
if or
0118:   actor 52@ dead 
0119:   car 197@ wrecked 
else_jump @SMOKE4_22698 
05EC: release_car 197@ from_path 
0164: disable_marker 222@ 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
268@ = 2 

:SMOKE4_22698
if 
  256@ == 1 
else_jump @SMOKE4_22946 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_22946 
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_22755 
jump @SMOKE4_22946 

:SMOKE4_22755
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_22904 
if 
00DB:   actor 58@ in_car 202@ 
else_jump @SMOKE4_22897 
046C: 213@ = car 202@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_22897 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 58@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 58@ in_car 202@ 
0713: actor 58@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
256@ = 2 

:SMOKE4_22897
jump @SMOKE4_22946 

:SMOKE4_22904
04BA: set_car 202@ speed_to 15.0 
05EC: release_car 202@ from_path 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
256@ = 2 

:SMOKE4_22946
if 
  256@ == 2 
else_jump @SMOKE4_23038 
if 
0118:   actor 58@ dead 
else_jump @SMOKE4_23038 
05EC: release_car 202@ from_path 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_23031 
04BA: set_car 202@ speed_to 15.0 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_23031
256@ = 3 

:SMOKE4_23038
if 
  269@ == 1 
else_jump @SMOKE4_23125 
if 
0118:   actor 57@ dead 
else_jump @SMOKE4_23125 
if or
0118:   actor 58@ dead 
0119:   car 202@ wrecked 
else_jump @SMOKE4_23125 
05EC: release_car 202@ from_path 
0164: disable_marker 223@ 
01C3: remove_references_to_car 202@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
269@ = 2 

:SMOKE4_23125
if 
0118:   actor 62@ dead 
else_jump @SMOKE4_23162 
if 
075C:   marker 234@ enabled 
else_jump @SMOKE4_23162 
0164: disable_marker 234@ 

:SMOKE4_23162
if 
0118:   actor 63@ dead 
else_jump @SMOKE4_23199 
if 
075C:   marker 235@ enabled 
else_jump @SMOKE4_23199 
0164: disable_marker 235@ 

:SMOKE4_23199
if 
0119:   car 198@ wrecked 
else_jump @SMOKE4_23236 
if 
075C:   marker 238@ enabled 
else_jump @SMOKE4_23236 
0164: disable_marker 238@ 

:SMOKE4_23236
if 
0119:   car 200@ wrecked 
else_jump @SMOKE4_23273 
if 
075C:   marker 236@ enabled 
else_jump @SMOKE4_23273 
0164: disable_marker 236@ 

:SMOKE4_23273
if 
  294@ == 0 
else_jump @SMOKE4_23354 
if 
8119:   not car 177@ wrecked 
else_jump @SMOKE4_23354 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_23354 
if 
051D:   car 177@ damaged_by_car 196@ 
else_jump @SMOKE4_23354 
020B: explode_car 177@ 
294@ = 1 

:SMOKE4_23354
if 
  295@ == 0 
else_jump @SMOKE4_23435 
if 
8119:   not car 178@ wrecked 
else_jump @SMOKE4_23435 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_23435 
if 
051D:   car 178@ damaged_by_car 196@ 
else_jump @SMOKE4_23435 
020B: explode_car 178@ 
295@ = 1 

:SMOKE4_23435
if or
  98@ == 20 
  251@ == 1 
else_jump @SMOKE4_25482 
if 
  3 > 253@ 
else_jump @SMOKE4_25482 
if 
  290@ == 0 
else_jump @SMOKE4_23545 
if 
  291@ == 0 
else_jump @SMOKE4_23545 
04AF: 247@ = 35664 // = constant 
05AA: 248@s = 'SMO4_FB' // @s = 'short'  // They after us on a bike, Smoke!
gosub @SMOKE4_51578 

:SMOKE4_23545
if 
  290@ == 1 
else_jump @SMOKE4_23612 
if 
  291@ == 0 
else_jump @SMOKE4_23612 
04AF: 247@ = 35662 // = constant 
05AA: 248@s = 'SMO4_ES' // @s = 'short'  // Waste any motherfucker that follows us!
gosub @SMOKE4_51578 

:SMOKE4_23612
if 
  293@ == 0 
else_jump @SMOKE4_23675 
if 
01AD:   car 169@ sphere 0 near_point 1659.49 -1580.97 radius 50.0 50.0 
else_jump @SMOKE4_23675 
293@ = 1 

:SMOKE4_23675
if 
  290@ == 2 
else_jump @SMOKE4_23760 
if 
  291@ == 0 
else_jump @SMOKE4_23760 
if 
  293@ == 1 
else_jump @SMOKE4_23760 
04AF: 247@ = 35666 // = constant 
05AA: 248@s = 'SMO4_FD' // @s = 'short'  // Shit, man, they coming fo' us in a truck!
gosub @SMOKE4_51578 

:SMOKE4_23760
if 
  290@ == 3 
else_jump @SMOKE4_23827 
if 
  291@ == 0 
else_jump @SMOKE4_23827 
04AF: 247@ = 35667 // = constant 
05AA: 248@s = 'SMO4_FE' // @s = 'short'  // Don't tell me about it, take it off the road! Pop it!
gosub @SMOKE4_51578 

:SMOKE4_23827
if 
  290@ == 4 
else_jump @SMOKE4_23894 
if 
  291@ == 0 
else_jump @SMOKE4_23894 
04AF: 247@ = 35668 // = constant 
05AA: 248@s = 'SMO4_FF' // @s = 'short'  // Damn, look at all this traffic - GET OUTTA THE WAY!
gosub @SMOKE4_51578 

:SMOKE4_23894
if 
  290@ == 5 
else_jump @SMOKE4_23961 
if 
  291@ == 0 
else_jump @SMOKE4_23961 
04AF: 247@ = 35669 // = constant 
05AA: 248@s = 'SMO4_FG' // @s = 'short'  // I'm coming through!
gosub @SMOKE4_51578 

:SMOKE4_23961
if 
  293@ == 1 
else_jump @SMOKE4_24024 
if 
01AD:   car 169@ sphere 0 near_point 1638.05 -1440.64 radius 60.0 60.0 
else_jump @SMOKE4_24024 
293@ = 2 

:SMOKE4_24024
if 
  290@ == 6 
else_jump @SMOKE4_24109 
if 
  291@ == 0 
else_jump @SMOKE4_24109 
if 
  293@ == 2 
else_jump @SMOKE4_24109 
04AF: 247@ = 35665 // = constant 
05AA: 248@s = 'SMO4_FC' // @s = 'short'  // We got bikes on our six - smash it Smoke!
gosub @SMOKE4_51578 

:SMOKE4_24109
if 
  293@ == 2 
else_jump @SMOKE4_24172 
if 
01AD:   car 169@ sphere 0 near_point 1579.33 -1438.05 radius 55.0 55.0 
else_jump @SMOKE4_24172 
293@ = 3 

:SMOKE4_24172
if 
  290@ == 7 
else_jump @SMOKE4_24257 
if 
  291@ == 0 
else_jump @SMOKE4_24257 
if 
  293@ == 3 
else_jump @SMOKE4_24257 
04AF: 247@ = 35671 // = constant 
05AA: 248@s = 'SMO4_FJ' // @s = 'short'  // Hold on tight, baby!
gosub @SMOKE4_51578 

:SMOKE4_24257
if 
  290@ == 8 
else_jump @SMOKE4_24324 
if 
  291@ == 0 
else_jump @SMOKE4_24324 
04AF: 247@ = 35672 // = constant 
05AA: 248@s = 'SMO4_FK' // @s = 'short'  // Ah Smoke,! Nooooooo!
gosub @SMOKE4_51578 

:SMOKE4_24324
if 
  293@ == 3 
else_jump @SMOKE4_24424 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_24410 
if 
01AD:   car 169@ sphere 0 near_point 1432.61 -1438.66 radius 12.0 12.0 
else_jump @SMOKE4_24403 
293@ = 4 

:SMOKE4_24403
jump @SMOKE4_24424 

:SMOKE4_24410
293@ = 4 
290@ = 12 

:SMOKE4_24424
if 
  290@ == 9 
else_jump @SMOKE4_24509 
if 
  291@ == 0 
else_jump @SMOKE4_24509 
if 
  293@ == 4 
else_jump @SMOKE4_24509 
04AF: 247@ = 35673 // = constant 
05AA: 248@s = 'SMO4_FL' // @s = 'short'  // Ah, they hit a bus!
gosub @SMOKE4_51578 

:SMOKE4_24509
if 
  290@ == 10 
else_jump @SMOKE4_24576 
if 
  291@ == 0 
else_jump @SMOKE4_24576 
04AF: 247@ = 35674 // = constant 
05AA: 248@s = 'SMO4_FM' // @s = 'short'  // Ha,ha ha, I'll never dis public transportation again!
gosub @SMOKE4_51578 

:SMOKE4_24576
if 
  293@ == 4 
else_jump @SMOKE4_24639 
if 
01AD:   car 169@ sphere 0 near_point 1406.73 -1393.15 radius 10.0 10.0 
else_jump @SMOKE4_24639 
293@ = 5 

:SMOKE4_24639
if 
  290@ == 11 
else_jump @SMOKE4_24724 
if 
  291@ == 0 
else_jump @SMOKE4_24724 
if 
  293@ == 5 
else_jump @SMOKE4_24724 
04AF: 247@ = 35675 // = constant 
05AA: 248@s = 'SMO4_GA' // @s = 'short'  // Damn, road-blocked!
gosub @SMOKE4_51578 

:SMOKE4_24724
if 
  290@ == 12 
else_jump @SMOKE4_24791 
if 
  291@ == 0 
else_jump @SMOKE4_24791 
04AF: 247@ = 35676 // = constant 
05AA: 248@s = 'SMO4_GB' // @s = 'short'  // Ah Smoke, these cats is organized. It's something you ain't tellin' me man!
gosub @SMOKE4_51578 

:SMOKE4_24791
if 
  290@ == 13 
else_jump @SMOKE4_24858 
if 
  291@ == 0 
else_jump @SMOKE4_24858 
04AF: 247@ = 35677 // = constant 
05AA: 248@s = 'SMO4_GD' // @s = 'short'  // Look, Carl, all I know is they're real pissed with us right now!
gosub @SMOKE4_51578 

:SMOKE4_24858
if 
  290@ == 14 
else_jump @SMOKE4_24925 
if 
  291@ == 0 
else_jump @SMOKE4_24925 
04AF: 247@ = 35678 // = constant 
05AA: 248@s = 'SMO4_GE' // @s = 'short'  // Hold on though, I got a idea.
gosub @SMOKE4_51578 

:SMOKE4_24925
if 
  290@ == 15 
else_jump @SMOKE4_24992 
if 
  291@ == 0 
else_jump @SMOKE4_24992 
04AF: 247@ = 35679 // = constant 
05AA: 248@s = 'SMO4_GF' // @s = 'short'  // Smoke, what you thinking? Flood control's a dead end, man!
gosub @SMOKE4_51578 

:SMOKE4_24992
if 
  290@ == 16 
else_jump @SMOKE4_25059 
if 
  291@ == 0 
else_jump @SMOKE4_25059 
04AF: 247@ = 35680 // = constant 
05AA: 248@s = 'SMO4_GG' // @s = 'short'  // To hell with that, we had to lose those cars, don't worry about that.
gosub @SMOKE4_51578 

:SMOKE4_25059
if 
  290@ == 17 
else_jump @SMOKE4_25126 
if 
  291@ == 0 
else_jump @SMOKE4_25126 
04AF: 247@ = 35681 // = constant 
05AA: 248@s = 'SMO4_GH' // @s = 'short'  // I know a way out, up past Grove Street.
gosub @SMOKE4_51578 

:SMOKE4_25126
if 
  290@ == 18 
else_jump @SMOKE4_25193 
if 
  291@ == 0 
else_jump @SMOKE4_25193 
04AF: 247@ = 35682 // = constant 
05AA: 248@s = 'SMO4_GJ' // @s = 'short'  // The old sewer tunnel? Oh man....
gosub @SMOKE4_51578 

:SMOKE4_25193
if 
  290@ == 19 
else_jump @SMOKE4_25260 
if 
  291@ == 0 
else_jump @SMOKE4_25260 
04AF: 247@ = 35661 // = constant 
05AA: 248@s = 'SMO4_ER' // @s = 'short'  // Watch our backs!
gosub @SMOKE4_51578 

:SMOKE4_25260
if 
  293@ == 5 
else_jump @SMOKE4_25323 
if 
01AD:   car 169@ sphere 0 near_point 1362.39 -1590.12 radius 15.0 15.0 
else_jump @SMOKE4_25323 
293@ = 6 

:SMOKE4_25323
if 
  290@ == 20 
else_jump @SMOKE4_25408 
if 
  291@ == 0 
else_jump @SMOKE4_25408 
if 
  293@ == 6 
else_jump @SMOKE4_25408 
04AF: 247@ = 35683 // = constant 
05AA: 248@s = 'SMO4_GK' // @s = 'short'  // Smoke, it's more bikes!
gosub @SMOKE4_51578 

:SMOKE4_25408
if 
  290@ == 21 
else_jump @SMOKE4_25475 
if 
  291@ == 0 
else_jump @SMOKE4_25475 
04AF: 247@ = 35655 // = constant 
05AA: 248@s = 'SMO4_EL' // @s = 'short'  // Pop they fuckin' brains out, CJ!
gosub @SMOKE4_51578 

:SMOKE4_25475
gosub @SMOKE4_51620 

:SMOKE4_25482
if 
  251@ == 1 
else_jump @SMOKE4_32582 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_32582 
if 
  253@ == 0 
else_jump @SMOKE4_26818 
00A5: 197@ = create_car 581 at 1446.923 -1429.569 12.1 
09C4: set_car 197@ gas_tank_explosion_enabled 0 
0175: set_car 197@ Z_angle_to 174.719 
0129: 50@ = create_actor_pedtype 24 model 111 in_car 197@ driverseat 
060B: set_actor 50@ decision_maker_to 43@ 
0223: set_actor 50@ health_to 10 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model 111 in_car 197@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 51@ health_to 10 
02A9: set_actor 51@ immune_to_nonplayer 1 
060B: set_actor 51@ decision_maker_to 43@ 
0186: 222@ = create_marker_above_car 197@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
255@ = 1 
268@ = 1 
00A5: 202@ = create_car 581 at 1377.421 -1571.321 12.1 
09C4: set_car 202@ gas_tank_explosion_enabled 0 
0175: set_car 202@ Z_angle_to 166.577 
0129: 52@ = create_actor_pedtype 24 model 111 in_car 202@ driverseat 
060B: set_actor 52@ decision_maker_to 43@ 
0223: set_actor 52@ health_to 10 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor_pedtype 24 model 111 in_car 202@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 53@ health_to 10 
02A9: set_actor 53@ immune_to_nonplayer 1 
060B: set_actor 53@ decision_maker_to 43@ 
0186: 223@ = create_marker_above_car 202@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
256@ = 1 
269@ = 1 
00A5: 203@ = create_car 581 at 1361.086 -1665.478 12.62 
09C4: set_car 203@ gas_tank_explosion_enabled 0 
0175: set_car 203@ Z_angle_to 187.657 
0129: 54@ = create_actor_pedtype 24 model 111 in_car 203@ driverseat 
060B: set_actor 54@ decision_maker_to 43@ 
0223: set_actor 54@ health_to 50 
01C8: 55@ = create_actor_pedtype 24 model 111 in_car 203@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 43@ 
0223: set_actor 55@ health_to 10 
0186: 224@ = create_marker_above_car 203@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
257@ = 1 
270@ = 1 
00A5: 204@ = create_car 581 at 1365.219 -1420.908 12.104 
09C4: set_car 204@ gas_tank_explosion_enabled 0 
0175: set_car 204@ Z_angle_to 353.946 
0129: 64@ = create_actor_pedtype 24 model 111 in_car 204@ driverseat 
060B: set_actor 64@ decision_maker_to 43@ 
0223: set_actor 64@ health_to 10 
02A9: set_actor 64@ immune_to_nonplayer 1 
01C8: 65@ = create_actor_pedtype 24 model 111 in_car 204@ passenger_seat 0 
01B2: give_actor 65@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 65@ health_to 10 
02A9: set_actor 65@ immune_to_nonplayer 1 
060B: set_actor 65@ decision_maker_to 43@ 
0186: 225@ = create_marker_above_car 204@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
258@ = 1 
271@ = 1 
00A5: 173@ = create_car 560 at 1374.372 -1665.108 12.91 
09C4: set_car 173@ gas_tank_explosion_enabled 0 
0175: set_car 173@ Z_angle_to 176.22 
0129: 56@ = create_actor_pedtype 24 model 111 in_car 173@ driverseat 
060B: set_actor 56@ decision_maker_to 43@ 
01C8: 57@ = create_actor_pedtype 24 model 111 in_car 173@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 57@ health_to 10 
060B: set_actor 57@ decision_maker_to 43@ 
0186: 218@ = create_marker_above_car 173@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
273@ = 1 
263@ = 1 
00A5: 174@ = create_car 560 at 1373.704 -1633.619 12.935 
09C4: set_car 174@ gas_tank_explosion_enabled 0 
0175: set_car 174@ Z_angle_to 176.22 
0129: 58@ = create_actor_pedtype 24 model 111 in_car 174@ driverseat 
060B: set_actor 58@ decision_maker_to 43@ 
01C8: 59@ = create_actor_pedtype 24 model 111 in_car 174@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 43@ 
0223: set_actor 59@ health_to 10 
0186: 219@ = create_marker_above_car 174@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
274@ = 1 
264@ = 1 
wait 0 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_26461 
0519: set_car 169@ locked 0 
05EB: assign_car 169@ to_path 258 

:SMOKE4_26461
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_26636 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_26636 
05EB: assign_car 197@ to_path 259 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_26584 
if 
  2 > 296@ 
else_jump @SMOKE4_26584 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 50@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_26584
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_26636 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:SMOKE4_26636
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_26811 
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_26676 
05EB: assign_car 204@ to_path 264 

:SMOKE4_26676
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_26759 
if 
  3 > 296@ 
else_jump @SMOKE4_26759 
01B2: give_actor 64@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 64@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_26759
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_26811 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_26811
253@ = 1 

:SMOKE4_26818
if 
  253@ == 1 
else_jump @SMOKE4_27125 
if 
01AD:   car 169@ sphere 0 near_point 1374.62 -1549.64 radius 10.0 10.0 
else_jump @SMOKE4_27125 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_27033 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_26981 
05EB: assign_car 202@ to_path 260 
if 
  2 > 296@ 
else_jump @SMOKE4_26981 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_26981
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_27033 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:SMOKE4_27033
00A6: destroy_car 184@ 
00A6: destroy_car 198@ 
00A6: destroy_car 199@ 
00A6: destroy_car 200@ 
00A6: destroy_car 201@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009B: destroy_actor 69@ 
0164: disable_marker 243@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 244@ 
0164: disable_marker 238@ 
0164: disable_marker 236@ 
0164: disable_marker 237@ 
253@ = 2 

:SMOKE4_27125
if 
  253@ == 2 
else_jump @SMOKE4_27464 
if 
01AD:   car 169@ sphere 0 near_point 1361.086 -1665.478 radius 10.0 10.0 
else_jump @SMOKE4_27464 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_27221 
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_27221 
05EB: assign_car 203@ to_path 261 

:SMOKE4_27221
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_27273 
0713: actor 55@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:SMOKE4_27273
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_27313 
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_27313 
05EB: assign_car 173@ to_path 262 

:SMOKE4_27313
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_27365 
0713: actor 57@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:SMOKE4_27365
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_27405 
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_27405 
05EB: assign_car 174@ to_path 263 

:SMOKE4_27405
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_27457 
0713: actor 59@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:SMOKE4_27457
253@ = 3 

:SMOKE4_27464
if 
  253@ == 3 
else_jump @SMOKE4_28454 
if 
01AD:   car 169@ sphere 1 near_point 1530.0 -1742.0 radius 10.0 10.0 
else_jump @SMOKE4_28454 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_27562 
02AC: set_car 169@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_27562
$687 = 0.2 
212@ = 0.0 
0679: put_camera_on_car 169@ with_offset 0.0 -2.0 $687 rotation 0.0 0.0 212@ tilt 0.0 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0430: put_actor $PLAYER_ACTOR into_car 169@ passenger_seat 0 
05EC: release_car 197@ from_path 
00A6: destroy_car 197@ 
0164: disable_marker 222@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
05EC: release_car 202@ from_path 
00A6: destroy_car 202@ 
0164: disable_marker 223@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
05EC: release_car 203@ from_path 
00A6: destroy_car 203@ 
0164: disable_marker 224@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
05EC: release_car 204@ from_path 
00A6: destroy_car 204@ 
0164: disable_marker 225@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
05EC: release_car 173@ from_path 
00A6: destroy_car 173@ 
0164: disable_marker 218@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 174@ from_path 
00A6: destroy_car 174@ 
0164: disable_marker 219@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
00A5: 197@ = create_car 581 at 1505.103 -1733.09 3.05 
09C4: set_car 197@ gas_tank_explosion_enabled 0 
0175: set_car 197@ Z_angle_to 258.539 
0129: 50@ = create_actor_pedtype 24 model 111 in_car 197@ driverseat 
060B: set_actor 50@ decision_maker_to 43@ 
0223: set_actor 50@ health_to 10 
01C8: 51@ = create_actor_pedtype 24 model 111 in_car 197@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 51@ health_to 10 
060B: set_actor 51@ decision_maker_to 43@ 
00A5: 202@ = create_car 581 at 1487.213 -1734.792 3.25 
09C4: set_car 202@ gas_tank_explosion_enabled 0 
0175: set_car 202@ Z_angle_to 250.829 
0129: 52@ = create_actor_pedtype 24 model 111 in_car 202@ driverseat 
060B: set_actor 52@ decision_maker_to 43@ 
0223: set_actor 52@ health_to 10 
01C8: 53@ = create_actor_pedtype 24 model 111 in_car 202@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 53@ health_to 20 
060B: set_actor 53@ decision_maker_to 43@ 
00A5: 173@ = create_car 560 at 1496.864 -1731.303 6.3 
09C4: set_car 173@ gas_tank_explosion_enabled 0 
0175: set_car 173@ Z_angle_to 255.305 
0129: 56@ = create_actor_pedtype 24 model 111 in_car 173@ driverseat 
060B: set_actor 56@ decision_maker_to 43@ 
01C8: 57@ = create_actor_pedtype 24 model 111 in_car 173@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 43@ 
0223: set_actor 57@ health_to 10 
00A5: 196@ = create_car 443 at 1550.873 -1737.122 14.1055 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 245.14 
0129: 205@ = create_actor_pedtype 24 model 111 in_car 196@ driverseat 
054A: set_actor 205@ can_be_shot_in_a_car 0 
02AC: set_car 196@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 205@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 205@ decision_maker_to 43@ 
01C8: 206@ = create_actor_pedtype 24 model 111 in_car 196@ passenger_seat 0 
01B2: give_actor 206@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 206@ decision_maker_to 43@ 
00A5: 216@ = create_car 560 at 1550.873 -1737.122 -14.1055 
09C4: set_car 216@ gas_tank_explosion_enabled 0 
0175: set_car 216@ Z_angle_to 256.415 
02AC: set_car 216@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 216@ to_car 196@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
277@ = 0 
00A5: 215@ = create_car 560 at 1550.873 -1737.122 14.1055 
09C4: set_car 215@ gas_tank_explosion_enabled 0 
0175: set_car 215@ Z_angle_to 256.415 
02AC: set_car 215@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 215@ to_car 196@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
278@ = 0 
40@ = 0 
254@ = 1 
253@ = 4 

:SMOKE4_28454
if 
  254@ == 1 
else_jump @SMOKE4_28613 
if 
01AD:   car 169@ sphere 1 near_point 1550.52 -1749.19 radius 10.0 10.0 
else_jump @SMOKE4_28613 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_28534 
05EB: assign_car 196@ to_path 265 

:SMOKE4_28534
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_28558 
05EB: assign_car 197@ to_path 266 

:SMOKE4_28558
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_28582 
05EB: assign_car 173@ to_path 267 

:SMOKE4_28582
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_28606 
05EB: assign_car 202@ to_path 268 

:SMOKE4_28606
254@ = 2 

:SMOKE4_28613
if 
  253@ == 4 
else_jump @SMOKE4_28743 
if 
  40@ > 250 
else_jump @SMOKE4_28743 
if 
  0.8 > $687 
else_jump @SMOKE4_28736 
0078: $687 += frame_delta_time * 0.008 // (float) 
0079: 212@ += frame_delta_time * 0.008 // (float) 
0679: put_camera_on_car 169@ with_offset 0.0 -2.0 $687 rotation 0.0 0.0 212@ tilt 0.0 switchstyle 2 
jump @SMOKE4_28743 

:SMOKE4_28736
253@ = 5 

:SMOKE4_28743
if 
  253@ == 5 
else_jump @SMOKE4_28866 
if 
  40@ > 2500 
else_jump @SMOKE4_28866 
015F: set_camera_position 1605.591 -1766.793 3.3342 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1604.774 -1766.255 3.5404 switchstyle 2 
015D: set_gamespeed 0.9 
40@ = 0 
41@ = 0 
284@ = 1 
253@ = 6 

:SMOKE4_28866
if 
  253@ == 6 
else_jump @SMOKE4_28920 
if 
  40@ > 800 
else_jump @SMOKE4_28920 
$74 = 0.3 
253@ = 7 

:SMOKE4_28920
if 
  253@ == 7 
else_jump @SMOKE4_29024 
if 
  0.6 > $74 
else_jump @SMOKE4_28981 
$74 += 0.001 
015D: set_gamespeed $74 
jump @SMOKE4_29024 

:SMOKE4_28981
if or
  40@ > 2500 
  $74 > 0.6 
else_jump @SMOKE4_29024 
253@ = 7 
015D: set_gamespeed 0.5 

:SMOKE4_29024
if 
  253@ == 7 
else_jump @SMOKE4_29104 
if 
  40@ > 2000 
else_jump @SMOKE4_29104 
0160: set_camera_point_at 1605.783 -1765.834 3.5404 switchstyle 1 
$74 = 0.5 
40@ = 0 
253@ = 8 

:SMOKE4_29104
if 
  253@ == 8 
else_jump @SMOKE4_29215 
if 
  1.0 > $74 
else_jump @SMOKE4_29165 
$74 += 0.01 
015D: set_gamespeed $74 
jump @SMOKE4_29215 

:SMOKE4_29165
if or
  40@ > 1000 
  $74 > 0.9 
else_jump @SMOKE4_29215 
253@ = 9 
40@ = 0 
015D: set_gamespeed 1.0 

:SMOKE4_29215
if 
  253@ == 9 
else_jump @SMOKE4_29266 
if 
  40@ > 2800 
else_jump @SMOKE4_29266 
251@ = 2 
253@ = 10 

:SMOKE4_29266
if 
  284@ == 1 
else_jump @SMOKE4_29378 
if 
  41@ > 1242 
else_jump @SMOKE4_29378 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 100 
284@ = 2 

:SMOKE4_29378
if 
  284@ == 2 
else_jump @SMOKE4_29490 
if 
  41@ > 1400 
else_jump @SMOKE4_29490 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 60 
284@ = 3 

:SMOKE4_29490
if 
  284@ == 3 
else_jump @SMOKE4_29602 
if 
  41@ > 1500 
else_jump @SMOKE4_29602 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
284@ = 4 

:SMOKE4_29602
if 
  284@ == 4 
else_jump @SMOKE4_29714 
if 
  41@ > 1600 
else_jump @SMOKE4_29714 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 60 
284@ = 5 

:SMOKE4_29714
if 
  284@ == 5 
else_jump @SMOKE4_29826 
if 
  41@ > 1700 
else_jump @SMOKE4_29826 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 80 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 100 
284@ = 6 

:SMOKE4_29826
if 
  284@ == 6 
else_jump @SMOKE4_29938 
if 
  41@ > 1800 
else_jump @SMOKE4_29938 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
284@ = 7 

:SMOKE4_29938
if 
  284@ == 7 
else_jump @SMOKE4_30016 
if 
  41@ > 2404 
else_jump @SMOKE4_30016 
08EB: create_sparks_at 1599.28 -1757.56 3.11 velocity_direction 0.0 0.0 1.0 density 60 
284@ = 8 

:SMOKE4_30016
if 
  284@ == 8 
else_jump @SMOKE4_30128 
if 
  41@ > 3418 
else_jump @SMOKE4_30128 
08EB: create_sparks_at 1599.76 1757.96 3.14 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1601.69 -1758.73 3.18 velocity_direction 0.0 0.0 1.0 density 60 
284@ = 9 

:SMOKE4_30128
if 
  284@ == 9 
else_jump @SMOKE4_30206 
if 
  41@ > 3598 
else_jump @SMOKE4_30206 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 100 
284@ = 10 

:SMOKE4_30206
if 
  284@ == 10 
else_jump @SMOKE4_30284 
if 
  41@ > 3600 
else_jump @SMOKE4_30284 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 80 
284@ = 11 

:SMOKE4_30284
if 
  4 > 253@ 
else_jump @SMOKE4_32582 
if 
  255@ == 1 
else_jump @SMOKE4_30550 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_30550 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_30359 
jump @SMOKE4_30550 

:SMOKE4_30359
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_30508 
if 
00DB:   actor 51@ in_car 197@ 
else_jump @SMOKE4_30501 
046C: 213@ = car 197@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_30501 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 51@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 51@ in_car 197@ 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
255@ = 2 

:SMOKE4_30501
jump @SMOKE4_30550 

:SMOKE4_30508
04BA: set_car 197@ speed_to 18.0 
05EC: release_car 197@ from_path 
07DB: set_car 197@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 
255@ = 2 

:SMOKE4_30550
if 
  255@ == 2 
else_jump @SMOKE4_30642 
if 
0118:   actor 51@ dead 
else_jump @SMOKE4_30642 
05EC: release_car 197@ from_path 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_30635 
04BA: set_car 197@ speed_to 18.0 
07DB: set_car 197@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 

:SMOKE4_30635
255@ = 3 

:SMOKE4_30642
if 
  268@ == 1 
else_jump @SMOKE4_30729 
if 
0118:   actor 50@ dead 
else_jump @SMOKE4_30729 
if or
0118:   actor 51@ dead 
0119:   car 197@ wrecked 
else_jump @SMOKE4_30729 
05EC: release_car 197@ from_path 
0164: disable_marker 222@ 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
268@ = 2 

:SMOKE4_30729
if 
  256@ == 1 
else_jump @SMOKE4_30977 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_30977 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_30786 
jump @SMOKE4_30977 

:SMOKE4_30786
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_30935 
if 
00DB:   actor 53@ in_car 202@ 
else_jump @SMOKE4_30928 
046C: 213@ = car 202@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_30928 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 53@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 53@ in_car 202@ 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
256@ = 2 

:SMOKE4_30928
jump @SMOKE4_30977 

:SMOKE4_30935
04BA: set_car 202@ speed_to 15.0 
05EC: release_car 202@ from_path 
07DB: set_car 202@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 
256@ = 2 

:SMOKE4_30977
if 
  256@ == 2 
else_jump @SMOKE4_31069 
if 
0118:   actor 53@ dead 
else_jump @SMOKE4_31069 
05EC: release_car 202@ from_path 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_31062 
04BA: set_car 202@ speed_to 15.0 
07DB: set_car 202@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 

:SMOKE4_31062
256@ = 3 

:SMOKE4_31069
if 
  269@ == 1 
else_jump @SMOKE4_31156 
if 
0118:   actor 52@ dead 
else_jump @SMOKE4_31156 
if or
0118:   actor 53@ dead 
0119:   car 202@ wrecked 
else_jump @SMOKE4_31156 
05EC: release_car 202@ from_path 
0164: disable_marker 223@ 
01C3: remove_references_to_car 202@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
269@ = 2 

:SMOKE4_31156
if 
  257@ == 1 
else_jump @SMOKE4_31405 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_31405 
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_31213 
jump @SMOKE4_31405 

:SMOKE4_31213
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_31363 
if 
00DB:   actor 55@ in_car 203@ 
else_jump @SMOKE4_31356 
046C: 213@ = car 203@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_31356 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 55@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 55@ in_car 203@ 
0713: actor 55@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 
257@ = 2 

:SMOKE4_31356
jump @SMOKE4_31405 

:SMOKE4_31363
04BA: set_car 203@ speed_to 15.0 
05EC: release_car 203@ from_path 
07DB: set_car 203@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 
257@ = 2 

:SMOKE4_31405
if 
  257@ == 2 
else_jump @SMOKE4_31497 
if 
0118:   actor 55@ dead 
else_jump @SMOKE4_31497 
05EC: release_car 203@ from_path 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_31490 
04BA: set_car 203@ speed_to 15.0 
07DB: set_car 203@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 

:SMOKE4_31490
257@ = 3 

:SMOKE4_31497
if 
  270@ == 1 
else_jump @SMOKE4_31584 
if 
0118:   actor 54@ dead 
else_jump @SMOKE4_31584 
if or
0118:   actor 55@ dead 
0119:   car 203@ wrecked 
else_jump @SMOKE4_31584 
05EC: release_car 203@ from_path 
0164: disable_marker 224@ 
01C3: remove_references_to_car 203@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
270@ = 2 

:SMOKE4_31584
if 
  258@ == 1 
else_jump @SMOKE4_31833 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_31833 
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_31641 
jump @SMOKE4_31833 

:SMOKE4_31641
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_31791 
if 
00DB:   actor 65@ in_car 204@ 
else_jump @SMOKE4_31784 
046C: 213@ = car 204@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_31784 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 65@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 65@ in_car 204@ 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 
258@ = 2 

:SMOKE4_31784
jump @SMOKE4_31833 

:SMOKE4_31791
04BA: set_car 204@ speed_to 15.0 
05EC: release_car 204@ from_path 
07DB: set_car 204@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 
258@ = 2 

:SMOKE4_31833
if 
  258@ == 2 
else_jump @SMOKE4_31925 
if 
0118:   actor 65@ dead 
else_jump @SMOKE4_31925 
05EC: release_car 204@ from_path 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_31918 
04BA: set_car 204@ speed_to 15.0 
07DB: set_car 204@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 

:SMOKE4_31918
258@ = 3 

:SMOKE4_31925
if 
  271@ == 1 
else_jump @SMOKE4_32012 
if 
0118:   actor 64@ dead 
else_jump @SMOKE4_32012 
if or
0118:   actor 65@ dead 
0119:   car 204@ wrecked 
else_jump @SMOKE4_32012 
05EC: release_car 204@ from_path 
0164: disable_marker 225@ 
01C3: remove_references_to_car 204@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
271@ = 2 

:SMOKE4_32012
if 
  273@ == 1 
else_jump @SMOKE4_32164 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_32164 
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_32069 
jump @SMOKE4_32164 

:SMOKE4_32069
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_32152 
if 
00DB:   actor 57@ in_car 173@ 
else_jump @SMOKE4_32145 
046C: 213@ = car 173@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_32145 
0676: AS_actor 57@ in_car 173@ move_from_passengerseat_to_driverseat 
273@ = 2 

:SMOKE4_32145
jump @SMOKE4_32164 

:SMOKE4_32152
05EC: release_car 173@ from_path 
273@ = 2 

:SMOKE4_32164
if 
  273@ == 2 
else_jump @SMOKE4_32210 
if 
0118:   actor 57@ dead 
else_jump @SMOKE4_32210 
05EC: release_car 173@ from_path 
273@ = 3 

:SMOKE4_32210
if 
  263@ == 1 
else_jump @SMOKE4_32297 
if 
0118:   actor 56@ dead 
else_jump @SMOKE4_32297 
if or
0118:   actor 57@ dead 
0119:   car 173@ wrecked 
else_jump @SMOKE4_32297 
05EC: release_car 173@ from_path 
0164: disable_marker 218@ 
01C3: remove_references_to_car 173@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
263@ = 2 

:SMOKE4_32297
if 
  274@ == 1 
else_jump @SMOKE4_32449 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_32449 
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_32354 
jump @SMOKE4_32449 

:SMOKE4_32354
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_32437 
if 
00DB:   actor 59@ in_car 174@ 
else_jump @SMOKE4_32430 
046C: 213@ = car 174@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_32430 
0676: AS_actor 59@ in_car 174@ move_from_passengerseat_to_driverseat 
274@ = 2 

:SMOKE4_32430
jump @SMOKE4_32449 

:SMOKE4_32437
05EC: release_car 174@ from_path 
274@ = 2 

:SMOKE4_32449
if 
  274@ == 2 
else_jump @SMOKE4_32495 
if 
0118:   actor 59@ dead 
else_jump @SMOKE4_32495 
05EC: release_car 174@ from_path 
274@ = 3 

:SMOKE4_32495
if 
  264@ == 1 
else_jump @SMOKE4_32582 
if 
0118:   actor 58@ dead 
else_jump @SMOKE4_32582 
if or
0118:   actor 59@ dead 
0119:   car 174@ wrecked 
else_jump @SMOKE4_32582 
05EC: release_car 174@ from_path 
01C3: remove_references_to_car 174@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
264@ = 2 

:SMOKE4_32582
if 
  251@ == 2 
else_jump @SMOKE4_42323 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_42323 
if 
  280@ == 0 
else_jump @SMOKE4_34556 
fade 0 0 
05EC: release_car 197@ from_path 
00A6: destroy_car 197@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
05EC: release_car 202@ from_path 
00A6: destroy_car 202@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
05EC: release_car 173@ from_path 
00A6: destroy_car 173@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
00A6: destroy_car 216@ 
00A6: destroy_car 215@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
009B: destroy_actor 205@ 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_32746 
05EC: release_car 169@ from_path 

:SMOKE4_32746
07C0: load_path 269 
07C0: load_path 270 
07C0: load_path 271 
07C0: load_path 272 
07C0: load_path 273 
07C0: load_path 274 
07C0: load_path 275 
07C0: load_path 276 
07C0: load_path 277 
07C0: load_path 278 
07C0: load_path 279 
07C0: load_path 280 
07C0: load_path 281 
038B: load_requested_models 

:SMOKE4_32813
if or
87C1:   not path 273 available 
87C1:   not path 274 available 
87C1:   not path 275 available 
87C1:   not path 276 available 
87C1:   not path 277 available 
else_jump @SMOKE4_32860 
wait 0 
jump @SMOKE4_32813 

:SMOKE4_32860
if or
87C1:   not path 278 available 
87C1:   not path 279 available 
87C1:   not path 280 available 
87C1:   not path 281 available 
else_jump @SMOKE4_32902 
wait 0 
jump @SMOKE4_32860 

:SMOKE4_32902
if or
87C1:   not path 269 available 
87C1:   not path 270 available 
87C1:   not path 271 available 
87C1:   not path 272 available 
else_jump @SMOKE4_32944 
wait 0 
jump @SMOKE4_32902 

:SMOKE4_32944
00A5: 196@ = create_car 443 at 1601.915 -1755.917 4.6 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 256.415 
0129: 205@ = create_actor_pedtype 24 model 111 in_car 196@ driverseat 
054A: set_actor 205@ can_be_shot_in_a_car 0 
02AC: set_car 196@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 205@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 205@ decision_maker_to 43@ 
02A9: set_actor 205@ immune_to_nonplayer 1 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
00A5: 216@ = create_car 560 at 1550.873 -1737.122 -14.1055 
09C4: set_car 216@ gas_tank_explosion_enabled 0 
0175: set_car 216@ Z_angle_to 256.415 
02AC: set_car 216@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 216@ to_car 196@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
281@ = 1 
00A5: 215@ = create_car 560 at 1550.873 -1737.122 14.1055 
09C4: set_car 215@ gas_tank_explosion_enabled 0 
0175: set_car 215@ Z_angle_to 256.415 
02AC: set_car 215@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 215@ to_car 196@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
282@ = 1 
00A5: 197@ = create_car 581 at 1505.103 -1733.09 3.05 
09C4: set_car 197@ gas_tank_explosion_enabled 0 
0175: set_car 197@ Z_angle_to 258.539 
02AC: set_car 197@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 50@ = create_actor_pedtype 24 model 111 in_car 197@ driverseat 
0223: set_actor 50@ health_to 10 
02A9: set_actor 50@ immune_to_nonplayer 10 
060B: set_actor 50@ decision_maker_to 43@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model 111 in_car 197@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 51@ health_to 10 
02A9: set_actor 51@ immune_to_nonplayer 10 
060B: set_actor 51@ decision_maker_to 43@ 
02A9: set_actor 51@ immune_to_nonplayer 1 
255@ = 1 
268@ = 1 
0186: 222@ = create_marker_above_car 197@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
00A5: 202@ = create_car 581 at 1487.213 -1734.792 3.25 
09C4: set_car 202@ gas_tank_explosion_enabled 0 
0175: set_car 202@ Z_angle_to 258.716 
02AC: set_car 202@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 52@ = create_actor_pedtype 24 model 111 in_car 202@ driverseat 
060B: set_actor 52@ decision_maker_to 43@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
0223: set_actor 52@ health_to 20 
01C8: 53@ = create_actor_pedtype 24 model 111 in_car 202@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 43@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 30 
256@ = 1 
269@ = 1 
0186: 223@ = create_marker_above_car 202@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
00A5: 173@ = create_car 560 at 1496.864 -1731.303 6.3 
09C4: set_car 173@ gas_tank_explosion_enabled 0 
0175: set_car 173@ Z_angle_to 257.724 
0129: 54@ = create_actor_pedtype 24 model 111 in_car 173@ driverseat 
060B: set_actor 54@ decision_maker_to 43@ 
054A: set_actor 54@ can_be_shot_in_a_car 0 
02A9: set_actor 54@ immune_to_nonplayer 1 
01C8: 55@ = create_actor_pedtype 24 model 111 in_car 173@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 55@ immune_to_nonplayer 1 
060B: set_actor 55@ decision_maker_to 43@ 
0223: set_actor 55@ health_to 10 
273@ = 1 
263@ = 1 
0186: 218@ = create_marker_above_car 173@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0224: set_car 173@ health_to 1000 
wait 0 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_33824 
05EB: assign_car 196@ to_path 269 

:SMOKE4_33824
if 
8119:   not car 216@ wrecked 
else_jump @SMOKE4_33848 
05EB: assign_car 216@ to_path 270 

:SMOKE4_33848
if 
8119:   not car 215@ wrecked 
else_jump @SMOKE4_33872 
05EB: assign_car 215@ to_path 271 

:SMOKE4_33872
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_33896 
05EB: assign_car 169@ to_path 272 

:SMOKE4_33896
if 
8119:   not car 216@ wrecked 
else_jump @SMOKE4_33934 
0684: detach_car 216@ 20.0 180.0 0.0 collision_detection 0 

:SMOKE4_33934
if 
8119:   not car 215@ wrecked 
else_jump @SMOKE4_33972 
0684: detach_car 215@ 20.0 180.0 0.0 collision_detection 0 

:SMOKE4_33972
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_33996 
05EB: assign_car 197@ to_path 273 

:SMOKE4_33996
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_34020 
05EB: assign_car 202@ to_path 274 

:SMOKE4_34020
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_34044 
05EB: assign_car 173@ to_path 275 

:SMOKE4_34044
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 346.2 rotation_speed 359.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_34138 
02AC: set_car 169@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_34138
fade 1 250 
040D: unload_wav 1 
040D: unload_wav 2 
293@ = 0 
290@ = 0 
291@ = 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_34220 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_34220
41@ = 0 
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_34279 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_34279
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_34362 
if 
  3 > 296@ 
else_jump @SMOKE4_34362 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 50@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_34362
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_34445 
if 
  2 > 296@ 
else_jump @SMOKE4_34445 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_34445
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_34497 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_34497
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_34549 
0713: actor 55@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_34549
280@ = 1 

:SMOKE4_34556
if 
  280@ == 1 
else_jump @SMOKE4_35101 
if 
01AD:   car 169@ sphere 0 near_point 1905.28 -1831.57 radius 12.0 12.0 
else_jump @SMOKE4_35101 
00A5: 174@ = create_car 560 at 2002.102 -1890.368 8.108 
09C4: set_car 174@ gas_tank_explosion_enabled 0 
0175: set_car 174@ Z_angle_to 44.1 
05EB: assign_car 174@ to_path 276 
0129: 56@ = create_actor_pedtype 24 model 111 in_car 174@ driverseat 
060B: set_actor 56@ decision_maker_to 43@ 
054A: set_actor 56@ can_be_shot_in_a_car 0 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor_pedtype 24 model 111 in_car 174@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 57@ immune_to_nonplayer 1 
060B: set_actor 57@ decision_maker_to 43@ 
0223: set_actor 57@ health_to 10 
274@ = 1 
264@ = 1 
0186: 219@ = create_marker_above_car 174@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
0224: set_car 174@ health_to 1100 
02AC: set_car 174@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
00A5: 175@ = create_car 560 at 2008.843 -1897.323 8.1 
09C4: set_car 175@ gas_tank_explosion_enabled 0 
0175: set_car 175@ Z_angle_to 44.1 
05EB: assign_car 175@ to_path 277 
02AC: set_car 175@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02AA: set_car 175@ immune_to_nonplayer 1 
0129: 58@ = create_actor_pedtype 24 model 111 in_car 175@ driverseat 
060B: set_actor 58@ decision_maker_to 43@ 
02A9: set_actor 58@ immune_to_nonplayer 1 
01C8: 59@ = create_actor_pedtype 24 model 111 in_car 175@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
060B: set_actor 59@ decision_maker_to 43@ 
0223: set_actor 59@ health_to 10 
275@ = 1 
265@ = 1 
0186: 220@ = create_marker_above_car 175@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0224: set_car 175@ health_to 700 
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_35042 
0713: actor 57@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:SMOKE4_35042
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_35094 
0713: actor 59@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:SMOKE4_35094
280@ = 2 

:SMOKE4_35101
if 
  280@ == 2 
else_jump @SMOKE4_35810 
if 
01AD:   car 169@ sphere 0 near_point 2101.55 -1850.81 radius 12.0 12.0 
else_jump @SMOKE4_35810 
00A5: 204@ = create_car 581 at 2093.446 -1836.207 12.72 
09C4: set_car 204@ gas_tank_explosion_enabled 0 
0175: set_car 204@ Z_angle_to 267.18 
02AC: set_car 204@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 60@ = create_actor_pedtype 24 model 111 in_car 204@ driverseat 
0223: set_actor 60@ health_to 50 
060B: set_actor 60@ decision_maker_to 43@ 
02A9: set_actor 60@ immune_to_nonplayer 1 
01C8: 61@ = create_actor_pedtype 24 model 111 in_car 204@ passenger_seat 0 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 43@ 
02A9: set_actor 61@ immune_to_nonplayer 1 
0223: set_actor 61@ health_to 10 
258@ = 1 
271@ = 1 
0186: 225@ = create_marker_above_car 204@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
05EB: assign_car 204@ to_path 279 
00A5: 203@ = create_car 581 at 2018.735 -1900.925 8.108 
09C4: set_car 203@ gas_tank_explosion_enabled 0 
0175: set_car 203@ Z_angle_to 258.716 
02AC: set_car 203@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 62@ = create_actor_pedtype 24 model 111 in_car 203@ driverseat 
060B: set_actor 62@ decision_maker_to 43@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
01C8: 63@ = create_actor_pedtype 24 model 111 in_car 203@ passenger_seat 0 
01B2: give_actor 63@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 43@ 
02A9: set_actor 63@ immune_to_nonplayer 1 
0223: set_actor 62@ health_to 10 
02A9: set_actor 62@ immune_to_nonplayer 10 
0223: set_actor 63@ health_to 30 
02A9: set_actor 63@ immune_to_nonplayer 10 
257@ = 1 
270@ = 1 
0186: 224@ = create_marker_above_car 203@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
05EB: assign_car 203@ to_path 278 
if 
8118:   not actor 60@ dead 
else_jump @SMOKE4_35616 
if 
  4 > 296@ 
else_jump @SMOKE4_35616 
01B2: give_actor 60@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 60@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_35616
if 
8118:   not actor 62@ dead 
else_jump @SMOKE4_35699 
if 
  4 > 296@ 
else_jump @SMOKE4_35699 
01B2: give_actor 62@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 62@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_35699
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_35751 
0713: actor 61@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:SMOKE4_35751
if 
8118:   not actor 63@ dead 
else_jump @SMOKE4_35803 
0713: actor 63@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:SMOKE4_35803
280@ = 3 

:SMOKE4_35810
if 
  280@ == 3 
else_jump @SMOKE4_36241 
if 
01AD:   car 169@ sphere 0 near_point 2425.93 -1874.76 radius 10.0 10.0 
else_jump @SMOKE4_36241 
00A6: destroy_car 216@ 
00A6: destroy_car 215@ 
00A6: destroy_car 197@ 
00A6: destroy_car 202@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
00A6: destroy_car 173@ 
00A6: destroy_car 174@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
00A5: 214@ = create_car 581 at 2417.1 -1876.578 12.92 
09C4: set_car 214@ gas_tank_explosion_enabled 0 
0175: set_car 214@ Z_angle_to 271.4 
05EB: assign_car 214@ to_path 280 
02AC: set_car 214@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 64@ = create_actor_pedtype 24 model 111 in_car 214@ driverseat 
060B: set_actor 64@ decision_maker_to 43@ 
02A9: set_actor 64@ immune_to_nonplayer 1 
01C8: 65@ = create_actor_pedtype 24 model 111 in_car 214@ passenger_seat 0 
01B2: give_actor 65@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 43@ 
02A9: set_actor 65@ immune_to_nonplayer 1 
0223: set_actor 64@ health_to 10 
0223: set_actor 65@ health_to 10 
259@ = 1 
272@ = 1 
0186: 226@ = create_marker_above_car 214@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_36169 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_36169
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_36234 
01B2: give_actor 64@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 64@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 297@ 

:SMOKE4_36234
280@ = 4 

:SMOKE4_36241
if 
  280@ == 4 
else_jump @SMOKE4_36524 
if 
01AD:   car 169@ sphere 0 near_point 2499.36 -1871.699 radius 10.0 10.0 
else_jump @SMOKE4_36524 
00A5: 176@ = create_car 560 at 2529.256 -1892.9 13.24 
09C4: set_car 176@ gas_tank_explosion_enabled 0 
0175: set_car 176@ Z_angle_to 269.177 
05EB: assign_car 176@ to_path 281 
0224: set_car 176@ health_to 600 
0129: 66@ = create_actor_pedtype 24 model 111 in_car 176@ driverseat 
060B: set_actor 66@ decision_maker_to 43@ 
02A9: set_actor 66@ immune_to_nonplayer 1 
01C8: 67@ = create_actor_pedtype 24 model 111 in_car 176@ passenger_seat 0 
01B2: give_actor 67@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 67@ immune_to_nonplayer 1 
060B: set_actor 67@ decision_maker_to 43@ 
276@ = 1 
266@ = 1 
0186: 221@ = create_marker_above_car 176@ 
018B: set_marker 221@ radar_mode 2 
0168: set_marker 221@ size 2 
0224: set_car 176@ health_to 800 
if 
8118:   not actor 67@ dead 
else_jump @SMOKE4_36517 
0713: actor 67@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:SMOKE4_36517
280@ = 5 

:SMOKE4_36524
if 
  280@ == 5 
else_jump @SMOKE4_36588 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_36588 
if 
86AA:   not NOP_false 196@ 
else_jump @SMOKE4_36588 
0519: set_car 196@ locked 1 
280@ = 6 

:SMOKE4_36588
if 
  280@ == 6 
else_jump @SMOKE4_36656 
if 
  287@ == 0 
else_jump @SMOKE4_36656 
if 
  251@ == 2 
else_jump @SMOKE4_36656 
287@ = 1 
285@ = 1 

:SMOKE4_36656
if 
  281@ == 1 
else_jump @SMOKE4_36810 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_36810 
if 
8119:   not car 216@ wrecked 
else_jump @SMOKE4_36810 
if 
  41@ > 26250 
else_jump @SMOKE4_36810 
if or
   not 273@ == 3 
   not 263@ == 2 
else_jump @SMOKE4_36810 
02AC: set_car 216@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 216@ from_path 
0224: set_car 216@ health_to 200 
07DB: set_car 216@ rotation_velocity_XYZ 1.5 -2.3999 4.1003 through_center_of_mass 
020B: explode_car 216@ 
281@ = 2 

:SMOKE4_36810
if 
  281@ == 2 
else_jump @SMOKE4_36875 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_36875 
if 
  41@ > 26900 
else_jump @SMOKE4_36875 
020B: explode_car 173@ 
281@ = 3 

:SMOKE4_36875
if 
  282@ == 1 
else_jump @SMOKE4_36976 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_36976 
if 
8119:   not car 215@ wrecked 
else_jump @SMOKE4_36976 
if 
  41@ > 35647 
else_jump @SMOKE4_36976 
02AC: set_car 215@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 215@ health_to 500 
282@ = 2 

:SMOKE4_36976
if 
  282@ == 2 
else_jump @SMOKE4_37043 
if 
  41@ > 35800 
else_jump @SMOKE4_37043 
if 
8119:   not car 215@ wrecked 
else_jump @SMOKE4_37043 
020B: explode_car 215@ 
282@ = 3 

:SMOKE4_37043
if 
  282@ == 3 
else_jump @SMOKE4_37110 
if 
  41@ > 36500 
else_jump @SMOKE4_37110 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_37110 
020B: explode_car 174@ 
282@ = 4 

:SMOKE4_37110
if 
  255@ == 1 
else_jump @SMOKE4_37358 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_37358 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_37167 
jump @SMOKE4_37358 

:SMOKE4_37167
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_37316 
if 
00DB:   actor 51@ in_car 197@ 
else_jump @SMOKE4_37309 
046C: 213@ = car 197@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_37309 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 51@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 51@ in_car 197@ 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
255@ = 2 

:SMOKE4_37309
jump @SMOKE4_37358 

:SMOKE4_37316
04BA: set_car 197@ speed_to 18.0 
05EC: release_car 197@ from_path 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
255@ = 2 

:SMOKE4_37358
if 
  255@ == 2 
else_jump @SMOKE4_37450 
if 
0118:   actor 51@ dead 
else_jump @SMOKE4_37450 
05EC: release_car 197@ from_path 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_37443 
04BA: set_car 197@ speed_to 18.0 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_37443
255@ = 3 

:SMOKE4_37450
if 
  268@ == 1 
else_jump @SMOKE4_37537 
if 
0118:   actor 50@ dead 
else_jump @SMOKE4_37537 
if or
0118:   actor 51@ dead 
0119:   car 197@ wrecked 
else_jump @SMOKE4_37537 
05EC: release_car 197@ from_path 
0164: disable_marker 222@ 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
268@ = 2 

:SMOKE4_37537
if 
  256@ == 1 
else_jump @SMOKE4_37785 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_37785 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_37594 
jump @SMOKE4_37785 

:SMOKE4_37594
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_37743 
if 
00DB:   actor 53@ in_car 202@ 
else_jump @SMOKE4_37736 
046C: 213@ = car 202@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_37736 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 53@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 53@ in_car 202@ 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
256@ = 2 

:SMOKE4_37736
jump @SMOKE4_37785 

:SMOKE4_37743
04BA: set_car 202@ speed_to 18.0 
05EC: release_car 202@ from_path 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
256@ = 2 

:SMOKE4_37785
if 
  256@ == 2 
else_jump @SMOKE4_37877 
if 
0118:   actor 53@ dead 
else_jump @SMOKE4_37877 
05EC: release_car 202@ from_path 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_37870 
04BA: set_car 202@ speed_to 18.0 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_37870
256@ = 3 

:SMOKE4_37877
if 
  269@ == 1 
else_jump @SMOKE4_37964 
if 
0118:   actor 52@ dead 
else_jump @SMOKE4_37964 
if or
0118:   actor 53@ dead 
0119:   car 202@ wrecked 
else_jump @SMOKE4_37964 
05EC: release_car 202@ from_path 
0164: disable_marker 223@ 
01C3: remove_references_to_car 202@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
269@ = 2 

:SMOKE4_37964
if 
  273@ == 1 
else_jump @SMOKE4_38116 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_38116 
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_38021 
jump @SMOKE4_38116 

:SMOKE4_38021
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_38104 
if 
00DB:   actor 55@ in_car 173@ 
else_jump @SMOKE4_38097 
046C: 213@ = car 173@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_38097 
0676: AS_actor 55@ in_car 173@ move_from_passengerseat_to_driverseat 
273@ = 2 

:SMOKE4_38097
jump @SMOKE4_38116 

:SMOKE4_38104
05EC: release_car 173@ from_path 
273@ = 2 

:SMOKE4_38116
if 
  273@ == 2 
else_jump @SMOKE4_38183 
if 
0118:   actor 55@ dead 
else_jump @SMOKE4_38183 
05EC: release_car 173@ from_path 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_38176 
00A9: set_car 173@ to_normal_driver 

:SMOKE4_38176
273@ = 3 

:SMOKE4_38183
if 
  263@ == 1 
else_jump @SMOKE4_38291 
if 
0118:   actor 54@ dead 
else_jump @SMOKE4_38291 
if or
0118:   actor 55@ dead 
0119:   car 173@ wrecked 
else_jump @SMOKE4_38291 
05EC: release_car 173@ from_path 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_38264 
00A9: set_car 173@ to_normal_driver 

:SMOKE4_38264
0164: disable_marker 218@ 
01C3: remove_references_to_car 173@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
263@ = 2 

:SMOKE4_38291
if 
  274@ == 1 
else_jump @SMOKE4_38443 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_38443 
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_38348 
jump @SMOKE4_38443 

:SMOKE4_38348
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_38431 
if 
00DB:   actor 57@ in_car 174@ 
else_jump @SMOKE4_38424 
046C: 213@ = car 174@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_38424 
0676: AS_actor 57@ in_car 174@ move_from_passengerseat_to_driverseat 
274@ = 2 

:SMOKE4_38424
jump @SMOKE4_38443 

:SMOKE4_38431
05EC: release_car 174@ from_path 
274@ = 2 

:SMOKE4_38443
if 
  274@ == 2 
else_jump @SMOKE4_38510 
if 
0118:   actor 57@ dead 
else_jump @SMOKE4_38510 
05EC: release_car 174@ from_path 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_38503 
00A9: set_car 174@ to_normal_driver 

:SMOKE4_38503
274@ = 3 

:SMOKE4_38510
if 
  264@ == 1 
else_jump @SMOKE4_38618 
if 
0118:   actor 56@ dead 
else_jump @SMOKE4_38618 
if or
0118:   actor 57@ dead 
0119:   car 174@ wrecked 
else_jump @SMOKE4_38618 
05EC: release_car 174@ from_path 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_38591 
00A9: set_car 174@ to_normal_driver 

:SMOKE4_38591
0164: disable_marker 219@ 
01C3: remove_references_to_car 174@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
264@ = 2 

:SMOKE4_38618
if 
  275@ == 1 
else_jump @SMOKE4_38770 
if 
8119:   not car 175@ wrecked 
else_jump @SMOKE4_38770 
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_38675 
jump @SMOKE4_38770 

:SMOKE4_38675
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_38758 
if 
00DB:   actor 59@ in_car 175@ 
else_jump @SMOKE4_38751 
046C: 213@ = car 175@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_38751 
0676: AS_actor 59@ in_car 175@ move_from_passengerseat_to_driverseat 
275@ = 2 

:SMOKE4_38751
jump @SMOKE4_38770 

:SMOKE4_38758
05EC: release_car 175@ from_path 
275@ = 2 

:SMOKE4_38770
if 
  275@ == 2 
else_jump @SMOKE4_38837 
if 
0118:   actor 59@ dead 
else_jump @SMOKE4_38837 
05EC: release_car 175@ from_path 
if 
8119:   not car 175@ wrecked 
else_jump @SMOKE4_38830 
00A9: set_car 175@ to_normal_driver 

:SMOKE4_38830
275@ = 3 

:SMOKE4_38837
if 
  265@ == 1 
else_jump @SMOKE4_38945 
if 
0118:   actor 58@ dead 
else_jump @SMOKE4_38945 
if or
0118:   actor 59@ dead 
0119:   car 175@ wrecked 
else_jump @SMOKE4_38945 
05EC: release_car 175@ from_path 
0164: disable_marker 220@ 
if 
8119:   not car 175@ wrecked 
else_jump @SMOKE4_38923 
00A9: set_car 175@ to_normal_driver 

:SMOKE4_38923
01C3: remove_references_to_car 175@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
265@ = 2 

:SMOKE4_38945
if 
  258@ == 1 
else_jump @SMOKE4_39193 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_39193 
if 
8118:   not actor 60@ dead 
else_jump @SMOKE4_39002 
jump @SMOKE4_39193 

:SMOKE4_39002
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_39151 
if 
00DB:   actor 61@ in_car 204@ 
else_jump @SMOKE4_39144 
046C: 213@ = car 204@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_39144 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 61@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 61@ in_car 204@ 
0713: actor 61@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
258@ = 2 

:SMOKE4_39144
jump @SMOKE4_39193 

:SMOKE4_39151
04BA: set_car 204@ speed_to 18.0 
05EC: release_car 204@ from_path 
07DB: set_car 204@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
258@ = 2 

:SMOKE4_39193
if 
  258@ == 2 
else_jump @SMOKE4_39285 
if 
0118:   actor 61@ dead 
else_jump @SMOKE4_39285 
05EC: release_car 204@ from_path 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_39278 
04BA: set_car 204@ speed_to 18.0 
07DB: set_car 204@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_39278
258@ = 3 

:SMOKE4_39285
if 
  271@ == 1 
else_jump @SMOKE4_39372 
if 
0118:   actor 60@ dead 
else_jump @SMOKE4_39372 
if or
0118:   actor 61@ dead 
0119:   car 204@ wrecked 
else_jump @SMOKE4_39372 
05EC: release_car 204@ from_path 
0164: disable_marker 225@ 
01C3: remove_references_to_car 204@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
271@ = 2 

:SMOKE4_39372
if 
  257@ == 1 
else_jump @SMOKE4_39620 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_39620 
if 
8118:   not actor 62@ dead 
else_jump @SMOKE4_39429 
jump @SMOKE4_39620 

:SMOKE4_39429
if 
8118:   not actor 63@ dead 
else_jump @SMOKE4_39578 
if 
00DB:   actor 63@ in_car 203@ 
else_jump @SMOKE4_39571 
046C: 213@ = car 203@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_39571 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 63@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 63@ in_car 203@ 
0713: actor 63@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
257@ = 2 

:SMOKE4_39571
jump @SMOKE4_39620 

:SMOKE4_39578
04BA: set_car 203@ speed_to 18.0 
05EC: release_car 203@ from_path 
07DB: set_car 203@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
257@ = 2 

:SMOKE4_39620
if 
  257@ == 2 
else_jump @SMOKE4_39712 
if 
0118:   actor 63@ dead 
else_jump @SMOKE4_39712 
05EC: release_car 203@ from_path 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_39705 
04BA: set_car 203@ speed_to 18.0 
07DB: set_car 203@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_39705
257@ = 3 

:SMOKE4_39712
if 
  270@ == 1 
else_jump @SMOKE4_39799 
if 
0118:   actor 62@ dead 
else_jump @SMOKE4_39799 
if or
0118:   actor 63@ dead 
0119:   car 203@ wrecked 
else_jump @SMOKE4_39799 
05EC: release_car 203@ from_path 
0164: disable_marker 224@ 
01C3: remove_references_to_car 203@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
270@ = 2 

:SMOKE4_39799
if 
  259@ == 1 
else_jump @SMOKE4_40047 
if 
8119:   not car 214@ wrecked 
else_jump @SMOKE4_40047 
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_39856 
jump @SMOKE4_40047 

:SMOKE4_39856
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_40005 
if 
00DB:   actor 65@ in_car 214@ 
else_jump @SMOKE4_39998 
046C: 213@ = car 214@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_39998 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 65@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 65@ in_car 214@ 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
259@ = 2 

:SMOKE4_39998
jump @SMOKE4_40047 

:SMOKE4_40005
04BA: set_car 214@ speed_to 18.0 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
259@ = 2 

:SMOKE4_40047
if 
  259@ == 2 
else_jump @SMOKE4_40139 
if 
0118:   actor 65@ dead 
else_jump @SMOKE4_40139 
05EC: release_car 214@ from_path 
if 
8119:   not car 214@ wrecked 
else_jump @SMOKE4_40132 
04BA: set_car 214@ speed_to 18.0 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_40132
259@ = 3 

:SMOKE4_40139
if 
  272@ == 1 
else_jump @SMOKE4_40226 
if 
0118:   actor 64@ dead 
else_jump @SMOKE4_40226 
if or
0118:   actor 65@ dead 
0119:   car 214@ wrecked 
else_jump @SMOKE4_40226 
05EC: release_car 214@ from_path 
0164: disable_marker 226@ 
01C3: remove_references_to_car 214@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
272@ = 2 

:SMOKE4_40226
if 
  276@ == 1 
else_jump @SMOKE4_40378 
if 
8119:   not car 176@ wrecked 
else_jump @SMOKE4_40378 
if 
8118:   not actor 66@ dead 
else_jump @SMOKE4_40283 
jump @SMOKE4_40378 

:SMOKE4_40283
if 
8118:   not actor 67@ dead 
else_jump @SMOKE4_40366 
if 
00DB:   actor 67@ in_car 176@ 
else_jump @SMOKE4_40359 
046C: 213@ = car 176@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_40359 
0676: AS_actor 67@ in_car 176@ move_from_passengerseat_to_driverseat 
276@ = 2 

:SMOKE4_40359
jump @SMOKE4_40378 

:SMOKE4_40366
05EC: release_car 176@ from_path 
276@ = 2 

:SMOKE4_40378
if 
  276@ == 2 
else_jump @SMOKE4_40445 
if 
0118:   actor 67@ dead 
else_jump @SMOKE4_40445 
05EC: release_car 176@ from_path 
if 
8119:   not car 176@ wrecked 
else_jump @SMOKE4_40438 
00A9: set_car 176@ to_normal_driver 

:SMOKE4_40438
276@ = 3 

:SMOKE4_40445
if 
  266@ == 1 
else_jump @SMOKE4_40553 
if 
0118:   actor 66@ dead 
else_jump @SMOKE4_40553 
if or
0118:   actor 67@ dead 
0119:   car 176@ wrecked 
else_jump @SMOKE4_40553 
05EC: release_car 176@ from_path 
if 
8119:   not car 176@ wrecked 
else_jump @SMOKE4_40526 
00A9: set_car 176@ to_normal_driver 

:SMOKE4_40526
0164: disable_marker 221@ 
01C3: remove_references_to_car 176@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
266@ = 2 

:SMOKE4_40553
if 
  280@ > 0 
else_jump @SMOKE4_42323 
if 
  290@ == 0 
else_jump @SMOKE4_40638 
if 
  291@ == 0 
else_jump @SMOKE4_40638 
04AF: 247@ = 35689 // = constant 
05AA: 248@s = 'SMO4_HA' // @s = 'short'  // Oh shit, now the truck's found us again!
gosub @SMOKE4_51578 

:SMOKE4_40638
if 
  290@ == 1 
else_jump @SMOKE4_40705 
if 
  291@ == 0 
else_jump @SMOKE4_40705 
04AF: 247@ = 35690 // = constant 
05AA: 248@s = 'SMO4_HB' // @s = 'short'  // Man, stop being so negative!
gosub @SMOKE4_51578 

:SMOKE4_40705
if 
  290@ == 2 
else_jump @SMOKE4_40772 
if 
  291@ == 0 
else_jump @SMOKE4_40772 
04AF: 247@ = 35691 // = constant 
05AA: 248@s = 'SMO4_HC' // @s = 'short'  // Focus on the good news!
gosub @SMOKE4_51578 

:SMOKE4_40772
if 
  290@ == 3 
else_jump @SMOKE4_40839 
if 
  291@ == 0 
else_jump @SMOKE4_40839 
04AF: 247@ = 35692 // = constant 
05AA: 248@s = 'SMO4_HD' // @s = 'short'  // Such as?
gosub @SMOKE4_51578 

:SMOKE4_40839
if 
  290@ == 4 
else_jump @SMOKE4_40906 
if 
  291@ == 0 
else_jump @SMOKE4_40906 
04AF: 247@ = 35693 // = constant 
05AA: 248@s = 'SMO4_HE' // @s = 'short'  // We ain't dead, and your trigger finger still works, fool!
gosub @SMOKE4_51578 

:SMOKE4_40906
if 
  290@ == 5 
else_jump @SMOKE4_40973 
if 
  291@ == 0 
else_jump @SMOKE4_40973 
04AF: 247@ = 35694 // = constant 
05AA: 248@s = 'SMO4_HF' // @s = 'short'  // I think the gearbox is screwed up on this thing! I can't get no speed!
gosub @SMOKE4_51578 

:SMOKE4_40973
if 
  290@ == 6 
else_jump @SMOKE4_41040 
if 
  291@ == 0 
else_jump @SMOKE4_41040 
04AF: 247@ = 35695 // = constant 
05AA: 248@s = 'SMO4_HH' // @s = 'short'  // Yeah, who negative now, bitch?
gosub @SMOKE4_51578 

:SMOKE4_41040
if 
  290@ == 7 
else_jump @SMOKE4_41107 
if 
  291@ == 0 
else_jump @SMOKE4_41107 
04AF: 247@ = 35696 // = constant 
05AA: 248@s = 'SMO4_HJ' // @s = 'short'  // Point taken, I'll keep my mouth shut from now on.
gosub @SMOKE4_51578 

:SMOKE4_41107
if 
  290@ == 8 
else_jump @SMOKE4_41174 
if 
  291@ == 0 
else_jump @SMOKE4_41174 
04AF: 247@ = 35661 // = constant 
05AA: 248@s = 'SMO4_ER' // @s = 'short'  // Watch our backs!
gosub @SMOKE4_51578 

:SMOKE4_41174
if 
  293@ == 0 
else_jump @SMOKE4_41237 
if 
01AD:   car 169@ sphere 0 near_point 2047.59 -1850.32 radius 12.0 12.0 
else_jump @SMOKE4_41237 
293@ = 1 

:SMOKE4_41237
if 
  290@ == 9 
else_jump @SMOKE4_41322 
if 
  291@ == 0 
else_jump @SMOKE4_41322 
if 
  293@ == 1 
else_jump @SMOKE4_41322 
04AF: 247@ = 35700 // = constant 
05AA: 248@s = 'SMO4_HN' // @s = 'short'  // OH SHIT!
gosub @SMOKE4_51578 

:SMOKE4_41322
if 
  293@ == 1 
else_jump @SMOKE4_41385 
if 
01AD:   car 169@ sphere 0 near_point 2121.17 -1853.67 radius 12.0 12.0 
else_jump @SMOKE4_41385 
293@ = 2 

:SMOKE4_41385
if 
  290@ == 10 
else_jump @SMOKE4_41470 
if 
  291@ == 0 
else_jump @SMOKE4_41470 
if 
  293@ == 2 
else_jump @SMOKE4_41470 
04AF: 247@ = 35685 // = constant 
05AA: 248@s = 'SMO4_GM' // @s = 'short'  // Oh man, the cars found a ramp!
gosub @SMOKE4_51578 

:SMOKE4_41470
if 
  290@ == 11 
else_jump @SMOKE4_41537 
if 
  291@ == 0 
else_jump @SMOKE4_41537 
04AF: 247@ = 35688 // = constant 
05AA: 248@s = 'SMO4_GP' // @s = 'short'  // Don't tell me about it, shoot!
gosub @SMOKE4_51578 

:SMOKE4_41537
if 
  293@ == 2 
else_jump @SMOKE4_41600 
if 
01AD:   car 169@ sphere 0 near_point 2216.75 -1854.73 radius 12.0 12.0 
else_jump @SMOKE4_41600 
293@ = 3 

:SMOKE4_41600
if 
  290@ == 12 
else_jump @SMOKE4_41685 
if 
  291@ == 0 
else_jump @SMOKE4_41685 
if 
  293@ == 3 
else_jump @SMOKE4_41685 
04AF: 247@ = 35702 // = constant 
05AA: 248@s = 'SMO4_HP' // @s = 'short'  // Hold on!
gosub @SMOKE4_51578 

:SMOKE4_41685
if 
  290@ == 13 
else_jump @SMOKE4_41752 
if 
  291@ == 0 
else_jump @SMOKE4_41752 
04AF: 247@ = 35705 // = constant 
05AA: 248@s = 'SMO4_HS' // @s = 'short'  // Get us up that ramp!
gosub @SMOKE4_51578 

:SMOKE4_41752
if 
  290@ == 14 
else_jump @SMOKE4_41819 
if 
  291@ == 0 
else_jump @SMOKE4_41819 
04AF: 247@ = 35706 // = constant 
05AA: 248@s = 'SMO4_HT' // @s = 'short'  // I'm on it, baby!
gosub @SMOKE4_51578 

:SMOKE4_41819
if 
  293@ == 3 
else_jump @SMOKE4_41882 
if 
01AD:   car 169@ sphere 0 near_point 2435.94 -1874.57 radius 12.0 12.0 
else_jump @SMOKE4_41882 
293@ = 4 

:SMOKE4_41882
if 
  290@ == 15 
else_jump @SMOKE4_41967 
if 
  291@ == 0 
else_jump @SMOKE4_41967 
if 
  293@ == 4 
else_jump @SMOKE4_41967 
04AF: 247@ = 35684 // = constant 
05AA: 248@s = 'SMO4_GL' // @s = 'short'  // We still got bikes on us, man!
gosub @SMOKE4_51578 

:SMOKE4_41967
if 
  290@ == 16 
else_jump @SMOKE4_42034 
if 
  291@ == 0 
else_jump @SMOKE4_42034 
04AF: 247@ = 35686 // = constant 
05AA: 248@s = 'SMO4_GN' // @s = 'short'  // Man, quit bitchin' and shoot as many of them assholes as you can!
gosub @SMOKE4_51578 

:SMOKE4_42034
if 
  293@ == 4 
else_jump @SMOKE4_42097 
if 
01AD:   car 169@ sphere 0 near_point 2539.11 -1865.31 radius 12.0 12.0 
else_jump @SMOKE4_42097 
293@ = 5 

:SMOKE4_42097
if 
  290@ == 17 
else_jump @SMOKE4_42182 
if 
  291@ == 0 
else_jump @SMOKE4_42182 
if 
  293@ == 4 
else_jump @SMOKE4_42182 
04AF: 247@ = 35709 // = constant 
05AA: 248@s = 'SMO4_JA' // @s = 'short'  // Fools totaled their truck!
gosub @SMOKE4_51578 

:SMOKE4_42182
if 
  290@ == 18 
else_jump @SMOKE4_42249 
if 
  291@ == 0 
else_jump @SMOKE4_42249 
04AF: 247@ = 35710 // = constant 
05AA: 248@s = 'SMO4_JB' // @s = 'short'  // Go around 'em, man!
gosub @SMOKE4_51578 

:SMOKE4_42249
if 
  290@ == 19 
else_jump @SMOKE4_42316 
if 
  291@ == 0 
else_jump @SMOKE4_42316 
04AF: 247@ = 35711 // = constant 
05AA: 248@s = 'SMO4_JC' // @s = 'short'  // Screw that, we're taking the scenic route!
gosub @SMOKE4_51578 

:SMOKE4_42316
gosub @SMOKE4_51620 

:SMOKE4_42323
if 
  287@ == 1 
else_jump @SMOKE4_44336 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_44336 
if 
  285@ == 1 
else_jump @SMOKE4_43285 
if 
01AD:   car 169@ sphere 0 near_point 2565.98 -1747.12 radius 12.0 12.0 
else_jump @SMOKE4_43285 
fade 0 0 
07C0: load_path 282 
07C0: load_path 283 
07C0: load_path 284 
07C0: load_path 285 
07C0: load_path 286 
0247: load_model #STORM_DRAIN_COVER 
0247: load_model #BARREL4 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 169@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_42511 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_42511
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_42549 
0657: car 196@ open_door 2 

:SMOKE4_42549
138@ = 2569.144 
139@ = -1676.185 
140@ = 2.915 
141@ = 2569.512 
142@ = -1677.113 
143@ = 2.8487 
015F: set_camera_position 2578.406 -1668.328 1.3204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2577.853 -1669.157 1.4051 switchstyle 2 
05EC: release_car 197@ from_path 
00A6: destroy_car 197@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
05EC: release_car 202@ from_path 
00A6: destroy_car 202@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
05EC: release_car 173@ from_path 
00A6: destroy_car 173@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
05EC: release_car 174@ from_path 
00A6: destroy_car 174@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 175@ from_path 
00A6: destroy_car 175@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
05EC: release_car 204@ from_path 
00A6: destroy_car 204@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
05EC: release_car 203@ from_path 
00A6: destroy_car 203@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
05EC: release_car 214@ from_path 
00A6: destroy_car 214@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
05EC: release_car 176@ from_path 
00A6: destroy_car 176@ 
009B: destroy_actor 66@ 
009B: destroy_actor 67@ 
00A5: 173@ = create_car 560 at 2575.871 -1676.557 0.7246 
0175: set_car 173@ Z_angle_to 85.0235 
02AC: set_car 173@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00A5: 174@ = create_car 560 at 2567.348 -1675.912 0.7398 
0175: set_car 174@ Z_angle_to 263.7667 
02AC: set_car 174@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
009A: 45@ = create_actor_pedtype 24 model 111 at 2578.022 -1674.761 0.7667 
0173: set_actor 45@ Z_angle_to 162.2371 
060B: set_actor 45@ decision_maker_to 43@ 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 45@ rotate_and_shoot_at 2574.87 -1686.48 2.02 3000 ms 
009A: 46@ = create_actor_pedtype 24 model 111 at 2574.336 -1674.478 0.7734 
0173: set_actor 46@ Z_angle_to 162.2371 
060B: set_actor 46@ decision_maker_to 43@ 
01B2: give_actor 46@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 46@ rotate_and_shoot_at 2572.21 -1686.56 3.13 3000 ms 
04EB: AS_actor 46@ crouch 1 
009A: 47@ = create_actor_pedtype 24 model 111 at 2569.295 -1674.4 0.7752 
0173: set_actor 47@ Z_angle_to 170.9985 
060B: set_actor 47@ decision_maker_to 43@ 
01B2: give_actor 47@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 47@ rotate_and_shoot_at 2566.95 -1686.14 2.5 3000 ms 
009A: 48@ = create_actor_pedtype 24 model 111 at 2565.314 -1673.921 0.7864 
0173: set_actor 48@ Z_angle_to 170.9985 
060B: set_actor 48@ decision_maker_to 43@ 
01B2: give_actor 48@ weapon 28 ammo 9999 // Load the weapon model before using this 
04EB: AS_actor 48@ crouch 1 
0668: AS_actor 48@ rotate_and_shoot_at 2564.35 -1786.51 2.18 3000 ms 
if 
060E:   car 169@ assigned_to_path 
else_jump @SMOKE4_43271 
05EC: release_car 169@ from_path 

:SMOKE4_43271
251@ = 3 
285@ = 2 

:SMOKE4_43285
if 
  285@ == 2 
else_jump @SMOKE4_43422 
if 
07C1:   path 282 available 
else_jump @SMOKE4_43422 
if 
07C1:   path 283 available 
else_jump @SMOKE4_43422 
if 
07C1:   path 284 available 
else_jump @SMOKE4_43422 
if 
07C1:   path 285 available 
else_jump @SMOKE4_43422 
if 
07C1:   path 286 available 
else_jump @SMOKE4_43422 
if 
0248:   model #STORM_DRAIN_COVER available 
else_jump @SMOKE4_43422 
if 
0248:   model #BARREL4 available 
else_jump @SMOKE4_43422 
285@ = 3 

:SMOKE4_43422
0871: init_jump_table 285@ total_jumps 3 default_jump 0 @SMOKE4_43747 jumps 3 @SMOKE4_43485 7 @SMOKE4_43580 8 @SMOKE4_43636 -1 @SMOKE4_43747 -1 @SMOKE4_43747 -1 @SMOKE4_43747 -1 @SMOKE4_43747 

:SMOKE4_43485
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_43573 
40@ = 0 
05EB: assign_car 169@ to_path 282 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_43540 
0224: set_car 196@ health_to 300 

:SMOKE4_43540
$74 = 1.0 
285@ = 7 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_43573 

:SMOKE4_43573
jump @SMOKE4_43747 

:SMOKE4_43580
285@ = 8 
fade 1 250 
40@ = 0 
41@ = 0 
159@ = 0 
167@ = 0 
168@ = 0 
jump @SMOKE4_43747 

:SMOKE4_43636
gosub @SMOKE4_50474 
gosub @SMOKE4_50728 
gosub @SMOKE4_51203 
if 
  40@ > 1800 
else_jump @SMOKE4_43740 
if 
  286@ == 0 
else_jump @SMOKE4_43701 
286@ = 1 

:SMOKE4_43701
015F: set_camera_position 138@ 139@ 140@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 141@ 142@ 143@ switchstyle 2 

:SMOKE4_43740
jump @SMOKE4_43747 

:SMOKE4_43747
if 
  286@ == 1 
else_jump @SMOKE4_43928 
if 
8118:   not actor 45@ dead 
else_jump @SMOKE4_43804 
0085: 87@ = 45@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_43804
if 
8118:   not actor 46@ dead 
else_jump @SMOKE4_43843 
0085: 87@ = 46@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_43843
if 
8118:   not actor 47@ dead 
else_jump @SMOKE4_43882 
0085: 87@ = 47@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_43882
if 
8118:   not actor 48@ dead 
else_jump @SMOKE4_43921 
0085: 87@ = 48@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_43921
286@ = 2 

:SMOKE4_43928
if 
  286@ == 2 
else_jump @SMOKE4_43972 
if 
  41@ > 3400 
else_jump @SMOKE4_43972 
286@ = 3 

:SMOKE4_43972
if 
  286@ == 3 
else_jump @SMOKE4_44082 
if 
  41@ > 3480 
else_jump @SMOKE4_44082 
if 
8119:   not car 196@ wrecked 
else_jump @SMOKE4_44082 
0519: set_car 196@ locked 0 
020B: explode_car 196@ 
020C: create_explosion_with_radius 0 at 2570.228 -1684.949 2.2595 
020C: create_explosion_with_radius 1 at 2570.228 -1684.949 2.2595 
286@ = 4 

:SMOKE4_44082
if 
  286@ == 4 
else_jump @SMOKE4_44166 
if 
  41@ > 3550 
else_jump @SMOKE4_44166 
if 
8119:   not car 173@ wrecked 
else_jump @SMOKE4_44159 
020B: explode_car 173@ 
020C: create_explosion_with_radius 1 at 2575.269 -1677.076 1.0414 

:SMOKE4_44159
286@ = 5 

:SMOKE4_44166
if 
  286@ == 5 
else_jump @SMOKE4_44250 
if 
8119:   not car 174@ wrecked 
else_jump @SMOKE4_44250 
if 
  41@ > 3625 
else_jump @SMOKE4_44250 
020B: explode_car 174@ 
020C: create_explosion_with_radius 2 at 2568.749 -1676.139 1.209 
286@ = 6 

:SMOKE4_44250
if 
  285@ > 7 
else_jump @SMOKE4_44336 
if 
  41@ > 4599 
else_jump @SMOKE4_44336 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
287@ = 2 
285@ = 10 

:SMOKE4_44336
if 
  287@ == 2 
else_jump @SMOKE4_50467 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_50467 
if 
  288@ == 0 
else_jump @SMOKE4_45931 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 263.0 rotation_speed 350.0 
02EB: restore_camera_with_jumpcut 
02AC: set_car 169@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_44462 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE4_44462
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 160@ = init_object #STORM_DRAIN_COVER at 2631.852 -1482.75 18.109 
289@ = 1 
290@ = 0 
291@ = 0 
293@ = 0 
040D: unload_wav 1 
03CF: load_wav 35713 as 1 
071F: set_object 160@ health_to 150 
0107: 161@ = create_object #BARREL4 at 2786.521 -1416.051 15.31 
0107: 162@ = create_object #BARREL4 at 2787.548 -1418.323 15.31 
0107: 163@ = create_object #BARREL4 at 2824.324 -1418.704 15.31 
0107: 164@ = create_object #BARREL4 at 2822.16 -1419.988 15.31 
0107: 165@ = create_object #BARREL4 at 2823.05 -1418.747 15.3 
0249: release_model 443 
00A5: 176@ = create_car 560 at 2601.689 -1600.107 3.1106 
0175: set_car 176@ Z_angle_to 61.4469 
266@ = 1 
00A5: 177@ = create_car 560 at 2595.717 -1558.29 8.4514 
0175: set_car 177@ Z_angle_to 287.8971 
267@ = 1 
009A: 56@ = create_actor_pedtype 24 model 111 at 2601.441 -1597.461 3.2207 
0173: set_actor 56@ Z_angle_to 135.3988 
0223: set_actor 56@ health_to 20 
060B: set_actor 56@ decision_maker_to 43@ 
01B2: give_actor 56@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 239@ = create_marker_above_actor 56@ 
018B: set_marker 239@ radar_mode 2 
0168: set_marker 239@ size 2 
009A: 57@ = create_actor_pedtype 24 model 111 at 2596.765 -1559.589 8.277 
0173: set_actor 57@ Z_angle_to 201.1592 
0223: set_actor 57@ health_to 20 
060B: set_actor 57@ decision_maker_to 43@ 
01B2: give_actor 57@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 240@ = create_marker_above_actor 57@ 
018B: set_marker 240@ radar_mode 2 
0168: set_marker 240@ size 2 
009A: 58@ = create_actor_pedtype 24 model 111 at 2596.941 -1555.855 8.9717 
0173: set_actor 58@ Z_angle_to 201.1592 
0223: set_actor 58@ health_to 20 
060B: set_actor 58@ decision_maker_to 43@ 
01B2: give_actor 58@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 241@ = create_marker_above_actor 58@ 
018B: set_marker 241@ radar_mode 2 
0168: set_marker 241@ size 2 
009A: 59@ = create_actor_pedtype 24 model 111 at 2624.819 -1494.002 15.4086 
0173: set_actor 59@ Z_angle_to 145.1087 
0223: set_actor 59@ health_to 10 
060B: set_actor 59@ decision_maker_to 43@ 
01B2: give_actor 59@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 242@ = create_marker_above_actor 59@ 
018B: set_marker 242@ radar_mode 2 
0168: set_marker 242@ size 2 
009A: 61@ = create_actor_pedtype 24 model 111 at 2625.413 -1496.587 15.3563 
0173: set_actor 61@ Z_angle_to 153.8693 
0223: set_actor 61@ health_to 10 
060B: set_actor 61@ decision_maker_to 43@ 
01B2: give_actor 61@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 243@ = create_marker_above_actor 61@ 
018B: set_marker 243@ radar_mode 2 
0168: set_marker 243@ size 2 
00A5: 197@ = create_car 581 at 2539.344 -1712.77 12.4719 
0175: set_car 197@ Z_angle_to 287.1995 
0129: 50@ = create_actor_pedtype 24 model 111 in_car 197@ driverseat 
060B: set_actor 50@ decision_maker_to 43@ 
01C8: 51@ = create_actor_pedtype 24 model 111 in_car 197@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 43@ 
0186: 222@ = create_marker_above_car 197@ 
018B: set_marker 222@ radar_mode 2 
0168: set_marker 222@ size 2 
0223: set_actor 50@ health_to 10 
02A9: set_actor 50@ immune_to_nonplayer 10 
0223: set_actor 51@ health_to 10 
02A9: set_actor 51@ immune_to_nonplayer 10 
255@ = 1 
268@ = 1 
00A5: 202@ = create_car 581 at 2533.568 -1714.569 12.4874 
09C4: set_car 202@ gas_tank_explosion_enabled 0 
0175: set_car 202@ Z_angle_to 287.5564 
0129: 52@ = create_actor_pedtype 24 model 111 in_car 202@ driverseat 
060B: set_actor 52@ decision_maker_to 43@ 
01C8: 53@ = create_actor_pedtype 24 model 111 in_car 202@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 43@ 
0186: 223@ = create_marker_above_car 202@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0223: set_actor 52@ health_to 50 
0223: set_actor 53@ health_to 50 
256@ = 1 
269@ = 1 
00A5: 203@ = create_car 581 at 2529.683 -1715.803 12.4991 
09C4: set_car 203@ gas_tank_explosion_enabled 0 
0175: set_car 203@ Z_angle_to 287.7722 
0129: 54@ = create_actor_pedtype 24 model 111 in_car 203@ driverseat 
060B: set_actor 54@ decision_maker_to 43@ 
01C8: 55@ = create_actor_pedtype 24 model 111 in_car 203@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 43@ 
0186: 224@ = create_marker_above_car 203@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0223: set_actor 54@ health_to 30 
02A9: set_actor 54@ immune_to_nonplayer 10 
0223: set_actor 55@ health_to 30 
02A9: set_actor 55@ immune_to_nonplayer 10 
257@ = 1 
270@ = 1 
00A5: 204@ = create_car 581 at 2524.542 -1717.461 12.5175 
09C4: set_car 204@ gas_tank_explosion_enabled 0 
0175: set_car 204@ Z_angle_to 287.8176 
0129: 64@ = create_actor_pedtype 24 model 111 in_car 204@ driverseat 
060B: set_actor 64@ decision_maker_to 43@ 
01C8: 65@ = create_actor_pedtype 24 model 111 in_car 204@ passenger_seat 0 
01B2: give_actor 65@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 43@ 
0186: 225@ = create_marker_above_car 204@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
258@ = 1 
271@ = 1 
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_45768 
0085: 87@ = 56@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_45768
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_45807 
0085: 87@ = 57@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_45807
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_45846 
0085: 87@ = 58@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51921 

:SMOKE4_45846
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_45885 
0085: 87@ = 59@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_45885
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_45924 
0085: 87@ = 61@ // (int) 
008B: 88@ = $PLAYER_ACTOR // (int) 
gosub @SMOKE4_51965 

:SMOKE4_45924
288@ = 1 

:SMOKE4_45931
if 
  288@ == 1 
else_jump @SMOKE4_46339 
if 
01AD:   car 169@ sphere 0 near_point 2580.74 -1621.47 radius 15.0 15.0 
else_jump @SMOKE4_46339 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_46011 
05EB: assign_car 197@ to_path 283 

:SMOKE4_46011
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_46035 
05EB: assign_car 202@ to_path 284 

:SMOKE4_46035
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_46059 
05EB: assign_car 203@ to_path 285 

:SMOKE4_46059
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_46083 
05EB: assign_car 204@ to_path 286 

:SMOKE4_46083
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_46135 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:SMOKE4_46135
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_46188 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 297@ 

:SMOKE4_46188
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_46240 
0713: actor 55@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:SMOKE4_46240
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_46292 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:SMOKE4_46292
01C3: remove_references_to_car 173@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 174@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
288@ = 2 

:SMOKE4_46339
if 
  288@ == 2 
else_jump @SMOKE4_46480 
if 
01AD:   car 169@ sphere 0 near_point 2676.96 -1432.1 radius 12.0 12.0 
else_jump @SMOKE4_46480 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
00A6: destroy_car 176@ 
00A6: destroy_car 177@ 
00A6: destroy_car 196@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
040D: unload_wav 2 
03CF: load_wav 35726 as 2 
288@ = 3 

:SMOKE4_46480
if 
  288@ == 3 
else_jump @SMOKE4_46682 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_46682 
if 
01AD:   car 169@ sphere 0 near_point 2825.37 -1538.43 radius 7.0 7.0 
else_jump @SMOKE4_46682 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2823.755 -1537.138 10.0736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2823.25 -1537.966 10.3176 switchstyle 2 
040D: unload_wav 1 
00BE: text_clear_all 
03CF: load_wav 35727 as 1 

:SMOKE4_46629
if 
83D0:   not wav 2 loaded 
else_jump @SMOKE4_46655 
wait 0 
jump @SMOKE4_46629 

:SMOKE4_46655
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_JS' time 5000 flag 1  // We lost 'em, Smoke!
288@ = 4 

:SMOKE4_46682
if 
  288@ == 4 
else_jump @SMOKE4_46940 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_46940 
if 
01AE:   car 169@ sphere 0 near_point 2825.37 -1538.43 radius 5.0 5.0 stopped 
else_jump @SMOKE4_46940 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_46940 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_46940 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_46940 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KA' time 5000 flag 1  // Man, we better split up.
040D: unload_wav 2 
03CF: load_wav 35729 as 2 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
00A6: destroy_car 197@ 
0164: disable_marker 222@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
00A6: destroy_car 202@ 
0164: disable_marker 223@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car 203@ 
0164: disable_marker 224@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
00A6: destroy_car 204@ 
0164: disable_marker 225@ 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 10000 ms 
40@ = 0 
288@ = 5 

:SMOKE4_46940
if 
  288@ == 5 
else_jump @SMOKE4_47149 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_47149 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE4_47149 
015F: set_camera_position 2819.666 -1542.108 10.2063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.401 -1541.444 10.3396 switchstyle 2 
00BE: text_clear_all 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47065 
0967: actor $129 move_mouth 10000 ms 

:SMOKE4_47065
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KC' time 5000 flag 1  // I'll take it another block and dump it.
040D: unload_wav 1 
03CF: load_wav 35730 as 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 80 // Load the weapon model before using this 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SMOKE4_47142 
0633: AS_actor $PLAYER_ACTOR exit_car 

:SMOKE4_47142
288@ = 6 

:SMOKE4_47149
if 
  288@ == 6 
else_jump @SMOKE4_47228 
if 
8449:   not actor $PLAYER_ACTOR in_a_car 
else_jump @SMOKE4_47228 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47228 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $129 15000 ms 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 15000 ms 
288@ = 7 

:SMOKE4_47228
if 
  288@ == 7 
else_jump @SMOKE4_47318 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_47318 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_47318 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KD' time 5000 flag 1  // Man, that was some crazy shit back there!
040D: unload_wav 2 
03CF: load_wav 35731 as 2 
288@ = 8 

:SMOKE4_47318
if 
  288@ == 8 
else_jump @SMOKE4_47437 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_47437 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE4_47437 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47387 
0968: actor $129 stop_mouth 

:SMOKE4_47387
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KE' time 5000 flag 1  // Yeah, for sure.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35732 as 1 
288@ = 9 

:SMOKE4_47437
if 
  288@ == 9 
else_jump @SMOKE4_47534 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_47534 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_47534 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KF' time 5000 flag 1  // Listen we can't hang around here - I'll see you later, homie.
040D: unload_wav 2 
03CF: load_wav 35733 as 2 
40@ = 0 
288@ = 10 

:SMOKE4_47534
if 
  288@ == 10 
else_jump @SMOKE4_47738 
if 
8119:   not car 169@ wrecked 
else_jump @SMOKE4_47738 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47738 
if 
  40@ > 3000 
else_jump @SMOKE4_47738 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_47738 
if 
03D0:   wav 2 loaded 
else_jump @SMOKE4_47738 
0968: actor $PLAYER_ACTOR stop_mouth 
04E0: car 169@ abandon_path_radius 200 
05D1: AS_actor $129 drive_car 169@ to 2804.5 -1538.95 10.38 speed 6.0 0 model 0 3 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KG' time 2500 flag 1  // Much love, baby!
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47724 
0967: actor $129 move_mouth 10000 ms 

:SMOKE4_47724
40@ = 0 
288@ = 11 

:SMOKE4_47738
if 
  288@ == 11 
else_jump @SMOKE4_47857 
if 
  40@ > 2000 
else_jump @SMOKE4_47857 
if 
03D2:   wav 2 ended 
else_jump @SMOKE4_47857 
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_47811 
0968: actor $129 stop_mouth 

:SMOKE4_47811
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A6: destroy_car 169@ 
009B: destroy_actor $129 
0151: remove_status_text $8266 
00BE: text_clear_all 
jump @SMOKE4_52021 
288@ = 12 

:SMOKE4_47857
if 
  289@ == 1 
else_jump @SMOKE4_47962 
if 
07F0:   in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 
else_jump @SMOKE4_47962 
if 
08FF:   object 160@ received_damage_type 28 
else_jump @SMOKE4_47945 
00BE: text_clear_all 
289@ = 2 
jump @SMOKE4_47962 

:SMOKE4_47945
0227: $8266 = car 169@ health 
00BE: text_clear_all 
289@ = 3 

:SMOKE4_47962
if 
  288@ > 0 
else_jump @SMOKE4_48629 
if 
  4 > 288@ 
else_jump @SMOKE4_48629 
if 
  290@ == 0 
else_jump @SMOKE4_48065 
if 
  291@ == 0 
else_jump @SMOKE4_48065 
04AF: 247@ = 35713 // = constant 
05AA: 248@s = 'SMO4_JE' // @s = 'short'  // Fry, motherfuckers!
gosub @SMOKE4_51578 

:SMOKE4_48065
if 
  290@ == 1 
else_jump @SMOKE4_48132 
if 
  291@ == 0 
else_jump @SMOKE4_48132 
04AF: 247@ = 35714 // = constant 
05AA: 248@s = 'SMO4_JF' // @s = 'short'  // That's the old sewer up ahead!
gosub @SMOKE4_51578 

:SMOKE4_48132
if 
  290@ == 2 
else_jump @SMOKE4_48199 
if 
  291@ == 0 
else_jump @SMOKE4_48199 
04AF: 247@ = 35715 // = constant 
05AA: 248@s = 'SMO4_JG' // @s = 'short'  // Shoot out the gate!
gosub @SMOKE4_51578 

:SMOKE4_48199
if 
  290@ == 3 
else_jump @SMOKE4_48340 
if 
  291@ == 0 
else_jump @SMOKE4_48340 
if 
  289@ == 2 
else_jump @SMOKE4_48291 
04AF: 247@ = 35716 // = constant 
05AA: 248@s = 'SMO4_JH' // @s = 'short'  // Nice one, CJ, here we go!
gosub @SMOKE4_51578 
jump @SMOKE4_48340 

:SMOKE4_48291
if 
  289@ == 3 
else_jump @SMOKE4_48340 
04AF: 247@ = 35717 // = constant 
05AA: 248@s = 'SMO4_JJ' // @s = 'short'  // The gate, Carl, the GATE!
gosub @SMOKE4_51578 

:SMOKE4_48340
if 
  293@ == 0 
else_jump @SMOKE4_48403 
if 
01AD:   car 169@ sphere 0 near_point 2647.31 -1457.67 radius 10.0 10.0 
else_jump @SMOKE4_48403 
293@ = 1 

:SMOKE4_48403
if 
  290@ == 4 
else_jump @SMOKE4_48488 
if 
  291@ == 0 
else_jump @SMOKE4_48488 
if 
  293@ == 1 
else_jump @SMOKE4_48488 
04AF: 247@ = 35718 // = constant 
05AA: 248@s = 'SMO4_JK' // @s = 'short'  // Man, I used to hate this tunnel when we was kids.
gosub @SMOKE4_51578 

:SMOKE4_48488
if 
  290@ == 5 
else_jump @SMOKE4_48555 
if 
  291@ == 0 
else_jump @SMOKE4_48555 
04AF: 247@ = 35719 // = constant 
05AA: 248@s = 'SMO4_JL' // @s = 'short'  // Hey, we can reminisce later, we still got company!
gosub @SMOKE4_51578 

:SMOKE4_48555
if 
  290@ == 6 
else_jump @SMOKE4_48622 
if 
  291@ == 0 
else_jump @SMOKE4_48622 
04AF: 247@ = 35723 // = constant 
05AA: 248@s = 'SMO4_JP' // @s = 'short'  // Don't these guys ever give up?
gosub @SMOKE4_51578 

:SMOKE4_48622
gosub @SMOKE4_51620 

:SMOKE4_48629
if 
  266@ == 1 
else_jump @SMOKE4_48694 
if 
8119:   not car 176@ wrecked 
else_jump @SMOKE4_48694 
if 
051C:   car 176@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE4_48694 
020B: explode_car 176@ 
266@ = 2 

:SMOKE4_48694
if 
  267@ == 1 
else_jump @SMOKE4_48759 
if 
8119:   not car 177@ wrecked 
else_jump @SMOKE4_48759 
if 
051C:   car 177@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SMOKE4_48759 
020B: explode_car 177@ 
267@ = 2 

:SMOKE4_48759
if 
  255@ == 1 
else_jump @SMOKE4_49007 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_49007 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_48816 
jump @SMOKE4_49007 

:SMOKE4_48816
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_48965 
if 
00DB:   actor 51@ in_car 197@ 
else_jump @SMOKE4_48958 
046C: 213@ = car 197@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_48958 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 51@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 51@ in_car 197@ 
0713: actor 51@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
255@ = 2 

:SMOKE4_48958
jump @SMOKE4_49007 

:SMOKE4_48965
04BA: set_car 197@ speed_to 18.0 
05EC: release_car 197@ from_path 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
255@ = 2 

:SMOKE4_49007
if 
  255@ == 2 
else_jump @SMOKE4_49099 
if 
0118:   actor 51@ dead 
else_jump @SMOKE4_49099 
05EC: release_car 197@ from_path 
if 
8119:   not car 197@ wrecked 
else_jump @SMOKE4_49092 
04BA: set_car 197@ speed_to 18.0 
07DB: set_car 197@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_49092
255@ = 3 

:SMOKE4_49099
if 
  268@ == 1 
else_jump @SMOKE4_49186 
if 
0118:   actor 50@ dead 
else_jump @SMOKE4_49186 
if or
0118:   actor 51@ dead 
0119:   car 197@ wrecked 
else_jump @SMOKE4_49186 
05EC: release_car 197@ from_path 
0164: disable_marker 222@ 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
268@ = 2 

:SMOKE4_49186
if 
  256@ == 1 
else_jump @SMOKE4_49434 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_49434 
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_49243 
jump @SMOKE4_49434 

:SMOKE4_49243
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_49392 
if 
00DB:   actor 53@ in_car 202@ 
else_jump @SMOKE4_49385 
046C: 213@ = car 202@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_49385 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 53@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 53@ in_car 202@ 
0713: actor 53@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
256@ = 2 

:SMOKE4_49385
jump @SMOKE4_49434 

:SMOKE4_49392
04BA: set_car 202@ speed_to 18.0 
05EC: release_car 202@ from_path 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
256@ = 2 

:SMOKE4_49434
if 
  256@ == 2 
else_jump @SMOKE4_49526 
if 
0118:   actor 53@ dead 
else_jump @SMOKE4_49526 
05EC: release_car 202@ from_path 
if 
8119:   not car 202@ wrecked 
else_jump @SMOKE4_49519 
04BA: set_car 202@ speed_to 18.0 
07DB: set_car 202@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_49519
256@ = 3 

:SMOKE4_49526
if 
  269@ == 1 
else_jump @SMOKE4_49613 
if 
0118:   actor 52@ dead 
else_jump @SMOKE4_49613 
if or
0118:   actor 53@ dead 
0119:   car 202@ wrecked 
else_jump @SMOKE4_49613 
05EC: release_car 202@ from_path 
0164: disable_marker 223@ 
01C3: remove_references_to_car 202@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
269@ = 2 

:SMOKE4_49613
if 
  257@ == 1 
else_jump @SMOKE4_49861 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_49861 
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_49670 
jump @SMOKE4_49861 

:SMOKE4_49670
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_49819 
if 
00DB:   actor 55@ in_car 203@ 
else_jump @SMOKE4_49812 
046C: 213@ = car 203@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_49812 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 55@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 55@ in_car 203@ 
0713: actor 55@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
257@ = 2 

:SMOKE4_49812
jump @SMOKE4_49861 

:SMOKE4_49819
04BA: set_car 203@ speed_to 18.0 
05EC: release_car 203@ from_path 
07DB: set_car 203@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
257@ = 2 

:SMOKE4_49861
if 
  257@ == 2 
else_jump @SMOKE4_49953 
if 
0118:   actor 55@ dead 
else_jump @SMOKE4_49953 
05EC: release_car 203@ from_path 
if 
8119:   not car 203@ wrecked 
else_jump @SMOKE4_49946 
04BA: set_car 203@ speed_to 18.0 
07DB: set_car 203@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_49946
257@ = 3 

:SMOKE4_49953
if 
  270@ == 1 
else_jump @SMOKE4_50040 
if 
0118:   actor 54@ dead 
else_jump @SMOKE4_50040 
if or
0118:   actor 55@ dead 
0119:   car 203@ wrecked 
else_jump @SMOKE4_50040 
05EC: release_car 203@ from_path 
0164: disable_marker 224@ 
01C3: remove_references_to_car 203@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
270@ = 2 

:SMOKE4_50040
if 
  258@ == 1 
else_jump @SMOKE4_50288 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_50288 
if 
8118:   not actor 64@ dead 
else_jump @SMOKE4_50097 
jump @SMOKE4_50288 

:SMOKE4_50097
if 
8118:   not actor 65@ dead 
else_jump @SMOKE4_50246 
if 
00DB:   actor 65@ in_car 204@ 
else_jump @SMOKE4_50239 
046C: 213@ = car 204@ driver 
if 
  213@ == -1 
else_jump @SMOKE4_50239 
00AA: store_car 169@ position_to $68 $69 $70 
0362: remove_actor 65@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 65@ in_car 204@ 
0713: actor 65@ driveby_actor -1 car 169@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
258@ = 2 

:SMOKE4_50239
jump @SMOKE4_50288 

:SMOKE4_50246
04BA: set_car 204@ speed_to 18.0 
05EC: release_car 204@ from_path 
07DB: set_car 204@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
258@ = 2 

:SMOKE4_50288
if 
  258@ == 2 
else_jump @SMOKE4_50380 
if 
0118:   actor 65@ dead 
else_jump @SMOKE4_50380 
05EC: release_car 204@ from_path 
if 
8119:   not car 204@ wrecked 
else_jump @SMOKE4_50373 
04BA: set_car 204@ speed_to 18.0 
07DB: set_car 204@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:SMOKE4_50373
258@ = 3 

:SMOKE4_50380
if 
  271@ == 1 
else_jump @SMOKE4_50467 
if 
0118:   actor 64@ dead 
else_jump @SMOKE4_50467 
if or
0118:   actor 65@ dead 
0119:   car 204@ wrecked 
else_jump @SMOKE4_50467 
05EC: release_car 204@ from_path 
0164: disable_marker 225@ 
01C3: remove_references_to_car 204@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
271@ = 2 

:SMOKE4_50467
jump @SMOKE4_1348 

:SMOKE4_50474
0871: init_jump_table 159@ total_jumps 3 default_jump 0 @SMOKE4_50726 jumps 0 @SMOKE4_50537 1 @SMOKE4_50568 2 @SMOKE4_50647 -1 @SMOKE4_50726 -1 @SMOKE4_50726 -1 @SMOKE4_50726 -1 @SMOKE4_50726 

:SMOKE4_50537
015D: set_gamespeed 0.8 
166@ = 0.8 
159@ += 1 
jump @SMOKE4_50726 

:SMOKE4_50568
if 
  41@ > 3200 
else_jump @SMOKE4_50640 
007F: 166@ -= frame_delta_time * 0.05 // (float) 
if 
  0.3 > 166@ 
else_jump @SMOKE4_50635 
166@ = 0.3 
159@ += 1 

:SMOKE4_50635
015D: set_gamespeed 166@ 

:SMOKE4_50640
jump @SMOKE4_50726 

:SMOKE4_50647
if 
  41@ > 4000 
else_jump @SMOKE4_50719 
0079: 166@ += frame_delta_time * 0.05 // (float) 
if 
  166@ > 1.0 
else_jump @SMOKE4_50714 
166@ = 1.0 
159@ += 1 

:SMOKE4_50714
015D: set_gamespeed 166@ 

:SMOKE4_50719
jump @SMOKE4_50726 

:SMOKE4_50726
return 

:SMOKE4_50728
0871: init_jump_table 167@ total_jumps 3 default_jump 0 @SMOKE4_51201 jumps 0 @SMOKE4_50791 1 @SMOKE4_50961 2 @SMOKE4_51086 -1 @SMOKE4_51201 -1 @SMOKE4_51201 -1 @SMOKE4_51201 -1 @SMOKE4_51201 

:SMOKE4_50791
00AA: store_car 169@ position_to 141@ 142@ 143@ 
0407: store_coords_to 138@ 139@ 140@ from_car 169@ with_offset 1.0 -2.5 0.0 
138@ = 2563.28 
139@ = -1737.328 
140@ = 1.1412 
141@ = 2562.65 
142@ = -1734.725 
143@ = 1.1991 
144@ = 0.001 
145@ = 3E-12 
147@ = 0.03 
148@ = 0.1 
156@ = 0.47 
149@ = 0.003 
167@ += 1 

:SMOKE4_50961
if 
  2900 > 41@ 
else_jump @SMOKE4_51069 
007B: 147@ = frame_delta_time 144@ // (float) 
007B: 145@ = frame_delta_time 145@ // (float) 
007B: 148@ = frame_delta_time 145@ // (float) 
if 
0025:   148@ > 156@ // (float) 
else_jump @SMOKE4_51031 
0087: 148@ = 156@ // (float) 

:SMOKE4_51031
007B: 138@ = frame_delta_time 147@ // (float) 
007B: 139@ = frame_delta_time 148@ // (float) 
007B: 140@ = frame_delta_time 149@ // (float) 
jump @SMOKE4_51201 
jump @SMOKE4_51086 

:SMOKE4_51069
144@ = -0.01 
167@ += 1 

:SMOKE4_51086
if 
  4000 > 41@ 
else_jump @SMOKE4_51194 
007B: 147@ = frame_delta_time 144@ // (float) 
007B: 145@ = frame_delta_time 145@ // (float) 
007B: 148@ = frame_delta_time 145@ // (float) 
if 
0025:   148@ > 156@ // (float) 
else_jump @SMOKE4_51156 
0087: 148@ = 156@ // (float) 

:SMOKE4_51156
007B: 138@ = frame_delta_time 147@ // (float) 
007B: 139@ = frame_delta_time 148@ // (float) 
007B: 140@ = frame_delta_time 149@ // (float) 
jump @SMOKE4_51201 
jump @SMOKE4_51201 

:SMOKE4_51194
167@ += 1 

:SMOKE4_51201
return 

:SMOKE4_51203
0871: init_jump_table 168@ total_jumps 3 default_jump 0 @SMOKE4_51576 jumps 0 @SMOKE4_51266 1 @SMOKE4_51343 2 @SMOKE4_51442 -1 @SMOKE4_51576 -1 @SMOKE4_51576 -1 @SMOKE4_51576 -1 @SMOKE4_51576 

:SMOKE4_51266
151@ = 0.007 
152@ = 0.012 
153@ = 0.045 
154@ = 0.06 
157@ = 0.32 
155@ = 0.005 
158@ = 0.1 
168@ += 1 

:SMOKE4_51343
if 
  2800 > 41@ 
else_jump @SMOKE4_51435 
007B: 154@ = frame_delta_time 151@ // (float) 
if 
0025:   154@ > 157@ // (float) 
else_jump @SMOKE4_51397 
0087: 154@ = 157@ // (float) 

:SMOKE4_51397
007B: 141@ = frame_delta_time 153@ // (float) 
007B: 142@ = frame_delta_time 154@ // (float) 
007B: 143@ = frame_delta_time 155@ // (float) 
jump @SMOKE4_51576 
jump @SMOKE4_51442 

:SMOKE4_51435
168@ += 1 

:SMOKE4_51442
if 
  3600 > 41@ 
else_jump @SMOKE4_51562 
007B: 154@ = frame_delta_time 151@ // (float) 
if 
0025:   154@ > 157@ // (float) 
else_jump @SMOKE4_51496 
0087: 154@ = 157@ // (float) 

:SMOKE4_51496
007B: 155@ = frame_delta_time 152@ // (float) 
if 
0025:   155@ > 158@ // (float) 
else_jump @SMOKE4_51531 
0087: 155@ = 158@ // (float) 

:SMOKE4_51531
007B: 141@ = frame_delta_time 153@ // (float) 
007B: 142@ = frame_delta_time 154@ // (float) 
007B: 143@ = frame_delta_time 155@ // (float) 
jump @SMOKE4_51569 

:SMOKE4_51562
168@ += 1 

:SMOKE4_51569
jump @SMOKE4_51576 

:SMOKE4_51576
return 

:SMOKE4_51578
if 
  291@ == 0 
else_jump @SMOKE4_51618 
03CF: load_wav 247@ as 1 
05AA: 245@s = 248@s // @s = 'short' 
291@ = 1 

:SMOKE4_51618
return 

:SMOKE4_51620
if 
  291@ == 1 
else_jump @SMOKE4_51674 
if 
03D0:   wav 1 loaded 
else_jump @SMOKE4_51674 
00BC: show_text_highpriority GXT 245@s time 4000 flag 1 
03D1: play_wav 1 
291@ = 2 

:SMOKE4_51674
if 
  291@ == 2 
else_jump @SMOKE4_51727 
if 
03D2:   wav 1 ended 
else_jump @SMOKE4_51727 
290@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
291@ = 0 

:SMOKE4_51727
return 

:SMOKE4_51729
0615: define_AS_pack_begin 86@ 
05D3: AS_actor -1 goto_point 89@ 90@ 91@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 88@ 
0616: define_AS_pack_end 86@ 
0618: assign_actor 87@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
return 

:SMOKE4_51784
0615: define_AS_pack_begin 73@ 
0637: AS_actor -1 goto 89@ 90@ 91@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 92@ 93@ 94@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor 88@ 
0616: define_AS_pack_end 73@ 
0618: assign_actor 87@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
return 

:SMOKE4_51872
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 89@ 90@ 91@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor 88@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor 87@ to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
return 

:SMOKE4_51921
0615: define_AS_pack_begin 75@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor 88@ 
0616: define_AS_pack_end 75@ 
0618: assign_actor 87@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
return 

:SMOKE4_51965
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 88@ 
0616: define_AS_pack_end 76@ 
0618: assign_actor 87@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
return 

:SMOKE4_52003
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SMOKE4_52021
$453 += 1 
0164: disable_marker $433 
0318: set_latest_mission_passed 'SMOKE_4'  // Just Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:SMOKE4_52081
$ONMISSION = 0 
01E7: remove_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
034F: destroy_actor_with_fade $129 
0296: unload_special_actor 1 
08E7: disable_entrance_markers 0 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 217@ 
0164: disable_marker 218@ 
0164: disable_marker 219@ 
0164: disable_marker 220@ 
0164: disable_marker 221@ 
0164: disable_marker 222@ 
0164: disable_marker 223@ 
0164: disable_marker 224@ 
0164: disable_marker 225@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 237@ 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 236@ 
0164: disable_marker 237@ 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 244@ 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 
0249: release_model 466 
0249: release_model 91 
0249: release_model 93 
0249: release_model 111 
0249: release_model 112 
0249: release_model 581 
0249: release_model 352 
0249: release_model 346 
0249: release_model 353 
04EF: release_animation "JST_BUISNESS" 
0249: release_model 560 
0249: release_model #KMB_SKIP 
0249: release_model 516 
0249: release_model 437 
0249: release_model 443 
0249: release_model #STORM_DRAIN_COVER 
0249: release_model #BARREL4 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 4 
0151: remove_status_text $8264 
0151: remove_status_text $8266 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SMOKE4_52475 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE4_52475
if 
8118:   not actor $129 dead 
else_jump @SMOKE4_52498 
08C6: set_actor $129 stay_on_bike 0 

:SMOKE4_52498
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06D0: enable_emergency_traffic 1 
01BD: $183 = current_time_in_ms 
mission_cleanup 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SMOKE4_52883 
if 
8118:   not actor 50@ dead 
else_jump @SMOKE4_52571 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52571
if 
8118:   not actor 51@ dead 
else_jump @SMOKE4_52595 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52595
if 
8118:   not actor 52@ dead 
else_jump @SMOKE4_52619 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52619
if 
8118:   not actor 53@ dead 
else_jump @SMOKE4_52643 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52643
if 
8118:   not actor 54@ dead 
else_jump @SMOKE4_52667 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52667
if 
8118:   not actor 55@ dead 
else_jump @SMOKE4_52691 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52691
if 
8118:   not actor 56@ dead 
else_jump @SMOKE4_52715 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52715
if 
8118:   not actor 57@ dead 
else_jump @SMOKE4_52739 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52739
if 
8118:   not actor 58@ dead 
else_jump @SMOKE4_52763 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52763
if 
8118:   not actor 59@ dead 
else_jump @SMOKE4_52787 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52787
if 
8118:   not actor 60@ dead 
else_jump @SMOKE4_52811 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52811
if 
8118:   not actor 61@ dead 
else_jump @SMOKE4_52835 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52835
if 
8118:   not actor 62@ dead 
else_jump @SMOKE4_52859 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52859
if 
8118:   not actor 63@ dead 
else_jump @SMOKE4_52883 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:SMOKE4_52883
return 

//-------------Mission 31---------------
// Originally: Life's a Beach

:STRAP1
thread 'STRAP1' 
gosub @STRAP1_47 
if 
wasted_or_busted 
else_jump @STRAP1_38 
gosub @STRAP1_15560 

:STRAP1_38
gosub @STRAP1_15633 
end_thread 

:STRAP1_47
increment_mission_attempts 
054C: use_GXT_table 'STRAP1' 
$ONMISSION = 1 
wait 0 
42@ = 526.84 
43@ = -1885.19 
44@ = 2.4 
0087: 47@ = 42@ // (float) 
47@ += 2.5 
0087: 48@ = 43@ // (float) 
48@ += 3.5 
49@ = 2.79 
0087: 50@ = 42@ // (float) 
50@ -= 7.0 
0087: 51@ = 43@ // (float) 
51@ -= 9.8 
52@ = 2.06 
0087: 56@ = 47@ // (float) 
56@ += 9.0 
0087: 57@ = 48@ // (float) 
57@ += 4.0 
0087: 58@ = 49@ // (float) 
59@ = 340.0 
60@ = 1643.42 
61@ = -1524.69 
62@ = 12.61 
0087: 64@ = 56@ // (float) 
64@ -= 1.08 
0087: 65@ = 57@ // (float) 
65@ -= 3.05 
0087: 66@ = 64@ // (float) 
66@ -= 0.54 
0087: 67@ = 65@ // (float) 
67@ -= 1.53 
68@ = 3.14 
69@ = 21 
0087: 91@ = 47@ // (float) 
91@ += 10.0 
0087: 112@ = 48@ // (float) 
112@ -= 6.0 
133@ = 300.0 
0087: 92@ = 91@ // (float) 
92@ += 3.0 
0087: 113@ = 112@ // (float) 
0087: 134@ = 133@ // (float) 
134@ += 120.0 
0087: 93@ = 91@ // (float) 
93@ += 3.0 
0087: 114@ = 112@ // (float) 
114@ += 3.0 
0087: 135@ = 133@ // (float) 
135@ += 240.0 
0087: 94@ = 42@ // (float) 
94@ += 17.5 
0087: 115@ = 43@ // (float) 
115@ += 3.0 
136@ = 270.0 
0087: 95@ = 94@ // (float) 
95@ += 1.0 
0087: 116@ = 115@ // (float) 
0087: 137@ = 136@ // (float) 
137@ -= 180.0 
0087: 96@ = 47@ // (float) 
96@ -= 2.0 
0087: 117@ = 48@ // (float) 
117@ -= 8.0 
138@ = 315.0 
0087: 97@ = 96@ // (float) 
97@ += 2.5 
0087: 118@ = 117@ // (float) 
0087: 139@ = 138@ // (float) 
139@ += 90.0 
0087: 98@ = 96@ // (float) 
98@ += 2.5 
0087: 119@ = 117@ // (float) 
119@ += 2.5 
0087: 140@ = 138@ // (float) 
140@ += 180.0 
0087: 99@ = 96@ // (float) 
0087: 120@ = 117@ // (float) 
120@ += 2.5 
0087: 141@ = 138@ // (float) 
141@ += 270.0 
0087: 100@ = 42@ // (float) 
100@ += 12.0 
0087: 121@ = 43@ // (float) 
121@ -= 9.5 
142@ = 0.0 
0087: 101@ = 100@ // (float) 
101@ -= 0.5 
0087: 122@ = 121@ // (float) 
122@ += 1.5 
0087: 143@ = 142@ // (float) 
143@ += 180.0 
0087: 102@ = 50@ // (float) 
0087: 123@ = 51@ // (float) 
123@ += 5.0 
144@ = 200.0 
0087: 103@ = 50@ // (float) 
103@ += 3.0 
0087: 124@ = 51@ // (float) 
124@ += 3.5 
145@ = 170.0 
0087: 104@ = 50@ // (float) 
104@ += 4.0 
0087: 125@ = 51@ // (float) 
146@ = 0.0 
0087: 105@ = 50@ // (float) 
105@ += 5.0 
0087: 126@ = 51@ // (float) 
126@ += 2.0 
147@ = 270.0 
0087: 106@ = 47@ // (float) 
106@ += 1.0 
0087: 127@ = 48@ // (float) 
127@ += 6.0 
148@ = 270.0 
0087: 107@ = 106@ // (float) 
107@ += 1.5 
0087: 128@ = 127@ // (float) 
128@ += 1.5 
0087: 149@ = 148@ // (float) 
149@ -= 90.0 
0087: 108@ = 106@ // (float) 
108@ += 3.0 
0087: 129@ = 127@ // (float) 
0087: 150@ = 148@ // (float) 
150@ -= 180.0 
0087: 109@ = 106@ // (float) 
109@ += 1.5 
0087: 130@ = 127@ // (float) 
130@ -= 1.5 
0087: 151@ = 148@ // (float) 
151@ -= 270.0 
0087: 110@ = 56@ // (float) 
110@ -= 3.0 
0087: 131@ = 57@ // (float) 
131@ -= 1.0 
152@ = 0.0 
0087: 111@ = 110@ // (float) 
0087: 132@ = 131@ // (float) 
132@ += 1.0 
0087: 153@ = 152@ // (float) 
153@ += 180.0 
170@ = 20.0 
0087: 171@ = 170@ // (float) 
171@ *= 4.0 
154@ = 7 
gosub @STRAP1_13988 
195@ = 0 
196@ = 0 
198@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
205@ = 0 
206@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 
212@ = 0 
215@ = 0 
216@ = 0 
213@ = 0 
214@ = 0 
217@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
239@ = 0 
178@ = 0 

:STRAP1_1557
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_1653 
218@(178@,21i) = 0 
240@(178@,21i) = 0 
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_1639 
261@(178@,7i) = 0 
268@(178@,7i) = 0 

:STRAP1_1639
178@ += 1 
jump @STRAP1_1557 

:STRAP1_1653
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:STRAP1_1668
if 
fading 
else_jump @STRAP1_1692 
wait 0 
jump @STRAP1_1668 

:STRAP1_1692
0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
08F5: save_player_group 
02E4: load_cutscene_data 'STRAP1A' 

:STRAP1_1746
if 
86B9:   not cutscene_data_loaded 
else_jump @STRAP1_1770 
wait 0 
jump @STRAP1_1746 

:STRAP1_1770
02E7: start_cutscene 
fade 1 1000 

:STRAP1_1779
if 
82E9:   not cutscene_reached_end 
else_jump @STRAP1_1803 
wait 0 
jump @STRAP1_1779 

:STRAP1_1803
fade 0 0 

:STRAP1_1809
if 
fading 
else_jump @STRAP1_1833 
wait 0 
jump @STRAP1_1809 

:STRAP1_1833
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0247: load_model 412 
0247: load_model 419 
0247: load_model 467 
0247: load_model 413 
0247: load_model 353 
0247: load_model 13 
0247: load_model 93 
0247: load_model 22 
0247: load_model 99 
0247: load_model 211 
0247: load_model 101 
0247: load_model 217 
0247: load_model 19 
0247: load_model 91 
0247: load_model 55 
06E9: load_car_component #WHEEL_OR1 
08A9: load_external_script 35 (DANCE) 
038B: load_requested_models 

:STRAP1_1922
if or
8248:   not model 412 available 
8248:   not model 419 available 
8248:   not model 467 available 
8248:   not model 413 available 
8248:   not model 353 available 
else_jump @STRAP1_1969 
wait 0 
jump @STRAP1_1922 

:STRAP1_1969
if 
8248:   not model 13 available 
else_jump @STRAP1_1995 
wait 0 
jump @STRAP1_1969 

:STRAP1_1995
if or
8248:   not model 93 available 
8248:   not model 22 available 
8248:   not model 99 available 
8248:   not model 211 available 
8248:   not model 101 available 
8248:   not model 217 available 
else_jump @STRAP1_2043 
wait 0 
jump @STRAP1_1995 

:STRAP1_2043
if or
8248:   not model 19 available 
8248:   not model 91 available 
8248:   not model 55 available 
else_jump @STRAP1_2077 
wait 0 
jump @STRAP1_2043 

:STRAP1_2077
if or
86EA:   not car_component #WHEEL_OR1 available 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @STRAP1_2108 
wait 0 
jump @STRAP1_2077 

:STRAP1_2108
02FA: set_garage 'MUL_LAN' type 19 
022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
set_weather 1 
00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 279@ = create_checkpoint_at 66@ 67@ 68@ 
00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0  // ~s~Go to the ~y~beach party~s~.
if 
  200@ == 1 
else_jump @STRAP1_2489 
00A5: 55@ = create_car 413 at 0.0 0.0 -100.0 
0186: 280@ = create_marker_above_car 55@ 
009A: 63@ = create_actor_pedtype 24 model 13 at 0.0 0.0 -100.0 
0615: define_AS_pack_begin 189@ 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 189@ 
178@ = 0 

:STRAP1_2361
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_2422 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 13 at 0.0 0.0 -100.0 
178@ += 1 
jump @STRAP1_2361 

:STRAP1_2422
178@ = 0 

:STRAP1_2429
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_2489 
00A5: 155@(178@,7i) = create_car 412 at 0.0 0.0 -100.0 
178@ += 1 
jump @STRAP1_2429 

:STRAP1_2489
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STRAP1_2515 
jump @STRAP1_15578 

:STRAP1_2515
set_weather 1 
if 
   not 201@ == 1 
else_jump @STRAP1_2925 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 42@ 43@ radius 200.0 200.0 
else_jump @STRAP1_2925 
0395: clear_area 0 at 42@ 43@ 44@ radius 100.0 
gosub @STRAP1_6823 
0087: 282@ = 47@ // (float) 
282@ += 0.15 
0087: 283@ = 48@ // (float) 
283@ += 0.15 
029B: 53@ = init_object #DYN_WOODPILE2 at 282@ 283@ 2.6 
0087: 282@ = 50@ // (float) 
282@ += 0.15 
0087: 283@ = 51@ // (float) 
283@ += 0.15 
029B: 54@ = init_object #DYN_WOODPILE2 at 282@ 283@ 2.31 
08D2: object 53@ scale_model 0.5 
08D2: object 54@ scale_model 0.5 
07F7: set_object 53@ destructible 0 
07F7: set_object 54@ destructible 0 
0917: audio_zone 'BEACH' enable_sound 1 
wait 1500 
gosub @STRAP1_8089 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_2788 
04D7: set_actor 63@ locked 1 

:STRAP1_2788
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_2811 
0519: set_car 55@ locked 1 

:STRAP1_2811
if 
03CA:   object 53@ exists 
else_jump @STRAP1_2834 
0550: keep_object 53@ in_memory 1 

:STRAP1_2834
if 
03CA:   object 54@ exists 
else_jump @STRAP1_2857 
0550: keep_object 54@ in_memory 1 

:STRAP1_2857
064B: 45@ = create_particle "FIRE" at 47@ 48@ 49@ type 1 
064B: 46@ = create_particle "FIRE" at 50@ 51@ 52@ type 1 
064C: make_particle 45@ visible 
064C: make_particle 46@ visible 
278@ = 1 
201@ = 1 

:STRAP1_2925
if 
  201@ == 1 
else_jump @STRAP1_6816 
00BF: 183@ = current_time_hours, 184@ = current_time_minutes 
if and
  183@ >= 6 
  22 > 183@ 
else_jump @STRAP1_3018 
if 
  278@ == 1 
else_jump @STRAP1_3011 
064E: stop_particle 45@ 
064E: stop_particle 46@ 
278@ = 0 

:STRAP1_3011
jump @STRAP1_3053 

:STRAP1_3018
if 
  278@ == 0 
else_jump @STRAP1_3053 
064C: make_particle 45@ visible 
064C: make_particle 46@ visible 
278@ = 1 

:STRAP1_3053
if and
   not 202@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 42@ 43@ radius 50.0 50.0 
else_jump @STRAP1_3108 
gosub @STRAP1_14860 
202@ = 1 

:STRAP1_3108
if 
  211@ == 0 
else_jump @STRAP1_6029 
if and
   not 203@ == 1 
   not 205@ == 1 
   not 207@ == 1 
else_jump @STRAP1_3314 
if and
8118:   not actor 63@ dead 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 66@ 67@ 68@ radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP1_3314 
0164: disable_marker 279@ 
0687: clear_actor 63@ task 
0173: set_actor 63@ Z_angle_to 110.0 
gosub @STRAP1_12845 
03E5: show_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
203@ = 1 
204@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 66@ 67@ 2.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 290.0 
0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 
wait 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:STRAP1_3314
if and
  203@ == 1 
   not 205@ == 1 
else_jump @STRAP1_4328 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_4328 
if 
071A:   actor 63@ current_dialogue_text == 295@s 
else_jump @STRAP1_4022 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @STRAP1_3400 
08A9: load_external_script 35 (DANCE) 

:STRAP1_3400
fade 0 1000 

:STRAP1_3407
if or
fading 
88AB:   not external_script 35 (DANCE) loaded 
else_jump @STRAP1_3435 
wait 0 
jump @STRAP1_3407 

:STRAP1_3435
03E6: remove_text_box 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STRAP1_3480 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0 
jump @STRAP1_3500 

:STRAP1_3480
00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0 

:STRAP1_3500
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0 
178@ = 0 

:STRAP1_3538
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_3668 
if 
8119:   not car 155@(178@,7i) wrecked 
else_jump @STRAP1_3645 
if 
01AF:   car 155@(178@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0 
else_jump @STRAP1_3638 
00A6: destroy_car 155@(178@,7i) 

:STRAP1_3638
jump @STRAP1_3654 

:STRAP1_3645
00A6: destroy_car 155@(178@,7i) 

:STRAP1_3654
178@ += 1 
jump @STRAP1_3538 

:STRAP1_3668
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_3774 
08ED: remove_actor 63@ from_dialogue_mode 
0792: disembark_instantly_actor 63@ 
0173: set_actor 63@ Z_angle_to 110.0 
0615: define_AS_pack_begin 190@ 
0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 190@ loop 1 
0616: define_AS_pack_end 190@ 
0618: assign_actor 63@ to_AS_pack 190@ 
061B: remove_references_to_AS_pack 190@ 

:STRAP1_3774
0917: audio_zone 'BEACH' enable_sound 0 
if 
8118:   not actor 73@ dead 
else_jump @STRAP1_3808 
0792: disembark_instantly_actor 73@ 

:STRAP1_3808
if 
8118:   not actor 74@ dead 
else_jump @STRAP1_3829 
0792: disembark_instantly_actor 74@ 

:STRAP1_3829
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0  // ~s~Get a score of 2500 or greater to gain access to the sound van.
0A6F: checkpoint_save 99 
178@ = 0 

:STRAP1_3858
if 
  5 > 178@ 
else_jump @STRAP1_3974 
$6699(178@,5f) = 531.18 
$6704(178@,5f) = -1893.8 
$6709(178@,5f) = 3.45 
$6714(178@,5f) = 533.94 
$6719(178@,5f) = -1891.82 
$6724(178@,5f) = 3.44 
178@ += 1 
jump @STRAP1_3858 

:STRAP1_3974
08BA: set $6679 bit 31 
0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 59@ 1 -1  
205@ = 1 
jump @STRAP1_4328 

:STRAP1_4022
if 
   not 204@ == 1 
else_jump @STRAP1_4219 
if or
071A:   actor 63@ current_dialogue_text == 293@s 
071A:   actor 63@ current_dialogue_text == 297@s 
else_jump @STRAP1_4081 
204@ = 1 
jump @STRAP1_4212 

:STRAP1_4081
if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 5.0 5.0 0 
else_jump @STRAP1_4126 
41@ = 0 
jump @STRAP1_4212 

:STRAP1_4126
if 
  41@ > 3000 
else_jump @STRAP1_4212 
08ED: remove_actor 63@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 63@ at 64@ 65@ -100.0 
0173: set_actor 63@ Z_angle_to 59@ 
0618: assign_actor 63@ to_AS_pack 189@ 
203@ = 0 
204@ = 0 
018A: 279@ = create_checkpoint_at 66@ 67@ 68@ 

:STRAP1_4212
jump @STRAP1_4328 

:STRAP1_4219
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP1_4328 
204@ = 0 
08ED: remove_actor 63@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 63@ at 64@ 65@ -100.0 
0173: set_actor 63@ Z_angle_to 59@ 
0618: assign_actor 63@ to_AS_pack 189@ 
203@ = 0 
018A: 279@ = create_checkpoint_at 66@ 67@ 68@ 

:STRAP1_4328
if and
  205@ == 1 
   not 207@ == 1 
else_jump @STRAP1_4630 
if and
88B4:   not test $6679 bit 31 
   not 206@ == 1 
else_jump @STRAP1_4514 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_4406 
0792: disembark_instantly_actor 63@ 

:STRAP1_4406
00BE: text_clear_all 
if 
  $6680 >= 2500 
else_jump @STRAP1_4486 
0917: audio_zone 'BEACH' enable_sound 1 
gosub @STRAP1_13659 
03E5: show_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
207@ = 1 
208@ = 1 
204@ = 0 
jump @STRAP1_4514 

:STRAP1_4486
199@ = 1 
gosub @STRAP1_15135 
40@ = 0 
206@ = 1 

:STRAP1_4514
if 
  206@ == 1 
else_jump @STRAP1_4630 
if and
001D:   197@ > 196@ // (int) 
  199@ == 1 
else_jump @STRAP1_4588 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_4581 
gosub @STRAP1_15306 

:STRAP1_4581
jump @STRAP1_4630 

:STRAP1_4588
if 
  40@ > 1000 
else_jump @STRAP1_4630 
00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0  // ~r~You need more practice!
jump @STRAP1_15560 

:STRAP1_4630
if and
  207@ == 1 
   not 209@ == 1 
else_jump @STRAP1_5231 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_5231 
if 
   not 208@ == 1 
else_jump @STRAP1_4790 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 66@ 67@ 68@ radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP1_4783 
0164: disable_marker 279@ 
0687: clear_actor 63@ task 
0173: set_actor 63@ Z_angle_to 110.0 
gosub @STRAP1_13659 
03E5: show_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
208@ = 1 
204@ = 0 

:STRAP1_4783
jump @STRAP1_5231 

:STRAP1_4790
if or
071A:   actor 63@ current_dialogue_text == 'VYES1'  // C'mon, homeboy.
071A:   actor 63@ current_dialogue_text == 'VYES2'  // Let me take you into my office...
else_jump @STRAP1_4927 
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_4920 
08ED: remove_actor 63@ from_dialogue_mode 
03E6: remove_text_box 
07A1: set_walk_speed 4 
04D7: set_actor 63@ locked 0 
05CA: AS_actor 63@ enter_car 55@ passenger_seat 0 time -1 
0186: 280@ = create_marker_above_car 55@ 
07E0: set_marker 280@ type_to 1 
208@ = 0 
209@ = 1 
00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0  // ~s~Steal the ~b~sound van.

:STRAP1_4920
jump @STRAP1_5231 

:STRAP1_4927
if 
   not 204@ == 1 
else_jump @STRAP1_5122 
if 
071A:   actor 63@ current_dialogue_text == 'VLATE'  // Well, I'm here for a while, if you change your mind!
else_jump @STRAP1_4984 
204@ = 1 
jump @STRAP1_5115 

:STRAP1_4984
if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 5.0 5.0 0 
else_jump @STRAP1_5029 
41@ = 0 
jump @STRAP1_5115 

:STRAP1_5029
if 
  41@ > 3000 
else_jump @STRAP1_5115 
08ED: remove_actor 63@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 63@ at 64@ 65@ -100.0 
0173: set_actor 63@ Z_angle_to 59@ 
0618: assign_actor 63@ to_AS_pack 189@ 
208@ = 0 
204@ = 0 
018A: 279@ = create_checkpoint_at 66@ 67@ 68@ 

:STRAP1_5115
jump @STRAP1_5231 

:STRAP1_5122
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP1_5231 
204@ = 0 
08ED: remove_actor 63@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 63@ at 64@ 65@ -100.0 
0173: set_actor 63@ Z_angle_to 59@ 
0618: assign_actor 63@ to_AS_pack 189@ 
208@ = 0 
018A: 279@ = create_checkpoint_at 66@ 67@ 68@ 

:STRAP1_5231
if and
  209@ == 1 
   not 210@ == 1 
8118:   not actor 63@ dead 
8119:   not car 55@ wrecked 
else_jump @STRAP1_5334 
if 
00DB:   actor 63@ in_car 55@ 
else_jump @STRAP1_5334 
020A: set_car 55@ door_status_to 1 
095E: set_car 55@ door 4 unlatch 1 angle -1.0 
095E: set_car 55@ door 5 unlatch 1 angle -1.0 
0852: set_car 55@ damages_visible 1 
210@ = 1 

:STRAP1_5334
if 
   not 276@ == 1 
else_jump @STRAP1_5774 
if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 42@ 43@ radius 170@ 170@ 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @STRAP1_5401 
276@ = 1 
jump @STRAP1_5575 

:STRAP1_5401
if 
0118:   actor 63@ dead 
else_jump @STRAP1_5431 
276@ = 1 
jump @STRAP1_5464 

:STRAP1_5431
if or
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
074F:   actor 63@ ped_event == 31 
else_jump @STRAP1_5464 
276@ = 1 

:STRAP1_5464
178@ = 0 

:STRAP1_5471
if and
001D:   69@ > 178@ // (int) 
   not 276@ == 1 
else_jump @STRAP1_5575 
if 
0118:   actor 70@(178@,21i) dead 
else_jump @STRAP1_5531 
276@ = 1 
jump @STRAP1_5561 

:STRAP1_5531
if 
051A:   actor 70@(178@,21i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRAP1_5561 
276@ = 1 

:STRAP1_5561
178@ += 1 
jump @STRAP1_5471 

:STRAP1_5575
if 
  276@ == 1 
else_jump @STRAP1_5742 
040D: unload_wav 1 
00BE: text_clear_all 
if 
   not 210@ == 1 
else_jump @STRAP1_5638 
gosub @STRAP1_10056 
gosub @STRAP1_10456 
jump @STRAP1_5722 

:STRAP1_5638
if 
   not 217@ == 1 
else_jump @STRAP1_5670 
gosub @STRAP1_10730 
217@ = 1 

:STRAP1_5670
if and
8118:   not actor 63@ dead 
   not 239@ == 1 
else_jump @STRAP1_5722 
01B9: set_actor 63@ armed_weapon_to 29 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 
239@ = 1 
0961: set_actor 63@ keep_tasks_after_cleanup 1 

:STRAP1_5722
0917: audio_zone 'BEACH' enable_sound 0 
jump @STRAP1_5774 

:STRAP1_5742
if or
   not 205@ == 1 
  207@ == 1 
else_jump @STRAP1_5774 
gosub @STRAP1_9962 

:STRAP1_5774
if and
  210@ == 1 
  276@ == 1 
else_jump @STRAP1_5831 
if and
  217@ == 1 
   not 277@ == 1 
else_jump @STRAP1_5831 
gosub @STRAP1_11358 

:STRAP1_5831
if and
   not 215@ == 1 
8119:   not car 55@ wrecked 
else_jump @STRAP1_5931 
if 
00DB:   actor $PLAYER_ACTOR in_car 55@ 
else_jump @STRAP1_5931 
0164: disable_marker 280@ 
215@ = 1 
216@ = 1 
0519: set_car 55@ locked 0 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
018A: 281@ = create_checkpoint_at 60@ 61@ 62@ 

:STRAP1_5931
if 
  215@ == 1 
else_jump @STRAP1_6029 
gosub @STRAP1_14694 
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_6029 
if 
81AD:   not car 55@ sphere 0 near_point 42@ 43@ radius 170@ 170@ 
else_jump @STRAP1_6029 
02AA: set_car 55@ immune_to_nonplayer 0 
211@ = 1 
0917: audio_zone 'BEACH' enable_sound 0 

:STRAP1_6029
if 
  211@ == 1 
else_jump @STRAP1_6559 
if and
   not 212@ == 1 
8118:   not actor 63@ dead 
8119:   not car 55@ wrecked 
else_jump @STRAP1_6119 
0615: define_AS_pack_begin 185@ 
0622: AS_actor -1 bail_car 55@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 185@ 
0618: assign_actor 63@ to_AS_pack 185@ 
061B: remove_references_to_AS_pack 185@ 
212@ = 1 

:STRAP1_6119
if and
  212@ == 1 
8118:   not actor 63@ dead 
   not 213@ == 1 
else_jump @STRAP1_6232 
062E: get_actor 63@ task 1560 status_store_to 186@ // ret 7 if not found 
if 
84A4:   not  186@ == 7 // == constant 
else_jump @STRAP1_6232 
0646: unknown_get_actor 63@ task_1560_status_store_to 187@ // similar to 062E 
if 
  187@ >= 0 
else_jump @STRAP1_6232 
199@ = 0 
gosub @STRAP1_15135 
01B9: set_actor 63@ armed_weapon_to 29 
213@ = 1 

:STRAP1_6232
if and
  213@ == 1 
   not 214@ == 1 
else_jump @STRAP1_6340 
if and
001D:   197@ > 196@ // (int) 
  199@ == 0 
else_jump @STRAP1_6333 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_6313 
gosub @STRAP1_15306 
jump @STRAP1_6326 

:STRAP1_6313
040D: unload_wav 1 
00BE: text_clear_all 
214@ = 1 

:STRAP1_6326
jump @STRAP1_6340 

:STRAP1_6333
214@ = 1 

:STRAP1_6340
if 
   not 217@ == 1 
else_jump @STRAP1_6372 
gosub @STRAP1_10730 
217@ = 1 

:STRAP1_6372
if 
   not 277@ == 1 
else_jump @STRAP1_6397 
gosub @STRAP1_11358 

:STRAP1_6397
if and
  217@ == 1 
   not 275@ == 1 
else_jump @STRAP1_6466 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 42@ 43@ radius 171@ 171@ 
else_jump @STRAP1_6466 
gosub @STRAP1_10232 
275@ = 1 

:STRAP1_6466
if and
  217@ == 1 
8119:   not car 55@ wrecked 
   not 277@ == 1 
else_jump @STRAP1_6552 
if and
00DB:   actor $PLAYER_ACTOR in_car 55@ 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 60@ 61@ radius 50.0 50.0 in_car 
else_jump @STRAP1_6552 
gosub @STRAP1_11775 
277@ = 1 

:STRAP1_6552
gosub @STRAP1_14694 

:STRAP1_6559
if 
   not 210@ == 1 
else_jump @STRAP1_6668 
if 
0118:   actor 63@ dead 
else_jump @STRAP1_6625 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0  // ~r~The DJ died!
jump @STRAP1_15560 
jump @STRAP1_6668 

:STRAP1_6625
if 
  276@ == 1 
else_jump @STRAP1_6668 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0  // ~r~You wrecked the party!
jump @STRAP1_15560 

:STRAP1_6668
if 
0119:   car 55@ wrecked 
else_jump @STRAP1_6716 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
jump @STRAP1_15560 
jump @STRAP1_6816 

:STRAP1_6716
if 
  215@ == 1 
else_jump @STRAP1_6816 
if 
00DB:   actor $PLAYER_ACTOR in_car 55@ 
else_jump @STRAP1_6816 
if 
01AF:   car 55@ sphere 1 in_sphere 60@ 61@ 62@ radius 4.0 4.0 2.0 
else_jump @STRAP1_6816 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @STRAP1_11893 
jump @STRAP1_15578 

:STRAP1_6816
jump @STRAP1_2489 

:STRAP1_6823
178@ = 0 
172@ = -30.0 

:STRAP1_6840
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_7112 
02F7: 173@ = cosine 172@ // (float) 
02F6: 174@ = sine 172@ // (float) 
006B: 173@ *= 170@ // (float) 
006B: 174@ *= 170@ // (float) 
005B: 173@ += 42@ // (float) 
005B: 174@ += 43@ // (float) 
if or
  178@ == 0 
  178@ == 3 
  178@ == 6 
else_jump @STRAP1_6969 
00A5: 155@(178@,7i) = create_car 412 at 173@ 174@ -100.0 
jump @STRAP1_7047 

:STRAP1_6969
if or
  178@ == 1 
  178@ == 7 
else_jump @STRAP1_7024 
00A5: 155@(178@,7i) = create_car 467 at 173@ 174@ -100.0 
jump @STRAP1_7047 

:STRAP1_7024
00A5: 155@(178@,7i) = create_car 419 at 173@ 174@ -100.0 

:STRAP1_7047
176@ = 90.0 
005B: 176@ += 172@ // (float) 
0175: set_car 155@(178@,7i) Z_angle_to 176@ 
020A: set_car 155@(178@,7i) door_status_to 2 
172@ += 37.0 
178@ += 1 
jump @STRAP1_6840 

:STRAP1_7112
0506: set_car_model 413 next_variation 0 0 // first param is useless 
00A5: 55@ = create_car 413 at 56@ 57@ 58@ 
06E7: 284@ = add_car_component #WHEEL_OR1 to_car 55@ 
0175: set_car 55@ Z_angle_to 59@ 
00A9: set_car 55@ to_normal_driver 
02AA: set_car 55@ immune_to_nonplayer 1 
0224: set_car 55@ health_to 5000 
0229: set_car 55@ primary_color_to 4 secondary_color_to 4 
053F: set_car 55@ tires_vulnerability 0 
0423: set_car 55@ improved_handling_to 2.0 // (float) 
0657: car 55@ open_door 4 
0657: car 55@ open_door 5 
020A: set_car 55@ door_status_to 3 
0852: set_car 55@ damages_visible 0 
wait 1000 
009A: 63@ = create_actor_pedtype 24 model 13 at 64@ 65@ -100.0 
0173: set_actor 63@ Z_angle_to 59@ 
02A9: set_actor 63@ immune_to_nonplayer 1 
01B2: give_actor 63@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 0 
239@ = 0 
07E5: copy_decision_maker 65542 to 188@ 
0709: set_decision_maker 188@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 63@ decision_maker_to 188@ 
178@ = 0 

:STRAP1_7356
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_8029 
if or
  178@ == 0 
  178@ == 4 
  178@ == 7 
  178@ == 11 
else_jump @STRAP1_7453 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 22 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7453
if or
  178@ == 6 
  178@ == 3 
  178@ == 2 
else_jump @STRAP1_7524 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 101 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7524
if or
  178@ == 9 
  178@ == 14 
  178@ == 17 
  178@ == 19 
else_jump @STRAP1_7603 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 211 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7603
if 
  178@ == 12 
else_jump @STRAP1_7660 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 99 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7660
if or
  178@ == 16 
  178@ == 10 
else_jump @STRAP1_7724 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 93 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7724
if or
  178@ == 5 
  178@ == 15 
else_jump @STRAP1_7789 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 217 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7789
if or
  178@ == 8 
  178@ == 13 
else_jump @STRAP1_7853 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 19 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7853
if or
  178@ == 1 
  178@ == 20 
else_jump @STRAP1_7917 
009A: 70@(178@,21i) = create_actor_pedtype 24 model 55 at 91@(178@,21f) 112@(178@,21f) -100.0 
jump @STRAP1_7949 

:STRAP1_7917
009A: 70@(178@,21i) = create_actor_pedtype 24 model 91 at 91@(178@,21f) 112@(178@,21f) -100.0 

:STRAP1_7949
0173: set_actor 70@(178@,21i) Z_angle_to 133@(178@,21f) 
01B2: give_actor 70@(178@,21i) weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 70@(178@,21i) armed_weapon_to 0 
060B: set_actor 70@(178@,21i) decision_maker_to 188@ 
218@(178@,21i) = 0 
178@ += 1 
jump @STRAP1_7356 

:STRAP1_8029
0249: release_model 412 
0249: release_model 419 
0249: release_model 467 
0249: release_model 93 
0249: release_model 22 
0249: release_model 99 
0249: release_model 211 
0249: release_model 101 
0249: release_model 217 
0249: release_model 19 
0249: release_model 91 
0249: release_model 55 
06EB: release_car_component #WHEEL_OR1 
return 

:STRAP1_8089
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
04ED: load_animation "BEACH" 
04ED: load_animation "SCRATCHING" 

:STRAP1_8130
if or
84EE:   not animation "BAR" loaded 
84EE:   not animation "DANCING" loaded 
84EE:   not animation "BEACH" loaded 
84EE:   not animation "SCRATCHING" loaded 
else_jump @STRAP1_8193 
wait 0 
jump @STRAP1_8130 

:STRAP1_8193
0615: define_AS_pack_begin 189@ 
0605: actor -1 perform_animation "SCLNG_R" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 189@ loop 1 
0616: define_AS_pack_end 189@ 
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_8274 
0618: assign_actor 63@ to_AS_pack 189@ 

:STRAP1_8274
if 
8118:   not actor 70@ dead 
else_jump @STRAP1_8358 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 70@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8358
if 
8118:   not actor 71@ dead 
else_jump @STRAP1_8442 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 71@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8442
if 
8118:   not actor 72@ dead 
else_jump @STRAP1_8526 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 72@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8526
if and
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
else_jump @STRAP1_8571 
0677: AS_actor 73@ chat_with_actor 74@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 74@ chat_with_actor 73@ lead_speaker_flag 0 unknown_flag 1 

:STRAP1_8571
if 
8118:   not actor 75@ dead 
else_jump @STRAP1_8657 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 75@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8657
if 
8118:   not actor 76@ dead 
else_jump @STRAP1_8745 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 76@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8745
if 
8118:   not actor 77@ dead 
else_jump @STRAP1_8831 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 77@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8831
if 
8118:   not actor 78@ dead 
else_jump @STRAP1_8919 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 78@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_8919
if 
8118:   not actor 79@ dead 
else_jump @STRAP1_9007 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 79@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9007
if 
8118:   not actor 80@ dead 
else_jump @STRAP1_9095 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 80@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9095
if 
8118:   not actor 81@ dead 
else_jump @STRAP1_9183 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 81@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9183
if 
8118:   not actor 82@ dead 
else_jump @STRAP1_9269 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 82@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9269
if 
8118:   not actor 83@ dead 
else_jump @STRAP1_9349 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 83@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9349
if 
8118:   not actor 84@ dead 
else_jump @STRAP1_9438 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 84@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9438
if 
8118:   not actor 85@ dead 
else_jump @STRAP1_9522 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 85@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9522
if 
8118:   not actor 86@ dead 
else_jump @STRAP1_9606 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 86@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9606
if 
8118:   not actor 87@ dead 
else_jump @STRAP1_9690 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 87@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9690
if 
8118:   not actor 88@ dead 
else_jump @STRAP1_9774 
0615: define_AS_pack_begin 191@ 
0605: actor -1 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 191@ loop 1 
0616: define_AS_pack_end 191@ 
0618: assign_actor 88@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 

:STRAP1_9774
if 
8118:   not actor 89@ dead 
else_jump @STRAP1_9867 
0615: define_AS_pack_begin 181@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
0643: set_AS_pack 181@ loop 1 
0616: define_AS_pack_end 181@ 
0618: assign_actor 89@ to_AS_pack 181@ 
061B: remove_references_to_AS_pack 181@ 

:STRAP1_9867
if 
8118:   not actor 90@ dead 
else_jump @STRAP1_9960 
0615: define_AS_pack_begin 182@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2200 ms 
0643: set_AS_pack 182@ loop 1 
0616: define_AS_pack_end 182@ 
0618: assign_actor 90@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 

:STRAP1_9960
return 

:STRAP1_9962
if and
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
else_jump @STRAP1_10054 
062E: get_actor 73@ task 1655 status_store_to 285@ // ret 7 if not found 
062E: get_actor 74@ task 1655 status_store_to 286@ // ret 7 if not found 
if and
04A4:   285@ == 7 // == constant 
04A4:   286@ == 7 // == constant 
else_jump @STRAP1_10054 
0677: AS_actor 73@ chat_with_actor 74@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 74@ chat_with_actor 73@ lead_speaker_flag 0 unknown_flag 1 

:STRAP1_10054
return 

:STRAP1_10056
178@ = 5 

:STRAP1_10063
if 
  8 >= 178@ 
else_jump @STRAP1_10171 
if and
8118:   not actor 70@(178@,21i) dead 
  218@(178@,21i) == 0 
else_jump @STRAP1_10157 
01B9: set_actor 70@(178@,21i) armed_weapon_to 29 
05E2: AS_actor 70@(178@,21i) kill_actor $PLAYER_ACTOR 
218@(178@,21i) = 1 
0961: set_actor 70@(178@,21i) keep_tasks_after_cleanup 1 

:STRAP1_10157
178@ += 1 
jump @STRAP1_10063 

:STRAP1_10171
if and
8118:   not actor 63@ dead 
  239@ == 0 
else_jump @STRAP1_10230 
01B9: set_actor 63@ armed_weapon_to 29 
04D7: set_actor 63@ locked 0 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 
239@ = 1 
0961: set_actor 63@ keep_tasks_after_cleanup 1 

:STRAP1_10230
return 

:STRAP1_10232
178@ = 0 

:STRAP1_10239
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_10343 
if 
   not 240@(178@,21i) == 1 
else_jump @STRAP1_10329 
if 
8118:   not actor 70@(178@,21i) dead 
else_jump @STRAP1_10329 
if 
82CB:   not actor 70@(178@,21i) bounding_sphere_visible 
else_jump @STRAP1_10329 
009B: destroy_actor 70@(178@,21i) 

:STRAP1_10329
178@ += 1 
jump @STRAP1_10239 

:STRAP1_10343
178@ = 0 

:STRAP1_10350
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_10454 
if 
   not 261@(178@,7i) == 1 
else_jump @STRAP1_10440 
if 
8119:   not car 155@(178@,7i) wrecked 
else_jump @STRAP1_10440 
if 
82CA:   not car 155@(178@,7i) bounding_sphere_visible 
else_jump @STRAP1_10440 
00A6: destroy_car 155@(178@,7i) 

:STRAP1_10440
178@ += 1 
jump @STRAP1_10350 

:STRAP1_10454
return 

:STRAP1_10456
178@ = 0 

:STRAP1_10463
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_10574 
if 
8118:   not actor 70@(178@,21i) dead 
else_jump @STRAP1_10560 
if or
  5 > 178@ 
  178@ > 8 
else_jump @STRAP1_10560 
05DD: AS_actor 70@(178@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 70@(178@,21i) keep_tasks_after_cleanup 1 

:STRAP1_10560
178@ += 1 
jump @STRAP1_10463 

:STRAP1_10574
if 
8119:   not car 156@ wrecked 
else_jump @STRAP1_10651 
020A: set_car 156@ door_status_to 3 
if 
8118:   not actor 85@ dead 
else_jump @STRAP1_10623 
05CB: AS_actor 85@ enter_car 156@ as_driver -1 ms 

:STRAP1_10623
if 
8118:   not actor 86@ dead 
else_jump @STRAP1_10651 
05CA: AS_actor 86@ enter_car 156@ passenger_seat 0 time -1 

:STRAP1_10651
if 
8119:   not car 157@ wrecked 
else_jump @STRAP1_10728 
020A: set_car 157@ door_status_to 3 
if 
8118:   not actor 87@ dead 
else_jump @STRAP1_10700 
05CB: AS_actor 87@ enter_car 157@ as_driver -1 ms 

:STRAP1_10700
if 
8118:   not actor 88@ dead 
else_jump @STRAP1_10728 
05CA: AS_actor 88@ enter_car 157@ passenger_seat 0 time -1 

:STRAP1_10728
return 

:STRAP1_10730
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_11356 
177@ = 0 
180@ = 0 

:STRAP1_10760
if 
001D:   154@ > 180@ // (int) 
else_jump @STRAP1_11067 
if 
8119:   not car 155@(180@,7i) wrecked 
else_jump @STRAP1_11053 
046C: 169@ = car 155@(180@,7i) driver 
if and
  169@ == -1 
   not 261@(180@,7i) == 1 
  2 > 177@ 
else_jump @STRAP1_11053 
179@ = 0 

:STRAP1_10854
if 
001D:   69@ > 179@ // (int) 
else_jump @STRAP1_11053 
if and
8118:   not actor 70@(179@,21i) dead 
   not 240@(179@,21i) == 1 
else_jump @STRAP1_11039 
020A: set_car 155@(180@,7i) door_status_to 3 
06E1: AS_actor 70@(179@,21i) using_car 155@(180@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0085: 162@(180@,7i) = 70@(179@,21i) // (int) 
268@(180@,7i) = 1 
01EC: make_car 155@(180@,7i) very_heavy 1 
03AB: set_car 155@(180@,7i) strong 1 
02AA: set_car 155@(180@,7i) immune_to_nonplayer 1 
240@(179@,21i) = 1 
261@(180@,7i) = 1 
177@ += 1 
0085: 179@ = 69@ // (int) 

:STRAP1_11039
179@ += 1 
jump @STRAP1_10854 

:STRAP1_11053
180@ += 1 
jump @STRAP1_10760 

:STRAP1_11067
065C: release_decision_maker 188@ 
07E5: copy_decision_maker -1 to 188@ 
0708: reset_decision_maker 188@ event 7 
178@ = 0 

:STRAP1_11093
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_11332 
if 
8118:   not actor 70@(178@,21i) dead 
else_jump @STRAP1_11318 
if 
   not 240@(178@,21i) == 1 
else_jump @STRAP1_11295 
if and
  178@ >= 5 
  8 >= 178@ 
else_jump @STRAP1_11255 
0350: set_actor 70@(178@,21i) maintain_position_when_attacked 1 
01B9: set_actor 70@(178@,21i) armed_weapon_to 29 
05E2: AS_actor 70@(178@,21i) kill_actor $PLAYER_ACTOR 
218@(178@,21i) = 1 
0961: set_actor 70@(178@,21i) keep_tasks_after_cleanup 1 
077A: set_actor 70@(178@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
jump @STRAP1_11288 

:STRAP1_11255
05DD: AS_actor 70@(178@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 70@(178@,21i) keep_tasks_after_cleanup 1 

:STRAP1_11288
jump @STRAP1_11306 

:STRAP1_11295
0961: set_actor 70@(178@,21i) keep_tasks_after_cleanup 0 

:STRAP1_11306
060B: set_actor 70@(178@,21i) decision_maker_to 188@ 

:STRAP1_11318
178@ += 1 
jump @STRAP1_11093 

:STRAP1_11332
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_11356 
060B: set_actor 63@ decision_maker_to 188@ 

:STRAP1_11356
return 

:STRAP1_11358
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_11590 
180@ = 0 

:STRAP1_11381
if 
001D:   154@ > 180@ // (int) 
else_jump @STRAP1_11590 
if and
8119:   not car 155@(180@,7i) wrecked 
  261@(180@,7i) == 1 
else_jump @STRAP1_11576 
if 
8118:   not actor 162@(180@,7i) dead 
else_jump @STRAP1_11576 
if and
80DB:   not actor 162@(180@,7i) in_car 155@(180@,7i) 
  268@(180@,7i) == 0 
else_jump @STRAP1_11527 
06E1: AS_actor 162@(180@,7i) using_car 155@(180@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
268@(180@,7i) = 1 

:STRAP1_11527
if and
00DB:   actor 162@(180@,7i) in_car 155@(180@,7i) 
  268@(180@,7i) == 1 
else_jump @STRAP1_11576 
268@(180@,7i) = 0 

:STRAP1_11576
180@ += 1 
jump @STRAP1_11381 

:STRAP1_11590
return 
178@ = 0 

:STRAP1_11599
if 
001D:   154@ > 178@ // (int) 
else_jump @STRAP1_11773 
if and
8119:   not car 155@(178@,7i) wrecked 
  261@(178@,7i) == 1 
else_jump @STRAP1_11759 
046C: 169@ = car 155@(178@,7i) driver 
if and
82CA:   not car 155@(178@,7i) bounding_sphere_visible 
   not 169@ == -1 
8202:   not actor $PLAYER_ACTOR near_car 155@(178@,7i) radius 100.0 100.0 sphere 0 
else_jump @STRAP1_11759 
04C4: store_coords_to 173@ 174@ 175@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0 
00AB: put_car 155@(178@,7i) at 173@ 174@ 175@ 

:STRAP1_11759
178@ += 1 
jump @STRAP1_11599 

:STRAP1_11773
return 

:STRAP1_11775
180@ = 0 

:STRAP1_11782
if 
001D:   154@ > 180@ // (int) 
else_jump @STRAP1_11891 
if and
8119:   not car 155@(180@,7i) wrecked 
8118:   not actor 162@(180@,7i) dead 
  261@(180@,7i) == 1 
else_jump @STRAP1_11877 
05D1: AS_actor 162@(180@,7i) drive_car 155@(180@,7i) to 42@ 43@ 44@ speed 30.0 0 model 0 2 

:STRAP1_11877
180@ += 1 
jump @STRAP1_11782 

:STRAP1_11891
return 

:STRAP1_11893
fade 0 1000 

:STRAP1_11900
if 
fading 
else_jump @STRAP1_11924 
wait 0 
jump @STRAP1_11900 

:STRAP1_11924
0360: open_garage 'MUL_LAN' 

:STRAP1_11935
if 
83B0:   not garage 'MUL_LAN' door_open 
else_jump @STRAP1_11968 
wait 0 
jump @STRAP1_11935 

:STRAP1_11968
if 
0119:   car 55@ wrecked 
else_jump @STRAP1_12009 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
jump @STRAP1_15560 

:STRAP1_12009
0395: clear_area 0 at 60@ 61@ 62@ radius 50.0 
180@ = 0 

:STRAP1_12034
if 
001D:   154@ > 180@ // (int) 
else_jump @STRAP1_12107 
if 
  261@(180@,7i) == 1 
else_jump @STRAP1_12093 
009B: destroy_actor 162@(180@,7i) 
00A6: destroy_car 155@(180@,7i) 

:STRAP1_12093
180@ += 1 
jump @STRAP1_12034 

:STRAP1_12107
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_12189 
00AB: put_car 55@ at 60@ 61@ 62@ 
0175: set_car 55@ Z_angle_to 0.0 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STRAP1_12189 
036A: put_actor $PLAYER_ACTOR in_car 55@ 

:STRAP1_12189
wait 500 
015F: set_camera_position 1640.75 -1528.1 14.25 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1642.49 -1522.89 14.11 switchstyle 2 
fade 1 500 

:STRAP1_12252
if 
fading 
else_jump @STRAP1_12276 
wait 0 
jump @STRAP1_12252 

:STRAP1_12276
if 
0119:   car 55@ wrecked 
else_jump @STRAP1_12317 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
jump @STRAP1_15560 

:STRAP1_12317
287@ = 1 
0707: start_scene_skip_to @STRAP1_12583 
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_12456 
0615: define_AS_pack_begin 288@ 
05D1: AS_actor -1 drive_car 55@ to 1643.48 -1515.73 13.82 speed 5.0 1 model 0 2 
05CD: AS_actor -1 exit_car 55@ 
05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 288@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 288@ 
061B: remove_references_to_AS_pack 288@ 

:STRAP1_12456
wait 1000 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 186@ // ret 7 if not found 
if 
84A4:   not  186@ == 7 // == constant 
else_jump @STRAP1_12571 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 187@ // similar to 062E 

:STRAP1_12498
if and
  1 >= 187@ 
84A4:   not  186@ == 7 // == constant 
else_jump @STRAP1_12571 
wait 0 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 186@ // ret 7 if not found 
if 
84A4:   not  186@ == 7 // == constant 
else_jump @STRAP1_12564 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 187@ // similar to 062E 

:STRAP1_12564
jump @STRAP1_12498 

:STRAP1_12571
wait 2000 
287@ = 0 

:STRAP1_12583
0701: end_scene_skip 
if 
  287@ == 1 
else_jump @STRAP1_12603 

:STRAP1_12603
fade 0 500 

:STRAP1_12610
if 
fading 
else_jump @STRAP1_12634 
wait 0 
jump @STRAP1_12610 

:STRAP1_12634
0361: close_garage 'MUL_LAN' 

:STRAP1_12645
if 
83B1:   not garage 'MUL_LAN' door_closed 
else_jump @STRAP1_12678 
wait 0 
jump @STRAP1_12645 

:STRAP1_12678
if 
0119:   car 55@ wrecked 
else_jump @STRAP1_12719 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
jump @STRAP1_15560 

:STRAP1_12719
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STRAP1_12768 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 60@ 61@ 62@ 
jump @STRAP1_12782 

:STRAP1_12768
00A1: put_actor $PLAYER_ACTOR at 60@ 61@ 62@ 

:STRAP1_12782
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A6: destroy_car 55@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:STRAP1_12819
if 
fading 
else_jump @STRAP1_12843 
wait 0 
jump @STRAP1_12819 

:STRAP1_12843
return 

:STRAP1_12845
0717: assign_actor 63@ to_dialogue_mode 
0209: $8267 = random_int_in_ranges 0 2 
0209: $8268 = random_int_in_ranges 0 3 
if 
  $8267 == 0 
else_jump @STRAP1_13098 
0871: init_jump_table $8268 total_jumps 3 default_jump 1 @STRAP1_13084 jumps 0 @STRAP1_12949 1 @STRAP1_12994 2 @STRAP1_13039 -1 @STRAP1_13091 -1 @STRAP1_13091 -1 @STRAP1_13091 -1 @STRAP1_13091 

:STRAP1_12949
05AA: 289@s = 'HI1' // @s = 'short'  // Hey, what's poppin'?
04AF: 299@ = 21420 // = constant 
04AF: 300@ = 21422 // = constant 
04AF: 301@ = 21421 // = constant 
jump @STRAP1_13091 

:STRAP1_12994
05AA: 289@s = 'HI3' // @s = 'short'  // Whassup?
04AF: 299@ = 21426 // = constant 
04AF: 300@ = 21428 // = constant 
04AF: 301@ = 21427 // = constant 
jump @STRAP1_13091 

:STRAP1_13039
05AA: 289@s = 'HI5' // @s = 'short'  // Hey, what's crackin'?
04AF: 299@ = 21432 // = constant 
04AF: 300@ = 21434 // = constant 
04AF: 301@ = 21433 // = constant 
jump @STRAP1_13091 

:STRAP1_13084
jump @STRAP1_13091 

:STRAP1_13091
jump @STRAP1_13303 

:STRAP1_13098
0871: init_jump_table $8268 total_jumps 3 default_jump 1 @STRAP1_13296 jumps 0 @STRAP1_13161 1 @STRAP1_13206 2 @STRAP1_13251 -1 @STRAP1_13303 -1 @STRAP1_13303 -1 @STRAP1_13303 -1 @STRAP1_13303 

:STRAP1_13161
05AA: 289@s = 'HI2' // @s = 'short'  // Hey, what's poppin'?
04AF: 299@ = 21423 // = constant 
04AF: 300@ = 21425 // = constant 
04AF: 301@ = 21424 // = constant 
jump @STRAP1_13303 

:STRAP1_13206
05AA: 289@s = 'HI4' // @s = 'short'  // Whassup?
04AF: 299@ = 21429 // = constant 
04AF: 300@ = 21431 // = constant 
04AF: 301@ = 21430 // = constant 
jump @STRAP1_13303 

:STRAP1_13251
05AA: 289@s = 'HI6' // @s = 'short'  // Hey, what's crackin'?
04AF: 299@ = 21435 // = constant 
04AF: 300@ = 21437 // = constant 
04AF: 301@ = 21436 // = constant 
jump @STRAP1_13303 

:STRAP1_13296
jump @STRAP1_13303 

:STRAP1_13303
0209: $8267 = random_int_in_ranges 0 2 
if 
  $8267 == 0 
else_jump @STRAP1_13375 
05AA: 291@s = 'DOFFE1' // @s = 'short'  // Well why don't you come and dance?
04AF: 302@ = 21404 // = constant 
04AF: 303@ = 21406 // = constant 
04AF: 304@ = 21405 // = constant 
jump @STRAP1_13413 

:STRAP1_13375
05AA: 291@s = 'DOFFE3' // @s = 'short'  // Well, hey, let's dance, sugar!
04AF: 302@ = 21410 // = constant 
04AF: 303@ = 21412 // = constant 
04AF: 304@ = 21411 // = constant 

:STRAP1_13413
0209: $8267 = random_int_in_ranges 0 2 
if 
  $8267 == 0 
else_jump @STRAP1_13469 
05AA: 293@s = 'BEXIT1' // @s = 'short'  // Suit yourself.
04AF: 305@ = 21400 // = constant 
jump @STRAP1_13491 

:STRAP1_13469
05AA: 293@s = 'BEXIT2' // @s = 'short'  // Whatever. See you 'round.
04AF: 305@ = 21401 // = constant 

:STRAP1_13491
05AA: 295@s = 'DSTAR2' // @s = 'short'  // Let's see what you got...
04AF: 306@ = 21417 // = constant 
0209: $8267 = random_int_in_ranges 0 2 
if 
  $8267 == 0 
else_jump @STRAP1_13569 
05AA: 297@s = 'GEXIT1' // @s = 'short'  // Well, come on back when you ain't so rushed.
04AF: 307@ = 21418 // = constant 
jump @STRAP1_13591 

:STRAP1_13569
05AA: 297@s = 'GEXIT2' // @s = 'short'  // If you change your mind you know where to find me.
04AF: 307@ = 21419 // = constant 

:STRAP1_13591
0A18: set_dialogue_classA_question_GXT 289@s answer_yes_GXT 291@s answer_no_GXT 293@s question_WAV 299@ answer_yes_WAV 300@ answer_no_WAV 301@ 
0A3C: set_dialogue_classA_end_GXT 293@s WAV 305@ 
0A18: set_dialogue_classA_question_GXT 291@s answer_yes_GXT 295@s answer_no_GXT 297@s question_WAV 302@ answer_yes_WAV 303@ answer_no_WAV 304@ 
0A3C: set_dialogue_classA_end_GXT 295@s WAV 306@ 
0A3C: set_dialogue_classA_end_GXT 297@s WAV 307@ 
0719: enable_dialogue_mode 
return 

:STRAP1_13659
0717: assign_actor 63@ to_dialogue_mode 
0209: $8267 = random_int_in_ranges 0 2 
if 
  $8267 == 0 
else_jump @STRAP1_13736 
05AA: 308@s = 'VOFFE1' // @s = 'short'  // You got some moves, wanna come and chat?
04AF: 312@ = 21443 // = constant 
04AF: 313@ = 21445 // = constant 
04AF: 314@ = 21444 // = constant 
jump @STRAP1_13774 

:STRAP1_13736
05AA: 308@s = 'VOFFE2' // @s = 'short'  // You got some moves, wanna come and chat?
04AF: 312@ = 21446 // = constant 
04AF: 313@ = 21448 // = constant 
04AF: 314@ = 21447 // = constant 

:STRAP1_13774
0209: $8267 = random_int_in_ranges 0 2 
if 
  $8267 == 0 
else_jump @STRAP1_13846 
05AA: 310@s = 'VSURE1' // @s = 'short'  // You sure?
04AF: 315@ = 21449 // = constant 
04AF: 316@ = 21451 // = constant 
04AF: 317@ = 21450 // = constant 
jump @STRAP1_13884 

:STRAP1_13846
05AA: 310@s = 'VSURE2' // @s = 'short'  // You sure?
04AF: 315@ = 21452 // = constant 
04AF: 316@ = 21454 // = constant 
04AF: 317@ = 21453 // = constant 

:STRAP1_13884
0A18: set_dialogue_classA_question_GXT 308@s answer_yes_GXT 'VYES2' answer_no_GXT 310@s question_WAV 312@ answer_yes_WAV 313@ answer_no_WAV 314@  // Let me take you into my office...
0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456  // Let me take you into my office...
0A18: set_dialogue_classA_question_GXT 310@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 315@ answer_yes_WAV 316@ answer_no_WAV 317@  // Well, I'm here for a while, if you change your mind! // C'mon, homeboy.
0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442  // Well, I'm here for a while, if you change your mind!
0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455  // C'mon, homeboy.
0719: enable_dialogue_mode 
return 

:STRAP1_13988
0087: 318@ = 47@ // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 48@ // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 47@ = 320@ // (float) 
0087: 48@ = 321@ // (float) 
49@ = 2.68 
0087: 318@ = 50@ // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 51@ // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 50@ = 320@ // (float) 
0087: 51@ = 321@ // (float) 
52@ = 2.39 
0087: 318@ = 56@ // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 57@ // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 56@ = 320@ // (float) 
0087: 57@ = 321@ // (float) 
58@ = 3.42 
59@ -= 51.0 
0087: 318@ = 64@ // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 65@ // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 64@ = 320@ // (float) 
0087: 65@ = 321@ // (float) 
0087: 318@ = 66@ // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 67@ // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 66@ = 320@ // (float) 
0087: 67@ = 321@ // (float) 
68@ = 2.31 
178@ = 0 

:STRAP1_14320
if 
001D:   69@ > 178@ // (int) 
else_jump @STRAP1_14438 
0087: 318@ = 91@(178@,21f) // (float) 
0063: 318@ -= 42@ // (float) 
0087: 319@ = 112@(178@,21f) // (float) 
0063: 319@ -= 43@ // (float) 
gosub @STRAP1_14440 
0087: 91@(178@,21f) = 320@ // (float) 
0087: 112@(178@,21f) = 321@ // (float) 
133@(178@,21f) -= 51.0 
178@ += 1 
jump @STRAP1_14320 

:STRAP1_14438
return 

:STRAP1_14440
0087: 322@ = 318@ // (float) 
006B: 322@ *= 318@ // (float) 
0087: 323@ = 319@ // (float) 
006B: 323@ *= 319@ // (float) 
0087: 325@ = 322@ // (float) 
005B: 325@ += 323@ // (float) 
01FB: 324@ = square_root 325@ 
0087: 326@ = 319@ // (float) 
0073: 326@ /= 324@ // (float) 
0087: 327@ = 318@ // (float) 
0073: 327@ /= 324@ // (float) 
02F7: 328@ = cosine 51.0 // (float) 
02F6: 329@ = sine 51.0 // (float) 
0087: 330@ = 326@ // (float) 
006B: 330@ *= 328@ // (float) 
0087: 331@ = 327@ // (float) 
006B: 331@ *= 329@ // (float) 
0087: 332@ = 327@ // (float) 
006B: 332@ *= 328@ // (float) 
0087: 333@ = 326@ // (float) 
006B: 333@ *= 329@ // (float) 
0087: 334@ = 330@ // (float) 
0063: 334@ -= 331@ // (float) 
0087: 335@ = 332@ // (float) 
005B: 335@ += 333@ // (float) 
0087: 320@ = 324@ // (float) 
006B: 320@ *= 335@ // (float) 
0087: 321@ = 324@ // (float) 
006B: 321@ *= 334@ // (float) 
005B: 320@ += 42@ // (float) 
005B: 321@ += 43@ // (float) 
return 

:STRAP1_14694
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_14858 
if 
  216@ == 1 
else_jump @STRAP1_14797 
if 
80DB:   not actor $PLAYER_ACTOR in_car 55@ 
else_jump @STRAP1_14790 
0164: disable_marker 281@ 
0186: 280@ = create_marker_above_car 55@ 
07E0: set_marker 280@ type_to 1 
00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0  // ~s~Get back into the ~b~sound van~s~.
216@ = 0 

:STRAP1_14790
jump @STRAP1_14858 

:STRAP1_14797
if 
00DB:   actor $PLAYER_ACTOR in_car 55@ 
else_jump @STRAP1_14858 
0164: disable_marker 280@ 
018A: 281@ = create_checkpoint_at 60@ 61@ 62@ 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
216@ = 1 

:STRAP1_14858
return 

:STRAP1_14860
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0  // ~s~When you get to the beach party, go and talk to the ~y~DJ~s~.
015F: set_camera_position 532.87 -1893.69 3.29 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 533.97 -1892.67 3.3 switchstyle 2 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A1: put_actor $PLAYER_ACTOR at $68 $69 -100.0 
0087: 336@ = 42@ // (float) 
0065: 336@ -= $68 // (float) 
0087: 337@ = 43@ // (float) 
0065: 337@ -= $69 // (float) 
0604: get_Z_angle_for_point 336@ 337@ store_to $71 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STRAP1_15044 
0173: set_actor $PLAYER_ACTOR Z_angle_to $71 
jump @STRAP1_15065 

:STRAP1_15044
03C0: 338@ = actor $PLAYER_ACTOR car 
00A9: set_car 338@ to_normal_driver 
0175: set_car 338@ Z_angle_to $71 

:STRAP1_15065
wait 2000 
287@ = 1 
0707: start_scene_skip_to @STRAP1_15096 
wait 8000 
287@ = 0 

:STRAP1_15096
0701: end_scene_skip 
if 
  287@ == 1 
else_jump @STRAP1_15116 

:STRAP1_15116
00BE: text_clear_all 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:STRAP1_15135
0871: init_jump_table 199@ total_jumps 2 default_jump 1 @STRAP1_15270 jumps 0 @STRAP1_15198 1 @STRAP1_15234 -1 @STRAP1_15277 -1 @STRAP1_15277 -1 @STRAP1_15277 -1 @STRAP1_15277 -1 @STRAP1_15277 

:STRAP1_15198
05AA: 192@s = 'LOC1_YT' // @s = 'short'  // He's stealing the sounds!
04AF: 194@ = 21656 // = constant 
197@ = 1 
jump @STRAP1_15277 

:STRAP1_15234
05AA: 192@s = 'DNCEF1' // @s = 'short'  // You need to put more time in on the dance floor!
04AF: 194@ = 21402 // = constant 
197@ = 1 
jump @STRAP1_15277 

:STRAP1_15270
jump @STRAP1_15277 

:STRAP1_15277
195@ = 0 
196@ = 0 
198@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
return 

:STRAP1_15306
if or
  195@ == 0 
  195@ == 1 
else_jump @STRAP1_15376 
if 
001D:   197@ > 196@ // (int) 
else_jump @STRAP1_15376 
if 
  40@ > 1000 
else_jump @STRAP1_15376 
gosub @STRAP1_15434 

:STRAP1_15376
if 
  195@ == 2 
else_jump @STRAP1_15432 
if 
03D2:   wav 1 ended 
else_jump @STRAP1_15432 
195@ = 0 
196@ += 1 
00BE: text_clear_all 
40@ = 0 

:STRAP1_15432
return 

:STRAP1_15434
if 
  195@ == 0 
else_jump @STRAP1_15470 
03CF: load_wav 194@(196@,1i) as 1 
195@ = 1 

:STRAP1_15470
if 
  195@ == 1 
else_jump @STRAP1_15558 
if 
03D0:   wav 1 loaded 
else_jump @STRAP1_15558 
00BC: show_text_highpriority GXT 192@(196@,1s) time 10000 flag 1 
if and
  199@ == 1 
8118:   not actor 63@ dead 
else_jump @STRAP1_15547 
0949: link_wav 1 to_actor 63@ 

:STRAP1_15547
03D1: play_wav 1 
195@ = 2 

:STRAP1_15558
return 

:STRAP1_15560
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STRAP1_15578
$454 += 1 
0318: set_latest_mission_passed 'STRAP_1'  // Life's a Beach
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:STRAP1_15633
0249: release_model 412 
0249: release_model 419 
0249: release_model 467 
0249: release_model 413 
0249: release_model 353 
0249: release_model 13 
0249: release_model 93 
0249: release_model 22 
0249: release_model 99 
0249: release_model 211 
0249: release_model 101 
0249: release_model 217 
0249: release_model 19 
0249: release_model 91 
0249: release_model 55 
06EB: release_car_component #WHEEL_OR1 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 54@ // This object will now disappear when the player looks away 
090F: end_external_script 35 (DANCE) 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
04EF: release_animation "BEACH" 
04EF: release_animation "SCRATCHING" 
0164: disable_marker 279@ 
0164: disable_marker 280@ 
0164: disable_marker 281@ 
0650: destroy_particle 45@ 
0650: destroy_particle 46@ 
061B: remove_references_to_AS_pack 181@ 
061B: remove_references_to_AS_pack 182@ 
061B: remove_references_to_AS_pack 185@ 
061B: remove_references_to_AS_pack 288@ 
061B: remove_references_to_AS_pack 189@ 
061B: remove_references_to_AS_pack 190@ 
061B: remove_references_to_AS_pack 191@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRAP1_15843 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:STRAP1_15843
if 
8118:   not actor 63@ dead 
else_jump @STRAP1_15871 
08ED: remove_actor 63@ from_dialogue_mode 
04D7: set_actor 63@ locked 0 

:STRAP1_15871
if 
8119:   not car 55@ wrecked 
else_jump @STRAP1_15894 
0852: set_car 55@ damages_visible 1 

:STRAP1_15894
065C: release_decision_maker 188@ 
03E6: remove_text_box 
0917: audio_zone 'BEACH' enable_sound 0 
091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:STRAP2
thread 'STRAP2' 
gosub @STRAP2_47 
if 
wasted_or_busted 
else_jump @STRAP2_38 
gosub @STRAP2_10534 

:STRAP2_38
gosub @STRAP2_10607 
end_thread 

:STRAP2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP2' 
0169: set_fade_color_RGB 0 0 0 
select_interior 10 
fade 0 2000 

:STRAP2_86
if 
fading 
else_jump @STRAP2_110 
wait 0 
jump @STRAP2_86 

:STRAP2_110
02E4: load_cutscene_data 'STRAP2A' 

:STRAP2_121
if 
86B9:   not cutscene_data_loaded 
else_jump @STRAP2_145 
wait 0 
jump @STRAP2_121 

:STRAP2_145
02E7: start_cutscene 
fade 1 1000 

:STRAP2_154
if 
82E9:   not cutscene_reached_end 
else_jump @STRAP2_178 
wait 0 
jump @STRAP2_154 

:STRAP2_178
02EA: end_cutscene 
fade 0 0 

:STRAP2_186
if 
fading 
else_jump @STRAP2_210 
wait 0 
jump @STRAP2_186 

:STRAP2_210
select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model 579 
0247: load_model 580 
0247: load_model #KMB_RHYMESBOOK 
0247: load_model #CJ_JUICE_CAN 
0247: load_model 347 
0247: load_model 510 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 21803 as 1 
03CF: load_wav 21804 as 2 
038B: load_requested_models 

:STRAP2_281
if or
8248:   not model 579 available 
8248:   not model 580 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @STRAP2_321 
wait 0 
jump @STRAP2_281 

:STRAP2_321
if or
8248:   not model #KMB_RHYMESBOOK available 
8248:   not model #CJ_JUICE_CAN available 
8248:   not model 347 available 
8248:   not model 510 available 
else_jump @STRAP2_363 
wait 0 
jump @STRAP2_321 

:STRAP2_363
018A: 69@ = create_checkpoint_at 1239.032 -741.106 94.76 
00A1: put_actor $PLAYER_ACTOR at 790.0 -1626.0 12.5 
03CB: set_rendering_origin_at 790.0 -1626.0 12.5 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.0 
060A: create_decision_maker_type 4 store_to 53@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 54@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
fade 1 1500 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
00BC: show_text_highpriority GXT 'STP2_1' time 10000 flag 1  // ~s~Go to ~y~Madd Dogg's mansion~s~.
if 
  $8269 > 0 
else_jump @STRAP2_745 
0950: set_trip_skip 1242.659 -748.503 94.33 angle 191.586 

:STRAP2_745
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STRAP2_771 
jump @STRAP2_10552 

:STRAP2_771
if 
  78@ == 0 
else_jump @STRAP2_973 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1222.799 -735.563 lr_corner_at 1348.407 -759.322 angle -100.0 sphere 0 
else_jump @STRAP2_973 
if 
  $8269 == 0 
else_jump @STRAP2_857 
$8269 = 1 

:STRAP2_857
0951: disable_trip_skip 
0164: disable_marker 69@ 
018A: 69@ = create_checkpoint_at 1298.66 -795.58 83.84 
00BC: show_text_highpriority GXT 'STP2_2' time 5000 flag 1  // ~s~The ~y~main door ~s~is around the back of the mansion.
00A5: 43@ = create_car 579 at 1243.154 -805.76 83.188 
0175: set_car 43@ Z_angle_to 1.533 
00A5: 44@ = create_car 580 at 1255.024 -804.587 83.934 
0175: set_car 44@ Z_angle_to 182.9 
78@ = 1 

:STRAP2_973
if 
  78@ == 1 
else_jump @STRAP2_1832 
09E8: 42@ = actor $PLAYER_ACTOR active_interior 
if 
  42@ == 5 
else_jump @STRAP2_1832 
03C7: set_sensitivity_to_crime 0.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1256.623 -801.0125 1084.091 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1255.93 -801.7316 1084.044 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1299.352 -792.6416 1083.008 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0395: clear_area 0 at 1299.352 -792.6416 200.0 radius 200.0 
04ED: load_animation "CRIB" 
04ED: load_animation "VENDING" 
0247: load_model 335 
0247: load_model 24 
0247: load_model 25 
0247: load_model 352 
03CF: load_wav 23600 as 3 
038B: load_requested_models 
03CB: set_rendering_origin_at 1256.623 -801.0125 1084.091 

:STRAP2_1196
if or
84EE:   not animation "CRIB" loaded 
84EE:   not animation "VENDING" loaded 
8248:   not model 335 available 
8248:   not model 24 available 
8247:   not load_model 25 
83D0:   not wav 3 loaded 
else_jump @STRAP2_1254 
wait 0 
jump @STRAP2_1196 

:STRAP2_1254
01B4: set_player $PLAYER_CHAR can_move 0 
075B: zoom_radar 100 
0164: disable_marker 69@ 
009A: 45@ = create_actor_pedtype 24 model 24 at 1301.98 -785.31 1083.05 
08AD: link_actor 45@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0648: unknown_actor 45@ task_set 2.0 // float 
0173: set_actor 45@ Z_angle_to 358.83 
060B: set_actor 45@ decision_maker_to 53@ 
0187: 70@ = create_marker_above_actor 45@ 
018B: set_marker 70@ radar_mode 2 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 90 
087E: set_actor 45@ weapon_droppable 0 
0860: link_actor 45@ to_interior 5 
00BC: show_text_highpriority GXT 'STP2_3' time 7000 flag 1  // ~s~The ~g~rhyme book ~s~is in Madd Dogg's recording studio.
wait 2000 
0707: start_scene_skip_to @STRAP2_1701 
wait 1000 
009A: 46@ = create_actor_pedtype 24 model 25 at 1249.063 -769.8262 1083.023 
08AD: link_actor 46@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 46@ to_interior 5 
0173: set_actor 46@ Z_angle_to 270.552 
0648: unknown_actor 46@ task_set 5.0 // float 
060B: set_actor 46@ decision_maker_to 53@ 
wait 3500 
if 
8118:   not actor 46@ dead 
else_jump @STRAP2_1545 
05D3: AS_actor 46@ goto_point 1262.056 -769.9772 1083.988 mode 4 time -1 ms // versionA 

:STRAP2_1545
wait 500 
015F: set_camera_position 1260.744 -769.5749 1085.258 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1259.781 -769.5841 1084.988 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_39' time 7000 flag 1  // ~r~Madd Dogg's personal security ~s~are patrolling the mansion. Do not use any guns on your way to the rhyme book - you will alert them. Use stealth to steal the rhyme book.
wait 7000 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 1299.504 -793.3958 1084.693 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.589 -792.3994 1084.685 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_5' time 7000 flag 1  // ~s~The first ~r~guard ~s~cannot see you. This means you can sneak up behind him with a melee weapon and perform a ~h~stealth kill~s~.
wait 7000 

:STRAP2_1701
0701: end_scene_skip 
009B: destroy_actor 46@ 
0213: 67@ = create_pickup #KMB_RHYMESBOOK type 3 at 1256.871 -801.048 1084.063 
03DC: 69@ = create_marker_above_pickup 67@ 
08DC: create_interior_marker 69@ at 1298.78 -798.2 radius 1.0 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
00A6: destroy_car 43@ 
0249: release_model 579 
0249: release_model 580 
00A6: destroy_car 44@ 
00BE: text_clear_all 
40@ = 0 
78@ = 2 

:STRAP2_1832
if 
  93@ == 0 
else_jump @STRAP2_6631 
if 
  78@ == 2 
else_jump @STRAP2_6631 
if 
  79@ == 0 
else_jump @STRAP2_1926 
03E5: show_text_box 'STP2_7'  // ~s~The patrolling ~r~guards ~s~are shown on the radar by the red blips which point in the direction the security guards are facing.
03E7: flash_hud_component 8 
40@ = 0 
41@ = 0 
79@ = 1 
0A6F: checkpoint_save 1 

:STRAP2_1926
if 
  87@ == 0 
else_jump @STRAP2_1974 
if 
  41@ > 5000 
else_jump @STRAP2_1974 
03E7: flash_hud_component -1 
87@ = 1 

:STRAP2_1974
if 
8118:   not actor 45@ dead 
else_jump @STRAP2_2322 
if 
  79@ == 1 
else_jump @STRAP2_2056 
if 
  40@ > 5000 
else_jump @STRAP2_2056 
03E5: show_text_box 'STP2_9'  // If you crouch while you move you will make less noise. Crouch and then target the ~r~guard.
03E7: flash_hud_component -1 
40@ = 0 
79@ = 2 

:STRAP2_2056
if 
  79@ == 2 
else_jump @STRAP2_2143 
if 
8118:   not actor 45@ dead 
else_jump @STRAP2_2143 
if or
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
  40@ > 9500 
else_jump @STRAP2_2143 
40@ = 0 
79@ = 3 

:STRAP2_2143
if 
  79@ == 3 
else_jump @STRAP2_2247 
if or
  40@ > 10000 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
else_jump @STRAP2_2247 
0A78: print_help_conditional 'STP2_10' 0  // Perform the stealth kill by moving slowly towards the guard while targeting him (tap on guard to target). Then tap ~m~~widget_attack~ when you're next to him.
0A79: print_help_conditional_touch 'STP2HID' 0  // Perform the stealth kill by moving slowly towards the guard while targeting him. Then tap ~m~~widget_attack~ when your arm is raised.
40@ = 0 
79@ = 4 

:STRAP2_2247
if 
  79@ == 4 
else_jump @STRAP2_2322 
if 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
else_jump @STRAP2_2322 
0A6D: print_help_forever_conditional 'STP2_11' 0  // Tap ~m~~widget_attack~ to perform the stealth kill.
40@ = 0 
79@ = 5 

:STRAP2_2322
if 
  80@ == 0 
else_jump @STRAP2_3057 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1290.907 -781.423 1083.59 radius 4.3 4.3 6.0 
else_jump @STRAP2_3057 
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @STRAP2_2411 
104@ = 1 

:STRAP2_2411
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
041D: set_camera_near_clip 0.1 
0395: clear_area 0 at 1290.907 -781.423 100.0 radius 100.0 
009A: 46@ = create_actor_pedtype 24 model 25 at 1290.667 -778.9339 1083.012 
08AD: link_actor 46@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 46@ to_interior 5 
0173: set_actor 46@ Z_angle_to 350.151 
0648: unknown_actor 46@ task_set 5.0 // float 
060B: set_actor 46@ decision_maker_to 53@ 
0187: 71@ = create_marker_above_actor 46@ 
018B: set_marker 71@ radar_mode 2 
01B2: give_actor 46@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 90 
087E: set_actor 46@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 46@ to_animation_path_with_walk_mode 4 route_mode 3 
00A1: put_actor $PLAYER_ACTOR at 1297.599 -781.234 1083.048 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.58 
015F: set_camera_position 1291.055 -784.506 1084.514 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1290.55 -783.6482 1084.417 switchstyle 2 
if 
8118:   not actor 45@ dead 
else_jump @STRAP2_2931 
009B: destroy_actor 45@ 
009A: 45@ = create_actor_pedtype 24 model 24 at 1304.189 -785.871 1084.048 
08AD: link_actor 45@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 45@ to_interior 5 
0648: unknown_actor 45@ task_set 2.0 // float 
0173: set_actor 45@ Z_angle_to 311.2134 
060B: set_actor 45@ decision_maker_to 53@ 
0187: 70@ = create_marker_above_actor 45@ 
018B: set_marker 70@ radar_mode 2 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 90 
087E: set_actor 45@ weapon_droppable 0 

:STRAP2_2931
00BC: show_text_highpriority GXT 'STP2_13' time 6000 flag 1  // ~s~A ~r~guard ~s~is patrolling the swimming pool area. Observing his route will allow you to work out how to get past him undetected.
wait 2000 
0707: start_scene_skip_to @STRAP2_2964 
wait 4000 

:STRAP2_2964
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  104@ == 1 
else_jump @STRAP2_3002 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:STRAP2_3002
104@ = 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'STP2_14' time 5000 flag 1  // ~s~There are lots of shadows in this area to hide in. Hiding in shadows makes it difficult for a ~r~guard ~s~to spot you.
40@ = 0 
41@ = 0 
80@ = 1 
79@ = 6 

:STRAP2_3057
if 
  79@ == 6 
else_jump @STRAP2_3101 
if 
  40@ > 5000 
else_jump @STRAP2_3101 
79@ = 7 

:STRAP2_3101
if 
  81@ == 0 
else_jump @STRAP2_4109 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1260.104 -769.51 1083.06 radius 5.0 5.0 6.0 
else_jump @STRAP2_4109 
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @STRAP2_3190 
104@ = 1 

:STRAP2_3190
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
0395: clear_area 0 at 1260.104 -769.51 100.0 radius 100.0 
009A: 47@ = create_actor_pedtype 24 model 25 at 1249.598 -780.06 1083.063 
08AD: link_actor 47@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 47@ to_interior 5 
02E2: set_actor 47@ weapon_accuracy_to 90 
0173: set_actor 47@ Z_angle_to 355.188 
0648: unknown_actor 47@ task_set 5.0 // float 
060B: set_actor 47@ decision_maker_to 53@ 
05D3: AS_actor 47@ goto_point 1250.092 -769.277 1083.064 mode 4 time -1 ms // versionA 
015F: set_camera_position 1249.856 -766.8402 1084.777 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.814 -767.8293 1084.637 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1266.494 -769.705 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.259 
if 
8118:   not actor 46@ dead 
else_jump @STRAP2_3690 
009B: destroy_actor 46@ 
009A: 46@ = create_actor_pedtype 24 model 25 at 1290.667 -778.9339 1083.012 
08AD: link_actor 46@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 46@ Z_angle_to 350.151 
0648: unknown_actor 46@ task_set 2.0 // float 
060B: set_actor 46@ decision_maker_to 53@ 
0187: 71@ = create_marker_above_actor 46@ 
018B: set_marker 71@ radar_mode 2 
01B2: give_actor 46@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 90 
087E: set_actor 46@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 46@ to_animation_path_with_walk_mode 4 route_mode 3 

:STRAP2_3690
00BC: show_text_highpriority GXT 'STP2_15' time 3000 flag 1  // ~s~A ~r~guard ~s~is coming.
wait 2000 
0707: start_scene_skip_to @STRAP2_3865 
wait 1000 
00BC: show_text_highpriority GXT 'STP2_16' time 4000 flag 1  // ~s~Find a suitable place to hide before he spots you. Look for an area with shadows.
015F: set_camera_position 1267.405 -769.6973 1084.667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1266.412 -769.6685 1084.551 switchstyle 2 
if 
8118:   not actor 47@ dead 
else_jump @STRAP2_3836 
00A1: put_actor 47@ at 1249.598 -780.06 1083.063 
0173: set_actor 47@ Z_angle_to 355.188 

:STRAP2_3836
wait 2000 
0160: set_camera_point_at 1266.912 -770.5618 1084.569 switchstyle 1 
wait 2000 

:STRAP2_3865
0701: end_scene_skip 
009B: destroy_actor 47@ 
009A: 47@ = create_actor_pedtype 24 model 25 at 1249.634 -781.405 1083.5 
08AD: link_actor 47@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 47@ to_interior 5 
0173: set_actor 47@ Z_angle_to 357.273 
0187: 72@ = create_marker_above_actor 47@ 
018B: set_marker 72@ radar_mode 2 
0648: unknown_actor 47@ task_set 5.0 // float 
060B: set_actor 47@ decision_maker_to 53@ 
0615: define_AS_pack_begin 66@ 
05F5: AS_actor -1 goto_point_using_paths 1267.96 -769.792 1084.06 mode 4 time -2 
0643: set_AS_pack 66@ loop 1 
0616: define_AS_pack_end 66@ 
0618: assign_actor 47@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
01B2: give_actor 47@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 90 
087E: set_actor 47@ weapon_droppable 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  104@ == 1 
else_jump @STRAP2_4082 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:STRAP2_4082
104@ = 0 
00BE: text_clear_all 
03E5: show_text_box 'STP2_41'  // If the white blip on the radar that represents your position turns blue it indicates that you are in the shadows and are hidden from patrolling guards.
81@ = 1 

:STRAP2_4109
if 
  82@ == 0 
else_jump @STRAP2_6089 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.466 -789.487 1083.063 radius 7.5 7.5 6.0 
else_jump @STRAP2_6089 
if 
03D0:   wav 3 loaded 
else_jump @STRAP2_4213 
03D7: set_wav 3 location 1276.31 -793.92 1084.12 
03D1: play_wav 3 

:STRAP2_4213
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @STRAP2_4236 
104@ = 1 

:STRAP2_4236
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at 1249.466 -789.487 100.0 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at 1249.825 -780.682 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.659 
00BE: text_clear_all 
009A: 48@ = create_actor_pedtype 24 model 25 at 1258.271 -793.395 1083.289 
08AD: link_actor 48@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 48@ to_interior 5 
0173: set_actor 48@ Z_angle_to 354.328 
0187: 73@ = create_marker_above_actor 48@ 
018B: set_marker 73@ radar_mode 2 
0648: unknown_actor 48@ task_set 5.0 // float 
060B: set_actor 48@ decision_maker_to 53@ 
087E: set_actor 48@ weapon_droppable 0 
029B: 55@ = init_object #CJ_JUICE_CAN at 1258.25 -792.64 1084.16 
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $72 $73 $74 dimensions_cornerB_to $72 $73 $74 
$73 /= 2.0 
$73 += 0.027 
009A: 49@ = create_actor_pedtype 24 model 24 at 1276.795 -792.368 1083.055 
08AD: link_actor 49@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
02E2: set_actor 49@ weapon_accuracy_to 100 
0860: link_actor 49@ to_interior 5 
0173: set_actor 49@ Z_angle_to 180.0 
060B: set_actor 49@ decision_maker_to 53@ 
if 
8118:   not actor 48@ dead 
else_jump @STRAP2_4689 
0615: define_AS_pack_begin 57@ 
070A: AS_actor -1 attach_to_object 55@ offset 0.062 $73 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 55@ offset 0.062 $73 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 48@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STRAP2_4689
015F: set_camera_position 1251.82 -788.354 1084.502 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1252.463 -789.1154 1084.42 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_19' time 5000 flag 1  // ~s~If you walk straight past the ~r~guard ~s~here he will see you. Try crouching and walking past the bar to remain out of his line of sight.
if 
8118:   not actor 46@ dead 
else_jump @STRAP2_5023 
009B: destroy_actor 46@ 
009A: 46@ = create_actor_pedtype 24 model 25 at 1290.667 -778.9339 1083.012 
08AD: link_actor 46@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 46@ Z_angle_to 350.151 
0648: unknown_actor 46@ task_set 2.0 // float 
060B: set_actor 46@ decision_maker_to 53@ 
0187: 71@ = create_marker_above_actor 46@ 
018B: set_marker 71@ radar_mode 2 
01B2: give_actor 46@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 100 
087E: set_actor 46@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 46@ to_animation_path_with_walk_mode 4 route_mode 3 

:STRAP2_5023
if 
8118:   not actor 47@ dead 
else_jump @STRAP2_5154 
009B: destroy_actor 47@ 
009A: 47@ = create_actor_pedtype 24 model 25 at 1267.96 -769.792 1084.06 
08AD: link_actor 47@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 47@ Z_angle_to 0.141 
0187: 72@ = create_marker_above_actor 47@ 
018B: set_marker 72@ radar_mode 2 
0648: unknown_actor 47@ task_set 5.0 // float 
060B: set_actor 47@ decision_maker_to 53@ 
01B2: give_actor 47@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 100 
087E: set_actor 47@ weapon_droppable 0 

:STRAP2_5154
wait 1750 
0707: start_scene_skip_to @STRAP2_5564 
wait 2000 
if 
8118:   not actor 49@ dead 
else_jump @STRAP2_5239 
0605: actor 49@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0967: actor 49@ move_mouth 10000 ms 

:STRAP2_5239
wait 500 
015F: set_camera_position 1274.983 -790.5506 1084.063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1275.575 -791.356 1084.035 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BA' time 4000 flag 1  // This sucks. I mean, how could Refractions mess up so bad?
03D1: play_wav 1 

:STRAP2_5315
if 
83D2:   not wav 1 ended 
else_jump @STRAP2_5341 
wait 0 
jump @STRAP2_5315 

:STRAP2_5341
015F: set_camera_position 1276.301 -794.5306 1084.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1276.292 -793.5345 1084.143 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BB' time 4000 flag 1  // Tanner, you suck ass!
03D1: play_wav 2 
if 
8118:   not actor 49@ dead 
else_jump @STRAP2_5538 
0615: define_AS_pack_begin 58@ 
0605: actor -1 perform_animation "PED_CONSOLE_LOOSE" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 58@ 
0618: assign_actor 49@ to_AS_pack 58@ 
061B: remove_references_to_AS_pack 58@ 

:STRAP2_5538
if 
83D2:   not wav 2 ended 
else_jump @STRAP2_5564 
wait 0 
jump @STRAP2_5538 

:STRAP2_5564
0701: end_scene_skip 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009A: 48@ = create_actor_pedtype 24 model 25 at 1258.271 -793.395 1083.289 
08AD: link_actor 48@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 48@ Z_angle_to 354.328 
0605: actor 48@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 73@ = create_marker_above_actor 48@ 
018B: set_marker 73@ radar_mode 2 
060B: set_actor 48@ decision_maker_to 53@ 
087E: set_actor 48@ weapon_droppable 0 
01B2: give_actor 48@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 48@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 5.0 peds_to_scan 1 
009A: 49@ = create_actor_pedtype 24 model 24 at 1276.795 -792.368 1083.055 
08AD: link_actor 49@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 49@ Z_angle_to 180.0 
060B: set_actor 49@ decision_maker_to 53@ 
087E: set_actor 49@ weapon_droppable 0 
01B2: give_actor 49@ weapon 28 ammo 5000 // Load the weapon model before using this 
0187: 74@ = create_marker_above_actor 49@ 
018B: set_marker 74@ radar_mode 2 
02E2: set_actor 49@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 5.0 peds_to_scan 1 
009A: 51@ = create_actor_pedtype 24 model 25 at 1262.533 -805.139 1083.056 
08AD: link_actor 51@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 51@ Z_angle_to 359.265 
060B: set_actor 51@ decision_maker_to 53@ 
0187: 76@ = create_marker_above_actor 51@ 
018B: set_marker 76@ radar_mode 2 
087E: set_actor 51@ weapon_droppable 0 
01B2: give_actor 51@ weapon 28 ammo 5555 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 100 
if 
8118:   not actor 49@ dead 
else_jump @STRAP2_5993 
0605: actor 49@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:STRAP2_5993
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  104@ == 1 
else_jump @STRAP2_6043 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:STRAP2_6043
104@ = 0 
40@ = 0 
41@ = 0 
79@ = 9 
03E5: show_text_box 'STP2_36'  // To stay hidden you have to stay crouched and walk past the bar.
82@ = 1 

:STRAP2_6089
if 
  82@ == 1 
else_jump @STRAP2_6281 
06AC: $72 = actor $PLAYER_ACTOR movement_speed 
if 
8118:   not actor 48@ dead 
else_jump @STRAP2_6281 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1246.77 -785.08 1083.26 cornerB 1255.87 -797.69 1090.0 
  $72 > 0.0 
else_jump @STRAP2_6281 
0173: set_actor 48@ Z_angle_to 168.503 
0615: define_AS_pack_begin 59@ 
05D3: AS_actor -1 goto_point 1256.29 -795.6 1084.289 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 59@ 
0618: assign_actor 48@ to_AS_pack 59@ 
061B: remove_references_to_AS_pack 59@ 
82@ = 2 

:STRAP2_6281
if 
0214:   pickup 67@ picked_up 
else_jump @STRAP2_6409 
0164: disable_marker 69@ 
018A: 69@ = create_checkpoint_at 1298.74 -797.46 1083.4 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRAP2_6345 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:STRAP2_6345
08DC: create_interior_marker 69@ at 1298.78 -798.2 radius 1.0 
00BC: show_text_highpriority GXT 'STP2_40' time 7000 flag 1  // ~y~Exit ~s~the mansion and get the rhyme book back to OG loc. It's safe to use your weapons now, although it may be less risky if you use stealth to get past any ~r~guards ~s~on patrol.
40@ = 0 
41@ = 0 
78@ = 3 
93@ = 1 

:STRAP2_6409
if 
0118:   actor 45@ dead 
else_jump @STRAP2_6446 
if 
075C:   marker 70@ enabled 
else_jump @STRAP2_6446 
0164: disable_marker 70@ 

:STRAP2_6446
if 
0118:   actor 46@ dead 
else_jump @STRAP2_6483 
if 
075C:   marker 71@ enabled 
else_jump @STRAP2_6483 
0164: disable_marker 71@ 

:STRAP2_6483
if 
0118:   actor 47@ dead 
else_jump @STRAP2_6520 
if 
075C:   marker 72@ enabled 
else_jump @STRAP2_6520 
0164: disable_marker 72@ 

:STRAP2_6520
if 
0118:   actor 48@ dead 
else_jump @STRAP2_6557 
if 
075C:   marker 73@ enabled 
else_jump @STRAP2_6557 
0164: disable_marker 73@ 

:STRAP2_6557
if 
0118:   actor 49@ dead 
else_jump @STRAP2_6594 
if 
075C:   marker 74@ enabled 
else_jump @STRAP2_6594 
0164: disable_marker 74@ 

:STRAP2_6594
if 
0118:   actor 51@ dead 
else_jump @STRAP2_6631 
if 
075C:   marker 76@ enabled 
else_jump @STRAP2_6631 
0164: disable_marker 76@ 

:STRAP2_6631
if 
  78@ == 3 
else_jump @STRAP2_8720 
if 
  93@ == 1 
else_jump @STRAP2_8032 
08E7: disable_entrance_markers 0 
032B: 68@ = create_weapon_pickup 347 type 3 ammo 30 at 1237.418 -808.5872 1084.09 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009A: 45@ = create_actor_pedtype 24 model 24 at 1243.53 -812.19 1083.04 
08AD: link_actor 45@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 45@ Z_angle_to 270.948 
060B: set_actor 45@ decision_maker_to 53@ 
0187: 70@ = create_marker_above_actor 45@ 
018B: set_marker 70@ radar_mode 2 
01B2: give_actor 45@ weapon 23 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 45@ task_set 2.0 // float 
05F5: AS_actor 45@ goto_point_using_paths 1270.694 -802.518 1084.05 mode 4 time -2 
074E: unknown_set_actor_threat_scanner_flags 45@ radius 10.0 peds_to_scan 1 
02E2: set_actor 45@ weapon_accuracy_to 100 
009A: 46@ = create_actor_pedtype 24 model 25 at 1280.02 -789.01 1083.05 
08AD: link_actor 46@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 46@ Z_angle_to 91.837 
060B: set_actor 46@ decision_maker_to 53@ 
0187: 71@ = create_marker_above_actor 46@ 
018B: set_marker 71@ radar_mode 2 
01B2: give_actor 46@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 46@ radius 5.0 peds_to_scan 1 
02E2: set_actor 46@ weapon_accuracy_to 100 
009A: 50@ = create_actor_pedtype 24 model 24 at 1249.768 -780.616 1084.063 
08AD: link_actor 50@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 50@ Z_angle_to 3.43 
0187: 75@ = create_marker_above_actor 50@ 
018B: set_marker 75@ radar_mode 2 
060B: set_actor 50@ decision_maker_to 53@ 
01B2: give_actor 50@ weapon 23 ammo 99999 // Load the weapon model before using this 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1267.62 -769.651 1084.06 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.768 -780.616 1084.063 animation "NONE" IFP_file "NONE" 
0817: assign_actor 50@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_set_actor_threat_scanner_flags 50@ radius 15.0 peds_to_scan 2 
if 
8118:   not actor 49@ dead 
else_jump @STRAP2_7368 
009B: destroy_actor 49@ 
009A: 49@ = create_actor_pedtype 24 model 24 at 1276.795 -792.368 1083.055 
08AD: link_actor 49@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 49@ Z_angle_to 180.0 
060B: set_actor 49@ decision_maker_to 54@ 
01B2: give_actor 49@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 74@ = create_marker_above_actor 49@ 
018B: set_marker 74@ radar_mode 2 
0605: actor 49@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 20.0 peds_to_scan 1 
jump @STRAP2_7484 

:STRAP2_7368
034F: destroy_actor_with_fade 49@ 
009A: 49@ = create_actor_pedtype 24 model 24 at 1270.616 -792.298 1084.047 
08AD: link_actor 49@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 49@ Z_angle_to 186.126 
060B: set_actor 49@ decision_maker_to 54@ 
01B2: give_actor 49@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 74@ = create_marker_above_actor 49@ 
018B: set_marker 74@ radar_mode 2 
06B0: AS_actor 49@ sit_down 400000 ms 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 20.0 peds_to_scan 1 

:STRAP2_7484
if 
8118:   not actor 48@ dead 
else_jump @STRAP2_7643 
009B: destroy_actor 48@ 
009A: 48@ = create_actor_pedtype 24 model 25 at 1256.492 -795.662 1084.282 
08AD: link_actor 48@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 48@ Z_angle_to 186.842 
0605: actor 48@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 73@ = create_marker_above_actor 48@ 
018B: set_marker 73@ radar_mode 2 
060B: set_actor 48@ decision_maker_to 54@ 
01B2: give_actor 48@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 10.0 peds_to_scan 1 
jump @STRAP2_7779 

:STRAP2_7643
034F: destroy_actor_with_fade 48@ 
009A: 48@ = create_actor_pedtype 24 model 25 at 1252.99 -795.461 1083.282 
08AD: link_actor 48@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 48@ Z_angle_to 186.842 
0605: actor 48@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 73@ = create_marker_above_actor 48@ 
018B: set_marker 73@ radar_mode 2 
060B: set_actor 48@ decision_maker_to 54@ 
01B2: give_actor 48@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 10.0 peds_to_scan 1 

:STRAP2_7779
009A: 52@ = create_actor_pedtype 24 model 25 at 1290.667 -778.9339 1083.012 
08AD: link_actor 52@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 52@ Z_angle_to 350.151 
0648: unknown_actor 52@ task_set 5.0 // float 
060B: set_actor 52@ decision_maker_to 54@ 
0187: 77@ = create_marker_above_actor 52@ 
018B: set_marker 77@ radar_mode 2 
01B2: give_actor 52@ weapon 23 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 52@ weapon_accuracy_to 100 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 52@ to_animation_path_with_walk_mode 4 route_mode 3 
86@ = 0 
93@ = 2 

:STRAP2_8032
if 
  102@ == 0 
else_jump @STRAP2_8153 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1282.61 -787.389 1084.063 radius 6.0 6.0 6.0 
else_jump @STRAP2_8153 
if 
8118:   not actor 48@ dead 
else_jump @STRAP2_8122 
060B: set_actor 48@ decision_maker_to 53@ 

:STRAP2_8122
if 
8118:   not actor 49@ dead 
else_jump @STRAP2_8146 
060B: set_actor 49@ decision_maker_to 53@ 

:STRAP2_8146
102@ = 1 

:STRAP2_8153
if 
  86@ == 0 
else_jump @STRAP2_8250 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.61 -772.86 1083.46 radius 7.0 7.0 5.0 on_foot 
else_jump @STRAP2_8250 
if 
8118:   not actor 52@ dead 
else_jump @STRAP2_8250 
060B: set_actor 52@ decision_maker_to 53@ 
86@ = 1 

:STRAP2_8250
if 
  93@ > 0 
else_jump @STRAP2_8323 
if 
  79@ == 9 
else_jump @STRAP2_8323 
if 
  40@ > 8500 
else_jump @STRAP2_8323 
03E5: show_text_box 'STP2_33'  // The ~r~guards ~w~are using silenced guns. If you manage to obtain one it will allow you to fire a gun without being heard by nearby guards.
79@ = 10 

:STRAP2_8323
09E8: 42@ = actor $PLAYER_ACTOR active_interior 
if 
  42@ == 0 
else_jump @STRAP2_8424 
0164: disable_marker 69@ 

:STRAP2_8354
if 
   not fading 
else_jump @STRAP2_8378 
wait 0 
jump @STRAP2_8354 

:STRAP2_8378
00A1: put_actor $PLAYER_ACTOR at 1299.664 -800.546 83.148 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.284 
0373: set_camera_directly_behind_player 
93@ = 2 
78@ = 4 

:STRAP2_8424
if 
0118:   actor 45@ dead 
else_jump @STRAP2_8461 
if 
075C:   marker 70@ enabled 
else_jump @STRAP2_8461 
0164: disable_marker 70@ 

:STRAP2_8461
if 
0118:   actor 46@ dead 
else_jump @STRAP2_8498 
if 
075C:   marker 71@ enabled 
else_jump @STRAP2_8498 
0164: disable_marker 71@ 

:STRAP2_8498
if 
0118:   actor 47@ dead 
else_jump @STRAP2_8535 
if 
075C:   marker 72@ enabled 
else_jump @STRAP2_8535 
0164: disable_marker 72@ 

:STRAP2_8535
if 
0118:   actor 48@ dead 
else_jump @STRAP2_8572 
if 
075C:   marker 73@ enabled 
else_jump @STRAP2_8572 
0164: disable_marker 73@ 

:STRAP2_8572
if 
0118:   actor 49@ dead 
else_jump @STRAP2_8609 
if 
075C:   marker 74@ enabled 
else_jump @STRAP2_8609 
0164: disable_marker 74@ 

:STRAP2_8609
if 
0118:   actor 50@ dead 
else_jump @STRAP2_8646 
if 
075C:   marker 75@ enabled 
else_jump @STRAP2_8646 
0164: disable_marker 75@ 

:STRAP2_8646
if 
0118:   actor 51@ dead 
else_jump @STRAP2_8683 
if 
075C:   marker 76@ enabled 
else_jump @STRAP2_8683 
0164: disable_marker 76@ 

:STRAP2_8683
if 
0118:   actor 52@ dead 
else_jump @STRAP2_8720 
if 
075C:   marker 77@ enabled 
else_jump @STRAP2_8720 
0164: disable_marker 77@ 

:STRAP2_8720
if 
  93@ == 2 
else_jump @STRAP2_9013 
if 
  78@ == 4 
else_jump @STRAP2_9013 
018A: 69@ = create_checkpoint_at 790.0 -1631.0 12.43 
040D: unload_wav 3 
00A5: 61@ = create_car 510 at 1306.718 -797.24 83.66 
0175: set_car 61@ Z_angle_to 206.253 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0249: release_model 24 
0249: release_model 25 
0249: release_model 579 
0249: release_model 580 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model 347 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model 335 
075B: zoom_radar 0 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00BC: show_text_highpriority GXT 'STP2_30' time 7000 flag 1  // ~s~You need to take the rhyme book back to OG Loc. He is at ~y~Burger Shot~s~.
78@ = 5 
40@ = 0 
0A6F: checkpoint_save 1 

:STRAP2_9013
if 
  105@ == 0 
else_jump @STRAP2_9073 
if 
8119:   not car 61@ wrecked 
else_jump @STRAP2_9073 
if 
0448:   actor $PLAYER_ACTOR in_car 61@ 
else_jump @STRAP2_9073 
105@ = 1 

:STRAP2_9073
if 
  78@ == 5 
else_jump @STRAP2_9607 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 788.05 -1630.31 12.42 radius 2.0 2.0 5.0 
else_jump @STRAP2_9607 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 1000 

:STRAP2_9157
if 
fading 
else_jump @STRAP2_9181 
wait 0 
jump @STRAP2_9157 

:STRAP2_9181
0395: clear_area 1 at -1095.489 -1630.609 50.0 radius 50.0 
01C3: remove_references_to_car 61@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STRAP2_9301 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $47 at 784.686 -1613.7 12.22 
0175: set_car $47 Z_angle_to 353.08 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 
jump @STRAP2_9331 

:STRAP2_9301
00A1: put_actor $PLAYER_ACTOR at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 

:STRAP2_9331
04ED: load_animation "GANGS" 
023C: load_special_actor 'OGLOC' as 1 // models 290-299 
040D: unload_wav 1 
03CF: load_wav 21805 as 1 
040D: unload_wav 2 
03CF: load_wav 21806 as 2 
038B: load_requested_models 

:STRAP2_9377
if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @STRAP2_9416 
wait 0 
jump @STRAP2_9377 

:STRAP2_9416
009A: 60@ = create_actor_pedtype 23 model 290 at 792.72 -1626.6 12.43 
0173: set_actor 60@ Z_angle_to 114.71 
060B: set_actor 60@ decision_maker_to 54@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0489: set_actor 60@ muted 1 
0489: set_actor $PLAYER_ACTOR muted 1 
fade 1 2000 
103@ = 1 
015F: set_camera_position 785.7997 -1635.43 13.4579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 786.2913 -1634.565 13.3583 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
05D3: AS_actor 60@ goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
40@ = 0 
78@ = 6 

:STRAP2_9607
if 
  78@ == 6 
else_jump @STRAP2_9862 
if 
  40@ > 2440 
else_jump @STRAP2_9862 
if 
8118:   not actor 60@ dead 
else_jump @STRAP2_9862 
015F: set_camera_position 788.2733 -1628.832 13.9503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 788.473 -1629.811 13.9214 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 787.973 -1630.274 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.378 
00A1: put_actor 60@ at 788.7348 -1629.626 12.42 
0173: set_actor 60@ Z_angle_to 130.378 
0792: disembark_instantly_actor 60@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor 60@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
78@ = 7 

:STRAP2_9862
if 
  78@ > 4 
else_jump @STRAP2_10527 
if 
8118:   not actor 60@ dead 
else_jump @STRAP2_10527 
if 
  103@ == 1 
else_jump @STRAP2_9949 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'LOC2_CA' time 5000 flag 1  // Hey Loc, I got what you wanted.
103@ = 2 

:STRAP2_9949
if 
  103@ == 2 
else_jump @STRAP2_10007 
if 
03D2:   wav 1 ended 
else_jump @STRAP2_10007 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 21807 as 1 
103@ = 3 

:STRAP2_10007
if 
  103@ == 3 
else_jump @STRAP2_10060 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_CB' time 5000 flag 1  // Holmes, you ice cold, dude!
0967: actor 60@ move_mouth 10000 ms 
103@ = 4 

:STRAP2_10060
if 
  103@ == 4 
else_jump @STRAP2_10118 
if 
03D2:   wav 2 ended 
else_jump @STRAP2_10118 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor 60@ stop_mouth 
03CF: load_wav 21808 as 2 
103@ = 5 

:STRAP2_10118
if 
  103@ == 5 
else_jump @STRAP2_10186 
if 
03D0:   wav 1 loaded 
else_jump @STRAP2_10186 
00BC: show_text_highpriority GXT 'LOC2_CC' time 5000 flag 1  // Hey, I'll catch you later.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03D1: play_wav 1 
103@ = 6 

:STRAP2_10186
if 
  103@ == 6 
else_jump @STRAP2_10233 
if 
03D2:   wav 1 ended 
else_jump @STRAP2_10233 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
103@ = 7 

:STRAP2_10233
if 
  103@ == 7 
else_jump @STRAP2_10391 
015F: set_camera_position 773.2047 -1633.066 17.7324 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 774.1813 -1632.908 17.5877 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_DC' time 5000 flag 1  // Peace, homie!
0967: actor 60@ move_mouth 4000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 806.1331 -1630.219 12.3906 mode 4 time 60000 ms // versionA 
05D3: AS_actor 60@ goto_point 793.8177 -1625.155 12.3828 mode 4 time 60000 ms // versionA 
103@ = 8 

:STRAP2_10391
if 
  103@ == 8 
else_jump @STRAP2_10527 
if 
03D2:   wav 2 ended 
else_jump @STRAP2_10527 
fade 0 1000 
00BE: text_clear_all 
040D: unload_wav 2 

:STRAP2_10437
if 
fading 
else_jump @STRAP2_10461 
wait 0 
jump @STRAP2_10437 

:STRAP2_10461
00A1: put_actor $PLAYER_ACTOR at 808.299 -1630.424 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.602 
fade 1 1000 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
jump @STRAP2_10552 
103@ = 9 

:STRAP2_10527
jump @STRAP2_745 

:STRAP2_10534
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STRAP2_10552
0318: set_latest_mission_passed 'STRAP_2'  // Madd Dogg's Rhymes
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 4 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
$454 += 1 
return 

:STRAP2_10607
08F4: set_max_group_members 99 
034F: destroy_actor_with_fade 60@ 
0215: destroy_pickup 68@ 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRAP2_10677 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:STRAP2_10677
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0489: set_actor $PLAYER_ACTOR muted 0 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0215: destroy_pickup 67@ 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model 510 
0249: release_model 352 
0249: release_model 24 
0249: release_model 25 
0249: release_model 579 
0249: release_model 580 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model 347 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model 335 
$ONMISSION = 0 
08E7: disable_entrance_markers 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 33---------------
// Originally: Management Issues

:STRAP3
thread 'STRAP3' 
gosub @STRAP3_47 
if 
wasted_or_busted 
else_jump @STRAP3_38 
gosub @STRAP3_15482 

:STRAP3_38
gosub @STRAP3_15586 
end_thread 

:STRAP3_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP3' 
if 
  $ONMISSION == 0 
else_jump @STRAP3_805 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0107: 102@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0107: 103@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0107: 104@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0107: 105@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0107: 106@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0107: 107@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0107: 108@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0107: 109@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
018A: 121@ = create_checkpoint_at 1118.3 -1140.9 22.2 
009A: 71@ = create_actor_pedtype 25 model 280 at 1023.4 -1121.0 22.9 
009A: 78@ = create_actor_pedtype 25 model 280 at 1023.4 -1121.0 22.9 
00A5: 75@ = create_car 507 at 1174.1 -926.8 43.6 
009A: 73@ = create_actor_pedtype 25 model 280 at 1023.4 -1121.0 22.9 
009A: 72@ = create_actor_pedtype 25 model 280 at 1023.4 -1121.0 22.9 
009A: 119@ = create_actor_pedtype 25 model 280 at 1023.4 -1121.0 22.9 

:STRAP3_805
00BE: text_clear_all 
wait 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
183@ = 0 
134@ = 0 
$72 = 0.0 
$73 = 0.0 
$74 = 0.0 
148@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
04AF: 144@ = 24 // = constant 
149@ = 0 
150@ = 0 
233@ = 0.0 
234@ = 0.0 
235@ = 0.0 
236@ = 0.0 
237@ = 0.0 
238@ = 0.0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
$34 = 0 
158@ = 0 
165@ = 0.0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
228@ = 0 
229@ = 0 
230@ = 0 
231@ = 0 
232@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
164@ = 0 
178@ = 0 
179@ = 0 
08F5: save_player_group 
select_interior 10 
0169: set_fade_color_RGB 0 0 0 
02E4: load_cutscene_data 'STRAP3A' 

:STRAP3_1314
if 
86B9:   not cutscene_data_loaded 
else_jump @STRAP3_1338 
wait 0 
jump @STRAP3_1314 

:STRAP3_1338
02E7: start_cutscene 
fade 1 1000 

:STRAP3_1347
if 
82E9:   not cutscene_reached_end 
else_jump @STRAP3_1371 
wait 0 
jump @STRAP3_1347 

:STRAP3_1371
fade 0 0 

:STRAP3_1377
if 
fading 
else_jump @STRAP3_1401 
wait 0 
jump @STRAP3_1377 

:STRAP3_1401
select_interior 0 
02EA: end_cutscene 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 24 
0247: load_model 507 
0247: load_model 346 
0247: load_model 330 
03CF: load_wav 24600 as 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07E5: copy_decision_maker 65542 to 241@ 
060A: create_decision_maker_type 2 store_to 242@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 1214.8 -921.7 41.7 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 81@ = create_car 507 at 1214.8 -921.7 41.7 
0175: set_car 81@ Z_angle_to 169.3 
0229: set_car 81@ primary_color_to 0 secondary_color_to 0 
0294: set_car 81@ sprayable 0 
02AA: set_car 81@ immune_to_nonplayer 1 
020A: set_car 81@ door_status_to 1 
02AA: set_car 81@ immune_to_nonplayer 1 
053F: set_car 81@ tires_vulnerability 0 
0186: 121@ = create_marker_above_car 81@ 
0129: 84@ = create_actor_pedtype 25 model 24 in_car 81@ driverseat 
01B2: give_actor 84@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 242@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 80@ = create_car 507 at 1297.6 -1137.2 22.5 
0175: set_car 80@ Z_angle_to 90.0 
02AA: set_car 80@ immune_to_nonplayer 1 
0229: set_car 80@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 80@ is_part_of_convoy 1 
020A: set_car 80@ door_status_to 3 
0574: set_car 80@ keep_position 1 
053F: set_car 80@ tires_vulnerability 0 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 82@ = create_car 507 at 1316.5 -1137.2 22.5 
0175: set_car 82@ Z_angle_to 90.0 
02AA: set_car 82@ immune_to_nonplayer 1 
0229: set_car 82@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 82@ is_part_of_convoy 1 
020A: set_car 82@ door_status_to 3 
00AE: set_car 82@ traffic_behaviour_to 1 
0574: set_car 82@ keep_position 1 
053F: set_car 82@ tires_vulnerability 0 
04E0: car 82@ abandon_path_radius 50 
0852: set_car 82@ damages_visible 0 
0994: unknown_create_escape_at 76.6 -1527.6 4.1 
0994: unknown_create_escape_at 162.2 -1394.6 46.8 
0994: unknown_create_escape_at 273.2 -980.9 47.4 
0994: unknown_create_escape_at 362.8 -1147.8 77.0 
0994: unknown_create_escape_at 378.1 -1147.4 77.0 
0994: unknown_create_escape_at 1536.4 -994.8 41.5 
0994: unknown_create_escape_at 1638.7 -1177.5 54.1 
0994: unknown_create_escape_at 1873.9 -1009.4 35.0 
0994: unknown_create_escape_at 2887.8 -1121.4 9.8 
0994: unknown_create_escape_at 165.8 -1185.3 51.8 
0994: unknown_create_escape_at 695.7 -995.6 51.0 
0994: unknown_create_escape_at 794.8 -1033.6 23.7 
0994: unknown_create_escape_at 1311.1 -701.7 91.7 
0994: unknown_create_escape_at 2838.7 -1024.2 21.5 
00BC: show_text_highpriority GXT 'STP3_01' time 7000 flag 1  // ~s~One of Madd Dogg's Manager's ~r~drivers~s~ is eating at the Burger Shot across town.
00BB: show_text_lowpriority GXT 'STP3_02' time 7000 flag 1  // ~s~Go and steal his ~r~car~s~ and meet the other drivers before 10:30pm.
0395: clear_area 1 at 794.6 -1597.1 12.5 radius 1.0 
03CB: set_rendering_origin_at 794.6 -1597.1 12.5 
00A1: put_actor $PLAYER_ACTOR at 794.6 -1597.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 45.0 
00C0: set_current_time_hours_to 16 minutes_to 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09D2: set_cops_chase_criminals 0 
41@ = 0 
fade 1 500 

:STRAP3_2268
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STRAP3_2294 
jump @STRAP3_15500 

:STRAP3_2294
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_2326 
jump @STRAP3_15482 

:STRAP3_2326
01BD: 152@ = current_time_in_ms 
0085: 151@ = 152@ // (int) 
0062: 151@ -= 153@ // (int) 
0085: 153@ = 152@ // (int) 
0062: 154@ -= 151@ // (int) 
005A: 167@ += 151@ // (int) 
00BF: 157@ = current_time_hours, $34 = current_time_minutes 
if 
  130@ == 0 
else_jump @STRAP3_4545 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @STRAP3_2442 
00A1: put_actor $PLAYER_ACTOR at 1179.5 -920.3 42.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7 

:STRAP3_2442
if 
  183@ == 0 
else_jump @STRAP3_2593 
if or
  131@ == 1 
  131@ == 2 
else_jump @STRAP3_2593 
if 
0205:   actor $PLAYER_ACTOR near_car 81@ radius 25.0 25.0 25.0 flag 0 
else_jump @STRAP3_2593 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_2579 
if 
00DB:   actor 84@ in_car 81@ 
else_jump @STRAP3_2572 
00BB: show_text_lowpriority GXT 'STP3_19' time 7000 flag 1  // ~s~Damage the ~r~car~s~ to force the driver out.

:STRAP3_2572
jump @STRAP3_2586 

:STRAP3_2579
183@ = 2 

:STRAP3_2586
183@ = 1 

:STRAP3_2593
if 
  183@ == 1 
else_jump @STRAP3_2753 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_2746 
if 
8448:   not actor 84@ in_car 81@ 
else_jump @STRAP3_2739 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
if 
0104:   actor $PLAYER_ACTOR near_actor 84@ radius 15.0 15.0 15.0 sphere 0 
else_jump @STRAP3_2732 
if 
  182@ == 0 
else_jump @STRAP3_2732 
182@ = 1 
184@ = 0 
gosub @STRAP3_24539 

:STRAP3_2732
183@ = 2 

:STRAP3_2739
jump @STRAP3_2753 

:STRAP3_2746
183@ = 2 

:STRAP3_2753
if 
  183@ == 2 
else_jump @STRAP3_2872 
if 
  182@ == 0 
else_jump @STRAP3_2872 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_2872 
if 
80DB:   not actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_2865 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
00BB: show_text_lowpriority GXT 'STP3_11' time 7000 flag 1  // ~S~Get in the ~r~car~s~.
183@ = 3 
jump @STRAP3_2872 

:STRAP3_2865
183@ = 3 

:STRAP3_2872
if 
  131@ == 0 
else_jump @STRAP3_3325 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_3325 
if or
00F2:   actor $PLAYER_ACTOR near_actor 84@ radius 250.0 250.0 0 
  157@ > 17 
else_jump @STRAP3_3325 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @STRAP3_3318 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STRAP3_3097 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
182@ = 7 
184@ = 0 
185@ = 1 
gosub @STRAP3_24539 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
132@ = 1 
0707: start_scene_skip_to @STRAP3_3486 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
40@ = 0 
175@ = 1 
131@ = 1 
jump @STRAP3_3311 

:STRAP3_3097
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_3262 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_3262 
0615: define_AS_pack_begin 240@ 
05CB: AS_actor -1 enter_car 81@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 81@ to 1211.0 -932.3 41.9 speed 15.0 0 model 1 0 
05D1: AS_actor -1 drive_car 81@ to 1160.8 -1027.5 31.4 speed 15.0 0 model 1 0 
05D2: AS_actor -1 run_to_and_hijack_car 81@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 240@ 
0618: assign_actor 84@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
072F: enable_car 81@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:STRAP3_3262
182@ = 7 
184@ = 0 
185@ = 5 
gosub @STRAP3_24539 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
175@ = 3 
131@ = 1 

:STRAP3_3311
jump @STRAP3_3325 

:STRAP3_3318
131@ = 1 

:STRAP3_3325
if 
  175@ == 1 
else_jump @STRAP3_3415 
if 
  40@ > 2000 
else_jump @STRAP3_3415 
if 
  182@ == 0 
else_jump @STRAP3_3415 
182@ = 7 
184@ = 1 
185@ = 2 
gosub @STRAP3_24539 
175@ = 2 

:STRAP3_3415
if 
  175@ == 2 
else_jump @STRAP3_3703 
if 
  182@ == 0 
else_jump @STRAP3_3703 
182@ = 7 
184@ = 2 
185@ = 5 
gosub @STRAP3_24539 
132@ = 0 

:STRAP3_3486
0701: end_scene_skip 
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_3520 
jump @STRAP3_15482 

:STRAP3_3520
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_3685 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_3685 
0615: define_AS_pack_begin 240@ 
05CB: AS_actor -1 enter_car 81@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 81@ to 1211.0 -932.3 41.9 speed 15.0 0 model 1 0 
05D1: AS_actor -1 drive_car 81@ to 1160.8 -1027.5 31.4 speed 15.0 0 model 1 0 
05D2: AS_actor -1 run_to_and_hijack_car 81@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 240@ 
0618: assign_actor 84@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
072F: enable_car 81@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:STRAP3_3685
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
175@ = 3 

:STRAP3_3703
if 
  175@ == 3 
else_jump @STRAP3_3873 
if 
  182@ == 0 
else_jump @STRAP3_3789 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 1 // == constant 
else_jump @STRAP3_3775 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:STRAP3_3775
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
175@ = 4 

:STRAP3_3789
if 
00E1:   player 0 pressed_key 15 
else_jump @STRAP3_3873 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 1 // == constant 
else_jump @STRAP3_3859 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:STRAP3_3859
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
175@ = 4 

:STRAP3_3873
if 
  131@ == 1 
else_jump @STRAP3_3985 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_3985 
if 
00DB:   actor 84@ in_car 81@ 
else_jump @STRAP3_3985 
if 
  157@ > 20 
else_jump @STRAP3_3985 
05D1: AS_actor 84@ drive_car 81@ to 1316.4 -1136.5 22.9 speed 15.0 0 model 1 2 
131@ = 2 

:STRAP3_3985
if 
  131@ == 2 
else_jump @STRAP3_4106 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_4106 
if 
00DB:   actor 84@ in_car 81@ 
else_jump @STRAP3_4106 
if 
01AD:   car 81@ sphere 0 near_point 1316.4 -1136.5 radius 5.0 5.0 
else_jump @STRAP3_4106 
00BC: show_text_highpriority GXT 'STP3_03' time 4000 flag 1  // ~r~You were too slow!
158@ = 1 
130@ = 9 

:STRAP3_4106
if 
  131@ > 0 
else_jump @STRAP3_4339 
if 
  3 > 131@ 
else_jump @STRAP3_4339 
if 
051C:   car 81@ damaged_by_actor $PLAYER_ACTOR 
else_jump @STRAP3_4223 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_4211 
0615: define_AS_pack_begin 240@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 84@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_4211
03CD: disable_car 81@ stuck_check 
131@ = 3 

:STRAP3_4223
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_4327 
if 
80DB:   not actor 84@ in_car 81@ 
else_jump @STRAP3_4320 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_4308 
0615: define_AS_pack_begin 240@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 84@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_4308
03CD: disable_car 81@ stuck_check 
131@ = 3 

:STRAP3_4320
jump @STRAP3_4339 

:STRAP3_4327
03CD: disable_car 81@ stuck_check 
131@ = 3 

:STRAP3_4339
if and
  157@ > 21 
  $34 > 30 
else_jump @STRAP3_4378 
158@ = 0 
130@ = 9 

:STRAP3_4378
if 
0202:   actor $PLAYER_ACTOR near_car 81@ radius 60.0 60.0 sphere 0 
else_jump @STRAP3_4423 
02AA: set_car 81@ immune_to_nonplayer 0 
jump @STRAP3_4430 

:STRAP3_4423
02AA: set_car 81@ immune_to_nonplayer 1 

:STRAP3_4430
if 
  131@ == 3 
else_jump @STRAP3_4545 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_4545 
0164: disable_marker 121@ 
018A: 121@ = create_checkpoint_at 1306.4 -1137.5 22.5 
03D5: remove_text 'STP3_11'  // ~S~Get in the ~r~car~s~.
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10:30pm. Don't damage your car!
0249: release_model 330 
183@ = 0 
131@ = 0 
130@ = 1 

:STRAP3_4545
if 
  130@ == 1 
else_jump @STRAP3_5533 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @STRAP3_4608 
00A1: put_actor $PLAYER_ACTOR at 1306.4 -1137.5 22.5 
0175: set_car 81@ Z_angle_to 90.0 

:STRAP3_4608
if and
  157@ > 21 
  $34 > 30 
else_jump @STRAP3_4647 
158@ = 0 
130@ = 9 

:STRAP3_4647
if 
  131@ == 0 
else_jump @STRAP3_4913 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_4913 
if or
8185:   not car 81@ health >= 700 
03C9:   car 81@ damaged 
else_jump @STRAP3_4787 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10:30pm. Don't damage your car!
if 
  183@ == 0 
else_jump @STRAP3_4787 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 488.0 -1734.0 34.4 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
183@ = 1 

:STRAP3_4787
if 
0185:   car 81@ health >= 700 
else_jump @STRAP3_4913 
if 
83C9:   not car 81@ damaged 
else_jump @STRAP3_4913 
03D5: remove_text 'STP3_22'  // ~s~The car is damaged, go and get it repaired.
0164: disable_marker $449 
04CE: $449 = create_icon_marker 63 at 488.0 -1734.0 34.4 
0164: disable_marker 121@ 
018A: 121@ = create_checkpoint_at 1306.4 -1137.5 22.5 
168@ = 0 
167@ = 0 
183@ = 0 
131@ = 1 

:STRAP3_4913
if 
  168@ == 0 
else_jump @STRAP3_4973 
if 
  167@ > 4000 
else_jump @STRAP3_4973 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10:30pm. Don't damage your car!
168@ = 1 

:STRAP3_4973
if 
  131@ == 1 
else_jump @STRAP3_5422 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_5422 
if 
01AF:   car 81@ sphere 1 in_sphere 1306.4 -1137.5 22.5 radius 4.0 4.0 4.0 
else_jump @STRAP3_5231 
0174: 165@ = car 81@ Z_angle 
if 
  165@ > 95.0 
else_jump @STRAP3_5124 
if 
  360.0 >= 165@ 
else_jump @STRAP3_5124 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:STRAP3_5124
if 
  85.0 > 165@ 
else_jump @STRAP3_5182 
if 
  165@ >= 0.0 
else_jump @STRAP3_5182 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:STRAP3_5182
if 
  165@ >= 85.0 
else_jump @STRAP3_5231 
if 
  95.0 >= 165@ 
else_jump @STRAP3_5231 
131@ = 2 

:STRAP3_5231
if 
  169@ == 0 
else_jump @STRAP3_5341 
if 
01AF:   car 81@ sphere 0 in_sphere 1306.4 -1137.5 22.5 radius 15.0 30.0 30.0 
else_jump @STRAP3_5341 
if or
02CA:   car 80@ bounding_sphere_visible 
02CA:   car 82@ bounding_sphere_visible 
else_jump @STRAP3_5341 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.
169@ = 1 

:STRAP3_5341
if or
8185:   not car 81@ health >= 700 
03C9:   car 81@ damaged 
else_jump @STRAP3_5422 
0164: disable_marker 121@ 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 488.0 -1734.0 34.4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
131@ = 0 

:STRAP3_5422
if 
0185:   car 81@ health >= 700 
else_jump @STRAP3_5526 
if 
83C9:   not car 81@ damaged 
else_jump @STRAP3_5526 
if 
  131@ == 2 
else_jump @STRAP3_5526 
01B4: set_player $PLAYER_CHAR can_move 0 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0164: disable_marker 121@ 
0164: disable_marker $449 
04CE: $449 = create_icon_marker 63 at 488.0 -1734.0 34.4 
130@ = 2 

:STRAP3_5526
gosub @STRAP3_20703 

:STRAP3_5533
if 
  130@ == 9 
else_jump @STRAP3_5565 
131@ = 0 
130@ = 10 

:STRAP3_5565
if 
  130@ == 10 
else_jump @STRAP3_7220 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @STRAP3_6521 
if 
  131@ == 0 
else_jump @STRAP3_6521 
00BE: text_clear_all 
fade 0 500 

:STRAP3_5635
if 
fading 
else_jump @STRAP3_5659 
wait 0 
jump @STRAP3_5635 

:STRAP3_5659
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
else_jump @STRAP3_5780 
0395: clear_area 1 at 1247.1 -1156.0 22.7 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1247.1 -1156.0 22.7 

:STRAP3_5780
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
00A6: destroy_car 80@ 
01C3: remove_references_to_car 81@ 
009B: destroy_actor 84@ 
00A6: destroy_car 82@ 
041E: set_radio_station 11 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 83@ = create_actor_pedtype 25 model 24 at 1303.5 -1131.5 22.6 
0173: set_actor 83@ Z_angle_to 168.1 
060B: set_actor 83@ decision_maker_to 241@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 80@ = create_car 507 at 1297.6 -1137.2 22.5 
0175: set_car 80@ Z_angle_to 90.0 
0229: set_car 80@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 80@ is_part_of_convoy 1 
05CB: AS_actor 83@ enter_car 80@ as_driver -1 ms 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 85@ = create_actor_pedtype 25 model 24 at 1305.5 -1131.7 22.6 
0173: set_actor 85@ Z_angle_to 168.1 
060B: set_actor 85@ decision_maker_to 241@ 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 82@ = create_car 507 at 1316.5 -1137.2 22.5 
0175: set_car 82@ Z_angle_to 90.0 
0229: set_car 82@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 82@ is_part_of_convoy 1 
04E0: car 82@ abandon_path_radius 50 
if 
  158@ == 1 
else_jump @STRAP3_6292 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
04AF: 177@ = 507 // = constant 
gosub @STRAP3_23308 
00A5: 81@ = create_car 507 at 1306.4 -1137.5 22.5 
0175: set_car 81@ Z_angle_to 90.0 
0229: set_car 81@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 82@ is_part_of_convoy 1 
04E0: car 81@ abandon_path_radius 50 
0209: 148@ = random_int_in_ranges 0 3 
0129: 84@ = create_actor_pedtype 25 model 143@(148@,5i) in_car 81@ driverseat 
jump @STRAP3_6366 

:STRAP3_6292
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_6366 
if 
01AD:   car 81@ sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
else_jump @STRAP3_6366 
00AB: put_car 81@ at 1247.5 -1151.8 22.6 

:STRAP3_6366
015F: set_camera_position 1292.8 -1143.5 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1302.3 -1136.2 24.0 switchstyle 2 
00BE: text_clear_all 
if 
  158@ == 0 
else_jump @STRAP3_6460 
00BC: show_text_highpriority GXT 'STP3_20' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
jump @STRAP3_6476 

:STRAP3_6460
00BC: show_text_highpriority GXT 'STP3_21' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:STRAP3_6476
fade 1 500 

:STRAP3_6483
if 
fading 
else_jump @STRAP3_6507 
wait 0 
jump @STRAP3_6483 

:STRAP3_6507
40@ = 0 
131@ = 1 

:STRAP3_6521
if 
  131@ == 1 
else_jump @STRAP3_6607 
if 
  40@ > 1000 
else_jump @STRAP3_6607 
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_6600 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_6600 
05CB: AS_actor 85@ enter_car 82@ as_driver -1 ms 

:STRAP3_6600
131@ = 2 

:STRAP3_6607
if 
  131@ == 2 
else_jump @STRAP3_6973 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_6973 
062E: get_actor 85@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STRAP3_6973 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_6758 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_6758 
0615: define_AS_pack_begin 239@ 
05D1: AS_actor -1 drive_car 80@ to 1103.3 -1140.9 22.7 speed 15.0 1 model 1 2 
0616: define_AS_pack_end 239@ 
0618: assign_actor 83@ to_AS_pack 239@ 
061B: remove_references_to_AS_pack 239@ 

:STRAP3_6758
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_6853 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_6853 
0615: define_AS_pack_begin 239@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D1: AS_actor -1 drive_car 82@ to 1103.3 -1140.9 22.7 speed 15.0 1 model 1 2 
0616: define_AS_pack_end 239@ 
0618: assign_actor 85@ to_AS_pack 239@ 
061B: remove_references_to_AS_pack 239@ 

:STRAP3_6853
if 
  158@ == 1 
else_jump @STRAP3_6966 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_6966 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_6966 
0615: define_AS_pack_begin 239@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car 81@ to 1103.3 -1140.9 22.7 speed 15.0 1 model 1 2 
0616: define_AS_pack_end 239@ 
0618: assign_actor 84@ to_AS_pack 239@ 
061B: remove_references_to_AS_pack 239@ 

:STRAP3_6966
131@ = 3 

:STRAP3_6973
if 
  131@ == 3 
else_jump @STRAP3_7220 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_7220 
if 
82CA:   not car 80@ bounding_sphere_visible 
else_jump @STRAP3_7220 
fade 0 500 

:STRAP3_7030
if 
fading 
else_jump @STRAP3_7054 
wait 0 
jump @STRAP3_7030 

:STRAP3_7054
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A0: store_actor $PLAYER_ACTOR position_to 233@ 234@ 235@ 
03CB: set_rendering_origin_at 233@ 234@ 235@ 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  158@ == 0 
else_jump @STRAP3_7166 
00BC: show_text_highpriority GXT 'STP3_20' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
jump @STRAP3_7182 

:STRAP3_7166
00BC: show_text_highpriority GXT 'STP3_21' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:STRAP3_7182
fade 1 500 

:STRAP3_7189
if 
fading 
else_jump @STRAP3_7213 
wait 0 
jump @STRAP3_7189 

:STRAP3_7213
jump @STRAP3_15482 

:STRAP3_7220
if 
  130@ == 2 
else_jump @STRAP3_9839 
if 
  134@ == 0 
else_jump @STRAP3_7603 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
0917: audio_zone 'AWARDS' enable_sound 1 
09F5: disable_player_mutal_activities 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 83@ = create_actor_pedtype 25 model 24 at 1303.5 -1131.5 22.6 
0173: set_actor 83@ Z_angle_to 168.1 
01B2: give_actor 83@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 241@ 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 85@ = create_actor_pedtype 25 model 24 at 1305.5 -1131.7 22.6 
0173: set_actor 85@ Z_angle_to 168.1 
01B2: give_actor 85@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 85@ decision_maker_to 241@ 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 81@ at 1306.4 -1137.5 22.5 
0175: set_car 81@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
0574: set_car 80@ keep_position 0 
05CB: AS_actor 83@ enter_car 80@ as_driver -1 ms 
40@ = 0 
134@ = 1 

:STRAP3_7603
if 
  134@ == 1 
else_jump @STRAP3_7694 
if 
  40@ > 1000 
else_jump @STRAP3_7694 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_7673 
0574: set_car 82@ keep_position 0 
05CB: AS_actor 85@ enter_car 82@ as_driver -1 ms 

:STRAP3_7673
132@ = 1 
0707: start_scene_skip_to @STRAP3_8932 
134@ = 2 

:STRAP3_7694
if 
  134@ == 2 
else_jump @STRAP3_7792 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_7792 
062E: get_actor 85@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STRAP3_7792 
182@ = 8 
184@ = 0 
185@ = 2 
gosub @STRAP3_24539 
134@ = 3 

:STRAP3_7792
if 
  134@ == 3 
else_jump @STRAP3_8168 
if 
  182@ == 0 
else_jump @STRAP3_8168 
fade 0 500 

:STRAP3_7835
if 
fading 
else_jump @STRAP3_7859 
wait 0 
jump @STRAP3_7835 

:STRAP3_7859
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_7891 
jump @STRAP3_15482 

:STRAP3_7891
0247: load_model 20 
0247: load_model 91 
0247: load_model 367 
0247: load_model 409 
0247: load_model 280 
0247: load_model #DYN_ROADBARRIER_2 
038B: load_requested_models 
041E: set_radio_station 11 

:STRAP3_7925
if 
  138@ == 0 
else_jump @STRAP3_7961 
wait 0 
gosub @STRAP3_16519 
jump @STRAP3_7925 

:STRAP3_7961
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_7993 
jump @STRAP3_15482 

:STRAP3_7993
00C0: set_current_time_hours_to 22 minutes_to 0 
0395: clear_area 1 at 1022.2 -1133.2 24.0 radius 80.0 
03CB: set_rendering_origin_at 1022.2 -1133.2 24.0 
015F: set_camera_position 996.6 -1144.4 29.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1018.9 -1133.7 23.5 switchstyle 2 
fade 1 500 

:STRAP3_8098
if 
fading 
else_jump @STRAP3_8122 
wait 0 
jump @STRAP3_8098 

:STRAP3_8122
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_8154 
jump @STRAP3_15482 

:STRAP3_8154
134@ = 4 
40@ = 0 

:STRAP3_8168
if 
  134@ == 4 
else_jump @STRAP3_8336 
if 
8119:   not car 74@ wrecked 
else_jump @STRAP3_8329 
if 
8118:   not actor 77@ dead 
else_jump @STRAP3_8329 
062E: get_actor 77@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STRAP3_8329 
0407: store_coords_to 233@ 234@ $74 from_car 74@ with_offset 1.7 1.5 0.0 
0615: define_AS_pack_begin 239@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 233@ 234@ 235@ mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 239@ 
0618: assign_actor 77@ to_AS_pack 239@ 
061B: remove_references_to_AS_pack 239@ 

:STRAP3_8329
134@ = 5 

:STRAP3_8336
if 
  134@ == 5 
else_jump @STRAP3_8459 
gosub @STRAP3_20251 
if 
  40@ > 4000 
else_jump @STRAP3_8459 
015F: set_camera_position 1026.3 -1123.6 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1023.6 -1123.8 24.3 switchstyle 2 
182@ = 11 
184@ = 0 
gosub @STRAP3_24539 
134@ = 6 

:STRAP3_8459
if 
  134@ == 6 
else_jump @STRAP3_8575 
if 
  182@ == 0 
else_jump @STRAP3_8575 
182@ = 12 
184@ = 0 
gosub @STRAP3_24539 
if 
8118:   not actor 73@ dead 
else_jump @STRAP3_8568 
0605: actor 73@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:STRAP3_8568
134@ = 7 

:STRAP3_8575
if 
  134@ == 7 
else_jump @STRAP3_8889 
gosub @STRAP3_20251 
if 
  182@ == 0 
else_jump @STRAP3_8889 
if 
  182@ == 0 
else_jump @STRAP3_8889 
fade 0 500 

:STRAP3_8643
if 
fading 
else_jump @STRAP3_8667 
wait 0 
jump @STRAP3_8643 

:STRAP3_8667
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_8699 
jump @STRAP3_15482 

:STRAP3_8699
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 60.0 
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
fade 1 500 

:STRAP3_8798
if 
fading 
else_jump @STRAP3_8822 
wait 0 
jump @STRAP3_8798 

:STRAP3_8822
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_8854 
jump @STRAP3_15482 

:STRAP3_8854
182@ = 8 
184@ = 2 
185@ = 4 
gosub @STRAP3_24539 
134@ = 8 

:STRAP3_8889
if 
  134@ == 8 
else_jump @STRAP3_9839 
if 
  182@ == 0 
else_jump @STRAP3_9839 
132@ = 0 

:STRAP3_8932
0701: end_scene_skip 
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_8966 
jump @STRAP3_15482 

:STRAP3_8966
if 
  132@ == 1 
else_jump @STRAP3_9521 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
fade 0 500 

:STRAP3_9008
if 
fading 
else_jump @STRAP3_9032 
wait 0 
jump @STRAP3_9008 

:STRAP3_9032
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_9064 
jump @STRAP3_15482 

:STRAP3_9064
0574: set_car 80@ keep_position 0 
if 
0118:   actor 83@ dead 
else_jump @STRAP3_9155 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 83@ = create_actor_pedtype 25 model 24 at 1303.5 -1131.5 22.6 
0173: set_actor 83@ Z_angle_to 168.1 
01B2: give_actor 83@ weapon 22 ammo 3000 // Load the weapon model before using this 

:STRAP3_9155
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_9198 
if 
80DB:   not actor 83@ in_car 80@ 
else_jump @STRAP3_9198 
036A: put_actor 83@ in_car 80@ 

:STRAP3_9198
0574: set_car 82@ keep_position 0 
if 
0118:   actor 85@ dead 
else_jump @STRAP3_9325 
0209: 148@ = random_int_in_ranges 0 3 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 85@ = create_actor_pedtype 25 model 24 at 1305.5 -1131.7 22.6 
0173: set_actor 85@ Z_angle_to 168.1 
01B2: give_actor 85@ weapon 22 ammo 3000 // Load the weapon model before using this 
if 
80DB:   not actor 85@ in_car 82@ 
else_jump @STRAP3_9325 
036A: put_actor 85@ in_car 82@ 

:STRAP3_9325
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_9368 
if 
80DB:   not actor 85@ in_car 82@ 
else_jump @STRAP3_9368 
036A: put_actor 85@ in_car 82@ 

:STRAP3_9368
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 81@ at 1306.4 -1137.5 22.5 
0175: set_car 81@ Z_angle_to 90.0 
0247: load_model 20 
0247: load_model 91 
0247: load_model 367 
0247: load_model 409 
0247: load_model 280 
038B: load_requested_models 

:STRAP3_9447
if 
  138@ == 0 
else_jump @STRAP3_9483 
wait 0 
gosub @STRAP3_16519 
jump @STRAP3_9447 

:STRAP3_9483
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_9515 
jump @STRAP3_15482 

:STRAP3_9515
00C0: set_current_time_hours_to 22 minutes_to 0 

:STRAP3_9521
04BD: set_car 80@ is_part_of_convoy 1 
04BD: set_car 81@ is_part_of_convoy 1 
04BD: set_car 82@ is_part_of_convoy 1 
009B: destroy_actor 73@ 
009B: destroy_actor 72@ 
009B: destroy_actor 119@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
00A6: destroy_car 74@ 
00A6: destroy_car 75@ 
0249: release_model 20 
0249: release_model 91 
0249: release_model 409 
020A: set_car 81@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP3_06' time 7000 flag 1  // ~s~Keep in the middle of the two cars until you reach the awards ceremony.
if 
  132@ == 1 
else_jump @STRAP3_9722 
fade 1 500 

:STRAP3_9666
if 
fading 
else_jump @STRAP3_9690 
wait 0 
jump @STRAP3_9666 

:STRAP3_9690
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_9722 
jump @STRAP3_15482 

:STRAP3_9722
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_9772 
05D1: AS_actor 83@ drive_car 80@ to 1015.1 -1139.2 22.7 speed 15.0 1 model 1 2 

:STRAP3_9772
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_9818 
07F8: car 82@ follow_car 80@ radius 27.0 
00AD: set_car 82@ max_speed_to 15.0 
00AE: set_car 82@ traffic_behaviour_to 1 

:STRAP3_9818
183@ = 0 
131@ = 0 
130@ = 3 

:STRAP3_9839
if 
  130@ == 3 
else_jump @STRAP3_10366 
if 
  183@ == 0 
else_jump @STRAP3_9948 
if 
01AD:   car 80@ sphere 0 near_point 1094.8 -1142.6 radius 3.0 3.0 
else_jump @STRAP3_9948 
182@ = 8 
184@ = 4 
185@ = 5 
gosub @STRAP3_24539 
183@ = 1 

:STRAP3_9948
if 
  131@ == 0 
else_jump @STRAP3_10059 
if 
01AD:   car 80@ sphere 0 near_point 1015.1 -1139.2 radius 3.0 3.0 
else_jump @STRAP3_10059 
0407: store_coords_to 233@ 234@ $74 from_car 80@ with_offset 0.0 -12.0 0.0 
0164: disable_marker 121@ 
018A: 121@ = create_checkpoint_at 233@ 234@ 235@ 
131@ = 1 

:STRAP3_10059
if 
  131@ == 1 
else_jump @STRAP3_10224 
if 
01AD:   car 81@ sphere 0 near_point 233@ 234@ radius 9.0 9.0 
else_jump @STRAP3_10134 
00BC: show_text_highpriority GXT 'STP3_32' time 7000 flag 1  // ~s~Stop the car here.
jump @STRAP3_10136 

:STRAP3_10134
00BE: text_clear_all 

:STRAP3_10136
if and
01AE:   car 81@ sphere 0 near_point 233@ 234@ radius 10.0 10.0 stopped 
0448:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_10224 
0164: disable_marker 121@ 
00BE: text_clear_all 
131@ = 0 
if 
  137@ == 0 
else_jump @STRAP3_10224 
183@ = 0 
130@ = 4 

:STRAP3_10224
gosub @STRAP3_20954 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_10291 
if 
80DB:   not actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_10291 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_12' time 4000 flag 1  // ~r~You left the car and alerted the other drivers!
jump @STRAP3_15482 

:STRAP3_10291
gosub @STRAP3_21428 
if 
  138@ == 1 
else_jump @STRAP3_10366 
gosub @STRAP3_18915 
if 
  137@ == 4 
else_jump @STRAP3_10366 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_24' time 4000 flag 1  // ~r~Madd Dogg's Manager has been spooked and refuses to come out!
jump @STRAP3_15482 

:STRAP3_10366
if 
  130@ == 4 
else_jump @STRAP3_13194 
if 
  131@ == 0 
else_jump @STRAP3_11990 
00BE: text_clear_all 
fade 0 500 

:STRAP3_10411
if 
fading 
else_jump @STRAP3_10435 
wait 0 
jump @STRAP3_10411 

:STRAP3_10435
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_10467 
jump @STRAP3_15482 

:STRAP3_10467
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model 20 
0247: load_model 40 
038B: load_requested_models 
0708: reset_decision_maker 241@ event 13 
0395: clear_area 1 at 1021.0 -1122.0 22.9 radius 50.0 
009A: 112@ = create_actor_pedtype 25 model 24 at 1021.0 -1122.0 22.9 
0173: set_actor 112@ Z_angle_to 180.0 
0245: set_actor 112@ walk_style_to "GANG2" 
060B: set_actor 112@ decision_maker_to 241@ 
02A9: set_actor 112@ immune_to_nonplayer 1 
01B2: give_actor 112@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 120 ms 
05D3: AS_actor -1 goto_point 1021.0 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 80@ passenger_seat 0 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 112@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 113@ = create_actor_pedtype 25 model 24 at 1022.2 -1122.0 22.9 
0173: set_actor 113@ Z_angle_to 180.0 
0245: set_actor 112@ walk_style_to "GANG1" 
060B: set_actor 113@ decision_maker_to 241@ 
02A9: set_actor 113@ immune_to_nonplayer 1 
01B2: give_actor 113@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.2 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 80@ passenger_seat 1 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 113@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 114@ = create_actor_pedtype 25 model 24 at 1023.4 -1122.0 22.9 
01B2: give_actor 114@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 114@ Z_angle_to 180.0 
060B: set_actor 114@ decision_maker_to 241@ 
02A9: set_actor 114@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1023.4 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 80@ passenger_seat 2 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 114@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 110@ = create_actor_pedtype 15 model 20 at 1021.6 -1123.2 22.9 
0A09: set_actor 110@ muted 1 // versionB 
09F6: set_actor 110@ unjackable_through_driver_seat 0 
0245: set_actor 112@ walk_style_to "GANG2" 
0173: set_actor 110@ Z_angle_to 187.9 
060B: set_actor 110@ decision_maker_to 241@ 
0164: disable_marker 121@ 
0982: set_actor 110@ stay_in_car_when_dead 1 
02A9: set_actor 110@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1021.6 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 81@ passenger_seat 1 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 110@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 111@ = create_actor_pedtype 15 model 40 at 1022.8 -1123.2 22.9 
09F6: set_actor 111@ unjackable_through_driver_seat 0 
0173: set_actor 111@ Z_angle_to 187.9 
060B: set_actor 111@ decision_maker_to 241@ 
02A9: set_actor 111@ immune_to_nonplayer 1 
0982: set_actor 111@ stay_in_car_when_dead 1 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.8 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 81@ passenger_seat 2 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 111@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 111@ -2 ms 
009A: 116@ = create_actor_pedtype 25 model 24 at 1022.2 -1124.4 22.9 
01B2: give_actor 116@ weapon 22 ammo 3000 // Load the weapon model before using this 
0245: set_actor 112@ walk_style_to "GANG1" 
0173: set_actor 116@ Z_angle_to 180.0 
060B: set_actor 116@ decision_maker_to 241@ 
02A9: set_actor 116@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1022.2 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 82@ passenger_seat 0 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 116@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 117@ = create_actor_pedtype 25 model 24 at 1023.4 -1124.4 22.9 
01B2: give_actor 117@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 117@ Z_angle_to 180.0 
060B: set_actor 117@ decision_maker_to 241@ 
02A9: set_actor 117@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1023.4 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 82@ passenger_seat 1 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 117@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
009A: 118@ = create_actor_pedtype 25 model 24 at 1021.4 -1125.6 22.9 
01B2: give_actor 118@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 118@ Z_angle_to 180.0 
060B: set_actor 118@ decision_maker_to 241@ 
02A9: set_actor 118@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 240@ 
05D3: AS_actor -1 goto_point 1021.4 -1137.3 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 82@ passenger_seat 2 time -1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 118@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_11708 
0395: clear_area 1 at 1015.1 -1139.2 22.9 radius 50.0 
00AB: put_car 80@ at 1015.1 -1139.2 22.9 
0175: set_car 80@ Z_angle_to 90.0 

:STRAP3_11708
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_11778 
0395: clear_area 1 at 1025.1 -1139.2 22.9 radius 50.0 
00AB: put_car 81@ at 1025.1 -1139.2 22.9 
0175: set_car 81@ Z_angle_to 90.0 

:STRAP3_11778
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_11848 
0395: clear_area 1 at 1035.1 -1139.2 22.9 radius 50.0 
00AB: put_car 82@ at 1035.1 -1139.2 22.9 
0175: set_car 82@ Z_angle_to 90.0 

:STRAP3_11848
020A: set_car 81@ door_status_to 1 
015F: set_camera_position 1021.4 -1135.3 23.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.7 -1124.1 25.2 switchstyle 2 
fade 1 500 

:STRAP3_11913
if 
fading 
else_jump @STRAP3_11937 
wait 0 
jump @STRAP3_11913 

:STRAP3_11937
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_11969 
jump @STRAP3_15482 

:STRAP3_11969
132@ = 1 
0707: start_scene_skip_to @STRAP3_12315 
131@ = 1 

:STRAP3_11990
if 
  131@ == 1 
else_jump @STRAP3_12120 
if 
8118:   not actor 110@ dead 
else_jump @STRAP3_12120 
if 
00A3:   actor 110@ sphere 0 in_rectangle_cornerA 1019.7 -1130.2 cornerB 1025.7 -1135.0 
else_jump @STRAP3_12120 
015F: set_camera_position 1024.7 -1141.7 24.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1024.6 -1138.7 23.9 switchstyle 2 
131@ = 2 

:STRAP3_12120
if 
  131@ == 2 
else_jump @STRAP3_12228 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_12228 
if 
8118:   not actor 110@ dead 
else_jump @STRAP3_12228 
if 
00DB:   actor 110@ in_car 81@ 
else_jump @STRAP3_12228 
041E: set_radio_station 7 
182@ = 2 
184@ = 0 
gosub @STRAP3_24539 
40@ = 0 
131@ = 3 

:STRAP3_12228
if 
  131@ == 3 
else_jump @STRAP3_12275 
if 
  182@ == 0 
else_jump @STRAP3_12275 
03D1: play_wav 3 
131@ = 4 

:STRAP3_12275
if 
  131@ == 4 
else_jump @STRAP3_13187 
if 
03D2:   wav 3 ended 
else_jump @STRAP3_13187 
132@ = 0 

:STRAP3_12315
0701: end_scene_skip 
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_12349 
jump @STRAP3_15482 

:STRAP3_12349
if 
  132@ == 1 
else_jump @STRAP3_12831 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
fade 0 500 

:STRAP3_12391
if 
fading 
else_jump @STRAP3_12415 
wait 0 
jump @STRAP3_12391 

:STRAP3_12415
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_12447 
jump @STRAP3_15482 

:STRAP3_12447
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_12589 
if 
8118:   not actor 112@ dead 
else_jump @STRAP3_12505 
if 
80DF:   not actor 112@ driving 
else_jump @STRAP3_12505 
0430: put_actor 112@ into_car 80@ passenger_seat 0 

:STRAP3_12505
if 
8118:   not actor 113@ dead 
else_jump @STRAP3_12547 
if 
80DF:   not actor 113@ driving 
else_jump @STRAP3_12547 
0430: put_actor 113@ into_car 80@ passenger_seat 1 

:STRAP3_12547
if 
8118:   not actor 114@ dead 
else_jump @STRAP3_12589 
if 
80DF:   not actor 114@ driving 
else_jump @STRAP3_12589 
0430: put_actor 114@ into_car 80@ passenger_seat 2 

:STRAP3_12589
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_12689 
if 
8118:   not actor 110@ dead 
else_jump @STRAP3_12647 
if 
80DF:   not actor 110@ driving 
else_jump @STRAP3_12647 
0430: put_actor 110@ into_car 81@ passenger_seat 1 

:STRAP3_12647
if 
8118:   not actor 111@ dead 
else_jump @STRAP3_12689 
if 
80DF:   not actor 111@ driving 
else_jump @STRAP3_12689 
0430: put_actor 111@ into_car 81@ passenger_seat 2 

:STRAP3_12689
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_12831 
if 
8118:   not actor 116@ dead 
else_jump @STRAP3_12747 
if 
80DF:   not actor 116@ driving 
else_jump @STRAP3_12747 
0430: put_actor 116@ into_car 82@ passenger_seat 0 

:STRAP3_12747
if 
8118:   not actor 117@ dead 
else_jump @STRAP3_12789 
if 
80DF:   not actor 117@ driving 
else_jump @STRAP3_12789 
0430: put_actor 117@ into_car 82@ passenger_seat 1 

:STRAP3_12789
if 
8118:   not actor 118@ dead 
else_jump @STRAP3_12831 
if 
80DF:   not actor 118@ driving 
else_jump @STRAP3_12831 
0430: put_actor 118@ into_car 82@ passenger_seat 2 

:STRAP3_12831
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_12952 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_12952 
0615: define_AS_pack_begin 240@ 
05D1: AS_actor -1 drive_car 80@ to 964.6 -1055.1 27.6 speed 15.0 1 model 1 2 
05D1: AS_actor -1 drive_car 80@ to 965.0 -1036.4 29.0 speed 15.0 1 model 1 2 
0616: define_AS_pack_end 240@ 
0618: assign_actor 83@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_12952
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_08' time 7000 flag 1  // ~s~There is a ~y~pier~s~ to the South that you can dump the car off.
00BB: show_text_lowpriority GXT 'STP3_09' time 7000 flag 1  // ~s~Dump the car in the water but make sure no-one sees you!
0164: disable_marker 121@ 
018A: 121@ = create_checkpoint_at 836.9 -2041.5 11.8 
0709: set_decision_maker 241@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
020A: set_car 81@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  132@ == 1 
else_jump @STRAP3_13166 
fade 1 500 

:STRAP3_13110
if 
fading 
else_jump @STRAP3_13134 
wait 0 
jump @STRAP3_13110 

:STRAP3_13134
gosub @STRAP3_16163 
if 
  133@ == 1 
else_jump @STRAP3_13166 
jump @STRAP3_15482 

:STRAP3_13166
40@ = 0 
131@ = 0 
130@ = 5 

:STRAP3_13187
gosub @STRAP3_20251 

:STRAP3_13194
if 
  130@ == 5 
else_jump @STRAP3_14692 
gosub @STRAP3_22292 
if 
  131@ == 0 
else_jump @STRAP3_13705 
if 
  183@ == 0 
else_jump @STRAP3_13302 
if 
  40@ > 14000 
else_jump @STRAP3_13302 
182@ = 3 
184@ = 0 
gosub @STRAP3_24539 
183@ = 1 

:STRAP3_13302
if 
  183@ == 1 
else_jump @STRAP3_13366 
if 
  182@ == 0 
else_jump @STRAP3_13366 
182@ = 4 
184@ = 0 
gosub @STRAP3_24539 
183@ = 2 

:STRAP3_13366
if 
  183@ == 2 
else_jump @STRAP3_13430 
if 
  182@ == 0 
else_jump @STRAP3_13430 
182@ = 5 
184@ = 0 
gosub @STRAP3_24539 
183@ = 3 

:STRAP3_13430
if 
  183@ == 3 
else_jump @STRAP3_13589 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 789.4 -1798.8 10.0 cornerB 896.9 -1763.6 20.0 
else_jump @STRAP3_13589 
if 
  182@ == 5 
else_jump @STRAP3_13589 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
00BE: text_clear_all 
182@ = 10 
184@ = 0 
gosub @STRAP3_24539 
183@ = 4 
if 
8118:   not actor 110@ dead 
else_jump @STRAP3_13582 
0A09: set_actor 110@ muted 0 // versionB 

:STRAP3_13582
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STRAP3_13589
if 
8118:   not actor 111@ dead 
else_jump @STRAP3_13705 
if 
894D:   not actor 111@ mutally_active 
else_jump @STRAP3_13705 
if 
  183@ == 0 
else_jump @STRAP3_13669 
if 
  10000 > 40@ 
else_jump @STRAP3_13669 
0947: actor 111@ speak_from_audio_table 346 store_spoken_phrase_id_to 159@ 

:STRAP3_13669
if or
  183@ == 3 
  183@ == 4 
else_jump @STRAP3_13705 
0947: actor 111@ speak_from_audio_table 346 store_spoken_phrase_id_to 159@ 

:STRAP3_13705
if 
  131@ == 0 
else_jump @STRAP3_14200 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_13959 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_13959 
if 
  171@ == 0 
else_jump @STRAP3_13844 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 853.7 -1810.1 10.0 cornerB 818.5 -1874.0 20.0 
else_jump @STRAP3_13844 
0A6D: print_help_forever_conditional 'STP3_35' 0  // Keep your speed up to the end of the pier then tap ~m~~widget_enter_car~ to bail out.
171@ = 1 

:STRAP3_13844
if 
  171@ == 1 
else_jump @STRAP3_13959 
02E3: 166@ = car 81@ speed 
if 
  166@ > 10.0 
else_jump @STRAP3_13959 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.0 -2004.0 10.0 cornerB 852.4 -2068.0 20.0 
else_jump @STRAP3_13959 
0A6D: print_help_forever_conditional 'STP3_34' 0  // Tap ~m~~widget_enter_car~ to bail out now!
171@ = 2 

:STRAP3_13959
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_14158 
if 
80DB:   not actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_14158 
if 
00B1:   car 81@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 
else_jump @STRAP3_14158 
015D: set_gamespeed 0.3 
040D: unload_wav 1 
040D: unload_wav 2 
182@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
015F: set_camera_position 813.5 -2128.9 2.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 847.6 -2068.1 11.7 switchstyle 2 
gosub @STRAP3_22092 
183@ = 0 
40@ = 0 
131@ = 1 

:STRAP3_14158
if 
02BF:   car 81@ sunk 
else_jump @STRAP3_14200 
0164: disable_marker 121@ 
gosub @STRAP3_22092 
182@ = 0 
131@ = 2 

:STRAP3_14200
if 
  131@ == 1 
else_jump @STRAP3_14309 
if 
  183@ == 0 
else_jump @STRAP3_14264 
182@ = 6 
184@ = 0 
gosub @STRAP3_24539 
183@ = 1 

:STRAP3_14264
if or
02BF:   car 81@ sunk 
  40@ > 10000 
else_jump @STRAP3_14309 
015D: set_gamespeed 1.0 
40@ = 0 
131@ = 2 

:STRAP3_14309
if 
  131@ == 2 
else_jump @STRAP3_14441 
if 
  40@ > 500 
else_jump @STRAP3_14441 
if 
  182@ == 0 
else_jump @STRAP3_14441 
if 
  163@ == 0 
else_jump @STRAP3_14403 
40@ = 0 
130@ = 7 
jump @STRAP3_14441 

:STRAP3_14403
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
131@ = 0 
41@ = 0 
130@ = 6 

:STRAP3_14441
if or
00E1:   player 0 pressed_key 15 
  40@ > 11000 
else_jump @STRAP3_14468 
03E6: remove_text_box 

:STRAP3_14468
if 
  4 > 137@ 
else_jump @STRAP3_14493 
gosub @STRAP3_18915 

:STRAP3_14493
if 
  3 > 172@ 
else_jump @STRAP3_14518 
gosub @STRAP3_19546 

:STRAP3_14518
if 
  131@ == 0 
else_jump @STRAP3_14692 
if 
82BF:   not car 81@ sunk 
else_jump @STRAP3_14692 
if 
0118:   actor 110@ dead 
else_jump @STRAP3_14593 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_31' time 4000 flag 1  // ~r~You didn't dump the car in the water!
jump @STRAP3_15482 

:STRAP3_14593
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_14692 
if 
80DB:   not actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_14692 
if 
01C1:   car 81@ stopped 
else_jump @STRAP3_14692 
05CF: AS_actor 110@ exit_car 81@ in_direction 2316.4 -1519.2 24.3 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_18' time 4000 flag 1  // ~r~You let Madd Dogg's Manager escape!
jump @STRAP3_15482 

:STRAP3_14692
if 
  130@ == 6 
else_jump @STRAP3_15323 
gosub @STRAP3_22292 
if 
  131@ == 0 
else_jump @STRAP3_14994 
if 
  163@ == 0 
else_jump @STRAP3_14774 
40@ = 0 
130@ = 7 
jump @STRAP3_14994 

:STRAP3_14774
0164: disable_marker 121@ 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_14803 
0187: 122@ = create_marker_above_actor 83@ 

:STRAP3_14803
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_14827 
0187: 123@ = create_marker_above_actor 85@ 

:STRAP3_14827
if 
8118:   not actor 112@ dead 
else_jump @STRAP3_14851 
0187: 124@ = create_marker_above_actor 112@ 

:STRAP3_14851
if 
8118:   not actor 113@ dead 
else_jump @STRAP3_14875 
0187: 125@ = create_marker_above_actor 113@ 

:STRAP3_14875
if 
8118:   not actor 114@ dead 
else_jump @STRAP3_14899 
0187: 126@ = create_marker_above_actor 114@ 

:STRAP3_14899
if 
8118:   not actor 116@ dead 
else_jump @STRAP3_14923 
0187: 127@ = create_marker_above_actor 116@ 

:STRAP3_14923
if 
8118:   not actor 117@ dead 
else_jump @STRAP3_14947 
0187: 128@ = create_marker_above_actor 117@ 

:STRAP3_14947
if 
8118:   not actor 118@ dead 
else_jump @STRAP3_14971 
0187: 129@ = create_marker_above_actor 118@ 

:STRAP3_14971
00BC: show_text_highpriority GXT 'STP3_26' time 11000 flag 1  // ~s~One of the other ~r~drivers~s~ saw you dispose of Madd Dogg's Manager. Kill them!
131@ = 1 

:STRAP3_14994
if 
  131@ == 1 
else_jump @STRAP3_15323 
if 
0118:   actor 83@ dead 
else_jump @STRAP3_15033 
0164: disable_marker 122@ 

:STRAP3_15033
if 
0118:   actor 85@ dead 
else_jump @STRAP3_15054 
0164: disable_marker 123@ 

:STRAP3_15054
if 
0118:   actor 112@ dead 
else_jump @STRAP3_15075 
0164: disable_marker 124@ 

:STRAP3_15075
if 
0118:   actor 113@ dead 
else_jump @STRAP3_15096 
0164: disable_marker 125@ 

:STRAP3_15096
if 
0118:   actor 114@ dead 
else_jump @STRAP3_15117 
0164: disable_marker 126@ 

:STRAP3_15117
if 
0118:   actor 116@ dead 
else_jump @STRAP3_15138 
0164: disable_marker 127@ 

:STRAP3_15138
if 
0118:   actor 117@ dead 
else_jump @STRAP3_15159 
0164: disable_marker 128@ 

:STRAP3_15159
if 
0118:   actor 118@ dead 
else_jump @STRAP3_15180 
0164: disable_marker 129@ 

:STRAP3_15180
if 
0118:   actor 83@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 85@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 112@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 113@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 114@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 116@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 117@ dead 
else_jump @STRAP3_15323 
if 
0118:   actor 118@ dead 
else_jump @STRAP3_15323 
40@ = 2000 
130@ = 7 

:STRAP3_15323
if 
  130@ == 7 
else_jump @STRAP3_15384 
if 
  40@ > 3000 
else_jump @STRAP3_15384 
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
jump @STRAP3_15500 

:STRAP3_15384
if 
  170@ == 0 
else_jump @STRAP3_15468 
if or
  130@ == 0 
  130@ == 1 
else_jump @STRAP3_15468 
if 
  157@ > 21 
else_jump @STRAP3_15468 
00BB: show_text_lowpriority GXT 'STP3_28' time 7000 flag 1  // ~s~Hurry up, you have to meet the other drivers before 10:30pm!
170@ = 1 

:STRAP3_15468
gosub @STRAP3_25777 
jump @STRAP3_2268 

:STRAP3_15482
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STRAP3_15500
$454 += 1 
00BE: text_clear_all 
0629: change_integer_stat 303 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0318: set_latest_mission_passed 'STRAP_3'  // Management Issues
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $436 
02A7: $436 = create_icon_marker_and_sphere $445 at $470 $471 $472 
030C: progress_made = 1 
return 

:STRAP3_15586
0917: audio_zone 'AWARDS' enable_sound 0 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
if 
0844:   string s$705 empty // s$ 
else_jump @STRAP3_15628 
02EB: restore_camera_with_jumpcut 

:STRAP3_15628
0164: disable_marker 121@ 
0164: disable_marker $449 
04CE: $449 = create_icon_marker 63 at 488.0 -1734.0 34.4 
034F: destroy_actor_with_fade 110@ 
034F: destroy_actor_with_fade 111@ 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_15693 
0A21: set_car 80@ not_affected_by_cheats 0 

:STRAP3_15693
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_15716 
0A21: set_car 82@ not_affected_by_cheats 0 

:STRAP3_15716
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_15739 
020A: set_car 81@ door_status_to 1 

:STRAP3_15739
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STRAP3_15762 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STRAP3_15762
09F5: disable_player_mutal_activities 0 
0249: release_model 24 
0249: release_model 280 
0249: release_model 20 
0249: release_model 91 
0249: release_model 20 
0249: release_model 40 
0249: release_model 409 
0249: release_model 507 
0249: release_model 346 
0249: release_model 367 
0249: release_model #DYN_ROADBARRIER_2 
0249: release_model 330 
0995: unknown_remove_escapes 
091D: remove_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091E: create_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091E: create_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091E: create_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STRAP3_16163
if 
  5 > 130@ 
else_jump @STRAP3_16222 
if 
0119:   car 81@ wrecked 
else_jump @STRAP3_16222 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
133@ = 1 

:STRAP3_16222
if 
  5 > 130@ 
else_jump @STRAP3_16322 
if 
0119:   car 80@ wrecked 
else_jump @STRAP3_16281 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
133@ = 1 

:STRAP3_16281
if 
0119:   car 82@ wrecked 
else_jump @STRAP3_16322 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
133@ = 1 

:STRAP3_16322
if 
  130@ == 3 
else_jump @STRAP3_16399 
if 
  4 > 131@ 
else_jump @STRAP3_16399 
if 
0118:   actor 71@ dead 
else_jump @STRAP3_16399 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_16' time 4000 flag 1  // ~r~You killed a cop and alerted the other drivers!
133@ = 1 

:STRAP3_16399
if 
  130@ > 2 
else_jump @STRAP3_16517 
if 
  5 > 130@ 
else_jump @STRAP3_16517 
if 
0118:   actor 83@ dead 
else_jump @STRAP3_16476 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
133@ = 1 

:STRAP3_16476
if 
0118:   actor 85@ dead 
else_jump @STRAP3_16517 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
133@ = 1 

:STRAP3_16517
return 

:STRAP3_16519
if 
  20 > 140@ 
else_jump @STRAP3_18906 
if 
  140@ == 0 
else_jump @STRAP3_18673 
009A: 73@ = create_actor_pedtype 4 model 20 at 1023.4 -1123.6 22.9 
0173: set_actor 73@ Z_angle_to 267.1 
0588: disable_actor 73@ validate_position 1 
060B: set_actor 73@ decision_maker_to 241@ 
009A: 72@ = create_actor_pedtype 5 model 91 at 1023.1 -1124.6 22.9 
0173: set_actor 72@ Z_angle_to 296.3 
0588: disable_actor 72@ validate_position 1 
060B: set_actor 72@ decision_maker_to 241@ 
009A: 119@ = create_actor_pedtype 5 model 91 at 1025.0 -1124.6 22.9 
0173: set_actor 119@ Z_angle_to 90.0 
0588: disable_actor 119@ validate_position 1 
060B: set_actor 119@ decision_maker_to 241@ 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1144.2 22.7 
0177: set_object 86@ Z_angle_to 0.0 
0382: set_object 86@ collision_detection 1 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1148.8 22.7 
0177: set_object 87@ Z_angle_to 90.0 
0382: set_object 87@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
022B: create_forbidden_for_peds_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1062.5 -1159.4 22.6 
0177: set_object 88@ Z_angle_to 180.0 
0382: set_object 88@ collision_detection 1 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1054.4 -1159.4 22.6 
0177: set_object 89@ Z_angle_to 180.0 
0382: set_object 89@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 944.5 -1159.4 22.6 
0177: set_object 90@ Z_angle_to 180.0 
0382: set_object 90@ collision_detection 1 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 940.0 -1159.4 22.6 
0177: set_object 91@ Z_angle_to 180.0 
0382: set_object 91@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
022B: create_forbidden_for_peds_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1148.8 22.7 
0177: set_object 92@ Z_angle_to 90.0 
0382: set_object 92@ collision_detection 1 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1139.9 22.7 
0177: set_object 93@ Z_angle_to 90.0 
0382: set_object 93@ collision_detection 1 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 960.2 -1130.4 22.7 
0177: set_object 94@ Z_angle_to 180.0 
0382: set_object 94@ collision_detection 1 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 967.4 -1130.4 22.7 
0177: set_object 95@ Z_angle_to 90.0 
0382: set_object 95@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
022B: create_forbidden_for_peds_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1080.6 -1130.7 22.7 
0177: set_object 96@ Z_angle_to 180.0 
0382: set_object 96@ collision_detection 1 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1085.5 -1130.6 22.7 
0177: set_object 97@ Z_angle_to 180.0 
0382: set_object 97@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0177: set_object 98@ Z_angle_to 90.0 
0382: set_object 98@ collision_detection 0 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0177: set_object 99@ Z_angle_to 90.0 
0382: set_object 99@ collision_detection 0 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0177: set_object 100@ Z_angle_to 90.0 
0382: set_object 100@ collision_detection 0 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0177: set_object 101@ Z_angle_to 90.0 
0382: set_object 101@ collision_detection 0 
0107: 102@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0177: set_object 102@ Z_angle_to 90.0 
0382: set_object 102@ collision_detection 0 
0107: 103@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0177: set_object 103@ Z_angle_to 90.0 
0382: set_object 103@ collision_detection 0 
0107: 104@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0177: set_object 104@ Z_angle_to 180.0 
0382: set_object 104@ collision_detection 0 
0107: 105@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0177: set_object 105@ Z_angle_to 180.0 
0382: set_object 105@ collision_detection 0 
0107: 106@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0177: set_object 106@ Z_angle_to 180.0 
0382: set_object 106@ collision_detection 0 
0107: 107@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0177: set_object 107@ Z_angle_to 180.0 
0382: set_object 107@ collision_detection 0 
0107: 108@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0177: set_object 108@ Z_angle_to 180.0 
0382: set_object 108@ collision_detection 0 
0107: 109@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0177: set_object 109@ Z_angle_to 180.0 
0382: set_object 109@ collision_detection 0 
009A: 63@ = create_actor_pedtype 25 model 280 at 1025.3 -1124.9 22.9 
01B2: give_actor 63@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 63@ Z_angle_to 276.6 
0588: disable_actor 63@ validate_position 1 
009A: 64@ = create_actor_pedtype 25 model 280 at 1024.7 -1129.1 22.9 
01B2: give_actor 64@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 64@ Z_angle_to 276.6 
0588: disable_actor 64@ validate_position 1 
009A: 65@ = create_actor_pedtype 25 model 280 at 1024.7 -1133.8 22.9 
01B2: give_actor 65@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 276.6 
0588: disable_actor 65@ validate_position 1 
009A: 66@ = create_actor_pedtype 25 model 280 at 1020.4 -1125.2 22.9 
01B2: give_actor 66@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 66@ Z_angle_to 92.2 
0588: disable_actor 66@ validate_position 1 
009A: 67@ = create_actor_pedtype 25 model 280 at 1020.4 -1129.1 22.9 
01B2: give_actor 67@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 67@ Z_angle_to 92.2 
0588: disable_actor 67@ validate_position 1 
009A: 68@ = create_actor_pedtype 25 model 280 at 1020.4 -1133.5 22.9 
01B2: give_actor 68@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 68@ Z_angle_to 92.2 
0588: disable_actor 68@ validate_position 1 
009A: 69@ = create_actor_pedtype 25 model 280 at 1032.6 -1115.5 22.9 
01B2: give_actor 69@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 173.9 
0588: disable_actor 69@ validate_position 1 
009A: 70@ = create_actor_pedtype 25 model 280 at 1012.0 -1115.8 22.9 
01B2: give_actor 70@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 70@ Z_angle_to 187.9 
0588: disable_actor 70@ validate_position 1 
00A5: 74@ = create_car 409 at 1031.4 -1138.6 22.7 
0129: 77@ = create_actor_pedtype 25 model 24 in_car 74@ driverseat 
0175: set_car 74@ Z_angle_to 90.0 
0588: disable_actor 77@ validate_position 1 
0615: define_AS_pack_begin 239@ 
0638: AS_actor -1 stay_put 1 
05D1: AS_actor -1 drive_car 74@ to 1023.3 -1138.6 22.7 speed 15.0 1 model 1 2 
0616: define_AS_pack_end 239@ 
0618: assign_actor 77@ to_AS_pack 239@ 
061B: remove_references_to_AS_pack 239@ 
00A5: 75@ = create_car 409 at 1042.8 -1138.6 22.7 
0129: 78@ = create_actor_pedtype 25 model 24 in_car 75@ driverseat 
0175: set_car 75@ Z_angle_to 90.0 
0588: disable_actor 78@ validate_position 1 
009A: 71@ = create_actor_pedtype 25 model 280 at 1093.7 -1145.2 22.7 
01B2: give_actor 71@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 274.6 
0588: disable_actor 71@ validate_position 1 
060B: set_actor 71@ decision_maker_to 241@ 
0376: 120@ = create_random_actor_at 1023.6 -1122.3 22.9 
0337: set_actor 120@ visibility 0 
0619: enable_actor 120@ collision_detection 0 
060B: set_actor 120@ decision_maker_to 241@ 
0350: set_actor 120@ maintain_position_when_attacked 1 

:STRAP3_18673
gosub @STRAP3_20031 
0376: 42@(140@,21i) = create_random_actor_at 233@ 234@ 22.9 
0173: set_actor 42@(140@,21i) Z_angle_to $71 
060F: set_actor 42@(140@,21i) melee_accuracy_to 0.0 
0350: set_actor 42@(140@,21i) maintain_position_when_attacked 1 
01B2: give_actor 42@(140@,21i) weapon 43 ammo 30000 // Load the weapon model before using this 
060B: set_actor 42@(140@,21i) decision_maker_to 241@ 
0588: disable_actor 42@(140@,21i) validate_position 1 
if 
  5 > 140@ 
else_jump @STRAP3_18881 
0615: define_AS_pack_begin 240@ 
0209: 160@ = random_int_in_ranges 500 2000 
if 
8118:   not actor 120@ dead 
else_jump @STRAP3_18834 
07A5: AS_actor -1 attack_actor 120@ time 160@ 

:STRAP3_18834
0209: 160@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 160@ ms 
0643: set_AS_pack 240@ loop 1 
0616: define_AS_pack_end 240@ 
0618: assign_actor 42@(140@,21i) to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_18881
0588: disable_actor 42@(140@,21i) validate_position 1 
140@ += 1 
jump @STRAP3_18913 

:STRAP3_18906
138@ = 1 

:STRAP3_18913
return 

:STRAP3_18915
if 
  137@ == 0 
else_jump @STRAP3_19165 
if 
  20 > 139@ 
else_jump @STRAP3_19042 
if 
0118:   actor 42@(139@,21i) dead 
else_jump @STRAP3_18978 
137@ = 1 

:STRAP3_18978
if 
8118:   not actor 42@(139@,21i) dead 
else_jump @STRAP3_19028 
if 
051A:   actor 42@(139@,21i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRAP3_19028 
137@ = 1 

:STRAP3_19028
139@ += 1 
jump @STRAP3_19049 

:STRAP3_19042
139@ = 0 

:STRAP3_19049
if 
  8 > 149@ 
else_jump @STRAP3_19158 
if 
0118:   actor 63@(149@,9i) dead 
else_jump @STRAP3_19094 
137@ = 1 

:STRAP3_19094
if 
8118:   not actor 63@(149@,9i) dead 
else_jump @STRAP3_19144 
if 
051A:   actor 63@(149@,9i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRAP3_19144 
137@ = 1 

:STRAP3_19144
149@ += 1 
jump @STRAP3_19165 

:STRAP3_19158
149@ = 0 

:STRAP3_19165
if 
  137@ == 1 
else_jump @STRAP3_19204 
139@ = 0 
149@ = 0 
137@ = 2 

:STRAP3_19204
if 
  137@ == 2 
else_jump @STRAP3_19411 
if 
  20 > 139@ 
else_jump @STRAP3_19404 
if 
8118:   not actor 42@(139@,21i) dead 
else_jump @STRAP3_19390 
062E: get_actor 42@(139@,21i) task 1499 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STRAP3_19326 
0961: set_actor 42@(139@,21i) keep_tasks_after_cleanup 1 
05DB: AS_actor 42@(139@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 80.0 timelimit 10000000 

:STRAP3_19326
if 
80F2:   not actor 42@(139@,21i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @STRAP3_19390 
if 
82CB:   not actor 42@(139@,21i) bounding_sphere_visible 
else_jump @STRAP3_19390 
01C2: remove_references_to_actor 42@(139@,21i) // Like turning an actor into a random pedestrian 

:STRAP3_19390
139@ += 1 
jump @STRAP3_19411 

:STRAP3_19404
137@ = 3 

:STRAP3_19411
if 
  137@ == 3 
else_jump @STRAP3_19544 
if 
  8 > 149@ 
else_jump @STRAP3_19537 
if 
8118:   not actor 63@(149@,9i) dead 
else_jump @STRAP3_19523 
062E: get_actor 63@(149@,9i) task 1764 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STRAP3_19523 
0961: set_actor 63@(149@,9i) keep_tasks_after_cleanup 1 
06E4: AS_actor 63@(149@,9i) attempt_to_bust_actor $PLAYER_ACTOR 

:STRAP3_19523
149@ += 1 
jump @STRAP3_19544 

:STRAP3_19537
137@ = 4 

:STRAP3_19544
return 

:STRAP3_19546
if 
  172@ == 0 
else_jump @STRAP3_19687 
if 
  8 > 173@ 
else_jump @STRAP3_19680 
if 
8118:   not actor 63@(173@,9i) dead 
else_jump @STRAP3_19666 
if 
80F2:   not actor 63@(173@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @STRAP3_19666 
if 
82CB:   not actor 63@(173@,9i) bounding_sphere_visible 
else_jump @STRAP3_19666 
01C2: remove_references_to_actor 63@(173@,9i) // Like turning an actor into a random pedestrian 

:STRAP3_19666
173@ += 1 
jump @STRAP3_19687 

:STRAP3_19680
172@ = 1 

:STRAP3_19687
if 
  172@ == 1 
else_jump @STRAP3_19828 
if 
  8 > 174@ 
else_jump @STRAP3_19821 
if 
8118:   not actor 63@(174@,9i) dead 
else_jump @STRAP3_19807 
if 
80F2:   not actor 63@(174@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
else_jump @STRAP3_19807 
if 
82CB:   not actor 63@(174@,9i) bounding_sphere_visible 
else_jump @STRAP3_19807 
01C2: remove_references_to_actor 63@(174@,9i) // Like turning an actor into a random pedestrian 

:STRAP3_19807
174@ += 1 
jump @STRAP3_19828 

:STRAP3_19821
172@ = 2 

:STRAP3_19828
if 
  172@ == 2 
else_jump @STRAP3_20029 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1015.1 -1139.2 radius 80.0 80.0 
else_jump @STRAP3_20029 
01C4: remove_references_to_object 98@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 99@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 102@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 103@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 104@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 105@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 106@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 107@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 108@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 109@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 95@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 96@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 97@ // This object will now disappear when the player looks away 
0249: release_model #DYN_ROADBARRIER_2 
0917: audio_zone 'AWARDS' enable_sound 0 
172@ = 3 

:STRAP3_20029
return 

:STRAP3_20031
0208: 233@ = random_float_in_ranges 1016.2 1030.8 
0208: 234@ = random_float_in_ranges -1122.3 -1133.7 
if 
  1020.0 > 233@ 
else_jump @STRAP3_20099 
$71 = 280.1 
jump @STRAP3_20109 

:STRAP3_20099
$71 = 96.5 

:STRAP3_20109
if and
  1027.4 > 233@ 
  233@ > 1019.8 
else_jump @STRAP3_20147 
jump @STRAP3_20031 

:STRAP3_20147
if 
001D:   141@ > 142@ // (int) 
else_jump @STRAP3_20249 
wait 0 
if 
8118:   not actor 42@(142@,21i) dead 
else_jump @STRAP3_20235 
if 
00EC:   actor 42@(142@,21i) sphere 0 near_point 233@ 234@ radius 1.0 1.0 
else_jump @STRAP3_20235 
jump @STRAP3_20031 

:STRAP3_20235
142@ += 1 
jump @STRAP3_20147 

:STRAP3_20249
return 

:STRAP3_20251
if 
  135@ == 0 
else_jump @STRAP3_20283 
gosub @STRAP3_20509 
jump @STRAP3_20379 

:STRAP3_20283
if 
001D:   178@ > 135@ // (int) 
else_jump @STRAP3_20316 
135@ += 1 
jump @STRAP3_20379 

:STRAP3_20316
09E5: create_flash_light_at 233@ 234@ 235@ RGB_mask 255 255 255 radius 200.0 
064B: 180@ = create_particle "CAMFLASH" at 233@ 234@ 235@ type 1 
064F: remove_references_to_particle 180@ 
135@ = 0 

:STRAP3_20379
if 
  136@ == 0 
else_jump @STRAP3_20411 
gosub @STRAP3_20509 
jump @STRAP3_20507 

:STRAP3_20411
if 
001D:   179@ > 136@ // (int) 
else_jump @STRAP3_20444 
136@ += 1 
jump @STRAP3_20507 

:STRAP3_20444
09E5: create_flash_light_at 236@ 237@ 238@ RGB_mask 255 255 255 radius 200.0 
064B: 181@ = create_particle "CAMFLASH" at 236@ 237@ 238@ type 1 
064F: remove_references_to_particle 181@ 
136@ = 0 

:STRAP3_20507
return 

:STRAP3_20509
if 
  135@ == 0 
else_jump @STRAP3_20605 
0209: 178@ = random_int_in_ranges 1 10 
0209: 141@ = random_int_in_ranges 0 20 
if 
8118:   not actor 42@(141@,21i) dead 
else_jump @STRAP3_20605 
04C4: store_coords_to 233@ 234@ $74 from_actor 42@(141@,21i) with_offset 0.0 0.3 0.5 
135@ += 1 

:STRAP3_20605
if 
  136@ == 0 
else_jump @STRAP3_20701 
0209: 179@ = random_int_in_ranges 1 10 
0209: 141@ = random_int_in_ranges 0 20 
if 
8118:   not actor 42@(141@,21i) dead 
else_jump @STRAP3_20701 
04C4: store_coords_to 236@ 237@ 238@ from_actor 42@(141@,21i) with_offset 0.0 0.3 0.5 
136@ += 1 

:STRAP3_20701
return 

:STRAP3_20703
if 
  150@ == 0 
else_jump @STRAP3_20842 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_20842 
0164: disable_marker 121@ 
03D5: remove_text 'STP3_13'  // ~s~Get back in the ~b~car~s~ and get on with the mission.
if 
  131@ == 0 
else_jump @STRAP3_20781 
183@ = 0 

:STRAP3_20781
if 
  131@ == 1 
else_jump @STRAP3_20835 
018A: 121@ = create_checkpoint_at 1306.4 -1137.5 22.5 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10:30pm. Don't damage your car!

:STRAP3_20835
150@ = 1 

:STRAP3_20842
if 
  150@ == 1 
else_jump @STRAP3_20952 
if 
80DB:   not actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_20952 
0164: disable_marker 121@ 
0186: 121@ = create_marker_above_car 81@ 
07E0: set_marker 121@ type_to 1 
if 
  41@ > 7000 
else_jump @STRAP3_20945 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10:30pm. Don't damage your car!
00BB: show_text_lowpriority GXT 'STP3_13' time 7000 flag 1  // ~s~Get back in the ~b~car~s~ and get on with the mission.

:STRAP3_20945
150@ = 0 

:STRAP3_20952
return 

:STRAP3_20954
if 
  155@ == 0 
else_jump @STRAP3_21018 
if 
8202:   not actor $PLAYER_ACTOR near_car 80@ radius 35.0 35.0 sphere 0 
else_jump @STRAP3_21011 
154@ = 5000 

:STRAP3_21011
155@ = 1 

:STRAP3_21018
if 
  155@ == 1 
else_jump @STRAP3_21426 
if 
8202:   not actor $PLAYER_ACTOR near_car 80@ radius 35.0 35.0 sphere 0 
else_jump @STRAP3_21397 
if 
  154@ > 4000 
else_jump @STRAP3_21112 
156@ = 5 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 156@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:STRAP3_21112
if 
  4000 > 154@ 
else_jump @STRAP3_21176 
if 
  154@ > 3000 
else_jump @STRAP3_21176 
156@ = 4 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 156@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:STRAP3_21176
if 
  3000 > 154@ 
else_jump @STRAP3_21240 
if 
  154@ > 2000 
else_jump @STRAP3_21240 
156@ = 3 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 156@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:STRAP3_21240
if 
  2000 > 154@ 
else_jump @STRAP3_21304 
if 
  154@ > 1000 
else_jump @STRAP3_21304 
156@ = 2 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 156@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:STRAP3_21304
if 
  1000 > 154@ 
else_jump @STRAP3_21349 
156@ = 1 
01E5: show_text_1number_highpriority GXT 'STP3_15' number 156@ time 4000 flag 1  // ~s~You have ~1~ second to rejoin the convoy.

:STRAP3_21349
if 
  0 > 154@ 
else_jump @STRAP3_21390 
00BC: show_text_highpriority GXT 'STP3_07' time 4000 flag 1  // ~r~You strayed too far and alerted the other drivers!
133@ = 1 

:STRAP3_21390
jump @STRAP3_21426 

:STRAP3_21397
03D5: remove_text 'STP3_14'  // ~s~You have ~1~ seconds to rejoin the convoy.
03D5: remove_text 'STP3_15'  // ~s~You have ~1~ second to rejoin the convoy.
155@ = 0 

:STRAP3_21426
return 

:STRAP3_21428
if 
  183@ == 0 
else_jump @STRAP3_21530 
if 
8185:   not car 80@ health >= 950 
else_jump @STRAP3_21488 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
183@ = 1 

:STRAP3_21488
if 
8185:   not car 82@ health >= 950 
else_jump @STRAP3_21530 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
183@ = 1 

:STRAP3_21530
if 
  183@ == 1 
else_jump @STRAP3_21636 
if 
8185:   not car 80@ health >= 850 
else_jump @STRAP3_21592 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
183@ = 2 

:STRAP3_21592
if 
8185:   not car 82@ health >= 850 
else_jump @STRAP3_21636 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
183@ = 2 

:STRAP3_21636
if 
  183@ == 2 
else_jump @STRAP3_21716 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_21678 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 

:STRAP3_21678
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_21702 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:STRAP3_21702
40@ = 0 
183@ = 3 

:STRAP3_21716
if 
  183@ == 3 
else_jump @STRAP3_21760 
if 
  40@ > 3000 
else_jump @STRAP3_21760 
133@ = 1 

:STRAP3_21760
return 

:STRAP3_21762
if 
8118:   not actor 112@ dead 
else_jump @STRAP3_21819 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 112@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_21819
if 
8118:   not actor 113@ dead 
else_jump @STRAP3_21869 
0615: define_AS_pack_begin 240@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 113@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_21869
if 
8118:   not actor 114@ dead 
else_jump @STRAP3_21925 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 114@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_21925
return 

:STRAP3_21927
if 
8118:   not actor 116@ dead 
else_jump @STRAP3_21984 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 116@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_21984
if 
8118:   not actor 117@ dead 
else_jump @STRAP3_22034 
0615: define_AS_pack_begin 240@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 117@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_22034
if 
8118:   not actor 118@ dead 
else_jump @STRAP3_22090 
0615: define_AS_pack_begin 240@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 118@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 

:STRAP3_22090
return 

:STRAP3_22092
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_22146 
if 
0202:   actor $PLAYER_ACTOR near_car 80@ radius 160.0 160.0 sphere 0 
else_jump @STRAP3_22146 
163@ += 1 

:STRAP3_22146
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_22200 
if 
0202:   actor $PLAYER_ACTOR near_car 82@ radius 160.0 160.0 sphere 0 
else_jump @STRAP3_22200 
163@ += 1 

:STRAP3_22200
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_22245 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_22245 
06C7: AS_actor 83@ driver_of_car 80@ perform_action 6 timelimit 3000 

:STRAP3_22245
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_22290 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_22290 
06C7: AS_actor 85@ driver_of_car 82@ perform_action 6 timelimit 3000 

:STRAP3_22290
return 

:STRAP3_22292
if 
  161@ == 0 
else_jump @STRAP3_22444 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_22444 
if 
8204:   not actor $PLAYER_ACTOR near_car 80@ radius 15.0 15.0 sphere 0 in_car 
else_jump @STRAP3_22444 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_22444 
0A21: set_car 80@ not_affected_by_cheats 1 
00AD: set_car 80@ max_speed_to 100.0 
04BD: set_car 80@ is_part_of_convoy 0 
072F: enable_car 80@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 83@ using_car 80@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
161@ = 1 

:STRAP3_22444
if 
  130@ == 6 
else_jump @STRAP3_22799 
if 
  41@ > 1000 
else_jump @STRAP3_22799 
if 
  161@ == 1 
else_jump @STRAP3_22602 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_22602 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_22602 
if 
8202:   not actor $PLAYER_ACTOR near_car 80@ radius 20.0 20.0 sphere 0 
else_jump @STRAP3_22595 
06E1: AS_actor 83@ using_car 80@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
161@ = 2 
jump @STRAP3_22602 

:STRAP3_22595
161@ = 2 

:STRAP3_22602
if 
  161@ == 2 
else_jump @STRAP3_22799 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STRAP3_22799 
if 
8119:   not car 80@ wrecked 
else_jump @STRAP3_22799 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_22778 
if 
0202:   actor $PLAYER_ACTOR near_car 80@ radius 20.0 20.0 sphere 0 
else_jump @STRAP3_22771 
0687: clear_actor 83@ task 
0615: define_AS_pack_begin 240@ 
06C7: AS_actor -1 driver_of_car 80@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 83@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
gosub @STRAP3_21762 
020A: set_car 80@ door_status_to 1 
161@ = 3 

:STRAP3_22771
jump @STRAP3_22799 

:STRAP3_22778
gosub @STRAP3_21762 
020A: set_car 80@ door_status_to 1 
161@ = 3 

:STRAP3_22799
if 
  162@ == 0 
else_jump @STRAP3_22951 
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_22951 
if 
8204:   not actor $PLAYER_ACTOR near_car 82@ radius 15.0 15.0 sphere 0 in_car 
else_jump @STRAP3_22951 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_22951 
0A21: set_car 82@ not_affected_by_cheats 1 
00AD: set_car 82@ max_speed_to 100.0 
04BD: set_car 82@ is_part_of_convoy 0 
072F: enable_car 82@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 85@ using_car 82@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
162@ = 1 

:STRAP3_22951
if 
  130@ == 6 
else_jump @STRAP3_23306 
if 
  41@ > 1000 
else_jump @STRAP3_23306 
if 
  162@ == 1 
else_jump @STRAP3_23109 
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_23109 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_23109 
if 
8202:   not actor $PLAYER_ACTOR near_car 82@ radius 20.0 20.0 sphere 0 
else_jump @STRAP3_23102 
06E1: AS_actor 85@ using_car 82@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
162@ = 2 
jump @STRAP3_23109 

:STRAP3_23102
162@ = 2 

:STRAP3_23109
if 
  162@ == 2 
else_jump @STRAP3_23306 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STRAP3_23306 
if 
8119:   not car 82@ wrecked 
else_jump @STRAP3_23306 
if 
8118:   not actor 85@ dead 
else_jump @STRAP3_23285 
if 
0202:   actor $PLAYER_ACTOR near_car 82@ radius 15.0 15.0 sphere 0 
else_jump @STRAP3_23278 
0687: clear_actor 85@ task 
0615: define_AS_pack_begin 240@ 
06C7: AS_actor -1 driver_of_car 82@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 240@ 
0618: assign_actor 85@ to_AS_pack 240@ 
061B: remove_references_to_AS_pack 240@ 
gosub @STRAP3_21927 
020A: set_car 82@ door_status_to 1 
162@ = 3 

:STRAP3_23278
jump @STRAP3_23306 

:STRAP3_23285
gosub @STRAP3_21927 
020A: set_car 82@ door_status_to 1 
162@ = 3 

:STRAP3_23306
return 

:STRAP3_23308
0209: 176@ = random_int_in_ranges 1 37 
if 
  176@ == 1 
else_jump @STRAP3_23350 
0674: set_car_model 177@ numberplate "GOT_M00_" 

:STRAP3_23350
if 
  176@ == 2 
else_jump @STRAP3_23383 
0674: set_car_model 177@ numberplate "M00TV_4U" 

:STRAP3_23383
if 
  176@ == 3 
else_jump @STRAP3_23416 
0674: set_car_model 177@ numberplate "MATHEW_2" 

:STRAP3_23416
if 
  176@ == 4 
else_jump @STRAP3_23449 
0674: set_car_model 177@ numberplate "D4_DEW0R" 

:STRAP3_23449
if 
  176@ == 5 
else_jump @STRAP3_23482 
0674: set_car_model 177@ numberplate "D0DE_777" 

:STRAP3_23482
if 
  176@ == 6 
else_jump @STRAP3_23515 
0674: set_car_model 177@ numberplate "DAM0_666" 

:STRAP3_23515
if 
  176@ == 7 
else_jump @STRAP3_23548 
0674: set_car_model 177@ numberplate "C0NEY_88" 

:STRAP3_23548
if 
  176@ == 8 
else_jump @STRAP3_23581 
0674: set_car_model 177@ numberplate "PRE4CHER" 

:STRAP3_23581
if 
  176@ == 9 
else_jump @STRAP3_23614 
0674: set_car_model 177@ numberplate "DBP_4NDY" 

:STRAP3_23614
if 
  176@ == 10 
else_jump @STRAP3_23647 
0674: set_car_model 177@ numberplate "EV1L_SLY" 

:STRAP3_23647
if 
  176@ == 11 
else_jump @STRAP3_23680 
0674: set_car_model 177@ numberplate "N1_R4V3N" 

:STRAP3_23680
if 
  176@ == 12 
else_jump @STRAP3_23713 
0674: set_car_model 177@ numberplate "D1VX_Z00" 

:STRAP3_23713
if 
  176@ == 13 
else_jump @STRAP3_23745 
0674: set_car_model 177@ numberplate "MR_B3NN" 

:STRAP3_23745
if 
  176@ == 14 
else_jump @STRAP3_23778 
0674: set_car_model 177@ numberplate "R3D_R4SP" 

:STRAP3_23778
if 
  176@ == 15 
else_jump @STRAP3_23811 
0674: set_car_model 177@ numberplate "LA_B0MBA" 

:STRAP3_23811
if 
  176@ == 16 
else_jump @STRAP3_23844 
0674: set_car_model 177@ numberplate "L3337_0G" 

:STRAP3_23844
if 
  176@ == 17 
else_jump @STRAP3_23877 
0674: set_car_model 177@ numberplate "BUDD4H_X" 

:STRAP3_23877
if 
  176@ == 18 
else_jump @STRAP3_23910 
0674: set_car_model 177@ numberplate "T3H_BUCK" 

:STRAP3_23910
if 
  176@ == 19 
else_jump @STRAP3_23943 
0674: set_car_model 177@ numberplate "CHUNKY_1" 

:STRAP3_23943
if 
  176@ == 20 
else_jump @STRAP3_23976 
0674: set_car_model 177@ numberplate "EV1L_BNZ" 

:STRAP3_23976
if 
  176@ == 21 
else_jump @STRAP3_24009 
0674: set_car_model 177@ numberplate "S4ND_M4N" 

:STRAP3_24009
if 
  176@ == 22 
else_jump @STRAP3_24042 
0674: set_car_model 177@ numberplate "RKK_DBP1" 

:STRAP3_24042
if 
  176@ == 23 
else_jump @STRAP3_24075 
0674: set_car_model 177@ numberplate "RE1_K0KU" 

:STRAP3_24075
if 
  176@ == 24 
else_jump @STRAP3_24108 
0674: set_car_model 177@ numberplate "S3XY_JUD" 

:STRAP3_24108
if 
  176@ == 25 
else_jump @STRAP3_24141 
0674: set_car_model 177@ numberplate "SUNRA_93" 

:STRAP3_24141
if 
  176@ == 26 
else_jump @STRAP3_24174 
0674: set_car_model 177@ numberplate "UG_FUX69" 

:STRAP3_24174
if 
  176@ == 27 
else_jump @STRAP3_24207 
0674: set_car_model 177@ numberplate "LI0N_CUM" 

:STRAP3_24207
if 
  176@ == 28 
else_jump @STRAP3_24240 
0674: set_car_model 177@ numberplate "RKK_PWND" 

:STRAP3_24240
if 
  176@ == 29 
else_jump @STRAP3_24273 
0674: set_car_model 177@ numberplate "HAZE_B0B" 

:STRAP3_24273
if 
  176@ == 30 
else_jump @STRAP3_24306 
0674: set_car_model 177@ numberplate "T3H_FLUF" 

:STRAP3_24306
if 
  176@ == 31 
else_jump @STRAP3_24339 
0674: set_car_model 177@ numberplate "BM_4NDY_" 

:STRAP3_24339
if 
  176@ == 32 
else_jump @STRAP3_24372 
0674: set_car_model 177@ numberplate "BM_D34N_" 

:STRAP3_24372
if 
  176@ == 33 
else_jump @STRAP3_24405 
0674: set_car_model 177@ numberplate "BM_L4C3Y" 

:STRAP3_24405
if 
  176@ == 34 
else_jump @STRAP3_24438 
0674: set_car_model 177@ numberplate "BM_D3V__" 

:STRAP3_24438
if 
  176@ == 35 
else_jump @STRAP3_24471 
0674: set_car_model 177@ numberplate "NU_SK00L" 

:STRAP3_24471
if 
  176@ == 36 
else_jump @STRAP3_24504 
0674: set_car_model 177@ numberplate "G4L_AVET" 

:STRAP3_24504
if 
  176@ == 37 
else_jump @STRAP3_24537 
0674: set_car_model 177@ numberplate "M0J0_J0J" 

:STRAP3_24537
return 

:STRAP3_24539
if 
  182@ == 1 
else_jump @STRAP3_24586 
05AA: 186@s = 'LOC3_AA' // @s = 'short'  // Hey, what the fuck are you playing at?
04AF: 214@ = 22000 // = constant 
228@ = 1 

:STRAP3_24586
if 
  182@ == 2 
else_jump @STRAP3_24721 
05AA: 186@s = 'LOC3_BA' // @s = 'short'  // Hey, man.
05AA: 188@s = 'LOC3_BB' // @s = 'short'  // Take me back to Dogg's mansion.
05AA: 190@s = 'LOC3_BC' // @s = 'short'  // Not today, asshole.
05AA: 192@s = 'LOC3_BD' // @s = 'short'  // Today we're taking the scenic route,
05AA: 194@s = 'LOC3_BE' // @s = 'short'  // via the bottom of the ocean!
04AF: 214@ = 22001 // = constant 
04AF: 215@ = 22002 // = constant 
04AF: 216@ = 22003 // = constant 
04AF: 217@ = 22004 // = constant 
04AF: 218@ = 22005 // = constant 
228@ = 5 

:STRAP3_24721
if 
  182@ == 3 
else_jump @STRAP3_24790 
05AA: 186@s = 'LOC3_CA' // @s = 'short'  // Security team, the Principle is being kidnapped!
05AA: 188@s = 'LOC3_CB' // @s = 'short'  // Rescue him at all costs!
04AF: 214@ = 22006 // = constant 
04AF: 215@ = 22007 // = constant 
228@ = 2 

:STRAP3_24790
if 
  182@ == 4 
else_jump @STRAP3_24925 
05AA: 186@s = 'LOC3_DA' // @s = 'short'  // Who the fuck are you?
05AA: 188@s = 'LOC3_DB' // @s = 'short'  // Where's my usual driver?
05AA: 190@s = 'LOC3_DC' // @s = 'short'  // Unlock this fucking door!
05AA: 192@s = 'LOC3_DD' // @s = 'short'  // I can't fucking swim, you fucking psycho!
05AA: 194@s = 'LOC3_EA' // @s = 'short'  // Ah, so I've heard!
04AF: 214@ = 22008 // = constant 
04AF: 215@ = 22009 // = constant 
04AF: 216@ = 22010 // = constant 
04AF: 217@ = 22011 // = constant 
04AF: 218@ = 22012 // = constant 
228@ = 5 

:STRAP3_24925
if 
  182@ == 5 
else_jump @STRAP3_25170 
05AA: 186@s = 'LOC3_EB' // @s = 'short'  // What you want, fool, money?
05AA: 188@s = 'LOC3_EC' // @s = 'short'  // I got bitches, loads o'fine bitches, take 'em.
05AA: 190@s = 'LOC3_ED' // @s = 'short'  // They'll do anything you want!
05AA: 192@s = 'LOC3_EE' // @s = 'short'  // You want a record contract?
05AA: 194@s = 'LOC3_EF' // @s = 'short'  // Man I can make any fool a superstar!
05AA: 196@s = 'LOC3_EG' // @s = 'short'  // I know people in this town, powerful people!
05AA: 198@s = 'LOC3_EH' // @s = 'short'  // Dangerous motherfuckers!
05AA: 200@s = 'LOC3_EJ' // @s = 'short'  // You Grove Street Families?
05AA: 202@s = 'LOC3_EK' // @s = 'short'  // I know Ballas OG's, we're like brothers!
05AA: 204@s = 'LOC3_EL' // @s = 'short'  // They'll fuck you up so bad!
04AF: 214@ = 22013 // = constant 
04AF: 215@ = 22014 // = constant 
04AF: 216@ = 22015 // = constant 
04AF: 217@ = 22016 // = constant 
04AF: 218@ = 22017 // = constant 
04AF: 219@ = 22018 // = constant 
04AF: 220@ = 22019 // = constant 
04AF: 221@ = 22020 // = constant 
04AF: 222@ = 22021 // = constant 
04AF: 223@ = 22022 // = constant 
228@ = 10 

:STRAP3_25170
if 
  182@ == 6 
else_jump @STRAP3_25217 
05AA: 186@s = 'LOC3_EO' // @s = 'short'  // Holy FUUUUUUUUUUCK!
04AF: 214@ = 22025 // = constant 
228@ = 1 

:STRAP3_25217
if 
  182@ == 7 
else_jump @STRAP3_25353 
05AA: 186@s = 'MOBRING' // @s = 'short'  // (Phone ringing)
05AA: 188@s = 'MLOC04A' // @s = 'short'  // Ah Loc, what's up now man?
05AA: 190@s = 'MLOC04B' // @s = 'short'  // One of Madd Dogg's chauffeurs just left the Burger Shot across town.
05AA: 192@s = 'MLOC04C' // @s = 'short'  // Said he was headed over to the Music Awards!
05AA: 194@s = 'MLOC04D' // @s = 'short'  // Good lookin'. I'm a see if I can catch up with them.
04AF: 214@ = 23000 // = constant 
04AF: 215@ = 27419 // = constant 
04AF: 216@ = 27420 // = constant 
04AF: 217@ = 27421 // = constant 
04AF: 218@ = 27422 // = constant 
0085: 228@ = 185@ // (int) 

:STRAP3_25353
if 
  182@ == 8 
else_jump @STRAP3_25489 
05AA: 186@s = 'LOC3_FA' // @s = 'short'  // Hey, what kept you?
05AA: 188@s = 'LOC3_FB' // @s = 'short'  // Come on we need to go and pick up the boss!
05AA: 190@s = 'LOC3_FC' // @s = 'short'  // Hold position in the middle of the motorcade until we get to the Awards Show.
05AA: 192@s = 'LOC3_FE' // @s = 'short'  // Stick close and let's roll!
05AA: 194@s = 'LOC3_FF' // @s = 'short'  // Keep frosty, guys.
04AF: 214@ = 22026 // = constant 
04AF: 215@ = 22027 // = constant 
04AF: 216@ = 22028 // = constant 
04AF: 217@ = 22030 // = constant 
04AF: 218@ = 22031 // = constant 
0085: 228@ = 185@ // (int) 

:STRAP3_25489
if 
  182@ == 9 
else_jump @STRAP3_25603 
05AA: 186@s = 'LOC3_GA' // @s = 'short'  // Hey, watch what you're doing!
05AA: 188@s = 'LOC3_GB' // @s = 'short'  // Watch the damn car!
05AA: 190@s = 'LOC3_GC' // @s = 'short'  // You unprofessional asshole!
05AA: 192@s = 'LOC3_GD' // @s = 'short'  // Keep your mind on the job!
04AF: 214@ = 22032 // = constant 
04AF: 215@ = 22033 // = constant 
04AF: 216@ = 22034 // = constant 
04AF: 217@ = 22035 // = constant 
0085: 228@ = 185@ // (int) 

:STRAP3_25603
if 
  182@ == 10 
else_jump @STRAP3_25652 
05AA: 186@s = 'RYD1_BE' // @s = 'short'  // Shut up!
04AF: 214@ = 33613 // = constant 
228@ = 1 

:STRAP3_25652
if 
  182@ == 11 
else_jump @STRAP3_25699 
05AA: 186@s = 'LOC3_JA' // @s = 'short'  // Congratulations on your award, you must be thrilled!
04AF: 214@ = 22038 // = constant 
228@ = 1 

:STRAP3_25699
if 
  182@ == 12 
else_jump @STRAP3_25746 
05AA: 186@s = 'LOC3_JB' // @s = 'short'  // Yeah, yeah, yeah, yeah, I'd like to thank my fans, my momma and my dealer.
04AF: 214@ = 22039 // = constant 
228@ = 1 

:STRAP3_25746
0085: 231@ = 184@ // (int) 
229@ = 0 
230@ = 0 
232@ = 1 
return 

:STRAP3_25777
if 
  182@ == 1 
else_jump @STRAP3_25903 
if 
001D:   228@ > 184@ // (int) 
else_jump @STRAP3_25896 
gosub @STRAP3_26543 
gosub @STRAP3_26650 
if 
8118:   not actor 84@ dead 
else_jump @STRAP3_25858 
gosub @STRAP3_26804 
jump @STRAP3_25889 

:STRAP3_25858
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_25889
jump @STRAP3_25903 

:STRAP3_25896
182@ = 0 

:STRAP3_25903
if or
  182@ == 7 
  182@ == 2 
  182@ == 6 
  182@ == 11 
  182@ == 12 
else_jump @STRAP3_26003 
if 
001D:   228@ > 184@ // (int) 
else_jump @STRAP3_25996 
gosub @STRAP3_26543 
gosub @STRAP3_26650 
gosub @STRAP3_26804 
jump @STRAP3_26003 

:STRAP3_25996
182@ = 0 

:STRAP3_26003
if 
  130@ == 5 
else_jump @STRAP3_26297 
if 
  131@ == 0 
else_jump @STRAP3_26297 
if or
  182@ == 3 
  182@ == 4 
  182@ == 5 
  182@ == 10 
else_jump @STRAP3_26297 
if 
001D:   228@ > 184@ // (int) 
else_jump @STRAP3_26290 
gosub @STRAP3_26543 
gosub @STRAP3_26650 
if 
8118:   not actor 110@ dead 
else_jump @STRAP3_26252 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_26214 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_26176 
gosub @STRAP3_26804 
jump @STRAP3_26207 

:STRAP3_26176
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26207
jump @STRAP3_26245 

:STRAP3_26214
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26245
jump @STRAP3_26283 

:STRAP3_26252
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26283
jump @STRAP3_26297 

:STRAP3_26290
182@ = 0 

:STRAP3_26297
if or
  182@ == 8 
  182@ == 9 
else_jump @STRAP3_26541 
if 
001D:   228@ > 184@ // (int) 
else_jump @STRAP3_26534 
gosub @STRAP3_26543 
gosub @STRAP3_26650 
if 
8118:   not actor 83@ dead 
else_jump @STRAP3_26496 
if 
8119:   not car 81@ wrecked 
else_jump @STRAP3_26458 
if 
00DB:   actor $PLAYER_ACTOR in_car 81@ 
else_jump @STRAP3_26420 
gosub @STRAP3_26804 
jump @STRAP3_26451 

:STRAP3_26420
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26451
jump @STRAP3_26489 

:STRAP3_26458
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26489
jump @STRAP3_26527 

:STRAP3_26496
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 186@(184@,14s) 
229@ = 0 
230@ = 0 

:STRAP3_26527
jump @STRAP3_26541 

:STRAP3_26534
182@ = 0 

:STRAP3_26541
return 

:STRAP3_26543
if 
001D:   228@ > 231@ // (int) 
else_jump @STRAP3_26648 
if 
  229@ == 0 
else_jump @STRAP3_26605 
03CF: load_wav 214@(231@,14i) as 1 
231@ += 1 
229@ = 1 

:STRAP3_26605
if 
  230@ == 0 
else_jump @STRAP3_26648 
03CF: load_wav 214@(231@,14i) as 2 
231@ += 1 
230@ = 1 

:STRAP3_26648
return 

:STRAP3_26650
if 
  232@ == 1 
else_jump @STRAP3_26726 
if 
  229@ == 1 
else_jump @STRAP3_26726 
if 
03D0:   wav 1 loaded 
else_jump @STRAP3_26726 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 186@(184@,14s) time 4500 flag 1 
229@ = 2 

:STRAP3_26726
if 
  232@ == 2 
else_jump @STRAP3_26802 
if 
  230@ == 1 
else_jump @STRAP3_26802 
if 
03D0:   wav 2 loaded 
else_jump @STRAP3_26802 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 186@(184@,14s) time 4500 flag 1 
230@ = 2 

:STRAP3_26802
return 

:STRAP3_26804
if 
  229@ == 2 
else_jump @STRAP3_26867 
if 
03D2:   wav 1 ended 
else_jump @STRAP3_26867 
03D5: remove_text 186@(184@,14s) 
184@ += 1 
232@ = 2 
229@ = 0 

:STRAP3_26867
if 
  230@ == 2 
else_jump @STRAP3_26930 
if 
03D2:   wav 2 ended 
else_jump @STRAP3_26930 
03D5: remove_text 186@(184@,14s) 
184@ += 1 
232@ = 1 
230@ = 0 

:STRAP3_26930
return 

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5
thread 'MUSIC5' 
gosub @MUSIC5_47 
if 
wasted_or_busted 
else_jump @MUSIC5_38 
gosub @MUSIC5_15875 

:MUSIC5_38
gosub @MUSIC5_16044 
end_thread 

:MUSIC5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STRAP4' 
00BE: text_clear_all 
wait 0 
$35 = 1 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
114@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
04AF: 97@ = 106 // = constant 
04AF: 98@ = 107 // = constant 
04AF: 99@ = 107 // = constant 
04AF: 100@ = 103 // = constant 
04AF: 101@ = 103 // = constant 
04AF: 102@ = 104 // = constant 
103@ = 0 
104@ = 0 
113@ = 0 
115@ = 0 
116@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0.0 
150@ = 0.0 
151@ = 0.0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
112@ = 75 
014C: set_parked_car_generator $4148 cars_to_generate_to 0 
014C: set_parked_car_generator $4149 cars_to_generate_to 0 
014C: set_parked_car_generator $4152 cars_to_generate_to 0 
0395: clear_area 1 at 791.7 -1627.0 12.3 radius 10.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
if 
  $3326 == 0 
else_jump @MUSIC5_609 
0395: clear_area 0 at 782.5 -1619.3 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 110@ class_to 111@ 
if 
  110@ >= 0 
else_jump @MUSIC5_506 
00A5: 72@ = create_car 110@ at 782.5 -1619.3 12.0 
0175: set_car 72@ Z_angle_to 270.0 

:MUSIC5_506
0395: clear_area 0 at 782.5 -1604.8 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 110@ class_to 111@ 
if 
  110@ >= 0 
else_jump @MUSIC5_591 
00A5: 73@ = create_car 110@ at 782.5 -1604.8 12.0 
0175: set_car 73@ Z_angle_to 270.0 

:MUSIC5_591
02E4: load_cutscene_data 'STRAP4A' 
jump @MUSIC5_673 

:MUSIC5_609
if 
  105@ == 0 
else_jump @MUSIC5_673 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
select_interior 3 
02E4: load_cutscene_data 'STRP4B1' 
105@ = 1 

:MUSIC5_673
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC5_697 
wait 0 
jump @MUSIC5_673 

:MUSIC5_697
02E7: start_cutscene 
fade 1 1000 

:MUSIC5_706
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC5_730 
wait 0 
jump @MUSIC5_706 

:MUSIC5_730
fade 0 0 

:MUSIC5_736
if 
fading 
else_jump @MUSIC5_760 
wait 0 
jump @MUSIC5_736 

:MUSIC5_760
01C3: remove_references_to_car 72@ 
01C3: remove_references_to_car 73@ 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
  105@ == 1 
else_jump @MUSIC5_1053 
if 
856A:   not cutscene_skipped 
else_jump @MUSIC5_1053 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model 492 
038B: load_requested_models 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: 42@ = create_car 492 at 2503.0 -1658.8 13.0 
0229: set_car 42@ primary_color_to 59 secondary_color_to 34 
0175: set_car 42@ Z_angle_to 234.0 
select_interior 0 
02E4: load_cutscene_data 'STRP4B2' 

:MUSIC5_945
if 
86B9:   not cutscene_data_loaded 
else_jump @MUSIC5_969 
wait 0 
jump @MUSIC5_945 

:MUSIC5_969
02E7: start_cutscene 
fade 1 1000 

:MUSIC5_978
if 
82E9:   not cutscene_reached_end 
else_jump @MUSIC5_1002 
wait 0 
jump @MUSIC5_978 

:MUSIC5_1002
fade 0 0 

:MUSIC5_1008
if 
fading 
else_jump @MUSIC5_1032 
wait 0 
jump @MUSIC5_1008 

:MUSIC5_1032
02EA: end_cutscene 
00A6: destroy_car 42@ 
01B4: set_player $PLAYER_CHAR can_move 0 
105@ = 0 

:MUSIC5_1053
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
wait 0 
if 
  $3326 == 0 
else_jump @MUSIC5_1112 
fade 1 0 
jump @MUSIC5_15893 

:MUSIC5_1112
0247: load_model 106 
0247: load_model 107 
0247: load_model 103 
0247: load_model 104 
0247: load_model 492 
0247: load_model 566 
0247: load_model 412 
0247: load_model 344 
0247: load_model 372 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
03CF: load_wav 19800 as 3 

:MUSIC5_1186
if 
83D0:   not wav 3 loaded 
else_jump @MUSIC5_1212 
wait 0 
jump @MUSIC5_1186 

:MUSIC5_1212
03D7: set_wav 3 location 2482.0 -1646.3 12.8 
03D1: play_wav 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 26 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 26 
07AF: 155@ = player $PLAYER_CHAR group 
06F0: set_group 155@ distance_limit_to 1000.0 
06AE: create_group_decision_maker_type 0 store_to 159@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 159@ event 55 
0749: reset_group_decision_maker 159@ event 54 
074A: set_group_decision_maker 159@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AD: set_group 155@ group_decision_maker_to 159@ 
07B3: set_group 155@ give_command 2 
060A: create_decision_maker_type 2 store_to 153@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 154@ 
0708: reset_decision_maker 154@ event 13 
0708: reset_decision_maker 153@ event 13 
009A: $130 = create_actor_pedtype 26 model 290 at 2485.5 -1647.7 13.3 
0568: set_actor $130 untargetable 1 
0173: set_actor $130 Z_angle_to 196.6 
02A9: set_actor $130 immune_to_nonplayer 1 
0350: set_actor $130 maintain_position_when_attacked 1 
01B2: give_actor $130 weapon 32 ammo 3000 // Load the weapon model before using this 
035F: actor $130 armour += 100 
02A9: set_actor $130 immune_to_nonplayer 1 
060B: set_actor $130 decision_maker_to 154@ 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: 42@ = create_car 492 at 2503.0 -1658.8 13.0 
0229: set_car 42@ primary_color_to 59 secondary_color_to 34 
0175: set_car 42@ Z_angle_to 234.0 
020A: set_car 42@ door_status_to 3 
01EC: make_car 42@ very_heavy 1 
02AC: set_car 42@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0209: 103@ = random_int_in_ranges 0 3 
009A: 71@ = create_actor_pedtype 26 model 97@(103@,6i) at 2487.1 -1647.7 13.3 
0568: set_actor 71@ untargetable 1 
0173: set_actor 71@ Z_angle_to 158.9 
02A9: set_actor 71@ immune_to_nonplayer 1 
0350: set_actor 71@ maintain_position_when_attacked 1 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 154@ 
0395: clear_area 1 at 2496.7 -1683.4 13.0 radius 5.0 
04AF: 107@ = 412 // = constant 
gosub @MUSIC5_16449 
00A5: 43@ = create_car 412 at 2496.7 -1683.4 13.0 
0175: set_car 43@ Z_angle_to 272.5 
020A: set_car 43@ door_status_to 3 
01EC: make_car 43@ very_heavy 1 
02AC: set_car 43@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
009A: $131 = create_actor_pedtype 26 model 291 at 2484.1 -1641.2 13.5 
0350: set_actor $131 maintain_position_when_attacked 1 
0568: set_actor $131 untargetable 1 
0173: set_actor $131 Z_angle_to 180.0 
01B2: give_actor $131 weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor $131 decision_maker_to 154@ 
0209: 103@ = random_int_in_ranges 0 3 
009A: 44@ = create_actor_pedtype 25 model 97@(103@,6i) at 2486.2 -1642.2 13.5 
0350: set_actor 44@ maintain_position_when_attacked 1 
0568: set_actor 44@ untargetable 1 
0173: set_actor 44@ Z_angle_to 180.0 
01B2: give_actor 44@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 154@ 
0209: 103@ = random_int_in_ranges 0 3 
009A: 45@ = create_actor_pedtype 25 model 97@(103@,6i) at 2486.2 -1641.2 13.5 
0350: set_actor 45@ maintain_position_when_attacked 1 
0568: set_actor 45@ untargetable 1 
0173: set_actor 45@ Z_angle_to 180.0 
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 154@ 
0209: 103@ = random_int_in_ranges 0 3 
009A: 47@ = create_actor_pedtype 25 model 97@(103@,6i) at 2486.2 -1639.2 13.5 
0350: set_actor 47@ maintain_position_when_attacked 1 
0568: set_actor 47@ untargetable 1 
0173: set_actor 47@ Z_angle_to 180.0 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 154@ 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 51@ = create_car 566 at 2227.6 -1667.8 13.7 
0175: set_car 51@ Z_angle_to 342.3 
02AC: set_car 51@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 51@ door_status_to 3 
0209: 103@ = random_int_in_ranges 3 6 
0129: 55@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 51@ driverseat 
0816: set_actor 55@ dont_chase_victim 1 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 154@ 
062F: 157@ = create_group_type 2 
06F0: set_group 157@ distance_limit_to 300.0 
06AD: set_group 157@ group_decision_maker_to 159@ 
0630: put_actor 55@ in_group 157@ as_leader 
02E2: set_actor 55@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 56@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 51@ passenger_seat 0 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 56@ dont_chase_victim 1 
060B: set_actor 56@ decision_maker_to 154@ 
0631: put_actor 56@ in_group 157@ 
02E2: set_actor 56@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 57@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 51@ passenger_seat 1 
02A9: set_actor 57@ immune_to_nonplayer 1 
0446: set_actor 57@ dismemberment_possible 0 
035F: actor 57@ armour += 100 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 154@ 
02E2: set_actor 57@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 58@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 51@ passenger_seat 2 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 154@ 
0631: put_actor 58@ in_group 157@ 
02E2: set_actor 58@ weapon_accuracy_to 112@ 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 52@ = create_car 566 at 2224.6 -1677.9 13.2 
0175: set_car 52@ Z_angle_to 342.3 
02AC: set_car 52@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 52@ door_status_to 3 
0209: 103@ = random_int_in_ranges 3 6 
0129: 59@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 52@ driverseat 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 59@ dont_chase_victim 1 
060B: set_actor 59@ decision_maker_to 154@ 
0631: put_actor 59@ in_group 157@ 
02E2: set_actor 59@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 60@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 52@ passenger_seat 0 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 154@ 
0631: put_actor 60@ in_group 157@ 
02E2: set_actor 60@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 61@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 52@ passenger_seat 1 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 61@ dont_chase_victim 1 
060B: set_actor 61@ decision_maker_to 154@ 
0631: put_actor 61@ in_group 157@ 
02E2: set_actor 61@ weapon_accuracy_to 112@ 
0209: 103@ = random_int_in_ranges 3 6 
01C8: 62@ = create_actor_pedtype 24 model 97@(103@,6i) in_car 52@ passenger_seat 2 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 62@ dont_chase_victim 1 
060B: set_actor 62@ decision_maker_to 154@ 
0631: put_actor 62@ in_group 157@ 
02E2: set_actor 62@ weapon_accuracy_to 112@ 
select_interior 0 
03CB: set_rendering_origin_at 2484.9 -1649.2 12.5 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0828: set_max_fire_generations 1 
07C0: load_path 22 
07C0: load_path 23 
0395: clear_area 1 at 2492.4 -1632.0 12.4 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2492.4 -1632.0 12.4 
015F: set_camera_position 2483.0 -1649.8 12.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.3 -1650.3 16.6 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:MUSIC5_3034
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @MUSIC5_3060 
jump @MUSIC5_15893 

:MUSIC5_3060
010D: set_player $PLAYER_CHAR wanted_level_to 0 
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_3099 
jump @MUSIC5_15875 

:MUSIC5_3099
if 
  88@ == 0 
else_jump @MUSIC5_7142 
if 
  89@ == 0 
else_jump @MUSIC5_4059 
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_3206 
0615: define_AS_pack_begin 152@ 
05F5: AS_actor -1 goto_point_using_paths 2498.5 -1652.3 12.5 mode 6 time -1 
05CB: AS_actor -1 enter_car 42@ as_driver -1 ms 
0616: define_AS_pack_end 152@ 
0618: assign_actor $130 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3206
if 
8118:   not actor 71@ dead 
else_jump @MUSIC5_3293 
if 
8119:   not car 43@ wrecked 
else_jump @MUSIC5_3293 
0615: define_AS_pack_begin 152@ 
05F5: AS_actor -1 goto_point_using_paths 2487.4 -1657.9 12.3 mode 6 time -1 
05CB: AS_actor -1 enter_car 43@ as_driver -1 ms 
0616: define_AS_pack_end 152@ 
0618: assign_actor 71@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3293
if 
8118:   not actor $131 dead 
else_jump @MUSIC5_3431 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2485.1 -1652.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2478.4 -1649.1 12.5 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2478.2 -1631.4 12.5 mode 6 time -1 
0616: define_AS_pack_end 152@ 
0618: assign_actor $131 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3431
if 
8118:   not actor 44@ dead 
else_jump @MUSIC5_3624 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2487.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2487.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2472.3 -1652.8 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2466.3 -1660.7 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 88.6 
0616: define_AS_pack_end 152@ 
0618: assign_actor 44@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3624
if 
8118:   not actor 45@ dead 
else_jump @MUSIC5_3793 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.6 -1649.2 12.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 110.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 152@ 
0618: assign_actor 45@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3793
if 
8118:   not actor 47@ dead 
else_jump @MUSIC5_3986 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2473.4 -1652.7 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2463.8 -1663.6 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 116.3 
0616: define_AS_pack_end 152@ 
0618: assign_actor 47@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_3986
fade 1 1000 
113@ = 1 
0209: 115@ = random_int_in_ranges 0 3 
0085: 116@ = 115@ // (int) 
116@ += 1 
gosub @MUSIC5_17680 
90@ = 1 
0707: start_scene_skip_to @MUSIC5_5676 
40@ = 0 
89@ = 1 

:MUSIC5_4059
if 
  89@ == 1 
else_jump @MUSIC5_4205 
if 
8118:   not actor $130 dead 
else_jump @MUSIC5_4205 
if 
  40@ > 3000 
else_jump @MUSIC5_4205 
113@ = 2 
115@ = 0 
116@ = 2 
gosub @MUSIC5_17680 
015F: set_camera_position 2501.5 -1650.5 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.9 -1682.1 16.3 switchstyle 2 
40@ = 0 
89@ = 2 

:MUSIC5_4205
if 
  89@ == 2 
else_jump @MUSIC5_5334 
if 
  94@ == 0 
else_jump @MUSIC5_4491 
if 
  40@ > 6000 
else_jump @MUSIC5_4491 
if 
8119:   not car 51@ wrecked 
else_jump @MUSIC5_4372 
if 
8118:   not actor 55@ dead 
else_jump @MUSIC5_4372 
0615: define_AS_pack_begin 152@ 
05D1: AS_actor -1 drive_car 51@ to 2435.3 -1661.1 12.2 speed 30.0 0 model 0 2 
06C7: AS_actor -1 driver_of_car 51@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 51@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 152@ 
0618: assign_actor 55@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_4372
if 
8119:   not car 52@ wrecked 
else_jump @MUSIC5_4484 
if 
8118:   not actor 59@ dead 
else_jump @MUSIC5_4484 
0615: define_AS_pack_begin 152@ 
05D1: AS_actor -1 drive_car 52@ to 2440.8 -1656.9 12.2 speed 30.0 0 model 0 2 
06C7: AS_actor -1 driver_of_car 52@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 52@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 152@ 
0618: assign_actor 59@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_4484
94@ = 1 

:MUSIC5_4491
if or
  2 > 92@ 
  2 > 93@ 
else_jump @MUSIC5_5264 
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_5014 
if 
  92@ == 0 
else_jump @MUSIC5_4800 
if 
00DB:   actor $130 in_car 42@ 
else_jump @MUSIC5_4793 
fade 0 500 

:MUSIC5_4576
if 
fading 
else_jump @MUSIC5_4600 
wait 0 
jump @MUSIC5_4576 

:MUSIC5_4600
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_4632 
jump @MUSIC5_15875 

:MUSIC5_4632
03CB: set_rendering_origin_at 2459.275 -1653.263 13.0938 
015F: set_camera_position 2459.275 -1653.263 13.0938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2460.089 -1653.843 13.1158 switchstyle 2 
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_4723 
05EB: assign_car 42@ to_path 22 

:MUSIC5_4723
fade 1 500 

:MUSIC5_4730
if 
fading 
else_jump @MUSIC5_4754 
wait 0 
jump @MUSIC5_4730 

:MUSIC5_4754
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_4786 
jump @MUSIC5_15875 

:MUSIC5_4786
92@ = 1 

:MUSIC5_4793
jump @MUSIC5_5014 

:MUSIC5_4800
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_5014 
if 
860E:   not car 42@ assigned_to_path 
else_jump @MUSIC5_5014 
if 
  92@ == 1 
else_jump @MUSIC5_5014 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.9 -1665.6 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2465.0 -1666.4 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2465.3 -1654.6 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 107.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 152@ 
0618: assign_actor $130 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
92@ = 2 

:MUSIC5_5014
if 
8118:   not actor 71@ dead 
else_jump @MUSIC5_5257 
if 
8119:   not car 43@ wrecked 
else_jump @MUSIC5_5257 
if 
  93@ == 0 
else_jump @MUSIC5_5104 
if 
00DB:   actor 71@ in_car 43@ 
else_jump @MUSIC5_5097 
05EB: assign_car 43@ to_path 23 
93@ = 1 

:MUSIC5_5097
jump @MUSIC5_5257 

:MUSIC5_5104
if 
860E:   not car 43@ assigned_to_path 
else_jump @MUSIC5_5257 
if 
  93@ == 1 
else_jump @MUSIC5_5257 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.2 -1655.0 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2461.1 -1650.8 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.4 -1657.7 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 152@ 
0618: assign_actor 71@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
93@ = 2 

:MUSIC5_5257
jump @MUSIC5_5334 

:MUSIC5_5264
fade 0 500 

:MUSIC5_5271
if 
fading 
else_jump @MUSIC5_5295 
wait 0 
jump @MUSIC5_5271 

:MUSIC5_5295
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_5327 
jump @MUSIC5_15875 

:MUSIC5_5327
89@ = 3 

:MUSIC5_5334
if 
  89@ == 3 
else_jump @MUSIC5_5607 
03CB: set_rendering_origin_at 2404.5 -1672.3 15.8 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 69@ = create_car 566 at 2485.0 -1682.5 15.0 
020A: set_car 69@ door_status_to 3 
01EC: make_car 69@ very_heavy 1 
02AC: set_car 69@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 69@ Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera 2404.5 -1672.3 15.8 position_to 2408.6 -1672.7 15.9 time 5000 smooth_transition 1 
0920: point_camera 2384.8 -1665.4 13.4 transverse_to 2416.5 -1665.3 13.9 time 5000 smooth_transition 1 
fade 1 500 

:MUSIC5_5537
if 
fading 
else_jump @MUSIC5_5561 
wait 0 
jump @MUSIC5_5537 

:MUSIC5_5561
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_5593 
jump @MUSIC5_15875 

:MUSIC5_5593
40@ = 0 
89@ = 4 

:MUSIC5_5607
if 
  89@ == 4 
else_jump @MUSIC5_5651 
if 
  40@ > 5800 
else_jump @MUSIC5_5651 
89@ = 5 

:MUSIC5_5651
if 
  89@ == 5 
else_jump @MUSIC5_7142 
90@ = 0 

:MUSIC5_5676
0701: end_scene_skip 
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_5710 
jump @MUSIC5_15875 

:MUSIC5_5710
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
fade 0 500 

:MUSIC5_5734
if 
fading 
else_jump @MUSIC5_5758 
wait 0 
jump @MUSIC5_5734 

:MUSIC5_5758
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_5790 
jump @MUSIC5_15875 

:MUSIC5_5790
0925: restore_camera_to_user_defined 
if 
  90@ == 1 
else_jump @MUSIC5_5904 
if 
8119:   not car 51@ wrecked 
else_jump @MUSIC5_5856 
00AB: put_car 51@ at 2453.1 -1663.0 12.3 
0175: set_car 51@ Z_angle_to 217.2 

:MUSIC5_5856
if 
8119:   not car 52@ wrecked 
else_jump @MUSIC5_5902 
00AB: put_car 52@ at 2452.2 -1651.9 12.3 
0175: set_car 52@ Z_angle_to 314.2 

:MUSIC5_5902
00BE: text_clear_all 

:MUSIC5_5904
if 
0119:   car 69@ wrecked 
else_jump @MUSIC5_5997 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 69@ = create_car 566 at 2485.0 -1682.5 15.0 
020A: set_car 69@ door_status_to 3 
01EC: make_car 69@ very_heavy 1 
02AC: set_car 69@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 69@ Z_angle_to 90.0 

:MUSIC5_5997
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_6064 
if 
060E:   car 42@ assigned_to_path 
else_jump @MUSIC5_6034 
05EC: release_car 42@ from_path 

:MUSIC5_6034
00AB: put_car 42@ at 2462.3 -1662.4 12.1 
0175: set_car 42@ Z_angle_to 325.8 

:MUSIC5_6064
if 
8119:   not car 43@ wrecked 
else_jump @MUSIC5_6131 
if 
060E:   car 43@ assigned_to_path 
else_jump @MUSIC5_6101 
05EC: release_car 43@ from_path 

:MUSIC5_6101
00AB: put_car 43@ at 2463.4 -1656.1 12.0 
0175: set_car 43@ Z_angle_to 50.5 

:MUSIC5_6131
0792: disembark_instantly_actor $130 
0395: clear_area 1 at 2465.3 -1654.6 12.2 radius 1.0 
00A1: put_actor $130 at 2465.3 -1654.6 12.2 
0173: set_actor $130 Z_angle_to 107.0 
060B: set_actor $130 decision_maker_to 153@ 
062F: 156@ = create_group_type 2 
06AD: set_group 156@ group_decision_maker_to 159@ 
0630: put_actor $130 in_group 156@ as_leader 
0615: define_AS_pack_begin 152@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 152@ 
0618: assign_actor $130 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
if 
8118:   not actor 71@ dead 
else_jump @MUSIC5_6380 
0792: disembark_instantly_actor 71@ 
0395: clear_area 1 at 2467.4 -1657.7 12.2 radius 1.0 
00A1: put_actor 71@ at 2467.4 -1657.7 12.2 
0173: set_actor 71@ Z_angle_to 107.0 
060B: set_actor 71@ decision_maker_to 153@ 
0631: put_actor 71@ in_group 156@ 

:MUSIC5_6380
if 
8118:   not actor 44@ dead 
else_jump @MUSIC5_6539 
0792: disembark_instantly_actor 44@ 
0395: clear_area 1 at 2466.3 -1660.7 12.2 radius 1.0 
00A1: put_actor 44@ at 2466.3 -1660.7 12.2 
0173: set_actor 44@ Z_angle_to 88.6 
060B: set_actor 44@ decision_maker_to 153@ 
0631: put_actor 44@ in_group 155@ 
0615: define_AS_pack_begin 152@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 152@ 
0618: assign_actor 44@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_6539
if 
8118:   not actor 45@ dead 
else_jump @MUSIC5_6698 
0792: disembark_instantly_actor 45@ 
0395: clear_area 1 at 2467.6 -1649.2 12.5 radius 1.0 
00A1: put_actor 45@ at 2467.6 -1649.2 12.5 
0173: set_actor 45@ Z_angle_to 110.0 
060B: set_actor 45@ decision_maker_to 153@ 
0631: put_actor 45@ in_group 155@ 
0615: define_AS_pack_begin 152@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 152@ 
0618: assign_actor 45@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_6698
if 
8118:   not actor 47@ dead 
else_jump @MUSIC5_6857 
0792: disembark_instantly_actor 47@ 
0395: clear_area 1 at 2462.3 -1665.7 12.2 radius 1.0 
00A1: put_actor 47@ at 2462.3 -1665.7 12.2 
0173: set_actor 47@ Z_angle_to 76.9 
060B: set_actor 47@ decision_maker_to 153@ 
0631: put_actor 47@ in_group 155@ 
0615: define_AS_pack_begin 152@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 152@ 
0618: assign_actor 47@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_6857
03CB: set_rendering_origin_at 2487.3 -1650.7 12.5 
0395: clear_area 1 at 2469.7 -1657.0 12.3 radius 1.0 
08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
032B: 70@ = create_weapon_pickup 372 type 2 ammo 120 at 2466.0 -1656.1 13.3 
0709: set_decision_maker 153@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
009B: destroy_actor $131 
0296: unload_special_actor 2 
113@ = 2 
115@ = 2 
116@ = 4 
gosub @MUSIC5_17680 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1500 

:MUSIC5_7061
if 
fading 
else_jump @MUSIC5_7085 
wait 0 
jump @MUSIC5_7061 

:MUSIC5_7085
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_7117 
jump @MUSIC5_15875 

:MUSIC5_7117
40@ = 0 
89@ = 0 
88@ = 1 
0A6F: checkpoint_save 99 

:MUSIC5_7142
if 
  88@ == 1 
else_jump @MUSIC5_8234 
if 
  114@ == 0 
else_jump @MUSIC5_7219 
if 
  113@ == 0 
else_jump @MUSIC5_7219 
00BB: show_text_lowpriority GXT 'STP4_02' time 11000 flag 1  // ~s~Defend your hood from the ~r~attackers~s~.
114@ = 1 

:MUSIC5_7219
if 
  89@ == 0 
else_jump @MUSIC5_7865 
if 
8118:   not actor 55@ dead 
else_jump @MUSIC5_7309 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 55@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 74@ = create_marker_above_actor 55@ 
0168: set_marker 74@ size 1 

:MUSIC5_7309
if 
8118:   not actor 56@ dead 
else_jump @MUSIC5_7390 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 500 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 295.1 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 56@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: set_marker 75@ size 1 

:MUSIC5_7390
if 
8118:   not actor 57@ dead 
else_jump @MUSIC5_7462 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2200 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 57@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: set_marker 76@ size 1 

:MUSIC5_7462
if 
8118:   not actor 58@ dead 
else_jump @MUSIC5_7534 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 58@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: set_marker 77@ size 1 

:MUSIC5_7534
if 
8118:   not actor 59@ dead 
else_jump @MUSIC5_7615 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 1800 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 245.3 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 59@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 78@ = create_marker_above_actor 59@ 
0168: set_marker 78@ size 1 

:MUSIC5_7615
if 
8118:   not actor 60@ dead 
else_jump @MUSIC5_7696 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2300 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 268.6 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 60@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 79@ = create_marker_above_actor 60@ 
0168: set_marker 79@ size 1 

:MUSIC5_7696
if 
8118:   not actor 61@ dead 
else_jump @MUSIC5_7777 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 2100 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 225.8 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 61@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 80@ = create_marker_above_actor 61@ 
0168: set_marker 80@ size 1 

:MUSIC5_7777
if 
8118:   not actor 62@ dead 
else_jump @MUSIC5_7858 
0615: define_AS_pack_begin 152@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 236.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 62@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0187: 81@ = create_marker_above_actor 62@ 
0168: set_marker 81@ size 1 

:MUSIC5_7858
89@ = 1 

:MUSIC5_7865
if 
  89@ == 1 
else_jump @MUSIC5_8166 
if 
0118:   actor 55@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 56@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 57@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 58@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 59@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 60@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 61@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 62@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 63@ dead 
else_jump @MUSIC5_8166 
if 
0118:   actor 64@ dead 
else_jump @MUSIC5_8166 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
00BE: text_clear_all 
40@ = 0 
89@ = 0 
88@ = 2 

:MUSIC5_8166
if 
  10 > 96@ 
else_jump @MUSIC5_8227 
if 
0118:   actor 55@(96@,14i) dead 
else_jump @MUSIC5_8213 
0164: disable_marker 74@(96@,14i) 

:MUSIC5_8213
96@ += 1 
jump @MUSIC5_8234 

:MUSIC5_8227
96@ = 0 

:MUSIC5_8234
if 
  88@ == 2 
else_jump @MUSIC5_9779 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @MUSIC5_9295 
if 
  89@ == 0 
else_jump @MUSIC5_9295 
if 
  40@ > 2000 
else_jump @MUSIC5_9295 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2425.8 -1636.6 26.2 radius 5.0 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 53@ = create_car 566 at 2425.8 -1636.6 26.2 
0175: set_car 53@ Z_angle_to 166.8 
0395: clear_area 1 at 2441.6 -1658.6 25.2 radius 5.0 
009A: 55@ = create_actor_pedtype 24 model 97@(103@,6i) at 2441.6 -1658.6 25.2 
02E2: set_actor 55@ weapon_accuracy_to 112@ 
0173: set_actor 55@ Z_angle_to 262.7 
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
062F: 158@ = create_group_type 2 
06F0: set_group 158@ distance_limit_to 300.0 
0223: set_actor 55@ health_to 10 
060B: set_actor 55@ decision_maker_to 154@ 
06AD: set_group 158@ group_decision_maker_to 159@ 
0630: put_actor 55@ in_group 158@ as_leader 
0187: 74@ = create_marker_above_actor 55@ 
0168: set_marker 74@ size 1 
0615: define_AS_pack_begin 152@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 500 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 55@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2441.6 -1660.2 25.1 radius 5.0 
009A: 56@ = create_actor_pedtype 24 model 97@(103@,6i) at 2441.6 -1660.2 25.1 
02E2: set_actor 56@ weapon_accuracy_to 112@ 
0173: set_actor 56@ Z_angle_to 265.9 
02A9: set_actor 56@ immune_to_nonplayer 1 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 56@ health_to 10 
0350: set_actor 56@ maintain_position_when_attacked 1 
060B: set_actor 56@ decision_maker_to 154@ 
0631: put_actor 56@ in_group 158@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: set_marker 75@ size 1 
0615: define_AS_pack_begin 152@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 600 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 56@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2441.6 -1665.2 24.6 radius 5.0 
009A: 57@ = create_actor_pedtype 24 model 97@(103@,6i) at 2441.6 -1665.2 24.6 
02E2: set_actor 57@ weapon_accuracy_to 112@ 
0173: set_actor 57@ Z_angle_to 273.6 
02A9: set_actor 57@ immune_to_nonplayer 1 
0223: set_actor 57@ health_to 10 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 57@ maintain_position_when_attacked 1 
060B: set_actor 57@ decision_maker_to 154@ 
0631: put_actor 57@ in_group 158@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: set_marker 76@ size 1 
0615: define_AS_pack_begin 152@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 1700 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 57@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2441.6 -1655.4 25.6 radius 5.0 
009A: 58@ = create_actor_pedtype 24 model 97@(103@,6i) at 2441.6 -1655.4 25.6 
02E2: set_actor 58@ weapon_accuracy_to 112@ 
0173: set_actor 58@ Z_angle_to 280.0 
02A9: set_actor 58@ immune_to_nonplayer 1 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 58@ health_to 10 
0350: set_actor 58@ maintain_position_when_attacked 1 
060B: set_actor 58@ decision_maker_to 154@ 
0631: put_actor 58@ in_group 158@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: set_marker 77@ size 1 
0615: define_AS_pack_begin 152@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 58@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 58@ 
015F: set_camera_position 2474.3 -1660.9 14.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.8 -1657.2 19.1 switchstyle 2 
113@ = 2 
115@ = 5 
116@ = 6 
gosub @MUSIC5_17680 
0707: start_scene_skip_to @MUSIC5_9332 
40@ = 0 
41@ = 0 
89@ = 1 

:MUSIC5_9295
if 
  89@ == 1 
else_jump @MUSIC5_9502 
if 
  40@ > 3000 
else_jump @MUSIC5_9502 

:MUSIC5_9332
0701: end_scene_skip 
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_9366 
jump @MUSIC5_15875 

:MUSIC5_9366
if 
  90@ == 1 
else_jump @MUSIC5_9401 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 

:MUSIC5_9401
if 
8118:   not actor 45@ dead 
else_jump @MUSIC5_9439 
0668: AS_actor 45@ rotate_and_shoot_at 2443.9 -1659.9 24.6 -2 ms 

:MUSIC5_9439
if 
8118:   not actor 47@ dead 
else_jump @MUSIC5_9460 
0321: AS_actor 47@ die_headshotted 

:MUSIC5_9460
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
114@ = 0 
89@ = 2 

:MUSIC5_9502
if 
  89@ == 2 
else_jump @MUSIC5_9711 
if 
  114@ == 0 
else_jump @MUSIC5_9579 
if 
  113@ == 0 
else_jump @MUSIC5_9579 
00BB: show_text_lowpriority GXT 'STP4_03' time 11000 flag 1  // ~s~There are ~r~enemies~s~ on the bridge above.
114@ = 1 

:MUSIC5_9579
if 
0118:   actor 55@ dead 
else_jump @MUSIC5_9711 
if 
0118:   actor 56@ dead 
else_jump @MUSIC5_9711 
if 
0118:   actor 57@ dead 
else_jump @MUSIC5_9711 
if 
0118:   actor 58@ dead 
else_jump @MUSIC5_9711 
01C3: remove_references_to_car 53@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
00BE: text_clear_all 
40@ = 0 
89@ = 0 
88@ = 3 

:MUSIC5_9711
if 
  4 > 96@ 
else_jump @MUSIC5_9772 
if 
0118:   actor 55@(96@,14i) dead 
else_jump @MUSIC5_9758 
0164: disable_marker 74@(96@,14i) 

:MUSIC5_9758
96@ += 1 
jump @MUSIC5_9779 

:MUSIC5_9772
96@ = 0 

:MUSIC5_9779
if 
  88@ == 3 
else_jump @MUSIC5_14614 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @MUSIC5_11433 
if 
  89@ == 0 
else_jump @MUSIC5_11433 
if 
  40@ > 2000 
else_jump @MUSIC5_11433 
00BE: text_clear_all 
fade 0 500 

:MUSIC5_9868
if 
fading 
else_jump @MUSIC5_9892 
wait 0 
jump @MUSIC5_9868 

:MUSIC5_9892
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_9924 
jump @MUSIC5_15875 

:MUSIC5_9924
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0708: reset_decision_maker 154@ event 13 
0708: reset_decision_maker 153@ event 13 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2473.5 -1655.2 12.1 radius 5.0 5.0 5.0 
else_jump @MUSIC5_10062 
0395: clear_area 1 at 2475.8 -1663.6 12.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2475.8 -1663.6 12.3 

:MUSIC5_10062
if 
8119:   not car 43@ wrecked 
else_jump @MUSIC5_10139 
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
00AB: put_car 43@ at 2473.5 -1655.2 12.1 
0175: set_car 43@ Z_angle_to 267.2 
jump @MUSIC5_10240 

:MUSIC5_10139
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
04AF: 107@ = 412 // = constant 
gosub @MUSIC5_16449 
00A5: 43@ = create_car 412 at 2473.5 -1655.2 12.1 
0175: set_car 43@ Z_angle_to 267.2 
020A: set_car 43@ door_status_to 3 
01EC: make_car 43@ very_heavy 1 
02AC: set_car 43@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 

:MUSIC5_10240
0395: clear_area 1 at 2480.7 -1729.2 12.2 radius 5.0 
04AF: 107@ = 566 // = constant 
gosub @MUSIC5_16449 
00A5: 54@ = create_car 566 at 2480.7 -1729.2 12.2 
0175: set_car 54@ Z_angle_to 105.1 
020A: set_car 54@ door_status_to 3 
0395: clear_area 1 at 2481.2 -1718.2 12.5 radius 5.0 
009A: 55@ = create_actor_pedtype 24 model 97@(103@,6i) at 2481.2 -1718.2 12.5 
02E2: set_actor 55@ weapon_accuracy_to 112@ 
0173: set_actor 55@ Z_angle_to 353.4 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
060B: set_actor 55@ decision_maker_to 154@ 
062F: 158@ = create_group_type 2 
06F0: set_group 158@ distance_limit_to 300.0 
06AD: set_group 158@ group_decision_maker_to 159@ 
0630: put_actor 55@ in_group 158@ as_leader 
0187: 74@ = create_marker_above_actor 55@ 
0168: set_marker 74@ size 1 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2481.2 -1688.1 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 12.5 10000 ms 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 55@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2482.1 -1720.2 12.5 radius 5.0 
009A: 56@ = create_actor_pedtype 24 model 97@(103@,6i) at 2482.1 -1720.2 12.5 
02E2: set_actor 56@ weapon_accuracy_to 112@ 
0173: set_actor 56@ Z_angle_to 352.8 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 154@ 
0631: put_actor 56@ in_group 158@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: set_marker 75@ size 1 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2482.1 -1689.8 12.5 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 56@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2481.0 -1718.2 12.5 radius 5.0 
009A: 57@ = create_actor_pedtype 24 model 97@(103@,6i) at 2481.0 -1718.2 12.5 
02E2: set_actor 57@ weapon_accuracy_to 112@ 
0173: set_actor 57@ Z_angle_to 352.8 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 57@ maintain_position_when_attacked 1 
060B: set_actor 57@ decision_maker_to 154@ 
0631: put_actor 57@ in_group 158@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: set_marker 76@ size 1 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2481.0 -1687.8 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 10000 ms 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 57@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2480.3 -1719.2 12.5 radius 5.0 
009A: 58@ = create_actor_pedtype 24 model 97@(103@,6i) at 2480.3 -1719.2 12.5 
02E2: set_actor 58@ weapon_accuracy_to 112@ 
0173: set_actor 58@ Z_angle_to 352.8 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 154@ 
0631: put_actor 58@ in_group 158@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: set_marker 77@ size 1 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2480.3 -1689.7 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 58@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0A0B: set_rendering_origin_at_3D_coord 2478.8 -1708.1 12.9 angle 190.0 
015F: set_camera_position 2481.0 -1682.5 12.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.4 -1700.0 16.7 switchstyle 2 
fade 1 500 

:MUSIC5_11321
if 
fading 
else_jump @MUSIC5_11345 
wait 0 
jump @MUSIC5_11321 

:MUSIC5_11345
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_11377 
jump @MUSIC5_15875 

:MUSIC5_11377
113@ = 2 
115@ = 6 
116@ = 7 
gosub @MUSIC5_17680 
90@ = 1 
0707: start_scene_skip_to @MUSIC5_11477 
40@ = 0 
89@ = 1 

:MUSIC5_11433
if 
  89@ == 1 
else_jump @MUSIC5_13453 
if 
  40@ > 3000 
else_jump @MUSIC5_13453 
90@ = 0 

:MUSIC5_11477
0701: end_scene_skip 
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_11511 
jump @MUSIC5_15875 

:MUSIC5_11511
if 
  90@ == 1 
else_jump @MUSIC5_11546 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 

:MUSIC5_11546
fade 0 500 

:MUSIC5_11553
if 
fading 
else_jump @MUSIC5_11577 
wait 0 
jump @MUSIC5_11553 

:MUSIC5_11577
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_11609 
jump @MUSIC5_15875 

:MUSIC5_11609
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 215.5 
if 
8118:   not actor $130 dead 
else_jump @MUSIC5_11772 
0792: disembark_instantly_actor $130 
0395: clear_area 1 at 2472.5 -1666.2 12.3 radius 1.0 
00A1: put_actor $130 at 2472.5 -1666.2 12.3 
0173: set_actor $130 Z_angle_to 234.4 
0350: set_actor $130 maintain_position_when_attacked 0 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 154@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2476.1 -1673.4 12.5 mode 4 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor $130 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_11772
if 
8118:   not actor 71@ dead 
else_jump @MUSIC5_11866 
0792: disembark_instantly_actor 71@ 
0350: set_actor 71@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 154@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2478.2 -1673.7 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 71@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_11866
if 
8118:   not actor 44@ dead 
else_jump @MUSIC5_11960 
0792: disembark_instantly_actor 44@ 
0350: set_actor 44@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 154@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2481.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 44@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_11960
if 
8118:   not actor 45@ dead 
else_jump @MUSIC5_12054 
0792: disembark_instantly_actor 45@ 
0350: set_actor 45@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 154@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2482.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 45@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_12054
0709: set_decision_maker 153@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 159@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
if 
8118:   not actor 55@ dead 
else_jump @MUSIC5_12173 
0792: disembark_instantly_actor 55@ 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 55@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_12173
if 
8118:   not actor 56@ dead 
else_jump @MUSIC5_12224 
0792: disembark_instantly_actor 56@ 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 56@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_12224
if 
8118:   not actor 57@ dead 
else_jump @MUSIC5_12275 
0792: disembark_instantly_actor 57@ 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 57@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_12275
if 
8118:   not actor 58@ dead 
else_jump @MUSIC5_12380 
0792: disembark_instantly_actor 58@ 
0395: clear_area 1 at 2489.6 -1683.3 12.5 radius 1.0 
00A1: put_actor 58@ at 2489.6 -1683.3 12.5 
0173: set_actor 58@ Z_angle_to 45.5 
0615: define_AS_pack_begin 152@ 
07BC: set_actor -1 decision_maker_to 153@ // AS_pack_version 
0616: define_AS_pack_end 152@ 
0618: assign_actor 58@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_12380
0395: clear_area 1 at 2469.4 -1708.9 12.5 radius 5.0 
009A: 59@ = create_actor_pedtype 24 model 97@(103@,6i) at 2469.4 -1708.9 12.5 
02E2: set_actor 59@ weapon_accuracy_to 112@ 
0173: set_actor 59@ Z_angle_to 352.8 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 153@ 
0631: put_actor 59@ in_group 158@ 
0187: 78@ = create_marker_above_actor 59@ 
0168: set_marker 78@ size 1 
0615: define_AS_pack_begin 152@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 59@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2467.1 -1710.8 12.5 radius 5.0 
009A: 60@ = create_actor_pedtype 24 model 97@(103@,6i) at 2467.1 -1710.8 12.5 
02E2: set_actor 60@ weapon_accuracy_to 112@ 
0173: set_actor 60@ Z_angle_to 352.8 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 153@ 
0631: put_actor 60@ in_group 158@ 
0187: 79@ = create_marker_above_actor 60@ 
0168: set_marker 79@ size 1 
0615: define_AS_pack_begin 152@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 60@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2529.3 -1691.6 12.5 radius 5.0 
009A: 61@ = create_actor_pedtype 24 model 97@(103@,6i) at 2529.3 -1691.6 12.5 
02E2: set_actor 61@ weapon_accuracy_to 112@ 
0173: set_actor 61@ Z_angle_to 352.8 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 153@ 
0631: put_actor 61@ in_group 158@ 
0187: 80@ = create_marker_above_actor 61@ 
0168: set_marker 80@ size 1 
0615: define_AS_pack_begin 152@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 61@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2529.7 -1690.1 12.5 radius 5.0 
009A: 62@ = create_actor_pedtype 24 model 97@(103@,6i) at 2529.7 -1690.1 12.5 
02E2: set_actor 62@ weapon_accuracy_to 112@ 
0173: set_actor 62@ Z_angle_to 352.8 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 153@ 
0631: put_actor 62@ in_group 158@ 
0187: 81@ = create_marker_above_actor 62@ 
0168: set_marker 81@ size 1 
0615: define_AS_pack_begin 152@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 62@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0395: clear_area 1 at 2478.7 -1645.7 12.5 radius 5.0 
009A: 63@ = create_actor_pedtype 24 model 97@(103@,6i) at 2478.7 -1645.7 12.5 
02E2: set_actor 63@ weapon_accuracy_to 112@ 
0173: set_actor 63@ Z_angle_to 180.0 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 63@ maintain_position_when_attacked 1 
060B: set_actor 63@ decision_maker_to 154@ 
0395: clear_area 1 at 2477.7 -1645.7 12.5 radius 5.0 
009A: 64@ = create_actor_pedtype 24 model 97@(103@,6i) at 2477.7 -1645.7 12.5 
02E2: set_actor 64@ weapon_accuracy_to 112@ 
0173: set_actor 64@ Z_angle_to 180.0 
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 64@ maintain_position_when_attacked 1 
060B: set_actor 64@ decision_maker_to 154@ 
0395: clear_area 1 at 2478.7 -1644.7 12.5 radius 5.0 
009A: 65@ = create_actor_pedtype 24 model 97@(103@,6i) at 2478.7 -1644.7 12.5 
02E2: set_actor 65@ weapon_accuracy_to 112@ 
0173: set_actor 65@ Z_angle_to 180.0 
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 65@ maintain_position_when_attacked 1 
060B: set_actor 65@ decision_maker_to 154@ 
0395: clear_area 1 at 2477.7 -1644.7 12.5 radius 5.0 
009A: 66@ = create_actor_pedtype 24 model 97@(103@,6i) at 2477.7 -1644.7 12.5 
02E2: set_actor 66@ weapon_accuracy_to 112@ 
0173: set_actor 66@ Z_angle_to 180.0 
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 66@ maintain_position_when_attacked 1 
060B: set_actor 66@ decision_maker_to 154@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP4_04' time 11000 flag 1  // ~s~Help Sweet defend against the last of the ~r~enemies~s~.
fade 1 500 

:MUSIC5_13383
if 
fading 
else_jump @MUSIC5_13407 
wait 0 
jump @MUSIC5_13383 

:MUSIC5_13407
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_13439 
jump @MUSIC5_15875 

:MUSIC5_13439
40@ = 0 
89@ = 2 

:MUSIC5_13453
if 
  89@ == 2 
else_jump @MUSIC5_14546 
if 
  104@ == 0 
else_jump @MUSIC5_13815 
if 
0118:   actor 55@ dead 
else_jump @MUSIC5_13576 
if 
0118:   actor 56@ dead 
else_jump @MUSIC5_13576 
if 
0118:   actor 57@ dead 
else_jump @MUSIC5_13576 
if 
0118:   actor 62@ dead 
else_jump @MUSIC5_13576 
if 
0118:   actor 63@ dead 
else_jump @MUSIC5_13576 
104@ = 1 

:MUSIC5_13576
if 
  40@ > 10000 
else_jump @MUSIC5_13602 
104@ = 1 

:MUSIC5_13602
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2478.5 -1646.2 radius 7.0 7.0 
else_jump @MUSIC5_13647 
104@ = 1 

:MUSIC5_13647
if 
8118:   not actor 63@ dead 
else_jump @MUSIC5_13689 
if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13689 
104@ = 1 

:MUSIC5_13689
if 
8118:   not actor 64@ dead 
else_jump @MUSIC5_13731 
if 
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13731 
104@ = 1 

:MUSIC5_13731
if 
8118:   not actor 65@ dead 
else_jump @MUSIC5_13773 
if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13773 
104@ = 1 

:MUSIC5_13773
if 
8118:   not actor 66@ dead 
else_jump @MUSIC5_13815 
if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
else_jump @MUSIC5_13815 
104@ = 1 

:MUSIC5_13815
if 
  104@ == 1 
else_jump @MUSIC5_14211 
if 
8118:   not actor 63@ dead 
else_jump @MUSIC5_13920 
062F: 157@ = create_group_type 2 
06F0: set_group 157@ distance_limit_to 300.0 
060B: set_actor 63@ decision_maker_to 153@ 
06AD: set_group 157@ group_decision_maker_to 159@ 
0630: put_actor 63@ in_group 157@ as_leader 
0187: 82@ = create_marker_above_actor 63@ 
0168: set_marker 82@ size 1 
0350: set_actor 63@ maintain_position_when_attacked 0 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13920
if 
8118:   not actor 64@ dead 
else_jump @MUSIC5_13982 
060B: set_actor 64@ decision_maker_to 153@ 
0631: put_actor 64@ in_group 157@ 
0187: 83@ = create_marker_above_actor 64@ 
0168: set_marker 83@ size 1 
0350: set_actor 64@ maintain_position_when_attacked 0 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:MUSIC5_13982
if 
8118:   not actor 65@ dead 
else_jump @MUSIC5_14112 
060B: set_actor 65@ decision_maker_to 153@ 
0631: put_actor 65@ in_group 157@ 
0187: 84@ = create_marker_above_actor 65@ 
0168: set_marker 84@ size 1 
0350: set_actor 65@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2477.3 -1651.4 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2464.0 -1653.4 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 65@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_14112
if 
8118:   not actor 66@ dead 
else_jump @MUSIC5_14174 
060B: set_actor 66@ decision_maker_to 153@ 
0631: put_actor 66@ in_group 157@ 
0187: 85@ = create_marker_above_actor 66@ 
0168: set_marker 85@ size 1 
0350: set_actor 66@ maintain_position_when_attacked 0 
05E2: AS_actor 66@ kill_actor $130 

:MUSIC5_14174
00BE: text_clear_all 
113@ = 2 
115@ = 7 
116@ = 8 
gosub @MUSIC5_17680 
104@ = 2 

:MUSIC5_14211
if 
0118:   actor 55@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 56@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 57@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 58@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 59@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 60@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 61@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 62@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 63@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 64@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 65@ dead 
else_jump @MUSIC5_14546 
if 
0118:   actor 66@ dead 
else_jump @MUSIC5_14546 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
00BE: text_clear_all 
40@ = 0 
89@ = 0 
88@ = 4 

:MUSIC5_14546
if 
  12 > 96@ 
else_jump @MUSIC5_14607 
if 
0118:   actor 55@(96@,14i) dead 
else_jump @MUSIC5_14593 
0164: disable_marker 74@(96@,14i) 

:MUSIC5_14593
96@ += 1 
jump @MUSIC5_14614 

:MUSIC5_14607
96@ = 0 

:MUSIC5_14614
if 
  88@ == 4 
else_jump @MUSIC5_15798 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @MUSIC5_15455 
if 
  89@ == 0 
else_jump @MUSIC5_15455 
if 
  40@ > 2000 
else_jump @MUSIC5_15455 
00BE: text_clear_all 
fade 0 500 

:MUSIC5_14703
if 
fading 
else_jump @MUSIC5_14727 
wait 0 
jump @MUSIC5_14703 

:MUSIC5_14727
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_14759 
jump @MUSIC5_15875 

:MUSIC5_14759
040D: unload_wav 1 
040D: unload_wav 2 
113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
   not $42 == 0 
else_jump @MUSIC5_14823 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:MUSIC5_14823
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2484.9 -1649.2 12.5 radius 160.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2484.2 -1666.2 12.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2486.7 -1650.1 12.3 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2486.7 -1646.0 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 152@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
if 
8118:   not actor $130 dead 
else_jump @MUSIC5_15068 
0792: disembark_instantly_actor $130 
00A1: put_actor $130 at 2487.2 -1666.1 12.3 
0173: set_actor $130 Z_angle_to 4.3 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2486.7 -1645.1 12.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 178.8 
0616: define_AS_pack_end 152@ 
0618: assign_actor $130 to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_15068
if 
8118:   not actor 71@ dead 
else_jump @MUSIC5_15119 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at 2488.9 -1649.0 12.5 
0173: set_actor 71@ Z_angle_to 177.2 

:MUSIC5_15119
if 
8118:   not actor 44@ dead 
else_jump @MUSIC5_15216 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 2484.2 -1669.1 12.3 
0173: set_actor 44@ Z_angle_to 177.2 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2488.4 -1650.8 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 152@ 
0618: assign_actor 44@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_15216
if 
8118:   not actor 45@ dead 
else_jump @MUSIC5_15313 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at 2485.2 -1669.1 12.3 
0173: set_actor 45@ Z_angle_to 177.2 
0615: define_AS_pack_begin 152@ 
05D3: AS_actor -1 goto_point 2489.4 -1650.7 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 152@ 
0618: assign_actor 45@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 

:MUSIC5_15313
113@ = 3 
115@ = 0 
gosub @MUSIC5_17680 
015F: set_camera_position 2480.7 -1660.5 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.7 -1656.6 17.9 switchstyle 2 
fade 1 500 

:MUSIC5_15392
if 
fading 
else_jump @MUSIC5_15416 
wait 0 
jump @MUSIC5_15392 

:MUSIC5_15416
gosub @MUSIC5_16406 
if 
  91@ == 1 
else_jump @MUSIC5_15448 
jump @MUSIC5_15875 

:MUSIC5_15448
89@ = 1 

:MUSIC5_15455
if 
  89@ == 1 
else_jump @MUSIC5_15549 
if 
  115@ == 4 
else_jump @MUSIC5_15549 
015F: set_camera_position 2471.554 -1656.167 18.379 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.425 -1655.676 18.402 switchstyle 2 
89@ = 2 

:MUSIC5_15549
if 
  89@ == 2 
else_jump @MUSIC5_15599 
if 
  113@ == 0 
else_jump @MUSIC5_15599 
40@ = 0 
89@ = 3 

:MUSIC5_15599
if 
  89@ == 3 
else_jump @MUSIC5_15798 
if 
  40@ > 1000 
else_jump @MUSIC5_15798 
fade 0 2500 

:MUSIC5_15643
if 
fading 
else_jump @MUSIC5_15667 
wait 0 
jump @MUSIC5_15643 

:MUSIC5_15667
00BF: 108@ = current_time_hours, 109@ = current_time_minutes 
108@ += 6 
00C0: set_current_time_hours_to 108@ minutes_to 109@ 
009B: destroy_actor $130 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2486.6 -1649.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.8 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
wait 2000 
fade 1 2500 

:MUSIC5_15767
if 
fading 
else_jump @MUSIC5_15791 
wait 0 
jump @MUSIC5_15767 

:MUSIC5_15791
jump @MUSIC5_15893 

:MUSIC5_15798
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2484.9 -1663.5 radius 300.0 300.0 
else_jump @MUSIC5_15861 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_06' time 7000 flag 1  // ~r~Too many of your gang have been killed.
jump @MUSIC5_15875 

:MUSIC5_15861
gosub @MUSIC5_18140 
jump @MUSIC5_3034 

:MUSIC5_15875
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:MUSIC5_15893
if 
  $3326 == 0 
else_jump @MUSIC5_15977 
0164: disable_marker $436 
02A7: $436 = create_icon_marker_and_sphere $445 at $473 $474 $475 
fade 1 500 
00BC: show_text_highpriority GXT 'STP4_07' time 11000 flag 1  // ~S~Get some new threads and a haircut, then drop by OG Loc's house party between 8pm and 6am.
$454 += 1 
$3326 = 1 
jump @MUSIC5_16042 

:MUSIC5_15977
0629: change_integer_stat 337 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'STRAP_4'  // House Party
030C: progress_made = 1 
$454 += 1 
0164: disable_marker $436 

:MUSIC5_16042
return 

:MUSIC5_16044
if 
0844:   string s$705 empty // s$ 
else_jump @MUSIC5_16062 
02EB: restore_camera_with_jumpcut 

:MUSIC5_16062
if 
8119:   not car 42@ wrecked 
else_jump @MUSIC5_16107 
020A: set_car 42@ door_status_to 1 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 42@ very_heavy 0 

:MUSIC5_16107
if 
8119:   not car 43@ wrecked 
else_jump @MUSIC5_16152 
020A: set_car 43@ door_status_to 1 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 43@ very_heavy 0 

:MUSIC5_16152
if 
8119:   not car 69@ wrecked 
else_jump @MUSIC5_16197 
020A: set_car 69@ door_status_to 1 
02AC: set_car 69@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 69@ very_heavy 0 

:MUSIC5_16197
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
$35 = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MUSIC5_16297 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC5_16297
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $130 
034F: destroy_actor_with_fade $131 
0249: release_model 106 
0249: release_model 107 
0249: release_model 103 
0249: release_model 104 
0249: release_model 492 
0249: release_model 566 
0249: release_model 412 
0249: release_model 344 
0249: release_model 372 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
014C: set_parked_car_generator $4148 cars_to_generate_to 101 
014C: set_parked_car_generator $4149 cars_to_generate_to 101 
014C: set_parked_car_generator $4152 cars_to_generate_to 101 
0215: destroy_pickup 70@ 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:MUSIC5_16406
if 
0118:   actor $130 dead 
else_jump @MUSIC5_16447 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_05' time 7000 flag 1  // ~r~Sweet has been killed!
91@ = 1 

:MUSIC5_16447
return 

:MUSIC5_16449
0209: 106@ = random_int_in_ranges 1 37 
if 
  106@ == 1 
else_jump @MUSIC5_16491 
0674: set_car_model 107@ numberplate "GOT_M00_" 

:MUSIC5_16491
if 
  106@ == 2 
else_jump @MUSIC5_16524 
0674: set_car_model 107@ numberplate "M00TV_4U" 

:MUSIC5_16524
if 
  106@ == 3 
else_jump @MUSIC5_16557 
0674: set_car_model 107@ numberplate "MATHEW_2" 

:MUSIC5_16557
if 
  106@ == 4 
else_jump @MUSIC5_16590 
0674: set_car_model 107@ numberplate "D4_DEW0R" 

:MUSIC5_16590
if 
  106@ == 5 
else_jump @MUSIC5_16623 
0674: set_car_model 107@ numberplate "D0DE_777" 

:MUSIC5_16623
if 
  106@ == 6 
else_jump @MUSIC5_16656 
0674: set_car_model 107@ numberplate "DAM0_666" 

:MUSIC5_16656
if 
  106@ == 7 
else_jump @MUSIC5_16689 
0674: set_car_model 107@ numberplate "C0NEY_88" 

:MUSIC5_16689
if 
  106@ == 8 
else_jump @MUSIC5_16722 
0674: set_car_model 107@ numberplate "PRE4CHER" 

:MUSIC5_16722
if 
  106@ == 9 
else_jump @MUSIC5_16755 
0674: set_car_model 107@ numberplate "DBP_4NDY" 

:MUSIC5_16755
if 
  106@ == 10 
else_jump @MUSIC5_16788 
0674: set_car_model 107@ numberplate "EV1L_SLY" 

:MUSIC5_16788
if 
  106@ == 11 
else_jump @MUSIC5_16821 
0674: set_car_model 107@ numberplate "N1_R4V3N" 

:MUSIC5_16821
if 
  106@ == 12 
else_jump @MUSIC5_16854 
0674: set_car_model 107@ numberplate "D1VX_Z00" 

:MUSIC5_16854
if 
  106@ == 13 
else_jump @MUSIC5_16886 
0674: set_car_model 107@ numberplate "MR_B3NN" 

:MUSIC5_16886
if 
  106@ == 14 
else_jump @MUSIC5_16919 
0674: set_car_model 107@ numberplate "R3D_R4SP" 

:MUSIC5_16919
if 
  106@ == 15 
else_jump @MUSIC5_16952 
0674: set_car_model 107@ numberplate "LA_B0MBA" 

:MUSIC5_16952
if 
  106@ == 16 
else_jump @MUSIC5_16985 
0674: set_car_model 107@ numberplate "L3337_0G" 

:MUSIC5_16985
if 
  106@ == 17 
else_jump @MUSIC5_17018 
0674: set_car_model 107@ numberplate "BUDD4H_X" 

:MUSIC5_17018
if 
  106@ == 18 
else_jump @MUSIC5_17051 
0674: set_car_model 107@ numberplate "T3H_BUCK" 

:MUSIC5_17051
if 
  106@ == 19 
else_jump @MUSIC5_17084 
0674: set_car_model 107@ numberplate "CHUNKY_1" 

:MUSIC5_17084
if 
  106@ == 20 
else_jump @MUSIC5_17117 
0674: set_car_model 107@ numberplate "EV1L_BNZ" 

:MUSIC5_17117
if 
  106@ == 21 
else_jump @MUSIC5_17150 
0674: set_car_model 107@ numberplate "S4ND_M4N" 

:MUSIC5_17150
if 
  106@ == 22 
else_jump @MUSIC5_17183 
0674: set_car_model 107@ numberplate "RKK_DBP1" 

:MUSIC5_17183
if 
  106@ == 23 
else_jump @MUSIC5_17216 
0674: set_car_model 107@ numberplate "RE1_K0KU" 

:MUSIC5_17216
if 
  106@ == 24 
else_jump @MUSIC5_17249 
0674: set_car_model 107@ numberplate "S3XY_JUD" 

:MUSIC5_17249
if 
  106@ == 25 
else_jump @MUSIC5_17282 
0674: set_car_model 107@ numberplate "SUNRA_93" 

:MUSIC5_17282
if 
  106@ == 26 
else_jump @MUSIC5_17315 
0674: set_car_model 107@ numberplate "UG_FUX69" 

:MUSIC5_17315
if 
  106@ == 27 
else_jump @MUSIC5_17348 
0674: set_car_model 107@ numberplate "LI0N_CUM" 

:MUSIC5_17348
if 
  106@ == 28 
else_jump @MUSIC5_17381 
0674: set_car_model 107@ numberplate "RKK_PWND" 

:MUSIC5_17381
if 
  106@ == 29 
else_jump @MUSIC5_17414 
0674: set_car_model 107@ numberplate "HAZE_B0B" 

:MUSIC5_17414
if 
  106@ == 30 
else_jump @MUSIC5_17447 
0674: set_car_model 107@ numberplate "T3H_FLUF" 

:MUSIC5_17447
if 
  106@ == 31 
else_jump @MUSIC5_17480 
0674: set_car_model 107@ numberplate "BM_4NDY_" 

:MUSIC5_17480
if 
  106@ == 32 
else_jump @MUSIC5_17513 
0674: set_car_model 107@ numberplate "BM_D34N_" 

:MUSIC5_17513
if 
  106@ == 33 
else_jump @MUSIC5_17546 
0674: set_car_model 107@ numberplate "BM_L4C3Y" 

:MUSIC5_17546
if 
  106@ == 34 
else_jump @MUSIC5_17579 
0674: set_car_model 107@ numberplate "BM_D3V__" 

:MUSIC5_17579
if 
  106@ == 35 
else_jump @MUSIC5_17612 
0674: set_car_model 107@ numberplate "NU_SK00L" 

:MUSIC5_17612
if 
  106@ == 36 
else_jump @MUSIC5_17645 
0674: set_car_model 107@ numberplate "G4L_AVET" 

:MUSIC5_17645
if 
  106@ == 37 
else_jump @MUSIC5_17678 
0674: set_car_model 107@ numberplate "M0J0_J0J" 

:MUSIC5_17678
return 

:MUSIC5_17680
if 
  113@ == 1 
else_jump @MUSIC5_17772 
05AA: 117@s = 'LOC4_CA' // @s = 'short'  // Shit, I'll go round up some homies!
05AA: 119@s = 'LOC4_CB' // @s = 'short'  // Damn, man - I'll go get us some more backup!
05AA: 121@s = 'LOC4_CC' // @s = 'short'  // I'll go get Smoke and some Grove boys!
04AF: 135@ = 22215 // = constant 
04AF: 136@ = 22216 // = constant 
04AF: 137@ = 22217 // = constant 
0085: 144@ = 116@ // (int) 

:MUSIC5_17772
if 
  113@ == 2 
else_jump @MUSIC5_17952 
05AA: 117@s = 'LOC4_AA' // @s = 'short'  // OK, get some cars, block the road.
05AA: 119@s = 'LOC4_AB' // @s = 'short'  // The rest of y'all get heated.
05AA: 121@s = 'LOC4_AC' // @s = 'short'  // Pick your positions, Carl get some cover!
05AA: 123@s = 'LOC4_AE' // @s = 'short'  // Dump on them fools!
05AA: 127@s = 'LOC4_AF' // @s = 'short'  // Hey hey, look up, more of them on the bridge!
05AA: 129@s = 'LOC4_AG' // @s = 'short'  // Carl! Cover the alleyway!
05AA: 131@s = 'LOC4_AH' // @s = 'short'  // Behind us, CJ, behind us!
04AF: 135@ = 22200 // = constant 
04AF: 136@ = 22201 // = constant 
04AF: 137@ = 22202 // = constant 
04AF: 138@ = 22204 // = constant 
04AF: 140@ = 22205 // = constant 
04AF: 141@ = 22206 // = constant 
04AF: 142@ = 22207 // = constant 
0085: 144@ = 116@ // (int) 

:MUSIC5_17952
if 
  113@ == 3 
else_jump @MUSIC5_18109 
05AA: 117@s = 'LOC4_BA' // @s = 'short'  // GROVE IS KING!!
05AA: 119@s = 'LOC4_BB' // @s = 'short'  // Man, I ain't never seen the Ballas roll that deep before.
05AA: 121@s = 'LOC4_BC' // @s = 'short'  // Yeah, they heard Carl Johnson was running with his brother again!
05AA: 123@s = 'LOC4_BD' // @s = 'short'  // Yeah, fo' sure.
05AA: 125@s = 'LOC4_BE' // @s = 'short'  // C'mon, let's get back to the party.
05AA: 127@s = 'LOC4_BG' // @s = 'short'  // Shit man, once Loc got off the mic, then the party got started.
04AF: 135@ = 22208 // = constant 
04AF: 136@ = 22209 // = constant 
04AF: 137@ = 22210 // = constant 
04AF: 138@ = 22211 // = constant 
04AF: 139@ = 22212 // = constant 
04AF: 140@ = 22214 // = constant 
144@ = 6 

:MUSIC5_18109
0085: 147@ = 115@ // (int) 
145@ = 0 
146@ = 0 
148@ = 1 
return 

:MUSIC5_18140
if 
  113@ == 2 
else_jump @MUSIC5_18266 
if 
001D:   144@ > 115@ // (int) 
else_jump @MUSIC5_18259 
gosub @MUSIC5_18347 
gosub @MUSIC5_18454 
if 
8118:   not actor $130 dead 
else_jump @MUSIC5_18221 
gosub @MUSIC5_18608 
jump @MUSIC5_18252 

:MUSIC5_18221
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,9s) 
145@ = 0 
146@ = 0 

:MUSIC5_18252
jump @MUSIC5_18266 

:MUSIC5_18259
113@ = 0 

:MUSIC5_18266
if or
  113@ == 1 
  113@ == 3 
else_jump @MUSIC5_18345 
if 
001D:   144@ > 115@ // (int) 
else_jump @MUSIC5_18338 
gosub @MUSIC5_18347 
gosub @MUSIC5_18454 
gosub @MUSIC5_18608 
jump @MUSIC5_18345 

:MUSIC5_18338
113@ = 0 

:MUSIC5_18345
return 

:MUSIC5_18347
if 
001D:   144@ > 147@ // (int) 
else_jump @MUSIC5_18452 
if 
  145@ == 0 
else_jump @MUSIC5_18409 
03CF: load_wav 135@(147@,9i) as 1 
147@ += 1 
145@ = 1 

:MUSIC5_18409
if 
  146@ == 0 
else_jump @MUSIC5_18452 
03CF: load_wav 135@(147@,9i) as 2 
147@ += 1 
146@ = 1 

:MUSIC5_18452
return 

:MUSIC5_18454
if 
  148@ == 1 
else_jump @MUSIC5_18530 
if 
  145@ == 1 
else_jump @MUSIC5_18530 
if 
03D0:   wav 1 loaded 
else_jump @MUSIC5_18530 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 117@(115@,9s) time 4500 flag 1 
145@ = 2 

:MUSIC5_18530
if 
  148@ == 2 
else_jump @MUSIC5_18606 
if 
  146@ == 1 
else_jump @MUSIC5_18606 
if 
03D0:   wav 2 loaded 
else_jump @MUSIC5_18606 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 117@(115@,9s) time 4500 flag 1 
146@ = 2 

:MUSIC5_18606
return 

:MUSIC5_18608
if 
  145@ == 2 
else_jump @MUSIC5_18671 
if 
03D2:   wav 1 ended 
else_jump @MUSIC5_18671 
03D5: remove_text 117@(115@,9s) 
115@ += 1 
148@ = 2 
145@ = 0 

:MUSIC5_18671
if 
  146@ == 2 
else_jump @MUSIC5_18734 
if 
03D2:   wav 2 ended 
else_jump @MUSIC5_18734 
03D5: remove_text 117@(115@,9s) 
115@ += 1 
148@ = 1 
146@ = 0 

:MUSIC5_18734
return 

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE
gosub @CPRACE_225 
if 
wasted_or_busted 
else_jump @CPRACE_109 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
if 
  $120 == 0 
else_jump @CPRACE_102 
if or
  $351 == 0 
  $351 == 7 
  $351 == 8 
else_jump @CPRACE_102 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_102
jump @CPRACE_216 

:CPRACE_109
if or
  66@ == 0 
  66@ == 3 
else_jump @CPRACE_169 
fade 0 2000 
set_wb_check_to 0 

:CPRACE_145
if 
fading 
else_jump @CPRACE_169 
wait 0 
jump @CPRACE_145 

:CPRACE_169
if 
  $120 == 0 
else_jump @CPRACE_216 
if or
  $351 == 7 
  $351 == 8 
else_jump @CPRACE_216 
03F4: set_all_cars_apply_damage_rules 0 

:CPRACE_216
gosub @CPRACE_50664 
end_thread 

:CPRACE_225
$ONMISSION = 1 
$3719 = 1 
thread 'CPRACE' 
wait 0 
08E7: disable_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
60@ = 1 
0A79: print_help_conditional_touch 'RACES33' 0  // Tap ~m~~widget_race_left~ or ~m~~widget_race_right~ to select race. Tap ~m~~widget_store_accept~ To Start Race. Tap ~m~~widget_store_cancel~ to quit.
if 
  $120 == 1 
else_jump @CPRACE_505 
04AF: 62@ = 1 // = constant 
66@ = 0 
if 
  $3596 == 0 
else_jump @CPRACE_353 
63@ = 0 
64@ = 8 

:CPRACE_353
if 
  $3596 == 1 
else_jump @CPRACE_385 
63@ = 9 
64@ = 14 

:CPRACE_385
if 
  $3596 == 2 
else_jump @CPRACE_417 
63@ = 15 
64@ = 18 

:CPRACE_417
if 
  $3596 == 3 
else_jump @CPRACE_449 
63@ = 19 
64@ = 24 

:CPRACE_449
if or
001F:   63@ > $351 // (int) 
001E:   $351 > 64@ // (int) 
else_jump @CPRACE_484 
008A: $351 = 63@ // (int) 

:CPRACE_484
65@ = 0 
gosub @CPRACE_46351 
jump @CPRACE_558 

:CPRACE_505
04AF: 62@ = 2 // = constant 
if or
  $351 == 25 
  $351 == 26 
else_jump @CPRACE_551 
66@ = 3 
jump @CPRACE_558 

:CPRACE_551
66@ = 2 

:CPRACE_558
if 
04A4:   62@ == 10 // == constant 
else_jump @CPRACE_1372 
018A: 67@ = create_checkpoint_at $72 $73 $74 
06D5: 461@ = create_racing_checkpoint_at $72 $73 $74 point_to $72 $73 $74 type 218@ radius 6.0 

:CPRACE_621
375@(265@,16f) += 3.0 
02CE: 375@(265@,16f) = ground_z_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
if 
  0.0 > 375@(265@,16f) 
else_jump @CPRACE_724 
if 
081E:   model 728@(265@,16i) boat 
else_jump @CPRACE_724 
375@(265@,16f) = 0.0 

:CPRACE_724
00A5: 391@(265@,16i) = create_car 728@(265@,16i) at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
0175: set_car 391@(265@,16i) Z_angle_to $71 
0840: link_car 391@(265@,16i) to_interior 234@ 
020A: set_car 391@(265@,16i) door_status_to 3 
if 
  $351 == 25 
else_jump @CPRACE_826 
0224: set_car 391@(265@,16i) health_to 2200 

:CPRACE_826
if 
  $351 == 26 
else_jump @CPRACE_875 
0224: set_car 391@(265@,16i) health_to 10000 
02AC: set_car 391@(265@,16i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:CPRACE_875
if 
  234@ == 0 
else_jump @CPRACE_1066 
02AC: set_car 391@(265@,16i) immunities BP 0 FP 1 EP 0 CP 0 MP 0 
03AB: set_car 391@(265@,16i) strong 1 
02AA: set_car 391@(265@,16i) immune_to_nonplayer 1 
if 
04A4:   62@ == 6 // == constant 
else_jump @CPRACE_1048 

:CPRACE_952
if 
04F1:   is_car_waiting_for_world_collision 391@(265@,16i) 
else_jump @CPRACE_1048 
wait 0 
if 
0119:   car 391@(265@,16i) wrecked 
else_jump @CPRACE_1041 
if 
  $120 == 0 
else_jump @CPRACE_1039 
if 
  $351 == 0 
else_jump @CPRACE_1039 
$3233 = 1 

:CPRACE_1039
return 

:CPRACE_1041
jump @CPRACE_952 

:CPRACE_1048
0587: enable_car 391@(265@,16i) validate_position 0 
jump @CPRACE_1077 

:CPRACE_1066
0587: enable_car 391@(265@,16i) validate_position 1 

:CPRACE_1077
if 
   not 222@ == -1 
else_jump @CPRACE_1118 
0229: set_car 391@(265@,16i) primary_color_to 222@(265@,6i) secondary_color_to 228@(265@,6i) 

:CPRACE_1118
if 
081E:   model 728@(265@,16i) boat 
else_jump @CPRACE_1170 
04E0: car 391@(265@,16i) abandon_path_radius 40 
02DB: set_boat 391@(265@,16i) speed_to 42.0 
jump @CPRACE_1370 

:CPRACE_1170
if 
0820:   model 728@(265@,16i) heli 
else_jump @CPRACE_1222 
0519: set_car 391@(265@,16i) locked 1 
04BA: set_car 391@(265@,16i) speed_to 10.0 
jump @CPRACE_1370 

:CPRACE_1222
if 
081F:   model 728@(265@,16i) plane 
else_jump @CPRACE_1274 
0519: set_car 391@(265@,16i) locked 1 
04BA: set_car 391@(265@,16i) speed_to 10.0 
jump @CPRACE_1370 

:CPRACE_1274
039C: set_car 391@(265@,16i) watertight 1 
053F: set_car 391@(265@,16i) tires_vulnerability 0 
if 
  234@ == 0 
else_jump @CPRACE_1325 
03ED: set_car 391@(265@,16i) disable_flipped_explosion_when_empty 1 

:CPRACE_1325
04E0: car 391@(265@,16i) abandon_path_radius 5 
00AE: set_car 391@(265@,16i) traffic_behaviour_to 2 
00AD: set_car 391@(265@,16i) max_speed_to 42.0 
00A9: set_car 391@(265@,16i) to_normal_driver 

:CPRACE_1370
return 

:CPRACE_1372
$8270 = 70.3919 
$8284 = 124.6278 
$8298 = 0.6617 
$8312 = 2.5845 
$8285 = 173.8119 
$8299 = 0.7208 
$8313 = 2.5114 
$8286 = 198.9919 
$8300 = 0.7377 
$8314 = 2.2364 
$8287 = 249.6367 
$8289 = 303.4643 
$8290 = 328.6443 
$8291 = 25.18 
68@ = 2357.239 
69@ = 1321.193 
70@ = 3300.968 
71@ = 3646.799 
72@ = 3880.677 
73@ = 4216.273 
74@ = 8410.458 
75@ = 4817.636 
76@ = 4817.636 
77@ = 3203.229 
78@ = 3265.028 
79@ = 1901.285 
80@ = 2644.297 
81@ = 8372.679 
82@ = 10760.5 
83@ = 7806.103 
84@ = 4307.65 
85@ = 4696.661 
86@ = 5960.28 
87@ = 6826.647 
88@ = 12299.14 
89@ = 17384.62 
90@ = 4922.472 
91@ = 4398.5 
92@ = 4970.742 
93@ = 0.0 
94@ = 0.0 
95@ = 0.0 
96@ = 0.0 
97@ = 0.0 
05AA: 98@s = 'RACE00' // @s = 'short'  // Lowrider Race
05AA: 100@s = 'RACE01' // @s = 'short'  // Little Loop
05AA: 102@s = 'RACE02' // @s = 'short'  // Backroad Wanderer
05AA: 104@s = 'RACE03' // @s = 'short'  // City Circuit
05AA: 106@s = 'RACE04' // @s = 'short'  // Vinewood
05AA: 108@s = 'RACE05' // @s = 'short'  // Freeway
05AA: 110@s = 'RACE06' // @s = 'short'  // Into the Country
05AA: 112@s = 'RACE07' // @s = 'short'  // Badlands A
05AA: 114@s = 'RACE08' // @s = 'short'  // Badlands B
05AA: 116@s = 'RACE09' // @s = 'short'  // Dirtbike Danger
05AA: 118@s = 'RACE10' // @s = 'short'  // Bandito County
05AA: 120@s = 'RACE11' // @s = 'short'  // Go-Go Karting
05AA: 122@s = 'RACE12' // @s = 'short'  // San Fierro Fastlane
05AA: 124@s = 'RACE13' // @s = 'short'  // San Fierro Hills
05AA: 126@s = 'RACE14' // @s = 'short'  // Country Endurance
05AA: 128@s = 'RACE15' // @s = 'short'  // SF to LV
05AA: 130@s = 'RACE16' // @s = 'short'  // Dam Rider
05AA: 132@s = 'RACE17' // @s = 'short'  // Desert Tricks
05AA: 134@s = 'RACE18' // @s = 'short'  // LV Ringroad
05AA: 136@s = 'RACE19' // @s = 'short'  // World War Ace
05AA: 138@s = 'RACE20' // @s = 'short'  // Barnstorming
05AA: 140@s = 'RACE21' // @s = 'short'  // Military Service
05AA: 142@s = 'RACE22' // @s = 'short'  // Chopper Checkpoint
05AA: 144@s = 'RACE23' // @s = 'short'  // Whirly Bird Waypoint
05AA: 146@s = 'RACE24' // @s = 'short'  // Heli Hell
04AF: 158@ = 259 // = constant 
04AF: 159@ = 261 // = constant 
04AF: 160@ = 263 // = constant 
04AF: 161@ = 265 // = constant 
04AF: 162@ = 267 // = constant 
04AF: 163@ = 269 // = constant 
04AF: 164@ = 271 // = constant 
04AF: 165@ = 273 // = constant 
04AF: 166@ = 275 // = constant 
04AF: 167@ = 277 // = constant 
04AF: 168@ = 279 // = constant 
04AF: 169@ = 281 // = constant 
04AF: 170@ = 283 // = constant 
04AF: 171@ = 285 // = constant 
04AF: 172@ = 287 // = constant 
04AF: 173@ = 289 // = constant 
04AF: 174@ = 291 // = constant 
04AF: 175@ = 293 // = constant 
04AF: 176@ = 295 // = constant 
04AF: 177@ = 296 // = constant 
04AF: 178@ = 297 // = constant 
04AF: 179@ = 298 // = constant 
04AF: 180@ = 299 // = constant 
04AF: 181@ = 300 // = constant 
04AF: 182@ = 301 // = constant 
04AF: 183@ = 48 // = constant 
04AF: 184@ = 220 // = constant 
04AF: 188@ = 258 // = constant 
04AF: 189@ = 260 // = constant 
04AF: 190@ = 262 // = constant 
04AF: 191@ = 264 // = constant 
04AF: 192@ = 266 // = constant 
04AF: 193@ = 268 // = constant 
04AF: 194@ = 270 // = constant 
04AF: 195@ = 272 // = constant 
04AF: 196@ = 274 // = constant 
04AF: 197@ = 276 // = constant 
04AF: 198@ = 278 // = constant 
04AF: 199@ = 280 // = constant 
04AF: 200@ = 282 // = constant 
04AF: 201@ = 284 // = constant 
04AF: 202@ = 286 // = constant 
04AF: 203@ = 288 // = constant 
04AF: 204@ = 290 // = constant 
04AF: 205@ = 292 // = constant 
04AF: 206@ = 294 // = constant 
04AF: 213@ = 172 // = constant 
04AF: 214@ = 221 // = constant 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
09FF: set_restart_closest_to $72 $73 $74 
04AF: 218@ = 0 // = constant 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
219@ = 0 
220@ = 0 
221@ = 25 
222@ = -1 
234@ = 0 
235@ = 0 
236@ = 0 
237@ = 1 
238@ = 0 
239@ = 0 
240@ = 0 
if 
0735:   is_keyboard_key_pressed 82 
else_jump @CPRACE_2756 
$163 = 0 
$8326 = 0 
065D: NOP $8326 "COORDS" 
01B4: set_player $PLAYER_CHAR can_move 1 
04AF: 62@ = 0 // = constant 
241@ = 1 
jump @CPRACE_2763 

:CPRACE_2756
$163 = -1 

:CPRACE_2763
wait 0 
01BD: $15 = current_time_in_ms 
if 
  13 > 62@ 
else_jump @CPRACE_2797 
61@ = 0 

:CPRACE_2797
265@ = 0 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CPRACE_20182 jumps 0 @CPRACE_2932 1 @CPRACE_5965 2 @CPRACE_7482 3 @CPRACE_7659 4 @CPRACE_8006 5 @CPRACE_8742 6 @CPRACE_8854 
0872: jump_table_jumps 7 @CPRACE_11314 8 @CPRACE_11391 9 @CPRACE_11476 10 @CPRACE_11561 11 @CPRACE_12445 12 @CPRACE_12445 13 @CPRACE_18922 14 @CPRACE_19445 -1 @CPRACE_20182 

:CPRACE_2932
if 
  $163 > -1 
else_jump @CPRACE_4581 
if 
0735:   is_keyboard_key_pressed 82 
else_jump @CPRACE_4574 
if 
  241@ == 0 
else_jump @CPRACE_4567 
if 
  $163 == 0 
else_jump @CPRACE_3038 
$8326 += 1 
00BC: show_text_highpriority GXT 'CHEATON' time 800 flag 1  // Script debug mode ON
$163 = 1 
jump @CPRACE_4560 

:CPRACE_3038
if 
0735:   is_keyboard_key_pressed 151 
else_jump @CPRACE_4530 
237@ = 1 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 84 // total_laps = 1
268@ = 6 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 85 // total_racers = 6
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
03A9: save_newline_to_debug_file 
264@ = 0 

:CPRACE_3387
if 
001D:   268@ > 264@ // (int) 
else_jump @CPRACE_3687 
03A9: save_newline_to_debug_file 
05B6: 86 // racer_model[
03A7: save_int_to_debug_file 264@ 
05B6: 87 // ] = MALE01
264@ += 1 
jump @CPRACE_3387 

:CPRACE_3687
0085: 728@ = 242@ // (int) 
0085: 729@ = 242@ // (int) 
0085: 730@ = 242@ // (int) 
0085: 731@ = 242@ // (int) 
0085: 732@ = 242@ // (int) 
0085: 733@ = 242@ // (int) 
03A9: save_newline_to_debug_file 
264@ = 0 

:CPRACE_3744
if 
001D:   268@ > 264@ // (int) 
else_jump @CPRACE_4049 
03A9: save_newline_to_debug_file 
05B6: 88 // racers_car_model[
03A7: save_int_to_debug_file 264@ 
05B6: 89 // ] = 
03A7: save_int_to_debug_file 242@ 
264@ += 1 
jump @CPRACE_3744 

:CPRACE_4049
0088: $72 = 466@ // (float) 
0088: $73 = 548@ // (float) 
0088: $74 = 630@ // (float) 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 90 // checkpoints_x[0] = 
03A8: save_float_to_debug_file $72 
03A9: save_newline_to_debug_file 
05B6: 91 // checkpoints_y[0] = 
03A8: save_float_to_debug_file $73 
03A9: save_newline_to_debug_file 
05B6: 92 // checkpoints_z[0] = 
03A8: save_float_to_debug_file $74 
00BC: show_text_highpriority GXT 'LABEL' time 1000 flag 1 
62@ = 3 
$8326 = 0 
$163 = 0 
jump @CPRACE_4560 

:CPRACE_4530
$8326 = 0 
00BC: show_text_highpriority GXT 'CHEATOF' time 800 flag 1  // Script debug mode OFF
$163 = 0 

:CPRACE_4560
241@ = 1 

:CPRACE_4567
jump @CPRACE_4581 

:CPRACE_4574
241@ = 0 

:CPRACE_4581
if 
  $163 == 1 
else_jump @CPRACE_5958 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CPRACE_5958 
if 
  $8326 == 0 
else_jump @CPRACE_4696 
if 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_4689 
if 
  247@ == 0 
else_jump @CPRACE_4682 
$8326 += 1 
247@ = 1 

:CPRACE_4682
jump @CPRACE_4696 

:CPRACE_4689
247@ = 0 

:CPRACE_4696
if 
  $8326 > 0 
else_jump @CPRACE_5958 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CPRACE_5958 
03C0: 455@ = actor $PLAYER_ACTOR car 
0441: 242@ = car 455@ model 
if or
081F:   model 242@ plane 
0820:   model 242@ heli 
else_jump @CPRACE_4785 
0454: store_debug_camera_position_to $72 $73 $74 
jump @CPRACE_4799 

:CPRACE_4785
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:CPRACE_4799
050A: $67 = distance_between_XYZ $72 $73 $74 and_XYZ 243@ 244@ 245@ 
008E: 246@ = float $67 to_integer 
gosub @CPRACE_46971 
060D: draw_text_shadow 2 rgba 0 0 0 255 
033F: set_text_draw_letter_size 0.8 2.0 
045A: draw_text_1number 30.0 145.0 GXT 'RACES00' number 246@  // Race ~1~
if or
  $67 > 200.0 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_5951 
if 
  247@ == 0 
else_jump @CPRACE_5944 
00BC: show_text_highpriority GXT 'TEXXYZ4' time 800 flag 1  // Writing RACE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
$8326 -= 1 
03A9: save_newline_to_debug_file 
05B6: 93 // checkpoints_x[
03A7: save_int_to_debug_file $8326 
05B6: 94 // ] = 
03A8: save_float_to_debug_file $72 
03A9: save_newline_to_debug_file 
05B6: 95 // checkpoints_y[
03A7: save_int_to_debug_file $8326 
05B6: 96 // ] = 
03A8: save_float_to_debug_file $73 
03A9: save_newline_to_debug_file 
05B6: 97 // checkpoints_z[
03A7: save_int_to_debug_file $8326 
05B6: 98 // ] = 
if 
081E:   model 242@ boat 
else_jump @CPRACE_5788 
jump @CPRACE_5848 

:CPRACE_5788
if 
0820:   model 242@ heli 
else_jump @CPRACE_5811 
jump @CPRACE_5848 

:CPRACE_5811
if 
081F:   model 242@ plane 
else_jump @CPRACE_5834 
jump @CPRACE_5848 

:CPRACE_5834
02CE: $74 = ground_z_at $72 $73 $74 

:CPRACE_5848
03A8: save_float_to_debug_file $74 
03A9: save_newline_to_debug_file 
0089: 466@($8326,82f) = $72 // (float) 
0089: 548@($8326,82f) = $73 // (float) 
0089: 630@($8326,82f) = $74 // (float) 
0089: 243@ = $72 // (float) 
0089: 244@ = $73 // (float) 
0089: 245@ = $74 // (float) 
$8326 += 1 
008B: 262@ = $8326 // (int) 
$8326 += 1 
247@ = 1 

:CPRACE_5944
jump @CPRACE_5958 

:CPRACE_5951
247@ = 0 

:CPRACE_5958
jump @CPRACE_20182 

:CPRACE_5965
0826: enable_hud 0 
09FB: $153 = current_language 
0494: get_joystick 0 direction_offset_to 248@ 249@ 250@ 251@ 
if or
  -100 > 249@ 
  248@ > 100 
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 53 
else_jump @CPRACE_6111 
if 
  252@ == 0 
else_jump @CPRACE_6104 
if 
001F:   64@ > $351 // (int) 
else_jump @CPRACE_6082 
$351 += 1 
jump @CPRACE_6090 

:CPRACE_6082
008A: $351 = 63@ // (int) 

:CPRACE_6090
gosub @CPRACE_46351 
252@ = 1 

:CPRACE_6104
jump @CPRACE_6118 

:CPRACE_6111
252@ = 0 

:CPRACE_6118
if or
  249@ > 100 
  -100 > 248@ 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 52 
else_jump @CPRACE_6239 
if 
  253@ == 0 
else_jump @CPRACE_6232 
if 
001E:   $351 > 63@ // (int) 
else_jump @CPRACE_6210 
$351 -= 1 
jump @CPRACE_6218 

:CPRACE_6210
008A: $351 = 64@ // (int) 

:CPRACE_6218
gosub @CPRACE_46351 
253@ = 1 

:CPRACE_6232
jump @CPRACE_6246 

:CPRACE_6239
253@ = 0 

:CPRACE_6246
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 55 
else_jump @CPRACE_6316 
if 
  254@ == 0 
else_jump @CPRACE_6309 
0391: release_textures 
0826: enable_hud 1 
03E6: remove_text_box 
66@ = 1 
return 
254@ = 1 

:CPRACE_6309
jump @CPRACE_6323 

:CPRACE_6316
254@ = 0 

:CPRACE_6323
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 54 
else_jump @CPRACE_6408 
if 
  255@ == 0 
else_jump @CPRACE_6401 
if 
  $351 > -1 
else_jump @CPRACE_6394 
fade 0 500 
62@ = 2 

:CPRACE_6394
255@ = 1 

:CPRACE_6401
jump @CPRACE_6415 

:CPRACE_6408
255@ = 0 

:CPRACE_6415
0937: text_draw_box_cornerA 48.0 100.0 cornerB 594.0 380.0 GXT_reference 'RACES_0' style 3  // Races
gosub @CPRACE_46971 
0343: set_text_draw_linewidth 320.0 
033F: set_text_draw_letter_size $8298 $8312 
033E: set_draw_text_position $8270 $8284 GXT 98@($351,30s) 
gosub @CPRACE_46971 
033F: set_text_draw_letter_size $8299 $8313 
033E: set_draw_text_position $8270 $8285 GXT 'RACES36'  // Track Distance
gosub @CPRACE_46971 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $8300 $8314 
0086: $8286 = $8285 // (float) 
0059: $8286 += $8291 // (float) 
if 
0424:   is_system_metric 
else_jump @CPRACE_6715 
0087: 256@ = 68@($351,30f) // (float) 
256@ /= 1000.0 
0092: 258@ = float 256@ to_integer 
0093: 58@ = integer 258@ to_float 
0087: 257@ = 256@ // (float) 
0063: 257@ -= 58@ // (float) 
0092: 259@ = float 257@ to_integer 
if 
  10 > 259@ 
else_jump @CPRACE_6685 
045B: draw_text_2numbers $8270 $8286 GXT 'RACES35' numbers 258@ 259@  // ~1~.0~1~ km
jump @CPRACE_6708 

:CPRACE_6685
045B: draw_text_2numbers $8270 $8286 GXT 'RACES34' numbers 258@ 259@  // ~1~.~1~ km

:CPRACE_6708
jump @CPRACE_6858 

:CPRACE_6715
0087: 260@ = 68@($351,30f) // (float) 
260@ /= 1609.0 
0092: 258@ = float 260@ to_integer 
0093: 58@ = integer 258@ to_float 
0087: 257@ = 260@ // (float) 
0063: 257@ -= 58@ // (float) 
257@ *= 100.0 
0092: 259@ = float 257@ to_integer 
if 
  10 > 259@ 
else_jump @CPRACE_6835 
045B: draw_text_2numbers $8270 $8286 GXT 'RACES47' numbers 258@ 259@  // ~1~.0~1~ miles
jump @CPRACE_6858 

:CPRACE_6835
045B: draw_text_2numbers $8270 $8286 GXT 'RACES46' numbers 258@ 259@  // ~1~.~1~ miles

:CPRACE_6858
gosub @CPRACE_46971 
033F: set_text_draw_letter_size $8299 $8313 
033E: set_draw_text_position $8270 $8287 GXT 'RACES38'  // Best Time
gosub @CPRACE_46971 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $8300 $8314 
0086: $8288 = $8287 // (float) 
0059: $8288 += $8291 // (float) 
if 
  $3627($351,30i) == 999999999 
else_jump @CPRACE_6984 
033E: set_draw_text_position $8270 $8288 GXT 'RACES45'  // NA
jump @CPRACE_7109 

:CPRACE_6984
008B: 48@ = $3627($351,30i) // (int) 
48@ /= 60 
0085: 44@ = 48@ // (int) 
44@ *= 60 
008B: 49@ = $3627($351,30i) // (int) 
0062: 49@ -= 44@ // (int) 
if 
  10 > 49@ 
else_jump @CPRACE_7086 
045B: draw_text_2numbers $8270 $8288 GXT 'RACES40' numbers 48@ 49@  // ~1~:0~1~
jump @CPRACE_7109 

:CPRACE_7086
045B: draw_text_2numbers $8270 $8288 GXT 'RACES39' numbers 48@ 49@  // ~1~:~1~

:CPRACE_7109
if 
   not $3596 == 3 
else_jump @CPRACE_7423 
gosub @CPRACE_46971 
033F: set_text_draw_letter_size $8299 $8313 
033E: set_draw_text_position $8270 $8289 GXT 'RACES37'  // Best Result
gosub @CPRACE_46971 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $8300 $8314 
0086: $8290 = $8289 // (float) 
0059: $8290 += $8291 // (float) 
if 
  $3597($351,30i) == 1 
else_jump @CPRACE_7250 
033E: set_draw_text_position $8270 $8290 GXT 'RACES41'  // 1ST
jump @CPRACE_7423 

:CPRACE_7250
if 
  $3597($351,30i) == 2 
else_jump @CPRACE_7296 
033E: set_draw_text_position $8270 $8290 GXT 'RACES42'  // 2ND
jump @CPRACE_7423 

:CPRACE_7296
if 
  $3597($351,30i) == 3 
else_jump @CPRACE_7342 
033E: set_draw_text_position $8270 $8290 GXT 'RACES43'  // 3RD
jump @CPRACE_7423 

:CPRACE_7342
if and
  $3597($351,30i) > 3 
  100 > $3597($351,30i) 
else_jump @CPRACE_7406 
045A: draw_text_1number $8270 $8290 GXT 'RACES44' number $3597($351,30i)  // ~1~TH
jump @CPRACE_7423 

:CPRACE_7406
033E: set_draw_text_position $8270 $8290 GXT 'RACES45'  // NA

:CPRACE_7423
008B: 44@ = $351 // (int) 
44@ += 1 
038D: draw_texture 44@ position 450.0 238.18 size 256.0 256.0 RGBA 180 180 180 255 
jump @CPRACE_20182 

:CPRACE_7482
if 
   not fading 
else_jump @CPRACE_7652 
0391: release_textures 
03E6: remove_text_box 
gosub @CPRACE_20189 
09B9: show_entered_car_name 0 
0826: enable_hud 1 
if 
  234@ == 0 
else_jump @CPRACE_7539 
jump @CPRACE_7557 

:CPRACE_7539
057E: set_radar_grey 1 
09BA: show_entered_zone_name 0 
09AC: disable_map_icons 1 
04F9: set_sky_color 2 fade 0 

:CPRACE_7557
$11844 = 1 
if 
  $3687($351,30i) == 0 
else_jump @CPRACE_7620 
if and
  $351 == 0 
  $120 == 0 
else_jump @CPRACE_7618 
jump @CPRACE_7620 

:CPRACE_7618
increment_mission_attempts 

:CPRACE_7620
if 
  $351 == 23 
else_jump @CPRACE_7645 
014C: set_parked_car_generator $6573[1] cars_to_generate_to 0 

:CPRACE_7645
62@ = 3 

:CPRACE_7652
jump @CPRACE_20182 

:CPRACE_7659
0085: 261@ = 262@ // (int) 
261@ -= 1 
0085: 263@ = 237@ // (int) 
263@ -= 1 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 

:CPRACE_7717
if 
001D:   268@ > 265@ // (int) 
else_jump @CPRACE_7794 
269@(265@,16i) = 0 
285@(265@,16i) = 0 
301@(265@,16i) = 0 
317@(265@,16i) = 0 
265@ += 1 
jump @CPRACE_7717 

:CPRACE_7794
265@ = 0 
333@ = -1 
62@ = 4 
if 
04A4:   218@ == 3 // == constant 
else_jump @CPRACE_7959 
if or
  $351 == 22 
  $351 == 23 
  $351 == 24 
else_jump @CPRACE_7912 
334@ = 12.0 
335@ = 12.0 
336@ = 12.0 
337@ = 6.0 
jump @CPRACE_7952 

:CPRACE_7912
334@ = 25.0 
335@ = 25.0 
336@ = 25.0 
337@ = 12.0 

:CPRACE_7952
jump @CPRACE_7999 

:CPRACE_7959
334@ = 12.0 
335@ = 12.0 
336@ = 7.0 
337@ = 6.0 

:CPRACE_7999
jump @CPRACE_20182 

:CPRACE_8006
264@ = 0 

:CPRACE_8013
if 
001D:   268@ > 264@ // (int) 
else_jump @CPRACE_8236 
if 
04A4:   712@(264@,16i) == 290 // == constant 
else_jump @CPRACE_8181 
if 
  $351 == 0 
else_jump @CPRACE_8099 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 

:CPRACE_8099
if 
  $351 == 7 
else_jump @CPRACE_8130 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:CPRACE_8130
if 
  $351 == 8 
else_jump @CPRACE_8174 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
023C: load_special_actor 'CAT' as 2 // models 290-299 

:CPRACE_8174
jump @CPRACE_8190 

:CPRACE_8181
0247: load_model 712@(264@,16i) 

:CPRACE_8190
if 
  $351 == 8 
else_jump @CPRACE_8213 
06E9: load_car_component #WHEEL_OR1 

:CPRACE_8213
0247: load_model 728@(264@,16i) 
264@ += 1 
jump @CPRACE_8013 

:CPRACE_8236
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
338@ = 0 

:CPRACE_8260
if 
  338@ == 0 
else_jump @CPRACE_8728 
wait 0 
338@ = 1 
264@ = 0 

:CPRACE_8296
if 
001D:   268@ > 264@ // (int) 
else_jump @CPRACE_8721 
if 
04A4:   712@(264@,16i) == 290 // == constant 
else_jump @CPRACE_8580 
if 
823D:   not special_actor 1 loaded 
else_jump @CPRACE_8467 
if 
  $351 == 0 
else_jump @CPRACE_8391 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
338@ = 0 

:CPRACE_8391
if 
  $351 == 7 
else_jump @CPRACE_8429 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
338@ = 0 

:CPRACE_8429
if 
  $351 == 8 
else_jump @CPRACE_8467 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
338@ = 0 

:CPRACE_8467
if 
  $351 == 0 
else_jump @CPRACE_8520 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8520 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
338@ = 0 

:CPRACE_8520
if 
  $351 == 8 
else_jump @CPRACE_8573 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8573 
023C: load_special_actor 'CAT' as 2 // models 290-299 
338@ = 0 

:CPRACE_8573
jump @CPRACE_8616 

:CPRACE_8580
if 
8248:   not model 712@(264@,16i) available 
else_jump @CPRACE_8616 
0247: load_model 712@(264@,16i) 
338@ = 0 

:CPRACE_8616
if 
  $351 == 8 
else_jump @CPRACE_8662 
if 
86EA:   not car_component #WHEEL_OR1 available 
else_jump @CPRACE_8662 
06E9: load_car_component #WHEEL_OR1 
338@ = 0 

:CPRACE_8662
if 
8248:   not model 728@(264@,16i) available 
else_jump @CPRACE_8707 
0247: load_model 712@(264@,16i) 
0247: load_model 728@(264@,16i) 
338@ = 0 

:CPRACE_8707
264@ += 1 
jump @CPRACE_8296 

:CPRACE_8721
jump @CPRACE_8260 

:CPRACE_8728
62@ = 5 
jump @CPRACE_20182 

:CPRACE_8742
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 466@ 548@ 630@ radius 30.0 
if 
  $120 == 1 
else_jump @CPRACE_8790 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CPRACE_8790
00A1: put_actor $PLAYER_ACTOR at 466@ 548@ 630@ 
0860: link_actor $PLAYER_ACTOR to_interior 234@ 
select_interior 234@ 
04E4: refresh_game_renderer_at 466@ 548@ 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 466@ 548@ 630@ 
0915: sync_weather_with_time_and_location_instantly 
62@ = 6 
jump @CPRACE_20182 

:CPRACE_8854
if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
else_jump @CPRACE_11292 
00A5: 455@ = create_car 728@ at 466@ 548@ 630@ 
039F: set_car 455@ race_to 467@ 549@ 
0085: 44@ = 268@ // (int) 
44@ -= 1 
265@ = 0 

:CPRACE_8930
if 
001D:   268@ > 265@ // (int) 
else_jump @CPRACE_11267 
if 
  268@ > 1 
else_jump @CPRACE_9347 
07E4: get_model 728@ dimensions_cornerA_to 341@ 342@ $74 dimensions_cornerB_to 339@ 340@ $74 
341@ *= -1.0 
005B: 339@ += 341@ // (float) 
if 
  2.0 > 339@ 
else_jump @CPRACE_9039 
339@ = 2.0 

:CPRACE_9039
0087: 341@ = 339@ // (float) 
341@ *= -1.0 
342@ *= -1.0 
005B: 340@ += 342@ // (float) 
0085: 266@ = 265@ // (int) 
266@ /= 2 
266@ *= 2 
if 
003B:   266@ == 265@ // (int) 
else_jump @CPRACE_9165 
0088: $72 = 339@ // (float) 
0093: 58@ = integer 265@ to_float 
006B: 58@ *= 340@ // (float) 
58@ *= -1.0 
0088: $73 = 58@ // (float) 
jump @CPRACE_9222 

:CPRACE_9165
0088: $72 = 341@ // (float) 
0085: 267@ = 265@ // (int) 
267@ -= 1 
0093: 58@ = integer 267@ to_float 
006B: 58@ *= 340@ // (float) 
58@ *= -1.0 
0088: $73 = 58@ // (float) 

:CPRACE_9222
if 
0119:   car 455@ wrecked 
else_jump @CPRACE_9283 
if 
  $120 == 0 
else_jump @CPRACE_9281 
if 
  $351 == 0 
else_jump @CPRACE_9281 
$3233 = 1 

:CPRACE_9281
return 

:CPRACE_9283
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset $72 $73 0.0 
0174: $71 = car 455@ Z_angle 
0089: 343@(265@,16f) = $72 // (float) 
0089: 359@(265@,16f) = $73 // (float) 
jump @CPRACE_9411 

:CPRACE_9347
0174: $71 = car 455@ Z_angle 
0088: $72 = 343@(265@,16f) // (float) 
0088: $73 = 359@(265@,16f) // (float) 
0087: 343@(265@,16f) = 466@ // (float) 
0087: 359@(265@,16f) = 548@ // (float) 
0088: $74 = 630@ // (float) 

:CPRACE_9411
if 
881E:   not model 728@(265@,16i) boat 
else_jump @CPRACE_9485 
if 
881F:   not model 728@(265@,16i) plane 
else_jump @CPRACE_9485 
if 
8820:   not model 728@(265@,16i) heli 
else_jump @CPRACE_9485 
02CE: $74 = ground_z_at $72 $73 $74 

:CPRACE_9485
0089: 375@(265@,16f) = $74 // (float) 
if 
001D:   44@ > 265@ // (int) 
else_jump @CPRACE_9838 
gosub @CPRACE_621 
0129: 407@(265@,16i) = create_actor_pedtype 4 model 712@(265@,16i) in_car 391@(265@,16i) driverseat 
if 
04A4:   712@(265@,16i) == 290 // == constant 
else_jump @CPRACE_9634 
if or
  $351 == 0 
  $351 == 8 
else_jump @CPRACE_9615 
01C8: 423@ = create_actor_pedtype 5 model 291 in_car 391@(265@,16i) passenger_seat 0 

:CPRACE_9615
02AC: set_car 391@(265@,16i) immunities BP 1 FP 1 EP 1 CP 0 MP 1 

:CPRACE_9634
if 
  234@ > 0 
else_jump @CPRACE_9696 
if 
  333@ == -1 
else_jump @CPRACE_9684 
07E5: copy_decision_maker -1 to 333@ 
0708: reset_decision_maker 333@ event 79 

:CPRACE_9684
060B: set_actor 407@(265@,16i) decision_maker_to 333@ 

:CPRACE_9696
0860: link_actor 407@(265@,16i) to_interior 234@ 
054A: set_actor 407@(265@,16i) can_be_shot_in_a_car 0 
0446: set_actor 407@(265@,16i) dismemberment_possible 0 
0568: set_actor 407@(265@,16i) untargetable 1 
02A9: set_actor 407@(265@,16i) immune_to_nonplayer 1 
039E: set_actor 407@(265@,16i) locked 0 while_in_car 
04D8: set_actor 407@(265@,16i) drowns_in_water 0 
0223: set_actor 407@(265@,16i) health_to 500 
if 
  234@ == 0 
else_jump @CPRACE_9820 
0187: 424@(265@,16i) = create_marker_above_actor 407@(265@,16i) 

:CPRACE_9820
018B: set_marker 424@(265@,16i) radar_mode 1 
jump @CPRACE_11253 

:CPRACE_9838
if 
881E:   not model 728@(265@,16i) boat 
else_jump @CPRACE_10836 
if 
881F:   not model 728@(265@,16i) plane 
else_jump @CPRACE_10836 
if 
8820:   not model 728@(265@,16i) heli 
else_jump @CPRACE_10836 
if 
  234@ == 0 
else_jump @CPRACE_10836 
060A: create_decision_maker_type 0 store_to 440@ // decision\allowed\m_.ped files 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -4.0435 6.5755 -0.8 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 441@ = create_random_actor_at $72 $73 $74 
0961: set_actor 441@ keep_tasks_after_cleanup 1 
060B: set_actor 441@ decision_maker_to 440@ 
06BA: AS_actor 441@ turn_to_and_look_at 466@ 548@ 630@ 
029B: 442@ = init_object #KMB_GOFLAG at $72 $73 $74 
070A: AS_actor 441@ attach_to_object 442@ offset 0.062 0.027 -0.15 on_bone 5 16 perform_animation "FLAG_DROP" IFP_file "CAR" time 0 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -5.6392 2.9435 -0.8 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 443@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -6.0071 -2.0778 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 444@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -7.6039 -5.0807 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 445@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -7.0724 -6.4057 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 446@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset -5.9988 -13.553 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 447@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 6.073 -15.2059 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 448@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 7.2639 -12.9933 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 449@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 5.8429 -7.7069 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 450@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 8.4135 -3.7971 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 451@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 6.2507 0.3634 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 452@ = create_random_actor_at $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 455@ with_offset 8.6397 2.419 2.5 
02CE: $74 = ground_z_at $72 $73 $74 
0376: 453@ = create_random_actor_at $72 $73 $74 
264@ = 0 

:CPRACE_10705
if 
  11 > 264@ 
else_jump @CPRACE_10836 
060B: set_actor 443@(264@,11i) decision_maker_to 440@ 
0961: set_actor 443@(264@,11i) keep_tasks_after_cleanup 1 
0615: define_AS_pack_begin 46@ 
gosub @CPRACE_50025 
0643: set_AS_pack 46@ loop 1 
0616: define_AS_pack_end 46@ 
0615: define_AS_pack_begin 45@ 
06BA: AS_actor -1 turn_to_and_look_at 466@ 548@ 630@ 
0618: assign_actor -1 to_AS_pack 46@ 
0616: define_AS_pack_end 45@ 
0618: assign_actor 443@(264@,11i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 46@ 
061B: remove_references_to_AS_pack 45@ 
264@ += 1 
jump @CPRACE_10705 

:CPRACE_10836
00A6: destroy_car 455@ 
008B: 407@(265@,16i) = $PLAYER_ACTOR // (int) 
0085: 454@ = 265@ // (int) 
375@(454@,16f) += 3.0 
02CE: 375@(454@,16f) = ground_z_at 343@(454@,16f) 359@(454@,16f) 375@(454@,16f) 
if 
  0.0 > 375@(454@,16f) 
else_jump @CPRACE_10964 
if 
081E:   model 728@(454@,16i) boat 
else_jump @CPRACE_10964 
375@(454@,16f) = 0.0 

:CPRACE_10964
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CPRACE_11029 
0811: 391@(454@,16i) = actor $PLAYER_ACTOR used_car 
00AB: put_car 391@(454@,16i) at 343@(454@,16f) 359@(454@,16f) 375@(454@,16f) 
jump @CPRACE_11152 

:CPRACE_11029
00A5: 391@(454@,16i) = create_car 728@(454@,16i) at 343@(454@,16f) 359@(454@,16f) 375@(454@,16f) 
if 
  $351 == 8 
else_jump @CPRACE_11099 
06E7: 44@ = add_car_component #WHEEL_OR1 to_car 391@(454@,16i) 

:CPRACE_11099
if 
   not 222@ == -1 
else_jump @CPRACE_11140 
0229: set_car 391@(454@,16i) primary_color_to 222@(454@,6i) secondary_color_to 228@(454@,6i) 

:CPRACE_11140
036A: put_actor $PLAYER_ACTOR in_car 391@(454@,16i) 

:CPRACE_11152
0840: link_car 391@(454@,16i) to_interior 234@ 
0175: set_car 391@(454@,16i) Z_angle_to $71 
0224: set_car 391@(454@,16i) health_to 2200 
if or
081F:   model 728@(454@,16i) plane 
0820:   model 728@(454@,16i) heli 
else_jump @CPRACE_11242 
0519: set_car 391@(454@,16i) locked 1 
04BA: set_car 391@(454@,16i) speed_to 10.0 

:CPRACE_11242
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:CPRACE_11253
265@ += 1 
jump @CPRACE_8930 

:CPRACE_11267
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
62@ = 7 
jump @CPRACE_11307 

:CPRACE_11292
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_11307
jump @CPRACE_20182 

:CPRACE_11314
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $8327 = $15 // (int) 
$8327 += 999 
62@ = 8 
jump @CPRACE_20182 

:CPRACE_11391
if 
001C:   $15 > $8327 // (int) 
else_jump @CPRACE_11469 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $8327 = $15 // (int) 
$8327 += 999 
62@ = 9 

:CPRACE_11469
jump @CPRACE_20182 

:CPRACE_11476
if 
001C:   $15 > $8327 // (int) 
else_jump @CPRACE_11554 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $8327 = $15 // (int) 
$8327 += 1500 
62@ = 10 

:CPRACE_11554
jump @CPRACE_20182 

:CPRACE_11561
if 
001C:   $15 > $8327 // (int) 
else_jump @CPRACE_12438 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
265@ = 0 

:CPRACE_11641
if 
  11 > 265@ 
else_jump @CPRACE_11682 
01C2: remove_references_to_actor 443@(265@,11i) // Like turning an actor into a random pedestrian 
265@ += 1 
jump @CPRACE_11641 

:CPRACE_11682
01C2: remove_references_to_actor 441@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CAR" 
265@ = 0 

:CPRACE_11701
if 
001D:   268@ > 265@ // (int) 
else_jump @CPRACE_11923 
if 
8119:   not car 391@(265@,16i) wrecked 
else_jump @CPRACE_11909 
02AA: set_car 391@(265@,16i) immune_to_nonplayer 0 
if 
881E:   not model 728@(265@,16i) boat 
else_jump @CPRACE_11909 
if 
881F:   not model 728@(265@,16i) plane 
else_jump @CPRACE_11898 
if 
8820:   not model 728@(265@,16i) heli 
else_jump @CPRACE_11880 
if 
803B:   not  265@ == 454@ // (int) 
else_jump @CPRACE_11873 
if 
  234@ == 0 
else_jump @CPRACE_11873 
072F: enable_car 391@(265@,16i) stuck_check_distance 3.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:CPRACE_11873
jump @CPRACE_11891 

:CPRACE_11880
0519: set_car 391@(265@,16i) locked 0 

:CPRACE_11891
jump @CPRACE_11909 

:CPRACE_11898
0519: set_car 391@(265@,16i) locked 0 

:CPRACE_11909
265@ += 1 
jump @CPRACE_11701 

:CPRACE_11923
01EB: set_traffic_density_multiplier_to 1.0 
$8270 = 582.7242 
$8284 = 356.2812 
$8298 = 52.2072 
$8312 = 52.2072 
$8271 = 584.0833 
$8285 = 329.3647 
$8299 = 0.4943 
$8313 = 2.097 
$8272 = 570.6411 
$8286 = 323.5937 
$8300 = 0.9127 
$8314 = 4.8106 
$8273 = 585.941 
$8287 = 345.6341 
$8301 = 0.4197 
$8315 = 1.8511 
$8274 = 582.7242 
$8288 = 359.0323 
$8302 = 0.4993 
$8316 = 2.637 
$8275 = 582.7242 
$8289 = 356.2812 
$8303 = 56.2072 
$8317 = 56.2072 
$8276 = 582.7242 
$8290 = 356.2812 
$8304 = 58.2072 
$8318 = 58.2072 
$8277 = 582.7242 
$8291 = 400.7518 
$8305 = 58.2072 
$8319 = 32.7789 
$8278 = 582.7242 
$8292 = 400.2518 
$8306 = 56.2072 
$8320 = 31.7789 
$8279 = 582.7242 
$8293 = 399.2518 
$8307 = 52.2072 
$8321 = 29.7789 
$8280 = 560.4862 
$8294 = 384.5027 
$8308 = 0.5 
$8322 = 1.5393 
0084: $8327 = $15 // (int) 
008B: 219@ = $15 // (int) 
if 
  268@ == 1 
else_jump @CPRACE_12427 
$8327 = 0 
03C3: set_timer_to $8327 type 0 GXT 'TIMER' // global_variable  // TIME

:CPRACE_12427
0A0E: disable_text_with_style 2 
62@ = 11 

:CPRACE_12438
jump @CPRACE_20182 

:CPRACE_12445
if 
001D:   268@ > 265@ // (int) 
else_jump @CPRACE_18635 
if 
8118:   not actor 407@(265@,16i) dead 
else_jump @CPRACE_18168 
if 
  13 > 62@ 
else_jump @CPRACE_12826 
if 
803C:   not  $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_12826 
if 
001D:   285@(265@,16i) > 285@(454@,16i) // (int) 
else_jump @CPRACE_12566 
61@ += 1 
jump @CPRACE_12826 

:CPRACE_12566
if 
003B:   285@(454@,16i) == 285@(265@,16i) // (int) 
else_jump @CPRACE_12826 
if 
001D:   269@(265@,16i) > 269@(454@,16i) // (int) 
else_jump @CPRACE_12634 
61@ += 1 
jump @CPRACE_12826 

:CPRACE_12634
if 
001D:   269@(265@,16i) > 261@ // (int) 
else_jump @CPRACE_12671 
61@ += 1 
jump @CPRACE_12826 

:CPRACE_12671
if 
003B:   269@(454@,16i) == 269@(265@,16i) // (int) 
else_jump @CPRACE_12826 
00A0: store_actor 407@(265@,16i) position_to $72 $73 $74 
050A: 456@ = distance_between_XYZ $72 $73 $74 and_XYZ 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
050A: 457@ = distance_between_XYZ $72 $73 $74 and_XYZ 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
if 
0025:   457@ > 456@ // (float) 
else_jump @CPRACE_12826 
61@ += 1 

:CPRACE_12826
if 
  62@ == 12 
else_jump @CPRACE_15543 
if 
003C:   $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_14215 
if 
8119:   not car 391@(454@,16i) wrecked 
else_jump @CPRACE_13842 
if 
00DB:   actor $PLAYER_ACTOR in_car 391@(454@,16i) 
else_jump @CPRACE_13453 
if 
  220@ == 1 
else_jump @CPRACE_13446 
03D5: remove_text 'RACES21'  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.
0164: disable_marker 67@ 
375@(265@,16f) -= 1000.0 
if 
  234@ == 0 
else_jump @CPRACE_13439 
266@ = 0 
0085: 44@ = 268@ // (int) 
44@ -= 1 

:CPRACE_12998
if 
001D:   44@ > 266@ // (int) 
else_jump @CPRACE_13078 
if 
8118:   not actor 407@(266@,16i) dead 
else_jump @CPRACE_13064 
0187: 424@(266@,16i) = create_marker_above_actor 407@(266@,16i) 
018B: set_marker 424@(266@,16i) radar_mode 1 

:CPRACE_13064
266@ += 1 
jump @CPRACE_12998 

:CPRACE_13078
018A: 67@ = create_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
0165: set_marker 67@ color_to 0 
018B: set_marker 67@ radar_mode 2 
0168: set_marker 67@ size 3 
if and
003B:   269@(265@,16i) == 261@ // (int) 
003B:   285@(265@,16i) == 263@ // (int) 
else_jump @CPRACE_13337 
if 
04A4:   218@ == 3 // == constant 
else_jump @CPRACE_13282 
0085: 44@ = 269@(265@,16i) // (int) 
44@ -= 1 
if 
  0 > 44@ 
else_jump @CPRACE_13222 
44@ = 0 

:CPRACE_13222
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 466@(44@,82f) 548@(44@,82f) 630@(44@,82f) type 218@ radius 337@ 
jump @CPRACE_13330 

:CPRACE_13282
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_13330
jump @CPRACE_13439 

:CPRACE_13337
0085: 44@ = 269@(265@,16i) // (int) 
44@ += 1 
if 
003B:   269@(265@,16i) == 261@ // (int) 
else_jump @CPRACE_13386 
44@ = 1 

:CPRACE_13386
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 466@(44@,82f) 548@(44@,82f) 630@(44@,82f) type 218@ radius 337@ 

:CPRACE_13439
220@ = 0 

:CPRACE_13446
jump @CPRACE_13835 

:CPRACE_13453
if 
  220@ == 0 
else_jump @CPRACE_13601 
06D6: disable_racing_checkpoint 461@ 
0164: disable_marker 67@ 
266@ = 0 
0085: 44@ = 268@ // (int) 
44@ -= 1 

:CPRACE_13503
if 
001D:   44@ > 266@ // (int) 
else_jump @CPRACE_13545 
0164: disable_marker 424@(266@,16i) 
266@ += 1 
jump @CPRACE_13503 

:CPRACE_13545
0186: 67@ = create_marker_above_car 391@(454@,16i) 
07E0: set_marker 67@ type_to 1 
375@(265@,16f) += 1000.0 
008B: 458@ = $15 // (int) 
458@ += 25400 
220@ = 1 

:CPRACE_13601
0085: 49@ = 458@ // (int) 
0064: 49@ -= $15 // (int) 
49@ /= 1000 
if 
  1 > 49@ 
else_jump @CPRACE_13650 
49@ = 0 

:CPRACE_13650
if 
001E:   $15 > 458@ // (int) 
else_jump @CPRACE_13764 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
if 
  $120 == 0 
else_jump @CPRACE_13719 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13719
if 
  $120 == 0 
else_jump @CPRACE_13762 
if 
  $351 == 0 
else_jump @CPRACE_13762 
$3233 = 1 

:CPRACE_13762
return 

:CPRACE_13764
if 
  49@ == 1 
else_jump @CPRACE_13812 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 49@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle ~s~before you are disqualified.
jump @CPRACE_13835 

:CPRACE_13812
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 49@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.

:CPRACE_13835
jump @CPRACE_14208 

:CPRACE_13842
if 
02BF:   car 391@(454@,16i) sunk 
else_jump @CPRACE_14113 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CPRACE_14011 
03C0: 455@ = actor $PLAYER_ACTOR car 
if 
803B:   not  455@ == 391@(454@,16i) // (int) 
else_jump @CPRACE_14004 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $120 == 0 
else_jump @CPRACE_13959 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13959
if 
  $120 == 0 
else_jump @CPRACE_14002 
if 
  $351 == 0 
else_jump @CPRACE_14002 
$3233 = 1 

:CPRACE_14002
return 

:CPRACE_14004
jump @CPRACE_14106 

:CPRACE_14011
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $120 == 0 
else_jump @CPRACE_14061 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_14061
if 
  $120 == 0 
else_jump @CPRACE_14104 
if 
  $351 == 0 
else_jump @CPRACE_14104 
$3233 = 1 

:CPRACE_14104
return 

:CPRACE_14106
jump @CPRACE_14208 

:CPRACE_14113
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $120 == 0 
else_jump @CPRACE_14163 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_14163
if 
  $120 == 0 
else_jump @CPRACE_14206 
if 
  $351 == 0 
else_jump @CPRACE_14206 
$3233 = 1 

:CPRACE_14206
return 

:CPRACE_14208
jump @CPRACE_15543 

:CPRACE_14215
if 
001D:   262@ > 269@(265@,16i) // (int) 
else_jump @CPRACE_15543 
if 
00DF:   actor 407@(265@,16i) driving 
else_jump @CPRACE_14457 
if 
  234@ == 0 
else_jump @CPRACE_14450 
0085: 44@ = 269@(454@,16i) // (int) 
44@ += 4 
03C0: 455@ = actor 407@(265@,16i) car 
if 
001D:   269@(265@,16i) > 44@ // (int) 
else_jump @CPRACE_14347 
00AD: set_car 455@ max_speed_to 15.0 
jump @CPRACE_14357 

:CPRACE_14347
00AD: set_car 455@ max_speed_to 42.0 

:CPRACE_14357
if 
  $351 == 8 
else_jump @CPRACE_14450 
if or
01AD:   car 455@ sphere 0 near_point -882.9833 -47.9468 radius 24.61 25.64 
01AD:   car 455@ sphere 0 near_point -843.0954 -141.9169 radius 24.59 -29.24 
else_jump @CPRACE_14450 
00AD: set_car 455@ max_speed_to 35.0 

:CPRACE_14450
jump @CPRACE_14978 

:CPRACE_14457
if 
  $351 == 25 
else_jump @CPRACE_14489 
jump @CPRACE_18186 
jump @CPRACE_14978 

:CPRACE_14489
if 
  317@(265@,16i) == 0 
else_jump @CPRACE_14535 
008B: 317@(265@,16i) = $15 // (int) 
317@(265@,16i) += 8000 

:CPRACE_14535
if 
001E:   $15 > 317@(265@,16i) // (int) 
else_jump @CPRACE_14978 
if 
803B:   not  269@(265@,16i) == 269@(454@,16i) // (int) 
else_jump @CPRACE_14978 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 407@(265@,16i) radius 30.0 30.0 0 
else_jump @CPRACE_14967 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 343@(265@,16f) 359@(265@,16f) radius 30.0 30.0 
else_jump @CPRACE_14949 
if 
838A:   not any_car_in_cube_cornerA 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_14931 
if 
82CB:   not actor 407@(265@,16i) bounding_sphere_visible 
else_jump @CPRACE_14913 
if 
80C2:   not sphere_onscreen 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) radius 4.0 
else_jump @CPRACE_14895 
01C3: remove_references_to_car 391@(265@,16i) 
gosub @CPRACE_621 
036A: put_actor 407@(265@,16i) in_car 391@(265@,16i) 
0085: 44@ = 269@(265@,16i) // (int) 
44@ += 1 
if 
001D:   262@ > 44@ // (int) 
else_jump @CPRACE_14877 
039F: set_car 391@(265@,16i) race_to 466@(44@,82f) 548@(44@,82f) 
04BA: set_car 391@(265@,16i) speed_to 20.0 

:CPRACE_14877
317@(265@,16i) = 0 
jump @CPRACE_14906 

:CPRACE_14895
317@(265@,16i) = 0 

:CPRACE_14906
jump @CPRACE_14924 

:CPRACE_14913
317@(265@,16i) = 0 

:CPRACE_14924
jump @CPRACE_14942 

:CPRACE_14931
317@(265@,16i) = 0 

:CPRACE_14942
jump @CPRACE_14960 

:CPRACE_14949
317@(265@,16i) = 0 

:CPRACE_14960
jump @CPRACE_14978 

:CPRACE_14967
317@(265@,16i) = 0 

:CPRACE_14978
if 
  234@ == 0 
else_jump @CPRACE_15543 
264@ = 0 
267@ = 0 

:CPRACE_15010
if 
001D:   268@ > 264@ // (int) 
else_jump @CPRACE_15092 
0085: 459@ = 269@(264@,16i) // (int) 
459@ -= 4 
if 
001D:   459@ > 269@(265@,16i) // (int) 
else_jump @CPRACE_15078 
267@ += 1 

:CPRACE_15078
264@ += 1 
jump @CPRACE_15010 

:CPRACE_15092
if 
  267@ > 0 
else_jump @CPRACE_15543 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 407@(265@,16i) radius 150.0 150.0 0 
else_jump @CPRACE_15543 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 343@(265@,16f) 359@(265@,16f) radius 150.0 150.0 
else_jump @CPRACE_15543 
if 
80EC:   not actor 407@(265@,16i) sphere 0 near_point 343@(265@,16f) 359@(265@,16f) radius 40.0 40.0 
else_jump @CPRACE_15543 
if 
838A:   not any_car_in_cube_cornerA 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_15543 
if 
82CB:   not actor 407@(265@,16i) bounding_sphere_visible 
else_jump @CPRACE_15543 
if 
80C2:   not sphere_onscreen 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) radius 4.0 
else_jump @CPRACE_15543 
if 
0449:   actor 407@(265@,16i) in_a_car 
else_jump @CPRACE_15436 
00A1: put_actor 407@(265@,16i) at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
0085: 44@ = 269@(265@,16i) // (int) 
44@ += 1 
039F: set_car 455@ race_to 466@(44@,82f) 548@(44@,82f) 
jump @CPRACE_15543 

:CPRACE_15436
01C3: remove_references_to_car 391@(265@,16i) 
gosub @CPRACE_621 
036A: put_actor 407@(265@,16i) in_car 391@(265@,16i) 
0085: 44@ = 269@(265@,16i) // (int) 
44@ += 1 
if 
001D:   262@ > 44@ // (int) 
else_jump @CPRACE_15543 
039F: set_car 391@(265@,16i) race_to 466@(44@,82f) 548@(44@,82f) 
04BA: set_car 391@(265@,16i) speed_to 20.0 

:CPRACE_15543
44@ = 0 
if 
0100:   actor 407@(265@,16i) in_sphere 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) radius 334@ 335@ 336@ sphere 0 in_car 
else_jump @CPRACE_15616 
44@ = 1 
jump @CPRACE_15745 

:CPRACE_15616
if 
07D6:   407@(265@,16i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @CPRACE_15745 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CPRACE_15745 
04E4: refresh_game_renderer_at 343@(265@,16f) 359@(265@,16f) 
03CB: set_rendering_origin_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
0088: $72 = 375@(265@,16f) // (float) 
$72 += 1.0 
00A1: put_actor 407@(265@,16i) at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 

:CPRACE_15745
if 
  44@ == 1 
else_jump @CPRACE_18161 
if 
  62@ == 11 
else_jump @CPRACE_15788 
62@ = 12 

:CPRACE_15788
if 
003C:   $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_15854 
if 
  234@ == 0 
else_jump @CPRACE_15854 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0164: disable_marker 67@ 

:CPRACE_15854
269@(265@,16i) += 1 
if 
001D:   262@ > 269@(265@,16i) // (int) 
else_jump @CPRACE_15955 
0085: 44@ = 269@(265@,16i) // (int) 
0087: 343@(265@,16f) = 466@(44@,82f) // (float) 
0087: 359@(265@,16f) = 548@(44@,82f) // (float) 
0087: 375@(265@,16f) = 630@(44@,82f) // (float) 
jump @CPRACE_16993 

:CPRACE_15955
if 
001D:   237@ > 285@(265@,16i) // (int) 
else_jump @CPRACE_15989 
285@(265@,16i) += 1 

:CPRACE_15989
if 
003B:   285@(265@,16i) == 237@ // (int) 
else_jump @CPRACE_16665 
if 
07D6:   407@(265@,16i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @CPRACE_16254 
if 
  237@ > 1 
else_jump @CPRACE_16164 
008B: 460@ = $15 // (int) 
0062: 460@ -= 219@ // (int) 
460@ /= 1000 
if 
001E:   $3657($351,30i) > 460@ // (int) 
else_jump @CPRACE_16164 
008A: $3657($351,30i) = 460@ // (int) 
if 
  $351 == 25 
else_jump @CPRACE_16138 
042E: downdate_integer_stat 212 to 460@ // same as 0582 

:CPRACE_16138
if 
  $351 == 26 
else_jump @CPRACE_16164 
042E: downdate_integer_stat 219 to 460@ // same as 0582 

:CPRACE_16164
06D6: disable_racing_checkpoint 461@ 
0164: disable_marker 67@ 
62@ = 13 
if 
  $120 == 0 
else_jump @CPRACE_16233 
if 
  61@ > 0 
else_jump @CPRACE_16233 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_16233
375@(265@,16f) = 99999.0 
jump @CPRACE_16658 

:CPRACE_16254
if 
8119:   not car 391@(265@,16i) wrecked 
else_jump @CPRACE_16283 
03CD: disable_car 391@(265@,16i) stuck_check 

:CPRACE_16283
if 
  234@ == 0 
else_jump @CPRACE_16593 
062E: get_actor 407@(265@,16i) task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CPRACE_16586 
0615: define_AS_pack_begin 45@ 
06AC: 58@ = actor 407@(265@,16i) movement_speed 
0092: 44@ = float 58@ to_integer 
44@ *= -100 
44@ += 4000 
if 
  10 > 44@ 
else_jump @CPRACE_16399 
44@ = 10 

:CPRACE_16399
06C7: AS_actor -1 driver_of_car -1 perform_action 9 timelimit 44@ 
0209: 44@ = random_int_in_ranges 0 5 
if or
  44@ == 0 
  44@ == 1 
else_jump @CPRACE_16475 
06C7: AS_actor -1 driver_of_car -1 perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 4 timelimit 250000 
jump @CPRACE_16499 

:CPRACE_16475
06C7: AS_actor -1 driver_of_car -1 perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 5 timelimit 250000 

:CPRACE_16499
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
05D2: AS_actor -1 run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_AS_pack_end 45@ 
0618: assign_actor 407@(265@,16i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:CPRACE_16586
jump @CPRACE_16644 

:CPRACE_16593
062E: get_actor 407@(265@,16i) task 1490 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CPRACE_16644 
05D2: AS_actor 407@(265@,16i) run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_16644
375@(265@,16f) = 99999.0 

:CPRACE_16658
jump @CPRACE_16993 

:CPRACE_16665
if 
003C:   $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_16922 
008B: 460@ = $15 // (int) 
0062: 460@ -= 219@ // (int) 
460@ /= 1000 
if 
001E:   $3657($351,30i) > 460@ // (int) 
else_jump @CPRACE_16914 
008A: $3657($351,30i) = 460@ // (int) 
if 
  $351 == 25 
else_jump @CPRACE_16773 
042E: downdate_integer_stat 212 to 460@ // same as 0582 

:CPRACE_16773
if 
  $351 == 26 
else_jump @CPRACE_16799 
042E: downdate_integer_stat 219 to 460@ // same as 0582 

:CPRACE_16799
0085: 48@ = 460@ // (int) 
48@ /= 60 
0085: 44@ = 48@ // (int) 
44@ *= 60 
0085: 49@ = 460@ // (int) 
0062: 49@ -= 44@ // (int) 
if 
  10 > 49@ 
else_jump @CPRACE_16892 
02FD: show_text_2numbers_lowpriority GXT 'LAPTIM0' numbers 48@ 49@ time 5000 flag 1  // New Best Lap Time ~1~:0~1~
jump @CPRACE_16914 

:CPRACE_16892
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 48@ 49@ time 5000 flag 1  // New Best Lap Time ~1~:~1~

:CPRACE_16914
008B: 219@ = $15 // (int) 

:CPRACE_16922
269@(265@,16i) = 0 
0085: 44@ = 269@(265@,16i) // (int) 
0087: 343@(265@,16f) = 466@(44@,82f) // (float) 
0087: 359@(265@,16f) = 548@(44@,82f) // (float) 
0087: 375@(265@,16f) = 630@(44@,82f) // (float) 

:CPRACE_16993
if 
003C:   $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_17450 
if 
   not 375@(265@,16f) == 99999.0 
else_jump @CPRACE_17443 
if 
  234@ == 0 
else_jump @CPRACE_17111 
018A: 67@ = create_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) 
0165: set_marker 67@ color_to 0 
018B: set_marker 67@ radar_mode 2 
0168: set_marker 67@ size 3 
06D6: disable_racing_checkpoint 461@ 

:CPRACE_17111
if and
003B:   269@(265@,16i) == 261@ // (int) 
003B:   285@(265@,16i) == 263@ // (int) 
else_jump @CPRACE_17323 
if 
04A4:   218@ == 3 // == constant 
else_jump @CPRACE_17268 
0085: 44@ = 269@(265@,16i) // (int) 
44@ -= 1 
if 
  0 > 44@ 
else_jump @CPRACE_17208 
44@ = 0 

:CPRACE_17208
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 466@(44@,82f) 548@(44@,82f) 630@(44@,82f) type 218@ radius 337@ 
jump @CPRACE_17316 

:CPRACE_17268
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_17316
jump @CPRACE_17443 

:CPRACE_17323
if 
  234@ == 0 
else_jump @CPRACE_17443 
0085: 44@ = 269@(265@,16i) // (int) 
44@ += 1 
if 
003B:   269@(265@,16i) == 261@ // (int) 
else_jump @CPRACE_17390 
44@ = 1 

:CPRACE_17390
06D5: 461@ = create_racing_checkpoint_at 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) point_to 466@(44@,82f) 548@(44@,82f) 630@(44@,82f) type 218@ radius 337@ 

:CPRACE_17443
jump @CPRACE_18161 

:CPRACE_17450
if 
   not 375@(265@,16f) == 99999.0 
else_jump @CPRACE_18161 
if 
04A9:   actor 407@(265@,16i) driving_heli 
else_jump @CPRACE_17705 
if 
8119:   not car 391@(265@,16i) wrecked 
else_jump @CPRACE_17648 
if 
00DB:   actor 407@(265@,16i) in_car 391@(265@,16i) 
else_jump @CPRACE_17591 
04A2: set_heli 391@(265@,16i) fly_to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 
jump @CPRACE_17641 

:CPRACE_17591
03C0: 455@ = actor 407@(265@,16i) car 
04A2: set_heli 455@ fly_to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 

:CPRACE_17641
jump @CPRACE_17698 

:CPRACE_17648
03C0: 455@ = actor 407@(265@,16i) car 
04A2: set_heli 455@ fly_to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 

:CPRACE_17698
jump @CPRACE_18161 

:CPRACE_17705
if 
04AB:   actor 407@(265@,16i) driving_plane 
else_jump @CPRACE_17935 
if 
8119:   not car 391@(265@,16i) wrecked 
else_jump @CPRACE_17878 
if 
00DB:   actor 407@(265@,16i) in_car 391@(265@,16i) 
else_jump @CPRACE_17821 
04D2: set_plane 391@(265@,16i) fly_autopilot_around_point 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 
jump @CPRACE_17871 

:CPRACE_17821
03C0: 455@ = actor 407@(265@,16i) car 
04D2: set_plane 455@ fly_autopilot_around_point 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 

:CPRACE_17871
jump @CPRACE_17928 

:CPRACE_17878
03C0: 455@ = actor 407@(265@,16i) car 
04D2: set_plane 455@ fly_autopilot_around_point 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f) 

:CPRACE_17928
jump @CPRACE_18161 

:CPRACE_17935
062E: get_actor 407@(265@,16i) task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CPRACE_18161 
062E: get_actor 407@(265@,16i) task 1490 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CPRACE_18161 
if 
8119:   not car 391@(265@,16i) wrecked 
else_jump @CPRACE_18113 
05D1: AS_actor 407@(265@,16i) drive_car 391@(265@,16i) to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) speed 35.0 3 model 728@(265@,16i) 2 
if 
001D:   269@(265@,16i) > 262@ // (int) 
else_jump @CPRACE_18106 
03CD: disable_car 391@(265@,16i) stuck_check 

:CPRACE_18106
jump @CPRACE_18161 

:CPRACE_18113
05D1: AS_actor 407@(265@,16i) drive_car -1 to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f) speed 35.0 3 model 728@(265@,16i) 2 

:CPRACE_18161
jump @CPRACE_18621 

:CPRACE_18168
if 
  234@ > 0 
else_jump @CPRACE_18471 

:CPRACE_18186
if 
803C:   not  $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_18464 
if 
838A:   not any_car_in_cube_cornerA 744@ 745@ 746@ cornerB 2.5 2.5 2.5 
else_jump @CPRACE_18464 
269@(265@,16i) = 1 
0164: disable_marker 424@(265@,16i) 
01C3: remove_references_to_car 391@(265@,16i) 
01C2: remove_references_to_actor 407@(265@,16i) // Like turning an actor into a random pedestrian 
0087: 343@(265@,16f) = 744@ // (float) 
0087: 359@(265@,16f) = 745@ // (float) 
0087: 375@(265@,16f) = 746@ // (float) 
0088: $71 = 747@ // (float) 
gosub @CPRACE_621 
0129: 407@(265@,16i) = create_actor_pedtype 4 model 712@(265@,16i) in_car 391@(265@,16i) driverseat 
0860: link_actor 407@(265@,16i) to_interior 234@ 
054A: set_actor 407@(265@,16i) can_be_shot_in_a_car 0 
0446: set_actor 407@(265@,16i) dismemberment_possible 0 
0568: set_actor 407@(265@,16i) untargetable 1 
02A9: set_actor 407@(265@,16i) immune_to_nonplayer 1 
039E: set_actor 407@(265@,16i) locked 0 while_in_car 
04D8: set_actor 407@(265@,16i) drowns_in_water 0 
0223: set_actor 407@(265@,16i) health_to 500 
04BA: set_car 391@(265@,16i) speed_to 25.0 

:CPRACE_18464
jump @CPRACE_18621 

:CPRACE_18471
if 
803C:   not  $PLAYER_ACTOR == 407@(265@,16i) // (int) 
else_jump @CPRACE_18621 
if 
  13 > 62@ 
else_jump @CPRACE_18574 
if or
003B:   269@(454@,16i) == 269@(265@,16i) // (int) 
001D:   269@(265@,16i) > 269@(454@,16i) // (int) 
001D:   269@(265@,16i) > 261@ // (int) 
else_jump @CPRACE_18574 
61@ += 1 

:CPRACE_18574
if 
84AD:   not actor 407@(265@,16i) in_water 
else_jump @CPRACE_18621 
0164: disable_marker 424@(265@,16i) 
01C2: remove_references_to_actor 407@(265@,16i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 391@(265@,16i) 

:CPRACE_18621
265@ += 1 
jump @CPRACE_12445 

:CPRACE_18635
if 
  268@ > 1 
else_jump @CPRACE_18858 
0A51:   is_widget_pressed 176 
0085: 60@ = 61@ // (int) 
60@ += 1 
008B: 462@ = $15 // (int) 
0064: 462@ -= $8327 // (int) 
462@ /= 1000 
0093: 463@ = integer 61@ to_float 
463@ += 1.0 
0093: 464@ = integer 268@ to_float 
0093: 465@ = integer 462@ to_float 
0A73: set_widget_value3 176 463@ 464@ 465@ 
if 
  237@ > 1 
else_jump @CPRACE_18843 
0085: 44@ = 285@(454@,16i) // (int) 
44@ += 1 
if 
001D:   44@ > 237@ // (int) 
else_jump @CPRACE_18809 
0085: 44@ = 237@ // (int) 

:CPRACE_18809
0093: 463@ = integer 44@ to_float 
0093: 464@ = integer 237@ to_float 
0A89: unknown 176 463@ 464@ 
jump @CPRACE_18858 

:CPRACE_18843
0A89: unknown 176 0.0 0.0 

:CPRACE_18858
if 
  $351 == 7 
else_jump @CPRACE_18883 
gosub @CPRACE_45641 

:CPRACE_18883
if or
  $351 == 25 
  $351 == 26 
else_jump @CPRACE_18915 
gosub @CPRACE_50357 

:CPRACE_18915
jump @CPRACE_20182 

:CPRACE_18922
if 
  $120 == 0 
else_jump @CPRACE_19107 
if 
  60@ == 1 
else_jump @CPRACE_19059 
if or
  $351 == 7 
  $351 == 8 
else_jump @CPRACE_18990 
$491 += 1 

:CPRACE_18990
if 
  $351 == 0 
else_jump @CPRACE_19047 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0164: disable_marker $439 
$456 += 1 

:CPRACE_19047
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CPRACE_19107 

:CPRACE_19059
if or
  $351 == 0 
  $351 == 7 
  $351 == 8 
else_jump @CPRACE_19107 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_19107
014F: stop_timer $8327 
008B: 50@ = $15 // (int) 
0064: 50@ -= $8327 // (int) 
if 
  268@ == 1 
else_jump @CPRACE_19154 
008B: 50@ = $8327 // (int) 

:CPRACE_19154
50@ /= 1000 
if 
001E:   $3627($351,30i) > 50@ // (int) 
else_jump @CPRACE_19216 
008A: $3627($351,30i) = 50@ // (int) 
042E: downdate_integer_stat 158@($351,30i) to 50@ // same as 0582 
235@ = 1 

:CPRACE_19216
if 
  268@ > 1 
else_jump @CPRACE_19288 
if 
001E:   $3597($351,30i) > 60@ // (int) 
else_jump @CPRACE_19288 
008A: $3597($351,30i) = 60@ // (int) 
0582: downdate_integer_stat 188@($351,30i) to 60@ // same as 042E 
236@ = 1 

:CPRACE_19288
$8270 = 208.0665 
$8284 = 297.9241 
$8298 = 474.2788 
$8312 = 383.4714 
$8271 = 229.648 
$8285 = 313.8785 
$8299 = 0.5858 
$8313 = 2.5296 
$8272 = 455.3051 
$8300 = 0.4116 
$8287 = 339.1096 
$8301 = 0.5858 
gosub @CPRACE_47962 
0084: $8327 = $15 // (int) 
$8327 += 12000 
62@ = 14 
jump @CPRACE_20182 

:CPRACE_19445
09FB: $153 = current_language 
if 
04A3:   $153 == 0 // == constant 
else_jump @CPRACE_19483 
0086: $8299 = $8301 // (float) 
jump @CPRACE_19491 

:CPRACE_19483
0086: $8299 = $8300 // (float) 

:CPRACE_19491
if 
  268@ == 1 
else_jump @CPRACE_19559 
0086: $73 = $8284 // (float) 
$73 += 25.0 
0937: text_draw_box_cornerA $8270 $73 cornerB $8298 $8312 GXT_reference 'DUMMY' style 3 
jump @CPRACE_19634 

:CPRACE_19559
if 
  60@ == 1 
else_jump @CPRACE_19609 
0937: text_draw_box_cornerA $8270 $8284 cornerB $8298 $8312 GXT_reference 'RACES18' style 3  // Winner!
jump @CPRACE_19634 

:CPRACE_19609
0937: text_draw_box_cornerA $8270 $8284 cornerB $8298 $8312 GXT_reference 'RACES_8' style 3  // Loser!

:CPRACE_19634
if 
  268@ > 1 
else_jump @CPRACE_19916 
gosub @CPRACE_46971 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $8299 $8313 
if 
  236@ == 1 
else_jump @CPRACE_19718 
0A70: display_text_clamped $8271 $8285 'TOP_POS' 140.0 
jump @CPRACE_19740 

:CPRACE_19718
0A70: display_text_clamped $8271 $8285 'RACES30' 140.0 

:CPRACE_19740
gosub @CPRACE_46971 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $8299 $8313 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  60@ == 1 
else_jump @CPRACE_19808 
033E: set_draw_text_position $8272 $8285 GXT 'RACES26'  // 1ST

:CPRACE_19808
if 
  60@ == 2 
else_jump @CPRACE_19843 
033E: set_draw_text_position $8272 $8285 GXT 'RACES27'  // 2ND

:CPRACE_19843
if 
  60@ == 3 
else_jump @CPRACE_19878 
033E: set_draw_text_position $8272 $8285 GXT 'RACES28'  // 3RD

:CPRACE_19878
if 
  60@ > 3 
else_jump @CPRACE_19916 
045A: draw_text_1number $8272 $8285 GXT 'RACES29' number 60@  // ~1~TH

:CPRACE_19916
gosub @CPRACE_46971 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $8299 $8313 
if 
  235@ == 1 
else_jump @CPRACE_19982 
0A70: display_text_clamped $8271 $8287 'TOPTIME' 140.0 
jump @CPRACE_20004 

:CPRACE_19982
0A70: display_text_clamped $8271 $8287 'RACES31' 140.0 

:CPRACE_20004
0085: 48@ = 50@ // (int) 
48@ /= 60 
0085: 44@ = 48@ // (int) 
44@ *= 60 
0085: 49@ = 50@ // (int) 
0062: 49@ -= 44@ // (int) 
gosub @CPRACE_46971 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $8299 $8313 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  49@ > 9 
else_jump @CPRACE_20131 
045B: draw_text_2numbers $8272 $8287 GXT 'TIME' numbers 48@ 49@  // ~1~:~1~
jump @CPRACE_20154 

:CPRACE_20131
045B: draw_text_2numbers $8272 $8287 GXT 'TIME_0' numbers 48@ 49@  // ~1~:0~1~

:CPRACE_20154
if 
001C:   $15 > $8327 // (int) 
else_jump @CPRACE_20175 
return 

:CPRACE_20175
jump @CPRACE_20182 

:CPRACE_20182
jump @CPRACE_2763 

:CPRACE_20189
0871: init_jump_table $351 total_jumps 27 default_jump 0 @CPRACE_45639 jumps 0 @CPRACE_20447 1 @CPRACE_20993 2 @CPRACE_21435 3 @CPRACE_22117 4 @CPRACE_22799 5 @CPRACE_23541 6 @CPRACE_24493 
0872: jump_table_jumps 7 @CPRACE_25415 8 @CPRACE_26469 9 @CPRACE_27583 10 @CPRACE_28271 11 @CPRACE_28989 12 @CPRACE_29581 13 @CPRACE_30179 14 @CPRACE_31527 15 @CPRACE_32905 
0872: jump_table_jumps 16 @CPRACE_33833 17 @CPRACE_34695 18 @CPRACE_35617 19 @CPRACE_36359 20 @CPRACE_37497 21 @CPRACE_39445 22 @CPRACE_41633 23 @CPRACE_42531 24 @CPRACE_43429 
0872: jump_table_jumps 25 @CPRACE_44357 26 @CPRACE_44906 -1 @CPRACE_45639 -1 @CPRACE_45639 -1 @CPRACE_45639 -1 @CPRACE_45639 -1 @CPRACE_45639 -1 @CPRACE_45639 -1 @CPRACE_45639 

:CPRACE_20447
466@ = 1492.407 
548@ = -1872.365 
630@ = 15.8 
467@ = 1384.263 
549@ = -1872.015 
631@ = 12.3828 
468@ = 1075.442 
550@ = -1851.978 
632@ = 12.391 
469@ = 647.3663 
551@ = -1734.185 
633@ = 12.4844 
470@ = 627.2474 
552@ = -1228.55 
634@ = 16.9893 
471@ = 497.0043 
553@ = -1282.818 
635@ = 14.6513 
472@ = 500.412 
554@ = -1326.649 
636@ = 14.8178 
473@ = 401.0033 
555@ = -1404.457 
637@ = 32.8973 
474@ = 420.3067 
556@ = -1450.714 
638@ = 29.5842 
475@ = 329.1244 
557@ = -1631.112 
639@ = 32.1247 
476@ = 366.4376 
558@ = -1647.349 
640@ = 31.7176 
477@ = 369.98 
559@ = -2030.34 
641@ = 5.55 
262@ = 12 
268@ = 6 
04AF: 712@ = 133 // = constant 
04AF: 713@ = 217 // = constant 
04AF: 714@ = 157 // = constant 
04AF: 715@ = 248 // = constant 
04AF: 716@ = 290 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 517 // = constant 
04AF: 729@ = 534 // = constant 
04AF: 730@ = 517 // = constant 
04AF: 731@ = 536 // = constant 
04AF: 732@ = 567 // = constant 
04AF: 733@ = 536 // = constant 
222@ = 6 
228@ = 0 
223@ = 8 
229@ = 0 
224@ = 2 
230@ = 1 
225@ = 0 
231@ = 0 
226@ = 3 
232@ = 3 
jump @CPRACE_45639 

:CPRACE_20993
466@ = 2875.192 
548@ = -1458.85 
630@ = 10.5892 
467@ = 2875.362 
549@ = -1404.768 
631@ = 10.7143 
468@ = 2797.037 
550@ = -1291.152 
632@ = 41.389 
469@ = 2609.984 
551@ = -1256.458 
633@ = 47.9322 
470@ = 2371.282 
552@ = -1280.477 
634@ = 23.6341 
471@ = 2450.557 
553@ = -1444.24 
635@ = 23.6318 
472@ = 2618.436 
554@ = -1444.826 
636@ = 31.6234 
473@ = 2657.3 
555@ = -1404.327 
637@ = 30.0795 
474@ = 2680.506 
556@ = -1489.556 
638@ = 30.2098 
475@ = 2755.952 
557@ = -1488.515 
639@ = 29.3812 
0087: 476@ = 466@ // (float) 
0087: 558@ = 548@ // (float) 
0087: 640@ = 630@ // (float) 
262@ = 11 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 461 // = constant 
04AF: 729@ = 521 // = constant 
04AF: 730@ = 522 // = constant 
04AF: 731@ = 461 // = constant 
04AF: 732@ = 521 // = constant 
04AF: 733@ = 522 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_21435
466@ = 261.7816 
548@ = -1243.111 
630@ = 71.8851 
467@ = 312.9973 
549@ = -1206.853 
631@ = 74.9057 
468@ = 440.3485 
550@ = -1186.672 
632@ = 67.2076 
469@ = 623.8817 
551@ = -1109.967 
633@ = 45.6186 
470@ = 745.0934 
552@ = -951.0351 
634@ = 53.766 
471@ = 873.6384 
553@ = -860.0975 
635@ = 76.5242 
472@ = 1053.818 
554@ = -777.5837 
636@ = 104.7803 
473@ = 1248.368 
555@ = -731.3474 
637@ = 93.7346 
474@ = 1372.402 
556@ = -675.6946 
638@ = 92.6217 
475@ = 1328.011 
557@ = -583.8703 
639@ = 93.4113 
476@ = 1167.315 
558@ = -633.0795 
640@ = 102.7501 
477@ = 968.4116 
559@ = -646.252 
641@ = 120.7201 
478@ = 791.077 
560@ = -800.4396 
642@ = 65.0537 
479@ = 620.9355 
561@ = -905.8031 
643@ = 62.1261 
480@ = 454.9853 
562@ = -1013.546 
644@ = 92.0091 
481@ = 276.8912 
563@ = -1104.159 
645@ = 80.0612 
482@ = 141.6012 
564@ = -1247.267 
646@ = 43.792 
483@ = 192.4688 
565@ = -1380.597 
647@ = 47.6608 
0087: 484@ = 466@ // (float) 
0087: 566@ = 548@ // (float) 
0087: 648@ = 630@ // (float) 
262@ = 19 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 461 // = constant 
04AF: 729@ = 521 // = constant 
04AF: 730@ = 522 // = constant 
04AF: 731@ = 461 // = constant 
04AF: 732@ = 521 // = constant 
04AF: 733@ = 521 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_22117
466@ = 1927.48 
548@ = -1515.516 
630@ = 2.2978 
467@ = 2018.401 
549@ = -1515.405 
631@ = 2.4054 
468@ = 2179.006 
550@ = -1559.661 
632@ = 1.1797 
469@ = 2370.138 
551@ = -1619.553 
633@ = 7.3323 
470@ = 2570.841 
552@ = -1619.056 
634@ = 17.6841 
471@ = 2756.846 
553@ = -1657.173 
635@ = 11.5191 
472@ = 2915.178 
554@ = -1534.362 
636@ = 9.875 
473@ = 2916.228 
555@ = -1333.491 
637@ = 9.875 
474@ = 2819.331 
556@ = -1142.638 
638@ = 15.7018 
475@ = 2622.646 
557@ = -1152.872 
639@ = 50.4181 
476@ = 2423.186 
558@ = -1154.169 
640@ = 30.5642 
477@ = 2167.046 
559@ = -1101.915 
641@ = 24.3864 
478@ = 2006.077 
560@ = -1027.839 
642@ = 34.3152 
479@ = 1835.824 
561@ = -991.5906 
643@ = 35.8824 
480@ = 1636.313 
562@ = -1005.15 
644@ = 49.8831 
481@ = 1617.024 
563@ = -1215.833 
645@ = 51.0566 
482@ = 1577.972 
564@ = -1417.831 
646@ = 27.6154 
483@ = 1722.823 
565@ = -1525.932 
647@ = 18.3927 
0087: 484@ = 466@ // (float) 
0087: 566@ = 548@ // (float) 
0087: 648@ = 630@ // (float) 
262@ = 19 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 461 // = constant 
04AF: 729@ = 521 // = constant 
04AF: 730@ = 522 // = constant 
04AF: 731@ = 461 // = constant 
04AF: 732@ = 521 // = constant 
04AF: 733@ = 521 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_22799
466@ = 1357.656 
548@ = -1361.671 
630@ = 12.3828 
467@ = 1357.689 
549@ = -1186.404 
631@ = 20.2744 
468@ = 1369.741 
550@ = -1000.526 
632@ = 27.02 
469@ = 1505.818 
551@ = -868.7814 
633@ = 61.0462 
470@ = 1452.794 
552@ = -711.5325 
634@ = 89.8766 
471@ = 1253.572 
553@ = -729.2587 
635@ = 93.4292 
472@ = 1059.306 
554@ = -775.9847 
636@ = 105.3241 
473@ = 878.665 
555@ = -858.1913 
637@ = 76.8826 
474@ = 721.7916 
556@ = -980.4561 
638@ = 51.9555 
475@ = 571.0251 
557@ = -1045.203 
639@ = 72.2876 
476@ = 373.2952 
558@ = -1075.644 
640@ = 72.8049 
477@ = 288.4963 
559@ = -1249.747 
641@ = 72.721 
478@ = 481.2224 
560@ = -1240.976 
642@ = 19.3512 
479@ = 518.334 
561@ = -1377.603 
643@ = 14.9457 
480@ = 448.0064 
562@ = -1540.832 
644@ = 27.8796 
481@ = 487.4595 
563@ = -1661.575 
645@ = 20.74 
482@ = 687.2253 
564@ = -1673.48 
646@ = 10.7959 
483@ = 866.4786 
565@ = -1584.698 
647@ = 12.3828 
484@ = 1066.729 
566@ = -1572.305 
648@ = 12.375 
485@ = 1261.214 
567@ = -1572.243 
649@ = 12.3906 
0087: 486@ = 466@ // (float) 
0087: 568@ = 548@ // (float) 
0087: 650@ = 630@ // (float) 
262@ = 21 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 558 // = constant 
04AF: 729@ = 555 // = constant 
04AF: 730@ = 496 // = constant 
04AF: 731@ = 555 // = constant 
04AF: 732@ = 405 // = constant 
04AF: 733@ = 550 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_23541
466@ = 852.0544 
548@ = -1405.622 
630@ = 12.217 
467@ = 1102.789 
549@ = -1405.766 
631@ = 12.428 
468@ = 1353.038 
550@ = -1405.544 
632@ = 12.3251 
469@ = 1600.965 
551@ = -1440.852 
633@ = 12.3828 
470@ = 1850.622 
552@ = -1461.777 
634@ = 12.3984 
466@ = 831.7679 
548@ = -1405.588 
630@ = 12.3849 
467@ = 1031.822 
549@ = -1405.615 
631@ = 12.0966 
468@ = 1232.144 
550@ = -1405.732 
632@ = 12.0633 
469@ = 1429.508 
551@ = -1439.091 
633@ = 12.3828 
470@ = 1630.18 
552@ = -1440.858 
634@ = 12.3828 
471@ = 1829.527 
553@ = -1460.804 
635@ = 12.3448 
472@ = 2029.979 
554@ = -1463.381 
636@ = 14.4553 
473@ = 2175.823 
555@ = -1384.403 
637@ = 22.8281 
474@ = 2342.427 
556@ = -1442.324 
638@ = 22.8281 
475@ = 2191.875 
557@ = -1545.934 
639@ = 1.1724 
476@ = 1997.078 
558@ = -1499.951 
640@ = 2.3804 
477@ = 1797.065 
559@ = -1500.874 
641@ = 6.8307 
478@ = 1641.002 
560@ = -1439.345 
642@ = 27.0747 
479@ = 1627.555 
561@ = -1280.703 
643@ = 41.885 
480@ = 1683.507 
562@ = -1089.012 
644@ = 55.7917 
481@ = 1566.054 
563@ = -927.5945 
645@ = 42.7541 
482@ = 1366.105 
564@ = -933.6759 
646@ = 33.1953 
483@ = 1166.087 
565@ = -941.9011 
647@ = 41.8697 
484@ = 966.715 
566@ = -962.2038 
648@ = 38.1905 
485@ = 784.2582 
567@ = -1043.979 
649@ = 23.6177 
486@ = 677.2552 
568@ = -1164.128 
650@ = 14.164 
487@ = 627.7037 
569@ = -1337.904 
651@ = 12.4227 
0087: 488@ = 466@ // (float) 
0087: 570@ = 548@ // (float) 
0087: 652@ = 630@ // (float) 
262@ = 23 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 429 // = constant 
04AF: 729@ = 541 // = constant 
04AF: 730@ = 402 // = constant 
04AF: 731@ = 429 // = constant 
04AF: 732@ = 541 // = constant 
04AF: 733@ = 506 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_24493
466@ = 1331.926 
548@ = -2280.51 
630@ = 13.1732 
467@ = 1331.775 
549@ = -2541.682 
631@ = 13.1765 
468@ = 1544.309 
550@ = -2684.983 
632@ = 7.5074 
469@ = 1945.947 
551@ = -2685.131 
633@ = 6.5549 
470@ = 2175.141 
552@ = -2557.994 
634@ = 13.173 
471@ = 2352.719 
553@ = -2222.223 
635@ = 13.1737 
472@ = 2740.522 
554@ = -2168.782 
636@ = 10.7349 
473@ = 2844.832 
555@ = -1812.965 
637@ = 10.6737 
474@ = 2926.094 
556@ = -1421.263 
638@ = 10.657 
475@ = 2888.946 
557@ = -1022.685 
639@ = 10.6607 
476@ = 2896.483 
558@ = -621.0989 
640@ = 10.63 
477@ = 2718.623 
559@ = -273.2495 
641@ = 27.6705 
478@ = 2774.299 
560@ = 119.9424 
642@ = 22.8712 
479@ = 2612.82 
561@ = 327.3945 
643@ = 25.6764 
480@ = 2213.983 
562@ = 324.9601 
644@ = 32.5307 
481@ = 1817.184 
563@ = 278.3323 
645@ = 21.5314 
482@ = 1621.185 
564@ = 312.8743 
646@ = 20.8534 
483@ = 1608.029 
565@ = 372.27 
647@ = 26.4284 
484@ = 1658.672 
566@ = 317.3336 
648@ = 30.0474 
485@ = 1651.536 
567@ = -68.8376 
649@ = 35.9156 
486@ = 1668.653 
568@ = -369.1116 
650@ = 34.3923 
487@ = 1699.785 
569@ = -665.8258 
651@ = 43.3311 
488@ = 1640.03 
570@ = -1062.329 
652@ = 60.8035 
489@ = 1594.408 
571@ = -1457.834 
653@ = 28.3679 
490@ = 1622.355 
572@ = -1856.505 
654@ = 25.4707 
491@ = 1452.159 
573@ = -2117.271 
655@ = 13.1726 
0087: 492@ = 466@ // (float) 
0087: 574@ = 548@ // (float) 
0087: 656@ = 630@ // (float) 
262@ = 27 
268@ = 4 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 451 // = constant 
04AF: 729@ = 429 // = constant 
04AF: 730@ = 415 // = constant 
04AF: 731@ = 541 // = constant 
04AF: 732@ = 451 // = constant 
04AF: 733@ = 411 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_25415
466@ = 1559.983 
548@ = 17.468 
630@ = 26.1563 
467@ = 1556.426 
549@ = -94.0345 
631@ = 19.4957 
468@ = 1434.738 
550@ = -214.9645 
632@ = 7.3527 
469@ = 1321.254 
551@ = -195.8984 
633@ = 15.7447 
470@ = 1211.007 
552@ = -102.6927 
634@ = 39.3603 
471@ = 892.2923 
553@ = -88.1123 
635@ = 22.4405 
472@ = 789.9247 
554@ = -124.3171 
636@ = 21.3365 
473@ = 659.6545 
555@ = -196.7497 
637@ = 11.7663 
474@ = 419.4744 
556@ = -302.5507 
638@ = 6.446 
475@ = 289.8085 
557@ = -380.3828 
639@ = 7.8753 
476@ = 207.4451 
558@ = -298.923 
640@ = 0.4375 
477@ = 182.497 
559@ = -217.8004 
641@ = 0.4216 
478@ = 22.0727 
560@ = -207.7681 
642@ = 0.5827 
479@ = -114.231 
561@ = -132.3417 
643@ = 2.1236 
480@ = -38.4818 
562@ = 140.8613 
644@ = 2.1234 
481@ = -141.4718 
563@ = 187.6611 
645@ = 6.2406 
482@ = -329.7878 
564@ = 173.921 
646@ = 5.403 
483@ = -507.6872 
565@ = 221.0444 
647@ = 8.7633 
484@ = -661.1096 
566@ = 226.3879 
648@ = 16.7064 
485@ = -618.4406 
567@ = -67.8995 
649@ = 62.3489 
486@ = -507.8417 
568@ = -45.9077 
650@ = 59.2556 
487@ = -520.6511 
569@ = 79.6011 
651@ = 32.2117 
488@ = -715.4454 
570@ = 225.1288 
652@ = 0.2899 
489@ = -770.0811 
571@ = 130.1324 
653@ = 9.4651 
490@ = -738.1151 
572@ = 25.555 
654@ = 32.2336 
491@ = -885.785 
573@ = -41.3927 
655@ = 33.2347 
492@ = -716.4521 
574@ = 5.1206 
656@ = 59.1055 
493@ = -759.2693 
575@ = -92.0455 
657@ = 64.8686 
494@ = -826.881 
576@ = -167.7603 
658@ = 64.99 
495@ = -728.9467 
577@ = -173.5218 
659@ = 65.1248 
496@ = -544.8638 
578@ = -189.4458 
660@ = 77.8383 
262@ = 31 
268@ = 4 
04AF: 712@ = 101 // = constant 
04AF: 713@ = 23 // = constant 
04AF: 714@ = 290 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 439 // = constant 
04AF: 729@ = 475 // = constant 
04AF: 730@ = 526 // = constant 
04AF: 731@ = 475 // = constant 
222@ = 4 
228@ = 80 
223@ = 3 
229@ = 80 
224@ = 5 
230@ = 80 
jump @CPRACE_45639 

:CPRACE_26469
466@ = -544.8638 
548@ = -189.4458 
630@ = 81.8383 
467@ = -728.9467 
549@ = -173.5218 
631@ = 65.1248 
468@ = -826.881 
550@ = -167.7603 
632@ = 64.99 
469@ = -759.2693 
551@ = -92.0455 
633@ = 64.8686 
470@ = -716.4521 
552@ = 5.1206 
634@ = 59.1055 
471@ = -885.785 
553@ = -41.3927 
635@ = 33.2347 
472@ = -738.1151 
554@ = 25.555 
636@ = 32.2336 
473@ = -770.0811 
555@ = 130.1324 
637@ = 9.4651 
474@ = -715.4454 
556@ = 225.1288 
638@ = 0.2899 
475@ = -624.6024 
557@ = 187.2405 
639@ = 15.4381 
476@ = -520.6511 
558@ = 79.6011 
640@ = 32.2117 
477@ = -507.8417 
559@ = -45.9077 
641@ = 59.2556 
478@ = -618.4406 
560@ = -67.8995 
642@ = 62.3489 
479@ = -658.3503 
561@ = 146.4855 
643@ = 28.2693 
480@ = -507.6872 
562@ = 221.0444 
644@ = 8.7633 
481@ = -329.7878 
563@ = 173.921 
645@ = 5.5 
482@ = -149.4881 
564@ = 189.6471 
646@ = 7.2644 
483@ = -38.4818 
565@ = 140.8613 
647@ = 2.1234 
484@ = -114.231 
566@ = -132.3417 
648@ = 2.1236 
485@ = 22.0727 
567@ = -207.7681 
649@ = 0.5827 
486@ = 182.497 
568@ = -217.8004 
650@ = 0.4216 
487@ = 207.4451 
569@ = -298.923 
651@ = 0.4375 
488@ = 279.6441 
570@ = -378.3416 
652@ = 7.9003 
489@ = 419.4744 
571@ = -302.5507 
653@ = 6.446 
490@ = 573.52 
572@ = -202.8494 
654@ = 13.7118 
491@ = 748.4567 
573@ = -150.8298 
655@ = 18.3722 
492@ = 820.4231 
574@ = -111.5991 
656@ = 23.2476 
493@ = 1000.325 
575@ = -80.3516 
657@ = 21.0326 
494@ = 1187.393 
576@ = -83.879 
658@ = 35.2576 
495@ = 1265.847 
577@ = -153.0857 
659@ = 36.8097 
496@ = 1434.738 
578@ = -214.9645 
660@ = 7.3527 
497@ = 1548.963 
579@ = -146.2702 
661@ = 16.4932 
498@ = 1559.983 
580@ = 17.468 
662@ = 23.1563 
262@ = 33 
268@ = 4 
04AF: 712@ = 101 // = constant 
04AF: 713@ = 23 // = constant 
04AF: 714@ = 290 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 477 // = constant 
04AF: 729@ = 560 // = constant 
04AF: 730@ = 562 // = constant 
04AF: 731@ = 477 // = constant 
222@ = 4 
228@ = 80 
223@ = 3 
229@ = 80 
224@ = 5 
230@ = 80 
jump @CPRACE_45639 

:CPRACE_27583
466@ = -796.8273 
548@ = -2468.529 
630@ = 83.6549 
467@ = -938.5198 
549@ = -2364.511 
631@ = 57.0608 
468@ = -1065.656 
550@ = -2379.436 
632@ = 46.5486 
469@ = -1247.823 
551@ = -2313.528 
633@ = 19.8007 
470@ = -1356.137 
552@ = -2180.365 
634@ = 21.3467 
471@ = -1541.303 
553@ = -2154.782 
635@ = 5.8607 
472@ = -1674.876 
554@ = -2235.132 
636@ = 33.8691 
473@ = -1839.937 
555@ = -2349.368 
637@ = 31.9587 
474@ = -1841.037 
556@ = -2454.4 
638@ = 27.4044 
475@ = -1702.044 
557@ = -2587.976 
639@ = 26.1706 
476@ = -1508.332 
558@ = -2634.733 
640@ = 46.8766 
477@ = -1310.905 
559@ = -2637.832 
641@ = 12.808 
478@ = -1122.617 
560@ = -2652.592 
642@ = 15.4117 
479@ = -934.2363 
561@ = -2668.473 
643@ = 80.3479 
480@ = -753.5882 
562@ = -2672.785 
644@ = 84.0788 
481@ = -668.018 
563@ = -2496.988 
645@ = 37.5787 
482@ = -550.4019 
564@ = -2334.539 
646@ = 26.8502 
483@ = -366.3848 
565@ = -2257.25 
647@ = 41.7144 
484@ = -276.1146 
566@ = -2189.364 
648@ = 27.7264 
262@ = 19 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 468 // = constant 
04AF: 729@ = 468 // = constant 
04AF: 730@ = 468 // = constant 
04AF: 731@ = 468 // = constant 
04AF: 732@ = 468 // = constant 
04AF: 733@ = 468 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_28271
466@ = -1936.791 
548@ = -2452.235 
630@ = 29.6377 
467@ = -1862.54 
549@ = -2379.437 
631@ = 30.1425 
468@ = -1690.144 
550@ = -2303.846 
632@ = 43.3626 
469@ = -1676.317 
551@ = -2132.699 
633@ = 35.2082 
470@ = -1855.421 
552@ = -2087.117 
634@ = 58.3697 
471@ = -1919.802 
553@ = -1937.457 
635@ = 78.5313 
472@ = -1749.334 
554@ = -1899.519 
636@ = 95.8199 
473@ = -1571.292 
555@ = -1904.166 
637@ = 84.3076 
474@ = -1483.784 
556@ = -1783.286 
638@ = 49.8768 
475@ = -1429.878 
557@ = -1915.641 
639@ = 25.1751 
476@ = -1301.801 
558@ = -2084.054 
640@ = 22.9116 
477@ = -1269.913 
559@ = -2248.736 
641@ = 21.3152 
478@ = -1146.514 
560@ = -2371.508 
642@ = 27.0467 
479@ = -959.5773 
561@ = -2306.27 
643@ = 56.1859 
480@ = -867.9595 
562@ = -2180.891 
644@ = 25.6567 
481@ = -843.4177 
563@ = -2018.734 
645@ = 20.9828 
482@ = -767.7295 
564@ = -1865.533 
646@ = 11.4149 
483@ = -666.3682 
565@ = -1996.276 
647@ = 23.9143 
484@ = -486.6196 
566@ = -2025.765 
648@ = 48.245 
485@ = -323.4612 
567@ = -1914.206 
649@ = 11.1951 
262@ = 20 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 568 // = constant 
04AF: 729@ = 568 // = constant 
04AF: 730@ = 568 // = constant 
04AF: 731@ = 568 // = constant 
04AF: 732@ = 568 // = constant 
04AF: 733@ = 568 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_28989
466@ = -2728.309 
548@ = -310.8731 
630@ = 6.0391 
467@ = -2668.671 
549@ = -251.6207 
631@ = 5.4984 
468@ = -2655.978 
550@ = -104.6751 
632@ = 2.9982 
469@ = -2460.835 
551@ = -69.9766 
633@ = 31.2 
470@ = -2421.263 
552@ = 55.6089 
634@ = 34.0156 
471@ = -2545.26 
553@ = 137.9111 
635@ = 15.2177 
472@ = -2604.136 
554@ = 136.8579 
636@ = 3.1797 
473@ = -2558.661 
555@ = 245.625 
637@ = 10.7931 
474@ = -2578.504 
556@ = 345.8331 
638@ = 7.2168 
475@ = -2706.282 
557@ = 317.6024 
639@ = 3.1797 
476@ = -2809.244 
558@ = 232.3965 
640@ = 6.0313 
477@ = -2757.749 
559@ = 138.2248 
641@ = 5.9033 
478@ = -2758.39 
560@ = -43.991 
642@ = 6.1263 
479@ = -2756.892 
561@ = -184.0135 
643@ = 5.8843 
480@ = -2812.464 
562@ = -299.5974 
644@ = 6.039 
0087: 481@ = 466@ // (float) 
0087: 563@ = 548@ // (float) 
0087: 645@ = 630@ // (float) 
262@ = 16 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 571 // = constant 
04AF: 729@ = 571 // = constant 
04AF: 730@ = 571 // = constant 
04AF: 731@ = 571 // = constant 
04AF: 732@ = 571 // = constant 
04AF: 733@ = 571 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_29581
466@ = -2657.164 
548@ = 1153.872 
630@ = 34.7396 
467@ = -2593.221 
549@ = 1217.854 
631@ = 34.7402 
468@ = -2312.288 
550@ = 1176.387 
632@ = 49.608 
469@ = -2157.193 
551@ = 1268.197 
633@ = 26.0127 
470@ = -1959.526 
552@ = 1287.205 
634@ = 6.7514 
471@ = -1741.076 
553@ = 1325.298 
635@ = 6.083 
472@ = -1759.865 
554@ = 1269.147 
636@ = 8.8598 
473@ = -1884.242 
555@ = 1160.691 
637@ = 45.0107 
474@ = -1897.101 
556@ = 960.1686 
638@ = 34.7366 
475@ = -1998.178 
557@ = 841.1865 
639@ = 45.0219 
476@ = -2189.259 
558@ = 808.5273 
640@ = 56.0602 
477@ = -2389.186 
559@ = 808.6409 
641@ = 34.7495 
478@ = -2589.692 
560@ = 808.5219 
642@ = 49.5411 
479@ = -2711.488 
561@ = 812.8809 
643@ = 48.9309 
480@ = -2750.894 
562@ = 890.6993 
644@ = 65.8952 
481@ = -2653.912 
563@ = 1157.345 
645@ = 34.7386 
262@ = 16 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 559 // = constant 
04AF: 729@ = 589 // = constant 
04AF: 730@ = 559 // = constant 
04AF: 731@ = 565 // = constant 
04AF: 732@ = 558 // = constant 
04AF: 733@ = 602 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_30179
466@ = -1584.141 
548@ = 1053.439 
630@ = 6.8392 
467@ = -1584.128 
549@ = 1150.261 
631@ = 6.8387 
468@ = -1699.077 
550@ = 1312.02 
632@ = 6.8293 
469@ = -1875.891 
551@ = 1352.059 
633@ = 6.8322 
470@ = -2060.741 
552@ = 1274.452 
634@ = 8.0659 
471@ = -2258.306 
553@ = 1257.682 
635@ = 42.6038 
472@ = -2143.281 
554@ = 1075.652 
636@ = 79.1249 
473@ = -2143.141 
555@ = 896.6196 
637@ = 79.6432 
474@ = -2143.084 
556@ = 696.6971 
638@ = 67.6451 
475@ = -2146.737 
557@ = 532.8465 
639@ = 34.8181 
476@ = -2055.564 
558@ = 504.0781 
640@ = 34.8168 
477@ = -1968.175 
559@ = 605.5881 
641@ = 34.8199 
478@ = -1820.393 
560@ = 475.0548 
642@ = 23.4295 
479@ = -1876.903 
561@ = 288.4981 
643@ = 32.6699 
480@ = -1897.585 
562@ = 87.7896 
644@ = 37.9384 
481@ = -1911.151 
563@ = -214.2394 
645@ = 38.032 
482@ = -1910.974 
564@ = -515.5727 
646@ = 38.0323 
483@ = -1910.675 
565@ = -816.3037 
647@ = 44.7432 
484@ = -1910.658 
566@ = -1117.409 
648@ = 38.0214 
485@ = -1907.276 
567@ = -1317.626 
649@ = 39.3164 
486@ = -1996.896 
568@ = -1289.264 
650@ = 37.3518 
487@ = -2153.53 
569@ = -1031.597 
651@ = 32.3638 
488@ = -2205.567 
570@ = -859.1885 
652@ = 54.6872 
489@ = -2202.666 
571@ = -759.2505 
653@ = 62.3413 
490@ = -2352.255 
572@ = -775.5399 
654@ = 95.1597 
491@ = -2421.544 
573@ = -610.6656 
655@ = 132.3493 
492@ = -2627.138 
574@ = -496.4363 
656@ = 70.09 
493@ = -2351.247 
575@ = -460.0875 
657@ = 79.9485 
494@ = -2599.996 
576@ = -372.7368 
658@ = 43.7794 
495@ = -2702.314 
577@ = -530.1367 
659@ = 12.4366 
496@ = -2699.197 
578@ = -401.205 
660@ = 7.7008 
497@ = -2210.255 
579@ = -348.0724 
661@ = 36.8384 
498@ = -1897.734 
580@ = -314.4976 
662@ = 48.9384 
499@ = -1890.36 
581@ = -45.4288 
663@ = 38.0312 
500@ = -1886.557 
582@ = 55.293 
664@ = 38.0326 
501@ = -1848.039 
583@ = 242.5393 
665@ = 30.825 
502@ = -1736.635 
584@ = 316.5836 
666@ = 6.039 
503@ = -1682.981 
585@ = 367.1342 
667@ = 6.028 
504@ = -1559.293 
586@ = 528.332 
668@ = 6.8409 
505@ = -1535.552 
587@ = 827.4427 
669@ = 6.8401 
506@ = -1584.129 
588@ = 1115.601 
670@ = 6.8376 
262@ = 41 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 402 // = constant 
04AF: 729@ = 560 // = constant 
04AF: 730@ = 506 // = constant 
04AF: 731@ = 506 // = constant 
04AF: 732@ = 477 // = constant 
04AF: 733@ = 603 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_31527
466@ = -1761.655 
548@ = -606.3881 
630@ = 15.8961 
467@ = -1760.54 
549@ = -686.4133 
631@ = 24.2389 
468@ = -1502.876 
550@ = -820.2545 
632@ = 61.3357 
469@ = -1219.332 
551@ = -759.4814 
633@ = 62.0285 
470@ = -1096.152 
552@ = -489.1358 
634@ = 32.7156 
471@ = -911.5416 
553@ = -455.9558 
635@ = 26.7166 
472@ = -621.3364 
554@ = -393.158 
636@ = 22.1878 
473@ = -395.5605 
555@ = -533.522 
637@ = 17.6561 
474@ = -372.2669 
556@ = -819.4839 
638@ = 28.1926 
475@ = -584.5377 
557@ = -1160.572 
639@ = 21.8153 
476@ = -659.3533 
558@ = -1548.814 
640@ = 22.1495 
477@ = -717.1517 
559@ = -1697.205 
641@ = 48.2586 
478@ = -714.6181 
560@ = -1395.094 
642@ = 60.5799 
479@ = -764.046 
561@ = -1385.027 
643@ = 82.2146 
480@ = -762.7014 
562@ = -1685.041 
644@ = 96.9103 
481@ = -945.4141 
563@ = -1903.227 
645@ = 81.3436 
482@ = -1104.541 
564@ = -2155.325 
646@ = 34.6761 
483@ = -1186.201 
565@ = -2444.541 
647@ = 54.4532 
484@ = -982.3237 
566@ = -2611.624 
648@ = 86.253 
485@ = -713.2529 
567@ = -2336.617 
649@ = 36.4201 
486@ = -512.3461 
568@ = -2166.417 
650@ = 53.5212 
487@ = -258.5978 
569@ = -2074.872 
651@ = 36.648 
488@ = -260.1367 
570@ = -1777.191 
652@ = 7.5735 
489@ = -57.3444 
571@ = -1601.375 
653@ = 1.3776 
490@ = -124.296 
572@ = -1466.575 
654@ = 2.4045 
491@ = -143.4815 
573@ = -1270.317 
655@ = 2.404 
492@ = -113.7683 
574@ = -998.821 
656@ = 23.9178 
493@ = -377.3843 
575@ = -838.2166 
657@ = 47.1444 
494@ = -626.0056 
576@ = -989.012 
658@ = 66.0268 
495@ = -877.4561 
577@ = -1097.426 
659@ = 96.1699 
496@ = -925.9376 
578@ = -1391.353 
660@ = 126.2905 
497@ = -1219.141 
579@ = -1347.249 
661@ = 122.5235 
498@ = -1407.723 
580@ = -1414.45 
662@ = 104.9232 
499@ = -1577.013 
581@ = -1168.802 
663@ = 102.3586 
500@ = -1626.067 
582@ = -882.9627 
664@ = 97.5243 
501@ = -1744.303 
583@ = -853.2858 
665@ = 77.1834 
502@ = -1684.612 
584@ = -1143.291 
666@ = 72.4364 
503@ = -1549.538 
585@ = -1286.347 
667@ = 57.1135 
504@ = -1525.757 
586@ = -1383.531 
668@ = 45.1796 
505@ = -1626.142 
587@ = -1375.587 
669@ = 45.2062 
506@ = -1800.174 
588@ = -1016.79 
670@ = 51.6322 
507@ = -1817.478 
589@ = -617.6195 
671@ = 15.9507 
262@ = 42 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 451 // = constant 
04AF: 729@ = 415 // = constant 
04AF: 730@ = 411 // = constant 
04AF: 731@ = 451 // = constant 
04AF: 732@ = 429 // = constant 
04AF: 733@ = 541 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_32905
466@ = -2001.856 
548@ = 1076.302 
630@ = 54.5637 
467@ = -2302.386 
549@ = 1076.754 
631@ = 54.5859 
468@ = -2596.785 
550@ = 1136.728 
632@ = 54.4297 
469@ = -2673.767 
551@ = 1427.293 
633@ = 54.4271 
470@ = -2673.775 
552@ = 1728.239 
634@ = 66.8937 
471@ = -2673.807 
553@ = 2028.896 
635@ = 57.2377 
472@ = -2731.742 
554@ = 2323.183 
636@ = 67.5411 
473@ = -2622.094 
555@ = 2602.597 
637@ = 68.7 
474@ = -2322.772 
556@ = 2637.1 
638@ = 53.2135 
475@ = -2027.122 
557@ = 2585.865 
639@ = 53.9804 
476@ = -1885.621 
558@ = 2321.522 
640@ = 38.5395 
477@ = -1675.296 
559@ = 2107.697 
641@ = 17.3995 
478@ = -1629.976 
560@ = 1810.828 
642@ = 11.059 
479@ = -1347.988 
561@ = 1705.67 
643@ = 4.8179 
480@ = -1125.87 
562@ = 1504.095 
644@ = 22.1877 
481@ = -1010.766 
563@ = 1227.044 
645@ = 31.1773 
482@ = -908.7908 
564@ = 944.9431 
646@ = 17.337 
483@ = -744.0402 
565@ = 694.0286 
647@ = 16.9982 
484@ = -469.1425 
566@ = 573.061 
648@ = 16.0649 
485@ = -168.3162 
567@ = 562.0268 
649@ = 14.9046 
486@ = 110.1296 
568@ = 673.4105 
650@ = 4.6336 
487@ = 400.681 
569@ = 749.8367 
651@ = 5.0607 
488@ = 686.3097 
570@ = 656.6995 
652@ = 7.8963 
489@ = 975.3585 
571@ = 738.1249 
653@ = 9.6719 
490@ = 1242.045 
572@ = 876.267 
654@ = 13.1519 
491@ = 1226.81 
573@ = 1169.877 
655@ = 5.8125 
492@ = 1226.664 
574@ = 1469.936 
656@ = 5.742 
262@ = 27 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 451 // = constant 
04AF: 729@ = 415 // = constant 
04AF: 730@ = 411 // = constant 
04AF: 731@ = 451 // = constant 
04AF: 732@ = 429 // = constant 
04AF: 733@ = 429 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_33833
466@ = -878.0113 
548@ = 1947.484 
630@ = 59.1845 
467@ = -857.6418 
549@ = 1873.25 
631@ = 59.183 
468@ = -1030.689 
550@ = 1853.546 
632@ = 58.8558 
469@ = -1093.182 
551@ = 1748.023 
633@ = 31.6318 
470@ = -902.488 
552@ = 1687.666 
634@ = 26.267 
471@ = -847.1951 
553@ = 1495.581 
635@ = 17.5443 
472@ = -782.4052 
554@ = 1305.811 
636@ = 12.6016 
473@ = -616.3677 
555@ = 1193.645 
637@ = 9.2126 
474@ = -474.1805 
556@ = 1052.086 
638@ = 10.0313 
475@ = -319.1918 
557@ = 925.6066 
639@ = 10.3099 
476@ = -267.4492 
558@ = 825.0159 
640@ = 13.2739 
477@ = -188.4539 
559@ = 1007.19 
641@ = 18.5885 
478@ = -164.8873 
560@ = 1198.263 
642@ = 18.5938 
479@ = -142.1028 
561@ = 1250.022 
643@ = 18.5869 
480@ = -341.5205 
562@ = 1265.695 
644@ = 22.1515 
481@ = -440.031 
563@ = 1439.669 
645@ = 32.334 
482@ = -438.1716 
564@ = 1639.673 
646@ = 34.6319 
483@ = -381.6811 
565@ = 1831.026 
647@ = 49.8567 
484@ = -433.4627 
566@ = 1883.992 
648@ = 59.8611 
485@ = -465.4392 
567@ = 1768.532 
649@ = 71.9576 
486@ = -464.5399 
568@ = 1968.423 
650@ = 81.2536 
487@ = -411.0666 
569@ = 2074.596 
651@ = 60.6433 
488@ = -610.1716 
570@ = 2050.887 
652@ = 59.1798 
489@ = -790.69 
571@ = 2053.91 
653@ = 59.1798 
0087: 490@ = 466@ // (float) 
0087: 572@ = 548@ // (float) 
0087: 654@ = 630@ // (float) 
262@ = 25 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 461 // = constant 
04AF: 729@ = 521 // = constant 
04AF: 730@ = 522 // = constant 
04AF: 731@ = 461 // = constant 
04AF: 732@ = 521 // = constant 
04AF: 733@ = 522 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_34695
466@ = -375.6397 
548@ = 2204.217 
630@ = 41.0938 
467@ = -388.8497 
549@ = 2258.056 
631@ = 40.9952 
468@ = -410.6823 
550@ = 2455.747 
632@ = 42.9124 
469@ = -608.4162 
551@ = 2447.19 
633@ = 71.7551 
470@ = -715.864 
552@ = 2536.594 
634@ = 72.7592 
471@ = -713.7043 
553@ = 2697.466 
635@ = 53.2852 
472@ = -912.5499 
554@ = 2721.987 
636@ = 44.8627 
473@ = -1112.755 
555@ = 2698.651 
637@ = 44.875 
474@ = -1238.171 
556@ = 2679.861 
638@ = 45.9321 
475@ = -1359.55 
557@ = 2659.557 
639@ = 50.4683 
476@ = -1545.773 
558@ = 2732.354 
640@ = 61.3062 
477@ = -1746.036 
559@ = 2727.448 
641@ = 59.0648 
478@ = -1860.247 
560@ = 2563.043 
642@ = 48.8929 
479@ = -2002.133 
561@ = 2422.603 
643@ = 32.9752 
480@ = -1961.463 
562@ = 2227.891 
644@ = 10.7077 
481@ = -1807.124 
563@ = 2100.1 
645@ = 7.4268 
482@ = -1782.09 
564@ = 1901.775 
646@ = 14.7248 
483@ = -1591.908 
565@ = 1837.29 
647@ = 24.8515 
484@ = -1392.057 
566@ = 1852.968 
648@ = 35.4945 
485@ = -1199.365 
567@ = 1799.638 
649@ = 40.4346 
486@ = -1008.306 
568@ = 1855.604 
650@ = 61.6784 
487@ = -857.7028 
569@ = 1874.014 
651@ = 59.1758 
488@ = -758.5721 
570@ = 2048.232 
652@ = 59.1866 
489@ = -563.1158 
571@ = 2005.574 
653@ = 59.2474 
490@ = -468.9791 
572@ = 2056.811 
654@ = 59.875 
491@ = -392.3245 
573@ = 2154.448 
655@ = 42.1847 
0087: 492@ = 466@ // (float) 
0087: 574@ = 548@ // (float) 
0087: 656@ = 630@ // (float) 
262@ = 27 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 461 // = constant 
04AF: 729@ = 521 // = constant 
04AF: 730@ = 522 // = constant 
04AF: 731@ = 461 // = constant 
04AF: 732@ = 521 // = constant 
04AF: 733@ = 521 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_35617
466@ = 1446.426 
548@ = 834.0658 
630@ = 5.8125 
467@ = 1747.259 
549@ = 834.025 
631@ = 8.6815 
468@ = 2047.335 
550@ = 834.1916 
632@ = 5.7422 
469@ = 2348.722 
551@ = 834.1481 
633@ = 5.7422 
470@ = 2637.92 
552@ = 915.6277 
634@ = 5.7498 
471@ = 2726.824 
553@ = 1202.266 
635@ = 5.7422 
472@ = 2726.698 
554@ = 1502.967 
636@ = 5.7422 
473@ = 2726.958 
555@ = 1804.343 
637@ = 5.7393 
474@ = 2726.579 
556@ = 2125.796 
638@ = 5.7269 
475@ = 2705.172 
557@ = 2405.567 
639@ = 5.7277 
476@ = 2489.267 
558@ = 2614.273 
640@ = 4.1679 
477@ = 2188.479 
559@ = 2609.629 
641@ = 5.8164 
478@ = 1898.309 
560@ = 2529.155 
642@ = 5.8125 
479@ = 1603.524 
561@ = 2473.083 
643@ = 5.8516 
480@ = 1305.181 
562@ = 2439.19 
644@ = 5.7422 
481@ = 1208.232 
563@ = 2154.514 
645@ = 5.7422 
482@ = 1208.38 
564@ = 1853.837 
646@ = 5.7422 
483@ = 1208.322 
565@ = 1553.025 
647@ = 5.7422 
484@ = 1208.126 
566@ = 1252.557 
648@ = 5.7498 
485@ = 1229.187 
567@ = 952.9079 
649@ = 5.8125 
0087: 486@ = 466@ // (float) 
0087: 568@ = 548@ // (float) 
0087: 650@ = 630@ // (float) 
262@ = 21 
268@ = 6 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 728@ = 451 // = constant 
04AF: 729@ = 562 // = constant 
04AF: 730@ = 415 // = constant 
04AF: 731@ = 411 // = constant 
04AF: 732@ = 562 // = constant 
04AF: 733@ = 451 // = constant 
gosub @CPRACE_47039 
jump @CPRACE_45639 

:CPRACE_36359
466@ = 1796.901 
548@ = -2593.329 
630@ = 12.5982 
467@ = 1596.915 
549@ = -2592.123 
631@ = 25.9969 
468@ = 1425.429 
550@ = -2549.107 
632@ = 37.8234 
469@ = 1280.556 
551@ = -2394.586 
633@ = 52.2127 
470@ = 1296.165 
552@ = -2194.131 
634@ = 72.3519 
471@ = 1317.012 
553@ = -1995.026 
635@ = 77.657 
472@ = 1385.216 
554@ = -1807.25 
636@ = 64.6153 
473@ = 1501.202 
555@ = -1642.892 
637@ = 78.2774 
474@ = 1597.783 
556@ = -1466.853 
638@ = 87.9007 
475@ = 1621.693 
557@ = -1267.59 
639@ = 84.5704 
476@ = 1592.626 
558@ = -1069.313 
640@ = 87.8825 
477@ = 1477.096 
559@ = -905.3071 
641@ = 103.4455 
478@ = 1388.884 
560@ = -725.4239 
642@ = 125.9394 
479@ = 1320.715 
561@ = -536.3066 
643@ = 127.73 
480@ = 1233.948 
562@ = -356.5205 
644@ = 103.7008 
481@ = 1235.221 
563@ = -155.8231 
645@ = 83.5 
482@ = 1362.454 
564@ = -2.0532 
646@ = 70.1118 
483@ = 1562.073 
565@ = -27.0897 
647@ = 64.6716 
484@ = 1670.313 
566@ = -196.5335 
648@ = 77.4671 
485@ = 1698.697 
567@ = -394.7666 
649@ = 84.513 
486@ = 1841.239 
568@ = -535.4985 
650@ = 105.1396 
487@ = 1999.777 
569@ = -658.853 
651@ = 125.3019 
488@ = 2117.771 
570@ = -819.4944 
652@ = 144.8639 
489@ = 2200.181 
571@ = -1001.27 
653@ = 129.4889 
490@ = 2265.805 
572@ = -1184.584 
654@ = 83.0669 
491@ = 2296.145 
573@ = -1383.394 
655@ = 62.1655 
492@ = 2321.608 
574@ = -1582.03 
656@ = 63.1144 
493@ = 2400.442 
575@ = -1766.227 
657@ = 56.7954 
494@ = 2525.256 
576@ = -1922.68 
658@ = 52.2529 
495@ = 2593.726 
577@ = -2111.734 
659@ = 53.1139 
496@ = 2575.049 
578@ = -2313.631 
660@ = 53.9683 
497@ = 2455.397 
579@ = -2476.633 
661@ = 54.8922 
498@ = 2264.071 
580@ = -2548.592 
662@ = 55.7578 
499@ = 2065.285 
581@ = -2571.635 
663@ = 56.5966 
500@ = 1862.502 
582@ = -2582.099 
664@ = 54.6357 
262@ = 35 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 476 // = constant 
04AF: 729@ = 476 // = constant 
04AF: 730@ = 476 // = constant 
04AF: 731@ = 476 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_37497
466@ = -1582.67 
548@ = -89.9953 
630@ = 13.1683 
467@ = -1439.187 
549@ = 53.2109 
631@ = 30.0 
468@ = -1286.686 
550@ = 185.0573 
632@ = 32.9885 
469@ = -1091.876 
551@ = 137.3885 
633@ = 46.7629 
470@ = -1042.169 
552@ = -59.4087 
634@ = 43.603 
471@ = -1047.567 
553@ = -259.0437 
635@ = 23.8409 
472@ = -1126.559 
554@ = -445.5607 
636@ = 28.0502 
473@ = -1261.24 
555@ = -598.8228 
637@ = 37.4576 
474@ = -1444.803 
556@ = -690.5997 
638@ = 52.7263 
475@ = -1649.008 
557@ = -681.264 
639@ = 60.8852 
476@ = -1845.585 
558@ = -636.4395 
640@ = 61.1217 
477@ = -2044.818 
559@ = -658.4432 
641@ = 71.2804 
478@ = -2206.165 
560@ = -778.5996 
642@ = 85.9739 
479@ = -2240.928 
561@ = -976.7443 
643@ = 75.2422 
480@ = -2139.48 
562@ = -1148.617 
644@ = 61.3795 
481@ = -2028.634 
563@ = -1315.712 
645@ = 40.653 
482@ = -1884.623 
564@ = -1459.337 
646@ = 37.0927 
483@ = -1725.283 
565@ = -1581.193 
647@ = 51.3609 
484@ = -1548.501 
566@ = -1676.223 
648@ = 63.2502 
485@ = -1368.613 
567@ = -1769.197 
649@ = 52.099 
486@ = -1327.042 
568@ = -1980.883 
650@ = 35.4768 
487@ = -1462.659 
569@ = -2110.34 
651@ = 22.6174 
488@ = -1551.068 
570@ = -2287.276 
652@ = 56.7071 
489@ = -1624.645 
571@ = -2464.302 
653@ = 115.5442 
490@ = -1735.012 
572@ = -2633.092 
654@ = 101.7228 
491@ = -1673.618 
573@ = -2817.32 
655@ = 50.492 
492@ = -1529.398 
574@ = -2958.864 
656@ = 35.2493 
493@ = -1331.87 
575@ = -3016.815 
657@ = 36.5563 
494@ = -1140.517 
576@ = -2957.838 
658@ = 35.4633 
495@ = -1133.483 
577@ = -2757.115 
659@ = 30.2641 
496@ = -1219.593 
578@ = -2575.6 
660@ = 35.8018 
497@ = -1227.193 
579@ = -2375.099 
661@ = 31.7209 
498@ = -1172.746 
580@ = -2182.804 
662@ = 45.2393 
499@ = -1144.312 
581@ = -1988.018 
663@ = 83.1497 
500@ = -1021.386 
582@ = -1832.821 
664@ = 115.2484 
501@ = -943.5054 
583@ = -1647.992 
665@ = 133.3276 
502@ = -900.7032 
584@ = -1450.585 
666@ = 142.0757 
503@ = -884.4996 
585@ = -1249.642 
667@ = 148.1781 
504@ = -880.2889 
586@ = -1048.99 
668@ = 158.8745 
505@ = -936.6008 
587@ = -855.3414 
669@ = 160.157 
506@ = -972.9082 
588@ = -660.9503 
670@ = 116.3043 
507@ = -980.3859 
589@ = -464.2646 
671@ = 79.1644 
508@ = -818.388 
590@ = -348.3954 
672@ = 51.4388 
509@ = -617.8265 
591@ = -330.2328 
673@ = 37.1987 
510@ = -415.4925 
592@ = -339.8519 
674@ = 28.2761 
511@ = -248.3391 
593@ = -451.8987 
675@ = 18.5819 
512@ = -192.9961 
594@ = -643.989 
676@ = 8.889 
513@ = -128.7125 
595@ = -835.6478 
677@ = 24.9195 
514@ = 63.3296 
596@ = -892.0873 
678@ = 40.4431 
515@ = 236.1952 
597@ = -791.0125 
679@ = 46.7307 
516@ = 298.5167 
598@ = -600.2706 
680@ = 53.5437 
517@ = 326.4258 
599@ = -400.9587 
681@ = 50.4641 
518@ = 308.5928 
600@ = -201.9229 
682@ = 40.3219 
519@ = 244.4628 
601@ = -8.211 
683@ = 31.0744 
520@ = 129.2121 
602@ = 155.3022 
684@ = 27.6231 
521@ = -37.7018 
603@ = 268.3331 
685@ = 26.3544 
522@ = -224.3873 
604@ = 341.0904 
686@ = 28.1078 
523@ = -420.1607 
605@ = 382.1896 
687@ = 29.8681 
524@ = -622.4773 
606@ = 381.915 
688@ = 31.6354 
525@ = -822.824 
607@ = 370.0051 
689@ = 33.4142 
526@ = -1012.349 
608@ = 300.3856 
690@ = 35.7468 
527@ = -1193.1 
609@ = 214.7394 
691@ = 38.0629 
262@ = 62 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 513 // = constant 
04AF: 729@ = 513 // = constant 
04AF: 730@ = 513 // = constant 
04AF: 731@ = 513 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_39445
466@ = 366.982 
548@ = 2502.595 
630@ = 15.5571 
467@ = 116.652 
549@ = 2502.902 
631@ = 47.5682 
468@ = -133.6242 
550@ = 2524.392 
632@ = 55.1281 
469@ = -377.8474 
551@ = 2588.068 
633@ = 67.6866 
470@ = -604.1302 
552@ = 2694.639 
634@ = 84.7931 
471@ = -838.685 
553@ = 2779.901 
635@ = 69.2036 
472@ = -1045.629 
554@ = 2639.279 
636@ = 69.0984 
473@ = -984.3267 
555@ = 2395.508 
637@ = 64.5187 
474@ = -873.4733 
556@ = 2171.186 
638@ = 64.5549 
475@ = -770.134 
557@ = 1943.248 
639@ = 70.927 
476@ = -653.4092 
558@ = 1720.47 
640@ = 47.6015 
477@ = -578.5898 
559@ = 1481.972 
641@ = 21.5084 
478@ = -521.8337 
560@ = 1238.437 
642@ = 11.6736 
479@ = -469.9443 
561@ = 995.721 
643@ = 51.4066 
480@ = -525.42 
562@ = 750.7462 
644@ = 44.2215 
481@ = -664.0441 
563@ = 541.0659 
645@ = 15.9243 
482@ = -914.7918 
564@ = 536.2426 
646@ = 11.804 
483@ = -1131.918 
565@ = 661.8135 
647@ = 13.6564 
484@ = -1309.833 
566@ = 839.316 
648@ = 10.7039 
485@ = -1449.372 
567@ = 1045.777 
649@ = 31.9947 
486@ = -1603.122 
568@ = 1243.21 
650@ = 38.6648 
487@ = -1813.101 
569@ = 1379.44 
651@ = 28.4044 
488@ = -2061.489 
570@ = 1418.549 
652@ = 22.0099 
489@ = -2312.469 
571@ = 1430.699 
653@ = 42.3744 
490@ = -2522.745 
572@ = 1564.194 
654@ = 75.9034 
491@ = -2689.238 
573@ = 1753.745 
655@ = 99.5865 
492@ = -2759.371 
574@ = 1994.265 
656@ = 110.8744 
493@ = -2682.772 
575@ = 2233.097 
657@ = 113.4608 
494@ = -2493.907 
576@ = 2397.506 
658@ = 102.0156 
495@ = -2245.109 
577@ = 2418.773 
659@ = 83.5877 
496@ = -1994.605 
578@ = 2407.942 
660@ = 87.4376 
497@ = -1751.471 
579@ = 2349.74 
661@ = 90.2881 
498@ = -1535.099 
580@ = 2217.656 
662@ = 75.7349 
499@ = -1305.302 
581@ = 2118.716 
663@ = 74.7752 
500@ = -1064.807 
582@ = 2187.768 
664@ = 66.2415 
501@ = -814.3556 
583@ = 2195.872 
665@ = 56.1521 
502@ = -563.2742 
584@ = 2203.33 
666@ = 60.9129 
503@ = -313.3741 
585@ = 2229.26 
667@ = 73.2015 
504@ = -66.3647 
586@ = 2178.082 
668@ = 71.9294 
505@ = 186.4198 
587@ = 2211.213 
669@ = 71.6732 
506@ = 390.8383 
588@ = 2356.514 
670@ = 65.1402 
507@ = 639.1594 
589@ = 2385.26 
671@ = 47.4816 
508@ = 857.994 
590@ = 2510.157 
672@ = 50.2583 
509@ = 929.9869 
591@ = 2748.352 
673@ = 77.8011 
510@ = 760.5828 
592@ = 2935.73 
674@ = 91.5673 
511@ = 512.0109 
593@ = 2901.74 
675@ = 93.8596 
512@ = 309.843 
594@ = 2752.892 
676@ = 93.5908 
513@ = 153.0242 
595@ = 2560.321 
677@ = 64.3547 
514@ = 18.2657 
596@ = 2347.904 
678@ = 66.4087 
515@ = -99.4455 
597@ = 2126.343 
679@ = 75.4819 
516@ = -257.6325 
598@ = 1931.184 
680@ = 75.4922 
517@ = -392.7389 
599@ = 1720.594 
681@ = 94.1061 
518@ = -499.7809 
600@ = 1492.545 
682@ = 58.172 
519@ = -687.7847 
601@ = 1327.026 
683@ = 45.0028 
520@ = -881.8704 
602@ = 1169.769 
684@ = 68.6343 
521@ = -1075.92 
603@ = 1008.155 
685@ = 61.9286 
522@ = -1272.957 
604@ = 852.6403 
686@ = 61.1137 
523@ = -1457.539 
605@ = 680.1183 
687@ = 69.2464 
524@ = -1634.648 
606@ = 496.5454 
688@ = 79.7593 
525@ = -1839.814 
607@ = 342.0907 
689@ = 77.0974 
526@ = -2063.729 
608@ = 218.3637 
690@ = 74.2748 
527@ = -2305.257 
609@ = 145.857 
691@ = 72.5908 
528@ = -2554.304 
610@ = 126.6046 
692@ = 96.9355 
529@ = -2745.509 
611@ = -33.5993 
693@ = 80.174 
530@ = -2863.942 
612@ = -255.546 
694@ = 62.7643 
531@ = -2912.281 
613@ = -500.7706 
695@ = 51.8291 
532@ = -2947.388 
614@ = -759.2774 
696@ = 44.0041 
533@ = -2962.423 
615@ = -1011.333 
697@ = 42.2517 
534@ = -2955.506 
616@ = -1276.023 
698@ = 45.302 
535@ = -3000.904 
617@ = -1528.563 
699@ = 51.004 
262@ = 70 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 520 // = constant 
04AF: 729@ = 520 // = constant 
04AF: 730@ = 520 // = constant 
04AF: 731@ = 520 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_41633
466@ = 381.9952 
548@ = 2542.088 
630@ = 15.6876 
467@ = 304.6997 
549@ = 2547.057 
631@ = 37.975 
468@ = -97.4654 
550@ = 2554.841 
632@ = 32.4746 
469@ = -102.6455 
551@ = 2699.236 
633@ = 63.5945 
470@ = -221.948 
552@ = 2718.08 
634@ = 82.385 
471@ = -418.3279 
553@ = 2691.081 
635@ = 78.5077 
472@ = -392.2611 
554@ = 2492.193 
636@ = 84.257 
473@ = -360.1944 
555@ = 2294.638 
637@ = 79.344 
474@ = -238.1485 
556@ = 2230.007 
638@ = 81.9684 
475@ = -287.1143 
557@ = 2091.03 
639@ = 70.2663 
476@ = -481.0875 
558@ = 2051.74 
640@ = 76.2466 
477@ = -665.1192 
559@ = 2131.252 
641@ = 77.2696 
478@ = -845.4529 
560@ = 2218.861 
642@ = 80.0327 
479@ = -1044.866 
561@ = 2207.615 
643@ = 67.0078 
480@ = -1234.234 
562@ = 2142.393 
644@ = 66.1648 
481@ = -1424.931 
563@ = 2205.699 
645@ = 70.8862 
482@ = -1571.237 
564@ = 2247.766 
646@ = 65.1073 
483@ = -1745.637 
565@ = 2292.511 
647@ = 49.3695 
484@ = -1945.602 
566@ = 2285.913 
648@ = 44.2433 
485@ = -1953.881 
567@ = 2484.877 
649@ = 63.2602 
486@ = -1895.095 
568@ = 2633.034 
650@ = 74.4549 
487@ = -1706.873 
569@ = 2703.232 
651@ = 72.8798 
488@ = -1505.724 
570@ = 2721.034 
652@ = 69.9706 
489@ = -1305.595 
571@ = 2708.321 
653@ = 66.4619 
490@ = -1105.89 
572@ = 2731.611 
654@ = 62.9933 
491@ = -905.1519 
573@ = 2728.83 
655@ = 64.0124 
492@ = -704.1036 
574@ = 2733.898 
656@ = 66.2347 
262@ = 27 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 487 // = constant 
04AF: 729@ = 487 // = constant 
04AF: 730@ = 487 // = constant 
04AF: 731@ = 487 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_42531
466@ = -1962.871 
548@ = 628.0812 
630@ = 150.2844 
467@ = -1848.341 
549@ = 531.9294 
631@ = 86.1743 
468@ = -1827.913 
550@ = 399.3668 
632@ = 29.91 
469@ = -1751.361 
551@ = 326.9781 
633@ = 25.4958 
470@ = -1647.958 
552@ = 412.8291 
634@ = 26.6578 
471@ = -1560.513 
553@ = 532.7433 
635@ = 18.6913 
472@ = -1572.197 
554@ = 638.3369 
636@ = 25.3806 
473@ = -1700.555 
555@ = 706.7762 
637@ = 53.3757 
474@ = -1715.507 
556@ = 777.6501 
638@ = 45.9312 
475@ = -1715.978 
557@ = 978.3165 
639@ = 51.989 
476@ = -1714.958 
558@ = 1178.562 
640@ = 54.9734 
477@ = -1912.922 
559@ = 1146.255 
641@ = 56.3473 
478@ = -2003.248 
560@ = 982.3228 
642@ = 58.819 
479@ = -2006.168 
561@ = 810.2207 
643@ = 54.1756 
480@ = -1959.234 
562@ = 713.3063 
644@ = 75.2571 
481@ = -1793.007 
563@ = 730.7606 
645@ = 44.6388 
482@ = -1593.731 
564@ = 732.4928 
646@ = 20.5721 
483@ = -1533.424 
565@ = 923.6081 
647@ = 29.4493 
484@ = -1489.172 
566@ = 1118.737 
648@ = 17.2211 
485@ = -1605.045 
567@ = 1284.044 
649@ = 27.5543 
486@ = -1787.921 
568@ = 1365.81 
650@ = 32.2595 
487@ = -1986.429 
569@ = 1319.338 
651@ = 23.0384 
488@ = -2185.997 
570@ = 1345.112 
652@ = 19.4206 
489@ = -2384.599 
571@ = 1380.588 
653@ = 17.9485 
490@ = -2537.759 
572@ = 1369.641 
654@ = 23.8562 
491@ = -2719.315 
573@ = 1345.675 
655@ = 32.2039 
492@ = -2875.142 
574@ = 1245.782 
656@ = 20.7763 
262@ = 27 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 488 // = constant 
04AF: 729@ = 488 // = constant 
04AF: 730@ = 488 // = constant 
04AF: 731@ = 488 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_43429
466@ = 1765.609 
548@ = -2285.911 
630@ = 25.9621 
467@ = 1764.294 
549@ = -2084.371 
631@ = 26.0431 
468@ = 1649.402 
550@ = -1920.231 
632@ = 40.6173 
469@ = 1552.024 
551@ = -1745.273 
633@ = 30.0462 
470@ = 1419.031 
552@ = -1595.618 
634@ = 25.4285 
471@ = 1402.089 
553@ = -1441.622 
635@ = 18.2271 
472@ = 1545.335 
554@ = -1431.194 
636@ = 36.437 
473@ = 1653.446 
555@ = -1305.841 
637@ = 49.6078 
474@ = 1786.094 
556@ = -1276.766 
638@ = 22.6321 
475@ = 1901.04 
557@ = -1221.949 
639@ = 34.699 
476@ = 1848.224 
558@ = -1097.652 
640@ = 46.0898 
477@ = 1649.377 
559@ = -1085.296 
641@ = 36.7768 
478@ = 1487.205 
560@ = -970.0334 
642@ = 60.1281 
479@ = 1304.22 
561@ = -1038.929 
643@ = 39.8547 
480@ = 1215.798 
562@ = -1218.862 
644@ = 27.923 
481@ = 1302.613 
563@ = -1399.127 
645@ = 26.3812 
482@ = 1437.015 
564@ = -1321.431 
646@ = 45.396 
483@ = 1609.09 
565@ = -1299.497 
647@ = 25.0714 
484@ = 1791.421 
566@ = -1381.364 
648@ = 35.17 
485@ = 1827.021 
567@ = -1567.279 
649@ = 22.9243 
486@ = 1628.196 
568@ = -1600.6 
650@ = 38.8226 
487@ = 1450.909 
569@ = -1694.839 
651@ = 25.2192 
488@ = 1389.812 
570@ = -1852.984 
652@ = 24.997 
489@ = 1206.609 
571@ = -1933.723 
653@ = 57.1028 
490@ = 1053.461 
572@ = -2063.933 
654@ = 70.7254 
491@ = 1048.698 
573@ = -2265.503 
655@ = 47.2394 
492@ = 1224.402 
574@ = -2359.494 
656@ = 28.5888 
493@ = 1425.61 
575@ = -2360.047 
657@ = 28.3338 
262@ = 28 
268@ = 1 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 728@ = 425 // = constant 
04AF: 729@ = 425 // = constant 
04AF: 730@ = 425 // = constant 
04AF: 731@ = 425 // = constant 
04AF: 218@ = 3 // = constant 
jump @CPRACE_45639 

:CPRACE_44357
466@ = -1398.355 
548@ = -197.2079 
630@ = 1043.119 
467@ = -1398.988 
549@ = -188.7892 
631@ = 1043.202 
468@ = -1465.939 
550@ = -134.0836 
632@ = 1046.011 
469@ = -1530.138 
551@ = -193.3988 
633@ = 1050.756 
470@ = -1415.686 
552@ = -274.1765 
634@ = 1051.149 
471@ = -1305.178 
553@ = -143.5283 
635@ = 1050.125 
472@ = -1302.774 
554@ = -268.6358 
636@ = 1048.487 
0087: 473@ = 466@ // (float) 
0087: 555@ = 548@ // (float) 
0087: 637@ = 630@ // (float) 
744@ = -1406.327 
745@ = -265.7914 
746@ = 1042.656 
747@ = 346.3297 
262@ = 8 
234@ = 7 
237@ = 6 
268@ = 8 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 7 // = constant 
04AF: 717@ = 7 // = constant 
04AF: 718@ = 7 // = constant 
04AF: 719@ = 7 // = constant 
04AF: 720@ = 7 // = constant 
04AF: 721@ = 7 // = constant 
04AF: 722@ = 7 // = constant 
04AF: 723@ = 7 // = constant 
04AF: 724@ = 7 // = constant 
04AF: 725@ = 7 // = constant 
04AF: 726@ = 7 // = constant 
04AF: 727@ = 7 // = constant 
04AF: 728@ = 503 // = constant 
04AF: 729@ = 502 // = constant 
04AF: 730@ = 494 // = constant 
04AF: 731@ = 503 // = constant 
04AF: 732@ = 502 // = constant 
04AF: 733@ = 494 // = constant 
04AF: 734@ = 502 // = constant 
04AF: 735@ = 494 // = constant 
04AF: 736@ = 503 // = constant 
04AF: 737@ = 494 // = constant 
04AF: 738@ = 503 // = constant 
04AF: 739@ = 503 // = constant 
04AF: 740@ = 494 // = constant 
04AF: 741@ = 502 // = constant 
04AF: 742@ = 494 // = constant 
04AF: 743@ = 502 // = constant 
jump @CPRACE_45639 

:CPRACE_44906
466@ = -1354.358 
548@ = -590.5628 
630@ = 1055.453 
467@ = -1431.177 
549@ = -588.3124 
631@ = 1054.512 
468@ = -1516.874 
550@ = -635.0942 
632@ = 1050.275 
469@ = -1500.678 
551@ = -719.0175 
633@ = 1051.643 
470@ = -1387.502 
552@ = -743.1501 
634@ = 1051.016 
471@ = -1295.54 
553@ = -705.3506 
635@ = 1055.255 
472@ = -1365.312 
554@ = -666.0998 
636@ = 1055.058 
473@ = -1486.5 
555@ = -636.4586 
637@ = 1052.225 
474@ = -1447.86 
556@ = -690.3426 
638@ = 1052.834 
475@ = -1389.908 
557@ = -720.9943 
639@ = 1055.119 
476@ = -1370.685 
558@ = -687.8977 
640@ = 1053.783 
477@ = -1399.136 
559@ = -635.8359 
641@ = 1051.043 
478@ = -1308.639 
560@ = -649.4201 
642@ = 1054.972 
0087: 479@ = 466@ // (float) 
0087: 561@ = 548@ // (float) 
0087: 643@ = 630@ // (float) 
744@ = -1344.163 
745@ = -598.8836 
746@ = 1051.829 
747@ = 103.3822 
262@ = 14 
234@ = 4 
237@ = 4 
268@ = 8 
04AF: 712@ = 100 // = constant 
04AF: 713@ = 133 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 181 // = constant 
04AF: 716@ = 60 // = constant 
04AF: 717@ = 34 // = constant 
04AF: 718@ = 198 // = constant 
04AF: 719@ = 250 // = constant 
04AF: 720@ = 7 // = constant 
04AF: 721@ = 100 // = constant 
04AF: 722@ = 34 // = constant 
04AF: 723@ = 7 // = constant 
04AF: 724@ = 7 // = constant 
04AF: 725@ = 7 // = constant 
04AF: 726@ = 7 // = constant 
04AF: 727@ = 7 // = constant 
04AF: 728@ = 468 // = constant 
04AF: 729@ = 468 // = constant 
04AF: 730@ = 468 // = constant 
04AF: 731@ = 468 // = constant 
04AF: 732@ = 468 // = constant 
04AF: 733@ = 468 // = constant 
04AF: 734@ = 468 // = constant 
04AF: 735@ = 468 // = constant 
04AF: 736@ = 468 // = constant 
04AF: 737@ = 468 // = constant 
04AF: 738@ = 468 // = constant 
04AF: 739@ = 468 // = constant 
04AF: 740@ = 468 // = constant 
04AF: 741@ = 468 // = constant 
04AF: 742@ = 468 // = constant 
04AF: 743@ = 468 // = constant 
jump @CPRACE_45639 

:CPRACE_45639
return 

:CPRACE_45641
if 
  748@ == 0 
else_jump @CPRACE_45714 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
else_jump @CPRACE_45714 
748@ = 1 

:CPRACE_45714
if 
  748@ == 1 
else_jump @CPRACE_45748 
748@ = 2 
0247: load_model 532 
0247: load_model 82 

:CPRACE_45748
if 
  748@ == 2 
else_jump @CPRACE_45902 
if and
0248:   model 532 available 
0248:   model 82 available 
else_jump @CPRACE_45902 
748@ = 3 
00A5: 750@ = create_car 532 at -128.2144 80.3396 2.1234 
0175: set_car 750@ Z_angle_to 250.5799 
0129: 752@ = create_actor_pedtype 4 model 82 in_car 750@ driverseat 
0249: release_model 532 
0249: release_model 82 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 752@ in_car 750@ speed 7.5 flags 2 0 3 

:CPRACE_45902
if 
  748@ == 3 
else_jump @CPRACE_45998 
if 
8118:   not actor 752@ dead 
else_jump @CPRACE_45998 
062E: get_actor 752@ task 2023 status_store_to 754@ // ret 7 if not found 
if 
04A4:   754@ == 7 // == constant 
else_jump @CPRACE_45998 
748@ = 4 
if 
8119:   not car 750@ wrecked 
else_jump @CPRACE_45993 
01C3: remove_references_to_car 750@ 

:CPRACE_45993
01C2: remove_references_to_actor 752@ // Like turning an actor into a random pedestrian 

:CPRACE_45998
if 
  749@ == 0 
else_jump @CPRACE_46071 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
else_jump @CPRACE_46071 
749@ = 1 

:CPRACE_46071
if 
  749@ == 1 
else_jump @CPRACE_46105 
749@ = 2 
0247: load_model 478 
0247: load_model 82 

:CPRACE_46105
if 
  749@ == 2 
else_jump @CPRACE_46238 
if and
0248:   model 478 available 
0248:   model 82 available 
else_jump @CPRACE_46238 
749@ = 3 
00A5: 751@ = create_car 478 at -542.1076 230.7356 11.6475 
0175: set_car 751@ Z_angle_to 262.8685 
0129: 753@ = create_actor_pedtype 4 model 82 in_car 751@ driverseat 
0249: release_model 478 
0249: release_model 82 
05D1: AS_actor 753@ drive_car 751@ to -270.5629 199.0073 6.99 speed 11.5 0 model 0 2 

:CPRACE_46238
if 
  749@ == 3 
else_jump @CPRACE_46349 
if 
8118:   not actor 753@ dead 
else_jump @CPRACE_46349 
062E: get_actor 753@ task 1489 status_store_to 754@ // ret 7 if not found 
if 
04A4:   754@ == 7 // == constant 
else_jump @CPRACE_46349 
749@ = 4 
if 
8119:   not car 751@ wrecked 
else_jump @CPRACE_46344 
05D2: AS_actor 753@ run_to_and_hijack_car 751@ max_search_radius 11.5 traffic_behavior 2 
01C3: remove_references_to_car 751@ 

:CPRACE_46344
01C2: remove_references_to_actor 753@ // Like turning an actor into a random pedestrian 

:CPRACE_46349
return 

:CPRACE_46351
if 
  6 > $351 
else_jump @CPRACE_46481 
if 
   not 65@ == 1 
else_jump @CPRACE_46481 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE1' 
038F: load_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: load_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: load_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: load_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: load_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: load_texture "RACE05" as 6 // Load dictionary with 0390 first 
65@ = 1 
return 

:CPRACE_46481
if and
  $351 > 5 
  12 > $351 
else_jump @CPRACE_46618 
if 
   not 65@ == 2 
else_jump @CPRACE_46618 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE2' 
038F: load_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: load_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: load_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: load_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: load_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACE11" as 12 // Load dictionary with 0390 first 
65@ = 2 
return 

:CPRACE_46618
if and
  $351 > 11 
  18 > $351 
else_jump @CPRACE_46755 
if 
   not 65@ == 3 
else_jump @CPRACE_46755 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE3' 
038F: load_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: load_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: load_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: load_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: load_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: load_texture "RACE17" as 18 // Load dictionary with 0390 first 
65@ = 3 
return 

:CPRACE_46755
if and
  $351 > 17 
  24 > $351 
else_jump @CPRACE_46892 
if 
   not 65@ == 4 
else_jump @CPRACE_46892 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE4' 
038F: load_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: load_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: load_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: load_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: load_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: load_texture "RACE23" as 24 // Load dictionary with 0390 first 
65@ = 4 
return 

:CPRACE_46892
if and
  $351 > 23 
  30 > $351 
else_jump @CPRACE_46969 
if 
   not 65@ == 5 
else_jump @CPRACE_46969 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE5' 
038F: load_texture "RACE24" as 25 // Load dictionary with 0390 first 
65@ = 5 
return 

:CPRACE_46969
return 

:CPRACE_46971
0340: set_text_draw_RGBA 134 155 184 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 255 
return 

:CPRACE_47039
266@ = 0 
0085: 267@ = 268@ // (int) 
267@ -= 1 

:CPRACE_47061
if 
001D:   267@ > 266@ // (int) 
else_jump @CPRACE_47960 
0209: 265@ = random_int_in_ranges 0 32 
0871: init_jump_table 265@ total_jumps 32 default_jump 0 @CPRACE_47946 jumps 0 @CPRACE_47347 1 @CPRACE_47365 2 @CPRACE_47383 3 @CPRACE_47401 4 @CPRACE_47419 5 @CPRACE_47437 6 @CPRACE_47455 
0872: jump_table_jumps 7 @CPRACE_47473 8 @CPRACE_47491 9 @CPRACE_47509 10 @CPRACE_47528 11 @CPRACE_47547 12 @CPRACE_47566 13 @CPRACE_47585 14 @CPRACE_47604 15 @CPRACE_47623 
0872: jump_table_jumps 16 @CPRACE_47642 17 @CPRACE_47661 18 @CPRACE_47680 19 @CPRACE_47699 20 @CPRACE_47718 21 @CPRACE_47737 22 @CPRACE_47756 23 @CPRACE_47775 24 @CPRACE_47794 
0872: jump_table_jumps 25 @CPRACE_47813 26 @CPRACE_47832 27 @CPRACE_47851 28 @CPRACE_47870 29 @CPRACE_47889 30 @CPRACE_47908 31 @CPRACE_47927 -1 @CPRACE_47946 -1 @CPRACE_47946 

:CPRACE_47347
04AF: 712@(266@,16i) = 34 // = constant 
jump @CPRACE_47946 

:CPRACE_47365
04AF: 712@(266@,16i) = 60 // = constant 
jump @CPRACE_47946 

:CPRACE_47383
04AF: 712@(266@,16i) = 69 // = constant 
jump @CPRACE_47946 

:CPRACE_47401
04AF: 712@(266@,16i) = 96 // = constant 
jump @CPRACE_47946 

:CPRACE_47419
04AF: 712@(266@,16i) = 100 // = constant 
jump @CPRACE_47946 

:CPRACE_47437
04AF: 712@(266@,16i) = 101 // = constant 
jump @CPRACE_47946 

:CPRACE_47455
04AF: 712@(266@,16i) = 112 // = constant 
jump @CPRACE_47946 

:CPRACE_47473
04AF: 712@(266@,16i) = 122 // = constant 
jump @CPRACE_47946 

:CPRACE_47491
04AF: 712@(266@,16i) = 125 // = constant 
jump @CPRACE_47946 

:CPRACE_47509
04AF: 712@(266@,16i) = 128 // = constant 
jump @CPRACE_47946 

:CPRACE_47528
04AF: 712@(266@,16i) = 131 // = constant 
jump @CPRACE_47946 

:CPRACE_47547
04AF: 712@(266@,16i) = 133 // = constant 
jump @CPRACE_47946 

:CPRACE_47566
04AF: 712@(266@,16i) = 140 // = constant 
jump @CPRACE_47946 

:CPRACE_47585
04AF: 712@(266@,16i) = 142 // = constant 
jump @CPRACE_47946 

:CPRACE_47604
04AF: 712@(266@,16i) = 151 // = constant 
jump @CPRACE_47946 

:CPRACE_47623
04AF: 712@(266@,16i) = 157 // = constant 
jump @CPRACE_47946 

:CPRACE_47642
04AF: 712@(266@,16i) = 170 // = constant 
jump @CPRACE_47946 

:CPRACE_47661
04AF: 712@(266@,16i) = 181 // = constant 
jump @CPRACE_47946 

:CPRACE_47680
04AF: 712@(266@,16i) = 183 // = constant 
jump @CPRACE_47946 

:CPRACE_47699
04AF: 712@(266@,16i) = 186 // = constant 
jump @CPRACE_47946 

:CPRACE_47718
04AF: 712@(266@,16i) = 192 // = constant 
jump @CPRACE_47946 

:CPRACE_47737
04AF: 712@(266@,16i) = 198 // = constant 
jump @CPRACE_47946 

:CPRACE_47756
04AF: 712@(266@,16i) = 201 // = constant 
jump @CPRACE_47946 

:CPRACE_47775
04AF: 712@(266@,16i) = 206 // = constant 
jump @CPRACE_47946 

:CPRACE_47794
04AF: 712@(266@,16i) = 211 // = constant 
jump @CPRACE_47946 

:CPRACE_47813
04AF: 712@(266@,16i) = 217 // = constant 
jump @CPRACE_47946 

:CPRACE_47832
04AF: 712@(266@,16i) = 220 // = constant 
jump @CPRACE_47946 

:CPRACE_47851
04AF: 712@(266@,16i) = 223 // = constant 
jump @CPRACE_47946 

:CPRACE_47870
04AF: 712@(266@,16i) = 233 // = constant 
jump @CPRACE_47946 

:CPRACE_47889
04AF: 712@(266@,16i) = 246 // = constant 
jump @CPRACE_47946 

:CPRACE_47908
04AF: 712@(266@,16i) = 248 // = constant 
jump @CPRACE_47946 

:CPRACE_47927
04AF: 712@(266@,16i) = 250 // = constant 
jump @CPRACE_47946 

:CPRACE_47946
266@ += 1 
jump @CPRACE_47061 

:CPRACE_47960
return 

:CPRACE_47962
if or
  60@ == 1 
  268@ == 1 
else_jump @CPRACE_49920 
0394: play_music 1 
0871: init_jump_table $351 total_jumps 27 default_jump 0 @CPRACE_49920 jumps 0 @CPRACE_48249 1 @CPRACE_48337 2 @CPRACE_48396 3 @CPRACE_48455 4 @CPRACE_48514 5 @CPRACE_48573 6 @CPRACE_48632 
0872: jump_table_jumps 7 @CPRACE_48691 8 @CPRACE_48765 9 @CPRACE_48817 10 @CPRACE_48876 11 @CPRACE_48935 12 @CPRACE_48994 13 @CPRACE_49053 14 @CPRACE_49112 15 @CPRACE_49171 
0872: jump_table_jumps 16 @CPRACE_49230 17 @CPRACE_49289 18 @CPRACE_49348 19 @CPRACE_49407 20 @CPRACE_49466 21 @CPRACE_49525 22 @CPRACE_49584 23 @CPRACE_49643 24 @CPRACE_49702 
0872: jump_table_jumps 25 @CPRACE_49761 26 @CPRACE_49844 -1 @CPRACE_49920 -1 @CPRACE_49920 -1 @CPRACE_49920 -1 @CPRACE_49920 -1 @CPRACE_49920 -1 @CPRACE_49920 -1 @CPRACE_49920 

:CPRACE_48249
if 
  $3687[0] == 0 
else_jump @CPRACE_48330 
030C: progress_made = 1 
$3717 += 1 
if 
  $120 == 0 
else_jump @CPRACE_48314 
0318: set_latest_mission_passed 'CESAR_1'  // High Stakes, Low-rider
jump @CPRACE_48323 

:CPRACE_48314
0318: set_latest_mission_passed 98@($351,30s) 

:CPRACE_48323
$3687[0] = 1 

:CPRACE_48330
jump @CPRACE_49920 

:CPRACE_48337
if 
  $3687[1] == 0 
else_jump @CPRACE_48389 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[1] = 1 

:CPRACE_48389
jump @CPRACE_49920 

:CPRACE_48396
if 
  $3687[2] == 0 
else_jump @CPRACE_48448 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[2] = 1 

:CPRACE_48448
jump @CPRACE_49920 

:CPRACE_48455
if 
  $3687[3] == 0 
else_jump @CPRACE_48507 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[3] = 1 

:CPRACE_48507
jump @CPRACE_49920 

:CPRACE_48514
if 
  $3687[4] == 0 
else_jump @CPRACE_48566 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[4] = 1 

:CPRACE_48566
jump @CPRACE_49920 

:CPRACE_48573
if 
  $3687[5] == 0 
else_jump @CPRACE_48625 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[5] = 1 

:CPRACE_48625
jump @CPRACE_49920 

:CPRACE_48632
if 
  $3687[6] == 0 
else_jump @CPRACE_48684 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[6] = 1 

:CPRACE_48684
jump @CPRACE_49920 

:CPRACE_48691
if 
  $3687[7] == 0 
else_jump @CPRACE_48758 
030C: progress_made = 1 
create_thread @CASHWIN 5000 5000 
0109: player $PLAYER_CHAR money = 5000 
$3717 += 1 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[7] = 1 

:CPRACE_48758
jump @CPRACE_49920 

:CPRACE_48765
if 
  $3687[8] == 0 
else_jump @CPRACE_48810 
030C: progress_made = 1 
$3717 += 1 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[8] = 1 

:CPRACE_48810
jump @CPRACE_49920 

:CPRACE_48817
if 
  $3687[9] == 0 
else_jump @CPRACE_48869 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[9] = 1 

:CPRACE_48869
jump @CPRACE_49920 

:CPRACE_48876
if 
  $3687[10] == 0 
else_jump @CPRACE_48928 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[10] = 1 

:CPRACE_48928
jump @CPRACE_49920 

:CPRACE_48935
if 
  $3687[11] == 0 
else_jump @CPRACE_48987 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[11] = 1 

:CPRACE_48987
jump @CPRACE_49920 

:CPRACE_48994
if 
  $3687[12] == 0 
else_jump @CPRACE_49046 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[12] = 1 

:CPRACE_49046
jump @CPRACE_49920 

:CPRACE_49053
if 
  $3687[13] == 0 
else_jump @CPRACE_49105 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[13] = 1 

:CPRACE_49105
jump @CPRACE_49920 

:CPRACE_49112
if 
  $3687[14] == 0 
else_jump @CPRACE_49164 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[14] = 1 

:CPRACE_49164
jump @CPRACE_49920 

:CPRACE_49171
if 
  $3687[15] == 0 
else_jump @CPRACE_49223 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[15] = 1 

:CPRACE_49223
jump @CPRACE_49920 

:CPRACE_49230
if 
  $3687[16] == 0 
else_jump @CPRACE_49282 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[16] = 1 

:CPRACE_49282
jump @CPRACE_49920 

:CPRACE_49289
if 
  $3687[17] == 0 
else_jump @CPRACE_49341 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[17] = 1 

:CPRACE_49341
jump @CPRACE_49920 

:CPRACE_49348
if 
  $3687[18] == 0 
else_jump @CPRACE_49400 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[18] = 1 

:CPRACE_49400
jump @CPRACE_49920 

:CPRACE_49407
if 
  $3687[19] == 0 
else_jump @CPRACE_49459 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[19] = 1 

:CPRACE_49459
jump @CPRACE_49920 

:CPRACE_49466
if 
  $3687[20] == 0 
else_jump @CPRACE_49518 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[20] = 1 

:CPRACE_49518
jump @CPRACE_49920 

:CPRACE_49525
if 
  $3687[21] == 0 
else_jump @CPRACE_49577 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[21] = 1 

:CPRACE_49577
jump @CPRACE_49920 

:CPRACE_49584
if 
  $3687[22] == 0 
else_jump @CPRACE_49636 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[22] = 1 

:CPRACE_49636
jump @CPRACE_49920 

:CPRACE_49643
if 
  $3687[23] == 0 
else_jump @CPRACE_49695 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[23] = 1 

:CPRACE_49695
jump @CPRACE_49920 

:CPRACE_49702
if 
  $3687[24] == 0 
else_jump @CPRACE_49754 
030C: progress_made = 1 
$3717 += 1 
gosub @CPRACE_49922 
0318: set_latest_mission_passed 98@($351,30s) 
$3687[24] = 1 

:CPRACE_49754
jump @CPRACE_49920 

:CPRACE_49761
if 
  $3687[25] == 0 
else_jump @CPRACE_49837 
create_thread @CASHWIN 10000 5000 
0109: player $PLAYER_CHAR money = 10000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-Track
014C: set_parked_car_generator $4170 cars_to_generate_to 101 
014C: set_parked_car_generator $4171 cars_to_generate_to 101 
$3687[25] = 1 

:CPRACE_49837
jump @CPRACE_49920 

:CPRACE_49844
if 
  $3687[26] == 0 
else_jump @CPRACE_49913 
create_thread @CASHWIN 25000 5000 
0109: player $PLAYER_CHAR money = 25000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_01'  // Dirt Track
014C: set_parked_car_generator $4172 cars_to_generate_to 101 
$3687[26] = 1 

:CPRACE_49913
jump @CPRACE_49920 

:CPRACE_49920
return 

:CPRACE_49922
if 
003C:   $3717 == 221@ // (int) 
else_jump @CPRACE_50001 
if 
  $3718 == 0 
else_jump @CPRACE_49994 
create_thread @CASHWIN 1000000 5000 45 
0109: player $PLAYER_CHAR money = 1000000 
$3718 = 1 

:CPRACE_49994
jump @CPRACE_50023 

:CPRACE_50001
create_thread @CASHWIN 10000 5000 
0109: player $PLAYER_CHAR money = 10000 

:CPRACE_50023
return 

:CPRACE_50025
266@ = 0 

:CPRACE_50032
0209: 267@ = random_int_in_ranges 0 5 
0871: init_jump_table 267@ total_jumps 5 default_jump 0 @CPRACE_50334 jumps 0 @CPRACE_50104 1 @CPRACE_50149 2 @CPRACE_50198 3 @CPRACE_50243 4 @CPRACE_50287 -1 @CPRACE_50334 -1 @CPRACE_50334 

:CPRACE_50104
0605: actor -1 perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2700 
jump @CPRACE_50334 

:CPRACE_50149
0605: actor -1 perform_animation "RIOT_CHALLENGE" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
jump @CPRACE_50334 

:CPRACE_50198
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
jump @CPRACE_50334 

:CPRACE_50243
0605: actor -1 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
jump @CPRACE_50334 

:CPRACE_50287
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2200 
jump @CPRACE_50334 

:CPRACE_50334
266@ += 1 
  266@ >= 7 
else_jump @CPRACE_50032 
return 

:CPRACE_50357
if 
  238@ == 0 
else_jump @CPRACE_50554 
if 
03D2:   wav 4 ended 
else_jump @CPRACE_50554 
if 
001E:   $15 > 239@ // (int) 
else_jump @CPRACE_50554 
040D: unload_wav 4 
0209: 240@ = random_int_in_ranges 0 4 
0871: init_jump_table 240@ total_jumps 4 default_jump 0 @CPRACE_50547 jumps 0 @CPRACE_50485 1 @CPRACE_50501 2 @CPRACE_50517 3 @CPRACE_50533 -1 @CPRACE_50547 -1 @CPRACE_50547 -1 @CPRACE_50547 

:CPRACE_50485
03CF: load_wav 36200 as 4 
jump @CPRACE_50547 

:CPRACE_50501
03CF: load_wav 36202 as 4 
jump @CPRACE_50547 

:CPRACE_50517
03CF: load_wav 36205 as 4 
jump @CPRACE_50547 

:CPRACE_50533
03CF: load_wav 1827 as 4 
jump @CPRACE_50547 

:CPRACE_50547
238@ += 1 

:CPRACE_50554
if 
  238@ == 1 
else_jump @CPRACE_50662 
if 
03D0:   wav 4 loaded 
else_jump @CPRACE_50662 
if 
  240@ == 3 
else_jump @CPRACE_50632 
097A: play_audio_at 0.0 0.0 0.0 event 1164 
jump @CPRACE_50636 

:CPRACE_50632
03D1: play_wav 4 

:CPRACE_50636
0209: 239@ = random_int_in_ranges 2000 10000 
005C: 239@ += $15 // (int) 
238@ = 0 

:CPRACE_50662
return 

:CPRACE_50664
if or
  66@ == 0 
  66@ == 1 
  66@ == 3 
else_jump @CPRACE_51188 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CPRACE_51188 
if 
  66@ == 3 
else_jump @CPRACE_50853 
if 
  $351 == 25 
else_jump @CPRACE_50788 
$72 = 2693.184 
$73 = -1699.655 
$74 = 9.3891 
$71 = 34.2987 

:CPRACE_50788
if 
  $351 == 26 
else_jump @CPRACE_50846 
$72 = 1101.781 
$73 = 1604.578 
$74 = 11.5506 
$71 = 353.1771 

:CPRACE_50846
jump @CPRACE_51100 

:CPRACE_50853
if 
  $3596 == 0 
else_jump @CPRACE_50915 
0086: $72 = $561($3596,4f) // (float) 
0086: $73 = $565($3596,4f) // (float) 
$73 += 4.0 
$71 = 180.0 

:CPRACE_50915
if 
  $3596 == 1 
else_jump @CPRACE_50977 
0086: $72 = $561($3596,4f) // (float) 
$72 += 4.0 
0086: $73 = $565($3596,4f) // (float) 
$71 = 90.0 

:CPRACE_50977
if or
  $3596 == 2 
  $3596 == 3 
else_jump @CPRACE_51046 
0086: $72 = $561($3596,4f) // (float) 
$72 += 4.0 
0086: $73 = $565($3596,4f) // (float) 
$71 = 90.0 

:CPRACE_51046
if 
   not 66@ == 1 
else_jump @CPRACE_51088 
0086: $72 = $561($3596,4f) // (float) 
0086: $73 = $565($3596,4f) // (float) 

:CPRACE_51088
0086: $74 = $569($3596,4f) // (float) 

:CPRACE_51100
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0173: set_actor $PLAYER_ACTOR Z_angle_to $71 
0395: clear_area 0 at $72 $73 $74 radius 0.5 
04E4: refresh_game_renderer_at $72 $73 
03CB: set_rendering_origin_at $72 $73 $74 
0915: sync_weather_with_time_and_location_instantly 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 2000 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51188
265@ = 0 

:CPRACE_51195
if 
001D:   268@ > 265@ // (int) 
else_jump @CPRACE_51315 
if 
803B:   not  265@ == 454@ // (int) 
else_jump @CPRACE_51274 
if 
87D6:   not  407@(265@,16i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @CPRACE_51274 
01C3: remove_references_to_car 391@(265@,16i) 
01C2: remove_references_to_actor 407@(265@,16i) // Like turning an actor into a random pedestrian 

:CPRACE_51274
0249: release_model 712@(265@,16i) 
0249: release_model 728@(265@,16i) 
0164: disable_marker 424@(265@,16i) 
265@ += 1 
jump @CPRACE_51195 

:CPRACE_51315
034F: destroy_actor_with_fade 423@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
  $2899 > 0 
else_jump @CPRACE_51353 
$2899 = 6 

:CPRACE_51353
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 441@ // Like turning an actor into a random pedestrian 
265@ = 0 

:CPRACE_51370
if 
  11 > 265@ 
else_jump @CPRACE_51407 
01C2: remove_references_to_actor 453@ // Like turning an actor into a random pedestrian 
265@ += 1 
jump @CPRACE_51370 

:CPRACE_51407
if 
  $351 == 23 
else_jump @CPRACE_51450 
if 
  $3342 == 1 
else_jump @CPRACE_51450 
014C: set_parked_car_generator $6573[1] cars_to_generate_to 101 

:CPRACE_51450
0164: disable_marker 67@ 
06D6: disable_racing_checkpoint 461@ 
0108: destroy_object 442@ 
014F: stop_timer $8327 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_sky_colors_with_fade 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CPRACE_51557 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51557
$11844 = 0 
$3719 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1
thread 'CESAR1' 
gosub @CESAR1_1183 
if 
wasted_or_busted 
else_jump @CESAR1_38 
gosub @CESAR1_4979 

:CESAR1_38
if 
  $3723 == 1 
else_jump @CESAR1_63 
gosub @CESAR1_5030 

:CESAR1_63
end_thread 

:CESAR1_65
0247: load_model 114 
0247: load_model 534 
0247: load_model 517 
0247: load_model 567 
0247: load_model 536 
038B: load_requested_models 

:CESAR1_91
if or
8248:   not model 114 available 
8248:   not model 534 available 
8248:   not model 517 available 
8248:   not model 567 available 
8248:   not model 536 available 
else_jump @CESAR1_137 
wait 0 
jump @CESAR1_91 

:CESAR1_137
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
038B: load_requested_models 

:CESAR1_165
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @CESAR1_195 
wait 0 
jump @CESAR1_165 

:CESAR1_195
return 
0186: 124@ = create_marker_above_car $3584 
return 
018A: 50@ = create_checkpoint_at $479 $480 $481 

:CESAR1_221
07C0: load_path 172 

:CESAR1_226
if 
87C1:   not path 172 available 
else_jump @CESAR1_253 
wait 0 
jump @CESAR1_226 

:CESAR1_253
136@ = 1793.687 
137@ = -2138.686 
138@ = 12.5547 
139@ = 0.1899 
0395: clear_area 1 at 136@ 137@ 138@ radius 20.5 
0674: set_car_model 567 numberplate "_LVA4L__" 
00A5: 133@ = create_car 567 at 136@ 137@ 138@ 
0587: enable_car 133@ validate_position 0 
0732: random_car_generator_disable_model 567 
0229: set_car 133@ primary_color_to 3 secondary_color_to 3 
0129: 131@ = create_actor_pedtype 4 model 290 in_car 133@ driverseat 
01C8: 135@ = create_actor_pedtype 5 model 291 in_car 133@ passenger_seat 0 
0175: set_car 133@ Z_angle_to 139@ 
00AD: set_car 133@ max_speed_to 35.0 
00AE: set_car 133@ traffic_behaviour_to 3 
01EC: make_car 133@ very_heavy 1 
020A: set_car 133@ door_status_to 3 
02AC: set_car 133@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 133@ tires_vulnerability 0 
02AB: set_actor 131@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 135@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 131@ can_be_shot_in_a_car 0 
054A: set_actor 135@ can_be_shot_in_a_car 0 
return 
0186: 134@ = create_marker_above_car 133@ 

:CESAR1_507
150@ = 1492.304 
154@ = -1869.023 
158@ = 12.3828 
162@ = 90.0 
0395: clear_area 1 at 150@ 154@ 158@ radius 2.5 
00A5: 146@ = create_car 517 at 150@ 154@ 158@ 
0587: enable_car 146@ validate_position 0 
0229: set_car 146@ primary_color_to 6 secondary_color_to 0 
0175: set_car 146@ Z_angle_to 162@ 
0129: 142@ = create_actor_pedtype 14 model 114 in_car 146@ driverseat 
02AB: set_actor 142@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 146@ max_speed_to 35.0 
00AE: set_car 146@ traffic_behaviour_to 3 
020A: set_car 146@ door_status_to 3 
02AC: set_car 146@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
053F: set_car 146@ tires_vulnerability 0 
151@ = 1492.304 
155@ = -1875.023 
159@ = 12.3828 
163@ = 90.0 
0395: clear_area 1 at 151@ 155@ 159@ radius 2.5 
00A5: 147@ = create_car 534 at 151@ 155@ 159@ 
0587: enable_car 147@ validate_position 0 
0732: random_car_generator_disable_model 534 
0229: set_car 147@ primary_color_to 8 secondary_color_to 0 
0175: set_car 147@ Z_angle_to 163@ 
0129: 143@ = create_actor_pedtype 14 model 114 in_car 147@ driverseat 
02AB: set_actor 143@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 147@ max_speed_to 35.0 
00AE: set_car 147@ traffic_behaviour_to 3 
020A: set_car 147@ door_status_to 3 
02AC: set_car 147@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 147@ tires_vulnerability 0 
152@ = 1504.304 
156@ = -1869.023 
160@ = 12.3828 
164@ = 90.0 
0395: clear_area 1 at 152@ 156@ 160@ radius 2.5 
00A5: 148@ = create_car 517 at 152@ 156@ 160@ 
0587: enable_car 148@ validate_position 0 
0732: random_car_generator_disable_model 517 
0229: set_car 148@ primary_color_to 2 secondary_color_to 1 
0175: set_car 148@ Z_angle_to 164@ 
0129: 144@ = create_actor_pedtype 14 model 114 in_car 148@ driverseat 
02AB: set_actor 144@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 148@ max_speed_to 35.0 
00AE: set_car 148@ traffic_behaviour_to 3 
020A: set_car 148@ door_status_to 3 
02AC: set_car 148@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 148@ tires_vulnerability 0 
153@ = 1504.304 
157@ = -1875.023 
161@ = 12.3828 
165@ = 90.0 
0395: clear_area 1 at 153@ 157@ 161@ radius 2.5 
00A5: 149@ = create_car 536 at 153@ 157@ 161@ 
0587: enable_car 149@ validate_position 0 
0175: set_car 149@ Z_angle_to 165@ 
0129: 145@ = create_actor_pedtype 14 model 114 in_car 149@ driverseat 
00AD: set_car 149@ max_speed_to 35.0 
00AE: set_car 149@ traffic_behaviour_to 3 
020A: set_car 149@ door_status_to 3 
02AC: set_car 149@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 149@ tires_vulnerability 0 
return 

:CESAR1_1183
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'CESAR1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
42@ = 0 
43@ = 0 
44@ = -1 
$3723 = 0 
47@ = 2 
46@ = 0 
119@ = 0 
123@ = 1 
121@ = 1 
122@ = 2 
120@ = 0 
48@ = 0 
49@ = 4 
58@ = 1820.44 
59@ = -2117.32 
60@ = 13.09 
64@ = 1518.304 
65@ = -1875.023 
66@ = 12.3828 
61@ = 1518.304 
62@ = -1869.023 
63@ = 12.3828 
05AA: 69@s = 'CES1_AA' // @s = 'short'  // Hey, keep up, holmes!
05AA: 71@s = 'CES1_AB' // @s = 'short'  // Not far now, eh!
05AA: 73@s = 'CES1_AC' // @s = 'short'  // C'mon, Carl, follow us!
05AA: 75@s = 'CES1_AD' // @s = 'short'  // You're almost there, Carl!
05AA: 77@s = 'CES1_BA' // @s = 'short'  // You gonna have to drive better than that, CJ!
05AA: 79@s = 'CES1_BB' // @s = 'short'  // Hey, CJ, you wrecking your car, eh!
05AA: 81@s = 'CES1_BC' // @s = 'short'  // C'mon, Carl, you've gotta be kidding me right? - pick it up!
05AA: 83@s = 'CES1_BD' // @s = 'short'  // Oh, Carl, I thought you said you could drive!
05AA: 85@s = 'CES1_CA' // @s = 'short'  // Carl! What are you doing?
05AA: 87@s = 'CES1_CB' // @s = 'short'  // Watch out, Carl!
05AA: 89@s = 'CES1_CC' // @s = 'short'  // Carl, you idiot!
05AA: 91@s = 'CES1_CD' // @s = 'short'  // Hey, Carl, don't play dirty!
05AA: 93@s = 'CES1_CE' // @s = 'short'  // Hey, watch out, Carl!
05AA: 95@s = 'CES1_CF' // @s = 'short'  // You trying to kill your sister?
04AF: 103@ = 10000 // = constant 
04AF: 104@ = 10001 // = constant 
04AF: 105@ = 10002 // = constant 
04AF: 106@ = 10003 // = constant 
04AF: 107@ = 10004 // = constant 
04AF: 108@ = 10005 // = constant 
04AF: 109@ = 10006 // = constant 
04AF: 110@ = 10007 // = constant 
04AF: 111@ = 10008 // = constant 
04AF: 112@ = 10009 // = constant 
04AF: 113@ = 10010 // = constant 
04AF: 114@ = 10011 // = constant 
04AF: 115@ = 10012 // = constant 
04AF: 116@ = 10013 // = constant 
01EB: set_traffic_density_multiplier_to 0.0 
00D9: $3584 = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $3584 at $479 $480 $481 
0175: set_car $3584 Z_angle_to 270.0 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1777
if 
86B9:   not cutscene_data_loaded 
else_jump @CESAR1_1801 
wait 0 
jump @CESAR1_1777 

:CESAR1_1801
02E7: start_cutscene 
fade 1 1000 

:CESAR1_1810
if 
82E9:   not cutscene_reached_end 
else_jump @CESAR1_1834 
wait 0 
jump @CESAR1_1810 

:CESAR1_1834
fade 0 0 

:CESAR1_1840
if 
fading 
else_jump @CESAR1_1864 
wait 0 
jump @CESAR1_1840 

:CESAR1_1864
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 15.0 
01EB: set_traffic_density_multiplier_to 0.5 
gosub @CESAR1_65 
0169: set_fade_color_RGB 0 0 0 
01BD: 54@ = current_time_in_ms 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:CESAR1_1926
wait 0 
if 
   not 119@ == 0 
else_jump @CESAR1_2269 
if 
  120@ == 0 
else_jump @CESAR1_1994 
if 
03D0:   wav 122@ loaded 
else_jump @CESAR1_1987 
040D: unload_wav 122@ 

:CESAR1_1987
120@ = 1 

:CESAR1_1994
if 
  120@ == 1 
else_jump @CESAR1_2031 
03CF: load_wav 102@(119@,17i) as 121@ 
120@ = 2 

:CESAR1_2031
if 
  120@ == 2 
else_jump @CESAR1_2091 
if 
03D0:   wav 121@ loaded 
else_jump @CESAR1_2091 
03D1: play_wav 121@ 
00BC: show_text_highpriority GXT 67@(119@,17s) time 10000 flag 1 
120@ = 3 

:CESAR1_2091
if 
  120@ == 3 
else_jump @CESAR1_2269 
if 
03D2:   wav 121@ ended 
else_jump @CESAR1_2208 
03D5: remove_text 67@(119@,17s) 
if 
  121@ == 1 
else_jump @CESAR1_2173 
121@ = 2 
122@ = 1 
jump @CESAR1_2187 

:CESAR1_2173
121@ = 1 
122@ = 2 

:CESAR1_2187
119@ = 0 
120@ = 0 
jump @CESAR1_2269 

:CESAR1_2208
if 
83D0:   not wav 122@ loaded 
else_jump @CESAR1_2269 
if 
  60 > 119@ 
else_jump @CESAR1_2269 
0085: 123@ = 119@ // (int) 
123@ += 1 
03CF: load_wav 102@(123@,17i) as 122@ 

:CESAR1_2269
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CESAR1_2298 
$456 += 1 
jump @CESAR1_5021 

:CESAR1_2298
if 
  42@ > 0 
else_jump @CESAR1_2323 
gosub @CESAR1_5128 

:CESAR1_2323
if and
  42@ > 0 
  666 > 42@ 
else_jump @CESAR1_2388 
if 
0119:   car 133@ wrecked 
else_jump @CESAR1_2388 
00BC: show_text_highpriority GXT 'CES1_09' time 7000 flag 1  // ~r~You destroyed Cesar's car!
jump @CESAR1_4979 

:CESAR1_2388
if 
  42@ == 0 
else_jump @CESAR1_3222 
if 
  44@ == -1 
else_jump @CESAR1_2499 
if and
8119:   not car $3584 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CESAR1_2499 
036A: put_actor $PLAYER_ACTOR in_car $3584 
00BE: text_clear_all 
01BD: 51@ = current_time_in_ms 
gosub @CESAR1_221 
02A3: enable_widescreen 1 
fade 1 500 
fade 1 500 
fade 1 500 
44@ = 0 

:CESAR1_2499
if 
  44@ == 0 
else_jump @CESAR1_2754 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $3584 wrecked 
else_jump @CESAR1_2754 
if 
00DB:   actor $PLAYER_ACTOR in_car $3584 
else_jump @CESAR1_2754 
if and
8118:   not actor 131@ dead 
8119:   not car 133@ wrecked 
else_jump @CESAR1_2754 
01BD: 52@ = current_time_in_ms 
0085: 53@ = 52@ // (int) 
0062: 53@ -= 51@ // (int) 
if and
8118:   not actor 131@ dead 
8118:   not actor 135@ dead 
else_jump @CESAR1_2754 
02AB: set_actor 131@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 135@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 131@ can_be_shot_in_a_car 0 
054A: set_actor 135@ can_be_shot_in_a_car 0 
if 
8119:   not car 133@ wrecked 
else_jump @CESAR1_2688 
05EB: assign_car 133@ to_path 172 

:CESAR1_2688
015F: set_camera_position 1786.331 -2120.066 12.8592 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1787.309 -2120.129 13.0548 switchstyle 2 
0227: 125@ = car $3584 health 
44@ = 2 

:CESAR1_2754
if and
8118:   not actor 131@ dead 
8119:   not car 133@ wrecked 
else_jump @CESAR1_3222 
if 
  44@ == 1 
else_jump @CESAR1_2899 
if 
0100:   actor 131@ in_sphere 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CESAR1_2899 
015F: set_camera_position 1825.202 -2100.55 18.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1824.693 -2101.373 18.0676 switchstyle 2 
44@ = 2 

:CESAR1_2899
if 
  44@ == 2 
else_jump @CESAR1_3190 
if 
8119:   not car 133@ wrecked 
else_jump @CESAR1_3190 
if 
00DB:   actor 131@ in_car 133@ 
else_jump @CESAR1_3190 
if 
0100:   actor 131@ in_sphere 58@ 59@ 60@ radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @CESAR1_3190 
if 
860E:   not car 133@ assigned_to_path 
else_jump @CESAR1_3190 
0615: define_AS_pack_begin 57@ 
05D1: AS_actor -1 drive_car 133@ to 1533.008 -1877.243 12.3828 speed 20.0 1 model 0 2 
05D1: AS_actor -1 drive_car 133@ to 61@ 62@ 63@ speed 12.0 1 model 0 2 
0616: define_AS_pack_end 57@ 
0618: assign_actor 131@ to_AS_pack 57@ 
072F: enable_car 133@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0164: disable_marker 134@ 
0186: 134@ = create_marker_above_car 133@ 
07E0: set_marker 134@ type_to 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
43@ = 1 
00BC: show_text_highpriority GXT 'CES1_04' time 5000 flag 2  // ~s~Follow ~b~Cesar ~s~to the race start.
47@ = 2 
01BD: 54@ = current_time_in_ms 
44@ = 3 
0A6F: checkpoint_save 1 

:CESAR1_3190
if 
  44@ == 3 
else_jump @CESAR1_3222 
gosub @CESAR1_507 
42@ = 1 

:CESAR1_3222
if 
  42@ == 1 
else_jump @CESAR1_4946 
if 
  44@ == 3 
else_jump @CESAR1_3362 
01BD: 54@ = current_time_in_ms 
if 
8118:   not actor 142@ dead 
else_jump @CESAR1_3286 
054A: set_actor 142@ can_be_shot_in_a_car 0 

:CESAR1_3286
if 
8118:   not actor 143@ dead 
else_jump @CESAR1_3309 
054A: set_actor 143@ can_be_shot_in_a_car 0 

:CESAR1_3309
if 
8118:   not actor 144@ dead 
else_jump @CESAR1_3332 
054A: set_actor 144@ can_be_shot_in_a_car 0 

:CESAR1_3332
if 
8118:   not actor 145@ dead 
else_jump @CESAR1_3355 
054A: set_actor 145@ can_be_shot_in_a_car 0 

:CESAR1_3355
44@ = 4 

:CESAR1_3362
if 
  44@ == 4 
else_jump @CESAR1_4798 
if 
8119:   not car $3584 wrecked 
else_jump @CESAR1_4798 
if and
8118:   not actor 131@ dead 
8119:   not car 133@ wrecked 
else_jump @CESAR1_3905 
062E: get_actor 131@ task 1489 status_store_to 45@ // ret 7 if not found 
if 
04A4:   45@ == 7 // == constant 
else_jump @CESAR1_3467 
if 
06FC:   car 133@ stuck_check_enabled 
else_jump @CESAR1_3467 
03CD: disable_car 133@ stuck_check 

:CESAR1_3467
if 
8100:   not actor 131@ in_sphere 61@ 62@ 63@ radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @CESAR1_3649 
00AA: store_car $3584 position_to 127@ 128@ 129@ 
00AA: store_car 133@ position_to 136@ 137@ 138@ 
0509: 140@ = distance_between_XY 127@ 128@ and_XY 136@ 137@ 
141@ = 1000.0 
0073: 141@ /= 140@ // (float) 
if 
  141@ > 30.0 
else_jump @CESAR1_3603 
141@ = 30.0 

:CESAR1_3603
if 
  12.0 > 141@ 
else_jump @CESAR1_3634 
141@ = 12.0 

:CESAR1_3634
00AD: set_car 133@ max_speed_to 141@ 
jump @CESAR1_3659 

:CESAR1_3649
00AD: set_car 133@ max_speed_to 12.0 

:CESAR1_3659
if 
  46@ == 0 
else_jump @CESAR1_3768 
if 
0100:   actor 131@ in_sphere 61@ 62@ 63@ radius 10.0 10.0 10.0 sphere 0 in_car 
else_jump @CESAR1_3768 
0164: disable_marker 134@ 
018A: 132@ = create_checkpoint_at 64@ 65@ 66@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.
47@ = 5 
46@ = 1 

:CESAR1_3768
if 
0104:   actor $PLAYER_ACTOR near_actor 131@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_3905 
if 
8104:   not actor $PLAYER_ACTOR near_actor 131@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_3905 
if 
  47@ == 0 
else_jump @CESAR1_3905 
if 
  4 > 48@ 
else_jump @CESAR1_3905 
01BD: 54@ = current_time_in_ms 
47@ = 1 
00BE: text_clear_all 
008A: $8328 = 48@ // (int) 
48@ += 1 

:CESAR1_3905
0227: 126@ = car $3584 health 
if 
001D:   125@ > 126@ // (int) 
else_jump @CESAR1_4075 
if 
0104:   actor $PLAYER_ACTOR near_actor 131@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_4075 
if 
8104:   not actor $PLAYER_ACTOR near_actor 131@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_4075 
if 
  47@ == 0 
else_jump @CESAR1_4075 
if 
  8 > 49@ 
else_jump @CESAR1_4075 
0085: 125@ = 126@ // (int) 
01BD: 54@ = current_time_in_ms 
47@ = 1 
008A: $8328 = 49@ // (int) 
49@ += 1 

:CESAR1_4075
if 
  47@ == 1 
else_jump @CESAR1_4674 
if 
  $8328 == 0 
else_jump @CESAR1_4155 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4155 
119@ = 1 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4155
if 
  $8328 == 1 
else_jump @CESAR1_4217 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4217 
119@ = 2 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4217
if 
  $8328 == 2 
else_jump @CESAR1_4279 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4279 
119@ = 3 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4279
if 
  $8328 == 3 
else_jump @CESAR1_4341 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4341 
119@ = 4 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4341
if 
  $8328 == 4 
else_jump @CESAR1_4403 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4403 
119@ = 5 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4403
if 
  $8328 == 5 
else_jump @CESAR1_4465 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4465 
119@ = 6 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4465
if 
  $8328 == 6 
else_jump @CESAR1_4527 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4527 
119@ = 7 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4527
if 
  $8328 == 7 
else_jump @CESAR1_4589 
if and
  120@ == 0 
  119@ == 0 
else_jump @CESAR1_4589 
119@ = 8 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4589
if 
  $8328 == 8 
else_jump @CESAR1_4674 
00BC: show_text_highpriority GXT 'CES1_04' time 100 flag 1  // ~s~Follow ~b~Cesar ~s~to the race start.
01BD: 55@ = current_time_in_ms 
0085: 56@ = 55@ // (int) 
0062: 56@ -= 54@ // (int) 
if 
  56@ > 5000 
else_jump @CESAR1_4674 
01BD: 54@ = current_time_in_ms 
47@ = 2 

:CESAR1_4674
if 
  47@ == 2 
else_jump @CESAR1_4798 
01BD: 55@ = current_time_in_ms 
0085: 56@ = 55@ // (int) 
0062: 56@ -= 54@ // (int) 
if 
  56@ > 6000 
else_jump @CESAR1_4798 
if and
8119:   not car 146@ wrecked 
8119:   not car 147@ wrecked 
8119:   not car 148@ wrecked 
8119:   not car 149@ wrecked 
else_jump @CESAR1_4791 
0519: set_car 146@ locked 1 
0519: set_car 147@ locked 1 
0519: set_car 148@ locked 1 
0519: set_car 149@ locked 1 

:CESAR1_4791
47@ = 0 

:CESAR1_4798
if and
8119:   not car 133@ wrecked 
8118:   not actor 131@ dead 
else_jump @CESAR1_4946 
if and
8119:   not car $3584 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CESAR1_4946 
if 
00DB:   actor $PLAYER_ACTOR in_car $3584 
else_jump @CESAR1_4946 
if 
0100:   actor $PLAYER_ACTOR in_sphere 64@ 65@ 66@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @CESAR1_4946 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:CESAR1_4915
if 
fading 
else_jump @CESAR1_4939 
wait 0 
jump @CESAR1_4915 

:CESAR1_4939
jump @CESAR1_5021 

:CESAR1_4946
if 
  42@ == 666 
else_jump @CESAR1_4972 
jump @CESAR1_4979 

:CESAR1_4972
jump @CESAR1_1926 

:CESAR1_4979
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0249: release_model 567 
0249: release_model 114 
0249: release_model 517 
0249: release_model 534 
0249: release_model 536 
return 

:CESAR1_5021
$3723 = 1 
return 

:CESAR1_5030
0164: disable_marker 124@ 
0164: disable_marker 134@ 
0164: disable_marker 132@ 
0164: disable_marker 50@ 
0249: release_model 114 
00A6: destroy_car 133@ 
00A6: destroy_car 146@ 
00A6: destroy_car 147@ 
00A6: destroy_car 148@ 
00A6: destroy_car 149@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
if 
   not 42@ == 666 
else_jump @CESAR1_5126 
fade 0 0 

:CESAR1_5126
return 

:CESAR1_5128
if 
0119:   car $3584 wrecked 
else_jump @CESAR1_5168 
00BC: show_text_highpriority GXT 'CES1_08' time 5000 flag 1  // ~r~You destroyed the car!
42@ = 666 

:CESAR1_5168
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $3584 wrecked 
else_jump @CESAR1_5540 
if 
  43@ == 1 
else_jump @CESAR1_5324 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3584 
else_jump @CESAR1_5324 
if 
  42@ == 1 
else_jump @CESAR1_5324 
if 
  46@ == 0 
else_jump @CESAR1_5267 
0164: disable_marker 134@ 

:CESAR1_5267
if 
  46@ == 1 
else_jump @CESAR1_5290 
0164: disable_marker 132@ 

:CESAR1_5290
47@ = 10 
0164: disable_marker 124@ 
0186: 124@ = create_marker_above_car $3584 
07E0: set_marker 124@ type_to 1 
43@ = 0 

:CESAR1_5324
if 
  43@ == 0 
else_jump @CESAR1_5540 
if 
  42@ == 1 
else_jump @CESAR1_5375 
00BC: show_text_highpriority GXT 'CES1_06' time 100 flag 1  // ~s~Get back in ~b~the car~s~.

:CESAR1_5375
if 
00DB:   actor $PLAYER_ACTOR in_car $3584 
else_jump @CESAR1_5540 
00BE: text_clear_all 
if 
  42@ == 1 
else_jump @CESAR1_5540 
if 
  46@ == 0 
else_jump @CESAR1_5468 
if 
8119:   not car 133@ wrecked 
else_jump @CESAR1_5468 
0164: disable_marker 134@ 
0186: 134@ = create_marker_above_car 133@ 
07E0: set_marker 134@ type_to 1 

:CESAR1_5468
if 
  46@ == 1 
else_jump @CESAR1_5521 
0164: disable_marker 132@ 
018A: 132@ = create_checkpoint_at 64@ 65@ 66@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.

:CESAR1_5521
0164: disable_marker 124@ 
47@ = 0 
43@ = 1 

:CESAR1_5540
return 

//-------------Mission 37---------------
// Originally: Reuniting The Families

:LA1FIN1
thread 'LA1FIN1' 
gosub @LA1FIN1_47 
if 
wasted_or_busted 
else_jump @LA1FIN1_38 
gosub @LA1FIN1_67666 

:LA1FIN1_38
gosub @LA1FIN1_67788 
end_thread 

:LA1FIN1_47
increment_mission_attempts 
054C: use_GXT_table 'LAFIN1' 
$ONMISSION = 1 
wait 0 
select_interior 1 
02E4: load_cutscene_data 'FINAL1A' 

:LA1FIN1_86
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN1_110 
wait 0 
jump @LA1FIN1_86 

:LA1FIN1_110
02E7: start_cutscene 
fade 1 1000 

:LA1FIN1_119
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN1_143 
wait 0 
jump @LA1FIN1_119 

:LA1FIN1_143
02EA: end_cutscene 
fade 0 0 

:LA1FIN1_151
if 
fading 
else_jump @LA1FIN1_175 
wait 0 
jump @LA1FIN1_151 

:LA1FIN1_175
select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
wait 0 
03CB: set_rendering_origin_at 2517.237 -1671.341 12.9 
set_weather 1 
0247: load_model 492 
0247: load_model 107 
0247: load_model 106 
0247: load_model 349 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 350 
0247: load_model 353 
0247: load_model 346 
0247: load_model 285 
03CF: load_wav 35803 as 2 
07C0: load_path 352 
07C0: load_path 353 
038B: load_requested_models 

:LA1FIN1_321
if or
8248:   not model 492 available 
8248:   not model 107 available 
8248:   not model 106 available 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_360 
wait 0 
jump @LA1FIN1_321 

:LA1FIN1_360
if or
8248:   not model 349 available 
87C1:   not path 350 available 
8248:   not model 353 available 
8248:   not model 346 available 
8248:   not model 285 available 
else_jump @LA1FIN1_407 
wait 0 
jump @LA1FIN1_360 

:LA1FIN1_407
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
87C1:   not path 352 available 
87C1:   not path 353 available 
else_jump @LA1FIN1_451 
wait 0 
jump @LA1FIN1_407 

:LA1FIN1_451
08F4: set_max_group_members 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
159@ = 0 
302@ = 0 
303@ = 0 
304@ = 0 
305@ = 0 
306@ = 0 
307@ = 0 
308@ = 0 
309@ = 0 
310@ = 0 
311@ = 0 
312@ = 0 
313@ = 0 
314@ = 0 
315@ = 0 
316@ = 0 
317@ = 0 
318@ = 0 
319@ = 0 
320@ = 0 
321@ = 0 
322@ = 0 
323@ = 0 
324@ = 0 
325@ = 0 
326@ = 0 
327@ = 0 
328@ = 0 
329@ = 0 
330@ = 0 
331@ = 0 
332@ = 0 
333@ = 0 
334@ = 0 
335@ = 0 
336@ = 0 
337@ = 0 
338@ = 0 
339@ = 0 
060A: create_decision_maker_type 0 store_to 63@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 63@ event 12 
060A: create_decision_maker_type 3 store_to 64@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 65@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 2514.316 -1673.395 150.0 radius 150.0 
00C0: set_current_time_hours_to 19 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at 2517.237 -1671.341 12.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 63.048 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2508.07 -1672.114 12.0957 
0852: set_car $135 damages_visible 0 
0175: set_car $135 Z_angle_to 167.195 
02AA: set_car $135 immune_to_nonplayer 1 
0186: 191@ = create_marker_above_car $135 
07E0: set_marker 191@ type_to 1 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
009A: $130 = create_actor_pedtype 23 model 290 at 2511.005 -1672.268 12.493 
0173: set_actor $130 Z_angle_to 62.083 
0568: set_actor $130 untargetable 1 
02A9: set_actor $130 immune_to_nonplayer 1 
05CA: AS_actor $130 enter_car $135 passenger_seat 1 time 5000 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
060B: set_actor $130 decision_maker_to 63@ 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
09F6: set_actor $130 unjackable_through_driver_seat 0 
009A: $129 = create_actor_pedtype 23 model 291 at 2505.318 -1674.747 12.376 
0173: set_actor $129 Z_angle_to 356.374 
0568: set_actor $129 untargetable 1 
02A9: set_actor $129 immune_to_nonplayer 1 
05CA: AS_actor $129 enter_car $135 passenger_seat 0 time 5000 
039E: set_actor $129 locked 1 while_in_car 
0526: set_actor $129 stay_in_car_when_jacked 1 
060B: set_actor $129 decision_maker_to 63@ 
0568: set_actor $129 untargetable 1 
0446: set_actor $129 dismemberment_possible 0 
09F6: set_actor $129 unjackable_through_driver_seat 0 
009A: $131 = create_actor_pedtype 23 model 292 at 2506.57 -1667.753 12.376 
0173: set_actor $131 Z_angle_to 171.457 
0568: set_actor $131 untargetable 1 
02A9: set_actor $131 immune_to_nonplayer 1 
05CA: AS_actor $131 enter_car $135 passenger_seat 2 time 5000 
039E: set_actor $131 locked 1 while_in_car 
0526: set_actor $131 stay_in_car_when_jacked 1 
060B: set_actor $131 decision_maker_to 63@ 
0568: set_actor $131 untargetable 1 
0446: set_actor $131 dismemberment_possible 0 
09F6: set_actor $131 unjackable_through_driver_seat 0 
00BC: show_text_highpriority GXT 'LAF1_1' time 10000 flag 1  // ~s~Get in the ~b~car ~s~and drive the crew to the meet at the motel.
0489: set_actor $PLAYER_ACTOR muted 1 
03C7: set_sensitivity_to_crime 0.0 
0828: set_max_fire_generations 1 
01E8: create_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
06D0: enable_emergency_traffic 0 
fade 1 500 

:LA1FIN1_1708
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @LA1FIN1_1734 
jump @LA1FIN1_67726 

:LA1FIN1_1734
if 
  137@ == 0 
else_jump @LA1FIN1_1978 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_1978 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_1978 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_1978 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_1978 
if 
0448:   actor $130 in_car $135 
else_jump @LA1FIN1_1978 
if 
0448:   actor $131 in_car $135 
else_jump @LA1FIN1_1978 
if 
0448:   actor $129 in_car $135 
else_jump @LA1FIN1_1978 
if 
0448:   actor $PLAYER_ACTOR in_car $135 
else_jump @LA1FIN1_1978 
0164: disable_marker 191@ 
018A: 192@ = create_checkpoint_at 2256.239 -1146.909 25.121 
041E: set_radio_station 7 
00BC: show_text_highpriority GXT 'LAF1_3' time 7000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.
07FB: set_interior 'MOTEL2' access 0  // Motel
40@ = 0 
138@ = 1 
136@ = 1 
137@ = 1 

:LA1FIN1_1978
if 
  136@ == 1 
else_jump @LA1FIN1_3127 
gosub @LA1FIN1_66592 
if 
  186@ == 0 
else_jump @LA1FIN1_2087 
if 
  187@ == 0 
else_jump @LA1FIN1_2087 
if 
  40@ > 7000 
else_jump @LA1FIN1_2087 
04AF: 114@ = 15826 // = constant 
05AA: 115@s = 'FIN1_GA' // @s = 'short'  // Say, CJ, you gonna crash the car again?
gosub @LA1FIN1_66550 

:LA1FIN1_2087
if 
  186@ == 1 
else_jump @LA1FIN1_2152 
if 
  187@ == 0 
else_jump @LA1FIN1_2152 
04AF: 114@ = 15827 // = constant 
05AA: 115@s = 'FIN1_GB' // @s = 'short'  // Fuck you, Ryder.
gosub @LA1FIN1_66550 

:LA1FIN1_2152
if 
  186@ == 2 
else_jump @LA1FIN1_2217 
if 
  187@ == 0 
else_jump @LA1FIN1_2217 
04AF: 114@ = 15828 // = constant 
05AA: 115@s = 'FIN1_GC' // @s = 'short'  // Ryder, give CJ a break, man. He's practically turned the Grove around by himself.
gosub @LA1FIN1_66550 

:LA1FIN1_2217
if 
  186@ == 3 
else_jump @LA1FIN1_2282 
if 
  187@ == 0 
else_jump @LA1FIN1_2282 
04AF: 114@ = 15829 // = constant 
05AA: 115@s = 'FIN1_GD' // @s = 'short'  // Man, I was just telling a joke on the little nigga.
gosub @LA1FIN1_66550 

:LA1FIN1_2282
if 
  186@ == 4 
else_jump @LA1FIN1_2347 
if 
  187@ == 0 
else_jump @LA1FIN1_2347 
04AF: 114@ = 15830 // = constant 
05AA: 115@s = 'FIN1_GE' // @s = 'short'  // Everything you do is a joke, Ryder.
gosub @LA1FIN1_66550 

:LA1FIN1_2347
if 
  186@ == 5 
else_jump @LA1FIN1_2412 
if 
  187@ == 0 
else_jump @LA1FIN1_2412 
04AF: 114@ = 15832 // = constant 
05AA: 115@s = 'FIN1_GG' // @s = 'short'  // That ain't true!
gosub @LA1FIN1_66550 

:LA1FIN1_2412
if 
  186@ == 6 
else_jump @LA1FIN1_2477 
if 
  187@ == 0 
else_jump @LA1FIN1_2477 
04AF: 114@ = 15834 // = constant 
05AA: 115@s = 'FIN1_GI' // @s = 'short'  // Ryder... just chill the fuck out, man!
gosub @LA1FIN1_66550 

:LA1FIN1_2477
if 
  186@ == 7 
else_jump @LA1FIN1_2542 
if 
  187@ == 0 
else_jump @LA1FIN1_2542 
04AF: 114@ = 15835 // = constant 
05AA: 115@s = 'FIN1_GJ' // @s = 'short'  // Remember, we're reuniting the Families, so no bullshit.
gosub @LA1FIN1_66550 

:LA1FIN1_2542
if 
  186@ == 8 
else_jump @LA1FIN1_2607 
if 
  187@ == 0 
else_jump @LA1FIN1_2607 
04AF: 114@ = 15836 // = constant 
05AA: 115@s = 'FIN1_GK' // @s = 'short'  // Stay cool.
gosub @LA1FIN1_66550 

:LA1FIN1_2607
if 
  186@ == 9 
else_jump @LA1FIN1_2672 
if 
  187@ == 0 
else_jump @LA1FIN1_2672 
04AF: 114@ = 15837 // = constant 
05AA: 115@s = 'FIN1_GL' // @s = 'short'  // You know me, Sweet, cool as a Shaolin monk!
gosub @LA1FIN1_66550 

:LA1FIN1_2672
if 
  186@ == 10 
else_jump @LA1FIN1_2737 
if 
  187@ == 0 
else_jump @LA1FIN1_2737 
04AF: 114@ = 15838 // = constant 
05AA: 115@s = 'FIN1_GM' // @s = 'short'  // Especially you, Ryder.
gosub @LA1FIN1_66550 

:LA1FIN1_2737
if 
  186@ == 11 
else_jump @LA1FIN1_2802 
if 
  187@ == 0 
else_jump @LA1FIN1_2802 
04AF: 114@ = 15839 // = constant 
05AA: 115@s = 'FIN1_GN' // @s = 'short'  // What you mean? I resent your implication, and shit.
gosub @LA1FIN1_66550 

:LA1FIN1_2802
if 
  186@ == 12 
else_jump @LA1FIN1_2867 
if 
  187@ == 0 
else_jump @LA1FIN1_2867 
04AF: 114@ = 15840 // = constant 
05AA: 115@s = 'FIN1_GO' // @s = 'short'  // Sweet's just sayin' you a natural killer, baby.
gosub @LA1FIN1_66550 

:LA1FIN1_2867
if 
  186@ == 13 
else_jump @LA1FIN1_2932 
if 
  187@ == 0 
else_jump @LA1FIN1_2932 
04AF: 114@ = 15841 // = constant 
05AA: 115@s = 'FIN1_GP' // @s = 'short'  // You gotta check yourself and stay cool.
gosub @LA1FIN1_66550 

:LA1FIN1_2932
if 
  186@ == 14 
else_jump @LA1FIN1_2997 
if 
  187@ == 0 
else_jump @LA1FIN1_2997 
04AF: 114@ = 15842 // = constant 
05AA: 115@s = 'FIN1_GQ' // @s = 'short'  // Yeah, well put it like this - I understand what he's trying to say,
gosub @LA1FIN1_66550 

:LA1FIN1_2997
if 
  186@ == 15 
else_jump @LA1FIN1_3062 
if 
  187@ == 0 
else_jump @LA1FIN1_3062 
04AF: 114@ = 15843 // = constant 
05AA: 115@s = 'FIN1_GR' // @s = 'short'  // but I'm always cool, fool!
gosub @LA1FIN1_66550 

:LA1FIN1_3062
if 
  186@ == 16 
else_jump @LA1FIN1_3127 
if 
  187@ == 0 
else_jump @LA1FIN1_3127 
04AF: 114@ = 15844 // = constant 
05AA: 115@s = 'FIN1_GS' // @s = 'short'  // Hey we all down with that, baby.
gosub @LA1FIN1_66550 

:LA1FIN1_3127
if or
  136@ == 1 
  136@ == 100 
else_jump @LA1FIN1_3375 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_3375 
if 
  138@ == 1 
else_jump @LA1FIN1_3259 
if 
80DB:   not actor $PLAYER_ACTOR in_car $135 
else_jump @LA1FIN1_3259 
0164: disable_marker 192@ 
0186: 191@ = create_marker_above_car $135 
07E0: set_marker 191@ type_to 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // Come on, playa, get in!
136@ = 100 
138@ = 0 

:LA1FIN1_3259
if 
  138@ == 0 
else_jump @LA1FIN1_3375 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @LA1FIN1_3375 
0164: disable_marker 191@ 
018A: 192@ = create_checkpoint_at 2256.239 -1146.909 25.121 
00BE: text_clear_all 
040D: unload_wav 2 
if 
  186@ > 16 
else_jump @LA1FIN1_3361 
00BC: show_text_highpriority GXT 'LAF1_3' time 5000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.

:LA1FIN1_3361
136@ = 1 
138@ = 1 

:LA1FIN1_3375
if or
  136@ == 0 
  136@ == 1 
  136@ == 100 
else_jump @LA1FIN1_3495 
if or
0118:   actor $130 dead 
0118:   actor $129 dead 
0118:   actor $131 dead 
else_jump @LA1FIN1_3456 
00BC: show_text_highpriority GXT 'LAF1_71' time 5000 flag 1  // ~r~Your homies died!
jump @LA1FIN1_67666 

:LA1FIN1_3456
if 
0119:   car $135 wrecked 
else_jump @LA1FIN1_3495 
00BC: show_text_highpriority GXT 'LAF1_72' time 5000 flag 1  // ~r~The car is wrecked
jump @LA1FIN1_67666 

:LA1FIN1_3495
if 
  136@ == 1 
else_jump @LA1FIN1_3712 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_3712 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_3712 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_3712 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_3712 
if 
0448:   actor $PLAYER_ACTOR in_car $135 
else_jump @LA1FIN1_3712 
if 
01AD:   car $135 sphere 1 near_point 2256.239 -1146.909 radius 4.4 4.4 
else_jump @LA1FIN1_3712 
040D: unload_wav 1 
040D: unload_wav 2 
01B4: set_player $PLAYER_CHAR can_move 0 
01F0: set_max_wanted_level_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2223.769 -1141.832 200.0 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03C7: set_sensitivity_to_crime 0.0 
00BE: text_clear_all 
136@ = 2 

:LA1FIN1_3712
if 
  136@ == 2 
else_jump @LA1FIN1_4462 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_4462 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:LA1FIN1_3788
if 
fading 
else_jump @LA1FIN1_3812 
wait 0 
jump @LA1FIN1_3788 

:LA1FIN1_3812
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15848 as 1 
03CF: load_wav 15849 as 2 
0247: load_model 497 
0247: load_model 427 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 

:LA1FIN1_3858
if or
8248:   not model 497 available 
8248:   not model 427 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @LA1FIN1_3910 
wait 0 
jump @LA1FIN1_3858 

:LA1FIN1_3910
009A: 42@ = create_actor_pedtype 26 model 107 at 2220.37 -1160.318 24.7265 
0173: set_actor 42@ Z_angle_to 272.7973 
0605: actor 42@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 42@ decision_maker_to 63@ 
0568: set_actor 42@ untargetable 1 
wait 250 
009A: 43@ = create_actor_pedtype 26 model 106 at 2221.564 -1160.359 24.7265 
0173: set_actor 43@ Z_angle_to 85.7682 
0605: actor 43@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 43@ decision_maker_to 63@ 
0568: set_actor 43@ untargetable 1 
009A: 44@ = create_actor_pedtype 26 model 106 at 2227.224 -1172.07 24.7265 
0173: set_actor 44@ Z_angle_to 359.1032 
060B: set_actor 44@ decision_maker_to 63@ 
0568: set_actor 44@ untargetable 1 
009A: 45@ = create_actor_pedtype 26 model 107 at 2226.389 -1171.688 24.7265 
0173: set_actor 45@ Z_angle_to 278.7767 
0605: actor 45@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 45@ decision_maker_to 63@ 
0568: set_actor 45@ untargetable 1 
0A0B: set_rendering_origin_at_3D_coord 2236.146 -1146.359 25.4346 angle 34.0 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_4326 
00A9: set_car $135 to_normal_driver 
00AB: put_car $135 at 2278.411 -1147.018 25.5 
0175: set_car $135 Z_angle_to 80.53 
0925: restore_camera_to_user_defined 
015F: set_camera_position 2236.146 -1146.359 25.4346 rotation 0.0 0.0 0.0 

:LA1FIN1_4326
03CB: set_rendering_origin_at 2226.389 -1171.688 24.7265 
fade 1 250 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_4374 
05EB: assign_car $135 to_path 350 

:LA1FIN1_4374
0936: set_camera 2236.146 -1146.359 25.4346 position_to 2236.146 -1146.359 25.4346 time 2500 smooth_transition 1 
0920: point_camera 2235.937 -1145.381 25.444 transverse_to 2235.365 -1145.735 25.444 time 2500 smooth_transition 1 
40@ = 0 
136@ = 3 

:LA1FIN1_4462
if 
  136@ == 3 
else_jump @LA1FIN1_4603 
if 
  40@ > 2500 
else_jump @LA1FIN1_4603 
150@ = 0 
0707: start_scene_skip_to @LA1FIN1_11249 
015F: set_camera_position 2220.675 -1161.401 26.4187 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.948 -1160.44 26.3852 switchstyle 2 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_4589 
0697: set_car $135 remove_component 4 visible_effect_flag 0 

:LA1FIN1_4589
40@ = 0 
136@ = 4 

:LA1FIN1_4603
if 
  136@ == 4 
else_jump @LA1FIN1_5171 
if 
  40@ > 2750 
else_jump @LA1FIN1_5171 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_5171 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5171 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_5171 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_5171 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_5171 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_5171 
if 
060E:   car $135 assigned_to_path 
else_jump @LA1FIN1_4755 
05EC: release_car $135 from_path 

:LA1FIN1_4755
041D: set_camera_near_clip 0.1 
00AB: put_car $135 at 2224.357 -1149.741 24.8342 
0175: set_car $135 Z_angle_to 180.1644 
015F: set_camera_position 2224.384 -1150.745 26.0663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.389 -1149.749 25.9763 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $130 perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $129 perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $131 perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HA' time 5000 flag 1  // OK, it's strictly one rep per set - you guys are gonna have to wait here.
0967: actor $130 move_mouth 10000 ms 

:LA1FIN1_5039
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_5065 
wait 0 
jump @LA1FIN1_5039 

:LA1FIN1_5065
00BE: text_clear_all 
040D: unload_wav 1 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5092 
0968: actor $130 stop_mouth 

:LA1FIN1_5092
03CF: load_wav 15850 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HB' time 5000 flag 1  // We'll be there just in case, bro.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:LA1FIN1_5127
if 
83D2:   not wav 2 ended 
else_jump @LA1FIN1_5153 
wait 0 
jump @LA1FIN1_5127 

:LA1FIN1_5153
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
136@ = 5 

:LA1FIN1_5171
if 
  136@ == 5 
else_jump @LA1FIN1_5322 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_5322 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5322 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HC' time 5000 flag 1  // Thanks, homie, but I'm down with these boys.
0967: actor $130 move_mouth 10000 ms 

:LA1FIN1_5248
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_5274 
wait 0 
jump @LA1FIN1_5248 

:LA1FIN1_5274
00BE: text_clear_all 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5297 
0968: actor $130 stop_mouth 

:LA1FIN1_5297
040D: unload_wav 1 
03CF: load_wav 15851 as 1 
03CF: load_wav 15852 as 2 
136@ = 6 

:LA1FIN1_5322
if 
  136@ == 6 
else_jump @LA1FIN1_5438 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_5438 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5438 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_5438 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_5438 
if 
00DB:   actor $130 in_car $135 
else_jump @LA1FIN1_5438 
05CD: AS_actor $130 exit_car $135 
136@ = 7 

:LA1FIN1_5438
if 
  136@ == 7 
else_jump @LA1FIN1_5698 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_5698 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5698 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_5698 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_5698 
if 
8448:   not actor $130 in_car $135 
else_jump @LA1FIN1_5698 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2223.625 -1146.995 26.1711 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.356 -1147.677 26.2099 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2230.81 -1159.59 24.4 
05D7: add_point_to_scmpath 2233.75 -1159.83 25.29 
05D8: AS_assign_scmpath to_actor $130 flags 6 0 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
40@ = 0 
136@ = 8 

:LA1FIN1_5698
if 
  136@ == 8 
else_jump @LA1FIN1_5855 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_5855 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_5855 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_5855 
if 
00ED:   actor $130 sphere 0 near_point 2233.75 -1159.83 radius 2.8 2.8 on_foot 
else_jump @LA1FIN1_5816 
136@ = 9 
jump @LA1FIN1_5855 

:LA1FIN1_5816
if 
  40@ > 10000 
else_jump @LA1FIN1_5855 
00A1: put_actor $130 at 2233.75 -1159.83 25.29 

:LA1FIN1_5855
if 
  136@ == 9 
else_jump @LA1FIN1_6227 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_6227 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_6227 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_6227 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2225.06 -1148.192 26.0902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.447 -1148.98 26.0466 switchstyle 2 
009B: destroy_actor $130 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC3_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $129 perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $131 perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HD' time 5000 flag 1  // I don't like this, man. Look at all them other family hoods! They used to be Grove Streets.
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_6153 
0967: actor $131 move_mouth 10000 ms 

:LA1FIN1_6153
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_6179 
wait 0 
jump @LA1FIN1_6153 

:LA1FIN1_6179
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_6200 
0968: actor $131 stop_mouth 

:LA1FIN1_6200
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15854 as 1 
40@ = 0 
136@ = 10 

:LA1FIN1_6227
if 
  136@ == 10 
else_jump @LA1FIN1_6418 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_6418 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_6418 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_6418 
015F: set_camera_position 2224.392 -1148.606 25.9857 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.396 -1149.605 25.955 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HE' time 5000 flag 1  // Relax. We straight, they straight. How about you, Smoke?
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:LA1FIN1_6371
if 
83D2:   not wav 2 ended 
else_jump @LA1FIN1_6397 
wait 0 
jump @LA1FIN1_6371 

:LA1FIN1_6397
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 15855 as 2 
136@ = 11 

:LA1FIN1_6418
if 
  136@ == 11 
else_jump @LA1FIN1_6693 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_6693 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_6693 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_6693 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HG' time 5000 flag 1  // Hey, I'm feelin' a little exposed, but I'm good.
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_6527 
0967: actor $129 move_mouth 10000 ms 

:LA1FIN1_6527
00A5: 48@ = create_car 497 at 2227.03 -1130.199 25.305 
05EB: assign_car 48@ to_path 352 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_6579 
05ED: freeze_car 48@ while_on_path 

:LA1FIN1_6579
0129: 52@ = create_actor_pedtype 27 model 285 in_car 48@ driverseat 
054A: set_actor 52@ can_be_shot_in_a_car 0 
020A: set_car 48@ door_status_to 2 
039E: set_actor 52@ locked 1 while_in_car 
060B: set_actor 52@ decision_maker_to 63@ 
0825: set_helicopter 48@ instant_rotor_start 

:LA1FIN1_6626
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_6652 
wait 0 
jump @LA1FIN1_6626 

:LA1FIN1_6652
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_6673 
0968: actor $129 stop_mouth 

:LA1FIN1_6673
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15856 as 1 
136@ = 12 

:LA1FIN1_6693
if 
  136@ == 12 
else_jump @LA1FIN1_6835 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_6835 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_6835 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_6835 
041D: set_camera_near_clip 0.2 
05EE: unfreeze_car 48@ while_on_path 
015F: set_camera_position 2182.522 -1083.687 61.5308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.996 -1084.463 61.115 switchstyle 2 
40@ = 0 
136@ = 13 

:LA1FIN1_6835
if 
  136@ == 13 
else_jump @LA1FIN1_7098 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_7098 
if 
  40@ > 3000 
else_jump @LA1FIN1_7098 
40@ = 0 
015F: set_camera_position 2232.178 -1149.902 33.2809 rotation 0.0 0.0 0.0 
0158: camera_on_car 48@ mode 15 switchstyle 2 
06C1: create_searchlight 66@ on_car 48@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 66@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HH' time 5000 flag 1  // This is the Los Santos Police Department; Everybody stay where you are!

:LA1FIN1_7044
if 
83D2:   not wav 2 ended 
else_jump @LA1FIN1_7070 
wait 0 
jump @LA1FIN1_7044 

:LA1FIN1_7070
00BE: text_clear_all 
03CF: load_wav 15816 as 2 
04EF: release_animation "CAR_CHAT" 
136@ = 14 

:LA1FIN1_7098
if 
  136@ == 14 
else_jump @LA1FIN1_7325 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_7325 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_7325 
if 
  40@ > 3000 
else_jump @LA1FIN1_7325 
05EC: release_car 48@ from_path 
015F: set_camera_position 2226.998 -1144.541 25.3493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2226.594 -1145.45 25.4594 switchstyle 2 
05EB: assign_car 48@ to_path 353 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_7271 
05D3: AS_actor 44@ goto_point 2219.71 -1178.52 25.34 mode 6 time -1 ms // versionA 

:LA1FIN1_7271
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_7311 
05D3: AS_actor 45@ goto_point 2206.65 -1172.63 25.08 mode 6 time -1 ms // versionA 

:LA1FIN1_7311
40@ = 0 
136@ = 15 

:LA1FIN1_7325
if 
  136@ == 15 
else_jump @LA1FIN1_7528 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_7528 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_7528 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN1_7528 
if 
  40@ > 2000 
else_jump @LA1FIN1_7528 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_7528 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HI' time 5000 flag 1  // Oh shit!
0633: AS_actor $PLAYER_ACTOR exit_car 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_7514 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_7514 
0647: AS_actor $129 clear_look_task 
0647: AS_actor $131 clear_look_task 
05BF: AS_actor $129 look_at_actor $PLAYER_ACTOR 15000 ms 
05BF: AS_actor $131 look_at_actor $PLAYER_ACTOR 15000 ms 

:LA1FIN1_7514
40@ = 0 
136@ = 16 

:LA1FIN1_7528
if 
  136@ == 16 
else_jump @LA1FIN1_8140 
if 
  40@ > 2000 
else_jump @LA1FIN1_8140 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_8140 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_8140 
00BE: text_clear_all 
040D: unload_wav 1 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_7641 
05D3: AS_actor 44@ goto_point 2203.25 -1178.87 25.44 mode 6 time -1 ms // versionA 

:LA1FIN1_7641
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_7681 
05D3: AS_actor 45@ goto_point 2204.15 -1153.74 25.58 mode 6 time -1 ms // versionA 

:LA1FIN1_7681
015F: set_camera_position 2224.067 -1162.707 40.9275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.842 -1163.226 40.103 switchstyle 2 
015D: set_gamespeed 0.5 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2223.56 -1168.05 32.28 handle_as 55@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 30 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_CI' time 3000 flag 1  // All units Rock'n'roll!
03CF: load_wav 15857 as 1 
wait 100 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2222.63 -1166.01 32.25 handle_as 56@ 
01B2: give_actor 56@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 56@ weapon_accuracy_to 30 
wait 50 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2221.58 -1168.9 32.27 handle_as 57@ 
01B2: give_actor 57@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 30 
wait 100 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2220.74 -1167.28 32.22 handle_as 58@ 
01B2: give_actor 58@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 58@ weapon_accuracy_to 30 
wait 500 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_7985 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
05C5: AS_actor 44@ cower 10000 ms 

:LA1FIN1_7985
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_8036 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 45@ goto_point 2221.179 -1177.662 25.767 mode 6 time 5000 ms // versionA 

:LA1FIN1_8036
015F: set_camera_position 2222.396 -1165.563 24.9959 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2222.316 -1165.83 25.9562 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2226.144 -1149.997 24.8496 
0173: set_actor $PLAYER_ACTOR Z_angle_to 102.7208 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
40@ = 0 
136@ = 17 

:LA1FIN1_8140
if 
  136@ == 17 
else_jump @LA1FIN1_8537 
if 
  40@ > 1500 
else_jump @LA1FIN1_8537 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_8537 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_8537 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15858 as 2 
015D: set_gamespeed 1.0 
015F: set_camera_position 2222.594 -1150.71 26.1976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.403 -1150.139 26.0591 switchstyle 2 
40@ = 0 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HJ' time 5000 flag 1  // Man, what you doin'?
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_8329 
0967: actor $131 move_mouth 10000 ms 

:LA1FIN1_8329
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_8355 
wait 0 
jump @LA1FIN1_8329 

:LA1FIN1_8355
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_8387 
0968: actor $131 stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $131 3000 ms 

:LA1FIN1_8387
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15859 as 1 

:LA1FIN1_8400
if 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_8426 
wait 0 
jump @LA1FIN1_8400 

:LA1FIN1_8426
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HK' time 5000 flag 1  // Carl, get back in, man we outta here baby!
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_8470 
0967: actor $129 move_mouth 10000 ms 

:LA1FIN1_8470
if 
83D2:   not wav 2 ended 
else_jump @LA1FIN1_8496 
wait 0 
jump @LA1FIN1_8470 

:LA1FIN1_8496
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_8517 
0968: actor $129 stop_mouth 

:LA1FIN1_8517
00BE: text_clear_all 
040D: unload_wav 2 
03CF: load_wav 15860 as 2 
136@ = 18 

:LA1FIN1_8537
if 
  136@ == 18 
else_jump @LA1FIN1_9140 
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_9140 
if 
8118:   not actor 56@ dead 
else_jump @LA1FIN1_9140 
if 
8118:   not actor 57@ dead 
else_jump @LA1FIN1_9140 
if 
8118:   not actor 58@ dead 
else_jump @LA1FIN1_9140 
if 
  146@ == 0 
else_jump @LA1FIN1_8698 
062E: get_actor 55@ task 1283 status_store_to 67@ // ret 7 if not found 
if 
04A4:   67@ == 7 // == constant 
else_jump @LA1FIN1_8698 
05D3: AS_actor 55@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
146@ = 1 

:LA1FIN1_8698
if 
  147@ == 0 
else_jump @LA1FIN1_8777 
062E: get_actor 56@ task 1283 status_store_to 68@ // ret 7 if not found 
if 
04A4:   68@ == 7 // == constant 
else_jump @LA1FIN1_8777 
05D3: AS_actor 56@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
147@ = 1 

:LA1FIN1_8777
if 
  148@ == 0 
else_jump @LA1FIN1_8856 
062E: get_actor 57@ task 1283 status_store_to 69@ // ret 7 if not found 
if 
04A4:   69@ == 7 // == constant 
else_jump @LA1FIN1_8856 
05D3: AS_actor 57@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
148@ = 1 

:LA1FIN1_8856
if 
  149@ == 0 
else_jump @LA1FIN1_8935 
062E: get_actor 58@ task 1283 status_store_to 70@ // ret 7 if not found 
if 
04A4:   70@ == 7 // == constant 
else_jump @LA1FIN1_8935 
05D3: AS_actor 58@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
149@ = 1 

:LA1FIN1_8935
if 
04A4:   67@ == 7 // == constant 
else_jump @LA1FIN1_9014 
if 
04A4:   68@ == 7 // == constant 
else_jump @LA1FIN1_9014 
if 
04A4:   69@ == 7 // == constant 
else_jump @LA1FIN1_9014 
if 
04A4:   70@ == 7 // == constant 
else_jump @LA1FIN1_9014 
136@ = 21 

:LA1FIN1_9014
if 
  40@ > 3000 
else_jump @LA1FIN1_9140 
05D3: AS_actor 55@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
05D3: AS_actor 56@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
05D3: AS_actor 57@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
05D3: AS_actor 58@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
136@ = 19 

:LA1FIN1_9140
if 
  136@ == 19 
else_jump @LA1FIN1_9561 
if 
  40@ > 3000 
else_jump @LA1FIN1_9561 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_9561 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_9561 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_9561 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_9561 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_9561 
07C0: load_path 354 
07C0: load_path 355 
07C0: load_path 356 
0676: AS_actor $129 in_car $135 move_from_passengerseat_to_driverseat 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HL' time 5000 flag 1  // I ain't leavin' my brother, I ain't no buster!
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @LA1FIN1_9322 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:LA1FIN1_9322
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_9348 
wait 0 
jump @LA1FIN1_9322 

:LA1FIN1_9348
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @LA1FIN1_9369 
0968: actor $PLAYER_ACTOR stop_mouth 

:LA1FIN1_9369
00BE: text_clear_all 
040D: unload_wav 1 

:LA1FIN1_9375
if or
87C1:   not path 354 available 
87C1:   not path 355 available 
87C1:   not path 356 available 
else_jump @LA1FIN1_9412 
wait 0 
jump @LA1FIN1_9375 

:LA1FIN1_9412
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_9436 
05EB: assign_car $135 to_path 356 

:LA1FIN1_9436
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HM' time 3000 flag 1  // Man, it's every motherfucker for himself!
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_9480 
0967: actor $131 move_mouth 10000 ms 

:LA1FIN1_9480
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_9547 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_9517 
05EC: release_car 48@ from_path 

:LA1FIN1_9517
04A2: set_heli 48@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 

:LA1FIN1_9547
40@ = 0 
136@ = 20 

:LA1FIN1_9561
if 
  136@ == 20 
else_jump @LA1FIN1_10307 
if 
  40@ > 2000 
else_jump @LA1FIN1_10307 
00A5: 50@ = create_car 427 at 2217.236 -1019.97 30.7 
0175: set_car 50@ Z_angle_to 176.5 
0397: enable_car 50@ siren 1 
05EB: assign_car 50@ to_path 354 
0129: 53@ = create_actor_pedtype 27 model 285 in_car 50@ driverseat 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 30 
01C8: 59@ = create_actor_pedtype 27 model 285 in_car 50@ passenger_seat 1 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 59@ weapon_accuracy_to 30 
00A5: 51@ = create_car 427 at 2253.89 -1144.77 26.47 
0175: set_car 51@ Z_angle_to 89.947 
0397: enable_car 51@ siren 1 
05EB: assign_car 51@ to_path 355 
0129: 54@ = create_actor_pedtype 27 model 285 in_car 51@ driverseat 
02E2: set_actor 54@ weapon_accuracy_to 30 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
01C8: 61@ = create_actor_pedtype 27 model 285 in_car 51@ passenger_seat 1 
02E2: set_actor 61@ weapon_accuracy_to 30 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
if 
8118:   not actor 42@ dead 
else_jump @LA1FIN1_9851 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 42@ decision_maker_to 65@ 

:LA1FIN1_9851
if 
8118:   not actor 43@ dead 
else_jump @LA1FIN1_9884 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 43@ decision_maker_to 65@ 

:LA1FIN1_9884
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_9917 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 44@ decision_maker_to 65@ 

:LA1FIN1_9917
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_9950 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 45@ decision_maker_to 65@ 

:LA1FIN1_9950
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_9992 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 55@ decision_maker_to 65@ 

:LA1FIN1_9992
if 
8118:   not actor 56@ dead 
else_jump @LA1FIN1_10034 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 56@ decision_maker_to 65@ 

:LA1FIN1_10034
if 
8118:   not actor 57@ dead 
else_jump @LA1FIN1_10076 
077A: set_actor 57@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 57@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 57@ decision_maker_to 65@ 

:LA1FIN1_10076
if 
8118:   not actor 58@ dead 
else_jump @LA1FIN1_10109 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 58@ decision_maker_to 65@ 

:LA1FIN1_10109
015F: set_camera_position 2203.163 -1178.891 31.8778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.897 -1178.225 31.7493 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2231.569 -1155.75 25.85 mode 4 time -1 ms // versionA 
if 
8118:   not actor 42@ dead 
else_jump @LA1FIN1_10242 
01B2: give_actor 42@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 42@ goto_point 2228.421 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:LA1FIN1_10242
if 
8118:   not actor 43@ dead 
else_jump @LA1FIN1_10293 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 43@ goto_point 2221.47 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:LA1FIN1_10293
41@ = 0 
136@ = 21 

:LA1FIN1_10307
if 
  136@ == 21 
else_jump @LA1FIN1_10450 
if 
8119:   not car 50@ wrecked 
else_jump @LA1FIN1_10450 
if 
860E:   not car 50@ assigned_to_path 
else_jump @LA1FIN1_10450 
if 
8118:   not actor 59@ dead 
else_jump @LA1FIN1_10400 
if 
00DB:   actor 59@ in_car 50@ 
else_jump @LA1FIN1_10400 
05CD: AS_actor 59@ exit_car 50@ 

:LA1FIN1_10400
if 
8118:   not actor 53@ dead 
else_jump @LA1FIN1_10443 
if 
00DB:   actor 53@ in_car 50@ 
else_jump @LA1FIN1_10443 
05CD: AS_actor 53@ exit_car 50@ 

:LA1FIN1_10443
136@ = 22 

:LA1FIN1_10450
if 
  136@ == 22 
else_jump @LA1FIN1_10751 
if 
8119:   not car 51@ wrecked 
else_jump @LA1FIN1_10751 
if 
860E:   not car 51@ assigned_to_path 
else_jump @LA1FIN1_10751 
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_10543 
if 
00DB:   actor 61@ in_car 51@ 
else_jump @LA1FIN1_10543 
05CD: AS_actor 61@ exit_car 51@ 

:LA1FIN1_10543
if 
8118:   not actor 54@ dead 
else_jump @LA1FIN1_10586 
if 
00DB:   actor 54@ in_car 51@ 
else_jump @LA1FIN1_10586 
05CD: AS_actor 54@ exit_car 51@ 

:LA1FIN1_10586
if 
8118:   not actor 53@ dead 
else_jump @LA1FIN1_10628 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 65@ 

:LA1FIN1_10628
if 
8118:   not actor 54@ dead 
else_jump @LA1FIN1_10661 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 54@ decision_maker_to 65@ 

:LA1FIN1_10661
if 
8118:   not actor 59@ dead 
else_jump @LA1FIN1_10694 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 59@ decision_maker_to 65@ 

:LA1FIN1_10694
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_10727 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 61@ decision_maker_to 65@ 

:LA1FIN1_10727
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
40@ = 0 
136@ = 23 

:LA1FIN1_10751
if 
  136@ == 23 
else_jump @LA1FIN1_11205 
if 
  139@ == 0 
else_jump @LA1FIN1_10834 
if 
8118:   not actor 53@ dead 
else_jump @LA1FIN1_10834 
if 
80DF:   not actor 53@ driving 
else_jump @LA1FIN1_10834 
05C5: AS_actor 53@ cower 5000 ms 
139@ = 1 

:LA1FIN1_10834
if 
  140@ == 0 
else_jump @LA1FIN1_10916 
if 
8118:   not actor 59@ dead 
else_jump @LA1FIN1_10916 
if 
80DF:   not actor 59@ driving 
else_jump @LA1FIN1_10916 
05D3: AS_actor 59@ goto_point 2203.77 -1156.44 25.31 mode 6 time 5000 ms // versionA 
140@ = 1 

:LA1FIN1_10916
if 
  142@ == 0 
else_jump @LA1FIN1_11052 
if 
8118:   not actor 54@ dead 
else_jump @LA1FIN1_11052 
if 
80DF:   not actor 54@ driving 
else_jump @LA1FIN1_11052 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2214.67 -1149.71 25.47 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2209.01 -1166.46 25.89 
05D8: AS_assign_scmpath to_actor 54@ flags 6 0 
142@ = 1 

:LA1FIN1_11052
if 
  143@ == 0 
else_jump @LA1FIN1_11205 
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_11205 
if 
80DF:   not actor 61@ driving 
else_jump @LA1FIN1_11205 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2222.47 -1146.52 25.43 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2206.61 -1168.51 25.89 
05D7: add_point_to_scmpath 2211.0 -1171.72 25.55 
05D8: AS_assign_scmpath to_actor 61@ flags 6 0 
143@ = 1 

:LA1FIN1_11205
if 
  136@ == 23 
else_jump @LA1FIN1_13313 
if 
  40@ > 1000 
else_jump @LA1FIN1_13313 
150@ = 1 

:LA1FIN1_11249
0701: end_scene_skip 
if 
  150@ == 0 
else_jump @LA1FIN1_13179 
fade 0 500 

:LA1FIN1_11276
if 
fading 
else_jump @LA1FIN1_11300 
wait 0 
jump @LA1FIN1_11276 

:LA1FIN1_11300
0925: restore_camera_to_user_defined 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN1_11355 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
jump @LA1FIN1_11385 

:LA1FIN1_11355
00A1: put_actor $PLAYER_ACTOR at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 

:LA1FIN1_11385
009B: destroy_actor $130 
009B: destroy_actor $129 
009B: destroy_actor $131 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0247: load_model 492 
0247: load_model 107 
0247: load_model 106 
0247: load_model 353 
0247: load_model 346 
0247: load_model 285 
0247: load_model 497 
0247: load_model 427 
038B: load_requested_models 

:LA1FIN1_11448
if or
8248:   not model 492 available 
8248:   not model 107 available 
8248:   not model 106 available 
else_jump @LA1FIN1_11483 
wait 0 
jump @LA1FIN1_11448 

:LA1FIN1_11483
if or
8248:   not model 353 available 
8248:   not model 346 available 
8248:   not model 285 available 
8248:   not model 497 available 
8248:   not model 427 available 
else_jump @LA1FIN1_11530 
wait 0 
jump @LA1FIN1_11483 

:LA1FIN1_11530
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
009B: destroy_actor 61@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_11632 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_11632 
05EC: release_car 48@ from_path 

:LA1FIN1_11632
if 
8119:   not car 50@ wrecked 
else_jump @LA1FIN1_11669 
if 
060E:   car 50@ assigned_to_path 
else_jump @LA1FIN1_11669 
05EC: release_car 50@ from_path 

:LA1FIN1_11669
if 
8119:   not car 51@ wrecked 
else_jump @LA1FIN1_11706 
if 
060E:   car 51@ assigned_to_path 
else_jump @LA1FIN1_11706 
05EC: release_car 51@ from_path 

:LA1FIN1_11706
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_11743 
if 
060E:   car $135 assigned_to_path 
else_jump @LA1FIN1_11743 
05EC: release_car $135 from_path 

:LA1FIN1_11743
00A6: destroy_car 48@ 
00A6: destroy_car 50@ 
00A6: destroy_car 51@ 
00A6: destroy_car $135 
06B2: destroy_searchlight 66@ 
00A5: 50@ = create_car 427 at 2210.24 -1159.976 24.7265 
0175: set_car 50@ Z_angle_to 191.9611 
0397: enable_car 50@ siren 1 
00A5: 51@ = create_car 427 at 2218.788 -1140.993 24.7814 
0175: set_car 51@ Z_angle_to 78.1047 
0397: enable_car 51@ siren 1 
00A5: 48@ = create_car 497 at 2276.22 -1140.87 60.0 
0129: 52@ = create_actor_pedtype 27 model 285 in_car 48@ driverseat 
054A: set_actor 52@ can_be_shot_in_a_car 0 
054A: set_actor 52@ can_be_shot_in_a_car 0 
020A: set_car 48@ door_status_to 2 
039E: set_actor 52@ locked 1 while_in_car 
0825: set_helicopter 48@ instant_rotor_start 
04BA: set_car 48@ speed_to 10.0 
04A2: set_heli 48@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 
00AB: put_car 48@ at 2217.58 -1167.67 34.61 
06C1: create_searchlight 66@ on_car 48@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 66@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
009A: 54@ = create_actor_pedtype 27 model 285 at 2209.01 -1166.46 24.89 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 54@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 54@ weapon_accuracy_to 30 
009A: 53@ = create_actor_pedtype 27 model 285 at 2213.52 -1161.97 24.77 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 53@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 53@ weapon_accuracy_to 30 
009A: 59@ = create_actor_pedtype 27 model 285 at 2203.77 -1156.44 24.31 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 59@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 59@ weapon_accuracy_to 30 
009A: 61@ = create_actor_pedtype 27 model 285 at 2212.95 -1179.16 24.31 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 61@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 61@ weapon_accuracy_to 30 
009A: 55@ = create_actor_pedtype 27 model 285 at 2226.43 -1155.37 24.33 
01B2: give_actor 55@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 55@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 55@ weapon_accuracy_to 30 
009A: 56@ = create_actor_pedtype 27 model 285 at 2230.52 -1165.15 24.63 
01B2: give_actor 56@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 56@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 56@ weapon_accuracy_to 30 
009A: 57@ = create_actor_pedtype 27 model 285 at 2217.53 -1163.18 24.27 
01B2: give_actor 57@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 57@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 57@ weapon_accuracy_to 30 
009A: 58@ = create_actor_pedtype 27 model 285 at 2226.25 -1167.0 24.04 
01B2: give_actor 58@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 58@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 58@ weapon_accuracy_to 30 
009A: 42@ = create_actor_pedtype 26 model 107 at 2228.421 -1164.66 24.766 
06BA: AS_actor 42@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 42@ decision_maker_to 65@ 
01B2: give_actor 42@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 42@ weapon_accuracy_to 30 
0568: set_actor 42@ untargetable 1 
009A: 43@ = create_actor_pedtype 26 model 107 at 2221.47 -1164.66 24.766 
06BA: AS_actor 43@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 43@ decision_maker_to 65@ 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 40 
0568: set_actor 43@ untargetable 1 
009A: 44@ = create_actor_pedtype 26 model 106 at 2227.224 -1172.07 24.7265 
06BA: AS_actor 44@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 44@ decision_maker_to 65@ 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 30 
0568: set_actor 44@ untargetable 1 
009A: 45@ = create_actor_pedtype 26 model 106 at 2221.179 -1177.662 24.767 
06BA: AS_actor 45@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 45@ decision_maker_to 65@ 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 40 
0568: set_actor 45@ untargetable 1 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 42@ decision_maker_to 65@ 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 43@ decision_maker_to 65@ 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 44@ decision_maker_to 65@ 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 45@ decision_maker_to 65@ 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 65@ 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 54@ decision_maker_to 65@ 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 55@ decision_maker_to 65@ 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 56@ decision_maker_to 65@ 
077A: set_actor 57@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 57@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 57@ decision_maker_to 65@ 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 58@ decision_maker_to 65@ 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 59@ decision_maker_to 65@ 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 61@ decision_maker_to 65@ 
040D: unload_wav 1 
040D: unload_wav 2 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
0173: set_actor $PLAYER_ACTOR Z_angle_to 192.0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1500 

:LA1FIN1_13179
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_13203 
0224: set_car 48@ health_to 700 

:LA1FIN1_13203
009B: destroy_actor $129 
009B: destroy_actor $131 
00A6: destroy_car $135 
0249: release_model 492 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "CAR_CHAT" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 192@ 
0164: disable_marker 191@ 
018A: 192@ = create_checkpoint_at 2235.3 -1159.67 25.94 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'LAF1_17' time 10000 flag 1  // ~s~Go inside the ~y~motel ~w~and get Sweet out of there safely!
136@ = 24 

:LA1FIN1_13313
if 
  136@ == 24 
else_jump @LA1FIN1_15340 
if 
  151@ == 0 
else_jump @LA1FIN1_13382 
if 
0119:   car 48@ wrecked 
else_jump @LA1FIN1_13382 
0249: release_model 497 
06B2: destroy_searchlight 66@ 
151@ = 1 

:LA1FIN1_13382
if 
  152@ == 0 
else_jump @LA1FIN1_13428 
if 
0119:   car 50@ wrecked 
else_jump @LA1FIN1_13428 
01C3: remove_references_to_car 50@ 
152@ = 1 

:LA1FIN1_13428
if 
  153@ == 0 
else_jump @LA1FIN1_13474 
if 
0119:   car 51@ wrecked 
else_jump @LA1FIN1_13474 
01C3: remove_references_to_car 51@ 
153@ = 1 

:LA1FIN1_13474
if 
  152@ == 1 
else_jump @LA1FIN1_13529 
if 
  153@ == 1 
else_jump @LA1FIN1_13529 
0249: release_model 427 
152@ = 2 
153@ = 2 

:LA1FIN1_13529
09E8: 72@ = actor $PLAYER_ACTOR active_interior 
if 
  72@ == 15 
else_jump @LA1FIN1_15340 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
009B: destroy_actor 61@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
00A6: destroy_car 48@ 
00A6: destroy_car 50@ 
00A6: destroy_car 51@ 
06B2: destroy_searchlight 66@ 
0249: release_model 492 
0249: release_model 497 
0249: release_model 427 
140@ = 0 
141@ = 0 
143@ = 0 
144@ = 0 
146@ = 0 
146@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 192@ 
04EF: release_animation "CAR_CHAT" 
009A: 42@ = create_actor_pedtype 24 model 106 at 2229.566 -1150.495 1029.0 
08AD: link_actor 42@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 42@ Z_angle_to 86.6836 
0568: set_actor 42@ untargetable 1 
060B: set_actor 42@ decision_maker_to 63@ 
02A9: set_actor 42@ immune_to_nonplayer 63@ 
03CF: load_wav 15863 as 1 
03CF: load_wav 15805 as 2 
03CF: load_wav 32401 as 3 
04ED: load_animation "SWAT" 
0247: load_model 63 
0247: load_model #IMY_SKYLIGHT 
0247: load_model #KMB_TROLLEY 
04ED: load_animation "KISSING" 
038B: load_requested_models 

:LA1FIN1_13854
if or
84EE:   not animation "SWAT" loaded 
8248:   not model 63 available 
8248:   not model #IMY_SKYLIGHT available 
84EE:   not animation "KISSING" loaded 
8248:   not model #KMB_TROLLEY available 
else_jump @LA1FIN1_13909 
wait 0 
jump @LA1FIN1_13854 

:LA1FIN1_13909
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
83D0:   not wav 3 loaded 
else_jump @LA1FIN1_13943 
wait 0 
jump @LA1FIN1_13909 

:LA1FIN1_13943
0213: 135@ = create_pickup #BODYARMOUR type 3 at 2240.686 -1187.269 1033.836 
029B: 101@ = init_object #IMY_SKYLIGHT at 2246.07 -1191.242 1037.234 
029B: 92@ = init_object #LXR_MOTEL_DOORSIM at 2239.432 -1170.749 1029.997 
0177: set_object 92@ Z_angle_to 270.0 
029B: 93@ = init_object #LXR_MOTELVENT at 2217.072 -1188.664 1032.276 
0177: set_object 93@ Z_angle_to 180.0 
0107: 94@ = create_object #LXR_MOTELVENT at 2193.188 -1164.511 1032.276 
0177: set_object 94@ Z_angle_to 90.0 
0550: keep_object 93@ in_memory 1 
0550: keep_object 94@ in_memory 1 
009A: 90@ = create_actor_pedtype 24 model 63 at 2227.16 -1148.02 1029.0 
08AD: link_actor 90@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 90@ untargetable 1 
060B: set_actor 90@ decision_maker_to 63@ 
02A9: set_actor 90@ immune_to_nonplayer 1 
009A: $130 = create_actor_pedtype 23 model 290 at 2202.23 -1156.914 1029.852 
08AD: link_actor $130 to_enex_marker_at 2232.41 -1160.04 radius 3.0 
0860: link_actor $130 to_interior 15 
0446: set_actor $130 dismemberment_possible 0 
0173: set_actor $130 Z_angle_to 62.083 
0568: set_actor $130 untargetable 1 
02A9: set_actor $130 immune_to_nonplayer 1 
060B: set_actor $130 decision_maker_to 63@ 
0187: 191@ = create_marker_above_actor $130 
07E0: set_marker 191@ type_to 1 
0223: set_actor $130 health_to 1000 
01B2: give_actor $130 weapon 29 ammo 9999 // Load the weapon model before using this 
02AB: set_actor $130 immunities BP 0 FP 1 EP 1 CP 1 MP 1 
009A: 74@ = create_actor_pedtype 24 model 106 at 2220.524 -1137.826 1026.798 
08AD: link_actor 74@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 74@ Z_angle_to 181.8677 
0812: AS_actor 74@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02AB: set_actor 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 74@ untargetable 1 
060B: set_actor 74@ decision_maker_to 63@ 
0332: set_actor 74@ bleeding 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
009A: 43@ = create_actor_pedtype 24 model 106 at 2234.92 -1149.63 1029.0 
060B: set_actor 43@ decision_maker_to 63@ 
08AD: link_actor 43@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 60@ = create_actor_pedtype 25 model 285 at 2239.309 -1151.724 1028.779 
0173: set_actor 60@ Z_angle_to 177.9528 
01B2: give_actor 60@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 63@ 
02A9: set_actor 60@ immune_to_nonplayer 1 
0223: set_actor 60@ health_to 100 
08AD: link_actor 60@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 91@ = create_actor_pedtype 24 model 63 at 2234.99 -1159.55 1029.84 
0173: set_actor 91@ Z_angle_to 267.0618 
0568: set_actor 91@ untargetable 1 
060B: set_actor 91@ decision_maker_to 63@ 
02A9: set_actor 91@ immune_to_nonplayer 1 
08AD: link_actor 91@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
02AB: set_actor 91@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
009A: 61@ = create_actor_pedtype 25 model 285 at 2238.817 -1170.598 1028.813 
0173: set_actor 61@ Z_angle_to 272.0738 
01B2: give_actor 61@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 63@ 
02A9: set_actor 61@ immune_to_nonplayer 1 
0223: set_actor 61@ health_to 150 
07DD: set_actor 61@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 61@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 44@ = create_actor_pedtype 26 model 106 at 2244.5 -1189.627 1028.8 
0173: set_actor 44@ Z_angle_to 88.196 
02A9: set_actor 44@ immune_to_nonplayer 1 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0568: set_actor 44@ untargetable 1 
02E2: set_actor 44@ weapon_accuracy_to 10 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 44@ decision_maker_to 63@ 
08AD: link_actor 44@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 45@ = create_actor_pedtype 26 model 107 at 2241.05 -1192.373 1028.798 
0173: set_actor 45@ Z_angle_to 358.2577 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 10 
0568: set_actor 45@ untargetable 1 
060B: set_actor 45@ decision_maker_to 63@ 
08AD: link_actor 45@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 46@ = create_actor_pedtype 24 model 106 at 2240.156 -1186.704 1028.798 
0173: set_actor 46@ Z_angle_to 90.1792 
02A9: set_actor 46@ immune_to_nonplayer 1 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
0568: set_actor 46@ untargetable 1 
060B: set_actor 46@ decision_maker_to 63@ 
08AD: link_actor 46@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 75@ = create_actor_pedtype 24 model 107 at 2234.84 -1191.202 1029.845 
0173: set_actor 75@ Z_angle_to 272.171 
02A9: set_actor 75@ immune_to_nonplayer 1 
0568: set_actor 75@ untargetable 1 
0812: AS_actor 75@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 75@ bleeding 1 
060B: set_actor 75@ decision_maker_to 63@ 
08AD: link_actor 75@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
064B: 73@ = create_particle "EXPLOSION_DOOR" at 2239.51 -1170.77 1029.84 type 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2232.41 -1160.04 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2216.34 -1150.509 1024.85 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel
03E5: show_text_box 'LAF1_7'  // You can purchase drinks at ~h~vending machines ~w~this will replenish your health.
00BC: show_text_highpriority GXT 'LAF1_6' time 5000 flag 1  // ~s~Make your way through the motel and find ~b~Sweet~s~.
186@ = 0 
187@ = 0 
136@ = 25 
154@ = 1 
0A6F: checkpoint_save 99 

:LA1FIN1_15340
if 
  180@ == 0 
else_jump @LA1FIN1_29432 
if 
  154@ == 1 
else_jump @LA1FIN1_29432 
if 
  155@ == 0 
else_jump @LA1FIN1_15984 
00BE: text_clear_all 
029B: 105@ = init_object #KMB_TROLLEY at 2242.433 -1166.712 1029.304 
071F: set_object 105@ health_to 150 
0875: set_object 105@ immune_to_nonplayer 1 
029B: 106@ = init_object #KMB_TROLLEY at 2240.11 -1174.919 1029.304 
071F: set_object 106@ health_to 250 
029B: 107@ = init_object #KMB_TROLLEY at 2229.87 -1189.845 1029.304 
0177: set_object 107@ Z_angle_to 90.0 
071F: set_object 107@ health_to 150 
0875: set_object 107@ immune_to_nonplayer 1 
029B: 108@ = init_object #KMB_TROLLEY at 2217.569 -1187.528 1029.304 
0177: set_object 108@ Z_angle_to 90.0 
071F: set_object 108@ health_to 250 
0875: set_object 108@ immune_to_nonplayer 1 
029B: 109@ = init_object #KMB_TROLLEY at 2204.649 -1187.544 1029.304 
0177: set_object 109@ Z_angle_to 90.0 
071F: set_object 109@ health_to 150 
0875: set_object 109@ immune_to_nonplayer 1 
029B: 110@ = init_object #KMB_TROLLEY at 2194.345 -1171.269 1029.304 
071F: set_object 110@ health_to 250 
029B: 111@ = init_object #KMB_TROLLEY at 2192.079 -1166.364 1029.304 
071F: set_object 111@ health_to 150 
0875: set_object 111@ immune_to_nonplayer 1 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_15857 
0223: set_actor 90@ health_to 1 
0615: define_AS_pack_begin 117@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2227.25 -1139.12 1029.84 
05D7: add_point_to_scmpath 2221.17 -1139.09 1027.84 
05D7: add_point_to_scmpath 2221.64 -1145.11 1025.84 
05D7: add_point_to_scmpath 2224.556 -1145.901 1025.85 
05D7: add_point_to_scmpath 2224.465 -1142.276 1025.85 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BC: set_actor -1 decision_maker_to 64@ // AS_pack_version 
0616: define_AS_pack_end 117@ 
0618: assign_actor 90@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:LA1FIN1_15857
if 
8118:   not actor 42@ dead 
else_jump @LA1FIN1_15914 
088A: actor 42@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 

:LA1FIN1_15914
if 
8118:   not actor 42@ dead 
else_jump @LA1FIN1_15977 
if 
8118:   not actor 60@ dead 
else_jump @LA1FIN1_15977 
0085: 126@ = 60@ // (int) 
0085: 127@ = 42@ // (int) 
008B: 128@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66966 

:LA1FIN1_15977
155@ = 1 

:LA1FIN1_15984
if 
  155@ == 1 
else_jump @LA1FIN1_16135 
if 
8118:   not actor 42@ dead 
else_jump @LA1FIN1_16135 
if 
0611:   actor 42@ performing_animation "RAIL_FALL" 
else_jump @LA1FIN1_16135 
0613: 104@ = actor 42@ animation "RAIL_FALL" time 
if 
  104@ == 1.0 
else_jump @LA1FIN1_16135 
0812: AS_actor 42@ perform_animation "RAIL_FALL_CRAWL" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
155@ = 2 

:LA1FIN1_16135
if 
  157@ == 0 
else_jump @LA1FIN1_16531 
if 
8118:   not actor 74@ dead 
else_jump @LA1FIN1_16531 
if 
0104:   actor 74@ near_actor $PLAYER_ACTOR radius 4.5 4.5 3.5 sphere 0 
else_jump @LA1FIN1_16531 
009A: 59@ = create_actor_pedtype 25 model 285 at 2229.462 -1150.524 1028.845 
08AD: link_actor 59@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 59@ Z_angle_to 358.795 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 63@ 
02E2: set_actor 59@ weapon_accuracy_to 50 
02A9: set_actor 59@ immune_to_nonplayer 1 
0223: set_actor 59@ health_to 150 
08AF: set_actor 59@ max_health_to 150 
009B: destroy_actor 60@ 
009A: 60@ = create_actor_pedtype 25 model 285 at 2239.309 -1151.724 1029.279 
08AD: link_actor 60@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 60@ Z_angle_to 177.9528 
01B2: give_actor 60@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 63@ 
02A9: set_actor 60@ immune_to_nonplayer 1 
02E2: set_actor 60@ weapon_accuracy_to 80 
if 
  141@ == 0 
else_jump @LA1FIN1_16524 
if 
8118:   not actor 60@ dead 
else_jump @LA1FIN1_16524 
0085: 126@ = 60@ // (int) 
if 
8118:   not actor 46@ dead 
else_jump @LA1FIN1_16524 
0085: 127@ = 46@ // (int) 
169@ = 1 
130@ = 2241.78 
131@ = -1194.52 
132@ = 1031.38 
gosub @LA1FIN1_67177 
169@ = 0 
141@ = 1 

:LA1FIN1_16524
157@ = 1 

:LA1FIN1_16531
if 
  156@ == 0 
else_jump @LA1FIN1_19433 
if 
  158@ == 0 
else_jump @LA1FIN1_16595 
if 
8118:   not actor 43@ dead 
else_jump @LA1FIN1_16595 
0321: AS_actor 43@ die_headshotted 
158@ = 1 

:LA1FIN1_16595
if 
  140@ == 0 
else_jump @LA1FIN1_16707 
if 
8118:   not actor 59@ dead 
else_jump @LA1FIN1_16707 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2229.591 -1150.647 1028.798 radius 7.2 7.2 1.5 
051A:   actor 59@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_16707 
0085: 126@ = 59@ // (int) 
gosub @LA1FIN1_67094 
140@ = 1 

:LA1FIN1_16707
if 
  141@ == 1 
else_jump @LA1FIN1_16807 
if 
8118:   not actor 60@ dead 
else_jump @LA1FIN1_16807 
if or
051A:   actor 60@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 60@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @LA1FIN1_16807 
02E2: set_actor 60@ weapon_accuracy_to 50 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
141@ = 2 

:LA1FIN1_16807
if 
  145@ == 0 
else_jump @LA1FIN1_17211 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.8 -1147.93 1025.16 cornerB 2238.74 -1162.62 1033.79 
else_jump @LA1FIN1_17211 
160@ = 1 
if 
  188@ == 0 
else_jump @LA1FIN1_16991 
if 
8118:   not actor 91@ dead 
else_jump @LA1FIN1_16991 
0223: set_actor 91@ health_to 150 
0615: define_AS_pack_begin 134@ 
05D3: AS_actor -1 goto_point 2249.355 -1159.683 1029.797 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 87.888 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 134@ 
0618: assign_actor 91@ to_AS_pack 134@ 
061B: remove_references_to_AS_pack 134@ 
188@ = 1 

:LA1FIN1_16991
009A: 77@ = create_actor_pedtype 24 model 285 at 2228.607 -1189.721 1028.798 
08AD: link_actor 77@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 77@ Z_angle_to 266.5963 
01B2: give_actor 77@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 63@ 
02A9: set_actor 77@ immune_to_nonplayer 1 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0946: set_actor 77@ actions_uninterupted_by_weapon_fire 1 
009A: 78@ = create_actor_pedtype 24 model 285 at 2225.796 -1186.783 1028.798 
08AD: link_actor 78@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 78@ Z_angle_to 273.6395 
01B2: give_actor 78@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 63@ 
02A9: set_actor 78@ immune_to_nonplayer 1 
02E2: set_actor 78@ weapon_accuracy_to 80 
0223: set_actor 78@ health_to 150 
08AF: set_actor 78@ max_health_to 150 
41@ = 0 
145@ = 1 

:LA1FIN1_17211
if 
  145@ == 1 
else_jump @LA1FIN1_17284 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.0 -1154.3 1025.16 cornerB 2238.74 -1170.62 1033.79 
else_jump @LA1FIN1_17284 
145@ = 2 

:LA1FIN1_17284
if 
  145@ == 2 
else_jump @LA1FIN1_17714 
009A: 79@ = create_actor_pedtype 24 model 285 at 2187.48 -1186.9 1033.3 
08AD: link_actor 79@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 79@ Z_angle_to 274.247 
01B2: give_actor 79@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 63@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
02E2: set_actor 79@ weapon_accuracy_to 80 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
009A: 80@ = create_actor_pedtype 24 model 285 at 2186.611 -1183.962 1033.837 
08AD: link_actor 80@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 80@ Z_angle_to 286.2857 
01B2: give_actor 80@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 63@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
0223: set_actor 80@ health_to 150 
08AF: set_actor 80@ max_health_to 150 
0946: set_actor 80@ actions_uninterupted_by_weapon_fire 1 
009A: 81@ = create_actor_pedtype 24 model 285 at 2190.157 -1182.068 1033.829 
08AD: link_actor 81@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 81@ Z_angle_to 183.8877 
01B2: give_actor 81@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 63@ 
02A9: set_actor 81@ immune_to_nonplayer 1 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
009A: 82@ = create_actor_pedtype 24 model 285 at 2188.579 -1184.78 1028.798 
08AD: link_actor 82@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 82@ Z_angle_to 246.3679 
01B2: give_actor 82@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 63@ 
02A9: set_actor 82@ immune_to_nonplayer 1 
0223: set_actor 82@ health_to 150 
0946: set_actor 82@ actions_uninterupted_by_weapon_fire 1 
145@ = 3 

:LA1FIN1_17714
if 
  145@ == 3 
else_jump @LA1FIN1_17892 
if 
  143@ == 0 
else_jump @LA1FIN1_17892 
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_17892 
if 
03CA:   object 92@ exists 
else_jump @LA1FIN1_17796 
0382: set_object 92@ collision_detection 0 
0723: break_object 92@ intensity 1 

:LA1FIN1_17796
if 
  189@ == 0 
else_jump @LA1FIN1_17825 
03D1: play_wav 2 
189@ = 1 

:LA1FIN1_17825
064F: remove_references_to_particle 73@ 
0605: actor 61@ perform_animation "SWT_BREACH_01" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
143@ = 1 
41@ = 0 
145@ = 4 

:LA1FIN1_17892
if 
  145@ == 4 
else_jump @LA1FIN1_18104 
if 
  144@ == 0 
else_jump @LA1FIN1_18104 
if 
  41@ > 667 
else_jump @LA1FIN1_18104 
009A: 62@ = create_actor_pedtype 25 model 285 at 2238.317 -1170.598 1028.813 
0173: set_actor 62@ Z_angle_to 272.0738 
01B2: give_actor 62@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 63@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
0223: set_actor 62@ health_to 150 
07DD: set_actor 62@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 62@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 62@ perform_animation "SWT_BREACH_02" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
41@ = 0 
144@ = 1 
145@ = 5 

:LA1FIN1_18104
if 
  145@ == 5 
else_jump @LA1FIN1_18309 
if 
  162@ == 0 
else_jump @LA1FIN1_18309 
if 
  41@ > 333 
else_jump @LA1FIN1_18309 
009A: 76@ = create_actor_pedtype 25 model 285 at 2237.818 -1170.598 1028.813 
0173: set_actor 76@ Z_angle_to 272.0738 
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 63@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
0223: set_actor 76@ health_to 150 
07DD: set_actor 76@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 76@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 76@ perform_animation "SWT_BREACH_03" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
162@ = 1 
145@ = 6 

:LA1FIN1_18309
if 
  143@ == 1 
else_jump @LA1FIN1_18429 
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_18429 
062E: get_actor 61@ task 1541 status_store_to 95@ // ret 7 if not found 
if or
04A4:   95@ == 7 // == constant 
00F2:   actor 61@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 
else_jump @LA1FIN1_18429 
0946: set_actor 61@ actions_uninterupted_by_weapon_fire 1 
0085: 126@ = 61@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 
143@ = 2 

:LA1FIN1_18429
if 
  144@ == 1 
else_jump @LA1FIN1_18558 
if 
8118:   not actor 62@ dead 
else_jump @LA1FIN1_18558 
062E: get_actor 62@ task 1541 status_store_to 96@ // ret 7 if not found 
if or
04A4:   96@ == 7 // == constant 
00F2:   actor 62@ near_actor $PLAYER_ACTOR radius 4.5 4.5 0 
else_jump @LA1FIN1_18558 
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_18551 
0085: 126@ = 62@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 

:LA1FIN1_18551
144@ = 2 

:LA1FIN1_18558
if 
  162@ == 1 
else_jump @LA1FIN1_18671 
if 
8118:   not actor 76@ dead 
else_jump @LA1FIN1_18671 
062E: get_actor 76@ task 1541 status_store_to 97@ // ret 7 if not found 
if or
04A4:   97@ == 7 // == constant 
00F2:   actor 76@ near_actor $PLAYER_ACTOR radius 3.5 3.5 0 
else_jump @LA1FIN1_18671 
0085: 126@ = 76@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 
162@ = 2 

:LA1FIN1_18671
if 
  188@ == 1 
else_jump @LA1FIN1_19201 
if 
8118:   not actor 91@ dead 
else_jump @LA1FIN1_19201 
if 
0102:   actor 91@ in_sphere 2249.35 -1159.683 1028.79 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
else_jump @LA1FIN1_19201 
if 
851A:   not actor 91@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_19201 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2248.35 -1159.683 1028.79 radius 3.0 3.0 3.0 on_foot 
else_jump @LA1FIN1_19201 
0395: clear_area 0 at 2248.35 -1159.683 20.0 radius 20.0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2247.047 -1157.281 1030.581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2247.618 -1158.029 1030.244 switchstyle 2 
0792: disembark_instantly_actor 91@ 
00A1: put_actor 91@ at 2249.35 -1159.683 1028.79 
0173: set_actor 91@ Z_angle_to 87.888 
00A1: put_actor $PLAYER_ACTOR at 2248.35 -1159.683 1028.79 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.888 
040D: unload_wav 1 
if 
   not 187@ == 0 
else_jump @LA1FIN1_19014 
187@ = 0 
186@ += 1 

:LA1FIN1_19014
03CF: load_wav 15823 as 1 

:LA1FIN1_19021
if 
83D0:   not wav 1 loaded 
else_jump @LA1FIN1_19047 
wait 0 
jump @LA1FIN1_19021 

:LA1FIN1_19047
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DC' time 3000 flag 1  // Oh baby, you're hurt!
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
8118:   not actor 91@ dead 
else_jump @LA1FIN1_19172 
0812: AS_actor 91@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:LA1FIN1_19172
340@ = 100 
0652: 340@ = integer_stat 24 
0223: set_actor $PLAYER_ACTOR health_to 340@ 
188@ = 2 

:LA1FIN1_19201
if 
  188@ == 2 
else_jump @LA1FIN1_19305 
if 
8118:   not actor 91@ dead 
else_jump @LA1FIN1_19305 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @LA1FIN1_19305 
if 
0611:   actor 91@ performing_animation "GRLFRD_KISS_03" 
else_jump @LA1FIN1_19305 
188@ = 3 

:LA1FIN1_19305
if 
  188@ == 3 
else_jump @LA1FIN1_19433 
if 
8118:   not actor 91@ dead 
else_jump @LA1FIN1_19433 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @LA1FIN1_19433 
if 
8611:   not actor 91@ performing_animation "GRLFRD_KISS_03" 
else_jump @LA1FIN1_19433 
0223: set_actor 91@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
188@ = 4 

:LA1FIN1_19433
if 
  160@ == 1 
else_jump @LA1FIN1_19718 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_19512 
0085: 126@ = 44@ // (int) 
130@ = 2232.41 
131@ = -1188.66 
132@ = 1030.26 
gosub @LA1FIN1_66749 

:LA1FIN1_19512
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_19573 
0085: 126@ = 45@ // (int) 
130@ = 2233.35 
131@ = -1187.99 
132@ = 1030.4 
gosub @LA1FIN1_66749 

:LA1FIN1_19573
if 
8118:   not actor 46@ dead 
else_jump @LA1FIN1_19672 
0085: 126@ = 46@ // (int) 
if 
8118:   not actor 77@ dead 
else_jump @LA1FIN1_19672 
0085: 127@ = 77@ // (int) 
130@ = 2186.49 
131@ = -1189.18 
132@ = 1030.97 
169@ = 1 
gosub @LA1FIN1_67177 
169@ = 0 

:LA1FIN1_19672
if 
8118:   not actor 77@ dead 
else_jump @LA1FIN1_19711 
0085: 126@ = 77@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 

:LA1FIN1_19711
160@ = 2 

:LA1FIN1_19718
if 
  160@ == 2 
else_jump @LA1FIN1_20626 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2235.48 -1188.77 radius 10.0 10.0 
else_jump @LA1FIN1_20626 
if 
8118:   not actor 78@ dead 
else_jump @LA1FIN1_19805 
0085: 126@ = 78@ // (int) 
gosub @LA1FIN1_67442 

:LA1FIN1_19805
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 91@ 
if 
0118:   actor 61@ dead 
else_jump @LA1FIN1_19861 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 

:LA1FIN1_19861
if 
0118:   actor 62@ dead 
else_jump @LA1FIN1_19882 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 

:LA1FIN1_19882
if 
0118:   actor 76@ dead 
else_jump @LA1FIN1_19903 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 

:LA1FIN1_19903
009A: 83@ = create_actor_pedtype 24 model 285 at 2216.605 -1188.611 1032.27 
08AD: link_actor 83@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 83@ Z_angle_to 264.4329 
01B2: give_actor 83@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 63@ 
02A9: set_actor 83@ immune_to_nonplayer 1 
0223: set_actor 83@ health_to 150 
02E2: set_actor 83@ weapon_accuracy_to 80 
009A: 84@ = create_actor_pedtype 24 model 285 at 2216.131 -1188.611 1032.27 
08AD: link_actor 84@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 84@ Z_angle_to 264.4329 
01B2: give_actor 84@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 63@ 
02A9: set_actor 84@ immune_to_nonplayer 1 
0223: set_actor 84@ health_to 150 
02E2: set_actor 84@ weapon_accuracy_to 80 
009A: 85@ = create_actor_pedtype 24 model 285 at 2193.129 -1164.661 1032.269 
08AD: link_actor 85@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 85@ Z_angle_to 4.98 
01B2: give_actor 85@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 85@ decision_maker_to 63@ 
02A9: set_actor 85@ immune_to_nonplayer 1 
0568: set_actor 85@ untargetable 1 
0223: set_actor 85@ health_to 1000 
009A: 86@ = create_actor_pedtype 24 model 285 at 2195.489 -1172.941 1029.859 
08AD: link_actor 86@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 86@ Z_angle_to 181.323 
01B2: give_actor 86@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 86@ decision_maker_to 63@ 
02A9: set_actor 86@ immune_to_nonplayer 1 
0223: set_actor 86@ health_to 120 
009A: 87@ = create_actor_pedtype 24 model 285 at 2191.987 -1165.214 1029.852 
08AD: link_actor 87@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 87@ Z_angle_to 181.323 
01B2: give_actor 87@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 63@ 
02A9: set_actor 87@ immune_to_nonplayer 1 
0223: set_actor 87@ health_to 150 
08AF: set_actor 87@ max_health_to 150 
009A: 88@ = create_actor_pedtype 24 model 285 at 2190.698 -1156.633 1029.859 
08AD: link_actor 88@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 88@ Z_angle_to 189.575 
01B2: give_actor 88@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 63@ 
02A9: set_actor 88@ immune_to_nonplayer 1 
02E2: set_actor 88@ weapon_accuracy_to 30 
009A: 89@ = create_actor_pedtype 24 model 285 at 2194.593 -1156.995 1029.852 
08AD: link_actor 89@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 89@ Z_angle_to 275.754 
01B2: give_actor 89@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 63@ 
02A9: set_actor 89@ immune_to_nonplayer 1 
009A: 90@ = create_actor_pedtype 24 model 63 at 2192.91 -1182.15 1029.35 
08AD: link_actor 90@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 90@ untargetable 1 
060B: set_actor 90@ decision_maker_to 63@ 
02AB: set_actor 90@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
160@ = 3 
161@ = 1 

:LA1FIN1_20626
if 
  181@ == 0 
else_jump @LA1FIN1_20729 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2241.34 -1186.11 1029.76 radius 6.6 6.6 3.0 on_foot 
else_jump @LA1FIN1_20729 
if 
03CA:   object 101@ exists 
else_jump @LA1FIN1_20715 
0723: break_object 101@ intensity 1 

:LA1FIN1_20715
0489: set_actor $PLAYER_ACTOR muted 1 
181@ = 1 

:LA1FIN1_20729
if 
  181@ == 1 
else_jump @LA1FIN1_20947 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2246.42 -1192.88 1039.5 handle_as 55@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 55@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 55@ decision_maker_to 65@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
0223: set_actor 55@ health_to 150 
08AF: set_actor 55@ max_health_to 150 
02E2: set_actor 55@ weapon_accuracy_to 80 
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_20878 
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_20878 
05E2: AS_actor 45@ kill_actor 55@ 

:LA1FIN1_20878
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_20933 
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_20933 
0085: 126@ = 44@ // (int) 
0085: 127@ = 55@ // (int) 
gosub @LA1FIN1_66877 

:LA1FIN1_20933
40@ = 0 
181@ = 2 

:LA1FIN1_20947
if 
  181@ == 2 
else_jump @LA1FIN1_21231 
if 
  40@ > 1000 
else_jump @LA1FIN1_21231 
0503: create_actor_on_rope_with_pedtype 27 model 285 at 2246.11 -1189.55 1038.09 handle_as 56@ 
01B2: give_actor 56@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 56@ decision_maker_to 65@ 
02A9: set_actor 56@ immune_to_nonplayer 1 
0223: set_actor 56@ health_to 125 
08AF: set_actor 56@ max_health_to 125 
02E2: set_actor 56@ weapon_accuracy_to 80 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_21198 
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_21159 
if 
8118:   not actor 56@ dead 
else_jump @LA1FIN1_21152 
0085: 126@ = 44@ // (int) 
0085: 127@ = 55@ // (int) 
0085: 128@ = 56@ // (int) 
gosub @LA1FIN1_66966 

:LA1FIN1_21152
jump @LA1FIN1_21198 

:LA1FIN1_21159
if 
8118:   not actor 56@ dead 
else_jump @LA1FIN1_21198 
0085: 126@ = 44@ // (int) 
0085: 127@ = 56@ // (int) 
gosub @LA1FIN1_66877 

:LA1FIN1_21198
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_21219 
05BE: AS_actor 45@ die 

:LA1FIN1_21219
0249: release_model #IMY_SKYLIGHT 
181@ = 3 

:LA1FIN1_21231
if 
  181@ > 2 
else_jump @LA1FIN1_21449 
if 
  146@ == 0 
else_jump @LA1FIN1_21356 
if 
8118:   not actor 55@ dead 
else_jump @LA1FIN1_21356 
062E: get_actor 55@ task 1283 status_store_to 67@ // ret 7 if not found 
if or
04A4:   67@ == 7 // == constant 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_21356 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
if 
8118:   not actor 45@ dead 
else_jump @LA1FIN1_21349 
0321: AS_actor 45@ die_headshotted 

:LA1FIN1_21349
146@ = 1 

:LA1FIN1_21356
if 
  147@ == 0 
else_jump @LA1FIN1_21449 
if 
8118:   not actor 56@ dead 
else_jump @LA1FIN1_21449 
062E: get_actor 56@ task 1283 status_store_to 68@ // ret 7 if not found 
if or
04A4:   68@ == 7 // == constant 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_21449 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 56@ immune_to_nonplayer 0 
147@ = 1 

:LA1FIN1_21449
if 
  161@ == 1 
else_jump @LA1FIN1_28790 
if 
  171@ == 0 
else_jump @LA1FIN1_21654 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2232.7 -1188.84 1029.4 radius 5.0 5.0 3.5 
0118:   actor 77@ dead 
0118:   actor 78@ dead 
else_jump @LA1FIN1_21654 
0489: set_actor $PLAYER_ACTOR muted 0 
if 
03CA:   object 93@ exists 
else_jump @LA1FIN1_21604 
0550: keep_object 93@ in_memory 0 
05A2: set_object 93@ rotation_velocity_about_an_axis 0.0 0.6 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 93@ 
03D1: play_wav 3 

:LA1FIN1_21604
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_21625 
0687: clear_actor 44@ task 

:LA1FIN1_21625
if 
  189@ == 3 
else_jump @LA1FIN1_21647 
03D1: play_wav 2 

:LA1FIN1_21647
171@ = 1 

:LA1FIN1_21654
if 
  171@ == 1 
else_jump @LA1FIN1_21748 
if 
8118:   not actor 83@ dead 
else_jump @LA1FIN1_21748 
0812: AS_actor 83@ perform_animation "SWT_VENT_01" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
41@ = 0 
171@ = 2 
172@ = 1 

:LA1FIN1_21748
if 
  171@ == 2 
else_jump @LA1FIN1_21933 
if 
8118:   not actor 83@ dead 
else_jump @LA1FIN1_21933 
if 
0611:   actor 83@ performing_animation "SWT_VENT_01" 
else_jump @LA1FIN1_21933 
0613: 98@ = actor 83@ animation "SWT_VENT_01" time 
if 
  98@ == 1.0 
else_jump @LA1FIN1_21933 
00A1: put_actor 83@ at 2217.85 -1188.86 1028.93 
0085: 126@ = 83@ // (int) 
130@ = 2220.538 
131@ = -1189.594 
132@ = 1029.845 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66809 
171@ = 3 

:LA1FIN1_21933
if 
  172@ == 1 
else_jump @LA1FIN1_22032 
if 
  41@ > 3166 
else_jump @LA1FIN1_22032 
if 
8118:   not actor 84@ dead 
else_jump @LA1FIN1_22032 
0812: AS_actor 84@ perform_animation "SWT_VENT_02" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
172@ = 2 

:LA1FIN1_22032
if 
  172@ == 2 
else_jump @LA1FIN1_22172 
if 
8118:   not actor 84@ dead 
else_jump @LA1FIN1_22172 
if 
0611:   actor 84@ performing_animation "SWT_VENT_02" 
else_jump @LA1FIN1_22172 
0613: 99@ = actor 84@ animation "SWT_VENT_02" time 
if 
  99@ == 1.0 
else_jump @LA1FIN1_22172 
00A1: put_actor 84@ at 2217.85 -1188.86 1028.93 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
172@ = 3 

:LA1FIN1_22172
if 
  182@ == 1 
else_jump @LA1FIN1_22355 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_22355 
0223: set_actor 90@ health_to 150 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2193.064 -1188.77 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2206.833 -1188.83 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.588 -1190.2 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.7 -1197.323 1029.845 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 358.428 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 129@ 
0618: assign_actor 90@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
182@ = 2 

:LA1FIN1_22355
if 
  182@ == 2 
else_jump @LA1FIN1_22918 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_22918 
if 
0102:   actor 90@ in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
else_jump @LA1FIN1_22918 
if 
851A:   not actor 90@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_22918 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 on_foot 
else_jump @LA1FIN1_22918 
0395: clear_area 0 at 2209.7 -1197.323 10.0 radius 10.0 
if 
8118:   not actor 44@ dead 
else_jump @LA1FIN1_22556 
034F: destroy_actor_with_fade 44@ 
jump @LA1FIN1_22561 

:LA1FIN1_22556
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 

:LA1FIN1_22561
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2207.529 -1195.725 1031.273 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2208.273 -1196.114 1030.731 switchstyle 2 
0792: disembark_instantly_actor 90@ 
00A1: put_actor 90@ at 2209.8 -1197.338 1028.845 
0173: set_actor 90@ Z_angle_to 359.354 
00A1: put_actor $PLAYER_ACTOR at 2209.8 -1196.338 1028.845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 178.62 
040D: unload_wav 1 
if 
   not 187@ == 0 
else_jump @LA1FIN1_22731 
187@ = 0 
186@ += 1 

:LA1FIN1_22731
03CF: load_wav 15821 as 1 

:LA1FIN1_22738
if 
83D0:   not wav 1 loaded 
else_jump @LA1FIN1_22764 
wait 0 
jump @LA1FIN1_22738 

:LA1FIN1_22764
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DA' time 3000 flag 1  // You saved me, have some sugar!
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_22889 
0605: actor 90@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:LA1FIN1_22889
340@ = 100 
0652: 340@ = integer_stat 24 
0223: set_actor $PLAYER_ACTOR health_to 340@ 
182@ = 3 

:LA1FIN1_22918
if 
  182@ == 3 
else_jump @LA1FIN1_23022 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_23022 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @LA1FIN1_23022 
if 
0611:   actor 90@ performing_animation "GRLFRD_KISS_03" 
else_jump @LA1FIN1_23022 
182@ = 4 

:LA1FIN1_23022
if 
  182@ == 4 
else_jump @LA1FIN1_23150 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_23150 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @LA1FIN1_23150 
if 
8611:   not actor 90@ performing_animation "GRLFRD_KISS_03" 
else_jump @LA1FIN1_23150 
0223: set_actor 90@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
182@ = 5 

:LA1FIN1_23150
if 
  170@ == 0 
else_jump @LA1FIN1_23251 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2240.8 -1182.4 1029.41 radius 4.0 4.0 2.5 
else_jump @LA1FIN1_23251 
if 
8118:   not actor 46@ dead 
else_jump @LA1FIN1_23244 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: AS_actor 46@ die_headshotted 

:LA1FIN1_23244
170@ = 1 

:LA1FIN1_23251
if 
  164@ == 0 
else_jump @LA1FIN1_23351 
if 
8118:   not actor 78@ dead 
else_jump @LA1FIN1_23351 
if or
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 78@ near_actor $PLAYER_ACTOR radius 2.5 2.5 3.0 sphere 0 
else_jump @LA1FIN1_23351 
02E2: set_actor 78@ weapon_accuracy_to 30 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
164@ = 1 

:LA1FIN1_23351
if 
  165@ == 0 
else_jump @LA1FIN1_23456 
if 
  166@ == 0 
else_jump @LA1FIN1_23456 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2204.65 -1188.62 1029.44 radius 5.0 5.0 3.5 
else_jump @LA1FIN1_23456 
165@ = 1 
166@ = 1 
182@ = 1 

:LA1FIN1_23456
if 
  165@ == 1 
else_jump @LA1FIN1_23520 
if 
8118:   not actor 79@ dead 
else_jump @LA1FIN1_23520 
0085: 126@ = 79@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
165@ = 2 

:LA1FIN1_23520
if 
  166@ == 1 
else_jump @LA1FIN1_23640 
if 
8118:   not actor 80@ dead 
else_jump @LA1FIN1_23640 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2186.67 -1192.4 1031.867 
05D7: add_point_to_scmpath 2188.44 -1193.95 1031.27 
05D7: add_point_to_scmpath 2193.31 -1193.57 1030.34 
05D7: add_point_to_scmpath 2196.239 -1191.459 1029.85 
05D8: AS_assign_scmpath to_actor 80@ flags 6 0 
166@ = 2 

:LA1FIN1_23640
if 
  166@ == 2 
else_jump @LA1FIN1_23750 
if 
8118:   not actor 80@ dead 
else_jump @LA1FIN1_23750 
if or
00EF:   actor 80@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_23750 
0085: 126@ = 80@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
166@ = 3 

:LA1FIN1_23750
if 
  167@ == 0 
else_jump @LA1FIN1_23814 
if 
8118:   not actor 81@ dead 
else_jump @LA1FIN1_23814 
0085: 126@ = 81@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
167@ = 1 

:LA1FIN1_23814
if 
  168@ == 0 
else_jump @LA1FIN1_23878 
if 
8118:   not actor 82@ dead 
else_jump @LA1FIN1_23878 
0085: 126@ = 82@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
168@ = 1 

:LA1FIN1_23878
if 
  174@ == 0 
else_jump @LA1FIN1_23982 
if 
8118:   not actor 86@ dead 
else_jump @LA1FIN1_23982 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.41 -1176.12 1029.42 radius 4.0 4.0 3.5 
else_jump @LA1FIN1_23982 
0085: 126@ = 86@ // (int) 
gosub @LA1FIN1_67011 
174@ = 1 

:LA1FIN1_23982
if 
  175@ == 0 
else_jump @LA1FIN1_24046 
if 
8118:   not actor 87@ dead 
else_jump @LA1FIN1_24046 
0085: 126@ = 87@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 
175@ = 1 

:LA1FIN1_24046
if 
  173@ == 0 
else_jump @LA1FIN1_24208 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.4 -1173.53 1029.69 radius 3.0 3.0 3.0 
0118:   actor 87@ dead 
else_jump @LA1FIN1_24208 
034F: destroy_actor_with_fade 44@ 
034F: destroy_actor_with_fade 45@ 
034F: destroy_actor_with_fade 46@ 
034F: destroy_actor_with_fade 75@ 
034F: destroy_actor_with_fade 55@ 
034F: destroy_actor_with_fade 56@ 
if 
03CA:   object 94@ exists 
else_jump @LA1FIN1_24201 
0550: keep_object 94@ in_memory 0 
05A2: set_object 94@ rotation_velocity_about_an_axis 0.0 0.8 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 94@ 
03D1: play_wav 3 

:LA1FIN1_24201
173@ = 1 

:LA1FIN1_24208
if 
  173@ == 1 
else_jump @LA1FIN1_24291 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_24291 
0812: AS_actor 85@ perform_animation "SWT_VNT_SHT_IN" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
173@ = 2 

:LA1FIN1_24291
if 
  173@ == 2 
else_jump @LA1FIN1_24551 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_24551 
if 
0611:   actor 85@ performing_animation "SWT_VNT_SHT_IN" 
else_jump @LA1FIN1_24551 
0613: 100@ = actor 85@ animation "SWT_VNT_SHT_IN" time 
if 
  100@ == 1.0 
else_jump @LA1FIN1_24551 
0812: AS_actor 85@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $68 $69 $70 energy 1 
09F1: play_audio_at_actor 85@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $68 $69 $70 
0568: set_actor 85@ untargetable 0 
0770: set_actor 85@ target_priority 1 
41@ = 1000 
173@ = 3 

:LA1FIN1_24551
if 
  173@ == 3 
else_jump @LA1FIN1_24822 
if 
  41@ > 1000 
else_jump @LA1FIN1_24822 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_24822 
if 
0611:   actor 85@ performing_animation "SWT_VNT_SHT_LOOP" 
else_jump @LA1FIN1_24822 
0613: 100@ = actor 85@ animation "SWT_VNT_SHT_LOOP" time 
if 
  100@ == 1.0 
else_jump @LA1FIN1_24822 
0812: AS_actor 85@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
$70 += 0.5 
06BC: create_M4_shoot_from 2193.46 -1165.83 1031.55 target $68 $69 $70 energy 3 
09F1: play_audio_at_actor 85@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $68 $69 $70 
41@ = 0 

:LA1FIN1_24822
if 
  4 > 173@ 
else_jump @LA1FIN1_25012 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_25012 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.12 -1161.86 1029.61 radius 2.8 2.8 3.0 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN1_25012 
if 
056D:   actor 85@ defined 
else_jump @LA1FIN1_25005 
0619: enable_actor 85@ collision_detection 0 
00A1: put_actor 85@ at 2193.129 -1164.661 1032.269 
0812: AS_actor 85@ perform_animation "SWT_VNT_SHT_DIE" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0568: set_actor 85@ untargetable 1 

:LA1FIN1_25005
173@ = 4 

:LA1FIN1_25012
if 
  173@ == 4 
else_jump @LA1FIN1_25132 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_25132 
if 
0611:   actor 85@ performing_animation "SWT_VNT_SHT_DIE" 
else_jump @LA1FIN1_25132 
0613: 100@ = actor 85@ animation "SWT_VNT_SHT_DIE" time 
if 
  100@ == 1.0 
else_jump @LA1FIN1_25132 
173@ = 5 

:LA1FIN1_25132
if 
  173@ == 5 
else_jump @LA1FIN1_25214 
if 
8118:   not actor 85@ dead 
else_jump @LA1FIN1_25214 
if or
82CB:   not actor 85@ bounding_sphere_visible 
00F2:   actor 85@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
else_jump @LA1FIN1_25214 
034F: destroy_actor_with_fade 85@ 
173@ = 6 

:LA1FIN1_25214
if 
  176@ == 0 
else_jump @LA1FIN1_25318 
if 
8118:   not actor 88@ dead 
else_jump @LA1FIN1_25318 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.19 -1160.67 1029.54 radius 4.0 4.0 3.5 
else_jump @LA1FIN1_25318 
0085: 126@ = 88@ // (int) 
gosub @LA1FIN1_67094 
176@ = 1 

:LA1FIN1_25318
if 
  177@ == 0 
else_jump @LA1FIN1_25398 
if 
8118:   not actor 89@ dead 
else_jump @LA1FIN1_25398 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_25398 
0085: 126@ = 89@ // (int) 
008B: 127@ = $130 // (int) 
gosub @LA1FIN1_66877 
177@ = 1 

:LA1FIN1_25398
if 
  178@ == 0 
else_jump @LA1FIN1_25478 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_25478 
if 
8118:   not actor 89@ dead 
else_jump @LA1FIN1_25478 
008B: 126@ = $130 // (int) 
0085: 127@ = 89@ // (int) 
gosub @LA1FIN1_66928 
178@ = 1 

:LA1FIN1_25478
if 
  171@ == 3 
else_jump @LA1FIN1_25524 
if 
0118:   actor 83@ dead 
else_jump @LA1FIN1_25524 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
171@ = 4 

:LA1FIN1_25524
if 
  172@ == 3 
else_jump @LA1FIN1_25570 
if 
0118:   actor 84@ dead 
else_jump @LA1FIN1_25570 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
171@ = 4 

:LA1FIN1_25570
if 
  170@ == 1 
else_jump @LA1FIN1_25616 
if 
0118:   actor 46@ dead 
else_jump @LA1FIN1_25616 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
170@ = 2 

:LA1FIN1_25616
if 
  164@ == 1 
else_jump @LA1FIN1_25662 
if 
0118:   actor 78@ dead 
else_jump @LA1FIN1_25662 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
164@ = 2 

:LA1FIN1_25662
if 
  165@ == 2 
else_jump @LA1FIN1_25708 
if 
0118:   actor 79@ dead 
else_jump @LA1FIN1_25708 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
165@ = 3 

:LA1FIN1_25708
if 
  166@ == 2 
else_jump @LA1FIN1_25754 
if 
0118:   actor 80@ dead 
else_jump @LA1FIN1_25754 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
166@ = 4 

:LA1FIN1_25754
if 
  167@ == 1 
else_jump @LA1FIN1_25800 
if 
0118:   actor 81@ dead 
else_jump @LA1FIN1_25800 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
167@ = 2 

:LA1FIN1_25800
if 
  168@ == 1 
else_jump @LA1FIN1_25846 
if 
0118:   actor 82@ dead 
else_jump @LA1FIN1_25846 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
168@ = 2 

:LA1FIN1_25846
if 
  174@ == 1 
else_jump @LA1FIN1_25892 
if 
0118:   actor 86@ dead 
else_jump @LA1FIN1_25892 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
174@ = 2 

:LA1FIN1_25892
if 
  175@ == 1 
else_jump @LA1FIN1_25938 
if 
0118:   actor 87@ dead 
else_jump @LA1FIN1_25938 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
175@ = 2 

:LA1FIN1_25938
if 
  173@ == 4 
else_jump @LA1FIN1_25984 
if 
0118:   actor 85@ dead 
else_jump @LA1FIN1_25984 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
173@ = 5 

:LA1FIN1_25984
if 
  176@ == 1 
else_jump @LA1FIN1_26030 
if 
0118:   actor 88@ dead 
else_jump @LA1FIN1_26030 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
176@ = 2 

:LA1FIN1_26030
if 
  177@ == 1 
else_jump @LA1FIN1_26076 
if 
0118:   actor 89@ dead 
else_jump @LA1FIN1_26076 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
177@ = 2 

:LA1FIN1_26076
if 
  182@ > 5 
else_jump @LA1FIN1_26133 
if 
8118:   not actor 90@ dead 
else_jump @LA1FIN1_26133 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
04EF: release_animation "KISSING" 
182@ = 6 

:LA1FIN1_26133
if 
  179@ == 0 
else_jump @LA1FIN1_26602 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_26602 
if 
0104:   actor $130 near_actor $PLAYER_ACTOR radius 3.5 3.5 3.5 sphere 0 
else_jump @LA1FIN1_26602 
if 
0118:   actor 88@ dead 
else_jump @LA1FIN1_26586 
if 
0118:   actor 89@ dead 
else_jump @LA1FIN1_26563 
0470: 71@ = actor $PLAYER_ACTOR current_weapon 
fade 0 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02A9: set_actor $130 immune_to_nonplayer 0 
04EF: release_animation "KISSING" 
0249: release_model 107 
0249: release_model 106 
0249: release_model #LXR_MOTEL_DOORSIM 
0249: release_model #LXR_MOTELVENT 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
0249: release_model 63 
0249: release_model 346 
034F: destroy_actor_with_fade 42@ 
034F: destroy_actor_with_fade 43@ 
034F: destroy_actor_with_fade 44@ 
034F: destroy_actor_with_fade 45@ 
034F: destroy_actor_with_fade 46@ 
034F: destroy_actor_with_fade 55@ 
034F: destroy_actor_with_fade 56@ 
034F: destroy_actor_with_fade 59@ 
034F: destroy_actor_with_fade 60@ 
034F: destroy_actor_with_fade 61@ 
034F: destroy_actor_with_fade 62@ 
034F: destroy_actor_with_fade 74@ 
034F: destroy_actor_with_fade 75@ 
034F: destroy_actor_with_fade 76@ 
034F: destroy_actor_with_fade 77@ 
034F: destroy_actor_with_fade 78@ 
034F: destroy_actor_with_fade 79@ 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 81@ 
034F: destroy_actor_with_fade 82@ 
034F: destroy_actor_with_fade 83@ 
034F: destroy_actor_with_fade 84@ 
034F: destroy_actor_with_fade 85@ 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 87@ 
034F: destroy_actor_with_fade 88@ 
034F: destroy_actor_with_fade 89@ 
034F: destroy_actor_with_fade 90@ 
034F: destroy_actor_with_fade 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0650: destroy_particle 73@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15868 as 1 
03CF: load_wav 15869 as 2 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:LA1FIN1_26510
if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_26549 
wait 0 
jump @LA1FIN1_26510 

:LA1FIN1_26549
179@ = 2 
jump @LA1FIN1_26579 

:LA1FIN1_26563
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:LA1FIN1_26579
jump @LA1FIN1_26602 

:LA1FIN1_26586
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:LA1FIN1_26602
if 
  179@ == 2 
else_jump @LA1FIN1_27209 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27209 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
041D: set_camera_near_clip 0.1 
fade 1 500 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $130 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $130 armed_weapon_to 0 
0555: remove_weapon 22 from_actor $130 
015F: set_camera_position 2197.487 -1157.675 1030.356 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2198.383 -1157.24 1030.261 switchstyle 2 
00A1: put_actor $130 at 2202.188 -1156.93 1028.844 
0173: set_actor $130 Z_angle_to 85.6456 
0605: actor $130 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor $PLAYER_ACTOR at 2197.2 -1156.929 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.764 
05D3: AS_actor $PLAYER_ACTOR goto_point 2201.188 -1156.93 1028.844 mode 4 time -1 ms // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_JH' time 5000 flag 1  // What took you? Where's Smoke and Ryder?
0967: actor $130 move_mouth 10000 ms 

:LA1FIN1_26915
if 
83D2:   not wav 1 ended 
else_jump @LA1FIN1_26941 
wait 0 
jump @LA1FIN1_26915 

:LA1FIN1_26941
00BE: text_clear_all 
040D: unload_wav 1 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_26968 
0968: actor $130 stop_mouth 

:LA1FIN1_26968
03CF: load_wav 15871 as 1 
015F: set_camera_position 2201.234 -1157.545 1030.373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.804 -1156.723 1030.406 switchstyle 2 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27167 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $130 
00A1: put_actor $PLAYER_ACTOR at 2201.188 -1156.93 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $130 perform_animation "HNDSHKFA_SWT" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
40@ = 0 

:LA1FIN1_27167
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JI' time 2000 flag 1  // They shook on us!
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0707: start_scene_skip_to @LA1FIN1_27730 
179@ = 3 

:LA1FIN1_27209
if 
  179@ > 2 
else_jump @LA1FIN1_27351 
if 
  6 > 179@ 
else_jump @LA1FIN1_27351 
if 
  190@ == 0 
else_jump @LA1FIN1_27351 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_27351 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_27351 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27328 
0967: actor $130 move_mouth 10000 ms 

:LA1FIN1_27328
00BC: show_text_highpriority GXT 'FIN1_JK' time 2000 flag 1  // Fuck it, let's get out of here!
190@ = 1 

:LA1FIN1_27351
if 
  190@ == 1 
else_jump @LA1FIN1_27412 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27412 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_27412 
0968: actor $130 stop_mouth 
190@ = 2 

:LA1FIN1_27412
if 
  179@ == 3 
else_jump @LA1FIN1_27653 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27653 
062E: get_actor $130 task 1541 status_store_to 102@ // ret 7 if not found 
if 
04A4:   102@ == 7 // == constant 
else_jump @LA1FIN1_27653 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @LA1FIN1_27653 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_27653 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_27653 
40@ = 0 
015F: set_camera_position 2202.409 -1157.19 1030.515 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.414 -1157.129 1030.438 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2193.09 -1157.16 1029.84 
05D7: add_point_to_scmpath 2193.379 -1145.899 1029.84 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 
05D8: AS_assign_scmpath to_actor $130 flags 4 0 
179@ = 4 

:LA1FIN1_27653
if 
  179@ == 4 
else_jump @LA1FIN1_27678 
179@ = 5 

:LA1FIN1_27678
if 
  179@ == 5 
else_jump @LA1FIN1_28790 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_28790 
if 
  40@ > 1500 
else_jump @LA1FIN1_28790 

:LA1FIN1_27730
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_27761 
0968: actor $130 stop_mouth 

:LA1FIN1_27761
fade 0 250 

:LA1FIN1_27768
if 
fading 
else_jump @LA1FIN1_27792 
wait 0 
jump @LA1FIN1_27768 

:LA1FIN1_27792
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 71@ 
0395: clear_area 1 at 2192.194 -1153.241 100.0 radius 100.0 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_28090 
0968: actor $130 stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
08AD: link_actor $130 to_enex_marker_at 2214.41 -1150.48 radius 3.0 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $130 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $130 at 2192.194 -1153.241 32.56 
0173: set_actor $130 Z_angle_to 180.359 
00A1: put_actor $PLAYER_ACTOR at 2193.99 -1153.14 33.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.359 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor $130 to_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2214.38 -1150.45 radius 1.0 
08AD: link_actor $130 to_enex_marker_at 2214.38 -1150.45 radius 1.0 
select_interior 0 
015F: set_camera_position 2201.644 -1164.351 38.3367 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.008 -1163.641 38.0327 switchstyle 2 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel

:LA1FIN1_28090
04EF: release_animation "GANGS" 
0247: load_model 497 
07C0: load_path 349 
03CF: load_wav 15800 as 1 
03CF: load_wav 15872 as 2 
038B: load_requested_models 

:LA1FIN1_28125
if or
8248:   not model 497 available 
87C1:   not path 349 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_28165 
wait 0 
jump @LA1FIN1_28125 

:LA1FIN1_28165
05D3: AS_actor $PLAYER_ACTOR goto_point 2193.86 -1157.682 33.563 mode 4 time -1 ms // versionA 
wait 500 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_28234 
05D3: AS_actor $130 goto_point 2192.25 -1158.078 33.56 mode 4 time -1 ms // versionA 

:LA1FIN1_28234
00A5: 48@ = create_car 497 at 2249.51 -1111.52 56.1 
09C4: set_car 48@ gas_tank_explosion_enabled 0 
02AA: set_car 48@ immune_to_nonplayer 1 
0224: set_car 48@ health_to 2000 
0129: 52@ = create_actor_pedtype 25 model 285 in_car 48@ driverseat 
054A: set_actor 52@ can_be_shot_in_a_car 0 
020A: set_car 48@ door_status_to 2 
039E: set_actor 52@ locked 1 while_in_car 
04BA: set_car 48@ speed_to 30.0 
060B: set_actor 52@ decision_maker_to 63@ 
0825: set_helicopter 48@ instant_rotor_start 
009A: 59@ = create_actor_pedtype 27 model 285 at 2161.84 -1154.26 25.09 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 59@ decision_maker_to 65@ 
009A: 60@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 25.09 
077A: set_actor 60@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 60@ decision_maker_to 65@ 
009A: 61@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 -5.09 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 61@ decision_maker_to 65@ 
009A: 62@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 -8.09 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 62@ decision_maker_to 65@ 
140@ = 0 
141@ = 0 
143@ = 0 
144@ = 0 
0464: put_actor 59@ into_turret_on_car 48@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 59@ health_to 150 
07DD: set_actor 59@ attack_rate 70 // previously known as temper_to 
0464: put_actor 60@ into_turret_on_car 48@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 60@ health_to 150 
07DD: set_actor 60@ attack_rate 70 // previously known as temper_to 
0464: put_actor 61@ into_turret_on_car 48@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 61@ health_to 150 
07DD: set_actor 61@ attack_rate 70 // previously known as temper_to 
0464: put_actor 62@ into_turret_on_car 48@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 62@ health_to 150 
select_interior 0 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00C0: set_current_time_hours_to 2 minutes_to 30 
04FA: reset_sky_colors_with_fade 0 
fade 1 500 
41@ = 0 
179@ = 6 
180@ = 1 

:LA1FIN1_28790
if 
0118:   actor $130 dead 
else_jump @LA1FIN1_28829 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
jump @LA1FIN1_67666 

:LA1FIN1_28829
if 
  179@ == 0 
else_jump @LA1FIN1_29432 
gosub @LA1FIN1_66592 
if 
  186@ == 0 
else_jump @LA1FIN1_28937 
if 
  187@ == 0 
else_jump @LA1FIN1_28937 
if 
  157@ == 1 
else_jump @LA1FIN1_28937 
04AF: 114@ = 15863 // = constant 
05AA: 115@s = 'FIN1_JC' // @s = 'short'  // Where the OG's at - I gotta get my brother, Sweet.
gosub @LA1FIN1_66550 

:LA1FIN1_28937
if 
  186@ == 1 
else_jump @LA1FIN1_29027 
if 
  187@ == 0 
else_jump @LA1FIN1_29027 
if 
  157@ == 1 
else_jump @LA1FIN1_29027 
159@ = 1 
04AF: 114@ = 15864 // = constant 
05AA: 115@s = 'FIN1_JD' // @s = 'short'  // They were meeting in the back of the motel someplace...
gosub @LA1FIN1_66550 

:LA1FIN1_29027
if 
  181@ > 0 
else_jump @LA1FIN1_29110 
if 
  186@ == 2 
else_jump @LA1FIN1_29110 
if 
  187@ == 0 
else_jump @LA1FIN1_29110 
04AF: 114@ = 15866 // = constant 
05AA: 115@s = 'FIN1_JF' // @s = 'short'  // Families! Cops comin' in from behind!
gosub @LA1FIN1_66550 

:LA1FIN1_29110
if 
  165@ > 0 
else_jump @LA1FIN1_29193 
if 
  186@ == 3 
else_jump @LA1FIN1_29193 
if 
  187@ == 0 
else_jump @LA1FIN1_29193 
04AF: 114@ = 15807 // = constant 
05AA: 115@s = 'FIN1_BD' // @s = 'short'  // Get some suppressing fire in there!
gosub @LA1FIN1_66550 

:LA1FIN1_29193
if 
  173@ > 0 
else_jump @LA1FIN1_29276 
if 
  186@ == 4 
else_jump @LA1FIN1_29276 
if 
  187@ == 0 
else_jump @LA1FIN1_29276 
04AF: 114@ = 15818 // = constant 
05AA: 115@s = 'FIN1_CK' // @s = 'short'  // Unit down, repeat, unit down!
gosub @LA1FIN1_66550 

:LA1FIN1_29276
if 
  186@ == 5 
else_jump @LA1FIN1_29341 
if 
  187@ == 0 
else_jump @LA1FIN1_29341 
04AF: 114@ = 15808 // = constant 
05AA: 115@s = 'FIN1_BE' // @s = 'short'  // Gimme some fucking covering fire!
gosub @LA1FIN1_66550 

:LA1FIN1_29341
if 
  189@ == 1 
else_jump @LA1FIN1_29392 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_29392 
040D: unload_wav 2 
03CF: load_wav 15803 as 2 
189@ = 2 

:LA1FIN1_29392
if 
  189@ == 2 
else_jump @LA1FIN1_29432 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_29432 
189@ = 3 

:LA1FIN1_29432
if 
  180@ == 1 
else_jump @LA1FIN1_32164 
if 
  179@ == 6 
else_jump @LA1FIN1_29707 
if 
  41@ > 2000 
else_jump @LA1FIN1_29707 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_29511 
05EB: assign_car 48@ to_path 349 

:LA1FIN1_29511
015F: set_camera_position 2195.099 -1157.921 34.0291 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2194.103 -1157.979 33.9628 switchstyle 2 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_29707 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_29707 
wait 200 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_29626 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 52@ 3000 ms 

:LA1FIN1_29626
wait 100 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_29673 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_29673 
05BF: AS_actor $130 look_at_actor 52@ 3000 ms 

:LA1FIN1_29673
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_AA' time 3000 flag 1  // This is the Los Santos Police Department; Stay where you all are!
41@ = 0 
179@ = 7 

:LA1FIN1_29707
if 
  179@ == 7 
else_jump @LA1FIN1_30193 
if 
  41@ > 2500 
else_jump @LA1FIN1_30193 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_30193 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_30193 
183@ = 0 
0707: start_scene_skip_to @LA1FIN1_30894 
015F: set_camera_position 2176.641 -1179.425 38.9175 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2177.136 -1178.588 38.6847 switchstyle 2 
if 
8118:   not actor 59@ dead 
else_jump @LA1FIN1_29905 
if 
  140@ == 0 
else_jump @LA1FIN1_29905 
0085: 126@ = 59@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66877 
140@ = 1 

:LA1FIN1_29905
if 
8118:   not actor 60@ dead 
else_jump @LA1FIN1_29985 
if 
  141@ == 0 
else_jump @LA1FIN1_29985 
0085: 126@ = 60@ // (int) 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_29971 
008B: 127@ = $130 // (int) 

:LA1FIN1_29971
gosub @LA1FIN1_66928 
141@ = 1 

:LA1FIN1_29985
if 
8118:   not actor 61@ dead 
else_jump @LA1FIN1_30065 
if 
  143@ == 0 
else_jump @LA1FIN1_30065 
0085: 126@ = 61@ // (int) 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_30051 
008B: 127@ = $130 // (int) 

:LA1FIN1_30051
gosub @LA1FIN1_66928 
143@ = 1 

:LA1FIN1_30065
if 
8118:   not actor 62@ dead 
else_jump @LA1FIN1_30129 
if 
  144@ == 0 
else_jump @LA1FIN1_30129 
0085: 126@ = 62@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
144@ = 1 

:LA1FIN1_30129
05D3: AS_actor $130 goto_point 2192.683 -1168.586 33.56 mode 6 time 5000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2198.424 -1158.32 33.56 mode 6 time 5000 ms // versionA 
41@ = 0 
179@ = 8 

:LA1FIN1_30193
if 
  179@ == 8 
else_jump @LA1FIN1_30492 
if 
  41@ > 1500 
else_jump @LA1FIN1_30492 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_30492 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_30492 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_30283 
05EC: release_car 48@ from_path 

:LA1FIN1_30283
015F: set_camera_position 2196.338 -1157.223 32.9594 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2195.762 -1158.032 33.0705 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2195.914 -1159.764 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.0915 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // CJ, that chopper's all over us! Hit it!
00AB: put_car 48@ at 2185.43 -1172.69 37.05 
04A2: set_heli 48@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
41@ = 0 
179@ = 9 

:LA1FIN1_30492
if 
  179@ == 9 
else_jump @LA1FIN1_30688 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_30688 
if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLPK_L" 
else_jump @LA1FIN1_30688 
0613: 104@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
if 
  104@ == 1.0 
else_jump @LA1FIN1_30688 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_30681 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_30681
179@ = 10 

:LA1FIN1_30688
if 
  179@ == 10 
else_jump @LA1FIN1_32107 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_32107 
if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLSHOOT_IN_L" 
else_jump @LA1FIN1_32107 
0613: 104@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time 
if 
  104@ == 1.0 
else_jump @LA1FIN1_32107 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_30882 
06C1: create_searchlight 66@ on_car 48@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 
06B6: set_searchlight 66@ follow_actor $130 speed 0.2 

:LA1FIN1_30882
0792: disembark_instantly_actor $PLAYER_ACTOR 
183@ = 1 

:LA1FIN1_30894
0701: end_scene_skip 
if 
  183@ == 0 
else_jump @LA1FIN1_31787 
00BE: text_clear_all 
fade 0 500 

:LA1FIN1_30923
if 
fading 
else_jump @LA1FIN1_30947 
wait 0 
jump @LA1FIN1_30923 

:LA1FIN1_30947
040D: unload_wav 1 
040D: unload_wav 2 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_30992 
if 
060E:   car 48@ assigned_to_path 
else_jump @LA1FIN1_30992 
05EC: release_car 48@ from_path 

:LA1FIN1_30992
00A6: destroy_car 48@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
0247: load_model 497 
0247: load_model 285 
0247: load_model 353 
038B: load_requested_models 

:LA1FIN1_31034
if or
8248:   not model 497 available 
8248:   not model 285 available 
8248:   not model 353 available 
else_jump @LA1FIN1_31071 
wait 0 
jump @LA1FIN1_31034 

:LA1FIN1_31071
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_31104 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $130 
02A9: set_actor $130 immune_to_nonplayer 0 

:LA1FIN1_31104
00A5: 48@ = create_car 497 at 2249.51 -1111.52 56.1 
09C4: set_car 48@ gas_tank_explosion_enabled 0 
02AA: set_car 48@ immune_to_nonplayer 1 
04BA: set_car 48@ speed_to 30.0 
0224: set_car 48@ health_to 2000 
06C1: create_searchlight 66@ on_car 48@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 66@ follow_actor $130 speed 0.2 
0129: 52@ = create_actor_pedtype 25 model 285 in_car 48@ driverseat 
054A: set_actor 52@ can_be_shot_in_a_car 0 
020A: set_car 48@ door_status_to 2 
039E: set_actor 52@ locked 1 while_in_car 
054A: set_actor 52@ can_be_shot_in_a_car 0 
060B: set_actor 52@ decision_maker_to 63@ 
0825: set_helicopter 48@ instant_rotor_start 
00AB: put_car 48@ at 2188.28 -1176.54 39.54 
0175: set_car 48@ Z_angle_to 210.0 
009A: 59@ = create_actor_pedtype 27 model 285 at 2161.84 -1154.26 25.09 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 59@ decision_maker_to 65@ 
009A: 60@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 25.09 
077A: set_actor 60@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 60@ decision_maker_to 65@ 
009A: 61@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 -5.09 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 61@ decision_maker_to 65@ 
009A: 62@ = create_actor_pedtype 27 model 285 at 2159.84 -1154.26 -8.09 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 62@ decision_maker_to 65@ 
140@ = 0 
141@ = 0 
143@ = 0 
144@ = 0 
0464: put_actor 59@ into_turret_on_car 48@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 59@ health_to 150 
07DD: set_actor 59@ attack_rate 70 // previously known as temper_to 
0464: put_actor 60@ into_turret_on_car 48@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 60@ health_to 150 
07DD: set_actor 60@ attack_rate 70 // previously known as temper_to 
0464: put_actor 61@ into_turret_on_car 48@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 61@ health_to 150 
07DD: set_actor 61@ attack_rate 70 // previously known as temper_to 
0464: put_actor 62@ into_turret_on_car 48@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 62@ health_to 150 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00A1: put_actor $PLAYER_ACTOR at 2194.53 -1159.24 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.208 
00A1: put_actor $130 at 2192.638 -1169.202 32.563 
0173: set_actor $130 Z_angle_to 180.668 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 750 

:LA1FIN1_31787
140@ = 0 
141@ = 0 
143@ = 0 
144@ = 0 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_31897 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_31897 
02AB: set_actor $130 immunities BP 0 FP 1 EP 1 CP 1 MP 0 
01B2: give_actor $130 weapon 29 ammo 99999 // Load the weapon model before using this 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_31897
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_31928 
0853: unknown_heli 48@ flag 3 
0186: 193@ = create_marker_above_car 48@ 

:LA1FIN1_31928
340@ = 100 
0652: 340@ = integer_stat 24 
0223: set_actor $PLAYER_ACTOR health_to 340@ 
065C: release_decision_maker 64@ 
40@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_32011 
02A9: set_actor $130 immune_to_nonplayer 0 
0223: set_actor $130 health_to 500 
$8329 = 100 

:LA1FIN1_32011
04EF: release_animation "SWAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03C4: set_status_text $8329 type 1 GXT 'LAF1_20' // global_variable  // Sweet
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15873 as 1 
03CF: load_wav 15819 as 2 
186@ = 0 
187@ = 0 
00BC: show_text_highpriority GXT 'LAF1_5' time 5000 flag 1  // ~s~Protect ~b~Sweet ~s~and destroy the ~r~SWAT helicopter~s~.
180@ = 2 
179@ = 11 

:LA1FIN1_32107
if 
  11 > 179@ 
else_jump @LA1FIN1_32164 
if 
0118:   actor $130 dead 
else_jump @LA1FIN1_32164 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
jump @LA1FIN1_67666 

:LA1FIN1_32164
if 
  180@ == 2 
else_jump @LA1FIN1_33735 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_32220 
0226: $8329 = actor $130 health 
$8329 /= 5 
jump @LA1FIN1_32243 

:LA1FIN1_32220
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
jump @LA1FIN1_67666 

:LA1FIN1_32243
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_33735 
if 
  179@ == 11 
else_jump @LA1FIN1_32327 
if 
  40@ > 4000 
else_jump @LA1FIN1_32327 
05D3: AS_actor $130 goto_point 2193.199 -1179.67 33.56 mode 6 time -1 ms // versionA 
179@ = 12 

:LA1FIN1_32327
if 
  179@ == 12 
else_jump @LA1FIN1_32521 
if 
00FE:   actor $130 sphere 0 in_sphere 2193.199 -1179.67 33.56 radius 1.5 1.5 2.5 
else_jump @LA1FIN1_32521 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_32432 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_32432
40@ = 0 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_32514 
04A2: set_heli 48@ fly_to 2193.199 -1179.67 40.5 altitude_between 10.0 and 10.0 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_32514 
06B6: set_searchlight 66@ follow_actor $PLAYER_ACTOR speed 0.2 

:LA1FIN1_32514
179@ = 13 

:LA1FIN1_32521
if 
  179@ == 13 
else_jump @LA1FIN1_32641 
if 
  40@ > 10000 
else_jump @LA1FIN1_32641 
05D3: AS_actor $130 goto_point 2200.652 -1188.776 32.563 mode 6 time -1 ms // versionA 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_32611 
06B6: set_searchlight 66@ follow_actor $130 speed 0.2 

:LA1FIN1_32611
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_32634 
02AA: set_car 48@ immune_to_nonplayer 0 

:LA1FIN1_32634
179@ = 14 

:LA1FIN1_32641
if 
  179@ == 14 
else_jump @LA1FIN1_32806 
if 
00FE:   actor $130 sphere 0 in_sphere 2200.652 -1188.776 32.563 radius 1.5 1.5 3.5 
else_jump @LA1FIN1_32806 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_32746 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_32746
40@ = 0 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_32799 
04A2: set_heli 48@ fly_to 2212.41 -1168.54 42.0 altitude_between 20.0 and 20.0 

:LA1FIN1_32799
179@ = 15 

:LA1FIN1_32806
if 
  179@ == 15 
else_jump @LA1FIN1_32903 
if 
  40@ > 12000 
else_jump @LA1FIN1_32903 
05D3: AS_actor $130 goto_point 2209.474 -1185.644 33.56 mode 6 time -1 ms // versionA 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_32896 
06B6: set_searchlight 66@ follow_actor $PLAYER_ACTOR speed 0.2 

:LA1FIN1_32896
179@ = 16 

:LA1FIN1_32903
if 
  179@ == 16 
else_jump @LA1FIN1_33068 
if 
00FE:   actor $130 sphere 0 in_sphere 2209.474 -1185.644 33.56 radius 1.5 1.5 3.5 
else_jump @LA1FIN1_33068 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_33008 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_33008
40@ = 0 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_33061 
04A2: set_heli 48@ fly_to 2223.66 -1169.4 42.83 altitude_between 20.0 and 20.0 

:LA1FIN1_33061
179@ = 17 

:LA1FIN1_33068
if 
  179@ == 17 
else_jump @LA1FIN1_33165 
if 
  40@ > 5000 
else_jump @LA1FIN1_33165 
05D3: AS_actor $130 goto_point 2219.186 -1188.8 33.563 mode 6 time -1 ms // versionA 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_33158 
06B6: set_searchlight 66@ follow_actor $130 speed 0.2 

:LA1FIN1_33158
179@ = 18 

:LA1FIN1_33165
if 
  179@ == 18 
else_jump @LA1FIN1_33330 
if 
00FE:   actor $130 sphere 0 in_sphere 2219.186 -1188.8 33.563 radius 1.5 1.5 3.5 
else_jump @LA1FIN1_33330 
if 
8118:   not actor 52@ dead 
else_jump @LA1FIN1_33270 
008B: 126@ = $130 // (int) 
0085: 127@ = 52@ // (int) 
gosub @LA1FIN1_66928 

:LA1FIN1_33270
40@ = 0 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_33323 
04A2: set_heli 48@ fly_to 2242.91 -1178.87 42.0 altitude_between 10.0 and 10.0 

:LA1FIN1_33323
179@ = 19 

:LA1FIN1_33330
if 
  140@ == 0 
else_jump @LA1FIN1_33376 
if 
0118:   actor 59@ dead 
else_jump @LA1FIN1_33376 
0465: remove_actor 59@ from_turret_mode 
140@ = 1 

:LA1FIN1_33376
if 
  141@ == 0 
else_jump @LA1FIN1_33422 
if 
0118:   actor 60@ dead 
else_jump @LA1FIN1_33422 
0465: remove_actor 60@ from_turret_mode 
141@ = 1 

:LA1FIN1_33422
if 
  143@ == 0 
else_jump @LA1FIN1_33468 
if 
0118:   actor 61@ dead 
else_jump @LA1FIN1_33468 
0465: remove_actor 61@ from_turret_mode 
143@ = 1 

:LA1FIN1_33468
if 
  144@ == 0 
else_jump @LA1FIN1_33514 
if 
0118:   actor 62@ dead 
else_jump @LA1FIN1_33514 
0465: remove_actor 62@ from_turret_mode 
144@ = 1 

:LA1FIN1_33514
if 
  179@ > 10 
else_jump @LA1FIN1_33735 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_33700 
0227: 49@ = car 48@ health 
if 
  1250 > 49@ 
else_jump @LA1FIN1_33693 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0164: disable_marker 193@ 
04A2: set_heli 48@ fly_to 2220.44 -1128.29 43.31 altitude_between 30.0 and 30.0 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_33644 
03D1: play_wav 2 

:LA1FIN1_33644
06B2: destroy_searchlight 66@ 
40@ = 0 
184@ = 1 
00BC: show_text_highpriority GXT 'LAF1_69' time 5000 flag 1  // ~s~Follow ~b~Sweet~s~.
180@ = 3 
179@ = 20 

:LA1FIN1_33693
jump @LA1FIN1_33735 

:LA1FIN1_33700
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
06B2: destroy_searchlight 66@ 
180@ = 3 
179@ = 20 

:LA1FIN1_33735
if 
  180@ == 3 
else_jump @LA1FIN1_34685 
if 
  23 > 179@ 
else_jump @LA1FIN1_34685 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_33809 
0226: $8329 = actor $130 health 
$8329 /= 5 
jump @LA1FIN1_33832 

:LA1FIN1_33809
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
jump @LA1FIN1_67666 

:LA1FIN1_33832
if 
  179@ == 20 
else_jump @LA1FIN1_33949 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_33949 
05F5: AS_actor $130 goto_point_using_paths 2235.36 -1188.68 33.82 mode 6 time 35000 
41@ = 0 
186@ = 0 
187@ = 0 
040D: unload_wav 1 
0395: clear_area 1 at 2197.78 -1194.0 30.0 radius 30.0 
179@ = 21 

:LA1FIN1_33949
if 
  179@ == 21 
else_jump @LA1FIN1_34174 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_34174 
if 
0104:   actor $130 near_actor $PLAYER_ACTOR radius 4.0 4.0 3.5 sphere 0 
else_jump @LA1FIN1_34115 
if 
02CB:   actor $130 bounding_sphere_visible 
else_jump @LA1FIN1_34108 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05F5: AS_actor $130 goto_point_using_paths 2197.78 -1194.0 26.17 mode 6 time 35000 
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 
179@ = 22 

:LA1FIN1_34108
jump @LA1FIN1_34174 

:LA1FIN1_34115
if 
  41@ > 3500 
else_jump @LA1FIN1_34174 
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 

:LA1FIN1_34174
if 
  184@ == 1 
else_jump @LA1FIN1_34280 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_34280 
if 
01AF:   car 48@ sphere 0 in_sphere 2220.44 -1128.29 43.31 radius 15.0 15.0 15.0 
else_jump @LA1FIN1_34280 
020B: explode_car 48@ 
020B: explode_car 48@ 
40@ = 0 
184@ = 2 

:LA1FIN1_34280
if 
  184@ == 2 
else_jump @LA1FIN1_34334 
if 
  40@ > 3000 
else_jump @LA1FIN1_34334 
01C3: remove_references_to_car 48@ 
00A6: destroy_car 48@ 
184@ = 3 

:LA1FIN1_34334
if 
  179@ == 22 
else_jump @LA1FIN1_34685 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_34685 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
else_jump @LA1FIN1_34548 
fade 0 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_34445
if 
fading 
else_jump @LA1FIN1_34469 
wait 0 
jump @LA1FIN1_34445 

:LA1FIN1_34469
01C3: remove_references_to_car 48@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_34534 
00A1: put_actor $130 at 2197.78 -1194.0 25.0 

:LA1FIN1_34534
179@ = 23 
jump @LA1FIN1_34685 

:LA1FIN1_34548
if 
00FF:   actor $130 sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
else_jump @LA1FIN1_34685 
01C3: remove_references_to_car 48@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
fade 0 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_34654
if 
fading 
else_jump @LA1FIN1_34678 
wait 0 
jump @LA1FIN1_34654 

:LA1FIN1_34678
179@ = 23 

:LA1FIN1_34685
if 
  180@ > 1 
else_jump @LA1FIN1_35112 
if 
  4 > 180@ 
else_jump @LA1FIN1_35112 
if 
  23 > 179@ 
else_jump @LA1FIN1_35112 
gosub @LA1FIN1_66592 
if 
  180@ == 2 
else_jump @LA1FIN1_35011 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_35011 
if 
  186@ == 0 
else_jump @LA1FIN1_34863 
if 
  187@ == 0 
else_jump @LA1FIN1_34863 
if 
  179@ > 11 
else_jump @LA1FIN1_34863 
04AF: 114@ = 15873 // = constant 
05AA: 115@s = 'FIN1_JM' // @s = 'short'  // CJ, dump on that helicopter!
gosub @LA1FIN1_66550 

:LA1FIN1_34863
if 
  186@ == 1 
else_jump @LA1FIN1_34928 
if 
  187@ == 0 
else_jump @LA1FIN1_34928 
04AF: 114@ = 15811 // = constant 
05AA: 115@s = 'FIN1_BY' // @s = 'short'  // This is Buzzard 1, we are taking ground fire!
gosub @LA1FIN1_66550 

:LA1FIN1_34928
if 
  186@ == 2 
else_jump @LA1FIN1_35011 
if 
  187@ == 0 
else_jump @LA1FIN1_35011 
if 
  179@ > 14 
else_jump @LA1FIN1_35011 
04AF: 114@ = 15872 // = constant 
05AA: 115@s = 'FIN1_JL' // @s = 'short'  // CJ, that chopper's all over us! Hit it!
gosub @LA1FIN1_66550 

:LA1FIN1_35011
if 
  180@ == 3 
else_jump @LA1FIN1_35112 
if 
  179@ > 21 
else_jump @LA1FIN1_35112 
if 
  186@ == 0 
else_jump @LA1FIN1_35112 
if 
  187@ == 0 
else_jump @LA1FIN1_35112 
04AF: 114@ = 15874 // = constant 
05AA: 115@s = 'FIN1_JN' // @s = 'short'  // C'mon, CJ, let's go!
gosub @LA1FIN1_66550 

:LA1FIN1_35112
if 
  179@ == 23 
else_jump @LA1FIN1_36821 
if 
  302@ == 0 
else_jump @LA1FIN1_36821 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_36821 
00C0: set_current_time_hours_to 3 minutes_to 15 
01B9: set_actor $130 armed_weapon_to 0 
0249: release_model 349 
0249: release_model 346 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2190.325 -1194.562 25.4553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2189.376 -1194.54 25.1403 switchstyle 2 
0792: disembark_instantly_actor $130 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $130 at 2192.65 -1194.78 24.2 
0173: set_actor $130 Z_angle_to 78.5405 
00A1: put_actor $PLAYER_ACTOR at 2192.0 -1193.78 24.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0874 
151@ = 0 
065C: release_decision_maker 65@ 
0249: release_model 285 
0151: remove_status_text $8329 
0247: load_model 596 
0247: load_model 280 
0247: load_model 355 
0247: load_model 538 
0247: load_model 492 
0247: load_model 497 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 330 
07C0: load_path 332 
07C0: load_path 333 
07C0: load_path 334 
07C0: load_path 335 
07C0: load_path 336 
07C0: load_path 337 
07C0: load_path 338 
03CF: load_wav 15876 as 1 
03CF: load_wav 15877 as 2 
038B: load_requested_models 

:LA1FIN1_35512
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @LA1FIN1_35567 
wait 0 
jump @LA1FIN1_35512 

:LA1FIN1_35567
if or
8248:   not model 596 available 
8248:   not model 280 available 
8248:   not model 355 available 
else_jump @LA1FIN1_35604 
wait 0 
jump @LA1FIN1_35567 

:LA1FIN1_35604
if or
8248:   not model 538 available 
8248:   not model 492 available 
8248:   not model 497 available 
else_jump @LA1FIN1_35641 
wait 0 
jump @LA1FIN1_35604 

:LA1FIN1_35641
if or
87C1:   not path 330 available 
87C1:   not path 332 available 
87C1:   not path 333 available 
87C1:   not path 334 available 
87C1:   not path 335 available 
else_jump @LA1FIN1_35688 
wait 0 
jump @LA1FIN1_35641 

:LA1FIN1_35688
if or
87C1:   not path 336 available 
87C1:   not path 337 available 
87C1:   not path 338 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_35733 
wait 0 
jump @LA1FIN1_35688 

:LA1FIN1_35733
00A6: destroy_car 48@ 
009B: destroy_actor 52@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
0395: clear_area 1 at 2192.65 -1194.78 100.0 radius 100.0 
00A5: 48@ = create_car 497 at 2130.004 -1196.324 28.198 
09C4: set_car 48@ gas_tank_explosion_enabled 0 
0175: set_car 48@ Z_angle_to 336.905 
0129: 52@ = create_actor_pedtype 24 model 280 in_car 48@ driverseat 
060B: set_actor 52@ decision_maker_to 63@ 
0446: set_actor 52@ dismemberment_possible 0 
054A: set_actor 52@ can_be_shot_in_a_car 0 
02A9: set_actor 52@ immune_to_nonplayer 1 
02AA: set_car 48@ immune_to_nonplayer 1 
02AC: set_car 48@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0825: set_helicopter 48@ instant_rotor_start 
0338: set_car 48@ visibility 0 
00A5: $135 = create_car 492 at 2203.498 -1217.624 23.579 
041E: set_radio_station 5 
0852: set_car $135 damages_visible 0 
0175: set_car $135 Z_angle_to 90.386 
0129: $129 = create_actor_pedtype 23 model 291 in_car $135 driverseat 
060B: set_actor $129 decision_maker_to 63@ 
01C8: $131 = create_actor_pedtype 23 model 292 in_car $135 passenger_seat 0 
060B: set_actor $131 decision_maker_to 63@ 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
02AC: set_car $135 immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0224: set_car $135 health_to 6000 
053F: set_car $135 tires_vulnerability 0 
00A5: 194@ = create_car 596 at 2169.194 -1270.059 22.8203 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 357.0326 
02AA: set_car 194@ immune_to_nonplayer 1 
0224: set_car 194@ health_to 750 
0129: 203@ = create_actor_pedtype 24 model 280 in_car 194@ driverseat 
060B: set_actor 203@ decision_maker_to 63@ 
0223: set_actor 203@ health_to 100 
0446: set_actor 203@ dismemberment_possible 0 
02A9: set_actor 203@ immune_to_nonplayer 1 
01C8: 204@ = create_actor_pedtype 24 model 280 in_car 194@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 63@ 
0223: set_actor 204@ health_to 200 
02A9: set_actor 204@ immune_to_nonplayer 1 
01B2: give_actor 204@ weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor 204@ dismemberment_possible 0 
00A9: set_car 194@ to_normal_driver 
0338: set_car 194@ visibility 0 
00A5: 195@ = create_car 596 at 2172.526 -1280.734 22.9766 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 0.9448 
02AA: set_car 195@ immune_to_nonplayer 1 
0224: set_car 195@ health_to 500 
0129: 205@ = create_actor_pedtype 24 model 280 in_car 195@ driverseat 
02AC: set_car 195@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 205@ immune_to_nonplayer 1 
0223: set_actor 205@ health_to 100 
060B: set_actor 205@ decision_maker_to 63@ 
01C8: 206@ = create_actor_pedtype 24 model 280 in_car 195@ passenger_seat 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
060B: set_actor 206@ decision_maker_to 63@ 
0223: set_actor 206@ health_to 200 
0446: set_actor 206@ dismemberment_possible 0 
01B2: give_actor 206@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 195@ to_normal_driver 
0338: set_car 195@ visibility 0 
00A5: 196@ = create_car 596 at 2223.11 -1150.118 24.92 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0129: 207@ = create_actor_pedtype 24 model 280 in_car 196@ driverseat 
054A: set_actor 207@ can_be_shot_in_a_car 0 
02AA: set_car 196@ immune_to_nonplayer 1 
0224: set_car 196@ health_to 1000 
060B: set_actor 207@ decision_maker_to 63@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
0446: set_actor 207@ dismemberment_possible 0 
01C8: 208@ = create_actor_pedtype 24 model 280 in_car 196@ passenger_seat 0 
060B: set_actor 208@ decision_maker_to 63@ 
02A9: set_actor 208@ immune_to_nonplayer 1 
0223: set_actor 208@ health_to 200 
0446: set_actor 208@ dismemberment_possible 0 
01B2: give_actor 208@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 196@ to_normal_driver 
00A5: 197@ = create_car 596 at 2388.808 -1259.431 22.94 
0175: set_car 197@ Z_angle_to 89.36 
09C4: set_car 197@ gas_tank_explosion_enabled 0 
02AA: set_car 197@ immune_to_nonplayer 1 
0224: set_car 197@ health_to 900 
0129: 209@ = create_actor_pedtype 24 model 280 in_car 197@ driverseat 
02A9: set_actor 209@ immune_to_nonplayer 1 
060B: set_actor 209@ decision_maker_to 63@ 
0446: set_actor 209@ dismemberment_possible 0 
0223: set_actor 209@ health_to 100 
01C8: 210@ = create_actor_pedtype 24 model 280 in_car 197@ passenger_seat 0 
02A9: set_actor 210@ immune_to_nonplayer 1 
0223: set_actor 210@ health_to 150 
060B: set_actor 210@ decision_maker_to 63@ 
01B2: give_actor 210@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 210@ dismemberment_possible 0 
00A9: set_car 197@ to_normal_driver 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 219@ = create_train_at 2284.991 -1186.053 24.756 type 15 direction 0 
06DC: set_train 219@ acc 0.0 
06DD: set_train 219@ speed 0.0 
02AC: set_car 219@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2183.567 -1193.851 23.2419 mode 6 time 5000 ms // versionA 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_36807 
05D3: AS_actor $130 goto_point 2183.531 -1195.074 23.2266 mode 6 time 5000 ms // versionA 

:LA1FIN1_36807
fade 1 250 
302@ = 1 

:LA1FIN1_36821
if 
  302@ == 1 
else_jump @LA1FIN1_36996 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_36996 
if 
00EC:   actor $130 sphere 0 near_point 2183.531 -1195.074 radius 1.5 1.5 
else_jump @LA1FIN1_36996 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2183.567 -1193.851 radius 2.0 2.0 
else_jump @LA1FIN1_36996 
015F: set_camera_position 2183.617 -1193.088 24.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2183.54 -1194.085 24.8217 switchstyle 2 
40@ = 0 
302@ = 2 

:LA1FIN1_36996
if 
  302@ == 2 
else_jump @LA1FIN1_37185 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_37185 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_37185 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_37185 
if 
  40@ > 1500 
else_jump @LA1FIN1_37185 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $129 3000 ms 
05EB: assign_car $135 to_path 330 
0605: actor $130 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 1 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_KA' time 2500 flag 1  // Ah shit, what now?
0967: actor $130 move_mouth 2000 ms 
40@ = 0 
302@ = 3 

:LA1FIN1_37185
if 
  302@ == 3 
else_jump @LA1FIN1_37320 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_37320 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_37320 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_37320 
if 
  40@ > 500 
else_jump @LA1FIN1_37320 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
302@ = 4 

:LA1FIN1_37320
if 
  302@ == 4 
else_jump @LA1FIN1_37566 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_37566 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_37566 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_37566 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_37566 
05BF: AS_actor $130 look_at_actor $129 5000 ms 
00BE: text_clear_all 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
00BC: show_text_highpriority GXT 'FIN1_KB' time 3000 flag 1  // It's Smoke and Ryder!
0968: actor $130 stop_mouth 
040D: unload_wav 1 
03CF: load_wav 15878 as 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2181.53 -1193.81 23.67 mode 4 time 5000 ms // versionA 
05D3: AS_actor $130 goto_point 2181.41 -1195.67 23.74 mode 4 time 5000 ms // versionA 
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
302@ = 5 

:LA1FIN1_37566
if 
  302@ == 5 
else_jump @LA1FIN1_37989 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_37989 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_37989 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_37989 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_37989 
if 
860E:   not car $135 assigned_to_path 
else_jump @LA1FIN1_37989 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_37989 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_37989 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15879 as 2 
03D1: play_wav 1 
0967: actor $129 move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KC' time 2000 flag 1  // Get in!
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $129 5000 ms 
00A9: set_car $135 to_normal_driver 
0605: actor $129 perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $131 perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor $PLAYER_ACTOR enter_car $135 passenger_seat 2 time 5000 
05D3: AS_actor $130 goto_point 2181.51 -1201.97 24.0 mode 6 time 5000 ms // versionA 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_37952 
0397: enable_car 194@ siren 1 

:LA1FIN1_37952
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_37975 
0397: enable_car 195@ siren 1 

:LA1FIN1_37975
40@ = 0 
302@ = 6 

:LA1FIN1_37989
if 
  302@ == 6 
else_jump @LA1FIN1_38195 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_38195 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_38195 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_38195 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_38195 
if 
  40@ > 2000 
else_jump @LA1FIN1_38195 
00A1: put_actor $130 at 2176.78 -1196.64 23.18 
05CA: AS_actor $130 enter_car $135 passenger_seat 1 time 6000 
0968: actor $129 stop_mouth 
0697: set_car $135 remove_component 4 visible_effect_flag 0 
015F: set_camera_position 2178.881 -1194.196 24.3172 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.866 -1195.196 24.2959 switchstyle 2 
302@ = 7 

:LA1FIN1_38195
if 
  302@ == 7 
else_jump @LA1FIN1_38301 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @LA1FIN1_38301 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @LA1FIN1_38301 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
302@ = 8 

:LA1FIN1_38301
if 
  302@ == 8 
else_jump @LA1FIN1_38736 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_38736 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_38736 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_38736 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_38736 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_38736 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_38736 
if 
0448:   actor $130 in_car $135 
else_jump @LA1FIN1_38707 
0605: actor $130 perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 2 
0967: actor $130 move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KE' time 2000 flag 1  // Hit the gas!
040D: unload_wav 1 
03CF: load_wav 15880 as 1 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_38551 
0338: set_car 48@ visibility 1 
0726: heli 48@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 

:LA1FIN1_38551
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_38619 
0338: set_car 194@ visibility 1 
05EB: assign_car 194@ to_path 333 
0186: 293@ = create_marker_above_car 194@ 
018B: set_marker 293@ radar_mode 2 
0224: set_car 194@ health_to 1000 
305@ = 1 
321@ = 1 

:LA1FIN1_38619
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_38679 
0338: set_car 195@ visibility 1 
05EB: assign_car 195@ to_path 334 
0186: 294@ = create_marker_above_car 195@ 
018B: set_marker 294@ radar_mode 2 
306@ = 1 
322@ = 1 

:LA1FIN1_38679
40@ = 0 
41@ = 0 
302@ = 9 
jump @LA1FIN1_38736 

:LA1FIN1_38707
if 
  40@ > 5000 
else_jump @LA1FIN1_38736 
0430: put_actor $130 into_car $135 passenger_seat 1 

:LA1FIN1_38736
if 
  302@ == 9 
else_jump @LA1FIN1_38851 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_38851 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_38851 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_38851 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_38851 
if 
  40@ > 500 
else_jump @LA1FIN1_38851 
40@ = 0 
302@ = 10 

:LA1FIN1_38851
if 
  302@ == 10 
else_jump @LA1FIN1_39003 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_39003 
if 
  41@ > 2800 
else_jump @LA1FIN1_39003 
05EB: assign_car $135 to_path 332 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_38989 
06C1: create_searchlight 66@ on_car 48@ with_offset 0.0 1.0 -0.5 radius 0.5 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 66@ follow_actor $PLAYER_ACTOR speed 0.8 

:LA1FIN1_38989
41@ = 0 
302@ = 11 

:LA1FIN1_39003
if 
  302@ == 11 
else_jump @LA1FIN1_39142 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_39142 
if 
  41@ > 3500 
else_jump @LA1FIN1_39142 
015F: set_camera_position 2178.987 -1140.643 25.902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.951 -1141.642 25.8765 switchstyle 2 
334@ = 1 
186@ = 0 
187@ = 0 
41@ = 0 
302@ = 12 

:LA1FIN1_39142
if 
  302@ == 12 
else_jump @LA1FIN1_39673 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_39673 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2178.987 -1140.643 radius 1.3 1.3 
  41@ > 2250 
else_jump @LA1FIN1_39673 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2178.8 -1161.187 10.0 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $135 at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 180.0 
015A: restore_camera 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
40@ = 0 
41@ = 0 
009B: destroy_actor $130 
009B: destroy_actor $129 
009B: destroy_actor $131 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
301@ += 1 
if 
8118:   not actor 204@ dead 
else_jump @LA1FIN1_39499 
if 
  301@ > 1 
else_jump @LA1FIN1_39463 
0713: actor 204@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 
jump @LA1FIN1_39499 

:LA1FIN1_39463
0713: actor 204@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:LA1FIN1_39499
if 
8118:   not actor 206@ dead 
else_jump @LA1FIN1_39551 
0713: actor 206@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:LA1FIN1_39551
0224: set_car $135 health_to 6000 
0227: $8330 = car $135 health 
$8330 /= 60 
03C4: set_status_text $8330 type 1 GXT 'LAF1_38' // global_variable  // Car
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
03E5: show_text_box 'LAF1_50'  // To look around the car use the camera movement controls. To fire tap ~m~~widget_attack~.
02AC: set_car $135 immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
339@ = 1 
320@ = 1 
303@ = 1 
304@ = 1 
302@ = 13 

:LA1FIN1_39673
if 
  303@ > 0 
else_jump @LA1FIN1_39838 
if 
  5 > 333@ 
else_jump @LA1FIN1_39838 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_39838 
0227: $8330 = car $135 health 
$8330 -= 1000 
if 
  0 >= $8330 
else_jump @LA1FIN1_39831 
$8330 = 0 
02AC: set_car $135 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car $135 
00BC: show_text_highpriority GXT 'LAF1_4' time 5000 flag 1  // ~r~You wrecked the car!
jump @LA1FIN1_67666 
jump @LA1FIN1_39838 

:LA1FIN1_39831
$8330 /= 50 

:LA1FIN1_39838
if 
  303@ == 1 
else_jump @LA1FIN1_43478 
if 
  339@ == 1 
else_jump @LA1FIN1_39894 
if 
08FE:   text_box_displayed 
else_jump @LA1FIN1_39894 
339@ = 2 

:LA1FIN1_39894
if 
  339@ == 2 
else_jump @LA1FIN1_39932 
if 
88FE:   not text_box_displayed 
else_jump @LA1FIN1_39932 
339@ = 3 

:LA1FIN1_39932
if 
  302@ == 13 
else_jump @LA1FIN1_40047 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_40047 
if 
01AD:   car $135 sphere 0 near_point 2261.95 -1142.2 radius 5.0 5.0 
else_jump @LA1FIN1_40047 
if 
8119:   not car 219@ wrecked 
else_jump @LA1FIN1_40047 
06DC: set_train 219@ acc 10.0 
06DD: set_train 219@ speed 10.0 
302@ = 14 

:LA1FIN1_40047
if 
  302@ == 14 
else_jump @LA1FIN1_40148 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_40148 
if 
01AD:   car 196@ sphere 0 near_point 2284.98 -1146.61 radius 3.0 3.0 
else_jump @LA1FIN1_40148 
41@ = 0 
335@ = 1 
0224: set_car 196@ health_to 750 
302@ = 15 

:LA1FIN1_40148
if 
  302@ == 15 
else_jump @LA1FIN1_40213 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_40213 
if 
  41@ > 1100 
else_jump @LA1FIN1_40213 
020B: explode_car 196@ 
302@ = 16 

:LA1FIN1_40213
if 
  304@ == 1 
else_jump @LA1FIN1_40397 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_40397 
if 
01AD:   car $135 sphere 0 near_point 2223.11 -1150.118 radius 20.0 20.0 
else_jump @LA1FIN1_40397 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_40390 
05EB: assign_car 196@ to_path 335 
0186: 295@ = create_marker_above_car 196@ 
018B: set_marker 295@ radar_mode 2 
323@ = 1 
307@ = 1 
if 
8118:   not actor 208@ dead 
else_jump @LA1FIN1_40390 
0713: actor 208@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 

:LA1FIN1_40390
304@ = 2 

:LA1FIN1_40397
if 
  304@ == 2 
else_jump @LA1FIN1_40883 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_40883 
if 
01AD:   car $135 sphere 0 near_point 2352.54 -1271.86 radius 10.1 10.1 
else_jump @LA1FIN1_40883 
if 
8119:   not car 197@ wrecked 
else_jump @LA1FIN1_40876 
05EB: assign_car 197@ to_path 336 
0186: 296@ = create_marker_above_car 197@ 
018B: set_marker 296@ radar_mode 2 
308@ = 1 
324@ = 1 
if 
8118:   not actor 210@ dead 
else_jump @LA1FIN1_40574 
0713: actor 210@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:LA1FIN1_40574
07BD: destroy_train 219@ 
06D9: destroy_defined_trains 
0249: release_model 538 
00A5: 198@ = create_car 596 at 2500.697 -1443.776 28.28 
09C4: set_car 198@ gas_tank_explosion_enabled 0 
0175: set_car 198@ Z_angle_to 90.4588 
02AA: set_car 198@ immune_to_nonplayer 1 
0224: set_car 198@ health_to 750 
0129: 211@ = create_actor_pedtype 24 model 280 in_car 198@ driverseat 
02A9: set_actor 211@ immune_to_nonplayer 1 
060B: set_actor 211@ decision_maker_to 63@ 
0446: set_actor 211@ dismemberment_possible 0 
0223: set_actor 211@ health_to 200 
01C8: 212@ = create_actor_pedtype 24 model 280 in_car 198@ passenger_seat 0 
060B: set_actor 212@ decision_maker_to 63@ 
02A9: set_actor 212@ immune_to_nonplayer 1 
0223: set_actor 212@ health_to 100 
01B2: give_actor 212@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 212@ dismemberment_possible 0 
00A9: set_car 198@ to_normal_driver 
00A5: 200@ = create_car 596 at 2478.223 -1321.966 28.252 
0175: set_car 200@ Z_angle_to 356.585 
02AA: set_car 200@ immune_to_nonplayer 1 
0224: set_car 200@ health_to 280 
00A9: set_car 200@ to_normal_driver 
0129: 213@ = create_actor_pedtype 24 model 280 in_car 200@ driverseat 
02A9: set_actor 213@ immune_to_nonplayer 1 
060B: set_actor 213@ decision_maker_to 63@ 
01C8: 214@ = create_actor_pedtype 24 model 280 in_car 200@ passenger_seat 0 
02A9: set_actor 214@ immune_to_nonplayer 1 
060B: set_actor 214@ decision_maker_to 63@ 
0446: set_actor 214@ dismemberment_possible 0 
01B2: give_actor 214@ weapon 29 ammo 9999 // Load the weapon model before using this 
00A9: set_car 200@ to_normal_driver 

:LA1FIN1_40876
304@ = 3 

:LA1FIN1_40883
if 
  304@ == 3 
else_jump @LA1FIN1_41344 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_41344 
if 
01AD:   car $135 sphere 0 near_point 2394.67 -1442.43 radius 10.1 10.1 
else_jump @LA1FIN1_41344 
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_41337 
309@ = 1 
325@ = 1 
05EB: assign_car 198@ to_path 337 
0186: 297@ = create_marker_above_car 198@ 
018B: set_marker 297@ radar_mode 2 
0397: enable_car 198@ siren 1 
if 
8118:   not actor 212@ dead 
else_jump @LA1FIN1_41128 
if 
  301@ > 1 
else_jump @LA1FIN1_41092 
0713: actor 212@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 30 
jump @LA1FIN1_41128 

:LA1FIN1_41092
0713: actor 212@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:LA1FIN1_41128
06DB: destroy_all_trains 
00A5: 199@ = create_car 596 at 2447.036 -1370.772 22.64 
0175: set_car 199@ Z_angle_to 270.267 
00A9: set_car 199@ to_normal_driver 
0224: set_car 199@ health_to 250 
02AA: set_car 199@ immune_to_nonplayer 1 
0186: 298@ = create_marker_above_car 199@ 
018B: set_marker 298@ radar_mode 2 
009A: 215@ = create_actor_pedtype 24 model 280 at 2448.77 -1368.898 23.6 
060B: set_actor 215@ decision_maker_to 63@ 
01B2: give_actor 215@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 126@ = 215@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
009A: 216@ = create_actor_pedtype 24 model 280 at 2444.387 -1369.356 24.02 
060B: set_actor 216@ decision_maker_to 63@ 
01B2: give_actor 216@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 126@ = 216@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
310@ = 1 

:LA1FIN1_41337
304@ = 4 

:LA1FIN1_41344
if 
  304@ == 4 
else_jump @LA1FIN1_41535 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_41535 
if 
01AD:   car $135 sphere 0 near_point 2448.94 -1311.15 radius 30.1 30.1 
else_jump @LA1FIN1_41535 
if 
8119:   not car 200@ wrecked 
else_jump @LA1FIN1_41528 
05EB: assign_car 200@ to_path 338 
0397: enable_car 200@ siren 1 
311@ = 1 
327@ = 1 
if 
8118:   not actor 213@ dead 
else_jump @LA1FIN1_41513 
0713: actor 213@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:LA1FIN1_41513
0186: 299@ = create_marker_above_car 200@ 
018B: set_marker 299@ radar_mode 2 

:LA1FIN1_41528
304@ = 5 

:LA1FIN1_41535
if 
  321@ == 1 
else_jump @LA1FIN1_41687 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_41687 
if 
8118:   not actor 203@ dead 
else_jump @LA1FIN1_41592 
jump @LA1FIN1_41687 

:LA1FIN1_41592
if 
8118:   not actor 204@ dead 
else_jump @LA1FIN1_41675 
if 
00DB:   actor 204@ in_car 194@ 
else_jump @LA1FIN1_41668 
046C: 292@ = car 194@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_41668 
0676: AS_actor 204@ in_car 194@ move_from_passengerseat_to_driverseat 
321@ = 2 

:LA1FIN1_41668
jump @LA1FIN1_41687 

:LA1FIN1_41675
05EC: release_car 194@ from_path 
321@ = 2 

:LA1FIN1_41687
if 
  321@ == 2 
else_jump @LA1FIN1_41733 
if 
0118:   actor 204@ dead 
else_jump @LA1FIN1_41733 
05EC: release_car 194@ from_path 
321@ = 3 

:LA1FIN1_41733
if 
  305@ == 1 
else_jump @LA1FIN1_41849 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_41817 
if 
860E:   not car 194@ assigned_to_path 
else_jump @LA1FIN1_41810 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 293@ 
305@ = 2 

:LA1FIN1_41810
jump @LA1FIN1_41849 

:LA1FIN1_41817
05EC: release_car 194@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 194@ 
0164: disable_marker 293@ 
305@ = 2 

:LA1FIN1_41849
if 
  322@ == 1 
else_jump @LA1FIN1_42001 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_42001 
if 
8118:   not actor 205@ dead 
else_jump @LA1FIN1_41906 
jump @LA1FIN1_42001 

:LA1FIN1_41906
if 
8118:   not actor 206@ dead 
else_jump @LA1FIN1_41989 
if 
00DB:   actor 206@ in_car 195@ 
else_jump @LA1FIN1_41982 
046C: 292@ = car 195@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_41982 
0676: AS_actor 206@ in_car 195@ move_from_passengerseat_to_driverseat 
322@ = 2 

:LA1FIN1_41982
jump @LA1FIN1_42001 

:LA1FIN1_41989
05EC: release_car 195@ from_path 
322@ = 2 

:LA1FIN1_42001
if 
  322@ == 2 
else_jump @LA1FIN1_42047 
if 
0118:   actor 206@ dead 
else_jump @LA1FIN1_42047 
05EC: release_car 195@ from_path 
322@ = 3 

:LA1FIN1_42047
if 
  306@ == 1 
else_jump @LA1FIN1_42163 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_42131 
if 
860E:   not car 195@ assigned_to_path 
else_jump @LA1FIN1_42124 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0164: disable_marker 294@ 
306@ = 2 

:LA1FIN1_42124
jump @LA1FIN1_42163 

:LA1FIN1_42131
05EC: release_car 195@ from_path 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 195@ 
0164: disable_marker 294@ 
306@ = 2 

:LA1FIN1_42163
if 
  307@ == 1 
else_jump @LA1FIN1_42299 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_42257 
if 
860E:   not car 196@ assigned_to_path 
else_jump @LA1FIN1_42250 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
0164: disable_marker 295@ 
01C3: remove_references_to_car 219@ 
0249: release_model 538 
307@ = 2 

:LA1FIN1_42250
jump @LA1FIN1_42299 

:LA1FIN1_42257
05EC: release_car 196@ from_path 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 196@ 
01C3: remove_references_to_car 219@ 
0249: release_model 538 
0164: disable_marker 295@ 
307@ = 2 

:LA1FIN1_42299
if 
  324@ == 1 
else_jump @LA1FIN1_42451 
if 
8119:   not car 197@ wrecked 
else_jump @LA1FIN1_42451 
if 
8118:   not actor 209@ dead 
else_jump @LA1FIN1_42356 
jump @LA1FIN1_42451 

:LA1FIN1_42356
if 
8118:   not actor 210@ dead 
else_jump @LA1FIN1_42439 
if 
00DB:   actor 210@ in_car 197@ 
else_jump @LA1FIN1_42432 
046C: 292@ = car 197@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_42432 
0676: AS_actor 210@ in_car 197@ move_from_passengerseat_to_driverseat 
324@ = 2 

:LA1FIN1_42432
jump @LA1FIN1_42451 

:LA1FIN1_42439
05EC: release_car 197@ from_path 
324@ = 2 

:LA1FIN1_42451
if 
  324@ == 2 
else_jump @LA1FIN1_42497 
if 
0118:   actor 210@ dead 
else_jump @LA1FIN1_42497 
05EC: release_car 197@ from_path 
324@ = 3 

:LA1FIN1_42497
if 
  308@ == 1 
else_jump @LA1FIN1_42613 
if 
8119:   not car 197@ wrecked 
else_jump @LA1FIN1_42581 
if 
860E:   not car 197@ assigned_to_path 
else_jump @LA1FIN1_42574 
01C3: remove_references_to_car 197@ 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
0164: disable_marker 296@ 
308@ = 2 

:LA1FIN1_42574
jump @LA1FIN1_42613 

:LA1FIN1_42581
05EC: release_car 197@ from_path 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 197@ 
0164: disable_marker 296@ 
308@ = 2 

:LA1FIN1_42613
if 
  325@ == 1 
else_jump @LA1FIN1_42765 
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_42765 
if 
8118:   not actor 211@ dead 
else_jump @LA1FIN1_42670 
jump @LA1FIN1_42765 

:LA1FIN1_42670
if 
8118:   not actor 212@ dead 
else_jump @LA1FIN1_42753 
if 
00DB:   actor 212@ in_car 198@ 
else_jump @LA1FIN1_42746 
046C: 292@ = car 198@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_42746 
0676: AS_actor 212@ in_car 198@ move_from_passengerseat_to_driverseat 
325@ = 2 

:LA1FIN1_42746
jump @LA1FIN1_42765 

:LA1FIN1_42753
05EC: release_car 198@ from_path 
325@ = 2 

:LA1FIN1_42765
if 
  325@ == 2 
else_jump @LA1FIN1_42811 
if 
0118:   actor 212@ dead 
else_jump @LA1FIN1_42811 
05EC: release_car 198@ from_path 
325@ = 3 

:LA1FIN1_42811
if 
  309@ == 1 
else_jump @LA1FIN1_42927 
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_42895 
if 
860E:   not car 198@ assigned_to_path 
else_jump @LA1FIN1_42888 
01C3: remove_references_to_car 198@ 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
0164: disable_marker 297@ 
309@ = 2 

:LA1FIN1_42888
jump @LA1FIN1_42927 

:LA1FIN1_42895
05EC: release_car 198@ from_path 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 198@ 
0164: disable_marker 297@ 
309@ = 2 

:LA1FIN1_42927
if 
  310@ == 1 
else_jump @LA1FIN1_42988 
if 
0119:   car 199@ wrecked 
else_jump @LA1FIN1_42988 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 216@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 199@ 
0164: disable_marker 298@ 
310@ = 2 

:LA1FIN1_42988
if 
  327@ == 1 
else_jump @LA1FIN1_43140 
if 
8119:   not car 200@ wrecked 
else_jump @LA1FIN1_43140 
if 
8118:   not actor 213@ dead 
else_jump @LA1FIN1_43045 
jump @LA1FIN1_43140 

:LA1FIN1_43045
if 
8118:   not actor 214@ dead 
else_jump @LA1FIN1_43128 
if 
00DB:   actor 214@ in_car 200@ 
else_jump @LA1FIN1_43121 
046C: 292@ = car 200@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_43121 
0676: AS_actor 214@ in_car 200@ move_from_passengerseat_to_driverseat 
327@ = 2 

:LA1FIN1_43121
jump @LA1FIN1_43140 

:LA1FIN1_43128
05EC: release_car 200@ from_path 
327@ = 2 

:LA1FIN1_43140
if 
  327@ == 2 
else_jump @LA1FIN1_43186 
if 
0118:   actor 214@ dead 
else_jump @LA1FIN1_43186 
05EC: release_car 200@ from_path 
327@ = 3 

:LA1FIN1_43186
if 
  311@ == 1 
else_jump @LA1FIN1_43302 
if 
8119:   not car 200@ wrecked 
else_jump @LA1FIN1_43270 
if 
860E:   not car 200@ assigned_to_path 
else_jump @LA1FIN1_43263 
01C3: remove_references_to_car 200@ 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
0164: disable_marker 299@ 
311@ = 2 

:LA1FIN1_43263
jump @LA1FIN1_43302 

:LA1FIN1_43270
05EC: release_car 200@ from_path 
01C2: remove_references_to_actor 213@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 200@ 
0164: disable_marker 299@ 
311@ = 2 

:LA1FIN1_43302
if 
  151@ == 0 
else_jump @LA1FIN1_43358 
if 
0119:   car 48@ wrecked 
else_jump @LA1FIN1_43358 
01C3: remove_references_to_car 48@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 66@ 
151@ = 1 

:LA1FIN1_43358
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2555.85 -1257.43 radius 5.0 5.0 
else_jump @LA1FIN1_43478 
334@ = 2 
fade 0 100 

:LA1FIN1_43409
if 
fading 
else_jump @LA1FIN1_43433 
wait 0 
jump @LA1FIN1_43409 

:LA1FIN1_43433
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_43471 
02AC: set_car $135 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_43471
303@ = 2 

:LA1FIN1_43478
if 
  334@ == 1 
else_jump @LA1FIN1_44996 
gosub @LA1FIN1_66592 
if 
  186@ == 0 
else_jump @LA1FIN1_43568 
if 
  187@ == 0 
else_jump @LA1FIN1_43568 
04AF: 114@ = 15880 // = constant 
05AA: 115@s = 'FIN1_KF' // @s = 'short'  // Eh man, I'm running low.
gosub @LA1FIN1_66550 

:LA1FIN1_43568
if 
  186@ == 1 
else_jump @LA1FIN1_43633 
if 
  187@ == 0 
else_jump @LA1FIN1_43633 
04AF: 114@ = 15881 // = constant 
05AA: 115@s = 'FIN1_KG' // @s = 'short'  // I got a 'K here!
gosub @LA1FIN1_66550 

:LA1FIN1_43633
if 
  186@ == 2 
else_jump @LA1FIN1_43698 
if 
  187@ == 0 
else_jump @LA1FIN1_43698 
04AF: 114@ = 15882 // = constant 
05AA: 115@s = 'FIN1_KH' // @s = 'short'  // This fucking antique?
gosub @LA1FIN1_66550 

:LA1FIN1_43698
if 
  186@ == 3 
else_jump @LA1FIN1_43763 
if 
  187@ == 0 
else_jump @LA1FIN1_43763 
04AF: 114@ = 15883 // = constant 
05AA: 115@s = 'FIN1_KI' // @s = 'short'  // Yeah, well... Emmet ain't the Pentagon!
gosub @LA1FIN1_66550 

:LA1FIN1_43763
if 
  186@ == 4 
else_jump @LA1FIN1_43828 
if 
  187@ == 0 
else_jump @LA1FIN1_43828 
04AF: 114@ = 15884 // = constant 
05AA: 115@s = 'FIN1_KJ' // @s = 'short'  // You got it off Emmet? Shit...
gosub @LA1FIN1_66550 

:LA1FIN1_43828
if 
  186@ == 5 
else_jump @LA1FIN1_43893 
if 
  187@ == 0 
else_jump @LA1FIN1_43893 
04AF: 114@ = 15949 // = constant 
05AA: 115@s = 'FIN1_ZC' // @s = 'short'  // CJ, cover the rear!
gosub @LA1FIN1_66550 

:LA1FIN1_43893
if 
  186@ == 6 
else_jump @LA1FIN1_43976 
if 
  187@ == 0 
else_jump @LA1FIN1_43976 
if 
  335@ == 1 
else_jump @LA1FIN1_43976 
04AF: 114@ = 15887 // = constant 
05AA: 115@s = 'FIN1_KM' // @s = 'short'  // Man, they's got smoked! Did you see that?
gosub @LA1FIN1_66550 

:LA1FIN1_43976
if 
  186@ == 7 
else_jump @LA1FIN1_44041 
if 
  187@ == 0 
else_jump @LA1FIN1_44041 
04AF: 114@ = 15886 // = constant 
05AA: 115@s = 'FIN1_KL' // @s = 'short'  // Damn! That was close!
gosub @LA1FIN1_66550 

:LA1FIN1_44041
if 
  186@ == 8 
else_jump @LA1FIN1_44129 
if 
  187@ == 0 
else_jump @LA1FIN1_44129 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_44100 
0941: unknown_searchlight 66@ flag 1 

:LA1FIN1_44100
04AF: 114@ = 15888 // = constant 
05AA: 115@s = 'FIN1_KO' // @s = 'short'  // Man, it's getting intense! It's getting worse out here!
gosub @LA1FIN1_66550 

:LA1FIN1_44129
if 
  186@ == 9 
else_jump @LA1FIN1_44194 
if 
  187@ == 0 
else_jump @LA1FIN1_44194 
04AF: 114@ = 15889 // = constant 
05AA: 115@s = 'FIN1_KP' // @s = 'short'  // It's like World War VIII!
gosub @LA1FIN1_66550 

:LA1FIN1_44194
if 
  335@ == 1 
else_jump @LA1FIN1_44257 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2372.35 -1283.33 radius 15.0 15.0 
else_jump @LA1FIN1_44257 
335@ = 2 

:LA1FIN1_44257
if 
  186@ == 10 
else_jump @LA1FIN1_44340 
if 
  335@ == 2 
else_jump @LA1FIN1_44340 
if 
  187@ == 0 
else_jump @LA1FIN1_44340 
04AF: 114@ = 15892 // = constant 
05AA: 115@s = 'FIN1_KS' // @s = 'short'  // Hey, CJ, watch to the left!
gosub @LA1FIN1_66550 

:LA1FIN1_44340
if 
  186@ == 11 
else_jump @LA1FIN1_44428 
if 
  187@ == 0 
else_jump @LA1FIN1_44428 
if 
06B3:   searchlight 66@ active 
else_jump @LA1FIN1_44399 
0941: unknown_searchlight 66@ flag 0 

:LA1FIN1_44399
04AF: 114@ = 15893 // = constant 
05AA: 115@s = 'FIN1_KT' // @s = 'short'  // Your left or my left?
gosub @LA1FIN1_66550 

:LA1FIN1_44428
if 
  186@ == 12 
else_jump @LA1FIN1_44493 
if 
  187@ == 0 
else_jump @LA1FIN1_44493 
04AF: 114@ = 15894 // = constant 
05AA: 115@s = 'FIN1_KU' // @s = 'short'  // Hell, I don't know, just shoot everybody, motherfucker!
gosub @LA1FIN1_66550 

:LA1FIN1_44493
if 
  186@ == 13 
else_jump @LA1FIN1_44558 
if 
  187@ == 0 
else_jump @LA1FIN1_44558 
04AF: 114@ = 15812 // = constant 
05AA: 115@s = 'FIN1_CB' // @s = 'short'  // Four bangers in blue 4door heading back into South Central.
gosub @LA1FIN1_66550 

:LA1FIN1_44558
if 
  335@ == 2 
else_jump @LA1FIN1_44621 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2424.42 -1446.57 radius 15.0 15.0 
else_jump @LA1FIN1_44621 
335@ = 3 

:LA1FIN1_44621
if 
  186@ == 14 
else_jump @LA1FIN1_44704 
if 
  335@ == 3 
else_jump @LA1FIN1_44704 
if 
  187@ == 0 
else_jump @LA1FIN1_44704 
04AF: 114@ = 15902 // = constant 
05AA: 115@s = 'FIN1_LD' // @s = 'short'  // Trouble up ahead!
gosub @LA1FIN1_66550 

:LA1FIN1_44704
if 
  335@ == 3 
else_jump @LA1FIN1_44767 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2453.78 -1333.3 radius 10.0 10.0 
else_jump @LA1FIN1_44767 
335@ = 4 

:LA1FIN1_44767
if 
  186@ == 15 
else_jump @LA1FIN1_44850 
if 
  335@ == 3 
else_jump @LA1FIN1_44850 
if 
  187@ == 0 
else_jump @LA1FIN1_44850 
04AF: 114@ = 15950 // = constant 
05AA: 115@s = 'FIN1_ZD' // @s = 'short'  // Carl, they all over our ass, baby!
gosub @LA1FIN1_66550 

:LA1FIN1_44850
if 
  335@ == 4 
else_jump @LA1FIN1_44913 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2454.1 -1313.02 radius 10.0 10.0 
else_jump @LA1FIN1_44913 
335@ = 5 

:LA1FIN1_44913
if 
  186@ == 16 
else_jump @LA1FIN1_44996 
if 
  187@ == 0 
else_jump @LA1FIN1_44996 
if 
  335@ == 5 
else_jump @LA1FIN1_44996 
04AF: 114@ = 15897 // = constant 
05AA: 115@s = 'FIN1_KX' // @s = 'short'  // CJ, watch our right!
gosub @LA1FIN1_66550 

:LA1FIN1_44996
if 
  303@ == 2 
else_jump @LA1FIN1_47254 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_45052 
02AC: set_car $135 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_45052
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
0164: disable_marker 293@ 
05EC: release_car 195@ from_path 
00A6: destroy_car 195@ 
0164: disable_marker 294@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
0164: disable_marker 295@ 
05EC: release_car 197@ from_path 
00A6: destroy_car 197@ 
0164: disable_marker 296@ 
05EC: release_car 198@ from_path 
00A6: destroy_car 198@ 
0164: disable_marker 297@ 
00A6: destroy_car 199@ 
0164: disable_marker 298@ 
05EC: release_car 200@ from_path 
00A6: destroy_car 200@ 
0164: disable_marker 299@ 
009B: destroy_actor 203@ 
009B: destroy_actor 204@ 
009B: destroy_actor 205@ 
009B: destroy_actor 206@ 
009B: destroy_actor 207@ 
009B: destroy_actor 208@ 
009B: destroy_actor 209@ 
009B: destroy_actor 210@ 
009B: destroy_actor 211@ 
009B: destroy_actor 212@ 
009B: destroy_actor 213@ 
009B: destroy_actor 214@ 
009B: destroy_actor 215@ 
009B: destroy_actor 216@ 
304@ = 0 
305@ = 0 
306@ = 0 
307@ = 0 
308@ = 0 
309@ = 0 
310@ = 0 
311@ = 0 
312@ = 0 
321@ = 0 
322@ = 0 
323@ = 0 
324@ = 0 
325@ = 0 
326@ = 0 
327@ = 0 
328@ = 0 
07C0: load_path 331 
0247: load_model #DYN_SCAFFOLD_4B 
07C0: load_path 339 
04ED: load_animation "MD_CHASE" 
07C0: load_path 373 
07C0: load_path 374 
07C0: load_path 375 
07C0: load_path 376 
07C0: load_path 377 
07C0: load_path 371 
07C0: load_path 372 
07C0: load_path 378 
07C0: load_path 380 
07C0: load_path 381 
0247: load_model #MUNCH_DONUT 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #CHOPCOP_ARMR 
0247: load_model #CHOPCOP_LEGR 
0247: load_model #CHOPCOP_HEAD 
0247: load_model #CHOPCOP_TORSO 
0247: load_model #WD_FENCE_ANIM 
0247: load_model 284 
0247: load_model 523 
03CF: load_wav 15903 as 1 
03CF: load_wav 15904 as 2 
0247: load_model #MD_POSTER 
038B: load_requested_models 

:LA1FIN1_45515
if or
87C1:   not path 331 available 
8248:   not model #DYN_SCAFFOLD_4B available 
87C1:   not path 339 available 
84EE:   not animation "MD_CHASE" loaded 
8248:   not model 284 available 
8248:   not model 523 available 
else_jump @LA1FIN1_45574 
wait 0 
jump @LA1FIN1_45515 

:LA1FIN1_45574
if or
87C1:   not path 373 available 
87C1:   not path 374 available 
87C1:   not path 375 available 
87C1:   not path 376 available 
87C1:   not path 377 available 
else_jump @LA1FIN1_45621 
wait 0 
jump @LA1FIN1_45574 

:LA1FIN1_45621
if or
87C1:   not path 371 available 
87C1:   not path 372 available 
87C1:   not path 378 available 
87C1:   not path 380 available 
else_jump @LA1FIN1_45663 
wait 0 
jump @LA1FIN1_45621 

:LA1FIN1_45663
if or
8248:   not model #MUNCH_DONUT available 
87C1:   not path 381 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @LA1FIN1_45703 
wait 0 
jump @LA1FIN1_45663 

:LA1FIN1_45703
if or
8248:   not model #CHOPCOP_ARMR available 
8248:   not model #CHOPCOP_LEGR available 
8248:   not model #CHOPCOP_HEAD available 
8248:   not model #WD_FENCE_ANIM available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_45753 
wait 0 
jump @LA1FIN1_45703 

:LA1FIN1_45753
00A5: 220@ = create_car 523 at 2571.39 -1248.083 45.2 
09C4: set_car 220@ gas_tank_explosion_enabled 0 
0175: set_car 220@ Z_angle_to 181.089 
00A5: 221@ = create_car 523 at 2569.95 -1248.083 45.2 
09C4: set_car 221@ gas_tank_explosion_enabled 0 
0175: set_car 221@ Z_angle_to 181.089 
00A5: 222@ = create_car 523 at 2586.339 -1351.697 35.174 
09C4: set_car 222@ gas_tank_explosion_enabled 0 
0175: set_car 222@ Z_angle_to 87.221 
067F: set_car 222@ lights 2 
067F: set_car 220@ lights 1 
067F: set_car 221@ lights 1 
0129: 224@ = create_actor_pedtype 24 model 284 in_car 220@ driverseat 
060B: set_actor 224@ decision_maker_to 63@ 
0129: 225@ = create_actor_pedtype 24 model 284 in_car 221@ driverseat 
060B: set_actor 225@ decision_maker_to 63@ 
00A5: 194@ = create_car 596 at 2505.736 -1256.742 33.64 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 268.42 
0129: 203@ = create_actor_pedtype 24 model 280 in_car 194@ driverseat 
060B: set_actor 203@ decision_maker_to 63@ 
0446: set_actor 203@ dismemberment_possible 0 
054A: set_actor 203@ can_be_shot_in_a_car 0 
02A9: set_actor 203@ immune_to_nonplayer 1 
0107: 238@ = create_object #MUNCH_DONUT at 2570.59 -1247.66 44.88 
015F: set_camera_position 2570.636 -1245.94 45.3765 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2570.625 -1246.931 45.2422 switchstyle 2 
fade 1 250 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_46167 
if 
060E:   car $135 assigned_to_path 
else_jump @LA1FIN1_46155 
05EC: release_car $135 from_path 
00A9: set_car $135 to_normal_driver 
0519: set_car $135 locked 1 
jump @LA1FIN1_46167 

:LA1FIN1_46155
00A9: set_car $135 to_normal_driver 
0519: set_car $135 locked 1 

:LA1FIN1_46167
064B: 245@ = create_particle "CARWASHSPRAY" at 2451.04 -1460.79 23.0 type 1 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_46288 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2585.74 -1264.16 46.2 
0129: $129 = create_actor_pedtype 23 model 291 in_car $135 driverseat 
060B: set_actor $129 decision_maker_to 63@ 
01C8: $131 = create_actor_pedtype 23 model 292 in_car $135 passenger_seat 0 
060B: set_actor $131 decision_maker_to 63@ 

:LA1FIN1_46288
009A: 226@ = create_actor_pedtype 24 model 284 at 0.0 0.0 0.0 
060B: set_actor 226@ decision_maker_to 63@ 
0446: set_actor 226@ dismemberment_possible 0 
02A9: set_actor 226@ immune_to_nonplayer 1 
02AC: set_car 222@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 226@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 226@ into_turret_on_car 222@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 226@ health_to 1000 
316@ = 1 
0107: 230@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 40.3 
0177: set_object 230@ Z_angle_to 170.0 
0107: 231@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 42.5 
0177: set_object 231@ Z_angle_to 170.0 
0107: 232@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 44.7 
0177: set_object 232@ Z_angle_to 170.0 
0107: 233@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 40.3 
0177: set_object 233@ Z_angle_to 170.0 
0107: 234@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 42.5 
0177: set_object 234@ Z_angle_to 170.0 
0107: 235@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 44.7 
0177: set_object 235@ Z_angle_to 170.0 
313@ = 1 
00A5: 195@ = create_car 596 at 2520.49 -1485.04 22.84 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 1.33 
0224: set_car 195@ health_to 750 
02AA: set_car 195@ immune_to_nonplayer 1 
0129: 204@ = create_actor_pedtype 24 model 280 in_car 195@ driverseat 
060B: set_actor 204@ decision_maker_to 63@ 
0223: set_actor 204@ health_to 100 
02A9: set_actor 204@ immune_to_nonplayer 1 
01C8: 205@ = create_actor_pedtype 24 model 280 in_car 195@ passenger_seat 0 
060B: set_actor 205@ decision_maker_to 63@ 
0223: set_actor 205@ health_to 100 
02A9: set_actor 205@ immune_to_nonplayer 1 
01B2: give_actor 205@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 205@ dismemberment_possible 0 
00A9: set_car 195@ to_normal_driver 
00A5: 196@ = create_car 596 at 2532.98 -1502.372 23.67 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 266.9 
0224: set_car 196@ health_to 600 
02AA: set_car 196@ immune_to_nonplayer 1 
0129: 206@ = create_actor_pedtype 24 model 280 in_car 196@ driverseat 
060B: set_actor 206@ decision_maker_to 63@ 
0446: set_actor 206@ dismemberment_possible 0 
0223: set_actor 206@ health_to 100 
02A9: set_actor 206@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model 280 in_car 196@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 63@ 
0223: set_actor 207@ health_to 100 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 207@ dismemberment_possible 0 
00A9: set_car 196@ to_normal_driver 
00A5: 201@ = create_car 596 at 2510.967 -1448.138 28.398 
09C4: set_car 201@ gas_tank_explosion_enabled 0 
0175: set_car 201@ Z_angle_to 72.49 
0224: set_car 201@ health_to 325 
02AA: set_car 201@ immune_to_nonplayer 1 
0129: 209@ = create_actor_pedtype 24 model 280 in_car 201@ driverseat 
060B: set_actor 209@ decision_maker_to 63@ 
0446: set_actor 209@ dismemberment_possible 0 
02A9: set_actor 209@ immune_to_nonplayer 1 
01C8: 210@ = create_actor_pedtype 24 model 280 in_car 201@ passenger_seat 0 
060B: set_actor 210@ decision_maker_to 63@ 
02A9: set_actor 210@ immune_to_nonplayer 1 
01B2: give_actor 210@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 210@ dismemberment_possible 0 
00A9: set_car 201@ to_normal_driver 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_47247 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_47247 
if 
8119:   not car 221@ wrecked 
else_jump @LA1FIN1_47247 
if 
8119:   not car 222@ wrecked 
else_jump @LA1FIN1_47247 
0519: set_car $135 locked 0 
05EB: assign_car $135 to_path 331 
05EB: assign_car 194@ to_path 339 
05EB: assign_car 221@ to_path 371 
05EB: assign_car 222@ to_path 372 
0397: enable_car 222@ siren 1 
316@ = 2 
0186: 293@ = create_marker_above_car 194@ 
018B: set_marker 293@ radar_mode 2 
305@ = 1 
0397: enable_car 194@ siren 1 
40@ = 0 

:LA1FIN1_47247
303@ = 3 

:LA1FIN1_47254
if 
  303@ == 3 
else_jump @LA1FIN1_47369 
if 
  40@ > 1100 
else_jump @LA1FIN1_47369 
if 
03CA:   object 238@ exists 
else_jump @LA1FIN1_47342 
075A: set_object 238@ animation "DONUTDROP" IFP_file "MD_CHASE" 4.0 lockF 0 loop 1 // IF AND SET 

:LA1FIN1_47342
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_LE' time 2250 flag 1  // Waste of good donuts.
303@ = 4 

:LA1FIN1_47369
if 
  303@ == 4 
else_jump @LA1FIN1_47546 
if 
  40@ > 3800 
else_jump @LA1FIN1_47546 
if 
8119:   not car 220@ wrecked 
else_jump @LA1FIN1_47546 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_LF' time 2000 flag 1  // Let's roll
00A7: car 220@ drive_to 2604.02 -1256.38 48.84 
00AD: set_car 220@ max_speed_to 25.0 
00AE: set_car 220@ traffic_behaviour_to 2 
if 
8119:   not car 220@ wrecked 
else_jump @LA1FIN1_47509 
067F: set_car 220@ lights 2 
0397: enable_car 220@ siren 1 

:LA1FIN1_47509
if 
8119:   not car 221@ wrecked 
else_jump @LA1FIN1_47539 
067F: set_car 221@ lights 2 
0397: enable_car 221@ siren 1 

:LA1FIN1_47539
303@ = 5 

:LA1FIN1_47546
if 
  303@ == 5 
else_jump @LA1FIN1_47651 
if 
  40@ > 4500 
else_jump @LA1FIN1_47651 
015F: set_camera_position 2569.743 -1287.646 46.8949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2569.825 -1286.652 46.8238 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
303@ = 6 

:LA1FIN1_47651
if 
  303@ == 6 
else_jump @LA1FIN1_47952 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_47952 
if or
01AD:   car $135 sphere 0 near_point 2569.743 -1287.646 radius 1.2 1.2 
  41@ > 50800 
else_jump @LA1FIN1_47952 
00A6: destroy_car 220@ 
009B: destroy_actor 224@ 
0108: destroy_object 238@ 
009B: destroy_actor $129 
009B: destroy_actor $131 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_47829 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $135 at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 75.0 rotation_speed 75.0 

:LA1FIN1_47829
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02AC: set_car $135 immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor 225@ dead 
else_jump @LA1FIN1_47910 
08C6: set_actor 225@ stay_on_bike 3 

:LA1FIN1_47910
336@ = 3 
335@ = 0 
186@ = 0 
187@ = 0 
304@ = 1 
303@ = 7 

:LA1FIN1_47952
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_50038 
if 
  303@ > 2 
else_jump @LA1FIN1_50038 
if 
  316@ == 2 
else_jump @LA1FIN1_48127 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48127 
if 
0611:   actor 226@ performing_animation "MD_BIKE_JMP_F" 
else_jump @LA1FIN1_48127 
0613: 236@ = actor 226@ animation "MD_BIKE_JMP_F" time 
if 
  236@ > 0.0 
else_jump @LA1FIN1_48127 
0393: actor 226@ perform_animation "MD_BIKE_JMP_F" at 0.0 times_normal_rate 
316@ = 3 

:LA1FIN1_48127
if 
  316@ == 3 
else_jump @LA1FIN1_48264 
if 
  40@ > 12600 
else_jump @LA1FIN1_48264 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48264 
0812: AS_actor 226@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 226@ perform_animation "MD_BIKE_JMP_F" at 1.0 times_normal_rate 
335@ = 1 
316@ = 4 

:LA1FIN1_48264
if 
  316@ == 4 
else_jump @LA1FIN1_48658 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_48658 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48658 
if 
0611:   actor 226@ performing_animation "MD_BIKE_JMP_F" 
else_jump @LA1FIN1_48658 
0613: 236@ = actor 226@ animation "MD_BIKE_JMP_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_48658 
if 
  317@ == 1 
else_jump @LA1FIN1_48470 
0605: actor 226@ perform_animation "MD_BIKE_LND_DIE_F" IFP "MD_CHASE" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
316@ = 100 
jump @LA1FIN1_48529 

:LA1FIN1_48470
0812: AS_actor 226@ perform_animation "MD_BIKE_LND_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
40@ = 0 
316@ = 5 

:LA1FIN1_48529
wait 0 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48602 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_48602 
0465: remove_actor 226@ from_turret_mode 
0464: put_actor 226@ into_turret_on_car $135 at_car_offset 0.0 3.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 

:LA1FIN1_48602
if 
8119:   not car 222@ wrecked 
else_jump @LA1FIN1_48658 
05EC: release_car 222@ from_path 
07DB: set_car 222@ rotation_velocity_XYZ -3.0 -2.0 0.2003 through_center_of_mass 
01C3: remove_references_to_car 222@ 
01C3: remove_references_to_car 221@ 
01C2: remove_references_to_actor 225@ // Like turning an actor into a random pedestrian 

:LA1FIN1_48658
if 
  316@ == 5 
else_jump @LA1FIN1_48837 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_48837 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48837 
if 
0611:   actor 226@ performing_animation "MD_BIKE_LND_F" 
else_jump @LA1FIN1_48837 
0613: 236@ = actor 226@ animation "MD_BIKE_LND_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_48837 
0812: AS_actor 226@ perform_animation "MD_BIKE_PUNCH_F" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
316@ = 6 

:LA1FIN1_48837
if 
  316@ > 0 
else_jump @LA1FIN1_48921 
if 
  5 > 316@ 
else_jump @LA1FIN1_48921 
if 
8119:   not car 222@ wrecked 
else_jump @LA1FIN1_48921 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48921 
0174: 229@ = car 222@ Z_angle 
0173: set_actor 226@ Z_angle_to 229@ 

:LA1FIN1_48921
if 
  316@ > 4 
else_jump @LA1FIN1_48989 
if 
  101 > 316@ 
else_jump @LA1FIN1_48989 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_48989 
0174: 229@ = car $135 Z_angle 
0173: set_actor 226@ Z_angle_to 229@ 

:LA1FIN1_48989
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_49144 
if 
0611:   actor 226@ performing_animation "MD_BIKE_PUNCH_F" 
else_jump @LA1FIN1_49144 
0613: 237@ = actor 226@ animation "MD_BIKE_PUNCH_F" time 
if 
  237@ > 0.2 
else_jump @LA1FIN1_49137 
if 
  316@ == 6 
else_jump @LA1FIN1_49130 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
316@ = 7 

:LA1FIN1_49130
jump @LA1FIN1_49144 

:LA1FIN1_49137
316@ = 6 

:LA1FIN1_49144
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_49209 
0226: 240@ = actor 226@ health 
if 
  901 > 240@ 
else_jump @LA1FIN1_49209 
02AB: set_actor 226@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
317@ = 1 

:LA1FIN1_49209
if 
  316@ == 100 
else_jump @LA1FIN1_49430 
if 
0611:   actor 226@ performing_animation "MD_BIKE_LND_DIE_F" 
else_jump @LA1FIN1_49430 
0613: 236@ = actor 226@ animation "MD_BIKE_LND_DIE_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_49430 
0465: remove_actor 226@ from_turret_mode 
00AA: store_car $135 position_to $68 $69 $70 
$68 += 1.433 
$69 += 1.763 
$70 += 0.0 
00A1: put_actor 226@ at $68 $69 $70 
0812: AS_actor 226@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
316@ = 101 

:LA1FIN1_49430
if 
  316@ == 101 
else_jump @LA1FIN1_49545 
if 
0611:   actor 226@ performing_animation "MD_BIKE_LND_ROLL_F" 
else_jump @LA1FIN1_49545 
0613: 236@ = actor 226@ animation "MD_BIKE_LND_ROLL_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_49545 
034F: destroy_actor_with_fade 226@ 
316@ = 102 

:LA1FIN1_49545
if 
  316@ > 4 
else_jump @LA1FIN1_49615 
if 
  8 > 316@ 
else_jump @LA1FIN1_49615 
if or
  317@ == 1 
  40@ > 15000 
else_jump @LA1FIN1_49615 
316@ = 200 

:LA1FIN1_49615
if 
  316@ == 200 
else_jump @LA1FIN1_49704 
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_49704 
0812: AS_actor 226@ perform_animation "MD_BIKE_SHOT_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
316@ = 201 

:LA1FIN1_49704
if 
  316@ == 201 
else_jump @LA1FIN1_49921 
if 
0611:   actor 226@ performing_animation "MD_BIKE_SHOT_F" 
else_jump @LA1FIN1_49921 
0613: 236@ = actor 226@ animation "MD_BIKE_SHOT_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_49921 
0465: remove_actor 226@ from_turret_mode 
00AA: store_car $135 position_to $68 $69 $70 
$68 += 1.433 
$69 += 1.763 
$70 += 0.0 
00A1: put_actor 226@ at $68 $69 $70 
0812: AS_actor 226@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
316@ = 202 

:LA1FIN1_49921
if 
  316@ == 201 
else_jump @LA1FIN1_50038 
if 
0611:   actor 226@ performing_animation "MD_BIKE_LND_ROLL_F" 
else_jump @LA1FIN1_50038 
0613: 236@ = actor 226@ animation "MD_BIKE_LND_ROLL_F" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_50038 
009B: destroy_actor 226@ 
316@ = 202 

:LA1FIN1_50038
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_61955 
if 
  303@ == 7 
else_jump @LA1FIN1_61955 
gosub @LA1FIN1_66592 
if 
  186@ == 0 
else_jump @LA1FIN1_50144 
if 
  187@ == 0 
else_jump @LA1FIN1_50144 
04AF: 114@ = 15899 // = constant 
05AA: 115@s = 'FIN1_LA' // @s = 'short'  // Eyes front, CJ!
gosub @LA1FIN1_66550 

:LA1FIN1_50144
if 
  336@ == 0 
else_jump @LA1FIN1_50225 
if 
  41@ > 53000 
else_jump @LA1FIN1_50225 
if 
8118:   not actor 225@ dead 
else_jump @LA1FIN1_50218 
05BE: AS_actor 225@ die 
336@ = 1 
jump @LA1FIN1_50225 

:LA1FIN1_50218
336@ = 1 

:LA1FIN1_50225
if 
  336@ == 3 
else_jump @LA1FIN1_50306 
if 
  41@ > 58900 
else_jump @LA1FIN1_50306 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_50299 
020B: explode_car 194@ 
336@ = 4 
jump @LA1FIN1_50306 

:LA1FIN1_50299
336@ = 4 

:LA1FIN1_50306
if 
  336@ == 4 
else_jump @LA1FIN1_50387 
if 
  41@ > 85200 
else_jump @LA1FIN1_50387 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_50380 
020B: explode_car 195@ 
336@ = 5 
jump @LA1FIN1_50387 

:LA1FIN1_50380
336@ = 5 

:LA1FIN1_50387
if 
  335@ == 1 
else_jump @LA1FIN1_50470 
if 
  186@ == 1 
else_jump @LA1FIN1_50470 
if 
  187@ == 0 
else_jump @LA1FIN1_50470 
04AF: 114@ = 15809 // = constant 
05AA: 115@s = 'FIN1_BK' // @s = 'short'  // Surprise, homeboy!
gosub @LA1FIN1_66550 

:LA1FIN1_50470
if 
  186@ == 2 
else_jump @LA1FIN1_50535 
if 
  187@ == 0 
else_jump @LA1FIN1_50535 
04AF: 114@ = 15885 // = constant 
05AA: 115@s = 'FIN1_KK' // @s = 'short'  // Holy shit! Look at that!
gosub @LA1FIN1_66550 

:LA1FIN1_50535
if 
  186@ == 3 
else_jump @LA1FIN1_50600 
if 
  187@ == 0 
else_jump @LA1FIN1_50600 
04AF: 114@ = 15891 // = constant 
05AA: 115@s = 'FIN1_KR' // @s = 'short'  // I wish I'd have stayed home and watched the fucking game!
gosub @LA1FIN1_66550 

:LA1FIN1_50600
if 
  335@ == 1 
else_jump @LA1FIN1_50663 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2545.15 -1460.3 radius 15.0 15.0 
else_jump @LA1FIN1_50663 
335@ = 2 

:LA1FIN1_50663
if 
  335@ == 2 
else_jump @LA1FIN1_50746 
if 
  186@ == 4 
else_jump @LA1FIN1_50746 
if 
  187@ == 0 
else_jump @LA1FIN1_50746 
04AF: 114@ = 15948 // = constant 
05AA: 115@s = 'FIN1_ZB' // @s = 'short'  // Carl, behind us! Behind us!
gosub @LA1FIN1_66550 

:LA1FIN1_50746
if 
  186@ == 5 
else_jump @LA1FIN1_50811 
if 
  187@ == 0 
else_jump @LA1FIN1_50811 
04AF: 114@ = 15910 // = constant 
05AA: 115@s = 'FIN1_LL' // @s = 'short'  // Put up your windows!
gosub @LA1FIN1_66550 

:LA1FIN1_50811
if 
  186@ == 6 
else_jump @LA1FIN1_50876 
if 
  187@ == 0 
else_jump @LA1FIN1_50876 
04AF: 114@ = 15907 // = constant 
05AA: 115@s = 'FIN1_LI' // @s = 'short'  // Smoke, what the FUCK are you doin'?
gosub @LA1FIN1_66550 

:LA1FIN1_50876
if 
  335@ == 2 
else_jump @LA1FIN1_50939 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2451.92 -1461.5 radius 12.0 12.0 
else_jump @LA1FIN1_50939 
335@ = 4 

:LA1FIN1_50939
if 
  335@ == 4 
else_jump @LA1FIN1_51022 
if 
  186@ == 7 
else_jump @LA1FIN1_51022 
if 
  187@ == 0 
else_jump @LA1FIN1_51022 
04AF: 114@ = 15914 // = constant 
05AA: 115@s = 'FIN1_LP' // @s = 'short'  // Dammit, Smoke, I got soap in my eyes!
gosub @LA1FIN1_66550 

:LA1FIN1_51022
if 
  186@ == 8 
else_jump @LA1FIN1_51087 
if 
  187@ == 0 
else_jump @LA1FIN1_51087 
04AF: 114@ = 15933 // = constant 
05AA: 115@s = 'FIN1_MK' // @s = 'short'  // Smoke, you're insane!
gosub @LA1FIN1_66550 

:LA1FIN1_51087
if 
  186@ == 9 
else_jump @LA1FIN1_51152 
if 
  187@ == 0 
else_jump @LA1FIN1_51152 
04AF: 114@ = 15908 // = constant 
05AA: 115@s = 'FIN1_LJ' // @s = 'short'  // I like things clean!
gosub @LA1FIN1_66550 

:LA1FIN1_51152
if 
  335@ == 4 
else_jump @LA1FIN1_51215 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2344.98 -1382.22 radius 18.0 18.0 
else_jump @LA1FIN1_51215 
335@ = 5 

:LA1FIN1_51215
if 
  335@ == 5 
else_jump @LA1FIN1_51298 
if 
  186@ == 10 
else_jump @LA1FIN1_51298 
if 
  187@ == 0 
else_jump @LA1FIN1_51298 
04AF: 114@ = 15892 // = constant 
05AA: 115@s = 'FIN1_KS' // @s = 'short'  // Hey, CJ, watch to the left!
gosub @LA1FIN1_66550 

:LA1FIN1_51298
if 
  335@ == 5 
else_jump @LA1FIN1_51361 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2305.51 -1370.01 radius 18.0 18.0 
else_jump @LA1FIN1_51361 
335@ = 6 

:LA1FIN1_51361
if 
  186@ == 11 
else_jump @LA1FIN1_51426 
if 
  187@ == 0 
else_jump @LA1FIN1_51426 
04AF: 114@ = 15915 // = constant 
05AA: 115@s = 'FIN1_LQ' // @s = 'short'  // Hey, ain't we been here before?
gosub @LA1FIN1_66550 

:LA1FIN1_51426
if 
  186@ == 12 
else_jump @LA1FIN1_51491 
if 
  187@ == 0 
else_jump @LA1FIN1_51491 
04AF: 114@ = 15918 // = constant 
05AA: 115@s = 'FIN1_LT' // @s = 'short'  // Hey, I'm taking what options I have, a'ight?
gosub @LA1FIN1_66550 

:LA1FIN1_51491
if 
  186@ == 13 
else_jump @LA1FIN1_51556 
if 
  187@ == 0 
else_jump @LA1FIN1_51556 
04AF: 114@ = 15920 // = constant 
05AA: 115@s = 'FIN1_LV' // @s = 'short'  // Maybe if you have a nice word with these officers they'll let us on our way!
gosub @LA1FIN1_66550 

:LA1FIN1_51556
if 
  335@ == 7 
else_jump @LA1FIN1_51639 
if 
  186@ == 14 
else_jump @LA1FIN1_51639 
if 
  187@ == 0 
else_jump @LA1FIN1_51639 
04AF: 114@ = 15810 // = constant 
05AA: 115@s = 'FIN1_BL' // @s = 'short'  // Heads up, brother!
gosub @LA1FIN1_66550 

:LA1FIN1_51639
if 
  186@ == 15 
else_jump @LA1FIN1_51704 
if 
  187@ == 0 
else_jump @LA1FIN1_51704 
04AF: 114@ = 15921 // = constant 
05AA: 115@s = 'FIN1_LW' // @s = 'short'  // Hey, man, some idiot's hanging off the back of the car!
gosub @LA1FIN1_66550 

:LA1FIN1_51704
if 
  186@ == 16 
else_jump @LA1FIN1_51769 
if 
  187@ == 0 
else_jump @LA1FIN1_51769 
04AF: 114@ = 15922 // = constant 
05AA: 115@s = 'FIN1_LX' // @s = 'short'  // Somebody shoot him!
gosub @LA1FIN1_66550 

:LA1FIN1_51769
if 
  186@ == 17 
else_jump @LA1FIN1_51834 
if 
  187@ == 0 
else_jump @LA1FIN1_51834 
04AF: 114@ = 15947 // = constant 
05AA: 115@s = 'FIN1_ZA' // @s = 'short'  // Oh shit! All I got in my rearview is bad guys!
gosub @LA1FIN1_66550 

:LA1FIN1_51834
if 
  186@ == 18 
else_jump @LA1FIN1_51899 
if 
  187@ == 0 
else_jump @LA1FIN1_51899 
04AF: 114@ = 15949 // = constant 
05AA: 115@s = 'FIN1_ZC' // @s = 'short'  // CJ, cover the rear!
gosub @LA1FIN1_66550 

:LA1FIN1_51899
if 
  335@ == 8 
else_jump @LA1FIN1_51982 
if 
  187@ == 0 
else_jump @LA1FIN1_51982 
if 
  186@ == 20 
else_jump @LA1FIN1_51982 
04AF: 114@ = 15923 // = constant 
05AA: 115@s = 'FIN1_MA' // @s = 'short'  // OH SHIT! Roadblock up ahead!
gosub @LA1FIN1_66550 

:LA1FIN1_51982
if 
  187@ == 0 
else_jump @LA1FIN1_52047 
if 
  186@ == 21 
else_jump @LA1FIN1_52047 
04AF: 114@ = 15924 // = constant 
05AA: 115@s = 'FIN1_MB' // @s = 'short'  // The K's jammed!
gosub @LA1FIN1_66550 

:LA1FIN1_52047
if 
  187@ == 0 
else_jump @LA1FIN1_52112 
if 
  186@ == 22 
else_jump @LA1FIN1_52112 
04AF: 114@ = 15926 // = constant 
05AA: 115@s = 'FIN1_MD' // @s = 'short'  // Fuck it, I'm going through!
gosub @LA1FIN1_66550 

:LA1FIN1_52112
if 
  187@ == 0 
else_jump @LA1FIN1_52177 
if 
  186@ == 23 
else_jump @LA1FIN1_52177 
04AF: 114@ = 15927 // = constant 
05AA: 115@s = 'FIN1_ME' // @s = 'short'  // CJ, we got the ghetto bird up ahead!
gosub @LA1FIN1_66550 

:LA1FIN1_52177
if 
  187@ == 0 
else_jump @LA1FIN1_52242 
if 
  186@ == 24 
else_jump @LA1FIN1_52242 
04AF: 114@ = 15824 // = constant 
05AA: 115@s = 'FIN1_EA' // @s = 'short'  // This is the LSPD do not, HEY! WHAT THE FUCK? TOO LOW, YOU'LL KILL US ALL!
gosub @LA1FIN1_66550 

:LA1FIN1_52242
if 
  187@ == 0 
else_jump @LA1FIN1_52307 
if 
  186@ == 25 
else_jump @LA1FIN1_52307 
04AF: 114@ = 15930 // = constant 
05AA: 115@s = 'FIN1_MH' // @s = 'short'  // Back up, Smoke, Back up!
gosub @LA1FIN1_66550 

:LA1FIN1_52307
if 
  187@ == 0 
else_jump @LA1FIN1_52372 
if 
  186@ == 26 
else_jump @LA1FIN1_52372 
04AF: 114@ = 15931 // = constant 
05AA: 115@s = 'FIN1_MI' // @s = 'short'  // Hell no, I'm going through!
gosub @LA1FIN1_66550 

:LA1FIN1_52372
if 
  187@ == 0 
else_jump @LA1FIN1_52437 
if 
  186@ == 27 
else_jump @LA1FIN1_52437 
04AF: 114@ = 15942 // = constant 
05AA: 115@s = 'FIN1_MT' // @s = 'short'  // Oh man we gonna diiie!
gosub @LA1FIN1_66550 

:LA1FIN1_52437
if 
  187@ == 0 
else_jump @LA1FIN1_52502 
if 
  186@ == 28 
else_jump @LA1FIN1_52502 
04AF: 114@ = 15934 // = constant 
05AA: 115@s = 'FIN1_ML' // @s = 'short'  // Oooooooh SHIIIIIIIT!
gosub @LA1FIN1_66550 

:LA1FIN1_52502
if 
  187@ == 0 
else_jump @LA1FIN1_52567 
if 
  186@ == 29 
else_jump @LA1FIN1_52567 
04AF: 114@ = 15940 // = constant 
05AA: 115@s = 'FIN1_MR' // @s = 'short'  // Slow down, Smoke, SLOW DOWN!
gosub @LA1FIN1_66550 

:LA1FIN1_52567
if 
  187@ == 0 
else_jump @LA1FIN1_52632 
if 
  186@ == 30 
else_jump @LA1FIN1_52632 
04AF: 114@ = 15941 // = constant 
05AA: 115@s = 'FIN1_MS' // @s = 'short'  // Oh shit, the brakes is out!
gosub @LA1FIN1_66550 

:LA1FIN1_52632
if 
  313@ == 1 
else_jump @LA1FIN1_52757 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_52757 
if 
01AD:   car 194@ sphere 0 near_point 2566.12 -1322.35 radius 1.5 1.5 
else_jump @LA1FIN1_52757 
if 
03CA:   object 231@ exists 
else_jump @LA1FIN1_52727 
0723: break_object 231@ intensity 1 

:LA1FIN1_52727
if 
03CA:   object 232@ exists 
else_jump @LA1FIN1_52750 
0723: break_object 232@ intensity 1 

:LA1FIN1_52750
313@ = 2 

:LA1FIN1_52757
if 
  304@ == 1 
else_jump @LA1FIN1_53262 
if 
01AD:   car $135 sphere 0 near_point 2564.68 -1442.47 radius 15.0 15.0 
else_jump @LA1FIN1_53262 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_52873 
05EB: assign_car 195@ to_path 373 
0186: 294@ = create_marker_above_car 195@ 
018B: set_marker 294@ radar_mode 2 
0397: enable_car 195@ siren 1 
306@ = 1 
322@ = 1 

:LA1FIN1_52873
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_52933 
05EB: assign_car 196@ to_path 374 
0186: 295@ = create_marker_above_car 196@ 
018B: set_marker 295@ radar_mode 2 
0397: enable_car 196@ siren 1 
307@ = 1 
323@ = 1 

:LA1FIN1_52933
if 
8119:   not car 201@ wrecked 
else_jump @LA1FIN1_52993 
05EB: assign_car 201@ to_path 380 
0186: 300@ = create_marker_above_car 201@ 
018B: set_marker 300@ radar_mode 2 
0397: enable_car 201@ siren 1 
312@ = 1 
328@ = 1 

:LA1FIN1_52993
if 
8118:   not actor 205@ dead 
else_jump @LA1FIN1_53045 
0713: actor 205@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:LA1FIN1_53045
if 
8118:   not actor 207@ dead 
else_jump @LA1FIN1_53158 
if 
  301@ > 1 
else_jump @LA1FIN1_53122 
0713: actor 207@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 
jump @LA1FIN1_53158 

:LA1FIN1_53122
0713: actor 207@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 75 

:LA1FIN1_53158
if 
8118:   not actor 210@ dead 
else_jump @LA1FIN1_53210 
0713: actor 210@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:LA1FIN1_53210
064C: make_particle 245@ visible 
0108: destroy_object 230@ 
0108: destroy_object 231@ 
0108: destroy_object 232@ 
0108: destroy_object 233@ 
0108: destroy_object 234@ 
0108: destroy_object 235@ 
0249: release_model #DYN_SCAFFOLD_4B 
0249: release_model #MUNCH_DONUT 
304@ = 2 

:LA1FIN1_53262
if 
  304@ == 2 
else_jump @LA1FIN1_53869 
if 
01AD:   car $135 sphere 0 near_point 2344.12 -1384.48 radius 12.0 12.0 
else_jump @LA1FIN1_53869 
00A5: 223@ = create_car 523 at 2254.042 -1308.15 23.02 
09C4: set_car 223@ gas_tank_explosion_enabled 0 
0175: set_car 223@ Z_angle_to 261.999 
067F: set_car 223@ lights 2 
0397: enable_car 223@ siren 1 
318@ = 0 
009A: 227@ = create_actor_pedtype 24 model 284 at 0.0 0.0 0.0 
0812: AS_actor 227@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 227@ into_turret_on_car 223@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 227@ health_to 1000 
315@ = 1 
060B: set_actor 227@ decision_maker_to 63@ 
0446: set_actor 227@ dismemberment_possible 0 
02A9: set_actor 227@ immune_to_nonplayer 1 
02AA: set_car 223@ immune_to_nonplayer 1 
02AC: set_car 223@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 198@ = create_car 596 at 2222.98 -1303.52 22.654 
09C4: set_car 198@ gas_tank_explosion_enabled 0 
0175: set_car 198@ Z_angle_to 269.409 
0224: set_car 198@ health_to 850 
02AA: set_car 198@ immune_to_nonplayer 1 
0129: 211@ = create_actor_pedtype 24 model 280 in_car 198@ driverseat 
060B: set_actor 211@ decision_maker_to 63@ 
0446: set_actor 211@ dismemberment_possible 0 
0223: set_actor 211@ health_to 100 
02A9: set_actor 211@ immune_to_nonplayer 1 
01C8: 212@ = create_actor_pedtype 24 model 280 in_car 198@ passenger_seat 0 
060B: set_actor 212@ decision_maker_to 63@ 
0223: set_actor 212@ health_to 100 
02A9: set_actor 212@ immune_to_nonplayer 1 
01B2: give_actor 212@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 212@ dismemberment_possible 0 
00A9: set_car 198@ to_normal_driver 
00A5: 199@ = create_car 596 at 2250.63 -1380.995 22.65 
09C4: set_car 199@ gas_tank_explosion_enabled 0 
0175: set_car 199@ Z_angle_to 268.1 
0224: set_car 199@ health_to 800 
02AC: set_car 199@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AA: set_car 199@ immune_to_nonplayer 1 
0129: 214@ = create_actor_pedtype 24 model 280 in_car 199@ driverseat 
060B: set_actor 214@ decision_maker_to 63@ 
0446: set_actor 214@ dismemberment_possible 0 
02A9: set_actor 214@ immune_to_nonplayer 1 
01C8: 215@ = create_actor_pedtype 24 model 280 in_car 199@ passenger_seat 0 
060B: set_actor 215@ decision_maker_to 63@ 
0223: set_actor 215@ health_to 200 
02A9: set_actor 215@ immune_to_nonplayer 1 
01B2: give_actor 215@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 215@ dismemberment_possible 0 
00A9: set_car 199@ to_normal_driver 
304@ = 3 

:LA1FIN1_53869
if 
  304@ == 3 
else_jump @LA1FIN1_54049 
if 
01AD:   car $135 sphere 0 near_point 2304.185 -1364.711 radius 20.0 20.0 
else_jump @LA1FIN1_54049 
if 
8119:   not car 199@ wrecked 
else_jump @LA1FIN1_53985 
05EB: assign_car 199@ to_path 377 
0186: 298@ = create_marker_above_car 199@ 
018B: set_marker 298@ radar_mode 2 
0397: enable_car 199@ siren 1 
310@ = 1 
326@ = 1 

:LA1FIN1_53985
if 
8118:   not actor 215@ dead 
else_jump @LA1FIN1_54037 
0713: actor 215@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 

:LA1FIN1_54037
0650: destroy_particle 245@ 
304@ = 4 

:LA1FIN1_54049
if 
  304@ == 4 
else_jump @LA1FIN1_54283 
if 
01AD:   car $135 sphere 0 near_point 2289.817 -1319.51 radius 25.0 25.0 
else_jump @LA1FIN1_54283 
if 
8119:   not car 223@ wrecked 
else_jump @LA1FIN1_54159 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_54159 
05EB: assign_car 223@ to_path 375 
40@ = 0 
315@ = 3 

:LA1FIN1_54159
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_54219 
05EB: assign_car 198@ to_path 376 
0186: 297@ = create_marker_above_car 198@ 
018B: set_marker 297@ radar_mode 2 
0397: enable_car 198@ siren 1 
309@ = 1 
325@ = 1 

:LA1FIN1_54219
if 
8118:   not actor 212@ dead 
else_jump @LA1FIN1_54271 
0713: actor 212@ driveby_actor -1 car $135 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:LA1FIN1_54271
009B: destroy_actor 226@ 
304@ = 5 

:LA1FIN1_54283
if 
  304@ == 5 
else_jump @LA1FIN1_54879 
if 
01AD:   car $135 sphere 0 near_point 2221.81 -1260.26 radius 5.5 5.5 
else_jump @LA1FIN1_54879 
009A: 242@ = create_actor_pedtype 24 model 280 at 2127.116 -1381.61 23.88 
0173: set_actor 242@ Z_angle_to 84.93 
060B: set_actor 242@ decision_maker_to 63@ 
02AB: set_actor 242@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 242@ immune_to_nonplayer 1 
01B2: give_actor 242@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 242@ dismemberment_possible 0 
02E2: set_actor 242@ weapon_accuracy_to 5 
0085: 126@ = 242@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
009A: 241@ = create_actor_pedtype 24 model 284 at 2127.09 -1382.81 23.32 
060B: set_actor 241@ decision_maker_to 63@ 
02AB: set_actor 241@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 241@ immune_to_nonplayer 1 
01B2: give_actor 241@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 241@ dismemberment_possible 0 
02E2: set_actor 241@ weapon_accuracy_to 5 
0085: 126@ = 241@ // (int) 
008B: 127@ = $PLAYER_ACTOR // (int) 
gosub @LA1FIN1_66928 
00A5: 243@ = create_car 596 at 2129.865 -1386.89 22.65 
0175: set_car 243@ Z_angle_to 7.63 
00A9: set_car 243@ to_normal_driver 
00A9: set_car 243@ to_normal_driver 
41@ = 0 
if 
  319@ == 0 
else_jump @LA1FIN1_54674 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_54674 
04A2: set_heli 48@ fly_to 2168.0 -1508.0 33.29 altitude_between 30.0 and 30.0 
319@ = 1 

:LA1FIN1_54674
029B: 257@ = init_object #WD_FENCE_ANIM at 2167.763 -1470.354 25.328 
0177: set_object 257@ Z_angle_to 90.0 
029B: 258@ = init_object #WD_FENCE_ANIM at 2167.763 -1465.688 25.328 
0177: set_object 258@ Z_angle_to 90.0 
029B: 259@ = init_object #WD_FENCE_ANIM at 2167.763 -1461.021 25.328 
0177: set_object 259@ Z_angle_to 90.0 
029B: 269@ = init_object #WD_FENCE_ANIM at 2174.328 -1470.354 25.328 
0177: set_object 269@ Z_angle_to 270.0 
029B: 270@ = init_object #WD_FENCE_ANIM at 2174.328 -1465.688 25.328 
0177: set_object 270@ Z_angle_to 270.0 
029B: 271@ = init_object #WD_FENCE_ANIM at 2174.328 -1461.021 25.328 
0177: set_object 271@ Z_angle_to 270.0 
304@ = 6 

:LA1FIN1_54879
if 
  304@ == 6 
else_jump @LA1FIN1_54966 
if 
01AD:   car $135 sphere 0 near_point 2081.93 -1261.68 radius 6.0 6.0 
else_jump @LA1FIN1_54966 
if 
8119:   not car 199@ wrecked 
else_jump @LA1FIN1_54959 
0224: set_car 199@ health_to 249 

:LA1FIN1_54959
304@ = 7 

:LA1FIN1_54966
if 
  304@ == 7 
else_jump @LA1FIN1_55056 
if 
  41@ > 3000 
else_jump @LA1FIN1_55056 
if 
8118:   not actor 242@ dead 
else_jump @LA1FIN1_55056 
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_55056 
04D7: set_actor 242@ locked 1 
04D7: set_actor 241@ locked 1 
304@ = 8 

:LA1FIN1_55056
if 
  331@ == 0 
else_jump @LA1FIN1_55183 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2074.18 -1372.28 radius 7.0 7.0 
else_jump @LA1FIN1_55183 
040D: unload_wav 3 
03CF: load_wav 32402 as 3 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 174.0 rotation_speed 8.0 
00A6: destroy_car 223@ 
0249: release_model 523 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
335@ = 8 
187@ = 0 
186@ = 20 
331@ = 1 

:LA1FIN1_55183
if 
  331@ == 1 
else_jump @LA1FIN1_55333 
if 
0861:   unknown_player $PLAYER_CHAR scanning_horizon // param is useless 
else_jump @LA1FIN1_55333 
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_55260 
02AC: set_car $135 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_55260
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0108: destroy_object $4046 
029B: $4046 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $4046 Z_angle_to 0.0 
07F7: set_object $4046 destructible 0 
0550: keep_object $4046 in_memory 1 
331@ = 2 

:LA1FIN1_55333
if 
  304@ == 8 
else_jump @LA1FIN1_55662 
if 
8118:   not actor 242@ dead 
else_jump @LA1FIN1_55662 
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_55662 
if or
0547:   actor 242@ colliding_with_car $135 
0547:   actor 241@ colliding_with_car $135 
else_jump @LA1FIN1_55662 
330@ = 1 
329@ = 1 
304@ = 9 
00A6: destroy_car 48@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 66@ 
00A5: 48@ = create_car 497 at 2170.27 -1523.73 24.76 
0129: 52@ = create_actor_pedtype 24 model 280 in_car 48@ driverseat 
0825: set_helicopter 48@ instant_rotor_start 
05EB: assign_car 48@ to_path 381 
40@ = 0 
41@ = 0 
060B: set_actor 52@ decision_maker_to 63@ 
0446: set_actor 52@ dismemberment_possible 0 
054A: set_actor 52@ can_be_shot_in_a_car 0 
02A9: set_actor 52@ immune_to_nonplayer 1 
02AA: set_car 48@ immune_to_nonplayer 1 
02AC: set_car 48@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
064B: 248@ = create_particle "BLOOD_HELI" at 2170.74 -1445.63 25.12 type 1 
064B: 249@ = create_particle "BLOOD_HELI" at 2170.92 -1450.5 25.0 type 1 
064B: 250@ = create_particle "BLOOD_HELI" at 2171.11 -1447.04 25.13 type 1 

:LA1FIN1_55662
if 
  304@ == 9 
else_jump @LA1FIN1_57699 
if 
  332@ == 0 
else_jump @LA1FIN1_55802 
if 
  40@ > 14099 
else_jump @LA1FIN1_55802 
075A: set_object 257@ animation "FEN_CHOPPA_R1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 269@ animation "FEN_CHOPPA_L2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
332@ = 1 

:LA1FIN1_55802
if 
  332@ == 1 
else_jump @LA1FIN1_55924 
if 
  40@ > 14899 
else_jump @LA1FIN1_55924 
075A: set_object 258@ animation "FEN_CHOPPA_R2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 270@ animation "FEN_CHOPPA_L3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
332@ = 2 

:LA1FIN1_55924
if 
  332@ == 2 
else_jump @LA1FIN1_56046 
if 
  40@ > 15532 
else_jump @LA1FIN1_56046 
075A: set_object 259@ animation "FEN_CHOPPA_R3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 271@ animation "FEN_CHOPPA_L1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
332@ = 3 

:LA1FIN1_56046
if 
  330@ == 1 
else_jump @LA1FIN1_56171 
if 
8118:   not actor 242@ dead 
else_jump @LA1FIN1_56171 
04D7: set_actor 242@ locked 0 
0464: put_actor 242@ into_turret_on_car $135 at_car_offset -0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 242@ perform_animation "CARHIT_TUMBLE" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
330@ = 2 

:LA1FIN1_56171
if 
  330@ == 2 
else_jump @LA1FIN1_56371 
if 
8118:   not actor 242@ dead 
else_jump @LA1FIN1_56371 
if 
0611:   actor 242@ performing_animation "CARHIT_TUMBLE" 
else_jump @LA1FIN1_56371 
0613: 236@ = actor 242@ animation "CARHIT_TUMBLE" time 
if 
  236@ > 0.7 
else_jump @LA1FIN1_56371 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_56371 
0465: remove_actor 242@ from_turret_mode 
00AA: store_car $135 position_to $68 $69 $70 
$68 += 0.0 
$69 += -1.763 
$70 += -0.05 
00A1: put_actor 242@ at $68 $69 $70 
034F: destroy_actor_with_fade 242@ 
330@ = 3 

:LA1FIN1_56371
if 
8118:   not actor 242@ dead 
else_jump @LA1FIN1_56403 
0174: 247@ = car $135 Z_angle 
0173: set_actor 242@ Z_angle_to 247@ 

:LA1FIN1_56403
if 
  329@ == 1 
else_jump @LA1FIN1_56528 
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_56528 
04D7: set_actor 241@ locked 0 
0464: put_actor 241@ into_turret_on_car $135 at_car_offset 0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 241@ perform_animation "CARHIT_HANGON" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
329@ = 2 

:LA1FIN1_56528
if 
  329@ == 2 
else_jump @LA1FIN1_56692 
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_56692 
if 
0611:   actor 241@ performing_animation "CARHIT_HANGON" 
else_jump @LA1FIN1_56692 
0613: 236@ = actor 241@ animation "CARHIT_HANGON" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_56692 
0812: AS_actor 241@ perform_animation "HANGON_STUN_LOOP" IFP "MD_CHASE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
329@ = 3 

:LA1FIN1_56692
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_56724 
0174: 246@ = car $135 Z_angle 
0173: set_actor 241@ Z_angle_to 246@ 

:LA1FIN1_56724
if 
  333@ == 0 
else_jump @LA1FIN1_56812 
if 
  41@ > 10499 
else_jump @LA1FIN1_56812 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_56812 
if 
060E:   car $135 assigned_to_path 
else_jump @LA1FIN1_56812 
05ED: freeze_car $135 while_on_path 
41@ = 0 
333@ = 1 

:LA1FIN1_56812
if 
  333@ == 1 
else_jump @LA1FIN1_56952 
if 
  41@ > 3000 
else_jump @LA1FIN1_56952 
if 
  329@ == 3 
else_jump @LA1FIN1_56945 
if 
8118:   not actor 241@ dead 
else_jump @LA1FIN1_56945 
0812: AS_actor 241@ perform_animation "HANGON_STUN_TURN" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
41@ = 0 
329@ = 4 

:LA1FIN1_56945
333@ = 2 

:LA1FIN1_56952
if 
  333@ == 2 
else_jump @LA1FIN1_57057 
if 
  41@ > 2000 
else_jump @LA1FIN1_57057 
if 
060E:   car $135 assigned_to_path 
else_jump @LA1FIN1_57057 
05EE: unfreeze_car $135 while_on_path 
00A6: destroy_car 243@ 
0249: release_model 596 
0249: release_model 280 
0249: release_model 284 
0249: release_model 523 
0249: release_model 497 
0249: release_model 353 
009B: destroy_actor 242@ 
333@ = 3 

:LA1FIN1_57057
if 
  333@ == 3 
else_jump @LA1FIN1_57232 
if 
  41@ > 4300 
else_jump @LA1FIN1_57232 
0834: set_player_head_temporary_turn_rotation_Z 0.0 rotation_Y -1.0 
if 
03D0:   wav 3 loaded 
else_jump @LA1FIN1_57125 
03D1: play_wav 3 

:LA1FIN1_57125
064F: remove_references_to_particle 248@ 
0107: 251@ = create_object #CHOPCOP_TORSO at 2170.35 -1445.99 25.49 
0392: make_object 251@ moveable 1 
0107: 252@ = create_object #CHOPCOP_LEGR at 2170.5 -1447.65 25.06 
0392: make_object 252@ moveable 1 
009B: destroy_actor 241@ 
0108: destroy_object 257@ 
0108: destroy_object 270@ 
0108: destroy_object 271@ 
0108: destroy_object 269@ 
0108: destroy_object 270@ 
0108: destroy_object 271@ 
333@ = 4 

:LA1FIN1_57232
if 
  333@ == 4 
else_jump @LA1FIN1_57494 
if 
  41@ > 4800 
else_jump @LA1FIN1_57494 
335@ = 9 
064F: remove_references_to_particle 249@ 
0107: 253@ = create_object #CHOPCOP_LEGR at 2170.99 -1448.51 25.08 
0392: make_object 253@ moveable 1 
0107: 254@ = create_object #CHOPCOP_ARMR at 2170.96 -1450.36 25.2 
0392: make_object 254@ moveable 1 
0453: set_object 254@ XYZ_rotation 0.2 0.2 0.2 
0107: 255@ = create_object #CHOPCOP_ARMR at 2171.16 -1451.11 25.12 
0392: make_object 255@ moveable 1 
0453: set_object 255@ XYZ_rotation -0.1 0.05 0.1 
0107: 256@ = create_object #CHOPCOP_HEAD at 2171.1 -1453.09 25.4 
0392: make_object 256@ moveable 1 
0453: set_object 256@ XYZ_rotation 0.5 0.2 -0.1 
064F: remove_references_to_particle 250@ 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_57487 
05EC: release_car 48@ from_path 

:LA1FIN1_57487
333@ = 5 

:LA1FIN1_57494
if 
  333@ == 5 
else_jump @LA1FIN1_57699 
if 
  41@ > 5800 
else_jump @LA1FIN1_57699 
015F: set_camera_position 2169.899 -1543.497 38.744 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2169.894 -1542.551 38.4204 switchstyle 2 
02A3: enable_widescreen 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2184.87 -1500.83 23.55 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_57685 
00AB: put_car 48@ at 2172.56 -1420.69 30.0 
020B: explode_car 48@ 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_57680 
020B: explode_car 48@ 

:LA1FIN1_57680
009B: destroy_actor 52@ 

:LA1FIN1_57685
41@ = 0 
333@ = 6 

:LA1FIN1_57699
if 
  319@ == 1 
else_jump @LA1FIN1_57755 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN1_57755 
01C3: remove_references_to_car 48@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 66@ 
319@ = 2 

:LA1FIN1_57755
if 
  305@ == 1 
else_jump @LA1FIN1_57861 
if 
8119:   not car 194@ wrecked 
else_jump @LA1FIN1_57834 
if 
860E:   not car 194@ assigned_to_path 
else_jump @LA1FIN1_57827 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
0164: disable_marker 293@ 
305@ = 2 

:LA1FIN1_57827
jump @LA1FIN1_57861 

:LA1FIN1_57834
05EC: release_car 194@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 194@ 
0164: disable_marker 293@ 
305@ = 2 

:LA1FIN1_57861
if 
  322@ == 1 
else_jump @LA1FIN1_58013 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_58013 
if 
8118:   not actor 204@ dead 
else_jump @LA1FIN1_57918 
jump @LA1FIN1_58013 

:LA1FIN1_57918
if 
8118:   not actor 205@ dead 
else_jump @LA1FIN1_58001 
if 
00DB:   actor 205@ in_car 195@ 
else_jump @LA1FIN1_57994 
046C: 292@ = car 195@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_57994 
0676: AS_actor 205@ in_car 195@ move_from_passengerseat_to_driverseat 
322@ = 2 

:LA1FIN1_57994
jump @LA1FIN1_58013 

:LA1FIN1_58001
05EC: release_car 195@ from_path 
322@ = 2 

:LA1FIN1_58013
if 
  322@ == 2 
else_jump @LA1FIN1_58059 
if 
0118:   actor 205@ dead 
else_jump @LA1FIN1_58059 
05EC: release_car 195@ from_path 
322@ = 3 

:LA1FIN1_58059
if 
  306@ == 1 
else_jump @LA1FIN1_58175 
if 
8119:   not car 195@ wrecked 
else_jump @LA1FIN1_58143 
if 
860E:   not car 195@ assigned_to_path 
else_jump @LA1FIN1_58136 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
0164: disable_marker 294@ 
306@ = 2 

:LA1FIN1_58136
jump @LA1FIN1_58175 

:LA1FIN1_58143
05EC: release_car 195@ from_path 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 195@ 
0164: disable_marker 294@ 
306@ = 2 

:LA1FIN1_58175
if 
  323@ == 1 
else_jump @LA1FIN1_58327 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_58327 
if 
8118:   not actor 206@ dead 
else_jump @LA1FIN1_58232 
jump @LA1FIN1_58327 

:LA1FIN1_58232
if 
8118:   not actor 207@ dead 
else_jump @LA1FIN1_58315 
if 
00DB:   actor 207@ in_car 196@ 
else_jump @LA1FIN1_58308 
046C: 292@ = car 196@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_58308 
0676: AS_actor 207@ in_car 196@ move_from_passengerseat_to_driverseat 
323@ = 2 

:LA1FIN1_58308
jump @LA1FIN1_58327 

:LA1FIN1_58315
05EC: release_car 196@ from_path 
323@ = 2 

:LA1FIN1_58327
if 
  323@ == 2 
else_jump @LA1FIN1_58373 
if 
0118:   actor 207@ dead 
else_jump @LA1FIN1_58373 
05EC: release_car 196@ from_path 
323@ = 3 

:LA1FIN1_58373
if 
  307@ == 1 
else_jump @LA1FIN1_58489 
if 
8119:   not car 196@ wrecked 
else_jump @LA1FIN1_58457 
if 
860E:   not car 196@ assigned_to_path 
else_jump @LA1FIN1_58450 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 295@ 
307@ = 2 

:LA1FIN1_58450
jump @LA1FIN1_58489 

:LA1FIN1_58457
05EC: release_car 196@ from_path 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 196@ 
0164: disable_marker 295@ 
307@ = 2 

:LA1FIN1_58489
if 
  308@ == 1 
else_jump @LA1FIN1_58545 
if 
0119:   car 197@ wrecked 
else_jump @LA1FIN1_58545 
0164: disable_marker 296@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 197@ 
308@ = 2 

:LA1FIN1_58545
if 
  325@ == 1 
else_jump @LA1FIN1_58697 
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_58697 
if 
8118:   not actor 211@ dead 
else_jump @LA1FIN1_58602 
jump @LA1FIN1_58697 

:LA1FIN1_58602
if 
8118:   not actor 212@ dead 
else_jump @LA1FIN1_58685 
if 
00DB:   actor 212@ in_car 198@ 
else_jump @LA1FIN1_58678 
046C: 292@ = car 198@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_58678 
0676: AS_actor 212@ in_car 198@ move_from_passengerseat_to_driverseat 
325@ = 2 

:LA1FIN1_58678
jump @LA1FIN1_58697 

:LA1FIN1_58685
05EC: release_car 198@ from_path 
325@ = 2 

:LA1FIN1_58697
if 
  325@ == 2 
else_jump @LA1FIN1_58743 
if 
0118:   actor 212@ dead 
else_jump @LA1FIN1_58743 
05EC: release_car 198@ from_path 
325@ = 3 

:LA1FIN1_58743
if 
  309@ == 1 
else_jump @LA1FIN1_58859 
if 
8119:   not car 198@ wrecked 
else_jump @LA1FIN1_58827 
if 
860E:   not car 198@ assigned_to_path 
else_jump @LA1FIN1_58820 
01C3: remove_references_to_car 198@ 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
0164: disable_marker 297@ 
309@ = 2 

:LA1FIN1_58820
jump @LA1FIN1_58859 

:LA1FIN1_58827
05EC: release_car 198@ from_path 
01C2: remove_references_to_actor 211@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 212@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 198@ 
0164: disable_marker 297@ 
309@ = 2 

:LA1FIN1_58859
if 
  326@ == 1 
else_jump @LA1FIN1_59011 
if 
8119:   not car 199@ wrecked 
else_jump @LA1FIN1_59011 
if 
8118:   not actor 214@ dead 
else_jump @LA1FIN1_58916 
jump @LA1FIN1_59011 

:LA1FIN1_58916
if 
8118:   not actor 215@ dead 
else_jump @LA1FIN1_58999 
if 
00DB:   actor 215@ in_car 199@ 
else_jump @LA1FIN1_58992 
046C: 292@ = car 199@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_58992 
0676: AS_actor 215@ in_car 199@ move_from_passengerseat_to_driverseat 
326@ = 2 

:LA1FIN1_58992
jump @LA1FIN1_59011 

:LA1FIN1_58999
05EC: release_car 199@ from_path 
326@ = 2 

:LA1FIN1_59011
if 
  326@ == 2 
else_jump @LA1FIN1_59057 
if 
0118:   actor 215@ dead 
else_jump @LA1FIN1_59057 
05EC: release_car 199@ from_path 
326@ = 3 

:LA1FIN1_59057
if 
  310@ == 1 
else_jump @LA1FIN1_59173 
if 
8119:   not car 199@ wrecked 
else_jump @LA1FIN1_59141 
if 
860E:   not car 199@ assigned_to_path 
else_jump @LA1FIN1_59134 
01C3: remove_references_to_car 199@ 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0164: disable_marker 298@ 
310@ = 2 

:LA1FIN1_59134
jump @LA1FIN1_59173 

:LA1FIN1_59141
05EC: release_car 199@ from_path 
01C2: remove_references_to_actor 214@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 199@ 
0164: disable_marker 298@ 
310@ = 2 

:LA1FIN1_59173
if 
  328@ == 1 
else_jump @LA1FIN1_59325 
if 
8119:   not car 201@ wrecked 
else_jump @LA1FIN1_59325 
if 
8118:   not actor 209@ dead 
else_jump @LA1FIN1_59230 
jump @LA1FIN1_59325 

:LA1FIN1_59230
if 
8118:   not actor 210@ dead 
else_jump @LA1FIN1_59313 
if 
00DB:   actor 210@ in_car 201@ 
else_jump @LA1FIN1_59306 
046C: 292@ = car 201@ driver 
if 
  292@ == -1 
else_jump @LA1FIN1_59306 
0676: AS_actor 210@ in_car 201@ move_from_passengerseat_to_driverseat 
328@ = 2 

:LA1FIN1_59306
jump @LA1FIN1_59325 

:LA1FIN1_59313
05EC: release_car 201@ from_path 
328@ = 2 

:LA1FIN1_59325
if 
  328@ == 2 
else_jump @LA1FIN1_59371 
if 
0118:   actor 210@ dead 
else_jump @LA1FIN1_59371 
05EC: release_car 201@ from_path 
328@ = 3 

:LA1FIN1_59371
if 
  312@ == 1 
else_jump @LA1FIN1_59599 
if 
8119:   not car 201@ wrecked 
else_jump @LA1FIN1_59511 
if 
860E:   not car 201@ assigned_to_path 
else_jump @LA1FIN1_59504 
01C3: remove_references_to_car 201@ 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
0164: disable_marker 300@ 
if 
  308@ == 1 
else_jump @LA1FIN1_59497 
if 
0119:   car 197@ wrecked 
else_jump @LA1FIN1_59497 
0164: disable_marker 296@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 201@ 
308@ = 2 

:LA1FIN1_59497
312@ = 2 

:LA1FIN1_59504
jump @LA1FIN1_59599 

:LA1FIN1_59511
05EC: release_car 201@ from_path 
01C2: remove_references_to_actor 209@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 210@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 201@ 
0164: disable_marker 300@ 
if 
  308@ == 1 
else_jump @LA1FIN1_59592 
if 
0119:   car 197@ wrecked 
else_jump @LA1FIN1_59592 
0164: disable_marker 296@ 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 201@ 
308@ = 2 

:LA1FIN1_59592
312@ = 2 

:LA1FIN1_59599
if 
  315@ == 1 
else_jump @LA1FIN1_59759 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_59759 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_59759 
if 
0611:   actor 227@ performing_animation "MD_BIKE_JMP_BL" 
else_jump @LA1FIN1_59759 
0613: 236@ = actor 227@ animation "MD_BIKE_JMP_BL" time 
if 
  236@ == 0.0 
else_jump @LA1FIN1_59759 
0393: actor 227@ perform_animation "MD_BIKE_JMP_BL" at 0.0 times_normal_rate 
315@ = 2 

:LA1FIN1_59759
if 
  315@ == 3 
else_jump @LA1FIN1_59898 
if 
  40@ > 3200 
else_jump @LA1FIN1_59898 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_59898 
0812: AS_actor 227@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 227@ perform_animation "MD_BIKE_JMP_BL" at 1.0 times_normal_rate 
335@ = 7 
315@ = 4 

:LA1FIN1_59898
if 
  315@ == 4 
else_jump @LA1FIN1_60277 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_60277 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60277 
if 
0611:   actor 227@ performing_animation "MD_BIKE_JMP_BL" 
else_jump @LA1FIN1_60277 
0613: 236@ = actor 227@ animation "MD_BIKE_JMP_BL" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_60277 
0465: remove_actor 227@ from_turret_mode 
if 
  318@ == 1 
else_jump @LA1FIN1_60144 
0464: put_actor 227@ into_turret_on_car $135 at_car_offset -0.23 -4.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 
0605: actor 227@ perform_animation "MD_BIKE_LND_DIE_BL" IFP "MD_CHASE" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
315@ = 100 
jump @LA1FIN1_60236 

:LA1FIN1_60144
0812: AS_actor 227@ perform_animation "MD_BIKE_LND_BL" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 227@ into_turret_on_car $135 at_car_offset -0.23 -4.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
40@ = 0 
315@ = 5 

:LA1FIN1_60236
if 
8119:   not car 223@ wrecked 
else_jump @LA1FIN1_60277 
05EC: release_car 223@ from_path 
07DB: set_car 223@ rotation_velocity_XYZ -2.0 3.0 0.2003 through_center_of_mass 

:LA1FIN1_60277
if 
  315@ == 5 
else_jump @LA1FIN1_60456 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_60456 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60456 
if 
0611:   actor 227@ performing_animation "MD_BIKE_LND_BL" 
else_jump @LA1FIN1_60456 
0613: 236@ = actor 227@ animation "MD_BIKE_LND_BL" time 
if 
  236@ > 0.037 
else_jump @LA1FIN1_60456 
0812: AS_actor 227@ perform_animation "MD_BIKE_PUNCH" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
315@ = 6 

:LA1FIN1_60456
if 
  315@ > 0 
else_jump @LA1FIN1_60540 
if 
  4 > 315@ 
else_jump @LA1FIN1_60540 
if 
8119:   not car 223@ wrecked 
else_jump @LA1FIN1_60540 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60540 
0174: 228@ = car 223@ Z_angle 
0173: set_actor 227@ Z_angle_to 228@ 

:LA1FIN1_60540
if 
  315@ == 4 
else_jump @LA1FIN1_60722 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60722 
if 
0611:   actor 227@ performing_animation "MD_BIKE_JMP_BL" 
else_jump @LA1FIN1_60722 
0613: 236@ = actor 227@ animation "MD_BIKE_JMP_BL" time 
if 
  236@ > 0.66 
else_jump @LA1FIN1_60690 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_60683 
0174: 228@ = car $135 Z_angle 
0173: set_actor 227@ Z_angle_to 228@ 

:LA1FIN1_60683
jump @LA1FIN1_60722 

:LA1FIN1_60690
if 
8119:   not car 223@ wrecked 
else_jump @LA1FIN1_60722 
0174: 228@ = car 223@ Z_angle 
0173: set_actor 227@ Z_angle_to 228@ 

:LA1FIN1_60722
if 
  315@ > 4 
else_jump @LA1FIN1_60788 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_60788 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60788 
0174: 228@ = car $135 Z_angle 
0173: set_actor 227@ Z_angle_to 228@ 

:LA1FIN1_60788
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_60939 
if 
0611:   actor 227@ performing_animation "MD_BIKE_PUNCH" 
else_jump @LA1FIN1_60939 
0613: 237@ = actor 227@ animation "MD_BIKE_PUNCH" time 
if 
  237@ > 0.2 
else_jump @LA1FIN1_60932 
if 
  315@ == 6 
else_jump @LA1FIN1_60925 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
315@ = 7 

:LA1FIN1_60925
jump @LA1FIN1_60939 

:LA1FIN1_60932
315@ = 6 

:LA1FIN1_60939
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61004 
0226: 239@ = actor 227@ health 
if 
  901 > 239@ 
else_jump @LA1FIN1_61004 
02AB: set_actor 227@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
318@ = 1 

:LA1FIN1_61004
if 
  315@ == 100 
else_jump @LA1FIN1_61167 
if 
0611:   actor 227@ performing_animation "MD_BIKE_LND_DIE_BL" 
else_jump @LA1FIN1_61167 
0613: 236@ = actor 227@ animation "MD_BIKE_LND_DIE_BL" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_61167 
0465: remove_actor 227@ from_turret_mode 
0812: AS_actor 227@ perform_animation "MD_BIKE_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
315@ = 101 

:LA1FIN1_61167
if 
  315@ == 101 
else_jump @LA1FIN1_61278 
if 
0611:   actor 227@ performing_animation "MD_BIKE_LND_ROLL" 
else_jump @LA1FIN1_61278 
0613: 236@ = actor 227@ animation "MD_BIKE_LND_ROLL" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_61278 
034F: destroy_actor_with_fade 227@ 
315@ = 102 

:LA1FIN1_61278
if 
  315@ > 4 
else_jump @LA1FIN1_61348 
if 
  8 > 315@ 
else_jump @LA1FIN1_61348 
if or
  318@ == 1 
  40@ > 12000 
else_jump @LA1FIN1_61348 
315@ = 200 

:LA1FIN1_61348
if 
  315@ == 200 
else_jump @LA1FIN1_61444 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61444 
0812: AS_actor 227@ perform_animation "MD_BIKE_2_HANG" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
40@ = 0 
315@ = 201 

:LA1FIN1_61444
if 
  315@ == 201 
else_jump @LA1FIN1_61608 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61608 
if 
0611:   actor 227@ performing_animation "MD_BIKE_2_HANG" 
else_jump @LA1FIN1_61608 
0613: 236@ = actor 227@ animation "MD_BIKE_2_HANG" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_61608 
0812: AS_actor 227@ perform_animation "MD_HANG_LOOP" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
315@ = 202 

:LA1FIN1_61608
if 
  315@ == 202 
else_jump @LA1FIN1_61703 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61703 
if 
0611:   actor 227@ performing_animation "MD_BIKE_2_HANG" 
else_jump @LA1FIN1_61703 
02AB: set_actor 227@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
054E: clear_actor 227@ damage 
315@ = 203 

:LA1FIN1_61703
if 
  315@ == 203 
else_jump @LA1FIN1_61826 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61826 
if or
051A:   actor 227@ damaged_by_actor $PLAYER_ACTOR 
  40@ > 5000 
else_jump @LA1FIN1_61826 
0465: remove_actor 227@ from_turret_mode 
0812: AS_actor 227@ perform_animation "MD_HANG_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
315@ = 204 

:LA1FIN1_61826
if 
  315@ == 204 
else_jump @LA1FIN1_61955 
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_61955 
if 
0611:   actor 227@ performing_animation "MD_HANG_LND_ROLL" 
else_jump @LA1FIN1_61955 
0613: 236@ = actor 227@ animation "MD_HANG_LND_ROLL" time 
if 
  236@ == 1.0 
else_jump @LA1FIN1_61955 
009B: destroy_actor 227@ 
315@ = 205 

:LA1FIN1_61955
if 
  333@ == 6 
else_jump @LA1FIN1_62725 
if 
  41@ > 3000 
else_jump @LA1FIN1_62725 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_62725 
00A6: destroy_car 48@ 
0249: release_model 596 
0249: release_model 280 
0249: release_model 284 
0249: release_model 523 
0249: release_model 497 
0249: release_model 353 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0108: destroy_object 251@ 
0108: destroy_object 252@ 
0108: destroy_object 253@ 
0108: destroy_object 254@ 
0108: destroy_object 255@ 
0108: destroy_object 256@ 
0108: destroy_object 257@ 
0108: destroy_object 270@ 
0108: destroy_object 271@ 
0108: destroy_object 269@ 
0108: destroy_object 270@ 
0108: destroy_object 271@ 
00A6: destroy_car 48@ 
0650: destroy_particle 245@ 
0650: destroy_particle 248@ 
0650: destroy_particle 249@ 
0650: destroy_particle 250@ 
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
0249: release_model 355 
04EF: release_animation "MD_CHASE" 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
07C0: load_path 351 
07C0: load_path 382 
07C0: load_path 383 
07C0: load_path 384 
0247: load_model 514 
0247: load_model 584 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
04ED: load_animation "MD_END" 
03CF: load_wav 15943 as 1 
03CF: load_wav 15944 as 2 
03CF: load_wav 32400 as 3 
038B: load_requested_models 
015F: set_camera_position 2177.307 -1535.901 17.7635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.855 -1535.143 18.2324 switchstyle 2 

:LA1FIN1_62349
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @LA1FIN1_62391 
wait 0 
jump @LA1FIN1_62349 

:LA1FIN1_62391
if or
8248:   not model 514 available 
8248:   not model 584 available 
83D0:   not wav 3 loaded 
else_jump @LA1FIN1_62427 
wait 0 
jump @LA1FIN1_62391 

:LA1FIN1_62427
if or
87C1:   not path 351 available 
87C1:   not path 382 available 
87C1:   not path 383 available 
87C1:   not path 384 available 
84EE:   not animation "MD_END" loaded 
else_jump @LA1FIN1_62479 
wait 0 
jump @LA1FIN1_62427 

:LA1FIN1_62479
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_62500 
05EC: release_car $135 from_path 

:LA1FIN1_62500
00A5: 282@ = create_car 514 at 2078.002 -1524.349 2.49 
0175: set_car 282@ Z_angle_to 254.103 
0224: set_car 282@ health_to 5000 
02AC: set_car 282@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 281@ = create_car 584 at 2070.05 -1522.059 3.668 
0175: set_car 281@ Z_angle_to 254.0 
0224: set_car 281@ health_to 5000 
02AC: set_car 281@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 283@ = create_car 492 at 2060.05 -1520.059 3.668 
0224: set_car 283@ health_to 5000 
02AC: set_car 283@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 283@ primary_color_to 5 secondary_color_to 5 
022B: create_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
01EB: set_traffic_density_multiplier_to 1.0 
0151: remove_status_text $8330 
41@ = 0 
333@ = 7 

:LA1FIN1_62725
if 
  333@ > 6 
else_jump @LA1FIN1_62828 
if 
  337@ == 0 
else_jump @LA1FIN1_62828 
if 
  41@ > 1989 
else_jump @LA1FIN1_62828 
if 
03CA:   object $4046 exists 
else_jump @LA1FIN1_62821 
0550: keep_object $4046 in_memory 0 
07F7: set_object $4046 destructible 1 
0723: break_object $4046 intensity 1 
03D1: play_wav 3 

:LA1FIN1_62821
337@ = 1 

:LA1FIN1_62828
if 
  333@ == 7 
else_jump @LA1FIN1_62949 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_62949 
if 
8119:   not car 282@ wrecked 
else_jump @LA1FIN1_62949 
if 
8119:   not car 281@ wrecked 
else_jump @LA1FIN1_62949 
05EB: assign_car $135 to_path 351 
05EB: assign_car 282@ to_path 382 
05EB: assign_car 281@ to_path 383 
if 
8119:   not car 283@ wrecked 
else_jump @LA1FIN1_62942 
05EB: assign_car 283@ to_path 384 

:LA1FIN1_62942
333@ = 8 

:LA1FIN1_62949
if 
  333@ == 8 
else_jump @LA1FIN1_63079 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_63079 
if 
01AD:   car $135 sphere 0 near_point 2170.2 -1518.04 radius 5.0 5.0 
else_jump @LA1FIN1_63079 
015D: set_gamespeed 0.3 
0158: camera_on_car $135 mode 15 switchstyle 1 
0657: car $135 open_door 2 
0657: car $135 open_door 4 
0657: car $135 open_door 5 
0657: car $135 open_door 0 
40@ = 0 
333@ = 9 

:LA1FIN1_63079
if 
  333@ == 9 
else_jump @LA1FIN1_63232 
if 
  40@ > 500 
else_jump @LA1FIN1_63232 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_63232 
0697: set_car $135 remove_component 6 visible_effect_flag 1 
02AC: set_car $135 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8119:   not car 281@ wrecked 
else_jump @LA1FIN1_63187 
02AC: set_car 281@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_63187
if 
8119:   not car 282@ wrecked 
else_jump @LA1FIN1_63218 
02AC: set_car 282@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN1_63218
40@ = 0 
333@ = 10 

:LA1FIN1_63232
if 
  333@ == 10 
else_jump @LA1FIN1_63628 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_63628 
if or
01AF:   car $135 sphere 0 in_sphere 2169.24 -1553.91 2.5 radius 10.0 10.0 6.0 
  40@ > 4000 
else_jump @LA1FIN1_63628 
0224: set_car $135 health_to 300 
015D: set_gamespeed 0.7 
0697: set_car $135 remove_component 5 visible_effect_flag 1 
00C0: set_current_time_hours_to 7 minutes_to 15 
015F: set_camera_position 2204.804 -1568.276 1.9452 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.861 -1567.951 1.8744 switchstyle 2 
041D: set_camera_near_clip 0.1 
009A: $130 = create_actor_pedtype 23 model 290 at 2168.479 -1506.067 24.0 
0173: set_actor $130 Z_angle_to 135.0 
060B: set_actor $130 decision_maker_to 63@ 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $129 = create_actor_pedtype 23 model 291 at 2168.992 -1508.601 24.0 
0173: set_actor $129 Z_angle_to 45.0 
060B: set_actor $129 decision_maker_to 63@ 
02AB: set_actor $129 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $131 = create_actor_pedtype 23 model 292 at 2167.054 -1507.7 24.0 
0173: set_actor $131 Z_angle_to 290.0 
060B: set_actor $131 decision_maker_to 63@ 
02AB: set_actor $131 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A1: put_actor $PLAYER_ACTOR at 2166.952 -1506.237 24.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
40@ = 0 
333@ = 11 

:LA1FIN1_63628
if 
  333@ == 11 
else_jump @LA1FIN1_63901 
if 
8119:   not car 281@ wrecked 
else_jump @LA1FIN1_63901 
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_63901 
if 
8119:   not car 282@ wrecked 
else_jump @LA1FIN1_63901 
if or
09CB:   vehicle $135 colliding_with_vehicle 282@ 
  41@ > 4350 
else_jump @LA1FIN1_63901 
00AA: store_car $135 position_to $68 $69 $70 
020C: create_explosion_with_radius 0 at $68 $69 $70 
020B: explode_car $135 
020B: explode_car 281@ 
02AC: set_car 282@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 0 at 2182.25 -1565.23 2.88 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
40@ = 0 
333@ = 12 

:LA1FIN1_63901
if 
  333@ == 12 
else_jump @LA1FIN1_64002 
if 
  40@ > 250 
else_jump @LA1FIN1_64002 
020C: create_explosion_with_radius 0 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 0 at 2172.99 -1561.51 4.88 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
333@ = 13 

:LA1FIN1_64002
if 
  333@ == 13 
else_jump @LA1FIN1_64418 
if 
  40@ > 750 
else_jump @LA1FIN1_64418 
02CF: 289@ = create_fire_at 2180.27 -1564.66 1.93 propagation 1 size 3 
02CF: 290@ = create_fire_at 2182.25 -1565.23 1.88 propagation 1 size 3 
02CF: 291@ = create_fire_at 2187.94 -1562.73 1.36 propagation 1 size 3 
02CF: 286@ = create_fire_at 2204.804 -1568.476 1.95 propagation 1 size 1 
02CF: 287@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
02CF: 288@ = create_fire_at 2202.82 -1565.01 1.35 propagation 1 size 3 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
020C: create_explosion_with_radius 4 at 2171.73 -1562.22 5.92 
020C: create_explosion_with_radius 2 at 2179.3 -1563.32 6.12 
020C: create_explosion_with_radius 0 at 2177.35 -1562.66 5.73 
020C: create_explosion_with_radius 0 at 2174.04 -1562.21 6.56 
020C: create_explosion_with_radius 2 at 2178.27 -1564.89 6.58 
020C: create_explosion_with_radius 4 at 2177.53 -1564.16 6.96 
333@ = 14 

:LA1FIN1_64418
if 
  333@ == 14 
else_jump @LA1FIN1_64538 
if 
  40@ > 1250 
else_jump @LA1FIN1_64538 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
333@ = 15 

:LA1FIN1_64538
if 
  333@ == 15 
else_jump @LA1FIN1_64821 
if 
  40@ > 1750 
else_jump @LA1FIN1_64821 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
if 
8119:   not car 281@ wrecked 
else_jump @LA1FIN1_64668 
02AC: set_car 281@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car 281@ 

:LA1FIN1_64668
if 
8119:   not car 282@ wrecked 
else_jump @LA1FIN1_64709 
02AC: set_car 282@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 282@ from_path 
020B: explode_car 282@ 

:LA1FIN1_64709
if 
8119:   not car $135 wrecked 
else_jump @LA1FIN1_64757 
02AC: set_car $135 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car $135 from_path 
0224: set_car $135 health_to 100 
020B: explode_car $135 

:LA1FIN1_64757
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
333@ = 16 

:LA1FIN1_64821
if 
  333@ == 16 
else_jump @LA1FIN1_65265 
if 
  40@ > 4500 
else_jump @LA1FIN1_65265 
02CF: 287@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
04EF: release_animation "MD_CHASE" 
0249: release_model 514 
0249: release_model 584 
0249: release_model 492 
0249: release_model 497 
015D: set_gamespeed 1.0 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_64978 
0812: AS_actor $130 perform_animation "END_SC1_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:LA1FIN1_64978
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_65035 
0812: AS_actor $131 perform_animation "END_SC1_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:LA1FIN1_65035
0605: actor $PLAYER_ACTOR perform_animation "END_SC1_PLY" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_65141 
0605: actor $129 perform_animation "END_SC1_SMO" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0967: actor $129 move_mouth 5000 ms 

:LA1FIN1_65141
wait 100 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MU' time 5000 flag 1  // Shit! That's gonna be a hell of a story to tell when we passin' the blunt!
00A6: destroy_car 283@ 
05EC: release_car 281@ from_path 
05EC: release_car 283@ from_path 
00A6: destroy_car 281@ 
00A6: destroy_car $135 
00A6: destroy_car 282@ 
00A6: destroy_car 48@ 
338@ = 1 
333@ = 17 

:LA1FIN1_65265
if 
  333@ > 16 
else_jump @LA1FIN1_65452 
if 
  338@ == 1 
else_jump @LA1FIN1_65452 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_65452 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_65452 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $129 stop_mouth 
03CF: load_wav 15945 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MV' time 4000 flag 1  // Man, that was some serious shit! Woo!
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_65445 
0967: actor $130 move_mouth 5000 ms 

:LA1FIN1_65445
338@ = 2 

:LA1FIN1_65452
if 
  338@ == 2 
else_jump @LA1FIN1_65585 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_65585 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_65585 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_65585 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_65585 
00BE: text_clear_all 
0968: actor $130 stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MW' time 5000 flag 1  // Fuck this! We gotta get outta here!
0967: actor $131 move_mouth 5000 ms 
040D: unload_wav 2 
03CF: load_wav 15946 as 2 
338@ = 3 

:LA1FIN1_65585
if 
  338@ == 3 
else_jump @LA1FIN1_65705 
if 
03D0:   wav 2 loaded 
else_jump @LA1FIN1_65705 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_65705 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_65705 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_65705 
0968: actor $131 stop_mouth 
0967: actor $130 move_mouth 5000 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MX' time 5000 flag 1  // Ryder's right, everybody split up, and we'll meet up later.
338@ = 4 

:LA1FIN1_65705
if 
  338@ == 4 
else_jump @LA1FIN1_65768 
if 
03D2:   wav 2 ended 
else_jump @LA1FIN1_65768 
00BE: text_clear_all 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_65761 
0968: actor $130 stop_mouth 

:LA1FIN1_65761
338@ = 5 

:LA1FIN1_65768
if 
  333@ == 17 
else_jump @LA1FIN1_66127 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_66127 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_66127 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_66127 
if 
0611:   actor $129 performing_animation "END_SC1_SMO" 
else_jump @LA1FIN1_66127 
0613: 285@ = actor $129 animation "END_SC1_SMO" time 
if 
  285@ == 1.0 
else_jump @LA1FIN1_66127 
0812: AS_actor $130 perform_animation "END_SC2_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $129 perform_animation "END_SC2_SMO" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $131 perform_animation "END_SC2_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "END_SC2_PLY" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
015F: set_camera_position 2168.117 -1510.165 24.3268 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.124 -1509.166 24.294 switchstyle 2 
333@ = 18 

:LA1FIN1_66127
if 
  333@ == 18 
else_jump @LA1FIN1_66416 
if 
8118:   not actor $129 dead 
else_jump @LA1FIN1_66416 
if 
  338@ == 5 
else_jump @LA1FIN1_66416 
015F: set_camera_position 2175.271 -1537.773 24.5856 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2175.078 -1536.796 24.6842 switchstyle 2 
05D3: AS_actor $129 goto_point 2172.19 -1498.48 23.55 mode 4 time -1 ms // versionA 
0648: unknown_actor $129 task_set 100.0 // float 
wait 150 
if 
8118:   not actor $130 dead 
else_jump @LA1FIN1_66319 
05D3: AS_actor $130 goto_point 2170.77 -1492.05 23.65 mode 4 time -1 ms // versionA 
0648: unknown_actor $130 task_set 100.0 // float 

:LA1FIN1_66319
wait 100 
if 
8118:   not actor $131 dead 
else_jump @LA1FIN1_66373 
05D3: AS_actor $131 goto_point 2163.65 -1506.92 23.01 mode 4 time -1 ms // versionA 
0648: unknown_actor $131 task_set 100.0 // float 

:LA1FIN1_66373
fade 0 4000 

:LA1FIN1_66380
if 
fading 
else_jump @LA1FIN1_66404 
wait 0 
jump @LA1FIN1_66380 

:LA1FIN1_66404
00A6: destroy_car 48@ 
333@ = 19 

:LA1FIN1_66416
if 
  333@ == 19 
else_jump @LA1FIN1_66543 
009B: destroy_actor $129 
009B: destroy_actor $131 
009B: destroy_actor $130 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2170.935 -1500.675 22.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.56 
00A1: put_actor $PLAYER_ACTOR at 2170.596 -1515.468 22.89 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.495 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
fade 1 2000 
jump @LA1FIN1_67726 
333@ = 20 

:LA1FIN1_66543
jump @LA1FIN1_1708 

:LA1FIN1_66550
if 
  187@ == 0 
else_jump @LA1FIN1_66590 
03CF: load_wav 114@ as 1 
05AA: 112@s = 115@s // @s = 'short' 
187@ = 1 

:LA1FIN1_66590
return 

:LA1FIN1_66592
if 
  187@ == 1 
else_jump @LA1FIN1_66694 
if 
03D0:   wav 1 loaded 
else_jump @LA1FIN1_66694 
00BC: show_text_highpriority GXT 112@s time 4000 flag 1 
if 
  159@ == 1 
else_jump @LA1FIN1_66683 
if 
8118:   not actor 74@ dead 
else_jump @LA1FIN1_66683 
0949: link_wav 1 to_actor 74@ 
159@ = 2 

:LA1FIN1_66683
03D1: play_wav 1 
187@ = 2 

:LA1FIN1_66694
if 
  187@ == 2 
else_jump @LA1FIN1_66747 
if 
03D2:   wav 1 ended 
else_jump @LA1FIN1_66747 
186@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
187@ = 0 

:LA1FIN1_66747
return 

:LA1FIN1_66749
0615: define_AS_pack_begin 133@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 130@ 131@ 132@ 15000 ms 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
0618: assign_actor 126@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
return 

:LA1FIN1_66809
0615: define_AS_pack_begin 118@ 
05D3: AS_actor -1 goto_point 130@ 131@ 132@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0634: AS_actor -1 attack_using_weapon_actor 127@ flags 4 perform_actions_after_time 5000 chance_of_action 80 
0616: define_AS_pack_end 118@ 
0618: assign_actor 126@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
return 

:LA1FIN1_66877
0615: define_AS_pack_begin 119@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor 127@ flags 1 perform_actions_after_time 5000 chance_of_action 50 
0616: define_AS_pack_end 119@ 
0618: assign_actor 126@ to_AS_pack 119@ 
061B: remove_references_to_AS_pack 119@ 
return 

:LA1FIN1_66928
0615: define_AS_pack_begin 120@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 127@ 
0616: define_AS_pack_end 120@ 
0618: assign_actor 126@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
return 

:LA1FIN1_66966
0615: define_AS_pack_begin 121@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 127@ 
05E2: AS_actor -1 kill_actor 128@ 
0616: define_AS_pack_end 121@ 
0618: assign_actor 126@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
return 

:LA1FIN1_67011
0615: define_AS_pack_begin 122@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0618: assign_actor 126@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
return 

:LA1FIN1_67094
0615: define_AS_pack_begin 123@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 
0618: assign_actor 126@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 
return 

:LA1FIN1_67177
0615: define_AS_pack_begin 124@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
if 
  169@ == 0 
else_jump @LA1FIN1_67305 
07A5: AS_actor -1 attack_actor 127@ time 1500 
jump @LA1FIN1_67321 

:LA1FIN1_67305
0668: AS_actor -1 rotate_and_shoot_at 130@ 131@ 132@ 1500 ms 

:LA1FIN1_67321
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 124@ loop 1 
0616: define_AS_pack_end 124@ 
0618: assign_actor 126@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
return 

:LA1FIN1_67442
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
0618: assign_actor 126@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
return 

:LA1FIN1_67666
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $4046 
029B: $4046 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $4046 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4046 
return 

:LA1FIN1_67726
0318: set_latest_mission_passed 'LA1FIN1'  // Reuniting the Families
0629: change_integer_stat 314 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
$457 += 1 
return 

:LA1FIN1_67788
$ONMISSION = 0 
0151: remove_status_text $8330 
08F4: set_max_group_members 99 
01E7: remove_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
034F: destroy_actor_with_fade $130 
034F: destroy_actor_with_fade $131 
034F: destroy_actor_with_fade $129 
0249: release_model 492 
0249: release_model 107 
0249: release_model 106 
0249: release_model 353 
0249: release_model 346 
0249: release_model 285 
0249: release_model 497 
0249: release_model 427 
0249: release_model 349 
04EF: release_animation "SWAT" 
0249: release_model 63 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
04EF: release_animation "KISSING" 
04EF: release_animation "GANGS" 
0164: disable_marker 193@ 
0164: disable_marker 191@ 
0164: disable_marker 192@ 
0151: remove_status_text $8329 
0650: destroy_particle 73@ 
0215: destroy_pickup 135@ 
05D6: clear_scmpath 
0249: release_model #MD_POSTER 
0249: release_model 596 
0249: release_model 280 
0249: release_model 284 
0249: release_model 523 
0249: release_model 355 
0249: release_model 538 
04EF: release_animation "GANGS" 
0249: release_model #DYN_SCAFFOLD_3B 
0249: release_model #DYN_SCAFFOLD_4B 
04EF: release_animation "MD_CHASE" 
0249: release_model #MUNCH_DONUT 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0249: release_model #WD_FENCE_ANIM 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MD_END" 
0249: release_model 514 
0249: release_model 584 
01F0: set_max_wanted_level_to 4 
00A6: destroy_car 48@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
0164: disable_marker 295@ 
0164: disable_marker 296@ 
0164: disable_marker 297@ 
0164: disable_marker 298@ 
0164: disable_marker 299@ 
0164: disable_marker 300@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LA1FIN1_68267 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0489: set_actor $PLAYER_ACTOR muted 0 

:LA1FIN1_68267
if 
8118:   not actor 226@ dead 
else_jump @LA1FIN1_68288 
034F: destroy_actor_with_fade 226@ 

:LA1FIN1_68288
if 
8118:   not actor 227@ dead 
else_jump @LA1FIN1_68309 
034F: destroy_actor_with_fade 227@ 

:LA1FIN1_68309
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
031A: remove_all_fires 
0650: destroy_particle 245@ 
0650: destroy_particle 248@ 
0650: destroy_particle 249@ 
0650: destroy_particle 250@ 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01B7: release_weather 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 38---------------
// Originally: The Green Sabre

:LA1FIN2
thread 'LA1FIN2' 
gosub @LA1FIN2_339 
if 
wasted_or_busted 
else_jump @LA1FIN2_38 
gosub @LA1FIN2_19515 

:LA1FIN2_38
gosub @LA1FIN2_22079 
end_thread 
if 
  108@ == 99 
else_jump @LA1FIN2_339 
009A: 44@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 246@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 251@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
00A5: 243@ = create_car 401 at 1650.115 -1055.243 22.8984 
00A5: 241@ = create_car 475 at 1643.983 -1069.01 22.8984 
00A5: 288@ = create_car 475 at 1643.983 -1069.01 22.8984 
00A5: 49@ = create_car 475 at 1643.983 -1069.01 22.8984 
07E5: copy_decision_maker 65539 to 239@ 
07E5: copy_decision_maker 65539 to 240@ 
0187: 59@ = create_marker_above_actor 44@ 
018A: 58@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00A5: 130@ = create_car 475 at 1643.983 -1069.01 22.8984 
00A5: 132@ = create_car 596 at 0.0 0.0 0.0 
0129: 133@ = create_actor_pedtype 4 model 280 in_car 130@ driverseat 

:LA1FIN2_339
increment_mission_attempts 
$ONMISSION = 1 
92@ = 1 
502@ = 1 
08F4: set_max_group_members 0 

:LA1FIN2_366
wait 0 
if 
0735:   is_keyboard_key_pressed 72 
else_jump @LA1FIN2_390 
03A7: save_int_to_debug_file 108@ 

:LA1FIN2_390
if 
0735:   is_keyboard_key_pressed 83 
else_jump @LA1FIN2_412 
jump @LA1FIN2_19532 

:LA1FIN2_412
if 
0735:   is_keyboard_key_pressed 70 
else_jump @LA1FIN2_461 
00A1: put_actor $PLAYER_ACTOR at 1650.456 -1039.614 22.8984 
108@ = 4 
109@ = 0 

:LA1FIN2_461
if 
0736:   is_keyboard_key_just_pressed 71 
else_jump @LA1FIN2_625 
108@ = 7 
275@ = 0 

:LA1FIN2_490
if 
  6 > 275@ 
else_jump @LA1FIN2_551 
if 
8118:   not actor 251@(275@,6i) dead 
else_jump @LA1FIN2_537 
05BE: AS_actor 251@(275@,6i) die 

:LA1FIN2_537
275@ += 1 
jump @LA1FIN2_490 

:LA1FIN2_551
if 
8119:   not car 130@ wrecked 
else_jump @LA1FIN2_572 
00A6: destroy_car 130@ 

:LA1FIN2_572
if 
8119:   not car 131@ wrecked 
else_jump @LA1FIN2_593 
00A6: destroy_car 131@ 

:LA1FIN2_593
if 
8119:   not car 132@ wrecked 
else_jump @LA1FIN2_614 
00A6: destroy_car 132@ 

:LA1FIN2_614
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LA1FIN2_625
if 
0735:   is_keyboard_key_pressed 68 
else_jump @LA1FIN2_660 
00A1: put_actor $PLAYER_ACTOR at 1624.537 -1863.438 12.5549 

:LA1FIN2_660
0871: init_jump_table 108@ total_jumps 9 default_jump 0 @LA1FIN2_928 jumps 0 @LA1FIN2_788 1 @LA1FIN2_809 2 @LA1FIN2_830 3 @LA1FIN2_844 4 @LA1FIN2_858 5 @LA1FIN2_872 6 @LA1FIN2_886 
0872: jump_table_jumps 7 @LA1FIN2_900 8 @LA1FIN2_914 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 -1 @LA1FIN2_928 

:LA1FIN2_788
gosub @LA1FIN2_1257 
108@ = 1 
jump @LA1FIN2_928 

:LA1FIN2_809
gosub @LA1FIN2_1314 
108@ = 2 
jump @LA1FIN2_928 

:LA1FIN2_830
gosub @LA1FIN2_1795 
jump @LA1FIN2_928 

:LA1FIN2_844
gosub @LA1FIN2_2441 
jump @LA1FIN2_928 

:LA1FIN2_858
gosub @LA1FIN2_2997 
jump @LA1FIN2_928 

:LA1FIN2_872
gosub @LA1FIN2_3935 
jump @LA1FIN2_928 

:LA1FIN2_886
gosub @LA1FIN2_6199 
jump @LA1FIN2_928 

:LA1FIN2_900
gosub @LA1FIN2_9537 
jump @LA1FIN2_928 

:LA1FIN2_914
jump @LA1FIN2_19532 
jump @LA1FIN2_928 

:LA1FIN2_928
gosub @LA1FIN2_983 
gosub @LA1FIN2_1044 
gosub @LA1FIN2_17191 
if 
  42@ == 1 
else_jump @LA1FIN2_974 
jump @LA1FIN2_19515 

:LA1FIN2_974
jump @LA1FIN2_366 
return 

:LA1FIN2_983
if 
  43@ == 1 
else_jump @LA1FIN2_1040 
if 
0118:   actor 44@ dead 
else_jump @LA1FIN2_1040 
42@ = 1 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died

:LA1FIN2_1040
return 
return 

:LA1FIN2_1044
if 
  108@ > 1 
else_jump @LA1FIN2_1255 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 100.0 100.0 100.0 
else_jump @LA1FIN2_1131 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
jump @LA1FIN2_1145 

:LA1FIN2_1131
03DE: set_pedestrians_density_multiplier_to 0.6 
01EB: set_traffic_density_multiplier_to 0.6 

:LA1FIN2_1145
0085: 288@ = 241@ // (int) 
93@ = 0 
gosub @LA1FIN2_16322 
0085: 288@ = 242@ // (int) 
93@ = 1 
gosub @LA1FIN2_16322 
0085: 288@ = 245@ // (int) 
93@ = 2 
gosub @LA1FIN2_16322 
0085: 288@ = 243@ // (int) 
93@ = 3 
gosub @LA1FIN2_16322 
0085: 288@ = 244@ // (int) 
93@ = 4 
gosub @LA1FIN2_16322 

:LA1FIN2_1255
return 

:LA1FIN2_1257
060A: create_decision_maker_type 0 store_to 111@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 112@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 112@ event 36 
0709: set_decision_maker 112@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
return 

:LA1FIN2_1314
054C: use_GXT_table 'LAFIN2' 
select_interior 1 
02E4: load_cutscene_data 'FINAL2A' 

:LA1FIN2_1340
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_1364 
wait 0 
jump @LA1FIN2_1340 

:LA1FIN2_1364
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_1373
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_1397 
wait 0 
jump @LA1FIN2_1373 

:LA1FIN2_1397
fade 0 0 

:LA1FIN2_1403
if 
fading 
else_jump @LA1FIN2_1427 
wait 0 
jump @LA1FIN2_1403 

:LA1FIN2_1427
02EA: end_cutscene 
select_interior 0 
03CB: set_rendering_origin_at 2518.789 -1677.22 13.5079 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2519.825 -1677.714 13.7425 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67.0 
0247: load_model 401 
0247: load_model 330 

:LA1FIN2_1494
if or
8248:   not model 401 available 
8248:   not model 330 available 
else_jump @LA1FIN2_1526 
wait 0 
jump @LA1FIN2_1494 

:LA1FIN2_1526
00A5: 48@ = create_car 401 at 1625.087 -1857.438 12.5549 
0229: set_car 48@ primary_color_to 32 secondary_color_to 1 
0519: set_car 48@ locked 1 
02AC: set_car 48@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 48@ Z_angle_to 180.0 
wait 500 
if 
  $6672 == 1 
else_jump @LA1FIN2_1635 
0950: set_trip_skip 1642.299 -1869.643 12.3906 angle 90.0 

:LA1FIN2_1635
fade 1 500 
02A3: enable_widescreen 1 
015F: set_camera_position 2513.498 -1671.741 13.2117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.943 -1672.628 13.3312 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 139@ 
05D3: AS_actor -1 goto_point 2514.989 -1674.08 12.7225 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 139@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 139@ 
061B: remove_references_to_AS_pack 139@ 
445@ = 17 
0085: 128@ = 40@ // (int) 
128@ += 3500 
121@ = 1 
return 

:LA1FIN2_1795
if 
  121@ == 1 
else_jump @LA1FIN2_1880 
if 
001D:   40@ > 128@ // (int) 
else_jump @LA1FIN2_1880 
if 
  445@ == 0 
else_jump @LA1FIN2_1880 
445@ = 18 
0085: 128@ = 40@ // (int) 
128@ += 2500 
121@ = 2 

:LA1FIN2_1880
if 
  121@ == 2 
else_jump @LA1FIN2_1968 
if 
001D:   40@ > 128@ // (int) 
else_jump @LA1FIN2_1968 
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
444@ = 1 
445@ = 19 
446@ = 11 
121@ = 3 

:LA1FIN2_1968
if 
  121@ == 3 
else_jump @LA1FIN2_2131 
if 
   not 445@ == 0 
else_jump @LA1FIN2_2035 
if 
00E1:   player 0 pressed_key 15 
else_jump @LA1FIN2_2035 
445@ = 0 
444@ = 5 

:LA1FIN2_2035
if 
  445@ == 0 
else_jump @LA1FIN2_2131 
if 
  444@ == 1 
else_jump @LA1FIN2_2131 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model 330 
121@ = 0 
00BB: show_text_lowpriority GXT 'LA1_33' time 7000 flag 1  // ~s~Get to where Cesar is waiting ~y~under the freeway~s~.
0164: disable_marker 58@ 
018A: 58@ = create_checkpoint_at 1631.791 -1867.288 12.5381 

:LA1FIN2_2131
if 
  109@ == 0 
else_jump @LA1FIN2_2316 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1631.791 -1867.288 12.5381 radius 4.0 4.0 4.0 
else_jump @LA1FIN2_2316 
0951: disable_trip_skip 
$6672 = 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_2252 
01B4: set_player $PLAYER_CHAR can_move 0 
122@ = 1 
0085: 123@ = 40@ // (int) 
123@ += 1500 

:LA1FIN2_2252
0164: disable_marker 58@ 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_2293 
0164: disable_marker 58@ 
0186: 58@ = create_marker_above_car 48@ 
07E0: set_marker 58@ type_to 1 

:LA1FIN2_2293
00BB: show_text_lowpriority GXT 'LA1_35' time 4000 flag 1  // ~s~Get in the ~b~car~s~ down the alleyway.
109@ = 1 

:LA1FIN2_2316
if 
  122@ == 1 
else_jump @LA1FIN2_2372 
if 
001D:   40@ > 123@ // (int) 
else_jump @LA1FIN2_2372 
0633: AS_actor $PLAYER_ACTOR exit_car 
01B4: set_player $PLAYER_CHAR can_move 1 
122@ = 2 

:LA1FIN2_2372
if 
  109@ == 1 
else_jump @LA1FIN2_2439 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_2439 
if 
00DB:   actor $PLAYER_ACTOR in_car 48@ 
else_jump @LA1FIN2_2439 
0164: disable_marker 58@ 
00BE: text_clear_all 
108@ = 3 

:LA1FIN2_2439
return 

:LA1FIN2_2441
0249: release_model 401 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:LA1FIN2_2461
if 
fading 
else_jump @LA1FIN2_2485 
wait 0 
jump @LA1FIN2_2461 

:LA1FIN2_2485
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_2508 
0338: set_car 48@ visibility 0 

:LA1FIN2_2508
03BA: clear_cars_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
042B: clear_peds_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
0164: disable_marker 58@ 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'FINAL2B' 

:LA1FIN2_2597
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_2621 
wait 0 
jump @LA1FIN2_2597 

:LA1FIN2_2621
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_2630
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_2654 
wait 0 
jump @LA1FIN2_2630 

:LA1FIN2_2654
fade 0 0 

:LA1FIN2_2660
if 
fading 
else_jump @LA1FIN2_2684 
wait 0 
jump @LA1FIN2_2660 

:LA1FIN2_2684
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_2747 
0338: set_car 48@ visibility 1 
0519: set_car 48@ locked 0 
02AC: set_car 48@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 48@ 

:LA1FIN2_2747
0164: disable_marker 58@ 
018A: 58@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00BB: show_text_lowpriority GXT 'LA1_8' time 5000 flag 1  // ~s~Get to the ~y~ambush ~s~before your brother is killed.
$8331 = 100 
124@ = 1 
0209: 125@ = random_int_in_ranges 4000 8000 
005A: 125@ += 40@ // (int) 
03C4: set_status_text $8331 type 1 GXT 'LA1_4' // global_variable  // SWEET
0209: 125@ = random_int_in_ranges 4000 8000 
005A: 125@ += 40@ // (int) 
fade 1 500 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_2964 
if 
80DB:   not actor $PLAYER_ACTOR in_car 48@ 
else_jump @LA1FIN2_2964 
046C: 126@ = car 48@ driver 
if 
87D6:   not  126@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @LA1FIN2_2946 
if 
8118:   not actor 126@ dead 
else_jump @LA1FIN2_2946 
009B: destroy_actor 126@ 

:LA1FIN2_2946
036A: put_actor $PLAYER_ACTOR in_car 48@ 
01C3: remove_references_to_car 48@ 
0249: release_model 401 

:LA1FIN2_2964
0633: AS_actor $PLAYER_ACTOR exit_car 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
108@ = 4 
109@ = 0 
06D0: enable_emergency_traffic 0 
0A6F: checkpoint_save 1 
return 

:LA1FIN2_2997
gosub @LA1FIN2_13806 
gosub @LA1FIN2_15331 
if 
  127@ == 0 
else_jump @LA1FIN2_3117 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  $69 > -1800.0 
else_jump @LA1FIN2_3117 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_3117 
445@ = 10 
446@ = 2 
127@ = 1 
0085: 128@ = 40@ // (int) 
128@ += 6000 

:LA1FIN2_3117
if 
  127@ == 1 
else_jump @LA1FIN2_3191 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_3191 
if 
001D:   40@ > 128@ // (int) 
else_jump @LA1FIN2_3191 
445@ = 12 
446@ = 5 
127@ = 2 

:LA1FIN2_3191
if and
  127@ > 0 
  3 > 127@ 
else_jump @LA1FIN2_3260 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_3260 
502@ = 0 
445@ = 0 
446@ = 0 
127@ = 3 

:LA1FIN2_3260
if 
001D:   40@ > 125@ // (int) 
else_jump @LA1FIN2_3444 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_3336 
if 
  92@ == 1 
else_jump @LA1FIN2_3328 
0223: set_actor 246@ health_to $8331 
92@ = 0 

:LA1FIN2_3328
0226: $8331 = actor 246@ health 

:LA1FIN2_3336
0209: 125@ = random_int_in_ranges 4000 8000 
005A: 125@ += 40@ // (int) 
0209: 129@ = random_int_in_ranges 4 8 
0066: $8331 -= 129@ // (int) 
if 
  0 >= $8331 
else_jump @LA1FIN2_3420 
$8331 = 0 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died
42@ = 1 

:LA1FIN2_3420
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_3444 
0223: set_actor 246@ health_to $8331 

:LA1FIN2_3444
if 
  109@ == 0 
else_jump @LA1FIN2_3668 
if 
  263@ == 2 
else_jump @LA1FIN2_3668 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1648.714 -1050.094 22.9141 radius 4.0 4.0 4.0 
else_jump @LA1FIN2_3581 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_3574 
02AB: set_actor 246@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_3574
109@ = 1 

:LA1FIN2_3581
if 
  107@ == 6 
else_jump @LA1FIN2_3668 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_3645 
02AB: set_actor 246@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_3645
109@ = 1 
0085: 110@ = 40@ // (int) 
110@ += 2000 

:LA1FIN2_3668
if 
  109@ == 1 
else_jump @LA1FIN2_3731 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_3731 
0164: disable_marker 58@ 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 800 
109@ = 2 

:LA1FIN2_3731
if 
  109@ == 2 
else_jump @LA1FIN2_3933 
if 
   not fading 
else_jump @LA1FIN2_3933 
108@ = 5 
109@ = 0 
0085: 489@ = 246@ // (int) 
294@ = 1 
318@ = 9 
298@ = 2440 
299@ = 5629 
300@ = 7974 
301@ = 10516 
302@ = 13463 
303@ = 16047 
304@ = 19236 
305@ = 21747 
306@ = 24483 
308@ = 1 
309@ = 2 
310@ = 3 
311@ = 4 
312@ = 5 
313@ = 6 
314@ = 7 
315@ = 8 
316@ = 9 

:LA1FIN2_3933
return 

:LA1FIN2_3935
gosub @LA1FIN2_15331 
if 
  109@ > 2 
else_jump @LA1FIN2_4014 
if 
   not fading 
else_jump @LA1FIN2_4014 
if 
08D0:   should_skip_cutscene 
else_jump @LA1FIN2_4014 
gosub @LA1FIN2_11423 
109@ = 10 
110@ = 0 
444@ = 5 

:LA1FIN2_4014
if 
  109@ == 0 
else_jump @LA1FIN2_5070 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1646.703 -1046.744 25.6308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.621 -1047.711 25.3892 switchstyle 2 
04ED: load_animation "SWEET" 
041D: set_camera_near_clip 0.1 
if 
8119:   not car 243@ wrecked 
else_jump @LA1FIN2_4218 
if 
01AF:   car 243@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4218 
00AB: put_car 243@ at 1649.555 -1055.767 22.8984 
0175: set_car 243@ Z_angle_to 329.5791 
0519: set_car 243@ locked 1 

:LA1FIN2_4218
if 
8119:   not car 244@ wrecked 
else_jump @LA1FIN2_4319 
if 
01AF:   car 244@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4319 
00AB: put_car 244@ at 1644.42 -1057.843 22.9062 
0175: set_car 244@ Z_angle_to 227.8 
0519: set_car 244@ locked 1 

:LA1FIN2_4319
if 
8119:   not car 245@ wrecked 
else_jump @LA1FIN2_4420 
if 
01AF:   car 245@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4420 
00AB: put_car 245@ at 1643.845 -1051.736 22.9219 
0175: set_car 245@ Z_angle_to 149.9008 
0519: set_car 245@ locked 1 

:LA1FIN2_4420
if 
8119:   not car 241@ wrecked 
else_jump @LA1FIN2_4514 
if 
01AF:   car 241@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4514 
00AB: put_car 241@ at 1640.603 -1071.537 22.9141 
0175: set_car 241@ Z_angle_to 61.7966 

:LA1FIN2_4514
if 
8119:   not car 242@ wrecked 
else_jump @LA1FIN2_4608 
if 
01AF:   car 242@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
else_jump @LA1FIN2_4608 
00AB: put_car 242@ at 1660.943 -1059.201 22.9141 
0175: set_car 242@ Z_angle_to 148.6633 

:LA1FIN2_4608
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_4632 
060B: set_actor 246@ decision_maker_to 111@ 

:LA1FIN2_4632
if 
8118:   not actor 247@ dead 
else_jump @LA1FIN2_4707 
060B: set_actor 247@ decision_maker_to 239@ 
00A1: put_actor 247@ at 1646.283 -1057.209 22.8984 
0173: set_actor 247@ Z_angle_to 147.187 
0816: set_actor 247@ dont_chase_victim 0 
0350: set_actor 247@ maintain_position_when_attacked 1 
04EB: AS_actor 247@ crouch 1 

:LA1FIN2_4707
if 
8118:   not actor 248@ dead 
else_jump @LA1FIN2_4782 
060B: set_actor 248@ decision_maker_to 239@ 
00A1: put_actor 248@ at 1644.102 -1055.319 22.9062 
0173: set_actor 248@ Z_angle_to 117.4901 
0816: set_actor 248@ dont_chase_victim 0 
0350: set_actor 248@ maintain_position_when_attacked 1 
04EB: AS_actor 248@ crouch 1 

:LA1FIN2_4782
if 
8118:   not actor 249@ dead 
else_jump @LA1FIN2_4850 
060B: set_actor 249@ decision_maker_to 239@ 
00A1: put_actor 249@ at 1646.229 -1051.182 23.9257 
0173: set_actor 249@ Z_angle_to 90.0187 
0816: set_actor 249@ dont_chase_victim 0 
0350: set_actor 249@ maintain_position_when_attacked 1 

:LA1FIN2_4850
if 
8118:   not actor 251@ dead 
else_jump @LA1FIN2_4894 
00A1: put_actor 251@ at 1622.276 -1044.679 22.8984 
0639: AS_actor 251@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4894
if 
8118:   not actor 252@ dead 
else_jump @LA1FIN2_4938 
00A1: put_actor 252@ at 1631.523 -1060.417 23.011 
0639: AS_actor 252@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4938
if 
8118:   not actor 253@ dead 
else_jump @LA1FIN2_4982 
00A1: put_actor 253@ at 1638.76 -1072.36 22.8984 
0639: AS_actor 253@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_4982
if 
8118:   not actor 254@ dead 
else_jump @LA1FIN2_5026 
00A1: put_actor 254@ at 1649.349 -1077.868 22.9062 
0639: AS_actor 254@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5026
if 
8118:   not actor 255@ dead 
else_jump @LA1FIN2_5070 
00A1: put_actor 255@ at 1663.619 -1058.419 22.8984 
0639: AS_actor 255@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_5070
if 
  109@ == 1 
else_jump @LA1FIN2_5122 
if 
04EE:   animation "SWEET" loaded 
else_jump @LA1FIN2_5122 
fade 1 1000 
109@ = 2 

:LA1FIN2_5122
if 
  109@ == 2 
else_jump @LA1FIN2_5460 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_5183 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1648.034 -1053.956 22.9 
jump @LA1FIN2_5203 

:LA1FIN2_5183
00A1: put_actor $PLAYER_ACTOR at 1648.034 -1053.956 22.9 

:LA1FIN2_5203
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0470: 95@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_5345 
00A1: put_actor 246@ at 1647.71 -1054.517 22.9 
0173: set_actor 246@ Z_angle_to -30.0 
048F: actor 246@ remove_weapons 
01B9: set_actor 246@ armed_weapon_to 0 
0619: enable_actor 246@ collision_detection 0 
0792: disembark_instantly_actor 246@ 
0812: AS_actor 246@ perform_animation "LAFIN_SWEET" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:LA1FIN2_5345
0812: AS_actor $PLAYER_ACTOR perform_animation "LAFIN_PLAYER" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
015F: set_camera_position 1647.577 -1048.104 25.4666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1647.281 -1048.998 25.1312 switchstyle 2 
0085: 110@ = 40@ // (int) 
110@ += 2500 
109@ = 4 

:LA1FIN2_5460
if 
  109@ == 4 
else_jump @LA1FIN2_5594 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_5594 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_5520 
0332: set_actor 246@ bleeding 1 

:LA1FIN2_5520
015F: set_camera_position 1649.2 -1053.592 23.6475 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.279 -1053.97 23.7426 switchstyle 2 
0085: 110@ = 40@ // (int) 
110@ += 3700 
109@ = 5 

:LA1FIN2_5594
if 
  109@ == 5 
else_jump @LA1FIN2_5654 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_5654 
0085: 110@ = 40@ // (int) 
110@ += 7800 
109@ = 6 

:LA1FIN2_5654
if 
  109@ == 6 
else_jump @LA1FIN2_5714 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_5714 
0085: 110@ = 40@ // (int) 
110@ += 5000 
109@ = 7 

:LA1FIN2_5714
if 
  109@ == 7 
else_jump @LA1FIN2_5774 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_5774 
0085: 110@ = 40@ // (int) 
110@ += 2000 
109@ = 8 

:LA1FIN2_5774
if 
  109@ == 8 
else_jump @LA1FIN2_5799 
gosub @LA1FIN2_11423 

:LA1FIN2_5799
if 
  109@ == 9 
else_jump @LA1FIN2_5928 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_5928 
015F: set_camera_position 1651.996 -1051.222 26.061 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1651.089 -1051.534 25.778 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 95@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0085: 110@ = 40@ // (int) 
110@ += 6500 
109@ = 10 

:LA1FIN2_5928
if 
  109@ == 10 
else_jump @LA1FIN2_6197 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_6197 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 95@ 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0151: remove_status_text $8331 
if 
8118:   not actor 246@ dead 
else_jump @LA1FIN2_6096 
0812: AS_actor 246@ perform_animation "SWEET_INJUREDLOOP" IFP "SWEET" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0619: enable_actor 246@ collision_detection 1 
04D7: set_actor 246@ locked 1 

:LA1FIN2_6096
if 
8119:   not car 243@ wrecked 
else_jump @LA1FIN2_6119 
0519: set_car 243@ locked 0 

:LA1FIN2_6119
if 
8119:   not car 244@ wrecked 
else_jump @LA1FIN2_6142 
0519: set_car 244@ locked 0 

:LA1FIN2_6142
if 
8119:   not car 245@ wrecked 
else_jump @LA1FIN2_6165 
0519: set_car 245@ locked 0 

:LA1FIN2_6165
108@ = 6 
109@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_31' time 5000 flag 1  // ~s~Hold off the ~r~Ballas~s~ until the police arrive.

:LA1FIN2_6197
return 

:LA1FIN2_6199
gosub @LA1FIN2_13806 
gosub @LA1FIN2_15331 
if 
  109@ == 0 
else_jump @LA1FIN2_6261 
if 
  107@ == 4 
else_jump @LA1FIN2_6261 
0247: load_model 413 
109@ = 1 

:LA1FIN2_6261
if 
  109@ == 1 
else_jump @LA1FIN2_6741 
if 
0248:   model 413 available 
else_jump @LA1FIN2_6741 
00A5: 54@ = create_car 413 at 1553.697 -1046.83 22.7992 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_36' time 5000 flag 1  // ~S~The Ballas are bringing in backup.
277@ = 0 

:LA1FIN2_6343
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_6377 
277@ += 1 
jump @LA1FIN2_6343 

:LA1FIN2_6377
0129: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 54@ driverseat 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 45@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
0175: set_car 54@ Z_angle_to 270.0 
0615: define_AS_pack_begin 113@ 
05D1: AS_actor -1 drive_car 54@ to 1614.755 -1050.441 22.9141 speed 25.0 2 model 0 3 
05D1: AS_actor -1 drive_car 54@ to 1630.534 -1067.925 22.9141 speed 25.0 2 model 0 3 
0616: define_AS_pack_end 113@ 
0618: assign_actor 251@(277@,6i) to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
04BA: set_car 54@ speed_to 20.0 
277@ += 1 

:LA1FIN2_6551
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_6585 
277@ += 1 
jump @LA1FIN2_6551 

:LA1FIN2_6585
01C8: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 54@ passenger_seat 0 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 46@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
277@ += 1 

:LA1FIN2_6648
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_6682 
277@ += 1 
jump @LA1FIN2_6648 

:LA1FIN2_6682
01C8: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 54@ passenger_seat 1 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 47@ = 277@ // (int) 
gosub @LA1FIN2_15230 
109@ = 2 
107@ -= 3 

:LA1FIN2_6741
if 
  109@ == 2 
else_jump @LA1FIN2_7631 
if 
  105@ == 0 
else_jump @LA1FIN2_6846 
if 
8119:   not car 54@ wrecked 
else_jump @LA1FIN2_6846 
0227: 89@ = car 54@ health 
if 
  980 > 89@ 
else_jump @LA1FIN2_6846 
if 
051C:   car 54@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LA1FIN2_6846 
105@ = 1 

:LA1FIN2_6846
if 
  105@ == 1 
else_jump @LA1FIN2_7049 
if 
001D:   40@ > 103@ // (int) 
else_jump @LA1FIN2_7049 
if and
8119:   not car 54@ wrecked 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_7049 
00AA: store_car 54@ position_to 278@ 279@ 280@ 
0174: 284@ = car 54@ Z_angle 
0087: 285@ = 284@ // (float) 
285@ -= 20.0 
284@ -= 90.0 
02F7: 119@ = cosine 284@ // (float) 
02F6: 120@ = sine 284@ // (float) 
119@ *= 20.0 
120@ *= 20.0 
0063: 278@ -= 120@ // (float) 
005B: 279@ += 119@ // (float) 
05D1: AS_actor 251@(45@,6i) drive_car 54@ to 278@ 279@ 280@ speed 30.0 2 model 0 3 
105@ = 2 

:LA1FIN2_7049
if 
  105@ == 2 
else_jump @LA1FIN2_7133 
if 
8119:   not car 54@ wrecked 
else_jump @LA1FIN2_7133 
0174: 284@ = car 54@ Z_angle 
if 
0025:   285@ > 284@ // (float) 
else_jump @LA1FIN2_7133 
105@ = 3 
0085: 103@ = 40@ // (int) 
103@ += 800 

:LA1FIN2_7133
if 
  105@ == 3 
else_jump @LA1FIN2_7229 
if 
8119:   not car 54@ wrecked 
else_jump @LA1FIN2_7187 
07DA: set_car 54@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 

:LA1FIN2_7187
if 
001D:   40@ > 103@ // (int) 
else_jump @LA1FIN2_7229 
105@ = 4 
0085: 103@ = 40@ // (int) 
103@ += 1000 

:LA1FIN2_7229
if 
  105@ == 4 
else_jump @LA1FIN2_7311 
if 
001D:   40@ > 103@ // (int) 
else_jump @LA1FIN2_7311 
if 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_7311 
0687: clear_actor 251@(45@,6i) task 
0633: AS_actor 251@(45@,6i) exit_car 
105@ = 5 

:LA1FIN2_7311
if 
  102@ == 0 
else_jump @LA1FIN2_7381 
if 
8119:   not car 54@ wrecked 
else_jump @LA1FIN2_7381 
02E3: 284@ = car 54@ speed 
if 
  0.5 > 284@ 
else_jump @LA1FIN2_7381 
102@ = 1 

:LA1FIN2_7381
if 
  102@ == 1 
else_jump @LA1FIN2_7608 
if 
8119:   not car 54@ wrecked 
else_jump @LA1FIN2_7608 
if 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_7477 
0350: set_actor 251@(45@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(45@,6i) dont_chase_victim 0 
0633: AS_actor 251@(45@,6i) exit_car 
83@(45@,6i) = 0 

:LA1FIN2_7477
if 
8118:   not actor 251@(46@,6i) dead 
else_jump @LA1FIN2_7539 
0350: set_actor 251@(46@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(46@,6i) dont_chase_victim 0 
0633: AS_actor 251@(46@,6i) exit_car 
83@(46@,6i) = 0 

:LA1FIN2_7539
if 
8118:   not actor 251@(47@,6i) dead 
else_jump @LA1FIN2_7601 
0350: set_actor 251@(47@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(47@,6i) dont_chase_victim 0 
0633: AS_actor 251@(47@,6i) exit_car 
83@(47@,6i) = 0 

:LA1FIN2_7601
109@ = 3 

:LA1FIN2_7608
if 
0119:   car 54@ wrecked 
else_jump @LA1FIN2_7631 
109@ = 3 

:LA1FIN2_7631
if 
  109@ == 3 
else_jump @LA1FIN2_7991 
if 
  83@(45@,6i) == 1 
else_jump @LA1FIN2_7746 
if 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_7746 
062E: get_actor 251@(45@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_7746 
83@(45@,6i) = 0 
0816: set_actor 251@(45@,6i) dont_chase_victim 1 

:LA1FIN2_7746
if 
  83@(46@,6i) == 1 
else_jump @LA1FIN2_7843 
if 
8118:   not actor 251@(46@,6i) dead 
else_jump @LA1FIN2_7843 
062E: get_actor 251@(46@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_7843 
83@(46@,6i) = 0 
0816: set_actor 251@(46@,6i) dont_chase_victim 1 

:LA1FIN2_7843
if 
  83@(47@,6i) == 1 
else_jump @LA1FIN2_7940 
if 
8118:   not actor 251@(47@,6i) dead 
else_jump @LA1FIN2_7940 
062E: get_actor 251@(47@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_7940 
83@(47@,6i) = 0 
0816: set_actor 251@(47@,6i) dont_chase_victim 1 

:LA1FIN2_7940
if and
  83@(46@,6i) == 0 
  83@(47@,6i) == 0 
  83@(45@,6i) == 0 
else_jump @LA1FIN2_7991 
109@ = 4 

:LA1FIN2_7991
if 
  109@ == 4 
else_jump @LA1FIN2_8480 
if 
  107@ >= 4 
else_jump @LA1FIN2_8480 
00A5: 55@ = create_car 413 at 1525.366 -1022.267 22.9105 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_37' time 5000 flag 1  // ~S~More Ballas are closing in.
277@ = 0 

:LA1FIN2_8075
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_8109 
277@ += 1 
jump @LA1FIN2_8075 

:LA1FIN2_8109
0129: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 55@ driverseat 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 45@ = 277@ // (int) 
gosub @LA1FIN2_15230 
0175: set_car 55@ Z_angle_to 270.0 
0615: define_AS_pack_begin 113@ 
05D1: AS_actor -1 drive_car 55@ to 1637.666 -1021.644 22.9141 speed 25.0 2 model 0 3 
05D1: AS_actor -1 drive_car 55@ to 1651.127 -1028.523 22.9141 speed 25.0 2 model 0 3 
0616: define_AS_pack_end 113@ 
0618: assign_actor 251@(277@,6i) to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
04BA: set_car 55@ speed_to 20.0 
277@ += 1 

:LA1FIN2_8272
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_8306 
277@ += 1 
jump @LA1FIN2_8272 

:LA1FIN2_8306
01C8: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 55@ passenger_seat 0 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 46@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
277@ += 1 

:LA1FIN2_8369
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_8403 
277@ += 1 
jump @LA1FIN2_8369 

:LA1FIN2_8403
01C8: 251@(277@,6i) = create_actor_pedtype 25 model 102 in_car 55@ passenger_seat 1 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 47@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
102@ = 0 
109@ = 5 
107@ -= 3 

:LA1FIN2_8480
if 
  109@ == 5 
else_jump @LA1FIN2_8875 
if 
  102@ == 0 
else_jump @LA1FIN2_8568 
if 
8119:   not car 55@ wrecked 
else_jump @LA1FIN2_8568 
02E3: 284@ = car 55@ speed 
if 
  0.5 > 284@ 
else_jump @LA1FIN2_8568 
102@ = 1 

:LA1FIN2_8568
if 
  102@ == 1 
else_jump @LA1FIN2_8852 
if 
8119:   not car 55@ wrecked 
else_jump @LA1FIN2_8852 
if 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_8683 
05D3: AS_actor 251@(45@,6i) goto_point 1654.968 -1041.372 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 251@(45@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(45@,6i) dont_chase_victim 0 
83@(45@,6i) = 1 

:LA1FIN2_8683
if 
8118:   not actor 251@(46@,6i) dead 
else_jump @LA1FIN2_8764 
05D3: AS_actor 251@(46@,6i) goto_point 1650.469 -1041.517 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 251@(46@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(46@,6i) dont_chase_victim 0 
83@(46@,6i) = 1 

:LA1FIN2_8764
if 
8118:   not actor 251@(47@,6i) dead 
else_jump @LA1FIN2_8845 
05D3: AS_actor 251@(47@,6i) goto_point 1640.806 -1041.555 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 251@(47@,6i) maintain_position_when_attacked 0 
0816: set_actor 251@(47@,6i) dont_chase_victim 0 
83@(47@,6i) = 1 

:LA1FIN2_8845
109@ = 6 

:LA1FIN2_8852
if 
0119:   car 55@ wrecked 
else_jump @LA1FIN2_8875 
109@ = 6 

:LA1FIN2_8875
if 
  109@ == 6 
else_jump @LA1FIN2_9235 
if 
  83@(45@,6i) == 1 
else_jump @LA1FIN2_8990 
if 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_8990 
062E: get_actor 251@(45@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_8990 
83@(45@,6i) = 0 
0816: set_actor 251@(45@,6i) dont_chase_victim 1 

:LA1FIN2_8990
if 
  83@(46@,6i) == 1 
else_jump @LA1FIN2_9087 
if 
8118:   not actor 251@(46@,6i) dead 
else_jump @LA1FIN2_9087 
062E: get_actor 251@(46@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_9087 
83@(46@,6i) = 0 
0816: set_actor 251@(46@,6i) dont_chase_victim 1 

:LA1FIN2_9087
if 
  83@(47@,6i) == 1 
else_jump @LA1FIN2_9184 
if 
8118:   not actor 251@(47@,6i) dead 
else_jump @LA1FIN2_9184 
062E: get_actor 251@(47@,6i) task 1491 status_store_to 93@ // ret 7 if not found 
if 
04A4:   93@ == 7 // == constant 
else_jump @LA1FIN2_9184 
83@(47@,6i) = 0 
0816: set_actor 251@(47@,6i) dont_chase_victim 1 

:LA1FIN2_9184
if and
  83@(46@,6i) == 0 
  83@(47@,6i) == 0 
  83@(45@,6i) == 0 
else_jump @LA1FIN2_9235 
109@ = 8 

:LA1FIN2_9235
if 
  109@ == 8 
else_jump @LA1FIN2_9343 
if 
  107@ >= 3 
else_jump @LA1FIN2_9343 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_38' time 5000 flag 1  // ~S~Ballas wheels joining the action!
gosub @LA1FIN2_12022 
107@ -= 3 
109@ = 9 
83@(46@,6i) = 1 
83@(47@,6i) = 1 
83@(45@,6i) = 1 

:LA1FIN2_9343
if 
  109@ == 9 
else_jump @LA1FIN2_9482 
gosub @LA1FIN2_13130 
277@ = 0 
107@ = 0 

:LA1FIN2_9382
if 
  6 > 277@ 
else_jump @LA1FIN2_9441 
if 
0118:   actor 251@(277@,6i) dead 
else_jump @LA1FIN2_9427 
107@ += 1 

:LA1FIN2_9427
277@ += 1 
jump @LA1FIN2_9382 

:LA1FIN2_9441
if 
  107@ >= 6 
else_jump @LA1FIN2_9482 
109@ = 10 
0085: 110@ = 40@ // (int) 
110@ += 1500 

:LA1FIN2_9482
if 
  109@ == 10 
else_jump @LA1FIN2_9535 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_9535 
109@ = 0 
108@ = 7 
03E6: remove_text_box 

:LA1FIN2_9535
return 

:LA1FIN2_9537
275@ = 0 

:LA1FIN2_9544
if 
  3 > 275@ 
else_jump @LA1FIN2_9759 
if 
  136@(275@,3i) == 1 
else_jump @LA1FIN2_9745 
if 
8119:   not car 130@(275@,3i) wrecked 
else_jump @LA1FIN2_9745 
if 
860E:   not car 130@(275@,3i) assigned_to_path 
else_jump @LA1FIN2_9745 
if 
8118:   not actor 133@(275@,3i) dead 
else_jump @LA1FIN2_9745 
0615: define_AS_pack_begin 139@ 
0633: AS_actor -1 exit_car 
0667: AS_actor -1 aim_at 1646.332 -1053.721 23.385 10000 ms 
0616: define_AS_pack_end 139@ 
0618: assign_actor 133@(275@,3i) to_AS_pack 139@ 
061B: remove_references_to_AS_pack 139@ 
136@(275@,3i) = 2 
062E: get_actor $PLAYER_ACTOR task 1476 status_store_to 140@ // ret 7 if not found 
if 
04A4:   140@ == 7 // == constant 
else_jump @LA1FIN2_9745 
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 

:LA1FIN2_9745
275@ += 1 
jump @LA1FIN2_9544 

:LA1FIN2_9759
if 
  109@ == 0 
else_jump @LA1FIN2_9878 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 0 
fade 0 500 
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 
0247: load_model 596 
0247: load_model 280 
0247: load_model 346 
04ED: load_animation "POLICE" 
109@ = 1 
0085: 110@ = 40@ // (int) 
110@ += 2000 
43@ = 0 

:LA1FIN2_9878
if 
  109@ == 1 
else_jump @LA1FIN2_10000 
if 
   not fading 
else_jump @LA1FIN2_10000 
if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
else_jump @LA1FIN2_10000 
if and
0248:   model 596 available 
0248:   model 280 available 
0248:   model 346 available 
04EE:   animation "POLICE" loaded 
else_jump @LA1FIN2_10000 
0A0B: set_rendering_origin_at_3D_coord 1584.291 -1143.877 23.8226 angle 180.0 
109@ = 2 

:LA1FIN2_10000
if 
  109@ == 2 
else_jump @LA1FIN2_10044 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_10044 
109@ = 3 

:LA1FIN2_10044
if 
  109@ == 3 
else_jump @LA1FIN2_10384 
00A5: 130@ = create_car 596 at 0.0 0.0 0.0 
00A5: 131@ = create_car 596 at 0.0 0.0 0.0 
00A5: 132@ = create_car 596 at 0.0 0.0 0.0 
0129: 133@ = create_actor_pedtype 4 model 280 in_car 130@ driverseat 
0129: 134@ = create_actor_pedtype 4 model 280 in_car 131@ driverseat 
0129: 135@ = create_actor_pedtype 4 model 280 in_car 132@ driverseat 
01B2: give_actor 133@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 134@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 135@ weapon 22 ammo 99999 // Load the weapon model before using this 
0397: enable_car 130@ siren 1 
0397: enable_car 131@ siren 1 
0397: enable_car 132@ siren 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1584.291 -1143.877 23.8226 position_to 1584.291 -1143.877 23.8226 time 3000 smooth_transition 1 
0920: point_camera 1583.904 -1144.799 23.802 transverse_to 1585.228 -1144.223 23.802 time 3000 smooth_transition 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1647.222 -1053.363 22.9815 
05EB: assign_car 130@ to_path 162 
109@ = 4 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0085: 110@ = 40@ // (int) 
110@ += 300 

:LA1FIN2_10384
if 
  109@ == 4 
else_jump @LA1FIN2_10557 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_10557 
fade 1 600 
if and
8119:   not car 131@ wrecked 
8119:   not car 132@ wrecked 
else_jump @LA1FIN2_10534 
if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
else_jump @LA1FIN2_10519 
05EB: assign_car 131@ to_path 163 
05EB: assign_car 132@ to_path 650 
136@ = 1 
137@ = 1 
138@ = 1 
jump @LA1FIN2_10534 

:LA1FIN2_10519
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 

:LA1FIN2_10534
109@ = 5 
0085: 110@ = 40@ // (int) 
110@ += 2700 

:LA1FIN2_10557
if 
  109@ == 5 
else_jump @LA1FIN2_11073 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_11073 
009A: 141@ = create_actor_pedtype 26 model 102 at 1648.907 -1063.17 22.99 
009A: 142@ = create_actor_pedtype 26 model 102 at 1639.755 -1067.994 22.9478 
009A: 143@ = create_actor_pedtype 26 model 102 at 1632.445 -1058.078 23.0987 
009A: 144@ = create_actor_pedtype 26 model 102 at 1640.3 -1069.299 22.9448 
05DA: AS_actor 141@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 142@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 143@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 144@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
if 
8118:   not actor 247@ dead 
else_jump @LA1FIN2_10885 
0792: disembark_instantly_actor 247@ 
0350: set_actor 247@ maintain_position_when_attacked 0 
0816: set_actor 247@ dont_chase_victim 0 
00A1: put_actor 247@ at 1649.465 -1059.308 22.8984 
05DA: AS_actor 247@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10885
if 
8118:   not actor 248@ dead 
else_jump @LA1FIN2_10968 
0792: disembark_instantly_actor 248@ 
0350: set_actor 248@ maintain_position_when_attacked 0 
0816: set_actor 248@ dont_chase_victim 0 
00A1: put_actor 248@ at 1642.081 -1057.882 22.9062 
05DA: AS_actor 248@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_10968
if 
8118:   not actor 249@ dead 
else_jump @LA1FIN2_11051 
0792: disembark_instantly_actor 249@ 
0350: set_actor 249@ maintain_position_when_attacked 0 
0816: set_actor 249@ dont_chase_victim 0 
00A1: put_actor 249@ at 1640.84 -1051.631 22.9062 
05DA: AS_actor 249@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_11051
109@ = 6 
0085: 110@ = 40@ // (int) 
110@ += 100 

:LA1FIN2_11073
if 
  109@ == 6 
else_jump @LA1FIN2_11186 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_11186 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1648.645 -1049.357 26.0388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.533 -1050.337 25.8716 switchstyle 2 
109@ = 8 
0085: 110@ = 40@ // (int) 
110@ += 6500 

:LA1FIN2_11186
if 
  109@ == 8 
else_jump @LA1FIN2_11330 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_11330 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1648.645 -1049.357 26.0388 position_to 1662.257 -1029.206 46.3953 time 7500 smooth_transition 1 
0920: point_camera 1648.533 -1050.337 25.8716 transverse_to 1661.88 -1029.896 45.7777 time 7500 smooth_transition 1 
0085: 110@ = 40@ // (int) 
110@ += 6000 
109@ = 9 

:LA1FIN2_11330
if 
  109@ == 9 
else_jump @LA1FIN2_11381 
if 
001D:   40@ > 110@ // (int) 
else_jump @LA1FIN2_11381 
fade 0 1500 
109@ = 10 

:LA1FIN2_11381
if 
  109@ == 10 
else_jump @LA1FIN2_11421 
if 
   not fading 
else_jump @LA1FIN2_11421 
108@ = 8 
0925: restore_camera_to_user_defined 

:LA1FIN2_11421
return 

:LA1FIN2_11423
009B: destroy_actor 251@ 
009A: 251@ = create_actor_pedtype 25 model 102 at 1613.231 -1053.684 22.8984 
0173: set_actor 251@ Z_angle_to 271.724 
0085: 94@ = 251@ // (int) 
277@ = 0 
gosub @LA1FIN2_15230 
02A9: set_actor 251@ immune_to_nonplayer 1 
04EB: AS_actor 251@ crouch 1 
05D3: AS_actor 251@ goto_point 1622.541 -1045.008 22.8984 mode 6 time -2 ms // versionA 
009B: destroy_actor 252@ 
009A: 252@ = create_actor_pedtype 25 model 102 at 1612.707 -1054.2 22.8984 
0173: set_actor 252@ Z_angle_to 285.7294 
0085: 94@ = 252@ // (int) 
277@ = 1 
gosub @LA1FIN2_15230 
02A9: set_actor 252@ immune_to_nonplayer 1 
04EB: AS_actor 252@ crouch 1 
05D3: AS_actor 252@ goto_point 1631.471 -1059.379 22.9623 mode 6 time -2 ms // versionA 
009B: destroy_actor 253@ 
009A: 253@ = create_actor_pedtype 25 model 102 at 1617.219 -1057.973 22.8984 
0173: set_actor 253@ Z_angle_to 265.7294 
0085: 94@ = 253@ // (int) 
277@ = 2 
gosub @LA1FIN2_15230 
02A9: set_actor 253@ immune_to_nonplayer 1 
04EB: AS_actor 253@ crouch 1 
05D3: AS_actor 253@ goto_point 1633.035 -1064.716 22.9162 mode 6 time -2 ms // versionA 
if 
0118:   actor 254@ dead 
else_jump @LA1FIN2_11830 
009A: 254@ = create_actor_pedtype 25 model 102 at 1670.707 -1082.179 22.9062 
0173: set_actor 254@ Z_angle_to 25.7294 
0085: 94@ = 254@ // (int) 
277@ = 3 
gosub @LA1FIN2_15230 
02A9: set_actor 254@ immune_to_nonplayer 1 
04EB: AS_actor 254@ crouch 1 
05D3: AS_actor 254@ goto_point 1659.903 -1067.094 23.0077 mode 6 time -2 ms // versionA 

:LA1FIN2_11830
if 
0118:   actor 255@ dead 
else_jump @LA1FIN2_11940 
009A: 255@ = create_actor_pedtype 25 model 102 at 1665.267 -1090.467 22.9062 
0173: set_actor 255@ Z_angle_to 25.7294 
0085: 94@ = 255@ // (int) 
277@ = 4 
gosub @LA1FIN2_15230 
02A9: set_actor 255@ immune_to_nonplayer 1 
04EB: AS_actor 255@ crouch 1 
05D3: AS_actor 255@ goto_point 1649.499 -1077.795 22.9062 mode 6 time -2 ms // versionA 

:LA1FIN2_11940
109@ = 9 
277@ = 0 
107@ = 0 

:LA1FIN2_11961
if 
  6 > 277@ 
else_jump @LA1FIN2_12020 
if 
0118:   actor 251@(277@,6i) dead 
else_jump @LA1FIN2_12006 
107@ += 1 

:LA1FIN2_12006
277@ += 1 
jump @LA1FIN2_11961 

:LA1FIN2_12020
return 

:LA1FIN2_12022
190@ = 1609.194 
191@ = 1619.722 
192@ = 1633.494 
193@ = 1656.44 
194@ = 1665.51 
195@ = 1667.756 
196@ = 1665.79 
197@ = 1654.977 
198@ = 1651.206 
199@ = 1640.057 
200@ = 1623.256 
201@ = 1662.567 
202@ = 1643.706 
203@ = 1627.394 
204@ = 1627.083 
205@ = 1634.311 
206@ = 1650.963 
207@ = 1664.305 
208@ = 1670.273 
209@ = 1625.144 
210@ = 1639.764 
211@ = 1657.49 
212@ = 1672.007 
213@ = -1047.464 
214@ = -1036.524 
215@ = -1031.437 
216@ = -1034.01 
217@ = -1043.593 
218@ = -1045.496 
219@ = -1049.248 
220@ = -1058.438 
221@ = -1068.169 
222@ = -1079.37 
223@ = -1071.975 
224@ = -1048.286 
225@ = -1046.566 
226@ = -1052.399 
227@ = -1051.446 
228@ = -1057.18 
229@ = -1067.062 
230@ = -1071.117 
231@ = -1061.623 
232@ = -1063.712 
233@ = -1066.03 
234@ = -1071.223 
235@ = -1063.609 
145@ = 0 
155@ = 5 
146@ = 6 
156@ = 10 
147@ = 11 
157@ = 13 
148@ = 14 
158@ = 18 
149@ = 19 
159@ = 22 
150@ = 5 
160@ = 0 
151@ = 10 
161@ = 6 
152@ = 13 
162@ = 11 
153@ = 18 
163@ = 14 
154@ = 22 
164@ = 19 
165@ = 1 
175@ = 9 
166@ = 0 
176@ = 7 
167@ = 6 
177@ = 4 
168@ = 5 
178@ = 2 
169@ = 2 
179@ = 5 
170@ = 6 
180@ = 3 
171@ = 8 
181@ = 5 
172@ = 5 
182@ = 9 
173@ = 0 
183@ = 6 
174@ = 7 
184@ = 0 
00A5: 56@ = create_car 405 at 1582.131 -1043.669 22.9141 
0175: set_car 56@ Z_angle_to 270.0 
01EC: make_car 56@ very_heavy 1 
04BA: set_car 56@ speed_to 20.0 
277@ = 0 

:LA1FIN2_12819
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_12853 
277@ += 1 
jump @LA1FIN2_12819 

:LA1FIN2_12853
0129: 251@(277@,6i) = create_actor_pedtype 26 model 102 in_car 56@ driverseat 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 45@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
277@ += 1 

:LA1FIN2_12914
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_12948 
277@ += 1 
jump @LA1FIN2_12914 

:LA1FIN2_12948
01C8: 251@(277@,6i) = create_actor_pedtype 26 model 102 in_car 56@ passenger_seat 0 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 46@ = 277@ // (int) 
gosub @LA1FIN2_15230 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
277@ += 1 

:LA1FIN2_13011
if 
8118:   not actor 251@(277@,6i) dead 
else_jump @LA1FIN2_13045 
277@ += 1 
jump @LA1FIN2_13011 

:LA1FIN2_13045
01C8: 251@(277@,6i) = create_actor_pedtype 26 model 102 in_car 56@ passenger_seat 1 
0085: 94@ = 251@(277@,6i) // (int) 
0085: 47@ = 277@ // (int) 
gosub @LA1FIN2_15230 
060B: set_actor 251@(46@,6i) decision_maker_to 112@ 
060B: set_actor 251@(47@,6i) decision_maker_to 112@ 
186@ = 1 
187@ = 1 
return 

:LA1FIN2_13130
if and
8119:   not car 56@ wrecked 
8118:   not actor 251@(45@,6i) dead 
else_jump @LA1FIN2_13804 
02E3: 284@ = car 56@ speed 
if 
  0.5 > 284@ 
else_jump @LA1FIN2_13225 
if 
  90@ == 0 
else_jump @LA1FIN2_13225 
90@ = 1 
0085: 91@ = 40@ // (int) 
91@ += 1500 

:LA1FIN2_13225
if 
  90@ == 1 
else_jump @LA1FIN2_13349 
if 
  0.5 > 284@ 
else_jump @LA1FIN2_13342 
if 
001D:   40@ > 91@ // (int) 
else_jump @LA1FIN2_13335 
187@ = 2 
90@ = 2 
068B: set_car 56@ all_disembark 
83@(46@,6i) = 0 
83@(47@,6i) = 0 
83@(45@,6i) = 0 

:LA1FIN2_13335
jump @LA1FIN2_13349 

:LA1FIN2_13342
90@ = 0 

:LA1FIN2_13349
if 
  187@ == 0 
else_jump @LA1FIN2_13418 
if 
01AF:   car 56@ sphere 0 in_sphere 188@ 189@ 22.0 radius 3.0 3.0 4.0 
else_jump @LA1FIN2_13418 
187@ = 1 

:LA1FIN2_13418
if 
  187@ == 1 
else_jump @LA1FIN2_13786 
0209: 185@ = random_int_in_ranges 0 2 
if 
  185@ == 0 
else_jump @LA1FIN2_13482 
0085: 186@ = 165@(186@,10i) // (int) 
jump @LA1FIN2_13494 

:LA1FIN2_13482
0085: 186@ = 175@(186@,10i) // (int) 

:LA1FIN2_13494
0085: 93@ = 145@(186@,10i) // (int) 
05D6: clear_scmpath 
00AA: store_car 56@ position_to 236@ 237@ 238@ 
if 
001D:   155@(186@,10i) > 145@(186@,10i) // (int) 
else_jump @LA1FIN2_13638 

:LA1FIN2_13549
if 
002D:   155@(186@,10i) >= 93@ // (int) 
else_jump @LA1FIN2_13631 
05D7: add_point_to_scmpath 190@(93@,23f) 213@(93@,23f) 22.0 
0087: 236@ = 190@(93@,23f) // (float) 
0087: 237@ = 213@(93@,23f) // (float) 
93@ += 1 
jump @LA1FIN2_13549 

:LA1FIN2_13631
jump @LA1FIN2_13720 

:LA1FIN2_13638
if 
002D:   93@ >= 155@(186@,10i) // (int) 
else_jump @LA1FIN2_13720 
05D7: add_point_to_scmpath 190@(93@,23f) 213@(93@,23f) 22.0 
0087: 236@ = 190@(93@,23f) // (float) 
0087: 237@ = 213@(93@,23f) // (float) 
93@ -= 1 
jump @LA1FIN2_13638 

:LA1FIN2_13720
07E7: AS_assign_scmpath_to_actor 251@(45@,6i) in_car 56@ speed 20.0 flags 2 0 2 
187@ = 0 
0085: 93@ = 155@(186@,10i) // (int) 
0087: 188@ = 190@(93@,23f) // (float) 
0087: 189@ = 213@(93@,23f) // (float) 

:LA1FIN2_13786
if 
  187@ == 2 
else_jump @LA1FIN2_13804 

:LA1FIN2_13804
return 

:LA1FIN2_13806
if 
  263@ == 0 
else_jump @LA1FIN2_14186 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 250.0 250.0 70.0 
else_jump @LA1FIN2_14186 
263@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
07E5: copy_decision_maker 65539 to 239@ 
07E5: copy_decision_maker 65539 to 240@ 
0708: reset_decision_maker 239@ event 15 
0708: reset_decision_maker 239@ event 49 
0708: reset_decision_maker 239@ event 9 
0708: reset_decision_maker 239@ event 36 
0708: reset_decision_maker 239@ event 65 
0708: reset_decision_maker 239@ event 11 
0708: reset_decision_maker 240@ event 15 
0708: reset_decision_maker 240@ event 49 
0708: reset_decision_maker 240@ event 9 
0708: reset_decision_maker 240@ event 36 
0708: reset_decision_maker 240@ event 31 
0708: reset_decision_maker 240@ event 11 
0708: reset_decision_maker 240@ event 41 
0709: set_decision_maker 239@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 239@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 239@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 239@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model 475 
0247: load_model 405 
0247: load_model 105 
0247: load_model 102 
0247: load_model 353 
023C: load_special_actor 'SWEET' as 1 // models 290-299 

:LA1FIN2_14186
if 
  263@ == 1 
else_jump @LA1FIN2_15228 
if and
0248:   model 475 available 
0248:   model 105 available 
0248:   model 102 available 
0248:   model 353 available 
0248:   model 405 available 
else_jump @LA1FIN2_15228 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 150.0 150.0 70.0 
023D:   special_actor 1 loaded 
else_jump @LA1FIN2_15228 
00A5: 243@ = create_car 405 at 1649.555 -1055.767 22.8984 
00A5: 244@ = create_car 405 at 1644.42 -1057.843 22.9062 
00A5: 245@ = create_car 405 at 1643.845 -1051.736 22.9219 
00A5: 241@ = create_car 475 at 1640.603 -1071.537 22.9141 
00A5: 242@ = create_car 475 at 1660.943 -1059.201 22.9141 
0175: set_car 243@ Z_angle_to 329.5791 
0175: set_car 244@ Z_angle_to 227.8 
0175: set_car 245@ Z_angle_to 149.9008 
0175: set_car 241@ Z_angle_to 61.7966 
0175: set_car 242@ Z_angle_to 148.6633 
03AB: set_car 243@ strong 1 
03AB: set_car 244@ strong 1 
03AB: set_car 245@ strong 1 
03AB: set_car 241@ strong 1 
03AB: set_car 242@ strong 1 
0657: car 241@ open_door 3 
0657: car 242@ open_door 3 
0657: car 242@ open_door 2 
009A: 246@ = create_actor_pedtype 24 model 290 at 1648.556 -1054.473 22.8984 
009A: 247@ = create_actor_pedtype 24 model 105 at 1648.556 -1054.473 22.8984 
009A: 248@ = create_actor_pedtype 24 model 105 at 1646.474 -1057.642 22.8984 
009A: 249@ = create_actor_pedtype 24 model 105 at 1644.61 -1053.395 22.8984 
009A: 251@ = create_actor_pedtype 25 model 102 at 1622.276 -1044.679 22.8984 
0085: 94@ = 251@ // (int) 
277@ = 0 
gosub @LA1FIN2_15230 
009A: 252@ = create_actor_pedtype 25 model 102 at 1631.523 -1060.417 23.011 
0085: 94@ = 252@ // (int) 
277@ = 1 
gosub @LA1FIN2_15230 
009A: 253@ = create_actor_pedtype 25 model 102 at 1638.76 -1072.36 22.8984 
0085: 94@ = 253@ // (int) 
277@ = 2 
gosub @LA1FIN2_15230 
009A: 254@ = create_actor_pedtype 25 model 102 at 1649.349 -1077.868 22.9062 
0085: 94@ = 254@ // (int) 
277@ = 3 
gosub @LA1FIN2_15230 
009A: 255@ = create_actor_pedtype 25 model 102 at 1663.619 -1058.419 22.8984 
0085: 94@ = 255@ // (int) 
277@ = 4 
gosub @LA1FIN2_15230 
008B: 250@ = $PLAYER_ACTOR // (int) 
0173: set_actor 246@ Z_angle_to 216.2367 
0173: set_actor 247@ Z_angle_to 149.4687 
0173: set_actor 248@ Z_angle_to 100.9368 
0173: set_actor 249@ Z_angle_to 270.9368 
02E2: set_actor 246@ weapon_accuracy_to 40 
02E2: set_actor 247@ weapon_accuracy_to 40 
02E2: set_actor 248@ weapon_accuracy_to 40 
02E2: set_actor 249@ weapon_accuracy_to 40 
0568: set_actor 246@ untargetable 1 
0568: set_actor 247@ untargetable 1 
0568: set_actor 248@ untargetable 1 
0568: set_actor 249@ untargetable 1 
060F: set_actor 246@ melee_accuracy_to 60.0 
060F: set_actor 247@ melee_accuracy_to 60.0 
060F: set_actor 248@ melee_accuracy_to 60.0 
060F: set_actor 249@ melee_accuracy_to 60.0 
0816: set_actor 246@ dont_chase_victim 1 
0816: set_actor 247@ dont_chase_victim 1 
0816: set_actor 248@ dont_chase_victim 1 
0816: set_actor 249@ dont_chase_victim 1 
060B: set_actor 246@ decision_maker_to 239@ 
060B: set_actor 247@ decision_maker_to 239@ 
060B: set_actor 248@ decision_maker_to 239@ 
060B: set_actor 249@ decision_maker_to 239@ 
0446: set_actor 246@ dismemberment_possible 0 
0446: set_actor 247@ dismemberment_possible 0 
0446: set_actor 248@ dismemberment_possible 0 
0446: set_actor 249@ dismemberment_possible 0 
01B2: give_actor 246@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 247@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 248@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 249@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 246@ health_to 100 
0223: set_actor 247@ health_to 100 
0223: set_actor 248@ health_to 100 
0223: set_actor 249@ health_to 100 
08AF: set_actor 246@ max_health_to 100 
08AF: set_actor 247@ max_health_to 100 
08AF: set_actor 248@ max_health_to 100 
08AF: set_actor 249@ max_health_to 100 
02A9: set_actor 246@ immune_to_nonplayer 1 
0209: 277@ = random_int_in_ranges 0 5 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
0209: 277@ = random_int_in_ranges 0 5 
02A9: set_actor 251@(277@,6i) immune_to_nonplayer 1 
263@ = 2 

:LA1FIN2_15228
return 

:LA1FIN2_15230
02E2: set_actor 94@ weapon_accuracy_to 40 
0816: set_actor 94@ dont_chase_victim 1 
060B: set_actor 94@ decision_maker_to 240@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
257@(277@,6i) = 0 
96@(277@,6i) = 0 
0164: disable_marker 59@(277@,6i) 
if 
  108@ > 3 
else_jump @LA1FIN2_15329 
0187: 59@(277@,6i) = create_marker_above_actor 251@(277@,6i) 

:LA1FIN2_15329
return 

:LA1FIN2_15331
if 
  263@ == 2 
else_jump @LA1FIN2_16320 
274@ += 1 
if 
  274@ > 5 
else_jump @LA1FIN2_15381 
274@ = 0 

:LA1FIN2_15381
if 
8118:   not actor 251@(274@,6i) dead 
else_jump @LA1FIN2_15875 
if 
   not 83@(274@,6i) == 1 
else_jump @LA1FIN2_15868 
if 
80DF:   not actor 251@(274@,6i) driving 
else_jump @LA1FIN2_15868 
062E: get_actor 251@(274@,6i) task 1491 status_store_to 277@ // ret 7 if not found 
if 
04A4:   277@ == 7 // == constant 
else_jump @LA1FIN2_15868 
if 
  257@(274@,6i) == 0 
else_jump @LA1FIN2_15594 
if 
00FE:   actor 251@(274@,6i) sphere 0 in_sphere 1646.777 -1054.257 24.8043 radius 15.0 15.0 15.0 
else_jump @LA1FIN2_15594 
04EB: AS_actor 251@(274@,6i) crouch 1 
0350: set_actor 251@(274@,6i) maintain_position_when_attacked 1 
0816: set_actor 251@(274@,6i) dont_chase_victim 0 
257@(274@,6i) = 1 

:LA1FIN2_15594
00A0: store_actor 251@(274@,6i) position_to $72 $73 $74 
275@ = 0 
282@ = 40.0 

:LA1FIN2_15629
if 
  5 > 275@ 
else_jump @LA1FIN2_15755 
if 
8118:   not actor 246@(275@,5i) dead 
else_jump @LA1FIN2_15741 
00A0: store_actor 246@(275@,5i) position_to 278@ 279@ 280@ 
0509: 281@ = distance_between_XY 278@ 279@ and_XY $72 $73 
if 
0025:   282@ > 281@ // (float) 
else_jump @LA1FIN2_15741 
0087: 282@ = 281@ // (float) 
0085: 276@ = 246@(275@,5i) // (int) 

:LA1FIN2_15741
275@ += 1 
jump @LA1FIN2_15629 

:LA1FIN2_15755
if 
803B:   not  276@ == 267@(274@,6i) // (int) 
else_jump @LA1FIN2_15799 
0687: clear_actor 251@(274@,6i) task 
0085: 267@(274@,6i) = 276@ // (int) 

:LA1FIN2_15799
062E: get_actor 251@(274@,6i) task 1506 status_store_to 277@ // ret 7 if not found 
if 
04A4:   277@ == 7 // == constant 
else_jump @LA1FIN2_15868 
if 
8118:   not actor 267@(274@,6i) dead 
else_jump @LA1FIN2_15868 
05E2: AS_actor 251@(274@,6i) kill_actor 267@(274@,6i) 

:LA1FIN2_15868
jump @LA1FIN2_15944 

:LA1FIN2_15875
if 
  96@(274@,6i) == 0 
else_jump @LA1FIN2_15944 
01C2: remove_references_to_actor 251@(274@,6i) // Like turning an actor into a random pedestrian 
107@ += 1 
96@(274@,6i) = 1 
83@(274@,6i) = 0 
0164: disable_marker 59@(274@,6i) 

:LA1FIN2_15944
273@ += 1 
if 
  273@ > 3 
else_jump @LA1FIN2_15976 
273@ = 0 

:LA1FIN2_15976
if 
8118:   not actor 246@(273@,5i) dead 
else_jump @LA1FIN2_16320 
if 
  65@(273@,5i) == 0 
else_jump @LA1FIN2_16223 
if 
80FE:   not actor 246@(273@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 5.0 5.0 5.0 
else_jump @LA1FIN2_16216 
062E: get_actor 246@(273@,5i) task 1491 status_store_to 277@ // ret 7 if not found 
if 
04A4:   277@ == 7 // == constant 
else_jump @LA1FIN2_16216 
060B: set_actor 246@(273@,5i) decision_maker_to 111@ 
0208: 284@ = random_float_in_ranges -1.5 1.5 
$72 = 1647.249 
005F: $72 += 284@ // (float) 
0208: 284@ = random_float_in_ranges -1.5 1.5 
$73 = -1053.482 
005F: $73 += 284@ // (float) 
05D3: AS_actor 246@(273@,5i) goto_point $72 $73 23.8804 mode 6 time -1 ms // versionA 
65@(273@,5i) = 1 

:LA1FIN2_16216
jump @LA1FIN2_16320 

:LA1FIN2_16223
062E: get_actor 246@(273@,5i) task 1491 status_store_to 277@ // ret 7 if not found 
if or
04A4:   277@ == 7 // == constant 
00FE:   actor 246@(273@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 3.0 3.0 3.0 
else_jump @LA1FIN2_16320 
65@(273@,5i) = 0 
060B: set_actor 246@(273@,5i) decision_maker_to 239@ 

:LA1FIN2_16320
return 

:LA1FIN2_16322
if 
  26 > 289@(93@,5i) 
else_jump @LA1FIN2_16555 
if 
8119:   not car 288@ wrecked 
else_jump @LA1FIN2_16555 
if 
  76@(93@,5i) == 0 
else_jump @LA1FIN2_16555 
if 
80DB:   not actor $PLAYER_ACTOR in_car 288@ 
else_jump @LA1FIN2_16529 
0227: 114@(93@,5i) = car 288@ health 
if 
8185:   not car 288@ health >= 550 
else_jump @LA1FIN2_16522 
0085: 287@ = 289@(93@,5i) // (int) 
if 
  289@(93@,5i) >= 25 
else_jump @LA1FIN2_16496 
0224: set_car 288@ health_to 350 
02AC: set_car 288@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @LA1FIN2_16504 

:LA1FIN2_16496
0224: set_car 288@ health_to 900 

:LA1FIN2_16504
gosub @LA1FIN2_16557 
289@(93@,5i) += 1 

:LA1FIN2_16522
jump @LA1FIN2_16555 

:LA1FIN2_16529
76@(93@,5i) = 1 
02AC: set_car 288@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:LA1FIN2_16555
return 

:LA1FIN2_16557
0871: init_jump_table 287@ total_jumps 26 default_jump 0 @LA1FIN2_17189 jumps 0 @LA1FIN2_16815 1 @LA1FIN2_16829 2 @LA1FIN2_16843 3 @LA1FIN2_16857 4 @LA1FIN2_16871 5 @LA1FIN2_16885 6 @LA1FIN2_16899 
0872: jump_table_jumps 7 @LA1FIN2_16913 8 @LA1FIN2_16927 9 @LA1FIN2_16941 10 @LA1FIN2_16955 11 @LA1FIN2_16969 12 @LA1FIN2_16983 13 @LA1FIN2_16997 14 @LA1FIN2_17011 15 @LA1FIN2_17025 
0872: jump_table_jumps 16 @LA1FIN2_17039 17 @LA1FIN2_17055 18 @LA1FIN2_17069 19 @LA1FIN2_17085 20 @LA1FIN2_17101 21 @LA1FIN2_17115 22 @LA1FIN2_17131 23 @LA1FIN2_17145 24 @LA1FIN2_17159 
0872: jump_table_jumps 25 @LA1FIN2_17173 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 -1 @LA1FIN2_17189 

:LA1FIN2_16815
073C: car 288@ damage_componentB 0 
jump @LA1FIN2_17189 

:LA1FIN2_16829
0730: car 288@ damage_door 1 
jump @LA1FIN2_17189 

:LA1FIN2_16843
073C: car 288@ damage_componentB 3 
jump @LA1FIN2_17189 

:LA1FIN2_16857
073C: car 288@ damage_componentB 3 
jump @LA1FIN2_17189 

:LA1FIN2_16871
073C: car 288@ damage_componentB 5 
jump @LA1FIN2_17189 

:LA1FIN2_16885
04FE: deflate_tire 2 on_car 288@ 
jump @LA1FIN2_17189 

:LA1FIN2_16899
0730: car 288@ damage_door 5 
jump @LA1FIN2_17189 

:LA1FIN2_16913
073C: car 288@ damage_componentB 5 
jump @LA1FIN2_17189 

:LA1FIN2_16927
0730: car 288@ damage_door 1 
jump @LA1FIN2_17189 

:LA1FIN2_16941
073C: car 288@ damage_componentB 1 
jump @LA1FIN2_17189 

:LA1FIN2_16955
04FE: deflate_tire 3 on_car 288@ 
jump @LA1FIN2_17189 

:LA1FIN2_16969
0730: car 288@ damage_door 6 
jump @LA1FIN2_17189 

:LA1FIN2_16983
073C: car 288@ damage_componentB 5 
jump @LA1FIN2_17189 

:LA1FIN2_16997
073C: car 288@ damage_componentB 0 
jump @LA1FIN2_17189 

:LA1FIN2_17011
073C: car 288@ damage_componentB 5 
jump @LA1FIN2_17189 

:LA1FIN2_17025
0730: car 288@ damage_door 1 
jump @LA1FIN2_17189 

:LA1FIN2_17039
0689: set_car 288@ remove_door 1 removed_door_visible 1 
jump @LA1FIN2_17189 

:LA1FIN2_17055
073C: car 288@ damage_componentB 3 
jump @LA1FIN2_17189 

:LA1FIN2_17069
0689: set_car 288@ remove_door 0 removed_door_visible 1 
jump @LA1FIN2_17189 

:LA1FIN2_17085
0689: set_car 288@ remove_door 3 removed_door_visible 1 
jump @LA1FIN2_17189 

:LA1FIN2_17101
0730: car 288@ damage_door 5 
jump @LA1FIN2_17189 

:LA1FIN2_17115
0689: set_car 288@ remove_door 0 removed_door_visible 1 
jump @LA1FIN2_17189 

:LA1FIN2_17131
073C: car 288@ damage_componentB 3 
jump @LA1FIN2_17189 

:LA1FIN2_17145
073C: car 288@ damage_componentB 3 
jump @LA1FIN2_17189 

:LA1FIN2_17159
073C: car 288@ damage_componentB 5 
jump @LA1FIN2_17189 

:LA1FIN2_17173
0689: set_car 288@ remove_door 5 removed_door_visible 1 
jump @LA1FIN2_17189 

:LA1FIN2_17189
return 

:LA1FIN2_17191
if 
   not 294@ == 0 
else_jump @LA1FIN2_17409 
if 
  295@ == 0 
else_jump @LA1FIN2_17269 
295@ = 1 
0085: 296@ = 40@ // (int) 
297@ = 0 
0085: 498@ = 296@ // (int) 
005A: 498@ += 298@(297@,10i) // (int) 

:LA1FIN2_17269
if 
  295@ == 1 
else_jump @LA1FIN2_17409 
if 
001D:   40@ > 498@ // (int) 
else_jump @LA1FIN2_17409 
if 
  445@ == 0 
else_jump @LA1FIN2_17409 
0085: 445@ = 308@(297@,10i) // (int) 
297@ += 1 
318@ -= 1 
if 
  318@ == 0 
else_jump @LA1FIN2_17389 
294@ = 0 
295@ = 0 
jump @LA1FIN2_17409 

:LA1FIN2_17389
0085: 498@ = 296@ // (int) 
005A: 498@ += 298@(297@,10i) // (int) 

:LA1FIN2_17409
0871: init_jump_table 444@ total_jumps 6 default_jump 0 @LA1FIN2_19513 jumps 0 @LA1FIN2_17472 1 @LA1FIN2_18411 2 @LA1FIN2_19168 3 @LA1FIN2_19260 4 @LA1FIN2_19318 5 @LA1FIN2_19432 -1 @LA1FIN2_19513 

:LA1FIN2_17472
if 
  444@ == 1 
else_jump @LA1FIN2_17540 
009A: 496@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 500@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 

:LA1FIN2_17540
05AA: 321@s = 'FIN2_BA' // @s = 'short'  // Eh, Sweet man, you alright? You been hit!
04AF: 400@ = 16006 // = constant 
05AA: 323@s = 'FIN2_BB' // @s = 'short'  // CJ... Where you been?
04AF: 401@ = 16007 // = constant 
05AA: 325@s = 'FIN2_BC' // @s = 'short'  // Cesar called, showed me some shit.
04AF: 402@ = 16008 // = constant 
05AA: 327@s = 'FIN2_BD' // @s = 'short'  // It's Smoke, and he in deep with Tenpenny and some Ballas!
04AF: 403@ = 16009 // = constant 
05AA: 329@s = 'FIN2_BE' // @s = 'short'  // He sold us out!
04AF: 404@ = 16010 // = constant 
05AA: 331@s = 'FIN2_BF' // @s = 'short'  // It doesn't matter, man - you gotta get out of here. The cops gonna arrive any second.
04AF: 405@ = 16011 // = constant 
05AA: 333@s = 'FIN2_BG' // @s = 'short'  // Nah man, I ain't runnin' out on my brother!
04AF: 406@ = 16012 // = constant 
05AA: 335@s = 'FIN2_BH' // @s = 'short'  // Yo, Ballas! I'm taking you motherfuckers, you hear me?
04AF: 407@ = 16013 // = constant 
05AA: 337@s = 'FIN2_BJ' // @s = 'short'  // I'M TAKING YOU ALL DOWN, BITCHES!
04AF: 408@ = 16014 // = constant 
05AA: 339@s = 'FIN2_AA' // @s = 'short'  // I gotta warn Sweet!
04AF: 409@ = 16000 // = constant 
05AA: 341@s = 'FIN2_AB' // @s = 'short'  // (Dialing tone)
04AF: 410@ = 16001 // = constant 
05AA: 343@s = 'FIN2_AB' // @s = 'short'  // (Dialing tone)
04AF: 411@ = 16001 // = constant 
05AA: 345@s = 'FIN2_AC' // @s = 'short'  // Dammit, Sweet, pickup! Pickup!
04AF: 412@ = 16002 // = constant 
05AA: 347@s = 'FIN2_AD' // @s = 'short'  // (Dialing tone)
04AF: 413@ = 16003 // = constant 
05AA: 349@s = 'FIN2_AE' // @s = 'short'  // Hey, what's up? You called me but I ain't pickin' up, so leave a message after the...
04AF: 414@ = 16004 // = constant 
05AA: 351@s = 'FIN2_AF' // @s = 'short'  // Shit! Shit! Shit!
04AF: 415@ = 16005 // = constant 
04AF: 416@ = 23000 // = constant 
04AF: 417@ = 23000 // = constant 
05AA: 357@s = 'MCES03A' // @s = 'short'  // Eh
04AF: 418@ = 25227 // = constant 
05AA: 359@s = 'MCES03B' // @s = 'short'  // Hey, CJ, it's Cesar, man.
04AF: 419@ = 25228 // = constant 
05AA: 361@s = 'MCES03C' // @s = 'short'  // I'm kinda busy now, something big going down.
04AF: 420@ = 25229 // = constant 
05AA: 363@s = 'MCES03D' // @s = 'short'  // Ese, I got to see you, holmes, tell you something.
04AF: 421@ = 25230 // = constant 
05AA: 365@s = 'MCES03E' // @s = 'short'  // Look, if it's about Kendl, don't worry, we cool, a'right?
04AF: 422@ = 25231 // = constant 
05AA: 367@s = 'MCES03F' // @s = 'short'  // No. CJ you gotta come and see something.
04AF: 423@ = 25232 // = constant 
05AA: 369@s = 'MCES03G' // @s = 'short'  // Something important, eh.
04AF: 424@ = 25233 // = constant 
05AA: 371@s = 'MCES03H' // @s = 'short'  // Well it's gonna have to wait...
04AF: 425@ = 25234 // = constant 
05AA: 373@s = 'MCES03J' // @s = 'short'  // This can't wait, holmes. If I tell you, you won't believe it, ese, I swear.
04AF: 426@ = 25235 // = constant 
05AA: 375@s = 'MCES03L' // @s = 'short'  // Ahh, OK, I got about five, so it better be good, where you at?
04AF: 427@ = 25237 // = constant 
05AA: 377@s = 'MCES03M' // @s = 'short'  // I'm under the freeway northside of Verdant Bluffs.
04AF: 428@ = 25238 // = constant 
448@ = 1 
449@ = 1 
450@ = 1 
451@ = 1 
452@ = 1 
453@ = 1 
454@ = 1 
455@ = 1 
456@ = 1 
457@ = 0 
458@ = 0 
459@ = 0 
460@ = 0 
461@ = 0 
462@ = 0 
463@ = 0 
464@ = 0 
465@ = 0 
466@ = 0 
467@ = 0 
468@ = 0 
469@ = 0 
470@ = 0 
471@ = 0 
472@ = 0 
473@ = 0 
474@ = 0 
475@ = 0 
476@ = 0 
008B: 488@ = $PLAYER_ACTOR // (int) 
0085: 489@ = 246@ // (int) 
444@ = 1 
03CF: load_wav 400@ as 1 
03CF: load_wav 401@ as 2 
440@ = 1 
441@ = 2 
jump @LA1FIN2_19513 

:LA1FIN2_18411
if 
   not 445@ == 0 
else_jump @LA1FIN2_19161 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @LA1FIN2_19161 
if 
003B:   440@ == 445@ // (int) 
else_jump @LA1FIN2_18481 
442@ = 1 
jump @LA1FIN2_18544 

:LA1FIN2_18481
if 
003B:   441@ == 445@ // (int) 
else_jump @LA1FIN2_18514 
442@ = 2 
jump @LA1FIN2_18544 

:LA1FIN2_18514
442@ = 1 
0085: 440@ = 445@ // (int) 
040D: unload_wav 1 
03CF: load_wav 399@(445@,40i) as 1 

:LA1FIN2_18544
if 
03D0:   wav 442@ loaded 
else_jump @LA1FIN2_19149 
0085: 495@ = 447@(445@,40i) // (int) 
0085: 496@ = 487@(495@,7i) // (int) 
if 
   not 502@ == 1 
else_jump @LA1FIN2_18772 
499@ = 1 
501@ = 0 

:LA1FIN2_18616
if 
  7 > 499@ 
else_jump @LA1FIN2_18772 
0085: 500@ = 487@(499@,7i) // (int) 
if 
   not 500@ == 0 
else_jump @LA1FIN2_18758 
if 
803B:   not  500@ == 496@ // (int) 
else_jump @LA1FIN2_18758 
if 
8118:   not actor 496@ dead 
else_jump @LA1FIN2_18758 
if 
8118:   not actor 500@ dead 
else_jump @LA1FIN2_18758 
if 
0104:   actor 496@ near_actor 500@ radius 10.0 10.0 10.0 sphere 0 
else_jump @LA1FIN2_18758 
501@ += 1 

:LA1FIN2_18758
499@ += 1 
jump @LA1FIN2_18616 

:LA1FIN2_18772
if or
  502@ == 1 
  501@ > 0 
  447@(445@,40i) == 0 
else_jump @LA1FIN2_19142 
if 
   not 447@(445@,40i) == 0 
else_jump @LA1FIN2_18899 
if 
8118:   not actor 496@ dead 
else_jump @LA1FIN2_18899 
0949: link_wav 442@ to_actor 496@ 
if 
894D:   not actor 496@ mutally_active 
else_jump @LA1FIN2_18892 
494@ = 1 
0967: actor 496@ move_mouth 15000 ms 
jump @LA1FIN2_18899 

:LA1FIN2_18892
094E: set_actor 496@ mute_pain_audio 0 

:LA1FIN2_18899
if 
  447@(445@,40i) == 0 
else_jump @LA1FIN2_18928 
494@ = 1 

:LA1FIN2_18928
if 
  494@ == 1 
else_jump @LA1FIN2_19142 
03D1: play_wav 442@ 
00BE: text_clear_all 
if 
84A4:   not  399@(445@,40i) == 23000 // == constant 
else_jump @LA1FIN2_18990 
00BB: show_text_lowpriority GXT 319@(445@,40s) time 10000 flag 1 

:LA1FIN2_18990
444@ += 1 
494@ = 0 
445@ += 1 
0085: 443@ = 445@ // (int) 
if 
   not 399@(445@,40i) == 0 
else_jump @LA1FIN2_19142 
if 
  442@ == 1 
else_jump @LA1FIN2_19104 
if 
803B:   not  441@ == 445@ // (int) 
else_jump @LA1FIN2_19097 
03CF: load_wav 399@(445@,40i) as 2 
0085: 441@ = 445@ // (int) 

:LA1FIN2_19097
jump @LA1FIN2_19142 

:LA1FIN2_19104
if 
803B:   not  440@ == 445@ // (int) 
else_jump @LA1FIN2_19142 
03CF: load_wav 399@(445@,40i) as 1 
0085: 440@ = 445@ // (int) 

:LA1FIN2_19142
jump @LA1FIN2_19161 

:LA1FIN2_19149
03CF: load_wav 399@(445@,40i) as 442@ 

:LA1FIN2_19161
jump @LA1FIN2_19513 

:LA1FIN2_19168
if 
03D2:   wav 442@ ended 
else_jump @LA1FIN2_19198 
444@ += 1 
jump @LA1FIN2_19253 

:LA1FIN2_19198
if 
056D:   actor 496@ defined 
else_jump @LA1FIN2_19237 
if 
0118:   actor 496@ dead 
else_jump @LA1FIN2_19237 
444@ += 1 

:LA1FIN2_19237
if 
8118:   not actor 496@ dead 
else_jump @LA1FIN2_19253 

:LA1FIN2_19253
jump @LA1FIN2_19513 

:LA1FIN2_19260
040D: unload_wav 442@ 
439@(442@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 496@ dead 
else_jump @LA1FIN2_19304 
0968: actor 496@ stop_mouth 
094F: enable_actor 496@ pain_audio 

:LA1FIN2_19304
444@ += 1 
jump @LA1FIN2_19513 

:LA1FIN2_19318
445@ += 1 
if 
   not 399@(445@,40i) == 0 
else_jump @LA1FIN2_19371 
03CF: load_wav 399@(445@,40i) as 442@ 
0085: 439@(442@,3i) = 445@ // (int) 

:LA1FIN2_19371
446@ -= 1 
if 
   not 446@ > 0 
else_jump @LA1FIN2_19410 
445@ = 0 
jump @LA1FIN2_19418 

:LA1FIN2_19410
0085: 445@ = 443@ // (int) 

:LA1FIN2_19418
444@ = 1 
jump @LA1FIN2_19513 

:LA1FIN2_19432
444@ = 1 
445@ = 0 
446@ = 0 
294@ = 0 
318@ = 0 
040D: unload_wav 442@ 
439@(442@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 496@ dead 
else_jump @LA1FIN2_19506 
094F: enable_actor 496@ pain_audio 

:LA1FIN2_19506
jump @LA1FIN2_19513 

:LA1FIN2_19513
return 

:LA1FIN2_19515
00BA: show_text_styled GXT 'M_FAIL' time 50 style 1  // ~r~MISSION FAILED!
return 

:LA1FIN2_19532
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @LA1FIN2_19575 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4 35.7 
jump @LA1FIN2_19605 

:LA1FIN2_19575
00A1: put_actor $PLAYER_ACTOR at -2007.5 -2542.4 35.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 

:LA1FIN2_19605
00A6: destroy_car 55@ 
00A6: destroy_car 130@ 
00A6: destroy_car 131@ 
00A6: destroy_car 132@ 
00A6: destroy_car 56@ 
00A6: destroy_car 243@ 
00A6: destroy_car 244@ 
00A6: destroy_car 245@ 
00A6: destroy_car 241@ 
00A6: destroy_car 242@ 
009B: destroy_actor 251@ 
009B: destroy_actor 252@ 
009B: destroy_actor 253@ 
009B: destroy_actor 254@ 
009B: destroy_actor 255@ 
009B: destroy_actor 256@ 
009B: destroy_actor 133@ 
009B: destroy_actor 134@ 
009B: destroy_actor 135@ 
009B: destroy_actor 246@ 
009B: destroy_actor 247@ 
009B: destroy_actor 248@ 
009B: destroy_actor 249@ 
0249: release_model 401 
0249: release_model 475 
0249: release_model 105 
0249: release_model 102 
0249: release_model 353 
0249: release_model 405 
0249: release_model 413 
04EF: release_animation "SWEET" 
0296: unload_special_actor 1 
065C: release_decision_maker 111@ 
065C: release_decision_maker 112@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 181 to 1 
02E4: load_cutscene_data 'BCRAS1' 
00A1: put_actor $PLAYER_ACTOR at -2011.438 -2501.287 34.0624 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2011.438 -2501.287 34.0624 
0395: clear_area 1 at -2011.438 -2501.287 34.0624 radius 100.0 
03E6: remove_text_box 
048F: actor $PLAYER_ACTOR remove_weapons 
054C: use_GXT_table 'BCRASH1' 

:LA1FIN2_19885
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_19909 
wait 0 
jump @LA1FIN2_19885 

:LA1FIN2_19909
wait 1000 
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_19923
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_19947 
wait 0 
jump @LA1FIN2_19923 

:LA1FIN2_19947
fade 0 0 

:LA1FIN2_19953
if 
fading 
else_jump @LA1FIN2_19977 
wait 0 
jump @LA1FIN2_19953 

:LA1FIN2_19977
02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:LA1FIN2_19990
if 
86B9:   not cutscene_data_loaded 
else_jump @LA1FIN2_20014 
wait 0 
jump @LA1FIN2_19990 

:LA1FIN2_20014
02E7: start_cutscene 
fade 1 1000 

:LA1FIN2_20023
if 
82E9:   not cutscene_reached_end 
else_jump @LA1FIN2_20047 
wait 0 
jump @LA1FIN2_20023 

:LA1FIN2_20047
fade 0 0 

:LA1FIN2_20053
if 
fading 
else_jump @LA1FIN2_20077 
wait 0 
jump @LA1FIN2_20053 

:LA1FIN2_20077
02EA: end_cutscene 
0247: load_model 367 

:LA1FIN2_20084
if 
8248:   not model 367 available 
else_jump @LA1FIN2_20111 
wait 0 
jump @LA1FIN2_20084 

:LA1FIN2_20111
fade 1 1000 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
0249: release_model 367 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker $483 
0164: disable_marker $434 
02A7: $483 = create_icon_marker_and_sphere $443 at $493 $494 $495 
0164: disable_marker $3116 
0570: $3116 = create_asset_radar_marker_with_icon 35 at $885[13] $903[13] $921[13] 
018B: set_marker $3116 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 323 to 1 
0629: change_integer_stat 340 to 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 4 time 5000 style 1  // MISSION PASSED!
end_thread_named 'MOB_CAT' 
create_thread @MOB_CAT 
$457 += 1 
$815 = 1 
0318: set_latest_mission_passed 'LA1FIN2'  // The Green Sabre
030C: progress_made = 1 
0215: destroy_pickup $864[13] 
0213: $864[13] = create_pickup #PICKUPSAVE type 3 at $885[13] $903[13] $921[13] 
$884 = 14 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN3A' gang 0 density_to 30 
076C: set_zone 'SUN3B' gang 0 density_to 30 
076C: set_zone 'SUN3C' gang 0 density_to 30 
076C: set_zone 'SUN4' gang 0 density_to 30 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 10 
076C: set_zone 'GAN2' gang 0 density_to 25 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'PLS' gang 0 density_to 10  // Playa del Seville
076C: set_zone 'SMB1' gang 0 density_to 10 
076C: set_zone 'SMB2' gang 0 density_to 10 
076C: set_zone 'VIN2' gang 0 density_to 10 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN3A' gang 1 density_to 0 
076C: set_zone 'SUN3B' gang 1 density_to 0 
076C: set_zone 'SUN3C' gang 1 density_to 0 
076C: set_zone 'SUN4' gang 1 density_to 0 
076C: set_zone 'CHC1A' gang 1 density_to 0 
076C: set_zone 'CHC1B' gang 1 density_to 0 
076C: set_zone 'CHC2A' gang 1 density_to 0 
076C: set_zone 'CHC2B' gang 1 density_to 0 
076C: set_zone 'CHC3' gang 1 density_to 0 
076C: set_zone 'CHC4A' gang 1 density_to 0 
076C: set_zone 'CHC4B' gang 1 density_to 0 
076C: set_zone 'EBE1' gang 1 density_to 0 
076C: set_zone 'EBE2A' gang 1 density_to 0 
076C: set_zone 'EBE2B' gang 1 density_to 0 
076C: set_zone 'EBE3C' gang 1 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN2A' gang 1 density_to 0 
076C: set_zone 'LIND1A' gang 1 density_to 0 
076C: set_zone 'LIND1B' gang 1 density_to 0 
076C: set_zone 'LIND2A' gang 1 density_to 0 
076C: set_zone 'LIND2B' gang 1 density_to 0 
076C: set_zone 'LIND3' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD2' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD5' gang 1 density_to 0 
076C: set_zone 'JEF1A' gang 1 density_to 0 
076C: set_zone 'JEF1B' gang 1 density_to 0 
076C: set_zone 'JEF2' gang 1 density_to 0 
076C: set_zone 'JEF3A' gang 1 density_to 0 
076C: set_zone 'JEF3B' gang 1 density_to 0 
076C: set_zone 'JEF3C' gang 1 density_to 0 
076C: set_zone 'LFL1A' gang 1 density_to 0 
076C: set_zone 'LFL1B' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
076C: set_zone 'ELS1A' gang 1 density_to 0 
076C: set_zone 'ELS1B' gang 1 density_to 0 
076C: set_zone 'ELS2' gang 1 density_to 0 
076C: set_zone 'ELS3A' gang 1 density_to 0 
076C: set_zone 'ELS3B' gang 1 density_to 0 
076C: set_zone 'ELS4' gang 1 density_to 0 
076C: set_zone 'PLS' gang 1 density_to 0  // Playa del Seville
076C: set_zone 'SMB1' gang 1 density_to 0 
076C: set_zone 'SMB2' gang 1 density_to 0 
076C: set_zone 'VIN2' gang 1 density_to 0 
076C: set_zone 'VERO1' gang 1 density_to 0 
076C: set_zone 'VERO2' gang 1 density_to 0 
076C: set_zone 'VERO3' gang 1 density_to 0 
076C: set_zone 'VERO4A' gang 1 density_to 0 
076C: set_zone 'VERO4B' gang 1 density_to 0 
0879: enable_gang_wars 0 
create_thread @BCRASH 
return 

:LA1FIN2_22079
$ONMISSION = 0 
0951: disable_trip_skip 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @LA1FIN2_22111 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:LA1FIN2_22111
0249: release_model 401 
0249: release_model 475 
0249: release_model 105 
0249: release_model 102 
0249: release_model 353 
0249: release_model 405 
0249: release_model 413 
04EF: release_animation "SWEET" 
0873: release_path 162 
0873: release_path 163 
0873: release_path 650 
0249: release_model 596 
0249: release_model 280 
04EF: release_animation "POLICE" 
01B4: set_player $PLAYER_CHAR can_move 1 
0296: unload_special_actor 1 
065C: release_decision_maker 111@ 
065C: release_decision_maker 112@ 
if 
8119:   not car 48@ wrecked 
else_jump @LA1FIN2_22230 
01C3: remove_references_to_car 48@ 

:LA1FIN2_22230
0164: disable_marker 58@ 
275@ = 0 

:LA1FIN2_22242
if 
  6 > 275@ 
else_jump @LA1FIN2_22283 
0164: disable_marker 59@(275@,6i) 
275@ += 1 
jump @LA1FIN2_22242 

:LA1FIN2_22283
0151: remove_status_text $8331 
0777: delete_objects_in_object_group "BARRIERS1" 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 239@ 
08EA: enable_gangs_spawn 1 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
08F4: set_max_group_members 99 
return 

//-------------Mission 39---------------
// Originally: Badlands

:BCRASH1
thread 'BCRASH1' 
gosub @BCRASH1_922 
if 
wasted_or_busted 
else_jump @BCRASH1_38 
gosub @BCRASH1_13592 

:BCRASH1_38
gosub @BCRASH1_13761 
end_thread 

:BCRASH1_47
0247: load_model 147 
0247: load_model 286 
0247: load_model 421 
0247: load_model 468 
0247: load_model 352 
0247: load_model 367 
038B: load_requested_models 

:BCRASH1_79
if or
8248:   not model 147 available 
8248:   not model 286 available 
8248:   not model 352 available 
8248:   not model 421 available 
8248:   not model 468 available 
8248:   not model 367 available 
else_jump @BCRASH1_131 
wait 0 
jump @BCRASH1_79 

:BCRASH1_131
return 
032B: 278@ = create_weapon_pickup 367 type 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 279@ = create_marker_above_pickup 278@ 

:BCRASH1_168
295@ = -2814.84 
296@ = -1522.0 
297@ = 139.33 
009A: 292@ = create_actor_pedtype 4 model 147 at 295@ 296@ 297@ 
054A: set_actor 292@ can_be_shot_in_a_car 0 
060A: create_decision_maker_type 0 store_to 294@ // decision\allowed\m_.ped files 
060B: set_actor 292@ decision_maker_to 294@ 
return 

:BCRASH1_241
0249: release_model 147 
return 

:BCRASH1_248
310@ = -2800.11 
315@ = -1521.49 
320@ = 137.37 
325@ = 305.1252 
311@ = -2799.34 
316@ = -1524.66 
321@ = 137.38 
326@ = 356.2755 
312@ = -2789.047 
317@ = -1533.317 
322@ = 138.4778 
327@ = 317.5168 
313@ = -2801.7 
318@ = -1515.16 
323@ = 137.33 
328@ = 270.3571 
060A: create_decision_maker_type 0 store_to 308@ // decision\allowed\m_.ped files 
009A: 299@ = create_actor_pedtype 24 model 286 at 89@ 95@ 101@ 
0173: set_actor 299@ Z_angle_to 325@ 
01B2: give_actor 299@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 299@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 299@ keep_tasks_after_cleanup 1 
060B: set_actor 299@ decision_maker_to 308@ 
009A: 300@ = create_actor_pedtype 24 model 286 at 90@ 96@ 102@ 
0173: set_actor 300@ Z_angle_to 326@ 
01B2: give_actor 300@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 300@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 300@ keep_tasks_after_cleanup 1 
060B: set_actor 300@ decision_maker_to 308@ 
009A: 301@ = create_actor_pedtype 24 model 286 at 88@ 94@ 100@ 
0173: set_actor 301@ Z_angle_to 327@ 
01B2: give_actor 301@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 301@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 301@ keep_tasks_after_cleanup 1 
060B: set_actor 301@ decision_maker_to 308@ 
009A: 302@ = create_actor_pedtype 24 model 286 at 87@ 93@ 99@ 
0173: set_actor 302@ Z_angle_to 328@ 
01B2: give_actor 302@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 302@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 302@ keep_tasks_after_cleanup 1 
060B: set_actor 302@ decision_maker_to 308@ 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
return 

:BCRASH1_670
0249: release_model 352 
0249: release_model 286 
return 

:BCRASH1_682
332@ = -2815.16 
333@ = -1512.03 
334@ = 138.08 
335@ = 272.57 
0674: set_car_model 421 numberplate "_ASSMAN_" 
00A5: 330@ = create_car 421 at 332@ 333@ 334@ 
0587: enable_car 330@ validate_position 0 
0175: set_car 330@ Z_angle_to 335@ 
020A: set_car 330@ door_status_to 3 
053F: set_car 330@ tires_vulnerability 0 
return 

:BCRASH1_785
0249: release_model 421 
return 
return 

:BCRASH1_794
0247: load_model 468 

:BCRASH1_799
if 
8248:   not model 468 available 
else_jump @BCRASH1_826 
wait 0 
jump @BCRASH1_799 

:BCRASH1_826
338@ = -2803.156 
339@ = -1519.46 
340@ = 138.2818 
341@ = 189.4269 
00A5: 336@ = create_car 468 at 338@ 339@ 340@ 
0587: enable_car 336@ validate_position 0 
0175: set_car 336@ Z_angle_to 341@ 
02AC: set_car 336@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
return 
0249: release_model 468 
return 

:BCRASH1_922
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'BCRASH1' 
115@ = -2815.382 
155@ = -1511.204 
195@ = 139.1089 
116@ = -2766.912 
156@ = -1599.013 
196@ = 141.1248 
117@ = -2778.611 
157@ = -1698.438 
197@ = 141.3879 
118@ = -2770.779 
158@ = -1798.475 
198@ = 141.5863 
119@ = -2705.242 
159@ = -1874.129 
199@ = 137.9205 
120@ = -2651.399 
160@ = -1958.48 
200@ = 127.1876 
121@ = -2624.508 
161@ = -2055.077 
201@ = 129.1295 
122@ = -2525.173 
162@ = -2071.438 
202@ = 126.7572 
123@ = -2426.958 
163@ = -2090.192 
203@ = 122.5222 
124@ = -2393.0 
164@ = -2096.0 
204@ = 118.0 
125@ = -2326.898 
165@ = -2098.732 
205@ = 114.4895 
126@ = -2257.158 
166@ = -2073.11 
206@ = 119.2503 
127@ = -2215.638 
167@ = -2044.962 
207@ = 118.7853 
128@ = -2143.491 
168@ = -1955.622 
208@ = 117.0468 
129@ = -2123.148 
169@ = -1897.05 
209@ = 113.449 
130@ = -2137.857 
170@ = -1994.849 
210@ = 96.0566 
131@ = -2165.01 
171@ = -2044.655 
211@ = 90.2613 
132@ = -2266.458 
172@ = -2142.735 
212@ = 55.9682 
133@ = -2345.696 
173@ = -2199.511 
213@ = 33.1272 
134@ = -2245.354 
174@ = -2201.111 
214@ = 35.0159 
135@ = -2164.646 
175@ = -2143.817 
215@ = 51.5793 
136@ = -2094.473 
176@ = -2072.822 
216@ = 63.6193 
137@ = -2063.865 
177@ = -1977.4 
217@ = 57.6244 
138@ = -2014.453 
178@ = -1890.356 
218@ = 45.5302 
139@ = -1949.741 
179@ = -1814.233 
219@ = 33.7562 
140@ = -1872.931 
180@ = -1750.007 
220@ = 29.084 
141@ = -1783.883 
181@ = -1701.444 
221@ = 29.5583 
142@ = -1697.56 
182@ = -1651.167 
222@ = 36.0764 
143@ = -1604.938 
183@ = -1613.388 
223@ = 36.1148 
144@ = -1587.864 
184@ = -1514.849 
224@ = 37.5464 
145@ = -1685.724 
185@ = -1494.043 
225@ = 34.7867 
146@ = -1777.044 
186@ = -1452.411 
226@ = 34.6646 
147@ = -1862.846 
187@ = -1400.225 
227@ = 38.3508 
148@ = -1947.106 
188@ = -1346.296 
228@ = 40.5623 
149@ = -2005.107 
189@ = -1264.516 
229@ = 36.3458 
150@ = -2055.837 
190@ = -1177.761 
230@ = 32.1425 
151@ = -2106.079 
191@ = -1091.077 
231@ = 29.978 
152@ = -2168.372 
192@ = -1012.418 
232@ = 33.7818 
153@ = -2210.523 
193@ = -974.889 
233@ = 38.5044 
85@ = -2797.75 
91@ = -1531.63 
97@ = 138.5 
86@ = -2803.09 
92@ = -1503.01 
98@ = 138.83 
87@ = -2804.69 
93@ = -1506.7 
99@ = 137.83 
88@ = -2818.89 
94@ = -1505.72 
100@ = 139.34 
89@ = -2826.68 
95@ = -1522.23 
101@ = 138.78 
90@ = -2822.9 
96@ = -1536.94 
102@ = 138.86 
78@ = -2814.84 
79@ = -1522.0 
80@ = 139.33 
103@ = -2777.05 
104@ = -1568.29 
105@ = 140.04 
106@ = -2346.7 
109@ = -2240.18 
112@ = 17.29 
107@ = -2103.0 
110@ = -1885.0 
113@ = 109.0 
108@ = -2602.0 
111@ = -2084.0 
114@ = 131.0 
244@ = -2767.98 
254@ = -1597.9 
264@ = 141.46 
245@ = -2787.39 
255@ = -1568.11 
265@ = 147.27 
246@ = -2796.35 
256@ = -1537.58 
266@ = 143.82 
247@ = -2800.19 
257@ = -1505.59 
267@ = 143.89 
248@ = -2801.43 
258@ = -1541.87 
268@ = 140.29 
329@ = 30.0 
$8332 = -1 
42@ = 0 
59@ = 1 
286@ = 1 
287@ = 3 
44@ = 0 
$8334 = 0 
61@ = 0 
62@ = 1 
64@ = 0 
45@ = 0 
65@ = 0 
67@ = 1 
$8333 = 0 
63@ = 0 
$8335 = 0 
$8336 = 1 
$8337 = 38 
53@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
0615: define_AS_pack_begin 286@ 
05D3: AS_actor -1 goto_point 89@ 95@ 101@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 90@ 96@ 102@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 85@ 91@ 97@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 86@ 92@ 98@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 87@ 93@ 99@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 88@ 94@ 100@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 286@ loop 1 
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 287@ 
05D3: AS_actor -1 goto_point 90@ 96@ 102@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 89@ 95@ 101@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 88@ 94@ 100@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 87@ 93@ 99@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 86@ 92@ 98@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 85@ 91@ 97@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 287@ loop 1 
0616: define_AS_pack_end 287@ 
0615: define_AS_pack_begin 288@ 
05D3: AS_actor -1 goto_point 88@ 94@ 100@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 89@ 95@ 101@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 90@ 96@ 102@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 85@ 91@ 97@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 86@ 92@ 98@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 87@ 93@ 99@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 288@ loop 1 
0616: define_AS_pack_end 288@ 
0615: define_AS_pack_begin 289@ 
05D3: AS_actor -1 goto_point 87@ 93@ 99@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 86@ 92@ 98@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 85@ 91@ 97@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 90@ 96@ 102@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 89@ 95@ 101@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 88@ 94@ 100@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 289@ loop 1 
0616: define_AS_pack_end 289@ 
029B: 281@ = init_object #ROADWORKBARRIER1 at -2450.083 -2079.953 125.711 
0453: set_object 281@ XYZ_rotation 9.209 7.675 -43.371 
029B: 282@ = init_object #ROADWORKBARRIER1 at -2449.15 -2078.21 125.917 
0453: set_object 282@ XYZ_rotation 4.992 7.247 -15.069 
029B: 283@ = init_object #ROADWORKBARRIER1 at -2447.868 -2076.578 125.975 
0453: set_object 283@ XYZ_rotation -1.869 8.724 -44.611 
gosub @BCRASH1_47 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.0 
015F: set_camera_position -2041.009 -2527.207 33.9116 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2041.785 -2526.603 34.0884 switchstyle 2 
fade 1 300 

:BCRASH1_3510
if 
fading 
else_jump @BCRASH1_3534 
wait 0 
jump @BCRASH1_3510 

:BCRASH1_3534
wait 3000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_03' time 5000 flag 1  // ~s~Kill the ~y~witness~s~! ~s~Bring back proof.
018A: 73@ = create_checkpoint_at 106@ 109@ 112@ 

:BCRASH1_3584
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @BCRASH1_3610 
jump @BCRASH1_13690 

:BCRASH1_3610
if 
0735:   is_keyboard_key_pressed 49 
else_jump @BCRASH1_3632 
$3595 = 1 

:BCRASH1_3632
if 
  $42 == 0 
else_jump @BCRASH1_3835 
if 
  63@ == 3 
else_jump @BCRASH1_3688 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3688 
63@ = 4 

:BCRASH1_3688
if 
  63@ == 2 
else_jump @BCRASH1_3737 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3737 
03E5: show_text_box 'FEG_HOW'  // To take a photo with a camera tap ~m~~widget_vc_shoot~.
63@ = 3 

:BCRASH1_3737
if 
  63@ == 1 
else_jump @BCRASH1_3786 
if 
88FE:   not text_box_displayed 
else_jump @BCRASH1_3786 
03E5: show_text_box 'BCR1_21'  // When using the camera, press and hold ~m~~widget_zoom_in~ to zoom in, or press and hold ~m~~widget_zoom_out~ to zoom out.
63@ = 2 

:BCRASH1_3786
if 
  63@ == 0 
else_jump @BCRASH1_3835 
if 
876F:   not text_priority_displayed 
else_jump @BCRASH1_3835 
03E5: show_text_box 'BCR1_22'  // Tap ~m~~widget_enter_targeting~ to look through the camera viewfinder.
63@ = 1 

:BCRASH1_3835
if 
  4 > $8332 
else_jump @BCRASH1_3943 
if 
  43@ == 0 
else_jump @BCRASH1_3902 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_3902 
00D9: 280@ = actor $PLAYER_ACTOR car // add to mission cleanup 
43@ = 1 

:BCRASH1_3902
if 
  43@ == 1 
else_jump @BCRASH1_3943 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_3943 
43@ = 0 

:BCRASH1_3943
if 
  $8332 == -1 
else_jump @BCRASH1_4131 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_4131 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 106@ 109@ 112@ radius 4.0 4.0 4.0 
else_jump @BCRASH1_4131 
0164: disable_marker 73@ 
103@ = -2774.981 
104@ = -1591.26 
105@ = 140.388 
018A: 72@ = create_checkpoint_at 103@ 104@ 105@ 
00BC: show_text_highpriority GXT 'BCR1_18' time 5000 flag 1  // ~s~Make your way up the ~y~mountain~s~ to find that snitch!
if 
  $3595 == 1 
else_jump @BCRASH1_4124 
0950: set_trip_skip -2767.883 -1634.114 140.3939 angle 0.0569 

:BCRASH1_4124
$8332 = 0 

:BCRASH1_4131
if 
  $8332 == 0 
else_jump @BCRASH1_4288 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_4288 
if 
  61@ == 0 
else_jump @BCRASH1_4288 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@ 104@ 105@ radius 150.0 150.0 150.0 
else_jump @BCRASH1_4288 
0164: disable_marker 72@ 
103@ = -2774.981 
104@ = -1591.26 
105@ = 140.388 
018A: 72@ = create_checkpoint_at 103@ 104@ 105@ 
$8334 = 0 
61@ = 1 

:BCRASH1_4288
if 
  $8332 == 0 
else_jump @BCRASH1_5475 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_5475 
if 
  $8334 > 1 
else_jump @BCRASH1_4408 
if 
88D0:   not should_skip_cutscene 
else_jump @BCRASH1_4360 
46@ = 0 

:BCRASH1_4360
if 
  46@ == 0 
else_jump @BCRASH1_4408 
if 
08D0:   should_skip_cutscene 
else_jump @BCRASH1_4408 
00BE: text_clear_all 
274@ -= 1000 
$8334 = 6 

:BCRASH1_4408
if 
  $8334 == 0 
else_jump @BCRASH1_4598 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@ 104@ 105@ radius 100.0 100.0 100.0 
else_jump @BCRASH1_4598 
46@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 300 

:BCRASH1_4489
if 
fading 
else_jump @BCRASH1_4513 
wait 0 
jump @BCRASH1_4489 

:BCRASH1_4513
gosub @BCRASH1_168 
gosub @BCRASH1_248 
gosub @BCRASH1_682 
gosub @BCRASH1_794 
01BD: 274@ = current_time_in_ms 
if 
  $3595 == 1 
else_jump @BCRASH1_4566 
0951: disable_trip_skip 

:BCRASH1_4566
if 
  $3595 == 0 
else_jump @BCRASH1_4591 
$3595 = 1 

:BCRASH1_4591
$8334 = 1 

:BCRASH1_4598
if 
  $8334 == 1 
else_jump @BCRASH1_4908 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 250 
else_jump @BCRASH1_4908 
03CB: set_rendering_origin_at 78@ 79@ 80@ 
015F: set_camera_position -2795.861 -1536.975 139.3093 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.553 -1536.282 139.5107 switchstyle 2 
0395: clear_area 1 at 78@ 79@ 80@ radius 75.0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 300 

:BCRASH1_4755
if 
fading 
else_jump @BCRASH1_4779 
wait 0 
jump @BCRASH1_4755 

:BCRASH1_4779
00BC: show_text_highpriority GXT 'BCR1_04' time 3000 flag 1  // ~s~He's inside, smoke him out!
0164: disable_marker 72@ 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_4824 
0618: assign_actor 299@ to_AS_pack 286@ 

:BCRASH1_4824
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_4848 
0618: assign_actor 300@ to_AS_pack 287@ 

:BCRASH1_4848
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_4872 
0618: assign_actor 301@ to_AS_pack 288@ 

:BCRASH1_4872
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_4896 
0618: assign_actor 302@ to_AS_pack 289@ 

:BCRASH1_4896
01BD: 274@ = current_time_in_ms 
$8334 = 2 

:BCRASH1_4908
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_5475 
if 
  $8334 == 2 
else_jump @BCRASH1_5010 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 3000 
else_jump @BCRASH1_5010 
00BC: show_text_highpriority GXT 'BCR1_19' time 3000 flag 1  // ~s~Watch out for the feds!
01BD: 274@ = current_time_in_ms 
$8334 = 3 

:BCRASH1_5010
if 
  $8334 == 3 
else_jump @BCRASH1_5151 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 3000 
else_jump @BCRASH1_5151 
00BC: show_text_highpriority GXT 'BCR1_20' time 4000 flag 1  // ~s~Remember, you need a photo of him in one piece!
015F: set_camera_position -2793.092 -1510.473 139.2297 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2793.947 -1510.945 139.4455 switchstyle 2 
01BD: 274@ = current_time_in_ms 
$8334 = 4 
0A6F: checkpoint_save 1 

:BCRASH1_5151
if 
  $8334 == 4 
else_jump @BCRASH1_5221 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 2000 
else_jump @BCRASH1_5221 
01BD: 274@ = current_time_in_ms 
$8334 = 5 

:BCRASH1_5221
if 
  $8334 == 5 
else_jump @BCRASH1_5291 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 1500 
else_jump @BCRASH1_5291 
01BD: 274@ = current_time_in_ms 
$8334 = 6 

:BCRASH1_5291
if 
  $8334 == 6 
else_jump @BCRASH1_5475 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 500 
else_jump @BCRASH1_5475 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if and
8118:   not actor 292@ dead 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_5475 
0187: 293@ = create_marker_above_actor 292@ 
$8332 = 1 
$8334 = 7 
0615: define_AS_pack_begin 290@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 4 time -2 
05CB: AS_actor -1 enter_car 330@ as_driver -727379969 ms 
0616: define_AS_pack_end 290@ 

:BCRASH1_5475
if 
  $8332 == 1 
else_jump @BCRASH1_8150 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @BCRASH1_5893 
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_5666 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_5549 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5549
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_5573 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5573
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_5597 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5597
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_5621 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 

:BCRASH1_5621
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_5666 
02AC: set_car 330@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 330@ door_status_to 1 
0519: set_car 330@ locked 0 

:BCRASH1_5666
if or
0118:   actor 299@ dead 
0118:   actor 300@ dead 
0118:   actor 301@ dead 
0118:   actor 302@ dead 
else_jump @BCRASH1_5893 
if 
  54@ == 0 
else_jump @BCRASH1_5746 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_5746 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 
54@ = 1 

:BCRASH1_5746
if 
  55@ == 0 
else_jump @BCRASH1_5795 
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_5795 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 
55@ = 1 

:BCRASH1_5795
if 
  56@ == 0 
else_jump @BCRASH1_5844 
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_5844 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 
56@ = 1 

:BCRASH1_5844
if 
  57@ == 0 
else_jump @BCRASH1_5893 
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_5893 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 
57@ = 1 

:BCRASH1_5893
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_8150 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_6398 
58@ = 1 
gosub @BCRASH1_13942 
0087: 310@ = 81@ // (float) 
0087: 315@ = 82@ // (float) 
0087: 320@ = 83@ // (float) 
if 
  49@ == 0 
else_jump @BCRASH1_6126 
if 
0100:   actor $PLAYER_ACTOR in_sphere 310@ 315@ 320@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_6126 
if 
8119:   not car 280@ wrecked 
else_jump @BCRASH1_6126 
0672: AS_actor 299@ attack_car 280@ 
49@ = 1 
54@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6126 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6126 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6126 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6126
if 
  54@ == 0 
else_jump @BCRASH1_6398 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 310@ 315@ 320@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_6273 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 
54@ = 1 
49@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6273 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6273 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6273 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6273
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_6398 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 
54@ = 1 
49@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6398 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6398 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6398 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6398
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_6887 
58@ = 2 
gosub @BCRASH1_13942 
0087: 311@ = 81@ // (float) 
0087: 316@ = 82@ // (float) 
0087: 321@ = 83@ // (float) 
if 
  50@ == 0 
else_jump @BCRASH1_6615 
if 
0100:   actor $PLAYER_ACTOR in_sphere 311@ 316@ 321@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_6615 
if 
8119:   not car 280@ wrecked 
else_jump @BCRASH1_6615 
0672: AS_actor 300@ attack_car 280@ 
50@ = 1 
55@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6615 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6615 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6615 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6615
if 
  55@ == 0 
else_jump @BCRASH1_6887 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 311@ 316@ 321@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_6762 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 
55@ = 1 
50@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6762 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6762 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6762 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6762
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_6887 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 
55@ = 1 
50@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_6887 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_6887 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_6887 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_6887
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_7376 
58@ = 3 
gosub @BCRASH1_13942 
0087: 312@ = 81@ // (float) 
0087: 317@ = 82@ // (float) 
0087: 322@ = 83@ // (float) 
if 
  51@ == 0 
else_jump @BCRASH1_7104 
if 
0100:   actor $PLAYER_ACTOR in_sphere 312@ 317@ 322@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_7104 
if 
8119:   not car 280@ wrecked 
else_jump @BCRASH1_7104 
0672: AS_actor 301@ attack_car 280@ 
51@ = 1 
56@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7104 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7104 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7104 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7104
if 
  56@ == 0 
else_jump @BCRASH1_7376 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 312@ 317@ 322@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_7251 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 
56@ = 1 
51@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7251 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7251 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7251 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7251
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_7376 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 
56@ = 1 
51@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7376 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7376 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7376 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7376
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_7865 
58@ = 4 
gosub @BCRASH1_13942 
0087: 313@ = 81@ // (float) 
0087: 318@ = 82@ // (float) 
0087: 323@ = 83@ // (float) 
if 
  52@ == 0 
else_jump @BCRASH1_7593 
if 
0100:   actor $PLAYER_ACTOR in_sphere 313@ 318@ 323@ radius 30.0 30.0 30.0 sphere 0 in_car 
else_jump @BCRASH1_7593 
if 
8119:   not car 280@ wrecked 
else_jump @BCRASH1_7593 
0672: AS_actor 302@ attack_car 280@ 
52@ = 1 
57@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7593 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7593 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7593 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7593
if 
  57@ == 0 
else_jump @BCRASH1_7865 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 313@ 318@ 323@ radius 5.0 5.0 5.0 on_foot 
else_jump @BCRASH1_7740 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 
57@ = 1 
52@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7740 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7740 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7740 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7740
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
else_jump @BCRASH1_7865 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 
57@ = 1 
52@ = 0 
if 
  64@ == 0 
else_jump @BCRASH1_7865 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7865 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7865 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 

:BCRASH1_7865
if 
  64@ == 1 
else_jump @BCRASH1_7948 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_7948 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_7948 
if 
0448:   actor 292@ in_car 330@ 
else_jump @BCRASH1_7948 
$8334 = 0 
$8332 = 3 

:BCRASH1_7948
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_8105 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_7988 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 

:BCRASH1_7988
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_8012 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8012
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_8036 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8036
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_8060 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 

:BCRASH1_8060
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_8105 
02AC: set_car 330@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 330@ door_status_to 1 
0519: set_car 330@ locked 0 

:BCRASH1_8105
if and
0118:   actor 299@ dead 
0118:   actor 300@ dead 
0118:   actor 301@ dead 
0118:   actor 302@ dead 
else_jump @BCRASH1_8150 
$8334 = 0 
$8332 = 2 

:BCRASH1_8150
if 
  $8332 == 2 
else_jump @BCRASH1_8298 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_8298 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_8275 
if 
  64@ == 0 
else_jump @BCRASH1_8254 
0618: assign_actor 292@ to_AS_pack 290@ 
64@ = 1 
$8334 = 0 
$8332 = 3 
jump @BCRASH1_8268 

:BCRASH1_8254
$8334 = 0 
$8332 = 3 

:BCRASH1_8268
jump @BCRASH1_8298 

:BCRASH1_8275
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
$8332 = 7 

:BCRASH1_8298
if 
  $8332 == 3 
else_jump @BCRASH1_9427 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_9405 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_9360 
if 
00DB:   actor 292@ in_car 330@ 
else_jump @BCRASH1_9178 
if 
  $8334 > 2 
else_jump @BCRASH1_8392 
$8334 = 0 

:BCRASH1_8392
if 
060E:   car 330@ assigned_to_path 
else_jump @BCRASH1_8591 
0407: store_coords_to 241@ 242@ 243@ from_car 330@ with_offset 0.0 4.0 0.0 
0087: 235@ = 241@ // (float) 
235@ -= 1.5 
0087: 236@ = 242@ // (float) 
236@ -= 1.5 
0087: 237@ = 243@ // (float) 
237@ -= 1.5 
0087: 238@ = 241@ // (float) 
238@ += 1.5 
0087: 239@ = 242@ // (float) 
239@ += 1.5 
0087: 240@ = 243@ // (float) 
240@ += 1.5 
if 
0339:   anything_in_cube_cornerA 235@ 236@ 237@ cornerB 238@ 239@ 240@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @BCRASH1_8591 
05EC: release_car 330@ from_path 

:BCRASH1_8591
if 
060E:   car 330@ assigned_to_path 
else_jump @BCRASH1_8675 
if 
0100:   actor 292@ in_sphere 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCRASH1_8675 
$8335 += 1 
$8336 += 1 

:BCRASH1_8675
if 
  $8334 == 0 
else_jump @BCRASH1_9001 
0224: set_car 330@ health_to 1000 
00AD: set_car 330@ max_speed_to 40.0 
00AE: set_car 330@ traffic_behaviour_to 3 
02AA: set_car 330@ immune_to_nonplayer 1 
02AC: set_car 330@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07C0: load_path 170 

:BCRASH1_8745
if 
87C1:   not path 170 available 
else_jump @BCRASH1_8772 
wait 0 
jump @BCRASH1_8745 

:BCRASH1_8772
if and
8119:   not car 330@ wrecked 
8118:   not actor 292@ dead 
else_jump @BCRASH1_8858 
if 
0448:   actor 292@ in_car 330@ 
else_jump @BCRASH1_8858 
0519: set_car 330@ locked 0 
05EB: assign_car 330@ to_path 170 
06FD: set_car 330@ speed_on_path_to 0.65 
072F: enable_car 330@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 1 // extended 03CC 

:BCRASH1_8858
00BC: show_text_highpriority GXT 'BCR1_07' time 4000 flag 1  // ~s~The ~r~snitch ~s~is getting away!
if 
8119:   not car 336@ wrecked 
else_jump @BCRASH1_8927 
if and
847A:   not actor $PLAYER_ACTOR driving_bike 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_8927 
00BB: show_text_lowpriority GXT 'BCR1_14' time 4000 flag 1  // ~s~Get a vehicle!

:BCRASH1_8927
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2795.252 -1505.949 138.8073 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.0 -1506.586 138.9953 switchstyle 2 
01BD: 274@ = current_time_in_ms 
$8334 = 1 

:BCRASH1_9001
if 
  $8334 == 1 
else_jump @BCRASH1_9178 
if 
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible 
else_jump @BCRASH1_9126 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_9096 
03C0: 280@ = actor $PLAYER_ACTOR car 
00AB: put_car 280@ at -2789.672 -1491.142 137.1726 
0175: set_car 280@ Z_angle_to 227.9636 
jump @BCRASH1_9126 

:BCRASH1_9096
00A1: put_actor $PLAYER_ACTOR at -2789.672 -1491.142 137.1726 
0173: set_actor $PLAYER_ACTOR Z_angle_to 227.9636 

:BCRASH1_9126
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 4000 
else_jump @BCRASH1_9178 
01BD: 274@ = current_time_in_ms 
$8334 = 2 

:BCRASH1_9178
if 
  $8334 == 2 
else_jump @BCRASH1_9353 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 1 
else_jump @BCRASH1_9353 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
$8332 = 4 
if 
8118:   not actor 299@ dead 
else_jump @BCRASH1_9281 
05E2: AS_actor 299@ kill_actor $PLAYER_ACTOR 

:BCRASH1_9281
if 
8118:   not actor 300@ dead 
else_jump @BCRASH1_9305 
05E2: AS_actor 300@ kill_actor $PLAYER_ACTOR 

:BCRASH1_9305
if 
8118:   not actor 301@ dead 
else_jump @BCRASH1_9329 
05E2: AS_actor 301@ kill_actor $PLAYER_ACTOR 

:BCRASH1_9329
if 
8118:   not actor 302@ dead 
else_jump @BCRASH1_9353 
05E2: AS_actor 302@ kill_actor $PLAYER_ACTOR 

:BCRASH1_9353
jump @BCRASH1_9398 

:BCRASH1_9360
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
$8332 = 7 

:BCRASH1_9398
jump @BCRASH1_9427 

:BCRASH1_9405
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
$8332 = 4 

:BCRASH1_9427
if 
  $8332 == 4 
else_jump @BCRASH1_11055 
if 
0119:   car 330@ wrecked 
else_jump @BCRASH1_9535 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_9535 
if 
844B:   not actor 292@ on_foot 
else_jump @BCRASH1_9528 
009B: destroy_actor 292@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
jump @BCRASH1_13592 
jump @BCRASH1_9535 

:BCRASH1_9528
$8332 = 7 

:BCRASH1_9535
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11055 
if and
8118:   not actor 292@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_11055 
if 
0448:   actor 292@ in_car 330@ 
else_jump @BCRASH1_11018 
if 
060E:   car 330@ assigned_to_path 
else_jump @BCRASH1_9675 
if 
0100:   actor 292@ in_sphere 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) radius 15.0 15.0 15.0 sphere 0 in_car 
else_jump @BCRASH1_9675 
$8335 += 1 
$8336 += 1 

:BCRASH1_9675
if 
860E:   not car 330@ assigned_to_path 
else_jump @BCRASH1_10215 
if 
  42@ == 0 
else_jump @BCRASH1_9754 
05D1: AS_actor 292@ drive_car 330@ to 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) speed 329@ 3 model 0 2 
42@ = 1 

:BCRASH1_9754
if or
0495:   car 330@ burning 
01F4:   car 330@ flipped 
else_jump @BCRASH1_9827 
00AD: set_car 330@ max_speed_to 0.0 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_9820 
077A: set_actor 292@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 292@ decision_maker_to 65540 

:BCRASH1_9820
$8332 = 5 

:BCRASH1_9827
if 
  42@ == 1 
else_jump @BCRASH1_10122 
if 
001C:   $8337 > $8335 // (int) 
else_jump @BCRASH1_10036 
gosub @BCRASH1_13962 
if 
0100:   actor 292@ in_sphere 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) radius 5.0 5.0 5.0 sphere 0 in_car 
else_jump @BCRASH1_10029 
if and
  $8335 > 7 
  19 > $8335 
else_jump @BCRASH1_9967 
329@ = 20.0 
jump @BCRASH1_9977 

:BCRASH1_9967
329@ = 30.0 

:BCRASH1_9977
$8335 += 1 
$8336 += 1 
05D1: AS_actor 292@ drive_car 330@ to 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) speed 329@ 3 model 0 2 

:BCRASH1_10029
jump @BCRASH1_10122 

:BCRASH1_10036
if 
0100:   actor 292@ in_sphere 115@($8335,40f) 155@($8335,40f) 195@($8335,40f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCRASH1_10122 
05D2: AS_actor 292@ run_to_and_hijack_car 330@ max_search_radius 50.0 traffic_behavior 2 
00AD: set_car 330@ max_speed_to 50.0 
42@ = 2 

:BCRASH1_10122
if 
  42@ == 2 
else_jump @BCRASH1_10215 
if 
82CB:   not actor 292@ bounding_sphere_visible 
else_jump @BCRASH1_10215 
if 
8104:   not actor $PLAYER_ACTOR near_actor 292@ radius 100.0 100.0 100.0 sphere 0 
else_jump @BCRASH1_10215 
00BC: show_text_highpriority GXT 'BCR1_12' time 6000 flag 1  // ~r~You let him get away!
jump @BCRASH1_13592 

:BCRASH1_10215
if 
  65@ == 0 
else_jump @BCRASH1_10374 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 6000 
else_jump @BCRASH1_10374 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_10374 
if 
060E:   car 330@ assigned_to_path 
else_jump @BCRASH1_10374 
if 
0205:   actor $PLAYER_ACTOR near_car 330@ radius 30.0 30.0 30.0 flag 0 
else_jump @BCRASH1_10374 
06FD: set_car 330@ speed_on_path_to 0.8 
00BC: show_text_highpriority GXT 'BCR1_15' time 6000 flag 1  // ~s~Take ~r~him ~s~out!
65@ = 1 

:BCRASH1_10374
if 
060E:   car 330@ assigned_to_path 
else_jump @BCRASH1_10643 
0407: store_coords_to 241@ 242@ 243@ from_car 330@ with_offset 0.0 4.0 0.0 
0087: 235@ = 241@ // (float) 
235@ -= 1.5 
0087: 236@ = 242@ // (float) 
236@ -= 1.5 
0087: 237@ = 243@ // (float) 
237@ -= 1.5 
0087: 238@ = 241@ // (float) 
238@ += 1.5 
0087: 239@ = 242@ // (float) 
239@ += 1.5 
0087: 240@ = 243@ // (float) 
240@ += 1.5 
if 
0339:   anything_in_cube_cornerA 235@ 236@ 237@ cornerB 238@ 239@ 240@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BCRASH1_10573 
05EC: release_car 330@ from_path 

:BCRASH1_10573
if 
0495:   car 330@ burning 
else_jump @BCRASH1_10611 
05EC: release_car 330@ from_path 
00AD: set_car 330@ max_speed_to 0.0 
$8332 = 5 

:BCRASH1_10611
0227: 277@ = car 330@ health 
if 
  900 > 277@ 
else_jump @BCRASH1_10643 
05EC: release_car 330@ from_path 

:BCRASH1_10643
if 
  59@ == 1 
else_jump @BCRASH1_10742 
00A0: store_actor $PLAYER_ACTOR position_to 75@ 76@ 77@ 
00A0: store_actor 292@ position_to 295@ 296@ 297@ 
if 
86BD:   not no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_10742 
01BD: 274@ = current_time_in_ms 
59@ = 0 

:BCRASH1_10742
if 
  59@ == 0 
else_jump @BCRASH1_11018 
00A0: store_actor $PLAYER_ACTOR position_to 75@ 76@ 77@ 
00A0: store_actor 292@ position_to 295@ 296@ 297@ 
if 
86BD:   not no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_10970 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if and
  276@ > 1000 
  6000 > 276@ 
else_jump @BCRASH1_10892 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_10892
if 
  276@ > 30000 
else_jump @BCRASH1_10970 
if 
8104:   not actor $PLAYER_ACTOR near_actor 292@ radius 25.0 25.0 25.0 sphere 0 
else_jump @BCRASH1_10970 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
jump @BCRASH1_13592 

:BCRASH1_10970
if 
06BD:   no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_11018 
59@ = 1 

:BCRASH1_11018
if 
02BF:   car 330@ sunk 
else_jump @BCRASH1_11055 
if 
06FC:   car 330@ stuck_check_enabled 
else_jump @BCRASH1_11055 
03CD: disable_car 330@ stuck_check 

:BCRASH1_11055
if 
  $8332 == 5 
else_jump @BCRASH1_11339 
if 
0119:   car 330@ wrecked 
else_jump @BCRASH1_11163 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_11163 
if 
844B:   not actor 292@ on_foot 
else_jump @BCRASH1_11156 
009B: destroy_actor 292@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
jump @BCRASH1_13592 
jump @BCRASH1_11163 

:BCRASH1_11156
$8332 = 6 

:BCRASH1_11163
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11275 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_11268 
if 
01C1:   car 330@ stopped 
else_jump @BCRASH1_11268 
if 
0448:   actor 292@ in_car 330@ 
else_jump @BCRASH1_11268 
00AA: store_car 330@ position_to 332@ 333@ 334@ 
05CF: AS_actor 292@ exit_car 330@ in_direction 332@ 333@ 334@ 
$8332 = 6 

:BCRASH1_11268
jump @BCRASH1_11339 

:BCRASH1_11275
if and
8118:   not actor 292@ dead 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11339 
if 
0448:   actor 292@ in_car 330@ 
else_jump @BCRASH1_11339 
05CF: AS_actor 292@ exit_car 330@ in_direction 332@ 333@ 334@ 
$8332 = 6 

:BCRASH1_11339
if and
  $8332 > 0 
  7 > $8332 
else_jump @BCRASH1_11676 
if 
056D:   actor 292@ defined 
else_jump @BCRASH1_11676 
if 
09A8:   actor 292@ headshoted 
else_jump @BCRASH1_11442 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11419 
020A: set_car 330@ door_status_to 1 

:BCRASH1_11419
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
jump @BCRASH1_13592 

:BCRASH1_11442
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_11488 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11481 
020A: set_car 330@ door_status_to 1 

:BCRASH1_11481
$8332 = 7 

:BCRASH1_11488
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_11520 
if 
04C5:   actor 292@ photographed 
else_jump @BCRASH1_11520 

:BCRASH1_11520
if 
  64@ == 1 
else_jump @BCRASH1_11676 
if 
   not 45@ == 2 
else_jump @BCRASH1_11676 
if 
0119:   car 330@ wrecked 
else_jump @BCRASH1_11676 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_11676 
0615: define_AS_pack_begin 291@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 6 time -2 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 5000000 
0616: define_AS_pack_end 291@ 
0618: assign_actor 292@ to_AS_pack 291@ 
45@ = 2 

:BCRASH1_11676
if 
  $8332 == 6 
else_jump @BCRASH1_11781 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_11781 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_11781 
if 
8448:   not actor 292@ in_car 330@ 
else_jump @BCRASH1_11781 
0164: disable_marker 293@ 
0187: 293@ = create_marker_above_actor 292@ 
00BC: show_text_highpriority GXT 'BCR1_08' time 5000 flag 1  // ~s~The ~r~snitch ~s~is getting away on foot!
$8332 = 7 

:BCRASH1_11781
if 
  $8332 > 3 
else_jump @BCRASH1_11856 
if 
  60@ == 0 
else_jump @BCRASH1_11856 
if 
856D:   not actor 292@ defined 
else_jump @BCRASH1_11856 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
jump @BCRASH1_13592 

:BCRASH1_11856
if 
  $8332 == 7 
else_jump @BCRASH1_12619 
if 
056D:   actor 292@ defined 
else_jump @BCRASH1_11929 
if 
09A8:   actor 292@ headshoted 
else_jump @BCRASH1_11929 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
jump @BCRASH1_13592 

:BCRASH1_11929
if 
  60@ == 0 
else_jump @BCRASH1_12558 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_12482 
if 
  45@ == 0 
else_jump @BCRASH1_12086 
00A0: store_actor 292@ position_to 295@ 296@ 297@ 
if 
8119:   not car 330@ wrecked 
else_jump @BCRASH1_12029 
062E: get_actor 292@ task 1487 status_store_to 44@ // ret 7 if not found 
jump @BCRASH1_12036 

:BCRASH1_12029
04AF: 44@ = 7 // = constant 

:BCRASH1_12036
if 
04A4:   44@ == 7 // == constant 
else_jump @BCRASH1_12086 
05DB: AS_actor 292@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
45@ = 1 
44@ = 5 

:BCRASH1_12086
if 
  45@ == 1 
else_jump @BCRASH1_12151 
062E: get_actor 292@ task 1499 status_store_to 44@ // ret 7 if not found 
if 
04A4:   44@ == 7 // == constant 
else_jump @BCRASH1_12151 
05DB: AS_actor 292@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 

:BCRASH1_12151
if 
  59@ == 1 
else_jump @BCRASH1_12250 
00A0: store_actor $PLAYER_ACTOR position_to 75@ 76@ 77@ 
00A0: store_actor 292@ position_to 295@ 296@ 297@ 
if 
86BD:   not no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12250 
01BD: 274@ = current_time_in_ms 
59@ = 0 

:BCRASH1_12250
if 
  59@ == 0 
else_jump @BCRASH1_12482 
00A0: store_actor $PLAYER_ACTOR position_to 75@ 76@ 77@ 
00A0: store_actor 292@ position_to 295@ 296@ 297@ 
if 
86BD:   not no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12434 
01BD: 275@ = current_time_in_ms 
0085: 276@ = 275@ // (int) 
0062: 276@ -= 274@ // (int) 
if 
  276@ > 1000 
else_jump @BCRASH1_12392 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_12392
if 
  276@ > 15000 
else_jump @BCRASH1_12434 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
jump @BCRASH1_13592 

:BCRASH1_12434
if 
06BD:   no_obstacles_between 75@ 76@ 77@ and 295@ 296@ 297@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @BCRASH1_12482 
59@ = 1 

:BCRASH1_12482
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_12558 
if 
056D:   actor 292@ defined 
else_jump @BCRASH1_12558 
if 
04C5:   actor 292@ photographed 
else_jump @BCRASH1_12558 
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_12558 
0164: disable_marker 293@ 
60@ = 1 

:BCRASH1_12558
if 
  60@ == 1 
else_jump @BCRASH1_12619 
018A: 74@ = create_checkpoint_at -2044.1 -2523.86 31.11 
00BC: show_text_highpriority GXT 'BCR1_17' time 5000 flag 1  // ~s~Take the camera to the ~y~drop~s~.
$8332 = 8 

:BCRASH1_12619
if 
  $8332 == 8 
else_jump @BCRASH1_12717 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_12717 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2044.1 -2523.86 31.11 radius 1.2 1.2 2.0 on_foot 
else_jump @BCRASH1_12717 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 
jump @BCRASH1_13690 

:BCRASH1_12717
if 
  $8332 == 7 
else_jump @BCRASH1_13382 
if 
  60@ == 0 
else_jump @BCRASH1_13273 
041A: 284@ = actor $PLAYER_ACTOR weapon 43 ammo 
if 
  284@ > 0 
else_jump @BCRASH1_13133 
if 
  67@ == 2 
else_jump @BCRASH1_12819 
0888: create_marker_above_actor 292@ handle_as 293@ // versionB 
0164: disable_marker 279@ 
67@ = 1 

:BCRASH1_12819
if 
  67@ == 1 
else_jump @BCRASH1_13126 
if 
04AD:   actor 292@ in_water 
else_jump @BCRASH1_12860 
$8333 = 1 

:BCRASH1_12860
if and
8118:   not actor $PLAYER_ACTOR dead 
0118:   actor 292@ dead 
else_jump @BCRASH1_13126 
00BC: show_text_highpriority GXT 'BCR1_10' time 100 flag 1  // ~s~Photograph the ~r~body~s~.
if 
056D:   actor 292@ defined 
else_jump @BCRASH1_13126 
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_13126 
if 
  66@ == 0 
else_jump @BCRASH1_12995 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 295@ 296@ 297@ radius 5.0 5.0 5.0 
else_jump @BCRASH1_12995 
66@ = 1 

:BCRASH1_12995
if 
  66@ == 1 
else_jump @BCRASH1_13126 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 295@ 296@ 297@ radius 100.0 100.0 30.0 
else_jump @BCRASH1_13126 
if 
  $8333 == 1 
else_jump @BCRASH1_13103 
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
jump @BCRASH1_13592 
jump @BCRASH1_13126 

:BCRASH1_13103
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
jump @BCRASH1_13592 

:BCRASH1_13126
jump @BCRASH1_13273 

:BCRASH1_13133
if 
0118:   actor 292@ dead 
else_jump @BCRASH1_13273 
if 
  67@ == 1 
else_jump @BCRASH1_13192 
if 
  284@ == 0 
else_jump @BCRASH1_13192 
67@ = 0 

:BCRASH1_13192
if 
  67@ == 0 
else_jump @BCRASH1_13273 
00BC: show_text_highpriority GXT 'BCR1_11' time 5000 flag 1  // ~s~You need a ~g~camera, ~s~go and pick one up.
0164: disable_marker 293@ 
032B: 278@ = create_weapon_pickup 367 type 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 279@ = create_marker_above_pickup 278@ 
67@ = 2 

:BCRASH1_13273
if and
  45@ == 0 
   not $8332 == 4 
   not $8332 == 5 
else_jump @BCRASH1_13382 
if and
8118:   not actor 292@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_13382 
if 
00F2:   actor $PLAYER_ACTOR near_actor 292@ radius 10.0 10.0 0 
else_jump @BCRASH1_13382 
05DB: AS_actor 292@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
45@ = 1 

:BCRASH1_13382
if 
  $8332 > 3 
else_jump @BCRASH1_13564 
if 
  62@ == 1 
else_jump @BCRASH1_13564 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 336@ wrecked 
8118:   not actor 292@ dead 
else_jump @BCRASH1_13564 
if or
00DB:   actor $PLAYER_ACTOR in_car 336@ 
8202:   not actor $PLAYER_ACTOR near_car 336@ radius 50.0 50.0 sphere 0 
else_jump @BCRASH1_13506 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
62@ = 0 

:BCRASH1_13506
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCRASH1_13564 
if 
80DB:   not actor $PLAYER_ACTOR in_car 336@ 
else_jump @BCRASH1_13564 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
62@ = 0 

:BCRASH1_13564
jump @BCRASH1_3584 
wait 1500 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @BCRASH1_13690 

:BCRASH1_13592
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCRASH1_13667 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_13667 
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @BCRASH1_13667 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 

:BCRASH1_13667
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_13688 
009B: destroy_actor 292@ 

:BCRASH1_13688
return 

:BCRASH1_13690
0318: set_latest_mission_passed 'BCRASH1'  // Badlands
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 319 to 1 
0394: play_music 1 
$492 += 1 
0164: disable_marker $483 
$1444 = 15000 
return 

:BCRASH1_13761
gosub @BCRASH1_241 
gosub @BCRASH1_670 
gosub @BCRASH1_785 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCRASH1_13841 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCRASH1_13841 
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @BCRASH1_13841 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 36 

:BCRASH1_13841
if 
8119:   not car 336@ wrecked 
else_jump @BCRASH1_13872 
02AC: set_car 336@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:BCRASH1_13872
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0249: release_model 367 
0249: release_model 352 
0249: release_model 468 
0164: disable_marker 293@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 279@ 
0215: destroy_pickup 278@ 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:BCRASH1_13942
00A0: store_actor 298@(58@,5i) position_to 81@ 82@ 83@ 
return 

:BCRASH1_13962
70@ = -1 
68@ = 1E07 
71@ = 38 

:BCRASH1_13986
if 
  38 > 71@ 
else_jump @BCRASH1_14174 
if 
8118:   not actor 292@ dead 
else_jump @BCRASH1_14160 
0509: 69@ = distance_between_XY 295@ 296@ and_XY 115@($8335,40f) 155@($8335,40f) 
if 
0025:   68@ > 69@ // (float) 
else_jump @BCRASH1_14160 
0087: 68@ = 69@ // (float) 
0085: 70@ = 71@ // (int) 
if 
0025:   195@($8335,40f) > 195@(70@,40f) // (float) 
else_jump @BCRASH1_14160 
0087: 69@ = 195@($8335,40f) // (float) 
0063: 69@ -= 195@(70@,40f) // (float) 
if 
  69@ > 3.0 
else_jump @BCRASH1_14160 
008A: $8335 = 70@ // (int) 

:BCRASH1_14160
71@ += 1 
jump @BCRASH1_13986 

:BCRASH1_14174
return 

//-------------Mission 40---------------
// Originally: First Date

:CATALIN
gosub @CATALIN_36 
if 
wasted_or_busted 
else_jump @CATALIN_27 
gosub @CATALIN_7507 

:CATALIN_27
gosub @CATALIN_7530 
end_thread 

:CATALIN_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'CATALIN' 
wait 0 
054C: use_GXT_table 'CAT' 
60@ = 0 
61@ = 0 
62@ = 0 
008B: 63@ = $PLAYER_ACTOR // (int) 
08F5: save_player_group 
if 
  $63 == 0 
else_jump @CATALIN_1203 
select_interior 1 
02E4: load_cutscene_data 'CAT_1' 

:CATALIN_135
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_159 
wait 0 
jump @CATALIN_135 

:CATALIN_159
02E7: start_cutscene 
fade 1 1000 

:CATALIN_168
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_192 
wait 0 
jump @CATALIN_168 

:CATALIN_192
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CATALIN_207
if 
fading 
else_jump @CATALIN_231 
wait 0 
jump @CATALIN_207 

:CATALIN_231
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_248
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_287 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_248 

:CATALIN_287
0395: clear_area 0 at 681.1634 -478.1859 15.3281 radius 0.5 
03CB: set_rendering_origin_at 681.1634 -478.1859 15.3281 
00A1: put_actor $PLAYER_ACTOR at 681.1634 -478.1859 15.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.0008 
0373: set_camera_directly_behind_player 
009A: $146 = create_actor_pedtype 23 model 294 at 682.8292 -477.8332 15.3359 
0173: set_actor $146 Z_angle_to 149.5317 
05AA: 64@s = 'CAT_AA' // @s = 'short'  // Where's your car?
05AA: 66@s = 'CAT_AB' // @s = 'short'  // Where's yours?
05AA: 68@s = 'CAT_AC' // @s = 'short'  // Ladies don't drive themselves, that's what men are for!
05AA: 70@s = 'CAT_AD' // @s = 'short'  // Oh my goodness! Thanks Cesar. Appreciate this, homie!
04AF: 104@ = 8600 // = constant 
04AF: 105@ = 8601 // = constant 
04AF: 106@ = 8602 // = constant 
04AF: 107@ = 8603 // = constant 
008B: 124@ = $146 // (int) 
0085: 125@ = 63@ // (int) 
008B: 126@ = $146 // (int) 
0085: 127@ = 63@ // (int) 
60@ = 4 
05AA: 144@s = 'CAT_BA' // @s = 'short'  // So, what's your name? Where we going?
05AA: 146@s = 'CAT_BB' // @s = 'short'  // My name is Catalina and we gonna take this county for every stinking cent!
05AA: 148@s = 'CAT_BC' // @s = 'short'  // OK, good plan... I guess.
05AA: 150@s = 'CAT_BD' // @s = 'short'  // You're damn straight it's a good plan!
05AA: 152@s = 'CAT_BE' // @s = 'short'  // I've cased four soft targets;
05AA: 154@s = 'CAT_BH' // @s = 'short'  // a liquor store in Blueberry,
05AA: 156@s = 'CAT_BG' // @s = 'short'  // a bank in Palomino Creek,
05AA: 158@s = 'CAT_BF' // @s = 'short'  // a gas station in Dillimore,
05AA: 160@s = 'CAT_BI' // @s = 'short'  // and a betting shop in Montgomery.
05AA: 162@s = 'CAT_BJ' // @s = 'short'  // Hold up. Which one first?
05AA: 164@s = 'CAT_BK' // @s = 'short'  // You're the driver, you dumb pig, you choose!
04AF: 168@ = 8604 // = constant 
04AF: 169@ = 8605 // = constant 
04AF: 170@ = 8606 // = constant 
04AF: 171@ = 8607 // = constant 
04AF: 172@ = 8608 // = constant 
04AF: 173@ = 8611 // = constant 
04AF: 174@ = 8610 // = constant 
04AF: 175@ = 8609 // = constant 
04AF: 176@ = 8612 // = constant 
04AF: 177@ = 8613 // = constant 
04AF: 178@ = 8614 // = constant 
0085: 180@ = 63@ // (int) 
008B: 181@ = $146 // (int) 
0085: 182@ = 63@ // (int) 
008B: 183@ = $146 // (int) 
008B: 184@ = $146 // (int) 
008B: 185@ = $146 // (int) 
008B: 186@ = $146 // (int) 
008B: 187@ = $146 // (int) 
008B: 188@ = $146 // (int) 
0085: 189@ = 63@ // (int) 
008B: 190@ = $146 // (int) 
61@ = 11 
05AA: 192@s = 'CAT_CA' // @s = 'short'  // You're pretty high strung, huh, lady.
05AA: 194@s = 'CAT_CB' // @s = 'short'  // Yeah? And what are you?
05AA: 196@s = 'CAT_CC' // @s = 'short'  // Some laid back gang banger dude?
05AA: 198@s = 'CAT_CD' // @s = 'short'  // I keep myself to myself. That's my style.
05AA: 200@s = 'CAT_CE' // @s = 'short'  // Cesar says you got a brother in jail,
05AA: 202@s = 'CAT_CF' // @s = 'short'  // another brother dead, a mother just killed,
05AA: 204@s = 'CAT_CG' // @s = 'short'  // and you got a bent cop on your case.
05AA: 206@s = 'CAT_CH' // @s = 'short'  // I ain't listening to you.
05AA: 208@s = 'CAT_CI' // @s = 'short'  // You think that is keeping yourself to yourself, eh amigo?
05AA: 210@s = 'CAT_CJ' // @s = 'short'  // Real cool? You just an idiota!
05AA: 212@s = 'CAT_CK' // @s = 'short'  // And you're real charming. A proper lady.
04AF: 216@ = 8615 // = constant 
04AF: 217@ = 8616 // = constant 
04AF: 218@ = 8617 // = constant 
04AF: 219@ = 8618 // = constant 
04AF: 220@ = 8619 // = constant 
04AF: 221@ = 8620 // = constant 
04AF: 222@ = 8621 // = constant 
04AF: 223@ = 8622 // = constant 
04AF: 224@ = 8623 // = constant 
04AF: 225@ = 8624 // = constant 
04AF: 226@ = 8625 // = constant 
0085: 228@ = 63@ // (int) 
008B: 229@ = $146 // (int) 
008B: 230@ = $146 // (int) 
0085: 231@ = 63@ // (int) 
008B: 232@ = $146 // (int) 
008B: 233@ = $146 // (int) 
008B: 234@ = $146 // (int) 
0085: 235@ = 63@ // (int) 
008B: 236@ = $146 // (int) 
008B: 237@ = $146 // (int) 
0085: 238@ = 63@ // (int) 
62@ = 11 
jump @CATALIN_3878 

:CATALIN_1203
set_weather 13 
if 
  $63 == 1 
else_jump @CATALIN_2211 
02E4: load_cutscene_data 'CAT_2' 

:CATALIN_1236
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_1260 
wait 0 
jump @CATALIN_1236 

:CATALIN_1260
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_1293
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_1317 
wait 0 
jump @CATALIN_1293 

:CATALIN_1317
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CATALIN_1332
if 
fading 
else_jump @CATALIN_1356 
wait 0 
jump @CATALIN_1332 

:CATALIN_1356
select_interior 0 
0629: change_integer_stat 341 to 1 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1380
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_1419 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_1380 

:CATALIN_1419
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $146 = create_actor_pedtype 23 model 294 at 867.7455 -29.0865 62.1875 
0173: set_actor $146 Z_angle_to 225.9654 
05AA: 64@s = 'CAT_FA' // @s = 'short'  // Hey, what we got left?
04AF: 104@ = 8657 // = constant 
0085: 124@ = 63@ // (int) 
05AA: 66@s = 'CAT_FB' // @s = 'short'  // Are you stupid? You forget already?
04AF: 105@ = 8658 // = constant 
008B: 125@ = $146 // (int) 
45@ = 2 
if 
  $715 == 0 
else_jump @CATALIN_1661 
05AA: 64@(45@,20s) = 'CAT_FC' // @s = 'short'  // The gas station in Dillimore.
04AF: 104@(45@,20i) = 8659 // = constant 
008B: 124@(45@,20i) = $146 // (int) 
45@ += 1 

:CATALIN_1661
if 
  $714 == 0 
else_jump @CATALIN_1728 
05AA: 64@(45@,20s) = 'CAT_FD' // @s = 'short'  // The bank in Palomino Creek.
04AF: 104@(45@,20i) = 8660 // = constant 
008B: 124@(45@,20i) = $146 // (int) 
45@ += 1 

:CATALIN_1728
if 
  $713 == 0 
else_jump @CATALIN_1862 
if 
  $716 == 0 
else_jump @CATALIN_1813 
05AA: 64@(45@,20s) = 'CAT_FE' // @s = 'short'  // The liquor store in Blueberry.
04AF: 104@(45@,20i) = 8661 // = constant 
008B: 124@(45@,20i) = $146 // (int) 
jump @CATALIN_1855 

:CATALIN_1813
05AA: 64@(45@,20s) = 'CAT_FG' // @s = 'short'  // Or the liquor store in Blueberry.
04AF: 104@(45@,20i) = 8663 // = constant 
008B: 124@(45@,20i) = $146 // (int) 

:CATALIN_1855
45@ += 1 

:CATALIN_1862
if 
  $716 == 0 
else_jump @CATALIN_1929 
05AA: 64@(45@,20s) = 'CAT_FH' // @s = 'short'  // Or the betting shop in Montgomery.
04AF: 104@(45@,20i) = 8664 // = constant 
008B: 124@(45@,20i) = $146 // (int) 
45@ += 1 

:CATALIN_1929
05AA: 64@(45@,20s) = 'CAT_FI' // @s = 'short'  // OK, well this time we're gonna do it real chill,
04AF: 104@(45@,20i) = 8665 // = constant 
0085: 124@(45@,20i) = 63@ // (int) 
45@ += 1 
05AA: 64@(45@,20s) = 'CAT_FJ' // @s = 'short'  // no crazy psycho shit, baby.
04AF: 104@(45@,20i) = 8666 // = constant 
0085: 124@(45@,20i) = 63@ // (int) 
45@ += 1 
05AA: 64@(45@,20s) = 'CAT_FK' // @s = 'short'  // Speak for yourself, soft boy.
04AF: 104@(45@,20i) = 8667 // = constant 
008B: 124@(45@,20i) = $146 // (int) 
45@ += 1 
0085: 60@ = 45@ // (int) 
05AA: 144@s = 'CAT_FL' // @s = 'short'  // Today I feel like killing all the men I meet!
05AA: 146@s = 'CAT_FM' // @s = 'short'  // Ah baby!
05AA: 148@s = 'CAT_FN' // @s = 'short'  // Don't worry, I make an exception for some of the men in my life.
05AA: 150@s = 'CAT_FO' // @s = 'short'  // Now drive faster!
04AF: 168@ = 8668 // = constant 
04AF: 169@ = 8669 // = constant 
04AF: 170@ = 8670 // = constant 
04AF: 171@ = 8671 // = constant 
008B: 180@ = $146 // (int) 
0085: 181@ = 63@ // (int) 
008B: 182@ = $146 // (int) 
008B: 183@ = $146 // (int) 
61@ = 4 

:CATALIN_2211
if 
  $63 == 2 
else_jump @CATALIN_3101 
02E4: load_cutscene_data 'CAT_3' 

:CATALIN_2240
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_2264 
wait 0 
jump @CATALIN_2240 

:CATALIN_2264
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_2297
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_2321 
wait 0 
jump @CATALIN_2297 

:CATALIN_2321
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CATALIN_2336
if 
fading 
else_jump @CATALIN_2360 
wait 0 
jump @CATALIN_2336 

:CATALIN_2360
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_2377
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_2416 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_2377 

:CATALIN_2416
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $146 = create_actor_pedtype 23 model 294 at 867.7455 -29.0865 62.1875 
0173: set_actor $146 Z_angle_to 225.9654 
05AA: 64@s = 'CAT_KA' // @s = 'short'  // How was it?
05AA: 66@s = 'CAT_KB' // @s = 'short'  // Different...
05AA: 68@s = 'CAT_KC' // @s = 'short'  // I knew you would like it!
05AA: 70@s = 'CAT_KD' // @s = 'short'  // Look, baby, I thought we was going to make some serious paper.
05AA: 72@s = 'CAT_KE' // @s = 'short'  // I'm starting to get really bored of you.
05AA: 74@s = 'CAT_KF' // @s = 'short'  // I just need the money.
05AA: 76@s = 'CAT_KG' // @s = 'short'  // And I'm just a cheap fuck?
05AA: 78@s = 'CAT_KH' // @s = 'short'  // A whore you don't even pay?
05AA: 80@s = 'CAT_KI' // @s = 'short'  // No, I didn't say that.
05AA: 82@s = 'CAT_KJ' // @s = 'short'  // Carl, I say I'm in love with you, and you act like I'm an idiot.
05AA: 84@s = 'CAT_KK' // @s = 'short'  // I see the way you look at other women.
05AA: 86@s = 'CAT_KL' // @s = 'short'  // I know your kind, Carl. I am serious.
05AA: 88@s = 'CAT_KM' // @s = 'short'  // I will kill you if you ever mess around.
05AA: 90@s = 'CAT_KN' // @s = 'short'  // I will castrate you first.
05AA: 92@s = 'CAT_KO' // @s = 'short'  // Then I will make you eat them.
05AA: 94@s = 'CAT_KP' // @s = 'short'  // Enough! I need some fucking money!
05AA: 96@s = 'CAT_KQ' // @s = 'short'  // Carl, you are really boring me now.
05AA: 98@s = 'CAT_KR' // @s = 'short'  // Please, sweetheart. I got in some real, real deep shit.
05AA: 100@s = 'CAT_KS' // @s = 'short'  // Okay. Maybe today we hit it big!
04AF: 104@ = 8692 // = constant 
04AF: 105@ = 8693 // = constant 
04AF: 106@ = 8694 // = constant 
04AF: 107@ = 8695 // = constant 
04AF: 108@ = 8696 // = constant 
04AF: 109@ = 8697 // = constant 
04AF: 110@ = 8698 // = constant 
04AF: 111@ = 8699 // = constant 
04AF: 112@ = 8700 // = constant 
04AF: 113@ = 8701 // = constant 
04AF: 114@ = 8702 // = constant 
04AF: 115@ = 8703 // = constant 
04AF: 116@ = 8704 // = constant 
04AF: 117@ = 8705 // = constant 
04AF: 118@ = 8706 // = constant 
04AF: 119@ = 8707 // = constant 
04AF: 120@ = 8708 // = constant 
04AF: 121@ = 8709 // = constant 
04AF: 122@ = 8710 // = constant 
008B: 124@ = $146 // (int) 
0085: 125@ = 63@ // (int) 
008B: 126@ = $146 // (int) 
0085: 127@ = 63@ // (int) 
008B: 128@ = $146 // (int) 
0085: 129@ = 63@ // (int) 
008B: 130@ = $146 // (int) 
008B: 131@ = $146 // (int) 
0085: 132@ = 63@ // (int) 
008B: 133@ = $146 // (int) 
008B: 134@ = $146 // (int) 
008B: 135@ = $146 // (int) 
008B: 136@ = $146 // (int) 
008B: 137@ = $146 // (int) 
008B: 138@ = $146 // (int) 
0085: 139@ = 63@ // (int) 
008B: 140@ = $146 // (int) 
0085: 141@ = 63@ // (int) 
008B: 142@ = $146 // (int) 
60@ = 19 

:CATALIN_3101
if 
  $63 == 3 
else_jump @CATALIN_3878 
02E4: load_cutscene_data 'CAT_4' 

:CATALIN_3130
if 
86B9:   not cutscene_data_loaded 
else_jump @CATALIN_3154 
wait 0 
jump @CATALIN_3130 

:CATALIN_3154
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
fade 1 1000 

:CATALIN_3187
if 
82E9:   not cutscene_reached_end 
else_jump @CATALIN_3211 
wait 0 
jump @CATALIN_3187 

:CATALIN_3211
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CATALIN_3226
if 
fading 
else_jump @CATALIN_3250 
wait 0 
jump @CATALIN_3226 

:CATALIN_3250
select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_3267
if 
823D:   not special_actor 5 loaded 
else_jump @CATALIN_3306 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CATALIN_3267 

:CATALIN_3306
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $146 = create_actor_pedtype 23 model 294 at 867.7455 -29.0865 62.1875 
0173: set_actor $146 Z_angle_to 225.9654 
05AA: 64@s = 'CAT4_LA' // @s = 'short'  // I feel good today, like a woman reborn!
05AA: 66@s = 'CAT4_LB' // @s = 'short'  // Cool, maybe you won't go berserk, huh?
05AA: 68@s = 'CAT4_LC' // @s = 'short'  // Oh, I go berserk, but not until I really pissed!
05AA: 70@s = 'CAT4_LD' // @s = 'short'  // Oh, well, that's a relief to hear!
05AA: 72@s = 'CAT4_LE' // @s = 'short'  // Perhaps this time no cowboy motherfuckers will get in our way!
05AA: 74@s = 'CAT4_LF' // @s = 'short'  // Amen to that!
04AF: 104@ = 9671 // = constant 
04AF: 105@ = 9672 // = constant 
04AF: 106@ = 9673 // = constant 
04AF: 107@ = 9674 // = constant 
04AF: 108@ = 9675 // = constant 
04AF: 109@ = 9676 // = constant 
008B: 124@ = $146 // (int) 
0085: 125@ = 63@ // (int) 
008B: 126@ = $146 // (int) 
0085: 127@ = 63@ // (int) 
008B: 128@ = $146 // (int) 
0085: 129@ = 63@ // (int) 
60@ = 6 
05AA: 144@s = 'CAT_NA' // @s = 'short'  // Come on, drive!
05AA: 146@s = 'CAT_NB' // @s = 'short'  // What's wrong?
05AA: 148@s = 'CAT_NC' // @s = 'short'  // Nothing. I just hate men.
05AA: 150@s = 'CAT_ND' // @s = 'short'  // Well give me a break.
05AA: 152@s = 'CAT_NE' // @s = 'short'  // Here's your break.
05AA: 154@s = 'CAT_NF' // @s = 'short'  // Your break is you're not on my barbecue being eaten.
05AA: 156@s = 'CAT_NG' // @s = 'short'  // Well, that's one way of looking at shit, I suppose.
05AA: 158@s = 'CAT_NH' // @s = 'short'  // Now, try to be a man this time.
05AA: 160@s = 'CAT_KT' // @s = 'short'  // Drive, lover!
04AF: 168@ = 8717 // = constant 
04AF: 169@ = 8718 // = constant 
04AF: 170@ = 8719 // = constant 
04AF: 171@ = 8720 // = constant 
04AF: 172@ = 8721 // = constant 
04AF: 173@ = 8722 // = constant 
04AF: 174@ = 8723 // = constant 
04AF: 175@ = 8724 // = constant 
04AF: 176@ = 8711 // = constant 
008B: 180@ = $146 // (int) 
0085: 181@ = 63@ // (int) 
008B: 182@ = $146 // (int) 
0085: 183@ = 63@ // (int) 
008B: 184@ = $146 // (int) 
008B: 185@ = $146 // (int) 
0085: 186@ = 63@ // (int) 
008B: 187@ = $146 // (int) 
008B: 188@ = $146 // (int) 
61@ = 9 

:CATALIN_3878
0245: set_actor $146 walk_style_to "WOMAN" 
02A9: set_actor $146 immune_to_nonplayer 1 
0568: set_actor $146 untargetable 1 
077A: set_actor $146 acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $146 health_to 100 
0446: set_actor $146 dismemberment_possible 0 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CATALIN_3972 
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
07CB: set_actor $146 supporting_fire 0 

:CATALIN_3972
01B7: release_weather 
08F6: restore_player_group 
fade 1 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:CATALIN_3990
if 
fading 
else_jump @CATALIN_4014 
wait 0 
jump @CATALIN_3990 

:CATALIN_4014
if 
  $3720 == 1 
else_jump @CATALIN_4039 
$3720 = 0 

:CATALIN_4039
if 
  $3721 == 1 
else_jump @CATALIN_4064 
$3721 = 0 

:CATALIN_4064
if and
  $713 == 1 
  $3720 == 0 
else_jump @CATALIN_4290 
05AA: 192@s = 'CAT1_IA' // @s = 'short'  // I hope you drive better this time around!
05AA: 194@s = 'CAT1_IB' // @s = 'short'  // You ever driven a quad? It ain't easy.
05AA: 196@s = 'CAT1_IC' // @s = 'short'  // 'Specially when you got a screaming bitch on the back, shooting past your ear!
05AA: 198@s = 'CAT1_IE' // @s = 'short'  // I like it when you angry at me, Carl.
05AA: 200@s = 'CAT1_IF' // @s = 'short'  // I will try to anger you more often.
05AA: 202@s = 'CAT1_IG' // @s = 'short'  // Now that I'm looking forward to...
04AF: 216@ = 8835 // = constant 
04AF: 217@ = 8836 // = constant 
04AF: 218@ = 8837 // = constant 
04AF: 219@ = 8838 // = constant 
04AF: 220@ = 8839 // = constant 
04AF: 221@ = 8840 // = constant 
008B: 228@ = $146 // (int) 
0085: 229@ = 63@ // (int) 
0085: 230@ = 63@ // (int) 
008B: 231@ = $146 // (int) 
008B: 232@ = $146 // (int) 
0085: 233@ = 63@ // (int) 
62@ = 6 
$3720 = 1 
jump @CATALIN_4569 

:CATALIN_4290
if and
  $716 == 1 
  $3721 == 0 
else_jump @CATALIN_4569 
05AA: 192@s = 'CAT2_HA' // @s = 'short'  // Carl, you have to be fast and totally ruthless!
05AA: 194@s = 'CAT2_HB' // @s = 'short'  // No fucking about like in the betting shop!
05AA: 196@s = 'CAT2_HC' // @s = 'short'  // What? If you hadn't started bustin', things would have been sweet!
05AA: 198@s = 'CAT2_HE' // @s = 'short'  // They had to die because YOU were slow and stupid,
05AA: 200@s = 'CAT2_HF' // @s = 'short'  // like a big fat brat that eats chocolates while his
05AA: 202@s = 'CAT2_HG' // @s = 'short'  // father gives nothing to his step daughter but stale bread!
05AA: 204@s = 'CAT2_HH' // @s = 'short'  // What? Where'd that come from?
05AA: 206@s = 'CAT2_HI' // @s = 'short'  // Enough! I'm not speaking to you any more!
04AF: 216@ = 9022 // = constant 
04AF: 217@ = 9023 // = constant 
04AF: 218@ = 9024 // = constant 
04AF: 219@ = 9025 // = constant 
04AF: 220@ = 9026 // = constant 
04AF: 221@ = 9027 // = constant 
04AF: 222@ = 9028 // = constant 
04AF: 223@ = 9029 // = constant 
008B: 228@ = $146 // (int) 
008B: 229@ = $146 // (int) 
0085: 230@ = 63@ // (int) 
008B: 231@ = $146 // (int) 
008B: 232@ = $146 // (int) 
008B: 233@ = $146 // (int) 
0085: 234@ = 63@ // (int) 
008B: 235@ = $146 // (int) 
62@ = 8 
$3721 = 1 

:CATALIN_4569
240@ = 0 
241@ = 0 
242@ = 0 
243@ = 1 
244@ = 0 
245@ = 1 
246@ = 0 
247@ = 0 
248@ = 0 
249@ = 0 
if 
  $63 > 0 
else_jump @CATALIN_4821 
if 
  $713 == 0 
else_jump @CATALIN_4698 
02A8: 250@ = create_marker 52 at $506 $512 $518 
246@ = 1 

:CATALIN_4698
if 
  $714 == 0 
else_jump @CATALIN_4739 
02A8: 251@ = create_marker 52 at $507 $513 $519 
247@ = 1 

:CATALIN_4739
if 
  $715 == 0 
else_jump @CATALIN_4780 
02A8: 252@ = create_marker 52 at $508 $514 $520 
248@ = 1 

:CATALIN_4780
if 
  $716 == 0 
else_jump @CATALIN_4821 
02A8: 253@ = create_marker 52 at $509 $515 $521 
249@ = 1 

:CATALIN_4821
254@ = 0 

:CATALIN_4828
wait 0 
01BD: $15 = current_time_in_ms 
if 
8118:   not actor $146 dead 
else_jump @CATALIN_7185 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CATALIN_6878 
if 
00F2:   actor $PLAYER_ACTOR near_actor $146 radius 20.0 20.0 0 
else_jump @CATALIN_5620 
if 
  3 > 241@ 
else_jump @CATALIN_5620 
if 
  60@(241@,3i) == 0 
else_jump @CATALIN_4957 
241@ += 1 
jump @CATALIN_5620 

:CATALIN_4957
if 
  241@ == 1 
else_jump @CATALIN_5063 
if 
80DF:   not actor $146 driving 
else_jump @CATALIN_5030 
if or
  $63 == 1 
  $63 == 3 
else_jump @CATALIN_5023 
jump @CATALIN_5620 

:CATALIN_5023
jump @CATALIN_5063 

:CATALIN_5030
if 
  240@ == 0 
else_jump @CATALIN_5063 
008B: 242@ = $15 // (int) 
242@ -= 10 

:CATALIN_5063
if 
001E:   $15 > 242@ // (int) 
else_jump @CATALIN_5620 
if 
  $1040 == 0 
else_jump @CATALIN_5620 
if 
  241@ == 0 
else_jump @CATALIN_5201 
05A9: s$1041 = 64@(240@,20s) // s$ 
008A: $1043 = 104@(240@,20i) // (int) 
create_thread @AUDIOL 124@(240@,20i) 0 1 243@ 240@ 
if 
07D6:   124@(240@,20i) == $146 // @ == $ (int) 
else_jump @CATALIN_5201 
05BF: AS_actor $146 look_at_actor 63@ 3000 ms 

:CATALIN_5201
if 
  241@ == 1 
else_jump @CATALIN_5302 
05A9: s$1041 = 144@(240@,12s) // s$ 
008A: $1043 = 168@(240@,12i) // (int) 
create_thread @AUDIOL 180@(240@,12i) 0 1 243@ 240@ 
if 
07D6:   180@(240@,12i) == $146 // @ == $ (int) 
else_jump @CATALIN_5302 
05BF: AS_actor $146 look_at_actor 63@ 3000 ms 

:CATALIN_5302
if 
  241@ == 2 
else_jump @CATALIN_5403 
05A9: s$1041 = 192@(240@,12s) // s$ 
008A: $1043 = 216@(240@,12i) // (int) 
create_thread @AUDIOL 228@(240@,12i) 0 1 243@ 240@ 
if 
07D6:   228@(240@,12i) == $146 // @ == $ (int) 
else_jump @CATALIN_5403 
05BF: AS_actor $146 look_at_actor 63@ 3000 ms 

:CATALIN_5403
if 
  243@ == 1 
else_jump @CATALIN_5435 
243@ = 2 
jump @CATALIN_5442 

:CATALIN_5435
243@ = 1 

:CATALIN_5442
008B: 242@ = $15 // (int) 
242@ += 500 
240@ += 1 
if 
001D:   60@(241@,3i) > 240@ // (int) 
else_jump @CATALIN_5590 
040D: unload_wav 243@ 
if 
  241@ == 0 
else_jump @CATALIN_5523 
03CF: load_wav 104@(240@,20i) as 243@ 

:CATALIN_5523
if 
  241@ == 1 
else_jump @CATALIN_5553 
03CF: load_wav 168@(240@,12i) as 243@ 

:CATALIN_5553
if 
  241@ == 2 
else_jump @CATALIN_5583 
03CF: load_wav 216@(240@,12i) as 243@ 

:CATALIN_5583
jump @CATALIN_5620 

:CATALIN_5590
240@ = 0 
008B: 242@ = $15 // (int) 
242@ += 10000 
241@ += 1 

:CATALIN_5620
if 
  $63 == 0 
else_jump @CATALIN_5920 
if 
  241@ == 1 
else_jump @CATALIN_5920 
if 
  244@ == 0 
else_jump @CATALIN_5722 
if 
  240@ > 6 
else_jump @CATALIN_5722 
02A8: 250@ = create_marker 52 at $506 $512 $518 
246@ = 1 
244@ += 1 

:CATALIN_5722
if 
  244@ == 1 
else_jump @CATALIN_5788 
if 
  240@ > 7 
else_jump @CATALIN_5788 
02A8: 251@ = create_marker 52 at $507 $513 $519 
247@ = 1 
244@ += 1 

:CATALIN_5788
if 
  244@ == 2 
else_jump @CATALIN_5854 
if 
  240@ > 8 
else_jump @CATALIN_5854 
02A8: 252@ = create_marker 52 at $508 $514 $520 
248@ = 1 
244@ += 1 

:CATALIN_5854
if 
  244@ == 3 
else_jump @CATALIN_5920 
if 
  240@ > 9 
else_jump @CATALIN_5920 
02A8: 253@ = create_marker 52 at $509 $515 $521 
249@ = 1 
244@ += 1 

:CATALIN_5920
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CATALIN_6307 
if 
  $488 == 0 
else_jump @CATALIN_6028 
0395: clear_area 0 at $506 $512 $518 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $506 $512 $518 
0086: $72 = $506 // (float) 
$72 -= 1.0 
00A1: put_actor $146 at $72 $512 $518 
03CB: set_rendering_origin_at $506 $512 $518 

:CATALIN_6028
if 
  $488 == 1 
else_jump @CATALIN_6121 
0395: clear_area 0 at $507 $513 $519 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $507 $513 $519 
0086: $72 = $507 // (float) 
$72 -= 1.0 
00A1: put_actor $146 at $72 $513 $519 
03CB: set_rendering_origin_at $507 $513 $519 

:CATALIN_6121
if 
  $488 == 2 
else_jump @CATALIN_6214 
0395: clear_area 0 at $508 $514 $520 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $508 $514 $520 
0086: $72 = $508 // (float) 
$72 -= 1.0 
00A1: put_actor $146 at $72 $514 $520 
03CB: set_rendering_origin_at $508 $514 $520 

:CATALIN_6214
if 
  $488 == 3 
else_jump @CATALIN_6307 
0395: clear_area 0 at $509 $515 $521 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $509 $515 $521 
0086: $72 = $509 // (float) 
$72 -= 1.0 
00A1: put_actor $146 at $72 $515 $521 
03CB: set_rendering_origin_at $509 $515 $521 

:CATALIN_6307
if 
  $713 == 0 
else_jump @CATALIN_6448 
if 
  246@ == 1 
else_jump @CATALIN_6448 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $506 $512 $518 radius 3.0 3.0 3.0 
else_jump @CATALIN_6448 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_1' time 1000 style 2  // Local Liquor Store
fade 0 500 

:CATALIN_6415
if 
fading 
else_jump @CATALIN_6439 
wait 0 
jump @CATALIN_6415 

:CATALIN_6439
$717 = 0 
return 

:CATALIN_6448
if 
  $714 == 0 
else_jump @CATALIN_6589 
if 
  247@ == 1 
else_jump @CATALIN_6589 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $507 $513 $519 radius 3.0 3.0 3.0 
else_jump @CATALIN_6589 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_2' time 1000 style 2  // Small Town Bank
fade 0 500 

:CATALIN_6556
if 
fading 
else_jump @CATALIN_6580 
wait 0 
jump @CATALIN_6556 

:CATALIN_6580
$717 = 1 
return 

:CATALIN_6589
if 
  $715 == 0 
else_jump @CATALIN_6730 
if 
  248@ == 1 
else_jump @CATALIN_6730 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $508 $514 $520 radius 3.0 3.0 3.0 
else_jump @CATALIN_6730 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_3' time 1000 style 2  // Tanker Commander
fade 0 500 

:CATALIN_6697
if 
fading 
else_jump @CATALIN_6721 
wait 0 
jump @CATALIN_6697 

:CATALIN_6721
$717 = 2 
return 

:CATALIN_6730
if 
  $716 == 0 
else_jump @CATALIN_6871 
if 
  249@ == 1 
else_jump @CATALIN_6871 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $509 $515 $521 radius 3.0 3.0 3.0 
else_jump @CATALIN_6871 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_4' time 1000 style 2  // Against All Odds
fade 0 500 

:CATALIN_6838
if 
fading 
else_jump @CATALIN_6862 
wait 0 
jump @CATALIN_6838 

:CATALIN_6862
$717 = 3 
return 

:CATALIN_6871
jump @CATALIN_7178 

:CATALIN_6878
if 
  245@ == 1 
else_jump @CATALIN_6954 
00BC: show_text_highpriority GXT 'CATLEFT' time 5000 flag 1  // ~s~You left ~b~Catalina~s~ behind. Go back and pick her up.
0164: disable_marker 250@ 
0164: disable_marker 251@ 
0164: disable_marker 252@ 
0164: disable_marker 253@ 
0187: 42@ = create_marker_above_actor $146 
07E0: set_marker 42@ type_to 1 
245@ += 1 

:CATALIN_6954
if 
  245@ == 2 
else_jump @CATALIN_7178 
if 
00F2:   actor $PLAYER_ACTOR near_actor $146 radius 10.0 10.0 0 
else_jump @CATALIN_7178 
0164: disable_marker 42@ 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CATALIN_7035 
0631: put_actor $146 in_group $PLAYER_GROUP 

:CATALIN_7035
if 
  246@ == 1 
else_jump @CATALIN_7069 
02A8: 250@ = create_marker 52 at $506 $512 $518 

:CATALIN_7069
if 
  247@ == 1 
else_jump @CATALIN_7103 
02A8: 251@ = create_marker 52 at $507 $513 $519 

:CATALIN_7103
if 
  248@ == 1 
else_jump @CATALIN_7137 
02A8: 252@ = create_marker 52 at $508 $514 $520 

:CATALIN_7137
if 
  249@ == 1 
else_jump @CATALIN_7171 
02A8: 253@ = create_marker 52 at $509 $515 $521 

:CATALIN_7171
245@ = 1 

:CATALIN_7178
jump @CATALIN_7208 

:CATALIN_7185
00BC: show_text_highpriority GXT 'CATDEAD' time 5000 flag 1  // ~r~Catalina is dead!
jump @CATALIN_7507 

:CATALIN_7208
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 660.0 -585.0 radius 200.0 200.0 
else_jump @CATALIN_7455 
if 
  254@ == 0 
else_jump @CATALIN_7448 
0247: load_model 514 
0247: load_model 584 
if and
0248:   model 514 available 
0248:   model 584 available 
else_jump @CATALIN_7448 
00A5: 255@ = create_car 514 at 657.49 -585.13 16.36 
0175: set_car 255@ Z_angle_to 170.66 
053F: set_car 255@ tires_vulnerability 0 
02AC: set_car 255@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 255@ validate_position 0 
020A: set_car 255@ door_status_to 2 
00A5: 256@ = create_car 584 at 667.49 -583.13 16.36 
0175: set_car 256@ Z_angle_to 184.66 
0224: set_car 256@ health_to 1250 
02AC: set_car 256@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 256@ tires_vulnerability 0 
0587: enable_car 256@ validate_position 0 
020A: set_car 256@ door_status_to 2 
254@ = 1 

:CATALIN_7448
jump @CATALIN_7500 

:CATALIN_7455
if 
  254@ == 1 
else_jump @CATALIN_7500 
00A6: destroy_car 255@ 
00A6: destroy_car 256@ 
0249: release_model 514 
0249: release_model 584 
254@ = 0 

:CATALIN_7500
jump @CATALIN_4828 

:CATALIN_7507
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
034F: destroy_actor_with_fade $146 
return 

:CATALIN_7530
0164: disable_marker 42@ 
0164: disable_marker 250@ 
0164: disable_marker 251@ 
0164: disable_marker 252@ 
0164: disable_marker 253@ 
0296: unload_special_actor 5 
0249: release_model 514 
0249: release_model 584 
$ONMISSION = 0 
mission_cleanup 
if 
  $717 > -1 
else_jump @CATALIN_7602 
fade 0 0 

:CATALIN_7602
return 

//-------------Mission 41---------------
// Originally: Local Liquor Store

:CAT1
thread 'CAT1' 
gosub @CAT1_47 
if 
wasted_or_busted 
else_jump @CAT1_38 
gosub @CAT1_32348 

:CAT1_38
gosub @CAT1_32497 
end_thread 

:CAT1_47
$ONMISSION = 1 
fade 0 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
$1040 = 0 
72@ = 0 
70@ = 0 
71@ = 0 
73@ = 0 
74@ = 0 
40@ = 0 
41@ = 0 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 76@ // decision\allowed\m_.ped files 

:CAT1_165
wait 0 
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @CAT1_260 
if 
  77@ == 0 
else_jump @CAT1_234 
77@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @CAT1_260 

:CAT1_234
77@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:CAT1_260
47@ += 1 
if 
  47@ > 9 
else_jump @CAT1_292 
47@ = 0 

:CAT1_292
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 74@ += 50@ // (int) 
005A: 155@ += 50@ // (int) 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @CAT1_367 
44@ = 1 

:CAT1_367
if 
  77@ == 1 
else_jump @CAT1_392 
gosub @CAT1_634 

:CAT1_392
0871: init_jump_table 42@ total_jumps 5 default_jump 0 @CAT1_525 jumps 0 @CAT1_455 1 @CAT1_469 2 @CAT1_483 3 @CAT1_497 4 @CAT1_511 -1 @CAT1_525 -1 @CAT1_525 

:CAT1_455
gosub @CAT1_2079 
jump @CAT1_525 

:CAT1_469
gosub @CAT1_2698 
jump @CAT1_525 

:CAT1_483
gosub @CAT1_13906 
jump @CAT1_525 

:CAT1_497
gosub @CAT1_16987 
jump @CAT1_525 

:CAT1_511
gosub @CAT1_17993 
jump @CAT1_525 

:CAT1_525
gosub @CAT1_25178 

:CAT1_532
if 
  46@ == 0 
else_jump @CAT1_632 
if 
  45@ == 0 
else_jump @CAT1_616 
if 
  44@ == 0 
else_jump @CAT1_600 
jump @CAT1_165 
jump @CAT1_609 

:CAT1_600
gosub @CAT1_32366 
return 

:CAT1_609
jump @CAT1_625 

:CAT1_616
gosub @CAT1_32348 
return 

:CAT1_625
jump @CAT1_634 

:CAT1_632
return 

:CAT1_634
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @CAT1_683 
78@ += 1 
if 
  78@ > 5 
else_jump @CAT1_681 
78@ = 0 

:CAT1_681
086A: NOP 

:CAT1_683
if 
  78@ == 1 
else_jump @CAT1_872 
008A: $8338 = 42@ // (int) 
008A: $8339 = 43@ // (int) 
008A: $8340 = 70@ // (int) 
008A: $8341 = 73@ // (int) 
008A: $8342 = 71@ // (int) 
008A: $8343 = 74@ // (int) 
008A: $8344 = 40@ // (int) 
065D: NOP $8338 "M_STAGE" 
065D: NOP $8339 "M_GOALS" 
065D: NOP $8340 "DIALOGUE_FLAG" 
065D: NOP $8341 "DIALOGUE_TIMER" 
065D: NOP $8342 "HELP_FLAG" 
065D: NOP $8343 "HELP_TIMER" 
065D: NOP $8344 "TIMERA" 

:CAT1_872
if 
  78@ == 2 
else_jump @CAT1_1103 
$8338 = 0 
$8339 = 0 
0084: $8340 = $8354 // (int) 
008A: $8341 = 108@ // (int) 
008A: $8342 = 109@ // (int) 
008A: $8343 = 110@ // (int) 
008A: $8344 = 111@ // (int) 
008A: $8345 = 116@ // (int) 
065D: NOP $8338 "DISABLE_GROUP" 
065D: NOP $8339 "IN_GROUP" 
065D: NOP $8340 "CAT1_PICKUPS_COLLECTED" 
065D: NOP $8341 "PAUSED[0]" 
065D: NOP $8342 "PAUSED[1]" 
065D: NOP $8343 "PAUSED[2]" 
065D: NOP $8344 "PAUSED[3]" 
065D: NOP $8345 "SKIPPED_CUTSCENE" 

:CAT1_1103
if 
  78@ == 3 
else_jump @CAT1_1351 
008A: $8338 = 112@ // (int) 
008A: $8339 = 113@ // (int) 
008A: $8340 = 114@ // (int) 
008A: $8341 = 115@ // (int) 
008A: $8342 = 117@ // (int) 
008A: $8343 = 118@ // (int) 
008A: $8344 = 119@ // (int) 
008A: $8345 = 123@ // (int) 
065D: NOP $8338 "ROBBER_FLAG[0]" 
065D: NOP $8339 "ROBBER_FLAG[1]" 
065D: NOP $8340 "ROBBER_FLAG[2]" 
065D: NOP $8341 "ROBBER_FLAG[3]" 
065D: NOP $8342 "CHASE_FLAG[0]" 
065D: NOP $8343 "CHASE_FLAG[1]" 
065D: NOP $8344 "CHASE_FLAG[2]" 
065D: NOP $8345 "PLAYER_PROGRESS" 

:CAT1_1351
if 
  78@ == 4 
else_jump @CAT1_1629 
008A: $8338 = 120@ // (int) 
008A: $8339 = 121@ // (int) 
008A: $8340 = 122@ // (int) 
0088: $8349 = 135@ // (float) 
0088: $8350 = 136@ // (float) 
0088: $8351 = 137@ // (float) 
0088: $8352 = 141@ // (float) 
008A: $8345 = 124@ // (int) 
065D: NOP $8338 "PLAYBACK_PAUSED[0]" 
065D: NOP $8339 "PLAYBACK_PAUSED[1]" 
065D: NOP $8340 "PLAYBACK_PAUSED[2]" 
065E: NOP $8349 "QUAD_PLAYBACK_SPEED[0]" 
065E: NOP $8350 "QUAD_PLAYBACK_SPEED[1]" 
065E: NOP $8351 "QUAD_PLAYBACK_SPEED[2]" 
065E: NOP $8352 "MASTER_SPEED" 
065D: NOP $8345 "SHOW_GUN" 

:CAT1_1629
if 
  78@ == 5 
else_jump @CAT1_1827 
0088: $8346 = 145@ // (float) 
0088: $8347 = 146@ // (float) 
0088: $8348 = 147@ // (float) 
0088: $8349 = 138@ // (float) 
0088: $8350 = 139@ // (float) 
0088: $8351 = 140@ // (float) 
065E: NOP $8346 "LOOK_X" 
065E: NOP $8347 "LOOK_Y" 
065E: NOP $8348 "LOOK_Z" 
065E: NOP $8349 "QUAD_DIST_FROM_PLAYER[0]" 
065E: NOP $8350 "QUAD_DIST_FROM_PLAYER[1]" 
065E: NOP $8351 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_1827
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @CAT1_1849 
46@ = 1 

:CAT1_1849
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @CAT1_1937 
if 
  79@ == 0 
else_jump @CAT1_1912 
79@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @CAT1_1937 

:CAT1_1912
79@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CAT1_1937
if 
  79@ == 1 
else_jump @CAT1_1962 
jump @CAT1_532 

:CAT1_1962
if 
0736:   is_keyboard_key_just_pressed 136 
else_jump @CAT1_1985 
43@ += 1 

:CAT1_1985
if 
0736:   is_keyboard_key_just_pressed 135 
else_jump @CAT1_2008 
43@ -= 1 

:CAT1_2008
if 
0736:   is_keyboard_key_just_pressed 134 
else_jump @CAT1_2031 
42@ += 1 

:CAT1_2031
if 
0736:   is_keyboard_key_just_pressed 133 
else_jump @CAT1_2054 
42@ -= 1 

:CAT1_2054
if 
0736:   is_keyboard_key_just_pressed 146 
else_jump @CAT1_2077 
43@ = 99 

:CAT1_2077
return 

:CAT1_2079
if 
  43@ == -1 
else_jump @CAT1_2236 
00A5: 86@ = create_car 413 at 0.0 0.0 0.0 
00A5: 87@ = create_car 413 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
018A: 95@ = create_checkpoint_at 0.0 0.0 0.0 
009A: $146 = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0213: 103@ = create_pickup #BRIEFCASE type 3 at 0.0 0.0 0.0 

:CAT1_2236
106@ = 0 
107@ = 0 
$8354 = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
151@ = 0.0 
152@ = 0.0 
127@ = 0 
128@ = 0 
163@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
103@ = -1 
104@ = -1 
105@ = -1 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'CAT' 
gosub @CAT1_32290 
return 

:CAT1_2698
0871: init_jump_table 43@ total_jumps 26 default_jump 0 @CAT1_9789 jumps 0 @CAT1_2956 1 @CAT1_3282 2 @CAT1_5312 3 @CAT1_5326 4 @CAT1_5585 5 @CAT1_5858 6 @CAT1_6036 
0872: jump_table_jumps 7 @CAT1_6146 8 @CAT1_6256 9 @CAT1_6364 10 @CAT1_6952 11 @CAT1_7534 12 @CAT1_7585 13 @CAT1_7676 14 @CAT1_7786 15 @CAT1_7896 
0872: jump_table_jumps 16 @CAT1_8001 17 @CAT1_8034 18 @CAT1_8804 19 @CAT1_8923 20 @CAT1_9014 21 @CAT1_9355 22 @CAT1_9388 23 @CAT1_9483 24 @CAT1_9695 
0872: jump_table_jumps 25 @CAT1_9709 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 -1 @CAT1_9789 

:CAT1_2956
0247: load_model 471 
0247: load_model 161 
0247: load_model 162 
0247: load_model 346 
0247: load_model 44 
0247: load_model 77 
038B: load_requested_models 

:CAT1_2986
if or
8248:   not model 471 available 
8248:   not model 161 available 
8248:   not model 162 available 
8248:   not model 346 available 
8248:   not model 44 available 
8248:   not model 77 available 
else_jump @CAT1_3036 
wait 0 
jump @CAT1_2986 

:CAT1_3036
07C0: load_path 501 
07C0: load_path 502 
07C0: load_path 503 
07C0: load_path 504 

:CAT1_3056
if or
87C1:   not path 501 available 
87C1:   not path 502 available 
87C1:   not path 503 available 
87C1:   not path 504 available 
else_jump @CAT1_3098 
wait 0 
jump @CAT1_3056 

:CAT1_3098
07C0: load_path 505 
07C0: load_path 506 
07C0: load_path 507 
07C0: load_path 509 

:CAT1_3118
if or
87C1:   not path 505 available 
87C1:   not path 506 available 
87C1:   not path 507 available 
87C1:   not path 509 available 
else_jump @CAT1_3160 
wait 0 
jump @CAT1_3118 

:CAT1_3160
40@ = 0 
41@ = 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT1_3187
if 
823D:   not special_actor 5 loaded 
else_jump @CAT1_3226 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CAT1_3187 

:CAT1_3226
03CF: load_wav 41800 as 3 

:CAT1_3235
if 
83D0:   not wav 3 loaded 
else_jump @CAT1_3261 
wait 0 
jump @CAT1_3235 

:CAT1_3261
43@ += 1 
jump @CAT1_25178 
jump @CAT1_9789 

:CAT1_3282
if 
056D:   actor $146 defined 
else_jump @CAT1_3303 
009B: destroy_actor $146 

:CAT1_3303
009A: $146 = create_actor_pedtype 23 model 294 at 261.1952 -79.2717 0.4697 
0173: set_actor $146 Z_angle_to 41.0763 
04D8: set_actor $146 drowns_in_water 0 
060A: create_decision_maker_type 2 store_to 154@ // decision\allowed\m_.ped files 
06AE: create_group_decision_maker_type 0 store_to 153@ // decision\allowed\mission.grp 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 257.5389 -77.23 1.3678 radius 300.0 
03CB: set_rendering_origin_at 261.1952 -79.2717 0.4697 
106@ = 1 
if 
8118:   not actor $146 dead 
else_jump @CAT1_3481 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT1_3481 
06C9: remove_actor $146 from_group 
107@ = 0 

:CAT1_3481
if 
8119:   not car 86@ wrecked 
else_jump @CAT1_3616 
0441: 51@ = car 86@ model 
07E4: get_model 51@ dimensions_cornerA_to $72 $73 $74 dimensions_cornerB_to 64@ 65@ 66@ 
0087: 54@ = 65@ // (float) 
0065: 54@ -= $73 // (float) 
54@ /= 1.8 
$72 = 259.7206 
$73 = -77.2067 
$74 = 0.5781 
0067: $72 -= 54@ // (float) 
00AB: put_car 86@ at $72 $73 $74 
0175: set_car 86@ Z_angle_to 265.6523 

:CAT1_3616
if 
8118:   not actor $146 dead 
else_jump @CAT1_3850 
0792: disembark_instantly_actor $146 
if 
80DF:   not actor $146 driving 
else_jump @CAT1_3698 
00A1: put_actor $146 at 261.1952 -79.2717 0.4697 
0173: set_actor $146 Z_angle_to 41.0763 
060B: set_actor $146 decision_maker_to 75@ 
jump @CAT1_3736 

:CAT1_3698
0362: remove_actor $146 from_car_and_place_at 261.1952 -79.2717 0.4697 
0173: set_actor $146 Z_angle_to 41.0763 
060B: set_actor $146 decision_maker_to 75@ 

:CAT1_3736
0470: 51@ = actor $146 current_weapon 
if 
84A4:   not  51@ == 28 // == constant 
else_jump @CAT1_3850 
if 
8248:   not model 352 available 
else_jump @CAT1_3810 
0247: load_model 352 

:CAT1_3783
if 
8248:   not model 352 available 
else_jump @CAT1_3810 
wait 0 
jump @CAT1_3783 

:CAT1_3810
if 
8118:   not actor $146 dead 
else_jump @CAT1_3850 
01B2: give_actor $146 weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $146 armed_weapon_to 28 
0249: release_model 352 

:CAT1_3850
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CAT1_3908 
00A1: put_actor $PLAYER_ACTOR at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 
jump @CAT1_3938 

:CAT1_3908
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 

:CAT1_3938
00A5: 87@ = create_car 471 at 230.6799 -85.1536 0.4296 
0175: set_car 87@ Z_angle_to 17.5494 
00AD: set_car 87@ max_speed_to 20.0 
00AE: set_car 87@ traffic_behaviour_to 2 
03ED: set_car 87@ disable_flipped_explosion_when_empty 1 
02AA: set_car 87@ immune_to_nonplayer 1 
00A5: 88@ = create_car 471 at 232.2597 -90.1452 0.4297 
0175: set_car 88@ Z_angle_to 17.5685 
00AD: set_car 88@ max_speed_to 20.0 
00AE: set_car 88@ traffic_behaviour_to 2 
03ED: set_car 88@ disable_flipped_explosion_when_empty 1 
02AA: set_car 88@ immune_to_nonplayer 1 
00A5: 89@ = create_car 471 at 234.0826 -95.9093 0.4375 
0175: set_car 89@ Z_angle_to 17.5565 
00AD: set_car 89@ max_speed_to 20.0 
00AE: set_car 89@ traffic_behaviour_to 2 
03ED: set_car 89@ disable_flipped_explosion_when_empty 1 
02AA: set_car 89@ immune_to_nonplayer 1 
00A5: 90@ = create_car 471 at 235.3937 -100.0505 0.4375 
0175: set_car 90@ Z_angle_to 17.5591 
00AD: set_car 90@ max_speed_to 20.0 
00AE: set_car 90@ traffic_behaviour_to 2 
03ED: set_car 90@ disable_flipped_explosion_when_empty 1 
02AA: set_car 90@ immune_to_nonplayer 1 
51@ = 0 

:CAT1_4201
if 
  4 > 51@ 
else_jump @CAT1_4496 
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_4482 
if 
  51@ == 0 
else_jump @CAT1_4278 
0129: 80@(51@,4i) = create_actor_pedtype 24 model 161 in_car 87@(51@,4i) driverseat 

:CAT1_4278
if 
  51@ == 1 
else_jump @CAT1_4317 
0129: 80@(51@,4i) = create_actor_pedtype 24 model 162 in_car 87@(51@,4i) driverseat 

:CAT1_4317
if 
  51@ == 2 
else_jump @CAT1_4356 
0129: 80@(51@,4i) = create_actor_pedtype 24 model 161 in_car 87@(51@,4i) driverseat 

:CAT1_4356
if 
  51@ == 3 
else_jump @CAT1_4395 
0129: 80@(51@,4i) = create_actor_pedtype 24 model 162 in_car 87@(51@,4i) driverseat 

:CAT1_4395
02E2: set_actor 80@(51@,4i) weapon_accuracy_to 60 
01B2: give_actor 80@(51@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 80@(51@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 80@(51@,4i) decision_maker_to 75@ 
02AB: set_actor 80@(51@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0245: set_actor 80@(51@,4i) walk_style_to "MAN" 

:CAT1_4482
51@ += 1 
jump @CAT1_4201 

:CAT1_4496
05EB: assign_car 87@ to_path 501 
05EB: assign_car 88@ to_path 502 
05EB: assign_car 89@ to_path 503 
05EB: assign_car 90@ to_path 504 
51@ = 0 

:CAT1_4535
if 
  4 > 51@ 
else_jump @CAT1_4658 
if 
   not 51@ == 0 
else_jump @CAT1_4624 
if 
   not 51@ == 3 
else_jump @CAT1_4610 
0706: advance_car 87@(51@,4i) further_along_path 5.0 
jump @CAT1_4624 

:CAT1_4610
0706: advance_car 87@(51@,4i) further_along_path 7.0 

:CAT1_4624
05ED: freeze_car 87@(51@,4i) while_on_path 
108@(51@,4i) = 1 
51@ += 1 
jump @CAT1_4535 

:CAT1_4658
009A: 84@ = create_actor_pedtype 4 model 44 at 251.6866 -54.9554 0.6181 
0173: set_actor 84@ Z_angle_to 174.9027 
060B: set_actor 84@ decision_maker_to 75@ 
009A: 85@ = create_actor_pedtype 5 model 77 at 251.6549 -56.4859 0.6255 
0173: set_actor 85@ Z_angle_to 354.6266 
060B: set_actor 85@ decision_maker_to 75@ 
0677: AS_actor 84@ chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 85@ chat_with_actor 84@ lead_speaker_flag 0 unknown_flag 1 
142@ = 261.814 
143@ = -79.2233 
144@ = 3.2479 
145@ = 261.3385 
146@ = -78.3447 
147@ = 3.2922 
0088: $72 = 145@ // (float) 
0067: $72 -= 142@ // (float) 
0088: $73 = 146@ // (float) 
0067: $73 -= 143@ // (float) 
0088: $74 = 147@ // (float) 
0067: $74 -= 144@ // (float) 
050A: 54@ = distance_between_XYZ 145@ 146@ 147@ and_XYZ 142@ 143@ 144@ 
0075: $72 /= 54@ // (float) 
0075: $73 /= 54@ // (float) 
0075: $74 /= 54@ // (float) 
$72 *= 15.0 
$73 *= 15.0 
$74 *= 15.0 
0087: 145@ = 142@ // (float) 
005D: 145@ += $72 // (float) 
0087: 146@ = 143@ // (float) 
005D: 146@ += $73 // (float) 
0087: 147@ = 144@ // (float) 
005D: 147@ += $74 // (float) 
$72 = 260.876 
$72 -= 261.4119 
$73 = -77.7132 
$73 += 78.5511 
$74 = 2.2067 
$74 -= 2.3102 
050A: 54@ = distance_between_XYZ 261.4119 -78.5511 2.3102 and_XYZ 260.876 -77.7132 2.2067 
0075: $72 /= 54@ // (float) 
0075: $73 /= 54@ // (float) 
0075: $74 /= 54@ // (float) 
$72 *= 15.0 
$73 *= 15.0 
$74 *= 15.0 
148@ = 261.4119 
005D: 148@ += $72 // (float) 
149@ = -78.5511 
005D: 149@ += $73 // (float) 
150@ = 2.3102 
005D: 150@ += $74 // (float) 
015F: set_camera_position 142@ 143@ 144@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 145@ 146@ 147@ switchstyle 2 
041D: set_camera_near_clip 0.1 
wait 500 
fade 1 500 

:CAT1_5260
if 
fading 
else_jump @CAT1_5284 
wait 0 
jump @CAT1_5260 

:CAT1_5284
40@ = 0 
41@ = 0 
43@ += 1 
jump @CAT1_9789 

:CAT1_5312
43@ += 1 
jump @CAT1_9789 

:CAT1_5326
if 
8118:   not actor $146 dead 
else_jump @CAT1_5438 
0792: disembark_instantly_actor $146 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 261.2168 -77.1227 0.6181 mode 4 time 3000 ms // versionA 
05D4: AS_actor -1 rotate_angle 41.0763 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_5438
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 260.7615 -77.7368 0.6181 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.0 
if 
8118:   not actor $146 dead 
else_jump @CAT1_5514 
05BF: AS_actor -1 look_at_actor $146 8000 ms 

:CAT1_5514
05B9: AS_actor -1 stay_idle 3000 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 0 
41@ = 0 
040D: unload_wav 1 
03CF: load_wav 8800 as 1 
156@ = 0 
43@ += 1 
jump @CAT1_9789 

:CAT1_5585
if 
  40@ > 1500 
else_jump @CAT1_5716 
05A9: s$1041 = 'CAT1_AA' // s$  // This place will be a walk in the park!
04AE: $1043 = 8800 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
if 
  $63 == 0 
else_jump @CAT1_5681 
03CF: load_wav 8802 as 2 
jump @CAT1_5688 

:CAT1_5681
03CF: load_wav 8801 as 2 

:CAT1_5688
40@ = 0 
43@ += 1 
40@ = 0 
jump @CAT1_5844 

:CAT1_5716
if 
  40@ > 1000 
else_jump @CAT1_5844 
if 
  156@ == 0 
else_jump @CAT1_5844 
0925: restore_camera_to_user_defined 
0936: set_camera 261.814 -79.2233 3.2479 position_to 261.4119 -78.5511 2.3102 time 3000 smooth_transition 1 
0920: point_camera 261.3385 -78.3447 3.2922 transverse_to 253.3734 -65.9824 0.7577 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
156@ += 1 

:CAT1_5844
41@ = 0 
jump @CAT1_9789 

:CAT1_5858
if 
  40@ > 1000 
else_jump @CAT1_6029 
if 
  $1040 == 0 
else_jump @CAT1_6029 
if 
8118:   not actor $146 dead 
else_jump @CAT1_5916 
0687: clear_actor $146 task 

:CAT1_5916
if 
  $63 == 0 
else_jump @CAT1_5963 
05A9: s$1041 = 'CAT1_AC' // s$  // OK, Let's just take it
04AE: $1043 = 8802 // = constant 
jump @CAT1_5985 

:CAT1_5963
05A9: s$1041 = 'CAT1_AB' // s$  // You mean like the last place?
04AE: $1043 = 8801 // = constant 

:CAT1_5985
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8803 as 1 
40@ = 0 
43@ += 1 

:CAT1_6029
jump @CAT1_9789 

:CAT1_6036
if 
  40@ > 1000 
else_jump @CAT1_6139 
if 
  $1040 == 0 
else_jump @CAT1_6139 
05A9: s$1041 = 'CAT1_AD' // s$  // Who are these cowboy assholes?
04AE: $1043 = 8803 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8804 as 2 
40@ = 0 
43@ += 1 

:CAT1_6139
jump @CAT1_9789 

:CAT1_6146
if 
  40@ > 1000 
else_jump @CAT1_6249 
if 
  $1040 == 0 
else_jump @CAT1_6249 
05A9: s$1041 = 'CAT1_AE' // s$  // Hang back a while, see what's what.
04AE: $1043 = 8804 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8805 as 1 
40@ = 0 
43@ += 1 

:CAT1_6249
jump @CAT1_9789 

:CAT1_6256
if 
  112@ == 2 
else_jump @CAT1_6357 
if 
8118:   not actor $146 dead 
else_jump @CAT1_6357 
0925: restore_camera_to_user_defined 
015F: set_camera_position 260.045 -63.3693 2.4676 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 259.1025 -63.6456 2.2799 switchstyle 2 
43@ += 1 
40@ = 0 

:CAT1_6357
jump @CAT1_9789 

:CAT1_6364
if 
  40@ > 2500 
else_jump @CAT1_6945 
015F: set_camera_position 250.2375 -53.7657 2.328 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 250.8728 -54.5222 2.1726 switchstyle 2 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_6542 
0792: disembark_instantly_actor 80@ 
00A1: put_actor 80@ at 252.6819 -56.3618 0.6181 
0173: set_actor 80@ Z_angle_to 20.1267 
if 
8118:   not actor 84@ dead 
else_jump @CAT1_6542 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
0635: AS_actor -1 aim_at_actor 84@ 999999 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_6542
if 
8118:   not actor 81@ dead 
else_jump @CAT1_6672 
0792: disembark_instantly_actor 81@ 
00A1: put_actor 81@ at 252.1074 -57.8084 0.6181 
0173: set_actor 81@ Z_angle_to 21.3066 
if 
8118:   not actor 85@ dead 
else_jump @CAT1_6672 
0223: set_actor 85@ health_to 1 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 85@ 5000 ms 
0635: AS_actor -1 aim_at_actor 85@ 2300 ms 
05E2: AS_actor -1 kill_actor 85@ 
0616: define_AS_pack_end 57@ 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_6672
if 
8118:   not actor 82@ dead 
else_jump @CAT1_6723 
0792: disembark_instantly_actor 82@ 
00A1: put_actor 82@ at 254.4398 -57.6653 0.6473 
0173: set_actor 82@ Z_angle_to 48.9264 

:CAT1_6723
if 
8118:   not actor 83@ dead 
else_jump @CAT1_6774 
0792: disembark_instantly_actor 83@ 
00A1: put_actor 83@ at 255.1348 -61.2211 0.6181 
0173: set_actor 83@ Z_angle_to 170.608 

:CAT1_6774
if 
8118:   not actor 85@ dead 
else_jump @CAT1_6905 
0792: disembark_instantly_actor 85@ 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_6826 
05BF: AS_actor -1 look_at_actor 80@ 5000 ms 

:CAT1_6826
0804: AS_actor -1 walk_to 251.1549 -56.4655 0.6255 angle 293.7874 radius 0.02 animation "HANDSCOWER" IFP_file "PED" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 85@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_6905
if 
8118:   not actor 84@ dead 
else_jump @CAT1_6931 
05C4: AS_actor 84@ hands_up 999999 ms 

:CAT1_6931
43@ += 1 
40@ = 0 

:CAT1_6945
jump @CAT1_9789 

:CAT1_6952
if 
  40@ > 3000 
else_jump @CAT1_7527 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 242.0291 -62.9491 2.3886 radius 50.0 
015F: set_camera_position 242.0291 -62.9491 2.3886 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 242.9384 -63.3287 2.2181 switchstyle 2 
0107: 91@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 92@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 93@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 94@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_7237 
0792: disembark_instantly_actor 80@ 
070A: AS_actor 80@ attach_to_object 91@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 80@ at 254.2335 -56.954 0.6181 
0173: set_actor 80@ Z_angle_to 190.0 

:CAT1_7237
if 
8118:   not actor 83@ dead 
else_jump @CAT1_7329 
0792: disembark_instantly_actor 83@ 
070A: AS_actor 83@ attach_to_object 94@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 83@ at 254.2521 -58.7186 0.6181 
0173: set_actor 83@ Z_angle_to 190.0 

:CAT1_7329
if 
8118:   not actor 82@ dead 
else_jump @CAT1_7421 
0792: disembark_instantly_actor 82@ 
070A: AS_actor 82@ attach_to_object 93@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 82@ at 254.2762 -60.0254 0.6255 
0173: set_actor 82@ Z_angle_to 190.0 

:CAT1_7421
if 
8118:   not actor 81@ dead 
else_jump @CAT1_7513 
0792: disembark_instantly_actor 81@ 
070A: AS_actor 81@ attach_to_object 92@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 81@ at 255.1927 -54.9104 0.6181 
0173: set_actor 81@ Z_angle_to 190.0 

:CAT1_7513
40@ = 0 
43@ += 1 

:CAT1_7527
jump @CAT1_9789 

:CAT1_7534
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
132@ = 1 
43@ += 1 
40@ = 0 
jump @CAT1_9789 

:CAT1_7585
51@ = 0 

:CAT1_7592
if 
  4 > 51@ 
else_jump @CAT1_7655 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_7641 
112@(51@,4i) += 1 

:CAT1_7641
51@ += 1 
jump @CAT1_7592 

:CAT1_7655
40@ = 0 
43@ += 1 
jump @CAT1_9789 

:CAT1_7676
if 
  40@ > 1000 
else_jump @CAT1_7779 
if 
  $1040 == 0 
else_jump @CAT1_7779 
05A9: s$1041 = 'CAT1_AF' // s$  // We got the cash, let's get outta here!
04AE: $1043 = 8805 // = constant 
create_thread @AUDIOL 83@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8806 as 2 
40@ = 0 
43@ += 1 

:CAT1_7779
jump @CAT1_9789 

:CAT1_7786
if 
  40@ > 1000 
else_jump @CAT1_7889 
if 
  $1040 == 0 
else_jump @CAT1_7889 
05A9: s$1041 = 'CAT1_AG' // s$  // Those maricon bastards have our money!
04AE: $1043 = 8806 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8807 as 1 
40@ = 0 
43@ += 1 

:CAT1_7889
jump @CAT1_9789 

:CAT1_7896
if 
  10000 > 40@ 
else_jump @CAT1_7987 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_7980 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_7980 
if 
00DB:   actor 83@ in_car 90@ 
else_jump @CAT1_7980 
43@ += 1 
40@ = 0 

:CAT1_7980
jump @CAT1_7994 

:CAT1_7987
43@ += 1 

:CAT1_7994
jump @CAT1_9789 

:CAT1_8001
if 
  40@ > 500 
else_jump @CAT1_8027 
43@ += 1 

:CAT1_8027
jump @CAT1_9789 

:CAT1_8034
51@ = 0 

:CAT1_8041
if 
  4 > 51@ 
else_jump @CAT1_8102 
if 
03CA:   object 91@(51@,4i) exists 
else_jump @CAT1_8088 
0108: destroy_object 91@(51@,4i) 

:CAT1_8088
51@ += 1 
jump @CAT1_8041 

:CAT1_8102
51@ = 0 

:CAT1_8109
if 
  4 > 51@ 
else_jump @CAT1_8235 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_8210 
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_8210 
if 
80DB:   not actor 80@(51@,4i) in_car 87@(51@,4i) 
else_jump @CAT1_8210 
036A: put_actor 80@(51@,4i) in_car 87@(51@,4i) 

:CAT1_8210
112@(51@,4i) = 6 
51@ += 1 
jump @CAT1_8109 

:CAT1_8235
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_8349 
if 
860E:   not car 87@ assigned_to_path 
else_jump @CAT1_8349 
if 
87C1:   not path 509 available 
else_jump @CAT1_8315 
07C0: load_path 509 

:CAT1_8288
if 
87C1:   not path 509 available 
else_jump @CAT1_8315 
wait 0 
jump @CAT1_8288 

:CAT1_8315
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_8349 
05EB: assign_car 87@ to_path 509 
0706: advance_car 87@ further_along_path 2.0 

:CAT1_8349
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_8463 
if 
860E:   not car 88@ assigned_to_path 
else_jump @CAT1_8463 
if 
87C1:   not path 505 available 
else_jump @CAT1_8429 
07C0: load_path 505 

:CAT1_8402
if 
87C1:   not path 505 available 
else_jump @CAT1_8429 
wait 0 
jump @CAT1_8402 

:CAT1_8429
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_8463 
05EB: assign_car 88@ to_path 505 
0706: advance_car 88@ further_along_path 0.0 

:CAT1_8463
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_8577 
if 
860E:   not car 89@ assigned_to_path 
else_jump @CAT1_8577 
if 
87C1:   not path 506 available 
else_jump @CAT1_8543 
07C0: load_path 506 

:CAT1_8516
if 
87C1:   not path 506 available 
else_jump @CAT1_8543 
wait 0 
jump @CAT1_8516 

:CAT1_8543
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_8577 
05EB: assign_car 89@ to_path 506 
0706: advance_car 89@ further_along_path 6.0 

:CAT1_8577
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_8691 
if 
860E:   not car 90@ assigned_to_path 
else_jump @CAT1_8691 
if 
87C1:   not path 507 available 
else_jump @CAT1_8657 
07C0: load_path 507 

:CAT1_8630
if 
87C1:   not path 507 available 
else_jump @CAT1_8657 
wait 0 
jump @CAT1_8630 

:CAT1_8657
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_8691 
05EB: assign_car 90@ to_path 507 
0706: advance_car 90@ further_along_path 3.0 

:CAT1_8691
if 
8118:   not actor $146 dead 
else_jump @CAT1_8732 
0792: disembark_instantly_actor $146 
00A1: put_actor $146 at 260.2472 -75.3335 0.4697 

:CAT1_8732
40@ = 0 
015F: set_camera_position 261.735 -75.3817 2.127 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.836 -74.9604 2.0068 switchstyle 2 
43@ += 1 
jump @CAT1_9789 

:CAT1_8804
if 
8118:   not actor $146 dead 
else_jump @CAT1_8902 
0173: set_actor $146 Z_angle_to 53.9394 
07DD: set_actor $146 attack_rate 100 // previously known as temper_to 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_8902 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 83@ 1000 ms 
0635: AS_actor -1 aim_at_actor 83@ 5000 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_8902
40@ = 0 
43@ += 1 
jump @CAT1_9789 

:CAT1_8923
if 
  $1040 == 0 
else_jump @CAT1_9007 
05A9: s$1041 = 'CAT1_AH' // s$  // THAT'S MY MONEY!
04AE: $1043 = 8807 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 9872 as 2 
40@ = 0 
43@ += 1 

:CAT1_9007
jump @CAT1_9789 

:CAT1_9014
if 
  40@ > 2000 
else_jump @CAT1_9095 
if 
8118:   not actor $146 dead 
else_jump @CAT1_9095 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_9095 
07DD: set_actor $146 attack_rate 100 // previously known as temper_to 
05E2: AS_actor $146 kill_actor 83@ 
02AB: set_actor 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:CAT1_9095
if 
  40@ > 2500 
else_jump @CAT1_9165 
015F: set_camera_position 252.0826 -71.4979 1.3761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 253.0449 -71.7658 1.4225 switchstyle 2 

:CAT1_9165
if 
  40@ > 2800 
else_jump @CAT1_9348 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_9348 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_9348 
0792: disembark_instantly_actor 83@ 
0615: define_AS_pack_begin 57@ 
0829: actor -1 perform_animation "BIKE_FALL_OFF" IFP_file "PED" 4.0 time 1 and_dies 
0616: define_AS_pack_end 57@ 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
05A9: s$1041 = 'CATX_TD' // s$  // Bleed, stupid motherfucker!
04AE: $1043 = 9872 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8808 as 1 
40@ = 0 
43@ += 1 
40@ = 0 

:CAT1_9348
jump @CAT1_9789 

:CAT1_9355
if 
  40@ > 1000 
else_jump @CAT1_9381 
43@ += 1 

:CAT1_9381
jump @CAT1_9789 

:CAT1_9388
if 
0118:   actor 83@ dead 
else_jump @CAT1_9476 
0889: store_actor 83@ center_of_body_position_to $72 $73 $74 
015F: set_camera_position 259.2034 -75.5284 2.0793 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.1396 -75.2342 1.8871 switchstyle 2 
43@ += 1 

:CAT1_9476
jump @CAT1_9789 

:CAT1_9483
if 
8118:   not actor $146 dead 
else_jump @CAT1_9688 
0687: clear_actor $146 task 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_9537 
05CA: AS_actor -1 enter_car 90@ passenger_seat 0 time 5000 

:CAT1_9537
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 263.4937 -75.2639 0.4697 mode 6 time 5000 ms // versionA 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_9615 
05CB: AS_actor -1 enter_car 90@ as_driver 10000 ms 

:CAT1_9615
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
05A9: s$1041 = 'CAT1_BA' // s$  // Carl, you drive, I'll shoot!
04AE: $1043 = 8808 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
40@ = 0 
43@ += 1 

:CAT1_9688
jump @CAT1_9789 

:CAT1_9695
43@ += 1 
jump @CAT1_9789 

:CAT1_9709
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_9782 
if 
8118:   not actor $146 dead 
else_jump @CAT1_9782 
if and
00DB:   actor $146 in_car 90@ 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @CAT1_9782 
43@ = 99 
40@ = 0 

:CAT1_9782
jump @CAT1_9789 

:CAT1_9789
if 
  43@ > 1 
else_jump @CAT1_9834 
if 
08D0:   should_skip_cutscene 
else_jump @CAT1_9834 
43@ = 99 
116@ = 1 

:CAT1_9834
if 
  112@ == 0 
else_jump @CAT1_9940 
if 
  108@ == 1 
else_jump @CAT1_9940 
if 
  41@ > 1000 
else_jump @CAT1_9940 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_9940 
if 
060E:   car 87@ assigned_to_path 
else_jump @CAT1_9940 
05EE: unfreeze_car 87@ while_on_path 
108@ = 0 
112@ += 1 

:CAT1_9940
if 
  113@ == 0 
else_jump @CAT1_10046 
if 
  109@ == 1 
else_jump @CAT1_10046 
if 
  41@ > 2000 
else_jump @CAT1_10046 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_10046 
if 
060E:   car 88@ assigned_to_path 
else_jump @CAT1_10046 
05EE: unfreeze_car 88@ while_on_path 
109@ = 0 
113@ += 1 

:CAT1_10046
if 
  114@ == 0 
else_jump @CAT1_10152 
if 
  110@ == 1 
else_jump @CAT1_10152 
if 
  41@ > 2000 
else_jump @CAT1_10152 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_10152 
if 
060E:   car 89@ assigned_to_path 
else_jump @CAT1_10152 
05EE: unfreeze_car 89@ while_on_path 
110@ = 0 
114@ += 1 

:CAT1_10152
if 
  115@ == 0 
else_jump @CAT1_10258 
if 
  111@ == 1 
else_jump @CAT1_10258 
if 
  41@ > 3000 
else_jump @CAT1_10258 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_10258 
if 
060E:   car 90@ assigned_to_path 
else_jump @CAT1_10258 
05EE: unfreeze_car 90@ while_on_path 
111@ = 0 
115@ += 1 

:CAT1_10258
if 
  112@ == 1 
else_jump @CAT1_10405 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_10405 
if 
860E:   not car 87@ assigned_to_path 
else_jump @CAT1_10405 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_10405 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 57@ 
05CD: AS_actor -1 exit_car 87@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
112@ += 1 

:CAT1_10405
if 
  113@ == 1 
else_jump @CAT1_10552 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_10552 
if 
860E:   not car 88@ assigned_to_path 
else_jump @CAT1_10552 
if 
8118:   not actor 81@ dead 
else_jump @CAT1_10552 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 57@ 
05CD: AS_actor -1 exit_car 88@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
113@ += 1 

:CAT1_10552
if 
  114@ == 1 
else_jump @CAT1_10699 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_10699 
if 
860E:   not car 89@ assigned_to_path 
else_jump @CAT1_10699 
if 
8118:   not actor 82@ dead 
else_jump @CAT1_10699 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 57@ 
05CD: AS_actor -1 exit_car 89@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 82@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
114@ += 1 

:CAT1_10699
if 
  115@ == 1 
else_jump @CAT1_10846 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_10846 
if 
860E:   not car 90@ assigned_to_path 
else_jump @CAT1_10846 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_10846 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 57@ 
05CD: AS_actor -1 exit_car 90@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
115@ += 1 

:CAT1_10846
if 
  112@ == 3 
else_jump @CAT1_10991 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_10991 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_10991 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.6638 -62.4099 0.6181 
05D7: add_point_to_scmpath 252.9 -64.95 0.6181 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 87@ as_driver 20000 ms 
0616: define_AS_pack_end 57@ 
07A1: set_walk_speed 6 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
112@ += 1 

:CAT1_10991
if 
  113@ == 3 
else_jump @CAT1_11192 
if 
8118:   not actor 81@ dead 
else_jump @CAT1_11192 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_11192 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_11086 
0407: store_coords_to $72 $73 $74 from_car 88@ with_offset 1.0 0.5 0.0 

:CAT1_11086
05D6: clear_scmpath 
05D7: add_point_to_scmpath 255.0126 -62.5672 0.6181 
05D7: add_point_to_scmpath 255.9082 -64.7079 0.5781 
05D7: add_point_to_scmpath $72 $73 $74 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 88@ as_driver 20000 ms 
0616: define_AS_pack_end 57@ 
07A1: set_walk_speed 6 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
113@ += 1 

:CAT1_11192
if 
  114@ == 3 
else_jump @CAT1_11336 
if 
8118:   not actor 82@ dead 
else_jump @CAT1_11336 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_11336 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.3236 -62.2213 0.6181 
05D7: add_point_to_scmpath 250.654 -65.0175 0.6181 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 89@ as_driver 20000 ms 
0616: define_AS_pack_end 57@ 
07A1: set_walk_speed 6 
0618: assign_actor 82@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
114@ += 1 

:CAT1_11336
if 
  115@ == 3 
else_jump @CAT1_11537 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_11537 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_11537 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_11431 
0407: store_coords_to $72 $73 $74 from_car 90@ with_offset 1.0 0.5 0.0 

:CAT1_11431
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.0475 -62.7343 0.6181 
05D7: add_point_to_scmpath 247.6622 -64.1287 0.5781 
05D7: add_point_to_scmpath $72 $73 $74 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 90@ as_driver 20000 ms 
0616: define_AS_pack_end 57@ 
07A1: set_walk_speed 6 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
115@ += 1 

:CAT1_11537
if 
  112@ == 4 
else_jump @CAT1_11645 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_11645 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_11645 
if 
0206:   actor 80@ near_car 87@ radius 2.5 2.5 2.5 flag 0 on_foot 
else_jump @CAT1_11645 
07A1: set_walk_speed 6 
05CB: AS_actor 80@ enter_car 87@ as_driver 5000 ms 
112@ += 1 

:CAT1_11645
if 
  113@ == 4 
else_jump @CAT1_11670 
113@ += 1 

:CAT1_11670
if 
  114@ == 4 
else_jump @CAT1_11778 
if 
8118:   not actor 82@ dead 
else_jump @CAT1_11778 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_11778 
if 
0206:   actor 82@ near_car 89@ radius 2.5 2.5 2.5 flag 0 on_foot 
else_jump @CAT1_11778 
07A1: set_walk_speed 6 
05CB: AS_actor 82@ enter_car 89@ as_driver 5000 ms 
114@ += 1 

:CAT1_11778
if 
  115@ == 4 
else_jump @CAT1_11803 
115@ += 1 

:CAT1_11803
if 
  112@ == 5 
else_jump @CAT1_11951 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_11951 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_11951 
if 
00DB:   actor 80@ in_car 87@ 
else_jump @CAT1_11951 
if 
87C1:   not path 509 available 
else_jump @CAT1_11920 
07C0: load_path 509 

:CAT1_11893
if 
87C1:   not path 509 available 
else_jump @CAT1_11920 
wait 0 
jump @CAT1_11893 

:CAT1_11920
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_11944 
05EB: assign_car 87@ to_path 509 

:CAT1_11944
112@ += 1 

:CAT1_11951
if 
  113@ == 5 
else_jump @CAT1_12099 
if 
8118:   not actor 81@ dead 
else_jump @CAT1_12099 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_12099 
if 
00DB:   actor 81@ in_car 88@ 
else_jump @CAT1_12099 
if 
87C1:   not path 505 available 
else_jump @CAT1_12068 
07C0: load_path 505 

:CAT1_12041
if 
87C1:   not path 505 available 
else_jump @CAT1_12068 
wait 0 
jump @CAT1_12041 

:CAT1_12068
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_12092 
05EB: assign_car 88@ to_path 505 

:CAT1_12092
113@ += 1 

:CAT1_12099
if 
  114@ == 5 
else_jump @CAT1_12247 
if 
8118:   not actor 82@ dead 
else_jump @CAT1_12247 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_12247 
if 
00DB:   actor 82@ in_car 89@ 
else_jump @CAT1_12247 
if 
87C1:   not path 506 available 
else_jump @CAT1_12216 
07C0: load_path 506 

:CAT1_12189
if 
87C1:   not path 506 available 
else_jump @CAT1_12216 
wait 0 
jump @CAT1_12189 

:CAT1_12216
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_12240 
05EB: assign_car 89@ to_path 506 

:CAT1_12240
114@ += 1 

:CAT1_12247
if 
  115@ == 5 
else_jump @CAT1_12395 
if 
8118:   not actor 83@ dead 
else_jump @CAT1_12395 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_12395 
if 
00DB:   actor 83@ in_car 90@ 
else_jump @CAT1_12395 
if 
87C1:   not path 507 available 
else_jump @CAT1_12364 
07C0: load_path 507 

:CAT1_12337
if 
87C1:   not path 507 available 
else_jump @CAT1_12364 
wait 0 
jump @CAT1_12337 

:CAT1_12364
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_12388 
05EB: assign_car 90@ to_path 507 

:CAT1_12388
115@ += 1 

:CAT1_12395
if 
  112@ == 7 
else_jump @CAT1_12482 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_12482 
if 
860E:   not car 87@ assigned_to_path 
else_jump @CAT1_12482 
00AB: put_car 87@ at 376.1397 -94.8354 1.8378 
0175: set_car 87@ Z_angle_to 285.1002 
112@ += 1 

:CAT1_12482
if 
  113@ == 7 
else_jump @CAT1_12569 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_12569 
if 
860E:   not car 88@ assigned_to_path 
else_jump @CAT1_12569 
00AB: put_car 88@ at 370.2741 -95.2991 1.3107 
0175: set_car 88@ Z_angle_to 273.2807 
113@ += 1 

:CAT1_12569
if 
  114@ == 7 
else_jump @CAT1_12656 
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_12656 
if 
860E:   not car 89@ assigned_to_path 
else_jump @CAT1_12656 
00AB: put_car 89@ at 363.1674 -95.3071 0.7736 
0175: set_car 89@ Z_angle_to 273.2807 
114@ += 1 

:CAT1_12656
if 
  43@ == 99 
else_jump @CAT1_13904 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
106@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_12789 
if 
060E:   car 87@ assigned_to_path 
else_jump @CAT1_12759 
05EC: release_car 87@ from_path 

:CAT1_12759
00AB: put_car 87@ at 376.1397 -94.8354 1.8378 
0175: set_car 87@ Z_angle_to 285.1002 

:CAT1_12789
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_12856 
if 
060E:   car 88@ assigned_to_path 
else_jump @CAT1_12826 
05EC: release_car 88@ from_path 

:CAT1_12826
00AB: put_car 88@ at 370.2741 -95.2991 1.3107 
0175: set_car 88@ Z_angle_to 273.2807 

:CAT1_12856
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_12923 
if 
060E:   car 89@ assigned_to_path 
else_jump @CAT1_12893 
05EC: release_car 89@ from_path 

:CAT1_12893
00AB: put_car 89@ at 363.1674 -95.3071 0.7736 
0175: set_car 89@ Z_angle_to 273.2807 

:CAT1_12923
if 
  116@ == 1 
else_jump @CAT1_13016 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_13016 
if 
060E:   car 90@ assigned_to_path 
else_jump @CAT1_12978 
05EC: release_car 90@ from_path 

:CAT1_12978
00AB: put_car 90@ at 263.8679 -73.6352 0.4297 
0175: set_car 90@ Z_angle_to 272.3554 
0224: set_car 90@ health_to 1500 

:CAT1_13016
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
if 
8118:   not actor $146 dead 
else_jump @CAT1_13111 
060B: set_actor $146 decision_maker_to 76@ 
0792: disembark_instantly_actor $146 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_13111 
0430: put_actor $146 into_car 90@ passenger_seat 0 

:CAT1_13111
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 90@ wrecked 
else_jump @CAT1_13140 
036A: put_actor $PLAYER_ACTOR in_car 90@ 

:CAT1_13140
51@ = 0 

:CAT1_13147
if 
  4 > 51@ 
else_jump @CAT1_13507 
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_13493 
if 
  51@ == 0 
else_jump @CAT1_13232 
009A: 80@(51@,4i) = create_actor_pedtype 24 model 161 at 0.0 0.0 0.0 

:CAT1_13232
if 
  51@ == 1 
else_jump @CAT1_13279 
009A: 80@(51@,4i) = create_actor_pedtype 24 model 162 at 0.0 0.0 0.0 

:CAT1_13279
if 
  51@ == 2 
else_jump @CAT1_13326 
009A: 80@(51@,4i) = create_actor_pedtype 24 model 161 at 0.0 0.0 0.0 

:CAT1_13326
if 
  51@ == 3 
else_jump @CAT1_13373 
009A: 80@(51@,4i) = create_actor_pedtype 24 model 162 at 0.0 0.0 0.0 

:CAT1_13373
02E2: set_actor 80@(51@,4i) weapon_accuracy_to 60 
01B2: give_actor 80@(51@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 80@(51@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 80@(51@,4i) decision_maker_to 76@ 
02AB: set_actor 80@(51@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0245: set_actor 80@(51@,4i) walk_style_to "MAN" 
0446: set_actor 80@(51@,4i) dismemberment_possible 0 
08AF: set_actor 80@(51@,4i) max_health_to 100 
0223: set_actor 80@(51@,4i) health_to 100 

:CAT1_13493
51@ += 1 
jump @CAT1_13147 

:CAT1_13507
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_13531 
036A: put_actor 80@ in_car 87@ 

:CAT1_13531
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_13555 
036A: put_actor 81@ in_car 88@ 

:CAT1_13555
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_13579 
036A: put_actor 82@ in_car 89@ 

:CAT1_13579
51@ = 0 

:CAT1_13586
if 
  3 > 51@ 
else_jump @CAT1_13665 
00AD: set_car 87@(51@,4i) max_speed_to 20.0 
00AE: set_car 87@(51@,4i) traffic_behaviour_to 2 
03ED: set_car 87@(51@,4i) disable_flipped_explosion_when_empty 1 
02AA: set_car 87@(51@,4i) immune_to_nonplayer 1 
51@ += 1 
jump @CAT1_13586 

:CAT1_13665
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor 83@ at 257.1983 -72.641 1.4697 
0762: AS_actor 83@ dies 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0249: release_model 471 
0249: release_model 161 
0249: release_model 162 
0249: release_model 346 
0249: release_model 44 
0249: release_model 77 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
   not 132@ == 1 
else_jump @CAT1_13799 
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
132@ = 1 

:CAT1_13799
106@ = 1 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT1_13886 
if 
075C:   marker 95@ enabled 
else_jump @CAT1_13846 
0164: disable_marker 95@ 

:CAT1_13846
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
04D8: set_actor $146 drowns_in_water 0 
107@ = 1 
72@ = 0 
jump @CAT1_13893 

:CAT1_13886
107@ = 1 

:CAT1_13893
041E: set_radio_station 1 
gosub @CAT1_32290 

:CAT1_13904
return 

:CAT1_13906
if 
  43@ == 0 
else_jump @CAT1_14786 
08EA: enable_gangs_spawn 0 
0209: 174@ = random_int_in_ranges 0 8 
51@ = 0 

:CAT1_13944
if 
  3 > 51@ 
else_jump @CAT1_14147 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_14074 
0187: 96@(51@,3i) = create_marker_above_actor 80@(51@,4i) 
08AF: set_actor 80@(51@,4i) max_health_to 200 
0223: set_actor 80@(51@,4i) health_to 200 
077A: set_actor 80@(51@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 80@(51@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0688: AS_actor 80@(51@,4i) unknown_toggle_ped_threat_scanner 1 0 0 
08C6: set_actor 80@(51@,4i) stay_on_bike 0 

:CAT1_14074
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_14133 
00AE: set_car 87@(51@,4i) traffic_behaviour_to 2 
00AD: set_car 87@(51@,4i) max_speed_to 25.0 
04BA: set_car 87@(51@,4i) speed_to 5.0 

:CAT1_14133
51@ += 1 
jump @CAT1_13944 

:CAT1_14147
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
141@ = 1.05 
07C0: load_path 553 
07C0: load_path 554 
07C0: load_path 555 

:CAT1_14214
if or
87C1:   not path 553 available 
87C1:   not path 554 available 
87C1:   not path 555 available 
else_jump @CAT1_14251 
wait 0 
jump @CAT1_14214 

:CAT1_14251
if 
8119:   not car 87@ wrecked 
else_jump @CAT1_14298 
0705: car 87@ assign_to_path 553 and_drive_normal 
0706: advance_car 87@ further_along_path 1.0 
03CC: enable_car 87@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14298
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_14345 
0705: car 88@ assign_to_path 554 and_drive_normal 
0706: advance_car 88@ further_along_path 1.0 
03CC: enable_car 88@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14345
if 
8119:   not car 89@ wrecked 
else_jump @CAT1_14392 
0705: car 89@ assign_to_path 555 and_drive_normal 
0706: advance_car 89@ further_along_path 1.0 
03CC: enable_car 89@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_14392
if 
8118:   not actor $146 dead 
else_jump @CAT1_14540 
0749: reset_group_decision_maker 153@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 153@ 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $146 decision_maker_to 154@ 
0688: AS_actor $146 unknown_toggle_ped_threat_scanner 1 0 0 
074A: set_group_decision_maker 153@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 154@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor $146 weapon_accuracy_to 35 
07DD: set_actor $146 attack_rate 100 // previously known as temper_to 
04D8: set_actor $146 drowns_in_water 0 

:CAT1_14540
$8354 = 1 
112@ = 0 
113@ = 0 
114@ = 0 
106@ = 0 
0209: 51@ = random_int_in_ranges 1 3 
if 
  51@ == 0 
else_jump @CAT1_14643 
05A9: s$1041 = 'CAT1_BA' // s$  // Carl, you drive, I'll shoot!
04AE: $1043 = 8808 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14643
if 
  51@ == 1 
else_jump @CAT1_14702 
05A9: s$1041 = 'CAT1_BB' // s$  // C'mon, move your fucking butt!
04AE: $1043 = 8809 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14702
if 
  51@ == 2 
else_jump @CAT1_14761 
05A9: s$1041 = 'CAT1_BC' // s$  // Let's go, yeehaa!
04AE: $1043 = 8810 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:CAT1_14761
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
43@ += 1 
0A6F: checkpoint_save 99 

:CAT1_14786
if 
  43@ == 1 
else_jump @CAT1_16985 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @CAT1_14830 
141@ += 0.1 

:CAT1_14830
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @CAT1_14887 
141@ += -0.1 
if 
  0.0 > 141@ 
else_jump @CAT1_14887 
141@ = 0.0 

:CAT1_14887
if 
8118:   not actor $146 dead 
else_jump @CAT1_14998 
if 
8119:   not car 86@ wrecked 
else_jump @CAT1_14991 
if 
00DB:   actor $146 in_car 86@ 
else_jump @CAT1_14977 
if 
  124@ == 0 
else_jump @CAT1_14970 
01B9: set_actor $146 armed_weapon_to 28 
124@ = 1 

:CAT1_14970
jump @CAT1_14984 

:CAT1_14977
124@ = 0 

:CAT1_14984
jump @CAT1_14998 

:CAT1_14991
124@ = 0 

:CAT1_14998
51@ = 0 

:CAT1_15005
if 
  3 > 51@ 
else_jump @CAT1_15064 
0085: 171@ = 51@ // (int) 
gosub @CAT1_27290 
0087: 135@(51@,3f) = 173@ // (float) 
51@ += 1 
jump @CAT1_15005 

:CAT1_15064
51@ = 0 

:CAT1_15071
if 
  3 > 51@ 
else_jump @CAT1_15468 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_15454 
if 
  112@(51@,4i) == 0 
else_jump @CAT1_15353 
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_15353 
if 
860E:   not car 87@(51@,4i) assigned_to_path 
else_jump @CAT1_15353 
112@(51@,4i) += 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2346.271 -1044.447 52.6699 
05D7: add_point_to_scmpath 2349.337 -1043.622 52.9884 
05D7: add_point_to_scmpath 2354.353 -1041.798 53.136 
05D7: add_point_to_scmpath 2355.844 -1039.797 53.1562 
05D7: add_point_to_scmpath 2355.559 -1038.575 53.3358 
0615: define_AS_pack_begin 57@ 
if 
00DB:   actor 80@(51@,4i) in_car 87@(51@,4i) 
else_jump @CAT1_15312 
05CD: AS_actor -1 exit_car 87@(51@,4i) 

:CAT1_15312
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
02E2: set_actor 80@(51@,4i) weapon_accuracy_to 90 

:CAT1_15353
if 
  112@(51@,4i) == 1 
else_jump @CAT1_15454 
if 
00FF:   actor 80@(51@,4i) sphere 0 in_sphere 2355.559 -1038.575 53.3358 radius 1.0 1.0 2.0 on_foot 
else_jump @CAT1_15454 
034F: destroy_actor_with_fade 80@(51@,4i) 
112@(51@,4i) += 1 
gosub @CAT1_32290 

:CAT1_15454
51@ += 1 
jump @CAT1_15071 

:CAT1_15468
51@ = 0 

:CAT1_15475
if 
  3 > 51@ 
else_jump @CAT1_15855 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_15841 
if 
  112@(51@,4i) == 0 
else_jump @CAT1_15841 
if 
80DF:   not actor 80@(51@,4i) driving 
else_jump @CAT1_15841 
062E: get_actor 80@(51@,4i) task 1560 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @CAT1_15686 
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_15679 
0615: define_AS_pack_begin 57@ 
0772: AS_actor -1 run_to_car 87@(51@,4i) 60000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 87@(51@,4i) as_driver 60000 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
jump @CAT1_15679 

:CAT1_15679
jump @CAT1_15841 

:CAT1_15686
if 
8119:   not car 87@(51@,4i) wrecked 
else_jump @CAT1_15841 
if 
82CA:   not car 87@(51@,4i) bounding_sphere_visible 
else_jump @CAT1_15841 
if 
82CB:   not actor 80@(51@,4i) bounding_sphere_visible 
else_jump @CAT1_15841 
if 
8104:   not actor $PLAYER_ACTOR near_actor 80@(51@,4i) radius 20.0 20.0 5.0 sphere 0 
else_jump @CAT1_15841 
046C: 52@ = car 87@(51@,4i) driver 
if 
  52@ == -1 
else_jump @CAT1_15841 
0792: disembark_instantly_actor 80@(51@,4i) 
036A: put_actor 80@(51@,4i) in_car 87@(51@,4i) 

:CAT1_15841
51@ += 1 
jump @CAT1_15475 

:CAT1_15855
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @CAT1_15929 
if 
8118:   not actor 81@ dead 
else_jump @CAT1_15929 
if 
8119:   not car 88@ wrecked 
else_jump @CAT1_15929 
if 
00DB:   actor 81@ in_car 88@ 
else_jump @CAT1_15929 
0622: AS_actor 81@ bail_car 88@ 

:CAT1_15929
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1397.24 216.0877 radius 50.0 50.0 
else_jump @CAT1_16025 
if 
   not 123@ == 1 
else_jump @CAT1_16025 
141@ += -0.05 
123@ = 1 
if 
8118:   not actor $146 dead 
else_jump @CAT1_16025 
02E2: set_actor $146 weapon_accuracy_to 50 

:CAT1_16025
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2711.119 -53.5082 radius 50.0 50.0 
else_jump @CAT1_16121 
if 
   not 123@ == 2 
else_jump @CAT1_16121 
141@ += 0.25 
123@ = 2 
if 
8118:   not actor $146 dead 
else_jump @CAT1_16121 
02E2: set_actor $146 weapon_accuracy_to 70 

:CAT1_16121
51@ = 0 

:CAT1_16128
if 
  3 > 51@ 
else_jump @CAT1_16351 
if 
0118:   actor 80@(51@,4i) dead 
else_jump @CAT1_16337 
if 
  129@(51@,3i) == 0 
else_jump @CAT1_16337 
if 
  103@(51@,3i) == -1 
else_jump @CAT1_16337 
0164: disable_marker 96@(51@,3i) 
96@(51@,3i) = 0 
04A5: get_dead_actor_pickup_coords 80@(51@,4i) store_to $72 $73 $74 
0213: 103@(51@,3i) = create_pickup #BRIEFCASE type 3 at $72 $73 $74 
018A: 99@(51@,3i) = create_checkpoint_at $72 $73 $74 
0165: set_marker 99@(51@,3i) color_to 1 
155@ = 29000 
129@(51@,3i) = 1 
01C2: remove_references_to_actor 80@(51@,4i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@(51@,4i) 

:CAT1_16337
51@ += 1 
jump @CAT1_16128 

:CAT1_16351
51@ = 0 

:CAT1_16358
if 
  3 > 51@ 
else_jump @CAT1_16655 
if 
09D1:   pickup 103@(51@,3i) created 
else_jump @CAT1_16641 
if 
  155@ > 30000 
else_jump @CAT1_16438 
00BC: show_text_highpriority GXT 'CAT108' time 7000 flag 1  // ~s~Pick up the ~g~briefcase~s~.
155@ = 0 

:CAT1_16438
065B: store_pickup 103@(51@,3i) position_to $72 $73 $74 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 1.0 1.0 2.0 
else_jump @CAT1_16563 
0164: disable_marker 99@(51@,3i) 
0215: destroy_pickup 103@(51@,3i) 
103@(51@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
$8354 += 1 
jump @CAT1_16641 

:CAT1_16563
if 
0214:   pickup 103@(51@,3i) picked_up 
else_jump @CAT1_16641 
0164: disable_marker 99@(51@,3i) 
0215: destroy_pickup 103@(51@,3i) 
103@(51@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
$8354 += 1 

:CAT1_16641
51@ += 1 
jump @CAT1_16358 

:CAT1_16655
if 
0118:   actor $146 dead 
else_jump @CAT1_16694 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
45@ = 1 

:CAT1_16694
51@ = 0 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_16750 
if or
  300.0 > 138@ 
02CB:   actor 80@ bounding_sphere_visible 
else_jump @CAT1_16750 
51@ = 1 

:CAT1_16750
if 
8118:   not actor 81@ dead 
else_jump @CAT1_16799 
if or
  300.0 > 139@ 
02CB:   actor 81@ bounding_sphere_visible 
else_jump @CAT1_16799 
51@ = 1 

:CAT1_16799
if 
8118:   not actor 82@ dead 
else_jump @CAT1_16848 
if or
  300.0 > 140@ 
02CB:   actor 82@ bounding_sphere_visible 
else_jump @CAT1_16848 
51@ = 1 

:CAT1_16848
if and
0118:   actor 80@ dead 
0118:   actor 81@ dead 
0118:   actor 82@ dead 
else_jump @CAT1_16881 
51@ = 1 

:CAT1_16881
if 
  51@ == 0 
else_jump @CAT1_16924 
if 
  133@ == 0 
else_jump @CAT1_16924 
gosub @CAT1_32290 

:CAT1_16924
gosub @CAT1_28354 
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @CAT1_16953 
$8354 = 4 

:CAT1_16953
if 
  $8354 == 4 
else_jump @CAT1_16985 
gosub @CAT1_32290 
gosub @CAT1_32290 

:CAT1_16985
return 

:CAT1_16987
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 157@ 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
   not 157@ == 0 
else_jump @CAT1_17140 
fade 0 250 

:CAT1_17042
if 
fading 
else_jump @CAT1_17066 
wait 0 
jump @CAT1_17042 

:CAT1_17066
if 
8118:   not actor $146 dead 
else_jump @CAT1_17140 
select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $146 position_to $72 $73 $74 
02AB: set_actor $146 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $72 $73 $74 
fade 1 250 

:CAT1_17140
if 
8118:   not actor $146 dead 
else_jump @CAT1_17200 
0944: manipulate_weapon_camera $146 
05DE: AS_actor $146 walk_around_ped_path 
00A0: store_actor $146 position_to $72 $73 $74 
0395: clear_area 0 at $72 $73 100.0 radius 100.0 

:CAT1_17200
0209: 51@ = random_int_in_ranges 0 10 
0871: init_jump_table 51@ total_jumps 10 default_jump 0 @CAT1_17817 jumps 0 @CAT1_17337 1 @CAT1_17385 2 @CAT1_17433 3 @CAT1_17481 4 @CAT1_17529 5 @CAT1_17577 6 @CAT1_17625 
0872: jump_table_jumps 7 @CAT1_17673 8 @CAT1_17721 9 @CAT1_17769 -1 @CAT1_17817 -1 @CAT1_17817 -1 @CAT1_17817 -1 @CAT1_17817 -1 @CAT1_17817 -1 @CAT1_17817 

:CAT1_17337
05A9: s$1041 = 'CATX_UA' // s$  // Carl, you are a fucking idiota!
04AE: $1043 = 9889 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17385
05A9: s$1041 = 'CATX_UB' // s$  // Idiota, Carl, idiota!
04AE: $1043 = 9890 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17433
05A9: s$1041 = 'CATX_UC' // s$  // Useless cabron!
04AE: $1043 = 9891 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17481
05A9: s$1041 = 'CATX_UD' // s$  // You are a waste of good balls!
04AE: $1043 = 9892 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17529
05A9: s$1041 = 'CATX_UE' // s$  // I should cut your balls off!
04AE: $1043 = 9893 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17577
05A9: s$1041 = 'CATX_UF' // s$  // Carl Johnson, you are shit!
04AE: $1043 = 9894 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17625
05A9: s$1041 = 'CATX_UG' // s$  // What are you doing, you stupid perro!
04AE: $1043 = 9895 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17673
05A9: s$1041 = 'CATX_UH' // s$  // I never fuck you again!
04AE: $1043 = 9896 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17721
05A9: s$1041 = 'CATX_UJ' // s$  // I don't love you no more!
04AE: $1043 = 9897 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17769
05A9: s$1041 = 'CATX_UK' // s$  // I cannot love a stupid man!
04AE: $1043 = 9898 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_17817 

:CAT1_17817
wait 100 

:CAT1_17821
if 
   not $1040 == 0 
else_jump @CAT1_17850 
wait 0 
jump @CAT1_17821 

:CAT1_17850
wait 500 
if 
   not 157@ == 0 
else_jump @CAT1_17948 
fade 0 500 

:CAT1_17880
if 
fading 
else_jump @CAT1_17904 
wait 0 
jump @CAT1_17880 

:CAT1_17904
select_interior 157@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
03CB: set_rendering_origin_at $72 $73 $74 
fade 1 250 

:CAT1_17948
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $146 
00BC: show_text_highpriority GXT 'LOSE' time 5000 flag 1  // ~r~You lost the robbers.
45@ = 1 
return 

:CAT1_17993
if 
  43@ == 0 
else_jump @CAT1_18080 
08EA: enable_gangs_spawn 1 
018A: 102@ = create_checkpoint_at $505 $511 $517 
00BC: show_text_highpriority GXT 'CAT112' time 7000 flag 1  // ~s~Take Catalina back to the ~y~hideout~s~.
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
158@ = 0 
128@ = 0 
43@ += 1 

:CAT1_18080
if 
  43@ == 1 
else_jump @CAT1_22212 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @CAT1_18276 
if 
  128@ == 0 
else_jump @CAT1_18276 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @CAT1_18206 
05A9: s$1041 = 'CAT1_FA' // s$  // OK, Carl, let's get back to the hideout!
04AE: $1043 = 8824 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_18247 

:CAT1_18206
05A9: s$1041 = 'CAT1_FB' // s$  // Back to Fern Ridge, Carl!
04AE: $1043 = 8825 // = constant 
create_thread @AUDIOL $146 0 0 1 0 

:CAT1_18247
70@ = 0 
158@ = 1 
128@ += 1 
40@ = -5000 

:CAT1_18276
if 
  158@ == 1 
else_jump @CAT1_21284 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  40@ > 1000 
else_jump @CAT1_21284 
if 
8118:   not actor $146 dead 
else_jump @CAT1_21284 
if 
0104:   actor $PLAYER_ACTOR near_actor $146 radius 10.0 10.0 5.0 sphere 0 
else_jump @CAT1_21284 
if 
  $1040 == 0 
else_jump @CAT1_21284 
if 
  $2906 == 0 
else_jump @CAT1_19660 
0871: init_jump_table 70@ total_jumps 15 default_jump 0 @CAT1_19646 jumps 0 @CAT1_18533 1 @CAT1_18599 2 @CAT1_18917 3 @CAT1_18994 4 @CAT1_19053 5 @CAT1_19112 6 @CAT1_19171 
0872: jump_table_jumps 8 @CAT1_19230 9 @CAT1_19289 10 @CAT1_19348 11 @CAT1_19407 12 @CAT1_19466 13 @CAT1_19525 14 @CAT1_19584 15 @CAT1_19632 -1 @CAT1_19646 

:CAT1_18533
if 
  $63 == 0 
else_jump @CAT1_18592 
05A9: s$1041 = 'CAT_DA' // s$  // I have a hideout on Fern Ridge.
04AE: $1043 = 8626 // = constant 
create_thread @AUDIOL $146 0 1 1 0 

:CAT1_18592
jump @CAT1_19646 

:CAT1_18599
if 
  $63 == 0 
else_jump @CAT1_18910 
if 
8118:   not actor $146 dead 
else_jump @CAT1_18647 
00A0: store_actor $146 position_to $72 $73 $74 

:CAT1_18647
0089: 54@ = $511 // (float) 
0065: 54@ -= $73 // (float) 
0089: 55@ = $505 // (float) 
0065: 55@ -= $72 // (float) 
if 
  0.0 > 55@ 
else_jump @CAT1_18725 
56@ = -1.0 
006B: 56@ *= 55@ // (float) 
jump @CAT1_18733 

:CAT1_18725
0087: 56@ = 55@ // (float) 

:CAT1_18733
if 
0025:   54@ > 56@ // (float) 
else_jump @CAT1_18800 
05A9: s$1041 = 'CAT_DD' // s$  // It's North of here.
04AE: $1043 = 8629 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_18910 

:CAT1_18800
if 
  55@ > 0.0 
else_jump @CAT1_18869 
05A9: s$1041 = 'CAT_DC' // s$  // It's East of here.
04AE: $1043 = 8628 // = constant 
create_thread @AUDIOL $146 0 1 1 0 
jump @CAT1_18910 

:CAT1_18869
05A9: s$1041 = 'CAT_DB' // s$  // It's West of here.
04AE: $1043 = 8627 // = constant 
create_thread @AUDIOL $146 0 1 1 0 

:CAT1_18910
jump @CAT1_19646 

:CAT1_18917
if 
  $63 == 0 
else_jump @CAT1_18987 
05A9: s$1041 = 'CAT_DE' // s$  // Now drive!
04AE: $1043 = 8630 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8631 as 1 

:CAT1_18987
jump @CAT1_19646 

:CAT1_18994
05A9: s$1041 = 'CAT_DF' // s$  // You're fucking psycho!
04AE: $1043 = 8631 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 8632 as 2 
jump @CAT1_19646 

:CAT1_19053
05A9: s$1041 = 'CAT_DG' // s$  // All you little men are scared of strong women!
04AE: $1043 = 8632 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8633 as 1 
jump @CAT1_19646 

:CAT1_19112
05A9: s$1041 = 'CAT_DH' // s$  // If we're passionate you say we're crazy.
04AE: $1043 = 8633 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8634 as 2 
jump @CAT1_19646 

:CAT1_19171
05A9: s$1041 = 'CAT_DI' // s$  // If we're upset you say we're hysterical.
04AE: $1043 = 8634 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8635 as 1 
jump @CAT1_19646 

:CAT1_19230
05A9: s$1041 = 'CAT_DJ' // s$  // We sleep with men, we're sluts.
04AE: $1043 = 8635 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8636 as 2 
jump @CAT1_19646 

:CAT1_19289
05A9: s$1041 = 'CAT_DK' // s$  // If we don't put out we're frigid bitches.
04AE: $1043 = 8636 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8637 as 1 
jump @CAT1_19646 

:CAT1_19348
05A9: s$1041 = 'CAT_DL' // s$  // Who you calling little men? You went berserk back there!
04AE: $1043 = 8637 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8638 as 2 
jump @CAT1_19646 

:CAT1_19407
05A9: s$1041 = 'CAT_DM' // s$  // That? That was just another day at the office!
04AE: $1043 = 8638 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8639 as 1 
jump @CAT1_19646 

:CAT1_19466
05A9: s$1041 = 'CAT_DN' // s$  // You can't stand the heat, go put your tiny balls in the freezer!
04AE: $1043 = 8639 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8640 as 2 
jump @CAT1_19646 

:CAT1_19525
05A9: s$1041 = 'CAT_DO' // s$  // Tiny balls? Now just wait a minute...
04AE: $1043 = 8640 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8641 as 1 
jump @CAT1_19646 

:CAT1_19584
05A9: s$1041 = 'CAT_DP' // s$  // Enough! Just shut up and drive, I'm counting the fucking money!
04AE: $1043 = 8641 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
jump @CAT1_19646 

:CAT1_19632
158@ = 0 
jump @CAT1_19646 

:CAT1_19646
70@ += 1 
40@ = 0 

:CAT1_19660
if 
  $2906 == 1 
else_jump @CAT1_20649 
0871: init_jump_table 70@ total_jumps 15 default_jump 0 @CAT1_20635 jumps 0 @CAT1_19806 1 @CAT1_19865 2 @CAT1_19924 3 @CAT1_19983 4 @CAT1_20042 5 @CAT1_20101 6 @CAT1_20160 
0872: jump_table_jumps 7 @CAT1_20219 8 @CAT1_20278 9 @CAT1_20337 10 @CAT1_20396 11 @CAT1_20455 12 @CAT1_20514 13 @CAT1_20573 14 @CAT1_20621 -1 @CAT1_20635 

:CAT1_19806
05A9: s$1041 = 'CAT_GA' // s$  // Take me home, Carl.
04AE: $1043 = 8672 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8673 as 1 
jump @CAT1_20635 

:CAT1_19865
05A9: s$1041 = 'CAT_GB' // s$  // Okay. Look, but we gotta talk about something.
04AE: $1043 = 8673 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8674 as 2 
jump @CAT1_20635 

:CAT1_19924
05A9: s$1041 = 'CAT_GC' // s$  // What? What do I have to say to you?
04AE: $1043 = 8674 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8675 as 1 
jump @CAT1_20635 

:CAT1_19983
05A9: s$1041 = 'CAT_GD' // s$  // You're a great girl, and all, but you gotta calm down.
04AE: $1043 = 8675 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8676 as 2 
jump @CAT1_20635 

:CAT1_20042
05A9: s$1041 = 'CAT_GE' // s$  // I know some cold blooded cats wouldn't act like you.
04AE: $1043 = 8676 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8677 as 1 
jump @CAT1_20635 

:CAT1_20101
05A9: s$1041 = 'CAT_GF' // s$  // Oh, you get given a lioness and you want a pussy cat? Wimp!
04AE: $1043 = 8677 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8678 as 2 
jump @CAT1_20635 

:CAT1_20160
05A9: s$1041 = 'CAT_GG' // s$  // No, I just want...
04AE: $1043 = 8678 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8679 as 1 
jump @CAT1_20635 

:CAT1_20219
05A9: s$1041 = 'CAT_GH' // s$  // You know why I act like this.
04AE: $1043 = 8679 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8680 as 2 
jump @CAT1_20635 

:CAT1_20278
05A9: s$1041 = 'CAT_GI' // s$  // No.
04AE: $1043 = 8680 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8681 as 1 
jump @CAT1_20635 

:CAT1_20337
05A9: s$1041 = 'CAT_GJ' // s$  // I'm in love, Carl.
04AE: $1043 = 8681 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8682 as 2 
jump @CAT1_20635 

:CAT1_20396
05A9: s$1041 = 'CAT_GK' // s$  // A woman's heart is a tempestuous place,
04AE: $1043 = 8682 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8683 as 1 
jump @CAT1_20635 

:CAT1_20455
05A9: s$1041 = 'CAT_GL' // s$  // and you will break my heart.
04AE: $1043 = 8683 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8684 as 2 
jump @CAT1_20635 

:CAT1_20514
05A9: s$1041 = 'CAT_GM' // s$  // Sometimes I want to kill us both!
04AE: $1043 = 8684 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8685 as 1 
jump @CAT1_20635 

:CAT1_20573
05A9: s$1041 = 'CAT_GN' // s$  // Please, don't do that. Just relax a little.
04AE: $1043 = 8685 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
jump @CAT1_20635 

:CAT1_20621
158@ = 0 
jump @CAT1_20635 

:CAT1_20635
70@ += 1 
40@ = 0 

:CAT1_20649
if 
  $2906 == 2 
else_jump @CAT1_21284 
0871: init_jump_table 70@ total_jumps 9 default_jump 0 @CAT1_21270 jumps 0 @CAT1_20795 1 @CAT1_20854 2 @CAT1_20913 3 @CAT1_20972 4 @CAT1_21031 5 @CAT1_21090 6 @CAT1_21149 
0872: jump_table_jumps 7 @CAT1_21208 14 @CAT1_21256 -1 @CAT1_21270 -1 @CAT1_21270 -1 @CAT1_21270 -1 @CAT1_21270 -1 @CAT1_21270 -1 @CAT1_21270 -1 @CAT1_21270 

:CAT1_20795
05A9: s$1041 = 'CAT_OA' // s$  // Take me home now, big man.
04AE: $1043 = 8725 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8726 as 1 
jump @CAT1_21270 

:CAT1_20854
05A9: s$1041 = 'CAT_OB' // s$  // How we do?
04AE: $1043 = 8726 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8727 as 2 
jump @CAT1_21270 

:CAT1_20913
05A9: s$1041 = 'CAT_OC' // s$  // Is that all you care about? Money?
04AE: $1043 = 8727 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8728 as 1 
jump @CAT1_21270 

:CAT1_20972
05A9: s$1041 = 'CAT_OD' // s$  // No, but I really need the paper--.
04AE: $1043 = 8728 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8729 as 2 
jump @CAT1_21270 

:CAT1_21031
05A9: s$1041 = 'CAT_OE' // s$  // You revolt me. You make my skin crawl.
04AE: $1043 = 8729 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8730 as 1 
jump @CAT1_21270 

:CAT1_21090
05A9: s$1041 = 'CAT_OF' // s$  // Well I ain't crazy about you, either!
04AE: $1043 = 8730 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8731 as 2 
jump @CAT1_21270 

:CAT1_21149
05A9: s$1041 = 'CAT_OG' // s$  // That's just it. How little you know.
04AE: $1043 = 8731 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8732 as 1 
jump @CAT1_21270 

:CAT1_21208
05A9: s$1041 = 'CAT_OH' // s$  // Don't talk. Let us enjoy the peace and quiet.
04AE: $1043 = 8732 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
jump @CAT1_21270 

:CAT1_21256
158@ = 0 
jump @CAT1_21270 

:CAT1_21270
70@ += 1 
40@ = 0 

:CAT1_21284
if 
  158@ == 0 
else_jump @CAT1_22042 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  40@ > 30000 
else_jump @CAT1_22042 
0209: 51@ = random_int_in_ranges 0 16 
0871: init_jump_table 51@ total_jumps 16 default_jump 0 @CAT1_22016 jumps 0 @CAT1_21462 1 @CAT1_21491 2 @CAT1_21520 3 @CAT1_21549 4 @CAT1_21578 5 @CAT1_21607 6 @CAT1_21636 
0872: jump_table_jumps 7 @CAT1_21665 8 @CAT1_21694 9 @CAT1_21723 10 @CAT1_21752 11 @CAT1_21826 12 @CAT1_21855 13 @CAT1_21884 14 @CAT1_21913 15 @CAT1_21987 

:CAT1_21462
05A9: s$1041 = 'CATX_VA' // s$  // Where are we going?
04AE: $1043 = 9899 // = constant 
jump @CAT1_22016 

:CAT1_21491
05A9: s$1041 = 'CATX_VB' // s$  // Why is it taking so long?
04AE: $1043 = 9900 // = constant 
jump @CAT1_22016 

:CAT1_21520
05A9: s$1041 = 'CATX_VC' // s$  // Are you sure this is the way?
04AE: $1043 = 9901 // = constant 
jump @CAT1_22016 

:CAT1_21549
05A9: s$1041 = 'CATX_VD' // s$  // This is not a shortcut!
04AE: $1043 = 9902 // = constant 
jump @CAT1_22016 

:CAT1_21578
05A9: s$1041 = 'CATX_VE' // s$  // Tell me we are not lost!
04AE: $1043 = 9903 // = constant 
jump @CAT1_22016 

:CAT1_21607
05A9: s$1041 = 'CATX_VF' // s$  // Where do you think we are going?
04AE: $1043 = 9904 // = constant 
jump @CAT1_22016 

:CAT1_21636
05A9: s$1041 = 'CATX_VG' // s$  // You are lost, and stupid!
04AE: $1043 = 9905 // = constant 
jump @CAT1_22016 

:CAT1_21665
05A9: s$1041 = 'CATX_VH' // s$  // I ask you to drive, and you fuck about!
04AE: $1043 = 9906 // = constant 
jump @CAT1_22016 

:CAT1_21694
05A9: s$1041 = 'CATX_VJ' // s$  // Carl, what are you doing?
04AE: $1043 = 9907 // = constant 
jump @CAT1_22016 

:CAT1_21723
05A9: s$1041 = 'CATX_VK' // s$  // Come on, Carl.
04AE: $1043 = 9908 // = constant 
jump @CAT1_22016 

:CAT1_21752
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CAT1_21797 
05A9: s$1041 = 'CATX_VK' // s$  // Come on, Carl.
04AE: $1043 = 9908 // = constant 
jump @CAT1_21819 

:CAT1_21797
05A9: s$1041 = 'CATX_VL' // s$  // Please, Carlito, drive.
04AE: $1043 = 9909 // = constant 

:CAT1_21819
jump @CAT1_22016 

:CAT1_21826
05A9: s$1041 = 'CATX_VM' // s$  // Come on, Carl, what you pissing about for?
04AE: $1043 = 9910 // = constant 
jump @CAT1_22016 

:CAT1_21855
05A9: s$1041 = 'CATX_VN' // s$  // Carl, please, come on
04AE: $1043 = 9911 // = constant 
jump @CAT1_22016 

:CAT1_21884
05A9: s$1041 = 'CATX_VO' // s$  // Get a fucking move on, Carlito.
04AE: $1043 = 9912 // = constant 
jump @CAT1_22016 

:CAT1_21913
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CAT1_21958 
05A9: s$1041 = 'CATX_VO' // s$  // Get a fucking move on, Carlito.
04AE: $1043 = 9912 // = constant 
jump @CAT1_21980 

:CAT1_21958
05A9: s$1041 = 'CATX_VP' // s$  // Please, Carl, come on, hurry the fucking driving
04AE: $1043 = 9913 // = constant 

:CAT1_21980
jump @CAT1_22016 

:CAT1_21987
05A9: s$1041 = 'CATX_VQ' // s$  // Where the fuck is this?
04AE: $1043 = 9914 // = constant 
jump @CAT1_22016 

:CAT1_22016
create_thread @AUDIOL $146 0 0 1 0 
40@ = 0 

:CAT1_22042
if 
  107@ == 1 
else_jump @CAT1_22207 
if 
875C:   not marker 102@ enabled 
else_jump @CAT1_22090 
43@ = 0 
jump @CAT1_22200 

:CAT1_22090
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $505 $511 $517 radius 3.0 3.0 3.0 
else_jump @CAT1_22200 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT1_22193 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
09D0:   car $47 on_wheels 
else_jump @CAT1_22186 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:CAT1_22186
jump @CAT1_22200 

:CAT1_22193
43@ += 1 

:CAT1_22200
jump @CAT1_22212 

:CAT1_22207
0164: disable_marker 102@ 

:CAT1_22212
if 
  43@ == 2 
else_jump @CAT1_22291 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT1_22284 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
01C1:   car $47 stopped 
else_jump @CAT1_22277 
43@ += 1 

:CAT1_22277
jump @CAT1_22291 

:CAT1_22284
43@ += 1 

:CAT1_22291
if 
  43@ == 3 
else_jump @CAT1_22624 
01B4: set_player $PLAYER_CHAR can_move 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at $505 $511 $517 radius 20.0 
015F: set_camera_position 856.0245 -29.9962 63.9179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 856.9926 -29.7496 63.8739 switchstyle 2 
if 
8118:   not actor $146 dead 
else_jump @CAT1_22580 
if 
80DF:   not actor $146 driving 
else_jump @CAT1_22507 
if 
80FE:   not actor $146 sphere 0 in_sphere $505 $511 $517 radius 5.0 5.0 5.0 
else_jump @CAT1_22507 
00A1: put_actor $146 at 868.838 -28.2257 62.1875 
0173: set_actor $146 Z_angle_to 161.446 

:CAT1_22507
0615: define_AS_pack_begin 57@ 
if 
00DF:   actor $146 driving 
else_jump @CAT1_22543 
03C0: $47 = actor $146 car 
05CD: AS_actor -1 exit_car $47 

:CAT1_22543
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_22580
0209: 51@ = random_int_in_ranges 0 10 
40@ = 0 
159@ = 0 
70@ = 0 
160@ = 0 
43@ += 1 

:CAT1_22624
if 
  43@ == 4 
else_jump @CAT1_25005 
if 
  159@ == 0 
else_jump @CAT1_24888 
if and
  $1040 == 0 
  40@ > 1000 
else_jump @CAT1_24881 
if 
  $63 == 0 
else_jump @CAT1_23702 
0871: init_jump_table 70@ total_jumps 16 default_jump 0 @CAT1_23688 jumps 0 @CAT1_22832 1 @CAT1_22891 2 @CAT1_22950 3 @CAT1_23009 4 @CAT1_23068 5 @CAT1_23127 6 @CAT1_23186 
0872: jump_table_jumps 7 @CAT1_23245 8 @CAT1_23304 9 @CAT1_23363 10 @CAT1_23422 11 @CAT1_23481 12 @CAT1_23639 13 @CAT1_23660 14 @CAT1_23667 15 @CAT1_23674 

:CAT1_22832
05A9: s$1041 = 'CAT_EA' // s$  // That was fun, homeboy.
04AE: $1043 = 8642 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8643 as 1 
jump @CAT1_23688 

:CAT1_22891
05A9: s$1041 = 'CAT_EB' // s$  // You wanna play again tomorrow?
04AE: $1043 = 8643 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8644 as 2 
jump @CAT1_23688 

:CAT1_22950
05A9: s$1041 = 'CAT_EC' // s$  // Here. This is your cut.
04AE: $1043 = 8644 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8645 as 1 
jump @CAT1_23688 

:CAT1_23009
05A9: s$1041 = 'CAT_ED' // s$  // Lady, I gotta take it easy.
04AE: $1043 = 8645 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8646 as 2 
jump @CAT1_23688 

:CAT1_23068
05A9: s$1041 = 'CAT_EE' // s$  // Like you said, I got some other shit going on.
04AE: $1043 = 8646 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8647 as 1 
jump @CAT1_23688 

:CAT1_23127
05A9: s$1041 = 'CAT_EF' // s$  // Whatever, baby.
04AE: $1043 = 8647 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8648 as 2 
jump @CAT1_23688 

:CAT1_23186
05A9: s$1041 = 'CAT_EG' // s$  // If I play too rough, you do whatever makes you feel safe.
04AE: $1043 = 8648 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8649 as 1 
jump @CAT1_23688 

:CAT1_23245
05A9: s$1041 = 'CAT_EH' // s$  // Maricon. See you around.
04AE: $1043 = 8649 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8650 as 2 
jump @CAT1_23688 

:CAT1_23304
05A9: s$1041 = 'CAT_EI' // s$  // Thanks and everything bitch, but you crazy.
04AE: $1043 = 8650 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8651 as 1 
jump @CAT1_23688 

:CAT1_23363
05A9: s$1041 = 'CAT_EJ' // s$  // If you was the last bitch on earth,
04AE: $1043 = 8651 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8652 as 2 
jump @CAT1_23688 

:CAT1_23422
05A9: s$1041 = 'CAT_EK' // s$  // I'd start going out with an animal.
04AE: $1043 = 8652 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8653 as 1 
jump @CAT1_23688 

:CAT1_23481
05A9: s$1041 = 'CAT_EL' // s$  // You're too fucking loco, senorita.
04AE: $1043 = 8653 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8654 as 2 
160@ = 1 
if 
8118:   not actor $146 dead 
else_jump @CAT1_23632 
0647: AS_actor $146 clear_look_task 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_23632
jump @CAT1_23688 

:CAT1_23639
70@ = 16 
159@ = 1 
jump @CAT1_23688 

:CAT1_23660
jump @CAT1_23688 

:CAT1_23667
jump @CAT1_23688 

:CAT1_23674
159@ = 1 
jump @CAT1_23688 

:CAT1_23688
70@ += 1 
40@ = 0 

:CAT1_23702
if 
  $63 == 1 
else_jump @CAT1_24154 
0871: init_jump_table 70@ total_jumps 7 default_jump 0 @CAT1_24140 jumps 0 @CAT1_23783 1 @CAT1_23842 2 @CAT1_23901 3 @CAT1_23960 4 @CAT1_24019 5 @CAT1_24078 6 @CAT1_24126 

:CAT1_23783
05A9: s$1041 = 'CAT_HA' // s$  // See you soon, handsome. Next time, we play REALLY rough.
04AE: $1043 = 8686 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8687 as 1 
jump @CAT1_24140 

:CAT1_23842
05A9: s$1041 = 'CAT_HB' // s$  // Yeah, that's cool. But we can also play for some real money.
04AE: $1043 = 8687 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8688 as 2 
jump @CAT1_24140 

:CAT1_23901
05A9: s$1041 = 'CAT_HC' // s$  // I got some money to... well,
04AE: $1043 = 8688 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8689 as 1 
jump @CAT1_24140 

:CAT1_23960
05A9: s$1041 = 'CAT_HD' // s$  // it's a long story, but I need some serious paper, fast.
04AE: $1043 = 8689 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8690 as 2 
jump @CAT1_24140 

:CAT1_24019
05A9: s$1041 = 'CAT_HE' // s$  // You come and see me again soon.
04AE: $1043 = 8690 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8691 as 1 
jump @CAT1_24140 

:CAT1_24078
05A9: s$1041 = 'CAT_HF' // s$  // We rob a real bank.
04AE: $1043 = 8691 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
jump @CAT1_24140 

:CAT1_24126
159@ = 1 
jump @CAT1_24140 

:CAT1_24140
70@ += 1 
40@ = 0 

:CAT1_24154
if 
  $63 == 2 
else_jump @CAT1_24429 
0871: init_jump_table 70@ total_jumps 4 default_jump 0 @CAT1_24415 jumps 0 @CAT1_24235 1 @CAT1_24294 2 @CAT1_24353 3 @CAT1_24401 -1 @CAT1_24415 -1 @CAT1_24415 -1 @CAT1_24415 

:CAT1_24235
05A9: s$1041 = 'CAT_MA' // s$  // Carl, you have much to learn about the female heart.
04AE: $1043 = 8714 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8715 as 1 
jump @CAT1_24415 

:CAT1_24294
05A9: s$1041 = 'CAT_MB' // s$  // Come and see me again when you think you understand it.
04AE: $1043 = 8715 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8716 as 2 
jump @CAT1_24415 

:CAT1_24353
05A9: s$1041 = 'CAT_MC' // s$  // Goodbye!
04AE: $1043 = 8716 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
jump @CAT1_24415 

:CAT1_24401
159@ = 1 
jump @CAT1_24415 

:CAT1_24415
70@ += 1 
40@ = 0 

:CAT1_24429
if 
  $63 == 3 
else_jump @CAT1_24881 
0871: init_jump_table 70@ total_jumps 7 default_jump 0 @CAT1_24867 jumps 0 @CAT1_24510 1 @CAT1_24569 2 @CAT1_24628 3 @CAT1_24687 4 @CAT1_24746 5 @CAT1_24805 6 @CAT1_24853 

:CAT1_24510
05A9: s$1041 = 'CAT_PA' // s$  // There you go.
04AE: $1043 = 8733 // = constant 
create_thread @AUDIOL $146 0 1 2 0 
040D: unload_wav 1 
03CF: load_wav 8734 as 1 
jump @CAT1_24867 

:CAT1_24569
05A9: s$1041 = 'CAT_PB' // s$  // Thanks
04AE: $1043 = 8734 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8735 as 2 
jump @CAT1_24867 

:CAT1_24628
05A9: s$1041 = 'CAT_PC' // s$  // One day, Carl Johnson, you will realize.
04AE: $1043 = 8735 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8736 as 1 
jump @CAT1_24867 

:CAT1_24687
05A9: s$1041 = 'CAT_PD' // s$  // She, she truly loved me, and your heart will break in two.
04AE: $1043 = 8736 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 8737 as 2 
jump @CAT1_24867 

:CAT1_24746
05A9: s$1041 = 'CAT_PE' // s$  // But you are more like the spiny lizard than a man.
04AE: $1043 = 8737 // = constant 
create_thread @AUDIOL $146 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 8738 as 1 
jump @CAT1_24867 

:CAT1_24805
05A9: s$1041 = 'CAT_PF' // s$  // Goodbye!
04AE: $1043 = 8738 // = constant 
create_thread @AUDIOL $146 0 1 1 1 
jump @CAT1_24867 

:CAT1_24853
159@ = 1 
jump @CAT1_24867 

:CAT1_24867
70@ += 1 
40@ = 0 

:CAT1_24881
jump @CAT1_25005 

:CAT1_24888
if 
8118:   not actor $146 dead 
else_jump @CAT1_24998 
if 
  160@ == 0 
else_jump @CAT1_24998 
0647: AS_actor $146 clear_look_task 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor $146 to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:CAT1_24998
43@ += 1 

:CAT1_25005
if 
  43@ == 5 
else_jump @CAT1_25176 
if 
8118:   not actor $146 dead 
else_jump @CAT1_25089 
062E: get_actor $146 task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @CAT1_25082 
51@ = 1 
jump @CAT1_25089 

:CAT1_25082
51@ = 0 

:CAT1_25089
if 
  40@ > 10000 
else_jump @CAT1_25115 
51@ = 1 

:CAT1_25115
if 
  51@ == 1 
else_jump @CAT1_25176 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
056D:   actor $146 defined 
else_jump @CAT1_25158 
009B: destroy_actor $146 

:CAT1_25158
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
44@ = 1 

:CAT1_25176
return 

:CAT1_25178
077E: get_active_interior_to 51@ 
if 
   not 51@ == 0 
else_jump @CAT1_25251 
if 
  133@ == 0 
else_jump @CAT1_25244 
0087: 134@ = 141@ // (float) 
141@ = 0.0 
133@ = 1 

:CAT1_25244
jump @CAT1_25284 

:CAT1_25251
if 
  133@ == 1 
else_jump @CAT1_25284 
0087: 141@ = 134@ // (float) 
133@ = 0 

:CAT1_25284
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT1_25471 
if 
8119:   not car 86@ wrecked 
else_jump @CAT1_25456 
if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
else_jump @CAT1_25449 
51@ = 0 
52@ = 0 

:CAT1_25349
if 
  4 > 51@ 
else_jump @CAT1_25418 
if 
003B:   86@ == 87@(51@,4i) // (int) 
else_jump @CAT1_25404 
52@ = 1 
51@ = 4 

:CAT1_25404
51@ += 1 
jump @CAT1_25349 

:CAT1_25418
if 
  52@ == 1 
else_jump @CAT1_25441 
01C3: remove_references_to_car 86@ 

:CAT1_25441
00D9: 86@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_25449
jump @CAT1_25464 

:CAT1_25456
00D9: 86@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_25464
jump @CAT1_25471 

:CAT1_25471
if 
8118:   not actor $146 dead 
else_jump @CAT1_25762 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  133@ == 0 
else_jump @CAT1_25762 
if 
  106@ == 0 
else_jump @CAT1_25762 
if 
  107@ == 1 
else_jump @CAT1_25639 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT1_25632 
00BB: show_text_lowpriority GXT 'LEFTC' time 4000 flag 1  // ~s~You've left Catalina behind, go and get her!
if 
875C:   not marker 95@ enabled 
else_jump @CAT1_25611 
0187: 95@ = create_marker_above_actor $146 
07E0: set_marker 95@ type_to 1 

:CAT1_25611
72@ = 1 
73@ = 0 
107@ = 0 

:CAT1_25632
jump @CAT1_25762 

:CAT1_25639
if 
0104:   actor $146 near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 
else_jump @CAT1_25762 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT1_25755 
if 
075C:   marker 95@ enabled 
else_jump @CAT1_25715 
0164: disable_marker 95@ 

:CAT1_25715
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
04D8: set_actor $146 drowns_in_water 0 
107@ = 1 
72@ = 0 
jump @CAT1_25762 

:CAT1_25755
107@ = 1 

:CAT1_25762
if 
8118:   not actor $146 dead 
else_jump @CAT1_25880 
if 
80DF:   not actor $146 driving 
else_jump @CAT1_25832 
if 
875C:   not marker 95@ enabled 
else_jump @CAT1_25825 
0187: 95@ = create_marker_above_actor $146 
07E0: set_marker 95@ type_to 1 

:CAT1_25825
jump @CAT1_25880 

:CAT1_25832
if 
075C:   marker 95@ enabled 
else_jump @CAT1_25880 
03C0: $47 = actor $146 car 
if 
00DB:   actor $PLAYER_ACTOR in_car $47 
else_jump @CAT1_25880 
0164: disable_marker 95@ 

:CAT1_25880
if 
056D:   actor $146 defined 
else_jump @CAT1_25935 
if 
0118:   actor $146 dead 
else_jump @CAT1_25935 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
45@ = 1 

:CAT1_25935
if 
  133@ == 0 
else_jump @CAT1_26469 
if 
8118:   not actor $146 dead 
else_jump @CAT1_26469 
if and
051A:   actor $146 damaged_by_actor $PLAYER_ACTOR 
  $1040 == 0 
else_jump @CAT1_26469 
161@ += 1 
if 
  161@ > 9 
else_jump @CAT1_26027 
161@ = 0 

:CAT1_26027
0871: init_jump_table 161@ total_jumps 10 default_jump 0 @CAT1_26445 jumps 0 @CAT1_26155 1 @CAT1_26184 2 @CAT1_26213 3 @CAT1_26242 4 @CAT1_26271 5 @CAT1_26300 6 @CAT1_26329 
0872: jump_table_jumps 7 @CAT1_26358 8 @CAT1_26387 9 @CAT1_26416 -1 @CAT1_26445 -1 @CAT1_26445 -1 @CAT1_26445 -1 @CAT1_26445 -1 @CAT1_26445 -1 @CAT1_26445 

:CAT1_26155
05A9: s$1041 = 'CATX_UA' // s$  // Carl, you are a fucking idiota!
04AE: $1043 = 9889 // = constant 
jump @CAT1_26445 

:CAT1_26184
05A9: s$1041 = 'CATX_UB' // s$  // Idiota, Carl, idiota!
04AE: $1043 = 9890 // = constant 
jump @CAT1_26445 

:CAT1_26213
05A9: s$1041 = 'CATX_UC' // s$  // Useless cabron!
04AE: $1043 = 9891 // = constant 
jump @CAT1_26445 

:CAT1_26242
05A9: s$1041 = 'CATX_UD' // s$  // You are a waste of good balls!
04AE: $1043 = 9892 // = constant 
jump @CAT1_26445 

:CAT1_26271
05A9: s$1041 = 'CATX_UE' // s$  // I should cut your balls off!
04AE: $1043 = 9893 // = constant 
jump @CAT1_26445 

:CAT1_26300
05A9: s$1041 = 'CATX_UF' // s$  // Carl Johnson, you are shit!
04AE: $1043 = 9894 // = constant 
jump @CAT1_26445 

:CAT1_26329
05A9: s$1041 = 'CATX_UG' // s$  // What are you doing, you stupid perro!
04AE: $1043 = 9895 // = constant 
jump @CAT1_26445 

:CAT1_26358
05A9: s$1041 = 'CATX_UH' // s$  // I never fuck you again!
04AE: $1043 = 9896 // = constant 
jump @CAT1_26445 

:CAT1_26387
05A9: s$1041 = 'CATX_UJ' // s$  // I don't love you no more!
04AE: $1043 = 9897 // = constant 
jump @CAT1_26445 

:CAT1_26416
05A9: s$1041 = 'CATX_UK' // s$  // I cannot love a stupid man!
04AE: $1043 = 9898 // = constant 
jump @CAT1_26445 

:CAT1_26445
create_thread @AUDIOL $146 0 0 1 0 
054E: clear_actor $146 damage 

:CAT1_26469
return 
if 
  125@ == 0 
else_jump @CAT1_26537 
151@ += 0.001 
if 
  151@ > 0.03 
else_jump @CAT1_26530 
151@ = 0.03 

:CAT1_26530
jump @CAT1_26578 

:CAT1_26537
151@ += -0.001 
if 
  0.0 > 151@ 
else_jump @CAT1_26578 
151@ = 0.0 

:CAT1_26578
152@ += 0.005 
if 
  152@ > 0.1 
else_jump @CAT1_26619 
152@ = 0.1 

:CAT1_26619
164@ = 261.4119 
165@ = -78.5511 
166@ = 2.3102 
0087: 167@ = 142@ // (float) 
0087: 168@ = 143@ // (float) 
0087: 169@ = 144@ // (float) 
0087: 170@ = 151@ // (float) 
gosub @CAT1_27079 
if 
  55@ == 99.9 
else_jump @CAT1_26734 
if 
  125@ == 0 
else_jump @CAT1_26734 
125@ = 1 

:CAT1_26734
0087: 142@ = 167@ // (float) 
0087: 143@ = 168@ // (float) 
0087: 144@ = 169@ // (float) 
0087: 164@ = 148@ // (float) 
0087: 165@ = 149@ // (float) 
0087: 166@ = 150@ // (float) 
0087: 167@ = 145@ // (float) 
0087: 168@ = 146@ // (float) 
0087: 169@ = 147@ // (float) 
0087: 170@ = 152@ // (float) 
gosub @CAT1_27079 
if 
  55@ == 99.9 
else_jump @CAT1_26867 
if 
  126@ == 0 
else_jump @CAT1_26867 
126@ = 1 

:CAT1_26867
0087: 145@ = 167@ // (float) 
0087: 146@ = 168@ // (float) 
0087: 147@ = 169@ // (float) 
if 
  77@ == 1 
else_jump @CAT1_27077 
0087: 64@ = 145@ // (float) 
64@ -= 0.5 
0087: 67@ = 145@ // (float) 
67@ += 0.5 
0087: 65@ = 146@ // (float) 
65@ -= 0.5 
0087: 68@ = 146@ // (float) 
68@ += 0.5 
0087: 66@ = 147@ // (float) 
66@ -= 0.5 
0087: 69@ = 147@ // (float) 
69@ += 0.5 
0052: NOP 64@ 146@ 147@ 67@ 146@ 147@ 
0052: NOP 145@ 65@ 147@ 145@ 68@ 147@ 
0052: NOP 145@ 146@ 66@ 145@ 146@ 69@ 

:CAT1_27077
return 

:CAT1_27079
0088: $72 = 164@ // (float) 
0067: $72 -= 167@ // (float) 
0088: $73 = 165@ // (float) 
0067: $73 -= 168@ // (float) 
0088: $74 = 166@ // (float) 
0067: $74 -= 169@ // (float) 
050A: 54@ = distance_between_XYZ 167@ 168@ 169@ and_XYZ 164@ 165@ 166@ 
0087: 55@ = 170@ // (float) 
55@ *= 20.0 
if 
0025:   55@ > 54@ // (float) 
else_jump @CAT1_27197 
55@ = 99.9 

:CAT1_27197
if 
0025:   54@ > 170@ // (float) 
else_jump @CAT1_27288 
0075: $72 /= 54@ // (float) 
0075: $73 /= 54@ // (float) 
0075: $74 /= 54@ // (float) 
006D: $72 *= 170@ // (float) 
006D: $73 *= 170@ // (float) 
006D: $74 *= 170@ // (float) 
005D: 167@ += $72 // (float) 
005D: 168@ += $73 // (float) 
005D: 169@ += $74 // (float) 

:CAT1_27288
return 

:CAT1_27290
if 
8119:   not car 87@(171@,4i) wrecked 
else_jump @CAT1_28352 
if 
8118:   not actor 80@(171@,4i) dead 
else_jump @CAT1_28309 
if 
00DB:   actor 80@(171@,4i) in_car 87@(171@,4i) 
else_jump @CAT1_28240 
if 
  120@(171@,3i) == 1 
else_jump @CAT1_27419 
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_27419 
05EE: unfreeze_car 87@(171@,4i) while_on_path 
120@(171@,3i) = 0 

:CAT1_27419
173@ = 0.0 
00AA: store_car 87@(171@,4i) position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
if 
  117@(171@,3i) == 0 
else_jump @CAT1_27546 
if 
01AF:   car 87@(171@,4i) sphere 0 in_sphere 2711.119 -53.5082 39.4695 radius 20.0 20.0 5.0 
else_jump @CAT1_27546 
117@(171@,3i) = 1 

:CAT1_27546
0509: 138@(171@,3f) = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
  117@(171@,3i) == 0 
else_jump @CAT1_27704 
if 
0027:   64@ > $72 // (float) 
else_jump @CAT1_27697 
173@ = 1.5 
if 
  138@(171@,3f) > 100.0 
else_jump @CAT1_27697 
if 
82CA:   not car 87@(171@,4i) bounding_sphere_visible 
else_jump @CAT1_27697 
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_27697 
0706: advance_car 87@(171@,4i) further_along_path 1.0 

:CAT1_27697
jump @CAT1_27812 

:CAT1_27704
if 
0026:   $73 > 65@ // (float) 
else_jump @CAT1_27812 
173@ = 1.5 
if 
  138@(171@,3f) > 100.0 
else_jump @CAT1_27812 
if 
82CA:   not car 87@(171@,4i) bounding_sphere_visible 
else_jump @CAT1_27812 
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_27812 
0706: advance_car 87@(171@,4i) further_along_path 1.0 

:CAT1_27812
if 
  173@ == 0.0 
else_jump @CAT1_27976 
if 
  30.0 > 138@(171@,3f) 
else_jump @CAT1_27875 
173@ = 1.0 
jump @CAT1_27976 

:CAT1_27875
0087: 54@ = 138@(171@,3f) // (float) 
if 
  54@ > 200.0 
else_jump @CAT1_27918 
54@ = 200.0 

:CAT1_27918
54@ -= 30.0 
54@ /= 170.0 
173@ = 1.0 
0063: 173@ -= 54@ // (float) 
173@ *= 0.8 
173@ += 0.2 

:CAT1_27976
006B: 173@ *= 141@ // (float) 
if 
00B0:   car 87@(171@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 
else_jump @CAT1_28036 
173@ = 2.5 

:CAT1_28036
if 
  0.1 > 173@ 
else_jump @CAT1_28067 
173@ = 0.1 

:CAT1_28067
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_28099 
06FD: set_car 87@(171@,4i) speed_on_path_to 173@ 

:CAT1_28099
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_28233 
if 
06FC:   car 87@(171@,4i) stuck_check_enabled 
else_jump @CAT1_28233 
if 
03CE:   car 87@(171@,4i) stuck 
else_jump @CAT1_28233 
if 
82CA:   not car 87@(171@,4i) bounding_sphere_visible 
else_jump @CAT1_28233 
if 
8205:   not actor $PLAYER_ACTOR near_car 87@(171@,4i) radius 40.0 40.0 5.0 flag 0 
else_jump @CAT1_28233 
0706: advance_car 87@(171@,4i) further_along_path 0.1 

:CAT1_28233
jump @CAT1_28302 

:CAT1_28240
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_28302 
if 
  120@(171@,3i) == 0 
else_jump @CAT1_28302 
05ED: freeze_car 87@(171@,4i) while_on_path 
120@(171@,3i) = 1 

:CAT1_28302
jump @CAT1_28352 

:CAT1_28309
if 
060E:   car 87@(171@,4i) assigned_to_path 
else_jump @CAT1_28338 
05EC: release_car 87@(171@,4i) from_path 

:CAT1_28338
138@(171@,3f) = 0.0 

:CAT1_28352
return 

:CAT1_28354
if 
  73@ > 10000 
else_jump @CAT1_31940 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  133@ == 0 
else_jump @CAT1_29632 
if 
8118:   not actor $146 dead 
else_jump @CAT1_29632 
if 
82E0:   not actor $146 firing_weapon 
else_jump @CAT1_29632 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT1_29632 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
00DB:   actor $146 in_car $47 
else_jump @CAT1_29632 
51@ = 0 
52@ = 0 

:CAT1_28484
if 
  3 > 51@ 
else_jump @CAT1_28543 
if 
8118:   not actor 80@(51@,4i) dead 
else_jump @CAT1_28529 
52@ += 1 

:CAT1_28529
51@ += 1 
jump @CAT1_28484 

:CAT1_28543
51@ = 0 
if 
8118:   not actor 80@ dead 
else_jump @CAT1_28594 
if 
  50.0 > 138@ 
else_jump @CAT1_28594 
51@ += 1 

:CAT1_28594
if 
8118:   not actor 81@ dead 
else_jump @CAT1_28638 
if 
  50.0 > 139@ 
else_jump @CAT1_28638 
51@ += 1 

:CAT1_28638
if 
8118:   not actor 82@ dead 
else_jump @CAT1_28682 
if 
  50.0 > 140@ 
else_jump @CAT1_28682 
51@ += 1 

:CAT1_28682
if and
0118:   actor 80@ dead 
0118:   actor 81@ dead 
0118:   actor 82@ dead 
else_jump @CAT1_28715 
51@ += 1 

:CAT1_28715
if 
  51@ == 0 
else_jump @CAT1_29632 
if 
  $1040 == 0 
else_jump @CAT1_29632 
174@ += 1 
if 
  174@ > 8 
else_jump @CAT1_28783 
174@ = 0 

:CAT1_28783
0871: init_jump_table 174@ total_jumps 9 default_jump 0 @CAT1_29625 jumps 0 @CAT1_28911 1 @CAT1_29006 2 @CAT1_29054 3 @CAT1_29102 4 @CAT1_29197 5 @CAT1_29292 6 @CAT1_29387 
0872: jump_table_jumps 7 @CAT1_29482 8 @CAT1_29577 -1 @CAT1_29625 -1 @CAT1_29625 -1 @CAT1_29625 -1 @CAT1_29625 -1 @CAT1_29625 -1 @CAT1_29625 -1 @CAT1_29625 

:CAT1_28911
if 
  52@ > 1 
else_jump @CAT1_28958 
05A9: s$1041 = 'CAT1_CA' // s$  // Keep up with them!
04AE: $1043 = 8811 // = constant 
jump @CAT1_28980 

:CAT1_28958
05A9: s$1041 = 'CATX_AA' // s$  // Faster, Carl, faster!
04AE: $1043 = 9800 // = constant 

:CAT1_28980
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29006
05A9: s$1041 = 'CAT1_CB' // s$  // Faster, you fool!
04AE: $1043 = 8812 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29054
05A9: s$1041 = 'CAT1_CC' // s$  // You're driving like an old lady!
04AE: $1043 = 8813 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29102
if 
  52@ > 1 
else_jump @CAT1_29149 
05A9: s$1041 = 'CAT1_CD' // s$  // They're getting away!
04AE: $1043 = 8814 // = constant 
jump @CAT1_29171 

:CAT1_29149
05A9: s$1041 = 'CATX_AD' // s$  // Floor it, CJ, floor it!
04AE: $1043 = 9803 // = constant 

:CAT1_29171
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29197
if 
  52@ > 1 
else_jump @CAT1_29244 
05A9: s$1041 = 'CAT1_CE' // s$  // They're dots in the distance, FASTER!
04AE: $1043 = 8815 // = constant 
jump @CAT1_29266 

:CAT1_29244
05A9: s$1041 = 'CATX_AG' // s$  // I've met pigs that can drive faster!
04AE: $1043 = 9806 // = constant 

:CAT1_29266
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29292
if 
  52@ > 1 
else_jump @CAT1_29339 
05A9: s$1041 = 'CAT1_DA' // s$  // You're losing them!
04AE: $1043 = 8816 // = constant 
jump @CAT1_29361 

:CAT1_29339
05A9: s$1041 = 'CATX_AH' // s$  // Carl, you are too slow, and very fucking shit.
04AE: $1043 = 9807 // = constant 

:CAT1_29361
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29387
if 
  52@ > 1 
else_jump @CAT1_29434 
05A9: s$1041 = 'CAT1_DB' // s$  // They're getting away!
04AE: $1043 = 8817 // = constant 
jump @CAT1_29456 

:CAT1_29434
05A9: s$1041 = 'CATX_AC' // s$  // Hit the gas, you wimp!
04AE: $1043 = 9802 // = constant 

:CAT1_29456
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29482
if 
  52@ > 1 
else_jump @CAT1_29529 
05A9: s$1041 = 'CAT1_DC' // s$  // They're making fools of us!
04AE: $1043 = 8818 // = constant 
jump @CAT1_29551 

:CAT1_29529
05A9: s$1041 = 'CATX_AB' // s$  // I like my men fast!
04AE: $1043 = 9801 // = constant 

:CAT1_29551
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29577
05A9: s$1041 = 'CAT1_DD' // s$  // Your pathetic driving is helping them escape!
04AE: $1043 = 8819 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_29625 

:CAT1_29625
73@ = 0 

:CAT1_29632
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  133@ == 0 
else_jump @CAT1_30348 
if 
  $1040 == 0 
else_jump @CAT1_30348 
if 
8118:   not actor $146 dead 
else_jump @CAT1_30348 
if 
82E0:   not actor $146 firing_weapon 
else_jump @CAT1_30348 
if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $146 driving 
else_jump @CAT1_30348 
if 
8104:   not actor $146 near_actor $PLAYER_ACTOR radius 15.0 15.0 5.0 sphere 0 
else_jump @CAT1_30348 
0209: 51@ = random_int_in_ranges 0 8 
if 
003B:   51@ == 177@ // (int) 
else_jump @CAT1_29821 
51@ += 1 
if 
  51@ > 7 
else_jump @CAT1_29821 
51@ = 0 

:CAT1_29821
0085: 177@ = 51@ // (int) 
0871: init_jump_table 51@ total_jumps 8 default_jump 0 @CAT1_30341 jumps 0 @CAT1_29957 1 @CAT1_30005 2 @CAT1_30053 3 @CAT1_30101 4 @CAT1_30149 5 @CAT1_30197 6 @CAT1_30245 
0872: jump_table_jumps 7 @CAT1_30293 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 -1 @CAT1_30341 

:CAT1_29957
05A9: s$1041 = 'CATX_JA' // s$  // Carl, you dare leave me behind!
04AE: $1043 = 9826 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30005
05A9: s$1041 = 'CATX_JB' // s$  // Wait for me, Carl!
04AE: $1043 = 9827 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30053
05A9: s$1041 = 'CATX_JC' // s$  // Wait for me, you fucking idiota!
04AE: $1043 = 9828 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30101
05A9: s$1041 = 'CATX_JD' // s$  // Hey, you leave me and I kill your family!
04AE: $1043 = 9829 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30149
05A9: s$1041 = 'CATX_JE' // s$  // Don't try and dump me, Carl!
04AE: $1043 = 9830 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30197
05A9: s$1041 = 'CATX_JF' // s$  // Hey, I do the dumping around here!
04AE: $1043 = 9831 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30245
05A9: s$1041 = 'CATX_JG' // s$  // You trying to run out on me?
04AE: $1043 = 9832 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30293
05A9: s$1041 = 'CATX_JH' // s$  // You won't get far without me!
04AE: $1043 = 9833 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_30341 

:CAT1_30341
73@ = 0 

:CAT1_30348
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  133@ == 0 
else_jump @CAT1_31940 
if 
  $1040 == 0 
else_jump @CAT1_31940 
if 
8118:   not actor $146 dead 
else_jump @CAT1_31940 
if 
02E0:   actor $146 firing_weapon 
else_jump @CAT1_31940 
if 
0104:   actor $146 near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
else_jump @CAT1_31940 
51@ = 0 

:CAT1_30463
if 
  4 > 51@ 
else_jump @CAT1_30529 
0209: 178@ = random_int_in_ranges 0 25 
if 
  5 > 178@ 
else_jump @CAT1_30515 
51@ = 4 

:CAT1_30515
51@ += 1 
jump @CAT1_30463 

:CAT1_30529
if 
003B:   178@ == 179@ // (int) 
else_jump @CAT1_30580 
178@ += 1 
if 
  178@ > 24 
else_jump @CAT1_30580 
178@ = 0 

:CAT1_30580
0085: 179@ = 178@ // (int) 
0871: init_jump_table 178@ total_jumps 25 default_jump 0 @CAT1_31933 jumps 0 @CAT1_30781 1 @CAT1_30781 2 @CAT1_30829 3 @CAT1_30877 4 @CAT1_30925 5 @CAT1_30973 6 @CAT1_31021 
0872: jump_table_jumps 7 @CAT1_31069 8 @CAT1_31117 9 @CAT1_31165 10 @CAT1_31213 11 @CAT1_31261 12 @CAT1_31309 13 @CAT1_31357 14 @CAT1_31405 15 @CAT1_31453 
0872: jump_table_jumps 16 @CAT1_31501 17 @CAT1_31549 18 @CAT1_31597 19 @CAT1_31645 20 @CAT1_31693 21 @CAT1_31741 22 @CAT1_31789 23 @CAT1_31837 24 @CAT1_31885 

:CAT1_30781
05A9: s$1041 = 'CAT1_HA' // s$  // Stop shooting that thing right next to my ear!
04AE: $1043 = 8830 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_31933 

:CAT1_30829
05A9: s$1041 = 'CAT1_HC' // s$  // Can't hear anything - I'm deaf!
04AE: $1043 = 8832 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_31933 

:CAT1_30877
05A9: s$1041 = 'CAT1_HD' // s$  // You blew out my ear!
04AE: $1043 = 8833 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_31933 

:CAT1_30925
05A9: s$1041 = 'CAT1_HE' // s$  // Watch my damn head, bitch!
04AE: $1043 = 8834 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 0 1 0 
jump @CAT1_31933 

:CAT1_30973
05A9: s$1041 = 'CATX_TA' // s$  // I'm gonna kill all you stupid pigs!
04AE: $1043 = 9869 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31021
05A9: s$1041 = 'CATX_TB' // s$  // You want some too, huh?
04AE: $1043 = 9870 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31069
05A9: s$1041 = 'CATX_TC' // s$  // Take it and party!
04AE: $1043 = 9871 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31117
05A9: s$1041 = 'CATX_TD' // s$  // Bleed, stupid motherfucker!
04AE: $1043 = 9872 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31165
05A9: s$1041 = 'CATX_TE' // s$  // I'm going to kill and kill!
04AE: $1043 = 9873 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31213
05A9: s$1041 = 'CATX_TF' // s$  // Nobody screws with me, NOBODY!
04AE: $1043 = 9874 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31261
05A9: s$1041 = 'CATX_TG' // s$  // I'll kill your family too!
04AE: $1043 = 9875 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31309
05A9: s$1041 = 'CATX_TH' // s$  // I'm going to skin you like a perro!
04AE: $1043 = 9876 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31357
05A9: s$1041 = 'CATX_TJ' // s$  // Eat my shit!
04AE: $1043 = 9877 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31405
05A9: s$1041 = 'CATX_TK' // s$  // Drink my piss!
04AE: $1043 = 9878 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31453
05A9: s$1041 = 'CATX_TL' // s$  // You lucky I don't ram it up your ass!
04AE: $1043 = 9879 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31501
05A9: s$1041 = 'CATX_TM' // s$  // You laughing at me?
04AE: $1043 = 9880 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31549
05A9: s$1041 = 'CATX_TN' // s$  // I saw you laughing!
04AE: $1043 = 9881 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31597
05A9: s$1041 = 'CATX_TO' // s$  // Nobody survives Catalina, NOBODY!
04AE: $1043 = 9882 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31645
05A9: s$1041 = 'CATX_TP' // s$  // you messing with the biggest bitch in town, assholes
04AE: $1043 = 9883 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31693
05A9: s$1041 = 'CATX_TQ' // s$  // Who wants me now?
04AE: $1043 = 9884 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31741
05A9: s$1041 = 'CATX_TR' // s$  // what were you saying, huh?
04AE: $1043 = 9885 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31789
05A9: s$1041 = 'CATX_TS' // s$  // don't you laugh at me!
04AE: $1043 = 9886 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31837
05A9: s$1041 = 'CATX_TT' // s$  // disrespecting a woman!
04AE: $1043 = 9887 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31885
05A9: s$1041 = 'CATX_TU' // s$  // You're all dead, assholes!
04AE: $1043 = 9888 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_31933 

:CAT1_31933
73@ = 0 

:CAT1_31940
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  133@ == 0 
else_jump @CAT1_32288 
if 
  72@ == 1 
else_jump @CAT1_32288 
if 
  73@ > 4000 
else_jump @CAT1_32288 
if 
  $1040 == 0 
else_jump @CAT1_32288 
0209: 51@ = random_int_in_ranges 0 4 
0871: init_jump_table 51@ total_jumps 4 default_jump 0 @CAT1_32281 jumps 0 @CAT1_32089 1 @CAT1_32137 2 @CAT1_32185 3 @CAT1_32233 -1 @CAT1_32281 -1 @CAT1_32281 -1 @CAT1_32281 

:CAT1_32089
05A9: s$1041 = 'CAT1_GA' // s$  // Don't leave me behind, Carl Johnson!
04AE: $1043 = 8826 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_32281 

:CAT1_32137
05A9: s$1041 = 'CAT1_GB' // s$  // You leave me, I CASTRATE YOU!
04AE: $1043 = 8827 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_32281 

:CAT1_32185
05A9: s$1041 = 'CAT1_GC' // s$  // Get back here, you useless bastard!
04AE: $1043 = 8828 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_32281 

:CAT1_32233
05A9: s$1041 = 'CAT1_GD' // s$  // Carl Johnson, don't you leave me!
04AE: $1043 = 8829 // = constant 
create_thread @AUDIOL $146 0 0 1 0 
jump @CAT1_32281 

:CAT1_32281
72@ = 2 

:CAT1_32288
return 

:CAT1_32290
42@ += 1 
43@ = 0 
70@ = 0 
71@ = 0 
73@ = 0 
74@ = 0 
40@ = 0 
41@ = 0 
return 

:CAT1_32348
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CAT1_32366
$713 = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'CAT_1'  // Local Liquor Store
030C: progress_made = 1 
if 
  $3721 == 1 
else_jump @CAT1_32449 
$3721 = 2 

:CAT1_32449
if 
  $3720 == 1 
else_jump @CAT1_32474 
$3720 = 2 

:CAT1_32474
$2906 += 1 
0629: change_integer_stat 318 to 1 
$63 += 1 
return 

:CAT1_32497
02A3: enable_widescreen 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT1_32531 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:CAT1_32531
08EA: enable_gangs_spawn 1 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0215: destroy_pickup 103@ 
0215: destroy_pickup 104@ 
0215: destroy_pickup 105@ 
065C: release_decision_maker 75@ 
065C: release_decision_maker 76@ 
065C: release_decision_maker 154@ 
065C: release_decision_maker 153@ 
0296: unload_special_actor 5 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 42---------------
// Originally: Small Town Bank

:CAT2
gosub @CAT2_36 
if 
wasted_or_busted 
else_jump @CAT2_27 
gosub @CAT2_30137 

:CAT2_27
gosub @CAT2_30500 
end_thread 

:CAT2_36
646@ = 1 
06AE: create_group_decision_maker_type 0 store_to 45@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 45@ event 9 
0749: reset_group_decision_maker 45@ event 41 
0749: reset_group_decision_maker 45@ event 31 
0749: reset_group_decision_maker 45@ event 73 
0749: reset_group_decision_maker 45@ event 72 
0749: reset_group_decision_maker 45@ event 36 
074A: set_group_decision_maker 45@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0709: set_decision_maker 46@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
44@ = 32 
$ONMISSION = 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
if 
  $ONMISSION == 69 
else_jump @CAT2_256 
018D: NOP 90@ 65535 2320.043 -8.5501 27.2047 
009A: 306@ = create_actor_pedtype 23 model 294 at 682.8292 -477.8332 15.3359 

:CAT2_256
thread 'CAT2' 
fade 0 800 

:CAT2_274
if 
fading 
else_jump @CAT2_298 
wait 0 
jump @CAT2_274 

:CAT2_298
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
056D:   actor $146 defined 
else_jump @CAT2_333 
009B: destroy_actor $146 

:CAT2_333
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT2_346
if 
823D:   not special_actor 5 loaded 
else_jump @CAT2_385 
wait 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 
jump @CAT2_346 

:CAT2_385
009A: $146 = create_actor_pedtype 23 model 294 at 682.8292 -477.8332 15.3359 
0296: unload_special_actor 5 
0245: set_actor $146 walk_style_to "WOMAN" 
02A9: set_actor $146 immune_to_nonplayer 1 
0568: set_actor $146 untargetable 1 
077A: set_actor $146 acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $146 health_to 100 
0446: set_actor $146 dismemberment_possible 0 
0395: clear_area 1 at 2297.786 -16.8313 26.2964 radius 20.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT2_739 
if 
00DF:   actor $146 driving 
else_jump @CAT2_636 
03C0: 47@ = actor $146 car 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @CAT2_583 
00AB: put_car 47@ at 2297.986 -14.0735 25.3495 
0175: set_car 47@ Z_angle_to 180.0 
jump @CAT2_629 

:CAT2_583
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_629 
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_629
jump @CAT2_739 

:CAT2_636
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_739 
03C0: 47@ = actor $PLAYER_ACTOR car 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @CAT2_709 
00AB: put_car 47@ at 2297.986 -14.0735 25.3495 
0175: set_car 47@ Z_angle_to 180.0 

:CAT2_709
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_739
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_782 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2297.786 -15.5166 26.2964 
jump @CAT2_802 

:CAT2_782
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 

:CAT2_802
0173: set_actor $PLAYER_ACTOR Z_angle_to 162.229 
0247: load_model 283 
0247: load_model 346 
0247: load_model 349 
07C0: load_path 123 
07C0: load_path 124 
0247: load_model #KMB_ATM1 
0247: load_model #KMB_ATM2 
0247: load_model #KMB_ATM3 
0247: load_model #MTSAFE 
0247: load_model #CR_DOOR_01 
0247: load_model #CR_DOOR_03 

:CAT2_863
if or
8248:   not model 283 available 
8248:   not model 346 available 
8248:   not model 349 available 
8248:   not model #KMB_ATM1 available 
8248:   not model #KMB_ATM2 available 
8248:   not model #KMB_ATM3 available 
else_jump @CAT2_915 
wait 0 
jump @CAT2_863 

:CAT2_915
if or
87C1:   not path 124 available 
87C1:   not path 123 available 
8248:   not model #MTSAFE available 
8248:   not model #CR_DOOR_01 available 
8248:   not model #CR_DOOR_03 available 
else_jump @CAT2_958 
wait 0 
jump @CAT2_915 

:CAT2_958
054C: use_GXT_table 'CAT' 
0247: load_model 71 
0247: load_model 240 
0247: load_model 76 
04ED: load_animation "ROB_BANK" 
038B: load_requested_models 

:CAT2_996
if or
8248:   not model 71 available 
8248:   not model 240 available 
8248:   not model 76 available 
else_jump @CAT2_1031 
wait 0 
jump @CAT2_996 

:CAT2_1031
if 
84EE:   not animation "ROB_BANK" loaded 
else_jump @CAT2_1065 
wait 0 
jump @CAT2_1031 

:CAT2_1065
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CAT2_1092 
wait 0 
jump @CAT2_1065 

:CAT2_1092
03CF: load_wav 1826 as 3 
64@ = 0 
65@ = 85.0 
66@ = 100.0 
67@ = 90.0 
68@ = 95.0 
0615: define_AS_pack_begin 69@ 
05C8: AS_actor -1 look_around 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 69@ 
07E5: copy_decision_maker -1 to 70@ 
0708: reset_decision_maker 70@ event 31 
009A: 71@ = create_actor_pedtype 5 model 76 at 2318.492 -15.5635 25.6913 
0173: set_actor 71@ Z_angle_to 95.2069 
060B: set_actor 71@ decision_maker_to 70@ 
009A: 72@ = create_actor_pedtype 5 model 76 at 2318.473 -7.4565 25.6913 
0249: release_model 76 
0173: set_actor 72@ Z_angle_to 95.2069 
060B: set_actor 72@ decision_maker_to 70@ 
009A: 73@ = create_actor_pedtype 4 model 240 at 2311.509 -11.1779 25.6987 
0173: set_actor 73@ Z_angle_to 176.6813 
060B: set_actor 73@ decision_maker_to 70@ 
009A: 74@ = create_actor_pedtype 4 model 71 at 2316.618 -12.83 25.75 
0249: release_model 71 
0173: set_actor 74@ Z_angle_to 90.0 
060B: set_actor 74@ decision_maker_to 70@ 
01B2: give_actor 74@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2299.895 -7.9983 26.6055 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2299.998 -8.993 26.6023 switchstyle 2 
008B: 50@ = $15 // (int) 
50@ += 3000 
029B: 121@ = init_object #KMB_ATM2 at 2310.367 -17.0 20.414 
029B: 122@ = init_object #KMB_ATM2 at 2313.689 -17.0 20.414 
029B: 123@ = init_object #KMB_ATM2 at 2313.318 -0.1206 20.414 
if 
8118:   not actor $146 dead 
else_jump @CAT2_1751 
06C9: remove_actor $146 from_group 
if 
00DF:   actor $146 driving 
else_jump @CAT2_1583 
0362: remove_actor $146 from_car_and_place_at 2300.743 -15.5274 25.4844 
jump @CAT2_1603 

:CAT2_1583
00A1: put_actor $146 at 2301.743 -17.1274 25.4844 

:CAT2_1603
041A: 79@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  79@ == 0 
else_jump @CAT2_1647 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_1674 

:CAT2_1647
if 
  48 > 79@ 
else_jump @CAT2_1674 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1674
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $146 weapon 25 ammo 9999 // Load the weapon model before using this 
0173: set_actor $146 Z_angle_to 329.4303 
05D3: AS_actor $PLAYER_ACTOR goto_point 2307.802 -17.221 25.7574 mode 4 time 10000 ms // versionA 
05D3: AS_actor $146 goto_point 2312.426 -15.4762 25.75 mode 4 time 10000 ms // versionA 

:CAT2_1751
fade 1 500 
0108: destroy_object $4049 
0108: destroy_object $4050 
568@ = 1 
01BD: $15 = current_time_in_ms 
008B: 50@ = $15 // (int) 
50@ += 3500 
49@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
76@ = -1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 

:CAT2_1838
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CAT2_1860 
jump @CAT2_30361 

:CAT2_1860
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @CAT2_2049 
$63 = 2 
64@ = 9 
42@ = 1 
49@ = 462 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
if 
8118:   not actor $146 dead 
else_jump @CAT2_1960 
00A1: put_actor $146 at 858.4263 -29.5418 62.1858 

:CAT2_1960
0247: load_model 402 

:CAT2_1965
if 
8248:   not model 402 available 
else_jump @CAT2_1992 
wait 0 
jump @CAT2_1965 

:CAT2_1992
00A5: 77@ = create_car 402 at 857.4263 -29.5418 62.1858 
036A: put_actor $PLAYER_ACTOR in_car 77@ 
if 
8118:   not actor $146 dead 
else_jump @CAT2_2049 
0430: put_actor $146 into_car 77@ passenger_seat 0 

:CAT2_2049
wait 0 
if 
0118:   actor $146 dead 
else_jump @CAT2_2094 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_A1' time 5000 flag 1  // ~r~You killed Catalina.
jump @CAT2_30137 

:CAT2_2094
gosub @CAT2_31363 
gosub @CAT2_31964 
01BD: $15 = current_time_in_ms 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CAT2_2136 
jump @CAT2_30137 

:CAT2_2136
if 
0118:   actor $146 dead 
else_jump @CAT2_2159 
jump @CAT2_30137 

:CAT2_2159
if and
  9 > 49@ 
  49@ > -1 
else_jump @CAT2_3231 
if 
08D0:   should_skip_cutscene 
else_jump @CAT2_2243 
if 
  76@ == 0 
else_jump @CAT2_2236 
fade 0 500 
49@ = 0 
76@ += 1 

:CAT2_2236
jump @CAT2_2268 

:CAT2_2243
if 
  76@ == -1 
else_jump @CAT2_2268 
76@ += 1 

:CAT2_2268
if 
  76@ == 1 
else_jump @CAT2_3231 
if 
   not fading 
else_jump @CAT2_3231 
if and
  2 > 49@ 
  63@ == 0 
else_jump @CAT2_2675 
029B: 80@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 80@ Z_angle_to 180.0 
07F7: set_object 80@ destructible 0 
029B: 81@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 81@ Z_angle_to 180.0 
07F7: set_object 81@ destructible 0 
029B: 82@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 82@ destructible 0 
029B: 83@ = init_object #MTSAFE at 2305.666 -4.7944 25.65 
0177: set_object 83@ Z_angle_to 90.0 
07F7: set_object 83@ destructible 0 
029B: 84@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 84@ destructible 0 
0177: set_object 80@ Z_angle_to 180.0 
029B: 85@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 85@ destructible 0 
0177: set_object 81@ Z_angle_to 180.0 
029B: 86@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 86@ destructible 0 
029B: 78@ = init_object #CAT2_SAFE_COL at 2305.666 -4.7944 25.65 
0177: set_object 78@ Z_angle_to 90.0 
0177: set_object 83@ Z_angle_to 90.0 
0177: set_object 84@ Z_angle_to 180.0 
0177: set_object 85@ Z_angle_to 180.0 
0382: set_object 80@ collision_detection 0 
0382: set_object 81@ collision_detection 0 
0382: set_object 82@ collision_detection 0 
63@ = 1 

:CAT2_2675
041A: 79@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  79@ == 0 
else_jump @CAT2_2719 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_2746 

:CAT2_2719
if 
  48 > 79@ 
else_jump @CAT2_2746 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_2746
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $146 weapon 25 ammo 9999 // Load the weapon model before using this 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
00A1: put_actor $146 at 2306.666 -4.7944 25.75 
0173: set_actor $146 Z_angle_to 90.0 
0687: clear_actor $146 task 
0792: disembark_instantly_actor $146 
0605: actor $146 perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
075A: set_object 83@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 
if 
8118:   not actor 74@ dead 
else_jump @CAT2_2989 
0792: disembark_instantly_actor 74@ 
00A1: put_actor 74@ at 2310.546 -7.7439 25.7422 
0173: set_actor 74@ Z_angle_to 281.4267 
0639: AS_actor 74@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 74@ locked 1 

:CAT2_2989
if 
8118:   not actor 71@ dead 
else_jump @CAT2_3055 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at 2311.597 -9.1847 25.7422 
0173: set_actor 71@ Z_angle_to 314.501 
0639: AS_actor 71@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 71@ locked 1 

:CAT2_3055
if 
8118:   not actor 72@ dead 
else_jump @CAT2_3121 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at 2310.591 -9.3749 25.7422 
0173: set_actor 72@ Z_angle_to 323.1424 
0639: AS_actor 72@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 72@ locked 1 

:CAT2_3121
if 
8118:   not actor 73@ dead 
else_jump @CAT2_3187 
0792: disembark_instantly_actor 73@ 
00A1: put_actor 73@ at 2309.61 -8.5556 25.7422 
0173: set_actor 73@ Z_angle_to 309.2547 
0639: AS_actor 73@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 73@ locked 1 

:CAT2_3187
fade 1 500 
008B: 50@ = $15 // (int) 
50@ -= 555 
49@ = 9 
567@ = 5 
76@ += 1 

:CAT2_3231
if 
  49@ == 1 
else_jump @CAT2_4115 
if and
001E:   $15 > 50@ // (int) 
  63@ == 0 
  568@ == 0 
else_jump @CAT2_4115 
568@ = 2 
03EB: clear_small_messages_only 
0395: clear_area 1 at 2307.802 -17.221 25.7574 radius 100.0 
015F: set_camera_position 2308.396 -15.824 27.666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2309.273 -15.36 27.5448 switchstyle 2 
029B: 80@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 80@ Z_angle_to 180.0 
07F7: set_object 80@ destructible 0 
029B: 81@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 81@ Z_angle_to 180.0 
07F7: set_object 81@ destructible 0 
029B: 82@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 82@ destructible 0 
029B: 83@ = init_object #MTSAFE at 2305.765 -4.7944 25.75 
0177: set_object 83@ Z_angle_to 90.0 
029B: 78@ = init_object #CAT2_SAFE_COL at 2305.765 -4.7944 25.75 
0177: set_object 78@ Z_angle_to 90.0 
07F7: set_object 83@ destructible 0 
if 
83CA:   not object $4047 exists 
else_jump @CAT2_3606 
029B: $4047 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $4047 
07F7: set_object $4047 destructible 0 
0550: keep_object $4047 in_memory 1 

:CAT2_3606
if 
83CA:   not object $4048 exists 
else_jump @CAT2_3673 
029B: $4048 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $4048 
0177: set_object $4048 Z_angle_to 270.0 
0550: keep_object $4048 in_memory 1 
07F7: set_object $4048 destructible 0 

:CAT2_3673
if 
83CA:   not object $4049 exists 
else_jump @CAT2_3730 
029B: $4049 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $4049 
0550: keep_object $4049 in_memory 1 
07F7: set_object $4049 destructible 0 

:CAT2_3730
if 
83CA:   not object $4050 exists 
else_jump @CAT2_3797 
029B: $4050 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $4050 
0550: keep_object $4050 in_memory 1 
0177: set_object $4050 Z_angle_to 180.0 
07F7: set_object $4050 destructible 0 

:CAT2_3797
029B: 84@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 84@ destructible 0 
0177: set_object 80@ Z_angle_to 180.0 
029B: 85@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 85@ destructible 0 
0177: set_object 81@ Z_angle_to 180.0 
029B: 86@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 86@ destructible 0 
0177: set_object 83@ Z_angle_to 90.0 
0177: set_object 84@ Z_angle_to 180.0 
0177: set_object 85@ Z_angle_to 180.0 
0382: set_object 80@ collision_detection 0 
0382: set_object 81@ collision_detection 0 
0382: set_object 82@ collision_detection 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2309.289 -14.3987 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 287.3674 
0792: disembark_instantly_actor $146 
00A1: put_actor $146 at 2310.206 -15.8887 25.7574 
0173: set_actor $146 Z_angle_to 287.3674 
05D3: AS_actor $PLAYER_ACTOR goto_point 2315.412 -13.1812 25.75 mode 4 time 10000 ms // versionA 
05D3: AS_actor $146 goto_point 2316.619 -15.1198 25.75 mode 4 time 10000 ms // versionA 
008B: 50@ = $15 // (int) 
50@ += 3000 
63@ = 1 
03C7: set_sensitivity_to_crime 0.2 
49@ += 1 

:CAT2_4115
if 
  49@ == 2 
else_jump @CAT2_4469 
if and
001E:   $15 > 50@ // (int) 
  568@ == 0 
else_jump @CAT2_4469 
03EB: clear_small_messages_only 
015F: set_camera_position 2315.312 -13.8451 27.6696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.771 -12.9906 27.427 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2315.412 -12.1812 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.5262 
04D7: set_actor $PLAYER_ACTOR locked 1 
0687: clear_actor $146 task 
00A1: put_actor $146 at 2316.619 -15.1198 25.75 
0173: set_actor $146 Z_angle_to 242.0258 
04D7: set_actor $146 locked 1 
if 
8118:   not actor 74@ dead 
else_jump @CAT2_4439 
00A0: store_actor 74@ position_to $72 $73 $74 
$72 += 2.7 
041A: 79@ = actor $PLAYER_ACTOR weapon 25 ammo 
if 
  79@ == 0 
else_jump @CAT2_4380 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
jump @CAT2_4407 

:CAT2_4380
if 
  48 > 79@ 
else_jump @CAT2_4407 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_4407
0667: AS_actor $PLAYER_ACTOR aim_at $72 $73 $74 10000 ms 
05C4: AS_actor 74@ hands_up 8000 ms 
04D7: set_actor 74@ locked 1 

:CAT2_4439
568@ = 3 
008B: 50@ = $15 // (int) 
50@ += 2000 
49@ += 1 

:CAT2_4469
if 
  49@ == 3 
else_jump @CAT2_4680 
if 
  568@ == 0 
else_jump @CAT2_4680 
if 
8118:   not actor 71@ dead 
else_jump @CAT2_4597 
00A0: store_actor 71@ position_to $72 $73 $74 
$72 += 2.7 
$74 += 0.5 
01B2: give_actor $146 weapon 25 ammo 9999 // Load the weapon model before using this 
0667: AS_actor $146 aim_at $72 $73 $74 10000 ms 
04D7: set_actor 71@ locked 1 
05C4: AS_actor 71@ hands_up 8000 ms 

:CAT2_4597
03EB: clear_small_messages_only 
015F: set_camera_position 2317.011 -17.3945 27.4246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.248 -16.4244 27.3736 switchstyle 2 
568@ = 4 
008B: 50@ = $15 // (int) 
50@ += 2500 
49@ += 1 

:CAT2_4680
if 
  49@ == 4 
else_jump @CAT2_4749 
if 
  1 > 76@ 
else_jump @CAT2_4749 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_4749 
fade 0 500 
49@ += 1 

:CAT2_4749
if 
  49@ == 5 
else_jump @CAT2_5253 
if 
  1 > 76@ 
else_jump @CAT2_5253 
if 
   not fading 
else_jump @CAT2_5253 
03EB: clear_small_messages_only 
015F: set_camera_position 2316.377 -11.0151 28.6019 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.613 -10.6059 28.1029 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
0792: disembark_instantly_actor $146 
00A1: put_actor $146 at 2308.502 -3.912 25.7422 
0173: set_actor $146 Z_angle_to 81.0 
if 
8118:   not actor $146 dead 
else_jump @CAT2_4968 
04D7: set_actor $146 locked 0 
05D3: AS_actor $146 goto_point 2306.768 -4.5085 25.7422 mode 4 time -2 ms // versionA 

:CAT2_4968
if 
8118:   not actor 74@ dead 
else_jump @CAT2_5034 
0687: clear_actor 74@ task 
00A1: put_actor 74@ at 2310.546 -7.7439 25.7422 
0173: set_actor 74@ Z_angle_to 281.4267 
0639: AS_actor 74@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 74@ locked 1 

:CAT2_5034
if 
8118:   not actor 71@ dead 
else_jump @CAT2_5100 
0687: clear_actor 71@ task 
00A1: put_actor 71@ at 2311.597 -9.1847 25.7422 
0173: set_actor 71@ Z_angle_to 314.501 
0639: AS_actor 71@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 71@ locked 1 

:CAT2_5100
if 
8118:   not actor 72@ dead 
else_jump @CAT2_5166 
0687: clear_actor 72@ task 
00A1: put_actor 72@ at 2310.591 -9.3749 25.7422 
0173: set_actor 72@ Z_angle_to 323.1424 
0639: AS_actor 72@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 72@ locked 1 

:CAT2_5166
if 
8118:   not actor 73@ dead 
else_jump @CAT2_5232 
0687: clear_actor 73@ task 
00A1: put_actor 73@ at 2309.61 -8.5556 25.7422 
0173: set_actor 73@ Z_angle_to 309.2547 
0639: AS_actor 73@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 73@ locked 1 

:CAT2_5232
04ED: load_animation "OTB" 
fade 1 500 
49@ += 1 

:CAT2_5253
if 
  49@ == 6 
else_jump @CAT2_5375 
if 
   not fading 
else_jump @CAT2_5375 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 0 
568@ = 5 
569@ = 3 
008B: 50@ = $15 // (int) 
50@ += 800 
49@ += 1 

:CAT2_5375
if 
  49@ == 7 
else_jump @CAT2_5482 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_5482 
if 
8118:   not actor 71@ dead 
else_jump @CAT2_5452 
00A0: store_actor 71@ position_to $72 $73 $74 
$74 += 0.7 

:CAT2_5452
008B: 50@ = $15 // (int) 
50@ += 800 
49@ += 1 
88@ = 0 

:CAT2_5482
if 
  49@ == 8 
else_jump @CAT2_6092 
if 
  88@ == 0 
else_jump @CAT2_5849 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_5849 
015F: set_camera_position 2314.602 -4.9551 28.3779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2313.779 -5.363 27.9827 switchstyle 2 
if 
8118:   not actor $146 dead 
else_jump @CAT2_5792 
00A1: put_actor $146 at 2306.666 -4.7944 25.75 
0173: set_actor $146 Z_angle_to 90.0 
01B9: set_actor $146 armed_weapon_to 0 
0615: define_AS_pack_begin 92@ 
0605: actor -1 perform_animation "CAT_SAFE_OPEN" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0605: actor -1 perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0616: define_AS_pack_end 92@ 
0618: assign_actor $146 to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 
075A: set_object 83@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 

:CAT2_5792
88@ = 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
if 
8118:   not actor 71@ dead 
else_jump @CAT2_5833 
0635: AS_actor $PLAYER_ACTOR aim_at_actor 71@ 5500 ms 

:CAT2_5833
008B: 50@ = $15 // (int) 
50@ += 800 

:CAT2_5849
if 
  88@ == 1 
else_jump @CAT2_6092 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_6092 
if 
8118:   not actor 74@ dead 
else_jump @CAT2_5910 
05C4: AS_actor 74@ hands_up 8000 ms 

:CAT2_5910
if 
8118:   not actor 71@ dead 
else_jump @CAT2_5963 
0615: define_AS_pack_begin 92@ 
05B9: AS_actor -1 stay_idle 250 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 92@ 
0618: assign_actor 71@ to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 

:CAT2_5963
if 
8118:   not actor 72@ dead 
else_jump @CAT2_6016 
0615: define_AS_pack_begin 92@ 
05B9: AS_actor -1 stay_idle 350 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 92@ 
0618: assign_actor 72@ to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 

:CAT2_6016
if 
8118:   not actor 73@ dead 
else_jump @CAT2_6069 
0615: define_AS_pack_begin 92@ 
05B9: AS_actor -1 stay_idle 850 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 92@ 
0618: assign_actor 73@ to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 

:CAT2_6069
008B: 50@ = $15 // (int) 
50@ += 2000 
49@ += 1 

:CAT2_6092
if 
  49@ == 9 
else_jump @CAT2_6619 
if and
001E:   $15 > 50@ // (int) 
  568@ == 0 
  567@ == 1 
else_jump @CAT2_6619 
if 
83CA:   not object $4047 exists 
else_jump @CAT2_6200 
029B: $4047 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $4047 
07F7: set_object $4047 destructible 0 
0550: keep_object $4047 in_memory 1 

:CAT2_6200
if 
83CA:   not object $4048 exists 
else_jump @CAT2_6267 
029B: $4048 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $4048 
0177: set_object $4048 Z_angle_to 270.0 
0550: keep_object $4048 in_memory 1 
07F7: set_object $4048 destructible 0 

:CAT2_6267
if 
83CA:   not object $4049 exists 
else_jump @CAT2_6324 
029B: $4049 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $4049 
0550: keep_object $4049 in_memory 1 
07F7: set_object $4049 destructible 0 

:CAT2_6324
if 
83CA:   not object $4050 exists 
else_jump @CAT2_6391 
029B: $4050 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $4050 
0550: keep_object $4050 in_memory 1 
0177: set_object $4050 Z_angle_to 180.0 
07F7: set_object $4050 destructible 0 

:CAT2_6391
04D7: set_actor $PLAYER_ACTOR locked 0 
04D7: set_actor $146 locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_05' time 4000 flag 1  // ~s~Point your gun at the staff to keep them scared and under control.
00BB: show_text_lowpriority GXT 'CAT2_06' time 8000 flag 1  // ~s~Don't let them put their hands down or they may set off an alarm.
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0792: disembark_instantly_actor $146 
01B9: set_actor $146 armed_weapon_to 0 
0605: actor $146 perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
008B: 50@ = $15 // (int) 
50@ += 2000 
49@ += 1 
89@ = 0.0015 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 1 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 1 
0A6F: checkpoint_save 99 

:CAT2_6619
if 
  49@ > 9 
else_jump @CAT2_8425 
89@ += 2.5E-05 
if 
8118:   not actor 74@ dead 
else_jump @CAT2_7049 
if 
  49@ > 10 
else_jump @CAT2_6732 
062E: get_actor 74@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_6725 
04D7: set_actor 74@ locked 0 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CAT2_6725
jump @CAT2_7042 

:CAT2_6732
if and
0457:   player $PLAYER_CHAR aiming_at_actor 74@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_6775 
0079: 65@ += frame_delta_time * 0.02 // (float) 
jump @CAT2_6783 

:CAT2_6775
0081: 65@ -= frame_delta_time * 89@ // (float) 

:CAT2_6783
if 
  65@ > 1.0 
else_jump @CAT2_6814 
65@ = 1.0 

:CAT2_6814
if 
  0.0 > 65@ 
else_jump @CAT2_6877 
65@ = 0.0 
if 
  49@ == 10 
else_jump @CAT2_6877 
gosub @CAT2_30070 
49@ = 11 

:CAT2_6877
062E: get_actor 74@ task 1541 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_6960 
0605: actor 74@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
jump @CAT2_7042 

:CAT2_6960
if 
0611:   actor 74@ performing_animation "SHP_HANDSUP_SCR" 
else_jump @CAT2_7042 
0612: set_actor 74@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 74@ animation "SHP_HANDSUP_SCR" progress_to 65@ // 0.0 to 1.0 

:CAT2_7042
jump @CAT2_7086 

:CAT2_7049
if 
  49@ == 10 
else_jump @CAT2_7081 
gosub @CAT2_30070 
49@ = 11 

:CAT2_7081
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 

:CAT2_7086
if 
8118:   not actor 71@ dead 
else_jump @CAT2_7490 
if 
  49@ > 10 
else_jump @CAT2_7173 
062E: get_actor 71@ task 1477 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_7166 
04D7: set_actor 71@ locked 0 
05C5: AS_actor 71@ cower 1410065407 ms 

:CAT2_7166
jump @CAT2_7483 

:CAT2_7173
if and
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_7216 
0079: 66@ += frame_delta_time * 0.023 // (float) 
jump @CAT2_7224 

:CAT2_7216
0081: 66@ -= frame_delta_time * 89@ // (float) 

:CAT2_7224
if 
  66@ > 1.0 
else_jump @CAT2_7255 
66@ = 1.0 

:CAT2_7255
if 
  0.0 > 66@ 
else_jump @CAT2_7318 
66@ = 0.0 
if 
  49@ == 10 
else_jump @CAT2_7318 
gosub @CAT2_30070 
49@ = 11 

:CAT2_7318
062E: get_actor 71@ task 1541 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_7401 
0605: actor 71@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
jump @CAT2_7483 

:CAT2_7401
if 
0611:   actor 71@ performing_animation "SHP_HANDSUP_SCR" 
else_jump @CAT2_7483 
0612: set_actor 71@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 71@ animation "SHP_HANDSUP_SCR" progress_to 66@ // 0.0 to 1.0 

:CAT2_7483
jump @CAT2_7527 

:CAT2_7490
if 
  49@ == 10 
else_jump @CAT2_7522 
gosub @CAT2_30070 
49@ = 11 

:CAT2_7522
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 

:CAT2_7527
if 
8118:   not actor 72@ dead 
else_jump @CAT2_7931 
if 
  49@ > 10 
else_jump @CAT2_7614 
062E: get_actor 72@ task 1477 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_7607 
04D7: set_actor 72@ locked 0 
05C5: AS_actor 72@ cower 1410065407 ms 

:CAT2_7607
jump @CAT2_7924 

:CAT2_7614
if and
0457:   player $PLAYER_CHAR aiming_at_actor 72@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_7657 
0079: 67@ += frame_delta_time * 0.026 // (float) 
jump @CAT2_7665 

:CAT2_7657
0081: 67@ -= frame_delta_time * 89@ // (float) 

:CAT2_7665
if 
  67@ > 1.0 
else_jump @CAT2_7696 
67@ = 1.0 

:CAT2_7696
if 
  0.0 > 67@ 
else_jump @CAT2_7759 
67@ = 0.0 
if 
  49@ == 10 
else_jump @CAT2_7759 
gosub @CAT2_30070 
49@ = 11 

:CAT2_7759
062E: get_actor 72@ task 1541 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_7842 
0605: actor 72@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
jump @CAT2_7924 

:CAT2_7842
if 
0611:   actor 72@ performing_animation "SHP_HANDSUP_SCR" 
else_jump @CAT2_7924 
0612: set_actor 72@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 72@ animation "SHP_HANDSUP_SCR" progress_to 67@ // 0.0 to 1.0 

:CAT2_7924
jump @CAT2_7968 

:CAT2_7931
if 
  49@ == 10 
else_jump @CAT2_7963 
gosub @CAT2_30070 
49@ = 11 

:CAT2_7963
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 

:CAT2_7968
if 
8118:   not actor 73@ dead 
else_jump @CAT2_8372 
if 
  49@ > 10 
else_jump @CAT2_8055 
062E: get_actor 73@ task 1477 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_8048 
04D7: set_actor 73@ locked 0 
05C5: AS_actor 73@ cower 1410065407 ms 

:CAT2_8048
jump @CAT2_8365 

:CAT2_8055
if and
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @CAT2_8098 
0079: 68@ += frame_delta_time * 0.025 // (float) 
jump @CAT2_8106 

:CAT2_8098
0081: 68@ -= frame_delta_time * 89@ // (float) 

:CAT2_8106
if 
  68@ > 1.0 
else_jump @CAT2_8137 
68@ = 1.0 

:CAT2_8137
if 
  0.0 > 68@ 
else_jump @CAT2_8200 
68@ = 0.0 
if 
  49@ == 10 
else_jump @CAT2_8200 
gosub @CAT2_30070 
49@ = 11 

:CAT2_8200
062E: get_actor 73@ task 1541 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_8283 
0605: actor 73@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
jump @CAT2_8365 

:CAT2_8283
if 
0611:   actor 73@ performing_animation "SHP_HANDSUP_SCR" 
else_jump @CAT2_8365 
0612: set_actor 73@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 73@ animation "SHP_HANDSUP_SCR" progress_to 68@ // 0.0 to 1.0 

:CAT2_8365
jump @CAT2_8425 

:CAT2_8372
if 
  49@ == 10 
else_jump @CAT2_8420 
gosub @CAT2_30070 
0085: 91@ = 40@ // (int) 
91@ += 500 
49@ = 11 

:CAT2_8420
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:CAT2_8425
if 
  568@ == 9 
else_jump @CAT2_8639 
if 
8118:   not actor $146 dead 
else_jump @CAT2_8639 
if 
04EE:   animation "OTB" loaded 
else_jump @CAT2_8632 
062E: get_actor $146 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_8625 
0687: clear_actor $146 task 
0615: define_AS_pack_begin 92@ 
04EB: AS_actor -1 crouch 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 92@ 
0618: assign_actor $146 to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 

:CAT2_8625
jump @CAT2_8639 

:CAT2_8632
04ED: load_animation "OTB" 

:CAT2_8639
if 
  49@ == 11 
else_jump @CAT2_8726 
04EF: release_animation "ROB_BANK" 
if 
  64@ == 4 
else_jump @CAT2_8726 
if 
0118:   actor 74@ dead 
else_jump @CAT2_8726 
008B: 50@ = $15 // (int) 
50@ += 2000 
49@ += 1 

:CAT2_8726
if and
  49@ == 12 
  568@ == 0 
else_jump @CAT2_8794 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_8794 
fade 0 500 
0247: load_model 599 
0247: load_model 523 
49@ += 1 

:CAT2_8794
if 
  49@ == 13 
else_jump @CAT2_9724 
if and
07C1:   path 116 available 
07C1:   path 117 available 
07C1:   path 118 available 
07C1:   path 119 available 
04EE:   animation "MISC" loaded 
else_jump @CAT2_9693 
if and
   not fading 
0248:   model 599 available 
0248:   model 523 available 
else_jump @CAT2_9676 
04EF: release_animation "OTB" 
04EF: release_animation "SHOP" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
041D: set_camera_near_clip 0.1 
018E: stop_sound 90@ 
00A5: 93@ = create_car 599 at 2302.181 6.6 25.4766 
0175: set_car 93@ Z_angle_to 90.0 
020A: set_car 93@ door_status_to 3 
05EB: assign_car 93@ to_path 116 
06FD: set_car 93@ speed_on_path_to 0.0 
00A5: 94@ = create_car 523 at 2348.658 5.906 25.3359 
0175: set_car 94@ Z_angle_to 359.5453 
05EB: assign_car 94@ to_path 117 
06FD: set_car 94@ speed_on_path_to 0.0 
0129: 95@ = create_actor_pedtype 4 model 283 in_car 94@ driverseat 
060B: set_actor 95@ decision_maker_to 70@ 
00A5: 96@ = create_car 523 at 2264.918 37.519 25.3359 
0175: set_car 96@ Z_angle_to 268.8078 
05EB: assign_car 96@ to_path 118 
06FD: set_car 96@ speed_on_path_to 0.0 
0129: 97@ = create_actor_pedtype 4 model 283 in_car 96@ driverseat 
060B: set_actor 97@ decision_maker_to 70@ 
00A5: 98@ = create_car 599 at 2278.477 89.2844 25.3378 
0175: set_car 98@ Z_angle_to 269.8063 
05EB: assign_car 98@ to_path 119 
06FD: set_car 98@ speed_on_path_to 0.0 
0129: 99@ = create_actor_pedtype 4 model 283 in_car 98@ driverseat 
060B: set_actor 99@ decision_maker_to 70@ 
0397: enable_car 98@ siren 1 
009A: 100@ = create_actor_pedtype 4 model 283 at 2328.564 1.8673 25.5693 
0173: set_actor 100@ Z_angle_to 0.0 
0615: define_AS_pack_begin 51@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time 5000 
0605: actor -1 perform_animation "SEAT_TALK_01" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 51@ 
0618: assign_actor 100@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
009A: 102@ = create_actor_pedtype 4 model 240 at 2336.679 -8.2464 25.4766 
0249: release_model 240 
05DC: AS_actor 102@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 
009A: 101@ = create_actor_pedtype 4 model 283 at 2328.476 2.3077 25.5693 
060B: set_actor 101@ decision_maker_to 70@ 
0173: set_actor 101@ Z_angle_to 180.0 
0615: define_AS_pack_begin 51@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 9200 
0605: actor -1 perform_animation "SEAT_TALK_02" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor -1 perform_animation "SEAT_WATCH" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 51@ 
0618: assign_actor 101@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0085: 50@ = 40@ // (int) 
50@ += 1000 
49@ += 1 
jump @CAT2_9686 

:CAT2_9676
0247: load_model 599 
0247: load_model 523 

:CAT2_9686
jump @CAT2_9717 

:CAT2_9693
07C0: load_path 116 
07C0: load_path 117 
07C0: load_path 118 
07C0: load_path 119 
04ED: load_animation "MISC" 

:CAT2_9717
jump @CAT2_9880 

:CAT2_9724
if 
  49@ == 15 
else_jump @CAT2_9855 
if 
001D:   40@ > 50@ // (int) 
else_jump @CAT2_9855 
015F: set_camera_position 2327.583 1.796 26.5414 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.538 2.0688 26.6612 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 2328.538 2.0688 26.6612 angle 270.0 
fade 1 500 
76@ = -1 
49@ += 1 

:CAT2_9855
if 
  49@ == 14 
else_jump @CAT2_9880 
49@ += 1 

:CAT2_9880
if 
  25 > 49@ 
else_jump @CAT2_10658 
if or
  49@ > 15 
  49@ == -1 
else_jump @CAT2_10658 
if 
08D0:   should_skip_cutscene 
else_jump @CAT2_9982 
if 
  76@ == 0 
else_jump @CAT2_9975 
fade 0 500 
49@ = -1 
76@ += 1 

:CAT2_9975
jump @CAT2_10007 

:CAT2_9982
if 
  76@ == -1 
else_jump @CAT2_10007 
76@ += 1 

:CAT2_10007
if 
  76@ == 1 
else_jump @CAT2_10658 
if 
   not fading 
else_jump @CAT2_10658 
567@ = 5 
if 
8118:   not actor 100@ dead 
else_jump @CAT2_10162 
0687: clear_actor 100@ task 
01B2: give_actor 100@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
00DF:   actor 100@ driving 
else_jump @CAT2_10119 
0362: remove_actor 100@ from_car_and_place_at 2292.531 -19.1915 25.3437 
jump @CAT2_10139 

:CAT2_10119
00A1: put_actor 100@ at 2292.531 -19.1915 25.3437 

:CAT2_10139
0667: AS_actor 100@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10162
if 
8118:   not actor 101@ dead 
else_jump @CAT2_10279 
0687: clear_actor 101@ task 
01B2: give_actor 101@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
00DF:   actor 101@ driving 
else_jump @CAT2_10236 
0362: remove_actor 101@ from_car_and_place_at 2297.022 -19.6483 25.3359 
jump @CAT2_10256 

:CAT2_10236
00A1: put_actor 101@ at 2297.022 -19.6483 25.3359 

:CAT2_10256
0667: AS_actor 101@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10279
if 
8118:   not actor 95@ dead 
else_jump @CAT2_10383 
0687: clear_actor 95@ task 
01B2: give_actor 95@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
00DF:   actor 95@ driving 
else_jump @CAT2_10353 
0362: remove_actor 95@ from_car_and_place_at 2303.119 -13.7964 25.4766 
jump @CAT2_10373 

:CAT2_10353
00A1: put_actor 95@ at 2303.119 -13.7964 25.4766 

:CAT2_10373
0173: set_actor 95@ Z_angle_to 119.4845 

:CAT2_10383
if 
8118:   not actor 97@ dead 
else_jump @CAT2_10500 
0687: clear_actor 97@ task 
01B2: give_actor 97@ weapon 25 ammo 9999 // Load the weapon model before using this 
if 
00DF:   actor 97@ driving 
else_jump @CAT2_10457 
0362: remove_actor 97@ from_car_and_place_at 2297.244 -16.8148 25.3328 
jump @CAT2_10477 

:CAT2_10457
00A1: put_actor 97@ at 2297.244 -16.8148 25.3328 

:CAT2_10477
0667: AS_actor 97@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_10500
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_10521 
06C5: release_car 93@ from_path 

:CAT2_10521
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_10542 
06C5: release_car 94@ from_path 

:CAT2_10542
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_10563 
06C5: release_car 96@ from_path 

:CAT2_10563
if 
8119:   not car 98@ wrecked 
else_jump @CAT2_10644 
06C5: release_car 98@ from_path 
00AB: put_car 98@ at 2288.757 -11.9521 25.4766 
0175: set_car 98@ Z_angle_to 142.4622 
04BA: set_car 98@ speed_to 0.0 
07DB: set_car 98@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass 

:CAT2_10644
76@ += 1 
49@ = 25 

:CAT2_10658
if 
  49@ == 16 
else_jump @CAT2_10732 
if and
001E:   $15 > 50@ // (int) 
  568@ == 0 
else_jump @CAT2_10732 
568@ = 39 
008B: 50@ = $15 // (int) 
50@ += 4000 
49@ += 1 

:CAT2_10732
if 
  49@ == 17 
else_jump @CAT2_10840 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_10840 
if 
  568@ == 0 
else_jump @CAT2_10840 
0085: 634@ = 100@ // (int) 
0085: 635@ = 101@ // (int) 
$8615 = 1 
568@ = 11 
008B: 50@ = $15 // (int) 
50@ += 2800 
49@ += 1 

:CAT2_10840
if and
  49@ == 18 
  568@ == 0 
else_jump @CAT2_10914 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_10914 
568@ = 12 
008B: 50@ = $15 // (int) 
50@ += 3500 
49@ += 1 

:CAT2_10914
if and
  49@ == 19 
  568@ == 0 
else_jump @CAT2_11197 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_11197 
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_11036 
if 
8118:   not actor 100@ dead 
else_jump @CAT2_11036 
0687: clear_actor 100@ task 
00A1: put_actor 100@ at 2345.99 5.6379 25.3359 
0173: set_actor 100@ Z_angle_to 276.5795 
05CB: AS_actor 100@ enter_car 93@ as_driver 5000 ms 

:CAT2_11036
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_11116 
if 
8118:   not actor 101@ dead 
else_jump @CAT2_11116 
0687: clear_actor 101@ task 
00A1: put_actor 101@ at 2349.073 9.3357 25.4766 
0173: set_actor 101@ Z_angle_to 282.9661 
05CA: AS_actor 101@ enter_car 93@ passenger_seat 0 time 5000 

:CAT2_11116
03EB: clear_small_messages_only 
015F: set_camera_position 2353.494 10.2912 29.0217 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2352.723 9.7997 28.6169 switchstyle 2 
009B: destroy_actor 102@ 
008B: 50@ = $15 // (int) 
50@ += 1000 
49@ += 1 

:CAT2_11197
if 
  49@ == 20 
else_jump @CAT2_11309 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_11309 
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_11260 
06FD: set_car 94@ speed_on_path_to 1.0 

:CAT2_11260
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_11286 
06FD: set_car 96@ speed_on_path_to 1.0 

:CAT2_11286
008B: 50@ = $15 // (int) 
50@ += 2500 
49@ += 1 

:CAT2_11309
if 
  49@ == 21 
else_jump @CAT2_11483 
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_11460 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_11453 
06FD: set_car 93@ speed_on_path_to 1.0 
0460: set_camera_transverse_delay 0.0 time 5500 
015F: set_camera_position 2353.054 12.14 28.0091 rotation 0.0 0.0 0.0 
0158: camera_on_car 93@ mode 15 switchstyle 1 
0397: enable_car 93@ siren 1 
008B: 50@ = $15 // (int) 
50@ += 5500 
49@ = 23 

:CAT2_11453
jump @CAT2_11483 

:CAT2_11460
008B: 50@ = $15 // (int) 
50@ += 5500 
49@ = 23 

:CAT2_11483
if 
  49@ == 22 
else_jump @CAT2_11626 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_11626 
015F: set_camera_position 2297.562 11.3784 29.2857 rotation 0.0 0.0 0.0 
if 
8119:   not car 98@ wrecked 
else_jump @CAT2_11584 
0158: camera_on_car 98@ mode 15 switchstyle 2 
jump @CAT2_11603 

:CAT2_11584
0160: set_camera_point_at 2297.377 12.3375 29.071 switchstyle 2 

:CAT2_11603
008B: 50@ = $15 // (int) 
50@ += 6500 
49@ += 1 

:CAT2_11626
if 
  49@ == 23 
else_jump @CAT2_12539 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_12539 
568@ = 13 
569@ = 3 
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_11898 
if 
060E:   car 93@ assigned_to_path 
else_jump @CAT2_11898 
05EC: release_car 93@ from_path 
00AB: put_car 93@ at 2297.266 -27.4791 25.3359 
0175: set_car 93@ Z_angle_to 23.0 
04BA: set_car 93@ speed_to 17.0 
if 
8118:   not actor 100@ dead 
else_jump @CAT2_11898 
01B2: give_actor 100@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 51@ 
05D1: AS_actor -1 drive_car 93@ to 2295.612 -23.6996 25.3437 speed 17.0 1 model 0 3 
06C7: AS_actor -1 driver_of_car 93@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2292.531 -19.1915 25.3437 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor 100@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_11898
if 
8118:   not actor 101@ dead 
else_jump @CAT2_12010 
01B2: give_actor 101@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 51@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2296.707 -15.3321 25.3279 mode 6 time 10000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor 101@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_12010
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_12218 
if 
060E:   car 94@ assigned_to_path 
else_jump @CAT2_12218 
05EC: release_car 94@ from_path 
00AB: put_car 94@ at 2305.835 -30.7209 25.3382 
0175: set_car 94@ Z_angle_to 33.0 
04BA: set_car 94@ speed_to 17.0 
if 
8118:   not actor 95@ dead 
else_jump @CAT2_12218 
01B2: give_actor 95@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 51@ 
05D1: AS_actor -1 drive_car 94@ to 2302.19 -21.2635 25.4844 speed 17.0 1 model 0 3 
06C7: AS_actor -1 driver_of_car 94@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2297.244 -16.8148 25.3328 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 291.4845 
0616: define_AS_pack_end 51@ 
0618: assign_actor 95@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_12218
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_12439 
if 
060E:   car 96@ assigned_to_path 
else_jump @CAT2_12439 
05EC: release_car 96@ from_path 
00AB: put_car 96@ at 2294.491 -2.6373 25.3359 
0175: set_car 96@ Z_angle_to 186.0 
04BA: set_car 96@ speed_to 17.0 
if 
8118:   not actor 97@ dead 
else_jump @CAT2_12439 
01B2: give_actor 97@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 51@ 
05D1: AS_actor -1 drive_car 96@ to 2298.094 -10.0818 25.3285 speed 17.0 1 model 0 3 
06C7: AS_actor -1 driver_of_car 96@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2303.119 -13.7964 25.4766 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor 97@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_12439
if 
8119:   not car 98@ wrecked 
else_jump @CAT2_12465 
06FD: set_car 98@ speed_on_path_to 1.0 

:CAT2_12465
015F: set_camera_position 2288.577 -15.1784 27.8832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2289.553 -15.2742 27.6869 switchstyle 2 
008B: 50@ = $15 // (int) 
50@ += 6000 
49@ += 1 

:CAT2_12539
if and
  49@ == 24 
  568@ == 0 
else_jump @CAT2_12602 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_12602 
fade 0 500 
0247: load_model 427 
49@ += 1 

:CAT2_12602
if 
  49@ == 25 
else_jump @CAT2_13097 
if and
   not fading 
0248:   model 427 available 
else_jump @CAT2_13092 
01E8: create_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
04EF: release_animation "MISC" 
04ED: load_animation "GANGS" 
00A5: 103@ = create_car 427 at 2302.181 6.6 25.4766 
0175: set_car 103@ Z_angle_to 90.0 
0519: set_car 103@ locked 1 
00A5: 104@ = create_car 427 at 2337.9 23.4 25.4766 
0175: set_car 104@ Z_angle_to 270.0 
0519: set_car 104@ locked 1 
109@ = 0 

:CAT2_12774
if 
  3 > 109@ 
else_jump @CAT2_12876 
105@(109@,4i) = 0 
if 
03CA:   object 80@(109@,4i) exists 
else_jump @CAT2_12862 
0188: 110@(109@,4i) = create_marker_above_object 80@(109@,4i) 
035D: set_object 84@(109@,4i) targetable 1 
071F: set_object 84@(109@,4i) health_to 1000 

:CAT2_12862
109@ += 1 
jump @CAT2_12774 

:CAT2_12876
if 
8118:   not actor 102@ dead 
else_jump @CAT2_12897 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 

:CAT2_12897
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 
if 
8118:   not actor 100@ dead 
else_jump @CAT2_12958 
009B: destroy_actor 100@ 

:CAT2_12958
if 
8118:   not actor 101@ dead 
else_jump @CAT2_12979 
009B: destroy_actor 101@ 

:CAT2_12979
if 
8118:   not actor 95@ dead 
else_jump @CAT2_13000 
009B: destroy_actor 95@ 

:CAT2_13000
if 
8118:   not actor 97@ dead 
else_jump @CAT2_13021 
009B: destroy_actor 97@ 

:CAT2_13021
00A6: destroy_car 93@ 
00A6: destroy_car 94@ 
00A6: destroy_car 96@ 
00A6: destroy_car 98@ 
01B9: set_actor $146 armed_weapon_to 25 
00A1: put_actor $146 at 2312.208 -1.9564 25.7422 
0173: set_actor $146 Z_angle_to 199.0 
49@ += 1 
jump @CAT2_13097 

:CAT2_13092
0247: load_model 427 

:CAT2_13097
if 
  49@ == 26 
else_jump @CAT2_13245 
if and
   not fading 
  567@ == 1 
04EE:   animation "GANGS" loaded 
else_jump @CAT2_13245 
568@ = 16 
569@ = 3 
if 
8118:   not actor $146 dead 
else_jump @CAT2_13217 
0605: actor $146 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAT2_13217
07F7: set_object 84@ destructible 0 
07F7: set_object 85@ destructible 1 
07F7: set_object 86@ destructible 1 
49@ += 1 

:CAT2_13245
if 
  49@ == 27 
else_jump @CAT2_14350 
062E: get_actor $146 task 1541 status_store_to 114@ // ret 7 if not found 
if 
04A4:   114@ == 7 // == constant 
else_jump @CAT2_13321 
if 
04EE:   animation "GANGS" loaded 
else_jump @CAT2_13321 
04EF: release_animation "GANGS" 

:CAT2_13321
109@ = 0 

:CAT2_13328
if 
  3 > 109@ 
else_jump @CAT2_14157 
if 
03CA:   object 80@(109@,4i) exists 
else_jump @CAT2_13694 
if 
  105@(109@,4i) == 0 
else_jump @CAT2_13694 
071E: get_object 84@(109@,4i) health_to 52@ 
01BB: store_object 80@(109@,4i) position_to $72 $73 $74 
0089: 115@ = $72 // (float) 
115@ -= 1.0 
0089: 118@ = $72 // (float) 
118@ += 1.0 
0089: 116@ = $73 // (float) 
116@ -= 1.0 
0089: 119@ = $73 // (float) 
119@ += 1.0 
0089: 117@ = $74 // (float) 
117@ -= 1.0 
0089: 120@ = $74 // (float) 
120@ += 1.0 
if 
0356:   explosion_type -1 in_cube_cornerA 115@ 116@ 117@ cornerB 118@ 119@ 120@ 
else_jump @CAT2_13577 
071F: set_object 121@(109@,4i) health_to 0 
52@ = 0 

:CAT2_13577
if 
  500 > 52@ 
else_jump @CAT2_13694 
0176: 54@ = object 80@(109@,4i) Z_angle 
0723: break_object 80@(109@,4i) intensity 1 
01BC: put_object 121@(109@,4i) at $72 $73 $74 
0750: set_object 121@(109@,4i) visibility 1 
0177: set_object 121@(109@,4i) Z_angle_to 54@ 
0382: set_object 121@(109@,4i) collision_detection 0 
071F: set_object 121@(109@,4i) health_to 150 
105@(109@,4i) += 1 

:CAT2_13694
if 
03CA:   object 121@(109@,4i) exists 
else_jump @CAT2_14072 
if 
  105@(109@,4i) == 1 
else_jump @CAT2_14072 
071E: get_object 84@(109@,4i) health_to 52@ 
if 
  1 > 52@ 
else_jump @CAT2_14072 
0164: disable_marker 110@(109@,4i) 
0108: destroy_object 84@(109@,4i) 
if 
  109@ == 0 
else_jump @CAT2_13842 
029B: 84@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 84@ destructible 0 
0177: set_object 84@ Z_angle_to 180.0 

:CAT2_13842
if 
  109@ == 1 
else_jump @CAT2_13900 
029B: 85@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 85@ destructible 0 
0177: set_object 85@ Z_angle_to 180.0 

:CAT2_13900
if 
  109@ == 2 
else_jump @CAT2_13948 
029B: 86@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 86@ destructible 0 

:CAT2_13948
01C4: remove_references_to_object 80@(109@,4i) // This object will now disappear when the player looks away 
0400: store_coords_to $72 $73 $74 from_object 121@(109@,4i) with_offset 0.0 -1.0 0.0 
035D: set_object 84@(109@,4i) targetable 0 
0750: set_object 84@(109@,4i) visibility 1 
0723: break_object 121@(109@,4i) intensity 0 
02E1: 125@(109@,4i) = create_cash_pickup 0 at $72 $73 $74 permanence_flag 1 
03DC: 110@(109@,4i) = create_marker_above_pickup 125@(109@,4i) 
105@(109@,4i) += 1 

:CAT2_14072
if 
  105@(109@,4i) == 2 
else_jump @CAT2_14143 
if 
0214:   pickup 125@(109@,4i) picked_up 
else_jump @CAT2_14143 
01C4: remove_references_to_object 121@(109@,4i) // This object will now disappear when the player looks away 
0164: disable_marker 110@(109@,4i) 
105@(109@,4i) += 1 

:CAT2_14143
109@ += 1 
jump @CAT2_13328 

:CAT2_14157
if and
  105@ == 3 
  106@ == 3 
  107@ == 3 
else_jump @CAT2_14350 
035D: set_object $4048 targetable 1 
07F7: set_object $4048 destructible 1 
49@ += 1 
if 
8118:   not actor 100@ dead 
else_jump @CAT2_14235 
077A: set_actor 100@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14235
if 
8118:   not actor 101@ dead 
else_jump @CAT2_14260 
077A: set_actor 101@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14260
if 
8118:   not actor 95@ dead 
else_jump @CAT2_14285 
077A: set_actor 95@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14285
if 
8118:   not actor 97@ dead 
else_jump @CAT2_14310 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_14310
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
060B: set_actor $146 decision_maker_to 46@ 

:CAT2_14350
if 
  49@ == 28 
else_jump @CAT2_14403 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
49@ = 29 

:CAT2_14403
if 
  49@ == 31 
else_jump @CAT2_14978 
if and
07C1:   path 123 available 
07C1:   path 124 available 
else_jump @CAT2_14970 
if 
  352@ == 10 
else_jump @CAT2_14963 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT2_14963 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2315.558 70.7181 31.4998 radius 11.4 8.4 6.0 
else_jump @CAT2_14963 
0708: reset_decision_maker 46@ event 36 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2324.899 66.4572 25.8911 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.192 67.157 25.9911 switchstyle 2 
00A6: destroy_car 94@ 
00A6: destroy_car 96@ 
009B: destroy_actor 95@ 
009B: destroy_actor 97@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_14696 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2319.793 61.6571 25.4769 
jump @CAT2_14716 

:CAT2_14696
00A1: put_actor $PLAYER_ACTOR at 2319.793 61.6571 25.4769 

:CAT2_14716
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
06C9: remove_actor $146 from_group 
if 
00DF:   actor $146 driving 
else_jump @CAT2_14774 
0362: remove_actor $146 from_car_and_place_at 2318.242 61.3145 25.4759 
jump @CAT2_14794 

:CAT2_14774
00A1: put_actor $146 at 2318.242 61.3145 25.4759 

:CAT2_14794
0173: set_actor $146 Z_angle_to 350.0 
00A5: 94@ = create_car 523 at 2287.156 61.9821 25.4766 
0175: set_car 94@ Z_angle_to 322.7361 
0129: 95@ = create_actor_pedtype 4 model 283 in_car 94@ driverseat 
060B: set_actor 95@ decision_maker_to 70@ 
05EB: assign_car 94@ to_path 123 
02AC: set_car 94@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 96@ = create_car 523 at 2289.629 58.0551 25.3359 
0175: set_car 96@ Z_angle_to 330.5475 
02AC: set_car 96@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 97@ = create_actor_pedtype 4 model 283 in_car 96@ driverseat 
060B: set_actor 97@ decision_maker_to 70@ 
05EB: assign_car 96@ to_path 124 
49@ += 1 

:CAT2_14963
jump @CAT2_14978 

:CAT2_14970
07C0: load_path 123 
07C0: load_path 124 

:CAT2_14978
if 
  49@ == 32 
else_jump @CAT2_15070 
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_15070 
if 
860E:   not car 94@ assigned_to_path 
else_jump @CAT2_15070 
if 
8118:   not actor 95@ dead 
else_jump @CAT2_15070 
0918: set_car 94@ engine_operation 0 
0633: AS_actor 95@ exit_car 
0519: set_car 94@ locked 1 
49@ += 1 

:CAT2_15070
if and
  49@ == 33 
  568@ == 0 
else_jump @CAT2_15176 
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_15176 
if 
860E:   not car 96@ assigned_to_path 
else_jump @CAT2_15176 
if 
8118:   not actor 97@ dead 
else_jump @CAT2_15176 
0633: AS_actor 97@ exit_car 
0918: set_car 96@ engine_operation 0 
0519: set_car 96@ locked 1 
fade 0 500 
49@ += 1 

:CAT2_15176
if 
  49@ == 34 
else_jump @CAT2_15261 
if 
   not fading 
else_jump @CAT2_15261 
568@ = 29 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 
49@ += 1 

:CAT2_15261
if 
  49@ == 35 
else_jump @CAT2_15419 
if 
   not fading 
else_jump @CAT2_15419 
if 
8118:   not actor 95@ dead 
else_jump @CAT2_15333 
01B2: give_actor 95@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 95@ immune_to_nonplayer 1 

:CAT2_15333
if 
8118:   not actor 97@ dead 
else_jump @CAT2_15374 
01B2: give_actor 97@ weapon 25 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 97@ immune_to_nonplayer 1 

:CAT2_15374
if 
8118:   not actor $146 dead 
else_jump @CAT2_15412 
0668: AS_actor $146 rotate_and_shoot_at 2322.183 71.2342 26.549 -2 ms 

:CAT2_15412
49@ += 1 

:CAT2_15419
if and
  49@ == 36 
  568@ == 0 
else_jump @CAT2_15501 
if 
   not fading 
else_jump @CAT2_15501 
if and
0118:   actor 95@ dead 
0118:   actor 97@ dead 
else_jump @CAT2_15501 
008B: 50@ = $15 // (int) 
50@ += 750 
49@ += 1 

:CAT2_15501
if 
  49@ == 37 
else_jump @CAT2_15552 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_15552 
fade 0 500 
49@ += 1 

:CAT2_15552
if 
  38 > 49@ 
else_jump @CAT2_15570 

:CAT2_15570
if 
  49@ == 38 
else_jump @CAT2_16318 
if 
   not fading 
else_jump @CAT2_16318 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2325.291 70.4759 26.8236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.353 70.7834 26.6641 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $146 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_15758 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2322.075 69.6739 25.4784 
jump @CAT2_15778 

:CAT2_15758
00A1: put_actor $PLAYER_ACTOR at 2322.075 69.6739 25.4784 

:CAT2_15778
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.1885 
06C9: remove_actor $146 from_group 
if 
00DF:   actor $146 driving 
else_jump @CAT2_15836 
0362: remove_actor $146 from_car_and_place_at 2321.63 71.6478 25.4724 
jump @CAT2_15856 

:CAT2_15836
00A1: put_actor $146 at 2321.63 71.6478 25.4724 

:CAT2_15856
0173: set_actor $146 Z_angle_to 295.8968 
00A6: destroy_car 94@ 
00A6: destroy_car 96@ 
009B: destroy_actor 95@ 
009B: destroy_actor 97@ 
if 
8119:   not car 103@ wrecked 
else_jump @CAT2_15907 
01C3: remove_references_to_car 103@ 

:CAT2_15907
if 
8119:   not car 104@ wrecked 
else_jump @CAT2_15928 
01C3: remove_references_to_car 104@ 

:CAT2_15928
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_15949 
01C3: remove_references_to_car 93@ 

:CAT2_15949
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_15970 
01C3: remove_references_to_car 94@ 

:CAT2_15970
0395: clear_area 1 at 2320.634 79.9329 27.9897 radius 100.0 
00A5: 94@ = create_car 523 at 2322.863 73.0477 26.0378 
0175: set_car 94@ Z_angle_to 34.6853 
00A5: 96@ = create_car 523 at 2323.166 70.1374 26.0405 
0175: set_car 96@ Z_angle_to 345.7562 
0615: define_AS_pack_begin 51@ 
05BA: AS_actor -1 move_mouth 750 ms 
05CB: AS_actor -1 enter_car 94@ as_driver -2 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor $146 to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0615: define_AS_pack_begin 51@ 
05BA: AS_actor -1 move_mouth 500 ms 
05CB: AS_actor -1 enter_car 96@ as_driver -2 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 306@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 307@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 308@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 309@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 310@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 311@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 312@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 313@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 314@ // Like turning an actor into a random pedestrian 
fade 1 500 
008B: 50@ = $15 // (int) 
50@ += 2500 
49@ += 1 
568@ = 30 
569@ = 2 
0085: 642@ = 40@ // (int) 
642@ += 400 

:CAT2_16318
if 
  49@ == 39 
else_jump @CAT2_16432 
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_16418 
if 
0448:   actor $146 in_car 94@ 
else_jump @CAT2_16411 
if and
001E:   $15 > 50@ // (int) 
  568@ == 0 
else_jump @CAT2_16411 
fade 0 500 
49@ += 1 

:CAT2_16411
jump @CAT2_16432 

:CAT2_16418
fade 0 500 
49@ += 1 

:CAT2_16432
if 
  49@ == 40 
else_jump @CAT2_17528 
if and
07C1:   path 156 available 
07C1:   path 157 available 
07C1:   path 158 available 
07C1:   path 159 available 
else_jump @CAT2_17508 
if and
07C1:   path 160 available 
07C1:   path 161 available 
else_jump @CAT2_17491 
if 
   not fading 
else_jump @CAT2_17484 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A5: 130@ = create_car 599 at 1307.095 280.2934 18.4062 
00A5: 131@ = create_car 599 at 1307.095 290.2934 18.4062 
00A5: 132@ = create_car 599 at 1307.095 300.2934 18.4062 
0519: set_car 130@ locked 1 
0519: set_car 131@ locked 1 
0519: set_car 132@ locked 1 
00A5: 154@ = create_car 523 at 2346.523 62.9803 25.3359 
00A5: 155@ = create_car 523 at 2346.682 45.9405 25.3359 
0129: 137@ = create_actor_pedtype 24 model 283 in_car 130@ driverseat 
01C8: 138@ = create_actor_pedtype 24 model 283 in_car 130@ passenger_seat 0 
0129: 139@ = create_actor_pedtype 24 model 283 in_car 131@ driverseat 
01C8: 140@ = create_actor_pedtype 24 model 283 in_car 131@ passenger_seat 0 
0129: 141@ = create_actor_pedtype 24 model 283 in_car 132@ driverseat 
01C8: 142@ = create_actor_pedtype 24 model 283 in_car 132@ passenger_seat 0 
0129: 143@ = create_actor_pedtype 25 model 283 in_car 154@ driverseat 
0129: 144@ = create_actor_pedtype 25 model 283 in_car 155@ driverseat 
077A: set_actor 143@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 144@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65539 to 174@ 
07E5: copy_decision_maker 65542 to 371@ 
0708: reset_decision_maker 174@ event 15 
0708: reset_decision_maker 174@ event 49 
0708: reset_decision_maker 174@ event 9 
0708: reset_decision_maker 174@ event 36 
0708: reset_decision_maker 174@ event 31 
0708: reset_decision_maker 174@ event 11 
0708: reset_decision_maker 174@ event 41 
0709: set_decision_maker 174@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 174@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 174@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 174@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 174@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 174@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 137@ decision_maker_to 371@ 
060B: set_actor 138@ decision_maker_to 371@ 
060B: set_actor 139@ decision_maker_to 371@ 
060B: set_actor 140@ decision_maker_to 371@ 
060B: set_actor 141@ decision_maker_to 371@ 
060B: set_actor 142@ decision_maker_to 371@ 
060B: set_actor 143@ decision_maker_to 371@ 
060B: set_actor 144@ decision_maker_to 371@ 
08C6: set_actor 143@ stay_on_bike 2 
08C6: set_actor 144@ stay_on_bike 2 
01B2: give_actor 137@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 138@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 142@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 144@ weapon 22 ammo 9999 // Load the weapon model before using this 
if 
8118:   not actor $146 dead 
else_jump @CAT2_17269 
01B2: give_actor $146 weapon 25 ammo 9999 // Load the weapon model before using this 

:CAT2_17269
156@ = 1290.025 
157@ = 1294.242 
158@ = 1282.681 
159@ = 1285.585 
160@ = 1289.389 
161@ = 1285.593 
162@ = 252.8313 
163@ = 249.3508 
164@ = 250.9628 
165@ = 253.8959 
166@ = 241.5564 
167@ = 240.6378 
168@ = 18.4062 
169@ = 18.4062 
170@ = 18.4062 
171@ = 18.4062 
172@ = 18.4062 
173@ = 18.4062 
129@ = 0 
133@ = 0 
134@ = 0 
fade 1 500 
49@ += 1 

:CAT2_17484
jump @CAT2_17501 

:CAT2_17491
07C0: load_path 160 
07C0: load_path 161 

:CAT2_17501
jump @CAT2_17528 

:CAT2_17508
07C0: load_path 156 
07C0: load_path 157 
07C0: load_path 158 
07C0: load_path 159 

:CAT2_17528
if 
  49@ == 41 
else_jump @CAT2_17582 
if 
   not fading 
else_jump @CAT2_17582 
64@ = 8 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
49@ += 1 

:CAT2_17582
if 
  49@ > 9 
else_jump @CAT2_17644 
if 
  64@ == 0 
else_jump @CAT2_17644 
if 
001E:   $15 > 50@ // (int) 
else_jump @CAT2_17644 
64@ += 1 

:CAT2_17644
if 
  64@ == 1 
else_jump @CAT2_17698 
062E: get_actor $146 task 1491 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_17698 
64@ += 1 

:CAT2_17698
if 
  64@ == 2 
else_jump @CAT2_17768 
062E: get_actor $146 task 1492 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_17768 
008B: 175@ = $15 // (int) 
175@ += 20000 
64@ += 1 

:CAT2_17768
if 
  64@ == 3 
else_jump @CAT2_17878 
176@ += 15 
if or
001E:   $15 > 175@ // (int) 
  49@ > 10 
else_jump @CAT2_17878 
if 
  49@ == 10 
else_jump @CAT2_17871 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
gosub @CAT2_30070 
49@ = 11 

:CAT2_17871
64@ += 1 

:CAT2_17878
if 
  64@ == 4 
else_jump @CAT2_18250 
if 
  49@ > 27 
else_jump @CAT2_18250 
if 
8118:   not actor $146 dead 
else_jump @CAT2_18250 
if and
  177@ == 0 
  568@ == 0 
else_jump @CAT2_18015 
568@ = 19 
569@ = 2 
0187: 380@ = create_marker_above_actor $146 
07E0: set_marker 380@ type_to 1 
05D3: AS_actor $146 goto_point 2315.391 -1.6768 25.75 mode 6 time -2 ms // versionA 
177@ = 1 

:CAT2_18015
if 
  177@ == 1 
else_jump @CAT2_18128 
062E: get_actor $146 task -1 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_18128 
if 
8366:   not object $4048 damaged 
else_jump @CAT2_18121 
177@ = 2 
0668: AS_actor $146 rotate_and_shoot_at 2315.475 1.0941 26.8796 1000 ms 
178@ += 1 
jump @CAT2_18128 

:CAT2_18121
177@ = 2 

:CAT2_18128
if 
  177@ == 2 
else_jump @CAT2_18250 
062E: get_actor $146 task 1640 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @CAT2_18250 
if or
0366:   object $4048 damaged 
  178@ > 2 
else_jump @CAT2_18243 
05F5: AS_actor $146 goto_point_using_paths 2315.51 3.1256 25.4844 mode 6 time -2 
177@ = 3 
64@ += 1 
jump @CAT2_18250 

:CAT2_18243
177@ = 1 

:CAT2_18250
if 
  42@ == 0 
else_jump @CAT2_18387 
if 
  64@ > 4 
else_jump @CAT2_18387 
if and
  43@ == 0 
  568@ == 0 
else_jump @CAT2_18334 
00BB: show_text_lowpriority GXT 'CAT2_19' time 4000 flag 1  // ~s~Follow ~b~Catalina~s~.
43@ = 1 

:CAT2_18334
if 
0366:   object $4048 damaged 
else_jump @CAT2_18387 
42@ = 1 
568@ = 21 
0085: 647@ = 40@ // (int) 
647@ += 2500 
569@ = 3 

:CAT2_18387
if 
  64@ == 5 
else_jump @CAT2_20206 
179@ = 2328.638 
197@ = 9.9046 
215@ = 25.4766 
233@ = 82.0 
259@ = 1 
180@ = 2328.63 
198@ = 12.0793 
216@ = 26.4366 
234@ = 102.156 
260@ = 1 
181@ = 2323.539 
199@ = 8.1573 
217@ = 30.1564 
235@ = 119.8251 
261@ = 0 
182@ = 2313.919 
200@ = 5.5612 
218@ = 25.4766 
236@ = 179.0108 
262@ = 3 
183@ = 2319.28 
201@ = 10.1457 
219@ = 25.4766 
237@ = 173.7026 
263@ = 1 
184@ = 2322.422 
202@ = 14.3559 
220@ = 33.4834 
238@ = 131.5315 
264@ = 0 
185@ = 2322.567 
203@ = 22.3196 
221@ = 25.4766 
239@ = 191.9916 
265@ = 5 
186@ = 2317.422 
204@ = 31.4408 
222@ = 25.4688 
240@ = 170.5408 
266@ = 1 
187@ = 2323.347 
205@ = 32.5086 
223@ = 30.3438 
241@ = 167.5312 
267@ = 2 
188@ = 2314.06 
206@ = 27.4771 
224@ = 28.4834 
242@ = 211.9221 
268@ = 0 
189@ = 2314.146 
207@ = 32.6897 
225@ = 30.3072 
243@ = 218.8303 
269@ = 0 
190@ = 2324.323 
208@ = 25.9529 
226@ = 30.4834 
244@ = 146.7435 
270@ = 0 
191@ = 2315.235 
209@ = 44.7149 
227@ = 27.6529 
245@ = 177.4772 
271@ = 1 
192@ = 2322.142 
210@ = 38.0272 
228@ = 25.4698 
246@ = 165.042 
272@ = 5 
193@ = 2316.281 
211@ = 53.245 
229@ = 25.4745 
247@ = 211.6924 
273@ = 3 
194@ = 2316.977 
212@ = 60.9693 
230@ = 26.9906 
248@ = 217.9312 
274@ = 0 
195@ = 2322.69 
213@ = 57.5449 
231@ = 31.9884 
249@ = 174.0596 
275@ = 0 
196@ = 2313.39 
214@ = 51.5349 
232@ = 29.4834 
250@ = 196.6579 
276@ = 0 
286@ = 0 

:CAT2_19258
if 
  9 > 286@ 
else_jump @CAT2_20176 
if 
  3 > 286@ 
else_jump @CAT2_19364 
0209: 287@ = random_int_in_ranges 0 6 

:CAT2_19303
if 
  288@(287@,18i) == 1 
else_jump @CAT2_19364 
287@ += 1 
if 
  287@ == 6 
else_jump @CAT2_19357 
287@ = 0 

:CAT2_19357
jump @CAT2_19303 

:CAT2_19364
if and
  286@ > 2 
  6 > 286@ 
else_jump @CAT2_19459 
0209: 287@ = random_int_in_ranges 6 12 

:CAT2_19398
if 
  288@(287@,18i) == 1 
else_jump @CAT2_19459 
287@ += 1 
if 
  287@ == 12 
else_jump @CAT2_19452 
287@ = 6 

:CAT2_19452
jump @CAT2_19398 

:CAT2_19459
if and
  286@ > 5 
  9 > 286@ 
else_jump @CAT2_19554 
0209: 287@ = random_int_in_ranges 12 18 

:CAT2_19493
if 
  288@(287@,18i) == 1 
else_jump @CAT2_19554 
287@ += 1 
if 
  287@ == 18 
else_jump @CAT2_19547 
287@ = 12 

:CAT2_19547
jump @CAT2_19493 

:CAT2_19554
288@(287@,18i) = 1 
0085: 324@(287@,18i) = 286@ // (int) 
009A: 306@(286@,9i) = create_actor_pedtype 4 model 283 at 179@(287@,18f) 197@(287@,18f) 215@(287@,18f) 
07DD: set_actor 306@(286@,9i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 306@(286@,9i) weapon_accuracy_to 60 
0085: 315@(286@,9i) = 259@(287@,18i) // (int) 
0085: 342@(286@,9i) = 287@ // (int) 
0173: set_actor 306@(286@,9i) Z_angle_to 233@(287@,18f) 
0209: 287@ = random_int_in_ranges 0 3 
if or
  3 > 287@ 
  351@ > 0 
else_jump @CAT2_19733 
01B2: give_actor 306@(286@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @CAT2_19808 

:CAT2_19733
if 
  6 > 342@(286@,9i) 
else_jump @CAT2_19776 
01B2: give_actor 306@(286@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @CAT2_19808 

:CAT2_19776
01B2: give_actor 306@(286@,9i) weapon 25 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 306@(286@,9i) attack_rate 10 // previously known as temper_to 
351@ = 1 

:CAT2_19808
077A: set_actor 306@(286@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 306@(286@,9i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
if 
  259@(287@,18i) == 0 
else_jump @CAT2_19913 
0615: define_AS_pack_begin 51@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 51@ 
0618: assign_actor 306@(286@,9i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0350: set_actor 306@(286@,9i) maintain_position_when_attacked 1 

:CAT2_19913
if 
  259@(287@,18i) == 1 
else_jump @CAT2_19985 
0615: define_AS_pack_begin 51@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 306@(286@,9i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0350: set_actor 306@(286@,9i) maintain_position_when_attacked 1 

:CAT2_19985
if 
  259@(287@,18i) == 2 
else_jump @CAT2_20040 
0615: define_AS_pack_begin 51@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 306@(286@,9i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_20040
if 
  259@(287@,18i) == 3 
else_jump @CAT2_20101 
0615: define_AS_pack_begin 51@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 306@(286@,9i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_20101
if 
  259@(287@,18i) == 5 
else_jump @CAT2_20162 
0615: define_AS_pack_begin 51@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 306@(286@,9i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:CAT2_20162
286@ += 1 
jump @CAT2_19258 

:CAT2_20176
354@ = 99 
0085: 358@ = 40@ // (int) 
358@ += 30000 
64@ = 6 

:CAT2_20206
if 
  64@ == 6 
else_jump @CAT2_23420 
if 
8118:   not actor $146 dead 
else_jump @CAT2_23420 
if 
   not 354@ == 99 
else_jump @CAT2_20398 
if 
0118:   actor 306@(354@,9i) dead 
else_jump @CAT2_20308 
0085: 286@ = 342@(354@,9i) // (int) 
288@(286@,18i) = 0 
354@ = 99 

:CAT2_20308
if 
001D:   40@ > 358@ // (int) 
else_jump @CAT2_20398 
if 
   not 354@ == 99 
else_jump @CAT2_20398 
0085: 358@ = 40@ // (int) 
358@ += 30000 
355@ = 1 
0085: 286@ = 342@(354@,9i) // (int) 
288@(286@,18i) = 0 
354@ = 99 

:CAT2_20398
if 
  354@ == 99 
else_jump @CAT2_22531 
if and
  352@ > 0 
  10 > 352@ 
else_jump @CAT2_20529 
062E: get_actor $146 task -1 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 1 // == constant 
else_jump @CAT2_20485 
0085: 356@ = 40@ // (int) 
356@ += 8000 

:CAT2_20485
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_20529 
if 
001D:   40@ > 356@ // (int) 
else_jump @CAT2_20529 
355@ = 1 

:CAT2_20529
if 
  352@ == 0 
else_jump @CAT2_20582 
062E: get_actor $146 task -1 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_20582 
352@ = 1 

:CAT2_20582
if 
  352@ == 1 
else_jump @CAT2_20833 
if 
  291@ == 1 
else_jump @CAT2_20633 
0085: 354@ = 327@ // (int) 
jump @CAT2_20770 

:CAT2_20633
if 
  290@ == 1 
else_jump @CAT2_20666 
0085: 354@ = 326@ // (int) 
jump @CAT2_20770 

:CAT2_20666
if 
  292@ == 1 
else_jump @CAT2_20699 
0085: 354@ = 328@ // (int) 
jump @CAT2_20770 

:CAT2_20699
if 
  293@ == 1 
else_jump @CAT2_20732 
0085: 354@ = 329@ // (int) 
jump @CAT2_20770 

:CAT2_20732
352@ = 2 
568@ = 24 
05F5: AS_actor $146 goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20770
if 
  355@ == 1 
else_jump @CAT2_20833 
355@ = 0 
352@ = 2 
568@ = 24 
05F5: AS_actor $146 goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20833
if 
  352@ == 2 
else_jump @CAT2_20982 
if 
8118:   not actor $146 dead 
else_jump @CAT2_20982 
062E: get_actor $146 task 1525 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_20982 
if 
00FE:   actor $146 sphere 0 in_sphere 2321.74 10.5486 25.4688 radius 3.0 3.0 3.0 
else_jump @CAT2_20958 
352@ = 3 
jump @CAT2_20982 

:CAT2_20958
05F5: AS_actor $146 goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_20982
if and
  352@ == 3 
  568@ == 0 
else_jump @CAT2_21174 
if 
  288@ == 1 
else_jump @CAT2_21040 
0085: 354@ = 324@ // (int) 
jump @CAT2_21111 

:CAT2_21040
if 
  289@ == 1 
else_jump @CAT2_21073 
0085: 354@ = 325@ // (int) 
jump @CAT2_21111 

:CAT2_21073
352@ = 4 
568@ = 25 
05F5: AS_actor $146 goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21111
if 
  355@ == 1 
else_jump @CAT2_21174 
355@ = 0 
352@ = 4 
568@ = 25 
05F5: AS_actor $146 goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21174
if 
  352@ == 4 
else_jump @CAT2_21323 
if 
8118:   not actor $146 dead 
else_jump @CAT2_21323 
062E: get_actor $146 task 1525 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_21323 
if 
00FE:   actor $146 sphere 0 in_sphere 2318.281 18.5403 25.4766 radius 3.0 3.0 3.0 
else_jump @CAT2_21299 
352@ = 5 
jump @CAT2_21323 

:CAT2_21299
05F5: AS_actor $146 goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_21323
if 
  352@ == 5 
else_jump @CAT2_21640 
if 
  294@ == 1 
else_jump @CAT2_21374 
0085: 354@ = 330@ // (int) 
jump @CAT2_21577 

:CAT2_21374
if 
  295@ == 1 
else_jump @CAT2_21407 
0085: 354@ = 331@ // (int) 
jump @CAT2_21577 

:CAT2_21407
if 
  296@ == 1 
else_jump @CAT2_21440 
0085: 354@ = 332@ // (int) 
jump @CAT2_21577 

:CAT2_21440
if 
  297@ == 1 
else_jump @CAT2_21473 
0085: 354@ = 333@ // (int) 
jump @CAT2_21577 

:CAT2_21473
if 
  298@ == 1 
else_jump @CAT2_21506 
0085: 354@ = 334@ // (int) 
jump @CAT2_21577 

:CAT2_21506
if 
  299@ == 1 
else_jump @CAT2_21539 
0085: 354@ = 335@ // (int) 
jump @CAT2_21577 

:CAT2_21539
352@ = 6 
568@ = 26 
05F5: AS_actor $146 goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21577
if 
  355@ == 1 
else_jump @CAT2_21640 
355@ = 0 
352@ = 6 
568@ = 26 
05F5: AS_actor $146 goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21640
if 
  352@ == 6 
else_jump @CAT2_21789 
if 
8118:   not actor $146 dead 
else_jump @CAT2_21789 
062E: get_actor $146 task 1525 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_21789 
if 
00FE:   actor $146 sphere 0 in_sphere 2319.228 34.565 25.468 radius 3.0 3.0 3.0 
else_jump @CAT2_21765 
352@ = 7 
jump @CAT2_21789 

:CAT2_21765
05F5: AS_actor $146 goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_21789
if and
  352@ == 7 
  568@ == 0 
else_jump @CAT2_21967 
if 
  300@ == 1 
else_jump @CAT2_21847 
0085: 354@ = 336@ // (int) 
jump @CAT2_21911 

:CAT2_21847
if 
  301@ == 1 
else_jump @CAT2_21880 
0085: 354@ = 337@ // (int) 
jump @CAT2_21911 

:CAT2_21880
352@ = 8 
05F5: AS_actor $146 goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_21911
if 
  355@ == 1 
else_jump @CAT2_21967 
355@ = 0 
352@ = 8 
05F5: AS_actor $146 goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_21967
if 
  352@ == 8 
else_jump @CAT2_22036 
if 
8118:   not actor $146 dead 
else_jump @CAT2_22036 
062E: get_actor $146 task -1 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_22036 
352@ = 9 

:CAT2_22036
if and
  352@ == 9 
  568@ == 0 
else_jump @CAT2_22294 
if 
  302@ == 1 
else_jump @CAT2_22094 
0085: 354@ = 338@ // (int) 
jump @CAT2_22231 

:CAT2_22094
if 
  303@ == 1 
else_jump @CAT2_22127 
0085: 354@ = 339@ // (int) 
jump @CAT2_22231 

:CAT2_22127
if 
  304@ == 1 
else_jump @CAT2_22160 
0085: 354@ = 340@ // (int) 
jump @CAT2_22231 

:CAT2_22160
if 
  305@ == 1 
else_jump @CAT2_22193 
0085: 354@ = 341@ // (int) 
jump @CAT2_22231 

:CAT2_22193
352@ = 10 
568@ = 28 
05F5: AS_actor $146 goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22231
if 
  355@ == 1 
else_jump @CAT2_22294 
355@ = 0 
352@ = 10 
568@ = 28 
05F5: AS_actor $146 goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22294
if 
  352@ == 10 
else_jump @CAT2_22449 
if 
8118:   not actor $146 dead 
else_jump @CAT2_22449 
062E: get_actor $146 task -1 status_store_to 357@ // ret 7 if not found 
if 
04A4:   357@ == 7 // == constant 
else_jump @CAT2_22449 
if 
00FE:   actor $146 sphere 0 in_sphere 2319.237 64.4156 25.4766 radius 4.0 4.0 4.0 
else_jump @CAT2_22425 
64@ = 7 
49@ = 31 
jump @CAT2_22449 

:CAT2_22425
05F5: AS_actor $146 goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_22449
if 
   not 354@ == 99 
else_jump @CAT2_22531 
if 
8118:   not actor $146 dead 
else_jump @CAT2_22531 
if 
8118:   not actor 306@(354@,9i) dead 
else_jump @CAT2_22531 
05E2: AS_actor $146 kill_actor 306@(354@,9i) 
0085: 358@ = 40@ // (int) 
358@ += 15000 

:CAT2_22531
286@ = 0 

:CAT2_22538
if 
  9 > 286@ 
else_jump @CAT2_23420 
if 
8118:   not actor 306@(286@,9i) dead 
else_jump @CAT2_23399 
if 
  315@(286@,9i) == 1 
else_jump @CAT2_22738 
if 
001D:   40@ > 277@(286@,9i) // (int) 
else_jump @CAT2_22738 
062E: get_actor 306@(286@,9i) task 1259 status_store_to 353@ // ret 7 if not found 
if 
04A4:   353@ == 7 // == constant 
else_jump @CAT2_22738 
0209: 287@ = random_int_in_ranges 4000 8000 
0085: 277@(286@,9i) = 40@ // (int) 
005A: 277@(286@,9i) += 287@ // (int) 
if 
0597:   actor 306@(286@,9i) crouching 
else_jump @CAT2_22727 
04EB: AS_actor 306@(286@,9i) crouch 0 
jump @CAT2_22738 

:CAT2_22727
04EB: AS_actor 306@(286@,9i) crouch 1 

:CAT2_22738
if 
  315@(286@,9i) == 2 
else_jump @CAT2_22816 
if 
874F:   not actor 306@(286@,9i) ped_event == 36 
else_jump @CAT2_22816 
0638: AS_actor 306@(286@,9i) stay_put 0 
05E2: AS_actor 306@(286@,9i) kill_actor $PLAYER_ACTOR 
315@(286@,9i) = 4 

:CAT2_22816
if 
  315@(286@,9i) == 3 
else_jump @CAT2_23095 
0172: 251@ = actor 306@(286@,9i) Z_angle 
00A0: store_actor 306@(286@,9i) position_to 252@ 253@ 254@ 
02F6: 257@ = sine 251@ // (float) 
02F7: 258@ = cosine 251@ // (float) 
0087: 255@ = 257@ // (float) 
255@ *= -2.5 
005B: 255@ += 252@ // (float) 
0087: 256@ = 258@ // (float) 
256@ *= 2.5 
005B: 256@ += 253@ // (float) 
if 
8118:   not actor $146 dead 
else_jump @CAT2_23095 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 255@ 256@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $146 sphere 0 in_sphere 255@ 256@ 25.7 radius 5.0 5.0 3.0 
else_jump @CAT2_23095 
0638: AS_actor 306@(286@,9i) stay_put 0 
0812: AS_actor 306@(286@,9i) perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
315@(286@,9i) = 0 

:CAT2_23095
if 
  315@(286@,9i) == 5 
else_jump @CAT2_23399 
0172: 251@ = actor 306@(286@,9i) Z_angle 
00A0: store_actor 306@(286@,9i) position_to 252@ 253@ 254@ 
02F6: 257@ = sine 251@ // (float) 
02F7: 258@ = cosine 251@ // (float) 
0087: 255@ = 257@ // (float) 
255@ *= -2.5 
005B: 255@ += 252@ // (float) 
0087: 256@ = 258@ // (float) 
256@ *= 2.5 
005B: 256@ += 253@ // (float) 
if 
8118:   not actor $146 dead 
else_jump @CAT2_23399 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 255@ 256@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $146 sphere 0 in_sphere 255@ 256@ 25.7 radius 5.0 5.0 3.0 
else_jump @CAT2_23399 
if 
  568@ == 0 
else_jump @CAT2_23333 
568@ = 27 

:CAT2_23333
0638: AS_actor 306@(286@,9i) stay_put 0 
0812: AS_actor 306@(286@,9i) perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
315@(286@,9i) = 0 

:CAT2_23399
286@ += 1 
010D: set_player $PLAYER_CHAR wanted_level_to 3 
jump @CAT2_22538 

:CAT2_23420
if 
  64@ == 8 
else_jump @CAT2_28317 
if 
  49@ > 40 
else_jump @CAT2_28317 
if 
  359@ == 0 
else_jump @CAT2_23712 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2130.689 149.1074 0.3268 radius 30.0 30.0 30.0 
else_jump @CAT2_23712 
0247: load_model 523 
0247: load_model 283 
0247: load_model 346 
if and
0248:   model 523 available 
0248:   model 283 available 
0248:   model 346 available 
else_jump @CAT2_23712 
359@ = 1 
00A5: 361@ = create_car 523 at 2048.156 195.1577 15.8884 
0397: enable_car 361@ siren 1 
0175: set_car 361@ Z_angle_to 270.0 
0129: 362@ = create_actor_pedtype 24 model 283 in_car 361@ driverseat 
01B2: give_actor 362@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 363@ 
05D1: AS_actor -1 drive_car 361@ to 2105.236 179.1932 0.5812 speed 15.0 2 model 0 0 
06C7: AS_actor -1 driver_of_car 361@ perform_action 5 timelimit 1000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 363@ 
0618: assign_actor 362@ to_AS_pack 363@ 
061B: remove_references_to_AS_pack 363@ 

:CAT2_23712
if 
  134@ == 0 
else_jump @CAT2_23861 
if and
8119:   not car 96@ wrecked 
8119:   not car 94@ wrecked 
8118:   not actor $146 dead 
8119:   not car 154@ wrecked 
8119:   not car 155@ wrecked 
else_jump @CAT2_23861 
if 
00DB:   actor $146 in_car 94@ 
else_jump @CAT2_23861 
if 
8118:   not actor $146 dead 
else_jump @CAT2_23808 
08C6: set_actor $146 stay_on_bike 2 

:CAT2_23808
134@ = 1 
05EB: assign_car 94@ to_path 157 
05EB: assign_car 154@ to_path 160 
05EB: assign_car 155@ to_path 161 
0397: enable_car 154@ siren 1 
0397: enable_car 155@ siren 1 
0811: 151@ = actor $PLAYER_ACTOR used_car 

:CAT2_23861
if 
  134@ > 0 
else_jump @CAT2_24112 
if 
8119:   not car 154@ wrecked 
else_jump @CAT2_23942 
if 
060E:   car 154@ assigned_to_path 
else_jump @CAT2_23942 
046C: 364@ = car 154@ driver 
if 
  364@ == -1 
else_jump @CAT2_23942 
05EC: release_car 154@ from_path 

:CAT2_23942
if 
8119:   not car 155@ wrecked 
else_jump @CAT2_24112 
if 
060E:   car 155@ assigned_to_path 
else_jump @CAT2_24112 
046C: 364@ = car 155@ driver 
if 
  364@ == -1 
else_jump @CAT2_24012 
05EC: release_car 155@ from_path 
jump @CAT2_24112 

:CAT2_24012
if 
  366@ == 0 
else_jump @CAT2_24112 
00AA: store_car 155@ position_to $72 $73 $74 
if 
  1570.0 > $72 
else_jump @CAT2_24112 
if 
01F3:   car 155@ in_air 
else_jump @CAT2_24112 
if 
8118:   not actor 364@ dead 
else_jump @CAT2_24112 
0622: AS_actor 364@ bail_car 155@ 
366@ = 1 

:CAT2_24112
if 
  134@ == 1 
else_jump @CAT2_24885 
if and
8118:   not actor $146 dead 
8119:   not car 94@ wrecked 
else_jump @CAT2_24885 
if 
  129@ == 0 
else_jump @CAT2_24728 
00A0: store_actor $146 position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 55@ 56@ 57@ 
0088: $67 = 55@ // (float) 
0061: $67 -= $72 // (float) 
if 
  0.0 > $67 
else_jump @CAT2_24244 
$67 = 0.0 

:CAT2_24244
61@ = 2000.0 
0077: 61@ /= $67 // (float) 
61@ /= 100.0 
if 
  61@ > 1.5 
else_jump @CAT2_24303 
61@ = 1.5 

:CAT2_24303
if 
  0.3 > 61@ 
else_jump @CAT2_24334 
61@ = 0.3 

:CAT2_24334
if and
001D:   40@ > 367@ // (int) 
  37 > 44@ 
else_jump @CAT2_24447 
if and
  $67 > 10.0 
  50.0 > $67 
else_jump @CAT2_24447 
if 
  568@ == 0 
else_jump @CAT2_24447 
0085: 568@ = 44@ // (int) 
$8615 = 1 
0085: 367@ = 40@ // (int) 
367@ += 8000 
44@ += 1 

:CAT2_24447
if 
8119:   not car 154@ wrecked 
else_jump @CAT2_24489 
if 
01F3:   car 154@ in_air 
else_jump @CAT2_24489 
61@ = 1.0 

:CAT2_24489
if 
8119:   not car 155@ wrecked 
else_jump @CAT2_24623 
if 
01F3:   car 155@ in_air 
else_jump @CAT2_24531 
61@ = 1.0 

:CAT2_24531
if 
8118:   not actor 144@ dead 
else_jump @CAT2_24623 
if 
80DF:   not actor 144@ driving 
else_jump @CAT2_24623 
if 
  368@ == 0 
else_jump @CAT2_24623 
01B2: give_actor 144@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 144@ kill_actor $PLAYER_ACTOR 
077A: set_actor 144@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 144@ decision_maker_to 174@ 
368@ = 1 

:CAT2_24623
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_24665 
if 
01F3:   car 94@ in_air 
else_jump @CAT2_24665 
61@ = 1.0 

:CAT2_24665
06FD: set_car 94@ speed_on_path_to 61@ 
if 
8119:   not car 154@ wrecked 
else_jump @CAT2_24697 
06FD: set_car 154@ speed_on_path_to 61@ 

:CAT2_24697
if 
8119:   not car 155@ wrecked 
else_jump @CAT2_24721 
06FD: set_car 155@ speed_on_path_to 61@ 

:CAT2_24721
jump @CAT2_24790 

:CAT2_24728
06FD: set_car 94@ speed_on_path_to 1.0 
if 
8119:   not car 154@ wrecked 
else_jump @CAT2_24764 
06FD: set_car 154@ speed_on_path_to 1.0 

:CAT2_24764
if 
8119:   not car 155@ wrecked 
else_jump @CAT2_24790 
06FD: set_car 155@ speed_on_path_to 1.0 

:CAT2_24790
if 
00A3:   actor $146 sphere 0 in_rectangle_cornerA 1304.957 252.9172 cornerB 1275.84 241.8114 
else_jump @CAT2_24885 
134@ = 2 
0709: set_decision_maker 46@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0085: 135@ = 40@ // (int) 
135@ += 900 

:CAT2_24885
if 
  134@ == 2 
else_jump @CAT2_25028 
if 
001D:   40@ > 135@ // (int) 
else_jump @CAT2_25028 
if and
8119:   not car 94@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT2_25028 
0085: 369@ = 40@ // (int) 
369@ += 1000 
0615: define_AS_pack_begin 136@ 
0622: AS_actor -1 bail_car 94@ 
05D3: AS_actor -1 goto_point 1286.969 247.1966 18.4062 mode 6 time -2 ms // versionA 
05C4: AS_actor -1 hands_up 40000 ms 
0616: define_AS_pack_end 136@ 
0618: assign_actor $146 to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 
134@ = 3 

:CAT2_25028
if 
  369@ > 0 
else_jump @CAT2_25117 
if 
001D:   40@ > 369@ // (int) 
else_jump @CAT2_25117 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_16' time 6000 flag 1  // ~s~Catalina's surrounded by cops. Rescue ~b~her~s~ and get back to the ~y~hideout~s~.
018A: 48@ = create_checkpoint_at 867.6723 -30.3543 62.1893 
369@ = 0 
134@ = 4 

:CAT2_25117
if 
  134@ == 4 
else_jump @CAT2_25688 
if 
8118:   not actor $146 dead 
else_jump @CAT2_25688 
if or
0104:   actor $PLAYER_ACTOR near_actor $146 radius 15.0 15.0 15.0 sphere 0 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 1389.021 67.2039 cornerB 1232.628 407.097 
else_jump @CAT2_25688 
01C2: remove_references_to_actor 143@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 144@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 130@ 
01C3: remove_references_to_car 131@ 
01C3: remove_references_to_car 132@ 
if 
056D:   actor 362@ defined 
else_jump @CAT2_25260 
01C2: remove_references_to_actor 362@ // Like turning an actor into a random pedestrian 

:CAT2_25260
if 
8119:   not car 361@ wrecked 
else_jump @CAT2_25307 
if 
80DB:   not actor $PLAYER_ACTOR in_car 361@ 
else_jump @CAT2_25300 
01C3: remove_references_to_car 361@ 

:CAT2_25300
jump @CAT2_25312 

:CAT2_25307
01C3: remove_references_to_car 155@ 

:CAT2_25312
if 
8119:   not car 154@ wrecked 
else_jump @CAT2_25359 
if 
80DB:   not actor $PLAYER_ACTOR in_car 154@ 
else_jump @CAT2_25352 
01C3: remove_references_to_car 154@ 

:CAT2_25352
jump @CAT2_25364 

:CAT2_25359
01C3: remove_references_to_car 154@ 

:CAT2_25364
if 
8119:   not car 155@ wrecked 
else_jump @CAT2_25411 
if 
80DB:   not actor $PLAYER_ACTOR in_car 155@ 
else_jump @CAT2_25404 
01C3: remove_references_to_car 155@ 

:CAT2_25404
jump @CAT2_25416 

:CAT2_25411
01C3: remove_references_to_car 155@ 

:CAT2_25416
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_25463 
if 
80DB:   not actor $PLAYER_ACTOR in_car 96@ 
else_jump @CAT2_25456 
01C3: remove_references_to_car 96@ 

:CAT2_25456
jump @CAT2_25468 

:CAT2_25463
01C3: remove_references_to_car 96@ 

:CAT2_25468
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_25515 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @CAT2_25508 
01C3: remove_references_to_car 94@ 

:CAT2_25508
jump @CAT2_25520 

:CAT2_25515
01C3: remove_references_to_car 94@ 

:CAT2_25520
370@ = 0 

:CAT2_25527
if 
  8 > 370@ 
else_jump @CAT2_25623 
if 
8118:   not actor 137@(370@,8i) dead 
else_jump @CAT2_25609 
0687: clear_actor 137@(370@,8i) task 
01C2: remove_references_to_actor 137@(370@,8i) // Like turning an actor into a random pedestrian 
077A: set_actor 137@(370@,8i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 137@(370@,8i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 

:CAT2_25609
370@ += 1 
jump @CAT2_25527 

:CAT2_25623
43@ = 0 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT2_25669 
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 45@ 

:CAT2_25669
372@ = 1 
0164: disable_marker 380@ 
134@ = 5 

:CAT2_25688
if 
  134@ == 5 
else_jump @CAT2_27499 
if 
  373@ == 0 
else_jump @CAT2_25821 
if 
001D:   40@ > 152@ // (int) 
else_jump @CAT2_25821 
370@ = 0 

:CAT2_25750
if 
  8 > 370@ 
else_jump @CAT2_25814 
if 
8118:   not actor 137@(370@,8i) dead 
else_jump @CAT2_25800 
07BC: set_actor 137@(370@,8i) decision_maker_to 174@ // AS_pack_version 

:CAT2_25800
370@ += 1 
jump @CAT2_25750 

:CAT2_25814
373@ = 1 

:CAT2_25821
if 
8118:   not actor $146 dead 
else_jump @CAT2_27499 
if 
00DF:   actor $146 driving 
else_jump @CAT2_27332 
if 
  374@ == 0 
else_jump @CAT2_27332 
374@ = 1 
570@ = 1 
$8615 = 1 
if 
  $2906 == 0 
else_jump @CAT2_26630 
if 
  $63 == 0 
else_jump @CAT2_26268 
611@ = 2 
612@ = 1 
613@ = 1 
614@ = 1 
615@ = 1 
616@ = 1 
617@ = 2 
618@ = 1 
619@ = 1 
620@ = 2 
621@ = 1 
05AA: 462@s = 'CAT_DF' // @s = 'short'  // You're fucking psycho!
05AA: 464@s = 'CAT_DG' // @s = 'short'  // All you little men are scared of strong women!
05AA: 466@s = 'CAT_DH' // @s = 'short'  // If we're passionate you say we're crazy.
05AA: 468@s = 'CAT_DI' // @s = 'short'  // If we're upset you say we're hysterical.
05AA: 470@s = 'CAT_DJ' // @s = 'short'  // We sleep with men, we're sluts.
05AA: 472@s = 'CAT_DK' // @s = 'short'  // If we don't put out we're frigid bitches.
05AA: 474@s = 'CAT_DL' // @s = 'short'  // Who you calling little men? You went berserk back there!
05AA: 476@s = 'CAT_DM' // @s = 'short'  // That? That was just another day at the office!
05AA: 478@s = 'CAT_DN' // @s = 'short'  // You can't stand the heat, go put your tiny balls in the freezer!
05AA: 480@s = 'CAT_DO' // @s = 'short'  // Tiny balls? Now just wait a minute...
05AA: 482@s = 'CAT_DP' // @s = 'short'  // Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 542@ = 8631 // = constant 
04AF: 543@ = 8632 // = constant 
04AF: 544@ = 8633 // = constant 
04AF: 545@ = 8634 // = constant 
04AF: 546@ = 8635 // = constant 
04AF: 547@ = 8636 // = constant 
04AF: 548@ = 8637 // = constant 
04AF: 549@ = 8638 // = constant 
04AF: 550@ = 8639 // = constant 
04AF: 551@ = 8640 // = constant 
04AF: 552@ = 8641 // = constant 
568@ = 40 
569@ = 11 
jump @CAT2_26630 

:CAT2_26268
611@ = 1 
612@ = 2 
613@ = 1 
614@ = 1 
615@ = 1 
616@ = 1 
617@ = 1 
618@ = 2 
619@ = 1 
620@ = 1 
621@ = 2 
622@ = 1 
05AA: 462@s = 'CAT_DA' // @s = 'short'  // I have a hideout on Fern Ridge.
05AA: 464@s = 'CAT_DF' // @s = 'short'  // You're fucking psycho!
05AA: 466@s = 'CAT_DG' // @s = 'short'  // All you little men are scared of strong women!
05AA: 468@s = 'CAT_DH' // @s = 'short'  // If we're passionate you say we're crazy.
05AA: 470@s = 'CAT_DI' // @s = 'short'  // If we're upset you say we're hysterical.
05AA: 472@s = 'CAT_DJ' // @s = 'short'  // We sleep with men, we're sluts.
05AA: 474@s = 'CAT_DK' // @s = 'short'  // If we don't put out we're frigid bitches.
05AA: 476@s = 'CAT_DL' // @s = 'short'  // Who you calling little men? You went berserk back there!
05AA: 478@s = 'CAT_DM' // @s = 'short'  // That? That was just another day at the office!
05AA: 480@s = 'CAT_DN' // @s = 'short'  // You can't stand the heat, go put your tiny balls in the freezer!
05AA: 482@s = 'CAT_DO' // @s = 'short'  // Tiny balls? Now just wait a minute...
05AA: 484@s = 'CAT_DP' // @s = 'short'  // Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 542@ = 8626 // = constant 
04AF: 543@ = 8631 // = constant 
04AF: 544@ = 8632 // = constant 
04AF: 545@ = 8633 // = constant 
04AF: 546@ = 8634 // = constant 
04AF: 547@ = 8635 // = constant 
04AF: 548@ = 8636 // = constant 
04AF: 549@ = 8637 // = constant 
04AF: 550@ = 8638 // = constant 
04AF: 551@ = 8639 // = constant 
04AF: 552@ = 8640 // = constant 
04AF: 553@ = 8641 // = constant 
568@ = 40 
569@ = 12 

:CAT2_26630
if 
  $2906 == 1 
else_jump @CAT2_27068 
611@ = 1 
612@ = 2 
613@ = 1 
614@ = 2 
615@ = 2 
616@ = 1 
617@ = 2 
618@ = 1 
619@ = 2 
620@ = 1 
621@ = 1 
622@ = 1 
623@ = 1 
624@ = 2 
05AA: 462@s = 'CAT_GA' // @s = 'short'  // Take me home, Carl.
05AA: 464@s = 'CAT_GB' // @s = 'short'  // Okay. Look, but we gotta talk about something.
05AA: 466@s = 'CAT_GC' // @s = 'short'  // What? What do I have to say to you?
05AA: 468@s = 'CAT_GD' // @s = 'short'  // You're a great girl, and all, but you gotta calm down.
05AA: 470@s = 'CAT_GE' // @s = 'short'  // I know some cold blooded cats wouldn't act like you.
05AA: 472@s = 'CAT_GF' // @s = 'short'  // Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 474@s = 'CAT_GG' // @s = 'short'  // No, I just want...
05AA: 476@s = 'CAT_GH' // @s = 'short'  // You know why I act like this.
05AA: 478@s = 'CAT_GI' // @s = 'short'  // No.
05AA: 480@s = 'CAT_GJ' // @s = 'short'  // I'm in love, Carl.
05AA: 482@s = 'CAT_GK' // @s = 'short'  // A woman's heart is a tempestuous place,
05AA: 484@s = 'CAT_GL' // @s = 'short'  // and you will break my heart.
05AA: 486@s = 'CAT_GM' // @s = 'short'  // Sometimes I want to kill us both!
05AA: 488@s = 'CAT_GN' // @s = 'short'  // Please, don't do that. Just relax a little.
04AF: 542@ = 8672 // = constant 
04AF: 543@ = 8673 // = constant 
04AF: 544@ = 8674 // = constant 
04AF: 545@ = 8675 // = constant 
04AF: 546@ = 8676 // = constant 
04AF: 547@ = 8677 // = constant 
04AF: 548@ = 8678 // = constant 
04AF: 549@ = 8679 // = constant 
04AF: 550@ = 8680 // = constant 
04AF: 551@ = 8681 // = constant 
04AF: 552@ = 8682 // = constant 
04AF: 553@ = 8683 // = constant 
04AF: 554@ = 8684 // = constant 
04AF: 555@ = 8685 // = constant 
568@ = 40 
569@ = 14 

:CAT2_27068
if 
  $2906 == 2 
else_jump @CAT2_27332 
611@ = 1 
612@ = 2 
613@ = 1 
614@ = 2 
615@ = 1 
616@ = 2 
617@ = 1 
618@ = 1 
05AA: 462@s = 'CAT_OA' // @s = 'short'  // Take me home now, big man.
05AA: 464@s = 'CAT_OB' // @s = 'short'  // How we do?
05AA: 466@s = 'CAT_OC' // @s = 'short'  // Is that all you care about? Money?
05AA: 468@s = 'CAT_OD' // @s = 'short'  // No, but I really need the paper--.
05AA: 470@s = 'CAT_OE' // @s = 'short'  // You revolt me. You make my skin crawl.
05AA: 472@s = 'CAT_OF' // @s = 'short'  // Well I ain't crazy about you, either!
05AA: 474@s = 'CAT_OG' // @s = 'short'  // That's just it. How little you know.
05AA: 476@s = 'CAT_OH' // @s = 'short'  // Don't talk. Let us enjoy the peace and quiet.
04AF: 542@ = 8725 // = constant 
04AF: 543@ = 8726 // = constant 
04AF: 544@ = 8727 // = constant 
04AF: 545@ = 8728 // = constant 
04AF: 546@ = 8729 // = constant 
04AF: 547@ = 8730 // = constant 
04AF: 548@ = 8731 // = constant 
04AF: 549@ = 8732 // = constant 
568@ = 40 
569@ = 8 

:CAT2_27332
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
00FE:   actor $146 sphere 0 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
else_jump @CAT2_27436 
0164: disable_marker 48@ 
01B4: set_player $PLAYER_CHAR can_move 0 
64@ = 9 

:CAT2_27436
if 
  43@ == 0 
else_jump @CAT2_27499 
if 
876F:   not text_priority_displayed 
else_jump @CAT2_27499 
if 
  568@ == 0 
else_jump @CAT2_27499 
568@ = 37 
43@ = 1 

:CAT2_27499
if 
  153@ == 2 
else_jump @CAT2_27699 
if 
8118:   not actor $146 dead 
else_jump @CAT2_27699 
if 
80FE:   not actor $146 sphere 0 in_sphere 1287.5 249.2 19.22 radius 60.0 60.0 60.0 
else_jump @CAT2_27699 
153@ = 3 
if 
8119:   not car 130@ wrecked 
else_jump @CAT2_27609 
01C3: remove_references_to_car 130@ 

:CAT2_27609
if 
8119:   not car 131@ wrecked 
else_jump @CAT2_27630 
01C3: remove_references_to_car 131@ 

:CAT2_27630
if 
8119:   not car 132@ wrecked 
else_jump @CAT2_27651 
01C3: remove_references_to_car 132@ 

:CAT2_27651
145@ = 0 

:CAT2_27658
if 
  6 > 145@ 
else_jump @CAT2_27699 
01C2: remove_references_to_actor 137@(145@,8i) // Like turning an actor into a random pedestrian 
145@ += 1 
jump @CAT2_27658 

:CAT2_27699
if 
  129@ == 0 
else_jump @CAT2_27918 
if 
8118:   not actor $146 dead 
else_jump @CAT2_27918 
if 
00A3:   actor $146 sphere 0 in_rectangle_cornerA 1393.246 233.1637 cornerB 1325.073 190.1405 
else_jump @CAT2_27918 
129@ = 1 
if and
8119:   not car 130@ wrecked 
8119:   not car 131@ wrecked 
8119:   not car 132@ wrecked 
else_jump @CAT2_27918 
05EB: assign_car 130@ to_path 156 
05EB: assign_car 131@ to_path 158 
05EB: assign_car 132@ to_path 159 
0519: set_car 130@ locked 0 
0519: set_car 131@ locked 0 
0519: set_car 132@ locked 0 
0397: enable_car 130@ siren 1 
0397: enable_car 131@ siren 1 
0397: enable_car 132@ siren 1 
0085: 146@ = 40@ // (int) 
146@ += 4000 
0085: 147@ = 40@ // (int) 
147@ += 4000 
0085: 148@ = 40@ // (int) 
148@ += 4000 

:CAT2_27918
if 
  129@ == 1 
else_jump @CAT2_28317 
if and
8119:   not car 130@ wrecked 
8119:   not car 131@ wrecked 
8119:   not car 132@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT2_28317 
145@ = 0 

:CAT2_27974
if 
  6 > 145@ 
else_jump @CAT2_28317 
149@ = 0 
if 
8118:   not actor 137@(145@,8i) dead 
else_jump @CAT2_28303 
if 
0449:   actor 137@(145@,8i) in_a_car 
else_jump @CAT2_28303 
if 
  2 > 145@ 
else_jump @CAT2_28083 
if 
001D:   40@ > 146@ // (int) 
else_jump @CAT2_28083 
149@ = 1 

:CAT2_28083
if and
  4 > 145@ 
  145@ > 1 
else_jump @CAT2_28134 
if 
001D:   40@ > 147@ // (int) 
else_jump @CAT2_28134 
149@ = 1 

:CAT2_28134
if 
  145@ > 3 
else_jump @CAT2_28178 
if 
001D:   40@ > 148@ // (int) 
else_jump @CAT2_28178 
149@ = 1 

:CAT2_28178
if 
  149@ == 1 
else_jump @CAT2_28303 
0615: define_AS_pack_begin 136@ 
if or
  145@ == 0 
  145@ == 3 
  145@ == 4 
else_jump @CAT2_28239 
04EB: AS_actor -1 crouch 1 

:CAT2_28239
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 156@(145@,6f) 162@(145@,6f) 168@(145@,6f) mode 6 time -2 ms // versionA 
0635: AS_actor -1 aim_at_actor $146 -2 ms 
0616: define_AS_pack_end 136@ 
0618: assign_actor 137@(145@,8i) to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CAT2_28303
145@ += 1 
jump @CAT2_27974 

:CAT2_28317
if 
  64@ == 9 
else_jump @CAT2_30063 
if 
08D0:   should_skip_cutscene 
else_jump @CAT2_28362 
375@ = 3 
567@ = 5 

:CAT2_28362
if 
  375@ == 0 
else_jump @CAT2_28422 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
567@ = 5 
563@ = 0 
564@ = 0 
$8615 = 1 
375@ = 1 

:CAT2_28422
if 
  375@ == 1 
else_jump @CAT2_29752 
if 
  568@ == 0 
else_jump @CAT2_29752 
if 
  567@ == 1 
else_jump @CAT2_29752 
570@ = 0 
if 
  $63 == 0 
else_jump @CAT2_28863 
572@ = 1 
573@ = 1 
574@ = 1 
575@ = 2 
576@ = 2 
577@ = 1 
578@ = 1 
579@ = 1 
580@ = 2 
581@ = 2 
582@ = 2 
583@ = 2 
04AF: 503@ = 8642 // = constant 
04AF: 504@ = 8643 // = constant 
04AF: 505@ = 8644 // = constant 
04AF: 506@ = 8645 // = constant 
04AF: 507@ = 8646 // = constant 
04AF: 508@ = 8647 // = constant 
04AF: 509@ = 8648 // = constant 
04AF: 510@ = 8649 // = constant 
04AF: 511@ = 8650 // = constant 
04AF: 512@ = 8651 // = constant 
04AF: 513@ = 8652 // = constant 
04AF: 514@ = 8653 // = constant 
05AA: 384@s = 'CAT_EA' // @s = 'short'  // That was fun, homeboy.
05AA: 386@s = 'CAT_EB' // @s = 'short'  // You wanna play again tomorrow?
05AA: 388@s = 'CAT_EC' // @s = 'short'  // Here. This is your cut.
05AA: 390@s = 'CAT_ED' // @s = 'short'  // Lady, I gotta take it easy.
05AA: 392@s = 'CAT_EE' // @s = 'short'  // Like you said, I got some other shit going on.
05AA: 394@s = 'CAT_EF' // @s = 'short'  // Whatever, baby.
05AA: 396@s = 'CAT_EG' // @s = 'short'  // If I play too rough, you do whatever makes you feel safe.
05AA: 398@s = 'CAT_EH' // @s = 'short'  // Maricon. See you around.
05AA: 400@s = 'CAT_EI' // @s = 'short'  // Thanks and everything bitch, but you crazy.
05AA: 402@s = 'CAT_EJ' // @s = 'short'  // If you was the last bitch on earth,
05AA: 404@s = 'CAT_EK' // @s = 'short'  // I'd start going out with an animal.
05AA: 406@s = 'CAT_EL' // @s = 'short'  // You're too fucking loco, senorita.
568@ = 1 
569@ = 12 

:CAT2_28863
if 
  $63 == 1 
else_jump @CAT2_29069 
572@ = 1 
573@ = 2 
574@ = 2 
575@ = 2 
576@ = 1 
577@ = 1 
04AF: 503@ = 8686 // = constant 
04AF: 504@ = 8687 // = constant 
04AF: 505@ = 8688 // = constant 
04AF: 506@ = 8689 // = constant 
04AF: 507@ = 8690 // = constant 
04AF: 508@ = 8691 // = constant 
05AA: 384@s = 'CAT_HA' // @s = 'short'  // See you soon, handsome. Next time, we play REALLY rough.
05AA: 386@s = 'CAT_HB' // @s = 'short'  // Yeah, that's cool. But we can also play for some real money.
05AA: 388@s = 'CAT_HC' // @s = 'short'  // I got some money to... well,
05AA: 390@s = 'CAT_HD' // @s = 'short'  // it's a long story, but I need some serious paper, fast.
05AA: 392@s = 'CAT_HE' // @s = 'short'  // You come and see me again soon.
05AA: 394@s = 'CAT_HF' // @s = 'short'  // We rob a real bank.
568@ = 1 
569@ = 6 

:CAT2_29069
if 
  $63 == 2 
else_jump @CAT2_29188 
572@ = 1 
573@ = 1 
574@ = 1 
04AF: 503@ = 8714 // = constant 
04AF: 504@ = 8715 // = constant 
04AF: 505@ = 8716 // = constant 
05AA: 384@s = 'CAT_MA' // @s = 'short'  // Carl, you have much to learn about the female heart.
05AA: 386@s = 'CAT_MB' // @s = 'short'  // Come and see me again when you think you understand it.
05AA: 388@s = 'CAT_MC' // @s = 'short'  // Goodbye!
568@ = 1 
569@ = 3 

:CAT2_29188
if 
  $63 == 3 
else_jump @CAT2_29394 
572@ = 1 
573@ = 2 
574@ = 1 
575@ = 1 
576@ = 1 
577@ = 1 
04AF: 503@ = 8733 // = constant 
04AF: 504@ = 8734 // = constant 
04AF: 505@ = 8735 // = constant 
04AF: 506@ = 8736 // = constant 
04AF: 507@ = 8737 // = constant 
04AF: 508@ = 8738 // = constant 
05AA: 384@s = 'CAT_PA' // @s = 'short'  // There you go.
05AA: 386@s = 'CAT_PB' // @s = 'short'  // Thanks
05AA: 388@s = 'CAT_PC' // @s = 'short'  // One day, Carl Johnson, you will realize.
05AA: 390@s = 'CAT_PD' // @s = 'short'  // She, she truly loved me, and your heart will break in two.
05AA: 392@s = 'CAT_PE' // @s = 'short'  // But you are more like the spiny lizard than a man.
05AA: 394@s = 'CAT_PF' // @s = 'short'  // Goodbye!
568@ = 1 
569@ = 6 

:CAT2_29394
if 
8118:   not actor $146 dead 
else_jump @CAT2_29424 
00A0: store_actor $146 position_to $72 $73 $74 

:CAT2_29424
0395: clear_area 1 at $72 $73 $74 radius 20.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 854.5403 -22.1425 64.3802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 855.2749 -22.7951 64.1942 switchstyle 2 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_29568 
if 
8118:   not actor $146 dead 
else_jump @CAT2_29568 
if 
80DF:   not actor $146 driving 
else_jump @CAT2_29568 
03C0: $47 = actor $PLAYER_ACTOR car 
036A: put_actor $146 in_car $47 

:CAT2_29568
if 
8118:   not actor $146 dead 
else_jump @CAT2_29745 
if 
80DF:   not actor $146 driving 
else_jump @CAT2_29672 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00A1: put_actor $146 at 858.4263 -29.5418 62.1858 
0173: set_actor $146 Z_angle_to 161.446 
0173: set_actor $146 Z_angle_to 340.446 
372@ = 0 
06C9: remove_actor $146 from_group 

:CAT2_29672
0615: define_AS_pack_begin 376@ 
if 
00DF:   actor $146 driving 
else_jump @CAT2_29708 
03C0: $47 = actor $146 car 
05CD: AS_actor -1 exit_car $47 

:CAT2_29708
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 376@ 
0618: assign_actor $146 to_AS_pack 376@ 
061B: remove_references_to_AS_pack 376@ 

:CAT2_29745
375@ = 2 

:CAT2_29752
if 
  375@ == 2 
else_jump @CAT2_29947 
if 
  568@ == 0 
else_jump @CAT2_29947 
if 
  567@ == 1 
else_jump @CAT2_29947 
if 
8118:   not actor $146 dead 
else_jump @CAT2_29924 
0615: define_AS_pack_begin 377@ 
if 
00DF:   actor $146 driving 
else_jump @CAT2_29858 
03C0: $47 = actor $146 car 
05CD: AS_actor -1 exit_car $47 

:CAT2_29858
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 377@ 
0618: assign_actor $146 to_AS_pack 377@ 
061B: remove_references_to_AS_pack 377@ 

:CAT2_29924
375@ = 3 
0085: 378@ = 40@ // (int) 
378@ += 5000 

:CAT2_29947
if 
  375@ == 3 
else_jump @CAT2_30063 
if 
8118:   not actor $146 dead 
else_jump @CAT2_30063 
062E: get_actor $146 task 1560 status_store_to $415 // ret 7 if not found 
if or
04A3:   $415 == 7 // == constant 
001D:   40@ > 378@ // (int) 
else_jump @CAT2_30063 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
056D:   actor $146 defined 
else_jump @CAT2_30043 
009B: destroy_actor $146 

:CAT2_30043
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
jump @CAT2_30361 

:CAT2_30063
jump @CAT2_1838 

:CAT2_30070
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
568@ = 8 
569@ = 3 
if 
8118:   not actor $146 dead 
else_jump @CAT2_30135 
0639: AS_actor $146 rotate_to_actor $PLAYER_ACTOR 

:CAT2_30135
return 

:CAT2_30137
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
wait 2000 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT2_30359 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
else_jump @CAT2_30359 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT2_30359 
fade 0 800 

:CAT2_30245
if 
fading 
else_jump @CAT2_30269 
wait 0 
jump @CAT2_30245 

:CAT2_30269
wait 700 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
else_jump @CAT2_30352 
00A1: put_actor $PLAYER_ACTOR at 2300.112 -16.5618 25.4844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:CAT2_30352
fade 1 600 

:CAT2_30359
return 

:CAT2_30361
$63 += 1 
$2906 += 1 
0629: change_integer_stat 315 to 1 
176@ += 10000 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CAT_2'  // Small Town Bank
$714 = 1 
if 
  $3721 == 1 
else_jump @CAT2_30473 
$3721 = 2 

:CAT2_30473
if 
  $3720 == 1 
else_jump @CAT2_30498 
$3720 = 2 

:CAT2_30498
return 

:CAT2_30500
040D: unload_wav 3 
if 
03CA:   object $4047 exists 
else_jump @CAT2_30525 
0108: destroy_object $4047 

:CAT2_30525
029B: $4047 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $4047 
07F7: set_object $4047 destructible 0 
0550: keep_object $4047 in_memory 1 
if 
03CA:   object $4048 exists 
else_jump @CAT2_30587 
0108: destroy_object $4048 

:CAT2_30587
029B: $4048 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $4048 
0177: set_object $4048 Z_angle_to 270.0 
0550: keep_object $4048 in_memory 1 
07F7: set_object $4048 destructible 0 
if 
03CA:   object $4049 exists 
else_jump @CAT2_30659 
0108: destroy_object $4049 

:CAT2_30659
029B: $4049 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $4049 
0550: keep_object $4049 in_memory 1 
07F7: set_object $4049 destructible 0 
if 
03CA:   object $4050 exists 
else_jump @CAT2_30721 
0108: destroy_object $4050 

:CAT2_30721
029B: $4050 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $4050 
0550: keep_object $4050 in_memory 1 
0177: set_object $4050 Z_angle_to 180.0 
07F7: set_object $4050 destructible 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model 599 
0249: release_model 523 
0249: release_model 283 
0249: release_model 346 
0249: release_model 349 
0249: release_model 346 
0249: release_model 283 
0249: release_model 599 
0249: release_model 71 
0249: release_model 240 
0249: release_model 76 
0249: release_model 427 
0249: release_model 523 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0873: release_path 156 
0873: release_path 157 
0873: release_path 123 
0873: release_path 124 
0873: release_path 158 
0873: release_path 159 
0873: release_path 160 
0873: release_path 161 
0873: release_path 116 
0873: release_path 117 
0873: release_path 118 
0873: release_path 119 
0873: release_path 123 
0873: release_path 124 
0873: release_path 160 
0873: release_path 161 
0873: release_path 156 
0873: release_path 157 
0873: release_path 158 
0873: release_path 159 
04EF: release_animation "SHOP" 
04EF: release_animation "MISC" 
04EF: release_animation "OTB" 
04EF: release_animation "GANGS" 
04EF: release_animation "ROB_BANK" 
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
0164: disable_marker 380@ 
0164: disable_marker 48@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
if 
8119:   not car 93@ wrecked 
else_jump @CAT2_31111 
01C3: remove_references_to_car 93@ 

:CAT2_31111
if 
8119:   not car 94@ wrecked 
else_jump @CAT2_31132 
01C3: remove_references_to_car 94@ 

:CAT2_31132
if 
8119:   not car 96@ wrecked 
else_jump @CAT2_31153 
01C3: remove_references_to_car 96@ 

:CAT2_31153
if 
8119:   not car 98@ wrecked 
else_jump @CAT2_31174 
01C3: remove_references_to_car 98@ 

:CAT2_31174
if 
8118:   not actor 100@ dead 
else_jump @CAT2_31202 
04D7: set_actor 100@ locked 0 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 

:CAT2_31202
if 
8118:   not actor 101@ dead 
else_jump @CAT2_31230 
04D7: set_actor 101@ locked 0 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 

:CAT2_31230
if 
8118:   not actor 95@ dead 
else_jump @CAT2_31258 
04D7: set_actor 95@ locked 0 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:CAT2_31258
if 
8118:   not actor 97@ dead 
else_jump @CAT2_31286 
04D7: set_actor 97@ locked 0 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:CAT2_31286
if 
8118:   not actor 99@ dead 
else_jump @CAT2_31314 
04D7: set_actor 99@ locked 0 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 

:CAT2_31314
if 
8118:   not actor 102@ dead 
else_jump @CAT2_31335 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 

:CAT2_31335
018E: stop_sound 90@ 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 

:CAT2_31363
if 
  372@ == 1 
else_jump @CAT2_31962 
if 
  379@ == 1 
else_jump @CAT2_31481 
if 
8118:   not actor $146 dead 
else_jump @CAT2_31481 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT2_31481 
379@ = 0 
0187: 380@ = create_marker_above_actor $146 
07E0: set_marker 380@ type_to 1 
018B: set_marker 48@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_14' time 4000 flag 1  // ~s~You have left ~b~catalina~s~ behind, go back and get her.

:CAT2_31481
if 
  379@ == 0 
else_jump @CAT2_31610 
if 
8118:   not actor $146 dead 
else_jump @CAT2_31610 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT2_31548 
379@ = 1 
jump @CAT2_31610 

:CAT2_31548
if 
00F2:   actor $PLAYER_ACTOR near_actor $146 radius 10.0 10.0 0 
else_jump @CAT2_31610 
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
0164: disable_marker 380@ 
018B: set_marker 48@ radar_mode 3 
379@ = 1 

:CAT2_31610
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT2_31743 
if 
  381@ == 0 
else_jump @CAT2_31736 
0749: reset_group_decision_maker 45@ event 36 
0749: reset_group_decision_maker 45@ event 9 
0749: reset_group_decision_maker 45@ event 41 
0749: reset_group_decision_maker 45@ event 31 
0749: reset_group_decision_maker 45@ event 73 
0749: reset_group_decision_maker 45@ event 72 
074A: set_group_decision_maker 45@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
381@ = 1 

:CAT2_31736
jump @CAT2_31962 

:CAT2_31743
if 
  381@ == 1 
else_jump @CAT2_31962 
0749: reset_group_decision_maker 45@ event 36 
0749: reset_group_decision_maker 45@ event 9 
0749: reset_group_decision_maker 45@ event 41 
0749: reset_group_decision_maker 45@ event 31 
0749: reset_group_decision_maker 45@ event 73 
0749: reset_group_decision_maker 45@ event 72 
0749: reset_group_decision_maker 45@ event 36 
074A: set_group_decision_maker 45@ on_event 36 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 45@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 45@ on_event 31 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 45@ on_event 72 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
381@ = 0 

:CAT2_31962
return 

:CAT2_31964
0871: init_jump_table 567@ total_jumps 6 default_jump 0 @CAT2_34515 jumps 0 @CAT2_32027 1 @CAT2_33246 2 @CAT2_34113 3 @CAT2_34212 4 @CAT2_34288 5 @CAT2_34425 -1 @CAT2_34515 

:CAT2_32027
05AA: 382@s = 'CAT4_BI' // @s = 'short'  // Stop your grinning and drop your linen!
05AA: 384@s = 'CAT4_CA' // @s = 'short'  // You're on crowd control so don't take any shit!
04AF: 503@ = 9621 // = constant 
05AA: 386@s = 'CAT4_CB' // @s = 'short'  // Yes'm, Miss Catalina, Miss.
04AF: 504@ = 9622 // = constant 
05AA: 388@s = 'CAT4_CD' // @s = 'short'  // Don't even think about doin' anything, motherfucker!
04AF: 505@ = 9624 // = constant 
05AA: 390@s = 'CAT4_CE' // @s = 'short'  // Hand over every last dollar, NOW, BITCH!
04AF: 506@ = 9625 // = constant 
05AA: 392@s = 'CAT4_CF' // @s = 'short'  // I'm going to empty the safe.
04AF: 507@ = 9626 // = constant 
05AA: 394@s = 'CAT4_CG' // @s = 'short'  // Keep these idiots covered!
04AF: 508@ = 9627 // = constant 
05AA: 396@s = 'CAT4_CH' // @s = 'short'  // A'ight, you heard the lady, no heroic shit!
04AF: 509@ = 9628 // = constant 
05AA: 398@s = 'CAT4_EA' // @s = 'short'  // Oh shit!
04AF: 510@ = 9642 // = constant 
05AA: 400@s = 'CAT4_EC' // @s = 'short'  // Shit! I give you one simple job!
04AF: 511@ = 9644 // = constant 
05AA: 402@s = 'CAT4_ED' // @s = 'short'  // Idiota!
04AF: 512@ = 9645 // = constant 
05AA: 404@s = 'CAT4_BA' // @s = 'short'  // Shit, I just bought another donut! Don't criminals have any consideration?
04AF: 513@ = 9610 // = constant 
05AA: 406@s = 'CAT4_AB' // @s = 'short'  // We can collect that bribe later. Might as well go and take a look.
04AF: 514@ = 9601 // = constant 
05AA: 408@s = 'CAT4_AC' // @s = 'short'  // We know you're in there!
04AF: 515@ = 9602 // = constant 
05AA: 410@s = 'CAT4_AD' // @s = 'short'  // The game's up! Come on out!
04AF: 516@ = 9603 // = constant 
05AA: 412@s = 'CAT4_AE' // @s = 'short'  // Come out real peaceable, like!
04AF: 517@ = 9604 // = constant 
05AA: 414@s = 'CAT4_FB' // @s = 'short'  // Smash the ATMs and get as much cash as possible!
04AF: 518@ = 9647 // = constant 
05AA: 416@s = 'CAT4_AF' // @s = 'short'  // Give up, you're surrounded!
04AF: 519@ = 9605 // = constant 
05AA: 418@s = 'CAT4_FD' // @s = 'short'  // Quick, we haven't much time!
04AF: 520@ = 9649 // = constant 
05AA: 420@s = 'CAT4_GB' // @s = 'short'  // Better take the back door!
04AF: 521@ = 9651 // = constant 
05AA: 422@s = 'CAT4_HH' // @s = 'short'  // Follow me!
04AF: 522@ = 9659 // = constant 
05AA: 424@s = 'CAT4_HF' // @s = 'short'  // Cops! Take cover!
04AF: 523@ = 9657 // = constant 
05AA: 426@s = 'CAT4_AG' // @s = 'short'  // Thought you might try the back way!
04AF: 524@ = 9606 // = constant 
05AA: 428@s = 'CAT4_AH' // @s = 'short'  // We were waiting for yer!
04AF: 525@ = 9607 // = constant 
05AA: 430@s = 'CAT4_HI' // @s = 'short'  // Cover me!
04AF: 526@ = 9660 // = constant 
05AA: 432@s = 'CAT4_BF' // @s = 'short'  // Give up, you're surrounded!
04AF: 527@ = 9615 // = constant 
05AA: 434@s = 'CAT4_KF' // @s = 'short'  // Pick it up a little, you retarded asshole!
04AF: 528@ = 9669 // = constant 
05AA: 436@s = 'CAT4_HB' // @s = 'short'  // Look out, Carl!
04AF: 529@ = 9653 // = constant 
05AA: 438@s = 'CAT4_HG' // @s = 'short'  // Keep going!
04AF: 530@ = 9658 // = constant 
05AA: 440@s = 'CAT4_AJ' // @s = 'short'  // You two, FREEZE!
04AF: 531@ = 9609 // = constant 
05AA: 442@s = 'CAT4_JA' // @s = 'short'  // Grab a bike and follow me!
04AF: 532@ = 9662 // = constant 
05AA: 444@s = 'CAT4_JB' // @s = 'short'  // You think you can keep up with a real woman?
04AF: 533@ = 9663 // = constant 
05AA: 446@s = 'CAT4_KA' // @s = 'short'  // What's keeping you?
04AF: 534@ = 9664 // = constant 
05AA: 448@s = 'CAT4_KB' // @s = 'short'  // You slow bastard!
04AF: 535@ = 9665 // = constant 
05AA: 450@s = 'CAT4_KC' // @s = 'short'  // Are you afraid of speed, Carl?
04AF: 536@ = 9666 // = constant 
05AA: 452@s = 'CAT4_KD' // @s = 'short'  // Stop getting lost!
04AF: 537@ = 9667 // = constant 
05AA: 454@s = 'CAT4_KE' // @s = 'short'  // You're too laid back, you lazy slob!
04AF: 538@ = 9668 // = constant 
05AA: 456@s = 'CAT3_EC' // @s = 'short'  // C'mon, Carl, move it!
04AF: 539@ = 9421 // = constant 
05AA: 458@s = 'CAT_GJ' // @s = 'short'  // I'm in love, Carl.
04AF: 540@ = 8681 // = constant 
05AA: 460@s = 'CAT4_BK' // @s = 'short'  // Attention all units - some psychos are robbing the bank at Palomino Creek!
04AF: 541@ = 9620 // = constant 
572@ = 1 
573@ = 2 
574@ = 2 
575@ = 1 
576@ = 1 
577@ = 1 
578@ = 2 
579@ = 2 
580@ = 1 
581@ = 1 
582@ = 3 
583@ = 4 
584@ = 3 
585@ = 4 
586@ = 3 
587@ = 1 
588@ = 0 
589@ = 1 
590@ = 1 
591@ = 1 
592@ = 5 
593@ = 5 
594@ = 1 
595@ = 1 
596@ = 6 
597@ = 1 
598@ = 1 
599@ = 1 
600@ = 6 
601@ = 1 
602@ = 1 
603@ = 0 
604@ = 0 
605@ = 0 
606@ = 0 
607@ = 0 
608@ = 1 
609@ = 1 
610@ = 0 
008B: 632@ = $146 // (int) 
008B: 633@ = $PLAYER_ACTOR // (int) 
008B: 636@ = $PLAYER_ACTOR // (int) 
008B: 637@ = $PLAYER_ACTOR // (int) 
567@ = 1 
03CF: load_wav 503@ as 1 
03CF: load_wav 504@ as 2 
563@ = 1 
564@ = 2 
jump @CAT2_34515 

:CAT2_33246
if 
   not 568@ == 0 
else_jump @CAT2_34106 
if 
001D:   40@ > 647@ // (int) 
else_jump @CAT2_34106 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @CAT2_34106 
if 
003B:   563@ == 568@ // (int) 
else_jump @CAT2_33335 
565@ = 1 
jump @CAT2_33398 

:CAT2_33335
if 
003B:   564@ == 568@ // (int) 
else_jump @CAT2_33368 
565@ = 2 
jump @CAT2_33398 

:CAT2_33368
565@ = 1 
0085: 563@ = 568@ // (int) 
040D: unload_wav 1 
03CF: load_wav 502@(568@,60i) as 1 

:CAT2_33398
if 
03D0:   wav 565@ loaded 
else_jump @CAT2_34094 
0085: 639@ = 571@(568@,60i) // (int) 
0085: 640@ = 631@(639@,7i) // (int) 
if 
   not 646@ == 1 
else_jump @CAT2_33626 
643@ = 1 
645@ = 0 

:CAT2_33470
if 
  7 > 643@ 
else_jump @CAT2_33626 
0085: 644@ = 631@(643@,7i) // (int) 
if 
   not 644@ == 0 
else_jump @CAT2_33612 
if 
803B:   not  644@ == 640@ // (int) 
else_jump @CAT2_33612 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_33612 
if 
8118:   not actor 644@ dead 
else_jump @CAT2_33612 
if 
0104:   actor 640@ near_actor 644@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CAT2_33612 
645@ += 1 

:CAT2_33612
643@ += 1 
jump @CAT2_33470 

:CAT2_33626
if or
  646@ == 1 
  645@ > 0 
  571@(568@,60i) == 0 
else_jump @CAT2_34080 
if 
   not 571@(568@,60i) == 0 
else_jump @CAT2_33812 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_33812 
if 
  $8615 == 0 
else_jump @CAT2_33726 
0949: link_wav 565@ to_actor 640@ 

:CAT2_33726
if 
894D:   not actor 640@ mutally_active 
else_jump @CAT2_33764 
638@ = 1 
0967: actor 640@ move_mouth 15000 ms 
jump @CAT2_33771 

:CAT2_33764
094E: set_actor 640@ mute_pain_audio 0 

:CAT2_33771
if 
   not 640@ == 0 
else_jump @CAT2_33812 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_33812 
0A09: set_actor 640@ muted 1 // versionB 

:CAT2_33812
if 
  571@(568@,60i) == 0 
else_jump @CAT2_33841 
638@ = 1 

:CAT2_33841
if 
  570@ == 1 
else_jump @CAT2_33882 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CAT2_33882 
638@ = 0 

:CAT2_33882
if 
  638@ == 1 
else_jump @CAT2_34073 
03D1: play_wav 565@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 382@(568@,60s) time 10000 flag 1 
567@ += 1 
638@ = 0 
568@ += 1 
0085: 566@ = 568@ // (int) 
if 
   not 502@(568@,60i) == 0 
else_jump @CAT2_34073 
if 
  565@ == 1 
else_jump @CAT2_34035 
if 
803B:   not  564@ == 568@ // (int) 
else_jump @CAT2_34028 
03CF: load_wav 502@(568@,60i) as 2 
0085: 564@ = 568@ // (int) 

:CAT2_34028
jump @CAT2_34073 

:CAT2_34035
if 
803B:   not  563@ == 568@ // (int) 
else_jump @CAT2_34073 
03CF: load_wav 502@(568@,60i) as 1 
0085: 563@ = 568@ // (int) 

:CAT2_34073
jump @CAT2_34087 

:CAT2_34080
567@ = 6 

:CAT2_34087
jump @CAT2_34106 

:CAT2_34094
03CF: load_wav 502@(568@,60i) as 565@ 

:CAT2_34106
jump @CAT2_34515 

:CAT2_34113
if 
03D2:   wav 565@ ended 
else_jump @CAT2_34166 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34152 
0A09: set_actor 640@ muted 0 // versionB 

:CAT2_34152
567@ += 1 
jump @CAT2_34205 

:CAT2_34166
if 
056D:   actor 640@ defined 
else_jump @CAT2_34205 
if 
0118:   actor 640@ dead 
else_jump @CAT2_34205 
567@ += 1 

:CAT2_34205
jump @CAT2_34515 

:CAT2_34212
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34235 
0A09: set_actor 640@ muted 0 // versionB 

:CAT2_34235
040D: unload_wav 565@ 
562@(565@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34274 
094F: enable_actor 640@ pain_audio 

:CAT2_34274
567@ += 1 
jump @CAT2_34515 

:CAT2_34288
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34311 
0A09: set_actor 640@ muted 0 // versionB 

:CAT2_34311
568@ += 1 
if 
   not 502@(568@,60i) == 0 
else_jump @CAT2_34364 
03CF: load_wav 502@(568@,60i) as 565@ 
0085: 562@(565@,3i) = 568@ // (int) 

:CAT2_34364
569@ -= 1 
if 
   not 569@ > 0 
else_jump @CAT2_34403 
568@ = 0 
jump @CAT2_34411 

:CAT2_34403
0085: 568@ = 566@ // (int) 

:CAT2_34411
567@ = 1 
jump @CAT2_34515 

:CAT2_34425
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34448 
0A09: set_actor 640@ muted 0 // versionB 

:CAT2_34448
567@ = 1 
568@ = 0 
569@ = 0 
040D: unload_wav 565@ 
562@(565@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 640@ dead 
else_jump @CAT2_34508 
094F: enable_actor 640@ pain_audio 

:CAT2_34508
jump @CAT2_34515 

:CAT2_34515
return 

//-------------Mission 43---------------
// Originally: Tanker Commander

:CAT3
thread 'CAT3' 
gosub @CAT3_1452 
if 
wasted_or_busted 
else_jump @CAT3_38 
gosub @CAT3_17060 

:CAT3_38
gosub @CAT3_17262 
end_thread 

:CAT3_47
0247: load_model 67 
0247: load_model 95 
0247: load_model 514 
0247: load_model 584 
0247: load_model 475 
038B: load_requested_models 

:CAT3_72
if or
8248:   not model 67 available 
8248:   not model 95 available 
8248:   not model 514 available 
8248:   not model 584 available 
8248:   not model 475 available 
else_jump @CAT3_117 
wait 0 
jump @CAT3_72 

:CAT3_117
return 

:CAT3_119
04ED: load_animation "MISC" 
0247: load_model 352 
0247: load_model 349 
03CF: load_wav 32600 as 3 
023C: load_special_actor 'CAT' as 1 // models 290-299 
038B: load_requested_models 

:CAT3_159
if or
84EE:   not animation "MISC" loaded 
8248:   not model 352 available 
8248:   not model 349 available 
83D0:   not wav 3 loaded 
823D:   not special_actor 1 loaded 
else_jump @CAT3_207 
wait 0 
jump @CAT3_159 

:CAT3_207
if 
856D:   not actor $146 defined 
else_jump @CAT3_249 
009A: $146 = create_actor_pedtype 5 model 290 at 61@ 62@ 63@ 
jump @CAT3_273 

:CAT3_249
009B: destroy_actor $146 
009A: $146 = create_actor_pedtype 5 model 290 at 61@ 62@ 63@ 

:CAT3_273
if 
8118:   not actor $146 dead 
else_jump @CAT3_299 
01B2: give_actor $146 weapon 25 ammo 30000 // Load the weapon model before using this 

:CAT3_299
return 
0187: 317@ = create_marker_above_actor $146 
018A: 49@ = create_checkpoint_at 58@ 59@ 60@ 
0249: release_model 348 
return 

:CAT3_330
321@ = 664.21 
323@ = -569.54 
325@ = 15.37 
327@ = 165.23 
0395: clear_area 1 at 321@ 323@ 325@ radius 3.0 
009A: 318@ = create_actor_pedtype 4 model 67 at 321@ 323@ 325@ 
01B2: give_actor 318@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 318@ Z_angle_to 327@ 
0223: set_actor 318@ health_to 2000 
054A: set_actor 318@ can_be_shot_in_a_car 0 
02AB: set_actor 318@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
322@ = 664.9634 
324@ = -566.7849 
326@ = 15.3359 
328@ = 139.1057 
0395: clear_area 1 at 322@ 324@ 326@ radius 3.0 
009A: 319@ = create_actor_pedtype 4 model 95 at 322@ 324@ 326@ 
0173: set_actor 319@ Z_angle_to 328@ 
0223: set_actor 319@ health_to 2000 
054A: set_actor 319@ can_be_shot_in_a_car 0 
02AB: set_actor 319@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
return 
0249: release_model 67 
return 

:CAT3_576
0247: load_model 15 

:CAT3_580
if 
8248:   not model 15 available 
else_jump @CAT3_606 
wait 0 
jump @CAT3_580 

:CAT3_606
331@ = -78.4672 
332@ = -1134.739 
333@ = 0.0733 
334@ = 326.2953 
0395: clear_area 1 at 331@ 332@ 333@ radius 3.0 
009A: 330@ = create_actor_pedtype 4 model 15 at 331@ 332@ 333@ 
0173: set_actor 330@ Z_angle_to 334@ 
return 
009A: 252@ = create_actor_pedtype 4 model 15 at 331@ 332@ 333@ 

:CAT3_710
337@ = 657.49 
338@ = -585.13 
339@ = 16.36 
340@ = 170.66 
0395: clear_area 1 at 337@ 338@ 339@ radius 15.0 
00A5: 335@ = create_car 514 at 337@ 338@ 339@ 
0175: set_car 335@ Z_angle_to 340@ 
053F: set_car 335@ tires_vulnerability 0 
0732: random_car_generator_disable_model 514 
0732: random_car_generator_disable_model 403 
02AC: set_car 335@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 335@ validate_position 0 
return 
00A5: 316@ = create_car 403 at 337@ 338@ 339@ 

:CAT3_851
344@ = 667.49 
345@ = -583.13 
346@ = 16.36 
347@ = 184.66 
0395: clear_area 1 at 344@ 345@ 346@ radius 15.0 
00A5: 342@ = create_car 584 at 344@ 345@ 346@ 
0175: set_car 342@ Z_angle_to 347@ 
0224: set_car 342@ health_to 1250 
02AC: set_car 342@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 342@ tires_vulnerability 0 
0587: enable_car 342@ validate_position 0 
return 
0186: 343@ = create_marker_above_car 342@ 

:CAT3_981
350@ = 667.54 
351@ = -545.97 
352@ = 15.09 
353@ = 96.19 
0395: clear_area 1 at 350@ 351@ 352@ radius 3.0 
00A5: 348@ = create_car 475 at 350@ 351@ 352@ 
0175: set_car 348@ Z_angle_to 353@ 
00AD: set_car 348@ max_speed_to 50.0 
02AC: set_car 348@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 348@ door_status_to 2 
053F: set_car 348@ tires_vulnerability 0 
0587: enable_car 348@ validate_position 0 
0519: set_car 348@ locked 1 
return 

:CAT3_1119
0247: load_model 543 

:CAT3_1124
if 
8248:   not model 543 available 
else_jump @CAT3_1151 
wait 0 
jump @CAT3_1124 

:CAT3_1151
356@ = -87.9239 
357@ = -1160.597 
358@ = 1.1091 
359@ = 170.4884 
0395: clear_area 1 at 356@ 357@ 358@ radius 3.0 
00A5: 354@ = create_car 543 at 356@ 357@ 358@ 
0175: set_car 354@ Z_angle_to 359@ 
02AC: set_car 354@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
return 

:CAT3_1251
0247: load_model 468 
07C0: load_path 189 

:CAT3_1261
if or
8248:   not model 468 available 
87C1:   not path 189 available 
else_jump @CAT3_1293 
wait 0 
jump @CAT3_1261 

:CAT3_1293
361@ = -88.1347 
362@ = -1127.397 
363@ = 0.0847 
364@ = 348.4666 
0395: clear_area 1 at 361@ 362@ 363@ radius 3.0 
00A5: 360@ = create_car 468 at 361@ 362@ 363@ 
0175: set_car 360@ Z_angle_to 364@ 
if 
8118:   not actor $146 dead 
else_jump @CAT3_1450 
036A: put_actor $146 in_car 360@ 
05BF: AS_actor $146 look_at_actor $PLAYER_ACTOR -1 ms 
00A1: put_actor $PLAYER_ACTOR at -86.3344 -1127.316 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.874 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $146 -1 ms 

:CAT3_1450
return 

:CAT3_1452
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'CAT' 
42@ = 5000 
43@ = 0 
44@ = 1 
45@ = 0 
46@ = 0 
47@ = 0 
315@ = 1500 
48@ = 0 
309@ = 0 
313@ = 1 
311@ = 1 
312@ = 2 
310@ = 0 
05AA: 142@s = 'CAT3_AA' // @s = 'short'  // Hand over the takings, or I blow your fucking balls off!
05AA: 144@s = 'CAT3_AB' // @s = 'short'  // This here's bulletproof glass!
05AA: 146@s = 'CAT3_AC' // @s = 'short'  // So you can just fuck off, bitch, before I call the sheriff!
05AA: 148@s = 'CAT3_AD' // @s = 'short'  // What are you doing, son, just give her the cash!
05AA: 150@s = 'CAT3_AE' // @s = 'short'  // Suit yourself, maricon.
05AA: 152@s = 'CAT3_AF' // @s = 'short'  // Change of plan, Carl, we're taking the tanker!
05AA: 154@s = 'CAT3_AG' // @s = 'short'  // Hey! What you doing?
05AA: 156@s = 'CAT3_BA' // @s = 'short'  // Move it, you lazy bastard, get that tanker hooked up!
05AA: 158@s = 'CAT3_BB' // @s = 'short'  // I'm on it, I got it!
05AA: 160@s = 'CAT3_BC' // @s = 'short'  // You won't get away with this!
05AA: 162@s = 'CAT3_BD' // @s = 'short'  // Shut your spotty little mouth!
05AA: 164@s = 'CAT3_CA' // @s = 'short'  // Drive! I know a guy who'll pay for this rig and its cargo!
05AA: 166@s = 'CAT3_CB' // @s = 'short'  // I ain't losing another crappy job because of some crazy bitch!
05AA: 168@s = 'CAT3_CC' // @s = 'short'  // C'mon, Derek, we're going to stop those bastards!
05AA: 170@s = 'CAT3_CD' // @s = 'short'  // Do I have to?
05AA: 172@s = 'CAT3_DA' // @s = 'short'  // Follow me!
05AA: 174@s = 'CAT3_DB' // @s = 'short'  // Oh no you don't, bitch!
05AA: 176@s = 'CAT3_DC' // @s = 'short'  // C'mon, Derek, we're going to be local heroes!
05AA: 178@s = 'CAT3_DD' // @s = 'short'  // I'd be happier staying here and stacking shelves!
05AA: 180@s = 'CAT3_EA' // @s = 'short'  // Follow me!
05AA: 182@s = 'CAT3_EB' // @s = 'short'  // What is keeping you?
05AA: 184@s = 'CAT3_EC' // @s = 'short'  // C'mon, Carl, move it!
05AA: 186@s = 'CAT3_ED' // @s = 'short'  // Not far now!
05AA: 188@s = 'CAT3_EE' // @s = 'short'  // This way!
05AA: 190@s = 'CAT3_EF' // @s = 'short'  // Where have you been?
05AA: 192@s = 'CAT3_EG' // @s = 'short'  // I thought you said you could drive!
05AA: 194@s = 'CAT3_FA' // @s = 'short'  // Keep her steady so I can get a good shot!
05AA: 196@s = 'CAT3_FB' // @s = 'short'  // Pull alongside!
05AA: 198@s = 'CAT3_FC' // @s = 'short'  // Keep up with them!
05AA: 200@s = 'CAT3_FD' // @s = 'short'  // Get ahead of them!
05AA: 202@s = 'CAT3_FE' // @s = 'short'  // Block their route!
05AA: 204@s = 'CAT3_FF' // @s = 'short'  // Steady... steady...
05AA: 206@s = 'CAT3_GA' // @s = 'short'  // It ain't worth it!
05AA: 208@s = 'CAT3_GB' // @s = 'short'  // I'm scared!
05AA: 210@s = 'CAT3_GC' // @s = 'short'  // This ain't my fight!
05AA: 212@s = 'CAT3_GD' // @s = 'short'  // We'll get ourselves killed!
05AA: 214@s = 'CAT3_GE' // @s = 'short'  // I don't wanna do this!
05AA: 216@s = 'CAT3_GF' // @s = 'short'  // Oh my God, I'm gonna die!
05AA: 218@s = 'CAT3_GG' // @s = 'short'  // That rig will crush us!
05AA: 220@s = 'CAT3_HA' // @s = 'short'  // Pull up in that depot up ahead!
05AA: 222@s = 'CAT3_HB' // @s = 'short'  // That's the place, up ahead!
05AA: 224@s = 'CAT3_HC' // @s = 'short'  // Yeehaa, that's the place, go, Carl, go!
05AA: 226@s = 'CAT3_JA' // @s = 'short'  // Hello, Mr. Whittaker!
05AA: 228@s = 'CAT3_JB' // @s = 'short'  // Catalina! What have you brought me today?
05AA: 230@s = 'CAT3_JC' // @s = 'short'  // A rig and tanker, full to the brim with premium gas!
05AA: 232@s = 'CAT3_JD' // @s = 'short'  // Never seen it, never saw you, never gave you this wad of cash!
05AA: 234@s = 'CAT3_JE' // @s = 'short'  // Nice not doing business!
05AA: 236@s = 'CAT3_JF' // @s = 'short'  // Likewise. Now get out of here, before the cops come snooping.
05AA: 238@s = 'CAT3_JG' // @s = 'short'  // You ever get hold of another rig, just drop it in,
05AA: 240@s = 'CAT3_JH' // @s = 'short'  // I'll always give a good price!
05AA: 242@s = 'CAT3_JJ' // @s = 'short'  // You ever want to run some freight for me just drop in.
05AA: 244@s = 'CAT3_JK' // @s = 'short'  // I've always got shit to move.
05AA: 246@s = 'CATX_UJ' // @s = 'short'  // I don't love you no more!
05AA: 248@s = 'CATX_UK' // @s = 'short'  // I cannot love a stupid man!
05AA: 250@s = 'CAT_PF' // @s = 'short'  // Goodbye!
04AF: 254@ = 9400 // = constant 
04AF: 255@ = 9401 // = constant 
04AF: 256@ = 9402 // = constant 
04AF: 257@ = 9403 // = constant 
04AF: 258@ = 9404 // = constant 
04AF: 259@ = 9405 // = constant 
04AF: 260@ = 9406 // = constant 
04AF: 261@ = 9407 // = constant 
04AF: 262@ = 9408 // = constant 
04AF: 263@ = 9409 // = constant 
04AF: 264@ = 9410 // = constant 
04AF: 265@ = 9411 // = constant 
04AF: 266@ = 9412 // = constant 
04AF: 267@ = 9413 // = constant 
04AF: 268@ = 9414 // = constant 
04AF: 269@ = 9415 // = constant 
04AF: 270@ = 9416 // = constant 
04AF: 271@ = 9417 // = constant 
04AF: 272@ = 9418 // = constant 
04AF: 273@ = 9419 // = constant 
04AF: 274@ = 9420 // = constant 
04AF: 275@ = 9421 // = constant 
04AF: 276@ = 9422 // = constant 
04AF: 277@ = 9423 // = constant 
04AF: 278@ = 9424 // = constant 
04AF: 279@ = 9425 // = constant 
04AF: 280@ = 9426 // = constant 
04AF: 281@ = 9427 // = constant 
04AF: 282@ = 9428 // = constant 
04AF: 283@ = 9429 // = constant 
04AF: 284@ = 9430 // = constant 
04AF: 285@ = 9431 // = constant 
04AF: 286@ = 9432 // = constant 
04AF: 287@ = 9433 // = constant 
04AF: 288@ = 9434 // = constant 
04AF: 289@ = 9435 // = constant 
04AF: 290@ = 9436 // = constant 
04AF: 291@ = 9437 // = constant 
04AF: 292@ = 9438 // = constant 
04AF: 293@ = 9439 // = constant 
04AF: 294@ = 9440 // = constant 
04AF: 295@ = 9441 // = constant 
04AF: 296@ = 9442 // = constant 
04AF: 297@ = 9443 // = constant 
04AF: 298@ = 9444 // = constant 
04AF: 299@ = 9445 // = constant 
04AF: 300@ = 9446 // = constant 
04AF: 301@ = 9447 // = constant 
04AF: 302@ = 9448 // = constant 
04AF: 303@ = 9449 // = constant 
04AF: 304@ = 9450 // = constant 
04AF: 305@ = 9451 // = constant 
04AF: 306@ = 9897 // = constant 
04AF: 307@ = 9898 // = constant 
04AF: 308@ = 8738 // = constant 
58@ = -43.7625 
59@ = -1141.805 
60@ = 0.0781 
61@ = 660.3846 
62@ = -571.9213 
63@ = 15.3465 
73@ = 659.5142 
83@ = -571.65 
93@ = 17.0104 
103@ = 660.4576 
113@ = -571.3304 
123@ = 16.9229 
74@ = 661.7569 
84@ = -570.6351 
94@ = 17.1184 
104@ = 662.4741 
114@ = -569.9394 
124@ = 17.0783 
75@ = 658.7903 
85@ = -568.8011 
95@ = 17.1657 
105@ = 659.5721 
115@ = -569.3959 
125@ = 16.9783 
76@ = 659.4771 
86@ = -568.5789 
96@ = 17.0879 
106@ = 660.1776 
116@ = -569.2756 
126@ = 16.9335 
77@ = 655.2368 
87@ = -601.8433 
97@ = 16.4703 
107@ = 654.2847 
117@ = -601.6681 
127@ = 16.2199 
78@ = -73.4246 
88@ = -1132.716 
98@ = 1.4933 
108@ = -74.3653 
118@ = -1133.049 
128@ = 1.5579 
79@ = -80.0272 
89@ = -1133.954 
99@ = 1.2517 
109@ = -79.0308 
119@ = -1133.956 
129@ = 1.3367 
80@ = -76.5131 
90@ = -1135.434 
100@ = 1.6855 
110@ = -75.8151 
120@ = -1134.719 
130@ = 1.711 
329@ = 35.0 
gosub @CAT3_119 
gosub @CAT3_47 
gosub @CAT3_330 
gosub @CAT3_710 
gosub @CAT3_851 
gosub @CAT3_981 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A0B: set_rendering_origin_at_3D_coord 61@ 62@ 63@ angle 295.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT3_3446 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 659.6722 -569.272 15.3465 
jump @CAT3_3466 

:CAT3_3446
00A1: put_actor $PLAYER_ACTOR at 659.6722 -569.272 15.3465 

:CAT3_3466
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
else_jump @CAT3_3659 
if 
00DF:   actor $146 driving 
else_jump @CAT3_3524 
0362: remove_actor $146 from_car_and_place_at 61@ 62@ 63@ 
jump @CAT3_3538 

:CAT3_3524
00A1: put_actor $146 at 61@ 62@ 63@ 

:CAT3_3538
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 318@ 
0639: AS_actor 318@ rotate_to_actor $146 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.1965 
06AB: set_actor 318@ all_weapons_hidden 1 
015F: set_camera_position 73@ 83@ 93@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 103@ 113@ 123@ switchstyle 2 
01BD: 52@ = current_time_in_ms 
06C9: remove_actor $146 from_group 
45@ = 1 
0635: AS_actor $146 aim_at_actor 318@ 20000 ms 
0638: AS_actor $146 stay_put 1 
0638: AS_actor 318@ stay_put 1 
309@ = 1 

:CAT3_3659
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
fade 1 500 
01EB: set_traffic_density_multiplier_to 0.5 

:CAT3_3696
wait 0 
if 
   not 309@ == 0 
else_jump @CAT3_4141 
if 
  310@ == 0 
else_jump @CAT3_3764 
if 
03D0:   wav 312@ loaded 
else_jump @CAT3_3757 
040D: unload_wav 312@ 

:CAT3_3757
310@ = 1 

:CAT3_3764
if 
  310@ == 1 
else_jump @CAT3_3808 
03CF: load_wav 253@(309@,56i) as 311@ 
gosub @CAT3_17464 
310@ = 2 

:CAT3_3808
if 
  310@ == 2 
else_jump @CAT3_3917 
if 
03D0:   wav 311@ loaded 
else_jump @CAT3_3917 
if 
   not 252@ == 0 
else_jump @CAT3_3891 
if 
8118:   not actor 252@ dead 
else_jump @CAT3_3891 
0967: actor 252@ move_mouth 10000 ms 
0A09: set_actor 252@ muted 1 // versionB 

:CAT3_3891
03D1: play_wav 311@ 
00BC: show_text_highpriority GXT 140@(309@,56s) time 10000 flag 1 
310@ = 3 

:CAT3_3917
if 
  310@ == 3 
else_jump @CAT3_4141 
if 
03D2:   wav 311@ ended 
else_jump @CAT3_4080 
03D5: remove_text 140@(309@,56s) 
if 
   not 252@ == 0 
else_jump @CAT3_4006 
if 
8118:   not actor 252@ dead 
else_jump @CAT3_4006 
0968: actor 252@ stop_mouth 
0A09: set_actor 252@ muted 0 // versionB 

:CAT3_4006
if 
  311@ == 1 
else_jump @CAT3_4045 
311@ = 2 
312@ = 1 
jump @CAT3_4059 

:CAT3_4045
311@ = 1 
312@ = 2 

:CAT3_4059
309@ = 0 
310@ = 0 
jump @CAT3_4141 

:CAT3_4080
if 
83D0:   not wav 312@ loaded 
else_jump @CAT3_4141 
if 
  60 > 309@ 
else_jump @CAT3_4141 
0085: 313@ = 309@ // (int) 
313@ += 1 
03CF: load_wav 253@(313@,56i) as 312@ 

:CAT3_4141
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CAT3_4163 
jump @CAT3_17078 

:CAT3_4163
if 
  43@ == 0 
else_jump @CAT3_5695 
if 
  6 > 45@ 
else_jump @CAT3_4227 
if 
08D0:   should_skip_cutscene 
else_jump @CAT3_4227 
52@ -= 10000 
45@ = 7 

:CAT3_4227
if 
  45@ == 1 
else_jump @CAT3_4401 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_4401 
if 
  310@ == 0 
else_jump @CAT3_4401 
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
else_jump @CAT3_4401 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 662.828 -570.1751 15.3359 mode 4 time -2 
05BF: AS_actor -1 look_at_actor $146 30000 ms 
0639: AS_actor -1 rotate_to_actor $146 
0616: define_AS_pack_end 53@ 
0618: assign_actor 318@ to_AS_pack 53@ 
01BD: 52@ = current_time_in_ms 
309@ = 2 
45@ = 2 

:CAT3_4401
if 
  45@ == 2 
else_jump @CAT3_4669 
if 
8118:   not actor 318@ dead 
else_jump @CAT3_4532 
if 
8611:   not actor 318@ performing_animation "BNG_WNDW_02" 
else_jump @CAT3_4532 
062E: get_actor 318@ task 1560 status_store_to 320@ // ret 7 if not found 
if 
04A4:   320@ == 7 // == constant 
else_jump @CAT3_4532 
0605: actor 318@ perform_animation "BNG_WNDW_02" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_4532
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_4669 
if 
  310@ == 0 
else_jump @CAT3_4669 
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
else_jump @CAT3_4669 
015F: set_camera_position 74@ 84@ 94@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 104@ 114@ 124@ switchstyle 2 
01BD: 52@ = current_time_in_ms 
309@ = 3 
45@ = 3 

:CAT3_4669
if 
  45@ == 3 
else_jump @CAT3_4795 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_4795 
if 
  310@ == 0 
else_jump @CAT3_4795 
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
8118:   not actor 319@ dead 
else_jump @CAT3_4795 
05C2: AS_actor 319@ show_the_finger 
01BD: 52@ = current_time_in_ms 
309@ = 4 
45@ = 4 

:CAT3_4795
if 
  45@ == 4 
else_jump @CAT3_4945 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_4945 
if 
  310@ == 0 
else_jump @CAT3_4945 
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_4945 
015F: set_camera_position 75@ 85@ 95@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 105@ 115@ 125@ switchstyle 2 
01BD: 52@ = current_time_in_ms 
309@ = 5 
45@ = 5 

:CAT3_4945
if 
  45@ == 5 
else_jump @CAT3_5172 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_5172 
if 
  310@ == 0 
else_jump @CAT3_5172 
if and
8119:   not car 335@ wrecked 
8118:   not actor $146 dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT3_5172 
0158: camera_on_car 335@ mode 15 switchstyle 2 
01BD: 52@ = current_time_in_ms 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $146 8000 ms 
0615: define_AS_pack_begin 54@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1000 ms 
05D3: AS_actor -1 goto_point 657.7125 -576.2346 15.3359 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 654.6555 -585.0117 15.3359 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 335@ passenger_seat 0 time 30000 
0616: define_AS_pack_end 54@ 
0618: assign_actor $146 to_AS_pack 54@ 
309@ = 6 
45@ = 6 

:CAT3_5172
if 
  45@ == 6 
else_jump @CAT3_5351 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_5351 
if 
  310@ == 0 
else_jump @CAT3_5351 
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
else_jump @CAT3_5351 
015F: set_camera_position 76@ 86@ 96@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 106@ 116@ 126@ switchstyle 2 
05F5: AS_actor $PLAYER_ACTOR goto_point_using_paths 659.8791 -573.4293 15.3465 mode 4 time -2 
309@ = 7 
01BD: 52@ = current_time_in_ms 
45@ = 7 

:CAT3_5351
if 
  45@ == 7 
else_jump @CAT3_5695 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2500 
else_jump @CAT3_5695 
if 
  310@ == 0 
else_jump @CAT3_5695 
if and
8118:   not actor $146 dead 
8118:   not actor 318@ dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_5695 
fade 0 500 

:CAT3_5460
if 
fading 
else_jump @CAT3_5484 
wait 0 
jump @CAT3_5460 

:CAT3_5484
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_5586 
0186: 336@ = create_marker_above_car 335@ 
07E0: set_marker 336@ type_to 1 
if 
8118:   not actor $146 dead 
else_jump @CAT3_5563 
if 
80DB:   not actor $146 in_car 335@ 
else_jump @CAT3_5563 
05CA: AS_actor $146 enter_car 335@ passenger_seat 0 time 30000 

:CAT3_5563
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_5586 
0519: set_car 342@ locked 1 

:CAT3_5586
04EF: release_animation "MISC" 
0395: clear_area 1 at $508 $514 $520 radius 200.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 340@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
fade 1 500 
fade 1 500 

:CAT3_5664
if 
fading 
else_jump @CAT3_5688 
wait 0 
jump @CAT3_5664 

:CAT3_5688
43@ = 1 

:CAT3_5695
if 
  43@ == 1 
else_jump @CAT3_5847 
if and
8119:   not car 335@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 342@ wrecked 
else_jump @CAT3_5847 
00BC: show_text_highpriority GXT 'CAT3_02' time 5000 flag 1  // ~s~Get into the ~b~cab~s~!
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_5847 
0164: disable_marker 336@ 
03E5: show_text_box 'CAT3_03'  // Position the cab in front of the trailer.
04ED: load_animation "CAR_CHAT" 

:CAT3_5802
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @CAT3_5836 
wait 0 
jump @CAT3_5802 

:CAT3_5836
43@ = 2 
0A6F: checkpoint_save 99 

:CAT3_5847
if 
  43@ == 2 
else_jump @CAT3_6690 
if and
8119:   not car 335@ wrecked 
8119:   not car 342@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT3_6690 
if 
0207:   actor $PLAYER_ACTOR near_car 342@ radius 15.0 15.0 15.0 flag 0 in_car 
else_jump @CAT3_5983 
if 
  46@ == 0 
else_jump @CAT3_5983 
0A79: print_help_conditional_touch 'CAT3_12' 0  // Look behind by pressing ~m~~widget_look_left~ and ~m~~widget_look_left~ together, or use the camera movement controls to maneuver the camera for a better view.
0A78: print_help_conditional 'CAT3_1T' 0  // Look behind by pressing and holding the bottom center of the screen or use the camera movement controls to maneuver the camera for a better view.
01BD: 52@ = current_time_in_ms 
46@ = 1 

:CAT3_5983
if 
  46@ == 1 
else_jump @CAT3_6059 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 8000 
else_jump @CAT3_6059 
03E5: show_text_box 'CAT3_13'  // To attach to a trailer, slowly back the cab into the front of the trailer.
46@ = 2 

:CAT3_6059
if 
  47@ == 0 
else_jump @CAT3_6142 
if 
07AB:   car 342@ has_attached_trailer 335@ 
else_jump @CAT3_6142 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_6119 
0519: set_car 342@ locked 0 

:CAT3_6119
03D1: play_wav 3 
01BD: 52@ = current_time_in_ms 
0164: disable_marker 343@ 
03E6: remove_text_box 
47@ = 1 

:CAT3_6142
if 
  47@ == 1 
else_jump @CAT3_6690 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 1500 
else_jump @CAT3_6690 
00BE: text_clear_all 
020A: set_car 335@ door_status_to 4 
fade 0 150 

:CAT3_6216
if 
fading 
else_jump @CAT3_6240 
wait 0 
jump @CAT3_6216 

:CAT3_6240
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
if 
03D2:   wav 3 ended 
else_jump @CAT3_6272 
040D: unload_wav 3 

:CAT3_6272
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_6295 
020A: set_car 335@ door_status_to 1 

:CAT3_6295
if and
8118:   not actor $146 dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_6442 
if 
80DB:   not actor $146 in_car 335@ 
else_jump @CAT3_6402 
06C9: remove_actor $146 from_group 
0164: disable_marker 317@ 
0164: disable_marker 49@ 
018A: 49@ = create_checkpoint_at 58@ 59@ 60@ 
0151: remove_status_text $8355 
03C4: set_status_text $8355 type 1 GXT 'CAT3_11' // global_variable  // HEALTH
0430: put_actor $146 into_car 335@ passenger_seat 0 
jump @CAT3_6442 

:CAT3_6402
0164: disable_marker 49@ 
018A: 49@ = create_checkpoint_at 58@ 59@ 60@ 
0151: remove_status_text $8355 
03C4: set_status_text $8355 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_6442
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_6473 
02AC: set_car 342@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT3_6473
07C0: load_path 188 

:CAT3_6478
if 
87C1:   not path 188 available 
else_jump @CAT3_6505 
wait 0 
jump @CAT3_6478 

:CAT3_6505
if and
8119:   not car 348@ wrecked 
8118:   not actor 318@ dead 
8118:   not actor 319@ dead 
8118:   not actor $146 dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_6690 
0519: set_car 348@ locked 0 
0395: clear_area 1 at 658.6589 -567.5756 15.3465 radius 25.0 
00AB: put_car 348@ at 658.6589 -567.5756 15.3465 
0175: set_car 348@ Z_angle_to 180.0 
036A: put_actor 319@ in_car 348@ 
0430: put_actor 318@ into_car 348@ passenger_seat 0 
015F: set_camera_position 651.9285 -575.1257 16.2766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 652.3163 -576.027 16.4698 switchstyle 2 
01BD: 52@ = current_time_in_ms 
45@ = 1 
43@ = 3 

:CAT3_6690
if 
  43@ == 3 
else_jump @CAT3_7838 
if and
8118:   not actor 318@ dead 
8118:   not actor 319@ dead 
8119:   not car 348@ wrecked 
8119:   not car 335@ wrecked 
else_jump @CAT3_7838 
if 
  4 > 45@ 
else_jump @CAT3_6825 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 1000 
else_jump @CAT3_6825 
if 
08D0:   should_skip_cutscene 
else_jump @CAT3_6825 
52@ -= 5000 
45@ = 4 

:CAT3_6825
if 
  45@ == 1 
else_jump @CAT3_6951 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_6951 
fade 1 150 

:CAT3_6866
if 
fading 
else_jump @CAT3_6890 
wait 0 
jump @CAT3_6866 

:CAT3_6890
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_6914 
05EB: assign_car 348@ to_path 188 

:CAT3_6914
if 
  310@ == 0 
else_jump @CAT3_6939 
309@ = 13 

:CAT3_6939
01BD: 52@ = current_time_in_ms 
45@ = 2 

:CAT3_6951
if 
  45@ == 2 
else_jump @CAT3_7423 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_7184 
if 
060E:   car 348@ assigned_to_path 
else_jump @CAT3_7184 
0407: store_coords_to 70@ 71@ 72@ from_car 348@ with_offset 0.0 5.5 0.0 
0087: 64@ = 70@ // (float) 
64@ -= 0.25 
0087: 65@ = 71@ // (float) 
65@ -= 0.25 
0087: 66@ = 72@ // (float) 
66@ -= 0.25 
0087: 67@ = 70@ // (float) 
67@ += 0.25 
0087: 68@ = 71@ // (float) 
68@ += 0.25 
0087: 69@ = 72@ // (float) 
69@ += 0.25 
if 
0339:   anything_in_cube_cornerA 64@ 65@ 66@ cornerB 67@ 68@ 69@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CAT3_7184 
05EC: release_car 348@ from_path 

:CAT3_7184
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_7423 
if 
  310@ == 0 
else_jump @CAT3_7423 
if 
8118:   not actor 318@ dead 
else_jump @CAT3_7300 
0605: actor 318@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_7300
0407: store_coords_to 77@ 87@ 97@ from_car 348@ with_offset 0.9 1.0 0.5 
0407: store_coords_to 107@ 117@ 127@ from_car 348@ with_offset 0.15 0.0 0.3 
015F: set_camera_position 77@ 87@ 97@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 107@ 117@ 127@ switchstyle 2 
041D: set_camera_near_clip 0.1 
309@ = 14 
01BD: 52@ = current_time_in_ms 
45@ = 3 

:CAT3_7423
if 
  45@ == 3 
else_jump @CAT3_7561 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_7561 
if 
  310@ == 0 
else_jump @CAT3_7561 
309@ = 15 
0605: actor 319@ perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 2.0 loop 1 lockX 0 lockY 0 lockF 0 time 3500 
01BD: 52@ = current_time_in_ms 
45@ = 4 

:CAT3_7561
if 
  45@ == 4 
else_jump @CAT3_7838 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_7838 
00BE: text_clear_all 
fade 1 150 

:CAT3_7634
if 
fading 
else_jump @CAT3_7658 
wait 0 
jump @CAT3_7634 

:CAT3_7658
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
if and
8119:   not car 348@ wrecked 
8118:   not actor 318@ dead 
else_jump @CAT3_7838 
if 
00DB:   actor 318@ in_car 348@ 
else_jump @CAT3_7838 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_7734 
0519: set_car 342@ locked 0 

:CAT3_7734
02AC: set_car 348@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04EF: release_animation "CAR_CHAT" 
072F: enable_car 348@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0161: 349@ = create_marker_above_car 348@ unused 0 visibility 1 
136@ = 4 
01BD: 139@ = current_time_in_ms 
if 
  310@ == 0 
else_jump @CAT3_7831 
309@ = 12 

:CAT3_7831
43@ = 4 

:CAT3_7838
if 
  43@ == 4 
else_jump @CAT3_12183 
if and
8119:   not car 335@ wrecked 
8119:   not car 342@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT3_12183 
if 
  310@ == 0 
else_jump @CAT3_7959 
if 
  309@ == 0 
else_jump @CAT3_7959 
if 
  45@ == 4 
else_jump @CAT3_7959 
00BB: show_text_lowpriority GXT 'CAT3_05' time 5000 flag 1  // ~s~Drive the rig out to Catalina's ~y~buyer~s~. Be careful not to disconnect the trailer.
45@ = -4 

:CAT3_7959
0227: $8355 = car 342@ health 
if 
  $8355 > 250 
else_jump @CAT3_8015 
$8355 -= 250 
$8355 /= 100 
$8355 *= 10 
jump @CAT3_8020 

:CAT3_8015
0151: remove_status_text $8355 

:CAT3_8020
if 
  44@ == 1 
else_jump @CAT3_10244 
if and
8119:   not car 348@ wrecked 
8118:   not actor 318@ dead 
8118:   not actor 319@ dead 
else_jump @CAT3_10237 
if 
  136@ == 0 
else_jump @CAT3_8179 
0209: 133@ = random_int_in_ranges 0 6 
01BD: 139@ = current_time_in_ms 
136@ = 1 
if 
003B:   133@ == 134@ // (int) 
else_jump @CAT3_8179 
if 
  5 > 133@ 
else_jump @CAT3_8154 
133@ += 1 
jump @CAT3_8179 

:CAT3_8154
if 
  133@ > 0 
else_jump @CAT3_8179 
133@ -= 1 

:CAT3_8179
if 
  136@ == 1 
else_jump @CAT3_9584 
if 
  133@ == 0 
else_jump @CAT3_8429 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_8429 
309@ = 27 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_8366 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_8409 

:CAT3_8366
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8409
0085: 134@ = 133@ // (int) 
01BD: 139@ = current_time_in_ms 
136@ = 2 

:CAT3_8429
if 
  133@ == 1 
else_jump @CAT3_8661 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_8661 
309@ = 28 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_8598 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_8641 

:CAT3_8598
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8641
0085: 134@ = 133@ // (int) 
01BD: 139@ = current_time_in_ms 
136@ = 2 

:CAT3_8661
if 
  133@ == 2 
else_jump @CAT3_8893 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_8893 
309@ = 29 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_8830 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_8873 

:CAT3_8830
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_8873
0085: 134@ = 133@ // (int) 
01BD: 139@ = current_time_in_ms 
136@ = 2 

:CAT3_8893
if 
  133@ == 3 
else_jump @CAT3_9125 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9125 
309@ = 30 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_9062 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_9105 

:CAT3_9062
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9105
0085: 134@ = 133@ // (int) 
01BD: 139@ = current_time_in_ms 
136@ = 2 

:CAT3_9125
if 
  133@ == 4 
else_jump @CAT3_9352 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9352 
309@ = 31 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_9294 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_9337 

:CAT3_9294
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9337
0085: 134@ = 133@ // (int) 
136@ = 2 

:CAT3_9352
if 
  133@ == 5 
else_jump @CAT3_9584 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9584 
309@ = 32 
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_9521 
02E2: set_actor 318@ weapon_accuracy_to 20 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 318@ armed_weapon_to 28 
0713: actor $146 driveby_actor 318@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $146 armed_weapon_to 25 
jump @CAT3_9564 

:CAT3_9521
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_9564
0085: 134@ = 133@ // (int) 
01BD: 139@ = current_time_in_ms 
136@ = 2 

:CAT3_9584
if 
  136@ == 2 
else_jump @CAT3_9699 
0209: 133@ = random_int_in_ranges 6 13 
01BD: 139@ = current_time_in_ms 
136@ = 3 
if 
003B:   133@ == 135@ // (int) 
else_jump @CAT3_9699 
if 
  12 > 133@ 
else_jump @CAT3_9674 
133@ += 1 
jump @CAT3_9699 

:CAT3_9674
if 
  133@ > 6 
else_jump @CAT3_9699 
133@ -= 1 

:CAT3_9699
if 
  136@ == 3 
else_jump @CAT3_10172 
if 
  133@ == 6 
else_jump @CAT3_9782 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9782 
309@ = 33 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_9782
if 
  133@ == 7 
else_jump @CAT3_9847 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9847 
309@ = 34 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_9847
if 
  133@ == 8 
else_jump @CAT3_9912 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9912 
309@ = 35 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_9912
if 
  133@ == 9 
else_jump @CAT3_9977 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_9977 
309@ = 36 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_9977
if 
  133@ == 10 
else_jump @CAT3_10042 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_10042 
309@ = 37 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_10042
if 
  133@ == 11 
else_jump @CAT3_10107 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_10107 
309@ = 38 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_10107
if 
  133@ == 12 
else_jump @CAT3_10172 
if and
  310@ == 0 
  309@ == 0 
else_jump @CAT3_10172 
309@ = 39 
136@ = 4 
0085: 135@ = 133@ // (int) 

:CAT3_10172
if 
  136@ == 4 
else_jump @CAT3_10237 
01BD: 138@ = current_time_in_ms 
0085: 137@ = 138@ // (int) 
0062: 137@ -= 139@ // (int) 
if 
  137@ > 12000 
else_jump @CAT3_10237 
136@ = 5 

:CAT3_10237
jump @CAT3_10337 

:CAT3_10244
if and
8119:   not car 348@ wrecked 
8118:   not actor 318@ dead 
else_jump @CAT3_10337 
062E: get_actor 318@ task 1811 status_store_to 320@ // ret 7 if not found 
if 
04A4:   320@ == 7 // == constant 
else_jump @CAT3_10337 
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_10337
if 
0119:   car 348@ wrecked 
else_jump @CAT3_10432 
if 
8118:   not actor 318@ dead 
else_jump @CAT3_10390 
if 
82CB:   not actor 318@ bounding_sphere_visible 
else_jump @CAT3_10390 
034F: destroy_actor_with_fade 318@ 

:CAT3_10390
if 
8118:   not actor 319@ dead 
else_jump @CAT3_10427 
if 
82CB:   not actor 319@ bounding_sphere_visible 
else_jump @CAT3_10427 
034F: destroy_actor_with_fade 319@ 

:CAT3_10427
0164: disable_marker 349@ 

:CAT3_10432
if and
8118:   not actor 318@ dead 
8119:   not car 348@ wrecked 
else_jump @CAT3_10771 
if 
8104:   not actor $PLAYER_ACTOR near_actor 318@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CAT3_10527 
if 
  60.0 > 329@ 
else_jump @CAT3_10520 
329@ += 0.2 

:CAT3_10520
jump @CAT3_10558 

:CAT3_10527
if 
  329@ > 40.0 
else_jump @CAT3_10558 
329@ -= 0.1 

:CAT3_10558
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 120.0 120.0 120.0 
else_jump @CAT3_10771 
if 
8104:   not actor $PLAYER_ACTOR near_actor 318@ radius 100.0 100.0 100.0 sphere 0 
else_jump @CAT3_10746 
0407: store_coords_to 70@ 71@ 72@ from_car 342@ with_offset 0.0 -40.0 0.0 
06F8: get_nearest_route_for 70@ 71@ 72@ in_direction 1 store_to 350@ 351@ 352@ Z_angle_to 353@ 
if 
80C2:   not sphere_onscreen 350@ 351@ 352@ radius 15.0 
else_jump @CAT3_10739 
00AB: put_car 348@ at 350@ 351@ 352@ 
0175: set_car 348@ Z_angle_to 353@ 

:CAT3_10739
jump @CAT3_10771 

:CAT3_10746
if 
  136@ == 5 
else_jump @CAT3_10771 
136@ = 0 

:CAT3_10771
0227: 314@ = car 342@ health 
if 
  48@ == 0 
else_jump @CAT3_11327 
if 
8118:   not actor 318@ dead 
else_jump @CAT3_11327 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 120.0 120.0 120.0 
else_jump @CAT3_10957 
if 
8118:   not actor 319@ dead 
else_jump @CAT3_10950 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_10950 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_10950 
062E: get_actor 319@ task 1761 status_store_to 55@ // ret 7 if not found 
if 
04A4:   55@ == 7 // == constant 
else_jump @CAT3_10950 
06E1: AS_actor 319@ using_car 348@ target_car 335@ with_order 17 max_speed 329@ traffic_flag 2 

:CAT3_10950
jump @CAT3_11035 

:CAT3_10957
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_11035 
if 
8118:   not actor 319@ dead 
else_jump @CAT3_11035 
06C7: AS_actor 319@ driver_of_car 348@ perform_action 6 timelimit 2000 
01BD: 52@ = current_time_in_ms 
if 
06FC:   car 348@ stuck_check_enabled 
else_jump @CAT3_11028 
03CD: disable_car 348@ stuck_check 

:CAT3_11028
48@ = 1 

:CAT3_11035
if 
0104:   actor $PLAYER_ACTOR near_actor 318@ radius 30.0 30.0 30.0 sphere 0 
else_jump @CAT3_11327 
if 
8118:   not actor 319@ dead 
else_jump @CAT3_11327 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_11327 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_11327 
0209: $8356 = random_int_in_ranges 0 4 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ == 5000 
else_jump @CAT3_11327 
if 
  $8356 == 0 
else_jump @CAT3_11204 
06E1: AS_actor 319@ using_car 348@ target_car 335@ with_order 29 max_speed 329@ traffic_flag 2 
01BD: 52@ = current_time_in_ms 

:CAT3_11204
if 
  $8356 == 1 
else_jump @CAT3_11245 
06E1: AS_actor 319@ using_car 348@ target_car 335@ with_order 30 max_speed 329@ traffic_flag 2 
01BD: 52@ = current_time_in_ms 

:CAT3_11245
if 
  $8356 == 2 
else_jump @CAT3_11286 
06E1: AS_actor 319@ using_car 348@ target_car 335@ with_order 31 max_speed 329@ traffic_flag 2 
01BD: 52@ = current_time_in_ms 

:CAT3_11286
if 
  $8356 == 3 
else_jump @CAT3_11327 
06E1: AS_actor 319@ using_car 348@ target_car 335@ with_order 32 max_speed 329@ traffic_flag 2 
01BD: 52@ = current_time_in_ms 

:CAT3_11327
if and
8119:   not car 335@ wrecked 
8118:   not actor 318@ dead 
else_jump @CAT3_11456 
02E3: 341@ = car 335@ speed 
if 
  3.0 > 341@ 
else_jump @CAT3_11456 
062E: get_actor 318@ task 1811 status_store_to 55@ // ret 7 if not found 
if 
04A4:   55@ == 7 // == constant 
else_jump @CAT3_11456 
02E2: set_actor 318@ weapon_accuracy_to 40 
0713: actor 318@ driveby_actor $146 car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
01B9: set_actor 318@ armed_weapon_to 28 

:CAT3_11456
if 
87AB:   not car 342@ has_attached_trailer 335@ 
else_jump @CAT3_11799 
if 
00DB:   actor $146 in_car 335@ 
else_jump @CAT3_11776 
if 
81F4:   not car 335@ flipped 
else_jump @CAT3_11737 
fade 0 50 

:CAT3_11516
if 
fading 
else_jump @CAT3_11540 
wait 0 
jump @CAT3_11516 

:CAT3_11540
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_11730 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0477: set_car 335@ action 6 time 2000 
0407: store_coords_to 81@ 91@ 101@ from_car 335@ with_offset 2.5 4.0 0.0 
0407: store_coords_to 111@ 121@ 131@ from_car 335@ with_offset 2.2 3.0 0.0 
015F: set_camera_position 81@ 91@ 101@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 111@ 121@ 131@ switchstyle 2 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_11711 
if 
82CA:   not car 348@ bounding_sphere_visible 
else_jump @CAT3_11711 
00A6: destroy_car 348@ 

:CAT3_11711
01BD: 52@ = current_time_in_ms 
45@ = 0 
jump @CAT3_15913 

:CAT3_11730
jump @CAT3_11769 

:CAT3_11737
fade 1 300 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
jump @CAT3_17060 

:CAT3_11769
jump @CAT3_11799 

:CAT3_11776
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
jump @CAT3_17060 

:CAT3_11799
if and
00DB:   actor $146 in_car 335@ 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_12183 
if or
01AF:   car 335@ sphere 1 in_sphere 58@ 59@ 60@ radius 5.0 5.0 5.0 
01AF:   car 342@ sphere 0 in_sphere 58@ 59@ 60@ radius 5.0 5.0 5.0 
else_jump @CAT3_12183 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:CAT3_11913
if 
fading 
else_jump @CAT3_11937 
wait 0 
jump @CAT3_11913 

:CAT3_11937
gosub @CAT3_1119 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 49@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_11977
if 
87C1:   not path 199 available 
else_jump @CAT3_12004 
wait 0 
jump @CAT3_11977 

:CAT3_12004
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
if and
8118:   not actor $146 dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_12155 
0519: set_car 335@ locked 1 
020A: set_car 335@ door_status_to 3 
0362: remove_actor $146 from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $146 Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_12155
gosub @CAT3_576 
00BE: text_clear_all 
01BD: 52@ = current_time_in_ms 
45@ = -4 
43@ = 5 

:CAT3_12183
if 
0735:   is_keyboard_key_pressed 32 
else_jump @CAT3_12484 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:CAT3_12212
if 
fading 
else_jump @CAT3_12236 
wait 0 
jump @CAT3_12212 

:CAT3_12236
gosub @CAT3_1119 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 49@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_12276
if 
87C1:   not path 199 available 
else_jump @CAT3_12303 
wait 0 
jump @CAT3_12276 

:CAT3_12303
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
if and
8118:   not actor $146 dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_12454 
00AB: put_car 335@ at 58@ 59@ 60@ 
0362: remove_actor $146 from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $146 Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_12454
gosub @CAT3_576 
03E6: remove_text_box 
00BE: text_clear_all 
01BD: 52@ = current_time_in_ms 
45@ = -4 
43@ = 5 

:CAT3_12484
if 
  43@ == 5 
else_jump @CAT3_15197 
if and
8118:   not actor $146 dead 
8118:   not actor 330@ dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_15197 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_12552 
06C9: remove_actor $146 from_group 

:CAT3_12552
if 
  45@ == -4 
else_jump @CAT3_12666 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_12659 
02AC: set_car 348@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EB: assign_car 348@ to_path 199 
01BD: 52@ = current_time_in_ms 
fade 1 250 

:CAT3_12621
if 
fading 
else_jump @CAT3_12645 
wait 0 
jump @CAT3_12621 

:CAT3_12645
45@ = -3 
jump @CAT3_12666 

:CAT3_12659
45@ = -1 

:CAT3_12666
if 
  45@ == -3 
else_jump @CAT3_12805 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_12805 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_12805 
015F: set_camera_position -107.3115 -1128.808 2.6543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -106.788 -1129.652 2.7731 switchstyle 2 
0224: set_car 348@ health_to 5 
45@ = -21 

:CAT3_12805
if 
  45@ == -21 
else_jump @CAT3_12942 
if 
8119:   not car 348@ wrecked 
else_jump @CAT3_12942 
if 
860E:   not car 348@ assigned_to_path 
else_jump @CAT3_12942 
015F: set_camera_position -108.8537 -1168.342 3.0287 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.0611 -1167.736 3.0908 switchstyle 2 
020C: create_explosion_with_radius 4 at -92.24 -1161.46 2.5 
070C: explode_car_without_radius_damage 348@ 
01BD: 52@ = current_time_in_ms 
45@ = -22 

:CAT3_12942
if 
  45@ == -22 
else_jump @CAT3_13022 
if 
  50@ > 1000 
else_jump @CAT3_13022 
if 
8119:   not car 354@ wrecked 
else_jump @CAT3_13022 
02AC: set_car 354@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
070C: explode_car_without_radius_damage 354@ 
45@ = -2 

:CAT3_13022
if 
  45@ == -2 
else_jump @CAT3_13118 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 3000 
else_jump @CAT3_13118 
fade 0 500 

:CAT3_13087
if 
fading 
else_jump @CAT3_13111 
wait 0 
jump @CAT3_13087 

:CAT3_13111
45@ = -1 

:CAT3_13118
if 
  45@ == -1 
else_jump @CAT3_13277 
015F: set_camera_position 78@ 88@ 98@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 108@ 118@ 128@ switchstyle 2 
if and
8118:   not actor 318@ dead 
8118:   not actor 319@ dead 
8119:   not car 348@ wrecked 
else_jump @CAT3_13216 
009B: destroy_actor 318@ 
009B: destroy_actor 319@ 
00A6: destroy_car 348@ 

:CAT3_13216
0A0B: set_rendering_origin_at_3D_coord 78@ 88@ 98@ angle 100.0 
00BE: text_clear_all 
01BD: 52@ = current_time_in_ms 
fade 1 500 

:CAT3_13246
if 
fading 
else_jump @CAT3_13270 
wait 0 
jump @CAT3_13246 

:CAT3_13270
45@ = 0 

:CAT3_13277
if 
  45@ == 0 
else_jump @CAT3_13450 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 300 
else_jump @CAT3_13450 
if 
  310@ == 0 
else_jump @CAT3_13450 
if and
8118:   not actor $146 dead 
8118:   not actor 330@ dead 
else_jump @CAT3_13450 
0615: define_AS_pack_begin 56@ 
0639: AS_actor -1 rotate_to_actor 330@ 
05D3: AS_actor -1 goto_point -74.8954 -1133.779 0.0781 mode 4 time -1 ms // versionA 
05BF: AS_actor -1 look_at_actor 330@ -2 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $146 to_AS_pack 56@ 
309@ = 43 
01BD: 52@ = current_time_in_ms 
45@ = 1 

:CAT3_13450
if 
  45@ == 1 
else_jump @CAT3_13696 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_13696 
if 
  310@ == 0 
else_jump @CAT3_13696 
fade 0 50 

:CAT3_13532
if 
fading 
else_jump @CAT3_13556 
wait 0 
jump @CAT3_13532 

:CAT3_13556
if and
8118:   not actor 330@ dead 
8118:   not actor $146 dead 
else_jump @CAT3_13592 
05BF: AS_actor 330@ look_at_actor $146 -2 ms 
05C8: AS_actor 330@ look_around 

:CAT3_13592
309@ = 44 
01BD: 52@ = current_time_in_ms 
0A0B: set_rendering_origin_at_3D_coord 79@ 89@ 99@ angle 270.0 
015F: set_camera_position 79@ 89@ 99@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 109@ 119@ 129@ switchstyle 2 
fade 1 50 

:CAT3_13665
if 
fading 
else_jump @CAT3_13689 
wait 0 
jump @CAT3_13665 

:CAT3_13689
45@ = 2 

:CAT3_13696
if 
  45@ == 2 
else_jump @CAT3_13894 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_13894 
if 
  310@ == 0 
else_jump @CAT3_13894 
if and
8119:   not car 335@ wrecked 
8118:   not actor 330@ dead 
8118:   not actor $146 dead 
else_jump @CAT3_13894 
0647: AS_actor 330@ clear_look_task 
06BA: AS_actor $146 turn_to_and_look_at 58@ 59@ 60@ 
06BA: AS_actor 330@ turn_to_and_look_at 58@ 59@ 60@ 
05C0: AS_actor $146 look_at_car 335@ -2 ms 
05C0: AS_actor 330@ look_at_car 335@ -2 ms 
05D3: AS_actor 330@ goto_point -75.1023 -1134.871 0.0781 mode 4 time -1 ms // versionA 
309@ = 45 
01BD: 52@ = current_time_in_ms 
45@ = 3 

:CAT3_13894
if 
  45@ == 3 
else_jump @CAT3_14085 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_14085 
if 
  310@ == 0 
else_jump @CAT3_14085 
if 
8118:   not actor 330@ dead 
else_jump @CAT3_14066 
015F: set_camera_position 80@ 90@ 100@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 110@ 120@ 130@ switchstyle 2 
0639: AS_actor 330@ rotate_to_actor $146 
05BF: AS_actor 330@ look_at_actor $146 -2 ms 
05C8: AS_actor 330@ look_around 
0639: AS_actor $146 rotate_to_actor 330@ 
05BF: AS_actor $146 look_at_actor 330@ -2 ms 

:CAT3_14066
309@ = 46 
01BD: 52@ = current_time_in_ms 
45@ = 4 

:CAT3_14085
if 
  45@ == 4 
else_jump @CAT3_14180 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_14180 
if 
  310@ == 0 
else_jump @CAT3_14180 
309@ = 47 
01BD: 52@ = current_time_in_ms 
45@ = 5 

:CAT3_14180
if 
  45@ == 5 
else_jump @CAT3_14320 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_14320 
if 
  310@ == 0 
else_jump @CAT3_14320 
if 
8118:   not actor $146 dead 
else_jump @CAT3_14320 
0647: AS_actor $146 clear_look_task 
05D3: AS_actor $146 goto_point -83.1314 -1129.417 0.0782 mode 4 time -1 ms // versionA 
309@ = 48 
01BD: 52@ = current_time_in_ms 
45@ = 6 

:CAT3_14320
if 
  45@ == 6 
else_jump @CAT3_14472 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_14472 
if 
  310@ == 0 
else_jump @CAT3_14472 
if 
8118:   not actor 330@ dead 
else_jump @CAT3_14472 
0647: AS_actor 330@ clear_look_task 
0639: AS_actor 330@ rotate_to_actor $PLAYER_ACTOR 
wait 100 
05D3: AS_actor $PLAYER_ACTOR goto_point -84.1314 -1128.417 0.0782 mode 4 time -1 ms // versionA 
309@ = 51 
01BD: 52@ = current_time_in_ms 
45@ = 7 

:CAT3_14472
if 
  45@ == 7 
else_jump @CAT3_14567 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 2000 
else_jump @CAT3_14567 
if 
  310@ == 0 
else_jump @CAT3_14567 
309@ = 52 
01BD: 52@ = current_time_in_ms 
45@ = 8 

:CAT3_14567
if 
  45@ == 8 
else_jump @CAT3_14770 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 3000 
else_jump @CAT3_14770 
fade 0 100 

:CAT3_14631
if 
fading 
else_jump @CAT3_14655 
wait 0 
jump @CAT3_14631 

:CAT3_14655
01BD: 52@ = current_time_in_ms 
if 
8118:   not actor $146 dead 
else_jump @CAT3_14700 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_14700 
06C9: remove_actor $146 from_group 

:CAT3_14700
gosub @CAT3_1251 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position -86.1477 -1130.445 0.9157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -86.5058 -1129.52 1.0417 switchstyle 2 
45@ = 9 

:CAT3_14770
if 
  45@ == 9 
else_jump @CAT3_14850 
fade 1 100 

:CAT3_14794
if 
fading 
else_jump @CAT3_14818 
wait 0 
jump @CAT3_14794 

:CAT3_14818
if 
  310@ == 0 
else_jump @CAT3_14850 
309@ = 55 
45@ = 10 

:CAT3_14850
if 
  45@ == 10 
else_jump @CAT3_14943 
if 
  309@ == 0 
else_jump @CAT3_14943 
if and
8119:   not car 360@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT3_14943 
if 
860E:   not car 360@ assigned_to_path 
else_jump @CAT3_14943 
0647: AS_actor $146 clear_look_task 
05EB: assign_car 360@ to_path 189 
45@ = 11 

:CAT3_14943
if 
  45@ == 11 
else_jump @CAT3_15056 
if 
8119:   not car 360@ wrecked 
else_jump @CAT3_15056 
if 
860E:   not car 360@ assigned_to_path 
else_jump @CAT3_15056 
fade 0 500 

:CAT3_15000
if 
fading 
else_jump @CAT3_15024 
wait 0 
jump @CAT3_15000 

:CAT3_15024
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $146 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
jump @CAT3_17078 

:CAT3_15056
if 
  45@ > 0 
else_jump @CAT3_15197 
if 
08D0:   should_skip_cutscene 
else_jump @CAT3_15197 
fade 0 500 

:CAT3_15094
if 
fading 
else_jump @CAT3_15118 
wait 0 
jump @CAT3_15094 

:CAT3_15118
if 
8118:   not actor $146 dead 
else_jump @CAT3_15165 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_15165 
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 

:CAT3_15165
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $146 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
jump @CAT3_17078 

:CAT3_15197
if and
  43@ > 0 
  5 > 43@ 
else_jump @CAT3_15229 
gosub @CAT3_18200 

:CAT3_15229
if and
  43@ > 1 
  5 > 43@ 
else_jump @CAT3_15742 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 335@ wrecked 
else_jump @CAT3_15742 
if 
  44@ == 0 
else_jump @CAT3_15530 
if 
  57@ == 1 
else_jump @CAT3_15530 
if and
   not 43@ == 1 
   not 43@ == 3 
else_jump @CAT3_15351 
00BC: show_text_highpriority GXT 'CAT3_10' time 100 flag 1  // ~s~Get back in the ~b~cab~s~!

:CAT3_15351
if 
00DB:   actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_15530 
if and
   not 43@ == 1 
   not 43@ == 3 
else_jump @CAT3_15397 
00BE: text_clear_all 

:CAT3_15397
0164: disable_marker 336@ 
if 
  43@ == 2 
else_jump @CAT3_15451 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_15451 
0186: 343@ = create_marker_above_car 342@ 
07E0: set_marker 343@ type_to 1 

:CAT3_15451
if or
  43@ == 3 
  43@ == 4 
else_jump @CAT3_15523 
0164: disable_marker 49@ 
018A: 49@ = create_checkpoint_at 58@ 59@ 60@ 
07E0: set_marker 49@ type_to 1 
0151: remove_status_text $8355 
03C4: set_status_text $8355 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_15523
44@ = 1 

:CAT3_15530
if 
  44@ == 1 
else_jump @CAT3_15742 
if 
80DB:   not actor $PLAYER_ACTOR in_car 335@ 
else_jump @CAT3_15742 
if 
  57@ == 1 
else_jump @CAT3_15600 
0186: 336@ = create_marker_above_car 335@ 
07E0: set_marker 336@ type_to 1 

:CAT3_15600
if 
  43@ == 2 
else_jump @CAT3_15623 
0164: disable_marker 343@ 

:CAT3_15623
if or
  43@ == 3 
  43@ == 4 
else_jump @CAT3_15658 
0164: disable_marker 49@ 
0151: remove_status_text $8355 

:CAT3_15658
if 
  43@ == 4 
else_jump @CAT3_15735 
if 
8118:   not actor 318@ dead 
else_jump @CAT3_15735 
02E2: set_actor 318@ weapon_accuracy_to 50 
0713: actor 318@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_15735
44@ = 0 

:CAT3_15742
if or
0118:   actor $146 dead 
04AD:   actor $146 in_water 
else_jump @CAT3_15788 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_06' time 10000 flag 1  // ~r~Catalina didn't make it.
jump @CAT3_17060 

:CAT3_15788
if 
  5 > 43@ 
else_jump @CAT3_15847 
if 
0119:   car 342@ wrecked 
else_jump @CAT3_15847 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_07' time 5000 flag 1  // ~r~The tanker was destroyed!
jump @CAT3_17060 

:CAT3_15847
if 
  5 > 43@ 
else_jump @CAT3_15906 
if 
0119:   car 335@ wrecked 
else_jump @CAT3_15906 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_09' time 5000 flag 1  // ~r~The cab was destroyed!
jump @CAT3_17060 

:CAT3_15906
jump @CAT3_3696 

:CAT3_15913
wait 0 
if 
   not 309@ == 0 
else_jump @CAT3_16344 
if 
  310@ == 0 
else_jump @CAT3_15981 
if 
03D0:   wav 312@ loaded 
else_jump @CAT3_15974 
040D: unload_wav 312@ 

:CAT3_15974
310@ = 1 

:CAT3_15981
if 
  310@ == 1 
else_jump @CAT3_16025 
03CF: load_wav 253@(309@,56i) as 311@ 
gosub @CAT3_17464 
310@ = 2 

:CAT3_16025
if 
  310@ == 2 
else_jump @CAT3_16127 
if 
03D0:   wav 311@ loaded 
else_jump @CAT3_16127 
if 
   not 252@ == 0 
else_jump @CAT3_16101 
if 
8118:   not actor 252@ dead 
else_jump @CAT3_16101 
0967: actor 252@ move_mouth 10000 ms 

:CAT3_16101
03D1: play_wav 311@ 
00BC: show_text_highpriority GXT 140@(309@,56s) time 10000 flag 1 
310@ = 3 

:CAT3_16127
if 
  310@ == 3 
else_jump @CAT3_16344 
if 
03D2:   wav 311@ ended 
else_jump @CAT3_16283 
03D5: remove_text 140@(309@,56s) 
if 
   not 252@ == 0 
else_jump @CAT3_16209 
if 
8118:   not actor 252@ dead 
else_jump @CAT3_16209 
0968: actor 252@ stop_mouth 

:CAT3_16209
if 
  311@ == 1 
else_jump @CAT3_16248 
311@ = 2 
312@ = 1 
jump @CAT3_16262 

:CAT3_16248
311@ = 1 
312@ = 2 

:CAT3_16262
309@ = 0 
310@ = 0 
jump @CAT3_16344 

:CAT3_16283
if 
83D0:   not wav 312@ loaded 
else_jump @CAT3_16344 
if 
  54 > 309@ 
else_jump @CAT3_16344 
0085: 313@ = 309@ // (int) 
313@ += 1 
03CF: load_wav 253@(313@,56i) as 312@ 

:CAT3_16344
if 
  45@ == 0 
else_jump @CAT3_16479 
fade 1 50 

:CAT3_16368
if 
fading 
else_jump @CAT3_16392 
wait 0 
jump @CAT3_16368 

:CAT3_16392
309@ = 53 
01BD: 52@ = current_time_in_ms 
if and
8119:   not car 335@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT3_16479 
0679: put_camera_on_car 335@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0151: remove_status_text $8355 
45@ = 1 

:CAT3_16479
if 
  45@ == 1 
else_jump @CAT3_16674 
if and
8119:   not car 335@ wrecked 
8118:   not actor $146 dead 
else_jump @CAT3_16674 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 1000 
else_jump @CAT3_16674 
if 
  310@ == 0 
else_jump @CAT3_16674 
309@ = 54 
0679: put_camera_on_car 335@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0407: store_coords_to 81@ 91@ 101@ from_car 335@ with_offset 4.5 10.0 0.0 
05CD: AS_actor $146 exit_car 335@ 
01BD: 52@ = current_time_in_ms 
45@ = 2 

:CAT3_16674
if 
  45@ == 2 
else_jump @CAT3_16921 
if 
  310@ == 0 
else_jump @CAT3_16921 
01BD: 51@ = current_time_in_ms 
0085: 50@ = 51@ // (int) 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 1000 
else_jump @CAT3_16921 
if 
8118:   not actor $146 dead 
else_jump @CAT3_16921 
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_16921 
if 
80DB:   not actor $146 in_car 335@ 
else_jump @CAT3_16921 
05D3: AS_actor $146 goto_point 81@ 91@ 101@ mode 4 time -1 ms // versionA 
if 
  310@ == 0 
else_jump @CAT3_16921 
fade 0 50 

:CAT3_16843
if 
fading 
else_jump @CAT3_16867 
wait 0 
jump @CAT3_16843 

:CAT3_16867
if 
8118:   not actor $146 dead 
else_jump @CAT3_16921 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_16921 
06C9: remove_actor $146 from_group 
009B: destroy_actor $146 
00BE: text_clear_all 
45@ = 3 

:CAT3_16921
if 
  3 > 45@ 
else_jump @CAT3_16962 
if 
02BF:   car 335@ sunk 
else_jump @CAT3_16962 
45@ = 3 

:CAT3_16962
if or
  45@ == 3 
0118:   actor $146 dead 
else_jump @CAT3_17053 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 50 

:CAT3_16999
if 
fading 
else_jump @CAT3_17023 
wait 0 
jump @CAT3_16999 

:CAT3_17023
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
01B4: set_player $PLAYER_CHAR can_move 1 
jump @CAT3_17060 

:CAT3_17053
jump @CAT3_15913 

:CAT3_17060
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CAT3_17078
$63 += 1 
if and
8119:   not car 335@ wrecked 
8119:   not car 342@ wrecked 
else_jump @CAT3_17123 
0519: set_car 335@ locked 0 
00A6: destroy_car 335@ 
00A6: destroy_car 342@ 

:CAT3_17123
create_thread @TRUCKS 
if 
  $3721 == 1 
else_jump @CAT3_17156 
$3721 = 2 

:CAT3_17156
if 
  $3720 == 1 
else_jump @CAT3_17181 
$3720 = 2 

:CAT3_17181
0164: disable_marker $21 
0570: $21 = create_asset_radar_marker_with_icon 51 at $3760 $3761 $3762 
0394: play_music 1 
0318: set_latest_mission_passed 'CAT_3'  // Tanker Commander
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 42@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 42@ 
0110: clear_player $PLAYER_CHAR wanted_level 
$715 = 1 
return 

:CAT3_17262
0164: disable_marker 336@ 
0164: disable_marker 343@ 
0164: disable_marker 349@ 
0164: disable_marker 49@ 
0164: disable_marker 317@ 
0151: remove_status_text $8355 
040D: unload_wav 3 
009B: destroy_actor 330@ 
00A6: destroy_car 360@ 
0249: release_model 41 
0249: release_model 95 
0249: release_model 67 
0249: release_model 514 
0249: release_model 584 
0249: release_model 475 
0249: release_model 352 
0249: release_model 349 
0249: release_model 15 
0249: release_model 543 
0249: release_model 468 
if 
8118:   not actor $146 dead 
else_jump @CAT3_17378 
034F: destroy_actor_with_fade $146 

:CAT3_17378
0296: unload_special_actor 1 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MISC" 
0873: release_path 188 
0873: release_path 189 
0873: release_path 199 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
fade 1 500 

:CAT3_17436
if 
fading 
else_jump @CAT3_17460 
wait 0 
jump @CAT3_17436 

:CAT3_17460
mission_cleanup 
return 

:CAT3_17464
if or
  309@ == 1 
  309@ == 5 
  309@ == 6 
  309@ == 8 
  309@ == 11 
  309@ == 12 
else_jump @CAT3_17525 
008B: 252@ = $146 // (int) 

:CAT3_17525
if or
  309@ == 16 
  309@ == 20 
  309@ == 21 
  309@ == 22 
  309@ == 23 
  309@ == 24 
else_jump @CAT3_17586 
008B: 252@ = $146 // (int) 

:CAT3_17586
if or
  309@ == 25 
  309@ == 26 
  309@ == 40 
  309@ == 41 
  309@ == 42 
  309@ == 43 
else_jump @CAT3_17647 
008B: 252@ = $146 // (int) 

:CAT3_17647
if or
  309@ == 45 
  309@ == 47 
else_jump @CAT3_17680 
008B: 252@ = $146 // (int) 

:CAT3_17680
if or
  309@ == 2 
  309@ == 3 
  309@ == 7 
  309@ == 10 
  309@ == 13 
  309@ == 14 
else_jump @CAT3_17741 
0085: 252@ = 318@ // (int) 

:CAT3_17741
if or
  309@ == 17 
  309@ == 18 
else_jump @CAT3_17774 
0085: 252@ = 318@ // (int) 

:CAT3_17774
if or
  309@ == 27 
  309@ == 28 
  309@ == 29 
  309@ == 30 
else_jump @CAT3_17820 
252@ = 0 

:CAT3_17820
if or
  309@ == 31 
  309@ == 32 
  309@ == 15 
else_jump @CAT3_17859 
252@ = 0 

:CAT3_17859
if or
  309@ == 4 
  309@ == 19 
else_jump @CAT3_17892 
0085: 252@ = 319@ // (int) 

:CAT3_17892
if or
  309@ == 33 
  309@ == 34 
  309@ == 35 
else_jump @CAT3_17931 
252@ = 0 

:CAT3_17931
if or
  309@ == 36 
  309@ == 37 
  309@ == 38 
  309@ == 39 
else_jump @CAT3_17977 
252@ = 0 

:CAT3_17977
if or
  309@ == 44 
  309@ == 46 
  309@ == 48 
  309@ == 49 
  309@ == 50 
  309@ == 51 
else_jump @CAT3_18038 
0085: 252@ = 330@ // (int) 

:CAT3_18038
if 
  309@ == 52 
else_jump @CAT3_18064 
0085: 252@ = 330@ // (int) 

:CAT3_18064
if 
  309@ == 9 
else_jump @CAT3_18090 
008B: 252@ = $PLAYER_ACTOR // (int) 

:CAT3_18090
return 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT3_18198 
if 
  44@ == 0 
else_jump @CAT3_18157 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT3_18157 
00D9: 316@ = actor $PLAYER_ACTOR car // add to mission cleanup 
44@ = 1 

:CAT3_18157
if 
  44@ == 1 
else_jump @CAT3_18198 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CAT3_18198 
44@ = 0 

:CAT3_18198
return 

:CAT3_18200
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $146 dead 
else_jump @CAT3_18837 
if 
  57@ == 0 
else_jump @CAT3_18640 
if and
  43@ > 1 
  5 > 43@ 
else_jump @CAT3_18640 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_18640 
if 
0104:   actor $PLAYER_ACTOR near_actor $146 radius 8.0 8.0 8.0 sphere 0 
else_jump @CAT3_18640 
if 
  43@ == 2 
else_jump @CAT3_18445 
if 
  44@ == 1 
else_jump @CAT3_18391 
if 
8119:   not car 342@ wrecked 
else_jump @CAT3_18391 
0164: disable_marker 343@ 
0186: 343@ = create_marker_above_car 342@ 
07E0: set_marker 343@ type_to 1 

:CAT3_18391
if 
  44@ == 0 
else_jump @CAT3_18445 
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_18445 
0164: disable_marker 336@ 
0186: 336@ = create_marker_above_car 335@ 
07E0: set_marker 336@ type_to 1 

:CAT3_18445
if 
  43@ == 4 
else_jump @CAT3_18589 
if 
  44@ == 1 
else_jump @CAT3_18528 
136@ = 4 
0164: disable_marker 49@ 
018A: 49@ = create_checkpoint_at 58@ 59@ 60@ 
0151: remove_status_text $8355 
03C4: set_status_text $8355 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_18528
if 
  44@ == 0 
else_jump @CAT3_18589 
if 
8119:   not car 335@ wrecked 
else_jump @CAT3_18589 
136@ = 4 
0164: disable_marker 336@ 
0186: 336@ = create_marker_above_car 335@ 
07E0: set_marker 336@ type_to 1 

:CAT3_18589
09DD: unknown_player_group 1 
0631: put_actor $146 in_group $PLAYER_GROUP 
0164: disable_marker 317@ 
if and
   not 43@ == 1 
   not 43@ == 3 
else_jump @CAT3_18633 
00BE: text_clear_all 

:CAT3_18633
57@ = 1 

:CAT3_18640
if 
  57@ == 1 
else_jump @CAT3_18837 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT3_18837 
if 
  43@ == 2 
else_jump @CAT3_18723 
0164: disable_marker 343@ 
if 
  44@ == 0 
else_jump @CAT3_18723 
0164: disable_marker 336@ 

:CAT3_18723
if 
  43@ == 4 
else_jump @CAT3_18781 
0151: remove_status_text $8355 
0164: disable_marker 49@ 
136@ = 10 
if 
  44@ == 0 
else_jump @CAT3_18781 
0164: disable_marker 336@ 

:CAT3_18781
0187: 317@ = create_marker_above_actor $146 
07E0: set_marker 317@ type_to 1 
if 
   not 43@ == 3 
else_jump @CAT3_18830 
00BC: show_text_highpriority GXT 'CAT3_01' time 5000 flag 1  // ~s~Go and pick up ~b~Catalina~s~.

:CAT3_18830
57@ = 0 

:CAT3_18837
return 

//-------------Mission 44---------------
// Originally: Against All Odds

:CAT4
thread 'CAT4' 
gosub @CAT4_47 
if 
wasted_or_busted 
else_jump @CAT4_38 
gosub @CAT4_18280 

:CAT4_38
gosub @CAT4_18409 
end_thread 

:CAT4_47
$ONMISSION = 1 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_90 
01B4: set_player $PLAYER_CHAR can_move 0 

:CAT4_90
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
02A3: enable_widescreen 1 

:CAT4_109
if 
fading 
else_jump @CAT4_133 
wait 0 
jump @CAT4_109 

:CAT4_133
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_161 
0173: set_actor $PLAYER_ACTOR Z_angle_to 64.0 
0373: set_camera_directly_behind_player 

:CAT4_161
0956: get_respect_to 119@ 
119@ -= 1 
if 
  0 >= 119@ 
else_jump @CAT4_202 
08F4: set_max_group_members 1 
jump @CAT4_207 

:CAT4_202
08F4: set_max_group_members 119@ 

:CAT4_207
09DD: unknown_player_group 1 
0247: load_model 348 
0247: load_model 364 
0247: load_model 363 
0247: load_model #RIDER1_DOOR 
0247: load_model #KEV_SAFE 
0247: load_model #MAN_SAFENEW 
04ED: load_animation "MISC" 

:CAT4_249
if or
8248:   not model 363 available 
8248:   not model 364 available 
else_jump @CAT4_281 
wait 0 
jump @CAT4_249 

:CAT4_281
054C: use_GXT_table 'CAT' 
115@ = 1 
96@ = 1 
97@ = 0 
98@ = 0 
99@ = 0 
104@ = 0 
$8357 = 0 
107@ = 0 
$3184 = 0 
100@ = 0 
106@ = 0 
108@ = 0 
283@ = 0 
112@ = 0 
117@ = 0 
115@ = 0 
110@ = 0 
116@ = 0 
114@ = 1 
102@ = 0 
103@ = 0 
111@ = 0 
46@ = 0 
105@ = 0 
101@ = 0 
109@ = 0 
125@ = 0 
$3181 = 0 
282@ = 0 
113@ = 0 
69@ = 1289.851 
70@ = 269.8778 
71@ = 19.5888 
72@ = 820.2197 
73@ = 4.2019 
74@ = 1004.661 
75@ = 719.17 
76@ = -457.68 
77@ = 16.92 
78@ = 822.4665 
84@ = 1.7837 
90@ = 1003.1 
79@ = 822.0091 
85@ = 6.0787 
91@ = 1003.17 
80@ = 832.8624 
86@ = 0.7513 
92@ = 1003.18 
81@ = 830.9443 
87@ = 0.3996 
93@ = 1003.17 
82@ = 827.839 
88@ = -0.2443 
94@ = 1003.1 
83@ = 829.2125 
89@ = 2.0354 
95@ = 1003.17 
if 
  $2906 == 0 
else_jump @CAT4_1357 
if 
  $63 == 0 
else_jump @CAT4_1108 
05AA: 126@s = 'CAT_DA' // @s = 'short'  // I have a hideout on Fern Ridge.
05AA: 128@s = 'CAT_DE' // @s = 'short'  // Now drive!
05AA: 130@s = 'CAT_DF' // @s = 'short'  // You're fucking psycho!
05AA: 132@s = 'CAT_DG' // @s = 'short'  // All you little men are scared of strong women!
05AA: 134@s = 'CAT_DH' // @s = 'short'  // If we're passionate you say we're crazy.
05AA: 136@s = 'CAT_DI' // @s = 'short'  // If we're upset you say we're hysterical.
05AA: 138@s = 'CAT_DJ' // @s = 'short'  // We sleep with men, we're sluts.
05AA: 140@s = 'CAT_DK' // @s = 'short'  // If we don't put out we're frigid bitches.
05AA: 142@s = 'CAT_DL' // @s = 'short'  // Who you calling little men? You went berserk back there!
05AA: 144@s = 'CAT_DM' // @s = 'short'  // That? That was just another day at the office!
05AA: 146@s = 'CAT_DN' // @s = 'short'  // You can't stand the heat, go put your tiny balls in the freezer!
05AA: 148@s = 'CAT_DO' // @s = 'short'  // Tiny balls? Now just wait a minute...
05AA: 150@s = 'CAT_DP' // @s = 'short'  // Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 230@ = 8626 // = constant 
04AF: 231@ = 8630 // = constant 
04AF: 232@ = 8631 // = constant 
04AF: 233@ = 8632 // = constant 
04AF: 234@ = 8633 // = constant 
04AF: 235@ = 8634 // = constant 
04AF: 236@ = 8635 // = constant 
04AF: 237@ = 8636 // = constant 
04AF: 238@ = 8637 // = constant 
04AF: 239@ = 8638 // = constant 
04AF: 240@ = 8639 // = constant 
04AF: 241@ = 8640 // = constant 
04AF: 242@ = 8641 // = constant 
118@ = 16 
jump @CAT4_1357 

:CAT4_1108
05AA: 126@s = 'CAT_DF' // @s = 'short'  // You're fucking psycho!
05AA: 128@s = 'CAT_DG' // @s = 'short'  // All you little men are scared of strong women!
05AA: 130@s = 'CAT_DH' // @s = 'short'  // If we're passionate you say we're crazy.
05AA: 132@s = 'CAT_DI' // @s = 'short'  // If we're upset you say we're hysterical.
05AA: 134@s = 'CAT_DJ' // @s = 'short'  // We sleep with men, we're sluts.
05AA: 136@s = 'CAT_DK' // @s = 'short'  // If we don't put out we're frigid bitches.
05AA: 138@s = 'CAT_DL' // @s = 'short'  // Who you calling little men? You went berserk back there!
05AA: 140@s = 'CAT_DM' // @s = 'short'  // That? That was just another day at the office!
05AA: 142@s = 'CAT_DN' // @s = 'short'  // You can't stand the heat, go put your tiny balls in the freezer!
05AA: 144@s = 'CAT_DO' // @s = 'short'  // Tiny balls? Now just wait a minute...
05AA: 146@s = 'CAT_DP' // @s = 'short'  // Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 230@ = 8631 // = constant 
04AF: 231@ = 8632 // = constant 
04AF: 232@ = 8633 // = constant 
04AF: 233@ = 8634 // = constant 
04AF: 234@ = 8635 // = constant 
04AF: 235@ = 8636 // = constant 
04AF: 236@ = 8637 // = constant 
04AF: 237@ = 8638 // = constant 
04AF: 238@ = 8639 // = constant 
04AF: 239@ = 8640 // = constant 
04AF: 240@ = 8641 // = constant 
118@ = 14 

:CAT4_1357
if 
  $2906 == 1 
else_jump @CAT4_1690 
05AA: 126@s = 'CAT_GA' // @s = 'short'  // Take me home, Carl.
05AA: 128@s = 'CAT_GB' // @s = 'short'  // Okay. Look, but we gotta talk about something.
05AA: 130@s = 'CAT_GC' // @s = 'short'  // What? What do I have to say to you?
05AA: 132@s = 'CAT_GD' // @s = 'short'  // You're a great girl, and all, but you gotta calm down.
05AA: 134@s = 'CAT_GE' // @s = 'short'  // I know some cold blooded cats wouldn't act like you.
05AA: 136@s = 'CAT_GF' // @s = 'short'  // Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 138@s = 'CAT_GG' // @s = 'short'  // No, I just want...
05AA: 140@s = 'CAT_GH' // @s = 'short'  // You know why I act like this.
05AA: 142@s = 'CAT_GI' // @s = 'short'  // No.
05AA: 144@s = 'CAT_GJ' // @s = 'short'  // I'm in love, Carl.
05AA: 146@s = 'CAT_GK' // @s = 'short'  // A woman's heart is a tempestuous place,
05AA: 148@s = 'CAT_GL' // @s = 'short'  // and you will break my heart.
05AA: 150@s = 'CAT_GM' // @s = 'short'  // Sometimes I want to kill us both!
05AA: 152@s = 'CAT_GN' // @s = 'short'  // Please, don't do that. Just relax a little.
04AF: 230@ = 8672 // = constant 
04AF: 231@ = 8673 // = constant 
04AF: 232@ = 8674 // = constant 
04AF: 233@ = 8675 // = constant 
04AF: 234@ = 8676 // = constant 
04AF: 235@ = 8677 // = constant 
04AF: 236@ = 8678 // = constant 
04AF: 237@ = 8679 // = constant 
04AF: 238@ = 8680 // = constant 
04AF: 239@ = 8681 // = constant 
04AF: 240@ = 8682 // = constant 
04AF: 241@ = 8683 // = constant 
04AF: 242@ = 8684 // = constant 
04AF: 243@ = 8685 // = constant 
118@ = 17 

:CAT4_1690
if 
  $2906 == 2 
else_jump @CAT4_1891 
05AA: 126@s = 'CAT_OA' // @s = 'short'  // Take me home now, big man.
05AA: 128@s = 'CAT_OB' // @s = 'short'  // How we do?
05AA: 130@s = 'CAT_OC' // @s = 'short'  // Is that all you care about? Money?
05AA: 132@s = 'CAT_OD' // @s = 'short'  // No, but I really need the paper--.
05AA: 134@s = 'CAT_OE' // @s = 'short'  // You revolt me. You make my skin crawl.
05AA: 136@s = 'CAT_OF' // @s = 'short'  // Well I ain't crazy about you, either!
05AA: 138@s = 'CAT_OG' // @s = 'short'  // That's just it. How little you know.
05AA: 140@s = 'CAT_OH' // @s = 'short'  // Don't talk. Let us enjoy the peace and quiet.
04AF: 230@ = 8725 // = constant 
04AF: 231@ = 8726 // = constant 
04AF: 232@ = 8727 // = constant 
04AF: 233@ = 8728 // = constant 
04AF: 234@ = 8729 // = constant 
04AF: 235@ = 8730 // = constant 
04AF: 236@ = 8731 // = constant 
04AF: 237@ = 8732 // = constant 
118@ = 11 

:CAT4_1891
60@ = 0 
018A: 120@ = create_checkpoint_at 69@ 70@ 71@ 
018A: 123@ = create_checkpoint_at 285@ 286@ 287@ 
018A: 124@ = create_checkpoint_at 285@ 286@ 287@ 
if 
8118:   not actor $146 dead 
else_jump @CAT4_1969 
0187: 121@ = create_marker_above_actor $146 
0164: disable_marker 121@ 

:CAT4_1969
0164: disable_marker 120@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 121@ 
0164: disable_marker $450 
060A: create_decision_maker_type 2 store_to 62@ // decision\allowed\m_.ped files 
0864: set_interior_at 833.0 9.0 radius 10.0 access 0 
0864: set_interior_at 1291.0 271.0 radius 10.0 access 1 
wait 0 
if 
  96@ == 1 
else_jump @CAT4_2068 
gosub @CAT4_4347 

:CAT4_2068
if 
  97@ == 1 
else_jump @CAT4_2093 
gosub @CAT4_13670 

:CAT4_2093
if 
  98@ == 1 
else_jump @CAT4_2118 
jump @CAT4_18310 

:CAT4_2118
if 
  99@ == 1 
else_jump @CAT4_2143 
jump @CAT4_18280 

:CAT4_2143
return 

:CAT4_2145
if 
  97@ == 1 
else_jump @CAT4_3613 
if 
  101@ == 0 
else_jump @CAT4_2849 
if 
8118:   not actor $146 dead 
else_jump @CAT4_2842 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @CAT4_2842 
101@ = 1 
if 
  109@ == 1 
else_jump @CAT4_2248 
102@ = 1000 

:CAT4_2248
if 
875C:   not marker 124@ enabled 
else_jump @CAT4_2280 
02A8: 124@ = create_marker 63 at 75@ 76@ 77@ 

:CAT4_2280
if 
  114@ == 0 
else_jump @CAT4_2821 
if 
  289@ == 1 
else_jump @CAT4_2686 
if 
  110@ > 2 
else_jump @CAT4_2341 
110@ = 0 

:CAT4_2341
if 
  110@ == 2 
else_jump @CAT4_2456 
03CF: load_wav 9889 as 1 

:CAT4_2366
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2392 
wait 0 
jump @CAT4_2366 

:CAT4_2392
00BC: show_text_highpriority GXT 'CATX_UA' time 10000 flag 1  // Carl, you are a fucking idiota!
03D1: play_wav 1 

:CAT4_2412
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2438 
wait 0 
jump @CAT4_2412 

:CAT4_2438
03D5: remove_text 'CATX_UA'  // Carl, you are a fucking idiota!
110@ += 1 

:CAT4_2456
if 
  110@ == 1 
else_jump @CAT4_2571 
03CF: load_wav 9890 as 1 

:CAT4_2481
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2507 
wait 0 
jump @CAT4_2481 

:CAT4_2507
00BC: show_text_highpriority GXT 'CATX_UB' time 10000 flag 1  // Idiota, Carl, idiota!
03D1: play_wav 1 

:CAT4_2527
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2553 
wait 0 
jump @CAT4_2527 

:CAT4_2553
03D5: remove_text 'CATX_UB'  // Idiota, Carl, idiota!
110@ += 1 

:CAT4_2571
if 
  110@ == 0 
else_jump @CAT4_2686 
03CF: load_wav 9894 as 1 

:CAT4_2596
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_2622 
wait 0 
jump @CAT4_2596 

:CAT4_2622
00BC: show_text_highpriority GXT 'CATX_UF' time 10000 flag 1  // Carl Johnson, you are shit!
03D1: play_wav 1 

:CAT4_2642
if 
83D2:   not wav 1 ended 
else_jump @CAT4_2668 
wait 0 
jump @CAT4_2642 

:CAT4_2668
03D5: remove_text 'CATX_UF'  // Carl Johnson, you are shit!
110@ += 1 

:CAT4_2686
if 
  114@ == 0 
else_jump @CAT4_2805 
if 
  107@ == 0 
else_jump @CAT4_2805 
if 
8118:   not actor $146 dead 
else_jump @CAT4_2805 
if 
80FE:   not actor $146 sphere 0 in_sphere 75@ 76@ 77@ radius 30.0 30.0 30.0 
else_jump @CAT4_2805 
077B: clear_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
107@ = 1 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:CAT4_2805
00BB: show_text_lowpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_2821
if 
075C:   marker 123@ enabled 
else_jump @CAT4_2842 
0164: disable_marker 123@ 

:CAT4_2842
jump @CAT4_3613 

:CAT4_2849
if 
8118:   not actor $146 dead 
else_jump @CAT4_3306 
if 
  108@ == 0 
else_jump @CAT4_3094 
if 
00FE:   actor $146 sphere 1 in_sphere 720.5 -466.73 15.72 radius 4.0 4.0 4.0 
else_jump @CAT4_3094 
if 
  108@ == 0 
else_jump @CAT4_3094 
00BC: show_text_highpriority GXT 'CAT4_37' time 5000 flag 1  // ~S~Park vehicle inside ~h~Pay 'n' Spray.
if 
  107@ == 1 
else_jump @CAT4_3087 
if 
8118:   not actor $146 dead 
else_jump @CAT4_3087 
077B: clear_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_3032 
06C9: remove_actor $146 from_group 

:CAT4_3032
0687: clear_actor $146 task 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_3071 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_3071
077A: set_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
107@ = 0 

:CAT4_3087
108@ = 1 

:CAT4_3094
if 
  108@ == 1 
else_jump @CAT4_3185 
if 
80FE:   not actor $146 sphere 0 in_sphere 720.5 -460.73 15.72 radius 15.0 15.0 15.0 
else_jump @CAT4_3185 
if 
  108@ == 1 
else_jump @CAT4_3185 
108@ = 0 

:CAT4_3185
if 
  114@ == 0 
else_jump @CAT4_3306 
if 
  107@ == 0 
else_jump @CAT4_3306 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @CAT4_3306 
if 
80FE:   not actor $146 sphere 0 in_sphere 75@ 76@ 77@ radius 30.0 30.0 30.0 
else_jump @CAT4_3306 
077B: clear_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
107@ = 1 

:CAT4_3306
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @CAT4_3613 
101@ = 0 
01BD: $8359 = current_time_in_ms 
if 
875C:   not marker 123@ enabled 
else_jump @CAT4_3463 
018A: 123@ = create_checkpoint_at 285@ 286@ 287@ 
0165: set_marker 123@ color_to 4 
03CF: load_wav 9824 as 1 

:CAT4_3380
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_3406 
wait 0 
jump @CAT4_3380 

:CAT4_3406
00BC: show_text_highpriority GXT 'CATX_DE' time 10000 flag 1  // Get us back to the hideout!
03D1: play_wav 1 

:CAT4_3426
if 
83D2:   not wav 1 ended 
else_jump @CAT4_3452 
wait 0 
jump @CAT4_3426 

:CAT4_3452
03D5: remove_text 'CATX_DE'  // Get us back to the hideout!

:CAT4_3463
if 
075C:   marker 124@ enabled 
else_jump @CAT4_3484 
0164: disable_marker 124@ 

:CAT4_3484
if 
  107@ == 1 
else_jump @CAT4_3606 
if 
8118:   not actor $146 dead 
else_jump @CAT4_3606 
077B: clear_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_3551 
06C9: remove_actor $146 from_group 

:CAT4_3551
0687: clear_actor $146 task 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_3590 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_3590
077A: set_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
107@ = 0 

:CAT4_3606
40@ = 0 

:CAT4_3613
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_4345 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 72@ 73@ 74@ radius 50.0 50.0 50.0 
else_jump @CAT4_4164 
if 
  46@ == 0 
else_jump @CAT4_4150 
03D5: remove_text 'CAT4_01'  // ~s~ Get inside the Inside Track Betting Shop.
if 
  111@ == 0 
else_jump @CAT4_3765 
0107: 47@ = create_object #RIDER1_DOOR at 824.4123 10.85 1003.2 
0177: set_object 47@ Z_angle_to 175.0 
0550: keep_object 47@ in_memory 1 
07F7: set_object 47@ destructible 0 

:CAT4_3765
if 
  111@ == 1 
else_jump @CAT4_3783 

:CAT4_3783
if 
  $8357 == 0 
else_jump @CAT4_3831 
0107: 48@ = create_object #KEV_SAFE at 820.5 9.7 1003.216 
jump @CAT4_3854 

:CAT4_3831
0107: 48@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 

:CAT4_3854
0177: set_object 48@ Z_angle_to 90.0 
if 
  97@ == 1 
else_jump @CAT4_3903 
if 
075C:   marker 123@ enabled 
else_jump @CAT4_3903 
0164: disable_marker 123@ 

:CAT4_3903
if 
   not 104@ == 0 
else_jump @CAT4_4150 
if 
  96@ == 1 
else_jump @CAT4_4150 
if 
075C:   marker 120@ enabled 
else_jump @CAT4_3962 
0164: disable_marker 120@ 
00BE: text_clear_all 

:CAT4_3962
if 
8118:   not actor $146 dead 
else_jump @CAT4_4150 
0687: clear_actor $146 task 
00A1: put_actor $146 at 823.13 2.2 1003.18 
0173: set_actor $146 Z_angle_to 107.0 
0860: link_actor $146 to_interior 3 
0667: AS_actor $146 aim_at 72@ 73@ 74@ 900000 ms 
0575: set_actor $146 keep_position 0 
097A: play_audio_at 72@ 73@ 74@ event 1155 
03CF: load_wav 9830 as 1 

:CAT4_4067
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_4093 
wait 0 
jump @CAT4_4067 

:CAT4_4093
00BC: show_text_highpriority GXT 'CATX_JE' time 10000 flag 1  // Don't try and dump me, Carl!
03D1: play_wav 1 

:CAT4_4113
if 
83D2:   not wav 1 ended 
else_jump @CAT4_4139 
wait 0 
jump @CAT4_4113 

:CAT4_4139
03D5: remove_text 'CATX_JE'  // Don't try and dump me, Carl!

:CAT4_4150
46@ = 1 
jump @CAT4_4345 

:CAT4_4164
if 
  46@ == 1 
else_jump @CAT4_4345 
if 
03CA:   object 47@ exists 
else_jump @CAT4_4203 
0108: destroy_object 47@ 

:CAT4_4203
if 
03CA:   object 48@ exists 
else_jump @CAT4_4224 
0108: destroy_object 48@ 

:CAT4_4224
0395: clear_area 1 at 69@ 70@ 71@ radius 1000.0 
if 
  96@ == 1 
else_jump @CAT4_4338 
if 
875C:   not marker 120@ enabled 
else_jump @CAT4_4338 
018A: 120@ = create_checkpoint_at 69@ 70@ 71@ 
08FB: set_checkpoint 120@ type_to 1 
00BC: show_text_highpriority GXT 'CAT4_16' time 10000 flag 1  // ~s~Get back to ~b~Catalina
03E6: remove_text_box 
if 
8118:   not actor $146 dead 
else_jump @CAT4_4338 
0575: set_actor $146 keep_position 1 

:CAT4_4338
46@ = 0 

:CAT4_4345
return 

:CAT4_4347
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT4_4398 
00D9: 49@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1291.575 269.5648 18.5469 
jump @CAT4_4418 

:CAT4_4398
00A1: put_actor $PLAYER_ACTOR at 1291.575 269.5648 18.5469 

:CAT4_4418
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.0 
0107: 65@ = create_object 363 at 1288.141 267.9079 18.5469 
if 
8118:   not actor $146 dead 
else_jump @CAT4_4472 
009B: destroy_actor $146 

:CAT4_4472
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT4_4485
if 
823D:   not special_actor 5 loaded 
else_jump @CAT4_4511 
wait 0 
jump @CAT4_4485 

:CAT4_4511
009A: $146 = create_actor_pedtype 23 model 294 at 1288.277 268.9509 18.9469 
09F6: set_actor $146 unjackable_through_driver_seat 0 
0173: set_actor $146 Z_angle_to 321.0 
02A9: set_actor $146 immune_to_nonplayer 1 
0568: set_actor $146 untargetable 1 
0A09: set_actor $146 muted 1 // versionB 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_4598 
06C9: remove_actor $146 from_group 

:CAT4_4598
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_4644 
00AB: put_car 49@ at 1297.0 278.0 18.0 
0175: set_car 49@ Z_angle_to 150.0 

:CAT4_4644
06AE: create_group_decision_maker_type 0 store_to 284@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 284@ 
0749: reset_group_decision_maker 284@ event 9 
0749: reset_group_decision_maker 284@ event 41 
060A: create_decision_maker_type 0 store_to 63@ // decision\allowed\m_.ped files 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $146 decision_maker_to 63@ 
0688: AS_actor $146 unknown_toggle_ped_threat_scanner 1 1 1 
0708: reset_decision_maker 63@ event 36 
0709: set_decision_maker 63@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
07DD: set_actor $146 attack_rate 100 // previously known as temper_to 
if 
03CA:   object 65@ exists 
else_jump @CAT4_4813 
070A: AS_actor $146 attach_to_object 65@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_4813
if 
84EE:   not animation "MISC" loaded 
else_jump @CAT4_4843 
wait 0 
jump @CAT4_4813 

:CAT4_4843
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 1284.625 257.5731 23.8334 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1284.508 258.5662 23.824 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1284.625 257.5731 23.8334 position_to 1287.068 258.5688 22.872 time 4500 smooth_transition 1 
0920: point_camera 1284.508 258.5662 23.824 transverse_to 1287.18 259.5328 22.6311 time 4500 smooth_transition 1 
if 
8118:   not actor $146 dead 
else_jump @CAT4_5031 
00A1: put_actor $146 at 1288.277 268.9509 18.546 
0173: set_actor $146 Z_angle_to 321.0 

:CAT4_5031
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 1284.625 257.5731 23.8334 angle 45.0 
0395: clear_area 1 at 1287.363 257.5327 23.0934 radius 1000.0 
fade 1 1000 

:CAT4_5098
if 
fading 
else_jump @CAT4_5122 
wait 0 
jump @CAT4_5098 

:CAT4_5122
40@ = 0 
41@ = 0 
105@ = 0 

:CAT4_5143
if 
   not 105@ == 10 
else_jump @CAT4_6243 
wait 0 
if 
  105@ == 0 
else_jump @CAT4_5293 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03CF: load_wav 9001 as 1 

:CAT4_5198
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5224 
wait 0 
jump @CAT4_5198 

:CAT4_5224
00BC: show_text_highpriority GXT 'CAT2_AB' time 10000 flag 1  // You wanna rob a betting shop?
03D1: play_wav 1 

:CAT4_5244
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5270 
wait 0 
jump @CAT4_5244 

:CAT4_5270
03D5: remove_text 'CAT2_AB'  // You wanna rob a betting shop?
0968: actor $PLAYER_ACTOR stop_mouth 
105@ = 1 

:CAT4_5293
if 
  105@ == 1 
else_jump @CAT4_5359 
if 
8118:   not actor $146 dead 
else_jump @CAT4_5352 
05D3: AS_actor $146 goto_point 1290.93 269.75 18.5469 mode 4 time 3000 ms // versionA 

:CAT4_5352
105@ = 2 

:CAT4_5359
if 
  41@ > 3000 
else_jump @CAT4_5591 
if 
  105@ == 2 
else_jump @CAT4_5591 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1292.445 266.8836 19.0157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1291.756 267.5977 19.1396 switchstyle 2 
03CF: load_wav 9002 as 1 

:CAT4_5456
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5482 
wait 0 
jump @CAT4_5456 

:CAT4_5482
if 
8118:   not actor $146 dead 
else_jump @CAT4_5526 
00BC: show_text_highpriority GXT 'CAT2_AC' time 10000 flag 1  // Yeah. You not man enough?
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_5526
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5552 
wait 0 
jump @CAT4_5526 

:CAT4_5552
if 
8118:   not actor $146 dead 
else_jump @CAT4_5573 
0968: actor $146 stop_mouth 

:CAT4_5573
03D5: remove_text 'CAT2_AC'  // Yeah. You not man enough?
105@ = 3 

:CAT4_5591
if 
  105@ == 3 
else_jump @CAT4_5987 
015F: set_camera_position 1300.118 272.2002 20.6733 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.156 271.9637 20.5352 switchstyle 2 
if 
8118:   not actor $146 dead 
else_jump @CAT4_5718 
0605: actor $146 perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT4_5718
03CF: load_wav 9859 as 1 

:CAT4_5725
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_5751 
wait 0 
jump @CAT4_5725 

:CAT4_5751
if 
8118:   not actor $146 dead 
else_jump @CAT4_5772 
0687: clear_actor $146 task 

:CAT4_5772
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
if 
03CA:   object 65@ exists 
else_jump @CAT4_5871 
070A: AS_actor $PLAYER_ACTOR attach_to_object 65@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_5871
if 
8118:   not actor $146 dead 
else_jump @CAT4_5895 
0967: actor $146 move_mouth 10000 ms 

:CAT4_5895
00BC: show_text_highpriority GXT 'CATX_RB' time 10000 flag 1  // Here, Carl.
03D1: play_wav 1 

:CAT4_5915
if 
83D2:   not wav 1 ended 
else_jump @CAT4_5941 
wait 0 
jump @CAT4_5915 

:CAT4_5941
03D5: remove_text 'CATX_RB'  // Here, Carl.
if 
8118:   not actor $146 dead 
else_jump @CAT4_5973 
0968: actor $146 stop_mouth 

:CAT4_5973
105@ = 4 
40@ = 0 

:CAT4_5987
if 
  105@ == 4 
else_jump @CAT4_6142 
if 
8118:   not actor $146 dead 
else_jump @CAT4_6045 
05D3: AS_actor $146 goto_point 1292.81 269.01 18.5469 mode 4 time -1 ms // versionA 

:CAT4_6045
105@ = 5 
03CF: load_wav 9031 as 1 

:CAT4_6059
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_6085 
wait 0 
jump @CAT4_6059 

:CAT4_6085
00BC: show_text_highpriority GXT 'CAT2_JA' time 10000 flag 1  // Satchel charges?! Where the hell'd you get them?
03D1: play_wav 1 

:CAT4_6105
if 
83D2:   not wav 1 ended 
else_jump @CAT4_6131 
wait 0 
jump @CAT4_6105 

:CAT4_6131
03D5: remove_text 'CAT2_JA'  // Satchel charges?! Where the hell'd you get them?

:CAT4_6142
if 
  105@ == 5 
else_jump @CAT4_6186 
if 
  40@ > 1500 
else_jump @CAT4_6186 
105@ = 10 

:CAT4_6186
if 
  41@ > 10000 
else_jump @CAT4_6212 
105@ = 10 

:CAT4_6212
if 
08D0:   should_skip_cutscene 
else_jump @CAT4_6236 
040D: unload_wav 1 
105@ = 10 

:CAT4_6236
jump @CAT4_5143 

:CAT4_6243
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
03CA:   object 65@ exists 
else_jump @CAT4_6279 
0108: destroy_object 65@ 

:CAT4_6279
0925: restore_camera_to_user_defined 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
if 
8118:   not actor $146 dead 
else_jump @CAT4_6329 
0968: actor $146 stop_mouth 

:CAT4_6329
0968: actor $PLAYER_ACTOR stop_mouth 
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_6365 
0224: set_car 49@ health_to 1000 
053F: set_car 49@ tires_vulnerability 0 

:CAT4_6365
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 10 // Load the weapon model before using this 
if 
8118:   not actor $146 dead 
else_jump @CAT4_6424 
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_6424 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_6424
02A8: 120@ = create_marker 12 at 69@ 70@ 71@ 
00BC: show_text_highpriority GXT 'CAT4_01' time 10000 flag 1  // ~s~ Get inside the Inside Track Betting Shop.
0A6F: checkpoint_save 99 

:CAT4_6460
if 
8248:   not model #KEV_SAFE available 
else_jump @CAT4_6487 
wait 0 
jump @CAT4_6460 

:CAT4_6487
if 
8248:   not model #MAN_SAFENEW available 
else_jump @CAT4_6514 
wait 0 
jump @CAT4_6487 

:CAT4_6514
if or
8248:   not model 348 available 
8248:   not model #RIDER1_DOOR available 
else_jump @CAT4_6546 
wait 0 
jump @CAT4_6514 

:CAT4_6546
if 
   not 46@ == 1 
else_jump @CAT4_6829 
wait 0 
gosub @CAT4_2145 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 72@ 73@ 74@ radius 50.0 50.0 50.0 
else_jump @CAT4_6624 
gosub @CAT4_16149 

:CAT4_6624
if 
  99@ == 1 
else_jump @CAT4_6644 
return 

:CAT4_6644
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CAT4_6682 
96@ = 0 
97@ = 0 
98@ = 1 
return 

:CAT4_6682
041A: 66@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 67@ = actor $PLAYER_ACTOR weapon 40 ammo 
if and
  0 >= 66@ 
  0 >= 67@ 
else_jump @CAT4_6822 
if 
   not 283@ == 1 
else_jump @CAT4_6822 
if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_6822 
96@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 10000 flag 1  // ~r~You ran out of Satchel Charges!
return 

:CAT4_6822
jump @CAT4_6546 

:CAT4_6829
0164: disable_marker 120@ 
if 
  104@ == 0 
else_jump @CAT4_9007 
if 
  46@ == 1 
else_jump @CAT4_9007 
04EF: release_animation "MISC" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 833.5528 9.9425 1003.91 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 832.7419 9.3669 1004.01 switchstyle 2 
03CF: load_wav 1826 as 3 
61@ = 0 

:CAT4_6958
if 
  6 > 61@ 
else_jump @CAT4_7020 
0376: 54@(61@,6i) = create_random_actor_at 78@(61@,6f) 84@(61@,6f) 90@(61@,6f) 
61@ += 1 
jump @CAT4_6958 

:CAT4_7020
104@ = 1 
40@ = 0 
41@ = 0 
105@ = 0 

:CAT4_7048
if 
   not 105@ == 10 
else_jump @CAT4_8888 
wait 0 
if 
  105@ >= 2 
else_jump @CAT4_7107 
if 
03D2:   wav 3 ended 
else_jump @CAT4_7107 
03D1: play_wav 3 

:CAT4_7107
if 
  105@ == 0 
else_jump @CAT4_7426 
00A1: put_actor $PLAYER_ACTOR at 832.4548 7.0794 1003.187 
05D3: AS_actor $PLAYER_ACTOR goto_point 828.2866 8.2237 1003.187 mode 4 time 5000 ms // versionA 
0395: clear_area 1 at 828.2866 8.2237 1003.187 radius 2.0 
if 
8118:   not actor $146 dead 
else_jump @CAT4_7419 
02AB: set_actor $146 immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02E2: set_actor $146 weapon_accuracy_to 90 
0687: clear_actor $146 task 
0860: link_actor $146 to_interior 3 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_7268 
06C9: remove_actor $146 from_group 

:CAT4_7268
if 
00DF:   actor $146 driving 
else_jump @CAT4_7311 
0362: remove_actor $146 from_car_and_place_at 833.5104 4.3569 1003.587 
jump @CAT4_7331 

:CAT4_7311
00A1: put_actor $146 at 833.5104 4.3569 1003.187 

:CAT4_7331
08AD: link_actor $146 to_enex_marker_at 1290.0 270.0 radius 10.0 
0173: set_actor $146 Z_angle_to 107.0 
01B2: give_actor $146 weapon 24 ammo 10000 // Load the weapon model before using this 
05D3: AS_actor $146 goto_point 824.3764 3.4945 1003.18 mode 6 time -1 ms // versionA 
0395: clear_area 1 at 824.3764 3.4945 1003.18 radius 2.0 

:CAT4_7419
105@ = 1 

:CAT4_7426
if 
  105@ == 1 
else_jump @CAT4_8106 
if 
  40@ > 2000 
else_jump @CAT4_8106 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8099 
0687: clear_actor $146 task 
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 824.3764 3.4945 1003.18 mode 6 time 3000 ms // versionA 
0667: AS_actor -1 aim_at 72@ 73@ 74@ 5000 ms 
0616: define_AS_pack_end 64@ 
0618: assign_actor $146 to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
$4265 = 1 
03CF: load_wav 9010 as 1 

:CAT4_7561
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_7587 
wait 0 
jump @CAT4_7561 

:CAT4_7587
00BC: show_text_highpriority GXT 'CAT2_DA' time 10000 flag 1  // Open the backroom door or I blow your fucking face off!
03D1: play_wav 1 
if 
8118:   not actor $146 dead 
else_jump @CAT4_7631 
0967: actor $146 move_mouth 10000 ms 

:CAT4_7631
if 
83D2:   not wav 1 ended 
else_jump @CAT4_7657 
wait 0 
jump @CAT4_7631 

:CAT4_7657
03D5: remove_text 'CAT2_DA'  // Open the backroom door or I blow your fucking face off!
if 
8118:   not actor $146 dead 
else_jump @CAT4_7689 
0968: actor $146 stop_mouth 

:CAT4_7689
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
if 
8118:   not actor $146 dead 
else_jump @CAT4_7831 
0687: clear_actor $146 task 
00A1: put_actor $146 at 824.3764 3.4945 1003.18 
0173: set_actor $146 Z_angle_to 107.0 
0667: AS_actor $146 aim_at 72@ 73@ 74@ 5000 ms 

:CAT4_7831
61@ = 0 

:CAT4_7838
if 
  6 > 61@ 
else_jump @CAT4_7957 
if 
8118:   not actor 54@(61@,6i) dead 
else_jump @CAT4_7943 
if or
  61@ == 0 
  61@ == 3 
  61@ == 5 
else_jump @CAT4_7929 
05C4: AS_actor 54@(61@,6i) hands_up 900000 ms 
jump @CAT4_7943 

:CAT4_7929
05C5: AS_actor 54@(61@,6i) cower 900000 ms 

:CAT4_7943
61@ += 1 
jump @CAT4_7838 

:CAT4_7957
03CF: load_wav 9011 as 1 

:CAT4_7964
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_7990 
wait 0 
jump @CAT4_7964 

:CAT4_7990
00BC: show_text_highpriority GXT 'CAT2_DB' time 10000 flag 1  // Leave the panic button or I'll kill your children too!
03D1: play_wav 1 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8034 
0967: actor $146 move_mouth 10000 ms 

:CAT4_8034
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8060 
wait 0 
jump @CAT4_8034 

:CAT4_8060
03D5: remove_text 'CAT2_DB'  // Leave the panic button or I'll kill your children too!
if 
8118:   not actor $146 dead 
else_jump @CAT4_8092 
0968: actor $146 stop_mouth 

:CAT4_8092
40@ = 0 

:CAT4_8099
105@ = 2 

:CAT4_8106
if 
  105@ == 2 
else_jump @CAT4_8338 
if 
  40@ > 500 
else_jump @CAT4_8338 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8331 
0687: clear_actor $146 task 
05BA: AS_actor $146 move_mouth 900000 ms 
015F: set_camera_position 821.8057 3.2657 1005.09 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 822.7056 3.6678 1004.921 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
06A9: AS_actor $146 look_at_point 824.17 3.95 1007.0 2000 ms 
0667: AS_actor $146 aim_at 819.55 5.55 1005.59 5000 ms 
097A: play_audio_at 72@ 73@ 74@ event 1155 
00BC: show_text_highpriority GXT 'CAT4_3' time 5000 flag 1  // (SOUND OF ALARM GOING OFF)
40@ = 0 

:CAT4_8331
105@ = 3 

:CAT4_8338
if 
  105@ == 3 
else_jump @CAT4_8601 
if 
  40@ > 2000 
else_jump @CAT4_8601 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8408 
0667: AS_actor $146 aim_at 72@ 73@ 74@ 5000 ms 

:CAT4_8408
03D5: remove_text 'CAT4_3'  // (SOUND OF ALARM GOING OFF)
03CF: load_wav 9016 as 1 

:CAT4_8426
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_8452 
wait 0 
jump @CAT4_8426 

:CAT4_8452
00BC: show_text_highpriority GXT 'CAT2_FA' time 10000 flag 1  // I warned you, you stupid bitch!
if 
8118:   not actor $146 dead 
else_jump @CAT4_8492 
0967: actor $146 move_mouth 10000 ms 

:CAT4_8492
03D1: play_wav 1 

:CAT4_8496
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8522 
wait 0 
jump @CAT4_8496 

:CAT4_8522
03D5: remove_text 'CAT2_FA'  // I warned you, you stupid bitch!
if 
8118:   not actor $146 dead 
else_jump @CAT4_8554 
0968: actor $146 stop_mouth 

:CAT4_8554
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_8580 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 112.0 

:CAT4_8580
$3184 = 1 
105@ = 4 
40@ = 0 

:CAT4_8601
if 
  105@ == 4 
else_jump @CAT4_8855 
if 
  40@ > 1000 
else_jump @CAT4_8855 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8848 
0687: clear_actor $146 task 
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8758 
if 
8118:   not actor 54@(60@,6i) dead 
else_jump @CAT4_8758 
05E2: AS_actor $146 kill_actor 54@(60@,6i) 

:CAT4_8758
03CF: load_wav 9017 as 1 

:CAT4_8765
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_8791 
wait 0 
jump @CAT4_8765 

:CAT4_8791
00BB: show_text_lowpriority GXT 'CAT2_FB' time 10000 flag 1  // Stupid fucking bitch!
03D1: play_wav 1 

:CAT4_8811
if 
83D2:   not wav 1 ended 
else_jump @CAT4_8837 
wait 0 
jump @CAT4_8811 

:CAT4_8837
03D5: remove_text 'CAT2_FB'  // Stupid fucking bitch!

:CAT4_8848
105@ = 5 

:CAT4_8855
if 
  41@ > 17000 
else_jump @CAT4_8881 
105@ = 10 

:CAT4_8881
jump @CAT4_7048 

:CAT4_8888
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_9007 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
8118:   not actor $146 dead 
else_jump @CAT4_8954 
0667: AS_actor $146 aim_at 72@ 73@ 74@ 900000 ms 

:CAT4_8954
041A: 67@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 68@ = actor $PLAYER_ACTOR weapon 39 ammo 
104@ = 1 
$3184 = 1 
40@ = 0 
41@ = 0 
01BD: $8359 = current_time_in_ms 

:CAT4_9007
41@ = 0 

:CAT4_9014
if 
   not 125@ == 1 
else_jump @CAT4_13654 
wait 0 
041A: 66@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 67@ = actor $PLAYER_ACTOR weapon 40 ammo 
if and
  0 >= 66@ 
  0 >= 67@ 
else_jump @CAT4_9176 
if 
   not 283@ == 1 
else_jump @CAT4_9176 
if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_9176 
96@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 5000 flag 1  // ~r~You ran out of Satchel Charges!
return 

:CAT4_9176
if 
0118:   actor $146 dead 
else_jump @CAT4_9224 
96@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
return 

:CAT4_9224
if 
  116@ == 0 
else_jump @CAT4_9267 
03E5: show_text_box 'CAT4_43'  // Tap ~m~~widget_explicit_throw~ to throw the ~h~satchel~w~. Press and hold ~m~~widget_explicit_throw~ for longer to increase the distance of the throw.
116@ = 1 
41@ = 0 

:CAT4_9267
if 
  116@ == 1 
else_jump @CAT4_9334 
if 
  41@ > 6000 
else_jump @CAT4_9334 
00BC: show_text_highpriority GXT 'CAT4_42' time 6000 flag 1  // ~s~Use Satchel charges to blow the door open.
116@ = 2 
41@ = 0 

:CAT4_9334
if 
  2 >= 116@ 
else_jump @CAT4_9405 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
else_jump @CAT4_9405 
if 
001D:   68@ > 66@ // (int) 
else_jump @CAT4_9405 
03E6: remove_text_box 
116@ = 3 
41@ = 0 

:CAT4_9405
if 
  116@ == 3 
else_jump @CAT4_9483 
if 
  41@ > 1500 
else_jump @CAT4_9483 
00BC: show_text_highpriority GXT 'CAT4_44' time 6000 flag 1  // ~s~Get a safe distance away from the planted satchel charge.
03E5: show_text_box 'CAT4_45'  // When the ~h~satchel~w~ is attached, select the ~h~detonator~w~ weapon and tap ~m~~widget_explicit_detonator~ to detonate.
116@ = 4 
41@ = 0 

:CAT4_9483
if 
  4 >= 116@ 
else_jump @CAT4_9590 
if 
03CA:   object 47@ exists 
else_jump @CAT4_9590 
if 
07F0:   in_sphere 824.4123 10.8 1003.2 radius 10.0 damaged_object_with_model #RIDER1_DOOR 
else_jump @CAT4_9590 
if 
  41@ > 500 
else_jump @CAT4_9590 
03EB: clear_small_messages_only 
03E6: remove_text_box 
116@ = 5 
41@ = 0 

:CAT4_9590
if 
  116@ == 5 
else_jump @CAT4_9775 
03E6: remove_text_box 
03CF: load_wav 9012 as 1 

:CAT4_9617
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_9643 
wait 0 
jump @CAT4_9617 

:CAT4_9643
00BB: show_text_lowpriority GXT 'CAT2_DC' time 10000 flag 1  // Go! Get in there and open the safe!
03D1: play_wav 1 
if 
8118:   not actor $146 dead 
else_jump @CAT4_9687 
0967: actor $146 move_mouth 10000 ms 

:CAT4_9687
if 
83D2:   not wav 1 ended 
else_jump @CAT4_9713 
wait 0 
jump @CAT4_9687 

:CAT4_9713
03D5: remove_text 'CAT2_DC'  // Go! Get in there and open the safe!
if 
8118:   not actor $146 dead 
else_jump @CAT4_9745 
0968: actor $146 stop_mouth 

:CAT4_9745
00BC: show_text_highpriority GXT 'CAT4_46' time 10000 flag 1  // Use ~h~satchel~w~ to open the safe.
116@ = 6 
41@ = 0 

:CAT4_9775
if 
  46@ == 1 
else_jump @CAT4_10818 
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 0 
else_jump @CAT4_9836 
102@ = 1 
01BD: $8359 = current_time_in_ms 

:CAT4_9836
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 1 
else_jump @CAT4_9995 
102@ = 2 
03CF: load_wav 9018 as 1 

:CAT4_9881
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_9907 
wait 0 
jump @CAT4_9881 

:CAT4_9907
03D1: play_wav 1 

:CAT4_9911
if 
83D2:   not wav 1 ended 
else_jump @CAT4_9937 
wait 0 
jump @CAT4_9911 

:CAT4_9937
if 
8118:   not actor $146 dead 
else_jump @CAT4_9990 
0687: clear_actor $146 task 
if 
8118:   not actor 54@(60@,6i) dead 
else_jump @CAT4_9990 
05E2: AS_actor $146 kill_actor 54@(60@,6i) 

:CAT4_9990
01BD: $8359 = current_time_in_ms 

:CAT4_9995
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 2 
else_jump @CAT4_10101 
102@ = 3 
03CF: load_wav 9877 as 1 

:CAT4_10040
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10066 
wait 0 
jump @CAT4_10040 

:CAT4_10066
03D1: play_wav 1 

:CAT4_10070
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10096 
wait 0 
jump @CAT4_10070 

:CAT4_10096
01BD: $8359 = current_time_in_ms 

:CAT4_10101
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 3 
else_jump @CAT4_10226 
if 
  $8358 > 5000 
else_jump @CAT4_10226 
102@ = 4 
03CF: load_wav 9014 as 1 

:CAT4_10165
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10191 
wait 0 
jump @CAT4_10165 

:CAT4_10191
03D1: play_wav 1 

:CAT4_10195
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10221 
wait 0 
jump @CAT4_10195 

:CAT4_10221
01BD: $8359 = current_time_in_ms 

:CAT4_10226
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 4 
else_jump @CAT4_10351 
if 
  $8358 > 10000 
else_jump @CAT4_10351 
102@ = 5 
03CF: load_wav 9013 as 1 

:CAT4_10290
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10316 
wait 0 
jump @CAT4_10290 

:CAT4_10316
03D1: play_wav 1 

:CAT4_10320
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10346 
wait 0 
jump @CAT4_10320 

:CAT4_10346
01BD: $8359 = current_time_in_ms 

:CAT4_10351
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ == 5 
else_jump @CAT4_10413 
if 
  $8358 > 10000 
else_jump @CAT4_10413 
102@ = 6 
01BD: $8359 = current_time_in_ms 

:CAT4_10413
01BD: $8358 = current_time_in_ms 
0060: $8358 -= $8359 // (int) 
if 
  102@ > 1 
else_jump @CAT4_10818 
if 
  2 > 60@ 
else_jump @CAT4_10818 
if 
0118:   actor 54@(60@,6i) dead 
else_jump @CAT4_10818 
01C2: remove_references_to_actor 54@(60@,6i) // Like turning an actor into a random pedestrian 
if 
8118:   not actor $146 dead 
else_jump @CAT4_10818 
if 
82E0:   not actor $146 firing_weapon 
else_jump @CAT4_10818 
60@ += 1 
if 
  2 > 60@ 
else_jump @CAT4_10794 
0687: clear_actor $146 task 
if 
8118:   not actor 54@(60@,6i) dead 
else_jump @CAT4_10585 
05E2: AS_actor $146 kill_actor 54@(60@,6i) 

:CAT4_10585
if 
  60@ == 2 
else_jump @CAT4_10666 
03CF: load_wav 9872 as 1 

:CAT4_10610
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10636 
wait 0 
jump @CAT4_10610 

:CAT4_10636
03D1: play_wav 1 

:CAT4_10640
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10666 
wait 0 
jump @CAT4_10640 

:CAT4_10666
if 
  60@ == 4 
else_jump @CAT4_10747 
03CF: load_wav 9877 as 1 

:CAT4_10691
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_10717 
wait 0 
jump @CAT4_10691 

:CAT4_10717
03D1: play_wav 1 

:CAT4_10721
if 
83D2:   not wav 1 ended 
else_jump @CAT4_10747 
wait 0 
jump @CAT4_10721 

:CAT4_10747
if 
  60@ == 5 
else_jump @CAT4_10787 
03CF: load_wav 9884 as 1 
00BC: show_text_highpriority GXT 'CATX_TQ' time 100 flag 1  // Who wants me now?

:CAT4_10787
jump @CAT4_10818 

:CAT4_10794
0687: clear_actor $146 task 
0667: AS_actor $146 aim_at 72@ 73@ 74@ 900000 ms 

:CAT4_10818
gosub @CAT4_2145 
if 
0356:   explosion_type 0 in_cube_cornerA 820.3084 -1.6925 1003.278 cornerB 828.8 4.7199 1008.079 
else_jump @CAT4_10893 
if 
8118:   not actor $146 dead 
else_jump @CAT4_10893 
0223: set_actor $146 health_to 0 

:CAT4_10893
if 
  111@ == 0 
else_jump @CAT4_11143 
if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
else_jump @CAT4_11010 
07F7: set_object 47@ destructible 1 
0550: keep_object 47@ in_memory 0 
0723: break_object 47@ intensity 1 
071F: set_object 47@ health_to 0 
111@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11010
if 
03CA:   object 47@ exists 
else_jump @CAT4_11143 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
else_jump @CAT4_11143 
if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
else_jump @CAT4_11143 
07F7: set_object 47@ destructible 1 
0550: keep_object 47@ in_memory 0 
0723: break_object 47@ intensity 1 
071F: set_object 47@ health_to 0 
111@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_11143
if 
  111@ == 1 
else_jump @CAT4_11328 
if 
0356:   explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
else_jump @CAT4_11328 
03E6: remove_text_box 
00BE: text_clear_all 
$8357 = 1 
0249: release_model #RIDER1_DOOR 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
if 
  283@ == 0 
else_jump @CAT4_11267 
283@ = 1 
40@ = 0 

:CAT4_11267
0108: destroy_object 48@ 
0107: 48@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 
0177: set_object 48@ Z_angle_to 90.0 
if 
8118:   not actor $146 dead 
else_jump @CAT4_11328 
0575: set_actor $146 keep_position 0 

:CAT4_11328
if 
  283@ == 1 
else_jump @CAT4_13647 
if 
  40@ > 500 
else_jump @CAT4_13647 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 
61@ = 4 

:CAT4_11391
if 
  6 > 61@ 
else_jump @CAT4_11432 
01C2: remove_references_to_actor 54@(61@,6i) // Like turning an actor into a random pedestrian 
61@ += 1 
jump @CAT4_11391 

:CAT4_11432
if 
03CA:   object 47@ exists 
else_jump @CAT4_11453 
0108: destroy_object 47@ 

:CAT4_11453
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 823.9662 11.5153 1005.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 823.2487 11.0891 1005.26 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
if 
8118:   not actor $146 dead 
else_jump @CAT4_11635 
0687: clear_actor $146 task 
00A1: put_actor $146 at 827.95 9.21 1003.13 
0173: set_actor $146 Z_angle_to 93.0 
077A: set_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
107@ = 0 

:CAT4_11635
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0395: clear_area 1 at 824.8268 10.0672 1003.187 radius 1000.0 
04ED: load_animation "BOMBER" 

:CAT4_11682
if 
84EE:   not animation "BOMBER" loaded 
else_jump @CAT4_11714 
wait 0 
jump @CAT4_11682 

:CAT4_11714
05C5: AS_actor $PLAYER_ACTOR cower 3000 ms 
40@ = 0 
41@ = 0 
105@ = 0 

:CAT4_11743
if 
   not 105@ == 10 
else_jump @CAT4_13145 
wait 0 
if 
  105@ == 0 
else_jump @CAT4_11809 
if 
  40@ > 2000 
else_jump @CAT4_11809 
105@ = 1 

:CAT4_11809
if 
  105@ == 1 
else_jump @CAT4_12228 
if 
  40@ > 2000 
else_jump @CAT4_12228 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
105@ = 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 821.3832 9.7296 1003.195 mode 4 time -1 ms // versionA 
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_12001 
0519: set_car 49@ locked 1 
0338: set_car 49@ visibility 1 
02AC: set_car 49@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 49@ health_to 1500 
00AB: put_car 49@ at 1297.0 278.0 18.0 
0175: set_car 49@ Z_angle_to 150.0 

:CAT4_12001
0247: load_model 599 
0247: load_model 283 
0247: load_model 346 

:CAT4_12016
if or
8248:   not model 599 available 
8248:   not model 283 available 
8248:   not model 346 available 
else_jump @CAT4_12053 
wait 0 
jump @CAT4_12016 

:CAT4_12053
00A5: 42@ = create_car 599 at 1296.038 251.8959 18.4002 
00A5: 43@ = create_car 599 at 1301.326 265.0127 18.4007 
00A5: 44@ = create_car 599 at 1308.398 278.7967 18.546 
0175: set_car 42@ Z_angle_to 11.7173 
0175: set_car 43@ Z_angle_to 70.3422 
0175: set_car 44@ Z_angle_to 119.5617 
0129: 51@ = create_actor_pedtype 6 model 283 in_car 42@ driverseat 
01B2: give_actor 51@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 52@ = create_actor_pedtype 6 model 283 in_car 43@ driverseat 
01B2: give_actor 52@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 53@ = create_actor_pedtype 6 model 283 in_car 44@ driverseat 
01B2: give_actor 53@ weapon 22 ammo 1000 // Load the weapon model before using this 
40@ = 0 

:CAT4_12228
if 
  105@ == 2 
else_jump @CAT4_12710 
if 
  40@ > 2000 
else_jump @CAT4_12710 
015F: set_camera_position 819.5102 10.5367 1004.439 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 820.4842 10.324 1004.362 switchstyle 2 
0615: define_AS_pack_begin 64@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 5000 
0616: define_AS_pack_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT4_12450 
0967: actor $PLAYER_ACTOR move_mouth 100000 ms 

:CAT4_12450
03CF: load_wav 9019 as 1 

:CAT4_12457
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12483 
wait 0 
jump @CAT4_12457 

:CAT4_12483
00BC: show_text_highpriority GXT 'CAT2_GA' time 10000 flag 1  // OK, I got it!
03D1: play_wav 1 

:CAT4_12503
if 
83D2:   not wav 1 ended 
else_jump @CAT4_12529 
wait 0 
jump @CAT4_12503 

:CAT4_12529
03D5: remove_text 'CAT2_GA'  // OK, I got it!
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT4_12561 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_12561
03CF: load_wav 9020 as 1 

:CAT4_12568
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12594 
wait 0 
jump @CAT4_12568 

:CAT4_12594
if 
8118:   not actor $146 dead 
else_jump @CAT4_12618 
0967: actor $146 move_mouth 10000 ms 

:CAT4_12618
00BC: show_text_highpriority GXT 'CAT2_GB' time 10000 flag 1  // About fucking time, you're a fucking sloth!
03D1: play_wav 1 

:CAT4_12638
if 
83D2:   not wav 1 ended 
else_jump @CAT4_12664 
wait 0 
jump @CAT4_12638 

:CAT4_12664
03D5: remove_text 'CAT2_GB'  // About fucking time, you're a fucking sloth!
if 
8118:   not actor $146 dead 
else_jump @CAT4_12696 
0968: actor $146 stop_mouth 

:CAT4_12696
40@ = 0 
105@ = 3 

:CAT4_12710
if 
  105@ == 3 
else_jump @CAT4_13047 
if 
  40@ > 1000 
else_jump @CAT4_13047 
015F: set_camera_position 832.2155 11.3956 1003.388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 831.3511 10.9217 1003.557 switchstyle 2 
03CF: load_wav 9021 as 1 

:CAT4_12805
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_12831 
wait 0 
jump @CAT4_12805 

:CAT4_12831
0615: define_AS_pack_begin 64@ 
05D4: AS_actor -1 rotate_angle 10.0 
05D3: AS_actor -1 goto_point 833.0 10.0 1003.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
if 
8118:   not actor $146 dead 
else_jump @CAT4_12931 
0687: clear_actor $146 task 
05D3: AS_actor $146 goto_point 834.0 7.0 1003.0 mode 6 time -1 ms // versionA 

:CAT4_12931
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT4_12955 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_12955
00BC: show_text_highpriority GXT 'CAT2_GC' time 10000 flag 1  // Whatever. Let's roll!
03D1: play_wav 1 

:CAT4_12975
if 
83D2:   not wav 1 ended 
else_jump @CAT4_13001 
wait 0 
jump @CAT4_12975 

:CAT4_13001
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CAT4_13022 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_13022
03D5: remove_text 'CAT2_GC'  // Whatever. Let's roll!
40@ = 0 
105@ = 4 

:CAT4_13047
if 
  105@ == 4 
else_jump @CAT4_13112 
fade 0 1000 

:CAT4_13072
if 
fading 
else_jump @CAT4_13096 
wait 0 
jump @CAT4_13072 

:CAT4_13096
08F6: restore_player_group 
40@ = 0 
105@ = 5 

:CAT4_13112
if 
  41@ > 14800 
else_jump @CAT4_13138 
105@ = 10 

:CAT4_13138
jump @CAT4_11743 

:CAT4_13145
select_interior 0 
00A1: put_actor $PLAYER_ACTOR at 1292.721 271.0581 18.5469 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 833.0 9.0 radius 10.0 
03CB: set_rendering_origin_at 1292.721 271.0581 18.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
else_jump @CAT4_13241 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 40 

:CAT4_13241
if 
8118:   not actor $146 dead 
else_jump @CAT4_13343 
00A1: put_actor $146 at 1292.66 275.2182 18.5547 
0173: set_actor $146 Z_angle_to 340.1134 
039E: set_actor $146 locked 1 while_in_car 
0526: set_actor $146 stay_in_car_when_jacked 1 
02AB: set_actor $146 immunities BP 0 FP 0 EP 0 CP 0 MP 0 
08AD: link_actor $146 to_enex_marker_at 833.0 9.0 radius 10.0 
0860: link_actor $146 to_interior 0 

:CAT4_13343
0395: clear_area 1 at 1292.721 271.0581 18.5469 radius 1000.0 
fade 1 1000 
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_13524 
if 
0431:   car 49@ passenger_seat_free 0 
else_jump @CAT4_13476 
if 
8118:   not actor $146 dead 
else_jump @CAT4_13469 
05CA: AS_actor $146 enter_car 49@ passenger_seat 0 time -1 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_13462 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_13462
114@ = 1 

:CAT4_13469
jump @CAT4_13517 

:CAT4_13476
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_13510 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_13510
114@ = 0 

:CAT4_13517
jump @CAT4_13558 

:CAT4_13524
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_13558 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_13558
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04EF: release_animation "BOMBER" 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #MAN_SAFENEW 
0249: release_model #KEV_SAFE 
041E: set_radio_station 1 
125@ = 1 
0164: disable_marker 120@ 
96@ = 0 
97@ = 1 

:CAT4_13647
jump @CAT4_9014 

:CAT4_13654
96@ = 0 
97@ = 1 
return 

:CAT4_13670
289@ = 0 
285@ = 872.9051 
286@ = -30.3161 
287@ = 62.1893 
01EB: set_traffic_density_multiplier_to 0.0 
gosub @CAT4_2145 

:CAT4_13721
if 
   not 98@ == 1 
else_jump @CAT4_16128 
wait 0 
gosub @CAT4_2145 
if 
  106@ == 0 
else_jump @CAT4_14463 
if 
  46@ == 0 
else_jump @CAT4_14463 
010D: set_player $PLAYER_CHAR wanted_level_to 4 
102@ = 4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
0373: set_camera_directly_behind_player 
if 
8118:   not actor $146 dead 
else_jump @CAT4_14195 
02E2: set_actor $146 weapon_accuracy_to 100 
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_14105 
0441: 50@ = car 49@ model 
if and
0431:   car 49@ passenger_seat_free 0 
0A01:   model 50@ car 
else_jump @CAT4_14008 
039E: set_actor $146 locked 1 while_in_car 
0526: set_actor $146 stay_in_car_when_jacked 1 
0186: 122@ = create_marker_above_car 49@ 
07E0: set_marker 122@ type_to 1 
03CF: load_wav 9813 as 1 

:CAT4_13918
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_13944 
wait 0 
jump @CAT4_13918 

:CAT4_13944
00BC: show_text_highpriority GXT 'CATX_BF' time 10000 flag 1  // Get in the fucking car!
03D1: play_wav 1 

:CAT4_13964
if 
83D2:   not wav 1 ended 
else_jump @CAT4_13990 
wait 0 
jump @CAT4_13964 

:CAT4_13990
03D5: remove_text 'CATX_BF'  // Get in the fucking car!
jump @CAT4_14098 

:CAT4_14008
03CF: load_wav 9847 as 1 

:CAT4_14015
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_14041 
wait 0 
jump @CAT4_14015 

:CAT4_14041
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_14061
if 
83D2:   not wav 1 ended 
else_jump @CAT4_14087 
wait 0 
jump @CAT4_14061 

:CAT4_14087
03D5: remove_text 'CATX_NA'  // Carl, get us some fucking wheels!

:CAT4_14098
jump @CAT4_14195 

:CAT4_14105
03CF: load_wav 9847 as 1 

:CAT4_14112
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_14138 
wait 0 
jump @CAT4_14112 

:CAT4_14138
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_14158
if 
83D2:   not wav 1 ended 
else_jump @CAT4_14184 
wait 0 
jump @CAT4_14158 

:CAT4_14184
03D5: remove_text 'CATX_NA'  // Carl, get us some fucking wheels!

:CAT4_14195
if 
8118:   not actor 51@ dead 
else_jump @CAT4_14282 
if 
8119:   not car 42@ wrecked 
else_jump @CAT4_14282 
0615: define_AS_pack_begin 64@ 
05CD: AS_actor -1 exit_car 42@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 64@ 
0618: assign_actor 51@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
060B: set_actor 51@ decision_maker_to 62@ 

:CAT4_14282
if 
8118:   not actor 52@ dead 
else_jump @CAT4_14369 
if 
8119:   not car 43@ wrecked 
else_jump @CAT4_14369 
0615: define_AS_pack_begin 64@ 
05CD: AS_actor -1 exit_car 43@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 64@ 
0618: assign_actor 52@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
060B: set_actor 52@ decision_maker_to 62@ 

:CAT4_14369
if 
8118:   not actor 53@ dead 
else_jump @CAT4_14456 
if 
8119:   not car 44@ wrecked 
else_jump @CAT4_14456 
0615: define_AS_pack_begin 64@ 
05CD: AS_actor -1 exit_car 44@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 64@ 
0618: assign_actor 53@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
060B: set_actor 53@ decision_maker_to 62@ 

:CAT4_14456
106@ = 1 

:CAT4_14463
if 
8118:   not actor $146 dead 
else_jump @CAT4_15067 
if 
  106@ == 1 
else_jump @CAT4_14602 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 49@ 
106@ = 2 
if 
075C:   marker 123@ enabled 
else_jump @CAT4_14560 
0164: disable_marker 123@ 

:CAT4_14560
if 
075C:   marker 124@ enabled 
else_jump @CAT4_14581 
0164: disable_marker 124@ 

:CAT4_14581
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
106@ = 2 

:CAT4_14602
if 
  106@ == 2 
else_jump @CAT4_14899 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT4_14899 
106@ = 3 
289@ = 1 
if 
075C:   marker 122@ enabled 
else_jump @CAT4_14671 
0164: disable_marker 122@ 

:CAT4_14671
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_14705 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_14705
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_14743 
0519: set_car 49@ locked 0 
02AC: set_car 49@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_14743
if 
  101@ == 0 
else_jump @CAT4_14798 
if 
875C:   not marker 123@ enabled 
else_jump @CAT4_14798 
018A: 123@ = create_checkpoint_at 285@ 286@ 287@ 
0165: set_marker 123@ color_to 4 

:CAT4_14798
if 
  101@ == 1 
else_jump @CAT4_14899 
if 
8118:   not actor $146 dead 
else_jump @CAT4_14899 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_14899 
if 
875C:   not marker 124@ enabled 
else_jump @CAT4_14899 
02A8: 124@ = create_marker 63 at 75@ 76@ 77@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_14899
if 
  106@ == 3 
else_jump @CAT4_15015 
gosub @CAT4_16149 
if 
  99@ == 1 
else_jump @CAT4_14944 
return 

:CAT4_14944
if 
8118:   not actor $146 dead 
else_jump @CAT4_15015 
if 
00DF:   actor $146 driving 
else_jump @CAT4_15015 
077B: clear_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 
107@ = 1 
077A: set_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
114@ = 0 
106@ = 4 

:CAT4_15015
if 
  106@ == 4 
else_jump @CAT4_15060 
gosub @CAT4_16149 
if 
  99@ == 1 
else_jump @CAT4_15060 
return 

:CAT4_15060
jump @CAT4_15099 

:CAT4_15067
97@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
return 

:CAT4_15099
if 
  101@ == 0 
else_jump @CAT4_16121 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 285@ 286@ 287@ radius 4.0 4.0 4.0 
else_jump @CAT4_15159 

:CAT4_15159
if 
0118:   actor $146 dead 
else_jump @CAT4_15214 
97@ = 0 
99@ = 1 
98@ = 0 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
return 

:CAT4_15214
if 
8118:   not actor $146 dead 
else_jump @CAT4_15353 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CAT4_15353 
if 
00DF:   actor $146 driving 
else_jump @CAT4_15353 
if and
  102@ >= 4 
002D:   118@ >= 102@ // (int) 
else_jump @CAT4_15353 
if 
  102@ == 4 
else_jump @CAT4_15346 
04E2: NOP $PLAYER_CHAR 1 
if 
  40@ > 10000 
else_jump @CAT4_15339 
gosub @CAT4_16784 

:CAT4_15339
jump @CAT4_15353 

:CAT4_15346
gosub @CAT4_16784 

:CAT4_15353
if 
8118:   not actor $146 dead 
else_jump @CAT4_16121 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 285@ 286@ 287@ radius 4.0 4.0 4.0 
00FE:   actor $146 sphere 0 in_sphere 285@ 286@ 287@ radius 10.0 10.0 10.0 
else_jump @CAT4_16121 
98@ = 1 
99@ = 0 
if 
0100:   actor $PLAYER_ACTOR in_sphere 285@ 286@ 287@ radius 10.0 10.0 10.0 sphere 1 in_car 
else_jump @CAT4_15528 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:CAT4_15528
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
40@ = 0 
41@ = 0 
105@ = 0 

:CAT4_15560
if 
   not 105@ == 10 
else_jump @CAT4_16101 
wait 0 
0395: clear_area 1 at 866.7373 -24.0333 64.9955 radius 1000.0 
if 
  105@ == 0 
else_jump @CAT4_15776 
105@ = 1 
015F: set_camera_position 866.3945 -23.1135 65.1866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 866.7373 -24.0333 64.9955 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 9007 as 1 

:CAT4_15693
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_15719 
wait 0 
jump @CAT4_15693 

:CAT4_15719
00BC: show_text_highpriority GXT 'CAT2_CA' time 10000 flag 1  // You impress me, Carl Johnson!
03D1: play_wav 1 

:CAT4_15739
if 
83D2:   not wav 1 ended 
else_jump @CAT4_15765 
wait 0 
jump @CAT4_15739 

:CAT4_15765
03D5: remove_text 'CAT2_CA'  // You impress me, Carl Johnson!

:CAT4_15776
if 
  105@ == 1 
else_jump @CAT4_15891 
105@ = 2 
03CF: load_wav 9860 as 1 

:CAT4_15808
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_15834 
wait 0 
jump @CAT4_15808 

:CAT4_15834
00BC: show_text_highpriority GXT 'CATX_RC' time 10000 flag 1  // Here's your cut, big man.
03D1: play_wav 1 

:CAT4_15854
if 
83D2:   not wav 1 ended 
else_jump @CAT4_15880 
wait 0 
jump @CAT4_15854 

:CAT4_15880
03D5: remove_text 'CATX_RC'  // Here's your cut, big man.

:CAT4_15891
if 
  105@ == 2 
else_jump @CAT4_15984 
105@ = 3 
40@ = 0 
if 
8118:   not actor $146 dead 
else_jump @CAT4_15984 
if 
06EE:   actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_15963 
06C9: remove_actor $146 from_group 

:CAT4_15963
if 
00DF:   actor $146 driving 
else_jump @CAT4_15984 
0633: AS_actor $146 exit_car 

:CAT4_15984
if 
  105@ == 3 
else_jump @CAT4_16068 
if 
  1500 > 40@ 
else_jump @CAT4_16068 
105@ = 4 
if 
8118:   not actor $146 dead 
else_jump @CAT4_16068 
05D3: AS_actor $146 goto_point 869.84 -26.24 63.1797 mode 4 time -1 ms // versionA 

:CAT4_16068
if 
  41@ > 7000 
else_jump @CAT4_16094 
105@ = 10 

:CAT4_16094
jump @CAT4_15560 

:CAT4_16101
009B: destroy_actor $146 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CAT4_16121
jump @CAT4_13721 

:CAT4_16128
0164: disable_marker 123@ 
98@ = 1 
97@ = 0 
return 

:CAT4_16149
if 
8118:   not actor $146 dead 
else_jump @CAT4_16738 
if 
  101@ == 1 
else_jump @CAT4_16206 
if 
02E0:   actor $146 firing_weapon 
else_jump @CAT4_16206 
gosub @CAT4_16993 

:CAT4_16206
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_16731 
00BC: show_text_highpriority GXT 'CAT4_16' time 4000 flag 1  // ~s~Get back to ~b~Catalina
if 
  97@ == 1 
else_jump @CAT4_16301 
if 
075C:   marker 124@ enabled 
else_jump @CAT4_16280 
0164: disable_marker 124@ 

:CAT4_16280
if 
075C:   marker 123@ enabled 
else_jump @CAT4_16301 
0164: disable_marker 123@ 

:CAT4_16301
if 
875C:   not marker 121@ enabled 
else_jump @CAT4_16348 
if 
8118:   not actor $146 dead 
else_jump @CAT4_16348 
0187: 121@ = create_marker_above_actor $146 
07E0: set_marker 121@ type_to 1 

:CAT4_16348
if 
86EE:   not actor $146 in_group $PLAYER_GROUP 
else_jump @CAT4_16731 
wait 0 
if 
8118:   not actor $146 dead 
else_jump @CAT4_16680 
if 
8104:   not actor $PLAYER_ACTOR near_actor $146 radius 200.0 200.0 200.0 sphere 0 
else_jump @CAT4_16462 
96@ = 0 
97@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_14' time 5000 flag 1  // ~r~You abandoned Catalina!
return 

:CAT4_16462
if 
0104:   actor $PLAYER_ACTOR near_actor $146 radius 8.0 8.0 8.0 sphere 0 
else_jump @CAT4_16673 
0631: put_actor $146 in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0164: disable_marker 121@ 
if 
  97@ == 1 
else_jump @CAT4_16673 
if 
  101@ == 0 
else_jump @CAT4_16607 
if 
875C:   not marker 123@ enabled 
else_jump @CAT4_16607 
018A: 123@ = create_checkpoint_at 285@ 286@ 287@ 
0165: set_marker 123@ color_to 4 
00BC: show_text_highpriority GXT 'CAT4_13' time 10000 flag 1  // ~s~Get to the hideout!

:CAT4_16607
if 
  101@ == 1 
else_jump @CAT4_16673 
if 
875C:   not marker 124@ enabled 
else_jump @CAT4_16673 
02A8: 124@ = create_marker 63 at 75@ 76@ 77@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_16673
jump @CAT4_16724 

:CAT4_16680
0164: disable_marker 120@ 
96@ = 0 
97@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
return 

:CAT4_16724
jump @CAT4_16348 

:CAT4_16731
jump @CAT4_16782 

:CAT4_16738
0164: disable_marker 120@ 
96@ = 0 
97@ = 0 
99@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
return 

:CAT4_16782
return 

:CAT4_16784
if 
  115@ == 0 
else_jump @CAT4_16847 
if 
8118:   not actor $146 dead 
else_jump @CAT4_16825 
0A09: set_actor $146 muted 1 // versionB 

:CAT4_16825
040D: unload_wav 1 
03CF: load_wav 230@(282@,52i) as 1 
115@ = 1 

:CAT4_16847
if 
  115@ == 1 
else_jump @CAT4_16905 
if 
03D0:   wav 1 loaded 
else_jump @CAT4_16905 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 126@(282@,52s) time 10000 flag 1 
115@ = 2 

:CAT4_16905
if 
  115@ == 2 
else_jump @CAT4_16991 
if 
03D2:   wav 1 ended 
else_jump @CAT4_16991 
115@ = 0 
03D5: remove_text 126@(282@,52s) 
if 
8118:   not actor $146 dead 
else_jump @CAT4_16977 
0A09: set_actor $146 muted 0 // versionB 

:CAT4_16977
282@ += 1 
102@ += 1 

:CAT4_16991
return 

:CAT4_16993
if 
  103@ == 0 
else_jump @CAT4_17110 
103@ = 1 
03CF: load_wav 9861 as 1 

:CAT4_17025
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17051 
wait 0 
jump @CAT4_17025 

:CAT4_17051
00BC: show_text_highpriority GXT 'CATX_SA' time 10000 flag 1  // Die, idiota pigs!
03D1: play_wav 1 

:CAT4_17071
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17097 
wait 0 
jump @CAT4_17071 

:CAT4_17097
03D5: remove_text 'CATX_SA'  // Die, idiota pigs!
return 

:CAT4_17110
if 
  103@ == 1 
else_jump @CAT4_17227 
03CF: load_wav 9862 as 1 

:CAT4_17135
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17161 
wait 0 
jump @CAT4_17135 

:CAT4_17161
00BC: show_text_highpriority GXT 'CATX_SB' time 10000 flag 1  // I'll kill all you police dogs!
03D1: play_wav 1 

:CAT4_17181
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17207 
wait 0 
jump @CAT4_17181 

:CAT4_17207
03D5: remove_text 'CATX_SB'  // I'll kill all you police dogs!
103@ = 2 
return 

:CAT4_17227
if 
  103@ == 2 
else_jump @CAT4_17344 
03CF: load_wav 9863 as 1 

:CAT4_17252
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17278 
wait 0 
jump @CAT4_17252 

:CAT4_17278
00BC: show_text_highpriority GXT 'CATX_SC' time 10000 flag 1  // I've killed hundreds of pigs like you!
03D1: play_wav 1 

:CAT4_17298
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17324 
wait 0 
jump @CAT4_17298 

:CAT4_17324
03D5: remove_text 'CATX_SC'  // I've killed hundreds of pigs like you!
103@ = 3 
return 

:CAT4_17344
if 
  103@ == 3 
else_jump @CAT4_17461 
103@ = 4 
03CF: load_wav 9864 as 1 

:CAT4_17376
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17402 
wait 0 
jump @CAT4_17376 

:CAT4_17402
00BC: show_text_highpriority GXT 'CATX_SD' time 10000 flag 1  // Eat it, you fucking perro!
03D1: play_wav 1 

:CAT4_17422
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17448 
wait 0 
jump @CAT4_17422 

:CAT4_17448
03D5: remove_text 'CATX_SD'  // Eat it, you fucking perro!
return 

:CAT4_17461
if 
  103@ == 4 
else_jump @CAT4_17578 
103@ = 5 
03CF: load_wav 9865 as 1 

:CAT4_17493
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17519 
wait 0 
jump @CAT4_17493 

:CAT4_17519
00BC: show_text_highpriority GXT 'CATX_SE' time 10000 flag 1  // I hope it hurts!
03D1: play_wav 1 

:CAT4_17539
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17565 
wait 0 
jump @CAT4_17539 

:CAT4_17565
03D5: remove_text 'CATX_SE'  // I hope it hurts!
return 

:CAT4_17578
if 
  103@ == 5 
else_jump @CAT4_17695 
103@ = 6 
03CF: load_wav 9866 as 1 

:CAT4_17610
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17636 
wait 0 
jump @CAT4_17610 

:CAT4_17636
00BC: show_text_highpriority GXT 'CATX_SF' time 10000 flag 1  // I hope it takes you long to die!
03D1: play_wav 1 

:CAT4_17656
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17682 
wait 0 
jump @CAT4_17656 

:CAT4_17682
03D5: remove_text 'CATX_SF'  // I hope it takes you long to die!
return 

:CAT4_17695
if 
  103@ == 6 
else_jump @CAT4_17812 
103@ = 7 
03CF: load_wav 9867 as 1 

:CAT4_17727
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17753 
wait 0 
jump @CAT4_17727 

:CAT4_17753
00BC: show_text_highpriority GXT 'CATX_SG' time 10000 flag 1  // I'll take your fucking head off!
03D1: play_wav 1 

:CAT4_17773
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17799 
wait 0 
jump @CAT4_17773 

:CAT4_17799
03D5: remove_text 'CATX_SG'  // I'll take your fucking head off!
return 

:CAT4_17812
if 
  103@ == 7 
else_jump @CAT4_17929 
103@ = 8 
03CF: load_wav 9868 as 1 

:CAT4_17844
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17870 
wait 0 
jump @CAT4_17844 

:CAT4_17870
00BC: show_text_highpriority GXT 'CATX_SH' time 10000 flag 1  // I'm gonna fry your balls and eat them!
03D1: play_wav 1 

:CAT4_17890
if 
83D2:   not wav 1 ended 
else_jump @CAT4_17916 
wait 0 
jump @CAT4_17890 

:CAT4_17916
03D5: remove_text 'CATX_SH'  // I'm gonna fry your balls and eat them!
return 

:CAT4_17929
if 
  103@ == 8 
else_jump @CAT4_18046 
103@ = 9 
03CF: load_wav 9872 as 1 

:CAT4_17961
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_17987 
wait 0 
jump @CAT4_17961 

:CAT4_17987
00BC: show_text_highpriority GXT 'CATX_TD' time 10000 flag 1  // Bleed, stupid motherfucker!
03D1: play_wav 1 

:CAT4_18007
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18033 
wait 0 
jump @CAT4_18007 

:CAT4_18033
03D5: remove_text 'CATX_TD'  // Bleed, stupid motherfucker!
return 

:CAT4_18046
if 
  103@ == 9 
else_jump @CAT4_18163 
103@ = 10 
03CF: load_wav 9877 as 1 

:CAT4_18078
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_18104 
wait 0 
jump @CAT4_18078 

:CAT4_18104
00BC: show_text_highpriority GXT 'CATX_TJ' time 10000 flag 1  // Eat my shit!
03D1: play_wav 1 

:CAT4_18124
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18150 
wait 0 
jump @CAT4_18124 

:CAT4_18150
03D5: remove_text 'CATX_TJ'  // Eat my shit!
return 

:CAT4_18163
if 
  103@ == 10 
else_jump @CAT4_18280 
103@ = 0 
03CF: load_wav 9884 as 1 

:CAT4_18195
if 
83D0:   not wav 1 loaded 
else_jump @CAT4_18221 
wait 0 
jump @CAT4_18195 

:CAT4_18221
00BC: show_text_highpriority GXT 'CATX_TQ' time 10000 flag 1  // Who wants me now?
03D1: play_wav 1 

:CAT4_18241
if 
83D2:   not wav 1 ended 
else_jump @CAT4_18267 
wait 0 
jump @CAT4_18241 

:CAT4_18267
03D5: remove_text 'CATX_TQ'  // Who wants me now?
return 

:CAT4_18280
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
009B: destroy_actor $146 
111@ = 0 
return 

:CAT4_18310
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 2000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
$63 += 1 
$2906 += 1 
0318: set_latest_mission_passed 'CAT_4'  // Against All Odds
030C: progress_made = 1 
if 
  $3720 == 1 
else_jump @CAT4_18400 
$3720 = 2 

:CAT4_18400
$716 = 1 
return 

:CAT4_18409
03E6: remove_text_box 
$ONMISSION = 0 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAT4_18454 
04E2: NOP $PLAYER_CHAR 0 

:CAT4_18454
if 
8118:   not actor $146 dead 
else_jump @CAT4_18485 
02AB: set_actor $146 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_18485
if 
8119:   not car 49@ wrecked 
else_jump @CAT4_18530 
0519: set_car 49@ locked 0 
02AC: set_car 49@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
053F: set_car 49@ tires_vulnerability 1 

:CAT4_18530
034F: destroy_actor_with_fade $146 
61@ = 4 

:CAT4_18542
if 
  6 > 61@ 
else_jump @CAT4_18583 
01C2: remove_references_to_actor 54@(61@,6i) // Like turning an actor into a random pedestrian 
61@ += 1 
jump @CAT4_18542 

:CAT4_18583
04EF: release_animation "MISC" 
0249: release_model 283 
0249: release_model 407 
0249: release_model 596 
0249: release_model 416 
0249: release_model 277 
0249: release_model #ROADWORKBARRIER1 
0249: release_model 346 
0249: release_model 330 
0249: release_model 599 
0249: release_model 348 
0249: release_model 364 
0249: release_model 363 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 49@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 47@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 48@ // This object will now disappear when the player looks away 
0249: release_model #RIDER1_DOOR 
0249: release_model #KEV_SAFE 
0249: release_model #MAN_SAFENEW 
01C3: remove_references_to_car 49@ 
$4265 = 0 
if 
8118:   not actor $146 dead 
else_jump @CAT4_18757 
077B: clear_actor $146 acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $146 acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:CAT4_18757
04EF: release_animation "BOMBER" 
$3184 = 0 
01BD: $183 = current_time_in_ms 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
04CE: $450 = create_icon_marker 63 at 720.016 -454.625 15.328 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
065C: release_decision_maker 62@ 
065C: release_decision_maker 63@ 
031A: remove_all_fires 
mission_cleanup 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
96@ = 1 
97@ = 0 
98@ = 0 
99@ = 0 
104@ = 0 
$8357 = 0 
107@ = 0 
$3184 = 0 
100@ = 0 
106@ = 0 
108@ = 0 
112@ = 0 
110@ = 0 
102@ = 0 
103@ = 0 
111@ = 0 
46@ = 0 
105@ = 0 
101@ = 0 
109@ = 0 
125@ = 0 
$3181 = 0 
return 

//-------------Mission 45---------------
// Originally: King in Exile

:CATCUT
thread 'CATCUT' 
gosub @CATCUT_302 
if 
wasted_or_busted 
else_jump @CATCUT_38 
gosub @CATCUT_795 

:CATCUT_38
gosub @CATCUT_912 
end_thread 

:CATCUT_47
0871: init_jump_table 42@ total_jumps 1 default_jump 0 @CATCUT_300 jumps 0 @CATCUT_110 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 -1 @CATCUT_300 

:CATCUT_110
05A9: s$8360[0] = 'MCAT01A' // s$  // Hello?
05A9: s$8360[1] = 'MCAT01B' // s$  // Where you been, asshole?
05A9: s$8360[2] = 'MCAT01C' // s$  // Why don't you call, eh?
05A9: s$8360[3] = 'MCAT01D' // s$  // Well I was just about to call you but-
05A9: s$8360[4] = 'MCAT01E' // s$  // LIAR! You've been hanging out with those stinking putas!
05A9: s$8360[5] = 'MCAT01F' // s$  // No! No, if you'd just let me-
05A9: s$8360[6] = 'MCAT01G' // s$  // Silence! Get up here, we've got places to rob!
05A9: s$8360[7] = 'MCAT01H' // s$  // Look, I'm in the middle of some shit right-
04AF: 47@ = 25000 // = constant 
04AF: 48@ = 25001 // = constant 
04AF: 49@ = 25002 // = constant 
04AF: 50@ = 25003 // = constant 
04AF: 51@ = 25004 // = constant 
04AF: 52@ = 25005 // = constant 
04AF: 53@ = 25006 // = constant 
04AF: 54@ = 25007 // = constant 
46@ = 7 
jump @CATCUT_300 

:CATCUT_300
return 

:CATCUT_302
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'BCESAR2' 
wait 0 
select_interior 2 
02E4: load_cutscene_data 'BCESAR2' 

:CATCUT_341
if 
86B9:   not cutscene_data_loaded 
else_jump @CATCUT_365 
wait 0 
jump @CATCUT_341 

:CATCUT_365
02E7: start_cutscene 
fade 1 1000 

:CATCUT_374
if 
82E9:   not cutscene_reached_end 
else_jump @CATCUT_398 
wait 0 
jump @CATCUT_374 

:CATCUT_398
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CATCUT_411
if 
fading 
else_jump @CATCUT_435 
wait 0 
jump @CATCUT_411 

:CATCUT_435
02EA: end_cutscene 
select_interior 0 
0247: load_model 330 

:CATCUT_446
if 
8248:   not model 330 available 
else_jump @CATCUT_473 
wait 0 
jump @CATCUT_446 

:CATCUT_473
03CF: load_wav 23000 as 3 
43@ = 0 
44@ = 0 
45@ = 0 
42@ = 0 
gosub @CATCUT_47 
00A1: put_actor $PLAYER_ACTOR at -2042.129 -2528.791 29.625 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.27 
03CB: set_rendering_origin_at -2042.129 -2528.791 29.625 
02EB: restore_camera_with_jumpcut 
fade 1 1000 

:CATCUT_571
if 
83D0:   not wav 3 loaded 
else_jump @CATCUT_597 
wait 0 
jump @CATCUT_571 

:CATCUT_597
03D1: play_wav 3 
40@ = 0 

:CATCUT_608
if 
83D2:   not wav 3 ended 
else_jump @CATCUT_660 
wait 0 
if 
  1500 > 40@ 
else_jump @CATCUT_653 
jump @CATCUT_660 

:CATCUT_653
jump @CATCUT_608 

:CATCUT_660
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
40@ = 0 

:CATCUT_674
if 
  1500 > 40@ 
else_jump @CATCUT_704 
wait 0 
jump @CATCUT_674 

:CATCUT_704
01B4: set_player $PLAYER_CHAR can_move 1 

:CATCUT_711
if 
   not 43@ == 8 
else_jump @CATCUT_771 
wait 0 
gosub @CATCUT_933 
if 
00E1:   player 0 pressed_key 15 
else_jump @CATCUT_764 
jump @CATCUT_771 

:CATCUT_764
jump @CATCUT_711 

:CATCUT_771
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
jump @CATCUT_813 

:CATCUT_795
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CATCUT_813
0164: disable_marker $483 
0110: clear_player $PLAYER_CHAR wanted_level 
$3550 = 1 
0164: disable_marker $482 
02A7: $482 = create_icon_marker_and_sphere $486 at $505 $511 $517 
0164: disable_marker $3117 
0570: $3117 = create_asset_radar_marker_with_icon 35 at $885[14] $903[14] $921[14] 
018B: set_marker $3117 radar_mode 2 
0215: destroy_pickup $864[14] 
0213: $864[14] = create_pickup #PICKUPSAVE type 3 at $885[14] $903[14] $921[14] 
$884 = 15 
return 

:CATCUT_912
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
0249: release_model 330 
return 

:CATCUT_933
if or
  44@ == 0 
  44@ == 1 
else_jump @CATCUT_984 
if 
002D:   46@ >= 43@ // (int) 
else_jump @CATCUT_984 
gosub @CATCUT_1042 

:CATCUT_984
if 
  44@ == 2 
else_jump @CATCUT_1040 
if 
03D2:   wav 1 ended 
else_jump @CATCUT_1040 
44@ = 0 
43@ += 1 
45@ = 0 
00BE: text_clear_all 

:CATCUT_1040
return 

:CATCUT_1042
if 
  44@ == 0 
else_jump @CATCUT_1078 
03CF: load_wav 47@(43@,8i) as 1 
44@ = 1 

:CATCUT_1078
if 
  44@ == 1 
else_jump @CATCUT_1136 
if 
03D0:   wav 1 loaded 
else_jump @CATCUT_1136 
00BC: show_text_highpriority GXT $8360(43@,8s) time 4000 flag 1 
03D1: play_wav 1 
44@ = 2 

:CATCUT_1136
return 

//-------------Mission 46---------------
// Originally: Body Harvest

:TRUTH1
thread 'TRUTH1' 
gosub @TRUTH1_47 
if 
wasted_or_busted 
else_jump @TRUTH1_38 
gosub @TRUTH1_16383 

:TRUTH1_38
gosub @TRUTH1_16539 
end_thread 

:TRUTH1_47
increment_mission_attempts 
054C: use_GXT_table 'TRU1' 
$ONMISSION = 1 
wait 0 
select_interior 12 
02E4: load_cutscene_data 'TRUTH_1' 

:TRUTH1_86
if 
86B9:   not cutscene_data_loaded 
else_jump @TRUTH1_110 
wait 0 
jump @TRUTH1_86 

:TRUTH1_110
02E7: start_cutscene 
fade 1 1000 

:TRUTH1_119
if 
82E9:   not cutscene_reached_end 
else_jump @TRUTH1_143 
wait 0 
jump @TRUTH1_119 

:TRUTH1_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:TRUTH1_158
if 
fading 
else_jump @TRUTH1_182 
wait 0 
jump @TRUTH1_158 

:TRUTH1_182
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model 532 
0247: load_model 531 
0247: load_model #KMB_MARIJUANA 
07C0: load_path 348 
0247: load_model #SW_HAYBREAK02 
0247: load_model 357 
0247: load_model 478 
0247: load_model 337 
0247: load_model 157 
0247: load_model 160 
0247: load_model 162 
038B: load_requested_models 

:TRUTH1_251
if or
8248:   not model 532 available 
8248:   not model 531 available 
8248:   not model #KMB_MARIJUANA available 
8248:   not model 157 available 
8248:   not model 160 available 
else_jump @TRUTH1_298 
wait 0 
jump @TRUTH1_251 

:TRUTH1_298
if or
87C1:   not path 348 available 
8248:   not model #SW_HAYBREAK02 available 
8248:   not model 357 available 
8248:   not model 162 available 
else_jump @TRUTH1_340 
wait 0 
jump @TRUTH1_298 

:TRUTH1_340
if or
8248:   not model 478 available 
8248:   not model 337 available 
else_jump @TRUTH1_372 
wait 0 
jump @TRUTH1_340 

:TRUTH1_372
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 124@ = create_checkpoint_at -1047.593 -1347.254 129.216 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 105@ event 7 
0709: set_decision_maker 105@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 106@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
00A1: put_actor $PLAYER_ACTOR at -2195.9 -2258.029 30.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 141.0 
0A0B: set_rendering_origin_at_3D_coord -2196.46 -2256.96 31.43 angle 141.0 
fade 1 500 
125@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
126@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
00BC: show_text_highpriority GXT 'TRU1_1' time 10000 flag 1  // Get to the ~y~farm ~s~where the combine harvester is located.
if 
  130@ == 100 
else_jump @TRUTH1_888 
0107: 51@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0107: 52@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0107: 53@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0107: 54@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0107: 55@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0107: 56@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
130@ = 101 

:TRUTH1_888
03C7: set_sensitivity_to_crime 0.3 
if 
  $8376 > 0 
else_jump @TRUTH1_935 
0950: set_trip_skip -1084.219 -1341.156 128.365 angle 257.771 

:TRUTH1_935
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @TRUTH1_961 
jump @TRUTH1_16401 

:TRUTH1_961
if 
  126@ == 0 
else_jump @TRUTH1_4522 
if 
  125@ == 0 
else_jump @TRUTH1_2275 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1047.593 -1347.254 129.39 radius 4.0 4.0 4.0 
else_jump @TRUTH1_2275 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 124@ 
fade 0 500 

:TRUTH1_1068
if 
fading 
else_jump @TRUTH1_1092 
wait 0 
jump @TRUTH1_1068 

:TRUTH1_1092
if 
  $8376 == 0 
else_jump @TRUTH1_1117 
$8376 = 1 

:TRUTH1_1117
0951: disable_trip_skip 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_1143 
03C0: $47 = actor $PLAYER_ACTOR car 

:TRUTH1_1143
00A5: 42@ = create_car 532 at -1060.25 -1044.209 128.2188 
0175: set_car 42@ Z_angle_to 84.2638 
04E0: car 42@ abandon_path_radius 100 
00A7: car 42@ drive_to -1136.78 -1044.209 128.2188 
00AD: set_car 42@ max_speed_to 7.0 
0129: 46@ = create_actor_pedtype 24 model 160 in_car 42@ driverseat 
wait 500 
fade 1 1000 
015F: set_camera_position -1073.802 -1038.203 128.492 rotation 0.0 0.0 0.0 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_1295 
0158: camera_on_car 42@ mode 15 switchstyle 2 

:TRUTH1_1295
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_1336 
03C0: $47 = actor $PLAYER_ACTOR car 
0175: set_car $47 Z_angle_to 355.69 
jump @TRUTH1_1346 

:TRUTH1_1336
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.73 

:TRUTH1_1346
00A5: 98@ = create_car 531 at -1043.989 -1312.677 128.772 
0175: set_car 98@ Z_angle_to 1.243 
053F: set_car 98@ tires_vulnerability 0 
0224: set_car 98@ health_to 4000 
029B: 68@ = init_object #SW_HAYBREAK02 at -1053.792 -1187.624 129.396 
029B: 69@ = init_object #SW_HAYBREAK02 at -1038.506 -1154.722 129.699 
029B: 70@ = init_object #SW_HAYBREAK02 at -1105.419 -1112.451 128.864 
029B: 71@ = init_object #SW_HAYBREAK02 at -1182.346 -1043.797 129.699 
029B: 72@ = init_object #SW_HAYBREAK02 at -1141.389 -1008.254 129.735 
029B: 73@ = init_object #SW_HAYBREAK02 at -1197.385 -1084.951 129.743 
029B: 74@ = init_object #SW_HAYBREAK02 at -1161.353 -1117.198 129.049 
00A5: 43@ = create_car 531 at -1115.569 -1115.231 128.366 
0129: 47@ = create_actor_pedtype 24 model 160 in_car 43@ driverseat 
0175: set_car 43@ Z_angle_to 274.604 
009A: 57@ = create_actor_pedtype 24 model 160 at -1064.341 -1283.63 128.247 
0173: set_actor 57@ Z_angle_to 116.09 
0605: actor 57@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 57@ decision_maker_to 105@ 
0223: set_actor 57@ health_to 50 
0648: unknown_actor 57@ task_set 100.0 // float 
01B2: give_actor 57@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 58@ = create_actor_pedtype 24 model 157 at -1074.646 -1095.812 128.245 
0173: set_actor 58@ Z_angle_to 96.069 
0605: actor 58@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 58@ decision_maker_to 105@ 
0223: set_actor 58@ health_to 50 
0648: unknown_actor 58@ task_set 100.0 // float 
009A: 60@ = create_actor_pedtype 24 model 157 at -1135.339 -1134.299 128.259 
0173: set_actor 60@ Z_angle_to 90.157 
0605: actor 60@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 60@ decision_maker_to 105@ 
0223: set_actor 60@ health_to 50 
0648: unknown_actor 60@ task_set 100.0 // float 
009A: 61@ = create_actor_pedtype 24 model 162 at -1121.739 -1095.64 128.247 
0173: set_actor 61@ Z_angle_to 94.64 
0605: actor 61@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 61@ decision_maker_to 105@ 
0223: set_actor 61@ health_to 50 
009A: 62@ = create_actor_pedtype 24 model 157 at -1121.713 -1084.165 128.247 
0173: set_actor 62@ Z_angle_to 79.746 
0605: actor 62@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 62@ decision_maker_to 105@ 
0223: set_actor 62@ health_to 50 
0648: unknown_actor 62@ task_set 100.0 // float 
009A: 63@ = create_actor_pedtype 24 model 162 at -1159.367 -1134.375 128.259 
0173: set_actor 63@ Z_angle_to 270.749 
0605: actor 63@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 63@ decision_maker_to 105@ 
0223: set_actor 63@ health_to 50 
0648: unknown_actor 63@ task_set 100.0 // float 
00BC: show_text_highpriority GXT 'TRU1_2' time 7000 flag 1  // ~s~The ~b~combine harvester ~s~is located at the field towards the back of the farm.
wait 200 
009A: 59@ = create_actor_pedtype 24 model 162 at -1074.332 -1084.388 128.244 
0173: set_actor 59@ Z_angle_to 60.659 
0605: actor 59@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 59@ decision_maker_to 105@ 
0223: set_actor 59@ health_to 50 
0648: unknown_actor 59@ task_set 30.0 // float 
40@ = 0 
41@ = 0 
125@ = 1 

:TRUTH1_2275
if 
  41@ > 1800 
else_jump @TRUTH1_2393 
if 
  125@ == 1 
else_jump @TRUTH1_2393 
129@ = 0 
0707: start_scene_skip_to @TRUTH1_2749 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH1_2379 
04E0: car 43@ abandon_path_radius 100 
00A7: car 43@ drive_to -1061.059 -1116.129 128.366 
00AD: set_car 43@ max_speed_to 10.0 

:TRUTH1_2379
41@ = 0 
125@ = 2 

:TRUTH1_2393
if 
  125@ == 2 
else_jump @TRUTH1_2587 
if 
  41@ > 5000 
else_jump @TRUTH1_2587 
015F: set_camera_position -1057.875 -1120.592 136.4117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1058.704 -1120.089 136.1667 switchstyle 2 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_2557 
00AB: put_car 42@ at -1082.138 -1046.893 129.29 
0175: set_car 42@ Z_angle_to 84.2638 
00A7: car 42@ drive_to -1195.58 -1045.87 129.1 
00AD: set_car 42@ max_speed_to 7.0 

:TRUTH1_2557
00BC: show_text_highpriority GXT 'TRU1_3' time 7000 flag 1  // ~s~There are several groups of survivalists working, they will not take kindly to any strangers.
41@ = 0 
125@ = 3 

:TRUTH1_2587
if 
  125@ == 3 
else_jump @TRUTH1_2705 
if 
  41@ > 7000 
else_jump @TRUTH1_2705 
015F: set_camera_position -1035.782 -1331.041 134.0494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1036.184 -1330.134 133.9223 switchstyle 2 
00BC: show_text_highpriority GXT 'TRU1_4' time 10000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
41@ = 0 
125@ = 4 

:TRUTH1_2705
if 
  125@ == 4 
else_jump @TRUTH1_4522 
if 
  41@ > 5000 
else_jump @TRUTH1_4522 
129@ = 1 

:TRUTH1_2749
0701: end_scene_skip 
if 
  129@ == 0 
else_jump @TRUTH1_3570 
fade 0 500 

:TRUTH1_2776
if 
fading 
else_jump @TRUTH1_2800 
wait 0 
jump @TRUTH1_2776 

:TRUTH1_2800
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
0108: destroy_object 51@ 
0108: destroy_object 52@ 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 55@ 
0108: destroy_object 56@ 
009B: destroy_actor 46@ 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009A: 57@ = create_actor_pedtype 24 model 160 at -1064.341 -1283.63 128.247 
0173: set_actor 57@ Z_angle_to 116.09 
0605: actor 57@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 57@ decision_maker_to 105@ 
0223: set_actor 57@ health_to 50 
0648: unknown_actor 57@ task_set 100.0 // float 
01B2: give_actor 57@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 58@ = create_actor_pedtype 24 model 157 at -1074.646 -1095.812 128.245 
0173: set_actor 58@ Z_angle_to 96.069 
0605: actor 58@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 58@ decision_maker_to 105@ 
0223: set_actor 58@ health_to 50 
0648: unknown_actor 58@ task_set 100.0 // float 
009A: 59@ = create_actor_pedtype 24 model 162 at -1074.332 -1084.388 128.244 
0173: set_actor 59@ Z_angle_to 60.659 
0605: actor 59@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 59@ decision_maker_to 105@ 
0223: set_actor 59@ health_to 50 
0648: unknown_actor 59@ task_set 100.0 // float 
009A: 60@ = create_actor_pedtype 24 model 157 at -1135.339 -1134.299 128.259 
0173: set_actor 60@ Z_angle_to 90.157 
0605: actor 60@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 60@ decision_maker_to 105@ 
0223: set_actor 60@ health_to 50 
0648: unknown_actor 60@ task_set 100.0 // float 
009A: 61@ = create_actor_pedtype 24 model 162 at -1121.739 -1095.64 128.247 
0173: set_actor 61@ Z_angle_to 94.64 
0605: actor 61@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 61@ decision_maker_to 105@ 
0223: set_actor 61@ health_to 50 
009A: 62@ = create_actor_pedtype 24 model 157 at -1121.713 -1084.165 128.247 
0173: set_actor 62@ Z_angle_to 79.746 
0605: actor 62@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 62@ decision_maker_to 105@ 
0223: set_actor 62@ health_to 50 
0648: unknown_actor 62@ task_set 100.0 // float 
009A: 63@ = create_actor_pedtype 24 model 162 at -1159.367 -1134.375 128.259 
0173: set_actor 63@ Z_angle_to 270.749 
0605: actor 63@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 63@ decision_maker_to 105@ 
0223: set_actor 63@ health_to 50 
0648: unknown_actor 63@ task_set 100.0 // float 
03CB: set_rendering_origin_at -1049.08 -1268.08 127.81 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00BE: text_clear_all 
fade 1 500 

:TRUTH1_3546
if 
fading 
else_jump @TRUTH1_3570 
wait 0 
jump @TRUTH1_3546 

:TRUTH1_3570
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'TRU1_4' time 7000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
00A6: destroy_car 42@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
00A6: destroy_car 43@ 
00A5: 42@ = create_car 532 at -1023.706 -933.357 129.292 
0175: set_car 42@ Z_angle_to 177.348 
04E0: car 42@ abandon_path_radius 20 
0129: 46@ = create_actor_pedtype 24 model 160 in_car 42@ driverseat 
060B: set_actor 46@ decision_maker_to 105@ 
02E2: set_actor 46@ weapon_accuracy_to 30 
0224: set_car 42@ health_to 10350 
0186: 124@ = create_marker_above_car 42@ 
07E0: set_marker 124@ type_to 1 
053F: set_car 42@ tires_vulnerability 0 
00A5: 64@ = create_car 531 at -1029.287 -1183.826 128.184 
0175: set_car 64@ Z_angle_to 90.725 
0129: 65@ = create_actor_pedtype 24 model 162 in_car 64@ driverseat 
060B: set_actor 65@ decision_maker_to 105@ 
01B2: give_actor 65@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 65@ weapon_accuracy_to 50 
00A5: 66@ = create_car 531 at -1067.128 -1153.574 128.2188 
0175: set_car 66@ Z_angle_to 272.1696 
0129: 67@ = create_actor_pedtype 24 model 157 in_car 66@ driverseat 
060B: set_actor 67@ decision_maker_to 105@ 
01B2: give_actor 67@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 67@ weapon_accuracy_to 50 
126@ = 1 
if 
8118:   not actor 58@ dead 
else_jump @TRUTH1_3894 
01B2: give_actor 58@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_3894
if 
8118:   not actor 60@ dead 
else_jump @TRUTH1_3919 
01B2: give_actor 60@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3919
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_3944 
01B2: give_actor 61@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_3944
if 
8118:   not actor 59@ dead 
else_jump @TRUTH1_4002 
00A1: put_actor 59@ at -1070.71 -1126.36 128.23 
0173: set_actor 59@ Z_angle_to 345.592 
01B2: give_actor 59@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4002
if 
8118:   not actor 62@ dead 
else_jump @TRUTH1_4060 
00A1: put_actor 62@ at -1111.92 -1107.797 127.892 
0173: set_actor 62@ Z_angle_to 212.87 
01B2: give_actor 62@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4060
if 
8118:   not actor 63@ dead 
else_jump @TRUTH1_4118 
00A1: put_actor 63@ at -1154.72 -1116.097 127.27 
0173: set_actor 63@ Z_angle_to 238.5 
01B2: give_actor 63@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_4118
009A: 99@ = create_actor_pedtype 24 model 162 at -1043.28 -1055.5 128.22 
0173: set_actor 99@ Z_angle_to 175.56 
01B2: give_actor 99@ weapon 33 ammo 99999 // Load the weapon model before using this 
060B: set_actor 99@ decision_maker_to 106@ 
060F: set_actor 99@ melee_accuracy_to 80.0 
009A: 100@ = create_actor_pedtype 24 model 157 at -1147.91 -1023.34 128.22 
01B2: give_actor 100@ weapon 6 ammo 1 // Load the weapon model before using this 
060B: set_actor 100@ decision_maker_to 106@ 
060F: set_actor 100@ melee_accuracy_to 80.0 
009A: 101@ = create_actor_pedtype 24 model 160 at -1094.89 -999.528 128.21 
0173: set_actor 101@ Z_angle_to 175.56 
01B2: give_actor 101@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 101@ weapon_accuracy_to 50 
060B: set_actor 101@ decision_maker_to 106@ 
060F: set_actor 101@ melee_accuracy_to 150.0 
009A: 102@ = create_actor_pedtype 24 model 160 at -1181.37 -992.4972 128.2188 
0173: set_actor 102@ Z_angle_to 170.5759 
01B2: give_actor 102@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 102@ weapon_accuracy_to 50 
060B: set_actor 102@ decision_maker_to 106@ 
060F: set_actor 102@ melee_accuracy_to 150.0 
009A: 103@ = create_actor_pedtype 24 model 160 at -1008.989 -998.692 128.2188 
0173: set_actor 103@ Z_angle_to 170.5759 
01B2: give_actor 103@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 103@ weapon_accuracy_to 50 
060B: set_actor 103@ decision_maker_to 106@ 
060F: set_actor 103@ melee_accuracy_to 150.0 
009A: 104@ = create_actor_pedtype 24 model 160 at -1151.001 -1011.517 128.2188 
0173: set_actor 104@ Z_angle_to 170.5759 
01B2: give_actor 104@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 104@ weapon_accuracy_to 50 
060B: set_actor 104@ decision_maker_to 106@ 
060F: set_actor 104@ melee_accuracy_to 150.0 
125@ = 5 
0A6F: checkpoint_save 1 

:TRUTH1_4522
if 
  126@ == 1 
else_jump @TRUTH1_15963 
if 
  131@ == 0 
else_jump @TRUTH1_4662 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_4662 
if or
00F2:   actor 57@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1074.33 -1321.1 cornerB -1022.5 -1271.43 
else_jump @TRUTH1_4662 
151@ = 1 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 
131@ = 1 

:TRUTH1_4662
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1096.488 -1170.56 cornerB -1032.682 -1249.599 
else_jump @TRUTH1_4904 
if 
  132@ == 0 
else_jump @TRUTH1_4784 
if 
8119:   not car 64@ wrecked 
else_jump @TRUTH1_4784 
if 
8118:   not actor 65@ dead 
else_jump @TRUTH1_4784 
if 
0448:   actor 65@ in_car 64@ 
else_jump @TRUTH1_4784 
05EB: assign_car 64@ to_path 348 
132@ = 1 

:TRUTH1_4784
if 
  133@ == 0 
else_jump @TRUTH1_4904 
if 
8119:   not car 66@ wrecked 
else_jump @TRUTH1_4904 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_4904 
if 
0448:   actor 67@ in_car 66@ 
else_jump @TRUTH1_4904 
04BA: set_car 66@ speed_to 12.0 
05D1: AS_actor 67@ drive_car 66@ to -1045.147 -1152.724 127.5258 speed 20.0 0 model 0 0 
133@ = 1 

:TRUTH1_4904
if 
  132@ == 1 
else_jump @TRUTH1_5026 
if 
8119:   not car 64@ wrecked 
else_jump @TRUTH1_5026 
if 
8118:   not actor 65@ dead 
else_jump @TRUTH1_5026 
if 
0448:   actor 65@ in_car 64@ 
else_jump @TRUTH1_5026 
if 
860E:   not car 64@ assigned_to_path 
else_jump @TRUTH1_5026 
151@ = 8 
0085: 110@ = 65@ // (int) 
0085: 109@ = 64@ // (int) 
gosub @TRUTH1_16339 
132@ = 2 

:TRUTH1_5026
if 
  133@ == 1 
else_jump @TRUTH1_5163 
if 
8119:   not car 66@ wrecked 
else_jump @TRUTH1_5163 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_5163 
if 
0448:   actor 67@ in_car 66@ 
else_jump @TRUTH1_5163 
if 
01AD:   car 66@ sphere 0 near_point -1045.147 -1152.724 radius 6.0 6.0 
else_jump @TRUTH1_5163 
0085: 110@ = 67@ // (int) 
0085: 109@ = 66@ // (int) 
gosub @TRUTH1_16339 
133@ = 2 

:TRUTH1_5163
if 
  132@ == 2 
else_jump @TRUTH1_5271 
if 
8119:   not car 64@ wrecked 
else_jump @TRUTH1_5271 
if 
8118:   not actor 65@ dead 
else_jump @TRUTH1_5271 
if 
0448:   actor 65@ in_car 64@ 
else_jump @TRUTH1_5271 
if 
0A1B:   actor 65@ colliding_with_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5271 
06C7: AS_actor 65@ driver_of_car 64@ perform_action 3 timelimit 3000 
132@ = 3 

:TRUTH1_5271
if 
  132@ == 3 
else_jump @TRUTH1_5399 
if 
8119:   not car 64@ wrecked 
else_jump @TRUTH1_5399 
if 
8118:   not actor 65@ dead 
else_jump @TRUTH1_5399 
if 
0448:   actor 65@ in_car 64@ 
else_jump @TRUTH1_5399 
062E: get_actor 65@ task 1735 status_store_to 118@ // ret 7 if not found 
if 
04A4:   118@ == 7 // == constant 
else_jump @TRUTH1_5399 
0085: 110@ = 65@ // (int) 
0085: 109@ = 64@ // (int) 
gosub @TRUTH1_16339 
132@ = 2 

:TRUTH1_5399
if 
  133@ == 2 
else_jump @TRUTH1_5507 
if 
8119:   not car 66@ wrecked 
else_jump @TRUTH1_5507 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_5507 
if 
0448:   actor 67@ in_car 66@ 
else_jump @TRUTH1_5507 
if 
0A1B:   actor 67@ colliding_with_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5507 
06C7: AS_actor 67@ driver_of_car 66@ perform_action 3 timelimit 3000 
133@ = 3 

:TRUTH1_5507
if 
  133@ == 3 
else_jump @TRUTH1_5635 
if 
8119:   not car 66@ wrecked 
else_jump @TRUTH1_5635 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_5635 
if 
0448:   actor 67@ in_car 66@ 
else_jump @TRUTH1_5635 
062E: get_actor 67@ task 1735 status_store_to 118@ // ret 7 if not found 
if 
04A4:   118@ == 7 // == constant 
else_jump @TRUTH1_5635 
0085: 110@ = 67@ // (int) 
0085: 109@ = 66@ // (int) 
gosub @TRUTH1_16339 
133@ = 2 

:TRUTH1_5635
if 
  134@ == 0 
else_jump @TRUTH1_6076 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
else_jump @TRUTH1_5737 
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @TRUTH1_5714 
134@ = 1 

:TRUTH1_5714
if 
068C:   is_player_autoaiming $PLAYER_CHAR 
else_jump @TRUTH1_5737 
134@ = 1 

:TRUTH1_5737
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
else_jump @TRUTH1_5782 
134@ = 1 

:TRUTH1_5782
if 
056D:   actor 58@ defined 
else_jump @TRUTH1_5824 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5824 
134@ = 1 

:TRUTH1_5824
if 
056D:   actor 58@ defined 
else_jump @TRUTH1_5866 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5866 
134@ = 1 

:TRUTH1_5866
if 
056D:   actor 59@ defined 
else_jump @TRUTH1_5908 
if 
051A:   actor 59@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5908 
134@ = 1 

:TRUTH1_5908
if 
056D:   actor 60@ defined 
else_jump @TRUTH1_5950 
if 
051A:   actor 60@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5950 
134@ = 1 

:TRUTH1_5950
if 
056D:   actor 61@ defined 
else_jump @TRUTH1_5992 
if 
051A:   actor 61@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_5992 
134@ = 1 

:TRUTH1_5992
if 
056D:   actor 62@ defined 
else_jump @TRUTH1_6034 
if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_6034 
134@ = 1 

:TRUTH1_6034
if 
056D:   actor 63@ defined 
else_jump @TRUTH1_6076 
if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TRUTH1_6076 
134@ = 1 

:TRUTH1_6076
if 
  134@ == 1 
else_jump @TRUTH1_6273 
151@ = 12 
if 
8118:   not actor 58@ dead 
else_jump @TRUTH1_6125 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6125
if 
8118:   not actor 59@ dead 
else_jump @TRUTH1_6156 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 59@ weapon_accuracy_to 50 

:TRUTH1_6156
if 
8118:   not actor 60@ dead 
else_jump @TRUTH1_6180 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6180
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_6204 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:TRUTH1_6204
if 
8118:   not actor 62@ dead 
else_jump @TRUTH1_6235 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 62@ weapon_accuracy_to 60 

:TRUTH1_6235
if 
8118:   not actor 63@ dead 
else_jump @TRUTH1_6266 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 63@ weapon_accuracy_to 70 

:TRUTH1_6266
134@ = 2 

:TRUTH1_6273
if 
  136@ == 0 
else_jump @TRUTH1_6466 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_6466 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_6466 
if 
0448:   actor 46@ in_car 42@ 
else_jump @TRUTH1_6466 
04C4: store_coords_to $68 $69 $70 from_actor 46@ with_offset 0.0 10.0 0.0 
if or
00EF:   actor $PLAYER_ACTOR sphere 0 near_point $68 $69 radius 12.0 12.0 stopped 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $68 $69 radius 12.0 12.0 
else_jump @TRUTH1_6466 
01B2: give_actor 46@ weapon 33 ammo 50 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 20 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
151@ = 23 
136@ = 1 

:TRUTH1_6466
if 
  125@ > 4 
else_jump @TRUTH1_6699 
if 
  127@ == 0 
else_jump @TRUTH1_6585 
if 
  136@ == 0 
else_jump @TRUTH1_6585 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_6585 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_6585 
if 
0448:   actor 46@ in_car 42@ 
else_jump @TRUTH1_6585 
gosub @TRUTH1_16182 
127@ = 1 

:TRUTH1_6585
if 
  127@ == 1 
else_jump @TRUTH1_6699 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_6699 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_6699 
if 
0448:   actor 46@ in_car 42@ 
else_jump @TRUTH1_6699 
if 
01AD:   car 42@ sphere 0 near_point -1031.46 -935.51 radius 10.0 10.0 
else_jump @TRUTH1_6699 
127@ = 0 

:TRUTH1_6699
if 
  127@ >= 0 
else_jump @TRUTH1_7945 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_7945 
if 
00B0:   car 42@ sphere 0 in_rectangle_cornerA -1201.518 -926.777 cornerB -1016.98 -1052.652 
else_jump @TRUTH1_7945 
046C: 114@ = car 42@ driver 
if 
   not 114@ == -1 
else_jump @TRUTH1_7945 
if 
  128@ == 100 
else_jump @TRUTH1_6953 
0107: 51@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 52@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 53@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 54@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 55@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 56@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 

:TRUTH1_6953
if 
  128@ == 0 
else_jump @TRUTH1_7123 
if 
  40@ > 1250 
else_jump @TRUTH1_7123 
if 
03CA:   object 51@ exists 
else_jump @TRUTH1_7011 
0108: destroy_object 51@ 

:TRUTH1_7011
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 51@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 51@ moveable 1 
0381: throw_object 51@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 51@ from_angle 68.0 to_angle 10.0 flag 0 
050E: set_object 51@ no_collision_with_car 42@ 
40@ = 0 
128@ = 1 

:TRUTH1_7123
if 
  128@ == 1 
else_jump @TRUTH1_7286 
if 
  40@ > 2250 
else_jump @TRUTH1_7286 
if 
03CA:   object 52@ exists 
else_jump @TRUTH1_7181 
0108: destroy_object 52@ 

:TRUTH1_7181
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 52@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 52@ moveable 1 
0381: throw_object 52@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 52@ from_angle 73.0 to_angle 10.0 flag 0 
050E: set_object 52@ no_collision_with_car 42@ 
128@ = 2 

:TRUTH1_7286
if 
  128@ == 2 
else_jump @TRUTH1_7449 
if 
  40@ > 4250 
else_jump @TRUTH1_7449 
if 
03CA:   object 53@ exists 
else_jump @TRUTH1_7344 
0108: destroy_object 53@ 

:TRUTH1_7344
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 53@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 53@ moveable 1 
0381: throw_object 53@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 53@ from_angle 90.0 to_angle 10.0 flag 0 
050E: set_object 53@ no_collision_with_car 42@ 
128@ = 3 

:TRUTH1_7449
if 
  128@ == 3 
else_jump @TRUTH1_7612 
if 
  40@ > 6250 
else_jump @TRUTH1_7612 
if 
03CA:   object 54@ exists 
else_jump @TRUTH1_7507 
0108: destroy_object 54@ 

:TRUTH1_7507
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 54@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 54@ moveable 1 
0381: throw_object 54@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 54@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 54@ no_collision_with_car 42@ 
128@ = 4 

:TRUTH1_7612
if 
  128@ == 4 
else_jump @TRUTH1_7775 
if 
  40@ > 8250 
else_jump @TRUTH1_7775 
if 
03CA:   object 55@ exists 
else_jump @TRUTH1_7670 
0108: destroy_object 55@ 

:TRUTH1_7670
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 55@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 55@ moveable 1 
0381: throw_object 55@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 55@ from_angle 80.0 to_angle 10.0 flag 0 
050E: set_object 55@ no_collision_with_car 42@ 
128@ = 5 

:TRUTH1_7775
if 
  128@ == 5 
else_jump @TRUTH1_7945 
if 
  40@ > 10250 
else_jump @TRUTH1_7945 
if 
03CA:   object 56@ exists 
else_jump @TRUTH1_7833 
0108: destroy_object 56@ 

:TRUTH1_7833
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset -1.3 -3.3 1.3 
0107: 56@ = create_object #KMB_MARIJUANA at 48@ 49@ 50@ 
0392: make_object 56@ moveable 1 
0381: throw_object 56@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 56@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 56@ no_collision_with_car 42@ 
40@ = 0 
128@ = 0 

:TRUTH1_7945
if 
  139@ == 0 
else_jump @TRUTH1_8925 
if 
  137@ == 1 
else_jump @TRUTH1_8925 
009B: destroy_actor 57@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
0615: define_AS_pack_begin 117@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 117@ 
009A: 75@ = create_actor_pedtype 24 model 160 at -1205.812 -1092.725 127.2578 
0173: set_actor 75@ Z_angle_to 359.4852 
01B2: give_actor 75@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 105@ 
0223: set_actor 75@ health_to 50 
0618: assign_actor 75@ to_AS_pack 117@ 
009A: 76@ = create_actor_pedtype 24 model 162 at -1205.812 -1090.725 127.2578 
0173: set_actor 76@ Z_angle_to 359.4852 
01B2: give_actor 76@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 105@ 
0223: set_actor 76@ health_to 50 
0618: assign_actor 76@ to_AS_pack 117@ 
009A: 77@ = create_actor_pedtype 24 model 157 at -1181.8 -1116.735 127.2578 
0173: set_actor 77@ Z_angle_to 79.3899 
01B2: give_actor 77@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 105@ 
0223: set_actor 77@ health_to 50 
0618: assign_actor 77@ to_AS_pack 117@ 
009A: 78@ = create_actor_pedtype 24 model 160 at -1211.422 -1090.977 127.2578 
0173: set_actor 78@ Z_angle_to 2.4516 
01B2: give_actor 78@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 105@ 
0223: set_actor 78@ health_to 50 
0618: assign_actor 78@ to_AS_pack 117@ 
009A: 79@ = create_actor_pedtype 24 model 162 at -1179.283 -1113.823 127.2578 
0173: set_actor 79@ Z_angle_to 74.1823 
01B2: give_actor 79@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 105@ 
0223: set_actor 79@ health_to 50 
0618: assign_actor 79@ to_AS_pack 117@ 
009A: 80@ = create_actor_pedtype 24 model 157 at -1145.651 -1111.67 127.2595 
0173: set_actor 80@ Z_angle_to 90.0989 
01B2: give_actor 80@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 105@ 
0223: set_actor 80@ health_to 50 
0618: assign_actor 80@ to_AS_pack 117@ 
009A: 81@ = create_actor_pedtype 24 model 162 at -1146.601 -1114.956 127.2595 
0173: set_actor 81@ Z_angle_to 102.0699 
01B2: give_actor 81@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 105@ 
0223: set_actor 81@ health_to 50 
0618: assign_actor 81@ to_AS_pack 117@ 
009A: 82@ = create_actor_pedtype 24 model 160 at -1051.497 -1133.651 127.2669 
0173: set_actor 82@ Z_angle_to 10.9064 
01B2: give_actor 82@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 105@ 
0223: set_actor 82@ health_to 50 
0618: assign_actor 82@ to_AS_pack 117@ 
009A: 83@ = create_actor_pedtype 24 model 157 at -1048.588 -1131.942 127.2595 
0173: set_actor 83@ Z_angle_to 57.544 
01B2: give_actor 83@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 105@ 
0223: set_actor 83@ health_to 50 
0618: assign_actor 83@ to_AS_pack 117@ 
009A: 84@ = create_actor_pedtype 24 model 162 at -1118.818 -1116.196 127.2595 
0173: set_actor 84@ Z_angle_to 90.5502 
01B2: give_actor 84@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 105@ 
0223: set_actor 84@ health_to 50 
0618: assign_actor 84@ to_AS_pack 117@ 
009A: 85@ = create_actor_pedtype 24 model 162 at -1120.998 -1112.729 127.2595 
0173: set_actor 85@ Z_angle_to 57.544 
01B2: give_actor 85@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 85@ decision_maker_to 105@ 
0223: set_actor 85@ health_to 50 
0618: assign_actor 85@ to_AS_pack 117@ 
009A: 86@ = create_actor_pedtype 24 model 160 at -1115.596 -1115.524 127.2595 
0173: set_actor 86@ Z_angle_to 57.544 
01B2: give_actor 86@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 86@ decision_maker_to 105@ 
0223: set_actor 86@ health_to 50 
0618: assign_actor 86@ to_AS_pack 117@ 
009A: 87@ = create_actor_pedtype 24 model 160 at -1117.895 -1111.266 127.2595 
0173: set_actor 87@ Z_angle_to 57.544 
01B2: give_actor 87@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 105@ 
0223: set_actor 87@ health_to 50 
0618: assign_actor 87@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
139@ = 1 

:TRUTH1_8925
if 
  139@ == 1 
else_jump @TRUTH1_9770 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_9770 
if 
  140@ == 0 
else_jump @TRUTH1_9113 
if 
01AD:   car 42@ sphere 0 near_point -1205.812 -1090.725 radius 20.0 20.0 
else_jump @TRUTH1_9113 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 115@ 
if 
8118:   not actor 75@ dead 
else_jump @TRUTH1_9070 
0618: assign_actor 75@ to_AS_pack 115@ 

:TRUTH1_9070
if 
8118:   not actor 76@ dead 
else_jump @TRUTH1_9094 
0618: assign_actor 76@ to_AS_pack 115@ 

:TRUTH1_9094
151@ = 28 
061B: remove_references_to_AS_pack 115@ 
140@ = 1 

:TRUTH1_9113
if 
  141@ == 0 
else_jump @TRUTH1_9260 
if 
01AD:   car 42@ sphere 0 near_point -1181.8 -1116.735 radius 20.0 20.0 
else_jump @TRUTH1_9260 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 115@ 
if 
8118:   not actor 77@ dead 
else_jump @TRUTH1_9224 
0618: assign_actor 77@ to_AS_pack 115@ 

:TRUTH1_9224
if 
8118:   not actor 79@ dead 
else_jump @TRUTH1_9248 
0618: assign_actor 79@ to_AS_pack 115@ 

:TRUTH1_9248
061B: remove_references_to_AS_pack 115@ 
141@ = 1 

:TRUTH1_9260
if 
  142@ == 0 
else_jump @TRUTH1_9383 
if 
01AD:   car 42@ sphere 0 near_point -1211.422 -1090.977 radius 25.0 25.0 
else_jump @TRUTH1_9383 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 115@ 
if 
8118:   not actor 78@ dead 
else_jump @TRUTH1_9371 
0618: assign_actor 78@ to_AS_pack 115@ 

:TRUTH1_9371
061B: remove_references_to_AS_pack 115@ 
142@ = 1 

:TRUTH1_9383
if 
  143@ == 0 
else_jump @TRUTH1_9568 
if 
01AD:   car 42@ sphere 0 near_point -1145.651 -1111.67 radius 20.0 20.0 
else_jump @TRUTH1_9568 
if 
8118:   not actor 80@ dead 
else_jump @TRUTH1_9500 
0085: 110@ = 80@ // (int) 
111@ = -1113.777 
112@ = 1128.22 
113@ = 128.22 
gosub @TRUTH1_16121 

:TRUTH1_9500
if 
8118:   not actor 81@ dead 
else_jump @TRUTH1_9561 
0085: 110@ = 81@ // (int) 
111@ = -1055.94 
112@ = -1120.62 
113@ = 128.56 
gosub @TRUTH1_16121 

:TRUTH1_9561
143@ = 1 

:TRUTH1_9568
if 
  144@ == 0 
else_jump @TRUTH1_9770 
if 
00B0:   car 42@ sphere 0 in_rectangle_cornerA -1224.06 -1135.61 cornerB -999.06 -1063.3 
else_jump @TRUTH1_9770 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 115@ 
if 
8118:   not actor 84@ dead 
else_jump @TRUTH1_9679 
0618: assign_actor 84@ to_AS_pack 115@ 

:TRUTH1_9679
if 
8118:   not actor 85@ dead 
else_jump @TRUTH1_9703 
0618: assign_actor 85@ to_AS_pack 115@ 

:TRUTH1_9703
if 
8118:   not actor 86@ dead 
else_jump @TRUTH1_9727 
0618: assign_actor 86@ to_AS_pack 115@ 

:TRUTH1_9727
if 
8118:   not actor 87@ dead 
else_jump @TRUTH1_9751 
0618: assign_actor 87@ to_AS_pack 115@ 

:TRUTH1_9751
061B: remove_references_to_AS_pack 115@ 
149@ = 1 
144@ = 1 

:TRUTH1_9770
if 
  149@ == 1 
else_jump @TRUTH1_10564 
if 
8118:   not actor 62@ dead 
else_jump @TRUTH1_9825 
if 
82CB:   not actor 62@ bounding_sphere_visible 
else_jump @TRUTH1_9825 
009B: destroy_actor 62@ 

:TRUTH1_9825
if 
8118:   not actor 63@ dead 
else_jump @TRUTH1_9862 
if 
82CB:   not actor 63@ bounding_sphere_visible 
else_jump @TRUTH1_9862 
009B: destroy_actor 63@ 

:TRUTH1_9862
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_9899 
if 
82CB:   not actor 57@ bounding_sphere_visible 
else_jump @TRUTH1_9899 
009B: destroy_actor 75@ 

:TRUTH1_9899
if 
8118:   not actor 58@ dead 
else_jump @TRUTH1_9936 
if 
82CB:   not actor 58@ bounding_sphere_visible 
else_jump @TRUTH1_9936 
009B: destroy_actor 76@ 

:TRUTH1_9936
if 
8118:   not actor 59@ dead 
else_jump @TRUTH1_9973 
if 
82CB:   not actor 59@ bounding_sphere_visible 
else_jump @TRUTH1_9973 
009B: destroy_actor 77@ 

:TRUTH1_9973
if 
8118:   not actor 60@ dead 
else_jump @TRUTH1_10010 
if 
82CB:   not actor 60@ bounding_sphere_visible 
else_jump @TRUTH1_10010 
009B: destroy_actor 78@ 

:TRUTH1_10010
0615: define_AS_pack_begin 117@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 117@ 
009A: 88@ = create_actor_pedtype 24 model 162 at -1050.942 -1171.55 127.4132 
0173: set_actor 88@ Z_angle_to 57.544 
01B2: give_actor 88@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 105@ 
0223: set_actor 88@ health_to 50 
0618: assign_actor 88@ to_AS_pack 117@ 
009A: 89@ = create_actor_pedtype 24 model 160 at -1048.379 -1172.351 127.4308 
0173: set_actor 89@ Z_angle_to 57.544 
01B2: give_actor 89@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 105@ 
0223: set_actor 89@ health_to 50 
0618: assign_actor 89@ to_AS_pack 117@ 
009A: 90@ = create_actor_pedtype 24 model 162 at -1047.927 -1177.559 127.507 
0173: set_actor 90@ Z_angle_to 57.544 
01B2: give_actor 90@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 90@ decision_maker_to 105@ 
0223: set_actor 90@ health_to 50 
0618: assign_actor 90@ to_AS_pack 117@ 
009A: 91@ = create_actor_pedtype 24 model 157 at -1051.159 -1180.129 127.5367 
0173: set_actor 91@ Z_angle_to 57.544 
01B2: give_actor 91@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 91@ decision_maker_to 105@ 
0223: set_actor 91@ health_to 50 
0618: assign_actor 91@ to_AS_pack 117@ 
0674: set_car_model 478 numberplate "__HOM__" 
00A5: 95@ = create_car 478 at -1049.0 -1296.0 128.3 
0175: set_car 95@ Z_angle_to 277.382 
009A: 92@ = create_actor_pedtype 24 model 162 at -1049.19 -1291.94 127.7206 
0173: set_actor 92@ Z_angle_to 57.544 
01B2: give_actor 92@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 92@ decision_maker_to 105@ 
0223: set_actor 92@ health_to 50 
0618: assign_actor 92@ to_AS_pack 117@ 
0674: set_car_model 478 numberplate "__HOM__" 
00A5: 96@ = create_car 478 at -1154.086 -1339.716 126.61 
0175: set_car 96@ Z_angle_to 272.428 
0129: 94@ = create_actor_pedtype 24 model 157 in_car 96@ driverseat 
009A: 93@ = create_actor_pedtype 24 model 162 at -1049.19 -1295.94 0.0 
060B: set_actor 93@ decision_maker_to 105@ 
0464: put_actor 93@ into_turret_on_car 96@ at_car_offset 0.0 -1.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 33 
0638: AS_actor 93@ stay_put 1 
061B: remove_references_to_AS_pack 117@ 
149@ = 2 

:TRUTH1_10564
if 
  149@ == 2 
else_jump @TRUTH1_10775 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_10775 
if 
01AD:   car 42@ sphere 0 near_point -1050.942 -1171.55 radius 15.0 15.0 
else_jump @TRUTH1_10775 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 115@ 
if 
8118:   not actor 88@ dead 
else_jump @TRUTH1_10691 
0618: assign_actor 88@ to_AS_pack 115@ 

:TRUTH1_10691
if 
8118:   not actor 89@ dead 
else_jump @TRUTH1_10715 
0618: assign_actor 89@ to_AS_pack 115@ 

:TRUTH1_10715
if 
8118:   not actor 90@ dead 
else_jump @TRUTH1_10739 
0618: assign_actor 90@ to_AS_pack 115@ 

:TRUTH1_10739
if 
8118:   not actor 91@ dead 
else_jump @TRUTH1_10763 
0618: assign_actor 91@ to_AS_pack 115@ 

:TRUTH1_10763
061B: remove_references_to_AS_pack 115@ 
149@ = 3 

:TRUTH1_10775
if 
  149@ > 1 
else_jump @TRUTH1_11124 
if 
  150@ == 0 
else_jump @TRUTH1_11124 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -974.32 -1287.37 cornerB -1129.14 -1330.41 
else_jump @TRUTH1_11124 
if 
8119:   not car 96@ wrecked 
else_jump @TRUTH1_10935 
if 
8118:   not actor 94@ dead 
else_jump @TRUTH1_10935 
04BA: set_car 96@ speed_to 30.0 
if 
8118:   not actor 93@ dead 
else_jump @TRUTH1_10915 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 

:TRUTH1_10915
06E1: AS_actor 94@ using_car 96@ target_car 96@ with_order 4 max_speed 30.0 traffic_flag 3 

:TRUTH1_10935
151@ = 100 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
01C4: remove_references_to_object 68@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 69@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 71@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 74@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 51@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 52@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 54@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 55@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 56@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 98@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
150@ = 1 

:TRUTH1_11124
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_11237 
if 
  138@ == 0 
else_jump @TRUTH1_11237 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH1_11237 
01C3: remove_references_to_car 98@ 
137@ = 1 
00BC: show_text_highpriority GXT 'TRU1_5' time 5000 flag 1  // ~s~Take the combine harvester back to ~y~The Truth's farm~s~.
0164: disable_marker 124@ 
018A: 124@ = create_checkpoint_at -1114.25 -1619.96 76.68 
138@ = 1 

:TRUTH1_11237
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_11351 
if 
  138@ == 1 
else_jump @TRUTH1_11351 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH1_11351 
if 
   not 137@ > 1 
else_jump @TRUTH1_11351 
00BC: show_text_highpriority GXT 'TRU1_7' time 5000 flag 1  // ~s~Get back in ~b~the combine harvester ~s~and get it back to The Truth!
0164: disable_marker 124@ 
0186: 124@ = create_marker_above_car 42@ 
07E0: set_marker 124@ type_to 1 
138@ = 0 

:TRUTH1_11351
if 
  137@ == 1 
else_jump @TRUTH1_11543 
if 
  138@ == 1 
else_jump @TRUTH1_11543 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_11543 
if 
01AF:   car 42@ sphere 1 in_sphere -1100.007 -1620.949 75.375 radius 5.0 5.0 5.0 
else_jump @TRUTH1_11543 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH1_11543 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRUTH1_11494 
03C0: $47 = actor $PLAYER_ACTOR car 

:TRUTH1_11494
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:TRUTH1_11508
if 
fading 
else_jump @TRUTH1_11532 
wait 0 
jump @TRUTH1_11508 

:TRUTH1_11532
02A3: enable_widescreen 1 
137@ = 2 

:TRUTH1_11543
if 
  137@ == 2 
else_jump @TRUTH1_12175 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_12175 
01C3: remove_references_to_car 64@ 
00A6: destroy_car 64@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 66@ 
00A6: destroy_car 66@ 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 96@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
0249: release_model 531 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model 357 
0249: release_model 478 
0249: release_model 337 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0247: load_model 424 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41040 as 1 
03CF: load_wav 41041 as 2 
038B: load_requested_models 

:TRUTH1_11698
if or
823D:   not special_actor 1 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model 424 available 
else_jump @TRUTH1_11737 
wait 0 
jump @TRUTH1_11698 

:TRUTH1_11737
40@ = 0 
41@ = 0 
0395: clear_area 1 at -1100.007 -1620.949 200.0 radius 200.0 
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH1_11821 
00AB: put_car 42@ at -1102.21 -1620.017 77.345 
0175: set_car 42@ Z_angle_to 90.738 

:TRUTH1_11821
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @TRUTH1_11851 
wait 0 
jump @TRUTH1_11821 

:TRUTH1_11851
00A5: 64@ = create_car 424 at -1074.53 -1643.624 75.066 
0175: set_car 64@ Z_angle_to 84.918 
009A: 97@ = create_actor_pedtype 25 model 290 at -1088.84 -1623.997 75.375 
0173: set_actor 97@ Z_angle_to 91.269 
0489: set_actor 97@ muted 1 
02AB: set_actor 97@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 97@ decision_maker_to 105@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TRUTH1_12002 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
jump @TRUTH1_12032 

:TRUTH1_12002
00A1: put_actor $PLAYER_ACTOR at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 

:TRUTH1_12032
015F: set_camera_position -1087.733 -1625.124 76.7194 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1088.662 -1624.758 76.6608 switchstyle 2 
0164: disable_marker 124@ 
fade 1 1000 
if 
8118:   not actor 97@ dead 
else_jump @TRUTH1_12136 
05D3: AS_actor 97@ goto_point -1093.189 -1624.021 75.375 mode 4 time 5000 ms // versionA 

:TRUTH1_12136
05D3: AS_actor $PLAYER_ACTOR goto_point -1094.931 -1623.946 75.375 mode 4 time 5000 ms // versionA 
40@ = 0 
137@ = 3 

:TRUTH1_12175
if 
  137@ == 3 
else_jump @TRUTH1_12414 
if 
8118:   not actor 97@ dead 
else_jump @TRUTH1_12414 
if or
  40@ > 2500 
00F0:   actor 97@ 0 near_point -1093.189 -1624.021 radius 1.5 1.5 stopped_on_foot 
else_jump @TRUTH1_12414 
015F: set_camera_position -1092.296 -1624.917 76.9985 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1093.117 -1624.372 76.8283 switchstyle 2 
0792: disembark_instantly_actor 97@ 
00A1: put_actor 97@ at -1093.189 -1624.021 75.375 
0173: set_actor 97@ Z_angle_to 88.0345 
00A1: put_actor $PLAYER_ACTOR at -1094.931 -1623.946 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
0605: actor 97@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
137@ = 4 

:TRUTH1_12414
if 
  137@ == 4 
else_jump @TRUTH1_12459 
00BC: show_text_highpriority GXT 'TRU1_ZA' time 4000 flag 1  // Man, you've brought peace back to my valley, thank you, friend.
03D1: play_wav 1 
137@ = 5 

:TRUTH1_12459
if 
  137@ == 5 
else_jump @TRUTH1_12534 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_12534 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41042 as 1 
00BC: show_text_highpriority GXT 'TRU1_ZB' time 4000 flag 1  // I'll call you when the whoop-de-doo is ready,
03D1: play_wav 2 
137@ = 6 

:TRUTH1_12534
if 
  137@ == 6 
else_jump @TRUTH1_12609 
if 
03D2:   wav 2 ended 
else_jump @TRUTH1_12609 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_12609 
00BC: show_text_highpriority GXT 'TRU1_ZC' time 4000 flag 1  // just make sure you get that cash.
03D1: play_wav 1 
137@ = 7 

:TRUTH1_12609
if 
  137@ == 7 
else_jump @TRUTH1_12729 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_12729 
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point -1092.25 -1629.82 76.0 mode 4 time 5000 ms // versionA 
wait 250 
if 
8118:   not actor 97@ dead 
else_jump @TRUTH1_12715 
05D3: AS_actor 97@ goto_point -1099.96 -1623.7 76.4 mode 4 time 5000 ms // versionA 

:TRUTH1_12715
40@ = 0 
137@ = 8 

:TRUTH1_12729
if 
  137@ == 8 
else_jump @TRUTH1_12922 
if 
  40@ > 1000 
else_jump @TRUTH1_12922 
fade 0 1000 

:TRUTH1_12773
if 
fading 
else_jump @TRUTH1_12797 
wait 0 
jump @TRUTH1_12773 

:TRUTH1_12797
0247: load_model 330 
03CF: load_wav 23000 as 3 
038B: load_requested_models 

:TRUTH1_12811
if or
8248:   not model 330 available 
83D0:   not wav 3 loaded 
else_jump @TRUTH1_12842 
wait 0 
jump @TRUTH1_12811 

:TRUTH1_12842
00A6: destroy_car 42@ 
009B: destroy_actor 97@ 
02A3: enable_widescreen 0 
00A1: put_actor $PLAYER_ACTOR at -1092.561 -1633.628 75.37 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.438 
fade 1 1000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03D1: play_wav 3 
01B4: set_player $PLAYER_CHAR can_move 1 
40@ = 0 
137@ = 9 

:TRUTH1_12922
if 
  137@ == 9 
else_jump @TRUTH1_12984 
if 
  40@ > 1000 
else_jump @TRUTH1_12984 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
040D: unload_wav 3 
40@ = 0 
137@ = 10 

:TRUTH1_12984
if 
  137@ == 10 
else_jump @TRUTH1_13042 
if 
  40@ > 2000 
else_jump @TRUTH1_13042 
152@ = 1 
153@ = 0 
137@ = 11 

:TRUTH1_13042
if 
  137@ == 11 
else_jump @TRUTH1_14322 
gosub @TRUTH1_16012 
if 
  152@ == 1 
else_jump @TRUTH1_13132 
if 
  153@ == 0 
else_jump @TRUTH1_13132 
04AF: 121@ = 25256 // = constant 
05AA: 122@s = 'MCES05A' // @s = 'short'  // Eh.
gosub @TRUTH1_15970 

:TRUTH1_13132
if 
  152@ == 2 
else_jump @TRUTH1_13197 
if 
  153@ == 0 
else_jump @TRUTH1_13197 
04AF: 121@ = 25257 // = constant 
05AA: 122@s = 'MCES05B' // @s = 'short'  // Carl, it's Cesar.
gosub @TRUTH1_15970 

:TRUTH1_13197
if 
  152@ == 3 
else_jump @TRUTH1_13262 
if 
  153@ == 0 
else_jump @TRUTH1_13262 
04AF: 121@ = 25258 // = constant 
05AA: 122@s = 'MCES05C' // @s = 'short'  // Whassup?
gosub @TRUTH1_15970 

:TRUTH1_13262
if 
  152@ == 4 
else_jump @TRUTH1_13327 
if 
  153@ == 0 
else_jump @TRUTH1_13327 
04AF: 121@ = 25259 // = constant 
05AA: 122@s = 'MCES05D' // @s = 'short'  // Bad stinking shit, that's wassup, holmes.
gosub @TRUTH1_15970 

:TRUTH1_13327
if 
  152@ == 5 
else_jump @TRUTH1_13392 
if 
  153@ == 0 
else_jump @TRUTH1_13392 
04AF: 121@ = 25260 // = constant 
05AA: 122@s = 'MCES05E' // @s = 'short'  // What's wrong, where's Kendl, is she OK?
gosub @TRUTH1_15970 

:TRUTH1_13392
if 
  152@ == 6 
else_jump @TRUTH1_13457 
if 
  153@ == 0 
else_jump @TRUTH1_13457 
04AF: 121@ = 25261 // = constant 
05AA: 122@s = 'MCES05F' // @s = 'short'  // She's with me, she's OK for now.
gosub @TRUTH1_15970 

:TRUTH1_13457
if 
  152@ == 7 
else_jump @TRUTH1_13522 
if 
  153@ == 0 
else_jump @TRUTH1_13522 
04AF: 121@ = 25262 // = constant 
05AA: 122@s = 'MCES05G' // @s = 'short'  // The Varrios Los Aztecas; it's all over.
gosub @TRUTH1_15970 

:TRUTH1_13522
if 
  152@ == 8 
else_jump @TRUTH1_13587 
if 
  153@ == 0 
else_jump @TRUTH1_13587 
04AF: 121@ = 25263 // = constant 
05AA: 122@s = 'MCES05H' // @s = 'short'  // There's a price on my head, maybe Kendl's too.
gosub @TRUTH1_15970 

:TRUTH1_13587
if 
  152@ == 9 
else_jump @TRUTH1_13652 
if 
  153@ == 0 
else_jump @TRUTH1_13652 
04AF: 121@ = 25264 // = constant 
05AA: 122@s = 'MCES05J' // @s = 'short'  // What happened?
gosub @TRUTH1_15970 

:TRUTH1_13652
if 
  152@ == 10 
else_jump @TRUTH1_13717 
if 
  153@ == 0 
else_jump @TRUTH1_13717 
04AF: 121@ = 25265 // = constant 
05AA: 122@s = 'MCES05K' // @s = 'short'  // Trust respect, honor; they don't mean jack in Los Santos now.
gosub @TRUTH1_15970 

:TRUTH1_13717
if 
  152@ == 11 
else_jump @TRUTH1_13782 
if 
  153@ == 0 
else_jump @TRUTH1_13782 
04AF: 121@ = 25266 // = constant 
05AA: 122@s = 'MCES05L' // @s = 'short'  // My OG's, my eses, all dead or in hiding, eh.
gosub @TRUTH1_15970 

:TRUTH1_13782
if 
  152@ == 12 
else_jump @TRUTH1_13847 
if 
  153@ == 0 
else_jump @TRUTH1_13847 
04AF: 121@ = 25267 // = constant 
05AA: 122@s = 'MCES05M' // @s = 'short'  // Get out of town.
gosub @TRUTH1_15970 

:TRUTH1_13847
if 
  152@ == 13 
else_jump @TRUTH1_13912 
if 
  153@ == 0 
else_jump @TRUTH1_13912 
04AF: 121@ = 25268 // = constant 
05AA: 122@s = 'MCES05N' // @s = 'short'  // Head over to Angel Pine, rent you and Kendl a trailer and I'll meet you there.
gosub @TRUTH1_15970 

:TRUTH1_13912
if 
  152@ == 14 
else_jump @TRUTH1_13977 
if 
  153@ == 0 
else_jump @TRUTH1_13977 
04AF: 121@ = 25269 // = constant 
05AA: 122@s = 'MCES05O' // @s = 'short'  // OK, I just got some shit to take care of and,
gosub @TRUTH1_15970 

:TRUTH1_13977
if 
  152@ == 15 
else_jump @TRUTH1_14042 
if 
  153@ == 0 
else_jump @TRUTH1_14042 
04AF: 121@ = 25270 // = constant 
05AA: 122@s = 'MCES05P' // @s = 'short'  // No! Just get my sister out of town and someplace safe!
gosub @TRUTH1_15970 

:TRUTH1_14042
if 
  152@ == 16 
else_jump @TRUTH1_14107 
if 
  153@ == 0 
else_jump @TRUTH1_14107 
04AF: 121@ = 25271 // = constant 
05AA: 122@s = 'MCES05Q' // @s = 'short'  // Don't shit with me on this one, I can't lose her, man!
gosub @TRUTH1_15970 

:TRUTH1_14107
if 
  152@ == 17 
else_jump @TRUTH1_14172 
if 
  153@ == 0 
else_jump @TRUTH1_14172 
04AF: 121@ = 25272 // = constant 
05AA: 122@s = 'MCES05R' // @s = 'short'  // Sure thing, holmes, We'll see you in Angel Pine.
gosub @TRUTH1_15970 

:TRUTH1_14172
if 
  152@ == 18 
else_jump @TRUTH1_14211 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
40@ = 0 
152@ = 19 

:TRUTH1_14211
if 
  152@ == 19 
else_jump @TRUTH1_14262 
if 
  40@ > 2000 
else_jump @TRUTH1_14262 
jump @TRUTH1_16401 
152@ = 20 

:TRUTH1_14262
if 
  154@ == 0 
else_jump @TRUTH1_14322 
if 
00E1:   player 0 pressed_key 15 
else_jump @TRUTH1_14322 
040D: unload_wav 1 
153@ = 0 
152@ = 18 
154@ = 1 

:TRUTH1_14322
if 
  125@ > 4 
else_jump @TRUTH1_14397 
if 
0119:   car 42@ wrecked 
else_jump @TRUTH1_14397 
if 
  8 > 137@ 
else_jump @TRUTH1_14397 
00BC: show_text_highpriority GXT 'TRU1_16' time 5000 flag 1  // ~r~The combine harvester is wrecked!
jump @TRUTH1_16383 

:TRUTH1_14397
if 
  100 > 151@ 
else_jump @TRUTH1_15963 
if 
  151@ == 1 
else_jump @TRUTH1_14469 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_14469 
040D: unload_wav 1 
03CF: load_wav 41029 as 1 
151@ = 2 

:TRUTH1_14469
if 
  151@ == 2 
else_jump @TRUTH1_14552 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_14552 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14552 
0489: set_actor 57@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DF' time 4000 flag 1  // You come to the wrong farm, boy.
03D1: play_wav 1 
151@ = 3 

:TRUTH1_14552
if 
  151@ == 3 
else_jump @TRUTH1_14594 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14594 
00BE: text_clear_all 
151@ = 4 

:TRUTH1_14594
if 
  151@ == 4 
else_jump @TRUTH1_14648 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_14648 
040D: unload_wav 1 
03CF: load_wav 41030 as 1 
151@ = 5 

:TRUTH1_14648
if 
  151@ == 5 
else_jump @TRUTH1_14731 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_14731 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14731 
00BC: show_text_highpriority GXT 'TRU1_DG' time 4000 flag 1  // This ain't no country club, fella!
0949: link_wav 1 to_actor 57@ 
03D1: play_wav 1 
151@ = 6 

:TRUTH1_14731
if 
  151@ == 6 
else_jump @TRUTH1_14796 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14796 
00BE: text_clear_all 
if 
8118:   not actor 57@ dead 
else_jump @TRUTH1_14789 
0489: set_actor 57@ muted 0 

:TRUTH1_14789
151@ = 7 

:TRUTH1_14796
if 
  151@ == 8 
else_jump @TRUTH1_14850 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_14850 
040D: unload_wav 1 
03CF: load_wav 41035 as 1 
151@ = 9 

:TRUTH1_14850
if 
  151@ == 9 
else_jump @TRUTH1_14933 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_14933 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_14933 
00BC: show_text_highpriority GXT 'TRU1_FD' time 4000 flag 1  // Beat him down, it's all he's good for!
03D1: play_wav 1 
0489: set_actor 67@ muted 1 
151@ = 10 

:TRUTH1_14933
if 
  151@ == 10 
else_jump @TRUTH1_14998 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_14998 
00BE: text_clear_all 
if 
8118:   not actor 67@ dead 
else_jump @TRUTH1_14991 
0489: set_actor 67@ muted 0 

:TRUTH1_14991
151@ = 11 

:TRUTH1_14998
if 
  151@ == 12 
else_jump @TRUTH1_15067 
if 
8118:   not actor 60@ dead 
else_jump @TRUTH1_15067 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15067 
040D: unload_wav 1 
03CF: load_wav 41032 as 1 
151@ = 13 

:TRUTH1_15067
if 
  151@ == 13 
else_jump @TRUTH1_15143 
if 
8118:   not actor 60@ dead 
else_jump @TRUTH1_15143 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15143 
00BC: show_text_highpriority GXT 'TRU1_FA' time 4000 flag 1  // Hey, who is this guy?
03D1: play_wav 1 
151@ = 14 

:TRUTH1_15143
if 
  151@ == 14 
else_jump @TRUTH1_15185 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15185 
00BE: text_clear_all 
151@ = 15 

:TRUTH1_15185
if 
  151@ == 15 
else_jump @TRUTH1_15246 
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_15246 
0489: set_actor 61@ muted 1 
040D: unload_wav 1 
03CF: load_wav 41001 as 1 
151@ = 16 

:TRUTH1_15246
if 
  151@ == 16 
else_jump @TRUTH1_15322 
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_15322 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15322 
00BC: show_text_highpriority GXT 'TRU1_AB' time 4000 flag 1  // Dunno but he looks kinda shifty!
03D1: play_wav 1 
151@ = 17 

:TRUTH1_15322
if 
  151@ == 17 
else_jump @TRUTH1_15364 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15364 
00BE: text_clear_all 
151@ = 18 

:TRUTH1_15364
if 
  151@ == 18 
else_jump @TRUTH1_15418 
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_15418 
040D: unload_wav 1 
03CF: load_wav 41003 as 1 
151@ = 19 

:TRUTH1_15418
if 
  151@ == 19 
else_jump @TRUTH1_15494 
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_15494 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15494 
00BC: show_text_highpriority GXT 'TRU1_AD' time 4000 flag 1  // Roll him in some pig shit!
03D1: play_wav 1 
151@ = 20 

:TRUTH1_15494
if 
  151@ == 21 
else_jump @TRUTH1_15559 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15559 
00BE: text_clear_all 
if 
8118:   not actor 61@ dead 
else_jump @TRUTH1_15552 
0489: set_actor 61@ muted 0 

:TRUTH1_15552
151@ = 22 

:TRUTH1_15559
if 
  151@ == 23 
else_jump @TRUTH1_15613 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_15613 
040D: unload_wav 1 
03CF: load_wav 41028 as 1 
151@ = 24 

:TRUTH1_15613
if 
  151@ == 24 
else_jump @TRUTH1_15696 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_15696 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15696 
0489: set_actor 46@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DE' time 4000 flag 1  // He's a combine rustler!! That son of a bitch is stealin' Betsy!
03D1: play_wav 1 
151@ = 25 

:TRUTH1_15696
if 
  151@ == 26 
else_jump @TRUTH1_15761 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15761 
00BE: text_clear_all 
if 
8118:   not actor 46@ dead 
else_jump @TRUTH1_15754 
0489: set_actor 46@ muted 0 

:TRUTH1_15754
151@ = 27 

:TRUTH1_15761
if 
  151@ == 28 
else_jump @TRUTH1_15815 
if 
8118:   not actor 76@ dead 
else_jump @TRUTH1_15815 
040D: unload_wav 1 
03CF: load_wav 41002 as 1 
151@ = 29 

:TRUTH1_15815
if 
  151@ == 29 
else_jump @TRUTH1_15898 
if 
8118:   not actor 76@ dead 
else_jump @TRUTH1_15898 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_15898 
0489: set_actor 76@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_AC' time 4000 flag 1  // Stop that dang varmint!!
03D1: play_wav 1 
151@ = 30 

:TRUTH1_15898
if 
  151@ == 30 
else_jump @TRUTH1_15963 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_15963 
00BE: text_clear_all 
if 
8118:   not actor 76@ dead 
else_jump @TRUTH1_15956 
0489: set_actor 76@ muted 0 

:TRUTH1_15956
151@ = 31 

:TRUTH1_15963
jump @TRUTH1_935 

:TRUTH1_15970
if 
  153@ == 0 
else_jump @TRUTH1_16010 
03CF: load_wav 121@ as 1 
05AA: 119@s = 122@s // @s = 'short' 
153@ = 1 

:TRUTH1_16010
return 

:TRUTH1_16012
if 
  153@ == 1 
else_jump @TRUTH1_16066 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH1_16066 
00BC: show_text_highpriority GXT 119@s time 4000 flag 1 
03D1: play_wav 1 
153@ = 2 

:TRUTH1_16066
if 
  153@ == 2 
else_jump @TRUTH1_16119 
if 
03D2:   wav 1 ended 
else_jump @TRUTH1_16119 
152@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
153@ = 0 

:TRUTH1_16119
return 

:TRUTH1_16121
0615: define_AS_pack_begin 116@ 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 110@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
return 

:TRUTH1_16182
0615: define_AS_pack_begin 107@ 
05D1: AS_actor -1 drive_car 42@ to -1025.67 -1029.39 130.5 speed 6.0 0 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1154.06 -1041.32 130.5 speed 6.0 0 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1166.82 -941.32 130.21 speed 6.0 0 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1031.46 -935.51 130.19 speed 6.0 0 model 0 3 
0616: define_AS_pack_end 107@ 
0618: assign_actor 46@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
return 

:TRUTH1_16339
0615: define_AS_pack_begin 108@ 
06E1: AS_actor -1 using_car 109@ target_car 109@ with_order 2 max_speed 20.0 traffic_flag 3 
0616: define_AS_pack_end 108@ 
0618: assign_actor 110@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
return 

:TRUTH1_16383
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:TRUTH1_16401
0164: disable_marker $483 
02A7: $483 = create_icon_marker_and_sphere $446 at $493 $494 $495 
014C: set_parked_car_generator $4249 cars_to_generate_to 101 
014C: set_parked_car_generator $4250 cars_to_generate_to 101 
014C: set_parked_car_generator $4251 cars_to_generate_to 101 
014C: set_parked_car_generator $4252 cars_to_generate_to 101 
014C: set_parked_car_generator $4253 cars_to_generate_to 101 
014C: set_parked_car_generator $4254 cars_to_generate_to 101 
014C: set_parked_car_generator $4255 cars_to_generate_to 101 
014C: set_parked_car_generator $4256 cars_to_generate_to 101 
0318: set_latest_mission_passed 'TRUTH_1'  // Body Harvest
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
$490 += 1 
0164: disable_marker $485 
return 

:TRUTH1_16539
$ONMISSION = 0 
0249: release_model 532 
0249: release_model 531 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model 357 
0249: release_model 478 
0249: release_model 157 
0249: release_model 160 
0249: release_model 162 
0249: release_model 424 
0249: release_model 337 
0296: unload_special_actor 1 
0164: disable_marker 124@ 
01C3: remove_references_to_car 64@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 47---------------
// Originally: Are you going to San Fierro?

:TRUTH2
thread 'TRUTH2' 
gosub @TRUTH2_47 
if 
wasted_or_busted 
else_jump @TRUTH2_38 
gosub @TRUTH2_11929 

:TRUTH2_38
gosub @TRUTH2_12172 
end_thread 

:TRUTH2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'TRU2' 
if 
  $ONMISSION == 0 
else_jump @TRUTH2_159 
018A: 50@ = create_checkpoint_at -1111.7 -1622.7 76.4 
032B: 49@ = create_weapon_pickup 359 type 3 ammo 10 at -1100.3 -1640.4 76.4 
032B: 48@ = create_weapon_pickup 359 type 3 ammo 10 at -1100.3 -1640.4 76.4 

:TRUTH2_159
00BE: text_clear_all 
wait 0 
$8379 = 331000 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
$8378 = 44 
143@ = 0 
144@ = 0 
156@ = 0 
157@ = 0 
145@ = 0 
146@ = 0.0 
147@ = 0.0 
148@ = 0.0 
149@ = 0.0 
150@ = 0.0 
151@ = 0.0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 44 
159@ = 0 
160@ = 0 
161@ = 0 
210@ = 0 
211@ = 0 
212@ = 0 
213@ = 0 
214@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 
158@ = 0 
221@ = 0 
222@ = 0 
220@ = 0 
08F5: save_player_group 
0395: clear_area 1 at -1110.2 -1638.5 76.0 radius 20.0 
02E4: load_cutscene_data 'TRUTH_2' 

:TRUTH2_797
if 
86B9:   not cutscene_data_loaded 
else_jump @TRUTH2_821 
wait 0 
jump @TRUTH2_797 

:TRUTH2_821
02E7: start_cutscene 
fade 1 1000 

:TRUTH2_830
if 
82E9:   not cutscene_reached_end 
else_jump @TRUTH2_854 
wait 0 
jump @TRUTH2_830 

:TRUTH2_854
fade 0 0 

:TRUTH2_860
if 
fading 
else_jump @TRUTH2_884 
wait 0 
jump @TRUTH2_860 

:TRUTH2_884
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 483 
0247: load_model 543 
0247: load_model 497 
0247: load_model 283 
0247: load_model 361 
0247: load_model 346 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0777: delete_objects_in_object_group "TRUTHSFARM" 
0776: create_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models 
0828: set_max_fire_generations 2 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 300.0 
07E5: copy_decision_maker 65542 to 224@ 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -913.3 -1720.5 76.6 
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 3000 // Load the weapon model before using this 
0395: clear_area 1 at -1079.404 -1640.694 75.375 radius 20.0 
009A: $145 = create_actor_pedtype 24 model 290 at -1079.404 -1640.694 75.375 
087E: set_actor $145 weapon_droppable 0 
09F6: set_actor $145 unjackable_through_driver_seat 0 
060B: set_actor $145 decision_maker_to 224@ 
0173: set_actor $145 Z_angle_to 299.7411 
01B2: give_actor $145 weapon 37 ammo 3000 // Load the weapon model before using this 
0568: set_actor $145 untargetable 1 
039E: set_actor $145 locked 1 while_in_car 
0615: define_AS_pack_begin 223@ 
05D3: AS_actor -1 goto_point -1070.1 -1636.5 75.4 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at -1062.2 -1631.1 75.3 -1 ms 
0616: define_AS_pack_end 223@ 
0618: assign_actor $145 to_AS_pack 223@ 
061B: remove_references_to_AS_pack 223@ 
0395: clear_area 1 at -1077.6 -1650.2 75.3 radius 20.0 
0674: set_car_model 483 numberplate "OUTTHERE" 
00A5: 42@ = create_car 483 at -1077.6 -1650.2 75.3 
0229: set_car 42@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 42@ paintjob 0 
0294: set_car 42@ sprayable 0 
020A: set_car 42@ door_status_to 3 
0423: set_car 42@ improved_handling_to 2.0 // (float) 
0175: set_car 42@ Z_angle_to 256.4 
0519: set_car 42@ locked 1 
02AC: set_car 42@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0395: clear_area 1 at -946.6 -1735.0 76.9 radius 5.0 
00A5: 47@ = create_car 543 at -946.6 -1735.0 76.9 
0175: set_car 47@ Z_angle_to 1.4 
02AC: set_car 47@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0395: clear_area 1 at -918.5 -1751.1 97.3 radius 5.0 
00A5: 43@ = create_car 497 at -918.5 -1751.1 97.3 
0825: set_helicopter 43@ instant_rotor_start 
0129: 44@ = create_actor_pedtype 24 model 283 in_car 43@ driverseat 
06C1: create_searchlight 46@ on_car 43@ with_offset 0.0 0.0 -1.0 radius 1.0 target -936.6 -1723.2 76.8 radius 6.0 
06B6: set_searchlight 46@ follow_actor $145 speed 10.0 
0726: heli 43@ follow_actor $145 follow_car -1 radius 20.0 
020A: set_car 43@ door_status_to 2 
054A: set_actor 44@ can_be_shot_in_a_car 0 
060B: set_actor 44@ decision_maker_to 224@ 
018A: 51@ = create_checkpoint_at -1062.1 -1631.7 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 
018A: 52@ = create_checkpoint_at -1052.3 -1631.7 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 
018A: 53@ = create_checkpoint_at -1042.4 -1631.7 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 
018A: 54@ = create_checkpoint_at -1032.6 -1631.7 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 
018A: 55@ = create_checkpoint_at -1023.1 -1631.7 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 
018A: 56@ = create_checkpoint_at -1062.1 -1622.2 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 
018A: 57@ = create_checkpoint_at -1052.3 -1622.2 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 
018A: 58@ = create_checkpoint_at -1042.4 -1622.2 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 
018A: 59@ = create_checkpoint_at -1032.6 -1622.2 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 
018A: 60@ = create_checkpoint_at -1023.1 -1622.2 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 
018A: 61@ = create_checkpoint_at -991.92 -1703.1 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 
018A: 62@ = create_checkpoint_at -982.38 -1703.1 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 
018A: 63@ = create_checkpoint_at -991.92 -1693.6 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 
018A: 64@ = create_checkpoint_at -982.38 -1693.6 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 
018A: 65@ = create_checkpoint_at -991.92 -1684.1 75.3 
0168: set_marker 65@ size 1 
08FB: set_checkpoint 65@ type_to 2 
018A: 66@ = create_checkpoint_at -982.38 -1684.1 75.3 
0168: set_marker 66@ size 1 
08FB: set_checkpoint 66@ type_to 2 
018A: 67@ = create_checkpoint_at -1011.8 -1667.6 75.3 
0168: set_marker 67@ size 1 
08FB: set_checkpoint 67@ type_to 2 
018A: 68@ = create_checkpoint_at -1011.8 -1658.1 75.3 
0168: set_marker 68@ size 1 
08FB: set_checkpoint 68@ type_to 2 
018A: 69@ = create_checkpoint_at -1011.8 -1648.7 75.3 
0168: set_marker 69@ size 1 
08FB: set_checkpoint 69@ type_to 2 
018A: 70@ = create_checkpoint_at -1000.7 -1667.6 75.3 
0168: set_marker 70@ size 1 
08FB: set_checkpoint 70@ type_to 2 
018A: 71@ = create_checkpoint_at -1000.7 -1658.1 75.3 
0168: set_marker 71@ size 1 
08FB: set_checkpoint 71@ type_to 2 
018A: 72@ = create_checkpoint_at -1000.7 -1648.7 75.3 
0168: set_marker 72@ size 1 
08FB: set_checkpoint 72@ type_to 2 
018A: 73@ = create_checkpoint_at -1011.8 -1672.3 75.3 
0168: set_marker 73@ size 1 
08FB: set_checkpoint 73@ type_to 2 
018A: 74@ = create_checkpoint_at -991.92 -1688.8 75.3 
0168: set_marker 74@ size 1 
08FB: set_checkpoint 74@ type_to 2 
018A: 75@ = create_checkpoint_at -982.38 -1688.8 75.3 
0168: set_marker 75@ size 1 
08FB: set_checkpoint 75@ type_to 2 
018A: 76@ = create_checkpoint_at -982.38 -1698.2 75.3 
0168: set_marker 76@ size 1 
08FB: set_checkpoint 76@ type_to 2 
018A: 77@ = create_checkpoint_at -991.92 -1698.2 75.3 
0168: set_marker 77@ size 1 
08FB: set_checkpoint 77@ type_to 2 
018A: 78@ = create_checkpoint_at -982.38 -1707.7 75.3 
0168: set_marker 78@ size 1 
08FB: set_checkpoint 78@ type_to 2 
018A: 79@ = create_checkpoint_at -1011.8 -1662.8 75.3 
0168: set_marker 79@ size 1 
08FB: set_checkpoint 79@ type_to 2 
018A: 80@ = create_checkpoint_at -1000.7 -1672.3 75.3 
0168: set_marker 80@ size 1 
08FB: set_checkpoint 80@ type_to 2 
018A: 81@ = create_checkpoint_at -1011.8 -1653.4 75.3 
0168: set_marker 81@ size 1 
08FB: set_checkpoint 81@ type_to 2 
018A: 82@ = create_checkpoint_at -1032.6 -1636.3 75.3 
0168: set_marker 82@ size 1 
08FB: set_checkpoint 82@ type_to 2 
018A: 83@ = create_checkpoint_at -1052.3 -1636.3 75.3 
0168: set_marker 83@ size 1 
08FB: set_checkpoint 83@ type_to 2 
018A: 84@ = create_checkpoint_at -1042.4 -1636.3 75.3 
0168: set_marker 84@ size 1 
08FB: set_checkpoint 84@ type_to 2 
018A: 85@ = create_checkpoint_at -1062.1 -1626.8 75.3 
0168: set_marker 85@ size 1 
08FB: set_checkpoint 85@ type_to 2 
018A: 86@ = create_checkpoint_at -991.92 -1707.7 75.3 
0168: set_marker 86@ size 1 
08FB: set_checkpoint 86@ type_to 2 
018A: 87@ = create_checkpoint_at -1023.1 -1626.8 75.3 
0168: set_marker 87@ size 1 
08FB: set_checkpoint 87@ type_to 2 
018A: 88@ = create_checkpoint_at -1000.7 -1662.8 75.3 
0168: set_marker 88@ size 1 
08FB: set_checkpoint 88@ type_to 2 
018A: 89@ = create_checkpoint_at -1000.7 -1653.4 75.3 
0168: set_marker 89@ size 1 
08FB: set_checkpoint 89@ type_to 2 
018A: 90@ = create_checkpoint_at -1032.6 -1626.8 75.3 
0168: set_marker 90@ size 1 
08FB: set_checkpoint 90@ type_to 2 
018A: 91@ = create_checkpoint_at -1042.4 -1626.8 75.3 
0168: set_marker 91@ size 1 
08FB: set_checkpoint 91@ type_to 2 
018A: 92@ = create_checkpoint_at -1052.3 -1626.8 75.3 
0168: set_marker 92@ size 1 
08FB: set_checkpoint 92@ type_to 2 
018A: 93@ = create_checkpoint_at -1062.1 -1636.3 75.3 
0168: set_marker 93@ size 1 
08FB: set_checkpoint 93@ type_to 2 
018A: 94@ = create_checkpoint_at -1023.1 -1636.3 75.3 
0168: set_marker 94@ size 1 
08FB: set_checkpoint 94@ type_to 2 
03C3: set_timer_to $8379 type 1 GXT 'TRU2_06' // global_variable  // Cops arrival
00A1: put_actor $PLAYER_ACTOR at -1089.9 -1644.1 75.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 283.3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 
00BB: show_text_lowpriority GXT 'TRU2_01' time 7000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
00BB: show_text_lowpriority GXT 'TRU2_02' time 7000 flag 1  // ~s~To burn a weed field, cover it in flames.
40@ = 0 
41@ = 0 

:TRUTH2_3224
wait 0 
gosub @TRUTH2_14589 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @TRUTH2_3262 
jump @TRUTH2_11961 

:TRUTH2_3262
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_3294 
jump @TRUTH2_11929 

:TRUTH2_3294
if 
  95@ == 0 
else_jump @TRUTH2_7881 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @TRUTH2_3388 
159@ = 0 
if 
  96@ == 0 
else_jump @TRUTH2_3361 
00BE: text_clear_all 
96@ = 1 

:TRUTH2_3361
00A1: put_actor $PLAYER_ACTOR at -1104.7 -1648.0 75.4 
$8378 = 0 

:TRUTH2_3388
if 
  96@ == 0 
else_jump @TRUTH2_3461 
if 
  20 > $8378 
else_jump @TRUTH2_3461 
00BE: text_clear_all 
159@ = 1 
160@ = 0 
gosub @TRUTH2_14994 
96@ = 1 
40@ = 0 

:TRUTH2_3461
if 
  96@ == 1 
else_jump @TRUTH2_3514 
if 
  159@ == 0 
else_jump @TRUTH2_3514 
05CB: AS_actor $145 enter_car 42@ as_driver -1 ms 
96@ = 2 

:TRUTH2_3514
gosub @TRUTH2_12808 
if 
  99@ == 0 
else_jump @TRUTH2_3618 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3618 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 51@ 
$8378 -= 1 
99@ = 1 

:TRUTH2_3618
if 
  100@ == 0 
else_jump @TRUTH2_3715 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3715 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 52@ 
$8378 -= 1 
100@ = 1 

:TRUTH2_3715
if 
  101@ == 0 
else_jump @TRUTH2_3812 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3812 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 53@ 
$8378 -= 1 
101@ = 1 

:TRUTH2_3812
if 
  102@ == 0 
else_jump @TRUTH2_3909 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_3909 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 54@ 
$8378 -= 1 
102@ = 1 

:TRUTH2_3909
if 
  103@ == 0 
else_jump @TRUTH2_4006 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4006 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 55@ 
$8378 -= 1 
103@ = 1 

:TRUTH2_4006
if 
  104@ == 0 
else_jump @TRUTH2_4103 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4103 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 56@ 
$8378 -= 1 
104@ = 1 

:TRUTH2_4103
if 
  105@ == 0 
else_jump @TRUTH2_4200 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4200 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 57@ 
$8378 -= 1 
105@ = 1 

:TRUTH2_4200
if 
  106@ == 0 
else_jump @TRUTH2_4297 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4297 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 58@ 
$8378 -= 1 
106@ = 1 

:TRUTH2_4297
if 
  107@ == 0 
else_jump @TRUTH2_4394 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4394 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 59@ 
$8378 -= 1 
107@ = 1 

:TRUTH2_4394
if 
  108@ == 0 
else_jump @TRUTH2_4491 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4491 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 60@ 
$8378 -= 1 
108@ = 1 

:TRUTH2_4491
if 
  109@ == 0 
else_jump @TRUTH2_4588 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1703.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4588 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 61@ 
$8378 -= 1 
109@ = 1 

:TRUTH2_4588
if 
  110@ == 0 
else_jump @TRUTH2_4685 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1703.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4685 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 62@ 
$8378 -= 1 
110@ = 1 

:TRUTH2_4685
if 
  111@ == 0 
else_jump @TRUTH2_4782 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1693.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4782 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 63@ 
$8378 -= 1 
111@ = 1 

:TRUTH2_4782
if 
  112@ == 0 
else_jump @TRUTH2_4879 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1693.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4879 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 64@ 
$8378 -= 1 
112@ = 1 

:TRUTH2_4879
if 
  113@ == 0 
else_jump @TRUTH2_4976 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1684.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_4976 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 65@ 
$8378 -= 1 
113@ = 1 

:TRUTH2_4976
if 
  114@ == 0 
else_jump @TRUTH2_5073 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1684.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5073 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 66@ 
$8378 -= 1 
114@ = 1 

:TRUTH2_5073
if 
  115@ == 0 
else_jump @TRUTH2_5170 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1667.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5170 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 67@ 
$8378 -= 1 
115@ = 1 

:TRUTH2_5170
if 
  116@ == 0 
else_jump @TRUTH2_5267 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1658.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5267 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 68@ 
$8378 -= 1 
116@ = 1 

:TRUTH2_5267
if 
  117@ == 0 
else_jump @TRUTH2_5364 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1648.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5364 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 69@ 
$8378 -= 1 
117@ = 1 

:TRUTH2_5364
if 
  118@ == 0 
else_jump @TRUTH2_5461 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1667.6 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5461 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 70@ 
$8378 -= 1 
118@ = 1 

:TRUTH2_5461
if 
  119@ == 0 
else_jump @TRUTH2_5558 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1658.1 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5558 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 71@ 
$8378 -= 1 
119@ = 1 

:TRUTH2_5558
if 
  120@ == 0 
else_jump @TRUTH2_5655 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1648.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5655 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 72@ 
$8378 -= 1 
120@ = 1 

:TRUTH2_5655
if 
  121@ == 0 
else_jump @TRUTH2_5752 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1672.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5752 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 73@ 
$8378 -= 1 
121@ = 1 

:TRUTH2_5752
if 
  122@ == 0 
else_jump @TRUTH2_5849 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1688.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5849 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 74@ 
$8378 -= 1 
122@ = 1 

:TRUTH2_5849
if 
  123@ == 0 
else_jump @TRUTH2_5946 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1688.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_5946 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 75@ 
$8378 -= 1 
123@ = 1 

:TRUTH2_5946
if 
  124@ == 0 
else_jump @TRUTH2_6043 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1698.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6043 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 76@ 
$8378 -= 1 
124@ = 1 

:TRUTH2_6043
if 
  125@ == 0 
else_jump @TRUTH2_6140 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1698.2 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6140 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 77@ 
$8378 -= 1 
125@ = 1 

:TRUTH2_6140
if 
  126@ == 0 
else_jump @TRUTH2_6237 
if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1707.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6237 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 78@ 
$8378 -= 1 
126@ = 1 

:TRUTH2_6237
if 
  127@ == 0 
else_jump @TRUTH2_6334 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1662.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6334 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 79@ 
$8378 -= 1 
127@ = 1 

:TRUTH2_6334
if 
  128@ == 0 
else_jump @TRUTH2_6431 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1672.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6431 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 80@ 
$8378 -= 1 
128@ = 1 

:TRUTH2_6431
if 
  129@ == 0 
else_jump @TRUTH2_6528 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1653.4 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6528 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 81@ 
$8378 -= 1 
129@ = 1 

:TRUTH2_6528
if 
  130@ == 0 
else_jump @TRUTH2_6625 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6625 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 82@ 
$8378 -= 1 
130@ = 1 

:TRUTH2_6625
if 
  131@ == 0 
else_jump @TRUTH2_6722 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6722 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 83@ 
$8378 -= 1 
131@ = 1 

:TRUTH2_6722
if 
  132@ == 0 
else_jump @TRUTH2_6819 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6819 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 84@ 
$8378 -= 1 
132@ = 1 

:TRUTH2_6819
if 
  133@ == 0 
else_jump @TRUTH2_6916 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_6916 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 85@ 
$8378 -= 1 
133@ = 1 

:TRUTH2_6916
if 
  134@ == 0 
else_jump @TRUTH2_7013 
if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1707.7 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7013 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 86@ 
$8378 -= 1 
134@ = 1 

:TRUTH2_7013
if 
  135@ == 0 
else_jump @TRUTH2_7110 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7110 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 87@ 
$8378 -= 1 
135@ = 1 

:TRUTH2_7110
if 
  136@ == 0 
else_jump @TRUTH2_7207 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1662.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7207 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 88@ 
$8378 -= 1 
136@ = 1 

:TRUTH2_7207
if 
  137@ == 0 
else_jump @TRUTH2_7304 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1653.4 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7304 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 89@ 
$8378 -= 1 
137@ = 1 

:TRUTH2_7304
if 
  138@ == 0 
else_jump @TRUTH2_7401 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7401 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 90@ 
$8378 -= 1 
138@ = 1 

:TRUTH2_7401
if 
  139@ == 0 
else_jump @TRUTH2_7498 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7498 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 91@ 
$8378 -= 1 
139@ = 1 

:TRUTH2_7498
if 
  140@ == 0 
else_jump @TRUTH2_7595 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1626.8 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7595 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 92@ 
$8378 -= 1 
140@ = 1 

:TRUTH2_7595
if 
  141@ == 0 
else_jump @TRUTH2_7692 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7692 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 93@ 
$8378 -= 1 
141@ = 1 

:TRUTH2_7692
if 
  142@ == 0 
else_jump @TRUTH2_7789 
if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
else_jump @TRUTH2_7789 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 94@ 
$8378 -= 1 
142@ = 1 

:TRUTH2_7789
if 
  $8378 == 0 
else_jump @TRUTH2_7881 
0249: release_model 361 
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at -1075.5 -1648.5 75.1 
08FB: set_checkpoint 50@ type_to 1 
00BB: show_text_lowpriority GXT 'TRU2_14' time 11000 flag 1  // ~s~Go and speak to the ~b~Truth~s~.
152@ = 0 
96@ = 0 
95@ = 1 

:TRUTH2_7881
if 
  95@ == 1 
else_jump @TRUTH2_9402 
if 
  96@ == 0 
else_jump @TRUTH2_8279 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH2_8231 
if 
0102:   actor $PLAYER_ACTOR in_sphere -1075.5 -1648.0 75.1 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
else_jump @TRUTH2_8224 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0215: destroy_pickup 48@ 
0396: pause_timer 1 
0247: load_model 359 
038B: load_requested_models 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.1 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 6.0 loop 1 lockX 0 lockY 0 lockF 0 time 4000 
015F: set_camera_position -1071.3 -1647.8 75.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1078.8 -1648.8 76.3 switchstyle 2 
00BE: text_clear_all 
97@ = 1 
0707: start_scene_skip_to @TRUTH2_8545 
159@ = 8 
160@ = 0 
gosub @TRUTH2_14994 
96@ = 1 

:TRUTH2_8224
jump @TRUTH2_8279 

:TRUTH2_8231
0519: set_car 42@ locked 0 
05D1: AS_actor $145 drive_car 42@ to -939.5 -1718.8 76.7 speed 10.0 0 model 0 2 
96@ = 5 

:TRUTH2_8279
if 
  96@ == 1 
else_jump @TRUTH2_8351 
if 
  159@ == 0 
else_jump @TRUTH2_8351 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point -1081.4 -1650.3 75.4 mode 4 time -1 ms // versionA 
96@ = 2 

:TRUTH2_8351
if 
  96@ == 2 
else_jump @TRUTH2_8435 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @TRUTH2_8435 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
159@ = 9 
160@ = 0 
gosub @TRUTH2_14994 
96@ = 3 

:TRUTH2_8435
if 
  96@ == 3 
else_jump @TRUTH2_8502 
if 
  160@ == 1 
else_jump @TRUTH2_8502 
05D3: AS_actor $PLAYER_ACTOR goto_point -1075.5 -1648.0 75.1 mode 4 time -1 ms // versionA 
96@ = 4 

:TRUTH2_8502
if 
  96@ == 4 
else_jump @TRUTH2_8967 
if 
  159@ == 0 
else_jump @TRUTH2_8967 
97@ = 0 

:TRUTH2_8545
0701: end_scene_skip 
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_8579 
jump @TRUTH2_11929 

:TRUTH2_8579
if 
  97@ == 1 
else_jump @TRUTH2_8745 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 0 
fade 0 500 

:TRUTH2_8626
if 
fading 
else_jump @TRUTH2_8650 
wait 0 
jump @TRUTH2_8626 

:TRUTH2_8650
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_8682 
jump @TRUTH2_11929 

:TRUTH2_8682
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0 

:TRUTH2_8745
09F5: disable_player_mutal_activities 0 
0396: pause_timer 0 
0519: set_car 42@ locked 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 153@ 
052C: set_player $PLAYER_CHAR drunk_visuals 154@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
05D1: AS_actor $145 drive_car 42@ to -939.5 -1718.8 76.7 speed 10.0 0 model 0 2 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 43@ 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH2_8872 
00BC: show_text_highpriority GXT 'TRU2_15' time 7000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_8872
if 
  97@ == 1 
else_jump @TRUTH2_8953 
fade 1 500 

:TRUTH2_8897
if 
fading 
else_jump @TRUTH2_8921 
wait 0 
jump @TRUTH2_8897 

:TRUTH2_8921
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_8953 
jump @TRUTH2_11929 

:TRUTH2_8953
41@ = 0 
96@ = 5 

:TRUTH2_8967
if 
  96@ == 5 
else_jump @TRUTH2_9402 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @TRUTH2_9041 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH2_9021 
020B: explode_car 43@ 

:TRUTH2_9021
00A1: put_actor $PLAYER_ACTOR at -946.8 -1733.5 76.8 

:TRUTH2_9041
if 
  161@ == 2 
else_jump @TRUTH2_9099 
if 
8A2A:   not text_box 'SYN3_23' displayed  // When you're targeting, tap ~m~~widget_attack~ to fire a rocket.
else_jump @TRUTH2_9099 
03E5: show_text_box 'SYN3_24'  // Use the camera movement controls to move the target position.
161@ = 3 

:TRUTH2_9099
if 
  161@ == 1 
else_jump @TRUTH2_9157 
if 
8A2A:   not text_box 'SYN3_22' displayed  // Tap ~m~~widget_enter_targeting~ to target using the rocket launcher.
else_jump @TRUTH2_9157 
03E5: show_text_box 'SYN3_23'  // When you're targeting, tap ~m~~widget_attack~ to fire a rocket.
161@ = 2 

:TRUTH2_9157
if 
  161@ == 0 
else_jump @TRUTH2_9227 
if 
  41@ > 7000 
else_jump @TRUTH2_9227 
0A79: print_help_conditional_touch 'SYN3_22' 0  // Tap ~m~~widget_enter_targeting~ to target using the rocket launcher.
0A78: print_help_conditional 'SYN3_22' 0  // Tap ~m~~widget_enter_targeting~ to target using the rocket launcher.
161@ = 1 

:TRUTH2_9227
if 
0119:   car 43@ wrecked 
else_jump @TRUTH2_9395 
014F: stop_timer $8379 
00BE: text_clear_all 
041E: set_radio_station 2 
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~Mothership~s~.
03A2: set_car 42@ action 3 
00AD: set_car 42@ max_speed_to 0.0 
0477: set_car 42@ action 6 time 1000 
if 
00DF:   actor $145 driving 
else_jump @TRUTH2_9333 
0362: remove_actor $145 from_car_and_place_at -1516.4 -1596.9 41.0 

:TRUTH2_9333
0430: put_actor $145 into_car 42@ passenger_seat -1 
020A: set_car 42@ door_status_to 1 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 42@ 
07E0: set_marker 50@ type_to 1 
96@ = 0 
95@ = 2 
0A6F: checkpoint_save 99 
jump @TRUTH2_9402 

:TRUTH2_9395
gosub @TRUTH2_14243 

:TRUTH2_9402
if 
  95@ == 2 
else_jump @TRUTH2_9610 
if 
  96@ == 0 
else_jump @TRUTH2_9565 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_9565 
03A2: set_car 42@ action 0 
03D5: remove_text 'TRU2_17'  // ~s~Get inside the ~b~Mothership~s~.
00BC: show_text_highpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $145 muted 1 // versionB 
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 50@ type_to 0 
41@ = 0 
144@ = 1 
96@ = 0 
95@ = 3 

:TRUTH2_9565
if 
8202:   not actor $PLAYER_ACTOR near_car 42@ radius 200.0 200.0 sphere 0 
else_jump @TRUTH2_9610 
96@ = 0 
95@ = 4 

:TRUTH2_9610
if 
  95@ == 3 
else_jump @TRUTH2_10318 
if 
  159@ == 3 
else_jump @TRUTH2_9698 
if 
  160@ == 6 
else_jump @TRUTH2_9698 
if 
00E1:   player 0 pressed_key 15 
else_jump @TRUTH2_9698 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 0 

:TRUTH2_9698
if 
  96@ == 0 
else_jump @TRUTH2_9788 
if 
  41@ > 7000 
else_jump @TRUTH2_9788 
if 
  159@ == 0 
else_jump @TRUTH2_9788 
159@ = 3 
160@ = 0 
gosub @TRUTH2_14994 
41@ = 0 
96@ = 1 

:TRUTH2_9788
if 
  96@ == 1 
else_jump @TRUTH2_10124 
if 
  159@ == 0 
else_jump @TRUTH2_10124 
if 
  41@ > 7000 
else_jump @TRUTH2_10124 
0209: 159@ = random_int_in_ranges 4 8 
if 
  159@ == 4 
else_jump @TRUTH2_9902 
if 
  210@ == 1 
else_jump @TRUTH2_9895 
159@ = 0 

:TRUTH2_9895
210@ = 1 

:TRUTH2_9902
if 
  159@ == 5 
else_jump @TRUTH2_9952 
if 
  211@ == 1 
else_jump @TRUTH2_9945 
159@ = 0 

:TRUTH2_9945
211@ = 1 

:TRUTH2_9952
if 
  159@ == 6 
else_jump @TRUTH2_10002 
if 
  212@ == 1 
else_jump @TRUTH2_9995 
159@ = 0 

:TRUTH2_9995
212@ = 1 

:TRUTH2_10002
if 
  159@ == 7 
else_jump @TRUTH2_10052 
if 
  213@ == 1 
else_jump @TRUTH2_10045 
159@ = 0 

:TRUTH2_10045
213@ = 1 

:TRUTH2_10052
if 
  214@ == 0 
else_jump @TRUTH2_10110 
0842: 145@ = player $PLAYER_CHAR town_number 
if 
04A4:   145@ == 2 // == constant 
else_jump @TRUTH2_10110 
214@ = 1 
159@ = 10 

:TRUTH2_10110
160@ = 0 
gosub @TRUTH2_14994 

:TRUTH2_10124
if 
  2 > 96@ 
else_jump @TRUTH2_10311 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_10311 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @TRUTH2_10206 
00AB: put_car 42@ at -2009.3 145.2 26.7 
0175: set_car 42@ Z_angle_to 359.8 

:TRUTH2_10206
if 
0100:   actor $PLAYER_ACTOR in_sphere -2031.3 178.5 27.9 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TRUTH2_10311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $145 muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model 283 
96@ = 0 
95@ = 5 

:TRUTH2_10311
gosub @TRUTH2_14447 

:TRUTH2_10318
if 
  95@ == 4 
else_jump @TRUTH2_10994 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @TRUTH2_10799 
if 
  96@ == 0 
else_jump @TRUTH2_10799 
00BE: text_clear_all 
fade 0 500 

:TRUTH2_10388
if 
fading 
else_jump @TRUTH2_10412 
wait 0 
jump @TRUTH2_10388 

:TRUTH2_10412
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_10444 
jump @TRUTH2_11929 

:TRUTH2_10444
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A9: set_actor $145 immune_to_nonplayer 1 
04C4: store_coords_to 146@ 147@ 148@ from_actor $145 with_offset 0.0 -10.0 5.0 
0247: load_model 334 
03CB: set_rendering_origin_at 146@ 147@ 148@ 
0395: clear_area 1 at 146@ 147@ 148@ radius 30.0 
015F: set_camera_position 146@ 147@ 148@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $145 mode 15 switchstyle 2 
0687: clear_actor $145 task 
if 
00DB:   actor $145 in_car 42@ 
else_jump @TRUTH2_10632 
06C7: AS_actor $145 driver_of_car 42@ perform_action 6 timelimit 2000000 

:TRUTH2_10632
04D3: get_nearest_car_path_coords_from 146@ 147@ 148@ type 1 store_to 149@ 150@ 151@ 
009A: 45@ = create_actor_pedtype 24 model 283 at 149@ 150@ 151@ 
if 
00DF:   actor $145 driving 
else_jump @TRUTH2_10698 
01B2: give_actor 45@ weapon 3 ammo 1 // Load the weapon model before using this 

:TRUTH2_10698
06E4: AS_actor 45@ attempt_to_bust_actor $145 
00BC: show_text_highpriority GXT 'TRU2_10' time 7000 flag 1  // ~r~The Truth has been arrested!
fade 1 500 

:TRUTH2_10729
if 
fading 
else_jump @TRUTH2_10753 
wait 0 
jump @TRUTH2_10729 

:TRUTH2_10753
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_10785 
jump @TRUTH2_11929 

:TRUTH2_10785
40@ = 0 
96@ = 1 

:TRUTH2_10799
if 
  96@ == 1 
else_jump @TRUTH2_10994 
if 
  40@ > 7000 
else_jump @TRUTH2_10994 
fade 0 500 

:TRUTH2_10843
if 
fading 
else_jump @TRUTH2_10867 
wait 0 
jump @TRUTH2_10843 

:TRUTH2_10867
if 
06B3:   searchlight 46@ active 
else_jump @TRUTH2_10888 
06B2: destroy_searchlight 46@ 

:TRUTH2_10888
009B: destroy_actor $145 
0296: unload_special_actor 1 
00A6: destroy_car 42@ 
009B: destroy_actor 45@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'TRU2_10' time 5500 flag 1  // ~r~The Truth has been arrested!
fade 1 500 

:TRUTH2_10963
if 
fading 
else_jump @TRUTH2_10987 
wait 0 
jump @TRUTH2_10963 

:TRUTH2_10987
jump @TRUTH2_11929 

:TRUTH2_10994
if 
  95@ == 5 
else_jump @TRUTH2_11858 
if 
  96@ == 0 
else_jump @TRUTH2_11056 
if 
  40@ > 1500 
else_jump @TRUTH2_11056 
96@ = 1 

:TRUTH2_11056
if 
  96@ == 1 
else_jump @TRUTH2_11636 
fade 0 500 

:TRUTH2_11081
if 
fading 
else_jump @TRUTH2_11105 
wait 0 
jump @TRUTH2_11081 

:TRUTH2_11105
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_11137 
jump @TRUTH2_11929 

:TRUTH2_11137
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
015F: set_camera_position -2025.0 172.3 28.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.9 163.0 30.88 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2028.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2028.9 172.3 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 167.6 
0615: define_AS_pack_begin 223@ 
05D3: AS_actor -1 goto_point -2029.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 223@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 223@ 
061B: remove_references_to_AS_pack 223@ 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0395: clear_area 1 at -2030.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $145 
00A1: put_actor $145 at -2030.9 172.3 27.8 
0173: set_actor $145 Z_angle_to 167.6 
0615: define_AS_pack_begin 223@ 
05D3: AS_actor -1 goto_point -2030.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 115.2 
0616: define_AS_pack_end 223@ 
0618: assign_actor $145 to_AS_pack 223@ 
061B: remove_references_to_AS_pack 223@ 
fade 1 500 

:TRUTH2_11542
if 
fading 
else_jump @TRUTH2_11566 
wait 0 
jump @TRUTH2_11542 

:TRUTH2_11566
gosub @TRUTH2_12687 
if 
  98@ == 1 
else_jump @TRUTH2_11598 
jump @TRUTH2_11929 

:TRUTH2_11598
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
159@ = 11 
160@ = 0 
gosub @TRUTH2_14994 
96@ = 2 

:TRUTH2_11636
if 
  96@ == 2 
else_jump @TRUTH2_11686 
if 
  159@ == 0 
else_jump @TRUTH2_11686 
96@ = 3 
40@ = 0 

:TRUTH2_11686
if 
  96@ == 3 
else_jump @TRUTH2_11858 
if 
  40@ > 1000 
else_jump @TRUTH2_11858 
fade 0 500 

:TRUTH2_11730
if 
fading 
else_jump @TRUTH2_11754 
wait 0 
jump @TRUTH2_11730 

:TRUTH2_11754
if 
06B3:   searchlight 46@ active 
else_jump @TRUTH2_11775 
06B2: destroy_searchlight 46@ 

:TRUTH2_11775
009B: destroy_actor $145 
0296: unload_special_actor 1 
00A6: destroy_car 42@ 
009B: destroy_actor 45@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:TRUTH2_11827
if 
fading 
else_jump @TRUTH2_11851 
wait 0 
jump @TRUTH2_11827 

:TRUTH2_11851
jump @TRUTH2_11961 

:TRUTH2_11858
if 
  2 > 95@ 
else_jump @TRUTH2_11915 
if 
  $8379 == 0 
else_jump @TRUTH2_11915 
95@ = 4 
96@ = 0 
0223: set_actor $145 health_to 10 

:TRUTH2_11915
gosub @TRUTH2_17148 
jump @TRUTH2_3224 

:TRUTH2_11929
0555: remove_weapon 37 from_actor $PLAYER_ACTOR 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:TRUTH2_11961
0629: change_integer_stat 338 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'TRUTH_2'  // Are you going to San Fierro?
030C: progress_made = 1 
$490 += 1 
0164: disable_marker $485 
end_thread_named 'MOB_SF' 
create_thread @MOB_SF 
0164: disable_marker $3118 
0570: $3118 = create_asset_radar_marker_with_icon 35 at $885[15] $903[15] $921[15] 
018B: set_marker $3118 radar_mode 2 
create_thread @GARAGE 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere 15 at $546 $547 $548 
0215: destroy_pickup $864[15] 
0213: $864[15] = create_pickup #PICKUPSAVE type 3 at $885[15] $903[15] $921[15] 
$884 = 16 
0299: activate_garage 'MDSSFSE' 
0164: disable_marker $3976 
04CE: $3976 = create_icon_marker 27 at -1941.0 251.7 33.4 
return 

:TRUTH2_12172
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRUTH2_12202 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:TRUTH2_12202
if 
0844:   string s$705 empty // s$ 
else_jump @TRUTH2_12220 
02EB: restore_camera_with_jumpcut 

:TRUTH2_12220
0778: recreate_objects_in_object_group "TRUTHSFARM" 
0164: disable_marker 50@ 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH2_12285 
04A2: set_heli 43@ fly_to 0.0 0.0 200.0 altitude_between 0.0 and 200.0 

:TRUTH2_12285
if 
8118:   not actor $145 dead 
else_jump @TRUTH2_12306 
0465: remove_actor $145 from_turret_mode 

:TRUTH2_12306
if 
8119:   not car 47@ wrecked 
else_jump @TRUTH2_12337 
02AC: set_car 47@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TRUTH2_12337
if 
8119:   not car 42@ wrecked 
else_jump @TRUTH2_12360 
020A: set_car 42@ door_status_to 1 

:TRUTH2_12360
0215: destroy_pickup 48@ 
0215: destroy_pickup 49@ 
0249: release_model 483 
0249: release_model 543 
0249: release_model 497 
0249: release_model 283 
0249: release_model 361 
0249: release_model 359 
0249: release_model 346 
0249: release_model 334 
034F: destroy_actor_with_fade $145 
0296: unload_special_actor 1 
014F: stop_timer $8379 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRUTH2_12447 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TRUTH2_12447
09F5: disable_player_mutal_activities 0 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:TRUTH2_12687
if 
0118:   actor $145 dead 
else_jump @TRUTH2_12728 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_08' time 7000 flag 1  // ~r~The Truth has been killed!
98@ = 1 

:TRUTH2_12728
if 
0119:   car 42@ wrecked 
else_jump @TRUTH2_12769 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_09' time 7000 flag 1  // ~r~The Mothership has been destroyed!
98@ = 1 

:TRUTH2_12769
if 
0119:   car 43@ wrecked 
else_jump @TRUTH2_12806 
if 
06B3:   searchlight 46@ active 
else_jump @TRUTH2_12806 
06B2: destroy_searchlight 46@ 

:TRUTH2_12806
return 

:TRUTH2_12808
if 
  156@ == 0 
else_jump @TRUTH2_13035 
041A: 157@ = actor $PLAYER_ACTOR weapon 37 ammo 
if 
  157@ == 0 
else_jump @TRUTH2_13035 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 50@ 
032B: 48@ = create_weapon_pickup 361 type 3 ammo 3000 at -1100.3 -1640.4 76.4 
03DC: 50@ = create_marker_above_pickup 48@ 
07E0: set_marker 50@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
156@ = 1 

:TRUTH2_13035
if 
  156@ == 1 
else_jump @TRUTH2_14241 
if 
0214:   pickup 48@ picked_up 
else_jump @TRUTH2_14241 
0164: disable_marker 50@ 
if 
  99@ == 0 
else_jump @TRUTH2_13126 
018A: 51@ = create_checkpoint_at -1061.9 -1630.7 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 

:TRUTH2_13126
if 
  100@ == 0 
else_jump @TRUTH2_13178 
018A: 52@ = create_checkpoint_at -1062.3 -1621.4 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 

:TRUTH2_13178
if 
  101@ == 0 
else_jump @TRUTH2_13230 
018A: 53@ = create_checkpoint_at -1052.8 -1630.8 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 

:TRUTH2_13230
if 
  102@ == 0 
else_jump @TRUTH2_13282 
018A: 54@ = create_checkpoint_at -1052.8 -1621.4 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 

:TRUTH2_13282
if 
  103@ == 0 
else_jump @TRUTH2_13334 
018A: 55@ = create_checkpoint_at -1042.8 -1630.8 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 

:TRUTH2_13334
if 
  104@ == 0 
else_jump @TRUTH2_13386 
018A: 56@ = create_checkpoint_at -1042.8 -1621.4 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 

:TRUTH2_13386
if 
  105@ == 0 
else_jump @TRUTH2_13438 
018A: 57@ = create_checkpoint_at -1032.8 -1630.8 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 

:TRUTH2_13438
if 
  106@ == 0 
else_jump @TRUTH2_13490 
018A: 58@ = create_checkpoint_at -1032.8 -1621.4 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 

:TRUTH2_13490
if 
  107@ == 0 
else_jump @TRUTH2_13542 
018A: 59@ = create_checkpoint_at -1022.8 -1630.8 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 

:TRUTH2_13542
if 
  108@ == 0 
else_jump @TRUTH2_13594 
018A: 60@ = create_checkpoint_at -1022.8 -1621.4 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 

:TRUTH2_13594
if 
  109@ == 0 
else_jump @TRUTH2_13646 
018A: 61@ = create_checkpoint_at -1012.1 -1666.8 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 

:TRUTH2_13646
if 
  110@ == 0 
else_jump @TRUTH2_13698 
018A: 62@ = create_checkpoint_at -1012.8 -1657.4 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 

:TRUTH2_13698
if 
  111@ == 0 
else_jump @TRUTH2_13750 
018A: 63@ = create_checkpoint_at -1012.8 -1648.4 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 

:TRUTH2_13750
if 
  112@ == 0 
else_jump @TRUTH2_13802 
018A: 64@ = create_checkpoint_at -1000.1 -1666.8 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 

:TRUTH2_13802
if 
  113@ == 0 
else_jump @TRUTH2_13854 
018A: 65@ = create_checkpoint_at -1000.8 -1657.4 75.3 
0168: set_marker 65@ size 1 
08FB: set_checkpoint 65@ type_to 2 

:TRUTH2_13854
if 
  114@ == 0 
else_jump @TRUTH2_13906 
018A: 66@ = create_checkpoint_at -1000.8 -1648.4 75.3 
0168: set_marker 66@ size 1 
08FB: set_checkpoint 66@ type_to 2 

:TRUTH2_13906
if 
  115@ == 0 
else_jump @TRUTH2_13958 
018A: 67@ = create_checkpoint_at -992.1 -1702.8 75.3 
0168: set_marker 67@ size 1 
08FB: set_checkpoint 67@ type_to 2 

:TRUTH2_13958
if 
  116@ == 0 
else_jump @TRUTH2_14010 
018A: 68@ = create_checkpoint_at -992.8 -1693.4 75.3 
0168: set_marker 68@ size 1 
08FB: set_checkpoint 68@ type_to 2 

:TRUTH2_14010
if 
  117@ == 0 
else_jump @TRUTH2_14062 
018A: 69@ = create_checkpoint_at -992.8 -1684.4 75.3 
0168: set_marker 69@ size 1 
08FB: set_checkpoint 69@ type_to 2 

:TRUTH2_14062
if 
  118@ == 0 
else_jump @TRUTH2_14114 
018A: 70@ = create_checkpoint_at -982.1 -1702.8 75.3 
0168: set_marker 70@ size 1 
08FB: set_checkpoint 70@ type_to 2 

:TRUTH2_14114
if 
  119@ == 0 
else_jump @TRUTH2_14166 
018A: 71@ = create_checkpoint_at -982.8 -1693.4 75.3 
0168: set_marker 71@ size 1 
08FB: set_checkpoint 71@ type_to 2 

:TRUTH2_14166
if 
  120@ == 0 
else_jump @TRUTH2_14218 
018A: 72@ = create_checkpoint_at -982.8 -1684.4 75.3 
0168: set_marker 72@ size 1 
08FB: set_checkpoint 72@ type_to 2 

:TRUTH2_14218
00BC: show_text_highpriority GXT 'TRU2_01' time 11000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
156@ = 0 

:TRUTH2_14241
return 

:TRUTH2_14243
if 
  158@ == 0 
else_jump @TRUTH2_14359 
041A: 157@ = actor $PLAYER_ACTOR weapon 35 ammo 
if 
  157@ == 0 
else_jump @TRUTH2_14359 
0164: disable_marker 50@ 
032B: 49@ = create_weapon_pickup 359 type 3 ammo 10 at -1100.3 -1640.4 76.4 
03DC: 50@ = create_marker_above_pickup 49@ 
07E0: set_marker 50@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
158@ = 1 

:TRUTH2_14359
if 
  158@ == 1 
else_jump @TRUTH2_14445 
if 
0214:   pickup 49@ picked_up 
else_jump @TRUTH2_14445 
0164: disable_marker 50@ 
if 
8119:   not car 43@ wrecked 
else_jump @TRUTH2_14438 
0186: 50@ = create_marker_above_car 43@ 
00BC: show_text_highpriority GXT 'TRU2_15' time 11000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_14438
158@ = 0 

:TRUTH2_14445
return 

:TRUTH2_14447
if 
  144@ == 0 
else_jump @TRUTH2_14523 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_14523 
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 50@ type_to 0 
144@ = 1 

:TRUTH2_14523
if 
  144@ == 1 
else_jump @TRUTH2_14587 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_14587 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 42@ 
07E0: set_marker 50@ type_to 1 
144@ = 0 

:TRUTH2_14587
return 

:TRUTH2_14589
if 
  95@ == 0 
else_jump @TRUTH2_14900 
if 
  $8378 > 0 
else_jump @TRUTH2_14684 
if 
001F:   155@ > $8378 // (int) 
else_jump @TRUTH2_14684 
if 
  200 > 154@ 
else_jump @TRUTH2_14677 
154@ += 1 
154@ += 1 

:TRUTH2_14677
155@ -= 1 

:TRUTH2_14684
if 
  152@ == 0 
else_jump @TRUTH2_14734 
if 
  40 > $8378 
else_jump @TRUTH2_14734 
153@ += 1 
152@ = 1 

:TRUTH2_14734
if 
  152@ == 1 
else_jump @TRUTH2_14784 
if 
  30 > $8378 
else_jump @TRUTH2_14784 
153@ += 1 
152@ = 2 

:TRUTH2_14784
if 
  152@ == 2 
else_jump @TRUTH2_14834 
if 
  20 > $8378 
else_jump @TRUTH2_14834 
153@ += 1 
152@ = 3 

:TRUTH2_14834
if 
  152@ == 3 
else_jump @TRUTH2_14884 
if 
  10 > $8378 
else_jump @TRUTH2_14884 
153@ += 1 
152@ = 4 

:TRUTH2_14884
03FD: set_player $PLAYER_CHAR handling_responsiveness 153@ 
052C: set_player $PLAYER_CHAR drunk_visuals 154@ 

:TRUTH2_14900
if or
  95@ == 2 
  95@ == 3 
else_jump @TRUTH2_14992 
if 
  40@ > 660 
else_jump @TRUTH2_14992 
if 
  154@ > 1 
else_jump @TRUTH2_14969 
154@ -= 1 

:TRUTH2_14969
03FD: set_player $PLAYER_CHAR handling_responsiveness 153@ 
052C: set_player $PLAYER_CHAR drunk_visuals 154@ 
40@ = 0 

:TRUTH2_14992
return 

:TRUTH2_14994
if 
  159@ == 1 
else_jump @TRUTH2_15211 
05AA: 162@s = 'TRU2_AA' // @s = 'short'  // Assholes! Right-wing assholes!
05AA: 164@s = 'TRU2_AB' // @s = 'short'  // I don't, I don't feel too good...
05AA: 166@s = 'TRU2_AC' // @s = 'short'  // It's a crying shame, ain't it.
05AA: 168@s = 'TRU2_AD' // @s = 'short'  // No I mean I think I'm gonna black out!
05AA: 170@s = 'TRU2_AE' // @s = 'short'  // Fight the ocean and you will drown, brother!
05AA: 172@s = 'TRU2_BA' // @s = 'short'  // Carl, man, we'll take the Mothership and get our shit out of here!
05AA: 174@s = 'TRU2_BB' // @s = 'short'  // Go get her fired up!
05AA: 176@s = 'TRU2_BC' // @s = 'short'  // I'll finish burnin' and I'll follow you!
04AF: 194@ = 41200 // = constant 
04AF: 195@ = 41201 // = constant 
04AF: 196@ = 41202 // = constant 
04AF: 197@ = 41203 // = constant 
04AF: 198@ = 41204 // = constant 
04AF: 199@ = 41205 // = constant 
04AF: 200@ = 41206 // = constant 
04AF: 201@ = 41207 // = constant 
215@ = 8 

:TRUTH2_15211
if 
  159@ == 2 
else_jump @TRUTH2_15284 
05AA: 162@s = 'TRU2_CA' // @s = 'short'  // Hey, I'm kinda busy, lemme get back at you.
05AA: 164@s = 'TRU2_CB' // @s = 'short'  // Carl, it's me! Get those cops off my damn tail!
04AF: 194@ = 41208 // = constant 
04AF: 195@ = 41209 // = constant 
215@ = 2 

:TRUTH2_15284
if 
  159@ == 3 
else_jump @TRUTH2_15571 
05AA: 162@s = 'TRU2_DA' // @s = 'short'  // What you pull over for?
05AA: 164@s = 'TRU2_DB' // @s = 'short'  // You better drive. I haven't driven in 15 years.
05AA: 166@s = 'TRU2_DC' // @s = 'short'  // You was doin' alright.
05AA: 168@s = 'TRU2_DD' // @s = 'short'  // Yeah, then the fear hit me.
05AA: 170@s = 'TRU2_DE' // @s = 'short'  // Now I'm rolling a number to calm the waves!
05AA: 172@s = 'TRU2_OA' // @s = 'short'  // Shit, I better call Cesar!
05AA: 174@s = 'TRU2_OB' // @s = 'short'  // (Dialing number)
05AA: 176@s = 'TRU2_OC' // @s = 'short'  // Hey Cesar, no time to talk, man!
05AA: 178@s = 'TRU2_OD' // @s = 'short'  // I'm on my way to San Fierro, OK,
05AA: 180@s = 'TRU2_OE' // @s = 'short'  // I'll meet you and Kendl at that garage I won at that races!
05AA: 182@s = 'TRU2_OF' // @s = 'short'  // Holla at y'all later!
04AF: 194@ = 41210 // = constant 
04AF: 195@ = 41211 // = constant 
04AF: 196@ = 41212 // = constant 
04AF: 197@ = 41213 // = constant 
04AF: 198@ = 41214 // = constant 
04AF: 199@ = 41268 // = constant 
04AF: 200@ = 3600 // = constant 
04AF: 201@ = 41269 // = constant 
04AF: 202@ = 41270 // = constant 
04AF: 203@ = 41271 // = constant 
04AF: 204@ = 41272 // = constant 
215@ = 11 

:TRUTH2_15571
if 
  159@ == 4 
else_jump @TRUTH2_15740 
05AA: 162@s = 'TRU2_EA' // @s = 'short'  // Jesus, we're screwed, when'd you get this?
05AA: 164@s = 'TRU2_EB' // @s = 'short'  // 1967.
05AA: 166@s = 'TRU2_EC' // @s = 'short'  // How you get around if you don't drive?
05AA: 168@s = 'TRU2_ED' // @s = 'short'  // I have an astral goat called 'Herbie'.
05AA: 170@s = 'TRU2_EF' // @s = 'short'  // She's faster than most, but gettin' old...
05AA: 172@s = 'TRU2_EG' // @s = 'short'  // Yeah, whatever man, you talkin' shit.
04AF: 194@ = 41216 // = constant 
04AF: 195@ = 41217 // = constant 
04AF: 196@ = 41218 // = constant 
04AF: 197@ = 41219 // = constant 
04AF: 198@ = 41220 // = constant 
04AF: 199@ = 41221 // = constant 
215@ = 6 

:TRUTH2_15740
if 
  159@ == 5 
else_jump @TRUTH2_16005 
05AA: 162@s = 'TRU2_FA' // @s = 'short'  // Hey, you want a hit on this? A little Temple Charas
05AA: 164@s = 'TRU2_FB' // @s = 'short'  // in a cocktail with some Nepalese munga munga.
05AA: 166@s = 'TRU2_FC' // @s = 'short'  // Put that thing out, man, I can't see.
05AA: 168@s = 'TRU2_FD' // @s = 'short'  // Hey, mellow out, brother. It's good shit.
05AA: 170@s = 'TRU2_FE' // @s = 'short'  // Put it out, motherfucker, I'm warning you!
05AA: 172@s = 'TRU2_FF' // @s = 'short'  // Wooah, chill the fuck out!
05AA: 174@s = 'TRU2_FG' // @s = 'short'  // Firstly, you are a real buzz killer, amigo.
05AA: 176@s = 'TRU2_FH' // @s = 'short'  // And secondly, I never made love to my mother. She wouldn't.
05AA: 178@s = 'TRU2_FJ' // @s = 'short'  // And thirdly, we're in this together, so be cool.
05AA: 180@s = 'TRU2_FK' // @s = 'short'  // Sorry, man, I just don't drive when I'm faded.
04AF: 194@ = 41222 // = constant 
04AF: 195@ = 41223 // = constant 
04AF: 196@ = 41224 // = constant 
04AF: 197@ = 41225 // = constant 
04AF: 198@ = 41226 // = constant 
04AF: 199@ = 41227 // = constant 
04AF: 200@ = 41228 // = constant 
04AF: 201@ = 41229 // = constant 
04AF: 202@ = 41230 // = constant 
04AF: 203@ = 41231 // = constant 
215@ = 10 

:TRUTH2_16005
if 
  159@ == 6 
else_jump @TRUTH2_16222 
05AA: 162@s = 'TRU2_GA' // @s = 'short'  // Hey, this thing go any faster?
05AA: 164@s = 'TRU2_GB' // @s = 'short'  // Man, we got 3 tons of grass on board,
05AA: 166@s = 'TRU2_GC' // @s = 'short'  // the engine block is held together with a macram? hammock, and it's running on 15-year-old cooking oil.
05AA: 168@s = 'TRU2_GE' // @s = 'short'  // Shit. Can you shoot?
05AA: 170@s = 'TRU2_GF' // @s = 'short'  // Shoot? I'm a hippy!
05AA: 172@s = 'TRU2_GG' // @s = 'short'  // The only thing I've shot is acid.
05AA: 174@s = 'TRU2_GH' // @s = 'short'  // I heard about this dude who snorted it once.
05AA: 176@s = 'TRU2_GJ' // @s = 'short'  // Thought his nose was a kangaroo and the moon was a dog. Whooo!
04AF: 194@ = 41232 // = constant 
04AF: 195@ = 41233 // = constant 
04AF: 196@ = 41234 // = constant 
04AF: 197@ = 41235 // = constant 
04AF: 198@ = 41236 // = constant 
04AF: 199@ = 41237 // = constant 
04AF: 200@ = 41238 // = constant 
04AF: 201@ = 41239 // = constant 
215@ = 8 

:TRUTH2_16222
if 
  159@ == 7 
else_jump @TRUTH2_16583 
05AA: 162@s = 'TRU2_HA' // @s = 'short'  // What's with all the aluminum foil, man?
05AA: 164@s = 'TRU2_HB' // @s = 'short'  // Protection from mind control, dude.
05AA: 166@s = 'TRU2_HC' // @s = 'short'  // Mind control?
05AA: 168@s = 'TRU2_HD' // @s = 'short'  // Induction of images, sound or emotion using microwave radiation.
05AA: 170@s = 'TRU2_HE' // @s = 'short'  // D'you know how many government satellites
05AA: 172@s = 'TRU2_HF' // @s = 'short'  // are watching any citizen at any moment?
05AA: 174@s = 'TRU2_HG' // @s = 'short'  // No.
05AA: 176@s = 'TRU2_HH' // @s = 'short'  // Twenty-three.
05AA: 178@s = 'TRU2_HJ' // @s = 'short'  // Do you know how many religious relics are kept at the Pentagon?
05AA: 180@s = 'TRU2_HK' // @s = 'short'  // No I don't.
05AA: 182@s = 'TRU2_HL' // @s = 'short'  // Twenty-three.
05AA: 184@s = 'TRU2_HM' // @s = 'short'  // You see a pattern emerging here, man?
05AA: 186@s = 'TRU2_HN' // @s = 'short'  // Man, I'm seeing patterns all over the place!
05AA: 188@s = 'TRU2_HO' // @s = 'short'  // Get that smoke outta my face!
04AF: 194@ = 41240 // = constant 
04AF: 195@ = 41241 // = constant 
04AF: 196@ = 41242 // = constant 
04AF: 197@ = 41243 // = constant 
04AF: 198@ = 41244 // = constant 
04AF: 199@ = 41245 // = constant 
04AF: 200@ = 41246 // = constant 
04AF: 201@ = 41247 // = constant 
04AF: 202@ = 41248 // = constant 
04AF: 203@ = 41249 // = constant 
04AF: 204@ = 41250 // = constant 
04AF: 205@ = 41251 // = constant 
04AF: 206@ = 41252 // = constant 
04AF: 207@ = 41253 // = constant 
215@ = 14 

:TRUTH2_16583
if 
  159@ == 8 
else_jump @TRUTH2_16656 
05AA: 162@s = 'TRU2_JA' // @s = 'short'  // We got a chopper on our tail, we'll never shake 'em now.
05AA: 164@s = 'TRU2_JB' // @s = 'short'  // Hold on, I got a little something back here I was saving for a rainy day.
04AF: 194@ = 41254 // = constant 
04AF: 195@ = 41255 // = constant 
215@ = 2 

:TRUTH2_16656
if 
  159@ == 9 
else_jump @TRUTH2_16777 
05AA: 162@s = 'TRU2_KA' // @s = 'short'  // Holy motherfucker!
05AA: 164@s = 'TRU2_KB' // @s = 'short'  // Where'd you get that?
05AA: 166@s = 'TRU2_KC' // @s = 'short'  // Found it in a bail of Thai Sticks.
05AA: 168@s = 'TRU2_KD' // @s = 'short'  // Shame really, I was going to make it into a lamp.
04AF: 194@ = 41256 // = constant 
04AF: 195@ = 41257 // = constant 
04AF: 196@ = 41258 // = constant 
04AF: 197@ = 41259 // = constant 
215@ = 4 

:TRUTH2_16777
if 
  159@ == 10 
else_jump @TRUTH2_16946 
05AA: 162@s = 'TRU2_LA' // @s = 'short'  // There she is, brother; San Fierro: the City of Psychedelic Wonders!
05AA: 164@s = 'TRU2_LB' // @s = 'short'  // Man, I can't believe I ain't been here before.
05AA: 166@s = 'TRU2_LC' // @s = 'short'  // There ain't a better place to escape the man, man.
05AA: 168@s = 'TRU2_MA' // @s = 'short'  // OK, Mr. San Fierro, where's the spot at?
05AA: 170@s = 'TRU2_MB' // @s = 'short'  // It's in Doherty on the East side of Fierro,
05AA: 172@s = 'TRU2_MC' // @s = 'short'  // between Garcia and Easter Basin.
04AF: 194@ = 41260 // = constant 
04AF: 195@ = 41261 // = constant 
04AF: 196@ = 41262 // = constant 
04AF: 197@ = 41263 // = constant 
04AF: 198@ = 41264 // = constant 
04AF: 199@ = 41265 // = constant 
215@ = 6 

:TRUTH2_16946
if 
  159@ == 11 
else_jump @TRUTH2_17019 
05AA: 162@s = 'TRU2_NA' // @s = 'short'  // This is the place.
05AA: 164@s = 'TRU2_NB' // @s = 'short'  // Whoa, Jesus dude, looks like you've been fed a bummer.
04AF: 194@ = 41266 // = constant 
04AF: 195@ = 41267 // = constant 
215@ = 2 

:TRUTH2_17019
if 
  159@ == 12 
else_jump @TRUTH2_17117 
05AA: 162@s = 'TRUX_AA' // @s = 'short'  // Get in the car, quick!
05AA: 164@s = 'TRUX_AB' // @s = 'short'  // Get in the car, it's a Faraday cage, man!
05AA: 166@s = 'TRUX_AC' // @s = 'short'  // C'mon, Carl, get the fuck in!
04AF: 194@ = 41400 // = constant 
04AF: 195@ = 41401 // = constant 
04AF: 196@ = 41402 // = constant 
0085: 215@ = 220@ // (int) 

:TRUTH2_17117
0085: 218@ = 160@ // (int) 
216@ = 0 
217@ = 0 
219@ = 1 
return 

:TRUTH2_17148
if or
  159@ == 1 
  159@ == 2 
  159@ == 8 
  159@ == 9 
  159@ == 11 
else_jump @TRUTH2_17302 
if 
001D:   215@ > 160@ // (int) 
else_jump @TRUTH2_17295 
gosub @TRUTH2_18262 
gosub @TRUTH2_18369 
if 
8118:   not actor $145 dead 
else_jump @TRUTH2_17257 
gosub @TRUTH2_18523 
jump @TRUTH2_17288 

:TRUTH2_17257
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
216@ = 0 
217@ = 0 

:TRUTH2_17288
jump @TRUTH2_17302 

:TRUTH2_17295
159@ = 0 

:TRUTH2_17302
if or
  95@ == 3 
  95@ == 4 
else_jump @TRUTH2_17801 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_17665 
if 
  159@ == 3 
else_jump @TRUTH2_17479 
if 
001D:   215@ > 160@ // (int) 
else_jump @TRUTH2_17465 
gosub @TRUTH2_18262 
gosub @TRUTH2_18369 
if 
8118:   not actor $145 dead 
else_jump @TRUTH2_17427 
gosub @TRUTH2_18523 
jump @TRUTH2_17458 

:TRUTH2_17427
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
216@ = 0 
217@ = 0 

:TRUTH2_17458
jump @TRUTH2_17479 

:TRUTH2_17465
41@ = 0 
159@ = 0 

:TRUTH2_17479
if or
  159@ == 4 
  159@ == 5 
  159@ == 6 
  159@ == 7 
  159@ == 10 
else_jump @TRUTH2_17665 
if 
001D:   215@ > 160@ // (int) 
else_jump @TRUTH2_17626 
gosub @TRUTH2_18262 
gosub @TRUTH2_18369 
if 
8118:   not actor $145 dead 
else_jump @TRUTH2_17588 
gosub @TRUTH2_18523 
jump @TRUTH2_17619 

:TRUTH2_17588
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
216@ = 0 
217@ = 0 

:TRUTH2_17619
jump @TRUTH2_17665 

:TRUTH2_17626
if 
  153@ > 0 
else_jump @TRUTH2_17651 
153@ -= 1 

:TRUTH2_17651
41@ = 0 
159@ = 0 

:TRUTH2_17665
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_17801 
if 
  12 > 159@ 
else_jump @TRUTH2_17801 
if 
001D:   215@ > 160@ // (int) 
else_jump @TRUTH2_17728 
160@ += 1 

:TRUTH2_17728
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
00BE: text_clear_all 
0085: 222@ = 159@ // (int) 
0085: 221@ = 160@ // (int) 
159@ = 12 
0209: 160@ = random_int_in_ranges 0 3 
0085: 220@ = 160@ // (int) 
220@ += 1 
gosub @TRUTH2_14994 

:TRUTH2_17801
if 
  4 > 95@ 
else_jump @TRUTH2_18260 
if 
  159@ == 12 
else_jump @TRUTH2_18032 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_17980 
if 
001D:   215@ > 160@ // (int) 
else_jump @TRUTH2_17957 
gosub @TRUTH2_18262 
gosub @TRUTH2_18369 
if 
8118:   not actor $145 dead 
else_jump @TRUTH2_17919 
gosub @TRUTH2_18523 
jump @TRUTH2_17950 

:TRUTH2_17919
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
216@ = 0 
217@ = 0 

:TRUTH2_17950
jump @TRUTH2_17980 

:TRUTH2_17957
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~Mothership~s~.
159@ = 13 

:TRUTH2_17980
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_18032 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
159@ = 14 
160@ = 0 
00BE: text_clear_all 

:TRUTH2_18032
if 
  159@ == 13 
else_jump @TRUTH2_18085 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_18085 
159@ = 14 
160@ = 0 
00BE: text_clear_all 

:TRUTH2_18085
if 
  159@ == 14 
else_jump @TRUTH2_18260 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_18186 
41@ = 0 
0085: 159@ = 222@ // (int) 
0085: 160@ = 221@ // (int) 
gosub @TRUTH2_14994 
if 
  222@ == 0 
else_jump @TRUTH2_18186 
00BB: show_text_lowpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.

:TRUTH2_18186
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TRUTH2_18260 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 162@(160@,16s) 
159@ = 12 
0209: 160@ = random_int_in_ranges 0 3 
0085: 220@ = 160@ // (int) 
220@ += 1 
gosub @TRUTH2_14994 

:TRUTH2_18260
return 

:TRUTH2_18262
if 
001D:   215@ > 218@ // (int) 
else_jump @TRUTH2_18367 
if 
  216@ == 0 
else_jump @TRUTH2_18324 
03CF: load_wav 194@(218@,16i) as 1 
218@ += 1 
216@ = 1 

:TRUTH2_18324
if 
  217@ == 0 
else_jump @TRUTH2_18367 
03CF: load_wav 194@(218@,16i) as 2 
218@ += 1 
217@ = 1 

:TRUTH2_18367
return 

:TRUTH2_18369
if 
  219@ == 1 
else_jump @TRUTH2_18445 
if 
  216@ == 1 
else_jump @TRUTH2_18445 
if 
03D0:   wav 1 loaded 
else_jump @TRUTH2_18445 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 162@(160@,16s) time 4500 flag 1 
216@ = 2 

:TRUTH2_18445
if 
  219@ == 2 
else_jump @TRUTH2_18521 
if 
  217@ == 1 
else_jump @TRUTH2_18521 
if 
03D0:   wav 2 loaded 
else_jump @TRUTH2_18521 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 162@(160@,16s) time 4500 flag 1 
217@ = 2 

:TRUTH2_18521
return 

:TRUTH2_18523
if 
  216@ == 2 
else_jump @TRUTH2_18586 
if 
03D2:   wav 1 ended 
else_jump @TRUTH2_18586 
03D5: remove_text 162@(160@,16s) 
160@ += 1 
219@ = 2 
216@ = 0 

:TRUTH2_18586
if 
  217@ == 2 
else_jump @TRUTH2_18649 
if 
03D2:   wav 2 ended 
else_jump @TRUTH2_18649 
03D5: remove_text 162@(160@,16s) 
160@ += 1 
219@ = 1 
217@ = 0 

:TRUTH2_18649
return 

//-------------Mission 48---------------
// Originally: Wu Zi Mu / Farewell, My Love...

:BCESAR4
thread 'BCESAR4' 
gosub @BCESAR4_47 
if 
wasted_or_busted 
else_jump @BCESAR4_38 
gosub @BCESAR4_2683 

:BCESAR4_38
gosub @BCESAR4_2736 
end_thread 

:BCESAR4_47
$ONMISSION = 1 

:BCESAR4_54
wait 0 
if 
  $491 == 0 
else_jump @BCESAR4_401 
054C: use_GXT_table 'BCESAR4' 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR4_168 
0811: 42@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 42@ // mission only 
00AA: store_car 42@ position_to $72 $73 $74 
$74 += 1000.0 
00AB: put_car 42@ at $72 $73 $74 
0519: set_car 42@ locked 1 
jump @BCESAR4_175 

:BCESAR4_168
42@ = -1 

:BCESAR4_175
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR4' 

:BCESAR4_219
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_243 
wait 0 
jump @BCESAR4_219 

:BCESAR4_243
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_252
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_276 
wait 0 
jump @BCESAR4_252 

:BCESAR4_276
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:BCESAR4_289
if 
fading 
else_jump @BCESAR4_313 
wait 0 
jump @BCESAR4_289 

:BCESAR4_313
02EA: end_cutscene 
$3234 = 1 
$3583 = 1 
if 
   not 42@ == -1 
else_jump @BCESAR4_394 
if 
8119:   not car 42@ wrecked 
else_jump @BCESAR4_394 
0519: set_car 42@ locked 0 
$74 -= 1000.0 
00AB: put_car 42@ at $72 $73 $74 

:BCESAR4_394
jump @BCESAR4_2685 

:BCESAR4_401
if 
  $491 == 2 
else_jump @BCESAR4_1629 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -782.3699 -147.948 19.5518 cornerB -405.0757 -237.5195 91.1306 
else_jump @BCESAR4_1601 
$ONMISSION = 1 
fade 0 1000 

:BCESAR4_481
if 
fading 
else_jump @BCESAR4_505 
wait 0 
jump @BCESAR4_481 

:BCESAR4_505
0247: load_model 439 
0247: load_model 475 
0247: load_model 526 
0247: load_model 101 
0247: load_model 23 
0247: load_model 290 
04ED: load_animation "KISSING" 
0395: clear_area 0 at -518.049 -189.3775 79.3468 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -535.8186 -198.0116 80.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -535.5711 -197.1029 80.5285 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR4_732 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR4_732 
0811: $47 = actor $PLAYER_ACTOR used_car 
if 
  $47 > 0 
else_jump @BCESAR4_732 
if 
8119:   not car $47 wrecked 
else_jump @BCESAR4_732 
0338: set_car $47 visibility 0 
0519: set_car $47 locked 1 
099A: set_car $47 collision_detection 0 
0337: set_actor $PLAYER_ACTOR visibility 0 

:BCESAR4_732
wait 1000 

:BCESAR4_737
if and
8248:   not model 439 available 
8248:   not model 475 available 
8248:   not model 526 available 
8248:   not model 101 available 
8248:   not model 23 available 
8248:   not model 290 available 
else_jump @BCESAR4_787 
wait 0 
jump @BCESAR4_737 

:BCESAR4_787
if 
84EE:   not animation "KISSING" loaded 
else_jump @BCESAR4_820 
wait 0 
jump @BCESAR4_787 

:BCESAR4_820
00A5: 43@ = create_car 439 at -536.7188 -192.5453 77.404 
009A: 46@ = create_actor_pedtype 24 model 101 at -530.4067 -188.8082 77.3986 
0175: set_car 43@ Z_angle_to 287.0 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 43@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 43@ to -507.5502 -99.2875 61.825 speed 10.0 0 model 0 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 46@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00A5: 44@ = create_car 475 at -536.158 -185.2865 77.398 
009A: 47@ = create_actor_pedtype 24 model 23 at -530.4067 -187.8082 77.3986 
0173: set_actor 47@ Z_angle_to 180.0 
0175: set_car 44@ Z_angle_to 243.0 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "GIFT_GET" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 44@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 44@ to -507.5502 -99.2875 61.825 speed 10.0 0 model 0 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 47@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00A5: 45@ = create_car 526 at -524.9425 -184.208 77.2766 
0129: 48@ = create_actor_pedtype 24 model 290 in_car 45@ driverseat 
0175: set_car 45@ Z_angle_to 239.0 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 7000 ms 
05D1: AS_actor -1 drive_car 45@ to -507.5502 -99.2875 61.825 speed 10.0 0 model 0 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 48@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
fade 1 800 
0707: start_scene_skip_to @BCESAR4_1310 
wait 10000 
fade 0 1000 

:BCESAR4_1286
if 
fading 
else_jump @BCESAR4_1310 
wait 0 
jump @BCESAR4_1286 

:BCESAR4_1310
0701: end_scene_skip 
if 
8119:   not car 43@ wrecked 
else_jump @BCESAR4_1333 
00A6: destroy_car 43@ 

:BCESAR4_1333
if 
8119:   not car 44@ wrecked 
else_jump @BCESAR4_1354 
00A6: destroy_car 44@ 

:BCESAR4_1354
if 
8119:   not car 45@ wrecked 
else_jump @BCESAR4_1375 
00A6: destroy_car 45@ 

:BCESAR4_1375
if 
8118:   not actor 46@ dead 
else_jump @BCESAR4_1396 
009B: destroy_actor 46@ 

:BCESAR4_1396
if 
8118:   not actor 47@ dead 
else_jump @BCESAR4_1417 
009B: destroy_actor 47@ 

:BCESAR4_1417
if 
8118:   not actor 48@ dead 
else_jump @BCESAR4_1438 
009B: destroy_actor 48@ 

:BCESAR4_1438
0249: release_model 439 
0249: release_model 475 
0249: release_model 526 
0249: release_model 101 
0249: release_model 23 
0249: release_model 290 
04EF: release_animation "KISSING" 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR4_1579 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR4_1579 
0811: $47 = actor $PLAYER_ACTOR used_car 
if 
  $47 > 0 
else_jump @BCESAR4_1579 
if 
8119:   not car $47 wrecked 
else_jump @BCESAR4_1579 
0338: set_car $47 visibility 1 
0519: set_car $47 locked 0 
099A: set_car $47 collision_detection 1 
0337: set_actor $PLAYER_ACTOR visibility 1 

:BCESAR4_1579
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 800 

:BCESAR4_1601
$491 = -1 
$ONMISSION = 0 
42@ = 0 
jump @BCESAR4_2685 

:BCESAR4_1629
if 
  $491 == 4 
else_jump @BCESAR4_2019 
054C: use_GXT_table 'BCESAR4' 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR4_1710 
0811: 42@ = actor $PLAYER_ACTOR used_car 
0519: set_car 42@ locked 1 
0338: set_car 42@ visibility 0 
099A: set_car 42@ collision_detection 0 
jump @BCESAR4_1717 

:BCESAR4_1710
42@ = -1 

:BCESAR4_1717
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA4W' 

:BCESAR4_1761
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_1785 
wait 0 
jump @BCESAR4_1761 

:BCESAR4_1785
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_1794
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_1818 
wait 0 
jump @BCESAR4_1794 

:BCESAR4_1818
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:BCESAR4_1831
if 
fading 
else_jump @BCESAR4_1855 
wait 0 
jump @BCESAR4_1831 

:BCESAR4_1855
02EA: end_cutscene 
if 
   not 42@ == -1 
else_jump @BCESAR4_1923 
if 
8119:   not car 42@ wrecked 
else_jump @BCESAR4_1916 
0519: set_car 42@ locked 0 
0338: set_car 42@ visibility 1 
099A: set_car 42@ collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1916
jump @BCESAR4_1957 

:BCESAR4_1923
00A1: put_actor $PLAYER_ACTOR at -503.3945 -186.0599 76.6103 
0173: set_actor $PLAYER_ACTOR Z_angle_to 53.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1957
fade 1 1000 
0164: disable_marker $484 
0318: set_latest_mission_passed 'BCESAR4'  // Wu Zi Mu
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
$3234 = 0 
$3583 = 0 
jump @BCESAR4_2685 

:BCESAR4_2019
if 
  $491 == 5 
else_jump @BCESAR4_2222 
054C: use_GXT_table 'BCESAR4' 
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at -495.9034 -196.2218 77.3986 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR5' 

:BCESAR4_2112
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_2136 
wait 0 
jump @BCESAR4_2112 

:BCESAR4_2136
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_2145
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_2169 
wait 0 
jump @BCESAR4_2145 

:BCESAR4_2169
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:BCESAR4_2182
if 
fading 
else_jump @BCESAR4_2206 
wait 0 
jump @BCESAR4_2182 

:BCESAR4_2206
02EA: end_cutscene 
$3583 = 1 
jump @BCESAR4_2685 

:BCESAR4_2222
if 
  $491 == 9 
else_jump @BCESAR4_2676 
054C: use_GXT_table 'BCESAR4' 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR4_2332 
0811: 42@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 42@ // mission only 
00AA: store_car 42@ position_to $72 $73 $74 
$74 += 1000.0 
00AB: put_car 42@ at $72 $73 $74 
0519: set_car 42@ locked 1 
jump @BCESAR4_2339 

:BCESAR4_2332
42@ = -1 

:BCESAR4_2339
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA5W' 

:BCESAR4_2383
if 
86B9:   not cutscene_data_loaded 
else_jump @BCESAR4_2407 
wait 0 
jump @BCESAR4_2383 

:BCESAR4_2407
02E7: start_cutscene 
fade 1 1000 

:BCESAR4_2416
if 
82E9:   not cutscene_reached_end 
else_jump @BCESAR4_2440 
wait 0 
jump @BCESAR4_2416 

:BCESAR4_2440
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:BCESAR4_2453
if 
fading 
else_jump @BCESAR4_2477 
wait 0 
jump @BCESAR4_2453 

:BCESAR4_2477
02EA: end_cutscene 
if 
   not 42@ == -1 
else_jump @BCESAR4_2583 
if 
8119:   not car 42@ wrecked 
else_jump @BCESAR4_2576 
0519: set_car 42@ locked 0 
0338: set_car 42@ visibility 1 
099A: set_car 42@ collision_detection 1 
00AB: put_car 42@ at 1557.694 17.4472 23.1641 
0175: set_car 42@ Z_angle_to 9.0 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2576
jump @BCESAR4_2617 

:BCESAR4_2583
00A1: put_actor $PLAYER_ACTOR at 1559.768 14.4176 23.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_2617
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1000 
0164: disable_marker $484 
0318: set_latest_mission_passed 'BCES4_2'  // Farewell, my love...
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
$3583 = 0 
jump @BCESAR4_2685 

:BCESAR4_2676
jump @BCESAR4_54 

:BCESAR4_2683
return 

:BCESAR4_2685
if 
  5 > $491 
else_jump @BCESAR4_2734 
if 
8119:   not car 42@ wrecked 
else_jump @BCESAR4_2734 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
0519: set_car 42@ locked 0 

:BCESAR4_2734
return 

:BCESAR4_2736
$491 += 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
if 
  $491 == 1 
else_jump @BCESAR4_2781 
fade 0 0 

:BCESAR4_2781
if 
  $491 == 6 
else_jump @BCESAR4_2805 
fade 0 0 

:BCESAR4_2805
return 

//-------------Mission 49---------------
// Originally: Wear Flowers In Your Hair

:GARAG1
thread 'GARAG1' 
gosub @GARAG1_47 
if 
wasted_or_busted 
else_jump @GARAG1_38 
gosub @GARAG1_24538 

:GARAG1_38
gosub @GARAG1_24556 
end_thread 

:GARAG1_47
$ONMISSION = 1 
set_weather 5 
increment_mission_attempts 
054C: use_GXT_table 'GARAGE1' 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:GARAG1_85
if 
fading 
else_jump @GARAG1_109 
wait 0 
jump @GARAG1_85 

:GARAG1_109
select_interior 1 
02E4: load_cutscene_data 'GARAG1B' 

:GARAG1_124
if 
86B9:   not cutscene_data_loaded 
else_jump @GARAG1_148 
wait 0 
jump @GARAG1_124 

:GARAG1_148
02E7: start_cutscene 
fade 1 1000 
wait 1000 

:GARAG1_162
if 
82E9:   not cutscene_reached_end 
else_jump @GARAG1_186 
wait 0 
jump @GARAG1_162 

:GARAG1_186
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GARAG1_201
if 
fading 
else_jump @GARAG1_225 
wait 0 
jump @GARAG1_201 

:GARAG1_225
select_interior 0 
023C: load_special_actor 'JETHRO' as 3 // models 290-299 

:GARAG1_242
if 
823D:   not special_actor 3 loaded 
else_jump @GARAG1_268 
wait 0 
jump @GARAG1_242 

:GARAG1_268
060A: create_decision_maker_type 0 store_to 143@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 143@ event 12 
0708: reset_decision_maker 143@ event 13 
0708: reset_decision_maker 143@ event 56 
08F4: set_max_group_members 3 
09DD: unknown_player_group 3 
62@ = -1669.0 
67@ = 439.773 
72@ = 6.219 
51@ = 80.0 
63@ = -2230.168 
68@ = 544.7148 
73@ = 34.2219 
64@ = -2248.101 
69@ = 132.8547 
74@ = 35.3302 
65@ = -2052.101 
70@ = -147.8547 
75@ = 28.3302 
66@ = -2059.553 
71@ = -22.1661 
76@ = 34.305 
53@ = -2584.0 
54@ = 585.0 
55@ = 14.0 
56@ = -1624.41 
57@ = 725.25 
58@ = 14.11 
77@ = -2042.03 
78@ = 178.11 
79@ = 28.15 
109@ = 1 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
113@ = 0 
114@ = 0 
122@ = 0 
128@ = 0 
129@ = 0 
121@ = 0 
117@ = 0 
118@ = 0 
120@ = 0 
116@ = 0 
119@ = 0 
$8380 = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
80@ = -1674.21 
85@ = 438.5 
90@ = 6.2 
81@ = -2237.0 
86@ = 542.0782 
91@ = 33.901 
82@ = -2243.101 
87@ = 128.8547 
92@ = 34.3302 
83@ = -2052.101 
88@ = -147.8547 
93@ = 28.3302 
127@ = 0 
356@ = 0 
142@ = 0 
357@ = 0 
if 
  357@ == 1 
else_jump @GARAG1_947 
009A: 250@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 4 model 291 at -2031.252 164.0169 27.8429 
009A: 102@ = create_actor_pedtype 4 model 292 at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 

:GARAG1_947
05A9: s$8381[0] = 'GAR1_AA' // s$  // C'mon, man, there's these two guys I know - used to work on marine engines,
05A9: s$8381[1] = 'GAR1_AB' // s$  // 'til the mob bought their business over in Vice.
05A9: s$8381[2] = 'GAR1_AC' // s$  // Now they try and make ends meet by taking any old job.
05A9: s$8381[3] = 'GAR1_AD' // s$  // They're a little bit dulled by their habit,
05A9: s$8381[4] = 'GAR1_AE' // s$  // but the smoke don't get in the way of their skills with an engine.
05A9: s$8381[5] = 'GAR1_AF' // s$  // We'll pick up Jethro first.
05A9: s$8381[6] = 'GAR1_AG' // s$  // Last I heard, he was working at a garage over Easter Basin.
05A9: s$8381[7] = 'GAR1_AH' // s$  // Last I heard, he was working at a garage over East Esplanade way.
05A9: s$8381[8] = 'GAR1_AJ' // s$  // Last I heard, he was working at a garage over North Esplanade way.
05A9: s$8381[9] = 'GAR1_BA' // s$  // Hey man, how'd you meet these dudes anyway?
05A9: s$8381[10] = 'GAR1_BB' // s$  // I met them at the '89 Fierro Love-in, apparently.
05A9: s$8381[11] = 'GAR1_BC' // s$  // Apparently?
05A9: s$8381[12] = 'GAR1_BD' // s$  // You know how it is, man,
05A9: s$8381[13] = 'GAR1_BE' // s$  // a field of tents, crazy-assed music,
05A9: s$8381[14] = 'GAR1_BF' // s$  // a quart of mescaline vodka, polar bears...
05A9: s$8381[15] = 'GAR1_BG' // s$  // Polar bears?
05A9: s$8381[16] = 'GAR1_BH' // s$  // Yeah. Go figure. But they were funny guys, man - great sense of humor.
05A9: s$8381[17] = 'GAR1_CA' // s$  // This here's Vietnamese gang territory.
05A9: s$8381[18] = 'GAR1_CB' // s$  // Da Nang Boys, Shining Razors, Butterfly Children.
05A9: s$8381[19] = 'GAR1_CC' // s$  // Watch yourself, dude. These cats are real serious.
05A9: s$8381[20] = 'GAR1_DA' // s$  // Hey, Jethro!
05A9: s$8381[21] = 'GAR1_DF' // s$  // Hop in, man. I've landed you a real job.
05A9: s$8381[22] = 'GAR1_DB' // s$  // Hey there Truth dude!
05A9: s$8381[23] = 'GAR1_DC' // s$  // Oh man, do I owe you?
05A9: s$8381[24] = 'GAR1_DD' // s$  // Coz I swear I paid for that weed, dude!
05A9: s$8381[25] = 'GAR1_DE' // s$  // No, man, we're good, I think.
05A9: s$8381[26] = 'GAR1_EA' // s$  // Jethro, Carl. Carl, Jethro.
05A9: s$8381[27] = 'GAR1_EB' // s$  // Wassup man.
05A9: s$8381[28] = 'GAR1_EC' // s$  // Can we swing by the hospital, it's over in Santa Flora district, west of here.
05A9: s$8381[29] = 'GAR1_ED' // s$  // Yeah, you sick?
05A9: s$8381[30] = 'GAR1_EE' // s$  // No. The government is, but that's a long story.
05A9: s$8381[31] = 'GAR1_FA' // s$  // So y'know, like what's the deal, dudes?
05A9: s$8381[32] = 'GAR1_FB' // s$  // I'm opening a garage in Doherty by the waste ground.
05A9: s$8381[33] = 'GAR1_FC' // s$  // You know, car mods, lowriders, all that shit.
05A9: s$8381[34] = 'GAR1_FD' // s$  // You down?
05A9: s$8381[35] = 'GAR1_FE' // s$  // Do polar bears shit in the woods?
05A9: s$8381[36] = 'GAR1_FF' // s$  // No, but they've been known to shit in the liquor tent, if I remember it right.
05A9: s$8381[37] = 'GAR1_FG' // s$  // Yeah, that was, like, so far gone, man.
05A9: s$8381[38] = 'GAR1_GA' // s$  // What we here for, anyway?
05A9: s$8381[39] = 'GAR1_GB' // s$  // Nothin'.
05A9: s$8381[40] = 'GAR1_GC' // s$  // Ooh, don't look.
05A9: s$8381[41] = 'GAR1_GD' // s$  // Cover your faces.
05A9: s$8381[42] = 'GAR1_GE' // s$  // Think about a yellow rubber duck.
05A9: s$8381[43] = 'GAR1_GF' // s$  // You tripping again.
05A9: s$8381[44] = 'GAR1_GG' // s$  // Sshhh!
05A9: s$8381[45] = 'GAR1_GH' // s$  // OK, I've seen enough.
05A9: s$8381[46] = 'GAR1_GI' // s$  // Let's go see if we can find Dwaine.
05A9: s$8381[47] = 'GAR1_GJ' // s$  // He's working a hotdog van at the tram terminal in King's.
05A9: s$8381[48] = 'GAR1_HA' // s$  // C'mon, dude, what's all that about?
05A9: s$8381[49] = 'GAR1_HB' // s$  // You don't want to know.
05A9: s$8381[50] = 'GAR1_HC' // s$  // Why?
05A9: s$8381[51] = 'GAR1_HD' // s$  // Do you know what a sub-dermal neurophone is?
05A9: s$8381[52] = 'GAR1_HE' // s$  // A what?
05A9: s$8381[53] = 'GAR1_HF' // s$  // Exactly.
05A9: s$8381[54] = 'GAR1_HG' // s$  // Sometimes it's best to stay in the dark, kid.
05A9: s$8381[55] = 'GAR1_JA' // s$  // Dude, Dwaine, man, how's the hot dog business?
05A9: s$8381[56] = 'GAR1_JB' // s$  // It's totally shit. Why, what's happenin'?
05A9: s$8381[57] = 'GAR1_JC' // s$  // Uh, my friend Carl here is opening a chop shop.
05A9: s$8381[58] = 'GAR1_JD' // s$  // Jethro's in, how about you?
05A9: s$8381[59] = 'GAR1_JE' // s$  // Ah yeah, cool man.
05A9: s$8381[60] = 'GAR1_JF' // s$  // Uh I've got like some shit to take care of first though.
05A9: s$8381[61] = 'GAR1_JG' // s$  // So uh you tell me where you guys are going to be at and I'll meet you dudes there.
05A9: s$8381[62] = 'GAR1_JH' // s$  // The garage is on the waste grounds in Doherty.
05A9: s$8381[63] = 'GAR1_JJ' // s$  // I'll see y'all later.
05A9: s$8381[64] = 'GAR1_KA' // s$  // OK, next stop the cop station downtown.
05A9: s$8381[65] = 'GAR1_KB' // s$  // What? You out your mind! Why?
05A9: s$8381[66] = 'GAR1_KC' // s$  // If I told you, the likelihood is you'd get a probe up your ass within a month.
05A9: s$8381[67] = 'GAR1_KD' // s$  // Like, listen to the man, dude, he's real serious about that shit.
05A9: s$8381[68] = 'GAR1_KE' // s$  // Wuh? OK, but you're starting to freak me out with all that space shit, man.
05A9: s$8381[69] = 'GAR1_LA' // s$  // OK, you know the drill.
05A9: s$8381[70] = 'GAR1_LB' // s$  // Don't look interested in anything.
05A9: s$8381[71] = 'GAR1_LC' // s$  // Picture a pink golfball in your mind.
05A9: s$8381[72] = 'GAR1_LD' // s$  // OK, we're good to go.
05A9: s$8381[73] = 'GAR1_MA' // s$  // Where to next, Spacehead?
05A9: s$8381[74] = 'GAR1_MB' // s$  // There's an electronics guy I've had dealings with,
05A9: s$8381[75] = 'GAR1_MC' // s$  // goes by the name of ZERO.
05A9: s$8381[76] = 'GAR1_MD' // s$  // He could fix a supercomputer with a paperclip.
05A9: s$8381[77] = 'GAR1_ME' // s$  // He's got his own shop,
05A9: s$8381[78] = 'GAR1_MF' // s$  // but he's always ready to help fellow travelers along the path.
05A9: s$8381[79] = 'GAR1_MG' // s$  // Let's go introduce you to him
05A9: s$8381[80] = 'GAR1_NA' // s$  // Look, what's goin' on, Truth?
05A9: s$8381[81] = 'GAR1_NB' // s$  // Who was them dudes?
05A9: s$8381[82] = 'GAR1_NC' // s$  // Don't go there, man.
05A9: s$8381[83] = 'GAR1_ND' // s$  // Listen to Jethro.
05A9: s$8381[84] = 'GAR1_NE' // s$  // Now, what if I told you we never went to the moon,
05A9: s$8381[85] = 'GAR1_NF' // s$  // JFK lives in Scotland with Janis Joplin,
05A9: s$8381[86] = 'GAR1_NG' // s$  // and the only reason we've been in a cold war for the last forty-five years,
05A9: s$8381[87] = 'GAR1_NH' // s$  // was because snake-headed aliens run the oil business?
05A9: s$8381[88] = 'GAR1_NJ' // s$  // I think you popped another microdot.
05A9: s$8381[89] = 'GAR1_NK' // s$  // Good. Keep it that way.
05A9: s$8381[91] = 'GAR1_OA' // s$  // Blow the horn.
05A9: s$8381[92] = 'GAR1_OB' // s$  // Leave me alone Berkley!
05A9: s$8381[93] = 'GAR1_OC' // s$  // This is stalking!
05A9: s$8381[94] = 'GAR1_OD' // s$  // Oh, hey, Truth.
05A9: s$8381[95] = 'GAR1_OE' // s$  // Get in, I'll fill you in as we drive.
05A9: s$8381[96] = 'GAR1_OF' // s$  // Home, James!
05A9: s$8381[97] = 'GAR1_PA' // s$  // Carl, Zero, Zero, Carl.
05A9: s$8381[98] = 'GAR1_PB' // s$  // Sup.
05A9: s$8381[99] = 'GAR1_PC' // s$  // Carl here is opening a garage around the corner.
05A9: s$8381[100] = 'GAR1_PD' // s$  // I told him you're the man to speak to when it comes to electronics.
05A9: s$8381[101] = 'GAR1_PE' // s$  // Actually, I'm the ONLY man to speak to.
05A9: s$8381[102] = 'GAR1_PJ' // s$  // Grade A, tip-top genius, that's me.
05A9: s$8381[103] = 'GAR1_PF' // s$  // You should drop by the shop sometime, see some of my shit, bro.
05A9: s$8381[104] = 'GAR1_PG' // s$  // I'll do that.
05A9: s$8381[105] = 'GAR1_PH' // s$  // OK, we here.
04AF: 144@ = 16400 // = constant 
04AF: 145@ = 16401 // = constant 
04AF: 146@ = 16402 // = constant 
04AF: 147@ = 16403 // = constant 
04AF: 148@ = 16404 // = constant 
04AF: 149@ = 16405 // = constant 
04AF: 150@ = 16406 // = constant 
04AF: 151@ = 16407 // = constant 
04AF: 152@ = 16408 // = constant 
04AF: 153@ = 16409 // = constant 
04AF: 154@ = 16410 // = constant 
04AF: 155@ = 16411 // = constant 
04AF: 156@ = 16412 // = constant 
04AF: 157@ = 16413 // = constant 
04AF: 158@ = 16414 // = constant 
04AF: 159@ = 16415 // = constant 
04AF: 160@ = 16416 // = constant 
04AF: 161@ = 16417 // = constant 
04AF: 162@ = 16418 // = constant 
04AF: 163@ = 16419 // = constant 
04AF: 164@ = 16420 // = constant 
04AF: 165@ = 16425 // = constant 
04AF: 166@ = 16421 // = constant 
04AF: 167@ = 16422 // = constant 
04AF: 168@ = 16423 // = constant 
04AF: 169@ = 16424 // = constant 
04AF: 170@ = 16426 // = constant 
04AF: 171@ = 16427 // = constant 
04AF: 172@ = 16428 // = constant 
04AF: 173@ = 16429 // = constant 
04AF: 174@ = 16430 // = constant 
04AF: 175@ = 16431 // = constant 
04AF: 176@ = 16432 // = constant 
04AF: 177@ = 16433 // = constant 
04AF: 178@ = 16434 // = constant 
04AF: 179@ = 16435 // = constant 
04AF: 180@ = 16436 // = constant 
04AF: 181@ = 16437 // = constant 
04AF: 182@ = 16438 // = constant 
04AF: 183@ = 16439 // = constant 
04AF: 184@ = 16440 // = constant 
04AF: 185@ = 16441 // = constant 
04AF: 186@ = 16442 // = constant 
04AF: 187@ = 16443 // = constant 
04AF: 188@ = 16444 // = constant 
04AF: 189@ = 16445 // = constant 
04AF: 190@ = 16446 // = constant 
04AF: 191@ = 16447 // = constant 
04AF: 192@ = 16448 // = constant 
04AF: 193@ = 16449 // = constant 
04AF: 194@ = 16450 // = constant 
04AF: 195@ = 16451 // = constant 
04AF: 196@ = 16452 // = constant 
04AF: 197@ = 16453 // = constant 
04AF: 198@ = 16454 // = constant 
04AF: 199@ = 16455 // = constant 
04AF: 200@ = 16456 // = constant 
04AF: 201@ = 16457 // = constant 
04AF: 202@ = 16458 // = constant 
04AF: 203@ = 16459 // = constant 
04AF: 204@ = 16460 // = constant 
04AF: 205@ = 16461 // = constant 
04AF: 206@ = 16462 // = constant 
04AF: 207@ = 16463 // = constant 
04AF: 208@ = 16464 // = constant 
04AF: 209@ = 16465 // = constant 
04AF: 210@ = 16466 // = constant 
04AF: 211@ = 16467 // = constant 
04AF: 212@ = 16468 // = constant 
04AF: 213@ = 16469 // = constant 
04AF: 214@ = 16470 // = constant 
04AF: 215@ = 16471 // = constant 
04AF: 216@ = 16472 // = constant 
04AF: 217@ = 16473 // = constant 
04AF: 218@ = 16474 // = constant 
04AF: 219@ = 16475 // = constant 
04AF: 220@ = 16476 // = constant 
04AF: 221@ = 16477 // = constant 
04AF: 222@ = 16478 // = constant 
04AF: 223@ = 16479 // = constant 
04AF: 224@ = 16480 // = constant 
04AF: 225@ = 16481 // = constant 
04AF: 226@ = 16482 // = constant 
04AF: 227@ = 16483 // = constant 
04AF: 228@ = 16484 // = constant 
04AF: 229@ = 16485 // = constant 
04AF: 230@ = 16486 // = constant 
04AF: 231@ = 16487 // = constant 
04AF: 232@ = 16488 // = constant 
04AF: 233@ = 16489 // = constant 
04AF: 235@ = 16490 // = constant 
04AF: 236@ = 16491 // = constant 
04AF: 237@ = 16492 // = constant 
04AF: 238@ = 16493 // = constant 
04AF: 239@ = 16494 // = constant 
04AF: 240@ = 16495 // = constant 
04AF: 241@ = 16496 // = constant 
04AF: 242@ = 16497 // = constant 
04AF: 243@ = 16498 // = constant 
04AF: 244@ = 16499 // = constant 
04AF: 245@ = 16500 // = constant 
04AF: 246@ = 16504 // = constant 
04AF: 247@ = 16501 // = constant 
04AF: 248@ = 16502 // = constant 
04AF: 249@ = 16503 // = constant 
40@ = 0 
0395: clear_area 1 at -2028.773 154.0429 27.2416 radius 10000.0 
08E7: disable_entrance_markers 1 
0247: load_model 585 

:GARAG1_3297
if 
8248:   not model 585 available 
else_jump @GARAG1_3324 
wait 0 
jump @GARAG1_3297 

:GARAG1_3324
00A5: 42@ = create_car 585 at -2030.628 170.7956 27.8359 
0224: set_car 42@ health_to 3000 
00A1: put_actor $PLAYER_ACTOR at -2031.0 162.0 27.83 
0175: set_car 42@ Z_angle_to 270.0 
023C: load_special_actor 'TRUTH' as 2 // models 290-299 

:GARAG1_3398
if 
823D:   not special_actor 2 loaded 
else_jump @GARAG1_3424 
wait 0 
jump @GARAG1_3398 

:GARAG1_3424
009A: 101@ = create_actor_pedtype 4 model 291 at -2031.252 164.0169 27.8429 
0568: set_actor 101@ untargetable 1 
09F6: set_actor 101@ unjackable_through_driver_seat 0 
077A: set_actor 101@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 101@ decision_maker_to 143@ 
0173: set_actor 101@ Z_angle_to 180.0 
02AB: set_actor 101@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0223: set_actor 101@ health_to 200 
0446: set_actor 101@ dismemberment_possible 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:GARAG1_3532
wait 0 
if 
  109@ == 1 
else_jump @GARAG1_3561 
gosub @GARAG1_3743 

:GARAG1_3561
if 
  110@ == 1 
else_jump @GARAG1_3586 
gosub @GARAG1_9742 

:GARAG1_3586
if 
  111@ == 1 
else_jump @GARAG1_3611 
gosub @GARAG1_15155 

:GARAG1_3611
if 
  113@ == 1 
else_jump @GARAG1_3636 
gosub @GARAG1_7692 

:GARAG1_3636
if 
  114@ == 1 
else_jump @GARAG1_3661 
gosub @GARAG1_13413 

:GARAG1_3661
if 
  115@ == 1 
else_jump @GARAG1_3686 
gosub @GARAG1_17206 

:GARAG1_3686
if 
  117@ == 1 
else_jump @GARAG1_3711 
jump @GARAG1_24472 

:GARAG1_3711
if 
  118@ == 1 
else_jump @GARAG1_3736 
jump @GARAG1_24538 

:GARAG1_3736
jump @GARAG1_3532 

:GARAG1_3743
0085: 250@ = 101@ // (int) 
0085: 251@ = 101@ // (int) 
0085: 252@ = 101@ // (int) 
0085: 253@ = 101@ // (int) 
0085: 254@ = 101@ // (int) 
0085: 255@ = 101@ // (int) 
0085: 256@ = 101@ // (int) 
008B: 259@ = $PLAYER_ACTOR // (int) 
0085: 260@ = 101@ // (int) 
008B: 261@ = $PLAYER_ACTOR // (int) 
0085: 262@ = 101@ // (int) 
0085: 263@ = 101@ // (int) 
0085: 264@ = 101@ // (int) 
008B: 265@ = $PLAYER_ACTOR // (int) 
0085: 266@ = 101@ // (int) 
0085: 267@ = 101@ // (int) 
0085: 268@ = 101@ // (int) 
0085: 269@ = 101@ // (int) 
04ED: load_animation "GANGS" 

:GARAG1_3896
if 
84EE:   not animation "GANGS" loaded 
else_jump @GARAG1_3927 
wait 0 
jump @GARAG1_3896 

:GARAG1_3927
015F: set_camera_position -2021.483 159.1135 30.588 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2022.153 159.8494 30.4897 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2019.916 157.5772 33.449 position_to -2019.951 157.5985 31.8268 time 4500 smooth_transition 1 
0920: point_camera -2020.77 158.0734 33.2929 transverse_to -2020.787 158.0842 31.5706 time 4500 smooth_transition 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 1000 
02A3: enable_widescreen 1 

:GARAG1_4118
if 
fading 
else_jump @GARAG1_4142 
wait 0 
jump @GARAG1_4118 

:GARAG1_4142
122@ = 0 
40@ = 0 
41@ = 0 

:GARAG1_4163
if 
   not 122@ == 10 
else_jump @GARAG1_4729 
wait 0 
if 
  122@ == 0 
else_jump @GARAG1_4217 
0707: start_scene_skip_to @GARAG1_4729 
gosub @GARAG1_24135 

:GARAG1_4217
if 
  122@ == 1 
else_jump @GARAG1_4498 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_4484 
0615: define_AS_pack_begin 138@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 138@ 
0618: assign_actor 101@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_4484
gosub @GARAG1_24135 
40@ = 0 

:GARAG1_4498
if and
  122@ >= 2 
  3 >= 122@ 
else_jump @GARAG1_4530 
gosub @GARAG1_24135 

:GARAG1_4530
if 
  122@ == 4 
else_jump @GARAG1_4608 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2030.073 161.3698 28.8915 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2030.593 162.2026 29.0817 switchstyle 2 
gosub @GARAG1_24135 

:GARAG1_4608
if or
  122@ >= 5 
  6 >= 122@ 
else_jump @GARAG1_4640 
gosub @GARAG1_24135 

:GARAG1_4640
if 
  122@ == 7 
else_jump @GARAG1_4672 
gosub @GARAG1_24135 
122@ = 10 

:GARAG1_4672
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_4696 
122@ = 10 
040D: unload_wav 1 

:GARAG1_4696
if 
  41@ > 23500 
else_jump @GARAG1_4722 
122@ = 10 

:GARAG1_4722
jump @GARAG1_4163 

:GARAG1_4729
0701: end_scene_skip 
040D: unload_wav 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_4775 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_4775
041E: set_radio_station 2 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
356@ = 9 
357@ = 0 
122@ = 0 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_4872 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_4872 
05CA: AS_actor 101@ enter_car 42@ passenger_seat 0 time -2 
039E: set_actor 101@ locked 1 while_in_car 
0526: set_actor 101@ stay_in_car_when_jacked 1 

:GARAG1_4872
04EF: release_animation "GANGS" 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_5345 
0186: 135@ = create_marker_above_car 42@ 
07E0: set_marker 135@ type_to 1 
00BC: show_text_highpriority GXT 'GAR1_22' time 5000 flag 1  // ~s~Get inside the ~b~car~s~.

:GARAG1_4928
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_5292 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @GARAG1_5024 
109@ = 0 
110@ = 0 
111@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
117@ = 1 
118@ = 0 
return 

:GARAG1_5024
if 
0119:   car 42@ wrecked 
else_jump @GARAG1_5114 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
117@ = 0 
118@ = 1 
return 

:GARAG1_5114
if 
0118:   actor 101@ dead 
else_jump @GARAG1_5204 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
109@ = 0 
110@ = 0 
111@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
117@ = 0 
118@ = 1 
return 

:GARAG1_5204
if 
0495:   car 42@ burning 
else_jump @GARAG1_5285 
020B: explode_car 42@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
return 

:GARAG1_5285
jump @GARAG1_4928 

:GARAG1_5292
0164: disable_marker 135@ 
018A: 130@(142@,5i) = create_checkpoint_at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) 
08FB: set_checkpoint 130@(142@,5i) type_to 1 
jump @GARAG1_5377 

:GARAG1_5345
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
118@ = 1 
return 

:GARAG1_5377
0247: load_model 525 
04ED: load_animation "CAR" 

:GARAG1_5389
if or
8248:   not model 525 available 
84EE:   not animation "CAR" loaded 
else_jump @GARAG1_5423 
wait 0 
jump @GARAG1_5389 

:GARAG1_5423
009A: 102@(142@,4i) = create_actor_pedtype 4 model 292 at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
0568: set_actor 102@(142@,4i) untargetable 1 
0173: set_actor 102@(142@,4i) Z_angle_to 120.0 
02AB: set_actor 102@(142@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
00A5: 44@ = create_car 525 at -1676.0 440.0 6.7 
0175: set_car 44@ Z_angle_to 229.0 
077A: set_actor 102@(142@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 102@(142@,4i) decision_maker_to 143@ 
00A6: destroy_car 44@ 
009B: destroy_actor 102@(142@,4i) 
gosub @GARAG1_18497 
if 
  118@ == 1 
else_jump @GARAG1_5601 
return 

:GARAG1_5601
40@ = 0 
04ED: load_animation "CAR_CHAT" 

:GARAG1_5620
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_5654 
wait 0 
jump @GARAG1_5620 

:GARAG1_5654
0085: 270@ = 101@ // (int) 
0085: 271@ = 101@ // (int) 
0085: 272@ = 102@ // (int) 
0085: 273@ = 102@ // (int) 
0085: 274@ = 101@ // (int) 
0085: 275@ = 101@ // (int) 
0085: 276@ = 101@ // (int) 
008B: 277@ = $PLAYER_ACTOR // (int) 
0085: 278@ = 101@ // (int) 
0085: 279@ = 101@ // (int) 
0085: 280@ = 101@ // (int) 
0085: 281@ = 102@ // (int) 
008B: 282@ = $PLAYER_ACTOR // (int) 
008B: 283@ = $PLAYER_ACTOR // (int) 
008B: 284@ = $PLAYER_ACTOR // (int) 
0085: 285@ = 102@ // (int) 
0085: 286@ = 101@ // (int) 
0085: 287@ = 102@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
040D: unload_wav 1 
122@ = 0 
40@ = 0 
41@ = 0 
0395: clear_area 1 at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 1000.0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_5951 
if 
8431:   not car 42@ passenger_seat_free 2 
else_jump @GARAG1_5951 
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 2 
009B: destroy_actor 108@ 

:GARAG1_5951
if 
   not 122@ == 20 
else_jump @GARAG1_7286 
wait 0 
if 
  122@ == 0 
else_jump @GARAG1_6228 
0707: start_scene_skip_to @GARAG1_7286 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_6196 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_6173 
015F: set_camera_position -1674.263 438.2627 11.0956 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.246 438.3686 10.1014 switchstyle 2 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_6108 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_6108
00AB: put_car 42@ at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) 
0175: set_car 42@ Z_angle_to 51@ 
00AD: set_car 42@ max_speed_to 0.0 
356@ = 20 
gosub @GARAG1_24366 
jump @GARAG1_6189 

:GARAG1_6173
109@ = 0 
118@ = 1 
return 

:GARAG1_6189
jump @GARAG1_6228 

:GARAG1_6196
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
118@ = 1 
return 

:GARAG1_6228
if 
  122@ == 1 
else_jump @GARAG1_6526 
if 
  40@ > 2000 
else_jump @GARAG1_6526 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_6526 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_6526 
015F: set_camera_position -1672.658 431.5702 7.2947 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1672.72 432.5628 7.3989 switchstyle 2 
0615: define_AS_pack_begin 138@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point -1668.853 442.619 6.219 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 193.0 
05CA: AS_actor -1 enter_car 42@ passenger_seat 2 time -1 
0616: define_AS_pack_end 138@ 
0618: assign_actor 102@(142@,4i) to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 
122@ = 2 
03CF: load_wav 1825 as 3 

:GARAG1_6481
if 
83D0:   not wav 3 loaded 
else_jump @GARAG1_6507 
wait 0 
jump @GARAG1_6481 

:GARAG1_6507
09F1: play_audio_at_actor 102@(142@,4i) event 1151 
40@ = 0 

:GARAG1_6526
if 
  122@ == 2 
else_jump @GARAG1_6709 
if 
  40@ > 2000 
else_jump @GARAG1_6709 
015F: set_camera_position -1665.523 443.0056 7.5433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1666.462 442.6743 7.4596 switchstyle 2 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_6650 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_6650 

:GARAG1_6650
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_6695 
0173: set_actor 102@(142@,4i) Z_angle_to 228.0 
0619: enable_actor 102@(142@,4i) collision_detection 1 

:GARAG1_6695
gosub @GARAG1_24366 
40@ = 0 

:GARAG1_6709
if 
  122@ == 3 
else_jump @GARAG1_6734 
gosub @GARAG1_24366 

:GARAG1_6734
if 
  122@ == 4 
else_jump @GARAG1_6759 
gosub @GARAG1_24366 

:GARAG1_6759
if 
  122@ == 5 
else_jump @GARAG1_6862 
if 
  40@ > 1500 
else_jump @GARAG1_6862 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_6855 
0605: actor 101@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_6855
gosub @GARAG1_24366 

:GARAG1_6862
if 
  122@ == 6 
else_jump @GARAG1_6996 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_6947 
015F: set_camera_position -1670.605 442.2138 7.3642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1669.891 441.5237 7.2424 switchstyle 2 

:GARAG1_6947
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
gosub @GARAG1_24366 

:GARAG1_6996
if 
  122@ == 7 
else_jump @GARAG1_7021 
gosub @GARAG1_24366 

:GARAG1_7021
if 
  122@ == 8 
else_jump @GARAG1_7046 
gosub @GARAG1_24366 

:GARAG1_7046
if 
  122@ == 9 
else_jump @GARAG1_7141 
if 
  40@ > 1500 
else_jump @GARAG1_7141 
015F: set_camera_position -1648.684 411.5628 18.7936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1649.09 412.4462 18.5605 switchstyle 2 
gosub @GARAG1_24366 

:GARAG1_7141
if 
  122@ == 10 
else_jump @GARAG1_7185 
if 
  40@ > 1500 
else_jump @GARAG1_7185 
gosub @GARAG1_24366 

:GARAG1_7185
if 
  122@ == 11 
else_jump @GARAG1_7229 
if 
  40@ > 1500 
else_jump @GARAG1_7229 
gosub @GARAG1_24366 

:GARAG1_7229
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_7253 
122@ = 20 
040D: unload_wav 1 

:GARAG1_7253
if 
  41@ > 21500 
else_jump @GARAG1_7279 
122@ = 20 

:GARAG1_7279
jump @GARAG1_5951 

:GARAG1_7286
0701: end_scene_skip 
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_7315 
return 

:GARAG1_7315
04EF: release_animation "CAR" 
0249: release_model 525 
if 
8119:   not car 44@ wrecked 
else_jump @GARAG1_7350 
0519: set_car 44@ locked 0 

:GARAG1_7350
01C3: remove_references_to_car 44@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_7403 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_7403
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BE: text_clear_all 
122@ = 0 
356@ = 31 
357@ = 0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_7669 
03A2: set_car 42@ action 0 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_7558 
if 
80DB:   not actor 101@ in_car 42@ 
else_jump @GARAG1_7558 
if 
0431:   car 42@ passenger_seat_free 0 
else_jump @GARAG1_7533 
0430: put_actor 101@ into_car 42@ passenger_seat 0 
jump @GARAG1_7558 

:GARAG1_7533
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 0 
009B: destroy_actor 108@ 
0430: put_actor 101@ into_car 42@ passenger_seat 0 

:GARAG1_7558
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_7669 
if 
80DB:   not actor 102@(142@,4i) in_car 42@ 
else_jump @GARAG1_7669 
if 
0431:   car 42@ passenger_seat_free 2 
else_jump @GARAG1_7640 
0430: put_actor 102@(142@,4i) into_car 42@ passenger_seat 2 
jump @GARAG1_7669 

:GARAG1_7640
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 2 
009B: destroy_actor 108@ 
0430: put_actor 102@(142@,4i) into_car 42@ passenger_seat 2 

:GARAG1_7669
142@ = 1 
109@ = 0 
113@ = 1 
return 

:GARAG1_7692
0247: load_model 413 

:GARAG1_7697
if 
8248:   not model 413 available 
else_jump @GARAG1_7724 
wait 0 
jump @GARAG1_7697 

:GARAG1_7724
00A5: 46@ = create_car 413 at -2607.11 623.91 14.66 
0249: release_model 413 
0175: set_car 46@ Z_angle_to 277.0 
00A6: destroy_car 46@ 
02A8: 136@ = create_marker 22 at 53@ 54@ 55@ 
gosub @GARAG1_18497 
if 
  118@ == 1 
else_jump @GARAG1_7810 
return 

:GARAG1_7810
008B: 288@ = $PLAYER_ACTOR // (int) 
0085: 289@ = 101@ // (int) 
0085: 290@ = 101@ // (int) 
0085: 291@ = 101@ // (int) 
0085: 292@ = 101@ // (int) 
008B: 293@ = $PLAYER_ACTOR // (int) 
0085: 294@ = 101@ // (int) 
0085: 295@ = 101@ // (int) 
0085: 296@ = 101@ // (int) 
0085: 297@ = 101@ // (int) 
008B: 298@ = $PLAYER_ACTOR // (int) 
0085: 299@ = 101@ // (int) 
008B: 300@ = $PLAYER_ACTOR // (int) 
0085: 301@ = 101@ // (int) 
008B: 302@ = $PLAYER_ACTOR // (int) 
0085: 303@ = 101@ // (int) 
0085: 304@ = 101@ // (int) 
0164: disable_marker 136@ 
0247: load_model 413 

:GARAG1_7956
if 
8248:   not model 413 available 
else_jump @GARAG1_7983 
wait 0 
jump @GARAG1_7956 

:GARAG1_7983
04ED: load_animation "CAR_CHAT" 

:GARAG1_7995
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_8029 
wait 0 
jump @GARAG1_7995 

:GARAG1_8029
00A5: 46@ = create_car 413 at -2607.11 623.91 14.66 
0249: release_model 413 
020A: set_car 46@ door_status_to 2 
0175: set_car 46@ Z_angle_to 180.0 
0519: set_car 46@ locked 1 
356@ = 38 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
122@ = 0 
40@ = 0 
41@ = 0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_8394 
00AB: put_car 42@ at 53@ 54@ 55@ 
0174: 48@ = car 42@ Z_angle 
if and
  48@ > 0.0 
  180.0 > 48@ 
else_jump @GARAG1_8224 
0175: set_car 42@ Z_angle_to 90.0 
jump @GARAG1_8234 

:GARAG1_8224
0175: set_car 42@ Z_angle_to 270.0 

:GARAG1_8234
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_8261 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_8261
015F: set_camera_position -2581.94 580.42 17.8189 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2582.491 581.153 18.2173 switchstyle 2 
0407: store_coords_to 95@ 96@ 97@ from_car 42@ with_offset 0.8 2.2 0.8 
0407: store_coords_to 98@ 99@ 100@ from_car 42@ with_offset 0.0 -1.5 0.5 
0395: clear_area 1 at -2607.11 623.91 14.66 radius 1000.0 

:GARAG1_8394
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_8453 
0605: actor 101@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_8453
gosub @GARAG1_24366 
0395: clear_area 1 at 53@ 54@ 55@ radius 1000.0 
122@ = 0 

:GARAG1_8485
if 
   not 122@ == 10 
else_jump @GARAG1_9623 
wait 0 
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_8534 
return 

:GARAG1_8534
if 
  122@ == 0 
else_jump @GARAG1_8777 
if 
  40@ > 1500 
else_jump @GARAG1_8777 
0707: start_scene_skip_to @GARAG1_9623 
if 
8118:   not actor 102@ dead 
else_jump @GARAG1_8637 
0605: actor 102@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_8637
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2581.94 580.42 17.8189 position_to -2583.32 581.73 15.39 time 5000 smooth_transition 1 
0920: point_camera -2582.491 581.153 18.2173 transverse_to -2607.11 623.91 14.66 time 5000 smooth_transition 1 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
gosub @GARAG1_24366 
40@ = 0 

:GARAG1_8777
if 
  122@ == 1 
else_jump @GARAG1_8849 
if 
  40@ > 1500 
else_jump @GARAG1_8849 
gosub @GARAG1_24366 
if 
8119:   not car 46@ wrecked 
else_jump @GARAG1_8849 
0129: 107@ = create_actor_pedtype 4 model 7 in_car 46@ driverseat 

:GARAG1_8849
if 
  122@ == 2 
else_jump @GARAG1_8946 
if 
  40@ > 1500 
else_jump @GARAG1_8946 
gosub @GARAG1_24366 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2583.32 581.73 15.39 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2607.11 623.91 14.66 switchstyle 2 

:GARAG1_8946
if 
  122@ == 3 
else_jump @GARAG1_8990 
if 
  40@ > 1500 
else_jump @GARAG1_8990 
gosub @GARAG1_24366 

:GARAG1_8990
if 
  122@ == 4 
else_jump @GARAG1_9126 
if 
  40@ > 1500 
else_jump @GARAG1_9126 
if 
8119:   not car 46@ wrecked 
else_jump @GARAG1_9119 
0519: set_car 46@ locked 0 
if 
8118:   not actor 107@ dead 
else_jump @GARAG1_9119 
if 
00DB:   actor 107@ in_car 46@ 
else_jump @GARAG1_9119 
05D1: AS_actor 107@ drive_car 46@ to -2607.95 528.47 13.98 speed 25.0 2 model 0 2 

:GARAG1_9119
gosub @GARAG1_24366 

:GARAG1_9126
if 
  122@ == 5 
else_jump @GARAG1_9228 
if 
  40@ > 1500 
else_jump @GARAG1_9228 
gosub @GARAG1_24366 
015F: set_camera_position -2614.461 573.477 16.9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2613.8 574.224 16.911 switchstyle 2 
40@ = 0 

:GARAG1_9228
if 
  122@ == 6 
else_jump @GARAG1_9471 
if 
  40@ > 2500 
else_jump @GARAG1_9471 
gosub @GARAG1_24366 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_9331 
0605: actor 101@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_9331
if 
8118:   not actor 102@ dead 
else_jump @GARAG1_9390 
0605: actor 102@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_9390
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 95@ 96@ 97@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 98@ 99@ 100@ switchstyle 2 

:GARAG1_9471
if 
  122@ == 7 
else_jump @GARAG1_9515 
if 
  40@ > 1500 
else_jump @GARAG1_9515 
gosub @GARAG1_24366 

:GARAG1_9515
if 
  122@ == 8 
else_jump @GARAG1_9566 
if 
  40@ > 1500 
else_jump @GARAG1_9566 
gosub @GARAG1_24366 
122@ = 10 

:GARAG1_9566
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_9590 
122@ = 10 
040D: unload_wav 1 

:GARAG1_9590
if 
  41@ > 20500 
else_jump @GARAG1_9616 
122@ = 10 

:GARAG1_9616
jump @GARAG1_8485 

:GARAG1_9623
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
04EF: release_animation "CAR_CHAT" 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_9677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_9677
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
122@ = 0 
356@ = 48 
357@ = 0 
009B: destroy_actor 107@ 
00A6: destroy_car 46@ 
113@ = 0 
110@ = 1 
0A6F: checkpoint_save 1 
return 

:GARAG1_9742
0247: load_model 588 

:GARAG1_9747
if 
8248:   not model 588 available 
else_jump @GARAG1_9774 
wait 0 
jump @GARAG1_9747 

:GARAG1_9774
04ED: load_animation "SMOKING" 

:GARAG1_9785
if 
84EE:   not animation "SMOKING" loaded 
else_jump @GARAG1_9818 
wait 0 
jump @GARAG1_9785 

:GARAG1_9818
023C: load_special_actor 'DWAYNE' as 4 // models 290-299 

:GARAG1_9831
if 
823D:   not special_actor 4 loaded 
else_jump @GARAG1_9857 
wait 0 
jump @GARAG1_9831 

:GARAG1_9857
0247: load_model #CIGAR 

:GARAG1_9861
if 
8248:   not model #CIGAR available 
else_jump @GARAG1_9887 
wait 0 
jump @GARAG1_9861 

:GARAG1_9887
018A: 130@(142@,5i) = create_checkpoint_at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) 
08FB: set_checkpoint 130@(142@,5i) type_to 1 
if 
  118@ == 14 
else_jump @GARAG1_10051 
009A: 102@(142@,4i) = create_actor_pedtype 4 model 293 at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
00A5: 43@ = create_car 588 at -2238.888 541.5267 34.375 
0107: 50@ = create_object #CIGAR at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
00A6: destroy_car 43@ 
009B: destroy_actor 102@(142@,4i) 
0108: destroy_object 50@ 

:GARAG1_10051
gosub @GARAG1_18497 
if 
  118@ == 1 
else_jump @GARAG1_10078 
return 

:GARAG1_10078
if 
03CA:   object 50@ exists 
else_jump @GARAG1_10099 
0108: destroy_object 50@ 

:GARAG1_10099
04ED: load_animation "CAR_CHAT" 

:GARAG1_10111
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_10145 
wait 0 
jump @GARAG1_10111 

:GARAG1_10145
0085: 305@ = 101@ // (int) 
0085: 306@ = 103@ // (int) 
0085: 307@ = 101@ // (int) 
0085: 308@ = 101@ // (int) 
0085: 309@ = 103@ // (int) 
0085: 310@ = 103@ // (int) 
0085: 311@ = 103@ // (int) 
008B: 312@ = $PLAYER_ACTOR // (int) 
0085: 313@ = 103@ // (int) 
0085: 314@ = 101@ // (int) 
008B: 315@ = $PLAYER_ACTOR // (int) 
0085: 316@ = 101@ // (int) 
0085: 317@ = 102@ // (int) 
008B: 318@ = $PLAYER_ACTOR // (int) 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_10417 
if 
83CA:   not object 50@ exists 
else_jump @GARAG1_10417 
0107: 50@ = create_object #CIGAR at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
070A: AS_actor 102@(142@,4i) attach_to_object 50@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0669: 358@ = attach_particle "EXHALE" to_actor 102@(142@,4i) with_offset 0.05 0.12 0.0 type 1 
0883: attach_particle 358@ to_actor 102@(142@,4i) mode 5 

:GARAG1_10417
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_10886 
0174: 48@ = car 42@ Z_angle 
00AB: put_car 42@ at 63@ 68@ 73@ 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_10482 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_10482
015F: set_camera_position -2235.815 541.4094 35.7451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2236.521 542.1174 35.7312 switchstyle 2 
0395: clear_area 1 at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 1000.0 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_10627 
0812: AS_actor 102@(142@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GARAG1_10627
if and
  48@ > 90.0 
  270.0 > 48@ 
else_jump @GARAG1_10775 
0175: set_car 42@ Z_angle_to 180.0 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_10726 
0605: actor 101@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_10726
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @GARAG1_10886 

:GARAG1_10775
0175: set_car 42@ Z_angle_to 0.0 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_10844 
0605: actor 101@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_10844
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_10886
356@ = 55 
gosub @GARAG1_24366 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
122@ = 0 
40@ = 0 
41@ = 0 

:GARAG1_10950
if 
   not 122@ == 20 
else_jump @GARAG1_13037 
wait 0 
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_10999 
return 

:GARAG1_10999
if 
  122@ == 0 
else_jump @GARAG1_11401 
0707: start_scene_skip_to @GARAG1_13037 
if 
  40@ > 2000 
else_jump @GARAG1_11401 
064C: make_particle 358@ visible 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_11080 
0967: actor 102@(142@,4i) move_mouth 4000 ms 

:GARAG1_11080
gosub @GARAG1_24366 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_11162 
0812: AS_actor 102@(142@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
04D7: set_actor 102@(142@,4i) locked 0 

:GARAG1_11162
if and
  48@ > 90.0 
  270.0 > 48@ 
else_jump @GARAG1_11300 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_11251 
0605: actor 101@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_11251
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @GARAG1_11401 

:GARAG1_11300
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_11359 
0605: actor 101@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_11359
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_11401
if 
  122@ == 1 
else_jump @GARAG1_11787 
if 
  40@ > 2000 
else_jump @GARAG1_11787 
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_11755 
020A: set_car 43@ door_status_to 1 
if 
8118:   not actor 103@ dead 
else_jump @GARAG1_11659 
05D3: AS_actor 103@ goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
04EF: release_animation "SMOKING" 
if and
  48@ > 90.0 
  270.0 > 48@ 
else_jump @GARAG1_11601 
015F: set_camera_position -2233.689 541.4159 35.2249 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2233.139 542.2441 35.1142 switchstyle 2 
jump @GARAG1_11652 

:GARAG1_11601
015F: set_camera_position -2228.62 540.7846 35.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.199 541.5954 35.5075 switchstyle 2 

:GARAG1_11652
jump @GARAG1_11691 

:GARAG1_11659
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
110@ = 0 
118@ = 1 
return 

:GARAG1_11691
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_11732 
0519: set_car 43@ locked 0 
gosub @GARAG1_24366 
jump @GARAG1_11748 

:GARAG1_11732
110@ = 0 
118@ = 1 
return 

:GARAG1_11748
jump @GARAG1_11787 

:GARAG1_11755
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
110@ = 0 
118@ = 1 
return 

:GARAG1_11787
if 
  40@ > 1500 
else_jump @GARAG1_12043 
if 
  122@ == 2 
else_jump @GARAG1_12043 
gosub @GARAG1_24366 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_12043 
0173: set_actor 102@(142@,4i) Z_angle_to 270.0 
0615: define_AS_pack_begin 138@ 
05D3: AS_actor -1 goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 138@ 
0618: assign_actor 103@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_12043
if 
  122@ == 3 
else_jump @GARAG1_12068 
gosub @GARAG1_24366 

:GARAG1_12068
if 
  122@ == 4 
else_jump @GARAG1_12093 
gosub @GARAG1_24366 

:GARAG1_12093
if 
  122@ == 5 
else_jump @GARAG1_12118 
gosub @GARAG1_24366 

:GARAG1_12118
if 
  122@ == 6 
else_jump @GARAG1_12237 
gosub @GARAG1_24366 
40@ = 0 
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_12237 
if 
8118:   not actor 103@ dead 
else_jump @GARAG1_12237 
0615: define_AS_pack_begin 138@ 
05D3: AS_actor -1 goto_point -2241.66 547.19 34.49 mode 6 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 43@ as_driver -1 ms 
0616: define_AS_pack_end 138@ 
0618: assign_actor 103@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_12237
if 
  122@ == 7 
else_jump @GARAG1_12473 
gosub @GARAG1_24366 
015F: set_camera_position -2229.155 533.4247 41.4992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.659 534.123 40.9914 switchstyle 2 
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_12473 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_12473 
036A: put_actor 102@(142@,4i) in_car 43@ 
if 
00DB:   actor 102@(142@,4i) in_car 43@ 
else_jump @GARAG1_12473 
0615: define_AS_pack_begin 138@ 
05D1: AS_actor -1 drive_car 43@ to -2240.43 557.96 34.0 speed 10.0 2 model 0 3 
05D1: AS_actor -1 drive_car 43@ to -2185.43 567.96 34.0 speed 50.0 2 model 0 3 
0616: define_AS_pack_end 138@ 
0618: assign_actor 103@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_12473
if 
  40@ > 4000 
else_jump @GARAG1_12719 
if 
  122@ == 8 
else_jump @GARAG1_12719 
gosub @GARAG1_24366 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_12643 
015F: set_camera_position -2235.01 538.8505 34.3478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2234.183 539.4094 34.3942 switchstyle 2 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_12643 
0605: actor 101@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_12643
064E: stop_particle 358@ 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_12677 
009B: destroy_actor 102@(142@,4i) 

:GARAG1_12677
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_12698 
00A6: destroy_car 43@ 

:GARAG1_12698
if 
03CA:   object 50@ exists 
else_jump @GARAG1_12719 
0108: destroy_object 50@ 

:GARAG1_12719
if 
  40@ > 1500 
else_jump @GARAG1_12763 
if 
  122@ == 9 
else_jump @GARAG1_12763 
gosub @GARAG1_24366 

:GARAG1_12763
if 
  40@ > 1500 
else_jump @GARAG1_12807 
if 
  122@ == 10 
else_jump @GARAG1_12807 
gosub @GARAG1_24366 

:GARAG1_12807
if 
  40@ > 1500 
else_jump @GARAG1_12851 
if 
  122@ == 11 
else_jump @GARAG1_12851 
gosub @GARAG1_24366 

:GARAG1_12851
if 
  40@ > 1500 
else_jump @GARAG1_12902 
if 
  122@ == 12 
else_jump @GARAG1_12902 
gosub @GARAG1_24366 
122@ = 20 

:GARAG1_12902
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_13002 
122@ = 20 
064E: stop_particle 358@ 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_12956 
009B: destroy_actor 102@(142@,4i) 

:GARAG1_12956
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_12977 
00A6: destroy_car 43@ 

:GARAG1_12977
if 
03CA:   object 50@ exists 
else_jump @GARAG1_12998 
0108: destroy_object 50@ 

:GARAG1_12998
040D: unload_wav 1 

:GARAG1_13002
if 
  41@ > 40000 
else_jump @GARAG1_13030 
122@ = 20 

:GARAG1_13030
jump @GARAG1_10950 

:GARAG1_13037
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_13087 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_13087
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
122@ = 0 
357@ = 0 
00BE: text_clear_all 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_13306 
03A2: set_car 42@ action 0 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_13235 
if 
80DB:   not actor 101@ in_car 42@ 
else_jump @GARAG1_13235 
if 
0431:   car 42@ passenger_seat_free 0 
else_jump @GARAG1_13210 
0430: put_actor 101@ into_car 42@ passenger_seat 0 
jump @GARAG1_13235 

:GARAG1_13210
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 0 
009B: destroy_actor 108@ 
0430: put_actor 101@ into_car 42@ passenger_seat 0 

:GARAG1_13235
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_13306 
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_13306 
if 
80DB:   not actor 102@(142@,4i) in_car 43@ 
else_jump @GARAG1_13306 
036A: put_actor 102@(142@,4i) in_car 43@ 

:GARAG1_13306
0249: release_model 588 
0249: release_model #CIGAR 
0296: unload_special_actor 4 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_13348 
009B: destroy_actor 102@(142@,4i) 

:GARAG1_13348
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_13369 
00A6: destroy_car 43@ 

:GARAG1_13369
if 
03CA:   object 50@ exists 
else_jump @GARAG1_13390 
0108: destroy_object 50@ 

:GARAG1_13390
142@ = 2 
110@ = 0 
114@ = 1 
return 

:GARAG1_13413
02A8: 137@ = create_marker 30 at 56@ 57@ 58@ 
gosub @GARAG1_18497 
if 
  118@ == 1 
else_jump @GARAG1_13456 
return 

:GARAG1_13456
0247: load_model 413 
04ED: load_animation "CAR_CHAT" 

:GARAG1_13473
if or
8248:   not model 413 available 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_13512 
wait 0 
jump @GARAG1_13473 

:GARAG1_13512
00A5: 46@ = create_car 413 at -1659.92 751.31 17.29 
020A: set_car 46@ door_status_to 2 
0175: set_car 46@ Z_angle_to 180.0 
0519: set_car 46@ locked 1 
if 
8119:   not car 46@ wrecked 
else_jump @GARAG1_13604 
0129: 107@ = create_actor_pedtype 4 model 7 in_car 46@ driverseat 
0519: set_car 46@ locked 0 
00AD: set_car 46@ max_speed_to 30.0 

:GARAG1_13604
0085: 319@ = 101@ // (int) 
0085: 320@ = 101@ // (int) 
0085: 321@ = 101@ // (int) 
0085: 322@ = 101@ // (int) 
008B: 323@ = $PLAYER_ACTOR // (int) 
0085: 324@ = 101@ // (int) 
0085: 325@ = 101@ // (int) 
0085: 326@ = 101@ // (int) 
0085: 327@ = 101@ // (int) 
0085: 328@ = 101@ // (int) 
0085: 329@ = 101@ // (int) 
008B: 330@ = $PLAYER_ACTOR // (int) 
008B: 331@ = $PLAYER_ACTOR // (int) 
0085: 332@ = 102@ // (int) 
0085: 333@ = 101@ // (int) 
0085: 334@ = 101@ // (int) 
0085: 335@ = 101@ // (int) 
0085: 336@ = 101@ // (int) 
0085: 337@ = 101@ // (int) 
008B: 338@ = $PLAYER_ACTOR // (int) 
0085: 339@ = 101@ // (int) 
0085: 341@ = 101@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_14059 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_13852 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_13852
0174: 48@ = car 42@ Z_angle 
00AB: put_car 42@ at -1626.167 725.0057 13.4609 
if and
  48@ > 0.0 
  180.0 > 48@ 
else_jump @GARAG1_13928 
0175: set_car 42@ Z_angle_to 90.0 
jump @GARAG1_13938 

:GARAG1_13928
0175: set_car 42@ Z_angle_to 270.0 

:GARAG1_13938
0407: store_coords_to 95@ 96@ 97@ from_car 42@ with_offset 1.0 1.5 0.8 
0407: store_coords_to 98@ 99@ 100@ from_car 42@ with_offset 0.0 -1.5 0.5 
015F: set_camera_position 95@ 96@ 97@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 98@ 99@ 100@ switchstyle 2 
0395: clear_area 1 at -1659.92 751.31 17.29 radius 1000.0 

:GARAG1_14059
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_14118 
0605: actor 101@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_14118
122@ = 0 
356@ = 69 
40@ = 0 
41@ = 0 

:GARAG1_14146
if 
   not 122@ == 20 
else_jump @GARAG1_14977 
wait 0 
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_14195 
return 

:GARAG1_14195
if 
  122@ == 0 
else_jump @GARAG1_14270 
0707: start_scene_skip_to @GARAG1_14977 
if 
  40@ > 1500 
else_jump @GARAG1_14270 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_14263 
0967: actor 101@ move_mouth 29000 ms 

:GARAG1_14263
gosub @GARAG1_24366 

:GARAG1_14270
if 
  122@ == 1 
else_jump @GARAG1_14457 
if 
  40@ > 2000 
else_jump @GARAG1_14457 
gosub @GARAG1_24366 
if 
8119:   not car 46@ wrecked 
else_jump @GARAG1_14399 
if 
8118:   not actor 107@ dead 
else_jump @GARAG1_14399 
if 
00DB:   actor 107@ in_car 46@ 
else_jump @GARAG1_14399 
05D1: AS_actor 107@ drive_car 46@ to -1716.03 732.96 24.9 speed 15.0 0 model 0 2 

:GARAG1_14399
015F: set_camera_position -1671.547 729.851 18.6107 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1670.621 730.2037 18.7409 switchstyle 2 
40@ = 0 

:GARAG1_14457
if 
  122@ == 2 
else_jump @GARAG1_14501 
if 
  40@ > 2000 
else_jump @GARAG1_14501 
gosub @GARAG1_24366 

:GARAG1_14501
if 
  122@ == 3 
else_jump @GARAG1_14729 
if 
  40@ > 6000 
else_jump @GARAG1_14729 
015F: set_camera_position -1624.639 723.3417 14.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1625.473 723.8466 14.8151 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_14698 
0605: actor 101@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_14698
gosub @GARAG1_24366 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_14729 
0967: actor 101@ move_mouth 20000 ms 

:GARAG1_14729
if and
  122@ >= 4 
  7 >= 122@ 
else_jump @GARAG1_14761 
gosub @GARAG1_24366 

:GARAG1_14761
if 
  122@ == 8 
else_jump @GARAG1_14863 
if 
  40@ > 2000 
else_jump @GARAG1_14863 
015F: set_camera_position -1628.8 727.3613 14.7421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1627.844 727.0695 14.7728 switchstyle 2 
gosub @GARAG1_24366 
40@ = 0 

:GARAG1_14863
if and
  122@ >= 9 
  11 >= 122@ 
else_jump @GARAG1_14895 
gosub @GARAG1_24366 

:GARAG1_14895
if 
  122@ >= 12 
else_jump @GARAG1_14920 
122@ = 20 

:GARAG1_14920
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_14944 
122@ = 20 
040D: unload_wav 1 

:GARAG1_14944
if 
  41@ > 29000 
else_jump @GARAG1_14970 
122@ = 20 

:GARAG1_14970
jump @GARAG1_14146 

:GARAG1_14977
0701: end_scene_skip 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_15000 
0968: actor 101@ stop_mouth 

:GARAG1_15000
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_15036 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_15036
04EF: release_animation "CAR_CHAT" 
0249: release_model 413 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
122@ = 0 
356@ = 80 
357@ = 0 
00BE: text_clear_all 
0164: disable_marker 137@ 
009B: destroy_actor 107@ 
00A6: destroy_car 46@ 
04EF: release_animation "CAR_CHAT" 
114@ = 0 
if 
  111@ == 0 
else_jump @GARAG1_15146 
0A6F: checkpoint_save 99 

:GARAG1_15146
111@ = 1 
return 

:GARAG1_15155
018A: 130@(142@,5i) = create_checkpoint_at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) 
08FB: set_checkpoint 130@(142@,5i) type_to 1 
04ED: load_animation "CRIB" 
0247: load_model 465 

:GARAG1_15209
if or
84EE:   not animation "CRIB" loaded 
8248:   not model 465 available 
else_jump @GARAG1_15244 
wait 0 
jump @GARAG1_15209 

:GARAG1_15244
0107: 49@ = create_object #PARKBENCH1 at -2242.6 136.91 34.65 
0108: destroy_object 49@ 
00A5: 45@ = create_car 465 at -2250.33 139.91 44.66 
00A6: destroy_car 45@ 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:GARAG1_15313
if 
823D:   not special_actor 1 loaded 
else_jump @GARAG1_15339 
wait 0 
jump @GARAG1_15313 

:GARAG1_15339
0247: load_model 364 
0247: load_model 363 

:GARAG1_15349
if or
8248:   not model 364 available 
8248:   not model 363 available 
else_jump @GARAG1_15381 
wait 0 
jump @GARAG1_15349 

:GARAG1_15381
009A: 104@ = create_actor_pedtype 4 model 290 at 82@ 87@ 92@ 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 104@ untargetable 1 
01B2: give_actor 104@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 104@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 104@ decision_maker_to 143@ 
01B9: set_actor 104@ armed_weapon_to 40 
009B: destroy_actor 104@ 
gosub @GARAG1_18497 
04ED: load_animation "CAR_CHAT" 

:GARAG1_15480
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @GARAG1_15514 
wait 0 
jump @GARAG1_15480 

:GARAG1_15514
if 
  118@ == 1 
else_jump @GARAG1_15534 
return 

:GARAG1_15534
0085: 342@ = 104@ // (int) 
0085: 343@ = 104@ // (int) 
0085: 344@ = 104@ // (int) 
0085: 345@ = 101@ // (int) 
0085: 346@ = 101@ // (int) 
0085: 347@ = 101@ // (int) 
008B: 348@ = $PLAYER_ACTOR // (int) 
0085: 349@ = 101@ // (int) 
0085: 350@ = 101@ // (int) 
0085: 351@ = 104@ // (int) 
0085: 352@ = 104@ // (int) 
0085: 353@ = 104@ // (int) 
008B: 354@ = $PLAYER_ACTOR // (int) 
008B: 355@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D7: enable_train_traffic 0 
if 
8119:   not car 45@ wrecked 
else_jump @GARAG1_15755 
00AB: put_car 45@ at -2244.56 127.11 40.0 
0743: heli 45@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 
00AD: set_car 45@ max_speed_to 21.0 

:GARAG1_15755
015F: set_camera_position -2250.306 140.9439 41.7533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2249.804 140.343 41.1311 switchstyle 2 
0395: clear_area 1 at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 1000.0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_15978 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_15879 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_15879
0174: 48@ = car 42@ Z_angle 
if and
  48@ > 90.0 
  270.0 > 48@ 
else_jump @GARAG1_15935 
0175: set_car 42@ Z_angle_to 180.0 
jump @GARAG1_15945 

:GARAG1_15935
0175: set_car 42@ Z_angle_to 0.0 

:GARAG1_15945
if 
8431:   not car 42@ passenger_seat_free 1 
else_jump @GARAG1_15978 
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 1 
009B: destroy_actor 108@ 

:GARAG1_15978
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_16024 
0223: set_actor 104@ health_to 200 
0446: set_actor 104@ dismemberment_possible 0 
02AB: set_actor 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GARAG1_16024
356@ = 92 
122@ = 0 
40@ = 0 
41@ = 0 

:GARAG1_16052
if 
   not 122@ == 10 
else_jump @GARAG1_16832 
wait 0 
if 
  122@ == 0 
else_jump @GARAG1_16125 
if 
  40@ > 1500 
else_jump @GARAG1_16125 
0707: start_scene_skip_to @GARAG1_16832 
gosub @GARAG1_24366 

:GARAG1_16125
if 
  122@ == 1 
else_jump @GARAG1_16220 
if 
  40@ > 2000 
else_jump @GARAG1_16220 
gosub @GARAG1_24366 
015F: set_camera_position -2244.449 135.8613 34.9713 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2244.844 134.9551 35.1198 switchstyle 2 

:GARAG1_16220
if 
  122@ == 2 
else_jump @GARAG1_16578 
if 
  40@ > 3000 
else_jump @GARAG1_16578 
gosub @GARAG1_24366 
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_16578 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_16495 
if 
80DF:   not actor 104@ driving 
else_jump @GARAG1_16319 
0619: enable_actor 104@ collision_detection 1 

:GARAG1_16319
00A1: put_actor 104@ at -2245.34 134.11 34.5 
if and
  48@ > 90.0 
  270.0 > 48@ 
else_jump @GARAG1_16421 
0615: define_AS_pack_begin 138@ 
05D4: AS_actor -1 rotate_angle 93.0 
05CA: AS_actor -1 enter_car 42@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 138@ 
0618: assign_actor 104@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 
jump @GARAG1_16488 

:GARAG1_16421
0615: define_AS_pack_begin 138@ 
05D4: AS_actor -1 rotate_angle 93.0 
05D3: AS_actor -1 goto_point -2252.853 138.619 34.219 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 42@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 138@ 
0618: assign_actor 104@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_16488
jump @GARAG1_16527 

:GARAG1_16495
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
111@ = 0 
118@ = 1 
return 

:GARAG1_16527
015F: set_camera_position -2251.421 130.1502 35.5076 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2250.745 130.8858 35.4549 switchstyle 2 

:GARAG1_16578
if 
  122@ == 3 
else_jump @GARAG1_16673 
if 
  40@ > 3000 
else_jump @GARAG1_16673 
015F: set_camera_position -2253.451 139.6341 38.4909 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2252.702 139.074 38.1371 switchstyle 2 
gosub @GARAG1_24366 

:GARAG1_16673
if 
  122@ == 4 
else_jump @GARAG1_16731 
if 
  40@ > 3000 
else_jump @GARAG1_16731 
gosub @GARAG1_24366 
122@ = 5 
40@ = 0 

:GARAG1_16731
if 
  122@ == 5 
else_jump @GARAG1_16775 
if 
  40@ > 2000 
else_jump @GARAG1_16775 
122@ = 10 

:GARAG1_16775
if 
08D0:   should_skip_cutscene 
else_jump @GARAG1_16799 
122@ = 10 
040D: unload_wav 1 

:GARAG1_16799
if 
  41@ > 13500 
else_jump @GARAG1_16825 
122@ = 10 

:GARAG1_16825
jump @GARAG1_16052 

:GARAG1_16832
0701: end_scene_skip 
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_16985 
01B9: set_actor 104@ armed_weapon_to 0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_16970 
if 
80DB:   not actor 104@ in_car 42@ 
else_jump @GARAG1_16970 
if 
0431:   car 42@ passenger_seat_free 1 
else_jump @GARAG1_16927 
0430: put_actor 104@ into_car 42@ passenger_seat 1 
jump @GARAG1_16956 

:GARAG1_16927
0432: 108@ = get_actor_handle_from_car 42@ passenger_seat 1 
009B: destroy_actor 108@ 
0430: put_actor 102@(142@,4i) into_car 42@ passenger_seat 1 

:GARAG1_16956
01B9: set_actor 104@ armed_weapon_to 0 
02A9: set_actor 104@ immune_to_nonplayer 0 

:GARAG1_16970
02AB: set_actor 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GARAG1_16985
if 
8119:   not car 45@ wrecked 
else_jump @GARAG1_17061 
00AB: put_car 45@ at -2242.34 128.0 34.2 
02AC: set_car 45@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00AD: set_car 45@ max_speed_to 0.0 
0224: set_car 45@ health_to 400 
0519: set_car 45@ locked 1 

:GARAG1_17061
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_17097 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_17097
06D7: enable_train_traffic 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
356@ = 97 
122@ = 0 
357@ = 0 
00BE: text_clear_all 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
0249: release_model 364 
0249: release_model 363 
04EF: release_animation "CRIB" 
01C3: remove_references_to_car 45@ 
04EF: release_animation "CAR_CHAT" 
142@ = 3 
111@ = 0 
115@ = 1 
0249: release_model 465 
return 

:GARAG1_17206
018A: 130@(142@,5i) = create_checkpoint_at 77@ 78@ 79@ 
0247: load_model 588 

:GARAG1_17229
if 
8248:   not model 588 available 
else_jump @GARAG1_17256 
wait 0 
jump @GARAG1_17229 

:GARAG1_17256
gosub @GARAG1_18497 
if 
  118@ == 1 
else_jump @GARAG1_17283 
return 

:GARAG1_17283
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
40@ = 0 
015F: set_camera_position -2040.63 180.9374 29.2617 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.8 180.3834 29.3231 switchstyle 2 
0395: clear_area 1 at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 1000.0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_17507 
00AB: put_car 42@ at -2033.932 178.5836 27.6359 
0175: set_car 42@ Z_angle_to 86.5989 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_17473 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_17473
05D1: AS_actor $PLAYER_ACTOR drive_car 42@ to -2039.97 179.98 28.08 speed 20.0 2 model 1 3 

:GARAG1_17507
03CF: load_wav 16503 as 1 

:GARAG1_17514
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_17540 
wait 0 
jump @GARAG1_17514 

:GARAG1_17540
00BC: show_text_highpriority GXT 'GAR1_PH' time 10000 flag 1  // OK, we here.
03D1: play_wav 1 

:GARAG1_17560
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_17586 
wait 0 
jump @GARAG1_17560 

:GARAG1_17586
03D5: remove_text 'GAR1_PH'  // OK, we here.
122@ = 0 

:GARAG1_17604
if 
  4000 > 40@ 
else_jump @GARAG1_18091 
wait 0 
if 
  122@ == 0 
else_jump @GARAG1_18005 
if 
  40@ > 1000 
else_jump @GARAG1_18005 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_17772 
if 
8118:   not actor 102@ dead 
else_jump @GARAG1_17772 
04C4: store_coords_to 59@ 60@ 61@ from_actor 102@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 138@ 
05CD: AS_actor -1 exit_car 42@ 
05D3: AS_actor -1 goto_point 59@ 60@ 61@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 102@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_17772
wait 1000 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_17885 
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_17885 
04C4: store_coords_to 59@ 60@ 61@ from_actor 104@ with_offset -5.0 0.0 0.0 
0615: define_AS_pack_begin 138@ 
05CD: AS_actor -1 exit_car 42@ 
05D3: AS_actor -1 goto_point 59@ 60@ 61@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 104@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_17885
wait 500 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_17998 
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_17998 
04C4: store_coords_to 59@ 60@ 61@ from_actor 101@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 138@ 
05CD: AS_actor -1 exit_car 42@ 
05D3: AS_actor -1 goto_point 59@ 60@ 61@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 101@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:GARAG1_17998
122@ = 1 

:GARAG1_18005
if 
  122@ == 1 
else_jump @GARAG1_18064 
if 
  40@ > 2500 
else_jump @GARAG1_18064 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
122@ = 2 

:GARAG1_18064
if 
  118@ == 1 
else_jump @GARAG1_18084 
return 

:GARAG1_18084
jump @GARAG1_17604 

:GARAG1_18091
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GARAG1_18127 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0 177.0 28.2 

:GARAG1_18127
04EF: release_animation "SMOKING" 
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0249: release_model 364 
0249: release_model 363 
0249: release_model 585 
0249: release_model 588 
0249: release_model 413 
0249: release_model 465 
0249: release_model 525 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 

:GARAG1_18229
if 
fading 
else_jump @GARAG1_18253 
wait 0 
jump @GARAG1_18229 

:GARAG1_18253
00A1: put_actor $PLAYER_ACTOR at -2028.0 177.0 28.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
009B: destroy_actor 101@ 
009B: destroy_actor 102@ 
009B: destroy_actor 103@ 
009B: destroy_actor 104@ 
009B: destroy_actor 105@ 
009B: destroy_actor 107@ 
00A6: destroy_car 43@ 
00A6: destroy_car 42@ 
02E4: load_cutscene_data 'GARAG1C' 
select_interior 1 

:GARAG1_18338
if 
86B9:   not cutscene_data_loaded 
else_jump @GARAG1_18362 
wait 0 
jump @GARAG1_18338 

:GARAG1_18362
wait 1500 
02E7: start_cutscene 
fade 1 1000 

:GARAG1_18376
if 
82E9:   not cutscene_reached_end 
else_jump @GARAG1_18400 
wait 0 
jump @GARAG1_18376 

:GARAG1_18400
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GARAG1_18415
if 
fading 
else_jump @GARAG1_18439 
wait 0 
jump @GARAG1_18415 

:GARAG1_18439
select_interior 0 
fade 1 1000 

:GARAG1_18450
if 
fading 
else_jump @GARAG1_18474 
wait 0 
jump @GARAG1_18450 

:GARAG1_18474
357@ = 0 
115@ = 0 
117@ = 1 
return 

:GARAG1_18497
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_21976 

:GARAG1_18513
if 
   not 127@ == 1 
else_jump @GARAG1_21969 
wait 0 
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_18562 
return 

:GARAG1_18562
if 
  109@ == 1 
else_jump @GARAG1_19000 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_18925 
if 
  128@ == 0 
else_jump @GARAG1_18918 
009A: 102@(142@,4i) = create_actor_pedtype 4 model 292 at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
0568: set_actor 102@(142@,4i) untargetable 1 
0619: enable_actor 102@(142@,4i) collision_detection 0 
0173: set_actor 102@(142@,4i) Z_angle_to 228.0 
02AB: set_actor 102@(142@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
09F6: set_actor 102@(142@,4i) unjackable_through_driver_seat 0 
077A: set_actor 102@(142@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 102@(142@,4i) decision_maker_to 143@ 
0568: set_actor 102@(142@,4i) untargetable 1 
00A5: 44@ = create_car 525 at -1676.0 440.0 6.7 
020A: set_car 44@ door_status_to 2 
0918: set_car 44@ engine_operation 1 
0919: enable_car 44@ parking_lights 1 
0175: set_car 44@ Z_angle_to 313.0 
0224: set_car 44@ health_to 500 
0519: set_car 44@ locked 1 
0689: set_car 44@ remove_door 0 removed_door_visible 0 
0812: AS_actor 102@(142@,4i) perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
128@ = 1 

:GARAG1_18918
jump @GARAG1_19000 

:GARAG1_18925
if 
  128@ == 1 
else_jump @GARAG1_19000 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_18972 
009B: destroy_actor 102@(142@,4i) 

:GARAG1_18972
if 
8119:   not car 44@ wrecked 
else_jump @GARAG1_18993 
00A6: destroy_car 44@ 

:GARAG1_18993
128@ = 0 

:GARAG1_19000
if 
  110@ == 1 
else_jump @GARAG1_19490 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_19394 
if 
  128@ == 0 
else_jump @GARAG1_19387 
00A5: 43@ = create_car 588 at -2238.888 541.5267 34.375 
020A: set_car 43@ door_status_to 2 
0918: set_car 43@ engine_operation 1 
0919: enable_car 43@ parking_lights 1 
0175: set_car 43@ Z_angle_to 0.0 
0519: set_car 43@ locked 1 
009A: 102@(142@,4i) = create_actor_pedtype 4 model 293 at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
0568: set_actor 102@(142@,4i) untargetable 1 
0173: set_actor 102@(142@,4i) Z_angle_to 270.0 
0107: 50@ = create_object #CIGAR at 80@(142@,5f) 85@(142@,5f) 90@(142@,5f) 
070A: AS_actor 102@(142@,4i) attach_to_object 50@ offset 0.04 0.1 0.05 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
04D7: set_actor 102@(142@,4i) locked 1 
077A: set_actor 102@(142@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 102@(142@,4i) decision_maker_to 143@ 
09F6: set_actor 102@(142@,4i) unjackable_through_driver_seat 0 
0605: actor 102@(142@,4i) perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
128@ = 1 

:GARAG1_19387
jump @GARAG1_19490 

:GARAG1_19394
if 
  128@ == 1 
else_jump @GARAG1_19490 
if 
8118:   not actor 102@(142@,4i) dead 
else_jump @GARAG1_19441 
009B: destroy_actor 102@(142@,4i) 

:GARAG1_19441
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_19462 
00A6: destroy_car 43@ 

:GARAG1_19462
if 
03CA:   object 50@ exists 
else_jump @GARAG1_19483 
0108: destroy_object 50@ 

:GARAG1_19483
128@ = 0 

:GARAG1_19490
if 
  111@ == 1 
else_jump @GARAG1_19979 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 200.0 200.0 200.0 
else_jump @GARAG1_19891 
if 
  128@ == 0 
else_jump @GARAG1_19884 
0107: 49@ = create_object #PARKBENCH1 at -2244.55 133.91 34.4 
0177: set_object 49@ Z_angle_to 0.0 
0550: keep_object 49@ in_memory 1 
009A: 104@ = create_actor_pedtype 4 model 290 at -2244.7 133.91 33.82 
09F6: set_actor 104@ unjackable_through_driver_seat 0 
0568: set_actor 104@ untargetable 1 
0812: AS_actor 104@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0619: enable_actor 104@ collision_detection 0 
077A: set_actor 104@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 104@ decision_maker_to 143@ 
0173: set_actor 104@ Z_angle_to 280.0 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 104@ untargetable 1 
01B2: give_actor 104@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 104@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 104@ decision_maker_to 143@ 
01B9: set_actor 104@ armed_weapon_to 40 
00A5: 45@ = create_car 465 at -2250.33 139.91 44.66 
02AC: set_car 45@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 45@ max_speed_to 30.0 
0825: set_helicopter 45@ instant_rotor_start 
04A2: set_heli 45@ fly_to -2258.7 132.54 37.72 altitude_between 5.0 and 35.0 
128@ = 1 

:GARAG1_19884
jump @GARAG1_19979 

:GARAG1_19891
if 
  128@ == 1 
else_jump @GARAG1_19979 
if 
03CA:   object 49@ exists 
else_jump @GARAG1_19930 
0108: destroy_object 49@ 

:GARAG1_19930
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_19951 
009B: destroy_actor 104@ 

:GARAG1_19951
if 
8119:   not car 45@ wrecked 
else_jump @GARAG1_19972 
00A6: destroy_car 45@ 

:GARAG1_19972
128@ = 0 

:GARAG1_19979
if 
  115@ == 1 
else_jump @GARAG1_20157 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 77@ 78@ 79@ radius 300.0 300.0 300.0 
else_jump @GARAG1_20111 
if 
  128@ == 0 
else_jump @GARAG1_20104 
00A5: 43@ = create_car 588 at -2026.0 169.0 28.2 
020A: set_car 43@ door_status_to 2 
0175: set_car 43@ Z_angle_to 120.0 
128@ = 1 

:GARAG1_20104
jump @GARAG1_20157 

:GARAG1_20111
if 
  128@ == 1 
else_jump @GARAG1_20157 
if 
8119:   not car 43@ wrecked 
else_jump @GARAG1_20150 
00A6: destroy_car 43@ 

:GARAG1_20150
128@ = 0 

:GARAG1_20157
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_21902 
if or
  109@ == 1 
  110@ == 1 
  111@ == 1 
else_jump @GARAG1_20541 
if 
01B0:   car 42@ sphere 1 in_sphere 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 4.0 4.0 4.0 stopped 
else_jump @GARAG1_20541 
if 
01B0:   car 42@ sphere 0 in_sphere 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) radius 2.5 2.5 2.5 stopped 
else_jump @GARAG1_20532 
if 
  126@ == 0 
else_jump @GARAG1_20349 
03E5: show_text_box 'GAR1_23'  // Tap ~m~~widget_horn~ to sound car horn.
126@ = 1 

:GARAG1_20349
if 
0122:   player $PLAYER_CHAR pressing_horn 
else_jump @GARAG1_20525 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @GARAG1_20525 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_20411 
020A: set_car 42@ door_status_to 4 

:GARAG1_20411
wait 500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
03E6: remove_text_box 
wait 1000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_20495 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_20495 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:GARAG1_20495
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_20518 
020A: set_car 42@ door_status_to 1 

:GARAG1_20518
127@ = 1 

:GARAG1_20525
jump @GARAG1_20541 

:GARAG1_20532
03E6: remove_text_box 
126@ = 0 

:GARAG1_20541
if 
  113@ == 1 
else_jump @GARAG1_20638 
if 
0100:   actor $PLAYER_ACTOR in_sphere 53@ 54@ 55@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @GARAG1_20638 
127@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:GARAG1_20638
if 
  114@ == 1 
else_jump @GARAG1_20735 
if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @GARAG1_20735 
127@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:GARAG1_20735
if 
  115@ == 1 
else_jump @GARAG1_20929 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_20929 
if 
  121@ == 0 
else_jump @GARAG1_20929 
0174: 48@ = car 42@ Z_angle 
if 
01AF:   car 42@ sphere 1 in_sphere -2034.59 180.23 28.43 radius 4.0 4.0 4.0 
else_jump @GARAG1_20929 
if and
  48@ > 0.0 
  180.0 > 48@ 
else_jump @GARAG1_20929 
0360: open_garage 'HBGDSFS' 
121@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
127@ = 1 

:GARAG1_20929
if 
  109@ == 1 
else_jump @GARAG1_21079 
if 
  123@ == 0 
else_jump @GARAG1_21079 
if and
  122@ >= 0 
  7 >= 122@ 
else_jump @GARAG1_20997 
gosub @GARAG1_24135 

:GARAG1_20997
if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @GARAG1_21047 
if 
  122@ == 8 
else_jump @GARAG1_21047 
gosub @GARAG1_24135 

:GARAG1_21047
if or
  122@ == 9 
  122@ == 10 
else_jump @GARAG1_21079 
gosub @GARAG1_24135 

:GARAG1_21079
if 
  113@ == 1 
else_jump @GARAG1_21129 
if and
  122@ >= 0 
  6 >= 122@ 
else_jump @GARAG1_21129 
gosub @GARAG1_24135 

:GARAG1_21129
if 
  110@ == 1 
else_jump @GARAG1_21179 
if and
  122@ >= 0 
  6 >= 122@ 
else_jump @GARAG1_21179 
gosub @GARAG1_24135 

:GARAG1_21179
if 
  111@ == 1 
else_jump @GARAG1_21229 
if and
  122@ >= 0 
  9 >= 122@ 
else_jump @GARAG1_21229 
gosub @GARAG1_24135 

:GARAG1_21229
if 
  115@ == 1 
else_jump @GARAG1_21279 
if and
  122@ >= 0 
  7 >= 122@ 
else_jump @GARAG1_21279 
gosub @GARAG1_24135 

:GARAG1_21279
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_21895 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_21895 
0164: disable_marker 130@(142@,5i) 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0186: 135@ = create_marker_above_car 42@ 
07E0: set_marker 135@ type_to 1 
040D: unload_wav 1 
03CF: load_wav 41402 as 1 

:GARAG1_21361
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_21387 
wait 0 
jump @GARAG1_21361 

:GARAG1_21387
00BC: show_text_highpriority GXT 'TRUX_AC' time 10000 flag 1  // C'mon, Carl, get the fuck in!
03D1: play_wav 1 

:GARAG1_21407
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_21433 
wait 0 
jump @GARAG1_21407 

:GARAG1_21433
03D5: remove_text 'TRUX_AC'  // C'mon, Carl, get the fuck in!
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_21706 

:GARAG1_21460
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @GARAG1_21706 
wait 0 
if 
  120@ == 0 
else_jump @GARAG1_21508 
120@ = 1 

:GARAG1_21508
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_21531 
jump @GARAG1_21591 

:GARAG1_21531
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
return 

:GARAG1_21591
if 
0495:   car 42@ burning 
else_jump @GARAG1_21672 
020B: explode_car 42@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
return 

:GARAG1_21672
gosub @GARAG1_22070 
if 
  118@ == 1 
else_jump @GARAG1_21699 
return 

:GARAG1_21699
jump @GARAG1_21460 

:GARAG1_21706
120@ = 0 
0164: disable_marker 135@ 
if or
  109@ == 1 
  110@ == 1 
  111@ == 1 
else_jump @GARAG1_21791 
018A: 130@(142@,5i) = create_checkpoint_at 62@(142@,5f) 67@(142@,5f) 72@(142@,5f) 
08FB: set_checkpoint 130@(142@,5i) type_to 1 

:GARAG1_21791
if 
  113@ == 1 
else_jump @GARAG1_21825 
02A8: 136@ = create_marker 22 at 53@ 54@ 55@ 

:GARAG1_21825
if 
  114@ == 1 
else_jump @GARAG1_21859 
02A8: 137@ = create_marker 30 at 56@ 57@ 58@ 

:GARAG1_21859
if 
  115@ == 1 
else_jump @GARAG1_21895 
018A: 130@(142@,5i) = create_checkpoint_at 77@ 78@ 79@ 

:GARAG1_21895
jump @GARAG1_21962 

:GARAG1_21902
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
return 

:GARAG1_21962
jump @GARAG1_18513 

:GARAG1_21969
jump @GARAG1_22029 

:GARAG1_21976
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
118@ = 1 
return 

:GARAG1_22029
127@ = 0 
0164: disable_marker 130@(142@,5i) 
126@ = 0 
128@ = 0 
122@ = 0 
03E6: remove_text_box 
return 

:GARAG1_22070
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_22892 
if 
8205:   not actor $PLAYER_ACTOR near_car 42@ radius 300.0 300.0 300.0 flag 0 
else_jump @GARAG1_22187 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_18' time 5000 flag 1  // ~r~You abandoned the car!

:GARAG1_22187
if 
8118:   not actor 101@ dead 
else_jump @GARAG1_22410 
if 
80DB:   not actor 101@ in_car 42@ 
else_jump @GARAG1_22385 
if 
  123@ == 0 
else_jump @GARAG1_22259 
05CA: AS_actor 101@ enter_car 42@ passenger_seat 0 time -1 
123@ = 1 

:GARAG1_22259
if 
  123@ == 1 
else_jump @GARAG1_22378 
if 
8105:   not actor 101@ near_actor $PLAYER_ACTOR radius 150.0 150.0 150.0 sphere 0 on_foot 
else_jump @GARAG1_22378 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_19' time 5000 flag 1  // ~r~You abandoned The Truth!

:GARAG1_22378
jump @GARAG1_22410 

:GARAG1_22385
if 
  123@ == 1 
else_jump @GARAG1_22410 
123@ = 0 

:GARAG1_22410
if 
   not 109@ == 1 
else_jump @GARAG1_22651 
if 
8118:   not actor 102@ dead 
else_jump @GARAG1_22651 
if 
80DB:   not actor 102@ in_car 42@ 
else_jump @GARAG1_22626 
if 
  125@ == 0 
else_jump @GARAG1_22500 
05CA: AS_actor 102@ enter_car 42@ passenger_seat 2 time -1 
125@ = 1 

:GARAG1_22500
if 
  125@ == 1 
else_jump @GARAG1_22619 
if 
8105:   not actor 102@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
else_jump @GARAG1_22619 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_20' time 5000 flag 1  // ~r~You abandoned Jethro!

:GARAG1_22619
jump @GARAG1_22651 

:GARAG1_22626
if 
  125@ == 1 
else_jump @GARAG1_22651 
125@ = 0 

:GARAG1_22651
if 
   not 110@ == 1 
else_jump @GARAG1_22892 
if 
8118:   not actor 103@ dead 
else_jump @GARAG1_22892 
if 
80DB:   not actor 103@ in_car 42@ 
else_jump @GARAG1_22867 
if 
  124@ == 0 
else_jump @GARAG1_22741 
05CA: AS_actor 103@ enter_car 42@ passenger_seat 0 time -1 
124@ = 1 

:GARAG1_22741
if 
   not 124@ == 1 
else_jump @GARAG1_22860 
if 
8105:   not actor 103@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
else_jump @GARAG1_22860 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_21' time 5000 flag 1  // ~r~You abandoned Dwayne!

:GARAG1_22860
jump @GARAG1_22892 

:GARAG1_22867
if 
  124@ == 1 
else_jump @GARAG1_22892 
124@ = 0 

:GARAG1_22892
if 
0118:   actor 101@ dead 
else_jump @GARAG1_22975 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
return 

:GARAG1_22975
if 
  109@ == 1 
else_jump @GARAG1_23177 
if 
  128@ == 1 
else_jump @GARAG1_23177 
if 
0119:   car 44@ wrecked 
else_jump @GARAG1_23094 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_23094
if 
0118:   actor 102@ dead 
else_jump @GARAG1_23177 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_23177
if 
  110@ == 1 
else_jump @GARAG1_23462 
if 
0118:   actor 102@ dead 
else_jump @GARAG1_23278 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_23278
if 
  128@ == 1 
else_jump @GARAG1_23462 
if 
0118:   actor 103@ dead 
else_jump @GARAG1_23379 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
return 

:GARAG1_23379
if 
0119:   car 43@ wrecked 
else_jump @GARAG1_23462 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
return 

:GARAG1_23462
if 
  111@ == 1 
else_jump @GARAG1_23841 
if 
0118:   actor 102@ dead 
else_jump @GARAG1_23563 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_23563
if 
  128@ == 1 
else_jump @GARAG1_23841 
if 
0118:   actor 104@ dead 
else_jump @GARAG1_23664 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
return 

:GARAG1_23664
if 
8118:   not actor 104@ dead 
else_jump @GARAG1_23841 
if 
051A:   actor 104@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GARAG1_23754 
if 
80DF:   not actor 104@ driving 
else_jump @GARAG1_23722 
0619: enable_actor 104@ collision_detection 1 

:GARAG1_23722
0223: set_actor 104@ health_to 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
return 

:GARAG1_23754
if 
03CA:   object 49@ exists 
else_jump @GARAG1_23841 
if 
0366:   object 49@ damaged 
else_jump @GARAG1_23841 
if 
80DF:   not actor 104@ driving 
else_jump @GARAG1_23809 
0619: enable_actor 104@ collision_detection 1 

:GARAG1_23809
0223: set_actor 104@ health_to 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
return 

:GARAG1_23841
if 
  115@ == 1 
else_jump @GARAG1_24025 
if 
0118:   actor 102@ dead 
else_jump @GARAG1_23942 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_23942
if 
0118:   actor 104@ dead 
else_jump @GARAG1_24025 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
return 

:GARAG1_24025
if or
  113@ == 1 
  114@ == 1 
else_jump @GARAG1_24133 
if 
0118:   actor 102@ dead 
else_jump @GARAG1_24133 
115@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
118@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
return 

:GARAG1_24133
return 

:GARAG1_24135
if 
  357@ == 0 
else_jump @GARAG1_24175 
040D: unload_wav 1 
03CF: load_wav 144@(356@,106i) as 1 
357@ = 1 

:GARAG1_24175
if 
  357@ == 1 
else_jump @GARAG1_24265 
if 
03D0:   wav 1 loaded 
else_jump @GARAG1_24265 
if 
8118:   not actor 250@(356@,106i) dead 
else_jump @GARAG1_24240 
0967: actor 250@(356@,106i) move_mouth 10000 ms 

:GARAG1_24240
03D1: play_wav 1 
00BC: show_text_highpriority GXT $8381(356@,106s) time 10000 flag 1 
357@ = 2 

:GARAG1_24265
if 
  357@ == 2 
else_jump @GARAG1_24364 
if 
03D2:   wav 1 ended 
else_jump @GARAG1_24364 
if 
8118:   not actor 250@(356@,106i) dead 
else_jump @GARAG1_24327 
0968: actor 250@(356@,106i) stop_mouth 

:GARAG1_24327
40@ = 0 
357@ = 0 
03D5: remove_text $8381(356@,106s) 
356@ += 1 
122@ += 1 

:GARAG1_24364
return 

:GARAG1_24366
03CF: load_wav 144@(356@,106i) as 1 

:GARAG1_24377
if 
83D0:   not wav 1 loaded 
else_jump @GARAG1_24403 
wait 0 
jump @GARAG1_24377 

:GARAG1_24403
00BC: show_text_highpriority GXT $8381(356@,106s) time 10000 flag 1 
03D1: play_wav 1 

:GARAG1_24421
if 
83D2:   not wav 1 ended 
else_jump @GARAG1_24447 
wait 0 
jump @GARAG1_24421 

:GARAG1_24447
03D5: remove_text $8381(356@,106s) 
356@ += 1 
122@ += 1 
return 

:GARAG1_24472
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'GAR_1'  // Wear Flowers in your Hair
030C: progress_made = 1 
0629: change_integer_stat 321 to 1 
create_thread @SCRASH 
$540 += 1 
return 

:GARAG1_24538
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:GARAG1_24556
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG1_24585 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GARAG1_24585
06D7: enable_train_traffic 1 
03E6: remove_text_box 
142@ = 0 

:GARAG1_24598
if 
  5 > 142@ 
else_jump @GARAG1_24639 
0164: disable_marker 130@(142@,5i) 
142@ += 1 
jump @GARAG1_24598 

:GARAG1_24639
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SMOKING" 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
if 
8119:   not car 42@ wrecked 
else_jump @GARAG1_24733 
0224: set_car 42@ health_to 600 

:GARAG1_24733
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 43@ 
00A6: destroy_car 45@ 
034F: destroy_actor_with_fade 101@ 
034F: destroy_actor_with_fade 102@ 
034F: destroy_actor_with_fade 103@ 
034F: destroy_actor_with_fade 104@ 
034F: destroy_actor_with_fade 105@ 
034F: destroy_actor_with_fade 107@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0108: destroy_object 49@ 
0249: release_model 364 
0249: release_model 363 
0249: release_model 585 
0249: release_model 588 
0249: release_model 413 
0249: release_model 465 
0249: release_model 525 
0249: release_model 588 
0249: release_model #CIGAR 
0108: destroy_object 50@ 
08F4: set_max_group_members 99 
01B7: release_weather 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $183 = current_time_in_ms 
if 
03B0:   garage 'HBGDSFS' door_open 
else_jump @GARAG1_24916 
0361: close_garage 'HBGDSFS' 

:GARAG1_24916
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
115@ = 0 
113@ = 0 
114@ = 0 
122@ = 0 
128@ = 0 
129@ = 0 
121@ = 0 
117@ = 0 
118@ = 0 
120@ = 0 
116@ = 0 
119@ = 0 
$8380 = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
064E: stop_particle 358@ 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 50---------------
// Originally: Deconstruction

:GARAG2
thread 'GARAG2' 
gosub @GARAG2_47 
if 
wasted_or_busted 
else_jump @GARAG2_38 
gosub @GARAG2_20869 

:GARAG2_38
gosub @GARAG2_21144 
end_thread 

:GARAG2_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
40@ = 0 
41@ = 0 

:GARAG2_133
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @GARAG2_159 
44@ = 1 

:GARAG2_159
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @GARAG2_181 
45@ = 1 

:GARAG2_181
47@ += 1 
if 
  47@ > 9 
else_jump @GARAG2_213 
47@ = 0 

:GARAG2_213
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 74@ += 50@ // (int) 
005A: 180@ += 50@ // (int) 
005A: 181@ += 50@ // (int) 
if 
  77@ == 1 
else_jump @GARAG2_299 
jump @GARAG2_460 

:GARAG2_299
gosub @GARAG2_562 
0871: init_jump_table 42@ total_jumps 6 default_jump 0 @GARAG2_453 jumps 0 @GARAG2_369 1 @GARAG2_383 2 @GARAG2_397 3 @GARAG2_411 4 @GARAG2_425 5 @GARAG2_439 -1 @GARAG2_453 

:GARAG2_369
gosub @GARAG2_1610 
jump @GARAG2_453 

:GARAG2_383
gosub @GARAG2_2071 
jump @GARAG2_453 

:GARAG2_397
gosub @GARAG2_5641 
jump @GARAG2_453 

:GARAG2_411
gosub @GARAG2_6767 
jump @GARAG2_453 

:GARAG2_425
gosub @GARAG2_9682 
jump @GARAG2_453 

:GARAG2_439
gosub @GARAG2_12337 
jump @GARAG2_453 

:GARAG2_453
gosub @GARAG2_13604 

:GARAG2_460
if 
  46@ == 0 
else_jump @GARAG2_560 
if 
  45@ == 0 
else_jump @GARAG2_544 
if 
  44@ == 0 
else_jump @GARAG2_528 
jump @GARAG2_133 
jump @GARAG2_537 

:GARAG2_528
gosub @GARAG2_21009 
return 

:GARAG2_537
jump @GARAG2_553 

:GARAG2_544
gosub @GARAG2_20869 
return 

:GARAG2_553
jump @GARAG2_562 

:GARAG2_560
return 

:GARAG2_562
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @GARAG2_653 
if 
  75@ == 0 
else_jump @GARAG2_627 
75@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @GARAG2_653 

:GARAG2_627
75@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:GARAG2_653
if 
  75@ == 1 
else_jump @GARAG2_1608 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @GARAG2_720 
76@ += 1 
if 
  76@ > 4 
else_jump @GARAG2_718 
76@ = 0 

:GARAG2_718
086A: NOP 

:GARAG2_720
if 
  76@ == 1 
else_jump @GARAG2_939 
51@ = 0 

:GARAG2_745
if 
  6 > 51@ 
else_jump @GARAG2_813 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_799 
071E: get_object $4058(51@,6i) health_to $8593(51@,8i) 

:GARAG2_799
51@ += 1 
jump @GARAG2_745 

:GARAG2_813
065D: NOP $8593[0] "CABIN_0_HEALTH" 
065D: NOP $8593[1] "CABIN_1_HEALTH" 
065D: NOP $8593[2] "CABIN_2_HEALTH" 
065D: NOP $8593[3] "CABIN_3_HEALTH" 
065D: NOP $8593[4] "CABIN_4_HEALTH" 
065D: NOP $8593[5] "CABIN_5_HEALTH" 

:GARAG2_939
if 
  76@ == 2 
else_jump @GARAG2_1149 
008A: $8593[0] = 42@ // (int) 
008A: $8593[1] = 43@ // (int) 
008A: $8593[2] = 71@ // (int) 
008A: $8593[3] = 73@ // (int) 
008A: $8593[4] = 72@ // (int) 
008A: $8593[5] = 74@ // (int) 
008A: $8593[6] = 40@ // (int) 
008A: $8593[7] = 41@ // (int) 
065D: NOP $8593[0] "M_STAGE" 
065D: NOP $8593[1] "M_GOALS" 
065D: NOP $8593[2] "DIALOGUE_FLAG" 
065D: NOP $8593[3] "DIALOGUE_TIMER" 
065D: NOP $8593[4] "HELP_FLAG" 
065D: NOP $8593[5] "HELP_TIMER" 
065D: NOP $8593[6] "TIMERA" 
065D: NOP $8593[7] "TIMERB" 

:GARAG2_1149
if 
  76@ == 3 
else_jump @GARAG2_1447 
008A: $8593[0] = 167@ // (int) 
008A: $8593[1] = 161@ // (int) 
008A: $8593[2] = 168@ // (int) 
008A: $8593[3] = 162@ // (int) 
008A: $8593[4] = 169@ // (int) 
008A: $8593[5] = 163@ // (int) 
008A: $8593[6] = 170@ // (int) 
008A: $8593[7] = 164@ // (int) 
065D: NOP $8593[0] "CABIN_THIS_HEALTH[0]" 
065D: NOP $8593[1] "CABIN_LAST_HEALTH[0]" 
065D: NOP $8593[2] "CABIN_THIS_HEALTH[1]" 
065D: NOP $8593[3] "CABIN_LAST_HEALTH[1]" 
065D: NOP $8593[4] "CABIN_THIS_HEALTH[2]" 
065D: NOP $8593[5] "CABIN_LAST_HEALTH[2]" 
065D: NOP $8593[6] "CABIN_THIS_HEALTH[3]" 
065D: NOP $8593[7] "CABIN_LAST_HEALTH[3]" 

:GARAG2_1447
if 
  76@ == 4 
else_jump @GARAG2_1498 
0084: $8593[0] = $3297 // (int) 
065D: NOP $8593[0] "PLAYER_IS_IN_CRANE" 

:GARAG2_1498
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @GARAG2_1520 
46@ = 1 

:GARAG2_1520
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @GARAG2_1608 
if 
  77@ == 0 
else_jump @GARAG2_1583 
77@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @GARAG2_1608 

:GARAG2_1583
77@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:GARAG2_1608
return 

:GARAG2_1610
if 
  43@ == -1 
else_jump @GARAG2_1806 
00A5: 99@ = create_car 413 at 0.0 0.0 0.0 
00A5: 98@ = create_car 413 at 0.0 0.0 0.0 
009A: 112@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 193@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 124@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
018A: 134@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 135@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 

:GARAG2_1806
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GARAG2_1828
if 
fading 
else_jump @GARAG2_1852 
wait 0 
jump @GARAG2_1828 

:GARAG2_1852
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
gosub @GARAG2_20811 
return 

:GARAG2_2071
03E6: remove_text_box 
if 
  43@ == 0 
else_jump @GARAG2_2255 
054C: use_GXT_table 'GARAGE2' 
02E4: load_cutscene_data 'GARAG3A' 

:GARAG2_2113
if 
86B9:   not cutscene_data_loaded 
else_jump @GARAG2_2137 
wait 0 
jump @GARAG2_2113 

:GARAG2_2137
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
fade 1 1000 

:GARAG2_2174
if 
82E9:   not cutscene_reached_end 
else_jump @GARAG2_2198 
wait 0 
jump @GARAG2_2174 

:GARAG2_2198
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GARAG2_2213
if 
fading 
else_jump @GARAG2_2237 
wait 0 
jump @GARAG2_2213 

:GARAG2_2237
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
43@ += 1 

:GARAG2_2255
if 
  43@ == 1 
else_jump @GARAG2_4356 
0247: load_model #PORTALOO 
0247: load_model #PORTAKABIN 
0247: load_model #BARREL4 
0247: load_model 486 
0247: load_model 524 
0247: load_model 406 
0247: load_model 422 
0247: load_model 27 
0247: load_model 337 
0247: load_model 346 
0247: load_model 16 
038B: load_requested_models 

:GARAG2_2327
if or
8248:   not model #PORTALOO available 
8248:   not model #PORTAKABIN available 
8248:   not model #BARREL4 available 
8248:   not model 486 available 
8248:   not model 524 available 
8248:   not model 16 available 
else_jump @GARAG2_2377 
wait 0 
jump @GARAG2_2327 

:GARAG2_2377
if or
8248:   not model 406 available 
8248:   not model 422 available 
8248:   not model 27 available 
8248:   not model 337 available 
8248:   not model 346 available 
else_jump @GARAG2_2423 
wait 0 
jump @GARAG2_2377 

:GARAG2_2423
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 
51@ = 0 

:GARAG2_2458
if 
  6 > 51@ 
else_jump @GARAG2_2603 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_2505 
0108: destroy_object $4058(51@,6i) 

:GARAG2_2505
0107: $4058(51@,6i) = create_object #PORTAKABIN at $4064(51@,6f) $4070(51@,6f) $4076(51@,6f) 
0177: set_object $4058(51@,6i) Z_angle_to $4082(51@,6f) 
0392: make_object $4058(51@,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $4058(51@,6i) 
0188: 126@(51@,6i) = create_marker_above_object $4058(51@,6i) 
51@ += 1 
jump @GARAG2_2458 

:GARAG2_2603
029B: 78@ = init_object #PORTALOO at -2087.861 178.2922 35.3947 
0177: set_object 78@ Z_angle_to 3.3302 
029B: 79@ = init_object #PORTALOO at -2114.903 156.9329 35.4667 
0177: set_object 79@ Z_angle_to 271.6719 
029B: 80@ = init_object #PORTALOO at -2116.425 157.4618 35.7225 
0177: set_object 80@ Z_angle_to 269.1095 
029B: 81@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 81@ Z_angle_to 0.0 
0550: keep_object 81@ in_memory 1 
029B: 82@ = init_object #PORTALOO at -2069.262 285.8519 35.8543 
0177: set_object 82@ Z_angle_to 51.0305 
029B: 83@ = init_object #PORTALOO at -2134.873 293.1065 35.4117 
0177: set_object 83@ Z_angle_to 175.9489 
029B: 84@ = init_object #BARREL4 at -2109.397 157.8976 34.4311 
029B: 85@ = init_object #BARREL4 at -2108.493 157.8779 34.4523 
029B: 86@ = init_object #BARREL4 at -2091.683 172.1051 34.443 
029B: 87@ = init_object #BARREL4 at -2128.95 303.401 33.888 
029B: 88@ = init_object #BARREL4 at -2129.923 303.447 33.8842 
51@ = 0 

:GARAG2_2930
if 
  5 > 51@ 
else_jump @GARAG2_2973 
035D: set_object 84@(51@,5i) targetable 1 
51@ += 1 
jump @GARAG2_2930 

:GARAG2_2973
if 
03CA:   object $4111 exists 
else_jump @GARAG2_2999 
0797: set_crane_magnet $4111 magnet_lane_length_to 0.3 // float 

:GARAG2_2999
if 
03CA:   object $4110 exists 
else_jump @GARAG2_3120 
0177: set_object $4110 Z_angle_to 78.0 
if 
03CA:   object $4113 exists 
else_jump @GARAG2_3051 
0177: set_object $4113 Z_angle_to 78.0 

:GARAG2_3051
if 
03CA:   object $4111 exists 
else_jump @GARAG2_3120 
0400: store_coords_to $72 $73 $74 from_object $4110 with_offset 0.0 15.0 3.453 
0815: put_object $4111 at $72 $73 $74 and_keep_rotation 
0177: set_object $4111 Z_angle_to 78.0 

:GARAG2_3120
00A5: 91@ = create_car 486 at -2098.726 278.5271 34.8743 
0175: set_car 91@ Z_angle_to 15.4537 
0224: set_car 91@ health_to 5000 
053F: set_car 91@ tires_vulnerability 0 
00A5: 92@ = create_car 486 at -2088.802 188.5362 34.0469 
0175: set_car 92@ Z_angle_to 182.8425 
0224: set_car 92@ health_to 5000 
053F: set_car 92@ tires_vulnerability 0 
07C0: load_path 551 

:GARAG2_3221
if 
87C1:   not path 551 available 
else_jump @GARAG2_3248 
wait 0 
jump @GARAG2_3221 

:GARAG2_3248
if 
8119:   not car 91@ wrecked 
else_jump @GARAG2_3272 
085E: assign_car 91@ to_looped_path 551 

:GARAG2_3272
00A5: 93@ = create_car 524 at -2112.603 193.7894 33.6684 
0175: set_car 93@ Z_angle_to 276.2221 
00A5: 94@ = create_car 422 at -2102.461 160.2542 34.8444 
0175: set_car 94@ Z_angle_to 66.4396 
00A5: 95@ = create_car 422 at -2121.669 302.741 34.459 
0175: set_car 95@ Z_angle_to 160.6221 
0085: 99@ = 91@ // (int) 
0085: 100@ = 92@ // (int) 
0085: 101@ = 93@ // (int) 
0085: 103@ = 94@ // (int) 
0085: 104@ = 95@ // (int) 
51@ = 0 

:GARAG2_3418
if 
  6 > 51@ 
else_jump @GARAG2_3481 
if 
8119:   not car 99@(51@,7i) wrecked 
else_jump @GARAG2_3467 
04E0: car 99@(51@,7i) abandon_path_radius 50 

:GARAG2_3467
51@ += 1 
jump @GARAG2_3418 

:GARAG2_3481
060A: create_decision_maker_type 2 store_to 182@ // decision\allowed\m_.ped files 
009A: 106@ = create_actor_pedtype 24 model 27 at -2098.758 168.5889 34.0869 
009A: 107@ = create_actor_pedtype 24 model 27 at -2099.974 169.3999 34.0947 
009A: 108@ = create_actor_pedtype 24 model 27 at -2090.955 265.4674 34.6686 
009A: 109@ = create_actor_pedtype 24 model 27 at -2089.761 264.5739 34.6557 
009A: 110@ = create_actor_pedtype 24 model 27 at -2085.753 269.4974 34.5456 
009A: 111@ = create_actor_pedtype 24 model 27 at -2125.748 303.8916 33.5532 
0173: set_actor 106@ Z_angle_to 47.9799 
0173: set_actor 107@ Z_angle_to 229.2811 
0173: set_actor 108@ Z_angle_to 229.2811 
0173: set_actor 109@ Z_angle_to 51.1609 
0173: set_actor 110@ Z_angle_to 177.1601 
0173: set_actor 111@ Z_angle_to 177.1601 
01B2: give_actor 110@ weapon 6 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 111@ weapon 6 ammo 9999 // Load the weapon model before using this 
51@ = 0 

:GARAG2_3719
if 
  6 > 51@ 
else_jump @GARAG2_3801 
060B: set_actor 106@(51@,6i) decision_maker_to 182@ 
02A9: set_actor 106@(51@,6i) immune_to_nonplayer 1 
0223: set_actor 106@(51@,6i) health_to 50 
0085: 112@(51@,10i) = 106@(51@,6i) // (int) 
51@ += 1 
jump @GARAG2_3719 

:GARAG2_3801
0677: AS_actor 106@ chat_with_actor 107@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 107@ chat_with_actor 106@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 108@ chat_with_actor 109@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 109@ chat_with_actor 108@ lead_speaker_flag 0 unknown_flag 1 
if 
8119:   not car 91@ wrecked 
else_jump @GARAG2_3907 
0129: 123@ = create_actor_pedtype 24 model 27 in_car 91@ driverseat 
060B: set_actor 123@ decision_maker_to 182@ 
02A9: set_actor 123@ immune_to_nonplayer 1 
0223: set_actor 123@ health_to 50 
0085: 118@ = 123@ // (int) 

:GARAG2_3907
009A: 125@ = create_actor_pedtype 24 model 16 at -2089.709 266.1128 34.6455 
0173: set_actor 125@ Z_angle_to 170.2217 
0223: set_actor 125@ health_to 40 
060A: create_decision_maker_type 0 store_to 183@ // decision\allowed\m_.ped files 
060B: set_actor 125@ decision_maker_to 183@ 
0085: 119@ = 125@ // (int) 
0395: clear_area 1 at -2036.18 179.2597 27.8359 radius 5.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0110: clear_player $PLAYER_CHAR wanted_level 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2010.461 171.3564 41.8495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.302 171.8702 41.6786 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2030.987 148.5787 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.4339 
58@ = -2011.302 
58@ += 2010.461 
59@ = 171.8702 
59@ -= 171.3564 
60@ = 41.6786 
60@ -= 41.8495 
58@ *= 10.0 
59@ *= 10.0 
60@ *= 10.0 
$72 = -2010.461 
005F: $72 += 58@ // (float) 
$73 = 171.3564 
005F: $73 += 59@ // (float) 
$74 = 41.8495 
005F: $74 += 60@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0A0B: set_rendering_origin_at_3D_coord $72 $73 $74 angle $71 
038B: load_requested_models 
fade 1 1000 

:GARAG2_4302
if 
fading 
else_jump @GARAG2_4326 
wait 0 
jump @GARAG2_4302 

:GARAG2_4326
00BC: show_text_highpriority GXT 'GAR2_01' time 5000 flag 1  // ~s~Scare off the construction firm.
40@ = 0 
43@ += 1 

:GARAG2_4356
if 
  43@ == 2 
else_jump @GARAG2_4843 
if 
  40@ > 5000 
else_jump @GARAG2_4843 
015F: set_camera_position -2076.394 263.7876 35.7185 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2077.287 264.2365 35.6941 switchstyle 2 
58@ = -2077.287 
58@ += 2076.394 
59@ = 264.2365 
59@ -= 263.7876 
60@ = 35.6941 
60@ -= 35.7185 
58@ *= 10.0 
59@ *= 10.0 
60@ *= 10.0 
$72 = -2076.394 
005F: $72 += 58@ // (float) 
$73 = 263.7876 
005F: $73 += 59@ // (float) 
$74 = 35.7185 
005F: $74 += 60@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0A0B: set_rendering_origin_at_3D_coord $72 $73 $74 angle $71 
038B: load_requested_models 
if 
8118:   not actor 110@ dead 
else_jump @GARAG2_4721 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GARAG2_4721
if 
8118:   not actor 125@ dead 
else_jump @GARAG2_4813 
0615: define_AS_pack_begin 57@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 125@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GARAG2_4813
00BC: show_text_highpriority GXT 'GAR2_02' time 5000 flag 1  // ~s~Destroy all the ~g~portables~s~ and kill the foreman.
40@ = 0 
43@ += 1 

:GARAG2_4843
if 
  43@ == 3 
else_jump @GARAG2_5240 
if 
  40@ > 5500 
else_jump @GARAG2_5240 
fade 0 150 

:GARAG2_4887
if 
fading 
else_jump @GARAG2_4911 
wait 0 
jump @GARAG2_4887 

:GARAG2_4911
if 
8118:   not actor 110@ dead 
else_jump @GARAG2_4957 
00A1: put_actor 110@ at -2098.833 191.043 34.2113 
0173: set_actor 110@ Z_angle_to 150.0 

:GARAG2_4957
015F: set_camera_position -2084.993 195.2235 39.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2085.466 194.3752 38.9801 switchstyle 2 
58@ = -2085.466 
58@ += 2084.993 
59@ = 194.3752 
59@ -= 195.2235 
60@ = 38.9801 
60@ -= 39.2186 
58@ *= 10.0 
59@ *= 10.0 
60@ *= 10.0 
$72 = -2084.993 
005F: $72 += 58@ // (float) 
$73 = 195.2235 
005F: $73 += 59@ // (float) 
$74 = 39.2186 
005F: $74 += 60@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0A0B: set_rendering_origin_at_3D_coord $72 $73 $74 angle $71 
038B: load_requested_models 
fade 1 150 

:GARAG2_5186
if 
fading 
else_jump @GARAG2_5210 
wait 0 
jump @GARAG2_5186 

:GARAG2_5210
00BB: show_text_lowpriority GXT 'GAR2_05' time 5000 flag 1  // ~s~Construction machinery will help destroy ~g~portables~s~.
43@ += 1 
40@ = 0 

:GARAG2_5240
if 
  43@ == 4 
else_jump @GARAG2_5284 
if 
  40@ > 5000 
else_jump @GARAG2_5284 
43@ = 99 

:GARAG2_5284
if 
  43@ > 0 
else_jump @GARAG2_5322 
if 
08D0:   should_skip_cutscene 
else_jump @GARAG2_5322 
43@ = 99 

:GARAG2_5322
if 
  43@ == 99 
else_jump @GARAG2_5639 
if 
8118:   not actor 110@ dead 
else_jump @GARAG2_5471 
00A1: put_actor 110@ at -2092.252 252.5526 34.4575 
0687: clear_actor 110@ task 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GARAG2_5471
if 
8118:   not actor 125@ dead 
else_jump @GARAG2_5563 
0615: define_AS_pack_begin 57@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 125@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GARAG2_5563
if 
03CA:   object $4058[3] exists 
else_jump @GARAG2_5609 
01BC: put_object $4058[3] at -2077.04 280.395 35.817 
0177: set_object $4058[3] Z_angle_to 0.0 

:GARAG2_5609
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 0 
gosub @GARAG2_20811 

:GARAG2_5639
return 

:GARAG2_5641
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG2_5716 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
else_jump @GARAG2_5709 
03C7: set_sensitivity_to_crime 0.0 
jump @GARAG2_5716 

:GARAG2_5709
03C7: set_sensitivity_to_crime 1.0 

:GARAG2_5716
if 
  43@ == 0 
else_jump @GARAG2_5839 
if 
  40@ > 0 
else_jump @GARAG2_5839 
00BC: show_text_highpriority GXT 'GAR2_19' time 10000 flag 1  // ~s~Destroy all the ~g~portables~s~. You will need a bulldozer.
43@ += 1 
41@ = 30000 
71@ = 0 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 12601 as 3 

:GARAG2_5813
if 
83D0:   not wav 3 loaded 
else_jump @GARAG2_5839 
wait 0 
jump @GARAG2_5813 

:GARAG2_5839
if 
  43@ == 1 
else_jump @GARAG2_6157 
if 
  41@ > 30000 
else_jump @GARAG2_6125 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_6125 
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 81@ 
else_jump @GARAG2_6125 
if 
  $1040 == 0 
else_jump @GARAG2_6125 
0871: init_jump_table 71@ total_jumps 2 default_jump 0 @GARAG2_6086 jumps 0 @GARAG2_5992 1 @GARAG2_6039 -1 @GARAG2_6086 -1 @GARAG2_6086 -1 @GARAG2_6086 -1 @GARAG2_6086 -1 @GARAG2_6086 

:GARAG2_5992
05A9: s$1041 = 'GAR2_AK' // s$  // Shouldn't have had that goddam curry!
04AE: $1043 = 16609 // = constant 
create_thread @AUDIOL -1 0 0 1 0 
jump @GARAG2_6086 

:GARAG2_6039
05A9: s$1041 = 'GAR2_AF' // s$  // Oh God the stench!
04AE: $1043 = 16605 // = constant 
create_thread @AUDIOL -1 0 0 1 0 
jump @GARAG2_6086 

:GARAG2_6086
71@ += 1 
if 
  71@ > 1 
else_jump @GARAG2_6118 
71@ = 0 

:GARAG2_6118
41@ = 0 

:GARAG2_6125
if 
  148@ == 6 
else_jump @GARAG2_6157 
40@ = 0 
43@ += 1 

:GARAG2_6157
if 
  43@ == 2 
else_jump @GARAG2_6201 
if 
  40@ > 1000 
else_jump @GARAG2_6201 
43@ = 99 

:GARAG2_6201
if and
  149@ == 1 
  0 >= $8601 
  6 > 148@ 
else_jump @GARAG2_6321 
if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
else_jump @GARAG2_6258 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GARAG2_6258
085A: spawn_emergency_vehicle_model 597 on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model 597 on_street_nearest_to -2038.185 254.2709 34.0893 
45@ = 1 
00BC: show_text_highpriority GXT 'GAR2_40' time 5000 flag 1  // ~r~You took too long. The cops are on to you!

:GARAG2_6321
if 
  43@ == 99 
else_jump @GARAG2_6355 
040D: unload_wav 3 
014F: stop_timer $8601 
gosub @GARAG2_20811 

:GARAG2_6355
51@ = 0 

:GARAG2_6362
if 
  6 > 51@ 
else_jump @GARAG2_6660 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_6646 
if 
0366:   object $4058(51@,6i) damaged 
else_jump @GARAG2_6646 
if 
  136@(51@,6i) == 0 
else_jump @GARAG2_6646 
0164: disable_marker 126@(51@,6i) 
148@ += 1 
136@(51@,6i) = 1 
if 
  148@ == 1 
else_jump @GARAG2_6503 
00BC: show_text_highpriority GXT 'GAR2_29' time 7000 flag 1  // ~s~There are 5 ~g~portables~s~ left to destroy.

:GARAG2_6503
if 
  148@ == 2 
else_jump @GARAG2_6537 
00BC: show_text_highpriority GXT 'GAR2_30' time 7000 flag 1  // ~s~There are 4 ~g~portables~s~ left to destroy.

:GARAG2_6537
if 
  148@ == 3 
else_jump @GARAG2_6571 
00BC: show_text_highpriority GXT 'GAR2_31' time 7000 flag 1  // ~s~There are 3 ~g~portables~s~ left to destroy.

:GARAG2_6571
if 
  148@ == 4 
else_jump @GARAG2_6605 
00BC: show_text_highpriority GXT 'GAR2_32' time 7000 flag 1  // ~s~There are 2 ~g~portables~s~ left to destroy.

:GARAG2_6605
if 
  148@ == 5 
else_jump @GARAG2_6639 
00BC: show_text_highpriority GXT 'GAR2_33' time 7000 flag 1  // ~s~There is 1 ~g~portable~s~ left to destroy.

:GARAG2_6639
40@ = 0 

:GARAG2_6646
51@ += 1 
jump @GARAG2_6362 

:GARAG2_6660
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @GARAG2_6765 
51@ = 0 

:GARAG2_6682
if 
  6 > 51@ 
else_jump @GARAG2_6765 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_6751 
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_6751 
0723: break_object $4058(51@,6i) intensity 0 

:GARAG2_6751
51@ += 1 
jump @GARAG2_6682 

:GARAG2_6765
return 

:GARAG2_6767
03E6: remove_text_box 
if 
  43@ == 0 
else_jump @GARAG2_8055 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:GARAG2_6811
if 
fading 
else_jump @GARAG2_6835 
wait 0 
jump @GARAG2_6811 

:GARAG2_6835
02A3: enable_widescreen 1 
077E: get_active_interior_to 70@ 
select_interior 0 
if 
   not $3297 == 1 
else_jump @GARAG2_6951 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2066.839 209.6444 28.403 cornerB -2040.101 262.7024 34.9146 
else_jump @GARAG2_6944 
00A1: put_actor $PLAYER_ACTOR at -2090.044 209.4996 33.9509 
0173: set_actor $PLAYER_ACTOR Z_angle_to 250.813 

:GARAG2_6944
jump @GARAG2_6958 

:GARAG2_6951
$11845 = 1 

:GARAG2_6958
03CF: load_wav 12605 as 3 

:GARAG2_6965
if 
83D0:   not wav 3 loaded 
else_jump @GARAG2_6991 
wait 0 
jump @GARAG2_6965 

:GARAG2_6991
0395: clear_area 1 at -2054.474 222.6438 35.8767 radius 3.0 
51@ = 0 

:GARAG2_7022
if 
  10 > 51@ 
else_jump @GARAG2_7171 
if 
056D:   actor 112@(51@,10i) defined 
else_jump @GARAG2_7157 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_7148 
if 
00FE:   actor 112@(51@,10i) sphere 0 in_sphere -2054.474 222.6438 35.8767 radius 5.0 5.0 3.0 
else_jump @GARAG2_7141 
009B: destroy_actor 112@(51@,10i) 

:GARAG2_7141
jump @GARAG2_7157 

:GARAG2_7148
009B: destroy_actor 112@(51@,10i) 

:GARAG2_7157
51@ += 1 
jump @GARAG2_7022 

:GARAG2_7171
51@ = 0 

:GARAG2_7178
if 
  7 > 51@ 
else_jump @GARAG2_7332 
if 
056E:   car 99@(51@,7i) defined 
else_jump @GARAG2_7318 
if 
8119:   not car 99@(51@,7i) wrecked 
else_jump @GARAG2_7309 
if 
01AF:   car 99@(51@,7i) sphere 99@(51@,7i) in_sphere -2054.474 222.6438 35.8767 radius 6.0 6.0 3.0 
else_jump @GARAG2_7302 
00A6: destroy_car 99@(51@,7i) 

:GARAG2_7302
jump @GARAG2_7318 

:GARAG2_7309
00A6: destroy_car 99@(51@,7i) 

:GARAG2_7318
51@ += 1 
jump @GARAG2_7178 

:GARAG2_7332
51@ = 0 

:GARAG2_7339
if 
  6 > 51@ 
else_jump @GARAG2_7457 
if 
03CA:   object 78@(51@,6i) exists 
else_jump @GARAG2_7443 
if 
04E6:   object 78@(51@,6i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 78@(51@,6i) 
else_jump @GARAG2_7443 
0108: destroy_object 78@(51@,6i) 

:GARAG2_7443
51@ += 1 
jump @GARAG2_7339 

:GARAG2_7457
51@ = 0 

:GARAG2_7464
if 
  5 > 51@ 
else_jump @GARAG2_7582 
if 
03CA:   object 84@(51@,5i) exists 
else_jump @GARAG2_7568 
if 
04E6:   object 84@(51@,5i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 84@(51@,5i) 
else_jump @GARAG2_7568 
0108: destroy_object 84@(51@,5i) 

:GARAG2_7568
51@ += 1 
jump @GARAG2_7464 

:GARAG2_7582
if 
03CA:   object $4111 exists 
else_jump @GARAG2_7608 
0797: set_crane_magnet $4111 magnet_lane_length_to 0.5 // float 

:GARAG2_7608
if 
03CA:   object 81@ exists 
else_jump @GARAG2_7629 
0108: destroy_object 81@ 

:GARAG2_7629
029B: 81@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 81@ Z_angle_to 0.0 
0382: set_object 81@ collision_detection 0 
015F: set_camera_position -2058.05 218.8743 35.7489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2057.423 219.653 35.7245 switchstyle 2 
if 
03CA:   object $4058[2] exists 
else_jump @GARAG2_7741 
0108: destroy_object $4058[2] 

:GARAG2_7741
0107: $4058[2] = create_object #PORTAKABIN at $4064[2] $4070[2] $4076[2] 
0177: set_object $4058[2] Z_angle_to $4082[2] 
0392: make_object $4058[2] moveable 0 
01C7: remove_object_from_mission_cleanup_list $4058[2] 
009A: 122@ = create_actor_pedtype 4 model 16 at -2054.474 222.6438 34.8767 
0173: set_actor 122@ Z_angle_to 90.0 
00A5: 97@ = create_car 524 at -2037.176 269.7917 34.9191 
0175: set_car 97@ Z_angle_to 179.5245 
0085: 105@ = 97@ // (int) 
51@ = 0 

:GARAG2_7859
if 
  10 > 51@ 
else_jump @GARAG2_8017 
if 
056D:   actor 112@(51@,10i) defined 
else_jump @GARAG2_8003 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_8003 
if 
80DF:   not actor 112@(51@,10i) driving 
else_jump @GARAG2_7977 
04D7: set_actor 112@(51@,10i) locked 1 
0619: enable_actor 112@(51@,10i) collision_detection 0 
0337: set_actor 112@(51@,10i) visibility 0 
jump @GARAG2_8003 

:GARAG2_7977
03C0: $47 = actor 112@(51@,10i) car 
0519: set_car $47 locked 1 
0338: set_car $47 visibility 0 

:GARAG2_8003
51@ += 1 
jump @GARAG2_7859 

:GARAG2_8017
fade 1 500 

:GARAG2_8024
if 
fading 
else_jump @GARAG2_8048 
wait 0 
jump @GARAG2_8024 

:GARAG2_8048
43@ += 1 

:GARAG2_8055
if 
  43@ > 0 
else_jump @GARAG2_8093 
if 
08D0:   should_skip_cutscene 
else_jump @GARAG2_8093 
43@ = 99 

:GARAG2_8093
if 
  43@ == 1 
else_jump @GARAG2_8152 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_8138 
097C: attach_wav 3 to_object 81@ 
03D1: play_wav 3 

:GARAG2_8138
40@ = 0 
43@ += 1 

:GARAG2_8152
if 
  43@ == 2 
else_jump @GARAG2_8219 
if 
  40@ > 3000 
else_jump @GARAG2_8219 
if 
03CA:   object $4058[2] exists 
else_jump @GARAG2_8219 
0723: break_object $4058[2] intensity 0 
43@ += 1 

:GARAG2_8219
if 
  43@ == 3 
else_jump @GARAG2_8450 
if 
  40@ > 4000 
else_jump @GARAG2_8450 
if 
8118:   not actor 122@ dead 
else_jump @GARAG2_8450 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -2057.137 223.541 34.582 mode 4 time 5000 ms // versionA 
if 
03CA:   object $4058[2] exists 
else_jump @GARAG2_8377 
0655: AS_actor -1 look_at_object $4058[2] 100 ms 

:GARAG2_8377
0616: define_AS_pack_end 57@ 
0618: assign_actor 122@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
05A9: s$1041 = 'GAR2_AA' // s$  // What's all that damned clatter?
04AE: $1043 = 16600 // = constant 
create_thread @AUDIOL 122@ 0 1 1 0 
43@ += 1 
40@ = 0 

:GARAG2_8450
if 
  43@ == 4 
else_jump @GARAG2_8501 
if and
  40@ > 3000 
  $1040 == 0 
else_jump @GARAG2_8501 
43@ += 1 

:GARAG2_8501
if 
  43@ == 5 
else_jump @GARAG2_8682 
if 
8118:   not actor 122@ dead 
else_jump @GARAG2_8682 
062E: get_actor 122@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @GARAG2_8682 
00A1: put_actor 122@ at -2057.137 223.541 34.582 
0173: set_actor 122@ Z_angle_to 97.4598 
015F: set_camera_position -2056.056 222.2135 36.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2056.939 222.6817 36.1606 switchstyle 2 
06A9: AS_actor 122@ look_at_point -2069.0 229.0 36.0 2000 ms 
40@ = 0 
43@ += 1 

:GARAG2_8682
if 
  43@ == 6 
else_jump @GARAG2_8784 
if 
  40@ > 2000 
else_jump @GARAG2_8784 
40@ = 0 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
43@ += 1 

:GARAG2_8784
if 
  43@ == 7 
else_jump @GARAG2_8898 
if 
8118:   not actor 122@ dead 
else_jump @GARAG2_8898 
05A9: s$1041 = 'GAR2_AB' // s$  // Holy crap! I didn't see nothing!
04AE: $1043 = 16601 // = constant 
create_thread @AUDIOL 122@ 0 1 1 0 
05D3: AS_actor 122@ goto_point -2054.474 222.6438 35.8767 mode 6 time 5000 ms // versionA 
40@ = 0 
43@ += 1 

:GARAG2_8898
if 
  43@ == 8 
else_jump @GARAG2_8942 
if 
  40@ > 1500 
else_jump @GARAG2_8942 
43@ += 1 

:GARAG2_8942
if 
  43@ == 9 
else_jump @GARAG2_9024 
if 
8118:   not actor 122@ dead 
else_jump @GARAG2_9024 
062E: get_actor 122@ task 1491 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @GARAG2_9024 
009B: destroy_actor 122@ 
40@ = 0 
43@ += 1 

:GARAG2_9024
if 
  43@ == 10 
else_jump @GARAG2_9137 
if 
  40@ > 2000 
else_jump @GARAG2_9137 
00BE: text_clear_all 
015F: set_camera_position -2037.439 244.0506 43.8289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2038.147 244.4092 43.2209 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_11' time 5000 flag 1  // ~s~Push the ~r~mobile toilet~s~ into the ditch.
43@ += 1 

:GARAG2_9137
if 
  43@ == 11 
else_jump @GARAG2_9181 
if 
  40@ > 5000 
else_jump @GARAG2_9181 
43@ += 1 

:GARAG2_9181
if 
  43@ == 12 
else_jump @GARAG2_9282 
00BE: text_clear_all 
015F: set_camera_position -2031.781 262.1947 36.3181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.476 262.9132 36.3398 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_12' time 5000 flag 1  // ~s~Then bury him under concrete.
40@ = 0 
43@ += 1 

:GARAG2_9282
if 
  43@ == 13 
else_jump @GARAG2_9326 
if 
  40@ > 5000 
else_jump @GARAG2_9326 
43@ = 99 

:GARAG2_9326
if 
  43@ == 99 
else_jump @GARAG2_9680 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_9383 
0382: set_object 81@ collision_detection 1 

:GARAG2_9383
00BE: text_clear_all 
if 
  $3297 == 0 
else_jump @GARAG2_9417 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @GARAG2_9424 

:GARAG2_9417
$11845 = 0 

:GARAG2_9424
select_interior 70@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
if 
03CA:   object $4058[2] exists 
else_jump @GARAG2_9458 
0108: destroy_object $4058[2] 

:GARAG2_9458
if 
056D:   actor 122@ defined 
else_jump @GARAG2_9479 
009B: destroy_actor 122@ 

:GARAG2_9479
51@ = 0 

:GARAG2_9486
if 
  10 > 51@ 
else_jump @GARAG2_9644 
if 
056D:   actor 112@(51@,10i) defined 
else_jump @GARAG2_9630 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_9630 
if 
80DF:   not actor 112@(51@,10i) driving 
else_jump @GARAG2_9604 
04D7: set_actor 112@(51@,10i) locked 0 
0619: enable_actor 112@(51@,10i) collision_detection 1 
0337: set_actor 112@(51@,10i) visibility 1 
jump @GARAG2_9630 

:GARAG2_9604
03C0: $47 = actor 112@(51@,10i) car 
0519: set_car $47 locked 0 
0338: set_car $47 visibility 1 

:GARAG2_9630
51@ += 1 
jump @GARAG2_9486 

:GARAG2_9644
if 
  $3297 == 1 
else_jump @GARAG2_9669 
$3298 = 1 

:GARAG2_9669
040D: unload_wav 3 
gosub @GARAG2_20811 

:GARAG2_9680
return 

:GARAG2_9682
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG2_9757 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
else_jump @GARAG2_9750 
03C7: set_sensitivity_to_crime 0.0 
jump @GARAG2_9757 

:GARAG2_9750
03C7: set_sensitivity_to_crime 1.0 

:GARAG2_9757
if 
  43@ == 0 
else_jump @GARAG2_9901 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_9822 
0188: 133@ = create_marker_above_object 81@ 
0165: set_marker 133@ color_to 0 

:GARAG2_9822
018A: 132@ = create_checkpoint_at -2048.644 250.1341 35.54 
00BB: show_text_lowpriority GXT 'GAR2_10' time 7000 flag 1  // ~s~Bury the ~r~foreman~s~ and his toilet.
40@ = 0 
71@ = 0 
73@ = 4000 
181@ = 0 
176@ = -1 
43@ += 1 

:GARAG2_9901
if 
  43@ == 1 
else_jump @GARAG2_10832 
if 
  73@ > 5000 
else_jump @GARAG2_10501 
if 
876F:   not text_priority_displayed 
else_jump @GARAG2_10501 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_10501 
05A8: get_object 81@ speed_to 54@ 
if or
  54@ > 2.0 
0179:   actor $PLAYER_ACTOR colliding_with_object 81@ 
else_jump @GARAG2_10501 
if 
  $1040 == 0 
else_jump @GARAG2_10501 
0871: init_jump_table 71@ total_jumps 10 default_jump 0 @GARAG2_10440 jumps 0 @GARAG2_10150 1 @GARAG2_10179 2 @GARAG2_10208 3 @GARAG2_10237 4 @GARAG2_10266 5 @GARAG2_10295 6 @GARAG2_10324 
0872: jump_table_jumps 7 @GARAG2_10353 8 @GARAG2_10382 9 @GARAG2_10411 -1 @GARAG2_10440 -1 @GARAG2_10440 -1 @GARAG2_10440 -1 @GARAG2_10440 -1 @GARAG2_10440 -1 @GARAG2_10440 

:GARAG2_10150
05A9: s$1041 = 'GAR2_AC' // s$  // Oh God, no!
04AE: $1043 = 16602 // = constant 
jump @GARAG2_10440 

:GARAG2_10179
05A9: s$1041 = 'GAR2_AD' // s$  // Oh god! Argh, I'm gonna barf!
04AE: $1043 = 16603 // = constant 
jump @GARAG2_10440 

:GARAG2_10208
05A9: s$1041 = 'GAR2_AE' // s$  // Oh, my suit, it's ruined!
04AE: $1043 = 16604 // = constant 
jump @GARAG2_10440 

:GARAG2_10237
05A9: s$1041 = 'GAR2_AF' // s$  // Oh God the stench!
04AE: $1043 = 16605 // = constant 
jump @GARAG2_10440 

:GARAG2_10266
05A9: s$1041 = 'GAR2_AG' // s$  // Please, somebody help!
04AE: $1043 = 16606 // = constant 
jump @GARAG2_10440 

:GARAG2_10295
05A9: s$1041 = 'GAR2_AH' // s$  // I'm gonna throw - huurrgghh!
04AE: $1043 = 16607 // = constant 
jump @GARAG2_10440 

:GARAG2_10324
05A9: s$1041 = 'GAR2_AJ' // s$  // Oh, my own shit!
04AE: $1043 = 16608 // = constant 
jump @GARAG2_10440 

:GARAG2_10353
05A9: s$1041 = 'GAR2_AK' // s$  // Shouldn't have had that goddam curry!
04AE: $1043 = 16609 // = constant 
jump @GARAG2_10440 

:GARAG2_10382
05A9: s$1041 = 'GAR2_AL' // s$  // Oh God, is that corn?
04AE: $1043 = 16610 // = constant 
jump @GARAG2_10440 

:GARAG2_10411
05A9: s$1041 = 'GAR2_AM' // s$  // Urgh, it's all in my mouth!
04AE: $1043 = 16611 // = constant 
jump @GARAG2_10440 

:GARAG2_10440
create_thread @AUDIOL -1 0 0 1 0 
71@ += 1 
if 
  71@ > 7 
else_jump @GARAG2_10490 
71@ = 0 

:GARAG2_10490
73@ = 0 
wait 1 

:GARAG2_10501
if and
  181@ > 150000 
  151000 > 181@ 
else_jump @GARAG2_10567 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_34' time 7000 flag 1  // ~s~Hurry up! The cops will be here soon!
181@ = 151001 
73@ = 0 

:GARAG2_10567
if 
  181@ > 200000 
else_jump @GARAG2_10676 
if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
else_jump @GARAG2_10613 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GARAG2_10613
085A: spawn_emergency_vehicle_model 597 on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model 597 on_street_nearest_to -2038.185 254.2709 34.0893 
45@ = 1 
00BC: show_text_highpriority GXT 'GAR2_35' time 5000 flag 1  // ~r~You took too long to bury the foreman.

:GARAG2_10676
if 
03CA:   object 81@ exists 
else_jump @GARAG2_10825 
if 
04E6:   object 81@ near_point -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 flag 0 
else_jump @GARAG2_10825 
if and
876F:   not text_priority_displayed 
  $1040 == 0 
else_jump @GARAG2_10825 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.
0164: disable_marker 132@ 
0164: disable_marker 133@ 
43@ += 1 
40@ = 0 
41@ = 0 

:GARAG2_10825
gosub @GARAG2_11785 

:GARAG2_10832
if and
  43@ > 1 
  4 > 43@ 
else_jump @GARAG2_11109 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GARAG2_11070 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0137:   car $47 model == 524 
else_jump @GARAG2_11031 
if 
   not 176@ == 1 
else_jump @GARAG2_11024 
00BC: show_text_highpriority GXT 'GAR2_37' time 7000 flag 1  // ~s~Back into position in front of the ~y~hole~s~.
if 
075C:   marker 134@ enabled 
else_jump @GARAG2_10955 
0164: disable_marker 134@ 

:GARAG2_10955
if 
075C:   marker 135@ enabled 
else_jump @GARAG2_10976 
0164: disable_marker 135@ 

:GARAG2_10976
if 
075C:   marker 132@ enabled 
else_jump @GARAG2_10997 
0164: disable_marker 132@ 

:GARAG2_10997
018A: 132@ = create_checkpoint_at -2049.707 240.5694 34.762 
176@ = 1 

:GARAG2_11024
jump @GARAG2_11063 

:GARAG2_11031
if 
   not 176@ == 0 
else_jump @GARAG2_11063 
gosub @GARAG2_11636 
176@ = 0 

:GARAG2_11063
jump @GARAG2_11102 

:GARAG2_11070
if 
   not 176@ == 0 
else_jump @GARAG2_11102 
gosub @GARAG2_11636 
176@ = 0 

:GARAG2_11102
gosub @GARAG2_11785 

:GARAG2_11109
if 
  43@ == 2 
else_jump @GARAG2_11255 
40@ = 0 
41@ = 0 
43@ += 1 
if 
  173@ == 0 
else_jump @GARAG2_11255 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_11255 
if 
82CC:   not object 81@ bounding_sphere_visible 
else_jump @GARAG2_11255 
01BC: put_object 81@ at -2048.957 250.2059 32.6542 
0177: set_object 81@ Z_angle_to 158.56 
0453: set_object 81@ XYZ_rotation -170.1394 -88.8094 -21.44 
173@ = 1 

:GARAG2_11255
if 
  43@ == 3 
else_jump @GARAG2_11609 
if 
  173@ == 0 
else_jump @GARAG2_11380 
if 
03CA:   object 81@ exists 
else_jump @GARAG2_11380 
if 
82CC:   not object 81@ bounding_sphere_visible 
else_jump @GARAG2_11380 
01BC: put_object 81@ at -2048.957 250.2059 32.6542 
0177: set_object 81@ Z_angle_to 158.56 
0453: set_object 81@ XYZ_rotation -170.1394 -88.8094 -21.44 
173@ = 1 

:GARAG2_11380
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2049.707 240.5694 34.762 radius 3.0 3.0 3.0 
else_jump @GARAG2_11609 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 524 
else_jump @GARAG2_11560 
if 
01C1:   car 98@ stopped 
else_jump @GARAG2_11553 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_11553 
0174: $71 = car 98@ Z_angle 
if and
  190.0 > $71 
  $71 > 170.0 
else_jump @GARAG2_11537 
0164: disable_marker 132@ 
43@ = 99 
jump @GARAG2_11553 

:GARAG2_11537
00BC: show_text_highpriority GXT 'GAR2_14' time 1000 flag 1  // ~s~Straighten up and back the cement truck towards the hole.

:GARAG2_11553
jump @GARAG2_11602 

:GARAG2_11560
if 
  40@ > 30000 
else_jump @GARAG2_11602 
00BC: show_text_highpriority GXT 'GAR2_20' time 7000 flag 1  // ~s~You need a cement truck!
40@ = 0 

:GARAG2_11602
jump @GARAG2_11609 

:GARAG2_11609
if 
  43@ == 99 
else_jump @GARAG2_11634 
gosub @GARAG2_20811 

:GARAG2_11634
return 

:GARAG2_11636
if 
075C:   marker 132@ enabled 
else_jump @GARAG2_11657 
0164: disable_marker 132@ 

:GARAG2_11657
if 
8119:   not car 93@ wrecked 
else_jump @GARAG2_11720 
if 
875C:   not marker 134@ enabled 
else_jump @GARAG2_11720 
0186: 134@ = create_marker_above_car 93@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:GARAG2_11720
if 
8119:   not car 97@ wrecked 
else_jump @GARAG2_11783 
if 
875C:   not marker 135@ enabled 
else_jump @GARAG2_11783 
0186: 135@ = create_marker_above_car 97@ 
07E0: set_marker 135@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:GARAG2_11783
return 

:GARAG2_11785
if 
056E:   car 93@ defined 
else_jump @GARAG2_11915 
if 
8119:   not car 93@ wrecked 
else_jump @GARAG2_11898 
if 
01AF:   car 93@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @GARAG2_11891 
if 
82CA:   not car 93@ bounding_sphere_visible 
else_jump @GARAG2_11891 
00A6: destroy_car 93@ 
0164: disable_marker 134@ 

:GARAG2_11891
jump @GARAG2_11908 

:GARAG2_11898
01C3: remove_references_to_car 93@ 
0164: disable_marker 134@ 

:GARAG2_11908
jump @GARAG2_12060 

:GARAG2_11915
if 
80C2:   not sphere_onscreen -2112.603 193.7894 33.6684 radius 5.0 
else_jump @GARAG2_12060 
if 
838A:   not any_car_in_cube_cornerA -2112.603 193.7894 33.6684 cornerB 3.0 3.0 3.0 
else_jump @GARAG2_12060 
00A5: 93@ = create_car 524 at -2112.603 193.7894 33.6684 
0175: set_car 93@ Z_angle_to 276.2221 
if 
075C:   marker 134@ enabled 
else_jump @GARAG2_12045 
0164: disable_marker 134@ 

:GARAG2_12045
0186: 134@ = create_marker_above_car 93@ 
07E0: set_marker 134@ type_to 1 

:GARAG2_12060
if 
056E:   car 97@ defined 
else_jump @GARAG2_12190 
if 
8119:   not car 97@ wrecked 
else_jump @GARAG2_12173 
if 
01AF:   car 97@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @GARAG2_12166 
if 
82CA:   not car 97@ bounding_sphere_visible 
else_jump @GARAG2_12166 
00A6: destroy_car 97@ 
0164: disable_marker 135@ 

:GARAG2_12166
jump @GARAG2_12183 

:GARAG2_12173
01C3: remove_references_to_car 97@ 
0164: disable_marker 135@ 

:GARAG2_12183
jump @GARAG2_12335 

:GARAG2_12190
if 
80C2:   not sphere_onscreen -2037.176 269.7917 34.9191 radius 5.0 
else_jump @GARAG2_12335 
if 
838A:   not any_car_in_cube_cornerA -2037.176 269.7917 34.9191 cornerB 3.0 3.0 3.0 
else_jump @GARAG2_12335 
00A5: 97@ = create_car 524 at -2037.176 269.7917 34.9191 
0175: set_car 97@ Z_angle_to 179.5245 
if 
075C:   marker 135@ enabled 
else_jump @GARAG2_12320 
0164: disable_marker 135@ 

:GARAG2_12320
0186: 135@ = create_marker_above_car 97@ 
07E0: set_marker 135@ type_to 1 

:GARAG2_12335
return 

:GARAG2_12337
if 
  43@ == 0 
else_jump @GARAG2_13146 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 250 

:GARAG2_12371
if 
fading 
else_jump @GARAG2_12395 
wait 0 
jump @GARAG2_12371 

:GARAG2_12395
03CF: load_wav 12600 as 3 

:GARAG2_12402
if 
83D0:   not wav 3 loaded 
else_jump @GARAG2_12428 
wait 0 
jump @GARAG2_12402 

:GARAG2_12428
if 
03CA:   object 81@ exists 
else_jump @GARAG2_12510 
if 
82CC:   not object 81@ bounding_sphere_visible 
else_jump @GARAG2_12510 
01BC: put_object 81@ at -2048.957 250.2059 32.6542 
0177: set_object 81@ Z_angle_to 158.56 
0453: set_object 81@ XYZ_rotation -170.1394 -88.8094 -21.44 

:GARAG2_12510
02A3: enable_widescreen 1 
015F: set_camera_position -2046.33 255.5639 35.1158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2046.688 254.6398 34.9808 switchstyle 2 
51@ = 0 

:GARAG2_12572
if 
  10 > 51@ 
else_jump @GARAG2_12644 
if 
056D:   actor 112@(51@,10i) defined 
else_jump @GARAG2_12630 
009B: destroy_actor 112@(51@,10i) 
112@(51@,10i) = 0 

:GARAG2_12630
51@ += 1 
jump @GARAG2_12572 

:GARAG2_12644
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 70.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
51@ = 0 

:GARAG2_12681
if 
  7 > 51@ 
else_jump @GARAG2_12794 
if 
8119:   not car 99@(51@,7i) wrecked 
else_jump @GARAG2_12780 
if 
01AF:   car 99@(51@,7i) sphere 0 in_sphere -2049.734 241.7195 34.7037 radius 7.0 7.0 5.0 
else_jump @GARAG2_12780 
00A6: destroy_car 99@(51@,7i) 

:GARAG2_12780
51@ += 1 
jump @GARAG2_12681 

:GARAG2_12794
51@ = 0 

:GARAG2_12801
if 
  7 > 51@ 
else_jump @GARAG2_12930 
if 
8119:   not car 99@(51@,7i) wrecked 
else_jump @GARAG2_12907 
if 
01AF:   car 99@(51@,7i) sphere 0 in_sphere -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 
else_jump @GARAG2_12900 
00A6: destroy_car 99@(51@,7i) 

:GARAG2_12900
jump @GARAG2_12916 

:GARAG2_12907
00A6: destroy_car 99@(51@,7i) 

:GARAG2_12916
51@ += 1 
jump @GARAG2_12801 

:GARAG2_12930
0395: clear_area 1 at -2049.734 241.7195 34.7037 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 34.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_13096 
07C6: set_car 98@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 
029B: 89@ = init_object #HUBHOLE3_SFSE at -2049.171 250.3193 30.8784 
066C: 187@ = attach_particle "CEMENT" to_car 98@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1 

:GARAG2_13096
wait 500 
fade 1 250 

:GARAG2_13108
if 
fading 
else_jump @GARAG2_13132 
wait 0 
jump @GARAG2_13108 

:GARAG2_13132
40@ = 0 
43@ += 1 

:GARAG2_13146
if 
  43@ == 1 
else_jump @GARAG2_13247 
54@ = 0.0 

:GARAG2_13174
if 
  1.0 > 54@ 
else_jump @GARAG2_13240 
wait 0 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_13223 
08A4: set_car 98@ extra_parts_angle_to 54@ 

:GARAG2_13223
0079: 54@ += frame_delta_time * 0.01 // (float) 
jump @GARAG2_13174 

:GARAG2_13240
43@ += 1 

:GARAG2_13247
if 
  43@ == 2 
else_jump @GARAG2_13365 
if 
  40@ > 2000 
else_jump @GARAG2_13365 
064C: make_particle 187@ visible 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_13351 
0407: store_coords_to $72 $73 $74 from_car 98@ with_offset 0.0 -4.4 0.0 
03D7: set_wav 3 location $72 $73 $74 
03D1: play_wav 3 

:GARAG2_13351
40@ = 0 
43@ += 1 

:GARAG2_13365
if 
  43@ == 3 
else_jump @GARAG2_13409 
if 
  40@ > 1000 
else_jump @GARAG2_13409 
43@ += 1 

:GARAG2_13409
if 
  43@ == 4 
else_jump @GARAG2_13498 
if 
034E: move_object 89@ to -2049.171 250.3193 34.177 speed 0.01 0.01 0.009 collision_check 0 
else_jump @GARAG2_13498 
40@ = 0 
040D: unload_wav 3 
064E: stop_particle 187@ 
43@ += 1 

:GARAG2_13498
if 
  43@ == 5 
else_jump @GARAG2_13542 
if 
  40@ > 2000 
else_jump @GARAG2_13542 
43@ = 99 

:GARAG2_13542
if 
  43@ == 99 
else_jump @GARAG2_13602 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_13576 

:GARAG2_13576
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 3 
44@ = 1 

:GARAG2_13602
return 

:GARAG2_13604
if and
  47@ == 1 
  149@ == 0 
else_jump @GARAG2_14210 
51@ = 0 

:GARAG2_13636
if 
  6 > 51@ 
else_jump @GARAG2_13727 
if 
056D:   actor 106@(51@,6i) defined 
else_jump @GARAG2_13713 
if or
051A:   actor 106@(51@,6i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 106@(51@,6i) dead 
else_jump @GARAG2_13713 
149@ = 1 

:GARAG2_13713
51@ += 1 
jump @GARAG2_13636 

:GARAG2_13727
if 
056D:   actor 125@ defined 
else_jump @GARAG2_13774 
if or
051A:   actor 125@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 125@ dead 
else_jump @GARAG2_13774 
149@ = 1 

:GARAG2_13774
if 
056D:   actor 123@ defined 
else_jump @GARAG2_13821 
if or
051A:   actor 123@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 123@ dead 
else_jump @GARAG2_13821 
149@ = 1 

:GARAG2_13821
51@ = 0 

:GARAG2_13828
if 
  6 > 51@ 
else_jump @GARAG2_13918 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_13904 
071E: get_object $4058(51@,6i) health_to 52@ 
if 
  900 > 52@ 
else_jump @GARAG2_13904 
149@ = 1 

:GARAG2_13904
51@ += 1 
jump @GARAG2_13828 

:GARAG2_13918
51@ = 0 

:GARAG2_13925
if 
  7 > 51@ 
else_jump @GARAG2_14057 
if 
056E:   car 99@(51@,7i) defined 
else_jump @GARAG2_14043 
if 
8119:   not car 99@(51@,7i) wrecked 
else_jump @GARAG2_14043 
if 
00DB:   actor $PLAYER_ACTOR in_car 99@(51@,7i) 
else_jump @GARAG2_14013 
149@ = 1 

:GARAG2_14013
if 
051C:   car 99@(51@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @GARAG2_14043 
149@ = 1 

:GARAG2_14043
51@ += 1 
jump @GARAG2_13925 

:GARAG2_14057
if 
  149@ == 1 
else_jump @GARAG2_14143 
51@ = 0 

:GARAG2_14082
if 
  10 > 51@ 
else_jump @GARAG2_14143 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_14129 
0687: clear_actor 112@(51@,10i) task 

:GARAG2_14129
51@ += 1 
jump @GARAG2_14082 

:GARAG2_14143
if 
  149@ == 1 
else_jump @GARAG2_14203 
$8601 = 180000 
03C3: set_timer_to $8601 type 1 GXT 'BB_19' // global_variable  // Time
00BB: show_text_lowpriority GXT 'GAR2_41' time 7000 flag 1  // ~s~Destroy all the ~g~portables~s~ before the cops arrive!

:GARAG2_14203
jump @GARAG2_14304 

:GARAG2_14210
if 
  177@ == 0 
else_jump @GARAG2_14304 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @GARAG2_14304 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14304 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
0137:   car $47 model == 486 
else_jump @GARAG2_14304 
03E5: show_text_box 'GAR2_42'  // Be careful to avoid explosive barrels!
177@ += 1 

:GARAG2_14304
if and
  175@ == 0 
  2 >= 42@ 
else_jump @GARAG2_14386 
if and
0119:   car 91@ wrecked 
0119:   car 92@ wrecked 
else_jump @GARAG2_14386 
if 
876F:   not text_priority_displayed 
else_jump @GARAG2_14386 
00BC: show_text_highpriority GXT 'GAR2_39' time 7000 flag 1  // ~s~Other heavy vehicles can destroy the ~g~portables~s~.
175@ += 1 

:GARAG2_14386
if 
  149@ == 1 
else_jump @GARAG2_16007 
if 
8118:   not actor 125@ dead 
else_jump @GARAG2_14518 
062E: get_actor 125@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @GARAG2_14518 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 60000 
0616: define_AS_pack_end 57@ 
0618: assign_actor 125@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
01C2: remove_references_to_actor 125@ // Like turning an actor into a random pedestrian 
119@ = 0 

:GARAG2_14518
0615: define_AS_pack_begin 184@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14563 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 5.0 
jump @GARAG2_14580 

:GARAG2_14563
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 15.0 

:GARAG2_14580
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14638 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
jump @GARAG2_14638 

:GARAG2_14638
0616: define_AS_pack_end 184@ 
0615: define_AS_pack_begin 185@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14688 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 7.5 
jump @GARAG2_14705 

:GARAG2_14688
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 

:GARAG2_14705
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14763 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
jump @GARAG2_14763 

:GARAG2_14763
0616: define_AS_pack_end 185@ 
0615: define_AS_pack_begin 186@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_14813 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 
jump @GARAG2_14830 

:GARAG2_14813
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 

:GARAG2_14830
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit 3000 
0616: define_AS_pack_end 186@ 
51@ = 0 

:GARAG2_14857
if 
  2 > 51@ 
else_jump @GARAG2_14914 
188@(51@,2i) = -1 
190@(51@,2f) = 9999.0 
51@ += 1 
jump @GARAG2_14857 

:GARAG2_14914
51@ = 0 

:GARAG2_14921
if 
  10 > 51@ 
else_jump @GARAG2_15165 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_15151 
00A0: store_actor 112@(51@,10i) position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
0509: $67 = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
0027:   190@ > $67 // (float) 
else_jump @GARAG2_15066 
0087: 191@ = 190@ // (float) 
0089: 190@ = $67 // (float) 
0085: 189@ = 188@ // (int) 
0085: 188@ = 51@ // (int) 
jump @GARAG2_15101 

:GARAG2_15066
if 
0027:   191@ > $67 // (float) 
else_jump @GARAG2_15101 
0089: 191@ = $67 // (float) 
0085: 189@ = 51@ // (int) 

:GARAG2_15101
if and
  $67 > 500.0 
82CB:   not actor 112@(51@,10i) bounding_sphere_visible 
else_jump @GARAG2_15151 
009B: destroy_actor 112@(51@,10i) 
112@(51@,10i) = 0 

:GARAG2_15151
51@ += 1 
jump @GARAG2_14921 

:GARAG2_15165
51@ = 0 

:GARAG2_15172
if 
  10 > 51@ 
else_jump @GARAG2_15992 
if 
8118:   not actor 112@(51@,10i) dead 
else_jump @GARAG2_15978 
if 
80DF:   not actor 112@(51@,10i) driving 
else_jump @GARAG2_15712 
if 
02D8:   actor 112@(51@,10i) current_weapon == 22 
else_jump @GARAG2_15313 
062E: get_actor 112@(51@,10i) task 1506 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @GARAG2_15306 
0687: clear_actor 112@(51@,10i) task 
05E2: AS_actor 112@(51@,10i) kill_actor $PLAYER_ACTOR 

:GARAG2_15306
jump @GARAG2_15705 

:GARAG2_15313
if or
003B:   51@ == 188@ // (int) 
003B:   51@ == 189@ // (int) 
else_jump @GARAG2_15401 
062E: get_actor 112@(51@,10i) task 1506 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @GARAG2_15394 
0687: clear_actor 112@(51@,10i) task 
05E2: AS_actor 112@(51@,10i) kill_actor $PLAYER_ACTOR 

:GARAG2_15394
jump @GARAG2_15705 

:GARAG2_15401
062E: get_actor 112@(51@,10i) task 1560 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @GARAG2_15563 
0209: 52@ = random_int_in_ranges 0 9 
if 
  4 > 52@ 
else_jump @GARAG2_15489 
0687: clear_actor 112@(51@,10i) task 
0618: assign_actor 112@(51@,10i) to_AS_pack 184@ 
jump @GARAG2_15556 

:GARAG2_15489
if 
  8 > 52@ 
else_jump @GARAG2_15535 
0687: clear_actor 112@(51@,10i) task 
0618: assign_actor 112@(51@,10i) to_AS_pack 185@ 
jump @GARAG2_15556 

:GARAG2_15535
0687: clear_actor 112@(51@,10i) task 
0618: assign_actor 112@(51@,10i) to_AS_pack 186@ 

:GARAG2_15556
jump @GARAG2_15705 

:GARAG2_15563
if or
0611:   actor 112@(51@,10i) performing_animation "PANIC_POINT" 
0611:   actor 112@(51@,10i) performing_animation "PANIC_SHOUT" 
else_jump @GARAG2_15705 
00A0: store_actor 112@(51@,10i) position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
0087: 58@ = 64@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 65@ // (float) 
0065: 59@ -= $73 // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0173: set_actor 112@(51@,10i) Z_angle_to $71 

:GARAG2_15705
jump @GARAG2_15978 

:GARAG2_15712
03C0: $47 = actor 112@(51@,10i) car 
04E0: car $47 abandon_path_radius 255 
if 
8119:   not car $47 wrecked 
else_jump @GARAG2_15769 
if 
060E:   car $47 assigned_to_path 
else_jump @GARAG2_15769 
05EC: release_car $47 from_path 

:GARAG2_15769
062E: get_actor 112@(51@,10i) task 1560 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @GARAG2_15879 
0615: define_AS_pack_begin 57@ 
06E1: AS_actor -1 using_car $47 target_car -1 with_order 3 max_speed 40.0 traffic_flag 3 
0616: define_AS_pack_end 57@ 
0618: assign_actor 112@(51@,10i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
if 
   not 192@ == 0 
else_jump @GARAG2_15872 
192@ = 0 

:GARAG2_15872
jump @GARAG2_15978 

:GARAG2_15879
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GARAG2_15978 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car $47 
else_jump @GARAG2_15978 
if 
  192@ == 0 
else_jump @GARAG2_15978 
0615: define_AS_pack_begin 57@ 
06C7: AS_actor -1 driver_of_car $47 perform_action 3 timelimit 2500 
0616: define_AS_pack_end 57@ 
0618: assign_actor 112@(51@,10i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
192@ = 1 

:GARAG2_15978
51@ += 1 
jump @GARAG2_15172 

:GARAG2_15992
061B: remove_references_to_AS_pack 184@ 
061B: remove_references_to_AS_pack 185@ 
061B: remove_references_to_AS_pack 186@ 

:GARAG2_16007
if 
  149@ == 0 
else_jump @GARAG2_16751 
if 
8118:   not actor 110@ dead 
else_jump @GARAG2_16751 
if 
  154@ == 0 
else_jump @GARAG2_16170 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
else_jump @GARAG2_16170 
0687: clear_actor 110@ task 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 50000 stop_within_radius 3.0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
154@ += 1 

:GARAG2_16170
if 
  154@ == 1 
else_jump @GARAG2_16607 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
else_jump @GARAG2_16510 
if 
876F:   not text_priority_displayed 
else_jump @GARAG2_16503 
if 
  $1040 == 0 
else_jump @GARAG2_16503 
if 
0105:   actor 110@ near_actor $PLAYER_ACTOR radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @GARAG2_16496 
0209: 51@ = random_int_in_ranges 0 3 
if 
  51@ == 0 
else_jump @GARAG2_16371 
05A9: s$1041 = 'GAR2_BA' // s$  // Hey, where's your hard hat?
04AE: $1043 = 16612 // = constant 
create_thread @AUDIOL 110@ 1 0 1 0 

:GARAG2_16371
if 
  51@ == 1 
else_jump @GARAG2_16430 
05A9: s$1041 = 'GAR2_BB' // s$  // Are you supposed to be here?
04AE: $1043 = 16613 // = constant 
create_thread @AUDIOL 110@ 1 0 1 0 

:GARAG2_16430
if 
  51@ == 2 
else_jump @GARAG2_16489 
05A9: s$1041 = 'GAR2_BC' // s$  // Hey, this site is dangerous!
04AE: $1043 = 16614 // = constant 
create_thread @AUDIOL 110@ 1 0 1 0 

:GARAG2_16489
154@ += 1 

:GARAG2_16496
41@ = 0 

:GARAG2_16503
jump @GARAG2_16607 

:GARAG2_16510
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
154@ = 0 

:GARAG2_16607
if 
  154@ == 2 
else_jump @GARAG2_16751 
062E: get_actor 110@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @GARAG2_16751 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 110@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
154@ += 1 

:GARAG2_16751
if 
8118:   not actor 123@ dead 
else_jump @GARAG2_16830 
if 
8119:   not car 91@ wrecked 
else_jump @GARAG2_16823 
if 
060E:   car 91@ assigned_to_path 
else_jump @GARAG2_16823 
if 
80DB:   not actor 123@ in_car 91@ 
else_jump @GARAG2_16823 
05EC: release_car 91@ from_path 

:GARAG2_16823
jump @GARAG2_16867 

:GARAG2_16830
if 
8119:   not car 91@ wrecked 
else_jump @GARAG2_16867 
if 
060E:   car 91@ assigned_to_path 
else_jump @GARAG2_16867 
05EC: release_car 91@ from_path 

:GARAG2_16867
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GARAG2_16955 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_16940 
if 
80DB:   not actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_16933 
98@ = 0 
00D9: 98@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:GARAG2_16933
jump @GARAG2_16955 

:GARAG2_16940
98@ = 0 
00D9: 98@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:GARAG2_16955
51@ = 0 

:GARAG2_16962
if 
  6 > 51@ 
else_jump @GARAG2_18418 
if 
  75@ == 1 
else_jump @GARAG2_17148 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_17148 
if or
08FF:   object $4058(51@,6i) received_damage_type 51 
08FF:   object $4058(51@,6i) received_damage_type 35 
08FF:   object $4058(51@,6i) received_damage_type 16 
08FF:   object $4058(51@,6i) received_damage_type 20 
08FF:   object $4058(51@,6i) received_damage_type 39 
else_jump @GARAG2_17108 
0662: printstring "DAMAGED_BY_EXPLOSION" 

:GARAG2_17108
if 
08FF:   object $4058(51@,6i) received_damage_type 57 
else_jump @GARAG2_17148 
0662: printstring "DAMAGED_BY_ANY" 

:GARAG2_17148
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_17337 
if or
08FF:   object $4058(51@,6i) received_damage_type 51 
08FF:   object $4058(51@,6i) received_damage_type 35 
08FF:   object $4058(51@,6i) received_damage_type 16 
08FF:   object $4058(51@,6i) received_damage_type 20 
08FF:   object $4058(51@,6i) received_damage_type 39 
else_jump @GARAG2_17337 
0900: clear_object $4058(51@,6i) last_weapon_damage 
071E: get_object $4058(51@,6i) health_to 52@ 
52@ += -500 
if 
  1 > 52@ 
else_jump @GARAG2_17325 
071F: set_object $4058(51@,6i) health_to 0 
097C: attach_wav 3 to_object $4058(51@,6i) 
03D1: play_wav 3 
0723: break_object $4058(51@,6i) intensity 0 
jump @GARAG2_17337 

:GARAG2_17325
071F: set_object $4058(51@,6i) health_to 52@ 

:GARAG2_17337
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_17536 
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_17536 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_17536 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_17536 
if 
0897:   car 98@ collided_with_object $4058(51@,6i) 
else_jump @GARAG2_17536 
if 
  179@ > 65000.0 
else_jump @GARAG2_17536 
071F: set_object $4058(51@,6i) health_to 0 
097C: attach_wav 3 to_object $4058(51@,6i) 
03D1: play_wav 3 
0723: break_object $4058(51@,6i) intensity 0 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_17536 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_17536 
04BA: set_car 98@ speed_to 178@ 

:GARAG2_17536
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_18177 
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_18177 
071E: get_object $4058(51@,6i) health_to 167@(51@,6i) 
if 
001D:   161@(51@,6i) > 167@(51@,6i) // (int) 
else_jump @GARAG2_18161 
if 
  167@(51@,6i) > 0 
else_jump @GARAG2_18161 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_18015 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_18015 
if 
0897:   car 98@ collided_with_object $4058(51@,6i) 
else_jump @GARAG2_18015 
if 
  178@ > 5.0 
else_jump @GARAG2_17999 
if 
8137:   not car 98@ model == 486 
else_jump @GARAG2_17824 
0085: 52@ = 161@(51@,6i) // (int) 
0062: 52@ -= 167@(51@,6i) // (int) 
0093: 54@ = integer 52@ to_float 
54@ *= 0.5 
0092: 52@ = float 54@ to_integer 
005A: 167@(51@,6i) += 52@ // (int) 
071F: set_object $4058(51@,6i) health_to 167@(51@,6i) 
jump @GARAG2_17992 

:GARAG2_17824
0085: 52@ = 161@(51@,6i) // (int) 
0062: 52@ -= 167@(51@,6i) // (int) 
52@ *= -30 
005A: 167@(51@,6i) += 52@ // (int) 
if 
  0 > 167@(51@,6i) 
else_jump @GARAG2_17900 
167@(51@,6i) = 0 

:GARAG2_17900
if 
  174@ == 0 
else_jump @GARAG2_17976 
if 
  167@(51@,6i) > 10 
else_jump @GARAG2_17976 
if 
876F:   not text_priority_displayed 
else_jump @GARAG2_17976 
00BC: show_text_highpriority GXT 'GAR2_38' time 5000 flag 1  // ~s~Keep ramming it!
174@ = 1 

:GARAG2_17976
071F: set_object $4058(51@,6i) health_to 167@(51@,6i) 

:GARAG2_17992
jump @GARAG2_18015 

:GARAG2_17999
071F: set_object $4058(51@,6i) health_to 161@(51@,6i) 

:GARAG2_18015
if 
  $3297 == 1 
else_jump @GARAG2_18070 
071F: set_object $4058(51@,6i) health_to 0 
097C: attach_wav 3 to_object $4058(51@,6i) 
03D1: play_wav 3 
0723: break_object $4058(51@,6i) intensity 0 

:GARAG2_18070
if 
  167@(51@,6i) == 0 
else_jump @GARAG2_18161 
097C: attach_wav 3 to_object $4058(51@,6i) 
03D1: play_wav 3 
0723: break_object $4058(51@,6i) intensity 0 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_18161 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_18161 
04BA: set_car 98@ speed_to 178@ 

:GARAG2_18161
0085: 161@(51@,6i) = 167@(51@,6i) // (int) 

:GARAG2_18177
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_18404 
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_18404 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_18404 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_18404 
if 
0137:   car 98@ model == 486 
else_jump @GARAG2_18404 
if 
0897:   car 98@ collided_with_object $4058(51@,6i) 
else_jump @GARAG2_18404 
071E: get_object $4058(51@,6i) health_to 52@ 
if 
  10 > 52@ 
else_jump @GARAG2_18404 
071F: set_object $4058(51@,6i) health_to 0 
097C: attach_wav 3 to_object $4058(51@,6i) 
03D1: play_wav 3 
0723: break_object $4058(51@,6i) intensity 0 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_18404 
if 
00DB:   actor $PLAYER_ACTOR in_car 98@ 
else_jump @GARAG2_18404 
04BA: set_car 98@ speed_to 178@ 

:GARAG2_18404
51@ += 1 
jump @GARAG2_16962 

:GARAG2_18418
51@ = 0 

:GARAG2_18425
if 
  6 > 51@ 
else_jump @GARAG2_19161 
if 
  160@ > 0 
else_jump @GARAG2_18997 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_18997 
071E: get_object $4058(51@,6i) health_to 52@ 
if 
  995 > 52@ 
else_jump @GARAG2_18997 
if 
  52@ > 500 
else_jump @GARAG2_18705 
if 
  142@(51@,6i) == 0 
else_jump @GARAG2_18698 
0400: store_coords_to $72 $73 $74 from_object $4058(51@,6i) with_offset 3.252 -2.1084 0.0 
gosub @GARAG2_20690 
if 
  198@ == 0 
else_jump @GARAG2_18698 
02CE: $74 = ground_z_at $72 $73 $74 
0176: $71 = object $4058(51@,6i) Z_angle 
$71 += 180.0 
009A: 124@ = create_actor_pedtype 24 model 27 at $72 $73 $74 
0173: set_actor 124@ Z_angle_to $71 
0223: set_actor 124@ health_to 50 
142@(51@,6i) += 1 
51@ = 6 

:GARAG2_18698
jump @GARAG2_18997 

:GARAG2_18705
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_18732 
jump @GARAG2_18997 

:GARAG2_18732
if 
   not 142@(51@,6i) == 99 
else_jump @GARAG2_18997 
0400: store_coords_to $72 $73 $74 from_object $4058(51@,6i) with_offset 0.0 0.0 0.0 
0176: $71 = object $4058(51@,6i) Z_angle 
02CE: $74 = ground_z_at $72 $73 $74 
$71 += 180.0 
009A: 124@ = create_actor_pedtype 24 model 27 at $72 $73 $74 
0173: set_actor 124@ Z_angle_to $71 
0223: set_actor 124@ health_to 50 
142@(51@,6i) = 99 
51@ = 6 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0209: 52@ = random_int_in_ranges 0 2 
if 
   not 52@ == 0 
else_jump @GARAG2_18957 
59@ *= -1.0 

:GARAG2_18957
0087: 61@ = 59@ // (float) 
0087: 62@ = 58@ // (float) 
62@ *= -1.0 
0673: AS_actor 124@ dive_to_offset 61@ 62@ time_on_ground 1000 ms 

:GARAG2_18997
if 
056D:   actor 124@ defined 
else_jump @GARAG2_19140 
if 
8118:   not actor 124@ dead 
else_jump @GARAG2_19140 
if 
  148@ > 0 
else_jump @GARAG2_19096 
if 
  2 > 148@ 
else_jump @GARAG2_19084 
01B2: give_actor 124@ weapon 6 ammo 99999 // Load the weapon model before using this 
jump @GARAG2_19096 

:GARAG2_19084
01B2: give_actor 124@ weapon 22 ammo 99999 // Load the weapon model before using this 

:GARAG2_19096
07DD: set_actor 124@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 124@ weapon_accuracy_to 30 
060B: set_actor 124@ decision_maker_to 182@ 
0085: 193@ = 124@ // (int) 
gosub @GARAG2_19925 
180@ = 0 

:GARAG2_19140
124@ = 0 
51@ += 1 
jump @GARAG2_18425 

:GARAG2_19161
if 
  149@ == 1 
else_jump @GARAG2_19684 
if 
  4 >= 160@ 
else_jump @GARAG2_19204 
180@ = 0 

:GARAG2_19204
if 
  180@ > 20000 
else_jump @GARAG2_19684 
if 
  160@ > 4 
else_jump @GARAG2_19684 
55@ = 200.0 
52@ = -1 
51@ = 0 

:GARAG2_19265
if 
  6 > 51@ 
else_jump @GARAG2_19421 
if 
03CA:   object $4058(51@,6i) exists 
else_jump @GARAG2_19407 
if 
8366:   not object $4058(51@,6i) damaged 
else_jump @GARAG2_19407 
01BB: store_object $4058(51@,6i) position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
0509: 54@ = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
0025:   55@ > 54@ // (float) 
else_jump @GARAG2_19407 
0087: 55@ = 54@ // (float) 
0085: 52@ = 51@ // (int) 

:GARAG2_19407
51@ += 1 
jump @GARAG2_19265 

:GARAG2_19421
if 
   not 52@ == -1 
else_jump @GARAG2_19684 
0400: store_coords_to $72 $73 $74 from_object $4058(52@,6i) with_offset 3.252 -2.1084 0.0 
gosub @GARAG2_20690 
if 
  198@ == 0 
else_jump @GARAG2_19684 
02CE: $74 = ground_z_at $72 $73 $74 
0176: $71 = object $4058(52@,6i) Z_angle 
$71 += 180.0 
009A: 124@ = create_actor_pedtype 24 model 27 at $72 $73 $74 
0173: set_actor 124@ Z_angle_to $71 
0223: set_actor 124@ health_to 50 
if 
  148@ > 2 
else_jump @GARAG2_19633 
if 
  5 > 148@ 
else_jump @GARAG2_19621 
01B2: give_actor 124@ weapon 6 ammo 99999 // Load the weapon model before using this 
jump @GARAG2_19633 

:GARAG2_19621
01B2: give_actor 124@ weapon 22 ammo 99999 // Load the weapon model before using this 

:GARAG2_19633
07DD: set_actor 124@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 124@ weapon_accuracy_to 30 
060B: set_actor 124@ decision_maker_to 182@ 
0085: 193@ = 124@ // (int) 
124@ = 0 
180@ = 0 
gosub @GARAG2_19925 

:GARAG2_19684
51@ = 0 

:GARAG2_19691
if 
  10 > 51@ 
else_jump @GARAG2_19794 
if 
056D:   actor 112@(51@,10i) defined 
else_jump @GARAG2_19780 
if 
0118:   actor 112@(51@,10i) dead 
else_jump @GARAG2_19780 
01C2: remove_references_to_actor 112@(51@,10i) // Like turning an actor into a random pedestrian 
112@(51@,10i) = 0 
150@(51@,10i) = 0 

:GARAG2_19780
51@ += 1 
jump @GARAG2_19691 

:GARAG2_19794
gosub @GARAG2_20025 
if 
8119:   not car 98@ wrecked 
else_jump @GARAG2_19849 
02E3: 178@ = car 98@ speed 
06A3: get_car 98@ mass_to 54@ 
0087: 179@ = 178@ // (float) 
006B: 179@ *= 54@ // (float) 

:GARAG2_19849
if 
075C:   marker 134@ enabled 
else_jump @GARAG2_19886 
if 
0119:   car 93@ wrecked 
else_jump @GARAG2_19886 
0164: disable_marker 134@ 

:GARAG2_19886
if 
075C:   marker 135@ enabled 
else_jump @GARAG2_19923 
if 
0119:   car 97@ wrecked 
else_jump @GARAG2_19923 
0164: disable_marker 135@ 

:GARAG2_19923
return 

:GARAG2_19925
194@ = 0 

:GARAG2_19932
if 
  4 > 194@ 
else_jump @GARAG2_20016 
if 
  112@(194@,10i) == 0 
else_jump @GARAG2_20002 
0085: 112@(194@,10i) = 193@ // (int) 
150@(194@,10i) = 0 
194@ = 6 

:GARAG2_20002
194@ += 1 
jump @GARAG2_19932 

:GARAG2_20016
gosub @GARAG2_20025 
return 

:GARAG2_20025
160@ = 4 
195@ = 0 

:GARAG2_20039
if 
  4 > 195@ 
else_jump @GARAG2_20098 
if 
056D:   actor 112@(195@,10i) defined 
else_jump @GARAG2_20084 
160@ -= 1 

:GARAG2_20084
195@ += 1 
jump @GARAG2_20039 

:GARAG2_20098
return 
03A9: save_newline_to_debug_file 
05B6: 99 // available peds
03A9: save_newline_to_debug_file 
196@ = 0 

:GARAG2_20241
if 
  10 > 196@ 
else_jump @GARAG2_20549 
03A9: save_newline_to_debug_file 
05B6: 100 // mission ped 
03A7: save_int_to_debug_file 196@ 
05B6: 101 //  = 
03A7: save_int_to_debug_file 112@(196@,10i) 
196@ += 1 
jump @GARAG2_20241 

:GARAG2_20549
03A9: save_newline_to_debug_file 
05B6: 102 // available_mission_peds = 
03A7: save_int_to_debug_file 160@ 
03A9: save_newline_to_debug_file 
return 

:GARAG2_20690
198@ = 0 
197@ = 0 

:GARAG2_20704
if 
  10 > 197@ 
else_jump @GARAG2_20809 
if 
8118:   not actor 112@(197@,10i) dead 
else_jump @GARAG2_20795 
if 
00FF:   actor 112@(197@,10i) sphere 0 in_sphere $72 $73 $74 radius 1.5 1.5 3.0 on_foot 
else_jump @GARAG2_20795 
198@ = 1 

:GARAG2_20795
197@ += 1 
jump @GARAG2_20704 

:GARAG2_20809
return 

:GARAG2_20811
42@ += 1 
43@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
40@ = 0 
41@ = 0 
return 

:GARAG2_20869
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GARAG2_20963 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
else_jump @GARAG2_20963 
00A1: put_actor $PLAYER_ACTOR at -2045.189 241.7544 34.9462 
0173: set_actor $PLAYER_ACTOR Z_angle_to 186.3532 

:GARAG2_20963
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE1_SFSE 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:GARAG2_21009
if 
03CA:   object 89@ exists 
else_jump @GARAG2_21030 
0108: destroy_object 89@ 

:GARAG2_21030
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE4_SFSE 
0318: set_latest_mission_passed 'GAR_2'  // Deconstruction
create_thread @SYND 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
030C: progress_made = 1 
0629: change_integer_stat 324 to 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$540 += 1 
return 

:GARAG2_21144
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$11845 = 0 
0249: release_model #PORTALOO 
0249: release_model #PORTAKABIN 
0249: release_model #BARREL4 
0249: release_model 486 
0249: release_model 524 
0249: release_model 406 
0249: release_model 422 
0249: release_model 16 
0249: release_model 27 
0249: release_model 337 
0249: release_model 346 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
014F: stop_timer $8601 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 51---------------
// Originally: 555 WE TIP

:SCRASH1
thread 'SCRASH1' 
gosub @SCRASH1_64 
if 
wasted_or_busted 
else_jump @SCRASH1_38 
gosub @SCRASH1_18211 

:SCRASH1_38
gosub @SCRASH1_18355 
end_thread 
76@ = 0 
$8602 = 150000 

:SCRASH1_64
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
$ONMISSION = 1 
$3258 = 1 
increment_mission_attempts 
42@ = 0 
89@ = 1 
90@ = 0 
91@ = 0 
74@ = 0 
75@ = 0 
93@ = 0 
94@ = 0 
08F4: set_max_group_members 0 
054C: use_GXT_table 'VALET1' 
0169: set_fade_color_RGB 0 0 0 
end_thread_named 'VALET' 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH1_222 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH1_222
select_interior 1 
02E4: load_cutscene_data 'SCRASH1' 

:SCRASH1_237
if 
86B9:   not cutscene_data_loaded 
else_jump @SCRASH1_261 
wait 0 
jump @SCRASH1_237 

:SCRASH1_261
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SCRASH1_278
if 
82E9:   not cutscene_reached_end 
else_jump @SCRASH1_302 
wait 0 
jump @SCRASH1_278 

:SCRASH1_302
fade 0 0 

:SCRASH1_308
if 
fading 
else_jump @SCRASH1_332 
wait 0 
jump @SCRASH1_308 

:SCRASH1_332
02EA: end_cutscene 
select_interior 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0247: load_model 415 
0247: load_model 240 

:SCRASH1_362
if or
8248:   not model 415 available 
8248:   not model 240 available 
else_jump @SCRASH1_394 
wait 0 
jump @SCRASH1_362 

:SCRASH1_394
01EB: set_traffic_density_multiplier_to 1.0 
74@ = 0 
if 
  74@ == 20 
else_jump @SCRASH1_605 
018A: 66@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 69@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 68@ = create_checkpoint_at -1748.402 909.7514 23.8906 
009A: 46@ = create_actor_pedtype 24 model 189 at 0.0 0.0 0.0 
009A: $3261[0] = create_actor_pedtype 4 model 189 at 0.0 0.0 0.0 
00A5: $3264 = create_car 415 at 0.0 0.0 0.0 
00A5: $3268 = create_car 415 at 0.0 0.0 0.0 
00A5: $3254 = create_car 415 at 0.0 0.0 0.0 

:SCRASH1_605
018A: 66@ = create_checkpoint_at -1748.402 909.7514 23.8906 
wait 500 
fade 1 1000 
290@ = 0 
00BB: show_text_lowpriority GXT 'VAL_5' time 10000 flag 1  // ~s~The D.A. is on his way to the ~y~Vank Hoff Hotel~s~ in downtown San Fierro. Get over there now.

:SCRASH1_660
wait 0 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @SCRASH1_696 
103@ = 1 
jump @SCRASH1_703 

:SCRASH1_696
103@ = 0 

:SCRASH1_703
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SCRASH1_732 
gosub @SCRASH1_17457 
jump @SCRASH1_18243 

:SCRASH1_732
if 
0735:   is_keyboard_key_pressed 68 
else_jump @SCRASH1_767 
00A1: put_actor $PLAYER_ACTOR at -1755.088 910.0911 23.8906 

:SCRASH1_767
if 
0735:   is_keyboard_key_pressed 70 
else_jump @SCRASH1_845 
00A1: put_actor $PLAYER_ACTOR at -1712.653 985.0446 16.5859 
if 
8118:   not actor $3261[2] dead 
else_jump @SCRASH1_845 
00A1: put_actor $3261[2] at -1700.77 984.3545 16.5936 
0446: set_actor $3261[2] dismemberment_possible 0 

:SCRASH1_845
if 
0735:   is_keyboard_key_pressed 71 
else_jump @SCRASH1_880 
00A1: put_actor $PLAYER_ACTOR at -1753.841 960.2274 23.8828 

:SCRASH1_880
if 
0735:   is_keyboard_key_pressed 72 
else_jump @SCRASH1_1071 
if 
0118:   actor 46@ dead 
else_jump @SCRASH1_936 
009A: 46@ = create_actor_pedtype 4 model 240 at -1611.454 714.3873 12.4715 

:SCRASH1_936
if 
8248:   not model 551 available 
else_jump @SCRASH1_963 
wait 0 
jump @SCRASH1_936 

:SCRASH1_963
if 
0119:   car $3254 wrecked 
else_jump @SCRASH1_1002 
00A5: $3254 = create_car 551 at -1753.961 951.9568 23.7422 

:SCRASH1_1002
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_1048 
00AB: put_car $3254 at -1753.961 951.9568 23.7422 
0175: set_car $3254 Z_angle_to 90.0 

:SCRASH1_1048
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_1071 
115@ = 1 

:SCRASH1_1071
if 
0735:   is_keyboard_key_pressed 74 
else_jump @SCRASH1_1132 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_1132 
00AB: put_car $3254 at -2031.828 179.5876 27.8359 
0175: set_car $3254 Z_angle_to 90.0 

:SCRASH1_1132
if 
0735:   is_keyboard_key_pressed 75 
else_jump @SCRASH1_1183 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_1183 
00AB: put_car $3254 at -1779.759 971.5197 23.7344 

:SCRASH1_1183
if 
0735:   is_keyboard_key_pressed 82 
else_jump @SCRASH1_1212 
74@ = 10 
81@ = 90 

:SCRASH1_1212
if 
  82@ == 1 
else_jump @SCRASH1_1278 
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH1_1278 
00BB: show_text_lowpriority GXT 'VAL_B1' time 4000 flag 1  // ~r~You no longer have the valet uniform.
jump @SCRASH1_18211 

:SCRASH1_1278
gosub @SCRASH1_15306 
98@ = 0 
if 
  74@ > 1 
else_jump @SCRASH1_1510 

:SCRASH1_1310
if 
  2 > 98@ 
else_jump @SCRASH1_1510 
if 
04A3:   $3279(98@,3i) == 6 // == constant 
else_jump @SCRASH1_1496 
if 
056D:   actor $3261(98@,3i) defined 
else_jump @SCRASH1_1496 
04A5: get_dead_actor_pickup_coords $3261(98@,3i) store_to $72 $73 $74 
if and
  $72 > -1760.178 
  $73 > 972.2405 
  $74 > 16.1633 
  -1679.605 > $72 
  1064.293 > $73 
  24.8629 > $74 
else_jump @SCRASH1_1466 
jump @SCRASH1_1496 

:SCRASH1_1466
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_9' time 3000 flag 1  // ~r~You were spotted wasting the valet.
jump @SCRASH1_18211 

:SCRASH1_1496
98@ += 1 
jump @SCRASH1_1310 

:SCRASH1_1510
if 
  $3288 == 1 
else_jump @SCRASH1_1662 
if 
  77@ == 1 
else_jump @SCRASH1_1578 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_1578 
0987: get_car_blocking_car $3254 store_to $12102 
0084: $12105 = $12102 // (int) 

:SCRASH1_1578
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_1662 
03F3: get_car $3254 primary_color_to 99@ secondary_color_to 100@ 
if or
84A4:   not  99@ == 4 // == constant 
84A4:   not  100@ == 4 // == constant 
else_jump @SCRASH1_1662 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_A35' time 4000 flag 1  // ~r~You've resprayed the car. The D.A. may notice the difference!
jump @SCRASH1_18211 

:SCRASH1_1662
if 
  74@ == 0 
else_jump @SCRASH1_1706 
74@ = 1 
79@ = 0 
$3273 = 1 
0732: random_car_generator_disable_model 551 

:SCRASH1_1706
if 
  74@ == 1 
else_jump @SCRASH1_3013 
if 
  79@ == 0 
else_jump @SCRASH1_1804 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1748.402 909.7514 23.8906 radius 3.0 3.0 3.0 
else_jump @SCRASH1_1804 
01B4: set_player $PLAYER_CHAR can_move 0 
79@ = 1 

:SCRASH1_1804
if 
  79@ == 1 
else_jump @SCRASH1_1841 
fade 0 1000 
0247: load_model 477 
79@ = 2 

:SCRASH1_1841
if 
  79@ == 2 
else_jump @SCRASH1_2347 
if and
   not fading 
0248:   model 477 available 
else_jump @SCRASH1_2347 
009B: destroy_actor $3261[0] 
009B: destroy_actor $3261[1] 
009B: destroy_actor $3261[2] 
$3259 = 1 
08A9: load_external_script 72 (VALET) 
0926: $712 = external_script_status 72 (VALET) 
if 
  $712 > 0 
else_jump @SCRASH1_1978 
$3260 = 1 

:SCRASH1_1935
if 
  $712 > 0 
else_jump @SCRASH1_1971 
wait 0 
0926: $712 = external_script_status 72 (VALET) 
jump @SCRASH1_1935 

:SCRASH1_1971
$3260 = 0 

:SCRASH1_1978
if 
88AB:   not external_script 72 (VALET) loaded 
else_jump @SCRASH1_2004 
wait 0 
jump @SCRASH1_1978 

:SCRASH1_2004
0913: run_external_script 72 (VALET)  
$3273 = 2 
$3277 = 1 
022B: create_forbidden_for_peds_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
022B: create_forbidden_for_peds_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0395: clear_area 0 at -1722.675 935.279 23.75 radius 55.0 
00A5: 101@ = create_car 477 at -1736.961 946.0503 23.7487 
073B: unknown_car 101@ flag 0 
0175: set_car 101@ Z_angle_to 19.0 
0560: create_random_actor_in_car 101@ handle_as 102@ 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 101@ 
0249: release_model 477 
if 
8119:   not car 101@ wrecked 
else_jump @SCRASH1_2264 
0615: define_AS_pack_begin 95@ 
05D1: AS_actor -1 drive_car 101@ to -1753.968 952.9821 23.75 speed 15.0 0 model 0 3 
05CD: AS_actor -1 exit_car 101@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 95@ 
0618: assign_actor 102@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 

:SCRASH1_2264
0164: disable_marker 66@ 
02A3: enable_widescreen 1 
015F: set_camera_position -1763.482 959.9526 25.8866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1762.601 959.5414 25.6518 switchstyle 2 
79@ = 3 
0085: 80@ = 40@ // (int) 
80@ += 3000 

:SCRASH1_2347
if 
  79@ == 3 
else_jump @SCRASH1_2490 
if and
04A3:   $3279[0] == 2 // == constant 
04A3:   $3279[1] == 2 // == constant 
04A3:   $3279[2] == 2 // == constant 
else_jump @SCRASH1_2434 
04AE: $3279[0] = 11 // = constant 
04AE: $3279[1] = 11 // = constant 
0085: 80@ = 40@ // (int) 
80@ += 700 
79@ = 4 

:SCRASH1_2434
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_2490 
04AE: $3279[0] = 11 // = constant 
04AE: $3279[1] = 11 // = constant 
0085: 80@ = 40@ // (int) 
80@ += 700 
79@ = 4 

:SCRASH1_2490
if 
  79@ == 4 
else_jump @SCRASH1_2541 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_2541 
fade 1 700 
79@ = 5 

:SCRASH1_2541
if 
  79@ == 5 
else_jump @SCRASH1_2611 
if 
   not fading 
else_jump @SCRASH1_2611 
00BC: show_text_highpriority GXT 'VAL_6' time 6000 flag 1  // This hotel operates a valet service. The D.A. will be dropping his car off here shortly.
0085: 80@ = 40@ // (int) 
80@ += 6000 
79@ = 6 

:SCRASH1_2611
if 
  79@ == 6 
else_jump @SCRASH1_2675 
if 
08D0:   should_skip_cutscene 
else_jump @SCRASH1_2649 
79@ = 7 

:SCRASH1_2649
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_2675 
79@ = 7 

:SCRASH1_2675
if 
  79@ == 7 
else_jump @SCRASH1_3013 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SCRASH1_2746 
00A1: put_actor $PLAYER_ACTOR at -1747.198 909.9226 23.8906 
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.6727 
jump @SCRASH1_2780 

:SCRASH1_2746
0811: $12102 = actor $PLAYER_ACTOR used_car 
if 
8119:   not car $12102 wrecked 
else_jump @SCRASH1_2780 
0175: set_car $12102 Z_angle_to 0.0 

:SCRASH1_2780
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'VAL_A25' time 6000 flag 1  // ~s~Follow the ~r~valet~s~ to the underground car park and waste him. Make sure no one is around.
74@ = 2 
$12283 = 1 
if 
8118:   not actor $3261[2] dead 
else_jump @SCRASH1_3013 
0187: 72@ = create_marker_above_actor $3261[2] 
if 
8119:   not car 101@ wrecked 
else_jump @SCRASH1_3013 
if 
80DB:   not actor $3261[2] in_car 101@ 
else_jump @SCRASH1_3013 
if 
8118:   not actor 102@ dead 
else_jump @SCRASH1_3013 
009B: destroy_actor 102@ 
036A: put_actor $3261[2] in_car 101@ 
0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $72 $73 $74 
0086: $12293 = $72 // (float) 
0086: $12294 = $73 // (float) 
0086: $12295 = $74 // (float) 
05D1: AS_actor $3261[2] drive_car 101@ to $72 $73 $74 speed 15.0 1 model 0 0 
04AE: $3279[2] = 8 // = constant 

:SCRASH1_3013
if 
  74@ == 2 
else_jump @SCRASH1_3775 
if and
  104@ == 0 
  103@ == 1 
else_jump @SCRASH1_3072 
00BB: show_text_lowpriority GXT 'VAL_B3' time 5000 flag 1  // ~s~The cops are on to you. Clear the heat before following the valet in to the car park.

:SCRASH1_3072
if 
  103@ == 1 
else_jump @SCRASH1_3200 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if and
  $72 > -1760.178 
  $73 > 972.2405 
  $74 > 16.1633 
  -1679.605 > $72 
  1064.293 > $73 
  24.8629 > $74 
else_jump @SCRASH1_3200 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_B4' time 5000 flag 1  // ~r~The cops saw you entering the car park.
jump @SCRASH1_18211 

:SCRASH1_3200
0085: 104@ = 103@ // (int) 
if 
056D:   actor $3261[2] defined 
else_jump @SCRASH1_3775 
if 
8118:   not actor $3261[2] dead 
else_jump @SCRASH1_3558 
00A0: store_actor $3261[2] position_to $72 $73 $74 
if 
04A3:   $3279[2] == 2 // == constant 
else_jump @SCRASH1_3297 
if 
  $3268 == 0 
else_jump @SCRASH1_3297 
$12103 = 1 

:SCRASH1_3297
if 
  $6670 == 0 
else_jump @SCRASH1_3441 
if 
  103@ == 0 
else_jump @SCRASH1_3434 
if and
  $72 > -1760.178 
  $73 > 972.2405 
  $74 > 16.1633 
  -1679.605 > $72 
  1064.293 > $73 
  24.8629 > $74 
else_jump @SCRASH1_3434 
00BB: show_text_lowpriority GXT 'VAL_A22' time 5000 flag 1  // The valet is in the car park. Take ~r~him~s~ out while he's down there!
$6670 = 1 
03C7: set_sensitivity_to_crime -1.0 

:SCRASH1_3434
jump @SCRASH1_3558 

:SCRASH1_3441
if or
  -1760.178 > $72 
  972.2405 > $73 
  16.1633 > $74 
  $72 > -1679.605 
  $73 > 1064.293 
  $74 > 24.8629 
else_jump @SCRASH1_3558 
00BB: show_text_lowpriority GXT 'VAL_A23' time 4000 flag 1  // The ~r~valet's~s~ leaving the car park.
00BB: show_text_lowpriority GXT 'VAL_A24' time 5000 flag 1  // Kill ~r~him~s~ when he gets back down with another car.
$6670 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SCRASH1_3558
if 
0118:   actor $3261[2] dead 
else_jump @SCRASH1_3775 
0164: disable_marker 72@ 
04A5: get_dead_actor_pickup_coords $3261[2] store_to 105@ 106@ 107@ 
03C7: set_sensitivity_to_crime 1.0 
if and
  105@ > -1760.178 
  106@ > 972.2405 
  107@ > 16.1633 
  -1679.605 > 105@ 
  1064.293 > 106@ 
  24.8629 > 107@ 
else_jump @SCRASH1_3728 
0213: 83@ = create_pickup #CLOTHESP type 3 at 105@ 106@ 107@ 
03DC: 73@ = create_marker_above_pickup 83@ 
00BC: show_text_highpriority GXT 'VAL_8' time 5000 flag 1  // Pick up the ~g~valet's uniform.
74@ = 3 
jump @SCRASH1_3775 

:SCRASH1_3728
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BC: show_text_highpriority GXT 'VAL_9' time 5000 flag 1  // ~r~You were spotted wasting the valet.
jump @SCRASH1_18211 

:SCRASH1_3775
if 
  74@ == 3 
else_jump @SCRASH1_3872 
if 
0214:   pickup 83@ picked_up 
else_jump @SCRASH1_3872 
109@ = 1 
043C: disable_sounds_after_fadeout 0 
fade 0 1000 
0215: destroy_pickup 83@ 
0164: disable_marker 73@ 
0247: load_model 252 
74@ = 41 
0085: 80@ = 40@ // (int) 
80@ += 2000 
108@ = 0 

:SCRASH1_3872
if 
  74@ == 41 
else_jump @SCRASH1_4183 
if 
   not fading 
else_jump @SCRASH1_4183 
if 
  108@ == 0 
else_jump @SCRASH1_3952 
04AF: 160@ = 20802 // = constant 
0085: 162@ = 40@ // (int) 
162@ += 500 
108@ = 1 

:SCRASH1_3952
if 
0248:   model 252 available 
else_jump @SCRASH1_4183 
if 
056D:   actor $3261[2] defined 
else_jump @SCRASH1_4040 
0889: store_actor $3261[2] center_of_body_position_to 105@ 106@ 107@ 
04A5: get_dead_actor_pickup_coords $3261[2] store_to 105@ 106@ 107@ 
if 
09A8:   actor $3261[2] headshoted 
else_jump @SCRASH1_4035 
109@ = 1 

:SCRASH1_4035
009B: destroy_actor $3261[2] 

:SCRASH1_4040
009A: 110@ = create_actor_pedtype 4 model 252 at 105@ 106@ 107@ 
00A1: put_actor 110@ at 105@ 106@ 107@ 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
0489: set_actor 110@ muted 1 
if 
  109@ == 1 
else_jump @SCRASH1_4108 
0321: AS_actor 110@ die_headshotted 

:SCRASH1_4108
05BE: AS_actor 110@ die 
01B4: set_player $PLAYER_CHAR can_move 0 
087B: set_player $PLAYER_CHAR clothes_texture "VALET" model "VALET" body_part 17 
82@ = 1 
070D: rebuild_player $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR can_move 1 
0085: 80@ = 40@ // (int) 
80@ += 700 
74@ = 40 

:SCRASH1_4183
if 
  82@ == 1 
else_jump @SCRASH1_4251 
if 
  103@ == 1 
else_jump @SCRASH1_4251 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BC: show_text_highpriority GXT 'VAL_B5' time 5000 flag 1  // ~r~You're wanted by the cops. Now your cover's blown.
jump @SCRASH1_18211 

:SCRASH1_4251
if 
  74@ == 40 
else_jump @SCRASH1_4320 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_4320 
if 
  160@ == 0 
else_jump @SCRASH1_4320 
fade 1 600 
74@ = 42 

:SCRASH1_4320
if 
  74@ == 42 
else_jump @SCRASH1_4405 
if 
   not fading 
else_jump @SCRASH1_4405 
043C: disable_sounds_after_fadeout 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'VAL_A32' time 5000 flag 1  // ~s~Get to the valet ~y~car port~s~ and wait with the other valets.
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at -1759.026 960.4122 23.8905 
74@ = 4 

:SCRASH1_4405
if 
  74@ == 4 
else_jump @SCRASH1_4565 
if 
  111@ == 0 
else_jump @SCRASH1_4503 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 on_foot 
else_jump @SCRASH1_4503 
111@ = 1 
290@ = 13 

:SCRASH1_4503
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1757.054 960.1191 23.8906 radius 2.0 2.0 2.0 on_foot 
else_jump @SCRASH1_4565 
74@ = 5 
81@ = 0 

:SCRASH1_4565
if 
  74@ == 5 
else_jump @SCRASH1_6085 
if 
  81@ == 0 
else_jump @SCRASH1_4630 
fade 0 1000 
0247: load_model 551 
0247: load_model 402 
07C0: load_path 155 
81@ = 1 

:SCRASH1_4630
if 
  81@ == 1 
else_jump @SCRASH1_4780 
if 
   not fading 
else_jump @SCRASH1_4780 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1584.371 727.5854 28.9622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1585.114 727.2239 28.3981 switchstyle 2 
04E4: refresh_game_renderer_at -1585.114 727.2239 
0A0B: set_rendering_origin_at_3D_coord -1584.371 727.5854 28.9622 angle 270.0 
81@ = 2 
0085: 80@ = 40@ // (int) 
80@ += 1000 

:SCRASH1_4780
if 
  81@ == 2 
else_jump @SCRASH1_4831 
if and
0248:   model 551 available 
07C1:   path 155 available 
else_jump @SCRASH1_4831 
0164: disable_marker 66@ 
81@ = 3 

:SCRASH1_4831
if 
  81@ == 3 
else_jump @SCRASH1_5306 
if and
001D:   40@ > 80@ // (int) 
0248:   model 402 available 
0248:   model 551 available 
else_jump @SCRASH1_5296 
015F: set_camera_position -1621.481 738.7783 14.293 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1620.638 738.2501 14.3895 switchstyle 2 
00A5: $3254 = create_car 551 at -1611.379 725.24 11.8774 
0229: set_car $3254 primary_color_to 4 secondary_color_to 4 
05EB: assign_car $3254 to_path 155 
073B: unknown_car $3254 flag 0 
009A: 46@ = create_actor_pedtype 4 model 240 at -1611.454 714.3873 12.4715 
0223: set_actor 46@ health_to 200 
08AF: set_actor 46@ max_health_to 200 
0173: set_actor 46@ Z_angle_to 0.0 
0615: define_AS_pack_begin 95@ 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_5080 
05D3: AS_actor -1 goto_point -1611.596 723.0802 12.2361 mode 4 time -2 ms // versionA 
05CB: AS_actor -1 enter_car $3254 as_driver -2 ms 

:SCRASH1_5080
0616: define_AS_pack_end 95@ 
0618: assign_actor 46@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 
0395: clear_area 0 at -1779.804 915.7557 23.7487 radius 25.0 
00A5: 101@ = create_car 402 at -1779.804 915.7557 23.7487 
073B: unknown_car 101@ flag 0 
0175: set_car 101@ Z_angle_to 270.0 
0560: create_random_actor_in_car 101@ handle_as 102@ 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 101@ 
0249: release_model 402 
if 
8119:   not car 101@ wrecked 
else_jump @SCRASH1_5275 
0615: define_AS_pack_begin 95@ 
05D1: AS_actor -1 drive_car 101@ to -1753.968 952.9821 23.75 speed 15.0 0 model 0 3 
05CD: AS_actor -1 exit_car 101@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 95@ 
0618: assign_actor 102@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 

:SCRASH1_5275
fade 1 1000 
81@ = 4 
jump @SCRASH1_5306 

:SCRASH1_5296
0247: load_model 402 
0247: load_model 551 

:SCRASH1_5306
if 
  81@ == 4 
else_jump @SCRASH1_5399 
if 
   not fading 
else_jump @SCRASH1_5399 
0707: start_scene_skip_to @SCRASH1_5753 
00BC: show_text_highpriority GXT 'VAL_12' time 4000 flag 1  // ~s~The D.A. is driving a blue Merit. Remember it, you'll need to identify it correctly when it arrives.
00BB: show_text_lowpriority GXT 'VAL_13' time 4000 flag 1  // ~s~Make sure none of the other valets service his car first.
0085: 80@ = 40@ // (int) 
80@ += 3500 
81@ = 5 

:SCRASH1_5399
if 
  81@ == 5 
else_jump @SCRASH1_5443 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_5443 
81@ = 6 

:SCRASH1_5443
if 
  81@ == 6 
else_jump @SCRASH1_5605 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_5605 
if 
00DF:   actor 46@ driving 
else_jump @SCRASH1_5605 
05EC: release_car $3254 from_path 
if and
8118:   not actor 46@ dead 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_5582 
0615: define_AS_pack_begin 95@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D1: AS_actor -1 drive_car $3254 to -1571.425 725.7955 6.0391 speed 7.0 2 model 0 3 
0616: define_AS_pack_end 95@ 
0618: assign_actor 46@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 

:SCRASH1_5582
81@ = 7 
0085: 80@ = 40@ // (int) 
80@ += 2000 

:SCRASH1_5605
if 
  81@ == 7 
else_jump @SCRASH1_5716 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_5716 
015F: set_camera_position -1587.974 725.1835 7.7383 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1588.891 725.1658 8.1361 switchstyle 2 
81@ = 8 
0085: 80@ = 40@ // (int) 
80@ += 3000 

:SCRASH1_5716
if 
  81@ == 8 
else_jump @SCRASH1_5769 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_5769 

:SCRASH1_5753
0701: end_scene_skip 
fade 0 900 
81@ = 9 

:SCRASH1_5769
if 
  81@ == 9 
else_jump @SCRASH1_5971 
if 
   not fading 
else_jump @SCRASH1_5971 
0873: release_path 155 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
if and
8119:   not car $3254 wrecked 
8118:   not actor 46@ dead 
else_jump @SCRASH1_5889 
if 
060E:   car $3254 assigned_to_path 
else_jump @SCRASH1_5889 
05EC: release_car $3254 from_path 
00A6: destroy_car $3254 
009B: destroy_actor 46@ 

:SCRASH1_5889
00A1: put_actor $PLAYER_ACTOR at -1759.631 960.4594 23.8905 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.1832 
04E4: refresh_game_renderer_at -1748.402 909.7514 
03CB: set_rendering_origin_at -1748.402 909.7514 23.8906 
0085: 80@ = 40@ // (int) 
80@ += 1000 
81@ = 10 

:SCRASH1_5971
if 
  81@ == 10 
else_jump @SCRASH1_6085 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_6085 
fade 1 900 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A27' time 7000 flag 1  // ~s~Identify and enter the D.A.'s car when it arrives.
04AE: $3279[0] = 2 // = constant 
04AE: $3279[1] = 2 // = constant 
0209: $12103 = random_int_in_ranges 1 3 
65@ = 1 
74@ = 6 

:SCRASH1_6085
if 
  $3288 == 1 
else_jump @SCRASH1_6151 
if 
0119:   car $3254 wrecked 
else_jump @SCRASH1_6151 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_40' time 4000 flag 1  // ~r~You destroyed the D.A.'s car!
jump @SCRASH1_18211 

:SCRASH1_6151
if 
  65@ == 1 
else_jump @SCRASH1_7018 
if 
   not 116@ == 2 
else_jump @SCRASH1_7018 
if and
84A3:   not  $3279[0] == 2 // == constant 
84A3:   not  $3279[1] == 2 // == constant 
else_jump @SCRASH1_6219 
$12103 = 0 

:SCRASH1_6219
if 
  65@ == 1 
else_jump @SCRASH1_7018 
if 
  $12103 == 0 
else_jump @SCRASH1_6780 
if 
  $3272 == 0 
else_jump @SCRASH1_6780 
if 
  $3268 == 0 
else_jump @SCRASH1_6780 
if 
  116@ == 0 
else_jump @SCRASH1_6454 
if 
80C2:   not sphere_onscreen -1709.886 899.3372 23.7422 radius 5.0 
else_jump @SCRASH1_6454 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1709.886 899.3372 23.7422 cornerB 20.0 20.0 20.0 
else_jump @SCRASH1_6454 
0395: clear_area 0 at -1709.886 899.3372 23.7422 radius 5.0 
00A5: $3254 = create_car 551 at -1611.379 725.24 11.8774 
0175: set_car $3254 Z_angle_to 0.0 
116@ = 1 

:SCRASH1_6454
if 
  116@ == 0 
else_jump @SCRASH1_6617 
if 
80C2:   not sphere_onscreen -1674.725 933.5232 23.7365 radius 5.0 
else_jump @SCRASH1_6617 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1674.725 933.5232 23.7365 cornerB 20.0 20.0 20.0 
else_jump @SCRASH1_6617 
0395: clear_area 0 at -1674.725 933.5232 23.7365 radius 5.0 
00A5: $3254 = create_car 551 at -1674.725 933.5232 23.7365 
0175: set_car $3254 Z_angle_to 90.0 
116@ = 1 

:SCRASH1_6617
if 
  116@ == 0 
else_jump @SCRASH1_6780 
if 
80C2:   not sphere_onscreen -1791.158 877.27 23.75 radius 5.0 
else_jump @SCRASH1_6780 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1791.158 877.27 23.75 cornerB 20.0 20.0 20.0 
else_jump @SCRASH1_6780 
0395: clear_area 0 at -1791.158 877.27 23.75 radius 5.0 
00A5: $3254 = create_car 551 at -1791.158 877.27 23.75 
0175: set_car $3254 Z_angle_to 0.0 
116@ = 1 

:SCRASH1_6780
if 
  116@ == 1 
else_jump @SCRASH1_7018 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_7018 
0229: set_car $3254 primary_color_to 4 secondary_color_to 4 
073B: unknown_car $3254 flag 0 
009A: 46@ = create_actor_pedtype 4 model 240 at -1611.454 714.3873 12.4715 
0223: set_actor 46@ health_to 200 
08AF: set_actor 46@ max_health_to 200 
if 
80DF:   not actor 46@ driving 
else_jump @SCRASH1_6900 
0792: disembark_instantly_actor 46@ 
036A: put_actor 46@ in_car $3254 

:SCRASH1_6900
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_6997 
0615: define_AS_pack_begin 95@ 
05B9: AS_actor -1 stay_idle 10000 ms 
05D1: AS_actor -1 drive_car $3254 to -1758.877 952.744 23.7487 speed 15.0 0 model 0 0 
05CD: AS_actor -1 exit_car $3254 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 95@ 
0618: assign_actor 46@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 

:SCRASH1_6997
77@ = 1 
$3288 = 1 
116@ = 2 

:SCRASH1_7018
if 
  77@ == 1 
else_jump @SCRASH1_7236 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_7188 
if 
00DB:   actor 46@ in_car $3254 
else_jump @SCRASH1_7140 
062E: get_actor 46@ task 1560 status_store_to 114@ // ret 7 if not found 
if 
04A4:   114@ == 1 // == constant 
else_jump @SCRASH1_7133 
0646: unknown_get_actor 46@ task_1560_status_store_to 114@ // similar to 062E 
if 
  114@ == 2 
else_jump @SCRASH1_7133 
115@ = 1 

:SCRASH1_7133
jump @SCRASH1_7188 

:SCRASH1_7140
if 
   not 115@ == 1 
else_jump @SCRASH1_7188 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_A1' time 4000 flag 1  // ~r~You've given yourself away.
jump @SCRASH1_18211 

:SCRASH1_7188
if 
0118:   actor 46@ dead 
else_jump @SCRASH1_7236 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_34' time 4000 flag 1  // ~r~You killed the D.A.!
jump @SCRASH1_18211 

:SCRASH1_7236
if 
  74@ > 6 
else_jump @SCRASH1_7313 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_7313 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 46@ radius 80.0 80.0 0 
else_jump @SCRASH1_7313 
009B: destroy_actor 46@ 
77@ = 0 

:SCRASH1_7313
if 
  74@ > 5 
else_jump @SCRASH1_7486 
if and
  117@ == 0 
  121@ == 0 
else_jump @SCRASH1_7486 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_7486 
046C: 88@ = car $3254 driver 
if and
803B:   not  88@ == 46@ // (int) 
87D6:   not  88@ == $PLAYER_ACTOR // @ == $ (int) 
   not 88@ == -1 
else_jump @SCRASH1_7486 
00BB: show_text_lowpriority GXT 'VAL_A28' time 4000 flag 1  // ~s~A valet has taken the D.A.'s car. Steal the ~r~car~s~ off him before he parks it.
0164: disable_marker 69@ 
0186: 69@ = create_marker_above_car $3254 
0164: disable_marker 66@ 
65@ = 0 
117@ = 1 
0089: 118@ = $12293 // (float) 
0089: 119@ = $12294 // (float) 
0089: 120@ = $12295 // (float) 

:SCRASH1_7486
if 
  117@ == 1 
else_jump @SCRASH1_7623 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_7623 
if 
01AF:   car $3254 sphere 0 in_sphere 118@ 119@ 120@ radius 4.0 4.0 4.0 
else_jump @SCRASH1_7592 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_A29' time 4000 flag 1  // ~r~You were supposed to get to the D.A.'s car.
jump @SCRASH1_18211 

:SCRASH1_7592
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_7623 
117@ = 2 
0164: disable_marker 69@ 

:SCRASH1_7623
if 
  74@ == 6 
else_jump @SCRASH1_8387 
if 
  65@ == 1 
else_jump @SCRASH1_7874 
if 
  78@ == 0 
else_jump @SCRASH1_7796 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
else_jump @SCRASH1_7796 
00BE: text_clear_all 
if or
8118:   not actor $3261[1] dead 
8118:   not actor $3261[0] dead 
else_jump @SCRASH1_7764 
00BC: show_text_highpriority GXT 'VAL_49' time 5000 flag 1  // ~s~Stay near the valet ~y~carport~s~.

:SCRASH1_7764
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at -1759.026 960.4122 23.8905 
78@ = 1 

:SCRASH1_7796
if 
  78@ == 1 
else_jump @SCRASH1_7874 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1759.026 960.4122 23.8905 radius 2.0 2.0 2.0 on_foot 
else_jump @SCRASH1_7874 
0164: disable_marker 66@ 
78@ = 0 

:SCRASH1_7874
if 
  65@ == 1 
else_jump @SCRASH1_8186 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
else_jump @SCRASH1_8186 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_8186 
if 
01AF:   car $3254 sphere 0 in_sphere -1757.907 952.8868 25.9104 radius 20.0 20.0 15.0 
else_jump @SCRASH1_8186 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_8186 
if 
00DB:   actor 46@ in_car $3254 
else_jump @SCRASH1_8186 
if 
8118:   not actor $3261[1] dead 
else_jump @SCRASH1_8110 
if 
00FE:   actor $3261[1] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
else_jump @SCRASH1_8110 
65@ = 2 

:SCRASH1_8110
if 
8118:   not actor $3261[0] dead 
else_jump @SCRASH1_8181 
if 
00FE:   actor $3261[0] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
else_jump @SCRASH1_8181 
65@ = 2 

:SCRASH1_8181
0164: disable_marker 66@ 

:SCRASH1_8186
if 
  65@ == 2 
else_jump @SCRASH1_8220 
65@ = 3 
00BE: text_clear_all 
290@ = 14 

:SCRASH1_8220
if 
  115@ == 1 
else_jump @SCRASH1_8387 
0811: 86@ = actor $PLAYER_ACTOR used_car 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_8387 
0811: 87@ = actor 46@ used_car 
if 
803B:   not  86@ == 87@ // (int) 
else_jump @SCRASH1_8387 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_8387 
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_8387 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_15' time 7000 flag 1  // ~s~You're in the D.A.'s car. Get over to ~y~the Garage~s~ where the drugs will be planted.
74@ = 7 
0164: disable_marker 66@ 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -2045.252 178.7994 27.8359 
0224: set_car $3254 health_to 1000 

:SCRASH1_8387
if 
  74@ > 6 
else_jump @SCRASH1_8616 
if or
  10 > 74@ 
  74@ == 13 
  74@ == 20 
else_jump @SCRASH1_8616 
if 
   not 121@ == 1 
else_jump @SCRASH1_8616 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_8616 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_8560 
if 
  94@ == 1 
else_jump @SCRASH1_8560 
94@ = 0 
0164: disable_marker 69@ 
0186: 69@ = create_marker_above_car $3254 
07E0: set_marker 69@ type_to 1 
018B: set_marker 68@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_29' time 5000 flag 1  // ~s~Get back in the ~b~car.

:SCRASH1_8560
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_8616 
if 
  94@ == 0 
else_jump @SCRASH1_8616 
94@ = 1 
0164: disable_marker 69@ 
018B: set_marker 68@ radar_mode 2 

:SCRASH1_8616
if 
  74@ == 7 
else_jump @SCRASH1_8769 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.626 178.856 27.8359 radius 3.0 3.0 3.0 sphere 1 in_car 
else_jump @SCRASH1_8769 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_8769 
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_8769 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -2045.947 178.5964 28.1397 
018B: set_marker 68@ radar_mode 2 
00BE: text_clear_all 
0360: open_garage 'HBGDSFS' 
74@ = 80 

:SCRASH1_8769
if 
  74@ == 80 
else_jump @SCRASH1_8969 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_8969 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2038.055 186.7164 31.0085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.704 185.8301 30.7068 switchstyle 2 
00AB: put_car $3254 at -2033.626 178.856 27.8359 
0175: set_car $3254 Z_angle_to 90.0 
0615: define_AS_pack_begin 123@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car $3254 to -2047.517 178.5924 27.8359 speed 7.0 0 model 0 3 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 123@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 
74@ = 81 

:SCRASH1_8969
if 
  74@ == 81 
else_jump @SCRASH1_9030 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 114@ // ret 7 if not found 
if 
04A4:   114@ == 7 // == constant 
else_jump @SCRASH1_9030 
fade 0 700 
74@ = 82 

:SCRASH1_9030
if 
  74@ == 82 
else_jump @SCRASH1_9095 
if 
   not fading 
else_jump @SCRASH1_9095 
0361: close_garage 'HBGDSFS' 
0085: 80@ = 40@ // (int) 
80@ += 1000 
74@ = 83 

:SCRASH1_9095
if 
  74@ == 83 
else_jump @SCRASH1_9470 
if 
001D:   40@ > 80@ // (int) 
else_jump @SCRASH1_9470 
if 
03B1:   garage 'HBGDSFS' door_closed 
else_jump @SCRASH1_9470 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_9213 
00AA: store_car $3254 position_to 50@ 51@ 52@ 
0174: 59@ = car $3254 Z_angle 
03F3: get_car $3254 primary_color_to 84@ secondary_color_to 85@ 
00A6: destroy_car $3254 

:SCRASH1_9213
0247: load_model 551 

:SCRASH1_9218
if 
8248:   not model 551 available 
else_jump @SCRASH1_9245 
wait 0 
jump @SCRASH1_9218 

:SCRASH1_9245
00A5: $3254 = create_car 551 at -2031.502 178.6435 27.8516 
0229: set_car $3254 primary_color_to 84@ secondary_color_to 85@ 
0175: set_car $3254 Z_angle_to 270.0 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_9313 
036A: put_actor $PLAYER_ACTOR in_car $3254 

:SCRASH1_9313
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
fade 1 500 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 68@ radar_mode 2 
74@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 
$8602 = 150000 
03C3: set_timer_to $8602 type 1 GXT 'VAL_21' // global_variable  // ~s~Time
76@ = 1 
if 
  42@ == 0 
else_jump @SCRASH1_9470 
0A6F: checkpoint_save 99 
42@ = 1 

:SCRASH1_9470
if 
  74@ == 20 
else_jump @SCRASH1_10087 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2037.239 179.5294 28.316 radius 10.0 10.0 10.0 
else_jump @SCRASH1_9586 
74@ = 7 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -2033.626 178.856 27.8359 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_51' time 5000 flag 1  // ~s~Get back to the garage.

:SCRASH1_9586
if 
0100:   actor $PLAYER_ACTOR in_sphere -2045.947 178.5964 28.1397 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SCRASH1_10087 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_10087 
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_10087 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $3254 perform_action 6 timelimit 2000000 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_10087 
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_10087 
fade 0 1000 

:SCRASH1_9733
if 
fading 
else_jump @SCRASH1_9757 
wait 0 
jump @SCRASH1_9733 

:SCRASH1_9757
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_9816 
00AA: store_car $3254 position_to 50@ 51@ 52@ 
0174: 59@ = car $3254 Z_angle 
03F3: get_car $3254 primary_color_to 84@ secondary_color_to 85@ 
00A6: destroy_car $3254 

:SCRASH1_9816
0247: load_model 551 

:SCRASH1_9821
if 
8248:   not model 551 available 
else_jump @SCRASH1_9848 
wait 0 
jump @SCRASH1_9821 

:SCRASH1_9848
00A5: $3254 = create_car 551 at -2031.502 178.6435 27.8516 
0229: set_car $3254 primary_color_to 84@ secondary_color_to 85@ 
0175: set_car $3254 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $3254 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_9930 
036A: put_actor $PLAYER_ACTOR in_car $3254 

:SCRASH1_9930
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
wait 1000 
fade 1 500 

:SCRASH1_9946
if 
fading 
else_jump @SCRASH1_9970 
wait 0 
jump @SCRASH1_9946 

:SCRASH1_9970
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 68@ radar_mode 2 
74@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 
$8602 = 150000 
03C3: set_timer_to $8602 type 1 GXT 'VAL_21' // global_variable  // ~s~Time
76@ = 1 
0A6F: checkpoint_save 99 

:SCRASH1_10087
if 
  74@ == 8 
else_jump @SCRASH1_10217 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_10217 
if 
01AF:   car $3254 sphere 1 in_sphere -1780.069 970.9553 23.75 radius 3.0 3.0 3.0 
else_jump @SCRASH1_10217 
00BB: show_text_lowpriority GXT 'VAL_32' time 5000 flag 1  // ~s~Park the car in the marked ~y~parking space~s~.
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -1688.214 987.1218 16.5855 
74@ = 9 

:SCRASH1_10217
if 
  76@ == 1 
else_jump @SCRASH1_10292 
if 
  $8602 == 0 
else_jump @SCRASH1_10292 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_47' time 5000 flag 1  // ~r~You ran out of time!
jump @SCRASH1_18211 
76@ = 0 

:SCRASH1_10292
if 
  74@ == 9 
else_jump @SCRASH1_10721 
if 
  94@ == 1 
else_jump @SCRASH1_10721 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_10721 
if 
01B0:   car $3254 sphere 1 in_sphere -1688.214 987.1218 16.5855 radius 3.0 3.0 3.0 stopped 
else_jump @SCRASH1_10721 
01B4: set_player $PLAYER_CHAR can_move 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
020A: set_car $3254 door_status_to 3 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
018A: 68@ = create_checkpoint_at -1742.3 940.8106 23.8972 
018B: set_marker 68@ radar_mode 2 
014F: stop_timer $8602 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A30' time 6000 flag 1  // ~s~A valet is coming to return the D.A.'s car. Get ~y~outside~s~ the valet car park and call the cops.
74@ = 30 
009A: 122@ = create_actor_pedtype 24 model 189 at -1772.809 977.8892 22.6614 
02A9: set_actor 122@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 123@ 
05F5: AS_actor -1 goto_point_using_paths -1710.667 985.5689 16.5936 mode 6 time -2 
05CB: AS_actor -1 enter_car $3254 as_driver -2 ms 
06C7: AS_actor -1 driver_of_car $3254 perform_action 14 timelimit 1400 
05D1: AS_actor -1 drive_car $3254 to -1764.082 982.5382 21.1042 speed 15.0 0 model 0 0 
05D1: AS_actor -1 drive_car $3254 to -1754.889 952.3113 23.7422 speed 15.0 0 model 0 0 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1754.117 959.0662 23.8828 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 147.0 
0616: define_AS_pack_end 123@ 
073B: unknown_car $3254 flag 0 
009A: 46@ = create_actor_pedtype 24 model 240 at -1755.392 946.9804 23.8906 
0173: set_actor 46@ Z_angle_to 0.0 
0618: assign_actor 122@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 

:SCRASH1_10721
if 
  74@ == 30 
else_jump @SCRASH1_11182 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_11182 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_10821 
if 
  121@ == 0 
else_jump @SCRASH1_10821 
01B4: set_player $PLAYER_CHAR can_move 1 
121@ = 1 
02AC: set_car $3254 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SCRASH1_10821
if 
00B1:   car $3254 sphere 0 in_cube_cornerA -1764.199 946.595 28.3546 cornerB -1744.086 957.879 22.6221 
else_jump @SCRASH1_10960 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_10960 
062E: get_actor 46@ task 1560 status_store_to 114@ // ret 7 if not found 
if 
04A4:   114@ == 7 // == constant 
else_jump @SCRASH1_10960 
0615: define_AS_pack_begin 123@ 
05CB: AS_actor -1 enter_car $3254 as_driver -2 ms 
05D2: AS_actor -1 run_to_and_hijack_car $3254 max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 123@ 
0618: assign_actor 46@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 

:SCRASH1_10960
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_11027 
if 
00DB:   actor 46@ in_car $3254 
else_jump @SCRASH1_11027 
00BE: text_clear_all 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_A34' time 5000 flag 1  // ~r~You were too slow. The D.A. picked up his car.
jump @SCRASH1_18211 

:SCRASH1_11027
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.3 940.8106 23.8972 radius 2.0 2.0 3.0 on_foot 
else_jump @SCRASH1_11101 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 68@ 
74@ = 10 
81@ = 90 

:SCRASH1_11101
if 
03C9:   car $3254 damaged 
else_jump @SCRASH1_11182 
if 
8118:   not actor 122@ dead 
else_jump @SCRASH1_11182 
if 
80DB:   not actor 122@ in_car $3254 
else_jump @SCRASH1_11182 
gosub @SCRASH1_17457 
00BB: show_text_lowpriority GXT 'VAL_B2' time 4000 flag 1  // ~r~The car's visibly damaged. It's too late to get it fixed.
jump @SCRASH1_18211 

:SCRASH1_11182
if 
  74@ > 7 
else_jump @SCRASH1_11298 
if 
  10 > 74@ 
else_jump @SCRASH1_11298 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_11298 
if 
03C9:   car $3254 damaged 
else_jump @SCRASH1_11298 
74@ = 7 
00BB: show_text_lowpriority GXT 'VAL_31' time 5000 flag 1  // ~s~The car's noticeably damaged. Take it back to ~y~the Garage~s~ to get it fixed up.
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -2045.252 178.7994 27.8359 

:SCRASH1_11298
if 
  74@ == 10 
else_jump @SCRASH1_14817 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 0 
if 
  81@ == 90 
else_jump @SCRASH1_11380 
0247: load_model 330 
347@ = 1 
81@ = 91 

:SCRASH1_11380
if 
  81@ == 91 
else_jump @SCRASH1_11596 
if 
0248:   model 330 available 
else_jump @SCRASH1_11596 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
0395: clear_area 0 at -1741.792 939.731 23.8906 radius 20.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH1_11536 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
jump @SCRASH1_11556 

:SCRASH1_11536
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH1_11556
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 132@ = 40@ // (int) 
132@ += 2500 
81@ = 89 

:SCRASH1_11596
if 
  81@ == 89 
else_jump @SCRASH1_11654 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_11654 
290@ = 1 
291@ = 2 
81@ = 88 

:SCRASH1_11654
if 
  81@ == 88 
else_jump @SCRASH1_11725 
if and
  290@ == 0 
  291@ == 0 
else_jump @SCRASH1_11725 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
fade 0 1000 
$3288 = 0 
81@ = 87 

:SCRASH1_11725
if 
  81@ == 87 
else_jump @SCRASH1_11857 
if 
   not fading 
else_jump @SCRASH1_11857 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_11777 
009B: destroy_actor 46@ 

:SCRASH1_11777
81@ = 99 
$3277 = 1 
if 
8119:   not car $3268 wrecked 
else_jump @SCRASH1_11812 
00A6: destroy_car $3268 

:SCRASH1_11812
if 
8119:   not car $3264 wrecked 
else_jump @SCRASH1_11833 
00A6: destroy_car $3264 

:SCRASH1_11833
0395: clear_area 0 at -1741.792 939.731 23.0 radius 80.0 

:SCRASH1_11857
if 
  81@ == 99 
else_jump @SCRASH1_12088 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
$12104 = 1 
04E4: refresh_game_renderer_at -1759.449 954.4333 
03CB: set_rendering_origin_at -1759.449 954.4333 23.72 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH1_11968 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
jump @SCRASH1_11988 

:SCRASH1_11968
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH1_11988
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_12081 
00A6: destroy_car $3254 

:SCRASH1_12081
81@ = 98 

:SCRASH1_12088
if 
  81@ == 98 
else_jump @SCRASH1_12265 
if and
0248:   model 551 available 
0248:   model 346 available 
0248:   model 240 available 
04EE:   animation "POLICE" loaded 
04EE:   animation "MISC" loaded 
else_jump @SCRASH1_12232 
if and
0248:   model 281 available 
07C1:   path 165 available 
07C1:   path 166 available 
0248:   model 597 available 
else_jump @SCRASH1_12205 
81@ = 0 
0249: release_model 415 
0249: release_model 252 
jump @SCRASH1_12225 

:SCRASH1_12205
0247: load_model 597 
07C0: load_path 166 
07C0: load_path 165 
0247: load_model 281 

:SCRASH1_12225
jump @SCRASH1_12265 

:SCRASH1_12232
04ED: load_animation "MISC" 
04ED: load_animation "POLICE" 
0247: load_model 240 
0247: load_model 346 
0247: load_model 551 

:SCRASH1_12265
if 
  81@ == 0 
else_jump @SCRASH1_12728 
fade 1 800 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 0 at -1759.449 954.4333 23.72 radius 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
00A5: $3254 = create_car 551 at -1759.449 954.4333 23.72 
0229: set_car $3254 primary_color_to 4 secondary_color_to 4 
00A5: 124@ = create_car 597 at -1711.399 903.0281 24.1296 
00A5: 125@ = create_car 597 at -1711.016 893.7642 24.0975 
0397: enable_car 124@ siren 1 
0397: enable_car 125@ siren 1 
0129: 130@ = create_actor_pedtype 4 model 281 in_car 124@ driverseat 
0129: 131@ = create_actor_pedtype 4 model 281 in_car 125@ driverseat 
01B2: give_actor 130@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 131@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 46@ = create_actor_pedtype 4 model 240 at -1763.276 946.1676 23.8905 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_12519 
036A: put_actor 46@ in_car $3254 

:SCRASH1_12519
0615: define_AS_pack_begin 126@ 
05B9: AS_actor -1 stay_idle 6500 ms 
0633: AS_actor -1 exit_car 
05C4: AS_actor -1 hands_up 3000 ms 
0616: define_AS_pack_end 126@ 
0618: assign_actor 46@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0175: set_car $3254 Z_angle_to 90.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYRLEAN_LOOP" IFP "MISC" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $8603 $8604 $70 
015F: set_camera_position -1740.345 939.6078 25.3651 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1741.223 940.0797 25.2814 switchstyle 2 
0085: 334@ = 46@ // (int) 
0085: 335@ = 130@ // (int) 
0085: 336@ = 131@ // (int) 
0085: 132@ = 40@ // (int) 
132@ += 1000 
81@ = 1 

:SCRASH1_12728
if 
  81@ == 1 
else_jump @SCRASH1_12772 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_12772 
81@ = 2 

:SCRASH1_12772
if 
  81@ == 2 
else_jump @SCRASH1_12908 
if and
8119:   not car 124@ wrecked 
8119:   not car 125@ wrecked 
else_jump @SCRASH1_12885 
if and
07C1:   path 165 available 
07C1:   path 166 available 
else_jump @SCRASH1_12875 
05EB: assign_car 124@ to_path 165 
05EB: assign_car 125@ to_path 166 
06FD: set_car 124@ speed_on_path_to 0.8 
06FD: set_car 125@ speed_on_path_to 0.8 
jump @SCRASH1_12885 

:SCRASH1_12875
07C0: load_path 165 
07C0: load_path 166 

:SCRASH1_12885
0085: 132@ = 40@ // (int) 
132@ += 3000 
81@ = 3 

:SCRASH1_12908
if 
  81@ == 3 
else_jump @SCRASH1_12952 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_12952 
81@ = 4 

:SCRASH1_12952
if 
  81@ == 4 
else_jump @SCRASH1_13170 
00BE: text_clear_all 
290@ = 3 
291@ = 2 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_13147 
if 
8118:   not actor 130@ dead 
else_jump @SCRASH1_13055 
0615: define_AS_pack_begin 126@ 
0633: AS_actor -1 exit_car 
0635: AS_actor -1 aim_at_actor 46@ 3000 ms 
0616: define_AS_pack_end 126@ 
0618: assign_actor 130@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SCRASH1_13055
if 
8118:   not actor 131@ dead 
else_jump @SCRASH1_13147 
0615: define_AS_pack_begin 126@ 
0633: AS_actor -1 exit_car 
06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 46@ with_offset 0.0 0.0 0.0 
0616: define_AS_pack_end 126@ 
0618: assign_actor 131@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SCRASH1_13147
0085: 132@ = 40@ // (int) 
132@ += 6200 
81@ = 5 

:SCRASH1_13170
if 
  81@ == 5 
else_jump @SCRASH1_13232 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_13232 
if 
  290@ == 0 
else_jump @SCRASH1_13232 
81@ = 6 

:SCRASH1_13232
if 
  81@ == 6 
else_jump @SCRASH1_13649 
290@ = 5 
291@ = 3 
0085: 129@ = 40@ // (int) 
129@ += 17333 
0085: 128@ = 40@ // (int) 
128@ += 17633 
0085: 127@ = 40@ // (int) 
127@ += 4313 
if and
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
else_jump @SCRASH1_13357 
01B9: set_actor 130@ armed_weapon_to 0 
01B9: set_actor 131@ armed_weapon_to 0 
0173: set_actor 130@ Z_angle_to 0.0 

:SCRASH1_13357
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_13429 
04E1: open_and_freeze_car_trunk $3254 

:SCRASH1_13429
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_13537 
0792: disembark_instantly_actor 46@ 
0619: enable_actor 46@ collision_detection 0 
00A1: put_actor 46@ at -1761.71 952.9333 23.79 
0173: set_actor 46@ Z_angle_to 0.0 
04D7: set_actor 46@ locked 1 
0812: AS_actor 46@ perform_animation "CRM_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SCRASH1_13537
00A1: put_actor 130@ at -1761.724 952.4515 23.72 
0792: disembark_instantly_actor 131@ 
00A1: put_actor 131@ at -1755.75 953.9333 23.72 
0812: AS_actor 130@ perform_animation "PLC_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 // versionB 
0085: 132@ = 40@ // (int) 
132@ += 7606 
81@ = 7 

:SCRASH1_13649
if 
  81@ == 7 
else_jump @SCRASH1_13763 
if 
   not 127@ == 0 
else_jump @SCRASH1_13719 
if 
001D:   40@ > 127@ // (int) 
else_jump @SCRASH1_13719 
09F1: play_audio_at_actor 46@ event 1009 
127@ = 0 

:SCRASH1_13719
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_13763 
if 
  290@ == 0 
else_jump @SCRASH1_13763 
81@ = 8 

:SCRASH1_13763
if 
  81@ == 8 
else_jump @SCRASH1_13938 
290@ = 8 
291@ = 2 
015F: set_camera_position -1757.747 952.7751 24.8666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1756.909 953.301 25.0154 switchstyle 2 
if 
8118:   not actor 131@ dead 
else_jump @SCRASH1_13915 
0173: set_actor 131@ Z_angle_to 90.0 
0812: AS_actor 131@ perform_animation "PLC_DRGBST_02" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SCRASH1_13915
0085: 132@ = 40@ // (int) 
132@ += 3267 
81@ = 9 

:SCRASH1_13938
if 
  81@ == 9 
else_jump @SCRASH1_14000 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_14000 
if 
  290@ == 0 
else_jump @SCRASH1_14000 
81@ = 10 

:SCRASH1_14000
if 
  81@ == 10 
else_jump @SCRASH1_14106 
290@ = 10 
291@ = 2 
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
0085: 132@ = 40@ // (int) 
132@ += 750 
81@ = 80 

:SCRASH1_14106
if 
  81@ == 80 
else_jump @SCRASH1_14174 
if 
001D:   40@ > 129@ // (int) 
else_jump @SCRASH1_14174 
09F1: play_audio_at_actor 46@ event 1130 
0085: 132@ = 40@ // (int) 
132@ += 500 
81@ = 81 

:SCRASH1_14174
if 
  81@ == 81 
else_jump @SCRASH1_14242 
if 
001D:   40@ > 128@ // (int) 
else_jump @SCRASH1_14242 
09F1: play_audio_at_actor 46@ event 1009 
0085: 132@ = 40@ // (int) 
132@ += 1900 
81@ = 11 

:SCRASH1_14242
if and
  81@ == 11 
  290@ == 0 
else_jump @SCRASH1_14531 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_14531 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
if and
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8119:   not car 124@ wrecked 
8119:   not car 125@ wrecked 
8118:   not actor 46@ dead 
else_jump @SCRASH1_14508 
036A: put_actor 130@ in_car 124@ 
036A: put_actor 131@ in_car 125@ 
04D7: set_actor 46@ locked 0 
0430: put_actor 46@ into_car 125@ passenger_seat 1 
05D1: AS_actor 131@ drive_car 125@ to -1790.405 905.0311 25.0203 speed 20.0 2 model 0 3 
0615: define_AS_pack_begin 126@ 
06C7: AS_actor -1 driver_of_car 124@ perform_action 14 timelimit 800 
05D1: AS_actor -1 drive_car 124@ to -1790.405 905.0311 25.0203 speed 20.0 2 model 0 3 
0616: define_AS_pack_end 126@ 
0618: assign_actor 130@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SCRASH1_14508
0085: 132@ = 40@ // (int) 
132@ += 4000 
81@ = 12 

:SCRASH1_14531
if 
  81@ == 12 
else_jump @SCRASH1_14817 
if 
001D:   40@ > 132@ // (int) 
else_jump @SCRASH1_14817 
81@ = 13 
fade 0 1000 

:SCRASH1_14582
if 
fading 
else_jump @SCRASH1_14606 
wait 0 
jump @SCRASH1_14582 

:SCRASH1_14606
if 
056D:   actor 122@ defined 
else_jump @SCRASH1_14627 
009B: destroy_actor 122@ 

:SCRASH1_14627
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_14648 
01C3: remove_references_to_car $3254 

:SCRASH1_14648
if and
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8119:   not car 124@ wrecked 
8119:   not car 125@ wrecked 
8118:   not actor 46@ dead 
else_jump @SCRASH1_14709 
009B: destroy_actor 130@ 
009B: destroy_actor 131@ 
00A6: destroy_car 124@ 
00A6: destroy_car 125@ 
009B: destroy_actor 46@ 

:SCRASH1_14709
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_14730 
00A6: destroy_car $3254 

:SCRASH1_14730
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH1_14771 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH1_14771
wait 1000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
jump @SCRASH1_18243 

:SCRASH1_14817
if 
  74@ == 13 
else_jump @SCRASH1_15281 
if 
0103:   actor $PLAYER_ACTOR in_sphere -2045.252 178.7994 27.8359 radius 3.0 3.0 3.0 sphere 1 stopped_in_car 
else_jump @SCRASH1_14883 

:SCRASH1_14883
if 
01A7:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 
else_jump @SCRASH1_15281 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_15281 
if 
00DB:   actor $PLAYER_ACTOR in_car $3254 
else_jump @SCRASH1_15281 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:SCRASH1_14980
if 
fading 
else_jump @SCRASH1_15004 
wait 0 
jump @SCRASH1_14980 

:SCRASH1_15004
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_15063 
00AA: store_car $3254 position_to 50@ 51@ 52@ 
0174: 59@ = car $3254 Z_angle 
03F3: get_car $3254 primary_color_to 84@ secondary_color_to 85@ 
00A6: destroy_car $3254 

:SCRASH1_15063
0247: load_model 551 

:SCRASH1_15068
if 
8248:   not model 551 available 
else_jump @SCRASH1_15095 
wait 0 
jump @SCRASH1_15068 

:SCRASH1_15095
00A5: $3254 = create_car 551 at -2031.502 178.6435 27.8516 
0229: set_car $3254 primary_color_to 84@ secondary_color_to 85@ 
0175: set_car $3254 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $3254 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_15177 
036A: put_actor $PLAYER_ACTOR in_car $3254 

:SCRASH1_15177
wait 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:SCRASH1_15200
if 
fading 
else_jump @SCRASH1_15224 
wait 0 
jump @SCRASH1_15200 

:SCRASH1_15224
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 68@ radar_mode 2 
74@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_33' time 5000 flag 1  // ~s~Good as new. Now get back to the ~y~car park~s~.

:SCRASH1_15281
if 
  74@ == 11 
else_jump @SCRASH1_15299 

:SCRASH1_15299
jump @SCRASH1_660 

:SCRASH1_15306
if 
   not 160@ == 0 
else_jump @SCRASH1_15497 
if 
  159@ == 0 
else_jump @SCRASH1_15360 
040D: unload_wav 3 
03CF: load_wav 160@ as 3 
159@ = 1 

:SCRASH1_15360
if 
  159@ == 1 
else_jump @SCRASH1_15423 
if 
03D0:   wav 3 loaded 
else_jump @SCRASH1_15423 
if 
001D:   40@ > 162@ // (int) 
else_jump @SCRASH1_15423 
03D1: play_wav 3 
159@ = 2 

:SCRASH1_15423
if 
  159@ == 2 
else_jump @SCRASH1_15497 
if 
03D2:   wav 3 ended 
else_jump @SCRASH1_15497 
040D: unload_wav 3 
0085: 160@ = 161@ // (int) 
161@ = 0 
0085: 162@ = 163@ // (int) 
163@ = 0 
159@ = 0 

:SCRASH1_15497
if 
   not 133@ == 0 
else_jump @SCRASH1_15697 
if 
  134@ == 0 
else_jump @SCRASH1_15575 
134@ = 1 
0085: 135@ = 40@ // (int) 
136@ = 0 
0085: 343@ = 135@ // (int) 
005A: 343@ += 137@(136@,10i) // (int) 

:SCRASH1_15575
if 
  134@ == 1 
else_jump @SCRASH1_15697 
if 
001D:   40@ > 343@ // (int) 
else_jump @SCRASH1_15697 
0085: 290@ = 147@(136@,10i) // (int) 
136@ += 1 
157@ -= 1 
if 
  157@ == 0 
else_jump @SCRASH1_15677 
133@ = 0 
134@ = 0 
jump @SCRASH1_15697 

:SCRASH1_15677
0085: 343@ = 135@ // (int) 
005A: 343@ += 137@(136@,10i) // (int) 

:SCRASH1_15697
if 
  158@ == 1 
else_jump @SCRASH1_15761 
if 
   not fading 
else_jump @SCRASH1_15761 
if or
83D2:   not wav 1 ended 
83D2:   not wav 2 ended 
else_jump @SCRASH1_15761 
158@ = 0 
289@ = 5 

:SCRASH1_15761
0871: init_jump_table 289@ total_jumps 6 default_jump 0 @SCRASH1_17455 jumps 0 @SCRASH1_15824 1 @SCRASH1_16376 2 @SCRASH1_17110 3 @SCRASH1_17202 4 @SCRASH1_17260 5 @SCRASH1_17374 -1 @SCRASH1_17455 

:SCRASH1_15824
if 
  289@ == 1 
else_jump @SCRASH1_15892 
009A: 341@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 345@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 

:SCRASH1_15892
05AA: 166@s = 'SCR1_AA' // @s = 'short'  // Hello? This WE TIP?
05AA: 168@s = 'SCR1_AB' // @s = 'short'  // I seen something highly suspicious you should come check out...
05AA: 170@s = 'SCR1_AC' // @s = 'short'  // Police! Don't move!
05AA: 172@s = 'SCR1_AD' // @s = 'short'  // Get outta the car with your hands in the air!
05AA: 174@s = 'SCR1_AE' // @s = 'short'  // Do you know who you're fucking with here?
05AA: 176@s = 'SCR1_AF' // @s = 'short'  // I'll have your badge you moron!
05AA: 178@s = 'SCR1_AG' // @s = 'short'  // Shut up! You found anything back there?
05AA: 180@s = 'SCR1_AH' // @s = 'short'  // Found anything? He's got half of Mexico in here!
05AA: 182@s = 'SCR1_AJ' // @s = 'short'  // Must be two tons of Mary here!
05AA: 184@s = 'SCR1_AK' // @s = 'short'  // What? But... but I've never seen... how could it be..?
05AA: 186@s = 'SCR1_AL' // @s = 'short'  // Hell of a defense you got there, buddy.
05AA: 188@s = 'SCR1_AM' // @s = 'short'  // Get in the car!
05AA: 190@s = 'SCR1_BB' // @s = 'short'  // Ah, you must be the new boy. Get in line.
05AA: 192@s = 'SCR1_BA' // @s = 'short'  // Hey that's the DA. He's a good tipper.
04AF: 245@ = 34400 // = constant 
04AF: 246@ = 34401 // = constant 
04AF: 247@ = 34402 // = constant 
04AF: 248@ = 34403 // = constant 
04AF: 249@ = 34404 // = constant 
04AF: 250@ = 34405 // = constant 
04AF: 251@ = 34406 // = constant 
04AF: 252@ = 34407 // = constant 
04AF: 253@ = 34408 // = constant 
04AF: 254@ = 34409 // = constant 
04AF: 255@ = 34410 // = constant 
04AF: 256@ = 34411 // = constant 
04AF: 257@ = 34413 // = constant 
04AF: 258@ = 34412 // = constant 
293@ = 1 
294@ = 1 
295@ = 3 
296@ = 3 
297@ = 2 
298@ = 2 
299@ = 3 
300@ = 4 
301@ = 4 
302@ = 2 
303@ = 3 
304@ = 3 
305@ = 0 
306@ = 0 
008B: 333@ = $PLAYER_ACTOR // (int) 
289@ = 1 
03CF: load_wav 245@ as 1 
03CF: load_wav 246@ as 2 
285@ = 1 
286@ = 2 
jump @SCRASH1_17455 

:SCRASH1_16376
if 
   not 290@ == 0 
else_jump @SCRASH1_17103 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @SCRASH1_17103 
if 
003B:   285@ == 290@ // (int) 
else_jump @SCRASH1_16446 
287@ = 1 
jump @SCRASH1_16509 

:SCRASH1_16446
if 
003B:   286@ == 290@ // (int) 
else_jump @SCRASH1_16479 
287@ = 2 
jump @SCRASH1_16509 

:SCRASH1_16479
287@ = 1 
0085: 285@ = 290@ // (int) 
040D: unload_wav 1 
03CF: load_wav 244@(290@,40i) as 1 

:SCRASH1_16509
if 
03D0:   wav 287@ loaded 
else_jump @SCRASH1_17091 
0085: 340@ = 292@(290@,40i) // (int) 
0085: 341@ = 332@(340@,7i) // (int) 
if 
   not 347@ == 1 
else_jump @SCRASH1_16737 
344@ = 1 
346@ = 0 

:SCRASH1_16581
if 
  7 > 344@ 
else_jump @SCRASH1_16737 
0085: 345@ = 332@(344@,7i) // (int) 
if 
   not 345@ == 0 
else_jump @SCRASH1_16723 
if 
803B:   not  345@ == 341@ // (int) 
else_jump @SCRASH1_16723 
if 
8118:   not actor 341@ dead 
else_jump @SCRASH1_16723 
if 
8118:   not actor 345@ dead 
else_jump @SCRASH1_16723 
if 
0104:   actor 341@ near_actor 345@ radius 10.0 10.0 10.0 sphere 0 
else_jump @SCRASH1_16723 
346@ += 1 

:SCRASH1_16723
344@ += 1 
jump @SCRASH1_16581 

:SCRASH1_16737
if or
  347@ == 1 
  346@ > 0 
  292@(290@,40i) == 0 
else_jump @SCRASH1_17084 
if 
   not 292@(290@,40i) == 0 
else_jump @SCRASH1_16864 
if 
8118:   not actor 341@ dead 
else_jump @SCRASH1_16864 
0949: link_wav 287@ to_actor 341@ 
if 
894D:   not actor 341@ mutally_active 
else_jump @SCRASH1_16857 
339@ = 1 
0967: actor 341@ move_mouth 15000 ms 
jump @SCRASH1_16864 

:SCRASH1_16857
094E: set_actor 341@ mute_pain_audio 0 

:SCRASH1_16864
if 
  292@(290@,40i) == 0 
else_jump @SCRASH1_16893 
339@ = 1 

:SCRASH1_16893
if 
  339@ == 1 
else_jump @SCRASH1_17084 
03D1: play_wav 287@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 164@(290@,40s) time 10000 flag 1 
289@ += 1 
339@ = 0 
290@ += 1 
0085: 288@ = 290@ // (int) 
if 
   not 244@(290@,40i) == 0 
else_jump @SCRASH1_17084 
if 
  287@ == 1 
else_jump @SCRASH1_17046 
if 
803B:   not  286@ == 290@ // (int) 
else_jump @SCRASH1_17039 
03CF: load_wav 244@(290@,40i) as 2 
0085: 286@ = 290@ // (int) 

:SCRASH1_17039
jump @SCRASH1_17084 

:SCRASH1_17046
if 
803B:   not  285@ == 290@ // (int) 
else_jump @SCRASH1_17084 
03CF: load_wav 244@(290@,40i) as 1 
0085: 285@ = 290@ // (int) 

:SCRASH1_17084
jump @SCRASH1_17103 

:SCRASH1_17091
03CF: load_wav 244@(290@,40i) as 287@ 

:SCRASH1_17103
jump @SCRASH1_17455 

:SCRASH1_17110
if 
03D2:   wav 287@ ended 
else_jump @SCRASH1_17140 
289@ += 1 
jump @SCRASH1_17195 

:SCRASH1_17140
if 
056D:   actor 341@ defined 
else_jump @SCRASH1_17179 
if 
0118:   actor 341@ dead 
else_jump @SCRASH1_17179 
289@ += 1 

:SCRASH1_17179
if 
8118:   not actor 341@ dead 
else_jump @SCRASH1_17195 

:SCRASH1_17195
jump @SCRASH1_17455 

:SCRASH1_17202
040D: unload_wav 287@ 
284@(287@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 341@ dead 
else_jump @SCRASH1_17246 
0968: actor 341@ stop_mouth 
094F: enable_actor 341@ pain_audio 

:SCRASH1_17246
289@ += 1 
jump @SCRASH1_17455 

:SCRASH1_17260
290@ += 1 
if 
   not 244@(290@,40i) == 0 
else_jump @SCRASH1_17313 
03CF: load_wav 244@(290@,40i) as 287@ 
0085: 284@(287@,3i) = 290@ // (int) 

:SCRASH1_17313
291@ -= 1 
if 
   not 291@ > 0 
else_jump @SCRASH1_17352 
290@ = 0 
jump @SCRASH1_17360 

:SCRASH1_17352
0085: 290@ = 288@ // (int) 

:SCRASH1_17360
289@ = 1 
jump @SCRASH1_17455 

:SCRASH1_17374
289@ = 1 
290@ = 0 
291@ = 0 
133@ = 0 
157@ = 0 
040D: unload_wav 287@ 
284@(287@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 341@ dead 
else_jump @SCRASH1_17448 
094F: enable_actor 341@ pain_audio 

:SCRASH1_17448
jump @SCRASH1_17455 

:SCRASH1_17455
return 

:SCRASH1_17457
00BE: text_clear_all 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @SCRASH1_17479 
01B4: set_player $PLAYER_CHAR can_move 0 

:SCRASH1_17479
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2039.153 182.7238 20.8154 cornerB -2057.087 150.6935 34.1252 
else_jump @SCRASH1_17875 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH1_17868 
fade 0 1000 

:SCRASH1_17559
if 
fading 
else_jump @SCRASH1_17583 
wait 0 
jump @SCRASH1_17559 

:SCRASH1_17583
$47 = 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH1_17634 
0811: $47 = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH1_17634
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_17765 
if 
80DF:   not actor 46@ driving 
else_jump @SCRASH1_17765 
009B: destroy_actor 46@ 

:SCRASH1_17765
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$3255 = 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:SCRASH1_17844
if 
fading 
else_jump @SCRASH1_17868 
wait 0 
jump @SCRASH1_17844 

:SCRASH1_17868
jump @SCRASH1_18209 

:SCRASH1_17875
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @SCRASH1_18209 
fade 0 1000 

:SCRASH1_17907
if 
fading 
else_jump @SCRASH1_17931 
wait 0 
jump @SCRASH1_17907 

:SCRASH1_17931
$47 = 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH1_17982 
0811: $47 = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH1_17982
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
if 
8119:   not car $47 wrecked 
else_jump @SCRASH1_18077 
036A: put_actor $PLAYER_ACTOR in_car $47 
jump @SCRASH1_18125 

:SCRASH1_18077
if 
   not $47 == 0 
else_jump @SCRASH1_18125 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:SCRASH1_18125
if 
8118:   not actor 46@ dead 
else_jump @SCRASH1_18162 
if 
80DF:   not actor 46@ driving 
else_jump @SCRASH1_18162 
009B: destroy_actor 46@ 

:SCRASH1_18162
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:SCRASH1_18185
if 
fading 
else_jump @SCRASH1_18209 
wait 0 
jump @SCRASH1_18185 

:SCRASH1_18209
return 

:SCRASH1_18211
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$3255 = 1 
$3259 = 0 
return 

:SCRASH1_18243
0629: change_integer_stat 304 to 1 
$3259 = 1 
$3256 = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0629: change_integer_stat 336 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
$545 += 1 
$3943 = 1 
0318: set_latest_mission_passed 'SCRA_1'  // 555 WE TIP
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere 15 at $546 $547 $548 
0164: disable_marker $531 
return 

:SCRASH1_18355
08F4: set_max_group_members 99 
$3258 = 0 
$3277 = 0 
$3273 = 0 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
014F: stop_timer $8602 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 66@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 1 
0733: random_car_generator_enable_model 551 
091E: create_forbidden_for_boats_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
091E: create_forbidden_for_boats_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0249: release_model 510 
0249: release_model 429 
0249: release_model 415 
0249: release_model 551 
0249: release_model 240 
0249: release_model 252 
0249: release_model 330 
0873: release_path 155 
0249: release_model 597 
0249: release_model 240 
0249: release_model 281 
0249: release_model 346 
04EF: release_animation "POLICE" 
04EF: release_animation "MISC" 
0873: release_path 165 
0873: release_path 166 
if 
8119:   not car $3254 wrecked 
else_jump @SCRASH1_18688 
02AC: set_car $3254 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SCRASH1_18688
01BD: $183 = current_time_in_ms 
$12104 = 0 
$ONMISSION = 0 
$3277 = 0 
$3288 = 0 
$12283 = 0 
$6670 = 0 
mission_cleanup 
return 

//-------------Mission 52---------------
// Originally: Snail Trail

:SCRASH2
thread 'SCRASH2' 
$8605 = 0 
gosub @SCRASH2_54 
if 
wasted_or_busted 
else_jump @SCRASH2_45 
gosub @SCRASH2_20978 

:SCRASH2_45
gosub @SCRASH2_21316 
end_thread 

:SCRASH2_54
increment_mission_attempts 
$ONMISSION = 1 
83@ = 0 
84@ = 0 
85@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
40@ = 0 
41@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
157@ = 0 
161@ = 0 
163@ = 1 
169@ = 0 
172@ = 0 
173@ = 0 
if 
  42@ == -99 
else_jump @SCRASH2_605 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: 89@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
00A5: 95@ = create_car 420 at 0.0 0.0 0.0 
00A5: 97@ = create_car 468 at 0.0 0.0 0.0 
56@ = 0 

:SCRASH2_404
06D8: 92@(56@,3i) = create_train_at 0.0 0.0 0.0 type 10 direction 0 
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_404 
009A: 86@ = create_actor_pedtype 4 model 147 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 4 model 18 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model 46 at 0.0 0.0 0.0 
032B: 103@ = create_weapon_pickup 358 type 3 ammo 0 at 0.0 0.0 0.0 
018A: 98@ = create_checkpoint_at 0.0 0.0 0.0 
0186: 99@ = create_marker_above_car 89@ 
0187: 100@ = create_marker_above_actor 86@ 
0187: 101@ = create_marker_above_actor 88@ 
03DC: 102@ = create_marker_above_pickup 103@ 

:SCRASH2_605
054C: use_GXT_table 'SCRASH2' 
gosub @SCRASH2_20335 
060A: create_decision_maker_type 0 store_to 104@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 105@ // decision\allowed\m_.ped files 
gosub @SCRASH2_20512 
041A: 139@ = actor $PLAYER_ACTOR weapon 34 ammo 
163@ = 1 

:SCRASH2_661
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SCRASH2_694 
44@ = 1 
jump @SCRASH2_1017 

:SCRASH2_694
gosub @SCRASH2_18857 
gosub @SCRASH2_19268 
if or
  46@ == 1 
  47@ == 1 
else_jump @SCRASH2_740 
jump @SCRASH2_1017 

:SCRASH2_740
gosub @SCRASH2_20232 
gosub @SCRASH2_20266 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @SCRASH2_784 
45@ = 1 
jump @SCRASH2_1017 

:SCRASH2_784
if 
  42@ == 0 
else_jump @SCRASH2_842 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_842
if 
  42@ == 1 
else_jump @SCRASH2_867 
gosub @SCRASH2_1165 

:SCRASH2_867
if 
  42@ == 2 
else_jump @SCRASH2_892 
gosub @SCRASH2_1286 

:SCRASH2_892
if 
  42@ == 3 
else_jump @SCRASH2_917 
gosub @SCRASH2_2139 

:SCRASH2_917
if 
  42@ == 4 
else_jump @SCRASH2_942 
gosub @SCRASH2_3032 

:SCRASH2_942
if 
  42@ == 5 
else_jump @SCRASH2_967 
gosub @SCRASH2_5859 

:SCRASH2_967
if 
  42@ == 6 
else_jump @SCRASH2_992 
gosub @SCRASH2_6911 

:SCRASH2_992
if 
  42@ == 7 
else_jump @SCRASH2_1017 
44@ = 1 

:SCRASH2_1017
if 
  46@ == 0 
else_jump @SCRASH2_1117 
if 
  45@ == 0 
else_jump @SCRASH2_1101 
if 
  44@ == 0 
else_jump @SCRASH2_1085 
jump @SCRASH2_661 
jump @SCRASH2_1094 

:SCRASH2_1085
gosub @SCRASH2_21229 
return 

:SCRASH2_1094
jump @SCRASH2_1110 

:SCRASH2_1101
gosub @SCRASH2_20978 
return 

:SCRASH2_1110
jump @SCRASH2_1119 

:SCRASH2_1117
return 

:SCRASH2_1119
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:SCRASH2_1165
if 
  43@ == 0 
else_jump @SCRASH2_1213 
gosub @SCRASH2_10074 
00BC: show_text_highpriority GXT 'SCR2_21' time 7000 flag 1  // ~s~Tenpenny has hidden a ~g~sniper rifle~s~ in the construction site nearby. Go get it.
43@ += 1 

:SCRASH2_1213
if 
  43@ == 1 
else_jump @SCRASH2_1259 
if 
0214:   pickup 103@ picked_up 
else_jump @SCRASH2_1259 
0164: disable_marker 102@ 
43@ = 99 

:SCRASH2_1259
if 
  43@ == 99 
else_jump @SCRASH2_1284 
gosub @SCRASH2_20305 

:SCRASH2_1284
return 

:SCRASH2_1286
if and
  43@ > 0 
0118:   actor 86@ dead 
else_jump @SCRASH2_1318 
45@ = 1 
return 

:SCRASH2_1318
if and
  43@ > 1 
0119:   car 89@ wrecked 
else_jump @SCRASH2_1350 
45@ = 1 
return 

:SCRASH2_1350
if 
  43@ == 0 
else_jump @SCRASH2_1465 
gosub @SCRASH2_10210 
140@ = -1952.791 
141@ = 136.5608 
142@ = 25.2734 
018A: 98@ = create_checkpoint_at 140@ 141@ 142@ 
018B: set_marker 98@ radar_mode 2 
00BC: show_text_highpriority GXT 'SCR2_00' time 8000 flag 1  // ~s~The reporter is at ~y~Cranberry Station~s~. Follow him to his meeting place with the Target, then kill them both.
0085: 111@ = 54@ // (int) 
111@ += 6000 
43@ += 1 

:SCRASH2_1465
if 
  43@ == 1 
else_jump @SCRASH2_1552 
if 
001D:   54@ > 111@ // (int) 
else_jump @SCRASH2_1552 
gosub @SCRASH2_10135 
06DC: set_train 89@ acc 20.0 
06DD: set_train 89@ speed 20.0 
00BB: show_text_lowpriority GXT 'SCR2_01' time 10000 flag 1  // ~s~The train is arriving at the ~y~station~s~. You don't have much time before it leaves with the reporter.
43@ += 1 

:SCRASH2_1552
if 
  43@ == 2 
else_jump @SCRASH2_1635 
if 
01AD:   car 89@ sphere 0 near_point -1944.545 130.8166 radius 5.0 5.0 
else_jump @SCRASH2_1635 
06DC: set_train 89@ acc 4.0 
06DD: set_train 89@ speed 0.0 
43@ += 1 

:SCRASH2_1635
if 
  43@ == 3 
else_jump @SCRASH2_1717 
if 
01C1:   car 89@ stopped 
else_jump @SCRASH2_1717 
078A: 90@ = get_train 89@ carriage 1 handle 
05CA: AS_actor 86@ enter_car 90@ passenger_seat -1 time 500 
0085: 111@ = 54@ // (int) 
111@ += 60000 
43@ += 1 

:SCRASH2_1717
if 
  43@ == 4 
else_jump @SCRASH2_1938 
72@ = -1978.101 
73@ = 78.224 
75@ = -1922.002 
76@ = 203.4028 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 72@ 73@ cornerB 75@ 76@ 
else_jump @SCRASH2_1877 
020A: set_car 89@ door_status_to 3 
06DD: set_train 89@ speed 40.0 
0164: disable_marker 98@ 
0186: 99@ = create_marker_above_car 89@ 
034F: destroy_actor_with_fade 86@ 
175@ = 0 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
43@ = 99 
jump @SCRASH2_1938 

:SCRASH2_1877
if 
001D:   54@ > 111@ // (int) 
else_jump @SCRASH2_1938 
020A: set_car 89@ door_status_to 3 
06DD: set_train 89@ speed 5.0 
0085: 111@ = 54@ // (int) 
111@ += 60000 
43@ += 1 

:SCRASH2_1938
if 
  43@ == 5 
else_jump @SCRASH2_2112 
72@ = -1978.101 
73@ = 78.224 
75@ = -1922.002 
76@ = 203.4028 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 72@ 73@ cornerB 75@ 76@ 
else_jump @SCRASH2_2079 
0164: disable_marker 98@ 
0186: 99@ = create_marker_above_car 89@ 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
06DD: set_train 89@ speed 10.0 
43@ = 99 
jump @SCRASH2_2112 

:SCRASH2_2079
if 
001D:   54@ > 111@ // (int) 
else_jump @SCRASH2_2112 
45@ = 1 
53@ = 1 

:SCRASH2_2112
if 
  43@ == 99 
else_jump @SCRASH2_2137 
gosub @SCRASH2_20305 

:SCRASH2_2137
return 

:SCRASH2_2139
if 
0119:   car 89@ wrecked 
else_jump @SCRASH2_2164 
45@ = 1 
return 

:SCRASH2_2164
if 
  43@ == 0 
else_jump @SCRASH2_2314 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
140@ = 833.7101 
141@ = -1383.643 
142@ = -2.6352 
56@ = 0 

:SCRASH2_2268
131@(56@,3i) = -1 
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_2268 
03C7: set_sensitivity_to_crime 0.3 
43@ += 1 

:SCRASH2_2314
if 
  43@ == 1 
else_jump @SCRASH2_2432 
if 
01AD:   car 89@ sphere 0 near_point 140@ 141@ radius 5.0 5.0 
else_jump @SCRASH2_2432 
06DC: set_train 89@ acc 16.0 
06DD: set_train 89@ speed 0.0 
00BC: show_text_highpriority GXT 'SCR2_03' time 11000 flag 1  // ~s~The ~r~train~s~ is approaching Market Station. The reporter will be preparing to exit.
0085: 119@ = 54@ // (int) 
119@ += 10000 
146@ = 1 
43@ += 1 

:SCRASH2_2432
if 
  43@ == 2 
else_jump @SCRASH2_2515 
if 
001D:   54@ > 119@ // (int) 
else_jump @SCRASH2_2515 
gosub @SCRASH2_18839 
00BC: show_text_highpriority GXT 'SCR2_09' time 9000 flag 1  // ~s~If the ~r~reporter~s~ suspects he is being tailed he will abandon the interview, so don't get close enough to spook him.
0085: 119@ = 54@ // (int) 
119@ += 8000 
43@ += 1 

:SCRASH2_2515
if 
  43@ == 3 
else_jump @SCRASH2_2559 
if 
001D:   54@ > 119@ // (int) 
else_jump @SCRASH2_2559 
43@ += 1 

:SCRASH2_2559
if 
  43@ == 4 
else_jump @SCRASH2_2630 
if 
01C1:   car 89@ stopped 
else_jump @SCRASH2_2630 
148@ = 1 
0085: 111@ = 54@ // (int) 
111@ += 120000 
0164: disable_marker 99@ 
43@ += 1 

:SCRASH2_2630
if 
  43@ == 5 
else_jump @SCRASH2_2673 
if 
  147@ == 1 
else_jump @SCRASH2_2673 
43@ = 99 

:SCRASH2_2673
gosub @SCRASH2_10311 
gosub @SCRASH2_10477 
gosub @SCRASH2_10636 
gosub @SCRASH2_10768 
gosub @SCRASH2_10986 
gosub @SCRASH2_11061 
if and
  147@ == 0 
  148@ == 1 
else_jump @SCRASH2_2766 
if 
001D:   54@ > 111@ // (int) 
else_jump @SCRASH2_2766 
147@ = 1 

:SCRASH2_2766
if and
  147@ == 0 
  148@ == 1 
else_jump @SCRASH2_2817 
if 
  300 > 129@ 
else_jump @SCRASH2_2817 
147@ = 1 

:SCRASH2_2817
if 
  169@ == 1 
else_jump @SCRASH2_3005 
if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @SCRASH2_3005 
if 
0119:   car 97@ wrecked 
else_jump @SCRASH2_2883 
169@ = 0 

:SCRASH2_2883
if 
  2800 > 129@ 
else_jump @SCRASH2_3005 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00AA: store_car 97@ position_to 68@ 69@ 70@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  100.0 > 80@ 
else_jump @SCRASH2_2988 
169@ = 0 
jump @SCRASH2_3005 

:SCRASH2_2988
169@ = 0 
01C3: remove_references_to_car 97@ 
0249: release_model 468 

:SCRASH2_3005
if 
  43@ == 99 
else_jump @SCRASH2_3030 
gosub @SCRASH2_20305 

:SCRASH2_3030
return 

:SCRASH2_3032
if 
  43@ == 0 
else_jump @SCRASH2_3288 
00BB: show_text_lowpriority GXT 'SCR2_04' time 5000 flag 1  // ~s~The ~r~reporter~s~ has left the train. Pick up his trail and follow him to the Target.
gosub @SCRASH2_16005 
gosub @SCRASH2_12288 
0187: 100@ = create_marker_above_actor 86@ 
0085: 111@ = 54@ // (int) 
111@ += 10000 
117@ = 0 
126@ = 0 
151@ = 0 
150@ = 0 
149@ = 0 
162@ = 0 
165@ = 0 
168@ = 0 
171@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
01E8: create_forbidden_for_cars_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
01E8: create_forbidden_for_cars_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
109@ = 0 
110@ = 0 
43@ += 1 
0A6F: checkpoint_save 99 

:SCRASH2_3288
if 
  175@ == 1 
else_jump @SCRASH2_3389 
if 
0118:   actor 86@ dead 
else_jump @SCRASH2_3338 
45@ = 1 
53@ = 2 
return 

:SCRASH2_3338
if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3389 
45@ = 1 
53@ = 7 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
return 

:SCRASH2_3389
if 
  164@ == 1 
else_jump @SCRASH2_3442 
if 
001D:   54@ > 126@ // (int) 
else_jump @SCRASH2_3440 
45@ = 1 
53@ = 7 

:SCRASH2_3440
return 

:SCRASH2_3442
if 
  165@ == 1 
else_jump @SCRASH2_3495 
if 
001D:   54@ > 126@ // (int) 
else_jump @SCRASH2_3493 
45@ = 1 
53@ = 7 

:SCRASH2_3493
return 

:SCRASH2_3495
if and
  176@ == 1 
  149@ == 1 
else_jump @SCRASH2_3834 
if 
8119:   not car 95@ wrecked 
else_jump @SCRASH2_3777 
if 
0118:   actor 87@ dead 
else_jump @SCRASH2_3559 
165@ = 1 

:SCRASH2_3559
if 
80DB:   not actor 87@ in_car 95@ 
else_jump @SCRASH2_3585 
165@ = 1 

:SCRASH2_3585
if 
051C:   car 95@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3676 
81@ = 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH2_3668 
06AC: 78@ = actor $PLAYER_ACTOR movement_speed 
if 
  13.0 > 78@ 
else_jump @SCRASH2_3668 
81@ = 0 
054F: clear_car 95@ damage 

:SCRASH2_3668
0085: 165@ = 81@ // (int) 

:SCRASH2_3676
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @SCRASH2_3702 
165@ = 1 

:SCRASH2_3702
if 
  165@ == 1 
else_jump @SCRASH2_3770 
if 
80DF:   not actor 86@ driving 
else_jump @SCRASH2_3752 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3752
0085: 126@ = 54@ // (int) 
126@ += 1000 
return 

:SCRASH2_3770
jump @SCRASH2_3834 

:SCRASH2_3777
165@ = 1 
if 
80DF:   not actor 86@ driving 
else_jump @SCRASH2_3816 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_3816
0085: 126@ = 54@ // (int) 
126@ += 1000 
return 

:SCRASH2_3834
if and
  176@ == 1 
  149@ == 0 
else_jump @SCRASH2_4070 
if 
8119:   not car 95@ wrecked 
else_jump @SCRASH2_4039 
81@ = 0 
if 
0118:   actor 87@ dead 
else_jump @SCRASH2_3905 
81@ = 1 

:SCRASH2_3905
if 
80DB:   not actor 87@ in_car 95@ 
else_jump @SCRASH2_3931 
81@ = 1 

:SCRASH2_3931
if 
051C:   car 95@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_3957 
81@ = 1 

:SCRASH2_3957
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @SCRASH2_3983 
81@ = 1 

:SCRASH2_3983
if 
  81@ == 1 
else_jump @SCRASH2_4032 
01C3: remove_references_to_car 95@ 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
176@ = 0 
166@ = 0 
gosub @SCRASH2_12400 

:SCRASH2_4032
jump @SCRASH2_4070 

:SCRASH2_4039
01C3: remove_references_to_car 95@ 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
176@ = 0 
166@ = 0 
gosub @SCRASH2_12400 

:SCRASH2_4070
if 
  43@ == 1 
else_jump @SCRASH2_4119 
05D3: AS_actor 86@ goto_point 833.4493 -1374.261 -1.5078 mode 4 time -1 ms // versionA 
43@ += 1 

:SCRASH2_4119
if 
  43@ == 2 
else_jump @SCRASH2_4225 
062E: get_actor 86@ task 1491 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_4225 
0605: actor 86@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 112@ = 54@ // (int) 
112@ += 250 
43@ += 1 

:SCRASH2_4225
if 
  43@ == 3 
else_jump @SCRASH2_4296 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_4296 
if 
8611:   not actor 86@ performing_animation "ROADCROSS" 
else_jump @SCRASH2_4296 
43@ += 1 

:SCRASH2_4296
if 
  43@ == 4 
else_jump @SCRASH2_4346 
gosub @SCRASH2_12669 
if 
  109@ == 7 
else_jump @SCRASH2_4346 
43@ += 1 

:SCRASH2_4346
if 
  43@ == 5 
else_jump @SCRASH2_4423 
0605: actor 86@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 112@ = 54@ // (int) 
112@ += 250 
43@ += 1 

:SCRASH2_4423
if 
  43@ == 6 
else_jump @SCRASH2_4508 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_4508 
if 
8611:   not actor 86@ performing_animation "ROADCROSS" 
else_jump @SCRASH2_4508 
109@ = 8 
110@ = 8 
43@ += 1 

:SCRASH2_4508
if 
  43@ == 7 
else_jump @SCRASH2_4645 
gosub @SCRASH2_12669 
if 
  109@ == 10 
else_jump @SCRASH2_4645 
151@ = 1 
0085: 113@ = 54@ // (int) 
113@ += 60000 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH2_4615 
00BC: show_text_highpriority GXT 'SCR2_20' time 10000 flag 1  // ~s~The ~r~reporter~s~ is at the sidewalk looking for a cab. Get ready to follow him.
jump @SCRASH2_4631 

:SCRASH2_4615
00BC: show_text_highpriority GXT 'SCR2_06' time 10000 flag 1  // ~s~The ~r~reporter~s~ is on the sidewalk looking for a cab. To follow him you're gonna need some wheels.

:SCRASH2_4631
171@ = 1 
43@ += 1 

:SCRASH2_4645
if 
  43@ == 8 
else_jump @SCRASH2_4778 
gosub @SCRASH2_12669 
if 
  161@ == 0 
else_jump @SCRASH2_4778 
0615: define_AS_pack_begin 64@ 
05D4: AS_actor -1 rotate_angle 90.0 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 64@ 
0618: assign_actor 86@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
0085: 112@ = 54@ // (int) 
112@ += 250 
43@ += 1 

:SCRASH2_4778
if 
  43@ == 9 
else_jump @SCRASH2_4907 
gosub @SCRASH2_12669 
if 
  161@ == 0 
else_jump @SCRASH2_4907 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_4907 
062E: get_actor 86@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_4907 
if 
  149@ == 1 
else_jump @SCRASH2_4900 
43@ += 1 
jump @SCRASH2_4907 

:SCRASH2_4900
43@ -= 1 

:SCRASH2_4907
if 
  43@ == 10 
else_jump @SCRASH2_5050 
if 
  166@ == 1 
else_jump @SCRASH2_5019 
0615: define_AS_pack_begin 64@ 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 64@ 
0618: assign_actor 86@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
jump @SCRASH2_5043 

:SCRASH2_5019
05D3: AS_actor 86@ goto_point 821.7603 -1334.683 12.5391 mode 6 time -2 ms // versionA 

:SCRASH2_5043
43@ += 1 

:SCRASH2_5050
if 
  43@ == 11 
else_jump @SCRASH2_5379 
gosub @SCRASH2_12669 
if 
  161@ == 0 
else_jump @SCRASH2_5280 
81@ = 0 
if and
  166@ == 1 
01AF:   car 95@ sphere 0 in_sphere 803.7784 -1342.926 12.5469 radius 7.0 7.0 2.0 
else_jump @SCRASH2_5162 
81@ = 1 

:SCRASH2_5162
if and
  166@ == 0 
01AF:   car 95@ sphere 0 in_sphere 824.4391 -1330.707 12.4174 radius 7.0 7.0 2.0 
else_jump @SCRASH2_5224 
81@ = 1 

:SCRASH2_5224
if and
  81@ == 1 
01C1:   car 95@ stopped 
else_jump @SCRASH2_5273 
05CA: AS_actor 86@ enter_car 95@ passenger_seat 2 time -2 
162@ = 1 
43@ += 1 

:SCRASH2_5273
jump @SCRASH2_5379 

:SCRASH2_5280
if 
0611:   actor 86@ performing_animation "HIKER_POSE" 
else_jump @SCRASH2_5379 
if 
001D:   54@ > 117@ // (int) 
else_jump @SCRASH2_5379 
0605: actor 86@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 100 
0085: 117@ = 54@ // (int) 
117@ += 250 

:SCRASH2_5379
if 
  43@ == 12 
else_jump @SCRASH2_5455 
062E: get_actor 86@ task 1482 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_5455 
0216: enable_taxi 95@ light 0 
134@ = 0 
0085: 96@ = 95@ // (int) 
43@ = 99 

:SCRASH2_5455
if 
  178@ == 0 
else_jump @SCRASH2_5503 
0247: load_model 420 
038B: load_requested_models 
if 
0248:   model 420 available 
else_jump @SCRASH2_5503 
178@ = 1 

:SCRASH2_5503
if 
  174@ == 1 
else_jump @SCRASH2_5575 
if 
001D:   54@ > 111@ // (int) 
else_jump @SCRASH2_5575 
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_5566 
06DD: set_train 89@ speed 30.0 

:SCRASH2_5566
06DA: reset_train_directions 
174@ = 0 

:SCRASH2_5575
if and
  151@ == 1 
  150@ == 0 
else_jump @SCRASH2_5718 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 812.4495 -1343.488 12.532 radius 80.0 80.0 20.0 
else_jump @SCRASH2_5683 
150@ = 1 
gosub @SCRASH2_12336 
gosub @SCRASH2_12400 
0216: enable_taxi 95@ light 1 
jump @SCRASH2_5718 

:SCRASH2_5683
if 
001D:   54@ > 113@ // (int) 
else_jump @SCRASH2_5718 
45@ = 1 
53@ = 3 
return 

:SCRASH2_5718
if and
  149@ == 0 
  176@ == 1 
else_jump @SCRASH2_5798 
if 
01AF:   car 95@ sphere 0 in_sphere 796.9285 -1374.867 12.3949 radius 10.0 10.0 2.0 
else_jump @SCRASH2_5798 
149@ = 1 

:SCRASH2_5798
gosub @SCRASH2_16028 
gosub @SCRASH2_16216 
if 
  45@ == 1 
else_jump @SCRASH2_5832 
return 

:SCRASH2_5832
if 
  43@ == 99 
else_jump @SCRASH2_5857 
gosub @SCRASH2_20305 

:SCRASH2_5857
return 

:SCRASH2_5859
if 
  43@ == 0 
else_jump @SCRASH2_6037 
140@ = 366.4698 
141@ = -2030.643 
142@ = 6.6582 
136@ = 0 
137@ = 0 
135@ = 0 
gosub @SCRASH2_13650 
073B: unknown_car 95@ flag 0 
0085: 124@ = 54@ // (int) 
124@ += 4000 
160@ = 1 
157@ = 0 
158@ = 0 
167@ = 0 
168@ = 0 
072F: enable_car 95@ stuck_check_distance 2.0 time 30000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 20 // extended 03CC 
00BC: show_text_highpriority GXT 'SCR2_07' time 5000 flag 1  // ~s~The ~r~reporter~s~ has climbed into a cab. Follow him to the Target.
43@ += 1 

:SCRASH2_6037
if 
0118:   actor 86@ dead 
else_jump @SCRASH2_6069 
45@ = 1 
53@ = 2 
return 

:SCRASH2_6069
if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_6104 
45@ = 1 
53@ = 7 
return 

:SCRASH2_6104
if 
  165@ == 1 
else_jump @SCRASH2_6157 
if 
001D:   54@ > 126@ // (int) 
else_jump @SCRASH2_6155 
45@ = 1 
53@ = 7 

:SCRASH2_6155
return 

:SCRASH2_6157
if 
8119:   not car 95@ wrecked 
else_jump @SCRASH2_6435 
if 
0118:   actor 87@ dead 
else_jump @SCRASH2_6196 
165@ = 1 

:SCRASH2_6196
if 
80DB:   not actor 87@ in_car 95@ 
else_jump @SCRASH2_6222 
165@ = 1 

:SCRASH2_6222
if 
051C:   car 95@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_6313 
81@ = 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SCRASH2_6305 
06AC: 78@ = actor $PLAYER_ACTOR movement_speed 
if 
  13.0 > 78@ 
else_jump @SCRASH2_6305 
81@ = 0 
054F: clear_car 95@ damage 

:SCRASH2_6305
0085: 165@ = 81@ // (int) 

:SCRASH2_6313
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @SCRASH2_6339 
165@ = 1 

:SCRASH2_6339
if 
  165@ == 1 
else_jump @SCRASH2_6428 
if 
00DF:   actor 86@ driving 
else_jump @SCRASH2_6394 
45@ = 1 
53@ = 7 
jump @SCRASH2_6426 

:SCRASH2_6394
0085: 126@ = 54@ // (int) 
126@ += 1000 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_6426
return 

:SCRASH2_6428
jump @SCRASH2_6476 

:SCRASH2_6435
165@ = 1 
0085: 126@ = 54@ // (int) 
126@ += 1000 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
return 

:SCRASH2_6476
if 
  43@ == 1 
else_jump @SCRASH2_6573 
if and
   not 108@ == 1 
   not 108@ == 3 
else_jump @SCRASH2_6573 
if 
00FE:   actor 86@ sphere 0 in_sphere 140@ 141@ 142@ radius 4.0 4.0 4.0 
else_jump @SCRASH2_6573 
0151: remove_status_text $8605 
43@ = 99 

:SCRASH2_6573
if 
  157@ == 0 
else_jump @SCRASH2_6660 
if 
00FE:   actor 86@ sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 6.0 4.0 
else_jump @SCRASH2_6660 
157@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SCRASH2_6660
if 
  158@ == 0 
else_jump @SCRASH2_6740 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 4.0 4.0 
else_jump @SCRASH2_6733 
158@ = 1 

:SCRASH2_6733
jump @SCRASH2_6795 

:SCRASH2_6740
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 370.2572 -1656.79 31.7201 radius 14.0 4.0 4.0 
else_jump @SCRASH2_6795 
158@ = 0 

:SCRASH2_6795
gosub @SCRASH2_17392 
if 
  45@ == 1 
else_jump @SCRASH2_6822 
return 

:SCRASH2_6822
if and
  159@ == 0 
  157@ == 1 
  158@ == 1 
else_jump @SCRASH2_6877 
159@ = 1 
00BC: show_text_highpriority GXT 'SCR2_18' time 10000 flag 1  // ~s~The ~r~reporter~s~ is approaching his destination. Keep your distance until he meets the Target.

:SCRASH2_6877
gosub @SCRASH2_15233 
if 
  43@ == 99 
else_jump @SCRASH2_6909 
gosub @SCRASH2_20305 

:SCRASH2_6909
return 

:SCRASH2_6911
if 
0118:   actor 86@ dead 
else_jump @SCRASH2_6939 
152@ = 1 
0164: disable_marker 100@ 

:SCRASH2_6939
if 
  177@ == 1 
else_jump @SCRASH2_6985 
if 
0118:   actor 88@ dead 
else_jump @SCRASH2_6985 
153@ = 1 
0164: disable_marker 101@ 

:SCRASH2_6985
if and
  152@ == 1 
  153@ == 1 
else_jump @SCRASH2_7017 
43@ = 99 

:SCRASH2_7017
if 
  43@ == 0 
else_jump @SCRASH2_7353 
gosub @SCRASH2_15450 
0187: 101@ = create_marker_above_actor 88@ 
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 359.4136 -2036.943 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 362.2674 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 64@ 
0618: assign_actor 88@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 363.1874 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 64@ 
0618: assign_actor 86@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
0085: 114@ = 54@ // (int) 
114@ += 180000 
154@ = 0 
155@ = 0 
106@ = 0 
107@ = 0 
115@ = 0 
156@ = 0 
00BC: show_text_highpriority GXT 'SCR2_19' time 10000 flag 1  // ~s~The ~r~reporter~s~ is ready to meet the ~r~Target~s~. You have a sniper rifle. Assassinate them both.
if 
  $6673 == 0 
else_jump @SCRASH2_7321 
172@ = 0 
173@ = 0 
0085: 120@ = 54@ // (int) 
120@ += 10000 
$6673 = 1 
jump @SCRASH2_7342 

:SCRASH2_7321
172@ = 1 
173@ = 1 
120@ = 0 

:SCRASH2_7342
43@ += 1 
0A6F: checkpoint_save 1 

:SCRASH2_7353
if 
  43@ == 1 
else_jump @SCRASH2_7455 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_7455 
062E: get_actor 86@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 1 // == constant 
else_jump @SCRASH2_7455 
062E: get_actor 88@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 1 // == constant 
else_jump @SCRASH2_7455 
43@ += 1 

:SCRASH2_7455
if 
  43@ == 2 
else_jump @SCRASH2_7633 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_7633 
062E: get_actor 86@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_7633 
062E: get_actor 88@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_7633 
07CD: AS_actor 88@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 86@ walk_to 363.1874 -2035.844 6.836 stop_with_angle 90.0 within_radius 4.0 
0085: 112@ = 54@ // (int) 
112@ += 250 
43@ += 1 

:SCRASH2_7633
if 
  43@ == 3 
else_jump @SCRASH2_7822 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_7822 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_7822 
0605: actor 86@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 88@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 112@ = 54@ // (int) 
112@ += 250 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 95@ 
43@ += 1 

:SCRASH2_7822
if 
  43@ == 4 
else_jump @SCRASH2_7952 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_7952 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_7952 
if and
8611:   not actor 86@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
8611:   not actor 88@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
else_jump @SCRASH2_7952 
43@ += 1 

:SCRASH2_7952
if 
  43@ == 5 
else_jump @SCRASH2_8061 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8061 
0605: actor 86@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 58@ = random_int_in_ranges 2000 5000 
0085: 112@ = 54@ // (int) 
005A: 112@ += 58@ // (int) 
43@ += 1 

:SCRASH2_8061
if 
  43@ == 6 
else_jump @SCRASH2_8131 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8131 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_8131 
0687: clear_actor 86@ task 
43@ += 1 

:SCRASH2_8131
if 
  43@ == 7 
else_jump @SCRASH2_8240 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8240 
0605: actor 88@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 58@ = random_int_in_ranges 5000 10000 
0085: 112@ = 54@ // (int) 
005A: 112@ += 58@ // (int) 
43@ += 1 

:SCRASH2_8240
if 
  43@ == 8 
else_jump @SCRASH2_8310 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8310 
if 
001D:   54@ > 112@ // (int) 
else_jump @SCRASH2_8310 
0687: clear_actor 88@ task 
43@ = 5 

:SCRASH2_8310
if 
  43@ == 20 
else_jump @SCRASH2_8567 
if 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8436 
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.8605 -2057.588 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor 88@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 

:SCRASH2_8436
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_8544 
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.863 -2060.05 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor 86@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 

:SCRASH2_8544
00BC: show_text_highpriority GXT 'SCR2_05' time 10000 flag 1  // ~s~The meeting is over. The ~r~reporter~s~ and ~r~Target~s~ are walking away.
43@ += 1 

:SCRASH2_8567
if 
  43@ == 21 
else_jump @SCRASH2_8669 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8669 
062E: get_actor 86@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 1 // == constant 
else_jump @SCRASH2_8669 
062E: get_actor 88@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 1 // == constant 
else_jump @SCRASH2_8669 
43@ += 1 

:SCRASH2_8669
if 
  43@ == 22 
else_jump @SCRASH2_8790 
if and
8118:   not actor 86@ dead 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8790 
062E: get_actor 86@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_8790 
062E: get_actor 88@ task -1 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_8790 
45@ = 1 
53@ = 4 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 88@ 
return 

:SCRASH2_8790
if 
  43@ == 30 
else_jump @SCRASH2_8881 
106@ = 3 
107@ = 3 
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_8843 
0687: clear_actor 86@ task 

:SCRASH2_8843
if 
8118:   not actor 88@ dead 
else_jump @SCRASH2_8864 
0687: clear_actor 88@ task 

:SCRASH2_8864
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 95@ 
43@ += 1 

:SCRASH2_8881
if 
  43@ == 31 
else_jump @SCRASH2_8913 
gosub @SCRASH2_15550 
gosub @SCRASH2_15772 

:SCRASH2_8913
if 
  154@ == 0 
else_jump @SCRASH2_9442 
if 
  152@ == 1 
else_jump @SCRASH2_8972 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_10' time 10000 flag 1  // ~s~You've killed the reporter. Kill the ~r~Target~s~ to complete the mission.

:SCRASH2_8972
if 
  154@ == 0 
else_jump @SCRASH2_9031 
if 
  153@ == 1 
else_jump @SCRASH2_9031 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_11' time 10000 flag 1  // ~s~The Target is dead. Don't let the ~r~reporter~s~ get away. Kill him too.

:SCRASH2_9031
if 
  154@ == 0 
else_jump @SCRASH2_9091 
if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_9091 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_14' time 10000 flag 1  // ~s~You've hit the ~r~reporter~s~. Finish him off and kill the ~r~Target~s~.

:SCRASH2_9091
if 
  154@ == 0 
else_jump @SCRASH2_9151 
if 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SCRASH2_9151 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_15' time 10000 flag 1  // ~s~The Target is wounded. The ~r~reporter~s~ and ~r~Target~s~ both have to die.

:SCRASH2_9151
if and
  154@ == 0 
  156@ == 0 
else_jump @SCRASH2_9237 
if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9237 
156@ = 1 
0085: 115@ = 54@ // (int) 
115@ += 1000 

:SCRASH2_9237
if and
  154@ == 0 
  156@ == 1 
else_jump @SCRASH2_9304 
if 
001D:   54@ > 115@ // (int) 
else_jump @SCRASH2_9304 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_12' time 10000 flag 1  // ~s~The ~r~reporter~s~ and ~r~Target~s~ have heard your gunfire. Kill them both before they escape.

:SCRASH2_9304
if 
  154@ == 0 
else_jump @SCRASH2_9417 
00A0: store_actor 88@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 78@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  30.0 > 78@ 
else_jump @SCRASH2_9417 
154@ = 1 
00BC: show_text_highpriority GXT 'SCR2_13' time 10000 flag 1  // ~s~You've been spotted. Assassinate them ~r~both~s~.

:SCRASH2_9417
if 
  154@ == 1 
else_jump @SCRASH2_9442 
43@ = 30 

:SCRASH2_9442
if and
  154@ == 0 
  155@ == 0 
else_jump @SCRASH2_9500 
if 
001D:   54@ > 114@ // (int) 
else_jump @SCRASH2_9500 
155@ = 1 
43@ = 20 

:SCRASH2_9500
if 
  154@ == 1 
else_jump @SCRASH2_9806 
if 
  152@ == 0 
else_jump @SCRASH2_9662 
if 
80A3:   not actor 86@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9662 
00A0: store_actor 86@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 78@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  78@ > 200.0 
else_jump @SCRASH2_9662 
45@ = 1 
53@ = 5 
return 

:SCRASH2_9662
if 
  153@ == 0 
else_jump @SCRASH2_9806 
if 
80A3:   not actor 88@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
else_jump @SCRASH2_9806 
00A0: store_actor 88@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 78@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  78@ > 200.0 
else_jump @SCRASH2_9806 
45@ = 1 
53@ = 6 
return 

:SCRASH2_9806
if 
  172@ == 0 
else_jump @SCRASH2_9892 
if 
001D:   54@ > 120@ // (int) 
else_jump @SCRASH2_9892 
0A78: print_help_conditional 'SNIPER1' 0  // To use the sniper rifle's scope tap ~m~~widget_enter_targeting~. Pinching your fingers on the screen away from each other zooms in and pinching them towards each other zooms out.
0A79: print_help_conditional_touch 'SNIPERH' 0  // To use the sniper rifle's scope tap ~m~~widget_enter_targeting~. Hold ~m~~widget_zoom_in~ and ~m~~widget_zoom_out~ to zoom.
172@ = 1 
0085: 120@ = 54@ // (int) 
120@ += 15000 

:SCRASH2_9892
if 
  172@ == 1 
else_jump @SCRASH2_9983 
if 
  173@ == 0 
else_jump @SCRASH2_9983 
if 
001D:   54@ > 120@ // (int) 
else_jump @SCRASH2_9983 
03E6: remove_text_box 
0512: show_permanent_text_box 'SNIPER2'  // Tap ~m~~widget_vc_shoot~ to fire.
173@ = 1 
0085: 120@ = 54@ // (int) 
120@ += 10000 

:SCRASH2_9983
if 
  173@ == 1 
else_jump @SCRASH2_10047 
if 
  120@ > 0 
else_jump @SCRASH2_10047 
if 
001D:   54@ > 120@ // (int) 
else_jump @SCRASH2_10047 
03E6: remove_text_box 
120@ = 0 

:SCRASH2_10047
if 
  43@ == 99 
else_jump @SCRASH2_10072 
gosub @SCRASH2_20305 

:SCRASH2_10072
return 

:SCRASH2_10074
65@ = -2063.225 
66@ = 258.3273 
67@ = 35.3958 
032B: 103@ = create_weapon_pickup 358 type 3 ammo 5 at 65@ 66@ 67@ 
03DC: 102@ = create_marker_above_pickup 103@ 
return 

:SCRASH2_10135
65@ = -1937.312 
66@ = 221.1162 
67@ = 23.8414 
0395: clear_area 1 at 65@ 66@ 67@ radius 60.0 
06D8: 89@ = create_train_at 65@ 66@ 67@ type 11 direction 0 
174@ = 1 
return 

:SCRASH2_10210
65@ = -1939.52 
66@ = 132.8362 
67@ = 25.2734 
71@ = 90.4279 
0395: clear_area 1 at 65@ 66@ 67@ radius 1.0 
009A: 86@ = create_actor_pedtype 4 model 147 at 65@ 66@ 67@ 
0173: set_actor 86@ Z_angle_to 71@ 
0770: set_actor 86@ target_priority 1 
175@ = 1 
return 

:SCRASH2_10311
if 
  146@ == 1 
else_jump @SCRASH2_10331 
return 

:SCRASH2_10331
if 
   not 49@ == 5 
else_jump @SCRASH2_10351 
return 

:SCRASH2_10351
00AA: store_car 89@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
0087: 72@ = 65@ // (float) 
0063: 72@ -= 68@ // (float) 
0087: 73@ = 66@ // (float) 
0063: 73@ -= 69@ // (float) 
0087: 75@ = 72@ // (float) 
006B: 75@ *= 72@ // (float) 
0087: 76@ = 73@ // (float) 
006B: 76@ *= 73@ // (float) 
0087: 78@ = 75@ // (float) 
005B: 78@ += 76@ // (float) 
01FB: 79@ = square_root 78@ 
0092: 127@ = float 79@ to_integer 
return 

:SCRASH2_10477
if 
  146@ == 1 
else_jump @SCRASH2_10504 
128@ = 0 
return 

:SCRASH2_10504
if 
   not 49@ == 3 
else_jump @SCRASH2_10524 
return 

:SCRASH2_10524
00AA: store_car 89@ position_to 65@ 66@ 67@ 
0087: 72@ = 65@ // (float) 
0063: 72@ -= 140@ // (float) 
0087: 73@ = 66@ // (float) 
0063: 73@ -= 141@ // (float) 
0087: 75@ = 72@ // (float) 
006B: 75@ *= 72@ // (float) 
0087: 76@ = 73@ // (float) 
006B: 76@ *= 73@ // (float) 
0087: 78@ = 75@ // (float) 
005B: 78@ += 76@ // (float) 
01FB: 79@ = square_root 78@ 
0092: 128@ = float 79@ to_integer 
return 

:SCRASH2_10636
if 
   not 49@ == 1 
else_jump @SCRASH2_10656 
return 

:SCRASH2_10656
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
0087: 72@ = 65@ // (float) 
0063: 72@ -= 140@ // (float) 
0087: 73@ = 66@ // (float) 
0063: 73@ -= 141@ // (float) 
0087: 75@ = 72@ // (float) 
006B: 75@ *= 72@ // (float) 
0087: 76@ = 73@ // (float) 
006B: 76@ *= 73@ // (float) 
0087: 78@ = 75@ // (float) 
005B: 78@ += 76@ // (float) 
01FB: 79@ = square_root 78@ 
0092: 129@ = float 79@ to_integer 
return 

:SCRASH2_10768
if 
  146@ == 1 
else_jump @SCRASH2_10788 
return 

:SCRASH2_10788
if 
   not 49@ == 7 
else_jump @SCRASH2_10808 
return 

:SCRASH2_10808
78@ = 25.0 
if 
002D:   129@ >= 128@ // (int) 
else_jump @SCRASH2_10919 
if 
  80 > 127@ 
else_jump @SCRASH2_10912 
02E3: 79@ = car 89@ speed 
79@ += 2.0 
if 
  79@ > 25.0 
else_jump @SCRASH2_10904 
79@ = 25.0 

:SCRASH2_10904
06DC: set_train 89@ acc 79@ 

:SCRASH2_10912
jump @SCRASH2_10976 

:SCRASH2_10919
02E3: 79@ = car 89@ speed 
79@ += 2.0 
if 
  79@ > 25.0 
else_jump @SCRASH2_10968 
79@ = 25.0 

:SCRASH2_10968
06DC: set_train 89@ acc 79@ 

:SCRASH2_10976
06DD: set_train 89@ speed 78@ 
return 

:SCRASH2_10986
if 
  130@ == 0 
else_jump @SCRASH2_11039 
if 
  128@ == 0 
else_jump @SCRASH2_11029 
jump @SCRASH2_11037 

:SCRASH2_11029
0085: 130@ = 128@ // (int) 

:SCRASH2_11037
return 

:SCRASH2_11039
if 
  5 > 128@ 
else_jump @SCRASH2_11059 
return 

:SCRASH2_11059
return 

:SCRASH2_11061
81@ = 1 
56@ = 0 

:SCRASH2_11075
if 
   not 131@(56@,3i) == -2 
else_jump @SCRASH2_11104 
81@ = 0 

:SCRASH2_11104
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_11075 
if 
  81@ == 1 
else_jump @SCRASH2_11145 
return 

:SCRASH2_11145
56@ = 0 

:SCRASH2_11152
if 
  131@(56@,3i) == -1 
else_jump @SCRASH2_11311 

:SCRASH2_11174
0209: 131@(56@,3i) = random_int_in_ranges 0 5 
81@ = 0 
57@ = 0 

:SCRASH2_11201
if 
001D:   56@ > 57@ // (int) 
else_jump @SCRASH2_11286 
if 
  81@ == 0 
else_jump @SCRASH2_11272 
if 
003B:   131@(56@,3i) == 131@(57@,3i) // (int) 
else_jump @SCRASH2_11272 
81@ = 1 

:SCRASH2_11272
57@ += 1 
jump @SCRASH2_11201 

:SCRASH2_11286
if 
  81@ == 1 
else_jump @SCRASH2_11311 
jump @SCRASH2_11174 

:SCRASH2_11311
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_11152 
56@ = 0 

:SCRASH2_11339
81@ = 0 
0871: init_jump_table 131@(56@,3i) total_jumps 5 default_jump 0 @SCRASH2_11723 jumps 0 @SCRASH2_11413 1 @SCRASH2_11475 2 @SCRASH2_11537 3 @SCRASH2_11599 4 @SCRASH2_11661 -1 @SCRASH2_11723 -1 @SCRASH2_11723 

:SCRASH2_11413
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.442 -598.0178 24.7266 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11468 
81@ = 1 

:SCRASH2_11468
jump @SCRASH2_11723 

:SCRASH2_11475
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1827.173 -1332.306 12.9453 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11530 
81@ = 1 

:SCRASH2_11530
jump @SCRASH2_11723 

:SCRASH2_11537
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -946.4463 -1497.618 89.28716 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11592 
81@ = 1 

:SCRASH2_11592
jump @SCRASH2_11723 

:SCRASH2_11599
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -620.5595 -1144.573 42.0616 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11654 
81@ = 1 

:SCRASH2_11654
jump @SCRASH2_11723 

:SCRASH2_11661
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 98.3887 -1021.795 21.2188 radius 8.0 8.0 2.0 
else_jump @SCRASH2_11716 
81@ = 1 

:SCRASH2_11716
jump @SCRASH2_11723 

:SCRASH2_11723
if 
  81@ == 1 
else_jump @SCRASH2_12265 
0209: 58@ = random_int_in_ranges 10 14 
0209: 59@ = random_int_in_ranges 10 20 
0093: 78@ = integer 59@ to_float 
0871: init_jump_table 131@(56@,3i) total_jumps 5 default_jump 0 @SCRASH2_12254 jumps 0 @SCRASH2_11834 1 @SCRASH2_11918 2 @SCRASH2_12002 3 @SCRASH2_12086 4 @SCRASH2_12170 -1 @SCRASH2_12254 -1 @SCRASH2_12254 

:SCRASH2_11834
0395: clear_area 1 at -1875.72 -1267.059 12.9511 radius 100.0 
06D8: 92@(56@,3i) = create_train_at -1875.72 -1267.059 12.9511 type 58@ direction 1 
06DC: set_train 92@(56@,3i) acc 78@ 
06DD: set_train 92@(56@,3i) speed 78@ 
jump @SCRASH2_12254 

:SCRASH2_11918
0395: clear_area 1 at -1332.721 -1514.888 22.7265 radius 100.0 
06D8: 92@(56@,3i) = create_train_at -1332.721 -1514.888 22.7265 type 58@ direction 1 
06DC: set_train 92@(56@,3i) acc 78@ 
06DD: set_train 92@(56@,3i) speed 78@ 
jump @SCRASH2_12254 

:SCRASH2_12002
0395: clear_area 1 at -673.6719 -1127.875 48.8875 radius 100.0 
06D8: 92@(56@,3i) = create_train_at -673.6719 -1127.875 48.8875 type 58@ direction 1 
06DC: set_train 92@(56@,3i) acc 78@ 
06DD: set_train 92@(56@,3i) speed 78@ 
jump @SCRASH2_12254 

:SCRASH2_12086
0395: clear_area 1 at -321.8627 -1191.647 35.5265 radius 100.0 
06D8: 92@(56@,3i) = create_train_at -321.8627 -1191.647 35.5265 type 58@ direction 1 
06DC: set_train 92@(56@,3i) acc 78@ 
06DD: set_train 92@(56@,3i) speed 78@ 
jump @SCRASH2_12254 

:SCRASH2_12170
0395: clear_area 1 at 802.302 -1362.661 -2.6302 radius 100.0 
06D8: 92@(56@,3i) = create_train_at 802.302 -1362.661 -2.6302 type 58@ direction 1 
06DC: set_train 92@(56@,3i) acc 78@ 
06DD: set_train 92@(56@,3i) speed 78@ 
jump @SCRASH2_12254 

:SCRASH2_12254
131@(56@,3i) = -2 

:SCRASH2_12265
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_11339 
return 

:SCRASH2_12288
078A: 91@ = get_train 89@ carriage 2 handle 
0129: 86@ = create_actor_pedtype 4 model 147 in_car 91@ driverseat 
060B: set_actor 86@ decision_maker_to 104@ 
05CD: AS_actor 86@ exit_car 91@ 
175@ = 1 
return 

:SCRASH2_12336
166@ = 1 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 685.9716 -1433.523 11.0857 cornerB 965.9512 -1379.386 14.9731 
else_jump @SCRASH2_12398 
166@ = 0 

:SCRASH2_12398
return 

:SCRASH2_12400
if 
  166@ == 1 
else_jump @SCRASH2_12465 
65@ = 850.1132 
66@ = -1391.708 
67@ = 12.4161 
71@ = 101.528 
jump @SCRASH2_12505 

:SCRASH2_12465
65@ = 847.1364 
66@ = -1331.128 
67@ = 12.5097 
71@ = 91.6504 

:SCRASH2_12505
0395: clear_area 1 at 65@ 66@ 67@ radius 10.0 
00A5: 95@ = create_car 420 at 65@ 66@ 67@ 
0175: set_car 95@ Z_angle_to 71@ 
0129: 87@ = create_actor_pedtype 4 model 18 in_car 95@ driverseat 
if 
  166@ == 1 
else_jump @SCRASH2_12619 
05D1: AS_actor 87@ drive_car 95@ to 801.0299 -1337.929 12.3906 speed 12.0 0 model 0 4 
jump @SCRASH2_12660 

:SCRASH2_12619
05D1: AS_actor 87@ drive_car 95@ to 824.4391 -1330.707 12.4174 speed 12.0 0 model 0 4 
149@ = 1 

:SCRASH2_12660
176@ = 1 
return 

:SCRASH2_12669
if 
  161@ == 1 
else_jump @SCRASH2_12953 
if 
  171@ == 1 
else_jump @SCRASH2_12723 
062E: get_actor 86@ task 1492 status_store_to 48@ // ret 7 if not found 
jump @SCRASH2_12734 

:SCRASH2_12723
062E: get_actor 86@ task 1471 status_store_to 48@ // ret 7 if not found 

:SCRASH2_12734
if 
001D:   54@ > 125@ // (int) 
else_jump @SCRASH2_12951 
if and
84A4:   not  48@ == 1 // == constant 
84A4:   not  48@ == 0 // == constant 
else_jump @SCRASH2_12951 
if 
  171@ == 1 
else_jump @SCRASH2_12899 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
0087: 72@ = 65@ // (float) 
0087: 73@ = 66@ // (float) 
00A0: store_actor 86@ position_to 65@ 66@ 67@ 
0087: 75@ = 65@ // (float) 
0087: 76@ = 66@ // (float) 
0087: 65@ = 72@ // (float) 
0063: 65@ -= 75@ // (float) 
0087: 66@ = 73@ // (float) 
0063: 66@ -= 76@ // (float) 
0604: get_Z_angle_for_point 65@ 66@ store_to 71@ 

:SCRASH2_12899
05BF: AS_actor 86@ look_at_actor $PLAYER_ACTOR -2 ms 
if 
  171@ == 1 
else_jump @SCRASH2_12951 
05D4: AS_actor 86@ rotate_angle 71@ 
0085: 125@ = 54@ // (int) 
125@ += 250 

:SCRASH2_12951
return 

:SCRASH2_12953
0871: init_jump_table 109@ total_jumps 11 default_jump 1 @SCRASH2_13617 jumps 0 @SCRASH2_13081 1 @SCRASH2_13375 2 @SCRASH2_13413 3 @SCRASH2_13216 4 @SCRASH2_13299 5 @SCRASH2_13102 6 @SCRASH2_13140 
0872: jump_table_jumps 7 @SCRASH2_13489 8 @SCRASH2_13496 9 @SCRASH2_13534 10 @SCRASH2_13610 -1 @SCRASH2_13648 -1 @SCRASH2_13648 -1 @SCRASH2_13648 -1 @SCRASH2_13648 -1 @SCRASH2_13648 

:SCRASH2_13081
109@ = 5 
110@ = 5 
jump @SCRASH2_13648 

:SCRASH2_13102
05D3: AS_actor 86@ goto_point 828.2594 -1358.995 -1.5078 mode 4 time -2 ms // versionA 
109@ = 6 
jump @SCRASH2_13648 

:SCRASH2_13140
if 
00FE:   actor 86@ sphere 0 in_sphere 828.2594 -1358.995 -1.5078 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13209 
109@ = 3 
110@ = 3 
134@ = 2 

:SCRASH2_13209
jump @SCRASH2_13648 

:SCRASH2_13216
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point 837.388 -1346.233 6.1719 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 836.6295 -1342.926 6.1719 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor 86@ to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
109@ = 4 
jump @SCRASH2_13648 

:SCRASH2_13299
if 
00FE:   actor 86@ sphere 0 in_sphere 836.6295 -1342.926 6.1719 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13368 
109@ = 1 
110@ = 1 
134@ = 3 

:SCRASH2_13368
jump @SCRASH2_13648 

:SCRASH2_13375
05D3: AS_actor 86@ goto_point 822.0569 -1342.302 12.519 mode 4 time -2 ms // versionA 
109@ = 2 
jump @SCRASH2_13648 

:SCRASH2_13413
if 
00FE:   actor 86@ sphere 0 in_sphere 822.0569 -1342.302 12.519 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13482 
109@ = 7 
110@ = 7 
134@ = 4 

:SCRASH2_13482
jump @SCRASH2_13648 

:SCRASH2_13489
jump @SCRASH2_13648 

:SCRASH2_13496
05D3: AS_actor 86@ goto_point 803.7784 -1340.535 12.5469 mode 4 time -2 ms // versionA 
109@ = 9 
jump @SCRASH2_13648 

:SCRASH2_13534
if 
00FE:   actor 86@ sphere 0 in_sphere 803.7784 -1340.535 12.5469 radius 1.2 1.2 1.2 
else_jump @SCRASH2_13603 
109@ = 10 
110@ = 10 
134@ = 5 

:SCRASH2_13603
jump @SCRASH2_13648 

:SCRASH2_13610
jump @SCRASH2_13648 

:SCRASH2_13617
0662: printstring "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_13648
return 

:SCRASH2_13650
81@ = 1 
82@ = 1 
if 
  135@ == 0 
else_jump @SCRASH2_13689 
81@ = 0 

:SCRASH2_13689
0871: init_jump_table 135@ total_jumps 14 default_jump 1 @SCRASH2_14167 jumps 0 @SCRASH2_13817 1 @SCRASH2_13908 2 @SCRASH2_13922 3 @SCRASH2_13936 4 @SCRASH2_13950 5 @SCRASH2_13964 6 @SCRASH2_13978 
0872: jump_table_jumps 7 @SCRASH2_13992 8 @SCRASH2_14006 9 @SCRASH2_14020 10 @SCRASH2_14034 11 @SCRASH2_14048 12 @SCRASH2_14062 13 @SCRASH2_14076 -1 @SCRASH2_14200 -1 @SCRASH2_14200 

:SCRASH2_13817
0209: 58@ = random_int_in_ranges 0 3 
if 
  58@ == 0 
else_jump @SCRASH2_13851 
135@ = 1 

:SCRASH2_13851
if 
  58@ == 1 
else_jump @SCRASH2_13876 
135@ = 2 

:SCRASH2_13876
if 
  58@ == 2 
else_jump @SCRASH2_13901 
135@ = 3 

:SCRASH2_13901
jump @SCRASH2_14200 

:SCRASH2_13908
135@ = 4 
jump @SCRASH2_14200 

:SCRASH2_13922
135@ = 6 
jump @SCRASH2_14200 

:SCRASH2_13936
135@ = 7 
jump @SCRASH2_14200 

:SCRASH2_13950
135@ = 9 
jump @SCRASH2_14200 

:SCRASH2_13964
135@ = 10 
jump @SCRASH2_14200 

:SCRASH2_13978
135@ = 5 
jump @SCRASH2_14200 

:SCRASH2_13992
135@ = 12 
jump @SCRASH2_14200 

:SCRASH2_14006
135@ = 13 
jump @SCRASH2_14200 

:SCRASH2_14020
135@ = 8 
jump @SCRASH2_14200 

:SCRASH2_14034
135@ = 13 
jump @SCRASH2_14200 

:SCRASH2_14048
135@ = 13 
jump @SCRASH2_14200 

:SCRASH2_14062
135@ = 11 
jump @SCRASH2_14200 

:SCRASH2_14076
0209: 58@ = random_int_in_ranges 0 3 
if 
  58@ == 0 
else_jump @SCRASH2_14110 
135@ = 9 

:SCRASH2_14110
if 
  58@ == 1 
else_jump @SCRASH2_14135 
135@ = 5 

:SCRASH2_14135
if 
  58@ == 2 
else_jump @SCRASH2_14160 
135@ = 12 

:SCRASH2_14160
jump @SCRASH2_14200 

:SCRASH2_14167
0662: printstring "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_14200
if 
  135@ == 13 
else_jump @SCRASH2_14232 
81@ = 0 
82@ = 0 

:SCRASH2_14232
0871: init_jump_table 135@ total_jumps 14 default_jump 0 @SCRASH2_14870 jumps 0 @SCRASH2_14360 1 @SCRASH2_14395 2 @SCRASH2_14432 3 @SCRASH2_14469 4 @SCRASH2_14506 5 @SCRASH2_14543 6 @SCRASH2_14580 
0872: jump_table_jumps 7 @SCRASH2_14617 8 @SCRASH2_14654 9 @SCRASH2_14691 10 @SCRASH2_14728 11 @SCRASH2_14765 12 @SCRASH2_14802 13 @SCRASH2_14839 -1 @SCRASH2_14870 -1 @SCRASH2_14870 

:SCRASH2_14360
0662: printstring "TAXI_WAYPOINT_STILL_NONE" 
jump @SCRASH2_14870 

:SCRASH2_14395
143@ = 728.2346 
144@ = -1068.529 
145@ = 21.3149 
jump @SCRASH2_14870 

:SCRASH2_14432
143@ = 885.8015 
144@ = -1152.047 
145@ = 22.7156 
jump @SCRASH2_14870 

:SCRASH2_14469
143@ = 623.9262 
144@ = -1356.336 
145@ = 12.4009 
jump @SCRASH2_14870 

:SCRASH2_14506
143@ = 554.1271 
144@ = -1327.217 
145@ = 12.3984 
jump @SCRASH2_14870 

:SCRASH2_14543
143@ = 552.7402 
144@ = -1401.848 
145@ = 14.0907 
jump @SCRASH2_14870 

:SCRASH2_14580
143@ = 913.4064 
144@ = -1381.039 
145@ = 12.3208 
jump @SCRASH2_14870 

:SCRASH2_14617
143@ = 807.6411 
144@ = -1737.392 
145@ = 12.3906 
jump @SCRASH2_14870 

:SCRASH2_14654
143@ = 318.3799 
144@ = -1464.926 
145@ = 33.003 
jump @SCRASH2_14870 

:SCRASH2_14691
143@ = 461.6126 
144@ = -1433.671 
145@ = 23.2117 
jump @SCRASH2_14870 

:SCRASH2_14728
143@ = 484.8509 
144@ = -1579.22 
145@ = 20.2086 
jump @SCRASH2_14870 

:SCRASH2_14765
143@ = 570.8074 
144@ = -1580.052 
145@ = 15.0078 
jump @SCRASH2_14870 

:SCRASH2_14802
143@ = 673.4271 
144@ = -1737.34 
145@ = 12.4441 
jump @SCRASH2_14870 

:SCRASH2_14839
0087: 143@ = 140@ // (float) 
0087: 144@ = 141@ // (float) 
0087: 145@ = 142@ // (float) 
jump @SCRASH2_14870 

:SCRASH2_14870
if 
  81@ == 1 
else_jump @SCRASH2_14955 
if 
  136@ == 0 
else_jump @SCRASH2_14920 
81@ = 0 
jump @SCRASH2_14955 

:SCRASH2_14920
0209: 58@ = random_int_in_ranges 0 3 
if 
001D:   58@ > 136@ // (int) 
else_jump @SCRASH2_14955 
81@ = 0 

:SCRASH2_14955
if 
  81@ == 1 
else_jump @SCRASH2_14987 
136@ = 0 
jump @SCRASH2_14994 

:SCRASH2_14987
136@ += 1 

:SCRASH2_14994
if 
8118:   not actor 87@ dead 
else_jump @SCRASH2_15224 
if 
  81@ == 1 
else_jump @SCRASH2_15062 
05D1: AS_actor 87@ drive_car -1 to 143@ 144@ 145@ speed 25.0 1 model 0 2 
jump @SCRASH2_15224 

:SCRASH2_15062
if 
  135@ == 13 
else_jump @SCRASH2_15094 
58@ = 15 
jump @SCRASH2_15141 

:SCRASH2_15094
0085: 58@ = 137@ // (int) 
58@ *= 3 
58@ += 18 
if 
  58@ > 25 
else_jump @SCRASH2_15141 
58@ = 25 

:SCRASH2_15141
0093: 78@ = integer 58@ to_float 
if 
  2 > 137@ 
else_jump @SCRASH2_15199 
05D1: AS_actor 87@ drive_car -1 to 143@ 144@ 145@ speed 78@ 1 model 0 5 
jump @SCRASH2_15224 

:SCRASH2_15199
05D1: AS_actor 87@ drive_car -1 to 143@ 144@ 145@ speed 78@ 1 model 0 2 

:SCRASH2_15224
137@ += 1 
return 

:SCRASH2_15233
if 
0118:   actor 86@ dead 
else_jump @SCRASH2_15251 
return 

:SCRASH2_15251
if 
80DB:   not actor 86@ in_car 95@ 
else_jump @SCRASH2_15272 
return 

:SCRASH2_15272
if 
0119:   car 95@ wrecked 
else_jump @SCRASH2_15290 
return 

:SCRASH2_15290
if 
   not 135@ == 13 
else_jump @SCRASH2_15357 
if 
01AF:   car 95@ sphere 0 in_sphere 143@ 144@ 145@ radius 18.0 18.0 4.0 
else_jump @SCRASH2_15357 
gosub @SCRASH2_13650 

:SCRASH2_15357
if 
  135@ == 13 
else_jump @SCRASH2_15448 
if 
01AF:   car 95@ sphere 0 in_sphere 370.0204 -1647.647 31.7173 radius 14.0 14.0 4.0 
else_jump @SCRASH2_15448 
if 
  158@ == 1 
else_jump @SCRASH2_15448 
gosub @SCRASH2_13650 

:SCRASH2_15448
return 

:SCRASH2_15450
65@ = 355.618 
66@ = -2037.007 
67@ = 6.836 
71@ = 271.1917 
0395: clear_area 1 at 65@ 66@ 67@ radius 10.0 
009A: 88@ = create_actor_pedtype 4 model 46 at 65@ 66@ 67@ 
0173: set_actor 88@ Z_angle_to 71@ 
0770: set_actor 88@ target_priority 1 
177@ = 1 
return 

:SCRASH2_15550
if 
  152@ == 1 
else_jump @SCRASH2_15570 
return 

:SCRASH2_15570
0871: init_jump_table 106@ total_jumps 2 default_jump 0 @SCRASH2_15770 jumps 3 @SCRASH2_15633 4 @SCRASH2_15681 -1 @SCRASH2_15770 -1 @SCRASH2_15770 -1 @SCRASH2_15770 -1 @SCRASH2_15770 -1 @SCRASH2_15770 

:SCRASH2_15633
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
106@ = 4 
0085: 116@ = 54@ // (int) 
116@ += 250 
jump @SCRASH2_15770 

:SCRASH2_15681
if 
001D:   54@ > 116@ // (int) 
else_jump @SCRASH2_15763 
062E: get_actor 86@ task 1501 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_15763 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0085: 116@ = 54@ // (int) 
116@ += 250 

:SCRASH2_15763
jump @SCRASH2_15770 

:SCRASH2_15770
return 

:SCRASH2_15772
if 
  153@ == 1 
else_jump @SCRASH2_15792 
return 

:SCRASH2_15792
0871: init_jump_table 107@ total_jumps 2 default_jump 0 @SCRASH2_16003 jumps 3 @SCRASH2_15855 4 @SCRASH2_15917 -1 @SCRASH2_16003 -1 @SCRASH2_16003 -1 @SCRASH2_16003 -1 @SCRASH2_16003 -1 @SCRASH2_16003 

:SCRASH2_15855
01B2: give_actor 88@ weapon 22 ammo 99 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 105@ 
0634: AS_actor 88@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
107@ = 4 
0085: 118@ = 54@ // (int) 
118@ += 250 
jump @SCRASH2_16003 

:SCRASH2_15917
if 
001D:   54@ > 118@ // (int) 
else_jump @SCRASH2_15996 
062E: get_actor 88@ task 1588 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @SCRASH2_15996 
0634: AS_actor 88@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
0085: 118@ = 54@ // (int) 
118@ += 250 

:SCRASH2_15996
jump @SCRASH2_16003 

:SCRASH2_16003
return 

:SCRASH2_16005
134@ = 0 
108@ = 0 
161@ = 0 
return 

:SCRASH2_16028
0871: init_jump_table 134@ total_jumps 6 default_jump 1 @SCRASH2_16188 jumps 0 @SCRASH2_16091 1 @SCRASH2_16153 2 @SCRASH2_16160 3 @SCRASH2_16167 4 @SCRASH2_16174 5 @SCRASH2_16181 -1 @SCRASH2_16214 

:SCRASH2_16091
if 
00FE:   actor 86@ sphere 0 in_sphere 833.4493 -1374.261 -1.5078 radius 1.2 1.2 1.2 
else_jump @SCRASH2_16146 
134@ = 1 

:SCRASH2_16146
jump @SCRASH2_16214 

:SCRASH2_16153
jump @SCRASH2_16214 

:SCRASH2_16160
jump @SCRASH2_16214 

:SCRASH2_16167
jump @SCRASH2_16214 

:SCRASH2_16174
jump @SCRASH2_16214 

:SCRASH2_16181
jump @SCRASH2_16214 

:SCRASH2_16188
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16214
return 

:SCRASH2_16216
if 
  164@ == 1 
else_jump @SCRASH2_16236 
return 

:SCRASH2_16236
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @SCRASH2_16259 
164@ = 1 

:SCRASH2_16259
81@ = 0 
0871: init_jump_table 134@ total_jumps 6 default_jump 1 @SCRASH2_16775 jumps 0 @SCRASH2_16329 1 @SCRASH2_16336 2 @SCRASH2_16398 3 @SCRASH2_16497 4 @SCRASH2_16596 5 @SCRASH2_16695 -1 @SCRASH2_16801 

:SCRASH2_16329
jump @SCRASH2_16801 

:SCRASH2_16336
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 783.9064 -1393.156 -2.7078 cornerB 858.4905 -1322.64 -0.3006 
else_jump @SCRASH2_16391 
81@ = 1 

:SCRASH2_16391
jump @SCRASH2_16801 

:SCRASH2_16398
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 825.3654 -1359.666 -2.7078 cornerB 842.8153 -1338.893 7.3875 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.1507 -1365.766 -2.7078 cornerB 831.27 -1354.908 -0.3078 
else_jump @SCRASH2_16490 
81@ = 1 

:SCRASH2_16490
jump @SCRASH2_16801 

:SCRASH2_16497
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 819.6318 -1344.258 4.9875 cornerB 842.2764 -1338.742 13.7162 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
else_jump @SCRASH2_16589 
81@ = 1 

:SCRASH2_16589
jump @SCRASH2_16801 

:SCRASH2_16596
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.7994 -1357.323 11.3391 cornerB 827.1069 -1309.406 13.7625 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
else_jump @SCRASH2_16688 
81@ = 1 

:SCRASH2_16688
jump @SCRASH2_16801 

:SCRASH2_16695
if 
  162@ == 0 
else_jump @SCRASH2_16768 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.0083 -1376.24 11.3391 cornerB 809.962 -1310.506 13.8144 
else_jump @SCRASH2_16768 
81@ = 1 

:SCRASH2_16768
jump @SCRASH2_16801 

:SCRASH2_16775
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_16801
if 
  164@ == 1 
else_jump @SCRASH2_16827 
0085: 164@ = 81@ // (int) 

:SCRASH2_16827
if 
  164@ == 1 
else_jump @SCRASH2_16877 
0085: 126@ = 54@ // (int) 
126@ += 1000 
05DD: AS_actor 86@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_16877
if 
  81@ == 1 
else_jump @SCRASH2_17027 
00A0: store_actor 86@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  108@ == 1 
else_jump @SCRASH2_16999 
if 
  80@ > 10.0 
else_jump @SCRASH2_16992 
81@ = 0 

:SCRASH2_16992
jump @SCRASH2_17027 

:SCRASH2_16999
if 
  80@ > 8.0 
else_jump @SCRASH2_17027 
81@ = 0 

:SCRASH2_17027
if 
  81@ == 1 
else_jump @SCRASH2_17238 
if 
  108@ == 0 
else_jump @SCRASH2_17140 
0085: 122@ = 54@ // (int) 
122@ += 60 
if 
  168@ == 0 
else_jump @SCRASH2_17119 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
168@ = 1 

:SCRASH2_17119
161@ = 1 
108@ = 1 
jump @SCRASH2_17231 

:SCRASH2_17140
if 
001D:   54@ > 122@ // (int) 
else_jump @SCRASH2_17231 
$8605 += 1 
if 
  $8605 > 100 
else_jump @SCRASH2_17216 
$8605 = 100 
45@ = 1 
53@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_17231 

:SCRASH2_17216
0085: 122@ = 54@ // (int) 
122@ += 60 

:SCRASH2_17231
jump @SCRASH2_17390 

:SCRASH2_17238
if 
  108@ == 1 
else_jump @SCRASH2_17307 
03EB: clear_small_messages_only 
108@ = 0 
161@ = 0 
0085: 109@ = 110@ // (int) 
0647: AS_actor 86@ clear_look_task 
0085: 122@ = 54@ // (int) 
122@ += 40 
jump @SCRASH2_17390 

:SCRASH2_17307
if 
  $8605 > 0 
else_jump @SCRASH2_17390 
if and
  122@ > 0 
001D:   54@ > 122@ // (int) 
else_jump @SCRASH2_17390 
$8605 -= 1 
if 
  0 > $8605 
else_jump @SCRASH2_17390 
$8605 = 0 
122@ = 0 

:SCRASH2_17390
return 

:SCRASH2_17392
if 
  160@ == 1 
else_jump @SCRASH2_17443 
if 
001D:   54@ > 124@ // (int) 
else_jump @SCRASH2_17443 
160@ = 0 
124@ = 0 

:SCRASH2_17443
170@ = 0 
if or
  108@ == 3 
  108@ == 1 
else_jump @SCRASH2_17482 
170@ = 1 

:SCRASH2_17482
81@ = 0 
82@ = 0 
167@ = 0 
if and
  158@ == 1 
  157@ == 1 
else_jump @SCRASH2_17640 
00A0: store_actor 86@ position_to 65@ 66@ 67@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 372.661 -2088.79 6.836 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 78@ = distance_between_XYZ 68@ 69@ 70@ and_XYZ 372.661 -2088.79 6.836 
if 
0025:   80@ > 78@ // (float) 
else_jump @SCRASH2_17640 
167@ = 1 

:SCRASH2_17640
if 
  167@ == 1 
else_jump @SCRASH2_17832 
if 
   not 108@ == 3 
else_jump @SCRASH2_17739 
if 
   not 108@ == 1 
else_jump @SCRASH2_17709 
0085: 122@ = 54@ // (int) 
122@ += 60 

:SCRASH2_17709
108@ = 3 
00BC: show_text_highpriority GXT 'SCR2_23' time 30000 flag 1  // ~s~You're spooking the ~r~reporter~s~. Get back behind him before he abandons the interview.
jump @SCRASH2_17830 

:SCRASH2_17739
if 
001D:   54@ > 122@ // (int) 
else_jump @SCRASH2_17830 
$8605 += 1 
if 
  $8605 > 100 
else_jump @SCRASH2_17815 
$8605 = 100 
45@ = 1 
53@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_17830 

:SCRASH2_17815
0085: 122@ = 54@ // (int) 
122@ += 60 

:SCRASH2_17830
return 

:SCRASH2_17832
if 
  167@ == 0 
else_jump @SCRASH2_17982 
00A0: store_actor 86@ position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  40.0 >= 80@ 
else_jump @SCRASH2_17954 
if 
  160@ == 0 
else_jump @SCRASH2_17947 
81@ = 1 

:SCRASH2_17947
jump @SCRASH2_17982 

:SCRASH2_17954
if 
  80@ >= 100.0 
else_jump @SCRASH2_17982 
82@ = 1 

:SCRASH2_17982
if 
  167@ == 0 
else_jump @SCRASH2_18052 
if 
  108@ == 3 
else_jump @SCRASH2_18052 
if and
  81@ == 0 
  82@ == 0 
else_jump @SCRASH2_18052 
03EB: clear_small_messages_only 
108@ = 0 

:SCRASH2_18052
if 
  81@ == 1 
else_jump @SCRASH2_18311 
if 
   not 108@ == 1 
else_jump @SCRASH2_18213 
0085: 122@ = 54@ // (int) 
122@ += 60 
if 
   not 108@ == 3 
else_jump @SCRASH2_18169 
if 
  168@ == 0 
else_jump @SCRASH2_18162 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
168@ = 1 

:SCRASH2_18162
jump @SCRASH2_18192 

:SCRASH2_18169
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
168@ = 1 

:SCRASH2_18192
161@ = 1 
108@ = 1 
jump @SCRASH2_18304 

:SCRASH2_18213
if 
001D:   54@ > 122@ // (int) 
else_jump @SCRASH2_18304 
$8605 += 1 
if 
  $8605 > 100 
else_jump @SCRASH2_18289 
$8605 = 100 
45@ = 1 
53@ = 7 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_18304 

:SCRASH2_18289
0085: 122@ = 54@ // (int) 
122@ += 60 

:SCRASH2_18304
jump @SCRASH2_18338 

:SCRASH2_18311
if 
  108@ == 1 
else_jump @SCRASH2_18338 
03EB: clear_small_messages_only 
108@ = 0 

:SCRASH2_18338
if 
  82@ == 1 
else_jump @SCRASH2_18388 
if and
  157@ == 1 
  158@ == 1 
else_jump @SCRASH2_18388 
82@ = 0 

:SCRASH2_18388
if 
  82@ == 1 
else_jump @SCRASH2_18638 
if 
  108@ == 0 
else_jump @SCRASH2_18461 
138@ = 21 
0085: 121@ = 54@ // (int) 
121@ += 1000 
108@ = 2 
jump @SCRASH2_18631 

:SCRASH2_18461
if 
001D:   54@ > 121@ // (int) 
else_jump @SCRASH2_18553 
138@ -= 1 
if 
  0 > 138@ 
else_jump @SCRASH2_18537 
138@ = 0 
45@ = 1 
53@ = 3 
03EB: clear_small_messages_only 
return 
jump @SCRASH2_18553 

:SCRASH2_18537
0085: 121@ = 54@ // (int) 
121@ += 1000 

:SCRASH2_18553
if and
  138@ > 10 
  80@ >= 140.0 
else_jump @SCRASH2_18597 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_18597
if 
  138@ == 10 
else_jump @SCRASH2_18631 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_18631
jump @SCRASH2_18674 

:SCRASH2_18638
if 
  108@ == 2 
else_jump @SCRASH2_18674 
03D5: remove_text 'SCR2_16'  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.
108@ = 0 

:SCRASH2_18674
if and
   not 108@ == 1 
   not 108@ == 3 
else_jump @SCRASH2_18837 
if 
  170@ == 1 
else_jump @SCRASH2_18739 
0085: 122@ = 54@ // (int) 
122@ += 40 
jump @SCRASH2_18837 

:SCRASH2_18739
if 
  $8605 > 0 
else_jump @SCRASH2_18837 
if 
001D:   54@ > 122@ // (int) 
else_jump @SCRASH2_18837 
$8605 -= 1 
if 
  0 > $8605 
else_jump @SCRASH2_18822 
$8605 = 0 
122@ = 0 
jump @SCRASH2_18837 

:SCRASH2_18822
0085: 122@ = 54@ // (int) 
122@ += 40 

:SCRASH2_18837
return 

:SCRASH2_18839
03C4: set_status_text $8605 type 1 GXT 'SCR2_52' // global_variable  // SPOOK-O-METER
return 

:SCRASH2_18857
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @SCRASH2_18906 
55@ += 1 
if 
  55@ > 2 
else_jump @SCRASH2_18904 
55@ = 0 

:SCRASH2_18904
086A: NOP 

:SCRASH2_18906
if 
  55@ == 1 
else_jump @SCRASH2_19138 
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_18956 
02E3: 78@ = car 89@ speed 
0090: $8612 = float 78@ to_integer 

:SCRASH2_18956
008A: $8606 = 42@ // (int) 
008A: $8607 = 43@ // (int) 
008A: $8608 = 40@ // (int) 
008A: $8609 = 41@ // (int) 
008A: $8610 = 54@ // (int) 
008A: $8611 = 127@ // (int) 
008A: $8613 = 129@ // (int) 
065D: NOP $8606 "M_STAGE" 
065D: NOP $8607 "M_GOALS" 
065D: NOP $8610 "M_MISSION_TIMER" 
065D: NOP $8611 "TRAIN_DISTANCE" 
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_19117 
065D: NOP $8612 "TRAIN_SPEED" 

:SCRASH2_19117
065D: NOP $8613 "PLAYER_FROM_LS" 

:SCRASH2_19138
if 
  55@ == 2 
else_jump @SCRASH2_19156 

:SCRASH2_19156
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @SCRASH2_19178 
46@ = 1 

:SCRASH2_19178
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @SCRASH2_19266 
if 
  47@ == 0 
else_jump @SCRASH2_19241 
47@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @SCRASH2_19266 

:SCRASH2_19241
47@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SCRASH2_19266
return 

:SCRASH2_19268
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @SCRASH2_19285 
return 

:SCRASH2_19285
if 
  42@ == 1 
else_jump @SCRASH2_19357 
0395: clear_area 1 at -2063.547 253.2754 34.3043 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -2063.547 253.2754 34.3043 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SCRASH2_19357
if and
  42@ == 2 
  4 > 43@ 
else_jump @SCRASH2_19608 
if 
  174@ == 0 
else_jump @SCRASH2_19475 
0395: clear_area 1 at -1944.025 135.5236 24.7109 radius 100.0 
06D8: 89@ = create_train_at -1944.025 135.5236 24.7109 type 11 direction 0 
06DC: set_train 89@ acc 0.0 
06DD: set_train 89@ speed 0.0 
174@ = 1 

:SCRASH2_19475
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_19501 
078A: 90@ = get_train 89@ carriage 1 handle 

:SCRASH2_19501
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_19529 
05CA: AS_actor 86@ enter_car 90@ passenger_seat -1 time 100 

:SCRASH2_19529
0395: clear_area 1 at -1989.161 208.5921 26.6797 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -1989.161 208.5921 26.6797 
0173: set_actor $PLAYER_ACTOR Z_angle_to 221.8946 
0085: 111@ = 54@ // (int) 
111@ += 60000 
43@ = 4 

:SCRASH2_19608
if and
  42@ == 3 
  4 > 43@ 
else_jump @SCRASH2_19755 
if 
  43@ == 1 
else_jump @SCRASH2_19694 
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_19687 
07C7: put_train 89@ at 779.9327 -1334.155 -2.534 

:SCRASH2_19687
jump @SCRASH2_19701 

:SCRASH2_19694
43@ = 4 

:SCRASH2_19701
0395: clear_area 1 at 815.0453 -1323.097 12.5036 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 815.0453 -1323.097 12.5036 
0173: set_actor $PLAYER_ACTOR Z_angle_to 187.142 

:SCRASH2_19755
if and
  42@ == 4 
  11 > 43@ 
else_jump @SCRASH2_20051 
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_19826 
00A1: put_actor 86@ at 803.7784 -1342.926 12.5469 
0173: set_actor 86@ Z_angle_to 92.3748 

:SCRASH2_19826
if 
  176@ == 1 
else_jump @SCRASH2_19897 
if 
8119:   not car 95@ wrecked 
else_jump @SCRASH2_19890 
00AB: put_car 95@ at 799.7784 -1342.926 12.5469 
0175: set_car 95@ Z_angle_to 7.9128 

:SCRASH2_19890
jump @SCRASH2_19973 

:SCRASH2_19897
0395: clear_area 1 at 799.7784 -1342.926 12.5469 radius 10.0 
00A5: 95@ = create_car 420 at 799.7784 -1342.926 12.5469 
0175: set_car 95@ Z_angle_to 7.9128 
0129: 87@ = create_actor_pedtype 4 model 18 in_car 95@ driverseat 
176@ = 1 

:SCRASH2_19973
if and
8119:   not car 89@ wrecked 
  174@ == 1 
else_jump @SCRASH2_20018 
06DD: set_train 89@ speed 30.0 
07BE: remove_references_to_train 89@ 
174@ = 0 

:SCRASH2_20018
164@ = 0 
165@ = 0 
166@ = 1 
0164: disable_marker 98@ 
43@ = 11 

:SCRASH2_20051
if 
  42@ == 5 
else_jump @SCRASH2_20230 
140@ = 366.4698 
141@ = -2030.643 
142@ = 6.6582 
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_20169 
0395: clear_area 1 at 366.4698 -2030.643 6.6582 radius 5.0 
00A1: put_actor 86@ at 366.4698 -2030.643 6.6582 
0173: set_actor 86@ Z_angle_to 179.2269 

:SCRASH2_20169
0395: clear_area 1 at 383.3648 -1930.448 6.8301 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 383.3648 -1930.448 6.8301 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4042 
43@ = 1 

:SCRASH2_20230
return 

:SCRASH2_20232
49@ += 1 
if 
  49@ > 9 
else_jump @SCRASH2_20264 
49@ = 0 

:SCRASH2_20264
return 

:SCRASH2_20266
01BD: 50@ = current_time_in_ms 
0085: 52@ = 50@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 51@ = 50@ // (int) 
005A: 54@ += 52@ // (int) 
return 

:SCRASH2_20305
42@ += 1 
43@ = 0 
40@ = 0 
41@ = 0 
return 

:SCRASH2_20335
01B4: set_player $PLAYER_CHAR can_move 0 
02E4: load_cutscene_data 'SCRASH2' 

:SCRASH2_20353
if 
86B9:   not cutscene_data_loaded 
else_jump @SCRASH2_20377 
wait 0 
jump @SCRASH2_20353 

:SCRASH2_20377
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SCRASH2_20422
if 
82E9:   not cutscene_reached_end 
else_jump @SCRASH2_20446 
wait 0 
jump @SCRASH2_20422 

:SCRASH2_20446
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SCRASH2_20460
if 
fading 
else_jump @SCRASH2_20484 
wait 0 
jump @SCRASH2_20460 

:SCRASH2_20484
02EA: end_cutscene 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
return 

:SCRASH2_20512
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @SCRASH2_20539 
wait 0 
jump @SCRASH2_20512 

:SCRASH2_20539
gosub @SCRASH2_20754 
gosub @SCRASH2_20920 
0395: clear_area 0 at -1978.85 169.6607 26.6953 radius 3.0 
00A5: 97@ = create_car 468 at -1978.85 169.6607 26.6953 
0175: set_car 97@ Z_angle_to 90.1127 
169@ = 1 
0395: clear_area 0 at -2033.339 148.6139 27.8359 radius 0.5 
03CB: set_rendering_origin_at -2033.339 148.6139 27.8359 
00A1: put_actor $PLAYER_ACTOR at -2033.339 148.6139 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
09FF: set_restart_closest_to -2026.061 148.828 27.8359 
0A45: set_rail_tracks_friction_to 0.4 
wait 1000 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
gosub @SCRASH2_20305 
return 

:SCRASH2_20754
0247: load_model 538 
0247: load_model 570 
0247: load_model 537 
0247: load_model 569 
0247: load_model 468 
0247: load_model 147 
0247: load_model 18 
0247: load_model 46 
0247: load_model 358 
0247: load_model 346 
038B: load_requested_models 

:SCRASH2_20804
if or
8248:   not model 538 available 
8248:   not model 570 available 
8248:   not model 537 available 
8248:   not model 569 available 
8248:   not model 468 available 
else_jump @SCRASH2_20851 
wait 0 
jump @SCRASH2_20804 

:SCRASH2_20851
if or
8248:   not model 147 available 
8248:   not model 18 available 
8248:   not model 46 available 
else_jump @SCRASH2_20886 
wait 0 
jump @SCRASH2_20851 

:SCRASH2_20886
if or
8248:   not model 358 available 
8248:   not model 346 available 
else_jump @SCRASH2_20918 
wait 0 
jump @SCRASH2_20886 

:SCRASH2_20918
return 

:SCRASH2_20920
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 

:SCRASH2_20937
if or
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SCRASH2_20976 
wait 0 
jump @SCRASH2_20937 

:SCRASH2_20976
return 

:SCRASH2_20978
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 53@ total_jumps 7 default_jump 0 @SCRASH2_21220 jumps 1 @SCRASH2_21059 2 @SCRASH2_21082 3 @SCRASH2_21105 4 @SCRASH2_21128 5 @SCRASH2_21151 6 @SCRASH2_21174 7 @SCRASH2_21197 

:SCRASH2_21059
00BC: show_text_highpriority GXT 'SCR2_80' time 5000 flag 1  // ~r~You're too late. The train has gone.
jump @SCRASH2_21220 

:SCRASH2_21082
00BC: show_text_highpriority GXT 'SCR2_81' time 5000 flag 1  // ~r~The reporter is dead.
jump @SCRASH2_21220 

:SCRASH2_21105
00BC: show_text_highpriority GXT 'SCR2_82' time 5000 flag 1  // ~r~You lost the reporter.
jump @SCRASH2_21220 

:SCRASH2_21128
00BC: show_text_highpriority GXT 'SCR2_83' time 5000 flag 1  // ~r~The reporter and Target have gone.
jump @SCRASH2_21220 

:SCRASH2_21151
00BC: show_text_highpriority GXT 'SCR2_84' time 5000 flag 1  // ~r~The reporter has escaped.
jump @SCRASH2_21220 

:SCRASH2_21174
00BC: show_text_highpriority GXT 'SCR2_85' time 5000 flag 1  // ~r~The Target has escaped.
jump @SCRASH2_21220 

:SCRASH2_21197
00BC: show_text_highpriority GXT 'SCR2_86' time 5000 flag 1  // ~r~You spooked the reporter.
jump @SCRASH2_21220 

:SCRASH2_21220
163@ = 1 
return 

:SCRASH2_21229
03EB: clear_small_messages_only 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SCRA_2'  // Snail Trail
030C: progress_made = 1 
$545 += 1 
0164: disable_marker $531 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
163@ = 0 
return 

:SCRASH2_21316
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SCRASH2_21421 
if 
  163@ == 1 
else_jump @SCRASH2_21421 
if 
  139@ == 0 
else_jump @SCRASH2_21382 
0555: remove_weapon 34 from_actor $PLAYER_ACTOR 
jump @SCRASH2_21421 

:SCRASH2_21382
041A: 58@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
001D:   58@ > 139@ // (int) 
else_jump @SCRASH2_21421 
017B: set_actor $PLAYER_ACTOR weapon 34 ammo_to 139@ 

:SCRASH2_21421
if and
  176@ == 1 
8119:   not car 95@ wrecked 
else_jump @SCRASH2_21451 
0216: enable_taxi 95@ light 0 

:SCRASH2_21451
if 
8118:   not actor 87@ dead 
else_jump @SCRASH2_21472 
0687: clear_actor 87@ task 

:SCRASH2_21472
if 
8118:   not actor 86@ dead 
else_jump @SCRASH2_21493 
0647: AS_actor 86@ clear_look_task 

:SCRASH2_21493
0215: destroy_pickup 103@ 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 95@ 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0249: release_model 346 
0249: release_model 358 
56@ = 0 

:SCRASH2_21535
07BE: remove_references_to_train 92@(56@,3i) 
56@ += 1 
  56@ >= 3 
else_jump @SCRASH2_21535 
if 
  174@ == 1 
else_jump @SCRASH2_21614 
if 
8119:   not car 89@ wrecked 
else_jump @SCRASH2_21614 
06DD: set_train 89@ speed 30.0 
07BE: remove_references_to_train 89@ 

:SCRASH2_21614
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0151: remove_status_text $8605 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
03E6: remove_text_box 
0249: release_model 538 
0249: release_model 570 
0249: release_model 537 
0249: release_model 569 
0249: release_model 420 
0249: release_model 468 
0249: release_model 147 
0249: release_model 18 
0249: release_model 46 
0249: release_model 358 
0249: release_model 346 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
01BD: $183 = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
091D: remove_forbidden_for_boats_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
091D: remove_forbidden_for_boats_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0A45: set_rail_tracks_friction_to -1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys

:WUZI1
thread 'WUZI1' 
gosub @WUZI1_47 
if 
wasted_or_busted 
else_jump @WUZI1_38 
gosub @WUZI1_27953 

:WUZI1_38
gosub @WUZI1_28035 
end_thread 

:WUZI1_47
239@ = 15 
240@ = 33 
241@ = 38 
242@ = 39 
243@ = 40 
244@ = 41 
245@ = 42 
273@ = 0 
054C: use_GXT_table 'WUZI1' 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
$ONMISSION = 1 
increment_mission_attempts 
if 
  79@ == 99 
else_jump @WUZI1_231 
009A: 43@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
00A5: 112@ = create_car 419 at 0.0 0.0 0.0 
062F: 165@ = create_group_type 2 
0187: 115@ = create_marker_above_actor 43@ 
0187: 117@ = create_marker_above_actor 43@ 
0187: 116@ = create_marker_above_actor 43@ 

:WUZI1_231
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @WUZI1_257 
jump @WUZI1_27971 

:WUZI1_257
if 
0735:   is_keyboard_key_pressed 88 
else_jump @WUZI1_328 
00A1: put_actor $PLAYER_ACTOR at -2175.735 653.6188 48.4453 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_328 
00A1: put_actor 43@ at -2176.735 653.6188 48.4453 

:WUZI1_328
if 
0735:   is_keyboard_key_pressed 90 
else_jump @WUZI1_399 
00A1: put_actor $PLAYER_ACTOR at -2247.749 649.4075 48.4375 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_399 
00A1: put_actor 43@ at -2246.749 649.4075 48.4375 

:WUZI1_399
0871: init_jump_table 79@ total_jumps 11 default_jump 0 @WUZI1_695 jumps 0 @WUZI1_527 1 @WUZI1_548 2 @WUZI1_569 3 @WUZI1_583 4 @WUZI1_597 5 @WUZI1_611 6 @WUZI1_625 
0872: jump_table_jumps 7 @WUZI1_639 8 @WUZI1_653 9 @WUZI1_667 10 @WUZI1_681 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 -1 @WUZI1_695 

:WUZI1_527
gosub @WUZI1_2353 
79@ = 1 
jump @WUZI1_695 

:WUZI1_548
gosub @WUZI1_1167 
79@ = 2 
jump @WUZI1_695 

:WUZI1_569
gosub @WUZI1_2631 
jump @WUZI1_695 

:WUZI1_583
gosub @WUZI1_7076 
jump @WUZI1_695 

:WUZI1_597
gosub @WUZI1_13125 
jump @WUZI1_695 

:WUZI1_611
gosub @WUZI1_13765 
jump @WUZI1_695 

:WUZI1_625
gosub @WUZI1_16449 
jump @WUZI1_695 

:WUZI1_639
gosub @WUZI1_17102 
jump @WUZI1_695 

:WUZI1_653
gosub @WUZI1_18964 
jump @WUZI1_695 

:WUZI1_667
gosub @WUZI1_19857 
jump @WUZI1_695 

:WUZI1_681
jump @WUZI1_27971 
jump @WUZI1_695 

:WUZI1_695
gosub @WUZI1_838 
gosub @WUZI1_906 
gosub @WUZI1_23144 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A0: store_actor $PLAYER_ACTOR position_to 236@ 237@ 238@ 
if or
  79@ == 2 
  79@ == 4 
  79@ == 6 
else_jump @WUZI1_804 
gosub @WUZI1_20332 
gosub @WUZI1_22819 
gosub @WUZI1_23033 
gosub @WUZI1_23142 

:WUZI1_804
if 
  44@ == 1 
else_jump @WUZI1_829 
jump @WUZI1_27953 

:WUZI1_829
jump @WUZI1_231 
return 

:WUZI1_838
if 
  45@ == 1 
else_jump @WUZI1_904 
if 
0118:   actor 43@ dead 
else_jump @WUZI1_904 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_40' time 5000 flag 1  // ~r~Woozie Died!
44@ = 1 
jump @WUZI1_27953 

:WUZI1_904
return 

:WUZI1_906
if 
  81@ == 1 
else_jump @WUZI1_1165 
if 
  80@ == 1 
else_jump @WUZI1_1029 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_1029 
if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
else_jump @WUZI1_1029 
80@ = 0 
0164: disable_marker 116@ 
0187: 116@ = create_marker_above_actor 43@ 
07E0: set_marker 116@ type_to 1 
018B: set_marker 115@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_41' time 4000 flag 1  // ~s~You left ~b~Woozie~s~ behind! Go back and get him.

:WUZI1_1029
if 
  80@ == 0 
else_jump @WUZI1_1165 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_1165 
if 
06EE:   actor 43@ in_group $PLAYER_GROUP 
else_jump @WUZI1_1096 
80@ = 1 
jump @WUZI1_1165 

:WUZI1_1096
if 
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
else_jump @WUZI1_1165 
09DD: unknown_player_group 1 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 43@ supporting_fire 0 
0164: disable_marker 116@ 
018B: set_marker 115@ radar_mode 3 
80@ = 1 

:WUZI1_1165
return 

:WUZI1_1167
199@ = 4 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0247: load_model 352 
0247: load_model 121 
0247: load_model 122 
0247: load_model 123 
0247: load_model 117 
0247: load_model 118 
0247: load_model 358 
0247: load_model 405 
0247: load_model 468 
0247: load_model 58 
04ED: load_animation "WUZI" 
07C0: load_path 169 
07C0: load_path 139 

:WUZI1_1249
if or
823D:   not special_actor 1 loaded 
8248:   not model 352 available 
8248:   not model 358 available 
8248:   not model 121 available 
8248:   not model 122 available 
8248:   not model 123 available 
else_jump @WUZI1_1297 
wait 0 
jump @WUZI1_1249 

:WUZI1_1297
if or
8248:   not model 405 available 
8248:   not model 468 available 
8248:   not model 117 available 
8248:   not model 118 available 
8248:   not model 58 available 
else_jump @WUZI1_1341 
wait 0 
jump @WUZI1_1297 

:WUZI1_1341
if or
87C1:   not path 169 available 
87C1:   not path 139 available 
else_jump @WUZI1_1373 
wait 0 
jump @WUZI1_1341 

:WUZI1_1373
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 42@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 42@ event 31 
0708: reset_decision_maker 42@ event 9 
0708: reset_decision_maker 42@ event 49 
0708: reset_decision_maker 42@ event 15 
0709: set_decision_maker 42@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 42@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
if 
03CA:   object $4053 exists 
else_jump @WUZI1_1529 
0108: destroy_object $4053 

:WUZI1_1529
029B: $4053 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $4053 destructible 0 
0249: release_model #CT_GATEXR 
029B: 76@ = init_object #CT_STALL1 at -2213.413 640.908 48.43 
0177: set_object 76@ Z_angle_to 90.0 
029B: 66@ = init_object #CT_TABLE at -2201.436 647.109 48.413 
029B: 57@ = init_object #CHINATGARAGEDOOR at -2184.415 711.556 54.523 
029B: 58@ = init_object #CHINATGARAGEDOOR at -2178.87 711.556 54.523 
029B: 53@ = init_object #TMP_BIN at -2183.968 647.055 49.185 
029B: 54@ = init_object #TMP_BIN at -2172.813 654.019 49.185 
029B: 55@ = init_object #TMP_BIN at -2172.813 649.293 49.185 
0177: set_object 54@ Z_angle_to 270.0 
0177: set_object 55@ Z_angle_to 270.0 
0177: set_object $4053 Z_angle_to 0.0 
03C7: set_sensitivity_to_crime 0.2 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
81@ = 1 
06D0: enable_emergency_traffic 0 
85@ = 99 
209@ = -2199.0 
213@ = 645.4869 
217@ = 48.4453 
221@ = -2194.68 
225@ = 646.1572 
229@ = 48.4453 
210@ = -2199.0 
214@ = 640.8279 
218@ = 48.4453 
222@ = -2194.043 
226@ = 638.7194 
230@ = 48.4453 
211@ = -2195.839 
215@ = 635.439 
219@ = 48.4453 
223@ = -2189.367 
227@ = 636.7801 
231@ = 48.4453 
212@ = -2213.005 
216@ = 638.9453 
220@ = 48.4459 
224@ = -2204.778 
228@ = 639.4221 
232@ = 48.4453 
009A: 43@ = create_actor_pedtype 25 model 290 at -2155.462 645.8904 51.3516 
0085: 749@ = 43@ // (int) 
45@ = 1 
01B2: give_actor 43@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B9: set_actor 43@ armed_weapon_to 0 
0173: set_actor 43@ Z_angle_to 180.0 
0223: set_actor 43@ health_to 250 
08AF: set_actor 43@ max_health_to 250 
169@ = 250 
0446: set_actor 43@ dismemberment_possible 0 
0296: unload_special_actor 1 
018A: 115@ = create_checkpoint_at -2244.995 642.8972 48.4077 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @WUZI1_2203 
00A1: put_actor $PLAYER_ACTOR at -2155.266 645.0895 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:WUZI1_2203
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_2268 
0245: set_actor 43@ walk_style_to "BLINDMAN" 
060B: set_actor 43@ decision_maker_to 42@ 
0568: set_actor 43@ untargetable 1 
09DD: unknown_player_group 1 
0631: put_actor 43@ in_group $PLAYER_GROUP 
80@ = 1 

:WUZI1_2268
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord -2155.266 645.0895 51.3516 angle 270.0 
04E4: refresh_game_renderer_at -2155.0 645.0 
fade 1 1000 
03CB: set_rendering_origin_at -2155.266 645.0895 51.3 
79@ = 2 
50@ = 0 
return 

:WUZI1_2353
054C: use_GXT_table 'WUZI1' 
01B4: set_player $PLAYER_CHAR can_move 0 
select_interior 1 
02E4: load_cutscene_data 'WOOZI1A' 

:WUZI1_2386
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI1_2410 
wait 0 
jump @WUZI1_2386 

:WUZI1_2410
02E7: start_cutscene 
fade 1 1000 

:WUZI1_2419
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI1_2443 
wait 0 
jump @WUZI1_2419 

:WUZI1_2443
if 
08D0:   should_skip_cutscene 
else_jump @WUZI1_2463 
246@ = 1 

:WUZI1_2463
fade 0 0 

:WUZI1_2469
if 
fading 
else_jump @WUZI1_2493 
wait 0 
jump @WUZI1_2469 

:WUZI1_2493
02EA: end_cutscene 
if 
  246@ == 0 
else_jump @WUZI1_2613 
02E4: load_cutscene_data 'WOOZI1B' 

:WUZI1_2524
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI1_2548 
wait 0 
jump @WUZI1_2524 

:WUZI1_2548
02E7: start_cutscene 
fade 1 1000 

:WUZI1_2557
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI1_2581 
wait 0 
jump @WUZI1_2557 

:WUZI1_2581
fade 0 0 

:WUZI1_2587
if 
fading 
else_jump @WUZI1_2611 
wait 0 
jump @WUZI1_2587 

:WUZI1_2611
02EA: end_cutscene 

:WUZI1_2613
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
return 

:WUZI1_2631
if 
  46@ == 0 
else_jump @WUZI1_3754 
if 
  83@ == 0 
else_jump @WUZI1_2724 
645@ = 1 
646@ = 2 
83@ = 1 
if 
03CA:   object $4053 exists 
else_jump @WUZI1_2724 
0453: set_object $4053 XYZ_rotation 0.0 0.0 330.0 

:WUZI1_2724
if 
  83@ == 1 
else_jump @WUZI1_2783 
if 
  645@ == 0 
else_jump @WUZI1_2783 
00BB: show_text_lowpriority GXT 'WZ1_1' time 8000 flag 1  // ~s~Take Woozie to the Tong ~y~meeting~s~.
83@ = 2 

:WUZI1_2783
if 
  83@ == 2 
else_jump @WUZI1_3754 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  51@ == 0 
else_jump @WUZI1_2871 
if or
  627.0 > $69 
  $69 > 657.0 
else_jump @WUZI1_2871 
51@ = 1 

:WUZI1_2871
if 
  51@ == 1 
else_jump @WUZI1_2928 
if 
  645@ == 0 
else_jump @WUZI1_2928 
645@ = 3 
646@ = 2 
51@ = 2 

:WUZI1_2928
if 
  51@ == 2 
else_jump @WUZI1_2974 
if 
  -2164.0 > $68 
else_jump @WUZI1_2974 
51@ = 3 

:WUZI1_2974
if 
  51@ == 3 
else_jump @WUZI1_3031 
if 
  645@ == 0 
else_jump @WUZI1_3031 
645@ = 5 
646@ = 3 
51@ = 4 

:WUZI1_3031
if 
  51@ == 4 
else_jump @WUZI1_3087 
if and
  707.0 > $69 
  $69 > 587.0 
else_jump @WUZI1_3087 
51@ = 5 

:WUZI1_3087
if 
  51@ == 5 
else_jump @WUZI1_3144 
if 
  645@ == 0 
else_jump @WUZI1_3144 
645@ = 9 
646@ = 2 
51@ = 6 

:WUZI1_3144
if 
  51@ == 7 
else_jump @WUZI1_3193 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_3193 
0633: AS_actor $PLAYER_ACTOR exit_car 
51@ = 8 

:WUZI1_3193
if 
  51@ == 8 
else_jump @WUZI1_3303 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @WUZI1_3269 
01B4: set_player $PLAYER_CHAR can_move 1 
51@ = 11 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_3262 
06C9: remove_actor 43@ from_group 

:WUZI1_3262
jump @WUZI1_3303 

:WUZI1_3269
062E: get_actor $PLAYER_ACTOR task 1587 status_store_to 203@ // ret 7 if not found 
if 
04A4:   203@ == 7 // == constant 
else_jump @WUZI1_3303 
0633: AS_actor $PLAYER_ACTOR exit_car 

:WUZI1_3303
if 
  247@ == 1 
else_jump @WUZI1_3367 
if and
  644@ == 1 
  645@ == 0 
else_jump @WUZI1_3367 
645@ = 11 
646@ = 2 
247@ = 2 

:WUZI1_3367
if 
  247@ == 2 
else_jump @WUZI1_3440 
if and
  644@ == 1 
  645@ == 0 
else_jump @WUZI1_3440 
00BB: show_text_lowpriority GXT 'WZ1_B4' time 5000 flag 1  // ~s~Stick close to ~b~Woozie~s~.
46@ = 1 
247@ = 3 

:WUZI1_3440
if 
  7 > 51@ 
else_jump @WUZI1_3754 
if 
  80@ == 1 
else_jump @WUZI1_3754 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_3754 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2248.077 651.3163 48.3815 radius 4.0 4.0 4.0 
else_jump @WUZI1_3754 
if 
80FE:   not actor 43@ sphere 0 in_sphere -2248.077 651.3163 48.3815 radius 6.0 6.0 6.0 
else_jump @WUZI1_3611 
00BC: show_text_highpriority GXT 'WZ1_2' time 1000 flag 1  // ~s~Wait for Woozie.
jump @WUZI1_3754 

:WUZI1_3611
247@ = 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_3728 
0811: $47 = actor $PLAYER_ACTOR used_car 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 600 
0085: 167@ = 40@ // (int) 
167@ += 600 
if 
00DF:   actor 43@ driving 
else_jump @WUZI1_3728 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_3728
644@ = 6 
0164: disable_marker 115@ 
51@ = 7 
81@ = 0 

:WUZI1_3754
if 
  46@ == 1 
else_jump @WUZI1_3878 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @WUZI1_3878 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_3878 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 300 ms 
05F5: AS_actor -1 goto_point_using_paths -2244.439 643.4277 48.4375 mode 4 time -2 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
261@ = 20 
46@ = 2 

:WUZI1_3878
if 
  46@ == 2 
else_jump @WUZI1_7074 
if 
  248@ == 0 
else_jump @WUZI1_4389 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  646.0 > $69 
else_jump @WUZI1_4389 
0376: 251@ = create_random_actor_at -2182.969 645.0695 48.4453 
0376: 252@ = create_random_actor_at -2183.643 642.2832 48.4453 
0376: 253@ = create_random_actor_at -2190.507 636.5036 48.4429 
0376: 254@ = create_random_actor_at -2200.647 641.6252 48.4429 
0376: 255@ = create_random_actor_at -2200.622 642.8997 48.4429 
0376: 256@ = create_random_actor_at -2223.243 644.5712 48.4448 
0376: 257@ = create_random_actor_at -2235.814 642.5659 48.4472 
0085: 258@ = 40@ // (int) 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 140@ 
0618: assign_actor 251@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
05D3: AS_actor 252@ goto_point -2190.978 646.0287 48.4453 mode 4 time -2 ms // versionA 
05D3: AS_actor 253@ goto_point -2192.964 644.2189 48.4453 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 140@ 
0639: AS_actor -1 rotate_to_actor 255@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 140@ 
0618: assign_actor 254@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0615: define_AS_pack_begin 140@ 
0639: AS_actor -1 rotate_to_actor 254@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 140@ 
0618: assign_actor 255@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
05D3: AS_actor 256@ goto_point -2200.941 644.4352 48.4429 mode 4 time -2 ms // versionA 
05D3: AS_actor 257@ goto_point -2213.171 638.7413 48.4496 mode 4 time -2 ms // versionA 
248@ = 1 

:WUZI1_4389
if 
  248@ > 0 
else_jump @WUZI1_5233 
0085: 259@ = 40@ // (int) 
0062: 259@ -= 258@ // (int) 
if 
  260@ == 0 
else_jump @WUZI1_4511 
if 
  259@ > 3500 
else_jump @WUZI1_4511 
if 
8118:   not actor 252@ dead 
else_jump @WUZI1_4504 
05DC: AS_actor 252@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4504
260@ = 1 

:WUZI1_4511
if 
  260@ == 1 
else_jump @WUZI1_4657 
if 
  259@ > 6000 
else_jump @WUZI1_4657 
if 
8118:   not actor 253@ dead 
else_jump @WUZI1_4650 
0615: define_AS_pack_begin 140@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 5000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 140@ 
0618: assign_actor 253@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_4650
260@ = 2 

:WUZI1_4657
if 
  260@ == 2 
else_jump @WUZI1_4745 
if 
  259@ > 9000 
else_jump @WUZI1_4745 
if 
8118:   not actor 254@ dead 
else_jump @WUZI1_4738 
05DC: AS_actor 254@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4738
260@ = 3 

:WUZI1_4745
if 
  260@ == 3 
else_jump @WUZI1_4891 
if 
  259@ > 8000 
else_jump @WUZI1_4891 
if 
8118:   not actor 255@ dead 
else_jump @WUZI1_4884 
0615: define_AS_pack_begin 140@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 3000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 140@ 
0618: assign_actor 255@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_4884
260@ = 4 

:WUZI1_4891
if 
  260@ == 4 
else_jump @WUZI1_4979 
if 
  259@ > 10000 
else_jump @WUZI1_4979 
if 
8118:   not actor 256@ dead 
else_jump @WUZI1_4972 
05DC: AS_actor 256@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_4972
260@ = 5 

:WUZI1_4979
if 
  260@ == 5 
else_jump @WUZI1_5067 
if 
  259@ > 12000 
else_jump @WUZI1_5067 
if 
8118:   not actor 257@ dead 
else_jump @WUZI1_5060 
05DC: AS_actor 257@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_5060
260@ = 6 

:WUZI1_5067
if 
  260@ == 6 
else_jump @WUZI1_5233 
if 
  259@ > 52000 
else_jump @WUZI1_5233 
138@ = 0 

:WUZI1_5113
if 
  7 > 138@ 
else_jump @WUZI1_5226 
if 
8118:   not actor 251@(138@,7i) dead 
else_jump @WUZI1_5212 
05B9: AS_actor 251@(138@,7i) stay_idle 1 ms 
01C2: remove_references_to_actor 251@(138@,7i) // Like turning an actor into a random pedestrian 
05DE: AS_actor 251@(138@,7i) walk_around_ped_path 
022B: create_forbidden_for_peds_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 

:WUZI1_5212
138@ += 1 
jump @WUZI1_5113 

:WUZI1_5226
260@ = 7 

:WUZI1_5233
if 
  248@ == 1 
else_jump @WUZI1_5535 
if and
  259@ > 12000 
  22000 > 259@ 
else_jump @WUZI1_5535 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_5535 
00A0: store_actor 43@ position_to $72 $73 $74 
if and
  $72 > -2240.276 
  -2227.0 > $72 
else_jump @WUZI1_5535 
if 
0104:   actor 43@ near_actor $PLAYER_ACTOR radius 8.0 8.0 8.0 sphere 0 
else_jump @WUZI1_5535 
0687: clear_actor 43@ task 
05B9: AS_actor 43@ stay_idle 1 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 140@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
645@ = 69 
646@ = 4 
248@ = 2 
261@ = 21 

:WUZI1_5535
if 
  261@ == 1 
else_jump @WUZI1_5786 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_5786 
062E: get_actor 43@ task -1 status_store_to 166@ // ret 7 if not found 
if 
04A4:   166@ == 7 // == constant 
else_jump @WUZI1_5786 
if and
  645@ == 0 
  644@ == 1 
else_jump @WUZI1_5786 
0615: define_AS_pack_begin 140@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2214.083 641.1605 48.4489 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0708: reset_decision_maker 42@ event 44 
645@ = 73 
646@ = 3 
261@ = 20 

:WUZI1_5786
if 
  261@ == 20 
else_jump @WUZI1_6150 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_6150 
062E: get_actor 43@ task -1 status_store_to 166@ // ret 7 if not found 
if 
04A4:   166@ == 7 // == constant 
else_jump @WUZI1_6150 
if and
  645@ == 0 
  644@ == 1 
else_jump @WUZI1_6150 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
if 
0104:   actor 43@ near_actor $PLAYER_ACTOR radius 13.0 13.0 10.0 sphere 0 
else_jump @WUZI1_5976 
262@ = 1 
jump @WUZI1_5983 

:WUZI1_5976
262@ = 0 

:WUZI1_5983
0615: define_AS_pack_begin 140@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
  262@ == 1 
else_jump @WUZI1_6096 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3500 

:WUZI1_6096
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0708: reset_decision_maker 42@ event 44 
645@ = 73 
646@ = 3 
261@ = 21 

:WUZI1_6150
if 
  261@ == 21 
else_jump @WUZI1_6488 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_6488 
062E: get_actor 43@ task 1560 status_store_to 166@ // ret 7 if not found 
00A0: store_actor 43@ position_to $72 $73 $74 
if 
  $72 > -2181.276 
else_jump @WUZI1_6292 
0615: define_AS_pack_begin 140@ 
05D3: AS_actor -1 goto_point -2172.958 644.4861 48.4453 mode 6 time -2 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
261@ = 22 

:WUZI1_6292
if and
  -2243.0 > $72 
  265@ == 1 
else_jump @WUZI1_6435 
265@ = 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2244.831 643.3638 48.439 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_6435
if 
  $72 > -2240.0 
else_jump @WUZI1_6488 
if or
  265@ == 0 
  265@ == 2 
else_jump @WUZI1_6488 
265@ = 1 

:WUZI1_6488
if 
  261@ == 22 
else_jump @WUZI1_6633 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_6633 
062E: get_actor 43@ task 1560 status_store_to 166@ // ret 7 if not found 
if 
04A4:   166@ == 1 // == constant 
else_jump @WUZI1_6633 
if 
  263@ == 0 
else_jump @WUZI1_6633 
0646: unknown_get_actor 43@ task_1560_status_store_to 140@ // similar to 062E 
if or
  140@ == 1 
04A4:   166@ == 7 // == constant 
else_jump @WUZI1_6633 
09D5: play_sound_of_actor 43@ soundslot 345 unknown_flags 1 0 0 as 264@ // extended 0947 
261@ = 23 
263@ = 1 

:WUZI1_6633
if 
  261@ == 23 
else_jump @WUZI1_6784 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_6784 
062E: get_actor 43@ task 1560 status_store_to 166@ // ret 7 if not found 
if 
04A4:   166@ == 7 // == constant 
else_jump @WUZI1_6784 
0615: define_AS_pack_begin 140@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 4000 ms 
05D3: AS_actor -1 goto_point -2176.184 653.9911 48.4453 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
645@ = 78 
646@ = 4 
261@ = 10 

:WUZI1_6784
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_7074 
if 
  86@ == 0 
else_jump @WUZI1_6856 
if 
80DF:   not actor 43@ driving 
else_jump @WUZI1_6856 
0187: 116@ = create_marker_above_actor 43@ 
07E0: set_marker 116@ type_to 1 
86@ = 1 

:WUZI1_6856
if and
  645@ == 0 
  644@ == 1 
else_jump @WUZI1_7074 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2175.872 659.7667 49.4793 radius 6.0 6.0 6.0 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2191.513 711.8201 63.4591 cornerB -2171.859 648.7307 48.1132 
else_jump @WUZI1_7074 
79@ = 3 
50@ = 0 
0085: 274@ = 40@ // (int) 
274@ += 1500 
06C9: remove_actor 43@ from_group 
0164: disable_marker 116@ 
138@ = 0 

:WUZI1_7013
if 
  7 > 138@ 
else_jump @WUZI1_7074 
if 
056D:   actor 251@(138@,7i) defined 
else_jump @WUZI1_7060 
009B: destroy_actor 251@(138@,7i) 

:WUZI1_7060
138@ += 1 
jump @WUZI1_7013 

:WUZI1_7074
return 

:WUZI1_7076
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
  100@ == 1 
else_jump @WUZI1_7122 

:WUZI1_7122
if 
  47@ == 0 
else_jump @WUZI1_7167 
47@ = 1 
if 
08D0:   should_skip_cutscene 
else_jump @WUZI1_7167 
48@ = 1 

:WUZI1_7167
if 
08D0:   should_skip_cutscene 
else_jump @WUZI1_7245 
if 
  48@ == 0 
else_jump @WUZI1_7238 
if 
001D:   40@ > 274@ // (int) 
else_jump @WUZI1_7238 
50@ = 13 
167@ = 0 
644@ = 6 

:WUZI1_7238
jump @WUZI1_7270 

:WUZI1_7245
if 
  48@ == 1 
else_jump @WUZI1_7270 
48@ = 0 

:WUZI1_7270
if 
  50@ == 0 
else_jump @WUZI1_8397 
041D: set_camera_near_clip 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 0 
0470: 204@ = actor $PLAYER_ACTOR current_weapon 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2172.251 660.9875 48.5695 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.039 660.4017 48.7593 switchstyle 2 
07F7: set_object $4053 destructible 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
07C0: load_path 169 
00A5: 108@ = create_car 405 at -2183.575 705.0761 52.8984 
00A5: 107@ = create_car 405 at -2174.429 703.2332 52.8918 
0175: set_car 107@ Z_angle_to 218.7637 
0175: set_car 108@ Z_angle_to 347.2325 
0519: set_car 107@ locked 1 
0519: set_car 108@ locked 1 
073C: car 107@ damage_componentB 0 
073C: car 107@ damage_componentB 0 
073C: car 107@ damage_componentB 0 
073C: car 107@ damage_componentB 3 
073C: car 107@ damage_componentB 3 
073C: car 107@ damage_componentB 3 
073C: car 107@ damage_componentB 5 
073C: car 107@ damage_componentB 1 
073C: car 107@ damage_componentB 1 
073C: car 107@ damage_componentB 1 
073C: car 107@ damage_componentB 2 
073C: car 107@ damage_componentB 2 
0730: car 107@ damage_door 1 
0730: car 107@ damage_door 1 
0730: car 107@ damage_door 5 
0730: car 107@ damage_door 4 
0730: car 107@ damage_door 4 
0730: car 107@ damage_door 1 
0730: car 107@ damage_door 1 
0730: car 107@ damage_door 5 
073C: car 108@ damage_componentB 0 
073C: car 108@ damage_componentB 0 
073C: car 108@ damage_componentB 3 
073C: car 108@ damage_componentB 3 
073C: car 108@ damage_componentB 5 
0730: car 108@ damage_door 1 
0730: car 108@ damage_door 1 
0730: car 108@ damage_door 5 
073C: car 108@ damage_componentB 1 
073C: car 108@ damage_componentB 1 
073C: car 108@ damage_componentB 0 
073C: car 108@ damage_componentB 0 
073C: car 108@ damage_componentB 2 
073C: car 108@ damage_componentB 2 
0730: car 108@ damage_door 1 
0730: car 108@ damage_door 1 
0730: car 108@ damage_door 5 
0657: car 107@ open_door 3 
0657: car 107@ open_door 5 
0657: car 108@ open_door 3 
04FE: deflate_tire 1 on_car 108@ 
04E1: open_and_freeze_car_trunk 108@ 
067F: set_car 107@ lights 2 
08CB: explode_car 107@ shake 0 effect 0 sound 0 
08CB: explode_car 108@ shake 0 effect 0 sound 0 
0395: clear_area 0 at -2180.443 703.3992 55.7186 radius 20.0 
0395: clear_area 0 at -2175.947 660.2386 49.7032 radius 10.0 
02CF: 266@ = create_fire_at -2183.575 705.0761 52.8984 propagation 3 size 2 
02CF: 267@ = create_fire_at -2174.429 703.2332 52.8918 propagation 5 size 2 
0828: set_max_fire_generations 0 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_8342 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at -2176.33 654.2678 48.4453 
00A1: put_actor $PLAYER_ACTOR at -2175.33 653.2678 48.4453 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 
0173: set_actor 43@ Z_angle_to 270.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2173.952 657.6135 49.8762 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 140@ 
05D3: AS_actor -1 goto_point -2174.469 658.379 48.4453 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 72.0 
0605: actor -1 perform_animation "WUZI_GREET_WUZI" IFP "WUZI" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
762@ = 1 
$8615 = 1 
293@ = 15 
337@ = 12 
297@ = 395 
298@ = 4202 
299@ = 7380 
300@ = 13000 
301@ = 14516 
302@ = 17352 
303@ = 19617 
304@ = 21861 
305@ = 23540 
306@ = 26894 
307@ = 28934 
308@ = 33619 
317@ = 15 
318@ = 16 
319@ = 17 
320@ = 18 
321@ = 19 
322@ = 20 
323@ = 21 
324@ = 22 
325@ = 23 
326@ = 24 
327@ = 25 
328@ = 26 

:WUZI1_8342
03BA: clear_cars_from_cube_cornerA -2168.531 717.8694 68.3455 cornerB -2254.379 608.9255 44.7364 
0085: 167@ = 40@ // (int) 
167@ += 7880 
50@ = 1 

:WUZI1_8397
if 
  50@ == 1 
else_jump @WUZI1_8621 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_8621 
05D6: clear_scmpath 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_8517 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
05D7: add_point_to_scmpath -2175.389 658.0797 48.4453 
0615: define_AS_pack_begin 140@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_8517
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2174.71 658.746 48.4453 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 1200 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0085: 167@ = 40@ // (int) 
167@ += 3000 
50@ = 2 
100@ = 1 

:WUZI1_8621
if 
  50@ == 2 
else_jump @WUZI1_8665 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_8665 
50@ = 3 

:WUZI1_8665
if 
  50@ == 3 
else_jump @WUZI1_9096 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_9096 
015F: set_camera_position -2176.838 696.095 53.828 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.171 693.774 54.725 switchstyle 2 
009A: 142@ = create_actor_pedtype 4 model 117 at -2177.462 698.151 52.923 
009A: 143@ = create_actor_pedtype 4 model 118 at -2182.442 704.3199 52.8984 
009A: 144@ = create_actor_pedtype 4 model 117 at -2176.552 702.9572 52.8984 
009A: 145@ = create_actor_pedtype 4 model 118 at -2178.468 707.6988 52.8971 
0173: set_actor 142@ Z_angle_to 77.5 
0173: set_actor 143@ Z_angle_to 229.921 
0173: set_actor 144@ Z_angle_to 148.6859 
0173: set_actor 145@ Z_angle_to 12.4516 
0249: release_model 117 
0249: release_model 118 
05BE: AS_actor 143@ die 
05BE: AS_actor 144@ die 
05BE: AS_actor 145@ die 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_9073 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 43@ 
00A1: put_actor $PLAYER_ACTOR at -2177.034 690.892 52.9 
00A1: put_actor 43@ at -2177.995 690.775 52.9 
0173: set_actor 43@ Z_angle_to 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0605: actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 
0605: actor 43@ perform_animation "CS_WUZI_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 

:WUZI1_9073
50@ = 4 
0085: 167@ = 40@ // (int) 
167@ += 3000 

:WUZI1_9096
if 
  50@ == 4 
else_jump @WUZI1_9255 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_9255 
if 
8118:   not actor 142@ dead 
else_jump @WUZI1_9255 
00A1: put_actor 142@ at -2177.602 698.151 53.0 
0173: set_actor 142@ Z_angle_to 77.5 
0812: AS_actor 142@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 142@ locked 1 
0619: enable_actor 142@ collision_detection 0 
0085: 167@ = 40@ // (int) 
167@ += 766 
50@ = 5 

:WUZI1_9255
if 
  50@ == 5 
else_jump @WUZI1_9520 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_9520 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_9520 
50@ = 6 
015F: set_camera_position -2178.133 693.2726 54.0799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.13 694.2693 54.0 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2177.034 694.913 52.87 
00A1: put_actor 43@ at -2177.994 696.476 52.87 
0173: set_actor 43@ Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 43@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0812: AS_actor 43@ perform_animation "CS_WUZI_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0085: 167@ = 40@ // (int) 
167@ += 2234 

:WUZI1_9520
if 
  50@ == 6 
else_jump @WUZI1_9669 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_9669 
if 
8118:   not actor 142@ dead 
else_jump @WUZI1_9669 
00A1: put_actor 142@ at -2177.602 698.151 53.0 
0812: AS_actor 142@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 142@ locked 1 
0619: enable_actor 142@ collision_detection 0 
0085: 167@ = 40@ // (int) 
167@ += 3833 
50@ = 7 

:WUZI1_9669
if 
  50@ == 7 
else_jump @WUZI1_10084 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_10084 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_10084 
015F: set_camera_position -2177.798 695.7769 54.2318 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.627 696.7596 54.3015 switchstyle 2 
0085: 167@ = 40@ // (int) 
167@ += 3000 
50@ = 8 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_9822 
01B2: give_actor 43@ weapon 28 ammo 5000 // Load the weapon model before using this 

:WUZI1_9822
00A5: 109@ = create_car 405 at -2177.524 642.8537 48.4453 
100@ = 0 
0177: set_object $4053 Z_angle_to 0.0 
0129: 146@ = create_actor_pedtype 24 model 121 in_car 109@ driverseat 
01C8: 147@ = create_actor_pedtype 24 model 122 in_car 109@ passenger_seat 0 
01C8: 148@ = create_actor_pedtype 24 model 123 in_car 109@ passenger_seat 1 
01C8: 149@ = create_actor_pedtype 24 model 122 in_car 109@ passenger_seat 2 
01B2: give_actor 146@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 147@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 146@ weapon_accuracy_to 60 
02E2: set_actor 147@ weapon_accuracy_to 60 
02E2: set_actor 148@ weapon_accuracy_to 60 
02E2: set_actor 149@ weapon_accuracy_to 60 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
04BA: set_car 109@ speed_to 20.0 
060B: set_actor 146@ decision_maker_to 42@ 
060B: set_actor 147@ decision_maker_to 42@ 
060B: set_actor 148@ decision_maker_to 42@ 
060B: set_actor 149@ decision_maker_to 42@ 
009A: 164@ = create_actor_pedtype 4 model 117 at -2180.265 712.9368 52.905 
0085: 750@ = 164@ // (int) 
0173: set_actor 164@ Z_angle_to 180.0 

:WUZI1_10084
if 
  50@ == 8 
else_jump @WUZI1_10212 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_10212 
if 
8118:   not actor 164@ dead 
else_jump @WUZI1_10212 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_10171 
01B9: set_actor 43@ armed_weapon_to 28 
0635: AS_actor 43@ aim_at_actor 164@ 4000 ms 

:WUZI1_10171
0635: AS_actor $PLAYER_ACTOR aim_at_actor 164@ 4000 ms 
0085: 167@ = 40@ // (int) 
167@ += 2000 
50@ = 9 
268@ = 1 

:WUZI1_10212
if 
  50@ == 9 
else_jump @WUZI1_10422 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_10422 
if 
8118:   not actor 164@ dead 
else_jump @WUZI1_10398 
05C4: AS_actor 164@ hands_up 5000 ms 
0615: define_AS_pack_begin 140@ 
05B9: AS_actor -1 stay_idle 6000 ms 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 140@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0085: 167@ = 40@ // (int) 
167@ += 8000 
50@ = 10 
271@ = 3 
0085: 270@ = 40@ // (int) 
270@ += 8500 
269@ = 1 

:WUZI1_10398
04AF: 289@ = 28000 // = constant 
0085: 291@ = 40@ // (int) 
291@ += 6000 

:WUZI1_10422
if 
  268@ == 1 
else_jump @WUZI1_10585 
if 
  271@ == 0 
else_jump @WUZI1_10485 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
271@ = 1 

:WUZI1_10485
if 
034E: move_object 58@ to -2178.87 711.556 57.523 speed 0.0 0.0 0.08 collision_check 0 
else_jump @WUZI1_10585 
if 
  271@ == 1 
else_jump @WUZI1_10585 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
271@ = 2 
268@ = 2 

:WUZI1_10585
if 
  269@ == 1 
else_jump @WUZI1_10629 
if 
001D:   40@ > 270@ // (int) 
else_jump @WUZI1_10629 
269@ = 2 

:WUZI1_10629
if 
  269@ == 2 
else_jump @WUZI1_10785 
if 
  271@ == 3 
else_jump @WUZI1_10692 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
271@ = 4 

:WUZI1_10692
if 
034E: move_object 58@ to -2178.87 711.556 54.523 speed 0.0 0.0 0.08 collision_check 0 
else_jump @WUZI1_10785 
if 
  271@ == 4 
else_jump @WUZI1_10785 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
271@ = 5 

:WUZI1_10785
if 
  50@ == 10 
else_jump @WUZI1_10845 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_10845 
0085: 167@ = 40@ // (int) 
167@ += 1000 
50@ = 11 

:WUZI1_10845
if 
  50@ == 11 
else_jump @WUZI1_11015 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_11015 
015F: set_camera_position -2172.674 674.1689 53.0772 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.268 673.4052 52.8255 switchstyle 2 
if 
8118:   not actor 142@ dead 
else_jump @WUZI1_10956 
0223: set_actor 142@ health_to 0 

:WUZI1_10956
if and
8119:   not car 109@ wrecked 
8118:   not actor 146@ dead 
else_jump @WUZI1_10985 
05EB: assign_car 109@ to_path 169 

:WUZI1_10985
07F7: set_object $4053 destructible 1 
50@ = 14 
0085: 167@ = 40@ // (int) 
167@ += 600 

:WUZI1_11015
if 
  50@ == 14 
else_jump @WUZI1_11102 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_11102 
0723: break_object $4053 intensity 0 
097A: play_audio_at -2177.422 662.1031 51.0185 event 1141 
50@ = 12 
0085: 167@ = 40@ // (int) 
167@ += 2800 

:WUZI1_11102
if 
  50@ == 12 
else_jump @WUZI1_11235 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_11235 
if 
8118:   not actor 146@ dead 
else_jump @WUZI1_11235 
if 
8119:   not car 109@ wrecked 
else_jump @WUZI1_11235 
068B: set_car 109@ all_disembark 
50@ = 13 
0085: 167@ = 40@ // (int) 
167@ += 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.472 676.4617 48.8898 
05D7: add_point_to_scmpath -2178.472 695.4617 52.8898 

:WUZI1_11235
if 
  50@ == 13 
else_jump @WUZI1_11400 
if 
8118:   not actor 146@ dead 
else_jump @WUZI1_11351 
if 
80DF:   not actor 146@ driving 
else_jump @WUZI1_11351 
062E: get_actor 146@ task 1560 status_store_to 166@ // ret 7 if not found 
if 
04A4:   166@ == 7 // == constant 
else_jump @WUZI1_11351 
0615: define_AS_pack_begin 140@ 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 146@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_11351
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_11400 
50@ = 15 
fade 0 1000 
0085: 167@ = 40@ // (int) 
167@ += 1000 

:WUZI1_11400
if 
  50@ == 15 
else_jump @WUZI1_13123 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_13123 
100@ = 0 
if 
03CA:   object $4053 exists 
else_jump @WUZI1_11465 
0108: destroy_object $4053 

:WUZI1_11465
if 
8119:   not car 109@ wrecked 
else_jump @WUZI1_11511 
00AB: put_car 109@ at -2174.727 673.9934 51.8769 
0175: set_car 109@ Z_angle_to 337.6978 

:WUZI1_11511
0247: load_model 117 
0247: load_model 118 
07C0: load_path 169 

:WUZI1_11524
if or
8248:   not model 117 available 
8248:   not model 118 available 
87C1:   not path 169 available 
else_jump @WUZI1_11559 
wait 0 
jump @WUZI1_11524 

:WUZI1_11559
if 
0119:   car 109@ wrecked 
else_jump @WUZI1_11598 
00A5: 109@ = create_car 405 at -2174.727 673.9934 51.8769 

:WUZI1_11598
if 
8119:   not car 109@ wrecked 
else_jump @WUZI1_11643 
if 
860E:   not car 109@ assigned_to_path 
else_jump @WUZI1_11638 
05EB: assign_car 109@ to_path 169 

:WUZI1_11638
06C5: release_car 109@ from_path 

:WUZI1_11643
009B: destroy_actor 146@ 
009B: destroy_actor 147@ 
009B: destroy_actor 148@ 
009B: destroy_actor 149@ 
if 
8118:   not actor 146@ dead 
else_jump @WUZI1_11749 
if 
00DF:   actor 146@ driving 
else_jump @WUZI1_11722 
0362: remove_actor 146@ from_car_and_place_at -2176.649 669.7497 50.7274 
jump @WUZI1_11742 

:WUZI1_11722
00A1: put_actor 146@ at -2176.649 669.7497 50.7274 

:WUZI1_11742
jump @WUZI1_11773 

:WUZI1_11749
009A: 146@ = create_actor_pedtype 24 model 121 at -2176.649 669.7497 50.7274 

:WUZI1_11773
0173: set_actor 146@ Z_angle_to 34.4985 
if 
8118:   not actor 147@ dead 
else_jump @WUZI1_11869 
if 
00DF:   actor 147@ driving 
else_jump @WUZI1_11842 
0362: remove_actor 147@ from_car_and_place_at -2172.771 671.1902 51.1101 
jump @WUZI1_11862 

:WUZI1_11842
00A1: put_actor 147@ at -2172.771 671.1902 51.1101 

:WUZI1_11862
jump @WUZI1_11893 

:WUZI1_11869
009A: 147@ = create_actor_pedtype 24 model 122 at -2172.771 671.1902 51.1101 

:WUZI1_11893
0173: set_actor 147@ Z_angle_to 28.6454 
if 
8118:   not actor 148@ dead 
else_jump @WUZI1_11989 
if 
00DF:   actor 148@ driving 
else_jump @WUZI1_11962 
0362: remove_actor 148@ from_car_and_place_at -2176.143 676.2279 52.4792 
jump @WUZI1_11982 

:WUZI1_11962
00A1: put_actor 148@ at -2176.143 676.2279 52.4792 

:WUZI1_11982
jump @WUZI1_12013 

:WUZI1_11989
009A: 148@ = create_actor_pedtype 24 model 123 at -2176.143 676.2279 52.4792 

:WUZI1_12013
0173: set_actor 148@ Z_angle_to 6.8518 
if 
8118:   not actor 149@ dead 
else_jump @WUZI1_12109 
if 
00DF:   actor 149@ driving 
else_jump @WUZI1_12082 
0362: remove_actor 149@ from_car_and_place_at -2177.82 675.736 52.3458 
jump @WUZI1_12102 

:WUZI1_12082
00A1: put_actor 149@ at -2177.82 675.736 52.3458 

:WUZI1_12102
jump @WUZI1_12133 

:WUZI1_12109
009A: 149@ = create_actor_pedtype 24 model 122 at -2177.82 675.736 52.3458 

:WUZI1_12133
0173: set_actor 149@ Z_angle_to 6.2257 
01B2: give_actor 146@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 146@ weapon_accuracy_to 60 
02E2: set_actor 147@ weapon_accuracy_to 60 
02E2: set_actor 148@ weapon_accuracy_to 60 
02E2: set_actor 149@ weapon_accuracy_to 60 
074E: unknown_set_actor_threat_scanner_flags 146@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 147@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 148@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 149@ radius 30.0 peds_to_scan 8 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 149@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2176.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 148@ flags 6 0 
060F: set_actor 146@ melee_accuracy_to 40.0 
060F: set_actor 147@ melee_accuracy_to 40.0 
060F: set_actor 148@ melee_accuracy_to 40.0 
060F: set_actor 149@ melee_accuracy_to 40.0 
009B: destroy_actor 142@ 
009B: destroy_actor 143@ 
009B: destroy_actor 144@ 
009B: destroy_actor 145@ 
0187: 119@ = create_marker_above_actor 146@ 
0187: 120@ = create_marker_above_actor 147@ 
0187: 121@ = create_marker_above_actor 148@ 
0187: 122@ = create_marker_above_actor 149@ 
009A: 142@ = create_actor_pedtype 4 model 117 at -2177.946 670.3361 50.8814 
009A: 143@ = create_actor_pedtype 4 model 118 at -2182.442 704.3199 52.8984 
009A: 144@ = create_actor_pedtype 4 model 117 at -2176.552 702.9572 52.8984 
009A: 145@ = create_actor_pedtype 4 model 118 at -2178.468 707.6988 52.8971 
0173: set_actor 142@ Z_angle_to 77.5 
0173: set_actor 143@ Z_angle_to 229.921 
0173: set_actor 144@ Z_angle_to 148.6859 
0173: set_actor 145@ Z_angle_to 12.4516 
0249: release_model 117 
0249: release_model 118 
05BE: AS_actor 142@ die 
05BE: AS_actor 143@ die 
05BE: AS_actor 144@ die 
05BE: AS_actor 145@ die 
060B: set_actor 146@ decision_maker_to 42@ 
060B: set_actor 147@ decision_maker_to 42@ 
060B: set_actor 148@ decision_maker_to 42@ 
060B: set_actor 149@ decision_maker_to 42@ 
0856: set_actor 146@ enable_crouch 0 
0856: set_actor 147@ enable_crouch 0 
0350: set_actor 146@ maintain_position_when_attacked 1 
0350: set_actor 147@ maintain_position_when_attacked 1 
if 
8119:   not car 107@ wrecked 
else_jump @WUZI1_12685 
00A5: 107@ = create_car 405 at -2174.429 703.2332 52.8918 
0175: set_car 107@ Z_angle_to 218.7637 
070C: explode_car_without_radius_damage 107@ 

:WUZI1_12685
if 
8119:   not car 108@ wrecked 
else_jump @WUZI1_12739 
00A5: 108@ = create_car 405 at -2183.575 705.0761 52.8984 
0175: set_car 108@ Z_angle_to 347.2325 
070C: explode_car_without_radius_damage 108@ 

:WUZI1_12739
0249: release_model 352 
0249: release_model 121 
0249: release_model 123 
if 
03CA:   object 58@ exists 
else_jump @WUZI1_12788 
01BC: put_object 58@ at -2178.87 711.556 54.523 

:WUZI1_12788
wait 1000 
00BE: text_clear_all 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
79@ = 4 
46@ = 0 
208@ = 1 
85@ = 0 
104@ = 1 
$8615 = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_13006 
0792: disembark_instantly_actor 43@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2178.972 704.3181 52.8971 
00A1: put_actor 43@ at -2180.423 703.6827 52.8971 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.0 
0173: set_actor 43@ Z_angle_to 196.0 
0223: set_actor 43@ health_to 250 
01B9: set_actor 43@ armed_weapon_to 28 

:WUZI1_13006
$8614 = 100 
03C4: set_status_text $8614 type 1 GXT 'WZ1_19' // global_variable  // Woozie
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_13072 
0187: 116@ = create_marker_above_actor 43@ 
07E0: set_marker 116@ type_to 1 
09DD: unknown_player_group 1 
0631: put_actor 43@ in_group $PLAYER_GROUP 

:WUZI1_13072
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 204@ 
0085: 285@ = 40@ // (int) 
285@ += 3000 
762@ = 0 
04EF: release_animation "WUZI" 
fade 1 1000 
wait 1000 

:WUZI1_13123
return 

:WUZI1_13125
if 
  272@ == 0 
else_jump @WUZI1_13186 
if 
  645@ == 0 
else_jump @WUZI1_13182 
645@ = 30 
272@ = 1 
81@ = 1 

:WUZI1_13182
0A6F: checkpoint_save 99 

:WUZI1_13186
if 
  272@ == 1 
else_jump @WUZI1_13245 
if 
  645@ == 0 
else_jump @WUZI1_13245 
00BB: show_text_lowpriority GXT 'WZ1_B1' time 4000 flag 1  // ~s~Get out of the alleyway and protect Woozie from the attacking gang!
272@ = 2 

:WUZI1_13245
if 
  80@ == 1 
else_jump @WUZI1_13641 
if 
  644@ == 1 
else_jump @WUZI1_13641 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_13641 
if 
  273@ == 0 
else_jump @WUZI1_13423 
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 43@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_13423 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
273@ = 1 

:WUZI1_13423
if 
  273@ == 1 
else_jump @WUZI1_13641 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 43@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_13533 
273@ = 0 

:WUZI1_13533
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 43@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
else_jump @WUZI1_13641 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
44@ = 1 

:WUZI1_13641
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2179.776 654.5721 51.7195 cornerB -2172.287 632.6477 48.3312 
else_jump @WUZI1_13763 
79@ = 5 
50@ = 8 
85@ = 7 
0085: 49@ = 40@ // (int) 
49@ += 2000 
47@ = 0 
48@ = 0 
762@ = 1 
0085: 274@ = 40@ // (int) 
274@ += 2500 

:WUZI1_13763
return 

:WUZI1_13765
if 
  47@ == 0 
else_jump @WUZI1_13810 
47@ = 1 
if 
08D0:   should_skip_cutscene 
else_jump @WUZI1_13810 
48@ = 1 

:WUZI1_13810
if 
08D0:   should_skip_cutscene 
else_jump @WUZI1_13888 
if 
  48@ == 0 
else_jump @WUZI1_13881 
if 
001D:   40@ > 274@ // (int) 
else_jump @WUZI1_13881 
50@ = 8 
167@ = 0 
644@ = 6 

:WUZI1_13881
jump @WUZI1_13913 

:WUZI1_13888
if 
  48@ == 1 
else_jump @WUZI1_13913 
48@ = 0 

:WUZI1_13913
if 
  50@ == 0 
else_jump @WUZI1_14434 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_14434 
50@ = 1 
645@ = 47 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
03BA: clear_cars_from_cube_cornerA -2179.249 659.2075 50.1335 cornerB -2172.263 641.8954 50.377 
if 
8119:   not car 109@ wrecked 
else_jump @WUZI1_14152 
if 
00B1:   car 109@ sphere 0 in_cube_cornerA -2182.094 653.1942 50.6565 cornerB -2173.951 636.2528 47.0812 
else_jump @WUZI1_14152 
00AB: put_car 109@ at -2175.715 636.0 48.445 
0175: set_car 109@ Z_angle_to 306.9228 

:WUZI1_14152
009A: 154@ = create_actor_pedtype 24 model 121 at -2218.225 636.991 53.9509 
074E: unknown_set_actor_threat_scanner_flags 154@ radius 30.0 peds_to_scan 8 
0350: set_actor 154@ maintain_position_when_attacked 1 
02E2: set_actor 154@ weapon_accuracy_to 100 
060B: set_actor 154@ decision_maker_to 42@ 
01B2: give_actor 154@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 154@ attack_rate 20 // previously known as temper_to 
0667: AS_actor 154@ aim_at -2182.917 645.9363 48.9215 -2 ms 
0173: set_actor 154@ Z_angle_to 289.0 
04EB: AS_actor 154@ crouch 1 
if 
8119:   not car 110@ wrecked 
else_jump @WUZI1_14350 
if 
00B0:   car 110@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
else_jump @WUZI1_14350 
00AB: put_car 110@ at -2176.387 641.4572 50.5019 
0175: set_car 110@ Z_angle_to 320.0 

:WUZI1_14350
if 
8119:   not car 111@ wrecked 
else_jump @WUZI1_14434 
if 
00B0:   car 111@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
else_jump @WUZI1_14434 
00AB: put_car 111@ at -2175.383 640.9232 50.5734 
0175: set_car 111@ Z_angle_to 320.0 

:WUZI1_14434
if 
  50@ == 1 
else_jump @WUZI1_14640 
0792: disembark_instantly_actor $PLAYER_ACTOR 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_14573 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at -2175.697 650.9794 48.4429 
05D3: AS_actor 43@ goto_point -2179.958 641.7931 48.4453 mode 4 time -2 ms // versionA 

:WUZI1_14573
00A1: put_actor $PLAYER_ACTOR at -2176.897 650.9794 48.4429 
05D3: AS_actor $PLAYER_ACTOR goto_point -2180.958 641.7931 48.4453 mode 4 time -2 ms // versionA 
50@ = 2 
0085: 49@ = 40@ // (int) 
49@ += 2500 

:WUZI1_14640
if 
  50@ == 2 
else_jump @WUZI1_14746 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_14746 
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_14716 
0668: AS_actor 154@ rotate_and_shoot_at -2179.925 646.69 48.4548 200 ms 

:WUZI1_14716
0085: 49@ = 40@ // (int) 
49@ += 300 
50@ = 3 
83@ = 0 

:WUZI1_14746
if 
  50@ == 3 
else_jump @WUZI1_14930 
if 
  83@ == 0 
else_jump @WUZI1_14863 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_14863 
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.0 -1.0 time_on_ground 1000 ms 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_14840 
05C3: AS_actor 43@ hands_cower 

:WUZI1_14840
0085: 49@ = 40@ // (int) 
49@ += 400 
83@ = 1 

:WUZI1_14863
if 
  83@ == 1 
else_jump @WUZI1_14930 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_14930 
50@ = 4 
645@ = 36 
0085: 49@ = 40@ // (int) 
49@ += 1000 

:WUZI1_14930
if 
  50@ == 4 
else_jump @WUZI1_15109 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_15109 
015F: set_camera_position -2220.552 639.9709 53.7095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2219.638 639.5733 53.7963 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2178.298 648.3584 48.4429 
0173: set_actor $PLAYER_ACTOR Z_angle_to 133.2868 
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_15086 
0667: AS_actor 154@ aim_at -2184.709 635.0774 49.4781 -2 ms 

:WUZI1_15086
0085: 49@ = 40@ // (int) 
49@ += 2500 
50@ = 5 

:WUZI1_15109
if 
  50@ == 5 
else_jump @WUZI1_15589 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_15589 
009A: 155@ = create_actor_pedtype 24 model 122 at -2219.587 643.4511 48.4472 
009A: 156@ = create_actor_pedtype 24 model 123 at -2223.587 642.4511 48.4472 
009A: 157@ = create_actor_pedtype 24 model 122 at -2227.587 644.4511 48.4472 
009A: 158@ = create_actor_pedtype 24 model 123 at -2230.587 643.4511 48.4472 
074E: unknown_set_actor_threat_scanner_flags 155@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 156@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 157@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 158@ radius 30.0 peds_to_scan 8 
02E2: set_actor 155@ weapon_accuracy_to 80 
02E2: set_actor 156@ weapon_accuracy_to 80 
02E2: set_actor 157@ weapon_accuracy_to 80 
02E2: set_actor 158@ weapon_accuracy_to 85 
060B: set_actor 155@ decision_maker_to 42@ 
060B: set_actor 156@ decision_maker_to 42@ 
060B: set_actor 157@ decision_maker_to 42@ 
060B: set_actor 158@ decision_maker_to 42@ 
05D3: AS_actor 155@ goto_point -2194.902 645.9846 48.4453 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2200.209 644.2397 48.4429 
05D7: add_point_to_scmpath -2199.939 641.5246 48.4429 
0350: set_actor 155@ maintain_position_when_attacked 1 
0350: set_actor 156@ maintain_position_when_attacked 1 
0350: set_actor 157@ maintain_position_when_attacked 1 
0350: set_actor 158@ maintain_position_when_attacked 1 
01B2: give_actor 155@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 156@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 157@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 158@ weapon 28 ammo 5000 // Load the weapon model before using this 
0615: define_AS_pack_begin 140@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 156@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
05D3: AS_actor 157@ goto_point -2204.851 641.7612 48.4429 mode 6 time -2 ms // versionA 
05D3: AS_actor 158@ goto_point -2214.371 641.3669 48.4515 mode 6 time -2 ms // versionA 
0085: 49@ = 40@ // (int) 
49@ += 500 
50@ = 6 

:WUZI1_15589
if 
  50@ == 6 
else_jump @WUZI1_15707 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_15707 
015F: set_camera_position -2229.436 644.2267 48.4907 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2228.487 643.9835 48.6883 switchstyle 2 
645@ = 46 
0085: 49@ = 40@ // (int) 
49@ += 3000 
50@ = 7 

:WUZI1_15707
if 
  50@ == 7 
else_jump @WUZI1_15751 
if 
001D:   40@ > 49@ // (int) 
else_jump @WUZI1_15751 
50@ = 8 

:WUZI1_15751
if 
  50@ == 8 
else_jump @WUZI1_16447 
if 
856D:   not actor 154@ defined 
else_jump @WUZI1_15858 
009A: 154@ = create_actor_pedtype 24 model 123 at -2218.225 636.991 53.9509 
0350: set_actor 154@ maintain_position_when_attacked 1 
060B: set_actor 154@ decision_maker_to 42@ 
01B2: give_actor 154@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 154@ attack_rate 20 // previously known as temper_to 
0173: set_actor 154@ Z_angle_to 289.0 
04EB: AS_actor 154@ crouch 1 

:WUZI1_15858
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_15881 
02E2: set_actor 154@ weapon_accuracy_to 50 

:WUZI1_15881
009B: destroy_actor 155@ 
009B: destroy_actor 156@ 
009B: destroy_actor 157@ 
009B: destroy_actor 158@ 
009A: 155@ = create_actor_pedtype 24 model 121 at -2203.491 647.0372 48.4453 
009A: 156@ = create_actor_pedtype 24 model 122 at -2200.695 637.1932 48.4429 
009A: 157@ = create_actor_pedtype 24 model 123 at -2196.943 635.1917 48.4429 
009A: 158@ = create_actor_pedtype 24 model 121 at -2214.378 641.6099 48.4484 
0173: set_actor 155@ Z_angle_to 255.1494 
0173: set_actor 156@ Z_angle_to 285.6451 
0173: set_actor 157@ Z_angle_to 295.4749 
0173: set_actor 158@ Z_angle_to 277.3081 
02E2: set_actor 155@ weapon_accuracy_to 60 
02E2: set_actor 156@ weapon_accuracy_to 60 
02E2: set_actor 157@ weapon_accuracy_to 60 
02E2: set_actor 158@ weapon_accuracy_to 60 
07DD: set_actor 155@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 156@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 157@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 158@ attack_rate 85 // previously known as temper_to 
05C5: AS_actor 155@ cower 1000 ms 
05C5: AS_actor 157@ cower 3000 ms 
0350: set_actor 155@ maintain_position_when_attacked 1 
0350: set_actor 156@ maintain_position_when_attacked 1 
0350: set_actor 157@ maintain_position_when_attacked 1 
0350: set_actor 158@ maintain_position_when_attacked 1 
060F: set_actor 155@ melee_accuracy_to 40.0 
060F: set_actor 156@ melee_accuracy_to 40.0 
060F: set_actor 157@ melee_accuracy_to 40.0 
060F: set_actor 158@ melee_accuracy_to 40.0 
01B2: give_actor 155@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 156@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 157@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 158@ weapon 28 ammo 5000 // Load the weapon model before using this 
009A: 159@ = create_actor_pedtype 24 model 121 at -2205.344 648.4099 48.4429 
074E: unknown_set_actor_threat_scanner_flags 159@ radius 30.0 peds_to_scan 8 
01B2: give_actor 159@ weapon 28 ammo 500 // Load the weapon model before using this 
0173: set_actor 159@ Z_angle_to 270.0 
0350: set_actor 159@ maintain_position_when_attacked 1 
0187: 128@ = create_marker_above_actor 155@ 
0187: 129@ = create_marker_above_actor 156@ 
0187: 130@ = create_marker_above_actor 157@ 
0187: 131@ = create_marker_above_actor 158@ 
0187: 132@ = create_marker_above_actor 159@ 
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_16349 
0164: disable_marker 127@ 
0187: 127@ = create_marker_above_actor 154@ 

:WUZI1_16349
060B: set_actor 155@ decision_maker_to 42@ 
060B: set_actor 156@ decision_maker_to 42@ 
060B: set_actor 157@ decision_maker_to 42@ 
060B: set_actor 158@ decision_maker_to 42@ 
060B: set_actor 159@ decision_maker_to 42@ 
79@ = 6 
208@ = 4 
0085: 94@ = 40@ // (int) 
94@ += 4000 
85@ = 8 
46@ = 0 
273@ = 0 
762@ = 0 

:WUZI1_16447
return 

:WUZI1_16449
if 
  80@ == 1 
else_jump @WUZI1_16845 
if 
  644@ == 1 
else_jump @WUZI1_16845 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_16845 
if 
  273@ == 0 
else_jump @WUZI1_16627 
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 43@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_16627 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
273@ = 1 

:WUZI1_16627
if 
  273@ == 1 
else_jump @WUZI1_16845 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 43@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
else_jump @WUZI1_16737 
273@ = 0 

:WUZI1_16737
if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 43@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
else_jump @WUZI1_16845 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
44@ = 1 

:WUZI1_16845
if 
  275@ == 0 
else_jump @WUZI1_16927 
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_16927 
if 
02E0:   actor 154@ firing_weapon 
else_jump @WUZI1_16927 
if 
  645@ == 0 
else_jump @WUZI1_16927 
645@ = 36 
275@ = 1 

:WUZI1_16927
if 
  275@ == 1 
else_jump @WUZI1_17009 
if 
8118:   not actor 154@ dead 
else_jump @WUZI1_17009 
if 
02E0:   actor 154@ firing_weapon 
else_jump @WUZI1_17009 
if 
  645@ == 0 
else_jump @WUZI1_17009 
645@ = 43 
275@ = 2 

:WUZI1_17009
if 
  103@ == 10 
else_jump @WUZI1_17100 
79@ = 7 
50@ = 0 
0085: 167@ = 40@ // (int) 
167@ += 2500 
0249: release_model 117 
0249: release_model 118 
0249: release_model 358 
0249: release_model 468 
04EF: release_animation "WUZI" 
0873: release_path 169 
0873: release_path 139 
273@ = 0 

:WUZI1_17100
return 

:WUZI1_17102
if 
  50@ == 0 
else_jump @WUZI1_17253 
if 
  644@ == 1 
else_jump @WUZI1_17253 
if 
  645@ == 0 
else_jump @WUZI1_17253 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_17177 
06C9: remove_actor 43@ from_group 

:WUZI1_17177
0151: remove_status_text $8614 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
07C0: load_path 136 
07C0: load_path 137 
07C0: load_path 138 
645@ = 55 
$8615 = 1 
762@ = 1 
50@ = 6 
80@ = 0 

:WUZI1_17253
if 
  50@ == 6 
else_jump @WUZI1_17991 
if 
  644@ == 1 
else_jump @WUZI1_17991 
if 
  645@ == 0 
else_jump @WUZI1_17991 
if and
001D:   40@ > 167@ // (int) 
07C1:   path 136 available 
07C1:   path 137 available 
07C1:   path 138 available 
else_jump @WUZI1_17991 
762@ = 0 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_17408 
020A: set_car 112@ door_status_to 1 
0519: set_car 112@ locked 0 
00AB: put_car 112@ at -2218.93 642.3626 48.4475 
0175: set_car 112@ Z_angle_to 267.1711 

:WUZI1_17408
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_17443 
0811: $47 = actor $PLAYER_ACTOR used_car 

:WUZI1_17443
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_17476 
0792: disembark_instantly_actor 43@ 
04EB: AS_actor 43@ crouch 0 

:WUZI1_17476
if 
8119:   not car $47 wrecked 
else_jump @WUZI1_17497 
00A6: destroy_car $47 

:WUZI1_17497
015F: set_camera_position -2212.125 644.6052 51.6509 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.062 644.5379 51.3082 switchstyle 2 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_17694 
00A1: put_actor $PLAYER_ACTOR at -2212.38 643.0919 48.4466 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
05CB: AS_actor $PLAYER_ACTOR enter_car 112@ as_driver -2 ms 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_17694 
07DD: set_actor 43@ attack_rate 80 // previously known as temper_to 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00A1: put_actor 43@ at -2217.781 640.998 48.4549 
0173: set_actor 43@ Z_angle_to 77.0 
05CA: AS_actor 43@ enter_car 112@ passenger_seat 0 time 2600 

:WUZI1_17694
138@ = 0 

:WUZI1_17701
if 
  18 > 138@ 
else_jump @WUZI1_17742 
01C2: remove_references_to_actor 146@(138@,18i) // Like turning an actor into a random pedestrian 
138@ += 1 
jump @WUZI1_17701 

:WUZI1_17742
00A5: 113@ = create_car 405 at -2245.343 715.4953 48.4375 
0175: set_car 113@ Z_angle_to 180.0 
0129: 146@ = create_actor_pedtype 24 model 122 in_car 113@ driverseat 
01C8: 147@ = create_actor_pedtype 24 model 123 in_car 113@ passenger_seat 0 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
05EB: assign_car 113@ to_path 136 
00A5: 114@ = create_car 405 at -2251.676 612.6026 42.259 
0175: set_car 114@ Z_angle_to 0.0 
0129: 148@ = create_actor_pedtype 24 model 121 in_car 114@ driverseat 
01C8: 149@ = create_actor_pedtype 24 model 122 in_car 114@ passenger_seat 0 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
060B: set_actor 146@ decision_maker_to 42@ 
060B: set_actor 147@ decision_maker_to 42@ 
060B: set_actor 148@ decision_maker_to 42@ 
060B: set_actor 149@ decision_maker_to 42@ 
0708: reset_decision_maker 42@ event 36 
0708: reset_decision_maker 42@ event 79 
0709: set_decision_maker 42@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
50@ = 7 
0085: 167@ = 40@ // (int) 
167@ += 2600 

:WUZI1_17991
if 
  50@ == 7 
else_jump @WUZI1_18086 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_18086 
015F: set_camera_position -2217.869 642.181 49.7208 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2218.82 642.4485 49.5654 switchstyle 2 
50@ = 8 

:WUZI1_18086
if 
  50@ == 8 
else_jump @WUZI1_18167 
if and
8119:   not car 113@ wrecked 
8118:   not actor 146@ dead 
else_jump @WUZI1_18167 
00AA: store_car 113@ position_to $72 $73 $74 
if 
  653.8901 > $73 
else_jump @WUZI1_18167 
50@ = 9 

:WUZI1_18167
if 
  50@ == 9 
else_jump @WUZI1_18290 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_18290 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_18217 

:WUZI1_18217
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
645@ = 60 
50@ = 10 
0085: 167@ = 40@ // (int) 
167@ += 3200 

:WUZI1_18290
if 
  50@ == 10 
else_jump @WUZI1_18410 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_18410 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_18410 
01EC: make_car 112@ very_heavy 1 
05EB: assign_car 112@ to_path 138 
if 
8119:   not car 113@ wrecked 
else_jump @WUZI1_18387 
05EC: release_car 113@ from_path 
05EB: assign_car 113@ to_path 137 

:WUZI1_18387
50@ = 11 
0085: 167@ = 40@ // (int) 
167@ += 2000 

:WUZI1_18410
if 
  50@ == 11 
else_jump @WUZI1_18565 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_18565 
015F: set_camera_position -2251.02 649.9792 52.244 rotation 0.0 0.0 0.0 
if 
8119:   not car 113@ wrecked 
else_jump @WUZI1_18522 
00AA: store_car 113@ position_to $72 $73 $74 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:WUZI1_18522
097A: play_audio_at -2243.918 642.959 49.6897 event 1140 
50@ = 12 
0085: 167@ = 40@ // (int) 
167@ += 800 

:WUZI1_18565
if 
  50@ == 12 
else_jump @WUZI1_18633 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_18633 
0085: 278@ = 40@ // (int) 
50@ = 13 
0085: 167@ = 40@ // (int) 
167@ += 2500 

:WUZI1_18633
if 
  50@ == 13 
else_jump @WUZI1_18865 
0085: 279@ = 40@ // (int) 
0062: 279@ -= 278@ // (int) 
0093: 233@ = integer 279@ to_float 
0087: 234@ = 233@ // (float) 
234@ /= 2500.0 
if and
8119:   not car 112@ wrecked 
8119:   not car 113@ wrecked 
else_jump @WUZI1_18839 
00AA: store_car 113@ position_to $72 $73 $74 
00AA: store_car 112@ position_to 236@ 237@ 238@ 
0087: 276@ = 236@ // (float) 
0065: 276@ -= $72 // (float) 
0087: 277@ = 237@ // (float) 
0065: 277@ -= $73 // (float) 
006B: 276@ *= 234@ // (float) 
006B: 277@ *= 234@ // (float) 
276@ /= 2.0 
277@ /= 2.0 
005D: 276@ += $72 // (float) 
005D: 277@ += $73 // (float) 
0160: set_camera_point_at 276@ 277@ $74 switchstyle 2 

:WUZI1_18839
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_18865 
50@ = 14 

:WUZI1_18865
if 
  50@ == 14 
else_jump @WUZI1_18962 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_18936 
01EC: make_car 112@ very_heavy 0 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:WUZI1_18936
79@ = 8 
46@ = 0 
645@ = 63 
0164: disable_marker 116@ 

:WUZI1_18962
return 

:WUZI1_18964
if 
  46@ == 0 
else_jump @WUZI1_19257 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_19047 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
07DD: set_actor 43@ attack_rate 80 // previously known as temper_to 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 

:WUZI1_19047
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_19177 
if and
8119:   not car 113@ wrecked 
8118:   not actor 146@ dead 
else_jump @WUZI1_19120 
06E1: AS_actor 146@ using_car 113@ target_car 112@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 113@ health_to 800 
0187: 117@ = create_marker_above_actor 146@ 

:WUZI1_19120
if and
8119:   not car 114@ wrecked 
8118:   not actor 148@ dead 
else_jump @WUZI1_19177 
06E1: AS_actor 148@ using_car 114@ target_car 112@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 114@ health_to 800 
0187: 118@ = create_marker_above_actor 148@ 

:WUZI1_19177
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_19208 
0224: set_car 112@ health_to 3000 
053F: set_car 112@ tires_vulnerability 0 

:WUZI1_19208
89@ = 1 
90@ = 1 
81@ = 1 
80@ = 0 
46@ = 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:WUZI1_19257
if 
  46@ == 1 
else_jump @WUZI1_19627 
if 
  280@ == 0 
else_jump @WUZI1_19334 
if 
  645@ == 0 
else_jump @WUZI1_19334 
280@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_37' time 4000 flag 1  // ~s~Let Woozie destroy the attacking ~r~cars~s~.

:WUZI1_19334
if 
  89@ == 1 
else_jump @WUZI1_19412 
if 
0118:   actor 146@ dead 
else_jump @WUZI1_19412 
if 
  281@ == 0 
else_jump @WUZI1_19400 
281@ = 1 
645@ = 64 

:WUZI1_19400
0164: disable_marker 117@ 
89@ = 0 

:WUZI1_19412
if 
  90@ == 1 
else_jump @WUZI1_19490 
if 
0118:   actor 148@ dead 
else_jump @WUZI1_19490 
if 
  281@ == 0 
else_jump @WUZI1_19478 
281@ = 1 
645@ = 64 

:WUZI1_19478
0164: disable_marker 118@ 
90@ = 0 

:WUZI1_19490
if and
  89@ == 0 
  90@ == 0 
else_jump @WUZI1_19627 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_19627 
if 
0104:   actor $PLAYER_ACTOR near_actor 43@ radius 5.0 5.0 5.0 sphere 0 
else_jump @WUZI1_19627 
645@ = 65 
646@ = 3 
46@ = 2 
0164: disable_marker 115@ 
018A: 115@ = create_checkpoint_at -2151.589 639.5962 51.218 
81@ = 1 
80@ = 0 

:WUZI1_19627
if 
  46@ == 2 
else_jump @WUZI1_19855 
if 
  645@ == 0 
else_jump @WUZI1_19704 
if 
  282@ == 0 
else_jump @WUZI1_19704 
282@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_39' time 4000 flag 1  // ~s~Drive Woozie back to ~y~his place~s~.

:WUZI1_19704
if 
  80@ == 1 
else_jump @WUZI1_19855 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2150.165 642.3364 51.2188 radius 4.0 4.0 4.0 
else_jump @WUZI1_19855 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_19855 
if 
00FE:   actor 43@ sphere 0 in_sphere -2150.165 642.3364 51.2188 radius 8.0 8.0 8.0 
else_jump @WUZI1_19855 
79@ = 9 
50@ = 0 
645@ = 68 

:WUZI1_19855
return 

:WUZI1_19857
if 
  50@ == 0 
else_jump @WUZI1_19951 
81@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_19928 
0811: $47 = actor $PLAYER_ACTOR used_car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:WUZI1_19928
0085: 167@ = 40@ // (int) 
167@ += 3000 
50@ = 1 

:WUZI1_19951
if 
  50@ == 1 
else_jump @WUZI1_20243 
if 
  645@ == 0 
else_jump @WUZI1_20243 
015F: set_camera_position -2156.872 649.7653 51.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2156.362 648.9217 51.7758 switchstyle 2 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_20096 
0811: $47 = actor $PLAYER_ACTOR used_car 
00AB: put_car $47 at -2150.165 642.3364 51.2188 
0175: set_car $47 Z_angle_to 0.0 

:WUZI1_20096
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_20220 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2155.15 645.1982 51.2293 
05D7: add_point_to_scmpath -2162.023 645.1555 51.7499 
if 
00DF:   actor 43@ driving 
else_jump @WUZI1_20211 
06C9: remove_actor 43@ from_group 
0615: define_AS_pack_begin 140@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 43@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
jump @WUZI1_20220 

:WUZI1_20211
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 

:WUZI1_20220
50@ = 2 
0085: 167@ = 40@ // (int) 
167@ += 5000 

:WUZI1_20243
if 
  50@ == 2 
else_jump @WUZI1_20330 
if 
001D:   40@ > 167@ // (int) 
else_jump @WUZI1_20330 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_20309 
009B: destroy_actor 43@ 

:WUZI1_20309
45@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
79@ = 10 

:WUZI1_20330
return 

:WUZI1_20332
if 
  208@ > 0 
else_jump @WUZI1_20470 
138@ = 0 
103@ = 0 

:WUZI1_20364
if 
  18 > 138@ 
else_jump @WUZI1_20470 
if 
056D:   actor 146@(138@,18i) defined 
else_jump @WUZI1_20456 
if 
0118:   actor 146@(138@,18i) dead 
else_jump @WUZI1_20456 
0164: disable_marker 119@(138@,18i) 
if 
  138@ > 7 
else_jump @WUZI1_20456 
103@ += 1 

:WUZI1_20456
138@ += 1 
jump @WUZI1_20364 

:WUZI1_20470
if 
  208@ == 1 
else_jump @WUZI1_21162 
if or
  676.0 > $69 
  676.0 > 237@ 
else_jump @WUZI1_21162 
00A5: 110@ = create_car 468 at -2191.274 644.4189 48.4453 
00A5: 111@ = create_car 468 at -2200.205 644.3219 48.4429 
0175: set_car 110@ Z_angle_to 270.0 
0175: set_car 111@ Z_angle_to 270.0 
0249: release_model 468 
07C0: load_path 139 
0129: 150@ = create_actor_pedtype 24 model 123 in_car 110@ driverseat 
01C8: 151@ = create_actor_pedtype 24 model 121 in_car 110@ passenger_seat 0 
0129: 152@ = create_actor_pedtype 24 model 122 in_car 111@ driverseat 
01C8: 153@ = create_actor_pedtype 24 model 123 in_car 111@ passenger_seat 0 
0249: release_model 121 
0249: release_model 122 
01B2: give_actor 150@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 152@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 153@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 150@ weapon_accuracy_to 80 
02E2: set_actor 151@ weapon_accuracy_to 85 
02E2: set_actor 152@ weapon_accuracy_to 90 
02E2: set_actor 153@ weapon_accuracy_to 85 
0187: 123@ = create_marker_above_actor 150@ 
0187: 124@ = create_marker_above_actor 151@ 
0187: 125@ = create_marker_above_actor 152@ 
0187: 126@ = create_marker_above_actor 153@ 
087E: set_actor 150@ weapon_droppable 0 
087E: set_actor 151@ weapon_droppable 0 
087E: set_actor 152@ weapon_droppable 0 
087E: set_actor 153@ weapon_droppable 0 
04BA: set_car 110@ speed_to 20.0 
04BA: set_car 111@ speed_to 20.0 
060B: set_actor 150@ decision_maker_to 42@ 
060B: set_actor 151@ decision_maker_to 42@ 
060B: set_actor 152@ decision_maker_to 42@ 
060B: set_actor 153@ decision_maker_to 42@ 
060F: set_actor 150@ melee_accuracy_to 40.0 
060F: set_actor 151@ melee_accuracy_to 40.0 
060F: set_actor 152@ melee_accuracy_to 40.0 
060F: set_actor 153@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 150@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 151@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 152@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 153@ radius 30.0 peds_to_scan 8 
085B: AS_actor 150@ set_kinda_stay_in_same_place 1 
085B: AS_actor 151@ set_kinda_stay_in_same_place 1 
085B: AS_actor 152@ set_kinda_stay_in_same_place 1 
085B: AS_actor 153@ set_kinda_stay_in_same_place 1 
0615: define_AS_pack_begin 140@ 
05D1: AS_actor -1 drive_car 110@ to -2177.165 645.6417 48.4453 speed 15.0 2 model 0 3 
06C7: AS_actor -1 driver_of_car 110@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2172.865 652.5621 48.4429 mode 6 time 4000 ms // versionA 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 140@ 
0618: assign_actor 150@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
0615: define_AS_pack_begin 140@ 
05D1: AS_actor -1 drive_car 111@ to -2174.811 644.3727 48.4453 speed 15.0 2 model 0 3 
06C7: AS_actor -1 driver_of_car 111@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2176.99 650.9326 48.4429 mode 6 time 3000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 140@ 
0618: assign_actor 152@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 
208@ = 2 

:WUZI1_21162
if 
  208@ == 2 
else_jump @WUZI1_21352 
137@ = 0 
if 
8118:   not actor 150@ dead 
else_jump @WUZI1_21211 
0811: 137@ = actor 150@ used_car 

:WUZI1_21211
if or
  137@ == -1 
0118:   actor 150@ dead 
else_jump @WUZI1_21352 
if 
8118:   not actor 151@ dead 
else_jump @WUZI1_21271 
if 
00DF:   actor 151@ driving 
else_jump @WUZI1_21271 
0633: AS_actor 151@ exit_car 

:WUZI1_21271
if 
8118:   not actor 152@ dead 
else_jump @WUZI1_21308 
if 
00DF:   actor 152@ driving 
else_jump @WUZI1_21308 
0633: AS_actor 152@ exit_car 

:WUZI1_21308
if 
8118:   not actor 153@ dead 
else_jump @WUZI1_21345 
if 
00DF:   actor 153@ driving 
else_jump @WUZI1_21345 
0633: AS_actor 153@ exit_car 

:WUZI1_21345
208@ = 3 

:WUZI1_21352
if 
  208@ == 4 
else_jump @WUZI1_22817 
if 
  101@ == 0 
else_jump @WUZI1_21516 
if 
8118:   not actor 159@ dead 
else_jump @WUZI1_21516 
if or
  -2193.0 > $68 
  -2193.0 > 236@ 
else_jump @WUZI1_21516 
101@ = 1 
0615: define_AS_pack_begin 140@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 140@ 
0618: assign_actor 159@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_21516
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2171.857 658.2869 52.1667 cornerB -2240.303 631.7034 48.0251 
else_jump @WUZI1_21800 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI1_21696 
if 
  92@ == 0 
else_jump @WUZI1_21689 
92@ = 1 
138@ = 9 

:WUZI1_21612
if 
  13 > 138@ 
else_jump @WUZI1_21689 
if 
8118:   not actor 146@(138@,18i) dead 
else_jump @WUZI1_21675 
02E2: set_actor 146@(138@,18i) weapon_accuracy_to 100 
074D: AS_actor 146@(138@,18i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 

:WUZI1_21675
138@ += 1 
jump @WUZI1_21612 

:WUZI1_21689
jump @WUZI1_21800 

:WUZI1_21696
if 
  92@ == 1 
else_jump @WUZI1_21800 
92@ = 0 
138@ = 9 

:WUZI1_21728
if 
  13 > 138@ 
else_jump @WUZI1_21800 
if 
8118:   not actor 146@(138@,18i) dead 
else_jump @WUZI1_21786 
02E2: set_actor 146@(138@,18i) weapon_accuracy_to 80 
0687: clear_actor 146@(138@,18i) task 

:WUZI1_21786
138@ += 1 
jump @WUZI1_21728 

:WUZI1_21800
if 
  93@ == 0 
else_jump @WUZI1_22065 
if 
001D:   40@ > 94@ // (int) 
else_jump @WUZI1_22065 
0209: 138@ = random_int_in_ranges 9 13 
99@ = 0 

:WUZI1_21853
if 
  4 > 99@ 
else_jump @WUZI1_22049 
0085: 139@ = 138@ // (int) 
139@ -= 9 
if and
8118:   not actor 146@(138@,18i) dead 
  95@(139@,4i) == 0 
else_jump @WUZI1_22003 
95@(139@,4i) = 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 209@(139@,4f) 213@(139@,4f) 217@(139@,4f) 
05D7: add_point_to_scmpath 221@(139@,4f) 225@(139@,4f) 229@(139@,4f) 
05D8: AS_assign_scmpath to_actor 146@(138@,18i) flags 6 0 
99@ = 4 
jump @WUZI1_22035 

:WUZI1_22003
138@ += 1 
if 
  138@ > 12 
else_jump @WUZI1_22035 
138@ = 9 

:WUZI1_22035
99@ += 1 
jump @WUZI1_21853 

:WUZI1_22049
0085: 94@ = 40@ // (int) 
94@ += 10000 

:WUZI1_22065
if 
  102@ == 0 
else_jump @WUZI1_22537 
if or
  -2197.0 > $68 
  103@ > 1 
else_jump @WUZI1_22537 
102@ = 1 
009A: 160@ = create_actor_pedtype 24 model 123 at -2205.861 625.282 48.4396 
009A: 161@ = create_actor_pedtype 24 model 121 at -2207.076 627.3953 48.4384 
01B2: give_actor 160@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 161@ weapon 28 ammo 500 // Load the weapon model before using this 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2205.849 635.5339 48.4453 
05D8: AS_assign_scmpath to_actor 160@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2204.58 634.2507 48.4453 
05D8: AS_assign_scmpath to_actor 161@ flags 6 0 
00A5: 112@ = create_car 405 at -2267.322 659.5334 48.2969 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 112@ Z_angle_to 344.0 
020A: set_car 112@ door_status_to 3 
0129: 162@ = create_actor_pedtype 24 model 121 in_car 112@ driverseat 
01C8: 163@ = create_actor_pedtype 24 model 122 in_car 112@ passenger_seat 0 
01B2: give_actor 162@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 163@ weapon 28 ammo 500 // Load the weapon model before using this 
060B: set_actor 160@ decision_maker_to 42@ 
060B: set_actor 161@ decision_maker_to 42@ 
060B: set_actor 162@ decision_maker_to 42@ 
060B: set_actor 163@ decision_maker_to 42@ 
0187: 133@ = create_marker_above_actor 160@ 
0187: 134@ = create_marker_above_actor 161@ 
0187: 135@ = create_marker_above_actor 162@ 
0187: 136@ = create_marker_above_actor 163@ 
060F: set_actor 160@ melee_accuracy_to 40.0 
060F: set_actor 161@ melee_accuracy_to 40.0 
060F: set_actor 162@ melee_accuracy_to 40.0 
060F: set_actor 163@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 160@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 161@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 162@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 163@ radius 30.0 peds_to_scan 8 
05EB: assign_car 112@ to_path 139 

:WUZI1_22537
if 
  102@ == 1 
else_jump @WUZI1_22753 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_22753 
00AA: store_car 112@ position_to $72 $73 $74 
if 
  $72 > -2227.0 
else_jump @WUZI1_22753 
102@ = 2 
if 
8118:   not actor 162@ dead 
else_jump @WUZI1_22683 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.633 642.2872 48.447 
0615: define_AS_pack_begin 140@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 162@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_22683
if 
8118:   not actor 162@ dead 
else_jump @WUZI1_22753 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.373 639.3536 48.4511 
0615: define_AS_pack_begin 140@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 140@ 
0618: assign_actor 163@ to_AS_pack 140@ 
061B: remove_references_to_AS_pack 140@ 

:WUZI1_22753
if 
  102@ == 2 
else_jump @WUZI1_22817 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_22817 
if 
860E:   not car 112@ assigned_to_path 
else_jump @WUZI1_22817 
102@ = 3 
0519: set_car 112@ locked 1 

:WUZI1_22817
return 

:WUZI1_22819
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_23029 
if 
02E0:   actor 43@ firing_weapon 
else_jump @WUZI1_23029 
if 
001D:   40@ > 285@ // (int) 
else_jump @WUZI1_23029 
if 
  645@ == 0 
else_jump @WUZI1_23029 
if 
  6 > 283@ 
else_jump @WUZI1_23029 
0209: 284@ = random_int_in_ranges 0 6 

:WUZI1_22915
if 
  240@(284@,6i) == 0 
else_jump @WUZI1_22976 
284@ += 1 
if 
  284@ > 5 
else_jump @WUZI1_22969 
284@ = 0 

:WUZI1_22969
jump @WUZI1_22915 

:WUZI1_22976
283@ += 1 
0085: 645@ = 240@(284@,6i) // (int) 
240@(284@,6i) = 0 
287@ = 0 
0085: 285@ = 40@ // (int) 
285@ += 8000 

:WUZI1_23029
return 
return 

:WUZI1_23033
if 
  104@ == 1 
else_jump @WUZI1_23140 
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_23140 
0085: 286@ = 169@ // (int) 
0226: 169@ = actor 43@ health 
if 
803B:   not  169@ == 286@ // (int) 
else_jump @WUZI1_23117 
0085: 286@ = 169@ // (int) 
287@ = 1 

:WUZI1_23117
008A: $8614 = 169@ // (int) 
$8614 *= 100 
$8614 /= 250 

:WUZI1_23140
return 

:WUZI1_23142
return 

:WUZI1_23144
if 
   not 289@ == 0 
else_jump @WUZI1_23337 
if 
  288@ == 0 
else_jump @WUZI1_23198 
040D: unload_wav 3 
03CF: load_wav 289@ as 3 
288@ = 1 

:WUZI1_23198
if 
  288@ == 1 
else_jump @WUZI1_23261 
if 
03D0:   wav 3 loaded 
else_jump @WUZI1_23261 
if 
001D:   40@ > 291@ // (int) 
else_jump @WUZI1_23261 
03D1: play_wav 3 
288@ = 2 

:WUZI1_23261
if 
03D2:   wav 3 ended 
else_jump @WUZI1_23337 
if or
  288@ == 2 
08D0:   should_skip_cutscene 
else_jump @WUZI1_23337 
040D: unload_wav 3 
0085: 289@ = 290@ // (int) 
290@ = 0 
0085: 291@ = 292@ // (int) 
292@ = 0 
288@ = 0 

:WUZI1_23337
if 
   not 293@ == 0 
else_jump @WUZI1_23544 
if 
  294@ == 0 
else_jump @WUZI1_23415 
294@ = 1 
0085: 295@ = 40@ // (int) 
296@ = 0 
0085: 758@ = 295@ // (int) 
005A: 758@ += 297@(296@,20i) // (int) 

:WUZI1_23415
if 
  294@ == 1 
else_jump @WUZI1_23544 
if and
001D:   40@ > 758@ // (int) 
  645@ == 0 
else_jump @WUZI1_23544 
0085: 645@ = 317@(296@,20i) // (int) 
296@ += 1 
337@ -= 1 
if 
  337@ == 0 
else_jump @WUZI1_23524 
293@ = 0 
294@ = 0 
jump @WUZI1_23544 

:WUZI1_23524
0085: 758@ = 295@ // (int) 
005A: 758@ += 297@(296@,20i) // (int) 

:WUZI1_23544
0871: init_jump_table 644@ total_jumps 7 default_jump 0 @WUZI1_27951 jumps 0 @WUZI1_23607 1 @WUZI1_26566 2 @WUZI1_27410 3 @WUZI1_27509 4 @WUZI1_27590 5 @WUZI1_27734 6 @WUZI1_27845 

:WUZI1_23607
if 
  644@ == 1 
else_jump @WUZI1_23675 
009A: 756@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 
009A: 760@ = create_actor_pedtype 8 model 290 at 2752.341 -1948.867 16.3125 

:WUZI1_23675
04AF: 540@ = 43800 // = constant 
04AF: 541@ = 43801 // = constant 
04AF: 542@ = 43804 // = constant 
04AF: 543@ = 43805 // = constant 
04AF: 544@ = 43806 // = constant 
04AF: 545@ = 43807 // = constant 
04AF: 546@ = 43808 // = constant 
04AF: 547@ = 65535 // = constant 
04AF: 548@ = 43809 // = constant 
04AF: 549@ = 43810 // = constant 
04AF: 550@ = 43811 // = constant 
04AF: 551@ = 43814 // = constant 
04AF: 552@ = 43812 // = constant 
04AF: 553@ = 43813 // = constant 
04AF: 554@ = 43845 // = constant 
04AF: 555@ = 43847 // = constant 
04AF: 556@ = 43844 // = constant 
04AF: 557@ = 43849 // = constant 
04AF: 558@ = 43850 // = constant 
04AF: 559@ = 43851 // = constant 
04AF: 560@ = 43852 // = constant 
04AF: 561@ = 43853 // = constant 
04AF: 562@ = 43854 // = constant 
04AF: 563@ = 43855 // = constant 
04AF: 564@ = 43856 // = constant 
04AF: 565@ = 43857 // = constant 
04AF: 566@ = 65535 // = constant 
04AF: 567@ = 65535 // = constant 
04AF: 568@ = 65535 // = constant 
04AF: 569@ = 43858 // = constant 
04AF: 570@ = 43859 // = constant 
04AF: 571@ = 43860 // = constant 
04AF: 572@ = 43861 // = constant 
04AF: 573@ = 43862 // = constant 
04AF: 574@ = 43863 // = constant 
04AF: 575@ = 43864 // = constant 
04AF: 576@ = 43865 // = constant 
04AF: 577@ = 43866 // = constant 
04AF: 578@ = 43867 // = constant 
04AF: 579@ = 43868 // = constant 
04AF: 580@ = 43869 // = constant 
04AF: 581@ = 43870 // = constant 
04AF: 582@ = 43871 // = constant 
04AF: 583@ = 43872 // = constant 
04AF: 584@ = 43873 // = constant 
04AF: 585@ = 43874 // = constant 
04AF: 586@ = 43875 // = constant 
04AF: 587@ = 43876 // = constant 
04AF: 588@ = 43877 // = constant 
04AF: 589@ = 43878 // = constant 
04AF: 590@ = 43879 // = constant 
04AF: 591@ = 43880 // = constant 
04AF: 592@ = 43881 // = constant 
04AF: 593@ = 43882 // = constant 
04AF: 594@ = 43883 // = constant 
04AF: 595@ = 43884 // = constant 
04AF: 596@ = 43885 // = constant 
04AF: 597@ = 43886 // = constant 
04AF: 598@ = 43887 // = constant 
04AF: 599@ = 43888 // = constant 
04AF: 600@ = 43889 // = constant 
04AF: 601@ = 43890 // = constant 
04AF: 602@ = 43892 // = constant 
04AF: 603@ = 43893 // = constant 
04AF: 604@ = 43894 // = constant 
04AF: 605@ = 43902 // = constant 
04AF: 606@ = 43895 // = constant 
04AF: 607@ = 43905 // = constant 
04AF: 608@ = 43815 // = constant 
04AF: 609@ = 43816 // = constant 
04AF: 610@ = 43817 // = constant 
04AF: 611@ = 43818 // = constant 
04AF: 612@ = 43832 // = constant 
04AF: 613@ = 43839 // = constant 
04AF: 614@ = 43840 // = constant 
04AF: 615@ = 65535 // = constant 
04AF: 616@ = 43826 // = constant 
04AF: 617@ = 43841 // = constant 
04AF: 618@ = 43842 // = constant 
04AF: 619@ = 43843 // = constant 
04AF: 620@ = 43844 // = constant 
04AF: 621@ = 43828 // = constant 
04AF: 622@ = 43829 // = constant 
04AF: 623@ = 43819 // = constant 
04AF: 624@ = 43820 // = constant 
04AF: 625@ = 43821 // = constant 
04AF: 626@ = 43822 // = constant 
04AF: 627@ = 43823 // = constant 
04AF: 628@ = 43836 // = constant 
04AF: 629@ = 43837 // = constant 
04AF: 630@ = 43838 // = constant 
04AF: 631@ = 43885 // = constant 
04AF: 632@ = 43883 // = constant 
05AA: 341@s = 'WUZ1_AA' // @s = 'short'  // We'll need a ride, mine's getting some bodywork done to it.
05AA: 343@s = 'WUZ1_AB' // @s = 'short'  // Alright, don't trip.
05AA: 345@s = 'WUZ1_CA' // @s = 'short'  // The Blood Feather Triad have a storehouse around the block.
05AA: 347@s = 'WUZ1_CB' // @s = 'short'  // We shall see what excuses they have to offer.
05AA: 349@s = 'WUZ1_CC' // @s = 'short'  // OK. So what's all this talk of business?
05AA: 351@s = 'WUZ1_CD' // @s = 'short'  // Some small time Vietnamese gangs have been making trouble lately.
05AA: 353@s = 'WUZ1_CE' // @s = 'short'  // We're not sure why they're gaining any courage now, but I'm nervous about the situation.
05AA: 357@s = 'WUZ1_CG' // @s = 'short'  // How do I fit in all of this?
05AA: 359@s = 'WUZ1_CH' // @s = 'short'  // You're an outsider.
05AA: 361@s = 'WUZ1_DA' // @s = 'short'  // This is the place!
05AA: 363@s = 'WUZ1_DD' // @s = 'short'  // Come on, it's this way.
05AA: 365@s = 'WUZ1_DB' // @s = 'short'  // What's that smell?
05AA: 367@s = 'WUZ1_DC' // @s = 'short'  // Laundry.
05AA: 369@s = 'WUZ1_LA' // @s = 'short'  // Ah, we're here! This way!
05AA: 371@s = 'WUZ1_LC' // @s = 'short'  // Strange, this gate is usually locked.
05AA: 373@s = 'WUZ1_KD' // @s = 'short'  // Stick Close!
05AA: 375@s = 'WUZ1_MA' // @s = 'short'  // Oh man, Woozie...
05AA: 377@s = 'WUZ1_MB' // @s = 'short'  // What's got spooked?
05AA: 379@s = 'WUZ1_MC' // @s = 'short'  // Oh, oh sorry, didn't see you lying down there.
05AA: 381@s = 'WUZ1_MD' // @s = 'short'  // He's dead. They all are.
05AA: 383@s = 'WUZ1_ME' // @s = 'short'  // The Blood Feathers, wiped out?
05AA: 385@s = 'WUZ1_MF' // @s = 'short'  // Dai Dai Lo! Forgive me, I was too scared to fight, so I hid.
05AA: 387@s = 'WUZ1_MG' // @s = 'short'  // Enough! What happened here?
05AA: 389@s = 'WUZ1_MH' // @s = 'short'  // Vietnamese surprised us, cut us all down.
05AA: 391@s = 'WUZ1_MJ' // @s = 'short'  // Shit, here they come again!
05AA: 395@s = 'WUZ1_MH' // @s = 'short'  // Vietnamese surprised us, cut us all down.
05AA: 397@s = 'WUZ1_MJ' // @s = 'short'  // Shit, here they come again!
05AA: 399@s = 'WUZ1_NA' // @s = 'short'  // The Triads must have vengeance!
05AA: 401@s = 'WUZ1_NB' // @s = 'short'  // CJ, follow me and stick close!
05AA: 403@s = 'WUZ1_NC' // @s = 'short'  // Ready?
05AA: 405@s = 'WUZ1_ND' // @s = 'short'  // DIE YOU MOTHERFUCKING SONS OF WHORES!
05AA: 407@s = 'WUZ1_NE' // @s = 'short'  // Looks clear to me, go! Go!
05AA: 409@s = 'WUZ1_NF' // @s = 'short'  // I think I got them all!
05AA: 411@s = 'WUZ1_NG' // @s = 'short'  // Hell's sewers, that was a sniper bullet!
05AA: 413@s = 'WUZ1_NH' // @s = 'short'  // Damn, I err, got something in my eyes, is it safe to move?
05AA: 415@s = 'WUZ1_NJ' // @s = 'short'  // YOUR MOTHERS WERE DEMON SLUTS!
05AA: 417@s = 'WUZ1_NK' // @s = 'short'  // YOUR BLOOD WILL RUN LIKE WINE!
05AA: 419@s = 'WUZ1_NL' // @s = 'short'  // EAT THIS HOT LEADEN SHIT!
05AA: 421@s = 'WUZ1_NM' // @s = 'short'  // YOU WILL WANDER AS GHOSTS!
05AA: 423@s = 'WUZ1_NN' // @s = 'short'  // CURSED ASSHOLES!
05AA: 425@s = 'WUZ1_NO' // @s = 'short'  // CJ, take out that sniper!
05AA: 427@s = 'WUZ1_NP' // @s = 'short'  // Cover me, CJ, I'm moving up!
05AA: 429@s = 'WUZ1_NQ' // @s = 'short'  // I'm breaking cover, CJ, spray 'em!
05AA: 431@s = 'WUZ1_OA' // @s = 'short'  // Oh fuck, man, more up ahead!
05AA: 433@s = 'WUZ1_OB' // @s = 'short'  // Shit, man, they really want you dead!
05AA: 435@s = 'WUZ1_OC' // @s = 'short'  // I see him. He on the roof!
05AA: 437@s = 'WUZ1_OD' // @s = 'short'  // OK, clear, Woozie, GO!
05AA: 439@s = 'WUZ1_OE' // @s = 'short'  // Break for it, Woozie!
05AA: 441@s = 'WUZ1_OF' // @s = 'short' 
05AA: 443@s = 'WUZ1_OG' // @s = 'short'  // Hold up, Woozie, we still got trouble!
05AA: 445@s = 'WUZ1_OH' // @s = 'short'  // Lay low!
05AA: 447@s = 'WUZ1_OJ' // @s = 'short'  // Woozie, keep it down, we still got trouble!
05AA: 449@s = 'WUZ1_OK' // @s = 'short'  // In the car, quick!
05AA: 451@s = 'WUZ1_OL' // @s = 'short'  // Get on the back of the bike!
05AA: 453@s = 'WUZ1_OM' // @s = 'short'  // On the bike, quick!
05AA: 455@s = 'WUZ1_ON' // @s = 'short'  // Let's get the fuck out of here!
05AA: 457@s = 'WUZ1_OO' // @s = 'short'  // Let's get the hell out of here!
05AA: 459@s = 'WUZ1_OP' // @s = 'short'  // We got more company!
05AA: 461@s = 'WUZ1_OQ' // @s = 'short'  // Cars on our tail!
05AA: 463@s = 'WUZ1_OR' // @s = 'short'  // More of them, in cars!
05AA: 465@s = 'WUZ1_PA' // @s = 'short'  // You drive, I'll send them back to the sewers!
05AA: 467@s = 'WUZ1_PB' // @s = 'short'  // Keep driving, I'll take care of these murderous scum!
05AA: 469@s = 'WUZ1_QA' // @s = 'short'  // That look like the last of 'em.
05AA: 471@s = 'WUZ1_RA' // @s = 'short'  // Thank you, Carl, you saved me from having to kill them all myself.
05AA: 473@s = 'WUZ1_QB' // @s = 'short'  // OK, let's get back to my place.
05AA: 475@s = 'WUZ1_RD' // @s = 'short'  // Here, a token of the Tong's appreciation for what you did today.
05AA: 477@s = 'WUZ1_EA' // @s = 'short'  // Hey, what's with all these people?
05AA: 479@s = 'WUZ1_EB' // @s = 'short'  // Where they going?
05AA: 481@s = 'WUZ1_EC' // @s = 'short'  // Something isn't right here. We should be careful...
05AA: 483@s = 'WUZ1_EE' // @s = 'short'  // Follow me.
05AA: 485@s = 'WUZ1_GJ' // @s = 'short'  // Now... where's that loose cobble?
05AA: 487@s = 'WUZ1_JA' // @s = 'short'  // Hey, what the hell you doin'?
05AA: 489@s = 'WUZ1_JB' // @s = 'short'  // Just, eerr, checking the, um, y'know. Shut up, Carl.... THIS WAY!
05AA: 493@s = 'WUZ1_GC' // @s = 'short'  // Hmmm, yes, intriguing...
05AA: 495@s = 'WUZ1_KA' // @s = 'short'  // What's wrong? You lost? Need a hand?
05AA: 497@s = 'WUZ1_KB' // @s = 'short'  // NO!
05AA: 499@s = 'WUZ1_KC' // @s = 'short'  // No, I was just, you know, getting the feel of the place.
05AA: 501@s = 'WUZ1_KD' // @s = 'short'  // Stick Close!
05AA: 503@s = 'WUZ1_GE' // @s = 'short'  // Was it fifteen paces, or fifteen feet?
05AA: 505@s = 'WUZ1_GF' // @s = 'short'  // Ah, no, now I've got it...
05AA: 507@s = 'WUZ1_FA' // @s = 'short'  // Something's not right.
05AA: 509@s = 'WUZ1_FB' // @s = 'short'  // No shit, where everybody at?
05AA: 511@s = 'WUZ1_FC' // @s = 'short'  // Hiding, scared. I can smell them.
05AA: 513@s = 'WUZ1_FD' // @s = 'short'  // We should proceed with caution.
05AA: 515@s = 'WUZ1_FE' // @s = 'short'  // This way, I think.
05AA: 517@s = 'WUZ1_HA' // @s = 'short'  // Do you hear something?
05AA: 519@s = 'WUZ1_HB' // @s = 'short'  // Yeah, traffic and other shit.
05AA: 521@s = 'WUZ1_HC' // @s = 'short'  // Exactly! Trust me, I know what I'm doing. Follow me!
05AA: 523@s = 'WUZ1_OM' // @s = 'short'  // On the bike, quick!
05AA: 525@s = 'WUZ1_OK' // @s = 'short'  // In the car, quick!
648@ = 2 
649@ = 1 
650@ = 2 
651@ = 2 
652@ = 1 
653@ = 2 
654@ = 2 
655@ = 2 
656@ = 1 
657@ = 2 
658@ = 2 
659@ = 2 
660@ = 1 
661@ = 2 
662@ = 2 
663@ = 2 
664@ = 2 
665@ = 1 
666@ = 2 
667@ = 2 
668@ = 1 
669@ = 2 
670@ = 3 
671@ = 2 
672@ = 3 
673@ = 3 
674@ = 2 
675@ = 2 
676@ = 2 
677@ = 2 
678@ = 2 
679@ = 2 
680@ = 1 
681@ = 2 
682@ = 2 
683@ = 0 
684@ = 2 
685@ = 1 
686@ = 2 
687@ = 2 
688@ = 2 
689@ = 2 
690@ = 2 
691@ = 2 
692@ = 2 
693@ = 0 
694@ = 2 
695@ = 2 
696@ = 2 
697@ = 2 
698@ = 2 
699@ = 2 
700@ = 1 
701@ = 2 
702@ = 2 
703@ = 1 
704@ = 1 
705@ = 1 
706@ = 2 
707@ = 1 
708@ = 2 
709@ = 2 
710@ = 1 
711@ = 2 
712@ = 2 
713@ = 1 
714@ = 1 
715@ = 1 
716@ = 2 
717@ = 1 
718@ = 2 
719@ = 2 
720@ = 2 
721@ = 1 
722@ = 2 
723@ = 2 
724@ = 2 
725@ = 1 
726@ = 2 
727@ = 2 
728@ = 2 
729@ = 2 
730@ = 2 
731@ = 2 
732@ = 1 
733@ = 2 
734@ = 2 
735@ = 2 
736@ = 2 
737@ = 1 
738@ = 2 
739@ = 1 
740@ = 1 
008B: 748@ = $PLAYER_ACTOR // (int) 
644@ = 1 
03CF: load_wav 540@ as 1 
03CF: load_wav 541@ as 2 
640@ = 1 
641@ = 2 
jump @WUZI1_27951 

:WUZI1_26566
if 
   not 645@ == 0 
else_jump @WUZI1_27403 
if 
  273@ == 0 
else_jump @WUZI1_27403 
if 
001D:   40@ > 763@ // (int) 
else_jump @WUZI1_27403 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @WUZI1_27403 
if 
003B:   640@ == 645@ // (int) 
else_jump @WUZI1_26673 
642@ = 1 
jump @WUZI1_26736 

:WUZI1_26673
if 
003B:   641@ == 645@ // (int) 
else_jump @WUZI1_26706 
642@ = 2 
jump @WUZI1_26736 

:WUZI1_26706
642@ = 1 
0085: 640@ = 645@ // (int) 
040D: unload_wav 1 
03CF: load_wav 539@(645@,100i) as 1 

:WUZI1_26736
if 
03D0:   wav 642@ loaded 
else_jump @WUZI1_27391 
0085: 755@ = 647@(645@,100i) // (int) 
0085: 756@ = 747@(755@,7i) // (int) 
if 
   not 762@ == 1 
else_jump @WUZI1_26964 
759@ = 1 
761@ = 0 

:WUZI1_26808
if 
  7 > 759@ 
else_jump @WUZI1_26964 
0085: 760@ = 747@(759@,7i) // (int) 
if 
   not 760@ == 0 
else_jump @WUZI1_26950 
if 
803B:   not  760@ == 756@ // (int) 
else_jump @WUZI1_26950 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_26950 
if 
8118:   not actor 760@ dead 
else_jump @WUZI1_26950 
if 
0104:   actor 756@ near_actor 760@ radius 10.0 10.0 10.0 sphere 0 
else_jump @WUZI1_26950 
761@ += 1 

:WUZI1_26950
759@ += 1 
jump @WUZI1_26808 

:WUZI1_26964
if or
  762@ == 1 
  761@ > 0 
  647@(645@,100i) == 0 
else_jump @WUZI1_27377 
if 
   not 647@(645@,100i) == 0 
else_jump @WUZI1_27109 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27109 
if 
  $8615 == 0 
else_jump @WUZI1_27064 
0949: link_wav 642@ to_actor 756@ 

:WUZI1_27064
if 
894D:   not actor 756@ mutally_active 
else_jump @WUZI1_27102 
754@ = 1 
0967: actor 756@ move_mouth 15000 ms 
jump @WUZI1_27109 

:WUZI1_27102
094E: set_actor 756@ mute_pain_audio 0 

:WUZI1_27109
if 
  647@(645@,100i) == 0 
else_jump @WUZI1_27138 
754@ = 1 

:WUZI1_27138
if 
  754@ == 1 
else_jump @WUZI1_27370 
if 
   not 756@ == 0 
else_jump @WUZI1_27197 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27197 
0A09: set_actor 756@ muted 1 // versionB 

:WUZI1_27197
03D1: play_wav 642@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 339@(645@,100s) time 10000 flag 1 
644@ += 1 
754@ = 0 
645@ += 1 
0085: 643@ = 645@ // (int) 
if 
   not 539@(645@,100i) == 0 
else_jump @WUZI1_27370 
if 
  642@ == 1 
else_jump @WUZI1_27332 
if 
803B:   not  641@ == 645@ // (int) 
else_jump @WUZI1_27325 
03CF: load_wav 539@(645@,100i) as 2 
0085: 641@ = 645@ // (int) 

:WUZI1_27325
jump @WUZI1_27370 

:WUZI1_27332
if 
803B:   not  640@ == 645@ // (int) 
else_jump @WUZI1_27370 
03CF: load_wav 539@(645@,100i) as 1 
0085: 640@ = 645@ // (int) 

:WUZI1_27370
jump @WUZI1_27384 

:WUZI1_27377
644@ = 6 

:WUZI1_27384
jump @WUZI1_27403 

:WUZI1_27391
03CF: load_wav 539@(645@,100i) as 642@ 

:WUZI1_27403
jump @WUZI1_27951 

:WUZI1_27410
if 
03D2:   wav 642@ ended 
else_jump @WUZI1_27463 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27449 
0A09: set_actor 756@ muted 0 // versionB 

:WUZI1_27449
644@ += 1 
jump @WUZI1_27502 

:WUZI1_27463
if 
056D:   actor 756@ defined 
else_jump @WUZI1_27502 
if 
0118:   actor 756@ dead 
else_jump @WUZI1_27502 
644@ += 1 

:WUZI1_27502
jump @WUZI1_27951 

:WUZI1_27509
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27532 
0A09: set_actor 756@ muted 0 // versionB 

:WUZI1_27532
040D: unload_wav 642@ 
639@(642@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27576 
0968: actor 756@ stop_mouth 
094F: enable_actor 756@ pain_audio 

:WUZI1_27576
644@ += 1 
jump @WUZI1_27951 

:WUZI1_27590
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27613 
0A09: set_actor 756@ muted 0 // versionB 

:WUZI1_27613
645@ += 1 
if 
   not 539@(645@,100i) == 0 
else_jump @WUZI1_27666 
03CF: load_wav 539@(645@,100i) as 642@ 
0085: 639@(642@,3i) = 645@ // (int) 

:WUZI1_27666
646@ -= 1 
if 
   not 646@ > 0 
else_jump @WUZI1_27712 
645@ = 0 
646@ = 0 
jump @WUZI1_27720 

:WUZI1_27712
0085: 645@ = 643@ // (int) 

:WUZI1_27720
644@ = 1 
jump @WUZI1_27951 

:WUZI1_27734
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27757 
0A09: set_actor 756@ muted 0 // versionB 

:WUZI1_27757
644@ = 1 
645@ = 0 
646@ = 0 
293@ = 0 
337@ = 0 
$8615 = 0 
040D: unload_wav 642@ 
639@(642@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27838 
094F: enable_actor 756@ pain_audio 

:WUZI1_27838
jump @WUZI1_27951 

:WUZI1_27845
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27868 
0A09: set_actor 756@ muted 0 // versionB 

:WUZI1_27868
644@ = 2 
645@ = 0 
646@ = 0 
293@ = 0 
337@ = 0 
$8615 = 0 
639@(642@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 756@ dead 
else_jump @WUZI1_27944 
094F: enable_actor 756@ pain_audio 

:WUZI1_27944
jump @WUZI1_27951 

:WUZI1_27951
return 

:WUZI1_27953
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:WUZI1_27971
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'WUZI_1'  // Mountain Cloud Boys
$542 += 1 
return 

:WUZI1_28035
138@ = 0 

:WUZI1_28042
if 
  18 > 138@ 
else_jump @WUZI1_28135 
0164: disable_marker 119@(138@,18i) 
if 
8118:   not actor 146@(138@,18i) dead 
else_jump @WUZI1_28121 
05E2: AS_actor 146@(138@,18i) kill_actor $PLAYER_ACTOR 
0961: set_actor 146@(138@,18i) keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 146@(138@,18i) // Like turning an actor into a random pedestrian 

:WUZI1_28121
138@ += 1 
jump @WUZI1_28042 

:WUZI1_28135
03E6: remove_text_box 
if 
8119:   not car 112@ wrecked 
else_jump @WUZI1_28182 
01EC: make_car 112@ very_heavy 0 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 112@ door_status_to 1 

:WUZI1_28182
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WUZI1_28205 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI1_28205
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0249: release_model 352 
0249: release_model 121 
0249: release_model 122 
0249: release_model 123 
0249: release_model 358 
0249: release_model 405 
0249: release_model 117 
0249: release_model 118 
0249: release_model 58 
0249: release_model 468 
04EF: release_animation "SWAT" 
04EF: release_animation "WUZI" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0873: release_path 136 
0873: release_path 137 
0873: release_path 138 
0873: release_path 139 
0873: release_path 169 
091E: create_forbidden_for_boats_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 
0151: remove_status_text $8614 
06D7: enable_train_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @WUZI1_28400 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI1_28400
if 
8118:   not actor 43@ dead 
else_jump @WUZI1_28421 
034F: destroy_actor_with_fade 43@ 

:WUZI1_28421
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02D1: remove_fire 266@ 
02D1: remove_fire 267@ 
065C: release_decision_maker 42@ 
06D0: enable_emergency_traffic 1 
$ONMISSION = 0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
mission_cleanup 
return 

//-------------Mission 54---------------
// Originally: Ran Fa Li

:FARLIE4
thread 'FARLIE4' 
gosub @FARLIE4_47 
if 
wasted_or_busted 
else_jump @FARLIE4_38 
gosub @FARLIE4_7847 

:FARLIE4_38
gosub @FARLIE4_8348 
end_thread 

:FARLIE4_47
054C: use_GXT_table 'FARLIE4' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FARLIE4_73
if 
fading 
else_jump @FARLIE4_97 
wait 0 
jump @FARLIE4_73 

:FARLIE4_97
select_interior 1 
02E4: load_cutscene_data 'FARL_4A' 

:FARLIE4_112
if 
86B9:   not cutscene_data_loaded 
else_jump @FARLIE4_136 
wait 0 
jump @FARLIE4_112 

:FARLIE4_136
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:FARLIE4_153
if 
82E9:   not cutscene_reached_end 
else_jump @FARLIE4_177 
wait 0 
jump @FARLIE4_153 

:FARLIE4_177
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:FARLIE4_191
if 
fading 
else_jump @FARLIE4_215 
wait 0 
jump @FARLIE4_191 

:FARLIE4_215
02EA: end_cutscene 
select_interior 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_286 
03CB: set_rendering_origin_at -2154.998 645.5436 51.3516 
00A1: put_actor $PLAYER_ACTOR at -2154.998 645.5436 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.113 
0373: set_camera_directly_behind_player 

:FARLIE4_286
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
increment_mission_attempts 
$ONMISSION = 1 
01E8: create_forbidden_for_cars_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 54@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 154@ // decision\allowed\m_.ped files 
0709: set_decision_maker 154@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 54@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
018A: 45@ = create_checkpoint_at -1742.273 1422.631 6.1842 
018B: set_marker 45@ radar_mode 0 
018A: 49@ = create_checkpoint_at -1409.9 -303.4 4.5 
02FA: set_garage 'FDORSFE' type 19 
0247: load_model 352 

:FARLIE4_509
if 
8248:   not model 352 available 
else_jump @FARLIE4_536 
wait 0 
jump @FARLIE4_509 

:FARLIE4_536
if and
8491:   not actor $PLAYER_ACTOR has_weapon 28 
8491:   not actor $PLAYER_ACTOR has_weapon 29 
else_jump @FARLIE4_578 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 150 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 

:FARLIE4_578
40@ = 0 
148@ = 2 
00BC: show_text_highpriority GXT 'F4_T0' time 9000 flag 1  // ~s~Pick up the car from the airport ~y~car park~s~.

:FARLIE4_608
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_879 
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @FARLIE4_650 
jump @FARLIE4_8009 

:FARLIE4_650
gosub @FARLIE4_8740 
gosub @FARLIE4_9530 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1409.9 -303.4 4.5 radius 4.0 4.0 4.0 
else_jump @FARLIE4_872 
0A6F: checkpoint_save 99 
0247: load_model 475 
0247: load_model 410 

:FARLIE4_726
if or
8248:   not model 475 available 
8248:   not model 410 available 
else_jump @FARLIE4_758 
wait 0 
jump @FARLIE4_726 

:FARLIE4_758
149@ = 1 
0164: disable_marker 49@ 
00A5: 42@ = create_car 410 at -1425.512 -21.2813 5.0078 
0175: set_car 42@ Z_angle_to 88.7848 
0519: set_car 42@ locked 1 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
053F: set_car 42@ tires_vulnerability 0 
0224: set_car 42@ health_to 3000 
0229: set_car 42@ primary_color_to 3 secondary_color_to 3 
00BC: show_text_highpriority GXT 'F4_T7' time 4000 flag 1  // ~s~Get the ~b~car~s~!
jump @FARLIE4_886 

:FARLIE4_872
jump @FARLIE4_608 

:FARLIE4_879
jump @FARLIE4_7847 

:FARLIE4_886
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_1043 
wait 0 
gosub @FARLIE4_8740 
gosub @FARLIE4_9530 
if and
00DF:   actor $PLAYER_ACTOR driving 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_973 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE4_973 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 

:FARLIE4_973
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_1036 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE4_1036 
018B: set_marker 43@ radar_mode 0 
018B: set_marker 45@ radar_mode 3 
0519: set_car 42@ locked 0 
jump @FARLIE4_1050 

:FARLIE4_1036
jump @FARLIE4_886 

:FARLIE4_1043
jump @FARLIE4_7847 

:FARLIE4_1050
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model 121 
0247: load_model 122 
0247: load_model 521 
0247: load_model 352 
0247: load_model 414 
0247: load_model 330 
0247: load_model 475 
0247: load_model 543 

:FARLIE4_1095
if or
8248:   not model 121 available 
8248:   not model 122 available 
8248:   not model 521 available 
8248:   not model 352 available 
8248:   not model 414 available 
8248:   not model 330 available 
else_jump @FARLIE4_1145 
wait 0 
jump @FARLIE4_1095 

:FARLIE4_1145
040D: unload_wav 3 
03CF: load_wav 28000 as 3 

:FARLIE4_1156
if or
83D0:   not wav 3 loaded 
8248:   not model 475 available 
8248:   not model 543 available 
else_jump @FARLIE4_1192 
wait 0 
jump @FARLIE4_1156 

:FARLIE4_1192
01EB: set_traffic_density_multiplier_to 0.0 

:FARLIE4_1199
gosub @FARLIE4_8282 
if 
8119:   not car $47 wrecked 
else_jump @FARLIE4_1310 
if 
01AF:   car $47 sphere 0 in_sphere -1429.619 -21.2788 5.0078 radius 10.0 10.0 10.0 
else_jump @FARLIE4_1305 
0763: add_car_reference $47 // mission only 
00AB: put_car $47 at -1425.615 -16.4956 5.0078 
0175: set_car $47 Z_angle_to 271.5388 

:FARLIE4_1305
wait 500 

:FARLIE4_1310
0395: clear_area 1 at -1412.56 -138.0878 5.0 radius 200.0 
gosub @FARLIE4_8248 
015F: set_camera_position -1430.361 -18.6971 6.191 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1429.655 -19.4032 6.1376 switchstyle 2 
00A5: 57@ = create_car 414 at -1414.173 -50.4918 5.0 
0175: set_car 57@ Z_angle_to 0.0 
0129: 67@ = create_actor_pedtype 24 model 121 in_car 57@ driverseat 
01B2: give_actor 67@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 28 
if and
8119:   not car 57@ wrecked 
8118:   not actor 67@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_1545 
0615: define_AS_pack_begin 150@ 
05D1: AS_actor -1 drive_car 57@ to -1414.428 -32.5711 5.0069 speed 15.0 2 model 0 2 
05CD: AS_actor -1 exit_car 57@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 150@ 
0618: assign_actor 67@ to_AS_pack 150@ 

:FARLIE4_1545
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_1569 
0227: 51@ = car 42@ health 

:FARLIE4_1569
008A: $8617 = 51@ // (int) 
$8617 /= 30 
03C4: set_status_text $8617 type 1 GXT 'F4_D' // global_variable  // Damage
gosub @FARLIE4_8315 
00BC: show_text_highpriority GXT 'F4_T5' time 5000 flag 1  // It's an ambush, the Da Nang Boys are covering the exits!
41@ = 0 

:FARLIE4_1630
if 
  2000 > 41@ 
else_jump @FARLIE4_1680 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @FARLIE4_1673 
jump @FARLIE4_1756 

:FARLIE4_1673
jump @FARLIE4_1630 

:FARLIE4_1680
if 
03D0:   wav 3 loaded 
else_jump @FARLIE4_1699 
03D1: play_wav 3 

:FARLIE4_1699
41@ = 0 

:FARLIE4_1706
if 
  2000 > 41@ 
else_jump @FARLIE4_1756 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @FARLIE4_1749 
jump @FARLIE4_1756 

:FARLIE4_1749
jump @FARLIE4_1706 

:FARLIE4_1756
gosub @FARLIE4_8263 
00BC: show_text_highpriority GXT 'F4_T8' time 4000 flag 1  // ~s~Take the car back to the ~y~garage~s~.
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_1802 
0519: set_car 42@ locked 0 

:FARLIE4_1802
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_7840 
wait 0 
gosub @FARLIE4_8740 
gosub @FARLIE4_9530 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_1881 
if 
0A15:   is_car_affected_by_cheats 42@ 
else_jump @FARLIE4_1881 
0224: set_car 42@ health_to 3000 

:FARLIE4_1881
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_2040 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE4_1962 
if 
  48@ == 0 
else_jump @FARLIE4_1955 
018B: set_marker 43@ radar_mode 0 
018B: set_marker 45@ radar_mode 3 
48@ = 1 

:FARLIE4_1955
jump @FARLIE4_2017 

:FARLIE4_1962
if 
  48@ == 1 
else_jump @FARLIE4_2017 
018B: set_marker 43@ radar_mode 3 
018B: set_marker 45@ radar_mode 0 
00BC: show_text_highpriority GXT 'F4_T4' time 4000 flag 1  // ~s~Get back in the ~b~car~s~!
48@ = 0 

:FARLIE4_2017
0227: 51@ = car 42@ health 
008A: $8617 = 51@ // (int) 
$8617 /= 30 

:FARLIE4_2040
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1467.032 -133.7941 5.0078 radius 60.0 60.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_2364 
if 
  87@ == 0 
else_jump @FARLIE4_2364 
0395: clear_area 1 at -1474.466 -162.8309 5.0234 radius 10.0 
00A5: 59@ = create_car 414 at -1474.466 -162.8309 5.0234 
0175: set_car 59@ Z_angle_to 272.5542 
0129: 69@ = create_actor_pedtype 24 model 121 in_car 59@ driverseat 
01B2: give_actor 69@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 28 
if and
8119:   not car 59@ wrecked 
8118:   not actor 69@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_2357 
0615: define_AS_pack_begin 152@ 
05D1: AS_actor -1 drive_car 59@ to -1464.862 -162.4026 5.0226 speed 25.0 2 model 0 2 
05CD: AS_actor -1 exit_car 59@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 69@ to_AS_pack 152@ 

:FARLIE4_2357
87@ = 1 

:FARLIE4_2364
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1423.849 -135.7411 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_2688 
if 
  88@ == 0 
else_jump @FARLIE4_2688 
0395: clear_area 1 at -1387.268 -126.9234 5.0078 radius 10.0 
00A5: 58@ = create_car 414 at -1387.268 -126.9234 5.0078 
0175: set_car 58@ Z_angle_to 180.2388 
0129: 68@ = create_actor_pedtype 24 model 121 in_car 58@ driverseat 
01B2: give_actor 68@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 68@ armed_weapon_to 28 
if and
8119:   not car 58@ wrecked 
8118:   not actor 68@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_2681 
0615: define_AS_pack_begin 151@ 
05D1: AS_actor -1 drive_car 58@ to -1387.225 -135.6199 5.0078 speed 25.0 2 model 0 2 
05CD: AS_actor -1 exit_car 58@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 151@ 
0618: assign_actor 68@ to_AS_pack 151@ 

:FARLIE4_2681
88@ = 1 

:FARLIE4_2688
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1427.269 -238.5722 5.0234 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
else_jump @FARLIE4_3007 
if 
  97@ == 0 
else_jump @FARLIE4_3007 
0395: clear_area 1 at -1387.792 -230.1776 5.0078 radius 10.0 
00A5: 60@ = create_car 414 at -1387.792 -230.1776 5.0078 
0175: set_car 60@ Z_angle_to 179.5878 
0129: 70@ = create_actor_pedtype 24 model 121 in_car 60@ driverseat 
01B2: give_actor 70@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 28 
if and
8119:   not car 60@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_3000 
0615: define_AS_pack_begin 153@ 
05D1: AS_actor -1 drive_car 60@ to -1387.862 -240.3811 5.0078 speed 25.0 2 model 0 2 
05CD: AS_actor -1 exit_car 60@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 153@ 
0618: assign_actor 70@ to_AS_pack 153@ 

:FARLIE4_3000
97@ = 1 

:FARLIE4_3007
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1399.686 -184.757 5.3047 radius 5.0 5.0 10.0 
  89@ == 0 
else_jump @FARLIE4_3142 
009A: 52@ = create_actor_pedtype 24 model 122 at -1404.049 -234.7071 5.3047 
0173: set_actor 52@ Z_angle_to 353.8535 
01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
02E2: set_actor 52@ weapon_accuracy_to 80 
060B: set_actor 52@ decision_maker_to 54@ 
06E3: AS_actor 52@ roll_sideways 1 
89@ = 1 

:FARLIE4_3142
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1400.184 -205.7361 5.3047 radius 5.0 5.0 10.0 
  90@ == 0 
else_jump @FARLIE4_3277 
009A: 53@ = create_actor_pedtype 24 model 121 at -1394.235 -234.735 5.3047 
0173: set_actor 53@ Z_angle_to 1.5813 
01B2: give_actor 53@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 28 
02E2: set_actor 53@ weapon_accuracy_to 80 
060B: set_actor 53@ decision_maker_to 54@ 
06E3: AS_actor 53@ roll_sideways 0 
90@ = 1 

:FARLIE4_3277
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1407.187 -239.4782 5.3047 radius 20.0 20.0 10.0 
  91@ == 0 
else_jump @FARLIE4_3818 
009A: 77@ = create_actor_pedtype 24 model 122 at -1407.076 -358.3559 8.3099 
0173: set_actor 77@ Z_angle_to 9.5994 
009A: 78@ = create_actor_pedtype 24 model 121 at -1476.887 -291.53 8.7087 
0173: set_actor 78@ Z_angle_to 258.9856 
44@ = 0 

:FARLIE4_3407
01B2: give_actor 77@(44@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 77@(44@,10i) armed_weapon_to 28 
02E2: set_actor 77@(44@,10i) weapon_accuracy_to 80 
060B: set_actor 77@(44@,10i) decision_maker_to 54@ 
0638: AS_actor 77@(44@,10i) stay_put 1 
05E2: AS_actor 77@(44@,10i) kill_actor $PLAYER_ACTOR 
04EB: AS_actor 77@(44@,10i) crouch 1 
44@ += 1 
  44@ >= 2 
else_jump @FARLIE4_3407 
00A5: 60@ = create_car 414 at -1478.896 -470.3535 10.9926 
0175: set_car 60@ Z_angle_to 11.1921 
009A: 107@ = create_actor_pedtype 24 model 122 at -1478.188 -476.1086 11.1411 
0173: set_actor 107@ Z_angle_to 277.8792 
009A: 108@ = create_actor_pedtype 24 model 122 at -1479.535 -466.4356 11.0 
0173: set_actor 108@ Z_angle_to 263.3237 
00A5: 61@ = create_car 414 at -1586.023 -359.7679 10.9926 
0175: set_car 61@ Z_angle_to 248.7342 
009A: 109@ = create_actor_pedtype 24 model 122 at -1582.225 -362.0264 11.0 
0173: set_actor 109@ Z_angle_to 356.2877 
009A: 110@ = create_actor_pedtype 24 model 122 at -1590.694 -357.4667 11.1411 
0173: set_actor 110@ Z_angle_to 323.3828 
44@ = 0 

:FARLIE4_3719
01B2: give_actor 107@(44@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 107@(44@,10i) armed_weapon_to 28 
02E2: set_actor 107@(44@,10i) weapon_accuracy_to 80 
060B: set_actor 107@(44@,10i) decision_maker_to 54@ 
0638: AS_actor 107@(44@,10i) stay_put 1 
05E2: AS_actor 107@(44@,10i) kill_actor $PLAYER_ACTOR 
44@ += 1 
  44@ >= 4 
else_jump @FARLIE4_3719 
91@ = 1 

:FARLIE4_3818
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1570.888 -455.6748 5.0 radius 25.0 25.0 10.0 
  92@ == 0 
else_jump @FARLIE4_3995 
01EB: set_traffic_density_multiplier_to 1.0 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
44@ = 0 

:FARLIE4_3897
009B: destroy_actor 67@(44@,10i) 
if 
8119:   not car 57@(44@,10i) wrecked 
else_jump @FARLIE4_3958 
if 
80DB:   not actor $PLAYER_ACTOR in_car 57@(44@,10i) 
else_jump @FARLIE4_3958 
00A6: destroy_car 57@(44@,10i) 

:FARLIE4_3958
009B: destroy_actor 77@(44@,10i) 
44@ += 1 
  44@ >= 3 
else_jump @FARLIE4_3897 
92@ = 1 

:FARLIE4_3995
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2258.519 124.3485 34.3125 radius 150.0 150.0 10.0 
  93@ == 0 
else_jump @FARLIE4_4305 
0395: clear_area 1 at -2258.519 124.3485 34.3125 radius 10.0 
00A5: 117@ = create_car 521 at -2258.519 124.3485 34.3125 
0186: 137@ = create_marker_above_car 117@ 
00AE: set_car 117@ traffic_behaviour_to 2 
0175: set_car 117@ Z_angle_to 179.5562 
0129: 127@ = create_actor_pedtype 24 model 121 in_car 117@ driverseat 
01C8: 128@ = create_actor_pedtype 24 model 122 in_car 117@ passenger_seat 0 
08C6: set_actor 127@ stay_on_bike 0 
08C6: set_actor 128@ stay_on_bike 0 
01B2: give_actor 127@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 127@ armed_weapon_to 28 
02E2: set_actor 127@ weapon_accuracy_to 30 
01B2: give_actor 128@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 128@ armed_weapon_to 28 
02E2: set_actor 128@ weapon_accuracy_to 30 
060B: set_actor 127@ decision_maker_to 54@ 
060B: set_actor 128@ decision_maker_to 54@ 
0713: actor 128@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_4298 
06E1: AS_actor 127@ using_car 117@ target_car 42@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_4298
93@ = 1 

:FARLIE4_4305
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1817.805 -552.1889 15.0039 radius 150.0 150.0 10.0 
  94@ == 0 
else_jump @FARLIE4_4644 
0395: clear_area 1 at -1817.805 -552.1889 15.0039 radius 10.0 
00A5: 118@ = create_car 521 at -1817.805 -552.1889 15.0039 
0186: 138@ = create_marker_above_car 118@ 
0175: set_car 118@ Z_angle_to 174.0251 
00AE: set_car 118@ traffic_behaviour_to 2 
0129: 129@ = create_actor_pedtype 24 model 121 in_car 118@ driverseat 
01C8: 130@ = create_actor_pedtype 24 model 122 in_car 118@ passenger_seat 0 
08C6: set_actor 129@ stay_on_bike 0 
08C6: set_actor 130@ stay_on_bike 0 
01B2: give_actor 129@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 129@ armed_weapon_to 28 
02E2: set_actor 129@ weapon_accuracy_to 30 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 130@ armed_weapon_to 28 
02E2: set_actor 130@ weapon_accuracy_to 30 
0713: actor 130@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 130@ decision_maker_to 54@ 
060B: set_actor 129@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_4637 
0615: define_AS_pack_begin 46@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 118@ target_car 42@ with_order 30 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 46@ 
0618: assign_actor 129@ to_AS_pack 46@ 
061B: remove_references_to_AS_pack 46@ 

:FARLIE4_4637
94@ = 1 

:FARLIE4_4644
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1818.385 -621.8912 15.312 radius 150.0 150.0 10.0 
  95@ == 0 
else_jump @FARLIE4_4983 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
00A5: 119@ = create_car 521 at -1818.385 -621.8912 15.312 
0186: 139@ = create_marker_above_car 119@ 
0175: set_car 119@ Z_angle_to 1.701 
00AE: set_car 119@ traffic_behaviour_to 2 
0129: 131@ = create_actor_pedtype 24 model 121 in_car 119@ driverseat 
01C8: 132@ = create_actor_pedtype 24 model 122 in_car 119@ passenger_seat 0 
08C6: set_actor 131@ stay_on_bike 0 
08C6: set_actor 132@ stay_on_bike 0 
01B2: give_actor 131@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 28 
02E2: set_actor 131@ weapon_accuracy_to 30 
01B2: give_actor 132@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 132@ armed_weapon_to 28 
02E2: set_actor 132@ weapon_accuracy_to 30 
0713: actor 132@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 132@ decision_maker_to 54@ 
060B: set_actor 131@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_4976 
0615: define_AS_pack_begin 46@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 119@ target_car 42@ with_order 29 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 46@ 
0618: assign_actor 131@ to_AS_pack 46@ 
061B: remove_references_to_AS_pack 46@ 

:FARLIE4_4976
95@ = 1 

:FARLIE4_4983
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2211.62 580.9911 34.1691 radius 300.0 300.0 10.0 
  165@ == 0 
else_jump @FARLIE4_5286 
0395: clear_area 1 at -2211.62 580.9911 34.1691 radius 10.0 
00A5: 170@ = create_car 410 at -2211.62 580.9911 34.1691 
0186: 175@ = create_marker_above_car 170@ 
0175: set_car 170@ Z_angle_to 176.7102 
00AE: set_car 170@ traffic_behaviour_to 2 
0129: 155@ = create_actor_pedtype 24 model 121 in_car 170@ driverseat 
01C8: 156@ = create_actor_pedtype 24 model 122 in_car 170@ passenger_seat 0 
08C6: set_actor 156@ stay_on_bike 2 
01B2: give_actor 155@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 155@ armed_weapon_to 28 
02E2: set_actor 155@ weapon_accuracy_to 30 
01B2: give_actor 156@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 156@ armed_weapon_to 28 
02E2: set_actor 156@ weapon_accuracy_to 30 
0713: actor 156@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 156@ decision_maker_to 54@ 
060B: set_actor 155@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_5279 
06E1: AS_actor 155@ using_car 170@ target_car 42@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5279
165@ = 1 

:FARLIE4_5286
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1850.127 1096.324 44.2969 radius 300.0 300.0 10.0 
  166@ == 0 
else_jump @FARLIE4_5582 
0395: clear_area 1 at -1850.127 1096.324 44.2969 radius 10.0 
00A5: 171@ = create_car 475 at -1850.127 1096.324 44.2969 
0186: 176@ = create_marker_above_car 171@ 
0175: set_car 171@ Z_angle_to 81.5282 
00AE: set_car 171@ traffic_behaviour_to 2 
0129: 157@ = create_actor_pedtype 24 model 121 in_car 171@ driverseat 
01C8: 158@ = create_actor_pedtype 24 model 122 in_car 171@ passenger_seat 0 
01B2: give_actor 157@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 157@ armed_weapon_to 28 
02E2: set_actor 157@ weapon_accuracy_to 30 
01B2: give_actor 158@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 158@ armed_weapon_to 28 
02E2: set_actor 158@ weapon_accuracy_to 30 
0713: actor 158@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 158@ decision_maker_to 54@ 
060B: set_actor 157@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_5575 
06E1: AS_actor 157@ using_car 171@ target_car 42@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_5575
166@ = 1 

:FARLIE4_5582
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1740.369 1404.461 6.1875 radius 300.0 300.0 10.0 
  167@ == 0 
else_jump @FARLIE4_5878 
0395: clear_area 1 at -1740.369 1404.461 6.1875 radius 10.0 
00A5: 172@ = create_car 543 at -1740.369 1404.461 6.1875 
0186: 177@ = create_marker_above_car 172@ 
0175: set_car 172@ Z_angle_to 172.1585 
00AE: set_car 172@ traffic_behaviour_to 2 
0129: 159@ = create_actor_pedtype 24 model 121 in_car 172@ driverseat 
01C8: 160@ = create_actor_pedtype 24 model 122 in_car 172@ passenger_seat 0 
01B2: give_actor 159@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 159@ armed_weapon_to 28 
02E2: set_actor 159@ weapon_accuracy_to 30 
01B2: give_actor 160@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 160@ armed_weapon_to 28 
02E2: set_actor 160@ weapon_accuracy_to 30 
0713: actor 160@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 160@ decision_maker_to 54@ 
060B: set_actor 159@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_5871 
06E1: AS_actor 159@ using_car 172@ target_car 42@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_5871
167@ = 1 

:FARLIE4_5878
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1892.652 745.0367 44.2969 radius 300.0 300.0 10.0 
  168@ == 0 
else_jump @FARLIE4_6181 
0395: clear_area 1 at -1892.652 745.0367 44.2969 radius 10.0 
00A5: 173@ = create_car 475 at -1892.652 745.0367 44.2969 
0186: 178@ = create_marker_above_car 173@ 
0175: set_car 173@ Z_angle_to 167.9494 
00AE: set_car 173@ traffic_behaviour_to 2 
00AF: set_car 173@ driver_behaviour_to 5 
0129: 161@ = create_actor_pedtype 24 model 121 in_car 173@ driverseat 
01C8: 162@ = create_actor_pedtype 24 model 122 in_car 173@ passenger_seat 0 
01B2: give_actor 161@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 161@ armed_weapon_to 28 
02E2: set_actor 161@ weapon_accuracy_to 30 
01B2: give_actor 162@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 162@ armed_weapon_to 28 
02E2: set_actor 162@ weapon_accuracy_to 30 
0713: actor 161@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 162@ decision_maker_to 54@ 
060B: set_actor 161@ decision_maker_to 54@ 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_6174 
06E1: AS_actor 162@ using_car 173@ target_car 42@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_6174
168@ = 1 

:FARLIE4_6181
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2154.207 576.4759 34.1719 radius 150.0 150.0 10.0 
  96@ == 0 
else_jump @FARLIE4_6373 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
009A: 191@ = create_actor_pedtype 24 model 121 at -2154.207 576.4759 34.1719 
00A5: 190@ = create_car 521 at -2154.382 577.5017 34.1719 
0175: set_car 190@ Z_angle_to 114.1029 
0173: set_actor 191@ Z_angle_to 211.0992 
01B2: give_actor 191@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 191@ armed_weapon_to 28 
02E2: set_actor 191@ weapon_accuracy_to 90 
060B: set_actor 191@ decision_maker_to 54@ 
0638: AS_actor 191@ stay_put 1 
96@ = 1 

:FARLIE4_6373
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2245.675 303.3215 34.3203 radius 150.0 150.0 10.0 
  96@ == 0 
else_jump @FARLIE4_6565 
0395: clear_area 1 at -2245.675 303.3215 34.3203 radius 10.0 
009A: 193@ = create_actor_pedtype 24 model 121 at -2245.675 303.3215 34.3203 
00A5: 192@ = create_car 521 at -2244.782 304.8253 34.3203 
0175: set_car 192@ Z_angle_to 191.9683 
0173: set_actor 193@ Z_angle_to 165.1429 
01B2: give_actor 193@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 193@ armed_weapon_to 28 
02E2: set_actor 193@ weapon_accuracy_to 90 
060B: set_actor 193@ decision_maker_to 54@ 
0638: AS_actor 193@ stay_put 1 
96@ = 1 

:FARLIE4_6565
if 
8118:   not actor 127@ dead 
else_jump @FARLIE4_6630 
if 
80DF:   not actor 127@ driving 
else_jump @FARLIE4_6623 
05BE: AS_actor 127@ die 
if 
075C:   marker 137@ enabled 
else_jump @FARLIE4_6623 
0164: disable_marker 137@ 

:FARLIE4_6623
jump @FARLIE4_6651 

:FARLIE4_6630
if 
075C:   marker 137@ enabled 
else_jump @FARLIE4_6651 
0164: disable_marker 137@ 

:FARLIE4_6651
if 
8118:   not actor 129@ dead 
else_jump @FARLIE4_6711 
if 
80DF:   not actor 129@ driving 
else_jump @FARLIE4_6704 
if 
075C:   marker 138@ enabled 
else_jump @FARLIE4_6704 
0164: disable_marker 138@ 

:FARLIE4_6704
jump @FARLIE4_6732 

:FARLIE4_6711
if 
075C:   marker 138@ enabled 
else_jump @FARLIE4_6732 
0164: disable_marker 138@ 

:FARLIE4_6732
if 
8118:   not actor 131@ dead 
else_jump @FARLIE4_6792 
if 
80DF:   not actor 131@ driving 
else_jump @FARLIE4_6785 
if 
075C:   marker 139@ enabled 
else_jump @FARLIE4_6785 
0164: disable_marker 139@ 

:FARLIE4_6785
jump @FARLIE4_6813 

:FARLIE4_6792
if 
075C:   marker 139@ enabled 
else_jump @FARLIE4_6813 
0164: disable_marker 139@ 

:FARLIE4_6813
if 
8118:   not actor 155@ dead 
else_jump @FARLIE4_6873 
if 
80DF:   not actor 155@ driving 
else_jump @FARLIE4_6866 
if 
075C:   marker 175@ enabled 
else_jump @FARLIE4_6866 
0164: disable_marker 175@ 

:FARLIE4_6866
jump @FARLIE4_6894 

:FARLIE4_6873
if 
075C:   marker 175@ enabled 
else_jump @FARLIE4_6894 
0164: disable_marker 175@ 

:FARLIE4_6894
if 
8118:   not actor 157@ dead 
else_jump @FARLIE4_6954 
if 
80DF:   not actor 157@ driving 
else_jump @FARLIE4_6947 
if 
075C:   marker 176@ enabled 
else_jump @FARLIE4_6947 
0164: disable_marker 176@ 

:FARLIE4_6947
jump @FARLIE4_6975 

:FARLIE4_6954
if 
075C:   marker 176@ enabled 
else_jump @FARLIE4_6975 
0164: disable_marker 176@ 

:FARLIE4_6975
if 
8118:   not actor 159@ dead 
else_jump @FARLIE4_7035 
if 
80DF:   not actor 159@ driving 
else_jump @FARLIE4_7028 
if 
075C:   marker 177@ enabled 
else_jump @FARLIE4_7028 
0164: disable_marker 177@ 

:FARLIE4_7028
jump @FARLIE4_7056 

:FARLIE4_7035
if 
075C:   marker 177@ enabled 
else_jump @FARLIE4_7056 
0164: disable_marker 177@ 

:FARLIE4_7056
if 
8118:   not actor 161@ dead 
else_jump @FARLIE4_7116 
if 
80DF:   not actor 161@ driving 
else_jump @FARLIE4_7109 
if 
075C:   marker 178@ enabled 
else_jump @FARLIE4_7109 
0164: disable_marker 178@ 

:FARLIE4_7109
jump @FARLIE4_7137 

:FARLIE4_7116
if 
075C:   marker 178@ enabled 
else_jump @FARLIE4_7137 
0164: disable_marker 178@ 

:FARLIE4_7137
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_7503 
44@ = 0 

:FARLIE4_7160
if 
8118:   not actor 127@(44@,10i) dead 
else_jump @FARLIE4_7222 
if 
00F2:   actor $PLAYER_ACTOR near_actor 127@(44@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7222 
gosub @FARLIE4_8972 

:FARLIE4_7222
if 
8118:   not actor 107@(44@,10i) dead 
else_jump @FARLIE4_7284 
if 
00F2:   actor $PLAYER_ACTOR near_actor 107@(44@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7284 
gosub @FARLIE4_8972 

:FARLIE4_7284
44@ += 1 
  44@ >= 4 
else_jump @FARLIE4_7160 
44@ = 0 

:FARLIE4_7312
if 
8118:   not actor 77@(44@,10i) dead 
else_jump @FARLIE4_7374 
if 
00F2:   actor $PLAYER_ACTOR near_actor 77@(44@,10i) radius 10.0 10.0 0 
else_jump @FARLIE4_7374 
gosub @FARLIE4_8972 

:FARLIE4_7374
44@ += 1 
  44@ >= 2 
else_jump @FARLIE4_7312 
if 
8118:   not actor 52@ dead 
else_jump @FARLIE4_7449 
if 
00F2:   actor $PLAYER_ACTOR near_actor 52@ radius 10.0 10.0 0 
else_jump @FARLIE4_7449 
gosub @FARLIE4_8972 

:FARLIE4_7449
if 
8118:   not actor 53@ dead 
else_jump @FARLIE4_7503 
if 
00F2:   actor $PLAYER_ACTOR near_actor 53@ radius 10.0 10.0 0 
else_jump @FARLIE4_7503 
gosub @FARLIE4_8972 

:FARLIE4_7503
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE4_7833 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE4_7833 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.273 1422.631 6.1842 radius 4.0 4.0 4.0 
else_jump @FARLIE4_7833 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @FARLIE4_8282 
if 
8119:   not car 117@ wrecked 
else_jump @FARLIE4_7621 
00A6: destroy_car 117@ 

:FARLIE4_7621
if 
8119:   not car 118@ wrecked 
else_jump @FARLIE4_7642 
00A6: destroy_car 118@ 

:FARLIE4_7642
if 
8119:   not car 119@ wrecked 
else_jump @FARLIE4_7663 
00A6: destroy_car 119@ 

:FARLIE4_7663
if 
8119:   not car 170@ wrecked 
else_jump @FARLIE4_7684 
00A6: destroy_car 170@ 

:FARLIE4_7684
if 
8119:   not car 171@ wrecked 
else_jump @FARLIE4_7705 
00A6: destroy_car 171@ 

:FARLIE4_7705
if 
8119:   not car 172@ wrecked 
else_jump @FARLIE4_7726 
00A6: destroy_car 172@ 

:FARLIE4_7726
if 
8119:   not car 173@ wrecked 
else_jump @FARLIE4_7747 
00A6: destroy_car 173@ 

:FARLIE4_7747
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_7793 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.706 1425.384 6.1842 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.2136 

:FARLIE4_7793
0151: remove_status_text $8617 
00A6: destroy_car 42@ 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
wait 2000 
gosub @FARLIE4_8315 
jump @FARLIE4_8009 

:FARLIE4_7833
jump @FARLIE4_1802 

:FARLIE4_7840
jump @FARLIE4_7847 

:FARLIE4_7847
if 
075C:   marker 45@ enabled 
else_jump @FARLIE4_7868 
0164: disable_marker 45@ 

:FARLIE4_7868
if 
075C:   marker 43@ enabled 
else_jump @FARLIE4_7889 
0164: disable_marker 43@ 

:FARLIE4_7889
if 
075C:   marker 137@ enabled 
else_jump @FARLIE4_7910 
0164: disable_marker 137@ 

:FARLIE4_7910
if 
075C:   marker 138@ enabled 
else_jump @FARLIE4_7931 
0164: disable_marker 138@ 

:FARLIE4_7931
if 
075C:   marker 139@ enabled 
else_jump @FARLIE4_7952 
0164: disable_marker 139@ 

:FARLIE4_7952
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if and
0119:   car 42@ wrecked 
  149@ == 1 
else_jump @FARLIE4_8007 
00BC: show_text_highpriority GXT 'F4_F' time 4000 flag 1  // ~r~The car has been destroyed!

:FARLIE4_8007
return 

:FARLIE4_8009
$542 += 1 
if 
075C:   marker 45@ enabled 
else_jump @FARLIE4_8037 
0164: disable_marker 45@ 

:FARLIE4_8037
if 
075C:   marker 43@ enabled 
else_jump @FARLIE4_8058 
0164: disable_marker 43@ 

:FARLIE4_8058
0318: set_latest_mission_passed 'FAR_4'  // Ran Fa Li
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 6000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 6000 
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
075C:   marker 137@ enabled 
else_jump @FARLIE4_8134 
0164: disable_marker 137@ 

:FARLIE4_8134
if 
075C:   marker 138@ enabled 
else_jump @FARLIE4_8155 
0164: disable_marker 138@ 

:FARLIE4_8155
if 
075C:   marker 139@ enabled 
else_jump @FARLIE4_8176 
0164: disable_marker 139@ 

:FARLIE4_8176
if 
8119:   not car 117@ wrecked 
else_jump @FARLIE4_8197 
00A6: destroy_car 117@ 

:FARLIE4_8197
if 
8119:   not car 118@ wrecked 
else_jump @FARLIE4_8218 
00A6: destroy_car 118@ 

:FARLIE4_8218
if 
8119:   not car 119@ wrecked 
else_jump @FARLIE4_8239 
00A6: destroy_car 119@ 

:FARLIE4_8239
gosub @FARLIE4_8315 
return 

:FARLIE4_8248
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 

:FARLIE4_8263
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 

:FARLIE4_8282
fade 0 500 

:FARLIE4_8289
if 
fading 
else_jump @FARLIE4_8313 
wait 0 
jump @FARLIE4_8289 

:FARLIE4_8313
return 

:FARLIE4_8315
fade 1 500 

:FARLIE4_8322
if 
fading 
else_jump @FARLIE4_8346 
wait 0 
jump @FARLIE4_8322 

:FARLIE4_8346
return 

:FARLIE4_8348
$ONMISSION = 0 
0151: remove_status_text $8617 
091D: remove_forbidden_for_boats_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0249: release_model 121 
0249: release_model 122 
0249: release_model 521 
0249: release_model 352 
0249: release_model 414 
0249: release_model 475 
0249: release_model 330 
0249: release_model 410 
0249: release_model 543 
01BD: $183 = current_time_in_ms 
if 
075C:   marker 45@ enabled 
else_jump @FARLIE4_8461 
0164: disable_marker 45@ 

:FARLIE4_8461
if 
075C:   marker 43@ enabled 
else_jump @FARLIE4_8482 
0164: disable_marker 43@ 

:FARLIE4_8482
if 
075C:   marker 49@ enabled 
else_jump @FARLIE4_8503 
0164: disable_marker 49@ 

:FARLIE4_8503
if 
075C:   marker 137@ enabled 
else_jump @FARLIE4_8524 
0164: disable_marker 137@ 

:FARLIE4_8524
if 
075C:   marker 138@ enabled 
else_jump @FARLIE4_8545 
0164: disable_marker 138@ 

:FARLIE4_8545
if 
075C:   marker 139@ enabled 
else_jump @FARLIE4_8566 
0164: disable_marker 139@ 

:FARLIE4_8566
if 
075C:   marker 175@ enabled 
else_jump @FARLIE4_8587 
0164: disable_marker 175@ 

:FARLIE4_8587
if 
075C:   marker 176@ enabled 
else_jump @FARLIE4_8608 
0164: disable_marker 176@ 

:FARLIE4_8608
if 
075C:   marker 177@ enabled 
else_jump @FARLIE4_8629 
0164: disable_marker 177@ 

:FARLIE4_8629
if 
075C:   marker 178@ enabled 
else_jump @FARLIE4_8650 
0164: disable_marker 178@ 

:FARLIE4_8650
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_8736 
if and
03B0:   garage 'FDORSFE' door_open 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2161.628 654.652 51.3706 radius 10.0 10.0 10.0 
else_jump @FARLIE4_8736 
0361: close_garage 'FDORSFE' 

:FARLIE4_8736
mission_cleanup 
return 

:FARLIE4_8740
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @FARLIE4_8801 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_8801 
00A1: put_actor $PLAYER_ACTOR at -1403.283 -395.7443 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 343.9661 

:FARLIE4_8801
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @FARLIE4_8845 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FARLIE4_8845 
00D9: 194@ = actor $PLAYER_ACTOR car // add to mission cleanup 
04E1: open_and_freeze_car_trunk 194@ 

:FARLIE4_8845
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @FARLIE4_8867 
jump @FARLIE4_1050 

:FARLIE4_8867
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @FARLIE4_8903 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_8903 
05BE: AS_actor $PLAYER_ACTOR die 

:FARLIE4_8903
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @FARLIE4_8948 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FARLIE4_8948 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FARLIE4_8948
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @FARLIE4_8970 
jump @FARLIE4_1199 

:FARLIE4_8970
return 

:FARLIE4_8972
if 
  41@ > 15000 
else_jump @FARLIE4_9508 
if 
876F:   not text_priority_displayed 
else_jump @FARLIE4_9508 
0871: init_jump_table $8616 total_jumps 8 default_jump 0 @FARLIE4_9476 jumps 0 @FARLIE4_9132 1 @FARLIE4_9175 2 @FARLIE4_9218 3 @FARLIE4_9261 4 @FARLIE4_9304 5 @FARLIE4_9347 6 @FARLIE4_9390 
0872: jump_table_jumps 7 @FARLIE4_9433 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 -1 @FARLIE4_9476 

:FARLIE4_9132
05AA: 185@s = 'FAR4_AA' // @s = 'short'  // You won't get far!
04AF: 147@ = 15400 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9175
05AA: 185@s = 'FAR4_AB' // @s = 'short'  // Stop that car!
04AF: 147@ = 15401 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9218
05AA: 185@s = 'FAR4_AC' // @s = 'short'  // He's getting away!
04AF: 147@ = 15402 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9261
05AA: 185@s = 'FAR4_AD' // @s = 'short'  // Stop that car at all costs!
04AF: 147@ = 15403 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9304
05AA: 185@s = 'FAR4_AE' // @s = 'short'  // Get after him!
04AF: 147@ = 15404 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9347
05AA: 185@s = 'FAR4_AG' // @s = 'short'  // Give up the car and we'll spare you!
04AF: 147@ = 15406 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9390
05AA: 185@s = 'FAR4_AH' // @s = 'short'  // That's our property!
04AF: 147@ = 15407 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9433
05AA: 185@s = 'FAR4_AJ' // @s = 'short'  // After him, no quarter!
04AF: 147@ = 15408 // = constant 
gosub @FARLIE4_9510 
41@ = 0 
jump @FARLIE4_9476 

:FARLIE4_9476
$8616 += 1 
if 
  $8616 == 8 
else_jump @FARLIE4_9508 
$8616 = 0 

:FARLIE4_9508
return 

:FARLIE4_9510
040D: unload_wav 1 
03CF: load_wav 147@ as 1 
148@ = 0 
return 

:FARLIE4_9530
if and
03D0:   wav 1 loaded 
  148@ == 0 
else_jump @FARLIE4_9573 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 185@s time 10000 flag 1 
148@ = 1 

:FARLIE4_9573
if and
03D2:   wav 1 ended 
  148@ == 1 
else_jump @FARLIE4_9611 
040D: unload_wav 1 
03D5: remove_text 185@s 
148@ = 2 

:FARLIE4_9611
return 

//-------------Mission 55---------------
// Originally: Lure

:FARLIE5
thread 'FARLIE5' 
gosub @FARLIE5_47 
if 
wasted_or_busted 
else_jump @FARLIE5_38 
gosub @FARLIE5_12767 

:FARLIE5_38
gosub @FARLIE5_12849 
end_thread 

:FARLIE5_47
increment_mission_attempts 
054C: use_GXT_table 'FARLIE5' 
$ONMISSION = 1 
wait 0 
43@ = -1957.67 
44@ = -2443.7 
45@ = 30.83 
46@ = -1571.4 
47@ = -2742.09 
48@ = 47.57 
57@ = 0 
58@ = 14 
112@ = 0 

:FARLIE5_152
if 
001D:   58@ > 112@ // (int) 
else_jump @FARLIE5_273 
148@(112@,14i) = 0 
162@(112@,14i) = 0 
176@(112@,14i) = 0 
190@(112@,14i) = 0 
204@(112@,14i) = 0 
218@(112@,14i) = 0 
232@(112@,14i) = 0 
246@(112@,14i) = 0 
112@ += 1 
jump @FARLIE5_152 

:FARLIE5_273
145@ = 0 
146@ = 0 
147@ = 0 
$8618 = 0 
$8619 = 0 
261@ = 0 
$8620 = 0 
$8621 = 0 
262@ = 0 
263@ = 0 
$8622 = 0 
$8623 = 0 
106@ = 0 
260@ = 0 
264@ = 0 
265@ = 0 
268@ = 0 
269@ = 0 
139@ = 0 
140@ = 0 
142@ = 0 
144@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FARLIE5_442
if 
fading 
else_jump @FARLIE5_466 
wait 0 
jump @FARLIE5_442 

:FARLIE5_466
select_interior 1 
02E4: load_cutscene_data 'FARL_5A' 

:FARLIE5_481
if 
86B9:   not cutscene_data_loaded 
else_jump @FARLIE5_505 
wait 0 
jump @FARLIE5_481 

:FARLIE5_505
02E7: start_cutscene 
fade 1 1000 

:FARLIE5_514
if 
82E9:   not cutscene_reached_end 
else_jump @FARLIE5_538 
wait 0 
jump @FARLIE5_514 

:FARLIE5_538
fade 0 0 

:FARLIE5_544
if 
fading 
else_jump @FARLIE5_568 
wait 0 
jump @FARLIE5_544 

:FARLIE5_568
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
select_interior 0 
if 
  144@ == 1 
else_jump @FARLIE5_727 
00A5: 42@ = create_car 489 at 0.0 0.0 -100.0 
112@ = 0 

:FARLIE5_629
if 
001D:   58@ > 112@ // (int) 
else_jump @FARLIE5_727 
00A5: 60@(112@,14i) = create_car 468 at 102@ 103@ -100.0 
0129: 74@(112@,14i) = create_actor_pedtype 24 model 123 in_car 60@(112@,14i) driverseat 
01C8: 88@(112@,14i) = create_actor_pedtype 24 model 122 in_car 60@(112@,14i) passenger_seat 0 
112@ += 1 
jump @FARLIE5_629 

:FARLIE5_727
0247: load_model 468 
0247: load_model 123 
0247: load_model 122 
0247: load_model 353 

:FARLIE5_745
if or
8248:   not model 468 available 
8248:   not model 123 available 
8248:   not model 122 available 
8248:   not model 353 available 
else_jump @FARLIE5_785 
wait 0 
jump @FARLIE5_745 

:FARLIE5_785
014C: set_parked_car_generator $6664 cars_to_generate_to 0 
014C: set_parked_car_generator $6665 cars_to_generate_to 0 
014C: set_parked_car_generator $6666 cars_to_generate_to 0 
00A1: put_actor $PLAYER_ACTOR at -2154.2 645.31 51.39 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
gosub @FARLIE5_4446 
0186: 270@ = create_marker_above_car 42@ 
07E0: set_marker 270@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'DRV6_8' time 10000 flag 0  // ~s~Get into the ~b~decoy car.

:FARLIE5_905
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @FARLIE5_931 
jump @FARLIE5_12785 

:FARLIE5_931
if 
   not 145@ == 1 
else_jump @FARLIE5_1088 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_1088 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE5_1088 
0164: disable_marker 270@ 
145@ = 1 
018A: 271@ = create_checkpoint_at -1963.84 -2441.49 30.78 
00BC: show_text_highpriority GXT 'DRV6_19' time 10000 flag 0  // ~s~Drive out to the ~y~countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
if 
  $6678 == 1 
else_jump @FARLIE5_1088 
0950: set_trip_skip -1990.65 -2428.65 30.77 angle 225.0 

:FARLIE5_1088
if and
  145@ == 1 
   not 147@ == 1 
else_jump @FARLIE5_1502 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_1502 
if and
   not 146@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1990.65 -2428.65 radius 50.0 50.0 
else_jump @FARLIE5_1192 
03D5: remove_text 'DRV6_19'  // ~s~Drive out to the ~y~countryside.
146@ = 1 

:FARLIE5_1192
if and
   not $6678 == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1963.84 -2441.49 radius 25.0 25.0 
else_jump @FARLIE5_1244 
$6678 = 1 

:FARLIE5_1244
if 
0100:   actor $PLAYER_ACTOR in_sphere -1963.84 -2441.49 30.78 radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @FARLIE5_1502 
01B4: set_player $PLAYER_CHAR can_move 0 
0951: disable_trip_skip 
0164: disable_marker 271@ 
gosub @FARLIE5_4792 
0A6F: checkpoint_save 1 
018A: 272@ = create_checkpoint_at -1867.14 -2442.39 31.24 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -1867.14 -2442.39 31.24 point_to -1178.32 -2638.85 10.8 type 0 radius 4.0 
03C4: set_status_text $3323 type 1 GXT 'DRV6_18' // global_variable  // Damage
108@ = 0 
$3323 = 100 
0224: set_car 42@ health_to 9000 
00BC: show_text_highpriority GXT 'DRV6_2' time 10000 flag 0  // ~s~Follow the ~r~checkpoints~s~ through the countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
00BB: show_text_lowpriority GXT 'DRV6_4' time 10000 flag 0  // ~s~If the doors get too damaged, the bikers will be able to see into the car.
00BB: show_text_lowpriority GXT 'DRV6_15' time 10000 flag 0  // ~s~Don't let the bikers see into the damaged car for too long or your cover will be blown.
147@ = 1 
41@ = 0 

:FARLIE5_1502
if 
  147@ == 1 
else_jump @FARLIE5_3771 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @FARLIE5_1543 
0110: clear_player $PLAYER_CHAR wanted_level 

:FARLIE5_1543
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_3771 
if and
   not 269@ == 1 
  41@ > 2000 
else_jump @FARLIE5_1685 
if and
8118:   not actor 88@ dead 
8118:   not actor 89@ dead 
else_jump @FARLIE5_1685 
0713: actor 88@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0713: actor 89@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
269@ = 1 

:FARLIE5_1685
if 
01F4:   car 42@ flipped 
else_jump @FARLIE5_1748 
if 
  260@ == 1 
else_jump @FARLIE5_1741 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
260@ = 0 

:FARLIE5_1741
jump @FARLIE5_1788 

:FARLIE5_1748
if 
   not 260@ == 1 
else_jump @FARLIE5_1788 
02AC: set_car 42@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
260@ = 1 

:FARLIE5_1788
gosub @FARLIE5_7454 
if 
   not $8621 == 1 
else_jump @FARLIE5_1949 
if 
   not $8618 == 1 
else_jump @FARLIE5_1890 
if 
01AD:   car 42@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
else_jump @FARLIE5_1883 
gosub @FARLIE5_8725 
$8618 = 1 

:FARLIE5_1883
jump @FARLIE5_1942 

:FARLIE5_1890
if 
81AD:   not car 42@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
else_jump @FARLIE5_1942 
gosub @FARLIE5_8892 
$8618 = 0 

:FARLIE5_1942
jump @FARLIE5_1974 

:FARLIE5_1949
if 
  $8618 == 1 
else_jump @FARLIE5_1974 
$8618 = 0 

:FARLIE5_1974
if 
  $8622 == 1 
else_jump @FARLIE5_2128 
if 
   not $8619 == 1 
else_jump @FARLIE5_2069 
if 
01AD:   car 42@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
else_jump @FARLIE5_2062 
gosub @FARLIE5_8725 
$8619 = 1 

:FARLIE5_2062
jump @FARLIE5_2121 

:FARLIE5_2069
if 
81AD:   not car 42@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
else_jump @FARLIE5_2121 
gosub @FARLIE5_8892 
$8619 = 0 

:FARLIE5_2121
jump @FARLIE5_2153 

:FARLIE5_2128
if 
  $8619 == 1 
else_jump @FARLIE5_2153 
$8619 = 0 

:FARLIE5_2153
if 
   not 261@ == 1 
else_jump @FARLIE5_2305 
if 
01AF:   car 42@ sphere 0 in_sphere -1867.14 -2442.39 31.24 radius 6.0 6.0 3.0 
else_jump @FARLIE5_2305 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
261@ = 1 
018A: 272@ = create_checkpoint_at -1178.32 -2638.85 10.8 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -1178.32 -2638.85 10.8 point_to -654.95 -2469.35 33.3 type 0 radius 4.0 

:FARLIE5_2305
if and
  261@ == 1 
   not $8620 == 1 
else_jump @FARLIE5_2471 
if 
01AF:   car 42@ sphere 0 in_sphere -1178.32 -2638.85 10.8 radius 6.0 6.0 3.0 
else_jump @FARLIE5_2471 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
$8620 = 1 
018A: 272@ = create_checkpoint_at -654.95 -2469.35 33.3 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -654.95 -2469.35 33.3 point_to -309.54 -2248.81 29.59 type 0 radius 4.0 

:FARLIE5_2471
if and
  $8620 == 1 
   not $8621 == 1 
else_jump @FARLIE5_2637 
if 
01AF:   car 42@ sphere 0 in_sphere -654.95 -2469.35 33.3 radius 6.0 6.0 3.0 
else_jump @FARLIE5_2637 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
$8621 = 1 
018A: 272@ = create_checkpoint_at -309.54 -2248.81 29.59 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -309.54 -2248.81 29.59 point_to -165.7 -2421.71 35.1 type 0 radius 4.0 

:FARLIE5_2637
if and
  $8621 == 1 
   not 262@ == 1 
else_jump @FARLIE5_2803 
if 
01AF:   car 42@ sphere 0 in_sphere -309.54 -2248.81 29.59 radius 6.0 6.0 3.0 
else_jump @FARLIE5_2803 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
262@ = 1 
018A: 272@ = create_checkpoint_at -165.7 -2421.71 35.1 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -165.7 -2421.71 35.1 point_to -191.26 -2822.52 42.09 type 0 radius 4.0 

:FARLIE5_2803
if and
  262@ == 1 
   not 263@ == 1 
else_jump @FARLIE5_2969 
if 
01AF:   car 42@ sphere 0 in_sphere -165.7 -2421.71 35.1 radius 6.0 6.0 3.0 
else_jump @FARLIE5_2969 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
263@ = 1 
018A: 272@ = create_checkpoint_at -191.26 -2822.52 42.09 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -191.26 -2822.52 42.09 point_to -946.91 -2844.84 67.36 type 0 radius 4.0 

:FARLIE5_2969
if and
  263@ == 1 
   not $8622 == 1 
else_jump @FARLIE5_3129 
if 
01AF:   car 42@ sphere 0 in_sphere -191.26 -2822.52 42.09 radius 6.0 6.0 3.0 
else_jump @FARLIE5_3129 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
$8622 = 1 
018A: 272@ = create_checkpoint_at -946.91 -2844.84 67.36 
0165: set_marker 272@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at -946.91 -2844.84 67.36 point_to 46@ 47@ 48@ type 0 radius 4.0 

:FARLIE5_3129
if and
  $8622 == 1 
   not $8623 == 1 
else_jump @FARLIE5_3283 
if 
01AF:   car 42@ sphere 0 in_sphere -946.91 -2844.84 67.36 radius 6.0 6.0 3.0 
else_jump @FARLIE5_3283 
0164: disable_marker 272@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_5930 
$8623 = 1 
018A: 273@ = create_checkpoint_at 46@ 47@ 48@ 
0165: set_marker 273@ color_to 0 
06D5: 49@ = create_racing_checkpoint_at 46@ 47@ 48@ point_to 0.0 0.0 0.0 type 2 radius 4.0 

:FARLIE5_3283
if 
  100 > 108@ 
else_jump @FARLIE5_3354 
0227: 107@ = car 42@ health 
0085: 108@ = 107@ // (int) 
108@ -= 3000 
108@ /= 60 
008A: $3323 = 108@ // (int) 
108@ *= -1 
108@ += 100 

:FARLIE5_3354
if 
  45 >= 108@ 
else_jump @FARLIE5_3443 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE5_3415 
08A6: set_car 42@ door 2 rotation_to 0.0 
08A6: set_car 42@ door 3 rotation_to 0.0 

:FARLIE5_3415
095E: set_car 42@ door 2 unlatch 0 angle 0.0 
095E: set_car 42@ door 3 unlatch 0 angle 0.0 

:FARLIE5_3443
if and
  108@ > 45 
  80 >= 108@ 
else_jump @FARLIE5_3539 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @FARLIE5_3511 
08A6: set_car 42@ door 2 rotation_to 0.0 
08A6: set_car 42@ door 3 rotation_to 0.0 

:FARLIE5_3511
095E: set_car 42@ door 2 unlatch 2 angle 0.0 
095E: set_car 42@ door 3 unlatch 2 angle 0.0 

:FARLIE5_3539
if and
  108@ > 80 
  100 > 108@ 
else_jump @FARLIE5_3592 
095E: set_car 42@ door 2 unlatch 3 angle -1.0 
095E: set_car 42@ door 3 unlatch 3 angle -1.0 

:FARLIE5_3592
if 
  108@ >= 100 
else_jump @FARLIE5_3638 
095E: set_car 42@ door 2 unlatch 4 angle -1.0 
095E: set_car 42@ door 3 unlatch 4 angle -1.0 

:FARLIE5_3638
if and
  108@ > 80 
   not 264@ == 1 
else_jump @FARLIE5_3686 
00BC: show_text_highpriority GXT 'DRV6_6' time 7000 flag 0  // ~s~The car is almost damaged enough to see into!
264@ = 1 

:FARLIE5_3686
if and
  108@ >= 100 
   not 265@ == 1 
else_jump @FARLIE5_3746 
0151: remove_status_text $3323 
00BC: show_text_highpriority GXT 'DRV6_16' time 5000 flag 0  // ~s~The bikers can see into the car! Keep them away from the doors.
40@ = 0 
265@ = 1 

:FARLIE5_3746
if 
  265@ == 1 
else_jump @FARLIE5_3771 
gosub @FARLIE5_9163 

:FARLIE5_3771
if 
   not 145@ == 1 
else_jump @FARLIE5_3830 
if 
0119:   car 42@ wrecked 
else_jump @FARLIE5_3830 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_11' time 5000 flag 0  // ~r~The decoy car was destroyed!
jump @FARLIE5_12767 

:FARLIE5_3830
if 
  145@ == 1 
else_jump @FARLIE5_4185 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @FARLIE5_4185 
if 
  147@ == 1 
else_jump @FARLIE5_4160 
gosub @FARLIE5_9772 
274@ = 0 
112@ = 0 

:FARLIE5_3903
if and
001D:   57@ > 112@ // (int) 
   not 274@ == 1 
else_jump @FARLIE5_4077 
if 
8118:   not actor 74@(112@,14i) dead 
else_jump @FARLIE5_3996 
if 
0104:   actor $PLAYER_ACTOR near_actor 74@(112@,14i) radius 20.0 20.0 20.0 sphere 0 
else_jump @FARLIE5_3996 
274@ = 1 

:FARLIE5_3996
if 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_4063 
if 
0104:   actor $PLAYER_ACTOR near_actor 88@(112@,14i) radius 20.0 20.0 20.0 sphere 0 
else_jump @FARLIE5_4063 
274@ = 1 

:FARLIE5_4063
112@ += 1 
jump @FARLIE5_3903 

:FARLIE5_4077
if 
  274@ == 1 
else_jump @FARLIE5_4153 
143@ = 0 
gosub @FARLIE5_12217 
140@ = 1 

:FARLIE5_4116
if 
001D:   141@ > 140@ // (int) 
else_jump @FARLIE5_4153 
wait 0 
gosub @FARLIE5_12536 
jump @FARLIE5_4116 

:FARLIE5_4153
gosub @FARLIE5_9456 

:FARLIE5_4160
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
jump @FARLIE5_12767 

:FARLIE5_4185
if 
  147@ == 1 
else_jump @FARLIE5_4439 
if and
  265@ == 1 
  40@ > 10000 
else_jump @FARLIE5_4348 
143@ = 0 
gosub @FARLIE5_12217 

:FARLIE5_4243
if 
  1 > 140@ 
else_jump @FARLIE5_4279 
wait 0 
gosub @FARLIE5_12536 
jump @FARLIE5_4243 

:FARLIE5_4279
if 
001D:   141@ > 140@ // (int) 
else_jump @FARLIE5_4316 
wait 0 
gosub @FARLIE5_12536 
jump @FARLIE5_4279 

:FARLIE5_4316
gosub @FARLIE5_9456 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
jump @FARLIE5_12767 

:FARLIE5_4348
if 
  $8623 == 1 
else_jump @FARLIE5_4439 
if 
0100:   actor $PLAYER_ACTOR in_sphere 46@ 47@ 48@ radius 6.0 6.0 3.0 sphere 1 in_car 
else_jump @FARLIE5_4439 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 273@ 
06D6: disable_racing_checkpoint 49@ 
gosub @FARLIE5_10199 
jump @FARLIE5_12785 

:FARLIE5_4439
jump @FARLIE5_905 

:FARLIE5_4446
0247: load_model 489 

:FARLIE5_4451
if 
8248:   not model 489 available 
else_jump @FARLIE5_4478 
wait 0 
jump @FARLIE5_4451 

:FARLIE5_4478
0395: clear_area 0 at -2149.95 644.31 52.35 radius 100.0 
00A5: 42@ = create_car 489 at -2149.95 644.31 52.35 
0175: set_car 42@ Z_angle_to 180.0 
03AB: set_car 42@ strong 1 
053F: set_car 42@ tires_vulnerability 0 
0224: set_car 42@ health_to 9000 
0852: set_car 42@ damages_visible 0 
return 

:FARLIE5_4566
00A5: 60@ = create_car 468 at -2015.66 -2408.82 30.28 
0175: set_car 60@ Z_angle_to 229.35 
00A5: 61@ = create_car 468 at -2017.07 -2410.37 30.3 
0175: set_car 61@ Z_angle_to 225.81 
112@ = 0 

:FARLIE5_4639
if 
  2 > 112@ 
else_jump @FARLIE5_4783 
0129: 74@(112@,14i) = create_actor_pedtype 24 model 123 in_car 60@(112@,14i) driverseat 
01C8: 88@(112@,14i) = create_actor_pedtype 24 model 122 in_car 60@(112@,14i) passenger_seat 0 
01B2: give_actor 88@(112@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
02AA: set_car 60@(112@,14i) immune_to_nonplayer 1 
0423: set_car 60@(112@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 74@(112@,14i) stay_on_bike 2 
08C6: set_actor 88@(112@,14i) stay_on_bike 2 
57@ += 1 
112@ += 1 
jump @FARLIE5_4639 

:FARLIE5_4783
106@ += 1 
return 

:FARLIE5_4792
fade 0 1000 

:FARLIE5_4799
if 
fading 
else_jump @FARLIE5_4823 
wait 0 
jump @FARLIE5_4799 

:FARLIE5_4823
0395: clear_area 0 at 43@ 44@ 45@ radius 300.0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_4894 
00AB: put_car 42@ at 43@ 44@ 45@ 
0175: set_car 42@ Z_angle_to 241.85 

:FARLIE5_4894
gosub @FARLIE5_4566 
015F: set_camera_position -1955.92 -2447.69 30.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1962.83 -2441.79 30.44 switchstyle 2 
fade 1 1000 

:FARLIE5_4959
if 
fading 
else_jump @FARLIE5_4983 
wait 0 
jump @FARLIE5_4959 

:FARLIE5_4983
267@ = 1 
0707: start_scene_skip_to @FARLIE5_5565 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_5123 
if and
8118:   not actor 74@ dead 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5068 
05D1: AS_actor 74@ drive_car 60@ to -1977.97 -2435.05 30.3 speed 30.0 2 model 0 2 

:FARLIE5_5068
if and
8118:   not actor 75@ dead 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5123 
05D1: AS_actor 75@ drive_car 61@ to -1979.45 -2437.47 30.3 speed 30.0 2 model 0 2 

:FARLIE5_5123
41@ = 0 

:FARLIE5_5130
if 
  2500 > 41@ 
else_jump @FARLIE5_5160 
wait 0 
jump @FARLIE5_5130 

:FARLIE5_5160
if 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5227 
015F: set_camera_position -1989.91 -2435.33 30.68 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1987.22 -2436.07 30.82 switchstyle 2 

:FARLIE5_5227
if 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5273 
00AB: put_car 60@ at -1985.6 -2435.14 30.3 
0175: set_car 60@ Z_angle_to 254.67 

:FARLIE5_5273
if 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5319 
00AB: put_car 61@ at -1986.37 -2437.8 30.3 
0175: set_car 61@ Z_angle_to 250.82 

:FARLIE5_5319
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_5443 
if and
8118:   not actor 74@ dead 
8118:   not actor 88@ dead 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5389 
04E0: car 60@ abandon_path_radius 250 
06E1: AS_actor 74@ using_car 60@ target_car 42@ with_order 29 max_speed 10.0 traffic_flag 2 

:FARLIE5_5389
if and
8118:   not actor 75@ dead 
8118:   not actor 89@ dead 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5443 
04E0: car 61@ abandon_path_radius 250 
06E1: AS_actor 75@ using_car 61@ target_car 42@ with_order 30 max_speed 10.0 traffic_flag 2 

:FARLIE5_5443
if and
   not 268@ == 1 
8118:   not actor 74@ dead 
8119:   not car 60@ wrecked 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_5558 
if 
00DB:   actor 74@ in_car 60@ 
else_jump @FARLIE5_5540 
if 
0204:   actor 74@ near_car 42@ radius 15.0 15.0 sphere 0 in_car 
else_jump @FARLIE5_5533 
268@ = 1 

:FARLIE5_5533
jump @FARLIE5_5547 

:FARLIE5_5540
268@ = 1 

:FARLIE5_5547
wait 0 
jump @FARLIE5_5443 

:FARLIE5_5558
267@ = 0 

:FARLIE5_5565
0701: end_scene_skip 
if 
  267@ == 1 
else_jump @FARLIE5_5759 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_5759 
if and
8118:   not actor 74@ dead 
8118:   not actor 88@ dead 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5680 
04C4: store_coords_to 102@ 103@ 104@ from_actor $PLAYER_ACTOR with_offset -1.0 -14.0 0.0 
104@ = -100.0 
00AB: put_car 60@ at 102@ 103@ 104@ 

:FARLIE5_5680
if and
8118:   not actor 75@ dead 
8118:   not actor 89@ dead 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5759 
04C4: store_coords_to 102@ 103@ 104@ from_actor $PLAYER_ACTOR with_offset 1.0 -14.0 0.0 
104@ = -100.0 
00AB: put_car 61@ at 102@ 103@ 104@ 

:FARLIE5_5759
if 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5782 
04E0: car 60@ abandon_path_radius 20 

:FARLIE5_5782
if 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5805 
04E0: car 61@ abandon_path_radius 20 

:FARLIE5_5805
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_5913 
if and
8118:   not actor 74@ dead 
8118:   not actor 88@ dead 
8119:   not car 60@ wrecked 
else_jump @FARLIE5_5867 
06E1: AS_actor 74@ using_car 60@ target_car 42@ with_order 29 max_speed 30.0 traffic_flag 2 

:FARLIE5_5867
if and
8118:   not actor 75@ dead 
8118:   not actor 89@ dead 
8119:   not car 61@ wrecked 
else_jump @FARLIE5_5913 
06E1: AS_actor 75@ using_car 61@ target_car 42@ with_order 30 max_speed 30.0 traffic_flag 2 

:FARLIE5_5913
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:FARLIE5_5930
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_7452 
59@ = 0 
112@ = 0 

:FARLIE5_5960
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_6089 
if 
8119:   not car 60@(112@,14i) wrecked 
else_jump @FARLIE5_6075 
if 
0202:   actor $PLAYER_ACTOR near_car 60@(112@,14i) radius 100.0 100.0 sphere 0 
else_jump @FARLIE5_6048 
59@ += 1 
jump @FARLIE5_6075 

:FARLIE5_6048
00A6: destroy_car 60@(112@,14i) 
009B: destroy_actor 74@(112@,14i) 
009B: destroy_actor 88@(112@,14i) 

:FARLIE5_6075
112@ += 1 
jump @FARLIE5_5960 

:FARLIE5_6089
if 
   not 59@ > 2 
else_jump @FARLIE5_7452 
0085: 112@ = 106@ // (int) 
112@ *= 2 
0085: 113@ = 112@ // (int) 
113@ += 2 
114@ = 0 

:FARLIE5_6144
if 
001D:   113@ > 112@ // (int) 
else_jump @FARLIE5_7445 
if and
  261@ == 1 
   not $8620 == 1 
else_jump @FARLIE5_6304 
if 
  114@ == 0 
else_jump @FARLIE5_6246 
102@ = -1342.94 
103@ = -2624.45 
104@ = 19.58 
105@ = 261.04 

:FARLIE5_6246
if 
  114@ == 1 
else_jump @FARLIE5_6304 
102@ = -1344.02 
103@ = -2628.07 
104@ = 19.82 
105@ = 260.5 

:FARLIE5_6304
if and
  $8620 == 1 
   not $8621 == 1 
else_jump @FARLIE5_6445 
if 
  114@ == 0 
else_jump @FARLIE5_6387 
102@ = -708.68 
103@ = -2601.46 
104@ = 69.83 
105@ = 338.56 

:FARLIE5_6387
if 
  114@ == 1 
else_jump @FARLIE5_6445 
102@ = -704.89 
103@ = -2602.92 
104@ = 69.9 
105@ = 340.64 

:FARLIE5_6445
if and
  $8621 == 1 
   not 262@ == 1 
else_jump @FARLIE5_6586 
if 
  114@ == 0 
else_jump @FARLIE5_6528 
102@ = -420.89 
103@ = -2258.87 
104@ = 47.37 
105@ = 278.1 

:FARLIE5_6528
if 
  114@ == 1 
else_jump @FARLIE5_6586 
102@ = -420.64 
103@ = -2261.39 
104@ = 47.79 
105@ = 279.7 

:FARLIE5_6586
if and
  262@ == 1 
   not 263@ == 1 
else_jump @FARLIE5_6727 
if 
  114@ == 0 
else_jump @FARLIE5_6669 
102@ = -260.22 
103@ = -2323.12 
104@ = 30.42 
105@ = 222.63 

:FARLIE5_6669
if 
  114@ == 1 
else_jump @FARLIE5_6727 
102@ = -262.81 
103@ = -2326.8 
104@ = 30.43 
105@ = 220.93 

:FARLIE5_6727
if and
  263@ == 1 
   not $8622 == 1 
else_jump @FARLIE5_6868 
if 
  114@ == 0 
else_jump @FARLIE5_6810 
102@ = -179.45 
103@ = -2708.91 
104@ = 35.82 
105@ = 177.36 

:FARLIE5_6810
if 
  114@ == 1 
else_jump @FARLIE5_6868 
102@ = -182.07 
103@ = -2709.06 
104@ = 35.77 
105@ = 176.56 

:FARLIE5_6868
if and
  $8622 == 1 
   not $8623 == 1 
else_jump @FARLIE5_7009 
if 
  114@ == 0 
else_jump @FARLIE5_6951 
102@ = -846.18 
103@ = -2809.6 
104@ = 70.32 
105@ = 112.41 

:FARLIE5_6951
if 
  114@ == 1 
else_jump @FARLIE5_7009 
102@ = -848.6 
103@ = -2806.3 
104@ = 70.29 
105@ = 111.76 

:FARLIE5_7009
0395: clear_area 1 at 102@ 103@ 104@ radius 5.0 
00A5: 60@(112@,14i) = create_car 468 at 102@ 103@ 104@ 
0129: 74@(112@,14i) = create_actor_pedtype 24 model 123 in_car 60@(112@,14i) driverseat 
01C8: 88@(112@,14i) = create_actor_pedtype 24 model 122 in_car 60@(112@,14i) passenger_seat 0 
0175: set_car 60@(112@,14i) Z_angle_to 105@ 
02AA: set_car 60@(112@,14i) immune_to_nonplayer 1 
0423: set_car 60@(112@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 74@(112@,14i) stay_on_bike 2 
08C6: set_actor 88@(112@,14i) stay_on_bike 2 
if or
  $8618 == 1 
  $8619 == 1 
else_jump @FARLIE5_7209 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 31 max_speed 30.0 traffic_flag 2 
jump @FARLIE5_7301 

:FARLIE5_7209
if 
  114@ == 0 
else_jump @FARLIE5_7255 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 29 max_speed 30.0 traffic_flag 2 

:FARLIE5_7255
if 
  114@ == 1 
else_jump @FARLIE5_7301 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 30 max_speed 30.0 traffic_flag 2 

:FARLIE5_7301
01B2: give_actor 88@(112@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
0713: actor 88@(112@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
if and
  $8621 == 1 
   not 262@ == 1 
else_jump @FARLIE5_7403 
04BA: set_car 60@(112@,14i) speed_to 30.0 
jump @FARLIE5_7417 

:FARLIE5_7403
04BA: set_car 60@(112@,14i) speed_to 70.0 

:FARLIE5_7417
57@ += 1 
112@ += 1 
114@ += 1 
jump @FARLIE5_6144 

:FARLIE5_7445
106@ += 1 

:FARLIE5_7452
return 

:FARLIE5_7454
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_8723 
112@ = 0 

:FARLIE5_7477
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_8723 
if 
8119:   not car 60@(112@,14i) wrecked 
else_jump @FARLIE5_8709 
if and
0118:   actor 74@(112@,14i) dead 
   not 176@(112@,14i) == 1 
else_jump @FARLIE5_7558 
176@(112@,14i) = 1 

:FARLIE5_7558
if and
0118:   actor 88@(112@,14i) dead 
   not 190@(112@,14i) == 1 
else_jump @FARLIE5_7600 
190@(112@,14i) = 1 

:FARLIE5_7600
if and
8118:   not actor 74@(112@,14i) dead 
  190@(112@,14i) == 1 
   not 204@(112@,14i) == 1 
else_jump @FARLIE5_7692 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 17 max_speed 30.0 traffic_flag 2 
232@(112@,14i) = 1 
204@(112@,14i) = 1 

:FARLIE5_7692
if and
8118:   not actor 88@(112@,14i) dead 
  176@(112@,14i) == 1 
   not 218@(112@,14i) == 1 
else_jump @FARLIE5_7854 
if 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_7843 
00AA: store_car 60@(112@,14i) position_to 102@ 103@ 104@ 
0362: remove_actor 88@(112@,14i) from_car_and_place_at 102@ 103@ -10.0 
036A: put_actor 88@(112@,14i) in_car 60@(112@,14i) 
06E1: AS_actor 88@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 17 max_speed 30.0 traffic_flag 2 

:FARLIE5_7843
218@(112@,14i) = 1 

:FARLIE5_7854
if and
8118:   not actor 74@(112@,14i) dead 
  204@(112@,14i) == 1 
else_jump @FARLIE5_8013 
if 
80DB:   not actor 74@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_7980 
if 
  232@(112@,14i) == 0 
else_jump @FARLIE5_7973 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 17 max_speed 30.0 traffic_flag 2 
232@(112@,14i) = 1 

:FARLIE5_7973
jump @FARLIE5_8013 

:FARLIE5_7980
if 
  232@(112@,14i) == 1 
else_jump @FARLIE5_8013 
232@(112@,14i) = 0 

:FARLIE5_8013
if and
8118:   not actor 88@(112@,14i) dead 
  218@(112@,14i) == 1 
else_jump @FARLIE5_8172 
if 
80DB:   not actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_8139 
if 
  246@(112@,14i) == 0 
else_jump @FARLIE5_8132 
06E1: AS_actor 88@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 17 max_speed 30.0 traffic_flag 2 
246@(112@,14i) = 1 

:FARLIE5_8132
jump @FARLIE5_8172 

:FARLIE5_8139
if 
  246@(112@,14i) == 1 
else_jump @FARLIE5_8172 
246@(112@,14i) = 0 

:FARLIE5_8172
if and
8118:   not actor 74@(112@,14i) dead 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_8669 
if and
80DB:   not actor 74@(112@,14i) in_car 60@(112@,14i) 
  148@(112@,14i) == 0 
else_jump @FARLIE5_8269 
05CB: AS_actor 74@(112@,14i) enter_car 60@(112@,14i) as_driver 10000 ms 
148@(112@,14i) = 1 

:FARLIE5_8269
if and
80DB:   not actor 88@(112@,14i) in_car 60@(112@,14i) 
  162@(112@,14i) == 0 
else_jump @FARLIE5_8339 
05CA: AS_actor 88@(112@,14i) enter_car 60@(112@,14i) passenger_seat 0 time 10000 
162@(112@,14i) = 1 

:FARLIE5_8339
if and
00DB:   actor 74@(112@,14i) in_car 60@(112@,14i) 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_8669 
if or
  148@(112@,14i) == 1 
  162@(112@,14i) == 1 
else_jump @FARLIE5_8669 
if or
  $8618 == 1 
  $8619 == 1 
else_jump @FARLIE5_8475 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 31 max_speed 30.0 traffic_flag 2 
jump @FARLIE5_8607 

:FARLIE5_8475
0085: 114@ = 112@ // (int) 

:FARLIE5_8483
if 
  114@ >= 2 
else_jump @FARLIE5_8515 
114@ -= 2 
jump @FARLIE5_8483 

:FARLIE5_8515
if 
  114@ == 0 
else_jump @FARLIE5_8561 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 29 max_speed 30.0 traffic_flag 2 

:FARLIE5_8561
if 
  114@ == 1 
else_jump @FARLIE5_8607 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 30 max_speed 30.0 traffic_flag 2 

:FARLIE5_8607
0713: actor 88@(112@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
148@(112@,14i) = 0 
162@(112@,14i) = 0 

:FARLIE5_8669
if and
0118:   actor 74@(112@,14i) dead 
0118:   actor 88@(112@,14i) dead 
else_jump @FARLIE5_8709 
00AF: set_car 60@(112@,14i) driver_behaviour_to 0 

:FARLIE5_8709
112@ += 1 
jump @FARLIE5_7477 

:FARLIE5_8723
return 

:FARLIE5_8725
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_8890 
112@ = 0 

:FARLIE5_8748
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_8890 
if and
8119:   not car 60@(112@,14i) wrecked 
8118:   not actor 74@(112@,14i) dead 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_8876 
if and
00DB:   actor 74@(112@,14i) in_car 60@(112@,14i) 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_8876 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 31 max_speed 30.0 traffic_flag 2 

:FARLIE5_8876
112@ += 1 
jump @FARLIE5_8748 

:FARLIE5_8890
return 

:FARLIE5_8892
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_9161 
112@ = 0 

:FARLIE5_8915
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_9161 
if and
8119:   not car 60@(112@,14i) wrecked 
8118:   not actor 74@(112@,14i) dead 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_9147 
if and
00DB:   actor 74@(112@,14i) in_car 60@(112@,14i) 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_9147 
0085: 114@ = 112@ // (int) 

:FARLIE5_9023
if 
  114@ >= 2 
else_jump @FARLIE5_9055 
114@ -= 2 
jump @FARLIE5_9023 

:FARLIE5_9055
if 
  114@ == 0 
else_jump @FARLIE5_9101 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 29 max_speed 30.0 traffic_flag 2 

:FARLIE5_9101
if 
  114@ == 1 
else_jump @FARLIE5_9147 
06E1: AS_actor 74@(112@,14i) using_car 60@(112@,14i) target_car 42@ with_order 30 max_speed 30.0 traffic_flag 2 

:FARLIE5_9147
112@ += 1 
jump @FARLIE5_8915 

:FARLIE5_9161
return 

:FARLIE5_9163
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_9454 
266@ = 1 
0407: store_coords_to 50@ 51@ 52@ from_car 42@ with_offset -1.0 0.0 0.0 
0407: store_coords_to 53@ 54@ 55@ from_car 42@ with_offset 1.0 0.0 0.0 
112@ = 0 

:FARLIE5_9251
if and
001D:   57@ > 112@ // (int) 
  266@ == 1 
else_jump @FARLIE5_9429 
if 
8119:   not car 60@(112@,14i) wrecked 
else_jump @FARLIE5_9415 
046C: 56@ = car 60@(112@,14i) driver 
if 
   not 56@ == -1 
else_jump @FARLIE5_9415 
if or
01AF:   car 60@(112@,14i) sphere 0 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
01AF:   car 60@(112@,14i) sphere 0 in_sphere 53@ 54@ 55@ radius 5.0 5.0 5.0 
else_jump @FARLIE5_9415 
266@ = 0 

:FARLIE5_9415
112@ += 1 
jump @FARLIE5_9251 

:FARLIE5_9429
if 
  266@ == 1 
else_jump @FARLIE5_9454 
40@ = 0 

:FARLIE5_9454
return 

:FARLIE5_9456
112@ = 0 

:FARLIE5_9463
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_9770 
if 
8119:   not car 60@(112@,14i) wrecked 
else_jump @FARLIE5_9756 
if 
8118:   not actor 74@(112@,14i) dead 
else_jump @FARLIE5_9582 
05D1: AS_actor 74@(112@,14i) drive_car 60@(112@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model 0 2 
0961: set_actor 74@(112@,14i) keep_tasks_after_cleanup 1 
jump @FARLIE5_9725 

:FARLIE5_9582
if 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_9725 
if 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_9683 
00AA: store_car 60@(112@,14i) position_to 102@ 103@ 104@ 
0362: remove_actor 88@(112@,14i) from_car_and_place_at 102@ 103@ -10.0 
036A: put_actor 88@(112@,14i) in_car 60@(112@,14i) 

:FARLIE5_9683
05D1: AS_actor 88@(112@,14i) drive_car 60@(112@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model 0 2 

:FARLIE5_9725
if 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_9756 
0961: set_actor 88@(112@,14i) keep_tasks_after_cleanup 1 

:FARLIE5_9756
112@ += 1 
jump @FARLIE5_9463 

:FARLIE5_9770
return 

:FARLIE5_9772
112@ = 0 

:FARLIE5_9779
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_10128 
if 
8119:   not car 60@(112@,14i) wrecked 
else_jump @FARLIE5_10114 
if 
8118:   not actor 74@(112@,14i) dead 
else_jump @FARLIE5_9928 
05BF: AS_actor 74@(112@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
if 
00DB:   actor 74@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_9910 
06C7: AS_actor 74@(112@,14i) driver_of_car 60@(112@,14i) perform_action 6 timelimit 2000000 
jump @FARLIE5_9928 

:FARLIE5_9910
05CB: AS_actor 74@(112@,14i) enter_car 60@(112@,14i) as_driver -1 ms 

:FARLIE5_9928
if 
8118:   not actor 88@(112@,14i) dead 
else_jump @FARLIE5_10114 
05BF: AS_actor 88@(112@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
if 
  218@(112@,14i) == 1 
else_jump @FARLIE5_10067 
if 
00DB:   actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_10042 
06C7: AS_actor 88@(112@,14i) driver_of_car 60@(112@,14i) perform_action 6 timelimit 2000000 
jump @FARLIE5_10060 

:FARLIE5_10042
05CB: AS_actor 88@(112@,14i) enter_car 60@(112@,14i) as_driver -1 ms 

:FARLIE5_10060
jump @FARLIE5_10114 

:FARLIE5_10067
if 
80DB:   not actor 88@(112@,14i) in_car 60@(112@,14i) 
else_jump @FARLIE5_10114 
05CA: AS_actor 88@(112@,14i) enter_car 60@(112@,14i) passenger_seat 0 time -1 

:FARLIE5_10114
112@ += 1 
jump @FARLIE5_9779 

:FARLIE5_10128
return 

:FARLIE5_10130
112@ = 0 

:FARLIE5_10137
if 
001D:   57@ > 112@ // (int) 
else_jump @FARLIE5_10197 
009B: destroy_actor 74@(112@,14i) 
009B: destroy_actor 88@(112@,14i) 
00A6: destroy_car 60@(112@,14i) 
112@ += 1 
jump @FARLIE5_10137 

:FARLIE5_10197
return 

:FARLIE5_10199
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_10222 
020A: set_car 42@ door_status_to 2 

:FARLIE5_10222
fade 0 1000 

:FARLIE5_10229
if 
fading 
else_jump @FARLIE5_10253 
wait 0 
jump @FARLIE5_10229 

:FARLIE5_10253
0395: clear_area 0 at 46@ 47@ 48@ radius 100.0 
gosub @FARLIE5_10130 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model 330 

:FARLIE5_10301
if 
8248:   not model 330 available 
else_jump @FARLIE5_10328 
wait 0 
jump @FARLIE5_10301 

:FARLIE5_10328
029B: 275@ = init_object 330 at -1561.4 -2721.1 47.57 
0750: set_object 275@ visibility 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 275@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_10470 
00A9: set_car 42@ to_normal_driver 
00AB: put_car 42@ at 46@ 47@ -100.0 
0175: set_car 42@ Z_angle_to 55.5 
08A6: set_car 42@ door 2 rotation_to 0.0 
08A6: set_car 42@ door 3 rotation_to 0.0 

:FARLIE5_10470
04ED: load_animation "CAR_CHAT" 
03CF: load_wav 23000 as 3 

:FARLIE5_10489
if or
84EE:   not animation "CAR_CHAT" loaded 
83D0:   not wav 3 loaded 
else_jump @FARLIE5_10527 
wait 0 
jump @FARLIE5_10489 

:FARLIE5_10527
015F: set_camera_position -1573.6 -2743.74 49.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1573.0 -2743.39 49.05 switchstyle 2 
fade 1 1000 

:FARLIE5_10585
if 
fading 
else_jump @FARLIE5_10632 
if 
03CA:   object 275@ exists 
else_jump @FARLIE5_10621 
0750: set_object 275@ visibility 0 

:FARLIE5_10621
wait 0 
jump @FARLIE5_10585 

:FARLIE5_10632
267@ = 1 
0707: start_scene_skip_to @FARLIE5_12115 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "CARFONE_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
03D1: play_wav 3 
40@ = 0 

:FARLIE5_10814
if 
  3000 > 40@ 
else_jump @FARLIE5_10867 
if 
03CA:   object 275@ exists 
else_jump @FARLIE5_10856 
0750: set_object 275@ visibility 0 

:FARLIE5_10856
wait 0 
jump @FARLIE5_10814 

:FARLIE5_10867
0750: set_object 275@ visibility 1 
040D: unload_wav 3 
143@ = 1 
gosub @FARLIE5_12217 
40@ = 0 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 110@ // ret 7 if not found 
if 
84A4:   not  110@ == 7 // == constant 
else_jump @FARLIE5_10943 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 111@ // similar to 062E 
jump @FARLIE5_10950 

:FARLIE5_10943
111@ = 2 

:FARLIE5_10950
if or
  2 > 111@ 
  140@ == 0 
else_jump @FARLIE5_11063 
wait 0 
if 
  40@ > 1000 
else_jump @FARLIE5_11005 
gosub @FARLIE5_12536 

:FARLIE5_11005
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 110@ // ret 7 if not found 
if 
84A4:   not  110@ == 7 // == constant 
else_jump @FARLIE5_11049 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 111@ // similar to 062E 
jump @FARLIE5_11056 

:FARLIE5_11049
111@ = 2 

:FARLIE5_11056
jump @FARLIE5_10950 

:FARLIE5_11063
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_11176 
0407: store_coords_to 115@ 116@ 117@ from_car 42@ with_offset 0.4 0.51 0.65 
015F: set_camera_position 115@ 116@ 117@ rotation 0.0 0.0 0.0 
0407: store_coords_to 115@ 116@ 117@ from_car 42@ with_offset -0.13 0.22 0.54 
0160: set_camera_point_at 115@ 116@ 117@ switchstyle 2 

:FARLIE5_11176
0605: actor $PLAYER_ACTOR perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:FARLIE5_11221
if 
  1 >= 140@ 
else_jump @FARLIE5_11257 
wait 0 
gosub @FARLIE5_12536 
jump @FARLIE5_11221 

:FARLIE5_11257
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:FARLIE5_11373
if 
  4 >= 140@ 
else_jump @FARLIE5_11409 
wait 0 
gosub @FARLIE5_12536 
jump @FARLIE5_11373 

:FARLIE5_11409
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:FARLIE5_11525
if 
  5 >= 140@ 
else_jump @FARLIE5_11601 
wait 0 
gosub @FARLIE5_12536 
if and
  139@ == 2 
   not 142@ == 1 
else_jump @FARLIE5_11594 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
142@ = 1 

:FARLIE5_11594
jump @FARLIE5_11525 

:FARLIE5_11601
00A5: 276@ = create_car 468 at -1565.89 -2748.32 48.21 
0175: set_car 276@ Z_angle_to 58.42 
0129: 277@ = create_actor_pedtype 24 model 123 in_car 276@ driverseat 
wait 1000 
if and
8118:   not actor 277@ dead 
8119:   not car 276@ wrecked 
else_jump @FARLIE5_11706 
05D1: AS_actor 277@ drive_car 276@ to -1574.23 -2742.62 48.2 speed 20.0 1 model 0 3 

:FARLIE5_11706
015F: set_camera_position -1570.65 -2748.39 48.35 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.99 -2745.26 48.29 switchstyle 2 
if 
8118:   not actor 277@ dead 
else_jump @FARLIE5_11854 
062E: get_actor 277@ task 1489 status_store_to 110@ // ret 7 if not found 

:FARLIE5_11784
if 
84A4:   not  110@ == 7 // == constant 
else_jump @FARLIE5_11854 
wait 0 
if 
8118:   not actor 277@ dead 
else_jump @FARLIE5_11840 
062E: get_actor 277@ task 1489 status_store_to 110@ // ret 7 if not found 
jump @FARLIE5_11847 

:FARLIE5_11840
04AF: 110@ = 7 // = constant 

:FARLIE5_11847
jump @FARLIE5_11784 

:FARLIE5_11854
if 
8118:   not actor 277@ dead 
else_jump @FARLIE5_11886 
05BF: AS_actor 277@ look_at_actor $PLAYER_ACTOR 3000 ms 
wait 3000 

:FARLIE5_11886
if 
8118:   not actor 277@ dead 
else_jump @FARLIE5_11924 
06A9: AS_actor 277@ look_at_point -1572.73 -2747.12 48.2 -2 ms 

:FARLIE5_11924
if 
001D:   141@ > 140@ // (int) 
else_jump @FARLIE5_12038 
wait 0 
if 
8118:   not actor 277@ dead 
else_jump @FARLIE5_12017 
gosub @FARLIE5_12536 
if and
  139@ == 2 
   not 142@ == 1 
else_jump @FARLIE5_12010 
0967: actor 277@ move_mouth 10000 ms 
142@ = 1 

:FARLIE5_12010
jump @FARLIE5_12031 

:FARLIE5_12017
040D: unload_wav 1 
00BE: text_clear_all 
0085: 140@ = 141@ // (int) 

:FARLIE5_12031
jump @FARLIE5_11924 

:FARLIE5_12038
if and
8118:   not actor 277@ dead 
8119:   not car 276@ wrecked 
else_jump @FARLIE5_12103 
0968: actor 277@ stop_mouth 
0647: AS_actor 277@ clear_look_task 
05D1: AS_actor 277@ drive_car 276@ to -1630.35 -2721.17 48.62 speed 20.0 0 model 0 2 

:FARLIE5_12103
wait 3000 
267@ = 0 

:FARLIE5_12115
0701: end_scene_skip 
if 
  267@ == 1 
else_jump @FARLIE5_12135 

:FARLIE5_12135
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 277@ 
00A6: destroy_car 276@ 
0108: destroy_object 275@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_12200 
020A: set_car 42@ door_status_to 1 

:FARLIE5_12200
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:FARLIE5_12217
0871: init_jump_table 143@ total_jumps 2 default_jump 1 @FARLIE5_12506 jumps 0 @FARLIE5_12280 1 @FARLIE5_12338 -1 @FARLIE5_12513 -1 @FARLIE5_12513 -1 @FARLIE5_12513 -1 @FARLIE5_12513 -1 @FARLIE5_12513 

:FARLIE5_12280
05AA: 118@s = 'FAR5_AB' // @s = 'short'  // This car is a decoy!
05AA: 120@s = 'FAR5_AA' // @s = 'short'  // It's decoy, back to Chinatown!
04AF: 132@ = 15601 // = constant 
04AF: 133@ = 15600 // = constant 
141@ = 2 
jump @FARLIE5_12513 

:FARLIE5_12338
05AA: 118@s = 'MTG02A' // @s = 'short'  // Eh.
05AA: 120@s = 'MTG02B' // @s = 'short'  // Mr. Johnson, it's Guppy, are you OK?
05AA: 122@s = 'MTG02C' // @s = 'short'  // Yeah, it's nothing, they took the bait like morons!
05AA: 124@s = 'MTG02D' // @s = 'short'  // Mr. Ran Fa Li get out alright?
05AA: 126@s = 'MTG02E' // @s = 'short'  // Yes, Woozie has taken him to safety, thank you.
05AA: 128@s = 'MTG02F' // @s = 'short'  // Cool. I'll see you later, man.
05AA: 130@s = 'FAR5_AA' // @s = 'short'  // It's decoy, back to Chinatown!
04AF: 132@ = 29408 // = constant 
04AF: 133@ = 29409 // = constant 
04AF: 134@ = 29410 // = constant 
04AF: 135@ = 29411 // = constant 
04AF: 136@ = 29412 // = constant 
04AF: 137@ = 29413 // = constant 
04AF: 138@ = 15600 // = constant 
141@ = 7 
jump @FARLIE5_12513 

:FARLIE5_12506
jump @FARLIE5_12513 

:FARLIE5_12513
139@ = 0 
140@ = 0 
142@ = 0 
return 

:FARLIE5_12536
if or
  139@ == 0 
  139@ == 1 
else_jump @FARLIE5_12606 
if 
001D:   141@ > 140@ // (int) 
else_jump @FARLIE5_12606 
if 
  41@ > 1000 
else_jump @FARLIE5_12606 
gosub @FARLIE5_12671 

:FARLIE5_12606
if 
  139@ == 2 
else_jump @FARLIE5_12669 
if 
03D2:   wav 1 ended 
else_jump @FARLIE5_12669 
139@ = 0 
140@ += 1 
142@ = 0 
00BE: text_clear_all 
41@ = 0 

:FARLIE5_12669
return 

:FARLIE5_12671
if 
  139@ == 0 
else_jump @FARLIE5_12707 
03CF: load_wav 132@(140@,7i) as 1 
139@ = 1 

:FARLIE5_12707
if 
  139@ == 1 
else_jump @FARLIE5_12765 
if 
03D0:   wav 1 loaded 
else_jump @FARLIE5_12765 
00BC: show_text_highpriority GXT 118@(140@,7s) time 10000 flag 1 
03D1: play_wav 1 
139@ = 2 

:FARLIE5_12765
return 

:FARLIE5_12767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:FARLIE5_12785
$542 += 1 
0318: set_latest_mission_passed 'FAR_5'  // Lure
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:FARLIE5_12849
if 
8119:   not car 42@ wrecked 
else_jump @FARLIE5_12887 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0852: set_car 42@ damages_visible 1 

:FARLIE5_12887
0249: release_model 489 
0249: release_model 468 
0249: release_model 123 
0249: release_model 122 
0249: release_model 353 
0249: release_model 330 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 270@ 
0164: disable_marker 271@ 
0164: disable_marker 272@ 
0164: disable_marker 273@ 
gosub @FARLIE5_9456 
06D6: disable_racing_checkpoint 49@ 
0151: remove_status_text $3323 
061B: remove_references_to_AS_pack 109@ 
014C: set_parked_car_generator $6664 cars_to_generate_to 101 
014C: set_parked_car_generator $6665 cars_to_generate_to 101 
014C: set_parked_car_generator $6666 cars_to_generate_to 101 
01BD: $183 = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 56---------------
// Originally: Amphibious Assault

:WUZI2
thread 'WUZI2' 
gosub @WUZI2_47 
if 
wasted_or_busted 
else_jump @WUZI2_38 
gosub @WUZI2_26707 

:WUZI2_38
gosub @WUZI2_26817 
end_thread 

:WUZI2_47
increment_mission_attempts 
$ONMISSION = 1 
050F: get_max_wanted_level_to 265@ 
054C: use_GXT_table 'WUZI2' 
0652: $8630 = integer_stat 225 
if 
8735:   not is_keyboard_key_pressed 81 
else_jump @WUZI2_242 
if 
  50 >= $8630 
else_jump @WUZI2_242 
$8630 = 1 
select_interior 1 
02E4: load_cutscene_data 'W2_ALT' 

:WUZI2_135
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI2_159 
wait 0 
jump @WUZI2_135 

:WUZI2_159
02E7: start_cutscene 
fade 1 1000 

:WUZI2_168
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI2_192 
wait 0 
jump @WUZI2_168 

:WUZI2_192
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:WUZI2_205
if 
fading 
else_jump @WUZI2_229 
wait 0 
jump @WUZI2_205 

:WUZI2_229
02EA: end_cutscene 
select_interior 0 
jump @WUZI2_26817 

:WUZI2_242
$8630 = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 1 
02E4: load_cutscene_data 'WOOZIE2' 

:WUZI2_275
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI2_299 
wait 0 
jump @WUZI2_275 

:WUZI2_299
02E7: start_cutscene 
fade 1 1000 

:WUZI2_308
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI2_332 
wait 0 
jump @WUZI2_308 

:WUZI2_332
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:WUZI2_345
if 
fading 
else_jump @WUZI2_369 
wait 0 
jump @WUZI2_345 

:WUZI2_369
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
0247: load_model 121 
0247: load_model 122 
0247: load_model 123 
0247: load_model 454 
0247: load_model 355 
0247: load_model 335 
0247: load_model #A51_SPOTBASE 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBULB 
04ED: load_animation "DAM_JUMP" 

:WUZI2_441
if or
8248:   not model 121 available 
8248:   not model 122 available 
8248:   not model 123 available 
8248:   not model 454 available 
8248:   not model 355 available 
8248:   not model 335 available 
else_jump @WUZI2_490 
wait 0 
jump @WUZI2_441 

:WUZI2_490
if or
8248:   not model #A51_SPOTBASE available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBULB available 
84EE:   not animation "DAM_JUMP" loaded 
else_jump @WUZI2_539 
wait 0 
jump @WUZI2_490 

:WUZI2_539
060A: create_decision_maker_type 4 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
set_weather 9 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at -2153.611 645.31 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
fade 1 1500 
018A: 44@ = create_checkpoint_at -1641.995 1309.217 6.1764 
00BC: show_text_highpriority GXT 'WZI2_1' time 8000 flag 1  // ~s~Get to the ~y~docks~s~.
48@ = 0 
261@ = 0 
if 
  261@ == 1 
else_jump @WUZI2_910 
00A5: 314@($8624,2i) = create_car 454 at 0.0 0.0 0.0 
009A: 460@($8624,7i) = create_actor_pedtype 4 model 121 at 0.0 0.0 0.0 
0187: 467@($8624,8i) = create_marker_above_actor 460@($8624,7i) 
00A5: 437@($8624,2i) = create_car 454 at 0.0 0.0 0.0 
009A: 441@($8624,6i) = create_actor_pedtype 4 model 121 at 0.0 0.0 0.0 
0187: 267@ = create_marker_above_actor 441@($8624,6i) 
06B1: 407@($8624,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 
06D5: 300@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 3 radius 0.0 

:WUZI2_910
05AA: 135@s = 'WUZ2_AA' // @s = 'short'  // I think I see something in the water!
04AF: 66@ = 44000 // = constant 
05AA: 137@s = 'WUZ2_NA' // @s = 'short'  // Hey, someone in the water!
04AF: 67@ = 44036 // = constant 
05AA: 139@s = 'WUZ2_ZA' // @s = 'short'  // Shit, did you see that?
04AF: 68@ = 44083 // = constant 
05AA: 141@s = 'WUZ2_AB' // @s = 'short'  // Hey, what was that? Over there!
04AF: 69@ = 44001 // = constant 
05AA: 143@s = 'WUZ2_NB' // @s = 'short'  // See that? Over there!
04AF: 70@ = 44037 // = constant 
05AA: 145@s = 'WUZ2_ZB' // @s = 'short'  // Hey, we gotta check over there!
04AF: 71@ = 44084 // = constant 
05AA: 147@s = 'WUZ2_AC' // @s = 'short'  // Anybody else see that?
04AF: 72@ = 44002 // = constant 
05AA: 149@s = 'WUZ2_NC' // @s = 'short'  // We got a swimmer approaching the boat!
04AF: 73@ = 44038 // = constant 
05AA: 151@s = 'WUZ2_ZC' // @s = 'short'  // That a guy in the water?
04AF: 74@ = 44085 // = constant 
05AA: 153@s = 'WUZ2_BA' // @s = 'short'  // Gotta stop spooking myself!
04AF: 75@ = 44003 // = constant 
05AA: 155@s = 'WUZ2_OA' // @s = 'short'  // Nah, I must be tripping or something.
04AF: 76@ = 44039 // = constant 
05AA: 157@s = 'WUZ2_ZD' // @s = 'short'  // Must have been one of those seals...
04AF: 77@ = 44086 // = constant 
05AA: 159@s = 'WUZ2_BB' // @s = 'short'  // Must have been a seal or something...
04AF: 78@ = 44004 // = constant 
05AA: 161@s = 'WUZ2_OB' // @s = 'short'  // Shit, could have sworn I saw something!
04AF: 79@ = 44040 // = constant 
05AA: 163@s = 'WUZ2_ZE' // @s = 'short'  // Shit, I dunno what I saw...
04AF: 80@ = 44087 // = constant 
05AA: 165@s = 'WUZ2_BC' // @s = 'short'  // My mind must be playing tricks.
04AF: 81@ = 44005 // = constant 
05AA: 167@s = 'WUZ2_OC' // @s = 'short'  // Man, I swear I saw something...
04AF: 82@ = 44041 // = constant 
05AA: 169@s = 'WUZ2_ZF' // @s = 'short'  // Man, did you see him? No..?
04AF: 83@ = 44088 // = constant 
05AA: 171@s = 'WUZ2_CA' // @s = 'short'  // Shit, over there! Some guy in the water!
04AF: 84@ = 44006 // = constant 
05AA: 173@s = 'WUZ2_PA' // @s = 'short'  // There he is!
04AF: 85@ = 44042 // = constant 
05AA: 175@s = 'WUZ2_ZG' // @s = 'short'  // Told you I saw some idiot!
04AF: 86@ = 44089 // = constant 
05AA: 177@s = 'WUZ2_CB' // @s = 'short'  // There, a man in the water!
04AF: 87@ = 44007 // = constant 
05AA: 179@s = 'WUZ2_PB' // @s = 'short'  // I see him!
04AF: 88@ = 44043 // = constant 
05AA: 181@s = 'WUZ2_ZH' // @s = 'short'  // There! See him?
04AF: 89@ = 44090 // = constant 
05AA: 183@s = 'WUZ2_CC' // @s = 'short'  // We got somebody in the water over here!
04AF: 90@ = 44008 // = constant 
05AA: 185@s = 'WUZ2_PC' // @s = 'short'  // There's the bastard!
04AF: 91@ = 44044 // = constant 
05AA: 187@s = 'WUZ2_ZJ' // @s = 'short'  // Get the son of a bitch!
04AF: 92@ = 44091 // = constant 
05AA: 189@s = 'WUZ2_DA' // @s = 'short'  // Where'd he go?
04AF: 93@ = 44009 // = constant 
05AA: 191@s = 'WUZ2_QA' // @s = 'short'  // He's gone under!
04AF: 94@ = 44045 // = constant 
05AA: 193@s = 'WUZ2_ZK' // @s = 'short'  // He can't hold his breath forever!
04AF: 95@ = 44092 // = constant 
05AA: 195@s = 'WUZ2_DB' // @s = 'short'  // He's gone under!
04AF: 96@ = 44010 // = constant 
05AA: 197@s = 'WUZ2_QB' // @s = 'short'  // He's dived again!
04AF: 97@ = 44046 // = constant 
05AA: 199@s = 'WUZ2_ZL' // @s = 'short'  // Keep circling!
04AF: 98@ = 44093 // = constant 
05AA: 201@s = 'WUZ2_DC' // @s = 'short'  // He was just here!
04AF: 99@ = 44011 // = constant 
05AA: 203@s = 'WUZ2_QC' // @s = 'short'  // He's under us!
04AF: 100@ = 44047 // = constant 
05AA: 205@s = 'WUZ2_ZM' // @s = 'short'  // He's got to come up for air at some point!
04AF: 101@ = 44094 // = constant 
05AA: 207@s = 'WUZ2_EA' // @s = 'short'  // Shit, must have been a seal...
04AF: 102@ = 44012 // = constant 
05AA: 209@s = 'WUZ2_RA' // @s = 'short'  // No one can hold their breath that long, man!
04AF: 103@ = 44048 // = constant 
05AA: 211@s = 'WUZ2_ZN' // @s = 'short'  // We must have winged him!
04AF: 104@ = 44095 // = constant 
05AA: 213@s = 'WUZ2_EB' // @s = 'short'  // Man, he must have drowned by now!
04AF: 105@ = 44013 // = constant 
05AA: 215@s = 'WUZ2_RB' // @s = 'short'  // He must be dead...
04AF: 106@ = 44049 // = constant 
05AA: 217@s = 'WUZ2_ZO' // @s = 'short'  // We must have killed him!
04AF: 107@ = 44096 // = constant 
05AA: 219@s = 'WUZ2_EC' // @s = 'short'  // No, he's long gone or dead.
04AF: 108@ = 44014 // = constant 
05AA: 221@s = 'WUZ2_RC' // @s = 'short'  // Shit he's been down there too long!
04AF: 109@ = 44050 // = constant 
05AA: 223@s = 'WUZ2_ZP' // @s = 'short'  // He must have got trapped down there!
04AF: 110@ = 44097 // = constant 
05AA: 225@s = 'WUZ2_FA' // @s = 'short'  // There he is again!
04AF: 111@ = 44015 // = constant 
05AA: 227@s = 'WUZ2_SA' // @s = 'short'  // There he is again!
04AF: 112@ = 44051 // = constant 
05AA: 229@s = 'WUZ2_ZQ' // @s = 'short'  // Told you we'd get him!
04AF: 113@ = 44098 // = constant 
05AA: 231@s = 'WUZ2_FB' // @s = 'short'  // I got him, he's over there!
04AF: 114@ = 44016 // = constant 
05AA: 233@s = 'WUZ2_SB' // @s = 'short'  // We picked him up again!
04AF: 115@ = 44052 // = constant 
05AA: 235@s = 'WUZ2_ZR' // @s = 'short'  // There he is again!
04AF: 116@ = 44099 // = constant 
05AA: 237@s = 'WUZ2_FC' // @s = 'short'  // I see him!
04AF: 117@ = 44017 // = constant 
05AA: 239@s = 'WUZ2_SC' // @s = 'short'  // Over here! He's over here!
04AF: 118@ = 44053 // = constant 
05AA: 241@s = 'WUZ2_ZS' // @s = 'short'  // He's on the surface again!
04AF: 119@ = 44100 // = constant 
05AA: 243@s = 'WUZ2_GA' // @s = 'short'  // We got him!
04AF: 120@ = 44018 // = constant 
05AA: 245@s = 'WUZ2_TA' // @s = 'short'  // Yo, we got him now!
04AF: 121@ = 44054 // = constant 
05AA: 247@s = 'WUZ2_ZT' // @s = 'short'  // Hey, he's over here!
04AF: 122@ = 44101 // = constant 
05AA: 249@s = 'WUZ2_GB' // @s = 'short'  // Oh yeah, I see him!
04AF: 123@ = 44019 // = constant 
05AA: 251@s = 'WUZ2_TB' // @s = 'short'  // I see him too!
04AF: 124@ = 44055 // = constant 
05AA: 253@s = 'WUZ2_ZU' // @s = 'short'  // We got him now!
04AF: 125@ = 44102 // = constant 
05AA: 255@s = 'WUZ2_GC' // @s = 'short'  // OK, we see him!
04AF: 126@ = 44020 // = constant 
05AA: 257@s = 'WUZ2_TC' // @s = 'short'  // Hey, I see the bastard too!
04AF: 127@ = 44056 // = constant 
05AA: 259@s = 'WUZ2_ZV' // @s = 'short'  // You guys, he's over here!
04AF: 128@ = 44103 // = constant 
0209: 129@ = random_int_in_ranges 0 3 
0209: 130@ = random_int_in_ranges 0 3 
131@ = 0 
132@ = 10 

:WUZI2_2454
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @WUZI2_2480 
jump @WUZI2_26753 

:WUZI2_2480
if 
0102:   actor $PLAYER_ACTOR in_sphere -1641.995 1309.217 6.1764 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
else_jump @WUZI2_2547 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 44@ 
jump @WUZI2_2554 

:WUZI2_2547
jump @WUZI2_2454 

:WUZI2_2554
fade 0 500 

:WUZI2_2561
if 
fading 
else_jump @WUZI2_2585 
wait 0 
jump @WUZI2_2561 

:WUZI2_2585
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
03BA: clear_cars_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
042B: clear_peds_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
gosub @WUZI2_8516 
gosub @WUZI2_18834 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI2_2715 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9 1310.6 6.1797 
jump @WUZI2_2735 

:WUZI2_2715
00A1: put_actor $PLAYER_ACTOR at -1640.9 1310.6 6.1797 

:WUZI2_2735
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
55@ = 0 
03CB: set_rendering_origin_at -1455.999 1529.144 19.179 
015F: set_camera_position -1358.484 1468.994 18.4397 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1359.312 1469.54 18.3092 switchstyle 2 
gosub @WUZI2_18255 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
fade 1 500 

:WUZI2_2852
if 
fading 
else_jump @WUZI2_2876 
wait 0 
jump @WUZI2_2852 

:WUZI2_2876
0707: start_scene_skip_to @WUZI2_3040 
00BC: show_text_highpriority GXT 'WZI2_2' time 6500 flag 1  // ~s~The boat that you have to plant the bug on is anchored out at sea.
40@ = 0 

:WUZI2_2906
if 
  6500 > 40@ 
else_jump @WUZI2_2936 
wait 0 
jump @WUZI2_2906 

:WUZI2_2936
015F: set_camera_position -1511.427 1374.075 5.9802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1511.29 1373.103 5.7898 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_3' time 6500 flag 1  // ~s~You will have to swim to it, however there are Da Nang Boys patrolling the route.
40@ = 0 

:WUZI2_3010
if 
  6500 > 40@ 
else_jump @WUZI2_3040 
wait 0 
jump @WUZI2_3010 

:WUZI2_3040
0701: end_scene_skip 
00BE: text_clear_all 
0707: start_scene_skip_to @WUZI2_3877 
015F: set_camera_position -1642.439 1308.882 11.1649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.914 1309.402 10.4912 switchstyle 2 
40@ = 0 

:WUZI2_3109
if 
  500 > 40@ 
else_jump @WUZI2_3139 
wait 0 
jump @WUZI2_3109 

:WUZI2_3139
0605: actor $PLAYER_ACTOR perform_animation "SF_JUMPWALL" IFP "DAM_JUMP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
40@ = 0 

:WUZI2_3189
if 
  1000 > 40@ 
else_jump @WUZI2_3219 
wait 0 
jump @WUZI2_3189 

:WUZI2_3219
015D: set_gamespeed 0.2 
015F: set_camera_position -1636.664 1316.354 -3.7183 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1636.729 1315.749 -2.925 switchstyle 2 
$74 = -2.925 
40@ = 0 
262@ = 0 

:WUZI2_3301
if 
  $74 > -3.2406 
else_jump @WUZI2_3570 
wait 0 
$74 -= 0.003 
if 
  -3.2406 > $74 
else_jump @WUZI2_3367 
$74 = -3.2406 

:WUZI2_3367
0160: set_camera_point_at -1636.729 1315.749 $74 switchstyle 2 
if and
  40@ > 200 
  2 > 262@ 
else_jump @WUZI2_3563 
if 
  262@ == 0 
else_jump @WUZI2_3546 
092E: get_water_height_at -1637.354 1314.11 ignore_waves 1 store_to $72 
064B: 263@ = create_particle "WATER_SPLASH" at -1637.354 1314.11 $72 type 1 
064B: 264@ = create_particle "WATER_RIPPLES" at -1637.354 1314.11 $72 type 1 
097A: play_audio_at -1637.354 1314.11 $72 event 1144 
262@ += 1 
jump @WUZI2_3563 

:WUZI2_3546
064C: make_particle 263@ visible 
064C: make_particle 264@ visible 
262@ += 1 

:WUZI2_3563
jump @WUZI2_3301 

:WUZI2_3570
$74 = 0.2 

:WUZI2_3580
if 
  0.5 > $74 
else_jump @WUZI2_3658 
wait 0 
$74 += 0.014 
if 
  $74 > 0.5 
else_jump @WUZI2_3646 
$74 = 0.5 

:WUZI2_3646
015D: set_gamespeed $74 
jump @WUZI2_3580 

:WUZI2_3658
0650: destroy_particle 263@ 
0650: destroy_particle 264@ 

:WUZI2_3668
if 
0611:   actor $PLAYER_ACTOR performing_animation "SF_JUMPWALL" 
else_jump @WUZI2_3708 
wait 0 
jump @WUZI2_3668 

:WUZI2_3708
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
40@ = 0 

:WUZI2_3745
if 
  500 > 40@ 
else_jump @WUZI2_3775 
wait 0 
jump @WUZI2_3745 

:WUZI2_3775
015D: set_gamespeed 1.0 
015F: set_camera_position -1641.399 1314.413 1.3246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1640.422 1314.574 1.1792 switchstyle 2 
55@ = 1 
40@ = 0 

:WUZI2_3847
if 
  1500 > 40@ 
else_jump @WUZI2_3877 
wait 0 
jump @WUZI2_3847 

:WUZI2_3877
0701: end_scene_skip 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0650: destroy_particle 263@ 
0650: destroy_particle 264@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08A8: set_markers_to_long_distance 1 
301@ = 0 
302@ = 0 
304@ = -1625.651 
305@ = 1317.92 
303@ = 1 
if 
  55@ == 0 
else_jump @WUZI2_4018 
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
jump @WUZI2_4020 

:WUZI2_4018
015A: restore_camera 

:WUZI2_4020
04EF: release_animation "DAM_JUMP" 
55@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_8' time 8000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
018A: 44@ = create_checkpoint_at -1449.642 1501.135 0.7366 
$8631 = 0 
$8632 = 0 
05AA: 268@s = 'WZI2_A0' // @s = 'short'  // Use the movement controls to move around in the water.
05AA: 270@s = 'WZI2_A1' // @s = 'short'  // Hold ~m~~widget_button_swim~ to swim faster.
05AA: 272@s = 'WZI2_A2' // @s = 'short'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
05AA: 274@s = 'WZI2_A3' // @s = 'short'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
05AA: 276@s = 'WZI2_A4' // @s = 'short'  // Keep an eye on the blue bar if you are diving under water.
05AA: 278@s = 'WZI2_A5' // @s = 'short'  // Tap ~m~~widget_button_dive~ to dive underwater.
05AA: 280@s = 'WZI2_A6' // @s = 'short'  // Hold down ~m~~widget_button_swim~ to swim around underwater.
05AA: 282@s = 'WZI2_A7' // @s = 'short'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
05AA: 284@s = 'WZI2_A0' // @s = 'short'  // Use the movement controls to move around in the water.
05AA: 286@s = 'WZI2_AQ' // @s = 'short'  // Press and hold the lower right corner of the screen to swim faster.
05AA: 288@s = 'WZI2_A2' // @s = 'short'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
05AA: 290@s = 'WZI2_A3' // @s = 'short'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
05AA: 292@s = 'WZI2_A4' // @s = 'short'  // Keep an eye on the blue bar if you are diving under water.
05AA: 294@s = 'WZI2_A5' // @s = 'short'  // Tap ~m~~widget_button_dive~ to dive underwater.
05AA: 296@s = 'WZI2_AR' // @s = 'short'  // Press and hold the lower right corner of the screen to swim around underwater.
05AA: 298@s = 'WZI2_A7' // @s = 'short'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
if 
  403@ == 0 
else_jump @WUZI2_4360 
032B: 266@ = create_weapon_pickup 335 type 3 ammo 1 at -1595.0 1345.0 -7.5 

:WUZI2_4360
41@ = 0 
0A6F: checkpoint_save 99 

:WUZI2_4371
wait 0 
gosub @WUZI2_16192 
if 
  397@ == 2 
else_jump @WUZI2_4412 
0164: disable_marker 267@ 
jump @WUZI2_7394 

:WUZI2_4412
gosub @WUZI2_8154 
if 
  313@ == 2 
else_jump @WUZI2_4444 
jump @WUZI2_6340 

:WUZI2_4444
0871: init_jump_table $8631 total_jumps 4 default_jump 0 @WUZI2_5392 jumps 0 @WUZI2_4507 1 @WUZI2_4996 2 @WUZI2_5156 3 @WUZI2_5333 -1 @WUZI2_5392 -1 @WUZI2_5392 -1 @WUZI2_5392 

:WUZI2_4507
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1602.782 1320.688 -8.0 cornerB -1606.119 1331.51 1.0 
  311@ == 0 
else_jump @WUZI2_4875 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera -1600.998 1323.041 1.9093 transverse_to -1600.315 1322.414 -2.0672 time 6000 smooth_transition 1 
0936: set_camera -1598.525 1318.594 2.3701 position_to -1598.525 1318.594 -2.3701 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_5' time 8000 flag 1  // ~s~The route ahead is blocked but there is an underwater tunnel! You will have to dive and swim through it to proceed.
40@ = 0 

:WUZI2_4684
if 
  800 > 40@ 
else_jump @WUZI2_4714 
wait 0 
jump @WUZI2_4684 

:WUZI2_4714
0707: start_scene_skip_to @WUZI2_4833 

:WUZI2_4721
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_4745 
wait 0 
jump @WUZI2_4721 

:WUZI2_4745
40@ = 0 

:WUZI2_4752
if 
  1500 > 40@ 
else_jump @WUZI2_4782 
wait 0 
jump @WUZI2_4752 

:WUZI2_4782
015F: set_camera_position -1598.525 1318.594 1.3701 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1599.181 1319.288 1.0744 switchstyle 2 

:WUZI2_4833
0701: end_scene_skip 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
$8631 += 1 
41@ = 0 
jump @WUZI2_4989 

:WUZI2_4875
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1611.833 1334.313 0.8012 cornerB -1615.812 1329.394 -7.9862 
else_jump @WUZI2_4937 
$8631 = 3 
jump @WUZI2_4989 

:WUZI2_4937
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_4989 
306@ = 0 
jump @WUZI2_6099 

:WUZI2_4989
jump @WUZI2_5392 

:WUZI2_4996
if 
05FD:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 angle 2.0 sphere 0 on_foot 
else_jump @WUZI2_5097 
if 
  311@ == 1 
else_jump @WUZI2_5083 
00BC: show_text_highpriority GXT 'WZI2_6' time 5000 flag 1  // ~s~You can now resurface.

:WUZI2_5083
$8631 += 1 
jump @WUZI2_5149 

:WUZI2_5097
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5149 
306@ = 0 
jump @WUZI2_6099 

:WUZI2_5149
jump @WUZI2_5392 

:WUZI2_5156
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1612.208 1349.552 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5274 
03E6: remove_text_box 
if 
  403@ == 0 
else_jump @WUZI2_5252 
00BC: show_text_highpriority GXT 'WZI2_7' time 6000 flag 1  // ~s~Pick up the ~g~knife ~s~at the bottom of the cave.
03DC: 267@ = create_marker_above_pickup 266@ 
41@ = 0 
jump @WUZI2_5260 

:WUZI2_5252
41@ = 6001 

:WUZI2_5260
$8631 += 1 
jump @WUZI2_5326 

:WUZI2_5274
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5326 
306@ = 0 
jump @WUZI2_6099 

:WUZI2_5326
jump @WUZI2_5392 

:WUZI2_5333
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_5385 
306@ = 0 
jump @WUZI2_6099 

:WUZI2_5385
jump @WUZI2_5392 

:WUZI2_5392
gosub @WUZI2_5413 
gosub @WUZI2_18427 
jump @WUZI2_4371 

:WUZI2_5413
0871: init_jump_table 302@ total_jumps 2 default_jump 0 @WUZI2_5603 jumps 0 @WUZI2_5476 1 @WUZI2_5582 -1 @WUZI2_5603 -1 @WUZI2_5603 -1 @WUZI2_5603 -1 @WUZI2_5603 -1 @WUZI2_5603 

:WUZI2_5476
if 
00ED:   actor $PLAYER_ACTOR sphere 303@ near_point 304@ 305@ radius 4.0 4.0 on_foot 
else_jump @WUZI2_5575 
06D6: disable_racing_checkpoint 300@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
if 
  6 > 301@ 
else_jump @WUZI2_5568 
302@ += 1 
jump @WUZI2_5575 

:WUZI2_5568
302@ = -1 

:WUZI2_5575
jump @WUZI2_5603 

:WUZI2_5582
gosub @WUZI2_5605 
302@ -= 1 
jump @WUZI2_5603 

:WUZI2_5603
return 

:WUZI2_5605
301@ += 1 
0871: init_jump_table 301@ total_jumps 7 default_jump 0 @WUZI2_6097 jumps 1 @WUZI2_5675 2 @WUZI2_5709 3 @WUZI2_5781 4 @WUZI2_5815 5 @WUZI2_5919 6 @WUZI2_5953 7 @WUZI2_6025 

:WUZI2_5675
304@ = -1604.522 
305@ = 1312.674 
303@ = 1 
jump @WUZI2_6097 

:WUZI2_5709
304@ = -1611.557 
305@ = 1330.789 
06D5: 300@ = create_racing_checkpoint_at 304@ 305@ -2.2294 point_to -1610.672 1330.325 -2.2294 type 3 radius 0.8 
303@ = 0 
jump @WUZI2_6097 

:WUZI2_5781
304@ = -1626.098 
305@ = 1343.811 
303@ = 1 
jump @WUZI2_6097 

:WUZI2_5815
if 
  403@ > 0 
else_jump @WUZI2_5912 
304@ = -1596.333 
305@ = 1345.053 
06D5: 300@ = create_racing_checkpoint_at 304@ 305@ -6.2933 point_to -1597.273 1345.396 -6.2933 type 3 radius 0.8 
303@ = 0 
jump @WUZI2_6097 
jump @WUZI2_5919 

:WUZI2_5912
301@ += 1 

:WUZI2_5919
304@ = -1576.722 
305@ = 1338.477 
303@ = 1 
jump @WUZI2_6097 

:WUZI2_5953
304@ = -1559.138 
305@ = 1333.954 
06D5: 300@ = create_racing_checkpoint_at 304@ 305@ -5.3882 point_to -1560.119 1334.147 -5.3819 type 3 radius 1.2 
303@ = 0 
jump @WUZI2_6097 

:WUZI2_6025
304@ = -1548.216 
305@ = 1342.198 
06D5: 300@ = create_racing_checkpoint_at 304@ 305@ -7.0752 point_to -1548.608 1341.277 -7.0752 type 3 radius 1.2 
303@ = 0 
jump @WUZI2_6097 

:WUZI2_6097
return 

:WUZI2_6099
wait 0 
gosub @WUZI2_8154 
if 
  313@ == 2 
else_jump @WUZI2_6135 
jump @WUZI2_6340 

:WUZI2_6135
if 
  311@ == 0 
else_jump @WUZI2_6270 
if 
  306@ == 0 
else_jump @WUZI2_6263 
if 
85FD:   not actor $PLAYER_ACTOR in_cube_fll_corner_at -1558.932 1338.285 -5.0 fur_corner_at -1563.078 1329.29 5.0 angle 10.0 sphere 0 on_foot 
else_jump @WUZI2_6256 
if 
  313@ == 0 
else_jump @WUZI2_6249 
jump @WUZI2_6340 

:WUZI2_6249
jump @WUZI2_6263 

:WUZI2_6256
306@ = 1 

:WUZI2_6263
jump @WUZI2_6333 

:WUZI2_6270
if 
  306@ == 1 
else_jump @WUZI2_6333 
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
else_jump @WUZI2_6333 
306@ = 0 

:WUZI2_6333
jump @WUZI2_6099 

:WUZI2_6340
$8643 = -2 
03E6: remove_text_box 
00BE: text_clear_all 
0164: disable_marker 267@ 
06D6: disable_racing_checkpoint 300@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
   not 313@ == 2 
else_jump @WUZI2_6939 
0373: set_camera_directly_behind_player 
40@ = 0 

:WUZI2_6399
if 
  500 > 40@ 
else_jump @WUZI2_6429 
wait 0 
jump @WUZI2_6399 

:WUZI2_6429
068D: get_camera_position_to 59@ 60@ 61@ 
068E: get_camera_target_point_to 62@ 63@ 64@ 
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_6481 
00AA: store_car 315@ position_to $72 $73 $74 

:WUZI2_6481
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera 62@ 63@ 64@ transverse_to $72 $73 $74 time 3500 smooth_transition 1 
0936: set_camera 59@ 60@ 61@ position_to 59@ 60@ 61@ time 3500 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_40' time 8000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
40@ = 0 

:WUZI2_6564
if 
  1000 > 40@ 
else_jump @WUZI2_6594 
wait 0 
jump @WUZI2_6564 

:WUZI2_6594
0707: start_scene_skip_to @WUZI2_6930 
wait 0 

:WUZI2_6605
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6629 
wait 0 
jump @WUZI2_6605 

:WUZI2_6629
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_6659 
00AA: store_car 314@ position_to $68 $69 $70 

:WUZI2_6659
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $72 $73 $74 transverse_to $68 $69 $70 time 3000 smooth_transition 0 
0936: set_camera 59@ 60@ 61@ position_to 59@ 60@ 61@ time 3000 smooth_transition 0 
wait 0 

:WUZI2_6723
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6761 
wait 0 
gosub @WUZI2_9501 
gosub @WUZI2_12331 
jump @WUZI2_6723 

:WUZI2_6761
00BC: show_text_highpriority GXT 'WZI2_41' time 8000 flag 1  // Don't swim on the surface of the water or you will be spotted.
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $68 $69 $70 transverse_to 62@ 63@ 64@ time 4500 smooth_transition 1 
0936: set_camera 59@ 60@ 61@ position_to 59@ 60@ 61@ time 4500 smooth_transition 1 
wait 0 

:WUZI2_6841
if 
0934:   camera_target_point_manipulated 
else_jump @WUZI2_6879 
wait 0 
gosub @WUZI2_9501 
gosub @WUZI2_12331 
jump @WUZI2_6841 

:WUZI2_6879
40@ = 0 

:WUZI2_6886
if 
  1000 > 40@ 
else_jump @WUZI2_6930 
wait 0 
gosub @WUZI2_9501 
gosub @WUZI2_12331 
jump @WUZI2_6886 

:WUZI2_6930
0701: end_scene_skip 
jump @WUZI2_7156 

:WUZI2_6939
0707: start_scene_skip_to @WUZI2_7154 
015F: set_camera_position -1568.742 1385.366 5.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1569.707 1385.126 5.8767 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_40' time 6000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
40@ = 0 

:WUZI2_7020
if 
  6000 > 40@ 
else_jump @WUZI2_7050 
wait 0 
jump @WUZI2_7020 

:WUZI2_7050
015F: set_camera_position -1494.649 1350.358 6.0727 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1495.164 1349.516 5.9146 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_41' time 6000 flag 1  // Don't swim on the surface of the water or you will be spotted.
40@ = 0 

:WUZI2_7124
if 
  6000 > 40@ 
else_jump @WUZI2_7154 
wait 0 
jump @WUZI2_7124 

:WUZI2_7154
0701: end_scene_skip 

:WUZI2_7156
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_7203 
0186: 316@ = create_marker_above_car 314@ 
018B: set_marker 316@ radar_mode 2 

:WUZI2_7203
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_7234 
0186: 317@ = create_marker_above_car 315@ 
018B: set_marker 317@ radar_mode 2 

:WUZI2_7234
06C4: create_marker_above_searchlight 407@ handle_as 431@ 
06C4: create_marker_above_searchlight 408@ handle_as 432@ 
06C4: create_marker_above_searchlight 409@ handle_as 433@ 
06C4: create_marker_above_searchlight 410@ handle_as 434@ 
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_7297 
0186: 439@ = create_marker_above_car 437@ 
018B: set_marker 439@ radar_mode 2 

:WUZI2_7297
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_7328 
0186: 440@ = create_marker_above_car 438@ 
018B: set_marker 440@ radar_mode 2 

:WUZI2_7328
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
$8644 = 1 
312@ = 0 
$8645 = 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
307@ = 0 

:WUZI2_7394
wait 0 
01BD: 45@ = current_time_in_ms 
0085: 46@ = 45@ // (int) 
0062: 46@ -= 47@ // (int) 
0085: 47@ = 45@ // (int) 
005A: 312@ += 46@ // (int) 
005E: $8635[0] += 46@ // (int) 
005E: $8635[1] += 46@ // (int) 
if 
   not 397@ == 2 
else_jump @WUZI2_7575 
gosub @WUZI2_8154 
gosub @WUZI2_9501 
gosub @WUZI2_12331 
gosub @WUZI2_13140 
gosub @WUZI2_14559 
if 
  $8639 > 35 
else_jump @WUZI2_7554 
if 
  308@ == 0 
else_jump @WUZI2_7547 
308@ = 1 

:WUZI2_7547
gosub @WUZI2_20245 

:WUZI2_7554
gosub @WUZI2_18427 
gosub @WUZI2_16192 
jump @WUZI2_7582 

:WUZI2_7575
gosub @WUZI2_16837 

:WUZI2_7582
gosub @WUZI2_21124 
if 
  307@ == 0 
else_jump @WUZI2_7741 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_7734 
if 
  311@ == 0 
else_jump @WUZI2_7734 
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1447.128 1501.241 radius 6.0 6.0 on_foot 
else_jump @WUZI2_7734 
03E6: remove_text_box 
0A7A: print_help_conditional_hid 'WZI2_C0' 0  // Double tap ~m~~widget_button_swim~ to jump and climb out of the water.
0A7B: print_help_conditional_touch_classic 'WZI2_CA' 0  // Double tap the lower right corner of the screen to jump and climb out of the water.
0A79: print_help_conditional_touch 'WZI2_C0' 0  // Double tap ~m~~widget_button_swim~ to jump and climb out of the water.
41@ = 0 
307@ += 1 

:WUZI2_7734
jump @WUZI2_8140 

:WUZI2_7741
if 
  307@ == 1 
else_jump @WUZI2_7867 
if 
  41@ > 8000 
else_jump @WUZI2_7780 
03E6: remove_text_box 

:WUZI2_7780
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_7860 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1449.642 1501.135 0.7366 radius 2.0 2.0 2.0 on_foot 
else_jump @WUZI2_7860 
03E6: remove_text_box 
gosub @WUZI2_22480 
307@ += 1 

:WUZI2_7860
jump @WUZI2_8140 

:WUZI2_7867
gosub @WUZI2_24037 
gosub @WUZI2_25039 
gosub @WUZI2_25592 
if 
  56@ == 0 
else_jump @WUZI2_8085 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1372.733 1495.55 0.8578 radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI2_8078 
if 
   not 546@ == 2 
else_jump @WUZI2_8062 
0512: show_permanent_text_box 'WZI2_30'  // Tap ~m~~widget_mission_start~ to plant the bug.
if 
0A52:   is_widget_released 69 
else_jump @WUZI2_8055 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_32' time 6000 flag 1  // ~s~You have planted the bug! Get off the tanker and back to the ~y~docks~s~.
0164: disable_marker 44@ 
018A: 44@ = create_checkpoint_at -1508.558 1296.067 0.397 
56@ = 1 
gosub @WUZI2_18344 

:WUZI2_8055
jump @WUZI2_8078 

:WUZI2_8062
00BC: show_text_highpriority GXT 'WZI2_31' time 3000 flag 1  // ~s~Lose the attention of the ~r~guards~s~ before you plant the bug.

:WUZI2_8078
jump @WUZI2_8140 

:WUZI2_8085
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1508.558 1296.067 0.397 radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI2_8140 
jump @WUZI2_26753 

:WUZI2_8140
gosub @WUZI2_21685 
jump @WUZI2_7394 

:WUZI2_8154
311@ = 0 
310@ = 0 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @WUZI2_8466 
0966: get_actor $PLAYER_ACTOR swimming_status_to 309@ 
if 
04A4:   309@ == 4 // == constant 
else_jump @WUZI2_8256 
311@ = 1 
if 
  0 >= $8643 
else_jump @WUZI2_8249 
$8644 = 1 
$8643 = -2 

:WUZI2_8249
jump @WUZI2_8281 

:WUZI2_8256
if 
04A4:   309@ == 2 // == constant 
else_jump @WUZI2_8281 
310@ = 1 

:WUZI2_8281
if 
  313@ == 1 
else_jump @WUZI2_8459 
if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1559.287 1337.199 lr_corner_at -1562.583 1327.257 angle -62.9096 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1590.327 1336.881 lr_corner_at -1607.206 1307.565 angle -37.0915 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1616.574 1319.336 lr_corner_at -1632.86 1303.452 angle -23.9075 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1595.184 1316.681 lr_corner_at -1603.483 1308.894 angle -8.3514 sphere 0 
else_jump @WUZI2_8452 
313@ = 0 
jump @WUZI2_8459 

:WUZI2_8452
313@ = 2 

:WUZI2_8459
jump @WUZI2_8514 

:WUZI2_8466
if 
  313@ == 0 
else_jump @WUZI2_8491 
313@ = 1 

:WUZI2_8491
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI2_8514 
310@ = 1 

:WUZI2_8514
return 

:WUZI2_8516
01E8: create_forbidden_for_cars_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
03BA: clear_cars_from_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
355@ = -1605.0 
356@ = -1565.0 
357@ = -1525.0 
358@ = -1485.0 
359@ = -1445.0 
360@ = -1405.0 
361@ = -1365.0 
362@ = 1315.0 
363@ = 1355.0 
364@ = 1395.0 
365@ = 1435.0 
366@ = 1475.0 
367@ = -1585.0 
368@ = -1545.0 
369@ = -1505.0 
370@ = -1465.0 
371@ = -1425.0 
372@ = -1385.0 
373@ = 1335.0 
374@ = 1375.0 
375@ = 1415.0 
376@ = 1455.0 
$8639 = 0 
$8640 = -1 
383@ = 40.0 
381@ = 3.0 
382@ = 0.1 
00A5: 314@ = create_car 454 at -1585.0 1375.0 1.0 
0323: enable_boat 314@ anchor 1 
0129: 324@ = create_actor_pedtype 24 model 121 in_car 314@ driverseat 
009A: 332@ = create_actor_pedtype 24 model 121 at -1585.0 1375.0 4.0 
0464: put_actor 332@ into_turret_on_car 314@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 332@ stay_put 1 
02E2: set_actor 332@ weapon_accuracy_to 80 
07DD: set_actor 332@ attack_rate 20 // previously known as temper_to 
346@ = 0.0 
009A: 333@ = create_actor_pedtype 24 model 122 at -1585.0 1375.0 4.0 
0464: put_actor 333@ into_turret_on_car 314@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 333@ stay_put 1 
02E2: set_actor 333@ weapon_accuracy_to 80 
07DD: set_actor 333@ attack_rate 20 // previously known as temper_to 
347@ = -90.0 
009A: 334@ = create_actor_pedtype 24 model 123 at -1585.0 1375.0 4.0 
0464: put_actor 334@ into_turret_on_car 314@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 334@ stay_put 1 
02E2: set_actor 334@ weapon_accuracy_to 80 
07DD: set_actor 334@ attack_rate 20 // previously known as temper_to 
348@ = 140.0 
318@ = 0 
320@ = 17 
$8633[0] = 0 
00A5: 315@ = create_car 454 at -1505.0 1335.0 1.0 
0323: enable_boat 315@ anchor 1 
0129: 325@ = create_actor_pedtype 24 model 121 in_car 315@ driverseat 
009A: 335@ = create_actor_pedtype 24 model 121 at -1585.0 1375.0 4.0 
0464: put_actor 335@ into_turret_on_car 315@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 335@ stay_put 1 
02E2: set_actor 335@ weapon_accuracy_to 80 
07DD: set_actor 335@ attack_rate 20 // previously known as temper_to 
349@ = 0.0 
009A: 336@ = create_actor_pedtype 24 model 122 at -1585.0 1375.0 4.0 
0464: put_actor 336@ into_turret_on_car 315@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 336@ stay_put 1 
02E2: set_actor 336@ weapon_accuracy_to 80 
07DD: set_actor 336@ attack_rate 20 // previously known as temper_to 
350@ = -90.0 
009A: 337@ = create_actor_pedtype 24 model 123 at -1585.0 1375.0 4.0 
0464: put_actor 337@ into_turret_on_car 315@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 337@ stay_put 1 
02E2: set_actor 337@ weapon_accuracy_to 80 
07DD: set_actor 337@ attack_rate 20 // previously known as temper_to 
351@ = 140.0 
319@ = 0 
321@ = 11 
$8633[1] = 0 
$8638 = 0 
return 

:WUZI2_9501
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
$8641 = -1 
$8642 = -1 
$8624 = 0 

:WUZI2_9536
if 
  7 > $8624 
else_jump @WUZI2_9606 
if 
0027:   355@($8624,7f) > $72 // (float) 
else_jump @WUZI2_9592 
0084: $8641 = $8624 // (int) 
$8624 = 7 

:WUZI2_9592
$8624 += 1 
jump @WUZI2_9536 

:WUZI2_9606
if 
  $8641 == -1 
else_jump @WUZI2_9631 
$8641 = 7 

:WUZI2_9631
$8624 = 0 

:WUZI2_9638
if 
  5 > $8624 
else_jump @WUZI2_9708 
if 
0027:   362@($8624,5f) > $73 // (float) 
else_jump @WUZI2_9694 
0084: $8642 = $8624 // (int) 
$8624 = 5 

:WUZI2_9694
$8624 += 1 
jump @WUZI2_9638 

:WUZI2_9708
if 
  $8642 == -1 
else_jump @WUZI2_9733 
$8642 = 5 

:WUZI2_9733
$8642 *= 8 
0084: $8639 = $8641 // (int) 
0058: $8639 += $8642 // (int) 
if 
803A:   not  $8639 == $8640 // (int) 
else_jump @WUZI2_9790 
gosub @WUZI2_9792 
0084: $8640 = $8639 // (int) 

:WUZI2_9790
return 

:WUZI2_9792
0871: init_jump_table $8639 total_jumps 48 default_jump 0 @WUZI2_12204 jumps 0 @WUZI2_10180 1 @WUZI2_10180 2 @WUZI2_10236 3 @WUZI2_10236 4 @WUZI2_10292 5 @WUZI2_10348 6 @WUZI2_10404 
0872: jump_table_jumps 7 @WUZI2_10404 8 @WUZI2_10460 9 @WUZI2_10516 10 @WUZI2_10516 11 @WUZI2_10572 12 @WUZI2_10628 13 @WUZI2_10684 14 @WUZI2_10740 15 @WUZI2_10404 
0872: jump_table_jumps 16 @WUZI2_10796 17 @WUZI2_10852 18 @WUZI2_10908 19 @WUZI2_10964 20 @WUZI2_11020 21 @WUZI2_11076 22 @WUZI2_11178 23 @WUZI2_11280 24 @WUZI2_11336 
0872: jump_table_jumps 25 @WUZI2_11392 26 @WUZI2_11448 27 @WUZI2_11550 28 @WUZI2_11684 29 @WUZI2_11178 30 @WUZI2_11076 31 @WUZI2_11740 32 @WUZI2_11796 33 @WUZI2_11852 
0872: jump_table_jumps 34 @WUZI2_11550 35 @WUZI2_11448 36 @WUZI2_11940 37 @WUZI2_12028 38 @WUZI2_12116 39 @WUZI2_12116 40 @WUZI2_11796 41 @WUZI2_11796 42 @WUZI2_11852 
0872: jump_table_jumps 43 @WUZI2_11940 44 @WUZI2_11940 45 @WUZI2_12028 46 @WUZI2_12116 47 @WUZI2_12116 -1 @WUZI2_12204 -1 @WUZI2_12204 -1 @WUZI2_12204 -1 @WUZI2_12204 

:WUZI2_10180
384@ = 17 
386@ = 0 
388@ = 1 
385@ = 11 
387@ = 2 
389@ = 0 
$8637 = -1 
jump @WUZI2_12204 

:WUZI2_10236
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 11 
387@ = 2 
389@ = 0 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_10292
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 12 
387@ = 3 
389@ = 0 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_10348
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 13 
387@ = 4 
389@ = 0 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_10404
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 14 
387@ = 5 
389@ = 0 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_10460
384@ = 17 
386@ = 0 
388@ = 1 
385@ = 11 
387@ = 2 
389@ = 0 
$8637 = 3 
jump @WUZI2_12204 

:WUZI2_10516
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 11 
387@ = 2 
389@ = 0 
$8637 = 5 
jump @WUZI2_12204 

:WUZI2_10572
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 12 
387@ = 3 
389@ = 0 
$8637 = 2 
jump @WUZI2_12204 

:WUZI2_10628
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 20 
387@ = 3 
389@ = 1 
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_10684
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 21 
387@ = 4 
389@ = 1 
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_10740
384@ = 18 
386@ = 1 
388@ = 1 
385@ = 22 
387@ = 5 
389@ = 1 
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_10796
384@ = 17 
386@ = 0 
388@ = 1 
385@ = 20 
387@ = 3 
389@ = 1 
$8637 = 3 
jump @WUZI2_12204 

:WUZI2_10852
384@ = 25 
386@ = 0 
388@ = 2 
385@ = 20 
387@ = 3 
389@ = 1 
$8637 = 0 
jump @WUZI2_12204 

:WUZI2_10908
384@ = 26 
386@ = 1 
388@ = 2 
385@ = 20 
387@ = 3 
389@ = 1 
$8637 = 0 
jump @WUZI2_12204 

:WUZI2_10964
384@ = 27 
386@ = 2 
388@ = 2 
385@ = 20 
387@ = 3 
389@ = 1 
$8637 = 2 
jump @WUZI2_12204 

:WUZI2_11020
384@ = 27 
386@ = 2 
388@ = 2 
385@ = 28 
387@ = 3 
389@ = 2 
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_11076
384@ = 27 
386@ = 2 
388@ = 2 
if 
  $8640 == 29 
else_jump @WUZI2_11143 
385@ = 22 
387@ = 5 
389@ = 1 
jump @WUZI2_11164 

:WUZI2_11143
385@ = 29 
387@ = 4 
389@ = 2 

:WUZI2_11164
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_11178
384@ = 27 
386@ = 2 
388@ = 2 
if 
  $8640 == 30 
else_jump @WUZI2_11245 
385@ = 21 
387@ = 4 
389@ = 1 
jump @WUZI2_11266 

:WUZI2_11245
385@ = 30 
387@ = 5 
389@ = 2 

:WUZI2_11266
$8637 = 1 
jump @WUZI2_12204 

:WUZI2_11280
384@ = 27 
386@ = 2 
388@ = 2 
385@ = 22 
387@ = 5 
389@ = 1 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_11336
384@ = 25 
386@ = 0 
388@ = 2 
385@ = 28 
387@ = 3 
389@ = 2 
$8637 = 3 
jump @WUZI2_12204 

:WUZI2_11392
384@ = 33 
386@ = 0 
388@ = 3 
385@ = 28 
387@ = 3 
389@ = 2 
$8637 = 0 
jump @WUZI2_12204 

:WUZI2_11448
if 
  $8640 == 34 
else_jump @WUZI2_11494 
384@ = 27 
386@ = 2 
388@ = 2 
jump @WUZI2_11515 

:WUZI2_11494
384@ = 34 
386@ = 1 
388@ = 3 

:WUZI2_11515
385@ = 28 
387@ = 3 
389@ = 2 
$8637 = 0 
jump @WUZI2_12204 

:WUZI2_11550
if 
  $8640 == 35 
else_jump @WUZI2_11596 
384@ = 26 
386@ = 1 
388@ = 2 
jump @WUZI2_11617 

:WUZI2_11596
384@ = 35 
386@ = 2 
388@ = 3 

:WUZI2_11617
385@ = 28 
387@ = 3 
389@ = 2 
if 
  $8639 == 27 
else_jump @WUZI2_11670 
$8637 = 2 
jump @WUZI2_11677 

:WUZI2_11670
$8637 = 0 

:WUZI2_11677
jump @WUZI2_12204 

:WUZI2_11684
384@ = 27 
386@ = 2 
388@ = 2 
385@ = 29 
387@ = 4 
389@ = 2 
$8637 = 2 
jump @WUZI2_12204 

:WUZI2_11740
384@ = 27 
386@ = 2 
388@ = 2 
385@ = 30 
387@ = 5 
389@ = 2 
$8637 = 4 
jump @WUZI2_12204 

:WUZI2_11796
384@ = 33 
386@ = 0 
388@ = 3 
385@ = 28 
387@ = 3 
389@ = 2 
$8637 = 3 
jump @WUZI2_12204 

:WUZI2_11852
384@ = 34 
386@ = 1 
388@ = 3 
385@ = 28 
387@ = 3 
389@ = 2 
if 
  $8637 == 33 
else_jump @WUZI2_11926 
$8637 = 0 
jump @WUZI2_11933 

:WUZI2_11926
$8637 = 3 

:WUZI2_11933
jump @WUZI2_12204 

:WUZI2_11940
384@ = 35 
386@ = 2 
388@ = 3 
385@ = 28 
387@ = 3 
389@ = 2 
if 
  $8637 == 36 
else_jump @WUZI2_12014 
$8637 = 5 
jump @WUZI2_12021 

:WUZI2_12014
$8637 = 3 

:WUZI2_12021
jump @WUZI2_12204 

:WUZI2_12028
384@ = 35 
386@ = 2 
388@ = 3 
385@ = 29 
387@ = 4 
389@ = 2 
if 
  $8637 == 37 
else_jump @WUZI2_12102 
$8637 = 4 
jump @WUZI2_12109 

:WUZI2_12102
$8637 = -1 

:WUZI2_12109
jump @WUZI2_12204 

:WUZI2_12116
384@ = 35 
386@ = 2 
388@ = 3 
385@ = 30 
387@ = 5 
389@ = 2 
if 
  40 > $8637 
else_jump @WUZI2_12190 
$8637 = 4 
jump @WUZI2_12197 

:WUZI2_12190
$8637 = -1 

:WUZI2_12197
jump @WUZI2_12204 

:WUZI2_12204
$8624 = 0 

:WUZI2_12211
if 
  2 > $8624 
else_jump @WUZI2_12329 
if 
803B:   not  320@($8624,2i) == 384@($8624,2i) // (int) 
else_jump @WUZI2_12315 
0085: 377@($8624,2i) = 386@($8624,2i) // (int) 
0085: 379@($8624,2i) = 388@($8624,2i) // (int) 
318@($8624,2i) = 1 
0085: 320@($8624,2i) = 384@($8624,2i) // (int) 

:WUZI2_12315
$8624 += 1 
jump @WUZI2_12211 

:WUZI2_12329
return 

:WUZI2_12331
$8624 = 0 

:WUZI2_12338
if 
  2 > $8624 
else_jump @WUZI2_13138 
if 
8119:   not car 314@($8624,2i) wrecked 
else_jump @WUZI2_13124 
0871: init_jump_table 318@($8624,2i) total_jumps 3 default_jump 0 @WUZI2_13124 jumps 1 @WUZI2_12443 2 @WUZI2_12554 3 @WUZI2_13019 -1 @WUZI2_13124 -1 @WUZI2_13124 -1 @WUZI2_13124 -1 @WUZI2_13124 

:WUZI2_12443
0085: 390@ = 377@($8624,2i) // (int) 
0085: 391@ = 379@($8624,2i) // (int) 
0323: enable_boat 314@($8624,2i) anchor 0 
02D3: boat 314@($8624,2i) sail_to 367@(390@,6f) 373@(391@,4f) 0.0 
02DB: set_boat 314@($8624,2i) speed_to 7.0 
02E3: 338@($8624,2f) = car 314@($8624,2i) speed 
318@($8624,2i) += 1 
jump @WUZI2_13124 

:WUZI2_12554
0085: 390@ = 377@($8624,2i) // (int) 
0085: 391@ = 379@($8624,2i) // (int) 
if 
01AD:   car 314@($8624,2i) sphere 0 near_point 367@(390@,6f) 373@(391@,4f) radius 8.0 8.0 
else_jump @WUZI2_12658 
02E3: 338@($8624,2f) = car 314@($8624,2i) speed 
318@($8624,2i) += 1 
jump @WUZI2_13012 

:WUZI2_12658
if 
0025:   381@ > 338@($8624,2f) // (float) 
else_jump @WUZI2_12709 
005B: 338@($8624,2f) += 382@ // (float) 
04BA: set_car 314@($8624,2i) speed_to 338@($8624,2f) 

:WUZI2_12709
00AA: store_car 314@($8624,2i) position_to 340@($8624,2f) 342@($8624,2f) $74 
0174: 344@($8624,2f) = car 314@($8624,2i) Z_angle 
0088: $72 = 367@(390@,6f) // (float) 
0067: $72 -= 340@($8624,2f) // (float) 
0088: $73 = 373@(391@,4f) // (float) 
0067: $73 -= 342@($8624,2f) // (float) 

:WUZI2_12799
if 
  344@($8624,2f) >= 180.0 
else_jump @WUZI2_12845 
344@($8624,2f) += -360.0 
jump @WUZI2_12799 

:WUZI2_12845
0604: get_Z_angle_for_point $72 $73 store_to $71 

:WUZI2_12856
if 
  $71 >= 180.0 
else_jump @WUZI2_12894 
$71 += -360.0 
jump @WUZI2_12856 

:WUZI2_12894
0086: $74 = $71 // (float) 
0067: $74 -= 344@($8624,2f) // (float) 
if 
  -180.0 >= $74 
else_jump @WUZI2_12945 
$74 += 360.0 

:WUZI2_12945
if 
  $74 >= 180.0 
else_jump @WUZI2_12976 
$74 += -360.0 

:WUZI2_12976
0075: $74 /= 383@ // (float) 
005D: 344@($8624,2f) += $74 // (float) 
0175: set_car 314@($8624,2i) Z_angle_to 344@($8624,2f) 

:WUZI2_13012
jump @WUZI2_13124 

:WUZI2_13019
0063: 338@($8624,2f) -= 382@ // (float) 
04BA: set_car 314@($8624,2i) speed_to 338@($8624,2f) 
if 
  2.5 > 338@($8624,2f) 
else_jump @WUZI2_13117 
04BA: set_car 314@($8624,2i) speed_to 1.0 
02D4: car 314@($8624,2i) turn_off_engine 
0323: enable_boat 314@($8624,2i) anchor 1 
318@($8624,2i) = 0 

:WUZI2_13117
jump @WUZI2_13124 

:WUZI2_13124
$8624 += 1 
jump @WUZI2_12338 

:WUZI2_13138
return 

:WUZI2_13140
$8624 = 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 

:WUZI2_13161
if 
  2 > $8624 
else_jump @WUZI2_14451 
if 
8119:   not car 314@($8624,2i) wrecked 
else_jump @WUZI2_14375 
392@($8624,2i) = 0 
0871: init_jump_table $8624 total_jumps 2 default_jump 0 @WUZI2_13536 jumps 0 @WUZI2_13273 1 @WUZI2_13415 -1 @WUZI2_13536 -1 @WUZI2_13536 -1 @WUZI2_13536 -1 @WUZI2_13536 -1 @WUZI2_13536 

:WUZI2_13273
if or
  $8637 == 0 
  $8637 == 2 
else_jump @WUZI2_13316 
392@($8624,2i) = 1 
jump @WUZI2_13408 

:WUZI2_13316
if or
  $8637 == 3 
  $8637 == 5 
else_jump @WUZI2_13408 
00AA: store_car 314@($8624,2i) position_to $72 $73 $74 
0509: $67 = distance_between_XY $68 $69 and_XY $72 $73 
if 
  29.0 > $67 
else_jump @WUZI2_13408 
392@($8624,2i) = 1 

:WUZI2_13408
jump @WUZI2_13536 

:WUZI2_13415
if or
  $8637 == 1 
  $8637 == 2 
else_jump @WUZI2_13458 
392@($8624,2i) = 1 
jump @WUZI2_13529 

:WUZI2_13458
if or
  $8637 == 4 
  $8637 == 5 
else_jump @WUZI2_13529 
if 
0202:   actor $PLAYER_ACTOR near_car 314@($8624,2i) radius 30.0 30.0 sphere 0 
else_jump @WUZI2_13529 
392@($8624,2i) = 1 

:WUZI2_13529
jump @WUZI2_13536 

:WUZI2_13536
0871: init_jump_table $8633($8624,2i) total_jumps 5 default_jump 0 @WUZI2_14368 jumps 0 @WUZI2_13603 1 @WUZI2_13869 2 @WUZI2_13978 3 @WUZI2_14123 4 @WUZI2_14273 -1 @WUZI2_14368 -1 @WUZI2_14368 

:WUZI2_13603
if 
  $8644 == 0 
else_jump @WUZI2_13862 
if or
  392@($8624,2i) == 0 
  311@ == 1 
else_jump @WUZI2_13776 
0084: $8628 = $8624 // (int) 
$8628 *= 3 
0084: $8629 = $8628 // (int) 
$8629 += 3 

:WUZI2_13680
if 
001C:   $8629 > $8628 // (int) 
else_jump @WUZI2_13769 
if 
8118:   not actor 332@($8628,6i) dead 
else_jump @WUZI2_13755 
0088: $71 = 344@($8624,2f) // (float) 
0067: $71 -= 346@($8628,6f) // (float) 
0173: set_actor 332@($8628,6i) Z_angle_to $71 

:WUZI2_13755
$8628 += 1 
jump @WUZI2_13680 

:WUZI2_13769
jump @WUZI2_13862 

:WUZI2_13776
if or
  310@ == 1 
  $8643 >= 3 
else_jump @WUZI2_13826 
gosub @WUZI2_14453 
$8633($8624,2i) = 3 
jump @WUZI2_13862 

:WUZI2_13826
if 
  0 >= $8643 
else_jump @WUZI2_13851 
312@ = 0 

:WUZI2_13851
$8633($8624,2i) += 1 

:WUZI2_13862
jump @WUZI2_14368 

:WUZI2_13869
if or
  392@($8624,2i) == 0 
  311@ == 1 
else_jump @WUZI2_13927 
$8635($8624,2i) = 0 
$8633($8624,2i) += 1 
jump @WUZI2_13971 

:WUZI2_13927
if or
  312@ > 6000 
  310@ == 1 
else_jump @WUZI2_13971 
gosub @WUZI2_14453 
$8633($8624,2i) = 3 

:WUZI2_13971
jump @WUZI2_14368 

:WUZI2_13978
if or
  392@($8624,2i) == 0 
  311@ == 1 
else_jump @WUZI2_14048 
if 
  $8635($8624,2i) > 3000 
else_jump @WUZI2_14041 
$8633($8624,2i) = 0 

:WUZI2_14041
jump @WUZI2_14116 

:WUZI2_14048
if and
  3 > $8643 
  310@ == 0 
else_jump @WUZI2_14098 
312@ = 0 
$8633($8624,2i) -= 1 
jump @WUZI2_14116 

:WUZI2_14098
gosub @WUZI2_14453 
$8633($8624,2i) = 3 

:WUZI2_14116
jump @WUZI2_14368 

:WUZI2_14123
if or
  392@($8624,2i) == 0 
  311@ == 1 
else_jump @WUZI2_14266 
0084: $8628 = $8624 // (int) 
$8628 *= 3 
0084: $8629 = $8628 // (int) 
$8629 += 3 

:WUZI2_14182
if 
001C:   $8629 > $8628 // (int) 
else_jump @WUZI2_14244 
if 
8118:   not actor 332@($8628,6i) dead 
else_jump @WUZI2_14230 
0687: clear_actor 332@($8628,6i) task 

:WUZI2_14230
$8628 += 1 
jump @WUZI2_14182 

:WUZI2_14244
$8635($8624,2i) = 0 
$8633($8624,2i) += 1 

:WUZI2_14266
jump @WUZI2_14368 

:WUZI2_14273
if or
  392@($8624,2i) == 0 
  311@ == 1 
else_jump @WUZI2_14343 
if 
  $8635($8624,2i) > 5000 
else_jump @WUZI2_14336 
$8633($8624,2i) = 0 

:WUZI2_14336
jump @WUZI2_14361 

:WUZI2_14343
gosub @WUZI2_14453 
$8633($8624,2i) = 3 

:WUZI2_14361
jump @WUZI2_14368 

:WUZI2_14368
jump @WUZI2_14437 

:WUZI2_14375
if 
075C:   marker 316@($8624,2i) enabled 
else_jump @WUZI2_14404 
0164: disable_marker 316@($8624,2i) 

:WUZI2_14404
if 
   not $8633($8624,2i) == 0 
else_jump @WUZI2_14437 
$8633($8624,2i) = 0 

:WUZI2_14437
$8624 += 1 
jump @WUZI2_13161 

:WUZI2_14451
return 

:WUZI2_14453
0084: $8628 = $8624 // (int) 
$8628 *= 3 
0084: $8629 = $8628 // (int) 
$8629 += 3 

:WUZI2_14483
if 
001C:   $8629 > $8628 // (int) 
else_jump @WUZI2_14557 
if 
8118:   not actor 332@($8628,6i) dead 
else_jump @WUZI2_14543 
0687: clear_actor 332@($8628,6i) task 
05E2: AS_actor 332@($8628,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_14543
$8628 += 1 
jump @WUZI2_14483 

:WUZI2_14557
return 

:WUZI2_14559
0871: init_jump_table $8643 total_jumps 7 default_jump 0 @WUZI2_15626 jumps -2 @WUZI2_14622 -1 @WUZI2_14668 0 @WUZI2_14723 1 @WUZI2_14879 2 @WUZI2_15056 3 @WUZI2_15261 4 @WUZI2_15385 

:WUZI2_14622
if 
  311@ == 0 
else_jump @WUZI2_14661 
00A0: store_actor $PLAYER_ACTOR position_to 394@ 395@ $74 
$8643 = -1 

:WUZI2_14661
jump @WUZI2_15626 

:WUZI2_14668
if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 394@ 395@ radius 2.5 2.5 on_foot 
else_jump @WUZI2_14716 
$8644 = 0 
$8643 = 0 

:WUZI2_14716
jump @WUZI2_15626 

:WUZI2_14723
if or
  $8633[0] > 0 
  $8633[1] > 0 
else_jump @WUZI2_14872 
if and
  3 > $8633[0] 
  3 > $8633[1] 
else_jump @WUZI2_14826 
131@ = 0 
gosub @WUZI2_18057 
$8643 = 1 
if 
  $8645 == 0 
else_jump @WUZI2_14819 
$8645 = 1 

:WUZI2_14819
jump @WUZI2_14872 

:WUZI2_14826
131@ = 18 
gosub @WUZI2_18057 
$8643 = 3 
if 
  $8645 == 0 
else_jump @WUZI2_14872 
$8645 = 1 

:WUZI2_14872
jump @WUZI2_15626 

:WUZI2_14879
if or
  $8633[0] >= 3 
  $8633[1] >= 3 
else_jump @WUZI2_14932 
131@ = 18 
gosub @WUZI2_18057 
$8643 = 3 
jump @WUZI2_15049 

:WUZI2_14932
if and
   not $8633[0] == 1 
   not $8633[1] == 1 
else_jump @WUZI2_15049 
if or
  $8633[0] == 2 
  $8633[1] == 2 
else_jump @WUZI2_14996 
$8643 = 2 
jump @WUZI2_15049 

:WUZI2_14996
if or
  $8633[0] == 0 
  $8633[1] == 0 
else_jump @WUZI2_15049 
131@ = 9 
gosub @WUZI2_18057 
$8644 = 1 
$8643 = -2 

:WUZI2_15049
jump @WUZI2_15626 

:WUZI2_15056
if or
  $8633[0] >= 3 
  $8633[1] >= 3 
else_jump @WUZI2_15109 
131@ = 18 
gosub @WUZI2_18057 
$8643 = 3 
jump @WUZI2_15254 

:WUZI2_15109
if and
   not $8633[0] == 2 
   not $8633[1] == 2 
else_jump @WUZI2_15254 
if or
  $8633[0] == 1 
  $8633[1] == 1 
else_jump @WUZI2_15194 
131@ = 0 
gosub @WUZI2_18189 
gosub @WUZI2_18057 
$8643 = 1 
jump @WUZI2_15254 

:WUZI2_15194
if or
  $8633[0] == 0 
  $8633[1] == 0 
else_jump @WUZI2_15254 
131@ = 9 
gosub @WUZI2_18057 
gosub @WUZI2_18189 
$8644 = 1 
$8643 = -2 

:WUZI2_15254
jump @WUZI2_15626 

:WUZI2_15261
if and
   not $8633[0] == 3 
   not $8633[1] == 3 
else_jump @WUZI2_15378 
if or
  $8633[0] == 4 
  $8633[1] == 4 
else_jump @WUZI2_15378 
131@ = 27 
if 
  $8633[0] == 4 
else_jump @WUZI2_15350 
133@ = 0 
jump @WUZI2_15357 

:WUZI2_15350
133@ = 1 

:WUZI2_15357
gosub @WUZI2_18057 
$8643 = 4 
gosub @WUZI2_18189 

:WUZI2_15378
jump @WUZI2_15626 

:WUZI2_15385
if and
   not $8633[0] == 4 
   not $8633[1] == 4 
else_jump @WUZI2_15619 
if or
  $8633[0] == 3 
  $8633[1] == 3 
else_jump @WUZI2_15566 
if 
  $8633[0] == 3 
else_jump @WUZI2_15499 
if 
  133@ == 0 
else_jump @WUZI2_15485 
131@ = 45 
jump @WUZI2_15492 

:WUZI2_15485
131@ = 45 

:WUZI2_15492
jump @WUZI2_15538 

:WUZI2_15499
if 
  133@ == 1 
else_jump @WUZI2_15531 
131@ = 45 
jump @WUZI2_15538 

:WUZI2_15531
131@ = 45 

:WUZI2_15538
gosub @WUZI2_18189 
gosub @WUZI2_18057 
$8643 = 3 
jump @WUZI2_15619 

:WUZI2_15566
if and
  $8633[0] == 0 
  $8633[1] == 0 
else_jump @WUZI2_15619 
131@ = 36 
gosub @WUZI2_18057 
$8644 = 1 
$8643 = -2 

:WUZI2_15619
jump @WUZI2_15626 

:WUZI2_15626
0871: init_jump_table $8645 total_jumps 6 default_jump 0 @WUZI2_16190 jumps 0 @WUZI2_15689 1 @WUZI2_15739 2 @WUZI2_15771 3 @WUZI2_15874 4 @WUZI2_15977 5 @WUZI2_16080 -1 @WUZI2_16190 

:WUZI2_15689
if 
  308@ == 1 
else_jump @WUZI2_15732 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
41@ = 0 
308@ += 1 

:WUZI2_15732
jump @WUZI2_16190 

:WUZI2_15739
0512: show_permanent_text_box 'WZI2_36'  // You have been spotted by one of the ~r~guards~w~ dive underwater to lose their attention.
41@ = 0 
$8645 += 1 
jump @WUZI2_16190 

:WUZI2_15771
if 
  41@ > 6000 
else_jump @WUZI2_15867 
03E6: remove_text_box 
if 
  308@ == 1 
else_jump @WUZI2_15842 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
41@ = 0 
308@ += 1 
jump @WUZI2_15867 

:WUZI2_15842
0512: show_permanent_text_box 'WZI2_37'  // If the ~r~guards~w~ spot you swimming fast or you don't dive quick enough they will start shooting.
41@ = 0 
$8645 += 1 

:WUZI2_15867
jump @WUZI2_16190 

:WUZI2_15874
if 
  41@ > 6000 
else_jump @WUZI2_15970 
03E6: remove_text_box 
if 
  308@ == 1 
else_jump @WUZI2_15945 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
41@ = 0 
308@ += 1 
jump @WUZI2_15970 

:WUZI2_15945
0512: show_permanent_text_box 'WZI2_38'  // Once you have lost the attention of the ~r~guards~w~ return to the surface to get your breath back.
41@ = 0 
$8645 += 1 

:WUZI2_15970
jump @WUZI2_16190 

:WUZI2_15977
if 
  41@ > 6000 
else_jump @WUZI2_16073 
03E6: remove_text_box 
if 
  308@ == 1 
else_jump @WUZI2_16048 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
41@ = 0 
308@ += 1 
jump @WUZI2_16073 

:WUZI2_16048
0512: show_permanent_text_box 'WZI2_39'  // When you return to the surface the ~r~guards~w~ will not spot you until you move.
41@ = 0 
$8645 += 1 

:WUZI2_16073
jump @WUZI2_16190 

:WUZI2_16080
if 
  41@ > 6000 
else_jump @WUZI2_16183 
03E6: remove_text_box 
if 
  308@ == 1 
else_jump @WUZI2_16158 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
41@ = 0 
308@ += 1 
$8645 += 1 
jump @WUZI2_16183 

:WUZI2_16158
if 
  308@ == 2 
else_jump @WUZI2_16183 
$8645 += 1 

:WUZI2_16183
jump @WUZI2_16190 

:WUZI2_16190
return 

:WUZI2_16192
396@ = 0 

:WUZI2_16199
if 
  6 > 396@ 
else_jump @WUZI2_16316 
if 
8118:   not actor 332@(396@,6i) dead 
else_jump @WUZI2_16295 
if 
051A:   actor 332@(396@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI2_16281 
397@ = 1 
396@ = 6 
jump @WUZI2_16288 

:WUZI2_16281
396@ += 1 

:WUZI2_16288
jump @WUZI2_16309 

:WUZI2_16295
397@ = 1 
396@ = 6 

:WUZI2_16309
jump @WUZI2_16199 

:WUZI2_16316
if 
  397@ == 0 
else_jump @WUZI2_16458 
396@ = 0 

:WUZI2_16341
if 
  6 > 396@ 
else_jump @WUZI2_16458 
if 
8118:   not actor 441@(396@,6i) dead 
else_jump @WUZI2_16437 
if 
051A:   actor 441@(396@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI2_16423 
397@ = 1 
396@ = 6 
jump @WUZI2_16430 

:WUZI2_16423
396@ += 1 

:WUZI2_16430
jump @WUZI2_16451 

:WUZI2_16437
397@ = 1 
396@ = 6 

:WUZI2_16451
jump @WUZI2_16341 

:WUZI2_16458
if 
  397@ == 1 
else_jump @WUZI2_16490 
gosub @WUZI2_16492 
397@ = 2 

:WUZI2_16490
return 

:WUZI2_16492
03E6: remove_text_box 
00BE: text_clear_all 
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_16543 
if 
875C:   not marker 316@ enabled 
else_jump @WUZI2_16543 
0186: 316@ = create_marker_above_car 314@ 
018B: set_marker 316@ radar_mode 2 

:WUZI2_16543
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_16590 
if 
875C:   not marker 317@ enabled 
else_jump @WUZI2_16590 
0186: 317@ = create_marker_above_car 315@ 
018B: set_marker 317@ radar_mode 2 

:WUZI2_16590
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_16637 
if 
875C:   not marker 439@ enabled 
else_jump @WUZI2_16637 
0186: 439@ = create_marker_above_car 437@ 
018B: set_marker 439@ radar_mode 2 

:WUZI2_16637
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_16684 
if 
875C:   not marker 440@ enabled 
else_jump @WUZI2_16684 
0186: 440@ = create_marker_above_car 438@ 
018B: set_marker 440@ radar_mode 2 

:WUZI2_16684
396@ = 0 

:WUZI2_16691
if 
  6 > 396@ 
else_jump @WUZI2_16807 
if 
8118:   not actor 332@(396@,6i) dead 
else_jump @WUZI2_16751 
02E2: set_actor 332@(396@,6i) weapon_accuracy_to 80 
07DD: set_actor 332@(396@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_16751
if 
8118:   not actor 441@(396@,6i) dead 
else_jump @WUZI2_16793 
02E2: set_actor 441@(396@,6i) weapon_accuracy_to 80 
07DD: set_actor 441@(396@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_16793
396@ += 1 
jump @WUZI2_16691 

:WUZI2_16807
398@ = 0 
399@ = 0 
400@ = 0 
401@ = 0 
return 

:WUZI2_16837
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_17131 
if 
  398@ == 0 
else_jump @WUZI2_17020 
if 
01AD:   car 314@ sphere 0 near_point $68 $69 radius 75.0 75.0 
else_jump @WUZI2_17013 
if 
8118:   not actor 332@ dead 
else_jump @WUZI2_16948 
0687: clear_actor 332@ task 
05E2: AS_actor 332@ kill_actor $PLAYER_ACTOR 

:WUZI2_16948
if 
8118:   not actor 333@ dead 
else_jump @WUZI2_16977 
0687: clear_actor 333@ task 
05E2: AS_actor 333@ kill_actor $PLAYER_ACTOR 

:WUZI2_16977
if 
8118:   not actor 334@ dead 
else_jump @WUZI2_17006 
0687: clear_actor 334@ task 
05E2: AS_actor 334@ kill_actor $PLAYER_ACTOR 

:WUZI2_17006
398@ = 1 

:WUZI2_17013
jump @WUZI2_17124 

:WUZI2_17020
if 
81AD:   not car 314@ sphere 0 near_point $68 $69 radius 85.0 85.0 
else_jump @WUZI2_17124 
if 
8118:   not actor 332@ dead 
else_jump @WUZI2_17075 
0687: clear_actor 332@ task 

:WUZI2_17075
if 
8118:   not actor 333@ dead 
else_jump @WUZI2_17096 
0687: clear_actor 333@ task 

:WUZI2_17096
if 
8118:   not actor 334@ dead 
else_jump @WUZI2_17117 
0687: clear_actor 334@ task 

:WUZI2_17117
398@ = 0 

:WUZI2_17124
jump @WUZI2_17152 

:WUZI2_17131
if 
075C:   marker 316@ enabled 
else_jump @WUZI2_17152 
0164: disable_marker 316@ 

:WUZI2_17152
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_17432 
if 
  399@ == 0 
else_jump @WUZI2_17321 
if 
01AD:   car 315@ sphere 0 near_point $68 $69 radius 75.0 75.0 
else_jump @WUZI2_17314 
if 
8118:   not actor 335@ dead 
else_jump @WUZI2_17249 
0687: clear_actor 335@ task 
05E2: AS_actor 335@ kill_actor $PLAYER_ACTOR 

:WUZI2_17249
if 
8118:   not actor 336@ dead 
else_jump @WUZI2_17278 
0687: clear_actor 336@ task 
05E2: AS_actor 336@ kill_actor $PLAYER_ACTOR 

:WUZI2_17278
if 
8118:   not actor 337@ dead 
else_jump @WUZI2_17307 
0687: clear_actor 337@ task 
05E2: AS_actor 337@ kill_actor $PLAYER_ACTOR 

:WUZI2_17307
399@ = 1 

:WUZI2_17314
jump @WUZI2_17425 

:WUZI2_17321
if 
81AD:   not car 315@ sphere 0 near_point $68 $69 radius 85.0 85.0 
else_jump @WUZI2_17425 
if 
8118:   not actor 335@ dead 
else_jump @WUZI2_17376 
0687: clear_actor 335@ task 

:WUZI2_17376
if 
8118:   not actor 336@ dead 
else_jump @WUZI2_17397 
0687: clear_actor 336@ task 

:WUZI2_17397
if 
8118:   not actor 337@ dead 
else_jump @WUZI2_17418 
0687: clear_actor 337@ task 

:WUZI2_17418
399@ = 0 

:WUZI2_17425
jump @WUZI2_17453 

:WUZI2_17432
if 
075C:   marker 317@ enabled 
else_jump @WUZI2_17453 
0164: disable_marker 317@ 

:WUZI2_17453
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_17733 
if 
  400@ == 0 
else_jump @WUZI2_17622 
if 
01AD:   car 437@ sphere 0 near_point $68 $69 radius 75.0 75.0 
else_jump @WUZI2_17615 
if 
8118:   not actor 441@ dead 
else_jump @WUZI2_17550 
0687: clear_actor 441@ task 
05E2: AS_actor 441@ kill_actor $PLAYER_ACTOR 

:WUZI2_17550
if 
8118:   not actor 442@ dead 
else_jump @WUZI2_17579 
0687: clear_actor 442@ task 
05E2: AS_actor 442@ kill_actor $PLAYER_ACTOR 

:WUZI2_17579
if 
8118:   not actor 443@ dead 
else_jump @WUZI2_17608 
0687: clear_actor 443@ task 
05E2: AS_actor 443@ kill_actor $PLAYER_ACTOR 

:WUZI2_17608
400@ = 1 

:WUZI2_17615
jump @WUZI2_17726 

:WUZI2_17622
if 
81AD:   not car 437@ sphere 0 near_point $68 $69 radius 85.0 85.0 
else_jump @WUZI2_17726 
if 
8118:   not actor 441@ dead 
else_jump @WUZI2_17677 
0687: clear_actor 441@ task 

:WUZI2_17677
if 
8118:   not actor 442@ dead 
else_jump @WUZI2_17698 
0687: clear_actor 442@ task 

:WUZI2_17698
if 
8118:   not actor 443@ dead 
else_jump @WUZI2_17719 
0687: clear_actor 443@ task 

:WUZI2_17719
400@ = 0 

:WUZI2_17726
jump @WUZI2_17754 

:WUZI2_17733
if 
075C:   marker 439@ enabled 
else_jump @WUZI2_17754 
0164: disable_marker 439@ 

:WUZI2_17754
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_18034 
if 
  401@ == 0 
else_jump @WUZI2_17923 
if 
01AD:   car 438@ sphere 0 near_point $68 $69 radius 75.0 75.0 
else_jump @WUZI2_17916 
if 
8118:   not actor 444@ dead 
else_jump @WUZI2_17851 
0687: clear_actor 444@ task 
05E2: AS_actor 444@ kill_actor $PLAYER_ACTOR 

:WUZI2_17851
if 
8118:   not actor 445@ dead 
else_jump @WUZI2_17880 
0687: clear_actor 445@ task 
05E2: AS_actor 445@ kill_actor $PLAYER_ACTOR 

:WUZI2_17880
if 
8118:   not actor 446@ dead 
else_jump @WUZI2_17909 
0687: clear_actor 446@ task 
05E2: AS_actor 446@ kill_actor $PLAYER_ACTOR 

:WUZI2_17909
401@ = 1 

:WUZI2_17916
jump @WUZI2_18027 

:WUZI2_17923
if 
81AD:   not car 438@ sphere 0 near_point $68 $69 radius 85.0 85.0 
else_jump @WUZI2_18027 
if 
8118:   not actor 444@ dead 
else_jump @WUZI2_17978 
0687: clear_actor 444@ task 

:WUZI2_17978
if 
8118:   not actor 445@ dead 
else_jump @WUZI2_17999 
0687: clear_actor 445@ task 

:WUZI2_17999
if 
8118:   not actor 446@ dead 
else_jump @WUZI2_18020 
0687: clear_actor 446@ task 

:WUZI2_18020
401@ = 0 

:WUZI2_18027
jump @WUZI2_18055 

:WUZI2_18034
if 
075C:   marker 440@ enabled 
else_jump @WUZI2_18055 
0164: disable_marker 440@ 

:WUZI2_18055
return 

:WUZI2_18057
0085: 65@ = 130@ // (int) 
65@ *= 3 
005A: 65@ += 129@ // (int) 
005A: 65@ += 131@ // (int) 
if 
  392@ == 1 
else_jump @WUZI2_18121 
0085: 402@ = 129@ // (int) 
jump @WUZI2_18136 

:WUZI2_18121
0085: 402@ = 129@ // (int) 
402@ += 3 

:WUZI2_18136
008A: $1300 = 66@(65@,63i) // (int) 
05A9: s$1305 = 135@(65@,63s) // s$ 
create_thread @A_ALAP 2 132@ 332@(402@,6i) 
132@ += 1 
return 

:WUZI2_18189
129@ += 1 
if 
  129@ == 3 
else_jump @WUZI2_18253 
129@ = 0 
130@ += 1 
if 
  130@ == 3 
else_jump @WUZI2_18253 
130@ = 0 

:WUZI2_18253
return 

:WUZI2_18255
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 404@ ammo 405@ model 405@ 
if 
04A4:   404@ == 0 // == constant 
else_jump @WUZI2_18303 
403@ = 0 
jump @WUZI2_18342 

:WUZI2_18303
if 
04A4:   404@ == 4 // == constant 
else_jump @WUZI2_18335 
403@ = 1 
jump @WUZI2_18342 

:WUZI2_18335
403@ = 2 

:WUZI2_18342
return 

:WUZI2_18344
$8628 = 0 

:WUZI2_18351
if 
  6 > $8628 
else_jump @WUZI2_18425 
if 
8118:   not actor 332@($8628,6i) dead 
else_jump @WUZI2_18411 
02E2: set_actor 332@($8628,6i) weapon_accuracy_to 30 
07DD: set_actor 332@($8628,6i) attack_rate 30 // previously known as temper_to 

:WUZI2_18411
$8628 += 1 
jump @WUZI2_18351 

:WUZI2_18425
return 

:WUZI2_18427
if 
  406@ == 1 
else_jump @WUZI2_18777 
if and
0735:   is_keyboard_key_pressed 71 
  41@ > 200 
else_jump @WUZI2_18482 
41@ = 0 
406@ = 0 

:WUZI2_18482
0052: NOP 355@ 362@ 2.0 361@ 362@ 2.0 
0052: NOP 355@ 363@ 2.0 361@ 363@ 2.0 
0052: NOP 355@ 364@ 2.0 361@ 364@ 2.0 
0052: NOP 355@ 365@ 2.0 361@ 365@ 2.0 
0052: NOP 355@ 366@ 2.0 361@ 366@ 2.0 
0052: NOP 355@ 362@ 2.0 355@ 366@ 2.0 
0052: NOP 356@ 362@ 2.0 356@ 366@ 2.0 
0052: NOP 357@ 362@ 2.0 357@ 366@ 2.0 
0052: NOP 358@ 362@ 2.0 358@ 366@ 2.0 
0052: NOP 359@ 362@ 2.0 359@ 366@ 2.0 
0052: NOP 360@ 362@ 2.0 360@ 366@ 2.0 
0052: NOP 361@ 362@ 2.0 361@ 366@ 2.0 
jump @WUZI2_18832 

:WUZI2_18777
if 
  406@ == 0 
else_jump @WUZI2_18832 
if and
0735:   is_keyboard_key_pressed 71 
  41@ > 200 
else_jump @WUZI2_18832 
41@ = 0 
406@ = 1 

:WUZI2_18832
return 

:WUZI2_18834
06B1: 407@ = create_searchlight_at -1474.145 1484.038 11.3824 radius 1.0 target -1465.154 1463.004 -0.5 radius 25.0 
029B: 413@ = init_object #A51_SPOTBASE at -1474.145 1484.038 10.8824 
0177: set_object 413@ Z_angle_to 326.1907 
029B: 419@ = init_object #A51_SPOTHOUSING at -1474.145 1484.038 10.8824 
029B: 425@ = init_object #A51_SPOTBULB at -1474.145 1484.038 10.8824 
06CA: attach_searchlight 407@ to_tower 413@ to_housing 419@ to_bulb 425@ with_offset 0.0 1.181 0.768 
071F: set_object 425@ health_to 1000 
06B4: set_searchlight 407@ path_between -1465.154 1463.004 -0.5 and -1489.672 1472.111 -0.5 speed 0.1 
0941: unknown_searchlight 407@ flag 0 
452@ = 0 
06B1: 408@ = create_searchlight_at -1474.198 1494.927 11.6265 radius 1.0 target -1459.363 1514.413 -0.5 radius 25.0 
029B: 414@ = init_object #A51_SPOTBASE at -1474.198 1494.927 10.8824 
0177: set_object 414@ Z_angle_to 34.4591 
029B: 420@ = init_object #A51_SPOTHOUSING at -1474.198 1494.927 10.8824 
029B: 426@ = init_object #A51_SPOTBULB at -1474.198 1494.927 10.8824 
06CA: attach_searchlight 408@ to_tower 414@ to_housing 420@ to_bulb 426@ with_offset 0.0 1.181 0.768 
071F: set_object 426@ health_to 1000 
06B4: set_searchlight 408@ path_between -1459.363 1514.413 -0.5 and -1491.379 1501.309 -0.5 speed 0.08 
0941: unknown_searchlight 408@ flag 0 
453@ = 0 
06B1: 409@ = create_searchlight_at -1369.279 1484.219 14.3425 radius 1.0 target -1351.937 1504.435 -0.5 radius 25.0 
029B: 415@ = init_object #A51_SPOTBASE at -1369.279 1484.219 13.8425 
0177: set_object 415@ Z_angle_to 32.5701 
029B: 421@ = init_object #A51_SPOTHOUSING at -1369.279 1484.219 13.8425 
029B: 427@ = init_object #A51_SPOTBULB at -1369.279 1484.219 13.8425 
06CA: attach_searchlight 409@ to_tower 415@ to_housing 421@ to_bulb 427@ with_offset 0.0 1.181 0.768 
071F: set_object 427@ health_to 1000 
06B4: set_searchlight 409@ path_between -1347.143 1476.63 -0.5 and -1370.499 1465.479 -0.5 speed 0.08 
0941: unknown_searchlight 409@ flag 0 
454@ = 0 
06B1: 410@ = create_searchlight_at -1368.467 1494.225 14.3425 radius 1.0 target -1347.143 1476.63 -0.5 radius 25.0 
029B: 416@ = init_object #A51_SPOTBASE at -1368.467 1494.225 13.8425 
0177: set_object 416@ Z_angle_to 327.3304 
029B: 422@ = init_object #A51_SPOTHOUSING at -1368.467 1494.225 13.8425 
029B: 428@ = init_object #A51_SPOTBULB at -1368.467 1494.225 13.8425 
06CA: attach_searchlight 410@ to_tower 416@ to_housing 422@ to_bulb 428@ with_offset 0.0 1.181 0.768 
071F: set_object 428@ health_to 1000 
06B4: set_searchlight 410@ path_between -1351.937 1504.435 -0.5 and -1377.028 1515.729 -0.5 speed 0.1 
0941: unknown_searchlight 410@ flag 0 
455@ = 0 
00A5: 437@ = create_car 454 at -1491.662 1488.5 1.0 
0175: set_car 437@ Z_angle_to 180.0 
0323: enable_boat 437@ anchor 1 
009A: 441@ = create_actor_pedtype 24 model 123 at -1521.0 1492.0 5.0 
0464: put_actor 441@ into_turret_on_car 437@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 441@ stay_put 1 
02E2: set_actor 441@ weapon_accuracy_to 80 
07DD: set_actor 441@ attack_rate 20 // previously known as temper_to 
009A: 442@ = create_actor_pedtype 24 model 122 at -1521.0 1492.0 5.0 
0464: put_actor 442@ into_turret_on_car 437@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 442@ stay_put 1 
02E2: set_actor 442@ weapon_accuracy_to 80 
07DD: set_actor 442@ attack_rate 20 // previously known as temper_to 
009A: 443@ = create_actor_pedtype 24 model 121 at -1521.0 1492.0 5.0 
0464: put_actor 443@ into_turret_on_car 437@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 443@ stay_put 1 
02E2: set_actor 443@ weapon_accuracy_to 80 
07DD: set_actor 443@ attack_rate 20 // previously known as temper_to 
00A5: 438@ = create_car 454 at -1350.12 1488.5 1.0 
0175: set_car 438@ Z_angle_to 0.0 
0323: enable_boat 438@ anchor 1 
009A: 444@ = create_actor_pedtype 24 model 123 at -1322.0 1489.5 5.0 
0464: put_actor 444@ into_turret_on_car 438@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 444@ stay_put 1 
02E2: set_actor 444@ weapon_accuracy_to 80 
07DD: set_actor 444@ attack_rate 20 // previously known as temper_to 
009A: 445@ = create_actor_pedtype 24 model 122 at -1322.0 1489.5 5.0 
0464: put_actor 445@ into_turret_on_car 438@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 445@ stay_put 1 
02E2: set_actor 445@ weapon_accuracy_to 80 
07DD: set_actor 445@ attack_rate 20 // previously known as temper_to 
009A: 446@ = create_actor_pedtype 24 model 121 at -1322.0 1489.5 5.0 
0464: put_actor 446@ into_turret_on_car 438@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 446@ stay_put 1 
02E2: set_actor 446@ weapon_accuracy_to 80 
07DD: set_actor 446@ attack_rate 20 // previously known as temper_to 
447@ = 0 
return 

:WUZI2_20245
0871: init_jump_table 447@ total_jumps 2 default_jump 0 @WUZI2_20826 jumps 0 @WUZI2_20308 1 @WUZI2_20620 -1 @WUZI2_20826 -1 @WUZI2_20826 -1 @WUZI2_20826 -1 @WUZI2_20826 -1 @WUZI2_20826 

:WUZI2_20308
if 
  311@ == 0 
else_jump @WUZI2_20613 
if 
87A9:   not get_searchlight_on_actor $PLAYER_ACTOR store_to 448@ // IF and SET 
else_jump @WUZI2_20529 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_20515 
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_20438 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car 437@ 
else_jump @WUZI2_20438 
131@ = 18 
gosub @WUZI2_18057 
449@ = 0 
gosub @WUZI2_20828 
447@ = 1 
jump @WUZI2_20826 

:WUZI2_20438
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_20508 
if 
0547:   actor $PLAYER_ACTOR colliding_with_car 438@ 
else_jump @WUZI2_20508 
131@ = 18 
gosub @WUZI2_18057 
449@ = 1 
gosub @WUZI2_20828 
447@ = 1 

:WUZI2_20508
jump @WUZI2_20522 

:WUZI2_20515
jump @WUZI2_20826 

:WUZI2_20522
jump @WUZI2_20613 

:WUZI2_20529
131@ = 18 
gosub @WUZI2_18057 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  -1430.0 > $68 
else_jump @WUZI2_20592 
449@ = 0 
jump @WUZI2_20599 

:WUZI2_20592
449@ = 1 

:WUZI2_20599
gosub @WUZI2_20828 
447@ = 1 

:WUZI2_20613
jump @WUZI2_20826 

:WUZI2_20620
if 
8119:   not car 437@(449@,2i) wrecked 
else_jump @WUZI2_20798 
if 
  311@ == 0 
else_jump @WUZI2_20749 
00AA: store_car 437@(449@,2i) position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0509: $67 = distance_between_XY $72 $73 and_XY $68 $69 
if 
  55.0 > $67 
else_jump @WUZI2_20735 
jump @WUZI2_20826 

:WUZI2_20735
131@ = 36 
jump @WUZI2_20756 

:WUZI2_20749
131@ = 27 

:WUZI2_20756
gosub @WUZI2_18057 
449@ += 2 
gosub @WUZI2_20828 
gosub @WUZI2_18189 
447@ = 0 
jump @WUZI2_20819 

:WUZI2_20798
449@ += 2 
gosub @WUZI2_20828 
447@ = 0 

:WUZI2_20819
jump @WUZI2_20826 

:WUZI2_20826
return 

:WUZI2_20828
451@ = 0 
0871: init_jump_table 449@ total_jumps 4 default_jump 0 @WUZI2_21122 jumps 0 @WUZI2_20898 1 @WUZI2_21010 2 @WUZI2_20898 3 @WUZI2_21010 -1 @WUZI2_21122 -1 @WUZI2_21122 -1 @WUZI2_21122 

:WUZI2_20898
450@ = 0 

:WUZI2_20905
if 
  3 > 450@ 
else_jump @WUZI2_21003 
if 
8118:   not actor 441@(450@,6i) dead 
else_jump @WUZI2_20989 
0687: clear_actor 441@(450@,6i) task 
if 
  449@ == 0 
else_jump @WUZI2_20982 
05E2: AS_actor 441@(450@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_20982
451@ += 1 

:WUZI2_20989
450@ += 1 
jump @WUZI2_20905 

:WUZI2_21003
jump @WUZI2_21122 

:WUZI2_21010
450@ = 3 

:WUZI2_21017
if 
  6 > 450@ 
else_jump @WUZI2_21115 
if 
8118:   not actor 441@(450@,6i) dead 
else_jump @WUZI2_21101 
0687: clear_actor 441@(450@,6i) task 
if 
  449@ == 1 
else_jump @WUZI2_21094 
05E2: AS_actor 441@(450@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_21094
451@ += 1 

:WUZI2_21101
450@ += 1 
jump @WUZI2_21017 

:WUZI2_21115
jump @WUZI2_21122 

:WUZI2_21122
return 

:WUZI2_21124
$8624 = 0 

:WUZI2_21131
if 
  4 > $8624 
else_jump @WUZI2_21254 
if and
  452@($8624,6i) == 0 
03CA:   object 425@($8624,6i) exists 
else_jump @WUZI2_21240 
071E: get_object 425@($8624,6i) health_to 458@ 
if 
  1000 > 458@ 
else_jump @WUZI2_21240 
06B2: destroy_searchlight 407@($8624,6i) 
0164: disable_marker 431@($8624,6i) 
452@($8624,6i) += 1 

:WUZI2_21240
$8624 += 1 
jump @WUZI2_21131 

:WUZI2_21254
return 
if 
  $8632 > 0 
else_jump @WUZI2_21658 
if and
  $8632 == 1 
  $8643 > 0 
else_jump @WUZI2_21366 
if and
  41@ > 6500 
  4 > $8631 
else_jump @WUZI2_21332 
$8631 += 1 

:WUZI2_21332
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_B4' 
41@ = 0 
$8632 += 1 
jump @WUZI2_21651 

:WUZI2_21366
if 
  5 > $8631 
else_jump @WUZI2_21651 
0871: init_jump_table $8631 total_jumps 3 default_jump 1 @WUZI2_21576 jumps -2 @WUZI2_21447 -1 @WUZI2_21484 4 @WUZI2_21541 -1 @WUZI2_21651 -1 @WUZI2_21651 -1 @WUZI2_21651 -1 @WUZI2_21651 

:WUZI2_21447
00BC: show_text_highpriority GXT 'WZI2_8' time 7000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
41@ = 0 
$8631 += 1 
jump @WUZI2_21651 

:WUZI2_21484
if 
  41@ > 7000 
else_jump @WUZI2_21534 
00BC: show_text_highpriority GXT 'WZI2_9' time 8000 flag 1 
41@ = 6500 
$8631 += 1 

:WUZI2_21534
jump @WUZI2_21651 

:WUZI2_21541
if 
  41@ > 8000 
else_jump @WUZI2_21569 
03E6: remove_text_box 
$8631 += 1 

:WUZI2_21569
jump @WUZI2_21651 

:WUZI2_21576
if 
  41@ > 8000 
else_jump @WUZI2_21644 
03E6: remove_text_box 
0A7A: print_help_conditional_hid 268@($8631,8s) 0 
0A7B: print_help_conditional_touch_classic 284@($8631,8s) 0 
0A79: print_help_conditional_touch 268@($8631,8s) 0 
41@ = 0 
$8631 += 1 

:WUZI2_21644
jump @WUZI2_21651 

:WUZI2_21651
jump @WUZI2_21683 

:WUZI2_21658
if 
  311@ == 0 
else_jump @WUZI2_21683 
$8632 = 1 

:WUZI2_21683
return 

:WUZI2_21685
0871: init_jump_table 459@ total_jumps 2 default_jump 0 @WUZI2_21884 jumps 0 @WUZI2_21748 1 @WUZI2_21840 -1 @WUZI2_21884 -1 @WUZI2_21884 -1 @WUZI2_21884 -1 @WUZI2_21884 -1 @WUZI2_21884 

:WUZI2_21748
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_21833 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1491.319 1505.334 0.0 cornerB -1352.436 1475.738 15.0 
else_jump @WUZI2_21833 
gosub @WUZI2_22225 
459@ += 1 
jump @WUZI2_21884 

:WUZI2_21833
jump @WUZI2_21884 

:WUZI2_21840
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI2_21877 
gosub @WUZI2_21886 
459@ -= 1 
jump @WUZI2_21884 

:WUZI2_21877
jump @WUZI2_21884 

:WUZI2_21884
return 

:WUZI2_21886
$8624 = 0 

:WUZI2_21893
if 
  5 > $8624 
else_jump @WUZI2_21934 
0164: disable_marker 467@($8624,8i) 
$8624 += 1 
jump @WUZI2_21893 

:WUZI2_21934
075B: zoom_radar 0 
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_21985 
if 
875C:   not marker 316@ enabled 
else_jump @WUZI2_21985 
0186: 316@ = create_marker_above_car 314@ 
018B: set_marker 316@ radar_mode 2 

:WUZI2_21985
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_22032 
if 
875C:   not marker 317@ enabled 
else_jump @WUZI2_22032 
0186: 317@ = create_marker_above_car 315@ 
018B: set_marker 317@ radar_mode 2 

:WUZI2_22032
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_22079 
if 
875C:   not marker 439@ enabled 
else_jump @WUZI2_22079 
0186: 439@ = create_marker_above_car 437@ 
018B: set_marker 439@ radar_mode 2 

:WUZI2_22079
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_22126 
if 
875C:   not marker 440@ enabled 
else_jump @WUZI2_22126 
0186: 440@ = create_marker_above_car 438@ 
018B: set_marker 440@ radar_mode 2 

:WUZI2_22126
$8624 = 0 

:WUZI2_22133
if 
  4 > $8624 
else_jump @WUZI2_22223 
if 
  452@($8624,6i) == 0 
else_jump @WUZI2_22209 
if 
875C:   not marker 431@($8624,6i) enabled 
else_jump @WUZI2_22209 
06C4: create_marker_above_searchlight 407@($8624,6i) handle_as 431@($8624,6i) 

:WUZI2_22209
$8624 += 1 
jump @WUZI2_22133 

:WUZI2_22223
return 

:WUZI2_22225
if 
8119:   not car 314@ wrecked 
else_jump @WUZI2_22246 
0164: disable_marker 316@ 

:WUZI2_22246
if 
8119:   not car 315@ wrecked 
else_jump @WUZI2_22267 
0164: disable_marker 317@ 

:WUZI2_22267
if 
8119:   not car 437@ wrecked 
else_jump @WUZI2_22288 
0164: disable_marker 439@ 

:WUZI2_22288
if 
8119:   not car 438@ wrecked 
else_jump @WUZI2_22309 
0164: disable_marker 440@ 

:WUZI2_22309
$8624 = 0 

:WUZI2_22316
if 
  4 > $8624 
else_jump @WUZI2_22357 
0164: disable_marker 431@($8624,6i) 
$8624 += 1 
jump @WUZI2_22316 

:WUZI2_22357
075B: zoom_radar 90 
$8624 = 0 

:WUZI2_22368
if 
  5 > $8624 
else_jump @WUZI2_22478 
if 
8118:   not actor 460@($8624,7i) dead 
else_jump @WUZI2_22464 
if 
875C:   not marker 467@($8624,8i) enabled 
else_jump @WUZI2_22464 
0187: 467@($8624,8i) = create_marker_above_actor 460@($8624,7i) 
018B: set_marker 467@($8624,8i) radar_mode 2 
07BF: set_marker 467@($8624,8i) tracking_blip 1 

:WUZI2_22464
$8624 += 1 
jump @WUZI2_22368 

:WUZI2_22478
return 

:WUZI2_22480
03E6: remove_text_box 
00BE: text_clear_all 
if 
  403@ == 0 
else_jump @WUZI2_22507 
0215: destroy_pickup 266@ 

:WUZI2_22507
gosub @WUZI2_18255 
if 
   not 403@ == 1 
else_jump @WUZI2_22559 
032B: 266@ = create_weapon_pickup 335 type 3 ammo 1 at -1456.289 1497.905 6.7 

:WUZI2_22559
0164: disable_marker 44@ 
018A: 44@ = create_checkpoint_at -1372.733 1495.55 0.8578 
490@ = -1442.207 
494@ = 1489.462 
498@ = 6.1016 
502@ = 270.0 
491@ = -1402.308 
495@ = 1486.719 
499@ = 6.0938 
503@ = 301.3607 
492@ = -1382.657 
496@ = 1480.446 
500@ = 7.5625 
504@ = 180.0 
493@ = -1370.584 
497@ = 1486.74 
501@ = 10.0313 
505@ = 347.1257 
009A: 460@ = create_actor_pedtype 25 model 121 at 490@ 494@ 498@ 
0173: set_actor 460@ Z_angle_to 502@ 
01B2: give_actor 460@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 460@ armed_weapon_to 4 
060B: set_actor 460@ decision_maker_to 42@ 
0187: 467@ = create_marker_above_actor 460@ 
018B: set_marker 467@ radar_mode 2 
07BF: set_marker 467@ tracking_blip 1 
07DD: set_actor 460@ attack_rate 80 // previously known as temper_to 
060F: set_actor 460@ melee_accuracy_to 80.0 
475@ = 0 
009A: 461@ = create_actor_pedtype 25 model 122 at 491@ 495@ 499@ 
0173: set_actor 461@ Z_angle_to 503@ 
01B2: give_actor 461@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 461@ armed_weapon_to 4 
060B: set_actor 461@ decision_maker_to 42@ 
0187: 468@ = create_marker_above_actor 461@ 
018B: set_marker 468@ radar_mode 2 
07BF: set_marker 468@ tracking_blip 1 
07DD: set_actor 461@ attack_rate 80 // previously known as temper_to 
060F: set_actor 461@ melee_accuracy_to 80.0 
476@ = 0 
009A: 462@ = create_actor_pedtype 25 model 123 at 492@ 496@ 500@ 
0173: set_actor 462@ Z_angle_to 504@ 
01B2: give_actor 462@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 462@ armed_weapon_to 4 
060B: set_actor 462@ decision_maker_to 42@ 
0187: 469@ = create_marker_above_actor 462@ 
018B: set_marker 469@ radar_mode 2 
07BF: set_marker 469@ tracking_blip 1 
07DD: set_actor 462@ attack_rate 80 // previously known as temper_to 
060F: set_actor 462@ melee_accuracy_to 80.0 
477@ = 0 
009A: 463@ = create_actor_pedtype 25 model 121 at 493@ 497@ 501@ 
0173: set_actor 463@ Z_angle_to 505@ 
01B2: give_actor 463@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 463@ armed_weapon_to 4 
060B: set_actor 463@ decision_maker_to 42@ 
0187: 470@ = create_marker_above_actor 463@ 
018B: set_marker 470@ radar_mode 2 
07BF: set_marker 470@ tracking_blip 1 
07DD: set_actor 463@ attack_rate 80 // previously known as temper_to 
060F: set_actor 463@ melee_accuracy_to 80.0 
478@ = 0 
506@ = -1415.15 
516@ = 1489.33 
526@ = 6.1092 
536@ = 274.6376 
507@ = -1393.05 
517@ = 1490.035 
527@ = 6.1016 
537@ = 273.1324 
508@ = -1377.694 
518@ = 1494.01 
528@ = 0.8594 
538@ = 268.1749 
509@ = -1384.855 
519@ = 1493.904 
529@ = 0.8594 
539@ = 86.0142 
510@ = -1433.38 
520@ = 1483.448 
530@ = 0.625 
540@ = 272.9424 
511@ = -1393.022 
521@ = 1483.625 
531@ = 0.625 
541@ = 266.08 
512@ = -1392.567 
522@ = 1496.273 
532@ = 0.6312 
542@ = 163.775 
513@ = -1423.06 
523@ = 1496.289 
533@ = 0.625 
543@ = 134.281 
514@ = -1423.291 
524@ = 1491.614 
534@ = 0.625 
544@ = 172.1411 
515@ = -1433.231 
525@ = 1488.718 
535@ = 0.625 
545@ = 106.1638 
482@ = 0 
486@ = 1 
008A: $8625 = 482@ // (int) 
009A: 464@ = create_actor_pedtype 25 model 123 at 506@($8625,10f) 516@($8625,10f) 526@($8625,10f) 
0173: set_actor 464@ Z_angle_to 536@($8625,10f) 
01B2: give_actor 464@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 464@ armed_weapon_to 4 
060B: set_actor 464@ decision_maker_to 42@ 
0187: 471@ = create_marker_above_actor 464@ 
018B: set_marker 471@ radar_mode 2 
07BF: set_marker 471@ tracking_blip 1 
07DD: set_actor 464@ attack_rate 80 // previously known as temper_to 
060F: set_actor 464@ melee_accuracy_to 80.0 
479@ = 0 
483@ = 2 
487@ = 3 
008A: $8625 = 483@ // (int) 
009A: 465@ = create_actor_pedtype 25 model 122 at 506@($8625,10f) 516@($8625,10f) 526@($8625,10f) 
0173: set_actor 465@ Z_angle_to 536@($8625,10f) 
01B2: give_actor 465@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 465@ armed_weapon_to 4 
060B: set_actor 465@ decision_maker_to 42@ 
0187: 472@ = create_marker_above_actor 465@ 
018B: set_marker 472@ radar_mode 2 
07BF: set_marker 472@ tracking_blip 1 
07DD: set_actor 465@ attack_rate 80 // previously known as temper_to 
060F: set_actor 465@ melee_accuracy_to 80.0 
480@ = 0 
484@ = 4 
488@ = 9 
008A: $8625 = 484@ // (int) 
009A: 466@ = create_actor_pedtype 25 model 121 at 506@($8625,10f) 516@($8625,10f) 526@($8625,10f) 
0173: set_actor 466@ Z_angle_to 536@($8625,10f) 
01B2: give_actor 466@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 466@ armed_weapon_to 4 
060B: set_actor 466@ decision_maker_to 42@ 
0187: 473@ = create_marker_above_actor 466@ 
018B: set_marker 473@ radar_mode 2 
07BF: set_marker 473@ tracking_blip 1 
07DD: set_actor 466@ attack_rate 80 // previously known as temper_to 
060F: set_actor 466@ melee_accuracy_to 80.0 
481@ = 0 
00BC: show_text_highpriority GXT 'WZI2_35' time 7000 flag 1  // ~s~Sneak to the back of the tanker and plant the ~y~bug~s~, be as quiet as possible to avoid the attention of the ~r~guards~s~ onboard.
546@ = 0 
$8624 = 0 

:WUZI2_23960
if 
  4 > $8624 
else_jump @WUZI2_24024 
if 
8118:   not actor 460@($8624,7i) dead 
else_jump @WUZI2_24010 
060B: set_actor 460@($8624,7i) decision_maker_to 42@ 

:WUZI2_24010
$8624 += 1 
jump @WUZI2_23960 

:WUZI2_24024
307@ = 1 
0A6F: checkpoint_save 99 
return 

:WUZI2_24037
$8624 = 0 
554@ = 0 
555@ = 0 
555@ = 0 

:WUZI2_24065
if 
  7 > $8624 
else_jump @WUZI2_24782 
if 
8118:   not actor 460@($8624,7i) dead 
else_jump @WUZI2_24726 
0871: init_jump_table 547@($8624,7i) total_jumps 3 default_jump 0 @WUZI2_24719 jumps 0 @WUZI2_24170 1 @WUZI2_24402 2 @WUZI2_24584 -1 @WUZI2_24719 -1 @WUZI2_24719 -1 @WUZI2_24719 -1 @WUZI2_24719 

:WUZI2_24170
if or
074F:   actor 460@($8624,7i) ped_event == 62 
074F:   actor 460@($8624,7i) ped_event == 63 
else_jump @WUZI2_24297 
if 
874F:   not actor 460@($8624,7i) ped_event == 36 
else_jump @WUZI2_24261 
547@($8624,7i) = 1 
475@($8624,7i) = -1 
555@ += 1 
jump @WUZI2_24290 

:WUZI2_24261
547@($8624,7i) = 2 
475@($8624,7i) = -1 
555@ += 1 

:WUZI2_24290
jump @WUZI2_24395 

:WUZI2_24297
if or
074F:   actor 460@($8624,7i) ped_event == 36 
074F:   actor 460@($8624,7i) ped_event == 15 
074F:   actor 460@($8624,7i) ped_event == 9 
074F:   actor 460@($8624,7i) ped_event == 31 
else_jump @WUZI2_24388 
547@($8624,7i) = 2 
475@($8624,7i) = -1 
555@ += 1 
jump @WUZI2_24395 

:WUZI2_24388
554@ += 1 

:WUZI2_24395
jump @WUZI2_24719 

:WUZI2_24402
if or
074F:   actor 460@($8624,7i) ped_event == 36 
074F:   actor 460@($8624,7i) ped_event == 15 
074F:   actor 460@($8624,7i) ped_event == 9 
074F:   actor 460@($8624,7i) ped_event == 31 
else_jump @WUZI2_24501 
547@($8624,7i) = 2 
475@($8624,7i) = -1 
008B: 556@ = $8624 // (int) 
555@ += 1 
jump @WUZI2_24577 

:WUZI2_24501
if or
074F:   actor 460@($8624,7i) ped_event == 63 
074F:   actor 460@($8624,7i) ped_event == 62 
else_jump @WUZI2_24548 
555@ += 1 
jump @WUZI2_24577 

:WUZI2_24548
547@($8624,7i) = 0 
475@($8624,7i) = 0 
554@ += 1 

:WUZI2_24577
jump @WUZI2_24719 

:WUZI2_24584
if or
074F:   actor 460@($8624,7i) ped_event == 36 
074F:   actor 460@($8624,7i) ped_event == 63 
074F:   actor 460@($8624,7i) ped_event == 15 
074F:   actor 460@($8624,7i) ped_event == 9 
074F:   actor 460@($8624,7i) ped_event == 31 
074F:   actor 460@($8624,7i) ped_event == 62 
else_jump @WUZI2_24683 
008B: 556@ = $8624 // (int) 
555@ += 1 
jump @WUZI2_24712 

:WUZI2_24683
547@($8624,7i) = 0 
475@($8624,7i) = 0 
554@ += 1 

:WUZI2_24712
jump @WUZI2_24719 

:WUZI2_24719
jump @WUZI2_24768 

:WUZI2_24726
if 
   not 547@($8624,7i) == -1 
else_jump @WUZI2_24768 
0164: disable_marker 467@($8624,8i) 
547@($8624,7i) = -1 

:WUZI2_24768
$8624 += 1 
jump @WUZI2_24065 

:WUZI2_24782
0871: init_jump_table 546@ total_jumps 3 default_jump 0 @WUZI2_25037 jumps 0 @WUZI2_24845 1 @WUZI2_24909 2 @WUZI2_24973 -1 @WUZI2_25037 -1 @WUZI2_25037 -1 @WUZI2_25037 -1 @WUZI2_25037 

:WUZI2_24845
if 
  555@ > 0 
else_jump @WUZI2_24877 
546@ = 2 
jump @WUZI2_24902 

:WUZI2_24877
if 
  555@ > 0 
else_jump @WUZI2_24902 
546@ = 1 

:WUZI2_24902
jump @WUZI2_25037 

:WUZI2_24909
if 
  555@ > 0 
else_jump @WUZI2_24941 
546@ = 2 
jump @WUZI2_24966 

:WUZI2_24941
if 
  555@ == 0 
else_jump @WUZI2_24966 
546@ = 0 

:WUZI2_24966
jump @WUZI2_25037 

:WUZI2_24973
if and
  555@ == 0 
  555@ == 0 
else_jump @WUZI2_25030 
546@ = 0 
if and
8118:   not actor 460@(556@,7i) dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @WUZI2_25030 

:WUZI2_25030
jump @WUZI2_25037 

:WUZI2_25037
return 

:WUZI2_25039
$8624 = 0 

:WUZI2_25046
if 
  4 > $8624 
else_jump @WUZI2_25590 
if 
   not 475@($8624,7i) == -1 
else_jump @WUZI2_25576 
if 
8118:   not actor 460@($8624,7i) dead 
else_jump @WUZI2_25576 
0871: init_jump_table 475@($8624,7i) total_jumps 5 default_jump 0 @WUZI2_25576 jumps 0 @WUZI2_25173 1 @WUZI2_25265 2 @WUZI2_25386 3 @WUZI2_25512 4 @WUZI2_25569 -1 @WUZI2_25576 -1 @WUZI2_25576 

:WUZI2_25173
0615: define_AS_pack_begin 51@ 
0603: AS_actor -1 goto_point_any_means 490@($8624,4f) 494@($8624,4f) 498@($8624,4f) mode 4 use_car -2 
05D4: AS_actor -1 rotate_angle 502@($8624,4f) 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor 460@($8624,7i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
475@($8624,7i) += 1 
jump @WUZI2_25576 

:WUZI2_25265
0646: unknown_get_actor 460@($8624,7i) task_1560_status_store_to 52@ // similar to 062E 
if 
  52@ == 2 
else_jump @WUZI2_25379 
if 
00ED:   actor 460@($8624,7i) sphere 0 near_point 490@($8624,4f) 494@($8624,4f) radius 2.0 2.0 on_foot 
else_jump @WUZI2_25359 
475@($8624,7i) += 1 
jump @WUZI2_25379 

:WUZI2_25359
0687: clear_actor 460@($8624,7i) task 
475@($8624,7i) -= 1 

:WUZI2_25379
jump @WUZI2_25576 

:WUZI2_25386
0209: 53@ = random_int_in_ranges 7000 15000 
0209: 54@ = random_int_in_ranges 0 500 
0687: clear_actor 460@($8624,7i) task 
0615: define_AS_pack_begin 51@ 
05BA: AS_actor -1 move_mouth 53@ ms 
if 
  250 > 54@ 
else_jump @WUZI2_25461 
05C9: AS_actor -1 on_guard 8000 ms 
jump @WUZI2_25465 

:WUZI2_25461
05C8: AS_actor -1 look_around 

:WUZI2_25465
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 51@ 
0618: assign_actor 460@($8624,7i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
475@($8624,7i) += 1 
jump @WUZI2_25576 

:WUZI2_25512
0646: unknown_get_actor 460@($8624,7i) task_1560_status_store_to 52@ // similar to 062E 
if 
  52@ == 2 
else_jump @WUZI2_25562 
0687: clear_actor 460@($8624,7i) task 
475@($8624,7i) -= 1 

:WUZI2_25562
jump @WUZI2_25576 

:WUZI2_25569
jump @WUZI2_25576 

:WUZI2_25576
$8624 += 1 
jump @WUZI2_25046 

:WUZI2_25590
return 

:WUZI2_25592
$8624 = 4 
$8625 = 0 

:WUZI2_25606
if 
  7 > $8624 
else_jump @WUZI2_26254 
if 
   not 475@($8624,7i) == -1 
else_jump @WUZI2_26233 
if 
8118:   not actor 460@($8624,7i) dead 
else_jump @WUZI2_26233 
008A: $8626 = 482@($8625,4i) // (int) 
008A: $8627 = 486@($8625,4i) // (int) 
0871: init_jump_table 475@($8624,7i) total_jumps 5 default_jump 0 @WUZI2_26233 jumps 0 @WUZI2_25757 1 @WUZI2_25932 2 @WUZI2_26022 3 @WUZI2_26154 4 @WUZI2_26226 -1 @WUZI2_26233 -1 @WUZI2_26233 

:WUZI2_25757
0615: define_AS_pack_begin 51@ 

:WUZI2_25762
if 
002C:   $8627 >= $8626 // (int) 
else_jump @WUZI2_25824 
0603: AS_actor -1 goto_point_any_means 506@($8626,10f) 516@($8626,10f) 526@($8626,10f) mode 4 use_car -2 
$8626 += 1 
jump @WUZI2_25762 

:WUZI2_25824
if 
  $8624 == 6 
else_jump @WUZI2_25867 
0643: set_AS_pack 51@ loop 1 
475@($8624,7i) = 90 
jump @WUZI2_25903 

:WUZI2_25867
05D4: AS_actor -1 rotate_angle 536@($8627,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
475@($8624,7i) += 1 

:WUZI2_25903
0616: define_AS_pack_end 51@ 
0618: assign_actor 460@($8624,7i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
jump @WUZI2_26233 

:WUZI2_25932
008B: 557@ = $8627 // (int) 
0064: 557@ -= $8626 // (int) 
557@ += 3 
0646: unknown_get_actor 460@($8624,7i) task_1560_status_store_to 52@ // similar to 062E 
if 
003B:   52@ == 557@ // (int) 
else_jump @WUZI2_26015 
if 
  $8624 == 4 
else_jump @WUZI2_26004 

:WUZI2_26004
475@($8624,7i) += 1 

:WUZI2_26015
jump @WUZI2_26233 

:WUZI2_26022
0615: define_AS_pack_begin 51@ 

:WUZI2_26027
if 
002C:   $8627 >= $8626 // (int) 
else_jump @WUZI2_26089 
0603: AS_actor -1 goto_point_any_means 506@($8627,10f) 516@($8627,10f) 526@($8627,10f) mode 4 use_car -2 
$8627 -= 1 
jump @WUZI2_26027 

:WUZI2_26089
05D4: AS_actor -1 rotate_angle 536@($8626,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
475@($8624,7i) += 1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 460@($8624,7i) to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
jump @WUZI2_26233 

:WUZI2_26154
008B: 557@ = $8627 // (int) 
0064: 557@ -= $8626 // (int) 
557@ += 3 
0646: unknown_get_actor 460@($8624,7i) task_1560_status_store_to 52@ // similar to 062E 
if 
003B:   52@ == 557@ // (int) 
else_jump @WUZI2_26219 
475@($8624,7i) = 0 

:WUZI2_26219
jump @WUZI2_26233 

:WUZI2_26226
jump @WUZI2_26233 

:WUZI2_26233
$8624 += 1 
$8625 += 1 
jump @WUZI2_25606 

:WUZI2_26254
return 
$8624 = 0 
598@ = 1 
0470: 597@ = actor $PLAYER_ACTOR current_weapon 

:WUZI2_26278
if 
  13 > $8624 
else_jump @WUZI2_26346 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 598@ weapon 558@($8624,13i) ammo 571@($8624,13i) model 584@($8624,13i) 
$8624 += 1 
598@ += 1 
jump @WUZI2_26278 

:WUZI2_26346
return 
$8624 = 0 

:WUZI2_26355
if 
  13 > $8624 
else_jump @WUZI2_26425 
if 
   not 558@($8624,13i) == 0 
else_jump @WUZI2_26411 
0247: load_model 584@($8624,13i) 
599@ += 1 

:WUZI2_26411
$8624 += 1 
jump @WUZI2_26355 

:WUZI2_26425
if 
803B:   not  600@ == 599@ // (int) 
else_jump @WUZI2_26550 
wait 0 
600@ = 0 
$8624 = 0 

:WUZI2_26462
if 
  13 > $8624 
else_jump @WUZI2_26543 
if 
   not 558@($8624,13i) == 0 
else_jump @WUZI2_26529 
if 
0248:   model 584@($8624,13i) available 
else_jump @WUZI2_26529 
600@ += 1 

:WUZI2_26529
$8624 += 1 
jump @WUZI2_26462 

:WUZI2_26543
jump @WUZI2_26425 

:WUZI2_26550
048F: actor $PLAYER_ACTOR remove_weapons 
$8624 = 0 
598@ = 1 

:WUZI2_26569
if 
  13 > $8624 
else_jump @WUZI2_26627 
01B2: give_actor $PLAYER_ACTOR weapon 558@($8624,13i) ammo 571@($8624,13i) // Load the weapon model before using this 
$8624 += 1 
598@ += 1 
jump @WUZI2_26569 

:WUZI2_26627
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 597@ 
$8624 = 0 

:WUZI2_26642
if 
  13 > $8624 
else_jump @WUZI2_26705 
if 
   not 558@($8624,13i) == 0 
else_jump @WUZI2_26691 
0249: release_model 584@($8624,13i) 

:WUZI2_26691
$8624 += 1 
jump @WUZI2_26642 

:WUZI2_26705
return 

:WUZI2_26707
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  48@ == 1 
else_jump @WUZI2_26751 
00BC: show_text_highpriority GXT 49@s time 5000 flag 1 

:WUZI2_26751
return 

:WUZI2_26753
$542 += 1 
0318: set_latest_mission_passed 'WUZI_2'  // Amphibious Assault
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 11000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 11000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:WUZI2_26817
if 
  $8630 == 0 
else_jump @WUZI2_27268 
01F0: set_max_wanted_level_to 265@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WUZI2_26867 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:WUZI2_26867
create_thread @A_TERM 
0164: disable_marker 267@ 
0215: destroy_pickup 266@ 
01BD: $183 = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
0249: release_model 121 
0249: release_model 122 
0249: release_model 123 
0249: release_model 454 
0249: release_model 355 
0249: release_model 335 
0249: release_model #A51_SPOTBASE 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBULB 
04EF: release_animation "DAM_JUMP" 
0164: disable_marker 44@ 
$8624 = 0 

:WUZI2_26988
if 
  5 > $8624 
else_jump @WUZI2_27038 
0164: disable_marker 467@($8624,8i) 
01C2: remove_references_to_actor 460@($8624,7i) // Like turning an actor into a random pedestrian 
$8624 += 1 
jump @WUZI2_26988 

:WUZI2_27038
$8624 = 0 

:WUZI2_27045
if 
  4 > $8624 
else_jump @WUZI2_27113 
0164: disable_marker 431@($8624,6i) 
01C4: remove_references_to_object 413@($8624,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 419@($8624,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 425@($8624,6i) // This object will now disappear when the player looks away 
$8624 += 1 
jump @WUZI2_27045 

:WUZI2_27113
$8624 = 0 

:WUZI2_27120
if 
  6 > $8624 
else_jump @WUZI2_27170 
01C2: remove_references_to_actor 332@($8624,6i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 441@($8624,6i) // Like turning an actor into a random pedestrian 
$8624 += 1 
jump @WUZI2_27120 

:WUZI2_27170
$8624 = 0 

:WUZI2_27177
if 
  2 > $8624 
else_jump @WUZI2_27259 
0164: disable_marker 316@($8624,2i) 
01C2: remove_references_to_actor 324@($8624,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 314@($8624,2i) 
0164: disable_marker 439@ 
01C2: remove_references_to_actor 441@($8624,6i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 437@($8624,2i) 
$8624 += 1 
jump @WUZI2_27177 

:WUZI2_27259
01B7: release_weather 
jump @WUZI2_27420 

:WUZI2_27268
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WUZI2_27291 
01B4: set_player $PLAYER_CHAR can_move 0 

:WUZI2_27291
00A1: put_actor $PLAYER_ACTOR at -2154.815 641.3157 51.3594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.4865 
03CB: set_rendering_origin_at -2154.815 641.3157 51.3594 
40@ = 0 

:WUZI2_27345
if 
  500 > 40@ 
else_jump @WUZI2_27375 
wait 0 
jump @WUZI2_27345 

:WUZI2_27375
fade 1 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WUZI2_27404 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI2_27404
00BC: show_text_highpriority GXT 'WZI2_60' time 8000 flag 1  // You need more practice underwater before you can start this mission.

:WUZI2_27420
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 57---------------
// Originally: The Da Nang Thang

:WUZI4
thread 'WUZI4' 
gosub @WUZI4_47 
if 
wasted_or_busted 
else_jump @WUZI4_38 
gosub @WUZI4_20685 

:WUZI4_38
gosub @WUZI4_20772 
end_thread 

:WUZI4_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'WUZI4' 
if 
  $ONMISSION == 0 
else_jump @WUZI4_302 
009A: 44@(102@,17i) = create_actor_pedtype 28 model 118 at -2433.5 1536.3 16.4 
009A: 66@ = create_actor_pedtype 28 model 118 at -2433.5 1536.3 16.4 
009A: 67@(104@,4i) = create_actor_pedtype 28 model 118 at -2389.2 1537.1 1.1 
032B: 71@ = create_weapon_pickup 342 type 15 ammo 6 at -2412.4 1547.9 25.0 
0213: 72@ = create_pickup #HEALTH type 15 at -2427.8 1547.6 22.1 
0187: 89@(102@,9i) = create_marker_above_actor 44@(102@,17i) 
00A5: 61@ = create_car 473 at -2430.7 1563.6 0.0 
00A5: 62@ = create_car 473 at -2442.4 1564.6 0.0 
00A5: 63@ = create_car 473 at -2426.9 1570.6 0.0 

:WUZI4_302
00BE: text_clear_all 
wait 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
122@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
04AF: 105@ = 121 // = constant 
04AF: 106@ = 122 // = constant 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
152@ = 0.0 
153@ = 0.0 
154@ = 0.0 
155@ = 0.0 
156@ = 0.0 
157@ = 0.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0.0 
08F5: save_player_group 
select_interior 1 
02E4: load_cutscene_data 'WOOZIE4' 

:WUZI4_613
if 
86B9:   not cutscene_data_loaded 
else_jump @WUZI4_637 
wait 0 
jump @WUZI4_613 

:WUZI4_637
02E7: start_cutscene 
fade 1 1000 

:WUZI4_646
if 
82E9:   not cutscene_reached_end 
else_jump @WUZI4_670 
wait 0 
jump @WUZI4_646 

:WUZI4_670
fade 0 0 

:WUZI4_676
if 
fading 
else_jump @WUZI4_700 
wait 0 
jump @WUZI4_676 

:WUZI4_700
select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
set_weather 6 
wait 0 
0247: load_model 118 
0247: load_model 487 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 166@ 
060A: create_decision_maker_type 2 store_to 165@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 167@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2167.8 634.9 69.7 radius 5.0 
00A5: 42@ = create_car 487 at -2167.8 634.9 69.7 
0175: set_car 42@ Z_angle_to 92.3 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 43@ = create_actor_pedtype 28 model 118 in_car 42@ driverseat 
0568: set_actor 43@ untargetable 1 
0588: disable_actor 43@ validate_position 1 
060B: set_actor 43@ decision_maker_to 166@ 
0395: clear_area 1 at -2168.4 639.0 69.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2168.4 639.0 69.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 189.4 
03CB: set_rendering_origin_at -2168.4 639.0 69.9 

:WUZI4_975
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @WUZI4_1001 
jump @WUZI4_20703 

:WUZI4_1001
010D: set_player $PLAYER_CHAR wanted_level_to 0 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_1040 
jump @WUZI4_20685 

:WUZI4_1040
if 
  98@ == 0 
else_jump @WUZI4_2013 
if 
  99@ == 0 
else_jump @WUZI4_1311 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2172.7 636.0 71.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2161.7 631.4 72.4 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0615: define_AS_pack_begin 164@ 
05CA: AS_actor -1 enter_car 42@ passenger_seat 0 time -1 
0616: define_AS_pack_end 164@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
0A0B: set_rendering_origin_at_3D_coord -2168.7 634.9 70.3 angle 248.0 
fade 1 500 

:WUZI4_1234
if 
fading 
else_jump @WUZI4_1258 
wait 0 
jump @WUZI4_1234 

:WUZI4_1258
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_1290 
jump @WUZI4_20685 

:WUZI4_1290
100@ = 1 
0707: start_scene_skip_to @WUZI4_1590 
99@ = 1 

:WUZI4_1311
if 
  99@ == 1 
else_jump @WUZI4_1466 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @WUZI4_1466 
0605: actor 43@ perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 8000 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 8500 
121@ = 1 
123@ = 0 
gosub @WUZI4_26554 
40@ = 0 
99@ = 2 

:WUZI4_1466
if 
  99@ == 2 
else_jump @WUZI4_1547 
if 
  40@ > 9000 
else_jump @WUZI4_1547 
04A2: set_heli 42@ fly_to -2167.8 634.9 80.7 altitude_between 0.0 and 80.7 
40@ = 0 
99@ = 3 

:WUZI4_1547
if 
  99@ == 3 
else_jump @WUZI4_2013 
if 
  121@ == 0 
else_jump @WUZI4_2013 
100@ = 0 

:WUZI4_1590
0701: end_scene_skip 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_1624 
jump @WUZI4_20685 

:WUZI4_1624
if 
  100@ == 1 
else_jump @WUZI4_1659 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 

:WUZI4_1659
fade 0 1000 

:WUZI4_1666
if 
fading 
else_jump @WUZI4_1694 
wait 0 
07C0: load_path 25 
jump @WUZI4_1666 

:WUZI4_1694
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_1726 
jump @WUZI4_20685 

:WUZI4_1726
0247: load_model 362 
0247: load_model 359 
0247: load_model 372 
0247: load_model 121 
0247: load_model 122 
07C0: load_path 25 
038B: load_requested_models 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 42@ at_car_offset -1.4 1.0 -0.1 position 1 shooting_angle_limit 90.0 with_weapon 38 
05EB: assign_car 42@ to_path 25 
0706: advance_car 42@ further_along_path 750.0 
0825: set_helicopter 42@ instant_rotor_start 
04EF: release_animation "CAR_CHAT" 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_1903 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:WUZI4_1903
0A0B: set_rendering_origin_at_3D_coord -1735.7 1303.5 7.1 angle 120.8 
fade 1 2000 

:WUZI4_1932
if 
fading 
else_jump @WUZI4_1960 
wait 0 
07C0: load_path 25 
jump @WUZI4_1932 

:WUZI4_1960
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_1992 
jump @WUZI4_20685 

:WUZI4_1992
40@ = 0 
99@ = 0 
98@ = 1 

:WUZI4_2013
if 
  98@ == 1 
else_jump @WUZI4_4184 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @WUZI4_2127 
if 
  2 > 103@ 
else_jump @WUZI4_2078 
gosub @WUZI4_21166 
jump @WUZI4_2127 

:WUZI4_2078
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_2127 
if 
060E:   car 42@ assigned_to_path 
else_jump @WUZI4_2120 
05EC: release_car 42@ from_path 
0564: heli 42@ simulate_crash_landing 

:WUZI4_2120
99@ = 3 

:WUZI4_2127
if 
  122@ == 0 
else_jump @WUZI4_2192 
if 
  40@ > 6000 
else_jump @WUZI4_2192 
121@ = 2 
123@ = 0 
gosub @WUZI4_26554 
122@ = 1 

:WUZI4_2192
if 
  2 > 103@ 
else_jump @WUZI4_2262 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2409.1 1541.0 radius 200.0 200.0 
else_jump @WUZI4_2255 
gosub @WUZI4_21166 

:WUZI4_2255
jump @WUZI4_2276 

:WUZI4_2262
gosub @WUZI4_22170 
gosub @WUZI4_24660 

:WUZI4_2276
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_3356 
if 
  99@ == 0 
else_jump @WUZI4_2386 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2287.1 1582.8 radius 3.0 3.0 
else_jump @WUZI4_2386 
121@ = 3 
123@ = 0 
gosub @WUZI4_26554 
06FD: set_car 42@ speed_on_path_to 0.6 
99@ = 1 

:WUZI4_2386
if 
  99@ == 1 
else_jump @WUZI4_2602 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2483.3 1509.6 radius 3.0 3.0 
else_jump @WUZI4_2602 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2429.5 1536.8 30.8 radius 1.0 
009A: 66@ = create_actor_pedtype 28 model 105@(107@,2i) at -2429.5 1536.8 30.8 
01B2: give_actor 66@ weapon 35 ammo 12 // Load the weapon model before using this 
0350: set_actor 66@ maintain_position_when_attacked 1 
02AB: set_actor 66@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2431.0 1530.4 30.8 mode 6 time -1 ms // versionA 
0672: AS_actor -1 attack_car 42@ 
0616: define_AS_pack_end 164@ 
0618: assign_actor 66@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
40@ = 0 
99@ = 2 

:WUZI4_2602
if 
  99@ == 2 
else_jump @WUZI4_2674 
if 
  40@ > 1800 
else_jump @WUZI4_2674 
121@ = 4 
123@ = 0 
124@ = 2 
gosub @WUZI4_26554 
99@ = 3 

:WUZI4_2674
if 
  99@ == 3 
else_jump @WUZI4_2797 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2401.0 1499.1 radius 3.0 3.0 
else_jump @WUZI4_2797 
015B: shake_player_controller 0 time 10000 intensity 200 
0407: store_coords_to 148@ 149@ 150@ from_car 42@ with_offset 0.0 4.0 0.0 
020C: create_explosion_with_radius 7 at 148@ 149@ 150@ 
0224: set_car 42@ health_to 300 
99@ = 4 

:WUZI4_2797
if 
  99@ > 3 
else_jump @WUZI4_3041 
0407: store_coords_to 148@ 149@ 150@ from_car 42@ with_offset 0.0 0.0 0.0 
0208: 152@ = random_float_in_ranges -2.0 2.0 
005B: 152@ += 148@ // (float) 
0208: 153@ = random_float_in_ranges -2.0 2.0 
005B: 153@ += 149@ // (float) 
0087: 154@ = 150@ // (float) 
0208: 155@ = random_float_in_ranges -1.5 1.5 
0208: 156@ = random_float_in_ranges -1.5 1.5 
0208: 157@ = random_float_in_ranges 0.0 1.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.2 
162@ = 1.0 
163@ = 1.0 
095C: create_smoke_at 152@ 153@ 154@ velocity 155@ 156@ 157@ RGBA 158@ 159@ 160@ 161@ size 162@ last_factor 163@ 

:WUZI4_3041
if 
  99@ == 4 
else_jump @WUZI4_3293 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2381.0 1489.0 radius 3.0 3.0 
else_jump @WUZI4_3293 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 1 at -2351.7 1487.4 1.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 1.0 
121@ = 4 
123@ = 2 
124@ = 5 
gosub @WUZI4_26554 
06FD: set_car 42@ speed_on_path_to 1.0 
015F: set_camera_position -2353.5 1450.2 82.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2365.3 1471.5 64.7 switchstyle 2 
100@ = 1 
0707: start_scene_skip_to @WUZI4_3397 
99@ = 5 

:WUZI4_3293
if 
  99@ == 5 
else_jump @WUZI4_3356 
if 
01AD:   car 42@ sphere 0 near_point -2360.0 1481.5 radius 5.0 5.0 
else_jump @WUZI4_3356 
99@ = 6 

:WUZI4_3356
if 
  7 > 99@ 
else_jump @WUZI4_4184 
if 
02BF:   car 42@ sunk 
else_jump @WUZI4_4184 
100@ = 0 

:WUZI4_3397
0701: end_scene_skip 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_3431 
jump @WUZI4_20685 

:WUZI4_3431
if 
  100@ == 1 
else_jump @WUZI4_3518 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
fade 0 500 

:WUZI4_3473
if 
fading 
else_jump @WUZI4_3497 
wait 0 
jump @WUZI4_3473 

:WUZI4_3497
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_3518 
06C5: release_car 42@ from_path 

:WUZI4_3518
015B: shake_player_controller 0 time 0 intensity 0 
fade 0 1000 

:WUZI4_3533
if 
fading 
else_jump @WUZI4_3557 
wait 0 
jump @WUZI4_3533 

:WUZI4_3557
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0249: release_model 362 
0249: release_model 359 
0249: release_model 487 
0249: release_model 118 
0247: load_model 342 
0247: load_model 335 
0247: load_model 349 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2351.7 1487.4 0.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 318.0 
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_3738 
0687: clear_actor 44@ task 

:WUZI4_3738
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_3759 
0687: clear_actor 45@ task 

:WUZI4_3759
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_3780 
0687: clear_actor 46@ task 

:WUZI4_3780
if 
8118:   not actor 47@ dead 
else_jump @WUZI4_3801 
0687: clear_actor 47@ task 

:WUZI4_3801
if 
8118:   not actor 48@ dead 
else_jump @WUZI4_3822 
0687: clear_actor 48@ task 

:WUZI4_3822
if 
8118:   not actor 49@ dead 
else_jump @WUZI4_3850 
0687: clear_actor 49@ task 
04EB: AS_actor 49@ crouch 1 

:WUZI4_3850
if 
8118:   not actor 51@ dead 
else_jump @WUZI4_3871 
0687: clear_actor 51@ task 

:WUZI4_3871
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
018A: 88@ = create_checkpoint_at -2329.1 1528.7 0.0 
009B: destroy_actor 66@ 
0226: 108@ = actor $PLAYER_ACTOR health 
if 
  108@ > 25 
else_jump @WUZI4_4014 
108@ /= 4 
108@ *= 3 
if 
  25 > 108@ 
else_jump @WUZI4_4006 
108@ = 25 

:WUZI4_4006
0223: set_actor $PLAYER_ACTOR health_to 108@ 

:WUZI4_4014
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
fade 1 2000 

:WUZI4_4074
if 
fading 
else_jump @WUZI4_4142 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
wait 0 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
jump @WUZI4_4074 

:WUZI4_4142
121@ = 12 
123@ = 0 
gosub @WUZI4_26554 
122@ = 0 
99@ = 0 
98@ = 2 

:WUZI4_4184
if 
  98@ == 2 
else_jump @WUZI4_7186 
if 
  99@ == 0 
else_jump @WUZI4_4355 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
else_jump @WUZI4_4296 
fade 0 500 
40@ = 0 
99@ = 1 
jump @WUZI4_4355 

:WUZI4_4296
if 
  122@ == 0 
else_jump @WUZI4_4355 
if 
  121@ == 0 
else_jump @WUZI4_4355 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
122@ = 1 

:WUZI4_4355
if 
  99@ == 1 
else_jump @WUZI4_6385 
if 
  40@ > 500 
else_jump @WUZI4_6385 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0247: load_model #KMB_CONTAINER_RED 
038B: load_requested_models 
04ED: load_animation "SWAT" 

:WUZI4_4437
if 
84EE:   not animation "SWAT" loaded 
else_jump @WUZI4_4467 
wait 0 
jump @WUZI4_4437 

:WUZI4_4467
0107: 79@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 79@ collision_detection 1 
0392: make_object 79@ moveable 0 
0750: set_object 79@ visibility 0 
wait 0 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_4547 
jump @WUZI4_20685 

:WUZI4_4547
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_4721 
0395: clear_area 1 at -2350.6 1561.2 22.1 radius 1.0 
00A1: put_actor 44@ at -2350.6 1561.2 22.1 
0173: set_actor 44@ Z_angle_to 4.7 
0605: actor 44@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:WUZI4_4721
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_4798 
0395: clear_area 1 at -2357.1 1529.2 25.0 radius 1.0 
00A1: put_actor 45@ at -2357.1 1529.2 25.0 
0173: set_actor 45@ Z_angle_to 180.9 
05C9: AS_actor 45@ on_guard -2 ms 

:WUZI4_4798
009B: destroy_actor 46@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2388.3 1553.1 25.0 radius 1.0 
009A: 46@ = create_actor_pedtype 25 model 105@(107@,2i) at -2388.3 1553.1 25.0 
0173: set_actor 46@ Z_angle_to 0.0 
060B: set_actor 46@ decision_maker_to 165@ 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 47@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2390.9 1552.6 25.0 radius 1.0 
009A: 47@ = create_actor_pedtype 25 model 105@(107@,2i) at -2390.9 1552.6 25.0 
0173: set_actor 47@ Z_angle_to 0.0 
060B: set_actor 47@ decision_maker_to 165@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 48@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.8 1554.9 25.0 radius 1.0 
009A: 48@ = create_actor_pedtype 25 model 105@(107@,2i) at -2389.8 1554.9 25.0 
0173: set_actor 48@ Z_angle_to 220.6 
060B: set_actor 48@ decision_maker_to 165@ 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
if 
8118:   not actor 47@ dead 
else_jump @WUZI4_5139 
if 
8118:   not actor 48@ dead 
else_jump @WUZI4_5139 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 0 unknown_flag 1 

:WUZI4_5139
009B: destroy_actor 49@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2407.3 1547.6 25.0 radius 1.0 
009A: 49@ = create_actor_pedtype 25 model 105@(107@,2i) at -2407.3 1547.6 25.0 
0173: set_actor 49@ Z_angle_to 319.2 
060B: set_actor 49@ decision_maker_to 165@ 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 50@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2420.4 1553.4 25.0 radius 1.0 
009A: 50@ = create_actor_pedtype 25 model 105@(107@,2i) at -2420.4 1553.4 25.0 
0173: set_actor 50@ Z_angle_to 180.0 
060B: set_actor 50@ decision_maker_to 166@ 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 51@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.6 1532.3 25.0 radius 1.0 
009A: 51@ = create_actor_pedtype 25 model 105@(107@,2i) at -2427.6 1532.3 25.0 
0173: set_actor 51@ Z_angle_to 275.0 
060B: set_actor 51@ decision_maker_to 165@ 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 52@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.9 1553.9 25.0 radius 1.0 
009A: 52@ = create_actor_pedtype 25 model 105@(107@,2i) at -2427.9 1553.9 25.0 
0173: set_actor 52@ Z_angle_to 183.8 
060B: set_actor 52@ decision_maker_to 165@ 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
0395: clear_area 1 at -2334.5 1533.3 16.3 radius 1.0 
009A: 54@ = create_actor_pedtype 25 model 121 at -2334.5 1533.3 16.3 
0173: set_actor 54@ Z_angle_to 116.3 
01B2: give_actor 54@ weapon 25 ammo 3000 // Load the weapon model before using this 
0816: set_actor 54@ dont_chase_victim 1 
060B: set_actor 54@ decision_maker_to 165@ 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.8 1530.3 30.8 radius 1.0 
009A: 55@ = create_actor_pedtype 25 model 105@(107@,2i) at -2401.8 1530.3 30.8 
0173: set_actor 55@ Z_angle_to 0.0 
060B: set_actor 55@ decision_maker_to 165@ 
01B2: give_actor 55@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2405.5 1530.3 30.8 radius 1.0 
009A: 56@ = create_actor_pedtype 25 model 105@(107@,2i) at -2405.5 1530.3 30.8 
0173: set_actor 56@ Z_angle_to 0.0 
060B: set_actor 56@ decision_maker_to 166@ 
0605: actor 56@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 56@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2426.5 1548.8 22.2 radius 1.0 
009A: 57@ = create_actor_pedtype 25 model 105@(107@,2i) at -2426.5 1548.8 22.2 
0173: set_actor 57@ Z_angle_to 180.0 
060B: set_actor 57@ decision_maker_to 166@ 
0350: set_actor 57@ maintain_position_when_attacked 1 
01B2: give_actor 57@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2422.5 1548.8 22.2 radius 1.0 
009A: 58@ = create_actor_pedtype 25 model 105@(107@,2i) at -2422.5 1548.8 22.2 
0173: set_actor 58@ Z_angle_to 180.0 
060B: set_actor 58@ decision_maker_to 166@ 
0350: set_actor 58@ maintain_position_when_attacked 1 
01B2: give_actor 58@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2339.2 1555.5 24.7 radius 1.0 
009A: 59@ = create_actor_pedtype 25 model 105@(107@,2i) at -2339.2 1555.5 24.7 
0173: set_actor 59@ Z_angle_to 348.3 
060B: set_actor 59@ decision_maker_to 165@ 
0816: set_actor 59@ dont_chase_victim 1 
01B2: give_actor 59@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 59@ on_guard -2 ms 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2360.0 1560.3 25.0 radius 1.0 
009A: 60@ = create_actor_pedtype 25 model 105@(107@,2i) at -2360.0 1560.3 25.0 
0173: set_actor 60@ Z_angle_to 26.4 
060B: set_actor 60@ decision_maker_to 165@ 
0816: set_actor 60@ dont_chase_victim 1 
01B2: give_actor 60@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 60@ on_guard -2 ms 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2334.7 1529.8 16.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 126.8 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 164@ 
0618: assign_actor 54@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
015F: set_camera_position -2332.5 1534.4 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2342.5 1513.7 15.33 switchstyle 2 
fade 1 500 
121@ = 5 
123@ = 0 
124@ = 1 
gosub @WUZI4_26554 
40@ = 0 
99@ = 2 

:WUZI4_6385
if 
  99@ == 2 
else_jump @WUZI4_6443 
if 
  40@ > 2000 
else_jump @WUZI4_6443 
100@ = 1 
0707: start_scene_skip_to @WUZI4_6715 
99@ = 3 

:WUZI4_6443
if 
  99@ == 3 
else_jump @WUZI4_6533 
if 
  121@ == 0 
else_jump @WUZI4_6533 
if 
  40@ > 3200 
else_jump @WUZI4_6533 
121@ = 5 
123@ = 1 
124@ = 2 
gosub @WUZI4_26554 
99@ = 4 

:WUZI4_6533
if 
  99@ == 4 
else_jump @WUZI4_6671 
if 
  40@ > 6000 
else_jump @WUZI4_6671 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 164@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 85.1 
0616: define_AS_pack_end 164@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
015F: set_camera_position -2320.4 1535.2 18.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2354.4 1508.1 18.9 switchstyle 2 
99@ = 5 

:WUZI4_6671
if 
  99@ == 5 
else_jump @WUZI4_7186 
if 
  40@ > 8500 
else_jump @WUZI4_7186 
100@ = 0 

:WUZI4_6715
0701: end_scene_skip 
if 
  100@ == 1 
else_jump @WUZI4_6815 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
fade 0 500 

:WUZI4_6759
if 
fading 
else_jump @WUZI4_6783 
wait 0 
jump @WUZI4_6759 

:WUZI4_6783
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_6815 
jump @WUZI4_20685 

:WUZI4_6815
if 
8118:   not actor 54@ dead 
else_jump @WUZI4_6839 
060B: set_actor 54@ decision_maker_to 167@ 

:WUZI4_6839
if 
8118:   not actor 59@ dead 
else_jump @WUZI4_6863 
060B: set_actor 59@ decision_maker_to 167@ 

:WUZI4_6863
if 
8118:   not actor 60@ dead 
else_jump @WUZI4_6887 
060B: set_actor 60@ decision_maker_to 167@ 

:WUZI4_6887
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_6911 
060B: set_actor 44@ decision_maker_to 167@ 

:WUZI4_6911
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_6935 
060B: set_actor 45@ decision_maker_to 167@ 

:WUZI4_6935
0687: clear_actor $PLAYER_ACTOR task 
0108: destroy_object 79@ 
0249: release_model #KMB_CONTAINER_RED 
0395: clear_area 1 at -2323.1 1531.7 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.1 1531.7 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_10' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.~N~Be quiet for as long as possible!
0164: disable_marker 88@ 
018A: 88@ = create_checkpoint_at -2437.6 1541.5 6.4 
01C3: remove_references_to_car 42@ 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  100@ == 1 
else_jump @WUZI4_7161 
fade 1 500 

:WUZI4_7105
if 
fading 
else_jump @WUZI4_7129 
wait 0 
jump @WUZI4_7105 

:WUZI4_7129
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_7161 
jump @WUZI4_20685 

:WUZI4_7161
122@ = 0 
99@ = 0 
98@ = 3 
0A6F: checkpoint_save 99 

:WUZI4_7186
if 
  98@ == 3 
else_jump @WUZI4_10892 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @WUZI4_7239 
00A1: put_actor $PLAYER_ACTOR at -2437.5 1538.4 10.7 

:WUZI4_7239
if 
  99@ == 0 
else_jump @WUZI4_7445 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2428.6 1532.6 12.2 cornerB -2441.3 1549.9 8.0 
else_jump @WUZI4_7390 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI4_7353 

:WUZI4_7353
if 
8A29:   not player $PLAYER_CHAR climbing 
else_jump @WUZI4_7383 
01B4: set_player $PLAYER_CHAR can_move 0 
99@ = 1 

:WUZI4_7383
jump @WUZI4_7445 

:WUZI4_7390
gosub @WUZI4_24973 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI4_7445 

:WUZI4_7445
if 
  99@ == 1 
else_jump @WUZI4_8958 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
else_jump @WUZI4_7511 

:WUZI4_7511
if 
02A0:   actor $PLAYER_ACTOR stopped 
else_jump @WUZI4_8958 
fade 0 500 

:WUZI4_7534
if 
fading 
else_jump @WUZI4_7558 
wait 0 
jump @WUZI4_7534 

:WUZI4_7558
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_7590 
jump @WUZI4_20685 

:WUZI4_7590
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2374.4 1548.5 1.1 radius 1.0 
009A: 53@ = create_actor_pedtype 25 model 122 at -2374.4 1548.5 1.1 
0173: set_actor 53@ Z_angle_to 299.2 
060B: set_actor 53@ decision_maker_to 166@ 
01B2: give_actor 53@ weapon 16 ammo 1 // Load the weapon model before using this 
035F: actor 53@ armour += 100 
04EF: release_animation "SWAT" 
0249: release_model 349 
0249: release_model 335 
0108: destroy_object 79@ 
0249: release_model #KMB_CONTAINER_RED 
04ED: load_animation "PARK" 

:WUZI4_7712
if 
84EE:   not animation "PARK" loaded 
else_jump @WUZI4_7742 
wait 0 
jump @WUZI4_7712 

:WUZI4_7742
032B: 81@ = create_weapon_pickup 372 type 15 ammo 48 at -2428.4 1536.3 2.1 
0213: 80@ = create_pickup #BODYARMOUR type 15 at -2425.3 1536.4 2.1 
102@ = 0 

:WUZI4_7800
wait 0 
if 
  15 > 102@ 
else_jump @WUZI4_7863 
if 
   not 102@ == 9 
else_jump @WUZI4_7849 
009B: destroy_actor 44@(102@,17i) 

:WUZI4_7849
102@ += 1 
jump @WUZI4_7800 

:WUZI4_7863
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
0247: load_model #CJ_CHRIS_CRATE 
0247: load_model #CJ_CHRIS_CRATE_LD 
0247: load_model #CJ_CHRIS_CRATE_RD 
0247: load_model #CJ_PADLOCK 
0247: load_model 210 
038B: load_requested_models 
0395: clear_area 1 at -2368.9 1551.9 1.1 radius 10.0 
0107: 84@ = create_object #CJ_CHRIS_CRATE at -2368.9 1551.9 1.1 
0177: set_object 84@ Z_angle_to 270.0 
0107: 85@ = create_object #CJ_CHRIS_CRATE_LD at -2371.55 1552.66 1.245 
0177: set_object 85@ Z_angle_to 270.0 
0107: 86@ = create_object #CJ_CHRIS_CRATE_RD at -2371.55 1551.14 1.245 
0177: set_object 86@ Z_angle_to 270.0 
0107: 87@ = create_object #CJ_PADLOCK at -2371.75 1551.9 2.1 
0177: set_object 87@ Z_angle_to 270.0 
0395: clear_area 1 at -2408.4 1553.1 1.1 radius 1.0 
009A: 44@ = create_actor_pedtype 25 model 121 at -2408.4 1553.1 1.1 
0173: set_actor 44@ Z_angle_to 151.3 
060B: set_actor 44@ decision_maker_to 166@ 
099F: AS_actor 44@ ignore_weapon_range 1 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.8 1555.1 1.1 radius 1.0 
009A: 45@ = create_actor_pedtype 25 model 105@(107@,2i) at -2404.8 1555.1 1.1 
0245: set_actor 45@ walk_style_to "GANG2" 
0173: set_actor 45@ Z_angle_to 102.0 
060B: set_actor 45@ decision_maker_to 166@ 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.3 1555.1 1.1 radius 1.0 
009A: 46@ = create_actor_pedtype 25 model 105@(107@,2i) at -2401.3 1555.1 1.1 
0245: set_actor 46@ walk_style_to "GANG1" 
0173: set_actor 46@ Z_angle_to 90.0 
060B: set_actor 46@ decision_maker_to 166@ 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.4 1553.4 1.1 radius 1.0 
009A: 47@ = create_actor_pedtype 25 model 105@(107@,2i) at -2389.4 1553.4 1.1 
0173: set_actor 47@ Z_angle_to 180.0 
060B: set_actor 47@ decision_maker_to 166@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.7 1545.5 1.1 radius 1.0 
009A: 48@ = create_actor_pedtype 25 model 105@(107@,2i) at -2404.7 1545.5 1.1 
0173: set_actor 48@ Z_angle_to 266.2 
060B: set_actor 48@ decision_maker_to 166@ 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2406.4 1544.7 1.1 radius 1.0 
009A: 49@ = create_actor_pedtype 25 model 105@(107@,2i) at -2406.4 1544.7 1.1 
0173: set_actor 49@ Z_angle_to 256.3 
060B: set_actor 49@ decision_maker_to 166@ 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_8695 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2372.5 1551.0 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 53@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 53@ 

:WUZI4_8695
0395: clear_area 1 at -2370.3 1551.9 1.2 radius 30.0 
009A: 70@ = create_actor_pedtype 28 model 210 at -2370.3 1551.9 1.2 
0173: set_actor 70@ Z_angle_to 96.2 
060B: set_actor 70@ decision_maker_to 166@ 
02A9: set_actor 70@ immune_to_nonplayer 1 
0568: set_actor 70@ untargetable 1 
015F: set_camera_position -2375.2 1555.9 1.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2368.9 1547.7 3.8 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
fade 1 500 

:WUZI4_8906
if 
fading 
else_jump @WUZI4_8930 
wait 0 
jump @WUZI4_8906 

:WUZI4_8930
100@ = 1 
0707: start_scene_skip_to @WUZI4_10105 
40@ = 0 
99@ = 2 

:WUZI4_8958
if 
  99@ == 2 
else_jump @WUZI4_9058 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_9058 
if 
00EC:   actor 53@ sphere 0 near_point -2372.5 1551.0 radius 1.0 1.0 
else_jump @WUZI4_9058 
121@ = 6 
123@ = 0 
gosub @WUZI4_26554 
99@ = 3 

:WUZI4_9058
if 
  99@ == 3 
else_jump @WUZI4_9163 
if 
  121@ == 0 
else_jump @WUZI4_9163 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_9163 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2376.8 1546.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 53@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
99@ = 4 

:WUZI4_9163
if 
  99@ == 4 
else_jump @WUZI4_9658 
if 
  40@ > 6000 
else_jump @WUZI4_9658 
fade 0 500 

:WUZI4_9207
if 
fading 
else_jump @WUZI4_9231 
wait 0 
jump @WUZI4_9207 

:WUZI4_9231
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_9263 
jump @WUZI4_20685 

:WUZI4_9263
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_9334 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2410.7 1548.2 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9334
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_9411 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 10 ms 
05D3: AS_actor -1 goto_point -2409.9 1551.0 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 181.1 
0616: define_AS_pack_end 164@ 
0618: assign_actor 45@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9411
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_9502 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 15 ms 
05D3: AS_actor -1 goto_point -2406.3 1554.0 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2406.7 1553.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9502
015F: set_camera_position -2414.9 1547.8 2.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2409.7 1549.5 1.9 switchstyle 2 
fade 1 500 

:WUZI4_9560
if 
fading 
else_jump @WUZI4_9584 
wait 0 
jump @WUZI4_9560 

:WUZI4_9584
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_9616 
jump @WUZI4_20685 

:WUZI4_9616
121@ = 7 
123@ = 0 
124@ = 1 
gosub @WUZI4_26554 
40@ = 0 
99@ = 5 

:WUZI4_9658
if 
  99@ == 5 
else_jump @WUZI4_10011 
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_10011 
062E: get_actor 44@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_10011 
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_9789 
0615: define_AS_pack_begin 164@ 
0667: AS_actor -1 aim_at -2417.5 1548.2 2.1 5000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9789
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_9882 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2405.0 1551.0 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 261.2 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 45@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9882
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_9976 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2394.0 1554.4 1.1 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.5 1545.1 1.1 mode 7 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_9976
121@ = 7 
123@ = 1 
124@ = 2 
gosub @WUZI4_26554 
99@ = 6 

:WUZI4_10011
if 
  99@ == 6 
else_jump @WUZI4_10061 
if 
  121@ == 0 
else_jump @WUZI4_10061 
40@ = 0 
99@ = 7 

:WUZI4_10061
if 
  99@ == 7 
else_jump @WUZI4_10892 
if 
  40@ > 800 
else_jump @WUZI4_10892 
100@ = 0 

:WUZI4_10105
0701: end_scene_skip 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_10139 
jump @WUZI4_20685 

:WUZI4_10139
if 
  100@ == 1 
else_jump @WUZI4_10462 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
fade 0 500 

:WUZI4_10181
if 
fading 
else_jump @WUZI4_10205 
wait 0 
jump @WUZI4_10181 

:WUZI4_10205
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_10237 
jump @WUZI4_20685 

:WUZI4_10237
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_10312 
0792: disembark_instantly_actor 44@ 
0395: clear_area 1 at -2410.7 1548.2 1.1 radius 1.0 
00A1: put_actor 44@ at -2410.7 1548.2 1.1 
0173: set_actor 44@ Z_angle_to 90.0 

:WUZI4_10312
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_10387 
0792: disembark_instantly_actor 45@ 
0395: clear_area 1 at -2405.0 1551.0 1.1 radius 1.0 
00A1: put_actor 45@ at -2405.0 1551.0 1.1 
0173: set_actor 45@ Z_angle_to 90.0 

:WUZI4_10387
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_10462 
0792: disembark_instantly_actor 46@ 
0395: clear_area 1 at -2393.5 1545.1 1.1 radius 1.0 
00A1: put_actor 46@ at -2393.5 1545.1 1.1 
0173: set_actor 46@ Z_angle_to 0.0 

:WUZI4_10462
040D: unload_wav 3 
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_10490 
060B: set_actor 44@ decision_maker_to 165@ 

:WUZI4_10490
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_10514 
060B: set_actor 45@ decision_maker_to 165@ 

:WUZI4_10514
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_10538 
060B: set_actor 46@ decision_maker_to 165@ 

:WUZI4_10538
if 
8118:   not actor 47@ dead 
else_jump @WUZI4_10562 
060B: set_actor 47@ decision_maker_to 165@ 

:WUZI4_10562
if 
8118:   not actor 48@ dead 
else_jump @WUZI4_10586 
060B: set_actor 48@ decision_maker_to 165@ 

:WUZI4_10586
if 
8118:   not actor 49@ dead 
else_jump @WUZI4_10610 
060B: set_actor 49@ decision_maker_to 165@ 

:WUZI4_10610
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_10685 
0687: clear_actor 53@ task 
0395: clear_area 1 at -2377.0 1535.6 1.1 radius 1.0 
00A1: put_actor 53@ at -2377.0 1535.6 1.1 
0173: set_actor 53@ Z_angle_to 90.0 

:WUZI4_10685
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.
if 
  100@ == 1 
else_jump @WUZI4_10871 
fade 1 500 

:WUZI4_10815
if 
fading 
else_jump @WUZI4_10839 
wait 0 
jump @WUZI4_10815 

:WUZI4_10839
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_10871 
jump @WUZI4_20685 

:WUZI4_10871
122@ = 0 
99@ = 0 
98@ = 4 

:WUZI4_10892
if 
  98@ == 4 
else_jump @WUZI4_16210 
if 
  5 > 99@ 
else_jump @WUZI4_11118 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2381.7 1546.2 0.0 cornerB -2365.1 1556.1 6.5 
else_jump @WUZI4_11118 
if 
  121@ == 0 
else_jump @WUZI4_11047 
if 
  122@ == 0 
else_jump @WUZI4_11047 
121@ = 9 
123@ = 0 
124@ = 1 
gosub @WUZI4_26554 
122@ = 1 

:WUZI4_11047
if 
  121@ == 0 
else_jump @WUZI4_11118 
if 
  122@ == 1 
else_jump @WUZI4_11118 
121@ = 9 
123@ = 1 
124@ = 2 
gosub @WUZI4_26554 
122@ = 2 

:WUZI4_11118
if 
0118:   actor 70@ dead 
else_jump @WUZI4_11159 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
jump @WUZI4_20685 

:WUZI4_11159
if 
  99@ == 0 
else_jump @WUZI4_11615 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @WUZI4_11233 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_11213 
0321: AS_actor 53@ die_headshotted 

:WUZI4_11213
00A1: put_actor $PLAYER_ACTOR at -2374.0 1551.0 2.0 

:WUZI4_11233
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_11608 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
else_jump @WUZI4_11348 
0668: AS_actor 53@ rotate_and_shoot_at -2400.1 1535.3 1.1 500 ms 
121@ = 8 
123@ = 0 
gosub @WUZI4_26554 
99@ = 1 

:WUZI4_11348
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI4_11447 
0668: AS_actor 53@ rotate_and_shoot_at -2377.0 1552.4 1.1 500 ms 
121@ = 8 
123@ = 0 
gosub @WUZI4_26554 
99@ = 1 

:WUZI4_11447
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI4_11601 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
else_jump @WUZI4_11601 
if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI4_11601 
0555: remove_weapon 16 from_actor 53@ 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 32 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
99@ = 3 

:WUZI4_11601
jump @WUZI4_11615 

:WUZI4_11608
99@ = 3 

:WUZI4_11615
if 
  99@ == 1 
else_jump @WUZI4_11764 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_11757 
062E: get_actor 53@ task 1640 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_11750 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2377.4 1539.1 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 164@ 
0618: assign_actor 53@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
99@ = 2 

:WUZI4_11750
jump @WUZI4_11764 

:WUZI4_11757
99@ = 3 

:WUZI4_11764
if 
  99@ == 2 
else_jump @WUZI4_12025 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_12018 
062E: get_actor 53@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_12011 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 0.0 cornerB -2408.5 1537.4 4.0 
051A:   actor $PLAYER_ACTOR damaged_by_actor 53@ 
else_jump @WUZI4_11926 
0615: define_AS_pack_begin 164@ 
06E3: AS_actor -1 roll_sideways 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 53@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
99@ = 3 

:WUZI4_11926
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
else_jump @WUZI4_12011 
0615: define_AS_pack_begin 164@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 53@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
99@ = 3 

:WUZI4_12011
jump @WUZI4_12025 

:WUZI4_12018
99@ = 3 

:WUZI4_12025
if 
  99@ == 3 
else_jump @WUZI4_12145 
if 
0118:   actor 53@ dead 
else_jump @WUZI4_12145 
035D: set_object 87@ targetable 1 
0164: disable_marker 88@ 
0188: 88@ = create_marker_above_object 87@ 
if 
03CA:   object 87@ exists 
else_jump @WUZI4_12138 
071E: get_object 87@ health_to 168@ 
if 
   not 999 > 168@ 
else_jump @WUZI4_12138 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI4_12138
99@ = 4 

:WUZI4_12145
if 
  99@ == 4 
else_jump @WUZI4_12248 
if 
03CA:   object 87@ exists 
else_jump @WUZI4_12234 
071E: get_object 87@ health_to 168@ 
if 
  999 > 168@ 
else_jump @WUZI4_12227 
0723: break_object 87@ intensity 0 
40@ = 0 
99@ = 5 

:WUZI4_12227
jump @WUZI4_12248 

:WUZI4_12234
40@ = 0 
99@ = 5 

:WUZI4_12248
if 
  99@ == 5 
else_jump @WUZI4_13000 
if 
  40@ > 1000 
else_jump @WUZI4_13000 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0108: destroy_object 87@ 
0708: reset_decision_maker 166@ event 13 
0708: reset_decision_maker 166@ event 44 
0249: release_model 342 
03CF: load_wav 1819 as 3 

:WUZI4_12352
if 
83D0:   not wav 3 loaded 
else_jump @WUZI4_12378 
wait 0 
jump @WUZI4_12352 

:WUZI4_12378
0247: load_model 339 
0247: load_model 49 
0247: load_model 58 
04ED: load_animation "GANGS" 
038B: load_requested_models 
gosub @WUZI4_24730 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2373.9 1552.1 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2373.9 1552.1 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
015F: set_camera_position -2375.0 1547.2 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.9 1555.3 2.7 switchstyle 2 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2473.3 1536.3 27.8 radius 1.0 
009A: 76@ = create_actor_pedtype 25 model 105@(107@,2i) at -2473.3 1536.3 27.8 
0173: set_actor 76@ Z_angle_to 12.6 
060B: set_actor 76@ decision_maker_to 165@ 
01B2: give_actor 76@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 76@ dont_chase_victim 1 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2476.3 1536.3 27.8 radius 1.0 
009A: 77@ = create_actor_pedtype 25 model 105@(107@,2i) at -2476.3 1536.3 27.8 
0173: set_actor 77@ Z_angle_to 321.5 
060B: set_actor 77@ decision_maker_to 165@ 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 77@ dont_chase_victim 1 
0209: 107@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2470.3 1546.9 22.6 radius 1.0 
009A: 78@ = create_actor_pedtype 25 model 105@(107@,2i) at -2470.3 1546.9 22.6 
0173: set_actor 78@ Z_angle_to 265.4 
060B: set_actor 78@ decision_maker_to 165@ 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 78@ dont_chase_victim 1 
0395: clear_area 1 at -2471.5 1548.2 32.2 radius 1.0 
009A: 73@ = create_actor_pedtype 25 model 49 at -2471.5 1548.2 32.2 
0173: set_actor 73@ Z_angle_to 130.0 
01B2: give_actor 73@ weapon 8 ammo 1 // Load the weapon model before using this 
07DD: set_actor 73@ attack_rate 70 // previously known as temper_to 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 73@ 
0168: set_marker 88@ size 1 
060B: set_actor 73@ decision_maker_to 166@ 
0812: AS_actor 73@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
100@ = 1 
0707: start_scene_skip_to @WUZI4_14515 
097A: play_audio_at -2371.55 1552.66 1.245 event 1110 
40@ = 0 
99@ = 6 

:WUZI4_13000
if 
  99@ == 6 
else_jump @WUZI4_13634 
if 
03CA:   object 85@ exists 
else_jump @WUZI4_13051 
034D: rotate_object 85@ from_angle 180.0 to_angle 2.0 flag 0 

:WUZI4_13051
if 
03CA:   object 86@ exists 
else_jump @WUZI4_13084 
034D: rotate_object 86@ from_angle 360.0 to_angle 2.0 flag 0 

:WUZI4_13084
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_13183 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2372.8 1551.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.4 1551.9 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 70@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_13183
if 
  40@ > 2000 
else_jump @WUZI4_13634 
if 
8118:   not actor 67@ dead 
else_jump @WUZI4_13331 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 900 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2373.4 1553.3 1.1 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
0616: define_AS_pack_end 164@ 
0618: assign_actor 67@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_13331
if 
8118:   not actor 68@ dead 
else_jump @WUZI4_13430 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.1 1550.6 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 68@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_13430
if 
8118:   not actor 69@ dead 
else_jump @WUZI4_13508 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 6.7 
0616: define_AS_pack_end 164@ 
0618: assign_actor 69@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_13508
0395: clear_area 1 at -2376.1 1552.5 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2376.1 1552.5 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2376.9 1554.3 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.6 1549.7 2.7 switchstyle 2 
40@ = 0 
99@ = 7 

:WUZI4_13634
if 
  99@ == 7 
else_jump @WUZI4_13797 
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_13797 
062E: get_actor 70@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_13797 
0615: define_AS_pack_begin 164@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 164@ 
0618: assign_actor 70@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
121@ = 10 
123@ = 0 
124@ = 2 
gosub @WUZI4_26554 
99@ = 8 

:WUZI4_13797
if 
  99@ == 8 
else_jump @WUZI4_14165 
if 
  40@ > 6000 
else_jump @WUZI4_14165 
if 
  121@ == 0 
else_jump @WUZI4_14165 
fade 0 500 

:WUZI4_13859
if 
fading 
else_jump @WUZI4_13883 
wait 0 
jump @WUZI4_13859 

:WUZI4_13883
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_13915 
jump @WUZI4_20685 

:WUZI4_13915
03CB: set_rendering_origin_at -2465.5 1547.1 22.7 
if 
8118:   not actor 78@ dead 
else_jump @WUZI4_14017 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2468.9 1547.2 22.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2465.5 1547.1 22.7 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 78@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_14017
015F: set_camera_position -2460.0 1552.1 22.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2468.1 1543.8 25.9 switchstyle 2 
fade 1 500 

:WUZI4_14075
if 
fading 
else_jump @WUZI4_14099 
wait 0 
jump @WUZI4_14075 

:WUZI4_14099
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_14131 
jump @WUZI4_20685 

:WUZI4_14131
097A: play_audio_at -2468.0 1547.3 22.8 event 1111 
40@ = 0 
99@ = 9 

:WUZI4_14165
if 
  99@ == 9 
else_jump @WUZI4_14471 
if 
03CA:   object $4089 exists 
else_jump @WUZI4_14216 
034D: rotate_object $4089 from_angle 90.0 to_angle 2.0 flag 0 

:WUZI4_14216
if 
  40@ > 6000 
else_jump @WUZI4_14471 
fade 0 500 

:WUZI4_14242
if 
fading 
else_jump @WUZI4_14266 
wait 0 
jump @WUZI4_14242 

:WUZI4_14266
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_14298 
jump @WUZI4_20685 

:WUZI4_14298
03CB: set_rendering_origin_at -2471.5 1548.2 32.2 
015F: set_camera_position -2476.5 1546.5 33.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2462.6 1546.8 32.7 switchstyle 2 
fade 1 500 

:WUZI4_14373
if 
fading 
else_jump @WUZI4_14397 
wait 0 
jump @WUZI4_14373 

:WUZI4_14397
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_14429 
jump @WUZI4_20685 

:WUZI4_14429
121@ = 10 
123@ = 2 
124@ = 3 
gosub @WUZI4_26554 
40@ = 0 
99@ = 10 

:WUZI4_14471
if 
  99@ == 10 
else_jump @WUZI4_16210 
if 
  40@ > 7000 
else_jump @WUZI4_16210 
100@ = 0 

:WUZI4_14515
0701: end_scene_skip 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_14549 
jump @WUZI4_20685 

:WUZI4_14549
if 
  100@ == 1 
else_jump @WUZI4_14647 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
fade 0 500 

:WUZI4_14591
if 
fading 
else_jump @WUZI4_14615 
wait 0 
jump @WUZI4_14591 

:WUZI4_14615
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_14647 
jump @WUZI4_20685 

:WUZI4_14647
040D: unload_wav 3 
if 
8118:   not actor 67@ dead 
else_jump @WUZI4_14933 
0792: disembark_instantly_actor 67@ 
0395: clear_area 1 at -2373.4 1553.3 1.1 radius 1.0 
00A1: put_actor 67@ at -2373.4 1553.3 1.1 
0173: set_actor 67@ Z_angle_to 120.0 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2432.3 1544.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 67@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_14933
if 
8118:   not actor 68@ dead 
else_jump @WUZI4_15215 
0792: disembark_instantly_actor 68@ 
0395: clear_area 1 at -2374.1 1550.6 1.1 radius 1.0 
00A1: put_actor 68@ at -2374.1 1550.6 1.1 
0173: set_actor 68@ Z_angle_to 63.1 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.6 1543.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 68@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_15215
if 
8118:   not actor 69@ dead 
else_jump @WUZI4_15497 
0792: disembark_instantly_actor 69@ 
0395: clear_area 1 at -2372.8 1552.1 1.1 radius 1.0 
00A1: put_actor 69@ at -2372.8 1552.1 1.1 
0173: set_actor 69@ Z_angle_to 90.0 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.4 1545.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 69@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_15497
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_15779 
0792: disembark_instantly_actor 70@ 
0395: clear_area 1 at -2374.4 1551.9 1.1 radius 1.0 
00A1: put_actor 70@ at -2374.4 1551.9 1.1 
0173: set_actor 70@ Z_angle_to 90.0 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2428.4 1544.6 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 70@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_15779
if 
03CA:   object 85@ exists 
else_jump @WUZI4_15812 
034D: rotate_object 85@ from_angle 180.0 to_angle 360.0 flag 0 

:WUZI4_15812
if 
03CA:   object 86@ exists 
else_jump @WUZI4_15845 
034D: rotate_object 86@ from_angle 360.0 to_angle 360.0 flag 0 

:WUZI4_15845
if 
03CA:   object $4089 exists 
else_jump @WUZI4_15878 
034D: rotate_object $4089 from_angle 90.0 to_angle 100.0 flag 0 

:WUZI4_15878
if 
8118:   not actor 78@ dead 
else_jump @WUZI4_15938 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
00A1: put_actor 78@ at -2466.9 1546.9 22.7 

:WUZI4_15938
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_15959 
0687: clear_actor 73@ task 

:WUZI4_15959
0249: release_model #CJ_PADLOCK 
0709: set_decision_maker 166@ on_event 44 taskID 510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
169@ = 100 
0652: 169@ = integer_stat 24 
0223: set_actor $PLAYER_ACTOR health_to 169@ 
04EF: release_animation "PARK" 
04EF: release_animation "GANGS" 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!
if 
  100@ == 1 
else_jump @WUZI4_16196 
fade 1 500 

:WUZI4_16140
if 
fading 
else_jump @WUZI4_16164 
wait 0 
jump @WUZI4_16140 

:WUZI4_16164
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_16196 
jump @WUZI4_20685 

:WUZI4_16196
99@ = 0 
98@ = 5 

:WUZI4_16210
if 
  98@ == 5 
else_jump @WUZI4_18828 
if 
  98@ == 5 
else_jump @WUZI4_16330 
if 
  4 > 104@ 
else_jump @WUZI4_16323 
if 
0118:   actor 67@(104@,4i) dead 
else_jump @WUZI4_16309 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
jump @WUZI4_20685 

:WUZI4_16309
104@ += 1 
jump @WUZI4_16330 

:WUZI4_16323
104@ = 0 

:WUZI4_16330
if 
  99@ == 0 
else_jump @WUZI4_17155 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @WUZI4_16383 
00A1: put_actor $PLAYER_ACTOR at -2477.4 1537.0 27.8 

:WUZI4_16383
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2476.4 1538.0 29.8 cornerB -2479.2 1550.5 35.2 
else_jump @WUZI4_17155 
fade 0 1000 

:WUZI4_16438
if 
fading 
else_jump @WUZI4_16462 
wait 0 
jump @WUZI4_16438 

:WUZI4_16462
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_16494 
jump @WUZI4_20685 

:WUZI4_16494
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
0395: clear_area 1 at -2478.4 1539.0 29.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2478.4 1539.0 29.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0247: load_model #KATANA_ANIM 
0247: load_model #KATANA_LHAND 
04ED: load_animation "MISC" 
038B: load_requested_models 
0107: 82@ = create_object #KATANA_ANIM at -2472.6 1538.5 32.3 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_16795 
0792: disembark_instantly_actor 73@ 
0395: clear_area 1 at -2472.3 1551.5 32.2 radius 1.0 
00A1: put_actor 73@ at -2472.3 1551.5 32.2 
0173: set_actor 73@ Z_angle_to 135.0 
0107: 83@ = create_object #KATANA_LHAND at -2117.0 654.0 59.7 
070A: AS_actor 73@ attach_to_object 83@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:WUZI4_16795
if 
8118:   not actor 76@ dead 
else_jump @WUZI4_16824 
060B: set_actor 76@ decision_maker_to 166@ 
0792: disembark_instantly_actor 76@ 

:WUZI4_16824
if 
8118:   not actor 77@ dead 
else_jump @WUZI4_16853 
060B: set_actor 77@ decision_maker_to 166@ 
0792: disembark_instantly_actor 77@ 

:WUZI4_16853
if 
8118:   not actor 78@ dead 
else_jump @WUZI4_16882 
060B: set_actor 78@ decision_maker_to 166@ 
0792: disembark_instantly_actor 78@ 

:WUZI4_16882
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_16927 
04C4: store_coords_to 148@ 149@ 150@ from_actor 73@ with_offset 0.0 4.0 -1.0 

:WUZI4_16927
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2477.9 1543.7 31.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 148@ 149@ 150@ mode 4 time -1 ms // versionA 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_16995 
0639: AS_actor -1 rotate_to_actor 73@ 

:WUZI4_16995
0616: define_AS_pack_end 164@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
015F: set_camera_position -2472.8 1554.0 33.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2474.5 1542.2 33.2 switchstyle 2 
fade 1 1000 

:WUZI4_17071
if 
fading 
else_jump @WUZI4_17095 
wait 0 
jump @WUZI4_17071 

:WUZI4_17095
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_17127 
jump @WUZI4_20685 

:WUZI4_17127
40@ = 0 
100@ = 1 
0707: start_scene_skip_to @WUZI4_17899 
99@ = 1 

:WUZI4_17155
if 
  99@ == 1 
else_jump @WUZI4_17530 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_17530 
121@ = 13 
123@ = 0 
gosub @WUZI4_26554 
0395: clear_area 1 at 148@ 149@ 150@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 148@ 149@ 150@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_17530 
if 
03CA:   object 83@ exists 
else_jump @WUZI4_17530 
0108: destroy_object 83@ 
04C4: store_coords_to 148@ 149@ 150@ from_actor 73@ with_offset 0.0 2.0 -1.0 
01BC: put_object 82@ at 148@ 149@ 150@ 
0177: set_object 82@ Z_angle_to 315.0 
04C4: store_coords_to 148@ 149@ 150@ from_actor 73@ with_offset 0.0 4.0 0.0 
0792: disembark_instantly_actor 73@ 
0605: actor 73@ perform_animation "KAT_THROW_K" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "KAT_THROW_P" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position -2475.1 1547.1 33.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2472.2 1553.0 33.7 switchstyle 2 
99@ = 3 

:WUZI4_17530
if 
  99@ == 3 
else_jump @WUZI4_17837 
if 
03CA:   object 82@ exists 
else_jump @WUZI4_17837 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_17837 
if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
else_jump @WUZI4_17754 
0613: 151@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
if 
0837:   object 82@ animation == "KAT_THROW_O" 
else_jump @WUZI4_17687 
083A: set_object 82@ animation "KAT_THROW_O" progress_to 151@ 
jump @WUZI4_17754 

:WUZI4_17687
if 
075A: set_object 82@ animation "KAT_THROW_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @WUZI4_17754 
0836: set_object 82@ animation "KAT_THROW_O" at 0.0 times_normal_rate 

:WUZI4_17754
if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
else_jump @WUZI4_17837 
0613: 151@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
if 
  151@ == 1.0 
else_jump @WUZI4_17837 
0108: destroy_object 82@ 
99@ = 4 

:WUZI4_17837
if 
  99@ == 4 
else_jump @WUZI4_18716 
if 
  121@ == 0 
else_jump @WUZI4_18716 
if 
  40@ > 8000 
else_jump @WUZI4_18716 
100@ = 0 

:WUZI4_17899
0701: end_scene_skip 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_17933 
jump @WUZI4_20685 

:WUZI4_17933
if 
  100@ == 1 
else_jump @WUZI4_18121 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
fade 0 500 

:WUZI4_17975
if 
fading 
else_jump @WUZI4_17999 
wait 0 
jump @WUZI4_17975 

:WUZI4_17999
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_18031 
jump @WUZI4_20685 

:WUZI4_18031
0108: destroy_object 83@ 
0108: destroy_object 82@ 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_18062 
0792: disembark_instantly_actor 73@ 

:WUZI4_18062
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2475.5 1546.7 32.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2475.5 1546.7 32.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 

:WUZI4_18121
if 
8118:   not actor 67@ dead 
else_jump @WUZI4_18196 
0792: disembark_instantly_actor 67@ 
0395: clear_area 1 at -2439.5 1561.3 16.3 radius 1.0 
00A1: put_actor 67@ at -2439.5 1561.3 16.3 
0173: set_actor 67@ Z_angle_to 11.0 

:WUZI4_18196
if 
8118:   not actor 68@ dead 
else_jump @WUZI4_18271 
0792: disembark_instantly_actor 68@ 
0395: clear_area 1 at -2437.7 1561.5 16.3 radius 1.0 
00A1: put_actor 68@ at -2437.7 1561.5 16.3 
0173: set_actor 68@ Z_angle_to 177.5 

:WUZI4_18271
if 
8118:   not actor 69@ dead 
else_jump @WUZI4_18346 
0792: disembark_instantly_actor 69@ 
0395: clear_area 1 at -2438.8 1560.0 16.3 radius 1.0 
00A1: put_actor 69@ at -2438.8 1560.0 16.3 
0173: set_actor 69@ Z_angle_to 183.9 

:WUZI4_18346
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_18421 
0792: disembark_instantly_actor 70@ 
0395: clear_area 1 at -2436.6 1561.8 16.3 radius 1.0 
00A1: put_actor 70@ at -2436.6 1561.8 16.3 
0173: set_actor 70@ Z_angle_to 9.5 

:WUZI4_18421
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_18497 
0395: clear_area 1 at -2472.7 1551.4 32.2 radius 1.0 
00A1: put_actor 73@ at -2472.7 1551.4 32.2 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
060B: set_actor 73@ decision_maker_to 165@ 

:WUZI4_18497
if 
8118:   not actor 76@ dead 
else_jump @WUZI4_18526 
060B: set_actor 76@ decision_maker_to 165@ 
0792: disembark_instantly_actor 76@ 

:WUZI4_18526
if 
8118:   not actor 77@ dead 
else_jump @WUZI4_18555 
060B: set_actor 77@ decision_maker_to 165@ 
0792: disembark_instantly_actor 77@ 

:WUZI4_18555
if 
8118:   not actor 78@ dead 
else_jump @WUZI4_18584 
060B: set_actor 78@ decision_maker_to 165@ 
0792: disembark_instantly_actor 78@ 

:WUZI4_18584
09F5: disable_player_mutal_activities 0 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 8 
if 
  100@ == 1 
else_jump @WUZI4_18709 
fade 1 500 

:WUZI4_18653
if 
fading 
else_jump @WUZI4_18677 
wait 0 
jump @WUZI4_18653 

:WUZI4_18677
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_18709 
jump @WUZI4_20685 

:WUZI4_18709
99@ = 5 

:WUZI4_18716
if 
0118:   actor 73@ dead 
else_jump @WUZI4_18737 
0164: disable_marker 88@ 

:WUZI4_18737
if 
0118:   actor 73@ dead 
else_jump @WUZI4_18828 
00BE: text_clear_all 
0164: disable_marker 88@ 
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_18791 
0187: 88@ = create_marker_above_actor 70@ 
07E0: set_marker 88@ type_to 1 

:WUZI4_18791
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.
99@ = 0 
40@ = 0 
98@ = 6 

:WUZI4_18828
if 
  98@ == 6 
else_jump @WUZI4_19714 
if 
  99@ == 0 
else_jump @WUZI4_19019 
if 
  4 > 104@ 
else_jump @WUZI4_18941 
if 
0118:   actor 67@(104@,4i) dead 
else_jump @WUZI4_18927 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
jump @WUZI4_20685 

:WUZI4_18927
104@ += 1 
jump @WUZI4_18948 

:WUZI4_18941
104@ = 0 

:WUZI4_18948
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_19019 
if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 4.0 4.0 4.0 sphere 0 
else_jump @WUZI4_19019 
0164: disable_marker 88@ 
01B4: set_player $PLAYER_CHAR can_move 0 
99@ = 1 

:WUZI4_19019
if 
  99@ == 1 
else_jump @WUZI4_19075 
fade 0 2000 

:WUZI4_19044
if 
fading 
else_jump @WUZI4_19068 
wait 0 
jump @WUZI4_19044 

:WUZI4_19068
99@ = 2 

:WUZI4_19075
if 
  99@ == 2 
else_jump @WUZI4_19544 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
015F: set_camera_position -2425.8 1562.4 1.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2451.2 1582.3 3.4 switchstyle 2 
0247: load_model 473 
038B: load_requested_models 
0395: clear_area 1 at -2430.7 1563.6 0.0 radius 5.0 
00A5: 61@ = create_car 473 at -2430.7 1563.6 0.0 
0395: clear_area 1 at -2442.4 1564.6 0.0 radius 5.0 
00A5: 62@ = create_car 473 at -2442.4 1564.6 0.0 
0395: clear_area 1 at -2426.9 1570.6 0.0 radius 5.0 
00A5: 63@ = create_car 473 at -2426.9 1570.6 0.0 
if 
8118:   not actor 67@ dead 
else_jump @WUZI4_19374 
0464: put_actor 67@ into_turret_on_car 62@ at_car_offset 0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI4_19374
if 
8118:   not actor 68@ dead 
else_jump @WUZI4_19422 
0464: put_actor 68@ into_turret_on_car 62@ at_car_offset -0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI4_19422
if 
8118:   not actor 69@ dead 
else_jump @WUZI4_19446 
036A: put_actor 69@ in_car 62@ 

:WUZI4_19446
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_19470 
036A: put_actor 70@ in_car 63@ 

:WUZI4_19470
036A: put_actor $PLAYER_ACTOR in_car 61@ 
121@ = 11 
123@ = 0 
gosub @WUZI4_26554 
fade 1 2000 

:WUZI4_19506
if 
fading 
else_jump @WUZI4_19530 
wait 0 
jump @WUZI4_19506 

:WUZI4_19530
40@ = 0 
99@ = 3 

:WUZI4_19544
if 
  99@ == 3 
else_jump @WUZI4_19640 
if 
  40@ > 2000 
else_jump @WUZI4_19640 
if 
8119:   not car 62@ wrecked 
else_jump @WUZI4_19607 
0477: set_car 62@ action 9 time 5000 

:WUZI4_19607
if 
8119:   not car 63@ wrecked 
else_jump @WUZI4_19633 
0477: set_car 63@ action 9 time 5000 

:WUZI4_19633
99@ = 4 

:WUZI4_19640
if 
  99@ == 4 
else_jump @WUZI4_19714 
if 
  40@ > 6000 
else_jump @WUZI4_19714 
00A6: destroy_car 62@ 
00A6: destroy_car 63@ 
009B: destroy_actor 67@ 
009B: destroy_actor 68@ 
009B: destroy_actor 69@ 
009B: destroy_actor 70@ 
jump @WUZI4_20703 

:WUZI4_19714
if 
  98@ > 2 
else_jump @WUZI4_20671 
if 
  111@ == 0 
else_jump @WUZI4_19816 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @WUZI4_19816 
0164: disable_marker 88@ 
018A: 88@ = create_checkpoint_at -2329.1 1528.7 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
111@ = 1 

:WUZI4_19816
if 
  111@ == 1 
else_jump @WUZI4_20199 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
else_jump @WUZI4_20199 
00BE: text_clear_all 
fade 0 500 

:WUZI4_19891
if 
fading 
else_jump @WUZI4_19915 
wait 0 
jump @WUZI4_19891 

:WUZI4_19915
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
121@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0107: 79@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 79@ collision_detection 1 
0392: make_object 79@ moveable 0 
0750: set_object 79@ visibility 0 
wait 0 
gosub @WUZI4_21064 
if 
  101@ == 1 
else_jump @WUZI4_20032 
jump @WUZI4_20685 

:WUZI4_20032
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 164@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 164@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
015F: set_camera_position -2320.7 1529.8 17.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2339.6 1537.4 22.5 switchstyle 2 
fade 1 500 
111@ = 2 

:WUZI4_20199
if 
  111@ == 2 
else_jump @WUZI4_20671 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @WUZI4_20671 
0395: clear_area 1 at -2323.6 1531.9 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.6 1531.9 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.3 
0108: destroy_object 79@ 
0164: disable_marker 88@ 
if 
  98@ == 3 
else_jump @WUZI4_20382 
if 
  99@ == 0 
else_jump @WUZI4_20382 
018A: 88@ = create_checkpoint_at -2437.9 1551.9 16.3 
00BC: show_text_highpriority GXT 'WUZ4_01' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.

:WUZI4_20382
if 
  98@ == 4 
else_jump @WUZI4_20505 
if 
  4 > 99@ 
else_jump @WUZI4_20465 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_20458 
0187: 88@ = create_marker_above_actor 53@ 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.

:WUZI4_20458
jump @WUZI4_20505 

:WUZI4_20465
if 
03CA:   object 87@ exists 
else_jump @WUZI4_20505 
0188: 88@ = create_marker_above_object 87@ 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI4_20505
if 
  98@ == 5 
else_jump @WUZI4_20570 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_20554 
0187: 88@ = create_marker_above_actor 73@ 
0168: set_marker 88@ size 1 

:WUZI4_20554
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!

:WUZI4_20570
if 
  98@ == 6 
else_jump @WUZI4_20635 
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_20619 
0187: 88@ = create_marker_above_actor 70@ 
07E0: set_marker 88@ type_to 1 

:WUZI4_20619
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.

:WUZI4_20635
0249: release_model #KMB_CONTAINER_RED 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
111@ = 0 

:WUZI4_20671
gosub @WUZI4_27755 
jump @WUZI4_975 

:WUZI4_20685
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:WUZI4_20703
$542 += 1 
0164: disable_marker $523 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'WUZI_4'  // The Da Nang Thang
030C: progress_made = 1 
return 

:WUZI4_20772
if 
0844:   string s$705 empty // s$ 
else_jump @WUZI4_20790 
02EB: restore_camera_with_jumpcut 

:WUZI4_20790
040D: unload_wav 3 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0249: release_model 362 
0249: release_model 372 
0249: release_model 359 
0249: release_model 349 
0249: release_model 335 
0249: release_model 339 
0249: release_model 342 
0249: release_model 487 
0249: release_model 473 
0249: release_model 118 
0249: release_model 58 
0249: release_model 49 
0249: release_model 210 
0249: release_model 121 
0249: release_model 122 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #KATANA_ANIM 
0249: release_model #KATANA_LHAND 
0249: release_model #CJ_CHRIS_CRATE 
0249: release_model #CJ_CHRIS_CRATE_LD 
0249: release_model #CJ_CHRIS_CRATE_RD 
0249: release_model #CJ_PADLOCK 
01B7: release_weather 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @WUZI4_20974 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI4_20974
09F5: disable_player_mutal_activities 0 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SWAT" 
04EF: release_animation "PARK" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0215: destroy_pickup 71@ 
0215: destroy_pickup 72@ 
0215: destroy_pickup 80@ 
0215: destroy_pickup 81@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:WUZI4_21064
if 
  98@ == 0 
else_jump @WUZI4_21164 
if 
0118:   actor 43@ dead 
else_jump @WUZI4_21123 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_07' time 7000 flag 1  // ~r~The helicopter pilot has been killed!
101@ = 1 

:WUZI4_21123
if 
0119:   car 42@ wrecked 
else_jump @WUZI4_21164 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_08' time 7000 flag 1  // ~r~The helicopter has been destroyed!
101@ = 1 

:WUZI4_21164
return 

:WUZI4_21166
if 
  103@ == 0 
else_jump @WUZI4_22050 
032B: 71@ = create_weapon_pickup 372 type 15 ammo 48 at -2414.9 1538.7 26.0 
0213: 72@ = create_pickup #HEALTH type 15 at -2412.4 1547.9 26.0 
0395: clear_area 1 at -2355.2 1547.0 25.0 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 44@ = create_actor_pedtype 25 model 105@(107@,2i) at -2355.2 1547.0 25.0 
0173: set_actor 44@ Z_angle_to 198.7 
060B: set_actor 44@ decision_maker_to 165@ 
0350: set_actor 44@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2355.1 1545.0 25.0 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 105@(107@,2i) at -2355.1 1545.0 25.0 
0173: set_actor 45@ Z_angle_to 0.6 
060B: set_actor 45@ decision_maker_to 165@ 
0350: set_actor 45@ maintain_position_when_attacked 1 
0677: AS_actor 44@ chat_with_actor 45@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 45@ chat_with_actor 44@ lead_speaker_flag 0 unknown_flag 1 
0395: clear_area 1 at -2373.0 1549.3 30.8 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 105@(107@,2i) at -2373.0 1549.3 30.8 
0173: set_actor 46@ Z_angle_to 355.7 
060B: set_actor 46@ decision_maker_to 165@ 
0350: set_actor 46@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2396.3 1560.26 30.8 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 105@(107@,2i) at -2396.3 1560.26 30.8 
0173: set_actor 47@ Z_angle_to 356.2 
060B: set_actor 47@ decision_maker_to 165@ 
0350: set_actor 47@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2478.2 1560.9 16.3 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 105@(107@,2i) at -2478.2 1560.9 16.3 
0173: set_actor 48@ Z_angle_to 11.0 
060B: set_actor 48@ decision_maker_to 165@ 
0350: set_actor 48@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2500.5 1551.0 23.2 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 105@(107@,2i) at -2500.5 1551.0 23.2 
0173: set_actor 49@ Z_angle_to 339.2 
060B: set_actor 49@ decision_maker_to 165@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2493.7 1537.4 23.2 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 105@(107@,2i) at -2493.7 1537.4 23.2 
0173: set_actor 50@ Z_angle_to 82.5 
060B: set_actor 50@ decision_maker_to 166@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2492.2 1537.3 23.2 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 105@(107@,2i) at -2492.2 1537.3 23.2 
0173: set_actor 51@ Z_angle_to 78.2 
060B: set_actor 51@ decision_maker_to 165@ 
0350: set_actor 51@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2453.8 1529.6 27.9 radius 1.0 
0209: 107@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 105@(107@,2i) at -2453.8 1529.6 27.9 
0173: set_actor 52@ Z_angle_to 174.6 
060B: set_actor 52@ decision_maker_to 165@ 
0350: set_actor 52@ maintain_position_when_attacked 1 
103@ = 1 

:WUZI4_22050
if 
  103@ == 1 
else_jump @WUZI4_22168 
if 
  9 > 102@ 
else_jump @WUZI4_22161 
if 
8118:   not actor 44@(102@,17i) dead 
else_jump @WUZI4_22147 
01B2: give_actor 44@(102@,17i) weapon 32 ammo 3000 // Load the weapon model before using this 
0187: 89@(102@,9i) = create_marker_above_actor 44@(102@,17i) 
0168: set_marker 89@(102@,9i) size 1 

:WUZI4_22147
102@ += 1 
jump @WUZI4_22168 

:WUZI4_22161
103@ = 2 

:WUZI4_22168
return 

:WUZI4_22170
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_22578 
if 
  112@ == 0 
else_jump @WUZI4_22344 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI4_22344 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2355.1 1560.0 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_22319 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_22319
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
112@ = 1 

:WUZI4_22344
if 
  112@ == 1 
else_jump @WUZI4_22469 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
else_jump @WUZI4_22469 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2357.6 1529.6 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 183.9 
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
112@ = 2 

:WUZI4_22469
if 
  112@ == 2 
else_jump @WUZI4_22578 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
else_jump @WUZI4_22578 
0615: define_AS_pack_begin 164@ 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_22553 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_22553
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
112@ = 3 

:WUZI4_22578
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_23013 
if 
  113@ == 0 
else_jump @WUZI4_22786 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI4_22786 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2348.2 1546.4 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2344.1 1555.8 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_22761 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_22761
0616: define_AS_pack_end 164@ 
0618: assign_actor 45@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
113@ = 1 

:WUZI4_22786
if 
  113@ == 1 
else_jump @WUZI4_22904 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
else_jump @WUZI4_22904 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2350.5 1531.5 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 155.6 
0616: define_AS_pack_end 164@ 
0618: assign_actor 45@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
113@ = 2 

:WUZI4_22904
if 
  113@ == 2 
else_jump @WUZI4_23013 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
else_jump @WUZI4_23013 
0615: define_AS_pack_begin 164@ 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_22988 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_22988
0616: define_AS_pack_end 164@ 
0618: assign_actor 45@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
113@ = 3 

:WUZI4_23013
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_23480 
if 
  114@ == 0 
else_jump @WUZI4_23187 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
else_jump @WUZI4_23187 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2372.1 1557.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_23162 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_23162
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
114@ = 1 

:WUZI4_23187
if 
  114@ == 1 
else_jump @WUZI4_23356 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2365.4 1586.9 radius 3.0 3.0 
else_jump @WUZI4_23356 
0615: define_AS_pack_begin 164@ 
0637: AS_actor -1 goto -2394.4 1558.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 66.2 
05BC: AS_actor -1 jump 1 
0637: AS_actor -1 goto -2423.0 1561.0 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
114@ = 2 

:WUZI4_23356
if 
  114@ == 2 
else_jump @WUZI4_23480 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2473.8 1585.5 radius 3.0 3.0 
else_jump @WUZI4_23480 
0615: define_AS_pack_begin 164@ 
05D4: AS_actor -1 rotate_angle 177.3 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -2422.1 1547.9 22.1 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
114@ = 3 

:WUZI4_23480
if 
8118:   not actor 47@ dead 
else_jump @WUZI4_23855 
if 
  115@ == 0 
else_jump @WUZI4_23645 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2351.3 1586.2 radius 3.0 3.0 
else_jump @WUZI4_23645 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2426.7 1560.3 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_23620 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_23620
0616: define_AS_pack_end 164@ 
0618: assign_actor 47@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
115@ = 1 

:WUZI4_23645
if 
  115@ == 1 
else_jump @WUZI4_23855 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2504.6 0.8 radius 3.0 3.0 
else_jump @WUZI4_23855 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2437.7 1560.7 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2435.9 1550.9 16.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
05D3: AS_actor -1 goto_point -2435.9 1532.3 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2437.5 1528.7 16.3 mode 6 time -1 ms // versionA 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_23830 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_23830
0616: define_AS_pack_end 164@ 
0618: assign_actor 47@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
115@ = 2 

:WUZI4_23855
if 
8118:   not actor 48@ dead 
else_jump @WUZI4_24088 
if 
  116@ == 0 
else_jump @WUZI4_24088 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
else_jump @WUZI4_24088 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2494.1 1560.7 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.2 1557.4 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.5 1532.1 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_24063 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_24063
0616: define_AS_pack_end 164@ 
0618: assign_actor 48@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
116@ = 1 

:WUZI4_24088
if 
8118:   not actor 49@ dead 
else_jump @WUZI4_24219 
if 
  117@ == 0 
else_jump @WUZI4_24219 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
else_jump @WUZI4_24219 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_24194 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_24194
0616: define_AS_pack_end 164@ 
0618: assign_actor 49@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
117@ = 1 

:WUZI4_24219
if 
8118:   not actor 50@ dead 
else_jump @WUZI4_24373 
if 
  118@ == 0 
else_jump @WUZI4_24373 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI4_24373 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2501.4 1539.5 23.2 mode 6 time -1 ms // versionA 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_24348 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_24348
0616: define_AS_pack_end 164@ 
0618: assign_actor 50@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
118@ = 1 

:WUZI4_24373
if 
8118:   not actor 51@ dead 
else_jump @WUZI4_24527 
if 
  119@ == 0 
else_jump @WUZI4_24527 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI4_24527 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2500.9 1535.4 23.2 mode 6 time -1 ms // versionA 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_24502 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_24502
0616: define_AS_pack_end 164@ 
0618: assign_actor 51@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
119@ = 1 

:WUZI4_24527
if 
8118:   not actor 52@ dead 
else_jump @WUZI4_24658 
if 
  120@ == 0 
else_jump @WUZI4_24658 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
else_jump @WUZI4_24658 
0615: define_AS_pack_begin 164@ 
099F: AS_actor -1 ignore_weapon_range 1 
if 
8119:   not car 42@ wrecked 
else_jump @WUZI4_24633 
0672: AS_actor -1 attack_car 42@ 

:WUZI4_24633
0616: define_AS_pack_end 164@ 
0618: assign_actor 52@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 
120@ = 1 

:WUZI4_24658
return 

:WUZI4_24660
if 
  9 > 102@ 
else_jump @WUZI4_24721 
if 
0118:   actor 44@(102@,17i) dead 
else_jump @WUZI4_24707 
0164: disable_marker 89@(102@,9i) 

:WUZI4_24707
102@ += 1 
jump @WUZI4_24728 

:WUZI4_24721
102@ = 0 

:WUZI4_24728
return 

:WUZI4_24730
0395: clear_area 1 at -2369.3 1551.9 1.2 radius 1.0 
009A: 67@ = create_actor_pedtype 28 model 58 at -2369.3 1551.9 1.2 
0173: set_actor 67@ Z_angle_to 96.2 
0350: set_actor 67@ maintain_position_when_attacked 1 
0568: set_actor 67@ untargetable 1 
060B: set_actor 67@ decision_maker_to 166@ 
0395: clear_area 1 at -2368.3 1551.9 1.2 radius 1.0 
009A: 68@ = create_actor_pedtype 28 model 58 at -2368.3 1551.9 1.2 
0173: set_actor 68@ Z_angle_to 96.2 
0350: set_actor 68@ maintain_position_when_attacked 1 
0568: set_actor 68@ untargetable 1 
060B: set_actor 68@ decision_maker_to 166@ 
0395: clear_area 1 at -2367.3 1551.9 1.2 radius 1.0 
009A: 69@ = create_actor_pedtype 28 model 210 at -2367.3 1551.9 1.2 
0173: set_actor 69@ Z_angle_to 96.2 
0350: set_actor 69@ maintain_position_when_attacked 1 
0568: set_actor 69@ untargetable 1 
060B: set_actor 69@ decision_maker_to 166@ 
return 

:WUZI4_24973
if 
  109@ == 0 
else_jump @WUZI4_25320 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2282.4 1510.9 50.0 cornerB -2534.6 1578.5 15.0 
else_jump @WUZI4_25080 
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @WUZI4_25080 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 23 
else_jump @WUZI4_25080 
109@ = 1 

:WUZI4_25080
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2385.2 1539.7 cornerB -2393.0 1558.9 
else_jump @WUZI4_25125 
109@ = 1 

:WUZI4_25125
if 
8118:   not actor 54@ dead 
else_jump @WUZI4_25164 
if 
02E0:   actor 54@ firing_weapon 
else_jump @WUZI4_25164 
109@ = 1 

:WUZI4_25164
if 
8118:   not actor 59@ dead 
else_jump @WUZI4_25203 
if 
02E0:   actor 59@ firing_weapon 
else_jump @WUZI4_25203 
109@ = 1 

:WUZI4_25203
if 
8118:   not actor 60@ dead 
else_jump @WUZI4_25242 
if 
02E0:   actor 60@ firing_weapon 
else_jump @WUZI4_25242 
109@ = 1 

:WUZI4_25242
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_25281 
if 
02E0:   actor 44@ firing_weapon 
else_jump @WUZI4_25281 
109@ = 1 

:WUZI4_25281
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_25320 
if 
02E0:   actor 45@ firing_weapon 
else_jump @WUZI4_25320 
109@ = 1 

:WUZI4_25320
if 
  109@ == 1 
else_jump @WUZI4_25769 
if 
8118:   not actor 54@ dead 
else_jump @WUZI4_25362 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 

:WUZI4_25362
if 
8118:   not actor 59@ dead 
else_jump @WUZI4_25386 
0639: AS_actor 59@ rotate_to_actor $PLAYER_ACTOR 

:WUZI4_25386
if 
8118:   not actor 60@ dead 
else_jump @WUZI4_25410 
0639: AS_actor 60@ rotate_to_actor $PLAYER_ACTOR 

:WUZI4_25410
if 
8118:   not actor 44@ dead 
else_jump @WUZI4_25531 
0615: define_AS_pack_begin 164@ 
07BC: set_actor -1 decision_maker_to 166@ // AS_pack_version 
05D3: AS_actor -1 goto_point -2351.0 1549.4 22.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point -2351.2 1547.1 25.0 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 165@ // AS_pack_version 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 44@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_25531
if 
8118:   not actor 45@ dead 
else_jump @WUZI4_25555 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 

:WUZI4_25555
if 
8118:   not actor 46@ dead 
else_jump @WUZI4_25624 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2385.5 1543.1 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 46@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_25624
if 
8118:   not actor 47@ dead 
else_jump @WUZI4_25693 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2385.8 1540.6 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 47@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_25693
if 
8118:   not actor 48@ dead 
else_jump @WUZI4_25762 
0615: define_AS_pack_begin 164@ 
05D3: AS_actor -1 goto_point -2392.1 1556.0 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 48@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_25762
109@ = 2 

:WUZI4_25769
if 
  109@ == 2 
else_jump @WUZI4_25888 
if 
8118:   not actor 56@ dead 
else_jump @WUZI4_25836 
if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI4_25829 
109@ = 3 

:WUZI4_25829
jump @WUZI4_25843 

:WUZI4_25836
109@ = 3 

:WUZI4_25843
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2400.0 1561.0 cornerB -2409.8 1540.0 
else_jump @WUZI4_25888 
109@ = 3 

:WUZI4_25888
if 
  109@ == 3 
else_jump @WUZI4_25995 
if 
8118:   not actor 56@ dead 
else_jump @WUZI4_25988 
0615: define_AS_pack_begin 164@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2401.1 1539.8 25.0 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 56@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_25988
109@ = 4 

:WUZI4_25995
if 
  109@ == 4 
else_jump @WUZI4_26457 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2416.4 1535.3 cornerB -2431.6 1542.1 
else_jump @WUZI4_26457 
if 
8118:   not actor 50@ dead 
else_jump @WUZI4_26325 
0615: define_AS_pack_begin 164@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 110@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 110@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to -2420.4 1553.4 25.0 angle 180.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 164@ loop 1 
0616: define_AS_pack_end 164@ 
0618: assign_actor 50@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_26325
if 
8118:   not actor 57@ dead 
else_jump @WUZI4_26384 
0615: define_AS_pack_begin 164@ 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 165@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 57@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_26384
if 
8118:   not actor 58@ dead 
else_jump @WUZI4_26450 
0615: define_AS_pack_begin 164@ 
05B9: AS_actor -1 stay_idle 1500 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 165@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 164@ 
0618: assign_actor 58@ to_AS_pack 164@ 
061B: remove_references_to_AS_pack 164@ 

:WUZI4_26450
109@ = 5 

:WUZI4_26457
if 
  109@ == 5 
else_jump @WUZI4_26552 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2418.9 1546.4 cornerB -2435.6 1559.0 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
else_jump @WUZI4_26552 
if 
8118:   not actor 50@ dead 
else_jump @WUZI4_26552 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
109@ = 6 

:WUZI4_26552
return 

:WUZI4_26554
if 
  121@ == 1 
else_jump @WUZI4_26699 
05AA: 125@s = 'WUZ4_KA' // @s = 'short'  // Hey CJ, what are you doing here?
05AA: 127@s = 'WUZ4_KB' // @s = 'short'  // Just bumped into Woozie on his way out.
05AA: 129@s = 'WUZ4_KC' // @s = 'short'  // He filled me in. I thought I'd roll with you.
05AA: 131@s = 'WUZ4_KD' // @s = 'short'  // Well we ain't rollin', we're whirling!
05AA: 133@s = 'WUZ4_KE' // @s = 'short'  // Strap in and strap up!
04AF: 137@ = 44221 // = constant 
04AF: 138@ = 44222 // = constant 
04AF: 139@ = 44223 // = constant 
04AF: 140@ = 44224 // = constant 
04AF: 141@ = 44225 // = constant 
143@ = 5 

:WUZI4_26699
if 
  121@ == 2 
else_jump @WUZI4_26844 
05AA: 125@s = 'WUZ4_LA' // @s = 'short'  // Where we headed?
05AA: 127@s = 'WUZ4_LB' // @s = 'short'  // To the boat - it's moored out in the bay.
05AA: 129@s = 'WUZ4_LC' // @s = 'short'  // Oh yeah, I see it!
05AA: 131@s = 'WUZ4_LD' // @s = 'short'  // You better lock and load, they'll be on their guard!
05AA: 133@s = 'WUZ4_LE' // @s = 'short'  // Locked and loaded!
04AF: 137@ = 44226 // = constant 
04AF: 138@ = 44227 // = constant 
04AF: 139@ = 44228 // = constant 
04AF: 140@ = 44229 // = constant 
04AF: 141@ = 44230 // = constant 
143@ = 5 

:WUZI4_26844
if 
  121@ == 3 
else_jump @WUZI4_26989 
05AA: 125@s = 'WUZ4_MA' // @s = 'short'  // Holy fuck, they're gunning for us already!
05AA: 127@s = 'WUZ4_MB' // @s = 'short'  // I see 'em!
05AA: 129@s = 'WUZ4_MC' // @s = 'short'  // They're all over the containers!
05AA: 131@s = 'WUZ4_MD' // @s = 'short'  // I got 'em man, right in my sight!
05AA: 133@s = 'WUZ4_ME' // @s = 'short'  // Hit those Da Nang bastards!
04AF: 137@ = 44231 // = constant 
04AF: 138@ = 44232 // = constant 
04AF: 139@ = 44233 // = constant 
04AF: 140@ = 44234 // = constant 
04AF: 141@ = 44235 // = constant 
143@ = 5 

:WUZI4_26989
if 
  121@ == 4 
else_jump @WUZI4_27135 
05AA: 125@s = 'WUZ4_NA' // @s = 'short'  // RPG! RPG!
05AA: 127@s = 'WUZ4_NB' // @s = 'short'  // Where? Which side?
05AA: 129@s = 'WUZ4_NC' // @s = 'short'  // We're hit!
05AA: 131@s = 'WUZ4_NE' // @s = 'short'  // We're going down!
05AA: 133@s = 'WUZ4_NF' // @s = 'short'  // Brace for impact!
04AF: 137@ = 44239 // = constant 
04AF: 138@ = 44240 // = constant 
04AF: 139@ = 44241 // = constant 
04AF: 140@ = 44242 // = constant 
04AF: 141@ = 44243 // = constant 
0085: 143@ = 124@ // (int) 

:WUZI4_27135
if 
  121@ == 5 
else_jump @WUZI4_27209 
05AA: 125@s = 'WUZ4_AA' // @s = 'short'  // Can you see any survivors?
05AA: 127@s = 'WUZ4_AB' // @s = 'short'  // No. Nobody's getting out of that alive!
04AF: 137@ = 44200 // = constant 
04AF: 138@ = 44201 // = constant 
0085: 143@ = 124@ // (int) 

:WUZI4_27209
if 
  121@ == 6 
else_jump @WUZI4_27258 
05AA: 125@s = 'WUZ4_FA' // @s = 'short'  // Keep it down, you want to bring the snakehead down here?
04AF: 137@ = 44209 // = constant 
143@ = 1 

:WUZI4_27258
if 
  121@ == 7 
else_jump @WUZI4_27332 
05AA: 125@s = 'WUZ4_CA' // @s = 'short'  // Not long until we're drinking cola in the free West, eh!
05AA: 127@s = 'WUZ4_CB' // @s = 'short'  // Hey, who the fuck are you?
04AF: 137@ = 44203 // = constant 
04AF: 138@ = 44204 // = constant 
0085: 143@ = 124@ // (int) 

:WUZI4_27332
if 
  121@ == 8 
else_jump @WUZI4_27381 
05AA: 125@s = 'WUZ4_HA' // @s = 'short'  // Stick this up your ass!
04AF: 137@ = 44214 // = constant 
143@ = 1 

:WUZI4_27381
if 
  121@ == 9 
else_jump @WUZI4_27455 
05AA: 125@s = 'WUZ4_JA' // @s = 'short'  // Hey you, help us!
05AA: 127@s = 'WUZ4_JB' // @s = 'short'  // Hey, please, help us!
04AF: 137@ = 44215 // = constant 
04AF: 138@ = 44216 // = constant 
0085: 143@ = 124@ // (int) 

:WUZI4_27455
if 
  121@ == 10 
else_jump @WUZI4_27553 
05AA: 125@s = 'WUZ4_JC' // @s = 'short'  // Please, the snakehead tricked us, we're prisoners.
05AA: 127@s = 'WUZ4_JD' // @s = 'short'  // Please help us escape!
05AA: 129@s = 'WUZ4_JE' // @s = 'short'  // The Snakehead is up on the bridge...
04AF: 137@ = 44217 // = constant 
04AF: 138@ = 44218 // = constant 
04AF: 139@ = 44219 // = constant 
0085: 143@ = 124@ // (int) 

:WUZI4_27553
if 
  121@ == 11 
else_jump @WUZI4_27602 
05AA: 125@s = 'WUZ4_JF' // @s = 'short'  // Thank you for everything!
04AF: 137@ = 44220 // = constant 
143@ = 1 

:WUZI4_27602
if 
  121@ == 12 
else_jump @WUZI4_27675 
05AA: 125@s = 'WUZ4_OA' // @s = 'short'  // Oh man, that hurt!
05AA: 127@s = 'WUZ4_ZA' // @s = 'short'  // Damn, lost everything but my blade!
04AF: 137@ = 44244 // = constant 
04AF: 138@ = 44247 // = constant 
143@ = 2 

:WUZI4_27675
if 
  121@ == 13 
else_jump @WUZI4_27724 
05AA: 125@s = 'WUZ4_PA' // @s = 'short'  // Enough! We settle this here!
04AF: 137@ = 44246 // = constant 
143@ = 1 

:WUZI4_27724
0085: 146@ = 123@ // (int) 
144@ = 0 
145@ = 0 
147@ = 1 
return 

:WUZI4_27755
if or
  121@ == 1 
  121@ == 2 
  121@ == 3 
  121@ == 4 
  121@ == 5 
else_jump @WUZI4_27855 
if 
001D:   143@ > 123@ // (int) 
else_jump @WUZI4_27848 
gosub @WUZI4_28335 
gosub @WUZI4_28442 
gosub @WUZI4_28596 
jump @WUZI4_27855 

:WUZI4_27848
121@ = 0 

:WUZI4_27855
if or
  121@ == 6 
  121@ == 7 
  121@ == 10 
  121@ == 11 
  121@ == 12 
else_jump @WUZI4_27955 
if 
001D:   143@ > 123@ // (int) 
else_jump @WUZI4_27948 
gosub @WUZI4_28335 
gosub @WUZI4_28442 
gosub @WUZI4_28596 
jump @WUZI4_27955 

:WUZI4_27948
121@ = 0 

:WUZI4_27955
if 
  121@ == 8 
else_jump @WUZI4_28081 
if 
001D:   143@ > 123@ // (int) 
else_jump @WUZI4_28074 
gosub @WUZI4_28335 
gosub @WUZI4_28442 
if 
8118:   not actor 53@ dead 
else_jump @WUZI4_28036 
gosub @WUZI4_28596 
jump @WUZI4_28067 

:WUZI4_28036
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 125@(123@,6s) 
144@ = 0 
145@ = 0 

:WUZI4_28067
jump @WUZI4_28081 

:WUZI4_28074
121@ = 0 

:WUZI4_28081
if 
  121@ == 9 
else_jump @WUZI4_28207 
if 
001D:   143@ > 123@ // (int) 
else_jump @WUZI4_28200 
gosub @WUZI4_28335 
gosub @WUZI4_28442 
if 
8118:   not actor 70@ dead 
else_jump @WUZI4_28162 
gosub @WUZI4_28596 
jump @WUZI4_28193 

:WUZI4_28162
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 125@(123@,6s) 
144@ = 0 
145@ = 0 

:WUZI4_28193
jump @WUZI4_28207 

:WUZI4_28200
121@ = 0 

:WUZI4_28207
if 
  121@ == 13 
else_jump @WUZI4_28333 
if 
001D:   143@ > 123@ // (int) 
else_jump @WUZI4_28326 
gosub @WUZI4_28335 
gosub @WUZI4_28442 
if 
8118:   not actor 73@ dead 
else_jump @WUZI4_28288 
gosub @WUZI4_28596 
jump @WUZI4_28319 

:WUZI4_28288
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 125@(123@,6s) 
144@ = 0 
145@ = 0 

:WUZI4_28319
jump @WUZI4_28333 

:WUZI4_28326
121@ = 0 

:WUZI4_28333
return 

:WUZI4_28335
if 
001D:   143@ > 146@ // (int) 
else_jump @WUZI4_28440 
if 
  144@ == 0 
else_jump @WUZI4_28397 
03CF: load_wav 137@(146@,6i) as 1 
146@ += 1 
144@ = 1 

:WUZI4_28397
if 
  145@ == 0 
else_jump @WUZI4_28440 
03CF: load_wav 137@(146@,6i) as 2 
146@ += 1 
145@ = 1 

:WUZI4_28440
return 

:WUZI4_28442
if 
  147@ == 1 
else_jump @WUZI4_28518 
if 
  144@ == 1 
else_jump @WUZI4_28518 
if 
03D0:   wav 1 loaded 
else_jump @WUZI4_28518 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 125@(123@,6s) time 4500 flag 1 
144@ = 2 

:WUZI4_28518
if 
  147@ == 2 
else_jump @WUZI4_28594 
if 
  145@ == 1 
else_jump @WUZI4_28594 
if 
03D0:   wav 2 loaded 
else_jump @WUZI4_28594 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 125@(123@,6s) time 4500 flag 1 
145@ = 2 

:WUZI4_28594
return 

:WUZI4_28596
if 
  144@ == 2 
else_jump @WUZI4_28659 
if 
03D2:   wav 1 ended 
else_jump @WUZI4_28659 
03D5: remove_text 125@(123@,6s) 
123@ += 1 
147@ = 2 
144@ = 0 

:WUZI4_28659
if 
  145@ == 2 
else_jump @WUZI4_28722 
if 
03D2:   wav 2 ended 
else_jump @WUZI4_28722 
03D5: remove_text 125@(123@,6s) 
123@ += 1 
147@ = 1 
145@ = 0 

:WUZI4_28722
return 

//-------------Mission 58---------------
// Originally: Photo Opportunity

:SYN1
thread 'SYN1' 
gosub @SYN1_1424 
if 
wasted_or_busted 
else_jump @SYN1_38 
gosub @SYN1_14551 

:SYN1_38
gosub @SYN1_14670 
end_thread 

:SYN1_47
0247: load_model 567 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:SYN1_77
if or
8248:   not model 567 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOMBER" loaded 
else_jump @SYN1_118 
wait 0 
jump @SYN1_77 

:SYN1_118
return 
018A: 387@ = create_checkpoint_at $8646 $8647 $8648 
018A: 59@ = create_checkpoint_at 56@ 57@ 58@ 

:SYN1_148
$8646 = -54.0 
$8647 = -432.0 
$8648 = 1.0 
$8649 = 259.0 
0395: clear_area 1 at $8646 $8647 $8648 radius 100.0 
0674: set_car_model 567 numberplate "_LVA4L__" 
00A5: 385@ = create_car 567 at $8646 $8647 $8648 
009A: 384@ = create_actor_pedtype 4 model 290 at -51.6293 -430.562 0.5721 
0175: set_car 385@ Z_angle_to $8649 
0173: set_actor 384@ Z_angle_to 154.672 
0568: set_actor 384@ untargetable 1 
0732: random_car_generator_disable_model 567 
0229: set_car 385@ primary_color_to 3 secondary_color_to 3 
0164: disable_marker 387@ 
0187: 387@ = create_marker_above_actor 384@ 
07E0: set_marker 387@ type_to 1 
return 
0129: 156@ = create_actor_pedtype 4 model 290 in_car 385@ driverseat 
0186: 389@ = create_marker_above_car 385@ 

:SYN1_345
0247: load_model 510 
038B: load_requested_models 

:SYN1_352
if 
8248:   not model 510 available 
else_jump @SYN1_379 
wait 0 
jump @SYN1_352 

:SYN1_379
00A5: 394@ = create_car 510 at 395@ 396@ 397@ 
0175: set_car 394@ Z_angle_to 398@ 
0519: set_car 394@ locked 1 
0338: set_car 394@ visibility 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 394@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
041E: set_radio_station 11 
0918: set_car 394@ engine_operation 0 
return 

:SYN1_498
0247: load_model 600 
07C0: load_path 190 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
0247: load_model 102 
038B: load_requested_models 

:SYN1_527
if or
8248:   not model 600 available 
8248:   not model 102 available 
823D:   not special_actor 2 loaded 
87C1:   not path 190 available 
else_jump @SYN1_567 
wait 0 
jump @SYN1_527 

:SYN1_567
410@ = -2120.4 
411@ = -2448.458 
412@ = 29.4688 
413@ = 137.4828 
0674: set_car_model 600 numberplate "_SHERM__" 
0395: clear_area 1 at 410@ 411@ 412@ radius 5.0 
00A5: 400@ = create_car 600 at 410@ 411@ 412@ 
0229: set_car 400@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 400@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 400@ Z_angle_to 413@ 
0129: 399@ = create_actor_pedtype 4 model 291 in_car 400@ driverseat 
01C8: 402@ = create_actor_pedtype 4 model 102 in_car 400@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 351@ // decision\allowed\m_.ped files 
060B: set_actor 399@ decision_maker_to 351@ 
return 

:SYN1_733
0247: load_model 477 
07C0: load_path 191 
023C: load_special_actor 'TBONE' as 3 // models 290-299 
038B: load_requested_models 

:SYN1_758
if or
8248:   not model 477 available 
823D:   not special_actor 3 loaded 
87C1:   not path 191 available 
else_jump @SYN1_794 
wait 0 
jump @SYN1_758 

:SYN1_794
424@ = -2141.401 
425@ = -2481.575 
426@ = 29.4688 
427@ = 317.093 
0395: clear_area 1 at 424@ 425@ 426@ radius 5.0 
00A5: 415@ = create_car 477 at 424@ 425@ 426@ 
0229: set_car 415@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 415@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 415@ Z_angle_to 427@ 
0129: 414@ = create_actor_pedtype 4 model 292 in_car 415@ driverseat 
05EB: assign_car 415@ to_path 191 
06FD: set_car 415@ speed_on_path_to 0.6 
return 

:SYN1_934
0247: load_model 575 
0247: load_model 478 
07C0: load_path 193 
07C0: load_path 194 
023C: load_special_actor 'JIZZY' as 5 // models 290-299 
0247: load_model 237 
038B: load_requested_models 

:SYN1_974
if or
8248:   not model 575 available 
8248:   not model 237 available 
8248:   not model 478 available 
823D:   not special_actor 5 loaded 
87C1:   not path 193 available 
87C1:   not path 194 available 
else_jump @SYN1_1025 
wait 0 
jump @SYN1_974 

:SYN1_1025
440@ = -2141.401 
441@ = -2481.575 
442@ = 29.4688 
443@ = 317.093 
0395: clear_area 1 at 440@ 441@ 442@ radius 5.0 
0674: set_car_model 575 numberplate "HO_2_HO_" 
00A5: 429@ = create_car 575 at 440@ 441@ 442@ 
00A5: 432@ = create_car 478 at -2235.727 -2572.873 30.9296 
02AC: set_car 429@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 432@ Z_angle_to 44.9335 
0229: set_car 429@ primary_color_to 123 secondary_color_to 5 
0175: set_car 429@ Z_angle_to 443@ 
0129: 431@ = create_actor_pedtype 5 model 237 in_car 429@ driverseat 
01C8: 428@ = create_actor_pedtype 4 model 294 in_car 429@ passenger_seat 0 
05EB: assign_car 429@ to_path 193 
return 

:SYN1_1218
0247: load_model 421 
07C0: load_path 192 
023C: load_special_actor 'TORINO' as 4 // models 290-299 
038B: load_requested_models 

:SYN1_1243
if or
8248:   not model 421 available 
823D:   not special_actor 4 loaded 
87C1:   not path 192 available 
else_jump @SYN1_1279 
wait 0 
jump @SYN1_1243 

:SYN1_1279
454@ = -2214.275 
455@ = -2475.113 
456@ = 29.4688 
457@ = 232.2762 
0674: set_car_model 421 numberplate "_OMEGA__" 
0395: clear_area 1 at 454@ 455@ 456@ radius 5.0 
00A5: 445@ = create_car 421 at 454@ 455@ 456@ 
0229: set_car 445@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 445@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 445@ Z_angle_to 457@ 
0129: 444@ = create_actor_pedtype 4 model 293 in_car 445@ driverseat 
05EB: assign_car 445@ to_path 192 
return 

:SYN1_1424
054C: use_GXT_table 'SYN1' 
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
42@ = 0 
43@ = 0 
44@ = 0 
155@ = 0 
375@ = 0 
45@ = 0 
49@ = 0 
46@ = 0 
376@ = 0 
50@ = 0 
48@ = 0 
340@ = 1 
341@ = 2 
342@ = 0 
343@ = 1 
344@ = 0 
349@ = 1 
355@ = -2413.0 
358@ = -580.0 
361@ = 133.0 
356@ = -2410.0 
359@ = -582.0 
362@ = 133.0 
357@ = -2406.0 
360@ = -584.0 
363@ = 133.0 
410@ = -2141.153 
411@ = -2448.871 
412@ = 29.625 
413@ = 107.1964 
346@ = 120.0 
347@ = 240.0 
380@ = -2407.0 
381@ = -586.0 
382@ = 131.0 
383@ = 4.0 
56@ = -2163.489 
57@ = -2404.159 
58@ = 29.6172 
$8646 = -54.0 
$8647 = -432.0 
$8648 = 1.0 
$8649 = 259.0 
395@ = -2171.173 
396@ = -2422.821 
397@ = 33.2969 
398@ = 141.2754 
61@ = -2408.437 
76@ = -585.082 
91@ = 133.2022 
106@ = -2408.337 
121@ = -584.0877 
136@ = 133.1662 
62@ = -60.0461 
77@ = -433.1644 
92@ = 1.4904 
107@ = -59.0698 
122@ = -432.9484 
137@ = 1.5005 
63@ = -58.7976 
78@ = -433.3285 
93@ = 3.0796 
108@ = -57.885 
123@ = -432.994 
138@ = 2.8444 
64@ = -46.1629 
79@ = -427.8859 
94@ = 1.5902 
109@ = -45.8006 
124@ = -428.818 
139@ = 1.3937 
65@ = -2407.17 
80@ = -583.5895 
95@ = 133.355 
110@ = -2407.766 
125@ = -582.7864 
140@ = 133.3749 
66@ = -2407.17 
81@ = -583.5895 
96@ = 133.355 
111@ = -2407.967 
126@ = -584.1938 
141@ = 133.3749 
67@ = -2172.552 
82@ = -2427.487 
97@ = 30.5334 
112@ = -2171.986 
127@ = -2428.304 
142@ = 30.64 
68@ = -2139.569 
83@ = -2452.239 
98@ = 31.2226 
113@ = -2140.292 
128@ = -2451.549 
143@ = 31.1829 
69@ = -2175.672 
84@ = -2437.23 
99@ = 30.7446 
114@ = -2174.684 
129@ = -2437.133 
144@ = 30.8619 
70@ = -2170.412 
85@ = -2429.43 
100@ = 31.758 
115@ = -2170.5 
130@ = -2430.423 
145@ = 31.8365 
71@ = -2246.851 
86@ = -2571.031 
101@ = 32.7468 
116@ = -2246.16 
131@ = -2570.311 
146@ = 32.6781 
72@ = -2241.519 
87@ = -2568.281 
102@ = 32.2372 
117@ = -2242.286 
132@ = -2567.642 
147@ = 32.2906 
05AA: 162@s = 'MCES10A' // @s = 'short'  // CJ.
05AA: 164@s = 'MCES10B' // @s = 'short'  // You got it.
05AA: 166@s = 'MCES10C' // @s = 'short'  // Hey, my cousin just called me.
05AA: 168@s = 'MCES10D' // @s = 'short'  // He gave me a tip about a Balla car going San Fierro to score yay.
05AA: 170@s = 'MCES10E' // @s = 'short'  // Shit, we gotta find out who's supplyin' those cats.
05AA: 172@s = 'MCES10F' // @s = 'short'  // Read your mind, holmes,
05AA: 174@s = 'MCES10G' // @s = 'short'  // I picked them up at the Mulholland Intersection and I'm trailing them now.
05AA: 176@s = 'MCES10H' // @s = 'short'  // OK, I'm coming to meet you.
05AA: 178@s = 'MCES10J' // @s = 'short'  // Better make it fast, holmes, these boys aren't hanging around!
05AA: 180@s = 'CESX_AB' // @s = 'short'  // Hop in, holmes!
05AA: 190@s = 'SYN1_FC' // @s = 'short'  // Where we goin'?
05AA: 192@s = 'SYN1_FD' // @s = 'short'  // They were headed over Angel Pine way. Follow the road and maybe we can pick them up!
05AA: 194@s = 'SYN1_IA' // @s = 'short'  // There it is, holmes!
05AA: 196@s = 'SYN1_ZA' // @s = 'short'  // That's our Ballas car alright.
05AA: 200@s = 'SYN1_ZC' // @s = 'short'  // Ryder, you sherm-head!
05AA: 202@s = 'SYN1_ZD' // @s = 'short'  // What's he rolling with Ballas for?
05AA: 204@s = 'SYN1_ZE' // @s = 'short'  // This business is bigger than any gang, ese.
05AA: 208@s = 'SYN1_ZG' // @s = 'short'  // Who's this guy, Aztecas? Vagos?
05AA: 214@s = 'SYN1_ZK' // @s = 'short'  // Ryder, little bitch!
05AA: 216@s = 'SYN1_ZL' // @s = 'short'  // That must be the cash...
05AA: 218@s = 'SYN1_ZM' // @s = 'short'  // They're being clever about this. There ain't no exchange or nothin' incriminating.
05AA: 220@s = 'SYN1_ZN' // @s = 'short'  // What now? Was that it?
05AA: 224@s = 'SYN1_ZP' // @s = 'short'  // This guy takes himself real serious!
05AA: 226@s = 'SYN1_ZQ' // @s = 'short'  // That's T-Bone Mendez.
05AA: 228@s = 'SYN1_ZR' // @s = 'short'  // There's the courier with a fresh load of yay for Ryder and his new friends.
05AA: 232@s = 'SYN1_ZT' // @s = 'short'  // More San Fierro Rifa, by the looks of things.
05AA: 234@s = 'SYN1_ZU' // @s = 'short'  // They sure keep their security tight!
05AA: 238@s = 'SYN1_ZW' // @s = 'short'  // This more than a few thugs pushing a product. This is a serious organization.
05AA: 240@s = 'SYN1_ZX' // @s = 'short'  // How many of these clowns are there?
05AA: 242@s = 'SYN1_ZY' // @s = 'short'  // I know a pimp when I see one!
05AA: 244@s = 'SYN1_ZZ' // @s = 'short'  // Hey, who's the gringo?
05AA: 246@s = 'SYN1_YA' // @s = 'short'  // I don't like the look of that guy.
05AA: 248@s = 'SYN1_YB' // @s = 'short'  // Ah shit, I think they peeped us out.
05AA: 254@s = 'SYN1_YE' // @s = 'short'  // Oh fuck! OH FUCK!
05AA: 256@s = 'SYN1_YF' // @s = 'short'  // Get us out of here!
05AA: 260@s = 'SYN1_YH' // @s = 'short'  // That was some heavy shit!
05AA: 262@s = 'SYN1_YJ' // @s = 'short'  // We better split up and get outta here. I'll meet you back at the garage!
05AA: 264@s = 'SYN1_YK' // @s = 'short'  // Coolio. We got what we came for anyway.
04AF: 281@ = 25304 // = constant 
04AF: 282@ = 25305 // = constant 
04AF: 283@ = 25306 // = constant 
04AF: 284@ = 25307 // = constant 
04AF: 285@ = 25308 // = constant 
04AF: 286@ = 25309 // = constant 
04AF: 287@ = 25310 // = constant 
04AF: 288@ = 25311 // = constant 
04AF: 289@ = 25312 // = constant 
04AF: 290@ = 10401 // = constant 
04AF: 295@ = 38808 // = constant 
04AF: 296@ = 38809 // = constant 
04AF: 297@ = 38810 // = constant 
04AF: 300@ = 38838 // = constant 
04AF: 301@ = 38839 // = constant 
04AF: 302@ = 38840 // = constant 
04AF: 304@ = 38841 // = constant 
04AF: 307@ = 38842 // = constant 
04AF: 308@ = 38843 // = constant 
04AF: 309@ = 38844 // = constant 
04AF: 310@ = 38845 // = constant 
04AF: 312@ = 38846 // = constant 
04AF: 313@ = 38847 // = constant 
04AF: 314@ = 38848 // = constant 
04AF: 316@ = 38849 // = constant 
04AF: 317@ = 38850 // = constant 
04AF: 319@ = 38851 // = constant 
04AF: 320@ = 38852 // = constant 
04AF: 321@ = 38853 // = constant 
04AF: 322@ = 38854 // = constant 
04AF: 323@ = 38831 // = constant 
04AF: 324@ = 38832 // = constant 
04AF: 327@ = 38833 // = constant 
04AF: 328@ = 38834 // = constant 
04AF: 330@ = 38835 // = constant 
04AF: 331@ = 38836 // = constant 
04AF: 332@ = 38837 // = constant 
if 
  $3586 == 0 
else_jump @SYN1_3494 
$3586 = 1 

:SYN1_3494
0247: load_model 330 
0247: load_model 367 
038B: load_requested_models 

:SYN1_3506
if or
8248:   not model 367 available 
8248:   not model 330 available 
else_jump @SYN1_3538 
wait 0 
jump @SYN1_3506 

:SYN1_3538
00A1: put_actor $PLAYER_ACTOR at -2030.312 148.0136 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 293.7756 
01B4: set_player $PLAYER_CHAR can_move 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
02A3: enable_widescreen 1 
015F: set_camera_position -2024.469 136.6788 39.4814 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.135 137.4221 39.5473 switchstyle 2 
014C: set_parked_car_generator $6661 cars_to_generate_to 0 
014C: set_parked_car_generator $6662 cars_to_generate_to 0 
014C: set_parked_car_generator $6663 cars_to_generate_to 0 
gosub @SYN1_47 
fade 1 300 

:SYN1_3672
if 
fading 
else_jump @SYN1_3696 
wait 0 
jump @SYN1_3672 

:SYN1_3696
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2024.469 136.6788 39.4814 position_to -2030.399 144.5236 29.1601 time 3500 smooth_transition 1 
0920: point_camera -2025.135 137.4221 39.5473 transverse_to -2030.797 145.4357 29.0639 time 3500 smooth_transition 1 

:SYN1_3780
wait 0 
if 
   not 342@ == 0 
else_jump @SYN1_4211 
if 
  344@ == 0 
else_jump @SYN1_3848 
if 
03D0:   wav 341@ loaded 
else_jump @SYN1_3841 
040D: unload_wav 341@ 

:SYN1_3841
344@ = 1 

:SYN1_3848
if 
  344@ == 1 
else_jump @SYN1_3892 
03CF: load_wav 280@(342@,60i) as 340@ 
gosub @SYN1_15802 
344@ = 2 

:SYN1_3892
if 
  344@ == 2 
else_jump @SYN1_3994 
if 
03D0:   wav 340@ loaded 
else_jump @SYN1_3994 
if 
   not 156@ == 0 
else_jump @SYN1_3968 
if 
8118:   not actor 156@ dead 
else_jump @SYN1_3968 
0967: actor 156@ move_mouth 10000 ms 

:SYN1_3968
03D1: play_wav 340@ 
00BC: show_text_highpriority GXT 160@(342@,60s) time 10000 flag 1 
344@ = 3 

:SYN1_3994
if 
  344@ == 3 
else_jump @SYN1_4211 
if 
03D2:   wav 340@ ended 
else_jump @SYN1_4150 
03D5: remove_text 160@(342@,60s) 
if 
   not 156@ == 0 
else_jump @SYN1_4076 
if 
8118:   not actor 156@ dead 
else_jump @SYN1_4076 
0968: actor 156@ stop_mouth 

:SYN1_4076
if 
  340@ == 1 
else_jump @SYN1_4115 
340@ = 2 
341@ = 1 
jump @SYN1_4129 

:SYN1_4115
340@ = 1 
341@ = 2 

:SYN1_4129
342@ = 0 
344@ = 0 
jump @SYN1_4211 

:SYN1_4150
if 
83D0:   not wav 341@ loaded 
else_jump @SYN1_4211 
if 
  60 > 342@ 
else_jump @SYN1_4211 
0085: 343@ = 342@ // (int) 
343@ += 1 
03CF: load_wav 280@(343@,60i) as 341@ 

:SYN1_4211
if 
  47@ == 0 
else_jump @SYN1_4266 
if 
  344@ == 0 
else_jump @SYN1_4266 
342@ = 1 
47@ = 1 
01BD: 159@ = current_time_in_ms 

:SYN1_4266
if 
  47@ == 1 
else_jump @SYN1_4361 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4361 
if 
  344@ == 0 
else_jump @SYN1_4361 
342@ = 2 
47@ = 2 
01BD: 159@ = current_time_in_ms 

:SYN1_4361
if 
  47@ == 2 
else_jump @SYN1_4456 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4456 
if 
  344@ == 0 
else_jump @SYN1_4456 
342@ = 3 
47@ = 3 
01BD: 159@ = current_time_in_ms 

:SYN1_4456
if 
  47@ == 3 
else_jump @SYN1_4551 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4551 
if 
  344@ == 0 
else_jump @SYN1_4551 
342@ = 4 
47@ = 4 
01BD: 159@ = current_time_in_ms 

:SYN1_4551
if 
  47@ == 4 
else_jump @SYN1_4663 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4663 
if 
  344@ == 0 
else_jump @SYN1_4663 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
342@ = 5 
47@ = 5 
01BD: 159@ = current_time_in_ms 

:SYN1_4663
if 
  47@ == 5 
else_jump @SYN1_4758 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4758 
if 
  344@ == 0 
else_jump @SYN1_4758 
342@ = 6 
47@ = 6 
01BD: 159@ = current_time_in_ms 

:SYN1_4758
if 
  47@ == 6 
else_jump @SYN1_4853 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4853 
if 
  344@ == 0 
else_jump @SYN1_4853 
342@ = 7 
47@ = 7 
01BD: 159@ = current_time_in_ms 

:SYN1_4853
if 
  47@ == 7 
else_jump @SYN1_4948 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_4948 
if 
  344@ == 0 
else_jump @SYN1_4948 
342@ = 8 
47@ = 8 
01BD: 159@ = current_time_in_ms 

:SYN1_4948
if 
  47@ == 8 
else_jump @SYN1_5043 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_5043 
if 
  344@ == 0 
else_jump @SYN1_5043 
342@ = 9 
47@ = 9 
01BD: 159@ = current_time_in_ms 

:SYN1_5043
if or
  47@ == 9 
  47@ == 10 
else_jump @SYN1_5176 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_5176 
if 
  344@ == 0 
else_jump @SYN1_5176 
01B4: set_player $PLAYER_CHAR can_move 1 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 373@ // ret 7 if not found 
if 
84A4:   not  373@ == 7 // == constant 
else_jump @SYN1_5169 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN1_5169
jump @SYN1_5230 

:SYN1_5176
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 16 
else_jump @SYN1_5223 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
47@ = 10 

:SYN1_5223
jump @SYN1_3780 

:SYN1_5230
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SYN1_5256 
jump @SYN1_14576 

:SYN1_5256
if 
0735:   is_keyboard_key_pressed 49 
else_jump @SYN1_5285 
$3593 = 1 
$3594 = 1 

:SYN1_5285
if 
  42@ == 0 
else_jump @SYN1_5452 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @SYN1_5452 
fade 0 100 

:SYN1_5324
if 
fading 
else_jump @SYN1_5348 
wait 0 
jump @SYN1_5324 

:SYN1_5348
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 395@ 396@ 397@ 
03CB: set_rendering_origin_at 410@ 411@ 412@ 
gosub @SYN1_345 
gosub @SYN1_498 
fade 1 100 

:SYN1_5414
if 
fading 
else_jump @SYN1_5438 
wait 0 
jump @SYN1_5414 

:SYN1_5438
42@ = 5 
43@ = 1 

:SYN1_5452
if 
   not 342@ == 0 
else_jump @SYN1_6025 
if 
  344@ == 0 
else_jump @SYN1_5516 
if 
03D0:   wav 341@ loaded 
else_jump @SYN1_5509 
040D: unload_wav 341@ 

:SYN1_5509
344@ = 1 

:SYN1_5516
if 
  344@ == 1 
else_jump @SYN1_5560 
03CF: load_wav 280@(342@,60i) as 340@ 
gosub @SYN1_15802 
344@ = 2 

:SYN1_5560
if 
  344@ == 2 
else_jump @SYN1_5662 
if 
03D0:   wav 340@ loaded 
else_jump @SYN1_5662 
if 
   not 156@ == 0 
else_jump @SYN1_5636 
if 
8118:   not actor 156@ dead 
else_jump @SYN1_5636 
0967: actor 156@ move_mouth 10000 ms 

:SYN1_5636
03D1: play_wav 340@ 
00BC: show_text_highpriority GXT 160@(342@,60s) time 10000 flag 1 
344@ = 3 

:SYN1_5662
if 
  344@ == 3 
else_jump @SYN1_6025 
if 
03D2:   wav 340@ ended 
else_jump @SYN1_5964 
03D5: remove_text 160@(342@,60s) 
if 
   not 156@ == 0 
else_jump @SYN1_5744 
if 
8118:   not actor 156@ dead 
else_jump @SYN1_5744 
0968: actor 156@ stop_mouth 

:SYN1_5744
if 
  340@ == 1 
else_jump @SYN1_5783 
340@ = 2 
341@ = 1 
jump @SYN1_5797 

:SYN1_5783
340@ = 1 
341@ = 2 

:SYN1_5797
if and
  342@ == 10 
  44@ == 2 
else_jump @SYN1_5850 
342@ = 0 
344@ = 0 
44@ = 3 
jump @SYN1_5864 

:SYN1_5850
342@ = 0 
344@ = 0 

:SYN1_5864
if 
  345@ == 1 
else_jump @SYN1_5889 
345@ = 2 

:SYN1_5889
if 
  345@ == 0 
else_jump @SYN1_5914 
345@ = 1 

:SYN1_5914
if 
  42@ == 6 
else_jump @SYN1_5957 
if 
  43@ == 13 
else_jump @SYN1_5957 
43@ = 0 

:SYN1_5957
jump @SYN1_6025 

:SYN1_5964
if 
83D0:   not wav 341@ loaded 
else_jump @SYN1_6025 
if 
  60 > 342@ 
else_jump @SYN1_6025 
0085: 343@ = 342@ // (int) 
343@ += 1 
03CF: load_wav 280@(343@,60i) as 341@ 

:SYN1_6025
if 
  42@ == 0 
else_jump @SYN1_6099 
018A: 387@ = create_checkpoint_at $8646 $8647 $8648 
08FB: set_checkpoint 387@ type_to 1 
01BD: 159@ = current_time_in_ms 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.
155@ = 11 
42@ = 1 

:SYN1_6099
if 
  42@ == 2 
else_jump @SYN1_6173 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @SYN1_6173 
gosub @SYN1_14994 
gosub @SYN1_15465 

:SYN1_6173
if 
  42@ == 1 
else_jump @SYN1_7141 
if 
  43@ == 0 
else_jump @SYN1_6396 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN1_6396 
03C0: 374@ = actor $PLAYER_ACTOR car 
if 
  344@ == 0 
else_jump @SYN1_6396 
if 
  155@ == 11 
else_jump @SYN1_6396 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1 
else_jump @SYN1_6396 
if 
  $3593 == 1 
else_jump @SYN1_6348 
0950: set_trip_skip -85.518 -413.1554 0.4297 angle 240.0212 

:SYN1_6348
if 
876F:   not text_priority_displayed 
else_jump @SYN1_6377 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_6377
01BD: 159@ = current_time_in_ms 
155@ = 12 
43@ = 1 

:SYN1_6396
if 
  44@ == 0 
else_jump @SYN1_6549 
if 
00E1:   player 0 pressed_key 11 
else_jump @SYN1_6549 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
if 
8119:   not car 374@ wrecked 
else_jump @SYN1_6461 
020A: set_car 374@ door_status_to 1 

:SYN1_6461
155@ = 12 
43@ = 1 
gosub @SYN1_148 
if 
8118:   not actor 384@ dead 
else_jump @SYN1_6542 
0605: actor 384@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6542
44@ = 1 

:SYN1_6549
if 
  44@ == 0 
else_jump @SYN1_6720 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $8646 $8647 $8648 radius 150.0 150.0 150.0 
else_jump @SYN1_6720 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
if 
8119:   not car 374@ wrecked 
else_jump @SYN1_6639 
020A: set_car 374@ door_status_to 1 

:SYN1_6639
gosub @SYN1_148 
if 
8118:   not actor 384@ dead 
else_jump @SYN1_6706 
0605: actor 384@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6706
155@ = 12 
44@ = 1 

:SYN1_6720
if 
  44@ == 1 
else_jump @SYN1_7141 
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_7141 
if and
0104:   actor $PLAYER_ACTOR near_actor 384@ radius 30.0 30.0 30.0 sphere 0 
8104:   not actor $PLAYER_ACTOR near_actor 384@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_6942 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
if 
  49@ == 0 
else_jump @SYN1_6942 
if 
8118:   not actor 384@ dead 
else_jump @SYN1_6942 
062E: get_actor 384@ task 1541 status_store_to 388@ // ret 7 if not found 
if 
04A4:   388@ == 7 // == constant 
else_jump @SYN1_6942 
0605: actor 384@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_6942
if 
0104:   actor $PLAYER_ACTOR near_actor 384@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_7141 
0687: clear_actor 384@ task 
if 
  49@ == 0 
else_jump @SYN1_7008 
49@ = 1 

:SYN1_7008
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SYN1_7141 
if 
86EE:   not actor 384@ in_group $PLAYER_GROUP 
else_jump @SYN1_7141 
if 
  $3593 == 0 
else_jump @SYN1_7068 
$3593 = 1 

:SYN1_7068
09DD: unknown_player_group 1 
0631: put_actor 384@ in_group $PLAYER_GROUP 
0164: disable_marker 387@ 
0186: 389@ = create_marker_above_car 385@ 
07E0: set_marker 389@ type_to 1 
01BD: 159@ = current_time_in_ms 
159@ -= 3000 
42@ = 2 
43@ = 4 
50@ = 1 
375@ = 0 

:SYN1_7141
if 
  42@ == 1 
else_jump @SYN1_7218 
if 
  44@ == 1 
else_jump @SYN1_7218 
if 
0118:   actor 384@ dead 
else_jump @SYN1_7218 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
jump @SYN1_14551 

:SYN1_7218
if or
  42@ == 2 
  42@ == 3 
else_jump @SYN1_7325 
if 
0118:   actor 384@ dead 
else_jump @SYN1_7284 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
jump @SYN1_14551 

:SYN1_7284
if 
0119:   car 385@ wrecked 
else_jump @SYN1_7325 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_08' time 5000 flag 1  // ~r~You destroyed the car!
jump @SYN1_14551 

:SYN1_7325
if 
  42@ == 2 
else_jump @SYN1_8370 
if and
  375@ == 1 
  376@ == 1 
  155@ == 12 
else_jump @SYN1_7389 
155@ = 2 
jump @SYN1_7620 

:SYN1_7389
if 
  155@ > 5 
else_jump @SYN1_7620 
if 
  376@ == 1 
else_jump @SYN1_7482 
if 
  44@ == 1 
else_jump @SYN1_7482 
if and
  344@ == 0 
  342@ == 0 
else_jump @SYN1_7482 
342@ = 10 
44@ = 2 

:SYN1_7482
if 
  44@ == 1 
else_jump @SYN1_7551 
if and
  376@ == 0 
  342@ == 0 
  344@ == 0 
else_jump @SYN1_7551 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
041E: set_radio_station 0 

:SYN1_7551
if 
  44@ == 3 
else_jump @SYN1_7620 
if and
  376@ == 1 
  342@ == 0 
  344@ == 0 
else_jump @SYN1_7620 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.
041E: set_radio_station 0 

:SYN1_7620
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_7958 
if 
00DB:   actor 384@ in_car 385@ 
else_jump @SYN1_7958 
if 
  155@ == 2 
else_jump @SYN1_7759 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 3500 
else_jump @SYN1_7759 
if 
  344@ == 0 
else_jump @SYN1_7759 
342@ = 15 
01BD: 159@ = current_time_in_ms 
155@ = 3 
0A6F: checkpoint_save 1 

:SYN1_7759
if 
  155@ == 3 
else_jump @SYN1_7854 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_7854 
if 
  344@ == 0 
else_jump @SYN1_7854 
342@ = 16 
01BD: 159@ = current_time_in_ms 
155@ = 4 

:SYN1_7854
if 
  155@ == 4 
else_jump @SYN1_7958 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_7958 
if 
  344@ == 0 
else_jump @SYN1_7958 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.
01BD: 159@ = current_time_in_ms 
155@ = 5 

:SYN1_7958
if 
  43@ == 4 
else_jump @SYN1_8370 
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_8370 
if 
00DB:   actor 384@ in_car 385@ 
else_jump @SYN1_8370 
if 
00DB:   actor $PLAYER_ACTOR in_car 385@ 
else_jump @SYN1_8370 
if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @SYN1_8370 
if 
  $3594 == 0 
else_jump @SYN1_8102 
$3594 = 1 

:SYN1_8102
01B4: set_player $PLAYER_CHAR can_move 0 
01BD: 159@ = current_time_in_ms 
0164: disable_marker 59@ 
018A: 60@ = create_checkpoint_at 395@ 396@ 397@ 
00BC: show_text_highpriority GXT 'SYN1_14' time 5000 flag 1  // ~s~Get up on the ~y~roof~s~.
42@ = 3 
if 
06EE:   actor 384@ in_group $PLAYER_GROUP 
else_jump @SYN1_8366 
06C9: remove_actor 384@ from_group 
0615: define_AS_pack_begin 393@ 
05CD: AS_actor -1 exit_car 385@ 
05D3: AS_actor -1 goto_point -2160.515 -2413.449 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.452 -2414.229 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.884 -2411.885 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.957 -2409.118 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2170.84 -2414.24 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.741 -2416.953 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.362 -2419.44 33.2969 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 393@ 
0618: assign_actor 384@ to_AS_pack 393@ 

:SYN1_8366
0A6F: checkpoint_save 1 

:SYN1_8370
if 
  42@ == 3 
else_jump @SYN1_8769 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 500 
else_jump @SYN1_8435 
01B4: set_player $PLAYER_CHAR can_move 1 

:SYN1_8435
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 395@ 396@ 397@ radius 1.2 1.2 2.0 on_foot 
else_jump @SYN1_8769 
fade 0 100 

:SYN1_8483
if 
fading 
else_jump @SYN1_8507 
wait 0 
jump @SYN1_8483 

:SYN1_8507
if 
8119:   not car 385@ wrecked 
else_jump @SYN1_8590 
02AC: set_car 385@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 385@ health_to 1000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 385@ at -2160.06 -2409.631 29.6172 
0175: set_car 385@ Z_angle_to 191.1948 

:SYN1_8590
if 
8118:   not actor 384@ dead 
else_jump @SYN1_8621 
02AB: set_actor 384@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SYN1_8621
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0164: disable_marker 60@ 
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 395@ 396@ 397@ 
03CB: set_rendering_origin_at 410@ 411@ 412@ 
0512: show_permanent_text_box 'SYN1_44'  // ~m~~widget_zoom_in~ Zoom in. ~m~~widget_zoom_out~ Zoom out.
gosub @SYN1_345 
gosub @SYN1_498 
fade 1 100 

:SYN1_8710
if 
fading 
else_jump @SYN1_8734 
wait 0 
jump @SYN1_8710 

:SYN1_8734
42@ = 5 
43@ = 0 
01BD: 159@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'SYN1_12' time 10000 flag 1  // ~s~Photograph the face of each target, but be quick about it and be sure to zoom in!

:SYN1_8769
if 
  42@ == 5 
else_jump @SYN1_12691 
0801: get_camera_zoom_factor_to 154@ // float 
if 
  43@ == 0 
else_jump @SYN1_8941 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 8000 
else_jump @SYN1_8890 
if 
8119:   not car 400@ wrecked 
else_jump @SYN1_8890 
if 
860E:   not car 400@ assigned_to_path 
else_jump @SYN1_8890 
05EB: assign_car 400@ to_path 190 

:SYN1_8890
if 
  157@ > 10000 
else_jump @SYN1_8941 
if 
  344@ == 0 
else_jump @SYN1_8941 
342@ = 17 
43@ = 1 

:SYN1_8941
if 
  43@ == 1 
else_jump @SYN1_9166 
if and
8119:   not car 400@ wrecked 
8118:   not actor 399@ dead 
else_jump @SYN1_9166 
if 
860E:   not car 400@ assigned_to_path 
else_jump @SYN1_9166 
0615: define_AS_pack_begin 405@ 
05CD: AS_actor -1 exit_car 400@ 
05D3: AS_actor -1 goto_point -2151.475 -2442.065 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2157.388 -2441.616 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.471 -2444.574 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.309 -2451.878 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2166.517 -2456.966 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2160.42 -2461.468 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 405@ 
0618: assign_actor 399@ to_AS_pack 405@ 
43@ = 2 

:SYN1_9166
if 
  43@ == 2 
else_jump @SYN1_9271 
if and
8119:   not car 400@ wrecked 
8118:   not actor 399@ dead 
else_jump @SYN1_9271 
if 
80DB:   not actor 399@ in_car 400@ 
else_jump @SYN1_9271 
0187: 401@ = create_marker_above_actor 399@ 
if 
04C5:   actor 399@ photographed 
else_jump @SYN1_9248 

:SYN1_9248
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
43@ = 3 

:SYN1_9271
if 
  43@ == 3 
else_jump @SYN1_9438 
if 
8118:   not actor 399@ dead 
else_jump @SYN1_9438 
062E: get_actor 399@ task 1560 status_store_to 403@ // ret 7 if not found 
if 
04A4:   403@ == 7 // == constant 
else_jump @SYN1_9438 
fade 0 500 

:SYN1_9341
if 
fading 
else_jump @SYN1_9365 
wait 0 
jump @SYN1_9341 

:SYN1_9365
if 
8119:   not car 394@ wrecked 
else_jump @SYN1_9438 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 394@ 
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
jump @SYN1_14551 

:SYN1_9438
if 
  43@ == 3 
else_jump @SYN1_9686 
if 
  48@ == 0 
else_jump @SYN1_9686 
if 
8118:   not actor 399@ dead 
else_jump @SYN1_9686 
if 
04C5:   actor 399@ photographed 
else_jump @SYN1_9686 
if 
  20.0 > 154@ 
else_jump @SYN1_9654 
0172: 409@ = actor 399@ Z_angle 
if or
0025:   409@ > 347@ // (float) 
0025:   346@ > 409@ // (float) 
else_jump @SYN1_9615 
if 
  344@ == 0 
else_jump @SYN1_9608 
00BE: text_clear_all 
0164: disable_marker 401@ 
gosub @SYN1_733 
345@ = 0 
43@ = 4 

:SYN1_9608
jump @SYN1_9647 

:SYN1_9615
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
if 
04C5:   actor 399@ photographed 
else_jump @SYN1_9647 

:SYN1_9647
jump @SYN1_9686 

:SYN1_9654
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
if 
04C5:   actor 399@ photographed 
else_jump @SYN1_9686 

:SYN1_9686
if and
  43@ > 3 
  7 > 43@ 
else_jump @SYN1_9829 
if 
  48@ == 0 
else_jump @SYN1_9829 
if 
  344@ == 0 
else_jump @SYN1_9829 
if 
  345@ == 0 
else_jump @SYN1_9772 
342@ = 20 

:SYN1_9772
if 
  345@ == 1 
else_jump @SYN1_9797 
342@ = 22 

:SYN1_9797
if 
  345@ == 2 
else_jump @SYN1_9829 
342@ = 27 
48@ = 1 

:SYN1_9829
if 
  43@ == 4 
else_jump @SYN1_10054 
if and
8119:   not car 415@ wrecked 
8118:   not actor 414@ dead 
else_jump @SYN1_10054 
if 
860E:   not car 415@ assigned_to_path 
else_jump @SYN1_10054 
0615: define_AS_pack_begin 419@ 
05CD: AS_actor -1 exit_car 415@ 
05D3: AS_actor -1 goto_point -2156.689 -2441.712 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.142 -2444.187 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.83 -2449.476 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.138 -2454.51 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2164.094 -2458.863 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.336 -2460.522 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 419@ 
0618: assign_actor 414@ to_AS_pack 419@ 
43@ = 5 

:SYN1_10054
if 
  43@ == 5 
else_jump @SYN1_10159 
if and
8119:   not car 415@ wrecked 
8118:   not actor 414@ dead 
else_jump @SYN1_10159 
if 
80DB:   not actor 414@ in_car 415@ 
else_jump @SYN1_10159 
0187: 416@ = create_marker_above_actor 414@ 
if 
04C5:   actor 414@ photographed 
else_jump @SYN1_10136 

:SYN1_10136
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
43@ = 6 

:SYN1_10159
if 
  43@ == 6 
else_jump @SYN1_10326 
if 
8118:   not actor 414@ dead 
else_jump @SYN1_10326 
062E: get_actor 414@ task 1560 status_store_to 417@ // ret 7 if not found 
if 
04A4:   417@ == 7 // == constant 
else_jump @SYN1_10326 
fade 0 500 

:SYN1_10229
if 
fading 
else_jump @SYN1_10253 
wait 0 
jump @SYN1_10229 

:SYN1_10253
if 
8119:   not car 394@ wrecked 
else_jump @SYN1_10326 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 394@ 
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
jump @SYN1_14551 

:SYN1_10326
if 
  43@ == 6 
else_jump @SYN1_10574 
if 
  48@ == 1 
else_jump @SYN1_10574 
if 
8118:   not actor 414@ dead 
else_jump @SYN1_10574 
if 
04C5:   actor 414@ photographed 
else_jump @SYN1_10574 
if 
  20.0 > 154@ 
else_jump @SYN1_10542 
0172: 423@ = actor 414@ Z_angle 
if or
0025:   423@ > 347@ // (float) 
0025:   346@ > 423@ // (float) 
else_jump @SYN1_10503 
if 
  344@ == 0 
else_jump @SYN1_10496 
00BE: text_clear_all 
0164: disable_marker 416@ 
gosub @SYN1_1218 
345@ = 0 
43@ = 7 

:SYN1_10496
jump @SYN1_10535 

:SYN1_10503
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
if 
04C5:   actor 414@ photographed 
else_jump @SYN1_10535 

:SYN1_10535
jump @SYN1_10574 

:SYN1_10542
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
if 
04C5:   actor 414@ photographed 
else_jump @SYN1_10574 

:SYN1_10574
if and
  43@ > 6 
  10 > 43@ 
else_jump @SYN1_10717 
if 
  48@ == 1 
else_jump @SYN1_10717 
if 
  344@ == 0 
else_jump @SYN1_10717 
if 
  345@ == 0 
else_jump @SYN1_10660 
342@ = 32 

:SYN1_10660
if 
  345@ == 1 
else_jump @SYN1_10685 
342@ = 33 

:SYN1_10685
if 
  345@ == 2 
else_jump @SYN1_10717 
342@ = 30 
48@ = 2 

:SYN1_10717
if 
  43@ == 7 
else_jump @SYN1_11095 
if and
8119:   not car 445@ wrecked 
8118:   not actor 444@ dead 
else_jump @SYN1_11095 
if 
060E:   car 445@ assigned_to_path 
else_jump @SYN1_10955 
0407: store_coords_to 367@ 368@ 369@ from_car 445@ with_offset 0.0 4.0 0.0 
0087: 364@ = 367@ // (float) 
364@ -= 1.0 
0087: 365@ = 368@ // (float) 
365@ -= 1.0 
0087: 366@ = 369@ // (float) 
366@ -= 1.0 
0087: 370@ = 367@ // (float) 
370@ += 1.0 
0087: 371@ = 368@ // (float) 
371@ += 1.0 
0087: 372@ = 369@ // (float) 
372@ += 1.0 
if 
0339:   anything_in_cube_cornerA 364@ 365@ 366@ cornerB 370@ 371@ 372@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @SYN1_10955 
05EC: release_car 445@ from_path 

:SYN1_10955
if 
860E:   not car 445@ assigned_to_path 
else_jump @SYN1_11095 
0615: define_AS_pack_begin 449@ 
05CD: AS_actor -1 exit_car 445@ 
05D3: AS_actor -1 goto_point -2176.855 -2453.54 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2172.517 -2453.834 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2169.383 -2456.08 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.812 -2459.839 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 449@ 
0618: assign_actor 444@ to_AS_pack 449@ 
43@ = 8 

:SYN1_11095
if 
  43@ == 8 
else_jump @SYN1_11200 
if and
8119:   not car 445@ wrecked 
8118:   not actor 444@ dead 
else_jump @SYN1_11200 
if 
80DB:   not actor 444@ in_car 445@ 
else_jump @SYN1_11200 
0187: 446@ = create_marker_above_actor 444@ 
if 
04C5:   actor 444@ photographed 
else_jump @SYN1_11177 

:SYN1_11177
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
43@ = 9 

:SYN1_11200
if 
  43@ == 9 
else_jump @SYN1_11367 
if 
8118:   not actor 444@ dead 
else_jump @SYN1_11367 
062E: get_actor 444@ task 1560 status_store_to 447@ // ret 7 if not found 
if 
04A4:   447@ == 7 // == constant 
else_jump @SYN1_11367 
fade 0 500 

:SYN1_11270
if 
fading 
else_jump @SYN1_11294 
wait 0 
jump @SYN1_11270 

:SYN1_11294
if 
8119:   not car 394@ wrecked 
else_jump @SYN1_11367 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 394@ 
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
jump @SYN1_14551 

:SYN1_11367
if 
  43@ == 9 
else_jump @SYN1_11615 
if 
  48@ == 2 
else_jump @SYN1_11615 
if 
8118:   not actor 444@ dead 
else_jump @SYN1_11615 
if 
04C5:   actor 444@ photographed 
else_jump @SYN1_11615 
if 
  20.0 > 154@ 
else_jump @SYN1_11583 
0172: 453@ = actor 444@ Z_angle 
if or
0025:   453@ > 347@ // (float) 
0025:   346@ > 453@ // (float) 
else_jump @SYN1_11544 
if 
  344@ == 0 
else_jump @SYN1_11537 
00BE: text_clear_all 
0164: disable_marker 446@ 
gosub @SYN1_934 
345@ = 0 
43@ = 10 

:SYN1_11537
jump @SYN1_11576 

:SYN1_11544
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
if 
04C5:   actor 444@ photographed 
else_jump @SYN1_11576 

:SYN1_11576
jump @SYN1_11615 

:SYN1_11583
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
if 
04C5:   actor 444@ photographed 
else_jump @SYN1_11615 

:SYN1_11615
if and
  43@ > 9 
  13 > 43@ 
else_jump @SYN1_11758 
if 
  48@ == 2 
else_jump @SYN1_11758 
if 
  344@ == 0 
else_jump @SYN1_11758 
if 
  345@ == 0 
else_jump @SYN1_11701 
342@ = 42 

:SYN1_11701
if 
  345@ == 1 
else_jump @SYN1_11726 
342@ = 43 

:SYN1_11726
if 
  345@ == 2 
else_jump @SYN1_11758 
342@ = 39 
48@ = 3 

:SYN1_11758
if 
  43@ == 10 
else_jump @SYN1_11944 
if and
8119:   not car 429@ wrecked 
8118:   not actor 428@ dead 
else_jump @SYN1_11944 
if 
860E:   not car 429@ assigned_to_path 
else_jump @SYN1_11944 
0615: define_AS_pack_begin 435@ 
05CD: AS_actor -1 exit_car 429@ 
05D3: AS_actor -1 goto_point -2173.391 -2445.985 29.4688 mode 4 time -2 ms // versionA 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point -2170.468 -2449.187 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.974 -2454.974 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2163.539 -2458.753 29.625 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 435@ 
0618: assign_actor 428@ to_AS_pack 435@ 
43@ = 11 

:SYN1_11944
if 
  43@ == 11 
else_jump @SYN1_12049 
if and
8119:   not car 429@ wrecked 
8118:   not actor 428@ dead 
else_jump @SYN1_12049 
if 
80DB:   not actor 428@ in_car 429@ 
else_jump @SYN1_12049 
0187: 430@ = create_marker_above_actor 428@ 
if 
04C5:   actor 428@ photographed 
else_jump @SYN1_12026 

:SYN1_12026
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
43@ = 12 

:SYN1_12049
if 
  43@ == 12 
else_jump @SYN1_12300 
if 
8118:   not actor 428@ dead 
else_jump @SYN1_12300 
062E: get_actor 428@ task 1560 status_store_to 433@ // ret 7 if not found 
if 
84A4:   not  433@ == 7 // == constant 
else_jump @SYN1_12178 
0646: unknown_get_actor 428@ task_1560_status_store_to 434@ // similar to 062E 
if 
  434@ == 1 
else_jump @SYN1_12178 
if 
8119:   not car 429@ wrecked 
else_jump @SYN1_12178 
if 
860E:   not car 429@ assigned_to_path 
else_jump @SYN1_12178 
05EB: assign_car 429@ to_path 194 

:SYN1_12178
if 
04A4:   433@ == 7 // == constant 
else_jump @SYN1_12300 
fade 0 500 

:SYN1_12203
if 
fading 
else_jump @SYN1_12227 
wait 0 
jump @SYN1_12203 

:SYN1_12227
if 
8119:   not car 394@ wrecked 
else_jump @SYN1_12300 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 394@ 
00A1: put_actor $PLAYER_ACTOR at 395@ 396@ 397@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
jump @SYN1_14551 

:SYN1_12300
if 
  43@ == 12 
else_jump @SYN1_12541 
if 
  48@ == 3 
else_jump @SYN1_12541 
if 
8118:   not actor 428@ dead 
else_jump @SYN1_12541 
if 
04C5:   actor 428@ photographed 
else_jump @SYN1_12541 
if 
  20.0 > 154@ 
else_jump @SYN1_12509 
0172: 439@ = actor 428@ Z_angle 
if or
0025:   439@ > 347@ // (float) 
0025:   346@ > 439@ // (float) 
else_jump @SYN1_12470 
if 
  344@ == 0 
else_jump @SYN1_12463 
00BE: text_clear_all 
0164: disable_marker 430@ 
345@ = 0 
43@ = 13 

:SYN1_12463
jump @SYN1_12502 

:SYN1_12470
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
if 
04C5:   actor 428@ photographed 
else_jump @SYN1_12502 

:SYN1_12502
jump @SYN1_12541 

:SYN1_12509
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
if 
04C5:   actor 428@ photographed 
else_jump @SYN1_12541 

:SYN1_12541
if 
  43@ == 13 
else_jump @SYN1_12691 
if 
  48@ == 3 
else_jump @SYN1_12691 
if 
  344@ == 0 
else_jump @SYN1_12691 
if 
  345@ == 0 
else_jump @SYN1_12620 
342@ = 40 

:SYN1_12620
if 
  345@ == 1 
else_jump @SYN1_12645 
342@ = 41 

:SYN1_12645
if 
  345@ == 2 
else_jump @SYN1_12691 
342@ = 29 
48@ = 4 
42@ = 6 
43@ = -3 

:SYN1_12691
if 
  42@ == 6 
else_jump @SYN1_14544 
if 
  43@ == -3 
else_jump @SYN1_13028 
if 
  342@ == 0 
else_jump @SYN1_13028 
fade 0 150 

:SYN1_12752
if 
fading 
else_jump @SYN1_12776 
wait 0 
jump @SYN1_12752 

:SYN1_12776
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8118:   not actor 384@ dead 
else_jump @SYN1_13028 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
8119:   not car 394@ wrecked 
else_jump @SYN1_12831 
00A6: destroy_car 394@ 

:SYN1_12831
015F: set_camera_position -2161.72 -2411.582 31.9003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2162.657 -2411.396 32.193 switchstyle 2 
00A1: put_actor 384@ at -2169.03 -2409.327 33.618 
0173: set_actor 384@ Z_angle_to 232.4401 
00A1: put_actor $PLAYER_ACTOR at -2170.245 -2410.956 33.2969 
0173: set_actor $PLAYER_ACTOR Z_angle_to 322.3848 
0615: define_AS_pack_begin 348@ 
05D3: AS_actor -1 goto_point -2169.03 -2409.327 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.388 -2411.746 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.814 -2414.811 29.625 mode 6 time -2 ms // versionA 
0616: define_AS_pack_end 348@ 
43@ = -2 

:SYN1_13028
if 
  43@ == -2 
else_jump @SYN1_13121 
if 
8118:   not actor 384@ dead 
else_jump @SYN1_13121 
0618: assign_actor 384@ to_AS_pack 348@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 348@ 
fade 1 150 

:SYN1_13085
if 
fading 
else_jump @SYN1_13109 
wait 0 
jump @SYN1_13085 

:SYN1_13109
01BD: 159@ = current_time_in_ms 
43@ = -1 

:SYN1_13121
if 
  43@ == -1 
else_jump @SYN1_13186 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 4500 
else_jump @SYN1_13186 
43@ = 0 

:SYN1_13186
if 
  43@ == 0 
else_jump @SYN1_13485 
fade 0 250 

:SYN1_13211
if 
fading 
else_jump @SYN1_13235 
wait 0 
jump @SYN1_13211 

:SYN1_13235
if and
8119:   not car 385@ wrecked 
8118:   not actor 384@ dead 
else_jump @SYN1_13485 
00BE: text_clear_all 
036A: put_actor $PLAYER_ACTOR in_car 385@ 
0430: put_actor 384@ into_car 385@ passenger_seat 0 
0249: release_model 575 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
015F: set_camera_position -2152.255 -2416.049 30.2724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.174 -2415.701 30.4581 switchstyle 2 
07C0: load_path 197 

:SYN1_13345
if 
87C1:   not path 197 available 
else_jump @SYN1_13372 
wait 0 
jump @SYN1_13345 

:SYN1_13372
if 
8119:   not car 385@ wrecked 
else_jump @SYN1_13401 
05EB: assign_car 385@ to_path 197 
01BD: 159@ = current_time_in_ms 

:SYN1_13401
fade 1 100 

:SYN1_13407
if 
fading 
else_jump @SYN1_13431 
wait 0 
jump @SYN1_13407 

:SYN1_13431
if 
8118:   not actor 384@ dead 
else_jump @SYN1_13471 
if 
06EE:   actor 384@ in_group $PLAYER_GROUP 
else_jump @SYN1_13471 
06C9: remove_actor 384@ from_group 

:SYN1_13471
43@ = 1 
44@ = 1 

:SYN1_13485
if 
  43@ == 1 
else_jump @SYN1_13815 
if 
8119:   not car 385@ wrecked 
else_jump @SYN1_13815 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  44@ == 1 
else_jump @SYN1_13603 
if 
  157@ > 1000 
else_jump @SYN1_13603 
0160: set_camera_point_at -2152.869 -2416.838 30.285 switchstyle 1 
44@ = 2 

:SYN1_13603
if 
  44@ == 2 
else_jump @SYN1_13698 
if 
  157@ > 6000 
else_jump @SYN1_13698 
015F: set_camera_position -2267.294 -2565.402 31.7381 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2266.411 -2564.99 31.9617 switchstyle 2 
44@ = 3 

:SYN1_13698
if 
860E:   not car 385@ assigned_to_path 
else_jump @SYN1_13815 
if and
8119:   not car 385@ wrecked 
8118:   not actor 384@ dead 
else_jump @SYN1_13815 
05CD: AS_actor $PLAYER_ACTOR exit_car 385@ 
05BF: AS_actor 384@ look_at_actor $PLAYER_ACTOR -2 ms 
0395: clear_area 1 at 71@ 86@ 101@ radius 50.0 
07C0: load_path 198 

:SYN1_13776
if 
87C1:   not path 198 available 
else_jump @SYN1_13803 
wait 0 
jump @SYN1_13776 

:SYN1_13803
01BD: 159@ = current_time_in_ms 
43@ = 2 

:SYN1_13815
if 
  43@ == 2 
else_jump @SYN1_14001 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 2000 
else_jump @SYN1_14001 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_14001 
if 
  344@ == 0 
else_jump @SYN1_14001 
0676: AS_actor 384@ in_car 385@ move_from_passengerseat_to_driverseat 
342@ = 50 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 384@ -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 384@ 
015F: set_camera_position 72@ 87@ 102@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 117@ 132@ 147@ switchstyle 2 
01BD: 159@ = current_time_in_ms 
43@ = 3 

:SYN1_14001
if 
  43@ == 3 
else_jump @SYN1_14127 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_14127 
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_14127 
if 
  344@ == 0 
else_jump @SYN1_14127 
342@ = 51 
05BF: AS_actor 384@ look_at_actor $PLAYER_ACTOR -2 ms 
43@ = 4 
01BD: 159@ = current_time_in_ms 

:SYN1_14127
if 
  43@ == 4 
else_jump @SYN1_14196 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1 
else_jump @SYN1_14196 
43@ = 5 
01BD: 159@ = current_time_in_ms 

:SYN1_14196
if 
  43@ == 5 
else_jump @SYN1_14405 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 1000 
else_jump @SYN1_14405 
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_14405 
if 
  344@ == 0 
else_jump @SYN1_14405 
342@ = 52 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 384@ clear_look_task 
015F: set_camera_position -2243.208 -2568.731 32.6032 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2243.945 -2568.056 32.605 switchstyle 2 
05EB: assign_car 385@ to_path 198 
05D3: AS_actor $PLAYER_ACTOR goto_point -2249.509 -2562.956 30.9255 mode 4 time -2 ms // versionA 
43@ = 6 
01BD: 159@ = current_time_in_ms 

:SYN1_14405
if 
  43@ == 6 
else_jump @SYN1_14544 
01BD: 158@ = current_time_in_ms 
0085: 157@ = 158@ // (int) 
0062: 157@ -= 159@ // (int) 
if 
  157@ > 3000 
else_jump @SYN1_14544 
if and
8118:   not actor 384@ dead 
8119:   not car 385@ wrecked 
else_jump @SYN1_14544 
if 
860E:   not car 385@ assigned_to_path 
else_jump @SYN1_14544 
0687: clear_actor $PLAYER_ACTOR task 
00A6: destroy_car 385@ 
009B: destroy_actor 384@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
jump @SYN1_14576 
43@ = 7 

:SYN1_14544
jump @SYN1_5230 

:SYN1_14551
fade 1 500 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SYN1_14576
fade 1 500 
$544 += 1 
0318: set_latest_mission_passed 'SYND_1'  // Photo Opportunity
030C: progress_made = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN1_14630 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 24 // Load the weapon model before using this 

:SYN1_14630
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 316 to 1 
return 

:SYN1_14670
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN1_14701 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_14701
if 
8118:   not actor 384@ dead 
else_jump @SYN1_14732 
02AB: set_actor 384@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_14732
03E6: remove_text_box 
0164: disable_marker 401@ 
0164: disable_marker 416@ 
0164: disable_marker 446@ 
0164: disable_marker 430@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 389@ 
0164: disable_marker 387@ 
009B: destroy_actor 399@ 
009B: destroy_actor 414@ 
009B: destroy_actor 444@ 
009B: destroy_actor 428@ 
00A6: destroy_car 400@ 
00A6: destroy_car 415@ 
00A6: destroy_car 445@ 
00A6: destroy_car 429@ 
if 
8119:   not car 385@ wrecked 
else_jump @SYN1_14854 
if 
80DB:   not actor $PLAYER_ACTOR in_car 385@ 
else_jump @SYN1_14854 
00A6: destroy_car 385@ 

:SYN1_14854
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
034F: destroy_actor_with_fade 384@ 
04EF: release_animation "BOMBER" 
0249: release_model 600 
0249: release_model 477 
0249: release_model 421 
0249: release_model 575 
0249: release_model 237 
0249: release_model 367 
0249: release_model 330 
0249: release_model 567 
0249: release_model 510 
0249: release_model 102 
0249: release_model 478 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $6661 cars_to_generate_to 101 
014C: set_parked_car_generator $6662 cars_to_generate_to 101 
014C: set_parked_car_generator $6663 cars_to_generate_to 101 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:SYN1_14994
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN1_15463 
if 
  375@ == 0 
else_jump @SYN1_15225 
if 
  376@ == 1 
else_jump @SYN1_15104 
if 
  50@ == 1 
else_jump @SYN1_15104 
if and
  342@ == 0 
  344@ == 0 
else_jump @SYN1_15104 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.

:SYN1_15104
if 
8119:   not car 385@ wrecked 
else_jump @SYN1_15225 
if 
00DB:   actor $PLAYER_ACTOR in_car 385@ 
else_jump @SYN1_15225 
0164: disable_marker 389@ 
00D9: 374@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
  376@ == 1 
else_jump @SYN1_15184 
018A: 59@ = create_checkpoint_at 56@ 57@ 58@ 

:SYN1_15184
if 
  155@ == 5 
else_jump @SYN1_15218 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.

:SYN1_15218
375@ = 1 

:SYN1_15225
if 
  375@ == 1 
else_jump @SYN1_15463 
if and
8119:   not car 385@ wrecked 
8118:   not actor 384@ dead 
else_jump @SYN1_15463 
if 
  376@ == 1 
else_jump @SYN1_15385 
if 
  46@ == 0 
else_jump @SYN1_15378 
if 
00DB:   actor 384@ in_car 385@ 
else_jump @SYN1_15376 
if 
  $3594 == 1 
else_jump @SYN1_15362 
09E0: trip_skip -2201.912 -2279.036 29.4688 angle 230.5228 when_in_car 385@ 

:SYN1_15362
46@ = 1 
jump @SYN1_15378 

:SYN1_15376
0951: disable_trip_skip 

:SYN1_15378
jump @SYN1_15394 

:SYN1_15385
46@ = 0 
0951: disable_trip_skip 

:SYN1_15394
if 
80DB:   not actor $PLAYER_ACTOR in_car 385@ 
else_jump @SYN1_15463 
if 
  376@ == 1 
else_jump @SYN1_15456 
0164: disable_marker 59@ 
0164: disable_marker 389@ 
0186: 389@ = create_marker_above_car 385@ 
07E0: set_marker 389@ type_to 1 

:SYN1_15456
375@ = 0 

:SYN1_15463
return 

:SYN1_15465
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 384@ dead 
else_jump @SYN1_15800 
if 
  376@ == 0 
else_jump @SYN1_15668 
if 
86EE:   not actor 384@ in_group $PLAYER_GROUP 
else_jump @SYN1_15661 
if 
0104:   actor $PLAYER_ACTOR near_actor 384@ radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN1_15654 
if 
  375@ == 1 
else_jump @SYN1_15603 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at 56@ 57@ 58@ 
jump @SYN1_15623 

:SYN1_15603
0164: disable_marker 389@ 
0186: 389@ = create_marker_above_car 385@ 
07E0: set_marker 389@ type_to 1 

:SYN1_15623
09DD: unknown_player_group 1 
0631: put_actor 384@ in_group $PLAYER_GROUP 
0164: disable_marker 387@ 
50@ = 1 
376@ = 1 

:SYN1_15654
jump @SYN1_15668 

:SYN1_15661
376@ = 1 

:SYN1_15668
if 
  376@ == 1 
else_jump @SYN1_15800 
if 
86EE:   not actor 384@ in_group $PLAYER_GROUP 
else_jump @SYN1_15800 
if 
  375@ == 1 
else_jump @SYN1_15735 
0164: disable_marker 59@ 
jump @SYN1_15740 

:SYN1_15735
0164: disable_marker 389@ 

:SYN1_15740
0951: disable_trip_skip 
00BE: text_clear_all 
0187: 387@ = create_marker_above_actor 384@ 
07E0: set_marker 387@ type_to 1 
if 
  50@ == 1 
else_jump @SYN1_15793 
00BC: show_text_highpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_15793
376@ = 0 

:SYN1_15800
return 

:SYN1_15802
if or
  342@ == 1 
  342@ == 3 
  342@ == 4 
  342@ == 6 
  342@ == 7 
  342@ == 9 
else_jump @SYN1_15862 
156@ = 0 

:SYN1_15862
if or
  342@ == 2 
  342@ == 5 
  342@ == 8 
  342@ == 10 
else_jump @SYN1_15909 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_15909
if or
  342@ == 11 
  342@ == 14 
else_jump @SYN1_15942 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_15942
if or
  342@ == 12 
  342@ == 13 
else_jump @SYN1_15974 
156@ = 0 

:SYN1_15974
if 
  342@ == 15 
else_jump @SYN1_16000 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_16000
if 
  342@ == 16 
else_jump @SYN1_16026 
0085: 156@ = 384@ // (int) 

:SYN1_16026
if or
  342@ == 17 
  342@ == 19 
  342@ == 22 
  342@ == 23 
  342@ == 25 
  342@ == 26 
else_jump @SYN1_16087 
0085: 156@ = 384@ // (int) 

:SYN1_16087
if or
  342@ == 18 
  342@ == 20 
  342@ == 21 
  342@ == 24 
  342@ == 27 
  342@ == 28 
else_jump @SYN1_16148 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_16148
if or
  342@ == 29 
  342@ == 30 
  342@ == 32 
  342@ == 34 
else_jump @SYN1_16195 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_16195
if or
  342@ == 31 
  342@ == 33 
  342@ == 35 
else_jump @SYN1_16235 
0085: 156@ = 384@ // (int) 

:SYN1_16235
if or
  342@ == 36 
  342@ == 37 
  342@ == 38 
  342@ == 39 
  342@ == 40 
  342@ == 41 
else_jump @SYN1_16295 
156@ = 0 

:SYN1_16295
if or
  342@ == 42 
  342@ == 43 
  342@ == 44 
  342@ == 45 
  342@ == 46 
else_jump @SYN1_16348 
156@ = 0 

:SYN1_16348
if or
  342@ == 47 
  342@ == 48 
  342@ == 50 
  342@ == 52 
else_jump @SYN1_16395 
008B: 156@ = $PLAYER_ACTOR // (int) 

:SYN1_16395
if or
  342@ == 49 
  342@ == 51 
else_jump @SYN1_16428 
0085: 156@ = 384@ // (int) 

:SYN1_16428
return 

//-------------Mission 59---------------
// Originally: Jizzy

:SYN2
thread 'SYN2' 
gosub @SYN2_47 
if 
wasted_or_busted 
else_jump @SYN2_38 
gosub @SYN2_31211 

:SYN2_38
gosub @SYN2_31382 
end_thread 

:SYN2_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 

:SYN2_84
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @SYN2_106 
44@ = 1 

:SYN2_106
01BD: 46@ = current_time_in_ms 
0085: 48@ = 46@ // (int) 
0062: 48@ -= 47@ // (int) 
0085: 47@ = 46@ // (int) 
005A: 81@ += 48@ // (int) 
005A: 88@ += 48@ // (int) 
005A: 89@ += 48@ // (int) 
005A: 62@ += 48@ // (int) 
005A: 95@ += 48@ // (int) 
005A: 97@ += 48@ // (int) 
005A: 63@ += 48@ // (int) 
005A: 287@ += 48@ // (int) 
wait 0 
gosub @SYN2_546 
0871: init_jump_table 42@ total_jumps 9 default_jump 0 @SYN2_464 jumps 0 @SYN2_338 1 @SYN2_352 2 @SYN2_366 3 @SYN2_380 4 @SYN2_394 5 @SYN2_408 6 @SYN2_422 
0872: jump_table_jumps 7 @SYN2_436 8 @SYN2_450 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 -1 @SYN2_464 

:SYN2_338
gosub @SYN2_1239 
jump @SYN2_464 

:SYN2_352
gosub @SYN2_2839 
jump @SYN2_464 

:SYN2_366
gosub @SYN2_3180 
jump @SYN2_464 

:SYN2_380
gosub @SYN2_5403 
jump @SYN2_464 

:SYN2_394
gosub @SYN2_8599 
jump @SYN2_464 

:SYN2_408
gosub @SYN2_13933 
jump @SYN2_464 

:SYN2_422
gosub @SYN2_17766 
jump @SYN2_464 

:SYN2_436
gosub @SYN2_22660 
jump @SYN2_464 

:SYN2_450
gosub @SYN2_27327 
jump @SYN2_464 

:SYN2_464
gosub @SYN2_28632 
if 
  45@ == 0 
else_jump @SYN2_537 
if 
  44@ == 0 
else_jump @SYN2_521 
jump @SYN2_84 
jump @SYN2_530 

:SYN2_521
gosub @SYN2_31229 
return 

:SYN2_530
jump @SYN2_546 

:SYN2_537
gosub @SYN2_31211 
return 

:SYN2_546
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @SYN2_637 
if 
  64@ == 0 
else_jump @SYN2_611 
64@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @SYN2_637 

:SYN2_611
64@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SYN2_637
if 
  64@ == 1 
else_jump @SYN2_1237 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @SYN2_704 
086A: NOP 
65@ += 1 
if 
  65@ > 3 
else_jump @SYN2_704 
65@ = 0 

:SYN2_704
if 
  65@ == 1 
else_jump @SYN2_940 
008A: $8658 = 42@ // (int) 
008A: $8659 = 43@ // (int) 
008A: $8660 = 213@ // (int) 
008A: $8661 = 40@ // (int) 
008A: $8662 = 289@ // (int) 
0084: $8663 = $1040 // (int) 
008A: $8664 = 62@ // (int) 
008A: $8665 = 255@ // (int) 
065D: NOP $8658 "M_STAGE" 
065D: NOP $8659 "M_GOALS" 
065D: NOP $8660 "CONVOY_PROGRESS" 
065D: NOP $8661 "TIMERA" 
065D: NOP $8662 "ON_CUTSCENE_DUTY" 
065D: NOP $8663 "AUDIO_LINE_IS_ACTIVE" 
065D: NOP $8664 "DIALOGUE_TIMER" 
065D: NOP $8665 "DIALOGUE_FLAG" 

:SYN2_940
if 
  65@ == 2 
else_jump @SYN2_1153 
0084: $8658 = $3292 // (int) 
008A: $8659 = 263@ // (int) 
008A: $8660 = 262@ // (int) 
008A: $8661 = 259@ // (int) 
0084: $8662 = $8667 // (int) 
008A: $8663 = 41@ // (int) 
065D: NOP $8658 "SYN2_MISSION_ATTEMPTS" 
065D: NOP $8659 "THIS_CAR_HEALTH" 
065D: NOP $8660 "LAST_CAR_HEALTH" 
065D: NOP $8661 "PLAYER_HAS_ATTACKED_CONVOY" 
065D: NOP $8662 "SYN2_TIME_UNTIL_BACKUP" 
065D: NOP $8663 "TIMERB" 

:SYN2_1153
if 
  65@ == 3 
else_jump @SYN2_1237 
008A: $8658 = 89@ // (int) 
0088: $8655 = 275@ // (float) 
065D: NOP $8658 "RICH_BACKUP_TIMER" 
065E: NOP $8655 "LIMO_PLAYBACK_SPEED" 

:SYN2_1237
return 

:SYN2_1239
if 
  43@ == -1 
else_jump @SYN2_1257 

:SYN2_1257
if 
  43@ == 0 
else_jump @SYN2_2711 
213@ = 0 
99@ = -1863.88 
137@ = 727.851 
175@ = 44.0619 
100@ = -1816.793 
138@ = 727.1199 
176@ = 36.4934 
101@ = -1717.459 
139@ = 729.5344 
177@ = 24.6517 
102@ = -1709.842 
140@ = 829.3579 
178@ = 24.6505 
103@ = -1663.017 
141@ = 917.9272 
179@ = 24.5226 
104@ = -1563.886 
142@ = 916.7482 
180@ = 6.9176 
105@ = -1573.613 
143@ = 1016.918 
181@ = 6.9562 
106@ = -1585.455 
144@ = 1116.871 
182@ = 6.9488 
107@ = -1608.572 
145@ = 1214.641 
183@ = 6.9488 
108@ = -1678.017 
146@ = 1287.117 
184@ = 6.9487 
109@ = -1752.399 
147@ = 1354.989 
185@ = 6.9473 
110@ = -1852.138 
148@ = 1364.54 
186@ = 6.9488 
111@ = -1938.24 
149@ = 1312.347 
187@ = 6.9538 
112@ = -2037.692 
150@ = 1298.774 
188@ = 7.1712 
113@ = -2135.241 
151@ = 1279.317 
189@ = 22.4081 
114@ = -2234.502 
152@ = 1276.24 
190@ = 39.3992 
115@ = -2265.743 
153@ = 1182.441 
191@ = 55.4933 
116@ = -2266.289 
154@ = 1085.145 
192@ = 79.748 
117@ = -2267.604 
155@ = 984.6959 
193@ = 73.0856 
118@ = -2268.995 
156@ = 884.5173 
194@ = 66.4014 
119@ = -2333.293 
157@ = 811.5989 
195@ = 42.8954 
120@ = -2390.365 
158@ = 729.2283 
196@ = 34.9301 
121@ = -2489.359 
159@ = 711.0146 
197@ = 34.9302 
122@ = -2589.507 
160@ = 712.4084 
198@ = 27.7727 
123@ = -2689.858 
161@ = 710.8961 
199@ = 32.4395 
124@ = -2753.054 
162@ = 633.015 
200@ = 27.6617 
125@ = -2744.792 
163@ = 534.2344 
201@ = 11.9062 
126@ = -2707.741 
164@ = 441.3501 
202@ = 4.0892 
127@ = -2751.387 
165@ = 351.2291 
203@ = 4.0969 
128@ = -2707.9 
166@ = 261.1717 
204@ = 4.0968 
129@ = -2711.886 
167@ = 161.0435 
205@ = 4.0971 
130@ = -2809.189 
168@ = 137.7394 
206@ = 6.9555 
131@ = -2811.909 
169@ = 36.8614 
207@ = 6.9488 
132@ = -2811.403 
170@ = -63.2554 
208@ = 6.9488 
133@ = -2811.279 
171@ = -164.2748 
209@ = 6.9381 
134@ = -2811.601 
172@ = -264.5668 
210@ = 6.9488 
135@ = -2820.204 
173@ = -364.2359 
211@ = 6.9488 
136@ = -2818.267 
174@ = -465.0786 
212@ = 6.9941 
214@ = -2428.232 
222@ = -164.7728 
230@ = 34.3085 
215@ = -2433.56 
223@ = -164.504 
231@ = 34.3446 
216@ = -2452.753 
224@ = -165.8061 
232@ = 34.3047 
217@ = -2469.136 
225@ = -165.8884 
233@ = 24.9573 
218@ = -2469.616 
226@ = -162.4438 
234@ = 24.6236 
219@ = -2463.006 
227@ = -162.4879 
235@ = 24.9077 
220@ = -2460.374 
228@ = -134.7403 
236@ = 24.8394 
221@ = -2478.115 
229@ = -129.3914 
237@ = 24.625 
86@ = 0 
87@ = 0 
88@ = 0 
92@ = 0 
94@ = 0 
98@ = 0 
43@ += 1 

:SYN2_2711
if 
  43@ == 1 
else_jump @SYN2_2763 
054C: use_GXT_table 'SYN2' 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
43@ += 1 

:SYN2_2763
if 
  43@ == 2 
else_jump @SYN2_2805 
03C7: set_sensitivity_to_crime 0.5 
0732: random_car_generator_disable_model 575 
0732: random_car_generator_disable_model 545 
43@ = 99 

:SYN2_2805
if 
  43@ == 99 
else_jump @SYN2_2837 
42@ += 1 
43@ = 0 

:SYN2_2837
return 

:SYN2_2839
if 
  43@ == 0 
else_jump @SYN2_2903 
if 
   not $3292 == 0 
else_jump @SYN2_2896 
42@ += 1 
43@ = 0 
jump @SYN2_2903 

:SYN2_2896
43@ += 1 

:SYN2_2903
if 
  43@ == 1 
else_jump @SYN2_3153 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:SYN2_2935
if 
fading 
else_jump @SYN2_2959 
wait 0 
jump @SYN2_2935 

:SYN2_2959
select_interior 1 
02E4: load_cutscene_data 'SYND_2A' 

:SYN2_2974
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN2_2998 
wait 0 
jump @SYN2_2974 

:SYN2_2998
02E7: start_cutscene 
fade 1 1000 

:SYN2_3007
if 
82E9:   not cutscene_reached_end 
else_jump @SYN2_3031 
wait 0 
jump @SYN2_3007 

:SYN2_3031
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SYN2_3046
if 
fading 
else_jump @SYN2_3070 
wait 0 
jump @SYN2_3046 

:SYN2_3070
select_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2031.254 161.408 28.0391 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:SYN2_3115
if 
fading 
else_jump @SYN2_3139 
wait 0 
jump @SYN2_3115 

:SYN2_3139
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 99 

:SYN2_3153
if 
  43@ == 99 
else_jump @SYN2_3178 
44@ = 1 

:SYN2_3178
return 

:SYN2_3180
if 
  43@ == 0 
else_jump @SYN2_3376 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:SYN2_3212
if 
fading 
else_jump @SYN2_3236 
wait 0 
jump @SYN2_3212 

:SYN2_3236
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 3 
02E4: load_cutscene_data 'SYND_2B' 

:SYN2_3262
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN2_3286 
wait 0 
jump @SYN2_3262 

:SYN2_3286
02E7: start_cutscene 
fade 1 1000 

:SYN2_3295
if 
82E9:   not cutscene_reached_end 
else_jump @SYN2_3319 
wait 0 
jump @SYN2_3295 

:SYN2_3319
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SYN2_3334
if 
fading 
else_jump @SYN2_3358 
wait 0 
jump @SYN2_3334 

:SYN2_3358
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:SYN2_3376
if 
  43@ == 1 
else_jump @SYN2_3907 
0247: load_model 575 
0247: load_model 64 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:SYN2_3427
if or
8248:   not model 575 available 
8248:   not model 64 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "GANGS" loaded 
else_jump @SYN2_3471 
wait 0 
jump @SYN2_3427 

:SYN2_3471
0247: load_model 330 
04ED: load_animation "CAR_CHAT" 

:SYN2_3488
if or
8248:   not model 330 available 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_3527 
wait 0 
jump @SYN2_3488 

:SYN2_3527
060A: create_decision_maker_type 0 store_to 239@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 240@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2623.359 1410.786 6.1629 radius 20.0 
009A: 66@ = create_actor_pedtype 4 model 290 at -2623.359 1410.786 6.1629 
0173: set_actor 66@ Z_angle_to 192.3576 
00A1: put_actor $PLAYER_ACTOR at -2622.546 1410.95 6.1702 
0173: set_actor $PLAYER_ACTOR Z_angle_to 199.6292 
0674: set_car_model 575 numberplate "HO_2_HO_" 
00A5: 67@ = create_car 575 at -2625.449 1401.681 6.0877 
0175: set_car 67@ Z_angle_to 188.0679 
0224: set_car 67@ health_to 3000 
0229: set_car 67@ primary_color_to 123 secondary_color_to 5 
07FF: set_car 67@ hydraulics 0 
01C8: 75@ = create_actor_pedtype 22 model 64 in_car 67@ passenger_seat 0 
09F6: set_actor 75@ unjackable_through_driver_seat 0 
039E: set_actor 75@ locked 1 while_in_car 
0446: set_actor 75@ dismemberment_possible 0 
0568: set_actor 75@ untargetable 1 
060B: set_actor 75@ decision_maker_to 239@ 
0249: release_model 64 
053F: set_car 67@ tires_vulnerability 0 
0186: 69@ = create_marker_above_car 67@ 
07E0: set_marker 69@ type_to 1 
041D: set_camera_near_clip 0.1 
02A3: enable_widescreen 1 
015F: set_camera_position -2622.918 1410.891 7.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.921 1409.891 6.9998 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2618.0 1396.0 7.0 angle 211.0 
fade 1 1000 

:SYN2_3869
if 
fading 
else_jump @SYN2_3893 
wait 0 
jump @SYN2_3869 

:SYN2_3893
43@ += 1 
41@ = 0 

:SYN2_3907
if and
  43@ > 1 
  7 > 43@ 
else_jump @SYN2_3952 
if 
08D0:   should_skip_cutscene 
else_jump @SYN2_3952 
43@ = 7 

:SYN2_3952
if 
  43@ == 2 
else_jump @SYN2_4043 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_4011 
05D3: AS_actor 66@ goto_point -2623.422 1404.91 6.1537 mode 4 time 15000 ms // versionA 

:SYN2_4011
05D3: AS_actor $PLAYER_ACTOR goto_point -2622.127 1405.633 6.1587 mode 4 time 15000 ms // versionA 
43@ += 1 

:SYN2_4043
if 
  43@ == 3 
else_jump @SYN2_4120 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_4120 
062E: get_actor 66@ task 1491 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_4120 
40@ = 0 
43@ += 1 

:SYN2_4120
if 
  43@ == 4 
else_jump @SYN2_4612 
015F: set_camera_position -2621.697 1403.493 7.8087 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.574 1403.047 7.6296 switchstyle 2 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_4235 
00A1: put_actor 66@ at -2624.049 1402.888 6.1406 
0173: set_actor 66@ Z_angle_to 248.4552 

:SYN2_4235
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_4598 
0615: define_AS_pack_begin 61@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 66@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_4598
40@ = 0 
43@ += 1 

:SYN2_4612
if 
  43@ == 5 
else_jump @SYN2_4703 
if 
  255@ > 6 
else_jump @SYN2_4703 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_4703 
05D3: AS_actor 66@ goto_point -2623.359 1410.786 6.1629 mode 4 time 15000 ms // versionA 
40@ = 0 
43@ += 1 

:SYN2_4703
if 
  43@ == 6 
else_jump @SYN2_4754 
if and
  40@ > 1500 
  255@ > 6 
else_jump @SYN2_4754 
43@ += 1 

:SYN2_4754
if and
  43@ > 1 
  7 > 43@ 
else_jump @SYN2_5242 
if 
  $1040 == 0 
else_jump @SYN2_5242 
if 
  62@ > 1000 
else_jump @SYN2_5242 
0871: init_jump_table 255@ total_jumps 7 default_jump 0 @SYN2_5235 jumps 0 @SYN2_4879 1 @SYN2_4936 2 @SYN2_4993 3 @SYN2_5050 4 @SYN2_5107 5 @SYN2_5164 6 @SYN2_5221 

:SYN2_4879
05A9: s$1041 = 'SYN2_BA' // s$  // Wait up, Mr. C-to-the-Jay!
04AE: $1043 = 39004 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_4936
05A9: s$1041 = 'SYN2_BB' // s$  // See that pretty young thang in my car?
04AE: $1043 = 39005 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_4993
05A9: s$1041 = 'SYN2_BC' // s$  // Drop her off at the hotel Downtown.
04AE: $1043 = 39006 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_5050
05A9: s$1041 = 'SYN2_BD' // s$  // Use my carphone to gimme a ring-a-ding when you're done.
04AE: $1043 = 39007 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_5107
05A9: s$1041 = 'SYN2_BE' // s$  // And watch the rims, playa!
04AE: $1043 = 39008 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_5164
05A9: s$1041 = 'SYN2_BF' // s$  // Treat that baby like the Pope Mobile!
04AE: $1043 = 39009 // = constant 
create_thread @AUDIOL 66@ 0 1 1 0 
255@ += 1 
jump @SYN2_5235 

:SYN2_5221
255@ += 1 
jump @SYN2_5235 

:SYN2_5235
62@ = 0 

:SYN2_5242
if 
  43@ == 7 
else_jump @SYN2_5369 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
if 
8118:   not actor 66@ dead 
else_jump @SYN2_5299 
009B: destroy_actor 66@ 

:SYN2_5299
04EF: release_animation "GANGS" 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 99 

:SYN2_5369
if 
  43@ == 99 
else_jump @SYN2_5401 
43@ = 0 
42@ += 1 

:SYN2_5401
return 

:SYN2_5403
if 
  43@ == -1 
else_jump @SYN2_5441 
018A: 68@ = create_checkpoint_at 0.0 0.0 0.0 

:SYN2_5441
if 
  43@ == 0 
else_jump @SYN2_5513 
73@ = 0 
74@ = 0 
$8666 = 540000 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
40@ = 0 
43@ += 1 

:SYN2_5513
if 
  43@ == 1 
else_jump @SYN2_5724 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_5680 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_5680 
0164: disable_marker 69@ 
018A: 68@ = create_checkpoint_at -1929.954 724.0631 44.3047 
00BC: show_text_highpriority GXT 'SYN2_01' time 7000 flag 1  // ~s~Drop the ho off ~y~Downtown~s~.
0247: load_model 352 

:SYN2_5612
if 
8248:   not model 352 available 
else_jump @SYN2_5639 
wait 0 
jump @SYN2_5612 

:SYN2_5639
0563: give_player $PLAYER_CHAR ammo 250 
0249: release_model 352 
289@ = -1 
40@ = 0 
73@ = 0 
43@ += 1 

:SYN2_5680
if 
  40@ > 60000 
else_jump @SYN2_5724 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
40@ = 0 

:SYN2_5724
if 
  43@ > 1 
else_jump @SYN2_5829 
if 
075C:   marker 69@ enabled 
else_jump @SYN2_5786 
if 
075C:   marker 68@ enabled 
else_jump @SYN2_5779 
0164: disable_marker 68@ 

:SYN2_5779
jump @SYN2_5829 

:SYN2_5786
if 
875C:   not marker 68@ enabled 
else_jump @SYN2_5829 
018A: 68@ = create_checkpoint_at -1929.954 724.0631 44.3047 
0165: set_marker 68@ color_to 4 

:SYN2_5829
if 
  43@ == 2 
else_jump @SYN2_7003 
if 
075C:   marker 68@ enabled 
else_jump @SYN2_6004 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_6004 
if 
01AF:   car 67@ sphere 1 in_sphere -1929.954 724.0631 44.3047 radius 4.0 4.0 4.0 
else_jump @SYN2_6004 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_6004 
if 
09D0:   car 67@ on_wheels 
else_jump @SYN2_6004 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 68@ 
43@ += 1 

:SYN2_6004
if 
  64@ == 1 
else_jump @SYN2_6059 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_6059 
00A1: put_actor $PLAYER_ACTOR at -1929.954 724.0631 44.3047 

:SYN2_6059
if 
  8 > 73@ 
else_jump @SYN2_6820 
if 
876F:   not text_priority_displayed 
else_jump @SYN2_6820 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_6820 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_6820 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_6820 
if 
  $1040 == 0 
else_jump @SYN2_6820 
if 
  62@ > 1000 
else_jump @SYN2_6820 
0871: init_jump_table 73@ total_jumps 8 default_jump 0 @SYN2_6820 jumps 0 @SYN2_6306 1 @SYN2_6371 2 @SYN2_6436 3 @SYN2_6500 4 @SYN2_6564 5 @SYN2_6628 6 @SYN2_6692 
0872: jump_table_jumps 7 @SYN2_6756 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 -1 @SYN2_6820 

:SYN2_6306
05A9: s$1041 = 'SYN2_LM' // s$  // Ooh! What a strong pecho!
04AE: $1043 = 39070 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
62@ = -4000 
73@ += 1 
jump @SYN2_6820 

:SYN2_6371
05A9: s$1041 = 'SYN2_LN' // s$  // Ever had half-n-half with a sucia like me?
04AE: $1043 = 39071 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
62@ = -2000 
73@ += 1 
jump @SYN2_6820 

:SYN2_6436
05A9: s$1041 = 'SYN2_LO' // s$  // Yeah, go on.
04AE: $1043 = 39072 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6500
05A9: s$1041 = 'SYN2_LP' // s$  // I'll do things your ruca won't.
04AE: $1043 = 39073 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6564
05A9: s$1041 = 'SYN2_LQ' // s$  // I'm listening, honest!
04AE: $1043 = 39074 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6628
05A9: s$1041 = 'SYN2_LR' // s$  // I'm no slut but I need the feria.
04AE: $1043 = 39075 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6692
05A9: s$1041 = 'SYN2_LS' // s$  // Uh huh, real interesting.
04AE: $1043 = 39076 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6756
05A9: s$1041 = 'SYN2_LT' // s$  // Whatever, puto
04AE: $1043 = 39077 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
62@ = 0 
73@ += 1 
jump @SYN2_6820 

:SYN2_6820
if 
  289@ == -1 
else_jump @SYN2_6872 
if 
  40@ > 7000 
else_jump @SYN2_6872 
289@ = 0 
81@ = 30000 

:SYN2_6872
if 
  289@ == 0 
else_jump @SYN2_7003 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_7003 
if 
80DB:   not actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_6974 
if 
  81@ > 30000 
else_jump @SYN2_6967 
00BC: show_text_highpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
81@ = 0 

:SYN2_6967
jump @SYN2_7003 

:SYN2_6974
if 
  30000 > 81@ 
else_jump @SYN2_7003 
00BE: text_clear_all 
81@ = 30000 

:SYN2_7003
if 
  43@ == 3 
else_jump @SYN2_7060 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_7060 
if 
01C1:   car 67@ stopped 
else_jump @SYN2_7060 
43@ += 1 

:SYN2_7060
if 
  43@ == 4 
else_jump @SYN2_7337 
292@ = -1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -1941.845 731.7922 45.4219 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1940.973 731.3325 45.5894 switchstyle 2 
0395: clear_area 1 at -1924.954 724.0631 44.3047 radius 20.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_7273 
0615: define_AS_pack_begin 61@ 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_7231 
05CD: AS_actor -1 exit_car 67@ 

:SYN2_7231
05D3: AS_actor -1 goto_point -1921.505 719.3201 44.4375 mode 4 time 20000 ms // versionA 
0616: define_AS_pack_end 61@ 
0618: assign_actor 75@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_7273
40@ = 0 
41@ = 0 
05A9: s$1041 = 'SYN2_LU' // s$  // Later, ese.
04AE: $1043 = 39078 // = constant 
create_thread @AUDIOL 75@ 0 1 1 0 
43@ += 1 

:SYN2_7337
if 
  43@ == 5 
else_jump @SYN2_7416 
if and
  40@ > 1000 
  $1040 == 0 
else_jump @SYN2_7416 
255@ = 0 
62@ = 0 
41@ = 0 
40@ = 0 
43@ += 1 

:SYN2_7416
if and
  43@ > 5 
  99 > 43@ 
else_jump @SYN2_8098 
if 
  $1040 == 0 
else_jump @SYN2_8098 
if 
  62@ > 1000 
else_jump @SYN2_8098 
0871: init_jump_table 255@ total_jumps 8 default_jump 0 @SYN2_8091 jumps 0 @SYN2_7606 1 @SYN2_7676 2 @SYN2_7745 3 @SYN2_7814 4 @SYN2_7883 5 @SYN2_7952 6 @SYN2_8021 
0872: jump_table_jumps 7 @SYN2_8077 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 -1 @SYN2_8091 

:SYN2_7606
05A9: s$1041 = 'SYN2_CA' // s$  // Hey Jizzy, it's Carl, I just dropped off your girl.
04AE: $1043 = 39010 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39011 as 2 
255@ += 1 
jump @SYN2_8091 

:SYN2_7676
05A9: s$1041 = 'SYN2_CB' // s$  // Church! Got a little errand for you to run
04AE: $1043 = 39011 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39012 as 1 
255@ += 1 
jump @SYN2_8091 

:SYN2_7745
05A9: s$1041 = 'SYN2_CC' // s$  // before you deal with that problem I was just talking about.
04AE: $1043 = 39012 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39013 as 2 
255@ += 1 
jump @SYN2_8091 

:SYN2_7814
05A9: s$1041 = 'SYN2_CD' // s$  // Some young buck thinks he's a playa,
04AE: $1043 = 39013 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39014 as 1 
255@ += 1 
jump @SYN2_8091 

:SYN2_7883
05A9: s$1041 = 'SYN2_CE' // s$  // been trying to peel my hos over in Hashbury.
04AE: $1043 = 39014 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39015 as 2 
255@ += 1 
jump @SYN2_8091 

:SYN2_7952
05A9: s$1041 = 'SYN2_CF' // s$  // Now one of my girls over there just eyeballed the punk
04AE: $1043 = 39015 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39016 as 1 
255@ += 1 
jump @SYN2_8091 

:SYN2_8021
05A9: s$1041 = 'SYN2_CG' // s$  // I want you to get your ass over there and ice that pretender!
04AE: $1043 = 39016 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
255@ += 1 
jump @SYN2_8091 

:SYN2_8077
255@ += 1 
jump @SYN2_8091 

:SYN2_8091
62@ = 0 

:SYN2_8098
if 
  43@ == 6 
else_jump @SYN2_8201 
if 
  40@ > 4000 
else_jump @SYN2_8149 
43@ += 1 
jump @SYN2_8201 

:SYN2_8149
if 
8118:   not actor 75@ dead 
else_jump @SYN2_8201 
062E: get_actor 75@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_8201 
43@ += 1 

:SYN2_8201
if 
  43@ == 7 
else_jump @SYN2_8367 
015F: set_camera_position -1919.135 714.1419 46.9459 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.694 714.9576 46.7967 switchstyle 2 
041D: set_camera_near_clip 0.01 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_8353 
0792: disembark_instantly_actor 75@ 
00A1: put_actor 75@ at -1920.479 716.6052 45.6103 
0173: set_actor 75@ Z_angle_to 190.583 
05D3: AS_actor 75@ goto_point -1919.606 712.0557 45.6103 mode 4 time 20000 ms // versionA 

:SYN2_8353
40@ = 0 
43@ += 1 

:SYN2_8367
if and
  43@ > 4 
  41@ > 3000 
else_jump @SYN2_8413 
if 
08D0:   should_skip_cutscene 
else_jump @SYN2_8413 
43@ = 99 

:SYN2_8413
if 
  43@ == 8 
else_jump @SYN2_8478 
if 
  40@ > 3000 
else_jump @SYN2_8478 
288@ = 0 
gosub @SYN2_29153 
40@ = 0 
43@ += 1 

:SYN2_8478
if 
  43@ == 9 
else_jump @SYN2_8529 
if and
  40@ > 4000 
  255@ > 7 
else_jump @SYN2_8529 
43@ = 99 

:SYN2_8529
if 
  43@ == 99 
else_jump @SYN2_8597 
gosub @SYN2_31048 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
009B: destroy_actor 75@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
42@ += 1 
43@ = 0 

:SYN2_8597
return 

:SYN2_8599
if 
  43@ == 0 
else_jump @SYN2_9197 
$8668 = 120000 
018A: 68@ = create_checkpoint_at -2427.918 -133.4192 34.3525 
0165: set_marker 68@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_06' time 10000 flag 1  // ~s~Waste the pimp in ~y~Hashbury~s~.
03C3: set_timer_to $8668 type 1 GXT 'BB_19' // global_variable  // Time
0247: load_model 237 
0247: load_model 249 
0247: load_model 545 
0247: load_model 346 

:SYN2_8706
if or
8248:   not model 237 available 
8248:   not model 249 available 
8248:   not model 545 available 
8248:   not model 346 available 
else_jump @SYN2_8748 
wait 0 
jump @SYN2_8706 

:SYN2_8748
03CF: load_wav 20600 as 3 

:SYN2_8755
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_8781 
wait 0 
jump @SYN2_8755 

:SYN2_8781
009A: 79@ = create_actor_pedtype 4 model 249 at -2427.918 -133.4192 34.3525 
0173: set_actor 79@ Z_angle_to 143.0822 
060B: set_actor 79@ decision_maker_to 239@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
08AF: set_actor 79@ max_health_to 300 
0223: set_actor 79@ health_to 300 
009A: 76@ = create_actor_pedtype 5 model 237 at -2428.954 -134.24 34.3525 
0173: set_actor 76@ Z_angle_to 359.5201 
02A9: set_actor 76@ immune_to_nonplayer 1 
060B: set_actor 76@ decision_maker_to 239@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
0568: set_actor 76@ untargetable 1 
00A5: 85@ = create_car 545 at -2481.059 -126.9303 24.625 
0175: set_car 85@ Z_angle_to 102.8779 
0224: set_car 85@ health_to 600 
05BF: AS_actor 79@ look_at_actor 76@ -2 ms 
0615: define_AS_pack_begin 61@ 
05D3: AS_actor -1 goto_point -2430.044 -133.1959 34.3525 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 76@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point -2429.976 -135.4876 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2428.162 -135.4792 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2427.918 -133.4192 34.3525 mode 4 time 10000 ms // versionA 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 79@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
022B: create_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
0638: AS_actor 76@ stay_put 1 
05BF: AS_actor 76@ look_at_actor 79@ -2 ms 
241@ = 0 
43@ += 1 
0A6F: checkpoint_save 1 

:SYN2_9197
if 
  43@ == 1 
else_jump @SYN2_10553 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10137 
if 
  $1040 == 0 
else_jump @SYN2_10137 
if 
  62@ > 1000 
else_jump @SYN2_10137 
if 
8104:   not actor $PLAYER_ACTOR near_actor 79@ radius 15.0 15.0 15.0 sphere 0 
else_jump @SYN2_9724 
0871: init_jump_table 241@ total_jumps 6 default_jump 0 @SYN2_9709 jumps 0 @SYN2_9367 1 @SYN2_9424 2 @SYN2_9481 3 @SYN2_9538 4 @SYN2_9595 5 @SYN2_9652 -1 @SYN2_9709 

:SYN2_9367
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39063 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_9709 

:SYN2_9424
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39064 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_9709 

:SYN2_9481
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39065 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_9709 

:SYN2_9538
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39066 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_9709 

:SYN2_9595
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39067 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_9709 

:SYN2_9652
05A9: s$1041 = 'DUMMY' // s$ 
04AE: $1043 = 39068 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ = 0 
jump @SYN2_9709 

:SYN2_9709
62@ = -4000 
jump @SYN2_10137 

:SYN2_9724
0871: init_jump_table 241@ total_jumps 6 default_jump 0 @SYN2_10129 jumps 0 @SYN2_9787 1 @SYN2_9844 2 @SYN2_9901 3 @SYN2_9958 4 @SYN2_10015 5 @SYN2_10072 -1 @SYN2_10129 

:SYN2_9787
05A9: s$1041 = 'SYN2_LF' // s$  // Mmm, you walked in like a winner, bitch!
04AE: $1043 = 39063 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_10129 

:SYN2_9844
05A9: s$1041 = 'SYN2_LG' // s$  // Bitch, I'm knocking, now let me in.
04AE: $1043 = 39064 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_10129 

:SYN2_9901
05A9: s$1041 = 'SYN2_LH' // s$  // You ready for sexin' with proper direction?
04AE: $1043 = 39065 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_10129 

:SYN2_9958
05A9: s$1041 = 'SYN2_LI' // s$  // Yo, I had to put the price tag on that pussy.
04AE: $1043 = 39066 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_10129 

:SYN2_10015
05A9: s$1041 = 'SYN2_LJ' // s$  // Lookin' like a million bucks in my pocket.
04AE: $1043 = 39067 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ += 1 
jump @SYN2_10129 

:SYN2_10072
05A9: s$1041 = 'SYN2_LK' // s$  // Mmmm... Miss Mighty! Lettin' it all hang out!
04AE: $1043 = 39068 // = constant 
create_thread @AUDIOL 79@ 1 1 1 0 
241@ = 0 
jump @SYN2_10129 

:SYN2_10129
62@ = -4000 

:SYN2_10137
if 
  64@ == 1 
else_jump @SYN2_10192 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_10192 
00A1: put_actor $PLAYER_ACTOR at -2421.182 -15.8972 34.1601 

:SYN2_10192
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @SYN2_10286 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10279 
if 
0104:   actor $PLAYER_ACTOR near_actor 79@ radius 10.0 10.0 10.0 sphere 0 
else_jump @SYN2_10279 
43@ += 1 
014F: stop_timer $8668 
jump @SYN2_10553 

:SYN2_10279
jump @SYN2_10357 

:SYN2_10286
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10357 
if 
0104:   actor $PLAYER_ACTOR near_actor 79@ radius 20.0 20.0 20.0 sphere 0 
else_jump @SYN2_10357 
43@ += 1 
014F: stop_timer $8668 
jump @SYN2_10553 

:SYN2_10357
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10411 
if 
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_10411 
43@ += 1 
014F: stop_timer $8668 
jump @SYN2_10553 

:SYN2_10411
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10465 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
else_jump @SYN2_10465 
43@ += 1 
014F: stop_timer $8668 
jump @SYN2_10553 

:SYN2_10465
if 
0118:   actor 79@ dead 
else_jump @SYN2_10500 
43@ += 1 
014F: stop_timer $8668 
jump @SYN2_10553 

:SYN2_10500
if 
  0 >= $8668 
else_jump @SYN2_10553 
014F: stop_timer $8668 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN_F_6' time 5000 flag 1  // ~r~You took too long.
45@ = 1 

:SYN2_10553
if 
  43@ == 2 
else_jump @SYN2_10724 
if 
8118:   not actor 76@ dead 
else_jump @SYN2_10630 
05A9: s$1041 = 'SYN2_LA' // s$  // Here comes my playa, now you in real trouble.
04AE: $1043 = 39058 // = constant 
create_thread @AUDIOL 76@ 0 1 1 0 

:SYN2_10630
0164: disable_marker 68@ 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10680 
01B2: give_actor 79@ weapon 22 ammo 9999 // Load the weapon model before using this 
0187: 72@ = create_marker_above_actor 79@ 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR 3000 ms 

:SYN2_10680
if 
8118:   not actor 79@ dead 
else_jump @SYN2_10717 
40@ = 0 
43@ += 1 
jump @SYN2_10724 

:SYN2_10717
43@ += 1 

:SYN2_10724
if 
  43@ == 3 
else_jump @SYN2_11229 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_11215 
if and
  40@ > 1000 
  $1040 == 0 
else_jump @SYN2_11208 
if 
8118:   not actor 76@ dead 
else_jump @SYN2_11208 
0687: clear_actor 79@ task 
0687: clear_actor 76@ task 
0647: AS_actor 76@ clear_look_task 
238@ = 0 
0209: 49@ = random_int_in_ranges 0 4 
0871: init_jump_table 49@ total_jumps 4 default_jump 0 @SYN2_11094 jumps 0 @SYN2_10894 1 @SYN2_10944 2 @SYN2_10994 3 @SYN2_11044 -1 @SYN2_11094 -1 @SYN2_11094 -1 @SYN2_11094 

:SYN2_10894
05A9: s$1041 = 'SYN2_LB' // s$  // I was pimpetry in motion 'til you showed up.
04AE: $1043 = 39059 // = constant 
create_thread @AUDIOL 79@ 0 1 1 0 
jump @SYN2_11094 

:SYN2_10944
05A9: s$1041 = 'SYN2_LC' // s$  // This is my track, sucka!
04AE: $1043 = 39060 // = constant 
create_thread @AUDIOL 79@ 0 1 1 0 
jump @SYN2_11094 

:SYN2_10994
05A9: s$1041 = 'SYN2_LD' // s$  // Square, you have no business touching me
04AE: $1043 = 39061 // = constant 
create_thread @AUDIOL 79@ 0 1 1 0 
jump @SYN2_11094 

:SYN2_11044
05A9: s$1041 = 'SYN2_LE' // s$  // Man, I ain't got time for you!
04AE: $1043 = 39062 // = constant 
create_thread @AUDIOL 79@ 0 1 1 0 
jump @SYN2_11094 

:SYN2_11094
02E2: set_actor 79@ weapon_accuracy_to 90 
07DD: set_actor 79@ attack_rate 100 // previously known as temper_to 
0615: define_AS_pack_begin 61@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
05D3: AS_actor -1 goto_point 214@(238@,8f) 222@(238@,8f) 230@(238@,8f) mode 7 time 9999999 ms // versionA 
0616: define_AS_pack_end 61@ 
0618: assign_actor 79@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
242@ = 0 
gosub @SYN2_29049 
243@ = 0 
40@ = 0 
43@ += 1 

:SYN2_11208
jump @SYN2_11229 

:SYN2_11215
gosub @SYN2_29049 
43@ += 1 

:SYN2_11229
if 
  43@ == 4 
else_jump @SYN2_12070 
if 
  243@ == 0 
else_jump @SYN2_11325 
if 
  40@ > 1000 
else_jump @SYN2_11325 
if 
  $1040 == 0 
else_jump @SYN2_11325 
00BB: show_text_lowpriority GXT 'SYN2_38' time 7000 flag 1  // ~s~Take out the ~r~rival pimp~s~.
243@ += 1 

:SYN2_11325
if 
8118:   not actor 79@ dead 
else_jump @SYN2_12063 
if 
00FF:   actor 79@ sphere 0 in_sphere 214@(238@,8f) 222@(238@,8f) 230@(238@,8f) radius 1.5 1.5 2.0 on_foot 
else_jump @SYN2_11801 
238@ += 1 
if 
  8 > 238@ 
else_jump @SYN2_11540 
if or
  238@ == 1 
  238@ == 5 
  238@ == 7 
else_jump @SYN2_11500 
0637: AS_actor 79@ goto 214@(238@,8f) 222@(238@,8f) 230@(238@,8f) mode 7 turn_radius 0.0 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
jump @SYN2_11533 

:SYN2_11500
05D3: AS_actor 79@ goto_point 214@(238@,8f) 222@(238@,8f) 230@(238@,8f) mode 7 time 99999 ms // versionA 

:SYN2_11533
jump @SYN2_11794 

:SYN2_11540
if 
8119:   not car 85@ wrecked 
else_jump @SYN2_11756 
00A0: store_actor 79@ position_to $72 $73 $74 
if 
01AF:   car 85@ sphere 0 in_sphere $72 $73 $74 radius 10.0 10.0 4.0 
else_jump @SYN2_11711 
0687: clear_actor 79@ task 
0615: define_AS_pack_begin 61@ 
05CB: AS_actor -1 enter_car 85@ as_driver 20000 ms 
05D1: AS_actor -1 drive_car 85@ to -2599.287 -127.2555 3.1797 speed 15.0 0 model 0 3 
05D2: AS_actor -1 run_to_and_hijack_car 85@ max_search_radius 15.0 traffic_behavior 3 
0616: define_AS_pack_end 61@ 
0618: assign_actor 79@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
43@ += 1 
jump @SYN2_11749 

:SYN2_11711
0751: AS_actor 79@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
43@ += 1 

:SYN2_11749
jump @SYN2_11794 

:SYN2_11756
0751: AS_actor 79@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
43@ += 1 

:SYN2_11794
jump @SYN2_12056 

:SYN2_11801
if 
  238@ == 0 
else_jump @SYN2_12056 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2430.879 -167.3782 32.3125 cornerB -2426.917 -143.2979 36.3125 
else_jump @SYN2_11991 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00A0: store_actor 79@ position_to 55@ 56@ 57@ 
if 
0027:   56@ > $73 // (float) 
else_jump @SYN2_11984 
0615: define_AS_pack_begin 61@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
0616: define_AS_pack_end 61@ 
0618: assign_actor 79@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
43@ += 1 

:SYN2_11984
jump @SYN2_12056 

:SYN2_11991
if 
  242@ == 0 
else_jump @SYN2_12056 
if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 79@ 
else_jump @SYN2_12056 
05D3: AS_actor 79@ goto_point 214@ 222@ 230@ mode 7 time 99999 ms // versionA 
242@ += 1 

:SYN2_12056
jump @SYN2_12070 

:SYN2_12063
43@ += 1 

:SYN2_12070
if 
  43@ == 5 
else_jump @SYN2_12491 
if 
  87@ == 0 
else_jump @SYN2_12197 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_12197 
if 
8119:   not car 85@ wrecked 
else_jump @SYN2_12197 
if 
00DB:   actor 79@ in_car 85@ 
else_jump @SYN2_12197 
0226: 49@ = actor 79@ health 
if 
  49@ > 100 
else_jump @SYN2_12190 
0223: set_actor 79@ health_to 100 

:SYN2_12190
87@ = 1 

:SYN2_12197
if 
0118:   actor 79@ dead 
else_jump @SYN2_12234 
40@ = 0 
43@ += 1 
jump @SYN2_12435 

:SYN2_12234
if 
8119:   not car 85@ wrecked 
else_jump @SYN2_12332 
if 
00DB:   actor 79@ in_car 85@ 
else_jump @SYN2_12332 
if 
0106:   actor $PLAYER_ACTOR near_actor 79@ radius 15.0 15.0 15.0 0 in_car 
else_jump @SYN2_12322 
00AD: set_car 85@ max_speed_to 25.0 
jump @SYN2_12332 

:SYN2_12322
00AD: set_car 85@ max_speed_to 15.0 

:SYN2_12332
if 
80DF:   not actor 79@ driving 
else_jump @SYN2_12435 
062E: get_actor 79@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_12435 
062E: get_actor 79@ task 1873 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_12435 
0751: AS_actor 79@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 0 unknown 0 0 away_radius 50.0 

:SYN2_12435
if 
  64@ == 1 
else_jump @SYN2_12491 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_12491 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_12491 
05BE: AS_actor 79@ die 

:SYN2_12491
if 
  43@ == 6 
else_jump @SYN2_12749 
00BE: text_clear_all 
0164: disable_marker 72@ 
if 
  40@ > 1000 
else_jump @SYN2_12682 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_12675 
if 
80DB:   not actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_12643 
if 
  289@ == 0 
else_jump @SYN2_12622 
00BC: show_text_highpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0A16: link_wav 3 to_car 67@ 
03D1: play_wav 3 
98@ = 1 

:SYN2_12622
40@ = 0 
43@ += 1 
jump @SYN2_12675 

:SYN2_12643
0A16: link_wav 3 to_car 67@ 
03D1: play_wav 3 
98@ = 1 
40@ = 0 
43@ += 1 

:SYN2_12675
jump @SYN2_12749 

:SYN2_12682
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_12749 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_12749 
40@ = 0 
0A16: link_wav 3 to_car 67@ 
03D1: play_wav 3 
98@ = 1 
43@ += 1 

:SYN2_12749
if 
  43@ == 7 
else_jump @SYN2_12800 
if 
  40@ > 3000 
else_jump @SYN2_12800 
40@ = 0 
43@ += 1 

:SYN2_12800
if 
  43@ == 8 
else_jump @SYN2_12893 
if 
  40@ > 500 
else_jump @SYN2_12893 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_12893 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_12893 
01B4: set_player $PLAYER_CHAR can_move 0 
40@ = 0 
43@ += 1 

:SYN2_12893
if 
  43@ == 9 
else_jump @SYN2_12966 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_12966 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_12966 
040D: unload_wav 3 
98@ = 0 
00BE: text_clear_all 
43@ += 1 

:SYN2_12966
if 
  43@ == 10 
else_jump @SYN2_13076 
292@ = -1 
288@ = 1 
00BE: text_clear_all 
fade 0 150 

:SYN2_13007
if 
fading 
else_jump @SYN2_13031 
wait 0 
jump @SYN2_13007 

:SYN2_13031
gosub @SYN2_29153 
fade 1 150 

:SYN2_13045
if 
fading 
else_jump @SYN2_13069 
wait 0 
jump @SYN2_13045 

:SYN2_13069
43@ += 1 

:SYN2_13076
if 
  43@ == 11 
else_jump @SYN2_13134 
if 
  40@ > 1000 
else_jump @SYN2_13134 
255@ = 0 
40@ = 0 
43@ += 1 

:SYN2_13134
if and
  43@ > 11 
  99 > 43@ 
else_jump @SYN2_13817 
if 
  $1040 == 0 
else_jump @SYN2_13817 
if 
  62@ > 1000 
else_jump @SYN2_13817 
0871: init_jump_table 255@ total_jumps 8 default_jump 0 @SYN2_13810 jumps 0 @SYN2_13324 1 @SYN2_13394 2 @SYN2_13464 3 @SYN2_13533 4 @SYN2_13602 5 @SYN2_13671 6 @SYN2_13740 
0872: jump_table_jumps 7 @SYN2_13796 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 -1 @SYN2_13810 

:SYN2_13324
05A9: s$1041 = 'SYN2_DA' // s$  // Hey, it's CJ.
04AE: $1043 = 39017 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39018 as 2 
255@ += 1 
jump @SYN2_13810 

:SYN2_13394
05A9: s$1041 = 'SYN2_DB' // s$  // Just to let you know you don't have to worry about no competition in Hashbury.
04AE: $1043 = 39018 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39019 as 1 
255@ += 1 
jump @SYN2_13810 

:SYN2_13464
05A9: s$1041 = 'SYN2_DC' // s$  // Worry? Did I say I was worried?
04AE: $1043 = 39019 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39020 as 2 
255@ += 1 
jump @SYN2_13810 

:SYN2_13533
05A9: s$1041 = 'SYN2_DD' // s$  // No I did not.
04AE: $1043 = 39020 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39021 as 1 
255@ += 1 
jump @SYN2_13810 

:SYN2_13602
05A9: s$1041 = 'SYN2_DE' // s$  // Now to the real deal.
04AE: $1043 = 39021 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39022 as 2 
255@ += 1 
jump @SYN2_13810 

:SYN2_13671
05A9: s$1041 = 'SYN2_DF' // s$  // Some of my girls in the Foster Valley been getting knuckled over.
04AE: $1043 = 39022 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39023 as 1 
255@ += 1 
jump @SYN2_13810 

:SYN2_13740
05A9: s$1041 = 'SYN2_DG' // s$  // I want you to get your ass up there and nose around - find out what's going on.
04AE: $1043 = 39023 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
255@ += 1 
jump @SYN2_13810 

:SYN2_13796
255@ += 1 
jump @SYN2_13810 

:SYN2_13810
62@ = 0 

:SYN2_13817
if 
  43@ == 12 
else_jump @SYN2_13862 
if or
  255@ > 7 
08D0:   should_skip_cutscene 
else_jump @SYN2_13862 
43@ = 99 

:SYN2_13862
if 
  43@ == 99 
else_jump @SYN2_13931 
gosub @SYN2_31048 
01C3: remove_references_to_car 85@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0249: release_model 237 
0249: release_model 249 
0249: release_model 545 
43@ = 0 
42@ += 1 

:SYN2_13931
return 

:SYN2_13933
if 
  43@ == 0 
else_jump @SYN2_14008 
018A: 68@ = create_checkpoint_at -1911.919 -629.912 23.6093 
0165: set_marker 68@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_14' time 10000 flag 1  // ~s~Save ~y~Jizzy's girl~s~.
96@ = 0 
43@ += 1 

:SYN2_14008
if 
  43@ == 1 
else_jump @SYN2_14811 
0247: load_model 483 
0247: load_model 72 
0247: load_model 73 
0247: load_model 245 
0247: load_model 346 

:SYN2_14049
if or
8248:   not model 483 available 
8248:   not model 72 available 
8248:   not model 73 available 
8248:   not model 245 available 
8248:   not model 346 available 
else_jump @SYN2_14094 
wait 0 
jump @SYN2_14049 

:SYN2_14094
03CF: load_wav 20600 as 3 

:SYN2_14101
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_14127 
wait 0 
jump @SYN2_14101 

:SYN2_14127
009A: 83@ = create_actor_pedtype 4 model 72 at -1911.919 -629.212 23.6093 
0173: set_actor 83@ Z_angle_to 180.0 
009A: 84@ = create_actor_pedtype 4 model 72 at -1907.644 -623.0884 23.6093 
0173: set_actor 84@ Z_angle_to 350.5407 
01B2: give_actor 84@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 77@ = create_actor_pedtype 22 model 245 at -1911.919 -629.912 23.6093 
0173: set_actor 77@ Z_angle_to 331.492 
02A9: set_actor 77@ immune_to_nonplayer 1 
0568: set_actor 77@ untargetable 1 
08AF: set_actor 77@ max_health_to 120 
0223: set_actor 77@ health_to 120 
00A5: 82@ = create_car 483 at -1911.952 -624.4892 23.6093 
0175: set_car 82@ Z_angle_to 304.9144 
0229: set_car 82@ primary_color_to 104 secondary_color_to 61 
067F: set_car 82@ lights 2 
0657: car 82@ open_door 3 
0657: car 82@ open_door 5 
060B: set_actor 83@ decision_maker_to 240@ 
060B: set_actor 84@ decision_maker_to 240@ 
060B: set_actor 77@ decision_maker_to 239@ 
077A: set_actor 84@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0350: set_actor 84@ maintain_position_when_attacked 1 
0350: set_actor 77@ maintain_position_when_attacked 1 
0226: $8669 = actor 77@ health 
04F7: status_text $8669 type 1 line 1 GXT 'SYN2_63' // global_variable  // Ho
04ED: load_animation "CRACK" 
04ED: load_animation "MISC" 

:SYN2_14423
if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "MISC" loaded 
else_jump @SYN2_14462 
wait 0 
jump @SYN2_14423 

:SYN2_14462
if 
8118:   not actor 77@ dead 
else_jump @SYN2_14516 
0812: AS_actor 77@ perform_animation "CRCKDETH2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SYN2_14516
if 
8118:   not actor 83@ dead 
else_jump @SYN2_14804 
0615: define_AS_pack_begin 61@ 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 83@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_14804
43@ += 1 

:SYN2_14811
if 
8118:   not actor 83@ dead 
else_jump @SYN2_14892 
062E: get_actor 83@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
84A4:   not  49@ == 7 // == constant 
else_jump @SYN2_14892 
if 
  63@ > 3000 
else_jump @SYN2_14892 
0947: actor 83@ speak_from_audio_table 89 store_spoken_phrase_id_to 49@ 
63@ = 0 

:SYN2_14892
if 
  43@ == 2 
else_jump @SYN2_15089 
if 
  64@ == 1 
else_jump @SYN2_14965 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_14965 
00A1: put_actor $PLAYER_ACTOR at -1904.041 -602.5592 23.6067 

:SYN2_14965
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1911.919 -629.912 23.6093 radius 40.0 40.0 5.0 
else_jump @SYN2_15089 
0164: disable_marker 68@ 
00BC: show_text_highpriority GXT 'SYN2_15' time 10000 flag 1  // ~s~Take out both ~r~punters~s~.
if 
8118:   not actor 83@ dead 
else_jump @SYN2_15058 
0187: 70@ = create_marker_above_actor 83@ 

:SYN2_15058
if 
8118:   not actor 84@ dead 
else_jump @SYN2_15082 
0187: 71@ = create_marker_above_actor 84@ 

:SYN2_15082
43@ += 1 

:SYN2_15089
if 
  43@ == 3 
else_jump @SYN2_15216 
if 
0118:   actor 83@ dead 
else_jump @SYN2_15144 
if 
075C:   marker 70@ enabled 
else_jump @SYN2_15144 
0164: disable_marker 70@ 

:SYN2_15144
if 
0118:   actor 84@ dead 
else_jump @SYN2_15181 
if 
075C:   marker 71@ enabled 
else_jump @SYN2_15181 
0164: disable_marker 71@ 

:SYN2_15181
if and
0118:   actor 83@ dead 
0118:   actor 84@ dead 
else_jump @SYN2_15216 
43@ += 1 
40@ = 0 

:SYN2_15216
if 
  43@ == 4 
else_jump @SYN2_15769 
if 
  40@ > 1000 
else_jump @SYN2_15769 
if 
0118:   actor 83@ dead 
else_jump @SYN2_15475 
0889: store_actor 83@ center_of_body_position_to 246@ 247@ 248@ 
if 
8118:   not actor 77@ dead 
else_jump @SYN2_15313 
00A0: store_actor 77@ position_to $72 $73 $74 

:SYN2_15313
0087: 58@ = 246@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 247@ // (float) 
0065: 59@ -= $73 // (float) 
0087: 60@ = 248@ // (float) 
0065: 60@ -= $74 // (float) 
0509: 52@ = distance_between_XY 246@ 247@ and_XY $72 $73 
if 
  52@ > 0.01 
else_jump @SYN2_15415 
0073: 58@ /= 52@ // (float) 
0073: 59@ /= 52@ // (float) 

:SYN2_15415
58@ *= -0.5 
59@ *= -0.5 
0087: 249@ = 246@ // (float) 
005B: 249@ += 58@ // (float) 
0087: 250@ = 247@ // (float) 
005B: 250@ += 59@ // (float) 
0087: 251@ = 248@ // (float) 

:SYN2_15475
0615: define_AS_pack_begin 61@ 
0812: AS_actor -1 perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
05D3: AS_actor -1 goto_point 249@ 250@ 251@ mode 6 time 99999 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 246@ 247@ 248@ 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 77@ dead 
else_jump @SYN2_15730 
0332: set_actor 77@ bleeding 0 
0350: set_actor 77@ maintain_position_when_attacked 0 
0618: assign_actor 77@ to_AS_pack 61@ 
96@ = 1 

:SYN2_15730
061B: remove_references_to_AS_pack 61@ 
0151: remove_status_text $8669 
43@ += 1 
255@ = 0 
40@ = 0 
41@ = 2000 

:SYN2_15769
if 
  43@ > 4 
else_jump @SYN2_16076 
if 
8118:   not actor 77@ dead 
else_jump @SYN2_16076 
if 
  96@ == 1 
else_jump @SYN2_15893 
if 
  41@ > 3000 
else_jump @SYN2_15857 
0947: actor 77@ speak_from_audio_table 89 store_spoken_phrase_id_to 49@ 
41@ = 0 

:SYN2_15857
062E: get_actor 77@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_15893 
96@ += 1 

:SYN2_15893
if 
  96@ == 2 
else_jump @SYN2_16076 
if 
8119:   not car 82@ wrecked 
else_jump @SYN2_16042 
if 
0205:   actor 77@ near_car 82@ radius 30.0 30.0 10.0 flag 0 
else_jump @SYN2_16021 
0615: define_AS_pack_begin 61@ 
0772: AS_actor -1 run_to_car 82@ 20000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 82@ as_driver 999999 ms 
05D2: AS_actor -1 run_to_and_hijack_car 82@ max_search_radius 30.0 traffic_behavior 2 
0616: define_AS_pack_end 61@ 
jump @SYN2_16035 

:SYN2_16021
0615: define_AS_pack_begin 61@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 61@ 

:SYN2_16035
jump @SYN2_16056 

:SYN2_16042
0615: define_AS_pack_begin 61@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 61@ 

:SYN2_16056
0618: assign_actor 77@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
96@ += 1 

:SYN2_16076
if 
  43@ == 5 
else_jump @SYN2_16275 
if 
  40@ > 1000 
else_jump @SYN2_16226 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16219 
if 
80DB:   not actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16205 
if 
  289@ == 0 
else_jump @SYN2_16184 
00BC: show_text_highpriority GXT 'SYN_M_1' time 999999 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16184
40@ = 0 
43@ += 1 
jump @SYN2_16219 

:SYN2_16205
40@ = 0 
43@ += 1 

:SYN2_16219
jump @SYN2_16275 

:SYN2_16226
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16275 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16275 
40@ = 0 
43@ += 1 

:SYN2_16275
if 
  43@ == 6 
else_jump @SYN2_16420 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16339 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16339 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16339
if 
  40@ > 6000 
else_jump @SYN2_16420 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16406 
00AA: store_car 67@ position_to $72 $73 $74 
0A16: link_wav 3 to_car 67@ 
03D1: play_wav 3 
98@ = 1 

:SYN2_16406
40@ = 0 
43@ += 1 

:SYN2_16420
if 
  43@ == 7 
else_jump @SYN2_16566 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16484 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16484 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_16484
if 
  40@ > 500 
else_jump @SYN2_16566 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16566 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16566 
01B4: set_player $PLAYER_CHAR can_move 0 
292@ = -1 
40@ = 0 
43@ += 1 

:SYN2_16566
if 
  43@ == 8 
else_jump @SYN2_16639 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_16639 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_16639 
040D: unload_wav 3 
98@ = 0 
00BE: text_clear_all 
43@ += 1 

:SYN2_16639
if 
  43@ == 9 
else_jump @SYN2_16749 
292@ = -1 
288@ = 2 
00BE: text_clear_all 
fade 0 150 

:SYN2_16680
if 
fading 
else_jump @SYN2_16704 
wait 0 
jump @SYN2_16680 

:SYN2_16704
gosub @SYN2_29153 
fade 1 150 

:SYN2_16718
if 
fading 
else_jump @SYN2_16742 
wait 0 
jump @SYN2_16718 

:SYN2_16742
43@ += 1 

:SYN2_16749
if 
  43@ == 10 
else_jump @SYN2_16807 
if 
  40@ > 1000 
else_jump @SYN2_16807 
255@ = 0 
40@ = 0 
43@ += 1 

:SYN2_16807
if and
  43@ > 10 
  99 > 43@ 
else_jump @SYN2_17355 
if 
  $1040 == 0 
else_jump @SYN2_17355 
if 
  62@ > 1000 
else_jump @SYN2_17355 
0871: init_jump_table 255@ total_jumps 7 default_jump 0 @SYN2_17348 jumps 0 @SYN2_16932 1 @SYN2_17002 2 @SYN2_17071 3 @SYN2_17140 4 @SYN2_17209 5 @SYN2_17278 6 @SYN2_17334 

:SYN2_16932
05A9: s$1041 = 'SYN2_FA' // s$  // Mr. Jizzy, it's CJ.
04AE: $1043 = 39027 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39028 as 2 
255@ += 1 
jump @SYN2_17348 

:SYN2_17002
05A9: s$1041 = 'SYN2_FB' // s$  // You is a bad luck charm, clucky!
04AE: $1043 = 39028 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39029 as 1 
255@ += 1 
jump @SYN2_17348 

:SYN2_17071
05A9: s$1041 = 'SYN2_FC' // s$  // That girl you dropped off Downtown wants out of the game!
04AE: $1043 = 39029 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39030 as 2 
255@ += 1 
jump @SYN2_17348 

:SYN2_17140
05A9: s$1041 = 'SYN2_FD' // s$  // Her sugar daddy wants to take her off the streets!
04AE: $1043 = 39030 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39031 as 1 
255@ += 1 
jump @SYN2_17348 

:SYN2_17209
05A9: s$1041 = 'SYN2_FE' // s$  // Nobody turns my hos!
04AE: $1043 = 39031 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39032 as 2 
255@ += 1 
jump @SYN2_17348 

:SYN2_17278
05A9: s$1041 = 'SYN2_FF' // s$  // Now you get your ass back to the hotel, and you make an example out of all of 'em!
04AE: $1043 = 39032 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
255@ += 1 
jump @SYN2_17348 

:SYN2_17334
255@ += 1 
jump @SYN2_17348 

:SYN2_17348
62@ = 0 

:SYN2_17355
if 
  43@ == 11 
else_jump @SYN2_17400 
if or
  255@ > 6 
08D0:   should_skip_cutscene 
else_jump @SYN2_17400 
43@ = 99 

:SYN2_17400
if 
  43@ == 99 
else_jump @SYN2_17504 
gosub @SYN2_31048 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 82@ 
0249: release_model 483 
0249: release_model 72 
0249: release_model 73 
0249: release_model 245 
0249: release_model 346 
04EF: release_animation "CRACK" 
04EF: release_animation "MISC" 
0164: disable_marker 69@ 
43@ = 0 
42@ += 1 

:SYN2_17504
if 
056D:   actor 77@ defined 
else_jump @SYN2_17680 
if 
8118:   not actor 77@ dead 
else_jump @SYN2_17680 
if 
8118:   not actor 83@ dead 
else_jump @SYN2_17635 
if or
0611:   actor 83@ performing_animation "FIGHTA_G" 
0611:   actor 83@ performing_animation "BITCHSLAP" 
else_jump @SYN2_17635 
0226: $8669 = actor 77@ health 
if 
  41@ > 1000 
else_jump @SYN2_17635 
$8669 += -1 
41@ = 0 

:SYN2_17635
if 
  1 >= $8669 
else_jump @SYN2_17672 
$8669 = 1 
05BE: AS_actor 77@ die 
jump @SYN2_17680 

:SYN2_17672
0223: set_actor 77@ health_to $8669 

:SYN2_17680
if 
056D:   actor 76@ defined 
else_jump @SYN2_17764 
if 
8118:   not actor 76@ dead 
else_jump @SYN2_17764 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 77@ radius 50.0 50.0 0 
else_jump @SYN2_17764 
if 
82CB:   not actor 76@ bounding_sphere_visible 
else_jump @SYN2_17764 
009B: destroy_actor 76@ 

:SYN2_17764
return 

:SYN2_17766
if 
  43@ == -1 
else_jump @SYN2_17902 
00A5: 264@ = create_car 413 at 0.0 0.0 0.0 
009A: 268@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 254@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 252@ = create_car 413 at 0.0 0.0 0.0 
009A: 75@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:SYN2_17902
if 
  43@ == 0 
else_jump @SYN2_18136 
if 
856E:   not car 67@ defined 
else_jump @SYN2_18082 
if 
8248:   not model 575 available 
else_jump @SYN2_17984 
0247: load_model 575 

:SYN2_17957
if 
8248:   not model 575 available 
else_jump @SYN2_17984 
wait 0 
jump @SYN2_17957 

:SYN2_17984
00A5: 67@ = create_car 575 at -1894.308 712.9404 44.2969 
0175: set_car 67@ Z_angle_to 0.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN2_18041 
036A: put_actor $PLAYER_ACTOR in_car 67@ 

:SYN2_18041
060A: create_decision_maker_type 0 store_to 239@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at -1900.754 645.3122 35.4401 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 0 

:SYN2_18082
018A: 68@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 68@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_19' time 10000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.
43@ += 1 
0A6F: checkpoint_save 99 

:SYN2_18136
if 
  43@ == 1 
else_jump @SYN2_18461 
if 
075C:   marker 68@ enabled 
else_jump @SYN2_18372 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_18365 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_18344 
if 
01AF:   car 67@ sphere 1 in_sphere -1964.372 724.4017 44.2969 radius 4.0 4.0 4.0 
else_jump @SYN2_18337 
if 
09D0:   car 67@ on_wheels 
else_jump @SYN2_18337 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:SYN2_18285
if 
fading 
else_jump @SYN2_18309 
wait 0 
jump @SYN2_18285 

:SYN2_18309
0164: disable_marker 68@ 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
43@ += 1 

:SYN2_18337
jump @SYN2_18365 

:SYN2_18344
0164: disable_marker 68@ 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_18365
jump @SYN2_18461 

:SYN2_18372
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_18461 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_18461 
018A: 68@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 68@ color_to 4 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_19' time 7000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.

:SYN2_18461
if 
  43@ == 2 
else_jump @SYN2_19057 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -1964.372 724.4017 44.2969 radius 100.0 
0247: load_model 409 
0247: load_model 579 
0247: load_model 64 
0247: load_model 166 
0247: load_model 68 
0247: load_model 346 
0247: load_model 353 
07C0: load_path 539 
07C0: load_path 540 
07C0: load_path 541 

:SYN2_18558
if or
8248:   not model 409 available 
8248:   not model 64 available 
8248:   not model 579 available 
8248:   not model 166 available 
8248:   not model 68 available 
else_jump @SYN2_18603 
wait 0 
jump @SYN2_18558 

:SYN2_18603
if or
87C1:   not path 539 available 
87C1:   not path 540 available 
87C1:   not path 541 available 
else_jump @SYN2_18640 
wait 0 
jump @SYN2_18603 

:SYN2_18640
if or
8248:   not model 346 available 
8248:   not model 353 available 
else_jump @SYN2_18672 
wait 0 
jump @SYN2_18640 

:SYN2_18672
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_18718 
00AB: put_car 67@ at -1964.372 724.4017 44.2969 
0175: set_car 67@ Z_angle_to 266.5514 

:SYN2_18718
00A5: 252@ = create_car 409 at -1973.811 728.3975 44.2969 
0175: set_car 252@ Z_angle_to 269.8438 
0129: 253@ = create_actor_pedtype 4 model 166 in_car 252@ driverseat 
060B: set_actor 253@ decision_maker_to 239@ 
00AD: set_car 252@ max_speed_to 15.0 
0229: set_car 252@ primary_color_to 1 secondary_color_to 0 
05EB: assign_car 252@ to_path 540 
0706: advance_car 252@ further_along_path 3.0 
02AA: set_car 252@ immune_to_nonplayer 1 
00A5: 264@ = create_car 579 at -1987.811 728.3975 44.2969 
0175: set_car 264@ Z_angle_to 269.8438 
0129: 268@ = create_actor_pedtype 4 model 166 in_car 264@ driverseat 
01B2: give_actor 268@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 268@ decision_maker_to 239@ 
00AD: set_car 264@ max_speed_to 15.0 
0229: set_car 264@ primary_color_to 0 secondary_color_to 0 
05EB: assign_car 264@ to_path 541 
0706: advance_car 264@ further_along_path 3.0 
01C8: 256@ = create_actor_pedtype 4 model 166 in_car 264@ passenger_seat 0 
01B2: give_actor 256@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 256@ decision_maker_to 239@ 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position -1968.579 721.6734 47.3198 rotation 0.0 0.0 0.0 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
fade 1 500 
40@ = 0 
43@ += 1 

:SYN2_19057
if 
  43@ > 2 
else_jump @SYN2_19127 
if 
08D0:   should_skip_cutscene 
else_jump @SYN2_19127 
if 
  257@ == 0 
else_jump @SYN2_19120 
41@ = 0 
257@ = 1 

:SYN2_19120
43@ = 99 

:SYN2_19127
if 
  43@ == 3 
else_jump @SYN2_19280 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_19203 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SYN2_19203
if 
  40@ > 4000 
else_jump @SYN2_19280 
015F: set_camera_position -1929.402 738.0927 44.7662 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1929.326 737.1227 44.9969 switchstyle 2 
43@ += 1 

:SYN2_19280
if 
  43@ == 4 
else_jump @SYN2_19377 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_19377 
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_19377 
if and
860E:   not car 252@ assigned_to_path 
860E:   not car 264@ assigned_to_path 
else_jump @SYN2_19377 
wait 1500 
255@ = 0 
41@ = 0 
43@ += 1 

:SYN2_19377
if 
  43@ >= 5 
else_jump @SYN2_19909 
if 
  41@ > 2000 
else_jump @SYN2_19909 
if 
  $1040 == 0 
else_jump @SYN2_19909 
0871: init_jump_table 255@ total_jumps 6 default_jump 0 @SYN2_19902 jumps 0 @SYN2_19495 1 @SYN2_19565 2 @SYN2_19635 3 @SYN2_19705 4 @SYN2_19775 5 @SYN2_19845 -1 @SYN2_19902 

:SYN2_19495
05A9: s$1041 = 'SYN2_HA' // s$  // The Lord sent me to save your thread-bear soul, harlot!
04AE: $1043 = 39039 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39040 as 2 
255@ += 1 
jump @SYN2_19902 

:SYN2_19565
05A9: s$1041 = 'SYN2_HB' // s$  // Get in the car and remove your filthy vestments,
04AE: $1043 = 39040 // = constant 
create_thread @AUDIOL 254@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39041 as 1 
255@ += 1 
jump @SYN2_19902 

:SYN2_19635
05A9: s$1041 = 'SYN2_HC' // s$  // so I my better gaze upon thine corruption!
04AE: $1043 = 39041 // = constant 
create_thread @AUDIOL 254@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39042 as 2 
255@ += 1 
jump @SYN2_19902 

:SYN2_19705
05A9: s$1041 = 'SYN2_HD' // s$  // Driver,
04AE: $1043 = 39042 // = constant 
create_thread @AUDIOL 254@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39043 as 1 
255@ += 1 
jump @SYN2_19902 

:SYN2_19775
05A9: s$1041 = 'SYN2_HE' // s$  // get us out of here before the devil's right hand snatches this po'girl from salvation!
04AE: $1043 = 39043 // = constant 
create_thread @AUDIOL 254@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39044 as 2 
255@ += 1 
jump @SYN2_19902 

:SYN2_19845
05A9: s$1041 = 'SYN2_HF' // s$  // Right away, your evangelical holiness!
04AE: $1043 = 39044 // = constant 
create_thread @AUDIOL 253@ 0 1 2 1 
255@ += 1 
jump @SYN2_19902 

:SYN2_19902
41@ = 0 

:SYN2_19909
if 
  43@ == 5 
else_jump @SYN2_20528 
0395: clear_area 1 at -1924.487 724.8195 45.134 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_20025 
00AB: put_car 252@ at -1924.487 725.2195 45.134 
0175: set_car 252@ Z_angle_to 270.0 
0657: car 252@ open_door 5 
0519: set_car 252@ locked 1 

:SYN2_20025
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_20078 
00AB: put_car 264@ at -1932.387 725.1635 45.2749 
0175: set_car 264@ Z_angle_to 270.0 
0519: set_car 264@ locked 1 

:SYN2_20078
if 
8118:   not actor 253@ dead 
else_jump @SYN2_20129 
0792: disembark_instantly_actor 253@ 
00A1: put_actor 253@ at -1924.224 723.2358 44.4453 
0173: set_actor 253@ Z_angle_to 159.4748 

:SYN2_20129
009A: 75@ = create_actor_pedtype 5 model 64 at -1920.884 718.9793 44.4453 
0173: set_actor 75@ Z_angle_to 0.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1921.819 720.555 44.4453 
05D7: add_point_to_scmpath -1926.29 722.7397 44.4453 
0615: define_AS_pack_begin 61@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_20240 
05CA: AS_actor -1 enter_car 252@ passenger_seat 2 time 20000 

:SYN2_20240
0616: define_AS_pack_end 61@ 
0618: assign_actor 75@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0568: set_actor 75@ untargetable 1 
060B: set_actor 75@ decision_maker_to 239@ 
009A: 254@ = create_actor_pedtype 4 model 68 at -1923.519 718.0508 44.9828 
0173: set_actor 254@ Z_angle_to 0.0 
060B: set_actor 254@ decision_maker_to 239@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1922.707 719.7217 45.4453 
05D7: add_point_to_scmpath -1924.669 720.7556 45.4453 
05D7: add_point_to_scmpath -1925.027 720.9464 45.4453 
05D7: add_point_to_scmpath -1926.188 721.5566 45.4453 
05D7: add_point_to_scmpath -1927.006 722.2399 45.4453 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_20445 
0639: AS_actor -1 rotate_to_actor 75@ 

:SYN2_20445
0616: define_AS_pack_end 61@ 
0618: assign_actor 254@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
40@ = 0 
015F: set_camera_position -1918.223 720.1056 46.0226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.156 720.4551 45.9459 switchstyle 2 
43@ += 1 

:SYN2_20528
if 
  43@ == 6 
else_jump @SYN2_20814 
if 
  40@ > 7050 
else_jump @SYN2_20814 
015F: set_camera_position -1933.54 728.0091 46.4366 rotation 0.0 0.0 0.0 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_20814 
0158: camera_on_car 252@ mode 15 switchstyle 2 
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_20645 
0519: set_car 264@ locked 0 

:SYN2_20645
0519: set_car 252@ locked 0 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_20683 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 252@ passenger_seat 1 

:SYN2_20683
0657: car 252@ open_door 5 
if 
8118:   not actor 254@ dead 
else_jump @SYN2_20754 
0792: disembark_instantly_actor 254@ 
00A1: put_actor 254@ at -1927.08 723.2823 44.4453 
0173: set_actor 254@ Z_angle_to 299.9935 
05CA: AS_actor 254@ enter_car 252@ passenger_seat 2 time 20000 

:SYN2_20754
if 
8118:   not actor 253@ dead 
else_jump @SYN2_20807 
0792: disembark_instantly_actor 253@ 
0647: AS_actor 253@ clear_look_task 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_20807 
05CB: AS_actor 253@ enter_car 252@ as_driver 5000 ms 

:SYN2_20807
43@ += 1 

:SYN2_20814
if 
  43@ == 7 
else_jump @SYN2_20984 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_20984 
if 
8118:   not actor 253@ dead 
else_jump @SYN2_20984 
if 
00DB:   actor 253@ in_car 252@ 
else_jump @SYN2_20984 
if 
8118:   not actor 254@ dead 
else_jump @SYN2_20984 
if 
00DB:   actor 254@ in_car 252@ 
else_jump @SYN2_20984 
if 
  255@ > 5 
else_jump @SYN2_20984 
05D1: AS_actor 253@ drive_car 252@ to -1902.027 726.5126 45.2216 speed 20.0 2 model 0 3 
40@ = 0 
43@ += 1 

:SYN2_20984
if 
  43@ == 8 
else_jump @SYN2_21101 
if 
  40@ > 500 
else_jump @SYN2_21101 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_21087 
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_21087 
05D1: AS_actor 268@ drive_car 264@ to -1902.027 726.5126 45.2216 speed 18.0 2 model 0 3 

:SYN2_21087
40@ = 0 
43@ += 1 

:SYN2_21101
if 
  43@ == 9 
else_jump @SYN2_21145 
if 
  40@ > 2000 
else_jump @SYN2_21145 
43@ = 99 

:SYN2_21145
if 
0736:   is_keyboard_key_just_pressed 79 
else_jump @SYN2_21365 
if 
8118:   not actor 75@ dead 
else_jump @SYN2_21365 
04C4: store_coords_to $72 $73 $74 from_actor 75@ with_offset -1.0 0.0 0.0 
0172: $71 = actor 75@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 103 // preacher point = 
03A8: save_float_to_debug_file $72 
03A8: save_float_to_debug_file $73 
03A8: save_float_to_debug_file $74 
03A8: save_float_to_debug_file $71 

:SYN2_21365
if 
  43@ == 888 
else_jump @SYN2_21857 
if 
  40@ > 1000 
else_jump @SYN2_21857 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_21630 
if 
01C1:   car 252@ stopped 
else_jump @SYN2_21630 
if 
06AA:   NOP_false 252@ 
else_jump @SYN2_21630 
0752: NOP 252@ 
00AA: store_car 252@ position_to $72 $73 $74 
0174: $71 = car 252@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 104 // rich car stopped at 
03A8: save_float_to_debug_file $72 
03A8: save_float_to_debug_file $73 
03A8: save_float_to_debug_file $74 
03A8: save_float_to_debug_file $71 

:SYN2_21630
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_21857 
if 
01C1:   car 264@ stopped 
else_jump @SYN2_21857 
if 
06AA:   NOP_false 264@ 
else_jump @SYN2_21857 
0752: NOP 264@ 
00AA: store_car 264@ position_to $72 $73 $74 
0174: $71 = car 264@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 105 // mib_car stopped at 
03A8: save_float_to_debug_file $72 
03A8: save_float_to_debug_file $73 
03A8: save_float_to_debug_file $74 
03A8: save_float_to_debug_file $71 

:SYN2_21857
if 
  43@ == 99 
else_jump @SYN2_22658 
if 
856D:   not actor 254@ defined 
else_jump @SYN2_21923 
009A: 254@ = create_actor_pedtype 4 model 68 at 0.0 0.0 0.0 
060B: set_actor 254@ decision_maker_to 239@ 

:SYN2_21923
if 
856D:   not actor 75@ defined 
else_jump @SYN2_21971 
009A: 75@ = create_actor_pedtype 5 model 64 at 0.0 0.0 0.0 
060B: set_actor 75@ decision_maker_to 239@ 

:SYN2_21971
0249: release_model 409 
0249: release_model 579 
0249: release_model 64 
0249: release_model 166 
0249: release_model 68 
0249: release_model 346 
0249: release_model 353 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_22108 
if 
060E:   car 264@ assigned_to_path 
else_jump @SYN2_22072 
05EC: release_car 264@ from_path 

:SYN2_22072
0519: set_car 264@ locked 0 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_22108 
0792: disembark_instantly_actor 268@ 
036A: put_actor 268@ in_car 264@ 

:SYN2_22108
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_22152 
if 
060E:   car 252@ assigned_to_path 
else_jump @SYN2_22145 
05EC: release_car 252@ from_path 

:SYN2_22145
0519: set_car 252@ locked 0 

:SYN2_22152
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_22264 
if 
8118:   not actor 253@ dead 
else_jump @SYN2_22197 
0792: disembark_instantly_actor 253@ 
036A: put_actor 253@ in_car 252@ 

:SYN2_22197
if 
8118:   not actor 75@ dead 
else_jump @SYN2_22228 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 252@ passenger_seat 1 

:SYN2_22228
if 
8118:   not actor 254@ dead 
else_jump @SYN2_22259 
0792: disembark_instantly_actor 254@ 
0430: put_actor 254@ into_car 252@ passenger_seat 2 

:SYN2_22259
0508: car 252@ close_all_doors 

:SYN2_22264
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_22376 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_22376 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_22376 
0705: car 264@ assign_to_path 539 and_drive_normal 
0706: advance_car 264@ further_along_path 0.0 
00AE: set_car 264@ traffic_behaviour_to 5 
02AC: set_car 264@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 264@ door_status_to 3 
01EC: make_car 264@ very_heavy 1 
0423: set_car 264@ improved_handling_to 2.0 // (float) 

:SYN2_22376
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_22553 
0395: clear_area 1 at -1908.786 726.1257 45.097 radius 5.0 
00AB: put_car 252@ at -1908.786 726.1257 45.097 
0175: set_car 252@ Z_angle_to 273.1095 
0519: set_car 252@ locked 0 
04BA: set_car 252@ speed_to 10.0 
02AC: set_car 252@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 252@ door_status_to 3 
01EC: make_car 252@ very_heavy 1 
0423: set_car 252@ improved_handling_to 2.0 // (float) 
0224: set_car 252@ health_to 1850 
0705: car 252@ assign_to_path 539 and_drive_normal 
0706: advance_car 252@ further_along_path 5.0 
00AE: set_car 252@ traffic_behaviour_to 5 
0190: add_car 252@ to_flipped_check // 6 max 
03CC: enable_car 252@ stuck_check_distance_to 2.0 time_to 3000 

:SYN2_22553
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
42@ += 1 
43@ = 0 

:SYN2_22658
return 

:SYN2_22660
if 
  43@ == 0 
else_jump @SYN2_22928 
0732: random_car_generator_disable_model 409 
0732: random_car_generator_disable_model 579 
261@ = 15.0 
if 
8118:   not actor 254@ dead 
else_jump @SYN2_22729 
0187: 258@ = create_marker_above_actor 254@ 
09F6: set_actor 254@ unjackable_through_driver_seat 0 

:SYN2_22729
if 
8118:   not actor 75@ dead 
else_jump @SYN2_22752 
09F6: set_actor 75@ unjackable_through_driver_seat 0 

:SYN2_22752
if 
8118:   not actor 253@ dead 
else_jump @SYN2_22775 
09F6: set_actor 253@ unjackable_through_driver_seat 0 

:SYN2_22775
if 
8118:   not actor 268@ dead 
else_jump @SYN2_22799 
0187: 272@ = create_marker_above_actor 268@ 

:SYN2_22799
if 
8118:   not actor 256@ dead 
else_jump @SYN2_22823 
0187: 273@ = create_marker_above_actor 256@ 

:SYN2_22823
259@ = 0 
260@ = 0 
$8667 = 30000 
259@ = 0 
95@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN2_70' time 10000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_22900 
020A: set_car 252@ door_status_to 2 

:SYN2_22900
01EB: set_traffic_density_multiplier_to 0.65 
03DE: set_pedestrians_density_multiplier_to 1.0 
274@ = 0 
43@ += 1 

:SYN2_22928
if 
  274@ == 0 
else_jump @SYN2_22992 
if 
075C:   marker 69@ enabled 
else_jump @SYN2_22985 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
274@ = 1 

:SYN2_22985
jump @SYN2_23042 

:SYN2_22992
if 
875C:   not marker 69@ enabled 
else_jump @SYN2_23042 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_70' time 5000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
274@ = 0 

:SYN2_23042
if 
  43@ == 1 
else_jump @SYN2_27253 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_24066 
if 
  259@ == 0 
else_jump @SYN2_23190 
if 
060E:   car 252@ assigned_to_path 
else_jump @SYN2_23127 
275@ = 0.3 
jump @SYN2_23183 

:SYN2_23127
if 
   not 277@ == 1 
else_jump @SYN2_23183 
if 
8118:   not actor 253@ dead 
else_jump @SYN2_23183 
05D2: AS_actor 253@ run_to_and_hijack_car 252@ max_search_radius 42.0 traffic_behavior 2 
277@ = 1 

:SYN2_23183
jump @SYN2_23604 

:SYN2_23190
if 
060E:   car 252@ assigned_to_path 
else_jump @SYN2_23548 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 55@ 56@ 57@ 
0509: 52@ = distance_between_XY $72 $73 and_XY 55@ 56@ 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 -10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 55@ 56@ 57@ 
0509: 53@ = distance_between_XY $72 $73 and_XY 55@ 56@ 
if 
0025:   53@ > 52@ // (float) 
else_jump @SYN2_23362 
0079: 275@ += frame_delta_time * 0.1 // (float) 
jump @SYN2_23541 

:SYN2_23362
00AA: store_car 252@ position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 55@ 56@ 57@ 
050A: 52@ = distance_between_XYZ $72 $73 $74 and_XYZ 55@ 56@ 57@ 
if 
0202:   actor $PLAYER_ACTOR near_car 252@ radius 20.0 20.0 sphere 0 
else_jump @SYN2_23461 
0079: 275@ += frame_delta_time * 0.05 // (float) 
jump @SYN2_23502 

:SYN2_23461
if 
8202:   not actor $PLAYER_ACTOR near_car 252@ radius 25.0 25.0 sphere 0 
else_jump @SYN2_23502 
0079: 275@ += frame_delta_time * -0.01 // (float) 

:SYN2_23502
if 
  0.6 > 275@ 
else_jump @SYN2_23533 
275@ = 0.6 

:SYN2_23533
0087: 276@ = 52@ // (float) 

:SYN2_23541
jump @SYN2_23604 

:SYN2_23548
if 
   not 277@ == 1 
else_jump @SYN2_23604 
if 
8118:   not actor 253@ dead 
else_jump @SYN2_23604 
05D2: AS_actor 253@ run_to_and_hijack_car 252@ max_search_radius 42.0 traffic_behavior 2 
277@ = 1 

:SYN2_23604
if 
  275@ > 1.5 
else_jump @SYN2_23635 
275@ = 1.5 

:SYN2_23635
if 
060E:   car 252@ assigned_to_path 
else_jump @SYN2_23659 
06FD: set_car 252@ speed_on_path_to 275@ 

:SYN2_23659
if 
018F:   car 252@ flipped_for_2_seconds 
else_jump @SYN2_23745 
if 
82CA:   not car 252@ bounding_sphere_visible 
else_jump @SYN2_23745 
00AA: store_car 252@ position_to $72 $73 $74 
0174: $71 = car 252@ Z_angle 
$74 += 1.0 
00AB: put_car 252@ at $72 $73 $74 
0175: set_car 252@ Z_angle_to $71 

:SYN2_23745
if 
03CE:   car 252@ stuck 
else_jump @SYN2_24066 
if 
82CA:   not car 252@ bounding_sphere_visible 
else_jump @SYN2_24056 
if 
8205:   not actor $PLAYER_ACTOR near_car 252@ radius 20.0 20.0 20.0 flag 0 
else_jump @SYN2_24020 
00AA: store_car 252@ position_to $72 $73 $74 
49@ = 1 

:SYN2_23834
if 
  20 > 49@ 
else_jump @SYN2_23981 
04D3: get_nearest_car_path_coords_from $72 $73 $74 type 49@ store_to 55@ 56@ 57@ 
if 
80C2:   not sphere_onscreen 55@ 56@ 57@ radius 5.0 
else_jump @SYN2_23967 
if 
838A:   not any_car_in_cube_cornerA 55@ 56@ 57@ cornerB 5.0 5.0 5.0 
else_jump @SYN2_23953 
49@ = 25 
jump @SYN2_23960 

:SYN2_23953
49@ += 1 

:SYN2_23960
jump @SYN2_23974 

:SYN2_23967
49@ += 1 

:SYN2_23974
jump @SYN2_23834 

:SYN2_23981
if 
  49@ == 25 
else_jump @SYN2_24013 
00AB: put_car 252@ at $72 $73 $74 

:SYN2_24013
jump @SYN2_24049 

:SYN2_24020
if 
8118:   not actor 253@ dead 
else_jump @SYN2_24049 
06C7: AS_actor 253@ driver_of_car 252@ perform_action 3 timelimit 1000 

:SYN2_24049
jump @SYN2_24066 

:SYN2_24056
04BA: set_car 252@ speed_to -10.0 

:SYN2_24066
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_24804 
if 
060E:   car 264@ assigned_to_path 
else_jump @SYN2_24447 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_24435 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 -10.0 0.0 
00AA: store_car 264@ position_to 55@ 56@ 57@ 
0509: 52@ = distance_between_XY $72 $73 and_XY 55@ 56@ 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 -20.0 0.0 
00AA: store_car 264@ position_to 55@ 56@ 57@ 
0509: 53@ = distance_between_XY $72 $73 and_XY 55@ 56@ 
if 
0025:   53@ > 52@ // (float) 
else_jump @SYN2_24356 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 -15.0 0.0 
if 
81AF:   not car 264@ sphere 0 in_sphere $72 $73 $74 radius 5.0 5.0 5.0 
else_jump @SYN2_24341 
0079: 278@ += frame_delta_time * -0.2 // (float) 
jump @SYN2_24349 

:SYN2_24341
0087: 278@ = 275@ // (float) 

:SYN2_24349
jump @SYN2_24406 

:SYN2_24356
if 
   not 280@ == 2 
else_jump @SYN2_24388 
00AE: set_car 264@ traffic_behaviour_to 3 
280@ = 2 

:SYN2_24388
0087: 278@ = 275@ // (float) 
278@ += 3.0 

:SYN2_24406
06FD: set_car 264@ speed_on_path_to 278@ 
00AA: store_car 252@ position_to 282@ 283@ 284@ 
jump @SYN2_24440 

:SYN2_24435
05EC: release_car 264@ from_path 

:SYN2_24440
jump @SYN2_24804 

:SYN2_24447
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_24545 
if 
   not 280@ == 99 
else_jump @SYN2_24524 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_24524 
06E1: AS_actor 268@ using_car 264@ target_car 252@ with_order 31 max_speed 100.0 traffic_flag 3 
280@ = 99 

:SYN2_24524
00AA: store_car 252@ position_to 282@ 283@ 284@ 
jump @SYN2_24804 

:SYN2_24545
if 
  100 > 280@ 
else_jump @SYN2_24621 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_24614 
05D1: AS_actor 268@ drive_car 264@ to 282@ 283@ 284@ speed 40.0 0 model 0 2 
280@ = 100 

:SYN2_24614
jump @SYN2_24804 

:SYN2_24621
if 
01AF:   car 264@ sphere 0 in_sphere 282@ 283@ 284@ radius 20.0 20.0 10.0 
else_jump @SYN2_24804 
if 
   not 280@ == 101 
else_jump @SYN2_24804 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_24739 
0615: define_AS_pack_begin 61@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 268@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_24739
if 
8118:   not actor 256@ dead 
else_jump @SYN2_24797 
0615: define_AS_pack_begin 61@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 256@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_24797
280@ = 101 

:SYN2_24804
if 
  259@ == 0 
else_jump @SYN2_25113 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_24878 
if 
051C:   car 252@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_24878 
259@ = 1 
285@ = 1 
40@ = 0 

:SYN2_24878
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_24927 
if 
051C:   car 264@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_24927 
259@ = 1 
285@ = 1 

:SYN2_24927
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_25026 
if 
0205:   actor $PLAYER_ACTOR near_car 252@ radius 30.0 30.0 30.0 flag 0 
else_jump @SYN2_25019 
if 
  97@ > 5000 
else_jump @SYN2_25012 
285@ = 1 
259@ = 1 

:SYN2_25012
jump @SYN2_25026 

:SYN2_25019
97@ = 0 

:SYN2_25026
if 
  259@ == 1 
else_jump @SYN2_25113 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_25067 
00AE: set_car 252@ traffic_behaviour_to 2 

:SYN2_25067
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_25113 
0227: 90@ = car 252@ health 
0085: 91@ = 90@ // (int) 
91@ -= 100 
89@ = 0 

:SYN2_25113
if and
  285@ > 0 
  7 > 285@ 
else_jump @SYN2_25697 
if 
  41@ > 1000 
else_jump @SYN2_25697 
if 
8118:   not actor 254@ dead 
else_jump @SYN2_25697 
if 
0104:   actor $PLAYER_ACTOR near_actor 254@ radius 20.0 20.0 20.0 sphere 0 
else_jump @SYN2_25697 
if 
  $1040 == 0 
else_jump @SYN2_25697 
0871: init_jump_table 285@ total_jumps 6 default_jump 0 @SYN2_25697 jumps 1 @SYN2_25290 2 @SYN2_25367 3 @SYN2_25444 4 @SYN2_25521 5 @SYN2_25598 6 @SYN2_25662 -1 @SYN2_25697 

:SYN2_25290
05A9: s$1041 = 'SYN2_JA' // s$  // The Devil comes to claim his own, Godspeed, driver, Godspeed!
04AE: $1043 = 39045 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39046 as 2 
285@ += 1 
41@ = 0 
jump @SYN2_25697 

:SYN2_25367
05A9: s$1041 = 'SYN2_JB' // s$  // We need more than just the Lord's benefaction!
04AE: $1043 = 39046 // = constant 
create_thread @AUDIOL 254@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39049 as 1 
285@ += 1 
41@ = 0 
jump @SYN2_25697 

:SYN2_25444
05A9: s$1041 = 'SYN2_JE' // s$  // Don't worry, girl, the Lord's army will come to our aid!
04AE: $1043 = 39049 // = constant 
create_thread @AUDIOL 254@ 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39050 as 2 
285@ += 1 
41@ = 0 
jump @SYN2_25697 

:SYN2_25521
05A9: s$1041 = 'SYN2_JF' // s$  // Now just keep undressing...
04AE: $1043 = 39050 // = constant 
create_thread @AUDIOL 254@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39051 as 1 
285@ += 1 
41@ = 0 
jump @SYN2_25697 

:SYN2_25598
05A9: s$1041 = 'SYN2_JG' // s$  // That's right, put your hand there...
04AE: $1043 = 39051 // = constant 
create_thread @AUDIOL 254@ 0 1 1 1 
285@ += 1 
41@ = 0 
jump @SYN2_25697 

:SYN2_25662
285@ += 1 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_25690 
054F: clear_car 252@ damage 

:SYN2_25690
jump @SYN2_25697 

:SYN2_25697
if and
  285@ == 7 
  287@ > 10000 
else_jump @SYN2_26140 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_26140 
if 
051C:   car 252@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN2_26140 
if 
876F:   not text_priority_displayed 
else_jump @SYN2_26135 
286@ += 1 
if 
  286@ > 4 
else_jump @SYN2_25803 
286@ = 0 

:SYN2_25803
0871: init_jump_table 286@ total_jumps 5 default_jump 0 @SYN2_26116 jumps 0 @SYN2_25866 1 @SYN2_25916 2 @SYN2_25966 3 @SYN2_26016 4 @SYN2_26066 -1 @SYN2_26116 -1 @SYN2_26116 

:SYN2_25866
05A9: s$1041 = 'SYN2_KA' // s$  // Be gone, foul abomination!
04AE: $1043 = 39053 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
jump @SYN2_26116 

:SYN2_25916
05A9: s$1041 = 'SYN2_KB' // s$  // Argh, he comes for us!
04AE: $1043 = 39054 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
jump @SYN2_26116 

:SYN2_25966
05A9: s$1041 = 'SYN2_KC' // s$  // Faster, driver, faster!
04AE: $1043 = 39055 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
jump @SYN2_26116 

:SYN2_26016
05A9: s$1041 = 'SYN2_KD' // s$  // Ow! Watch those teeth, girl!
04AE: $1043 = 39056 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
jump @SYN2_26116 

:SYN2_26066
05A9: s$1041 = 'SYN2_KE' // s$  // Argh! Careful with the 'little bishop', whore!
04AE: $1043 = 39057 // = constant 
create_thread @AUDIOL 254@ 0 1 1 0 
jump @SYN2_26116 

:SYN2_26116
287@ = 0 
054F: clear_car 252@ damage 
jump @SYN2_26140 

:SYN2_26135
054F: clear_car 252@ damage 

:SYN2_26140
if 
  259@ == 1 
else_jump @SYN2_26381 
if 
8118:   not actor 256@ dead 
else_jump @SYN2_26381 
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_26381 
if 
8118:   not actor 268@ dead 
else_jump @SYN2_26310 
if 
00DB:   actor 256@ in_car 264@ 
else_jump @SYN2_26232 
jump @SYN2_26303 

:SYN2_26232
062E: get_actor 256@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_26303 
0615: define_AS_pack_begin 61@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 256@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_26303
jump @SYN2_26381 

:SYN2_26310
062E: get_actor 256@ task 1560 status_store_to 49@ // ret 7 if not found 
if 
04A4:   49@ == 7 // == constant 
else_jump @SYN2_26381 
0615: define_AS_pack_begin 61@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 256@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:SYN2_26381
49@ = 0 

:SYN2_26388
if 
  2 > 49@ 
else_jump @SYN2_26920 
if 
056E:   car 264@(49@,4i) defined 
else_jump @SYN2_26906 
if 
8119:   not car 264@(49@,4i) wrecked 
else_jump @SYN2_26906 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_26906 
00AA: store_car 252@ position_to $72 $73 $74 
if 
81AF:   not car 264@(49@,4i) sphere 0 in_sphere $72 $73 $74 radius 80.0 80.0 80.0 
else_jump @SYN2_26906 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
81AF:   not car 264@(49@,4i) sphere 0 in_sphere $72 $73 $74 radius 40.0 40.0 40.0 
else_jump @SYN2_26906 
if 
82CA:   not car 264@(49@,4i) bounding_sphere_visible 
else_jump @SYN2_26906 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset 0.0 -15.0 0.0 
50@ = 1 

:SYN2_26638
if 
  20 > 50@ 
else_jump @SYN2_26785 
04D3: get_nearest_car_path_coords_from $72 $73 $74 type 50@ store_to 55@ 56@ 57@ 
if 
80C2:   not sphere_onscreen 55@ 56@ 57@ radius 5.0 
else_jump @SYN2_26771 
if 
838A:   not any_car_in_cube_cornerA 55@ 56@ 57@ cornerB 5.0 5.0 5.0 
else_jump @SYN2_26757 
50@ = 25 
jump @SYN2_26764 

:SYN2_26757
50@ += 1 

:SYN2_26764
jump @SYN2_26778 

:SYN2_26771
50@ += 1 

:SYN2_26778
jump @SYN2_26638 

:SYN2_26785
if 
  50@ == 25 
else_jump @SYN2_26906 
00AB: put_car 264@(49@,4i) at 55@ 56@ 57@ 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_26851 
00AA: store_car 252@ position_to $72 $73 $74 

:SYN2_26851
0089: 58@ = $72 // (float) 
0063: 58@ -= 55@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 56@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0175: set_car 264@(49@,4i) Z_angle_to $71 

:SYN2_26906
49@ += 1 
jump @SYN2_26388 

:SYN2_26920
if 
  64@ == 1 
else_jump @SYN2_26979 
if 
00E1:   player 0 pressed_key 19 
else_jump @SYN2_26979 
if 
8119:   not car 252@ wrecked 
else_jump @SYN2_26979 
0224: set_car 252@ health_to 499 

:SYN2_26979
49@ = 0 
if 
0118:   actor 254@ dead 
else_jump @SYN2_27030 
if 
075C:   marker 258@ enabled 
else_jump @SYN2_27023 
0164: disable_marker 258@ 

:SYN2_27023
49@ += 1 

:SYN2_27030
if 
0118:   actor 268@ dead 
else_jump @SYN2_27074 
if 
075C:   marker 272@ enabled 
else_jump @SYN2_27067 
0164: disable_marker 272@ 

:SYN2_27067
49@ += 1 

:SYN2_27074
if 
0118:   actor 256@ dead 
else_jump @SYN2_27118 
if 
075C:   marker 273@ enabled 
else_jump @SYN2_27111 
0164: disable_marker 273@ 

:SYN2_27111
49@ += 1 

:SYN2_27118
if 
  49@ == 3 
else_jump @SYN2_27143 
43@ = 99 

:SYN2_27143
if 
8118:   not actor 254@ dead 
else_jump @SYN2_27253 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 254@ radius 150.0 150.0 0 
else_jump @SYN2_27246 
if 
  95@ > 20000 
else_jump @SYN2_27239 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN2_71' time 5000 flag 1  // ~r~You lost the preacher.
45@ = 1 

:SYN2_27239
jump @SYN2_27253 

:SYN2_27246
95@ = 0 

:SYN2_27253
if 
  43@ == 99 
else_jump @SYN2_27325 
42@ += 1 
43@ = 0 
40@ = 0 
03CF: load_wav 20600 as 3 

:SYN2_27299
if 
83D0:   not wav 3 loaded 
else_jump @SYN2_27325 
wait 0 
jump @SYN2_27299 

:SYN2_27325
return 

:SYN2_27327
if 
  43@ == 0 
else_jump @SYN2_27461 
if 
  40@ > 3000 
else_jump @SYN2_27461 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_27447 
if 
80DB:   not actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_27415 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_27415
00AA: store_car 67@ position_to $72 $73 $74 
0A16: link_wav 3 to_car 67@ 
03D1: play_wav 3 
98@ = 1 

:SYN2_27447
40@ = 0 
43@ += 1 

:SYN2_27461
if 
  43@ == 1 
else_jump @SYN2_27572 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_27572 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_27572 
if 
  40@ > 2000 
else_jump @SYN2_27561 
01B4: set_player $PLAYER_CHAR can_move 0 
292@ = -1 
40@ = 0 
43@ += 1 

:SYN2_27561
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_27572
if 
  43@ == 2 
else_jump @SYN2_27645 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_27645 
if 
00DB:   actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_27645 
00BE: text_clear_all 
040D: unload_wav 3 
98@ = 0 
43@ += 1 

:SYN2_27645
if 
  43@ == 3 
else_jump @SYN2_27797 
288@ = 0 
292@ = -1 
00BE: text_clear_all 
fade 0 150 

:SYN2_27686
if 
fading 
else_jump @SYN2_27710 
wait 0 
jump @SYN2_27686 

:SYN2_27710
gosub @SYN2_29153 
fade 1 150 

:SYN2_27724
if 
fading 
else_jump @SYN2_27748 
wait 0 
jump @SYN2_27724 

:SYN2_27748
if 
8119:   not car 264@ wrecked 
else_jump @SYN2_27769 
00A6: destroy_car 264@ 

:SYN2_27769
if 
8119:   not car 265@ wrecked 
else_jump @SYN2_27790 
00A6: destroy_car 265@ 

:SYN2_27790
43@ += 1 

:SYN2_27797
if 
  43@ == 4 
else_jump @SYN2_27855 
if 
  40@ > 1000 
else_jump @SYN2_27855 
255@ = 0 
40@ = 0 
43@ += 1 

:SYN2_27855
if and
  43@ > 4 
  99 > 43@ 
else_jump @SYN2_28404 
if 
  $1040 == 0 
else_jump @SYN2_28404 
if 
  62@ > 1000 
else_jump @SYN2_28404 
0871: init_jump_table 255@ total_jumps 7 default_jump 0 @SYN2_28397 jumps 0 @SYN2_27980 1 @SYN2_28050 2 @SYN2_28119 3 @SYN2_28188 4 @SYN2_28257 5 @SYN2_28326 6 @SYN2_28383 

:SYN2_27980
05A9: s$1041 = 'SYN2_GA' // s$  // Everything's been taken care of, Mr. Jizzy!
04AE: $1043 = 39033 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 39034 as 2 
255@ += 1 
jump @SYN2_28397 

:SYN2_28050
05A9: s$1041 = 'SYN2_GB' // s$  // Oh, CJ, you's a playa's right hand, baby.
04AE: $1043 = 39034 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39035 as 1 
255@ += 1 
jump @SYN2_28397 

:SYN2_28119
05A9: s$1041 = 'SYN2_GC' // s$  // Oh, and by the way - that car's just come up over on an APB.
04AE: $1043 = 39035 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39036 as 2 
255@ += 1 
jump @SYN2_28397 

:SYN2_28188
05A9: s$1041 = 'SYN2_GD' // s$  // Dump it, keep it, whatever.
04AE: $1043 = 39036 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 39038 as 1 
255@ += 1 
jump @SYN2_28397 

:SYN2_28257
05A9: s$1041 = 'SYN2_GF' // s$  // Just keep it away from me, my hos, and my club!
04AE: $1043 = 39038 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 39037 as 2 
255@ += 1 
jump @SYN2_28397 

:SYN2_28326
05A9: s$1041 = 'SYN2_GE' // s$  // Oh, for sure, you got that, man.
04AE: $1043 = 39037 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
255@ += 1 
jump @SYN2_28397 

:SYN2_28383
255@ += 1 
jump @SYN2_28397 

:SYN2_28397
62@ = 0 

:SYN2_28404
if 
  43@ == 5 
else_jump @SYN2_28449 
if or
  255@ > 6 
08D0:   should_skip_cutscene 
else_jump @SYN2_28449 
43@ = 99 

:SYN2_28449
if 
  43@ == 99 
else_jump @SYN2_28630 
fade 0 500 

:SYN2_28474
if 
fading 
else_jump @SYN2_28498 
wait 0 
jump @SYN2_28474 

:SYN2_28498
gosub @SYN2_31048 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_28553 
00AA: store_car 67@ position_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 15.0 

:SYN2_28553
fade 1 500 

:SYN2_28560
if 
fading 
else_jump @SYN2_28584 
wait 0 
jump @SYN2_28560 

:SYN2_28584
$1040 = 0 
if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
else_jump @SYN2_28616 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN2_28616
44@ = 1 
42@ += 1 

:SYN2_28630
return 

:SYN2_28632
if 
  98@ == 1 
else_jump @SYN2_28669 
if 
03D2:   wav 3 ended 
else_jump @SYN2_28669 
03D1: play_wav 3 

:SYN2_28669
if 
  7 > 42@ 
else_jump @SYN2_28749 
if 
056D:   actor 75@ defined 
else_jump @SYN2_28749 
if 
0118:   actor 75@ dead 
else_jump @SYN2_28749 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
45@ = 1 

:SYN2_28749
if 
056D:   actor 76@ defined 
else_jump @SYN2_28811 
if 
0118:   actor 76@ dead 
else_jump @SYN2_28811 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
45@ = 1 

:SYN2_28811
if 
056D:   actor 77@ defined 
else_jump @SYN2_28873 
if 
0118:   actor 77@ dead 
else_jump @SYN2_28873 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
45@ = 1 

:SYN2_28873
if 
056E:   car 67@ defined 
else_jump @SYN2_28935 
if 
0119:   car 67@ wrecked 
else_jump @SYN2_28935 
gosub @SYN2_31048 
00BC: show_text_highpriority GXT 'SYN_F_2' time 5000 flag 1  // ~r~You destroyed Jizzy's car.
45@ = 1 

:SYN2_28935
if 
  42@ > 2 
else_jump @SYN2_29047 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29047 
if 
80DB:   not actor $PLAYER_ACTOR in_car 67@ 
else_jump @SYN2_29026 
if 
875C:   not marker 69@ enabled 
else_jump @SYN2_29019 
0186: 69@ = create_marker_above_car 67@ 
07E0: set_marker 69@ type_to 1 

:SYN2_29019
jump @SYN2_29047 

:SYN2_29026
if 
075C:   marker 69@ enabled 
else_jump @SYN2_29047 
0164: disable_marker 69@ 

:SYN2_29047
return 

:SYN2_29049
if 
8118:   not actor 76@ dead 
else_jump @SYN2_29151 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 61@ 
05C5: AS_actor -1 cower 2000 ms 
if 
8118:   not actor 79@ dead 
else_jump @SYN2_29115 
05DD: AS_actor -1 flee_from_actor 79@ from_origin_radius 100.0 timelimit 60000 

:SYN2_29115
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 61@ 
0618: assign_actor 76@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
86@ = 0 
94@ = 99 

:SYN2_29151
return 

:SYN2_29153
289@ = 1 
0470: 294@ = actor $PLAYER_ACTOR current_weapon 
if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
else_jump @SYN2_29239 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
293@ = 1 
0247: load_model 331 

:SYN2_29205
if 
8248:   not model 331 available 
else_jump @SYN2_29232 
wait 0 
jump @SYN2_29205 

:SYN2_29232
jump @SYN2_29246 

:SYN2_29239
293@ = 0 

:SYN2_29246
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_29322 
04ED: load_animation "CAR_CHAT" 

:SYN2_29288
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN2_29322 
wait 0 
jump @SYN2_29288 

:SYN2_29322
if 
8248:   not model 330 available 
else_jump @SYN2_29370 
0247: load_model 330 

:SYN2_29343
if 
8248:   not model 330 available 
else_jump @SYN2_29370 
wait 0 
jump @SYN2_29343 

:SYN2_29370
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29477 
0407: store_coords_to $72 $73 $74 from_car 67@ with_offset -0.49 0.05 0.183 
0395: clear_area 1 at $72 $73 $74 radius 2.0 
00AA: store_car 67@ position_to $72 $73 $74 
0174: $71 = car 67@ Z_angle 
00AB: put_car 67@ at $72 $73 $74 
0175: set_car 67@ Z_angle_to $71 

:SYN2_29477
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29516 
0519: set_car 67@ locked 1 
0508: car 67@ close_all_doors 

:SYN2_29516
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
  288@ == 0 
else_jump @SYN2_29622 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29622 
0407: store_coords_to $72 $73 $74 from_car 67@ with_offset 0.01 0.75 0.77 
0407: store_coords_to 58@ 59@ 60@ from_car 67@ with_offset -0.36 0.12 0.66 

:SYN2_29622
if 
  288@ == 1 
else_jump @SYN2_29714 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29714 
0407: store_coords_to $72 $73 $74 from_car 67@ with_offset -0.04 0.68 0.69 
0407: store_coords_to 58@ 59@ 60@ from_car 67@ with_offset -0.55 -0.29 0.64 

:SYN2_29714
if 
  288@ == 2 
else_jump @SYN2_29806 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29806 
0407: store_coords_to $72 $73 $74 from_car 67@ with_offset 0.51 -0.9 0.84 
0407: store_coords_to 58@ 59@ 60@ from_car 67@ with_offset -0.41 -0.14 0.64 

:SYN2_29806
0107: 93@ = create_object 330 at $72 $73 $74 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_29876 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 67@ at_car_offset -0.49 0.05 0.183 position 0 shooting_angle_limit 0.0 with_weapon 0 

:SYN2_29876
if 
  288@ == 0 
else_jump @SYN2_30250 
0615: define_AS_pack_begin 61@ 
070A: AS_actor -1 attach_to_object 93@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 61@ 

:SYN2_30250
if 
  288@ == 1 
else_jump @SYN2_30592 
0615: define_AS_pack_begin 61@ 
070A: AS_actor -1 attach_to_object 93@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 61@ 

:SYN2_30592
if 
  288@ == 2 
else_jump @SYN2_30976 
0615: define_AS_pack_begin 61@ 
070A: AS_actor -1 attach_to_object 93@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 61@ 

:SYN2_30976
0618: assign_actor $PLAYER_ACTOR to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
wait 0 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 59@ 60@ switchstyle 2 
041D: set_camera_near_clip 0.01 
40@ = 0 
return 

:SYN2_31048
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
  293@ == 1 
else_jump @SYN2_31103 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
293@ = 0 
0249: release_model 331 

:SYN2_31103
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 294@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_31184 
0519: set_car 67@ locked 0 
if 
  289@ == 1 
else_jump @SYN2_31184 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 67@ 
0108: destroy_object 93@ 

:SYN2_31184
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0164: disable_marker 272@ 
0164: disable_marker 273@ 
289@ = 0 
return 

:SYN2_31211
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SYN2_31229
if 
  $3292 == 0 
else_jump @SYN2_31316 
0164: disable_marker $525 
0164: disable_marker $532 
0164: disable_marker $531 
02A7: $525 = create_icon_marker_and_sphere $534 at $558 $559 $560 
$544 += 1 
$3292 = 1 
00BC: show_text_highpriority GXT 'SYN2_60' time 10000 flag 1  // ~s~Go to Jizzy's club.
jump @SYN2_31380 

:SYN2_31316
$544 += 1 
0318: set_latest_mission_passed 'SYND_2'  // Jizzy
01E3: show_text_1number_styled GXT 'M_PASSS' number 3000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 3000 
0998: add_respect 20 
0394: play_music 1 
0629: change_integer_stat 313 to 1 
030C: progress_made = 1 

:SYN2_31380
return 

:SYN2_31382
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN2_31409 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 

:SYN2_31409
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
if 
8119:   not car 67@ wrecked 
else_jump @SYN2_31452 
053F: set_car 67@ tires_vulnerability 1 

:SYN2_31452
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN2_31473 
0687: clear_actor $PLAYER_ACTOR task 

:SYN2_31473
022A: remove_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
0249: release_model 330 
0249: release_model 575 
0249: release_model 64 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model 237 
0249: release_model 249 
0249: release_model 545 
0249: release_model 483 
0249: release_model 72 
0249: release_model 73 
0249: release_model 245 
0249: release_model 346 
04EF: release_animation "CRACK" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "MISC" 
0249: release_model 409 
0249: release_model 579 
0249: release_model 64 
0249: release_model 166 
0249: release_model 68 
0249: release_model 409 
0249: release_model 579 
0249: release_model 64 
0249: release_model 166 
0249: release_model 68 
0249: release_model 346 
0249: release_model 353 
0249: release_model 330 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 258@ 
065C: release_decision_maker 240@ 
065C: release_decision_maker 239@ 
0151: remove_status_text $8669 
014F: stop_timer $8667 
014F: stop_timer $8668 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0733: random_car_generator_enable_model 575 
0733: random_car_generator_enable_model 545 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 60---------------
// Originally: Outrider

:SYN3
thread 'SYN3' 
gosub @SYN3_47 
if 
wasted_or_busted 
else_jump @SYN3_38 
gosub @SYN3_19176 

:SYN3_38
gosub @SYN3_19270 
end_thread 

:SYN3_47
increment_mission_attempts 
054C: use_GXT_table 'SYN3' 
$ONMISSION = 1 
wait 0 
46@ = -1832.33 
47@ = -14.59 
48@ = 15.39 
49@ = 270.0 
50@ = -1815.04 
51@ = 2.59 
52@ = 14.99 
53@ = -2127.42 
54@ = -100.65 
55@ = 34.37 
64@ = 9.5 
111@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
65@ = 1 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
105@ = 0 

:SYN3_272
if 
  3 > 105@ 
else_jump @SYN3_337 
154@(105@,3i) = 0 
157@(105@,3i) = 0 
188@(105@,3i) = 0 
105@ += 1 
jump @SYN3_272 

:SYN3_337
105@ = 0 

:SYN3_344
if 
  6 > 105@ 
else_jump @SYN3_398 
163@(105@,6i) = 0 
191@(105@,6i) = 0 
105@ += 1 
jump @SYN3_344 

:SYN3_398
105@ = 0 

:SYN3_405
if 
  3 > 105@ 
else_jump @SYN3_448 
160@(105@,3i) = 0 
105@ += 1 
jump @SYN3_405 

:SYN3_448
105@ = 0 

:SYN3_455
if 
  6 > 105@ 
else_jump @SYN3_509 
172@(105@,6i) = 0 
197@(105@,6i) = 0 
105@ += 1 
jump @SYN3_455 

:SYN3_509
105@ = 0 

:SYN3_516
if 
  3 > 105@ 
else_jump @SYN3_559 
169@(105@,3i) = 0 
105@ += 1 
jump @SYN3_516 

:SYN3_559
105@ = 0 

:SYN3_566
if 
  3 > 105@ 
else_jump @SYN3_631 
178@(105@,3i) = 0 
181@(105@,3i) = 0 
203@(105@,3i) = 0 
105@ += 1 
jump @SYN3_566 

:SYN3_631
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
206@ = -1 
105@ = 0 

:SYN3_673
if 
  4 > 105@ 
else_jump @SYN3_716 
207@(105@,4i) = 0 
105@ += 1 
jump @SYN3_673 

:SYN3_716
213@ = 0 
105@ = 0 

:SYN3_730
if 
  4 > 105@ 
else_jump @SYN3_773 
214@(105@,4i) = 0 
105@ += 1 
jump @SYN3_730 

:SYN3_773
218@ = 0 
136@ = 0 
137@ = 0 
139@ = 0 
219@ = 0 
256@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYN3_830
if 
fading 
else_jump @SYN3_854 
wait 0 
jump @SYN3_830 

:SYN3_854
0A0E: disable_text_with_style 1 
if 
  219@ == 1 
else_jump @SYN3_951 
00A5: 43@ = create_car 468 at 0.0 0.0 -100.0 
0186: 222@ = create_marker_above_car 43@ 
00A5: 44@ = create_car 440 at 0.0 0.0 -100.0 
0129: 45@ = create_actor_pedtype 24 model 173 in_car 44@ driverseat 
0186: 223@ = create_marker_above_car 44@ 

:SYN3_951
0247: load_model 421 
0247: load_model 359 
0247: load_model 358 
0247: load_model 468 
0247: load_model 330 
0247: load_model #BODYARMOUR 

:SYN3_980
if or
8248:   not model 421 available 
8248:   not model 359 available 
8248:   not model 358 available 
8248:   not model 468 available 
8248:   not model 330 available 
8248:   not model #BODYARMOUR available 
else_jump @SYN3_1031 
wait 0 
jump @SYN3_980 

:SYN3_1031
050F: get_max_wanted_level_to 257@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -2030.4 148.83 27.84 radius 100.0 
03CB: set_rendering_origin_at -2030.4 148.83 27.84 
00A1: put_actor $PLAYER_ACTOR at -2030.4 148.83 27.84 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position -2027.45 150.01 29.01 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2028.92 149.37 29.03 switchstyle 2 
140@ = 0 
gosub @SYN3_17824 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
fade 1 1000 

:SYN3_1197
if 
fading 
else_jump @SYN3_1221 
wait 0 
jump @SYN3_1197 

:SYN3_1221
wait 1500 

:SYN3_1226
if 
  2 > 137@ 
else_jump @SYN3_1353 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN3_1325 
gosub @SYN3_18351 
if and
  136@ == 2 
  137@ == 1 
   not 139@ == 1 
else_jump @SYN3_1318 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
139@ = 1 

:SYN3_1318
jump @SYN3_1346 

:SYN3_1325
040D: unload_wav 1 
00BE: text_clear_all 
139@ = 0 
0085: 137@ = 138@ // (int) 

:SYN3_1346
jump @SYN3_1226 

:SYN3_1353
0968: actor $PLAYER_ACTOR stop_mouth 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:SYN3_1380
if 
001D:   138@ > 137@ // (int) 
else_jump @SYN3_1545 
wait 0 
if and
0256:   player $PLAYER_CHAR defined 
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
80E1:   not player 0 pressed_key 15 
else_jump @SYN3_1496 
gosub @SYN3_18351 
if and
  136@ == 2 
  137@ == 7 
   not 139@ == 1 
else_jump @SYN3_1489 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
139@ = 1 

:SYN3_1489
jump @SYN3_1538 

:SYN3_1496
040D: unload_wav 1 
00BE: text_clear_all 
139@ = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN3_1530 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1530
0085: 137@ = 138@ // (int) 

:SYN3_1538
jump @SYN3_1380 

:SYN3_1545
0968: actor $PLAYER_ACTOR stop_mouth 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 103@ // ret 7 if not found 
if 
84A4:   not  103@ == 7 // == constant 
else_jump @SYN3_1586 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN3_1586
0249: release_model 330 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
wait 2500 
0674: set_car_model 421 numberplate "_OMEGA__" 
00A5: 42@ = create_car 421 at -1665.27 412.923 6.192 
0175: set_car 42@ Z_angle_to 134.44 
0229: set_car 42@ primary_color_to 84 secondary_color_to 84 
0186: 220@ = create_marker_above_car 42@ 
07E0: set_marker 220@ type_to 1 
0519: set_car 42@ locked 1 
00BC: show_text_highpriority GXT 'SYN3_18' time 10000 flag 0  // ~s~Go to the ~b~car~s~.

:SYN3_1698
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SYN3_1724 
jump @SYN3_19194 

:SYN3_1724
if and
   not 142@ == 1 
8119:   not car 42@ wrecked 
else_jump @SYN3_2676 
if 
0205:   actor $PLAYER_ACTOR near_car 42@ radius 10.0 10.0 10.0 flag 0 
else_jump @SYN3_2676 
0164: disable_marker 220@ 
142@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:SYN3_1817
if 
fading 
else_jump @SYN3_1841 
wait 0 
jump @SYN3_1817 

:SYN3_1841
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN3_1877 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64 404.17 6.18 

:SYN3_1877
0395: clear_area 0 at -1665.27 412.923 6.192 radius 50.0 
if 
8119:   not car 42@ wrecked 
else_jump @SYN3_1924 
0338: set_car 42@ visibility 0 

:SYN3_1924
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SYND_3A' 

:SYN3_1940
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN3_1964 
wait 0 
jump @SYN3_1940 

:SYN3_1964
02E7: start_cutscene 
fade 1 1000 

:SYN3_1973
if 
82E9:   not cutscene_reached_end 
else_jump @SYN3_1997 
wait 0 
jump @SYN3_1973 

:SYN3_1997
fade 0 0 

:SYN3_2003
if 
fading 
else_jump @SYN3_2027 
wait 0 
jump @SYN3_2003 

:SYN3_2027
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
023C: load_special_actor 'TBONE' as 2 // models 290-299 

:SYN3_2062
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @SYN3_2092 
wait 0 
jump @SYN3_2062 

:SYN3_2092
if 
8119:   not car 42@ wrecked 
else_jump @SYN3_2363 
0338: set_car 42@ visibility 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN3_2151 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27 412.923 -4.192 

:SYN3_2151
036A: put_actor $PLAYER_ACTOR in_car 42@ 
145@ = 1 
0519: set_car 42@ locked 0 
01C8: 108@ = create_actor_pedtype 24 model 290 in_car 42@ passenger_seat 0 
0223: set_actor 108@ health_to 500 
08AF: set_actor 108@ max_health_to 500 
0568: set_actor 108@ untargetable 1 
0446: set_actor 108@ dismemberment_possible 0 
039E: set_actor 108@ locked 1 while_in_car 
0526: set_actor 108@ stay_in_car_when_jacked 1 
09F6: set_actor 108@ unjackable_through_driver_seat 0 
01C8: 109@ = create_actor_pedtype 24 model 291 in_car 42@ passenger_seat 1 
0223: set_actor 109@ health_to 500 
08AF: set_actor 109@ max_health_to 500 
0568: set_actor 109@ untargetable 1 
0446: set_actor 109@ dismemberment_possible 0 
039E: set_actor 109@ locked 1 while_in_car 
0526: set_actor 109@ stay_in_car_when_jacked 1 
09F6: set_actor 109@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 110@ 
0708: reset_decision_maker 110@ event 79 
060B: set_actor 108@ decision_maker_to 110@ 
060B: set_actor 109@ decision_maker_to 110@ 
077C: clear_actor 108@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 108@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 109@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 109@ acquaintance 4 to_all_pedtypes // see ped.dat 

:SYN3_2363
041A: 99@ = actor $PLAYER_ACTOR weapon 35 ammo 
if 
  99@ == 0 
else_jump @SYN3_2401 
041A: 99@ = actor $PLAYER_ACTOR weapon 36 ammo 

:SYN3_2401
100@ = 20 
0062: 100@ -= 99@ // (int) 
if 
  100@ > 0 
else_jump @SYN3_2477 
032B: 97@ = create_weapon_pickup 359 type 3 ammo 100@ at -1831.0 -21.43 15.16 
03DC: 255@ = create_marker_above_pickup 97@ 
jump @SYN3_2484 

:SYN3_2477
143@ = 1 

:SYN3_2484
041A: 101@ = actor $PLAYER_ACTOR weapon 34 ammo 
102@ = 40 
0062: 102@ -= 101@ // (int) 
if 
  102@ > 0 
else_jump @SYN3_2555 
032B: 98@ = create_weapon_pickup 358 type 3 ammo 102@ at -1837.0 -21.43 15.16 

:SYN3_2555
0249: release_model 359 
0249: release_model 358 
gosub @SYN3_6583 
00A5: 43@ = create_car 468 at -1830.16 -17.64 14.79 
0175: set_car 43@ Z_angle_to 268.78 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 221@ = create_checkpoint_at 50@ 51@ 52@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 10000 flag 0  // ~s~Drive to the van's ~y~location~s~.
if 
   not 143@ == 1 
else_jump @SYN3_2676 

:SYN3_2676
if and
  142@ == 1 
   not 144@ == 1 
8119:   not car 42@ wrecked 
else_jump @SYN3_3250 
if and
  145@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @SYN3_3020 
0164: disable_marker 221@ 
0186: 220@ = create_marker_above_car 42@ 
07E0: set_marker 220@ type_to 1 
gosub @SYN3_18582 
if 
0118:   actor 108@ dead 
else_jump @SYN3_2802 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
jump @SYN3_19176 

:SYN3_2802
if 
0118:   actor 109@ dead 
else_jump @SYN3_2841 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
jump @SYN3_19176 

:SYN3_2841
if 
0119:   car 42@ wrecked 
else_jump @SYN3_2880 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
jump @SYN3_19176 

:SYN3_2880
if 
0119:   car 44@ wrecked 
else_jump @SYN3_2919 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
jump @SYN3_19176 

:SYN3_2919
if 
0118:   actor 45@ dead 
else_jump @SYN3_2958 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
jump @SYN3_19176 

:SYN3_2958
if 
0119:   car 43@ wrecked 
else_jump @SYN3_2997 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
jump @SYN3_19176 

:SYN3_2997
00BC: show_text_highpriority GXT 'SYN3_26' time 7000 flag 0  // ~s~Get back into the ~b~car~s~.
145@ = 0 

:SYN3_3020
if and
  145@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @SYN3_3088 
0164: disable_marker 220@ 
018A: 221@ = create_checkpoint_at 50@ 51@ 52@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 7000 flag 0  // ~s~Drive to the van's ~y~location~s~.
145@ = 1 

:SYN3_3088
if 
  145@ == 1 
else_jump @SYN3_3250 
if 
0100:   actor $PLAYER_ACTOR in_sphere 50@ 51@ 52@ radius 4.0 4.0 2.0 sphere 1 in_car 
else_jump @SYN3_3250 
0164: disable_marker 221@ 
144@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @SYN3_16426 
if 
8119:   not car 43@ wrecked 
else_jump @SYN3_3205 
0186: 222@ = create_marker_above_car 43@ 
07E0: set_marker 222@ type_to 1 

:SYN3_3205
00BC: show_text_highpriority GXT 'SYN3_25' time 10000 flag 0  // ~s~Pick up the ~b~escort bike~s~.
if 
  256@ == 0 
else_jump @SYN3_3250 
0A6F: checkpoint_save 1 
256@ = 1 

:SYN3_3250
if and
  144@ == 1 
   not 146@ == 1 
else_jump @SYN3_3615 
if 
8119:   not car 43@ wrecked 
else_jump @SYN3_3615 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @SYN3_3615 
0164: disable_marker 222@ 
gosub @SYN3_6737 
146@ = 1 
if 
8119:   not car 44@ wrecked 
else_jump @SYN3_3367 
0186: 223@ = create_marker_above_car 44@ 
07E0: set_marker 223@ type_to 1 
018B: set_marker 223@ radar_mode 2 

:SYN3_3367
018A: 224@ = create_checkpoint_at -2007.75 533.24 33.91 
08FB: set_checkpoint 224@ type_to 2 
00BC: show_text_highpriority GXT 'SYN3_2' time 10000 flag 0  // ~s~Take out the first ~r~roadblock ~s~before the ~b~van ~s~gets there.
149@ = 0 
41@ = 0 
gosub @SYN3_7001 
gosub @SYN3_8790 
150@ = 1 
01E8: create_forbidden_for_cars_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 0 
0213: 258@ = create_pickup #BODYARMOUR type 3 at -2060.03 304.18 35.81 
148@ = 0 
gosub @SYN3_14999 

:SYN3_3615
if 
   not 147@ == 1 
else_jump @SYN3_6576 
if 
  142@ == 1 
else_jump @SYN3_3697 
if 
   not 143@ == 1 
else_jump @SYN3_3697 
if 
0214:   pickup 97@ picked_up 
else_jump @SYN3_3697 
0164: disable_marker 255@ 
143@ = 1 

:SYN3_3697
if and
  146@ == 1 
8119:   not car 44@ wrecked 
else_jump @SYN3_6008 
if and
   not 149@ == 1 
  41@ >= 10000 
else_jump @SYN3_3808 
if 
075C:   marker 255@ enabled 
else_jump @SYN3_3785 
00BC: show_text_highpriority GXT 'SYN3_3' time 7000 flag 0  // ~s~Use the ~g~rocket launcher ~s~to destroy the ~r~roadblocks.
jump @SYN3_3801 

:SYN3_3785
00BC: show_text_highpriority GXT 'SYN3_4' time 7000 flag 0  // ~s~Use the rocket launcher to destroy the ~r~roadblocks.

:SYN3_3801
149@ = 1 

:SYN3_3808
if or
  65@ >= 1 
  65@ == -1 
else_jump @SYN3_3983 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1999.7 527.27 radius 150.0 150.0 
01AD:   car 44@ sphere 0 near_point -1999.7 527.27 radius 100.0 100.0 
else_jump @SYN3_3937 
if 
  150@ == 1 
else_jump @SYN3_3930 
gosub @SYN3_9358 
150@ = 0 

:SYN3_3930
jump @SYN3_3969 

:SYN3_3937
if 
  150@ == 0 
else_jump @SYN3_3969 
gosub @SYN3_8790 
150@ = 1 

:SYN3_3969
206@ = 0 
gosub @SYN3_12022 

:SYN3_3983
if or
  65@ >= 2 
  65@ == -1 
else_jump @SYN3_4158 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2085.74 320.74 radius 150.0 150.0 
01AD:   car 44@ sphere 0 near_point -2085.74 320.74 radius 100.0 100.0 
else_jump @SYN3_4112 
if 
  151@ == 1 
else_jump @SYN3_4105 
gosub @SYN3_9500 
151@ = 0 

:SYN3_4105
jump @SYN3_4144 

:SYN3_4112
if 
  151@ == 0 
else_jump @SYN3_4144 
gosub @SYN3_8932 
151@ = 1 

:SYN3_4144
206@ = 1 
gosub @SYN3_12022 

:SYN3_4158
if or
  65@ >= 3 
  65@ == -1 
else_jump @SYN3_4333 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2146.62 146.06 radius 150.0 150.0 
01AD:   car 44@ sphere 0 near_point -2146.62 146.06 radius 100.0 100.0 
else_jump @SYN3_4287 
if 
  152@ == 1 
else_jump @SYN3_4280 
gosub @SYN3_9642 
152@ = 0 

:SYN3_4280
jump @SYN3_4319 

:SYN3_4287
if 
  152@ == 0 
else_jump @SYN3_4319 
gosub @SYN3_9074 
152@ = 1 

:SYN3_4319
206@ = 2 
gosub @SYN3_12022 

:SYN3_4333
if or
  65@ >= 4 
  65@ == -1 
else_jump @SYN3_4508 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2166.92 48.75 radius 150.0 150.0 
01AD:   car 44@ sphere 0 near_point -2166.92 48.75 radius 100.0 100.0 
else_jump @SYN3_4462 
if 
  153@ == 1 
else_jump @SYN3_4455 
gosub @SYN3_9784 
153@ = 0 

:SYN3_4455
jump @SYN3_4494 

:SYN3_4462
if 
  153@ == 0 
else_jump @SYN3_4494 
gosub @SYN3_9216 
153@ = 1 

:SYN3_4494
206@ = 3 
gosub @SYN3_12022 

:SYN3_4508
gosub @SYN3_10448 
gosub @SYN3_13870 
if 
   not 213@ == 1 
else_jump @SYN3_4818 
0871: init_jump_table 65@ total_jumps 4 default_jump 1 @SYN3_4811 jumps 1 @SYN3_4603 2 @SYN3_4655 3 @SYN3_4707 4 @SYN3_4759 -1 @SYN3_4818 -1 @SYN3_4818 -1 @SYN3_4818 

:SYN3_4603
if 
01AD:   car 44@ sphere 0 near_point -2007.75 533.24 radius 10.0 10.0 
else_jump @SYN3_4648 
213@ = 1 

:SYN3_4648
jump @SYN3_4818 

:SYN3_4655
if 
01AD:   car 44@ sphere 0 near_point -2079.24 323.74 radius 15.0 15.0 
else_jump @SYN3_4700 
213@ = 1 

:SYN3_4700
jump @SYN3_4818 

:SYN3_4707
if 
01AD:   car 44@ sphere 0 near_point -2149.62 152.06 radius 10.0 10.0 
else_jump @SYN3_4752 
213@ = 1 

:SYN3_4752
jump @SYN3_4818 

:SYN3_4759
if 
01AD:   car 44@ sphere 0 near_point -2169.42 54.75 radius 10.0 10.0 
else_jump @SYN3_4804 
213@ = 1 

:SYN3_4804
jump @SYN3_4818 

:SYN3_4811
jump @SYN3_4818 

:SYN3_4818
if 
  213@ == 1 
else_jump @SYN3_4846 
00AD: set_car 44@ max_speed_to 0.0 

:SYN3_4846
0871: init_jump_table 65@ total_jumps 4 default_jump 1 @SYN3_5209 jumps 1 @SYN3_4909 2 @SYN3_4984 3 @SYN3_5059 4 @SYN3_5134 -1 @SYN3_5216 -1 @SYN3_5216 -1 @SYN3_5216 

:SYN3_4909
if and
   not 214@ == 1 
01AD:   car 44@ sphere 0 near_point -2007.75 533.24 radius 60.0 60.0 
else_jump @SYN3_4977 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
214@ = 1 

:SYN3_4977
jump @SYN3_5216 

:SYN3_4984
if and
   not 215@ == 1 
01AD:   car 44@ sphere 0 near_point -2079.24 323.74 radius 60.0 60.0 
else_jump @SYN3_5052 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
215@ = 1 

:SYN3_5052
jump @SYN3_5216 

:SYN3_5059
if and
   not 216@ == 1 
01AD:   car 44@ sphere 0 near_point -2149.62 152.06 radius 60.0 60.0 
else_jump @SYN3_5127 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
216@ = 1 

:SYN3_5127
jump @SYN3_5216 

:SYN3_5134
if and
   not 217@ == 1 
01AD:   car 44@ sphere 0 near_point -2169.42 54.75 radius 60.0 60.0 
else_jump @SYN3_5202 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
217@ = 1 

:SYN3_5202
jump @SYN3_5216 

:SYN3_5209
jump @SYN3_5216 

:SYN3_5216
if 
  65@ == 1 
else_jump @SYN3_5384 
gosub @SYN3_11092 
if or
  184@ == 1 
00B0:   car 44@ sphere 0 in_rectangle_cornerA -2016.3 434.74 cornerB -1960.98 454.11 
else_jump @SYN3_5384 
gosub @SYN3_11620 
gosub @SYN3_7475 
gosub @SYN3_8932 
151@ = 1 
gosub @SYN3_9926 
65@ = 2 
if 
  213@ == 1 
else_jump @SYN3_5361 
00AD: set_car 44@ max_speed_to 64@ 
213@ = 0 

:SYN3_5361
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
gosub @SYN3_14999 

:SYN3_5384
if and
  65@ == 2 
8119:   not car 44@ wrecked 
else_jump @SYN3_5557 
gosub @SYN3_11201 
if or
  185@ == 1 
00B0:   car 44@ sphere 0 in_rectangle_cornerA -2133.87 308.44 cornerB -2124.45 330.0 
else_jump @SYN3_5557 
gosub @SYN3_11701 
gosub @SYN3_7977 
gosub @SYN3_9074 
152@ = 1 
gosub @SYN3_10100 
65@ = 3 
if 
  213@ == 1 
else_jump @SYN3_5534 
00AD: set_car 44@ max_speed_to 64@ 
213@ = 0 

:SYN3_5534
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
gosub @SYN3_14999 

:SYN3_5557
if and
  65@ == 3 
8119:   not car 44@ wrecked 
else_jump @SYN3_5730 
gosub @SYN3_11356 
if or
  186@ == 1 
00B0:   car 44@ sphere 0 in_rectangle_cornerA -2171.21 90.96 cornerB -2151.63 92.36 
else_jump @SYN3_5730 
gosub @SYN3_11821 
gosub @SYN3_8447 
gosub @SYN3_9216 
153@ = 1 
gosub @SYN3_10274 
65@ = 4 
if 
  213@ == 1 
else_jump @SYN3_5707 
00AD: set_car 44@ max_speed_to 64@ 
213@ = 0 

:SYN3_5707
00BC: show_text_highpriority GXT 'SYN3_7' time 10000 flag 0  // ~s~Destroy the final ~r~roadblock.
gosub @SYN3_14999 

:SYN3_5730
if and
  65@ == 4 
8119:   not car 44@ wrecked 
else_jump @SYN3_5875 
gosub @SYN3_11511 
if or
  187@ == 1 
00B0:   car 44@ sphere 0 in_rectangle_cornerA -2177.54 7.1 cornerB -2157.29 19.76 
else_jump @SYN3_5875 
gosub @SYN3_11941 
65@ = -1 
if 
  213@ == 1 
else_jump @SYN3_5852 
00AD: set_car 44@ max_speed_to 64@ 
213@ = 0 

:SYN3_5852
00BC: show_text_highpriority GXT 'SYN3_8' time 10000 flag 0  // ~s~Make sure the ~b~van ~s~gets to its destination safely.
gosub @SYN3_14999 

:SYN3_5875
if 
  148@ == 1 
else_jump @SYN3_5959 
if 
8119:   not car 43@ wrecked 
else_jump @SYN3_5947 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @SYN3_5940 
0164: disable_marker 222@ 
148@ = 0 

:SYN3_5940
jump @SYN3_5959 

:SYN3_5947
0164: disable_marker 222@ 
148@ = 0 

:SYN3_5959
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN3_6008 
00D9: 107@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
   not 218@ == 1 
else_jump @SYN3_6008 
218@ = 1 

:SYN3_6008
if 
   not 144@ == 1 
else_jump @SYN3_6161 
if 
  142@ == 1 
else_jump @SYN3_6122 
if 
0118:   actor 108@ dead 
else_jump @SYN3_6083 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
jump @SYN3_19176 

:SYN3_6083
if 
0118:   actor 109@ dead 
else_jump @SYN3_6122 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
jump @SYN3_19176 

:SYN3_6122
if 
0119:   car 42@ wrecked 
else_jump @SYN3_6161 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
jump @SYN3_19176 

:SYN3_6161
if 
  142@ == 1 
else_jump @SYN3_6314 
if 
0119:   car 44@ wrecked 
else_jump @SYN3_6218 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
jump @SYN3_19176 

:SYN3_6218
if 
0118:   actor 45@ dead 
else_jump @SYN3_6257 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
jump @SYN3_19176 

:SYN3_6257
if 
   not 146@ == 1 
else_jump @SYN3_6314 
if 
0119:   car 43@ wrecked 
else_jump @SYN3_6314 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
jump @SYN3_19176 

:SYN3_6314
if and
  146@ == 1 
8119:   not car 44@ wrecked 
8118:   not actor 45@ dead 
else_jump @SYN3_6576 
062E: get_actor 45@ task 1560 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_6464 
if and
01AF:   car 44@ sphere 0 in_sphere 53@ 54@ 55@ radius 35.0 35.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 53@ 54@ radius 20.0 20.0 
else_jump @SYN3_6457 
147@ = 1 
gosub @SYN3_15072 
jump @SYN3_19194 

:SYN3_6457
jump @SYN3_6576 

:SYN3_6464
if and
01AF:   car 44@ sphere 0 in_sphere 53@ 54@ 55@ radius 20.0 20.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 53@ 54@ radius 20.0 20.0 
else_jump @SYN3_6576 
05D1: AS_actor 45@ drive_car 44@ to 53@ 54@ 55@ speed 64@ 0 model 0 2 
147@ = 1 
gosub @SYN3_15072 
jump @SYN3_19194 

:SYN3_6576
jump @SYN3_1698 

:SYN3_6583
0247: load_model 440 
0247: load_model 173 

:SYN3_6593
if or
8248:   not model 440 available 
8248:   not model 173 available 
else_jump @SYN3_6625 
wait 0 
jump @SYN3_6593 

:SYN3_6625
00A5: 44@ = create_car 440 at 46@ 47@ 48@ 
0129: 45@ = create_actor_pedtype 24 model 173 in_car 44@ driverseat 
0175: set_car 44@ Z_angle_to 49@ 
01EC: make_car 44@ very_heavy 1 
211@ = 1 
020A: set_car 44@ door_status_to 2 
02AC: set_car 44@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
212@ = 1 
053F: set_car 44@ tires_vulnerability 0 
08F2: set_car 44@ targettable_by_heatseeker 0 
0249: release_model 440 
0249: release_model 173 
0249: release_model 468 
return 

:SYN3_6737
if and
8119:   not car 44@ wrecked 
8118:   not actor 45@ dead 
else_jump @SYN3_6999 
0615: define_AS_pack_begin 106@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1814.77 -0.45 15.38 
07E7: AS_assign_scmpath_to_actor -1 in_car 44@ speed 64@ flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1746.57 306.18 6.08 
05D7: add_point_to_scmpath -1858.69 418.9 16.06 
05D7: add_point_to_scmpath -1899.05 605.47 34.06 
05D7: add_point_to_scmpath -2004.31 605.61 34.06 
05D7: add_point_to_scmpath -2004.29 320.22 34.04 
05D7: add_point_to_scmpath -2146.68 320.06 34.2 
05D7: add_point_to_scmpath -2167.13 -70.2 34.21 
07E7: AS_assign_scmpath_to_actor -1 in_car 44@ speed 64@ flags 0 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 53@ -70.33 34.22 
05D7: add_point_to_scmpath 53@ 54@ 55@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 44@ speed 64@ flags 0 0 2 
05D6: clear_scmpath 
0616: define_AS_pack_end 106@ 
0618: assign_actor 45@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SYN3_6999
return 

:SYN3_7001
0247: load_model 492 
0247: load_model 123 
0247: load_model 122 
0247: load_model 353 

:SYN3_7019
if or
8248:   not model 492 available 
8248:   not model 123 available 
8248:   not model 122 available 
8248:   not model 353 available 
else_jump @SYN3_7059 
wait 0 
jump @SYN3_7019 

:SYN3_7059
0164: disable_marker 224@ 
009A: 69@ = create_actor_pedtype 25 model 123 at -2000.75 537.24 33.91 
009A: 70@ = create_actor_pedtype 25 model 122 at -2007.75 543.24 33.91 
009A: 71@ = create_actor_pedtype 25 model 123 at -2012.75 537.24 33.91 
07E5: copy_decision_maker -1 to 96@ 
0708: reset_decision_maker 96@ event 31 
105@ = 0 

:SYN3_7157
if 
  3 > 105@ 
else_jump @SYN3_7266 
060B: set_actor 69@(105@,3i) decision_maker_to 96@ 
0350: set_actor 69@(105@,3i) maintain_position_when_attacked 1 
01B2: give_actor 69@(105@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
0187: 228@(105@,3i) = create_marker_above_actor 69@(105@,3i) 
02A9: set_actor 69@(105@,3i) immune_to_nonplayer 1 
157@(105@,3i) = 1 
105@ += 1 
jump @SYN3_7157 

:SYN3_7266
00A5: 66@ = create_car 492 at -2000.75 527.24 33.91 
00A5: 67@ = create_car 492 at -2007.75 533.24 33.91 
00A5: 68@ = create_car 492 at -2012.75 527.24 33.91 
0175: set_car 66@ Z_angle_to 70.0 
0175: set_car 67@ Z_angle_to 110.0 
0175: set_car 68@ Z_angle_to 250.0 
105@ = 0 

:SYN3_7372
if 
  3 > 105@ 
else_jump @SYN3_7473 
00A9: set_car 66@(105@,3i) to_normal_driver 
01EC: make_car 66@(105@,3i) very_heavy 1 
020A: set_car 66@(105@,3i) door_status_to 2 
0186: 225@(105@,3i) = create_marker_above_car 66@(105@,3i) 
02AA: set_car 66@(105@,3i) immune_to_nonplayer 1 
154@(105@,3i) = 1 
105@ += 1 
jump @SYN3_7372 

:SYN3_7473
return 

:SYN3_7475
0247: load_model 355 

:SYN3_7480
if 
8248:   not model 355 available 
else_jump @SYN3_7507 
wait 0 
jump @SYN3_7480 

:SYN3_7507
00A5: 72@ = create_car 492 at -2085.74 314.74 33.97 
00A5: 73@ = create_car 492 at -2079.24 323.74 33.97 
00A5: 74@ = create_car 492 at -2085.74 326.74 33.97 
0175: set_car 72@ Z_angle_to 340.0 
0175: set_car 73@ Z_angle_to 20.0 
0175: set_car 74@ Z_angle_to 160.0 
105@ = 0 

:SYN3_7613
if 
  3 > 105@ 
else_jump @SYN3_7687 
00A9: set_car 72@(105@,3i) to_normal_driver 
01EC: make_car 72@(105@,3i) very_heavy 1 
020A: set_car 72@(105@,3i) door_status_to 2 
02AA: set_car 72@(105@,3i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_7613 

:SYN3_7687
009A: 75@ = create_actor_pedtype 25 model 123 at -2075.74 314.74 33.97 
009A: 76@ = create_actor_pedtype 25 model 122 at -2069.24 323.74 33.97 
009A: 77@ = create_actor_pedtype 25 model 123 at -2075.74 326.74 33.97 
009A: 78@ = create_actor_pedtype 25 model 122 at -2076.97 309.56 40.99 
009A: 79@ = create_actor_pedtype 25 model 123 at -2073.97 309.56 40.99 
009A: 80@ = create_actor_pedtype 25 model 122 at -2063.46 309.56 40.99 
105@ = 0 

:SYN3_7838
if 
  6 > 105@ 
else_jump @SYN3_7975 
060B: set_actor 75@(105@,6i) decision_maker_to 96@ 
0350: set_actor 75@(105@,6i) maintain_position_when_attacked 1 
if 
  105@ >= 3 
else_jump @SYN3_7920 
01B2: give_actor 75@(105@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
jump @SYN3_7950 

:SYN3_7920
01B2: give_actor 75@(105@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 
0173: set_actor 75@(105@,6i) Z_angle_to 270.0 

:SYN3_7950
02A9: set_actor 75@(105@,6i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_7838 

:SYN3_7975
return 

:SYN3_7977
00A5: 81@ = create_car 492 at -2141.12 146.06 34.07 
00A5: 82@ = create_car 492 at -2149.62 152.06 34.07 
00A5: 83@ = create_car 492 at -2153.12 146.06 34.07 
0175: set_car 81@ Z_angle_to 290.0 
0175: set_car 82@ Z_angle_to 70.0 
0175: set_car 83@ Z_angle_to 110.0 
105@ = 0 

:SYN3_8083
if 
  3 > 105@ 
else_jump @SYN3_8157 
00A9: set_car 81@(105@,3i) to_normal_driver 
01EC: make_car 81@(105@,3i) very_heavy 1 
020A: set_car 81@(105@,3i) door_status_to 2 
02AA: set_car 81@(105@,3i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_8083 

:SYN3_8157
009A: 84@ = create_actor_pedtype 25 model 123 at -2141.12 156.06 34.07 
009A: 85@ = create_actor_pedtype 25 model 122 at -2149.62 162.06 34.07 
009A: 86@ = create_actor_pedtype 25 model 123 at -2153.12 156.06 34.07 
009A: 87@ = create_actor_pedtype 25 model 123 at -2135.68 164.2 41.29 
009A: 88@ = create_actor_pedtype 25 model 122 at -2135.69 160.93 41.29 
009A: 89@ = create_actor_pedtype 25 model 123 at -2135.24 153.77 40.72 
105@ = 0 

:SYN3_8308
if 
  6 > 105@ 
else_jump @SYN3_8445 
060B: set_actor 84@(105@,6i) decision_maker_to 96@ 
0350: set_actor 84@(105@,6i) maintain_position_when_attacked 1 
if 
  105@ >= 3 
else_jump @SYN3_8404 
01B2: give_actor 84@(105@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0173: set_actor 84@(105@,6i) Z_angle_to 90.0 
jump @SYN3_8420 

:SYN3_8404
01B2: give_actor 84@(105@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 

:SYN3_8420
02A9: set_actor 84@(105@,6i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_8308 

:SYN3_8445
return 

:SYN3_8447
00A5: 90@ = create_car 492 at -2161.42 48.75 35.04 
00A5: 91@ = create_car 492 at -2169.42 54.75 35.04 
00A5: 92@ = create_car 492 at -2173.42 48.75 35.04 
0175: set_car 90@ Z_angle_to 70.0 
0175: set_car 91@ Z_angle_to 110.0 
0175: set_car 92@ Z_angle_to 250.0 
105@ = 0 

:SYN3_8553
if 
  3 > 105@ 
else_jump @SYN3_8627 
00A9: set_car 90@(105@,3i) to_normal_driver 
01EC: make_car 90@(105@,3i) very_heavy 1 
020A: set_car 90@(105@,3i) door_status_to 2 
02AA: set_car 90@(105@,3i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_8553 

:SYN3_8627
009A: 93@ = create_actor_pedtype 25 model 123 at -2161.42 58.75 35.04 
009A: 94@ = create_actor_pedtype 25 model 122 at -2169.42 64.75 35.04 
009A: 95@ = create_actor_pedtype 25 model 123 at -2173.42 58.75 35.04 
105@ = 0 

:SYN3_8706
if 
  3 > 105@ 
else_jump @SYN3_8788 
060B: set_actor 93@(105@,3i) decision_maker_to 96@ 
0350: set_actor 93@(105@,3i) maintain_position_when_attacked 1 
01B2: give_actor 93@(105@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 93@(105@,3i) immune_to_nonplayer 1 
105@ += 1 
jump @SYN3_8706 

:SYN3_8788
return 

:SYN3_8790
105@ = 0 

:SYN3_8797
if 
  3 > 105@ 
else_jump @SYN3_8860 
if 
8119:   not car 66@(105@,3i) wrecked 
else_jump @SYN3_8846 
0574: set_car 66@(105@,3i) keep_position 1 

:SYN3_8846
105@ += 1 
jump @SYN3_8797 

:SYN3_8860
105@ = 0 

:SYN3_8867
if 
  3 > 105@ 
else_jump @SYN3_8930 
if 
8118:   not actor 69@(105@,3i) dead 
else_jump @SYN3_8916 
0575: set_actor 69@(105@,3i) keep_position 1 

:SYN3_8916
105@ += 1 
jump @SYN3_8867 

:SYN3_8930
return 

:SYN3_8932
105@ = 0 

:SYN3_8939
if 
  3 > 105@ 
else_jump @SYN3_9002 
if 
8119:   not car 72@(105@,3i) wrecked 
else_jump @SYN3_8988 
0574: set_car 72@(105@,3i) keep_position 1 

:SYN3_8988
105@ += 1 
jump @SYN3_8939 

:SYN3_9002
105@ = 0 

:SYN3_9009
if 
  6 > 105@ 
else_jump @SYN3_9072 
if 
8118:   not actor 75@(105@,6i) dead 
else_jump @SYN3_9058 
0575: set_actor 75@(105@,6i) keep_position 1 

:SYN3_9058
105@ += 1 
jump @SYN3_9009 

:SYN3_9072
return 

:SYN3_9074
105@ = 0 

:SYN3_9081
if 
  3 > 105@ 
else_jump @SYN3_9144 
if 
8119:   not car 81@(105@,3i) wrecked 
else_jump @SYN3_9130 
0574: set_car 81@(105@,3i) keep_position 1 

:SYN3_9130
105@ += 1 
jump @SYN3_9081 

:SYN3_9144
105@ = 0 

:SYN3_9151
if 
  6 > 105@ 
else_jump @SYN3_9214 
if 
8118:   not actor 84@(105@,6i) dead 
else_jump @SYN3_9200 
0575: set_actor 84@(105@,6i) keep_position 1 

:SYN3_9200
105@ += 1 
jump @SYN3_9151 

:SYN3_9214
return 

:SYN3_9216
105@ = 0 

:SYN3_9223
if 
  3 > 105@ 
else_jump @SYN3_9286 
if 
8119:   not car 90@(105@,3i) wrecked 
else_jump @SYN3_9272 
0574: set_car 90@(105@,3i) keep_position 1 

:SYN3_9272
105@ += 1 
jump @SYN3_9223 

:SYN3_9286
105@ = 0 

:SYN3_9293
if 
  3 > 105@ 
else_jump @SYN3_9356 
if 
8118:   not actor 93@(105@,3i) dead 
else_jump @SYN3_9342 
0575: set_actor 93@(105@,3i) keep_position 1 

:SYN3_9342
105@ += 1 
jump @SYN3_9293 

:SYN3_9356
return 

:SYN3_9358
105@ = 0 

:SYN3_9365
if 
  3 > 105@ 
else_jump @SYN3_9428 
if 
8119:   not car 66@(105@,3i) wrecked 
else_jump @SYN3_9414 
0574: set_car 66@(105@,3i) keep_position 0 

:SYN3_9414
105@ += 1 
jump @SYN3_9365 

:SYN3_9428
105@ = 0 

:SYN3_9435
if 
  3 > 105@ 
else_jump @SYN3_9498 
if 
8118:   not actor 69@(105@,3i) dead 
else_jump @SYN3_9484 
0575: set_actor 69@(105@,3i) keep_position 0 

:SYN3_9484
105@ += 1 
jump @SYN3_9435 

:SYN3_9498
return 

:SYN3_9500
105@ = 0 

:SYN3_9507
if 
  3 > 105@ 
else_jump @SYN3_9570 
if 
8119:   not car 72@(105@,3i) wrecked 
else_jump @SYN3_9556 
0574: set_car 72@(105@,3i) keep_position 0 

:SYN3_9556
105@ += 1 
jump @SYN3_9507 

:SYN3_9570
105@ = 0 

:SYN3_9577
if 
  6 > 105@ 
else_jump @SYN3_9640 
if 
8118:   not actor 75@(105@,6i) dead 
else_jump @SYN3_9626 
0575: set_actor 75@(105@,6i) keep_position 0 

:SYN3_9626
105@ += 1 
jump @SYN3_9577 

:SYN3_9640
return 

:SYN3_9642
105@ = 0 

:SYN3_9649
if 
  3 > 105@ 
else_jump @SYN3_9712 
if 
8119:   not car 81@(105@,3i) wrecked 
else_jump @SYN3_9698 
0574: set_car 81@(105@,3i) keep_position 0 

:SYN3_9698
105@ += 1 
jump @SYN3_9649 

:SYN3_9712
105@ = 0 

:SYN3_9719
if 
  6 > 105@ 
else_jump @SYN3_9782 
if 
8118:   not actor 84@(105@,6i) dead 
else_jump @SYN3_9768 
0575: set_actor 84@(105@,6i) keep_position 0 

:SYN3_9768
105@ += 1 
jump @SYN3_9719 

:SYN3_9782
return 

:SYN3_9784
105@ = 0 

:SYN3_9791
if 
  3 > 105@ 
else_jump @SYN3_9854 
if 
8119:   not car 90@(105@,3i) wrecked 
else_jump @SYN3_9840 
0574: set_car 90@(105@,3i) keep_position 0 

:SYN3_9840
105@ += 1 
jump @SYN3_9791 

:SYN3_9854
105@ = 0 

:SYN3_9861
if 
  3 > 105@ 
else_jump @SYN3_9924 
if 
8118:   not actor 93@(105@,3i) dead 
else_jump @SYN3_9910 
0575: set_actor 93@(105@,3i) keep_position 0 

:SYN3_9910
105@ += 1 
jump @SYN3_9861 

:SYN3_9924
return 

:SYN3_9926
105@ = 0 

:SYN3_9933
if 
  3 > 105@ 
else_jump @SYN3_10012 
if 
8119:   not car 72@(105@,3i) wrecked 
else_jump @SYN3_9998 
0186: 231@(105@,3i) = create_marker_above_car 72@(105@,3i) 
160@(105@,3i) = 1 

:SYN3_9998
105@ += 1 
jump @SYN3_9933 

:SYN3_10012
105@ = 0 

:SYN3_10019
if 
  6 > 105@ 
else_jump @SYN3_10098 
if 
8118:   not actor 75@(105@,6i) dead 
else_jump @SYN3_10084 
0187: 234@(105@,6i) = create_marker_above_actor 75@(105@,6i) 
163@(105@,6i) = 1 

:SYN3_10084
105@ += 1 
jump @SYN3_10019 

:SYN3_10098
return 

:SYN3_10100
105@ = 0 

:SYN3_10107
if 
  3 > 105@ 
else_jump @SYN3_10186 
if 
8119:   not car 81@(105@,3i) wrecked 
else_jump @SYN3_10172 
0186: 240@(105@,3i) = create_marker_above_car 81@(105@,3i) 
169@(105@,3i) = 1 

:SYN3_10172
105@ += 1 
jump @SYN3_10107 

:SYN3_10186
105@ = 0 

:SYN3_10193
if 
  6 > 105@ 
else_jump @SYN3_10272 
if 
8118:   not actor 84@(105@,6i) dead 
else_jump @SYN3_10258 
0187: 243@(105@,6i) = create_marker_above_actor 84@(105@,6i) 
172@(105@,6i) = 1 

:SYN3_10258
105@ += 1 
jump @SYN3_10193 

:SYN3_10272
return 

:SYN3_10274
105@ = 0 

:SYN3_10281
if 
  3 > 105@ 
else_jump @SYN3_10360 
if 
8119:   not car 90@(105@,3i) wrecked 
else_jump @SYN3_10346 
0186: 249@(105@,3i) = create_marker_above_car 90@(105@,3i) 
178@(105@,3i) = 1 

:SYN3_10346
105@ += 1 
jump @SYN3_10281 

:SYN3_10360
105@ = 0 

:SYN3_10367
if 
  3 > 105@ 
else_jump @SYN3_10446 
if 
8118:   not actor 93@(105@,3i) dead 
else_jump @SYN3_10432 
0187: 252@(105@,3i) = create_marker_above_actor 93@(105@,3i) 
181@(105@,3i) = 1 

:SYN3_10432
105@ += 1 
jump @SYN3_10367 

:SYN3_10446
return 

:SYN3_10448
105@ = 0 

:SYN3_10455
if 
  3 > 105@ 
else_jump @SYN3_10589 
if and
  157@(105@,3i) == 1 
0118:   actor 69@(105@,3i) dead 
else_jump @SYN3_10524 
0164: disable_marker 228@(105@,3i) 
157@(105@,3i) = 0 

:SYN3_10524
if and
  154@(105@,3i) == 1 
0119:   car 66@(105@,3i) wrecked 
else_jump @SYN3_10575 
0164: disable_marker 225@(105@,3i) 
154@(105@,3i) = 0 

:SYN3_10575
105@ += 1 
jump @SYN3_10455 

:SYN3_10589
105@ = 0 

:SYN3_10596
if 
  6 > 105@ 
else_jump @SYN3_10679 
if and
  163@(105@,6i) == 1 
0118:   actor 75@(105@,6i) dead 
else_jump @SYN3_10665 
0164: disable_marker 234@(105@,6i) 
163@(105@,6i) = 0 

:SYN3_10665
105@ += 1 
jump @SYN3_10596 

:SYN3_10679
105@ = 0 

:SYN3_10686
if 
  3 > 105@ 
else_jump @SYN3_10769 
if and
  160@(105@,3i) == 1 
0119:   car 72@(105@,3i) wrecked 
else_jump @SYN3_10755 
0164: disable_marker 231@(105@,3i) 
160@(105@,3i) = 0 

:SYN3_10755
105@ += 1 
jump @SYN3_10686 

:SYN3_10769
105@ = 0 

:SYN3_10776
if 
  6 > 105@ 
else_jump @SYN3_10859 
if and
  172@(105@,6i) == 1 
0118:   actor 84@(105@,6i) dead 
else_jump @SYN3_10845 
0164: disable_marker 243@(105@,6i) 
172@(105@,6i) = 0 

:SYN3_10845
105@ += 1 
jump @SYN3_10776 

:SYN3_10859
105@ = 0 

:SYN3_10866
if 
  3 > 105@ 
else_jump @SYN3_10949 
if and
  169@(105@,3i) == 1 
0119:   car 81@(105@,3i) wrecked 
else_jump @SYN3_10935 
0164: disable_marker 240@(105@,3i) 
169@(105@,3i) = 0 

:SYN3_10935
105@ += 1 
jump @SYN3_10866 

:SYN3_10949
105@ = 0 

:SYN3_10956
if 
  3 > 105@ 
else_jump @SYN3_11090 
if and
  181@(105@,3i) == 1 
0118:   actor 93@(105@,3i) dead 
else_jump @SYN3_11025 
0164: disable_marker 252@(105@,3i) 
181@(105@,3i) = 0 

:SYN3_11025
if and
  178@(105@,3i) == 1 
0119:   car 90@(105@,3i) wrecked 
else_jump @SYN3_11076 
0164: disable_marker 249@(105@,3i) 
178@(105@,3i) = 0 

:SYN3_11076
105@ += 1 
jump @SYN3_10956 

:SYN3_11090
return 

:SYN3_11092
184@ = 1 
105@ = 0 

:SYN3_11106
if and
  3 > 105@ 
  184@ == 1 
else_jump @SYN3_11199 
if 
8118:   not actor 69@(105@,3i) dead 
else_jump @SYN3_11158 
184@ = 0 

:SYN3_11158
if 
8119:   not car 66@(105@,3i) wrecked 
else_jump @SYN3_11185 
184@ = 0 

:SYN3_11185
105@ += 1 
jump @SYN3_11106 

:SYN3_11199
return 

:SYN3_11201
185@ = 1 
105@ = 0 

:SYN3_11215
if and
  6 > 105@ 
  185@ == 1 
else_jump @SYN3_11281 
if 
8118:   not actor 75@(105@,6i) dead 
else_jump @SYN3_11267 
185@ = 0 

:SYN3_11267
105@ += 1 
jump @SYN3_11215 

:SYN3_11281
105@ = 0 

:SYN3_11288
if and
  3 > 105@ 
  185@ == 1 
else_jump @SYN3_11354 
if 
8119:   not car 72@(105@,3i) wrecked 
else_jump @SYN3_11340 
185@ = 0 

:SYN3_11340
105@ += 1 
jump @SYN3_11288 

:SYN3_11354
return 

:SYN3_11356
186@ = 1 
105@ = 0 

:SYN3_11370
if and
  6 > 105@ 
  186@ == 1 
else_jump @SYN3_11436 
if 
8118:   not actor 84@(105@,6i) dead 
else_jump @SYN3_11422 
186@ = 0 

:SYN3_11422
105@ += 1 
jump @SYN3_11370 

:SYN3_11436
105@ = 0 

:SYN3_11443
if and
  3 > 105@ 
  186@ == 1 
else_jump @SYN3_11509 
if 
8119:   not car 81@(105@,3i) wrecked 
else_jump @SYN3_11495 
186@ = 0 

:SYN3_11495
105@ += 1 
jump @SYN3_11443 

:SYN3_11509
return 

:SYN3_11511
187@ = 1 
105@ = 0 

:SYN3_11525
if and
  3 > 105@ 
  187@ == 1 
else_jump @SYN3_11618 
if 
8118:   not actor 93@(105@,3i) dead 
else_jump @SYN3_11577 
187@ = 0 

:SYN3_11577
if 
8119:   not car 90@(105@,3i) wrecked 
else_jump @SYN3_11604 
187@ = 0 

:SYN3_11604
105@ += 1 
jump @SYN3_11525 

:SYN3_11618
return 

:SYN3_11620
105@ = 0 

:SYN3_11627
if 
  3 > 105@ 
else_jump @SYN3_11699 
0164: disable_marker 228@(105@,3i) 
0164: disable_marker 225@(105@,3i) 
157@(105@,3i) = 0 
154@(105@,3i) = 0 
105@ += 1 
jump @SYN3_11627 

:SYN3_11699
return 

:SYN3_11701
105@ = 0 

:SYN3_11708
if 
  6 > 105@ 
else_jump @SYN3_11760 
0164: disable_marker 234@(105@,6i) 
163@(105@,6i) = 0 
105@ += 1 
jump @SYN3_11708 

:SYN3_11760
105@ = 0 

:SYN3_11767
if 
  3 > 105@ 
else_jump @SYN3_11819 
0164: disable_marker 231@(105@,3i) 
160@(105@,3i) = 0 
105@ += 1 
jump @SYN3_11767 

:SYN3_11819
return 

:SYN3_11821
105@ = 0 

:SYN3_11828
if 
  6 > 105@ 
else_jump @SYN3_11880 
0164: disable_marker 243@(105@,6i) 
172@(105@,6i) = 0 
105@ += 1 
jump @SYN3_11828 

:SYN3_11880
105@ = 0 

:SYN3_11887
if 
  3 > 105@ 
else_jump @SYN3_11939 
0164: disable_marker 240@(105@,3i) 
169@(105@,3i) = 0 
105@ += 1 
jump @SYN3_11887 

:SYN3_11939
return 

:SYN3_11941
105@ = 0 

:SYN3_11948
if 
  3 > 105@ 
else_jump @SYN3_12020 
0164: disable_marker 252@(105@,3i) 
0164: disable_marker 249@(105@,3i) 
181@(105@,3i) = 0 
178@(105@,3i) = 0 
105@ += 1 
jump @SYN3_11948 

:SYN3_12020
return 

:SYN3_12022
if 
8119:   not car 44@ wrecked 
else_jump @SYN3_13530 
0871: init_jump_table 206@ total_jumps 4 default_jump 1 @SYN3_12129 jumps 0 @SYN3_12101 1 @SYN3_12115 2 @SYN3_12115 3 @SYN3_12101 -1 @SYN3_12143 -1 @SYN3_12143 -1 @SYN3_12143 

:SYN3_12101
259@ = 3 
jump @SYN3_12143 

:SYN3_12115
259@ = 6 
jump @SYN3_12143 

:SYN3_12129
206@ = -1 
jump @SYN3_12143 

:SYN3_12143
if 
  206@ == -1 
else_jump @SYN3_12163 
return 

:SYN3_12163
105@ = 0 

:SYN3_12170
if 
001D:   259@ > 105@ // (int) 
else_jump @SYN3_12565 
0871: init_jump_table 206@ total_jumps 4 default_jump 1 @SYN3_12544 jumps 0 @SYN3_12252 1 @SYN3_12325 2 @SYN3_12398 3 @SYN3_12471 -1 @SYN3_12551 -1 @SYN3_12551 -1 @SYN3_12551 

:SYN3_12252
0085: 260@(105@,6i) = 69@(105@,3i) // (int) 
0085: 269@(105@,6i) = 188@(105@,3i) // (int) 
if 
  3 > 105@ 
else_jump @SYN3_12318 
0085: 266@(105@,3i) = 66@(105@,3i) // (int) 

:SYN3_12318
jump @SYN3_12551 

:SYN3_12325
0085: 260@(105@,6i) = 75@(105@,6i) // (int) 
0085: 269@(105@,6i) = 191@(105@,6i) // (int) 
if 
  3 > 105@ 
else_jump @SYN3_12391 
0085: 266@(105@,3i) = 72@(105@,3i) // (int) 

:SYN3_12391
jump @SYN3_12551 

:SYN3_12398
0085: 260@(105@,6i) = 84@(105@,6i) // (int) 
0085: 269@(105@,6i) = 197@(105@,6i) // (int) 
if 
  3 > 105@ 
else_jump @SYN3_12464 
0085: 266@(105@,3i) = 81@(105@,3i) // (int) 

:SYN3_12464
jump @SYN3_12551 

:SYN3_12471
0085: 260@(105@,6i) = 93@(105@,3i) // (int) 
0085: 269@(105@,6i) = 203@(105@,3i) // (int) 
if 
  3 > 105@ 
else_jump @SYN3_12537 
0085: 266@(105@,3i) = 90@(105@,3i) // (int) 

:SYN3_12537
jump @SYN3_12551 

:SYN3_12544
jump @SYN3_12551 

:SYN3_12551
105@ += 1 
jump @SYN3_12170 

:SYN3_12565
if 
   not 207@(206@,4i) == 1 
else_jump @SYN3_12594 
gosub @SYN3_13532 

:SYN3_12594
00AA: store_car 44@ position_to 46@ 47@ 48@ 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
105@ = 0 

:SYN3_12629
if 
001D:   259@ > 105@ // (int) 
else_jump @SYN3_13328 
if 
8118:   not actor 260@(105@,6i) dead 
else_jump @SYN3_13314 
00A0: store_actor 260@(105@,6i) position_to 59@ 60@ 61@ 
0509: 62@ = distance_between_XY 46@ 47@ and_XY 59@ 60@ 
if 
  35.0 > 62@ 
else_jump @SYN3_12820 
if 
   not 269@(105@,6i) == 3 
else_jump @SYN3_12813 
02E2: set_actor 260@(105@,6i) weapon_accuracy_to 85 
062E: get_actor 260@(105@,6i) task 1650 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_12802 
0672: AS_actor 260@(105@,6i) attack_car 44@ 

:SYN3_12802
269@(105@,6i) = 3 

:SYN3_12813
jump @SYN3_13314 

:SYN3_12820
0509: 63@ = distance_between_XY 56@ 57@ and_XY 59@ 60@ 
if and
  35.0 > 63@ 
  207@(206@,4i) == 1 
else_jump @SYN3_12965 
if 
   not 269@(105@,6i) == 2 
else_jump @SYN3_12958 
02E2: set_actor 260@(105@,6i) weapon_accuracy_to 60 
062E: get_actor 260@(105@,6i) task 1506 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_12947 
05E2: AS_actor 260@(105@,6i) kill_actor $PLAYER_ACTOR 

:SYN3_12947
269@(105@,6i) = 2 

:SYN3_12958
jump @SYN3_13314 

:SYN3_12965
if 
  207@(206@,4i) == 1 
else_jump @SYN3_13114 
if 
   not 269@(105@,6i) == 1 
else_jump @SYN3_13031 
02E2: set_actor 260@(105@,6i) weapon_accuracy_to 60 
269@(105@,6i) = 1 

:SYN3_13031
if 
  269@(105@,6i) == 1 
else_jump @SYN3_13107 
062E: get_actor 260@(105@,6i) task 1640 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_13107 
0668: AS_actor 260@(105@,6i) rotate_and_shoot_at 56@ 57@ 58@ 10000 ms 

:SYN3_13107
jump @SYN3_13314 

:SYN3_13114
if 
   not 269@(105@,6i) == 0 
else_jump @SYN3_13158 
02E2: set_actor 260@(105@,6i) weapon_accuracy_to 60 
269@(105@,6i) = 0 

:SYN3_13158
if 
  269@(105@,6i) == 0 
else_jump @SYN3_13314 
if 
  35.0 > 63@ 
else_jump @SYN3_13258 
062E: get_actor 260@(105@,6i) task 1589 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_13251 
0635: AS_actor 260@(105@,6i) aim_at_actor $PLAYER_ACTOR 9999999 ms 

:SYN3_13251
jump @SYN3_13314 

:SYN3_13258
062E: get_actor 260@(105@,6i) task 1639 status_store_to 103@ // ret 7 if not found 
if 
04A4:   103@ == 7 // == constant 
else_jump @SYN3_13314 
0667: AS_actor 260@(105@,6i) aim_at 56@ 57@ 58@ 9999999 ms 

:SYN3_13314
105@ += 1 
jump @SYN3_12629 

:SYN3_13328
105@ = 0 

:SYN3_13335
if 
001D:   259@ > 105@ // (int) 
else_jump @SYN3_13530 
0871: init_jump_table 206@ total_jumps 4 default_jump 1 @SYN3_13509 jumps 0 @SYN3_13417 1 @SYN3_13440 2 @SYN3_13463 3 @SYN3_13486 -1 @SYN3_13516 -1 @SYN3_13516 -1 @SYN3_13516 

:SYN3_13417
0085: 188@(105@,3i) = 269@(105@,6i) // (int) 
jump @SYN3_13516 

:SYN3_13440
0085: 191@(105@,6i) = 269@(105@,6i) // (int) 
jump @SYN3_13516 

:SYN3_13463
0085: 197@(105@,6i) = 269@(105@,6i) // (int) 
jump @SYN3_13516 

:SYN3_13486
0085: 203@(105@,3i) = 269@(105@,6i) // (int) 
jump @SYN3_13516 

:SYN3_13509
jump @SYN3_13516 

:SYN3_13516
105@ += 1 
jump @SYN3_13335 

:SYN3_13530
return 

:SYN3_13532
105@ = 0 

:SYN3_13539
if and
001D:   259@ > 105@ // (int) 
   not 207@(206@,4i) == 1 
else_jump @SYN3_13868 
if 
8118:   not actor 260@(105@,6i) dead 
else_jump @SYN3_13783 
080E: get_actor 260@(105@,6i) ped_event_to 104@ 
00A0: store_actor 260@(105@,6i) position_to $68 $69 $70 
0089: 275@ = $68 // (float) 
275@ -= 10.0 
0089: 276@ = $69 // (float) 
276@ -= 10.0 
0089: 277@ = $70 // (float) 
277@ -= 10.0 
0089: 278@ = $68 // (float) 
278@ += 10.0 
0089: 279@ = $69 // (float) 
279@ += 10.0 
0089: 280@ = $70 // (float) 
280@ += 10.0 
if or
04A4:   104@ == 49 // == constant 
02EE:   projectile_in_cube_cornerA 275@ 276@ 277@ cornerB 278@ 279@ 280@ 
else_jump @SYN3_13776 
207@(206@,4i) = 1 

:SYN3_13776
jump @SYN3_13794 

:SYN3_13783
207@(206@,4i) = 1 

:SYN3_13794
if 
  3 > 105@ 
else_jump @SYN3_13854 
if and
0119:   car 266@(105@,3i) wrecked 
   not 207@(206@,4i) == 1 
else_jump @SYN3_13854 
207@(206@,4i) = 1 

:SYN3_13854
105@ += 1 
jump @SYN3_13539 

:SYN3_13868
return 

:SYN3_13870
if and
8119:   not car 44@ wrecked 
8118:   not actor 45@ dead 
else_jump @SYN3_14997 
if 
  65@ == 1 
else_jump @SYN3_14128 
gosub @SYN3_11092 
if 
  184@ == 1 
else_jump @SYN3_13973 
if 
   not 211@ == 1 
else_jump @SYN3_13966 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_13966
jump @SYN3_14128 

:SYN3_13973
if 
   not 211@ == 1 
else_jump @SYN3_14005 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14005
105@ = 0 

:SYN3_14012
if and
  3 > 105@ 
   not 211@ == 0 
else_jump @SYN3_14128 
if 
8119:   not car 66@(105@,3i) wrecked 
else_jump @SYN3_14114 
if and
00DB:   actor 45@ in_car 44@ 
0204:   actor 45@ near_car 66@(105@,3i) radius 50.0 50.0 sphere 0 in_car 
else_jump @SYN3_14114 
01EC: make_car 44@ very_heavy 0 
211@ = 0 

:SYN3_14114
105@ += 1 
jump @SYN3_14012 

:SYN3_14128
if 
  65@ == 2 
else_jump @SYN3_14365 
gosub @SYN3_11201 
if 
  185@ == 1 
else_jump @SYN3_14210 
if 
   not 211@ == 1 
else_jump @SYN3_14203 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14203
jump @SYN3_14365 

:SYN3_14210
if 
   not 211@ == 1 
else_jump @SYN3_14242 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14242
105@ = 0 

:SYN3_14249
if and
  3 > 105@ 
   not 211@ == 0 
else_jump @SYN3_14365 
if 
8119:   not car 72@(105@,3i) wrecked 
else_jump @SYN3_14351 
if and
00DB:   actor 45@ in_car 44@ 
0204:   actor 45@ near_car 72@(105@,3i) radius 50.0 50.0 sphere 0 in_car 
else_jump @SYN3_14351 
01EC: make_car 44@ very_heavy 0 
211@ = 0 

:SYN3_14351
105@ += 1 
jump @SYN3_14249 

:SYN3_14365
if 
  65@ == 3 
else_jump @SYN3_14602 
gosub @SYN3_11356 
if 
  186@ == 1 
else_jump @SYN3_14447 
if 
   not 211@ == 1 
else_jump @SYN3_14440 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14440
jump @SYN3_14602 

:SYN3_14447
if 
   not 211@ == 1 
else_jump @SYN3_14479 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14479
105@ = 0 

:SYN3_14486
if and
  3 > 105@ 
   not 211@ == 0 
else_jump @SYN3_14602 
if 
8119:   not car 81@(105@,3i) wrecked 
else_jump @SYN3_14588 
if and
00DB:   actor 45@ in_car 44@ 
0204:   actor 45@ near_car 81@(105@,3i) radius 50.0 50.0 sphere 0 in_car 
else_jump @SYN3_14588 
01EC: make_car 44@ very_heavy 0 
211@ = 0 

:SYN3_14588
105@ += 1 
jump @SYN3_14486 

:SYN3_14602
if 
  65@ == 4 
else_jump @SYN3_14839 
gosub @SYN3_11511 
if 
  187@ == 1 
else_jump @SYN3_14684 
if 
   not 211@ == 1 
else_jump @SYN3_14677 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14677
jump @SYN3_14839 

:SYN3_14684
if 
   not 211@ == 1 
else_jump @SYN3_14716 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14716
105@ = 0 

:SYN3_14723
if and
  3 > 105@ 
   not 211@ == 0 
else_jump @SYN3_14839 
if 
8119:   not car 90@(105@,3i) wrecked 
else_jump @SYN3_14825 
if and
00DB:   actor 45@ in_car 44@ 
0204:   actor 45@ near_car 90@(105@,3i) radius 50.0 50.0 sphere 0 in_car 
else_jump @SYN3_14825 
01EC: make_car 44@ very_heavy 0 
211@ = 0 

:SYN3_14825
105@ += 1 
jump @SYN3_14723 

:SYN3_14839
if and
  65@ == -1 
   not 211@ == 1 
else_jump @SYN3_14878 
01EC: make_car 44@ very_heavy 1 
211@ = 1 

:SYN3_14878
if 
  211@ == 1 
else_jump @SYN3_14950 
00AE: set_car 44@ traffic_behaviour_to 2 
if 
   not 212@ == 1 
else_jump @SYN3_14943 
02AC: set_car 44@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
212@ = 1 

:SYN3_14943
jump @SYN3_14997 

:SYN3_14950
00AE: set_car 44@ traffic_behaviour_to 1 
if 
  212@ == 1 
else_jump @SYN3_14997 
02AC: set_car 44@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
212@ = 0 

:SYN3_14997
return 

:SYN3_14999
if 
8119:   not car 43@ wrecked 
else_jump @SYN3_15070 
if and
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
   not 148@ == 1 
else_jump @SYN3_15070 
0186: 222@ = create_marker_above_car 43@ 
07E0: set_marker 222@ type_to 1 
018B: set_marker 222@ radar_mode 1 
148@ = 1 

:SYN3_15070
return 

:SYN3_15072
fade 0 1000 

:SYN3_15079
if 
fading 
else_jump @SYN3_15103 
wait 0 
jump @SYN3_15079 

:SYN3_15103
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at -2170.58 -206.92 34.57 radius 100.0 
04E4: refresh_game_renderer_at -2170.58 -206.92 
0A0B: set_rendering_origin_at_3D_coord -2170.58 -206.92 34.57 angle 270.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
8119:   not car 44@ wrecked 
else_jump @SYN3_15223 
00AB: put_car 44@ at -2170.58 -206.92 34.57 
0175: set_car 44@ Z_angle_to 91.13 

:SYN3_15223
if 
8118:   not actor 45@ dead 
else_jump @SYN3_15317 
0792: disembark_instantly_actor 45@ 
if 
00DF:   actor 45@ driving 
else_jump @SYN3_15287 
0362: remove_actor 45@ from_car_and_place_at -2170.45 -209.19 34.37 
jump @SYN3_15307 

:SYN3_15287
00A1: put_actor 45@ at -2170.45 -209.19 34.37 

:SYN3_15307
0173: set_actor 45@ Z_angle_to 207.63 

:SYN3_15317
281@ = 0 
if 
  218@ == 1 
else_jump @SYN3_15427 
if 
8119:   not car 107@ wrecked 
else_jump @SYN3_15404 
if or
00DB:   actor $PLAYER_ACTOR in_car 107@ 
0202:   actor $PLAYER_ACTOR near_car 107@ radius 20.0 20.0 sphere 0 
else_jump @SYN3_15404 
281@ = 1 

:SYN3_15404
if 
  281@ == 0 
else_jump @SYN3_15427 
00A6: destroy_car 107@ 

:SYN3_15427
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN3_15475 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34 34.37 
jump @SYN3_15495 

:SYN3_15475
00A1: put_actor $PLAYER_ACTOR at -2169.44 -210.34 34.37 

:SYN3_15495
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.2 
if and
  281@ == 1 
8119:   not car 107@ wrecked 
else_jump @SYN3_15596 
if 
01AD:   car 107@ sphere 0 near_point -2170.45 -209.19 radius 20.0 20.0 
else_jump @SYN3_15596 
00AB: put_car 107@ at -2154.28 -275.18 -100.0 
0175: set_car 107@ Z_angle_to 270.0 

:SYN3_15596
wait 1000 
02A3: enable_widescreen 1 
if 
8118:   not actor 45@ dead 
else_jump @SYN3_15641 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 45@ -2 ms 
05BF: AS_actor 45@ look_at_actor $PLAYER_ACTOR -2 ms 

:SYN3_15641
015F: set_camera_position -2172.35 -210.03 35.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.27 -210.1 35.4 switchstyle 2 
fade 1 1000 

:SYN3_15699
if 
fading 
else_jump @SYN3_15723 
wait 0 
jump @SYN3_15699 

:SYN3_15723
141@ = 1 
0707: start_scene_skip_to @SYN3_15957 
140@ = 2 
gosub @SYN3_17824 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN3_15787
if 
  1 > 137@ 
else_jump @SYN3_15863 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
else_jump @SYN3_15856 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
139@ = 1 

:SYN3_15856
jump @SYN3_15787 

:SYN3_15863
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_15868
if 
001D:   138@ > 137@ // (int) 
else_jump @SYN3_15945 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
else_jump @SYN3_15938 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
139@ = 1 

:SYN3_15938
jump @SYN3_15868 

:SYN3_15945
0968: actor $PLAYER_ACTOR stop_mouth 
141@ = 0 

:SYN3_15957
0701: end_scene_skip 
fade 0 1000 

:SYN3_15966
if 
fading 
else_jump @SYN3_15990 
wait 0 
jump @SYN3_15966 

:SYN3_15990
if 
  141@ == 1 
else_jump @SYN3_16008 

:SYN3_16008
0968: actor $PLAYER_ACTOR stop_mouth 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
0395: clear_area 0 at -2127.08 -87.75 35.32 radius 20.0 
04E4: refresh_game_renderer_at -2127.08 -87.75 
03CB: set_rendering_origin_at -2127.08 -87.75 35.32 
if and
  281@ == 1 
8119:   not car 107@ wrecked 
else_jump @SYN3_16156 
00AB: put_car 107@ at -2127.08 -87.75 -100.0 
0175: set_car 107@ Z_angle_to 0.0 
036A: put_actor $PLAYER_ACTOR in_car 107@ 
jump @SYN3_16186 

:SYN3_16156
00A1: put_actor $PLAYER_ACTOR at -2127.08 -87.75 -100.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SYN3_16186
0164: disable_marker 222@ 
0164: disable_marker 255@ 
0164: disable_marker 223@ 
0249: release_model 492 
0249: release_model 123 
0249: release_model 122 
0249: release_model 353 
0249: release_model 440 
0249: release_model 173 
0249: release_model 355 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
wait 1000 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 

:SYN3_16400
if 
fading 
else_jump @SYN3_16424 
wait 0 
jump @SYN3_16400 

:SYN3_16424
return 

:SYN3_16426
fade 0 1000 

:SYN3_16433
if 
fading 
else_jump @SYN3_16457 
wait 0 
jump @SYN3_16433 

:SYN3_16457
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at 50@ 51@ 52@ radius 100.0 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
if 
8119:   not car 44@ wrecked 
else_jump @SYN3_16557 
00AB: put_car 44@ at 46@ 47@ 48@ 
0175: set_car 44@ Z_angle_to 49@ 

:SYN3_16557
if 
8119:   not car 43@ wrecked 
else_jump @SYN3_16603 
00AB: put_car 43@ at -1830.16 -17.64 14.79 
0175: set_car 43@ Z_angle_to 268.78 

:SYN3_16603
if 
8119:   not car 42@ wrecked 
else_jump @SYN3_16672 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SYN3_16643 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:SYN3_16643
00AB: put_car 42@ at 50@ 51@ 52@ 
0175: set_car 42@ Z_angle_to 90.0 
00A9: set_car 42@ to_normal_driver 

:SYN3_16672
04ED: load_animation "CAR_CHAT" 

:SYN3_16684
if 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @SYN3_16718 
wait 0 
jump @SYN3_16684 

:SYN3_16718
140@ = 1 
gosub @SYN3_17824 
if 
8118:   not actor 108@ dead 
else_jump @SYN3_16816 
0605: actor 108@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
if 
8118:   not actor 109@ dead 
else_jump @SYN3_16816 
05BF: AS_actor 109@ look_at_actor 108@ -2 ms 

:SYN3_16816
015F: set_camera_position -1815.98 3.07 15.31 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1815.5 2.94 15.25 switchstyle 2 
fade 1 1000 

:SYN3_16874
if 
fading 
else_jump @SYN3_16898 
wait 0 
jump @SYN3_16874 

:SYN3_16898
141@ = 1 
0707: start_scene_skip_to @SYN3_17576 

:SYN3_16912
if 
  1 > 137@ 
else_jump @SYN3_16993 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
8118:   not actor 108@ dead 
else_jump @SYN3_16986 
0967: actor 108@ move_mouth 10000 ms 
139@ = 1 

:SYN3_16986
jump @SYN3_16912 

:SYN3_16993
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17024 
0968: actor 108@ stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 108@ -1 ms 

:SYN3_17024
if 
  2 > 137@ 
else_jump @SYN3_17105 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
8118:   not actor 108@ dead 
else_jump @SYN3_17098 
0967: actor 108@ move_mouth 10000 ms 
139@ = 1 

:SYN3_17098
jump @SYN3_17024 

:SYN3_17105
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17126 
0968: actor 108@ stop_mouth 

:SYN3_17126
if 
  3 > 137@ 
else_jump @SYN3_17207 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
8118:   not actor 108@ dead 
else_jump @SYN3_17200 
0967: actor 108@ move_mouth 10000 ms 
139@ = 1 

:SYN3_17200
jump @SYN3_17126 

:SYN3_17207
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17228 
0968: actor 108@ stop_mouth 

:SYN3_17228
0647: AS_actor $PLAYER_ACTOR clear_look_task 
wait 200 
0633: AS_actor $PLAYER_ACTOR exit_car 
wait 500 
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17274 
05BF: AS_actor 108@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17274
wait 2000 
if 
8118:   not actor 109@ dead 
else_jump @SYN3_17300 
0647: AS_actor 109@ clear_look_task 

:SYN3_17300
137@ = 5 

:SYN3_17307
if 
  6 > 137@ 
else_jump @SYN3_17388 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
8118:   not actor 108@ dead 
else_jump @SYN3_17381 
0967: actor 108@ move_mouth 10000 ms 
139@ = 1 

:SYN3_17381
jump @SYN3_17307 

:SYN3_17388
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17409 
0968: actor 108@ stop_mouth 

:SYN3_17409
if 
8118:   not actor 109@ dead 
else_jump @SYN3_17435 
05BF: AS_actor 109@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_17435
wait 1000 

:SYN3_17440
if 
001D:   138@ > 137@ // (int) 
else_jump @SYN3_17522 
wait 0 
gosub @SYN3_18351 
if and
  136@ == 2 
   not 139@ == 1 
8118:   not actor 109@ dead 
else_jump @SYN3_17515 
0967: actor 109@ move_mouth 10000 ms 
139@ = 1 

:SYN3_17515
jump @SYN3_17440 

:SYN3_17522
if 
8118:   not actor 109@ dead 
else_jump @SYN3_17543 
0968: actor 109@ stop_mouth 

:SYN3_17543
wait 1000 
if 
8118:   not actor 108@ dead 
else_jump @SYN3_17569 
0647: AS_actor 108@ clear_look_task 

:SYN3_17569
141@ = 0 

:SYN3_17576
0701: end_scene_skip 
fade 0 700 

:SYN3_17585
if 
fading 
else_jump @SYN3_17609 
wait 0 
jump @SYN3_17585 

:SYN3_17609
if 
  141@ == 1 
else_jump @SYN3_17627 

:SYN3_17627
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN3_17687 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19 14.15 
jump @SYN3_17707 

:SYN3_17687
00A1: put_actor $PLAYER_ACTOR at -1816.19 -1.19 14.15 

:SYN3_17707
0173: set_actor $PLAYER_ACTOR Z_angle_to 132.83 
00A6: destroy_car 42@ 
009B: destroy_actor 108@ 
009B: destroy_actor 109@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
040D: unload_wav 1 
00BE: text_clear_all 
04EF: release_animation "CAR_CHAT" 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 

:SYN3_17798
if 
fading 
else_jump @SYN3_17822 
wait 0 
jump @SYN3_17798 

:SYN3_17822
return 

:SYN3_17824
0871: init_jump_table 140@ total_jumps 3 default_jump 1 @SYN3_18321 jumps 0 @SYN3_17887 1 @SYN3_18077 2 @SYN3_18259 -1 @SYN3_18328 -1 @SYN3_18328 -1 @SYN3_18328 -1 @SYN3_18328 

:SYN3_17887
05AA: 112@s = 'MJIZ01A' // @s = 'short'  // Partner.
05AA: 114@s = 'MJIZ01B' // @s = 'short'  // Jizzy. What's going on?
05AA: 116@s = 'MJIZ01C' // @s = 'short'  // Well, my business associates, they need a little assistance.
05AA: 118@s = 'MJIZ01D' // @s = 'short'  // And I thought of you, friend.
05AA: 120@s = 'MJIZ01E' // @s = 'short'  // Meet T-Bone at the gas station next to the docks in the Easter Basin.
05AA: 122@s = 'MJIZ01F' // @s = 'short'  // He's waiting for you in a 4-door sedan.
05AA: 124@s = 'MJIZ01G' // @s = 'short'  // Excuse me, partner, I got a call coming in. Arrivederci.
05AA: 126@s = 'MJIZ01H' // @s = 'short'  // Yeah, whatever you say. Bye.
04AF: 128@ = 26800 // = constant 
04AF: 129@ = 26801 // = constant 
04AF: 130@ = 26802 // = constant 
04AF: 131@ = 26803 // = constant 
04AF: 132@ = 26804 // = constant 
04AF: 133@ = 26805 // = constant 
04AF: 134@ = 26806 // = constant 
04AF: 135@ = 26807 // = constant 
138@ = 8 
jump @SYN3_18328 

:SYN3_18077
05AA: 112@s = 'SYN3_CA' // @s = 'short'  // Get out and grab a bike.
05AA: 114@s = 'SYN3_CB' // @s = 'short'  // This shipment has to get to the factory.
05AA: 116@s = 'SYN3_CC' // @s = 'short'  // You make sure it does, we make it worth your while.
05AA: 118@s = 'SYN3_CD' // @s = 'short'  // Hold it, Mendez, we got business elsewhere.
05AA: 120@s = 'SYN3_CE' // @s = 'short'  // He can take care of this just fine by himself.
05AA: 122@s = 'SYN3_CF' // @s = 'short'  // We're watching you, kid.
05AA: 124@s = 'SYN3_CG' // @s = 'short'  // Si mon, ese. We're watching.
04AF: 128@ = 39213 // = constant 
04AF: 129@ = 39214 // = constant 
04AF: 130@ = 39215 // = constant 
04AF: 131@ = 39216 // = constant 
04AF: 132@ = 39217 // = constant 
04AF: 133@ = 39218 // = constant 
04AF: 134@ = 39219 // = constant 
138@ = 7 
jump @SYN3_18328 

:SYN3_18259
05AA: 112@s = 'SYN3_EA' // @s = 'short'  // OK, we made it, but the cops gonna be all over the spot real soon.
05AA: 114@s = 'SYN3_EB' // @s = 'short'  // Get the van out of sight, I'm gonna get out of here!
04AF: 128@ = 39221 // = constant 
04AF: 129@ = 39222 // = constant 
138@ = 2 
jump @SYN3_18328 

:SYN3_18321
jump @SYN3_18328 

:SYN3_18328
136@ = 0 
137@ = 0 
139@ = 0 
return 

:SYN3_18351
if or
  136@ == 0 
  136@ == 1 
else_jump @SYN3_18421 
if 
001D:   138@ > 137@ // (int) 
else_jump @SYN3_18421 
if 
  41@ > 1000 
else_jump @SYN3_18421 
gosub @SYN3_18486 

:SYN3_18421
if 
  136@ == 2 
else_jump @SYN3_18484 
if 
03D2:   wav 1 ended 
else_jump @SYN3_18484 
136@ = 0 
137@ += 1 
139@ = 0 
00BE: text_clear_all 
41@ = 0 

:SYN3_18484
return 

:SYN3_18486
if 
  136@ == 0 
else_jump @SYN3_18522 
03CF: load_wav 128@(137@,8i) as 1 
136@ = 1 

:SYN3_18522
if 
  136@ == 1 
else_jump @SYN3_18580 
if 
03D0:   wav 1 loaded 
else_jump @SYN3_18580 
00BC: show_text_highpriority GXT 112@(137@,8s) time 10000 flag 1 
03D1: play_wav 1 
136@ = 2 

:SYN3_18580
return 

:SYN3_18582
040D: unload_wav 2 
0871: init_jump_table 111@ total_jumps 5 default_jump 1 @SYN3_18729 jumps 0 @SYN3_18649 1 @SYN3_18665 2 @SYN3_18681 3 @SYN3_18697 4 @SYN3_18713 -1 @SYN3_18736 -1 @SYN3_18736 

:SYN3_18649
03CF: load_wav 40802 as 2 
jump @SYN3_18736 

:SYN3_18665
03CF: load_wav 40801 as 2 
jump @SYN3_18736 

:SYN3_18681
03CF: load_wav 40803 as 2 
jump @SYN3_18736 

:SYN3_18697
03CF: load_wav 40800 as 2 
jump @SYN3_18736 

:SYN3_18713
03CF: load_wav 40804 as 2 
jump @SYN3_18736 

:SYN3_18729
jump @SYN3_18736 

:SYN3_18736
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SYN3_18745
if 
83D0:   not wav 2 loaded 
else_jump @SYN3_18849 
wait 0 
if or
0118:   actor 108@ dead 
0118:   actor 109@ dead 
0119:   car 42@ wrecked 
0119:   car 44@ wrecked 
0118:   actor 45@ dead 
0119:   car 43@ wrecked 
else_jump @SYN3_18807 
return 

:SYN3_18807
if and
   not 143@ == 1 
0214:   pickup 97@ picked_up 
else_jump @SYN3_18842 
0164: disable_marker 255@ 
143@ = 1 

:SYN3_18842
jump @SYN3_18745 

:SYN3_18849
03D1: play_wav 2 
0871: init_jump_table 111@ total_jumps 5 default_jump 1 @SYN3_19031 jumps 0 @SYN3_18916 1 @SYN3_18939 2 @SYN3_18962 3 @SYN3_18985 4 @SYN3_19008 -1 @SYN3_19038 -1 @SYN3_19038 

:SYN3_18916
00BC: show_text_highpriority GXT 'TORX_AC' time 3000 flag 1  // Carl, lets go for a drive.
jump @SYN3_19038 

:SYN3_18939
00BC: show_text_highpriority GXT 'TORX_AB' time 3000 flag 1  // C'mon, take a seat.
jump @SYN3_19038 

:SYN3_18962
00BC: show_text_highpriority GXT 'TORX_AD' time 3000 flag 1  // C'mon, take the wheel!
jump @SYN3_19038 

:SYN3_18985
00BC: show_text_highpriority GXT 'TORX_AA' time 3000 flag 1  // Get in the car!
jump @SYN3_19038 

:SYN3_19008
00BC: show_text_highpriority GXT 'TORX_AE' time 3000 flag 1  // C'mon, get in!
jump @SYN3_19038 

:SYN3_19031
jump @SYN3_19038 

:SYN3_19038
if 
83D2:   not wav 2 ended 
else_jump @SYN3_19142 
wait 0 
if or
0118:   actor 108@ dead 
0118:   actor 109@ dead 
0119:   car 42@ wrecked 
0119:   car 44@ wrecked 
0118:   actor 45@ dead 
0119:   car 43@ wrecked 
else_jump @SYN3_19100 
return 

:SYN3_19100
if and
   not 143@ == 1 
0214:   pickup 97@ picked_up 
else_jump @SYN3_19135 
0164: disable_marker 255@ 
143@ = 1 

:SYN3_19135
jump @SYN3_19038 

:SYN3_19142
111@ += 1 
if 
  111@ > 4 
else_jump @SYN3_19174 
111@ = 0 

:SYN3_19174
return 

:SYN3_19176
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SYN3_19194
$544 += 1 
0318: set_latest_mission_passed 'SYND_3'  // Outrider
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 9000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 9000 
0998: add_respect 25 
01F0: set_max_wanted_level_to 257@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0394: play_music 1 
0164: disable_marker $525 
return 

:SYN3_19270
0249: release_model 421 
0249: release_model 468 
0249: release_model 440 
0249: release_model 173 
0249: release_model 359 
0249: release_model 358 
0249: release_model 492 
0249: release_model 123 
0249: release_model 122 
0249: release_model 353 
0249: release_model 355 
0249: release_model 330 
0249: release_model #BODYARMOUR 
0215: destroy_pickup 97@ 
0215: destroy_pickup 98@ 
0215: destroy_pickup 258@ 
0164: disable_marker 220@ 
0164: disable_marker 221@ 
0164: disable_marker 222@ 
0164: disable_marker 255@ 
0164: disable_marker 223@ 
0164: disable_marker 224@ 
gosub @SYN3_11620 
gosub @SYN3_11701 
gosub @SYN3_11821 
gosub @SYN3_11941 
061B: remove_references_to_AS_pack 106@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SYN3_19440 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:SYN3_19440
0296: unload_special_actor 1 
0296: unload_special_actor 2 
034F: destroy_actor_with_fade 108@ 
034F: destroy_actor_with_fade 109@ 
04EF: release_animation "CAR_CHAT" 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
065C: release_decision_maker 96@ 
065C: release_decision_maker 110@ 
if 
8119:   not car 42@ wrecked 
else_jump @SYN3_19635 
0519: set_car 42@ locked 0 

:SYN3_19635
01F0: set_max_wanted_level_to 257@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 61---------------
// Originally: Ice Cold Killa

:SYND4
thread 'SYND4' 
gosub @SYND4_47 
if 
wasted_or_busted 
else_jump @SYND4_38 
gosub @SYND4_12006 

:SYND4_38
gosub @SYND4_12383 
end_thread 

:SYND4_47
$8670 = 0.0 
$8671 = 0.0 
$8672 = 0.0 
$8673 = 0.0 
$8674 = 0.0 
$8675 = 0.0 
$8676 = 0 
$8677 = 0 
$8678 = 0 
$8679 = 0 
125@ = 0 
105@ = 2 
054C: use_GXT_table 'SYN4' 
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYND4_201
if 
fading 
else_jump @SYND4_225 
wait 0 
jump @SYND4_201 

:SYND4_225
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_4A' 

:SYND4_264
if 
86B9:   not cutscene_data_loaded 
else_jump @SYND4_288 
wait 0 
jump @SYND4_264 

:SYND4_288
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SYND4_305
if 
82E9:   not cutscene_reached_end 
else_jump @SYND4_329 
wait 0 
jump @SYND4_305 

:SYND4_329
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SYND4_343
if 
fading 
else_jump @SYND4_367 
wait 0 
jump @SYND4_343 

:SYND4_367
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_428 
08C7: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 

:SYND4_428
0169: set_fade_color_RGB 0 0 0 
0247: load_model 347 
0247: load_model 163 
0247: load_model 164 
0247: load_model 409 
0247: load_model 352 
0247: load_model 575 
0247: load_model 409 
0247: load_model 71 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
060A: create_decision_maker_type 0 store_to 63@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 96@ // decision\allowed\m_.ped files 

:SYND4_520
if or
8248:   not model 347 available 
8248:   not model 163 available 
8248:   not model 164 available 
8248:   not model 409 available 
8248:   not model 352 available 
else_jump @SYND4_567 
wait 0 
jump @SYND4_520 

:SYND4_567
if or
8248:   not model 409 available 
8248:   not model 575 available 
8248:   not model 71 available 
else_jump @SYND4_603 
wait 0 
jump @SYND4_567 

:SYND4_603
0A0B: set_rendering_origin_at_3D_coord -2031.197 161.1839 27.8359 angle 268.0468 
0395: clear_area 1 at -2624.549 1412.131 6.1094 radius 10.0 
062F: 60@ = create_group_type 2 
06AE: create_group_decision_maker_type 0 store_to 61@ // decision\allowed\mission.grp 
06AD: set_group 60@ group_decision_maker_to 61@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_739 
0615: define_AS_pack_begin 66@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05D6: clear_scmpath 
0616: define_AS_pack_end 66@ 

:SYND4_739
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_915 
0615: define_AS_pack_begin 128@ 
0603: AS_actor -1 goto_point_any_means -2664.286 1420.904 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0615: define_AS_pack_begin 129@ 
0603: AS_actor -1 goto_point_any_means -2662.241 1418.222 905.277 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0615: define_AS_pack_begin 130@ 
0603: AS_actor -1 goto_point_any_means -2671.858 1420.603 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 130@ 
0615: define_AS_pack_begin 131@ 
0603: AS_actor -1 goto_point_any_means -2667.221 1421.774 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 131@ 

:SYND4_915
0615: define_AS_pack_begin 80@ 
0603: AS_actor -1 goto_point_any_means -2674.171 1394.553 917.3582 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 94.4524 
0643: set_AS_pack 80@ loop 1 
0616: define_AS_pack_end 80@ 
0615: define_AS_pack_begin 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2666.142 1420.576 905.277 
05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 89@ 
0615: define_AS_pack_begin 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 
05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 
05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 
05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 81@ 
0615: define_AS_pack_begin 75@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 
05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 
05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05B9: AS_actor -1 stay_idle 4000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 
05D7: add_point_to_scmpath -2626.715 1403.41 905.4609 
05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 
05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 65@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 
05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 
05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 
05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 
05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 
05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 
05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 
05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 50@ 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
00A5: 70@ = create_car 409 at -2634.061 1395.498 6.1186 
0175: set_car 70@ Z_angle_to 3.5285 
0229: set_car 70@ primary_color_to 0 secondary_color_to 0 
053F: set_car 70@ tires_vulnerability 0 
0224: set_car 70@ health_to 2000 
00A5: 71@ = create_car 409 at -2613.48 1416.568 6.1432 
0175: set_car 71@ Z_angle_to 272.3133 
0229: set_car 71@ primary_color_to 0 secondary_color_to 0 
053F: set_car 71@ tires_vulnerability 0 
0224: set_car 71@ health_to 2000 
0674: set_car_model 575 numberplate "HO_2_HO_" 
00A5: 72@ = create_car 575 at -2611.471 1409.036 6.1335 
0175: set_car 72@ Z_angle_to 274.4727 
0229: set_car 72@ primary_color_to 4 secondary_color_to 4 
0224: set_car 72@ health_to 1000 
0615: define_AS_pack_begin 132@ 
0603: AS_actor -1 goto_point_any_means -2622.981 1413.107 6.1137 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 196.019 
0643: set_AS_pack 132@ loop 1 
0616: define_AS_pack_end 132@ 
0615: define_AS_pack_begin 133@ 
0603: AS_actor -1 goto_point_any_means -2626.409 1411.96 6.1094 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 190.6977 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
009A: 57@ = create_actor_pedtype 25 model 163 at -2622.981 1413.107 6.1137 
0173: set_actor 57@ Z_angle_to 196.019 
009A: 58@ = create_actor_pedtype 25 model 164 at -2626.409 1411.96 6.1094 
0173: set_actor 58@ Z_angle_to 190.6977 
01B2: give_actor 57@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 28 
02E2: set_actor 57@ weapon_accuracy_to 90 
01B2: give_actor 58@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 28 
02E2: set_actor 58@ weapon_accuracy_to 90 
060B: set_actor 57@ decision_maker_to 55@ 
060B: set_actor 58@ decision_maker_to 55@ 
0618: assign_actor 57@ to_AS_pack 132@ 
0618: assign_actor 58@ to_AS_pack 133@ 
018A: 67@ = create_checkpoint_at -2623.937 1410.79 6.1152 
018A: 68@ = create_checkpoint_at -2636.385 1402.485 905.4609 
08DC: create_interior_marker 68@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 68@ radar_mode 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_2049 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 200 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 

:SYND4_2049
40@ = 0 
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
00BC: show_text_highpriority GXT 'SYN4_20' time 9000 flag 1  // ~s~Go pay Jizzy a visit at the ~y~Pleasure Domes club~s~!

:SYND4_2095
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_3466 
wait 0 
gosub @SYND4_12889 
gosub @SYND4_13695 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SYND4_2151 
jump @SYND4_12221 

:SYND4_2151
if 
  125@ == 0 
else_jump @SYND4_2369 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_2269 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 57@ 
else_jump @SYND4_2269 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_2233 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SYND4_2233
if 
8118:   not actor 58@ dead 
else_jump @SYND4_2262 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SYND4_2262
125@ = 1 

:SYND4_2269
if 
8118:   not actor 58@ dead 
else_jump @SYND4_2369 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
else_jump @SYND4_2369 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_2333 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SYND4_2333
if 
8118:   not actor 58@ dead 
else_jump @SYND4_2362 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SYND4_2362
125@ = 1 

:SYND4_2369
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_3404 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 on_foot 
else_jump @SYND4_3404 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_2456 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_2456
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0164: disable_marker 67@ 
gosub @SYND4_12757 
if and
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
else_jump @SYND4_3169 
if and
851A:   not actor 57@ damaged_by_actor $PLAYER_ACTOR 
851A:   not actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_3169 
05BF: AS_actor 58@ look_at_actor $PLAYER_ACTOR 6000 ms 
gosub @SYND4_12757 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_2597 
08C7: put_actor $PLAYER_ACTOR at -2624.112 1410.473 6.1149 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 13.4662 

:SYND4_2597
05BF: AS_actor 57@ look_at_actor $PLAYER_ACTOR 6000 ms 
015F: set_camera_position -2623.715 1409.642 7.7873 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2623.871 1410.628 7.7269 switchstyle 2 
wait 1000 
0209: $8676 = random_int_in_ranges 0 3 
0871: init_jump_table $8676 total_jumps 3 default_jump 0 @SYND4_3105 jumps 0 @SYND4_2736 1 @SYND4_2859 2 @SYND4_2982 -1 @SYND4_3105 -1 @SYND4_3105 -1 @SYND4_3105 -1 @SYND4_3105 

:SYND4_2736
040D: unload_wav 1 
03CF: load_wav 39411 as 1 

:SYND4_2749
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_2775 
wait 0 
jump @SYND4_2749 

:SYND4_2775
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BA' time 4000 flag 1  // Sorry, man, private function.
41@ = 0 

:SYND4_2802
if 
  4000 > 41@ 
else_jump @SYND4_2852 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_2845 
jump @SYND4_3329 

:SYND4_2845
jump @SYND4_2802 

:SYND4_2852
jump @SYND4_3105 

:SYND4_2859
040D: unload_wav 1 
03CF: load_wav 39412 as 1 

:SYND4_2872
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_2898 
wait 0 
jump @SYND4_2872 

:SYND4_2898
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BB' time 4000 flag 1  // Jizzy doesn't want to be disturbed.
41@ = 0 

:SYND4_2925
if 
  4000 > 41@ 
else_jump @SYND4_2975 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_2968 
jump @SYND4_3329 

:SYND4_2968
jump @SYND4_2925 

:SYND4_2975
jump @SYND4_3105 

:SYND4_2982
040D: unload_wav 1 
03CF: load_wav 39413 as 1 

:SYND4_2995
if 
83D0:   not wav 1 loaded 
else_jump @SYND4_3021 
wait 0 
jump @SYND4_2995 

:SYND4_3021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BC' time 4000 flag 1  // You ain't getting in!
41@ = 0 

:SYND4_3048
if 
  4000 > 41@ 
else_jump @SYND4_3098 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_3091 
jump @SYND4_3329 

:SYND4_3091
jump @SYND4_3048 

:SYND4_3098
jump @SYND4_3105 

:SYND4_3105
41@ = 0 

:SYND4_3112
if 
  1000 > 41@ 
else_jump @SYND4_3169 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_3162 
78@ = 1 
jump @SYND4_3329 

:SYND4_3162
jump @SYND4_3112 

:SYND4_3169
015F: set_camera_position -2671.127 1432.594 25.4663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2670.43 1431.881 25.3871 switchstyle 2 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!
0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 
41@ = 0 

:SYND4_3279
if 
  5000 > 41@ 
else_jump @SYND4_3329 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_3322 
jump @SYND4_3329 

:SYND4_3322
jump @SYND4_3279 

:SYND4_3329
gosub @SYND4_12788 
018A: 69@ = create_checkpoint_at -2661.924 1424.278 22.8906 
if 
  78@ == 1 
else_jump @SYND4_3390 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!

:SYND4_3390
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
jump @SYND4_3473 

:SYND4_3404
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 
else_jump @SYND4_3459 
jump @SYND4_3473 

:SYND4_3459
jump @SYND4_2095 

:SYND4_3466
jump @SYND4_12006 

:SYND4_3473
0247: load_model 28 
0247: load_model 30 
0247: load_model 40 
0247: load_model 63 
0247: load_model 19 
0247: load_model 352 
0247: load_model 214 
0247: load_model 346 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
0247: load_model 246 
04ED: load_animation "SWAT" 

:SYND4_3534
if or
8248:   not model 28 available 
8248:   not model 30 available 
8248:   not model 40 available 
8248:   not model 63 available 
8248:   not model 19 available 
else_jump @SYND4_3576 
wait 0 
jump @SYND4_3534 

:SYND4_3576
if or
8248:   not model 352 available 
8248:   not model 214 available 
8248:   not model 346 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "SWAT" loaded 
8248:   not model 246 available 
else_jump @SYND4_3630 
wait 0 
jump @SYND4_3576 

:SYND4_3630
if 
else_jump @SYND4_3652 
wait 0 
jump @SYND4_3630 

:SYND4_3652
009A: 47@ = create_actor_pedtype 23 model 290 at -2669.127 1426.919 905.4609 
0860: link_actor 47@ to_interior 3 
0245: set_actor 47@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 47@ Z_angle_to 238.0256 
060F: set_actor 47@ melee_accuracy_to 5.0 
060B: set_actor 47@ decision_maker_to 63@ 
009A: 52@ = create_actor_pedtype 5 model 63 at -2667.656 1425.854 905.4609 
0860: link_actor 52@ to_interior 3 
0173: set_actor 52@ Z_angle_to 76.4221 
0568: set_actor 52@ untargetable 1 
0677: AS_actor 47@ chat_with_actor 52@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 52@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 
0187: 51@ = create_marker_above_actor 47@ 
018B: set_marker 51@ radar_mode 0 
0615: define_AS_pack_begin 87@ 
06B0: AS_actor -1 sit_down 200000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 87@ loop 1 
0616: define_AS_pack_end 87@ 
0615: define_AS_pack_begin 88@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 87@ 
0616: define_AS_pack_end 88@ 
009A: 42@ = create_actor_pedtype 24 model 28 at -2665.236 1429.884 905.4609 
0173: set_actor 42@ Z_angle_to 133.1702 
0618: assign_actor 42@ to_AS_pack 88@ 
009A: 43@ = create_actor_pedtype 24 model 30 at -2667.102 1430.024 905.4609 
0173: set_actor 43@ Z_angle_to 180.876 
0618: assign_actor 43@ to_AS_pack 87@ 
009A: 44@ = create_actor_pedtype 24 model 28 at -2665.064 1428.402 905.4609 
0173: set_actor 44@ Z_angle_to 106.0457 
0618: assign_actor 44@ to_AS_pack 87@ 
009A: 45@ = create_actor_pedtype 24 model 63 at -2668.117 1429.933 905.4609 
0173: set_actor 45@ Z_angle_to 180.876 
0618: assign_actor 45@ to_AS_pack 88@ 
0615: define_AS_pack_begin 120@ 
0603: AS_actor -1 goto_point_any_means -2655.508 1410.566 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.3926 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2655.892 1406.675 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 181.7338 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 120@ loop 1 
0616: define_AS_pack_end 120@ 
0615: define_AS_pack_begin 121@ 
0603: AS_actor -1 goto_point_any_means -2660.268 1413.959 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 348.451 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2662.841 1413.732 905.2808 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 96.5734 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 121@ loop 1 
0616: define_AS_pack_end 121@ 
009A: 110@ = create_actor_pedtype 26 model 214 at -2655.508 1410.566 905.2734 
0173: set_actor 110@ Z_angle_to 263.3926 
009A: 111@ = create_actor_pedtype 26 model 214 at -2660.268 1413.959 905.2734 
0173: set_actor 111@ Z_angle_to 348.451 
0618: assign_actor 110@ to_AS_pack 120@ 
0618: assign_actor 111@ to_AS_pack 121@ 
009A: 112@ = create_actor_pedtype 26 model 28 at -2657.269 1403.575 905.2812 
0173: set_actor 112@ Z_angle_to 271.0479 
009A: 113@ = create_actor_pedtype 26 model 63 at -2654.617 1404.656 905.2812 
0173: set_actor 113@ Z_angle_to 87.3589 
0677: AS_actor 112@ chat_with_actor 113@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 113@ chat_with_actor 112@ lead_speaker_flag 1 unknown_flag 1 
48@ = 0 

:SYND4_4419
if 
8118:   not actor 42@(48@,5i) dead 
else_jump @SYND4_4509 
0860: link_actor 42@(48@,5i) to_interior 3 
0770: set_actor 42@(48@,5i) target_priority 1 
01B2: give_actor 42@(48@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 42@(48@,5i) armed_weapon_to 28 
02E2: set_actor 42@(48@,5i) weapon_accuracy_to 70 
060B: set_actor 42@(48@,5i) decision_maker_to 63@ 

:SYND4_4509
if 
8118:   not actor 110@(48@,10i) dead 
else_jump @SYND4_4540 
0860: link_actor 110@(48@,10i) to_interior 3 

:SYND4_4540
48@ += 1 
  48@ >= 4 
else_jump @SYND4_4419 
$ONMISSION = 1 
increment_mission_attempts 
018A: 62@ = create_checkpoint_at -2655.075 1431.789 912.4016 
08DC: create_interior_marker 62@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 62@ radar_mode 0 
0373: set_camera_directly_behind_player 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 
40@ = 0 

:SYND4_4645
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_5220 
wait 0 
if 
  125@ == 0 
else_jump @SYND4_4883 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_4783 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 57@ 
else_jump @SYND4_4783 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_4747 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SYND4_4747
if 
8118:   not actor 58@ dead 
else_jump @SYND4_4776 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SYND4_4776
125@ = 1 

:SYND4_4783
if 
8118:   not actor 58@ dead 
else_jump @SYND4_4883 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
else_jump @SYND4_4883 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_4847 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SYND4_4847
if 
8118:   not actor 58@ dead 
else_jump @SYND4_4876 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SYND4_4876
125@ = 1 

:SYND4_4883
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @SYND4_4905 
jump @SYND4_12221 

:SYND4_4905
gosub @SYND4_12889 
gosub @SYND4_13695 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 
  56@ == 0 
else_jump @SYND4_5213 
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
if 
075C:   marker 67@ enabled 
else_jump @SYND4_5008 
0164: disable_marker 67@ 

:SYND4_5008
0164: disable_marker 69@ 
018A: 53@ = create_checkpoint_at -2667.368 1427.435 905.4609 
08DC: create_interior_marker 53@ at -2661.74 1423.483 radius 100.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_5104 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2661.055 1416.019 921.1953 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SYND4_5104
56@ = 1 
if 
8118:   not actor 57@ dead 
else_jump @SYND4_5132 
009B: destroy_actor 57@ 

:SYND4_5132
if 
8118:   not actor 58@ dead 
else_jump @SYND4_5153 
009B: destroy_actor 58@ 

:SYND4_5153
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_5179 
0173: set_actor $PLAYER_ACTOR Z_angle_to 197.6688 

:SYND4_5179
00BC: show_text_highpriority GXT 'SYN4_99' time 4000 flag 1  // ~s~Sneak up to ~y~Jizzy~s~, you need to get that number.
03C7: set_sensitivity_to_crime 0.0 
0A6F: checkpoint_save 1 
jump @SYND4_5227 

:SYND4_5213
jump @SYND4_4645 

:SYND4_5220
jump @SYND4_12006 

:SYND4_5227
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11999 
wait 0 
gosub @SYND4_12889 
gosub @SYND4_13695 
if 
  54@ == 0 
else_jump @SYND4_7613 
if 
  91@ == 1 
else_jump @SYND4_5311 
123@ = 1 
jump @SYND4_12006 

:SYND4_5311
48@ = 0 

:SYND4_5318
if 
051A:   actor 42@(48@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5371 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
91@ = 1 
40@ = 0 

:SYND4_5371
48@ += 1 
  48@ >= 4 
else_jump @SYND4_5318 
if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5441 
00BC: show_text_highpriority GXT 'SYN4_06' time 4000 flag 1  // ~r~You killed Jizzy before he made the call.
91@ = 1 
40@ = 0 

:SYND4_5441
if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYND4_5490 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
91@ = 1 
40@ = 0 

:SYND4_5490
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 
else_jump @SYND4_7613 
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:SYND4_5566
if 
fading 
else_jump @SYND4_5590 
wait 0 
jump @SYND4_5566 

:SYND4_5590
48@ = 0 

:SYND4_5597
009B: destroy_actor 42@(48@,5i) 
48@ += 1 
  48@ >= 4 
else_jump @SYND4_5597 
if 
8118:   not actor 52@ dead 
else_jump @SYND4_5648 
009B: destroy_actor 52@ 

:SYND4_5648
if 
075C:   marker 51@ enabled 
else_jump @SYND4_5669 
0164: disable_marker 51@ 

:SYND4_5669
if 
8118:   not actor 47@ dead 
else_jump @SYND4_5690 
009B: destroy_actor 47@ 

:SYND4_5690
02E4: load_cutscene_data 'SYND_4B' 

:SYND4_5701
if 
86B9:   not cutscene_data_loaded 
else_jump @SYND4_5725 
wait 0 
jump @SYND4_5701 

:SYND4_5725
02E7: start_cutscene 
fade 1 1000 

:SYND4_5734
if 
82E9:   not cutscene_reached_end 
else_jump @SYND4_5758 
wait 0 
jump @SYND4_5734 

:SYND4_5758
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:SYND4_5773
if 
fading 
else_jump @SYND4_5797 
wait 0 
jump @SYND4_5773 

:SYND4_5797
gosub @SYND4_12757 
009A: 47@ = create_actor_pedtype 23 model 290 at -2669.127 1426.919 905.4609 
0860: link_actor 47@ to_interior 3 
0245: set_actor 47@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 47@ Z_angle_to 238.0256 
060F: set_actor 47@ melee_accuracy_to 5.0 
060B: set_actor 47@ decision_maker_to 63@ 
009A: 42@ = create_actor_pedtype 24 model 28 at -2665.236 1429.884 905.4609 
0173: set_actor 42@ Z_angle_to 133.1702 
0618: assign_actor 42@ to_AS_pack 88@ 
009A: 43@ = create_actor_pedtype 24 model 30 at -2667.102 1430.024 905.4609 
0173: set_actor 43@ Z_angle_to 180.876 
0618: assign_actor 43@ to_AS_pack 87@ 
009A: 44@ = create_actor_pedtype 24 model 28 at -2665.064 1428.402 905.4609 
0173: set_actor 44@ Z_angle_to 106.0457 
0618: assign_actor 44@ to_AS_pack 87@ 
009A: 45@ = create_actor_pedtype 24 model 63 at -2668.117 1429.933 905.4609 
0173: set_actor 45@ Z_angle_to 180.876 
0618: assign_actor 45@ to_AS_pack 88@ 
0187: 51@ = create_marker_above_actor 47@ 
018B: set_marker 51@ radar_mode 0 
0296: unload_special_actor 1 
48@ = 0 

:SYND4_6078
0860: link_actor 42@(48@,5i) to_interior 3 
01B2: give_actor 42@(48@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 42@(48@,5i) armed_weapon_to 28 
48@ += 1 
  48@ >= 4 
else_jump @SYND4_6078 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_6192 
015F: set_camera_position -2669.571 1410.871 907.8965 rotation 0.0 0.0 0.0 
0159: camera_on_ped 47@ mode 15 switchstyle 2 

:SYND4_6192
009A: 95@ = create_actor_pedtype 24 model 163 at -2667.152 1421.553 905.2812 
0173: set_actor 95@ Z_angle_to 275.4244 
0688: AS_actor 95@ unknown_toggle_ped_threat_scanner 0 0 0 
0860: link_actor 95@ to_interior 3 
wait 100 
fade 1 0 

:SYND4_6255
if 
fading 
else_jump @SYND4_6279 
wait 0 
jump @SYND4_6255 

:SYND4_6279
00BC: show_text_highpriority GXT 'SYN4_05' time 4000 flag 1  // ~r~Jizzy's ~s~escaping, Hunt him down!
if 
8118:   not actor 95@ dead 
else_jump @SYND4_6319 
0618: assign_actor 95@ to_AS_pack 81@ 

:SYND4_6319
48@ = 0 

:SYND4_6326
if 
8118:   not actor 110@(48@,10i) dead 
else_jump @SYND4_6366 
0792: disembark_instantly_actor 110@(48@,10i) 
05C5: AS_actor 110@(48@,10i) cower -2 ms 

:SYND4_6366
48@ += 1 
  48@ >= 4 
else_jump @SYND4_6326 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_6477 
0687: clear_actor 47@ task 
08C7: put_actor 47@ at -2664.462 1421.766 905.277 dont_warp_gang 
0173: set_actor 47@ Z_angle_to 249.6271 
0618: assign_actor 47@ to_AS_pack 81@ 
035F: actor 47@ armour += 150 
0223: set_actor 47@ health_to 300 
08AF: set_actor 47@ max_health_to 300 
0446: set_actor 47@ dismemberment_possible 0 

:SYND4_6477
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_6530 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2666.638 1410.305 905.2812 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYND4_6530
wait 1000 
41@ = 0 

:SYND4_6542
if 
  3000 > 41@ 
else_jump @SYND4_6592 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_6585 
jump @SYND4_6592 

:SYND4_6585
jump @SYND4_6542 

:SYND4_6592
gosub @SYND4_12788 
0615: define_AS_pack_begin 136@ 
0603: AS_actor -1 goto_point_any_means -2639.277 1409.022 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 63.4408 
0616: define_AS_pack_end 136@ 
0615: define_AS_pack_begin 134@ 
0618: assign_actor -1 to_AS_pack 136@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 134@ loop 1 
0616: define_AS_pack_end 134@ 
0615: define_AS_pack_begin 135@ 
0603: AS_actor -1 goto_point_any_means -2639.352 1402.766 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 73.286 
0616: define_AS_pack_end 135@ 
0615: define_AS_pack_begin 137@ 
0618: assign_actor -1 to_AS_pack 135@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 137@ loop 1 
0616: define_AS_pack_end 137@ 
009A: 138@ = create_actor_pedtype 24 model 163 at -2639.277 1409.022 905.4646 
0860: link_actor 138@ to_interior 1 
0173: set_actor 138@ Z_angle_to 63.4408 
060B: set_actor 138@ decision_maker_to 63@ 
0618: assign_actor 138@ to_AS_pack 134@ 
009A: 139@ = create_actor_pedtype 24 model 164 at -2639.352 1402.766 905.4646 
0860: link_actor 139@ to_interior 1 
0173: set_actor 139@ Z_angle_to 73.286 
060B: set_actor 139@ decision_maker_to 63@ 
0618: assign_actor 139@ to_AS_pack 137@ 
01B2: give_actor 138@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 138@ armed_weapon_to 28 
01B2: give_actor 139@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 139@ armed_weapon_to 28 
if 
8118:   not actor 42@ dead 
else_jump @SYND4_7311 
08C7: put_actor 42@ at -2671.761 1420.303 905.2812 dont_warp_gang 
0173: set_actor 42@ Z_angle_to 214.6866 

:SYND4_7311
if 
8118:   not actor 43@ dead 
else_jump @SYND4_7357 
08C7: put_actor 43@ at -2665.095 1421.339 905.2812 dont_warp_gang 
0173: set_actor 43@ Z_angle_to 167.6077 

:SYND4_7357
if 
8118:   not actor 47@ dead 
else_jump @SYND4_7436 
0792: disembark_instantly_actor 47@ 
018B: set_marker 51@ radar_mode 0 
08C7: put_actor 47@ at -2621.465 1411.338 905.4609 dont_warp_gang 
04D7: set_actor 47@ locked 1 
0173: set_actor 47@ Z_angle_to 277.734 
0860: link_actor 47@ to_interior 0 
82@ = 1 

:SYND4_7436
if 
8118:   not actor 95@ dead 
else_jump @SYND4_7494 
0792: disembark_instantly_actor 95@ 
08C7: put_actor 95@ at -2625.836 1404.75 6.0938 dont_warp_gang 
0173: set_actor 95@ Z_angle_to 279.9147 
0860: link_actor 95@ to_interior 0 

:SYND4_7494
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
48@ = 0 

:SYND4_7509
if 
8118:   not actor 42@(48@,5i) dead 
else_jump @SYND4_7562 
0792: disembark_instantly_actor 42@(48@,5i) 
05E2: AS_actor 42@(48@,5i) kill_actor $PLAYER_ACTOR 
060B: set_actor 42@(48@,5i) decision_maker_to 55@ 

:SYND4_7562
48@ += 1 
  48@ >= 4 
else_jump @SYND4_7509 
018B: set_marker 68@ radar_mode 3 
018B: set_marker 53@ radar_mode 0 
0373: set_camera_directly_behind_player 
49@ = 1 
54@ = 1 

:SYND4_7613
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 
else_jump @SYND4_7747 
if and
8118:   not actor 138@ dead 
  106@ == 0 
else_jump @SYND4_7704 
0792: disembark_instantly_actor 138@ 
05E2: AS_actor 138@ kill_actor $PLAYER_ACTOR 
106@ = 1 

:SYND4_7704
if and
8118:   not actor 139@ dead 
  107@ == 0 
else_jump @SYND4_7747 
0792: disembark_instantly_actor 139@ 
05E2: AS_actor 139@ kill_actor $PLAYER_ACTOR 
107@ = 1 

:SYND4_7747
if 
  54@ == 1 
else_jump @SYND4_11380 
if 
  49@ == 1 
else_jump @SYND4_9198 
if and
0118:   actor 47@ dead 
  93@ == 0 
else_jump @SYND4_7834 
if 
075C:   marker 68@ enabled 
else_jump @SYND4_7827 
0164: disable_marker 68@ 

:SYND4_7827
jump @SYND4_12221 

:SYND4_7834
if 
8118:   not actor 47@ dead 
else_jump @SYND4_7977 
if and
00FE:   actor 47@ sphere 0 in_sphere -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 
  82@ == 0 
else_jump @SYND4_7977 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_7977 
0687: clear_actor 47@ task 
018B: set_marker 51@ radar_mode 0 
08C7: put_actor 47@ at -2621.465 1411.338 6.1094 dont_warp_gang 
0173: set_actor 47@ Z_angle_to 277.734 
0860: link_actor 47@ to_interior 0 
82@ = 1 

:SYND4_7977
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 
else_jump @SYND4_9198 
gosub @SYND4_12823 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_8112 
08C7: put_actor 47@ at -2621.465 1411.338 6.1094 dont_warp_gang 
04D7: set_actor 47@ locked 0 

:SYND4_8112
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0994: unknown_create_escape_at -2686.415 1235.572 54.4297 
0994: unknown_create_escape_at -2671.298 1236.492 54.4297 
if 
0119:   car 72@ wrecked 
else_jump @SYND4_8333 
00A6: destroy_car 72@ 
0395: clear_area 1 at -2611.471 1409.036 6.1335 radius 20.0 
0247: load_model 448 
0247: load_model 155 

:SYND4_8227
if or
8248:   not model 448 available 
8248:   not model 155 available 
else_jump @SYND4_8259 
wait 0 
jump @SYND4_8227 

:SYND4_8259
00A5: 72@ = create_car 448 at -2611.471 1409.036 6.1335 
0175: set_car 72@ Z_angle_to 274.4727 
0129: 140@ = create_actor_pedtype 4 model 155 in_car 72@ driverseat 
009B: destroy_actor 95@ 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_8333 
08C6: set_actor 47@ stay_on_bike 3 

:SYND4_8333
0615: define_AS_pack_begin 83@ 
05CB: AS_actor -1 enter_car 72@ as_driver 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05D2: AS_actor -1 run_to_and_hijack_car 72@ max_search_radius 20.0 traffic_behavior 2 
0616: define_AS_pack_end 83@ 
0615: define_AS_pack_begin 84@ 
05CD: AS_actor -1 exit_car 72@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0229: set_car 72@ primary_color_to 4 secondary_color_to 4 
0395: clear_area 1 at -2621.81 1398.744 6.086 radius 20.0 
0164: disable_marker 68@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_9198 
0860: link_actor $PLAYER_ACTOR to_interior 0 
set_weather 9 
select_interior 0 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_8515 
08C7: put_actor 47@ at -2624.485 1411.353 6.1015 dont_warp_gang 
0173: set_actor 47@ Z_angle_to 267.9166 

:SYND4_8515
if 
8118:   not actor 95@ dead 
else_jump @SYND4_8605 
0792: disembark_instantly_actor 95@ 
08C7: put_actor 95@ at -2620.604 1406.97 6.1016 dont_warp_gang 
0173: set_actor 95@ Z_angle_to 277.7697 
01B2: give_actor 95@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 95@ armed_weapon_to 22 
060B: set_actor 95@ decision_maker_to 96@ 
02E2: set_actor 95@ weapon_accuracy_to 30 
07DD: set_actor 95@ attack_rate 30 // previously known as temper_to 

:SYND4_8605
009B: destroy_actor 52@ 
48@ = 0 

:SYND4_8617
009B: destroy_actor 42@(48@,5i) 
48@ += 1 
  48@ >= 4 
else_jump @SYND4_8617 
gosub @SYND4_12757 
if and
8118:   not actor 47@ dead 
8119:   not car 72@ wrecked 
else_jump @SYND4_8739 
015F: set_camera_position -2626.019 1411.502 9.1763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2625.059 1411.35 8.9421 switchstyle 2 
0792: disembark_instantly_actor 47@ 
0618: assign_actor 47@ to_AS_pack 83@ 

:SYND4_8739
if 
8118:   not actor 95@ dead 
else_jump @SYND4_8773 
0792: disembark_instantly_actor 95@ 
05CA: AS_actor 95@ enter_car 72@ passenger_seat 0 time 5000 

:SYND4_8773
gosub @SYND4_12856 
41@ = 0 

:SYND4_8787
if 
  4000 > 41@ 
else_jump @SYND4_8835 
wait 0 
if and
08D0:   should_skip_cutscene 
0118:   actor 140@ dead 
else_jump @SYND4_8828 

:SYND4_8828
jump @SYND4_8787 

:SYND4_8835
93@ = 1 
gosub @SYND4_12788 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_8895 
08C7: put_actor $PLAYER_ACTOR at -2627.1 1410.399 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.1925 

:SYND4_8895
0615: define_AS_pack_begin 141@ 
05B9: AS_actor -1 stay_idle 4000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 
0643: set_AS_pack 141@ loop 1 
0616: define_AS_pack_end 141@ 
if 
8119:   not car 72@ wrecked 
else_jump @SYND4_9148 
if and
8118:   not actor 95@ dead 
8118:   not actor 47@ dead 
else_jump @SYND4_9039 
if 
80DB:   not actor 95@ in_car 72@ 
else_jump @SYND4_9020 
0430: put_actor 95@ into_car 72@ passenger_seat 0 

:SYND4_9020
0688: AS_actor 95@ unknown_toggle_ped_threat_scanner 1 1 1 
0618: assign_actor 95@ to_AS_pack 141@ 

:SYND4_9039
if and
8118:   not actor 47@ dead 
8119:   not car 72@ wrecked 
else_jump @SYND4_9148 
01B2: give_actor 47@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 47@ armed_weapon_to 28 
02E2: set_actor 47@ weapon_accuracy_to 90 
if 
80DB:   not actor 47@ in_car 72@ 
else_jump @SYND4_9148 
if 
8118:   not actor 140@ dead 
else_jump @SYND4_9140 
if 
00DF:   actor 140@ driving 
else_jump @SYND4_9140 
009B: destroy_actor 140@ 

:SYND4_9140
036A: put_actor 47@ in_car 72@ 

:SYND4_9148
00BE: text_clear_all 
018B: set_marker 51@ radar_mode 3 
00BC: show_text_highpriority GXT 'SYN4_02' time 10000 flag 1  // ~r~Jizzy's ~s~escaping with the phone, hunt him down!
40@ = 0 
03C7: set_sensitivity_to_crime 1.0 
49@ = 2 
0A6F: checkpoint_save 1 

:SYND4_9198
if 
8118:   not actor 47@ dead 
else_jump @SYND4_9368 
00A0: store_actor 47@ position_to $8671 $8673 $8670 
if 
00DF:   actor 47@ driving 
else_jump @SYND4_9252 
03C0: $47 = actor 47@ car 

:SYND4_9252
080E: get_actor 47@ ped_event_to $8680 
if 
04A3:   $8680 == 7 // == constant 
else_jump @SYND4_9314 
0687: clear_actor 47@ task 
0751: AS_actor 47@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_9314
if 
04A3:   $8680 == 17 // == constant 
else_jump @SYND4_9368 
0687: clear_actor 47@ task 
0751: AS_actor 47@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_9368
if 
8118:   not actor 95@ dead 
else_jump @SYND4_9454 
080E: get_actor 95@ ped_event_to $8680 
if 
04A3:   $8680 == 17 // == constant 
else_jump @SYND4_9423 
0687: clear_actor 95@ task 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 

:SYND4_9423
if 
04A3:   $8680 == 7 // == constant 
else_jump @SYND4_9454 
0687: clear_actor 95@ task 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 

:SYND4_9454
if 
8119:   not car $47 wrecked 
else_jump @SYND4_9689 
0227: 98@ = car $47 health 
if 
  200 > 98@ 
else_jump @SYND4_9570 
97@ = 1 
if and
8118:   not actor 95@ dead 
  101@ == 0 
else_jump @SYND4_9563 
0615: define_AS_pack_begin 142@ 
0622: AS_actor -1 bail_car $47 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 142@ 
0618: assign_actor 95@ to_AS_pack 142@ 
101@ = 1 

:SYND4_9563
jump @SYND4_9577 

:SYND4_9570
97@ = 0 

:SYND4_9577
if and
0495:   car $47 burning 
  102@ == 0 
8118:   not actor 47@ dead 
else_jump @SYND4_9689 
0615: define_AS_pack_begin 143@ 
0622: AS_actor -1 bail_car $47 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 
0643: set_AS_pack 143@ loop 1 
0616: define_AS_pack_end 143@ 
060B: set_actor 47@ decision_maker_to 63@ 
41@ = 0 
0618: assign_actor 47@ to_AS_pack 143@ 
102@ = 1 

:SYND4_9689
if 
  49@ == 2 
else_jump @SYND4_10208 
if and
0119:   car 72@ wrecked 
  85@ == 0 
else_jump @SYND4_9753 
00BC: show_text_highpriority GXT 'SYN4_32' time 5000 flag 1  // ~r~You blew up the phone.
jump @SYND4_12006 

:SYND4_9753
if and
8119:   not car 72@ wrecked 
8118:   not actor 47@ dead 
else_jump @SYND4_9814 
if 
00DB:   actor 47@ in_car 72@ 
else_jump @SYND4_9807 
85@ = 0 
jump @SYND4_9814 

:SYND4_9807
85@ = 1 

:SYND4_9814
if 
8118:   not actor 47@ dead 
else_jump @SYND4_10097 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8671 $8673 $8670 radius 20.0 20.0 20.0 
else_jump @SYND4_9988 
if and
8119:   not car 72@ wrecked 
  94@ == 0 
else_jump @SYND4_9981 
if 
8495:   not car 72@ burning 
else_jump @SYND4_9981 
if 
  97@ == 0 
else_jump @SYND4_9955 
06E1: AS_actor 47@ using_car 72@ target_car -1 with_order 1 max_speed 25.0 traffic_flag 2 
jump @SYND4_9974 

:SYND4_9955
06E1: AS_actor 47@ using_car 72@ target_car -1 with_order 1 max_speed 32.0 traffic_flag 2 

:SYND4_9974
94@ = 1 

:SYND4_9981
jump @SYND4_10097 

:SYND4_9988
if and
8119:   not car 72@ wrecked 
  94@ == 1 
else_jump @SYND4_10097 
if 
8495:   not car 72@ burning 
else_jump @SYND4_10097 
if 
  97@ == 0 
else_jump @SYND4_10071 
06E1: AS_actor 47@ using_car 72@ target_car -1 with_order 1 max_speed 23.0 traffic_flag 2 
jump @SYND4_10090 

:SYND4_10071
06E1: AS_actor 47@ using_car 72@ target_car -1 with_order 1 max_speed 28.0 traffic_flag 2 

:SYND4_10090
94@ = 0 

:SYND4_10097
if 
8118:   not actor 47@ dead 
else_jump @SYND4_10208 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $8671 $8673 $8670 radius 150.0 150.0 150.0 
else_jump @SYND4_10178 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.
jump @SYND4_12006 

:SYND4_10178
if and
80DF:   not actor 47@ driving 
  99@ == 0 
else_jump @SYND4_10208 
99@ = 1 

:SYND4_10208
if and
8118:   not actor 47@ dead 
8119:   not car 72@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_10923 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYND4_10923 
00D9: 92@ = actor $PLAYER_ACTOR car // add to mission cleanup 
100@ += 1 
if 
  100@ > 100 
else_jump @SYND4_10295 
054F: clear_car 72@ damage 
100@ = 0 

:SYND4_10295
if and
8119:   not car 92@ wrecked 
  40@ > 12000 
else_jump @SYND4_10923 
if 
051D:   car 72@ damaged_by_car 92@ 
else_jump @SYND4_10923 
if 
876F:   not text_priority_displayed 
else_jump @SYND4_10923 
108@ += 1 
if 
  108@ == 1 
else_jump @SYND4_10407 
05AA: 126@s = 'SYN4_AA' // @s = 'short'  // Hey, I thought we was friends!
04AF: 104@ = 39400 // = constant 
gosub @SYND4_13675 

:SYND4_10407
if 
  108@ == 2 
else_jump @SYND4_10456 
05AA: 126@s = 'SYN4_AB' // @s = 'short'  // You're blowing your chance to be a playa!
04AF: 104@ = 39401 // = constant 
gosub @SYND4_13675 

:SYND4_10456
if 
  108@ == 3 
else_jump @SYND4_10505 
05AA: 126@s = 'SYN4_AC' // @s = 'short'  // We can talk about this, homie!
04AF: 104@ = 39402 // = constant 
gosub @SYND4_13675 

:SYND4_10505
if 
  108@ == 4 
else_jump @SYND4_10554 
05AA: 126@s = 'SYN4_AD' // @s = 'short'  // You're wrecking my ride!
04AF: 104@ = 39403 // = constant 
gosub @SYND4_13675 

:SYND4_10554
if 
  108@ == 5 
else_jump @SYND4_10603 
05AA: 126@s = 'SYN4_AE' // @s = 'short'  // CJ, brother, you're gonna have to reconsider your position!
04AF: 104@ = 39404 // = constant 
gosub @SYND4_13675 

:SYND4_10603
if 
  108@ == 6 
else_jump @SYND4_10652 
05AA: 126@s = 'SYN4_AF' // @s = 'short'  // I can fix anything for you in this town, anything!
04AF: 104@ = 39405 // = constant 
gosub @SYND4_13675 

:SYND4_10652
if 
  108@ == 7 
else_jump @SYND4_10701 
05AA: 126@s = 'SYN4_AG' // @s = 'short'  // CJ, you're a fool, A FOOL!
04AF: 104@ = 39406 // = constant 
gosub @SYND4_13675 

:SYND4_10701
if 
  108@ == 8 
else_jump @SYND4_10750 
05AA: 126@s = 'SYN4_AH' // @s = 'short'  // I won't forget this, CJ, you hear me?
04AF: 104@ = 39407 // = constant 
gosub @SYND4_13675 

:SYND4_10750
if 
  108@ == 9 
else_jump @SYND4_10799 
05AA: 126@s = 'SYN4_AJ' // @s = 'short'  // You realize how much this paint job cost?
04AF: 104@ = 39408 // = constant 
gosub @SYND4_13675 

:SYND4_10799
if 
  108@ == 10 
else_jump @SYND4_10848 
05AA: 126@s = 'SYN4_AK' // @s = 'short'  // Back off, fool!
04AF: 104@ = 39409 // = constant 
gosub @SYND4_13675 

:SYND4_10848
if 
  108@ == 11 
else_jump @SYND4_10904 
05AA: 126@s = 'SYN4_AL' // @s = 'short'  // I got money - always!
04AF: 104@ = 39410 // = constant 
gosub @SYND4_13675 
108@ = 0 

:SYND4_10904
40@ = 0 
100@ = 0 
054F: clear_car 72@ damage 

:SYND4_10923
if and
0118:   actor 47@ dead 
  64@ == 0 
else_jump @SYND4_11071 
if 
075C:   marker 51@ enabled 
else_jump @SYND4_10967 
0164: disable_marker 51@ 

:SYND4_10967
0247: load_model #MOBILE1993B 

:SYND4_10972
if 
8248:   not model #MOBILE1993B available 
else_jump @SYND4_10999 
wait 0 
jump @SYND4_10972 

:SYND4_10999
02CE: 144@ = ground_z_at $8671 $8673 $8670 
144@ += 0.5 
029B: 86@ = init_object #MOBILE1993B at $8671 $8673 144@ 
0188: 77@ = create_marker_above_object 86@ 
00BC: show_text_highpriority GXT 'SYN4_33' time 4000 flag 1  // ~s~Now collect the ~g~phone~s~.
64@ = 1 

:SYND4_11071
if 
  64@ == 1 
else_jump @SYND4_11118 
024F: create_corona_with_radius 0.2 type 9 lensflares 0 with_color 200 200 200 at $8671 $8673 144@ 

:SYND4_11118
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8671 $8673 $8670 radius 1.2 1.2 2.0 
  64@ == 1 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @SYND4_11251 
00BE: text_clear_all 
0108: destroy_object 86@ 
if 
075C:   marker 77@ enabled 
else_jump @SYND4_11200 
0164: disable_marker 77@ 

:SYND4_11200
if 
075C:   marker 51@ enabled 
else_jump @SYND4_11221 
0164: disable_marker 51@ 

:SYND4_11221
00BC: show_text_highpriority GXT 'SYN4_11' time 2000 flag 1  // Phone collected!
41@ = 0 
64@ = 2 

:SYND4_11251
if and
  64@ == 2 
  41@ > 2000 
895D:   not actor $PLAYER_ACTOR stuck_under_car 
else_jump @SYND4_11380 
gosub @SYND4_12757 

:SYND4_11289
0247: load_model 330 

:SYND4_11294
if 
8248:   not model 330 available 
else_jump @SYND4_11321 
wait 0 
jump @SYND4_11294 

:SYND4_11321
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11354 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYND4_11354
wait 2000 
gosub @SYND4_12788 
54@ = 2 
41@ = 0 

:SYND4_11380
if 
  54@ == 2 
else_jump @SYND4_11992 
if 
00E1:   player 0 pressed_key 15 
else_jump @SYND4_11429 
103@ = 6 
103@ = 6 

:SYND4_11429
if and
  105@ == 2 
  103@ == 0 
else_jump @SYND4_11514 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11478 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11478
05AA: 126@s = 'MCES11A' // @s = 'short'  // Eh Cesar!
04AF: 104@ = 25314 // = constant 
gosub @SYND4_13675 
103@ = 1 

:SYND4_11514
if and
  105@ == 2 
  103@ == 1 
else_jump @SYND4_11596 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11560 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11560
05AA: 126@s = 'MCES11B' // @s = 'short'  // Hey, dude, whassup?
04AF: 104@ = 25315 // = constant 
gosub @SYND4_13675 
103@ = 2 

:SYND4_11596
if and
  105@ == 2 
  103@ == 2 
else_jump @SYND4_11681 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11645 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11645
05AA: 126@s = 'MCES11C' // @s = 'short'  // I need you to meet me at Pier 69.
04AF: 104@ = 25316 // = constant 
gosub @SYND4_13675 
103@ = 3 

:SYND4_11681
if and
  105@ == 2 
  103@ == 3 
else_jump @SYND4_11763 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11727 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11727
05AA: 126@s = 'MCES11D' // @s = 'short'  // We're going to take down the Loco Syndicate.
04AF: 104@ = 25317 // = constant 
gosub @SYND4_13675 
103@ = 4 

:SYND4_11763
if and
  105@ == 2 
  103@ == 4 
else_jump @SYND4_11824 
05AA: 126@s = 'MCES11E' // @s = 'short'  // OK, holmes. You need some backup?
04AF: 104@ = 25318 // = constant 
gosub @SYND4_13675 
103@ = 5 

:SYND4_11824
if and
  105@ == 2 
  103@ == 5 
else_jump @SYND4_11909 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11873 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_11873
05AA: 126@s = 'MCES11F' // @s = 'short'  // No, man, I got it covered!
04AF: 104@ = 25319 // = constant 
gosub @SYND4_13675 
103@ = 6 

:SYND4_11909
if and
  105@ == 2 
  103@ == 6 
else_jump @SYND4_11992 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11955 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_11955
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_11978 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYND4_11978
gosub @SYND4_12788 
jump @SYND4_12221 

:SYND4_11992
jump @SYND4_5227 

:SYND4_11999
jump @SYND4_12006 

:SYND4_12006
if 
075C:   marker 51@ enabled 
else_jump @SYND4_12027 
0164: disable_marker 51@ 

:SYND4_12027
if 
075C:   marker 53@ enabled 
else_jump @SYND4_12048 
0164: disable_marker 53@ 

:SYND4_12048
if 
075C:   marker 62@ enabled 
else_jump @SYND4_12069 
0164: disable_marker 62@ 

:SYND4_12069
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if or
  49@ == 1 
  123@ == 1 
else_jump @SYND4_12217 
gosub @SYND4_12823 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12210 
49@ = 1 
select_interior 0 
04E4: refresh_game_renderer_at -2623.805 1409.816 
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: put_actor $PLAYER_ACTOR at -2624.461 1410.706 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.884 
03CB: set_rendering_origin_at -2624.461 1410.706 6.1015 

:SYND4_12210
gosub @SYND4_12856 

:SYND4_12217
0373: set_camera_directly_behind_player 
return 

:SYND4_12221
00BE: text_clear_all 
if 
075C:   marker 51@ enabled 
else_jump @SYND4_12244 
0164: disable_marker 51@ 

:SYND4_12244
if 
075C:   marker 53@ enabled 
else_jump @SYND4_12265 
0164: disable_marker 53@ 

:SYND4_12265
if 
075C:   marker 62@ enabled 
else_jump @SYND4_12286 
0164: disable_marker 62@ 

:SYND4_12286
$544 += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 12000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 12000 
0164: disable_marker $525 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_4'  // Ice Cold Killa
030C: progress_made = 1 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at -1717.05 1280.91 6.23 
return 

:SYND4_12383
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12404 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_12404
if 
8118:   not actor 47@ dead 
else_jump @SYND4_12425 
034F: destroy_actor_with_fade 47@ 

:SYND4_12425
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
03C7: set_sensitivity_to_crime 1.0 
0995: unknown_remove_escapes 
if 
075C:   marker 77@ enabled 
else_jump @SYND4_12481 
0164: disable_marker 77@ 

:SYND4_12481
if 
075C:   marker 67@ enabled 
else_jump @SYND4_12502 
0164: disable_marker 67@ 

:SYND4_12502
if 
075C:   marker 51@ enabled 
else_jump @SYND4_12523 
0164: disable_marker 51@ 

:SYND4_12523
if 
075C:   marker 53@ enabled 
else_jump @SYND4_12544 
0164: disable_marker 53@ 

:SYND4_12544
if 
075C:   marker 62@ enabled 
else_jump @SYND4_12565 
0164: disable_marker 62@ 

:SYND4_12565
if 
075C:   marker 68@ enabled 
else_jump @SYND4_12586 
0164: disable_marker 68@ 

:SYND4_12586
if 
075C:   marker 69@ enabled 
else_jump @SYND4_12607 
0164: disable_marker 69@ 

:SYND4_12607
01BD: $183 = current_time_in_ms 
0249: release_model 347 
0249: release_model 28 
0249: release_model 30 
0249: release_model 63 
0249: release_model 40 
0249: release_model 330 
0249: release_model 352 
0249: release_model #MOBILE1993B 
0249: release_model #WAREHOUSE_DOOR2B 
0249: release_model 409 
0249: release_model 19 
0249: release_model 409 
0249: release_model 575 
0249: release_model 163 
0249: release_model 164 
0249: release_model 71 
0249: release_model 214 
0249: release_model 346 
0249: release_model 448 
0249: release_model 155 
0249: release_model 246 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12732 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYND4_12732
04EF: release_animation "SWAT" 
0296: unload_special_actor 1 
$ONMISSION = 0 
01B7: release_weather 
mission_cleanup 
return 

:SYND4_12757
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12786 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_12786
return 

:SYND4_12788
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12821 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SYND4_12821
return 

:SYND4_12823
fade 0 500 

:SYND4_12830
if 
fading 
else_jump @SYND4_12854 
wait 0 
jump @SYND4_12830 

:SYND4_12854
return 

:SYND4_12856
fade 1 500 

:SYND4_12863
if 
fading 
else_jump @SYND4_12887 
wait 0 
jump @SYND4_12863 

:SYND4_12887
return 

:SYND4_12889
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @SYND4_12950 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_12950 
08C7: put_actor $PLAYER_ACTOR at -2623.977 1404.812 6.111 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.628 

:SYND4_12950
if 
0736:   is_keyboard_key_just_pressed 81 
else_jump @SYND4_12988 
if 
8119:   not car 72@ wrecked 
else_jump @SYND4_12988 
0519: set_car 72@ locked 1 

:SYND4_12988
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @SYND4_13024 
077E: get_active_interior_to $8681 
065D: NOP $8681 "AREA_NAME" 

:SYND4_13024
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @SYND4_13075 
0876: unknown_cube_cornera -2616.109 1408.629 6.5 cornerB -2618.498 1415.866 6.5 flag 3 flag 0 

:SYND4_13075
if 
0736:   is_keyboard_key_just_pressed 71 
else_jump @SYND4_13138 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_13138 
08C7: put_actor $PLAYER_ACTOR at -2661.192 1426.128 22.8906 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7666 
0373: set_camera_directly_behind_player 

:SYND4_13138
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @SYND4_13201 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_13201 
08C7: put_actor $PLAYER_ACTOR at -2661.493 1403.067 905.277 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.1708 
0373: set_camera_directly_behind_player 

:SYND4_13201
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @SYND4_13245 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYND4_13245 
065D: NOP $8678 "HEALTH" 

:SYND4_13245
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @SYND4_13267 
jump @SYND4_11289 

:SYND4_13267
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @SYND4_13306 
if 
8119:   not car 72@ wrecked 
else_jump @SYND4_13306 
0224: set_car 72@ health_to 200 

:SYND4_13306
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @SYND4_13673 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_13344 
0223: set_actor 47@ health_to 1 

:SYND4_13344
gosub @SYND4_12757 
08C7: put_actor 47@ at -2659.382 1530.248 53.9453 dont_warp_gang 
0173: set_actor 47@ Z_angle_to 0.0 
015F: set_camera_position -2655.093 1543.846 55.7815 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2655.445 1542.918 55.652 switchstyle 2 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_13460 
0792: disembark_instantly_actor 47@ 
05BC: AS_actor 47@ jump 0 

:SYND4_13460
wait 1000 
015D: set_gamespeed 0.4 
if 
8118:   not actor 47@ dead 
else_jump @SYND4_13529 
015F: set_camera_position -2630.056 1557.202 18.3729 rotation 0.0 0.0 0.0 
0159: camera_on_ped 47@ mode 15 switchstyle 2 

:SYND4_13529
41@ = 0 

:SYND4_13536
if 
  750 > 41@ 
else_jump @SYND4_13586 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_13579 
jump @SYND4_13650 

:SYND4_13579
jump @SYND4_13536 

:SYND4_13586
015D: set_gamespeed 1.0 
41@ = 0 

:SYND4_13600
if 
  1500 > 41@ 
else_jump @SYND4_13650 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYND4_13643 
jump @SYND4_13650 

:SYND4_13643
jump @SYND4_13600 

:SYND4_13650
gosub @SYND4_12788 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.

:SYND4_13673
return 

:SYND4_13675
040D: unload_wav 1 
03CF: load_wav 104@ as 1 
105@ = 0 
return 

:SYND4_13695
if and
03D0:   wav 1 loaded 
  105@ == 0 
else_jump @SYND4_13738 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 126@s time 10000 flag 1 
105@ = 1 

:SYND4_13738
if and
03D2:   wav 1 ended 
  105@ == 1 
else_jump @SYND4_13776 
040D: unload_wav 1 
03D5: remove_text 126@s 
105@ = 2 

:SYND4_13776
return 

//-------------Mission 62---------------
// Originally: Toreno's Last Flight

:SYN6
thread 'SYN6' 
gosub @SYN6_47 
if 
wasted_or_busted 
else_jump @SYN6_38 
gosub @SYN6_9091 

:SYN6_38
gosub @SYN6_9178 
end_thread 

:SYN6_47
$ONMISSION = 1 
$2908 = 1 
increment_mission_attempts 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2034.255 176.5 27.8359 
fade 0 2000 

:SYN6_94
if 
fading 
else_jump @SYN6_118 
wait 0 
jump @SYN6_94 

:SYN6_118
select_interior 0 
054C: use_GXT_table 'SYN6' 
0247: load_model 487 
0247: load_model 521 
0247: load_model 355 
0247: load_model 346 
0247: load_model 24 
0247: load_model 25 
0247: load_model 359 
0247: load_model 413 
0247: load_model 330 
0247: load_model 348 
038B: load_requested_models 

:SYN6_183
if or
8248:   not model 487 available 
8248:   not model 521 available 
8248:   not model 355 available 
8248:   not model 346 available 
8248:   not model 24 available 
else_jump @SYN6_229 
wait 0 
jump @SYN6_183 

:SYN6_229
if or
8248:   not model 359 available 
8248:   not model 25 available 
8248:   not model 413 available 
8248:   not model 330 available 
8248:   not model 348 available 
else_jump @SYN6_275 
wait 0 
jump @SYN6_229 

:SYN6_275
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @SYN6_302 
wait 0 
jump @SYN6_275 

:SYN6_302
009A: 55@ = create_actor_pedtype 4 model 24 at -1691.72 703.6754 29.6065 
009A: 56@ = create_actor_pedtype 4 model 25 at -1701.061 712.767 23.8976 
009A: 57@ = create_actor_pedtype 4 model 25 at -1688.372 687.4631 20.615 
009A: 58@ = create_actor_pedtype 4 model 25 at -1686.15 701.9777 29.6065 
009A: 59@ = create_actor_pedtype 4 model 24 at -1681.696 680.8264 18.8009 
009A: 60@ = create_actor_pedtype 4 model 25 at -1690.15 716.6064 29.6065 
0173: set_actor 55@ Z_angle_to 82.107 
0173: set_actor 56@ Z_angle_to 224.7688 
0173: set_actor 57@ Z_angle_to 118.1096 
085B: AS_actor 57@ set_kinda_stay_in_same_place 1 
0173: set_actor 58@ Z_angle_to 239.6 
0638: AS_actor 58@ stay_put 1 
04EB: AS_actor 58@ crouch 1 
0173: set_actor 59@ Z_angle_to 86.9582 
085B: AS_actor 59@ set_kinda_stay_in_same_place 1 
0173: set_actor 60@ Z_angle_to 222.9582 
85@ = 0 

:SYN6_541
if 
  5 > 85@ 
else_jump @SYN6_622 
01B2: give_actor 55@(85@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 55@(85@,6i) immune_to_nonplayer 1 
077A: set_actor 55@(85@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 55@(85@,6i) target_priority 1 
85@ += 1 
jump @SYN6_541 

:SYN6_622
01B2: give_actor 60@ weapon 35 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 60@ immune_to_nonplayer 1 
077A: set_actor 60@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 60@ target_priority 1 
087E: set_actor 60@ weapon_droppable 0 
0638: AS_actor 60@ stay_put 1 
02E2: set_actor 60@ weapon_accuracy_to 100 
07DD: set_actor 60@ attack_rate 50 // previously known as temper_to 
081A: set_actor 60@ weapon_skill_to 0 
032B: 71@ = create_weapon_pickup 359 type 3 ammo 60 at -1688.86 695.3077 30.3452 
032B: 72@ = create_weapon_pickup 355 type 3 ammo 120 at -1683.497 716.2739 30.6452 
00A5: 61@ = create_car 487 at -1680.502 705.6951 29.6065 
0825: set_helicopter 61@ instant_rotor_start 
0175: set_car 61@ Z_angle_to 90.0 
0657: car 61@ open_door 5 
0657: car 61@ open_door 4 
02AC: set_car 61@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 61@ primary_color_to 10 secondary_color_to 125 
00A5: 65@ = create_car 521 at -1705.198 682.3814 23.8906 
0249: release_model 521 
0175: set_car 65@ Z_angle_to 181.5462 
053F: set_car 65@ tires_vulnerability 0 
00A5: 66@ = create_car 413 at -1665.8 682.1571 13.8891 
0175: set_car 66@ Z_angle_to 214.5462 
0229: set_car 66@ primary_color_to 7 secondary_color_to 1 
0657: car 66@ open_door 4 
0249: release_model 413 
68@ = -1 
69@ = 0 
73@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
97@ = 0 
100@ = 0 
99@ = 0 
101@ = 0 
102@ = 0 
148@ = 1 
149@ = 2 
150@ = 0 
151@ = 1 
152@ = 0 
153@ = 0 
05AA: 114@s = 'MWUZ01A' // @s = 'short'  // Carl, it's Woozie, I've got some information for ya.
05AA: 116@s = 'MWUZ01B' // @s = 'short'  // Hey Woozie, what's the business?
05AA: 118@s = 'MWUZ01C' // @s = 'short'  // My man found that van you were looking for, by the helipad downtown.
05AA: 120@s = 'MWUZ01D' // @s = 'short'  // And Toreno?
05AA: 122@s = 'MWUZ01E' // @s = 'short'  // Yep, he's there.
05AA: 124@s = 'MWUZ01F' // @s = 'short'  // Apparently, he's about to take some merchandise and cut out by helicopter.
05AA: 126@s = 'MWUZ01G' // @s = 'short'  // They've already started loading boxes.
05AA: 128@s = 'MWUZ01H' // @s = 'short'  // Something about Toreno don't add up.
05AA: 130@s = 'MWUZ01J' // @s = 'short'  // I'm gonna go look at this airstrip.
05AA: 132@s = 'MWUZ01K' // @s = 'short'  // Holler back if you hear something.
04AF: 137@ = 30009 // = constant 
04AF: 138@ = 30010 // = constant 
04AF: 139@ = 30011 // = constant 
04AF: 140@ = 30012 // = constant 
04AF: 141@ = 30013 // = constant 
04AF: 142@ = 30014 // = constant 
04AF: 143@ = 30015 // = constant 
04AF: 144@ = 30016 // = constant 
04AF: 145@ = 30017 // = constant 
04AF: 146@ = 30018 // = constant 
03CF: load_wav 20804 as 3 
40@ = 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at -2030.25 148.8279 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 350.0 
015F: set_camera_position -2024.214 147.8178 28.9808 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.159 148.1366 29.046 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
wait 0 
fade 1 2500 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
wait 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2026.675 148.8807 27.8359 mode 4 time -2 ms // versionA 

:SYN6_1531
if 
fading 
else_jump @SYN6_1555 
wait 0 
jump @SYN6_1531 

:SYN6_1555
if 
03D0:   wav 3 loaded 
else_jump @SYN6_1574 
03D1: play_wav 3 

:SYN6_1574
wait 0 
40@ = 0 
92@ = 4 
93@ = 0 
94@ = 1 

:SYN6_1606
wait 0 
if 
   not 150@ == 0 
else_jump @SYN6_1963 
if 
  152@ == 0 
else_jump @SYN6_1681 
if 
03D0:   wav 149@ loaded 
else_jump @SYN6_1667 
040D: unload_wav 149@ 

:SYN6_1667
152@ = 1 
153@ = 1 

:SYN6_1681
if 
  152@ == 1 
else_jump @SYN6_1718 
03CF: load_wav 136@(150@,12i) as 148@ 
152@ = 2 

:SYN6_1718
if 
  152@ == 2 
else_jump @SYN6_1778 
if 
03D0:   wav 148@ loaded 
else_jump @SYN6_1778 
03D1: play_wav 148@ 
00BC: show_text_highpriority GXT 112@(150@,12s) time 10000 flag 1 
152@ = 3 

:SYN6_1778
if 
  152@ == 3 
else_jump @SYN6_1963 
if 
03D2:   wav 148@ ended 
else_jump @SYN6_1902 
03D5: remove_text 112@(150@,12s) 
if 
  148@ == 1 
else_jump @SYN6_1860 
148@ = 2 
149@ = 1 
jump @SYN6_1874 

:SYN6_1860
148@ = 1 
149@ = 2 

:SYN6_1874
150@ = 0 
152@ = 0 
153@ = 0 
jump @SYN6_1963 

:SYN6_1902
if 
83D0:   not wav 149@ loaded 
else_jump @SYN6_1963 
if 
  10 > 150@ 
else_jump @SYN6_1963 
0085: 151@ = 150@ // (int) 
151@ += 1 
03CF: load_wav 136@(151@,12i) as 149@ 

:SYN6_1963
if 
  97@ == 1 
else_jump @SYN6_1985 
shake_camera 20 

:SYN6_1985
if 
   not 92@ == -13 
else_jump @SYN6_2768 
if 
  92@ > 4 
else_jump @SYN6_2133 
if 
  93@ == 1 
else_jump @SYN6_2091 
if 
00E1:   player 0 pressed_key 15 
else_jump @SYN6_2091 

:SYN6_2056
if 
00E1:   player 0 pressed_key 15 
else_jump @SYN6_2084 
wait 0 
jump @SYN6_2056 

:SYN6_2084
92@ = 100 

:SYN6_2091
if 
  94@ == 1 
else_jump @SYN6_2133 
if 
08D0:   should_skip_cutscene 
else_jump @SYN6_2133 
wait 0 
92@ = 10 

:SYN6_2133
if 
  92@ == 4 
else_jump @SYN6_2189 
if 
  40@ > 1000 
else_jump @SYN6_2189 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
92@ = 5 

:SYN6_2189
if 
  92@ == 5 
else_jump @SYN6_2247 
if 
  40@ > 5000 
else_jump @SYN6_2247 
150@ = 1 
40@ = 0 
92@ = 7 

:SYN6_2247
if 
  92@ == 7 
else_jump @SYN6_2298 
if 
  40@ > 2500 
else_jump @SYN6_2298 
92@ = 10 
40@ = 0 

:SYN6_2298
if 
  92@ == 10 
else_jump @SYN6_2359 
94@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
92@ = 15 
93@ = 1 
40@ = 0 

:SYN6_2359
if 
  92@ > 10 
else_jump @SYN6_2768 
if 
  153@ == 0 
else_jump @SYN6_2768 
0871: init_jump_table 92@ total_jumps 10 default_jump 0 @SYN6_2768 jumps 15 @SYN6_2523 20 @SYN6_2544 30 @SYN6_2565 40 @SYN6_2586 50 @SYN6_2607 60 @SYN6_2628 70 @SYN6_2649 
0872: jump_table_jumps 80 @SYN6_2670 90 @SYN6_2691 100 @SYN6_2712 -1 @SYN6_2768 -1 @SYN6_2768 -1 @SYN6_2768 -1 @SYN6_2768 -1 @SYN6_2768 -1 @SYN6_2768 

:SYN6_2523
150@ = 2 
92@ = 20 
jump @SYN6_2768 

:SYN6_2544
150@ = 3 
92@ = 30 
jump @SYN6_2768 

:SYN6_2565
150@ = 4 
92@ = 40 
jump @SYN6_2768 

:SYN6_2586
150@ = 5 
92@ = 50 
jump @SYN6_2768 

:SYN6_2607
150@ = 6 
92@ = 60 
jump @SYN6_2768 

:SYN6_2628
150@ = 7 
92@ = 70 
jump @SYN6_2768 

:SYN6_2649
150@ = 8 
92@ = 90 
jump @SYN6_2768 

:SYN6_2670
150@ = 9 
92@ = 90 
jump @SYN6_2768 

:SYN6_2691
150@ = 10 
92@ = 100 
jump @SYN6_2768 

:SYN6_2712
150@ = 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model 330 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00BC: show_text_highpriority GXT 'SYN6_01' time 6000 flag 1  // ~s~Toreno's boarding a helicopter at a ~y~helipad~s~ nearby. Get there and stop him.
92@ = 110 
jump @SYN6_2768 

:SYN6_2768
if 
  92@ == 110 
else_jump @SYN6_2832 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
018A: 42@ = create_checkpoint_at -1680.377 705.462 30.2209 
92@ = -13 
93@ = 0 

:SYN6_2832
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SYN6_2854 
jump @SYN6_9109 

:SYN6_2854
if 
0735:   is_keyboard_key_pressed 80 
else_jump @SYN6_2876 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN6_2876
if 
0735:   is_keyboard_key_pressed 79 
else_jump @SYN6_2898 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:SYN6_2898
01BD: $15 = current_time_in_ms 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @SYN6_2926 
jump @SYN6_9091 

:SYN6_2926
if 
  86@ == 1 
else_jump @SYN6_2971 
if 
08D0:   should_skip_cutscene 
else_jump @SYN6_2971 
68@ = 6 
86@ = 0 

:SYN6_2971
if 
  68@ == -99 
else_jump @SYN6_3012 
00A5: 157@ = create_car 487 at -1680.502 705.6951 29.6065 

:SYN6_3012
if 
  68@ == -1 
else_jump @SYN6_3806 
if 
0735:   is_keyboard_key_pressed 87 
else_jump @SYN6_3118 
0395: clear_area 0 at -1704.324 637.5129 23.8959 radius 0.5 
03CB: set_rendering_origin_at -1704.324 637.5129 23.8959 
00A1: put_actor $PLAYER_ACTOR at -1704.324 637.5129 23.8959 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYN6_3118
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1699.991 686.4141 20.0 radius 60.0 60.0 80.0 
else_jump @SYN6_3212 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3212
if 
  68@ == -1 
else_jump @SYN6_3311 
if 
056D:   actor 55@ defined 
else_jump @SYN6_3311 
if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3311 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3311
if 
  68@ == -1 
else_jump @SYN6_3410 
if 
056D:   actor 56@ defined 
else_jump @SYN6_3410 
if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3410 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3410
if 
  68@ == -1 
else_jump @SYN6_3509 
if 
056D:   actor 57@ defined 
else_jump @SYN6_3509 
if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3509 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3509
if 
  68@ == -1 
else_jump @SYN6_3608 
if 
056D:   actor 58@ defined 
else_jump @SYN6_3608 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3608 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3608
if 
  68@ == -1 
else_jump @SYN6_3707 
if 
056D:   actor 59@ defined 
else_jump @SYN6_3707 
if 
051A:   actor 59@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3707 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3707
if 
  68@ == -1 
else_jump @SYN6_3806 
if 
056D:   actor 60@ defined 
else_jump @SYN6_3806 
if 
051A:   actor 60@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_3806 
92@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 42@ 
03DC: 70@ = create_marker_above_pickup 71@ 
0165: set_marker 70@ color_to 1 
80@ = 1 
68@ += 1 

:SYN6_3806
if 
  80@ == 1 
else_jump @SYN6_4065 
if 
  81@ == 0 
else_jump @SYN6_3942 
if 
8118:   not actor 60@ dead 
else_jump @SYN6_3942 
0687: clear_actor 60@ task 
00A0: store_actor $PLAYER_ACTOR position_to 77@ 78@ 79@ 
77@ += 5.0 
78@ += 5.0 
79@ += 15.0 
0687: clear_actor 60@ task 
0668: AS_actor 60@ rotate_and_shoot_at 77@ 78@ 79@ -1 ms 
81@ = 1 
41@ = 0 

:SYN6_3942
if 
8118:   not actor 55@ dead 
else_jump @SYN6_3971 
0687: clear_actor 55@ task 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:SYN6_3971
if 
8118:   not actor 56@ dead 
else_jump @SYN6_4000 
0687: clear_actor 56@ task 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:SYN6_4000
if 
8118:   not actor 57@ dead 
else_jump @SYN6_4029 
0687: clear_actor 57@ task 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:SYN6_4029
if 
8118:   not actor 59@ dead 
else_jump @SYN6_4058 
0687: clear_actor 59@ task 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 

:SYN6_4058
80@ = 2 

:SYN6_4065
if 
  81@ == 1 
else_jump @SYN6_4147 
if 
  41@ > 4000 
else_jump @SYN6_4147 
if 
8118:   not actor 60@ dead 
else_jump @SYN6_4147 
0687: clear_actor 60@ task 
81@ = 99 
41@ = 0 
01B2: give_actor 60@ weapon 22 ammo 9999 // Load the weapon model before using this 

:SYN6_4147
if 
  81@ == 2 
else_jump @SYN6_4191 
if 
  41@ > 6000 
else_jump @SYN6_4191 
81@ = 0 

:SYN6_4191
if 
  73@ == 0 
else_jump @SYN6_4216 
73@ = 1 

:SYN6_4216
if 
  2 > 73@ 
else_jump @SYN6_4416 
if 
  68@ > 4 
else_jump @SYN6_4416 
if 
  88@ == 0 
else_jump @SYN6_4334 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_4334 
if 
8205:   not actor $PLAYER_ACTOR near_car 157@ radius 250.0 250.0 100.0 flag 0 
else_jump @SYN6_4334 
05ED: freeze_car 157@ while_on_path 
88@ = 1 

:SYN6_4334
if 
  88@ == 1 
else_jump @SYN6_4416 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_4416 
if 
0205:   actor $PLAYER_ACTOR near_car 157@ radius 250.0 250.0 100.0 flag 0 
else_jump @SYN6_4416 
05EE: unfreeze_car 157@ while_on_path 
88@ = 0 

:SYN6_4416
if 
  73@ == 1 
else_jump @SYN6_4525 
if 
0214:   pickup 71@ picked_up 
else_jump @SYN6_4525 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_20' time 6000 flag 1  // ~s~Get on to the freeway and shoot that ~r~helicopter~s~ down.
0164: disable_marker 70@ 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_4518 
0186: 42@ = create_marker_above_car 157@ 
03C4: set_status_text $8682 type 1 GXT 'SYN6_05' // global_variable  // Heli Health
05EE: unfreeze_car 157@ while_on_path 

:SYN6_4518
73@ = 2 

:SYN6_4525
if 
  73@ == 2 
else_jump @SYN6_4543 

:SYN6_4543
if 
  68@ == 0 
else_jump @SYN6_4823 
if 
  68@ == 0 
else_jump @SYN6_4677 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1695.668 693.7705 29.5938 fur_corner_at -1665.865 693.7705 59.5943 angle 28.0 sphere 0 
else_jump @SYN6_4677 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN6_4663 
00D9: 98@ = actor $PLAYER_ACTOR car // add to mission cleanup 
99@ = 1 

:SYN6_4663
100@ = 1 
68@ += 1 

:SYN6_4677
if 
  68@ == 0 
else_jump @SYN6_4750 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.82 686.5125 23.9687 radius 2.0 2.0 2.0 
else_jump @SYN6_4750 
68@ += 1 

:SYN6_4750
if 
  68@ == 0 
else_jump @SYN6_4823 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.797 692.3915 27.586 radius 5.0 5.0 2.0 
else_jump @SYN6_4823 
68@ += 1 

:SYN6_4823
if 
  68@ > 1 
else_jump @SYN6_5128 
if 
  69@ == 0 
else_jump @SYN6_5128 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1448.006 -1533.036 radius 200.0 200.0 
else_jump @SYN6_5128 
009A: 49@ = create_actor_pedtype 4 model 24 at -1450.256 -1543.012 100.7579 
009A: 50@ = create_actor_pedtype 4 model 24 at -1422.854 -1542.103 100.7514 
009A: 51@ = create_actor_pedtype 4 model 24 at -1431.096 -1506.962 100.7262 
009A: 52@ = create_actor_pedtype 4 model 24 at -1448.477 -1511.918 100.7579 
0173: set_actor 49@ Z_angle_to 269.8948 
0173: set_actor 50@ Z_angle_to 26.8258 
0173: set_actor 51@ Z_angle_to 223.7033 
0173: set_actor 52@ Z_angle_to 266.9233 
85@ = 0 

:SYN6_5040
if 
  4 > 85@ 
else_jump @SYN6_5121 
01B2: give_actor 49@(85@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 49@(85@,6i) immune_to_nonplayer 1 
077A: set_actor 49@(85@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 49@(85@,6i) target_priority 1 
85@ += 1 
jump @SYN6_5040 

:SYN6_5121
69@ += 1 

:SYN6_5128
if 
  68@ == 1 
else_jump @SYN6_5996 
if 
07C1:   path 110 available 
else_jump @SYN6_5992 
if 
   not fading 
else_jump @SYN6_5985 
03D5: remove_text 'SYN6_02'  // ~s~Toreno's men have ~g~heavy duty weaponry~s~ at their disposal. Claim it for yourself!
00A6: destroy_car 61@ 
00A5: 157@ = create_car 487 at -1680.502 705.6951 29.6065 
0825: set_helicopter 157@ instant_rotor_start 
0229: set_car 157@ primary_color_to 10 secondary_color_to 125 
0107: 64@ = create_object #CARDBOARDBOX2 at -1680.931 705.7776 30.6065 
0382: set_object 64@ collision_detection 0 
0550: keep_object 64@ in_memory 1 
0382: set_object 64@ collision_detection 0 
0175: set_car 157@ Z_angle_to 90.0 
020A: set_car 157@ door_status_to 3 
084E: flying_vehicle 157@ use_primary_gun 1 
0164: disable_marker 42@ 
02AA: set_car 157@ immune_to_nonplayer 1 
0224: set_car 157@ health_to 1500 
0129: 158@ = create_actor_pedtype 4 model 24 in_car 157@ driverseat 
0770: set_actor 158@ target_priority 1 
01C8: 159@ = create_actor_pedtype 4 model 24 in_car 157@ passenger_seat 1 
01C8: 160@ = create_actor_pedtype 4 model 24 in_car 157@ passenger_seat 2 
0657: car 157@ open_door 5 
0657: car 157@ open_door 4 
47@ = 0 

:SYN6_5383
if 
  2 > 47@ 
else_jump @SYN6_5503 
0350: set_actor 159@(47@,2i) maintain_position_when_attacked 1 
01B2: give_actor 160@ weapon 30 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 159@ weapon 24 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 159@(47@,2i) immune_to_nonplayer 1 
0446: set_actor 159@(47@,2i) dismemberment_possible 0 
0223: set_actor 159@(47@,2i) health_to 300 
0770: set_actor 159@(47@,2i) target_priority 1 
0223: set_actor 159@(47@,2i) health_to 500 
47@ += 1 
jump @SYN6_5383 

:SYN6_5503
if 
00DB:   actor 159@ in_car 157@ 
else_jump @SYN6_5604 
00AA: store_car 157@ position_to $72 $73 $74 
0362: remove_actor 159@ from_car_and_place_at $72 $73 $74 
0465: remove_actor 159@ from_turret_mode 
0856: set_actor 159@ enable_crouch 1 
0464: put_actor 159@ into_turret_on_car 157@ at_car_offset -1.0 -0.3 0.0 position 1 shooting_angle_limit 180.0 with_weapon 30 
0173: set_actor 159@ Z_angle_to 200.0 

:SYN6_5604
if 
00DB:   actor 160@ in_car 157@ 
else_jump @SYN6_5703 
00AA: store_car 157@ position_to $72 $73 $74 
0362: remove_actor 160@ from_car_and_place_at $72 $73 $74 
0465: remove_actor 160@ from_turret_mode 
0856: set_actor 160@ enable_crouch 1 
0464: put_actor 160@ into_turret_on_car 157@ at_car_offset 1.2 -0.3 0.0 position 3 shooting_angle_limit 180.0 with_weapon 30 
0639: AS_actor 160@ rotate_to_actor $PLAYER_ACTOR 

:SYN6_5703
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -1675.195 699.6955 36.8409 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.773 700.2547 36.2466 switchstyle 2 
97@ = 1 
if 
  100@ == 0 
else_jump @SYN6_5838 
00A1: put_actor $PLAYER_ACTOR at -1683.849 692.0139 27.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 304.0 
jump @SYN6_5923 

:SYN6_5838
if 
  99@ == 1 
else_jump @SYN6_5916 
if 
8119:   not car 98@ wrecked 
else_jump @SYN6_5909 
00AB: put_car 98@ at -1667.77 728.9113 49.8973 
0175: set_car 98@ Z_angle_to 135.4521 
0519: set_car 98@ locked 1 

:SYN6_5909
jump @SYN6_5923 

:SYN6_5916
04D7: set_actor $PLAYER_ACTOR locked 1 

:SYN6_5923
0169: set_fade_color_RGB 1 0 0 
05EB: assign_car 157@ to_path 110 
04EB: AS_actor 159@ crouch 1 
04EB: AS_actor 160@ crouch 1 
if 
8118:   not actor 58@ dead 
else_jump @SYN6_5968 

:SYN6_5968
06FD: set_car 157@ speed_on_path_to 3.0 
68@ += 1 

:SYN6_5985
jump @SYN6_5996 

:SYN6_5992
07C0: load_path 110 

:SYN6_5996
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_7607 
if 
  68@ == 2 
else_jump @SYN6_6057 
if 
   not fading 
else_jump @SYN6_6057 
68@ += 1 
41@ = 0 

:SYN6_6057
if 
  68@ == 3 
else_jump @SYN6_6082 
68@ += 1 

:SYN6_6082
if 
  68@ == 4 
else_jump @SYN6_6152 
if 
  41@ > 1100 
else_jump @SYN6_6152 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_6145 
06FD: set_car 157@ speed_on_path_to 0.85 

:SYN6_6145
68@ += 1 

:SYN6_6152
if 
  68@ == 5 
else_jump @SYN6_6278 
if 
  41@ > 3000 
else_jump @SYN6_6252 
0108: destroy_object 64@ 
97@ = 0 
015F: set_camera_position -1681.265 685.2078 30.6465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1681.263 686.2019 30.5389 switchstyle 2 

:SYN6_6252
if 
  41@ > 6500 
else_jump @SYN6_6278 
68@ += 1 

:SYN6_6278
if 
  68@ == 6 
else_jump @SYN6_6825 
if 
   not fading 
else_jump @SYN6_6825 
if 
0119:   car 65@ wrecked 
else_jump @SYN6_6370 
01C3: remove_references_to_car 65@ 
00A5: 65@ = create_car 521 at -1705.198 682.3814 23.8906 
0175: set_car 65@ Z_angle_to 181.5462 
jump @SYN6_6446 

:SYN6_6370
if 
81AD:   not car 65@ sphere 0 near_point -1703.949 690.2634 radius 20.0 20.0 
else_jump @SYN6_6446 
01C3: remove_references_to_car 65@ 
00A5: 65@ = create_car 521 at -1705.198 682.3814 23.8906 
0175: set_car 65@ Z_angle_to 181.5462 

:SYN6_6446
86@ = 0 
03D5: remove_text 'SYN6_03'  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
0169: set_fade_color_RGB 1 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'SYN6_03' time 8000 flag 1  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
0A6F: checkpoint_save 99 
03F4: set_all_cars_apply_damage_rules 1 
if 
860E:   not car 157@ assigned_to_path 
else_jump @SYN6_6530 
05EB: assign_car 157@ to_path 110 

:SYN6_6530
0108: destroy_object 64@ 
97@ = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  100@ == 1 
else_jump @SYN6_6626 
if 
  99@ == 1 
else_jump @SYN6_6619 
if 
8119:   not car 98@ wrecked 
else_jump @SYN6_6612 
0519: set_car 98@ locked 0 

:SYN6_6612
jump @SYN6_6626 

:SYN6_6619
04D7: set_actor $PLAYER_ACTOR locked 0 

:SYN6_6626
if 
8118:   not actor 60@ dead 
else_jump @SYN6_6662 
0687: clear_actor 60@ task 
085B: AS_actor 60@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:SYN6_6662
if 
8118:   not actor 58@ dead 
else_jump @SYN6_6705 
0687: clear_actor 58@ task 
04EB: AS_actor 58@ crouch 0 
085B: AS_actor 58@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:SYN6_6705
06FD: set_car 157@ speed_on_path_to 1.0 
if 
  100@ == 1 
else_jump @SYN6_6795 
if 
  99@ == 1 
else_jump @SYN6_6795 
06FD: set_car 157@ speed_on_path_to 1.5 
if 
8118:   not actor 159@ dead 
else_jump @SYN6_6787 
01B2: give_actor 159@ weapon 35 ammo 9999 // Load the weapon model before using this 

:SYN6_6787
0224: set_car 157@ health_to 3000 

:SYN6_6795
$8682 = 100 
008B: 43@ = $15 // (int) 
43@ += 5000 
68@ = 8 

:SYN6_6825
if 
  68@ == 9 
else_jump @SYN6_6903 
if 
01AF:   car 157@ sphere 0 in_sphere -1437.098 -1527.995 100.7504 radius 10.0 10.0 4.0 
else_jump @SYN6_6903 
05EC: release_car 157@ from_path 
68@ += 1 

:SYN6_6903
if 
  68@ == 10 
else_jump @SYN6_7118 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_7118 
if 
0205:   actor $PLAYER_ACTOR near_car 157@ radius 40.0 40.0 40.0 flag 0 
else_jump @SYN6_7118 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
68@ += 1 
if 
8118:   not actor 159@ dead 
else_jump @SYN6_7037 
04EB: AS_actor 159@ crouch 0 
0465: remove_actor 159@ from_turret_mode 
0687: clear_actor 159@ task 
05E2: AS_actor 159@ kill_actor $PLAYER_ACTOR 

:SYN6_7037
if 
8118:   not actor 160@ dead 
else_jump @SYN6_7078 
04EB: AS_actor 160@ crouch 0 
0687: clear_actor 160@ task 
0465: remove_actor 160@ from_turret_mode 
05E2: AS_actor 160@ kill_actor $PLAYER_ACTOR 

:SYN6_7078
00AD: set_car 157@ max_speed_to 70.0 
04A2: set_heli 157@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7118
if 
  68@ == 10 
else_jump @SYN6_7316 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_7316 
if 
051C:   car 157@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN6_7316 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
68@ += 1 
if 
8118:   not actor 159@ dead 
else_jump @SYN6_7235 
04EB: AS_actor 159@ crouch 0 
0465: remove_actor 159@ from_turret_mode 
0687: clear_actor 159@ task 
05E2: AS_actor 159@ kill_actor $PLAYER_ACTOR 

:SYN6_7235
if 
8118:   not actor 160@ dead 
else_jump @SYN6_7276 
04EB: AS_actor 160@ crouch 0 
0687: clear_actor 160@ task 
0465: remove_actor 160@ from_turret_mode 
05E2: AS_actor 160@ kill_actor $PLAYER_ACTOR 

:SYN6_7276
00AD: set_car 157@ max_speed_to 70.0 
04A2: set_heli 157@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_7316
if 
  68@ == 11 
else_jump @SYN6_7485 
if 
8118:   not actor 49@ dead 
else_jump @SYN6_7370 
0687: clear_actor 49@ task 
0961: set_actor 49@ keep_tasks_after_cleanup 1 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYN6_7370
if 
8118:   not actor 50@ dead 
else_jump @SYN6_7406 
0687: clear_actor 50@ task 
0961: set_actor 50@ keep_tasks_after_cleanup 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYN6_7406
if 
8118:   not actor 51@ dead 
else_jump @SYN6_7442 
0687: clear_actor 51@ task 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SYN6_7442
if 
8118:   not actor 52@ dead 
else_jump @SYN6_7478 
0687: clear_actor 52@ task 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SYN6_7478
68@ += 1 

:SYN6_7485
if 
  68@ == 8 
else_jump @SYN6_7607 
if 
07C1:   path 111 available 
else_jump @SYN6_7603 
if 
860E:   not car 157@ assigned_to_path 
else_jump @SYN6_7596 
if 
  68@ == 8 
else_jump @SYN6_7573 
05EB: assign_car 157@ to_path 111 
68@ += 1 
jump @SYN6_7596 

:SYN6_7573
00BC: show_text_highpriority GXT 'SYN6_06' time 5000 flag 1  // ~r~You failed to destroy the helicopter!
jump @SYN6_9091 

:SYN6_7596
jump @SYN6_7607 

:SYN6_7603
07C0: load_path 111 

:SYN6_7607
if 
  68@ > 4 
else_jump @SYN6_8966 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_8366 
87@ = 0 
0227: $8682 = car 157@ health 
$8682 -= 250 
$8682 /= 10 
if 
  $8682 > 100 
else_jump @SYN6_7696 
$8682 = 100 

:SYN6_7696
if 
  1 > $8682 
else_jump @SYN6_7788 
if 
  91@ == 0 
else_jump @SYN6_7781 
if 
   not 68@ == 99 
else_jump @SYN6_7781 
05EC: release_car 157@ from_path 
0564: heli 157@ simulate_crash_landing 
68@ = 99 
91@ = 1 
40@ = 0 

:SYN6_7781
$8682 = 0 

:SYN6_7788
if 
  68@ > 7 
else_jump @SYN6_7998 
if 
   not 100@ == 1 
else_jump @SYN6_7998 
if 
   not 99@ == 1 
else_jump @SYN6_7998 
if 
  87@ == 0 
else_jump @SYN6_7908 
if 
0202:   actor $PLAYER_ACTOR near_car 157@ radius 100.0 100.0 sphere 0 
else_jump @SYN6_7908 
06FD: set_car 157@ speed_on_path_to 0.75 
87@ = 1 

:SYN6_7908
if 
  87@ == 0 
else_jump @SYN6_7998 
if 
0202:   actor $PLAYER_ACTOR near_car 157@ radius 200.0 200.0 sphere 0 
else_jump @SYN6_7981 
06FD: set_car 157@ speed_on_path_to 0.5 
87@ = 1 
jump @SYN6_7998 

:SYN6_7981
06FD: set_car 157@ speed_on_path_to 0.3 
87@ = 1 

:SYN6_7998
if 
  10 > 68@ 
else_jump @SYN6_8262 
if 
  89@ == 0 
else_jump @SYN6_8111 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_8111 
if 
8205:   not actor $PLAYER_ACTOR near_car 157@ radius 560.0 560.0 500.0 flag 0 
else_jump @SYN6_8111 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_12' time 6000 flag 1  // ~s~Toreno's ~r~helicopter~s~ is getting out of range! Keep up!
89@ = 1 

:SYN6_8111
if 
  89@ == 1 
else_jump @SYN6_8206 
if 
8119:   not car 157@ wrecked 
else_jump @SYN6_8206 
if 
0205:   actor $PLAYER_ACTOR near_car 157@ radius 400.0 400.0 400.0 flag 0 
else_jump @SYN6_8206 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_13' time 6000 flag 1  // ~s~Good. Get close to the ~r~helicopter~s~ and shoot it down.
89@ = 0 

:SYN6_8206
if 
8202:   not actor $PLAYER_ACTOR near_car 157@ radius 700.0 700.0 sphere 0 
else_jump @SYN6_8262 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_08' time 6000 flag 1  // ~r~Too late! Toreno's helicopter is well out of range now!
jump @SYN6_9091 

:SYN6_8262
if 
  68@ > 10 
else_jump @SYN6_8359 
if 
   not 68@ == 99 
else_jump @SYN6_8359 
if 
8205:   not actor $PLAYER_ACTOR near_car 157@ radius 100.0 100.0 50.0 flag 0 
else_jump @SYN6_8359 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_10' time 6000 flag 1  // ~r~Toreno's tricked you! He's left and you've got trouble!
jump @SYN6_9091 

:SYN6_8359
jump @SYN6_8417 

:SYN6_8366
00BE: text_clear_all 
if 
  91@ == 0 
else_jump @SYN6_8417 
68@ = 99 
05EC: release_car 157@ from_path 
0564: heli 157@ simulate_crash_landing 
91@ = 1 
40@ = 0 

:SYN6_8417
if 
  10 > 68@ 
else_jump @SYN6_8966 
47@ = 0 

:SYN6_8442
if 
  2 > 47@ 
else_jump @SYN6_8966 
if 
8118:   not actor 159@(47@,2i) dead 
else_jump @SYN6_8943 
0226: 46@ = actor 159@(47@,2i) health 
if 
  101@(47@,3i) == 0 
else_jump @SYN6_8563 
if 
  50 > 46@ 
else_jump @SYN6_8563 
04EB: AS_actor 159@(47@,2i) crouch 0 
101@(47@,3i) = 1 
0465: remove_actor 159@(47@,2i) from_turret_mode 

:SYN6_8563
if 
  68@ > 6 
else_jump @SYN6_8936 
if 
8118:   not actor 160@ dead 
else_jump @SYN6_8675 
062E: get_actor 160@ task 1957 status_store_to 96@ // ret 7 if not found 
if 
04A4:   96@ == 7 // == constant 
else_jump @SYN6_8675 
if 
00F2:   actor 160@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @SYN6_8675 
01B9: set_actor 160@ armed_weapon_to 30 
07A5: AS_actor 160@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8675
if 
8118:   not actor 159@ dead 
else_jump @SYN6_8936 
062E: get_actor 159@ task 1957 status_store_to 95@ // ret 7 if not found 
if 
04A4:   95@ == 7 // == constant 
else_jump @SYN6_8936 
if 
  100@ == 1 
else_jump @SYN6_8844 
if 
00F2:   actor 159@ near_actor $PLAYER_ACTOR radius 160.0 160.0 0 
else_jump @SYN6_8837 
if 
   not 100@ == 1 
else_jump @SYN6_8794 
01B9: set_actor 159@ armed_weapon_to 24 

:SYN6_8794
if 
  100@ == 1 
else_jump @SYN6_8826 
01B9: set_actor 159@ armed_weapon_to 30 
02E2: set_actor 159@ weapon_accuracy_to 100 

:SYN6_8826
07A5: AS_actor 159@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8837
jump @SYN6_8936 

:SYN6_8844
if 
00F2:   actor 159@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @SYN6_8936 
if 
   not 100@ == 1 
else_jump @SYN6_8900 
01B9: set_actor 159@ armed_weapon_to 24 

:SYN6_8900
if 
  100@ == 1 
else_jump @SYN6_8925 
01B9: set_actor 159@ armed_weapon_to 30 

:SYN6_8925
07A5: AS_actor 159@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_8936
jump @SYN6_8952 

:SYN6_8943
0465: remove_actor 159@(47@,2i) from_turret_mode 

:SYN6_8952
47@ += 1 
jump @SYN6_8442 

:SYN6_8966
if 
  91@ == 1 
else_jump @SYN6_9084 
if 
  40@ > 5000 
else_jump @SYN6_9084 
if 
8118:   not actor 159@ dead 
else_jump @SYN6_9031 
04EB: AS_actor 159@ crouch 0 
0465: remove_actor 159@ from_turret_mode 

:SYN6_9031
if 
8118:   not actor 160@ dead 
else_jump @SYN6_9059 
04EB: AS_actor 160@ crouch 0 
0465: remove_actor 160@ from_turret_mode 

:SYN6_9059
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_09' time 6000 flag 1  // ~s~Excellent. Toreno can't have survived that fireball.
jump @SYN6_9109 

:SYN6_9084
jump @SYN6_1606 

:SYN6_9091
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SYN6_9109
0164: disable_marker $532 
$544 += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 18000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 18000 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SYND_6'  // Toreno's Last Flight
030C: progress_made = 1 
return 

:SYN6_9178
$2908 = 2 
040D: unload_wav 3 
0164: disable_marker 42@ 
0164: disable_marker 70@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN6_9222 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 

:SYN6_9222
0151: remove_status_text $8682 
0249: release_model 359 
0249: release_model 487 
0249: release_model 521 
0249: release_model 355 
0249: release_model 346 
0249: release_model 24 
0249: release_model 25 
0249: release_model 413 
0249: release_model 330 
0249: release_model 348 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom

:SYN7
thread 'SYN7' 
gosub @SYN7_47 
if 
wasted_or_busted 
else_jump @SYN7_38 
gosub @SYN7_15889 

:SYN7_38
gosub @SYN7_15990 
end_thread 

:SYN7_47
054C: use_GXT_table 'SYN7' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SYN7_73
if 
fading 
else_jump @SYN7_97 
wait 0 
jump @SYN7_73 

:SYN7_97
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_7' 

:SYN7_249
if 
86B9:   not cutscene_data_loaded 
else_jump @SYN7_273 
wait 0 
jump @SYN7_249 

:SYN7_273
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:SYN7_290
if 
82E9:   not cutscene_reached_end 
else_jump @SYN7_314 
wait 0 
jump @SYN7_290 

:SYN7_314
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:SYN7_328
if 
fading 
else_jump @SYN7_352 
wait 0 
jump @SYN7_328 

:SYN7_352
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_420 
00A1: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_420
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
56@ = 0 
$8685 = 40000 
125@ = 2 
increment_mission_attempts 
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 44@ // decision\allowed\m_.ped files 
wait 0 
jump @SYN7_1167 

:SYN7_493
0615: define_AS_pack_begin 138@ 
0603: AS_actor -1 goto_point_any_means -2160.533 -247.0836 35.5234 mode 4 use_car -1 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 138@ loop 1 
0616: define_AS_pack_end 138@ 
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto_point_any_means -2163.767 -249.1202 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 139@ loop 1 
0616: define_AS_pack_end 139@ 
0615: define_AS_pack_begin 140@ 
0603: AS_actor -1 goto_point_any_means -2167.631 -249.1143 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 140@ loop 1 
0616: define_AS_pack_end 140@ 
0615: define_AS_pack_begin 141@ 
0603: AS_actor -1 goto_point_any_means -2157.0 -248.9899 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 250 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 141@ loop 1 
0616: define_AS_pack_end 141@ 
009A: 94@ = create_actor_pedtype 24 model 144 at -2146.045 -242.5144 35.5234 
0173: set_actor 94@ Z_angle_to 90.433 
081A: set_actor 94@ weapon_skill_to 2 
01B2: give_actor 94@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 30 
07DD: set_actor 94@ attack_rate 30 // previously known as temper_to 
060B: set_actor 94@ decision_maker_to 44@ 
009A: 95@ = create_actor_pedtype 5 model 145 at -2160.533 -247.0836 35.5234 
0173: set_actor 95@ Z_angle_to 176.3351 
0618: assign_actor 95@ to_AS_pack 138@ 
009A: 96@ = create_actor_pedtype 5 model 145 at -2163.767 -249.1202 35.5234 
0173: set_actor 96@ Z_angle_to 11.5708 
0618: assign_actor 96@ to_AS_pack 139@ 
009A: 97@ = create_actor_pedtype 4 model 146 at -2167.631 -249.1143 35.5234 
0173: set_actor 97@ Z_angle_to 1.311 
0618: assign_actor 97@ to_AS_pack 140@ 
009A: 98@ = create_actor_pedtype 4 model 146 at -2157.0 -248.9899 35.5234 
0173: set_actor 98@ Z_angle_to 0.8891 
0618: assign_actor 98@ to_AS_pack 141@ 
55@ = 0 

:SYN7_1083
if 
   not 55@ == 0 
else_jump @SYN7_1144 
if 
8118:   not actor 94@(55@,8i) dead 
else_jump @SYN7_1144 
0770: set_actor 94@(55@,8i) target_priority 0 
060B: set_actor 94@(55@,8i) decision_maker_to 42@ 

:SYN7_1144
55@ += 1 
  55@ >= 5 
else_jump @SYN7_1083 
return 

:SYN7_1167
06F0: set_group $PLAYER_GROUP distance_limit_to 100.0 
022B: create_forbidden_for_peds_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
01E8: create_forbidden_for_cars_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
022B: create_forbidden_for_peds_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
40@ = 0 
0373: set_camera_directly_behind_player 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_1308 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 

:SYN7_1308
018A: 48@ = create_checkpoint_at -1688.901 1035.95 43.7187 
0247: load_model 549 
0247: load_model 50 
04ED: load_animation "CAR" 
0247: load_model 330 
0247: load_model #HEALTH 
0247: load_model 346 

:SYN7_1359
if or
8248:   not model 549 available 
8248:   not model 50 available 
84EE:   not animation "CAR" loaded 
8248:   not model 330 available 
8248:   not model #HEALTH available 
else_jump @SYN7_1407 
wait 0 
jump @SYN7_1359 

:SYN7_1407
if 
8248:   not model 346 available 
else_jump @SYN7_1434 
wait 0 
jump @SYN7_1407 

:SYN7_1434
0213: 129@ = create_pickup #HEALTH type 3 at -2182.652 -247.3813 36.4 
fade 1 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 53@ = create_object #WONGS_GATE at -2127.0 -80.8 34.3281 
0177: set_object 53@ Z_angle_to 180.0 
0107: 54@ = create_object #DYN_RAMP at -2175.2 -209.7745 34.3281 
0177: set_object 54@ Z_angle_to 85.6854 
0674: set_car_model 549 numberplate "TIMEBOMB" 
00A5: 46@ = create_car 549 at -1688.901 1035.95 44.6 
0878: set_car 46@ dirt_level 12.0 
0519: set_car 46@ locked 1 
053F: set_car 46@ tires_vulnerability 0 
0175: set_car 46@ Z_angle_to 90.0 
0224: set_car 46@ health_to 1000 
009A: 45@ = create_actor_pedtype 4 model 50 at -1689.12 1038.2 44.2 
0223: set_actor 45@ health_to 800 
08AF: set_actor 45@ max_health_to 800 
0568: set_actor 45@ untargetable 1 
0619: enable_actor 45@ collision_detection 0 
0173: set_actor 45@ Z_angle_to 0.0 
0605: actor 45@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
02E2: set_actor 45@ weapon_accuracy_to 100 
060B: set_actor 45@ decision_maker_to 43@ 
03DE: set_pedestrians_density_multiplier_to 0.5 
01EB: set_traffic_density_multiplier_to 1.0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 0 to_actors_pedtype 24 
41@ = 0 
03CF: load_wav 23000 as 3 

:SYN7_1790
if 
83D0:   not wav 3 loaded 
else_jump @SYN7_1816 
wait 0 
jump @SYN7_1790 

:SYN7_1816
03D1: play_wav 3 
gosub @SYN7_16523 
015F: set_camera_position -2029.134 164.0932 29.0052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2029.778 163.3323 28.9291 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_1901 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYN7_1901
wait 2000 
00BC: show_text_highpriority GXT 'MTG01A' time 4000 flag 1  // Yeah?
040D: unload_wav 1 
03CF: load_wav 29400 as 1 

:SYN7_1933
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_1959 
wait 0 
jump @SYN7_1933 

:SYN7_1959
03D1: play_wav 1 
41@ = 0 

:SYN7_1970
if 
83D2:   not wav 1 ended 
else_jump @SYN7_1996 
wait 0 
jump @SYN7_1970 

:SYN7_1996
wait 500 
gosub @SYN7_16556 

:SYN7_2008
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_14622 
wait 0 
gosub @SYN7_16659 
gosub @SYN7_16952 
if and
00E1:   player 0 pressed_key 15 
   not 121@ == 8 
   not 121@ == 0 
else_jump @SYN7_2080 
121@ = 7 

:SYN7_2080
if and
  125@ == 2 
  121@ == 0 
else_jump @SYN7_2141 
05AA: 135@s = 'MTG01B' // @s = 'short'  // CJ?
04AF: 126@ = 29401 // = constant 
gosub @SYN7_16932 
121@ = 1 

:SYN7_2141
if and
  125@ == 2 
  121@ == 1 
else_jump @SYN7_2226 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2190 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2190
05AA: 135@s = 'MTG01C' // @s = 'short'  // Who is this?
04AF: 126@ = 29402 // = constant 
gosub @SYN7_16932 
121@ = 2 

:SYN7_2226
if and
  125@ == 2 
  121@ == 2 
else_jump @SYN7_2308 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2272 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2272
05AA: 135@s = 'MTG01D' // @s = 'short'  // I work for Woozie he told me to call you.
04AF: 126@ = 29403 // = constant 
gosub @SYN7_16932 
121@ = 3 

:SYN7_2308
if and
  125@ == 2 
  121@ == 3 
else_jump @SYN7_2393 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2357 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2357
05AA: 135@s = 'MTG01E' // @s = 'short'  // Alright, wassup?
04AF: 126@ = 29404 // = constant 
gosub @SYN7_16932 
121@ = 4 

:SYN7_2393
if and
  125@ == 2 
  121@ == 4 
else_jump @SYN7_2475 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2439 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2439
05AA: 135@s = 'MTG01F' // @s = 'short'  // I'm rigging a car with explosives so you can take out the crack factory!
04AF: 126@ = 29405 // = constant 
gosub @SYN7_16932 
121@ = 5 

:SYN7_2475
if and
  125@ == 2 
  121@ == 5 
else_jump @SYN7_2536 
05AA: 135@s = 'MTG01G' // @s = 'short'  // Drop 'round the garage Downtown.
04AF: 126@ = 29406 // = constant 
gosub @SYN7_16932 
121@ = 6 

:SYN7_2536
if and
  125@ == 2 
  121@ == 6 
else_jump @SYN7_2621 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2585 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_2585
05AA: 135@s = 'MTG01H' // @s = 'short'  // Cool. I'll be at you in a minute.
04AF: 126@ = 29407 // = constant 
gosub @SYN7_16932 
121@ = 7 

:SYN7_2621
if and
  125@ == 2 
  121@ == 7 
else_jump @SYN7_2718 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2667 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_2667
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2690 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_2690
0249: release_model 330 
00BC: show_text_highpriority GXT 'SYN7_01' time 9000 flag 1  // ~s~Go and pick up the wired car from the ~y~Bomb Shop~s~.
121@ = 8 

:SYN7_2718
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @SYN7_2740 
jump @SYN7_14705 

:SYN7_2740
06AC: $8684 = actor $PLAYER_ACTOR movement_speed 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2129.308 -129.0417 34.3203 radius 50.0 50.0 500.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.624 -244.8758 35.5234 radius 98.0 98.0 500.0 
else_jump @SYN7_2854 
$8686 = 1 
03C7: set_sensitivity_to_crime 0.0 
jump @SYN7_2868 

:SYN7_2854
$8686 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SYN7_2868
if and
  56@ == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_5792 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1699.484 1030.651 44.2187 radius 4.0 4.0 4.0 
else_jump @SYN7_5792 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_2962 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_2962
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_3001 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:SYN7_3001
121@ = 8 
gosub @SYN7_16523 
015F: set_camera_position -1721.071 1024.804 49.7941 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1720.161 1025.186 49.6318 switchstyle 2 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_3099 
0633: AS_actor $PLAYER_ACTOR exit_car 
wait 2000 
jump @SYN7_3124 

:SYN7_3099
05D3: AS_actor $PLAYER_ACTOR goto_point -1696.49 1034.98 45.11 mode 4 time 2000 ms // versionA 

:SYN7_3124
gosub @SYN7_16593 
03CF: load_wav 1825 as 3 

:SYN7_3138
if 
83D0:   not wav 3 loaded 
else_jump @SYN7_3164 
wait 0 
jump @SYN7_3138 

:SYN7_3164
0247: load_model 145 
0247: load_model 146 
0247: load_model 144 
0247: load_model 48 
0247: load_model 46 
0247: load_model 352 
0247: load_model 412 
04ED: load_animation "INT_HOUSE" 

:SYN7_3210
if or
8248:   not model 145 available 
8248:   not model 146 available 
8248:   not model 144 available 
8248:   not model 48 available 
8248:   not model 46 available 
else_jump @SYN7_3255 
wait 0 
jump @SYN7_3210 

:SYN7_3255
if or
8248:   not model 352 available 
8248:   not model 412 available 
84EE:   not animation "INT_HOUSE" loaded 
else_jump @SYN7_3300 
wait 0 
jump @SYN7_3255 

:SYN7_3300
07C0: load_path 483 

:SYN7_3305
if 
87C1:   not path 483 available 
else_jump @SYN7_3332 
wait 0 
jump @SYN7_3305 

:SYN7_3332
if 
8118:   not actor 45@ dead 
else_jump @SYN7_3394 
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point -1692.068 1036.196 44.2109 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 45@ 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 145@ 

:SYN7_3394
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_3517 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_3465 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_3465 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.321 1034.32 44.2109 

:SYN7_3465
00A1: put_actor $PLAYER_ACTOR at -1693.321 1034.32 44.2109 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0242: arm_car_with_bomb 46@ 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 329.4165 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 

:SYN7_3517
wait 1500 
00BE: text_clear_all 
015F: set_camera_position -1694.216 1036.72 45.3716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1693.236 1036.801 45.1866 switchstyle 2 
fade 1 1000 
40@ = 0 
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_3627 
0186: 47@ = create_marker_above_car 46@ 
018B: set_marker 47@ radar_mode 0 
07E0: set_marker 47@ type_to 1 

:SYN7_3627
if 
8118:   not actor 45@ dead 
else_jump @SYN7_3651 
09F1: play_audio_at_actor 45@ event 1152 

:SYN7_3651
040D: unload_wav 1 
03CF: load_wav 39800 as 1 

:SYN7_3664
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_3690 
wait 0 
jump @SYN7_3664 

:SYN7_3690
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AA' time 3000 flag 1  // Hey man, is it ready?
40@ = 0 

:SYN7_3717
if 
  2000 > 40@ 
else_jump @SYN7_3767 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_3760 
jump @SYN7_5237 

:SYN7_3760
jump @SYN7_3717 

:SYN7_3767
040D: unload_wav 1 
03CF: load_wav 39801 as 1 

:SYN7_3780
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_3806 
wait 0 
jump @SYN7_3780 

:SYN7_3806
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AB' time 2000 flag 1  // She's all set. Get in.
40@ = 0 

:SYN7_3833
if 
  1000 > 40@ 
else_jump @SYN7_3883 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_3876 
jump @SYN7_5237 

:SYN7_3876
jump @SYN7_3833 

:SYN7_3883
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_3947 
0615: define_AS_pack_begin 146@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 146@ 

:SYN7_3947
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 46@ wrecked 
else_jump @SYN7_4010 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -1690.423 1034.003 44.2109 mode 4 time 6000 ms // versionA 
05CB: AS_actor $PLAYER_ACTOR enter_car 46@ as_driver -1 ms 

:SYN7_4010
40@ = 0 

:SYN7_4017
if 
  500 > 40@ 
else_jump @SYN7_4067 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4060 
jump @SYN7_5237 

:SYN7_4060
jump @SYN7_4017 

:SYN7_4067
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4091 
0618: assign_actor 45@ to_AS_pack 146@ 

:SYN7_4091
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4115 
09F1: play_audio_at_actor 45@ event 1151 

:SYN7_4115
40@ = 0 

:SYN7_4122
if 
  1500 > 40@ 
else_jump @SYN7_4172 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4165 
jump @SYN7_5237 

:SYN7_4165
jump @SYN7_4122 

:SYN7_4172
040D: unload_wav 1 
03CF: load_wav 39802 as 1 

:SYN7_4185
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4211 
wait 0 
jump @SYN7_4185 

:SYN7_4211
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AC' time 3000 flag 1  // She's packing enough to take out that crack lab.
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4255 
0967: actor 45@ move_mouth 5000 ms 

:SYN7_4255
015F: set_camera_position -1690.172 1033.266 45.4626 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1689.64 1034.11 45.3904 switchstyle 2 
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4337 
0619: enable_actor 45@ collision_detection 1 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 

:SYN7_4337
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_4473 
00AB: put_car 46@ at -1688.901 1034.95 43.7187 
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4466 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 45@ 5000 ms 
0605: actor 45@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor 45@ at -1689.12 1036.9 44.3187 
0173: set_actor 45@ Z_angle_to 180.0 

:SYN7_4466
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:SYN7_4473
41@ = 0 

:SYN7_4480
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4526 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4519 
jump @SYN7_5237 

:SYN7_4519
jump @SYN7_4480 

:SYN7_4526
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4547 
0968: actor 45@ stop_mouth 

:SYN7_4547
40@ = 0 

:SYN7_4554
if 
  2500 > 40@ 
else_jump @SYN7_4604 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4597 
jump @SYN7_5237 

:SYN7_4597
jump @SYN7_4554 

:SYN7_4604
040D: unload_wav 1 
03CF: load_wav 39803 as 1 

:SYN7_4617
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4643 
wait 0 
jump @SYN7_4617 

:SYN7_4643
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AD' time 4000 flag 1  // I've wired in a delay timer, to give you time to get out.
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4687 
0967: actor 45@ move_mouth 5000 ms 

:SYN7_4687
41@ = 0 

:SYN7_4694
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4740 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4733 
jump @SYN7_5237 

:SYN7_4733
jump @SYN7_4694 

:SYN7_4740
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4761 
0968: actor 45@ stop_mouth 

:SYN7_4761
040D: unload_wav 1 
03CF: load_wav 39804 as 1 

:SYN7_4774
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_4800 
wait 0 
jump @SYN7_4774 

:SYN7_4800
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_4824 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_4824
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AE' time 4000 flag 1  // Cool. Good lookin'.
41@ = 0 

:SYN7_4851
if 
83D2:   not wav 1 ended 
else_jump @SYN7_4897 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_4890 
jump @SYN7_5237 

:SYN7_4890
jump @SYN7_4851 

:SYN7_4897
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_4918 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_4918
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_4979 
if 
8118:   not actor 45@ dead 
else_jump @SYN7_4979 
0687: clear_actor 45@ task 
0603: AS_actor 45@ goto_point_any_means -1683.17 1037.342 45.2173 mode 4 use_car -1 

:SYN7_4979
40@ = 0 

:SYN7_4986
if 
  1000 > 40@ 
else_jump @SYN7_5036 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_5029 
jump @SYN7_5237 

:SYN7_5029
jump @SYN7_4986 

:SYN7_5036
gosub @SYN7_16593 
00BE: text_clear_all 
0395: clear_area 1 at -1704.693 1027.476 44.211 radius 30.0 
0A0B: set_rendering_origin_at_3D_coord -1696.585 1038.498 44.2173 angle 150.0018 
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_5122 
0519: set_car 46@ locked 0 
05EB: assign_car 46@ to_path 483 

:SYN7_5122
015F: set_camera_position -1696.99 1045.54 48.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.21 1036.55 45.7 switchstyle 2 
gosub @SYN7_16626 
40@ = 0 

:SYN7_5187
if 
  2000 > 40@ 
else_jump @SYN7_5237 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @SYN7_5230 
jump @SYN7_5237 

:SYN7_5230
jump @SYN7_5187 

:SYN7_5237
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_5258 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_5258
009B: destroy_actor 45@ 
04EF: release_animation "CAR" 
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_5320 
0519: set_car 46@ locked 0 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_5320 
036A: put_actor $PLAYER_ACTOR in_car 46@ 

:SYN7_5320
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_5418 
if 
060E:   car 46@ assigned_to_path 
else_jump @SYN7_5364 
06C5: release_car 46@ from_path 
jump @SYN7_5418 

:SYN7_5364
0395: clear_area 1 at -1704.615 1026.202 44.1953 radius 20.0 
00AB: put_car 46@ at -1704.615 1026.202 44.1953 
0175: set_car 46@ Z_angle_to 168.8963 

:SYN7_5418
40@ = 0 
0164: disable_marker 48@ 
018B: set_marker 47@ radar_mode 0 
018A: 49@ = create_checkpoint_at -2128.12 -83.3848 34.314 
gosub @SYN7_16556 
00BC: show_text_highpriority GXT 'SYN7_03' time 7000 flag 1  // ~s~ Park the car inside the ~y~Crack lab~s~.
0615: define_AS_pack_begin 147@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 147@ loop 1 
0616: define_AS_pack_end 147@ 
0615: define_AS_pack_begin 148@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 148@ loop 1 
0616: define_AS_pack_end 148@ 
009A: 50@ = create_actor_pedtype 24 model 144 at -2128.848 -79.3918 34.2565 
01B2: give_actor 50@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 50@ Z_angle_to 0.0 
009A: 51@ = create_actor_pedtype 24 model 48 at -2128.848 -79.3918 34.2565 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 51@ Z_angle_to 0.0 
0618: assign_actor 50@ to_AS_pack 147@ 
0618: assign_actor 51@ to_AS_pack 148@ 
55@ = 0 

:SYN7_5690
02E2: set_actor 50@(55@,3i) weapon_accuracy_to 40 
060B: set_actor 50@(55@,3i) decision_maker_to 44@ 
077A: set_actor 50@(55@,3i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@(55@,3i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 50@(55@,3i) melee_accuracy_to 150.0 
0770: set_actor 50@(55@,3i) target_priority 1 
55@ += 1 
  55@ >= 2 
else_jump @SYN7_5690 
56@ = 1 

:SYN7_5792
if 
  56@ == 1 
else_jump @SYN7_7992 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2124.501 -77.7719 34.1719 radius 50.0 50.0 50.0 
8118:   not actor 50@ dead 
8118:   not actor 51@ dead 
else_jump @SYN7_5987 
if 
  91@ == 0 
else_jump @SYN7_5987 
gosub @SYN7_493 
00BC: show_text_highpriority GXT 'SYN7_52' time 4000 flag 1  // ~s~Kill the ~r~Guards~s~, that will get their attention.
91@ = 1 
if 
075C:   marker 49@ enabled 
else_jump @SYN7_5939 
018B: set_marker 49@ radar_mode 0 

:SYN7_5939
if 
8118:   not actor 50@ dead 
else_jump @SYN7_5963 
0187: 92@ = create_marker_above_actor 50@ 

:SYN7_5963
if 
8118:   not actor 51@ dead 
else_jump @SYN7_5987 
0187: 93@ = create_marker_above_actor 51@ 

:SYN7_5987
if 
8118:   not actor 51@ dead 
else_jump @SYN7_6136 
if 
00FE:   actor 51@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
else_jump @SYN7_6065 
123@ = 1 
jump @SYN7_6136 

:SYN7_6065
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
123@ = 0 

:SYN7_6136
if 
8118:   not actor 50@ dead 
else_jump @SYN7_6285 
if 
00FE:   actor 50@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
else_jump @SYN7_6214 
122@ = 1 
jump @SYN7_6285 

:SYN7_6214
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
122@ = 0 

:SYN7_6285
if 
  91@ == 1 
else_jump @SYN7_6377 
if 
0118:   actor 50@ dead 
else_jump @SYN7_6340 
if 
075C:   marker 92@ enabled 
else_jump @SYN7_6340 
0164: disable_marker 92@ 

:SYN7_6340
if 
0118:   actor 51@ dead 
else_jump @SYN7_6377 
if 
075C:   marker 93@ enabled 
else_jump @SYN7_6377 
0164: disable_marker 93@ 

:SYN7_6377
077E: get_active_interior_to 128@ 
if and
0118:   actor 50@ dead 
0118:   actor 51@ dead 
  128@ == 0 
else_jump @SYN7_7992 
gosub @SYN7_16593 
04ED: load_animation "ON_LOOKERS" 

:SYN7_6431
if 
84EE:   not animation "ON_LOOKERS" loaded 
else_jump @SYN7_6467 
wait 0 
jump @SYN7_6431 

:SYN7_6467
gosub @SYN7_16523 
009A: 60@ = create_actor_pedtype 24 model 46 at -2125.871 -97.1422 34.3281 
081A: set_actor 60@ weapon_skill_to 2 
01B2: give_actor 60@ weapon 22 ammo 9999 // Load the weapon model before using this 
0605: actor 60@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 
if or
  123@ == 1 
  122@ == 1 
else_jump @SYN7_6643 
015F: set_camera_position -2113.15 -72.3184 40.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2113.918 -72.8274 40.5167 switchstyle 2 
jump @SYN7_6694 

:SYN7_6643
015F: set_camera_position -2125.642 -95.0874 35.6371 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2125.762 -96.0758 35.7291 switchstyle 2 

:SYN7_6694
gosub @SYN7_16626 
0209: $8687 = random_int_in_ranges 0 3 
0871: init_jump_table $8687 total_jumps 3 default_jump 0 @SYN7_6971 jumps 0 @SYN7_6773 1 @SYN7_6839 2 @SYN7_6905 -1 @SYN7_6971 -1 @SYN7_6971 -1 @SYN7_6971 -1 @SYN7_6971 

:SYN7_6773
040D: unload_wav 1 
03CF: load_wav 39805 as 1 

:SYN7_6786
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6812 
wait 0 
jump @SYN7_6786 

:SYN7_6812
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BA' time 4000 flag 1  // Hey, some loco bastard is blasting on our homeboys!
jump @SYN7_6971 

:SYN7_6839
040D: unload_wav 1 
03CF: load_wav 39806 as 1 

:SYN7_6852
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6878 
wait 0 
jump @SYN7_6852 

:SYN7_6878
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BB' time 4000 flag 1  // It's a hit!
jump @SYN7_6971 

:SYN7_6905
040D: unload_wav 1 
03CF: load_wav 39807 as 1 

:SYN7_6918
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_6944 
wait 0 
jump @SYN7_6918 

:SYN7_6944
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BC' time 4000 flag 1  // We're being hit!
jump @SYN7_6971 

:SYN7_6971
wait 4000 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 46@ wrecked 
else_jump @SYN7_7070 
if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_7070 
0395: clear_area 1 at -2127.799 -68.8104 34.1719 radius 10.0 
00AB: put_car 46@ at -2127.799 -68.8104 34.1719 
0175: set_car 46@ Z_angle_to 180.0 

:SYN7_7070
0395: clear_area 1 at -2129.256 -74.4958 34.1719 radius 100.0 
009A: 58@ = create_actor_pedtype 24 model 144 at -2119.011 -99.2082 34.3281 
01B2: give_actor 58@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 59@ = create_actor_pedtype 24 model 48 at -2121.173 -108.9207 34.3281 
01B2: give_actor 59@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 61@ = create_actor_pedtype 24 model 48 at -2104.2 -162.4759 34.3273 
01B2: give_actor 61@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 62@ = create_actor_pedtype 24 model 46 at -2100.096 -157.8681 34.3273 
081A: set_actor 62@ weapon_skill_to 2 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
009A: 63@ = create_actor_pedtype 24 model 144 at -2162.635 -224.1719 35.5156 
0173: set_actor 63@ Z_angle_to 350.5417 
01B2: give_actor 63@ weapon 28 ammo 1000 // Load the weapon model before using this 
55@ = 0 

:SYN7_7290
if 
8118:   not actor 58@(55@,10i) dead 
else_jump @SYN7_7381 
07DD: set_actor 58@(55@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 58@(55@,10i) weapon_accuracy_to 30 
0770: set_actor 58@(55@,10i) target_priority 1 
060B: set_actor 58@(55@,10i) decision_maker_to 44@ 
077A: set_actor 58@(55@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 58@(55@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:SYN7_7381
55@ += 1 
  55@ >= 6 
else_jump @SYN7_7290 
0615: define_AS_pack_begin 149@ 
05D3: AS_actor -1 goto_point -2126.144 -82.2896 34.3203 mode 6 time -1 ms // versionA 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
0616: define_AS_pack_end 149@ 
0618: assign_actor 58@ to_AS_pack 149@ 
0618: assign_actor 59@ to_AS_pack 149@ 
if 
8118:   not actor 60@ dead 
else_jump @SYN7_7531 
0792: disembark_instantly_actor 60@ 
0605: actor 60@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 

:SYN7_7531
05D9: AS_actor 61@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05D9: AS_actor 62@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
015F: set_camera_position -2119.4 -92.22 34.61 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.17 -161.04 46.68 switchstyle 2 
0209: $8687 = random_int_in_ranges 0 3 
0871: init_jump_table $8687 total_jumps 3 default_jump 0 @SYN7_7882 jumps 0 @SYN7_7684 1 @SYN7_7750 2 @SYN7_7816 -1 @SYN7_7882 -1 @SYN7_7882 -1 @SYN7_7882 -1 @SYN7_7882 

:SYN7_7684
040D: unload_wav 1 
03CF: load_wav 39808 as 1 

:SYN7_7697
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7723 
wait 0 
jump @SYN7_7697 

:SYN7_7723
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CA' time 4000 flag 1  // Get out there and kill the fool!
jump @SYN7_7882 

:SYN7_7750
040D: unload_wav 1 
03CF: load_wav 39809 as 1 

:SYN7_7763
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7789 
wait 0 
jump @SYN7_7763 

:SYN7_7789
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CB' time 4000 flag 1  // Open the gates and waste the dumb fuck, holmes!
jump @SYN7_7882 

:SYN7_7816
040D: unload_wav 1 
03CF: load_wav 39810 as 1 

:SYN7_7829
if 
83D0:   not wav 1 loaded 
else_jump @SYN7_7855 
wait 0 
jump @SYN7_7829 

:SYN7_7855
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CC' time 4000 flag 1  // Blast the moron, open the gate!
jump @SYN7_7882 

:SYN7_7882
wait 4000 
gosub @SYN7_16556 
0164: disable_marker 49@ 
018A: 78@ = create_checkpoint_at -2175.243 -209.7745 34.3281 
if and
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_7966 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_7966 
018B: set_marker 78@ radar_mode 0 

:SYN7_7966
41@ = 0 
097B: play_audio_at_object 53@ event 1100 
56@ = 2 
0A6F: checkpoint_save 99 

:SYN7_7992
if and
  56@ == 2 
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_8511 
if 
03CA:   object 53@ exists 
else_jump @SYN7_8148 
01BB: store_object 53@ position_to $72 $73 $74 
if 
  -2117.0 > $72 
else_jump @SYN7_8115 
034E: move_object 53@ to -2117.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 
jump @SYN7_8148 

:SYN7_8115
if 
  130@ == 0 
else_jump @SYN7_8148 
097B: play_audio_at_object 53@ event 1101 
130@ = 1 

:SYN7_8148
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2138.212 -201.8113 34.3281 radius 20.0 20.0 20.0 
  80@ == 0 
else_jump @SYN7_8300 
00BC: show_text_highpriority GXT 'SYN7_35' time 4000 flag 1  // ~s~Use the ~y~Ramp ~s~to get into the crack lab.
55@ = 0 

:SYN7_8226
009B: destroy_actor 58@(55@,10i) 
55@ += 1 
  55@ >= 6 
else_jump @SYN7_8226 
55@ = 0 

:SYN7_8263
009B: destroy_actor 50@(55@,3i) 
55@ += 1 
  55@ >= 2 
else_jump @SYN7_8263 
80@ = 1 

:SYN7_8300
if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_8511 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2181.76 -209.4146 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_8415 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 78@ 
018A: 79@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
56@ = 3 

:SYN7_8415
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2184.983 -218.1104 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_8511 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 78@ 
018A: 79@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
56@ = 3 

:SYN7_8511
if and
  56@ == 3 
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_10128 
if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_10126 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2150.527 -241.7461 35.5234 radius 4.0 4.0 4.0 
8118:   not actor 94@ dead 
  102@ == 0 
else_jump @SYN7_8887 
0209: $8687 = random_int_in_ranges 0 5 
0871: init_jump_table $8687 total_jumps 5 default_jump 0 @SYN7_8880 jumps 0 @SYN7_8690 1 @SYN7_8728 2 @SYN7_8766 3 @SYN7_8804 4 @SYN7_8842 -1 @SYN7_8880 -1 @SYN7_8880 

:SYN7_8690
05AA: 135@s = 'SYN7_DA' // @s = 'short'  // Who the fuck are you!
04AF: 126@ = 39811 // = constant 
gosub @SYN7_16932 
jump @SYN7_8880 

:SYN7_8728
05AA: 135@s = 'SYN7_DB' // @s = 'short'  // What the fuck is he doing?
04AF: 126@ = 39812 // = constant 
gosub @SYN7_16932 
jump @SYN7_8880 

:SYN7_8766
05AA: 135@s = 'SYN7_DC' // @s = 'short'  // This ain't no parking lot!
04AF: 126@ = 39813 // = constant 
gosub @SYN7_16932 
jump @SYN7_8880 

:SYN7_8804
05AA: 135@s = 'SYN7_DD' // @s = 'short'  // Shit, I'm so fried I'm seeing shit!
04AF: 126@ = 39814 // = constant 
gosub @SYN7_16932 
jump @SYN7_8880 

:SYN7_8842
05AA: 135@s = 'SYN7_DE' // @s = 'short'  // Have I missed something here?
04AF: 126@ = 39815 // = constant 
gosub @SYN7_16932 
jump @SYN7_8880 

:SYN7_8880
102@ = 1 

:SYN7_8887
if 
00FE:   actor $PLAYER_ACTOR sphere 81@ in_sphere -2184.059 -263.4215 35.5234 radius 4.0 4.0 4.0 
else_jump @SYN7_10110 
0512: show_permanent_text_box 'SYN7_20'  // ~m~~widget_vehicle_bomb~ Activate bomb.
81@ = 0 
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 25 
else_jump @SYN7_10103 
56@ = 4 
03E6: remove_text_box 
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_9031 
0519: set_car 46@ locked 1 
0919: enable_car 46@ parking_lights 0 
0615: define_AS_pack_begin 82@ 
05CD: AS_actor -1 exit_car 46@ 
0616: define_AS_pack_end 82@ 

:SYN7_9031
0615: define_AS_pack_begin 150@ 
05F5: AS_actor -1 goto_point_using_paths -2146.042 -259.7312 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2146.229 -267.7039 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2156.51 -268.1435 39.7195 mode 6 time -2 
0616: define_AS_pack_end 150@ 
009A: 68@ = create_actor_pedtype 24 model 144 at -2140.931 -253.9011 39.7195 
0173: set_actor 68@ Z_angle_to 150.6317 
0618: assign_actor 68@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
0615: define_AS_pack_begin 150@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2162.264 -260.4177 35.5234 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2167.765 -261.495 35.5234 mode 6 time -2 
0616: define_AS_pack_end 150@ 
009A: 69@ = create_actor_pedtype 24 model 48 at -2162.236 -230.954 35.522 
0173: set_actor 69@ Z_angle_to 231.2343 
0618: assign_actor 69@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
0615: define_AS_pack_begin 150@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2154.923 -248.2299 35.5234 mode 6 time -2 
0616: define_AS_pack_end 150@ 
009A: 70@ = create_actor_pedtype 24 model 46 at -2168.337 -228.406 35.522 
0173: set_actor 70@ Z_angle_to 294.489 
0618: assign_actor 70@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
0615: define_AS_pack_begin 150@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2156.835 -234.232 35.5234 mode 6 time -2 
0616: define_AS_pack_end 150@ 
009A: 71@ = create_actor_pedtype 24 model 46 at -2168.74 -231.348 35.5234 
0173: set_actor 71@ Z_angle_to 278.3553 
0618: assign_actor 71@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
009A: 72@ = create_actor_pedtype 24 model 46 at -2162.417 -227.2437 35.5143 
0173: set_actor 72@ Z_angle_to 196.0546 
0638: AS_actor 72@ stay_put 1 
55@ = 0 

:SYN7_9658
07DD: set_actor 68@(55@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 68@(55@,10i) weapon_accuracy_to 30 
0770: set_actor 68@(55@,10i) target_priority 1 
if 
  55@ == 4 
else_jump @SYN7_9741 
081A: set_actor 68@(55@,10i) weapon_skill_to 2 
01B2: give_actor 68@(55@,10i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @SYN7_9766 

:SYN7_9741
01B2: give_actor 68@(55@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 68@(55@,10i) armed_weapon_to 28 

:SYN7_9766
060B: set_actor 68@(55@,10i) decision_maker_to 44@ 
077A: set_actor 68@(55@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 68@(55@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
55@ += 1 
  55@ >= 5 
else_jump @SYN7_9658 
gosub @SYN7_16523 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
009B: destroy_actor 97@ 
009B: destroy_actor 98@ 
0A0B: set_rendering_origin_at_3D_coord -2150.44 -239.1755 35.5234 angle 52.2777 
015F: set_camera_position -2152.86 -236.6111 37.0321 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.623 -235.9684 36.9637 switchstyle 2 
if 
8118:   not actor 72@ dead 
else_jump @SYN7_9986 
0605: actor 72@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 

:SYN7_9986
00BC: show_text_highpriority GXT 'SYN7_37' time 4000 flag 1  // ~s~Get out of the warehouse before the timer runs out.
03C7: set_sensitivity_to_crime 0.0 
wait 4000 
gosub @SYN7_16556 
if and
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_10050 
05CD: AS_actor $PLAYER_ACTOR exit_car 46@ 

:SYN7_10050
0164: disable_marker 79@ 
03C3: set_timer_to $8685 type 1 GXT 'SYN7_18' // global_variable  // Bomb ~1~
018A: 83@ = create_checkpoint_at -2162.964 -225.5678 35.5156 
40@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYN7_10103
jump @SYN7_10119 

:SYN7_10110
03E6: remove_text_box 
81@ = 1 

:SYN7_10119
jump @SYN7_10128 

:SYN7_10126
03E6: remove_text_box 

:SYN7_10128
if 
  56@ == 4 
else_jump @SYN7_12116 
if and
  40@ > 4000 
  86@ == 0 
else_jump @SYN7_10179 
86@ = 1 

:SYN7_10179
if 
  $8685 == 0 
else_jump @SYN7_10211 
84@ = 1 
jump @SYN7_11860 

:SYN7_10211
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2162.964 -225.5678 35.5156 radius 1.2 1.2 1.2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 6.0 6.0 6.0 
else_jump @SYN7_12116 
gosub @SYN7_16593 
gosub @SYN7_16523 
03CB: set_rendering_origin_at -2187.505 -263.5027 36.5551 
0A0B: set_rendering_origin_at_3D_coord -2157.059 -262.1108 35.5156 angle 89.9913 
0164: disable_marker 83@ 
018A: 49@ = create_checkpoint_at -2127.2 -84.9324 34.3273 
014F: stop_timer $8685 
015F: set_camera_position -2168.97 -262.731 36.3878 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2169.968 -262.7543 36.453 switchstyle 2 
gosub @SYN7_16626 
if 
8119:   not car 46@ wrecked 
else_jump @SYN7_10464 
08CB: explode_car 46@ shake 1 effect 1 sound 1 

:SYN7_10464
wait 100 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
wait 500 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
wait 500 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
wait 500 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
wait 500 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2163.6 -225.62 36.0 radius 10.0 10.0 10.0 
else_jump @SYN7_10815 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_10778 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $47 
jump @SYN7_10798 

:SYN7_10778
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10798
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
85@ = 0 

:SYN7_10815
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 10.0 10.0 10.0 
else_jump @SYN7_11000 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_10943 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $47 
jump @SYN7_10963 

:SYN7_10943
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_10963
00A1: put_actor $PLAYER_ACTOR at -2181.331 -217.6694 35.5078 
0173: set_actor $PLAYER_ACTOR Z_angle_to 286.3482 
85@ = 1 

:SYN7_11000
gosub @SYN7_16593 
0777: delete_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 1 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 1 
wait 1000 
if 
  85@ == 0 
else_jump @SYN7_11189 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_11189 
00A1: put_actor $PLAYER_ACTOR at -2160.729 -220.985 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7796 

:SYN7_11189
if 
  85@ == 1 
else_jump @SYN7_11253 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_11253 
00A1: put_actor $PLAYER_ACTOR at -2175.513 -214.8866 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 298.3929 

:SYN7_11253
gosub @SYN7_14629 
0A0B: set_rendering_origin_at_3D_coord -2162.283 -220.5315 34.3203 angle 324.4546 
gosub @SYN7_16556 
009A: 103@ = create_actor_pedtype 24 model 144 at -2132.044 -168.6656 34.3273 
0173: set_actor 103@ Z_angle_to 168.3635 
05D3: AS_actor 103@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
009A: 104@ = create_actor_pedtype 24 model 48 at -2136.878 -167.5268 34.3203 
0173: set_actor 104@ Z_angle_to 172.0629 
05D3: AS_actor 104@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
00A5: 113@ = create_car 412 at -2124.606 -87.9687 34.3203 
053F: set_car 113@ tires_vulnerability 0 
00AD: set_car 113@ max_speed_to 40.0 
0175: set_car 113@ Z_angle_to 231.2455 
0129: 105@ = create_actor_pedtype 24 model 144 in_car 113@ driverseat 
01C8: 106@ = create_actor_pedtype 24 model 144 in_car 113@ passenger_seat 0 
009A: 107@ = create_actor_pedtype 24 model 144 at -2103.291 -133.9342 34.3273 
0173: set_actor 107@ Z_angle_to 170.6763 
009A: 108@ = create_actor_pedtype 24 model 48 at -2107.37 -146.9669 34.3273 
0173: set_actor 108@ Z_angle_to 174.6227 
009A: 109@ = create_actor_pedtype 24 model 48 at -2145.116 -181.3902 37.6913 
0173: set_actor 109@ Z_angle_to 176.688 
0638: AS_actor 109@ stay_put 1 
04EB: AS_actor 109@ crouch 1 
009A: 110@ = create_actor_pedtype 24 model 48 at -2111.808 -159.8649 34.3273 
0173: set_actor 110@ Z_angle_to 138.7297 
0638: AS_actor 110@ stay_put 1 
55@ = 0 

:SYN7_11649
01B2: give_actor 103@(55@,10i) weapon 28 ammo 1000 // Load the weapon model before using this 
02E2: set_actor 103@(55@,10i) weapon_accuracy_to 30 
07DD: set_actor 103@(55@,10i) attack_rate 30 // previously known as temper_to 
060B: set_actor 103@(55@,10i) decision_maker_to 44@ 
077A: set_actor 103@(55@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 103@(55@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 103@(55@,10i) melee_accuracy_to 70.0 
0770: set_actor 103@(55@,10i) target_priority 1 
55@ += 1 
  55@ >= 8 
else_jump @SYN7_11649 
07C0: load_path 485 

:SYN7_11774
if 
87C1:   not path 485 available 
else_jump @SYN7_11801 
wait 0 
jump @SYN7_11774 

:SYN7_11801
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_11830 
05EB: assign_car 113@ to_path 485 
05ED: freeze_car 113@ while_on_path 

:SYN7_11830
gosub @SYN7_16626 
if and
  84@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_12093 

:SYN7_11860
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
55@ = 0 

:SYN7_11881
05BE: AS_actor $PLAYER_ACTOR die 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0208: $8683 = random_float_in_ranges -3.0 3.0 
0059: $72 += $8683 // (float) 
0059: $73 += $8683 // (float) 
020C: create_explosion_with_radius 0 at $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0208: $8683 = random_float_in_ranges -3.0 3.0 
0059: $72 += $8683 // (float) 
0059: $73 += $8683 // (float) 
020C: create_explosion_with_radius 0 at $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0208: $8683 = random_float_in_ranges -3.0 3.0 
0059: $72 += $8683 // (float) 
0059: $73 += $8683 // (float) 
020C: create_explosion_with_radius 0 at $72 $73 $74 
wait 500 
55@ += 1 
  55@ >= 4 
else_jump @SYN7_11881 
jump @SYN7_15889 

:SYN7_12093
00BC: show_text_highpriority GXT 'SYN7_23' time 4000 flag 1  // ~s~Escape out the ~y~Main gates~s~.
56@ = 5 

:SYN7_12116
if 
  56@ == 5 
else_jump @SYN7_13742 
if 
  132@ == 0 
else_jump @SYN7_12307 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
else_jump @SYN7_12307 
if 
8118:   not actor 110@ dead 
else_jump @SYN7_12300 
0615: define_AS_pack_begin 134@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 134@ 
0618: assign_actor 110@ to_AS_pack 134@ 
061B: remove_references_to_AS_pack 134@ 

:SYN7_12300
132@ = 1 

:SYN7_12307
if 
  131@ == 1 
else_jump @SYN7_12412 
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_12412 
if 
860E:   not car 113@ assigned_to_path 
else_jump @SYN7_12412 
if 
8118:   not actor 105@ dead 
else_jump @SYN7_12381 
05CD: AS_actor 105@ exit_car 113@ 

:SYN7_12381
if 
8118:   not actor 106@ dead 
else_jump @SYN7_12405 
05CD: AS_actor 106@ exit_car 113@ 

:SYN7_12405
131@ = 2 

:SYN7_12412
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2097.723 -109.9725 30.0 cornerB -2155.992 -122.742 40.0 
  131@ == 0 
else_jump @SYN7_12516 
if and
8119:   not car 113@ wrecked 
060E:   car 113@ assigned_to_path 
else_jump @SYN7_12509 
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_12509 
05EE: unfreeze_car 113@ while_on_path 

:SYN7_12509
131@ = 1 

:SYN7_12516
if and
  $8686 == 0 
  131@ == 0 
else_jump @SYN7_12604 
if and
8119:   not car 113@ wrecked 
060E:   car 113@ assigned_to_path 
else_jump @SYN7_12583 
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_12583 
05EE: unfreeze_car 113@ while_on_path 

:SYN7_12583
40@ = 0 
87@ = 1 
131@ = 1 

:SYN7_12604
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2127.37 -85.497 35.5234 radius 20.0 20.0 10.0 
  87@ == 0 
else_jump @SYN7_12689 
40@ = 0 
87@ = 1 
00BC: show_text_highpriority GXT 'SYN7_13' time 3000 flag 1  // ~s~They've shut the gate!

:SYN7_12689
if and
  40@ > 4500 
  87@ == 1 
else_jump @SYN7_13097 
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_12764 
if 
  133@ == 0 
else_jump @SYN7_12764 
0186: 115@ = create_marker_above_car 113@ 
07E0: set_marker 115@ type_to 1 

:SYN7_12764
018A: 89@ = create_checkpoint_at -2145.963 -117.1968 38.1988 
018B: set_marker 89@ radar_mode 0 
0164: disable_marker 49@ 
00BC: show_text_highpriority GXT 'SYN7_38' time 5000 flag 1  // ~s~Use the ~b~Car ~s~to ramp over the wall.
87@ = 2 
009A: 116@ = create_actor_pedtype 24 model 48 at -2107.37 -146.9669 34.3273 
0173: set_actor 116@ Z_angle_to 174.6227 
009A: 117@ = create_actor_pedtype 24 model 144 at -2107.37 -146.9669 34.3273 
0173: set_actor 117@ Z_angle_to 174.6227 
009A: 118@ = create_actor_pedtype 24 model 48 at -2136.109 -180.0674 34.3203 
0173: set_actor 118@ Z_angle_to 297.2213 
009A: 119@ = create_actor_pedtype 24 model 144 at -2140.6 -169.5873 34.3203 
0173: set_actor 119@ Z_angle_to 258.2443 
009A: 120@ = create_actor_pedtype 24 model 144 at -2143.463 -147.7724 35.3922 
0173: set_actor 120@ Z_angle_to 209.4012 
55@ = 0 

:SYN7_12999
01B2: give_actor 116@(55@,5i) weapon 28 ammo 1000 // Load the weapon model before using this 
060B: set_actor 116@(55@,5i) decision_maker_to 44@ 
077A: set_actor 116@(55@,5i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 116@(55@,5i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 116@(55@,5i) melee_accuracy_to 70.0 
0770: set_actor 116@(55@,5i) target_priority 1 
55@ += 1 
  55@ >= 5 
else_jump @SYN7_12999 

:SYN7_13097
if and
  40@ > 10000 
  87@ == 2 
else_jump @SYN7_13130 
87@ = 3 

:SYN7_13130
if 
0119:   car 113@ wrecked 
else_jump @SYN7_13174 
if 
075C:   marker 115@ enabled 
else_jump @SYN7_13167 
0164: disable_marker 115@ 

:SYN7_13167
018B: set_marker 89@ radar_mode 3 

:SYN7_13174
if 
8119:   not car 113@ wrecked 
else_jump @SYN7_13283 
if and
80DB:   not actor $PLAYER_ACTOR in_car 113@ 
  87@ > 1 
else_jump @SYN7_13253 
018B: set_marker 115@ radar_mode 3 
if 
075C:   marker 89@ enabled 
else_jump @SYN7_13246 
018B: set_marker 89@ radar_mode 0 

:SYN7_13246
jump @SYN7_13283 

:SYN7_13253
018B: set_marker 115@ radar_mode 0 
if 
075C:   marker 89@ enabled 
else_jump @SYN7_13283 
018B: set_marker 89@ radar_mode 3 

:SYN7_13283
if 
  $8686 == 0 
else_jump @SYN7_13407 
if 
075C:   marker 49@ enabled 
else_jump @SYN7_13322 
0164: disable_marker 49@ 

:SYN7_13322
if 
075C:   marker 89@ enabled 
else_jump @SYN7_13343 
0164: disable_marker 89@ 

:SYN7_13343
if 
075C:   marker 89@ enabled 
else_jump @SYN7_13364 
0164: disable_marker 115@ 

:SYN7_13364
56@ = 6 
018A: 90@ = create_checkpoint_at -2029.603 156.7249 27.8429 
00BC: show_text_highpriority GXT 'SYN7_39' time 6000 flag 1  // ~s~Get back to the ~y~Garage~s~.

:SYN7_13407
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.364 -111.5658 40.9064 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2143.429 -111.1119 41.0391 radius 3.0 3.0 3.0 
else_jump @SYN7_13742 
if and
  $8684 > 10.0 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN7_13742 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
04BA: set_car $47 speed_to 25.0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015D: set_gamespeed 0.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.6201 
015F: set_camera_position -2133.065 -103.294 37.6357 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
wait 1700 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2146.676 -90.7008 40.5966 radius 4.0 4.0 6.0 
else_jump @SYN7_13742 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_13714 
00A1: put_actor $PLAYER_ACTOR at -2152.423 -75.3105 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 357.8863 

:SYN7_13714
0373: set_camera_directly_behind_player 
if 
8119:   not car $47 wrecked 
else_jump @SYN7_13742 
04BA: set_car $47 speed_to 0.0 

:SYN7_13742
if 
03CA:   object 53@ exists 
else_jump @SYN7_13837 
01BB: store_object 53@ position_to $72 $73 $74 
if and
  $72 > -2127.0 
  87@ == 1 
else_jump @SYN7_13837 
034E: move_object 53@ to -2127.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 

:SYN7_13837
if 
  56@ == 6 
else_jump @SYN7_13936 
if 
075C:   marker 115@ enabled 
else_jump @SYN7_13876 
0164: disable_marker 115@ 

:SYN7_13876
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2029.603 156.7249 27.8429 radius 4.0 4.0 4.0 
else_jump @SYN7_13936 
0164: disable_marker 90@ 
jump @SYN7_14705 

:SYN7_13936
if and
8119:   not car 46@ wrecked 
   not 56@ == 0 
   not 56@ > 3 
else_jump @SYN7_14221 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @SYN7_14114 
00BC: show_text_highpriority GXT 'SYN7_32' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
if 
  57@ == 0 
else_jump @SYN7_14107 
018B: set_marker 47@ radar_mode 3 
if 
  56@ == 1 
else_jump @SYN7_14050 
018B: set_marker 49@ radar_mode 0 

:SYN7_14050
if 
  56@ == 2 
else_jump @SYN7_14075 
018B: set_marker 78@ radar_mode 0 

:SYN7_14075
if 
  56@ == 3 
else_jump @SYN7_14100 
018B: set_marker 79@ radar_mode 0 

:SYN7_14100
57@ = 1 

:SYN7_14107
jump @SYN7_14221 

:SYN7_14114
if 
  57@ == 1 
else_jump @SYN7_14221 
018B: set_marker 47@ radar_mode 0 
if 
  56@ == 1 
else_jump @SYN7_14164 
018B: set_marker 49@ radar_mode 3 

:SYN7_14164
if 
  56@ == 2 
else_jump @SYN7_14189 
018B: set_marker 78@ radar_mode 3 

:SYN7_14189
if 
  56@ == 3 
else_jump @SYN7_14214 
018B: set_marker 79@ radar_mode 3 

:SYN7_14214
57@ = 0 

:SYN7_14221
if and
0119:   car 46@ wrecked 
  4 > 56@ 
else_jump @SYN7_14267 
00BC: show_text_highpriority GXT 'SYN7_36' time 4000 flag 1  // ~r~The car has been destroyed!
jump @SYN7_15889 

:SYN7_14267
if and
0119:   car 113@ wrecked 
  56@ >= 5 
  87@ >= 2 
else_jump @SYN7_14615 
if 
   not 56@ == 6 
else_jump @SYN7_14331 
00BC: show_text_highpriority GXT 'SYN7_53' time 4000 flag 1  // ~s~Find another ~b~car ~s~so you can stunt jump out of the yard!

:SYN7_14331
if 
075C:   marker 115@ enabled 
else_jump @SYN7_14352 
0164: disable_marker 115@ 

:SYN7_14352
if 
  $8686 == 1 
else_jump @SYN7_14615 
01C3: remove_references_to_car 113@ 
133@ = 1 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2116.264 -200.0631 34.3273 radius 30.0 30.0 30.0 
else_jump @SYN7_14526 
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 113@ = create_car 412 at -2116.264 -200.0631 34.3273 
053F: set_car 113@ tires_vulnerability 0 
00AD: set_car 113@ max_speed_to 40.0 
0175: set_car 113@ Z_angle_to 352.5713 
0186: 115@ = create_marker_above_car 113@ 
07E0: set_marker 115@ type_to 1 
jump @SYN7_14615 

:SYN7_14526
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 113@ = create_car 412 at -2124.606 -87.9687 34.3203 
053F: set_car 113@ tires_vulnerability 0 
00AD: set_car 113@ max_speed_to 40.0 
0175: set_car 113@ Z_angle_to 231.2455 
0186: 115@ = create_marker_above_car 113@ 
07E0: set_marker 115@ type_to 1 

:SYN7_14615
jump @SYN7_2008 

:SYN7_14622
jump @SYN7_15889 

:SYN7_14629
55@ = 0 

:SYN7_14636
009B: destroy_actor 94@(55@,8i) 
55@ += 1 
  55@ >= 5 
else_jump @SYN7_14636 
55@ = 0 

:SYN7_14673
009B: destroy_actor 68@(55@,10i) 
55@ += 1 
  55@ >= 5 
else_jump @SYN7_14673 
return 

:SYN7_14705
0164: disable_marker $532 
0777: delete_objects_in_object_group "BARRIERS2" 
01E3: show_text_1number_styled GXT 'M_PASSS' number 25000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 25000 
0998: add_respect 60 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SYND_7'  // Yay Ka-Boom-Boom
$544 += 1 
0629: change_integer_stat 181 to 2 
0629: change_integer_stat 305 to 1 
01E7: remove_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E7: remove_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E7: remove_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E7: remove_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E7: remove_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E7: remove_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E7: remove_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E7: remove_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E7: remove_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E7: remove_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E7: remove_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E7: remove_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E7: remove_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E7: remove_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E7: remove_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E7: remove_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E7: remove_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E7: remove_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E7: remove_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E7: remove_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E7: remove_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E7: remove_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E7: remove_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E7: remove_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E7: remove_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E7: remove_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E7: remove_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E7: remove_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.361 531.5917 41.3335 
return 

:SYN7_15889
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_15966 
if 
0741:   actor $PLAYER_ACTOR busted 
else_jump @SYN7_15959 
016E: override_next_restart at -1605.792 716.8598 11.0241 angle 355.2978 

:SYN7_15959
jump @SYN7_15988 

:SYN7_15966
016E: override_next_restart at -2670.285 616.4364 13.4531 angle 183.1042 

:SYN7_15988
return 

:SYN7_15990
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16011 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_16011
0873: release_path 483 
0873: release_path 485 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
014F: stop_timer $8685 
091D: remove_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
if 
075C:   marker 48@ enabled 
else_jump @SYN7_16157 
0164: disable_marker 48@ 

:SYN7_16157
if 
075C:   marker 47@ enabled 
else_jump @SYN7_16178 
0164: disable_marker 47@ 

:SYN7_16178
if 
075C:   marker 49@ enabled 
else_jump @SYN7_16199 
0164: disable_marker 49@ 

:SYN7_16199
if 
075C:   marker 78@ enabled 
else_jump @SYN7_16220 
0164: disable_marker 78@ 

:SYN7_16220
if 
075C:   marker 79@ enabled 
else_jump @SYN7_16241 
0164: disable_marker 79@ 

:SYN7_16241
if 
075C:   marker 83@ enabled 
else_jump @SYN7_16262 
0164: disable_marker 83@ 

:SYN7_16262
if 
075C:   marker 89@ enabled 
else_jump @SYN7_16283 
0164: disable_marker 89@ 

:SYN7_16283
if 
075C:   marker 115@ enabled 
else_jump @SYN7_16304 
0164: disable_marker 115@ 

:SYN7_16304
55@ = 0 

:SYN7_16311
if 
075C:   marker 92@(55@,2i) enabled 
else_jump @SYN7_16340 
0164: disable_marker 92@(55@,2i) 

:SYN7_16340
55@ += 1 
  55@ >= 2 
else_jump @SYN7_16311 
if 
048C:   pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 
else_jump @SYN7_16394 
0215: destroy_pickup 129@ 

:SYN7_16394
$ONMISSION = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
01BD: $183 = current_time_in_ms 
031A: remove_all_fires 
0249: release_model 549 
0249: release_model 50 
04EF: release_animation "CAR" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "INT_HOUSE" 
0249: release_model 144 
0249: release_model 48 
0249: release_model 46 
0249: release_model 352 
0249: release_model 412 
0249: release_model #DYN_RAMP 
0249: release_model 330 
0249: release_model 145 
0249: release_model 146 
0249: release_model 344 
0249: release_model #HEALTH 
0249: release_model 346 
mission_cleanup 
return 

:SYN7_16523
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16554 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_16554
return 

:SYN7_16556
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16591 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:SYN7_16591
return 

:SYN7_16593
fade 0 500 

:SYN7_16600
if 
fading 
else_jump @SYN7_16624 
wait 0 
jump @SYN7_16600 

:SYN7_16624
return 

:SYN7_16626
fade 1 500 

:SYN7_16633
if 
fading 
else_jump @SYN7_16657 
wait 0 
jump @SYN7_16633 

:SYN7_16657
return 

:SYN7_16659
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @SYN7_16750 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16727 
00A1: put_actor $PLAYER_ACTOR at -1705.882 1028.967 44.1953 
0173: set_actor $PLAYER_ACTOR Z_angle_to 299.134 
121@ = 8 

:SYN7_16727
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16750 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_16750
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @SYN7_16811 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16811 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_16811
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @SYN7_16847 
0777: delete_objects_in_object_group "CRACK" 
0776: create_objects_in_object_group "FUKDCRAK" 

:SYN7_16847
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @SYN7_16908 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN7_16908 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_16908
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @SYN7_16930 
56@ = 5 

:SYN7_16930
return 

:SYN7_16932
040D: unload_wav 1 
03CF: load_wav 126@ as 1 
125@ = 0 
return 

:SYN7_16952
if and
03D0:   wav 1 loaded 
  125@ == 0 
else_jump @SYN7_16995 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 135@s time 10000 flag 1 
125@ = 1 

:SYN7_16995
if and
03D2:   wav 1 ended 
  125@ == 1 
else_jump @SYN7_17033 
040D: unload_wav 1 
03D5: remove_text 135@s 
125@ = 2 

:SYN7_17033
return 

//-------------Mission 64---------------
// Originally: Pier 69

:SYN5
thread 'SYN5' 
gosub @SYN5_47 
if 
wasted_or_busted 
else_jump @SYN5_38 
gosub @SYN5_23141 

:SYN5_38
gosub @SYN5_23250 
end_thread 

:SYN5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'SYN5' 
if 
  $ONMISSION == 0 
else_jump @SYN5_693 
009A: 53@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: 54@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: 55@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: 56@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: 57@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: 58@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
009A: $414 = create_actor_pedtype 24 model 120 at -1674.5 1337.0 6.2 
009A: 44@ = create_actor_pedtype 24 model 116@(115@,7i) at -1675.7 1336.1 6.2 
009A: 45@ = create_actor_pedtype 24 model 116@(115@,7i) at -1675.7 1336.1 6.2 
009A: 46@ = create_actor_pedtype 24 model 116@(115@,7i) at -1675.7 1336.1 6.2 
009A: 43@ = create_actor_pedtype 25 model 293 at -1716.0 1349.8 6.2 
009A: 53@ = create_actor_pedtype 25 model 116@(115@,7i) at -1716.8 1351.6 6.2 
009A: 54@ = create_actor_pedtype 25 model 116@(115@,7i) at -1717.5 1350.7 6.2 
00A5: 63@ = create_car 600 at -1774.2 1376.8 5.7 
0129: $131 = create_actor_pedtype 25 model 291 in_car 63@ driverseat 
01C8: 47@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 63@ passenger_seat -1 
009A: 48@ = create_actor_pedtype 25 model 116@(115@,7i) at -1774.2 1376.8 5.7 
00A5: 64@ = create_car 566 at -1784.2 1379.8 5.7 
0129: 49@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 64@ driverseat 
01C8: 50@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 64@ passenger_seat 0 
00A5: 65@ = create_car 566 at -1795.0 1383.6 5.7 
0129: 51@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 65@ driverseat 
01C8: 52@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 65@ passenger_seat 0 
00A5: 66@ = create_car 487 at -1583.3 1420.2 25.7 
01C8: 42@ = create_actor_pedtype 25 model 292 in_car 66@ passenger_seat 0 

:SYN5_693
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
wait 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
141@ = 0 
99@ = 0 
100@ = 0 
101@ = 3 
102@ = 0 
103@ = 0 
104@ = 0 
106@ = 0 
107@ = 6 
105@ = 0 
114@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
115@ = 0 
114@ = 0 
04AF: 116@ = 173 // = constant 
04AF: 117@ = 174 // = constant 
04AF: 119@ = 102 // = constant 
04AF: 120@ = 103 // = constant 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0.0 
200@ = 0.0 
201@ = 0.0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 80 
0169: set_fade_color_RGB 0 0 0 
wait 0 
01B5: force_weather 5 
fade 0 500 

:SYN5_1136
if 
fading 
else_jump @SYN5_1160 
wait 0 
jump @SYN5_1136 

:SYN5_1160
08F5: save_player_group 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model 358 
0247: load_model 429 
0247: load_model #SNIPER_ANIM 
04ED: load_animation "MISC" 
0247: load_model 173 
0247: load_model 174 
0247: load_model 330 
0247: load_model 372 
0247: load_model 120 
0247: load_model 117 
0247: load_model 567 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
060A: create_decision_maker_type 2 store_to 204@ // decision\allowed\m_.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 205@ 
0395: clear_area 1 at -1748.3 1263.0 7.0 radius 5.0 
0674: set_car_model 567 numberplate "_LVA4L__" 
00A5: 85@ = create_car 567 at -1748.3 1263.0 7.0 
0175: set_car 85@ Z_angle_to 291.3 
0229: set_car 85@ primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at -1720.7 1277.3 16.9 radius 2.0 
009A: $132 = create_actor_pedtype 24 model 290 at -1720.7 1277.3 16.9 
0173: set_actor $132 Z_angle_to 317.9 
01B2: give_actor $132 weapon 34 ammo 12 // Load the weapon model before using this 
0568: set_actor $132 untargetable 1 
060B: set_actor $132 decision_maker_to 205@ 
02A9: set_actor $132 immune_to_nonplayer 1 
0350: set_actor $132 maintain_position_when_attacked 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0187: 87@ = create_marker_above_actor $132 
07E0: set_marker 87@ type_to 1 
0395: clear_area 1 at -1717.5 1281.6 6.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1717.5 1281.6 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 143.8 
06D7: enable_train_traffic 0 
022B: create_forbidden_for_peds_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -1716.7 1282.6 6.5 radius 2.0 
015F: set_camera_position -1716.7 1282.6 6.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1722.3 1276.0 16.9 switchstyle 2 
09D2: set_cops_chase_criminals 0 
40@ = 0 
fade 1 500 

:SYN5_1694
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @SYN5_1720 
jump @SYN5_23159 

:SYN5_1720
010D: set_player $PLAYER_CHAR wanted_level_to 0 
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_1759 
jump @SYN5_8957 

:SYN5_1759
if 
  98@ == 1 
else_jump @SYN5_1784 
jump @SYN5_23141 

:SYN5_1784
if 
  95@ == 0 
else_jump @SYN5_2799 
if 
  96@ == 0 
else_jump @SYN5_1906 
if 
  40@ > 500 
else_jump @SYN5_1906 
if 
  141@ == 0 
else_jump @SYN5_1906 
140@ = 1 
142@ = 0 
gosub @SYN5_30462 
141@ = 1 
97@ = 1 
0707: start_scene_skip_to @SYN5_2000 
96@ = 1 

:SYN5_1906
if 
  96@ == 1 
else_jump @SYN5_1956 
if 
  140@ == 0 
else_jump @SYN5_1956 
40@ = 0 
96@ = 2 

:SYN5_1956
if 
  96@ == 2 
else_jump @SYN5_2197 
if 
  40@ > 1000 
else_jump @SYN5_2197 
97@ = 0 

:SYN5_2000
0701: end_scene_skip 
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_2034 
jump @SYN5_8957 

:SYN5_2034
if 
  98@ == 1 
else_jump @SYN5_2059 
jump @SYN5_23141 

:SYN5_2059
if 
  97@ == 1 
else_jump @SYN5_2094 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
140@ = 0 

:SYN5_2094
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 1.0 
00A1: put_actor $132 at -1721.4 1276.2 16.9 
0173: set_actor $132 Z_angle_to 326.3 
00BC: show_text_highpriority GXT 'SYN5_01' time 7000 flag 1  // ~s~Go upstairs and meet ~b~Cesar~s~.
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
96@ = 3 

:SYN5_2197
if 
  96@ == 3 
else_jump @SYN5_2799 
if 
0104:   actor $PLAYER_ACTOR near_actor $132 radius 4.0 4.0 4.0 sphere 0 
else_jump @SYN5_2733 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
140@ = 0 
01C3: remove_references_to_car 85@ 
0249: release_model 567 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @SYN5_2341 
00A1: put_actor $PLAYER_ACTOR at -1728.0 1257.4 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 42.2 

:SYN5_2341
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1690.0 1318.0 7.0 radius 5.0 
04AF: 136@ = 429 // = constant 
gosub @SYN5_29231 
00A5: 83@ = create_car 429 at -1690.0 1318.0 7.0 
0175: set_car 83@ Z_angle_to 57.0 
0519: set_car 83@ locked 1 
020A: set_car 83@ door_status_to 2 
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1722.8 1272.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.3 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at -1721.4 1276.2 16.9 
0173: set_actor $132 Z_angle_to 326.3 
if 
0491:   actor $PLAYER_ACTOR has_weapon 34 
else_jump @SYN5_2575 
048F: actor $132 remove_weapons 
135@ = 1 

:SYN5_2575
97@ = 1 
0707: start_scene_skip_to @SYN5_5917 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1720.79 1275.4 16.9 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0164: disable_marker 87@ 
140@ = 2 
142@ = 0 
143@ = 2 
gosub @SYN5_30462 
015F: set_camera_position -1725.2 1270.5 18.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1702.2 1316.1 22.4 switchstyle 2 
96@ = 0 
95@ = 1 

:SYN5_2733
if 
0735:   is_keyboard_key_pressed 81 
else_jump @SYN5_2799 
03CB: set_rendering_origin_at -1725.7 1267.0 17.3 
00A1: put_actor $PLAYER_ACTOR at -1725.7 1267.0 17.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.8 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:SYN5_2799
if 
  95@ == 1 
else_jump @SYN5_7288 
if 
  96@ == 0 
else_jump @SYN5_3023 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_3023 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $132 
if 
  135@ == 0 
else_jump @SYN5_2986 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor $132 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0107: 81@ = create_object #SNIPER_ANIM at -1714.2 1266.5 18.3 
jump @SYN5_3016 

:SYN5_2986
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 203@ 
0618: assign_actor $132 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_3016
96@ = 1 

:SYN5_3023
if 
  96@ == 1 
else_jump @SYN5_3243 
if 
  140@ == 0 
else_jump @SYN5_3243 
062E: get_actor $132 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_3243 
04C4: store_coords_to 199@ 200@ 201@ from_actor $132 with_offset 0.0 1.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at 199@ 200@ 201@ 
0172: 199@ = actor $132 Z_angle 
199@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 199@ 
140@ = 2 
142@ = 2 
143@ = 4 
gosub @SYN5_30462 
015F: set_camera_position -1722.04 1273.2 18.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1708.2 1299.9 17.76 switchstyle 2 
96@ = 2 

:SYN5_3243
if 
  96@ == 2 
else_jump @SYN5_3466 
if 
  135@ == 0 
else_jump @SYN5_3441 
04C4: store_coords_to 199@ 200@ 201@ from_actor $132 with_offset 0.0 0.5 0.0 
048F: actor $132 remove_weapons 
01BC: put_object 81@ at 199@ 200@ 201@ 
0172: 199@ = actor $PLAYER_ACTOR Z_angle 
0177: set_object 81@ Z_angle_to 199@ 
0605: actor $132 perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
96@ = 3 
jump @SYN5_3466 

:SYN5_3441
if 
  140@ == 0 
else_jump @SYN5_3466 
96@ = 3 

:SYN5_3466
if 
  96@ == 3 
else_jump @SYN5_3800 
if 
  135@ == 0 
else_jump @SYN5_3793 
if 
03CA:   object 81@ exists 
else_jump @SYN5_3786 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
else_jump @SYN5_3702 
0613: 139@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
if 
0837:   object 81@ animation == "PASS_RIFLE_O" 
else_jump @SYN5_3633 
083A: set_object 81@ animation "PASS_RIFLE_O" progress_to 139@ 
jump @SYN5_3702 

:SYN5_3633
if 
075A: set_object 81@ animation "PASS_RIFLE_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @SYN5_3702 
0836: set_object 81@ animation "PASS_RIFLE_O" at 0.0 times_normal_rate 

:SYN5_3702
if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
else_jump @SYN5_3786 
0613: 202@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
if 
  202@ == 1.0 
else_jump @SYN5_3786 
96@ = 4 

:SYN5_3786
jump @SYN5_3800 

:SYN5_3793
96@ = 4 

:SYN5_3800
if 
  96@ == 4 
else_jump @SYN5_3952 
if 
  135@ == 0 
else_jump @SYN5_3841 
0108: destroy_object 81@ 

:SYN5_3841
041A: 99@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 99@ 
else_jump @SYN5_3892 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
jump @SYN5_3899 

:SYN5_3892
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_3899
0667: AS_actor $PLAYER_ACTOR aim_at -1715.4 1287.5 16.5 -1 ms 
05D4: AS_actor $132 rotate_angle 332.1 
gosub @SYN5_23790 
40@ = 0 
96@ = 5 

:SYN5_3952
if 
  96@ == 5 
else_jump @SYN5_4245 
if 
  40@ > 2000 
else_jump @SYN5_4245 
if 
  140@ == 0 
else_jump @SYN5_4245 
if 
8118:   not actor 53@ dead 
else_jump @SYN5_4084 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1711.1 1354.0 16.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 200.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 53@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_4084
if 
8118:   not actor 54@ dead 
else_jump @SYN5_4152 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1686.6 1376.2 13.8 mode 4 time -1 ms // versionA 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 54@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_4152
015F: set_camera_position -1707.1 1329.7 18.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.8 1360.3 9.0 switchstyle 2 
140@ = 2 
142@ = 4 
143@ = 5 
gosub @SYN5_30462 
40@ = 0 
96@ = 6 

:SYN5_4245
if 
  96@ == 6 
else_jump @SYN5_4490 
if 
  40@ > 5000 
else_jump @SYN5_4490 
if 
8118:   not actor 56@ dead 
else_jump @SYN5_4383 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1682.7 1343.1 16.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1672.7 1342.6 16.2 mode 4 time -1 ms // versionA 
0173: set_actor 56@ Z_angle_to 4.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 56@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_4383
041D: set_camera_near_clip 0.1 
015F: set_camera_position -1712.2 1354.2 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.7 1338.4 9.9 switchstyle 2 
140@ = 2 
142@ = 5 
143@ = 6 
gosub @SYN5_30462 
gosub @SYN5_24422 
40@ = 0 
96@ = 7 

:SYN5_4490
if 
  96@ == 7 
else_jump @SYN5_4675 
if 
  40@ > 4000 
else_jump @SYN5_4675 
if 
  140@ == 0 
else_jump @SYN5_4675 
if 
8118:   not actor $414 dead 
else_jump @SYN5_4568 
0337: set_actor $414 visibility 1 

:SYN5_4568
041D: set_camera_near_clip 0.9 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
0729: AS_actor $132 hold_cellphone 1 
140@ = 2 
142@ = 6 
143@ = 7 
gosub @SYN5_30462 
40@ = 0 
96@ = 8 

:SYN5_4675
if 
  96@ == 8 
else_jump @SYN5_4772 
if 
  40@ > 2000 
else_jump @SYN5_4772 
if 
  140@ == 0 
else_jump @SYN5_4772 
140@ = 2 
142@ = 7 
143@ = 9 
gosub @SYN5_30462 
40@ = 0 
96@ = 9 

:SYN5_4772
if 
  96@ == 9 
else_jump @SYN5_4879 
if 
  140@ == 0 
else_jump @SYN5_4879 
062E: get_actor $132 task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 1 // == constant 
else_jump @SYN5_4844 
0729: AS_actor $132 hold_cellphone 0 

:SYN5_4844
140@ = 2 
142@ = 9 
143@ = 11 
gosub @SYN5_30462 
96@ = 10 

:SYN5_4879
if 
  96@ == 10 
else_jump @SYN5_5383 
if 
  140@ == 0 
else_jump @SYN5_5383 
062E: get_actor $132 task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 1 // == constant 
else_jump @SYN5_4951 
0729: AS_actor $132 hold_cellphone 0 

:SYN5_4951
if 
8118:   not actor 44@ dead 
else_jump @SYN5_5042 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1683.4 1326.9 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1673.4 1335.0 6.2 mode 4 time -1 ms // versionA 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 203@ 
0618: assign_actor 44@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5042
if 
8118:   not actor $414 dead 
else_jump @SYN5_5134 
0615: define_AS_pack_begin 203@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1684.8 1324.7 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1675.7 1336.1 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5134
if 
8118:   not actor 45@ dead 
else_jump @SYN5_5226 
0615: define_AS_pack_begin 203@ 
05B9: AS_actor -1 stay_idle 700 ms 
05D3: AS_actor -1 goto_point -1687.2 1323.8 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.0 1334.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 45@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5226
if 
8118:   not actor 46@ dead 
else_jump @SYN5_5318 
0615: define_AS_pack_begin 203@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D3: AS_actor -1 goto_point -1689.0 1325.4 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1678.0 1333.7 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 46@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5318
015F: set_camera_position -1693.9 1318.9 7.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1686.1 1320.8 6.6 switchstyle 2 
40@ = 0 
96@ = 11 

:SYN5_5383
if 
  96@ == 11 
else_jump @SYN5_5874 
if 
  40@ > 3000 
else_jump @SYN5_5874 
if 
8118:   not actor $414 dead 
else_jump @SYN5_5512 
00A1: put_actor $414 at -1681.4 1326.4 6.2 
0173: set_actor $414 Z_angle_to 300.1 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5512
if 
8118:   not actor 44@ dead 
else_jump @SYN5_5604 
00A1: put_actor 44@ at -1684.1 1324.1 6.2 
0173: set_actor 44@ Z_angle_to 311.1 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 44@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5604
if 
8118:   not actor 45@ dead 
else_jump @SYN5_5696 
00A1: put_actor 45@ at -1683.0 1321.7 6.2 
0173: set_actor 45@ Z_angle_to 333.4 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 45@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5696
if 
8118:   not actor 46@ dead 
else_jump @SYN5_5788 
00A1: put_actor 46@ at -1685.4 1323.6 6.2 
0173: set_actor 46@ Z_angle_to 323.8 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 46@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_5788
015F: set_camera_position -1678.4 1318.3 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1680.6 1330.0 8.9 switchstyle 2 
140@ = 2 
142@ = 11 
143@ = 14 
gosub @SYN5_30462 
96@ = 12 

:SYN5_5874
if 
  96@ == 12 
else_jump @SYN5_7288 
if 
  140@ == 0 
else_jump @SYN5_7288 
97@ = 0 

:SYN5_5917
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
140@ = 0 
fade 0 500 

:SYN5_5943
if 
fading 
else_jump @SYN5_5967 
wait 0 
jump @SYN5_5943 

:SYN5_5967
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_5999 
jump @SYN5_8957 

:SYN5_5999
if 
  98@ == 1 
else_jump @SYN5_6024 
jump @SYN5_23141 

:SYN5_6024
041D: set_camera_near_clip 0.9 
if 
  97@ == 1 
else_jump @SYN5_6334 
041A: 99@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 99@ 
else_jump @SYN5_6086 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 

:SYN5_6086
0108: destroy_object 81@ 
048F: actor $132 remove_weapons 
00BE: text_clear_all 
062E: get_actor $132 task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 1 // == constant 
else_jump @SYN5_6134 
0729: AS_actor $132 hold_cellphone 0 

:SYN5_6134
0792: disembark_instantly_actor $132 
0173: set_actor $132 Z_angle_to 332.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 332.1 
gosub @SYN5_23790 
gosub @SYN5_24422 
if 
8118:   not actor $414 dead 
else_jump @SYN5_6196 
0337: set_actor $414 visibility 1 

:SYN5_6196
if 
8118:   not actor 53@ dead 
else_jump @SYN5_6242 
00A1: put_actor 53@ at -1711.1 1354.0 16.0 
0173: set_actor 53@ Z_angle_to 200.0 

:SYN5_6242
if 
8118:   not actor 54@ dead 
else_jump @SYN5_6288 
00A1: put_actor 54@ at -1686.6 1376.2 13.8 
0173: set_actor 54@ Z_angle_to 200.0 

:SYN5_6288
if 
8118:   not actor 56@ dead 
else_jump @SYN5_6334 
00A1: put_actor 56@ at -1672.7 1342.6 16.2 
0173: set_actor 56@ Z_angle_to 4.0 

:SYN5_6334
if 
8118:   not actor $414 dead 
else_jump @SYN5_6446 
0792: disembark_instantly_actor $414 
00A1: put_actor $414 at -1681.9 1335.8 16.2 
0173: set_actor $414 Z_angle_to 337.1 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1681.7 1335.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 331.0 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_6446
if 
8118:   not actor 44@ dead 
else_jump @SYN5_6558 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at -1688.2 1334.3 16.2 
0173: set_actor 44@ Z_angle_to 257.0 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1686.1 1334.1 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 294.0 
0616: define_AS_pack_end 203@ 
0618: assign_actor 44@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_6558
if 
8118:   not actor 45@ dead 
else_jump @SYN5_6670 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1685.8 1336.4 16.2 
0173: set_actor 45@ Z_angle_to 320.0 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1683.9 1338.4 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 316.8 
0616: define_AS_pack_end 203@ 
0618: assign_actor 45@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_6670
if 
8118:   not actor 46@ dead 
else_jump @SYN5_6782 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1688.3 1335.6 16.2 
0173: set_actor 46@ Z_angle_to 312.6 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1685.2 1340.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 310.0 
0616: define_AS_pack_end 203@ 
0618: assign_actor 46@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_6782
if 
8118:   not actor 53@ dead 
else_jump @SYN5_6813 
0187: 88@ = create_marker_above_actor 53@ 
0168: set_marker 88@ size 1 

:SYN5_6813
if 
8118:   not actor 54@ dead 
else_jump @SYN5_6844 
0187: 89@ = create_marker_above_actor 54@ 
0168: set_marker 89@ size 1 

:SYN5_6844
if 
8118:   not actor 55@ dead 
else_jump @SYN5_6875 
0187: 90@ = create_marker_above_actor 55@ 
0168: set_marker 90@ size 1 

:SYN5_6875
if 
8118:   not actor 56@ dead 
else_jump @SYN5_6906 
0187: 91@ = create_marker_above_actor 56@ 
0168: set_marker 91@ size 1 

:SYN5_6906
if 
8118:   not actor 57@ dead 
else_jump @SYN5_6937 
0187: 92@ = create_marker_above_actor 57@ 
0168: set_marker 92@ size 1 

:SYN5_6937
if 
8118:   not actor 58@ dead 
else_jump @SYN5_6968 
0187: 93@ = create_marker_above_actor 58@ 
0168: set_marker 93@ size 1 

:SYN5_6968
if 
8118:   not actor 57@ dead 
else_jump @SYN5_7014 
00A1: put_actor 57@ at -1669.5 1346.0 15.2 
0173: set_actor 57@ Z_angle_to 142.0 

:SYN5_7014
if 
8118:   not actor 54@ dead 
else_jump @SYN5_7060 
00A1: put_actor 54@ at -1694.7 1369.7 15.9 
0173: set_actor 54@ Z_angle_to 129.8 

:SYN5_7060
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0108: destroy_object 81@ 
0249: release_model #SNIPER_ANIM 
04EF: release_animation "MISC" 
0249: release_model 330 
01C3: remove_references_to_car 83@ 
0249: release_model 429 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $132 muted 1 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'SYN5_02' time 7000 flag 1  // ~s~Clear the roof so that the Triads can proceed.
fade 1 500 

:SYN5_7193
if 
fading 
else_jump @SYN5_7217 
wait 0 
jump @SYN5_7193 

:SYN5_7217
if 
  95@ == 10 
else_jump @SYN5_7242 
jump @SYN5_8957 

:SYN5_7242
if 
  98@ == 1 
else_jump @SYN5_7267 
jump @SYN5_23141 

:SYN5_7267
40@ = 0 
96@ = 0 
95@ = 3 

:SYN5_7288
if 
  95@ == 3 
else_jump @SYN5_8957 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @SYN5_7489 
if 
8118:   not actor 53@ dead 
else_jump @SYN5_7349 
02A9: set_actor 53@ immune_to_nonplayer 0 
0321: AS_actor 53@ die_headshotted 

:SYN5_7349
if 
8118:   not actor 54@ dead 
else_jump @SYN5_7377 
02A9: set_actor 54@ immune_to_nonplayer 0 
0321: AS_actor 54@ die_headshotted 

:SYN5_7377
if 
8118:   not actor 55@ dead 
else_jump @SYN5_7405 
02A9: set_actor 55@ immune_to_nonplayer 0 
0321: AS_actor 55@ die_headshotted 

:SYN5_7405
if 
8118:   not actor 56@ dead 
else_jump @SYN5_7433 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: AS_actor 56@ die_headshotted 

:SYN5_7433
if 
8118:   not actor 57@ dead 
else_jump @SYN5_7461 
02A9: set_actor 57@ immune_to_nonplayer 0 
0321: AS_actor 57@ die_headshotted 

:SYN5_7461
if 
8118:   not actor 58@ dead 
else_jump @SYN5_7489 
02A9: set_actor 58@ immune_to_nonplayer 0 
0321: AS_actor 58@ die_headshotted 

:SYN5_7489
if 
  96@ == 0 
else_jump @SYN5_8805 
if 
  140@ == 0 
else_jump @SYN5_8229 
if 
  100@ == 0 
else_jump @SYN5_7597 
if 
  40@ > 7000 
else_jump @SYN5_7597 
140@ = 3 
142@ = 1 
143@ = 2 
gosub @SYN5_30462 
100@ = 1 

:SYN5_7597
if 
  100@ == 1 
else_jump @SYN5_7668 
if 
  3 > 101@ 
else_jump @SYN5_7668 
140@ = 3 
142@ = 3 
143@ = 4 
gosub @SYN5_30462 
100@ = 2 

:SYN5_7668
if 
  100@ == 2 
else_jump @SYN5_7739 
if 
  2 > 101@ 
else_jump @SYN5_7739 
140@ = 3 
142@ = 4 
143@ = 5 
gosub @SYN5_30462 
100@ = 3 

:SYN5_7739
if 
  140@ == 0 
else_jump @SYN5_7810 
if 
  100@ == 3 
else_jump @SYN5_7810 
140@ = 3 
142@ = 2 
143@ = 3 
gosub @SYN5_30462 
100@ = 4 

:SYN5_7810
if 
  100@ == 4 
else_jump @SYN5_7881 
if 
  1 > 101@ 
else_jump @SYN5_7881 
140@ = 3 
142@ = 5 
143@ = 6 
gosub @SYN5_30462 
100@ = 5 

:SYN5_7881
if 
  106@ == 0 
else_jump @SYN5_7906 
106@ = 3 

:SYN5_7906
if 
  106@ == 3 
else_jump @SYN5_8017 
if 
  3 > 107@ 
else_jump @SYN5_8017 
if or
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
else_jump @SYN5_8010 
140@ = 4 
142@ = 3 
143@ = 4 
gosub @SYN5_30462 
106@ = 4 
jump @SYN5_8017 

:SYN5_8010
106@ = 5 

:SYN5_8017
if 
  140@ == 0 
else_jump @SYN5_8114 
if 
  106@ == 4 
else_jump @SYN5_8114 
if and
0118:   actor 56@ dead 
0118:   actor 57@ dead 
0118:   actor 58@ dead 
else_jump @SYN5_8114 
140@ = 4 
142@ = 4 
143@ = 5 
gosub @SYN5_30462 
106@ = 6 

:SYN5_8114
if 
  140@ == 0 
else_jump @SYN5_8229 
if 
  106@ == 5 
else_jump @SYN5_8229 
if 
  3 > 107@ 
else_jump @SYN5_8229 
if or
8118:   not actor 53@ dead 
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
else_jump @SYN5_8229 
140@ = 4 
142@ = 4 
143@ = 5 
gosub @SYN5_30462 
106@ = 6 

:SYN5_8229
if 
8118:   not actor 44@ dead 
else_jump @SYN5_8276 
if 
  40@ > 10000 
else_jump @SYN5_8276 
02A9: set_actor 44@ immune_to_nonplayer 0 
0321: AS_actor 44@ die_headshotted 

:SYN5_8276
if 
8118:   not actor 45@ dead 
else_jump @SYN5_8323 
if 
  40@ > 20000 
else_jump @SYN5_8323 
02A9: set_actor 45@ immune_to_nonplayer 0 
0321: AS_actor 45@ die_headshotted 

:SYN5_8323
if 
8118:   not actor 46@ dead 
else_jump @SYN5_8370 
if 
  40@ > 30000 
else_jump @SYN5_8370 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: AS_actor 46@ die_headshotted 

:SYN5_8370
if 
8118:   not actor $414 dead 
else_jump @SYN5_8421 
if 
  40@ > 40000 
else_jump @SYN5_8421 
02A9: set_actor $414 immune_to_nonplayer 0 
95@ = 10 

:SYN5_8421
if 
  6 > 114@ 
else_jump @SYN5_8522 
if 
  108@(114@,6i) == 0 
else_jump @SYN5_8508 
if 
0118:   actor 53@(114@,6i) dead 
else_jump @SYN5_8508 
0164: disable_marker 88@(114@,6i) 
107@ -= 1 
108@(114@,6i) = 1 

:SYN5_8508
114@ += 1 
jump @SYN5_8529 

:SYN5_8522
114@ = 0 

:SYN5_8529
if 
  3 > 105@ 
else_jump @SYN5_8621 
if 
  102@(105@,3i) == 0 
else_jump @SYN5_8607 
if 
0118:   actor 44@(105@,3i) dead 
else_jump @SYN5_8607 
101@ -= 1 
102@(105@,3i) = 1 

:SYN5_8607
105@ += 1 
jump @SYN5_8628 

:SYN5_8621
105@ = 0 

:SYN5_8628
gosub @SYN5_26427 
if 
0118:   actor 53@ dead 
else_jump @SYN5_8805 
if 
0118:   actor 54@ dead 
else_jump @SYN5_8805 
if 
0118:   actor 55@ dead 
else_jump @SYN5_8805 
if 
0118:   actor 56@ dead 
else_jump @SYN5_8805 
if 
0118:   actor 57@ dead 
else_jump @SYN5_8805 
if 
0118:   actor 58@ dead 
else_jump @SYN5_8805 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
40@ = 0 
96@ = 1 

:SYN5_8805
if 
  96@ == 1 
else_jump @SYN5_8957 
if 
  40@ > 2000 
else_jump @SYN5_8957 
0A6F: checkpoint_save 99 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
fade 0 500 

:SYN5_8862
if 
fading 
else_jump @SYN5_8886 
wait 0 
jump @SYN5_8862 

:SYN5_8886
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_8918 
jump @SYN5_8957 

:SYN5_8918
if 
  98@ == 1 
else_jump @SYN5_8943 
jump @SYN5_23141 

:SYN5_8943
96@ = 0 
95@ = 4 

:SYN5_8957
if 
  95@ == 10 
else_jump @SYN5_9644 
gosub @ENTEXT_63 
if 
  96@ == 0 
else_jump @SYN5_9437 
fade 0 500 

:SYN5_9007
if 
fading 
else_jump @SYN5_9031 
wait 0 
jump @SYN5_9007 

:SYN5_9031
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
140@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
009B: destroy_actor $414 
009B: destroy_actor $132 
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1677.2 1347.8 16.2 radius 1.0 
009A: $414 = create_actor_pedtype 24 model 120 at -1677.2 1347.8 16.2 
0173: set_actor $414 Z_angle_to 356.6 
01B2: give_actor $414 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $414 decision_maker_to 205@ 
03CB: set_rendering_origin_at -1677.2 1347.8 16.2 
015F: set_camera_position -1675.3 1349.0 17.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1684.1 1343.9 18.5 switchstyle 2 
fade 1 500 

:SYN5_9253
if 
fading 
else_jump @SYN5_9277 
wait 0 
jump @SYN5_9253 

:SYN5_9277
if 
8118:   not actor $414 dead 
else_jump @SYN5_9332 
0812: AS_actor $414 perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SYN5_9332
if 
  101@ > 0 
else_jump @SYN5_9385 
140@ = 5 
142@ = 3 
143@ = 4 
gosub @SYN5_30462 
jump @SYN5_9423 

:SYN5_9385
140@ = 5 
0209: 142@ = random_int_in_ranges 0 4 
0085: 143@ = 142@ // (int) 
143@ += 1 
gosub @SYN5_30462 

:SYN5_9423
41@ = 0 
96@ = 1 

:SYN5_9437
if 
  96@ == 1 
else_jump @SYN5_9644 
if 
  140@ == 0 
else_jump @SYN5_9644 
if 
  41@ > 4000 
else_jump @SYN5_9644 
fade 0 500 

:SYN5_9499
if 
fading 
else_jump @SYN5_9523 
wait 0 
jump @SYN5_9499 

:SYN5_9523
00A0: store_actor $PLAYER_ACTOR position_to 199@ 200@ 201@ 
03CB: set_rendering_origin_at 199@ 200@ 201@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'SYN5_05' time 5500 flag 1  // ~r~The Triad Leader has been killed!
fade 1 500 

:SYN5_9613
if 
fading 
else_jump @SYN5_9637 
wait 0 
jump @SYN5_9613 

:SYN5_9637
jump @SYN5_23141 

:SYN5_9644
if 
  95@ == 4 
else_jump @SYN5_17440 
if 
  96@ == 0 
else_jump @SYN5_10627 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
140@ = 0 
07C0: load_path 27 
07C0: load_path 28 
0247: load_model 600 
0247: load_model 566 
0247: load_model 487 
0247: load_model 413 
0247: load_model 102 
0247: load_model 103 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'TORINO' as 3 // models 290-299 
023C: load_special_actor 'TBONE' as 4 // models 290-299 
0247: load_model 343 
0247: load_model 355 
038B: load_requested_models 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $132 muted 0 // versionB 
00A5: 84@ = create_car 413 at -1634.3 1253.4 6.1 
0175: set_car 84@ Z_angle_to 44.5 
020A: set_car 84@ door_status_to 3 
05EB: assign_car 84@ to_path 27 
0706: advance_car 84@ further_along_path 35.0 
0792: disembark_instantly_actor $414 
00A1: put_actor $414 at -1678.7 1347.5 16.2 
0173: set_actor $414 Z_angle_to 32.6 
060B: set_actor $414 decision_maker_to 205@ 
0605: actor $414 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
if 
8118:   not actor 44@ dead 
else_jump @SYN5_10036 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at -1686.1 1348.7 16.2 
0173: set_actor 44@ Z_angle_to 33.6 
060B: set_actor 44@ decision_maker_to 205@ 
0605: actor 44@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10036
if 
8118:   not actor 45@ dead 
else_jump @SYN5_10136 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1687.7 1347.7 16.2 
0173: set_actor 45@ Z_angle_to 60.6 
060B: set_actor 45@ decision_maker_to 205@ 
0605: actor 45@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10136
if 
8118:   not actor 46@ dead 
else_jump @SYN5_10236 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1688.7 1346.1 16.2 
0173: set_actor 46@ Z_angle_to 41.8 
060B: set_actor 46@ decision_maker_to 205@ 
0605: actor 46@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_10236
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at -1721.4 1276.2 16.9 
0173: set_actor $132 Z_angle_to 326.3 
041A: 99@ = actor $PLAYER_ACTOR weapon 34 ammo 
if 
  24 > 99@ 
else_jump @SYN5_10381 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
jump @SYN5_10388 

:SYN5_10381
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_10388
0395: clear_area 1 at -1706.4 1327.1 6.4 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
0708: reset_decision_maker 204@ event 13 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 1000 

:SYN5_10490
if 
fading 
else_jump @SYN5_10514 
wait 0 
jump @SYN5_10490 

:SYN5_10514
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_10546 
jump @SYN5_8957 

:SYN5_10546
if 
  98@ == 1 
else_jump @SYN5_10571 
jump @SYN5_23141 

:SYN5_10571
140@ = 7 
142@ = 0 
143@ = 1 
gosub @SYN5_30462 
97@ = 1 
0707: start_scene_skip_to @SYN5_14715 
40@ = 0 
96@ = 1 

:SYN5_10627
if 
  96@ == 1 
else_jump @SYN5_11730 
if 
  140@ == 0 
else_jump @SYN5_11730 
if 
  40@ > 4000 
else_jump @SYN5_11730 
fade 0 500 

:SYN5_10689
if 
fading 
else_jump @SYN5_10713 
wait 0 
jump @SYN5_10689 

:SYN5_10713
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_10745 
jump @SYN5_8957 

:SYN5_10745
if 
  98@ == 1 
else_jump @SYN5_10770 
jump @SYN5_23141 

:SYN5_10770
if 
8119:   not car 84@ wrecked 
else_jump @SYN5_10800 
0657: car 84@ open_door 4 
0657: car 84@ open_door 5 

:SYN5_10800
gosub @SYN5_25113 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_10915 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1709.4 1345.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1349.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1360.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 43@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_10915
if 
8118:   not actor 53@ dead 
else_jump @SYN5_11023 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1709.4 1346.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1350.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1361.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 53@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_11023
if 
8118:   not actor 54@ dead 
else_jump @SYN5_11131 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1709.4 1343.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1351.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1362.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 54@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_11131
if 
8118:   not actor 55@ dead 
else_jump @SYN5_11239 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1709.4 1342.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1352.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1363.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 55@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_11239
if 
8118:   not actor 56@ dead 
else_jump @SYN5_11347 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1709.4 1341.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1353.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1364.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 56@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_11347
gosub @SYN5_25603 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 63@ to -1704.0 1333.5 5.9 speed 20.0 2 model 0 3 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1676.9 1360.6 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 64@ to -1706.6 1340.2 5.9 speed 20.0 2 model 0 3 
0616: define_AS_pack_end 203@ 
0618: assign_actor 49@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 65@ to -1718.4 1345.7 6.2 speed 20.0 2 model 0 3 
0616: define_AS_pack_end 203@ 
0618: assign_actor 51@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
015F: set_camera_position -1711.0 1343.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1726.7 1357.6 9.9 switchstyle 2 
fade 1 2000 

:SYN5_11607
if 
fading 
else_jump @SYN5_11631 
wait 0 
jump @SYN5_11607 

:SYN5_11631
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_11663 
jump @SYN5_8957 

:SYN5_11663
if 
  98@ == 1 
else_jump @SYN5_11688 
jump @SYN5_23141 

:SYN5_11688
140@ = 7 
142@ = 2 
143@ = 3 
gosub @SYN5_30462 
40@ = 0 
96@ = 2 

:SYN5_11730
if 
  96@ == 2 
else_jump @SYN5_11867 
if 
  40@ > 4000 
else_jump @SYN5_11867 
gosub @SYN5_26254 
015F: set_camera_position -1698.3 1327.6 7.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.2 1332.3 7.6 switchstyle 2 
140@ = 7 
142@ = 3 
143@ = 5 
gosub @SYN5_30462 
40@ = 0 
96@ = 3 

:SYN5_11867
if 
  96@ == 3 
else_jump @SYN5_12015 
if 
  140@ == 0 
else_jump @SYN5_12015 
if 
8118:   not actor $131 dead 
else_jump @SYN5_12015 
if 
80DF:   not actor $131 driving 
else_jump @SYN5_12015 
if 
8118:   not actor 47@ dead 
else_jump @SYN5_12001 
0615: define_AS_pack_begin 203@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1665.0 1370.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 47@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_12001
40@ = 0 
96@ = 4 

:SYN5_12015
if 
  96@ == 4 
else_jump @SYN5_12886 
fade 0 1000 

:SYN5_12040
if 
fading 
else_jump @SYN5_12064 
wait 0 
jump @SYN5_12040 

:SYN5_12064
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_12096 
jump @SYN5_8957 

:SYN5_12096
if 
  98@ == 1 
else_jump @SYN5_12121 
jump @SYN5_23141 

:SYN5_12121
if 
8118:   not actor 43@ dead 
else_jump @SYN5_12179 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at -1629.2 1414.2 6.2 
0173: set_actor 43@ Z_angle_to 87.6 
06AB: set_actor 43@ all_weapons_hidden 1 

:SYN5_12179
if 
8118:   not actor 53@ dead 
else_jump @SYN5_12276 
0792: disembark_instantly_actor 53@ 
00A1: put_actor 53@ at -1629.3 1412.4 6.2 
0173: set_actor 53@ Z_angle_to 76.7 
0605: actor 53@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12276
if 
8118:   not actor 54@ dead 
else_jump @SYN5_12337 
0792: disembark_instantly_actor 54@ 
00A1: put_actor 54@ at -1626.5 1414.2 6.2 
0173: set_actor 54@ Z_angle_to 116.9 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12337
if 
8118:   not actor 55@ dead 
else_jump @SYN5_12398 
0792: disembark_instantly_actor 55@ 
00A1: put_actor 55@ at -1628.5 1414.9 6.2 
0173: set_actor 55@ Z_angle_to 50.5 
01B2: give_actor 55@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12398
if 
8118:   not actor 56@ dead 
else_jump @SYN5_12459 
0792: disembark_instantly_actor 56@ 
00A1: put_actor 56@ at -1629.7 1416.0 6.2 
0173: set_actor 56@ Z_angle_to 222.8 
01B2: give_actor 56@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_12459
0677: AS_actor 55@ chat_with_actor 56@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 56@ chat_with_actor 55@ lead_speaker_flag 0 unknown_flag 1 
if 
8118:   not actor $131 dead 
else_jump @SYN5_12541 
0792: disembark_instantly_actor $131 
00A1: put_actor $131 at -1636.5 1412.5 6.2 
0173: set_actor $131 Z_angle_to 280.9 
06AB: set_actor $131 all_weapons_hidden 1 

:SYN5_12541
if 
8118:   not actor 47@ dead 
else_jump @SYN5_12673 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1634.9 1408.3 6.2 
0173: set_actor 47@ Z_angle_to 293.5 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1629.6 1411.7 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor 47@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_12673
0823: AS_actor $131 greet_actor 43@ 0.5 5 
03CB: set_rendering_origin_at -1629.2 1414.2 6.2 
015F: set_camera_position -1637.6 1410.8 8.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1626.4 1414.8 6.8 switchstyle 2 
fade 1 2000 

:SYN5_12763
if 
fading 
else_jump @SYN5_12787 
wait 0 
jump @SYN5_12763 

:SYN5_12787
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_12819 
jump @SYN5_8957 

:SYN5_12819
if 
  98@ == 1 
else_jump @SYN5_12844 
jump @SYN5_23141 

:SYN5_12844
140@ = 7 
142@ = 7 
143@ = 8 
gosub @SYN5_30462 
40@ = 0 
96@ = 5 

:SYN5_12886
if 
  96@ == 5 
else_jump @SYN5_12963 
if 
  40@ > 3500 
else_jump @SYN5_12963 
if 
8119:   not car 66@ wrecked 
else_jump @SYN5_12963 
05EB: assign_car 66@ to_path 28 
0706: advance_car 66@ further_along_path 10.0 
96@ = 6 

:SYN5_12963
if 
  96@ == 6 
else_jump @SYN5_13364 
if 
  40@ > 6000 
else_jump @SYN5_13364 
fade 0 500 

:SYN5_13007
if 
fading 
else_jump @SYN5_13031 
wait 0 
jump @SYN5_13007 

:SYN5_13031
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_13063 
jump @SYN5_8957 

:SYN5_13063
if 
  98@ == 1 
else_jump @SYN5_13088 
jump @SYN5_23141 

:SYN5_13088
if 
8118:   not actor $131 dead 
else_jump @SYN5_13114 
0173: set_actor $131 Z_angle_to 150.0 

:SYN5_13114
if 
8118:   not actor 47@ dead 
else_jump @SYN5_13140 
0173: set_actor 47@ Z_angle_to 150.0 

:SYN5_13140
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera -1657.1 1666.8 3.4 position_to -1599.1 1432.0 15.1 time 11000 smooth_transition 1 
0920: point_camera -1676.2 1618.2 11.4 transverse_to -1614.1 1428.9 15.4 time 11000 smooth_transition 1 
03CB: set_rendering_origin_at -1657.1 1666.8 3.4 
fade 1 500 

:SYN5_13248
if 
fading 
else_jump @SYN5_13272 
wait 0 
jump @SYN5_13248 

:SYN5_13272
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_13304 
jump @SYN5_8957 

:SYN5_13304
if 
  98@ == 1 
else_jump @SYN5_13329 
jump @SYN5_23141 

:SYN5_13329
140@ = 7 
142@ = 8 
143@ = 10 
gosub @SYN5_30462 
96@ = 7 

:SYN5_13364
if 
  96@ == 7 
else_jump @SYN5_13522 
if 
8119:   not car 66@ wrecked 
else_jump @SYN5_13522 
if 
01AD:   car 66@ sphere 0 near_point -1629.1 1429.5 radius 3.0 3.0 
else_jump @SYN5_13522 
if 
060E:   car 66@ assigned_to_path 
else_jump @SYN5_13457 
05EC: release_car 66@ from_path 

:SYN5_13457
04A2: set_heli 66@ fly_to -1629.1 1429.5 19.3 altitude_between 0.0 and 19.3 
140@ = 7 
142@ = 10 
143@ = 11 
gosub @SYN5_30462 
96@ = 8 

:SYN5_13522
if 
  96@ == 8 
else_jump @SYN5_13681 
if 
  140@ == 0 
else_jump @SYN5_13681 
0925: restore_camera_to_user_defined 
if 
8119:   not car 66@ wrecked 
else_jump @SYN5_13681 
04D0: force_heli 66@ looking_angle_to 270.0 
04A2: set_heli 66@ fly_to -615.5 1513.9 54.8 altitude_between 0.0 and 25.5 
015F: set_camera_position -1647.6 1409.7 8.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1590.8 1426.7 13.8 switchstyle 2 
40@ = 0 
96@ = 9 

:SYN5_13681
if 
  96@ == 9 
else_jump @SYN5_14212 
if 
  40@ > 1000 
else_jump @SYN5_14212 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_13785 
0687: clear_actor 43@ task 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1628.8 1421.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 43@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_13785
if 
8118:   not actor 53@ dead 
else_jump @SYN5_13852 
0687: clear_actor 53@ task 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1626.8 1419.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 53@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_13852
if 
8118:   not actor 54@ dead 
else_jump @SYN5_13919 
0687: clear_actor 54@ task 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1630.8 1423.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 54@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_13919
if 
8118:   not actor 55@ dead 
else_jump @SYN5_13986 
0687: clear_actor 55@ task 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1632.8 1425.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 55@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_13986
if 
8118:   not actor 56@ dead 
else_jump @SYN5_14053 
0687: clear_actor 56@ task 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1634.0 1423.0 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor 56@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_14053
if 
8118:   not actor $131 dead 
else_jump @SYN5_14108 
01B2: give_actor $131 weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor $131 armed_weapon_to 17 
0668: AS_actor $131 rotate_and_shoot_at -1652.5 1396.0 6.2 500 ms 

:SYN5_14108
if 
8118:   not actor 47@ dead 
else_jump @SYN5_14170 
01B2: give_actor 47@ weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor 47@ armed_weapon_to 17 
0615: define_AS_pack_begin 203@ 
05B9: AS_actor -1 stay_idle 500 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 47@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_14170
140@ = 7 
142@ = 11 
143@ = 12 
gosub @SYN5_30462 
40@ = 0 
96@ = 10 

:SYN5_14212
if 
  96@ == 10 
else_jump @SYN5_14305 
if 
8118:   not actor 47@ dead 
else_jump @SYN5_14305 
062E: get_actor 47@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_14305 
0668: AS_actor 47@ rotate_and_shoot_at -1653.1 1400.0 7.0 500 ms 
96@ = 11 

:SYN5_14305
if 
  96@ == 11 
else_jump @SYN5_14551 
if 
  140@ == 0 
else_jump @SYN5_14551 
if 
  40@ > 2000 
else_jump @SYN5_14551 
if 
8118:   not actor $131 dead 
else_jump @SYN5_14551 
062E: get_actor $131 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_14551 
0615: define_AS_pack_begin 203@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1649.1 1395.0 7.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
140@ = 7 
142@ = 12 
143@ = 14 
gosub @SYN5_30462 
015F: set_camera_position -1665.9 1386.8 11.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.2 1407.9 9.9 switchstyle 2 
40@ = 0 
96@ = 12 

:SYN5_14551
if 
  96@ == 12 
else_jump @SYN5_14671 
if 
  40@ > 1500 
else_jump @SYN5_14671 
064B: 67@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 67@ visible 
064B: 68@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 68@ visible 
96@ = 13 

:SYN5_14671
if 
  96@ == 13 
else_jump @SYN5_17440 
if 
  40@ > 5000 
else_jump @SYN5_17440 
97@ = 0 

:SYN5_14715
0701: end_scene_skip 
if 
  97@ == 1 
else_jump @SYN5_14752 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
140@ = 0 

:SYN5_14752
fade 0 500 

:SYN5_14759
if 
fading 
else_jump @SYN5_14783 
wait 0 
jump @SYN5_14759 

:SYN5_14783
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_14815 
jump @SYN5_8957 

:SYN5_14815
if 
  98@ == 1 
else_jump @SYN5_14840 
jump @SYN5_23141 

:SYN5_14840
if 
  97@ == 1 
else_jump @SYN5_15183 
0925: restore_camera_to_user_defined 
gosub @SYN5_25113 
gosub @SYN5_25603 
if 
8119:   not car 63@ wrecked 
else_jump @SYN5_14920 
00AB: put_car 63@ at -1702.9 1335.5 5.9 
0175: set_car 63@ Z_angle_to 271.8 

:SYN5_14920
if 
8119:   not car 64@ wrecked 
else_jump @SYN5_14966 
00AB: put_car 64@ at -1706.6 1340.2 5.9 
0175: set_car 64@ Z_angle_to 271.8 

:SYN5_14966
if 
8119:   not car 65@ wrecked 
else_jump @SYN5_15012 
00AB: put_car 65@ at -1718.4 1345.7 6.2 
0175: set_car 65@ Z_angle_to 231.8 

:SYN5_15012
if 
8119:   not car 84@ wrecked 
else_jump @SYN5_15093 
0657: car 84@ open_door 4 
0657: car 84@ open_door 5 
if 
060E:   car 84@ assigned_to_path 
else_jump @SYN5_15063 
05EC: release_car 84@ from_path 

:SYN5_15063
00AB: put_car 84@ at -1722.3 1365.6 6.2 
0175: set_car 84@ Z_angle_to 325.6 

:SYN5_15093
0873: release_path 27 
0650: destroy_particle 67@ 
0650: destroy_particle 68@ 
064B: 67@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 67@ visible 
064B: 68@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 68@ visible 

:SYN5_15183
0792: disembark_instantly_actor $414 
0792: disembark_instantly_actor $132 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B2: give_actor $132 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $132 decision_maker_to 204@ 
0668: AS_actor $414 rotate_and_shoot_at -1685.2 1363.1 7.8 -1 ms 
if 
8118:   not actor 44@ dead 
else_jump @SYN5_15276 
0668: AS_actor 44@ rotate_and_shoot_at -1682.2 1364.1 7.8 -1 ms 

:SYN5_15276
if 
8118:   not actor 45@ dead 
else_jump @SYN5_15314 
0668: AS_actor 45@ rotate_and_shoot_at -1694.2 1355.1 7.8 -1 ms 

:SYN5_15314
if 
8118:   not actor 46@ dead 
else_jump @SYN5_15352 
0668: AS_actor 46@ rotate_and_shoot_at -1704.2 1343.1 7.8 -1 ms 

:SYN5_15352
if 
8118:   not actor 43@ dead 
else_jump @SYN5_15651 
0792: disembark_instantly_actor 43@ 
if 
80DF:   not actor 43@ driving 
else_jump @SYN5_15416 
00A1: put_actor 43@ at -1618.9 1401.8 6.2 
jump @SYN5_15436 

:SYN5_15416
0362: remove_actor 43@ from_car_and_place_at -1618.9 1401.8 6.2 

:SYN5_15436
0173: set_actor 43@ Z_angle_to 110.5 
06AB: set_actor 43@ all_weapons_hidden 0 
0615: define_AS_pack_begin 206@ 
0637: AS_actor -1 goto -1619.3 1412.1 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 206@ 
0615: define_AS_pack_begin 207@ 
0637: AS_actor -1 goto -1635.0 1430.4 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 207@ 
0615: define_AS_pack_begin 208@ 
0618: assign_actor -1 to_AS_pack 206@ 
0618: assign_actor -1 to_AS_pack 207@ 
0618: assign_actor -1 to_AS_pack 207@ 
0618: assign_actor -1 to_AS_pack 206@ 
0643: set_AS_pack 208@ loop 1 
0616: define_AS_pack_end 208@ 
0618: assign_actor 43@ to_AS_pack 208@ 
061B: remove_references_to_AS_pack 206@ 
061B: remove_references_to_AS_pack 207@ 
061B: remove_references_to_AS_pack 208@ 
0187: 87@ = create_marker_above_actor 43@ 

:SYN5_15651
if 
8118:   not actor 47@ dead 
else_jump @SYN5_15777 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1631.2 1410.3 6.2 
0173: set_actor 47@ Z_angle_to 137.6 
0615: define_AS_pack_begin 203@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 203@ 
0618: assign_actor 47@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_15777
009A: 48@ = create_actor_pedtype 25 model 116@(115@,7i) at -1697.9 1345.7 6.1 
02E2: set_actor 48@ weapon_accuracy_to 138@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
0792: disembark_instantly_actor 48@ 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0173: set_actor 48@ Z_angle_to 146.8 
060B: set_actor 48@ decision_maker_to 204@ 
0816: set_actor 48@ dont_chase_victim 1 
0615: define_AS_pack_begin 203@ 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 48@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
if 
8118:   not actor 49@ dead 
else_jump @SYN5_16016 
0792: disembark_instantly_actor 49@ 
0350: set_actor 49@ maintain_position_when_attacked 0 
0816: set_actor 49@ dont_chase_victim 1 
0615: define_AS_pack_begin 203@ 
05F5: AS_actor -1 goto_point_using_paths -1690.4 1367.5 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 49@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_16016
if 
8118:   not actor 50@ dead 
else_jump @SYN5_16127 
0792: disembark_instantly_actor 50@ 
0350: set_actor 50@ maintain_position_when_attacked 0 
0816: set_actor 50@ dont_chase_victim 1 
0615: define_AS_pack_begin 203@ 
05F5: AS_actor -1 goto_point_using_paths -1690.9 1363.8 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 50@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_16127
if 
8118:   not actor 51@ dead 
else_jump @SYN5_16238 
0792: disembark_instantly_actor 51@ 
0350: set_actor 51@ maintain_position_when_attacked 0 
0816: set_actor 51@ dont_chase_victim 1 
0615: define_AS_pack_begin 203@ 
05F5: AS_actor -1 goto_point_using_paths -1698.8 1352.4 6.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 251.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 51@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_16238
if 
8118:   not actor 52@ dead 
else_jump @SYN5_16349 
0792: disembark_instantly_actor 52@ 
0350: set_actor 52@ maintain_position_when_attacked 0 
0816: set_actor 52@ dont_chase_victim 1 
0615: define_AS_pack_begin 203@ 
05F5: AS_actor -1 goto_point_using_paths -1682.5 1364.4 6.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 182.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 52@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_16349
064B: 69@ = create_particle "TEARGASAD" at -1657.8 1405.0 7.0 type 1 
064C: make_particle 69@ visible 
064B: 70@ = create_particle "TEARGASAD" at -1643.3 1390.7 7.0 type 1 
064C: make_particle 70@ visible 
if 
8118:   not actor 53@ dead 
else_jump @SYN5_16508 
0792: disembark_instantly_actor 53@ 
00A1: put_actor 53@ at -1647.7 1421.8 6.2 
0173: set_actor 53@ Z_angle_to 186.5 
0350: set_actor 53@ maintain_position_when_attacked 0 
0816: set_actor 53@ dont_chase_victim 1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:SYN5_16508
if 
8118:   not actor 54@ dead 
else_jump @SYN5_16577 
0792: disembark_instantly_actor 54@ 
00A1: put_actor 54@ at -1672.6 1373.9 8.8 
0173: set_actor 54@ Z_angle_to 136.4 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SYN5_16577
if 
8118:   not actor 55@ dead 
else_jump @SYN5_16646 
0792: disembark_instantly_actor 55@ 
00A1: put_actor 55@ at -1631.8 1398.7 6.2 
0173: set_actor 55@ Z_angle_to 105.9 
01B2: give_actor 55@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:SYN5_16646
if 
8118:   not actor 56@ dead 
else_jump @SYN5_16729 
0792: disembark_instantly_actor 56@ 
00A1: put_actor 56@ at -1658.7 1387.3 6.2 
0173: set_actor 56@ Z_angle_to 144.5 
01B2: give_actor 56@ weapon 32 ammo 30000 // Load the weapon model before using this 
0350: set_actor 56@ maintain_position_when_attacked 0 
0816: set_actor 56@ dont_chase_victim 1 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:SYN5_16729
0209: 115@ = random_int_in_ranges 0 2 
009A: 59@ = create_actor_pedtype 25 model 116@(115@,7i) at -1645.8 1401.5 8.8 
02E2: set_actor 59@ weapon_accuracy_to 138@ 
0173: set_actor 59@ Z_angle_to 129.4 
060B: set_actor 59@ decision_maker_to 204@ 
0816: set_actor 59@ dont_chase_victim 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
01B2: give_actor 59@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0209: 115@ = random_int_in_ranges 0 2 
009A: 60@ = create_actor_pedtype 25 model 116@(115@,7i) at -1670.5 1364.8 6.2 
02E2: set_actor 60@ weapon_accuracy_to 138@ 
0173: set_actor 60@ Z_angle_to 129.4 
060B: set_actor 60@ decision_maker_to 204@ 
0816: set_actor 60@ dont_chase_victim 1 
02A9: set_actor 60@ immune_to_nonplayer 1 
01B2: give_actor 60@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
0209: 115@ = random_int_in_ranges 0 2 
009A: 61@ = create_actor_pedtype 25 model 116@(115@,7i) at -1687.5 1367.8 6.2 
02E2: set_actor 61@ weapon_accuracy_to 138@ 
0173: set_actor 61@ Z_angle_to 124.5 
060B: set_actor 61@ decision_maker_to 204@ 
0816: set_actor 61@ dont_chase_victim 1 
02A9: set_actor 61@ immune_to_nonplayer 1 
01B2: give_actor 61@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 
0209: 115@ = random_int_in_ranges 0 2 
009A: 62@ = create_actor_pedtype 25 model 116@(115@,7i) at -1657.3 1379.8 8.8 
02E2: set_actor 62@ weapon_accuracy_to 138@ 
0173: set_actor 62@ Z_angle_to 140.5 
060B: set_actor 62@ decision_maker_to 204@ 
0816: set_actor 62@ dont_chase_victim 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
01B2: give_actor 62@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
00A6: destroy_car 66@ 
009B: destroy_actor $131 
0873: release_path 28 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "GRENADE" 
01C3: remove_references_to_car 66@ 
0249: release_model 487 
0249: release_model 600 
0249: release_model 566 
0249: release_model 413 
01C3: remove_references_to_car 83@ 
0249: release_model 429 
01EB: set_traffic_density_multiplier_to 1.0 
0709: set_decision_maker 204@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 204@ on_event 11 taskID 600 respect 100.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
03CB: set_rendering_origin_at -1720.4 1275.5 16.9 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
134@ = 1 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
fade 1 500 

:SYN5_17345
if 
fading 
else_jump @SYN5_17369 
wait 0 
jump @SYN5_17345 

:SYN5_17369
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_17401 
jump @SYN5_8957 

:SYN5_17401
if 
  98@ == 1 
else_jump @SYN5_17426 
jump @SYN5_23141 

:SYN5_17426
96@ = 0 
95@ = 5 

:SYN5_17440
if 
  95@ == 5 
else_jump @SYN5_21563 
if 
  96@ == 0 
else_jump @SYN5_17792 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1708.6 1331.1 radius 200.0 200.0 
else_jump @SYN5_17528 
03DE: set_pedestrians_density_multiplier_to 0.0 
jump @SYN5_17535 

:SYN5_17528
03DE: set_pedestrians_density_multiplier_to 1.0 

:SYN5_17535
gosub @SYN5_29044 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @SYN5_17585 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_17585 
02A9: set_actor 43@ immune_to_nonplayer 0 
0321: AS_actor 43@ die_headshotted 

:SYN5_17585
if 
0118:   actor 43@ dead 
else_jump @SYN5_17792 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @SYN5_17792 
00BE: text_clear_all 
0164: disable_marker 87@ 
fade 0 1000 

:SYN5_17640
if 
fading 
else_jump @SYN5_17664 
wait 0 
jump @SYN5_17640 

:SYN5_17664
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_17696 
jump @SYN5_8957 

:SYN5_17696
if 
  98@ == 1 
else_jump @SYN5_17721 
jump @SYN5_23141 

:SYN5_17721
04ED: load_animation "DANCING" 
04ED: load_animation "KISSING" 
04ED: load_animation "MISC" 
04ED: load_animation "RYDER" 
0247: load_model #DYN_WOODPILE2 
0247: load_model 452 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
038B: load_requested_models 
96@ = 1 

:SYN5_17792
if 
  96@ == 1 
else_jump @SYN5_19591 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
140@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -1629.438 1422.648 6.2 radius 60.0 
03CB: set_rendering_origin_at -1629.438 1422.648 6.2 
009B: destroy_actor 43@ 
009A: 43@ = create_actor_pedtype 25 model 293 at -1629.438 1422.648 6.2 
0223: set_actor 43@ health_to 500 
035F: actor 43@ armour += 100 
02E2: set_actor 43@ weapon_accuracy_to 138@ 
0173: set_actor 43@ Z_angle_to 260.0 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0332: set_actor 43@ bleeding 1 
060B: set_actor 43@ decision_maker_to 205@ 
0615: define_AS_pack_begin 203@ 
0605: actor -1 perform_animation "RYD_DIE_PT1" IFP "RYDER" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor 43@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1639.9 1410.3 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.8 
99@ = 0 
041A: 99@ = actor $PLAYER_ACTOR weapon 29 ammo 
if 
  99@ > 0 
else_jump @SYN5_18131 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
jump @SYN5_18218 

:SYN5_18131
041A: 99@ = actor $PLAYER_ACTOR weapon 28 ammo 
if 
  99@ > 0 
else_jump @SYN5_18173 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
jump @SYN5_18218 

:SYN5_18173
041A: 99@ = actor $PLAYER_ACTOR weapon 32 ammo 
if 
  99@ == 0 
else_jump @SYN5_18211 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 300 // Load the weapon model before using this 

:SYN5_18211
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 

:SYN5_18218
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1632.2 1419.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0373: set_camera_directly_behind_player 
015A: restore_camera 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_18292 
06C9: remove_actor $132 from_group 

:SYN5_18292
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at -1638.1 1408.8 6.2 
0173: set_actor $132 Z_angle_to 325.8 
060B: set_actor $132 decision_maker_to 205@ 
01B2: give_actor $132 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1630.5 1417.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $132 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0792: disembark_instantly_actor $414 
00A1: put_actor $414 at -1645.7 1409.0 6.2 
0173: set_actor $414 Z_angle_to 328.5 
060B: set_actor $414 decision_maker_to 205@ 
01B2: give_actor $414 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1640.2 1414.0 6.2 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 43@ 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
if 
8118:   not actor 47@ dead 
else_jump @SYN5_18565 
060B: set_actor 47@ decision_maker_to 205@ 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 47@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_18565
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
if 
8118:   not actor 53@ dead 
else_jump @SYN5_18658 
060B: set_actor 53@ decision_maker_to 205@ 
0792: disembark_instantly_actor 53@ 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 53@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_18658
009B: destroy_actor 54@ 
if 
8118:   not actor 55@ dead 
else_jump @SYN5_18731 
060B: set_actor 55@ decision_maker_to 205@ 
0792: disembark_instantly_actor 55@ 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 55@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_18731
if 
8118:   not actor 56@ dead 
else_jump @SYN5_18799 
060B: set_actor 56@ decision_maker_to 205@ 
0792: disembark_instantly_actor 56@ 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 203@ 
0618: assign_actor 56@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_18799
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009A: $131 = create_actor_pedtype 25 model 291 at -1633.1 1394.1 6.2 
02E2: set_actor $131 weapon_accuracy_to 138@ 
0173: set_actor $131 Z_angle_to 268.0 
060B: set_actor $131 decision_maker_to 205@ 
02A9: set_actor $131 immune_to_nonplayer 1 
0446: set_actor $131 dismemberment_possible 0 
035F: actor $131 armour += 100 
0376: 75@ = create_random_actor_at -1502.8 1379.5 3.1 
0173: set_actor 75@ Z_angle_to 123.3 
0605: actor 75@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 76@ = create_random_actor_at -1503.2 1377.3 3.1 
0173: set_actor 76@ Z_angle_to 37.1 
0605: actor 76@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 77@ = create_random_actor_at -1506.0 1375.2 3.1 
0173: set_actor 77@ Z_angle_to 291.9 
0605: actor 77@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 78@ = create_random_actor_at -1509.2 1379.3 2.8 
0376: 79@ = create_random_actor_at -1510.2 1379.3 2.8 
0639: AS_actor 78@ rotate_to_actor 79@ 
0605: actor 78@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor 79@ rotate_to_actor 78@ 
0605: actor 79@ perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
02CF: 80@ = create_fire_at -1505.0 1379.2 2.1 propagation 0 size 1 
029B: 86@ = init_object #DYN_WOODPILE2 at -1505.0 1379.2 2.1 
08D2: object 86@ scale_model 0.5 
07F7: set_object 86@ destructible 0 
00A5: 73@ = create_car 452 at -1504.0 1388.7 0.0 
0175: set_car 73@ Z_angle_to 282.0 
0323: enable_boat 73@ anchor 1 
04E0: car 73@ abandon_path_radius 255 
00A5: 74@ = create_car 452 at -1519.9 1382.3 0.0 
0175: set_car 74@ Z_angle_to 314.0 
0323: enable_boat 74@ anchor 1 
015F: set_camera_position -1643.8 1408.3 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.1 1416.7 7.9 switchstyle 2 
fade 1 1000 

:SYN5_19454
if 
fading 
else_jump @SYN5_19478 
wait 0 
jump @SYN5_19454 

:SYN5_19478
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_19510 
jump @SYN5_8957 

:SYN5_19510
if 
  98@ == 1 
else_jump @SYN5_19535 
jump @SYN5_23141 

:SYN5_19535
97@ = 1 
0707: start_scene_skip_to @SYN5_20973 
140@ = 8 
142@ = 0 
143@ = 1 
gosub @SYN5_30462 
40@ = 0 
96@ = 2 

:SYN5_19591
if 
  96@ == 2 
else_jump @SYN5_19796 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_19796 
if 
00EC:   actor 43@ sphere 0 near_point -1626.6 1421.8 radius 1.0 1.0 
else_jump @SYN5_19796 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at -1624.4 1423.8 6.2 
0173: set_actor 43@ Z_angle_to 135.0 
0812: AS_actor 43@ perform_animation "RYD_DIE_PT2" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position -1633.2 1416.9 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1624.2 1424.9 6.8 switchstyle 2 
96@ = 3 

:SYN5_19796
if 
  96@ == 3 
else_jump @SYN5_19931 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_19931 
if 
0611:   actor 43@ performing_animation "RYD_DIE_PT2" 
else_jump @SYN5_19931 
0613: 202@ = actor 43@ animation "RYD_DIE_PT2" time 
if 
  202@ > 0.783 
else_jump @SYN5_19931 
0393: actor 43@ perform_animation "RYD_DIE_PT2" at 0.0 times_normal_rate 
96@ = 4 

:SYN5_19931
if 
  96@ == 4 
else_jump @SYN5_20122 
if 
  140@ == 0 
else_jump @SYN5_20122 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_20122 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor 43@ 
074D: AS_actor -1 turns_to_and_look_at_actor 43@ timelimit 1000 
0616: define_AS_pack_end 203@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0615: define_AS_pack_begin 203@ 
0639: AS_actor -1 rotate_to_actor 43@ 
074D: AS_actor -1 turns_to_and_look_at_actor 43@ timelimit 1000 
0616: define_AS_pack_end 203@ 
0618: assign_actor $132 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
if 
0611:   actor 43@ performing_animation "RYD_DIE_PT2" 
else_jump @SYN5_20115 
0393: actor 43@ perform_animation "RYD_DIE_PT2" at 1.0 times_normal_rate 

:SYN5_20115
96@ = 5 

:SYN5_20122
if 
  96@ == 5 
else_jump @SYN5_20261 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_20261 
if 
0611:   actor 43@ performing_animation "RYD_DIE_PT2" 
else_jump @SYN5_20261 
0613: 202@ = actor 43@ animation "RYD_DIE_PT2" time 
if 
  202@ > 0.98 
else_jump @SYN5_20261 
00A1: put_actor 43@ at -1622.1 1425.5 6.2 
40@ = 0 
96@ = 6 

:SYN5_20261
if 
  96@ == 6 
else_jump @SYN5_20411 
if 
  40@ > 2000 
else_jump @SYN5_20411 
if 
8118:   not actor $131 dead 
else_jump @SYN5_20397 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1621.0 1396.0 7.4 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
0159: camera_on_ped $131 mode 15 switchstyle 2 
140@ = 8 
142@ = 1 
143@ = 4 
gosub @SYN5_30462 

:SYN5_20397
40@ = 0 
96@ = 7 

:SYN5_20411
if 
  96@ == 7 
else_jump @SYN5_20649 
if 
8118:   not actor $131 dead 
else_jump @SYN5_20649 
062E: get_actor $131 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_20649 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1614.82 1397.204 7.277 mode 6 time -1 ms // versionA 
07CD: AS_actor -1 walk_to -1614.82 1397.204 7.277 stop_with_angle 287.0 within_radius 0.9 
0812: AS_actor -1 perform_animation "RUN_DIVE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
015F: set_camera_position -1617.8 1398.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1614.2 1396.3 8.0 switchstyle 2 
40@ = 0 
96@ = 8 

:SYN5_20649
if 
  96@ == 8 
else_jump @SYN5_20720 
if 
  140@ == 0 
else_jump @SYN5_20720 
140@ = 8 
142@ = 4 
143@ = 6 
gosub @SYN5_30462 
96@ = 9 

:SYN5_20720
if 
  96@ == 9 
else_jump @SYN5_20833 
if 
8118:   not actor $131 dead 
else_jump @SYN5_20833 
if 
0611:   actor $131 performing_animation "RUN_DIVE" 
else_jump @SYN5_20833 
0613: 202@ = actor $131 animation "RUN_DIVE" time 
if 
  202@ > 0.98 
else_jump @SYN5_20833 
40@ = 0 
96@ = 10 

:SYN5_20833
if 
  96@ == 10 
else_jump @SYN5_20904 
if 
  40@ > 500 
else_jump @SYN5_20904 
097A: play_audio_at -1609.2 1401.7 5.8 event 1144 
40@ = 0 
96@ = 11 

:SYN5_20904
if 
  96@ == 11 
else_jump @SYN5_20948 
if 
  40@ > 1000 
else_jump @SYN5_20948 
96@ = 12 

:SYN5_20948
if 
  96@ == 12 
else_jump @SYN5_21563 
97@ = 0 

:SYN5_20973
0701: end_scene_skip 
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_21007 
jump @SYN5_8957 

:SYN5_21007
if 
  98@ == 1 
else_jump @SYN5_21032 
jump @SYN5_23141 

:SYN5_21032
if 
  97@ == 1 
else_jump @SYN5_21170 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
140@ = 0 
fade 0 500 

:SYN5_21074
if 
fading 
else_jump @SYN5_21098 
wait 0 
jump @SYN5_21074 

:SYN5_21098
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_21130 
jump @SYN5_8957 

:SYN5_21130
if 
  98@ == 1 
else_jump @SYN5_21155 
jump @SYN5_23141 

:SYN5_21155
009B: destroy_actor 43@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $132 

:SYN5_21170
if 
8118:   not actor $131 dead 
else_jump @SYN5_21295 
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_21295 
04D8: set_actor $131 drowns_in_water 0 
0792: disembark_instantly_actor $131 
00A1: put_actor $131 at -1543.9 1401.6 0.0 
0407: store_coords_to 199@ 200@ 201@ from_car 73@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $131 swim_to 199@ 200@ 201@ 
0A28: set_actor $131 swimming_speed_to 2.3 
0187: 87@ = create_marker_above_actor $131 

:SYN5_21295
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 64@ 
01C3: remove_references_to_car 65@ 
0249: release_model 600 
0249: release_model 566 
0249: release_model 117 
0249: release_model 102 
0249: release_model 103 
0249: release_model 173 
0249: release_model 174 
05D3: AS_actor $132 goto_point -1616.5 1402.9 6.2 mode 4 time -2 ms // versionA 
05D3: AS_actor $414 goto_point -1615.5 1398.4 6.2 mode 4 time -2 ms // versionA 
0296: unload_special_actor 4 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN5_07' time 7000 flag 1  // ~s~Jump into the water and swim after ~r~Ryder~s~.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:SYN5_21457
if 
fading 
else_jump @SYN5_21481 
wait 0 
jump @SYN5_21457 

:SYN5_21481
gosub @SYN5_23595 
if 
  95@ == 10 
else_jump @SYN5_21513 
jump @SYN5_8957 

:SYN5_21513
if 
  98@ == 1 
else_jump @SYN5_21538 
jump @SYN5_23141 

:SYN5_21538
141@ = 0 
96@ = 0 
95@ = 6 
0A6F: checkpoint_save 99 

:SYN5_21563
if 
  95@ == 6 
else_jump @SYN5_22920 
if 
  141@ == 0 
else_jump @SYN5_21649 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @SYN5_21649 
03D5: remove_text 'SYN5_07'  // ~s~Jump into the water and swim after ~r~Ryder~s~.
00BC: show_text_highpriority GXT 'SYN5_08' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~.
141@ = 1 

:SYN5_21649
if 
  141@ == 1 
else_jump @SYN5_21752 
if 
8119:   not car 74@ wrecked 
else_jump @SYN5_21752 
if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 10.0 10.0 sphere 0 
else_jump @SYN5_21752 
0186: 94@ = create_marker_above_car 74@ 
07E0: set_marker 94@ type_to 1 
00BC: show_text_highpriority GXT 'SYN5_11' time 7000 flag 1  // ~s~Get in the ~b~boat~s~.
141@ = 2 

:SYN5_21752
if 
  141@ == 2 
else_jump @SYN5_21894 
if 
8119:   not car 74@ wrecked 
else_jump @SYN5_21866 
if 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
else_jump @SYN5_21866 
if 
8118:   not actor 75@ dead 
else_jump @SYN5_21859 
140@ = 9 
0209: 142@ = random_int_in_ranges 0 3 
0085: 143@ = 142@ // (int) 
143@ += 1 
gosub @SYN5_30462 

:SYN5_21859
141@ = 3 

:SYN5_21866
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @SYN5_21894 
0164: disable_marker 94@ 
141@ = 3 

:SYN5_21894
if 
  141@ == 3 
else_jump @SYN5_21971 
if 
  140@ == 0 
else_jump @SYN5_21971 
if 
  140@ == 0 
else_jump @SYN5_21971 
00BC: show_text_highpriority GXT 'SYN5_12' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~. You can do a drive-by on his boat.
141@ = 4 

:SYN5_21971
if 
  141@ == 4 
else_jump @SYN5_22168 
if 
  140@ == 0 
else_jump @SYN5_22168 
if 
8118:   not actor $131 dead 
else_jump @SYN5_22168 
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_22168 
if 
00DB:   actor $131 in_car 73@ 
else_jump @SYN5_22168 
if 
8119:   not car 74@ wrecked 
else_jump @SYN5_22168 
if 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
else_jump @SYN5_22168 
if 
00F2:   actor $PLAYER_ACTOR near_actor $131 radius 15.0 15.0 0 
else_jump @SYN5_22168 
if 
8118:   not actor $131 dead 
else_jump @SYN5_22168 
140@ = 11 
142@ = 0 
gosub @SYN5_30462 
141@ = 5 

:SYN5_22168
if 
  96@ == 0 
else_jump @SYN5_22356 
if 
8118:   not actor $131 dead 
else_jump @SYN5_22356 
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_22356 
if 
80EC:   not actor $131 sphere 0 near_point 199@ 200@ radius 2.0 2.0 
else_jump @SYN5_22341 
062E: get_actor $131 task 2017 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_22334 
0407: store_coords_to 199@ 200@ 201@ from_car 73@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $131 swim_to 199@ 200@ 201@ 
0A28: set_actor $131 swimming_speed_to 2.3 

:SYN5_22334
jump @SYN5_22356 

:SYN5_22341
036A: put_actor $131 in_car 73@ 
96@ = 1 

:SYN5_22356
if 
  96@ == 1 
else_jump @SYN5_22478 
if 
8118:   not actor $131 dead 
else_jump @SYN5_22478 
if or
00F2:   actor $PLAYER_ACTOR near_actor $131 radius 20.0 20.0 0 
051A:   actor $131 damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN5_22436 
96@ = 2 

:SYN5_22436
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_22478 
if 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SYN5_22478 
96@ = 2 

:SYN5_22478
if 
  96@ == 2 
else_jump @SYN5_22602 
if 
  133@ == 4 
else_jump @SYN5_22602 
if 
8118:   not actor $131 dead 
else_jump @SYN5_22602 
if 
80F2:   not actor $PLAYER_ACTOR near_actor $131 radius 250.0 250.0 0 
else_jump @SYN5_22602 
if 
82CB:   not actor $131 bounding_sphere_visible 
else_jump @SYN5_22602 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_09' time 4000 flag 1  // ~r~Ryder has escaped!
jump @SYN5_23141 

:SYN5_22602
if 
8118:   not actor $131 dead 
else_jump @SYN5_22862 
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_22685 
if 
00DB:   actor $131 in_car 73@ 
else_jump @SYN5_22678 
if 
  96@ > 1 
else_jump @SYN5_22678 
gosub @SYN5_27541 

:SYN5_22678
jump @SYN5_22862 

:SYN5_22685
if 
  133@ == 0 
else_jump @SYN5_22740 
07E1: AS_actor $131 swim_to -1491.2 1387.4 0.0 
0A28: set_actor $131 swimming_speed_to 2.3 
133@ = 1 

:SYN5_22740
if 
  133@ == 1 
else_jump @SYN5_22862 
062E: get_actor $131 task 2017 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_22862 
0615: define_AS_pack_begin 203@ 
0638: AS_actor -1 stay_put 1 
05D3: AS_actor -1 goto_point -1497.2 1383.5 1.6 mode 6 time 1 ms // versionA 
05D4: AS_actor -1 rotate_angle 64.5 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
133@ = 2 

:SYN5_22862
if 
0119:   car 74@ wrecked 
else_jump @SYN5_22883 
0164: disable_marker 94@ 

:SYN5_22883
if 
0118:   actor $131 dead 
else_jump @SYN5_22920 
40@ = 0 
96@ = 0 
95@ = 7 

:SYN5_22920
if 
  95@ == 7 
else_jump @SYN5_23127 
if 
  40@ > 2000 
else_jump @SYN5_23067 
if 
  96@ == 0 
else_jump @SYN5_23067 
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @SYN5_23060 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
140@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
140@ = 10 
142@ = 0 
gosub @SYN5_30462 
96@ = 1 
jump @SYN5_23067 

:SYN5_23060
jump @SYN5_23159 

:SYN5_23067
if 
  96@ == 1 
else_jump @SYN5_23127 
if 
  140@ == 0 
else_jump @SYN5_23127 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @SYN5_23159 

:SYN5_23127
gosub @SYN5_32228 
jump @SYN5_1694 

:SYN5_23141
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:SYN5_23159
$544 += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 40 
0164: disable_marker $525 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_5'  // Pier 69
030C: progress_made = 1 
0164: disable_marker $532 
02A7: $532 = create_icon_marker_and_sphere $536 at $546 $547 $548 
return 

:SYN5_23250
if 
0844:   string s$705 empty // s$ 
else_jump @SYN5_23268 
02EB: restore_camera_with_jumpcut 

:SYN5_23268
0108: destroy_object 81@ 
0164: disable_marker 87@ 
04EF: release_animation "DANCING" 
04EF: release_animation "KISSING" 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 87@ 
0164: disable_marker 94@ 
0650: destroy_particle 67@ 
0650: destroy_particle 68@ 
0650: destroy_particle 69@ 
0650: destroy_particle 70@ 
0249: release_model 600 
0249: release_model 566 
0249: release_model 487 
0249: release_model 452 
0249: release_model 102 
0249: release_model 103 
0249: release_model 120 
0249: release_model 117 
0249: release_model 173 
0249: release_model 174 
0249: release_model 358 
0249: release_model 372 
0249: release_model 413 
0249: release_model 330 
0249: release_model 429 
0249: release_model #SNIPER_ANIM 
0249: release_model 343 
0249: release_model 567 
0249: release_model #DYN_WOODPILE2 
0249: release_model 355 
02D1: remove_fire 80@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SYN5_23501 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SYN5_23501
09F5: disable_player_mutal_activities 0 
01B7: release_weather 
034F: destroy_actor_with_fade $132 
034F: destroy_actor_with_fade $131 
034F: destroy_actor_with_fade 42@ 
034F: destroy_actor_with_fade 43@ 
091E: create_forbidden_for_boats_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:SYN5_23595
if 
  10 > 95@ 
else_jump @SYN5_23654 
if 
0118:   actor $132 dead 
else_jump @SYN5_23654 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_04' time 7000 flag 1  // ~r~Cesar has been killed!
98@ = 1 

:SYN5_23654
if 
  95@ == 3 
else_jump @SYN5_23704 
if 
0118:   actor $414 dead 
else_jump @SYN5_23704 
00BE: text_clear_all 
96@ = 0 
95@ = 10 

:SYN5_23704
if or
  95@ == 2 
  95@ > 3 
else_jump @SYN5_23788 
if 
   not 95@ == 10 
else_jump @SYN5_23788 
if 
0118:   actor $414 dead 
else_jump @SYN5_23788 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_05' time 7000 flag 1  // ~r~The Triad Leader has been killed!
98@ = 1 

:SYN5_23788
return 

:SYN5_23790
if 
0118:   actor 53@ dead 
else_jump @SYN5_23895 
0209: 115@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 116@(115@,7i) at -1713.16 1356.57 16.2 
0173: set_actor 53@ Z_angle_to 44.5 
01B2: give_actor 53@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 53@ ignore_weapon_range 1 
060B: set_actor 53@ decision_maker_to 205@ 
0350: set_actor 53@ maintain_position_when_attacked 1 
02A9: set_actor 53@ immune_to_nonplayer 1 

:SYN5_23895
if 
0118:   actor 54@ dead 
else_jump @SYN5_24000 
0209: 115@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 116@(115@,7i) at -1682.9 1379.8 13.8 
0173: set_actor 54@ Z_angle_to 36.8 
01B2: give_actor 54@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 54@ ignore_weapon_range 1 
060B: set_actor 54@ decision_maker_to 205@ 
0350: set_actor 54@ maintain_position_when_attacked 1 
02A9: set_actor 54@ immune_to_nonplayer 1 

:SYN5_24000
if 
0118:   actor 55@ dead 
else_jump @SYN5_24105 
0209: 115@ = random_int_in_ranges 0 2 
009A: 55@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.2 1393.2 20.5 
0173: set_actor 55@ Z_angle_to 276.9 
01B2: give_actor 55@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 55@ ignore_weapon_range 1 
060B: set_actor 55@ decision_maker_to 205@ 
0350: set_actor 55@ maintain_position_when_attacked 1 
02A9: set_actor 55@ immune_to_nonplayer 1 

:SYN5_24105
if 
0118:   actor 56@ dead 
else_jump @SYN5_24210 
0209: 115@ = random_int_in_ranges 0 2 
009A: 56@ = create_actor_pedtype 25 model 116@(115@,7i) at -1686.4 1345.6 16.2 
0173: set_actor 56@ Z_angle_to 4.0 
01B2: give_actor 56@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 56@ ignore_weapon_range 1 
060B: set_actor 56@ decision_maker_to 205@ 
0350: set_actor 56@ maintain_position_when_attacked 1 
02A9: set_actor 56@ immune_to_nonplayer 1 

:SYN5_24210
if 
0118:   actor 57@ dead 
else_jump @SYN5_24315 
0209: 115@ = random_int_in_ranges 0 2 
009A: 57@ = create_actor_pedtype 25 model 116@(115@,7i) at -1661.0 1362.2 17.4 
0173: set_actor 57@ Z_angle_to 236.8 
01B2: give_actor 57@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 57@ ignore_weapon_range 1 
060B: set_actor 57@ decision_maker_to 205@ 
0350: set_actor 57@ maintain_position_when_attacked 1 
02A9: set_actor 57@ immune_to_nonplayer 1 

:SYN5_24315
if 
0118:   actor 58@ dead 
else_jump @SYN5_24420 
0209: 115@ = random_int_in_ranges 0 2 
009A: 58@ = create_actor_pedtype 25 model 116@(115@,7i) at -1641.6 1369.9 17.4 
0173: set_actor 58@ Z_angle_to 211.1 
01B2: give_actor 58@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 58@ ignore_weapon_range 1 
060B: set_actor 58@ decision_maker_to 205@ 
0350: set_actor 58@ maintain_position_when_attacked 1 
02A9: set_actor 58@ immune_to_nonplayer 1 

:SYN5_24420
return 

:SYN5_24422
if 
0118:   actor $414 dead 
else_jump @SYN5_24592 
009A: $414 = create_actor_pedtype 24 model 120 at -1687.4 1321.1 6.2 
0173: set_actor $414 Z_angle_to 326.8 
0337: set_actor $414 visibility 0 
01B2: give_actor $414 weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor $414 untargetable 1 
060B: set_actor $414 decision_maker_to 205@ 
0350: set_actor $414 maintain_position_when_attacked 1 
02A9: set_actor $414 immune_to_nonplayer 1 
0615: define_AS_pack_begin 203@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_24592
if 
0118:   actor 44@ dead 
else_jump @SYN5_24765 
009A: 44@ = create_actor_pedtype 24 model 117 at -1689.5 1320.2 6.2 
0173: set_actor 44@ Z_angle_to 312.1 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 44@ cower 360000000 ms 
0568: set_actor 44@ untargetable 1 
060B: set_actor 44@ decision_maker_to 205@ 
0350: set_actor 44@ maintain_position_when_attacked 1 
02A9: set_actor 44@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 203@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor 44@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_24765
if 
0118:   actor 45@ dead 
else_jump @SYN5_24938 
009A: 45@ = create_actor_pedtype 24 model 117 at -1688.1 1319.3 6.2 
0173: set_actor 45@ Z_angle_to 327.2 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 45@ cower 360000000 ms 
0568: set_actor 45@ untargetable 1 
060B: set_actor 45@ decision_maker_to 205@ 
0350: set_actor 45@ maintain_position_when_attacked 1 
02A9: set_actor 45@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 203@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor 45@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_24938
if 
0118:   actor 46@ dead 
else_jump @SYN5_25111 
009A: 46@ = create_actor_pedtype 24 model 117 at -1686.5 1318.0 6.2 
0173: set_actor 46@ Z_angle_to 346.0 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 46@ cower 360000000 ms 
0568: set_actor 46@ untargetable 1 
060B: set_actor 46@ decision_maker_to 205@ 
0350: set_actor 46@ maintain_position_when_attacked 1 
02A9: set_actor 46@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 203@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 203@ 
0618: assign_actor 46@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 

:SYN5_25111
return 

:SYN5_25113
if 
0118:   actor 43@ dead 
else_jump @SYN5_25209 
009A: 43@ = create_actor_pedtype 25 model 293 at -1716.0 1349.8 6.2 
02E2: set_actor 43@ weapon_accuracy_to 138@ 
0245: set_actor 43@ walk_style_to "GANG2" 
0173: set_actor 43@ Z_angle_to 229.4 
01B2: give_actor 43@ weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 205@ 
0350: set_actor 43@ maintain_position_when_attacked 1 

:SYN5_25209
if 
0118:   actor 53@ dead 
else_jump @SYN5_25296 
0209: 115@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 116@(115@,7i) at -1716.8 1351.6 6.2 
02E2: set_actor 53@ weapon_accuracy_to 138@ 
0173: set_actor 53@ Z_angle_to 229.4 
060B: set_actor 53@ decision_maker_to 204@ 
02A9: set_actor 53@ immune_to_nonplayer 1 

:SYN5_25296
if 
0118:   actor 54@ dead 
else_jump @SYN5_25395 
0209: 115@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 116@(115@,7i) at -1720.5 1353.7 6.2 
02E2: set_actor 54@ weapon_accuracy_to 138@ 
0245: set_actor 54@ walk_style_to "GANG2" 
0173: set_actor 54@ Z_angle_to 229.4 
060B: set_actor 54@ decision_maker_to 204@ 
02A9: set_actor 54@ immune_to_nonplayer 1 

:SYN5_25395
if 
0118:   actor 55@ dead 
else_jump @SYN5_25492 
0209: 115@ = random_int_in_ranges 0 2 
009A: 55@ = create_actor_pedtype 25 model 116@(115@,7i) at -1718.4 1351.3 6.2 
02E2: set_actor 55@ weapon_accuracy_to 138@ 
0173: set_actor 55@ Z_angle_to 236.0 
01B2: give_actor 55@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 204@ 
02A9: set_actor 55@ immune_to_nonplayer 1 

:SYN5_25492
if 
0118:   actor 56@ dead 
else_jump @SYN5_25601 
0209: 115@ = random_int_in_ranges 0 2 
009A: 56@ = create_actor_pedtype 25 model 116@(115@,7i) at -1718.2 1353.3 6.2 
02E2: set_actor 56@ weapon_accuracy_to 138@ 
0245: set_actor 56@ walk_style_to "GANG1" 
0173: set_actor 56@ Z_angle_to 301.0 
01B2: give_actor 56@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 204@ 
02A9: set_actor 56@ immune_to_nonplayer 1 

:SYN5_25601
return 

:SYN5_25603
if 
0119:   car 63@ wrecked 
else_jump @SYN5_25683 
0674: set_car_model 600 numberplate "_SHERM__" 
00A5: 63@ = create_car 600 at -1774.2 1376.8 5.7 
0229: set_car 63@ primary_color_to 84 secondary_color_to 84 
0175: set_car 63@ Z_angle_to 251.8 
020A: set_car 63@ door_status_to 3 

:SYN5_25683
if 
0118:   actor $131 dead 
else_jump @SYN5_25759 
0129: $131 = create_actor_pedtype 25 model 291 in_car 63@ driverseat 
02E2: set_actor $131 weapon_accuracy_to 138@ 
01B2: give_actor $131 weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor $131 decision_maker_to 205@ 
02A9: set_actor $131 immune_to_nonplayer 1 
0446: set_actor $131 dismemberment_possible 0 
035F: actor $131 armour += 100 

:SYN5_25759
if 
0118:   actor 47@ dead 
else_jump @SYN5_25836 
0209: 115@ = random_int_in_ranges 3 5 
01C8: 47@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 63@ passenger_seat -1 
02E2: set_actor 47@ weapon_accuracy_to 138@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 204@ 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_25836
if 
0119:   car 64@ wrecked 
else_jump @SYN5_25892 
00A5: 64@ = create_car 566 at -1784.2 1379.8 5.7 
0175: set_car 64@ Z_angle_to 251.8 
020A: set_car 64@ door_status_to 3 

:SYN5_25892
if 
0118:   actor 49@ dead 
else_jump @SYN5_25967 
0209: 115@ = random_int_in_ranges 3 5 
0129: 49@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 64@ driverseat 
02E2: set_actor 49@ weapon_accuracy_to 138@ 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 204@ 
02A9: set_actor 49@ immune_to_nonplayer 1 

:SYN5_25967
if 
0118:   actor 50@ dead 
else_jump @SYN5_26044 
0209: 115@ = random_int_in_ranges 3 5 
01C8: 50@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 64@ passenger_seat 0 
02E2: set_actor 50@ weapon_accuracy_to 138@ 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 204@ 
02A9: set_actor 50@ immune_to_nonplayer 1 

:SYN5_26044
if 
0119:   car 65@ wrecked 
else_jump @SYN5_26100 
00A5: 65@ = create_car 566 at -1795.0 1383.6 5.7 
0175: set_car 65@ Z_angle_to 251.8 
020A: set_car 65@ door_status_to 3 

:SYN5_26100
if 
0118:   actor 51@ dead 
else_jump @SYN5_26175 
0209: 115@ = random_int_in_ranges 3 5 
0129: 51@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 65@ driverseat 
02E2: set_actor 51@ weapon_accuracy_to 138@ 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 204@ 
02A9: set_actor 51@ immune_to_nonplayer 1 

:SYN5_26175
if 
0118:   actor 52@ dead 
else_jump @SYN5_26252 
0209: 115@ = random_int_in_ranges 3 5 
01C8: 52@ = create_actor_pedtype 25 model 116@(115@,7i) in_car 65@ passenger_seat 0 
02E2: set_actor 52@ weapon_accuracy_to 138@ 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 204@ 
02A9: set_actor 52@ immune_to_nonplayer 1 

:SYN5_26252
return 

:SYN5_26254
if 
0119:   car 66@ wrecked 
else_jump @SYN5_26362 
00A5: 66@ = create_car 487 at -1600.9 1424.6 300.8 
0175: set_car 66@ Z_angle_to 97.2 
020A: set_car 66@ door_status_to 3 
0853: unknown_heli 66@ flag 3 
0825: set_helicopter 66@ instant_rotor_start 
04BA: set_car 66@ speed_to 10.0 
04A2: set_heli 66@ fly_to -1600.9 1424.6 300.0 altitude_between 0.0 and 300.0 

:SYN5_26362
if 
0118:   actor 42@ dead 
else_jump @SYN5_26425 
01C8: 42@ = create_actor_pedtype 25 model 292 in_car 66@ passenger_seat 0 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 205@ 
0446: set_actor 42@ dismemberment_possible 0 
02A9: set_actor 42@ immune_to_nonplayer 1 

:SYN5_26425
return 

:SYN5_26427
if 
8118:   not actor 53@ dead 
else_jump @SYN5_26576 
if 
  123@ == 0 
else_jump @SYN5_26576 
0615: define_AS_pack_begin 203@ 
05D3: AS_actor -1 goto_point -1705.8 1359.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1701.3 1356.7 16.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 236.7 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
if 
8118:   not actor $414 dead 
else_jump @SYN5_26551 
05E2: AS_actor -1 kill_actor $414 

:SYN5_26551
0616: define_AS_pack_end 203@ 
0618: assign_actor 53@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
123@ = 1 

:SYN5_26576
if 
8118:   not actor 54@ dead 
else_jump @SYN5_26716 
if 
  124@ == 0 
else_jump @SYN5_26716 
0615: define_AS_pack_begin 203@ 
if 
8118:   not actor $414 dead 
else_jump @SYN5_26691 
05D3: AS_actor -1 goto_point -1703.3 1361.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1699.8 1357.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $414 

:SYN5_26691
0616: define_AS_pack_end 203@ 
0618: assign_actor 54@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
124@ = 1 

:SYN5_26716
if 
8118:   not actor 55@ dead 
else_jump @SYN5_26856 
if 
  125@ == 0 
else_jump @SYN5_26856 
0615: define_AS_pack_begin 203@ 
if 
8118:   not actor $414 dead 
else_jump @SYN5_26831 
05D3: AS_actor -1 goto_point -1689.2 1371.8 14.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 202.3 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
0668: AS_actor -1 rotate_and_shoot_at -1687.6 1367.1 15.0 -2 ms 

:SYN5_26831
0616: define_AS_pack_end 203@ 
0618: assign_actor 55@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
125@ = 1 

:SYN5_26856
if 
8118:   not actor 56@ dead 
else_jump @SYN5_26959 
if 
  126@ == 0 
else_jump @SYN5_26959 
0615: define_AS_pack_begin 203@ 
if 
8118:   not actor $414 dead 
else_jump @SYN5_26934 
05D4: AS_actor -1 rotate_angle 107.3 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $414 

:SYN5_26934
0616: define_AS_pack_end 203@ 
0618: assign_actor 56@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
126@ = 1 

:SYN5_26959
if 
8118:   not actor 57@ dead 
else_jump @SYN5_27076 
if 
  127@ == 0 
else_jump @SYN5_27076 
0615: define_AS_pack_begin 203@ 
if 
8118:   not actor $414 dead 
else_jump @SYN5_27051 
05D3: AS_actor -1 goto_point -1674.2 1345.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $414 

:SYN5_27051
0616: define_AS_pack_end 203@ 
0618: assign_actor 57@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
127@ = 1 

:SYN5_27076
if 
8118:   not actor 58@ dead 
else_jump @SYN5_27231 
if 
  128@ == 0 
else_jump @SYN5_27231 
099F: AS_actor 58@ ignore_weapon_range 1 
0615: define_AS_pack_begin 203@ 
if 
8118:   not actor $414 dead 
else_jump @SYN5_27206 
05D3: AS_actor -1 goto_point -1643.6 1368.7 17.8 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 136.5 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -1661.5 1354.3 15.1 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $414 

:SYN5_27206
0616: define_AS_pack_end 203@ 
0618: assign_actor 58@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
128@ = 1 

:SYN5_27231
if 
8118:   not actor $414 dead 
else_jump @SYN5_27308 
if 
  129@ == 0 
else_jump @SYN5_27308 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
0616: define_AS_pack_end 203@ 
0618: assign_actor $414 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
129@ = 1 

:SYN5_27308
if 
8118:   not actor 44@ dead 
else_jump @SYN5_27385 
if 
  130@ == 0 
else_jump @SYN5_27385 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
0616: define_AS_pack_end 203@ 
0618: assign_actor 44@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
130@ = 1 

:SYN5_27385
if 
8118:   not actor 45@ dead 
else_jump @SYN5_27462 
if 
  131@ == 0 
else_jump @SYN5_27462 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
0616: define_AS_pack_end 203@ 
0618: assign_actor 45@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
131@ = 1 

:SYN5_27462
if 
8118:   not actor 46@ dead 
else_jump @SYN5_27539 
if 
  132@ == 0 
else_jump @SYN5_27539 
0615: define_AS_pack_begin 203@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 204@ // AS_pack_version 
0616: define_AS_pack_end 203@ 
0618: assign_actor 46@ to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
132@ = 1 

:SYN5_27539
return 

:SYN5_27541
if 
8118:   not actor $131 dead 
else_jump @SYN5_29042 
if 
8119:   not car 73@ wrecked 
else_jump @SYN5_29042 
if 
00DB:   actor $131 in_car 73@ 
else_jump @SYN5_29042 
if 
  133@ == 0 
else_jump @SYN5_27913 
04D8: set_actor $131 drowns_in_water 1 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 73@ to -1500.087 1396.939 -0.7305 speed 15.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -1347.703 1319.215 0.0282 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -1250.07 1178.178 -0.1243 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -1158.0 1033.016 -0.1089 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -1054.175 920.3442 0.0405 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -1005.599 787.5093 0.2581 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -883.1418 608.1723 -0.1191 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -735.4338 521.1882 -0.1478 speed 30.0 0 model 0 2 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
133@ = 1 
return 

:SYN5_27913
if 
  133@ == 1 
else_jump @SYN5_28256 
062E: get_actor $131 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_28256 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 73@ to -572.1049 467.9407 0.3352 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -404.1097 430.3622 0.3394 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -233.5327 424.5564 0.2022 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to -63.8903 409.6541 0.0351 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 106.3031 423.1877 -0.0997 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 274.607 452.5373 0.0679 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 442.7346 482.1971 0.239 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 611.5419 513.3603 0.1773 speed 30.0 0 model 0 2 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
133@ = 2 
return 

:SYN5_28256
if 
  133@ == 2 
else_jump @SYN5_28599 
062E: get_actor $131 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_28599 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 73@ to 779.744 547.2416 0.1644 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 945.0496 589.466 0.0676 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1113.117 620.2682 -0.0797 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1282.496 600.009 -0.1302 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1451.739 568.6847 -0.1388 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1620.593 536.4412 -0.0845 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1789.897 510.063 -0.3449 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 1959.206 491.1599 -0.0624 speed 30.0 0 model 0 2 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
133@ = 3 
return 

:SYN5_28599
if 
  133@ == 3 
else_jump @SYN5_28888 
062E: get_actor $131 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @SYN5_28888 
0615: define_AS_pack_begin 203@ 
05D1: AS_actor -1 drive_car 73@ to 2130.127 479.1175 0.132 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 2301.982 467.9901 -0.1513 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 2471.664 456.259 -0.0586 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 2641.982 442.9174 0.4767 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 2812.749 425.1894 0.0436 speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 73@ to 2982.472 401.9557 -0.7104 speed 100.0 0 model 0 2 
06C7: AS_actor -1 driver_of_car 73@ perform_action 9 timelimit 860000 
0616: define_AS_pack_end 203@ 
0618: assign_actor $131 to_AS_pack 203@ 
061B: remove_references_to_AS_pack 203@ 
133@ = 4 

:SYN5_28888
if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 50.0 50.0 sphere 0 
else_jump @SYN5_28936 
02DB: set_boat 73@ speed_to 40.0 
jump @SYN5_29042 

:SYN5_28936
if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 100.0 100.0 sphere 0 
else_jump @SYN5_28984 
02DB: set_boat 73@ speed_to 30.0 
jump @SYN5_29042 

:SYN5_28984
if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 180.0 180.0 sphere 0 
else_jump @SYN5_29032 
02DB: set_boat 73@ speed_to 20.0 
jump @SYN5_29042 

:SYN5_29032
02DB: set_boat 73@ speed_to 10.0 

:SYN5_29042
return 

:SYN5_29044
if 
  134@ == 1 
else_jump @SYN5_29108 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_29108 
0164: disable_marker 87@ 
0187: 87@ = create_marker_above_actor $132 
07E0: set_marker 87@ type_to 1 
134@ = 0 

:SYN5_29108
if 
  134@ == 0 
else_jump @SYN5_29229 
if 
0104:   actor $PLAYER_ACTOR near_actor $132 radius 8.0 8.0 8.0 sphere 0 
else_jump @SYN5_29229 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_29193 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 

:SYN5_29193
0164: disable_marker 87@ 
if 
8118:   not actor 43@ dead 
else_jump @SYN5_29222 
0187: 87@ = create_marker_above_actor 43@ 

:SYN5_29222
134@ = 1 

:SYN5_29229
return 

:SYN5_29231
0209: 137@ = random_int_in_ranges 1 37 
if 
  137@ == 1 
else_jump @SYN5_29273 
0674: set_car_model 136@ numberplate "GOT_M00_" 

:SYN5_29273
if 
  137@ == 2 
else_jump @SYN5_29306 
0674: set_car_model 136@ numberplate "M00TV_4U" 

:SYN5_29306
if 
  137@ == 3 
else_jump @SYN5_29339 
0674: set_car_model 136@ numberplate "MATHEW_2" 

:SYN5_29339
if 
  137@ == 4 
else_jump @SYN5_29372 
0674: set_car_model 136@ numberplate "D4_DEW0R" 

:SYN5_29372
if 
  137@ == 5 
else_jump @SYN5_29405 
0674: set_car_model 136@ numberplate "D0DE_777" 

:SYN5_29405
if 
  137@ == 6 
else_jump @SYN5_29438 
0674: set_car_model 136@ numberplate "DAM0_666" 

:SYN5_29438
if 
  137@ == 7 
else_jump @SYN5_29471 
0674: set_car_model 136@ numberplate "C0NEY_88" 

:SYN5_29471
if 
  137@ == 8 
else_jump @SYN5_29504 
0674: set_car_model 136@ numberplate "PRE4CHER" 

:SYN5_29504
if 
  137@ == 9 
else_jump @SYN5_29537 
0674: set_car_model 136@ numberplate "DBP_4NDY" 

:SYN5_29537
if 
  137@ == 10 
else_jump @SYN5_29570 
0674: set_car_model 136@ numberplate "EV1L_SLY" 

:SYN5_29570
if 
  137@ == 11 
else_jump @SYN5_29603 
0674: set_car_model 136@ numberplate "N1_R4V3N" 

:SYN5_29603
if 
  137@ == 12 
else_jump @SYN5_29636 
0674: set_car_model 136@ numberplate "D1VX_Z00" 

:SYN5_29636
if 
  137@ == 13 
else_jump @SYN5_29668 
0674: set_car_model 136@ numberplate "MR_B3NN" 

:SYN5_29668
if 
  137@ == 14 
else_jump @SYN5_29701 
0674: set_car_model 136@ numberplate "R3D_R4SP" 

:SYN5_29701
if 
  137@ == 15 
else_jump @SYN5_29734 
0674: set_car_model 136@ numberplate "LA_B0MBA" 

:SYN5_29734
if 
  137@ == 16 
else_jump @SYN5_29767 
0674: set_car_model 136@ numberplate "L3337_0G" 

:SYN5_29767
if 
  137@ == 17 
else_jump @SYN5_29800 
0674: set_car_model 136@ numberplate "BUDD4H_X" 

:SYN5_29800
if 
  137@ == 18 
else_jump @SYN5_29833 
0674: set_car_model 136@ numberplate "T3H_BUCK" 

:SYN5_29833
if 
  137@ == 19 
else_jump @SYN5_29866 
0674: set_car_model 136@ numberplate "CHUNKY_1" 

:SYN5_29866
if 
  137@ == 20 
else_jump @SYN5_29899 
0674: set_car_model 136@ numberplate "EV1L_BNZ" 

:SYN5_29899
if 
  137@ == 21 
else_jump @SYN5_29932 
0674: set_car_model 136@ numberplate "S4ND_M4N" 

:SYN5_29932
if 
  137@ == 22 
else_jump @SYN5_29965 
0674: set_car_model 136@ numberplate "RKK_DBP1" 

:SYN5_29965
if 
  137@ == 23 
else_jump @SYN5_29998 
0674: set_car_model 136@ numberplate "RE1_K0KU" 

:SYN5_29998
if 
  137@ == 24 
else_jump @SYN5_30031 
0674: set_car_model 136@ numberplate "S3XY_JUD" 

:SYN5_30031
if 
  137@ == 25 
else_jump @SYN5_30064 
0674: set_car_model 136@ numberplate "SUNRA_93" 

:SYN5_30064
if 
  137@ == 26 
else_jump @SYN5_30097 
0674: set_car_model 136@ numberplate "UG_FUX69" 

:SYN5_30097
if 
  137@ == 27 
else_jump @SYN5_30130 
0674: set_car_model 136@ numberplate "LI0N_CUM" 

:SYN5_30130
if 
  137@ == 28 
else_jump @SYN5_30163 
0674: set_car_model 136@ numberplate "RKK_PWND" 

:SYN5_30163
if 
  137@ == 29 
else_jump @SYN5_30196 
0674: set_car_model 136@ numberplate "HAZE_B0B" 

:SYN5_30196
if 
  137@ == 30 
else_jump @SYN5_30229 
0674: set_car_model 136@ numberplate "T3H_FLUF" 

:SYN5_30229
if 
  137@ == 31 
else_jump @SYN5_30262 
0674: set_car_model 136@ numberplate "BM_4NDY_" 

:SYN5_30262
if 
  137@ == 32 
else_jump @SYN5_30295 
0674: set_car_model 136@ numberplate "BM_D34N_" 

:SYN5_30295
if 
  137@ == 33 
else_jump @SYN5_30328 
0674: set_car_model 136@ numberplate "BM_L4C3Y" 

:SYN5_30328
if 
  137@ == 34 
else_jump @SYN5_30361 
0674: set_car_model 136@ numberplate "BM_D3V__" 

:SYN5_30361
if 
  137@ == 35 
else_jump @SYN5_30394 
0674: set_car_model 136@ numberplate "NU_SK00L" 

:SYN5_30394
if 
  137@ == 36 
else_jump @SYN5_30427 
0674: set_car_model 136@ numberplate "G4L_AVET" 

:SYN5_30427
if 
  137@ == 37 
else_jump @SYN5_30460 
0674: set_car_model 136@ numberplate "M0J0_J0J" 

:SYN5_30460
return 

:SYN5_30462
if 
  140@ == 1 
else_jump @SYN5_30511 
05AA: 144@s = 'SYN5_AA' // @s = 'short'  // Hey, holmes, I'm up here. Go around the back!
04AF: 176@ = 39600 // = constant 
192@ = 1 

:SYN5_30511
if 
  140@ == 2 
else_jump @SYN5_30871 
05AA: 144@s = 'SYN5_BA' // @s = 'short'  // Hey man.
05AA: 146@s = 'SYN5_BB' // @s = 'short'  // Nice job getting that phone message.
05AA: 148@s = 'SYN5_BC' // @s = 'short'  // So, what's up with Jizzy?
05AA: 150@s = 'SYN5_BD' // @s = 'short'  // Dead. So, what's the plan?
05AA: 152@s = 'SYN5_BE' // @s = 'short'  // T-Bone's security got here real early.
05AA: 154@s = 'SYN5_BF' // @s = 'short'  // They've got men on the roofs watching over the pier.
05AA: 156@s = 'MOBRING' // @s = 'short'  // (Phone ringing)
05AA: 158@s = 'SYN5_BG' // @s = 'short'  // Eh.
05AA: 160@s = 'SYN5_BH' // @s = 'short'  // OK, yeah, yeah, yeah, I see you.
05AA: 162@s = 'SYN5_BJ' // @s = 'short'  // That was Woozie's boys, they're in place.
05AA: 164@s = 'SYN5_BK' // @s = 'short'  // Look, down by the side entrance.
05AA: 166@s = 'SYN5_BL' // @s = 'short'  // Shit, they headin' up to the roof!
05AA: 168@s = 'SYN5_BM' // @s = 'short'  // Shit!
05AA: 170@s = 'SYN5_BN' // @s = 'short'  // Mira, we're gonna have to take out T-Bone's men on the rooftops before this whole gig blows wide open!
04AF: 176@ = 39601 // = constant 
04AF: 177@ = 39602 // = constant 
04AF: 178@ = 39603 // = constant 
04AF: 179@ = 39604 // = constant 
04AF: 180@ = 39605 // = constant 
04AF: 181@ = 39606 // = constant 
04AF: 182@ = 20804 // = constant 
04AF: 183@ = 39607 // = constant 
04AF: 184@ = 39608 // = constant 
04AF: 185@ = 39609 // = constant 
04AF: 186@ = 39610 // = constant 
04AF: 187@ = 39611 // = constant 
04AF: 188@ = 39612 // = constant 
04AF: 189@ = 39613 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_30871
if 
  140@ == 3 
else_jump @SYN5_31017 
05AA: 146@s = 'SYN5_CB' // @s = 'short'  // Shit they walked right into it!
05AA: 148@s = 'SYN5_CC' // @s = 'short'  // Take 'em out, CJ, they're right in the thick of it!
05AA: 150@s = 'SYN5_CD' // @s = 'short'  // One of those Triad boys is down!
05AA: 152@s = 'SYN5_CE' // @s = 'short'  // Hey, that's one more Mountain Cloud Boy down!
05AA: 154@s = 'SYN5_CF' // @s = 'short'  // They're getting cut to pieces, CJ, shoot those damn Rifas!
04AF: 177@ = 39615 // = constant 
04AF: 178@ = 39616 // = constant 
04AF: 179@ = 39617 // = constant 
04AF: 180@ = 39618 // = constant 
04AF: 181@ = 39619 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31017
if 
  140@ == 4 
else_jump @SYN5_31163 
05AA: 144@s = 'SYN5_DA' // @s = 'short'  // Oh yeah, One down...
05AA: 146@s = 'SYN5_DB' // @s = 'short'  // That's it, CJ, keep icing those Rifa!
05AA: 148@s = 'SYN5_DC' // @s = 'short'  // Just a few more, holmes...
05AA: 150@s = 'SYN5_DD' // @s = 'short'  // Some more to the right..
05AA: 152@s = 'SYN5_DE' // @s = 'short'  // Hey, there's still some on the left, CJ...
04AF: 176@ = 39620 // = constant 
04AF: 177@ = 39621 // = constant 
04AF: 178@ = 39622 // = constant 
04AF: 179@ = 39623 // = constant 
04AF: 180@ = 39624 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31163
if 
  140@ == 5 
else_jump @SYN5_31285 
05AA: 144@s = 'SYN5_EA' // @s = 'short'  // Oh, man, you just let them get wiped out!
05AA: 146@s = 'SYN5_EB' // @s = 'short'  // CJ, what happened? You just let them get cut to pieces!
05AA: 148@s = 'SYN5_EC' // @s = 'short'  // We can't do this without Woozie's boys, man...
05AA: 150@s = 'SYN5_ED' // @s = 'short'  // You can break the news to Woozie, holmes.
04AF: 176@ = 39625 // = constant 
04AF: 177@ = 39626 // = constant 
04AF: 178@ = 39627 // = constant 
04AF: 179@ = 39628 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31285
if 
  140@ == 7 
else_jump @SYN5_31575 
05AA: 144@s = 'SYN5_GZ' // @s = 'short'  // Man, my busting was tight!
05AA: 148@s = 'SYN5_GC' // @s = 'short'  // Here comes T-Bone....
05AA: 150@s = 'SYN5_GD' // @s = 'short'  // And here's that snake Ryder.
05AA: 152@s = 'SYN5_GE' // @s = 'short'  // Look at that fool, hanging out with the Ballas like they was life long pals.
05AA: 158@s = 'SYN5_GH' // @s = 'short'  // Something ain't right. Where's Toreno?
05AA: 160@s = 'SYN5_GJ' // @s = 'short'  // Chopper inbound!
05AA: 162@s = 'SYN5_GK' // @s = 'short'  // That's gotta be Toreno.
05AA: 164@s = 'SYN5_GL' // @s = 'short'  // Oh shit, he'll see the bodies on the rooftops!
05AA: 166@s = 'SYN5_GM' // @s = 'short'  // Too late, man, he's tripping out!
05AA: 168@s = 'SYN5_GX' // @s = 'short'  // Smoke grenades!
05AA: 170@s = 'SYN5_GW' // @s = 'short'  // So much for a surprise, c'mon, we gotta take these fools right now!
04AF: 176@ = 39648 // = constant 
04AF: 178@ = 39633 // = constant 
04AF: 179@ = 39634 // = constant 
04AF: 180@ = 39635 // = constant 
04AF: 183@ = 39638 // = constant 
04AF: 184@ = 39639 // = constant 
04AF: 185@ = 39640 // = constant 
04AF: 186@ = 39641 // = constant 
04AF: 187@ = 39642 // = constant 
04AF: 188@ = 39646 // = constant 
04AF: 189@ = 39645 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31575
if 
  140@ == 8 
else_jump @SYN5_31745 
05AA: 144@s = 'SYN5_HH' // @s = 'short'  // Mendez, I see you, Rifa motherfucker!
05AA: 146@s = 'SYN5_HA' // @s = 'short'  // Hey Ryder, sherm-head asshole,
05AA: 148@s = 'SYN5_HB' // @s = 'short'  // where do you think you're going?
05AA: 150@s = 'SYN5_HC' // @s = 'short'  // C... Can't stop me...
05AA: 152@s = 'SYN5_HK' // @s = 'short'  // He's headed for those boats!
05AA: 154@s = 'SYN5_HL' // @s = 'short'  // Don't worry about it, I got this.
04AF: 176@ = 39656 // = constant 
04AF: 177@ = 39649 // = constant 
04AF: 178@ = 39650 // = constant 
04AF: 179@ = 39651 // = constant 
04AF: 180@ = 39658 // = constant 
04AF: 181@ = 39659 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31745
if 
  140@ == 9 
else_jump @SYN5_31843 
05AA: 144@s = 'SYN5_JA' // @s = 'short'  // Hey, that's my pinche boat!
05AA: 146@s = 'SYN5_JB' // @s = 'short'  // Oh my God, my boat!
05AA: 148@s = 'SYN5_JC' // @s = 'short'  // Stop, you pinche bastard!
04AF: 176@ = 39660 // = constant 
04AF: 177@ = 39661 // = constant 
04AF: 178@ = 39662 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_31843
if 
  140@ == 10 
else_jump @SYN5_32010 
05AA: 144@s = 'MOBRING' // @s = 'short'  // (Phone ringing)
05AA: 146@s = 'SYN5_KA' // @s = 'short'  // 'Sup Cesar.
05AA: 148@s = 'SYN5_KB' // @s = 'short'  // You OK, holmes, we been watching from the pier with binoculars!
05AA: 150@s = 'SYN5_KC' // @s = 'short'  // Yeah, I'm good, I think.
05AA: 152@s = 'SYN5_KD' // @s = 'short'  // Listen, you better clear out. The cops gonna be all over the spot in a minute.
05AA: 154@s = 'SYN5_KE' // @s = 'short'  // Sure thing, see you back at the garage!
04AF: 176@ = 20804 // = constant 
04AF: 177@ = 39663 // = constant 
04AF: 178@ = 39664 // = constant 
04AF: 179@ = 39665 // = constant 
04AF: 180@ = 39666 // = constant 
04AF: 181@ = 39667 // = constant 
192@ = 6 

:SYN5_32010
if 
  140@ == 11 
else_jump @SYN5_32083 
05AA: 144@s = 'SYN5_HE' // @s = 'short'  // You sold us out Ryder. You fucked with us all!
05AA: 146@s = 'SYN5_HF' // @s = 'short'  // I'm a motherfucking genius!
04AF: 176@ = 39653 // = constant 
04AF: 177@ = 39654 // = constant 
192@ = 2 

:SYN5_32083
if 
  140@ == 14 
else_jump @SYN5_32197 
05AA: 144@s = 'CESX_BA' // @s = 'short'  // Wait up, CJ!
05AA: 146@s = 'CESX_BB' // @s = 'short'  // Hang ten, CJ!
05AA: 148@s = 'CESX_BC' // @s = 'short'  // Hold up!
05AA: 150@s = 'CESX_BD' // @s = 'short'  // Slow down, Carl!
04AF: 176@ = 10406 // = constant 
04AF: 177@ = 10407 // = constant 
04AF: 178@ = 10408 // = constant 
04AF: 179@ = 10409 // = constant 
0085: 192@ = 143@ // (int) 

:SYN5_32197
0085: 195@ = 142@ // (int) 
193@ = 0 
194@ = 0 
196@ = 1 
return 

:SYN5_32228
if or
  140@ == 1 
  140@ == 2 
  140@ == 5 
  140@ == 7 
  140@ == 8 
  140@ == 10 
else_jump @SYN5_32335 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_32328 
gosub @SYN5_33315 
gosub @SYN5_33422 
gosub @SYN5_33576 
jump @SYN5_32335 

:SYN5_32328
140@ = 0 

:SYN5_32335
if or
  140@ == 3 
  140@ == 4 
else_jump @SYN5_32468 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_32461 
gosub @SYN5_33315 
gosub @SYN5_33422 
if 
8118:   not actor $132 dead 
else_jump @SYN5_32423 
gosub @SYN5_33576 
jump @SYN5_32454 

:SYN5_32423
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
193@ = 0 
194@ = 0 

:SYN5_32454
jump @SYN5_32468 

:SYN5_32461
140@ = 0 

:SYN5_32468
if 
  140@ == 9 
else_jump @SYN5_32594 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_32587 
gosub @SYN5_33315 
gosub @SYN5_33422 
if 
8118:   not actor 75@ dead 
else_jump @SYN5_32549 
gosub @SYN5_33576 
jump @SYN5_32580 

:SYN5_32549
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
193@ = 0 
194@ = 0 

:SYN5_32580
jump @SYN5_32594 

:SYN5_32587
140@ = 0 

:SYN5_32594
if 
  140@ == 11 
else_jump @SYN5_32720 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_32713 
gosub @SYN5_33315 
gosub @SYN5_33422 
if 
8118:   not actor $131 dead 
else_jump @SYN5_32675 
gosub @SYN5_33576 
jump @SYN5_32706 

:SYN5_32675
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
193@ = 0 
194@ = 0 

:SYN5_32706
jump @SYN5_32720 

:SYN5_32713
140@ = 0 

:SYN5_32720
if 
  95@ == 5 
else_jump @SYN5_33313 
if 
  96@ == 0 
else_jump @SYN5_33313 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_32782 
jump @SYN5_32899 

:SYN5_32782
if 
  14 > 140@ 
else_jump @SYN5_32899 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_32826 
142@ += 1 

:SYN5_32826
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
00BE: text_clear_all 
0085: 197@ = 140@ // (int) 
0085: 198@ = 142@ // (int) 
140@ = 14 
0209: 142@ = random_int_in_ranges 0 4 
0085: 143@ = 142@ // (int) 
143@ += 1 
gosub @SYN5_30462 

:SYN5_32899
if 
  140@ == 14 
else_jump @SYN5_33090 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_33067 
if 
001D:   192@ > 142@ // (int) 
else_jump @SYN5_33037 
gosub @SYN5_33315 
gosub @SYN5_33422 
if 
8118:   not actor $132 dead 
else_jump @SYN5_32999 
gosub @SYN5_33576 
jump @SYN5_33030 

:SYN5_32999
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
193@ = 0 
194@ = 0 

:SYN5_33030
jump @SYN5_33060 

:SYN5_33037
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
140@ = 15 

:SYN5_33060
jump @SYN5_33090 

:SYN5_33067
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
140@ = 15 

:SYN5_33090
if 
  140@ == 15 
else_jump @SYN5_33143 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_33143 
140@ = 16 
142@ = 0 
00BE: text_clear_all 

:SYN5_33143
if 
  140@ == 16 
else_jump @SYN5_33313 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @SYN5_33258 
41@ = 0 
0085: 140@ = 197@ // (int) 
0085: 142@ = 198@ // (int) 
gosub @SYN5_30462 
if 
  197@ == 0 
else_jump @SYN5_33251 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
41@ = 0 

:SYN5_33251
jump @SYN5_33313 

:SYN5_33258
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 144@(142@,16s) 
140@ = 14 
0209: 142@ = random_int_in_ranges 0 4 
0085: 143@ = 142@ // (int) 
143@ += 1 
gosub @SYN5_30462 

:SYN5_33313
return 

:SYN5_33315
if 
001D:   192@ > 195@ // (int) 
else_jump @SYN5_33420 
if 
  193@ == 0 
else_jump @SYN5_33377 
03CF: load_wav 176@(195@,16i) as 1 
195@ += 1 
193@ = 1 

:SYN5_33377
if 
  194@ == 0 
else_jump @SYN5_33420 
03CF: load_wav 176@(195@,16i) as 2 
195@ += 1 
194@ = 1 

:SYN5_33420
return 

:SYN5_33422
if 
  196@ == 1 
else_jump @SYN5_33498 
if 
  193@ == 1 
else_jump @SYN5_33498 
if 
03D0:   wav 1 loaded 
else_jump @SYN5_33498 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 144@(142@,16s) time 4500 flag 1 
193@ = 2 

:SYN5_33498
if 
  196@ == 2 
else_jump @SYN5_33574 
if 
  194@ == 1 
else_jump @SYN5_33574 
if 
03D0:   wav 2 loaded 
else_jump @SYN5_33574 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 144@(142@,16s) time 4500 flag 1 
194@ = 2 

:SYN5_33574
return 

:SYN5_33576
if 
  193@ == 2 
else_jump @SYN5_33639 
if 
03D2:   wav 1 ended 
else_jump @SYN5_33639 
03D5: remove_text 144@(142@,16s) 
142@ += 1 
196@ = 2 
193@ = 0 

:SYN5_33639
if 
  194@ == 2 
else_jump @SYN5_33702 
if 
03D2:   wav 2 ended 
else_jump @SYN5_33702 
03D5: remove_text 144@(142@,16s) 
142@ += 1 
196@ = 1 
194@ = 0 

:SYN5_33702
return 

//-------------Mission 65---------------
// Originally: T-Bone Mendez

:DRIV2
thread 'DRIV2' 
gosub @DRIV2_47 
if 
wasted_or_busted 
else_jump @DRIV2_38 
gosub @DRIV2_12899 

:DRIV2_38
gosub @DRIV2_12981 
end_thread 

:DRIV2_47
increment_mission_attempts 
054C: use_GXT_table 'FARLIE2' 
$ONMISSION = 1 
wait 0 
45@ = 4 
$3322 = 0 
127@ = 0 

:DRIV2_92
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_262 
131@(127@,4i) = 0 
183@(127@,4i) = 0 
138@(127@,4i) = 0 
147@(127@,4i) = 0 
151@(127@,4i) = 0 
155@(127@,4i) = 0 
159@(127@,4i) = 0 
74@(127@,4i) = 1000 
78@(127@,4i) = 1000 
167@(127@,4i) = 0 
70@(127@,4f) = 20.0 
123@(127@,4i) = 0 
127@ += 1 
jump @DRIV2_92 

:DRIV2_262
98@ = -2730.14 
99@ = 84.24 
100@ = 3.04 
86@ = -2600.53 
90@ = 1337.91 
94@ = 5.6 
87@ = -2855.52 
91@ = 719.95 
95@ = 26.84 
88@ = -1897.94 
92@ = -576.43 
96@ = 22.99 
89@ = -2811.49 
93@ = -326.14 
97@ = 5.72 
101@ = -2622.49 
102@ = 1406.6 
103@ = 6.15 
130@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
142@ = 0 
143@ = 1 
144@ = 2 
145@ = 3 
146@ = 4 
171@ = 0 
172@ = 1 
173@ = 2 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
174@ = 0 
83@ = -2143.27 
84@ = 918.38 
85@ = 79.42 
175@ = 0 
176@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
187@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DRIV2_655
if 
fading 
else_jump @DRIV2_679 
wait 0 
jump @DRIV2_655 

:DRIV2_679
select_interior 3 
02E4: load_cutscene_data 'FARL_2A' 

:DRIV2_694
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV2_718 
wait 0 
jump @DRIV2_694 

:DRIV2_718
02E7: start_cutscene 
fade 1 1000 

:DRIV2_727
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV2_751 
wait 0 
jump @DRIV2_727 

:DRIV2_751
fade 0 0 

:DRIV2_757
if 
fading 
else_jump @DRIV2_781 
wait 0 
jump @DRIV2_757 

:DRIV2_781
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
select_interior 0 
0247: load_model 521 
0247: load_model 498 
0247: load_model #KMB_PACKET 
0247: load_model 100 
0247: load_model 47 
0247: load_model 352 

:DRIV2_822
if or
8248:   not model 521 available 
8248:   not model 498 available 
8248:   not model #KMB_PACKET available 
8248:   not model 100 available 
8248:   not model 47 available 
8248:   not model 352 available 
else_jump @DRIV2_872 
wait 0 
jump @DRIV2_822 

:DRIV2_872
04ED: load_animation "BIKES" 
04ED: load_animation "MISC" 

:DRIV2_889
if or
84EE:   not animation "BIKES" loaded 
84EE:   not animation "MISC" loaded 
else_jump @DRIV2_928 
wait 0 
jump @DRIV2_889 

:DRIV2_928
03CB: set_rendering_origin_at -2625.26 1407.32 5.62 
00A1: put_actor $PLAYER_ACTOR at -2625.26 1407.32 5.62 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
02FA: set_garage 'TBON' type 19 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 
if 
  187@ == 1 
else_jump @DRIV2_1206 
00A5: 42@ = create_car 498 at 0.0 0.0 -100.0 
0186: 192@ = create_marker_above_car 42@ 
127@ = 0 

:DRIV2_1075
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_1206 
0107: 46@(127@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0188: 188@(127@,4i) = create_marker_above_object 46@(127@,4i) 
009A: 62@(127@,4i) = create_actor_pedtype 24 model 100 at 0.0 0.0 -100.0 
00A5: 66@(127@,4i) = create_car 521 at 0.0 0.0 -100.0 
127@ += 1 
jump @DRIV2_1075 

:DRIV2_1206
01E8: create_forbidden_for_cars_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
018A: 192@ = create_checkpoint_at -1814.82 381.4 17.09 
08FB: set_checkpoint 192@ type_to 1 
00BC: show_text_highpriority GXT 'DRV3_11' time 10000 flag 0  // ~s~Get to the ~b~ambushed van.

:DRIV2_1281
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DRIV2_1307 
jump @DRIV2_12917 

:DRIV2_1307
if 
   not 135@ == 1 
else_jump @DRIV2_2338 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_1374 
00D9: 44@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
   not 182@ == 1 
else_jump @DRIV2_1374 
182@ = 1 

:DRIV2_1374
if and
   not 130@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 200.0 200.0 
else_jump @DRIV2_1438 
0164: disable_marker 192@ 
gosub @DRIV2_3466 
130@ = 1 

:DRIV2_1438
if 
  130@ == 1 
else_jump @DRIV2_2338 
077E: get_active_interior_to 129@ 
if 
  129@ == 0 
else_jump @DRIV2_2249 
127@ = 0 

:DRIV2_1486
if and
001D:   45@ > 127@ // (int) 
   not 136@ == 1 
else_jump @DRIV2_1583 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_1569 
080E: get_actor 62@(127@,4i) ped_event_to 118@ 
if 
04A4:   118@ == 49 // == constant 
else_jump @DRIV2_1569 
136@ = 1 

:DRIV2_1569
127@ += 1 
jump @DRIV2_1486 

:DRIV2_1583
if 
   not 136@ == 1 
else_jump @DRIV2_2249 
if and
   not 137@ == 1 
02EE:   projectile_in_cube_cornerA -1824.82 371.4 12.09 cornerB -1804.82 391.4 22.09 
else_jump @DRIV2_1665 
137@ = 1 
40@ = 0 

:DRIV2_1665
if 
  137@ == 1 
else_jump @DRIV2_2249 
127@ = 0 

:DRIV2_1690
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_2223 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_2209 
00A0: store_actor 62@(127@,4i) position_to $68 $69 $70 
0089: 194@ = $68 // (float) 
194@ -= 3.0 
0089: 195@ = $68 // (float) 
195@ += 3.0 
0089: 196@ = $69 // (float) 
196@ -= 3.0 
0089: 197@ = $69 // (float) 
197@ += 3.0 
0089: 198@ = $70 // (float) 
198@ -= 3.0 
0089: 199@ = $70 // (float) 
199@ += 3.0 
if or
0356:   explosion_type 0 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
0356:   explosion_type 1 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
0356:   explosion_type 2 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
0356:   explosion_type 3 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
0356:   explosion_type 11 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
0356:   explosion_type 12 in_cube_cornerA 194@ 196@ 198@ cornerB 195@ 197@ 199@ 
else_jump @DRIV2_2209 
if 
8118:   not actor 62@ dead 
else_jump @DRIV2_2019 
05BE: AS_actor 62@ die 

:DRIV2_2019
if 
8118:   not actor 63@ dead 
else_jump @DRIV2_2040 
05BE: AS_actor 63@ die 

:DRIV2_2040
if 
8118:   not actor 64@ dead 
else_jump @DRIV2_2061 
05BE: AS_actor 64@ die 

:DRIV2_2061
if 
8118:   not actor 65@ dead 
else_jump @DRIV2_2082 
05BE: AS_actor 65@ die 

:DRIV2_2082
if 
8119:   not car 66@ wrecked 
else_jump @DRIV2_2103 
020B: explode_car 66@ 

:DRIV2_2103
if 
8119:   not car 67@ wrecked 
else_jump @DRIV2_2124 
020B: explode_car 67@ 

:DRIV2_2124
if 
8119:   not car 68@ wrecked 
else_jump @DRIV2_2145 
020B: explode_car 68@ 

:DRIV2_2145
if 
8119:   not car 69@ wrecked 
else_jump @DRIV2_2166 
020B: explode_car 69@ 

:DRIV2_2166
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
jump @DRIV2_12899 

:DRIV2_2209
127@ += 1 
jump @DRIV2_1690 

:DRIV2_2223
if 
  40@ > 2000 
else_jump @DRIV2_2249 
136@ = 1 

:DRIV2_2249
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 50.0 50.0 
  136@ == 1 
else_jump @DRIV2_2338 
0164: disable_marker 192@ 
gosub @DRIV2_9248 
135@ = 1 
40@ = 0 
03E5: show_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~m~~widget_grab~ to snatch it.
41@ = 0 

:DRIV2_2338
if 
  135@ == 1 
else_jump @DRIV2_3459 
if 
   not 179@ == 1 
else_jump @DRIV2_2402 
if 
  41@ > 12000 
else_jump @DRIV2_2402 
03E6: remove_text_box 
179@ = 1 

:DRIV2_2402
if 
   not 181@ == 1 
else_jump @DRIV2_2642 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_2635 
127@ = 0 

:DRIV2_2448
if and
001D:   45@ > 127@ // (int) 
   not 181@ == 1 
else_jump @DRIV2_2635 
if and
03CA:   object 46@(127@,4i) exists 
   not 131@(127@,4i) == 1 
else_jump @DRIV2_2621 
if or
0685:   object 46@(127@,4i) attached 
0737:   actor -1 lifting_object 46@(127@,4i) 
else_jump @DRIV2_2621 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 46@(127@,4i) radius 10.0 10.0 sphere 0 
else_jump @DRIV2_2621 
03E5: show_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~m~~widget_grab~ to snatch it.
181@ = 1 
if 
   not 179@ == 1 
else_jump @DRIV2_2614 
179@ = 1 

:DRIV2_2614
41@ = 0 

:DRIV2_2621
127@ += 1 
jump @DRIV2_2448 

:DRIV2_2635
jump @DRIV2_2688 

:DRIV2_2642
if 
   not 180@ == 1 
else_jump @DRIV2_2688 
if 
  41@ > 12000 
else_jump @DRIV2_2688 
03E6: remove_text_box 
180@ = 1 

:DRIV2_2688
gosub @DRIV2_4732 
gosub @DRIV2_6174 
gosub @DRIV2_6743 
gosub @DRIV2_6940 
gosub @DRIV2_7138 
if and
   not 163@ == 1 
   not 174@ == 1 
else_jump @DRIV2_2899 
if 
  40@ > 280000 
else_jump @DRIV2_2899 
gosub @DRIV2_8137 
163@ = 1 
if or
003B:   138@ == 146@ // (int) 
003B:   139@ == 146@ // (int) 
003B:   140@ == 146@ // (int) 
003B:   141@ == 146@ // (int) 
else_jump @DRIV2_2899 
0085: 200@ = 45@ // (int) 
0064: 200@ -= $3322 // (int) 
if 
  200@ > 1 
else_jump @DRIV2_2883 
00BC: show_text_highpriority GXT 'DRV3_5' time 10000 flag 0  // ~s~The bikes are heading to their rendezvous. Collect the ~r~packages~s~ before they reach their destination.
jump @DRIV2_2899 

:DRIV2_2883
00BC: show_text_highpriority GXT 'DRV3_6' time 10000 flag 0  // ~s~The final bike is heading to the rendezvous point. Collect the ~r~package~s~ before he reaches his destination!

:DRIV2_2899
gosub @DRIV2_8308 
gosub @DRIV2_7323 
gosub @DRIV2_8682 
gosub @DRIV2_7893 
127@ = 0 

:DRIV2_2934
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_3128 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_3114 
062E: get_actor 62@(127@,4i) task -1 status_store_to 119@(127@,4i) // ret 7 if not found 
if and
  123@(127@,4i) == 0 
04A4:   119@(127@,4i) == 7 // == constant 
else_jump @DRIV2_3048 
077A: set_actor 62@(127@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
123@(127@,4i) = 1 

:DRIV2_3048
if and
  123@(127@,4i) == 1 
84A4:   not  119@(127@,4i) == 7 // == constant 
else_jump @DRIV2_3114 
077C: clear_actor 62@(127@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 62@(127@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 
123@(127@,4i) = 0 

:DRIV2_3114
127@ += 1 
jump @DRIV2_2934 

:DRIV2_3128
if and
003C:   $3322 == 45@ // (int) 
   not 174@ == 1 
else_jump @DRIV2_3191 
018A: 193@ = create_checkpoint_at 101@ 102@ 103@ 
00BC: show_text_highpriority GXT 'DRV3_10' time 7000 flag 0  // ~s~Get the packages back to the ~y~Pleasure Domes.
174@ = 1 

:DRIV2_3191
if 
  174@ == 1 
else_jump @DRIV2_3265 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 101@ 102@ 103@ radius 4.0 4.0 2.0 
else_jump @DRIV2_3265 
gosub @DRIV2_11232 
jump @DRIV2_12917 

:DRIV2_3265
if 
  163@ == 1 
else_jump @DRIV2_3363 
gosub @DRIV2_8513 
if 
  164@ == 1 
else_jump @DRIV2_3363 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @DRIV2_3340 
gosub @DRIV2_11747 

:DRIV2_3340
00BC: show_text_highpriority GXT 'DRV3_7' time 5000 flag 0  // ~r~You didn't collect the packages in time!
jump @DRIV2_12899 

:DRIV2_3363
gosub @DRIV2_9060 
if 
  165@ == 1 
else_jump @DRIV2_3411 
00BC: show_text_highpriority GXT 'DRV3_8' time 5000 flag 0  // ~r~One of the packages is at the bottom of the sea...
jump @DRIV2_12899 

:DRIV2_3411
gosub @DRIV2_9149 
if 
  166@ == 1 
else_jump @DRIV2_3459 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
jump @DRIV2_12899 

:DRIV2_3459
jump @DRIV2_1281 

:DRIV2_3466
0395: clear_area 1 at -1814.82 381.4 17.09 radius 100.0 
0506: set_car_model 498 next_variation 0 0 // first param is useless 
00A5: 42@ = create_car 498 at -1814.82 381.4 9.96 
0175: set_car 42@ Z_angle_to 33.27 
0689: set_car 42@ remove_door 4 removed_door_visible 0 
0657: car 42@ open_door 5 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0186: 192@ = create_marker_above_car 42@ 
07E0: set_marker 192@ type_to 1 
00A5: 66@ = create_car 521 at -1814.86 376.0 15.68 
0175: set_car 66@ Z_angle_to 26.65 
00A5: 67@ = create_car 521 at -1817.44 380.33 15.68 
0175: set_car 67@ Z_angle_to 23.76 
00A5: 68@ = create_car 521 at -1818.09 377.08 15.68 
0175: set_car 68@ Z_angle_to 32.17 
00A5: 69@ = create_car 521 at -1816.66 374.73 15.68 
0175: set_car 69@ Z_angle_to 30.21 
127@ = 0 

:DRIV2_3717
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_3783 
02AA: set_car 66@(127@,4i) immune_to_nonplayer 1 
053F: set_car 66@(127@,4i) tires_vulnerability 0 
0519: set_car 66@(127@,4i) locked 1 
127@ += 1 
jump @DRIV2_3717 

:DRIV2_3783
00A5: 43@ = create_car 521 at -1819.01 386.28 16.58 
0175: set_car 43@ Z_angle_to 49.56 
02AA: set_car 43@ immune_to_nonplayer 1 
053F: set_car 43@ tires_vulnerability 0 
009A: 62@ = create_actor_pedtype 24 model 100 at -1811.85 375.88 15.68 
0173: set_actor 62@ Z_angle_to 27.32 
0129: 63@ = create_actor_pedtype 24 model 100 in_car 67@ driverseat 
0129: 64@ = create_actor_pedtype 24 model 47 in_car 68@ driverseat 
0129: 65@ = create_actor_pedtype 24 model 47 in_car 69@ driverseat 
07E5: copy_decision_maker -1 to 201@ 
0709: set_decision_maker 201@ on_event 9 taskID 251 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
127@ = 0 

:DRIV2_3948
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_4073 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_4059 
060B: set_actor 62@(127@,4i) decision_maker_to 201@ 
01B2: give_actor 62@(127@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
08C6: set_actor 62@(127@,4i) stay_on_bike 2 
02A9: set_actor 62@(127@,4i) immune_to_nonplayer 1 
077C: clear_actor 62@(127@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 62@(127@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 

:DRIV2_4059
127@ += 1 
jump @DRIV2_3948 

:DRIV2_4073
127@ = 0 

:DRIV2_4080
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_4246 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_4193 
if 
  127@ == 0 
else_jump @DRIV2_4174 
02AB: set_actor 62@(127@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0337: set_actor 62@(127@,4i) visibility 0 
jump @DRIV2_4193 

:DRIV2_4174
02AB: set_actor 62@(127@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:DRIV2_4193
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_4232 
02AC: set_car 66@(127@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRIV2_4232
127@ += 1 
jump @DRIV2_4080 

:DRIV2_4246
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0107: 46@ = create_object #KMB_PACKET at -1812.3 377.57 9.34 
127@ = 0 

:DRIV2_4291
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_4558 
if 
   not 127@ == 0 
else_jump @DRIV2_4420 
0107: 46@(127@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0681: attach_object 46@(127@,4i) to_car 66@(127@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 167@(127@,4i) = 172@ // (int) 
jump @DRIV2_4492 

:DRIV2_4420
if 
8118:   not actor 62@ dead 
else_jump @DRIV2_4492 
070A: AS_actor 62@ attach_to_object 46@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 167@ = 173@ // (int) 
0750: set_object 46@ visibility 0 

:DRIV2_4492
0382: set_object 46@(127@,4i) collision_detection 1 
0392: make_object 46@(127@,4i) moveable 1 
09CA: set_object 46@(127@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07F7: set_object 46@(127@,4i) destructible 0 
127@ += 1 
jump @DRIV2_4291 

:DRIV2_4558
return 

:DRIV2_4560
127@ = 0 

:DRIV2_4567
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_4730 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_4716 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
003B:   138@(127@,4i) == 142@ // (int) 
else_jump @DRIV2_4716 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 86@(127@,4f) 90@(127@,4f) 94@(127@,4f) speed 70@(127@,4f) 0 model 0 2 
0085: 138@(127@,4i) = 145@ // (int) 

:DRIV2_4716
127@ += 1 
jump @DRIV2_4567 

:DRIV2_4730
return 

:DRIV2_4732
127@ = 0 

:DRIV2_4739
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_6134 
if and
03CA:   object 46@(127@,4i) exists 
   not 131@(127@,4i) == 1 
else_jump @DRIV2_6120 
if or
0685:   object 46@(127@,4i) attached 
0737:   actor -1 lifting_object 46@(127@,4i) 
else_jump @DRIV2_5885 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 46@(127@,4i) radius 2.0 2.0 2.0 sphere 0 
else_jump @DRIV2_5694 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_5694 
202@ = 0 
if 
0A52:   is_widget_released 66 
else_jump @DRIV2_4910 
202@ = 1 

:DRIV2_4910
if and
  202@ == 1 
   not 175@ == 1 
else_jump @DRIV2_5614 
04C4: store_coords_to 112@ 113@ 116@ from_actor $PLAYER_ACTOR with_offset 0.0 -3.0 0.0 
04C4: store_coords_to 114@ 115@ 116@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
if 
08E3:   object 46@(127@,4i) sphere 0 in_rectangle_ll_corner_at 112@ 113@ lr_corner_at 114@ 115@ radius 3.0 
else_jump @DRIV2_5268 
if 
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @DRIV2_5099 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_L" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
jump @DRIV2_5261 

:DRIV2_5099
00A0: store_actor $PLAYER_ACTOR position_to 104@ 105@ 106@ 
01BB: store_object 46@(127@,4i) position_to 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
58@(127@,4f) += 0.25 
if 
0035:   106@ >= 58@(127@,4f) // (float) 
else_jump @DRIV2_5226 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
jump @DRIV2_5261 

:DRIV2_5226
0605: actor $PLAYER_ACTOR perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_5261
jump @DRIV2_5497 

:DRIV2_5268
if 
047A:   actor $PLAYER_ACTOR driving_bike 
else_jump @DRIV2_5335 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_R" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
jump @DRIV2_5497 

:DRIV2_5335
00A0: store_actor $PLAYER_ACTOR position_to 104@ 105@ 106@ 
01BB: store_object 46@(127@,4i) position_to 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
58@(127@,4f) += 0.25 
if 
0035:   106@ >= 58@(127@,4f) // (float) 
else_jump @DRIV2_5462 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
jump @DRIV2_5497 

:DRIV2_5462
0605: actor $PLAYER_ACTOR perform_animation "GRAB_R" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_5497
01BB: store_object 46@(127@,4i) position_to 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
0108: destroy_object 46@(127@,4i) 
0164: disable_marker 188@(127@,4i) 
018C: play_sound 65535 at 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
131@(127@,4i) = 1 
$3322 += 1 
jump @DRIV2_5694 

:DRIV2_5614
if 
876F:   not text_priority_displayed 
else_jump @DRIV2_5655 
0A6D: print_help_forever_conditional 'DRV3_3' 8192  // ~s~Tap ~m~~widget_grab~ to snatch the ~r~package.
176@ = 1 
jump @DRIV2_5694 

:DRIV2_5655
if 
  176@ == 1 
else_jump @DRIV2_5694 
0A6D: print_help_forever_conditional 'DRV3_3' 8192  // ~s~Tap ~m~~widget_grab~ to snatch the ~r~package.
176@ = 1 

:DRIV2_5694
if 
   not 131@(127@,4i) == 1 
else_jump @DRIV2_5878 
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_5878 
if and
00DB:   actor $PLAYER_ACTOR in_car 66@(127@,4i) 
0685:   object 46@(127@,4i) attached 
else_jump @DRIV2_5878 
01BB: store_object 46@(127@,4i) position_to 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
0108: destroy_object 46@(127@,4i) 
0164: disable_marker 188@(127@,4i) 
018C: play_sound 65535 at 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
131@(127@,4i) = 1 
$3322 += 1 

:DRIV2_5878
jump @DRIV2_6039 

:DRIV2_5885
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 46@(127@,4i) 
else_jump @DRIV2_6039 
if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @DRIV2_6039 
01BB: store_object 46@(127@,4i) position_to 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
0108: destroy_object 46@(127@,4i) 
0164: disable_marker 188@(127@,4i) 
018C: play_sound 65535 at 50@(127@,4f) 54@(127@,4f) 58@(127@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
131@(127@,4i) = 1 
$3322 += 1 

:DRIV2_6039
if 
  131@(127@,4i) == 1 
else_jump @DRIV2_6120 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_6120 
01B2: give_actor 62@(127@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 62@(127@,4i) kill_actor $PLAYER_ACTOR 
155@(127@,4i) = 1 

:DRIV2_6120
127@ += 1 
jump @DRIV2_4739 

:DRIV2_6134
if 
00E1:   player 0 pressed_key 4 
else_jump @DRIV2_6165 
175@ = 1 
jump @DRIV2_6172 

:DRIV2_6165
175@ = 0 

:DRIV2_6172
return 

:DRIV2_6174
127@ = 0 

:DRIV2_6181
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_6741 
if and
8119:   not car 66@(127@,4i) wrecked 
803B:   not  138@(127@,4i) == 142@ // (int) 
   not 131@(127@,4i) == 1 
else_jump @DRIV2_6727 
0227: 74@(127@,4i) = car 66@(127@,4i) health 
if 
0685:   object 46@(127@,4i) attached 
else_jump @DRIV2_6401 
if 
0204:   actor $PLAYER_ACTOR near_car 66@(127@,4i) radius 2.0 2.0 sphere 0 in_car 
else_jump @DRIV2_6394 
0085: 82@ = 78@(127@,4i) // (int) 
0062: 82@ -= 74@(127@,4i) // (int) 
if 
  82@ >= 2 
else_jump @DRIV2_6394 
0682: detach_object 46@(127@,4i) 0.0 0.0 0.0 collision_detection 0 
0085: 167@(127@,4i) = 171@ // (int) 

:DRIV2_6394
jump @DRIV2_6711 

:DRIV2_6401
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_6711 
if 
8737:   not actor 62@(127@,4i) lifting_object -1 
else_jump @DRIV2_6711 
if 
   not 151@(127@,4i) == 1 
else_jump @DRIV2_6526 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_6519 
06E2: AS_actor 62@(127@,4i) run_to_object 46@(127@,4i) timelimit -1 stop_within_radius 1.0 
151@(127@,4i) = 1 

:DRIV2_6519
jump @DRIV2_6711 

:DRIV2_6526
062E: get_actor 62@(127@,4i) task 1762 status_store_to 117@ // ret 7 if not found 
if 
04A4:   117@ == 7 // == constant 
else_jump @DRIV2_6669 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_6640 
070A: AS_actor 62@(127@,4i) attach_to_object 46@(127@,4i) offset 0.0 0.0 0.0 on_bone 5 1 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 167@(127@,4i) = 173@ // (int) 

:DRIV2_6640
151@(127@,4i) = 0 
147@(127@,4i) = 0 
jump @DRIV2_6711 

:DRIV2_6669
if 
83CA:   not object 46@(127@,4i) exists 
else_jump @DRIV2_6711 
151@(127@,4i) = 0 
147@(127@,4i) = 0 

:DRIV2_6711
0085: 78@(127@,4i) = 74@(127@,4i) // (int) 

:DRIV2_6727
127@ += 1 
jump @DRIV2_6181 

:DRIV2_6741
return 

:DRIV2_6743
127@ = 0 

:DRIV2_6750
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_6938 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_6924 
if and
8685:   not object 46@(127@,4i) attached 
8737:   not actor -1 lifting_object 46@(127@,4i) 
05A3:   object 46@(127@,4i) stopped 
else_jump @DRIV2_6880 
if 
   not 183@(127@,4i) == 1 
else_jump @DRIV2_6873 
0550: keep_object 46@(127@,4i) in_memory 1 
183@(127@,4i) = 1 

:DRIV2_6873
jump @DRIV2_6924 

:DRIV2_6880
if 
  183@(127@,4i) == 1 
else_jump @DRIV2_6924 
0550: keep_object 46@(127@,4i) in_memory 0 
183@(127@,4i) = 0 

:DRIV2_6924
127@ += 1 
jump @DRIV2_6750 

:DRIV2_6938
return 

:DRIV2_6940
127@ = 0 

:DRIV2_6947
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_7136 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
   not 155@(127@,4i) == 1 
else_jump @DRIV2_7122 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
003B:   138@(127@,4i) == 143@ // (int) 
80EE:   not actor 62@(127@,4i) sphere 0 near_point 83@ 84@ radius 400.0 400.0 in_car 
else_jump @DRIV2_7122 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 83@ 84@ 85@ speed 70@(127@,4f) 0 model 0 2 
0085: 138@(127@,4i) = 144@ // (int) 

:DRIV2_7122
127@ += 1 
jump @DRIV2_6947 

:DRIV2_7136
return 

:DRIV2_7138
127@ = 0 

:DRIV2_7145
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_7321 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
   not 155@(127@,4i) == 1 
else_jump @DRIV2_7307 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
003B:   138@(127@,4i) == 144@ // (int) 
00EE:   actor 62@(127@,4i) sphere 0 near_point 83@ 84@ radius 200.0 200.0 in_car 
else_jump @DRIV2_7307 
05D2: AS_actor 62@(127@,4i) run_to_and_hijack_car 66@(127@,4i) max_search_radius 70@(127@,4f) traffic_behavior 2 
0085: 138@(127@,4i) = 143@ // (int) 

:DRIV2_7307
127@ += 1 
jump @DRIV2_7145 

:DRIV2_7321
return 

:DRIV2_7323
127@ = 0 

:DRIV2_7330
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_7891 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
   not 151@(127@,4i) == 1 
   not 155@(127@,4i) == 1 
else_jump @DRIV2_7877 
if 
80DB:   not actor 62@(127@,4i) in_car 66@(127@,4i) 
else_jump @DRIV2_7485 
if 
  147@(127@,4i) == 0 
else_jump @DRIV2_7478 
05CB: AS_actor 62@(127@,4i) enter_car 66@(127@,4i) as_driver -1 ms 
147@(127@,4i) = 1 

:DRIV2_7478
jump @DRIV2_7877 

:DRIV2_7485
if 
  147@(127@,4i) == 1 
else_jump @DRIV2_7877 
if 
003B:   138@(127@,4i) == 143@ // (int) 
else_jump @DRIV2_7555 
05D2: AS_actor 62@(127@,4i) run_to_and_hijack_car 66@(127@,4i) max_search_radius 70@(127@,4f) traffic_behavior 2 

:DRIV2_7555
if 
003B:   138@(127@,4i) == 144@ // (int) 
else_jump @DRIV2_7616 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 83@ 84@ 85@ speed 70@(127@,4f) 0 model 0 2 

:DRIV2_7616
if 
003B:   138@(127@,4i) == 145@ // (int) 
else_jump @DRIV2_7689 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 86@(127@,4f) 90@(127@,4f) 94@(127@,4f) speed 70@(127@,4f) 0 model 0 2 

:DRIV2_7689
if 
003B:   138@(127@,4i) == 146@ // (int) 
else_jump @DRIV2_7750 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 98@ 99@ 100@ speed 70@(127@,4f) 0 model 0 2 

:DRIV2_7750
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_7866 
if 
0737:   actor 62@(127@,4i) lifting_object 46@(127@,4i) 
else_jump @DRIV2_7866 
070B: set_actor 62@(127@,4i) onbone_attached_object_operation 0 
0681: attach_object 46@(127@,4i) to_car 66@(127@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 167@(127@,4i) = 172@ // (int) 

:DRIV2_7866
147@(127@,4i) = 0 

:DRIV2_7877
127@ += 1 
jump @DRIV2_7330 

:DRIV2_7891
return 

:DRIV2_7893
127@ = 0 

:DRIV2_7900
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_8135 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
  155@(127@,4i) == 1 
else_jump @DRIV2_8121 
if 
  159@(127@,4i) == 1 
else_jump @DRIV2_8063 
if 
80F2:   not actor 62@(127@,4i) near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
else_jump @DRIV2_8056 
06E1: AS_actor 62@(127@,4i) using_car 66@(127@,4i) target_car -1 with_order 2 max_speed 70@(127@,4f) traffic_flag 2 
159@(127@,4i) = 0 

:DRIV2_8056
jump @DRIV2_8121 

:DRIV2_8063
if 
00F2:   actor 62@(127@,4i) near_actor $PLAYER_ACTOR radius 10.0 10.0 0 
else_jump @DRIV2_8121 
05E2: AS_actor 62@(127@,4i) kill_actor $PLAYER_ACTOR 
159@(127@,4i) = 1 

:DRIV2_8121
127@ += 1 
jump @DRIV2_7900 

:DRIV2_8135
return 

:DRIV2_8137
127@ = 0 

:DRIV2_8144
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_8306 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_8292 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
803B:   not  138@(127@,4i) == 146@ // (int) 
   not 155@(127@,4i) == 1 
else_jump @DRIV2_8292 
05D1: AS_actor 62@(127@,4i) drive_car 66@(127@,4i) to 98@ 99@ 100@ speed 70@(127@,4f) 0 model 0 2 
0085: 138@(127@,4i) = 146@ // (int) 

:DRIV2_8292
127@ += 1 
jump @DRIV2_8144 

:DRIV2_8306
return 

:DRIV2_8308
127@ = 0 

:DRIV2_8315
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_8511 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_8497 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
003B:   138@(127@,4i) == 145@ // (int) 
   not 155@(127@,4i) == 1 
0100:   actor 62@(127@,4i) in_sphere 86@(127@,4f) 90@(127@,4f) 94@(127@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
else_jump @DRIV2_8497 
05D2: AS_actor 62@(127@,4i) run_to_and_hijack_car 66@(127@,4i) max_search_radius 70@(127@,4f) traffic_behavior 2 
0085: 138@(127@,4i) = 143@ // (int) 

:DRIV2_8497
127@ += 1 
jump @DRIV2_8315 

:DRIV2_8511
return 

:DRIV2_8513
127@ = 0 

:DRIV2_8520
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_8680 
if and
03CA:   object 46@(127@,4i) exists 
8118:   not actor 62@(127@,4i) dead 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_8666 
if and
0685:   object 46@(127@,4i) attached 
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
else_jump @DRIV2_8666 
if 
04E5:   object 46@(127@,4i) near_point 98@ 99@ radius 20.0 7.0 sphere 0 
else_jump @DRIV2_8666 
164@ = 1 
0085: 128@ = 127@ // (int) 

:DRIV2_8666
127@ += 1 
jump @DRIV2_8520 

:DRIV2_8680
return 

:DRIV2_8682
00A0: store_actor $PLAYER_ACTOR position_to 104@ 105@ 106@ 
127@ = 0 

:DRIV2_8703
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_9058 
if and
8119:   not car 66@(127@,4i) wrecked 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_9044 
if and
00DB:   actor 62@(127@,4i) in_car 66@(127@,4i) 
   not 155@(127@,4i) == 1 
else_jump @DRIV2_9044 
if and
003B:   138@(127@,4i) == 146@ // (int) 
01AD:   car 66@(127@,4i) sphere 0 near_point 98@ 99@ radius 25.0 25.0 
else_jump @DRIV2_8860 
70@(127@,4f) = 15.0 
jump @DRIV2_9028 

:DRIV2_8860
00AA: store_car 66@(127@,4i) position_to 108@ 109@ 110@ 
050A: 107@ = distance_between_XYZ 104@ 105@ 106@ and_XYZ 108@ 109@ 110@ 
if 
  0.0 > 107@ 
else_jump @DRIV2_8932 
107@ = 0.0 

:DRIV2_8932
if 
  50.0 >= 107@ 
else_jump @DRIV2_9014 
0087: 70@(127@,4f) = 107@ // (float) 
70@(127@,4f) *= 0.4 
70@(127@,4f) *= -1.0 
70@(127@,4f) += 40.0 
jump @DRIV2_9028 

:DRIV2_9014
70@(127@,4f) = 20.0 

:DRIV2_9028
00AD: set_car 66@(127@,4i) max_speed_to 70@(127@,4f) 

:DRIV2_9044
127@ += 1 
jump @DRIV2_8703 

:DRIV2_9058
return 

:DRIV2_9060
127@ = 0 

:DRIV2_9067
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_9147 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_9133 
if 
04E7:   object 46@(127@,4i) in_water 
else_jump @DRIV2_9133 
165@ = 1 

:DRIV2_9133
127@ += 1 
jump @DRIV2_9067 

:DRIV2_9147
return 

:DRIV2_9149
127@ = 0 

:DRIV2_9156
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_9246 
if and
0119:   car 66@(127@,4i) wrecked 
03CA:   object 46@(127@,4i) exists 
003B:   167@(127@,4i) == 172@ // (int) 
else_jump @DRIV2_9232 
0108: destroy_object 46@(127@,4i) 
166@ = 1 

:DRIV2_9232
127@ += 1 
jump @DRIV2_9156 

:DRIV2_9246
return 

:DRIV2_9248
0395: clear_area 0 at -1814.82 381.4 17.09 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @DRIV2_9329 
00A1: put_actor $PLAYER_ACTOR at -1771.94 336.35 8.94 
0173: set_actor $PLAYER_ACTOR Z_angle_to 49.66 

:DRIV2_9329
if 
  182@ == 1 
else_jump @DRIV2_9393 
if 
8119:   not car 44@ wrecked 
else_jump @DRIV2_9393 
00AB: put_car 44@ at -1766.6 330.71 8.23 
0175: set_car 44@ Z_angle_to 45.1 

:DRIV2_9393
if 
8118:   not actor 62@ dead 
else_jump @DRIV2_9439 
0337: set_actor 62@ visibility 1 
if 
03CA:   object 46@ exists 
else_jump @DRIV2_9439 
0750: set_object 46@ visibility 1 

:DRIV2_9439
127@ = 0 

:DRIV2_9446
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_9510 
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_9496 
0519: set_car 66@(127@,4i) locked 0 

:DRIV2_9496
127@ += 1 
jump @DRIV2_9446 

:DRIV2_9510
177@ = 1 
178@ = 0 
0707: start_scene_skip_to @DRIV2_10358 
015F: set_camera_position -1808.39 374.18 17.98 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1813.41 376.31 17.32 switchstyle 2 
if and
8118:   not actor 62@ dead 
8119:   not car 66@ wrecked 
else_jump @DRIV2_9613 
05CB: AS_actor 62@ enter_car 66@ as_driver -1 ms 

:DRIV2_9613
203@ = 0 

:DRIV2_9620
if and
   not 203@ == 1 
8118:   not actor 62@ dead 
else_jump @DRIV2_9701 
wait 0 
if and
8118:   not actor 62@ dead 
8119:   not car 66@ wrecked 
else_jump @DRIV2_9694 
if 
00DB:   actor 62@ in_car 66@ 
else_jump @DRIV2_9694 
203@ = 1 

:DRIV2_9694
jump @DRIV2_9620 

:DRIV2_9701
wait 1000 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
015F: set_camera_position -1832.36 380.48 18.71 rotation 0.0 0.0 0.0 
if 
8119:   not car 66@ wrecked 
else_jump @DRIV2_9888 
0158: camera_on_car 66@ mode 15 switchstyle 2 
if and
8118:   not actor 62@ dead 
03CA:   object 46@ exists 
else_jump @DRIV2_9888 
if 
0737:   actor 62@ lifting_object 46@ 
else_jump @DRIV2_9842 
070B: set_actor 62@ onbone_attached_object_operation 0 

:DRIV2_9842
0681: attach_object 46@ to_car 66@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 167@ = 172@ // (int) 

:DRIV2_9888
if and
8119:   not car 67@ wrecked 
8118:   not actor 63@ dead 
else_jump @DRIV2_9941 
05D1: AS_actor 63@ drive_car 67@ to -1854.74 533.22 33.12 speed 71@ 0 model 0 2 

:DRIV2_9941
wait 150 
if and
8119:   not car 68@ wrecked 
8118:   not actor 64@ dead 
else_jump @DRIV2_9999 
05D1: AS_actor 64@ drive_car 68@ to -1854.74 533.22 33.12 speed 72@ 0 model 0 2 

:DRIV2_9999
wait 150 
if and
8119:   not car 66@ wrecked 
8118:   not actor 62@ dead 
else_jump @DRIV2_10057 
05D1: AS_actor 62@ drive_car 66@ to -1854.74 533.22 33.12 speed 70@ 0 model 0 2 

:DRIV2_10057
wait 100 
if and
8119:   not car 69@ wrecked 
8118:   not actor 65@ dead 
else_jump @DRIV2_10114 
05D1: AS_actor 65@ drive_car 69@ to -1854.74 533.22 33.12 speed 73@ 0 model 0 2 

:DRIV2_10114
wait 7000 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_10162 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72 382.73 16.04 
jump @DRIV2_10182 

:DRIV2_10162
00A1: put_actor $PLAYER_ACTOR at -1820.72 382.73 16.04 

:DRIV2_10182
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.45 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV2_10218 
05CB: AS_actor $PLAYER_ACTOR enter_car 43@ as_driver -1 ms 

:DRIV2_10218
015F: set_camera_position -1818.1 380.01 16.8 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
41@ = 0 

:DRIV2_10266
if 
  4000 > 41@ 
else_jump @DRIV2_10344 
wait 0 
if and
  41@ > 0 
   not 178@ == 1 
else_jump @DRIV2_10337 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.
178@ = 1 

:DRIV2_10337
jump @DRIV2_10266 

:DRIV2_10344
gosub @DRIV2_4560 
177@ = 0 

:DRIV2_10358
0701: end_scene_skip 
if 
  177@ == 1 
else_jump @DRIV2_10827 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
if and
8118:   not actor 62@ dead 
8119:   not car 66@ wrecked 
else_jump @DRIV2_10562 
if 
80DB:   not actor 62@ in_car 66@ 
else_jump @DRIV2_10458 
036A: put_actor 62@ in_car 66@ 

:DRIV2_10458
if 
03CA:   object 46@ exists 
else_jump @DRIV2_10562 
if 
8685:   not object 46@ attached 
else_jump @DRIV2_10562 
if 
0737:   actor 62@ lifting_object 46@ 
else_jump @DRIV2_10516 
070B: set_actor 62@ onbone_attached_object_operation 0 

:DRIV2_10516
0681: attach_object 46@ to_car 66@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 167@ = 172@ // (int) 

:DRIV2_10562
if and
8119:   not car 66@ wrecked 
8118:   not actor 62@ dead 
else_jump @DRIV2_10603 
00AB: put_car 66@ at -1894.59 582.43 34.56 

:DRIV2_10603
if and
8119:   not car 67@ wrecked 
8118:   not actor 63@ dead 
else_jump @DRIV2_10644 
00AB: put_car 67@ at -1893.56 574.34 34.55 

:DRIV2_10644
if and
8119:   not car 68@ wrecked 
8118:   not actor 64@ dead 
else_jump @DRIV2_10685 
00AB: put_car 68@ at -1899.96 581.25 34.56 

:DRIV2_10685
if and
8119:   not car 69@ wrecked 
8118:   not actor 65@ dead 
else_jump @DRIV2_10726 
00AB: put_car 69@ at -1898.95 574.08 34.56 

:DRIV2_10726
if 
8119:   not car 43@ wrecked 
else_jump @DRIV2_10786 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_10778 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01 386.28 6.58 

:DRIV2_10778
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:DRIV2_10786
gosub @DRIV2_4560 
if 
   not 178@ == 1 
else_jump @DRIV2_10827 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.

:DRIV2_10827
127@ = 0 

:DRIV2_10834
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_10914 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_10900 
0188: 188@(127@,4i) = create_marker_above_object 46@(127@,4i) 
0165: set_marker 188@(127@,4i) color_to 0 

:DRIV2_10900
127@ += 1 
jump @DRIV2_10834 

:DRIV2_10914
if 
8119:   not car 42@ wrecked 
else_jump @DRIV2_10945 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_10945
127@ = 0 

:DRIV2_10952
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_11063 
if 
8118:   not actor 62@(127@,4i) dead 
else_jump @DRIV2_11010 
02AB: set_actor 62@(127@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_11010
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_11049 
02AC: set_car 66@(127@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_11049
127@ += 1 
jump @DRIV2_10952 

:DRIV2_11063
if 
8119:   not car 43@ wrecked 
else_jump @DRIV2_11094 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_11094
127@ = 0 

:DRIV2_11101
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_11165 
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_11151 
0587: enable_car 66@(127@,4i) validate_position 0 

:DRIV2_11151
127@ += 1 
jump @DRIV2_11101 

:DRIV2_11165
if 
8119:   not car 43@ wrecked 
else_jump @DRIV2_11188 
0587: enable_car 43@ validate_position 0 

:DRIV2_11188
if 
8119:   not car 42@ wrecked 
else_jump @DRIV2_11211 
0587: enable_car 42@ validate_position 0 

:DRIV2_11211
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0A6F: checkpoint_save 99 
return 

:DRIV2_11232
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:DRIV2_11246
if 
fading 
else_jump @DRIV2_11270 
wait 0 
jump @DRIV2_11246 

:DRIV2_11270
0395: clear_area 0 at 101@ 102@ 103@ radius 50.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_11409 
00D9: 43@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 43@ at 101@ 102@ 103@ 
0175: set_car 43@ Z_angle_to 340.37 
0615: define_AS_pack_begin 204@ 
05CD: AS_actor -1 exit_car 43@ 
05D3: AS_actor -1 goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 204@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 204@ 
061B: remove_references_to_AS_pack 204@ 
jump @DRIV2_11462 

:DRIV2_11409
00A6: destroy_car 43@ 
00A1: put_actor $PLAYER_ACTOR at 101@ 102@ 103@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 

:DRIV2_11462
015F: set_camera_position -2626.02 1403.8 6.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2624.56 1406.19 7.03 switchstyle 2 
fade 1 1000 

:DRIV2_11520
if 
fading 
else_jump @DRIV2_11544 
wait 0 
jump @DRIV2_11520 

:DRIV2_11544
177@ = 1 
0707: start_scene_skip_to @DRIV2_11570 
wait 2000 
177@ = 0 

:DRIV2_11570
0701: end_scene_skip 
if 
  177@ == 1 
else_jump @DRIV2_11590 

:DRIV2_11590
if 
   not 177@ == 1 
else_jump @DRIV2_11639 
fade 0 1000 

:DRIV2_11615
if 
fading 
else_jump @DRIV2_11639 
wait 0 
jump @DRIV2_11615 

:DRIV2_11639
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2624.28 1410.93 6.15 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.52 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
   not 177@ == 1 
else_jump @DRIV2_11738 
fade 1 1000 

:DRIV2_11714
if 
fading 
else_jump @DRIV2_11738 
wait 0 
jump @DRIV2_11714 

:DRIV2_11738
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:DRIV2_11747
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:DRIV2_11761
if 
fading 
else_jump @DRIV2_11785 
wait 0 
jump @DRIV2_11761 

:DRIV2_11785
01C3: remove_references_to_car 43@ 
0395: clear_area 0 at 98@ 99@ 100@ radius 100.0 
127@ = 0 

:DRIV2_11815
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_11953 
if 
803B:   not  127@ == 128@ // (int) 
else_jump @DRIV2_11939 
009B: destroy_actor 62@(127@,4i) 
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_11921 
if 
80DB:   not actor $PLAYER_ACTOR in_car 66@(127@,4i) 
else_jump @DRIV2_11914 
00A6: destroy_car 66@(127@,4i) 

:DRIV2_11914
jump @DRIV2_11930 

:DRIV2_11921
00A6: destroy_car 66@(127@,4i) 

:DRIV2_11930
0108: destroy_object 46@(127@,4i) 

:DRIV2_11939
127@ += 1 
jump @DRIV2_11815 

:DRIV2_11953
077E: get_active_interior_to 129@ 
00A0: store_actor $PLAYER_ACTOR position_to 104@ 105@ 106@ 
0172: 111@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 104@ 105@ ignore_waves 0 store_to 206@ 
02CE: 205@ = ground_z_at 104@ 105@ 106@ 
if 
0025:   206@ > 205@ // (float) 
else_jump @DRIV2_12034 
0087: 205@ = 206@ // (float) 

:DRIV2_12034
00A1: put_actor $PLAYER_ACTOR at -2762.82 98.13 -100.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_12088 
00D9: 43@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 43@ Z_angle_to 354.04 

:DRIV2_12088
select_interior 0 
04E4: refresh_game_renderer_at 98@ 99@ 
03CB: set_rendering_origin_at 98@ 99@ 100@ 
03E6: remove_text_box 
02A3: enable_widescreen 1 
015F: set_camera_position -2736.43 87.02 4.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2735.57 86.18 4.27 switchstyle 2 
0360: open_garage 'TBON' 
if and
8118:   not actor 62@(128@,4i) dead 
8119:   not car 66@(128@,4i) wrecked 
else_jump @DRIV2_12400 
00AB: put_car 66@(128@,4i) at -2720.92 83.65 3.69 
0175: set_car 66@(128@,4i) Z_angle_to 85.84 
if 
80DB:   not actor 62@(128@,4i) in_car 66@(128@,4i) 
else_jump @DRIV2_12333 
if 
00DF:   actor 62@(128@,4i) driving 
else_jump @DRIV2_12317 
0362: remove_actor 62@(128@,4i) from_car_and_place_at -2720.92 83.65 -6.31 

:DRIV2_12317
036A: put_actor 62@(128@,4i) in_car 66@(128@,4i) 

:DRIV2_12333
04E0: car 66@(128@,4i) abandon_path_radius 2 
05D1: AS_actor 62@(128@,4i) drive_car 66@(128@,4i) to -2730.11 65.22 3.91 speed 10.0 0 model 0 2 
04BA: set_car 66@(128@,4i) speed_to 7.0 

:DRIV2_12400
00A6: destroy_car 42@ 
fade 1 500 

:DRIV2_12412
if 
fading 
else_jump @DRIV2_12436 
wait 0 
jump @DRIV2_12412 

:DRIV2_12436
177@ = 1 
0707: start_scene_skip_to @DRIV2_12631 
if 
8118:   not actor 62@(128@,4i) dead 
else_jump @DRIV2_12488 
00A0: store_actor 62@(128@,4i) position_to 108@ 109@ 110@ 

:DRIV2_12488
if 
  109@ > 71.36 
else_jump @DRIV2_12575 
wait 0 
if 
8118:   not actor 62@(128@,4i) dead 
else_jump @DRIV2_12558 
00A0: store_actor 62@(128@,4i) position_to 108@ 109@ 110@ 
jump @DRIV2_12568 

:DRIV2_12558
109@ = 71.36 

:DRIV2_12568
jump @DRIV2_12488 

:DRIV2_12575
0361: close_garage 'TBON' 

:DRIV2_12586
if 
83B1:   not garage 'TBON' door_closed 
else_jump @DRIV2_12619 
wait 0 
jump @DRIV2_12586 

:DRIV2_12619
wait 1000 
177@ = 0 

:DRIV2_12631
0701: end_scene_skip 
fade 0 1000 

:DRIV2_12640
if 
fading 
else_jump @DRIV2_12664 
wait 0 
jump @DRIV2_12640 

:DRIV2_12664
009B: destroy_actor 62@(128@,4i) 
00A6: destroy_car 66@(128@,4i) 
if 
  177@ == 1 
else_jump @DRIV2_12766 
if 
83B1:   not garage 'TBON' door_closed 
else_jump @DRIV2_12766 
0361: close_garage 'TBON' 

:DRIV2_12733
if 
83B1:   not garage 'TBON' door_closed 
else_jump @DRIV2_12766 
wait 0 
jump @DRIV2_12733 

:DRIV2_12766
select_interior 129@ 
04E4: refresh_game_renderer_at 104@ 105@ 
03CB: set_rendering_origin_at 104@ 105@ 205@ 
00A1: put_actor $PLAYER_ACTOR at 104@ 105@ 205@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV2_12843 
00D9: 43@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 43@ Z_angle_to 111@ 
jump @DRIV2_12851 

:DRIV2_12843
0173: set_actor $PLAYER_ACTOR Z_angle_to 111@ 

:DRIV2_12851
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 

:DRIV2_12873
if 
fading 
else_jump @DRIV2_12897 
wait 0 
jump @DRIV2_12873 

:DRIV2_12897
return 

:DRIV2_12899
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:DRIV2_12917
$544 += 1 
0318: set_latest_mission_passed 'FAR_2'  // T-Bone Mendez
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:DRIV2_12981
0249: release_model 498 
0249: release_model 521 
0249: release_model #KMB_PACKET 
0249: release_model 100 
0249: release_model 47 
0249: release_model 352 
04EF: release_animation "BIKES" 
04EF: release_animation "MISC" 
127@ = 0 

:DRIV2_13033
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_13124 
0164: disable_marker 188@(127@,4i) 
if 
03CA:   object 46@(127@,4i) exists 
else_jump @DRIV2_13110 
if 
82CC:   not object 46@(127@,4i) bounding_sphere_visible 
else_jump @DRIV2_13110 
0108: destroy_object 46@(127@,4i) 

:DRIV2_13110
127@ += 1 
jump @DRIV2_13033 

:DRIV2_13124
0164: disable_marker 192@ 
0164: disable_marker 193@ 
if 
8119:   not car 42@ wrecked 
else_jump @DRIV2_13165 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_13165
127@ = 0 

:DRIV2_13172
if 
001D:   45@ > 127@ // (int) 
else_jump @DRIV2_13255 
if 
8119:   not car 66@(127@,4i) wrecked 
else_jump @DRIV2_13241 
02AC: set_car 66@(127@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 66@(127@,4i) locked 0 

:DRIV2_13241
127@ += 1 
jump @DRIV2_13172 

:DRIV2_13255
if 
8119:   not car 43@ wrecked 
else_jump @DRIV2_13286 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_13286
065C: release_decision_maker 201@ 
061B: remove_references_to_AS_pack 204@ 
03E6: remove_text_box 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DRIV2_13353 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DRIV2_13353
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 66---------------
// Originally: Mike Toreno

:DRIV3
thread 'DRIV3' 
gosub @DRIV3_47 
if 
wasted_or_busted 
else_jump @DRIV3_38 
gosub @DRIV3_16011 

:DRIV3_38
gosub @DRIV3_16029 
end_thread 

:DRIV3_47
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 
0169: set_fade_color_RGB 0 0 0 

:DRIV3_82
if 
fading 
else_jump @DRIV3_106 
wait 0 
jump @DRIV3_82 

:DRIV3_106
054C: use_GXT_table 'FARLIE3' 
select_interior 3 
02E4: load_cutscene_data 'FARL_3A' 

:DRIV3_132
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV3_156 
wait 0 
jump @DRIV3_132 

:DRIV3_156
02E7: start_cutscene 
fade 1 1000 

:DRIV3_165
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV3_189 
wait 0 
jump @DRIV3_165 

:DRIV3_189
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DRIV3_204
if 
fading 
else_jump @DRIV3_228 
wait 0 
jump @DRIV3_204 

:DRIV3_228
02EA: end_cutscene 
select_interior 0 
018A: 135@ = create_checkpoint_at -2071.0 209.0 35.0 
0164: disable_marker 135@ 
88@ = -1906.656 
89@ = 283.016 
90@ = 41.0 
112@ = 0 
113@ = 0 
114@ = 0 
140@ = 0 
115@ = 0 
120@ = 0 
116@ = 0 
67@ = -2615.0 
68@ = 1397.0 
69@ = 6.0 
109@ = 0 
$3183 = 0 
$3186 = 1 
111@ = 0 
79@ = -1550.416 
80@ = -436.4436 
81@ = 6.9871 
$3182 = 0 
82@ = 0.0 
83@ = -20.0 
84@ = 0.0 
108@ = 0 
110@ = 0 
117@ = 0 
118@ = 0 
97@ = 1 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
$8688 = 0 
102@ = 0 
103@ = 0 
106@ = 0 
119@ = 0 
107@ = 0 
104@ = 0 
105@ = 0 
if 
075C:   marker $4040 enabled 
else_jump @DRIV3_603 
0164: disable_marker $4040 

:DRIV3_603
032B: 63@ = create_weapon_pickup 348 type 15 ammo 30 at -1542.022 -437.7364 5.9258 
05A9: s$8689[0] = 'FAR3_CA' // s$  // He says he can hear seagulls!
05A9: s$8689[1] = 'FAR3_CB' // s$  // Mike can hear gulls!
05A9: s$8689[2] = 'FAR3_DA' // s$  // Seagulls? Shit, that could be anywhere in this town.
05A9: s$8689[3] = 'FAR3_CC' // s$  // He can hear heavy machinery!
05A9: s$8689[4] = 'FAR3_DB' // s$  // Seagulls and heavy machinery? What is that? A building site, or a landfill or something?
05A9: s$8689[5] = 'FAR3_EA' // s$  // There's a building site in Doherty!
04AF: 141@ = 15200 // = constant 
04AF: 142@ = 15201 // = constant 
04AF: 143@ = 15210 // = constant 
04AF: 144@ = 15202 // = constant 
04AF: 145@ = 15211 // = constant 
04AF: 146@ = 15215 // = constant 
05A9: s$8689[6] = 'FAR3_CF' // s$  // He says he can hear a truck reversing.
05A9: s$8689[7] = 'FAR3_CD' // s$  // He says it's busy, like a freight depot or something.
05A9: s$8689[8] = 'FAR3_DC' // s$  // Freight? Aw, they must be down at the docks!
05A9: s$8689[9] = 'FAR3_EB' // s$  // Get to the docks in Easter Basin!
04AF: 147@ = 15205 // = constant 
04AF: 148@ = 15203 // = constant 
04AF: 149@ = 15212 // = constant 
04AF: 150@ = 15216 // = constant 
05A9: s$8689[10] = 'FAR3_CJ' // s$  // Shit, he says they stopped, then he heard gunfire.
05A9: s$8689[11] = 'FAR3_CK' // s$  // He thinks they just shot there way through a security gate!
05A9: s$8689[12] = 'FAR3_DD' // s$  // They don't have heavy security at the docks,
05A9: s$8689[13] = 'FAR3_DE' // s$  // but they do at the airport's freight depot!
05A9: s$8689[14] = 'FAR3_EC' // s$  // To the airport, rapido!
04AF: 151@ = 15208 // = constant 
04AF: 152@ = 15209 // = constant 
04AF: 153@ = 15213 // = constant 
04AF: 154@ = 15214 // = constant 
04AF: 155@ = 15217 // = constant 
05A9: s$8689[15] = 'FAR3_HA' // s$  // There's the gate!
05A9: s$8689[16] = 'FAR3_HB' // s$  // And some dead security guards!
05A9: s$8689[17] = 'FAR3_HC' // s$  // Ey, this is the place, keep your eyes peeled for that van!
04AF: 156@ = 15225 // = constant 
04AF: 157@ = 15226 // = constant 
04AF: 158@ = 15227 // = constant 
05A9: s$8689[18] = 'FAR3_JA' // s$  // OK, the tags should work now, holmes.
05A9: s$8689[19] = 'FAR3_JB' // s$  // Tag? What the hell is a tag?
05A9: s$8689[20] = 'FAR3_JC' // s$  // After that last bit of trouble, Mike hid the transponder in the white.
05A9: s$8689[21] = 'FAR3_JD' // s$  // We was going to follow it to the gang, but something must have fucked up
05A9: s$8689[22] = 'FAR3_JE' // s$  // and now we gotta use it to find that van and rescue Mike!
05A9: s$8689[23] = 'FAR3_JF' // s$  // How it work?
05A9: s$8689[24] = 'FAR3_JG' // s$  // Simple. Closer we get, the stronger the signal.
04AF: 159@ = 15228 // = constant 
04AF: 160@ = 15229 // = constant 
04AF: 161@ = 15230 // = constant 
04AF: 162@ = 15231 // = constant 
04AF: 163@ = 15232 // = constant 
04AF: 164@ = 15233 // = constant 
04AF: 165@ = 15234 // = constant 
05A9: s$8689[25] = 'FAR3_MA' // s$  // How long you been working for Jizzy, I haven't seen you before?
05A9: s$8689[26] = 'FAR3_MB' // s$  // Just got into town last week. I done a couple jobs here and there.
05A9: s$8689[27] = 'FAR3_MC' // s$  // Just got into town, huh? Where were you before that?
05A9: s$8689[28] = 'FAR3_MD' // s$  // Hey, what is this?
05A9: s$8689[29] = 'FAR3_ME' // s$  // Man, just answer the fucking question.
05A9: s$8689[30] = 'FAR3_MF' // s$  // Look man, chill. I been in Los Santos with my family, a'ight?
05A9: s$8689[31] = 'FAR3_MG' // s$  // Gimme his wallet.
05A9: s$8689[32] = 'FAR3_MH' // s$  // What? Hey, get off!
05A9: s$8689[33] = 'FAR3_MJ' // s$  // Quit struggling and concentrate on the road!
05A9: s$8689[34] = 'FAR3_MK' // s$  // Here y'go, Mike.
05A9: s$8689[35] = 'FAR3_ML' // s$  // Carl Johnson, huh?
05A9: s$8689[36] = 'FAR3_MM' // s$  // Alright. I've seen enough. Here.
05A9: s$8689[37] = 'FAR3_MN' // s$  // Hey, was a dub in there. Better still be there when I check it.
05A9: s$8689[38] = 'FAR3_MO' // s$  // Shut the fuck up.
04AF: 166@ = 15242 // = constant 
04AF: 167@ = 15243 // = constant 
04AF: 168@ = 15244 // = constant 
04AF: 169@ = 15245 // = constant 
04AF: 170@ = 15246 // = constant 
04AF: 171@ = 15247 // = constant 
04AF: 172@ = 15248 // = constant 
04AF: 173@ = 15249 // = constant 
04AF: 174@ = 15250 // = constant 
04AF: 175@ = 15251 // = constant 
04AF: 176@ = 15252 // = constant 
04AF: 177@ = 15253 // = constant 
04AF: 178@ = 15254 // = constant 
04AF: 179@ = 15255 // = constant 
060A: create_decision_maker_type 2 store_to 94@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 95@ // decision\allowed\m_.ped files 
0247: load_model 352 
0247: load_model 482 
023C: load_special_actor 'TBONE' as 2 // models 290-299 
038B: load_requested_models 

:DRIV3_1527
if or
823D:   not special_actor 2 loaded 
8248:   not model 352 available 
8248:   not model 482 available 
else_jump @DRIV3_1563 
wait 0 
jump @DRIV3_1527 

:DRIV3_1563
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.0 
0373: set_camera_directly_behind_player 

:DRIV3_1575
wait 0 
if 
  97@ == 1 
else_jump @DRIV3_1604 
gosub @DRIV3_1736 

:DRIV3_1604
if 
  98@ == 1 
else_jump @DRIV3_1629 
gosub @DRIV3_6822 

:DRIV3_1629
if 
  102@ == 1 
else_jump @DRIV3_1654 
gosub @DRIV3_8253 

:DRIV3_1654
if 
  99@ == 1 
else_jump @DRIV3_1679 
gosub @DRIV3_11226 

:DRIV3_1679
if 
  100@ == 1 
else_jump @DRIV3_1704 
jump @DRIV3_15913 

:DRIV3_1704
if 
  101@ == 1 
else_jump @DRIV3_1729 
jump @DRIV3_16011 

:DRIV3_1729
jump @DRIV3_1575 

:DRIV3_1736
0209: 62@ = random_int_in_ranges 1 4 
if 
  62@ == 1 
else_jump @DRIV3_1833 
64@ = -1303.76 
65@ = -615.4308 
66@ = 13.1485 
70@ = -1271.832 
71@ = -180.8179 
72@ = 13.1443 
92@ = 0.0 

:DRIV3_1833
if 
  62@ == 2 
else_jump @DRIV3_1921 
64@ = -1216.233 
65@ = 51.366 
66@ = 13.0 
70@ = -1288.832 
71@ = -159.8179 
72@ = 13.1443 
92@ = 120.0 

:DRIV3_1921
if 
  62@ == 3 
else_jump @DRIV3_2009 
64@ = -1125.319 
65@ = 368.3488 
66@ = 13.1329 
70@ = -1319.832 
71@ = -96.8179 
72@ = 13.8443 
92@ = 140.0 

:DRIV3_2009
0247: load_model 426 

:DRIV3_2014
if 
8248:   not model 426 available 
else_jump @DRIV3_2041 
wait 0 
jump @DRIV3_2014 

:DRIV3_2041
00A5: 46@ = create_car 426 at -2620.0 1398.0 6.5 
0175: set_car 46@ Z_angle_to 204.0 
0186: 122@ = create_marker_above_car 46@ 
07E0: set_marker 122@ type_to 1 
0224: set_car 46@ health_to 2500 
0956: get_respect_to 121@ 
08F4: set_max_group_members 121@ 
09DD: unknown_player_group 2 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DRIV3_2134 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRIV3_2134
009A: 61@ = create_actor_pedtype 25 model 291 at -2623.64 1403.9 6.2 
09F6: set_actor 61@ unjackable_through_driver_seat 0 
0709: set_decision_maker 95@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor 61@ weapon_accuracy_to 95 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0A09: set_actor 61@ muted 1 // versionB 
05CA: AS_actor 61@ enter_car 46@ passenger_seat 0 time -1 
04D8: set_actor 61@ drowns_in_water 1 
077A: set_actor 61@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor 61@ decision_maker_to 95@ 
01B2: give_actor 61@ weapon 28 ammo 1000 // Load the weapon model before using this 
0568: set_actor 61@ untargetable 1 
02A9: set_actor 61@ immune_to_nonplayer 1 
0A0B: set_rendering_origin_at_3D_coord -2623.64 1403.9 6.2 angle 214.0 
fade 1 1000 

:DRIV3_2319
if 
fading 
else_jump @DRIV3_2343 
wait 0 
jump @DRIV3_2319 

:DRIV3_2343
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
$3182 += 330000 
03C3: set_timer_to $3182 type 1 GXT 'DRI2_9' // global_variable  // BATTERY
040D: unload_wav 1 
03CF: load_wav 15218 as 1 

:DRIV3_2391
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_2417 
wait 0 
jump @DRIV3_2391 

:DRIV3_2417
00BC: show_text_highpriority GXT 'FAR3_FA' time 10000 flag 1  // Gotta make this quick, Mike doesn't got much time on his battery left!
03D1: play_wav 1 

:DRIV3_2437
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_2463 
wait 0 
jump @DRIV3_2437 

:DRIV3_2463
03D5: remove_text 'FAR3_FA'  // Gotta make this quick, Mike doesn't got much time on his battery left!
00BC: show_text_highpriority GXT 'DRI2_1' time 5000 flag 1  // ~s~ Get inside the ~b~car~s~.
0247: load_model 121 
0247: load_model 122 
0247: load_model 123 

:DRIV3_2502
if or
8248:   not model 121 available 
8248:   not model 122 available 
8248:   not model 123 available 
else_jump @DRIV3_2536 
wait 0 
jump @DRIV3_2502 

:DRIV3_2536
if 
8119:   not car 46@ wrecked 
else_jump @DRIV3_2857 

:DRIV3_2552
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @DRIV3_2857 
wait 0 
if 
0118:   actor 61@ dead 
else_jump @DRIV3_2651 
97@ = 0 
98@ = 0 
102@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
return 

:DRIV3_2651
if 
0119:   car 46@ wrecked 
else_jump @DRIV3_2674 
jump @DRIV3_2857 

:DRIV3_2674
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DRIV3_2733 
97@ = 0 
98@ = 0 
102@ = 0 
99@ = 0 
100@ = 1 
101@ = 0 
return 

:DRIV3_2733
if 
  0 >= $3182 
else_jump @DRIV3_2850 
97@ = 0 
101@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_2776
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_2802 
wait 0 
jump @DRIV3_2776 

:DRIV3_2802
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_2822
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_2848 
wait 0 
jump @DRIV3_2822 

:DRIV3_2848
return 

:DRIV3_2850
jump @DRIV3_2552 

:DRIV3_2857
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_2911 
03D5: remove_text 'DRI2_1'  // ~s~ Get inside the ~b~car~s~.
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_2911 
0631: put_actor 61@ in_group $PLAYER_GROUP 

:DRIV3_2911
0164: disable_marker 122@ 
0249: release_model 426 
41@ = 0 
04CE: 124@ = create_icon_marker 3 at 79@ 80@ 81@ 
0164: disable_marker 124@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DRIV3_4398 

:DRIV3_2965
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 79@ 80@ 81@ radius 35.0 35.0 35.0 
else_jump @DRIV3_4398 
wait 0 
gosub @DRIV3_14599 
if 
  101@ == 1 
else_jump @DRIV3_3038 
return 

:DRIV3_3038
if 
  117@ == 0 
else_jump @DRIV3_4391 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_3080 
00D9: 46@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_3080
if and
  $8688 >= 0 
  6 > $8688 
else_jump @DRIV3_3112 
gosub @DRIV3_15534 

:DRIV3_3112
if 
  $8688 == 6 
else_jump @DRIV3_3264 
if 
  40@ > 15000 
else_jump @DRIV3_3264 
040D: unload_wav 1 
03CF: load_wav 15224 as 1 

:DRIV3_3160
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3186 
wait 0 
jump @DRIV3_3160 

:DRIV3_3186
00BC: show_text_highpriority GXT 'FAR3_GC' time 10000 flag 1  // Hey, just hang in there, Mike, help is on the way!
03D1: play_wav 1 

:DRIV3_3206
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3232 
wait 0 
jump @DRIV3_3206 

:DRIV3_3232
03D5: remove_text 'FAR3_GC'  // Hey, just hang in there, Mike, help is on the way!
40@ = 0 
$8688 = 7 
110@ = 0 

:DRIV3_3264
if 
  $8688 == 7 
else_jump @DRIV3_3351 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_3351 
if and
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor 61@ in_zone 'DOH'  // Doherty
else_jump @DRIV3_3351 
$8688 = 8 
140@ = 6 

:DRIV3_3351
if and
  $8688 >= 8 
  12 > $8688 
else_jump @DRIV3_3383 
gosub @DRIV3_15534 

:DRIV3_3383
if 
  $8688 == 12 
else_jump @DRIV3_3535 
if 
  40@ > 10000 
else_jump @DRIV3_3535 
040D: unload_wav 1 
03CF: load_wav 15223 as 1 

:DRIV3_3431
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3457 
wait 0 
jump @DRIV3_3431 

:DRIV3_3457
00BC: show_text_highpriority GXT 'FAR3_GB' time 10000 flag 1  // Hey, we'll be there in a minute, Mike!
03D1: play_wav 1 

:DRIV3_3477
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3503 
wait 0 
jump @DRIV3_3477 

:DRIV3_3503
03D5: remove_text 'FAR3_GB'  // Hey, we'll be there in a minute, Mike!
40@ = 0 
$8688 = 13 
110@ = 0 

:DRIV3_3535
if 
  $8688 == 13 
else_jump @DRIV3_3629 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_3629 
if and
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
0154:   actor 61@ in_zone 'EASB'  // Easter Basin
else_jump @DRIV3_3629 
$8688 = 14 
140@ = 10 
40@ = 0 

:DRIV3_3629
if and
  $8688 >= 14 
  19 > $8688 
else_jump @DRIV3_3661 
gosub @DRIV3_15534 

:DRIV3_3661
if 
  $8688 == 19 
else_jump @DRIV3_3806 
if 
  40@ > 8000 
else_jump @DRIV3_3806 
40@ = 0 
$8688 = 20 
040D: unload_wav 1 
03CF: load_wav 15207 as 1 

:DRIV3_3723
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3749 
wait 0 
jump @DRIV3_3723 

:DRIV3_3749
00BC: show_text_highpriority GXT 'FAR3_CH' time 10000 flag 1  // Mike can hear aircraft taking off and landing.
03D1: play_wav 1 

:DRIV3_3769
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3795 
wait 0 
jump @DRIV3_3769 

:DRIV3_3795
03D5: remove_text 'FAR3_CH'  // Mike can hear aircraft taking off and landing.

:DRIV3_3806
if 
  $8688 == 20 
else_jump @DRIV3_3958 
if 
  40@ > 8000 
else_jump @DRIV3_3958 
40@ = 0 
$8688 = 21 
040D: unload_wav 1 
03CF: load_wav 15222 as 1 

:DRIV3_3868
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_3894 
wait 0 
jump @DRIV3_3868 

:DRIV3_3894
00BC: show_text_highpriority GXT 'FAR3_GA' time 10000 flag 1  // Hey don't worry, Mike, we're nearly there!
03D1: play_wav 1 

:DRIV3_3914
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_3940 
wait 0 
jump @DRIV3_3914 

:DRIV3_3940
03D5: remove_text 'FAR3_GA'  // Hey don't worry, Mike, we're nearly there!
110@ = 0 

:DRIV3_3958
if 
  110@ == 0 
else_jump @DRIV3_4116 
if 
  111@ == 0 
else_jump @DRIV3_4116 
if 
  200000 >= $3182 
else_jump @DRIV3_4116 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_4026
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4052 
wait 0 
jump @DRIV3_4026 

:DRIV3_4052
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_4072
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4098 
wait 0 
jump @DRIV3_4072 

:DRIV3_4098
03D5: remove_text 'FAR3_FB'  // Mike's cellphone battery's running low!
111@ = 1 

:DRIV3_4116
if 
  110@ == 0 
else_jump @DRIV3_4274 
if 
  111@ == 1 
else_jump @DRIV3_4274 
if 
  100000 >= $3182 
else_jump @DRIV3_4274 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_4184
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4210 
wait 0 
jump @DRIV3_4184 

:DRIV3_4210
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_4230
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4256 
wait 0 
jump @DRIV3_4230 

:DRIV3_4256
03D5: remove_text 'FAR3_FC'  // Mike's cellphone is nearly dead!
111@ = 2 

:DRIV3_4274
if 
  0 >= $3182 
else_jump @DRIV3_4391 
97@ = 0 
101@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_4317
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_4343 
wait 0 
jump @DRIV3_4317 

:DRIV3_4343
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_4363
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_4389 
wait 0 
jump @DRIV3_4363 

:DRIV3_4389
return 

:DRIV3_4391
jump @DRIV3_2965 

:DRIV3_4398
03E6: remove_text_box 
0164: disable_marker 124@ 
0164: disable_marker 135@ 
0247: load_model 463 

:DRIV3_4415
if 
8248:   not model 463 available 
else_jump @DRIV3_4442 
wait 0 
jump @DRIV3_4415 

:DRIV3_4442
03C4: set_status_text $3183 type 1 GXT 'DRI2_17' // global_variable  // SIGNAL
00A5: 43@ = create_car 482 at 64@ 65@ 66@ 
0229: set_car 43@ primary_color_to 6 secondary_color_to 0 
0186: 123@ = create_marker_above_car 43@ 
018B: set_marker 123@ radar_mode 1 
0175: set_car 43@ Z_angle_to 92@ 
0129: 49@ = create_actor_pedtype 24 model 123 in_car 43@ driverseat 
02AB: set_actor 49@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 49@ dismemberment_possible 0 
060B: set_actor 49@ decision_maker_to 94@ 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 49@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0709: set_decision_maker 94@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0224: set_car 43@ health_to 1000 
020A: set_car 43@ door_status_to 7 
02AA: set_car 43@ immune_to_nonplayer 1 
139@ = 0 

:DRIV3_4630
if 
  3 > 139@ 
else_jump @DRIV3_4812 
if or
  139@ == 0 
  139@ == 2 
else_jump @DRIV3_4692 
01C8: 50@(139@,9i) = create_actor_pedtype 24 model 121 in_car 43@ passenger_seat 139@ 

:DRIV3_4692
if 
  139@ == 1 
else_jump @DRIV3_4729 
01C8: 50@(139@,9i) = create_actor_pedtype 24 model 122 in_car 43@ passenger_seat 139@ 

:DRIV3_4729
01B2: give_actor 50@(139@,9i) weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 50@(139@,9i) armed_weapon_to 28 
if 
  139@ == 0 
else_jump @DRIV3_4798 
060B: set_actor 50@ decision_maker_to 94@ 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:DRIV3_4798
139@ += 1 
jump @DRIV3_4630 

:DRIV3_4812
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_5062 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 2.0 -6.0 -0.3 
00A5: 44@ = create_car 463 at 85@ 86@ 87@ 
0175: set_car 44@ Z_angle_to 92@ 
0129: 59@ = create_actor_pedtype 24 model 122 in_car 44@ driverseat 
01B2: give_actor 59@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 28 
060B: set_actor 59@ decision_maker_to 94@ 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 59@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 44@ abandon_path_radius 255 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset -2.0 -6.0 -0.3 
00A5: 45@ = create_car 463 at 85@ 86@ 87@ 
0175: set_car 45@ Z_angle_to 92@ 
0129: 60@ = create_actor_pedtype 24 model 121 in_car 45@ driverseat 
01B2: give_actor 60@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
060B: set_actor 60@ decision_maker_to 94@ 
077A: set_actor 60@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 60@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 45@ abandon_path_radius 255 

:DRIV3_5062
if 
   not $8688 == 21 
else_jump @DRIV3_5094 
140@ = 18 
$8688 = 24 

:DRIV3_5094
if 
   not 106@ == 1 
else_jump @DRIV3_6806 
wait 0 
gosub @DRIV3_14599 
if 
  101@ == 1 
else_jump @DRIV3_5143 
return 

:DRIV3_5143
if and
  $8688 >= 21 
  24 > $8688 
else_jump @DRIV3_5182 
110@ = 1 
gosub @DRIV3_15534 

:DRIV3_5182
if and
  $8688 >= 24 
  30 >= $8688 
else_jump @DRIV3_5221 
gosub @DRIV3_15534 
110@ = 1 

:DRIV3_5221
if 
  103@ == 0 
else_jump @DRIV3_5294 
if 
  $8688 == 31 
else_jump @DRIV3_5287 
00BC: show_text_highpriority GXT 'DRI2_18' time 5000 flag 1  // ~s~Use the reading from the ~b~SIGNAL~s~ bar to find the van.
$8688 = 32 
40@ = 0 

:DRIV3_5287
jump @DRIV3_5301 

:DRIV3_5294
$8688 = 32 

:DRIV3_5301
if 
  $8688 == 32 
else_jump @DRIV3_5352 
if 
  40@ > 7000 
else_jump @DRIV3_5352 
110@ = 0 
$8688 = 33 

:DRIV3_5352
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_6767 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 73@ 74@ 75@ radius 30.0 30.0 30.0 
01AF:   car 43@ sphere 0 in_sphere 70@ 71@ 72@ radius 40.0 40.0 40.0 
else_jump @DRIV3_5448 
106@ = 1 

:DRIV3_5448
if 
  103@ == 0 
else_jump @DRIV3_5747 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 73@ 74@ 75@ radius 100.0 100.0 100.0 
02CA:   car 43@ bounding_sphere_visible 
else_jump @DRIV3_5747 
if 
8118:   not actor 49@ dead 
else_jump @DRIV3_5557 
05D1: AS_actor 49@ drive_car 43@ to 70@ 71@ 72@ speed 25.0 1 model 0 3 

:DRIV3_5557
if 
8119:   not car 44@ wrecked 
else_jump @DRIV3_5581 
05F2: set_car 44@ follow_car 43@ keep_3o_clock 

:DRIV3_5581
if 
8119:   not car 45@ wrecked 
else_jump @DRIV3_5605 
05F1: set_car 45@ follow_car 43@ keep_9o_clock 

:DRIV3_5605
040D: unload_wav 1 
03CF: load_wav 15238 as 1 

:DRIV3_5616
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_5642 
wait 0 
jump @DRIV3_5616 

:DRIV3_5642
00BC: show_text_highpriority GXT 'FAR3_KD' time 10000 flag 1  // Shit, there they are!
03D1: play_wav 1 

:DRIV3_5662
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_5688 
wait 0 
jump @DRIV3_5662 

:DRIV3_5688
03D5: remove_text 'FAR3_KD'  // Shit, there they are!
018B: set_marker 123@ radar_mode 3 
014F: stop_timer $3182 
0151: remove_status_text $3183 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_5740 
00D9: 46@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_5740
103@ = 1 

:DRIV3_5747
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_6085 
if or
  103@ == 1 
  103@ == 2 
else_jump @DRIV3_5854 
if 
01AF:   car 43@ sphere 0 in_sphere 70@ 71@ 72@ radius 20.0 20.0 20.0 
else_jump @DRIV3_5854 
00AD: set_car 43@ max_speed_to 0.0 
00AF: set_car 43@ driver_behaviour_to 11 
103@ = 3 

:DRIV3_5854
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_5884 
00AA: store_car 43@ position_to 73@ 74@ 75@ 

:DRIV3_5884
00A0: store_actor $PLAYER_ACTOR position_to 76@ 77@ 78@ 
050A: 96@ = distance_between_XYZ 76@ 77@ 78@ and_XYZ 73@ 74@ 75@ 
if or
  62@ == 3 
  62@ == 2 
else_jump @DRIV3_6019 
if 
  96@ > 1000.0 
else_jump @DRIV3_5984 
96@ = 1000.0 
jump @DRIV3_6012 

:DRIV3_5984
137@ = 1000.0 
0063: 137@ -= 96@ // (float) 
137@ /= 10.0 

:DRIV3_6012
jump @DRIV3_6085 

:DRIV3_6019
if 
  96@ > 500.0 
else_jump @DRIV3_6057 
96@ = 500.0 
jump @DRIV3_6085 

:DRIV3_6057
137@ = 500.0 
0063: 137@ -= 96@ // (float) 
137@ /= 5.0 

:DRIV3_6085
if 
  137@ > 0.0 
else_jump @DRIV3_6114 
0090: $3183 = float 137@ to_integer 

:DRIV3_6114
if 
   not 103@ == 1 
else_jump @DRIV3_6651 
if 
  117@ == 0 
else_jump @DRIV3_6583 
if 
  110@ == 0 
else_jump @DRIV3_6308 
if 
  111@ == 0 
else_jump @DRIV3_6308 
if 
  200000 >= $3182 
else_jump @DRIV3_6308 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_6218
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6244 
wait 0 
jump @DRIV3_6218 

:DRIV3_6244
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_6264
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6290 
wait 0 
jump @DRIV3_6264 

:DRIV3_6290
03D5: remove_text 'FAR3_FB'  // Mike's cellphone battery's running low!
111@ = 1 

:DRIV3_6308
if 
  110@ == 0 
else_jump @DRIV3_6466 
if 
  111@ == 1 
else_jump @DRIV3_6466 
if 
  100000 >= $3182 
else_jump @DRIV3_6466 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_6376
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6402 
wait 0 
jump @DRIV3_6376 

:DRIV3_6402
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_6422
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6448 
wait 0 
jump @DRIV3_6422 

:DRIV3_6448
03D5: remove_text 'FAR3_FC'  // Mike's cellphone is nearly dead!
111@ = 2 

:DRIV3_6466
if 
  0 >= $3182 
else_jump @DRIV3_6583 
97@ = 0 
101@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_6509
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_6535 
wait 0 
jump @DRIV3_6509 

:DRIV3_6535
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_6555
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_6581 
wait 0 
jump @DRIV3_6555 

:DRIV3_6581
return 

:DRIV3_6583
if 
  103@ == 0 
else_jump @DRIV3_6651 
if 
  0 >= $3182 
else_jump @DRIV3_6651 
97@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_6651
if 
  103@ == 1 
else_jump @DRIV3_6760 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_6760 
if 
8205:   not actor $PLAYER_ACTOR near_car 43@ radius 400.0 400.0 400.0 flag 0 
else_jump @DRIV3_6760 
98@ = 0 
97@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
return 

:DRIV3_6760
jump @DRIV3_6799 

:DRIV3_6767
97@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_6799
jump @DRIV3_5094 

:DRIV3_6806
97@ = 0 
98@ = 1 
return 

:DRIV3_6822
0615: define_AS_pack_begin 181@ 
05CD: AS_actor -1 exit_car 43@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 181@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_6870 
00D9: 46@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_6870
139@ = 0 

:DRIV3_6877
if 
  3 > 139@ 
else_jump @DRIV3_7089 
if 
8118:   not actor 50@(139@,9i) dead 
else_jump @DRIV3_7043 
0187: 132@(139@,3i) = create_marker_above_actor 50@(139@,9i) 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_7004 
0618: assign_actor 50@(139@,9i) to_AS_pack 181@ 
060B: set_actor 50@(139@,9i) decision_maker_to 94@ 
077A: set_actor 50@(139@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@(139@,9i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
jump @DRIV3_7036 

:DRIV3_7004
98@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_7036
jump @DRIV3_7075 

:DRIV3_7043
98@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_7075
139@ += 1 
jump @DRIV3_6877 

:DRIV3_7089
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_7112 
018B: set_marker 123@ radar_mode 2 

:DRIV3_7112
if 
8118:   not actor 49@ dead 
else_jump @DRIV3_7166 
02AB: set_actor 49@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 49@ dismemberment_possible 1 
0187: 125@ = create_marker_above_actor 49@ 
0618: assign_actor 49@ to_AS_pack 181@ 

:DRIV3_7166
061B: remove_references_to_AS_pack 181@ 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_7539 
0519: set_car 43@ locked 1 
020A: set_car 43@ door_status_to 2 
if 
8118:   not actor 59@ dead 
else_jump @DRIV3_7370 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_7370 
if 
8205:   not actor 59@ near_car 43@ radius 40.0 40.0 40.0 flag 0 
else_jump @DRIV3_7309 
0223: set_actor 59@ health_to 0 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
if 
8119:   not car 44@ wrecked 
else_jump @DRIV3_7302 
01C3: remove_references_to_car 44@ 

:DRIV3_7302
jump @DRIV3_7370 

:DRIV3_7309
if 
8119:   not car 44@ wrecked 
else_jump @DRIV3_7370 
0615: define_AS_pack_begin 181@ 
05CD: AS_actor -1 exit_car 44@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 181@ 
0618: assign_actor 59@ to_AS_pack 181@ 
061B: remove_references_to_AS_pack 181@ 
0187: 126@ = create_marker_above_actor 59@ 

:DRIV3_7370
if 
8118:   not actor 60@ dead 
else_jump @DRIV3_7539 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_7539 
if 
8205:   not actor 60@ near_car 43@ radius 40.0 40.0 40.0 flag 0 
else_jump @DRIV3_7478 
0223: set_actor 60@ health_to 0 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
if 
8119:   not car 45@ wrecked 
else_jump @DRIV3_7471 
01C3: remove_references_to_car 45@ 

:DRIV3_7471
jump @DRIV3_7539 

:DRIV3_7478
if 
8119:   not car 45@ wrecked 
else_jump @DRIV3_7539 
0615: define_AS_pack_begin 181@ 
05CD: AS_actor -1 exit_car 45@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 181@ 
0618: assign_actor 60@ to_AS_pack 181@ 
061B: remove_references_to_AS_pack 181@ 
0187: 127@ = create_marker_above_actor 60@ 

:DRIV3_7539
00BC: show_text_highpriority GXT 'DRI2_12' time 5000 flag 1  // ~s~ Kill those ~r~goons.

:DRIV3_7555
if 
  $3182 > 0 
else_jump @DRIV3_8216 
wait 0 
gosub @DRIV3_14599 
if 
  101@ == 1 
else_jump @DRIV3_7604 
return 

:DRIV3_7604
if 
  117@ == 0 
else_jump @DRIV3_7832 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 70@ 71@ 72@ radius 100.0 100.0 100.0 
else_jump @DRIV3_7832 
if 
  113@ == 0 
else_jump @DRIV3_7705 
00BC: show_text_highpriority GXT 'DRI2_47' time 5000 flag 1  // ~s~Get back to Toreno and the ~r~van!
113@ = 1 

:DRIV3_7705
if 
  113@ == 1 
else_jump @DRIV3_7832 
if 
  103@ == 1 
else_jump @DRIV3_7832 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_7832 
if 
8205:   not actor $PLAYER_ACTOR near_car 43@ radius 400.0 400.0 400.0 flag 0 
else_jump @DRIV3_7832 
98@ = 0 
97@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
return 

:DRIV3_7832
139@ = 0 

:DRIV3_7839
if 
  3 > 139@ 
else_jump @DRIV3_7920 
if 
0118:   actor 50@(139@,9i) dead 
else_jump @DRIV3_7906 
if 
075C:   marker 132@(139@,3i) enabled 
else_jump @DRIV3_7906 
0164: disable_marker 132@(139@,3i) 

:DRIV3_7906
139@ += 1 
jump @DRIV3_7839 

:DRIV3_7920
139@ = 0 

:DRIV3_7927
if 
  2 > 139@ 
else_jump @DRIV3_8008 
if 
0118:   actor 59@(139@,2i) dead 
else_jump @DRIV3_7994 
if 
075C:   marker 126@(139@,2i) enabled 
else_jump @DRIV3_7994 
0164: disable_marker 126@(139@,2i) 

:DRIV3_7994
139@ += 1 
jump @DRIV3_7927 

:DRIV3_8008
if 
0118:   actor 49@ dead 
else_jump @DRIV3_8045 
if 
075C:   marker 125@ enabled 
else_jump @DRIV3_8045 
0164: disable_marker 125@ 

:DRIV3_8045
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_8177 
if and
0118:   actor 50@ dead 
0118:   actor 51@ dead 
0118:   actor 52@ dead 
0118:   actor 49@ dead 
else_jump @DRIV3_8170 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 125@ 
if 
0118:   actor 59@ dead 
else_jump @DRIV3_8170 
0164: disable_marker 126@ 
if 
0118:   actor 60@ dead 
else_jump @DRIV3_8170 
0164: disable_marker 127@ 
98@ = 0 
102@ = 1 
return 

:DRIV3_8170
jump @DRIV3_8209 

:DRIV3_8177
98@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_8209
jump @DRIV3_7555 

:DRIV3_8216
98@ = 0 
101@ = 1 
020B: explode_car 43@ 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
return 

:DRIV3_8253
if 
  107@ == 0 
else_jump @DRIV3_9968 
186@ = 0 
wait 2000 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
wait 2000 
fade 0 1000 

:DRIV3_8306
if 
fading 
else_jump @DRIV3_8330 
wait 0 
jump @DRIV3_8306 

:DRIV3_8330
0247: load_model 409 

:DRIV3_8335
if 
8248:   not model 409 available 
else_jump @DRIV3_8362 
wait 0 
jump @DRIV3_8335 

:DRIV3_8362
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_8454 
00AB: put_car 43@ at -1321.8 -189.79 13.46 
0175: set_car 43@ Z_angle_to 60.0 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 6.0 10.5 -0.2 
00A5: 42@ = create_car 409 at 85@ 86@ 87@ 

:DRIV3_8454
0249: release_model 409 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_9073 
if 
075C:   marker 123@ enabled 
else_jump @DRIV3_8498 
018B: set_marker 123@ radar_mode 3 

:DRIV3_8498
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 6.0 -6.5 -0.5 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_8564 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 85@ 86@ 87@ 
jump @DRIV3_8578 

:DRIV3_8564
00A1: put_actor $PLAYER_ACTOR at 85@ 86@ 87@ 

:DRIV3_8578
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset -1.0 -3.5 -0.2 
if 
8119:   not car 44@ wrecked 
else_jump @DRIV3_8666 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset -8.0 -8.0 -0.9 
00AB: put_car 44@ at 85@ 86@ 87@ 

:DRIV3_8666
if 
8119:   not car 45@ wrecked 
else_jump @DRIV3_8725 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 8.0 -8.0 -0.9 
00AB: put_car 45@ at 85@ 86@ 87@ 

:DRIV3_8725
if 
8119:   not car 46@ wrecked 
else_jump @DRIV3_8784 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 15.0 -20.0 -0.9 
00AB: put_car 46@ at 85@ 86@ 87@ 

:DRIV3_8784
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset -2.0 -6.5 -0.5 
015F: set_camera_position 85@ 86@ 87@ rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
020A: set_car 43@ door_status_to 1 
023C: load_special_actor 'TORINO' as 1 // models 290-299 

:DRIV3_8868
if 
823D:   not special_actor 1 loaded 
else_jump @DRIV3_8894 
wait 0 
jump @DRIV3_8868 

:DRIV3_8894
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_9066 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset -6.0 -20.0 0.0 
009A: 48@ = create_actor_pedtype 25 model 290 at 85@ 86@ 87@ 
04D8: set_actor 48@ drowns_in_water 1 
0A09: set_actor 48@ muted 1 // versionB 
09F6: set_actor 48@ unjackable_through_driver_seat 0 
0350: set_actor 48@ maintain_position_when_attacked 1 
0172: 93@ = actor 48@ Z_angle 
077A: set_actor 48@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 95@ 
01B2: give_actor 48@ weapon 28 ammo 1000 // Load the weapon model before using this 
02AB: set_actor 48@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0568: set_actor 48@ untargetable 1 
02A9: set_actor 48@ immune_to_nonplayer 1 
05CD: AS_actor 48@ exit_car 43@ 
0224: set_car 43@ health_to 1000 

:DRIV3_9066
jump @DRIV3_9105 

:DRIV3_9073
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
return 

:DRIV3_9105
0249: release_model 121 
0249: release_model 122 
0249: release_model 123 
0249: release_model 352 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_9191 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_9191 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DRIV3_9191 
0337: set_actor $PLAYER_ACTOR visibility 0 
0337: set_actor 61@ visibility 0 
0337: set_actor 48@ visibility 0 

:DRIV3_9191
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_9398 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_9391 
if 
06EE:   actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_9247 
06C9: remove_actor 61@ from_group 

:DRIV3_9247
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 6.0 -20.0 0.0 
if 
00DF:   actor 61@ driving 
else_jump @DRIV3_9313 
0362: remove_actor 61@ from_car_and_place_at 85@ 86@ 87@ 
jump @DRIV3_9327 

:DRIV3_9313
00A1: put_actor 61@ at 85@ 86@ 87@ 

:DRIV3_9327
0350: set_actor 61@ maintain_position_when_attacked 1 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 3.0 -20.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 85@ 86@ 87@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 64@ 65@ 66@ 

:DRIV3_9391
jump @DRIV3_9430 

:DRIV3_9398
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
return 

:DRIV3_9430
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 49@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
00A6: destroy_car 44@ 
00A6: destroy_car 45@ 
0395: clear_area 1 at 64@ 65@ 66@ radius 1500.0 
02E4: load_cutscene_data 'FARL_3B' 

:DRIV3_9509
if 
86B9:   not cutscene_data_loaded 
else_jump @DRIV3_9533 
wait 0 
jump @DRIV3_9509 

:DRIV3_9533
fade 1 1000 
0395: clear_area 1 at 64@ 65@ 66@ radius 1500.0 
02E7: start_cutscene 

:DRIV3_9560
if 
82E9:   not cutscene_reached_end 
else_jump @DRIV3_9602 
wait 0 
0395: clear_area 1 at 64@ 65@ 66@ radius 1500.0 
jump @DRIV3_9560 

:DRIV3_9602
02EA: end_cutscene 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_9627 
0337: set_actor 61@ visibility 1 

:DRIV3_9627
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_9650 
0337: set_actor 48@ visibility 1 

:DRIV3_9650
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DRIV3_9673 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DRIV3_9673
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_9775 
0519: set_car 43@ locked 0 
020A: set_car 43@ door_status_to 2 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_9727 
0672: AS_actor 48@ attack_car 43@ 

:DRIV3_9727
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_9775 
if 
06EE:   actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_9767 
06C9: remove_actor 61@ from_group 

:DRIV3_9767
0672: AS_actor 61@ attack_car 43@ 

:DRIV3_9775
fade 0 0 
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_9865 
0407: store_coords_to 85@ 86@ 87@ from_car 43@ with_offset 6.0 -6.5 -0.5 
00AA: store_car 43@ position_to 64@ 65@ 66@ 
0604: get_Z_angle_for_point 64@ 65@ store_to 91@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 64@ 65@ 66@ 

:DRIV3_9865
0395: clear_area 1 at 64@ 65@ 66@ radius 1000.0 
wait 2000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1000 

:DRIV3_9899
if 
fading 
else_jump @DRIV3_9923 
wait 0 
jump @DRIV3_9899 

:DRIV3_9923
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BC: show_text_highpriority GXT 'DRI2_33' time 10000 flag 1  // ~s~ Destroy the ~r~Van.
107@ = 1 
0A6F: checkpoint_save 99 

:DRIV3_9968
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_9991 
jump @DRIV3_10023 

:DRIV3_9991
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
return 

:DRIV3_10023
if 
0118:   actor 61@ dead 
else_jump @DRIV3_10099 
97@ = 0 
98@ = 0 
102@ = 0 
99@ = 0 
100@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
return 

:DRIV3_10099
if 
  104@ == 0 
else_jump @DRIV3_10582 
if 
0119:   car 43@ wrecked 
else_jump @DRIV3_10582 
104@ = 1 
0164: disable_marker 123@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
41@ = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_10241 
0350: set_actor 48@ maintain_position_when_attacked 0 
if 
86EE:   not actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_10219 
0631: put_actor 48@ in_group $PLAYER_GROUP 

:DRIV3_10219
02AB: set_actor 48@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @DRIV3_10273 

:DRIV3_10241
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
return 

:DRIV3_10273
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_10323 
0350: set_actor 61@ maintain_position_when_attacked 0 
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_10323 
0631: put_actor 61@ in_group $PLAYER_GROUP 

:DRIV3_10323
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_10582 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_10582 
if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_10582 
if 
0104:   actor $PLAYER_ACTOR near_actor 61@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_10582 
00BC: show_text_highpriority GXT 'DRI2_4' time 5000 flag 1  // ~s~ Get the hell outta here before the cops come!
if 
02BF:   car 43@ sunk 
else_jump @DRIV3_10482 
00BB: show_text_lowpriority GXT 'DRI2_34' time 10000 flag 1  // ~s~ Get out of the Airport.
jump @DRIV3_10498 

:DRIV3_10482
00BB: show_text_lowpriority GXT 'DRI2_24' time 10000 flag 1  // ~s~Take Toreno away from the burning van before the police arrive.

:DRIV3_10498
if 
  108@ == 0 
else_jump @DRIV3_10543 
018A: 131@ = create_checkpoint_at -1734.05 -579.94 15.56 
jump @DRIV3_10582 

:DRIV3_10543
018A: 128@ = create_checkpoint_at 67@ 68@ 69@ 
if 
  116@ == 0 
else_jump @DRIV3_10582 
116@ = 1 

:DRIV3_10582
if 
  115@ == 0 
else_jump @DRIV3_10694 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_10694 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_10694 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_10694 
if 
00DF:   actor 48@ driving 
else_jump @DRIV3_10694 
if 
00DF:   actor 61@ driving 
else_jump @DRIV3_10694 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
115@ = 1 

:DRIV3_10694
if 
  104@ == 1 
else_jump @DRIV3_10766 
gosub @DRIV3_14044 
if 
  101@ == 1 
else_jump @DRIV3_10739 
return 

:DRIV3_10739
gosub @DRIV3_14599 
if 
  101@ == 1 
else_jump @DRIV3_10766 
return 

:DRIV3_10766
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 150.0 150.0 150.0 
else_jump @DRIV3_10840 
if 
  105@ == 0 
else_jump @DRIV3_10833 
105@ = 1 

:DRIV3_10833
jump @DRIV3_10865 

:DRIV3_10840
if 
  105@ == 1 
else_jump @DRIV3_10865 
105@ = 0 

:DRIV3_10865
if 
8119:   not car 43@ wrecked 
else_jump @DRIV3_10895 
00AA: store_car 43@ position_to 64@ 65@ 66@ 

:DRIV3_10895
if 
  104@ == 1 
else_jump @DRIV3_11224 
0164: disable_marker 123@ 
if 
0104:   actor $PLAYER_ACTOR near_actor 61@ radius 30.0 30.0 30.0 sphere 0 
else_jump @DRIV3_11188 
if 
  108@ == 0 
else_jump @DRIV3_11031 
if 
875C:   not marker 131@ enabled 
else_jump @DRIV3_11024 
018A: 131@ = create_checkpoint_at -1734.05 -579.94 15.56 
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_11024
jump @DRIV3_11102 

:DRIV3_11031
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_11102 
018A: 128@ = create_checkpoint_at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
if 
  116@ == 0 
else_jump @DRIV3_11102 
116@ = 1 

:DRIV3_11102
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_11145 
if 
86EE:   not actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_11145 
0631: put_actor 48@ in_group $PLAYER_GROUP 

:DRIV3_11145
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_11188 
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_11188 
0631: put_actor 61@ in_group $PLAYER_GROUP 

:DRIV3_11188
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 46@ 
0249: release_model 482 
0249: release_model 409 
99@ = 1 
102@ = 0 
return 

:DRIV3_11224
return 

:DRIV3_11226
gosub @DRIV3_14044 
if 
  101@ == 1 
else_jump @DRIV3_11253 
return 

:DRIV3_11253
gosub @DRIV3_14599 
if 
  101@ == 1 
else_jump @DRIV3_11280 
return 

:DRIV3_11280
if 
  108@ == 1 
else_jump @DRIV3_11305 
gosub @DRIV3_13430 

:DRIV3_11305
if 
  115@ == 0 
else_jump @DRIV3_11417 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_11417 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_11417 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_11417 
if 
00DF:   actor 48@ driving 
else_jump @DRIV3_11417 
if 
00DF:   actor 61@ driving 
else_jump @DRIV3_11417 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
115@ = 1 

:DRIV3_11417
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_11900 
if 
  118@ == 0 
else_jump @DRIV3_11900 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_11893 
if 
  120@ == 0 
else_jump @DRIV3_11886 
00D9: 46@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 47@ = car 46@ max_passengers 
if 
  2 > 47@ 
else_jump @DRIV3_11879 
040D: unload_wav 1 
if 
  119@ == 0 
else_jump @DRIV3_11631 
03CF: load_wav 15241 as 1 

:DRIV3_11548
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11574 
wait 0 
jump @DRIV3_11548 

:DRIV3_11574
00BC: show_text_highpriority GXT 'FAR3_LC' time 10000 flag 1  // We're not going to fit in that, think on your feet, kid!
03D1: play_wav 1 

:DRIV3_11594
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11620 
wait 0 
jump @DRIV3_11594 

:DRIV3_11620
03D5: remove_text 'FAR3_LC'  // We're not going to fit in that, think on your feet, kid!

:DRIV3_11631
if 
  119@ == 1 
else_jump @DRIV3_11739 
03CF: load_wav 15239 as 1 

:DRIV3_11656
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11682 
wait 0 
jump @DRIV3_11656 

:DRIV3_11682
00BC: show_text_highpriority GXT 'FAR3_LA' time 10000 flag 1  // We need a bigger car, come on, move it!
03D1: play_wav 1 

:DRIV3_11702
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11728 
wait 0 
jump @DRIV3_11702 

:DRIV3_11728
03D5: remove_text 'FAR3_LA'  // We need a bigger car, come on, move it!

:DRIV3_11739
if 
  119@ == 2 
else_jump @DRIV3_11847 
03CF: load_wav 15240 as 1 

:DRIV3_11764
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_11790 
wait 0 
jump @DRIV3_11764 

:DRIV3_11790
00BC: show_text_highpriority GXT 'FAR3_LB' time 10000 flag 1  // Too small, come on, think!
03D1: play_wav 1 

:DRIV3_11810
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_11836 
wait 0 
jump @DRIV3_11810 

:DRIV3_11836
03D5: remove_text 'FAR3_LB'  // Too small, come on, think!

:DRIV3_11847
119@ += 1 
if 
  119@ >= 3 
else_jump @DRIV3_11879 
119@ = 0 

:DRIV3_11879
120@ = 1 

:DRIV3_11886
jump @DRIV3_11900 

:DRIV3_11893
120@ = 0 

:DRIV3_11900
if 
  108@ == 0 
else_jump @DRIV3_12043 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 70@ 71@ 72@ radius 600.0 600.0 600.0 
else_jump @DRIV3_12043 
108@ = 1 
if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
else_jump @DRIV3_12029 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12029
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
115@ = 1 

:DRIV3_12043
if 
  118@ == 0 
else_jump @DRIV3_13428 
if 
  117@ == 0 
else_jump @DRIV3_13428 
if 
  108@ == 0 
else_jump @DRIV3_12353 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
else_jump @DRIV3_12305 
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_12305 
0164: disable_marker 131@ 
if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
else_jump @DRIV3_12191 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_12191
02A8: 136@ = create_marker 63 at 88@ 89@ 90@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
112@ = 1 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_12264 
077B: clear_actor 48@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12264
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_12298 
077B: clear_actor 61@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_12298
108@ = 1 

:DRIV3_12305
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1734.05 -579.94 15.56 radius 4.0 4.0 4.0 
else_jump @DRIV3_12353 

:DRIV3_12353
if 
  116@ == 1 
else_jump @DRIV3_13428 
if 
  108@ == 1 
else_jump @DRIV3_12559 
if and
  $8688 >= 33 
  47 > $8688 
else_jump @DRIV3_12559 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DRIV3_12559 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_12559 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_12559 
if 
00DF:   actor 61@ driving 
else_jump @DRIV3_12559 
if 
00DF:   actor 48@ driving 
else_jump @DRIV3_12559 
if 
  $8688 == 33 
else_jump @DRIV3_12552 
140@ = 25 
if 
  40@ > 10000 
else_jump @DRIV3_12545 
gosub @DRIV3_15534 

:DRIV3_12545
jump @DRIV3_12559 

:DRIV3_12552
gosub @DRIV3_15534 

:DRIV3_12559
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 67@ 68@ 69@ radius 4.0 4.0 4.0 
else_jump @DRIV3_13428 
99@ = 0 
100@ = 1 
186@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
40@ = 0 
41@ = 0 

:DRIV3_12647
if 
  8000 > 40@ 
else_jump @DRIV3_13398 
wait 0 
if 
  186@ == 0 
else_jump @DRIV3_12878 
04C4: store_coords_to 85@ 86@ 87@ from_actor $PLAYER_ACTOR with_offset 3.0 8.0 0.4 
015F: set_camera_position 85@ 86@ 87@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0395: clear_area 1 at 67@ 68@ 69@ radius 100.0 
040D: unload_wav 1 
03CF: load_wav 15257 as 1 

:DRIV3_12781
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_12807 
wait 0 
jump @DRIV3_12781 

:DRIV3_12807
00BC: show_text_highpriority GXT 'FAR3_NA' time 10000 flag 1  // OK, Carl Johnson, you did good today.
03D1: play_wav 1 

:DRIV3_12827
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_12853 
wait 0 
jump @DRIV3_12827 

:DRIV3_12853
03D5: remove_text 'FAR3_NA'  // OK, Carl Johnson, you did good today.
186@ = 1 
41@ = 0 

:DRIV3_12878
if 
  186@ == 1 
else_jump @DRIV3_13148 
if 
  41@ > 500 
else_jump @DRIV3_13148 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_13148 
04C4: store_coords_to 85@ 86@ 87@ from_actor 48@ with_offset 3.0 -2.0 0.5 
015F: set_camera_position 85@ 86@ 87@ rotation 0.0 0.0 0.0 
0159: camera_on_ped 48@ mode 15 switchstyle 2 
if 
06EE:   actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13019 
06C9: remove_actor 48@ from_group 

:DRIV3_13019
if 
00DF:   actor 48@ driving 
else_jump @DRIV3_13040 
0633: AS_actor 48@ exit_car 

:DRIV3_13040
040D: unload_wav 1 
03CF: load_wav 15258 as 1 

:DRIV3_13051
if 
83D0:   not wav 1 loaded 
else_jump @DRIV3_13077 
wait 0 
jump @DRIV3_13051 

:DRIV3_13077
00BC: show_text_highpriority GXT 'FAR3_NB' time 10000 flag 1  // Man, now shake the spot, we got shit to talk about.
03D1: play_wav 1 

:DRIV3_13097
if 
83D2:   not wav 1 ended 
else_jump @DRIV3_13123 
wait 0 
jump @DRIV3_13097 

:DRIV3_13123
03D5: remove_text 'FAR3_NB'  // Man, now shake the spot, we got shit to talk about.
41@ = 0 
186@ = 2 

:DRIV3_13148
if 
  186@ == 2 
else_jump @DRIV3_13300 
if 
  41@ > 500 
else_jump @DRIV3_13300 
186@ = 3 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_13232 
05D3: AS_actor 48@ goto_point -2624.57 1410.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_13232
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_13300 
if 
06EE:   actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13272 
06C9: remove_actor 61@ from_group 

:DRIV3_13272
if 
00DF:   actor 61@ driving 
else_jump @DRIV3_13300 
0633: AS_actor 61@ exit_car 
41@ = 0 

:DRIV3_13300
if 
  186@ == 3 
else_jump @DRIV3_13391 
if 
  41@ > 200 
else_jump @DRIV3_13391 
186@ = 4 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_13384 
05D3: AS_actor 61@ goto_point -2625.57 1409.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_13384
41@ = 0 

:DRIV3_13391
jump @DRIV3_12647 

:DRIV3_13398
009B: destroy_actor 48@ 
009B: destroy_actor 61@ 
01C3: remove_references_to_car 46@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:DRIV3_13428
return 

:DRIV3_13430
if 
  108@ == 1 
else_jump @DRIV3_14042 
if 
  112@ == 0 
else_jump @DRIV3_13708 
if and
  118@ == 0 
  117@ == 0 
else_jump @DRIV3_13708 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @DRIV3_13708 
112@ = 1 
if 
875C:   not marker 136@ enabled 
else_jump @DRIV3_13564 
02A8: 136@ = create_marker 63 at 88@ 89@ 90@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.

:DRIV3_13564
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_13585 
0164: disable_marker 131@ 

:DRIV3_13585
if 
075C:   marker 128@ enabled 
else_jump @DRIV3_13606 
0164: disable_marker 128@ 

:DRIV3_13606
0709: set_decision_maker 95@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_13674 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 48@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13674
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_13708 
077A: set_actor 61@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 61@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13708
if 
  112@ == 1 
else_jump @DRIV3_14042 
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @DRIV3_14042 
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_13841 
077B: clear_actor 48@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13793 
06C9: remove_actor 48@ from_group 

:DRIV3_13793
0687: clear_actor 48@ task 
if 
86EE:   not actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13832 
0631: put_actor 48@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_13832
077A: set_actor 48@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_13841
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_13929 
077B: clear_actor 61@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
if 
06EE:   actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13890 
06C9: remove_actor 61@ from_group 

:DRIV3_13890
0687: clear_actor 61@ task 
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_13929 
0631: put_actor 61@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_13929
0708: reset_decision_maker 95@ event 36 
112@ = 0 
40@ = 0 
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_14021 
018A: 128@ = create_checkpoint_at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
if 
  116@ == 0 
else_jump @DRIV3_14021 
116@ = 1 

:DRIV3_14021
if 
075C:   marker 136@ enabled 
else_jump @DRIV3_14042 
0164: disable_marker 136@ 

:DRIV3_14042
return 

:DRIV3_14044
if 
8118:   not actor 48@ dead 
else_jump @DRIV3_14558 
if 
  118@ == 0 
else_jump @DRIV3_14198 
if 
86EE:   not actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14198 
00BC: show_text_highpriority GXT 'DRI2_3' time 5000 flag 1  // ~s~ You left ~b~Toreno~s~ behind. Go back and get him.
if 
075C:   marker 128@ enabled 
else_jump @DRIV3_14134 
0164: disable_marker 128@ 

:DRIV3_14134
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_14155 
0164: disable_marker 131@ 

:DRIV3_14155
if 
075C:   marker 135@ enabled 
else_jump @DRIV3_14176 
0164: disable_marker 135@ 

:DRIV3_14176
0187: 129@ = create_marker_above_actor 48@ 
07E0: set_marker 129@ type_to 1 
118@ = 1 

:DRIV3_14198
if 
  118@ == 1 
else_jump @DRIV3_14551 
if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 8.0 8.0 8.0 sphere 0 
else_jump @DRIV3_14551 
if 
86EE:   not actor 48@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14279 
0631: put_actor 48@ in_group $PLAYER_GROUP 

:DRIV3_14279
118@ = 0 
0164: disable_marker 129@ 
if 
  117@ == 0 
else_jump @DRIV3_14551 
if 
  108@ == 1 
else_jump @DRIV3_14499 
if 
  112@ == 0 
else_jump @DRIV3_14423 
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_14416 
018A: 128@ = create_checkpoint_at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
if 
  116@ == 0 
else_jump @DRIV3_14416 
116@ = 1 

:DRIV3_14416
jump @DRIV3_14492 

:DRIV3_14423
if 
875C:   not marker 136@ enabled 
else_jump @DRIV3_14455 
02A8: 136@ = create_marker 63 at 88@ 89@ 90@ 

:DRIV3_14455
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_14492 
0164: disable_marker 131@ 

:DRIV3_14492
jump @DRIV3_14551 

:DRIV3_14499
if 
875C:   not marker 131@ enabled 
else_jump @DRIV3_14535 
018A: 131@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_14535
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_14551
jump @DRIV3_14597 

:DRIV3_14558
102@ = 0 
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
return 

:DRIV3_14597
return 

:DRIV3_14599
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_15484 
if 
  117@ == 0 
else_jump @DRIV3_14774 
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14774 
00BC: show_text_highpriority GXT 'DRI2_32' time 5000 flag 1  // ~s~ You left ~b~T-Bone~s~ behind. Go back and get him.
if 
075C:   marker 128@ enabled 
else_jump @DRIV3_14689 
0164: disable_marker 128@ 

:DRIV3_14689
if 
075C:   marker 135@ enabled 
else_jump @DRIV3_14710 
0164: disable_marker 135@ 

:DRIV3_14710
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_14731 
0164: disable_marker 131@ 

:DRIV3_14731
if 
075C:   marker 124@ enabled 
else_jump @DRIV3_14752 
0164: disable_marker 124@ 

:DRIV3_14752
0187: 130@ = create_marker_above_actor 61@ 
07E0: set_marker 130@ type_to 1 
117@ = 1 

:DRIV3_14774
if 
  117@ == 1 
else_jump @DRIV3_15477 
if 
8118:   not actor 61@ dead 
else_jump @DRIV3_15431 
if 
0104:   actor $PLAYER_ACTOR near_actor 61@ radius 8.0 8.0 8.0 sphere 0 
else_jump @DRIV3_15424 
if 
86EE:   not actor 61@ in_group $PLAYER_GROUP 
else_jump @DRIV3_14871 
0631: put_actor 61@ in_group $PLAYER_GROUP 

:DRIV3_14871
117@ = 0 
0164: disable_marker 130@ 
if 
  118@ == 0 
else_jump @DRIV3_15161 
if 
  99@ == 1 
else_jump @DRIV3_15161 
if 
  108@ == 1 
else_jump @DRIV3_15109 
if 
  112@ == 0 
else_jump @DRIV3_15033 
if 
875C:   not marker 128@ enabled 
else_jump @DRIV3_15026 
018A: 128@ = create_checkpoint_at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
if 
  116@ == 0 
else_jump @DRIV3_15026 
116@ = 1 

:DRIV3_15026
jump @DRIV3_15102 

:DRIV3_15033
if 
875C:   not marker 136@ enabled 
else_jump @DRIV3_15065 
02A8: 136@ = create_marker 63 at 88@ 89@ 90@ 

:DRIV3_15065
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
if 
075C:   marker 131@ enabled 
else_jump @DRIV3_15102 
0164: disable_marker 131@ 

:DRIV3_15102
jump @DRIV3_15161 

:DRIV3_15109
if 
875C:   not marker 131@ enabled 
else_jump @DRIV3_15145 
018A: 131@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_15145
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_15161
if 
  97@ == 1 
else_jump @DRIV3_15424 
if and
  $8688 >= 5 
  8 > $8688 
else_jump @DRIV3_15240 
if 
875C:   not marker 135@ enabled 
else_jump @DRIV3_15240 
018A: 135@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15240
if and
  $8688 >= 9 
  15 > $8688 
else_jump @DRIV3_15301 
if 
875C:   not marker 135@ enabled 
else_jump @DRIV3_15301 
018A: 135@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15301
if and
  $8688 >= 15 
  24 > $8688 
else_jump @DRIV3_15356 
if 
875C:   not marker 135@ enabled 
else_jump @DRIV3_15356 
018A: 124@ = create_checkpoint_at 79@ 80@ 81@ 

:DRIV3_15356
if 
  97@ == 1 
else_jump @DRIV3_15424 
if 
  0 >= $3182 
else_jump @DRIV3_15424 
97@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'FAR3_FD' time 5000 flag 1  // Shit, Mike's phone's dead!
return 

:DRIV3_15424
jump @DRIV3_15477 

:DRIV3_15431
98@ = 0 
97@ = 0 
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
return 

:DRIV3_15477
jump @DRIV3_15532 

:DRIV3_15484
98@ = 0 
97@ = 0 
102@ = 0 
101@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
return 
return 

:DRIV3_15532
return 

:DRIV3_15534
if 
  114@ == 0 
else_jump @DRIV3_15574 
040D: unload_wav 1 
03CF: load_wav 141@(140@,40i) as 1 
114@ = 1 

:DRIV3_15574
if 
  114@ == 1 
else_jump @DRIV3_15841 
if 
03D0:   wav 1 loaded 
else_jump @DRIV3_15841 
03D1: play_wav 1 
00BC: show_text_highpriority GXT $8689(140@,40s) time 10000 flag 1 
if 
  $8688 == 0 
else_jump @DRIV3_15650 
110@ = 1 

:DRIV3_15650
if 
  $8688 == 5 
else_jump @DRIV3_15704 
if 
875C:   not marker 135@ enabled 
else_jump @DRIV3_15704 
018A: 135@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_15704
if 
  $8688 == 8 
else_jump @DRIV3_15734 
0164: disable_marker 135@ 
110@ = 1 

:DRIV3_15734
if 
  $8688 == 11 
else_jump @DRIV3_15772 
018A: 135@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_15772
if 
  $8688 == 14 
else_jump @DRIV3_15802 
110@ = 1 
0164: disable_marker 135@ 

:DRIV3_15802
if 
  $8688 == 18 
else_jump @DRIV3_15834 
018A: 124@ = create_checkpoint_at 79@ 80@ 81@ 

:DRIV3_15834
114@ = 2 

:DRIV3_15841
if 
  114@ == 2 
else_jump @DRIV3_15911 
if 
03D2:   wav 1 ended 
else_jump @DRIV3_15911 
40@ = 0 
114@ = 0 
03D5: remove_text $8689(140@,40s) 
140@ += 1 
$8688 += 1 

:DRIV3_15911
return 

:DRIV3_15913
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $525 
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 25 
$544 += 1 
0318: set_latest_mission_passed 'FAR_3'  // Mike Toreno
030C: progress_made = 1 
0164: disable_marker $525 
02A7: $525 = create_icon_marker_and_sphere $534 at $546 $547 $548 
0629: change_integer_stat 311 to 1 
return 

:DRIV3_16011
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:DRIV3_16029
$ONMISSION = 0 
$3186 = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DRIV3_16066 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRIV3_16066
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0249: release_model 352 
0249: release_model 482 
0249: release_model 121 
0249: release_model 122 
0249: release_model 123 
0215: destroy_pickup 63@ 
0249: release_model 409 
139@ = 0 

:DRIV3_16112
if 
  3 > 139@ 
else_jump @DRIV3_16153 
01C2: remove_references_to_actor 50@(139@,9i) // Like turning an actor into a random pedestrian 
139@ += 1 
jump @DRIV3_16112 

:DRIV3_16153
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 48@ 
034F: destroy_actor_with_fade 61@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 42@ 
0249: release_model 463 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 135@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 136@ 
01C3: remove_references_to_car 46@ 
0249: release_model 426 
014F: stop_timer $3182 
0151: remove_status_text $3183 
04CE: $4040 = create_icon_marker 63 at -1908.9 292.3 40.0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 67---------------
// Originally: Zeroing In

:STEAL1
thread 'STEAL1' 
gosub @STEAL1_581 
if 
wasted_or_busted 
else_jump @STEAL1_38 
gosub @STEAL1_7642 

:STEAL1_38
gosub @STEAL1_7731 
end_thread 

:STEAL1_47
0247: load_model 558 
0247: load_model 41 
038B: load_requested_models 

:STEAL1_58
if or
8248:   not model 558 available 
8248:   not model 41 available 
else_jump @STEAL1_89 
wait 0 
jump @STEAL1_58 

:STEAL1_89
0732: random_car_generator_disable_model 558 
446@ = -2027.335 
447@ = 326.0038 
448@ = 34.2344 
449@ = 88.2674 
453@ = -2025.443 
454@ = 323.5849 
455@ = 34.1015 
456@ = 77.8368 
0395: clear_area 1 at 446@ 447@ 448@ radius 5.0 
00A5: 443@ = create_car 558 at 446@ 447@ 448@ 
0175: set_car 443@ Z_angle_to 449@ 
020A: set_car 443@ door_status_to 3 
02AA: set_car 443@ immune_to_nonplayer 1 
009A: 451@ = create_actor_pedtype 5 model 41 at 453@ 454@ 455@ 
0173: set_actor 451@ Z_angle_to 456@ 
0587: enable_car 443@ validate_position 0 
0161: 444@ = create_marker_above_car 443@ unused 4 visibility 1 
0229: set_car 443@ primary_color_to 5 secondary_color_to 1 
return 

:STEAL1_287
0249: release_model 558 
return 
018A: $3975 = create_checkpoint_at 0.0 0.0 0.0 

:STEAL1_314
0247: load_model 602 

:STEAL1_319
if 
8248:   not model 602 available 
else_jump @STEAL1_346 
wait 0 
jump @STEAL1_319 

:STEAL1_346
458@ = -2043.911 
459@ = 179.1213 
460@ = 27.8507 
461@ = 270.0 
0395: clear_area 1 at 458@ 459@ 460@ radius 5.0 
00A5: 457@ = create_car 602 at 458@ 459@ 460@ 
0175: set_car 457@ Z_angle_to 461@ 
036A: put_actor $PLAYER_ACTOR in_car 457@ 
return 

:STEAL1_439
023C: load_special_actor 'ZERO' as 1 // models 290-299 
04ED: load_animation "CAR_CHAT" 

:STEAL1_464
if or
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
else_jump @STEAL1_502 
wait 0 
jump @STEAL1_464 

:STEAL1_502
463@ = -2034.566 
464@ = 175.2188 
465@ = 27.8516 
466@ = 13.516 
0395: clear_area 1 at 463@ 464@ 465@ radius 5.0 
009A: 462@ = create_actor_pedtype 4 model 290 at 463@ 464@ 465@ 
return 

:STEAL1_581
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
42@ = 0 
44@ = 0 
45@ = 0 
43@ = 0 
46@ = 1 
47@ = 1 
48@ = 0 
58@ = 0 
98@ = 500 
$8771 = 57 
$8769 = 2 
$8770 = 3 
$8772 = 30.0 
59@ = 0 
60@ = 0 
408@ = 0 
412@ = 1 
410@ = 1 
411@ = 2 
409@ = 0 
68@ = -16776961 
69@ = -8355496 
51@ = -16776961 
52@ = -12566358 
53@ = -8355496 
54@ = 0 
55@ = 0 
70@ = 255 
71@ = 0 
72@ = 0 
73@ = 255 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 16777216 
79@ = 65536 
80@ = 256 
81@ = 1 
127@ = -2711.3 
128@ = 118.81 
129@ = 3.99 
130@ = 2.07 
131@ = 178.25 
360@ = -2033.175 
361@ = 178.6755 
362@ = 27.8516 
110@ = -2708.79 
116@ = -9.59 
122@ = 3.98 
312@ = -2689.74 
318@ = 91.48 
324@ = 5.04 
313@ = -2692.04 
319@ = 91.71 
325@ = 4.39 
315@ = -2904.51 
321@ = 1181.56 
327@ = 13.71 
316@ = -2916.92 
322@ = 1182.06 
328@ = 13.59 
317@ = -2917.76 
323@ = 1176.93 
329@ = 13.67 
330@ = -2899.05 
332@ = 1170.08 
334@ = 13.03 
331@ = -2898.66 
333@ = 1166.74 
335@ = 13.21 
336@ = 0.0 
342@ = 0.0 
348@ = 0.0 
337@ = 0.0 
343@ = 0.0 
349@ = 0.0 
338@ = 0.0 
344@ = 0.0 
350@ = 0.0 
339@ = 0.0 
345@ = 0.0 
351@ = 0.0 
340@ = 0.0 
346@ = 0.0 
352@ = 0.0 
341@ = 0.0 
347@ = 0.0 
353@ = 0.0 
413@ = -2704.72 
423@ = 113.56 
433@ = 5.52 
414@ = -2701.12 
424@ = 100.21 
434@ = 5.47 
415@ = -2699.84 
425@ = 94.03 
435@ = 6.41 
416@ = -2710.6 
426@ = 126.88 
436@ = 5.13 
417@ = 0.0 
427@ = 0.0 
437@ = 0.0 
05AA: 380@s = 'STL1_AA' // @s = 'short'  // Here, this gadget is set to pick up on cell phone signals.
05AA: 382@s = 'STL1_AB' // @s = 'short'  // Each time she makes a call it will give you the new location.
05AA: 384@s = 'STL1_AC' // @s = 'short'  // You'll have to stay close if you're going get an updated position though.
05AA: 386@s = 'STL1_AD' // @s = 'short'  // OK?
05AA: 388@s = 'STL1_AE' // @s = 'short'  // For sure. Good lookin' Z.
04AF: 392@ = 36600 // = constant 
04AF: 393@ = 36601 // = constant 
04AF: 394@ = 36602 // = constant 
04AF: 395@ = 36603 // = constant 
04AF: 396@ = 36604 // = constant 
054C: use_GXT_table 'STEAL1' 
93@ = 0 
94@ = 1 
56@ = 2 
set_weather 5 
select_interior 1 
02E4: load_cutscene_data 'STEAL_1' 

:STEAL1_1716
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL1_1740 
wait 0 
jump @STEAL1_1716 

:STEAL1_1740
02E7: start_cutscene 
fade 1 1000 

:STEAL1_1749
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL1_1773 
wait 0 
jump @STEAL1_1749 

:STEAL1_1773
fade 0 0 

:STEAL1_1779
if 
fading 
else_jump @STEAL1_1803 
wait 0 
jump @STEAL1_1779 

:STEAL1_1803
02EA: end_cutscene 
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:STEAL1_1816
wait 0 
if 
   not 408@ == 0 
else_jump @STEAL1_2159 
if 
  409@ == 0 
else_jump @STEAL1_1884 
if 
03D0:   wav 411@ loaded 
else_jump @STEAL1_1877 
040D: unload_wav 411@ 

:STEAL1_1877
409@ = 1 

:STEAL1_1884
if 
  409@ == 1 
else_jump @STEAL1_1921 
03CF: load_wav 391@(408@,17i) as 410@ 
409@ = 2 

:STEAL1_1921
if 
  409@ == 2 
else_jump @STEAL1_1981 
if 
03D0:   wav 410@ loaded 
else_jump @STEAL1_1981 
03D1: play_wav 410@ 
00BC: show_text_highpriority GXT 378@(408@,6s) time 10000 flag 1 
409@ = 3 

:STEAL1_1981
if 
  409@ == 3 
else_jump @STEAL1_2159 
if 
03D2:   wav 410@ ended 
else_jump @STEAL1_2098 
03D5: remove_text 378@(408@,6s) 
if 
  410@ == 1 
else_jump @STEAL1_2063 
410@ = 2 
411@ = 1 
jump @STEAL1_2077 

:STEAL1_2063
410@ = 1 
411@ = 2 

:STEAL1_2077
408@ = 0 
409@ = 0 
jump @STEAL1_2159 

:STEAL1_2098
if 
83D0:   not wav 411@ loaded 
else_jump @STEAL1_2159 
if 
  60 > 408@ 
else_jump @STEAL1_2159 
0085: 412@ = 408@ // (int) 
412@ += 1 
03CF: load_wav 391@(412@,17i) as 411@ 

:STEAL1_2159
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STEAL1_2181 
jump @STEAL1_7660 

:STEAL1_2181
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL1_2305 
if 
  3 > 42@ 
else_jump @STEAL1_2305 
if 
  43@ == 0 
else_jump @STEAL1_2264 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STEAL1_2264 
00D9: 457@ = actor $PLAYER_ACTOR car // add to mission cleanup 
43@ = 1 

:STEAL1_2264
if 
  43@ == 1 
else_jump @STEAL1_2305 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STEAL1_2305 
43@ = 0 

:STEAL1_2305
if 
  42@ == 0 
else_jump @STEAL1_3944 
if 
  45@ == 0 
else_jump @STEAL1_2779 
0395: clear_area 1 at 360@ 361@ 362@ radius 25.0 
0360: open_garage 'HBGDSFS' 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
gosub @STEAL1_314 
gosub @STEAL1_439 
gosub @STEAL1_47 
gosub @STEAL1_7975 
0A0B: set_rendering_origin_at_3D_coord -2029.904 179.7978 29.0075 angle 130.0 
fade 1 500 

:STEAL1_2489
if 
fading 
else_jump @STEAL1_2513 
wait 0 
jump @STEAL1_2489 

:STEAL1_2513
if and
8119:   not car 457@ wrecked 
8118:   not actor 462@ dead 
else_jump @STEAL1_2779 
if 
  409@ == 0 
else_jump @STEAL1_2779 
408@ = 1 
0615: define_AS_pack_begin 374@ 
05D3: AS_actor -1 goto_point -2032.55 176.89 28.95 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 374@ 
0618: assign_actor 462@ to_AS_pack 374@ 
05D1: AS_actor $PLAYER_ACTOR drive_car 457@ to 360@ 361@ 362@ speed 12.0 1 model 0 2 
01BD: 88@ = current_time_in_ms 
45@ = 1 

:STEAL1_2779
if 
  45@ > 0 
else_jump @STEAL1_2865 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 1000 
else_jump @STEAL1_2865 
if 
08D0:   should_skip_cutscene 
else_jump @STEAL1_2865 
88@ -= 10000 
45@ = 5 

:STEAL1_2865
if 
  45@ == 1 
else_jump @STEAL1_2960 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 1000 
else_jump @STEAL1_2960 
if 
  409@ == 0 
else_jump @STEAL1_2960 
408@ = 2 
01BD: 88@ = current_time_in_ms 
45@ = 2 

:STEAL1_2960
if 
  45@ == 2 
else_jump @STEAL1_3106 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 1000 
else_jump @STEAL1_3106 
if 
  409@ == 0 
else_jump @STEAL1_3106 
408@ = 3 
01BD: 88@ = current_time_in_ms 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
45@ = 3 

:STEAL1_3106
if 
  45@ == 3 
else_jump @STEAL1_3388 
if and
8119:   not car 443@ wrecked 
8118:   not actor 451@ dead 
else_jump @STEAL1_3388 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 1000 
else_jump @STEAL1_3388 
if 
  409@ == 0 
else_jump @STEAL1_3388 
00BE: text_clear_all 
fade 0 100 

:STEAL1_3211
if 
fading 
else_jump @STEAL1_3235 
wait 0 
jump @STEAL1_3211 

:STEAL1_3235
015F: set_camera_position -2022.518 322.6858 34.6179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2023.382 323.1579 34.7936 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2022.518 322.6858 34.6179 angle 50.0 
fade 1 100 

:STEAL1_3314
if 
fading 
else_jump @STEAL1_3338 
wait 0 
jump @STEAL1_3314 

:STEAL1_3338
408@ = 4 
if and
8119:   not car 443@ wrecked 
8118:   not actor 451@ dead 
else_jump @STEAL1_3388 
05CB: AS_actor 451@ enter_car 443@ as_driver -1 ms 
01BD: 88@ = current_time_in_ms 
45@ = 4 

:STEAL1_3388
if 
  45@ == 4 
else_jump @STEAL1_3566 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_3566 
if 
8118:   not actor 451@ dead 
else_jump @STEAL1_3566 
if 
0448:   actor 451@ in_car 443@ 
else_jump @STEAL1_3566 
if 
  409@ == 0 
else_jump @STEAL1_3566 
408@ = 5 
01BD: 88@ = current_time_in_ms 
0615: define_AS_pack_begin 377@ 
05D1: AS_actor -1 drive_car 443@ to 133@ 193@ 253@ speed 30.0 0 model 0 2 
05D1: AS_actor -1 drive_car 443@ to 134@ 194@ 254@ speed 30.0 0 model 0 2 
0616: define_AS_pack_end 377@ 
0618: assign_actor 451@ to_AS_pack 377@ 
45@ = 5 

:STEAL1_3566
if 
  45@ == 5 
else_jump @STEAL1_3944 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 1000 
else_jump @STEAL1_3944 
if 
  409@ == 0 
else_jump @STEAL1_3944 
00BE: text_clear_all 
fade 0 500 

:STEAL1_3651
if 
fading 
else_jump @STEAL1_3675 
wait 0 
jump @STEAL1_3651 

:STEAL1_3675
0361: close_garage 'HBGDSFS' 
0687: clear_actor $PLAYER_ACTOR task 
if 
8119:   not car 457@ wrecked 
else_jump @STEAL1_3782 
03CB: set_rendering_origin_at -2028.827 178.4434 27.8516 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2030.672 179.1596 28.9611 
00AB: put_car 457@ at -2028.827 178.4434 27.8516 
0175: set_car 457@ Z_angle_to 266.8448 
036A: put_actor $PLAYER_ACTOR in_car 457@ 

:STEAL1_3782
03CF: load_wav 45400 as 3 

:STEAL1_3791
if 
83D0:   not wav 3 loaded 
else_jump @STEAL1_3817 
wait 0 
jump @STEAL1_3791 

:STEAL1_3817
if and
8119:   not car 443@ wrecked 
8118:   not actor 451@ dead 
else_jump @STEAL1_3865 
if 
80DB:   not actor 451@ in_car 443@ 
else_jump @STEAL1_3865 
036A: put_actor 451@ in_car 443@ 

:STEAL1_3865
04EF: release_animation "CAR_CHAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 462@ 
0296: unload_special_actor 1 
0249: release_model 602 
02A3: enable_widescreen 0 
fade 1 500 

:STEAL1_3906
if 
fading 
else_jump @STEAL1_3930 
wait 0 
jump @STEAL1_3906 

:STEAL1_3930
01B4: set_player $PLAYER_CHAR can_move 1 
42@ = 1 

:STEAL1_3944
if 
  42@ == 1 
else_jump @STEAL1_4086 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 443@ wrecked 
8118:   not actor 451@ dead 
else_jump @STEAL1_4086 
if 
00DB:   actor 451@ in_car 443@ 
else_jump @STEAL1_4086 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STL1_03' time 7000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
072F: enable_car 443@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
05D1: AS_actor 451@ drive_car 443@ to 134@ 194@ 254@ speed 35.0 0 model 0 2 
42@ = 2 

:STEAL1_4086
if 
0119:   car 443@ wrecked 
else_jump @STEAL1_4127 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STL1_07' time 5000 flag 1  // ~r~You destroyed the car!
jump @STEAL1_7642 

:STEAL1_4127
if 
  42@ == 2 
else_jump @STEAL1_5953 
if and
8119:   not car 443@ wrecked 
8118:   not actor 451@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL1_5930 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @STEAL1_4203 
48@ = 3 
0477: set_car 443@ action 6 time 2000 

:STEAL1_4203
if 
0104:   actor $PLAYER_ACTOR near_actor 451@ radius 50.0 50.0 50.0 sphere 0 
else_jump @STEAL1_4277 
if 
  30.0 > $8772 
else_jump @STEAL1_4270 
$8772 += 0.1 

:STEAL1_4270
jump @STEAL1_4308 

:STEAL1_4277
if 
  $8772 > 24.0 
else_jump @STEAL1_4308 
$8772 -= 0.1 

:STEAL1_4308
00AD: set_car 443@ max_speed_to $8772 
02E3: 450@ = car 443@ speed 
00AA: store_car 443@ position_to 446@ 447@ 448@ 
if 
001C:   $8771 > $8769 // (int) 
else_jump @STEAL1_4470 
if 
0100:   actor 451@ in_sphere 132@($8769,60f) 192@($8769,60f) 252@($8769,60f) radius 10.0 10.0 10.0 sphere 0 in_car 
else_jump @STEAL1_4463 
$8769 += 1 
$8770 += 1 
05D1: AS_actor 451@ drive_car 443@ to 132@($8769,60f) 192@($8769,60f) 252@($8769,60f) speed $8772 0 model 0 2 

:STEAL1_4463
jump @STEAL1_4663 

:STEAL1_4470
if 
0100:   actor 451@ in_sphere 132@($8769,60f) 192@($8769,60f) 252@($8769,60f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @STEAL1_4553 
05D2: AS_actor 451@ run_to_and_hijack_car 443@ max_search_radius 35.0 traffic_behavior 2 
$8769 += 1 
$8770 += 1 

:STEAL1_4553
if 
001C:   $8769 > $8771 // (int) 
else_jump @STEAL1_4663 
if 
82CA:   not car 443@ bounding_sphere_visible 
else_jump @STEAL1_4663 
00A0: store_actor $PLAYER_ACTOR position_to 357@ 358@ 359@ 
0509: 95@ = distance_between_XY 446@ 447@ and_XY 357@ 358@ 
if 
  95@ > 200.0 
else_jump @STEAL1_4663 
00BC: show_text_highpriority GXT 'STL1_09' time 5000 flag 1  // ~r~You lost her trail!
jump @STEAL1_7642 

:STEAL1_4663
if and
  48@ == 2 
  57@ == 0 
else_jump @STEAL1_4756 
01BD: 103@ = current_time_in_ms 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 446@ 447@ 448@ radius 7.0 7.0 7.0 
else_jump @STEAL1_4749 
57@ = 1 
jump @STEAL1_4756 

:STEAL1_4749
57@ = 0 

:STEAL1_4756
if 
  57@ == 1 
else_jump @STEAL1_5051 
if 
  450@ > 10.0 
else_jump @STEAL1_5051 
06A2: get_car 443@ velocity_in_direction_XYZ 365@ 366@ 367@ 
0087: 372@ = 365@ // (float) 
006B: 372@ *= 365@ // (float) 
0087: 373@ = 366@ // (float) 
006B: 373@ *= 366@ // (float) 
0087: 369@ = 372@ // (float) 
005B: 369@ += 373@ // (float) 
01FB: 368@ = square_root 369@ 
02F8: get_car 443@ Z_angle_sine_to 363@ 
02F9: get_car 443@ Z_angle_cosine_to 364@ 
0087: 372@ = 365@ // (float) 
006B: 372@ *= 363@ // (float) 
0087: 373@ = 366@ // (float) 
006B: 373@ *= 364@ // (float) 
0087: 370@ = 372@ // (float) 
005B: 370@ += 373@ // (float) 
0087: 372@ = 370@ // (float) 
006B: 372@ *= 370@ // (float) 
0087: 373@ = 369@ // (float) 
0063: 373@ -= 372@ // (float) 
01FB: 371@ = square_root 373@ 
0087: 372@ = 371@ // (float) 
0073: 372@ /= 370@ // (float) 
if 
  372@ > 2.2 
else_jump @STEAL1_5037 
0477: set_car 443@ action 6 time 2000 
48@ = 3 
57@ = 0 
jump @STEAL1_5051 

:STEAL1_5037
48@ = 2 
57@ = 0 

:STEAL1_5051
if 
  48@ == 3 
else_jump @STEAL1_5183 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_5183 
00BE: text_clear_all 
0687: clear_actor 451@ task 
00AD: set_car 443@ max_speed_to 0.0 
00BC: show_text_highpriority GXT 'STL1_05' time 5000 flag 1  // ~s~Steal the ~b~car~s~.
03CD: disable_car 443@ stuck_check 
0164: disable_marker 444@ 
0186: 444@ = create_marker_above_car 443@ 
07E0: set_marker 444@ type_to 1 
if 
01C1:   car 443@ stopped 
else_jump @STEAL1_5183 
05CF: AS_actor 451@ exit_car 443@ in_direction 446@ 447@ 448@ 
42@ = 3 

:STEAL1_5183
if 
  48@ == 0 
else_jump @STEAL1_5334 
0164: disable_marker 444@ 
00AA: store_car 443@ position_to 453@ 454@ 455@ 
018A: 444@ = create_checkpoint_at 453@ 454@ 455@ 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 446@ 447@ 448@ radius 25.0 25.0 25.0 
else_jump @STEAL1_5280 
03D1: play_wav 3 

:STEAL1_5280
70@ = 255 
71@ = 0 
72@ = 0 
73@ = 255 
gosub @STEAL1_7794 
01BD: 88@ = current_time_in_ms 
01BD: 92@ = current_time_in_ms 
48@ = 1 

:STEAL1_5334
if 
  48@ == 1 
else_jump @STEAL1_5775 
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
0085: 91@ = 89@ // (int) 
0062: 91@ -= 92@ // (int) 
if 
  91@ > 1000 
else_jump @STEAL1_5449 
if 
  60@ == 0 
else_jump @STEAL1_5449 
00BB: show_text_lowpriority GXT 'STL1_03' time 8000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
60@ = 1 

:STEAL1_5449
if 
  90@ > 30 
else_jump @STEAL1_5479 
gosub @STEAL1_7794 
01BD: 88@ = current_time_in_ms 

:STEAL1_5479
if 
8118:   not actor 451@ dead 
else_jump @STEAL1_5699 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 453@ 454@ radius 20.0 20.0 
0106:   actor $PLAYER_ACTOR near_actor 451@ radius 50.0 50.0 50.0 0 in_car 
else_jump @STEAL1_5622 
if 
  59@ == 0 
else_jump @STEAL1_5590 
03E5: show_text_box 'STL1_04'  // Use the P.I.T. technique learned in the Driving School to spin the target car around with minimal damage.
59@ = 1 

:STEAL1_5590
0164: disable_marker 444@ 
01BD: 88@ = current_time_in_ms 
0186: 444@ = create_marker_above_car 443@ 
57@ = 0 
48@ = 2 

:STEAL1_5622
if 
0106:   actor $PLAYER_ACTOR near_actor 451@ radius 20.0 20.0 20.0 0 in_car 
else_jump @STEAL1_5699 
if 
  59@ == 1 
else_jump @STEAL1_5699 
00BC: show_text_highpriority GXT 'STL1_02' time 12000 flag 1  // ~s~Clip ~r~her ~s~back end to spin ~r~her ~s~out of control.
59@ = 2 

:STEAL1_5699
if 
  128 > 73@ 
else_jump @STEAL1_5733 
00BC: show_text_highpriority GXT 'STL1_10' time 100 flag 1  // ~s~Keep up! Her ~r~trail~s~ is going cold!

:STEAL1_5733
if 
003B:   73@ == 77@ // (int) 
else_jump @STEAL1_5775 
00BC: show_text_highpriority GXT 'STL1_09' time 7000 flag 1  // ~r~You lost her trail!
jump @STEAL1_7642 

:STEAL1_5775
if 
  48@ == 2 
else_jump @STEAL1_5930 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_5930 
if 
  95@ > 200.0 
else_jump @STEAL1_5837 
48@ = 0 

:STEAL1_5837
01BD: 89@ = current_time_in_ms 
0085: 90@ = 89@ // (int) 
0062: 90@ -= 88@ // (int) 
if 
  90@ > 2000 
else_jump @STEAL1_5900 
if 
82CA:   not car 443@ bounding_sphere_visible 
else_jump @STEAL1_5900 
48@ = 0 

:STEAL1_5900
if 
82CA:   not car 443@ bounding_sphere_visible 
else_jump @STEAL1_5930 
48@ = 0 
jump @STEAL1_5930 

:STEAL1_5930
if 
0118:   actor 451@ dead 
else_jump @STEAL1_5953 
42@ = 3 

:STEAL1_5953
if 
  42@ == 3 
else_jump @STEAL1_7410 
if and
8119:   not car 443@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL1_7410 
if 
  58@ == 0 
else_jump @STEAL1_6024 
020A: set_car 443@ door_status_to 1 
58@ = 1 

:STEAL1_6024
if 
  58@ == 1 
else_jump @STEAL1_6148 
if 
00DB:   actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_6148 
0164: disable_marker 444@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 61@ = create_checkpoint_at 360@ 361@ 362@ 
02FA: set_garage 'HBGDSFS' type 19 
07C0: load_path 171 

:STEAL1_6114
if 
87C1:   not path 171 available 
else_jump @STEAL1_6141 
wait 0 
jump @STEAL1_6114 

:STEAL1_6141
58@ = 2 

:STEAL1_6148
if 
  58@ == 2 
else_jump @STEAL1_6433 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_6433 
if 
00DB:   actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_6433 
if 
0100:   actor $PLAYER_ACTOR in_sphere 360@ 361@ 362@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL1_6433 
if 
0448:   actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_6433 
0395: clear_area 1 at 360@ 361@ 362@ radius 25.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
0360: open_garage 'HBGDSFS' 
0164: disable_marker 61@ 
360@ = -2043.911 
361@ = 179.1213 
362@ = 27.8507 
0227: 445@ = car 443@ health 
445@ /= 10 
445@ *= 100 
98@ = 2000 
005A: 98@ += 445@ // (int) 
58@ = 21 

:STEAL1_6433
if 
  58@ == 21 
else_jump @STEAL1_6573 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_6573 
if 
03B0:   garage 'HBGDSFS' door_open 
else_jump @STEAL1_6573 
0395: clear_area 1 at 360@ 361@ 362@ radius 25.0 
05EB: assign_car 443@ to_path 171 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
58@ = 3 

:STEAL1_6573
if 
  58@ == 3 
else_jump @STEAL1_6688 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_6688 
if 
00DB:   actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_6688 
if 
0103:   actor $PLAYER_ACTOR in_sphere 360@ 361@ 362@ radius 4.0 4.0 4.0 sphere 0 stopped_in_car 
else_jump @STEAL1_6688 
0361: close_garage 'HBGDSFS' 
00BE: text_clear_all 
58@ = 32 

:STEAL1_6688
if 
  58@ == 31 
else_jump @STEAL1_6777 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_6777 
0615: define_AS_pack_begin 375@ 
05CD: AS_actor -1 exit_car 443@ 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 375@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 375@ 
58@ = 32 

:STEAL1_6777
if 
  58@ == 32 
else_jump @STEAL1_6860 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_6860 
0361: close_garage 'HBGDSFS' 
fade 0 1500 

:STEAL1_6829
if 
fading 
else_jump @STEAL1_6853 
wait 0 
jump @STEAL1_6829 

:STEAL1_6853
58@ = 41 

:STEAL1_6860
if 
  58@ == 41 
else_jump @STEAL1_7284 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 1 
00A0: store_actor $PLAYER_ACTOR position_to 467@ 468@ 469@ 
0172: 470@ = actor $PLAYER_ACTOR Z_angle 
fade 0 500 

:STEAL1_6926
if 
fading 
else_jump @STEAL1_6968 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @STEAL1_6961 
end_thread 

:STEAL1_6961
jump @STEAL1_6926 

:STEAL1_6968
0A0B: set_rendering_origin_at_3D_coord -2690.908 206.6429 7.2879 angle 88.2793 
00A1: put_actor $PLAYER_ACTOR at -2691.164 206.6478 3.3359 
015F: set_camera_position -2689.916 206.5855 7.399 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2690.908 206.6429 7.2879 switchstyle 2 
fade 1 500 
00BC: show_text_highpriority GXT 'JAP_MOD' time 6000 flag 1  // You can now modify street racing cars at this mod shop in Ocean Flats.
wait 6000 
00BC: show_text_highpriority GXT 'WANG_C' time 6000 flag 1  // The cars you steal for the garage business can be found in Wang Cars' showroom.
wait 6000 
fade 0 500 

:STEAL1_7117
if 
fading 
else_jump @STEAL1_7159 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @STEAL1_7152 
end_thread 

:STEAL1_7152
jump @STEAL1_7117 

:STEAL1_7159
0A0B: set_rendering_origin_at_3D_coord 467@ 468@ 469@ angle 470@ 
469@ -= 1.0 
00A1: put_actor $PLAYER_ACTOR at 467@ 468@ 469@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 470@ 
wait 500 
fade 1 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0299: activate_garage 'MDS1SFS' 
0164: disable_marker $3975 
04CE: $3975 = create_icon_marker 27 at -2728.5 212.2 3.4 
$2885 = 1 
58@ = 4 

:STEAL1_7284
if 
  58@ == 4 
else_jump @STEAL1_7410 
if 
03B1:   garage 'HBGDSFS' door_closed 
else_jump @STEAL1_7410 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2032.471 176.6342 27.8359 
00A6: destroy_car 443@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.9 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:STEAL1_7379
if 
fading 
else_jump @STEAL1_7403 
wait 0 
jump @STEAL1_7379 

:STEAL1_7403
jump @STEAL1_7660 

:STEAL1_7410
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL1_7635 
if and
  58@ > 1 
  4 > 58@ 
else_jump @STEAL1_7635 
if 
8119:   not car 443@ wrecked 
else_jump @STEAL1_7635 
if 
  43@ == 0 
else_jump @STEAL1_7566 
00BC: show_text_highpriority GXT 'STL1_11' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
if 
00DB:   actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_7566 
0164: disable_marker 444@ 
0164: disable_marker 61@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 61@ = create_checkpoint_at 360@ 361@ 362@ 
43@ = 1 

:STEAL1_7566
if 
  43@ == 1 
else_jump @STEAL1_7635 
if 
80DB:   not actor $PLAYER_ACTOR in_car 443@ 
else_jump @STEAL1_7635 
0164: disable_marker 61@ 
0164: disable_marker 444@ 
0186: 444@ = create_marker_above_car 443@ 
07E0: set_marker 444@ type_to 1 
43@ = 0 

:STEAL1_7635
jump @STEAL1_1816 

:STEAL1_7642
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STEAL1_7660
$543 += 1 
014C: set_parked_car_generator $4174 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_1'  // Zeroing In
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:STEAL1_7731
040D: unload_wav 3 
0164: disable_marker 444@ 
0164: disable_marker 61@ 
0164: disable_marker 444@ 
01B7: release_weather 
009B: destroy_actor 451@ 
00A6: destroy_car 443@ 
gosub @STEAL1_287 
0249: release_model 602 
0249: release_model 41 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:STEAL1_7794
if 
  255 > 71@ 
else_jump @STEAL1_7827 
71@ += 1 
72@ += 1 

:STEAL1_7827
if 
  71@ == 255 
else_jump @STEAL1_7853 
73@ -= 1 

:STEAL1_7853
0085: 82@ = 70@ // (int) 
006A: 82@ *= 78@ // (int) 
0085: 83@ = 71@ // (int) 
006A: 83@ *= 79@ // (int) 
0085: 84@ = 72@ // (int) 
006A: 84@ *= 80@ // (int) 
0085: 85@ = 73@ // (int) 
006A: 85@ *= 81@ // (int) 
0085: 86@ = 82@ // (int) 
005A: 86@ += 83@ // (int) 
0085: 87@ = 84@ // (int) 
005A: 87@ += 85@ // (int) 
0085: 68@ = 86@ // (int) 
005A: 68@ += 87@ // (int) 
0165: set_marker 444@ color_to 68@ 
return 

:STEAL1_7975
132@ = -2017.001 
192@ = 322.4644 
252@ = 34.7593 
133@ = -2036.439 
193@ = 322.4642 
253@ = 34.0156 
134@ = -2148.505 
194@ = 227.5995 
254@ = 34.8814 
135@ = -2244.575 
195@ = 211.4546 
255@ = 34.884 
136@ = -2252.426 
196@ = 110.4054 
256@ = 34.8813 
137@ = -2254.398 
197@ = 64.4779 
257@ = 34.8865 
138@ = -2333.194 
198@ = 52.1153 
258@ = 34.8895 
139@ = -2373.793 
199@ = -39.8936 
259@ = 34.8887 
140@ = -2411.406 
200@ = -71.5329 
260@ = 34.8695 
141@ = -2421.986 
201@ = -171.5927 
261@ = 34.8702 
142@ = -2514.487 
202@ = -209.5909 
262@ = 24.5432 
143@ = -2612.338 
203@ = -208.1451 
263@ = 3.8877 
144@ = -2700.542 
204@ = -205.7518 
264@ = 3.8928 
145@ = -2703.455 
205@ = -105.7246 
265@ = 3.8899 
146@ = -2704.933 
206@ = -88.0339 
266@ = 3.8934 
147@ = -2791.198 
207@ = -69.7781 
267@ = 6.7409 
148@ = -2807.242 
208@ = 29.8687 
268@ = 6.7487 
149@ = -2807.922 
209@ = 131.0431 
269@ = 6.7324 
150@ = -2807.247 
210@ = 232.0953 
270@ = 6.7535 
151@ = -2831.376 
211@ = 329.6273 
271@ = 4.0742 
152@ = -2851.84 
212@ = 427.8425 
272@ = 4.0745 
153@ = -2831.418 
213@ = 526.6416 
273@ = 4.6276 
154@ = -2821.271 
214@ = 626.4095 
274@ = 7.8679 
155@ = -2849.525 
215@ = 720.4027 
275@ = 28.129 
156@ = -2840.613 
216@ = 819.4821 
276@ = 40.6696 
157@ = -2816.873 
217@ = 897.241 
277@ = 43.6833 
158@ = -2776.396 
218@ = 809.4246 
278@ = 50.6937 
159@ = -2676.287 
219@ = 810.1769 
279@ = 49.5432 
160@ = -2575.558 
220@ = 807.5107 
280@ = 49.5239 
161@ = -2528.462 
221@ = 809.4405 
281@ = 49.5356 
162@ = -2526.564 
222@ = 908.4559 
282@ = 64.537 
163@ = -2525.089 
223@ = 999.8545 
283@ = 77.8166 
164@ = -2594.69 
224@ = 1006.409 
284@ = 77.8242 
165@ = -2587.474 
225@ = 1092.979 
285@ = 56.2406 
166@ = -2591.712 
226@ = 1135.302 
286@ = 55.135 
167@ = -2658.549 
227@ = 1209.768 
287@ = 55.1386 
168@ = -2669.474 
228@ = 1309.309 
288@ = 55.1228 
169@ = -2677.539 
229@ = 1409.63 
289@ = 55.1226 
170@ = -2669.294 
230@ = 1509.889 
290@ = 58.6901 
171@ = -2674.542 
231@ = 1610.948 
291@ = 64.4835 
172@ = -2675.343 
232@ = 1711.907 
292@ = 67.4134 
173@ = -2675.344 
233@ = 1812.691 
293@ = 67.4802 
174@ = -2675.333 
234@ = 1913.553 
294@ = 64.6734 
175@ = -2675.791 
235@ = 2013.889 
295@ = 59.035 
176@ = -2670.814 
236@ = 2114.105 
296@ = 55.1467 
177@ = -2679.106 
237@ = 2214.438 
297@ = 55.1239 
178@ = -2720.014 
238@ = 2305.998 
298@ = 63.1498 
179@ = -2720.744 
239@ = 2353.887 
299@ = 71.5011 
180@ = -2677.15 
240@ = 2440.762 
300@ = 47.2891 
181@ = -2593.738 
241@ = 2490.081 
301@ = 22.1514 
182@ = -2513.94 
242@ = 2429.612 
302@ = 16.4114 
183@ = -2413.627 
243@ = 2430.877 
303@ = 11.8649 
184@ = -2339.414 
244@ = 2395.623 
304@ = 5.5583 
185@ = -2422.839 
245@ = 2340.198 
305@ = 4.5444 
186@ = -2462.575 
246@ = 2334.265 
306@ = 4.5459 
187@ = -2467.327 
247@ = 2276.376 
307@ = 4.5468 
188@ = -2560.308 
248@ = 2313.566 
308@ = 4.5508 
189@ = -2560.286 
249@ = 2316.442 
309@ = 4.5491 
return 

//-------------Mission 68---------------
// Originally: Test Drive

:STEAL2
thread 'STEAL2' 
gosub @STEAL2_47 
if 
wasted_or_busted 
else_jump @STEAL2_38 
gosub @STEAL2_26017 

:STEAL2_38
gosub @STEAL2_26113 
end_thread 

:STEAL2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STEAL2' 
00BE: text_clear_all 
wait 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
120@ = 0 
121@ = 0 
122@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
168@ = 0 
169@ = 0 
116@ = 0 
117@ = 0 
08F5: save_player_group 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_2' 

:STEAL2_331
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL2_355 
wait 0 
jump @STEAL2_331 

:STEAL2_355
02E7: start_cutscene 
fade 1 1000 

:STEAL2_364
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL2_388 
wait 0 
jump @STEAL2_364 

:STEAL2_388
fade 0 0 

:STEAL2_394
if 
fading 
else_jump @STEAL2_418 
wait 0 
jump @STEAL2_394 

:STEAL2_418
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 560 
0247: load_model 562 
0247: load_model 147 
06E9: load_car_component #NTO_B_S 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 177@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 178@ 
03CB: set_rendering_origin_at -2032.4 171.8 27.8 
0395: clear_area 1 at -2032.4 171.8 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2032.4 171.8 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.7 
0395: clear_area 1 at -2032.3 161.9 28.0 radius 1.0 
009A: $132 = create_actor_pedtype 24 model 290 at -2032.3 161.9 28.0 
0568: set_actor $132 untargetable 1 
060B: set_actor $132 decision_maker_to 178@ 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
060B: set_actor $132 decision_maker_to 177@ 
112@ = 1 
0395: clear_area 1 at -1656.2 1210.2 12.3 radius 5.0 
04AF: 118@ = 562 // = constant 
gosub @STEAL2_27698 
00A5: 42@ = create_car 562 at -1656.2 1210.2 12.3 
03AB: set_car 42@ strong 1 
0175: set_car 42@ Z_angle_to 316.1 
020A: set_car 42@ door_status_to 3 
00AE: set_car 42@ traffic_behaviour_to 2 
0224: set_car 42@ health_to 2000 
053F: set_car 42@ tires_vulnerability 0 
0519: set_car 42@ locked 1 
06E7: $47 = add_car_component #NTO_B_S to_car 42@ 
0395: clear_area 1 at -1662.3 1211.0 12.3 radius 5.0 
04AF: 118@ = 560 // = constant 
gosub @STEAL2_27698 
00A5: 43@ = create_car 560 at -1662.3 1211.0 12.3 
0175: set_car 43@ Z_angle_to 316.1 
020A: set_car 43@ door_status_to 3 
0229: set_car 43@ primary_color_to 59 secondary_color_to 12 
0224: set_car 43@ health_to 2000 
0519: set_car 43@ locked 1 
06E7: $47 = add_car_component #NTO_B_S to_car 43@ 
06D7: enable_train_traffic 0 
018A: 106@ = create_checkpoint_at -1632.9 1207.4 6.1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 

:STEAL2_988
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STEAL2_1014 
jump @STEAL2_26035 

:STEAL2_1014
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_1046 
jump @STEAL2_26017 

:STEAL2_1046
if 
  107@ == 0 
else_jump @STEAL2_6419 
if 
  108@ == 0 
else_jump @STEAL2_1619 
gosub @STEAL2_26418 
if 
  122@ == 0 
else_jump @STEAL2_1135 
120@ = 1 
121@ = 0 
gosub @STEAL2_30241 
122@ = 1 

:STEAL2_1135
if 
  122@ == 1 
else_jump @STEAL2_1215 
if 
  120@ == 0 
else_jump @STEAL2_1215 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
41@ = 0 
122@ = 2 

:STEAL2_1215
if 
  122@ == 2 
else_jump @STEAL2_1319 
if 
  41@ > 7000 
else_jump @STEAL2_1319 
if 
  120@ == 0 
else_jump @STEAL2_1319 
120@ = 2 
121@ = 0 
gosub @STEAL2_30241 
41@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 3 

:STEAL2_1319
if 
  122@ == 3 
else_jump @STEAL2_1402 
if 
  41@ > 7000 
else_jump @STEAL2_1402 
if 
  120@ == 0 
else_jump @STEAL2_1402 
120@ = 3 
121@ = 0 
gosub @STEAL2_30241 
122@ = 4 

:STEAL2_1402
if 
  122@ == 4 
else_jump @STEAL2_1459 
if 
  120@ == 0 
else_jump @STEAL2_1459 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 5 

:STEAL2_1459
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_1619 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
else_jump @STEAL2_1619 
if 
00FE:   actor $132 sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
else_jump @STEAL2_1619 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
120@ = 0 
108@ = 1 

:STEAL2_1619
if 
  108@ == 1 
else_jump @STEAL2_2108 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -1662.3 1211.0 13.4 radius 15.0 
020A: set_car 43@ door_status_to 1 
0164: disable_marker 106@ 
0395: clear_area 1 at -1656.7 1213.8 12.7 radius 1.0 
009A: 104@ = create_actor_pedtype 24 model 147 at -1656.7 1213.8 12.7 
0173: set_actor 104@ Z_angle_to 132.3 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_1792 
06C9: remove_actor $132 from_group 
0687: clear_actor $132 task 

:STEAL2_1792
0615: define_AS_pack_begin 179@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1642.3 1204.1 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.2 1204.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1663.5 1204.2 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 179@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
0615: define_AS_pack_begin 179@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1640.3 1204.4 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.7 1205.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.3 1204.8 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 179@ 
0618: assign_actor $132 to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
120@ = 4 
0209: 121@ = random_int_in_ranges 0 3 
0085: 167@ = 121@ // (int) 
167@ += 1 
gosub @STEAL2_30241 
015F: set_camera_position -1624.5 1201.5 7.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1664.6 1207.1 10.9 switchstyle 2 
109@ = 1 
0707: start_scene_skip_to @STEAL2_2979 
40@ = 0 
122@ = 0 
108@ = 2 

:STEAL2_2108
if 
  108@ == 2 
else_jump @STEAL2_2684 
if 
  122@ == 0 
else_jump @STEAL2_2207 
if 
  120@ == 0 
else_jump @STEAL2_2207 
120@ = 4 
0209: 121@ = random_int_in_ranges 3 6 
0085: 167@ = 121@ // (int) 
167@ += 1 
gosub @STEAL2_30241 
122@ = 1 

:STEAL2_2207
if 
  122@ == 1 
else_jump @STEAL2_2288 
if 
  120@ == 0 
else_jump @STEAL2_2288 
120@ = 4 
0209: 121@ = random_int_in_ranges 6 9 
0085: 167@ = 121@ // (int) 
167@ += 1 
gosub @STEAL2_30241 
122@ = 2 

:STEAL2_2288
if 
  40@ > 8000 
else_jump @STEAL2_2684 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -1659.6 1203.3 11.4 radius 400.0 
00A1: put_actor $PLAYER_ACTOR at -1659.6 1203.3 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 96.8 
0792: disembark_instantly_actor $132 
0395: clear_area 1 at -1659.8 1205.0 11.4 radius 1.0 
00A1: put_actor $132 at -1659.8 1205.0 11.4 
0173: set_actor $132 Z_angle_to 91.3 
0615: define_AS_pack_begin 179@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.6 1202.6 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1666.0 1208.8 12.7 mode 4 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 43@ as_driver -1 ms 
0616: define_AS_pack_end 179@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
0615: define_AS_pack_begin 179@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.7 1204.8 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.9 1206.5 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1660.3 1208.8 12.7 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05CB: AS_actor -1 enter_car 42@ as_driver -1 ms 
0616: define_AS_pack_end 179@ 
0618: assign_actor $132 to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
015F: set_camera_position -1661.1 1219.7 15.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1658.9 1204.6 13.85 switchstyle 2 
40@ = 0 
108@ = 3 

:STEAL2_2684
if 
  108@ == 3 
else_jump @STEAL2_2785 
062E: get_actor $132 task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @STEAL2_2785 
0646: unknown_get_actor $132 task_1560_status_store_to 115@ // similar to 062E 
if 
  115@ == 2 
else_jump @STEAL2_2785 
120@ = 5 
121@ = 0 
gosub @STEAL2_30241 
108@ = 4 

:STEAL2_2785
if 
  108@ == 4 
else_jump @STEAL2_2936 
if 
  121@ == 2 
else_jump @STEAL2_2936 
if 
8118:   not actor 104@ dead 
else_jump @STEAL2_2929 
0615: define_AS_pack_begin 179@ 
05D3: AS_actor -1 goto_point -1660.6 1210.1 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1664.0 1205.3 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.3 1203.2 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 179@ 
0618: assign_actor 104@ to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 

:STEAL2_2929
108@ = 5 

:STEAL2_2936
if 
  108@ == 5 
else_jump @STEAL2_5670 
if 
  120@ == 0 
else_jump @STEAL2_5670 
109@ = 0 

:STEAL2_2979
0701: end_scene_skip 
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_3013 
jump @STEAL2_26017 

:STEAL2_3013
if 
  109@ == 1 
else_jump @STEAL2_3197 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
120@ = 0 
fade 0 500 

:STEAL2_3055
if 
fading 
else_jump @STEAL2_3079 
wait 0 
jump @STEAL2_3055 

:STEAL2_3079
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_3111 
jump @STEAL2_26017 

:STEAL2_3111
if 
8118:   not actor 104@ dead 
else_jump @STEAL2_3171 
0395: clear_area 1 at -1651.3 1203.2 6.2 radius 1.0 
00A1: put_actor 104@ at -1651.3 1203.2 6.2 

:STEAL2_3171
0792: disembark_instantly_actor $132 
036A: put_actor $132 in_car 42@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:STEAL2_3197
if 
00DB:   actor $132 in_car 42@ 
else_jump @STEAL2_5670 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_5670 
0519: set_car 42@ locked 0 
0519: set_car 43@ locked 0 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
0249: release_model 147 
0247: load_model 414 
0247: load_model #CARDBOARDBOX 
0247: load_model 449 
038B: load_requested_models 
0506: set_car_model 414 next_variation 1 1 // first param is useless 
0395: clear_area 1 at -1580.1 938.2 6.8 radius 5.0 
04AF: 118@ = 414 // = constant 
gosub @STEAL2_27698 
00A5: 44@ = create_car 414 at -1580.1 938.2 6.8 
0175: set_car 44@ Z_angle_to 90.0 
0587: enable_car 44@ validate_position 1 
0395: clear_area 1 at -1576.0 938.9 6.5 radius 5.0 
0376: 66@ = create_random_actor_at -1576.0 938.9 6.5 
0173: set_actor 66@ Z_angle_to 84.9 
060B: set_actor 66@ decision_maker_to 178@ 
0395: clear_area 1 at -1575.1 940.7 6.4 radius 10.0 
0107: 88@ = create_object #CARDBOARDBOX at -1575.1 940.7 6.4 
0382: set_object 88@ collision_detection 1 
0392: make_object 88@ moveable 1 
0107: 89@ = create_object #CARDBOARDBOX at -1574.9 941.7 6.4 
0382: set_object 89@ collision_detection 1 
0392: make_object 89@ moveable 1 
0107: 90@ = create_object #CARDBOARDBOX at -1573.1 942.7 6.4 
0382: set_object 90@ collision_detection 1 
0392: make_object 90@ moveable 1 
0107: 91@ = create_object #CARDBOARDBOX at -1575.1 940.7 7.0 
0382: set_object 91@ collision_detection 1 
0392: make_object 91@ moveable 1 
0107: 92@ = create_object #CARDBOARDBOX at -1573.1 942.7 7.0 
0382: set_object 92@ collision_detection 1 
0392: make_object 92@ moveable 1 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_3764 
0395: clear_area 1 at -1626.9 1202.5 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 46@ = create_car 116@ at -1626.9 1202.5 5.7 
0175: set_car 46@ Z_angle_to 222.7 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_3764
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_3893 
0395: clear_area 1 at -1609.2 1160.4 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 47@ = create_car 116@ at -1609.2 1160.4 5.7 
0175: set_car 47@ Z_angle_to 184.3 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_3893
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4022 
0395: clear_area 1 at -1600.9 1111.7 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 48@ = create_car 116@ at -1600.9 1111.7 5.7 
0175: set_car 48@ Z_angle_to 183.3 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_4022
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4151 
0395: clear_area 1 at -1608.2 1094.0 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 49@ = create_car 116@ at -1608.2 1094.0 5.7 
0175: set_car 49@ Z_angle_to 180.0 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_4151
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4280 
0395: clear_area 1 at -1608.2 1046.5 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 50@ = create_car 116@ at -1608.2 1046.5 5.7 
0175: set_car 50@ Z_angle_to 183.5 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_4280
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4409 
0395: clear_area 1 at -1595.7 1012.0 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 51@ = create_car 116@ at -1595.7 1012.0 5.7 
0175: set_car 51@ Z_angle_to 207.3 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_4409
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4538 
0395: clear_area 1 at -1540.5 959.8 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 52@ = create_car 116@ at -1540.5 959.8 5.7 
0175: set_car 52@ Z_angle_to 24.3 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_4538
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4667 
0395: clear_area 1 at -1556.0 995.6 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 53@ = create_car 116@ at -1556.0 995.6 5.7 
0175: set_car 53@ Z_angle_to 41.0 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_4667
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4796 
0395: clear_area 1 at -1587.6 1036.7 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 54@ = create_car 116@ at -1587.6 1036.7 5.7 
0175: set_car 54@ Z_angle_to 3.3 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_4796
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_4925 
0395: clear_area 1 at -1579.6 1140.1 5.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 56@ = create_car 116@ at -1579.6 1140.1 5.7 
0175: set_car 56@ Z_angle_to 2.0 
020A: set_car 56@ door_status_to 2 
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_4925
0395: clear_area 1 at -1542.9 974.0 5.3 radius 5.0 
06D8: 103@ = create_train_at -1542.9 974.0 5.3 type 9 direction 0 
06DC: set_train 103@ acc 0.0 
06DD: set_train 103@ speed 0.0 
020A: set_car 103@ door_status_to 2 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_5129 
0395: clear_area 1 at -1592.8 934.7 6.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 57@ = create_car 116@ at -1592.8 934.7 6.2 
0175: set_car 57@ Z_angle_to 91.3 
020A: set_car 57@ door_status_to 2 
0560: create_random_actor_in_car 57@ handle_as 79@ 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ can_be_shot_in_a_car 0 

:STEAL2_5129
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_5258 
0395: clear_area 1 at -1608.8 934.3 6.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 58@ = create_car 116@ at -1608.8 934.3 6.2 
0175: set_car 58@ Z_angle_to 91.3 
020A: set_car 58@ door_status_to 2 
0560: create_random_actor_in_car 58@ handle_as 80@ 
0587: enable_car 58@ validate_position 1 
054A: set_actor 80@ can_be_shot_in_a_car 0 

:STEAL2_5258
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_5387 
0395: clear_area 1 at -1704.4 916.0 23.4 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 59@ = create_car 116@ at -1704.4 916.0 23.4 
0175: set_car 59@ Z_angle_to 269.1 
020A: set_car 59@ door_status_to 2 
0560: create_random_actor_in_car 59@ handle_as 81@ 
0587: enable_car 59@ validate_position 1 
054A: set_actor 81@ can_be_shot_in_a_car 0 

:STEAL2_5387
0395: clear_area 1 at -1642.2 1210.5 6.2 radius 15.0 
0376: 105@ = create_random_actor_at -1642.2 1210.5 6.2 
060B: set_actor 105@ decision_maker_to 178@ 
0615: define_AS_pack_begin 179@ 
05D3: AS_actor -1 goto_point -1645.5 1214.0 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
0616: define_AS_pack_end 179@ 
0618: assign_actor 105@ to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
01EB: set_traffic_density_multiplier_to 0.0 
015F: set_camera_position -1640.4 1212.9 6.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1651.3 1215.3 10.6 switchstyle 2 
if 
  109@ == 1 
else_jump @STEAL2_5656 
fade 1 500 

:STEAL2_5600
if 
fading 
else_jump @STEAL2_5624 
wait 0 
jump @STEAL2_5600 

:STEAL2_5624
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_5656 
jump @STEAL2_26017 

:STEAL2_5656
40@ = 0 
108@ = 6 

:STEAL2_5670
if 
  108@ == 6 
else_jump @STEAL2_5924 
if 
8118:   not actor 105@ dead 
else_jump @STEAL2_5924 
if 
00EC:   actor 105@ sphere 0 near_point -1646.0 1214.4 radius 2.0 2.0 
else_jump @STEAL2_5924 
05EB: assign_car 42@ to_path 70 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_5772 
05EB: assign_car 46@ to_path 71 

:STEAL2_5772
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_5795 
05EB: assign_car 47@ to_path 72 

:STEAL2_5795
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_5818 
05EB: assign_car 48@ to_path 73 

:STEAL2_5818
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_5841 
05EB: assign_car 49@ to_path 74 

:STEAL2_5841
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_5864 
05EB: assign_car 50@ to_path 75 

:STEAL2_5864
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_5887 
05EB: assign_car 51@ to_path 76 

:STEAL2_5887
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_5910 
05EB: assign_car 103@ to_path 77 

:STEAL2_5910
40@ = 0 
108@ = 7 

:STEAL2_5924
if 
  108@ == 7 
else_jump @STEAL2_5989 
if 
  40@ > 500 
else_jump @STEAL2_5989 
120@ = 6 
121@ = 0 
gosub @STEAL2_30241 
108@ = 8 

:STEAL2_5989
if 
  108@ == 8 
else_jump @STEAL2_6329 
if 
  40@ > 2500 
else_jump @STEAL2_6329 
if 
8118:   not actor 105@ dead 
else_jump @STEAL2_6060 
05DD: AS_actor 105@ flee_from_actor $PLAYER_ACTOR from_origin_radius 200.0 timelimit 600000 

:STEAL2_6060
05ED: freeze_car 42@ while_on_path 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_6086 
05ED: freeze_car 46@ while_on_path 

:STEAL2_6086
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_6107 
05ED: freeze_car 47@ while_on_path 

:STEAL2_6107
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_6128 
05ED: freeze_car 48@ while_on_path 

:STEAL2_6128
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_6149 
05ED: freeze_car 49@ while_on_path 

:STEAL2_6149
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_6170 
05ED: freeze_car 50@ while_on_path 

:STEAL2_6170
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_6191 
05ED: freeze_car 51@ while_on_path 

:STEAL2_6191
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_6212 
05ED: freeze_car 103@ while_on_path 

:STEAL2_6212
03DE: set_pedestrians_density_multiplier_to 0.5 
09F5: disable_player_mutal_activities 0 
0186: 106@ = create_marker_above_car 42@ 
07E0: set_marker 106@ type_to 1 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
40@ = 0 
41@ = 0 
122@ = 0 
113@ = 1 
108@ = 0 
107@ = 1 
0A6F: checkpoint_save 99 

:STEAL2_6329
if 
  108@ == 0 
else_jump @STEAL2_6419 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @STEAL2_6419 
03CB: set_rendering_origin_at -1638.7 1199.4 6.2 
00A1: put_actor $PLAYER_ACTOR at -1638.7 1199.4 6.2 
00A1: put_actor $132 at -1639.7 1199.4 6.2 

:STEAL2_6419
if 
  107@ == 1 
else_jump @STEAL2_7397 
if 
  122@ == 0 
else_jump @STEAL2_6534 
if 
  120@ == 0 
else_jump @STEAL2_6534 
if 
  41@ > 7000 
else_jump @STEAL2_6534 
120@ = 7 
121@ = 0 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_6534
if 
  122@ == 1 
else_jump @STEAL2_6591 
if 
  120@ == 0 
else_jump @STEAL2_6591 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 2 

:STEAL2_6591
if 
  111@ == 0 
else_jump @STEAL2_6609 

:STEAL2_6609
if 
  108@ == 0 
else_jump @STEAL2_6682 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1656.2 1210.2 12.3 radius 7.0 7.0 7.0 
else_jump @STEAL2_6682 
108@ = 1 

:STEAL2_6682
if 
  108@ == 1 
else_jump @STEAL2_6993 
05EE: unfreeze_car 42@ while_on_path 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_6726 
05EE: unfreeze_car 46@ while_on_path 

:STEAL2_6726
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_6747 
05EE: unfreeze_car 47@ while_on_path 

:STEAL2_6747
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_6768 
05EE: unfreeze_car 48@ while_on_path 

:STEAL2_6768
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_6789 
05EE: unfreeze_car 49@ while_on_path 

:STEAL2_6789
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_6810 
05EE: unfreeze_car 50@ while_on_path 

:STEAL2_6810
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_6831 
05EE: unfreeze_car 51@ while_on_path 

:STEAL2_6831
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_6852 
05EE: unfreeze_car 103@ while_on_path 

:STEAL2_6852
if 
8119:   not car 52@ wrecked 
else_jump @STEAL2_6883 
00AD: set_car 52@ max_speed_to 15.0 
00A8: set_car 52@ to_psycho_driver 

:STEAL2_6883
if 
8119:   not car 53@ wrecked 
else_jump @STEAL2_6914 
00AD: set_car 53@ max_speed_to 15.0 
00A8: set_car 53@ to_psycho_driver 

:STEAL2_6914
if 
8119:   not car 54@ wrecked 
else_jump @STEAL2_6945 
00AD: set_car 54@ max_speed_to 15.0 
00A8: set_car 54@ to_psycho_driver 

:STEAL2_6945
if 
8119:   not car 56@ wrecked 
else_jump @STEAL2_6976 
00AD: set_car 56@ max_speed_to 15.0 
00A8: set_car 56@ to_psycho_driver 

:STEAL2_6976
0247: load_model 597 
0247: load_model 281 
108@ = 2 

:STEAL2_6993
if 
  108@ == 2 
else_jump @STEAL2_7397 
gosub @STEAL2_26857 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_7397 
05EB: assign_car 42@ to_path 79 
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_7064 
05EB: assign_car 103@ to_path 78 

:STEAL2_7064
if 
8119:   not car 57@ wrecked 
else_jump @STEAL2_7120 
04BA: set_car 57@ speed_to 15.0 
00AD: set_car 57@ max_speed_to 15.0 
00A7: car 57@ drive_to -1881.4 1038.7 44.8 

:STEAL2_7120
if 
8119:   not car 58@ wrecked 
else_jump @STEAL2_7176 
04BA: set_car 58@ speed_to 15.0 
00AD: set_car 58@ max_speed_to 15.0 
00A7: car 58@ drive_to -1880.1 1029.8 44.8 

:STEAL2_7176
if 
8119:   not car 59@ wrecked 
else_jump @STEAL2_7217 
04BA: set_car 59@ speed_to 15.0 
00AD: set_car 59@ max_speed_to 15.0 
00A8: set_car 59@ to_psycho_driver 

:STEAL2_7217
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 56@ 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
0249: release_model 414 
0249: release_model #CARDBOARDBOX 
41@ = 0 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 2 

:STEAL2_7397
if 
  107@ == 2 
else_jump @STEAL2_9658 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_7507 
if 
  120@ == 0 
else_jump @STEAL2_7507 
120@ = 8 
121@ = 0 
167@ = 1 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_7507
if 
  122@ == 1 
else_jump @STEAL2_7616 
if 
01AD:   car 42@ sphere 0 near_point -1702.4 921.4 radius 3.0 3.0 
else_jump @STEAL2_7616 
if 
  120@ == 0 
else_jump @STEAL2_7616 
120@ = 8 
121@ = 1 
167@ = 2 
gosub @STEAL2_30241 
122@ = 2 

:STEAL2_7616
if 
  122@ == 2 
else_jump @STEAL2_7673 
if 
  120@ == 0 
else_jump @STEAL2_7673 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 3 

:STEAL2_7673
if 
  111@ == 0 
else_jump @STEAL2_7691 

:STEAL2_7691
if 
  108@ == 0 
else_jump @STEAL2_7726 
0247: load_model 597 
0247: load_model 281 
108@ = 1 

:STEAL2_7726
if 
  108@ == 1 
else_jump @STEAL2_9401 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_7873 
0395: clear_area 1 at -1802.9 853.6 23.4 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 45@ = create_car 116@ at -1802.9 853.6 23.4 
0175: set_car 45@ Z_angle_to 89.3 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_7873
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8002 
0395: clear_area 1 at -1852.2 836.7 33.8 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 47@ = create_car 116@ at -1852.2 836.7 33.8 
0175: set_car 47@ Z_angle_to 270.9 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_8002
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8131 
0395: clear_area 1 at -1876.7 836.3 33.8 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 48@ = create_car 116@ at -1876.7 836.3 33.8 
0175: set_car 48@ Z_angle_to 270.9 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_8131
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8260 
0395: clear_area 1 at -1903.1 826.2 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 50@ = create_car 116@ at -1903.1 826.2 33.7 
0175: set_car 50@ Z_angle_to 178.0 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_8260
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8389 
0395: clear_area 1 at -1915.7 836.6 34.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 51@ = create_car 116@ at -1915.7 836.6 34.2 
0175: set_car 51@ Z_angle_to 272.0 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_8389
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8518 
0395: clear_area 1 at -1902.8 866.4 34.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 52@ = create_car 116@ at -1902.8 866.4 34.2 
0175: set_car 52@ Z_angle_to 179.4 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_8518
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8647 
0395: clear_area 1 at -1902.7 882.1 34.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 53@ = create_car 116@ at -1902.7 882.1 34.2 
0175: set_car 53@ Z_angle_to 179.4 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_8647
0395: clear_area 1 at -1805.5 900.3 23.9 radius 5.0 
0376: 76@ = create_random_actor_at -1805.5 900.3 23.9 
0173: set_actor 76@ Z_angle_to 352.4 
0395: clear_area 1 at -1804.5 901.3 23.9 radius 5.0 
0376: 77@ = create_random_actor_at -1804.5 901.3 23.9 
0173: set_actor 77@ Z_angle_to 169.0 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 0 unknown_flag 1 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_8908 
0395: clear_area 1 at -1988.1 933.5 43.9 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 65@ = create_car 116@ at -1988.1 933.5 43.9 
0175: set_car 65@ Z_angle_to 85.7 
020A: set_car 65@ door_status_to 2 
0560: create_random_actor_in_car 65@ handle_as 87@ 
0587: enable_car 65@ validate_position 1 
054A: set_actor 87@ can_be_shot_in_a_car 0 

:STEAL2_8908
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_9037 
0395: clear_area 1 at -2007.7 1039.2 55.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 60@ = create_car 116@ at -2007.7 1039.2 55.2 
0175: set_car 60@ Z_angle_to 178.1 
020A: set_car 60@ door_status_to 2 
0560: create_random_actor_in_car 60@ handle_as 82@ 
0587: enable_car 60@ validate_position 1 
054A: set_actor 82@ can_be_shot_in_a_car 0 

:STEAL2_9037
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_9166 
0395: clear_area 1 at -2009.2 962.6 44.1 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 61@ = create_car 116@ at -2009.2 962.6 44.1 
0175: set_car 61@ Z_angle_to 179.8 
020A: set_car 61@ door_status_to 2 
0560: create_random_actor_in_car 61@ handle_as 83@ 
0587: enable_car 61@ validate_position 1 
054A: set_actor 83@ can_be_shot_in_a_car 0 

:STEAL2_9166
if 
0248:   model 597 available 
else_jump @STEAL2_9280 
0395: clear_area 1 at -1998.2 825.3 44.1 radius 5.0 
00A5: 62@ = create_car 597 at -1998.2 825.3 44.1 
0175: set_car 62@ Z_angle_to 6.4 
0129: 84@ = create_actor_pedtype 24 model 281 in_car 62@ driverseat 
00AE: set_car 62@ traffic_behaviour_to 2 
020A: set_car 62@ door_status_to 2 
0587: enable_car 62@ validate_position 1 
054A: set_actor 84@ can_be_shot_in_a_car 0 

:STEAL2_9280
if 
0248:   model 597 available 
else_jump @STEAL2_9394 
0395: clear_area 1 at -1997.5 815.6 44.1 radius 5.0 
00A5: 63@ = create_car 597 at -1997.5 815.6 44.1 
0175: set_car 63@ Z_angle_to 1.0 
0129: 85@ = create_actor_pedtype 24 model 281 in_car 63@ driverseat 
00AE: set_car 63@ traffic_behaviour_to 2 
020A: set_car 63@ door_status_to 2 
0587: enable_car 63@ validate_position 1 
054A: set_actor 85@ can_be_shot_in_a_car 0 

:STEAL2_9394
108@ = 2 

:STEAL2_9401
if 
  108@ == 2 
else_jump @STEAL2_9658 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_9658 
01C3: remove_references_to_car 59@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
05EB: assign_car 42@ to_path 81 
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_9475 
05EB: assign_car 103@ to_path 80 

:STEAL2_9475
if 
8119:   not car 45@ wrecked 
else_jump @STEAL2_9531 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -1881.4 853.7 35.7 

:STEAL2_9531
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_9587 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -1717.8 755.3 24.8 

:STEAL2_9587
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_9623 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 

:STEAL2_9623
41@ = 0 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 3 

:STEAL2_9658
if 
  107@ == 3 
else_jump @STEAL2_10103 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_9806 
if 
01AD:   car 42@ sphere 0 near_point -1855.2 916.9 radius 3.0 3.0 
else_jump @STEAL2_9806 
if 
  120@ == 0 
else_jump @STEAL2_9806 
120@ = 8 
121@ = 2 
167@ = 3 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_9806
if 
  122@ == 1 
else_jump @STEAL2_9863 
if 
  120@ == 0 
else_jump @STEAL2_9863 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 2 

:STEAL2_9863
if 
  111@ == 0 
else_jump @STEAL2_9881 

:STEAL2_9881
if 
  108@ == 0 
else_jump @STEAL2_9906 
108@ = 1 

:STEAL2_9906
if 
  108@ == 1 
else_jump @STEAL2_10103 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_10103 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
0108: destroy_object 88@ 
0108: destroy_object 89@ 
0108: destroy_object 90@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_10068 
05EB: assign_car 103@ to_path 83 

:STEAL2_10068
05EB: assign_car 42@ to_path 84 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 4 

:STEAL2_10103
if 
  107@ == 4 
else_jump @STEAL2_12838 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_10213 
if 
  120@ == 0 
else_jump @STEAL2_10213 
120@ = 8 
121@ = 3 
167@ = 4 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_10213
if 
  122@ == 1 
else_jump @STEAL2_10263 
if 
  120@ == 0 
else_jump @STEAL2_10263 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
122@ = 2 

:STEAL2_10263
if 
  122@ == 2 
else_jump @STEAL2_10320 
if 
  120@ == 0 
else_jump @STEAL2_10320 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 3 

:STEAL2_10320
if 
  111@ == 0 
else_jump @STEAL2_10338 

:STEAL2_10338
if 
  108@ == 0 
else_jump @STEAL2_11845 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_10485 
0395: clear_area 1 at -2350.7 1091.2 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 44@ = create_car 116@ at -2350.7 1091.2 54.2 
0175: set_car 44@ Z_angle_to 72.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_10485
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_10614 
0395: clear_area 1 at -2347.8 1081.2 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 45@ = create_car 116@ at -2347.8 1081.2 54.2 
0175: set_car 45@ Z_angle_to 73.7 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_10614
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_10750 
0395: clear_area 1 at -2124.1 1080.8 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 46@ = create_car 116@ at -2124.1 1080.8 54.2 
0175: set_car 46@ Z_angle_to 90.7 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0714: unknown_car 46@ flag 1 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_10750
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_10886 
0395: clear_area 1 at -2132.0 1059.0 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 47@ = create_car 116@ at -2132.0 1059.0 54.2 
0175: set_car 47@ Z_angle_to 269.2 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0466: unknown_car 47@ flag 1 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_10886
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11022 
0395: clear_area 1 at -2166.7 1050.8 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 48@ = create_car 116@ at -2166.7 1050.8 54.2 
0175: set_car 48@ Z_angle_to 270.2 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0714: unknown_car 48@ flag 1 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_11022
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11158 
0395: clear_area 1 at -2231.0 1059.8 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 49@ = create_car 116@ at -2231.0 1059.8 54.2 
0175: set_car 49@ Z_angle_to 268.2 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0466: unknown_car 49@ flag 1 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_11158
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11294 
0395: clear_area 1 at -2299.5 1052.1 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 50@ = create_car 116@ at -2299.5 1052.1 54.2 
0175: set_car 50@ Z_angle_to 272.2 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0714: unknown_car 50@ flag 1 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_11294
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11430 
0395: clear_area 1 at -2338.1 1066.2 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 51@ = create_car 116@ at -2338.1 1066.2 54.2 
0175: set_car 51@ Z_angle_to 255.2 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0466: unknown_car 51@ flag 1 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_11430
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11566 
0395: clear_area 1 at -2344.3 1058.8 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 52@ = create_car 116@ at -2344.3 1058.8 54.2 
0175: set_car 52@ Z_angle_to 257.1 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0714: unknown_car 52@ flag 1 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_11566
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11702 
0395: clear_area 1 at -2446.5 1097.0 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 53@ = create_car 116@ at -2446.5 1097.0 54.2 
0175: set_car 53@ Z_angle_to 266.7 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0466: unknown_car 53@ flag 1 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_11702
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_11838 
0395: clear_area 1 at -2427.5 1087.2 54.2 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 54@ = create_car 116@ at -2427.5 1087.2 54.2 
0175: set_car 54@ Z_angle_to 261.0 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
0714: unknown_car 54@ flag 1 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_11838
108@ = 1 

:STEAL2_11845
if 
  108@ == 1 
else_jump @STEAL2_12187 
if 
01AD:   car 42@ sphere 0 near_point -1990.0 838.0 radius 3.0 3.0 
else_jump @STEAL2_12187 
if 
8119:   not car 59@ wrecked 
else_jump @STEAL2_11924 
05EB: assign_car 59@ to_path 85 

:STEAL2_11924
if 
8119:   not car 60@ wrecked 
else_jump @STEAL2_11980 
04BA: set_car 60@ speed_to 15.0 
00AD: set_car 60@ max_speed_to 15.0 
00A7: car 60@ drive_to -2008.2 581.2 35.3 

:STEAL2_11980
if 
8119:   not car 61@ wrecked 
else_jump @STEAL2_12036 
04BA: set_car 61@ speed_to 15.0 
00AD: set_car 61@ max_speed_to 15.0 
00A7: car 61@ drive_to -2008.2 571.2 35.3 

:STEAL2_12036
if 
8119:   not car 62@ wrecked 
else_jump @STEAL2_12108 
04BA: set_car 62@ speed_to 15.0 
00AD: set_car 62@ max_speed_to 40.0 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL2_12108 
07F8: car 62@ follow_car 42@ radius 10.0 
0397: enable_car 62@ siren 1 

:STEAL2_12108
if 
8119:   not car 63@ wrecked 
else_jump @STEAL2_12180 
04BA: set_car 63@ speed_to 15.0 
00AD: set_car 63@ max_speed_to 40.0 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL2_12180 
07F8: car 63@ follow_car 42@ radius 20.0 
0397: enable_car 63@ siren 1 

:STEAL2_12180
108@ = 2 

:STEAL2_12187
if 
  108@ == 2 
else_jump @STEAL2_12838 
0247: load_model 437 
0247: load_model 461 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_12838 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 65@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 103@ 
0249: release_model 449 
05EB: assign_car 42@ to_path 86 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_12321 
05EB: assign_car 46@ to_path 87 

:STEAL2_12321
if 
8119:   not car 59@ wrecked 
else_jump @STEAL2_12358 
if 
860E:   not car 59@ assigned_to_path 
else_jump @STEAL2_12358 
05EC: release_car 59@ from_path 

:STEAL2_12358
0873: release_path 85 
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_12418 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -1896.9 1060.1 44.2 

:STEAL2_12418
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_12474 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -1896.9 1050.1 44.2 

:STEAL2_12474
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_12530 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -1906.9 1060.1 48.2 

:STEAL2_12530
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_12586 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -1906.9 1050.1 48.2 

:STEAL2_12586
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_12642 
04BA: set_car 51@ speed_to 15.0 
00AD: set_car 51@ max_speed_to 15.0 
00A7: car 51@ drive_to -1916.9 1060.1 52.2 

:STEAL2_12642
if 
8119:   not car 52@ wrecked 
else_jump @STEAL2_12698 
04BA: set_car 52@ speed_to 15.0 
00AD: set_car 52@ max_speed_to 15.0 
00A7: car 52@ drive_to -1916.9 1050.1 52.2 

:STEAL2_12698
if 
8119:   not car 53@ wrecked 
else_jump @STEAL2_12754 
04BA: set_car 53@ speed_to 15.0 
00AD: set_car 53@ max_speed_to 15.0 
00A7: car 53@ drive_to -1926.9 1060.1 56.2 

:STEAL2_12754
if 
8119:   not car 54@ wrecked 
else_jump @STEAL2_12810 
04BA: set_car 54@ speed_to 15.0 
00AD: set_car 54@ max_speed_to 15.0 
00A7: car 54@ drive_to -1926.9 1050.1 56.2 

:STEAL2_12810
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 5 

:STEAL2_12838
if 
  107@ == 5 
else_jump @STEAL2_14368 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_12948 
if 
  120@ == 0 
else_jump @STEAL2_12948 
120@ = 8 
121@ = 4 
167@ = 5 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_12948
if 
  122@ == 1 
else_jump @STEAL2_12989 
03E5: show_text_box 'STE2_03'  // Tap ~m~~widget_nitro~ to trigger a nitro.
09E9: car 42@ set_single_nitro 
122@ = 2 

:STEAL2_12989
if 
  122@ == 2 
else_jump @STEAL2_13098 
if 
01AD:   car 42@ sphere 0 near_point -2319.8 1080.2 radius 3.0 3.0 
else_jump @STEAL2_13098 
if 
  120@ == 0 
else_jump @STEAL2_13098 
120@ = 8 
121@ = 5 
167@ = 6 
gosub @STEAL2_30241 
122@ = 3 

:STEAL2_13098
if 
  122@ == 3 
else_jump @STEAL2_13155 
if 
  120@ == 0 
else_jump @STEAL2_13155 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 4 

:STEAL2_13155
if 
  111@ == 0 
else_jump @STEAL2_13173 

:STEAL2_13173
if 
  108@ == 0 
else_jump @STEAL2_14008 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_13320 
0395: clear_area 1 at -2503.3 1237.0 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 55@ = create_car 116@ at -2503.3 1237.0 33.7 
0175: set_car 55@ Z_angle_to 249.3 
020A: set_car 55@ door_status_to 2 
0560: create_random_actor_in_car 55@ handle_as 77@ 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_13320
0395: clear_area 1 at -2741.5 1058.2 48.1 radius 5.0 
00A5: 58@ = create_car 461 at -2741.5 1058.2 48.1 
0175: set_car 58@ Z_angle_to 337.2 
0560: create_random_actor_in_car 58@ handle_as 80@ 
0587: enable_car 58@ validate_position 1 
054A: set_actor 80@ can_be_shot_in_a_car 0 
0395: clear_area 1 at -2513.7 1246.2 34.1 radius 5.0 
00A5: 60@ = create_car 437 at -2513.7 1246.2 34.1 
0175: set_car 60@ Z_angle_to 82.5 
0560: create_random_actor_in_car 60@ handle_as 82@ 
0587: enable_car 60@ validate_position 1 
020A: set_car 60@ door_status_to 2 
054A: set_actor 82@ can_be_shot_in_a_car 0 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_13614 
0395: clear_area 1 at -2471.6 1219.7 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 61@ = create_car 116@ at -2471.6 1219.7 33.7 
0175: set_car 61@ Z_angle_to 50.8 
020A: set_car 61@ door_status_to 2 
0560: create_random_actor_in_car 61@ handle_as 83@ 
0587: enable_car 61@ validate_position 1 
054A: set_actor 83@ can_be_shot_in_a_car 0 

:STEAL2_13614
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_13743 
0395: clear_area 1 at -2459.1 1224.3 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 62@ = create_car 116@ at -2459.1 1224.3 33.7 
0175: set_car 62@ Z_angle_to 163.8 
020A: set_car 62@ door_status_to 2 
0560: create_random_actor_in_car 62@ handle_as 84@ 
0587: enable_car 62@ validate_position 1 
054A: set_actor 84@ can_be_shot_in_a_car 0 

:STEAL2_13743
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_13872 
0395: clear_area 1 at -2458.1 1234.3 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 63@ = create_car 116@ at -2458.1 1234.3 33.7 
0175: set_car 63@ Z_angle_to 178.2 
020A: set_car 63@ door_status_to 2 
0560: create_random_actor_in_car 63@ handle_as 85@ 
0587: enable_car 63@ validate_position 1 
054A: set_actor 85@ can_be_shot_in_a_car 0 

:STEAL2_13872
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_14001 
0395: clear_area 1 at -2474.5 1196.9 34.4 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 64@ = create_car 116@ at -2474.5 1196.9 34.4 
0175: set_car 64@ Z_angle_to 310.3 
020A: set_car 64@ door_status_to 2 
0560: create_random_actor_in_car 64@ handle_as 86@ 
0587: enable_car 64@ validate_position 1 
054A: set_actor 86@ can_be_shot_in_a_car 0 

:STEAL2_14001
108@ = 1 

:STEAL2_14008
if 
  108@ == 1 
else_jump @STEAL2_14368 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_14368 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
if 
8119:   not car 55@ wrecked 
else_jump @STEAL2_14208 
04BA: set_car 55@ speed_to 15.0 
00AD: set_car 55@ max_speed_to 15.0 
00A7: car 55@ drive_to -2293.5 1172.3 54.8 

:STEAL2_14208
if 
8119:   not car 58@ wrecked 
else_jump @STEAL2_14231 
05EB: assign_car 58@ to_path 91 

:STEAL2_14231
if 
8119:   not car 60@ wrecked 
else_jump @STEAL2_14254 
05EB: assign_car 60@ to_path 90 

:STEAL2_14254
if 
8119:   not car 61@ wrecked 
else_jump @STEAL2_14277 
05EB: assign_car 61@ to_path 89 

:STEAL2_14277
if 
8119:   not car 64@ wrecked 
else_jump @STEAL2_14333 
04BA: set_car 64@ speed_to 15.0 
00AD: set_car 64@ max_speed_to 15.0 
00A7: car 64@ drive_to -2283.5 1172.3 54.8 

:STEAL2_14333
05EB: assign_car 42@ to_path 88 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 6 

:STEAL2_14368
if 
  107@ == 6 
else_jump @STEAL2_15246 
gosub @STEAL2_26857 
if 
  111@ == 0 
else_jump @STEAL2_14411 

:STEAL2_14411
if 
  108@ == 0 
else_jump @STEAL2_14935 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_14558 
0395: clear_area 1 at -2533.8 1242.8 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 56@ = create_car 116@ at -2533.8 1242.8 33.7 
0175: set_car 56@ Z_angle_to 288.3 
020A: set_car 56@ door_status_to 2 
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_14558
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_14687 
0395: clear_area 1 at -2594.0 1213.9 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 57@ = create_car 116@ at -2594.0 1213.9 33.7 
0175: set_car 57@ Z_angle_to 317.3 
020A: set_car 57@ door_status_to 2 
0560: create_random_actor_in_car 57@ handle_as 79@ 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ can_be_shot_in_a_car 0 

:STEAL2_14687
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_14816 
0395: clear_area 1 at -2732.9 1098.0 45.0 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 59@ = create_car 116@ at -2732.9 1098.0 45.0 
0175: set_car 59@ Z_angle_to 218.5 
020A: set_car 59@ door_status_to 2 
0560: create_random_actor_in_car 59@ handle_as 81@ 
0587: enable_car 59@ validate_position 1 
054A: set_actor 81@ can_be_shot_in_a_car 0 

:STEAL2_14816
if 
8119:   not car 56@ wrecked 
else_jump @STEAL2_14872 
04BA: set_car 56@ speed_to 15.0 
00AD: set_car 56@ max_speed_to 15.0 
00A7: car 56@ drive_to -2303.5 1172.3 54.8 

:STEAL2_14872
if 
8119:   not car 57@ wrecked 
else_jump @STEAL2_14928 
04BA: set_car 57@ speed_to 15.0 
00AD: set_car 57@ max_speed_to 15.0 
00A7: car 57@ drive_to -2313.5 1060.1 44.2 

:STEAL2_14928
108@ = 1 

:STEAL2_14935
if 
  108@ == 1 
else_jump @STEAL2_15068 
if 
8119:   not car 58@ wrecked 
else_jump @STEAL2_15061 
if 
01AD:   car 42@ sphere 0 near_point -2599.3 1206.5 radius 3.0 3.0 
else_jump @STEAL2_15054 
if 
060E:   car 58@ assigned_to_path 
else_jump @STEAL2_15047 
05EC: release_car 58@ from_path 
01C3: remove_references_to_car 58@ 
108@ = 2 
jump @STEAL2_15054 

:STEAL2_15047
108@ = 2 

:STEAL2_15054
jump @STEAL2_15068 

:STEAL2_15061
108@ = 2 

:STEAL2_15068
if 
  108@ == 2 
else_jump @STEAL2_15246 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_15246 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 64@ 
0873: release_path 91 
05EB: assign_car 42@ to_path 92 
0249: release_model 461 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 7 

:STEAL2_15246
if 
  107@ == 7 
else_jump @STEAL2_18177 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_15349 
if 
  120@ == 0 
else_jump @STEAL2_15349 
120@ = 9 
121@ = 0 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_15349
if 
  122@ == 1 
else_jump @STEAL2_15458 
if 
01AD:   car 42@ sphere 0 near_point -2622.2 999.7 radius 3.0 3.0 
else_jump @STEAL2_15458 
if 
  120@ == 0 
else_jump @STEAL2_15458 
120@ = 8 
121@ = 7 
167@ = 8 
gosub @STEAL2_30241 
122@ = 2 

:STEAL2_15458
if 
  122@ == 2 
else_jump @STEAL2_15567 
if 
01AD:   car 42@ sphere 0 near_point -2608.9 913.3 radius 3.0 3.0 
else_jump @STEAL2_15567 
if 
  120@ == 0 
else_jump @STEAL2_15567 
120@ = 8 
121@ = 8 
167@ = 9 
gosub @STEAL2_30241 
122@ = 3 

:STEAL2_15567
if 
  122@ == 3 
else_jump @STEAL2_15624 
if 
  120@ == 0 
else_jump @STEAL2_15624 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 4 

:STEAL2_15624
if 
  111@ == 0 
else_jump @STEAL2_15642 

:STEAL2_15642
if 
  108@ == 0 
else_jump @STEAL2_17607 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_15789 
0395: clear_area 1 at -2595.6 1006.4 76.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 44@ = create_car 116@ at -2595.6 1006.4 76.7 
0175: set_car 44@ Z_angle_to 89.4 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_15789
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_15918 
0395: clear_area 1 at -2595.6 1000.9 76.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 45@ = create_car 116@ at -2595.6 1000.9 76.7 
0175: set_car 45@ Z_angle_to 274.4 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_15918
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16047 
0395: clear_area 1 at -2604.0 963.9 76.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 46@ = create_car 116@ at -2604.0 963.9 76.7 
0175: set_car 46@ Z_angle_to 360.0 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_16047
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16176 
0395: clear_area 1 at -2616.4 905.6 64.5 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 47@ = create_car 116@ at -2616.4 905.6 64.5 
0175: set_car 47@ Z_angle_to 269.5 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_16176
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16305 
0395: clear_area 1 at -2536.9 911.1 63.5 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 48@ = create_car 116@ at -2536.9 911.1 63.5 
0175: set_car 48@ Z_angle_to 89.8 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_16305
if 
0248:   model 597 available 
else_jump @STEAL2_16419 
0395: clear_area 1 at -2609.3 1012.8 76.8 radius 5.0 
00A5: 49@ = create_car 597 at -2609.3 1012.8 76.8 
0175: set_car 49@ Z_angle_to 178.8 
020A: set_car 49@ door_status_to 2 
0129: 71@ = create_actor_pedtype 24 model 281 in_car 49@ driverseat 
00AE: set_car 49@ traffic_behaviour_to 2 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_16419
if 
0248:   model 597 available 
else_jump @STEAL2_16533 
0395: clear_area 1 at -2603.7 1011.2 76.8 radius 5.0 
00A5: 50@ = create_car 597 at -2603.7 1011.2 76.8 
0175: set_car 50@ Z_angle_to 179.1 
020A: set_car 50@ door_status_to 2 
0129: 72@ = create_actor_pedtype 24 model 281 in_car 50@ driverseat 
00AE: set_car 50@ traffic_behaviour_to 2 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_16533
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16669 
0395: clear_area 1 at -2590.0 705.9 26.6 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 51@ = create_car 116@ at -2590.0 705.9 26.6 
0175: set_car 51@ Z_angle_to 268.3 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
00AE: set_car 51@ traffic_behaviour_to 4 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_16669
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16805 
0395: clear_area 1 at -2463.0 710.6 33.9 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 52@ = create_car 116@ at -2463.0 710.6 33.9 
0175: set_car 52@ Z_angle_to 90.3 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
00AE: set_car 52@ traffic_behaviour_to 4 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_16805
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_16934 
0395: clear_area 1 at -2501.6 562.7 13.1 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 53@ = create_car 116@ at -2501.6 562.7 13.1 
0175: set_car 53@ Z_angle_to 271.8 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_16934
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_17070 
0395: clear_area 1 at -2390.9 581.7 23.9 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 54@ = create_car 116@ at -2390.9 581.7 23.9 
0175: set_car 54@ Z_angle_to 184.1 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
00AE: set_car 54@ traffic_behaviour_to 4 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_17070
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_17199 
0395: clear_area 1 at -2361.7 510.9 27.9 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 55@ = create_car 116@ at -2361.7 510.9 27.9 
0175: set_car 55@ Z_angle_to 100.0 
020A: set_car 55@ door_status_to 2 
0560: create_random_actor_in_car 55@ handle_as 77@ 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_17199
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_17328 
0395: clear_area 1 at -2281.3 569.6 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 56@ = create_car 116@ at -2281.3 569.6 33.7 
0175: set_car 56@ Z_angle_to 87.6 
020A: set_car 56@ door_status_to 2 
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_17328
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_17464 
0395: clear_area 1 at -2358.9 569.9 23.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 57@ = create_car 116@ at -2358.9 569.9 23.7 
0175: set_car 57@ Z_angle_to 90.7 
020A: set_car 57@ door_status_to 2 
0560: create_random_actor_in_car 57@ handle_as 79@ 
00AE: set_car 57@ traffic_behaviour_to 4 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ can_be_shot_in_a_car 0 

:STEAL2_17464
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_17600 
0395: clear_area 1 at -2373.1 569.6 23.4 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 58@ = create_car 116@ at -2373.1 569.6 23.4 
0175: set_car 58@ Z_angle_to 91.3 
020A: set_car 58@ door_status_to 2 
0560: create_random_actor_in_car 58@ handle_as 80@ 
00AE: set_car 58@ traffic_behaviour_to 4 
0587: enable_car 58@ validate_position 1 
054A: set_actor 80@ can_be_shot_in_a_car 0 

:STEAL2_17600
108@ = 1 

:STEAL2_17607
if 
  108@ == 1 
else_jump @STEAL2_17870 
if 
01AD:   car 42@ sphere 0 near_point -2610.7 992.2 radius 3.0 3.0 
else_jump @STEAL2_17870 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_17719 
04BA: set_car 46@ speed_to 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -2736.4 1006.9 53.0 

:STEAL2_17719
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_17791 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 40.0 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL2_17791 
07F8: car 49@ follow_car 42@ radius 10.0 
0397: enable_car 49@ siren 1 

:STEAL2_17791
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_17863 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 40.0 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL2_17863 
07F8: car 50@ follow_car 42@ radius 20.0 
0397: enable_car 50@ siren 1 

:STEAL2_17863
108@ = 2 

:STEAL2_17870
if 
  108@ == 2 
else_jump @STEAL2_18012 
if 
01AD:   car 42@ sphere 0 near_point -2610.4 922.8 radius 3.0 3.0 
else_jump @STEAL2_18012 
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_17949 
05EB: assign_car 47@ to_path 93 

:STEAL2_17949
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_18005 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2604.0 963.9 76.7 

:STEAL2_18005
108@ = 3 

:STEAL2_18012
if 
  108@ == 3 
else_jump @STEAL2_18177 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_18177 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_18119 
05EB: assign_car 51@ to_path 95 

:STEAL2_18119
if 
8119:   not car 52@ wrecked 
else_jump @STEAL2_18142 
05EB: assign_car 52@ to_path 96 

:STEAL2_18142
05EB: assign_car 42@ to_path 94 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 8 

:STEAL2_18177
if 
  107@ == 8 
else_jump @STEAL2_18870 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_18325 
if 
01AD:   car 42@ sphere 0 near_point -2528.9 737.7 radius 3.0 3.0 
else_jump @STEAL2_18325 
if 
  120@ == 0 
else_jump @STEAL2_18325 
120@ = 8 
121@ = 9 
167@ = 10 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_18325
if 
  122@ == 1 
else_jump @STEAL2_18382 
if 
  120@ == 0 
else_jump @STEAL2_18382 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 2 

:STEAL2_18382
if 
  111@ == 0 
else_jump @STEAL2_18400 

:STEAL2_18400
if 
  108@ == 0 
else_jump @STEAL2_18425 
108@ = 1 

:STEAL2_18425
if 
  108@ == 1 
else_jump @STEAL2_18870 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_18870 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
if 
8119:   not car 53@ wrecked 
else_jump @STEAL2_18555 
04BA: set_car 53@ speed_to 15.0 
00AD: set_car 53@ max_speed_to 15.0 
00A7: car 53@ drive_to -2400.7 562.2 23.4 

:STEAL2_18555
if 
8119:   not car 54@ wrecked 
else_jump @STEAL2_18611 
04BA: set_car 54@ speed_to 15.0 
00AD: set_car 54@ max_speed_to 15.0 
00A7: car 54@ drive_to -2319.5 424.7 33.6 

:STEAL2_18611
if 
8119:   not car 55@ wrecked 
else_jump @STEAL2_18667 
04BA: set_car 55@ speed_to 15.0 
00AD: set_car 55@ max_speed_to 15.0 
00A7: car 55@ drive_to -2383.1 551.4 23.6 

:STEAL2_18667
if 
8119:   not car 56@ wrecked 
else_jump @STEAL2_18723 
04BA: set_car 56@ speed_to 15.0 
00AD: set_car 56@ max_speed_to 15.0 
00A7: car 56@ drive_to -2372.9 569.6 23.4 

:STEAL2_18723
if 
8119:   not car 57@ wrecked 
else_jump @STEAL2_18779 
04BA: set_car 57@ speed_to 15.0 
00AD: set_car 57@ max_speed_to 15.0 
00A7: car 57@ drive_to -2516.5 569.9 13.1 

:STEAL2_18779
if 
8119:   not car 58@ wrecked 
else_jump @STEAL2_18835 
04BA: set_car 58@ speed_to 15.0 
00AD: set_car 58@ max_speed_to 15.0 
00A7: car 58@ drive_to -2383.9 655.8 33.6 

:STEAL2_18835
05EB: assign_car 42@ to_path 97 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 9 

:STEAL2_18870
if 
  107@ == 9 
else_jump @STEAL2_20787 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_18993 
if 
01AD:   car 42@ sphere 0 near_point -2528.6 656.4 radius 3.0 3.0 
else_jump @STEAL2_18993 
120@ = 10 
121@ = 0 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_18993
if 
  122@ == 1 
else_jump @STEAL2_19102 
if 
01AD:   car 42@ sphere 0 near_point -2375.0 566.2 radius 3.0 3.0 
else_jump @STEAL2_19102 
if 
  120@ == 0 
else_jump @STEAL2_19102 
120@ = 8 
121@ = 10 
167@ = 11 
gosub @STEAL2_30241 
122@ = 2 

:STEAL2_19102
if 
  122@ == 2 
else_jump @STEAL2_19150 
if 
  120@ == 0 
else_jump @STEAL2_19150 
0110: clear_player $PLAYER_CHAR wanted_level 
122@ = 3 

:STEAL2_19150
if 
  122@ == 3 
else_jump @STEAL2_19207 
if 
  120@ == 0 
else_jump @STEAL2_19207 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 4 

:STEAL2_19207
if 
  111@ == 0 
else_jump @STEAL2_19225 

:STEAL2_19225
if 
  108@ == 0 
else_jump @STEAL2_20333 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_19372 
0395: clear_area 1 at -2269.1 5748.0 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 44@ = create_car 116@ at -2269.1 5748.0 33.7 
0175: set_car 44@ Z_angle_to 182.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_19372
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_19501 
0395: clear_area 1 at -2251.1 561.9 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 45@ = create_car 116@ at -2251.1 561.9 33.7 
0175: set_car 45@ Z_angle_to 271.1 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_19501
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_19630 
0395: clear_area 1 at -2212.5 569.9 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 46@ = create_car 116@ at -2212.5 569.9 33.7 
0175: set_car 46@ Z_angle_to 91.3 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_19630
0395: clear_area 1 at -2229.4 532.7 34.0 radius 5.0 
00A5: 47@ = create_car 437 at -2229.4 532.7 34.0 
0175: set_car 47@ Z_angle_to 180.3 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_19831 
0395: clear_area 1 at -2342.8 505.3 28.3 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 49@ = create_car 116@ at -2342.8 505.3 28.3 
0175: set_car 49@ Z_angle_to 269.2 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_19831
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_19960 
0395: clear_area 1 at -2293.5 505.4 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 50@ = create_car 116@ at -2293.5 505.4 33.7 
0175: set_car 50@ Z_angle_to 270.0 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_19960
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_20089 
0395: clear_area 1 at -2238.9 511.2 34.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 51@ = create_car 116@ at -2238.9 511.2 34.7 
0175: set_car 51@ Z_angle_to 90.6 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_20089
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_20218 
0395: clear_area 1 at -2224.0 496.6 33.7 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 52@ = create_car 116@ at -2224.0 496.6 33.7 
0175: set_car 52@ Z_angle_to 0.0 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_20218
0395: clear_area 1 at -2232.2 529.5 34.2 radius 5.0 
0376: 85@ = create_random_actor_at -2232.2 529.5 34.2 
0173: set_actor 85@ Z_angle_to 174.2 
0395: clear_area 1 at -2232.5 531.0 34.2 radius 5.0 
0376: 86@ = create_random_actor_at -2232.5 531.0 34.2 
0173: set_actor 86@ Z_angle_to 174.2 
108@ = 1 

:STEAL2_20333
if 
  108@ == 1 
else_jump @STEAL2_20787 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_20787 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
if 
8119:   not car 44@ wrecked 
else_jump @STEAL2_20483 
04BA: set_car 44@ speed_to 15.0 
00AD: set_car 44@ max_speed_to 15.0 
00A7: car 44@ drive_to -2174.9 561.8 33.6 

:STEAL2_20483
if 
8119:   not car 45@ wrecked 
else_jump @STEAL2_20539 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -2160.2 561.9 33.6 

:STEAL2_20539
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_20595 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2252.6 505.7 33.7 

:STEAL2_20595
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_20651 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -2239.4 505.7 33.7 

:STEAL2_20651
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_20707 
04BA: set_car 51@ speed_to 15.0 
00AD: set_car 51@ max_speed_to 15.0 
00A7: car 51@ drive_to -2361.2 511.5 27.9 

:STEAL2_20707
05EB: assign_car 42@ to_path 98 
0249: release_model 437 
0249: release_model 449 
0247: load_model #DYN_ROADBARRIER_3 
0247: load_model #DYN_ROADBARRIER_4 
0247: load_model #KMB_SKIP 
0247: load_model #DYN_DUMPSTER 
0247: load_model 486 
0247: load_model 524 
0247: load_model #DYN_RAMP 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 10 

:STEAL2_20787
if 
  107@ == 10 
else_jump @STEAL2_21762 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_20935 
if 
01AD:   car 42@ sphere 0 near_point -2264.5 546.1 radius 3.0 3.0 
else_jump @STEAL2_20935 
if 
  120@ == 0 
else_jump @STEAL2_20935 
120@ = 8 
121@ = 11 
167@ = 12 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_20935
if 
  122@ == 1 
else_jump @STEAL2_21014 
if 
01AD:   car 42@ sphere 0 near_point -2224.1 454.8 radius 3.0 3.0 
else_jump @STEAL2_21014 
00BC: show_text_highpriority GXT 'STE2_04' time 4000 flag 1  // ~s~Follow ~b~Cesar~s~ into the alleyway.
122@ = 2 

:STEAL2_21014
if 
  122@ == 2 
else_jump @STEAL2_21071 
if 
  120@ == 0 
else_jump @STEAL2_21071 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 3 

:STEAL2_21071
if 
  111@ == 0 
else_jump @STEAL2_21089 

:STEAL2_21089
if 
  108@ == 0 
else_jump @STEAL2_21130 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_21130 
108@ = 1 

:STEAL2_21130
if 
  108@ == 1 
else_jump @STEAL2_21762 
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point -2213.9 453.0 radius 5.0 5.0 in_car 
else_jump @STEAL2_21762 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
09B2: get_random_available_car_unk 1 model_to 116@ class_to 117@ 
if 
  116@ >= 0 
else_jump @STEAL2_21405 
0395: clear_area 1 at -2228.8 521.1 33.8 radius 5.0 
0085: 118@ = 116@ // (int) 
gosub @STEAL2_27698 
00A5: 54@ = create_car 116@ at -2228.8 521.1 33.8 
0175: set_car 54@ Z_angle_to 179.4 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_21405
if 
0248:   model 597 available 
else_jump @STEAL2_21519 
0395: clear_area 1 at -2149.4 462.0 33.8 radius 5.0 
00A5: 55@ = create_car 597 at -2149.4 462.0 33.8 
0175: set_car 55@ Z_angle_to 174.8 
020A: set_car 55@ door_status_to 2 
0129: 77@ = create_actor_pedtype 24 model 281 in_car 55@ driverseat 
00AE: set_car 55@ traffic_behaviour_to 2 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_21519
if 
0248:   model 597 available 
else_jump @STEAL2_21633 
0395: clear_area 1 at -2148.8 444.0 33.8 radius 5.0 
00A5: 56@ = create_car 597 at -2148.8 444.0 33.8 
0175: set_car 56@ Z_angle_to 360.0 
020A: set_car 56@ door_status_to 2 
0129: 78@ = create_actor_pedtype 24 model 281 in_car 56@ driverseat 
00AE: set_car 56@ traffic_behaviour_to 2 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_21633
if 
8119:   not car 42@ wrecked 
else_jump @STEAL2_21656 
05EB: assign_car 42@ to_path 65 

:STEAL2_21656
if 
8119:   not car 55@ wrecked 
else_jump @STEAL2_21686 
05EB: assign_car 55@ to_path 66 
0397: enable_car 55@ siren 1 

:STEAL2_21686
if 
8119:   not car 56@ wrecked 
else_jump @STEAL2_21716 
05EB: assign_car 56@ to_path 67 
0397: enable_car 56@ siren 1 

:STEAL2_21716
03D5: remove_text 'STE2_04'  // ~s~Follow ~b~Cesar~s~ into the alleyway.
41@ = 0 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 11 

:STEAL2_21762
if 
  107@ == 11 
else_jump @STEAL2_22889 
if 
  122@ == 0 
else_jump @STEAL2_21859 
if 
  41@ > 1000 
else_jump @STEAL2_21859 
120@ = 11 
121@ = 0 
gosub @STEAL2_30241 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_21859
if 
  122@ == 1 
else_jump @STEAL2_21909 
if 
  120@ == 0 
else_jump @STEAL2_21909 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
122@ = 2 

:STEAL2_21909
if 
  122@ == 2 
else_jump @STEAL2_21966 
if 
  120@ == 0 
else_jump @STEAL2_21966 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 3 

:STEAL2_21966
if 
  111@ == 0 
else_jump @STEAL2_21984 

:STEAL2_21984
if 
  108@ == 0 
else_jump @STEAL2_22820 
0395: clear_area 1 at -2128.1 496.6 34.0 radius 100.0 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 64@ 
01C3: remove_references_to_car 65@ 
0107: 88@ = create_object #DYN_ROADBARRIER_3 at -2128.1 496.6 34.0 
0177: set_object 88@ Z_angle_to 270.0 
0107: 89@ = create_object #DYN_ROADBARRIER_4 at -2128.1 501.6 34.0 
0177: set_object 89@ Z_angle_to 270.0 
0107: 90@ = create_object #DYN_ROADBARRIER_3 at -2128.1 503.6 34.0 
0177: set_object 90@ Z_angle_to 270.0 
0107: 91@ = create_object #DYN_ROADBARRIER_4 at -2128.1 506.8 34.0 
0177: set_object 91@ Z_angle_to 270.0 
0107: 92@ = create_object #DYN_ROADBARRIER_3 at -2128.1 511.6 34.0 
0177: set_object 92@ Z_angle_to 270.0 
0107: 93@ = create_object #DYN_ROADBARRIER_3 at -2016.1 496.6 34.0 
0177: set_object 93@ Z_angle_to 90.0 
0107: 94@ = create_object #DYN_ROADBARRIER_4 at -2016.1 501.6 34.0 
0177: set_object 94@ Z_angle_to 90.0 
0107: 95@ = create_object #DYN_ROADBARRIER_3 at -2016.1 503.6 34.0 
0177: set_object 95@ Z_angle_to 90.0 
0107: 96@ = create_object #DYN_ROADBARRIER_4 at -2016.1 506.8 34.0 
0177: set_object 96@ Z_angle_to 90.0 
0107: 97@ = create_object #DYN_ROADBARRIER_3 at -2016.1 511.6 34.0 
0177: set_object 97@ Z_angle_to 90.0 
0107: 98@ = create_object #KMB_SKIP at -2096.1 501.8 34.0 
0177: set_object 98@ Z_angle_to 90.0 
0107: 99@ = create_object #DYN_DUMPSTER at -2096.1 504.8 34.0 
0177: set_object 99@ Z_angle_to 270.0 
0107: 100@ = create_object #DYN_RAMP at -2056.9 503.8 34.0 
0177: set_object 100@ Z_angle_to 270.0 
if 
0248:   model 486 available 
else_jump @STEAL2_22701 
00A5: 44@ = create_car 486 at -2084.6 501.2 34.4 
0175: set_car 44@ Z_angle_to 269.7 
0587: enable_car 44@ validate_position 1 

:STEAL2_22701
if 
0248:   model 486 available 
else_jump @STEAL2_22757 
00A5: 45@ = create_car 486 at -2045.1 500.9 34.3 
0175: set_car 45@ Z_angle_to 156.1 
0587: enable_car 45@ validate_position 1 

:STEAL2_22757
if 
0248:   model 524 available 
else_jump @STEAL2_22813 
00A5: 46@ = create_car 524 at -2048.3 508.4 35.0 
0175: set_car 46@ Z_angle_to 88.4 
0587: enable_car 46@ validate_position 1 

:STEAL2_22813
108@ = 1 

:STEAL2_22820
if 
  108@ == 1 
else_jump @STEAL2_22889 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_22889 
05EB: assign_car 42@ to_path 99 
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 12 

:STEAL2_22889
if 
  107@ == 12 
else_jump @STEAL2_23177 
gosub @STEAL2_26857 
if 
  122@ == 0 
else_jump @STEAL2_22932 

:STEAL2_22932
if 
  111@ == 0 
else_jump @STEAL2_22950 

:STEAL2_22950
if 
  108@ == 0 
else_jump @STEAL2_22975 
108@ = 1 

:STEAL2_22975
if 
  108@ == 1 
else_jump @STEAL2_23177 
if 
860E:   not car 42@ assigned_to_path 
else_jump @STEAL2_23177 
01EB: set_traffic_density_multiplier_to 1.0 
0615: define_AS_pack_begin 179@ 
05D1: AS_actor -1 drive_car 42@ to -2009.7 192.2 26.0 speed 45.0 1 model 1 2 
05D1: AS_actor -1 drive_car 42@ to -2031.7 180.1 27.4 speed 10.0 1 model 1 2 
0616: define_AS_pack_end 179@ 
0618: assign_actor $132 to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_23149 
0164: disable_marker 106@ 
018A: 106@ = create_checkpoint_at -2024.7 179.4 27.4 

:STEAL2_23149
122@ = 0 
111@ = 0 
108@ = 0 
107@ = 13 

:STEAL2_23177
if 
  107@ == 13 
else_jump @STEAL2_23942 
if 
  122@ == 0 
else_jump @STEAL2_23372 
if 
  120@ == 0 
else_jump @STEAL2_23372 
120@ = 12 
121@ = 0 
gosub @STEAL2_30241 
if 
8119:   not car 55@ wrecked 
else_jump @STEAL2_23351 
if 
8119:   not car 56@ wrecked 
else_jump @STEAL2_23351 
if 
8202:   not actor $PLAYER_ACTOR near_car 55@ radius 30.0 30.0 sphere 0 
else_jump @STEAL2_23351 
if 
8202:   not actor $PLAYER_ACTOR near_car 56@ radius 30.0 30.0 sphere 0 
else_jump @STEAL2_23351 
0110: clear_player $PLAYER_CHAR wanted_level 

:STEAL2_23351
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
122@ = 1 

:STEAL2_23372
if 
  122@ == 1 
else_jump @STEAL2_23431 
if 
  120@ == 0 
else_jump @STEAL2_23431 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
122@ = 2 

:STEAL2_23431
if 
  122@ == 2 
else_jump @STEAL2_23488 
if 
  120@ == 0 
else_jump @STEAL2_23488 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
122@ = 3 

:STEAL2_23488
if 
  108@ == 0 
else_jump @STEAL2_23849 
062E: get_actor $132 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL2_23849 
03DE: set_pedestrians_density_multiplier_to 1.0 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 64@ 
01C3: remove_references_to_car 65@ 
01C3: remove_references_to_car 103@ 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 95@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 96@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 97@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 98@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 99@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 102@ // This object will now disappear when the player looks away 
108@ = 1 

:STEAL2_23849
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_23942 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL2_23942 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
108@ = 0 
107@ = 14 

:STEAL2_23942
if 
  107@ == 14 
else_jump @STEAL2_24937 
if 
  108@ == 0 
else_jump @STEAL2_24529 
fade 0 500 

:STEAL2_23985
if 
fading 
else_jump @STEAL2_24009 
wait 0 
jump @STEAL2_23985 

:STEAL2_24009
0360: open_garage 'HBGDSFS' 

:STEAL2_24020
if 
83B0:   not garage 'HBGDSFS' door_open 
else_jump @STEAL2_24053 
wait 0 
jump @STEAL2_24020 

:STEAL2_24053
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_24085 
jump @STEAL2_26017 

:STEAL2_24085
select_interior 1 
09F5: disable_player_mutal_activities 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
120@ = 0 
04ED: load_animation "PLAYIDLES" 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2043.7 171.4 27.6 radius 100.0 
0840: link_car 42@ to_interior 1 
00AB: put_car 42@ at -2043.7 171.4 27.6 
0175: set_car 42@ Z_angle_to 91.6 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0860: link_actor $132 to_interior 1 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at -2045.4 173.1 27.8 
0173: set_actor $132 Z_angle_to 325.5 
0840: link_car 43@ to_interior 1 
00AB: put_car 43@ at -2033.8 178.6 27.6 
0175: set_car 43@ Z_angle_to 90.0 
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_24341 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:STEAL2_24341
0615: define_AS_pack_begin 179@ 
05D1: AS_actor -1 drive_car 43@ to -2044.4 177.6 27.6 speed 5.0 1 model 1 2 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $132 
0616: define_AS_pack_end 179@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 179@ 
061B: remove_references_to_AS_pack 179@ 
015F: set_camera_position -2049.3 172.8 28.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.7 177.4 29.8 switchstyle 2 
fade 1 1000 

:STEAL2_24466
if 
fading 
else_jump @STEAL2_24490 
wait 0 
jump @STEAL2_24466 

:STEAL2_24490
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_24522 
jump @STEAL2_26017 

:STEAL2_24522
108@ = 1 

:STEAL2_24529
if 
  108@ == 1 
else_jump @STEAL2_24632 
if 
00B0:   car 43@ sphere 0 in_rectangle_cornerA -2039.3 175.1 cornerB -2041.9 181.6 
else_jump @STEAL2_24632 
0605: actor $132 perform_animation "STRETCH" IFP "PLAYIDLES" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
108@ = 2 

:STEAL2_24632
if 
  108@ == 2 
else_jump @STEAL2_24937 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL2_24937 
fade 0 500 

:STEAL2_24686
if 
fading 
else_jump @STEAL2_24710 
wait 0 
jump @STEAL2_24686 

:STEAL2_24710
0361: close_garage 'HBGDSFS' 

:STEAL2_24721
if 
83B1:   not garage 'HBGDSFS' door_closed 
else_jump @STEAL2_24754 
wait 0 
jump @STEAL2_24721 

:STEAL2_24754
gosub @STEAL2_26293 
if 
  110@ == 1 
else_jump @STEAL2_24786 
jump @STEAL2_26017 

:STEAL2_24786
09F5: disable_player_mutal_activities 0 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
fade 1 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:STEAL2_24906
if 
fading 
else_jump @STEAL2_24930 
wait 0 
jump @STEAL2_24906 

:STEAL2_24930
jump @STEAL2_26035 

:STEAL2_24937
if 
  107@ == 0 
else_jump @STEAL2_25145 
if 
87C1:   not path 70 available 
else_jump @STEAL2_24974 
07C0: load_path 70 

:STEAL2_24974
if 
87C1:   not path 71 available 
else_jump @STEAL2_24993 
07C0: load_path 71 

:STEAL2_24993
if 
87C1:   not path 72 available 
else_jump @STEAL2_25012 
07C0: load_path 72 

:STEAL2_25012
if 
87C1:   not path 73 available 
else_jump @STEAL2_25031 
07C0: load_path 73 

:STEAL2_25031
if 
87C1:   not path 74 available 
else_jump @STEAL2_25050 
07C0: load_path 74 

:STEAL2_25050
if 
87C1:   not path 75 available 
else_jump @STEAL2_25069 
07C0: load_path 75 

:STEAL2_25069
if 
87C1:   not path 76 available 
else_jump @STEAL2_25088 
07C0: load_path 76 

:STEAL2_25088
if 
87C1:   not path 77 available 
else_jump @STEAL2_25107 
07C0: load_path 77 

:STEAL2_25107
if 
87C1:   not path 78 available 
else_jump @STEAL2_25126 
07C0: load_path 78 

:STEAL2_25126
if 
87C1:   not path 79 available 
else_jump @STEAL2_25145 
07C0: load_path 79 

:STEAL2_25145
if 
  107@ == 2 
else_jump @STEAL2_25258 
if 
87C1:   not path 80 available 
else_jump @STEAL2_25182 
07C0: load_path 80 

:STEAL2_25182
if 
87C1:   not path 81 available 
else_jump @STEAL2_25201 
07C0: load_path 81 

:STEAL2_25201
if 
87C1:   not path 83 available 
else_jump @STEAL2_25220 
07C0: load_path 83 

:STEAL2_25220
if 
87C1:   not path 84 available 
else_jump @STEAL2_25239 
07C0: load_path 84 

:STEAL2_25239
if 
87C1:   not path 85 available 
else_jump @STEAL2_25258 
07C0: load_path 85 

:STEAL2_25258
if 
  107@ == 4 
else_jump @STEAL2_25314 
if 
87C1:   not path 86 available 
else_jump @STEAL2_25295 
07C0: load_path 86 

:STEAL2_25295
if 
87C1:   not path 87 available 
else_jump @STEAL2_25314 
07C0: load_path 87 

:STEAL2_25314
if 
  107@ == 5 
else_jump @STEAL2_25408 
if 
87C1:   not path 88 available 
else_jump @STEAL2_25351 
07C0: load_path 88 

:STEAL2_25351
if 
87C1:   not path 89 available 
else_jump @STEAL2_25370 
07C0: load_path 89 

:STEAL2_25370
if 
87C1:   not path 90 available 
else_jump @STEAL2_25389 
07C0: load_path 90 

:STEAL2_25389
if 
87C1:   not path 91 available 
else_jump @STEAL2_25408 
07C0: load_path 91 

:STEAL2_25408
if 
  107@ == 6 
else_jump @STEAL2_25464 
if 
87C1:   not path 92 available 
else_jump @STEAL2_25445 
07C0: load_path 92 

:STEAL2_25445
if 
87C1:   not path 93 available 
else_jump @STEAL2_25464 
07C0: load_path 93 

:STEAL2_25464
if 
  107@ == 7 
else_jump @STEAL2_25558 
if 
87C1:   not path 94 available 
else_jump @STEAL2_25501 
07C0: load_path 94 

:STEAL2_25501
if 
87C1:   not path 95 available 
else_jump @STEAL2_25520 
07C0: load_path 95 

:STEAL2_25520
if 
87C1:   not path 96 available 
else_jump @STEAL2_25539 
07C0: load_path 96 

:STEAL2_25539
if 
87C1:   not path 97 available 
else_jump @STEAL2_25558 
07C0: load_path 97 

:STEAL2_25558
if 
  107@ == 8 
else_jump @STEAL2_25652 
if 
87C1:   not path 98 available 
else_jump @STEAL2_25595 
07C0: load_path 98 

:STEAL2_25595
if 
87C1:   not path 65 available 
else_jump @STEAL2_25614 
07C0: load_path 65 

:STEAL2_25614
if 
87C1:   not path 66 available 
else_jump @STEAL2_25633 
07C0: load_path 66 

:STEAL2_25633
if 
87C1:   not path 67 available 
else_jump @STEAL2_25652 
07C0: load_path 67 

:STEAL2_25652
if 
  107@ == 11 
else_jump @STEAL2_25689 
if 
87C1:   not path 99 available 
else_jump @STEAL2_25689 
07C0: load_path 99 

:STEAL2_25689
if 
  107@ > 0 
else_jump @STEAL2_25960 
if 
  13 > 107@ 
else_jump @STEAL2_25960 
if 
8202:   not actor $PLAYER_ACTOR near_car 42@ radius 150.0 150.0 sphere 0 
else_jump @STEAL2_25797 
if 
82CA:   not car 42@ bounding_sphere_visible 
else_jump @STEAL2_25797 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_06' time 4000 flag 1  // ~r~You lost Cesar!
jump @STEAL2_26017 

:STEAL2_25797
if 
8202:   not actor $PLAYER_ACTOR near_car 43@ radius 120.0 120.0 sphere 0 
else_jump @STEAL2_25869 
if 
82CA:   not car 43@ bounding_sphere_visible 
else_jump @STEAL2_25869 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_09' time 4000 flag 1  // ~r~The police recovered one of the cars!
jump @STEAL2_26017 

:STEAL2_25869
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_25960 
if 
8202:   not actor $PLAYER_ACTOR near_car 43@ radius 160.0 160.0 sphere 0 
else_jump @STEAL2_25960 
if 
82CA:   not car 43@ bounding_sphere_visible 
else_jump @STEAL2_25960 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
jump @STEAL2_26017 

:STEAL2_25960
if 
  107@ > 0 
else_jump @STEAL2_26003 
if 
  14 > 107@ 
else_jump @STEAL2_26003 
gosub @STEAL2_26601 

:STEAL2_26003
gosub @STEAL2_28929 
jump @STEAL2_988 

:STEAL2_26017
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STEAL2_26035
$543 += 1 
014C: set_parked_car_generator $4175 cars_to_generate_to 101 
014C: set_parked_car_generator $4176 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_2'  // Test Drive
030C: progress_made = 1 
return 

:STEAL2_26113
if 
0844:   string s$705 empty // s$ 
else_jump @STEAL2_26131 
02EB: restore_camera_with_jumpcut 

:STEAL2_26131
034F: destroy_actor_with_fade $132 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL2_26159 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL2_26159
09F5: disable_player_mutal_activities 0 
0249: release_model 560 
0249: release_model 562 
0249: release_model 147 
0249: release_model 414 
0249: release_model #CARDBOARDBOX 
0249: release_model 449 
0249: release_model 597 
0249: release_model 281 
0249: release_model 437 
0249: release_model 461 
06EB: release_car_component #NTO_B_S 
0249: release_model 486 
0249: release_model 524 
0249: release_model #DYN_ROADBARRIER_3 
0249: release_model #DYN_ROADBARRIER_4 
0249: release_model #KMB_SKIP 
0249: release_model #DYN_DUMPSTER 
0249: release_model #DYN_RAMP 
0734: reset_random_car_generator_models 
04EF: release_animation "PLAYIDLES" 
0164: disable_marker 106@ 
0296: unload_special_actor 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL2_26293
if 
0118:   actor $132 dead 
else_jump @STEAL2_26334 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_07' time 4000 flag 1  // ~r~Cesar was killed.
110@ = 1 

:STEAL2_26334
if 
0119:   car 43@ wrecked 
else_jump @STEAL2_26375 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
110@ = 1 

:STEAL2_26375
if 
0119:   car 42@ wrecked 
else_jump @STEAL2_26416 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
110@ = 1 

:STEAL2_26416
return 

:STEAL2_26418
if 
  112@ == 1 
else_jump @STEAL2_26482 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_26482 
0164: disable_marker 106@ 
0187: 106@ = create_marker_above_actor $132 
07E0: set_marker 106@ type_to 1 
112@ = 0 

:STEAL2_26482
if 
  112@ == 0 
else_jump @STEAL2_26599 
if 
0104:   actor $PLAYER_ACTOR near_actor $132 radius 8.0 8.0 8.0 sphere 0 
else_jump @STEAL2_26599 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_26567 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 

:STEAL2_26567
0164: disable_marker 106@ 
018A: 106@ = create_checkpoint_at -1632.9 1207.4 6.1 
112@ = 1 

:STEAL2_26599
return 

:STEAL2_26601
if 
  113@ == 0 
else_jump @STEAL2_26753 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_26753 
03D5: remove_text 'IN_VEH'  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 106@ 
if 
  107@ == 13 
else_jump @STEAL2_26715 
018A: 106@ = create_checkpoint_at -2024.7 179.4 27.4 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
jump @STEAL2_26746 

:STEAL2_26715
0186: 106@ = create_marker_above_car 42@ 
07E0: set_marker 106@ type_to 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.

:STEAL2_26746
113@ = 1 

:STEAL2_26753
if 
  113@ == 1 
else_jump @STEAL2_26855 
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @STEAL2_26855 
03D5: remove_text 'STE2_05'  // ~s~Drive back to the ~y~garage~s~.
03D5: remove_text 'STE2_02'  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
00BB: show_text_lowpriority GXT 'STE2_11' time 7000 flag 1  // ~s~Get back in the ~b~car~s~.
0164: disable_marker 106@ 
0186: 106@ = create_marker_above_car 43@ 
07E0: set_marker 106@ type_to 1 
113@ = 0 

:STEAL2_26855
return 

:STEAL2_26857
00A0: store_actor $PLAYER_ACTOR position_to 170@ 171@ $74 
00AA: store_car 42@ position_to 172@ 173@ $74 
0509: 174@ = distance_between_XY 170@ 171@ and_XY 172@ 173@ 
if 
  21.0 > 174@ 
else_jump @STEAL2_26966 
174@ /= 20.0 
0087: 175@ = 174@ // (float) 
174@ = 2.0 
0063: 174@ -= 175@ // (float) 
jump @STEAL2_27012 

:STEAL2_26966
174@ -= 20.0 
174@ /= 90.0 
0087: 175@ = 174@ // (float) 
174@ = 1.0 
0063: 174@ -= 175@ // (float) 

:STEAL2_27012
174@ += 0.3 
0087: 176@ = 174@ // (float) 
if 
  176@ > 2.0 
else_jump @STEAL2_27061 
176@ = 2.0 

:STEAL2_27061
if 
  0.5 > 176@ 
else_jump @STEAL2_27092 
176@ = 0.5 

:STEAL2_27092
if 
060E:   car 42@ assigned_to_path 
else_jump @STEAL2_27116 
06FD: set_car 42@ speed_on_path_to 176@ 

:STEAL2_27116
if 
8119:   not car 103@ wrecked 
else_jump @STEAL2_27156 
if 
060E:   car 103@ assigned_to_path 
else_jump @STEAL2_27156 
06FD: set_car 103@ speed_on_path_to 176@ 

:STEAL2_27156
if 
  107@ == 1 
else_jump @STEAL2_27414 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_27214 
if 
060E:   car 46@ assigned_to_path 
else_jump @STEAL2_27214 
06FD: set_car 46@ speed_on_path_to 176@ 

:STEAL2_27214
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_27254 
if 
060E:   car 47@ assigned_to_path 
else_jump @STEAL2_27254 
06FD: set_car 47@ speed_on_path_to 176@ 

:STEAL2_27254
if 
8119:   not car 48@ wrecked 
else_jump @STEAL2_27294 
if 
060E:   car 48@ assigned_to_path 
else_jump @STEAL2_27294 
06FD: set_car 48@ speed_on_path_to 176@ 

:STEAL2_27294
if 
8119:   not car 49@ wrecked 
else_jump @STEAL2_27334 
if 
060E:   car 49@ assigned_to_path 
else_jump @STEAL2_27334 
06FD: set_car 49@ speed_on_path_to 176@ 

:STEAL2_27334
if 
8119:   not car 50@ wrecked 
else_jump @STEAL2_27374 
if 
060E:   car 50@ assigned_to_path 
else_jump @STEAL2_27374 
06FD: set_car 50@ speed_on_path_to 176@ 

:STEAL2_27374
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_27414 
if 
060E:   car 51@ assigned_to_path 
else_jump @STEAL2_27414 
06FD: set_car 51@ speed_on_path_to 176@ 

:STEAL2_27414
if 
  107@ == 4 
else_jump @STEAL2_27456 
if 
8119:   not car 59@ wrecked 
else_jump @STEAL2_27456 
06FD: set_car 59@ speed_on_path_to 176@ 

:STEAL2_27456
if 
  107@ == 5 
else_jump @STEAL2_27498 
if 
8119:   not car 46@ wrecked 
else_jump @STEAL2_27498 
06FD: set_car 46@ speed_on_path_to 176@ 

:STEAL2_27498
if 
  107@ == 6 
else_jump @STEAL2_27588 
if 
8119:   not car 58@ wrecked 
else_jump @STEAL2_27540 
06FD: set_car 58@ speed_on_path_to 176@ 

:STEAL2_27540
if 
8119:   not car 60@ wrecked 
else_jump @STEAL2_27564 
06FD: set_car 60@ speed_on_path_to 176@ 

:STEAL2_27564
if 
8119:   not car 61@ wrecked 
else_jump @STEAL2_27588 
06FD: set_car 61@ speed_on_path_to 176@ 

:STEAL2_27588
if 
  107@ == 7 
else_jump @STEAL2_27630 
if 
8119:   not car 47@ wrecked 
else_jump @STEAL2_27630 
06FD: set_car 47@ speed_on_path_to 176@ 

:STEAL2_27630
if 
  107@ == 8 
else_jump @STEAL2_27696 
if 
8119:   not car 51@ wrecked 
else_jump @STEAL2_27672 
06FD: set_car 51@ speed_on_path_to 176@ 

:STEAL2_27672
if 
8119:   not car 52@ wrecked 
else_jump @STEAL2_27696 
06FD: set_car 52@ speed_on_path_to 176@ 

:STEAL2_27696
return 

:STEAL2_27698
0209: 119@ = random_int_in_ranges 1 37 
if 
  119@ == 1 
else_jump @STEAL2_27740 
0674: set_car_model 118@ numberplate "GOT_M00_" 

:STEAL2_27740
if 
  119@ == 2 
else_jump @STEAL2_27773 
0674: set_car_model 118@ numberplate "M00TV_4U" 

:STEAL2_27773
if 
  119@ == 3 
else_jump @STEAL2_27806 
0674: set_car_model 118@ numberplate "MATHEW_2" 

:STEAL2_27806
if 
  119@ == 4 
else_jump @STEAL2_27839 
0674: set_car_model 118@ numberplate "D4_DEW0R" 

:STEAL2_27839
if 
  119@ == 5 
else_jump @STEAL2_27872 
0674: set_car_model 118@ numberplate "D0DE_777" 

:STEAL2_27872
if 
  119@ == 6 
else_jump @STEAL2_27905 
0674: set_car_model 118@ numberplate "DAM0_666" 

:STEAL2_27905
if 
  119@ == 7 
else_jump @STEAL2_27938 
0674: set_car_model 118@ numberplate "C0NEY_88" 

:STEAL2_27938
if 
  119@ == 8 
else_jump @STEAL2_27971 
0674: set_car_model 118@ numberplate "PRE4CHER" 

:STEAL2_27971
if 
  119@ == 9 
else_jump @STEAL2_28004 
0674: set_car_model 118@ numberplate "DBP_4NDY" 

:STEAL2_28004
if 
  119@ == 10 
else_jump @STEAL2_28037 
0674: set_car_model 118@ numberplate "EV1L_SLY" 

:STEAL2_28037
if 
  119@ == 11 
else_jump @STEAL2_28070 
0674: set_car_model 118@ numberplate "N1_R4V3N" 

:STEAL2_28070
if 
  119@ == 12 
else_jump @STEAL2_28103 
0674: set_car_model 118@ numberplate "D1VX_Z00" 

:STEAL2_28103
if 
  119@ == 13 
else_jump @STEAL2_28135 
0674: set_car_model 118@ numberplate "MR_B3NN" 

:STEAL2_28135
if 
  119@ == 14 
else_jump @STEAL2_28168 
0674: set_car_model 118@ numberplate "R3D_R4SP" 

:STEAL2_28168
if 
  119@ == 15 
else_jump @STEAL2_28201 
0674: set_car_model 118@ numberplate "LA_B0MBA" 

:STEAL2_28201
if 
  119@ == 16 
else_jump @STEAL2_28234 
0674: set_car_model 118@ numberplate "L3337_0G" 

:STEAL2_28234
if 
  119@ == 17 
else_jump @STEAL2_28267 
0674: set_car_model 118@ numberplate "BUDD4H_X" 

:STEAL2_28267
if 
  119@ == 18 
else_jump @STEAL2_28300 
0674: set_car_model 118@ numberplate "T3H_BUCK" 

:STEAL2_28300
if 
  119@ == 19 
else_jump @STEAL2_28333 
0674: set_car_model 118@ numberplate "CHUNKY_1" 

:STEAL2_28333
if 
  119@ == 20 
else_jump @STEAL2_28366 
0674: set_car_model 118@ numberplate "EV1L_BNZ" 

:STEAL2_28366
if 
  119@ == 21 
else_jump @STEAL2_28399 
0674: set_car_model 118@ numberplate "S4ND_M4N" 

:STEAL2_28399
if 
  119@ == 22 
else_jump @STEAL2_28432 
0674: set_car_model 118@ numberplate "RKK_DBP1" 

:STEAL2_28432
if 
  119@ == 23 
else_jump @STEAL2_28465 
0674: set_car_model 118@ numberplate "RE1_K0KU" 

:STEAL2_28465
if 
  119@ == 24 
else_jump @STEAL2_28498 
0674: set_car_model 118@ numberplate "S3XY_JUD" 

:STEAL2_28498
if 
  119@ == 25 
else_jump @STEAL2_28531 
0674: set_car_model 118@ numberplate "SUNRA_93" 

:STEAL2_28531
if 
  119@ == 26 
else_jump @STEAL2_28564 
0674: set_car_model 118@ numberplate "UG_FUX69" 

:STEAL2_28564
if 
  119@ == 27 
else_jump @STEAL2_28597 
0674: set_car_model 118@ numberplate "LI0N_CUM" 

:STEAL2_28597
if 
  119@ == 28 
else_jump @STEAL2_28630 
0674: set_car_model 118@ numberplate "RKK_PWND" 

:STEAL2_28630
if 
  119@ == 29 
else_jump @STEAL2_28663 
0674: set_car_model 118@ numberplate "HAZE_B0B" 

:STEAL2_28663
if 
  119@ == 30 
else_jump @STEAL2_28696 
0674: set_car_model 118@ numberplate "T3H_FLUF" 

:STEAL2_28696
if 
  119@ == 31 
else_jump @STEAL2_28729 
0674: set_car_model 118@ numberplate "BM_4NDY_" 

:STEAL2_28729
if 
  119@ == 32 
else_jump @STEAL2_28762 
0674: set_car_model 118@ numberplate "BM_D34N_" 

:STEAL2_28762
if 
  119@ == 33 
else_jump @STEAL2_28795 
0674: set_car_model 118@ numberplate "BM_L4C3Y" 

:STEAL2_28795
if 
  119@ == 34 
else_jump @STEAL2_28828 
0674: set_car_model 118@ numberplate "BM_D3V__" 

:STEAL2_28828
if 
  119@ == 35 
else_jump @STEAL2_28861 
0674: set_car_model 118@ numberplate "NU_SK00L" 

:STEAL2_28861
if 
  119@ == 36 
else_jump @STEAL2_28894 
0674: set_car_model 118@ numberplate "G4L_AVET" 

:STEAL2_28894
if 
  119@ == 37 
else_jump @STEAL2_28927 
0674: set_car_model 118@ numberplate "M0J0_J0J" 

:STEAL2_28927
return 

:STEAL2_28929
if 
  120@ == 1 
else_jump @STEAL2_29055 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29048 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
if 
8118:   not actor $132 dead 
else_jump @STEAL2_29010 
gosub @STEAL2_32389 
jump @STEAL2_29041 

:STEAL2_29010
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
163@ = 0 
164@ = 0 

:STEAL2_29041
jump @STEAL2_29055 

:STEAL2_29048
120@ = 0 

:STEAL2_29055
if or
  120@ == 4 
  120@ == 5 
  120@ == 6 
else_jump @STEAL2_29141 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29134 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
gosub @STEAL2_32389 
jump @STEAL2_29141 

:STEAL2_29134
120@ = 0 

:STEAL2_29141
if or
  120@ == 7 
  120@ == 8 
  120@ == 9 
  120@ == 10 
  120@ == 11 
  120@ == 12 
else_jump @STEAL2_29302 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29295 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
if 
8118:   not actor $132 dead 
else_jump @STEAL2_29257 
gosub @STEAL2_32389 
jump @STEAL2_29288 

:STEAL2_29257
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
163@ = 0 
164@ = 0 

:STEAL2_29288
jump @STEAL2_29302 

:STEAL2_29295
120@ = 0 

:STEAL2_29302
if 
  107@ == 0 
else_jump @STEAL2_30239 
if 
  108@ == 0 
else_jump @STEAL2_30239 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_29708 
if 
0104:   actor $132 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @STEAL2_29701 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $132 on_foot 
else_jump @STEAL2_29547 
if or
  120@ == 2 
  120@ == 3 
else_jump @STEAL2_29547 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29540 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
if 
8118:   not actor $132 dead 
else_jump @STEAL2_29502 
gosub @STEAL2_32389 
jump @STEAL2_29533 

:STEAL2_29502
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
163@ = 0 
164@ = 0 

:STEAL2_29533
jump @STEAL2_29547 

:STEAL2_29540
120@ = 0 

:STEAL2_29547
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $132 driving 
else_jump @STEAL2_29701 
if or
  120@ == 2 
  120@ == 3 
else_jump @STEAL2_29701 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29694 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
if 
8118:   not actor $132 dead 
else_jump @STEAL2_29656 
gosub @STEAL2_32389 
jump @STEAL2_29687 

:STEAL2_29656
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
163@ = 0 
164@ = 0 

:STEAL2_29687
jump @STEAL2_29701 

:STEAL2_29694
120@ = 0 

:STEAL2_29701
jump @STEAL2_29825 

:STEAL2_29708
if 
  14 > 120@ 
else_jump @STEAL2_29825 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29752 
121@ += 1 

:STEAL2_29752
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
00BE: text_clear_all 
0085: 168@ = 120@ // (int) 
0085: 169@ = 121@ // (int) 
120@ = 14 
0209: 121@ = random_int_in_ranges 0 4 
0085: 167@ = 121@ // (int) 
167@ += 1 
gosub @STEAL2_30241 

:STEAL2_29825
if 
  120@ == 14 
else_jump @STEAL2_30016 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_29993 
if 
001D:   162@ > 121@ // (int) 
else_jump @STEAL2_29963 
gosub @STEAL2_32128 
gosub @STEAL2_32235 
if 
8118:   not actor $132 dead 
else_jump @STEAL2_29925 
gosub @STEAL2_32389 
jump @STEAL2_29956 

:STEAL2_29925
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
163@ = 0 
164@ = 0 

:STEAL2_29956
jump @STEAL2_29986 

:STEAL2_29963
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
120@ = 15 

:STEAL2_29986
jump @STEAL2_30016 

:STEAL2_29993
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
120@ = 15 

:STEAL2_30016
if 
  120@ == 15 
else_jump @STEAL2_30069 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_30069 
120@ = 16 
121@ = 0 
00BE: text_clear_all 

:STEAL2_30069
if 
  120@ == 16 
else_jump @STEAL2_30239 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @STEAL2_30184 
41@ = 0 
0085: 120@ = 168@ // (int) 
0085: 121@ = 169@ // (int) 
gosub @STEAL2_30241 
if 
  168@ == 0 
else_jump @STEAL2_30177 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
41@ = 0 

:STEAL2_30177
jump @STEAL2_30239 

:STEAL2_30184
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 123@(121@,13s) 
120@ = 14 
0209: 121@ = random_int_in_ranges 0 4 
0085: 167@ = 121@ // (int) 
167@ += 1 
gosub @STEAL2_30241 

:STEAL2_30239
return 

:STEAL2_30241
if 
  120@ == 1 
else_jump @STEAL2_30290 
05AA: 123@s = 'STL2_AA' // @s = 'short'  // OK, let's go get those wheels!
04AF: 149@ = 36800 // = constant 
162@ = 1 

:STEAL2_30290
if 
  120@ == 2 
else_jump @STEAL2_30603 
05AA: 123@s = 'STL2_BA' // @s = 'short'  // I like this place, you know.
05AA: 125@s = 'STL2_BB' // @s = 'short'  // Where?
05AA: 127@s = 'STL2_BC' // @s = 'short'  // San Fierro, man.
05AA: 129@s = 'STL2_BD' // @s = 'short'  // My home will always be the Varrios and El Corona,
05AA: 131@s = 'STL2_BE' // @s = 'short'  // but this city, it has something gentle about it.
05AA: 133@s = 'STL2_BF' // @s = 'short'  // Yeah, I know what you mean.
05AA: 135@s = 'STL2_BG' // @s = 'short'  // Kendl seems to like it too, you know?
05AA: 137@s = 'STL2_BH' // @s = 'short'  // Oh yeah, she's really getting her head into this business thing.
05AA: 139@s = 'STL2_BJ' // @s = 'short'  // That's good, she's always been the brains in the family.
05AA: 141@s = 'STL2_BK' // @s = 'short'  // She should get out the ghetto and make something of herself.
05AA: 143@s = 'STL2_BL' // @s = 'short'  // I think she's aiming to make something out of ALL of us, eh!
05AA: 145@s = 'STL2_BM' // @s = 'short'  // Yeah, she's the moms of the family now...
04AF: 149@ = 36801 // = constant 
04AF: 150@ = 36802 // = constant 
04AF: 151@ = 36803 // = constant 
04AF: 152@ = 36804 // = constant 
04AF: 153@ = 36805 // = constant 
04AF: 154@ = 36806 // = constant 
04AF: 155@ = 36807 // = constant 
04AF: 156@ = 36808 // = constant 
04AF: 157@ = 36809 // = constant 
04AF: 158@ = 36810 // = constant 
04AF: 159@ = 36811 // = constant 
04AF: 160@ = 36812 // = constant 
162@ = 12 

:STEAL2_30603
if 
  120@ == 3 
else_jump @STEAL2_30796 
05AA: 123@s = 'STL2_CA' // @s = 'short'  // Hey, who's this 'Truth' guy, holmes? I don't think he's wrapped too tight!
05AA: 125@s = 'STL2_CB' // @s = 'short'  // He just sees everything from a different perspective, that's all.
05AA: 127@s = 'STL2_CC' // @s = 'short'  // At first I thought he was just another acid casualty fruit cake.
05AA: 129@s = 'STL2_CD' // @s = 'short'  // But some of the things he say...
05AA: 131@s = 'STL2_CE' // @s = 'short'  // I don't know, man, it ain't all bullshit....
05AA: 133@s = 'STL2_CF' // @s = 'short'  // Hey, you gonna become an alien hunter, holmes?
05AA: 135@s = 'STL2_CG' // @s = 'short'  // I'll take a rain check on that one.
04AF: 149@ = 36813 // = constant 
04AF: 150@ = 36814 // = constant 
04AF: 151@ = 36815 // = constant 
04AF: 152@ = 36816 // = constant 
04AF: 153@ = 36817 // = constant 
04AF: 154@ = 36818 // = constant 
04AF: 155@ = 36819 // = constant 
162@ = 7 

:STEAL2_30796
if 
  120@ == 4 
else_jump @STEAL2_31038 
05AA: 123@s = 'STL2_DA' // @s = 'short'  // This is the place!
05AA: 125@s = 'STL2_DB' // @s = 'short'  // Here we go, holmes.
05AA: 127@s = 'STL2_DC' // @s = 'short'  // This is it, CJ!
05AA: 129@s = 'STL2_DD' // @s = 'short'  // The cars are upstairs!
05AA: 131@s = 'STL2_DE' // @s = 'short'  // The cars are on the second floor.
05AA: 133@s = 'STL2_DF' // @s = 'short'  // They're in the second floor showroom.
05AA: 135@s = 'STL2_DH' // @s = 'short'  // What? How we gonna get 'em down?
05AA: 137@s = 'STL2_DJ' // @s = 'short'  // Second floor? Shit!
05AA: 139@s = 'STL2_DK' // @s = 'short'  // Aw great! Why is nothing ever easy?
04AF: 149@ = 36820 // = constant 
04AF: 150@ = 36821 // = constant 
04AF: 151@ = 36822 // = constant 
04AF: 152@ = 36823 // = constant 
04AF: 153@ = 36824 // = constant 
04AF: 154@ = 36825 // = constant 
04AF: 155@ = 36826 // = constant 
04AF: 156@ = 36827 // = constant 
04AF: 157@ = 36828 // = constant 
0085: 162@ = 167@ // (int) 

:STEAL2_31038
if 
  120@ == 5 
else_jump @STEAL2_31183 
05AA: 123@s = 'STL2_EA' // @s = 'short'  // Can I help you two, eerr, gentlemen?
05AA: 125@s = 'STL2_EB' // @s = 'short'  // Yeah, you can help us by going to help some other motherfucker.
05AA: 127@s = 'STL2_EC' // @s = 'short'  // Y- yeah, that sounds like a good idea!
05AA: 129@s = 'STL2_ED' // @s = 'short'  // Alright, CJ, it's time to roll!
05AA: 131@s = 'STL2_EE' // @s = 'short'  // It's follow the leader, you better keep up!
04AF: 149@ = 36829 // = constant 
04AF: 150@ = 36830 // = constant 
04AF: 151@ = 36831 // = constant 
04AF: 152@ = 36832 // = constant 
04AF: 153@ = 36833 // = constant 
162@ = 5 

:STEAL2_31183
if 
  120@ == 6 
else_jump @STEAL2_31232 
05AA: 123@s = 'STL2_EF' // @s = 'short'  // Aw, you a maniac, ese!
04AF: 149@ = 36834 // = constant 
162@ = 1 

:STEAL2_31232
if 
  120@ == 7 
else_jump @STEAL2_31329 
05AA: 123@s = 'STL2_FA' // @s = 'short'  // Hey, CJ, is this walkie talkie working?
05AA: 125@s = 'STL2_FB' // @s = 'short'  // Yeah, reading you loud and clear!
05AA: 127@s = 'STL2_FC' // @s = 'short'  // C'mon, CJ, see if you can keep up with Cesar Vialpando!
04AF: 149@ = 36835 // = constant 
04AF: 150@ = 36836 // = constant 
04AF: 151@ = 36837 // = constant 
162@ = 3 

:STEAL2_31329
if 
  120@ == 8 
else_jump @STEAL2_31619 
05AA: 123@s = 'STL2_FD' // @s = 'short'  // Beat the tram up the hill!
05AA: 125@s = 'STL2_FE' // @s = 'short'  // Piece of chocolate cake!
05AA: 127@s = 'STL2_FF' // @s = 'short'  // This tram driver must be shitting himself, holmes!
05AA: 129@s = 'STL2_FG' // @s = 'short'  // Hello cops, what took you, eh?
05AA: 131@s = 'STL2_FH' // @s = 'short'  // Hey, CJ, watch this ... NITRO!
05AA: 133@s = 'STL2_FJ' // @s = 'short'  // Follow me down the hill, holmes!
05AA: 137@s = 'STL2_FO' // @s = 'short'  // Hello. Cops, back again you idiotas?
05AA: 139@s = 'STL2_FP' // @s = 'short'  // Get out of the fucking road!
05AA: 141@s = 'STL2_FQ' // @s = 'short'  // Holy SHIIIIIIIT!
05AA: 143@s = 'STL2_HB' // @s = 'short'  // I think we lost 'em.
05AA: 145@s = 'STL2_HC' // @s = 'short'  // There's a shortcut this way!
04AF: 149@ = 36838 // = constant 
04AF: 150@ = 36839 // = constant 
04AF: 151@ = 36840 // = constant 
04AF: 152@ = 36841 // = constant 
04AF: 153@ = 36842 // = constant 
04AF: 154@ = 36843 // = constant 
04AF: 156@ = 36848 // = constant 
04AF: 157@ = 36849 // = constant 
04AF: 158@ = 36850 // = constant 
04AF: 159@ = 36855 // = constant 
04AF: 160@ = 36856 // = constant 
0085: 162@ = 167@ // (int) 

:STEAL2_31619
if 
  120@ == 9 
else_jump @STEAL2_31716 
05AA: 123@s = 'STL2_FL' // @s = 'short'  // OK, Cesar, that's enough fun.
05AA: 125@s = 'STL2_FM' // @s = 'short'  // Let's get these cars back to the garage!
05AA: 127@s = 'STL2_FN' // @s = 'short'  // OK, CJ, hey, I know a quick route!
04AF: 149@ = 36845 // = constant 
04AF: 150@ = 36846 // = constant 
04AF: 151@ = 36847 // = constant 
162@ = 3 

:STEAL2_31716
if 
  120@ == 10 
else_jump @STEAL2_31837 
05AA: 123@s = 'STL2_FR' // @s = 'short'  // Fuck, holmes, did you see that?
05AA: 125@s = 'STL2_GA' // @s = 'short'  // Can we think about getting back
05AA: 127@s = 'STL2_GB' // @s = 'short'  // before I end up in a carwreck barbeque?
05AA: 129@s = 'STL2_HA' // @s = 'short'  // Sure thing, holmes.
04AF: 149@ = 36851 // = constant 
04AF: 150@ = 36852 // = constant 
04AF: 151@ = 36853 // = constant 
04AF: 152@ = 36854 // = constant 
162@ = 4 

:STEAL2_31837
if 
  120@ == 11 
else_jump @STEAL2_31910 
05AA: 123@s = 'STL2_HD' // @s = 'short'  // Uh-oh, more cops!
05AA: 125@s = 'STL2_HE' // @s = 'short'  // BACK UP, HOLMES, BACK UP! BACK UP!
04AF: 149@ = 36857 // = constant 
04AF: 150@ = 36858 // = constant 
162@ = 2 

:STEAL2_31910
if 
  120@ == 12 
else_jump @STEAL2_31983 
05AA: 123@s = 'STL2_HF' // @s = 'short'  // OK, we're good.
05AA: 125@s = 'STL2_HG' // @s = 'short'  // See you back at the garage, CJ!
04AF: 149@ = 36859 // = constant 
04AF: 150@ = 36860 // = constant 
162@ = 2 

:STEAL2_31983
if 
  120@ == 14 
else_jump @STEAL2_32097 
05AA: 123@s = 'CESX_BA' // @s = 'short'  // Wait up, CJ!
05AA: 125@s = 'CESX_BB' // @s = 'short'  // Hang ten, CJ!
05AA: 127@s = 'CESX_BC' // @s = 'short'  // Hold up!
05AA: 129@s = 'CESX_BD' // @s = 'short'  // Slow down, Carl!
04AF: 149@ = 10406 // = constant 
04AF: 150@ = 10407 // = constant 
04AF: 151@ = 10408 // = constant 
04AF: 152@ = 10409 // = constant 
0085: 162@ = 167@ // (int) 

:STEAL2_32097
0085: 165@ = 121@ // (int) 
163@ = 0 
164@ = 0 
166@ = 1 
return 

:STEAL2_32128
if 
001D:   162@ > 165@ // (int) 
else_jump @STEAL2_32233 
if 
  163@ == 0 
else_jump @STEAL2_32190 
03CF: load_wav 149@(165@,13i) as 1 
165@ += 1 
163@ = 1 

:STEAL2_32190
if 
  164@ == 0 
else_jump @STEAL2_32233 
03CF: load_wav 149@(165@,13i) as 2 
165@ += 1 
164@ = 1 

:STEAL2_32233
return 

:STEAL2_32235
if 
  166@ == 1 
else_jump @STEAL2_32311 
if 
  163@ == 1 
else_jump @STEAL2_32311 
if 
03D0:   wav 1 loaded 
else_jump @STEAL2_32311 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 123@(121@,13s) time 4500 flag 1 
163@ = 2 

:STEAL2_32311
if 
  166@ == 2 
else_jump @STEAL2_32387 
if 
  164@ == 1 
else_jump @STEAL2_32387 
if 
03D0:   wav 2 loaded 
else_jump @STEAL2_32387 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 123@(121@,13s) time 4500 flag 1 
164@ = 2 

:STEAL2_32387
return 

:STEAL2_32389
if 
  163@ == 2 
else_jump @STEAL2_32452 
if 
03D2:   wav 1 ended 
else_jump @STEAL2_32452 
03D5: remove_text 123@(121@,13s) 
121@ += 1 
166@ = 2 
163@ = 0 

:STEAL2_32452
if 
  164@ == 2 
else_jump @STEAL2_32515 
if 
03D2:   wav 2 ended 
else_jump @STEAL2_32515 
03D5: remove_text 123@(121@,13s) 
121@ += 1 
166@ = 1 
164@ = 0 

:STEAL2_32515
return 

//-------------Mission 69---------------
// Originally: Customs Fast Track

:STEAL4
thread 'STEAL4' 
gosub @STEAL4_47 
if 
wasted_or_busted 
else_jump @STEAL4_38 
gosub @STEAL4_29695 

:STEAL4_38
gosub @STEAL4_30542 
end_thread 

:STEAL4_47
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 

:STEAL4_89
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @STEAL4_115 
44@ = 1 

:STEAL4_115
47@ += 1 
if 
  47@ > 9 
else_jump @STEAL4_147 
47@ = 0 

:STEAL4_147
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 68@ += 50@ // (int) 
005A: 69@ += 50@ // (int) 
005A: 70@ += 50@ // (int) 
005A: 71@ += 50@ // (int) 
005A: 72@ += 50@ // (int) 
gosub @STEAL4_700 
if 
  75@ == 1 
else_jump @STEAL4_248 
jump @STEAL4_598 

:STEAL4_248
if 
0736:   is_keyboard_key_just_pressed 138 
else_jump @STEAL4_302 
42@ = 10 
43@ = 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STEAL4_302 
00D9: 94@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_302
0871: init_jump_table 42@ total_jumps 11 default_jump 0 @STEAL4_584 jumps 0 @STEAL4_430 1 @STEAL4_444 2 @STEAL4_458 3 @STEAL4_472 4 @STEAL4_486 5 @STEAL4_500 6 @STEAL4_514 
0872: jump_table_jumps 7 @STEAL4_528 8 @STEAL4_542 9 @STEAL4_556 10 @STEAL4_570 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 -1 @STEAL4_584 

:STEAL4_430
gosub @STEAL4_1358 
jump @STEAL4_584 

:STEAL4_444
gosub @STEAL4_2503 
jump @STEAL4_584 

:STEAL4_458
gosub @STEAL4_3836 
jump @STEAL4_584 

:STEAL4_472
gosub @STEAL4_5016 
jump @STEAL4_584 

:STEAL4_486
gosub @STEAL4_7605 
jump @STEAL4_584 

:STEAL4_500
gosub @STEAL4_10296 
jump @STEAL4_584 

:STEAL4_514
gosub @STEAL4_12353 
jump @STEAL4_584 

:STEAL4_528
gosub @STEAL4_14429 
jump @STEAL4_584 

:STEAL4_542
gosub @STEAL4_19316 
jump @STEAL4_584 

:STEAL4_556
gosub @STEAL4_19318 
jump @STEAL4_584 

:STEAL4_570
gosub @STEAL4_21782 
jump @STEAL4_584 

:STEAL4_584
gosub @STEAL4_31057 
gosub @STEAL4_25435 

:STEAL4_598
if 
  46@ == 0 
else_jump @STEAL4_698 
if 
  45@ == 0 
else_jump @STEAL4_682 
if 
  44@ == 0 
else_jump @STEAL4_666 
jump @STEAL4_89 
jump @STEAL4_675 

:STEAL4_666
gosub @STEAL4_30458 
return 

:STEAL4_675
jump @STEAL4_691 

:STEAL4_682
gosub @STEAL4_29695 
return 

:STEAL4_691
jump @STEAL4_700 

:STEAL4_698
return 

:STEAL4_700
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @STEAL4_791 
if 
  73@ == 0 
else_jump @STEAL4_765 
73@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @STEAL4_791 

:STEAL4_765
73@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:STEAL4_791
if 
  73@ == 1 
else_jump @STEAL4_1356 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @STEAL4_858 
086A: NOP 
74@ += 1 
if 
  74@ > 2 
else_jump @STEAL4_858 
74@ = 0 

:STEAL4_858
if 
  74@ == 1 
else_jump @STEAL4_1110 
008A: $8773 = 42@ // (int) 
008A: $8774 = 43@ // (int) 
008A: $8775 = 132@ // (int) 
008A: $8776 = 163@ // (int) 
008A: $8777 = 161@ // (int) 
008A: $8778 = 162@ // (int) 
008A: $8779 = 140@ // (int) 
008A: $8780 = 69@ // (int) 
065D: NOP $8773 "M_STAGE" 
065D: NOP $8774 "M_GOALS" 
065D: NOP $8775 "PLAYER_ON_FOOT" 
065D: NOP $8776 "CONVERSATION_FLAG" 
065D: NOP $8777 "ACTIVE_CONVERSATION" 
065D: NOP $8778 "CONVERSATION_STATUS" 
065D: NOP $8779 "CRANE_HELP_FLAG" 
065D: NOP $8780 "CRANE_HELP_TIMER" 

:STEAL4_1110
if 
  74@ == 2 
else_jump @STEAL4_1253 
065E: NOP $4125 "MAGNO_ARM_ROTATE_Y" 
065E: NOP $4123 "MAGNO_CABIN_H" 
065E: NOP $4124 "MAGNO_ARM_H" 
065E: NOP $4120 "MAGNO_BASE_X" 
065E: NOP $4121 "MAGNO_BASE_Y" 
065E: NOP $11847 "CRANE_ROPE_LENGTH" 

:STEAL4_1253
if 
  75@ == 0 
else_jump @STEAL4_1316 
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @STEAL4_1309 
0662: printstring "LEVEL_PAUSED" 
75@ = 1 

:STEAL4_1309
jump @STEAL4_1356 

:STEAL4_1316
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @STEAL4_1356 
0662: printstring "LEVEL_UNPAUSED" 
75@ = 0 

:STEAL4_1356
return 

:STEAL4_1358
if 
  43@ == -1 
else_jump @STEAL4_1608 
00A5: 91@ = create_car 413 at 0.0 0.0 0.0 
018A: 115@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 112@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 117@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 113@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 97@ = create_car 413 at 0.0 0.0 0.0 
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 114@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 116@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1608
if 
  43@ == 0 
else_jump @STEAL4_2439 
$8782 = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
147@ = 0 
148@ = 0 
143@ = 0 
144@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:STEAL4_1787
if 
fading 
else_jump @STEAL4_1811 
wait 0 
jump @STEAL4_1787 

:STEAL4_1811
054C: use_GXT_table 'STEAL4' 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_4' 

:STEAL4_1861
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL4_1885 
wait 0 
jump @STEAL4_1861 

:STEAL4_1885
02E7: start_cutscene 
fade 1 1000 

:STEAL4_1894
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL4_1918 
wait 0 
jump @STEAL4_1894 

:STEAL4_1918
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:STEAL4_1933
if 
fading 
else_jump @STEAL4_1957 
wait 0 
jump @STEAL4_1933 

:STEAL4_1957
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
0395: clear_area 1 at -2036.17 179.2839 27.8359 radius 10.0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model 567 

:STEAL4_2010
if or
823D:   not special_actor 1 loaded 
8248:   not model 567 available 
else_jump @STEAL4_2041 
wait 0 
jump @STEAL4_2010 

:STEAL4_2041
0674: set_car_model 567 numberplate "LVA4L" 
00A5: 90@ = create_car 567 at -2034.706 177.7413 27.8359 
0229: set_car 90@ primary_color_to 3 secondary_color_to 3 
0175: set_car 90@ Z_angle_to 244.5958 
0249: release_model 567 
01C8: 76@ = create_actor_pedtype 25 model 290 in_car 90@ passenger_seat 0 
0568: set_actor 76@ untargetable 1 
04D8: set_actor 76@ drowns_in_water 0 
0223: set_actor 76@ health_to 400 
08AF: set_actor 76@ max_health_to 400 
039E: set_actor 76@ locked 1 while_in_car 
0446: set_actor 76@ dismemberment_possible 0 
00A1: put_actor $PLAYER_ACTOR at -2035.53 180.7482 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.6339 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 179@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 176@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
if 
03CA:   object $4114 exists 
else_jump @STEAL4_2273 
01BB: store_object $4114 position_to $4120 $4121 $4122 

:STEAL4_2273
$4125 = 15.0 
$4123 = 207.615 
$4124 = 207.615 
$4120 = -1586.7 
$4121 = 84.79579 
$11847 = 0.639 
gosub @STEAL4_28439 
51@ = 0 

:STEAL4_2347
if 
  10 > 51@ 
else_jump @STEAL4_2390 
149@(51@,10i) = 0 
51@ += 1 
jump @STEAL4_2347 

:STEAL4_2390
02A3: enable_widescreen 0 
03C7: set_sensitivity_to_crime 0.001 
fade 1 1000 

:STEAL4_2408
if 
fading 
else_jump @STEAL4_2432 
wait 0 
jump @STEAL4_2408 

:STEAL4_2432
43@ += 1 

:STEAL4_2439
if 
  43@ == 1 
else_jump @STEAL4_2501 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
40@ = 0 
42@ += 1 
43@ = 0 
64@ = 0 

:STEAL4_2501
return 

:STEAL4_2503
if 
  43@ == 0 
else_jump @STEAL4_2774 
$3299 = 1 
029B: 100@ = init_object #KMB_CONTAINER_BLUE at -1570.986 55.2009 17.746 
0177: set_object 100@ Z_angle_to 40.4082 
029B: 101@ = init_object #KMB_CONTAINER_BLUE at -1564.401 62.1434 17.7537 
0177: set_object 101@ Z_angle_to 235.0724 
029B: 102@ = init_object #KMB_CONTAINER_BLUE at -1582.202 54.1735 17.7537 
0177: set_object 102@ Z_angle_to 0.0 
029B: 104@ = init_object #KMB_CONTAINER_RED at -1658.85 44.8514 4.06 
0177: set_object 104@ Z_angle_to 315.2922 
029B: 103@ = init_object #KMB_CONTAINER_YEL at -1649.476 9.1182 4.06 
0177: set_object 103@ Z_angle_to 315.1249 
51@ = 0 

:STEAL4_2700
if 
  4 > 51@ 
else_jump @STEAL4_2763 
if 
03CA:   object 100@(51@,9i) exists 
else_jump @STEAL4_2749 
0550: keep_object 100@(51@,9i) in_memory 1 

:STEAL4_2749
51@ += 1 
jump @STEAL4_2700 

:STEAL4_2763
041E: set_radio_station 0 
43@ += 1 

:STEAL4_2774
if 
  43@ == 1 
else_jump @STEAL4_2923 
if 
  64@ == 0 
else_jump @STEAL4_2843 
if 
  40@ > 6000 
else_jump @STEAL4_2843 
161@ = 1 
64@ = 1 

:STEAL4_2843
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_2923 
if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_2923 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_2916 
0631: put_actor 76@ in_group $PLAYER_GROUP 
04D8: set_actor 76@ drowns_in_water 0 
134@ = 1 

:STEAL4_2916
43@ += 1 

:STEAL4_2923
if 
  43@ == 2 
else_jump @STEAL4_3072 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_3072 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_3072 
if 
00DB:   actor 76@ in_car 90@ 
else_jump @STEAL4_3072 
if 
  161@ == 0 
else_jump @STEAL4_3072 
43@ += 1 
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.
64@ = 0 
40@ = 0 

:STEAL4_3072
if 
  43@ > 2 
else_jump @STEAL4_3141 
if 
  64@ == 0 
else_jump @STEAL4_3141 
if 
  40@ > 8000 
else_jump @STEAL4_3141 
161@ = 2 
64@ = 1 

:STEAL4_3141
if 
  43@ == 3 
else_jump @STEAL4_3498 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_3274 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_3274 
if 
00DB:   actor 76@ in_car 90@ 
else_jump @STEAL4_3274 
if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_3274 
if 
01AD:   car 90@ sphere 0 near_point -1585.63 90.3697 radius 100.0 100.0 
else_jump @STEAL4_3274 
43@ = 99 

:STEAL4_3274
if 
  73@ == 1 
else_jump @STEAL4_3399 
if 
00E1:   player 0 pressed_key 19 
else_jump @STEAL4_3399 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_3399 
if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_3399 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_3399 
if 
00DB:   actor 76@ in_car 90@ 
else_jump @STEAL4_3399 
00AB: put_car 90@ at -1585.63 90.3 5.0 

:STEAL4_3399
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_3498 
if 
00ED:   actor 76@ sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
else_jump @STEAL4_3498 
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
else_jump @STEAL4_3498 
43@ = 99 

:STEAL4_3498
if 
  43@ == 99 
else_jump @STEAL4_3530 
43@ = 0 
42@ += 1 

:STEAL4_3530
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_3729 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_3729 
if 
00DB:   actor 76@ in_car 90@ 
else_jump @STEAL4_3678 
if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_3639 
if 
   not 141@ == 1 
else_jump @STEAL4_3632 
141@ = 1 
gosub @STEAL4_29527 

:STEAL4_3632
jump @STEAL4_3671 

:STEAL4_3639
if 
   not 141@ == 0 
else_jump @STEAL4_3671 
141@ = 0 
gosub @STEAL4_29527 

:STEAL4_3671
jump @STEAL4_3729 

:STEAL4_3678
if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_3729 
if 
   not 141@ == 1 
else_jump @STEAL4_3729 
141@ = 1 
gosub @STEAL4_29527 

:STEAL4_3729
gosub @STEAL4_27737 
if 
   not 134@ == 1 
else_jump @STEAL4_3782 
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_3775 
0164: disable_marker 116@ 

:STEAL4_3775
jump @STEAL4_3834 

:STEAL4_3782
if 
875C:   not marker 116@ enabled 
else_jump @STEAL4_3834 
018A: 116@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.

:STEAL4_3834
return 

:STEAL4_3836
if 
  43@ == 0 
else_jump @STEAL4_3900 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_13' time 5000 flag 1  // ~s~Get in the ~y~crane~s~.
$3299 = 0 
64@ = 0 
40@ = 0 
43@ += 1 

:STEAL4_3900
if 
  43@ == 1 
else_jump @STEAL4_4434 
146@ = 0 
if 
  64@ == 0 
else_jump @STEAL4_3976 
if 
  40@ > 5500 
else_jump @STEAL4_3976 
161@ = 3 
64@ += 1 

:STEAL4_3976
if 
   not 134@ == 1 
else_jump @STEAL4_4029 
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_4022 
0164: disable_marker 116@ 
$3299 = 1 

:STEAL4_4022
jump @STEAL4_4088 

:STEAL4_4029
if 
875C:   not marker 116@ enabled 
else_jump @STEAL4_4088 
018A: 116@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_13' time 7000 flag 1  // ~s~Get in the ~y~crane~s~.
$3299 = 0 

:STEAL4_4088
if 
  $3297 == 2 
else_jump @STEAL4_4427 
$3300 = 1 
$3303 = 1 
0164: disable_marker 116@ 
68@ = 30000 
69@ = 8000 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_4212 
06C9: remove_actor 76@ from_group 
0792: disembark_instantly_actor 76@ 
060B: set_actor 76@ decision_maker_to 176@ 
00A1: put_actor 76@ at -1627.831 63.8863 2.9167 
0173: set_actor 76@ Z_angle_to 299.601 
04D8: set_actor 76@ drowns_in_water 0 

:STEAL4_4212
164@ = -1620.938 
165@ = 75.4195 
166@ = 4.1 
167@ = 20.7795 
168@ = -1632.786 
169@ = 61.2888 
170@ = 4.1 
171@ = 6.6851 
172@ = -1644.017 
173@ = 50.9619 
174@ = 4.1 
175@ = 39.4583 
03E6: remove_text_box 
00BE: text_clear_all 
51@ = 0 

:STEAL4_4343
if 
  4 > 51@ 
else_jump @STEAL4_4406 
if 
03CA:   object 100@(51@,9i) exists 
else_jump @STEAL4_4392 
0550: keep_object 100@(51@,9i) in_memory 0 

:STEAL4_4392
51@ += 1 
jump @STEAL4_4343 

:STEAL4_4406
gosub @STEAL4_27737 
43@ += 1 
jump @STEAL4_4434 

:STEAL4_4427
gosub @STEAL4_27737 

:STEAL4_4434
if 
  43@ == 2 
else_jump @STEAL4_4552 
gosub @STEAL4_34898 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
$3299 = 1 
02A3: enable_widescreen 1 
015F: set_camera_position -1517.693 60.1951 57.7488 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1518.545 60.208 57.2246 switchstyle 2 
00BE: text_clear_all 
40@ = 0 
64@ = 0 
43@ += 1 

:STEAL4_4552
if and
  43@ > 2 
  7 > 43@ 
else_jump @STEAL4_4656 
if 
  146@ == 0 
else_jump @STEAL4_4636 
if 
08D0:   should_skip_cutscene 
else_jump @STEAL4_4629 
gosub @STEAL4_34898 
43@ = 6 
146@ = 1 

:STEAL4_4629
jump @STEAL4_4656 

:STEAL4_4636
if 
88D0:   not should_skip_cutscene 
else_jump @STEAL4_4656 
146@ = 0 

:STEAL4_4656
if 
  43@ == 3 
else_jump @STEAL4_4707 
if 
  40@ > 1000 
else_jump @STEAL4_4707 
161@ = 4 
43@ += 1 

:STEAL4_4707
if 
  43@ == 4 
else_jump @STEAL4_4751 
if 
  40@ > 2500 
else_jump @STEAL4_4751 
43@ += 1 

:STEAL4_4751
if 
  43@ == 5 
else_jump @STEAL4_4841 
015F: set_camera_position -1631.997 64.4568 3.1424 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.031 64.5624 3.3783 switchstyle 2 
64@ = 0 
43@ += 1 
40@ = 0 

:STEAL4_4841
if 
  43@ == 6 
else_jump @STEAL4_4884 
if 
  161@ == 0 
else_jump @STEAL4_4884 
43@ += 1 

:STEAL4_4884
if 
  43@ == 7 
else_jump @STEAL4_4950 
$3306 = 1 
$3298 = 1 
0826: enable_hud 0 
0581: enable_radar 0 
02A3: enable_widescreen 0 
$3299 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
43@ = 99 

:STEAL4_4950
if 
  43@ == 99 
else_jump @STEAL4_5014 
0247: load_model 589 

:STEAL4_4973
if 
8248:   not model 589 available 
else_jump @STEAL4_5000 
wait 0 
jump @STEAL4_4973 

:STEAL4_5000
43@ = 0 
42@ += 1 

:STEAL4_5014
return 

:STEAL4_5016
0871: init_jump_table 43@ total_jumps 9 default_jump 0 @STEAL4_7448 jumps 0 @STEAL4_5144 1 @STEAL4_5390 2 @STEAL4_5444 3 @STEAL4_5500 4 @STEAL4_5643 5 @STEAL4_5873 6 @STEAL4_6324 
0872: jump_table_jumps 7 @STEAL4_7173 99 @STEAL4_7427 -1 @STEAL4_7448 -1 @STEAL4_7448 -1 @STEAL4_7448 -1 @STEAL4_7448 -1 @STEAL4_7448 -1 @STEAL4_7448 -1 @STEAL4_7448 

:STEAL4_5144
if 
  146@ == 0 
else_jump @STEAL4_5290 
if 
   not 141@ == 3 
else_jump @STEAL4_5194 
141@ = 3 
gosub @STEAL4_29527 

:STEAL4_5194
$3299 = 1 
$3306 = 0 
$3298 = 1 
40@ = 0 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_5276 
060B: set_actor 76@ decision_maker_to 180@ 
00A1: put_actor 76@ at -1626.981 65.4201 2.5495 
0173: set_actor 76@ Z_angle_to 306.9205 

:STEAL4_5276
43@ += 1 
jump @STEAL4_5383 

:STEAL4_5290
if 
   not 141@ == 3 
else_jump @STEAL4_5322 
141@ = 3 
gosub @STEAL4_29527 

:STEAL4_5322
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_5376 
060B: set_actor 76@ decision_maker_to 180@ 
00A1: put_actor 76@ at -1626.981 65.4201 2.5495 
0173: set_actor 76@ Z_angle_to 306.9205 

:STEAL4_5376
43@ = 3 

:STEAL4_5383
jump @STEAL4_7448 

:STEAL4_5390
if 
  40@ > 3000 
else_jump @STEAL4_5437 
$3306 = 1 
$3298 = 1 
40@ = 0 
43@ += 1 

:STEAL4_5437
jump @STEAL4_7448 

:STEAL4_5444
if 
  40@ > 3000 
else_jump @STEAL4_5493 
03E6: remove_text_box 
$3306 = 1 
$3298 = 1 
40@ = 0 
43@ += 1 

:STEAL4_5493
jump @STEAL4_7448 

:STEAL4_5500
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$3306 = 1 
$3298 = 1 
$3299 = 0 
$3304 = 0 
$3305 = 0 
$3303 = 0 
136@ = 0 
00BC: show_text_highpriority GXT 'ST4_T01' time 5000 flag 1  // ~s~Pick up a ~g~container~s~ with the crane.
0188: 117@ = create_marker_above_object 100@ 
0188: 118@ = create_marker_above_object 101@ 
0188: 119@ = create_marker_above_object 102@ 
69@ = 10000 
140@ = 0 
40@ = 0 
43@ += 1 
jump @STEAL4_7448 

:STEAL4_5643
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if or
003B:   99@ == 100@ // (int) 
003B:   99@ == 101@ // (int) 
003B:   99@ == 102@ // (int) 
else_jump @STEAL4_5866 
0085: 114@ = 99@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
136@ = 1 
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_5736 
0164: disable_marker 117@ 

:STEAL4_5736
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_5757 
0164: disable_marker 118@ 

:STEAL4_5757
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_5778 
0164: disable_marker 119@ 

:STEAL4_5778
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at 164@ 165@ 166@ 
$3304 = 0 
$3305 = 0 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_T02' time 5000 flag 1  // ~s~Move the container into ~y~position~s~ by rotating the crane.
140@ = 0 
69@ = 500 
40@ = 20000 
41@ = 0 
43@ += 1 

:STEAL4_5866
jump @STEAL4_7448 

:STEAL4_5873
if 
03CA:   object 114@ exists 
else_jump @STEAL4_6141 
04E6:   object 114@ near_point 164@ 165@ 166@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 114@ near_point 164@ 165@ radius 6.0 6.0 sphere 0 
else_jump @STEAL4_5994 
if 
   not 136@ == 0 
else_jump @STEAL4_5987 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 0 

:STEAL4_5987
jump @STEAL4_6027 

:STEAL4_5994
if 
   not 136@ == 1 
else_jump @STEAL4_6027 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
136@ = 1 

:STEAL4_6027
if 
04E6:   object 114@ near_point 164@ 165@ 166@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_6114 
if 
   not 140@ == 4 
else_jump @STEAL4_6107 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Tap ~m~~widget_drop_crane~ to release the container when in the correct position.
140@ = 4 

:STEAL4_6107
jump @STEAL4_6141 

:STEAL4_6114
if 
  140@ == 4 
else_jump @STEAL4_6141 
03E6: remove_text_box 
140@ = 0 

:STEAL4_6141
if 
03CA:   object 114@ exists 
else_jump @STEAL4_6317 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
803B:   not  99@ == 114@ // (int) 
else_jump @STEAL4_6317 
40@ = 0 
0085: 112@ = 114@ // (int) 
00BE: text_clear_all 
03E6: remove_text_box 
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_6230 
0164: disable_marker 117@ 

:STEAL4_6230
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_6251 
0164: disable_marker 118@ 

:STEAL4_6251
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_6272 
0164: disable_marker 119@ 

:STEAL4_6272
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_6293 
0164: disable_marker 116@ 

:STEAL4_6293
43@ += 1 
147@ = 0 
181@ = 0.0 

:STEAL4_6317
jump @STEAL4_7448 

:STEAL4_6324
if 
  147@ == 1 
else_jump @STEAL4_6543 
if 
04DA:   has_object 114@ collided 
else_jump @STEAL4_6543 
if 
  181@ > 14.0 
else_jump @STEAL4_6536 
01BB: store_object 114@ position_to $72 $73 $74 
0674: set_car_model 589 numberplate "N13_LLF" 
00A5: 92@ = create_car 589 at $72 $73 $74 
0229: set_car 92@ primary_color_to 11 secondary_color_to 0 
0939: attach_car 92@ to_object 114@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 114@ no_collision_with_car 92@ 
0723: break_object 114@ intensity 1 
if 
8119:   not car 92@ wrecked 
else_jump @STEAL4_6529 
0684: detach_car 92@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 92@ 

:STEAL4_6529
148@ = 1 

:STEAL4_6536
147@ = 2 

:STEAL4_6543
if 
03CA:   object 114@ exists 
else_jump @STEAL4_6620 
05A8: get_object 114@ speed_to 181@ 
if 
  181@ > 5.0 
else_jump @STEAL4_6620 
if 
  147@ == 0 
else_jump @STEAL4_6620 
04D9: object 114@ set_scripted_collision_check 1 
147@ = 1 

:STEAL4_6620
if 
  40@ > 1000 
else_jump @STEAL4_7166 
if 
   not 148@ == 1 
else_jump @STEAL4_7154 
if 
03CA:   object 114@ exists 
else_jump @STEAL4_7147 
if or
05A3:   object 114@ stopped 
  40@ > 2000 
else_jump @STEAL4_7147 
03E6: remove_text_box 
$3299 = 1 
fade 0 150 

:STEAL4_6713
if 
fading 
else_jump @STEAL4_6737 
wait 0 
jump @STEAL4_6713 

:STEAL4_6737
if 
03CA:   object $4116 exists 
else_jump @STEAL4_6763 
0797: set_crane_magnet $4116 magnet_lane_length_to 0.5 // float 

:STEAL4_6763
0799: set_crane_magnet $4116 release_stuff_from_magnet 
0108: destroy_object 112@ 
029B: 109@ = init_object #KMB_CONTAINER_OPEN at 164@ 165@ 166@ 
0177: set_object 109@ Z_angle_to 167@ 
0674: set_car_model 589 numberplate "N13_LLF" 
00A5: 92@ = create_car 589 at 0.0 0.0 0.0 
0229: set_car 92@ primary_color_to 11 secondary_color_to 0 
0249: release_model 589 
0939: attach_car 92@ to_object 109@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 109@ no_collision_with_car 92@ 
143@ = 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_6948 
00A1: put_actor 76@ at -1619.436 68.7884 2.5495 
0173: set_actor 76@ Z_angle_to 0.0 

:STEAL4_6948
02A3: enable_widescreen 1 
015F: set_camera_position -1618.103 66.5178 4.5138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1618.392 67.4668 4.3861 switchstyle 2 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
03CB: set_rendering_origin_at 164@ 165@ 166@ 
fade 1 150 

:STEAL4_7029
if 
fading 
else_jump @STEAL4_7053 
wait 0 
jump @STEAL4_7029 

:STEAL4_7053
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_7074 
05C8: AS_actor 76@ look_around 

:STEAL4_7074
040D: unload_wav 1 
03CF: load_wav 37012 as 1 

:STEAL4_7087
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_7113 
wait 0 
jump @STEAL4_7087 

:STEAL4_7113
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FA' time 5000 flag 1  // Not this one, CJ!
40@ = 0 
43@ += 1 

:STEAL4_7147
jump @STEAL4_7166 

:STEAL4_7154
wait 2000 
45@ = 1 

:STEAL4_7166
jump @STEAL4_7448 

:STEAL4_7173
if or
  40@ > 5000 
08D0:   should_skip_cutscene 
else_jump @STEAL4_7420 
$3298 = 1 
$3299 = 0 
040D: unload_wav 1 
fade 1 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
if 
03CA:   object 100@ exists 
else_jump @STEAL4_7254 
0188: 117@ = create_marker_above_object 100@ 

:STEAL4_7254
if 
03CA:   object 101@ exists 
else_jump @STEAL4_7278 
0188: 118@ = create_marker_above_object 101@ 

:STEAL4_7278
if 
03CA:   object 102@ exists 
else_jump @STEAL4_7302 
0188: 119@ = create_marker_above_object 102@ 

:STEAL4_7302
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_7374 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1642.827 54.0446 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 306.0 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_7374
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
40@ = 0 
41@ = 0 
140@ = 0 
43@ = 99 

:STEAL4_7420
jump @STEAL4_7448 

:STEAL4_7427
42@ += 1 
43@ = 0 
jump @STEAL4_7448 

:STEAL4_7448
if 
  43@ > 0 
else_jump @STEAL4_7603 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @STEAL4_7603 
if 
  149@ == 0 
else_jump @STEAL4_7524 
03E5: show_text_box 'ST4_H10'  // Press and hold ~m~~widget_crane_down~ to lower the magnet. Press and hold ~m~~widget_crane_up~ to raise the magnet.
149@ = 1 
jump @STEAL4_7603 

:STEAL4_7524
if 
  150@ == 0 
else_jump @STEAL4_7567 
03E5: show_text_box 'ST4_H05'  // Push the movement controls in the direction you want the crane to travel. Press the ~m~~widget_camera~ to switch camera views.
150@ = 1 
jump @STEAL4_7603 

:STEAL4_7567
if 
  151@ == 0 
else_jump @STEAL4_7603 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
151@ = 1 

:STEAL4_7603
return 

:STEAL4_7605
if 
  43@ == 0 
else_jump @STEAL4_7761 
40@ = 0 
41@ = 0 
140@ = 0 
if 
03CA:   object 100@ exists 
else_jump @STEAL4_7667 
0550: keep_object 100@ in_memory 1 

:STEAL4_7667
if 
03CA:   object 101@ exists 
else_jump @STEAL4_7690 
0550: keep_object 101@ in_memory 1 

:STEAL4_7690
if 
03CA:   object 102@ exists 
else_jump @STEAL4_7713 
0550: keep_object 102@ in_memory 1 

:STEAL4_7713
if 
  $8781 == 0 
else_jump @STEAL4_7745 
159@ = 0 
jump @STEAL4_7754 

:STEAL4_7745
0209: 159@ = random_int_in_ranges 0 2 

:STEAL4_7754
43@ += 1 

:STEAL4_7761
if 
  43@ == 1 
else_jump @STEAL4_8003 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if or
003B:   99@ == 100@ // (int) 
003B:   99@ == 101@ // (int) 
003B:   99@ == 102@ // (int) 
else_jump @STEAL4_8003 
0550: keep_object 99@ in_memory 0 
0085: 114@ = 99@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
$3304 = 0 
$3305 = 0 
136@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_7911 
0164: disable_marker 117@ 

:STEAL4_7911
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_7932 
0164: disable_marker 118@ 

:STEAL4_7932
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_7953 
0164: disable_marker 119@ 

:STEAL4_7953
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at 168@ 169@ 170@ 
03E6: remove_text_box 
140@ = 0 
40@ = 20000 
41@ = 0 
43@ += 1 

:STEAL4_8003
if 
  43@ == 2 
else_jump @STEAL4_8150 
if 
  159@ == 0 
else_jump @STEAL4_8098 
0247: load_model 404 
if 
0248:   model 404 available 
else_jump @STEAL4_8091 
40@ = 20000 
43@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_8091
jump @STEAL4_8150 

:STEAL4_8098
0247: load_model 559 
if 
0248:   model 559 available 
else_jump @STEAL4_8150 
40@ = 20000 
43@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_8150
if 
  43@ == 3 
else_jump @STEAL4_8641 
if 
03CA:   object 114@ exists 
else_jump @STEAL4_8457 
04E6:   object 114@ near_point 168@ 169@ 170@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 114@ near_point 168@ 169@ radius 6.0 6.0 sphere 0 
else_jump @STEAL4_8289 
if 
   not 136@ == 0 
else_jump @STEAL4_8282 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 0 

:STEAL4_8282
jump @STEAL4_8322 

:STEAL4_8289
if 
   not 136@ == 1 
else_jump @STEAL4_8322 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
136@ = 1 

:STEAL4_8322
if 
04E6:   object 114@ near_point 168@ 169@ 170@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_8409 
if 
   not 140@ == 2 
else_jump @STEAL4_8402 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Tap ~m~~widget_drop_crane~ to release the container when in the correct position.
140@ = 2 

:STEAL4_8402
jump @STEAL4_8457 

:STEAL4_8409
if 
  140@ == 2 
else_jump @STEAL4_8457 
if 
  69@ > 10000 
else_jump @STEAL4_8448 
00BE: text_clear_all 

:STEAL4_8448
03E6: remove_text_box 
140@ = 0 

:STEAL4_8457
if 
03CA:   object 114@ exists 
else_jump @STEAL4_8641 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
803B:   not  99@ == 114@ // (int) 
else_jump @STEAL4_8641 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 0 
0085: 112@ = 114@ // (int) 
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_8550 
0164: disable_marker 117@ 

:STEAL4_8550
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_8571 
0164: disable_marker 118@ 

:STEAL4_8571
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_8592 
0164: disable_marker 119@ 

:STEAL4_8592
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_8613 
0164: disable_marker 116@ 

:STEAL4_8613
40@ = 0 
147@ = 0 
148@ = 0 
43@ += 1 

:STEAL4_8641
if 
  43@ == 4 
else_jump @STEAL4_9112 
if 
  147@ == 1 
else_jump @STEAL4_8932 
if 
04DA:   has_object 114@ collided 
else_jump @STEAL4_8932 
if 
  181@ > 14.0 
else_jump @STEAL4_8925 
01BB: store_object 114@ position_to $72 $73 $74 
if 
  159@ == 0 
else_jump @STEAL4_8770 
00A5: 94@ = create_car 404 at $72 $73 $74 
jump @STEAL4_8787 

:STEAL4_8770
00A5: 94@ = create_car 559 at $72 $73 $74 

:STEAL4_8787
0939: attach_car 94@ to_object 114@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 114@ no_collision_with_car 94@ 
0723: break_object 114@ intensity 1 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_8883 
0684: detach_car 94@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 94@ 

:STEAL4_8883
if 
  159@ == 0 
else_jump @STEAL4_8913 
0249: release_model 404 
jump @STEAL4_8918 

:STEAL4_8913
0249: release_model 559 

:STEAL4_8918
148@ = 1 

:STEAL4_8925
147@ = 2 

:STEAL4_8932
if 
03CA:   object 114@ exists 
else_jump @STEAL4_9009 
05A8: get_object 114@ speed_to 181@ 
if 
  181@ > 5.0 
else_jump @STEAL4_9009 
if 
  147@ == 0 
else_jump @STEAL4_9009 
04D9: object 114@ set_scripted_collision_check 1 
147@ = 1 

:STEAL4_9009
if 
  40@ > 1000 
else_jump @STEAL4_9112 
if 
   not 148@ == 1 
else_jump @STEAL4_9100 
if 
03CA:   object 114@ exists 
else_jump @STEAL4_9093 
if or
05A3:   object 114@ stopped 
  40@ > 2000 
else_jump @STEAL4_9093 
43@ += 1 

:STEAL4_9093
jump @STEAL4_9112 

:STEAL4_9100
wait 2000 
45@ = 1 

:STEAL4_9112
if 
  43@ == 5 
else_jump @STEAL4_10029 
if 
  159@ == 0 
else_jump @STEAL4_9657 
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_9159
if 
fading 
else_jump @STEAL4_9183 
wait 0 
jump @STEAL4_9159 

:STEAL4_9183
02A3: enable_widescreen 1 
$3299 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $4116 release_stuff_from_magnet 
0108: destroy_object 112@ 
029B: 110@ = init_object #KMB_CONTAINER_OPEN at 168@ 169@ 170@ 
0177: set_object 110@ Z_angle_to 171@ 
00A5: 93@ = create_car 404 at -1632.786 61.2888 2.2888 
0176: 54@ = object 110@ Z_angle 
54@ += 180.0 
0175: set_car 93@ Z_angle_to 54@ 
050E: set_object 110@ no_collision_with_car 93@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_9340 
00A1: put_actor 76@ at -1631.028 54.3581 2.5495 
0173: set_actor 76@ Z_angle_to 5.3011 

:STEAL4_9340
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
if 
03CA:   object $4116 exists 
else_jump @STEAL4_9417 
0797: set_crane_magnet $4116 magnet_lane_length_to 0.5 // float 

:STEAL4_9417
fade 1 150 

:STEAL4_9424
if 
fading 
else_jump @STEAL4_9448 
wait 0 
jump @STEAL4_9424 

:STEAL4_9448
040D: unload_wav 1 
03CF: load_wav 37013 as 1 

:STEAL4_9461
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_9487 
wait 0 
jump @STEAL4_9461 

:STEAL4_9487
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FB' time 5000 flag 1  // No luck, CJ, try another!
if 
8119:   not car 93@ wrecked 
else_jump @STEAL4_9545 
00AA: store_car 93@ position_to $72 $73 $74 
0174: $71 = car 93@ Z_angle 

:STEAL4_9545
51@ = 0 
40@ = 0 

:STEAL4_9559
if 
  51@ == 0 
else_jump @STEAL4_9636 
if or
08D0:   should_skip_cutscene 
  40@ > 5000 
else_jump @STEAL4_9625 
fade 1 0 
43@ += 1 
51@ = 1 
jump @STEAL4_9629 

:STEAL4_9625
wait 0 

:STEAL4_9629
jump @STEAL4_9559 

:STEAL4_9636
43@ = 0 
42@ += 1 
jump @STEAL4_10029 

:STEAL4_9657
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_9668
if 
fading 
else_jump @STEAL4_9692 
wait 0 
jump @STEAL4_9668 

:STEAL4_9692
02A3: enable_widescreen 1 
$3299 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $4116 release_stuff_from_magnet 
0108: destroy_object 112@ 
029B: 110@ = init_object #KMB_CONTAINER_OPEN at 168@ 169@ 170@ 
0177: set_object 110@ Z_angle_to 171@ 
00A5: 94@ = create_car 559 at -1632.786 61.2888 2.2888 
0176: 54@ = object 110@ Z_angle 
54@ += 180.0 
0175: set_car 94@ Z_angle_to 54@ 
050E: set_object 110@ no_collision_with_car 94@ 
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
if 
03CA:   object $4116 exists 
else_jump @STEAL4_9880 
0797: set_crane_magnet $4116 magnet_lane_length_to 0.5 // float 

:STEAL4_9880
if 
03CA:   object $4114 exists 
else_jump @STEAL4_9910 
01BB: store_object $4114 position_to $4120 $4121 $4122 

:STEAL4_9910
$4125 = 15.0 
$4123 = 133.5261 
$4124 = 133.5261 
$4120 = -1610.626 
$4121 = 60.87417 
$11847 = 0.639 
gosub @STEAL4_28439 
gosub @STEAL4_14196 
fade 1 150 

:STEAL4_9991
if 
fading 
else_jump @STEAL4_10015 
wait 0 
jump @STEAL4_9991 

:STEAL4_10015
40@ = 0 
43@ += 1 

:STEAL4_10029
if 
  43@ == 6 
else_jump @STEAL4_10139 
if 
  40@ > 1000 
else_jump @STEAL4_10139 
if or
876F:   not text_priority_displayed 
08D0:   should_skip_cutscene 
else_jump @STEAL4_10139 
fade 1 0 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_10125 
00AB: put_car 94@ at 182@ 183@ 184@ 
0175: set_car 94@ Z_angle_to 185@ 

:STEAL4_10125
43@ = 0 
42@ += 2 

:STEAL4_10139
if 
  43@ > 0 
else_jump @STEAL4_10294 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @STEAL4_10294 
if 
  149@ == 0 
else_jump @STEAL4_10215 
03E5: show_text_box 'ST4_H10'  // Press and hold ~m~~widget_crane_down~ to lower the magnet. Press and hold ~m~~widget_crane_up~ to raise the magnet.
149@ = 1 
jump @STEAL4_10294 

:STEAL4_10215
if 
  150@ == 0 
else_jump @STEAL4_10258 
03E5: show_text_box 'ST4_H05'  // Push the movement controls in the direction you want the crane to travel. Press the ~m~~widget_camera~ to switch camera views.
150@ = 1 
jump @STEAL4_10294 

:STEAL4_10258
if 
  151@ == 0 
else_jump @STEAL4_10294 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
151@ = 1 

:STEAL4_10294
return 

:STEAL4_10296
if 
  43@ == 0 
else_jump @STEAL4_10675 
$3298 = 1 
$3299 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
040D: unload_wav 1 
02A3: enable_widescreen 0 
if 
03CA:   object 100@ exists 
else_jump @STEAL4_10368 
0188: 117@ = create_marker_above_object 100@ 

:STEAL4_10368
if 
03CA:   object 101@ exists 
else_jump @STEAL4_10392 
0188: 118@ = create_marker_above_object 101@ 

:STEAL4_10392
if 
03CA:   object 102@ exists 
else_jump @STEAL4_10416 
0188: 119@ = create_marker_above_object 102@ 

:STEAL4_10416
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_10488 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1658.476 33.234 2.8213 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 299.6011 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_10488
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
40@ = 0 
41@ = 0 
140@ = 0 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_10599 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1650.464 44.1144 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 317.7216 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_10599
if 
03CA:   object 100@ exists 
else_jump @STEAL4_10622 
0550: keep_object 100@ in_memory 1 

:STEAL4_10622
if 
03CA:   object 101@ exists 
else_jump @STEAL4_10645 
0550: keep_object 101@ in_memory 1 

:STEAL4_10645
if 
03CA:   object 102@ exists 
else_jump @STEAL4_10668 
0550: keep_object 102@ in_memory 1 

:STEAL4_10668
43@ += 1 

:STEAL4_10675
if 
  43@ == 1 
else_jump @STEAL4_10917 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if or
003B:   99@ == 100@ // (int) 
003B:   99@ == 101@ // (int) 
003B:   99@ == 102@ // (int) 
else_jump @STEAL4_10917 
0550: keep_object 99@ in_memory 0 
0085: 114@ = 99@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
$3304 = 0 
$3305 = 0 
136@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_10825 
0164: disable_marker 117@ 

:STEAL4_10825
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_10846 
0164: disable_marker 118@ 

:STEAL4_10846
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_10867 
0164: disable_marker 119@ 

:STEAL4_10867
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at 172@ 173@ 174@ 
03E6: remove_text_box 
140@ = 0 
40@ = 20000 
41@ = 0 
43@ += 1 

:STEAL4_10917
if 
  43@ == 2 
else_jump @STEAL4_10987 
0247: load_model 559 
if 
0248:   model 559 available 
else_jump @STEAL4_10987 
40@ = 20000 
43@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_10987
if 
  43@ == 3 
else_jump @STEAL4_11478 
if 
03CA:   object 114@ exists 
else_jump @STEAL4_11294 
04E6:   object 114@ near_point 172@ 173@ 174@ radius 5.0 5.0 3.0 flag 1 
if 
04E5:   object 114@ near_point 172@ 173@ radius 6.0 6.0 sphere 0 
else_jump @STEAL4_11126 
if 
   not 136@ == 0 
else_jump @STEAL4_11119 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 0 

:STEAL4_11119
jump @STEAL4_11159 

:STEAL4_11126
if 
   not 136@ == 1 
else_jump @STEAL4_11159 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
136@ = 1 

:STEAL4_11159
if 
04E6:   object 114@ near_point 172@ 173@ 174@ radius 6.0 6.0 6.0 flag 0 
else_jump @STEAL4_11246 
if 
   not 140@ == 2 
else_jump @STEAL4_11239 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Tap ~m~~widget_drop_crane~ to release the container when in the correct position.
140@ = 2 

:STEAL4_11239
jump @STEAL4_11294 

:STEAL4_11246
if 
  140@ == 2 
else_jump @STEAL4_11294 
if 
  69@ > 10000 
else_jump @STEAL4_11285 
00BE: text_clear_all 

:STEAL4_11285
03E6: remove_text_box 
140@ = 0 

:STEAL4_11294
if 
03CA:   object 114@ exists 
else_jump @STEAL4_11478 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
803B:   not  99@ == 114@ // (int) 
else_jump @STEAL4_11478 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 0 
0085: 112@ = 114@ // (int) 
if 
075C:   marker 117@ enabled 
else_jump @STEAL4_11387 
0164: disable_marker 117@ 

:STEAL4_11387
if 
075C:   marker 118@ enabled 
else_jump @STEAL4_11408 
0164: disable_marker 118@ 

:STEAL4_11408
if 
075C:   marker 119@ enabled 
else_jump @STEAL4_11429 
0164: disable_marker 119@ 

:STEAL4_11429
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_11450 
0164: disable_marker 116@ 

:STEAL4_11450
40@ = 0 
147@ = 0 
148@ = 0 
43@ += 1 

:STEAL4_11478
if 
  43@ == 4 
else_jump @STEAL4_11877 
if 
  147@ == 1 
else_jump @STEAL4_11697 
if 
04DA:   has_object 114@ collided 
else_jump @STEAL4_11697 
if 
  181@ > 14.0 
else_jump @STEAL4_11690 
01BB: store_object 114@ position_to $72 $73 $74 
00A5: 94@ = create_car 559 at $72 $73 $74 
0939: attach_car 94@ to_object 114@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 114@ no_collision_with_car 94@ 
0723: break_object 114@ intensity 1 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_11678 
0684: detach_car 94@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 94@ 

:STEAL4_11678
0249: release_model 559 
148@ = 1 

:STEAL4_11690
147@ = 2 

:STEAL4_11697
if 
03CA:   object 114@ exists 
else_jump @STEAL4_11774 
05A8: get_object 114@ speed_to 181@ 
if 
  181@ > 5.0 
else_jump @STEAL4_11774 
if 
  147@ == 0 
else_jump @STEAL4_11774 
04D9: object 114@ set_scripted_collision_check 1 
147@ = 1 

:STEAL4_11774
if 
  40@ > 1000 
else_jump @STEAL4_11877 
if 
   not 148@ == 1 
else_jump @STEAL4_11865 
if 
03CA:   object 114@ exists 
else_jump @STEAL4_11858 
if or
05A3:   object 114@ stopped 
  40@ > 2000 
else_jump @STEAL4_11858 
43@ += 1 

:STEAL4_11858
jump @STEAL4_11877 

:STEAL4_11865
wait 2000 
45@ = 1 

:STEAL4_11877
if 
  43@ == 5 
else_jump @STEAL4_12241 
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 150 

:STEAL4_11906
if 
fading 
else_jump @STEAL4_11930 
wait 0 
jump @STEAL4_11906 

:STEAL4_11930
02A3: enable_widescreen 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
$3299 = 1 
0799: set_crane_magnet $4116 release_stuff_from_magnet 
0108: destroy_object 112@ 
029B: 111@ = init_object #KMB_CONTAINER_OPEN at 172@ 173@ 174@ 
0177: set_object 111@ Z_angle_to 175@ 
00A5: 94@ = create_car 559 at -1644.017 50.9619 3.0354 
0176: 54@ = object 111@ Z_angle 
54@ += 180.0 
0175: set_car 94@ Z_angle_to 54@ 
050E: set_object 111@ no_collision_with_car 94@ 
015F: set_camera_position -1637.048 45.8035 3.6546 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1637.986 46.1327 3.5431 switchstyle 2 
if 
03CA:   object $4114 exists 
else_jump @STEAL4_12122 
01BB: store_object $4114 position_to $4120 $4121 $4122 

:STEAL4_12122
$4125 = 15.0 
$4123 = 133.5261 
$4124 = 133.5261 
$4120 = -1610.626 
$4121 = 60.87417 
$11847 = 0.4 
gosub @STEAL4_28439 
gosub @STEAL4_14196 
fade 1 150 

:STEAL4_12203
if 
fading 
else_jump @STEAL4_12227 
wait 0 
jump @STEAL4_12203 

:STEAL4_12227
40@ = 0 
43@ += 1 

:STEAL4_12241
if 
  43@ == 6 
else_jump @STEAL4_12351 
if 
  40@ > 1000 
else_jump @STEAL4_12351 
if or
876F:   not text_priority_displayed 
08D0:   should_skip_cutscene 
else_jump @STEAL4_12351 
fade 1 0 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_12337 
00AB: put_car 94@ at 182@ 183@ 184@ 
0175: set_car 94@ Z_angle_to 185@ 

:STEAL4_12337
43@ = 0 
42@ += 1 

:STEAL4_12351
return 

:STEAL4_12353
if 
  43@ == -1 
else_jump @STEAL4_12418 
009A: 78@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 95@ = create_car 413 at 0.0 0.0 0.0 

:STEAL4_12418
if 
  43@ == 0 
else_jump @STEAL4_12571 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_12557 
0615: define_AS_pack_begin 57@ 
05D1: AS_actor -1 drive_car 95@ to -1686.422 25.8359 2.7752 speed 15.0 0 model 0 3 
05D1: AS_actor -1 drive_car 95@ to -1643.394 19.6494 3.6706 speed 15.0 0 model 0 3 
0616: define_AS_pack_end 57@ 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_12552 
0618: assign_actor 78@ to_AS_pack 57@ 

:STEAL4_12552
061B: remove_references_to_AS_pack 57@ 

:STEAL4_12557
43@ += 1 
40@ = 0 

:STEAL4_12571
if 
  43@ > 0 
else_jump @STEAL4_12609 
if 
08D0:   should_skip_cutscene 
else_jump @STEAL4_12609 
43@ = 99 

:STEAL4_12609
if 
  43@ == 1 
else_jump @STEAL4_12732 
if 
  40@ > 500 
else_jump @STEAL4_12732 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_12676 
00AA: store_car 95@ position_to $72 $73 $74 

:STEAL4_12676
03CB: set_rendering_origin_at $72 $73 $74 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_12725 
00AB: put_car 94@ at 182@ 183@ 184@ 
0175: set_car 94@ Z_angle_to 185@ 

:STEAL4_12725
43@ += 1 

:STEAL4_12732
if 
  43@ == 2 
else_jump @STEAL4_12905 
if 
  6000 > 40@ 
else_jump @STEAL4_12866 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_12814 
0407: store_coords_to $72 $73 $74 from_car 95@ with_offset 2.0 -3.0 0.0 

:STEAL4_12814
015F: set_camera_position -1680.086 28.3067 3.8465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
jump @STEAL4_12905 

:STEAL4_12866
015F: set_camera_position -1643.223 13.6026 4.1338 rotation 0.0 0.0 0.0 
43@ += 1 

:STEAL4_12905
if 
  43@ == 3 
else_jump @STEAL4_13115 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_12968 
0407: store_coords_to $72 $73 $74 from_car 95@ with_offset -6.0 1.0 1.0 

:STEAL4_12968
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
  20000 > 40@ 
else_jump @STEAL4_13073 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_13066 
062E: get_actor 78@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @STEAL4_13066 
64@ = 0 
202@ = 0 
43@ += 1 

:STEAL4_13066
jump @STEAL4_13115 

:STEAL4_13073
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_13094 
0687: clear_actor 78@ task 

:STEAL4_13094
43@ += 1 
64@ = 0 
202@ = 0 

:STEAL4_13115
if 
  43@ == 4 
else_jump @STEAL4_13532 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_13257 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 1800 ms 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_13184 
05CD: AS_actor -1 exit_car 95@ 

:STEAL4_13184
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13239 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_13239
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_13257
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_13380 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 0 ms 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_13307 
05CD: AS_actor -1 exit_car 95@ 

:STEAL4_13307
05D3: AS_actor -1 goto_point -1639.676 29.1963 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13362 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_13362
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_13380
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_13504 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_13431 
05CD: AS_actor -1 exit_car 95@ 

:STEAL4_13431
05D3: AS_actor -1 goto_point -1641.28 27.2014 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13486 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_13486
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_13504
64@ = 0 
202@ = 0 
43@ += 1 
40@ = 0 

:STEAL4_13532
if 
  43@ == 5 
else_jump @STEAL4_13685 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_13685 
if 
80DF:   not actor 78@ driving 
else_jump @STEAL4_13685 
if 
  64@ == 0 
else_jump @STEAL4_13685 
05AA: 197@s = 'STL4_GA' // @s = 'short'  // Hey! What the fuck do you think you're doing?
04AF: 199@ = 37015 // = constant 
0085: 200@ = 78@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_13685 
202@ = 0 
64@ += 1 
43@ = 99 

:STEAL4_13685
if 
  43@ == 99 
else_jump @STEAL4_14194 
$4124 = 130.0 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_13759 
00AB: put_car 95@ at -1642.876 19.5037 2.5547 
0175: set_car 95@ Z_angle_to 259.5122 

:STEAL4_13759
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_13887 
0792: disembark_instantly_actor 78@ 
00A1: put_actor 78@ at -1638.837 27.1035 2.8213 
0173: set_actor 78@ Z_angle_to 0.0 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13846 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 25.0 

:STEAL4_13846
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13869 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_13869
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_13887
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_14015 
0792: disembark_instantly_actor 79@ 
00A1: put_actor 79@ at -1639.676 29.1963 2.8213 
0173: set_actor 79@ Z_angle_to 0.0 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13974 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_13974
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_13997 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_13997
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_14015
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_14143 
0792: disembark_instantly_actor 80@ 
00A1: put_actor 80@ at -1641.28 27.2014 2.8213 
0173: set_actor 80@ Z_angle_to 0.0 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14102 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 18.0 

:STEAL4_14102
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14125 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_14125
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_14143
00BE: text_clear_all 
03E6: remove_text_box 
$3298 = 1 
$3300 = 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$3299 = 0 
43@ = 0 
42@ += 1 

:STEAL4_14194
return 

:STEAL4_14196
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14236 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_14236 
036A: put_actor 76@ in_car 94@ 

:STEAL4_14236
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14262 
01B2: give_actor 76@ weapon 22 ammo 9999 // Load the weapon model before using this 

:STEAL4_14262
040D: unload_wav 1 
03CF: load_wav 37011 as 1 

:STEAL4_14275
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_14301 
wait 0 
jump @STEAL4_14275 

:STEAL4_14301
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_EA' time 5000 flag 1  // OK, CJ, this is the one, good work, holmes!
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_14420 
00AD: set_car 94@ max_speed_to 3.5 
0224: set_car 94@ health_to 2000 
053F: set_car 94@ tires_vulnerability 0 
0957: set_car 94@ provides_cover_from_gunfire 0 
0407: store_coords_to 182@ 183@ 184@ from_car 94@ with_offset 0.0 15.0 0.0 
0174: 185@ = car 94@ Z_angle 
02C2: car 94@ drive_to 182@ 183@ 184@ 

:STEAL4_14420
gosub @STEAL4_27989 
return 

:STEAL4_14429
0871: init_jump_table 43@ total_jumps 8 default_jump 0 @STEAL4_18508 jumps 0 @STEAL4_14557 1 @STEAL4_14665 2 @STEAL4_14838 3 @STEAL4_15942 4 @STEAL4_16361 5 @STEAL4_16488 6 @STEAL4_16885 
0872: jump_table_jumps 99 @STEAL4_18487 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 -1 @STEAL4_18508 

:STEAL4_14557
00BE: text_clear_all 
if 
   not 141@ == 2 
else_jump @STEAL4_14591 
141@ = 2 
gosub @STEAL4_29527 

:STEAL4_14591
202@ = 0 
04F7: status_text $8782 type 1 line 1 GXT 'ST4_30' // global_variable  // Cesar
03E5: show_text_box 'ST4_H09'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14651 
060B: set_actor 76@ decision_maker_to 176@ 

:STEAL4_14651
43@ += 1 
jump @STEAL4_18508 

:STEAL4_14665
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_14817 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_14709 
05CD: AS_actor -1 exit_car 94@ 

:STEAL4_14709
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_14732 
05E2: AS_actor -1 kill_actor 78@ 

:STEAL4_14732
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_14755 
05E2: AS_actor -1 kill_actor 79@ 

:STEAL4_14755
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_14778 
05E2: AS_actor -1 kill_actor 80@ 

:STEAL4_14778
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
64@ = 0 
202@ = 0 
43@ += 1 

:STEAL4_14817
40@ = 0 
41@ = 0 
jump @STEAL4_18508 

:STEAL4_14838
if 
  64@ == 0 
else_jump @STEAL4_14941 
05AA: 197@s = 'STL4_HA' // @s = 'short'  // CJ, I could do with some help!
04AF: 199@ = 37018 // = constant 
0085: 200@ = 76@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_14941 
202@ = 0 
64@ += 1 
40@ = 0 

:STEAL4_14941
if 
  40@ > 45000 
else_jump @STEAL4_14976 
43@ += 1 
jump @STEAL4_15009 

:STEAL4_14976
if and
0118:   actor 78@ dead 
0118:   actor 79@ dead 
0118:   actor 80@ dead 
else_jump @STEAL4_15009 
43@ += 1 

:STEAL4_15009
if 
   not $3297 == 2 
else_jump @STEAL4_15482 
if 
  132@ == 0 
else_jump @STEAL4_15475 
03E6: remove_text_box 
51@ = 0 

:STEAL4_15054
if 
  3 > 51@ 
else_jump @STEAL4_15203 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_15189 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 30 
0226: 52@ = actor 78@(51@,6i) health 
if 
  200 > 52@ 
else_jump @STEAL4_15180 
52@ += 100 
if 
  52@ > 200 
else_jump @STEAL4_15168 
52@ = 200 

:STEAL4_15168
0223: set_actor 78@(51@,6i) health_to 52@ 

:STEAL4_15180
0687: clear_actor 78@(51@,6i) task 

:STEAL4_15189
51@ += 1 
jump @STEAL4_15054 

:STEAL4_15203
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_15286 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15255 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15255
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15286
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_15369 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15338 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_15338
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15369
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_15468 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15421 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_15421
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15450 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_15450
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15468
132@ = 1 

:STEAL4_15475
jump @STEAL4_15935 

:STEAL4_15482
if 
  132@ == 1 
else_jump @STEAL4_15935 
0512: show_permanent_text_box 'ST4_H09'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
51@ = 0 

:STEAL4_15518
if 
  3 > 51@ 
else_jump @STEAL4_15631 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_15617 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 40 
0226: 52@ = actor 78@(51@,6i) health 
if 
  52@ > 50 
else_jump @STEAL4_15608 
0223: set_actor 78@(51@,6i) health_to 50 

:STEAL4_15608
0687: clear_actor 78@(51@,6i) task 

:STEAL4_15617
51@ += 1 
jump @STEAL4_15518 

:STEAL4_15631
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_15730 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15683 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_15683
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15712 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_15712
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15730
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_15829 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15782 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_15782
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15811 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_15811
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15829
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_15928 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15881 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_15881
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_15910 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_15910
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_15928
132@ = 0 

:STEAL4_15935
jump @STEAL4_18508 

:STEAL4_15942
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 96@ = create_car 405 at -1711.59 44.8495 2.7813 
0175: set_car 96@ Z_angle_to 232.9281 
04E0: car 96@ abandon_path_radius 50 
0129: 81@ = create_actor_pedtype 24 model 24 in_car 96@ driverseat 
01C8: 82@ = create_actor_pedtype 24 model 24 in_car 96@ passenger_seat 0 
01C8: 83@ = create_actor_pedtype 24 model 24 in_car 96@ passenger_seat 1 
0187: 123@ = create_marker_above_actor 81@ 
0187: 124@ = create_marker_above_actor 82@ 
0187: 125@ = create_marker_above_actor 83@ 
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_16215 
0615: define_AS_pack_begin 57@ 
05D1: AS_actor -1 drive_car 96@ to -1686.422 25.8359 2.7752 speed 15.0 0 model 0 3 
05D1: AS_actor -1 drive_car 96@ to -1647.938 27.2328 2.5408 speed 15.0 0 model 0 3 
0616: define_AS_pack_end 57@ 
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_16210 
0618: assign_actor 81@ to_AS_pack 57@ 

:STEAL4_16210
061B: remove_references_to_AS_pack 57@ 

:STEAL4_16215
51@ = 3 

:STEAL4_16222
if 
  6 > 51@ 
else_jump @STEAL4_16333 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_16319 
01B2: give_actor 78@(51@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@(51@,6i) decision_maker_to 179@ 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 40 
0223: set_actor 78@(51@,6i) health_to 50 
0446: set_actor 78@(51@,6i) dismemberment_possible 0 

:STEAL4_16319
51@ += 1 
jump @STEAL4_16222 

:STEAL4_16333
40@ = 0 
202@ = 0 
43@ += 1 
jump @STEAL4_18508 

:STEAL4_16361
if 
  15000 > 40@ 
else_jump @STEAL4_16453 
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_16439 
062E: get_actor 81@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @STEAL4_16432 
43@ += 1 

:STEAL4_16432
jump @STEAL4_16446 

:STEAL4_16439
43@ += 1 

:STEAL4_16446
jump @STEAL4_16481 

:STEAL4_16453
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_16474 
0687: clear_actor 81@ task 

:STEAL4_16474
43@ += 1 

:STEAL4_16481
jump @STEAL4_18508 

:STEAL4_16488
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_16604 
0615: define_AS_pack_begin 57@ 
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_16532 
05CD: AS_actor -1 exit_car 96@ 

:STEAL4_16532
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16563 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_16563
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16586 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_16586
0616: define_AS_pack_end 57@ 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_16604
if 
8118:   not actor 82@ dead 
else_jump @STEAL4_16727 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 1000 ms 
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_16655 
05CD: AS_actor -1 exit_car 96@ 

:STEAL4_16655
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16686 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_16686
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16709 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_16709
0616: define_AS_pack_end 57@ 
0618: assign_actor 82@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_16727
if 
8118:   not actor 83@ dead 
else_jump @STEAL4_16850 
0615: define_AS_pack_begin 57@ 
05B9: AS_actor -1 stay_idle 1500 ms 
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_16778 
05CD: AS_actor -1 exit_car 96@ 

:STEAL4_16778
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16809 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_16809
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_16832 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_16832
0616: define_AS_pack_end 57@ 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_16850
40@ = 0 
64@ = 0 
202@ = 0 
43@ += 1 
jump @STEAL4_18508 

:STEAL4_16885
if 
  64@ == 0 
else_jump @STEAL4_16981 
05AA: 197@s = 'STL4_GB' // @s = 'short'  // Hey, hold it right there!
04AF: 199@ = 37016 // = constant 
0085: 200@ = 81@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_16981 
202@ = 0 
64@ += 1 

:STEAL4_16981
if 
  64@ == 1 
else_jump @STEAL4_17077 
05AA: 197@s = 'STL4_HC' // @s = 'short'  // I could do with a little help, CJ!
04AF: 199@ = 37020 // = constant 
0085: 200@ = 76@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_17077 
202@ = 0 
64@ += 1 

:STEAL4_17077
if and
0118:   actor 78@ dead 
0118:   actor 79@ dead 
0118:   actor 80@ dead 
0118:   actor 81@ dead 
0118:   actor 82@ dead 
else_jump @STEAL4_17136 
if 
0118:   actor 83@ dead 
else_jump @STEAL4_17136 
43@ = 99 

:STEAL4_17136
if 
   not $3297 == 2 
else_jump @STEAL4_17748 
if 
  132@ == 0 
else_jump @STEAL4_17741 
03E6: remove_text_box 
51@ = 0 

:STEAL4_17181
if 
  6 > 51@ 
else_jump @STEAL4_17330 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_17316 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 30 
0226: 52@ = actor 78@(51@,6i) health 
if 
  200 > 52@ 
else_jump @STEAL4_17307 
52@ += 100 
if 
  52@ > 200 
else_jump @STEAL4_17295 
52@ = 200 

:STEAL4_17295
0223: set_actor 78@(51@,6i) health_to 52@ 

:STEAL4_17307
0687: clear_actor 78@(51@,6i) task 

:STEAL4_17316
51@ += 1 
jump @STEAL4_17181 

:STEAL4_17330
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_17397 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 30.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17397
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_17464 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 32.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17464
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_17532 
0615: define_AS_pack_begin 57@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_17514 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_17514
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17532
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_17599 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 34.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17599
if 
8118:   not actor 82@ dead 
else_jump @STEAL4_17666 
0615: define_AS_pack_begin 57@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 28.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 82@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17666
if 
8118:   not actor 83@ dead 
else_jump @STEAL4_17734 
0615: define_AS_pack_begin 57@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_17716 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_17716
0616: define_AS_pack_end 57@ 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17734
132@ = 1 

:STEAL4_17741
jump @STEAL4_18480 

:STEAL4_17748
if 
  132@ == 1 
else_jump @STEAL4_18480 
0512: show_permanent_text_box 'ST4_H09'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
51@ = 0 

:STEAL4_17784
if 
  6 > 51@ 
else_jump @STEAL4_17897 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_17883 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 40 
0226: 52@ = actor 78@(51@,6i) health 
if 
  52@ > 50 
else_jump @STEAL4_17874 
0223: set_actor 78@(51@,6i) health_to 50 

:STEAL4_17874
0687: clear_actor 78@(51@,6i) task 

:STEAL4_17883
51@ += 1 
jump @STEAL4_17784 

:STEAL4_17897
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_17996 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_17949 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 28.0 

:STEAL4_17949
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_17978 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_17978
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_17996
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_18089 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18048 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 32.0 

:STEAL4_18048
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18071 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_18071
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18089
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_18188 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18141 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 26.0 

:STEAL4_18141
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18170 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_18170
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18188
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_18281 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18240 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 29.0 

:STEAL4_18240
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18263 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_18263
0616: define_AS_pack_end 57@ 
0618: assign_actor 81@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18281
if 
8118:   not actor 82@ dead 
else_jump @STEAL4_18374 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18333 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_18333
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18356 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_18356
0616: define_AS_pack_end 57@ 
0618: assign_actor 82@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18374
if 
8118:   not actor 83@ dead 
else_jump @STEAL4_18473 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18426 
05D9: AS_actor -1 run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_18426
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18455 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_18455
0616: define_AS_pack_end 57@ 
0618: assign_actor 83@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18473
132@ = 0 

:STEAL4_18480
jump @STEAL4_18508 

:STEAL4_18487
43@ = 0 
42@ += 2 
jump @STEAL4_18508 

:STEAL4_18508
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_18792 
062E: get_actor 76@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @STEAL4_18792 
0615: define_AS_pack_begin 57@ 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_18594 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 78@ 
jump @STEAL4_18767 

:STEAL4_18594
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_18630 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 79@ 
jump @STEAL4_18767 

:STEAL4_18630
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_18666 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 80@ 
jump @STEAL4_18767 

:STEAL4_18666
if 
8118:   not actor 81@ dead 
else_jump @STEAL4_18702 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 81@ 
jump @STEAL4_18767 

:STEAL4_18702
if 
8118:   not actor 82@ dead 
else_jump @STEAL4_18738 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 82@ 
jump @STEAL4_18767 

:STEAL4_18738
if 
8118:   not actor 83@ dead 
else_jump @STEAL4_18767 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 83@ 

:STEAL4_18767
05B9: AS_actor -1 stay_idle 1000 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_18792
if 
  6 > 47@ 
else_jump @STEAL4_19046 
0085: 51@ = 47@ // (int) 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_19046 
if 
03CA:   object 113@ exists 
else_jump @STEAL4_19046 
if 
85A3:   not object 113@ stopped 
else_jump @STEAL4_19046 
05A8: get_object 113@ speed_to 54@ 
if 
  54@ > 4.0 
else_jump @STEAL4_18964 
if 
023B:   actor 78@(51@,6i) colliding_with_object 113@ 
else_jump @STEAL4_18964 
062E: get_actor 78@(51@,6i) task 1470 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // == constant 
else_jump @STEAL4_18964 
05BE: AS_actor 78@(51@,6i) die 

:STEAL4_18964
if 
0475:   actor 78@(51@,6i) near_object_in_cube 113@ radius 2.0 2.0 2.0 sphere 0 on_foot 
else_jump @STEAL4_19046 
062E: get_actor 78@(51@,6i) task 1470 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // == constant 
else_jump @STEAL4_19046 
05BE: AS_actor 78@(51@,6i) die 

:STEAL4_19046
if 
  47@ == 1 
else_jump @STEAL4_19208 
if 
056E:   car 95@ defined 
else_jump @STEAL4_19136 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_19136 
00AA: store_car 95@ position_to $72 $73 $74 
if 
  0.0 > $74 
else_jump @STEAL4_19136 
020B: explode_car 95@ 

:STEAL4_19136
if 
056E:   car 96@ defined 
else_jump @STEAL4_19208 
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_19208 
00AA: store_car 96@ position_to $72 $73 $74 
if 
  0.0 > $74 
else_jump @STEAL4_19208 
020B: explode_car 96@ 

:STEAL4_19208
if 
  47@ == 2 
else_jump @STEAL4_19314 
51@ = 0 

:STEAL4_19233
if 
  6 > 51@ 
else_jump @STEAL4_19314 
if 
0118:   actor 78@(51@,6i) dead 
else_jump @STEAL4_19300 
if 
075C:   marker 120@(51@,6i) enabled 
else_jump @STEAL4_19300 
0164: disable_marker 120@(51@,6i) 

:STEAL4_19300
51@ += 1 
jump @STEAL4_19233 

:STEAL4_19314
return 

:STEAL4_19316
return 

:STEAL4_19318
if 
   not $3297 == 2 
else_jump @STEAL4_19370 
if 
  132@ == 0 
else_jump @STEAL4_19363 
03E6: remove_text_box 
132@ = 1 

:STEAL4_19363
jump @STEAL4_19406 

:STEAL4_19370
if 
  132@ == 1 
else_jump @STEAL4_19406 
0512: show_permanent_text_box 'ST4_H09'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
132@ = 0 

:STEAL4_19406
0871: init_jump_table 43@ total_jumps 11 default_jump 0 @STEAL4_21649 jumps 0 @STEAL4_19534 1 @STEAL4_19555 2 @STEAL4_19588 3 @STEAL4_19648 4 @STEAL4_20034 5 @STEAL4_20063 6 @STEAL4_20544 
0872: jump_table_jumps 7 @STEAL4_20763 8 @STEAL4_20930 9 @STEAL4_21551 99 @STEAL4_21628 -1 @STEAL4_21649 -1 @STEAL4_21649 -1 @STEAL4_21649 -1 @STEAL4_21649 -1 @STEAL4_21649 

:STEAL4_19534
40@ = 0 
43@ += 1 
jump @STEAL4_21649 

:STEAL4_19555
if 
  40@ > 2000 
else_jump @STEAL4_19581 
43@ += 1 

:STEAL4_19581
jump @STEAL4_21649 

:STEAL4_19588
if 
   not $3297 == 2 
else_jump @STEAL4_19620 
01B4: set_player $PLAYER_CHAR can_move 0 
jump @STEAL4_19627 

:STEAL4_19620
$3299 = 1 

:STEAL4_19627
40@ = 0 
43@ += 1 
jump @STEAL4_21649 

:STEAL4_19648
if 
  40@ > 0 
else_jump @STEAL4_20027 
02A3: enable_widescreen 1 
$3299 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
015F: set_camera_position -1675.598 25.4341 2.8434 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.722 25.8894 3.0036 switchstyle 2 
009A: 88@ = create_actor_pedtype 24 model 24 at -1676.095 26.8479 2.5869 
0173: set_actor 88@ Z_angle_to 314.8203 
0187: 128@ = create_marker_above_actor 88@ 
009A: 89@ = create_actor_pedtype 24 model 24 at -1674.404 23.8107 2.6233 
0173: set_actor 89@ Z_angle_to 314.8204 
0187: 129@ = create_marker_above_actor 89@ 
51@ = 0 

:STEAL4_19827
if 
  2 > 51@ 
else_jump @STEAL4_19907 
060B: set_actor 88@(51@,2i) decision_maker_to 180@ 
02E2: set_actor 88@(51@,2i) weapon_accuracy_to 20 
0223: set_actor 88@(51@,2i) health_to 100 
01B2: give_actor 88@(51@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
51@ += 1 
jump @STEAL4_19827 

:STEAL4_19907
05D3: AS_actor 88@ goto_point -1664.113 34.4836 2.5869 mode 6 time 999999 ms // versionA 
05D3: AS_actor 89@ goto_point -1662.307 31.2954 2.5869 mode 6 time 999999 ms // versionA 
040D: unload_wav 1 
03CF: load_wav 37017 as 1 

:STEAL4_19974
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_20000 
wait 0 
jump @STEAL4_19974 

:STEAL4_20000
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_GC' time 5000 flag 1  // Stay right there, you thieving bastard!
43@ += 1 

:STEAL4_20027
jump @STEAL4_21649 

:STEAL4_20034
if 
03D2:   wav 1 ended 
else_jump @STEAL4_20056 
43@ += 1 

:STEAL4_20056
jump @STEAL4_21649 

:STEAL4_20063
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
$3299 = 0 
if 
8118:   not actor 88@ dead 
else_jump @STEAL4_20128 
00A1: put_actor 88@ at -1657.398 32.9707 2.8213 
0173: set_actor 88@ Z_angle_to 320.0 

:STEAL4_20128
if 
8118:   not actor 89@ dead 
else_jump @STEAL4_20174 
00A1: put_actor 89@ at -1655.264 31.706 2.8213 
0173: set_actor 89@ Z_angle_to 320.0 

:STEAL4_20174
51@ = 0 

:STEAL4_20181
if 
  2 > 51@ 
else_jump @STEAL4_20343 
if 
8118:   not actor 88@(51@,2i) dead 
else_jump @STEAL4_20329 
060B: set_actor 88@(51@,2i) decision_maker_to 179@ 
02E2: set_actor 88@(51@,2i) weapon_accuracy_to 20 
0223: set_actor 88@(51@,2i) health_to 100 
01B2: give_actor 88@(51@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor 88@(51@,2i) acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 88@(51@,2i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_20329 
05D9: AS_actor 88@(51@,2i) run_to_actor 76@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_20329
51@ += 1 
jump @STEAL4_20181 

:STEAL4_20343
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_20383 
if 
8118:   not actor 88@ dead 
else_jump @STEAL4_20383 
05E2: AS_actor 76@ kill_actor 88@ 

:STEAL4_20383
if 
  $3297 == 2 
else_jump @STEAL4_20422 
$3299 = 0 
$3298 = 1 
jump @STEAL4_20431 

:STEAL4_20422
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_20431
00BE: text_clear_all 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_20480 
if 
875C:   not marker 127@ enabled 
else_jump @STEAL4_20480 
0186: 127@ = create_marker_above_car 94@ 
07E0: set_marker 127@ type_to 1 

:STEAL4_20480
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_20530 
0709: set_decision_maker 176@ on_event 12 taskID 603 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 

:STEAL4_20530
43@ += 1 
jump @STEAL4_21649 

:STEAL4_20544
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_20756 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_20756 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_20714 
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 5.0 sphere 0 
else_jump @STEAL4_20714 
0615: define_AS_pack_begin 57@ 
0772: AS_actor -1 run_to_car 94@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 94@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 30000 
64@ = 0 
202@ = 0 
43@ += 1 

:STEAL4_20714
if and
0118:   actor 88@ dead 
0118:   actor 89@ dead 
else_jump @STEAL4_20756 
43@ += 1 
64@ = 0 
202@ = 0 

:STEAL4_20756
jump @STEAL4_21649 

:STEAL4_20763
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_20923 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_20923 
if 
80DB:   not actor 76@ in_car 94@ 
else_jump @STEAL4_20899 
0615: define_AS_pack_begin 57@ 
0772: AS_actor -1 run_to_car 94@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 94@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
40@ = 30000 
43@ += 1 
0209: 64@ = random_int_in_ranges 0 2 
jump @STEAL4_20923 

:STEAL4_20899
40@ = 30000 
43@ += 1 
0209: 64@ = random_int_in_ranges 0 2 

:STEAL4_20923
jump @STEAL4_21649 

:STEAL4_20930
if 
  64@ == 0 
else_jump @STEAL4_21026 
05AA: 197@s = 'STL4_JA' // @s = 'short'  // Let's just grab the car and go!
04AF: 199@ = 37021 // = constant 
0085: 200@ = 76@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_21026 
202@ = 0 
64@ = 2 

:STEAL4_21026
if 
  64@ == 1 
else_jump @STEAL4_21122 
05AA: 197@s = 'STL4_JB' // @s = 'short'  // Let's just get the car and get out of here!
04AF: 199@ = 37022 // = constant 
0085: 200@ = 76@ // (int) 
201@ = 0 
gosub @STEAL4_35337 
if 
  202@ == 4 
else_jump @STEAL4_21122 
202@ = 0 
64@ = 2 

:STEAL4_21122
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21319 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_21319 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_21319 
if 
80DB:   not actor 76@ in_car 94@ 
else_jump @STEAL4_21319 
if 
  40@ > 35000 
else_jump @STEAL4_21236 
00BC: show_text_highpriority GXT 'ST4_29' time 5000 flag 1  // ~s~Wait for Cesar!
40@ = 0 

:STEAL4_21236
062E: get_actor 76@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @STEAL4_21319 
0615: define_AS_pack_begin 57@ 
0772: AS_actor -1 run_to_car 94@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 94@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_21319
if 
  202@ == 0 
else_jump @STEAL4_21449 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21449 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_21449 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_21449 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_21449 
if 
  40@ > 30000 
else_jump @STEAL4_21449 
00BC: show_text_highpriority GXT 'ST4_28' time 5000 flag 1  // ~s~Get in the car with Cesar.
40@ = 0 

:STEAL4_21449
if 
  202@ == 0 
else_jump @STEAL4_21544 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21544 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_21544 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_21544 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_21544 
43@ += 1 

:STEAL4_21544
jump @STEAL4_21649 

:STEAL4_21551
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21609 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_21609 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_21609 
09F6: set_actor 76@ unjackable_through_driver_seat 0 

:STEAL4_21609
0151: remove_status_text $8782 
43@ = 99 
jump @STEAL4_21649 

:STEAL4_21628
43@ = 0 
42@ += 1 
jump @STEAL4_21649 

:STEAL4_21649
if 
  43@ > 3 
else_jump @STEAL4_21780 
if 
075C:   marker 127@ enabled 
else_jump @STEAL4_21730 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21723 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_21723 
0164: disable_marker 127@ 

:STEAL4_21723
jump @STEAL4_21780 

:STEAL4_21730
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_21780 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_21780 
0186: 127@ = create_marker_above_car 94@ 
07E0: set_marker 127@ type_to 1 

:STEAL4_21780
return 

:STEAL4_21782
if 
   not $3297 == 2 
else_jump @STEAL4_21834 
if 
  132@ == 0 
else_jump @STEAL4_21827 
03E6: remove_text_box 
132@ = 1 

:STEAL4_21827
jump @STEAL4_21870 

:STEAL4_21834
if 
  132@ == 1 
else_jump @STEAL4_21870 
0512: show_permanent_text_box 'ST4_H09'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
132@ = 0 

:STEAL4_21870
if 
  43@ == -1 
else_jump @STEAL4_21908 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_21908
if 
  43@ == 0 
else_jump @STEAL4_22052 
00BC: show_text_highpriority GXT 'ST4_26' time 5000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at -2024.7 179.4 27.4 
if 
075C:   marker 128@ enabled 
else_jump @STEAL4_21988 
0164: disable_marker 128@ 

:STEAL4_21988
if 
075C:   marker 129@ enabled 
else_jump @STEAL4_22009 
0164: disable_marker 129@ 

:STEAL4_22009
40@ = 20000 
41@ = 0 
64@ = 0 
70@ = 0 
03C7: set_sensitivity_to_crime 1.0 
43@ += 1 

:STEAL4_22052
if 
  43@ == 1 
else_jump @STEAL4_23588 
if 
  64@ == 0 
else_jump @STEAL4_22128 
if 
  70@ > 5500 
else_jump @STEAL4_22121 
161@ = 5 
64@ += 1 

:STEAL4_22121
jump @STEAL4_22359 

:STEAL4_22128
if 
  64@ == 1 
else_jump @STEAL4_22202 
if 
  161@ == 0 
else_jump @STEAL4_22195 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_22188 
0227: 145@ = car 94@ health 

:STEAL4_22188
64@ += 1 

:STEAL4_22195
jump @STEAL4_22359 

:STEAL4_22202
if 
  64@ == 2 
else_jump @STEAL4_22277 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_22270 
0227: 51@ = car 94@ health 
if 
001D:   145@ > 51@ // (int) 
else_jump @STEAL4_22270 
64@ += 1 

:STEAL4_22270
jump @STEAL4_22359 

:STEAL4_22277
if 
  64@ == 3 
else_jump @STEAL4_22316 
161@ = 7 
64@ += 1 
jump @STEAL4_22359 

:STEAL4_22316
if 
  64@ == 4 
else_jump @STEAL4_22359 
if 
  161@ == 0 
else_jump @STEAL4_22359 
64@ += 1 

:STEAL4_22359
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_22549 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_22549 
if 
01AF:   car 94@ sphere 1 in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 
else_jump @STEAL4_22549 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_22549 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_22533 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_22526 
if 
09D0:   car 94@ on_wheels 
else_jump @STEAL4_22526 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:STEAL4_22526
jump @STEAL4_22549 

:STEAL4_22533
00BC: show_text_highpriority GXT 'ST4_27' time 6000 flag 1  // ~s~You've left Cesar behind!!

:STEAL4_22549
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_22621 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_22621 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_22621 
if 
075C:   marker 115@ enabled 
else_jump @STEAL4_22621 
0164: disable_marker 115@ 

:STEAL4_22621
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_23302 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_23302 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_23302 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_23229 
if 
875C:   not marker 127@ enabled 
else_jump @STEAL4_22745 
0186: 127@ = create_marker_above_car 94@ 
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
jump @STEAL4_22745 

:STEAL4_22745
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_22766 
0164: disable_marker 116@ 

:STEAL4_22766
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  40@ > 30000 
else_jump @STEAL4_23222 
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 20.0 20.0 5.0 sphere 0 
else_jump @STEAL4_23222 
186@ += 1 
if 
  186@ > 5 
else_jump @STEAL4_22864 
186@ = 0 

:STEAL4_22864
0871: init_jump_table 186@ total_jumps 6 default_jump 0 @STEAL4_23215 jumps 0 @STEAL4_22927 1 @STEAL4_22975 2 @STEAL4_23023 3 @STEAL4_23071 4 @STEAL4_23119 5 @STEAL4_23167 -1 @STEAL4_23215 

:STEAL4_22927
05A9: s$1041 = 'CESX_AA' // s$  // Get in, CJ, get in!
04AE: $1043 = 10400 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_22975
05A9: s$1041 = 'CESX_AB' // s$  // Hop in, holmes!
04AE: $1043 = 10401 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_23023
05A9: s$1041 = 'CESX_AC' // s$  // All aboard!
04AE: $1043 = 10402 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_23071
05A9: s$1041 = 'CESX_AD' // s$  // You got shotgun, CJ!
04AE: $1043 = 10403 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_23119
05A9: s$1041 = 'CESX_AE' // s$  // Get in the car, CJ!
04AE: $1043 = 10404 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_23167
05A9: s$1041 = 'CESX_AF' // s$  // Jump in, CJ, quick!
04AE: $1043 = 10405 // = constant 
create_thread @AUDIOL 76@ 0 0 1 0 
jump @STEAL4_23215 

:STEAL4_23215
40@ = 0 

:STEAL4_23222
jump @STEAL4_23302 

:STEAL4_23229
if 
075C:   marker 127@ enabled 
else_jump @STEAL4_23250 
0164: disable_marker 127@ 

:STEAL4_23250
if 
875C:   not marker 116@ enabled 
else_jump @STEAL4_23302 
018A: 116@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_23302
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_23396 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_23365 
if 
075C:   marker 127@ enabled 
else_jump @STEAL4_23358 
0164: disable_marker 127@ 

:STEAL4_23358
jump @STEAL4_23396 

:STEAL4_23365
if 
875C:   not marker 127@ enabled 
else_jump @STEAL4_23396 
0186: 127@ = create_marker_above_car 94@ 
07E0: set_marker 127@ type_to 1 

:STEAL4_23396
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_23588 
if 
00DB:   actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_23588 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_23588 
if 
80DB:   not actor 76@ in_car 94@ 
else_jump @STEAL4_23536 
if 
  41@ > 20000 
else_jump @STEAL4_23508 
00BC: show_text_highpriority GXT 'ST4_27' time 7000 flag 1  // ~s~You've left Cesar behind!!
41@ = 0 

:STEAL4_23508
if 
075C:   marker 116@ enabled 
else_jump @STEAL4_23529 
0164: disable_marker 116@ 

:STEAL4_23529
jump @STEAL4_23588 

:STEAL4_23536
if 
875C:   not marker 116@ enabled 
else_jump @STEAL4_23588 
018A: 116@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_23588
if 
  43@ == 2 
else_jump @STEAL4_24661 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:STEAL4_23620
if 
fading 
else_jump @STEAL4_23644 
wait 0 
jump @STEAL4_23620 

:STEAL4_23644
0360: open_garage 'HBGDSFS' 

:STEAL4_23655
if 
83B0:   not garage 'HBGDSFS' door_open 
else_jump @STEAL4_23688 
wait 0 
jump @STEAL4_23655 

:STEAL4_23688
select_interior 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL4_23715 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:STEAL4_23715
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2045.2 170.8 29.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.1 181.6 29.1 switchstyle 2 
58@ = -2040.1 
58@ += 2045.2 
59@ = 181.6 
59@ -= 170.8 
60@ = 29.1 
60@ -= 29.4 
58@ *= 4.0 
59@ *= 4.0 
60@ *= 4.0 
$72 = -2045.2 
005F: $72 += 58@ // (float) 
$73 = 170.8 
005F: $73 += 59@ // (float) 
$74 = 29.4 
005F: $74 += 60@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to $71 
0A0B: set_rendering_origin_at_3D_coord $72 $73 $74 angle $71 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_24000 
0860: link_actor 76@ to_interior 1 

:STEAL4_24000
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_24023 
0840: link_car 94@ to_interior 1 

:STEAL4_24023
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_24066 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_24066 
036A: put_actor $PLAYER_ACTOR in_car 94@ 

:STEAL4_24066
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_24112 
00AB: put_car 94@ at -2033.8 178.6 27.6 
0175: set_car 94@ Z_angle_to 90.0 

:STEAL4_24112
0615: define_AS_pack_begin 57@ 
05D1: AS_actor -1 drive_car 94@ to -2044.4 177.6 27.6 speed 5.0 1 model 1 2 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
fade 1 500 

:STEAL4_24205
if 
fading 
else_jump @STEAL4_24229 
wait 0 
jump @STEAL4_24205 

:STEAL4_24229
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @STEAL4_24322 
040D: unload_wav 1 
03CF: load_wav 37034 as 1 

:STEAL4_24269
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_24295 
wait 0 
jump @STEAL4_24269 

:STEAL4_24295
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NA' time 5000 flag 1  // That was like a piece of tortilla!
jump @STEAL4_24381 

:STEAL4_24322
040D: unload_wav 1 
03CF: load_wav 37035 as 1 

:STEAL4_24335
if 
83D0:   not wav 1 loaded 
else_jump @STEAL4_24361 
wait 0 
jump @STEAL4_24335 

:STEAL4_24361
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NB' time 5000 flag 1  // Hey, holmes, that was fun, we should do that again!

:STEAL4_24381
40@ = 0 

:STEAL4_24388
if 
83D2:   not wav 1 ended 
else_jump @STEAL4_24566 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_24555 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_24555 
if 
00DB:   actor 76@ in_car 94@ 
else_jump @STEAL4_24555 
if 
80DB:   not actor $PLAYER_ACTOR in_car 94@ 
else_jump @STEAL4_24555 
062E: get_actor 76@ task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @STEAL4_24555 
0615: define_AS_pack_begin 57@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 57@ 
0618: assign_actor 76@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_24555
wait 0 
jump @STEAL4_24388 

:STEAL4_24566
if 
   not 40@ > 5000 
else_jump @STEAL4_24596 
wait 0 
jump @STEAL4_24566 

:STEAL4_24596
fade 0 1000 

:STEAL4_24603
if 
fading 
else_jump @STEAL4_24627 
wait 0 
jump @STEAL4_24603 

:STEAL4_24627
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL4_24654 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_24654
43@ += 1 

:STEAL4_24661
if 
  43@ == 3 
else_jump @STEAL4_25433 
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_24739 
0227: 51@ = car 94@ health 
0093: 54@ = integer 51@ to_float 
54@ /= 1000.0 
54@ *= 5000.0 
0092: 160@ = float 54@ to_integer 

:STEAL4_24739
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 76@ 
00A6: destroy_car 94@ 
00BE: text_clear_all 
0361: close_garage 'HBGDSFS' 

:STEAL4_24767
if 
83B1:   not garage 'HBGDSFS' door_closed 
else_jump @STEAL4_24800 
wait 0 
jump @STEAL4_24767 

:STEAL4_24800
00A1: put_actor $PLAYER_ACTOR at -1569.625 122.3311 2.5469 
015F: set_camera_position -1571.141 131.4032 3.3235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.685 132.226 3.4872 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1571.685 132.226 3.4872 angle 0.0 
0395: clear_area 1 at -1570.718 131.0493 3.3547 radius 50.0 
02A3: enable_widescreen 1 
$1209 = 1 
create_thread @IMPEXPM 
$3296 = 1 

:STEAL4_24943
if 
8248:   not model #NF_BLACKBOARD available 
else_jump @STEAL4_24969 
wait 0 
jump @STEAL4_24943 

:STEAL4_24969
03E6: remove_text_box 
fade 1 1500 

:STEAL4_24978
if 
fading 
else_jump @STEAL4_25002 
wait 0 
jump @STEAL4_24978 

:STEAL4_25002
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_45' time 5000 flag 1  // ~s~Car exports and imports have been unlocked.
wait 5000 
00BC: show_text_highpriority GXT 'ST4_46' time 5000 flag 1  // ~s~Check the wanted board at the Easter Basin Docks for vehicles wanted for exporting.
wait 5000 
fade 0 500 

:STEAL4_25053
if 
fading 
else_jump @STEAL4_25077 
wait 0 
jump @STEAL4_25053 

:STEAL4_25077
015F: set_camera_position -1554.593 -60.4267 75.7247 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1554.782 -59.6013 75.193 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1554.782 -59.6013 75.193 angle 0.0 
fade 1 500 

:STEAL4_25157
if 
fading 
else_jump @STEAL4_25181 
wait 0 
jump @STEAL4_25157 

:STEAL4_25181
00BC: show_text_highpriority GXT 'ST4_47' time 5000 flag 1  // ~s~Deliver wanted vehicles to the ship.
wait 5000 
00BC: show_text_highpriority GXT 'ST4_48' time 5000 flag 1  // ~s~Vehicles are also imported on certain days.
wait 5000 
fade 0 500 

:STEAL4_25230
if 
fading 
else_jump @STEAL4_25254 
wait 0 
jump @STEAL4_25230 

:STEAL4_25254
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 

:STEAL4_25323
if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
else_jump @STEAL4_25350 
wait 0 
jump @STEAL4_25323 

:STEAL4_25350
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
fade 1 1000 

:STEAL4_25395
if 
fading 
else_jump @STEAL4_25419 
wait 0 
jump @STEAL4_25395 

:STEAL4_25419
01B4: set_player $PLAYER_CHAR can_move 1 
44@ = 1 

:STEAL4_25433
return 

:STEAL4_25435
if 
03CA:   object $4116 exists 
else_jump @STEAL4_25510 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
   not 99@ == -1 
else_jump @STEAL4_25510 
if 
803B:   not  113@ == 99@ // (int) 
else_jump @STEAL4_25510 
0085: 113@ = 99@ // (int) 

:STEAL4_25510
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_25640 
if 
03CA:   object 113@ exists 
else_jump @STEAL4_25640 
if 
85A3:   not object 113@ stopped 
else_jump @STEAL4_25640 
05A8: get_object 113@ speed_to 54@ 
if 
  54@ > 4.0 
else_jump @STEAL4_25640 
if 
023B:   actor 76@ colliding_with_object 113@ 
else_jump @STEAL4_25640 
062E: get_actor 76@ task 1470 status_store_to 53@ // ret 7 if not found 
if 
04A4:   53@ == 7 // == constant 
else_jump @STEAL4_25640 
05BE: AS_actor 76@ die 

:STEAL4_25640
if 
  47@ == 8 
else_jump @STEAL4_26026 
if 
  143@ == 1 
else_jump @STEAL4_26026 
if 
03CA:   object 109@ exists 
else_jump @STEAL4_26026 
if 
056E:   car 92@ defined 
else_jump @STEAL4_26026 
if 
8119:   not car 92@ wrecked 
else_jump @STEAL4_26026 
0400: store_coords_to $72 $73 $74 from_object 109@ with_offset 0.0 -1.0 0.0 
01BB: store_object 109@ position_to 65@ 66@ 67@ 
58@ = 1.0 
0089: 59@ = $74 // (float) 
0063: 59@ -= 67@ // (float) 
61@ = 0.0 
62@ = 1.0 
05A4: get_angle_between_vectors_origin_to 58@ 59@ and_origin_to 61@ 62@ store_to 54@ 
if and
0027:   67@ > $74 // (float) 
  54@ > 120.0 
else_jump @STEAL4_26026 
00AA: store_car 92@ position_to $72 $73 $74 
0407: store_coords_to 65@ 66@ 67@ from_car 92@ with_offset 0.0 1.0 0.0 
0087: 187@ = 65@ // (float) 
0065: 187@ -= $72 // (float) 
0087: 188@ = 66@ // (float) 
0065: 188@ -= $73 // (float) 
0087: 189@ = 67@ // (float) 
0065: 189@ -= $74 // (float) 
189@ += 0.1 
187@ *= 0.05 
188@ *= 0.05 
189@ *= 0.05 
0684: detach_car 92@ 0.0 0.0 0.0 collision_detection 0 
72@ = 0 
143@ += 1 

:STEAL4_26026
if 
  143@ == 2 
else_jump @STEAL4_26122 
if 
  300 > 72@ 
else_jump @STEAL4_26115 
if 
8119:   not car 92@ wrecked 
else_jump @STEAL4_26108 
07D5: set_car 92@ velocity_in_direction_XYZ 187@ 188@ 189@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26108
jump @STEAL4_26122 

:STEAL4_26115
143@ += 1 

:STEAL4_26122
if 
  47@ == 9 
else_jump @STEAL4_26508 
if 
  144@ == 1 
else_jump @STEAL4_26508 
if 
03CA:   object 110@ exists 
else_jump @STEAL4_26508 
if 
056E:   car 93@ defined 
else_jump @STEAL4_26508 
if 
8119:   not car 93@ wrecked 
else_jump @STEAL4_26508 
0400: store_coords_to $72 $73 $74 from_object 110@ with_offset 0.0 -1.0 0.0 
01BB: store_object 110@ position_to 65@ 66@ 67@ 
58@ = 1.0 
0089: 59@ = $74 // (float) 
0063: 59@ -= 67@ // (float) 
61@ = 0.0 
62@ = 1.0 
05A4: get_angle_between_vectors_origin_to 58@ 59@ and_origin_to 61@ 62@ store_to 54@ 
if and
0027:   67@ > $74 // (float) 
  54@ > 120.0 
else_jump @STEAL4_26508 
00AA: store_car 93@ position_to $72 $73 $74 
0407: store_coords_to 65@ 66@ 67@ from_car 93@ with_offset 0.0 1.0 0.0 
0087: 187@ = 65@ // (float) 
0065: 187@ -= $72 // (float) 
0087: 188@ = 66@ // (float) 
0065: 188@ -= $73 // (float) 
0087: 189@ = 67@ // (float) 
0065: 189@ -= $74 // (float) 
189@ += 0.1 
187@ *= 0.05 
188@ *= 0.05 
189@ *= 0.05 
0684: detach_car 93@ 0.0 0.0 0.0 collision_detection 0 
72@ = 0 
144@ += 1 

:STEAL4_26508
if 
  143@ == 2 
else_jump @STEAL4_26604 
if 
  300 > 72@ 
else_jump @STEAL4_26597 
if 
8119:   not car 93@ wrecked 
else_jump @STEAL4_26590 
07D5: set_car 93@ velocity_in_direction_XYZ 187@ 188@ 189@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_26590
jump @STEAL4_26604 

:STEAL4_26597
144@ += 1 

:STEAL4_26604
if 
03CA:   object $4116 exists 
else_jump @STEAL4_26953 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
  99@ == -1 
else_jump @STEAL4_26953 
if 
03CA:   object 113@ exists 
else_jump @STEAL4_26953 
if 
  190@ > 15.0 
else_jump @STEAL4_26945 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_26729 
if 
0897:   car 90@ collided_with_object 113@ 
else_jump @STEAL4_26729 
020B: explode_car 90@ 

:STEAL4_26729
if 
8119:   not car 92@ wrecked 
else_jump @STEAL4_26785 
if 
8686:   not car 92@ attached 
else_jump @STEAL4_26785 
if 
0897:   car 92@ collided_with_object 113@ 
else_jump @STEAL4_26785 
020B: explode_car 92@ 

:STEAL4_26785
if 
8119:   not car 94@ wrecked 
else_jump @STEAL4_26825 
if 
0897:   car 94@ collided_with_object 113@ 
else_jump @STEAL4_26825 
020B: explode_car 94@ 

:STEAL4_26825
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_26865 
if 
0897:   car 95@ collided_with_object 113@ 
else_jump @STEAL4_26865 
020B: explode_car 95@ 

:STEAL4_26865
if 
8119:   not car 96@ wrecked 
else_jump @STEAL4_26905 
if 
0897:   car 96@ collided_with_object 113@ 
else_jump @STEAL4_26905 
020B: explode_car 96@ 

:STEAL4_26905
if 
8119:   not car 97@ wrecked 
else_jump @STEAL4_26945 
if 
0897:   car 97@ collided_with_object 113@ 
else_jump @STEAL4_26945 
020B: explode_car 97@ 

:STEAL4_26945
05A8: get_object 113@ speed_to 190@ 

:STEAL4_26953
if 
  47@ == 4 
else_jump @STEAL4_27082 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STEAL4_27082 
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_27069 
if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
else_jump @STEAL4_27062 
03C0: 51@ = actor $PLAYER_ACTOR car 
if 
803B:   not  51@ == 94@ // (int) 
else_jump @STEAL4_27062 
01C3: remove_references_to_car 90@ 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_27062
jump @STEAL4_27082 

:STEAL4_27069
01C3: remove_references_to_car 90@ 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_27082
if 
  47@ == 5 
else_jump @STEAL4_27207 
if 
056D:   actor 76@ defined 
else_jump @STEAL4_27207 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_27207 
0226: 51@ = actor 76@ health 
0093: 54@ = integer 51@ to_float 
54@ /= 500.0 
54@ *= 100.0 
if 
  54@ > 100.0 
else_jump @STEAL4_27199 
54@ = 100.0 

:STEAL4_27199
0090: $8782 = float 54@ to_integer 

:STEAL4_27207
if 
  47@ == 6 
else_jump @STEAL4_27278 
if 
056E:   car 97@ defined 
else_jump @STEAL4_27278 
if 
0119:   car 97@ wrecked 
else_jump @STEAL4_27278 
if 
075C:   marker 126@ enabled 
else_jump @STEAL4_27278 
0164: disable_marker 126@ 

:STEAL4_27278
if 
  47@ == 8 
else_jump @STEAL4_27458 
51@ = 0 

:STEAL4_27303
if 
  6 > 51@ 
else_jump @STEAL4_27384 
if 
075C:   marker 120@(51@,6i) enabled 
else_jump @STEAL4_27370 
if 
0118:   actor 78@(51@,6i) dead 
else_jump @STEAL4_27370 
0164: disable_marker 120@(51@,6i) 

:STEAL4_27370
51@ += 1 
jump @STEAL4_27303 

:STEAL4_27384
if 
075C:   marker 128@ enabled 
else_jump @STEAL4_27421 
if 
0118:   actor 88@ dead 
else_jump @STEAL4_27421 
0164: disable_marker 128@ 

:STEAL4_27421
if 
075C:   marker 129@ enabled 
else_jump @STEAL4_27458 
if 
0118:   actor 89@ dead 
else_jump @STEAL4_27458 
0164: disable_marker 129@ 

:STEAL4_27458
if 
  136@ == 1 
else_jump @STEAL4_27539 
if 
03CA:   object $4116 exists 
else_jump @STEAL4_27539 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
   not 91@ == -1 
else_jump @STEAL4_27539 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
136@ = 2 

:STEAL4_27539
if 
  136@ == 2 
else_jump @STEAL4_27620 
if 
03CA:   object $4116 exists 
else_jump @STEAL4_27620 
0798: get_crane_magnet $4116 attached_car_handle_to 91@ attached_actor_handle_to 77@ attached_object_handle_to 99@ 
if 
  91@ == -1 
else_jump @STEAL4_27620 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
136@ = 1 

:STEAL4_27620
if 
  47@ == 7 
else_jump @STEAL4_27735 
if 
056E:   car 94@ defined 
else_jump @STEAL4_27689 
if 
0119:   car 94@ wrecked 
else_jump @STEAL4_27689 
wait 2000 
45@ = 1 
148@ = 2 

:STEAL4_27689
if 
056D:   actor 76@ defined 
else_jump @STEAL4_27735 
if 
0118:   actor 76@ dead 
else_jump @STEAL4_27735 
45@ = 1 
148@ = 3 

:STEAL4_27735
return 

:STEAL4_27737
if 
  134@ == 1 
else_jump @STEAL4_27863 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_27863 
if 
86EE:   not actor 76@ in_group $PLAYER_GROUP 
else_jump @STEAL4_27863 
if 
   not $3297 == 2 
else_jump @STEAL4_27824 
00BC: show_text_highpriority GXT 'ST4_42' time 5000 flag 1  // ~s~You've left ~b~Cesar~s~ behind.

:STEAL4_27824
134@ += 1 
if 
   not 141@ == 1 
else_jump @STEAL4_27863 
141@ = 1 
gosub @STEAL4_29527 

:STEAL4_27863
if 
  134@ == 2 
else_jump @STEAL4_27987 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_27987 
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 5.0 sphere 0 
else_jump @STEAL4_27987 
0631: put_actor 76@ in_group $PLAYER_GROUP 
04D8: set_actor 76@ drowns_in_water 0 
134@ = 1 
if 
   not 141@ == 3 
else_jump @STEAL4_27987 
141@ = 3 
gosub @STEAL4_29527 

:STEAL4_27987
return 

:STEAL4_27989
0247: load_model 405 
0247: load_model 346 
0247: load_model 24 

:STEAL4_28003
if or
8248:   not model 559 available 
8248:   not model 405 available 
8248:   not model 346 available 
8248:   not model 24 available 
else_jump @STEAL4_28044 
wait 0 
jump @STEAL4_28003 

:STEAL4_28044
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 95@ = create_car 405 at -1711.59 44.8495 2.7813 
0175: set_car 95@ Z_angle_to 232.9281 
04E0: car 95@ abandon_path_radius 100 
0129: 78@ = create_actor_pedtype 24 model 24 in_car 95@ driverseat 
01C8: 79@ = create_actor_pedtype 24 model 24 in_car 95@ passenger_seat 0 
01C8: 80@ = create_actor_pedtype 24 model 24 in_car 95@ passenger_seat 1 
0187: 120@ = create_marker_above_actor 78@ 
0187: 121@ = create_marker_above_actor 79@ 
0187: 122@ = create_marker_above_actor 80@ 
51@ = 0 

:STEAL4_28179
if 
  3 > 51@ 
else_jump @STEAL4_28290 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_28276 
01B2: give_actor 78@(51@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@(51@,6i) decision_maker_to 179@ 
02E2: set_actor 78@(51@,6i) weapon_accuracy_to 40 
0223: set_actor 78@(51@,6i) health_to 70 
0446: set_actor 78@(51@,6i) dismemberment_possible 0 

:STEAL4_28276
51@ += 1 
jump @STEAL4_28179 

:STEAL4_28290
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
return 
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_28437 
0615: define_AS_pack_begin 57@ 
05D1: AS_actor -1 drive_car 95@ to -1686.422 25.8359 2.7752 speed 15.0 0 model 0 3 
05D1: AS_actor -1 drive_car 95@ to -1643.394 19.6494 3.6706 speed 15.0 0 model 0 3 
0616: define_AS_pack_end 57@ 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_28432 
0618: assign_actor 78@ to_AS_pack 57@ 

:STEAL4_28432
061B: remove_references_to_AS_pack 57@ 

:STEAL4_28437
return 

:STEAL4_28439
if 
03CA:   object $4114 exists 
else_jump @STEAL4_28469 
0815: put_object $4114 at $4120 $4121 $4122 and_keep_rotation 

:STEAL4_28469
if 
03CA:   object $4117 exists 
else_jump @STEAL4_28499 
0815: put_object $4117 at $4120 $4121 $4122 and_keep_rotation 

:STEAL4_28499
if 
03CA:   object $4114 exists 
else_jump @STEAL4_28620 
if 
03CA:   object $4115 exists 
else_jump @STEAL4_28620 
0400: store_coords_to $72 $73 $74 from_object $4114 with_offset 0.0 0.0 0.0 
0177: set_object $4115 Z_angle_to $4123 
0815: put_object $4115 at $72 $73 $74 and_keep_rotation 
if 
03CA:   object $4118 exists 
else_jump @STEAL4_28620 
0177: set_object $4118 Z_angle_to $4123 
0815: put_object $4118 at $72 $73 $74 and_keep_rotation 

:STEAL4_28620
if 
03CA:   object $4116 exists 
else_jump @STEAL4_28765 
if 
03CA:   object $4115 exists 
else_jump @STEAL4_28765 
0400: store_coords_to $72 $73 $74 from_object $4115 with_offset 0.0 -2.185 8.51 
0176: $4124 = object $4115 Z_angle 
0815: put_object $4116 at $72 $73 $74 and_keep_rotation 
0453: set_object $4116 XYZ_rotation $4125 0.0 $4124 
if 
03CA:   object $4119 exists 
else_jump @STEAL4_28765 
0815: put_object $4119 at $72 $73 $74 and_keep_rotation 
0453: set_object $4119 XYZ_rotation $4125 0.0 $4124 

:STEAL4_28765
if 
03CA:   object $4116 exists 
else_jump @STEAL4_28797 
0797: set_crane_magnet $4116 magnet_lane_length_to $11847 // float 
0796: get_crane_magnet $4116 magnet_lane_length_to $11847 // float 

:STEAL4_28797
0799: set_crane_magnet $4116 release_stuff_from_magnet 
if 
03CA:   object $4116 exists 
else_jump @STEAL4_28826 
0797: set_crane_magnet $4116 magnet_lane_length_to $11847 // float 

:STEAL4_28826
if 
03CA:   object $4114 exists 
else_jump @STEAL4_28862 
0381: throw_object $4114 velocity_in_direction 0.0 0.0 0.0 

:STEAL4_28862
return 
if 
8118:   not actor 78@ dead 
else_jump @STEAL4_28993 
0792: disembark_instantly_actor 78@ 
00A1: put_actor 78@ at -1638.942 26.9517 3.0869 
0173: set_actor 78@ Z_angle_to 339.6872 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_28975 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_28975
0616: define_AS_pack_end 57@ 
0618: assign_actor 78@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_28993
if 
8118:   not actor 79@ dead 
else_jump @STEAL4_29122 
0792: disembark_instantly_actor 79@ 
00A1: put_actor 79@ at -1639.896 21.6694 3.0869 
0173: set_actor 79@ Z_angle_to 359.1165 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1639.896 21.6694 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_29104 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_29104
0616: define_AS_pack_end 57@ 
0618: assign_actor 79@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_29122
if 
8118:   not actor 80@ dead 
else_jump @STEAL4_29251 
0792: disembark_instantly_actor 80@ 
00A1: put_actor 80@ at -1641.346 27.048 3.0869 
0173: set_actor 80@ Z_angle_to 331.6584 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -1641.346 27.048 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_29233 
05E2: AS_actor -1 kill_actor 76@ 

:STEAL4_29233
0616: define_AS_pack_end 57@ 
0618: assign_actor 80@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:STEAL4_29251
if 
8119:   not car 95@ wrecked 
else_jump @STEAL4_29297 
00AB: put_car 95@ at -1642.706 19.5606 3.4189 
0175: set_car 95@ Z_angle_to 263.1502 

:STEAL4_29297
51@ = 0 

:STEAL4_29304
if 
  3 > 51@ 
else_jump @STEAL4_29368 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_29354 
060B: set_actor 78@(51@,6i) decision_maker_to 179@ 

:STEAL4_29354
51@ += 1 
jump @STEAL4_29304 

:STEAL4_29368
return 
0871: init_jump_table 139@ total_jumps 2 default_jump 1 @STEAL4_29493 jumps 0 @STEAL4_29433 1 @STEAL4_29463 -1 @STEAL4_29493 -1 @STEAL4_29493 -1 @STEAL4_29493 -1 @STEAL4_29493 -1 @STEAL4_29493 

:STEAL4_29433
00BC: show_text_highpriority GXT 'ST4_11' time 6000 flag 1 
139@ += 1 
jump @STEAL4_29493 

:STEAL4_29463
00BC: show_text_highpriority GXT 'ST4_12' time 6000 flag 1 
139@ += 1 
jump @STEAL4_29493 

:STEAL4_29493
if 
  139@ > 1 
else_jump @STEAL4_29518 
139@ = 0 

:STEAL4_29518
68@ = 0 
return 

:STEAL4_29527
if 
056D:   actor 76@ defined 
else_jump @STEAL4_29693 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_29693 
if 
075C:   marker 115@ enabled 
else_jump @STEAL4_29580 
0164: disable_marker 115@ 

:STEAL4_29580
if 
  141@ == 1 
else_jump @STEAL4_29613 
0187: 115@ = create_marker_above_actor 76@ 
07E0: set_marker 115@ type_to 1 

:STEAL4_29613
if 
  141@ == 2 
else_jump @STEAL4_29653 
0187: 115@ = create_marker_above_actor 76@ 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 

:STEAL4_29653
if 
  141@ == 3 
else_jump @STEAL4_29693 
0187: 115@ = create_marker_above_actor 76@ 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 0 

:STEAL4_29693
return 

:STEAL4_29695
00BE: text_clear_all 
if 
  $3297 == 2 
else_jump @STEAL4_30301 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:STEAL4_29729
if 
fading 
else_jump @STEAL4_29753 
wait 0 
jump @STEAL4_29729 

:STEAL4_29753
0151: remove_status_text $8782 
$3302 = 1 
0871: init_jump_table 148@ total_jumps 3 default_jump 0 @STEAL4_30214 jumps 1 @STEAL4_29828 2 @STEAL4_29958 3 @STEAL4_30088 -1 @STEAL4_30214 -1 @STEAL4_30214 -1 @STEAL4_30214 -1 @STEAL4_30214 

:STEAL4_29828
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_29951 
0423: set_car 90@ improved_handling_to 2.0 // (float) 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_29878 
036A: put_actor 76@ in_car 90@ 

:STEAL4_29878
00AA: store_car 90@ position_to $72 $73 $74 
02C1: store_to $72 $73 $74 car_path_coords_closest_to $72 $73 $74 
00AB: put_car 90@ at $72 $73 $74 
0175: set_car 90@ Z_angle_to 130.0 
05D2: AS_actor 76@ run_to_and_hijack_car 90@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_29951
jump @STEAL4_30214 

:STEAL4_29958
if 
8119:   not car 90@ wrecked 
else_jump @STEAL4_30081 
0423: set_car 90@ improved_handling_to 2.0 // (float) 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_30008 
036A: put_actor 76@ in_car 90@ 

:STEAL4_30008
00AA: store_car 90@ position_to $72 $73 $74 
02C1: store_to $72 $73 $74 car_path_coords_closest_to $72 $73 $74 
00AB: put_car 90@ at $72 $73 $74 
0175: set_car 90@ Z_angle_to 130.0 
05D2: AS_actor 76@ run_to_and_hijack_car 90@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_30081
jump @STEAL4_30214 

:STEAL4_30088
51@ = 0 

:STEAL4_30095
if 
  6 > 51@ 
else_jump @STEAL4_30159 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_30145 
05E2: AS_actor 78@(51@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_30145
51@ += 1 
jump @STEAL4_30095 

:STEAL4_30159
if 
8118:   not actor 88@ dead 
else_jump @STEAL4_30183 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 

:STEAL4_30183
if 
8118:   not actor 89@ dead 
else_jump @STEAL4_30207 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:STEAL4_30207
jump @STEAL4_30214 

:STEAL4_30214
if 
056E:   car 94@ defined 
else_jump @STEAL4_30235 
00A6: destroy_car 94@ 

:STEAL4_30235
if 
8119:   not car 92@ wrecked 
else_jump @STEAL4_30256 
00A6: destroy_car 92@ 

:STEAL4_30256
fade 1 1000 

:STEAL4_30263
if 
fading 
else_jump @STEAL4_30287 
wait 0 
jump @STEAL4_30263 

:STEAL4_30287
$8781 += 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_30301
0871: init_jump_table 148@ total_jumps 3 default_jump 0 @STEAL4_30433 jumps 1 @STEAL4_30364 2 @STEAL4_30387 3 @STEAL4_30410 -1 @STEAL4_30433 -1 @STEAL4_30433 -1 @STEAL4_30433 -1 @STEAL4_30433 

:STEAL4_30364
00BC: show_text_highpriority GXT 'ST4_44' time 5000 flag 1  // ~r~The car inside the container has been destroyed!!
jump @STEAL4_30433 

:STEAL4_30387
00BC: show_text_highpriority GXT 'ST4_03' time 5000 flag 1  // ~r~The car you were supposed to steal is history.
jump @STEAL4_30433 

:STEAL4_30410
00BC: show_text_highpriority GXT 'ST4_02' time 5000 flag 1  // ~r~Cesar is history.
jump @STEAL4_30433 

:STEAL4_30433
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$3299 = 1 
return 

:STEAL4_30458
00BE: text_clear_all 
select_interior 0 
01E3: show_text_1number_styled GXT 'M_PASSS' number 160@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 160@ 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$543 += 1 
030C: progress_made = 1 
$3299 = 0 
014C: set_parked_car_generator $4177 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_4'  // Customs Fast Track
return 

:STEAL4_30542
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL4_30565 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_30565
select_interior 0 
create_thread @CLEANAU 
03E6: remove_text_box 
0826: enable_hud 1 
0581: enable_radar 1 
$1209 = 0 
$3297 = 0 
$3298 = 0 
$3300 = 0 
$3301 = 0 
$3303 = 0 
0151: remove_status_text $8782 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL4_30705 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
if 
8118:   not actor 88@ dead 
else_jump @STEAL4_30681 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 

:STEAL4_30681
if 
8118:   not actor 89@ dead 
else_jump @STEAL4_30705 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:STEAL4_30705
08F4: set_max_group_members 99 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
51@ = 0 

:STEAL4_30726
if 
  6 > 51@ 
else_jump @STEAL4_30815 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STEAL4_30792 
if 
8118:   not actor 78@(51@,6i) dead 
else_jump @STEAL4_30792 
05E2: AS_actor 78@(51@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_30792
01C2: remove_references_to_actor 78@(51@,6i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @STEAL4_30726 

:STEAL4_30815
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 90@ 
01C3: remove_references_to_car 91@ 
01C3: remove_references_to_car 92@ 
01C3: remove_references_to_car 94@ 
01C3: remove_references_to_car 95@ 
01C3: remove_references_to_car 96@ 
01C3: remove_references_to_car 97@ 
06D7: enable_train_traffic 1 
0296: unload_special_actor 1 
0249: release_model 589 
0249: release_model 567 
0249: release_model 559 
0249: release_model 458 
0249: release_model 346 
0249: release_model 405 
0249: release_model 537 
0249: release_model 569 
0249: release_model 24 
0249: release_model 404 
0164: disable_marker 115@ 
0164: disable_marker 126@ 
0164: disable_marker 116@ 
51@ = 0 

:STEAL4_30939
if 
  6 > 51@ 
else_jump @STEAL4_30980 
0164: disable_marker 120@(51@,6i) 
51@ += 1 
jump @STEAL4_30939 

:STEAL4_30980
0164: disable_marker 127@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
065C: release_decision_maker 176@ 
065C: release_decision_maker 179@ 
065C: release_decision_maker 180@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL4_31057
0871: init_jump_table 161@ total_jumps 7 default_jump 1 @STEAL4_31218 jumps 1 @STEAL4_31120 2 @STEAL4_31134 3 @STEAL4_31148 4 @STEAL4_31162 5 @STEAL4_31176 6 @STEAL4_31190 7 @STEAL4_31204 

:STEAL4_31120
gosub @STEAL4_31252 
jump @STEAL4_31250 

:STEAL4_31134
gosub @STEAL4_31746 
jump @STEAL4_31250 

:STEAL4_31148
gosub @STEAL4_32356 
jump @STEAL4_31250 

:STEAL4_31162
gosub @STEAL4_32772 
jump @STEAL4_31250 

:STEAL4_31176
gosub @STEAL4_33135 
jump @STEAL4_31250 

:STEAL4_31190
gosub @STEAL4_33773 
jump @STEAL4_31250 

:STEAL4_31204
gosub @STEAL4_34322 
jump @STEAL4_31250 

:STEAL4_31218
if 
   not 162@ == 0 
else_jump @STEAL4_31243 
162@ = 0 

:STEAL4_31243
jump @STEAL4_31250 

:STEAL4_31250
return 

:STEAL4_31252
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_31554 jumps 0 @STEAL4_31315 1 @STEAL4_31336 2 @STEAL4_31420 3 @STEAL4_31504 4 @STEAL4_31518 -1 @STEAL4_31554 -1 @STEAL4_31554 

:STEAL4_31315
196@ = 0 
162@ = 1 
jump @STEAL4_31554 

:STEAL4_31336
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_31390 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 0 
else_jump @STEAL4_31390 
162@ = 2 

:STEAL4_31390
if 
0118:   actor 76@ dead 
else_jump @STEAL4_31413 
162@ = 3 

:STEAL4_31413
jump @STEAL4_31554 

:STEAL4_31420
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_31474 
if 
00F2:   actor $PLAYER_ACTOR near_actor 76@ radius 10.0 10.0 0 
else_jump @STEAL4_31474 
162@ = 1 

:STEAL4_31474
if 
0118:   actor 76@ dead 
else_jump @STEAL4_31497 
162@ = 3 

:STEAL4_31497
jump @STEAL4_31554 

:STEAL4_31504
161@ = 0 
jump @STEAL4_31554 

:STEAL4_31518
if 
03D2:   wav 1 ended 
else_jump @STEAL4_31547 
162@ = 3 
161@ = 0 

:STEAL4_31547
jump @STEAL4_31554 

:STEAL4_31554
0871: init_jump_table 163@ total_jumps 2 default_jump 1 @STEAL4_31723 jumps 0 @STEAL4_31617 1 @STEAL4_31670 -1 @STEAL4_31744 -1 @STEAL4_31744 -1 @STEAL4_31744 -1 @STEAL4_31744 -1 @STEAL4_31744 

:STEAL4_31617
05AA: 191@s = 'STL4_AA' // @s = 'short'  // C'mon, ese, you can drive!
04AF: 193@ = 37000 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_31744 

:STEAL4_31670
05AA: 191@s = 'STL4_AB' // @s = 'short'  // Don't I always!
04AF: 193@ = 37001 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_31744 

:STEAL4_31723
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_31744 

:STEAL4_31744
return 

:STEAL4_31746
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_32058 jumps 0 @STEAL4_31809 1 @STEAL4_31830 2 @STEAL4_31919 3 @STEAL4_32008 4 @STEAL4_32022 -1 @STEAL4_32058 -1 @STEAL4_32058 

:STEAL4_31809
196@ = 0 
162@ = 1 
jump @STEAL4_32058 

:STEAL4_31830
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_31889 
if 
8104:   not actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @STEAL4_31889 
162@ = 2 

:STEAL4_31889
if 
0118:   actor 76@ dead 
else_jump @STEAL4_31912 
162@ = 3 

:STEAL4_31912
jump @STEAL4_32058 

:STEAL4_31919
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_31978 
if 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
else_jump @STEAL4_31978 
162@ = 1 

:STEAL4_31978
if 
0118:   actor 76@ dead 
else_jump @STEAL4_32001 
162@ = 3 

:STEAL4_32001
jump @STEAL4_32058 

:STEAL4_32008
161@ = 0 
jump @STEAL4_32058 

:STEAL4_32022
if 
03D2:   wav 1 ended 
else_jump @STEAL4_32051 
162@ = 3 
161@ = 0 

:STEAL4_32051
jump @STEAL4_32058 

:STEAL4_32058
0871: init_jump_table 163@ total_jumps 4 default_jump 1 @STEAL4_32333 jumps 0 @STEAL4_32121 1 @STEAL4_32174 2 @STEAL4_32227 3 @STEAL4_32280 -1 @STEAL4_32354 -1 @STEAL4_32354 -1 @STEAL4_32354 

:STEAL4_32121
05AA: 191@s = 'STL4_BA' // @s = 'short'  // How we going to steal a car off a container ship, holmes?
04AF: 193@ = 37002 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32354 

:STEAL4_32174
05AA: 191@s = 'STL4_BB' // @s = 'short'  // You know, the same way they got on - use a dockside crane!
04AF: 193@ = 37003 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32354 

:STEAL4_32227
05AA: 191@s = 'STL4_BC' // @s = 'short'  // Man, those things are real high up - I ain't too good with ladders and I'm afraid of heights!
04AF: 193@ = 37004 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32354 

:STEAL4_32280
05AA: 191@s = 'STL4_BD' // @s = 'short'  // OK, I'll use the crane, you better be ready to crack the container.
04AF: 193@ = 37005 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32354 

:STEAL4_32333
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_32354 

:STEAL4_32354
return 

:STEAL4_32356
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_32527 jumps 0 @STEAL4_32419 1 @STEAL4_32440 2 @STEAL4_32470 3 @STEAL4_32477 4 @STEAL4_32491 -1 @STEAL4_32527 -1 @STEAL4_32527 

:STEAL4_32419
196@ = 0 
162@ = 1 
jump @STEAL4_32527 

:STEAL4_32440
if 
0118:   actor 76@ dead 
else_jump @STEAL4_32463 
162@ = 3 

:STEAL4_32463
jump @STEAL4_32527 

:STEAL4_32470
jump @STEAL4_32527 

:STEAL4_32477
161@ = 0 
jump @STEAL4_32527 

:STEAL4_32491
if 
03D2:   wav 1 ended 
else_jump @STEAL4_32520 
162@ = 3 
161@ = 0 

:STEAL4_32520
jump @STEAL4_32527 

:STEAL4_32527
0871: init_jump_table 163@ total_jumps 3 default_jump 1 @STEAL4_32749 jumps 0 @STEAL4_32590 1 @STEAL4_32643 2 @STEAL4_32696 -1 @STEAL4_32770 -1 @STEAL4_32770 -1 @STEAL4_32770 -1 @STEAL4_32770 

:STEAL4_32590
05AA: 191@s = 'STL4_CA' // @s = 'short'  // That's the ship, CJ!
04AF: 193@ = 37006 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32770 

:STEAL4_32643
05AA: 191@s = 'STL4_CB' // @s = 'short'  // OK, I'll go sort out the crane. Gimme a second.
04AF: 193@ = 37007 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32770 

:STEAL4_32696
05AA: 191@s = 'STL4_CC' // @s = 'short'  // Be quick, I don't want to be caught sleeping out here!
04AF: 193@ = 37008 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_32770 

:STEAL4_32749
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_32770 

:STEAL4_32770
return 

:STEAL4_32772
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_32943 jumps 0 @STEAL4_32835 1 @STEAL4_32856 2 @STEAL4_32886 3 @STEAL4_32893 4 @STEAL4_32907 -1 @STEAL4_32943 -1 @STEAL4_32943 

:STEAL4_32835
196@ = 0 
162@ = 1 
jump @STEAL4_32943 

:STEAL4_32856
if 
0118:   actor 76@ dead 
else_jump @STEAL4_32879 
162@ = 3 

:STEAL4_32879
jump @STEAL4_32943 

:STEAL4_32886
jump @STEAL4_32943 

:STEAL4_32893
161@ = 0 
jump @STEAL4_32943 

:STEAL4_32907
if 
03D2:   wav 1 ended 
else_jump @STEAL4_32936 
162@ = 3 
161@ = 0 

:STEAL4_32936
jump @STEAL4_32943 

:STEAL4_32943
0871: init_jump_table 163@ total_jumps 2 default_jump 1 @STEAL4_33112 jumps 0 @STEAL4_33006 1 @STEAL4_33059 -1 @STEAL4_33133 -1 @STEAL4_33133 -1 @STEAL4_33133 -1 @STEAL4_33133 -1 @STEAL4_33133 

:STEAL4_33006
05AA: 191@s = 'STL4_DA' // @s = 'short'  // Cesar! none of these is marked with spray paint!
04AF: 193@ = 37009 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33133 

:STEAL4_33059
05AA: 191@s = 'STL4_DB' // @s = 'short'  // We'll just have to try one at a time, eh!
04AF: 193@ = 37010 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33133 

:STEAL4_33112
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_33133 

:STEAL4_33133
return 

:STEAL4_33135
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_33475 jumps 0 @STEAL4_33198 1 @STEAL4_33219 2 @STEAL4_33329 3 @STEAL4_33425 4 @STEAL4_33439 -1 @STEAL4_33475 -1 @STEAL4_33475 

:STEAL4_33198
196@ = 0 
162@ = 1 
jump @STEAL4_33475 

:STEAL4_33219
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STEAL4_33249 
162@ = 2 
jump @STEAL4_33299 

:STEAL4_33249
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_33299 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
80DB:   not actor 76@ in_car $47 
else_jump @STEAL4_33299 
162@ = 2 

:STEAL4_33299
if 
0118:   actor 76@ dead 
else_jump @STEAL4_33322 
162@ = 3 

:STEAL4_33322
jump @STEAL4_33475 

:STEAL4_33329
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STEAL4_33395 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_33395 
if 
00DB:   actor 76@ in_car $47 
else_jump @STEAL4_33395 
162@ = 1 

:STEAL4_33395
if 
0118:   actor 76@ dead 
else_jump @STEAL4_33418 
162@ = 3 

:STEAL4_33418
jump @STEAL4_33475 

:STEAL4_33425
161@ = 0 
jump @STEAL4_33475 

:STEAL4_33439
if 
03D2:   wav 1 ended 
else_jump @STEAL4_33468 
162@ = 3 
161@ = 0 

:STEAL4_33468
jump @STEAL4_33475 

:STEAL4_33475
0871: init_jump_table 163@ total_jumps 4 default_jump 1 @STEAL4_33750 jumps 0 @STEAL4_33538 1 @STEAL4_33591 2 @STEAL4_33644 3 @STEAL4_33697 -1 @STEAL4_33771 -1 @STEAL4_33771 -1 @STEAL4_33771 

:STEAL4_33538
05AA: 191@s = 'STL4_LA' // @s = 'short'  // There gotta be an easier way of earning a living then this.
04AF: 193@ = 37025 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33771 

:STEAL4_33591
05AA: 191@s = 'STL4_LB' // @s = 'short'  // Sure, holmes, I guess.
04AF: 193@ = 37026 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33771 

:STEAL4_33644
05AA: 191@s = 'STL4_LC' // @s = 'short'  // but what else are you qualified for?
04AF: 193@ = 37027 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33771 

:STEAL4_33697
05AA: 191@s = 'STL4_LD' // @s = 'short'  // Yeah, I feel you.
04AF: 193@ = 37028 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_33771 

:STEAL4_33750
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_33771 

:STEAL4_33771
return 

:STEAL4_33773
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_34024 jumps 0 @STEAL4_33836 1 @STEAL4_33857 2 @STEAL4_33967 3 @STEAL4_33974 4 @STEAL4_33988 -1 @STEAL4_34024 -1 @STEAL4_34024 

:STEAL4_33836
196@ = 0 
162@ = 1 
jump @STEAL4_34024 

:STEAL4_33857
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STEAL4_33887 
162@ = 3 
jump @STEAL4_33937 

:STEAL4_33887
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_33937 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
80DB:   not actor 76@ in_car $47 
else_jump @STEAL4_33937 
162@ = 3 

:STEAL4_33937
if 
0118:   actor 76@ dead 
else_jump @STEAL4_33960 
162@ = 3 

:STEAL4_33960
jump @STEAL4_34024 

:STEAL4_33967
jump @STEAL4_34024 

:STEAL4_33974
161@ = 0 
jump @STEAL4_34024 

:STEAL4_33988
if 
03D2:   wav 1 ended 
else_jump @STEAL4_34017 
162@ = 3 
161@ = 0 

:STEAL4_34017
jump @STEAL4_34024 

:STEAL4_34024
0871: init_jump_table 163@ total_jumps 4 default_jump 1 @STEAL4_34299 jumps 0 @STEAL4_34087 1 @STEAL4_34140 2 @STEAL4_34193 3 @STEAL4_34246 -1 @STEAL4_34320 -1 @STEAL4_34320 -1 @STEAL4_34320 

:STEAL4_34087
05AA: 191@s = 'STL4_LA' // @s = 'short'  // There gotta be an easier way of earning a living then this.
04AF: 193@ = 37025 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34320 

:STEAL4_34140
05AA: 191@s = 'STL4_LB' // @s = 'short'  // Sure, holmes, I guess.
04AF: 193@ = 37026 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34320 

:STEAL4_34193
05AA: 191@s = 'STL4_LC' // @s = 'short'  // but what else are you qualified for?
04AF: 193@ = 37027 // = constant 
008B: 194@ = $PLAYER_ACTOR // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34320 

:STEAL4_34246
05AA: 191@s = 'STL4_LD' // @s = 'short'  // Yeah, I feel you.
04AF: 193@ = 37028 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34320 

:STEAL4_34299
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_34320 

:STEAL4_34320
return 

:STEAL4_34322
0871: init_jump_table 162@ total_jumps 5 default_jump 0 @STEAL4_34573 jumps 0 @STEAL4_34385 1 @STEAL4_34406 2 @STEAL4_34516 3 @STEAL4_34523 4 @STEAL4_34537 -1 @STEAL4_34573 -1 @STEAL4_34573 

:STEAL4_34385
196@ = 0 
162@ = 1 
jump @STEAL4_34573 

:STEAL4_34406
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STEAL4_34436 
162@ = 3 
jump @STEAL4_34486 

:STEAL4_34436
if 
8118:   not actor 76@ dead 
else_jump @STEAL4_34486 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
80DB:   not actor 76@ in_car $47 
else_jump @STEAL4_34486 
162@ = 3 

:STEAL4_34486
if 
0118:   actor 76@ dead 
else_jump @STEAL4_34509 
162@ = 3 

:STEAL4_34509
jump @STEAL4_34573 

:STEAL4_34516
jump @STEAL4_34573 

:STEAL4_34523
161@ = 0 
jump @STEAL4_34573 

:STEAL4_34537
if 
03D2:   wav 1 ended 
else_jump @STEAL4_34566 
162@ = 3 
161@ = 0 

:STEAL4_34566
jump @STEAL4_34573 

:STEAL4_34573
0871: init_jump_table 163@ total_jumps 4 default_jump 1 @STEAL4_34848 jumps 0 @STEAL4_34636 1 @STEAL4_34689 2 @STEAL4_34742 3 @STEAL4_34795 -1 @STEAL4_34869 -1 @STEAL4_34869 -1 @STEAL4_34869 

:STEAL4_34636
05AA: 191@s = 'STL4_MA' // @s = 'short'  // Hey, CJ!
04AF: 193@ = 37030 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34869 

:STEAL4_34689
05AA: 191@s = 'STL4_MB' // @s = 'short'  // We get paid on the condition of the car, holmes!
04AF: 193@ = 37031 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34869 

:STEAL4_34742
05AA: 191@s = 'STL4_MC' // @s = 'short'  // Be more careful!
04AF: 193@ = 37032 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34869 

:STEAL4_34795
05AA: 191@s = 'STL4_MD' // @s = 'short'  // Who's driving? Me or you?
04AF: 193@ = 37033 // = constant 
0085: 194@ = 76@ // (int) 
195@ = 0 
gosub @STEAL4_34925 
jump @STEAL4_34869 

:STEAL4_34848
162@ = 3 
gosub @STEAL4_34925 
jump @STEAL4_34869 

:STEAL4_34869
return 
if 
   not 161@ == 0 
else_jump @STEAL4_34896 
162@ = 4 

:STEAL4_34896
return 

:STEAL4_34898
if 
   not 161@ == 0 
else_jump @STEAL4_34923 
162@ = 3 

:STEAL4_34923
return 

:STEAL4_34925
if 
   not 162@ == 3 
else_jump @STEAL4_35278 
0871: init_jump_table 196@ total_jumps 6 default_jump 0 @STEAL4_35271 jumps -1 @STEAL4_35006 0 @STEAL4_35037 1 @STEAL4_35078 2 @STEAL4_35121 3 @STEAL4_35196 4 @STEAL4_35232 -1 @STEAL4_35271 

:STEAL4_35006
009A: 194@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
jump @STEAL4_35271 

:STEAL4_35037
040D: unload_wav 1 
03CF: load_wav 193@ as 1 
if 
8118:   not actor 194@ dead 
else_jump @STEAL4_35064 

:STEAL4_35064
196@ += 1 
jump @STEAL4_35271 

:STEAL4_35078
if 
03D0:   wav 1 loaded 
else_jump @STEAL4_35114 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 191@s time 3000 flag 1 
196@ += 1 

:STEAL4_35114
jump @STEAL4_35271 

:STEAL4_35121
if 
03D2:   wav 1 ended 
else_jump @STEAL4_35150 
196@ += 1 
jump @STEAL4_35189 

:STEAL4_35150
if 
056D:   actor 194@ defined 
else_jump @STEAL4_35189 
if 
0118:   actor 194@ dead 
else_jump @STEAL4_35189 
196@ += 1 

:STEAL4_35189
jump @STEAL4_35271 

:STEAL4_35196
040D: unload_wav 1 
00BE: text_clear_all 
if 
8118:   not actor 194@ dead 
else_jump @STEAL4_35218 

:STEAL4_35218
196@ += 1 
jump @STEAL4_35271 

:STEAL4_35232
if 
   not 162@ == 2 
else_jump @STEAL4_35264 
163@ += 1 
196@ = 0 

:STEAL4_35264
jump @STEAL4_35271 

:STEAL4_35271
jump @STEAL4_35335 

:STEAL4_35278
if 
   not 196@ == 0 
else_jump @STEAL4_35300 
040D: unload_wav 1 

:STEAL4_35300
if 
8118:   not actor 194@ dead 
else_jump @STEAL4_35316 

:STEAL4_35316
03D5: remove_text 191@s 
196@ = 0 
163@ = 0 

:STEAL4_35335
return 

:STEAL4_35337
0871: init_jump_table 202@ total_jumps 5 default_jump 0 @STEAL4_35695 jumps -1 @STEAL4_35400 0 @STEAL4_35431 1 @STEAL4_35479 2 @STEAL4_35579 3 @STEAL4_35654 -1 @STEAL4_35695 -1 @STEAL4_35695 

:STEAL4_35400
009A: 200@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
jump @STEAL4_35695 

:STEAL4_35431
040D: unload_wav 1 
03CF: load_wav 199@ as 1 
if 
8118:   not actor 200@ dead 
else_jump @STEAL4_35465 
094E: set_actor 200@ mute_pain_audio 0 

:STEAL4_35465
202@ += 1 
jump @STEAL4_35695 

:STEAL4_35479
if 
03D0:   wav 1 loaded 
else_jump @STEAL4_35572 
if 
8118:   not actor 200@ dead 
else_jump @STEAL4_35551 
if 
894D:   not actor 200@ mutally_active 
else_jump @STEAL4_35551 
if 
  201@ == 1 
else_jump @STEAL4_35551 
0949: link_wav 1 to_actor 200@ 

:STEAL4_35551
03D1: play_wav 1 
00BC: show_text_highpriority GXT 197@s time 10000 flag 1 
202@ += 1 

:STEAL4_35572
jump @STEAL4_35695 

:STEAL4_35579
if 
03D2:   wav 1 ended 
else_jump @STEAL4_35608 
202@ += 1 
jump @STEAL4_35647 

:STEAL4_35608
if 
056D:   actor 200@ defined 
else_jump @STEAL4_35647 
if 
0118:   actor 200@ dead 
else_jump @STEAL4_35647 
202@ += 1 

:STEAL4_35647
jump @STEAL4_35695 

:STEAL4_35654
040D: unload_wav 1 
00BE: text_clear_all 
if 
8118:   not actor 200@ dead 
else_jump @STEAL4_35681 
094F: enable_actor 200@ pain_audio 

:STEAL4_35681
202@ += 1 
jump @STEAL4_35695 

:STEAL4_35695
return 

//-------------Mission 70---------------
// Originally: Puncture Wounds

:STEAL5
thread 'STEAL5' 
gosub @STEAL5_47 
if 
wasted_or_busted 
else_jump @STEAL5_38 
gosub @STEAL5_5101 

:STEAL5_38
gosub @STEAL5_5197 
end_thread 

:STEAL5_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'STEAL5' 
if 
  $ONMISSION == 0 
else_jump @STEAL5_128 
0107: 44@ = create_object #TEMP_STINGER2 at -2025.8 169.2 27.7 
018A: 48@ = create_checkpoint_at -2025.8 169.2 27.7 

:STEAL5_128
00BE: text_clear_all 
wait 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
$8783 = 3 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
87@ = 0.0 
88@ = 0.0 
89@ = 0.0 
90@ = 0.0 
91@ = 0.0 
92@ = 0.0 
93@ = 0.0 
94@ = 0.0 
95@ = 0.0 
96@ = 0.0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
08F5: save_player_group 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_5' 

:STEAL5_422
if 
86B9:   not cutscene_data_loaded 
else_jump @STEAL5_446 
wait 0 
jump @STEAL5_422 

:STEAL5_446
02E7: start_cutscene 
fade 1 1000 

:STEAL5_455
if 
82E9:   not cutscene_reached_end 
else_jump @STEAL5_479 
wait 0 
jump @STEAL5_455 

:STEAL5_479
fade 0 0 

:STEAL5_485
if 
fading 
else_jump @STEAL5_509 
wait 0 
jump @STEAL5_485 

:STEAL5_509
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 561 
0247: load_model 549 
0247: load_model 40 
0247: load_model #TEMP_STINGER2 
0247: load_model 330 
03CF: load_wav 1822 as 3 

:STEAL5_574
if 
83D0:   not wav 3 loaded 
else_jump @STEAL5_600 
wait 0 
jump @STEAL5_574 

:STEAL5_600
038B: load_requested_models 
0395: clear_area 1 at -2025.8 169.2 27.7 radius 5.0 
04AF: 57@ = 549 // = constant 
gosub @STEAL5_7264 
00A5: 47@ = create_car 549 at -2025.8 169.2 27.7 
0395: clear_area 1 at -1913.5 -593.8 36.9 radius 5.0 
04AF: 57@ = 561 // = constant 
gosub @STEAL5_7264 
00A5: 42@ = create_car 561 at -1913.5 -593.8 36.9 
0175: set_car 42@ Z_angle_to 180.0 
0294: set_car 42@ sprayable 0 
073B: unknown_car 42@ flag 1 
020A: set_car 42@ door_status_to 3 
0587: enable_car 42@ validate_position 0 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 0 
53@ = 1 
00AE: set_car 42@ traffic_behaviour_to 2 
02AA: set_car 42@ immune_to_nonplayer 1 
072F: enable_car 42@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0129: 43@ = create_actor_pedtype 5 model 40 in_car 42@ driverseat 
0588: disable_actor 43@ validate_position 1 
054A: set_actor 43@ can_be_shot_in_a_car 0 
03C4: set_status_text $8783 type 0 GXT 'STE5_04' // global_variable  // Stingers
00BC: show_text_highpriority GXT 'STE5_12' time 7000 flag 1  // ~s~Get in the ~b~car~s~. This ~b~car~s~ has been modded to use stingers.
0395: clear_area 1 at -2028.6 162.9 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2028.6 162.9 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02FA: set_garage 'AMUMIS' type 19 
fade 1 500 
41@ = 0 

:STEAL5_971
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @STEAL5_997 
jump @STEAL5_5119 

:STEAL5_997
gosub @STEAL5_5305 
if 
  52@ == 1 
else_jump @STEAL5_1029 
jump @STEAL5_5101 

:STEAL5_1029
if 
  49@ == 0 
else_jump @STEAL5_1072 
if 
  55@ == 1 
else_jump @STEAL5_1072 
gosub @STEAL5_5407 

:STEAL5_1072
if 
  49@ == 0 
else_jump @STEAL5_1733 
if 
  53@ == 1 
else_jump @STEAL5_1191 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @STEAL5_1191 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 47@ 
07E0: set_marker 48@ type_to 1 
if 
  41@ > 14000 
else_jump @STEAL5_1182 
00BC: show_text_highpriority GXT 'STE5_06' time 4000 flag 1  // ~s~You need to be in the ~b~car~s~ modded to use stingers.

:STEAL5_1182
03E6: remove_text_box 
53@ = 0 

:STEAL5_1191
if 
  53@ == 0 
else_jump @STEAL5_1290 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @STEAL5_1290 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 0 
if 
  41@ > 14000 
else_jump @STEAL5_1283 
00BC: show_text_highpriority GXT 'STE5_07' time 4000 flag 1  // ~s~Burst the tires of the ~r~target car~s~.

:STEAL5_1283
53@ = 1 

:STEAL5_1290
if 
  41@ > 14000 
else_jump @STEAL5_1393 
if 
  $8783 == 3 
else_jump @STEAL5_1391 
if and
00DB:   actor $PLAYER_ACTOR in_car 47@ 
  55@ == 0 
else_jump @STEAL5_1377 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @STEAL5_1377 
0512: show_permanent_text_box 'STE5_03'  // Tap ~m~~widget_stinger~ to drop a Stinger.

:STEAL5_1377
55@ = 1 
jump @STEAL5_1393 

:STEAL5_1391
03E6: remove_text_box 

:STEAL5_1393
if 
  $8783 == 0 
else_jump @STEAL5_1455 
if 
  40@ > 5000 
else_jump @STEAL5_1455 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_05' time 4000 flag 1  // ~r~You ran out of stingers.
jump @STEAL5_5101 

:STEAL5_1455
gosub @STEAL5_6327 
gosub @STEAL5_6451 
gosub @STEAL5_6506 
if 
  50@ == 0 
else_jump @STEAL5_1561 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @STEAL5_1561 
00BC: show_text_highpriority GXT 'STE5_01' time 7000 flag 1  // ~s~Burst the tires of the ~r~target car~s~ using stingers.
01E4: show_text_1number_lowpriority GXT 'STE5_02' number 3 time 7000 flag 1  // ~s~You only have ~1~ stingers available.
41@ = 0 
50@ = 1 

:STEAL5_1561
if 
  50@ == 1 
else_jump @STEAL5_1733 
if 
0496:   tire 2 on_car 42@ deflated 
else_jump @STEAL5_1733 
020A: set_car 42@ door_status_to 1 
03CD: disable_car 42@ stuck_check 
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_1733 
0615: define_AS_pack_begin 97@ 
0633: AS_actor -1 exit_car 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 100000 
0616: define_AS_pack_end 97@ 
0618: assign_actor 43@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 1 
039C: set_car 42@ watertight 0 
00BC: show_text_highpriority GXT 'STE5_13' time 7000 flag 1  // ~s~Get in the ~b~car~s~.
40@ = 0 
50@ = 0 
49@ = 1 

:STEAL5_1733
if 
  49@ == 1 
else_jump @STEAL5_2834 
if 
  50@ == 0 
else_jump @STEAL5_1830 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @STEAL5_1823 
if 
0202:   actor $PLAYER_ACTOR near_car 42@ radius 5.0 5.0 sphere 0 
else_jump @STEAL5_1823 
50@ = 1 

:STEAL5_1823
gosub @STEAL5_5407 

:STEAL5_1830
if 
  50@ == 1 
else_jump @STEAL5_1954 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
59@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
51@ = 1 
0707: start_scene_skip_to @STEAL5_2401 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03E6: remove_text_box 
0151: remove_status_text $8783 
59@ = 3 
61@ = 0 
gosub @STEAL5_8495 
40@ = 0 
50@ = 2 

:STEAL5_1954
if 
  50@ == 2 
else_jump @STEAL5_2037 
if 
  40@ > 2000 
else_jump @STEAL5_2037 
if 
  59@ == 0 
else_jump @STEAL5_2037 
59@ = 1 
61@ = 0 
gosub @STEAL5_8495 
50@ = 3 

:STEAL5_2037
if 
  50@ == 3 
else_jump @STEAL5_2087 
if 
  59@ == 0 
else_jump @STEAL5_2087 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
50@ = 4 

:STEAL5_2087
if 
  50@ == 4 
else_jump @STEAL5_2289 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL5_2289 
0615: define_AS_pack_begin 97@ 
0772: AS_actor -1 run_to_car 42@ -2 ms stop_at_distance 1.0 
0616: define_AS_pack_end 97@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
043C: disable_sounds_after_fadeout 0 
0A2C: hide_priority_text_while_fading 0 
fade 0 700 

:STEAL5_2186
if 
fading 
else_jump @STEAL5_2210 
wait 0 
jump @STEAL5_2186 

:STEAL5_2210
03CF: load_wav 32000 as 3 

:STEAL5_2217
if 
83D0:   not wav 3 loaded 
else_jump @STEAL5_2243 
wait 0 
jump @STEAL5_2217 

:STEAL5_2243
gosub @STEAL5_5305 
if 
  52@ == 1 
else_jump @STEAL5_2275 
jump @STEAL5_5101 

:STEAL5_2275
40@ = 0 
50@ = 5 

:STEAL5_2289
if 
  50@ == 5 
else_jump @STEAL5_2358 
if 
  40@ > 1000 
else_jump @STEAL5_2358 
03D1: play_wav 3 
59@ = 2 
61@ = 0 
gosub @STEAL5_8495 
50@ = 6 

:STEAL5_2358
if 
  50@ == 6 
else_jump @STEAL5_2834 
if 
  59@ == 0 
else_jump @STEAL5_2834 
51@ = 0 

:STEAL5_2401
0701: end_scene_skip 
gosub @STEAL5_5305 
if 
  52@ == 1 
else_jump @STEAL5_2435 
jump @STEAL5_5101 

:STEAL5_2435
043C: disable_sounds_after_fadeout 1 
0A2C: hide_priority_text_while_fading 1 
if 
  51@ == 1 
else_jump @STEAL5_2543 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
59@ = 0 
fade 0 500 

:STEAL5_2485
if 
fading 
else_jump @STEAL5_2509 
wait 0 
jump @STEAL5_2485 

:STEAL5_2509
gosub @STEAL5_5305 
if 
  52@ == 1 
else_jump @STEAL5_2541 
jump @STEAL5_5101 

:STEAL5_2541
00BE: text_clear_all 

:STEAL5_2543
040D: unload_wav 3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 43@ 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_2616 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
02AA: set_car 42@ immune_to_nonplayer 0 
0699: set_car 42@ repair_tire 2 
0699: set_car 42@ repair_tire 0 
0699: set_car 42@ repair_tire 1 
0699: set_car 42@ repair_tire 3 

:STEAL5_2616
0108: destroy_object 44@ 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
03CB: set_rendering_origin_at 91@ 92@ 93@ 
01C3: remove_references_to_car 47@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0249: release_model 549 
0249: release_model 40 
0249: release_model #TEMP_STINGER2 
02AA: set_car 42@ immune_to_nonplayer 0 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 48@ 
018A: 48@ = create_checkpoint_at -2026.9 179.1 27.5 
53@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
fade 1 500 

:STEAL5_2760
if 
fading 
else_jump @STEAL5_2784 
wait 0 
jump @STEAL5_2760 

:STEAL5_2784
gosub @STEAL5_5305 
if 
  52@ == 1 
else_jump @STEAL5_2816 
jump @STEAL5_5101 

:STEAL5_2816
50@ = 0 
49@ = 2 
0A6F: checkpoint_save 1 

:STEAL5_2834
if 
  49@ == 2 
else_jump @STEAL5_4230 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @STEAL5_2913 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_2913 
00AB: put_car 42@ at -2011.8 176.5 26.6 
0175: set_car 42@ Z_angle_to 97.7 

:STEAL5_2913
if 
  50@ == 0 
else_jump @STEAL5_3385 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_3385 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @STEAL5_3385 
if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.1 178.6 27.8 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @STEAL5_3385 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:STEAL5_3028
if 
fading 
else_jump @STEAL5_3052 
wait 0 
jump @STEAL5_3028 

:STEAL5_3052
select_interior 1 
0164: disable_marker 48@ 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
59@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2033.3 179.1 27.4 radius 25.0 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_3180 
0840: link_car 42@ to_interior 1 
00AB: put_car 42@ at -2033.3 179.1 27.4 
0175: set_car 42@ Z_angle_to 90.8 

:STEAL5_3180
0A0B: set_rendering_origin_at_3D_coord -2048.1 178.0 28.8 angle 270.0 
015F: set_camera_position -2048.1 178.0 28.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.9 178.8 27.4 switchstyle 2 
fade 1 1000 

:STEAL5_3260
if 
fading 
else_jump @STEAL5_3284 
wait 0 
jump @STEAL5_3260 

:STEAL5_3284
0360: open_garage 'HBGDSFS' 

:STEAL5_3295
if 
83B0:   not garage 'HBGDSFS' door_open 
else_jump @STEAL5_3328 
wait 0 
jump @STEAL5_3295 

:STEAL5_3328
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_3378 
05D1: AS_actor $PLAYER_ACTOR drive_car 42@ to -2045.4 178.3 27.6 speed 10.0 0 model 0 3 

:STEAL5_3378
50@ = 1 

:STEAL5_3385
if 
  50@ == 1 
else_jump @STEAL5_3512 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_3512 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL5_3512 
0615: define_AS_pack_begin 97@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 97@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
40@ = 0 
50@ = 2 

:STEAL5_3512
if 
  50@ == 2 
else_jump @STEAL5_4043 
if 
  40@ > 2000 
else_jump @STEAL5_4043 
fade 0 500 

:STEAL5_3556
if 
fading 
else_jump @STEAL5_3580 
wait 0 
jump @STEAL5_3556 

:STEAL5_3580
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 42@ 
0395: clear_area 1 at -2027.2 179.5 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.9 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0361: close_garage 'HBGDSFS' 

:STEAL5_3729
if 
83B1:   not garage 'HBGDSFS' door_closed 
else_jump @STEAL5_3762 
wait 0 
jump @STEAL5_3729 

:STEAL5_3762
04A6: $3325 = create_asset_money_pickup_at -1969.463 289.5335 34.6719 money $3324 $3324 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at -1980.301 288.1622 38.2246 
015F: set_camera_position -1980.301 288.1622 38.2246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1979.313 288.0155 38.1743 switchstyle 2 
fade 1 500 

:STEAL5_3874
if 
fading 
else_jump @STEAL5_3898 
wait 0 
jump @STEAL5_3874 

:STEAL5_3898
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position -1972.185 291.1454 35.7724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1971.343 290.6249 35.6284 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3324 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:STEAL5_4005
if 
fading 
else_jump @STEAL5_4029 
wait 0 
jump @STEAL5_4005 

:STEAL5_4029
fade 1 500 
jump @STEAL5_5119 

:STEAL5_4043
if 
  53@ == 1 
else_jump @STEAL5_4125 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @STEAL5_4125 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_08' time 4000 flag 1  // ~s~Get back in the ~b~car~s~.
53@ = 0 

:STEAL5_4125
if 
  53@ == 0 
else_jump @STEAL5_4230 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @STEAL5_4230 
0164: disable_marker 48@ 
if 
  50@ == 0 
else_jump @STEAL5_4205 
018A: 48@ = create_checkpoint_at -2033.1 178.6 27.8 

:STEAL5_4205
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
53@ = 1 

:STEAL5_4230
if 
  49@ == 10 
else_jump @STEAL5_5087 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @STEAL5_4790 
if 
  58@ == 0 
else_jump @STEAL5_4790 
00BE: text_clear_all 
fade 0 500 

:STEAL5_4300
if 
fading 
else_jump @STEAL5_4324 
wait 0 
jump @STEAL5_4300 

:STEAL5_4324
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
59@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -2125.5 -2467.5 29.6 radius 1.0 
00A0: store_actor $PLAYER_ACTOR position_to 94@ 95@ 96@ 
04E4: refresh_game_renderer_at -2125.5 -2467.5 
03CB: set_rendering_origin_at -2125.5 -2467.5 29.6 
00A1: put_actor $PLAYER_ACTOR at -2125.5 -2467.5 29.6 
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_4469 
0687: clear_actor 43@ task 

:STEAL5_4469
04E4: refresh_game_renderer_at -2117.8 -2456.8 
03CB: set_rendering_origin_at -2115.6 -2456.5 30.6 
038B: load_requested_models 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_4575 
03CD: disable_car 42@ stuck_check 
0395: clear_area 1 at -2117.8 -2456.8 29.3 radius 30.0 
00AB: put_car 42@ at -2117.8 -2456.8 29.3 
0175: set_car 42@ Z_angle_to 233.8 

:STEAL5_4575
015F: set_camera_position -2106.0 -2465.7 30.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2112.2 -2461.1 29.6 switchstyle 2 
00BC: show_text_highpriority GXT 'STE5_14' time 5000 flag 1  // ~r~You missed the car!
fade 1 500 

:STEAL5_4649
if 
fading 
else_jump @STEAL5_4673 
wait 0 
jump @STEAL5_4649 

:STEAL5_4673
0360: open_garage 'AMUMIS' 

:STEAL5_4684
if 
83B0:   not garage 'AMUMIS' door_open 
else_jump @STEAL5_4717 
wait 0 
jump @STEAL5_4684 

:STEAL5_4717
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_4783 
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_4783 
05D1: AS_actor 43@ drive_car 42@ to -2108.0 -2464.2 29.6 speed 10.0 0 model 0 3 

:STEAL5_4783
58@ = 1 

:STEAL5_4790
if 
  58@ == 1 
else_jump @STEAL5_5087 
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_5087 
062E: get_actor 43@ task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL5_5087 
0361: close_garage 'AMUMIS' 

:STEAL5_4864
if 
83B1:   not garage 'AMUMIS' door_closed 
else_jump @STEAL5_4897 
wait 0 
jump @STEAL5_4864 

:STEAL5_4897
fade 0 500 

:STEAL5_4904
if 
fading 
else_jump @STEAL5_4928 
wait 0 
jump @STEAL5_4904 

:STEAL5_4928
04E4: refresh_game_renderer_at 94@ 95@ 
96@ -= 1.0 
03CB: set_rendering_origin_at 94@ 95@ 96@ 
038B: load_requested_models 
0395: clear_area 1 at 94@ 95@ 96@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 94@ 95@ 96@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'STE5_14' time 5500 flag 1  // ~r~You missed the car!
fade 1 500 

:STEAL5_5056
if 
fading 
else_jump @STEAL5_5080 
wait 0 
jump @STEAL5_5056 

:STEAL5_5080
jump @STEAL5_5101 

:STEAL5_5087
gosub @STEAL5_8791 
jump @STEAL5_971 

:STEAL5_5101
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STEAL5_5119
$543 += 1 
0164: disable_marker $524 
014C: set_parked_car_generator $4178 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_5'  // Puncture Wounds
030C: progress_made = 1 
return 

:STEAL5_5197
if 
0844:   string s$705 empty // s$ 
else_jump @STEAL5_5215 
02EB: restore_camera_with_jumpcut 

:STEAL5_5215
043C: disable_sounds_after_fadeout 1 
0164: disable_marker 48@ 
040D: unload_wav 3 
0151: remove_status_text $8783 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @STEAL5_5256 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL5_5256
09F5: disable_player_mutal_activities 0 
0108: destroy_object 44@ 
0249: release_model 330 
0249: release_model 561 
0249: release_model 549 
0249: release_model 40 
0249: release_model #TEMP_STINGER2 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:STEAL5_5305
if 
0119:   car 42@ wrecked 
else_jump @STEAL5_5346 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_09' time 4000 flag 1  // ~r~The target car has been destroyed!
52@ = 1 

:STEAL5_5346
if 
  49@ == 0 
else_jump @STEAL5_5405 
if 
0119:   car 47@ wrecked 
else_jump @STEAL5_5405 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_10' time 7000 flag 1  // ~r~The stinger car has been destroyed!
52@ = 1 

:STEAL5_5405
return 

:STEAL5_5407
if 
8119:   not car 47@ wrecked 
else_jump @STEAL5_5658 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @STEAL5_5658 
if 
  40@ > 5000 
else_jump @STEAL5_5638 
if 
  $8783 > 0 
else_jump @STEAL5_5633 
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 68 
else_jump @STEAL5_5626 
0108: destroy_object 44@ 
0407: store_coords_to 91@ 92@ 93@ from_car 47@ with_offset 0.0 -3.0 -0.5 
0174: $71 = car 47@ Z_angle 
$71 += 90.0 
02CE: 93@ = ground_z_at 91@ 92@ 93@ 
0107: 44@ = create_object #TEMP_STINGER2 at 91@ 92@ 93@ 
0177: set_object 44@ Z_angle_to $71 
097A: play_audio_at 91@ 92@ 93@ event 1125 
86@ = 1 
$8783 -= 1 
40@ = 0 

:STEAL5_5626
jump @STEAL5_5638 

:STEAL5_5633
0151: remove_status_text $8783 

:STEAL5_5638
if 
   not $8783 == 3 
else_jump @STEAL5_5658 
03E6: remove_text_box 

:STEAL5_5658
if 
  86@ == 1 
else_jump @STEAL5_5741 
if 
03D2:   wav 3 ended 
else_jump @STEAL5_5741 
0407: store_coords_to 91@ 92@ 93@ from_car 47@ with_offset 0.0 -3.0 -0.5 
097A: play_audio_at 91@ 92@ 93@ event 1104 
86@ = 2 

:STEAL5_5741
if 
03CA:   object 44@ exists 
else_jump @STEAL5_6303 
0400: store_coords_to 87@ 89@ 93@ from_object 44@ with_offset -0.5 2.5 0.0 
0400: store_coords_to 88@ 90@ 93@ from_object 44@ with_offset -0.5 -2.5 0.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @STEAL5_5974 
03C0: 46@ = actor $PLAYER_ACTOR car 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 87@ 89@ lr_corner_at 88@ 90@ angle 1.0 sphere 0 in_car 
else_jump @STEAL5_5974 
if 
8496:   not tire 2 on_car 46@ deflated 
else_jump @STEAL5_5899 
04FE: deflate_tire 2 on_car 46@ 

:STEAL5_5899
if 
8496:   not tire 0 on_car 46@ deflated 
else_jump @STEAL5_5924 
04FE: deflate_tire 0 on_car 46@ 

:STEAL5_5924
if 
8496:   not tire 1 on_car 46@ deflated 
else_jump @STEAL5_5949 
04FE: deflate_tire 1 on_car 46@ 

:STEAL5_5949
if 
8496:   not tire 3 on_car 46@ deflated 
else_jump @STEAL5_5974 
04FE: deflate_tire 3 on_car 46@ 

:STEAL5_5974
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_6125 
if 
05F8:   actor 43@ in_rectangle_ll_corner_at 87@ 89@ lr_corner_at 88@ 90@ angle 1.0 sphere 0 in_car 
else_jump @STEAL5_6125 
if 
8496:   not tire 2 on_car 42@ deflated 
else_jump @STEAL5_6050 
04FE: deflate_tire 2 on_car 42@ 

:STEAL5_6050
if 
8496:   not tire 0 on_car 42@ deflated 
else_jump @STEAL5_6075 
04FE: deflate_tire 0 on_car 42@ 

:STEAL5_6075
if 
8496:   not tire 1 on_car 42@ deflated 
else_jump @STEAL5_6100 
04FE: deflate_tire 1 on_car 42@ 

:STEAL5_6100
if 
8496:   not tire 3 on_car 42@ deflated 
else_jump @STEAL5_6125 
04FE: deflate_tire 3 on_car 42@ 

:STEAL5_6125
09C0: 45@ = get_random_car_in_area 87@ 89@ 88@ 90@ 1.0 with_actors -1 
if 
8119:   not car 45@ wrecked 
else_jump @STEAL5_6303 
if 
803B:   not  45@ == 42@ // (int) 
else_jump @STEAL5_6303 
if 
803B:   not  45@ == 47@ // (int) 
else_jump @STEAL5_6303 
if 
8496:   not tire 2 on_car 45@ deflated 
else_jump @STEAL5_6228 
04FE: deflate_tire 2 on_car 45@ 

:STEAL5_6228
if 
8496:   not tire 0 on_car 45@ deflated 
else_jump @STEAL5_6253 
04FE: deflate_tire 0 on_car 45@ 

:STEAL5_6253
if 
8496:   not tire 1 on_car 45@ deflated 
else_jump @STEAL5_6278 
04FE: deflate_tire 1 on_car 45@ 

:STEAL5_6278
if 
8496:   not tire 3 on_car 45@ deflated 
else_jump @STEAL5_6303 
04FE: deflate_tire 3 on_car 45@ 

:STEAL5_6303
if 
0735:   is_keyboard_key_pressed 81 
else_jump @STEAL5_6325 
04FE: deflate_tire 2 on_car 42@ 

:STEAL5_6325
return 

:STEAL5_6327
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_6449 
if 
0202:   actor $PLAYER_ACTOR near_car 42@ radius 60.0 60.0 sphere 0 
else_jump @STEAL5_6391 
00AD: set_car 42@ max_speed_to 50.0 
jump @STEAL5_6449 

:STEAL5_6391
if 
0202:   actor $PLAYER_ACTOR near_car 42@ radius 100.0 100.0 sphere 0 
else_jump @STEAL5_6439 
00AD: set_car 42@ max_speed_to 20.0 
jump @STEAL5_6449 

:STEAL5_6439
00AD: set_car 42@ max_speed_to 15.0 

:STEAL5_6449
return 

:STEAL5_6451
if 
8119:   not car 42@ wrecked 
else_jump @STEAL5_6504 
if 
02CA:   car 42@ bounding_sphere_visible 
else_jump @STEAL5_6497 
039C: set_car 42@ watertight 0 
jump @STEAL5_6504 

:STEAL5_6497
039C: set_car 42@ watertight 1 

:STEAL5_6504
return 

:STEAL5_6506
if 
8118:   not actor 43@ dead 
else_jump @STEAL5_7262 
if 
00DB:   actor 43@ in_car 42@ 
else_jump @STEAL5_7262 
if 
  54@ == 0 
else_jump @STEAL5_6853 
0615: define_AS_pack_begin 97@ 
05D1: AS_actor -1 drive_car 42@ to -1913.1 -593.8 38.3 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1912.6 -744.7 44.7 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1914.2 -894.9 45.0 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1914.3 -1045.0 38.3 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1907.9 -1195.2 39.5 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1910.7 -1345.3 40.4 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1795.1 -1442.4 35.5 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1658.5 -1506.1 35.7 speed 20.0 0 model 0 2 
0616: define_AS_pack_end 97@ 
0618: assign_actor 43@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
54@ = 1 

:STEAL5_6853
if 
  54@ == 1 
else_jump @STEAL5_7194 
062E: get_actor 43@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL5_7194 
0615: define_AS_pack_begin 97@ 
05D1: AS_actor -1 drive_car 42@ to -1704.1 -1649.1 36.3 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1832.4 -1727.6 29.2 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -1954.5 -1815.3 34.4 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -2046.9 -1932.7 52.4 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -2106.8 -2070.0 63.5 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -2213.2 -2175.1 42.2 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -2160.4 -2315.1 30.5 speed 20.0 0 model 0 2 
05D1: AS_actor -1 drive_car 42@ to -2120.2 -2456.7 29.6 speed 20.0 0 model 0 2 
0616: define_AS_pack_end 97@ 
0618: assign_actor 43@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
54@ = 2 

:STEAL5_7194
if 
  54@ == 2 
else_jump @STEAL5_7262 
062E: get_actor 43@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @STEAL5_7262 
58@ = 0 
49@ = 10 
54@ = 3 

:STEAL5_7262
return 

:STEAL5_7264
0209: 56@ = random_int_in_ranges 1 37 
if 
  56@ == 1 
else_jump @STEAL5_7306 
0674: set_car_model 57@ numberplate "GOT_M00_" 

:STEAL5_7306
if 
  56@ == 2 
else_jump @STEAL5_7339 
0674: set_car_model 57@ numberplate "M00TV_4U" 

:STEAL5_7339
if 
  56@ == 3 
else_jump @STEAL5_7372 
0674: set_car_model 57@ numberplate "MATHEW_2" 

:STEAL5_7372
if 
  56@ == 4 
else_jump @STEAL5_7405 
0674: set_car_model 57@ numberplate "D4_DEW0R" 

:STEAL5_7405
if 
  56@ == 5 
else_jump @STEAL5_7438 
0674: set_car_model 57@ numberplate "D0DE_777" 

:STEAL5_7438
if 
  56@ == 6 
else_jump @STEAL5_7471 
0674: set_car_model 57@ numberplate "DAM0_666" 

:STEAL5_7471
if 
  56@ == 7 
else_jump @STEAL5_7504 
0674: set_car_model 57@ numberplate "C0NEY_88" 

:STEAL5_7504
if 
  56@ == 8 
else_jump @STEAL5_7537 
0674: set_car_model 57@ numberplate "PRE4CHER" 

:STEAL5_7537
if 
  56@ == 9 
else_jump @STEAL5_7570 
0674: set_car_model 57@ numberplate "DBP_4NDY" 

:STEAL5_7570
if 
  56@ == 10 
else_jump @STEAL5_7603 
0674: set_car_model 57@ numberplate "EV1L_SLY" 

:STEAL5_7603
if 
  56@ == 11 
else_jump @STEAL5_7636 
0674: set_car_model 57@ numberplate "N1_R4V3N" 

:STEAL5_7636
if 
  56@ == 12 
else_jump @STEAL5_7669 
0674: set_car_model 57@ numberplate "D1VX_Z00" 

:STEAL5_7669
if 
  56@ == 13 
else_jump @STEAL5_7701 
0674: set_car_model 57@ numberplate "MR_B3NN" 

:STEAL5_7701
if 
  56@ == 14 
else_jump @STEAL5_7734 
0674: set_car_model 57@ numberplate "R3D_R4SP" 

:STEAL5_7734
if 
  56@ == 15 
else_jump @STEAL5_7767 
0674: set_car_model 57@ numberplate "LA_B0MBA" 

:STEAL5_7767
if 
  56@ == 16 
else_jump @STEAL5_7800 
0674: set_car_model 57@ numberplate "L3337_0G" 

:STEAL5_7800
if 
  56@ == 17 
else_jump @STEAL5_7833 
0674: set_car_model 57@ numberplate "BUDD4H_X" 

:STEAL5_7833
if 
  56@ == 18 
else_jump @STEAL5_7866 
0674: set_car_model 57@ numberplate "T3H_BUCK" 

:STEAL5_7866
if 
  56@ == 19 
else_jump @STEAL5_7899 
0674: set_car_model 57@ numberplate "CHUNKY_1" 

:STEAL5_7899
if 
  56@ == 20 
else_jump @STEAL5_7932 
0674: set_car_model 57@ numberplate "EV1L_BNZ" 

:STEAL5_7932
if 
  56@ == 21 
else_jump @STEAL5_7965 
0674: set_car_model 57@ numberplate "S4ND_M4N" 

:STEAL5_7965
if 
  56@ == 22 
else_jump @STEAL5_7998 
0674: set_car_model 57@ numberplate "RKK_DBP1" 

:STEAL5_7998
if 
  56@ == 23 
else_jump @STEAL5_8031 
0674: set_car_model 57@ numberplate "RE1_K0KU" 

:STEAL5_8031
if 
  56@ == 24 
else_jump @STEAL5_8064 
0674: set_car_model 57@ numberplate "S3XY_JUD" 

:STEAL5_8064
if 
  56@ == 25 
else_jump @STEAL5_8097 
0674: set_car_model 57@ numberplate "SUNRA_93" 

:STEAL5_8097
if 
  56@ == 26 
else_jump @STEAL5_8130 
0674: set_car_model 57@ numberplate "UG_FUX69" 

:STEAL5_8130
if 
  56@ == 27 
else_jump @STEAL5_8163 
0674: set_car_model 57@ numberplate "LI0N_CUM" 

:STEAL5_8163
if 
  56@ == 28 
else_jump @STEAL5_8196 
0674: set_car_model 57@ numberplate "RKK_PWND" 

:STEAL5_8196
if 
  56@ == 29 
else_jump @STEAL5_8229 
0674: set_car_model 57@ numberplate "HAZE_B0B" 

:STEAL5_8229
if 
  56@ == 30 
else_jump @STEAL5_8262 
0674: set_car_model 57@ numberplate "T3H_FLUF" 

:STEAL5_8262
if 
  56@ == 31 
else_jump @STEAL5_8295 
0674: set_car_model 57@ numberplate "BM_4NDY_" 

:STEAL5_8295
if 
  56@ == 32 
else_jump @STEAL5_8328 
0674: set_car_model 57@ numberplate "BM_D34N_" 

:STEAL5_8328
if 
  56@ == 33 
else_jump @STEAL5_8361 
0674: set_car_model 57@ numberplate "BM_L4C3Y" 

:STEAL5_8361
if 
  56@ == 34 
else_jump @STEAL5_8394 
0674: set_car_model 57@ numberplate "BM_D3V__" 

:STEAL5_8394
if 
  56@ == 35 
else_jump @STEAL5_8427 
0674: set_car_model 57@ numberplate "NU_SK00L" 

:STEAL5_8427
if 
  56@ == 36 
else_jump @STEAL5_8460 
0674: set_car_model 57@ numberplate "G4L_AVET" 

:STEAL5_8460
if 
  56@ == 37 
else_jump @STEAL5_8493 
0674: set_car_model 57@ numberplate "M0J0_J0J" 

:STEAL5_8493
return 

:STEAL5_8495
if 
  59@ == 1 
else_jump @STEAL5_8640 
05AA: 63@s = 'STL5_AA' // @s = 'short'  // Hey, CJ, how's it going with that crazy bitch?
05AA: 65@s = 'STL5_AB' // @s = 'short'  // Popped her!
05AA: 67@s = 'STL5_AC' // @s = 'short'  // Just about to fix the tires, should be back any minute.
05AA: 69@s = 'STL5_AD' // @s = 'short'  // OK, careful with that puncture repair shit, CJ, it's nasty stuff!
05AA: 71@s = 'STL5_AE' // @s = 'short'  // Will do. Later, man.
04AF: 75@ = 37200 // = constant 
04AF: 76@ = 37201 // = constant 
04AF: 77@ = 37202 // = constant 
04AF: 78@ = 37203 // = constant 
04AF: 79@ = 37204 // = constant 
81@ = 5 

:STEAL5_8640
if 
  59@ == 2 
else_jump @STEAL5_8713 
05AA: 63@s = 'STL5_AF' // @s = 'short'  // Man, this stuff is disgusting.
05AA: 65@s = 'STL5_AG' // @s = 'short'  // Aw shit, all over my clothes!
04AF: 75@ = 37205 // = constant 
04AF: 76@ = 37206 // = constant 
81@ = 2 

:STEAL5_8713
if 
  59@ == 3 
else_jump @STEAL5_8760 
05AA: 63@s = 'MOBRING' // @s = 'short'  // (Phone ringing)
04AF: 75@ = 23000 // = constant 
81@ = 1 

:STEAL5_8760
0085: 84@ = 61@ // (int) 
82@ = 0 
83@ = 0 
85@ = 1 
return 

:STEAL5_8791
if or
  59@ == 1 
  59@ == 2 
  59@ == 3 
else_jump @STEAL5_8877 
if 
001D:   81@ > 61@ // (int) 
else_jump @STEAL5_8870 
gosub @STEAL5_8879 
gosub @STEAL5_8986 
gosub @STEAL5_9140 
jump @STEAL5_8877 

:STEAL5_8870
59@ = 0 

:STEAL5_8877
return 

:STEAL5_8879
if 
001D:   81@ > 84@ // (int) 
else_jump @STEAL5_8984 
if 
  82@ == 0 
else_jump @STEAL5_8941 
03CF: load_wav 75@(84@,6i) as 1 
84@ += 1 
82@ = 1 

:STEAL5_8941
if 
  83@ == 0 
else_jump @STEAL5_8984 
03CF: load_wav 75@(84@,6i) as 2 
84@ += 1 
83@ = 1 

:STEAL5_8984
return 

:STEAL5_8986
if 
  85@ == 1 
else_jump @STEAL5_9062 
if 
  82@ == 1 
else_jump @STEAL5_9062 
if 
03D0:   wav 1 loaded 
else_jump @STEAL5_9062 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 63@(61@,6s) time 4500 flag 1 
82@ = 2 

:STEAL5_9062
if 
  85@ == 2 
else_jump @STEAL5_9138 
if 
  83@ == 1 
else_jump @STEAL5_9138 
if 
03D0:   wav 2 loaded 
else_jump @STEAL5_9138 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 63@(61@,6s) time 4500 flag 1 
83@ = 2 

:STEAL5_9138
return 

:STEAL5_9140
if 
  82@ == 2 
else_jump @STEAL5_9203 
if 
03D2:   wav 1 ended 
else_jump @STEAL5_9203 
03D5: remove_text 63@(61@,6s) 
61@ += 1 
85@ = 2 
82@ = 0 

:STEAL5_9203
if 
  83@ == 2 
else_jump @STEAL5_9266 
if 
03D2:   wav 2 ended 
else_jump @STEAL5_9266 
03D5: remove_text 63@(61@,6s) 
61@ += 1 
85@ = 1 
83@ = 0 

:STEAL5_9266
return 

//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL
thread 'DSKOOL' 
0A6F: checkpoint_save 1 
gosub @DSKOOL_51 
if 
wasted_or_busted 
else_jump @DSKOOL_42 
gosub @DSKOOL_25337 

:DSKOOL_42
gosub @DSKOOL_25502 
end_thread 

:DSKOOL_51
$ONMISSION = 1 
if 
  $85 == 0 
else_jump @DSKOOL_78 
increment_mission_attempts 

:DSKOOL_78
054C: use_GXT_table 'DS' 
if 
  $ONMISSION == 0 
else_jump @DSKOOL_295 
00A5: $197 = create_car 429 at $276 $277 $256 
00A5: $195 = create_car 429 at $276 $277 $256 
00A5: $196 = create_car 429 at $276 $277 $256 
029B: $200[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $200[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 65@ = create_object #AD_JUMP at $276 $277 $256 
0107: 66@ = create_object #AD_JUMP at $276 $277 $256 
0107: 67@ = create_object #AD_JUMP at $276 $277 $256 
0376: 63@ = create_random_actor_at 0.0 0.0 100.0 
0376: 64@ = create_random_actor_at 0.0 0.0 100.0 

:DSKOOL_295
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
wait 0 
fade 0 500 

:DSKOOL_320
if 
fading 
else_jump @DSKOOL_344 
wait 0 
jump @DSKOOL_320 

:DSKOOL_344
102@ = 50.0 
103@ = 60.0 
104@ = 50.0 
105@ = 100.0 
42@ = 0 
47@ = 0 
51@ = 0 
52@ = 0 
62@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
$246 = 1 
58@ = 1 
$306 = -2050.6 
$307 = -130.0 
$326 = -2031.2 
$327 = -118.0 
$328 = 1034.2 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
68@ = 0 
69@ = 0.0 
70@ = 0.0 
71@ = 0.0 
07E5: copy_decision_maker 65542 to 57@ 
0247: load_model 411 
0247: load_model 496 
0247: load_model 429 
0247: load_model 597 
0247: load_model 281 
0247: load_model #TRAFFICCONE 
0247: load_model #TEMP_STINGER2 
0247: load_model #GARYS_LUV_RAMP 
0247: load_model #AD_JUMP 
0247: load_model #AD_ROADMARK1 
0247: load_model #AD_ROADMARK2 
0247: load_model #AD_FINISH 
0247: load_model 420 
0247: load_model 506 
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: set_cops_chase_criminals 0 
01E8: create_forbidden_for_cars_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
0110: clear_player $PLAYER_CHAR wanted_level 
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
if 
  $2885 == 1 
else_jump @DSKOOL_961 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 

:DSKOOL_961
0A14: disable_respray_garages 1 
if 
  $6571 == 0 
else_jump @DSKOOL_1499 

:DSKOOL_983
if 
  $6571 == 0 
else_jump @DSKOOL_1499 
wait 0 
if 
  47@ == 0 
else_jump @DSKOOL_1302 
$52 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A1: put_actor $PLAYER_ACTOR at -2031.7 -116.4 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.9 
0247: load_model 50 
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 radius 30.0 
009A: 106@ = create_actor_pedtype 24 model 50 at -2033.2 -116.5 1034.2 
0A09: set_actor 106@ muted 1 // versionB 
060B: set_actor 106@ decision_maker_to 57@ 
0173: set_actor 106@ Z_angle_to 270.0 
0568: set_actor 106@ untargetable 1 
0961: set_actor 106@ keep_tasks_after_cleanup 1 
05BA: AS_actor 106@ move_mouth -2 ms 
015F: set_camera_position -2030.7 -115.8 1035.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2033.9 -116.1 1035.7 switchstyle 2 
72@ = 1 
73@ = 0 
gosub @DSKOOL_44636 
if 
8118:   not actor 106@ dead 
else_jump @DSKOOL_1274 
0967: actor 106@ move_mouth 20000 ms 

:DSKOOL_1274
fade 1 1000 
0707: start_scene_skip_to @DSKOOL_1338 
40@ = 0 
47@ = 1 

:DSKOOL_1302
if 
  47@ == 1 
else_jump @DSKOOL_1485 
if 
  72@ == 0 
else_jump @DSKOOL_1485 

:DSKOOL_1338
0701: end_scene_skip 
if 
8118:   not actor 106@ dead 
else_jump @DSKOOL_1361 
0968: actor 106@ stop_mouth 

:DSKOOL_1361
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
72@ = 0 
fade 0 500 

:DSKOOL_1385
if 
fading 
else_jump @DSKOOL_1409 
wait 0 
jump @DSKOOL_1385 

:DSKOOL_1409
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
47@ = 0 
$6571 = 1 
fade 1 500 

:DSKOOL_1454
if 
fading 
else_jump @DSKOOL_1478 
wait 0 
jump @DSKOOL_1454 

:DSKOOL_1478
jump @DSKOOL_25337 

:DSKOOL_1485
gosub @DSKOOL_44541 
jump @DSKOOL_983 

:DSKOOL_1499
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @DSKOOL_29886 
42@ = 0 
47@ = 0 
03F0: enable_text_draw 1 
52@ = 255 
51@ = 2 
if 
  17 > $52 
else_jump @DSKOOL_1590 
008A: $246 = 58@ // (int) 

:DSKOOL_1590
if 
  $246 == 3 
else_jump @DSKOOL_1615 
$246 = 4 

:DSKOOL_1615
if 
  $246 == 6 
else_jump @DSKOOL_1640 
$246 = 7 

:DSKOOL_1640
if 
  $246 == 8 
else_jump @DSKOOL_1665 
$246 = 9 

:DSKOOL_1665
if 
  $246 == 12 
else_jump @DSKOOL_1690 
$246 = 13 

:DSKOOL_1690
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2035.4 -119.1 33.2 
03CB: set_rendering_origin_at -2035.4 -119.1 33.2 
03CF: load_wav 3800 as 3 

:DSKOOL_1745
if 
83D0:   not wav 3 loaded 
else_jump @DSKOOL_1771 
wait 0 
jump @DSKOOL_1745 

:DSKOOL_1771
03D1: play_wav 3 
04FA: reset_sky_colors_with_fade 0 
0826: enable_hud 0 
0581: enable_radar 0 
fade 1 1000 
gosub @DSKOOL_26484 

:DSKOOL_1801
wait 0 
0A8A: unknown 80 0 0 0 0 0 0.0 'BOAT_72'  // ~<~~>~
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DSKOOL_1855 
jump @DSKOOL_25379 

:DSKOOL_1855
gosub @DSKOOL_26484 
if 
  47@ == 0 
else_jump @DSKOOL_2935 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @DSKOOL_2193 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
58@ -= 1 
$246 -= 1 
if 
  58@ == 3 
else_jump @DSKOOL_1975 
58@ = 2 

:DSKOOL_1975
if 
  58@ == 6 
else_jump @DSKOOL_2000 
58@ = 5 

:DSKOOL_2000
if 
  58@ == 8 
else_jump @DSKOOL_2025 
58@ = 7 

:DSKOOL_2025
if 
  58@ == 13 
else_jump @DSKOOL_2050 
58@ = 11 

:DSKOOL_2050
if 
  $246 == 3 
else_jump @DSKOOL_2075 
$246 = 2 

:DSKOOL_2075
if 
  $246 == 6 
else_jump @DSKOOL_2100 
$246 = 5 

:DSKOOL_2100
if 
  $246 == 8 
else_jump @DSKOOL_2125 
$246 = 7 

:DSKOOL_2125
if 
  $246 == 13 
else_jump @DSKOOL_2150 
$246 = 11 

:DSKOOL_2150
if 
  $52 > 1 
else_jump @DSKOOL_2193 
if 
  4 > 42@ 
else_jump @DSKOOL_2193 
42@ = 3 

:DSKOOL_2193
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @DSKOOL_2490 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
58@ += 1 
$246 += 1 
if 
  58@ == 3 
else_jump @DSKOOL_2272 
58@ = 4 

:DSKOOL_2272
if 
  58@ == 6 
else_jump @DSKOOL_2297 
58@ = 7 

:DSKOOL_2297
if 
  58@ == 8 
else_jump @DSKOOL_2322 
58@ = 9 

:DSKOOL_2322
if 
  58@ == 12 
else_jump @DSKOOL_2347 
58@ = 14 

:DSKOOL_2347
if 
  $246 == 3 
else_jump @DSKOOL_2372 
$246 = 4 

:DSKOOL_2372
if 
  $246 == 6 
else_jump @DSKOOL_2397 
$246 = 7 

:DSKOOL_2397
if 
  $246 == 8 
else_jump @DSKOOL_2422 
$246 = 9 

:DSKOOL_2422
if 
  $246 == 12 
else_jump @DSKOOL_2447 
$246 = 14 

:DSKOOL_2447
if 
  $52 > 1 
else_jump @DSKOOL_2490 
if 
  4 > 42@ 
else_jump @DSKOOL_2490 
42@ = 3 

:DSKOOL_2490
if 
  1 > $246 
else_jump @DSKOOL_2524 
0084: $246 = $52 // (int) 
008B: 58@ = $52 // (int) 

:DSKOOL_2524
if 
001C:   $246 > $52 // (int) 
else_jump @DSKOOL_2557 
$246 = 1 
58@ = 1 

:DSKOOL_2557
if 
  $52 > 1 
else_jump @DSKOOL_2719 

:DSKOOL_2575
if 
  -100 > $16 
else_jump @DSKOOL_2647 
wait 0 
0A52:   is_widget_released 76 
0A52:   is_widget_released 77 
0A52:   is_widget_released 80 
0A51:   is_widget_pressed 78 
0A51:   is_widget_pressed 75 
gosub @DSKOOL_26484 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @DSKOOL_2575 

:DSKOOL_2647
if 
  $16 > 100 
else_jump @DSKOOL_2719 
wait 0 
0A52:   is_widget_released 76 
0A52:   is_widget_released 77 
0A52:   is_widget_released 80 
0A51:   is_widget_pressed 78 
0A51:   is_widget_pressed 75 
gosub @DSKOOL_26484 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @DSKOOL_2647 

:DSKOOL_2719
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @DSKOOL_2774 
0A52:   is_widget_released 77 
wait 0 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
gosub @DSKOOL_26484 
jump @DSKOOL_2719 

:DSKOOL_2774
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @DSKOOL_2829 
0A52:   is_widget_released 76 
wait 0 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
gosub @DSKOOL_26484 
jump @DSKOOL_2774 

:DSKOOL_2829
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 78 
else_jump @DSKOOL_2935 
if or
  $246 == 4 
  $246 == 7 
  $246 == 9 
  $246 == 13 
else_jump @DSKOOL_2903 
47@ = 1 
jump @DSKOOL_2935 

:DSKOOL_2903
if 
  4 > 42@ 
else_jump @DSKOOL_2928 
42@ = 3 

:DSKOOL_2928
jump @DSKOOL_3856 

:DSKOOL_2935
if 
  47@ == 1 
else_jump @DSKOOL_3308 
if 
  4 > 42@ 
else_jump @DSKOOL_2978 
42@ = 3 

:DSKOOL_2978
if 
  42@ == 0 
else_jump @DSKOOL_3003 
42@ = 5 

:DSKOOL_3003
107@ = 1 
gosub @DSKOOL_29665 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Which course?
gosub @DSKOOL_29665 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  107@ == 1 
else_jump @DSKOOL_3108 
0A6D: print_help_forever_conditional 'DS1_60' 0  // Tap ~m~~widget_school_left~ to go counterclockwise. Tap ~m~~widget_school_right~ to go clockwise.

:DSKOOL_3108
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @DSKOOL_3166 
107@ = 0 
jump @DSKOOL_3856 

:DSKOOL_3166
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @DSKOOL_3308 
if 
  $246 == 4 
else_jump @DSKOOL_3219 
$246 = 3 

:DSKOOL_3219
if 
  $246 == 7 
else_jump @DSKOOL_3244 
$246 = 6 

:DSKOOL_3244
if 
  $246 == 9 
else_jump @DSKOOL_3269 
$246 = 8 

:DSKOOL_3269
if 
  $246 == 13 
else_jump @DSKOOL_3294 
$246 = 12 

:DSKOOL_3294
107@ = 0 
jump @DSKOOL_3856 

:DSKOOL_3308
if 
0735:   is_keyboard_key_pressed 81 
else_jump @DSKOOL_3453 
if 
  $85 == 0 
else_jump @DSKOOL_3446 
$106 = 100 
$104 = 100 
$97 = 100 
$95 = 100 
$93 = 100 
$102 = 100 
$90 = 100 
$100 = 100 
$91 = 100 
$101 = 100 
$99 = 100 
$96 = 100 
014C: set_parked_car_generator $6569 cars_to_generate_to 101 
014C: set_parked_car_generator $6570 cars_to_generate_to 101 
$85 = 1 

:DSKOOL_3446
$52 = 16 

:DSKOOL_3453
if 
   not 47@ == 1 
else_jump @DSKOOL_3842 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 75 
else_jump @DSKOOL_3842 
gosub @DSKOOL_26484 
fade 0 150 

:DSKOOL_3506
if 
fading 
else_jump @DSKOOL_3544 
gosub @DSKOOL_26484 
wait 0 
gosub @DSKOOL_26484 
jump @DSKOOL_3506 

:DSKOOL_3544
gosub @DSKOOL_26484 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 1 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_3668 
if 
060E:   car $197 assigned_to_path 
else_jump @DSKOOL_3668 
05EC: release_car $197 from_path 

:DSKOOL_3668
00A6: destroy_car $197 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
00A6: destroy_car $195 
00A6: destroy_car $196 
0108: destroy_object 65@ 
0108: destroy_object 66@ 
0108: destroy_object 67@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_33979 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:DSKOOL_3811
if 
fading 
else_jump @DSKOOL_3835 
wait 0 
jump @DSKOOL_3811 

:DSKOOL_3835
jump @DSKOOL_25337 

:DSKOOL_3842
gosub @DSKOOL_28671 
jump @DSKOOL_1801 

:DSKOOL_3856
fade 0 150 

:DSKOOL_3863
if 
fading 
else_jump @DSKOOL_3894 
wait 0 
gosub @DSKOOL_26484 
jump @DSKOOL_3863 

:DSKOOL_3894
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_3915 
05EC: release_car $197 from_path 

:DSKOOL_3915
040D: unload_wav 3 
00A6: destroy_car $197 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
00A6: destroy_car $195 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 65@ 
0108: destroy_object 66@ 
0108: destroy_object 67@ 
gosub @DSKOOL_33979 
42@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $246 == 1 
else_jump @DSKOOL_5699 

:DSKOOL_4031
gosub @DSKOOL_29777 

:DSKOOL_4038
$257 = 180.0 
$252 = 11000 
gosub @DSKOOL_29886 
00A5: $197 = create_car 411 at $254 $255 $256 
0175: set_car $197 Z_angle_to 180.0 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_4192 
015F: set_camera_position -2028.3 -143.0 38.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.3 -129.9 34.2 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_4190 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_4190
return 

:DSKOOL_4192
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
if 
0A51:   is_widget_pressed 4 
else_jump @DSKOOL_4258 
0A6D: print_help_forever_conditional 'DS1_89' 0  // Steer left or right to begin the burnout.
jump @DSKOOL_4271 

:DSKOOL_4258
0A6D: print_help_forever_conditional 'DS1_88' 0  // Press and hold ~m~~widget_handbrake~ to begin.

:DSKOOL_4271
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.
gosub @DSKOOL_30598 

:DSKOOL_4294
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_4333 
$324 = 2 
jump @DSKOOL_5637 

:DSKOOL_4333
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_4365 
jump @DSKOOL_25337 

:DSKOOL_4365
if 
  $248 == 0 
else_jump @DSKOOL_4444 
if 
   not $324 == 2 
else_jump @DSKOOL_4430 
0A6D: print_help_forever_conditional 'DS1_89' 0  // Steer left or right to begin the burnout.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.

:DSKOOL_4430
gosub @DSKOOL_30772 
jump @DSKOOL_5692 

:DSKOOL_4444
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_5692 
gosub @DSKOOL_31096 
0174: $257 = car $197 Z_angle 
if 
  $273 == 0 
else_jump @DSKOOL_4549 
if 
  $257 > 80.0 
else_jump @DSKOOL_4549 
if 
  90.0 > $257 
else_jump @DSKOOL_4549 
$273 = 1 
48@ = 1 

:DSKOOL_4549
if 
  48@ == 1 
else_jump @DSKOOL_4768 
if 
  $273 == 1 
else_jump @DSKOOL_4634 
if 
  $257 > 350.0 
else_jump @DSKOOL_4634 
if 
  360.0 > $257 
else_jump @DSKOOL_4634 
$273 = 2 

:DSKOOL_4634
if 
  $273 == 2 
else_jump @DSKOOL_4701 
if 
  $257 > 270.0 
else_jump @DSKOOL_4701 
if 
  280.0 > $257 
else_jump @DSKOOL_4701 
$273 = 3 

:DSKOOL_4701
if 
  $273 == 3 
else_jump @DSKOOL_4768 
if 
  $257 > 170.0 
else_jump @DSKOOL_4768 
if 
  180.0 > $257 
else_jump @DSKOOL_4768 
$273 = 4 

:DSKOOL_4768
if 
  $273 == 0 
else_jump @DSKOOL_4842 
if 
  $257 > 270.0 
else_jump @DSKOOL_4842 
if 
  280.0 > $257 
else_jump @DSKOOL_4842 
48@ = 2 
$273 = 1 

:DSKOOL_4842
if 
  48@ == 2 
else_jump @DSKOOL_5061 
if 
  $273 == 1 
else_jump @DSKOOL_4927 
if 
  $257 > 350.0 
else_jump @DSKOOL_4927 
if 
  360.0 > $257 
else_jump @DSKOOL_4927 
$273 = 2 

:DSKOOL_4927
if 
  $273 == 2 
else_jump @DSKOOL_4994 
if 
  $257 > 80.0 
else_jump @DSKOOL_4994 
if 
  90.0 > $257 
else_jump @DSKOOL_4994 
$273 = 3 

:DSKOOL_4994
if 
  $273 == 3 
else_jump @DSKOOL_5061 
if 
  $257 > 170.0 
else_jump @DSKOOL_5061 
if 
  180.0 > $257 
else_jump @DSKOOL_5061 
$273 = 4 

:DSKOOL_5061
0087: 108@ = 69@ // (float) 
0087: 109@ = 70@ // (float) 
0087: 110@ = 71@ // (float) 
06A2: get_car $197 velocity_in_direction_XYZ 69@ 70@ 71@ 
111@ = 0 
if or
8045:   not  108@ == 69@ // (float) 
8045:   not  109@ == 70@ // (float) 
8045:   not  110@ == 71@ // (float) 
else_jump @DSKOOL_5148 
111@ = 1 

:DSKOOL_5148
if or
  111@ == 0 
  $252 == 0 
else_jump @DSKOOL_5692 
gosub @DSKOOL_31130 
gosub @DSKOOL_31170 
if 
  $273 == 4 
else_jump @DSKOOL_5212 
$265 = 100 

:DSKOOL_5212
if 
  $273 == 3 
else_jump @DSKOOL_5237 
$265 = 75 

:DSKOOL_5237
if 
  $273 == 2 
else_jump @DSKOOL_5262 
$265 = 50 

:DSKOOL_5262
if 
  $273 == 1 
else_jump @DSKOOL_5287 
$265 = 25 

:DSKOOL_5287
if 
  $273 == 0 
else_jump @DSKOOL_5312 
$265 = 0 

:DSKOOL_5312
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_5360 
$270 = 0 

:DSKOOL_5360
if 
  $273 == 0 
else_jump @DSKOOL_5385 
$270 = 0 

:DSKOOL_5385
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $106 // (int) 
else_jump @DSKOOL_5455 
008B: 55@ = $106 // (int) 
0084: $106 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_5462 

:DSKOOL_5455
53@ = 0 

:DSKOOL_5462
if 
  $52 == 1 
else_jump @DSKOOL_5526 
if 
  $270 > 69 
else_jump @DSKOOL_5526 
49@ = 2 
$52 = 2 
$324 = 2 
58@ = 2 

:DSKOOL_5526
40@ = 0 

:DSKOOL_5533
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_5591 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_5591 
$324 = 2 
jump @DSKOOL_5637 

:DSKOOL_5591
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_5630 
jump @DSKOOL_5637 

:DSKOOL_5630
jump @DSKOOL_5533 

:DSKOOL_5637
gosub @DSKOOL_33695 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_5685 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_5692 

:DSKOOL_5685
jump @DSKOOL_4031 

:DSKOOL_5692
jump @DSKOOL_4294 

:DSKOOL_5699
if 
  $246 == 2 
else_jump @DSKOOL_7066 

:DSKOOL_5717
gosub @DSKOOL_29777 

:DSKOOL_5724
$257 = 0.0 
$252 = 11000 
gosub @DSKOOL_29886 
00A5: $197 = create_car 496 at $254 $255 $256 
0175: set_car $197 Z_angle_to 180.0 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_5878 
015F: set_camera_position -2060.2 -227.3 36.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.5 -210.6 34.0 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_5876 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_5876
return 

:DSKOOL_5878
0407: store_coords_to $308 $309 $70 from_car $197 with_offset -2.0 82.0 0.0 
0407: store_coords_to $310 $311 $70 from_car $197 with_offset 2.0 88.0 0.0 
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press and hold ~m~~widget_handbrake~ to handbrake around the cone and then return.
gosub @DSKOOL_30598 

:DSKOOL_6029
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_6068 
$324 = 2 
jump @DSKOOL_7004 

:DSKOOL_6068
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_6100 
jump @DSKOOL_25337 

:DSKOOL_6100
if 
  $248 == 0 
else_jump @DSKOOL_6205 
if 
   not $324 == 2 
else_jump @DSKOOL_6191 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press and hold ~m~~widget_handbrake~ to handbrake around the cone and then return.

:DSKOOL_6191
gosub @DSKOOL_30772 
jump @DSKOOL_7059 

:DSKOOL_6205
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_7059 
gosub @DSKOOL_31096 
if 
  $273 == 0 
else_jump @DSKOOL_6283 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @DSKOOL_6283 
$273 = 1 

:DSKOOL_6283
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_7059 
gosub @DSKOOL_31130 
gosub @DSKOOL_31170 
if 
  $273 == 0 
else_jump @DSKOOL_6338 
$266 = 0 

:DSKOOL_6338
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_6386 
$265 = 100 
jump @DSKOOL_6679 

:DSKOOL_6386
if 
  $251 == 360 
else_jump @DSKOOL_6419 
$265 = 100 
jump @DSKOOL_6679 

:DSKOOL_6419
if 
  $251 > 0 
else_jump @DSKOOL_6462 
if 
  21 > $251 
else_jump @DSKOOL_6462 
$265 = 100 

:DSKOOL_6462
if 
  $251 > 179 
else_jump @DSKOOL_6549 
if 
  340 > $251 
else_jump @DSKOOL_6549 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.62 
008C: $265 = float $275 to_integer 
jump @DSKOOL_6679 

:DSKOOL_6549
if 
  $251 > 339 
else_jump @DSKOOL_6594 
if 
  360 > $251 
else_jump @DSKOOL_6594 
$265 = 100 

:DSKOOL_6594
if 
  $251 > 20 
else_jump @DSKOOL_6679 
if 
  180 > $251 
else_jump @DSKOOL_6679 
008D: $275 = integer $251 to_float 
$275 *= 0.62 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_6679 

:DSKOOL_6679
if 
  1 > $265 
else_jump @DSKOOL_6704 
$265 = 0 

:DSKOOL_6704
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_6752 
$270 = 0 

:DSKOOL_6752
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $104 // (int) 
else_jump @DSKOOL_6822 
008B: 55@ = $104 // (int) 
0084: $104 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_6829 

:DSKOOL_6822
53@ = 0 

:DSKOOL_6829
if 
  $52 == 2 
else_jump @DSKOOL_6893 
if 
  $270 > 69 
else_jump @DSKOOL_6893 
49@ = 2 
$52 = 4 
$324 = 2 
58@ = 4 

:DSKOOL_6893
40@ = 0 

:DSKOOL_6900
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_6958 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_6958 
$324 = 2 
jump @DSKOOL_7004 

:DSKOOL_6958
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_6997 
jump @DSKOOL_7004 

:DSKOOL_6997
jump @DSKOOL_6900 

:DSKOOL_7004
gosub @DSKOOL_33695 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_7052 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_7059 

:DSKOOL_7052
jump @DSKOOL_5717 

:DSKOOL_7059
jump @DSKOOL_6029 

:DSKOOL_7066
if or
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_8726 

:DSKOOL_7091
gosub @DSKOOL_29777 

:DSKOOL_7098
$257 = 180.0 
$252 = 6000 
gosub @DSKOOL_29886 
if 
  $246 == 3 
else_jump @DSKOOL_7151 
$254 += 20.0 

:DSKOOL_7151
if 
  $246 == 4 
else_jump @DSKOOL_7179 
$254 -= 20.0 

:DSKOOL_7179
00A5: $197 = create_car 429 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_7306 
015F: set_camera_position -2022.6 -173.4 36.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.2 -165.4 34.5 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_7304 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_7304
return 

:DSKOOL_7306
if 
  $246 == 3 
else_jump @DSKOOL_7360 
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 40.0 37.0 0.0 
jump @DSKOOL_7389 

:DSKOOL_7360
0407: store_coords_to $302 $303 $256 from_car $197 with_offset -40.0 37.0 0.0 

:DSKOOL_7389
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.
gosub @DSKOOL_30598 

:DSKOOL_7453
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_7492 
$324 = 2 
jump @DSKOOL_8664 

:DSKOOL_7492
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_7524 
jump @DSKOOL_25337 

:DSKOOL_7524
if 
  $248 == 0 
else_jump @DSKOOL_7629 
if 
   not $324 == 2 
else_jump @DSKOOL_7615 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.

:DSKOOL_7615
gosub @DSKOOL_30772 
jump @DSKOOL_8719 

:DSKOOL_7629
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_8719 
gosub @DSKOOL_31096 
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_8719 
gosub @DSKOOL_31130 
if 
  $246 == 3 
else_jump @DSKOOL_7716 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
jump @DSKOOL_7732 

:DSKOOL_7716
0086: $254 = $302 // (float) 
0086: $255 = $303 // (float) 

:DSKOOL_7732
gosub @DSKOOL_31170 
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_7787 
$265 = 0 
jump @DSKOOL_8339 

:DSKOOL_7787
if 
  $251 == 360 
else_jump @DSKOOL_7820 
$265 = 0 
jump @DSKOOL_8339 

:DSKOOL_7820
if 
  $246 == 3 
else_jump @DSKOOL_8089 
if 
  $251 == 90 
else_jump @DSKOOL_7870 
$265 = 100 
jump @DSKOOL_8339 

:DSKOOL_7870
if 
  $251 > 0 
else_jump @DSKOOL_7939 
if 
  85 > $251 
else_jump @DSKOOL_7939 
008D: $275 = integer $251 to_float 
$275 *= 1.16 
008C: $265 = float $275 to_integer 
jump @DSKOOL_8339 

:DSKOOL_7939
if 
  $251 > 84 
else_jump @DSKOOL_7982 
if 
  96 > $251 
else_jump @DSKOOL_7982 
$265 = 100 

:DSKOOL_7982
if 
  $251 > 95 
else_jump @DSKOOL_8082 
if 
  360 > $251 
else_jump @DSKOOL_8082 
0084: $272 = $251 // (int) 
$272 -= 90 
008D: $275 = integer $272 to_float 
$275 *= 1.16 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_8339 

:DSKOOL_8082
jump @DSKOOL_8339 

:DSKOOL_8089
if 
  $251 == 270 
else_jump @DSKOOL_8122 
$265 = 100 
jump @DSKOOL_8339 

:DSKOOL_8122
if 
  $251 > 0 
else_jump @DSKOOL_8192 
if 
  265 > $251 
else_jump @DSKOOL_8192 
008D: $275 = integer $251 to_float 
$275 *= 0.37 
008C: $265 = float $275 to_integer 
jump @DSKOOL_8339 

:DSKOOL_8192
if 
  $251 > 264 
else_jump @DSKOOL_8237 
if 
  276 > $251 
else_jump @DSKOOL_8237 
$265 = 100 

:DSKOOL_8237
if 
  $251 > 275 
else_jump @DSKOOL_8339 
if 
  360 > $251 
else_jump @DSKOOL_8339 
0084: $272 = $251 // (int) 
$272 -= 270 
008D: $275 = integer $272 to_float 
$275 *= 1.16 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_8339 

:DSKOOL_8339
if 
  1 > $265 
else_jump @DSKOOL_8364 
$265 = 0 

:DSKOOL_8364
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_8412 
$270 = 0 

:DSKOOL_8412
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $97 // (int) 
else_jump @DSKOOL_8482 
008B: 55@ = $97 // (int) 
0084: $97 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_8489 

:DSKOOL_8482
53@ = 0 

:DSKOOL_8489
if 
  $52 == 4 
else_jump @DSKOOL_8553 
if 
  $270 > 69 
else_jump @DSKOOL_8553 
49@ = 2 
$52 = 5 
$324 = 2 
58@ = 5 

:DSKOOL_8553
40@ = 0 

:DSKOOL_8560
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_8618 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_8618 
$324 = 2 
jump @DSKOOL_8664 

:DSKOOL_8618
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_8657 
jump @DSKOOL_8664 

:DSKOOL_8657
jump @DSKOOL_8560 

:DSKOOL_8664
gosub @DSKOOL_33695 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_8712 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_8719 

:DSKOOL_8712
jump @DSKOOL_7091 

:DSKOOL_8719
jump @DSKOOL_7453 

:DSKOOL_8726
if 
  $246 == 5 
else_jump @DSKOOL_10277 

:DSKOOL_8744
gosub @DSKOOL_29777 

:DSKOOL_8751
$257 = 180.0 
$252 = 7000 
gosub @DSKOOL_29886 
00A5: $197 = create_car 597 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
0407: store_coords_to $254 $255 $256 from_car $197 with_offset 2.0 38.0 -0.5 
0407: store_coords_to $276 $277 $256 from_car $197 with_offset -2.0 40.0 -0.5 
0107: 67@ = create_object #TEMP_STINGER2 at -2050.8 -167.0 34.6 
0177: set_object 67@ Z_angle_to 90.0 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_8999 
015F: set_camera_position -2047.7 -243.3 37.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.7 -227.4 34.1 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_8997 
0129: 63@ = create_actor_pedtype 24 model 281 in_car $197 driverseat 

:DSKOOL_8997
return 

:DSKOOL_8999
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 0.0 104.0 0.0 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.
gosub @DSKOOL_30598 

:DSKOOL_9092
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_9131 
$324 = 2 
jump @DSKOOL_10210 

:DSKOOL_9131
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_9163 
jump @DSKOOL_25337 

:DSKOOL_9163
if 
  $248 == 0 
else_jump @DSKOOL_9268 
if 
   not $324 == 2 
else_jump @DSKOOL_9254 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.

:DSKOOL_9254
gosub @DSKOOL_30772 
jump @DSKOOL_10270 

:DSKOOL_9268
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_10270 
gosub @DSKOOL_31096 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $254 $255 cornerB $276 $277 
else_jump @DSKOOL_9346 
if 
8496:   not tire 3 on_car $197 deflated 
else_jump @DSKOOL_9346 
04FE: deflate_tire 3 on_car $197 

:DSKOOL_9346
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_10270 
gosub @DSKOOL_31130 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
00AA: store_car $197 position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 $255 
if 
  $258 > 1.0 
else_jump @DSKOOL_9522 
if 
  10.0 > $258 
else_jump @DSKOOL_9508 
$258 -= 1.0 
$258 *= 11.0 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @DSKOOL_9515 

:DSKOOL_9508
$266 = 0 

:DSKOOL_9515
jump @DSKOOL_9529 

:DSKOOL_9522
$266 = 100 

:DSKOOL_9529
if 
8496:   not tire 3 on_car $197 deflated 
else_jump @DSKOOL_9554 
$266 = 0 

:DSKOOL_9554
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_9602 
$265 = 0 
jump @DSKOOL_9885 

:DSKOOL_9602
if 
  $251 == 180 
else_jump @DSKOOL_9635 
$265 = 100 
jump @DSKOOL_9885 

:DSKOOL_9635
if 
  $251 == 360 
else_jump @DSKOOL_9668 
$265 = 0 
jump @DSKOOL_9885 

:DSKOOL_9668
if 
  $251 > 0 
else_jump @DSKOOL_9738 
if 
  175 > $251 
else_jump @DSKOOL_9738 
008D: $275 = integer $251 to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @DSKOOL_9885 

:DSKOOL_9738
if 
  $251 > 174 
else_jump @DSKOOL_9783 
if 
  186 > $251 
else_jump @DSKOOL_9783 
$265 = 100 

:DSKOOL_9783
if 
  $251 > 185 
else_jump @DSKOOL_9885 
if 
  360 > $251 
else_jump @DSKOOL_9885 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_9885 

:DSKOOL_9885
if 
  1 > $265 
else_jump @DSKOOL_9910 
$265 = 0 

:DSKOOL_9910
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_9958 
$270 = 0 

:DSKOOL_9958
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $95 // (int) 
else_jump @DSKOOL_10028 
008B: 55@ = $95 // (int) 
0084: $95 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_10035 

:DSKOOL_10028
53@ = 0 

:DSKOOL_10035
if 
  $52 == 5 
else_jump @DSKOOL_10099 
if 
  $270 > 69 
else_jump @DSKOOL_10099 
49@ = 2 
$52 = 7 
$324 = 2 
58@ = 7 

:DSKOOL_10099
40@ = 0 

:DSKOOL_10106
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_10164 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_10164 
$324 = 2 
jump @DSKOOL_10210 

:DSKOOL_10164
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_10203 
jump @DSKOOL_10210 

:DSKOOL_10203
jump @DSKOOL_10106 

:DSKOOL_10210
gosub @DSKOOL_33695 
0108: destroy_object 67@ 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_10263 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_10270 

:DSKOOL_10263
jump @DSKOOL_8744 

:DSKOOL_10270
jump @DSKOOL_9092 

:DSKOOL_10277
if or
  $246 == 6 
  $246 == 7 
else_jump @DSKOOL_12427 

:DSKOOL_10302
gosub @DSKOOL_29777 

:DSKOOL_10309
$257 = 180.0 
$252 = 0 
gosub @DSKOOL_29886 
00A5: $197 = create_car 429 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
gosub @DSKOOL_34033 
if 
  $246 == 6 
else_jump @DSKOOL_10638 
0407: store_coords_to $308 $309 $70 from_car $197 with_offset -4.0 50.0 0.0 
0407: store_coords_to $310 $311 $70 from_car $197 with_offset 4.0 44.0 0.0 
0407: store_coords_to $312 $313 $70 from_car $197 with_offset 12.0 38.0 0.0 
0407: store_coords_to $314 $315 $70 from_car $197 with_offset 4.0 44.0 0.0 
0407: store_coords_to $316 $317 $70 from_car $197 with_offset 4.0 2.0 0.0 
0407: store_coords_to $318 $319 $70 from_car $197 with_offset 12.0 -4.0 0.0 
0407: store_coords_to $320 $321 $70 from_car $197 with_offset 4.0 2.0 0.0 
0407: store_coords_to $322 $323 $70 from_car $197 with_offset -4.0 8.0 0.0 
0107: 67@ = create_object #AD_FINISH at -2050.5 -135.5 34.35 

:DSKOOL_10638
if 
  $246 == 7 
else_jump @DSKOOL_10962 
0407: store_coords_to $308 $309 $70 from_car $197 with_offset 4.0 44.0 0.0 
0407: store_coords_to $310 $311 $70 from_car $197 with_offset 12.0 50.0 0.0 
0407: store_coords_to $312 $313 $70 from_car $197 with_offset 4.0 44.0 0.0 
0407: store_coords_to $314 $315 $70 from_car $197 with_offset -4.0 38.0 0.0 
0407: store_coords_to $316 $317 $70 from_car $197 with_offset 4.0 2.0 0.0 
0407: store_coords_to $318 $319 $70 from_car $197 with_offset -4.0 -4.0 0.0 
0407: store_coords_to $320 $321 $70 from_car $197 with_offset 4.0 2.0 0.0 
0407: store_coords_to $322 $323 $70 from_car $197 with_offset 12.0 8.0 0.0 
0407: store_coords_to $276 $277 $70 from_car $197 with_offset 8.0 0.0 0.0 
0107: 67@ = create_object #AD_FINISH at -2058.5 -135.5 34.35 
00AB: put_car $197 at $276 $277 $70 
0175: set_car $197 Z_angle_to $257 

:DSKOOL_10962
if 
  42@ == 0 
else_jump @DSKOOL_11057 
015F: set_camera_position -2054.6 -109.1 36.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2054.6 -122.0 34.2 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_11055 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_11055
return 

:DSKOOL_11057
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 3 laps in as quick a time as possible.~n~Target time is under 40 seconds.
gosub @DSKOOL_30598 

:DSKOOL_11121
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_11160 
$324 = 2 
jump @DSKOOL_12360 

:DSKOOL_11160
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_11192 
jump @DSKOOL_25337 

:DSKOOL_11192
if 
  $248 == 0 
else_jump @DSKOOL_11297 
if 
   not $324 == 2 
else_jump @DSKOOL_11283 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 3 laps in as quick a time as possible.~n~Target time is under 40 seconds.

:DSKOOL_11283
gosub @DSKOOL_30772 
jump @DSKOOL_12420 

:DSKOOL_11297
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_12420 
if 
  $252 > 90000 
else_jump @DSKOOL_11341 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_11341
if 
  $272 == 0 
else_jump @DSKOOL_11396 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @DSKOOL_11396 
$272 = 1 

:DSKOOL_11396
if 
  $272 == 1 
else_jump @DSKOOL_11451 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $312 $313 cornerB $314 $315 
else_jump @DSKOOL_11451 
$272 = 2 

:DSKOOL_11451
if 
  $272 == 2 
else_jump @DSKOOL_11506 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $316 $317 cornerB $318 $319 
else_jump @DSKOOL_11506 
$272 = 3 

:DSKOOL_11506
if 
  $272 == 3 
else_jump @DSKOOL_11568 
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $320 $321 cornerB $322 $323 
else_jump @DSKOOL_11568 
$253 += 1 
$272 = 0 

:DSKOOL_11568
00BE: text_clear_all 
if 
  2 > $253 
else_jump @DSKOOL_11629 
0084: $274 = $253 // (int) 
$274 += 1 
01E5: show_text_1number_highpriority GXT 'DS1_73' number $274 time 5000 flag 4  // Lap ~1~ of 3
jump @DSKOOL_11645 

:DSKOOL_11629
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Final Lap

:DSKOOL_11645
if or
01C1:   car $197 stopped 
  $253 == 3 
else_jump @DSKOOL_12420 
gosub @DSKOOL_31130 
0084: $272 = $252 // (int) 
0084: $300 = $272 // (int) 
$300 /= 1000 
0084: $301 = $300 // (int) 
$301 *= 1000 
0084: $273 = $272 // (int) 
0060: $273 -= $301 // (int) 
0084: $301 = $273 // (int) 
$301 /= 10 
$269 = 0 
if 
  3 > $253 
else_jump @DSKOOL_11785 
$269 = 0 
jump @DSKOOL_12043 

:DSKOOL_11785
if 
  36000 > $272 
else_jump @DSKOOL_11813 
$269 = 100 

:DSKOOL_11813
if 
  $272 >= 36000 
else_jump @DSKOOL_11914 
if 
  40000 > $272 
else_jump @DSKOOL_11914 
0084: $273 = $272 // (int) 
$273 -= 35999 
008D: $275 = integer $273 to_float 
$275 *= 0.0075 
008C: $272 = float $275 to_integer 
$269 = 100 
0060: $269 -= $272 // (int) 

:DSKOOL_11914
if 
  $272 >= 40000 
else_jump @DSKOOL_12015 
if 
  45000 > $272 
else_jump @DSKOOL_12015 
0084: $273 = $272 // (int) 
$273 -= 39999 
008D: $275 = integer $273 to_float 
$275 *= 0.0138 
008C: $272 = float $275 to_integer 
$269 = 70 
0060: $269 -= $272 // (int) 

:DSKOOL_12015
if 
  $272 >= 45000 
else_jump @DSKOOL_12043 
$269 = 0 

:DSKOOL_12043
if 
  1 > $269 
else_jump @DSKOOL_12068 
$269 = 0 

:DSKOOL_12068
if 
  $269 > 99 
else_jump @DSKOOL_12093 
$269 = 100 

:DSKOOL_12093
0084: $270 = $269 // (int) 
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $93 // (int) 
else_jump @DSKOOL_12171 
008B: 55@ = $93 // (int) 
0084: $93 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_12178 

:DSKOOL_12171
53@ = 0 

:DSKOOL_12178
if 
  $52 == 7 
else_jump @DSKOOL_12242 
if 
  $270 > 69 
else_jump @DSKOOL_12242 
49@ = 2 
$52 = 9 
$324 = 2 
58@ = 9 

:DSKOOL_12242
$253 = 6 
40@ = 0 

:DSKOOL_12256
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_12314 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_12314 
$324 = 2 
jump @DSKOOL_12360 

:DSKOOL_12314
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_12353 
jump @DSKOOL_12360 

:DSKOOL_12353
jump @DSKOOL_12256 

:DSKOOL_12360
gosub @DSKOOL_33695 
0108: destroy_object 67@ 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_12413 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_12420 

:DSKOOL_12413
jump @DSKOOL_10302 

:DSKOOL_12420
jump @DSKOOL_11121 

:DSKOOL_12427
if or
  $246 == 8 
  $246 == 9 
else_jump @DSKOOL_13971 

:DSKOOL_12452
gosub @DSKOOL_29777 

:DSKOOL_12459
0247: load_model 429 

:DSKOOL_12464
if 
8248:   not model 429 available 
else_jump @DSKOOL_12491 
wait 0 
jump @DSKOOL_12464 

:DSKOOL_12491
$257 = 180.0 
$252 = 13000 
gosub @DSKOOL_29886 
00A5: $197 = create_car 429 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
0107: 67@ = create_object #AD_ROADMARK1 at -2050.0 -172.5 34.35 
0177: set_object 67@ Z_angle_to 180.0 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_12676 
015F: set_camera_position -2042.1 -223.4 36.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.1 -210.0 34.8 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_12674 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_12674
return 

:DSKOOL_12676
0400: store_coords_to $281 $282 $283 from_object $200[15] with_offset 0.0 5.0 0.0 
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.
gosub @DSKOOL_30598 

:DSKOOL_12798
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_12837 
$324 = 2 
jump @DSKOOL_13904 

:DSKOOL_12837
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_12869 
jump @DSKOOL_25337 

:DSKOOL_12869
if 
  $248 == 0 
else_jump @DSKOOL_12974 
if 
   not $324 == 2 
else_jump @DSKOOL_12960 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.

:DSKOOL_12960
gosub @DSKOOL_30772 
jump @DSKOOL_13964 

:DSKOOL_12974
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_13964 
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA -2042.0 -126.0 cornerB -2058.0 -220.0 
else_jump @DSKOOL_13035 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_13035
if 
  $253 == 0 
else_jump @DSKOOL_13102 
if 
01AF:   car $197 sphere 1 in_sphere $281 $282 $283 radius 4.0 4.0 4.0 
else_jump @DSKOOL_13102 
$253 = 1 

:DSKOOL_13102
if 
  $253 == 1 
else_jump @DSKOOL_13169 
if 
01B0:   car $197 sphere 1 in_sphere $254 $255 $256 radius 4.0 4.0 4.0 stopped 
else_jump @DSKOOL_13169 
$253 = 2 

:DSKOOL_13169
gosub @DSKOOL_31096 
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_13964 
gosub @DSKOOL_31130 
if 
  $253 > 0 
else_jump @DSKOOL_13231 
gosub @DSKOOL_31170 
jump @DSKOOL_13238 

:DSKOOL_13231
$266 = 0 

:DSKOOL_13238
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_13286 
$265 = 100 
jump @DSKOOL_13579 

:DSKOOL_13286
if 
  $251 == 360 
else_jump @DSKOOL_13319 
$265 = 100 
jump @DSKOOL_13579 

:DSKOOL_13319
if 
  $251 > 0 
else_jump @DSKOOL_13362 
if 
  21 > $251 
else_jump @DSKOOL_13362 
$265 = 100 

:DSKOOL_13362
if 
  $251 > 179 
else_jump @DSKOOL_13449 
if 
  340 > $251 
else_jump @DSKOOL_13449 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.62 
008C: $265 = float $275 to_integer 
jump @DSKOOL_13579 

:DSKOOL_13449
if 
  $251 > 339 
else_jump @DSKOOL_13494 
if 
  360 > $251 
else_jump @DSKOOL_13494 
$265 = 100 

:DSKOOL_13494
if 
  $251 > 20 
else_jump @DSKOOL_13579 
if 
  180 > $251 
else_jump @DSKOOL_13579 
008D: $275 = integer $251 to_float 
$275 *= 0.62 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_13579 

:DSKOOL_13579
if 
  1 > $265 
else_jump @DSKOOL_13604 
$265 = 0 

:DSKOOL_13604
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_13652 
$270 = 0 

:DSKOOL_13652
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $102 // (int) 
else_jump @DSKOOL_13722 
008B: 55@ = $102 // (int) 
0084: $102 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_13729 

:DSKOOL_13722
53@ = 0 

:DSKOOL_13729
if 
  $52 == 9 
else_jump @DSKOOL_13793 
if 
  $270 > 69 
else_jump @DSKOOL_13793 
49@ = 2 
$52 = 10 
$324 = 2 
58@ = 10 

:DSKOOL_13793
40@ = 0 

:DSKOOL_13800
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_13858 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_13858 
$324 = 2 
jump @DSKOOL_13904 

:DSKOOL_13858
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_13897 
jump @DSKOOL_13904 

:DSKOOL_13897
jump @DSKOOL_13800 

:DSKOOL_13904
gosub @DSKOOL_33695 
0108: destroy_object 67@ 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_13957 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_13964 

:DSKOOL_13957
jump @DSKOOL_12452 

:DSKOOL_13964
jump @DSKOOL_12798 

:DSKOOL_13971
if 
  $246 == 10 
else_jump @DSKOOL_15917 

:DSKOOL_13989
gosub @DSKOOL_29777 

:DSKOOL_13996
$257 = 270.0 
$252 = 6000 
gosub @DSKOOL_29886 
0086: $276 = $254 // (float) 
$276 += 7.0 
0086: $277 = $255 // (float) 
$277 -= 75.0 
00A5: $195 = create_car 429 at $276 $277 $256 
0175: set_car $195 Z_angle_to $257 
0519: set_car $195 locked 1 
0086: $276 = $254 // (float) 
$276 -= 7.0 
0086: $277 = $255 // (float) 
$277 -= 75.0 
00A5: $196 = create_car 429 at $276 $277 $256 
0175: set_car $196 Z_angle_to $257 
0519: set_car $196 locked 1 
0086: $276 = $254 // (float) 
0086: $277 = $255 // (float) 
00A5: $197 = create_car 429 at $276 $277 $256 
0175: set_car $197 Z_angle_to 180.0 
if 
  42@ == 0 
else_jump @DSKOOL_14295 
015F: set_camera_position -2045.8 -210.5 35.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2053.5 -198.1 34.2 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_14293 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_14293
return 

:DSKOOL_14295
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.
gosub @DSKOOL_30598 

:DSKOOL_14359
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_14398 
$324 = 2 
jump @DSKOOL_15852 

:DSKOOL_14398
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_14430 
jump @DSKOOL_25337 

:DSKOOL_14430
if 
  $248 == 0 
else_jump @DSKOOL_14535 
if 
   not $324 == 2 
else_jump @DSKOOL_14521 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.

:DSKOOL_14521
gosub @DSKOOL_30772 
jump @DSKOOL_15910 

:DSKOOL_14535
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_15910 
gosub @DSKOOL_31096 
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_15910 
gosub @DSKOOL_31130 
$255 -= 75.0 
00AA: store_car $197 position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 $255 
if 
  $258 > 0.5 
else_jump @DSKOOL_14728 
if 
  5.0 > $258 
else_jump @DSKOOL_14714 
$258 -= 0.5 
$258 *= 22.0 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @DSKOOL_14721 

:DSKOOL_14714
$266 = 0 

:DSKOOL_14721
jump @DSKOOL_14735 

:DSKOOL_14728
$266 = 100 

:DSKOOL_14735
0058: $270 += $266 // (int) 
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_14791 
$265 = 0 
jump @DSKOOL_15335 

:DSKOOL_14791
if 
  $251 == 90 
else_jump @DSKOOL_14823 
$265 = 100 
jump @DSKOOL_15335 

:DSKOOL_14823
if 
  $251 == 180 
else_jump @DSKOOL_14856 
$265 = 0 
jump @DSKOOL_15335 

:DSKOOL_14856
if 
  $251 == 270 
else_jump @DSKOOL_14889 
$265 = 100 
jump @DSKOOL_15335 

:DSKOOL_14889
if 
  $251 > 0 
else_jump @DSKOOL_14958 
if 
  85 > $251 
else_jump @DSKOOL_14958 
008D: $275 = integer $251 to_float 
$275 *= 1.16 
008C: $265 = float $275 to_integer 
jump @DSKOOL_15335 

:DSKOOL_14958
if 
  $251 > 84 
else_jump @DSKOOL_15001 
if 
  96 > $251 
else_jump @DSKOOL_15001 
$265 = 100 

:DSKOOL_15001
if 
  $251 > 95 
else_jump @DSKOOL_15101 
if 
  180 > $251 
else_jump @DSKOOL_15101 
0084: $272 = $251 // (int) 
$272 -= 90 
008D: $275 = integer $272 to_float 
$275 *= 1.16 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_15335 

:DSKOOL_15101
if 
  $251 > 180 
else_jump @DSKOOL_15188 
if 
  265 > $251 
else_jump @DSKOOL_15188 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 1.16 
008C: $265 = float $275 to_integer 
jump @DSKOOL_15335 

:DSKOOL_15188
if 
  $251 > 264 
else_jump @DSKOOL_15233 
if 
  276 > $251 
else_jump @DSKOOL_15233 
$265 = 100 

:DSKOOL_15233
if 
  $251 > 275 
else_jump @DSKOOL_15335 
if 
  360 > $251 
else_jump @DSKOOL_15335 
0084: $272 = $251 // (int) 
$272 -= 270 
008D: $275 = integer $272 to_float 
$275 *= 1.16 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_15335 

:DSKOOL_15335
if 
  1 > $265 
else_jump @DSKOOL_15360 
$265 = 0 

:DSKOOL_15360
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_15408 
$270 = 0 

:DSKOOL_15408
gosub @DSKOOL_31324 
$268 = 200 
if 
8119:   not car $195 wrecked 
else_jump @DSKOOL_15495 
0227: $260 = car $195 health 
$263 = 1000 
0060: $263 -= $260 // (int) 
$263 /= 10 
if 
  $263 > 100 
else_jump @DSKOOL_15495 
$263 = 100 

:DSKOOL_15495
if 
8119:   not car $196 wrecked 
else_jump @DSKOOL_15567 
0227: $261 = car $196 health 
$264 = 1000 
0060: $264 -= $261 // (int) 
$264 /= 10 
if 
  $264 > 100 
else_jump @DSKOOL_15567 
$264 = 100 

:DSKOOL_15567
0084: $268 = $263 // (int) 
0058: $268 += $264 // (int) 
0084: $271 = $267 // (int) 
0058: $271 += $268 // (int) 
0060: $270 -= $271 // (int) 
gosub @DSKOOL_32037 
if 
001C:   $270 > $90 // (int) 
else_jump @DSKOOL_15670 
008B: 55@ = $90 // (int) 
0084: $90 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_15677 

:DSKOOL_15670
53@ = 0 

:DSKOOL_15677
if 
  $52 == 10 
else_jump @DSKOOL_15741 
if 
  $270 > 69 
else_jump @DSKOOL_15741 
49@ = 2 
$52 = 11 
$324 = 2 
58@ = 11 

:DSKOOL_15741
40@ = 0 

:DSKOOL_15748
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_15806 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_15806 
$324 = 2 
jump @DSKOOL_15852 

:DSKOOL_15806
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_15845 
jump @DSKOOL_15852 

:DSKOOL_15845
jump @DSKOOL_15748 

:DSKOOL_15852
gosub @DSKOOL_33695 
00A6: destroy_car $195 
00A6: destroy_car $196 
if 
  $324 == 2 
else_jump @DSKOOL_15903 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_15910 

:DSKOOL_15903
jump @DSKOOL_13989 

:DSKOOL_15910
jump @DSKOOL_14359 

:DSKOOL_15917
if 
  $246 == 11 
else_jump @DSKOOL_17587 

:DSKOOL_15935
gosub @DSKOOL_29777 

:DSKOOL_15942
$257 = 180.0 
$252 = 0 
gosub @DSKOOL_29886 
00A5: $197 = create_car 429 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
0086: $276 = $254 // (float) 
$276 += 1.0 
0086: $277 = $255 // (float) 
$277 -= 25.0 
$257 = 90.0 
0107: 66@ = create_object #GARYS_LUV_RAMP at $276 $277 $256 
0177: set_object 66@ Z_angle_to 270.0 
0407: store_coords_to $308 $309 $70 from_car $197 with_offset -50.0 30.0 0.0 
0407: store_coords_to $310 $311 $70 from_car $197 with_offset 50.0 200.0 0.0 
if 
  42@ == 0 
else_jump @DSKOOL_16217 
015F: set_camera_position -2052.6 -138.4 34.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2044.2 -208.2 37.1 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_16215 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_16215
return 

:DSKOOL_16217
00BE: text_clear_all 
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 0.0 100.0 0.0 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.
gosub @DSKOOL_30598 

:DSKOOL_16310
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_16349 
$324 = 2 
jump @DSKOOL_17527 

:DSKOOL_16349
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_16381 
jump @DSKOOL_25337 

:DSKOOL_16381
if 
  $248 == 0 
else_jump @DSKOOL_16486 
if 
   not $324 == 2 
else_jump @DSKOOL_16472 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.

:DSKOOL_16472
gosub @DSKOOL_30772 
jump @DSKOOL_17580 

:DSKOOL_16486
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_17580 
0089: 112@ = $305 // (float) 
112@ += 10.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $304 112@ $256 radius 4.0 4.0 4.0 
else_jump @DSKOOL_16562 

:DSKOOL_16562
if 
00B0:   car $197 sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @DSKOOL_16649 
06BE: $275 = car $197 y_angle 
if 
  4.0 > $275 
else_jump @DSKOOL_16649 
if 
  $275 > -4.0 
else_jump @DSKOOL_16649 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_16649
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_17580 
gosub @DSKOOL_31130 
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_17580 
gosub @DSKOOL_31130 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
00AA: store_car $197 position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 112@ 
if 
  $258 > 1.0 
else_jump @DSKOOL_16848 
if 
  10.0 > $258 
else_jump @DSKOOL_16834 
$258 -= 1.0 
$258 *= 11.0 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @DSKOOL_16841 

:DSKOOL_16834
$266 = 0 

:DSKOOL_16841
jump @DSKOOL_16855 

:DSKOOL_16848
$266 = 100 

:DSKOOL_16855
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_16903 
$265 = 0 
jump @DSKOOL_17186 

:DSKOOL_16903
if 
  $251 == 180 
else_jump @DSKOOL_16936 
$265 = 100 
jump @DSKOOL_17186 

:DSKOOL_16936
if 
  $251 == 360 
else_jump @DSKOOL_16969 
$265 = 0 
jump @DSKOOL_17186 

:DSKOOL_16969
if 
  $251 > 0 
else_jump @DSKOOL_17039 
if 
  175 > $251 
else_jump @DSKOOL_17039 
008D: $275 = integer $251 to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @DSKOOL_17186 

:DSKOOL_17039
if 
  $251 > 174 
else_jump @DSKOOL_17084 
if 
  186 > $251 
else_jump @DSKOOL_17084 
$265 = 100 

:DSKOOL_17084
if 
  $251 > 185 
else_jump @DSKOOL_17186 
if 
  360 > $251 
else_jump @DSKOOL_17186 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_17186 

:DSKOOL_17186
if 
  1 > $265 
else_jump @DSKOOL_17211 
$265 = 0 

:DSKOOL_17211
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_17259 
$270 = 0 

:DSKOOL_17259
gosub @DSKOOL_31324 
0084: $271 = $267 // (int) 
0060: $270 -= $271 // (int) 
gosub @DSKOOL_32037 
if 
001C:   $270 > $100 // (int) 
else_jump @DSKOOL_17345 
008B: 55@ = $100 // (int) 
0084: $100 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_17352 

:DSKOOL_17345
53@ = 0 

:DSKOOL_17352
if 
  $52 == 11 
else_jump @DSKOOL_17416 
if 
  $270 > 69 
else_jump @DSKOOL_17416 
49@ = 2 
$52 = 14 
$324 = 2 
58@ = 14 

:DSKOOL_17416
40@ = 0 

:DSKOOL_17423
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_17481 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_17481 
$324 = 2 
jump @DSKOOL_17527 

:DSKOOL_17481
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_17520 
jump @DSKOOL_17527 

:DSKOOL_17520
jump @DSKOOL_17423 

:DSKOOL_17527
gosub @DSKOOL_33695 
0108: destroy_object 66@ 
if 
  $324 == 2 
else_jump @DSKOOL_17573 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_17580 

:DSKOOL_17573
jump @DSKOOL_15935 

:DSKOOL_17580
jump @DSKOOL_16310 

:DSKOOL_17587
if or
  $246 == 12 
  $246 == 13 
else_jump @DSKOOL_18998 

:DSKOOL_17612
gosub @DSKOOL_29777 
$257 = 0.0 
$252 = 7000 
gosub @DSKOOL_29886 
00A5: $197 = create_car 420 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
08F3: set_car $197 contains_goodies 0 
gosub @DSKOOL_34033 
if 
  42@ == 0 
else_jump @DSKOOL_17778 
015F: set_camera_position -2051.9 -185.5 37.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.2 -152.9 34.3 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_17776 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_17776
return 

:DSKOOL_17778
if 
  $246 == 12 
else_jump @DSKOOL_17832 
0407: store_coords_to $304 $305 $256 from_car $197 with_offset 6.5 -40.0 0.0 
jump @DSKOOL_17861 

:DSKOOL_17832
0407: store_coords_to $302 $303 $256 from_car $197 with_offset -6.5 -40.0 0.0 

:DSKOOL_17861
00BE: text_clear_all 
0512: show_permanent_text_box 'DSREVE'  // Press and hold ~m~~widget_brake~ to begin.
0A79: print_help_conditional_touch 'DS1_28' 0  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees. Press and hold ~m~~widget_look_left~ and ~m~~widget_look_right~ together to look behind.
0A78: print_help_conditional 'DS1_TO' 0  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees. Press and hold on an empty section of the screen to look behind.
gosub @DSKOOL_30598 

:DSKOOL_17907
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_17946 
$324 = 2 
jump @DSKOOL_18936 

:DSKOOL_17946
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_17978 
jump @DSKOOL_25337 

:DSKOOL_17978
if 
  $248 == 0 
else_jump @DSKOOL_18055 
if 
   not $324 == 2 
else_jump @DSKOOL_18041 
0512: show_permanent_text_box 'DSREVE'  // Press and hold ~m~~widget_brake~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees. Press and hold ~m~~widget_look_left~ and ~m~~widget_look_right~ together to look behind.

:DSKOOL_18041
gosub @DSKOOL_30772 
jump @DSKOOL_18991 

:DSKOOL_18055
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_18991 
gosub @DSKOOL_31096 
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_18991 
gosub @DSKOOL_31130 
if 
  $246 == 12 
else_jump @DSKOOL_18142 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
jump @DSKOOL_18158 

:DSKOOL_18142
0086: $254 = $302 // (float) 
0086: $255 = $303 // (float) 

:DSKOOL_18158
gosub @DSKOOL_31170 
if 
  $246 == 12 
else_jump @DSKOOL_18235 
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA -2046.9 -161.4 cornerB -2041.2 -174.5 
else_jump @DSKOOL_18228 
$266 = 0 

:DSKOOL_18228
jump @DSKOOL_18280 

:DSKOOL_18235
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA -2054.2 -161.4 cornerB -2060.0 -174.5 
else_jump @DSKOOL_18280 
$266 = 0 

:DSKOOL_18280
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_18328 
$265 = 0 
jump @DSKOOL_18611 

:DSKOOL_18328
if 
  $251 == 180 
else_jump @DSKOOL_18361 
$265 = 100 
jump @DSKOOL_18611 

:DSKOOL_18361
if 
  $251 == 360 
else_jump @DSKOOL_18394 
$265 = 0 
jump @DSKOOL_18611 

:DSKOOL_18394
if 
  $251 > 0 
else_jump @DSKOOL_18464 
if 
  175 > $251 
else_jump @DSKOOL_18464 
008D: $275 = integer $251 to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @DSKOOL_18611 

:DSKOOL_18464
if 
  $251 > 174 
else_jump @DSKOOL_18509 
if 
  186 > $251 
else_jump @DSKOOL_18509 
$265 = 100 

:DSKOOL_18509
if 
  $251 > 185 
else_jump @DSKOOL_18611 
if 
  360 > $251 
else_jump @DSKOOL_18611 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_18611 

:DSKOOL_18611
if 
  1 > $265 
else_jump @DSKOOL_18636 
$265 = 0 

:DSKOOL_18636
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_18684 
$270 = 0 

:DSKOOL_18684
gosub @DSKOOL_31414 
gosub @DSKOOL_32037 
if 
001C:   $270 > $91 // (int) 
else_jump @DSKOOL_18754 
008B: 55@ = $91 // (int) 
0084: $91 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_18761 

:DSKOOL_18754
53@ = 0 

:DSKOOL_18761
if 
  $52 == 13 
else_jump @DSKOOL_18825 
if 
  $270 > 69 
else_jump @DSKOOL_18825 
49@ = 2 
$52 = 14 
$324 = 2 
58@ = 14 

:DSKOOL_18825
40@ = 0 

:DSKOOL_18832
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_18890 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_18890 
$324 = 2 
jump @DSKOOL_18936 

:DSKOOL_18890
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_18929 
jump @DSKOOL_18936 

:DSKOOL_18929
jump @DSKOOL_18832 

:DSKOOL_18936
gosub @DSKOOL_33695 
gosub @DSKOOL_33979 
if 
  $324 == 2 
else_jump @DSKOOL_18984 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_18991 

:DSKOOL_18984
jump @DSKOOL_17612 

:DSKOOL_18991
jump @DSKOOL_17907 

:DSKOOL_18998
if 
  $246 == 14 
else_jump @DSKOOL_20753 

:DSKOOL_19016
gosub @DSKOOL_29777 

:DSKOOL_19023
$257 = 180.0 
$252 = 0 
gosub @DSKOOL_29886 
00A5: $197 = create_car 597 at $254 $255 $256 
0175: set_car $197 Z_angle_to $257 
08F3: set_car $197 contains_goodies 0 
0086: $276 = $254 // (float) 
0086: $277 = $255 // (float) 
$277 -= 10.0 
00A5: $195 = create_car 597 at $276 $277 $256 
0175: set_car $195 Z_angle_to $257 
0560: create_random_actor_in_car $195 handle_as 64@ 
00AD: set_car $195 max_speed_to 0.0 
0107: 67@ = create_object #AD_ROADMARK2 at -2045.0 -177.5 34.35 
0177: set_object 67@ Z_angle_to 180.0 
0107: 65@ = create_object #AD_ROADMARK2 at -2057.0 -177.5 34.35 
0407: store_coords_to $308 $309 $70 from_car $197 with_offset -12.0 -4.0 0.0 
0407: store_coords_to $310 $311 $70 from_car $197 with_offset 12.0 100.0 0.0 
if 
  42@ == 0 
else_jump @DSKOOL_19362 
015F: set_camera_position -2047.0 -220.2 36.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2050.2 -193.9 32.5 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_19360 
0129: 63@ = create_actor_pedtype 24 model 281 in_car $197 driverseat 

:DSKOOL_19360
return 

:DSKOOL_19362
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.
gosub @DSKOOL_30598 

:DSKOOL_19426
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_19465 
$324 = 2 
jump @DSKOOL_20678 

:DSKOOL_19465
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_19497 
jump @DSKOOL_25337 

:DSKOOL_19497
if 
  $248 == 0 
else_jump @DSKOOL_19602 
if 
   not $324 == 2 
else_jump @DSKOOL_19588 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.

:DSKOOL_19588
gosub @DSKOOL_30772 
jump @DSKOOL_20746 

:DSKOOL_19602
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_20746 
if 
8119:   not car $195 wrecked 
else_jump @DSKOOL_20746 
if 
80B0:   not car $195 sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @DSKOOL_19678 
0519: set_car $195 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_19678
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @DSKOOL_19722 
0519: set_car $195 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_19722
0174: $250 = car $195 Z_angle 
if or
  $250 > 340.0 
  20.0 > $250 
else_jump @DSKOOL_19775 
0519: set_car $195 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_19775
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_20746 
0519: set_car $195 locked 1 
gosub @DSKOOL_31130 
00AA: store_car $195 position_to $254 $255 $256 
00AA: store_car $197 position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 $255 
if 
  $258 > 4.0 
else_jump @DSKOOL_19956 
if 
  11.0 > $258 
else_jump @DSKOOL_19942 
$258 -= 4.0 
$258 *= 14.14 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @DSKOOL_19949 

:DSKOOL_19942
$266 = 0 

:DSKOOL_19949
jump @DSKOOL_19963 

:DSKOOL_19956
$266 = 100 

:DSKOOL_19963
0058: $270 += $266 // (int) 
0174: $250 = car $195 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_20019 
$265 = 100 
jump @DSKOOL_20312 

:DSKOOL_20019
if 
  $251 == 360 
else_jump @DSKOOL_20052 
$265 = 100 
jump @DSKOOL_20312 

:DSKOOL_20052
if 
  $251 > 0 
else_jump @DSKOOL_20095 
if 
  21 > $251 
else_jump @DSKOOL_20095 
$265 = 100 

:DSKOOL_20095
if 
  $251 > 179 
else_jump @DSKOOL_20182 
if 
  340 > $251 
else_jump @DSKOOL_20182 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.62 
008C: $265 = float $275 to_integer 
jump @DSKOOL_20312 

:DSKOOL_20182
if 
  $251 > 339 
else_jump @DSKOOL_20227 
if 
  360 > $251 
else_jump @DSKOOL_20227 
$265 = 100 

:DSKOOL_20227
if 
  $251 > 20 
else_jump @DSKOOL_20312 
if 
  180 > $251 
else_jump @DSKOOL_20312 
008D: $275 = integer $251 to_float 
$275 *= 0.62 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_20312 

:DSKOOL_20312
if 
  1 > $265 
else_jump @DSKOOL_20337 
$265 = 0 

:DSKOOL_20337
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_20385 
$270 = 0 

:DSKOOL_20385
gosub @DSKOOL_31324 
if 
  3 > $267 
else_jump @DSKOOL_20417 
$267 = 0 

:DSKOOL_20417
0084: $271 = $267 // (int) 
0060: $270 -= $271 // (int) 
gosub @DSKOOL_32037 
if 
001C:   $270 > $101 // (int) 
else_jump @DSKOOL_20496 
008B: 55@ = $101 // (int) 
0084: $101 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_20503 

:DSKOOL_20496
53@ = 0 

:DSKOOL_20503
if 
  $52 == 14 
else_jump @DSKOOL_20567 
if 
  $270 > 69 
else_jump @DSKOOL_20567 
49@ = 2 
$52 = 15 
$324 = 2 
58@ = 15 

:DSKOOL_20567
40@ = 0 

:DSKOOL_20574
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_20632 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_20632 
$324 = 2 
jump @DSKOOL_20678 

:DSKOOL_20632
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_20671 
jump @DSKOOL_20678 

:DSKOOL_20671
jump @DSKOOL_20574 

:DSKOOL_20678
gosub @DSKOOL_33695 
00A6: destroy_car $195 
0108: destroy_object 67@ 
0108: destroy_object 65@ 
009B: destroy_actor 64@ 
if 
  $324 == 2 
else_jump @DSKOOL_20739 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_20746 

:DSKOOL_20739
jump @DSKOOL_19016 

:DSKOOL_20746
jump @DSKOOL_19426 

:DSKOOL_20753
if 
  $246 == 15 
else_jump @DSKOOL_23525 

:DSKOOL_20771
gosub @DSKOOL_29777 

:DSKOOL_20778
$257 = 180.0 
$252 = 6000 
gosub @DSKOOL_29886 
0086: $277 = $255 // (float) 
$277 += 20.0 
00A5: $197 = create_car 429 at $254 $277 $256 
0175: set_car $197 Z_angle_to $257 
0852: set_car $197 damages_visible 0 
0086: $276 = $254 // (float) 
0086: $277 = $255 // (float) 
$277 -= 55.0 
$257 = 90.0 
0107: 65@ = create_object #AD_JUMP at $276 $277 $256 
0177: set_object 65@ Z_angle_to 180.0 
0086: $277 = $255 // (float) 
$277 -= 75.0 
00A5: $195 = create_car 411 at $276 $277 $256 
0175: set_car $195 Z_angle_to $257 
0519: set_car $195 locked 1 
0086: $277 = $255 // (float) 
$277 -= 80.0 
00A5: $196 = create_car 411 at $276 $277 $256 
0175: set_car $196 Z_angle_to $257 
0519: set_car $196 locked 1 
if 
  42@ == 0 
else_jump @DSKOOL_21111 
015F: set_camera_position -2061.2 -158.9 37.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.3 -197.0 35.1 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_21109 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_21109
return 

:DSKOOL_21111
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
0A79: print_help_conditional_touch 'DS1_33' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold ~m~~widget_ped_move_up~ and ~m~~widget_ped_move_down~ to adjust the car's pitch.
0A7E: print_help_conditional_hid_keyboard 'DS1TCH' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold the left side of the screen to one side to adjust the car's pitch.
0A7F: print_help_conditional_touch_analog 'DS2TCH' 0 
0A80: set_widget_value2 'DS1TCH' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold the left side of the screen to one side to adjust the car's pitch.
gosub @DSKOOL_30598 

:DSKOOL_21211
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_21250 
$324 = 2 
jump @DSKOOL_23455 

:DSKOOL_21250
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_21282 
jump @DSKOOL_25337 

:DSKOOL_21282
if 
  $248 == 0 
else_jump @DSKOOL_21423 
if 
   not $324 == 2 
else_jump @DSKOOL_21409 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
0A79: print_help_conditional_touch 'DS1_33' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold ~m~~widget_ped_move_up~ and ~m~~widget_ped_move_down~ to adjust the car's pitch.
0A7E: print_help_conditional_hid_keyboard 'DS1TCH' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold the left side of the screen to one side to adjust the car's pitch.
0A7F: print_help_conditional_touch_analog 'DS2TCH' 0 
0A80: set_widget_value2 'DS1TCH' 0  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and press and hold the left side of the screen to one side to adjust the car's pitch.

:DSKOOL_21409
gosub @DSKOOL_30772 
jump @DSKOOL_23518 

:DSKOOL_21423
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_23518 
gosub @DSKOOL_31096 
if 
  $253 == 0 
else_jump @DSKOOL_21519 
if 
00B1:   car $197 sphere 0 in_cube_cornerA -2047.0 -186.0 37.2 cornerB -2054.0 -190.0 39.0 
else_jump @DSKOOL_21519 
$253 = 1 

:DSKOOL_21519
if 
  $253 == 1 
else_jump @DSKOOL_21599 
0224: set_car $197 health_to 1000 
if 
81F3:   not car $197 in_air 
else_jump @DSKOOL_21599 
if 
01F4:   car $197 flipped 
else_jump @DSKOOL_21599 
0224: set_car $197 health_to 700 
0852: set_car $197 damages_visible 1 
$253 = 2 

:DSKOOL_21599
if 
81F3:   not car $197 in_air 
else_jump @DSKOOL_21638 
if 
01F4:   car $197 flipped 
else_jump @DSKOOL_21638 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_21638
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA -2042.0 -100.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_21683 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_21683
0174: $250 = car $197 Z_angle 
if or
  $250 > 200.0 
  160.0 > $250 
else_jump @DSKOOL_21732 
$275 = 1.0 

:DSKOOL_21732
06BE: 44@ = car $197 y_angle 
if 
  45@ == 0 
else_jump @DSKOOL_21814 
if 
  44@ > 5.0 
else_jump @DSKOOL_21786 
46@ = 1 

:DSKOOL_21786
if 
  -5.0 > 44@ 
else_jump @DSKOOL_21814 
46@ = 2 

:DSKOOL_21814
if 
  46@ == 1 
else_jump @DSKOOL_22153 
if 
  45@ == 0 
else_jump @DSKOOL_21878 
if 
  44@ > 90.0 
else_jump @DSKOOL_21878 
45@ = 1 

:DSKOOL_21878
if 
  45@ == 1 
else_jump @DSKOOL_21924 
if 
  44@ > 170.0 
else_jump @DSKOOL_21924 
45@ = 2 

:DSKOOL_21924
if 
  45@ == 2 
else_jump @DSKOOL_21991 
if 
  0.0 > 44@ 
else_jump @DSKOOL_21991 
if 
  44@ > -170.0 
else_jump @DSKOOL_21991 
45@ = 3 

:DSKOOL_21991
if 
  45@ == 3 
else_jump @DSKOOL_22086 
if 
  0.0 > 44@ 
else_jump @DSKOOL_22058 
if 
  44@ > -90.0 
else_jump @DSKOOL_22058 
45@ = 4 

:DSKOOL_22058
if 
  44@ > 10.0 
else_jump @DSKOOL_22086 
45@ = 0 

:DSKOOL_22086
if 
  45@ == 4 
else_jump @DSKOOL_22153 
if 
  0.0 > 44@ 
else_jump @DSKOOL_22153 
if 
  44@ > -5.0 
else_jump @DSKOOL_22153 
45@ = 5 

:DSKOOL_22153
if 
  46@ == 2 
else_jump @DSKOOL_22492 
if 
  45@ == 0 
else_jump @DSKOOL_22217 
if 
  -90.0 > 44@ 
else_jump @DSKOOL_22217 
45@ = 1 

:DSKOOL_22217
if 
  45@ == 1 
else_jump @DSKOOL_22263 
if 
  -170.0 > 44@ 
else_jump @DSKOOL_22263 
45@ = 2 

:DSKOOL_22263
if 
  45@ == 2 
else_jump @DSKOOL_22330 
if 
  44@ > 0.0 
else_jump @DSKOOL_22330 
if 
  170.0 > 44@ 
else_jump @DSKOOL_22330 
45@ = 3 

:DSKOOL_22330
if 
  45@ == 3 
else_jump @DSKOOL_22425 
if 
  44@ > 0.0 
else_jump @DSKOOL_22397 
if 
  90.0 > 44@ 
else_jump @DSKOOL_22397 
45@ = 4 

:DSKOOL_22397
if 
  -10.0 > 44@ 
else_jump @DSKOOL_22425 
45@ = 0 

:DSKOOL_22425
if 
  45@ == 4 
else_jump @DSKOOL_22492 
if 
  44@ > 0.0 
else_jump @DSKOOL_22492 
if 
  5.0 > 44@ 
else_jump @DSKOOL_22492 
45@ = 5 

:DSKOOL_22492
if 
01C1:   car $197 stopped 
else_jump @DSKOOL_23518 
gosub @DSKOOL_31130 
if 
  45@ == 5 
else_jump @DSKOOL_22540 
$266 = 100 

:DSKOOL_22540
if 
  45@ == 4 
else_jump @DSKOOL_22565 
$266 = 80 

:DSKOOL_22565
if 
  45@ == 3 
else_jump @DSKOOL_22590 
$266 = 60 

:DSKOOL_22590
if 
  45@ == 2 
else_jump @DSKOOL_22615 
$266 = 40 

:DSKOOL_22615
if 
  45@ == 1 
else_jump @DSKOOL_22640 
$266 = 20 

:DSKOOL_22640
if 
  45@ == 0 
else_jump @DSKOOL_22665 
$266 = 0 

:DSKOOL_22665
if 
  $253 == 0 
else_jump @DSKOOL_22690 
$266 = 0 

:DSKOOL_22690
if 
01F4:   car $197 flipped 
else_jump @DSKOOL_22713 
$266 = 0 

:DSKOOL_22713
if 
80B0:   not car $197 sphere 0 in_rectangle_cornerA -2042.0 -215.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_22758 
$266 = 0 

:DSKOOL_22758
0174: $250 = car $197 Z_angle 
008C: $251 = float $250 to_integer 
if 
  $251 == 0 
else_jump @DSKOOL_22806 
$265 = 0 
jump @DSKOOL_23089 

:DSKOOL_22806
if 
  $251 == 180 
else_jump @DSKOOL_22839 
$265 = 100 
jump @DSKOOL_23089 

:DSKOOL_22839
if 
  $251 == 360 
else_jump @DSKOOL_22872 
$265 = 0 
jump @DSKOOL_23089 

:DSKOOL_22872
if 
  $251 > 0 
else_jump @DSKOOL_22942 
if 
  175 > $251 
else_jump @DSKOOL_22942 
008D: $275 = integer $251 to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @DSKOOL_23089 

:DSKOOL_22942
if 
  $251 > 174 
else_jump @DSKOOL_22987 
if 
  186 > $251 
else_jump @DSKOOL_22987 
$265 = 100 

:DSKOOL_22987
if 
  $251 > 185 
else_jump @DSKOOL_23089 
if 
  360 > $251 
else_jump @DSKOOL_23089 
0084: $272 = $251 // (int) 
$272 -= 180 
008D: $275 = integer $272 to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @DSKOOL_23089 

:DSKOOL_23089
if 
  1 > $265 
else_jump @DSKOOL_23114 
$265 = 0 

:DSKOOL_23114
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @DSKOOL_23162 
$270 = 0 

:DSKOOL_23162
gosub @DSKOOL_31324 
if 
  2 > $267 
else_jump @DSKOOL_23194 
$267 = 0 

:DSKOOL_23194
0084: $271 = $267 // (int) 
0060: $270 -= $271 // (int) 
gosub @DSKOOL_32037 
if 
001C:   $270 > $99 // (int) 
else_jump @DSKOOL_23273 
008B: 55@ = $99 // (int) 
0084: $99 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_23280 

:DSKOOL_23273
53@ = 0 

:DSKOOL_23280
if 
  $52 == 15 
else_jump @DSKOOL_23344 
if 
  $270 > 69 
else_jump @DSKOOL_23344 
49@ = 2 
$52 = 16 
$324 = 2 
58@ = 16 

:DSKOOL_23344
40@ = 0 

:DSKOOL_23351
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_23409 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_23409 
$324 = 2 
jump @DSKOOL_23455 

:DSKOOL_23409
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_23448 
jump @DSKOOL_23455 

:DSKOOL_23448
jump @DSKOOL_23351 

:DSKOOL_23455
gosub @DSKOOL_33695 
00A6: destroy_car $195 
00A6: destroy_car $196 
0108: destroy_object 65@ 
if 
  $324 == 2 
else_jump @DSKOOL_23511 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_23518 

:DSKOOL_23511
jump @DSKOOL_20771 

:DSKOOL_23518
jump @DSKOOL_21211 

:DSKOOL_23525
if 
  $246 == 16 
else_jump @DSKOOL_25337 

:DSKOOL_23543
gosub @DSKOOL_29777 

:DSKOOL_23550
$257 = 180.0 
$252 = 0 
gosub @DSKOOL_29886 
$254 = -2046.7 
$255 = -90.2 
$256 = 33.9 
$281 = -1724.3 
$282 = 1294.0 
$283 = 6.0 
00A5: $197 = create_car 506 at $254 $255 $256 
0175: set_car $197 Z_angle_to 0.0 
039C: set_car $197 watertight 1 
if 
  42@ == 0 
else_jump @DSKOOL_23763 
015F: set_camera_position -2017.3 -45.0 34.41 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.0 -100.3 37.4 switchstyle 2 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_23761 
0560: create_random_actor_in_car $197 handle_as 63@ 

:DSKOOL_23761
return 

:DSKOOL_23763
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.5 
03CB: set_rendering_origin_at $254 $255 $256 
018A: 43@ = create_checkpoint_at $281 $282 $283 
06D5: 50@ = create_racing_checkpoint_at $281 $282 $283 point_to $254 $255 $256 type 0 radius 5.0 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).
gosub @DSKOOL_30598 

:DSKOOL_23889
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @DSKOOL_23928 
$324 = 2 
jump @DSKOOL_25016 

:DSKOOL_23928
gosub @DSKOOL_30666 
if 
  $324 == 1 
else_jump @DSKOOL_23960 
jump @DSKOOL_25337 

:DSKOOL_23960
if 
  $324 == 2 
else_jump @DSKOOL_23985 
jump @DSKOOL_25016 

:DSKOOL_23985
if 
  $248 == 0 
else_jump @DSKOOL_24090 
if 
   not $324 == 2 
else_jump @DSKOOL_24076 
0A7A: print_help_conditional_hid 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A79: print_help_conditional_touch 'DSTART' 2  // Press and hold ~m~~widget_accelerate~ to begin.
0A7B: print_help_conditional_touch_classic 'DSTART2' 2  // Press and hold the bottom right side of the screen to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).

:DSKOOL_24076
gosub @DSKOOL_30772 
jump @DSKOOL_25330 

:DSKOOL_24090
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_25330 
if 
  $252 > 260000 
else_jump @DSKOOL_24134 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_24134
if 
  $253 == 0 
else_jump @DSKOOL_24255 
if 
01AF:   car $197 sphere 0 in_sphere $281 $282 $283 radius 4.0 4.0 4.0 
else_jump @DSKOOL_24255 
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at $254 $255 $256 
06D6: disable_racing_checkpoint 50@ 
06D5: 50@ = create_racing_checkpoint_at $254 $255 $256 point_to $254 $255 $256 type 1 radius 5.0 
$253 = 1 

:DSKOOL_24255
if 
  $253 == 1 
else_jump @DSKOOL_24327 
if 
01AF:   car $197 sphere 0 in_sphere $254 $255 $256 radius 4.0 4.0 4.0 
else_jump @DSKOOL_24327 
0164: disable_marker 43@ 
$253 = 2 

:DSKOOL_24327
00BE: text_clear_all 
if or
01C1:   car $197 stopped 
  $253 == 2 
02BF:   car $197 sunk 
  $252 >= 140000 
else_jump @DSKOOL_25330 
gosub @DSKOOL_31130 
06D6: disable_racing_checkpoint 50@ 
0084: $272 = $252 // (int) 
0084: $300 = $272 // (int) 
$300 /= 1000 
0084: $301 = $300 // (int) 
$301 *= 1000 
0084: $273 = $272 // (int) 
0060: $273 -= $301 // (int) 
0084: $301 = $273 // (int) 
$301 /= 10 
$269 = 0 
if 
  2 > $253 
else_jump @DSKOOL_24489 
$269 = 0 
jump @DSKOOL_24747 

:DSKOOL_24489
if 
  100000 > $272 
else_jump @DSKOOL_24517 
$269 = 100 

:DSKOOL_24517
if 
  $272 >= 100000 
else_jump @DSKOOL_24618 
if 
  120000 > $272 
else_jump @DSKOOL_24618 
0084: $273 = $272 // (int) 
$273 -= 99999 
008D: $275 = integer $273 to_float 
$275 *= 0.0015 
008C: $272 = float $275 to_integer 
$269 = 100 
0060: $269 -= $272 // (int) 

:DSKOOL_24618
if 
  $272 >= 120000 
else_jump @DSKOOL_24719 
if 
  140000 > $272 
else_jump @DSKOOL_24719 
0084: $273 = $272 // (int) 
$273 -= 119999 
008D: $275 = integer $273 to_float 
$275 *= 0.0035 
008C: $272 = float $275 to_integer 
$269 = 70 
0060: $269 -= $272 // (int) 

:DSKOOL_24719
if 
  $272 >= 140000 
else_jump @DSKOOL_24747 
$269 = 0 

:DSKOOL_24747
if 
  1 > $269 
else_jump @DSKOOL_24772 
$269 = 0 

:DSKOOL_24772
if 
  $269 > 99 
else_jump @DSKOOL_24797 
$269 = 100 

:DSKOOL_24797
0084: $270 = $269 // (int) 
gosub @DSKOOL_31324 
0084: $271 = $267 // (int) 
0060: $270 -= $271 // (int) 
gosub @DSKOOL_32037 
if 
001C:   $270 > $96 // (int) 
else_jump @DSKOOL_24891 
008B: 55@ = $96 // (int) 
0084: $96 = $270 // (int) 
49@ = 1 
gosub @DSKOOL_32519 
jump @DSKOOL_24898 

:DSKOOL_24891
53@ = 0 

:DSKOOL_24898
$253 = 5 
40@ = 0 

:DSKOOL_24912
wait 0 
gosub @DSKOOL_32066 
if 
   not 49@ == 2 
else_jump @DSKOOL_24970 
if 
0A52:   is_widget_released 74 
else_jump @DSKOOL_24970 
$324 = 2 
jump @DSKOOL_25016 

:DSKOOL_24970
gosub @DSKOOL_32819 
gosub @DSKOOL_33614 
if 
  $325 == 1 
else_jump @DSKOOL_25009 
jump @DSKOOL_25016 

:DSKOOL_25009
jump @DSKOOL_24912 

:DSKOOL_25016
if 
  $85 == 0 
else_jump @DSKOOL_25265 
if 
  $52 == 16 
else_jump @DSKOOL_25265 
if 
  $270 > 69 
else_jump @DSKOOL_25265 
fade 0 500 

:DSKOOL_25077
if 
fading 
else_jump @DSKOOL_25101 
wait 0 
jump @DSKOOL_25077 

:DSKOOL_25101
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_sky_colors_with_fade 1 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car $197 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:DSKOOL_25234
if 
fading 
else_jump @DSKOOL_25258 
wait 0 
jump @DSKOOL_25234 

:DSKOOL_25258
jump @DSKOOL_25379 

:DSKOOL_25265
gosub @DSKOOL_33695 
0164: disable_marker 43@ 
06D6: disable_racing_checkpoint 50@ 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  $324 == 2 
else_jump @DSKOOL_25323 
00BE: text_clear_all 
jump @DSKOOL_1499 
jump @DSKOOL_25330 

:DSKOOL_25323
jump @DSKOOL_23543 

:DSKOOL_25330
jump @DSKOOL_23889 

:DSKOOL_25337
00BE: text_clear_all 
if 
  $324 == 1 
else_jump @DSKOOL_25373 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DSKOOL_25373
0A6F: checkpoint_save 1 
return 

:DSKOOL_25379
if 
  $85 == 0 
else_jump @DSKOOL_25500 
0164: disable_marker $595 
0570: $595 = create_asset_radar_marker_with_icon 36 at $576 $577 $578 
018B: set_marker $595 radar_mode 2 
014C: set_parked_car_generator $6569 cars_to_generate_to 101 
014C: set_parked_car_generator $6570 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~DRIVING SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made = 1 
$85 = 1 

:DSKOOL_25500
return 

:DSKOOL_25502
if 
  $8784 == 0 
else_jump @DSKOOL_25732 
if 
  $106 >= 70 
else_jump @DSKOOL_25732 
if 
  $104 >= 70 
else_jump @DSKOOL_25732 
if 
  $97 >= 70 
else_jump @DSKOOL_25732 
if 
  $95 >= 70 
else_jump @DSKOOL_25732 
if 
  $93 >= 70 
else_jump @DSKOOL_25732 
if 
  $102 >= 70 
else_jump @DSKOOL_25732 
if 
  $90 >= 70 
else_jump @DSKOOL_25732 
if 
  $100 >= 70 
else_jump @DSKOOL_25732 
if 
  $101 >= 70 
else_jump @DSKOOL_25732 
if 
  $99 >= 70 
else_jump @DSKOOL_25732 
if 
  $96 >= 70 
else_jump @DSKOOL_25732 
014C: set_parked_car_generator $6562 cars_to_generate_to 101 
$8784 = 1 

:DSKOOL_25732
if 
  $8785 == 0 
else_jump @DSKOOL_25962 
if 
  $106 >= 85 
else_jump @DSKOOL_25962 
if 
  $104 >= 85 
else_jump @DSKOOL_25962 
if 
  $97 >= 85 
else_jump @DSKOOL_25962 
if 
  $95 >= 85 
else_jump @DSKOOL_25962 
if 
  $93 >= 85 
else_jump @DSKOOL_25962 
if 
  $102 >= 85 
else_jump @DSKOOL_25962 
if 
  $90 >= 85 
else_jump @DSKOOL_25962 
if 
  $100 >= 85 
else_jump @DSKOOL_25962 
if 
  $101 >= 85 
else_jump @DSKOOL_25962 
if 
  $99 >= 85 
else_jump @DSKOOL_25962 
if 
  $96 >= 85 
else_jump @DSKOOL_25962 
014C: set_parked_car_generator $6567 cars_to_generate_to 101 
$8785 = 1 

:DSKOOL_25962
if 
  $8786 == 0 
else_jump @DSKOOL_26192 
if 
  $106 == 100 
else_jump @DSKOOL_26192 
if 
  $104 == 100 
else_jump @DSKOOL_26192 
if 
  $97 == 100 
else_jump @DSKOOL_26192 
if 
  $95 == 100 
else_jump @DSKOOL_26192 
if 
  $93 == 100 
else_jump @DSKOOL_26192 
if 
  $102 == 100 
else_jump @DSKOOL_26192 
if 
  $90 == 100 
else_jump @DSKOOL_26192 
if 
  $100 == 100 
else_jump @DSKOOL_26192 
if 
  $101 == 100 
else_jump @DSKOOL_26192 
if 
  $99 == 100 
else_jump @DSKOOL_26192 
if 
  $96 == 100 
else_jump @DSKOOL_26192 
014C: set_parked_car_generator $6568 cars_to_generate_to 101 
$8786 = 1 

:DSKOOL_26192
014F: stop_timer $252 
03F0: enable_text_draw 0 
01B7: release_weather 
0249: release_model 429 
0249: release_model 420 
0249: release_model #TRAFFICCONE 
0249: release_model 50 
0249: release_model 496 
0249: release_model 411 
0249: release_model 506 
0249: release_model 597 
0249: release_model 281 
0249: release_model #TEMP_STINGER2 
0249: release_model #GARYS_LUV_RAMP 
0249: release_model #AD_JUMP 
0249: release_model #AD_ROADMARK1 
0249: release_model #AD_ROADMARK2 
0249: release_model #AD_FINISH 
091D: remove_forbidden_for_boats_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
09EC: set_garages_leave_camera_alone 0 
097A: play_audio_at 0.0 0.0 0.0 event 1184 
0299: activate_garage 'BODLAWN' 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'MDSSFSE' 
if 
  $2885 == 1 
else_jump @DSKOOL_26406 
0299: activate_garage 'MDS1SFS' 
0299: activate_garage 'VECMOD' 

:DSKOOL_26406
0A14: disable_respray_garages 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DSKOOL_26433 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_26433
09F5: disable_player_mutal_activities 0 
0391: release_textures 
01EB: set_traffic_density_multiplier_to 1.0 
0826: enable_hud 1 
0581: enable_radar 1 
0164: disable_marker 43@ 
06D6: disable_racing_checkpoint 50@ 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:DSKOOL_26484
if 
  51@ == 1 
else_jump @DSKOOL_26569 
if 
  255 > 52@ 
else_jump @DSKOOL_26562 
52@ += 5 
if 
  52@ > 255 
else_jump @DSKOOL_26555 
52@ = 255 

:DSKOOL_26555
jump @DSKOOL_26569 

:DSKOOL_26562
51@ = 2 

:DSKOOL_26569
if 
  51@ == 3 
else_jump @DSKOOL_26651 
if 
  52@ > 0 
else_jump @DSKOOL_26644 
52@ -= 5 
if 
  0 > 52@ 
else_jump @DSKOOL_26637 
52@ = 0 

:DSKOOL_26637
jump @DSKOOL_26651 

:DSKOOL_26644
51@ = 0 

:DSKOOL_26651
gosub @DSKOOL_29719 
0340: set_text_draw_RGBA 255 255 255 255 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0342: set_text_draw_centered 0 
if 
  $246 == 1 
else_jump @DSKOOL_26739 
033E: set_draw_text_position 102@ 103@ GXT 'DS_P'  // The 360
008B: 54@ = $106 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26739
if 
  $246 == 2 
else_jump @DSKOOL_26789 
033E: set_draw_text_position 102@ 103@ GXT 'DS_O'  // The 180
008B: 54@ = $104 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26789
if 
  $246 == 3 
else_jump @DSKOOL_26839 
033E: set_draw_text_position 102@ 103@ GXT 'DS_I'  // Whip and Terminate
008B: 54@ = $97 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26839
if 
  $246 == 4 
else_jump @DSKOOL_26889 
033E: set_draw_text_position 102@ 103@ GXT 'DS_I'  // Whip and Terminate
008B: 54@ = $97 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26889
if 
  $246 == 5 
else_jump @DSKOOL_26939 
033E: set_draw_text_position 102@ 103@ GXT 'DS_F'  // Pop and Control
008B: 54@ = $95 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26939
if 
  $246 == 6 
else_jump @DSKOOL_26989 
033E: set_draw_text_position 102@ 103@ GXT 'DS_E'  // Burn and Lap
008B: 54@ = $93 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_26989
if 
  $246 == 7 
else_jump @DSKOOL_27039 
033E: set_draw_text_position 102@ 103@ GXT 'DS_E'  // Burn and Lap
008B: 54@ = $93 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27039
if 
  $246 == 8 
else_jump @DSKOOL_27089 
033E: set_draw_text_position 102@ 103@ GXT 'DS_N'  // Cone Coil
008B: 54@ = $102 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27089
if 
  $246 == 9 
else_jump @DSKOOL_27139 
033E: set_draw_text_position 102@ 103@ GXT 'DS_N'  // Cone Coil
008B: 54@ = $102 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27139
if 
  $246 == 10 
else_jump @DSKOOL_27189 
033E: set_draw_text_position 102@ 103@ GXT 'DS_A'  // The '90'
008B: 54@ = $90 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27189
if 
  $246 == 11 
else_jump @DSKOOL_27239 
033E: set_draw_text_position 102@ 103@ GXT 'DS_K'  // Wheelie Weave
008B: 54@ = $100 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27239
if 
  $246 == 12 
else_jump @DSKOOL_27289 
033E: set_draw_text_position 102@ 103@ GXT 'DS_C'  // Spin and Go
008B: 54@ = $91 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27289
if 
  $246 == 13 
else_jump @DSKOOL_27339 
033E: set_draw_text_position 102@ 103@ GXT 'DS_C'  // Spin and Go
008B: 54@ = $91 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27339
if 
  $246 == 14 
else_jump @DSKOOL_27389 
033E: set_draw_text_position 102@ 103@ GXT 'DS_L'  // P. I. T. Maneuver
008B: 54@ = $101 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27389
if 
  $246 == 15 
else_jump @DSKOOL_27439 
033E: set_draw_text_position 102@ 103@ GXT 'DS_J'  // Alley Oop
008B: 54@ = $99 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27439
if 
  $246 == 16 
else_jump @DSKOOL_27489 
033E: set_draw_text_position 102@ 103@ GXT 'DS_G'  // City Slicking
008B: 54@ = $96 // (int) 
gosub @DSKOOL_28093 

:DSKOOL_27489
if 
   not 47@ == 1 
else_jump @DSKOOL_27786 
gosub @DSKOOL_29545 
0904: get_interface 7 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 
0342: set_text_draw_centered 1 
gosub @DSKOOL_29545 
0904: get_interface 7 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 
0342: set_text_draw_centered 1 
if 
   not $52 == 1 
else_jump @DSKOOL_27712 
gosub @DSKOOL_29545 
0904: get_interface 7 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 472.0 340.0 GXT 'DS1_52'  // Navigate
jump @DSKOOL_27786 

:DSKOOL_27712
gosub @DSKOOL_29545 
0904: get_interface 9 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 472.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27786
gosub @DSKOOL_29545 
033F: set_text_draw_letter_size 0.32 1.25 
0904: get_interface 5 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
if 
   not 47@ == 1 
else_jump @DSKOOL_28036 
gosub @DSKOOL_29545 
0904: get_interface 5 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 
if 
   not $52 == 1 
else_jump @DSKOOL_27969 
gosub @DSKOOL_29545 
0904: get_interface 5 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 

:DSKOOL_27969
if 
  $52 == 1 
else_jump @DSKOOL_28036 
gosub @DSKOOL_29545 
0904: get_interface 5 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
033F: set_text_draw_letter_size 0.32 1.25 

:DSKOOL_28036
033F: set_text_draw_letter_size 0.52 1.45 
gosub @LITCAS_308 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:DSKOOL_28093
if 
  70 > 54@ 
else_jump @DSKOOL_28118 
53@ = 1 

:DSKOOL_28118
if 
  54@ > 69 
else_jump @DSKOOL_28161 
if 
  85 > 54@ 
else_jump @DSKOOL_28161 
53@ = 2 

:DSKOOL_28161
if 
  54@ > 84 
else_jump @DSKOOL_28204 
if 
  100 > 54@ 
else_jump @DSKOOL_28204 
53@ = 3 

:DSKOOL_28204
if 
  54@ == 100 
else_jump @DSKOOL_28229 
53@ = 4 

:DSKOOL_28229
gosub @DSKOOL_29545 
03E4: set_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 59@ 60@ 61@ 62@ 
0340: set_text_draw_RGBA 59@ 60@ 61@ 62@ 
060D: draw_text_shadow 0 rgba 0 0 0 255 
if 
  53@ > 1 
else_jump @DSKOOL_28328 
045A: draw_text_1number 104@ 105@ GXT 'DS1_58' number 54@  // Record Score ~1~%
jump @DSKOOL_28345 

:DSKOOL_28328
033E: set_draw_text_position 104@ 105@ GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28345
if 
  53@ == 1 
else_jump @DSKOOL_28399 
038D: draw_texture 6 position 510.0 80.0 size 166.0 77.0 RGBA 160 160 160 255 

:DSKOOL_28399
if 
  53@ == 2 
else_jump @DSKOOL_28489 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 1 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DSKOOL_28489
if 
  53@ == 3 
else_jump @DSKOOL_28579 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 2 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DSKOOL_28579
if 
  53@ == 4 
else_jump @DSKOOL_28669 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 3 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DSKOOL_28669
return 

:DSKOOL_28671
if 
  42@ == 0 
else_jump @DSKOOL_28971 
if 
  $246 == 1 
else_jump @DSKOOL_28714 
gosub @DSKOOL_4038 

:DSKOOL_28714
if 
  $246 == 2 
else_jump @DSKOOL_28739 
gosub @DSKOOL_5724 

:DSKOOL_28739
if 
  $246 == 4 
else_jump @DSKOOL_28764 
gosub @DSKOOL_7098 

:DSKOOL_28764
if 
  $246 == 5 
else_jump @DSKOOL_28789 
gosub @DSKOOL_8751 

:DSKOOL_28789
if 
  $246 == 7 
else_jump @DSKOOL_28814 
gosub @DSKOOL_10309 

:DSKOOL_28814
if 
  $246 == 9 
else_jump @DSKOOL_28839 
gosub @DSKOOL_12459 

:DSKOOL_28839
if 
  $246 == 10 
else_jump @DSKOOL_28864 
gosub @DSKOOL_13996 

:DSKOOL_28864
if 
  $246 == 11 
else_jump @DSKOOL_28889 
gosub @DSKOOL_15942 

:DSKOOL_28889
if 
  $246 == 14 
else_jump @DSKOOL_28914 
gosub @DSKOOL_19023 

:DSKOOL_28914
if 
  $246 == 15 
else_jump @DSKOOL_28939 
gosub @DSKOOL_20778 

:DSKOOL_28939
if 
  $246 == 16 
else_jump @DSKOOL_28964 
gosub @DSKOOL_23550 

:DSKOOL_28964
42@ = 1 

:DSKOOL_28971
if 
  42@ == 1 
else_jump @DSKOOL_29208 
if 
  $246 == 14 
else_jump @DSKOOL_29142 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_29135 
if 
87C1:   not path 14 available 
else_jump @DSKOOL_29042 
07C0: load_path 14 

:DSKOOL_29042
if 
87C1:   not path 3 available 
else_jump @DSKOOL_29061 
07C0: load_path 3 

:DSKOOL_29061
if 
07C1:   path 14 available 
else_jump @DSKOOL_29135 
if 
07C1:   path 3 available 
else_jump @DSKOOL_29135 
05EB: assign_car $197 to_path 14 
if 
8119:   not car $195 wrecked 
else_jump @DSKOOL_29121 
05EB: assign_car $195 to_path 3 

:DSKOOL_29121
51@ = 3 
42@ = 2 

:DSKOOL_29135
jump @DSKOOL_29208 

:DSKOOL_29142
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_29208 
if 
87C1:   not path $246 available 
else_jump @DSKOOL_29186 
07C0: load_path $246 
jump @DSKOOL_29208 

:DSKOOL_29186
05EB: assign_car $197 to_path $246 
51@ = 3 
42@ = 2 

:DSKOOL_29208
if 
  42@ == 2 
else_jump @DSKOOL_29293 
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_29279 
if 
860E:   not car $197 assigned_to_path 
else_jump @DSKOOL_29272 
51@ = 1 
42@ = 4 

:DSKOOL_29272
jump @DSKOOL_29293 

:DSKOOL_29279
51@ = 1 
42@ = 4 

:DSKOOL_29293
if 
  42@ == 3 
else_jump @DSKOOL_29325 
51@ = 1 
42@ = 4 

:DSKOOL_29325
if 
  42@ == 4 
else_jump @DSKOOL_29543 
if 
  51@ == 2 
else_jump @DSKOOL_29543 
if 
  $246 == 14 
else_jump @DSKOOL_29400 
if 
8119:   not car $195 wrecked 
else_jump @DSKOOL_29400 
05EC: release_car $195 from_path 

:DSKOOL_29400
05EC: release_car $197 from_path 
00A6: destroy_car $197 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
00A6: destroy_car $195 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 65@ 
0108: destroy_object 66@ 
0108: destroy_object 67@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_33979 
42@ = 0 

:DSKOOL_29543
return 

:DSKOOL_29545
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_29665
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
return 

:DSKOOL_29719
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DSKOOL_29777
fade 0 500 

:DSKOOL_29784
if 
fading 
else_jump @DSKOOL_29808 
wait 0 
jump @DSKOOL_29784 

:DSKOOL_29808
if 
  $246 == 16 
else_jump @DSKOOL_29847 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @DSKOOL_29861 

:DSKOOL_29847
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_29861
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
set_weather 6 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_sky_colors_with_fade 0 
return 

:DSKOOL_29886
$308 = 0.0 
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$12 = 0 
$276 = 0.0 
$277 = 0.0 
$281 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 10.0 
$248 = 0 
$279 = 0.0 
$280 = 0.0 
$329 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0 
$260 = 0 
$261 = 0 
$302 = 0.0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$325 = 0 
$265 = 0 
$249 = 0.0 
$250 = 0.0 
$251 = 0 
$259 = 0 
$324 = 0 
$253 = 0 
$285 = 0 
$286 = 0 
$288 = 0 
$289 = 0 
$291 = 0 
$292 = 0 
$294 = 0 
$295 = 0 
$297 = 0 
$298 = 0 
$287 = 0 
$290 = 0 
$293 = 0 
$296 = 0 
$299 = 0 
$300 = 0 
$301 = 0 
$270 = 0 
$268 = 0 
0086: $254 = $306 // (float) 
0086: $255 = $307 // (float) 
02CE: $256 = ground_z_at $254 $255 50.0 
$267 = 0 
$258 = 0.0 
$266 = 0 
$269 = 0 
$262 = 0 
$263 = 0 
$264 = 0 
$271 = 0 
$272 = 0 
$275 = 0.0 
$273 = 0 
$274 = 0 
$278 = 0.0 
44@ = 0.0 
45@ = 0 
46@ = 0 
49@ = 0 
48@ = 0 
return 

:DSKOOL_30598
036A: put_actor $PLAYER_ACTOR in_car $197 
020A: set_car $197 door_status_to 4 
wait 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0110: clear_player $PLAYER_CHAR wanted_level 
fade 1 500 

:DSKOOL_30633
if 
fading 
else_jump @DSKOOL_30657 
wait 0 
jump @DSKOOL_30633 

:DSKOOL_30657
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:DSKOOL_30666
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_30733 
if 
  $248 == 1 
else_jump @DSKOOL_30726 
if 
80DB:   not actor $PLAYER_ACTOR in_car $197 
else_jump @DSKOOL_30726 
$324 = 1 

:DSKOOL_30726
jump @DSKOOL_30770 

:DSKOOL_30733
if 
02BF:   car $197 sunk 
else_jump @DSKOOL_30763 
$324 = 2 
jump @DSKOOL_30770 

:DSKOOL_30763
$324 = 1 

:DSKOOL_30770
return 

:DSKOOL_30772
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_30815 
if 
00DB:   actor $PLAYER_ACTOR in_car $197 
else_jump @DSKOOL_30815 
02E3: $249 = car $197 speed 

:DSKOOL_30815
if 
  $249 > 1.0 
else_jump @DSKOOL_31094 
00BE: text_clear_all 
if or
  $246 == 10 
  $246 == 12 
  $246 == 13 
  $246 == 5 
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_30914 
03C3: set_timer_to $252 type 1 GXT 'BB_19' // global_variable  // Time
0890: enable_sound_when_timer $252 reach 3 seconds // global_variable 

:DSKOOL_30914
if or
  $246 == 15 
  $246 == 8 
  $246 == 9 
  $246 == 2 
  $246 == 1 
else_jump @DSKOOL_30983 
03C3: set_timer_to $252 type 1 GXT 'BB_19' // global_variable  // Time
0890: enable_sound_when_timer $252 reach 3 seconds // global_variable 

:DSKOOL_30983
if or
  $246 == 6 
  $246 == 7 
  $246 == 16 
else_jump @DSKOOL_31031 
03C3: set_timer_to $252 type 0 GXT 'BB_19' // global_variable  // Time

:DSKOOL_31031
if 
  $246 == 14 
else_jump @DSKOOL_31087 
if 
8119:   not car $195 wrecked 
else_jump @DSKOOL_31087 
04BA: set_car $195 speed_to 6.0 
0477: set_car $195 action 9 time 864000000 

:DSKOOL_31087
$248 = 1 

:DSKOOL_31094
return 

:DSKOOL_31096
if 
  $252 == 0 
else_jump @DSKOOL_31128 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_31128
return 

:DSKOOL_31130
01B4: set_player $PLAYER_CHAR can_move 0 
0519: set_car $197 locked 1 
0396: pause_timer 1 
097A: play_audio_at 0.0 0.0 0.0 event 1183 
return 

:DSKOOL_31170
00AA: store_car $197 position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 $255 
if 
  $258 > 0.5 
else_jump @DSKOOL_31307 
if 
  10.0 > $258 
else_jump @DSKOOL_31293 
$258 -= 0.5 
$258 *= 10.42 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @DSKOOL_31300 

:DSKOOL_31293
$266 = 0 

:DSKOOL_31300
jump @DSKOOL_31314 

:DSKOOL_31307
$266 = 100 

:DSKOOL_31314
0058: $270 += $266 // (int) 
return 

:DSKOOL_31324
0227: $259 = car $197 health 
$267 = 1000 
0060: $267 -= $259 // (int) 
if 
  $246 == 16 
else_jump @DSKOOL_31380 
$267 /= 10 
jump @DSKOOL_31387 

:DSKOOL_31380
$267 /= 2 

:DSKOOL_31387
if 
  $267 > 100 
else_jump @DSKOOL_31412 
$267 = 100 

:DSKOOL_31412
return 

:DSKOOL_31414
$271 = 0 
$199 = 0 
if 
  $246 == 1 
else_jump @DSKOOL_31505 

:DSKOOL_31446
if 
  15 > $199 
else_jump @DSKOOL_31505 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31491 
$271 += 10 

:DSKOOL_31491
$199 += 1 
jump @DSKOOL_31446 

:DSKOOL_31505
if 
  $246 == 2 
else_jump @DSKOOL_31582 

:DSKOOL_31523
if 
  25 > $199 
else_jump @DSKOOL_31582 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31568 
$271 += 10 

:DSKOOL_31568
$199 += 1 
jump @DSKOOL_31523 

:DSKOOL_31582
if or
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_31666 

:DSKOOL_31607
if 
  46 > $199 
else_jump @DSKOOL_31666 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31652 
$271 += 10 

:DSKOOL_31652
$199 += 1 
jump @DSKOOL_31607 

:DSKOOL_31666
if 
  $246 == 5 
else_jump @DSKOOL_31743 

:DSKOOL_31684
if 
  37 > $199 
else_jump @DSKOOL_31743 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31729 
$271 += 10 

:DSKOOL_31729
$199 += 1 
jump @DSKOOL_31684 

:DSKOOL_31743
if or
  $246 == 6 
  $246 == 7 
else_jump @DSKOOL_31827 

:DSKOOL_31768
if 
  42 > $199 
else_jump @DSKOOL_31827 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31813 
$271 += 10 

:DSKOOL_31813
$199 += 1 
jump @DSKOOL_31768 

:DSKOOL_31827
if or
  $246 == 8 
  $246 == 9 
else_jump @DSKOOL_31911 

:DSKOOL_31852
if 
  30 > $199 
else_jump @DSKOOL_31911 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31897 
$271 += 10 

:DSKOOL_31897
$199 += 1 
jump @DSKOOL_31852 

:DSKOOL_31911
if or
  $246 == 12 
  $246 == 13 
else_jump @DSKOOL_31995 

:DSKOOL_31936
if 
  31 > $199 
else_jump @DSKOOL_31995 
if 
0366:   object $200($199,46i) damaged 
else_jump @DSKOOL_31981 
$271 += 10 

:DSKOOL_31981
$199 += 1 
jump @DSKOOL_31936 

:DSKOOL_31995
$271 *= 2 
if 
  $271 > 90 
else_jump @DSKOOL_32027 
$271 = 100 

:DSKOOL_32027
0060: $270 -= $271 // (int) 
return 

:DSKOOL_32037
if 
  1 > $270 
else_jump @DSKOOL_32062 
$270 = 0 

:DSKOOL_32062
00BE: text_clear_all 
return 

:DSKOOL_32066
if 
8119:   not car $197 wrecked 
else_jump @DSKOOL_32517 
if 
  $332 == 0 
else_jump @DSKOOL_32262 
00AA: store_car $197 position_to $329 $330 $331 
$331 += 5.0 
0407: store_coords_to $329 $330 $74 from_car $197 with_offset 15.0 0.0 5.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0A39: get_vehicle_camera_mode_to 68@ 
if or
  68@ == 1 
  68@ == 2 
  68@ == 3 
else_jump @DSKOOL_32232 
0158: camera_on_car $197 mode 15 switchstyle 1 
jump @DSKOOL_32241 

:DSKOOL_32232
0158: camera_on_car $197 mode 15 switchstyle 2 

:DSKOOL_32241
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: set_garages_leave_camera_alone 1 
$332 = 1 

:DSKOOL_32262
if 
  40@ > 3000 
else_jump @DSKOOL_32399 
if 
  6000 > 40@ 
else_jump @DSKOOL_32399 
if 
  $332 == 1 
else_jump @DSKOOL_32399 
0407: store_coords_to $329 $330 $74 from_car $197 with_offset 0.0 15.0 5.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0158: camera_on_car $197 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
$332 = 2 

:DSKOOL_32399
if 
  40@ > 6000 
else_jump @DSKOOL_32517 
if 
  $332 == 2 
else_jump @DSKOOL_32517 
0407: store_coords_to $329 $330 $74 from_car $197 with_offset -15.0 0.0 5.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0158: camera_on_car $197 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
$332 = 3 

:DSKOOL_32517
return 

:DSKOOL_32519
53@ = 0 
if 
  $270 > 69 
else_jump @DSKOOL_32628 
if 
  85 > $270 
else_jump @DSKOOL_32628 
if and
  55@ > 69 
  85 > 55@ 
else_jump @DSKOOL_32601 
53@ = 0 
jump @DSKOOL_32628 

:DSKOOL_32601
097A: play_audio_at 0.0 0.0 0.0 event 1058 
53@ = 2 

:DSKOOL_32628
if 
  $270 > 84 
else_jump @DSKOOL_32730 
if 
  100 > $270 
else_jump @DSKOOL_32730 
if and
  55@ > 84 
  100 > 55@ 
else_jump @DSKOOL_32703 
53@ = 0 
jump @DSKOOL_32730 

:DSKOOL_32703
097A: play_audio_at 0.0 0.0 0.0 event 1058 
53@ = 3 

:DSKOOL_32730
if 
  $270 == 100 
else_jump @DSKOOL_32817 
if 
  55@ == 100 
else_jump @DSKOOL_32780 
53@ = 0 
jump @DSKOOL_32817 

:DSKOOL_32780
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
53@ = 4 

:DSKOOL_32817
return 

:DSKOOL_32819
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $252 
if 
  2 > 53@ 
else_jump @DSKOOL_32928 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 5.0 5.0 
0349: set_text_draw_font 0 
033E: set_draw_text_position 320.0 195.0 GXT 'DS1_65'  // Results
0A8A: unknown 82 0 0 0 0 0 0.0 'BS_Z_8'  // Results
jump @DSKOOL_32956 

:DSKOOL_32928
0A8A: unknown 81 0 0 0 0 0 0.0 'BS_Z_8'  // Results

:DSKOOL_32956
113@ = 0.0 
if or
  $246 == 6 
  $246 == 7 
  $246 == 16 
else_jump @DSKOOL_33073 
008F: 113@ = integer $252 to_float 
0A8A: unknown 83 1 0 1 0 2 113@ 'DS1_72'  // Overall Time
008F: 113@ = integer $269 to_float 
0A8A: unknown 84 1 1 0 0 2 113@ 'DS1_23'  // Final Time
jump @DSKOOL_33141 

:DSKOOL_33073
008F: 113@ = integer $265 to_float 
0A8A: unknown 83 1 1 0 0 2 113@ 'DS1_5'  // Final Heading
008F: 113@ = integer $266 to_float 
0A8A: unknown 84 1 1 0 0 2 113@ 'DS1_6'  // Final Position

:DSKOOL_33141
008F: 113@ = integer $271 to_float 
0A8A: unknown 85 1 1 0 0 3 113@ 'DS1_7'  // Damage Penalty
008F: 113@ = integer $270 to_float 
0A8A: unknown 86 1 1 0 0 2 113@ 'DS1_10'  // Overall Score
if or
  49@ == 1 
  49@ == 2 
else_jump @DSKOOL_33520 
if 
  53@ > 0 
else_jump @DSKOOL_33520 
038D: draw_texture 4 position 320.0 205.0 size 200.0 85.0 RGBA 255 255 255 255 
if 
  53@ == 2 
else_jump @DSKOOL_33342 
038D: draw_texture 1 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DSKOOL_33342
if 
  53@ == 3 
else_jump @DSKOOL_33396 
038D: draw_texture 2 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DSKOOL_33396
if 
  53@ == 4 
else_jump @DSKOOL_33450 
038D: draw_texture 3 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DSKOOL_33450
gosub @DSKOOL_29719 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
03E0: draw_text_behind_textures 1 
0340: set_text_draw_RGBA 189 131 24 255 
033E: set_draw_text_position 323.0 65.0 GXT 'DS1_47'  // NEW CERTIFICATE AWARDED

:DSKOOL_33520
if or
  49@ == 1 
  49@ == 2 
else_jump @DSKOOL_33612 
gosub @DSKOOL_29719 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'DS1_46'  // NEW RECORD

:DSKOOL_33612
return 

:DSKOOL_33614
if 
0A52:   is_widget_released 79 
else_jump @DSKOOL_33668 
if 
  $12 == 1 
else_jump @DSKOOL_33661 
$12 = 0 
$325 = 1 

:DSKOOL_33661
jump @DSKOOL_33693 

:DSKOOL_33668
if 
  $12 == 0 
else_jump @DSKOOL_33693 
$12 = 1 

:DSKOOL_33693
return 

:DSKOOL_33695
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
fade 0 500 

:DSKOOL_33724
if 
fading 
else_jump @DSKOOL_33748 
wait 0 
jump @DSKOOL_33724 

:DSKOOL_33748
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEW RECORD
03D6: remove_styled_text 'DS1_47'  // NEW CERTIFICATE AWARDED
09EC: set_garages_leave_camera_alone 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  $324 == 2 
else_jump @DSKOOL_33866 
00BE: text_clear_all 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DSKOOL_33845 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $326 $327 $328 
jump @DSKOOL_33859 

:DSKOOL_33845
00A1: put_actor $PLAYER_ACTOR at $326 $327 $328 

:DSKOOL_33859
jump @DSKOOL_33917 

:DSKOOL_33866
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DSKOOL_33903 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $326 $327 $328 
jump @DSKOOL_33917 

:DSKOOL_33903
00A1: put_actor $PLAYER_ACTOR at $326 $327 $328 

:DSKOOL_33917
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
00A6: destroy_car $197 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
014F: stop_timer $252 
0396: pause_timer 0 
0826: enable_hud 1 
0581: enable_radar 1 
return 

:DSKOOL_33979
00BE: text_clear_all 
$199 = 0 

:DSKOOL_33988
if 
  46 > $199 
else_jump @DSKOOL_34031 
00BE: text_clear_all 
0108: destroy_object $200($199,46i) 
$199 += 1 
jump @DSKOOL_33988 

:DSKOOL_34031
return 

:DSKOOL_34033
$199 = 0 
if 
  $246 == 1 
else_jump @DSKOOL_34117 

:DSKOOL_34058
if 
  15 > $199 
else_jump @DSKOOL_34117 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34058 

:DSKOOL_34117
if 
  $246 == 2 
else_jump @DSKOOL_34194 

:DSKOOL_34135
if 
  25 > $199 
else_jump @DSKOOL_34194 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34135 

:DSKOOL_34194
if or
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_34278 

:DSKOOL_34219
if 
  46 > $199 
else_jump @DSKOOL_34278 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34219 

:DSKOOL_34278
if 
  $246 == 5 
else_jump @DSKOOL_34355 

:DSKOOL_34296
if 
  37 > $199 
else_jump @DSKOOL_34355 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34296 

:DSKOOL_34355
if or
  $246 == 6 
  $246 == 7 
else_jump @DSKOOL_34439 

:DSKOOL_34380
if 
  42 > $199 
else_jump @DSKOOL_34439 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34380 

:DSKOOL_34439
if or
  $246 == 8 
  $246 == 9 
else_jump @DSKOOL_34523 

:DSKOOL_34464
if 
  30 > $199 
else_jump @DSKOOL_34523 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34464 

:DSKOOL_34523
if or
  $246 == 12 
  $246 == 13 
else_jump @DSKOOL_34607 

:DSKOOL_34548
if 
  31 > $199 
else_jump @DSKOOL_34607 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
$199 += 1 
jump @DSKOOL_34548 

:DSKOOL_34607
if 
  $246 == 1 
else_jump @DSKOOL_35311 
$284 = 6.0 
$278 = 0.0 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset 0.0 1.0 -0.5 
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_34700
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 0.0 
else_jump @DSKOOL_34783 
01BC: put_object $200[0] at $281 $282 $283 

:DSKOOL_34783
if 
  $278 == 24.0 
else_jump @DSKOOL_34818 
01BC: put_object $200[1] at $281 $282 $283 

:DSKOOL_34818
if 
  $278 == 48.0 
else_jump @DSKOOL_34853 
01BC: put_object $200[2] at $281 $282 $283 

:DSKOOL_34853
if 
  $278 == 72.0 
else_jump @DSKOOL_34888 
01BC: put_object $200[3] at $281 $282 $283 

:DSKOOL_34888
if 
  $278 == 96.0 
else_jump @DSKOOL_34923 
01BC: put_object $200[4] at $281 $282 $283 

:DSKOOL_34923
if 
  $278 == 120.0 
else_jump @DSKOOL_34958 
01BC: put_object $200[5] at $281 $282 $283 

:DSKOOL_34958
if 
  $278 == 144.0 
else_jump @DSKOOL_34993 
01BC: put_object $200[6] at $281 $282 $283 

:DSKOOL_34993
if 
  $278 == 168.0 
else_jump @DSKOOL_35028 
01BC: put_object $200[7] at $281 $282 $283 

:DSKOOL_35028
if 
  $278 == 192.0 
else_jump @DSKOOL_35063 
01BC: put_object $200[8] at $281 $282 $283 

:DSKOOL_35063
if 
  $278 == 216.0 
else_jump @DSKOOL_35098 
01BC: put_object $200[9] at $281 $282 $283 

:DSKOOL_35098
if 
  $278 == 240.0 
else_jump @DSKOOL_35133 
01BC: put_object $200[10] at $281 $282 $283 

:DSKOOL_35133
if 
  $278 == 264.0 
else_jump @DSKOOL_35168 
01BC: put_object $200[11] at $281 $282 $283 

:DSKOOL_35168
if 
  $278 == 288.0 
else_jump @DSKOOL_35203 
01BC: put_object $200[12] at $281 $282 $283 

:DSKOOL_35203
if 
  $278 == 312.0 
else_jump @DSKOOL_35238 
01BC: put_object $200[13] at $281 $282 $283 

:DSKOOL_35238
if 
  $278 == 336.0 
else_jump @DSKOOL_35273 
01BC: put_object $200[14] at $281 $282 $283 

:DSKOOL_35273
$278 += 24.0 
if 
  360.0 > $278 
else_jump @DSKOOL_35311 
jump @DSKOOL_34700 

:DSKOOL_35311
if 
  $246 == 2 
else_jump @DSKOOL_36200 
$284 = 8.8 
$278 = 90.0 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset 0.0 86.0 -0.5 
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_35404
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 120.0 
else_jump @DSKOOL_35487 
01BC: put_object $200[0] at $281 $282 $283 

:DSKOOL_35487
if 
  $278 == 150.0 
else_jump @DSKOOL_35522 
01BC: put_object $200[1] at $281 $282 $283 

:DSKOOL_35522
if 
  $278 == 180.0 
else_jump @DSKOOL_35557 
01BC: put_object $200[2] at $281 $282 $283 

:DSKOOL_35557
if 
  $278 == 210.0 
else_jump @DSKOOL_35592 
01BC: put_object $200[3] at $281 $282 $283 

:DSKOOL_35592
if 
  $278 == 240.0 
else_jump @DSKOOL_35627 
01BC: put_object $200[4] at $281 $282 $283 

:DSKOOL_35627
$278 += 30.0 
if 
  271.0 > $278 
else_jump @DSKOOL_35665 
jump @DSKOOL_35404 

:DSKOOL_35665
035C: place_object $200[7] relative_to_car $197 with_offset -7.0 74.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 7.0 74.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -7.0 78.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 7.0 78.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -7.0 82.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 7.0 82.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -7.0 86.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 7.0 86.0 -0.5 
035C: place_object $200[15] relative_to_car $197 with_offset 0.0 82.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset -3.0 4.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset 3.0 4.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset -3.0 0.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset 3.0 0.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset -3.0 -4.0 -0.5 
035C: place_object $200[21] relative_to_car $197 with_offset 3.0 -4.0 -0.5 
035C: place_object $200[22] relative_to_car $197 with_offset 0.0 -4.0 -0.5 
035C: place_object $200[23] relative_to_car $197 with_offset 0.0 74.0 -0.5 
035C: place_object $200[24] relative_to_car $197 with_offset 0.0 78.0 -0.5 
$199 = 7 

:DSKOOL_36086
if 
  25 > $199 
else_jump @DSKOOL_36200 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_36186 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_36186
$199 += 1 
jump @DSKOOL_36086 

:DSKOOL_36200
if or
  $246 == 12 
  $246 == 13 
else_jump @DSKOOL_36691 
035C: place_object $200[0] relative_to_car $197 with_offset 0.0 4.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset -3.0 4.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset 3.0 4.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset -3.0 0.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset 3.0 0.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset -3.0 -4.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset 3.0 -4.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset -3.0 -8.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 3.0 -8.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -3.0 -12.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 3.0 -12.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -3.0 -16.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 3.0 -16.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -3.0 -20.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 3.0 -20.0 -0.5 
$199 = 0 

:DSKOOL_36577
if 
  15 > $199 
else_jump @DSKOOL_36691 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_36677 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_36677
$199 += 1 
jump @DSKOOL_36577 

:DSKOOL_36691
if 
  $246 == 12 
else_jump @DSKOOL_37198 
035C: place_object $200[15] relative_to_car $197 with_offset -3.0 -24.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset 6.0 -22.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset 0.0 -28.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset 8.0 -24.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset 3.0 -30.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset 10.0 -26.0 -0.5 
035C: place_object $200[21] relative_to_car $197 with_offset 4.0 -32.0 -0.5 
035C: place_object $200[22] relative_to_car $197 with_offset 10.0 -30.0 -0.5 
035C: place_object $200[23] relative_to_car $197 with_offset 9.0 -32.0 -0.5 
035C: place_object $200[24] relative_to_car $197 with_offset 4.0 -36.0 -0.5 
035C: place_object $200[25] relative_to_car $197 with_offset 9.0 -36.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset 4.0 -40.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset 9.0 -40.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset 4.0 -44.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset 9.0 -44.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset 6.5 -44.0 -0.5 
$199 = 15 

:DSKOOL_37084
if 
  31 > $199 
else_jump @DSKOOL_37198 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_37184 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_37184
$199 += 1 
jump @DSKOOL_37084 

:DSKOOL_37198
if 
  $246 == 13 
else_jump @DSKOOL_37705 
035C: place_object $200[15] relative_to_car $197 with_offset 3.0 -24.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset -6.0 -22.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset 0.0 -28.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset -8.0 -24.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset -3.0 -30.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset -10.0 -26.0 -0.5 
035C: place_object $200[21] relative_to_car $197 with_offset -4.0 -32.0 -0.5 
035C: place_object $200[22] relative_to_car $197 with_offset -10.0 -30.0 -0.5 
035C: place_object $200[23] relative_to_car $197 with_offset -9.0 -32.0 -0.5 
035C: place_object $200[24] relative_to_car $197 with_offset -4.0 -36.0 -0.5 
035C: place_object $200[25] relative_to_car $197 with_offset -9.0 -36.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset -4.0 -40.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset -9.0 -40.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset -4.0 -44.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset -9.0 -44.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset -6.5 -44.0 -0.5 
$199 = 15 

:DSKOOL_37591
if 
  31 > $199 
else_jump @DSKOOL_37705 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_37691 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_37691
$199 += 1 
jump @DSKOOL_37591 

:DSKOOL_37705
if or
  $246 == 6 
  $246 == 7 
else_jump @DSKOOL_39408 
035C: place_object $200[0] relative_to_car $197 with_offset -4.0 8.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset 4.0 8.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset -4.0 2.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset 4.0 2.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset -4.0 -4.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset -4.0 14.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset 4.0 14.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset -4.0 20.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 4.0 20.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -4.0 26.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 4.0 26.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -4.0 32.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 4.0 32.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -4.0 38.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 4.0 38.0 -0.5 
035C: place_object $200[15] relative_to_car $197 with_offset -4.0 44.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset 4.0 44.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset -4.0 50.0 -0.5 
$199 = 0 

:DSKOOL_38151
if 
  18 > $199 
else_jump @DSKOOL_38265 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_38251 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_38251
$199 += 1 
jump @DSKOOL_38151 

:DSKOOL_38265
$278 = 90.0 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset 4.0 50.0 -0.5 
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_38330
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 126.0 
else_jump @DSKOOL_38413 
01BC: put_object $200[18] at $281 $282 $283 

:DSKOOL_38413
if 
  $278 == 144.0 
else_jump @DSKOOL_38448 
01BC: put_object $200[19] at $281 $282 $283 

:DSKOOL_38448
if 
  $278 == 162.0 
else_jump @DSKOOL_38483 
01BC: put_object $200[20] at $281 $282 $283 

:DSKOOL_38483
if 
  $278 == 180.0 
else_jump @DSKOOL_38518 
01BC: put_object $200[21] at $281 $282 $283 

:DSKOOL_38518
if 
  $278 == 198.0 
else_jump @DSKOOL_38553 
01BC: put_object $200[22] at $281 $282 $283 

:DSKOOL_38553
if 
  $278 == 216.0 
else_jump @DSKOOL_38588 
01BC: put_object $200[23] at $281 $282 $283 

:DSKOOL_38588
if 
  $278 == 234.0 
else_jump @DSKOOL_38623 
01BC: put_object $200[24] at $281 $282 $283 

:DSKOOL_38623
$278 += 18.0 
if 
  271.0 > $278 
else_jump @DSKOOL_38661 
jump @DSKOOL_38330 

:DSKOOL_38661
035C: place_object $200[25] relative_to_car $197 with_offset 12.0 8.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset 12.0 2.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset 12.0 -4.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset 12.0 14.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset 12.0 20.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset 12.0 26.0 -0.5 
035C: place_object $200[31] relative_to_car $197 with_offset 12.0 32.0 -0.5 
035C: place_object $200[32] relative_to_car $197 with_offset 12.0 38.0 -0.5 
035C: place_object $200[33] relative_to_car $197 with_offset 12.0 44.0 -0.5 
035C: place_object $200[34] relative_to_car $197 with_offset 12.0 50.0 -0.5 
$199 = 25 

:DSKOOL_38898
if 
  35 > $199 
else_jump @DSKOOL_39012 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_38998 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_38998
$199 += 1 
jump @DSKOOL_38898 

:DSKOOL_39012
$278 = 270.0 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset 4.0 -4.0 -0.5 
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_39077
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 306.0 
else_jump @DSKOOL_39160 
01BC: put_object $200[35] at $281 $282 $283 

:DSKOOL_39160
if 
  $278 == 324.0 
else_jump @DSKOOL_39195 
01BC: put_object $200[36] at $281 $282 $283 

:DSKOOL_39195
if 
  $278 == 342.0 
else_jump @DSKOOL_39230 
01BC: put_object $200[37] at $281 $282 $283 

:DSKOOL_39230
if 
  $278 == 360.0 
else_jump @DSKOOL_39265 
01BC: put_object $200[38] at $281 $282 $283 

:DSKOOL_39265
if 
  $278 == 378.0 
else_jump @DSKOOL_39300 
01BC: put_object $200[39] at $281 $282 $283 

:DSKOOL_39300
if 
  $278 == 396.0 
else_jump @DSKOOL_39335 
01BC: put_object $200[40] at $281 $282 $283 

:DSKOOL_39335
if 
  $278 == 414.0 
else_jump @DSKOOL_39370 
01BC: put_object $200[41] at $281 $282 $283 

:DSKOOL_39370
$278 += 18.0 
if 
  451.0 > $278 
else_jump @DSKOOL_39408 
jump @DSKOOL_39077 

:DSKOOL_39408
if 
  $246 == 5 
else_jump @DSKOOL_40398 
035C: place_object $200[0] relative_to_car $197 with_offset 2.0 40.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset -2.0 40.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset 3.0 44.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset -3.0 44.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset 3.0 48.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset -3.0 48.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset 3.0 52.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset -3.0 52.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 3.0 56.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -3.0 56.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 4.0 60.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -2.0 60.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 5.0 64.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -1.0 64.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 6.0 68.0 -0.5 
035C: place_object $200[15] relative_to_car $197 with_offset 0.0 68.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset 6.0 72.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset 0.0 72.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset 6.0 76.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset 0.0 76.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset 6.0 80.0 -0.5 
035C: place_object $200[21] relative_to_car $197 with_offset 0.0 80.0 -0.5 
035C: place_object $200[22] relative_to_car $197 with_offset 5.0 84.0 -0.5 
035C: place_object $200[23] relative_to_car $197 with_offset -1.0 84.0 -0.5 
035C: place_object $200[24] relative_to_car $197 with_offset 4.0 88.0 -0.5 
035C: place_object $200[25] relative_to_car $197 with_offset -2.0 88.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset 3.0 92.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset -3.0 92.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset 3.0 96.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset -3.0 96.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset 3.0 100.0 -0.5 
035C: place_object $200[31] relative_to_car $197 with_offset -3.0 100.0 -0.5 
035C: place_object $200[32] relative_to_car $197 with_offset 3.0 104.0 -0.5 
035C: place_object $200[33] relative_to_car $197 with_offset -3.0 104.0 -0.5 
035C: place_object $200[34] relative_to_car $197 with_offset 3.0 108.0 -0.5 
035C: place_object $200[35] relative_to_car $197 with_offset -3.0 108.0 -0.5 
035C: place_object $200[36] relative_to_car $197 with_offset 0.0 108.0 -0.5 
$199 = 0 

:DSKOOL_40284
if 
  37 > $199 
else_jump @DSKOOL_40398 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_40384 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_40384
$199 += 1 
jump @DSKOOL_40284 

:DSKOOL_40398
if or
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_41194 
035C: place_object $200[0] relative_to_car $197 with_offset -4.0 4.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset 4.0 4.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset -4.0 0.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset 4.0 0.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset -4.0 -4.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset 4.0 -4.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset 0.0 -4.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset -4.0 8.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 4.0 8.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -4.0 12.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 4.0 12.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -4.0 16.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 4.0 16.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -4.0 20.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 4.0 20.0 -0.5 
035C: place_object $200[15] relative_to_car $197 with_offset -4.0 24.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset 4.0 24.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset -4.0 28.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset 4.0 28.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset -4.0 32.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset 4.0 32.0 -0.5 
$199 = 0 

:DSKOOL_40913
if 
  21 > $199 
else_jump @DSKOOL_41027 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_41013 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_41013
$199 += 1 
jump @DSKOOL_40913 

:DSKOOL_41027
$278 = 90.0 
if 
  $246 == 3 
else_jump @DSKOOL_41091 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset 4.0 30.0 -0.5 
jump @DSKOOL_41120 

:DSKOOL_41091
0407: store_coords_to $279 $280 $283 from_car $197 with_offset -4.0 30.0 -0.5 

:DSKOOL_41120
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_41146
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 

:DSKOOL_41194
if 
  $246 == 3 
else_jump @DSKOOL_41317 
if 
  $278 == 126.0 
else_jump @DSKOOL_41247 
01BC: put_object $200[21] at $281 $282 $283 

:DSKOOL_41247
if 
  $278 == 144.0 
else_jump @DSKOOL_41282 
01BC: put_object $200[22] at $281 $282 $283 

:DSKOOL_41282
if 
  $278 == 162.0 
else_jump @DSKOOL_41317 
01BC: put_object $200[23] at $281 $282 $283 

:DSKOOL_41317
if 
  $246 == 4 
else_jump @DSKOOL_41440 
if 
  $278 == 198.0 
else_jump @DSKOOL_41370 
01BC: put_object $200[21] at $281 $282 $283 

:DSKOOL_41370
if 
  $278 == 216.0 
else_jump @DSKOOL_41405 
01BC: put_object $200[22] at $281 $282 $283 

:DSKOOL_41405
if 
  $278 == 234.0 
else_jump @DSKOOL_41440 
01BC: put_object $200[23] at $281 $282 $283 

:DSKOOL_41440
if or
  $246 == 3 
  $246 == 4 
else_jump @DSKOOL_41591 
if 
  $278 == 180.0 
else_jump @DSKOOL_41500 
01BC: put_object $200[24] at $281 $282 $283 

:DSKOOL_41500
$278 += 18.0 
if 
  $246 == 3 
else_jump @DSKOOL_41563 
if 
  181.0 > $278 
else_jump @DSKOOL_41556 
jump @DSKOOL_41146 

:DSKOOL_41556
jump @DSKOOL_41591 

:DSKOOL_41563
if 
  235.0 > $278 
else_jump @DSKOOL_41591 
jump @DSKOOL_41146 

:DSKOOL_41591
if 
  $246 == 3 
else_jump @DSKOOL_42213 
035C: place_object $200[25] relative_to_car $197 with_offset 8.0 40.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset 8.0 32.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset 12.0 40.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset 12.0 32.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset 16.0 40.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset 16.0 32.0 -0.5 
035C: place_object $200[31] relative_to_car $197 with_offset 20.0 40.0 -0.5 
035C: place_object $200[32] relative_to_car $197 with_offset 20.0 33.0 -0.5 
035C: place_object $200[33] relative_to_car $197 with_offset 24.0 40.0 -0.5 
035C: place_object $200[34] relative_to_car $197 with_offset 24.0 33.0 -0.5 
035C: place_object $200[35] relative_to_car $197 with_offset 28.0 40.0 -0.5 
035C: place_object $200[36] relative_to_car $197 with_offset 28.0 34.0 -0.5 
035C: place_object $200[37] relative_to_car $197 with_offset 32.0 40.0 -0.5 
035C: place_object $200[38] relative_to_car $197 with_offset 32.0 34.0 -0.5 
035C: place_object $200[39] relative_to_car $197 with_offset 36.0 39.0 -0.5 
035C: place_object $200[40] relative_to_car $197 with_offset 36.0 35.0 -0.5 
035C: place_object $200[41] relative_to_car $197 with_offset 40.0 39.0 -0.5 
035C: place_object $200[42] relative_to_car $197 with_offset 40.0 35.0 -0.5 
035C: place_object $200[43] relative_to_car $197 with_offset 44.0 39.0 -0.5 
035C: place_object $200[44] relative_to_car $197 with_offset 44.0 35.0 -0.5 
035C: place_object $200[45] relative_to_car $197 with_offset 44.0 37.0 -0.5 
$199 = 25 

:DSKOOL_42099
if 
  46 > $199 
else_jump @DSKOOL_42213 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_42199 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_42199
$199 += 1 
jump @DSKOOL_42099 

:DSKOOL_42213
if 
  $246 == 4 
else_jump @DSKOOL_42835 
035C: place_object $200[25] relative_to_car $197 with_offset -8.0 40.0 -0.5 
035C: place_object $200[26] relative_to_car $197 with_offset -8.0 32.0 -0.5 
035C: place_object $200[27] relative_to_car $197 with_offset -12.0 40.0 -0.5 
035C: place_object $200[28] relative_to_car $197 with_offset -12.0 32.0 -0.5 
035C: place_object $200[29] relative_to_car $197 with_offset -16.0 40.0 -0.5 
035C: place_object $200[30] relative_to_car $197 with_offset -16.0 32.0 -0.5 
035C: place_object $200[31] relative_to_car $197 with_offset -20.0 40.0 -0.5 
035C: place_object $200[32] relative_to_car $197 with_offset -20.0 33.0 -0.5 
035C: place_object $200[33] relative_to_car $197 with_offset -24.0 40.0 -0.5 
035C: place_object $200[34] relative_to_car $197 with_offset -24.0 33.0 -0.5 
035C: place_object $200[35] relative_to_car $197 with_offset -28.0 40.0 -0.5 
035C: place_object $200[36] relative_to_car $197 with_offset -28.0 34.0 -0.5 
035C: place_object $200[37] relative_to_car $197 with_offset -32.0 40.0 -0.5 
035C: place_object $200[38] relative_to_car $197 with_offset -32.0 34.0 -0.5 
035C: place_object $200[39] relative_to_car $197 with_offset -36.0 39.0 -0.5 
035C: place_object $200[40] relative_to_car $197 with_offset -36.0 35.0 -0.5 
035C: place_object $200[41] relative_to_car $197 with_offset -40.0 39.0 -0.5 
035C: place_object $200[42] relative_to_car $197 with_offset -40.0 35.0 -0.5 
035C: place_object $200[43] relative_to_car $197 with_offset -44.0 39.0 -0.5 
035C: place_object $200[44] relative_to_car $197 with_offset -44.0 35.0 -0.5 
035C: place_object $200[45] relative_to_car $197 with_offset -44.0 37.0 -0.5 
$199 = 25 

:DSKOOL_42721
if 
  46 > $199 
else_jump @DSKOOL_42835 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_42821 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_42821
$199 += 1 
jump @DSKOOL_42721 

:DSKOOL_42835
if 
  $246 == 8 
else_jump @DSKOOL_43319 
035C: place_object $200[0] relative_to_car $197 with_offset -8.0 20.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset -6.0 20.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset -4.0 20.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset -2.0 20.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset 0.0 20.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset 7.0 40.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset 5.0 40.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset 3.0 40.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset 1.0 40.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset -1.0 40.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset -8.0 60.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset -6.0 60.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset -4.0 60.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset -2.0 60.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset 0.0 60.0 -0.5 
$199 = 0 

:DSKOOL_43205
if 
  15 > $199 
else_jump @DSKOOL_43319 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_43305 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_43305
$199 += 1 
jump @DSKOOL_43205 

:DSKOOL_43319
if 
  $246 == 9 
else_jump @DSKOOL_43803 
035C: place_object $200[0] relative_to_car $197 with_offset 7.0 20.0 -0.5 
035C: place_object $200[1] relative_to_car $197 with_offset 5.0 20.0 -0.5 
035C: place_object $200[2] relative_to_car $197 with_offset 3.0 20.0 -0.5 
035C: place_object $200[3] relative_to_car $197 with_offset 1.0 20.0 -0.5 
035C: place_object $200[4] relative_to_car $197 with_offset -1.0 20.0 -0.5 
035C: place_object $200[5] relative_to_car $197 with_offset -8.0 40.0 -0.5 
035C: place_object $200[6] relative_to_car $197 with_offset -6.0 40.0 -0.5 
035C: place_object $200[7] relative_to_car $197 with_offset -4.0 40.0 -0.5 
035C: place_object $200[8] relative_to_car $197 with_offset -2.0 40.0 -0.5 
035C: place_object $200[9] relative_to_car $197 with_offset 0.0 40.0 -0.5 
035C: place_object $200[10] relative_to_car $197 with_offset 7.0 60.0 -0.5 
035C: place_object $200[11] relative_to_car $197 with_offset 5.0 60.0 -0.5 
035C: place_object $200[12] relative_to_car $197 with_offset 3.0 60.0 -0.5 
035C: place_object $200[13] relative_to_car $197 with_offset 1.0 60.0 -0.5 
035C: place_object $200[14] relative_to_car $197 with_offset -1.0 60.0 -0.5 
$199 = 0 

:DSKOOL_43689
if 
  15 > $199 
else_jump @DSKOOL_43803 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_43789 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_43789
$199 += 1 
jump @DSKOOL_43689 

:DSKOOL_43803
if or
  $246 == 8 
  $246 == 9 
else_jump @DSKOOL_44539 
$284 = 8.0 
$278 = 90.0 
0407: store_coords_to $279 $280 $283 from_car $197 with_offset -0.5 81.0 -0.5 
02CE: $283 = ground_z_at $279 $280 40.0 
$283 += 0.4 

:DSKOOL_43903
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 90.0 
else_jump @DSKOOL_43986 
01BC: put_object $200[23] at $281 $282 $283 

:DSKOOL_43986
if 
  $278 == 120.0 
else_jump @DSKOOL_44021 
01BC: put_object $200[24] at $281 $282 $283 

:DSKOOL_44021
if 
  $278 == 150.0 
else_jump @DSKOOL_44056 
01BC: put_object $200[25] at $281 $282 $283 

:DSKOOL_44056
if 
  $278 == 180.0 
else_jump @DSKOOL_44091 
01BC: put_object $200[26] at $281 $282 $283 

:DSKOOL_44091
if 
  $278 == 210.0 
else_jump @DSKOOL_44126 
01BC: put_object $200[27] at $281 $282 $283 

:DSKOOL_44126
if 
  $278 == 240.0 
else_jump @DSKOOL_44161 
01BC: put_object $200[28] at $281 $282 $283 

:DSKOOL_44161
if 
  $278 == 270.0 
else_jump @DSKOOL_44196 
01BC: put_object $200[29] at $281 $282 $283 

:DSKOOL_44196
$278 += 30.0 
if 
  271.0 > $278 
else_jump @DSKOOL_44234 
jump @DSKOOL_43903 

:DSKOOL_44234
035C: place_object $200[15] relative_to_car $197 with_offset 0.0 80.0 -0.5 
035C: place_object $200[16] relative_to_car $197 with_offset -3.0 4.0 -0.5 
035C: place_object $200[17] relative_to_car $197 with_offset 3.0 4.0 -0.5 
035C: place_object $200[18] relative_to_car $197 with_offset -3.0 0.0 -0.5 
035C: place_object $200[19] relative_to_car $197 with_offset 3.0 0.0 -0.5 
035C: place_object $200[20] relative_to_car $197 with_offset -3.0 -4.0 -0.5 
035C: place_object $200[21] relative_to_car $197 with_offset 3.0 -4.0 -0.5 
035C: place_object $200[22] relative_to_car $197 with_offset 0.0 -4.0 -0.5 
$199 = 15 

:DSKOOL_44425
if 
  23 > $199 
else_jump @DSKOOL_44539 
if 
03CA:   object $200($199,46i) exists 
else_jump @DSKOOL_44525 
01BB: store_object $200($199,46i) position_to $281 $282 $283 
02CE: $283 = ground_z_at $281 $282 40.0 
$283 += 0.4 
01BC: put_object $200($199,46i) at $281 $282 $283 

:DSKOOL_44525
$199 += 1 
jump @DSKOOL_44425 

:DSKOOL_44539
return 

:DSKOOL_44541
if 
  72@ == 1 
else_jump @DSKOOL_44634 
if 
001D:   97@ > 73@ // (int) 
else_jump @DSKOOL_44606 
gosub @DSKOOL_44802 
gosub @DSKOOL_44909 
gosub @DSKOOL_45063 
jump @DSKOOL_44634 

:DSKOOL_44606
if 
8118:   not actor 106@ dead 
else_jump @DSKOOL_44627 
0968: actor 106@ stop_mouth 

:DSKOOL_44627
72@ = 0 

:DSKOOL_44634
return 

:DSKOOL_44636
if 
  72@ == 1 
else_jump @DSKOOL_44771 
05AA: 76@s = 'MEC_D1' // @s = 'short'  // Welcome to the Advanced Driving School.
05AA: 78@s = 'MEC_D2' // @s = 'short'  // To pass you must score BRONZE or higher in all 11 tests.
05AA: 80@s = 'MEC_D3' // @s = 'short'  // To view a demonstration of each test, please use the TV over there.
05AA: 82@s = 'MEC_D4' // @s = 'short'  // Passing a test will unlock the next test in the training program.
05AA: 84@s = 'MEC_D5' // @s = 'short'  // You can come back and check your scores or take new tests at any time.
04AF: 90@ = 26002 // = constant 
04AF: 91@ = 26003 // = constant 
04AF: 92@ = 26004 // = constant 
04AF: 93@ = 26005 // = constant 
04AF: 94@ = 26006 // = constant 
97@ = 5 

:DSKOOL_44771
0085: 100@ = 73@ // (int) 
98@ = 0 
99@ = 0 
101@ = 1 
return 

:DSKOOL_44802
if 
001D:   97@ > 100@ // (int) 
else_jump @DSKOOL_44907 
if 
  98@ == 0 
else_jump @DSKOOL_44864 
03CF: load_wav 90@(100@,7i) as 1 
100@ += 1 
98@ = 1 

:DSKOOL_44864
if 
  99@ == 0 
else_jump @DSKOOL_44907 
03CF: load_wav 90@(100@,7i) as 2 
100@ += 1 
99@ = 1 

:DSKOOL_44907
return 

:DSKOOL_44909
if 
  101@ == 1 
else_jump @DSKOOL_44985 
if 
  98@ == 1 
else_jump @DSKOOL_44985 
if 
03D0:   wav 1 loaded 
else_jump @DSKOOL_44985 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 76@(73@,7s) time 4500 flag 1 
98@ = 2 

:DSKOOL_44985
if 
  101@ == 2 
else_jump @DSKOOL_45061 
if 
  99@ == 1 
else_jump @DSKOOL_45061 
if 
03D0:   wav 2 loaded 
else_jump @DSKOOL_45061 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 76@(73@,7s) time 4500 flag 1 
99@ = 2 

:DSKOOL_45061
return 

:DSKOOL_45063
if 
  98@ == 2 
else_jump @DSKOOL_45126 
if 
03D2:   wav 1 ended 
else_jump @DSKOOL_45126 
03D5: remove_text 76@(73@,7s) 
73@ += 1 
101@ = 2 
98@ = 0 

:DSKOOL_45126
if 
  99@ == 2 
else_jump @DSKOOL_45189 
if 
03D2:   wav 2 ended 
else_jump @DSKOOL_45189 
03D5: remove_text 76@(73@,7s) 
73@ += 1 
101@ = 1 
99@ = 0 

:DSKOOL_45189
return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1
gosub @ZERO1_36 
if 
wasted_or_busted 
else_jump @ZERO1_27 
gosub @ZERO1_17529 

:ZERO1_27
gosub @ZERO1_17768 
end_thread 

:ZERO1_36
$ONMISSION = 1 
08E7: disable_entrance_markers 1 
08F4: set_max_group_members 0 
increment_mission_attempts 
thread 'ZERO1' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO1' 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO1_97
if 
fading 
else_jump @ZERO1_121 
wait 0 
jump @ZERO1_97 

:ZERO1_121
select_interior 6 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
00BF: 370@ = current_time_hours, 371@ = current_time_minutes 
if or
  370@ > 21 
  4 > 370@ 
else_jump @ZERO1_193 
370@ = 5 
00C0: set_current_time_hours_to 370@ minutes_to 371@ 

:ZERO1_193
02E4: load_cutscene_data 'ZERO_1' 
0247: load_model 366 

:ZERO1_209
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO1_233 
wait 0 
jump @ZERO1_209 

:ZERO1_233
02E7: start_cutscene 
wait 200 
fade 1 1000 

:ZERO1_247
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO1_271 
wait 0 
jump @ZERO1_247 

:ZERO1_271
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:ZERO1_292
if 
fading 
else_jump @ZERO1_316 
wait 0 
jump @ZERO1_292 

:ZERO1_316
02EA: end_cutscene 
select_interior 0 
set_weather 5 
372@ = 0 
374@ = 0 
373@ = 0 
375@ = 0 
174@ = 0 
155@ = 1 
156@ = 0 
157@ = 0 
158@ = 0 
173@ = 0 
185@ = 0 
$8787 = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
$8789 = 210000 
65@ = -2239.453 
66@ = 120.4904 
67@ = 56.6585 
151@ = 97.5 
152@ = 160.0 
153@ = 14.0 
154@ = 280.0 
68@ = -2321.496 
76@ = 211.349 
69@ = -2252.581 
77@ = 235.0999 
70@ = -2122.693 
78@ = 65.552 
71@ = -2233.54 
79@ = 16.5174 
72@ = -2508.457 
80@ = 181.6713 
73@ = -2502.908 
81@ = 184.0278 
74@ = -2508.368 
82@ = 183.8913 
75@ = -2504.021 
83@ = 187.1988 
338@ = 0 
339@ = 40 
340@ = 40 
341@ = 40 
342@ = 40 
85@ = -2237.24 
89@ = 143.33 
93@ = 57.0 
86@ = -2219.5 
90@ = 128.68 
94@ = 56.72 
87@ = -2224.5 
91@ = 149.05 
95@ = 59.01 
88@ = -2226.7 
92@ = 94.8 
96@ = 50.87 
008A: $8788 = 339@ // (int) 
005E: $8788 += 340@ // (int) 
005E: $8788 += 341@ // (int) 
005E: $8788 += 342@ // (int) 
01BD: 351@ = current_time_in_ms 
159@ = 0 
160@ = 1 
161@ = 1 
162@ = 1 
163@ = 1 
164@ = 1 
165@ = 1 
166@ = 1 
167@ = 1 
337@ = 0 
40@ = 0 
336@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
0107: 42@ = create_object #MINIGUN_BASE at 65@ 66@ 67@ 
0382: set_object 42@ collision_detection 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 8 weapon 343@ ammo 344@ model 345@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
0177: set_object 42@ Z_angle_to 90.0 
03C3: set_timer_to $8789 type 1 GXT 'ZER1_26' // global_variable  // TIME:
03C4: set_status_text $8788 type 1 GXT 'ZER1_20' // global_variable  // SIGNAL:
01BD: 368@ = current_time_in_ms 
336@ = 0 

:ZERO1_1096
if 
  4 > 336@ 
else_jump @ZERO1_1161 
0107: 53@(336@,10i) = create_object #WONGS_ERECTION at 85@(336@,4f) 89@(336@,4f) 93@(336@,4f) 
336@ += 1 
jump @ZERO1_1096 

:ZERO1_1161
if 
8248:   not model 366 available 
else_jump @ZERO1_1188 
wait 0 
jump @ZERO1_1161 

:ZERO1_1188
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:ZERO1_1201
if 
823D:   not special_actor 1 loaded 
else_jump @ZERO1_1227 
wait 0 
jump @ZERO1_1201 

:ZERO1_1227
02A3: enable_widescreen 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2261.838 118.3496 55.8344 position_to -2248.469 121.3517 60.4838 time 6800 smooth_transition 1 
0920: point_camera -2261.123 118.8753 55.3739 transverse_to -2247.61 121.8521 60.3731 time 6800 smooth_transition 1 
04ED: load_animation "ON_LOOKERS" 
0A0B: set_rendering_origin_at_3D_coord -2259.838 122.3496 40.8344 angle 290.0 

:ZERO1_1351
if 
84EE:   not animation "ON_LOOKERS" loaded 
else_jump @ZERO1_1387 
wait 0 
jump @ZERO1_1351 

:ZERO1_1387
wait 1000 
fade 1 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1407
if 
fading 
else_jump @ZERO1_1431 
wait 0 
jump @ZERO1_1407 

:ZERO1_1431
009A: 63@ = create_actor_pedtype 4 model 290 at -2214.29 125.49 56.5985 
0223: set_actor 63@ health_to 1000 
02AB: set_actor 63@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
060A: create_decision_maker_type 0 store_to 346@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 346@ event 46 
0708: reset_decision_maker 346@ event 59 
0709: set_decision_maker 346@ on_event 59 taskID 604 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 63@ decision_maker_to 346@ 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_1655 
0615: define_AS_pack_begin 380@ 
05D3: AS_actor -1 goto_point -2231.323 129.7854 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 380@ 
0618: assign_actor 63@ to_AS_pack 380@ 
061B: remove_references_to_AS_pack 380@ 

:ZERO1_1655
0615: define_AS_pack_begin 380@ 
05D3: AS_actor -1 goto_point -2239.703 119.9904 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 380@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 380@ 
061B: remove_references_to_AS_pack 380@ 
03CF: load_wav 44600 as 1 

:ZERO1_1719
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_1745 
wait 0 
jump @ZERO1_1719 

:ZERO1_1745
00BC: show_text_highpriority GXT 'ZER1_AA' time 10000 flag 1  // Berkley's launched a full-scale attack!
03D1: play_wav 1 

:ZERO1_1765
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_1791 
wait 0 
jump @ZERO1_1765 

:ZERO1_1791
03D5: remove_text 'ZER1_AA'  // Berkley's launched a full-scale attack!
0247: load_model #WONGS_ERECTION2 
0247: load_model 464 
0247: load_model 362 
0247: load_model #RCBOMB 

:ZERO1_1822
if or
8248:   not model #WONGS_ERECTION2 available 
8248:   not model 464 available 
8248:   not model #RCBOMB available 
8248:   not model 362 available 
else_jump @ZERO1_1864 
wait 0 
jump @ZERO1_1822 

:ZERO1_1864
336@ = 0 

:ZERO1_1871
if 
  8 > 336@ 
else_jump @ZERO1_1936 
018A: 186@(336@,10i) = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 186@(336@,10i) 
336@ += 1 
jump @ZERO1_1871 

:ZERO1_1936
wait 0 
if 
  155@ == 1 
else_jump @ZERO1_1965 
gosub @ZERO1_3240 

:ZERO1_1965
if 
  156@ == 1 
else_jump @ZERO1_1990 
gosub @ZERO1_5339 

:ZERO1_1990
if 
  157@ == 1 
else_jump @ZERO1_2015 
jump @ZERO1_17461 

:ZERO1_2015
if 
  158@ == 1 
else_jump @ZERO1_2040 
jump @ZERO1_17529 

:ZERO1_2040
jump @ZERO1_1936 

:ZERO1_2047
0395: clear_area 1 at -2208.1 175.86 40.46 radius 25.0 
if 
  4 > 336@ 
else_jump @ZERO1_2603 
00A5: 43@(336@,10i) = create_car 464 at 68@(338@,8f) 76@(338@,8f) 70.0 
039F: set_car 43@(336@,10i) race_to 85@(337@,4f) 89@(337@,4f) 
0224: set_car 43@(336@,10i) health_to 260 
03CC: enable_car 43@(336@,10i) stuck_check_distance_to 3.0 time_to 3000 
02AC: set_car 43@(336@,10i) immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0745: set_hydra 43@(336@,10i) thrust_to_horizontal 
04BA: set_car 43@(336@,10i) speed_to 14.0 
if 
875C:   not marker 186@(336@,10i) enabled 
else_jump @ZERO1_2268 
0186: 186@(336@,10i) = create_marker_above_car 43@(336@,10i) 
018B: set_marker 186@(336@,10i) radar_mode 2 
jump @ZERO1_2304 

:ZERO1_2268
0164: disable_marker 186@(336@,10i) 
0186: 186@(336@,10i) = create_marker_above_car 43@(336@,10i) 
018B: set_marker 186@(336@,10i) radar_mode 2 

:ZERO1_2304
03A2: set_car 43@(336@,10i) action 3 
0107: 196@(336@,10i) = create_object #RCBOMB at 68@(336@,8f) 76@(336@,8f) 130.0 
0681: attach_object 196@(336@,10i) to_car 43@(336@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 196@(336@,10i) relative_to_car 43@(336@,10i) with_offset 0.0 0.0 266@(336@,10f) 
0382: set_object 196@(336@,10i) collision_detection 0 
0392: make_object 196@(336@,10i) moveable 0 
0087: 84@ = 93@(337@,4f) // (float) 
84@ += 10.5 
04D2: set_plane 43@(336@,10i) fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 13.5 
0742: set_plane 43@(336@,10i) unknown_trajectory -0.8 
160@(336@,8i) = 0 
175@(336@,10i) = 0 
159@ = 1 
01BD: 347@(336@,10i) = current_time_in_ms 
338@ += 1 
if 
  338@ > 3 
else_jump @ZERO1_2589 
338@ = 0 

:ZERO1_2589
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 

:ZERO1_2603
return 

:ZERO1_2605
if or
  336@ > 4 
  336@ == 4 
else_jump @ZERO1_3238 
00A5: 43@(336@,10i) = create_car 464 at 68@(336@,8f) 76@(336@,8f) 85.0 
039F: set_car 43@(336@,10i) race_to 85@(337@,4f) 89@(337@,4f) 
02AC: set_car 43@(336@,10i) immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 43@(336@,10i) health_to 260 
03CC: enable_car 43@(336@,10i) stuck_check_distance_to 3.0 time_to 10000 
if 
875C:   not marker 186@(336@,10i) enabled 
else_jump @ZERO1_2786 
0186: 186@(336@,10i) = create_marker_above_car 43@(336@,10i) 
018B: set_marker 186@(336@,10i) radar_mode 2 
jump @ZERO1_2822 

:ZERO1_2786
0164: disable_marker 186@(336@,10i) 
0186: 186@(336@,10i) = create_marker_above_car 43@(336@,10i) 
018B: set_marker 186@(336@,10i) radar_mode 2 

:ZERO1_2822
03A2: set_car 43@(336@,10i) action 3 
0175: set_car 43@(336@,10i) Z_angle_to 258.0 
0745: set_hydra 43@(336@,10i) thrust_to_horizontal 
04BA: set_car 43@(336@,10i) speed_to 14.0 
175@(336@,10i) = 0 
160@(336@,8i) = 0 
0107: 196@(336@,10i) = create_object #RCBOMB at 68@(336@,8f) 76@(336@,8f) 120.0 
0681: attach_object 196@(336@,10i) to_car 43@(336@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 196@(336@,10i) relative_to_car 43@(336@,10i) with_offset 0.0 0.0 266@(336@,10f) 
0382: set_object 196@(336@,10i) collision_detection 0 
0392: make_object 196@(336@,10i) moveable 0 
01BD: 347@(336@,10i) = current_time_in_ms 
0087: 84@ = 93@(337@,4f) // (float) 
84@ += 10.5 
04D2: set_plane 43@(336@,10i) fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 69.5 
0742: set_plane 43@(336@,10i) unknown_trajectory -0.8 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_3238 
if 
  372@ == 0 
else_jump @ZERO1_3238 
03CF: load_wav 44608 as 1 

:ZERO1_3148
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3174 
wait 0 
jump @ZERO1_3148 

:ZERO1_3174
00BC: show_text_highpriority GXT 'ZER1_BD' time 10000 flag 1  // RC Barons at 9 o'clock high, Carl!
03D1: play_wav 1 

:ZERO1_3194
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3220 
wait 0 
jump @ZERO1_3194 

:ZERO1_3220
03D5: remove_text 'ZER1_BD'  // RC Barons at 9 o'clock high, Carl!
372@ = 1 

:ZERO1_3238
return 

:ZERO1_3240
40@ = 0 
if 
  $8787 == 0 
else_jump @ZERO1_5093 
185@ = 0 
0707: start_scene_skip_to @ZERO1_4656 
41@ = 0 

:ZERO1_3286
if 
   not 185@ == 10 
else_jump @ZERO1_4656 
wait 0 
if 
  185@ == 0 
else_jump @ZERO1_3517 
03CF: load_wav 44601 as 1 

:ZERO1_3335
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3361 
wait 0 
jump @ZERO1_3335 

:ZERO1_3361
00BC: show_text_highpriority GXT 'ZER1_AB' time 10000 flag 1  // This is insanity!
03D1: play_wav 1 

:ZERO1_3381
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3407 
wait 0 
jump @ZERO1_3381 

:ZERO1_3407
03D5: remove_text 'ZER1_AC'  // All batteries commence fire!
03CF: load_wav 44602 as 1 

:ZERO1_3427
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3453 
wait 0 
jump @ZERO1_3427 

:ZERO1_3453
00BC: show_text_highpriority GXT 'ZER1_AC' time 10000 flag 1  // All batteries commence fire!
03D1: play_wav 1 

:ZERO1_3473
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3499 
wait 0 
jump @ZERO1_3473 

:ZERO1_3499
03D5: remove_text 'ZER1_AC'  // All batteries commence fire!
185@ = 1 

:ZERO1_3517
if 
  41@ > 4500 
else_jump @ZERO1_3724 
if 
  185@ == 1 
else_jump @ZERO1_3724 
185@ = 2 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2240.485 119.5912 58.4997 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.875 120.376 58.6143 switchstyle 2 
0395: clear_area 1 at 65@ 66@ 67@ radius 1000.0 
03CF: load_wav 44605 as 1 

:ZERO1_3641
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3667 
wait 0 
jump @ZERO1_3641 

:ZERO1_3667
00BC: show_text_highpriority GXT 'ZER1_BA' time 10000 flag 1  // He's going for my transmitters!
03D1: play_wav 1 

:ZERO1_3687
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_3713 
wait 0 
jump @ZERO1_3687 

:ZERO1_3713
03D5: remove_text 'ZER1_BA'  // He's going for my transmitters!

:ZERO1_3724
if 
  41@ > 7500 
else_jump @ZERO1_4039 
if 
  185@ == 2 
else_jump @ZERO1_4039 
185@ = 3 
015F: set_camera_position -2231.676 127.7127 57.9036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2231.965 128.6361 58.1563 switchstyle 2 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_3879 
0605: actor 63@ perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 

:ZERO1_3879
03CF: load_wav 44606 as 1 
if 
  159@ == 0 
else_jump @ZERO1_3956 
336@ = 0 

:ZERO1_3913
if 
  2 > 336@ 
else_jump @ZERO1_3956 
wait 0 
gosub @ZERO1_2047 
336@ += 1 
jump @ZERO1_3913 

:ZERO1_3956
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_3982 
wait 0 
jump @ZERO1_3956 

:ZERO1_3982
00BC: show_text_highpriority GXT 'ZER1_BB' time 10000 flag 1  // If he takes them out, I'll never be able to launch a counter attack!
03D1: play_wav 1 

:ZERO1_4002
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4028 
wait 0 
jump @ZERO1_4002 

:ZERO1_4028
03D5: remove_text 'ZER1_BB'  // If he takes them out, I'll never be able to launch a counter attack!

:ZERO1_4039
if 
  41@ > 12000 
else_jump @ZERO1_4363 
if 
  185@ == 3 
else_jump @ZERO1_4363 
if 
8119:   not car 44@ wrecked 
else_jump @ZERO1_4363 
0407: store_coords_to 100@ 101@ 102@ from_car 44@ with_offset 2.0 1.5 -1.0 
015F: set_camera_position 100@ 101@ 102@ rotation 0.0 0.0 0.0 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_4172 
0159: camera_on_ped 63@ mode 15 switchstyle 2 

:ZERO1_4172
03CF: load_wav 44603 as 1 

:ZERO1_4181
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_4207 
wait 0 
jump @ZERO1_4181 

:ZERO1_4207
00BC: show_text_highpriority GXT 'ZER1_AD' time 10000 flag 1  // No problem man, but they only toys.
03D1: play_wav 1 

:ZERO1_4227
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4253 
wait 0 
jump @ZERO1_4227 

:ZERO1_4253
03D5: remove_text 'ZER1_AD'  // No problem man, but they only toys.
03CF: load_wav 44604 as 1 

:ZERO1_4273
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_4299 
wait 0 
jump @ZERO1_4273 

:ZERO1_4299
00BC: show_text_highpriority GXT 'ZER1_AE' time 10000 flag 1  // They're not toys! They're just smaller!
03D1: play_wav 1 

:ZERO1_4319
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_4345 
wait 0 
jump @ZERO1_4319 

:ZERO1_4345
03D5: remove_text 'ZER1_AE'  // They're not toys! They're just smaller!
185@ = 4 

:ZERO1_4363
if 
  41@ > 17000 
else_jump @ZERO1_4531 
if 
  185@ == 4 
else_jump @ZERO1_4531 
185@ = 5 
00A1: put_actor $PLAYER_ACTOR at -2239.703 119.9904 56.5985 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
if 
03CA:   object 42@ exists 
else_jump @ZERO1_4464 
0655: AS_actor $PLAYER_ACTOR look_at_object 42@ 3000 ms 

:ZERO1_4464
015F: set_camera_position -2239.688 122.1658 57.6384 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.237 121.2862 57.7886 switchstyle 2 
00BC: show_text_highpriority GXT 'ZER1_22' time 5000 flag 1  // ~s~Use the minigun to eliminate the enemy threat.

:ZERO1_4531
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_4623 
185@ = 10 
040D: unload_wav 1 
if 
  159@ == 0 
else_jump @ZERO1_4623 
336@ = 0 

:ZERO1_4580
if 
  2 > 336@ 
else_jump @ZERO1_4623 
wait 0 
gosub @ZERO1_2047 
336@ += 1 
jump @ZERO1_4580 

:ZERO1_4623
if 
  41@ > 20000 
else_jump @ZERO1_4649 
185@ = 10 

:ZERO1_4649
jump @ZERO1_3286 

:ZERO1_4656
0701: end_scene_skip 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO1_4719 
00AB: put_car 43@ at 68@ 76@ 95.0 
039F: set_car 43@ race_to 85@(337@,4f) 89@(337@,4f) 
04BA: set_car 43@ speed_to 10.0 

:ZERO1_4719
if 
8119:   not car 44@ wrecked 
else_jump @ZERO1_4780 
00AB: put_car 44@ at 69@ 77@ 95.0 
039F: set_car 44@ race_to 85@(337@,4f) 89@(337@,4f) 
04BA: set_car 44@ speed_to 10.0 

:ZERO1_4780
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 42@ offset_from_object_origin -0.25 -0.5 1.25 orientation 2 both_side_angle_limit 360.0 lock_weapon 38 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 300.0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0925: restore_camera_to_user_defined 
015A: restore_camera 
if 
03CA:   object 42@ exists 
else_jump @ZERO1_4903 
0750: set_object 42@ visibility 0 

:ZERO1_4903
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_4929 
01B2: give_actor 63@ weapon 42 ammo 1000 // Load the weapon model before using this 

:ZERO1_4929
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03E5: show_text_box 'ZER1_24'  // Press and hold ~m~~widget_vc_shoot~ to fire the Minigun.
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_5063 
03CF: load_wav 44609 as 1 

:ZERO1_4980
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_5006 
wait 0 
jump @ZERO1_4980 

:ZERO1_5006
00BC: show_text_highpriority GXT 'ZER1_BE' time 10000 flag 1  // CJ, bogies at 12 o'clock!
03D1: play_wav 1 

:ZERO1_5026
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_5052 
wait 0 
jump @ZERO1_5026 

:ZERO1_5052
03D5: remove_text 'ZER1_BE'  // CJ, bogies at 12 o'clock!

:ZERO1_5063
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 
155@ = 0 
156@ = 1 
return 

:ZERO1_5093
if 
  $8787 == 1 
else_jump @ZERO1_5316 
if 
  159@ == 0 
else_jump @ZERO1_5293 
336@ = 0 

:ZERO1_5136
if 
  4 > 336@ 
else_jump @ZERO1_5286 
wait 0 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_5218 
0224: set_car 43@(336@,10i) health_to 20 
if 
82CA:   not car 43@(336@,10i) bounding_sphere_visible 
else_jump @ZERO1_5218 
00A6: destroy_car 43@(336@,10i) 

:ZERO1_5218
01C3: remove_references_to_car 43@(336@,10i) 
if 
075C:   marker 186@(336@,10i) enabled 
else_jump @ZERO1_5256 
0164: disable_marker 186@(336@,10i) 

:ZERO1_5256
03CD: disable_car 43@(336@,10i) stuck_check 
gosub @ZERO1_2047 
336@ += 1 
jump @ZERO1_5136 

:ZERO1_5286
159@ = 1 

:ZERO1_5293
155@ = 0 
156@ = 1 
40@ = 0 
return 

:ZERO1_5316
155@ = 0 
156@ = 1 
40@ = 0 
return 

:ZERO1_5339
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @ZERO1_5388 
155@ = 0 
156@ = 0 
157@ = 1 
158@ = 0 
return 

:ZERO1_5388
gosub @ZERO1_13680 
if 
  158@ == 1 
else_jump @ZERO1_5443 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_5443
if 
0118:   actor 63@ dead 
else_jump @ZERO1_5495 
156@ = 0 
158@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
return 

:ZERO1_5495
336@ = 0 

:ZERO1_5502
if 
  8 > 336@ 
else_jump @ZERO1_8902 
wait 0 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_8877 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_6066 
if 
  173@ == 0 
else_jump @ZERO1_5739 
if 
874F:   not actor 63@ ped_event == 59 
else_jump @ZERO1_5739 
0615: define_AS_pack_begin 380@ 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
06BA: AS_actor -1 turn_to_and_look_at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 380@ 
0618: assign_actor 63@ to_AS_pack 380@ 
061B: remove_references_to_AS_pack 380@ 
173@ = 1 

:ZERO1_5739
if 
  173@ == 1 
else_jump @ZERO1_5793 
062E: get_actor 63@ task 1560 status_store_to 64@ // ret 7 if not found 
if 
04A4:   64@ == 7 // == constant 
else_jump @ZERO1_5793 
173@ = 0 

:ZERO1_5793
if 
  375@ == 1 
else_jump @ZERO1_5900 
if 
031D:   actor 63@ hit_by_weapon 38 
else_jump @ZERO1_5900 
0467: clear_actor 63@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:ZERO1_5847
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_5873 
wait 0 
jump @ZERO1_5847 

:ZERO1_5873
00BC: show_text_highpriority GXT 'ZER1_DB' time 5000 flag 1  // Will you watch it, you idiot!
03D1: play_wav 1 
375@ = 0 

:ZERO1_5900
if 
  375@ == 0 
else_jump @ZERO1_6059 
if 
031D:   actor 63@ hit_by_weapon 38 
else_jump @ZERO1_6059 
0467: clear_actor 63@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44619 as 1 

:ZERO1_5954
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_6032 
wait 0 
if 
0118:   actor 63@ dead 
else_jump @ZERO1_6025 
156@ = 0 
158@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
return 

:ZERO1_6025
jump @ZERO1_5954 

:ZERO1_6032
00BC: show_text_highpriority GXT 'ZER1_DA' time 5000 flag 1  // Hey, hey, hey! FRIENDLY FIRE! FRIENDLY FIRE!
03D1: play_wav 1 
375@ = 1 

:ZERO1_6059
jump @ZERO1_6102 

:ZERO1_6066
156@ = 0 
158@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
return 

:ZERO1_6102
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_8859 
if 
  160@(336@,8i) == 0 
else_jump @ZERO1_6262 
01BD: 367@ = current_time_in_ms 
0085: 357@(336@,10i) = 367@ // (int) 
0062: 357@(336@,10i) -= 347@(336@,10i) // (int) 
if 
  357@(336@,10i) > 45000 
else_jump @ZERO1_6262 
020B: explode_car 43@(336@,10i) 
160@(336@,8i) = 1 
175@(336@,10i) = 0 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_6262 
0108: destroy_object 196@(336@,10i) 

:ZERO1_6262
if 
  160@(336@,8i) == 0 
else_jump @ZERO1_6384 
if 
06FC:   car 43@(336@,10i) stuck_check_enabled 
else_jump @ZERO1_6384 
if 
03CE:   car 43@(336@,10i) stuck 
else_jump @ZERO1_6384 
020B: explode_car 43@(336@,10i) 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_6362 
0108: destroy_object 196@(336@,10i) 

:ZERO1_6362
160@(336@,8i) = 1 
175@(336@,10i) = 0 

:ZERO1_6384
if 
  160@(336@,8i) == 0 
else_jump @ZERO1_6486 
if 
81F3:   not car 43@(336@,10i) in_air 
else_jump @ZERO1_6486 
020B: explode_car 43@(336@,10i) 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_6464 
0108: destroy_object 196@(336@,10i) 

:ZERO1_6464
160@(336@,8i) = 1 
175@(336@,10i) = 0 

:ZERO1_6486
if 
  160@(336@,8i) == 0 
else_jump @ZERO1_6592 
if 
031E:   car 43@(336@,10i) hit_by_weapon 38 
else_jump @ZERO1_6592 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_6559 
0108: destroy_object 196@(336@,10i) 

:ZERO1_6559
0224: set_car 43@(336@,10i) health_to 20 
160@(336@,8i) = 1 
175@(336@,10i) = 0 

:ZERO1_6592
if 
  160@(336@,8i) == 0 
else_jump @ZERO1_6732 
if 
  175@(336@,10i) == 0 
else_jump @ZERO1_6732 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_6725 
if 
01AF:   car 43@(336@,10i) sphere 0 in_sphere 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) radius 18.0 18.0 40.0 
else_jump @ZERO1_6725 
175@(336@,10i) = 1 

:ZERO1_6725
jump @ZERO1_6732 

:ZERO1_6732
if 
  175@(336@,10i) == 1 
else_jump @ZERO1_6809 
gosub @ZERO1_10923 
if 
  158@ == 1 
else_jump @ZERO1_6809 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_6809
if 
  158@ == 1 
else_jump @ZERO1_6857 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_6857
if 
  175@(336@,10i) > 2 
else_jump @ZERO1_7007 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_7007 
if 
01AD:   car 43@(336@,10i) sphere 0 near_point 68@(336@,8f) 76@(336@,8f) radius 30.0 30.0 
else_jump @ZERO1_7007 
00A6: destroy_car 43@(336@,10i) 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_6983 
0108: destroy_object 196@(336@,10i) 

:ZERO1_6983
160@(336@,8i) = 1 
175@(336@,10i) = 0 
return 

:ZERO1_7007
if 
  175@(336@,10i) == 2 
else_jump @ZERO1_7160 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_7160 
if 
01AD:   car 43@(336@,10i) sphere 0 near_point 103@(336@,8f) 111@(336@,8f) radius 7.0 7.0 
else_jump @ZERO1_7160 
04D2: set_plane 43@(336@,10i) fly_autopilot_around_point 127@(336@,8f) 135@(336@,8f) 143@(336@,8f) altitude_between 5.0 and 0.5 
0742: set_plane 43@(336@,10i) unknown_trajectory -1.1 
175@(336@,10i) = 3 

:ZERO1_7160
if 
  175@(336@,10i) == 3 
else_jump @ZERO1_7309 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_7309 
if 
01AD:   car 43@(336@,10i) sphere 0 near_point 127@(336@,8f) 135@(336@,8f) radius 7.0 7.0 
else_jump @ZERO1_7309 
04D2: set_plane 43@(336@,10i) fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between 3.0 and 0.0 
0742: set_plane 43@(336@,10i) unknown_trajectory -0.9 
175@(336@,10i) = 4 

:ZERO1_7309
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_8841 
if 
01AF:   car 43@(336@,10i) sphere 0 in_sphere 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) radius 4.0 4.0 11.0 
else_jump @ZERO1_8834 
00AA: store_car 43@(336@,10i) position_to 97@ 98@ 99@ 
020B: explode_car 43@(336@,10i) 
00A6: destroy_car 43@(336@,10i) 
020C: create_explosion_with_radius 0 at 97@ 98@ 99@ 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_7465 
0108: destroy_object 196@(336@,10i) 

:ZERO1_7465
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_7598 
if 
  373@ == 0 
else_jump @ZERO1_7598 
03CF: load_wav 44617 as 1 

:ZERO1_7508
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_7534 
wait 0 
jump @ZERO1_7508 

:ZERO1_7534
00BC: show_text_highpriority GXT 'ZER1_BN' time 10000 flag 1  // I thought you said you could shoot, Carl!
03D1: play_wav 1 

:ZERO1_7554
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_7580 
wait 0 
jump @ZERO1_7554 

:ZERO1_7580
03D5: remove_text 'ZER1_BN'  // I thought you said you could shoot, Carl!
373@ = 1 

:ZERO1_7598
160@(336@,8i) = 1 
175@(336@,10i) = 0 
if 
  337@ == 3 
else_jump @ZERO1_7974 
if 
  342@ > 5 
else_jump @ZERO1_7670 
342@ -= 5 
jump @ZERO1_7974 

:ZERO1_7670
171@ = 1 
0108: destroy_object 53@(337@,10i) 
020C: create_explosion_with_radius 0 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
020C: create_explosion_with_radius 9 at 85@(337@,4f) 89@(337@,4f) 61.5 
0107: 53@(337@,10i) = create_object #WONGS_ERECTION2 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0177: set_object 53@(337@,10i) Z_angle_to 151@(337@,4f) 
02CF: 376@(337@,4i) = create_fire_at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) propagation 5 size 3 
155@ = 0 
156@ = 0 
158@ = 1 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_7946 
03CF: load_wav 44621 as 1 

:ZERO1_7863
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_7889 
wait 0 
jump @ZERO1_7863 

:ZERO1_7889
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_7909
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_7935 
wait 0 
jump @ZERO1_7909 

:ZERO1_7935
03D5: remove_text 'ZER1_EA'  // Curse you, Berkley, CURSE YOOUUU!

:ZERO1_7946
0151: remove_status_text $8788 
014F: stop_timer $8789 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
return 

:ZERO1_7974
if 
  337@ == 2 
else_jump @ZERO1_8394 
if 
  341@ > 5 
else_jump @ZERO1_8024 
341@ -= 5 
jump @ZERO1_8394 

:ZERO1_8024
170@ = 1 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_8394 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_8102 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_8102
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_8394 
03CF: load_wav 44614 as 1 

:ZERO1_8127
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8153 
wait 0 
jump @ZERO1_8127 

:ZERO1_8153
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_8173
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8199 
wait 0 
jump @ZERO1_8173 

:ZERO1_8199
03D5: remove_text 'ZER1_BK'  // We can't lose another transmitter!
03CF: load_wav 44615 as 1 

:ZERO1_8219
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8245 
wait 0 
jump @ZERO1_8219 

:ZERO1_8245
00BC: show_text_highpriority GXT 'ZER1_BL' time 10000 flag 1  // Berkley's going for the last transmitter,
03D1: play_wav 1 

:ZERO1_8265
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8291 
wait 0 
jump @ZERO1_8265 

:ZERO1_8291
03D5: remove_text 'ZER1_BL'  // Berkley's going for the last transmitter,
03CF: load_wav 44616 as 1 

:ZERO1_8311
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8337 
wait 0 
jump @ZERO1_8311 

:ZERO1_8337
00BC: show_text_highpriority GXT 'ZER1_BM' time 10000 flag 1  // you've got to stop those planes, Carl!
03D1: play_wav 1 

:ZERO1_8357
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8383 
wait 0 
jump @ZERO1_8357 

:ZERO1_8383
03D5: remove_text 'ZER1_BM'  // you've got to stop those planes, Carl!

:ZERO1_8394
if 
  337@ == 1 
else_jump @ZERO1_8614 
if 
  340@ > 5 
else_jump @ZERO1_8444 
340@ -= 5 
jump @ZERO1_8614 

:ZERO1_8444
169@ = 1 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_8614 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_8522 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_8522
03CF: load_wav 44613 as 1 

:ZERO1_8531
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8557 
wait 0 
jump @ZERO1_8531 

:ZERO1_8557
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_8577
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8603 
wait 0 
jump @ZERO1_8577 

:ZERO1_8603
03D5: remove_text 'ZER1_BJ'  // Another blow to our war effort!

:ZERO1_8614
if 
  337@ == 0 
else_jump @ZERO1_8834 
if 
  339@ > 5 
else_jump @ZERO1_8664 
339@ -= 5 
jump @ZERO1_8834 

:ZERO1_8664
168@ = 1 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_8834 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_8742 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_8742
03CF: load_wav 44611 as 1 

:ZERO1_8751
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_8777 
wait 0 
jump @ZERO1_8751 

:ZERO1_8777
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_8797
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_8823 
wait 0 
jump @ZERO1_8797 

:ZERO1_8823
03D5: remove_text 'ZER1_BG'  // We've lost a transmitter!

:ZERO1_8834
jump @ZERO1_8852 

:ZERO1_8841
160@(336@,8i) = 1 

:ZERO1_8852
jump @ZERO1_8870 

:ZERO1_8859
160@(336@,8i) = 1 

:ZERO1_8870
jump @ZERO1_8888 

:ZERO1_8877
160@(336@,8i) = 1 

:ZERO1_8888
336@ += 1 
jump @ZERO1_5502 

:ZERO1_8902
if 
  1 > $8787 
else_jump @ZERO1_9416 
336@ = 0 

:ZERO1_8927
if 
  4 > 336@ 
else_jump @ZERO1_9129 
if 
  160@(336@,8i) == 1 
else_jump @ZERO1_9115 
if 
075C:   marker 186@(336@,10i) enabled 
else_jump @ZERO1_8996 
0164: disable_marker 186@(336@,10i) 

:ZERO1_8996
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_9025 
0108: destroy_object 196@(336@,10i) 

:ZERO1_9025
03CD: disable_car 43@(336@,10i) stuck_check 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_9099 
if 
02CA:   car 43@(336@,10i) bounding_sphere_visible 
else_jump @ZERO1_9090 
01C3: remove_references_to_car 43@(336@,10i) 
jump @ZERO1_9099 

:ZERO1_9090
00A6: destroy_car 43@(336@,10i) 

:ZERO1_9099
01C3: remove_references_to_car 43@(336@,10i) 
$8787 += 1 

:ZERO1_9115
336@ += 1 
jump @ZERO1_8927 

:ZERO1_9129
if 
  160@ == 1 
else_jump @ZERO1_9409 
if 
  161@ == 1 
else_jump @ZERO1_9409 
if 
  162@ == 1 
else_jump @ZERO1_9409 
if 
  163@ == 1 
else_jump @ZERO1_9409 
$8787 += 1 
156@ = 0 
155@ = 1 
159@ = 0 
$8787 += 1 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
0164: disable_marker 188@ 
0164: disable_marker 189@ 
336@ = 0 

:ZERO1_9263
if 
  4 > 336@ 
else_jump @ZERO1_9409 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_9312 
0224: set_car 43@(336@,10i) health_to 20 

:ZERO1_9312
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_9377 
if 
02CA:   car 43@(336@,10i) bounding_sphere_visible 
else_jump @ZERO1_9368 
01C3: remove_references_to_car 43@(336@,10i) 
jump @ZERO1_9377 

:ZERO1_9368
00A6: destroy_car 43@(336@,10i) 

:ZERO1_9377
01C3: remove_references_to_car 43@(336@,10i) 
03CD: disable_car 43@(336@,10i) stuck_check 
336@ += 1 
jump @ZERO1_9263 

:ZERO1_9409
jump @ZERO1_10105 

:ZERO1_9416
336@ = 0 

:ZERO1_9423
if 
  4 > 336@ 
else_jump @ZERO1_10119 
if 
  160@(336@,8i) == 1 
else_jump @ZERO1_10105 
if 
075C:   marker 186@(336@,10i) enabled 
else_jump @ZERO1_9492 
0164: disable_marker 186@(336@,10i) 

:ZERO1_9492
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_9521 
0108: destroy_object 196@(336@,10i) 

:ZERO1_9521
03CD: disable_car 43@(336@,10i) stuck_check 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_9595 
if 
02CA:   car 43@(336@,10i) bounding_sphere_visible 
else_jump @ZERO1_9586 
01C3: remove_references_to_car 43@(336@,10i) 
jump @ZERO1_9595 

:ZERO1_9586
00A6: destroy_car 43@(336@,10i) 

:ZERO1_9595
01C3: remove_references_to_car 43@(336@,10i) 
01BD: 367@ = current_time_in_ms 
0085: 369@ = 367@ // (int) 
0062: 369@ -= 368@ // (int) 
if and
  210000 > $8789 
  $8789 > 190000 
else_jump @ZERO1_9689 
if 
  41@ > 12000 
else_jump @ZERO1_9689 
gosub @ZERO1_2047 
41@ = 0 

:ZERO1_9689
if and
  190000 > $8789 
  $8789 > 120000 
else_jump @ZERO1_9753 
if 
  41@ > 6000 
else_jump @ZERO1_9753 
gosub @ZERO1_2047 
41@ = 0 

:ZERO1_9753
if and
  120000 > $8789 
  $8789 > 0 
else_jump @ZERO1_9814 
if 
  41@ > 3500 
else_jump @ZERO1_9814 
gosub @ZERO1_2047 
41@ = 0 

:ZERO1_9814
if 
  160@ == 1 
else_jump @ZERO1_10105 
if 
  161@ == 1 
else_jump @ZERO1_10105 
if 
  162@ == 1 
else_jump @ZERO1_10105 
if 
  163@ == 1 
else_jump @ZERO1_10105 
if 
  164@ == 1 
else_jump @ZERO1_10105 
if 
  165@ == 1 
else_jump @ZERO1_10105 
if 
  166@ == 1 
else_jump @ZERO1_10105 
if 
  167@ == 1 
else_jump @ZERO1_10105 
gosub @ZERO1_2047 
if 
  374@ == 0 
else_jump @ZERO1_10098 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_10098 
03CF: load_wav 44618 as 1 

:ZERO1_10008
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_10034 
wait 0 
jump @ZERO1_10008 

:ZERO1_10034
00BC: show_text_highpriority GXT 'ZER1_CA' time 10000 flag 1  // Great, kid, don't get cocky!
03D1: play_wav 1 

:ZERO1_10054
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_10080 
wait 0 
jump @ZERO1_10054 

:ZERO1_10080
03D5: remove_text 'ZER1_CA'  // Great, kid, don't get cocky!
374@ = 1 

:ZERO1_10098
41@ = 0 

:ZERO1_10105
336@ += 1 
jump @ZERO1_9423 

:ZERO1_10119
if 
  210000 > $8789 
else_jump @ZERO1_10796 
if 
  164@ == 1 
else_jump @ZERO1_10796 
if 
  165@ == 1 
else_jump @ZERO1_10796 
if 
  166@ == 1 
else_jump @ZERO1_10796 
if 
  167@ == 1 
else_jump @ZERO1_10796 
if 
075C:   marker 190@ enabled 
else_jump @ZERO1_10233 
0164: disable_marker 190@ 

:ZERO1_10233
if 
075C:   marker 191@ enabled 
else_jump @ZERO1_10254 
0164: disable_marker 191@ 

:ZERO1_10254
if 
075C:   marker 192@ enabled 
else_jump @ZERO1_10275 
0164: disable_marker 192@ 

:ZERO1_10275
if 
075C:   marker 193@ enabled 
else_jump @ZERO1_10296 
0164: disable_marker 193@ 

:ZERO1_10296
if 
8119:   not car 47@ wrecked 
else_jump @ZERO1_10319 
0224: set_car 47@ health_to 10 

:ZERO1_10319
if 
8119:   not car 48@ wrecked 
else_jump @ZERO1_10342 
0224: set_car 48@ health_to 10 

:ZERO1_10342
if 
8119:   not car 49@ wrecked 
else_jump @ZERO1_10365 
0224: set_car 49@ health_to 10 

:ZERO1_10365
if 
8119:   not car 50@ wrecked 
else_jump @ZERO1_10388 
0224: set_car 50@ health_to 10 

:ZERO1_10388
if 
03CA:   object 200@ exists 
else_jump @ZERO1_10409 
0108: destroy_object 200@ 

:ZERO1_10409
if 
03CA:   object 201@ exists 
else_jump @ZERO1_10430 
0108: destroy_object 201@ 

:ZERO1_10430
if 
03CA:   object 202@ exists 
else_jump @ZERO1_10451 
0108: destroy_object 202@ 

:ZERO1_10451
if 
03CA:   object 203@ exists 
else_jump @ZERO1_10472 
0108: destroy_object 203@ 

:ZERO1_10472
if 
8119:   not car 47@ wrecked 
else_jump @ZERO1_10521 
if 
02CA:   car 47@ bounding_sphere_visible 
else_jump @ZERO1_10516 
01C3: remove_references_to_car 47@ 
jump @ZERO1_10521 

:ZERO1_10516
00A6: destroy_car 47@ 

:ZERO1_10521
01C3: remove_references_to_car 47@ 
if 
8119:   not car 48@ wrecked 
else_jump @ZERO1_10575 
if 
02CA:   car 48@ bounding_sphere_visible 
else_jump @ZERO1_10570 
01C3: remove_references_to_car 48@ 
jump @ZERO1_10575 

:ZERO1_10570
00A6: destroy_car 48@ 

:ZERO1_10575
01C3: remove_references_to_car 48@ 
if 
8119:   not car 49@ wrecked 
else_jump @ZERO1_10629 
if 
02CA:   car 49@ bounding_sphere_visible 
else_jump @ZERO1_10624 
01C3: remove_references_to_car 49@ 
jump @ZERO1_10629 

:ZERO1_10624
00A6: destroy_car 49@ 

:ZERO1_10629
01C3: remove_references_to_car 49@ 
if 
8119:   not car 50@ wrecked 
else_jump @ZERO1_10683 
if 
02CA:   car 50@ bounding_sphere_visible 
else_jump @ZERO1_10678 
01C3: remove_references_to_car 50@ 
jump @ZERO1_10683 

:ZERO1_10678
00A6: destroy_car 50@ 

:ZERO1_10683
01C3: remove_references_to_car 50@ 
03CD: disable_car 47@ stuck_check 
03CD: disable_car 48@ stuck_check 
03CD: disable_car 49@ stuck_check 
03CD: disable_car 50@ stuck_check 
01BD: 367@ = current_time_in_ms 
0085: 361@ = 367@ // (int) 
0062: 361@ -= 351@ // (int) 
if 
  361@ > 45000 
else_jump @ZERO1_10796 
336@ = 4 

:ZERO1_10757
if 
  8 > 336@ 
else_jump @ZERO1_10796 
gosub @ZERO1_2605 
336@ += 1 
jump @ZERO1_10757 

:ZERO1_10796
if 
  1 >= $8789 
else_jump @ZERO1_10921 
336@ = 0 

:ZERO1_10821
if 
  8 > 336@ 
else_jump @ZERO1_10891 
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_10877 
020B: explode_car 43@(336@,10i) 
01C3: remove_references_to_car 43@(336@,10i) 

:ZERO1_10877
336@ += 1 
jump @ZERO1_10821 

:ZERO1_10891
155@ = 0 
156@ = 0 
157@ = 1 
158@ = 0 
return 

:ZERO1_10921
return 

:ZERO1_10923
256@(336@,10i) = 0 
00AA: store_car 43@(336@,10i) position_to 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
02CE: 326@(336@,10f) = ground_z_at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
if 
03CA:   object 196@(336@,10i) exists 
else_jump @ZERO1_11291 
0087: 246@(336@,10f) = 296@(336@,10f) // (float) 
0063: 246@(336@,10f) -= 326@(336@,10f) // (float) 
if 
  246@(336@,10f) > 0.5 
else_jump @ZERO1_11175 
0363: create_static_object_at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 10.0 model #RCBOMB visibility 1 
007F: 266@(336@,10f) -= frame_delta_time * 0.05 // (float) 
if 
  -0.5 > 266@(336@,10f) 
else_jump @ZERO1_11168 
266@(336@,10f) = -0.5 
256@(336@,10i) = 1 

:ZERO1_11168
jump @ZERO1_11291 

:ZERO1_11175
0087: 266@(336@,10f) = 246@(336@,10f) // (float) 
266@(336@,10f) -= 1.0 
266@(336@,10f) *= -1.0 
if 
  266@(336@,10f) > 0.0 
else_jump @ZERO1_11291 
266@(336@,10f) = 0.0 
0363: create_static_object_at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 10.0 model #RCBOMB visibility 0 

:ZERO1_11291
if 
  175@(336@,10i) == 1 
else_jump @ZERO1_11679 
01BD: 226@(336@,10i) = current_time_in_ms 
if 
001D:   226@(336@,10i) > 236@(336@,10i) // (int) 
else_jump @ZERO1_11679 
if 
  216@(336@,10i) == 0 
else_jump @ZERO1_11619 
if 
  256@(336@,10i) == 1 
else_jump @ZERO1_11612 
266@(336@,10f) -= 0.5 
0682: detach_object 196@(336@,10i) 0.0 0.0 0.0 collision_detection 0 
0392: make_object 196@(336@,10i) moveable 1 
0382: set_object 196@(336@,10i) collision_detection 1 
038C: object 196@(336@,10i) scatter 0.0 0.0 0.0 
0085: 236@(336@,10i) = 226@(336@,10i) // (int) 
236@(336@,10i) += 2500 
0085: 206@(336@,10i) = 196@(336@,10i) // (int) 
196@(336@,10i) = -1 
04D9: object 206@(336@,10i) set_scripted_collision_check 1 
0085: 306@(336@,10i) = 226@(336@,10i) // (int) 
306@(336@,10i) += 250 
0085: 316@(336@,10i) = 226@(336@,10i) // (int) 
316@(336@,10i) += 3000 
216@(336@,10i) = 1 

:ZERO1_11612
jump @ZERO1_11679 

:ZERO1_11619
if 
  216@(336@,10i) == 2 
else_jump @ZERO1_11679 
if 
001D:   226@(336@,10i) > 306@(336@,10i) // (int) 
else_jump @ZERO1_11679 
216@(336@,10i) = 0 

:ZERO1_11679
if 
  216@(336@,10i) == 1 
else_jump @ZERO1_13678 
if 
03CA:   object 206@(336@,10i) exists 
else_jump @ZERO1_13678 
01BB: store_object 206@(336@,10i) position_to 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
02CE: 326@(336@,10f) = ground_z_at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
326@(336@,10f) += 0.5 
if 
  6.0 > 326@(336@,10f) 
else_jump @ZERO1_11834 
326@(336@,10f) = 6.0 

:ZERO1_11834
if or
04DA:   has_object 206@(336@,10i) collided 
001D:   226@(336@,10i) > 316@(336@,10i) // (int) 
04E7:   object 206@(336@,10i) in_water 
else_jump @ZERO1_13678 
04D9: object 206@(336@,10i) set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) 
01C4: remove_references_to_object 206@(336@,10i) // This object will now disappear when the player looks away 
0108: destroy_object 206@(336@,10i) 
206@(336@,10i) = -1 
216@(336@,10i) = 2 
175@(336@,10i) = 2 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_12099 
if 
  174@ == 0 
else_jump @ZERO1_12099 
03CF: load_wav 44607 as 1 

:ZERO1_12009
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12035 
wait 0 
jump @ZERO1_12009 

:ZERO1_12035
00BC: show_text_highpriority GXT 'ZER1_BC' time 10000 flag 1  // Kamikazes at 6 o'clock!
03D1: play_wav 1 

:ZERO1_12055
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12081 
wait 0 
jump @ZERO1_12055 

:ZERO1_12081
03D5: remove_text 'ZER1_BC'  // Kamikazes at 6 o'clock!
174@ = 1 

:ZERO1_12099
if 
8119:   not car 43@(336@,10i) wrecked 
else_jump @ZERO1_12379 
0087: 84@ = 93@(337@,4f) // (float) 
84@ += 4.0 
if 
01AD:   car 43@(336@,10i) sphere 0 near_point -2235.66 182.43 radius 50.0 50.0 
else_jump @ZERO1_12235 
0407: store_coords_to 127@(336@,8f) 135@(336@,8f) 143@(336@,8f) from_car 43@(336@,10i) with_offset -25.0 0.0 5.0 
jump @ZERO1_12280 

:ZERO1_12235
0407: store_coords_to 127@(336@,8f) 135@(336@,8f) 143@(336@,8f) from_car 43@(336@,10i) with_offset 25.0 0.0 5.0 

:ZERO1_12280
0407: store_coords_to 103@(336@,8f) 111@(336@,8f) 119@(336@,8f) from_car 43@(336@,10i) with_offset 0.0 20.0 4.0 
04D2: set_plane 43@(336@,10i) fly_autopilot_around_point 103@(336@,8f) 111@(336@,8f) 119@(336@,8f) altitude_between -1.0 and 0.5 
0742: set_plane 43@(336@,10i) unknown_trajectory -0.9 

:ZERO1_12379
if 
  168@ == 0 
else_jump @ZERO1_12676 
if 
03CA:   object 53@ exists 
else_jump @ZERO1_12676 
if 
04E6:   object 53@ near_point 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_12676 
if 
  339@ > 5 
else_jump @ZERO1_12499 
339@ -= 5 
jump @ZERO1_12676 

:ZERO1_12499
168@ = 1 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_12561 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_12561
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_12676 
03CF: load_wav 44611 as 1 

:ZERO1_12586
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12612 
wait 0 
jump @ZERO1_12586 

:ZERO1_12612
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_12632
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12658 
wait 0 
jump @ZERO1_12632 

:ZERO1_12658
03D5: remove_text 'ZER1_BG'  // We've lost a transmitter!
339@ = 0 

:ZERO1_12676
if 
  169@ == 0 
else_jump @ZERO1_12973 
if 
03CA:   object 54@ exists 
else_jump @ZERO1_12973 
if 
04E6:   object 54@ near_point 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_12973 
if 
  340@ > 5 
else_jump @ZERO1_12796 
340@ -= 5 
jump @ZERO1_12973 

:ZERO1_12796
169@ = 1 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_12858 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_12858
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_12973 
03CF: load_wav 44613 as 1 

:ZERO1_12883
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_12909 
wait 0 
jump @ZERO1_12883 

:ZERO1_12909
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_12929
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_12955 
wait 0 
jump @ZERO1_12929 

:ZERO1_12955
03D5: remove_text 'ZER1_BJ'  // Another blow to our war effort!
340@ = 0 

:ZERO1_12973
if 
  170@ == 0 
else_jump @ZERO1_13270 
if 
03CA:   object 55@ exists 
else_jump @ZERO1_13270 
if 
04E6:   object 55@ near_point 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_13270 
if 
  341@ > 5 
else_jump @ZERO1_13093 
341@ -= 5 
jump @ZERO1_13270 

:ZERO1_13093
170@ = 1 
gosub @ZERO1_14063 
if 
  158@ == 1 
else_jump @ZERO1_13155 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 1 
return 

:ZERO1_13155
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_13270 
03CF: load_wav 44614 as 1 

:ZERO1_13180
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13206 
wait 0 
jump @ZERO1_13180 

:ZERO1_13206
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_13226
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13252 
wait 0 
jump @ZERO1_13226 

:ZERO1_13252
03D5: remove_text 'ZER1_BK'  // We can't lose another transmitter!
341@ = 0 

:ZERO1_13270
if 
  171@ == 0 
else_jump @ZERO1_13678 
if 
03CA:   object 56@ exists 
else_jump @ZERO1_13678 
if 
04E6:   object 56@ near_point 276@(336@,10f) 286@(336@,10f) 296@(336@,10f) radius 15.0 15.0 10.0 flag 0 
else_jump @ZERO1_13678 
if 
  342@ > 5 
else_jump @ZERO1_13390 
342@ -= 5 
jump @ZERO1_13678 

:ZERO1_13390
171@ = 1 
0108: destroy_object 53@(337@,10i) 
020C: create_explosion_with_radius 0 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0107: 53@(337@,10i) = create_object #WONGS_ERECTION2 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0177: set_object 53@(337@,10i) Z_angle_to 151@(337@,4f) 
02CF: 376@(337@,4i) = create_fire_at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) propagation 5 size 3 
342@ = 0 
155@ = 0 
156@ = 0 
158@ = 1 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_13650 
03CF: load_wav 44621 as 1 

:ZERO1_13567
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13593 
wait 0 
jump @ZERO1_13567 

:ZERO1_13593
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_13613
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13639 
wait 0 
jump @ZERO1_13613 

:ZERO1_13639
03D5: remove_text 'ZER1_EA'  // Curse you, Berkley, CURSE YOOUUU!

:ZERO1_13650
0151: remove_status_text $8788 
014F: stop_timer $8789 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
return 

:ZERO1_13678
return 

:ZERO1_13680
if or
  337@ > 3 
  5 >= $8788 
else_jump @ZERO1_14029 
155@ = 0 
156@ = 0 
158@ = 1 
if 
03CA:   object 53@(337@,10i) exists 
else_jump @ZERO1_13886 
0108: destroy_object 53@(337@,10i) 
020C: create_explosion_with_radius 0 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
020C: create_explosion_with_radius 9 at 85@(337@,4f) 89@(337@,4f) 61.5 
0107: 53@(337@,10i) = create_object #WONGS_ERECTION2 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0177: set_object 53@(337@,10i) Z_angle_to 151@(337@,4f) 
02CF: 376@(337@,4i) = create_fire_at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) propagation 5 size 3 

:ZERO1_13886
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_13994 
03CF: load_wav 44621 as 1 

:ZERO1_13911
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_13937 
wait 0 
jump @ZERO1_13911 

:ZERO1_13937
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_13957
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_13983 
wait 0 
jump @ZERO1_13957 

:ZERO1_13983
03D5: remove_text 'ZER1_EA'  // Curse you, Berkley, CURSE YOOUUU!

:ZERO1_13994
0151: remove_status_text $8788 
014F: stop_timer $8789 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
return 
jump @ZERO1_14061 

:ZERO1_14029
008A: $8788 = 339@ // (int) 
005E: $8788 += 340@ // (int) 
005E: $8788 += 341@ // (int) 
005E: $8788 += 342@ // (int) 

:ZERO1_14061
return 

:ZERO1_14063
0108: destroy_object 53@(337@,10i) 
020C: create_explosion_with_radius 9 at 85@(337@,4f) 89@(337@,4f) 61.5 
020C: create_explosion_with_radius 0 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0107: 53@(337@,10i) = create_object #WONGS_ERECTION2 at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) 
0177: set_object 53@(337@,10i) Z_angle_to 151@(337@,4f) 
02CF: 376@(337@,4i) = create_fire_at 85@(337@,4f) 89@(337@,4f) 93@(337@,4f) propagation 5 size 3 
if and
  4 > 337@ 
  337@ >= 0 
else_jump @ZERO1_15222 
337@ += 1 
if 
  337@ == 1 
else_jump @ZERO1_14413 
68@ = -2308.496 
76@ = 131.349 
69@ = -2080.581 
77@ = 122.0999 
70@ = -2308.693 
78@ = 190.552 
71@ = -2124.54 
79@ = 63.5174 
72@ = -2112.457 
80@ = 143.6713 
73@ = -2111.908 
81@ = 149.0278 
74@ = -2110.368 
82@ = 126.8913 
75@ = -2110.021 
83@ = 120.1988 

:ZERO1_14413
if 
  337@ == 2 
else_jump @ZERO1_14591 
68@ = -2308.496 
76@ = 131.349 
69@ = -2080.581 
77@ = 122.0999 
70@ = -2308.693 
78@ = 190.552 
71@ = -2124.54 
79@ = 63.5174 
72@ = -2112.457 
80@ = 143.6713 
73@ = -2111.908 
81@ = 149.0278 
74@ = -2110.368 
82@ = 126.8913 
75@ = -2110.021 
83@ = 120.1988 

:ZERO1_14591
if 
  337@ == 3 
else_jump @ZERO1_14776 
0708: reset_decision_maker 346@ event 59 
68@ = -2119.496 
76@ = 91.349 
69@ = -2258.581 
77@ = 169.0999 
70@ = -2278.693 
78@ = 66.552 
71@ = -2248.54 
79@ = 181.5174 
72@ = -2180.457 
80@ = 22.6713 
73@ = -2181.908 
81@ = 25.0278 
74@ = -2181.368 
82@ = 18.8913 
75@ = -2180.021 
83@ = 18.1988 

:ZERO1_14776
0087: 84@ = 93@(337@,4f) // (float) 
84@ += 10.0 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO1_14851 
04D2: set_plane 43@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 347@ = current_time_in_ms 

:ZERO1_14851
if 
8119:   not car 44@ wrecked 
else_jump @ZERO1_14904 
04D2: set_plane 44@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 348@ = current_time_in_ms 

:ZERO1_14904
if 
8119:   not car 45@ wrecked 
else_jump @ZERO1_14957 
04D2: set_plane 45@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 349@ = current_time_in_ms 

:ZERO1_14957
if 
8119:   not car 46@ wrecked 
else_jump @ZERO1_15010 
04D2: set_plane 46@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 350@ = current_time_in_ms 

:ZERO1_15010
if 
8119:   not car 47@ wrecked 
else_jump @ZERO1_15063 
04D2: set_plane 47@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 351@ = current_time_in_ms 

:ZERO1_15063
if 
8119:   not car 48@ wrecked 
else_jump @ZERO1_15116 
04D2: set_plane 48@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 352@ = current_time_in_ms 

:ZERO1_15116
if 
8119:   not car 49@ wrecked 
else_jump @ZERO1_15169 
04D2: set_plane 49@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 353@ = current_time_in_ms 

:ZERO1_15169
if 
8119:   not car 50@ wrecked 
else_jump @ZERO1_15222 
04D2: set_plane 50@ fly_autopilot_around_point 85@(337@,4f) 89@(337@,4f) 84@ altitude_between -1.0 and 0.5 
01BD: 354@ = current_time_in_ms 

:ZERO1_15222
return 
0186: 186@(336@,10i) = create_marker_above_car 43@(336@,10i) 
018B: set_marker 186@(336@,10i) radar_mode 2 
return 

:ZERO1_15253
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
0110: clear_player $PLAYER_CHAR wanted_level 

:ZERO1_15273
if 
fading 
else_jump @ZERO1_15297 
wait 0 
jump @ZERO1_15273 

:ZERO1_15297
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04ED: load_animation "CASINO" 

:ZERO1_15333
if 
84EE:   not animation "CASINO" loaded 
else_jump @ZERO1_15365 
wait 0 
jump @ZERO1_15333 

:ZERO1_15365
04EF: release_animation "ON_LOOKERS" 
0708: reset_decision_maker 346@ event 59 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at -2237.22 170.55 58.45 3000 ms 
if 
0118:   actor 63@ dead 
else_jump @ZERO1_15468 
009A: 63@ = create_actor_pedtype 4 model 290 at -2235.0 123.0 57.1 
0223: set_actor 63@ health_to 1000 
0173: set_actor 63@ Z_angle_to 160.0 

:ZERO1_15468
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_15677 
0687: clear_actor 63@ task 
00A1: put_actor 63@ at -2235.0 123.0 57.1 
0173: set_actor 63@ Z_angle_to 160.0 
0615: define_AS_pack_begin 380@ 
05D3: AS_actor -1 goto_point -2237.93 121.4 57.0 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "MANWIND" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
05D4: AS_actor -1 rotate_angle 100.0 
05C8: AS_actor -1 look_around 
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR lead_speaker_flag 1 unknown_flag 1 
0616: define_AS_pack_end 380@ 
0618: assign_actor 63@ to_AS_pack 380@ 
061B: remove_references_to_AS_pack 380@ 
015F: set_camera_position -2242.837 130.3954 60.7181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2242.324 129.5807 60.4482 switchstyle 2 

:ZERO1_15677
fade 1 1000 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_15692
if 
fading 
else_jump @ZERO1_15716 
wait 0 
jump @ZERO1_15692 

:ZERO1_15716
03CF: load_wav 44624 as 1 

:ZERO1_15725
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_15751 
wait 0 
jump @ZERO1_15725 

:ZERO1_15751
00BC: show_text_highpriority GXT 'ZER1_FA' time 10000 flag 1  // Ha ha ha ha Berkley!
03D1: play_wav 1 

:ZERO1_15771
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_15821 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_15814 
185@ = 10 
040D: unload_wav 1 

:ZERO1_15814
jump @ZERO1_15771 

:ZERO1_15821
03D5: remove_text 'ZER1_FA'  // Ha ha ha ha Berkley!
03CF: load_wav 44625 as 1 

:ZERO1_15841
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_15867 
wait 0 
jump @ZERO1_15841 

:ZERO1_15867
00BC: show_text_highpriority GXT 'ZER1_FB' time 10000 flag 1  // As long as we have opposable thumbs, WE WILL FIGHT YOU!
03D1: play_wav 1 

:ZERO1_15887
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_15937 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_15930 
185@ = 10 
040D: unload_wav 1 

:ZERO1_15930
jump @ZERO1_15887 

:ZERO1_15937
03D5: remove_text 'ZER1_FB'  // As long as we have opposable thumbs, WE WILL FIGHT YOU!
185@ = 0 
41@ = 0 
40@ = 0 

:ZERO1_15969
if 
   not 185@ == 10 
else_jump @ZERO1_17278 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16017 
185@ = 10 
00BE: text_clear_all 
040D: unload_wav 1 

:ZERO1_16017
if 
  185@ == 0 
else_jump @ZERO1_16518 
if 
  40@ > 2000 
else_jump @ZERO1_16518 
185@ = 1 
015F: set_camera_position -2238.853 124.0934 57.5797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.476 123.2044 57.8399 switchstyle 2 
40@ = 0 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16146 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 63@ 3500 ms 

:ZERO1_16146
03CF: load_wav 44626 as 1 

:ZERO1_16155
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16205 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16198 
185@ = 10 
040D: unload_wav 1 

:ZERO1_16198
jump @ZERO1_16155 

:ZERO1_16205
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16229 
0967: actor 63@ move_mouth 10000 ms 

:ZERO1_16229
00BC: show_text_highpriority GXT 'ZER1_FC' time 10000 flag 1  // ...Well done, Carl.
03D1: play_wav 1 

:ZERO1_16249
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16301 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16294 
185@ = 10 
00BE: text_clear_all 
040D: unload_wav 1 

:ZERO1_16294
jump @ZERO1_16249 

:ZERO1_16301
03D5: remove_text 'ZER1_FC'  // ...Well done, Carl.
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16333 
0968: actor 63@ stop_mouth 

:ZERO1_16333
03CF: load_wav 44627 as 1 

:ZERO1_16342
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16392 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16385 
185@ = 10 
040D: unload_wav 1 

:ZERO1_16385
jump @ZERO1_16342 

:ZERO1_16392
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16416 
0967: actor 63@ move_mouth 10000 ms 

:ZERO1_16416
00BC: show_text_highpriority GXT 'ZER1_FD' time 10000 flag 1  // Now leave, I must prepare for the battles ahead!
03D1: play_wav 1 

:ZERO1_16436
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16486 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16479 
185@ = 10 
040D: unload_wav 1 

:ZERO1_16479
jump @ZERO1_16436 

:ZERO1_16486
03D5: remove_text 'ZER1_FD'  // Now leave, I must prepare for the battles ahead!
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16518 
0968: actor 63@ stop_mouth 

:ZERO1_16518
if 
  185@ == 1 
else_jump @ZERO1_16624 
if 
  40@ > 100 
else_jump @ZERO1_16624 
185@ = 2 
40@ = 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
015F: set_camera_position -2237.975 122.7383 58.3408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.193 121.7735 58.4879 switchstyle 2 

:ZERO1_16624
if 
  185@ == 2 
else_jump @ZERO1_17245 
if 
  40@ > 200 
else_jump @ZERO1_17245 
185@ = 3 
40@ = 0 
0615: define_AS_pack_begin 380@ 
05D4: AS_actor -1 rotate_angle 270.0 
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16716 
0677: AS_actor -1 chat_with_actor 63@ lead_speaker_flag 0 unknown_flag 1 

:ZERO1_16716
0616: define_AS_pack_end 380@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 380@ 
061B: remove_references_to_AS_pack 380@ 
03CF: load_wav 44628 as 1 

:ZERO1_16743
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16793 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16786 
185@ = 10 
040D: unload_wav 1 

:ZERO1_16786
jump @ZERO1_16743 

:ZERO1_16793
00BC: show_text_highpriority GXT 'ZER1_FE' time 10000 flag 1  // Never have so few owed so many...
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16833 
0967: actor 63@ move_mouth 10000 ms 

:ZERO1_16833
03D1: play_wav 1 

:ZERO1_16837
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_16863 
wait 0 
jump @ZERO1_16837 

:ZERO1_16863
03D5: remove_text 'ZER1_FE'  // Never have so few owed so many...
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16895 
0968: actor 63@ stop_mouth 

:ZERO1_16895
03CF: load_wav 44630 as 1 

:ZERO1_16904
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_16954 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_16947 
185@ = 10 
040D: unload_wav 1 

:ZERO1_16947
jump @ZERO1_16904 

:ZERO1_16954
00BC: show_text_highpriority GXT 'ZER1_FG' time 10000 flag 1  // too little, three.. no that's not it, what is it?
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_16994 
0967: actor 63@ move_mouth 10000 ms 

:ZERO1_16994
03D1: play_wav 1 

:ZERO1_16998
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_17024 
wait 0 
jump @ZERO1_16998 

:ZERO1_17024
03D5: remove_text 'ZER1_FG'  // too little, three.. no that's not it, what is it?
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_17056 
0968: actor 63@ stop_mouth 

:ZERO1_17056
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_17077 
05C8: AS_actor 63@ look_around 

:ZERO1_17077
03CF: load_wav 44629 as 1 

:ZERO1_17086
if 
83D0:   not wav 1 loaded 
else_jump @ZERO1_17112 
wait 0 
jump @ZERO1_17086 

:ZERO1_17112
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_17136 
0967: actor 63@ move_mouth 10000 ms 

:ZERO1_17136
00BC: show_text_highpriority GXT 'ZER1_FF' time 10000 flag 1  // We will fight him on the beaches, well, rooftops...
03D1: play_wav 1 

:ZERO1_17156
if 
83D2:   not wav 1 ended 
else_jump @ZERO1_17206 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @ZERO1_17199 
185@ = 10 
040D: unload_wav 1 

:ZERO1_17199
jump @ZERO1_17156 

:ZERO1_17206
03D5: remove_text 'ZER1_FF'  // We will fight him on the beaches, well, rooftops...
if 
8118:   not actor 63@ dead 
else_jump @ZERO1_17238 
0968: actor 63@ stop_mouth 

:ZERO1_17238
185@ = 10 

:ZERO1_17245
if 
  41@ > 14000 
else_jump @ZERO1_17271 
185@ = 10 

:ZERO1_17271
jump @ZERO1_15969 

:ZERO1_17278
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:ZERO1_17293
if 
fading 
else_jump @ZERO1_17317 
wait 0 
jump @ZERO1_17293 

:ZERO1_17317
02A3: enable_widescreen 0 
0151: remove_status_text $8788 
014F: stop_timer $8789 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO1_17397 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17397
wait 500 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
fade 1 1000 

:ZERO1_17435
if 
fading 
else_jump @ZERO1_17459 
wait 0 
jump @ZERO1_17435 

:ZERO1_17459
return 

:ZERO1_17461
gosub @ZERO1_15253 
01B4: set_player $PLAYER_CHAR can_move 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 3000 time 100 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 3000 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'ZERO_1'  // Air Raid
$541 += 1 
return 

:ZERO1_17529
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
wait 5000 
fade 0 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_17565
if 
fading 
else_jump @ZERO1_17589 
wait 0 
jump @ZERO1_17565 

:ZERO1_17589
0151: remove_status_text $8788 
014F: stop_timer $8789 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02A3: enable_widescreen 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO1_17669 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_17669
03CB: set_rendering_origin_at -2246.026 134.895 34.3047 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
fade 1 1000 

:ZERO1_17719
if 
fading 
else_jump @ZERO1_17743 
wait 0 
jump @ZERO1_17719 

:ZERO1_17743
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO1_17766 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO1_17766
return 

:ZERO1_17768
if 
   not wasted_or_busted 
else_jump @ZERO1_17792 
01B2: give_actor $PLAYER_ACTOR weapon 343@ ammo 344@ // Load the weapon model before using this 

:ZERO1_17792
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
031A: remove_all_fires 
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03C7: set_sensitivity_to_crime 1.0 
04DB: exit_RC_mode // on foot version 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model 464 
0249: release_model 465 
0249: release_model 362 
0249: release_model #WONGS_ERECTION 
0249: release_model #RCBOMB 
0249: release_model #WONGS_ERECTION2 
0249: release_model #MINIGUN_BASE 
0249: release_model 366 
0296: unload_special_actor 1 
0151: remove_status_text $8788 
014F: stop_timer $8789 
00A6: destroy_car 43@ 
00A6: destroy_car 44@ 
00A6: destroy_car 45@ 
00A6: destroy_car 46@ 
00A6: destroy_car 47@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 50@ 
00A6: destroy_car 51@ 
00A6: destroy_car 52@ 
03EB: clear_small_messages_only 
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 55@ 
0108: destroy_object 56@ 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0108: destroy_object 60@ 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 196@ 
0108: destroy_object 197@ 
0108: destroy_object 198@ 
0108: destroy_object 199@ 
0108: destroy_object 200@ 
0108: destroy_object 201@ 
0108: destroy_object 202@ 
0108: destroy_object 203@ 
0108: destroy_object 204@ 
0108: destroy_object 205@ 
0108: destroy_object 206@ 
0108: destroy_object 207@ 
0108: destroy_object 208@ 
0108: destroy_object 209@ 
0108: destroy_object 210@ 
0108: destroy_object 211@ 
0108: destroy_object 212@ 
0108: destroy_object 213@ 
0108: destroy_object 214@ 
0108: destroy_object 215@ 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
0164: disable_marker 188@ 
0164: disable_marker 189@ 
0164: disable_marker 190@ 
0164: disable_marker 191@ 
0164: disable_marker 192@ 
0164: disable_marker 193@ 
0164: disable_marker 194@ 
0164: disable_marker 195@ 
03CD: disable_car 43@ stuck_check 
03CD: disable_car 44@ stuck_check 
03CD: disable_car 45@ stuck_check 
03CD: disable_car 46@ stuck_check 
03CD: disable_car 47@ stuck_check 
03CD: disable_car 48@ stuck_check 
03CD: disable_car 49@ stuck_check 
03CD: disable_car 50@ stuck_check 
03CD: disable_car 51@ stuck_check 
03CD: disable_car 52@ stuck_check 
01BD: $183 = current_time_in_ms 
034F: destroy_actor_with_fade 63@ 
01C4: remove_references_to_object 42@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
04EF: release_animation "ON_LOOKERS" 
mission_cleanup 
return 

//-------------Mission 73---------------
// Originally: Supply Lines...

:ZERO2
gosub @ZERO2_36 
if 
wasted_or_busted 
else_jump @ZERO2_27 
gosub @ZERO2_9571 

:ZERO2_27
gosub @ZERO2_9573 
end_thread 

:ZERO2_36
127@ = 0 
$ONMISSION = 1 
increment_mission_attempts 
thread 'ZERO2' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO2' 
09B9: show_entered_car_name 0 
0169: set_fade_color_RGB 0 0 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
select_interior 6 
01B4: set_player $PLAYER_CHAR can_move 0 
set_weather 5 
02E4: load_cutscene_data 'ZERO_2' 

:ZERO2_126
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO2_150 
wait 0 
jump @ZERO2_126 

:ZERO2_150
02E7: start_cutscene 
fade 1 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:ZERO2_166
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO2_190 
wait 0 
jump @ZERO2_166 

:ZERO2_190
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:ZERO2_213
if 
fading 
else_jump @ZERO2_237 
wait 0 
jump @ZERO2_213 

:ZERO2_237
02EA: end_cutscene 
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
104@ = 1 
105@ = 0 
106@ = 0 
107@ = 0 
118@ = 0 
116@ = 0 
117@ = 0 
124@ = 0 
125@ = 0 
108@ = 0 
109@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
129@ = 0 
67@ = 390000.0 
0087: 68@ = 67@ // (float) 
71@ = -2006.77 
76@ = 365.69 
81@ = 34.35 
86@ = 0.0 
72@ = -2250.573 
77@ = 22.8303 
82@ = 34.4634 
87@ = 180.0 
73@ = -2266.27 
78@ = 53.1194 
83@ = 34.38 
88@ = 90.0 
74@ = -2441.424 
79@ = 41.963 
84@ = 33.004 
89@ = 90.0 
75@ = -1728.08 
80@ = 850.89 
85@ = 23.73 
90@ = 270.0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
130@ = 0 
91@ = -2205.44 
92@ = 128.99 
93@ = 57.33 
94@ = 90.0 
95@ = -2227.0 
96@ = 113.0 
97@ = 35.5 
69@ = 169.0 
$8790 = 169 
40@ = 0 
137@ = 0 
08E7: disable_entrance_markers 1 
0247: load_model 464 
0247: load_model 459 
0247: load_model 352 
0247: load_model 510 
0247: load_model 468 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
038B: load_requested_models 

:ZERO2_761
if or
8248:   not model 464 available 
8248:   not model 459 available 
8248:   not model 352 available 
8248:   not model 510 available 
8248:   not model 468 available 
else_jump @ZERO2_808 
wait 0 
jump @ZERO2_761 

:ZERO2_808
if 
823D:   not special_actor 1 loaded 
else_jump @ZERO2_834 
wait 0 
jump @ZERO2_808 

:ZERO2_834
060A: create_decision_maker_type 0 store_to 64@ // decision\allowed\m_.ped files 

:ZERO2_841
wait 0 
if 
  104@ == 1 
else_jump @ZERO2_870 
gosub @ZERO2_952 

:ZERO2_870
if 
  124@ == 1 
else_jump @ZERO2_895 
gosub @ZERO2_7266 

:ZERO2_895
if 
  108@ == 1 
else_jump @ZERO2_920 
jump @ZERO2_9542 

:ZERO2_920
if 
  109@ == 1 
else_jump @ZERO2_945 
jump @ZERO2_9571 

:ZERO2_945
jump @ZERO2_841 

:ZERO2_952
0395: clear_area 1 at 95@ 96@ 97@ radius 1000.0 
00A5: 43@ = create_car 459 at -2250.9 124.6 28.48 
0587: enable_car 43@ validate_position 0 
0519: set_car 43@ locked 1 
0657: car 43@ open_door 4 
0657: car 43@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 43@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO2_1087 
01C8: 65@ = create_actor_pedtype 4 model 290 in_car 43@ passenger_seat 0 
0224: set_car 43@ health_to 1000 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:ZERO2_1087
128@ = 0 
if 
0A74:   is_checkpoint_resuming 1 
else_jump @ZERO2_1116 
128@ = 10 

:ZERO2_1116
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 91@ 92@ 93@ angle 40.09 RC_model 464 
0484: 42@ = player $PLAYER_CHAR RC_car 
0175: set_car 42@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 42@ health_to 1100 
02AC: set_car 42@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
137@ = 0 

:ZERO2_1201
if 
  5 > 137@ 
else_jump @ZERO2_1806 
wait 0 
0395: clear_area 1 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) radius 1000.0 
if 
  137@ == 0 
else_jump @ZERO2_1316 
00A5: 54@(137@,5i) = create_car 468 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) 
0224: set_car 54@(137@,5i) health_to 1000 

:ZERO2_1316
if 
  137@ == 1 
else_jump @ZERO2_1379 
00A5: 54@(137@,5i) = create_car 510 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) 
0224: set_car 54@(137@,5i) health_to 1500 

:ZERO2_1379
if 
  137@ == 2 
else_jump @ZERO2_1442 
00A5: 54@(137@,5i) = create_car 459 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) 
0224: set_car 54@(137@,5i) health_to 1500 

:ZERO2_1442
if 
  137@ == 3 
else_jump @ZERO2_1505 
00A5: 54@(137@,5i) = create_car 459 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) 
0224: set_car 54@(137@,5i) health_to 1500 

:ZERO2_1505
if 
  137@ == 4 
else_jump @ZERO2_1579 
00A5: 54@(137@,5i) = create_car 459 at 71@(137@,5f) 76@(137@,5f) 81@(137@,5f) 
0224: set_car 54@(137@,5i) health_to 1500 
020A: set_car 54@(137@,5i) door_status_to 7 

:ZERO2_1579
0175: set_car 54@(137@,5i) Z_angle_to 86@(137@,5f) 
02AC: set_car 54@(137@,5i) immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0560: create_random_actor_in_car 54@(137@,5i) handle_as 44@(137@,5i) 
01B2: give_actor 44@(137@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 44@(137@,5i) weapon_accuracy_to 60 
0587: enable_car 54@(137@,5i) validate_position 0 
if or
  137@ == 3 
  137@ == 0 
else_jump @ZERO2_1758 
0561: 59@(137@,5i) = create_passenger_in_car 54@(137@,5i) seat 0 
01B2: give_actor 59@(137@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 59@(137@,5i) weapon_accuracy_to 60 
060B: set_actor 59@(137@,5i) decision_maker_to 64@ 
060B: set_actor 44@(137@,5i) decision_maker_to 64@ 

:ZERO2_1758
05D2: AS_actor 44@(137@,5i) run_to_and_hijack_car 54@(137@,5i) max_search_radius 3.0 traffic_behavior 0 
111@(137@,5i) = 0 
137@ += 1 
jump @ZERO2_1201 

:ZERO2_1806
41@ = 0 
015F: set_camera_position -2273.841 45.5794 37.0987 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2273.297 46.4174 37.1385 switchstyle 2 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2285.54 41.31 35.01 radius 1000.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2273.841 45.5794 37.0987 position_to -2280.653 50.3058 35.7357 time 5000 smooth_transition 1 
0920: point_camera -2273.297 46.4174 37.1385 transverse_to -2280.054 51.104 35.6677 time 5000 smooth_transition 1 
02A3: enable_widescreen 1 
40@ = 0 
41@ = 0 
0A0B: set_rendering_origin_at_3D_coord -2273.841 45.5794 37.0987 angle 310.0 
0169: set_fade_color_RGB 0 0 0 
wait 1000 
fade 1 1000 

:ZERO2_2046
if 
   not 128@ == 10 
else_jump @ZERO2_2483 
wait 0 
if 
  128@ == 0 
else_jump @ZERO2_2192 
128@ = 1 
0707: start_scene_skip_to @ZERO2_2483 
03CF: load_wav 44801 as 1 

:ZERO2_2109
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2135 
wait 0 
jump @ZERO2_2109 

:ZERO2_2135
00BC: show_text_highpriority GXT 'ZER2_AB' time 10000 flag 1  // Berkley has his sycophantic lackeys do all his deliveries.
03D1: play_wav 1 

:ZERO2_2155
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2181 
wait 0 
jump @ZERO2_2155 

:ZERO2_2181
03D5: remove_text 'ZER2_AB'  // Berkley has his sycophantic lackeys do all his deliveries.

:ZERO2_2192
if 
  128@ == 1 
else_jump @ZERO2_2309 
128@ = 2 
03CF: load_wav 44802 as 1 

:ZERO2_2226
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2252 
wait 0 
jump @ZERO2_2226 

:ZERO2_2252
00BC: show_text_highpriority GXT 'ZER2_AC' time 10000 flag 1  // Well, we shall hit him where it hurts the most!
03D1: play_wav 1 

:ZERO2_2272
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2298 
wait 0 
jump @ZERO2_2272 

:ZERO2_2298
03D5: remove_text 'ZER2_AC'  // Well, we shall hit him where it hurts the most!

:ZERO2_2309
if 
  128@ == 2 
else_jump @ZERO2_2426 
128@ = 3 
03CF: load_wav 44803 as 1 

:ZERO2_2343
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2369 
wait 0 
jump @ZERO2_2343 

:ZERO2_2369
00BC: show_text_highpriority GXT 'ZER2_AD' time 10000 flag 1  // Bring his mail order model business to its knees!
03D1: play_wav 1 

:ZERO2_2389
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2415 
wait 0 
jump @ZERO2_2389 

:ZERO2_2415
03D5: remove_text 'ZER2_AD'  // Bring his mail order model business to its knees!

:ZERO2_2426
if 
08D0:   should_skip_cutscene 
else_jump @ZERO2_2450 
040D: unload_wav 1 
128@ = 10 

:ZERO2_2450
if 
  40@ > 5000 
else_jump @ZERO2_2476 
128@ = 10 

:ZERO2_2476
jump @ZERO2_2046 

:ZERO2_2483
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_2500
if 
fading 
else_jump @ZERO2_2524 
wait 0 
jump @ZERO2_2500 

:ZERO2_2524
0925: restore_camera_to_user_defined 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO2_2579 
00AB: put_car 43@ at -2233.9 122.6 700.48 
0175: set_car 43@ Z_angle_to 90.0 
0519: set_car 43@ locked 1 

:ZERO2_2579
041E: set_radio_station 6 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO2_2604 
0508: car 43@ close_all_doors 

:ZERO2_2604
02A3: enable_widescreen 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_2664 
0158: camera_on_car 42@ mode 18 switchstyle 2 
0519: set_car 42@ locked 0 
wait 0 
032A: set_behind_camera_mode_to 1 

:ZERO2_2664
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:ZERO2_2679
if 
fading 
else_jump @ZERO2_2703 
wait 0 
jump @ZERO2_2679 

:ZERO2_2703
01B4: set_player $PLAYER_CHAR can_move 1 
137@ = 0 

:ZERO2_2717
if 
  5 > 137@ 
else_jump @ZERO2_2785 
if 
8118:   not actor 44@(137@,5i) dead 
else_jump @ZERO2_2771 
0187: 131@(137@,5i) = create_marker_above_actor 44@(137@,5i) 

:ZERO2_2771
137@ += 1 
jump @ZERO2_2717 

:ZERO2_2785
03C4: set_status_text $8790 type 1 GXT 'ZER2_28' // global_variable  // FUEL ~1~
040D: unload_wav 1 
03CF: load_wav 44800 as 1 

:ZERO2_2814
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_2840 
wait 0 
jump @ZERO2_2814 

:ZERO2_2840
00BC: show_text_highpriority GXT 'ZER2_AA' time 10000 flag 1  // Launch the Red Baron!
03D1: play_wav 1 

:ZERO2_2860
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_2886 
wait 0 
jump @ZERO2_2860 

:ZERO2_2886
03D5: remove_text 'ZER2_AA'  // Launch the Red Baron!
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_7108 

:ZERO2_2913
if 
   not 118@ == 1 
else_jump @ZERO2_7108 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_3113 
02E3: 70@ = car 42@ speed 
if 
  70@ > 1.0 
else_jump @ZERO2_3024 
67@ -= 10.0 
0087: 69@ = 67@ // (float) 
0073: 69@ /= 68@ // (float) 
69@ *= 100.0 
0090: $8790 = float 69@ to_integer 

:ZERO2_3024
if 
00E1:   player 0 pressed_key 16 
else_jump @ZERO2_3085 
007F: 67@ -= frame_delta_time * 20.0 // (float) 
0087: 69@ = 67@ // (float) 
0073: 69@ /= 68@ // (float) 
69@ *= 100.0 
0090: $8790 = float 69@ to_integer 

:ZERO2_3085
00AA: store_car 42@ position_to 91@ 92@ 93@ 
07EF: get_town_number_from_point 91@ 92@ 93@ store_to 66@ 

:ZERO2_3113
if or
04A4:   66@ == 1 // == constant 
04A4:   66@ == 3 // == constant 
else_jump @ZERO2_3148 
020B: explode_car 42@ 
020B: explode_car 42@ 

:ZERO2_3148
if 
  127@ == 0 
else_jump @ZERO2_3191 
03E5: show_text_box 'ZER2_1'  // Press and hold ~m~~widget_accelerate~ to increase throttle. Press and hold ~m~~widget_brake~ to decrease throttle.
127@ = 1 
40@ = 0 

:ZERO2_3191
if 
  127@ == 1 
else_jump @ZERO2_3244 
if 
  40@ > 8000 
else_jump @ZERO2_3244 
03E6: remove_text_box 
127@ = 2 
40@ = 0 

:ZERO2_3244
if 
  127@ == 2 
else_jump @ZERO2_3308 
if 
  40@ > 8000 
else_jump @ZERO2_3308 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_30'  // Tap ~m~~widget_air_gun~ to fire Machine Guns.
127@ = 3 
40@ = 0 

:ZERO2_3308
if 
  127@ == 3 
else_jump @ZERO2_3370 
if 
  40@ > 8000 
else_jump @ZERO2_3370 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ZER2_14' time 10000 flag 1  // ~s~Destroy the~r~ couriers ~s~before they complete their deliveries.
127@ = 4 

:ZERO2_3370
if 
0735:   is_keyboard_key_pressed 83 
else_jump @ZERO2_3438 
wait 0 
wait 0 
wait 0 
wait 0 
104@ = 0 
105@ = 0 
106@ = 0 
108@ = 1 
109@ = 0 
return 

:ZERO2_3438
if 
  130@ == 0 
else_jump @ZERO2_3573 
if 
  50 >= $8790 
else_jump @ZERO2_3573 
130@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_3490
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3516 
wait 0 
jump @ZERO2_3490 

:ZERO2_3516
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_3536
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3562 
wait 0 
jump @ZERO2_3536 

:ZERO2_3562
03D5: remove_text 'ZER2_DA'  // Watch your fuel, Carl, only half a tank left!

:ZERO2_3573
if 
  130@ == 1 
else_jump @ZERO2_3708 
if 
  10 >= $8790 
else_jump @ZERO2_3708 
130@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_3625
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3651 
wait 0 
jump @ZERO2_3625 

:ZERO2_3651
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_3671
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3697 
wait 0 
jump @ZERO2_3671 

:ZERO2_3697
03D5: remove_text 'ZER2_DB'  // You're nearly out of fuel, hurry up!

:ZERO2_3708
if 
  0 >= $8790 
else_jump @ZERO2_4125 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_3756 
0918: set_car 42@ engine_operation 0 
01EC: make_car 42@ very_heavy 1 

:ZERO2_3756
0151: remove_status_text $8790 
40@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44623 as 1 

:ZERO2_3858
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_3884 
wait 0 
jump @ZERO2_3858 

:ZERO2_3884
03D1: play_wav 1 

:ZERO2_3888
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_3940 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_3933 
04BA: set_car 42@ speed_to 0.0 

:ZERO2_3933
jump @ZERO2_3888 

:ZERO2_3940
04DB: exit_RC_mode // on foot version 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_4031 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_4001 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_4021 

:ZERO2_4001
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_4021
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_4031
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_4046
if 
fading 
else_jump @ZERO2_4070 
wait 0 
jump @ZERO2_4046 

:ZERO2_4070
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_4099
if 
fading 
else_jump @ZERO2_4123 
wait 0 
jump @ZERO2_4099 

:ZERO2_4123
return 

:ZERO2_4125
if 
0119:   car 42@ wrecked 
else_jump @ZERO2_4475 
0151: remove_status_text $8790 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
104@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_4208
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4234 
wait 0 
jump @ZERO2_4208 

:ZERO2_4234
03D1: play_wav 1 

:ZERO2_4238
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4290 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_4283 
04BA: set_car 42@ speed_to 0.0 

:ZERO2_4283
jump @ZERO2_4238 

:ZERO2_4290
04DB: exit_RC_mode // on foot version 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_4381 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_4351 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_4371 

:ZERO2_4351
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_4371
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_4381
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_4396
if 
fading 
else_jump @ZERO2_4420 
wait 0 
jump @ZERO2_4396 

:ZERO2_4420
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_4449
if 
fading 
else_jump @ZERO2_4473 
wait 0 
jump @ZERO2_4449 

:ZERO2_4473
return 

:ZERO2_4475
137@ = 0 

:ZERO2_4482
if 
  5 > 137@ 
else_jump @ZERO2_7004 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_5122 
00AA: store_car 42@ position_to 91@ 92@ 93@ 
if 
  119@(137@,5i) == 0 
else_jump @ZERO2_5122 
if 
8118:   not actor 44@(137@,5i) dead 
else_jump @ZERO2_4601 
if 
  111@(137@,5i) == 1 
else_jump @ZERO2_4594 

:ZERO2_4594
jump @ZERO2_5122 

:ZERO2_4601
119@(137@,5i) = 1 
0164: disable_marker 131@(137@,5i) 
01C3: remove_references_to_car 54@(137@,5i) 
if or
  137@ == 3 
  137@ == 0 
else_jump @ZERO2_4664 
01C2: remove_references_to_actor 59@(137@,5i) // Like turning an actor into a random pedestrian 

:ZERO2_4664
129@ += 1 
119@(137@,5i) = 1 
if 
  129@ == 1 
else_jump @ZERO2_4792 
03CF: load_wav 44806 as 1 

:ZERO2_4709
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4735 
wait 0 
jump @ZERO2_4709 

:ZERO2_4735
00BC: show_text_highpriority GXT 'ZER2_CA' time 10000 flag 1  // One down, four to go!
03D1: play_wav 1 

:ZERO2_4755
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4781 
wait 0 
jump @ZERO2_4755 

:ZERO2_4781
03D5: remove_text 'ZER2_CA'  // One down, four to go!

:ZERO2_4792
if 
  129@ == 2 
else_jump @ZERO2_4902 
03CF: load_wav 44808 as 1 

:ZERO2_4819
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4845 
wait 0 
jump @ZERO2_4819 

:ZERO2_4845
00BC: show_text_highpriority GXT 'ZER2_CC' time 10000 flag 1  // Ha ha, only three delivery boys left!
03D1: play_wav 1 

:ZERO2_4865
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_4891 
wait 0 
jump @ZERO2_4865 

:ZERO2_4891
03D5: remove_text 'ZER2_CC'  // Ha ha, only three delivery boys left!

:ZERO2_4902
if 
  129@ == 3 
else_jump @ZERO2_5012 
03CF: load_wav 44809 as 1 

:ZERO2_4929
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_4955 
wait 0 
jump @ZERO2_4929 

:ZERO2_4955
00BC: show_text_highpriority GXT 'ZER2_CD' time 10000 flag 1  // Only two left now, Carl - HUNT THEM DOWN!
03D1: play_wav 1 

:ZERO2_4975
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5001 
wait 0 
jump @ZERO2_4975 

:ZERO2_5001
03D5: remove_text 'ZER2_CD'  // Only two left now, Carl - HUNT THEM DOWN!

:ZERO2_5012
if 
  129@ == 4 
else_jump @ZERO2_5122 
03CF: load_wav 44810 as 1 

:ZERO2_5039
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5065 
wait 0 
jump @ZERO2_5039 

:ZERO2_5065
00BC: show_text_highpriority GXT 'ZER2_CE' time 10000 flag 1  // Just one more and Berkley's mail order department is finished!
03D1: play_wav 1 

:ZERO2_5085
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5111 
wait 0 
jump @ZERO2_5085 

:ZERO2_5111
03D5: remove_text 'ZER2_CE'  // Just one more and Berkley's mail order department is finished!

:ZERO2_5122
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_6656 
01BD: 103@ = current_time_in_ms 
if 
81AF:   not car 42@ sphere 0 in_sphere 99@ 100@ 101@ radius 1.5 1.5 1.5 
else_jump @ZERO2_5222 
00AA: store_car 42@ position_to 99@ 100@ 101@ 
0085: 102@ = 103@ // (int) 
102@ += 4000 
125@ = 0 

:ZERO2_5222
if 
01AF:   car 42@ sphere 0 in_sphere 99@ 100@ 101@ radius 1.5 1.5 1.5 
else_jump @ZERO2_5714 
if 
001D:   103@ > 102@ // (int) 
else_jump @ZERO2_5714 
if 
  127@ > 3 
else_jump @ZERO2_5714 
if 
  125@ == 0 
else_jump @ZERO2_5337 
03E5: show_text_box 'ZER2_4'  // Tap ~m~~widget_mission_cancel~ to self-destruct
125@ = 1 

:ZERO2_5337
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 71 
else_jump @ZERO2_5714 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 42@ health_to 1 
0151: remove_status_text $8790 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_5540 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_5510 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_5530 

:ZERO2_5510
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_5530
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_5540
020C: create_explosion_with_radius 0 at 99@ 100@ 101@ 
03CF: load_wav 44623 as 1 

:ZERO2_5562
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5588 
wait 0 
jump @ZERO2_5562 

:ZERO2_5588
03D1: play_wav 1 

:ZERO2_5592
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5618 
wait 0 
jump @ZERO2_5592 

:ZERO2_5618
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_5635
if 
fading 
else_jump @ZERO2_5659 
wait 0 
jump @ZERO2_5635 

:ZERO2_5659
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_5688
if 
fading 
else_jump @ZERO2_5712 
wait 0 
jump @ZERO2_5688 

:ZERO2_5712
return 

:ZERO2_5714
if 
8119:   not car 54@(137@,5i) wrecked 
else_jump @ZERO2_6649 
if 
  111@(137@,5i) == 0 
else_jump @ZERO2_6402 
if or
051D:   car 54@(137@,5i) damaged_by_car 42@ 
031E:   car 54@(137@,5i) hit_by_weapon 31 
else_jump @ZERO2_6402 
111@(137@,5i) = 1 
if or
  137@ == 2 
  137@ == 1 
else_jump @ZERO2_6110 
if 
8118:   not actor 44@(137@,5i) dead 
else_jump @ZERO2_6103 
05CF: AS_actor 44@(137@,5i) exit_car 54@(137@,5i) in_direction 91@ 92@ 93@ 
0672: AS_actor 44@(137@,5i) attack_car 42@ 
if 
  137@ == 1 
else_jump @ZERO2_5993 
03CF: load_wav 44805 as 1 

:ZERO2_5910
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_5936 
wait 0 
jump @ZERO2_5910 

:ZERO2_5936
00BC: show_text_highpriority GXT 'ZER2_BB' time 10000 flag 1  // He's armed his lieutenants, be careful, Carl!
03D1: play_wav 1 

:ZERO2_5956
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_5982 
wait 0 
jump @ZERO2_5956 

:ZERO2_5982
03D5: remove_text 'ZER2_BB'  // He's armed his lieutenants, be careful, Carl!

:ZERO2_5993
if 
  137@ == 2 
else_jump @ZERO2_6103 
03CF: load_wav 44804 as 1 

:ZERO2_6020
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_6046 
wait 0 
jump @ZERO2_6020 

:ZERO2_6046
00BC: show_text_highpriority GXT 'ZER2_BA' time 10000 flag 1  // Don't let him get away, punish him for his war crimes!
03D1: play_wav 1 

:ZERO2_6066
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6092 
wait 0 
jump @ZERO2_6066 

:ZERO2_6092
03D5: remove_text 'ZER2_BA'  // Don't let him get away, punish him for his war crimes!

:ZERO2_6103
jump @ZERO2_6191 

:ZERO2_6110
if 
8119:   not car 54@(137@,5i) wrecked 
else_jump @ZERO2_6191 
if 
8118:   not actor 44@(137@,5i) dead 
else_jump @ZERO2_6191 
if 
   not 137@ == 4 
else_jump @ZERO2_6191 
05D2: AS_actor 44@(137@,5i) run_to_and_hijack_car 54@(137@,5i) max_search_radius 10.0 traffic_behavior 3 

:ZERO2_6191
if or
  137@ == 3 
  137@ == 0 
else_jump @ZERO2_6292 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_6292 
if 
8118:   not actor 59@(137@,5i) dead 
else_jump @ZERO2_6292 
0713: actor 59@(137@,5i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 100 

:ZERO2_6292
if 
  137@ == 0 
else_jump @ZERO2_6402 
03CF: load_wav 44631 as 1 

:ZERO2_6319
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_6345 
wait 0 
jump @ZERO2_6319 

:ZERO2_6345
00BC: show_text_highpriority GXT 'ZER1_FH' time 10000 flag 1  // Fight or die Carl, it's the only choice we have.
03D1: play_wav 1 

:ZERO2_6365
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6391 
wait 0 
jump @ZERO2_6365 

:ZERO2_6391
03D5: remove_text 'ZER1_FH'  // Fight or die Carl, it's the only choice we have.

:ZERO2_6402
if 
  127@ == 4 
else_jump @ZERO2_6649 
if 
8119:   not car 54@(137@,5i) wrecked 
else_jump @ZERO2_6649 
if 
01AF:   car 54@(137@,5i) sphere 0 in_sphere 91@ 92@ 93@ radius 50.0 50.0 50.0 
else_jump @ZERO2_6547 
if 
02CA:   car 54@(137@,5i) bounding_sphere_visible 
else_jump @ZERO2_6547 
if 
  106@ == 0 
else_jump @ZERO2_6547 
00BB: show_text_lowpriority GXT 'ZER2_7' time 5000 flag 1  // ~s~Line up RC Baron behind the ~r~courier~s~.
106@ = 1 

:ZERO2_6547
if 
01AF:   car 54@(137@,5i) sphere 0 in_sphere 91@ 92@ 93@ radius 30.0 30.0 30.0 
else_jump @ZERO2_6649 
if 
02CA:   car 54@(137@,5i) bounding_sphere_visible 
else_jump @ZERO2_6649 
if 
  106@ == 1 
else_jump @ZERO2_6649 
03E5: show_text_box 'ZER2_30'  // Tap ~m~~widget_air_gun~ to fire Machine Guns.
106@ = 2 

:ZERO2_6649
jump @ZERO2_6990 

:ZERO2_6656
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
104@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
0151: remove_status_text $8790 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_6787 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_6757 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_6777 

:ZERO2_6757
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_6777
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_6787
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_6812
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_6838 
wait 0 
jump @ZERO2_6812 

:ZERO2_6838
03D1: play_wav 1 

:ZERO2_6842
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_6894 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_6887 
04BA: set_car 42@ speed_to 0.0 

:ZERO2_6887
jump @ZERO2_6842 

:ZERO2_6894
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_6911
if 
fading 
else_jump @ZERO2_6935 
wait 0 
jump @ZERO2_6911 

:ZERO2_6935
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_6964
if 
fading 
else_jump @ZERO2_6988 
wait 0 
jump @ZERO2_6964 

:ZERO2_6988
return 

:ZERO2_6990
137@ += 1 
jump @ZERO2_4482 

:ZERO2_7004
if 
  119@ == 1 
else_jump @ZERO2_7101 
if 
  120@ == 1 
else_jump @ZERO2_7101 
if 
  121@ == 1 
else_jump @ZERO2_7101 
if 
  122@ == 1 
else_jump @ZERO2_7101 
if 
  123@ == 1 
else_jump @ZERO2_7101 
118@ = 1 

:ZERO2_7101
jump @ZERO2_2913 

:ZERO2_7108
104@ = 0 
108@ = 0 
124@ = 1 
116@ = 0 
018A: 136@ = create_checkpoint_at -2237.31 140.08 57.23 
03CF: load_wav 44816 as 1 

:ZERO2_7165
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_7191 
wait 0 
jump @ZERO2_7165 

:ZERO2_7191
00BC: show_text_highpriority GXT 'ZER2_EB' time 10000 flag 1  // Now get her back home in one piece, before she runs out of fuel!
03D1: play_wav 1 

:ZERO2_7211
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_7237 
wait 0 
jump @ZERO2_7211 

:ZERO2_7237
03D5: remove_text 'ZER2_EB'  // Now get her back home in one piece, before she runs out of fuel!
00BC: show_text_highpriority GXT 'ZER2_41' time 5000 flag 1  // ~s~Fly back to ~y~Zero's roof.
return 

:ZERO2_7266
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_8510 
02E3: 70@ = car 42@ speed 
if 
  70@ > 1.0 
else_jump @ZERO2_7355 
67@ -= 10.0 
0087: 69@ = 67@ // (float) 
0073: 69@ /= 68@ // (float) 
69@ *= 100.0 
0090: $8790 = float 69@ to_integer 

:ZERO2_7355
if 
00E1:   player 0 pressed_key 16 
else_jump @ZERO2_7416 
007F: 67@ -= frame_delta_time * 20.0 // (float) 
0087: 69@ = 67@ // (float) 
0073: 69@ /= 68@ // (float) 
69@ *= 100.0 
0090: $8790 = float 69@ to_integer 

:ZERO2_7416
if or
04A4:   66@ == 1 // == constant 
04A4:   66@ == 3 // == constant 
else_jump @ZERO2_7451 
020B: explode_car 42@ 
020B: explode_car 42@ 

:ZERO2_7451
01BD: 103@ = current_time_in_ms 
if 
81AF:   not car 42@ sphere 0 in_sphere 99@ 100@ 101@ radius 1.5 1.5 1.5 
else_jump @ZERO2_7535 
00AA: store_car 42@ position_to 99@ 100@ 101@ 
0085: 102@ = 103@ // (int) 
102@ += 4000 
125@ = 0 

:ZERO2_7535
if 
01AF:   car 42@ sphere 0 in_sphere 99@ 100@ 101@ radius 1.5 1.5 1.5 
else_jump @ZERO2_8047 
if 
001D:   103@ > 102@ // (int) 
else_jump @ZERO2_8047 
if 
  127@ > 3 
else_jump @ZERO2_8047 
if 
  125@ == 0 
else_jump @ZERO2_7650 
03E5: show_text_box 'ZER2_4'  // Tap ~m~~widget_mission_cancel~ to self-destruct
125@ = 1 

:ZERO2_7650
if or
00E1:   player 0 pressed_key 17 
0A52:   is_widget_released 71 
else_jump @ZERO2_8047 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 42@ health_to 1 
0151: remove_status_text $8790 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_7853 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_7823 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_7843 

:ZERO2_7823
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_7843
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_7853
020C: create_explosion_with_radius 0 at 99@ 100@ 101@ 
020B: explode_car 42@ 
020B: explode_car 42@ 
020B: explode_car 42@ 
020B: explode_car 42@ 
03CF: load_wav 44623 as 1 

:ZERO2_7895
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_7921 
wait 0 
jump @ZERO2_7895 

:ZERO2_7921
03D1: play_wav 1 

:ZERO2_7925
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_7951 
wait 0 
jump @ZERO2_7925 

:ZERO2_7951
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_7968
if 
fading 
else_jump @ZERO2_7992 
wait 0 
jump @ZERO2_7968 

:ZERO2_7992
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_8021
if 
fading 
else_jump @ZERO2_8045 
wait 0 
jump @ZERO2_8021 

:ZERO2_8045
return 

:ZERO2_8047
if 
01AF:   car 42@ sphere 1 in_sphere -2237.31 140.08 57.23 radius 4.0 4.0 4.0 
else_jump @ZERO2_8503 
01B4: set_player $PLAYER_CHAR can_move 0 
104@ = 0 
108@ = 1 
124@ = 0 
116@ = 0 
0918: set_car 42@ engine_operation 0 
01EC: make_car 42@ very_heavy 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 1 
03CF: load_wav 44818 as 1 

:ZERO2_8184
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8210 
wait 0 
jump @ZERO2_8184 

:ZERO2_8210
00BC: show_text_highpriority GXT 'ZER2_FB' time 10000 flag 1  // The smell, you know that ozone smell,
03D1: play_wav 1 

:ZERO2_8230
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8256 
wait 0 
jump @ZERO2_8230 

:ZERO2_8256
03D5: remove_text 'ZER2_FB'  // The smell, you know that ozone smell,
03CF: load_wav 44819 as 1 

:ZERO2_8276
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8302 
wait 0 
jump @ZERO2_8276 

:ZERO2_8302
00BC: show_text_highpriority GXT 'ZER2_FC' time 10000 flag 1  // smells like... victory!
03D1: play_wav 1 

:ZERO2_8322
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8348 
wait 0 
jump @ZERO2_8322 

:ZERO2_8348
03D5: remove_text 'ZER2_FC'  // smells like... victory!
04DB: exit_RC_mode // on foot version 
0151: remove_status_text $8790 
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_8472 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_8442 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_8462 

:ZERO2_8442
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8462
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_8472
wait 1200 

:ZERO2_8477
if 
fading 
else_jump @ZERO2_8501 
wait 0 
jump @ZERO2_8477 

:ZERO2_8501
return 

:ZERO2_8503
jump @ZERO2_8846 

:ZERO2_8510
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
104@ = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
40@ = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_8643 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_8613 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_8633 

:ZERO2_8613
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_8633
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_8643
03CF: load_wav 44622 as 1 

:ZERO2_8652
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8678 
wait 0 
jump @ZERO2_8652 

:ZERO2_8678
03D1: play_wav 1 

:ZERO2_8682
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8734 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_8727 
04BA: set_car 42@ speed_to 0.0 

:ZERO2_8727
jump @ZERO2_8682 

:ZERO2_8734
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_8751
if 
fading 
else_jump @ZERO2_8775 
wait 0 
jump @ZERO2_8751 

:ZERO2_8775
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_8804
if 
fading 
else_jump @ZERO2_8828 
wait 0 
jump @ZERO2_8804 

:ZERO2_8828
00BC: show_text_highpriority GXT 'ZER2_8' time 10000 flag 1  // ~r~The plane was destroyed!
return 

:ZERO2_8846
if 
  130@ == 0 
else_jump @ZERO2_8981 
if 
  50 >= $8790 
else_jump @ZERO2_8981 
130@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_8898
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_8924 
wait 0 
jump @ZERO2_8898 

:ZERO2_8924
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_8944
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_8970 
wait 0 
jump @ZERO2_8944 

:ZERO2_8970
03D5: remove_text 'ZER2_DA'  // Watch your fuel, Carl, only half a tank left!

:ZERO2_8981
if 
  130@ == 1 
else_jump @ZERO2_9116 
if 
  20 >= $8790 
else_jump @ZERO2_9116 
130@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_9033
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_9059 
wait 0 
jump @ZERO2_9033 

:ZERO2_9059
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_9079
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_9105 
wait 0 
jump @ZERO2_9079 

:ZERO2_9105
03D5: remove_text 'ZER2_DB'  // You're nearly out of fuel, hurry up!

:ZERO2_9116
if 
  0 >= $8790 
else_jump @ZERO2_9540 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_9164 
0918: set_car 42@ engine_operation 0 
01EC: make_car 42@ very_heavy 1 

:ZERO2_9164
40@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
40@ = 0 
0151: remove_status_text $8790 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @ZERO2_9353 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_9323 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
jump @ZERO2_9343 

:ZERO2_9323
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_9343
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_9353
03CF: load_wav 44623 as 1 

:ZERO2_9362
if 
83D0:   not wav 1 loaded 
else_jump @ZERO2_9388 
wait 0 
jump @ZERO2_9362 

:ZERO2_9388
03D1: play_wav 1 

:ZERO2_9392
if 
83D2:   not wav 1 ended 
else_jump @ZERO2_9444 
wait 0 
if 
8119:   not car 42@ wrecked 
else_jump @ZERO2_9437 
04BA: set_car 42@ speed_to 0.0 

:ZERO2_9437
jump @ZERO2_9392 

:ZERO2_9444
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:ZERO2_9461
if 
fading 
else_jump @ZERO2_9485 
wait 0 
jump @ZERO2_9461 

:ZERO2_9485
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
wait 1000 
fade 1 1000 

:ZERO2_9514
if 
fading 
else_jump @ZERO2_9538 
wait 0 
jump @ZERO2_9514 

:ZERO2_9538
return 

:ZERO2_9540
return 

:ZERO2_9542
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'ZERO_2'  // Supply Lines...
030C: progress_made = 1 
$541 += 1 
return 

:ZERO2_9571
return 

:ZERO2_9573
08E7: disable_entrance_markers 0 
0925: restore_camera_to_user_defined 
09B9: show_entered_car_name 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ZERO2_9652 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @ZERO2_9652 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_9652
$ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
8119:   not car 43@ wrecked 
else_jump @ZERO2_9712 
0224: set_car 43@ health_to 300 
0587: enable_car 43@ validate_position 1 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:ZERO2_9712
01C3: remove_references_to_car 43@ 
01B7: release_weather 
0164: disable_marker 136@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 56@ 
00A6: destroy_car 57@ 
00A6: destroy_car 58@ 
009B: destroy_actor 59@ 
009B: destroy_actor 62@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
04DB: exit_RC_mode // on foot version 
0249: release_model 459 
0249: release_model 464 
0249: release_model 352 
0249: release_model 510 
0249: release_model 468 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 65@ 
0151: remove_status_text $8790 
01BD: $183 = current_time_in_ms 
00BE: text_clear_all 
mission_cleanup 
return 

//-------------Mission 74---------------
// Originally: New Model Army

:ZERO4
thread 'ZERO4' 
gosub @ZERO4_47 
if 
wasted_or_busted 
else_jump @ZERO4_38 
gosub @ZERO4_26481 

:ZERO4_38
gosub @ZERO4_26506 
end_thread 

:ZERO4_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 

:ZERO4_133
wait 0 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @ZERO4_186 
74@ += 1 
if 
  74@ > 8 
else_jump @ZERO4_184 
74@ = 0 

:ZERO4_184
086A: NOP 

:ZERO4_186
if 
  74@ == 1 
else_jump @ZERO4_396 
008A: $8791 = 42@ // (int) 
008A: $8792 = 43@ // (int) 
008A: $8793 = 70@ // (int) 
008A: $8794 = 72@ // (int) 
008A: $8795 = 71@ // (int) 
008A: $8796 = 73@ // (int) 
008A: $8797 = 40@ // (int) 
008A: $8798 = 41@ // (int) 
065D: NOP $8791 "M_STAGE" 
065D: NOP $8792 "M_GOALS" 
065D: NOP $8793 "DIALOGUE_FLAG" 
065D: NOP $8794 "DIALOGUE_TIMER" 
065D: NOP $8795 "HELP_FLAG" 
065D: NOP $8796 "HELP_TIMER" 
065D: NOP $8797 "TIMERA" 
065D: NOP $8798 "TIMERB" 

:ZERO4_396
if 
  74@ == 2 
else_jump @ZERO4_659 
008A: $8791 = 118@ // (int) 
008A: $8792 = 119@ // (int) 
008A: $8793 = 120@ // (int) 
008A: $8794 = 121@ // (int) 
008A: $8795 = 123@ // (int) 
008A: $8796 = 124@ // (int) 
008A: $8797 = 125@ // (int) 
008A: $8798 = 126@ // (int) 
065D: NOP $8791 "PCAR_PROGRESS" 
065D: NOP $8792 "PCAR_LIVES_LEFT" 
065D: NOP $8793 "FIRST_BRIDGE" 
065D: NOP $8794 "SECOND_BRIDGE" 
065D: NOP $8795 "FIRST_BRIDGE_LAID" 
065D: NOP $8796 "SECOND_BRIDGE_LAID" 
065D: NOP $8797 "FIRST_BRIDGE_PLANK" 
065D: NOP $8798 "SECOND_BRIDGE_PLANK" 

:ZERO4_659
if 
  74@ == 3 
else_jump @ZERO4_916 
008A: $8791 = 127@ // (int) 
008A: $8792 = 128@ // (int) 
008A: $8793 = 129@ // (int) 
008A: $8794 = 130@ // (int) 
008A: $8795 = 131@ // (int) 
008A: $8796 = 110@ // (int) 
008A: $8797 = 111@ // (int) 
008A: $8798 = 132@ // (int) 
065D: NOP $8791 "PCAR_IS_PAUSED" 
065D: NOP $8792 "PCAR_IS_OBSTRUCTED" 
065D: NOP $8793 "BOMB_IS_ARMED" 
065D: NOP $8794 "HELI_IS_CARRYING" 
065D: NOP $8795 "CIRCLE_IS_PRESSED" 
065D: NOP $8796 "RC_BOMB_TIMER" 
065D: NOP $8797 "PHELI_PICKUP_TIMER" 
065D: NOP $8798 "OHELI_FLAG" 

:ZERO4_916
if 
  74@ == 4 
else_jump @ZERO4_1153 
008A: $8791 = 133@ // (int) 
008A: $8792 = 134@ // (int) 
008A: $8793 = 135@ // (int) 
008A: $8794 = 136@ // (int) 
008A: $8795 = 137@ // (int) 
008A: $8796 = 138@ // (int) 
008A: $8797 = 142@ // (int) 
0084: $8798 = $8800 // (int) 
065D: NOP $8791 "OHELI_ROCK" 
065D: NOP $8792 "OHELI_GOTO" 
065D: NOP $8793 "PHELI_LIVES" 
065D: NOP $8794 "OTANK_FLAG[0]" 
065D: NOP $8795 "OTANK_FLAG[1]" 
065D: NOP $8796 "OTANK_FLAG[2]" 
065D: NOP $8797 "RESPAWNED_TANKS" 
065D: NOP $8798 "Z4_PCAR_HEALTH" 

:ZERO4_1153
if 
  74@ == 5 
else_jump @ZERO4_1397 
008A: $8791 = 139@ // (int) 
008A: $8792 = 140@ // (int) 
008A: $8793 = 141@ // (int) 
008A: $8794 = 143@ // (int) 
008A: $8795 = 144@ // (int) 
008A: $8796 = 115@ // (int) 
008A: $8797 = 145@ // (int) 
008A: $8798 = 146@ // (int) 
065D: NOP $8791 "OTANK_GOTO[0]" 
065D: NOP $8792 "OTANK_GOTO[1]" 
065D: NOP $8793 "OTANK_GOTO[2]" 
065D: NOP $8794 "LAST_HEALTH" 
065D: NOP $8795 "BANDIT_TAKING_DAMAGE" 
065D: NOP $8796 "PCAR_TIMER" 
065D: NOP $8797 "PCAR_HALTED" 
065D: NOP $8798 "PCAR_R3_PRESSED" 

:ZERO4_1397
if 
  74@ == 6 
else_jump @ZERO4_1610 
008A: $8791 = 147@ // (int) 
008A: $8792 = 148@ // (int) 
008A: $8793 = 149@ // (int) 
008A: $8794 = 150@ // (int) 
0084: $8795 = $8799 // (int) 
008A: $8796 = 163@ // (int) 
008A: $8797 = 164@ // (int) 
065D: NOP $8791 "OTANK_TARGET[0]" 
065D: NOP $8792 "OTANK_TARGET[1]" 
065D: NOP $8793 "OTANK_TARGET[2]" 
065D: NOP $8794 "CARRIED_OBJECT" 
065D: NOP $8795 "ZERO4_TIMER" 
065D: NOP $8796 "GET_PLANK1" 
065D: NOP $8797 "GET_PLANK2" 

:ZERO4_1610
if 
  74@ == 7 
else_jump @ZERO4_1891 
008A: $8791 = 167@ // (int) 
008A: $8792 = 168@ // (int) 
008A: $8793 = 169@ // (int) 
008A: $8794 = 170@ // (int) 
008A: $8795 = 171@ // (int) 
008A: $8796 = 172@ // (int) 
008A: $8797 = 173@ // (int) 
008A: $8798 = 174@ // (int) 
065D: NOP $8791 "FIRST_PICKUP_HELP" 
065D: NOP $8792 "FIRST_TIME_STUCK_AT_RIVER" 
065D: NOP $8793 "PLANK_BLIP" 
065D: NOP $8794 "STUCK_AT_RIVER_DIALOGUE" 
065D: NOP $8795 "OBSTRUCT_AUDIO1" 
065D: NOP $8796 "OBSTRUCT_AUDIO2" 
065D: NOP $8797 "PLAY_FIRST_TIME_BLOCKED_AUDIO" 
065D: NOP $8798 "BOMB_BLIP" 

:ZERO4_1891
if 
  74@ == 8 
else_jump @ZERO4_2083 
008A: $8791 = 175@ // (int) 
008A: $8792 = 176@ // (int) 
008A: $8793 = 177@ // (int) 
008A: $8794 = 178@ // (int) 
008A: $8795 = 179@ // (int) 
065D: NOP $8791 "FIRST_TIME_TAKING_DAMAGE_FROM_TANK" 
065D: NOP $8792 "BOMB_TANK_DIALOGUE" 
065D: NOP $8793 "DEAD_DIALOGUE" 
065D: NOP $8794 "NEARLY_DEAD_DIALOGUE" 
065D: NOP $8795 "STUCK_AT_RIVER" 

:ZERO4_2083
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @ZERO4_2105 
46@ = 1 

:ZERO4_2105
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @ZERO4_2134 
gosub @ZERO4_24242 
44@ = 1 

:ZERO4_2134
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @ZERO4_2222 
if 
  75@ == 0 
else_jump @ZERO4_2197 
75@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @ZERO4_2222 

:ZERO4_2197
75@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:ZERO4_2222
if 
  75@ == 1 
else_jump @ZERO4_2247 
jump @ZERO4_23872 

:ZERO4_2247
47@ += 1 
if 
  47@ > 9 
else_jump @ZERO4_2279 
47@ = 0 

:ZERO4_2279
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 72@ += 50@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 110@ += 50@ // (int) 
005A: 111@ += 50@ // (int) 
005A: 112@ += 50@ // (int) 
005A: 113@ += 50@ // (int) 
005A: 114@ += 50@ // (int) 
005A: 115@ += 50@ // (int) 
005A: 116@ += 50@ // (int) 
005A: 117@ += 50@ // (int) 
if 
  42@ == 0 
else_jump @ZERO4_6793 
if 
  43@ == -1 
else_jump @ZERO4_2701 
00A5: 76@ = create_car 413 at 0.0 0.0 0.0 
00A5: 77@ = create_car 413 at 0.0 0.0 0.0 
00A5: 78@ = create_car 413 at 0.0 0.0 0.0 
00A5: 83@ = create_car 413 at 0.0 0.0 0.0 
0107: 85@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 95@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 100@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 150@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 101@ = create_object #BARREL2 at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 84@ = create_car 413 at 0.0 0.0 0.0 
00A5: 551@ = create_car 413 at 0.0 0.0 0.0 

:ZERO4_2701
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
123@ = 0 
124@ = 0 
125@ = -1 
126@ = -1 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 99 
137@ = 99 
138@ = 99 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
$8800 = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
163@ = 0 
164@ = 0 
51@ = 0 

:ZERO4_2953
if 
  12 > 51@ 
else_jump @ZERO4_2996 
151@(51@,12i) = 0 
51@ += 1 
jump @ZERO4_2953 

:ZERO4_2996
165@ = 0 
166@ = 0 
84@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
550@ = 0 
180@ = 0 
181@ = -1115.122 
183@ = 1029.26 
185@ = 1342.483 
182@ = -1106.916 
184@ = 1056.403 
186@ = 1342.053 
187@ = -1115.122 
189@ = 1029.26 
191@ = 1342.483 
188@ = -1098.931 
190@ = 1070.193 
192@ = 1341.467 
193@ = -1115.122 
195@ = 1029.26 
197@ = 342.4828 
194@ = -1098.257 
196@ = 1063.368 
198@ = 1341.791 
199@ = -975.6996 
316@ = 1061.162 
433@ = 1344.8 
200@ = -978.6938 
317@ = 1061.163 
434@ = 1344.554 
201@ = -981.6267 
318@ = 1061.594 
435@ = 1343.677 
202@ = -984.4323 
319@ = 1062.194 
436@ = 1342.66 
203@ = -987.3215 
320@ = 1063.042 
437@ = 1341.941 
204@ = -990.1523 
321@ = 1064.209 
438@ = 1341.847 
205@ = -992.064 
322@ = 1066.628 
439@ = 1341.692 
206@ = -994.1041 
323@ = 1068.89 
440@ = 1341.474 
207@ = -996.1589 
324@ = 1071.105 
441@ = 1341.261 
208@ = -998.0826 
325@ = 1073.413 
442@ = 1341.215 
209@ = -1000.138 
326@ = 1075.662 
443@ = 1341.332 
210@ = -1002.858 
327@ = 1076.918 
444@ = 1341.709 
211@ = -1005.518 
328@ = 1078.249 
445@ = 1342.229 
212@ = -1008.56 
329@ = 1078.889 
446@ = 1342.339 
213@ = -1011.59 
330@ = 1079.111 
447@ = 1342.346 
214@ = -1014.66 
331@ = 1079.339 
448@ = 1342.318 
215@ = -1017.696 
332@ = 1079.674 
449@ = 1342.458 
216@ = -1020.666 
333@ = 1080.433 
450@ = 1342.718 
217@ = -1023.609 
334@ = 1081.364 
451@ = 1342.59 
218@ = -1026.497 
335@ = 1082.288 
452@ = 1342.452 
219@ = -1029.534 
336@ = 1082.446 
453@ = 1342.314 
220@ = -1031.727 
337@ = 1080.38 
454@ = 1342.169 
221@ = -1031.45 
338@ = 1077.383 
455@ = 1342.259 
222@ = -1030.556 
339@ = 1074.519 
456@ = 1342.367 
223@ = -1028.476 
340@ = 1072.276 
457@ = 1342.547 
224@ = -1026.12 
341@ = 1070.452 
458@ = 1342.934 
225@ = -1023.345 
342@ = 1069.297 
459@ = 1342.862 
226@ = -1020.924 
343@ = 1067.455 
460@ = 1342.679 
227@ = -1019.808 
344@ = 1064.636 
461@ = 1342.367 
228@ = -1019.498 
345@ = 1061.604 
462@ = 1342.15 
229@ = -1020.352 
346@ = 1058.707 
463@ = 1342.003 
230@ = -1022.205 
347@ = 1056.248 
464@ = 1341.946 
231@ = -1024.654 
348@ = 1054.396 
465@ = 1342.029 
232@ = -1026.949 
349@ = 1052.463 
466@ = 1341.672 
233@ = -1029.535 
350@ = 1050.962 
467@ = 1341.421 
234@ = -1032.204 
351@ = 1049.539 
468@ = 1341.398 
235@ = -1035.146 
352@ = 1048.822 
469@ = 1341.167 
236@ = -1038.131 
353@ = 1048.269 
470@ = 1340.837 
237@ = -1040.29 
354@ = 1046.164 
471@ = 1340.975 
238@ = -1042.149 
355@ = 1043.761 
472@ = 1341.278 
239@ = -1043.827 
356@ = 1041.252 
473@ = 1341.398 
240@ = -1045.285 
357@ = 1038.573 
474@ = 1341.563 
241@ = -1047.242 
358@ = 1036.283 
475@ = 1341.951 
242@ = -1049.558 
359@ = 1034.348 
476@ = 1342.022 
243@ = -1052.581 
360@ = 1034.296 
477@ = 1342.218 
244@ = -1054.624 
361@ = 1036.551 
478@ = 1342.324 
245@ = -1055.726 
362@ = 1039.338 
479@ = 1342.655 
246@ = -1056.591 
363@ = 1042.222 
480@ = 1343.016 
247@ = -1057.64 
364@ = 1045.126 
481@ = 1343.071 
248@ = -1058.867 
365@ = 1047.883 
482@ = 1343.278 
249@ = -1059.966 
366@ = 1050.707 
483@ = 1343.335 
250@ = -1062.282 
367@ = 1052.656 
484@ = 1342.973 
251@ = -1065.312 
368@ = 1052.257 
485@ = 1342.987 
252@ = -1067.413 
369@ = 1050.103 
486@ = 1343.338 
253@ = -1069.68 
370@ = 1048.061 
487@ = 1343.303 
254@ = -1072.397 
371@ = 1046.49 
488@ = 1343.299 
255@ = -1074.844 
372@ = 1044.621 
489@ = 1343.278 
256@ = -1077.279 
373@ = 1042.863 
490@ = 1343.309 
257@ = -1080.09 
374@ = 1041.396 
491@ = 1343.312 
258@ = -1082.901 
375@ = 1039.968 
492@ = 1343.159 
259@ = -1085.723 
376@ = 1038.973 
493@ = 1342.747 
260@ = -1088.693 
377@ = 1038.244 
494@ = 1342.491 
261@ = -1091.744 
378@ = 1038.05 
495@ = 1342.389 
262@ = -1094.634 
379@ = 1038.856 
496@ = 1342.213 
263@ = -1096.468 
380@ = 1041.286 
497@ = 1342.353 
264@ = -1095.897 
381@ = 1044.239 
498@ = 1342.386 
265@ = -1094.407 
382@ = 1046.863 
499@ = 1342.303 
266@ = -1092.616 
383@ = 1049.353 
500@ = 1342.144 
267@ = -1090.795 
384@ = 1051.852 
501@ = 1342.036 
268@ = -1089.037 
385@ = 1054.289 
502@ = 1341.924 
269@ = -1087.131 
386@ = 1056.68 
503@ = 1341.963 
270@ = -1084.63 
387@ = 1058.476 
504@ = 1342.046 
271@ = -1082.026 
388@ = 1060.059 
505@ = 1342.07 
272@ = -1079.68 
389@ = 1061.984 
506@ = 1342.161 
273@ = -1077.382 
390@ = 1064.059 
507@ = 1342.054 
274@ = -1075.023 
391@ = 1066.061 
508@ = 1341.956 
275@ = -1072.544 
392@ = 1067.771 
509@ = 1341.676 
276@ = -1069.934 
393@ = 1069.4 
510@ = 1341.464 
277@ = -1067.392 
394@ = 1071.067 
511@ = 1340.94 
278@ = -1065.172 
395@ = 1073.217 
512@ = 1340.98 
279@ = -1063.084 
396@ = 1075.436 
513@ = 1341.265 
280@ = -1061.741 
397@ = 1078.158 
514@ = 1341.507 
281@ = -1060.928 
398@ = 1081.111 
515@ = 1341.705 
282@ = -1059.851 
399@ = 1083.965 
516@ = 1341.717 
283@ = -1059.096 
400@ = 1086.929 
517@ = 1341.773 
284@ = -1059.464 
401@ = 1089.908 
518@ = 1341.888 
285@ = -1061.656 
402@ = 1092.006 
519@ = 1342.118 
286@ = -1064.414 
403@ = 1093.172 
520@ = 1342.378 
287@ = -1067.396 
404@ = 1093.724 
521@ = 1342.255 
288@ = -1070.372 
405@ = 1094.422 
522@ = 1342.176 
289@ = -1073.385 
406@ = 1094.066 
523@ = 1342.039 
290@ = -1075.899 
407@ = 1092.264 
524@ = 1342.026 
291@ = -1078.33 
408@ = 1090.476 
525@ = 1341.883 
292@ = -1080.692 
409@ = 1088.514 
526@ = 1341.762 
293@ = -1082.786 
410@ = 1086.317 
527@ = 1341.725 
294@ = -1084.715 
411@ = 1083.926 
528@ = 1341.718 
295@ = -1086.711 
412@ = 1081.678 
529@ = 1341.657 
296@ = -1088.739 
413@ = 1079.458 
530@ = 1341.739 
297@ = -1090.599 
414@ = 1077.074 
531@ = 1341.737 
298@ = -1091.925 
415@ = 1074.311 
532@ = 1341.754 
299@ = -1093.073 
416@ = 1071.465 
533@ = 1341.751 
300@ = -1094.317 
417@ = 1068.679 
534@ = 1341.752 
301@ = -1095.859 
418@ = 1066.073 
535@ = 1341.752 
302@ = -1097.911 
419@ = 1063.855 
536@ = 1341.739 
303@ = -1100.731 
420@ = 1062.77 
537@ = 1341.786 
304@ = -1103.847 
421@ = 1062.781 
538@ = 1341.79 
305@ = -1106.772 
422@ = 1061.895 
539@ = 1341.79 
306@ = -1109.576 
423@ = 1060.658 
540@ = 1341.825 
307@ = -1112.578 
424@ = 1060.848 
541@ = 1341.9 
308@ = -1116.12 
425@ = 1059.64 
542@ = 1342.25 
0087: 309@ = 308@ // (float) 
0087: 426@ = 425@ // (float) 
0087: 543@ = 542@ // (float) 
0087: 310@ = 308@ // (float) 
0087: 427@ = 425@ // (float) 
0087: 544@ = 542@ // (float) 
0087: 311@ = 308@ // (float) 
0087: 428@ = 425@ // (float) 
0087: 545@ = 542@ // (float) 
0087: 312@ = 308@ // (float) 
0087: 429@ = 425@ // (float) 
0087: 546@ = 542@ // (float) 
0087: 313@ = 308@ // (float) 
0087: 430@ = 425@ // (float) 
0087: 547@ = 542@ // (float) 
0087: 314@ = 308@ // (float) 
0087: 431@ = 425@ // (float) 
0087: 548@ = 542@ // (float) 
0087: 315@ = 308@ // (float) 
0087: 432@ = 425@ // (float) 
0087: 549@ = 542@ // (float) 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
gosub @ZERO4_26423 

:ZERO4_6793
if 
  42@ == 1 
else_jump @ZERO4_9243 
if 
  43@ == 0 
else_jump @ZERO4_8237 
054C: use_GXT_table 'ZERO4' 
select_interior 6 
02E4: load_cutscene_data 'ZERO_4' 

:ZERO4_6855
if 
86B9:   not cutscene_data_loaded 
else_jump @ZERO4_6879 
wait 0 
jump @ZERO4_6855 

:ZERO4_6879
02E7: start_cutscene 
fade 1 1000 

:ZERO4_6888
if 
82E9:   not cutscene_reached_end 
else_jump @ZERO4_6912 
wait 0 
jump @ZERO4_6888 

:ZERO4_6912
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:ZERO4_6927
if 
fading 
else_jump @ZERO4_6951 
wait 0 
jump @ZERO4_6927 

:ZERO4_6951
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
09AC: disable_map_icons 1 
09AD: set_vehicle_camera_mode 2 
0253: save_current_time 
set_weather 6 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.1 
0247: load_model 441 
0247: load_model 501 
0247: load_model 481 
0247: load_model 564 
038B: load_requested_models 

:ZERO4_7010
if or
8248:   not model 441 available 
8248:   not model 501 available 
8248:   not model 481 available 
8248:   not model 564 available 
else_jump @ZERO4_7052 
wait 0 
jump @ZERO4_7010 

:ZERO4_7052
0860: link_actor $PLAYER_ACTOR to_interior 10 
0395: clear_area 1 at -1004.097 1000.789 1349.749 radius 300.0 
00A5: 77@ = create_car 481 at -1004.097 1000.789 1349.749 
0519: set_car 77@ locked 1 
036A: put_actor $PLAYER_ACTOR in_car 77@ 
020A: set_car 77@ door_status_to 4 
0840: link_car 77@ to_interior 10 
00A5: 76@ = create_car 441 at -975.6997 1061.162 1344.8 
0175: set_car 76@ Z_angle_to 90.0 
0840: link_car 76@ to_interior 10 
02AC: set_car 76@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 76@ health_to 2000 
00A5: 78@ = create_car 501 at -973.759 1077.152 1350.399 
0175: set_car 78@ Z_angle_to 90.0 
0840: link_car 78@ to_interior 10 
0107: 102@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 102@ to_car 78@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 102@ collision_detection 1 
0519: set_car 78@ locked 1 
00AB: put_car 78@ at -973.759 1077.152 1346.399 
0825: set_helicopter 78@ instant_rotor_start 
04A2: set_heli 78@ fly_to -973.759 1077.152 1344.399 altitude_between 344.0 and 3.0 
00A5: 79@ = create_car 501 at -1131.694 1041.791 1350.141 
0175: set_car 79@ Z_angle_to 270.0 
0840: link_car 79@ to_interior 10 
0186: 106@ = create_marker_above_car 79@ 
07E0: set_marker 106@ type_to 0 
018B: set_marker 106@ radar_mode 2 
0168: set_marker 106@ size 2 
0107: 103@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 103@ to_car 79@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 103@ collision_detection 1 
0825: set_helicopter 79@ instant_rotor_start 
04A2: set_heli 79@ fly_to -1131.694 1041.791 1344.141 altitude_between 344.0 and 3.0 
029B: 85@ = init_object #BARREL2 at -1007.213 1078.535 1342.682 
029B: 86@ = init_object #BARREL2 at -1093.137 1037.856 1342.732 
029B: 87@ = init_object #BARREL2 at -1073.466 1094.407 1342.322 
0453: set_object 85@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 86@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 87@ XYZ_rotation 0.0 90.0 0.0 
029B: 95@ = init_object #KMB_PLANK at -973.0 1064.0 1344.147 
029B: 96@ = init_object #KMB_PLANK at -973.0 1065.0 1344.146 
029B: 97@ = init_object #KMB_PLANK at -973.0 1066.0 1344.144 
029B: 98@ = init_object #KMB_PLANK at -973.0 1067.0 1344.143 
029B: 99@ = init_object #KMB_PLANK at -973.0 1068.0 1344.142 
0177: set_object 95@ Z_angle_to 270.0 
0177: set_object 96@ Z_angle_to 270.0 
0177: set_object 97@ Z_angle_to 270.0 
0177: set_object 98@ Z_angle_to 270.0 
0177: set_object 99@ Z_angle_to 270.0 
029B: 100@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 100@ Z_angle_to 90.0 
00A5: 80@ = create_car 564 at -1076.873 1046.542 1343.365 
00A5: 81@ = create_car 564 at -1073.193 1070.426 1341.375 
00A5: 82@ = create_car 564 at -1106.479 1060.975 1341.864 
0175: set_car 80@ Z_angle_to 286.4071 
0175: set_car 81@ Z_angle_to 145.4881 
0175: set_car 82@ Z_angle_to 278.5302 
0186: 107@ = create_marker_above_car 80@ 
0186: 108@ = create_marker_above_car 81@ 
0186: 109@ = create_marker_above_car 82@ 
018B: set_marker 107@ radar_mode 2 
018B: set_marker 108@ radar_mode 2 
018B: set_marker 109@ radar_mode 2 
0840: link_car 80@ to_interior 10 
0840: link_car 81@ to_interior 10 
0840: link_car 82@ to_interior 10 
0168: set_marker 107@ size 2 
0168: set_marker 108@ size 2 
0168: set_marker 109@ size 2 
select_interior 10 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0826: enable_hud 0 
0581: enable_radar 1 
075B: zoom_radar 100 
03CB: set_rendering_origin_at -975.6997 1061.162 344.7998 
02A3: enable_widescreen 1 
015F: set_camera_position -987.9526 1099.303 1352.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -987.5282 1098.519 1351.997 switchstyle 2 
fade 1 500 

:ZERO4_8170
if 
fading 
else_jump @ZERO4_8194 
wait 0 
jump @ZERO4_8170 

:ZERO4_8194
40@ = 0 
41@ = 0 
70@ = 0 
040D: unload_wav 1 
040D: unload_wav 2 
$1040 = 0 
43@ += 1 

:ZERO4_8237
if 
  43@ > 0 
else_jump @ZERO4_8728 
if 
  41@ > 1000 
else_jump @ZERO4_8728 
if 
  $1040 == 0 
else_jump @ZERO4_8728 
0871: init_jump_table 70@ total_jumps 6 default_jump 0 @ZERO4_8714 jumps 0 @ZERO4_8355 1 @ZERO4_8417 2 @ZERO4_8479 3 @ZERO4_8541 4 @ZERO4_8603 5 @ZERO4_8665 -1 @ZERO4_8714 

:ZERO4_8355
05A9: s$1041 = 'ZER4_AA' // s$  // Behold, No Man's Land!
04AE: $1043 = 45200 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 45201 as 2 
jump @ZERO4_8714 

:ZERO4_8417
05A9: s$1041 = 'ZER4_AB' // s$  // Man, y'all take this shit seriously.
04AE: $1043 = 45201 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45202 as 1 
jump @ZERO4_8714 

:ZERO4_8479
05A9: s$1041 = 'ZER4_AC' // s$  // Berkley's HQ is across No Man's Land.
04AE: $1043 = 45202 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45203 as 2 
jump @ZERO4_8714 

:ZERO4_8541
05A9: s$1041 = 'ZER4_AD' // s$  // I'll drive the Bandit, you fly the Goblin and help any way you can!
04AE: $1043 = 45203 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 45204 as 1 
jump @ZERO4_8714 

:ZERO4_8603
05A9: s$1041 = 'ZER4_AE' // s$  // If I get the Bandit into Berkley's base, he must leave San Fierro for good!
04AE: $1043 = 45204 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 45205 as 2 
jump @ZERO4_8714 

:ZERO4_8665
05A9: s$1041 = 'ZER4_AF' // s$  // LET BATTLE COMMENCE!
04AE: $1043 = 45205 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
jump @ZERO4_8714 

:ZERO4_8714
70@ += 1 
41@ = 0 

:ZERO4_8728
if 
  43@ == 1 
else_jump @ZERO4_8840 
if 
  40@ > 4000 
else_jump @ZERO4_8840 
0460: set_camera_transverse_delay 0.0 time 7000 
015F: set_camera_position -982.6354 1055.88 1348.926 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -981.919 1056.504 1348.614 switchstyle 2 
40@ = 0 
43@ += 1 

:ZERO4_8840
if 
  43@ == 2 
else_jump @ZERO4_8952 
if 
  40@ > 2000 
else_jump @ZERO4_8952 
0460: set_camera_transverse_delay 0.0 time 10000 
015F: set_camera_position -1137.938 1058.032 1355.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1136.989 1058.099 1354.947 switchstyle 1 
40@ = 0 
43@ += 1 

:ZERO4_8952
if 
  43@ == 3 
else_jump @ZERO4_9002 
if and
  70@ > 6 
  $1040 == 0 
else_jump @ZERO4_9002 
43@ = 99 

:ZERO4_9002
if 
  43@ > 0 
else_jump @ZERO4_9042 
if 
0A52:   is_widget_released 41 
else_jump @ZERO4_9042 
43@ = 99 

:ZERO4_9042
if 
  43@ == 99 
else_jump @ZERO4_9243 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0460: set_camera_transverse_delay 50.0 time 500 
00BE: text_clear_all 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 
02A3: enable_widescreen 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_9205 
0519: set_car 78@ locked 0 
00AB: put_car 78@ at -973.759 1077.152 1349.399 
0175: set_car 78@ Z_angle_to 90.0 

:ZERO4_9205
if 
8119:   not car 79@ wrecked 
else_jump @ZERO4_9228 
0519: set_car 79@ locked 0 

:ZERO4_9228
wait 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
gosub @ZERO4_26423 

:ZERO4_9243
if 
  42@ == 2 
else_jump @ZERO4_23872 
if 
  43@ == 0 
else_jump @ZERO4_9503 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_9317 
0186: 105@ = create_marker_above_car 76@ 
07E0: set_marker 105@ type_to 1 
0168: set_marker 105@ size 2 

:ZERO4_9317
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_9341 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 78@ // on foot version 

:ZERO4_9341
048A: set_RC_car_detonation 0 // or opcode 04D6 
04D6: enable_RC_car_detonation 0 
07C0: load_path 521 

:ZERO4_9354
if 
87C1:   not path 521 available 
else_jump @ZERO4_9381 
wait 0 
jump @ZERO4_9354 

:ZERO4_9381
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_9415 
05EB: assign_car 76@ to_path 521 
06FD: set_car 76@ speed_on_path_to 0.5 

:ZERO4_9415
118@ = 0 
119@ = 3 
135@ = 3 
$8799 = 480000 
03C3: set_timer_to $8799 type 1 GXT 'Z4_M11' // global_variable  // Timer
04F7: status_text $8800 type 1 line 1 GXT 'Z4_M06' // global_variable  // Bandit
73@ = -1000 
72@ = 10000 
43@ += 1 

:ZERO4_9503
if 
  43@ == 1 
else_jump @ZERO4_23847 
07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 
if 
87C1:   not path 521 available 
else_jump @ZERO4_9571 
07C0: load_path 521 
jump @ZERO4_23847 

:ZERO4_9571
00C0: set_current_time_hours_to 0 minutes_to 30 
51@ = 0 

:ZERO4_9584
if 
  10 > 51@ 
else_jump @ZERO4_9684 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_9670 
01BB: store_object 85@(51@,10i) position_to $72 $73 $74 
if 
  1335.0 > $74 
else_jump @ZERO4_9670 
0108: destroy_object 85@(51@,10i) 

:ZERO4_9670
51@ += 1 
jump @ZERO4_9584 

:ZERO4_9684
51@ = 0 

:ZERO4_9691
if 
  5 > 51@ 
else_jump @ZERO4_9820 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_9806 
01BB: store_object 95@(51@,5i) position_to $72 $73 $74 
if 
  1335.0 > $74 
else_jump @ZERO4_9806 
01BC: put_object 95@(51@,5i) at -973.0 1064.0 1345.147 
0177: set_object 95@(51@,5i) Z_angle_to 270.0 

:ZERO4_9806
51@ += 1 
jump @ZERO4_9691 

:ZERO4_9820
51@ = 0 

:ZERO4_9827
if 
  3 > 51@ 
else_jump @ZERO4_9947 
if 
056E:   car 80@(51@,3i) defined 
else_jump @ZERO4_9933 
if 
8119:   not car 80@(51@,3i) wrecked 
else_jump @ZERO4_9933 
00AA: store_car 80@(51@,3i) position_to $72 $73 $74 
if 
  1335.0 > $74 
else_jump @ZERO4_9933 
020B: explode_car 80@(51@,3i) 

:ZERO4_9933
51@ += 1 
jump @ZERO4_9827 

:ZERO4_9947
if 
03CA:   object 100@ exists 
else_jump @ZERO4_10003 
01BB: store_object 100@ position_to $72 $73 $74 
if 
  1335.0 > $74 
else_jump @ZERO4_10003 
0108: destroy_object 100@ 

:ZERO4_10003
if and
  167@ == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10448 
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_10448 
0407: store_coords_to $72 $73 $74 from_car 78@ with_offset 0.0 0.0 -1.0 
51@ = 0 

:ZERO4_10077
if 
  10 > 51@ 
else_jump @ZERO4_10202 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_10188 
if 
04E6:   object 85@(51@,10i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10188 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Tap ~m~~widget_magnet~ to pick up object.
167@ += 1 
51@ = 10 

:ZERO4_10188
51@ += 1 
jump @ZERO4_10077 

:ZERO4_10202
if 
  167@ == 0 
else_jump @ZERO4_10352 
51@ = 0 

:ZERO4_10227
if 
  5 > 51@ 
else_jump @ZERO4_10352 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_10338 
if 
04E6:   object 95@(51@,5i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10338 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Tap ~m~~widget_magnet~ to pick up object.
167@ += 1 
51@ = 5 

:ZERO4_10338
51@ += 1 
jump @ZERO4_10227 

:ZERO4_10352
if 
  167@ == 0 
else_jump @ZERO4_10448 
if 
03CA:   object 100@ exists 
else_jump @ZERO4_10448 
if 
04E6:   object 100@ near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_10448 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Tap ~m~~widget_magnet~ to pick up object.
167@ += 1 

:ZERO4_10448
if and
  167@ == 1 
876F:   not text_priority_displayed 
else_jump @ZERO4_10504 
if 
   not 150@ == 0 
else_jump @ZERO4_10504 
167@ += 1 
03E5: show_text_box 'Z4_H14'  // Tap ~m~~widget_magnet~ to drop object.

:ZERO4_10504
if and
  151@ == 0 
  73@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10559 
03E5: show_text_box 'Z4_H1'  // Your Goblin helicopter is fitted with a magnet which can pick up objects.
73@ = 0 
151@ += 1 

:ZERO4_10559
if and
  151@ == 1 
  73@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  118@ > 18 
else_jump @ZERO4_10621 
03E5: show_text_box 'Z4_H4'  // Berkley's ~r~Goblin~w~ will constantly try and block the path of your ~b~Bandit~w~.
73@ = 0 
151@ += 1 

:ZERO4_10621
if and
  73@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_10924 
0871: init_jump_table 550@ total_jumps 6 default_jump 0 @ZERO4_10924 jumps 0 @ZERO4_10707 1 @ZERO4_10767 2 @ZERO4_10801 3 @ZERO4_10835 4 @ZERO4_10869 5 @ZERO4_10903 -1 @ZERO4_10924 

:ZERO4_10707
0A7B: print_help_conditional_touch_classic 'Z4_APD' 0  // Press and hold the lower right corner of the screen to increase the rotor speed of the helicopter. This will propel it upwards.
0A7A: print_help_conditional_hid 'Z4_H17' 0  // Press and hold ~m~~widget_accelerate~ to increase the rotor speed of the helicopter. This will propel it upwards.
0A79: print_help_conditional_touch 'Z4_H17' 0  // Press and hold ~m~~widget_accelerate~ to increase the rotor speed of the helicopter. This will propel it upwards.
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10767
0A6D: print_help_forever_conditional 'Z4_H18' 0  // Use the steering controls to tilt the helicopter in the direction you wish to maneuver it.
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10801
0A6D: print_help_forever_conditional 'Z4_H19' 0  // Tap ~m~~widget_vehicle_turret_left~ to rotate the helicopter counter-clockwise.
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10835
0A6D: print_help_forever_conditional 'Z4_H20' 0  // Tap ~m~~widget_vehicle_turret_right~ to rotate the helicopter clockwise.
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10869
0A6D: print_help_forever_conditional 'Z4_H21' 0  // Press and hold ~m~~widget_brake~ to decrease the rotor speed of the helicopter this will bring it down towards the ground.
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10903
73@ = 0 
550@ += 1 
jump @ZERO4_10924 

:ZERO4_10924
if 
   not 128@ == 0 
else_jump @ZERO4_10985 
if 
  165@ == 1 
else_jump @ZERO4_10985 
if 
  173@ == 0 
else_jump @ZERO4_10985 
173@ += 1 

:ZERO4_10985
if and
  173@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @ZERO4_11429 
if 
  173@ == 0 
else_jump @ZERO4_11227 
if 
  72@ > 1000 
else_jump @ZERO4_11227 
0209: 171@ = random_int_in_ranges 0 3 
0209: 172@ = random_int_in_ranges 0 3 
if 
  171@ == 0 
else_jump @ZERO4_11111 
05A9: s$1041 = 'ZER4_BA' // s$  // Berkley's trying to stop my progress with obstacles!
04AE: $1043 = 45206 // = constant 

:ZERO4_11111
if 
  171@ == 1 
else_jump @ZERO4_11153 
05A9: s$1041 = 'ZER4_BB' // s$  // Curse you and your blocking tactics, Berkley!
04AE: $1043 = 45207 // = constant 

:ZERO4_11153
if 
  171@ == 2 
else_jump @ZERO4_11195 
05A9: s$1041 = 'ZER4_BC' // s$  // My way is blocked! All will be lost!
04AE: $1043 = 45208 // = constant 

:ZERO4_11195
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 
173@ += 1 

:ZERO4_11227
if 
  173@ == 1 
else_jump @ZERO4_11429 
if 
  72@ > 1000 
else_jump @ZERO4_11429 
if 
  171@ == 0 
else_jump @ZERO4_11306 
05A9: s$1041 = 'ZER4_CA' // s$  // Carl, don't be an idiot, use the Goblin to move that barrel!
04AE: $1043 = 45209 // = constant 

:ZERO4_11306
if 
  171@ == 1 
else_jump @ZERO4_11348 
05A9: s$1041 = 'ZER4_CB' // s$  // Move the barrel with the Goblin's magnet, Carl!
04AE: $1043 = 45210 // = constant 

:ZERO4_11348
if 
  171@ == 2 
else_jump @ZERO4_11390 
05A9: s$1041 = 'ZER4_CC' // s$  // Use the Goblin to remove the obstacle!
04AE: $1043 = 45211 // = constant 

:ZERO4_11390
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 
173@ += 1 
171@ = 0 

:ZERO4_11429
if and
  173@ == 2 
   not 128@ == 0 
else_jump @ZERO4_11513 
if 
  72@ > 1000 
else_jump @ZERO4_11513 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_11513 
03E5: show_text_box 'Z4_H5'  // You must remove any obstructions before your ~b~Bandit ~w~can continue.
173@ += 1 
72@ = 0 

:ZERO4_11513
if 
  173@ == 3 
else_jump @ZERO4_11861 
if and
  128@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  72@ > 10000 
  $1040 == 0 
else_jump @ZERO4_11861 
if 
  165@ == 1 
else_jump @ZERO4_11861 
171@ += 1 
if 
  171@ > 4 
else_jump @ZERO4_11618 
171@ = 0 

:ZERO4_11618
0871: init_jump_table 171@ total_jumps 5 default_jump 0 @ZERO4_11836 jumps 0 @ZERO4_11681 1 @ZERO4_11712 2 @ZERO4_11743 3 @ZERO4_11774 4 @ZERO4_11805 -1 @ZERO4_11836 -1 @ZERO4_11836 

:ZERO4_11681
05A9: s$1041 = 'ZER4_DA' // s$  // Carl, move that obstruction!
04AE: $1043 = 45212 // = constant 
jump @ZERO4_11836 

:ZERO4_11712
05A9: s$1041 = 'ZER4_DB' // s$  // Carl, I'm blocked!
04AE: $1043 = 45213 // = constant 
jump @ZERO4_11836 

:ZERO4_11743
05A9: s$1041 = 'ZER4_DC' // s$  // There's another cursed barrel in the way!
04AE: $1043 = 45214 // = constant 
jump @ZERO4_11836 

:ZERO4_11774
05A9: s$1041 = 'ZER4_DD' // s$  // Move it, Carl, Berkley's blocked me again!
04AE: $1043 = 45215 // = constant 
jump @ZERO4_11836 

:ZERO4_11805
05A9: s$1041 = 'ZER4_DE' // s$  // Curse you, Berkley! Carl, move that barrel!
04AE: $1043 = 45216 // = constant 
jump @ZERO4_11836 

:ZERO4_11836
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 

:ZERO4_11861
if 
  180@ == 0 
else_jump @ZERO4_11912 
if and
0119:   car 80@ wrecked 
0119:   car 81@ wrecked 
0119:   car 82@ wrecked 
else_jump @ZERO4_11912 
180@ = 1 

:ZERO4_11912
if 
  180@ == 0 
else_jump @ZERO4_12953 
if 
  118@ > 42 
else_jump @ZERO4_12063 
if 
  175@ == 0 
else_jump @ZERO4_12063 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @ZERO4_12063 
if 
  72@ > 1000 
else_jump @ZERO4_12063 
05A9: s$1041 = 'ZER4_EA' // s$  // Berkley's using tanks!
04AE: $1043 = 45217 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
175@ += 1 
72@ = 0 

:ZERO4_12063
if 
  175@ == 1 
else_jump @ZERO4_12178 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
else_jump @ZERO4_12178 
if 
  72@ > 1000 
else_jump @ZERO4_12178 
05A9: s$1041 = 'ZER4_EB' // s$  // Carl, grab a bomb and get rid of any tanks that threaten our progress!
04AE: $1043 = 45218 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
175@ += 1 
72@ = 0 

:ZERO4_12178
if 
  175@ == 2 
else_jump @ZERO4_12319 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  72@ > 1000 
else_jump @ZERO4_12319 
if 
  557@ == 0 
else_jump @ZERO4_12312 
00BC: show_text_highpriority GXT 'Z4_M26' time 7000 flag 1  // ~s~Pick up a ~g~Bomb~s~ from the base.
if 
03CA:   object 100@ exists 
else_jump @ZERO4_12305 
0188: 174@ = create_marker_above_object 100@ 
07E0: set_marker 174@ type_to 1 
175@ += 1 
72@ = 0 

:ZERO4_12305
jump @ZERO4_12319 

:ZERO4_12312
175@ += 1 

:ZERO4_12319
if 
  175@ == 3 
else_jump @ZERO4_12429 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  72@ > 1000 
else_jump @ZERO4_12429 
if 
   not 557@ == 0 
else_jump @ZERO4_12429 
if 
075C:   marker 174@ enabled 
else_jump @ZERO4_12406 
0164: disable_marker 174@ 

:ZERO4_12406
00BC: show_text_highpriority GXT 'Z4_M27' time 7000 flag 1  // ~s~Now drop the bomb on ~r~Berkley's Tigers~s~
175@ += 1 

:ZERO4_12429
if 
  175@ == 4 
else_jump @ZERO4_12494 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  557@ == 0 
else_jump @ZERO4_12494 
03E5: show_text_box 'Z4_H11'  // Other objects can also be dropped on ~r~Tigers ~w~which will cause them damage.
175@ += 1 
72@ = 0 

:ZERO4_12494
if 
  175@ == 5 
else_jump @ZERO4_12946 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  72@ > 10000 
  $1040 == 0 
  553@ == 1 
else_jump @ZERO4_12946 
176@ += 1 
if 
  176@ > 5 
else_jump @ZERO4_12581 
176@ = 0 

:ZERO4_12581
51@ = 0 

:ZERO4_12588
if 
  3 > 51@ 
else_jump @ZERO4_12647 
if 
8119:   not car 80@(51@,3i) wrecked 
else_jump @ZERO4_12633 
51@ = 99 

:ZERO4_12633
51@ += 1 
jump @ZERO4_12588 

:ZERO4_12647
if 
  51@ == 99 
else_jump @ZERO4_12939 
0871: init_jump_table 176@ total_jumps 6 default_jump 0 @ZERO4_12914 jumps 0 @ZERO4_12728 1 @ZERO4_12759 2 @ZERO4_12790 3 @ZERO4_12821 4 @ZERO4_12852 5 @ZERO4_12883 -1 @ZERO4_12914 

:ZERO4_12728
05A9: s$1041 = 'ZER4_FA' // s$  // I'm taking hits, Carl, bomb Berkley's tanks!
04AE: $1043 = 45219 // = constant 
jump @ZERO4_12914 

:ZERO4_12759
05A9: s$1041 = 'ZER4_FB' // s$  // Bomb that tank, Carl!
04AE: $1043 = 45220 // = constant 
jump @ZERO4_12914 

:ZERO4_12790
05A9: s$1041 = 'ZER4_FC' // s$  // Carl, Berkley's tanks are tearing the Bandit to pieces!
04AE: $1043 = 45221 // = constant 
jump @ZERO4_12914 

:ZERO4_12821
05A9: s$1041 = 'ZER4_FD' // s$  // Argh! Where's my backup, Carl!
04AE: $1043 = 45222 // = constant 
jump @ZERO4_12914 

:ZERO4_12852
05A9: s$1041 = 'ZER4_FE' // s$  // Protect the Bandit, Carl, it's getting shot up!
04AE: $1043 = 45223 // = constant 
jump @ZERO4_12914 

:ZERO4_12883
05A9: s$1041 = 'ZER4_FF' // s$  // Bomb those tanks! Bomb them, Carl!
04AE: $1043 = 45224 // = constant 
jump @ZERO4_12914 

:ZERO4_12914
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 

:ZERO4_12939
553@ = 0 

:ZERO4_12946
jump @ZERO4_12974 

:ZERO4_12953
if 
075C:   marker 174@ enabled 
else_jump @ZERO4_12974 
0164: disable_marker 174@ 

:ZERO4_12974
if 
075C:   marker 174@ enabled 
else_jump @ZERO4_13011 
if 
0685:   object 100@ attached 
else_jump @ZERO4_13011 
0164: disable_marker 174@ 

:ZERO4_13011
if 
  179@ == 1 
else_jump @ZERO4_13133 
if 
  168@ == 0 
else_jump @ZERO4_13133 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  72@ > 1000 
else_jump @ZERO4_13133 
05A9: s$1041 = 'ZER4_GA' // s$  // Get a plank from our base and make a bridge across that gap!
04AE: $1043 = 45225 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
168@ += 1 
72@ = 0 

:ZERO4_13133
if 
  168@ == 1 
else_jump @ZERO4_13271 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  72@ > 1000 
else_jump @ZERO4_13271 
if 
  179@ == 1 
else_jump @ZERO4_13257 
if 
   not 556@ == 1 
else_jump @ZERO4_13257 
00BC: show_text_highpriority GXT 'Z4_M28' time 7000 flag 1  // ~s~Pick up a ~g~plank~s~ from the base.
if 
03CA:   object 97@ exists 
else_jump @ZERO4_13257 
0188: 169@ = create_marker_above_object 97@ 

:ZERO4_13257
168@ += 1 
72@ = 0 

:ZERO4_13271
if 
  168@ == 2 
else_jump @ZERO4_13395 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  $1040 == 0 
  72@ > 1000 
  556@ == 1 
else_jump @ZERO4_13395 
if 
  179@ == 1 
else_jump @ZERO4_13360 
00BC: show_text_highpriority GXT 'Z4_M29' time 7000 flag 1  // ~s~Drop the plank at the river to bridge the gap.

:ZERO4_13360
if 
075C:   marker 169@ enabled 
else_jump @ZERO4_13381 
0164: disable_marker 169@ 

:ZERO4_13381
168@ += 1 
72@ = 0 

:ZERO4_13395
if and
  168@ == 3 
  179@ == 1 
  $1040 == 0 
  72@ > 10000 
else_jump @ZERO4_13663 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @ZERO4_13663 
170@ += 1 
if 
  170@ > 2 
else_jump @ZERO4_13482 
170@ = 0 

:ZERO4_13482
0871: init_jump_table 170@ total_jumps 3 default_jump 0 @ZERO4_13638 jumps 0 @ZERO4_13545 1 @ZERO4_13576 2 @ZERO4_13607 -1 @ZERO4_13638 -1 @ZERO4_13638 -1 @ZERO4_13638 -1 @ZERO4_13638 

:ZERO4_13545
05A9: s$1041 = 'ZER4_HA' // s$  // Carl, I need a bridge, now!
04AE: $1043 = 45226 // = constant 
jump @ZERO4_13638 

:ZERO4_13576
05A9: s$1041 = 'ZER4_HB' // s$  // Get me a plank to cross that river!
04AE: $1043 = 45227 // = constant 
jump @ZERO4_13638 

:ZERO4_13607
05A9: s$1041 = 'ZER4_HC' // s$  // Carl, there's no bridge, there's no bridge!
04AE: $1043 = 45228 // = constant 
jump @ZERO4_13638 

:ZERO4_13638
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 

:ZERO4_13663
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_14160 
0227: 51@ = car 76@ health 
if 
  1400 > 51@ 
else_jump @ZERO4_14160 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
  72@ > 10000 
  $1040 == 0 
else_jump @ZERO4_14160 
00AA: store_car 76@ position_to $72 $73 $74 
0089: 64@ = $72 // (float) 
64@ -= 5.0 
0089: 65@ = $73 // (float) 
65@ -= 5.0 
0089: 66@ = $74 // (float) 
66@ -= 5.0 
0089: 67@ = $72 // (float) 
67@ += 5.0 
0089: 68@ = $73 // (float) 
68@ += 5.0 
0089: 69@ = $74 // (float) 
69@ += 5.0 
if 
8356:   not explosion_type 11 in_cube_cornerA 64@ 65@ 66@ cornerB 67@ 68@ 69@ 
else_jump @ZERO4_14111 
178@ += 1 
if 
  178@ > 2 
else_jump @ZERO4_13923 
178@ = 0 

:ZERO4_13923
0871: init_jump_table 178@ total_jumps 3 default_jump 0 @ZERO4_14079 jumps 0 @ZERO4_13986 1 @ZERO4_14017 2 @ZERO4_14048 -1 @ZERO4_14079 -1 @ZERO4_14079 -1 @ZERO4_14079 -1 @ZERO4_14079 

:ZERO4_13986
05A9: s$1041 = 'ZER4_KA' // s$  // Shite, Carl, this bandit's nearly had it!
04AE: $1043 = 45235 // = constant 
jump @ZERO4_14079 

:ZERO4_14017
05A9: s$1041 = 'ZER4_KB' // s$  // Shitskys! This bandit's nearly had it.
04AE: $1043 = 45236 // = constant 
jump @ZERO4_14079 

:ZERO4_14048
05A9: s$1041 = 'ZER4_KC' // s$  // Oh my God, Berkley's shot this bandit up pretty good!
04AE: $1043 = 45237 // = constant 
jump @ZERO4_14079 

:ZERO4_14079
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 
jump @ZERO4_14160 

:ZERO4_14111
05A9: s$1041 = 'ZER4_LC' // s$  // Carl, who's side are you on?
04AE: $1043 = 45240 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
72@ = 0 

:ZERO4_14160
if and
  157@ == 99 
  158@ == 0 
else_jump @ZERO4_14230 
if 
  119@ == 3 
else_jump @ZERO4_14230 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H12'  // If the ~b~Bandit ~w~gets destroyed another will start from your base, be careful as you only have 3 ~b~Bandits~w~.
158@ += 1 
73@ = 0 

:ZERO4_14230
if 
  158@ == 1 
else_jump @ZERO4_14255 
158@ = 99 

:ZERO4_14255
if 
0119:   car 78@ wrecked 
else_jump @ZERO4_14569 
if 
  130@ == 1 
else_jump @ZERO4_14468 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_14402 
0682: detach_object 150@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 102@ collision_detection 1 
130@ = 0 
111@ = 0 
if 
003B:   150@ == 100@ // (int) 
else_jump @ZERO4_14388 
129@ = 1 
04D9: object 100@ set_scripted_collision_check 1 
110@ = 0 

:ZERO4_14388
150@ = 0 
jump @ZERO4_14468 

:ZERO4_14402
if 
056E:   car 84@ defined 
else_jump @ZERO4_14468 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 102@ collision_detection 1 
130@ = 0 
111@ = 0 
84@ = 0 

:ZERO4_14468
wait 1000 
0085: 551@ = 78@ // (int) 
01C3: remove_references_to_car 78@ 
135@ -= 1 
if 
  135@ > 0 
else_jump @ZERO4_14562 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 

:ZERO4_14562
78@ = 0 

:ZERO4_14569
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_14644 
if 
  552@ == 1 
else_jump @ZERO4_14644 
if 
  117@ > 10000 
else_jump @ZERO4_14644 
02AC: set_car 78@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
552@ = 0 

:ZERO4_14644
if 
  78@ == 0 
else_jump @ZERO4_14991 
if 
   not 135@ == 0 
else_jump @ZERO4_14991 
015A: restore_camera 
0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 
00A5: 78@ = create_car 501 at -973.759 1077.152 1350.399 
02AC: set_car 78@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
552@ = 1 
117@ = 0 
0175: set_car 78@ Z_angle_to 90.0 
0825: set_helicopter 78@ instant_rotor_start 
0840: link_car 78@ to_interior 10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 78@ // on foot version 
if 
  135@ == 2 
else_jump @ZERO4_14820 
00BC: show_text_highpriority GXT 'Z4_M14' time 5000 flag 1  // ~s~You have 2 Goblins remaining.

:ZERO4_14820
if 
  135@ == 1 
else_jump @ZERO4_14854 
00BC: show_text_highpriority GXT 'Z4_M23' time 5000 flag 1  // ~s~This is your last Goblin.

:ZERO4_14854
if 
83CA:   not object 102@ exists 
else_jump @ZERO4_14893 
0107: 102@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 

:ZERO4_14893
0681: attach_object 102@ to_car 78@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 102@ collision_detection 1 
if 
  135@ == 0 
else_jump @ZERO4_14970 
0338: set_car 78@ visibility 0 
0750: set_object 102@ visibility 0 

:ZERO4_14970
if 
056E:   car 551@ defined 
else_jump @ZERO4_14991 
00A6: destroy_car 551@ 

:ZERO4_14991
if 
  76@ == 0 
else_jump @ZERO4_15384 
00A5: 76@ = create_car 441 at -975.6997 1061.162 1344.8 
0175: set_car 76@ Z_angle_to 90.0 
0840: link_car 76@ to_interior 10 
02AC: set_car 76@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
05EB: assign_car 76@ to_path 521 
06FD: set_car 76@ speed_on_path_to 0.5 
0186: 105@ = create_marker_above_car 76@ 
07E0: set_marker 105@ type_to 1 
0224: set_car 76@ health_to 2000 
0168: set_marker 105@ size 2 
if 
  119@ == 2 
else_jump @ZERO4_15248 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @ZERO4_15206 
05A9: s$1041 = 'ZER4_MA' // s$  // Ha, ha Berkley! I still have two bandits left!
04AE: $1043 = 45242 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
jump @ZERO4_15248 

:ZERO4_15206
05A9: s$1041 = 'ZER4_MB' // s$  // Luckily we still have two bandits left!
04AE: $1043 = 45243 // = constant 
create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15248
if 
  119@ == 1 
else_jump @ZERO4_15384 
0209: 51@ = random_int_in_ranges 0 2 
if 
  51@ == 0 
else_jump @ZERO4_15342 
05A9: s$1041 = 'ZER4_MC' // s$  // Carl, we're down to our last bandit!
04AE: $1043 = 45244 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
jump @ZERO4_15384 

:ZERO4_15342
05A9: s$1041 = 'ZER4_MD' // s$  // Only one Bandit left, Carl, protect it at all costs!
04AE: $1043 = 45245 // = constant 
create_thread @AUDIOL -1 0 1 1 0 

:ZERO4_15384
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_15951 
0227: 51@ = car 76@ health 
if 
  1000 > 51@ 
else_jump @ZERO4_15951 
00AA: store_car 76@ position_to $72 $73 $74 
0089: 64@ = $72 // (float) 
64@ -= 5.0 
0089: 65@ = $73 // (float) 
65@ -= 5.0 
0089: 66@ = $74 // (float) 
66@ -= 5.0 
0089: 67@ = $72 // (float) 
67@ += 5.0 
0089: 68@ = $73 // (float) 
68@ += 5.0 
0089: 69@ = $74 // (float) 
69@ += 5.0 
020B: explode_car 76@ 
if 
8356:   not explosion_type 11 in_cube_cornerA 64@ 65@ 66@ cornerB 67@ 68@ 69@ 
else_jump @ZERO4_15833 
177@ += 1 
if 
  177@ > 2 
else_jump @ZERO4_15619 
177@ = 0 

:ZERO4_15619
0871: init_jump_table 177@ total_jumps 3 default_jump 0 @ZERO4_15775 jumps 0 @ZERO4_15682 1 @ZERO4_15713 2 @ZERO4_15744 -1 @ZERO4_15775 -1 @ZERO4_15775 -1 @ZERO4_15775 -1 @ZERO4_15775 

:ZERO4_15682
05A9: s$1041 = 'ZER4_LA' // s$  // He nailed me, he nailed me.
04AE: $1043 = 45238 // = constant 
jump @ZERO4_15775 

:ZERO4_15713
05A9: s$1041 = 'ZER4_LB' // s$  // You let Berkley blow up my Bandit!
04AE: $1043 = 45239 // = constant 
jump @ZERO4_15775 

:ZERO4_15744
05A9: s$1041 = 'ZER4_LD' // s$  // Damn you Berkley! Damn you to hell!
04AE: $1043 = 45241 // = constant 
jump @ZERO4_15775 

:ZERO4_15775
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_15797
if 
  $1040 == 1 
else_jump @ZERO4_15826 
wait 0 
jump @ZERO4_15797 

:ZERO4_15826
jump @ZERO4_15908 

:ZERO4_15833
05A9: s$1041 = 'ZER4_LC' // s$  // Carl, who's side are you on?
04AE: $1043 = 45240 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_15879
if 
  $1040 == 1 
else_jump @ZERO4_15908 
wait 0 
jump @ZERO4_15879 

:ZERO4_15908
01C3: remove_references_to_car 76@ 
05EC: release_car 76@ from_path 
0164: disable_marker 105@ 
76@ = 0 
119@ -= 1 
118@ = 0 
145@ = 0 

:ZERO4_15951
if 
056E:   car 79@ defined 
else_jump @ZERO4_16178 
if 
0119:   car 79@ wrecked 
else_jump @ZERO4_16178 
if 
03CA:   object 103@ exists 
else_jump @ZERO4_16004 
0108: destroy_object 103@ 

:ZERO4_16004
if 
03CA:   object 85@(133@,10i) exists 
else_jump @ZERO4_16171 
if 
0685:   object 85@(133@,10i) attached 
else_jump @ZERO4_16171 
0682: detach_object 85@(133@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 85@(133@,10i) collision_detection 1 
if 
09FC:   anything_entered_objects_position 85@(133@,10i) 
else_jump @ZERO4_16171 
01BB: store_object 85@(133@,10i) position_to $72 $73 $74 
0176: $71 = object 85@(133@,10i) Z_angle 
$74 += 1.0 
01BC: put_object 85@(133@,10i) at $72 $73 $74 
0177: set_object 85@(133@,10i) Z_angle_to $71 

:ZERO4_16171
79@ = 0 

:ZERO4_16178
if 
  123@ == 0 
else_jump @ZERO4_16420 
51@ = 0 

:ZERO4_16203
if 
  5 > 51@ 
else_jump @ZERO4_16420 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_16406 
if 
8685:   not object 95@(51@,5i) attached 
else_jump @ZERO4_16406 
if 
04E6:   object 95@(51@,5i) near_point -1043.508 1041.38 1341.294 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_16406 
01BC: put_object 95@(51@,5i) at -1043.508 1041.38 1341.294 
0453: set_object 95@(51@,5i) XYZ_rotation -2.77 -2.13 -38.12 
0550: keep_object 95@(51@,5i) in_memory 1 
097B: play_audio_at_object 95@(51@,5i) event 1009 
123@ = 1 
0085: 125@ = 51@ // (int) 
51@ = 5 

:ZERO4_16406
51@ += 1 
jump @ZERO4_16203 

:ZERO4_16420
if 
  123@ == 1 
else_jump @ZERO4_16503 
if 
03CA:   object 95@(125@,5i) exists 
else_jump @ZERO4_16503 
if 
0685:   object 95@(125@,5i) attached 
else_jump @ZERO4_16503 
0550: keep_object 95@(125@,5i) in_memory 0 
123@ = 0 
125@ = -1 

:ZERO4_16503
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_16721 
if 
  127@ == 0 
else_jump @ZERO4_16636 
if 
  123@ == 0 
else_jump @ZERO4_16629 
if 
01AF:   car 76@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
else_jump @ZERO4_16629 
05ED: freeze_car 76@ while_on_path 
127@ = 1 
163@ = 1 
179@ = 1 

:ZERO4_16629
jump @ZERO4_16721 

:ZERO4_16636
if 
  123@ == 1 
else_jump @ZERO4_16721 
if 
01AF:   car 76@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
else_jump @ZERO4_16721 
05EE: unfreeze_car 76@ while_on_path 
127@ = 0 
179@ = 0 

:ZERO4_16721
if 
  163@ == 1 
else_jump @ZERO4_16780 
if 
  155@ == 99 
else_jump @ZERO4_16780 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
163@ += 1 

:ZERO4_16780
if 
  163@ == 2 
else_jump @ZERO4_16958 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_16958 
51@ = 0 
52@ = 0 

:ZERO4_16828
if 
  5 > 51@ 
else_jump @ZERO4_16917 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_16903 
if 
003B:   95@(51@,5i) == 150@ // (int) 
else_jump @ZERO4_16903 
52@ = 1 
51@ = 5 

:ZERO4_16903
51@ += 1 
jump @ZERO4_16828 

:ZERO4_16917
if 
  52@ == 1 
else_jump @ZERO4_16958 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
163@ += 1 

:ZERO4_16958
if 
  163@ == 3 
else_jump @ZERO4_17003 
if 
  123@ == 1 
else_jump @ZERO4_17003 
00BE: text_clear_all 
163@ = 99 

:ZERO4_17003
if 
  124@ == 0 
else_jump @ZERO4_17245 
51@ = 0 

:ZERO4_17028
if 
  5 > 51@ 
else_jump @ZERO4_17245 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_17231 
if 
8685:   not object 95@(51@,5i) attached 
else_jump @ZERO4_17231 
if 
04E6:   object 95@(51@,5i) near_point -1062.833 1076.628 1341.23 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_17231 
01BC: put_object 95@(51@,5i) at -1062.833 1076.628 1341.23 
0453: set_object 95@(51@,5i) XYZ_rotation 4.7 -4.77 -31.58 
0550: keep_object 95@(51@,5i) in_memory 1 
097B: play_audio_at_object 95@(51@,5i) event 1009 
124@ = 1 
0085: 126@ = 51@ // (int) 
51@ = 5 

:ZERO4_17231
51@ += 1 
jump @ZERO4_17028 

:ZERO4_17245
if 
  124@ == 1 
else_jump @ZERO4_17328 
if 
03CA:   object 95@(126@,5i) exists 
else_jump @ZERO4_17328 
if 
0685:   object 95@(126@,5i) attached 
else_jump @ZERO4_17328 
0550: keep_object 95@(126@,5i) in_memory 0 
124@ = 0 
126@ = -1 

:ZERO4_17328
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_17546 
if 
  127@ == 0 
else_jump @ZERO4_17461 
if 
  124@ == 0 
else_jump @ZERO4_17454 
if 
01AF:   car 76@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
else_jump @ZERO4_17454 
05ED: freeze_car 76@ while_on_path 
179@ = 1 
127@ = 1 
164@ = 1 

:ZERO4_17454
jump @ZERO4_17546 

:ZERO4_17461
if 
  124@ == 1 
else_jump @ZERO4_17546 
if 
01AF:   car 76@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
else_jump @ZERO4_17546 
05EE: unfreeze_car 76@ while_on_path 
179@ = 0 
127@ = 0 

:ZERO4_17546
if 
  164@ == 1 
else_jump @ZERO4_17587 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
164@ += 1 

:ZERO4_17587
if 
  164@ == 2 
else_jump @ZERO4_17765 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_17765 
51@ = 0 
52@ = 0 

:ZERO4_17635
if 
  5 > 51@ 
else_jump @ZERO4_17724 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_17710 
if 
003B:   95@(51@,5i) == 150@ // (int) 
else_jump @ZERO4_17710 
52@ = 1 
51@ = 5 

:ZERO4_17710
51@ += 1 
jump @ZERO4_17635 

:ZERO4_17724
if 
  52@ == 1 
else_jump @ZERO4_17765 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
164@ += 1 

:ZERO4_17765
if 
  164@ == 3 
else_jump @ZERO4_17810 
if 
  124@ == 1 
else_jump @ZERO4_17810 
00BE: text_clear_all 
164@ = 99 

:ZERO4_17810
if 
  145@ == 0 
else_jump @ZERO4_19171 
if 
  127@ == 0 
else_jump @ZERO4_18464 
if 
  128@ == 0 
else_jump @ZERO4_18457 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_18457 
116@ = 0 
165@ = 0 
0407: store_coords_to $72 $73 $74 from_car 76@ with_offset 0.0 2.0 0.0 
51@ = 0 

:ZERO4_17930
if 
  10 > 51@ 
else_jump @ZERO4_18117 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_18103 
if 
04E6:   object 85@(51@,10i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_18103 
01BB: store_object 85@(51@,10i) position_to 64@ 65@ 66@ 
0509: 54@ = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
  0.8 > 54@ 
else_jump @ZERO4_18103 
05ED: freeze_car 76@ while_on_path 
127@ = 1 
128@ = 1 
165@ = 1 
jump @ZERO4_18457 

:ZERO4_18103
51@ += 1 
jump @ZERO4_17930 

:ZERO4_18117
51@ = 0 

:ZERO4_18124
if 
  3 > 51@ 
else_jump @ZERO4_18347 
if 
056E:   car 80@(51@,3i) defined 
else_jump @ZERO4_18333 
if 
8119:   not car 80@(51@,3i) wrecked 
else_jump @ZERO4_18333 
if 
01AF:   car 80@(51@,3i) sphere 0 in_sphere $72 $73 $74 radius 2.0 2.0 2.0 
else_jump @ZERO4_18333 
00AA: store_car 80@(51@,3i) position_to 64@ 65@ 66@ 
0509: 54@ = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
  0.9 > 54@ 
else_jump @ZERO4_18333 
05ED: freeze_car 76@ while_on_path 
127@ = 1 
128@ = 1 
165@ = 2 
00BC: show_text_highpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.
jump @ZERO4_18457 

:ZERO4_18333
51@ += 1 
jump @ZERO4_18124 

:ZERO4_18347
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_18431 
if 
01AF:   car 78@ sphere 0 in_sphere $72 $73 $74 radius 1.0 1.0 1.0 
else_jump @ZERO4_18431 
05ED: freeze_car 76@ while_on_path 
127@ = 1 
128@ = 1 
jump @ZERO4_18457 

:ZERO4_18431
if 
  128@ == 1 
else_jump @ZERO4_18457 
116@ = 30000 

:ZERO4_18457
jump @ZERO4_19171 

:ZERO4_18464
if 
  128@ == 1 
else_jump @ZERO4_19171 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_19171 
0407: store_coords_to $72 $73 $74 from_car 76@ with_offset 0.0 2.0 0.0 
128@ = 0 
51@ = 0 

:ZERO4_18541
if 
  10 > 51@ 
else_jump @ZERO4_18716 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_18702 
if 
04E6:   object 85@(51@,10i) near_point $72 $73 $74 radius 2.0 2.0 2.0 flag 0 
else_jump @ZERO4_18702 
01BB: store_object 85@(51@,10i) position_to 64@ 65@ 66@ 
0509: 54@ = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
  0.9 > 54@ 
else_jump @ZERO4_18702 
128@ = 1 
165@ = 1 
jump @ZERO4_19171 

:ZERO4_18702
51@ += 1 
jump @ZERO4_18541 

:ZERO4_18716
51@ = 0 

:ZERO4_18723
if 
  3 > 51@ 
else_jump @ZERO4_18918 
if 
056E:   car 80@(51@,3i) defined 
else_jump @ZERO4_18904 
if 
8119:   not car 80@(51@,3i) wrecked 
else_jump @ZERO4_18904 
if 
01AF:   car 80@(51@,3i) sphere 0 in_sphere $72 $73 $74 radius 1.0 1.0 1.0 
else_jump @ZERO4_18904 
00AA: store_car 80@(51@,3i) position_to 64@ 65@ 66@ 
0509: 54@ = distance_between_XY $72 $73 and_XY 64@ 65@ 
if 
  0.8 > 54@ 
else_jump @ZERO4_18904 
128@ = 1 
165@ = 2 
jump @ZERO4_19171 

:ZERO4_18904
51@ += 1 
jump @ZERO4_18723 

:ZERO4_18918
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_18990 
if 
01AF:   car 78@ sphere 0 in_sphere $72 $73 $74 radius 1.0 1.0 1.0 
else_jump @ZERO4_18990 
128@ = 1 
jump @ZERO4_19171 

:ZERO4_18990
if and
  128@ == 1 
  116@ > 30000 
  3 > 166@ 
else_jump @ZERO4_19098 
if 
  165@ == 1 
else_jump @ZERO4_19057 
00BB: show_text_lowpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.

:ZERO4_19057
if 
  165@ == 2 
else_jump @ZERO4_19091 
00BB: show_text_lowpriority GXT 'Z4_M25' time 5000 flag 1  // ~s~Your Bandit is obstructed by a ~r~RC TIGER~s~. Destroy or lift the tank to allow the Bandit to continue.

:ZERO4_19091
116@ = 0 

:ZERO4_19098
if 
  128@ == 0 
else_jump @ZERO4_19171 
05EE: unfreeze_car 76@ while_on_path 
127@ = 0 
165@ = 0 
00BE: text_clear_all 
if and
  116@ > 1000 
  30000 > 116@ 
else_jump @ZERO4_19171 
166@ += 1 

:ZERO4_19171
if 
  145@ == 0 
else_jump @ZERO4_19591 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_19591 
if 
031E:   car 76@ hit_by_weapon 28 
else_jump @ZERO4_19235 
553@ = 1 
0468: clear_car 76@ last_weapon_damage 

:ZERO4_19235
0227: $8800 = car 76@ health 
$8800 += -1000 
008F: 54@ = integer $8800 to_float 
54@ /= 1000.0 
54@ *= 100.0 
0090: $8800 = float 54@ to_integer 
if 
001F:   143@ > $8800 // (int) 
else_jump @ZERO4_19320 
144@ = 1 
115@ = 0 

:ZERO4_19320
008B: 143@ = $8800 // (int) 
if 
  144@ == 1 
else_jump @ZERO4_19416 
if 
  127@ == 1 
else_jump @ZERO4_19376 
05EE: unfreeze_car 76@ while_on_path 
127@ = 0 

:ZERO4_19376
if 
060E:   car 76@ assigned_to_path 
else_jump @ZERO4_19416 
06FD: set_car 76@ speed_on_path_to -0.2 
144@ += 1 
115@ = 0 

:ZERO4_19416
if 
  144@ == 2 
else_jump @ZERO4_19467 
if 
  115@ > 4000 
else_jump @ZERO4_19467 
144@ += 1 
115@ = 0 

:ZERO4_19467
if 
  144@ == 3 
else_jump @ZERO4_19521 
06FD: set_car 76@ speed_on_path_to 0.5 
05ED: freeze_car 76@ while_on_path 
127@ = 1 
115@ = 0 
144@ += 1 

:ZERO4_19521
if 
  144@ == 4 
else_jump @ZERO4_19591 
if 
  115@ > 4000 
else_jump @ZERO4_19591 
05EE: unfreeze_car 76@ while_on_path 
127@ = 0 
144@ = 0 
115@ = 0 
128@ = 0 

:ZERO4_19591
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_20541 
if 
  554@ == 1 
else_jump @ZERO4_20541 
if 
   not 130@ == 0 
else_jump @ZERO4_20534 
if 
  556@ == 1 
else_jump @ZERO4_20085 
00AA: store_car 78@ position_to 64@ 65@ 66@ 
02CE: 66@ = ground_z_at 64@ 65@ 66@ 
51@ = 0 
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 0.0 1.7 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_19769 
51@ = 1 

:ZERO4_19769
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 0.0 -1.7 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_19842 
51@ = 1 

:ZERO4_19842
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 0.2 0.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_19915 
51@ = 1 

:ZERO4_19915
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset -0.2 0.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_19988 
51@ = 1 

:ZERO4_19988
if 
  51@ == 1 
else_jump @ZERO4_20071 
0382: set_object 150@ collision_detection 0 
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_20064 
07D5: set_car 78@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20064
jump @ZERO4_20085 

:ZERO4_20071
0382: set_object 150@ collision_detection 1 
554@ = 0 

:ZERO4_20085
if 
  555@ == 1 
else_jump @ZERO4_20527 
00AA: store_car 78@ position_to 64@ 65@ 66@ 
02CE: 66@ = ground_z_at 64@ 65@ 66@ 
51@ = 0 
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 0.0 1.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_20211 
51@ = 1 

:ZERO4_20211
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 0.0 -1.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_20284 
51@ = 1 

:ZERO4_20284
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset 1.0 0.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_20357 
51@ = 1 

:ZERO4_20357
0400: store_coords_to $72 $73 $74 from_object 150@ with_offset -1.0 0.0 0.0 
0089: 54@ = $74 // (float) 
54@ += 0.5 
if 
0027:   66@ > $74 // (float) 
else_jump @ZERO4_20430 
51@ = 1 

:ZERO4_20430
if 
  51@ == 1 
else_jump @ZERO4_20513 
0382: set_object 150@ collision_detection 0 
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_20506 
07D5: set_car 78@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_20506
jump @ZERO4_20527 

:ZERO4_20513
0382: set_object 150@ collision_detection 1 
554@ = 0 

:ZERO4_20527
jump @ZERO4_20541 

:ZERO4_20534
554@ = 0 

:ZERO4_20541
if 
8119:   not car 78@ wrecked 
else_jump @ZERO4_21756 
if 
  130@ == 0 
else_jump @ZERO4_21464 
if 
  131@ == 0 
else_jump @ZERO4_21435 
if 
0A52:   is_widget_released 67 
else_jump @ZERO4_21421 
if 
  111@ > 1000 
else_jump @ZERO4_21407 
131@ = 1 
0407: store_coords_to $72 $73 $74 from_car 78@ with_offset 0.0 0.0 -1.0 
51@ = 0 

:ZERO4_20670
if 
  10 > 51@ 
else_jump @ZERO4_20956 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_20942 
if 
04E6:   object 85@(51@,10i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_20942 
52@ = 0 
if 
0685:   object 85@(51@,10i) attached 
else_jump @ZERO4_20788 
52@ = 1 

:ZERO4_20788
if 
  52@ == 0 
else_jump @ZERO4_20942 
0085: 150@ = 85@(51@,10i) // (int) 
0176: 54@ = object 85@(51@,10i) Z_angle 
0681: attach_object 150@ to_car 78@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_20892 
097B: play_audio_at_object 150@ event 1009 

:ZERO4_20892
0382: set_object 102@ collision_detection 1 
050E: set_object 150@ no_collision_with_car 78@ 
51@ = 10 
130@ = 1 
555@ = 1 
554@ = 1 
jump @ZERO4_21400 

:ZERO4_20942
51@ += 1 
jump @ZERO4_20670 

:ZERO4_20956
51@ = 0 

:ZERO4_20963
if 
  5 > 51@ 
else_jump @ZERO4_21185 
if 
03CA:   object 95@(51@,5i) exists 
else_jump @ZERO4_21171 
if 
04E6:   object 95@(51@,5i) near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_21171 
0085: 150@ = 95@(51@,5i) // (int) 
0681: attach_object 150@ to_car 78@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_21121 
097B: play_audio_at_object 150@ event 1009 

:ZERO4_21121
0382: set_object 102@ collision_detection 1 
050E: set_object 150@ no_collision_with_car 78@ 
51@ = 6 
130@ = 1 
556@ = 1 
554@ = 1 
jump @ZERO4_21400 

:ZERO4_21171
51@ += 1 
jump @ZERO4_20963 

:ZERO4_21185
if 
03CA:   object 100@ exists 
else_jump @ZERO4_21400 
if 
04E6:   object 100@ near_point $72 $73 $74 radius 1.0 1.0 1.0 flag 0 
else_jump @ZERO4_21400 
0085: 150@ = 100@ // (int) 
0681: attach_object 150@ to_car 78@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_21364 
if 
09FC:   anything_entered_objects_position 150@ 
else_jump @ZERO4_21356 
07D5: set_car 78@ velocity_in_direction_XYZ 0.0 0.0 0.1 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_21356
097B: play_audio_at_object 150@ event 1009 

:ZERO4_21364
0382: set_object 102@ collision_detection 1 
050E: set_object 150@ no_collision_with_car 78@ 
130@ = 1 
557@ = 1 
jump @ZERO4_21400 

:ZERO4_21400
jump @ZERO4_21414 

:ZERO4_21407
131@ = 0 

:ZERO4_21414
jump @ZERO4_21428 

:ZERO4_21421
131@ = 0 

:ZERO4_21428
jump @ZERO4_21457 

:ZERO4_21435
if 
0A52:   is_widget_released 67 
else_jump @ZERO4_21457 
131@ = 0 

:ZERO4_21457
jump @ZERO4_21756 

:ZERO4_21464
if 
  131@ == 1 
else_jump @ZERO4_21511 
if 
8A52:   not is_widget_released 67 
else_jump @ZERO4_21504 
131@ = 0 

:ZERO4_21504
jump @ZERO4_21756 

:ZERO4_21511
if 
0A52:   is_widget_released 67 
else_jump @ZERO4_21756 
if 
03CA:   object 150@ exists 
else_jump @ZERO4_21683 
if 
89FC:   not anything_entered_objects_position 150@ 
else_jump @ZERO4_21676 
0682: detach_object 150@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 102@ collision_detection 1 
130@ = 0 
111@ = 0 
if 
003B:   150@ == 100@ // (int) 
else_jump @ZERO4_21641 
129@ = 1 
04D9: object 100@ set_scripted_collision_check 1 
110@ = 0 

:ZERO4_21641
150@ = 0 
131@ = 1 
557@ = 0 
556@ = 0 
555@ = 0 

:ZERO4_21676
jump @ZERO4_21756 

:ZERO4_21683
if 
056E:   car 84@ defined 
else_jump @ZERO4_21756 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 102@ collision_detection 1 
130@ = 0 
111@ = 0 
84@ = 0 
131@ = 1 

:ZERO4_21756
if 
03CA:   object 100@ exists 
else_jump @ZERO4_21879 
if 
  129@ == 1 
else_jump @ZERO4_21872 
if or
04DA:   has_object 100@ collided 
  110@ > 10000 
else_jump @ZERO4_21872 
if 
  110@ > 500 
else_jump @ZERO4_21872 
01BB: store_object 100@ position_to $72 $73 $74 
020C: create_explosion_with_radius 11 at $72 $73 $74 
0108: destroy_object 100@ 
129@ = 0 

:ZERO4_21872
jump @ZERO4_21919 

:ZERO4_21879
029B: 100@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 100@ Z_angle_to 90.0 
129@ = 0 

:ZERO4_21919
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_22101 
0085: 51@ = 118@ // (int) 

:ZERO4_21943
if 
  117 > 51@ 
else_jump @ZERO4_22076 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_22055 
if 
01AD:   car 76@ sphere 0 near_point 199@(51@,117f) 316@(51@,117f) radius 1.0 1.0 
else_jump @ZERO4_22041 
0085: 118@ = 51@ // (int) 
118@ += 1 
jump @ZERO4_22048 

:ZERO4_22041
51@ = 117 

:ZERO4_22048
jump @ZERO4_22062 

:ZERO4_22055
118@ = 0 

:ZERO4_22062
51@ += 1 
jump @ZERO4_21943 

:ZERO4_22076
if 
  118@ > 116 
else_jump @ZERO4_22101 
118@ = 116 

:ZERO4_22101
if 
8119:   not car 79@ wrecked 
else_jump @ZERO4_23184 
if 
  132@ == 0 
else_jump @ZERO4_22463 
133@ = -1 
51@ = 3 

:ZERO4_22149
if 
  10 > 51@ 
else_jump @ZERO4_22216 
if 
83CA:   not object 85@(51@,10i) exists 
else_jump @ZERO4_22202 
0085: 133@ = 51@ // (int) 
51@ = 10 

:ZERO4_22202
51@ += 1 
jump @ZERO4_22149 

:ZERO4_22216
if 
  133@ > -1 
else_jump @ZERO4_22368 
0107: 85@(133@,10i) = create_object #BARREL2 at 0.0 0.0 0.0 
0681: attach_object 85@(133@,10i) to_car 79@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
if 
03CA:   object 85@(133@,10i) exists 
else_jump @ZERO4_22335 
097B: play_audio_at_object 85@(133@,10i) event 1009 

:ZERO4_22335
0382: set_object 103@ collision_detection 0 
050E: set_object 85@(133@,10i) no_collision_with_car 79@ 
132@ += 1 
jump @ZERO4_22463 

:ZERO4_22368
51@ = 3 

:ZERO4_22375
if 
  10 > 51@ 
else_jump @ZERO4_22463 
if 
03CA:   object 85@(51@,10i) exists 
else_jump @ZERO4_22449 
if 
82CC:   not object 85@(51@,10i) bounding_sphere_visible 
else_jump @ZERO4_22449 
0108: destroy_object 85@(51@,10i) 
51@ = 10 

:ZERO4_22449
51@ += 1 
jump @ZERO4_22375 

:ZERO4_22463
if 
  132@ == 1 
else_jump @ZERO4_22578 
0085: 134@ = 118@ // (int) 
134@ += 30 
if 
  134@ > 114 
else_jump @ZERO4_22521 
134@ = 114 

:ZERO4_22521
04DF: set_heli 79@ lean_and_thrust_limiter 0 
0853: unknown_heli 79@ flag 0 
04A2: set_heli 79@ fly_to 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) altitude_between 5.0 and 352.0 
132@ += 1 

:ZERO4_22578
if 
  132@ == 2 
else_jump @ZERO4_22861 
if 
01AF:   car 79@ sphere 0 in_sphere 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) radius 5.0 5.0 15.0 
else_jump @ZERO4_22766 
if 
001D:   118@ > 134@ // (int) 
else_jump @ZERO4_22752 
0085: 134@ = 118@ // (int) 
134@ += 10 
if 
  134@ > 114 
else_jump @ZERO4_22709 
134@ = 114 

:ZERO4_22709
04A2: set_heli 79@ fly_to 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) altitude_between 5.0 and 352.0 
jump @ZERO4_22759 

:ZERO4_22752
132@ += 1 

:ZERO4_22759
jump @ZERO4_22861 

:ZERO4_22766
if 
001D:   118@ > 134@ // (int) 
else_jump @ZERO4_22861 
0085: 134@ = 118@ // (int) 
134@ += 10 
if 
  134@ > 114 
else_jump @ZERO4_22825 
134@ = 114 

:ZERO4_22825
04A2: set_heli 79@ fly_to 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) altitude_between 5.0 and 352.0 

:ZERO4_22861
if 
  132@ == 3 
else_jump @ZERO4_22922 
04A2: set_heli 79@ fly_to 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) altitude_between 1.0 and 343.0 
132@ += 1 

:ZERO4_22922
if 
  132@ == 4 
else_jump @ZERO4_23001 
if 
01AF:   car 79@ sphere 0 in_sphere 199@(134@,117f) 316@(134@,117f) 433@(134@,117f) radius 1.5 1.5 5.0 
else_jump @ZERO4_23001 
132@ += 1 

:ZERO4_23001
if 
  132@ == 5 
else_jump @ZERO4_23059 
0682: detach_object 85@(133@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 103@ collision_detection 1 
132@ += 1 

:ZERO4_23059
if 
  132@ == 6 
else_jump @ZERO4_23114 
04A2: set_heli 79@ fly_to -1131.694 1041.791 1345.141 altitude_between 5.0 and 350.0 
132@ += 1 

:ZERO4_23114
if 
  132@ == 7 
else_jump @ZERO4_23177 
if 
01AD:   car 79@ sphere 0 near_point -1131.694 1041.791 radius 4.0 4.0 
else_jump @ZERO4_23177 
132@ = 0 

:ZERO4_23177
jump @ZERO4_23219 

:ZERO4_23184
if 
   not 132@ == 99 
else_jump @ZERO4_23219 
01C3: remove_references_to_car 79@ 
0164: disable_marker 106@ 
132@ = 99 

:ZERO4_23219
51@ = 0 

:ZERO4_23226
if 
  3 > 51@ 
else_jump @ZERO4_23538 
if 
8119:   not car 80@(51@,3i) wrecked 
else_jump @ZERO4_23524 
52@ = 0 

:ZERO4_23271
if 
  10 > 52@ 
else_jump @ZERO4_23524 
if 
03CA:   object 85@(52@,10i) exists 
else_jump @ZERO4_23510 
if 
0897:   car 80@(51@,3i) collided_with_object 85@(52@,10i) 
else_jump @ZERO4_23510 
05A8: get_object 85@(52@,10i) speed_to 54@ 
if 
  54@ > 5.0 
else_jump @ZERO4_23426 
0227: 53@ = car 80@(51@,3i) health 
53@ += -200 
if 
  0 >= 53@ 
else_jump @ZERO4_23414 
53@ = 1 

:ZERO4_23414
0224: set_car 80@(51@,3i) health_to 53@ 

:ZERO4_23426
if 
  130@ == 1 
else_jump @ZERO4_23510 
if 
003B:   150@ == 85@(52@,10i) // (int) 
else_jump @ZERO4_23510 
0682: detach_object 150@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 102@ collision_detection 1 
130@ = 0 
111@ = 0 

:ZERO4_23510
52@ += 1 
jump @ZERO4_23271 

:ZERO4_23524
51@ += 1 
jump @ZERO4_23226 

:ZERO4_23538
52@ = 0 

:ZERO4_23545
if 
  3 > 52@ 
else_jump @ZERO4_23592 
0085: 559@ = 52@ // (int) 
gosub @ZERO4_24725 
52@ += 1 
jump @ZERO4_23545 

:ZERO4_23592
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_23670 
if 
01AF:   car 76@ sphere 0 in_sphere -1131.6 1057.7 1345.7 radius 2.5 2.5 2.0 
else_jump @ZERO4_23670 
gosub @ZERO4_24242 
44@ = 1 

:ZERO4_23670
if or
0736:   is_keyboard_key_just_pressed 70 
0A52:   is_widget_released 71 
else_jump @ZERO4_23703 
gosub @ZERO4_23974 
45@ = 1 

:ZERO4_23703
if 
  119@ == 0 
else_jump @ZERO4_23751 
gosub @ZERO4_23974 
00BC: show_text_highpriority GXT 'Z4_M15' time 5000 flag 1  // ~r~All your Bandits have been destroyed.
45@ = 1 

:ZERO4_23751
if 
  135@ == 0 
else_jump @ZERO4_23799 
gosub @ZERO4_23974 
00BC: show_text_highpriority GXT 'Z4_M13' time 5000 flag 1  // ~r~All your Goblins are destroyed.
45@ = 1 

:ZERO4_23799
if 
  0 >= $8799 
else_jump @ZERO4_23847 
gosub @ZERO4_23974 
00BC: show_text_highpriority GXT 'Z4_M12' time 5000 flag 1  // ~r~You ran out of time.
45@ = 1 

:ZERO4_23847
if 
  43@ == 99 
else_jump @ZERO4_23872 
gosub @ZERO4_26423 

:ZERO4_23872
if 
  46@ == 0 
else_jump @ZERO4_23972 
if 
  45@ == 0 
else_jump @ZERO4_23956 
if 
  44@ == 0 
else_jump @ZERO4_23940 
jump @ZERO4_133 
jump @ZERO4_23949 

:ZERO4_23940
gosub @ZERO4_26504 
return 

:ZERO4_23949
jump @ZERO4_23965 

:ZERO4_23956
gosub @ZERO4_26481 
return 

:ZERO4_23965
jump @ZERO4_23974 

:ZERO4_23972
return 

:ZERO4_23974
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03E6: remove_text_box 
014F: stop_timer $8799 
0151: remove_status_text $8800 
wait 100 
0209: 70@ = random_int_in_ranges 0 3 
0871: init_jump_table 70@ total_jumps 3 default_jump 0 @ZERO4_24173 jumps 0 @ZERO4_24080 1 @ZERO4_24111 2 @ZERO4_24142 -1 @ZERO4_24173 -1 @ZERO4_24173 -1 @ZERO4_24173 -1 @ZERO4_24173 

:ZERO4_24080
05A9: s$1041 = 'ZER4_NA' // s$  // Failure... I only hope you are happy, Carl...I for one, am not.
04AE: $1043 = 45246 // = constant 
jump @ZERO4_24173 

:ZERO4_24111
05A9: s$1041 = 'ZER4_NB' // s$  // Berkley, this is not the end of this, DO YOU HEAR ME?
04AE: $1043 = 45247 // = constant 
jump @ZERO4_24173 

:ZERO4_24142
05A9: s$1041 = 'ZER4_NC' // s$  // It's always one lazy soldier who lets the whole side down...isn't it, Carl?
04AE: $1043 = 45248 // = constant 
jump @ZERO4_24173 

:ZERO4_24173
create_thread @AUDIOL -1 0 1 1 0 
wait 100 

:ZERO4_24195
if 
  $1040 == 1 
else_jump @ZERO4_24224 
wait 0 
jump @ZERO4_24195 

:ZERO4_24224
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
return 

:ZERO4_24242
014F: stop_timer $8799 
0151: remove_status_text $8800 
70@ = 0 

:ZERO4_24259
if 
  558@ == 0 
else_jump @ZERO4_24723 
wait 0 
if and
  41@ > 1000 
  $1040 == 0 
else_jump @ZERO4_24716 
0871: init_jump_table 70@ total_jumps 8 default_jump 0 @ZERO4_24666 jumps 0 @ZERO4_24435 1 @ZERO4_24466 2 @ZERO4_24497 3 @ZERO4_24528 4 @ZERO4_24559 5 @ZERO4_24590 6 @ZERO4_24621 
0872: jump_table_jumps 7 @ZERO4_24652 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 -1 @ZERO4_24666 

:ZERO4_24435
05A9: s$1041 = 'ZER4_OA' // s$  // Ha ha! HA!
04AE: $1043 = 45249 // = constant 
jump @ZERO4_24666 

:ZERO4_24466
05A9: s$1041 = 'ZER4_OB' // s$  // Berkley, you sir, are a loser.
04AE: $1043 = 45250 // = constant 
jump @ZERO4_24666 

:ZERO4_24497
05A9: s$1041 = 'ZER4_OC' // s$  // Leave the field of battle in shame,
04AE: $1043 = 45251 // = constant 
jump @ZERO4_24666 

:ZERO4_24528
05A9: s$1041 = 'ZER4_OD' // s$  // pack up your crummy mail order model business
04AE: $1043 = 45252 // = constant 
jump @ZERO4_24666 

:ZERO4_24559
05A9: s$1041 = 'ZER4_OE' // s$  // and GET OUT OF MY TOWN!
04AE: $1043 = 45253 // = constant 
jump @ZERO4_24666 

:ZERO4_24590
05A9: s$1041 = 'ZER4_OF' // s$  // Carl, you were all a duelist like me could want in a second.
04AE: $1043 = 45254 // = constant 
jump @ZERO4_24666 

:ZERO4_24621
05A9: s$1041 = 'ZER4_OG' // s$  // Sir, I salute you!
04AE: $1043 = 45255 // = constant 
jump @ZERO4_24666 

:ZERO4_24652
558@ = 1 
jump @ZERO4_24666 

:ZERO4_24666
if 
  558@ == 0 
else_jump @ZERO4_24716 
create_thread @AUDIOL -1 0 1 1 0 
41@ = 0 
70@ += 1 

:ZERO4_24716
jump @ZERO4_24259 

:ZERO4_24723
return 

:ZERO4_24725
if 
8119:   not car 80@(559@,3i) wrecked 
else_jump @ZERO4_26372 
if 
  147@(559@,3i) == 0 
else_jump @ZERO4_25486 
if 
003B:   47@ == 559@ // (int) 
else_jump @ZERO4_25479 
if 
8119:   not car 76@ wrecked 
else_jump @ZERO4_24874 
00AA: store_car 76@ position_to $72 $73 $74 
if 
01AF:   car 80@(559@,3i) sphere 0 in_sphere $72 $73 $74 radius 10.0 10.0 3.0 
else_jump @ZERO4_24874 
0085: 147@(559@,3i) = 76@ // (int) 

:ZERO4_24874
if 
   not 136@(559@,3i) == 99 
else_jump @ZERO4_25479 
if 
  147@(559@,3i) == 0 
else_jump @ZERO4_25479 
if 
  136@(559@,3i) == 0 
else_jump @ZERO4_25107 
0085: 51@ = 139@(559@,3i) // (int) 
if 
  559@ == 0 
else_jump @ZERO4_25000 
02C2: car 80@(559@,3i) drive_to 181@(51@,2f) 183@(51@,2f) 185@(51@,2f) 

:ZERO4_25000
if 
  559@ == 1 
else_jump @ZERO4_25048 
02C2: car 80@(559@,3i) drive_to 187@(51@,2f) 189@(51@,2f) 191@(51@,2f) 

:ZERO4_25048
if 
  559@ == 2 
else_jump @ZERO4_25096 
02C2: car 80@(559@,3i) drive_to 193@(51@,2f) 195@(51@,2f) 197@(51@,2f) 

:ZERO4_25096
136@(559@,3i) += 1 

:ZERO4_25107
if 
  136@(559@,3i) == 1 
else_jump @ZERO4_25479 
0085: 51@ = 139@(559@,3i) // (int) 
if 
  559@ == 0 
else_jump @ZERO4_25239 
if 
01AF:   car 80@(559@,3i) sphere 0 in_sphere 181@(51@,2f) 183@(51@,2f) 185@(51@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25239 
139@(559@,3i) += 1 
136@(559@,3i) = 0 

:ZERO4_25239
if 
  559@ == 1 
else_jump @ZERO4_25337 
if 
01AF:   car 80@(559@,3i) sphere 0 in_sphere 187@(51@,2f) 189@(51@,2f) 191@(51@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25337 
139@(559@,3i) += 1 
136@(559@,3i) = 0 

:ZERO4_25337
if 
  559@ == 2 
else_jump @ZERO4_25435 
if 
01AF:   car 80@(559@,3i) sphere 0 in_sphere 193@(51@,2f) 195@(51@,2f) 197@(51@,2f) radius 2.0 2.0 1.0 
else_jump @ZERO4_25435 
139@(559@,3i) += 1 
136@(559@,3i) = 0 

:ZERO4_25435
if 
  139@(559@,3i) > 1 
else_jump @ZERO4_25479 
136@(559@,3i) = 99 
139@(559@,3i) = 0 

:ZERO4_25479
jump @ZERO4_26365 

:ZERO4_25486
if 
8119:   not car 147@(559@,3i) wrecked 
else_jump @ZERO4_26354 
00AA: store_car 147@(559@,3i) position_to $72 $73 $74 
if 
01AF:   car 80@(559@,3i) sphere 0 in_sphere $72 $73 $74 radius 10.0 10.0 3.0 
else_jump @ZERO4_26336 
0174: 54@ = car 80@(559@,3i) Z_angle 
00AA: store_car 80@(559@,3i) position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to 55@ 
0087: 56@ = 55@ // (float) 
0063: 56@ -= 54@ // (float) 
if 
  56@ > 180.0 
else_jump @ZERO4_25690 
56@ += -360.0 

:ZERO4_25690
if 
  -180.0 > 56@ 
else_jump @ZERO4_25721 
56@ += 360.0 

:ZERO4_25721
56@ *= 0.1 
005B: 54@ += 56@ // (float) 
0175: set_car 80@(559@,3i) Z_angle_to 54@ 
if 
  112@(559@,3i) > 500 
else_jump @ZERO4_26329 
00AA: store_car 147@(559@,3i) position_to $72 $73 $74 
00AA: store_car 80@(559@,3i) position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
0407: store_coords_to $72 $73 $74 from_car 80@(559@,3i) with_offset 0.0 1.0 0.0 
0089: 61@ = $72 // (float) 
0063: 61@ -= 64@ // (float) 
0089: 62@ = $73 // (float) 
0063: 62@ -= 65@ // (float) 
0089: 63@ = $74 // (float) 
0063: 63@ -= 66@ // (float) 
05A4: get_angle_between_vectors_origin_to 58@ 59@ and_origin_to 61@ 62@ store_to 54@ 
if 
  5.0 > 54@ 
else_jump @ZERO4_26329 
05A4: get_angle_between_vectors_origin_to 1.0 60@ and_origin_to 1.0 0.0 store_to 54@ 
if 
  45.0 > 54@ 
else_jump @ZERO4_26329 
0407: store_coords_to 560@ 561@ 562@ from_car 80@(559@,3i) with_offset 0.0 1.5 0.35 
00AA: store_car 147@(559@,3i) position_to $72 $73 $74 
0089: 58@ = $72 // (float) 
0063: 58@ -= 560@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 561@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 562@ // (float) 
050A: 54@ = distance_between_XYZ $72 $73 $74 and_XYZ 560@ 561@ 562@ 
0073: 58@ /= 54@ // (float) 
0073: 59@ /= 54@ // (float) 
0073: 60@ /= 54@ // (float) 
58@ *= 10.0 
59@ *= 10.0 
60@ *= 10.0 
0087: 563@ = 560@ // (float) 
005B: 563@ += 58@ // (float) 
0087: 564@ = 561@ // (float) 
005B: 564@ += 59@ // (float) 
0087: 565@ = 562@ // (float) 
005B: 565@ += 60@ // (float) 
if 
003B:   147@(559@,3i) == 76@ // (int) 
else_jump @ZERO4_26284 
00BC: show_text_highpriority GXT 'Z4_M19' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is taking damage from a ~r~tank~s~! Use the bombs at your base to attack!

:ZERO4_26284
09F7: play_audio_at_car 80@(559@,3i) event 1157 
06BC: create_M4_shoot_from 560@ 561@ 562@ target 563@ 564@ 565@ energy 50 
112@(559@,3i) = 0 

:ZERO4_26329
jump @ZERO4_26347 

:ZERO4_26336
147@(559@,3i) = 0 

:ZERO4_26347
jump @ZERO4_26365 

:ZERO4_26354
147@(559@,3i) = 0 

:ZERO4_26365
jump @ZERO4_26421 

:ZERO4_26372
if 
075C:   marker 107@(559@,3i) enabled 
else_jump @ZERO4_26412 
0164: disable_marker 107@(559@,3i) 
112@(559@,3i) = 0 

:ZERO4_26412
01C3: remove_references_to_car 80@(559@,3i) 

:ZERO4_26421
return 

:ZERO4_26423
42@ += 1 
43@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
return 

:ZERO4_26481
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
wait 5000 
return 

:ZERO4_26504
return 

:ZERO4_26506
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:ZERO4_26520
if 
fading 
else_jump @ZERO4_26544 
wait 0 
jump @ZERO4_26520 

:ZERO4_26544
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
03CB: set_rendering_origin_at -2246.983 136.9301 34.3125 
04E4: refresh_game_renderer_at -2246.983 136.9301 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 

:ZERO4_26642
if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
else_jump @ZERO4_26669 
wait 0 
jump @ZERO4_26642 

:ZERO4_26669
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2244.669 132.1672 34.3203 
057E: set_radar_grey 0 
09AC: disable_map_icons 0 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
00A6: destroy_car 79@ 
00A6: destroy_car 80@ 
00A6: destroy_car 81@ 
00A6: destroy_car 82@ 
51@ = 0 

:ZERO4_26770
if 
  10 > 51@ 
else_jump @ZERO4_26811 
0108: destroy_object 85@(51@,10i) 
51@ += 1 
jump @ZERO4_26770 

:ZERO4_26811
51@ = 0 

:ZERO4_26818
if 
  5 > 51@ 
else_jump @ZERO4_26859 
0108: destroy_object 95@(51@,5i) 
51@ += 1 
jump @ZERO4_26818 

:ZERO4_26859
0108: destroy_object 100@ 
0826: enable_hud 1 
014F: stop_timer $8799 
0151: remove_status_text $8800 
0249: release_model 441 
0249: release_model 564 
0249: release_model 501 
0249: release_model 481 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0254: restore_current_time 
01B7: release_weather 
if 
  44@ == 1 
else_jump @ZERO4_27268 
04A6: $3295 = create_asset_money_pickup_at -2243.007 136.9601 34.8203 money $3294 $3294 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 500 

:ZERO4_27014
if 
fading 
else_jump @ZERO4_27038 
wait 0 
jump @ZERO4_27014 

:ZERO4_27038
03CB: set_rendering_origin_at -2254.872 133.2548 38.7597 
015F: set_camera_position -2254.872 133.2548 38.7597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2253.899 133.2602 38.527 switchstyle 2 
fade 1 500 

:ZERO4_27113
if 
fading 
else_jump @ZERO4_27137 
wait 0 
jump @ZERO4_27113 

:ZERO4_27137
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position -2246.787 136.6037 36.2636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2245.825 136.601 35.9893 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3294 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:ZERO4_27244
if 
fading 
else_jump @ZERO4_27268 
wait 0 
jump @ZERO4_27244 

:ZERO4_27268
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
04DB: exit_RC_mode // on foot version 
if 
  44@ == 1 
else_jump @ZERO4_27361 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0318: set_latest_mission_passed 'ZERO_4'  // New Model Army
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 7000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $526 
$541 += 1 

:ZERO4_27361
01BD: $183 = current_time_in_ms 
01B4: set_player $PLAYER_CHAR can_move 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 75---------------
// Originally: Monster

:TORENO1
thread 'TORENO1' 
gosub @TORENO1_47 
if 
wasted_or_busted 
else_jump @TORENO1_38 
gosub @TORENO1_9677 

:TORENO1_38
gosub @TORENO1_9767 
end_thread 

:TORENO1_47
$ONMISSION = 1 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
01B5: force_weather 14 
054C: use_GXT_table 'TORENO1' 
02E4: load_cutscene_data 'DESERT1' 

:TORENO1_90
if 
86B9:   not cutscene_data_loaded 
else_jump @TORENO1_114 
wait 0 
jump @TORENO1_90 

:TORENO1_114
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:TORENO1_147
if 
82E9:   not cutscene_reached_end 
else_jump @TORENO1_171 
wait 0 
jump @TORENO1_147 

:TORENO1_171
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:TORENO1_184
if 
fading 
else_jump @TORENO1_208 
wait 0 
jump @TORENO1_184 

:TORENO1_208
02EA: end_cutscene 
01B7: release_weather 
wait 0 
42@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
89@ = 0 
90@ = 0 
91@ = 0 
92@ = 0 
42@ = 0 
46@ = 0 
94@ = 0 
201@ = 33 
44@ = 35 
58@ = 582.7242 
65@ = 356.2812 
72@ = 60.2072 
79@ = 52.2072 
59@ = 581.7789 
66@ = 329.3647 
73@ = 0.5427 
80@ = 2.0841 
60@ = 569.0 
67@ = 323.5937 
74@ = 0.7585 
81@ = 3.8106 
61@ = 577.7526 
68@ = 335.6341 
75@ = 0.4929 
82@ = 1.8511 
62@ = 583.3384 
69@ = 355.0323 
76@ = 0.4993 
83@ = 2.637 
63@ = 582.7242 
70@ = 356.2812 
77@ = 64.2072 
84@ = 56.2072 
64@ = 582.7242 
71@ = 356.2812 
78@ = 66.2072 
85@ = 58.2072 
96@ = -824.7935 
131@ = 1078.275 
166@ = 34.9479 
97@ = -955.9566 
132@ = 1359.621 
167@ = 33.8826 
98@ = -1030.999 
133@ = 1446.298 
168@ = 38.34 
99@ = -1132.675 
134@ = 1759.152 
169@ = 35.3673 
100@ = -1088.92 
135@ = 1981.801 
170@ = 125.1471 
101@ = -990.0067 
136@ = 2014.025 
171@ = 113.5758 
102@ = -1028.137 
137@ = 2116.468 
172@ = 88.2456 
103@ = -1102.431 
138@ = 2369.945 
173@ = 84.0834 
104@ = -1130.04 
139@ = 2323.309 
174@ = 87.9125 
105@ = -1150.184 
140@ = 2261.943 
175@ = 96.1878 
106@ = -1293.377 
141@ = 2221.605 
176@ = 98.322 
107@ = -1349.91 
142@ = 2342.396 
177@ = 94.5565 
108@ = -1285.214 
143@ = 2441.422 
178@ = 88.557 
109@ = -1248.606 
144@ = 2596.99 
179@ = 89.817 
110@ = -1174.87 
145@ = 2304.589 
180@ = 113.1954 
111@ = -1094.353 
146@ = 2304.949 
181@ = 85.4543 
112@ = -1108.603 
147@ = 2491.693 
182@ = 79.8438 
113@ = -1224.763 
148@ = 2680.323 
183@ = 46.8193 
114@ = -1333.673 
149@ = 2660.205 
184@ = 49.0624 
115@ = -1622.432 
150@ = 2670.262 
185@ = 53.5027 
116@ = -1646.642 
151@ = 2478.291 
186@ = 85.833 
117@ = -1742.658 
152@ = 2458.663 
187@ = 71.4663 
118@ = -1687.3 
153@ = 2394.693 
188@ = 58.0739 
119@ = -1752.384 
154@ = 2299.294 
189@ = 37.9221 
120@ = -1687.584 
155@ = 2336.405 
190@ = 32.4859 
121@ = -1575.405 
156@ = 2275.412 
191@ = 55.2948 
122@ = -1508.816 
157@ = 1929.009 
192@ = 46.1035 
123@ = -1330.147 
158@ = 1888.01 
193@ = 46.2572 
124@ = -1147.85 
159@ = 1721.926 
194@ = 43.41 
125@ = -1036.475 
160@ = 1564.297 
195@ = 32.8195 
126@ = -995.6179 
161@ = 1395.26 
196@ = 40.9086 
127@ = -810.2653 
162@ = 1149.114 
197@ = 33.024 
128@ = -702.602 
163@ = 1118.19 
198@ = 35.5621 
129@ = -700.9643 
164@ = 955.246 
199@ = 12.7168 
42@ = 0 

:TORENO1_1663
if 
  34 > 42@ 
else_jump @TORENO1_1709 
166@(42@,35f) -= 1.0 
42@ += 1 
jump @TORENO1_1663 

:TORENO1_1709
42@ = 0 
229@ = 0 
230@ = 1 
231@ = 2 
232@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
237@ = 0 
238@ = 0 
05A9: s$8811[1] = 'DES1_BA' // s$  // Here's the deal, this is all about speed and commitment.
05A9: s$8811[2] = 'DES1_BB' // s$  // You got a GPS in the cab. Get to each set of map coordinates as quick as you can.
05A9: s$8811[3] = 'DES1_BC' // s$  // Make it to all the coordinates then get the truck back here.
05A9: s$8811[4] = 'DES1_BD' // s$  // Lose the truck and you fail.
05A9: s$8811[5] = 'DES1_BE' // s$  // First, what's a GPS? Second, fail what?
05A9: s$8811[6] = 'DES1_BF' // s$  // Sorry, need-to-know basis only!
05A9: s$8811[7] = 'DES1_BG' // s$  // Oh, one more thing, this baby's got four-wheel steering.
05A9: s$8811[8] = 'DES1_BH' // s$  // Good luck!
05A9: s$8811[9] = 'DES1_CA' // s$  // OK, the boss was right about you!
05A9: s$8811[10] = 'DES1_CB' // s$  // Not bad at all, I'm semi-hard.
05A9: s$8811[11] = 'DES1_CC' // s$  // Boy, by the skin of your teeth.
05A9: s$8811[12] = 'DES1_CD' // s$  // The boss will be in touch.
05A9: s$8811[13] = 'DES1_CE' // s$  // Sorry pal, you're not what the boss is looking for.
05A9: s$8811[14] = 'DES1_CF' // s$  // Luck.
05A9: s$8811[15] = 'DES1_CG' // s$  // Pretty good for a ghetto boy...
05A9: s$8811[16] = 'DES1_BJ' // s$  // And third, who the fuck are you?
04AF: 213@ = 12817 // = constant 
04AF: 214@ = 12818 // = constant 
04AF: 215@ = 12819 // = constant 
04AF: 216@ = 12820 // = constant 
04AF: 217@ = 12821 // = constant 
04AF: 218@ = 12822 // = constant 
04AF: 219@ = 12823 // = constant 
04AF: 220@ = 12824 // = constant 
04AF: 221@ = 12826 // = constant 
04AF: 222@ = 12827 // = constant 
04AF: 223@ = 12828 // = constant 
04AF: 224@ = 12829 // = constant 
04AF: 225@ = 12830 // = constant 
04AF: 226@ = 12831 // = constant 
04AF: 227@ = 12832 // = constant 
04AF: 228@ = 12825 // = constant 
05A9: s$8801[0] = 'DES1_45' // s$  // BEDDOES
05A9: s$8801[1] = 'DES1_46' // s$  // MCMAHON
05A9: s$8801[2] = 'DES1_47' // s$  // BOLT
05A9: s$8801[3] = 'DES1_48' // s$  // TAYLOR
05A9: s$8801[4] = 'DES1_49' // s$  // WONG
206@ = 260 
207@ = 300 
208@ = 330 
209@ = 360 
210@ = 390 
211@ = 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
fade 0 1500 

:TORENO1_2274
if 
fading 
else_jump @TORENO1_2298 
wait 0 
jump @TORENO1_2274 

:TORENO1_2298
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0247: load_model 444 
0247: load_model 25 
04ED: load_animation "GANGS" 

:TORENO1_2327
if or
8248:   not model 444 available 
8248:   not model 25 available 
84EE:   not animation "GANGS" loaded 
else_jump @TORENO1_2367 
wait 0 
jump @TORENO1_2327 

:TORENO1_2367
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 50.0 
00A5: 86@ = create_car 444 at -694.4335 964.9288 11.2431 
0175: set_car 86@ Z_angle_to 85.85 
0519: set_car 86@ locked 1 
009A: 87@ = create_actor_pedtype 24 model 25 at -698.2989 963.026 11.3035 
0173: set_actor 87@ Z_angle_to 211.0638 
0227: 45@ = car 86@ health 
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
015F: set_camera_position -699.15 961.41 12.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -685.7 971.97 13.1 switchstyle 2 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
fade 1 1500 

:TORENO1_2569
if 
fading 
else_jump @TORENO1_2593 
wait 0 
jump @TORENO1_2569 

:TORENO1_2593
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_2625 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 87@ 20000 ms 
0687: clear_actor 87@ task 

:TORENO1_2625
229@ = 0 
230@ = 1 
231@ = 2 
232@ = 0 
238@ = 0 
233@ = 0 
0707: start_scene_skip_to @TORENO1_4794 

:TORENO1_2674
wait 0 
if 
  233@ == 0 
else_jump @TORENO1_4794 
if 
   not 229@ == 0 
else_jump @TORENO1_3061 
if 
  232@ == 0 
else_jump @TORENO1_2760 
if 
03D0:   wav 231@ loaded 
else_jump @TORENO1_2753 
040D: unload_wav 231@ 

:TORENO1_2753
232@ = 1 

:TORENO1_2760
if 
  232@ == 1 
else_jump @TORENO1_2797 
03CF: load_wav 212@(229@,17i) as 230@ 
232@ = 2 

:TORENO1_2797
if 
  232@ == 2 
else_jump @TORENO1_2857 
if 
03D0:   wav 230@ loaded 
else_jump @TORENO1_2857 
03D1: play_wav 230@ 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
232@ = 3 

:TORENO1_2857
if 
  232@ == 3 
else_jump @TORENO1_3061 
if 
03D2:   wav 230@ ended 
else_jump @TORENO1_3000 
03D5: remove_text $8811(229@,17s) 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_2921 
0968: actor 87@ stop_mouth 

:TORENO1_2921
0968: actor $PLAYER_ACTOR stop_mouth 
if 
  230@ == 1 
else_jump @TORENO1_2965 
230@ = 2 
231@ = 1 
jump @TORENO1_2979 

:TORENO1_2965
230@ = 1 
231@ = 2 

:TORENO1_2979
229@ = 0 
232@ = 0 
jump @TORENO1_3061 

:TORENO1_3000
if 
83D0:   not wav 231@ loaded 
else_jump @TORENO1_3061 
if 
  8 > 229@ 
else_jump @TORENO1_3061 
0085: 238@ = 229@ // (int) 
238@ += 1 
03CF: load_wav 212@(238@,17i) as 231@ 

:TORENO1_3061
0871: init_jump_table 234@ total_jumps 9 default_jump 1 @TORENO1_4694 jumps 0 @TORENO1_3189 1 @TORENO1_3305 2 @TORENO1_3461 3 @TORENO1_3617 4 @TORENO1_3773 5 @TORENO1_4003 6 @TORENO1_4143 
0872: jump_table_jumps 7 @TORENO1_4304 8 @TORENO1_4524 -1 @TORENO1_4787 -1 @TORENO1_4787 -1 @TORENO1_4787 -1 @TORENO1_4787 -1 @TORENO1_4787 -1 @TORENO1_4787 -1 @TORENO1_4787 

:TORENO1_3189
if 
  232@ == 0 
else_jump @TORENO1_3298 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_3279 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3279
229@ = 1 
234@ = 1 
01BD: 237@ = current_time_in_ms 

:TORENO1_3298
jump @TORENO1_4787 

:TORENO1_3305
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_3454 
if 
  232@ == 0 
else_jump @TORENO1_3454 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_3435 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3435
229@ = 2 
234@ = 2 
01BD: 237@ = current_time_in_ms 

:TORENO1_3454
jump @TORENO1_4787 

:TORENO1_3461
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_3610 
if 
  232@ == 0 
else_jump @TORENO1_3610 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_3591 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3591
229@ = 3 
234@ = 3 
01BD: 237@ = current_time_in_ms 

:TORENO1_3610
jump @TORENO1_4787 

:TORENO1_3617
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_3766 
if 
  232@ == 0 
else_jump @TORENO1_3766 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_3747 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_3747
229@ = 4 
234@ = 4 
01BD: 237@ = current_time_in_ms 

:TORENO1_3766
jump @TORENO1_4787 

:TORENO1_3773
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_3996 
if 
  232@ == 0 
else_jump @TORENO1_3996 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_3870 
0968: actor 87@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0687: clear_actor 87@ task 
0687: clear_actor 87@ task 

:TORENO1_3870
0615: define_AS_pack_begin 93@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 93@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 
229@ = 5 
234@ = 5 
01BD: 237@ = current_time_in_ms 

:TORENO1_3996
jump @TORENO1_4787 

:TORENO1_4003
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_4136 
if 
  232@ == 0 
else_jump @TORENO1_4136 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
229@ = 16 
234@ = 6 
01BD: 237@ = current_time_in_ms 

:TORENO1_4136
jump @TORENO1_4787 

:TORENO1_4143
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_4297 
if 
  232@ == 0 
else_jump @TORENO1_4297 
0687: clear_actor $PLAYER_ACTOR task 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4278 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_4278
229@ = 6 
234@ = 7 
01BD: 237@ = current_time_in_ms 

:TORENO1_4297
jump @TORENO1_4787 

:TORENO1_4304
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_4517 
if 
  232@ == 0 
else_jump @TORENO1_4517 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4498 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0615: define_AS_pack_begin 93@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 93@ 
0618: assign_actor 87@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 

:TORENO1_4498
229@ = 7 
234@ = 8 
01BD: 237@ = current_time_in_ms 

:TORENO1_4517
jump @TORENO1_4787 

:TORENO1_4524
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_4687 
if 
  232@ == 0 
else_jump @TORENO1_4687 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4639 
0687: clear_actor 87@ task 
0605: actor 87@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_4639
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4668 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 

:TORENO1_4668
229@ = 8 
234@ = 9 
01BD: 237@ = current_time_in_ms 

:TORENO1_4687
jump @TORENO1_4787 

:TORENO1_4694
01BD: 236@ = current_time_in_ms 
0085: 235@ = 236@ // (int) 
0062: 235@ -= 237@ // (int) 
if 
  235@ > 1000 
else_jump @TORENO1_4780 
if 
  232@ == 0 
else_jump @TORENO1_4780 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4773 
0968: actor 87@ stop_mouth 

:TORENO1_4773
233@ = 1 

:TORENO1_4780
jump @TORENO1_4787 

:TORENO1_4787
jump @TORENO1_2674 

:TORENO1_4794
0701: end_scene_skip 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4817 
0968: actor 87@ stop_mouth 

:TORENO1_4817
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 230@ 
040D: unload_wav 231@ 
0687: clear_actor $PLAYER_ACTOR task 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_4858 
0687: clear_actor 87@ task 

:TORENO1_4858
00BE: text_clear_all 
0085: 54@ = 210@ // (int) 
54@ /= 60 
0085: 43@ = 54@ // (int) 
43@ *= 60 
0085: 55@ = 210@ // (int) 
0062: 55@ -= 43@ // (int) 
0707: start_scene_skip_to @TORENO1_5006 
if 
  55@ > 9 
else_jump @TORENO1_4960 
02FD: show_text_2numbers_lowpriority GXT 'DES1_69' numbers 54@ 55@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:~1~.
jump @TORENO1_4982 

:TORENO1_4960
02FD: show_text_2numbers_lowpriority GXT 'DES1_70' numbers 54@ 55@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:0~1~.

:TORENO1_4982
if 
076F:   text_priority_displayed 
else_jump @TORENO1_5006 
wait 0 
jump @TORENO1_4982 

:TORENO1_5006
0701: end_scene_skip 
00BE: text_clear_all 
fade 0 1000 

:TORENO1_5017
if 
fading 
else_jump @TORENO1_5041 
wait 0 
jump @TORENO1_5017 

:TORENO1_5041
009B: destroy_actor 87@ 
00A1: put_actor $PLAYER_ACTOR at -691.7533 960.2396 11.209 
0707: start_scene_skip_to @TORENO1_5077 
03F0: enable_text_draw 1 

:TORENO1_5077
0701: end_scene_skip 
00BE: text_clear_all 
04EF: release_animation "GANGS" 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
00BB: show_text_lowpriority GXT 'DES1_10' time 10000 flag 1  // ~s~Get in the ~b~monster truck~s~.
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_5161 
0519: set_car 86@ locked 0 
009B: destroy_actor 87@ 
0186: 88@ = create_marker_above_car 86@ 
07E0: set_marker 88@ type_to 1 

:TORENO1_5161
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
fade 1 1000 

:TORENO1_5204
if 
fading 
else_jump @TORENO1_5228 
wait 0 
jump @TORENO1_5204 

:TORENO1_5228
01B4: set_player $PLAYER_CHAR can_move 1 

:TORENO1_5235
wait 0 
if 
  89@ == 0 
else_jump @TORENO1_5463 
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_5438 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @TORENO1_5411 
00BE: text_clear_all 
0164: disable_marker 88@ 
018A: 88@ = create_checkpoint_at -719.5559 980.5707 11.1371 
08FB: set_checkpoint 88@ type_to 2 
06D5: 205@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) type 0 radius 6.0 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
91@ = 1 
89@ = 1 
jump @TORENO1_5431 

:TORENO1_5411
00BE: text_clear_all 
03E6: remove_text_box 
00BB: show_text_lowpriority GXT 'DES1_10' time 1000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_5431
jump @TORENO1_5463 

:TORENO1_5438
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
jump @TORENO1_9677 

:TORENO1_5463
if 
  89@ == 1 
else_jump @TORENO1_5941 
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_5916 
if 
0448:   actor $PLAYER_ACTOR in_car 86@ 
else_jump @TORENO1_5839 
if 
  91@ == 0 
else_jump @TORENO1_5639 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
0164: disable_marker 88@ 
018A: 88@ = create_checkpoint_at -719.5559 980.5707 11.1371 
06D5: 205@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) type 0 radius 6.0 
08FB: set_checkpoint 88@ type_to 2 
91@ = 1 

:TORENO1_5639
if 
0100:   actor $PLAYER_ACTOR in_sphere -719.5559 980.5707 11.1371 radius 8.0 8.0 8.5 sphere 0 in_car 
else_jump @TORENO1_5832 
00BE: text_clear_all 
018C: play_sound 1058 at -719.5559 980.5707 11.1371 
0164: disable_marker 88@ 
06D6: disable_racing_checkpoint 205@ 
01BD: 49@ = current_time_in_ms 
95@ = 1 
06D5: 205@ = create_racing_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) point_to 96@(95@,35f) 131@(95@,35f) 166@(95@,35f) type 0 radius 6.0 
018A: 88@ = create_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) 
08FB: set_checkpoint 88@ type_to 2 
92@ = 1 
89@ = 2 

:TORENO1_5832
jump @TORENO1_5909 

:TORENO1_5839
if 
  91@ == 1 
else_jump @TORENO1_5893 
0164: disable_marker 88@ 
06D6: disable_racing_checkpoint 205@ 
0186: 88@ = create_marker_above_car 86@ 
07E0: set_marker 88@ type_to 1 
91@ = 0 
03E6: remove_text_box 
00BE: text_clear_all 

:TORENO1_5893
00BB: show_text_lowpriority GXT 'DES1_10' time 4000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_5909
jump @TORENO1_5941 

:TORENO1_5916
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
jump @TORENO1_9677 

:TORENO1_5941
if 
  89@ == 2 
else_jump @TORENO1_7182 
0A51:   is_widget_pressed 176 
01BD: 50@ = current_time_in_ms 
0085: 239@ = 50@ // (int) 
0062: 239@ -= 49@ // (int) 
239@ /= 1000 
0093: 240@ = integer 95@ to_float 
0093: 241@ = integer 44@ to_float 
0093: 242@ = integer 239@ to_float 
0A73: set_widget_value3 176 240@ 241@ 242@ 
0A89: unknown 176 0.0 0.0 
if 
  54@ > 99 
else_jump @TORENO1_6089 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_28' time 4000 flag 1  // ~r~You're out of time!
jump @TORENO1_9677 

:TORENO1_6089
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_6579 
if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
else_jump @TORENO1_6357 
if 
  92@ == 1 
else_jump @TORENO1_6186 
06D6: disable_racing_checkpoint 205@ 
0164: disable_marker 88@ 
0186: 88@ = create_marker_above_car 86@ 
07E0: set_marker 88@ type_to 1 
01BD: 56@ = current_time_in_ms 
92@ = 0 
jump @TORENO1_6350 

:TORENO1_6186
01BD: 57@ = current_time_in_ms 
0085: 53@ = 57@ // (int) 
0062: 53@ -= 56@ // (int) 
55@ = 10000 
0062: 55@ -= 53@ // (int) 
55@ /= 1000 
if 
  55@ > 0 
else_jump @TORENO1_6325 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
if 
  2 > 55@ 
else_jump @TORENO1_6299 
01E4: show_text_1number_lowpriority GXT 'DES1_26' number 55@ time 4000 flag 1  // ~s~You have ~1~ second ~n~ to get back in the ~b~truck~s~.
jump @TORENO1_6318 

:TORENO1_6299
01E4: show_text_1number_lowpriority GXT 'DES1_25' number 55@ time 4000 flag 1  // ~s~You have ~1~ seconds ~n~ to get back in the ~b~truck~s~.

:TORENO1_6318
jump @TORENO1_6350 

:TORENO1_6325
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_27' time 4000 flag 1  // ~r~You've been out of the truck for too long!
jump @TORENO1_9677 

:TORENO1_6350
jump @TORENO1_6572 

:TORENO1_6357
if 
  92@ == 0 
else_jump @TORENO1_6572 
0164: disable_marker 88@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_44' time 4000 flag 1  // ~s~Get to the next ~r~check-point~s~.
if 
002D:   201@ >= 95@ // (int) 
else_jump @TORENO1_6478 
06D5: 205@ = create_racing_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) point_to 96@(95@,35f) 131@(95@,35f) 166@(95@,35f) type 0 radius 6.0 
jump @TORENO1_6532 

:TORENO1_6478
06D5: 205@ = create_racing_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) point_to 96@(201@,35f) 131@(201@,35f) 166@(201@,35f) type 1 radius 6.0 

:TORENO1_6532
018A: 88@ = create_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) 
08FB: set_checkpoint 88@ type_to 2 
92@ = 1 

:TORENO1_6572
jump @TORENO1_6604 

:TORENO1_6579
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_43' time 4000 flag 1  // ~r~You wrecked the truck!
jump @TORENO1_9677 

:TORENO1_6604
if 
  92@ == 1 
else_jump @TORENO1_7182 
if 
001D:   201@ > 94@ // (int) 
else_jump @TORENO1_7056 
if 
0100:   actor $PLAYER_ACTOR in_sphere 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @TORENO1_7049 
03E6: remove_text_box 
018C: play_sound 1058 at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) 
06D6: disable_racing_checkpoint 205@ 
0164: disable_marker 88@ 
94@ += 1 
0085: 95@ = 94@ // (int) 
95@ += 1 
if 
001D:   94@ > 201@ // (int) 
else_jump @TORENO1_6782 
0085: 94@ = 201@ // (int) 

:TORENO1_6782
if 
002D:   201@ >= 95@ // (int) 
else_jump @TORENO1_6895 
06D5: 205@ = create_racing_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) point_to 96@(95@,35f) 131@(95@,35f) 166@(95@,35f) type 0 radius 6.0 
018A: 88@ = create_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) 
08FB: set_checkpoint 88@ type_to 2 
jump @TORENO1_6982 

:TORENO1_6895
06D5: 205@ = create_racing_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) point_to 96@(201@,35f) 131@(201@,35f) 166@(201@,35f) type 1 radius 6.0 
018A: 88@ = create_checkpoint_at 96@(94@,35f) 131@(94@,35f) 166@(94@,35f) 
08FB: set_checkpoint 88@ type_to 2 

:TORENO1_6982
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_7049 
0227: 45@ = car 86@ health 
45@ += 200 
if 
  45@ > 1000 
else_jump @TORENO1_7041 
45@ = 1000 

:TORENO1_7041
0224: set_car 86@ health_to 45@ 

:TORENO1_7049
jump @TORENO1_7182 

:TORENO1_7056
if 
0100:   actor $PLAYER_ACTOR in_sphere 96@(201@,35f) 131@(201@,35f) 166@(201@,35f) radius 4.0 4.0 8.0 sphere 0 in_car 
else_jump @TORENO1_7182 
06D6: disable_racing_checkpoint 205@ 
0164: disable_marker 88@ 
gosub @TORENO1_7324 
if 
  5 > 211@ 
else_jump @TORENO1_7159 
jump @TORENO1_9695 
jump @TORENO1_7182 

:TORENO1_7159
00BC: show_text_highpriority GXT 'DES1_68' time 5000 flag 1  // ~r~You did not make it into the top five.
jump @TORENO1_9677 

:TORENO1_7182
if 
0735:   is_keyboard_key_pressed 135 
else_jump @TORENO1_7206 
49@ -= 1000 

:TORENO1_7206
if 
0735:   is_keyboard_key_pressed 97 
else_jump @TORENO1_7249 
00A0: store_actor $PLAYER_ACTOR position_to 202@ 203@ 204@ 
00A1: put_actor $PLAYER_ACTOR at 202@ 203@ 204@ 

:TORENO1_7249
if 
0735:   is_keyboard_key_pressed 32 
else_jump @TORENO1_7295 
51@ = 360000 
49@ = 0 
gosub @TORENO1_7324 
jump @TORENO1_9695 

:TORENO1_7295
if 
0735:   is_keyboard_key_pressed 83 
else_jump @TORENO1_7317 
jump @TORENO1_7324 

:TORENO1_7317
jump @TORENO1_5235 

:TORENO1_7324
01BD: 51@ = current_time_in_ms 
fade 0 1000 
0247: load_model 25 
04ED: load_animation "GANGS" 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:TORENO1_7360
if 
fading 
else_jump @TORENO1_7384 
wait 0 
jump @TORENO1_7360 

:TORENO1_7384
if or
8248:   not model 25 available 
84EE:   not animation "GANGS" loaded 
else_jump @TORENO1_7419 
wait 0 
jump @TORENO1_7384 

:TORENO1_7419
0395: clear_area 1 at -684.8021 948.1096 11.125 radius 100.0 
if 
8119:   not car 86@ wrecked 
else_jump @TORENO1_7489 
00AB: put_car 86@ at -680.7953 953.2972 11.125 
0175: set_car 86@ Z_angle_to 238.0439 

:TORENO1_7489
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TORENO1_7532 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021 948.1096 11.125 
jump @TORENO1_7552 

:TORENO1_7532
00A1: put_actor $PLAYER_ACTOR at -684.8021 948.1096 11.125 

:TORENO1_7552
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.6699 
009A: 87@ = create_actor_pedtype 26 model 25 at -687.6009 946.4823 12.0389 
0173: set_actor 87@ Z_angle_to 293.1942 
015F: set_camera_position -688.32 945.02 14.13 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -680.57 951.17 10.63 switchstyle 2 
0085: 52@ = 51@ // (int) 
0062: 52@ -= 49@ // (int) 
52@ /= 1000 
0085: 54@ = 52@ // (int) 
54@ /= 60 
0085: 43@ = 54@ // (int) 
43@ *= 60 
0085: 55@ = 52@ // (int) 
0062: 55@ -= 43@ // (int) 
00BE: text_clear_all 
fade 1 1500 

:TORENO1_7726
if 
fading 
else_jump @TORENO1_7750 
wait 0 
jump @TORENO1_7726 

:TORENO1_7750
if 
  10 > 55@ 
else_jump @TORENO1_7797 
02FD: show_text_2numbers_lowpriority GXT 'DES1_32' numbers 54@ 55@ time 4000 flag 1  // ~1~:0~1~ - Let's see how your time compares...
jump @TORENO1_7819 

:TORENO1_7797
02FD: show_text_2numbers_lowpriority GXT 'DES1_33' numbers 54@ 55@ time 4000 flag 1  // ~1~:~1~ - Let's see how your time compares...

:TORENO1_7819
211@ = 5 
42@ = 0 

:TORENO1_7833
if 
  5 > 42@ 
else_jump @TORENO1_7895 
if 
001D:   206@(42@,5i) > 52@ // (int) 
else_jump @TORENO1_7881 
211@ -= 1 

:TORENO1_7881
42@ += 1 
jump @TORENO1_7833 

:TORENO1_7895
40@ = 0 

:TORENO1_7902
if 
  5000 > 40@ 
else_jump @TORENO1_8079 
243@ = 0 
244@ = 0 

:TORENO1_7935
if 
  5 > 243@ 
else_jump @TORENO1_8068 
if 
003B:   211@ == 243@ // (int) 
else_jump @TORENO1_8012 
0A8B: unknown 177 243@ 52@ 1 2 'DES1_50' 'DUMMY'  // CJ
jump @TORENO1_8054 

:TORENO1_8012
0A8B: unknown 177 243@ 206@(244@,5i) 1 2 $8801(244@,5s) 'DUMMY' 
244@ += 1 

:TORENO1_8054
243@ += 1 
jump @TORENO1_7935 

:TORENO1_8068
wait 0 
jump @TORENO1_7902 

:TORENO1_8079
229@ = 0 
230@ = 1 
231@ = 2 
232@ = 0 
238@ = 0 
233@ = 0 
234@ = 0 

:TORENO1_8128
wait 0 
if 
  233@ == 0 
else_jump @TORENO1_8953 
if 
   not 229@ == 0 
else_jump @TORENO1_8428 
if 
  232@ == 0 
else_jump @TORENO1_8214 
if 
03D0:   wav 231@ loaded 
else_jump @TORENO1_8207 
040D: unload_wav 231@ 

:TORENO1_8207
232@ = 1 

:TORENO1_8214
if 
  232@ == 1 
else_jump @TORENO1_8251 
03CF: load_wav 212@(229@,17i) as 230@ 
232@ = 2 

:TORENO1_8251
if 
  232@ == 2 
else_jump @TORENO1_8311 
if 
03D0:   wav 230@ loaded 
else_jump @TORENO1_8311 
03D1: play_wav 230@ 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
232@ = 3 

:TORENO1_8311
if 
  232@ == 3 
else_jump @TORENO1_8428 
if 
03D2:   wav 230@ ended 
else_jump @TORENO1_8428 
03D5: remove_text $8811(229@,17s) 
if 
  230@ == 1 
else_jump @TORENO1_8393 
230@ = 2 
231@ = 1 
jump @TORENO1_8407 

:TORENO1_8393
230@ = 1 
231@ = 2 

:TORENO1_8407
229@ = 0 
232@ = 0 
233@ = 1 

:TORENO1_8428
if 
  234@ == 0 
else_jump @TORENO1_8946 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_8518 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 
0605: actor 87@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_8518
0871: init_jump_table 211@ total_jumps 5 default_jump 1 @TORENO1_8886 jumps 0 @TORENO1_8581 1 @TORENO1_8642 2 @TORENO1_8703 3 @TORENO1_8764 4 @TORENO1_8825 -1 @TORENO1_8946 -1 @TORENO1_8946 

:TORENO1_8581
if 
  232@ == 0 
else_jump @TORENO1_8613 
229@ = 9 
234@ = 1 

:TORENO1_8613
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
48@ = 5000 
jump @TORENO1_8946 

:TORENO1_8642
if 
  232@ == 0 
else_jump @TORENO1_8674 
229@ = 15 
234@ = 1 

:TORENO1_8674
48@ = 4000 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
jump @TORENO1_8946 

:TORENO1_8703
if 
  232@ == 0 
else_jump @TORENO1_8735 
229@ = 10 
234@ = 1 

:TORENO1_8735
48@ = 3000 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
jump @TORENO1_8946 

:TORENO1_8764
if 
  232@ == 0 
else_jump @TORENO1_8796 
229@ = 14 
234@ = 1 

:TORENO1_8796
48@ = 2000 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
jump @TORENO1_8946 

:TORENO1_8825
if 
  232@ == 0 
else_jump @TORENO1_8857 
229@ = 11 
234@ = 1 

:TORENO1_8857
48@ = 1000 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
jump @TORENO1_8946 

:TORENO1_8886
if 
  232@ == 0 
else_jump @TORENO1_8918 
229@ = 13 
234@ = 1 

:TORENO1_8918
48@ = 0 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
jump @TORENO1_8946 

:TORENO1_8946
jump @TORENO1_8128 

:TORENO1_8953
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_9056 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 87@ 4000 ms 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 93@ 
05D3: AS_actor -1 goto_point -688.0 944.0 14.0 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point -688.0 938.0 14.0 mode 4 time 3000 ms // versionA 
0616: define_AS_pack_end 93@ 
0618: assign_actor 87@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 

:TORENO1_9056
015F: set_camera_position -685.08 949.38 12.36 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -688.21 938.04 14.72 switchstyle 2 
00BE: text_clear_all 
if 
  5 > 211@ 
else_jump @TORENO1_9477 
90@ = 0 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_9163 
0968: actor 87@ stop_mouth 
0967: actor 87@ move_mouth 4000 ms 

:TORENO1_9163
229@ = 12 

:TORENO1_9170
if 
  90@ == 0 
else_jump @TORENO1_9477 
if 
   not 229@ == 0 
else_jump @TORENO1_9466 
if 
  232@ == 0 
else_jump @TORENO1_9252 
if 
03D0:   wav 231@ loaded 
else_jump @TORENO1_9245 
040D: unload_wav 231@ 

:TORENO1_9245
232@ = 1 

:TORENO1_9252
if 
  232@ == 1 
else_jump @TORENO1_9289 
03CF: load_wav 212@(229@,17i) as 230@ 
232@ = 2 

:TORENO1_9289
if 
  232@ == 2 
else_jump @TORENO1_9349 
if 
03D0:   wav 230@ loaded 
else_jump @TORENO1_9349 
03D1: play_wav 230@ 
00BC: show_text_highpriority GXT $8811(229@,17s) time 10000 flag 1 
232@ = 3 

:TORENO1_9349
if 
  232@ == 3 
else_jump @TORENO1_9466 
if 
03D2:   wav 230@ ended 
else_jump @TORENO1_9466 
03D5: remove_text $8811(229@,17s) 
if 
  230@ == 1 
else_jump @TORENO1_9431 
230@ = 2 
231@ = 1 
jump @TORENO1_9445 

:TORENO1_9431
230@ = 1 
231@ = 2 

:TORENO1_9445
229@ = 0 
232@ = 0 
90@ = 1 

:TORENO1_9466
wait 0 
jump @TORENO1_9170 

:TORENO1_9477
90@ = 0 

:TORENO1_9484
if 
  90@ == 0 
else_jump @TORENO1_9579 
if 
8118:   not actor 87@ dead 
else_jump @TORENO1_9561 
062E: get_actor 87@ task 1560 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @TORENO1_9554 
90@ = 1 

:TORENO1_9554
jump @TORENO1_9568 

:TORENO1_9561
90@ = 1 

:TORENO1_9568
wait 0 
jump @TORENO1_9484 

:TORENO1_9579
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009B: destroy_actor 87@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
return 

:TORENO1_9677
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:TORENO1_9695
01E3: show_text_1number_styled GXT 'M_PASS' number 48@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 48@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 320 to 1 
0318: set_latest_mission_passed 'DESERT1'  // Monster
030C: progress_made = 1 
0164: disable_marker $579 
$592 += 1 
return 

:TORENO1_9767
01BD: $183 = current_time_in_ms 
03F0: enable_text_draw 0 
01C3: remove_references_to_car 86@ 
034F: destroy_actor_with_fade 87@ 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0164: disable_marker 88@ 
06D6: disable_racing_checkpoint 205@ 
0249: release_model 444 
0249: release_model 25 
0249: release_model 348 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "GANGS" 
01EB: set_traffic_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 76---------------
// Originally: Highjack

:TORENO2
thread 'TORENO2' 
gosub @TORENO2_47 
if 
wasted_or_busted 
else_jump @TORENO2_38 
gosub @TORENO2_10705 

:TORENO2_38
gosub @TORENO2_10795 
end_thread 

:TORENO2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'TORENO2' 
00BE: text_clear_all 
wait 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
83@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
119@ = 0.0 
120@ = 0.0 
121@ = 0.0 
122@ = 0.0 
123@ = 0.0 
124@ = 0.0 
53@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0.0 
61@ = 0.0 
62@ = 0 
125@ = 0.0 
126@ = 0.0 
127@ = 0.0 
128@ = 0.0 
129@ = 0.0 
130@ = 0.0 
131@ = 0.0 
63@ = 0 
64@ = 0 
132@ = 0.0 
81@ = 0 
82@ = 0 
83@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
65@ = 0 
70@ = 0.0 
71@ = 0.0 
72@ = 0.0 
73@ = 0.0 
74@ = 0.0 
75@ = 0.0 
76@ = 0.0 
77@ = 0.0 
78@ = 0.0 
79@ = 0.0 
80@ = 0.0 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
set_weather 11 
08F5: save_player_group 
02E4: load_cutscene_data 'DESERT2' 

:TORENO2_646
if 
86B9:   not cutscene_data_loaded 
else_jump @TORENO2_670 
wait 0 
jump @TORENO2_646 

:TORENO2_670
02E7: start_cutscene 
fade 1 1000 

:TORENO2_679
if 
82E9:   not cutscene_reached_end 
else_jump @TORENO2_703 
wait 0 
jump @TORENO2_679 

:TORENO2_703
fade 0 0 

:TORENO2_709
if 
fading 
else_jump @TORENO2_733 
wait 0 
jump @TORENO2_709 

:TORENO2_733
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 514 
0247: load_model 461 
0247: load_model 584 
0247: load_model 567 
04ED: load_animation "BIKELEAP" 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
038B: load_requested_models 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -701.09 917.26 12.08 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -694.0 938.7 16.69 switchstyle 2 
0732: random_car_generator_disable_model 403 
0732: random_car_generator_disable_model 409 
0732: random_car_generator_disable_model 413 
0732: random_car_generator_disable_model 414 
0732: random_car_generator_disable_model 418 
0732: random_car_generator_disable_model 423 
0732: random_car_generator_disable_model 428 
0732: random_car_generator_disable_model 431 
0732: random_car_generator_disable_model 437 
0732: random_car_generator_disable_model 440 
0732: random_car_generator_disable_model 455 
0732: random_car_generator_disable_model 456 
0732: random_car_generator_disable_model 458 
0732: random_car_generator_disable_model 482 
0732: random_car_generator_disable_model 483 
0732: random_car_generator_disable_model 489 
0732: random_car_generator_disable_model 498 
0732: random_car_generator_disable_model 499 
0732: random_car_generator_disable_model 508 
0732: random_car_generator_disable_model 524 
0732: random_car_generator_disable_model 525 
0732: random_car_generator_disable_model 527 
0732: random_car_generator_disable_model 552 
0732: random_car_generator_disable_model 582 
0732: random_car_generator_disable_model 588 
0732: random_car_generator_disable_model 461 
0732: random_car_generator_disable_model 462 
0732: random_car_generator_disable_model 463 
0732: random_car_generator_disable_model 468 
0732: random_car_generator_disable_model 509 
0732: random_car_generator_disable_model 510 
0732: random_car_generator_disable_model 521 
0732: random_car_generator_disable_model 522 
0732: random_car_generator_disable_model 581 
0732: random_car_generator_disable_model 586 
0395: clear_area 1 at -693.6 924.5 11.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -693.6 924.5 11.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 71.2 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
0674: set_car_model 461 numberplate "PREACHER" 
00A5: 44@ = create_car 461 at -712.5 943.5 10.8 
0175: set_car 44@ Z_angle_to 32.7 
0395: clear_area 1 at -709.0 952.0 11.2 radius 5.0 
0674: set_car_model 567 numberplate "_LVA4L__" 
00A5: 47@ = create_car 567 at -709.0 952.0 11.2 
0175: set_car 47@ Z_angle_to 240.7 
0229: set_car 47@ primary_color_to 3 secondary_color_to 3 
009A: $132 = create_actor_pedtype 24 model 290 at -703.7 932.4 11.4 
09F6: set_actor $132 unjackable_through_driver_seat 0 
0173: set_actor $132 Z_angle_to 214.6 
0568: set_actor $132 untargetable 1 
02A9: set_actor $132 immune_to_nonplayer 1 
039E: set_actor $132 locked 1 while_in_car 
07E5: copy_decision_maker 65542 to 134@ 
060B: set_actor $132 decision_maker_to 134@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 133@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit 10000 approach_distance 3.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5300 ms 
05D3: AS_actor -1 goto_point -710.0 938.4 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 133@ 
0618: assign_actor $132 to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 133@ 
06A8: AS_actor -1 run_to_and_look_at_actor $132 timelimit 10000 approach_distance 5.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5000 ms 
05D3: AS_actor -1 goto_point -708.0 937.9 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 133@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
09F5: disable_player_mutal_activities 1 
51@ = 1 
0707: start_scene_skip_to @TORENO2_1800 
03CF: load_wav 19400 as 3 

:TORENO2_1576
if 
83D0:   not wav 3 loaded 
else_jump @TORENO2_1602 
wait 0 
jump @TORENO2_1576 

:TORENO2_1602
41@ = 0 
fade 1 500 

:TORENO2_1616
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @TORENO2_1642 
jump @TORENO2_10723 

:TORENO2_1642
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_1674 
jump @TORENO2_10705 

:TORENO2_1674
if 
  49@ == 0 
else_jump @TORENO2_2186 
if 
  50@ == 0 
else_jump @TORENO2_1757 
if 
  41@ > 1000 
else_jump @TORENO2_1757 
81@ = 1 
82@ = 0 
gosub @TORENO2_15185 
50@ = 1 

:TORENO2_1757
if 
  50@ == 1 
else_jump @TORENO2_2186 
if 
  81@ == 0 
else_jump @TORENO2_2186 
51@ = 0 

:TORENO2_1800
0701: end_scene_skip 
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_1834 
jump @TORENO2_10705 

:TORENO2_1834
if 
  51@ == 1 
else_jump @TORENO2_1932 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
81@ = 0 
fade 0 500 

:TORENO2_1876
if 
fading 
else_jump @TORENO2_1900 
wait 0 
jump @TORENO2_1876 

:TORENO2_1900
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_1932 
jump @TORENO2_10705 

:TORENO2_1932
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -710.0 938.4 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 47.9 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at -708.0 937.9 11.4 
0173: set_actor $132 Z_angle_to 47.9 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 
54@ = 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07B3: set_group $PLAYER_GROUP give_command 1 
0186: 48@ = create_marker_above_car 44@ 
07E0: set_marker 48@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_01' time 7000 flag 1  // ~s~You need to use that ~b~bike~s~ in order to get Cesar close enough to the truck.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  51@ == 1 
else_jump @TORENO2_2168 
fade 1 500 

:TORENO2_2112
if 
fading 
else_jump @TORENO2_2136 
wait 0 
jump @TORENO2_2112 

:TORENO2_2136
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_2168 
jump @TORENO2_10705 

:TORENO2_2168
50@ = 0 
49@ = 1 
0A6F: checkpoint_save 99 

:TORENO2_2186
if 
  49@ == 1 
else_jump @TORENO2_2490 
if 
  50@ == 0 
else_jump @TORENO2_2476 
if 
  54@ == 1 
else_jump @TORENO2_2476 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_2476 
00A5: 42@ = create_car 514 at -1687.8 537.7 36.8 
0175: set_car 42@ Z_angle_to 137.0 
00A5: 45@ = create_car 584 at -1679.5 545.9 36.9 
0175: set_car 45@ Z_angle_to 137.0 
0893: put_trailer 45@ on_cab 42@ 
053F: set_car 42@ tires_vulnerability 0 
020A: set_car 42@ door_status_to 3 
0560: create_random_actor_in_car 42@ handle_as 43@ 
02AA: set_car 42@ immune_to_nonplayer 1 
054A: set_actor 43@ can_be_shot_in_a_car 0 
00AD: set_car 42@ max_speed_to 0.0 
00AE: set_car 42@ traffic_behaviour_to 2 
0714: unknown_car 42@ flag 1 
01C3: remove_references_to_car 47@ 
0249: release_model 567 
00BE: text_clear_all 
0A09: set_actor $132 muted 1 // versionB 
81@ = 2 
82@ = 0 
gosub @TORENO2_15185 
0164: disable_marker 48@ 
if 
8119:   not car 42@ wrecked 
else_jump @TORENO2_2462 
0186: 48@ = create_marker_above_car 42@ 

:TORENO2_2462
83@ = 0 
49@ = 2 

:TORENO2_2476
gosub @TORENO2_11840 
gosub @TORENO2_11520 

:TORENO2_2490
if 
  49@ == 2 
else_jump @TORENO2_5721 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TORENO2_2602 
if 
00DF:   actor $132 driving 
else_jump @TORENO2_2602 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @TORENO2_2602 
03CB: set_rendering_origin_at -1641.0 586.5 38.5 
00A1: put_actor $PLAYER_ACTOR at -1641.0 586.5 38.5 
0175: set_car 44@ Z_angle_to 136.9 

:TORENO2_2602
if 
  83@ == 0 
else_jump @TORENO2_2661 
if 
  81@ == 0 
else_jump @TORENO2_2661 
00BC: show_text_highpriority GXT 'TOR1_04' time 7000 flag 1  // ~s~The ~r~truck~s~ is coming from Las Venturas and going to Foster Valley along the Garver Bridge.
83@ = 1 

:TORENO2_2661
if 
  83@ == 1 
else_jump @TORENO2_3144 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_3144 
if 
00DB:   actor $132 in_car 44@ 
else_jump @TORENO2_3144 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1042.5 1016.4 15.3 fur_corner_at -810.5 1300.7 50.0 angle 250.0 sphere 0 
else_jump @TORENO2_2841 
if 
  113@ == 0 
else_jump @TORENO2_2834 
if 
  81@ == 0 
else_jump @TORENO2_2834 
81@ = 3 
82@ = 0 
gosub @TORENO2_15185 
113@ = 1 

:TORENO2_2834
jump @TORENO2_2848 

:TORENO2_2841
113@ = 0 

:TORENO2_2848
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -881.0 1029.0 50.9 fur_corner_at -970.2 955.7 33.0 angle -20.0 sphere 0 
else_jump @TORENO2_2989 
if 
  114@ == 0 
else_jump @TORENO2_2982 
if 
  81@ == 0 
else_jump @TORENO2_2982 
81@ = 4 
0209: 82@ = random_int_in_ranges 0 3 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 
114@ = 1 

:TORENO2_2982
jump @TORENO2_2996 

:TORENO2_2989
114@ = 0 

:TORENO2_2996
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -774.9 1445.6 10.0 fur_corner_at -1187.0 1275.6 50.0 angle -250.0 sphere 0 
else_jump @TORENO2_3137 
if 
  115@ == 0 
else_jump @TORENO2_3130 
if 
  81@ == 0 
else_jump @TORENO2_3130 
81@ = 5 
0209: 82@ = random_int_in_ranges 0 3 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 
115@ = 1 

:TORENO2_3130
jump @TORENO2_3144 

:TORENO2_3137
115@ = 0 

:TORENO2_3144
if 
  2 > 83@ 
else_jump @TORENO2_3268 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1143.8 1041.0 50.9 fur_corner_at -1393.7 797.3 33.0 angle -60.0 sphere 0 
else_jump @TORENO2_3268 
if 
  81@ == 0 
else_jump @TORENO2_3268 
81@ = 6 
82@ = 1 
116@ = 6 
gosub @TORENO2_15185 
83@ = 3 

:TORENO2_3268
if 
  83@ == 3 
else_jump @TORENO2_3415 
if 
  81@ == 0 
else_jump @TORENO2_3415 
if 
0204:   actor $PLAYER_ACTOR near_car 42@ radius 180.0 180.0 sphere 0 in_car 
else_jump @TORENO2_3415 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_3415 
if 
00DB:   actor $132 in_car 44@ 
else_jump @TORENO2_3415 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
81@ = 6 
82@ = 0 
116@ = 1 
gosub @TORENO2_15185 
83@ = 4 

:TORENO2_3415
if 
  83@ == 4 
else_jump @TORENO2_3465 
if 
  81@ == 0 
else_jump @TORENO2_3465 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
83@ = 5 

:TORENO2_3465
if 
  50@ == 0 
else_jump @TORENO2_3620 
if 
0204:   actor $PLAYER_ACTOR near_car 42@ radius 180.0 180.0 sphere 0 in_car 
else_jump @TORENO2_3610 
04BA: set_car 42@ speed_to 35.0 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_3596 
0615: define_AS_pack_begin 133@ 
05D1: AS_actor -1 drive_car 42@ to -1914.6 -1187.7 30.0 speed 15.0 0 model 0 3 
0616: define_AS_pack_end 133@ 
0618: assign_actor 43@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 

:TORENO2_3596
50@ = 1 
jump @TORENO2_3620 

:TORENO2_3610
0175: set_car 42@ Z_angle_to 137.0 

:TORENO2_3620
if 
  50@ == 1 
else_jump @TORENO2_3726 
if 
0207:   actor $PLAYER_ACTOR near_car 42@ radius 20.0 20.0 20.0 flag 0 in_car 
else_jump @TORENO2_3726 
if 
00DB:   actor $132 in_car 44@ 
else_jump @TORENO2_3726 
00BC: show_text_highpriority GXT 'TOR1_10' time 11000 flag 1  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
00AD: set_car 42@ max_speed_to 37.0 
50@ = 2 

:TORENO2_3726
if 
  50@ == 2 
else_jump @TORENO2_5686 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_5686 
if 
00DB:   actor $132 in_car 44@ 
else_jump @TORENO2_5686 
0407: store_coords_to 119@ 120@ 121@ from_car 42@ with_offset -3.0 4.0 10.0 
0407: store_coords_to 122@ 123@ 124@ from_car 42@ with_offset -3.0 0.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 119@ 120@ 121@ fur_corner_at 122@ 123@ 124@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_4182 
if 
  55@ == 0 
else_jump @TORENO2_3970 
0605: actor $132 perform_animation "BK_RDY_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 2 
00BC: show_text_highpriority GXT 'HOLD_1' time 7000 flag 1  // Hold this position!
55@ = 1 

:TORENO2_3970
if 
  55@ == 1 
else_jump @TORENO2_4175 
if 
  69@ == 0 
else_jump @TORENO2_4025 
01BD: 68@ = current_time_in_ms 
69@ = 1 
jump @TORENO2_4175 

:TORENO2_4025
01BD: 67@ = current_time_in_ms 
0085: 66@ = 67@ // (int) 
0062: 66@ -= 68@ // (int) 
if 
  66@ > 3500 
else_jump @TORENO2_4131 
01B4: set_player $PLAYER_CHAR can_move 0 
0683: attach_car 44@ to_car 42@ with_offset -2.692 2.484 -1.0 rotation 0.0 0.0 0.0 
50@ = 0 
62@ = 0 
49@ = 3 

:TORENO2_4131
if 
  62@ == 0 
else_jump @TORENO2_4175 
if 
  66@ > 1000 
else_jump @TORENO2_4175 
62@ = 1 

:TORENO2_4175
jump @TORENO2_4207 

:TORENO2_4182
03D5: remove_text 'HOLD_1'  // Hold this position!
69@ = 0 
55@ = 0 

:TORENO2_4207
0407: store_coords_to 119@ 120@ 121@ from_car 42@ with_offset -3.0 12.0 10.0 
0407: store_coords_to 122@ 123@ 124@ from_car 42@ with_offset -3.0 4.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 119@ 120@ 121@ fur_corner_at 122@ 123@ 124@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_4657 
if 
  56@ == 0 
else_jump @TORENO2_4650 
if 
  59@ == 0 
else_jump @TORENO2_4520 
if 
0611:   actor $132 performing_animation "BK_BLNCE_IN" 
else_jump @TORENO2_4470 
0613: 60@ = actor $132 animation "BK_BLNCE_IN" time 
if 
  60@ == 1.0 
else_jump @TORENO2_4463 
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_4463
jump @TORENO2_4520 

:TORENO2_4470
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_4520
if 
  59@ == 2 
else_jump @TORENO2_4587 
0605: actor $132 perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
59@ = 1 

:TORENO2_4587
if 
  81@ == 0 
else_jump @TORENO2_4643 
81@ = 10 
0209: 82@ = random_int_in_ranges 0 3 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_4643
56@ = 1 

:TORENO2_4650
jump @TORENO2_4664 

:TORENO2_4657
56@ = 0 

:TORENO2_4664
0407: store_coords_to 119@ 120@ 121@ from_car 42@ with_offset -6.0 8.0 10.0 
0407: store_coords_to 122@ 123@ 124@ from_car 42@ with_offset -6.0 -8.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 119@ 120@ 121@ fur_corner_at 122@ 123@ 124@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_5114 
if 
  57@ == 0 
else_jump @TORENO2_5107 
if 
  59@ == 0 
else_jump @TORENO2_4977 
if 
0611:   actor $132 performing_animation "BK_BLNCE_IN" 
else_jump @TORENO2_4927 
0613: 60@ = actor $132 animation "BK_BLNCE_IN" time 
if 
  60@ == 1.0 
else_jump @TORENO2_4920 
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_4920
jump @TORENO2_4977 

:TORENO2_4927
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_4977
if 
  59@ == 2 
else_jump @TORENO2_5044 
0605: actor $132 perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
59@ = 1 

:TORENO2_5044
if 
  81@ == 0 
else_jump @TORENO2_5100 
81@ = 7 
0209: 82@ = random_int_in_ranges 0 3 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_5100
57@ = 1 

:TORENO2_5107
jump @TORENO2_5121 

:TORENO2_5114
57@ = 0 

:TORENO2_5121
0407: store_coords_to 119@ 120@ 121@ from_car 42@ with_offset -3.0 0.0 10.0 
0407: store_coords_to 122@ 123@ 124@ from_car 42@ with_offset -3.0 -8.0 -10.0 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 119@ 120@ 121@ fur_corner_at 122@ 123@ 124@ depth 3.0 flag 0 in_car 
else_jump @TORENO2_5571 
if 
  58@ == 0 
else_jump @TORENO2_5564 
if 
  59@ == 0 
else_jump @TORENO2_5434 
if 
0611:   actor $132 performing_animation "BK_BLNCE_IN" 
else_jump @TORENO2_5384 
0613: 60@ = actor $132 animation "BK_BLNCE_IN" time 
if 
  60@ == 1.0 
else_jump @TORENO2_5377 
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_5377
jump @TORENO2_5434 

:TORENO2_5384
0605: actor $132 perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
59@ = 1 

:TORENO2_5434
if 
  59@ == 2 
else_jump @TORENO2_5501 
0605: actor $132 perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
59@ = 1 

:TORENO2_5501
if 
  81@ == 0 
else_jump @TORENO2_5557 
81@ = 9 
0209: 82@ = random_int_in_ranges 0 3 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_5557
58@ = 1 

:TORENO2_5564
jump @TORENO2_5578 

:TORENO2_5571
58@ = 0 

:TORENO2_5578
if and
  55@ == 0 
  56@ == 0 
  57@ == 0 
  58@ == 0 
else_jump @TORENO2_5686 
if 
  59@ > 0 
else_jump @TORENO2_5686 
0605: actor $132 perform_animation "BK_BLNCE_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
59@ = 0 

:TORENO2_5686
gosub @TORENO2_12043 
gosub @TORENO2_11520 
gosub @TORENO2_11840 
gosub @TORENO2_12112 
gosub @TORENO2_12236 

:TORENO2_5721
if 
  49@ == 3 
else_jump @TORENO2_8127 
if 
  50@ == 0 
else_jump @TORENO2_5807 
06C9: remove_actor $132 from_group 
0605: actor $132 perform_animation "BK_JMP" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
50@ = 1 

:TORENO2_5807
if 
  50@ == 1 
else_jump @TORENO2_5893 
if 
0611:   actor $132 performing_animation "BK_JMP" 
else_jump @TORENO2_5893 
0613: 60@ = actor $132 animation "BK_JMP" time 
if 
  60@ == 1.0 
else_jump @TORENO2_5893 
50@ = 2 

:TORENO2_5893
if 
  50@ == 2 
else_jump @TORENO2_6062 
if 
8119:   not car 44@ wrecked 
else_jump @TORENO2_5935 
09C9: disembark_actor $132 from_car 44@ and_freeze_actor_position 

:TORENO2_5935
0464: put_actor $132 into_turret_on_car 42@ at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0 
0605: actor $132 perform_animation "TRUCK_GETIN" IFP "BIKELEAP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
if 
8119:   not car 44@ wrecked 
else_jump @TORENO2_6048 
0684: detach_car 44@ 0.0 0.0 0.0 collision_detection 0 

:TORENO2_6048
01B4: set_player $PLAYER_CHAR can_move 1 
50@ = 3 

:TORENO2_6062
if 
  50@ > 3 
else_jump @TORENO2_6096 
0174: 61@ = car 42@ Z_angle 
0173: set_actor $132 Z_angle_to 61@ 

:TORENO2_6096
if 
  50@ == 3 
else_jump @TORENO2_6199 
if 
0611:   actor $132 performing_animation "TRUCK_GETIN" 
else_jump @TORENO2_6199 
0613: 60@ = actor $132 animation "TRUCK_GETIN" time 
if 
  60@ > 0.41 
else_jump @TORENO2_6199 
64@ = 1 
50@ = 4 

:TORENO2_6199
if 
  50@ == 4 
else_jump @TORENO2_6362 
if 
0611:   actor $132 performing_animation "TRUCK_GETIN" 
else_jump @TORENO2_6362 
0613: 60@ = actor $132 animation "TRUCK_GETIN" time 
if 
  60@ > 0.66 
else_jump @TORENO2_6362 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_6362 
0605: actor 43@ perform_animation "TRUCK_DRIVER" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
62@ = 1 
50@ = 5 

:TORENO2_6362
if 
  50@ == 5 
else_jump @TORENO2_6597 
if 
0611:   actor $132 performing_animation "TRUCK_GETIN" 
else_jump @TORENO2_6597 
0613: 60@ = actor $132 animation "TRUCK_GETIN" time 
if 
  60@ == 1.0 
else_jump @TORENO2_6597 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_6544 
0362: remove_actor 43@ from_car_and_place_at 0.0 0.0 0.0 
0430: put_actor 43@ into_car 42@ passenger_seat -1 
0605: actor 43@ perform_animation "STRUGGLE_DRIVER" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:TORENO2_6544
0605: actor $132 perform_animation "STRUGGLE_CESAR" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
50@ = 6 

:TORENO2_6597
if 
  50@ == 6 
else_jump @TORENO2_6696 
if 
  62@ == 16 
else_jump @TORENO2_6696 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_6696 
0687: clear_actor $132 task 
0687: clear_actor 43@ task 
0615: define_AS_pack_begin 133@ 
0622: AS_actor -1 bail_car 42@ 
0616: define_AS_pack_end 133@ 
0618: assign_actor 43@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
50@ = 8 

:TORENO2_6696
if 
  50@ == 8 
else_jump @TORENO2_6892 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_6892 
if 
80DF:   not actor 43@ driving 
else_jump @TORENO2_6892 
0477: set_car 42@ action 0 time -1 
02AA: set_car 42@ immune_to_nonplayer 0 
0762: AS_actor 43@ dies 
0465: remove_actor $132 from_turret_mode 
0430: put_actor $132 into_car 42@ passenger_seat -1 
53@ = 1 
020A: set_car 42@ door_status_to 1 
0249: release_model 461 
04EF: release_animation "BIKELEAP" 
0607: remove_forbidden_for_scripted_cars 
00BE: text_clear_all 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 1 
0A09: set_actor $132 muted 0 // versionB 
00BC: show_text_highpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
50@ = 0 
81@ = 0 
83@ = 0 
49@ = 4 
0A6F: checkpoint_save 99 

:TORENO2_6892
if 
  62@ == 1 
else_jump @TORENO2_6951 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 7 time 200 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 2 

:TORENO2_6951
if 
  62@ == 2 
else_jump @TORENO2_7029 
if 
  40@ > 200 
else_jump @TORENO2_7029 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 300 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 3 

:TORENO2_7029
if 
  62@ == 3 
else_jump @TORENO2_7107 
if 
  40@ > 300 
else_jump @TORENO2_7107 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 8 time 200 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 4 

:TORENO2_7107
if 
  62@ == 4 
else_jump @TORENO2_7185 
if 
  40@ > 200 
else_jump @TORENO2_7185 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 5 

:TORENO2_7185
if 
  62@ == 5 
else_jump @TORENO2_7263 
if 
  40@ > 500 
else_jump @TORENO2_7263 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 7 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 6 

:TORENO2_7263
if 
  62@ == 6 
else_jump @TORENO2_7341 
if 
  40@ > 500 
else_jump @TORENO2_7341 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 7 

:TORENO2_7341
if 
  62@ == 7 
else_jump @TORENO2_7419 
if 
  40@ > 1000 
else_jump @TORENO2_7419 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 8 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 8 

:TORENO2_7419
if 
  62@ == 8 
else_jump @TORENO2_7497 
if 
  40@ > 500 
else_jump @TORENO2_7497 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 9 

:TORENO2_7497
if 
  62@ == 9 
else_jump @TORENO2_7575 
if 
  40@ > 1000 
else_jump @TORENO2_7575 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 7 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 10 

:TORENO2_7575
if 
  62@ == 10 
else_jump @TORENO2_7653 
if 
  40@ > 500 
else_jump @TORENO2_7653 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 11 

:TORENO2_7653
if 
  62@ == 11 
else_jump @TORENO2_7731 
if 
  40@ > 1000 
else_jump @TORENO2_7731 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 8 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 12 

:TORENO2_7731
if 
  62@ == 12 
else_jump @TORENO2_7809 
if 
  40@ > 500 
else_jump @TORENO2_7809 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 13 

:TORENO2_7809
if 
  62@ == 13 
else_jump @TORENO2_7887 
if 
  40@ > 1000 
else_jump @TORENO2_7887 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 7 time 500 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 14 

:TORENO2_7887
if 
  62@ == 14 
else_jump @TORENO2_7965 
if 
  40@ > 500 
else_jump @TORENO2_7965 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 9 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 15 

:TORENO2_7965
if 
  62@ == 15 
else_jump @TORENO2_8043 
if 
  40@ > 1000 
else_jump @TORENO2_8043 
03A2: set_car 42@ action 3 
0477: set_car 42@ action 6 time 1000 
00AD: set_car 42@ max_speed_to 35.0 
40@ = 0 
62@ = 16 

:TORENO2_8043
if 
  64@ == 1 
else_jump @TORENO2_8113 
if 
88A7:   not car 42@ componentB 2 opened_or_not_present 
else_jump @TORENO2_8106 
132@ += 0.1 
08A6: set_car 42@ door 2 rotation_to 132@ 
jump @TORENO2_8113 

:TORENO2_8106
64@ = 2 

:TORENO2_8113
gosub @TORENO2_12236 
gosub @TORENO2_12043 

:TORENO2_8127
if 
  49@ == 4 
else_jump @TORENO2_8625 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TORENO2_8206 
if 
00DF:   actor $132 driving 
else_jump @TORENO2_8206 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @TORENO2_8206 
50@ = 0 
49@ = 5 

:TORENO2_8206
if 
  50@ == 0 
else_jump @TORENO2_8385 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_8385 
if 
07AB:   car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_8317 
0164: disable_marker 48@ 
018A: 48@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 7000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
63@ = 1 
jump @TORENO2_8360 

:TORENO2_8317
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 45@ 
07E0: set_marker 48@ type_to 1 
00BB: show_text_lowpriority GXT 'TOR1_21' time 7000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
63@ = 0 

:TORENO2_8360
041E: set_radio_station 0 
53@ = 1 
50@ = 1 
41@ = 0 

:TORENO2_8385
if 
  50@ == 1 
else_jump @TORENO2_8625 
if 
  83@ == 0 
else_jump @TORENO2_8504 
if 
  41@ > 7000 
else_jump @TORENO2_8504 
if 
  63@ == 1 
else_jump @TORENO2_8504 
if 
  53@ == 1 
else_jump @TORENO2_8504 
81@ = 11 
82@ = 0 
gosub @TORENO2_15185 
83@ = 1 

:TORENO2_8504
if 
07AB:   car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_8611 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_8611 
if 
01AF:   car 42@ sphere 1 in_sphere -2016.5 157.7 26.7 radius 4.0 4.0 4.0 
else_jump @TORENO2_8611 
01B4: set_player $PLAYER_CHAR can_move 0 
50@ = 0 
49@ = 5 

:TORENO2_8611
gosub @TORENO2_11130 
gosub @TORENO2_11311 

:TORENO2_8625
if 
  49@ == 5 
else_jump @TORENO2_9745 
if 
  50@ == 0 
else_jump @TORENO2_8715 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00BE: text_clear_all 
fade 0 500 

:TORENO2_8684
if 
fading 
else_jump @TORENO2_8708 
wait 0 
jump @TORENO2_8684 

:TORENO2_8708
50@ = 1 

:TORENO2_8715
if 
  50@ == 1 
else_jump @TORENO2_9387 
04ED: load_animation "POLICE" 

:TORENO2_8743
if 
84EE:   not animation "POLICE" loaded 
else_jump @TORENO2_8775 
wait 0 
jump @TORENO2_8743 

:TORENO2_8775
0360: open_garage 'HBGDSFS' 

:TORENO2_8786
if 
83B0:   not garage 'HBGDSFS' door_open 
else_jump @TORENO2_8819 
wait 0 
jump @TORENO2_8786 

:TORENO2_8819
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_8851 
jump @TORENO2_10705 

:TORENO2_8851
04E4: refresh_game_renderer_at -1998.7 178.4 
0A0B: set_rendering_origin_at_3D_coord -1998.7 178.4 26.3 angle 270.0 
0395: clear_area 0 at -1998.7 178.4 26.3 radius 200.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
8119:   not car 45@ wrecked 
else_jump @TORENO2_8996 
if 
07AB:   car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_8996 
07AC: detach_trailer 45@ from_cab 42@ 
00AB: put_car 45@ at -1998.7 178.4 26.3 
0175: set_car 45@ Z_angle_to 88.7 

:TORENO2_8996
00AB: put_car 42@ at -2006.7 178.4 26.3 
0175: set_car 42@ Z_angle_to 88.7 
wait 0 
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_9062 
jump @TORENO2_10705 

:TORENO2_9062
if 
8119:   not car 45@ wrecked 
else_jump @TORENO2_9086 
0893: put_trailer 45@ on_cab 42@ 

:TORENO2_9086
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2035.3 180.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0615: define_AS_pack_begin 133@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 133@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
0792: disembark_instantly_actor $132 
036A: put_actor $132 in_car 42@ 
05D1: AS_actor $132 drive_car 42@ to -2053.3 178.8 27.8 speed 10.0 0 model 0 3 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
81@ = 0 
09F5: disable_player_mutal_activities 1 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2038.0 182.8 29.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.0 166.2 31.2 switchstyle 2 
fade 1 2000 

:TORENO2_9324
if 
fading 
else_jump @TORENO2_9348 
wait 0 
jump @TORENO2_9324 

:TORENO2_9348
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_9380 
jump @TORENO2_10705 

:TORENO2_9380
50@ = 2 

:TORENO2_9387
if 
  50@ == 2 
else_jump @TORENO2_9553 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @TORENO2_9553 
0615: define_AS_pack_begin 133@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COPTRAF_LEFT" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 133@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 
40@ = 0 
50@ = 3 

:TORENO2_9553
if 
  50@ == 3 
else_jump @TORENO2_9745 
if 
  40@ > 5000 
else_jump @TORENO2_9745 
fade 0 500 

:TORENO2_9597
if 
fading 
else_jump @TORENO2_9621 
wait 0 
jump @TORENO2_9597 

:TORENO2_9621
0296: unload_special_actor 1 
00A6: destroy_car 42@ 
00A6: destroy_car 45@ 
0361: close_garage 'HBGDSFS' 

:TORENO2_9646
if 
83B1:   not garage 'HBGDSFS' door_closed 
else_jump @TORENO2_9679 
wait 0 
jump @TORENO2_9646 

:TORENO2_9679
09F5: disable_player_mutal_activities 0 
fade 1 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:TORENO2_9714
if 
fading 
else_jump @TORENO2_9738 
wait 0 
jump @TORENO2_9714 

:TORENO2_9738
jump @TORENO2_10723 

:TORENO2_9745
if 
  3 > 49@ 
else_jump @TORENO2_9831 
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_9831 
if 
01AD:   car 42@ sphere 0 near_point -1914.6 -1187.7 radius 5.0 5.0 
else_jump @TORENO2_9831 
50@ = 0 
49@ = 6 

:TORENO2_9831
if 
  49@ == 6 
else_jump @TORENO2_10691 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @TORENO2_10569 
if 
  50@ == 0 
else_jump @TORENO2_10569 
00BE: text_clear_all 
fade 0 500 

:TORENO2_9901
if 
fading 
else_jump @TORENO2_9925 
wait 0 
jump @TORENO2_9901 

:TORENO2_9925
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_9957 
jump @TORENO2_10705 

:TORENO2_9957
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
81@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1932.8 -991.8 31.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1959.7 -1019.9 43.1 switchstyle 2 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
else_jump @TORENO2_10103 
00A1: put_actor $PLAYER_ACTOR at -1984.5 -1072.9 31.5 

:TORENO2_10103
if 
00A3:   actor $132 sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
else_jump @TORENO2_10161 
00A1: put_actor $132 at -1984.5 -1074.9 31.5 

:TORENO2_10161
04E4: refresh_game_renderer_at -1984.3 -1045.7 
03CB: set_rendering_origin_at -1984.3 -1045.7 31.6 
0395: clear_area 1 at -1984.3 -1045.7 31.6 radius 25.0 
00AB: put_car 42@ at -1984.3 -1045.7 31.6 
0175: set_car 42@ Z_angle_to 0.0 
if 
8119:   not car 45@ wrecked 
else_jump @TORENO2_10298 
00AB: put_car 45@ at -1984.3 -1055.7 31.6 
0175: set_car 45@ Z_angle_to 0.0 
0893: put_trailer 45@ on_cab 42@ 

:TORENO2_10298
if 
8118:   not actor 43@ dead 
else_jump @TORENO2_10469 
0615: define_AS_pack_begin 133@ 
05D1: AS_actor -1 drive_car 42@ to -1984.8 -1022.1 31.6 speed 15.0 0 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1954.4 -1007.4 31.6 speed 15.0 0 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1943.6 -1040.1 31.6 speed 15.0 2 model 0 3 
05D1: AS_actor -1 drive_car 42@ to -1946.6 -1018.0 31.6 speed 15.0 2 model 0 3 
0616: define_AS_pack_end 133@ 
0618: assign_actor 43@ to_AS_pack 133@ 
061B: remove_references_to_AS_pack 133@ 

:TORENO2_10469
00BC: show_text_highpriority GXT 'TOR1_12' time 11000 flag 1  // ~r~You failed to steal the truck!
fade 1 1000 

:TORENO2_10492
if 
fading 
else_jump @TORENO2_10523 
wait 0 
gosub @TORENO2_12043 
jump @TORENO2_10492 

:TORENO2_10523
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_10555 
jump @TORENO2_10705 

:TORENO2_10555
0707: start_scene_skip_to @TORENO2_10632 
50@ = 1 

:TORENO2_10569
if 
  50@ == 1 
else_jump @TORENO2_10691 
gosub @TORENO2_12043 
if 
01AD:   car 42@ sphere 0 near_point -1943.6 -1040.1 radius 5.0 5.0 
else_jump @TORENO2_10691 

:TORENO2_10632
0701: end_scene_skip 
gosub @TORENO2_10928 
if 
  52@ == 1 
else_jump @TORENO2_10666 
jump @TORENO2_10705 

:TORENO2_10666
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_12' time 4000 flag 1  // ~r~You failed to steal the truck!
jump @TORENO2_10705 

:TORENO2_10691
gosub @TORENO2_12941 
jump @TORENO2_1616 

:TORENO2_10705
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:TORENO2_10723
$592 += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 7000 
0629: change_integer_stat 326 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'DESERT2'  // Highjack
0164: disable_marker $579 
030C: progress_made = 1 
return 

:TORENO2_10795
if 
0844:   string s$705 empty // s$ 
else_jump @TORENO2_10813 
02EB: restore_camera_with_jumpcut 

:TORENO2_10813
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TORENO2_10836 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TORENO2_10836
09F5: disable_player_mutal_activities 0 
0607: remove_forbidden_for_scripted_cars 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model 514 
0249: release_model 461 
0249: release_model 584 
0249: release_model 567 
034F: destroy_actor_with_fade $132 
0296: unload_special_actor 1 
04EF: release_animation "BIKELEAP" 
04EF: release_animation "POLICE" 
0164: disable_marker 48@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:TORENO2_10928
if 
  3 > 49@ 
else_jump @TORENO2_10987 
if 
0119:   car 44@ wrecked 
else_jump @TORENO2_10987 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_02' time 4000 flag 1  // ~r~The bike has been destroyed.
52@ = 1 

:TORENO2_10987
if 
  49@ > 1 
else_jump @TORENO2_11087 
if 
0119:   car 42@ wrecked 
else_jump @TORENO2_11046 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
52@ = 1 

:TORENO2_11046
if 
0119:   car 45@ wrecked 
else_jump @TORENO2_11087 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
52@ = 1 

:TORENO2_11087
if 
0118:   actor $132 dead 
else_jump @TORENO2_11128 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_03' time 4000 flag 1  // ~r~Cesar has been killed.
52@ = 1 

:TORENO2_11128
return 

:TORENO2_11130
if 
  53@ == 0 
else_jump @TORENO2_11245 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_11245 
if 
87AB:   not car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_11213 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 45@ 
07E0: set_marker 48@ type_to 1 
jump @TORENO2_11238 

:TORENO2_11213
0164: disable_marker 48@ 
018A: 48@ = create_checkpoint_at -2016.5 157.7 26.7 

:TORENO2_11238
53@ = 1 

:TORENO2_11245
if 
  53@ == 1 
else_jump @TORENO2_11309 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_11309 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 42@ 
07E0: set_marker 48@ type_to 1 
53@ = 0 

:TORENO2_11309
return 

:TORENO2_11311
if 
  53@ == 1 
else_jump @TORENO2_11518 
if 
8119:   not car 45@ wrecked 
else_jump @TORENO2_11518 
0224: set_car 45@ health_to 1000 
if 
  63@ == 1 
else_jump @TORENO2_11433 
if 
87AB:   not car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_11433 
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 45@ 
07E0: set_marker 48@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
63@ = 0 

:TORENO2_11433
if 
  63@ == 0 
else_jump @TORENO2_11518 
if 
07AB:   car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_11518 
0164: disable_marker 48@ 
018A: 48@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
63@ = 1 

:TORENO2_11518
return 

:TORENO2_11520
if 
  54@ == 1 
else_jump @TORENO2_11838 
if 
  53@ == 0 
else_jump @TORENO2_11708 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_11708 
03D5: remove_text 84@(82@,8s) 
03D5: remove_text 'TOR1_20'  // ~s~Get on the ~b~bike~s~.
0164: disable_marker 48@ 
if 
8119:   not car 42@ wrecked 
else_jump @TORENO2_11624 
0186: 48@ = create_marker_above_car 42@ 

:TORENO2_11624
if 
  41@ > 8000 
else_jump @TORENO2_11701 
if 
00DB:   actor $132 in_car 44@ 
else_jump @TORENO2_11685 
00BC: show_text_highpriority GXT 'TOR1_05' time 4000 flag 1  // ~s~Catch up to the ~r~truck~s~.
jump @TORENO2_11701 

:TORENO2_11685
00BC: show_text_highpriority GXT 'TOR1_16' time 4000 flag 1  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.

:TORENO2_11701
53@ = 1 

:TORENO2_11708
if 
  53@ == 1 
else_jump @TORENO2_11838 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_11838 
03D5: remove_text 84@(82@,8s) 
03D5: remove_text 'TOR1_10'  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
03D5: remove_text 'TOR1_16'  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.
0164: disable_marker 48@ 
0186: 48@ = create_marker_above_car 44@ 
07E0: set_marker 48@ type_to 1 
if 
  41@ > 8000 
else_jump @TORENO2_11831 
00BC: show_text_highpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_11831
53@ = 0 

:TORENO2_11838
return 

:TORENO2_11840
if 
  54@ == 1 
else_jump @TORENO2_11904 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_11904 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor $132 
07E0: set_marker 48@ type_to 1 
54@ = 0 

:TORENO2_11904
if 
  54@ == 0 
else_jump @TORENO2_12041 
if 
0104:   actor $PLAYER_ACTOR near_actor $132 radius 8.0 8.0 8.0 sphere 0 
else_jump @TORENO2_12041 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_11989 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 

:TORENO2_11989
0164: disable_marker 48@ 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_12027 
53@ = 1 
jump @TORENO2_12034 

:TORENO2_12027
53@ = 0 

:TORENO2_12034
54@ = 1 

:TORENO2_12041
return 

:TORENO2_12043
if 
8119:   not car 42@ wrecked 
else_jump @TORENO2_12110 
if 
8119:   not car 45@ wrecked 
else_jump @TORENO2_12110 
0224: set_car 45@ health_to 1000 
if 
87AB:   not car 45@ has_attached_trailer 42@ 
else_jump @TORENO2_12110 
0893: put_trailer 45@ on_cab 42@ 

:TORENO2_12110
return 

:TORENO2_12112
if 
8119:   not car 42@ wrecked 
else_jump @TORENO2_12234 
if 
0202:   actor $PLAYER_ACTOR near_car 42@ radius 20.0 20.0 sphere 0 
else_jump @TORENO2_12176 
00AD: set_car 42@ max_speed_to 37.0 
jump @TORENO2_12234 

:TORENO2_12176
if 
0202:   actor $PLAYER_ACTOR near_car 42@ radius 40.0 40.0 sphere 0 
else_jump @TORENO2_12224 
00AD: set_car 42@ max_speed_to 20.0 
jump @TORENO2_12234 

:TORENO2_12224
00AD: set_car 42@ max_speed_to 15.0 

:TORENO2_12234
return 

:TORENO2_12236
if 
8119:   not car 42@ wrecked 
else_jump @TORENO2_12939 
0407: store_coords_to 128@ 129@ $74 from_car 42@ with_offset -3.0 2.0 0.0 
0407: store_coords_to 130@ 131@ $74 from_car 42@ with_offset 3.0 11.0 0.0 
053E: 46@ = get_random_car_with_model -1 in_rectangle_cornerA 128@ 129@ cornerB 130@ 131@ 
if 
8119:   not car 46@ wrecked 
else_jump @TORENO2_12939 
if 
803B:   not  46@ == 44@ // (int) 
else_jump @TORENO2_12939 
0227: 65@ = car 46@ health 
if 
  65@ > 500 
else_jump @TORENO2_12939 
02E3: 77@ = car 42@ speed 
77@ *= 0.02 
02F8: get_car 42@ Z_angle_sine_to 128@ 
02F9: get_car 42@ Z_angle_cosine_to 129@ 
0087: 130@ = 129@ // (float) 
131@ = -1.0 
006B: 131@ *= 128@ // (float) 
00AA: store_car 46@ position_to 73@ 74@ 75@ 
00AA: store_car 42@ position_to 70@ 71@ 72@ 
0063: 73@ -= 70@ // (float) 
0063: 74@ -= 71@ // (float) 
0087: 78@ = 130@ // (float) 
006B: 78@ *= 73@ // (float) 
0087: 79@ = 131@ // (float) 
006B: 79@ *= 74@ // (float) 
0087: 76@ = 78@ // (float) 
005B: 76@ += 79@ // (float) 
if 
  2.5 > 76@ 
else_jump @TORENO2_12929 
if 
  76@ > -2.5 
else_jump @TORENO2_12929 
if 
  76@ > 0.0 
else_jump @TORENO2_12623 
76@ = 1.0 
jump @TORENO2_12633 

:TORENO2_12623
76@ = -1.0 

:TORENO2_12633
0087: 78@ = 128@ // (float) 
006B: 78@ *= 77@ // (float) 
0087: 79@ = 76@ // (float) 
006B: 79@ *= 130@ // (float) 
79@ *= 0.5 
0087: 80@ = 77@ // (float) 
006B: 80@ *= 79@ // (float) 
0087: 70@ = 78@ // (float) 
005B: 70@ += 80@ // (float) 
0087: 78@ = 129@ // (float) 
006B: 78@ *= 77@ // (float) 
0087: 79@ = 76@ // (float) 
006B: 79@ *= 131@ // (float) 
79@ *= 0.5 
0087: 80@ = 77@ // (float) 
006B: 80@ *= 79@ // (float) 
0087: 71@ = 78@ // (float) 
005B: 71@ += 80@ // (float) 
0087: 72@ = 77@ // (float) 
72@ += 0.008 
72@ *= 0.5 
73@ = -1.0 
006B: 73@ *= 76@ // (float) 
006B: 73@ *= 130@ // (float) 
006B: 73@ *= 77@ // (float) 
74@ = -1.0 
006B: 74@ *= 76@ // (float) 
006B: 74@ *= 131@ // (float) 
006B: 74@ *= 77@ // (float) 
75@ = 0.0 
03D1: play_wav 3 
03A2: set_car 46@ action 3 
07D5: set_car 46@ velocity_in_direction_XYZ 70@ 71@ 72@ rotation_velocitiesXY 73@ 74@ unk 75@ 
0224: set_car 46@ health_to 499 

:TORENO2_12929
054F: clear_car 46@ damage 
01C3: remove_references_to_car 46@ 

:TORENO2_12939
return 

:TORENO2_12941
if 
  81@ == 1 
else_jump @TORENO2_13013 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13006 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
gosub @TORENO2_16734 
jump @TORENO2_13013 

:TORENO2_13006
81@ = 0 

:TORENO2_13013
if or
  49@ == 1 
  49@ == 2 
else_jump @TORENO2_14384 
if or
  14 > 49@ 
  49@ == 16 
else_jump @TORENO2_14384 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_13797 
if 
0104:   actor $132 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @TORENO2_13790 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $132 on_foot 
else_jump @TORENO2_13293 
if or
  81@ == 2 
  81@ == 3 
  81@ == 4 
  81@ == 5 
  81@ == 6 
else_jump @TORENO2_13293 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13286 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_13248 
gosub @TORENO2_16734 
jump @TORENO2_13279 

:TORENO2_13248
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_13279
jump @TORENO2_13293 

:TORENO2_13286
81@ = 0 

:TORENO2_13293
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $132 driving 
else_jump @TORENO2_13468 
if or
  81@ == 2 
  81@ == 3 
  81@ == 4 
  81@ == 5 
  81@ == 6 
else_jump @TORENO2_13468 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13461 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_13423 
gosub @TORENO2_16734 
jump @TORENO2_13454 

:TORENO2_13423
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_13454
jump @TORENO2_13468 

:TORENO2_13461
81@ = 0 

:TORENO2_13468
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $132 on_foot 
else_jump @TORENO2_13629 
if or
  81@ == 7 
  81@ == 9 
  81@ == 10 
else_jump @TORENO2_13629 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13622 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_13584 
gosub @TORENO2_16734 
jump @TORENO2_13615 

:TORENO2_13584
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_13615
jump @TORENO2_13629 

:TORENO2_13622
81@ = 0 

:TORENO2_13629
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $132 driving 
else_jump @TORENO2_13790 
if or
  81@ == 7 
  81@ == 9 
  81@ == 10 
else_jump @TORENO2_13790 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13783 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_13745 
gosub @TORENO2_16734 
jump @TORENO2_13776 

:TORENO2_13745
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_13776
jump @TORENO2_13790 

:TORENO2_13783
81@ = 0 

:TORENO2_13790
jump @TORENO2_13914 

:TORENO2_13797
if 
  14 > 81@ 
else_jump @TORENO2_13914 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_13841 
82@ += 1 

:TORENO2_13841
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
00BE: text_clear_all 
0085: 117@ = 81@ // (int) 
0085: 118@ = 82@ // (int) 
81@ = 14 
0209: 82@ = random_int_in_ranges 0 4 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_13914
if 
  81@ == 14 
else_jump @TORENO2_14105 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_14082 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_14052 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_14014 
gosub @TORENO2_16734 
jump @TORENO2_14045 

:TORENO2_14014
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_14045
jump @TORENO2_14075 

:TORENO2_14052
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
81@ = 15 

:TORENO2_14075
jump @TORENO2_14105 

:TORENO2_14082
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
81@ = 15 

:TORENO2_14105
if 
  81@ == 15 
else_jump @TORENO2_14158 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_14158 
81@ = 16 
82@ = 0 
00BE: text_clear_all 

:TORENO2_14158
if 
  81@ == 16 
else_jump @TORENO2_14384 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @TORENO2_14329 
41@ = 0 
0085: 81@ = 117@ // (int) 
0085: 82@ = 118@ // (int) 
gosub @TORENO2_15185 
if 
  117@ == 0 
else_jump @TORENO2_14322 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @TORENO2_14285 
00BB: show_text_lowpriority GXT 'TOR1_05' time 7000 flag 1  // ~s~Catch up to the ~r~truck~s~.
jump @TORENO2_14301 

:TORENO2_14285
00BB: show_text_lowpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_14301
41@ = 0 
82@ = 0 
81@ = 0 

:TORENO2_14322
jump @TORENO2_14384 

:TORENO2_14329
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
81@ = 14 
0209: 82@ = random_int_in_ranges 0 4 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_14384
if 
  49@ == 4 
else_jump @TORENO2_15183 
if 
  50@ == 1 
else_jump @TORENO2_15183 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_14565 
if 
  81@ == 11 
else_jump @TORENO2_14565 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_14558 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_14520 
gosub @TORENO2_16734 
jump @TORENO2_14551 

:TORENO2_14520
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_14551
jump @TORENO2_14565 

:TORENO2_14558
81@ = 0 

:TORENO2_14565
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_14701 
if 
  17 > 81@ 
else_jump @TORENO2_14701 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_14628 
82@ += 1 

:TORENO2_14628
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 84@(82@,8s) 
0085: 117@ = 81@ // (int) 
0085: 118@ = 82@ // (int) 
81@ = 17 
0209: 82@ = random_int_in_ranges 0 6 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_14701
if 
  81@ == 17 
else_jump @TORENO2_14914 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_14862 
if 
001D:   108@ > 82@ // (int) 
else_jump @TORENO2_14839 
gosub @TORENO2_16473 
gosub @TORENO2_16580 
if 
8118:   not actor $132 dead 
else_jump @TORENO2_14801 
gosub @TORENO2_16734 
jump @TORENO2_14832 

:TORENO2_14801
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
109@ = 0 
110@ = 0 

:TORENO2_14832
jump @TORENO2_14862 

:TORENO2_14839
00BB: show_text_lowpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
81@ = 18 

:TORENO2_14862
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_14914 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
81@ = 19 
82@ = 0 
00BE: text_clear_all 

:TORENO2_14914
if 
  81@ == 18 
else_jump @TORENO2_14967 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_14967 
81@ = 19 
82@ = 0 
00BE: text_clear_all 

:TORENO2_14967
if 
  81@ == 19 
else_jump @TORENO2_15183 
if 
0448:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_15109 
41@ = 0 
0085: 81@ = 117@ // (int) 
0085: 82@ = 118@ // (int) 
gosub @TORENO2_15185 
if 
  117@ == 0 
else_jump @TORENO2_15109 
if 
  63@ == 1 
else_jump @TORENO2_15093 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
jump @TORENO2_15109 

:TORENO2_15093
00BB: show_text_lowpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.

:TORENO2_15109
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @TORENO2_15183 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 84@(82@,8s) 
81@ = 17 
0209: 82@ = random_int_in_ranges 0 6 
0085: 116@ = 82@ // (int) 
116@ += 1 
gosub @TORENO2_15185 

:TORENO2_15183
return 

:TORENO2_15185
if 
  81@ == 1 
else_jump @TORENO2_15342 
05AA: 84@s = 'DES2_AA' // @s = 'short'  // I got here as fast as I could, CJ.
05AA: 86@s = 'DES2_AB' // @s = 'short'  // Yeah, you sure did. How you know I needed help?
05AA: 88@s = 'DES2_AC' // @s = 'short'  // Man, you losing it, holmes.
05AA: 90@s = 'DES2_AD' // @s = 'short'  // You phoned me a half an hour ago, man!
05AA: 92@s = 'DES2_AE' // @s = 'short'  // I did? I mean, oh yeah, I did.
05AA: 94@s = 'DES2_AF' // @s = 'short'  // Sorry man, I got a whole lot on my mind.
04AF: 100@ = 13000 // = constant 
04AF: 101@ = 13001 // = constant 
04AF: 102@ = 13002 // = constant 
04AF: 103@ = 13003 // = constant 
04AF: 104@ = 13004 // = constant 
04AF: 105@ = 13005 // = constant 
108@ = 6 

:TORENO2_15342
if 
  81@ == 2 
else_jump @TORENO2_15411 
05AA: 84@s = 'DES2_BA' // @s = 'short'  // We need to 'jack a truck on the freeway.
05AA: 86@s = 'DES2_BB' // @s = 'short'  // It's headed to San Fierro.
04AF: 100@ = 13006 // = constant 
04AF: 101@ = 13007 // = constant 
108@ = 2 

:TORENO2_15411
if 
  81@ == 3 
else_jump @TORENO2_15458 
05AA: 84@s = 'DES2_BC' // @s = 'short'  // We can get on the freeway here, holmes.
04AF: 100@ = 13008 // = constant 
108@ = 1 

:TORENO2_15458
if 
  81@ == 4 
else_jump @TORENO2_15550 
05AA: 84@s = 'DES2_CA' // @s = 'short'  // Man, you crazy, this is the rail bridge!
05AA: 86@s = 'DES2_CB' // @s = 'short'  // The road bridge is over there!
05AA: 88@s = 'DES2_CC' // @s = 'short'  // We jacking a train, holmes?
04AF: 100@ = 13009 // = constant 
04AF: 101@ = 13010 // = constant 
04AF: 102@ = 13011 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_15550
if 
  81@ == 5 
else_jump @TORENO2_15642 
05AA: 84@s = 'DES2_DA' // @s = 'short'  // You missed the turnpike, holmes!
05AA: 86@s = 'DES2_DB' // @s = 'short'  // The freeway's back there!
05AA: 88@s = 'DES2_DC' // @s = 'short'  // Dude, you missed the turn!
04AF: 100@ = 13012 // = constant 
04AF: 101@ = 13013 // = constant 
04AF: 102@ = 13014 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_15642
if 
  81@ == 6 
else_jump @TORENO2_15800 
05AA: 84@s = 'DES2_EA' // @s = 'short'  // There's the rig up ahead!
05AA: 86@s = 'DES2_EB' // @s = 'short'  // What's the plan?
05AA: 88@s = 'DES2_EC' // @s = 'short'  // I'm gonna pull alongside and you're gonna hop on board!
05AA: 90@s = 'DES2_ED' // @s = 'short'  // Oh shit, you did not mention that on the phone.
05AA: 92@s = 'DES2_EE' // @s = 'short'  // It'll be a walk in the park!
05AA: 94@s = 'DES2_EF' // @s = 'short'  // Tell Kendl I love her!
04AF: 100@ = 13015 // = constant 
04AF: 101@ = 13016 // = constant 
04AF: 102@ = 13017 // = constant 
04AF: 103@ = 13018 // = constant 
04AF: 104@ = 13019 // = constant 
04AF: 105@ = 13020 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_15800
if 
  81@ == 7 
else_jump @TORENO2_15892 
05AA: 84@s = 'DES2_FA' // @s = 'short'  // Closer, CJ, closer!
05AA: 86@s = 'DES2_FB' // @s = 'short'  // Just a little closer!
05AA: 88@s = 'DES2_FC' // @s = 'short'  // What do you think, I'm a Mexican jumping bean? Closer!
04AF: 100@ = 13021 // = constant 
04AF: 101@ = 13022 // = constant 
04AF: 102@ = 13023 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_15892
if 
  81@ == 9 
else_jump @TORENO2_15984 
05AA: 84@s = 'DES2_HA' // @s = 'short'  // Speed up, CJ!
05AA: 86@s = 'DES2_HB' // @s = 'short'  // Match the truck's speed!
05AA: 88@s = 'DES2_HC' // @s = 'short'  // Keep level, CJ, keep it level!
04AF: 100@ = 13027 // = constant 
04AF: 101@ = 13028 // = constant 
04AF: 102@ = 13029 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_15984
if 
  81@ == 10 
else_jump @TORENO2_16076 
05AA: 84@s = 'DES2_JA' // @s = 'short'  // Slow down, CJ!
05AA: 86@s = 'DES2_JB' // @s = 'short'  // Just a bit slower!
05AA: 88@s = 'DES2_JC' // @s = 'short'  // Calm it down, CJ, you're too fast!
04AF: 100@ = 13030 // = constant 
04AF: 101@ = 13031 // = constant 
04AF: 102@ = 13032 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_16076
if 
  81@ == 11 
else_jump @TORENO2_16123 
05AA: 84@s = 'DES2_KA' // @s = 'short'  // OK, CJ, let's get this rig back to the garage!
04AF: 100@ = 13033 // = constant 
108@ = 1 

:TORENO2_16123
if 
  81@ == 12 
else_jump @TORENO2_16170 
05AA: 84@s = 'DES2_LA' // @s = 'short'  // See you later, holmes!
04AF: 100@ = 13038 // = constant 
108@ = 1 

:TORENO2_16170
if 
  81@ == 14 
else_jump @TORENO2_16284 
05AA: 84@s = 'CESX_BA' // @s = 'short'  // Wait up, CJ!
05AA: 86@s = 'CESX_BB' // @s = 'short'  // Hang ten, CJ!
05AA: 88@s = 'CESX_BC' // @s = 'short'  // Hold up!
05AA: 90@s = 'CESX_BD' // @s = 'short'  // Slow down, Carl!
04AF: 100@ = 10406 // = constant 
04AF: 101@ = 10407 // = constant 
04AF: 102@ = 10408 // = constant 
04AF: 103@ = 10409 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_16284
if 
  81@ == 17 
else_jump @TORENO2_16442 
05AA: 84@s = 'CESX_AA' // @s = 'short'  // Get in, CJ, get in!
05AA: 86@s = 'CESX_AB' // @s = 'short'  // Hop in, holmes!
05AA: 88@s = 'CESX_AC' // @s = 'short'  // All aboard!
05AA: 90@s = 'CESX_AD' // @s = 'short'  // You got shotgun, CJ!
05AA: 92@s = 'CESX_AE' // @s = 'short'  // Get in the car, CJ!
05AA: 94@s = 'CESX_AF' // @s = 'short'  // Jump in, CJ, quick!
04AF: 100@ = 10400 // = constant 
04AF: 101@ = 10401 // = constant 
04AF: 102@ = 10402 // = constant 
04AF: 103@ = 10403 // = constant 
04AF: 104@ = 10404 // = constant 
04AF: 105@ = 10405 // = constant 
0085: 108@ = 116@ // (int) 

:TORENO2_16442
0085: 111@ = 82@ // (int) 
109@ = 0 
110@ = 0 
112@ = 1 
return 

:TORENO2_16473
if 
001D:   108@ > 111@ // (int) 
else_jump @TORENO2_16578 
if 
  109@ == 0 
else_jump @TORENO2_16535 
03CF: load_wav 100@(111@,8i) as 1 
111@ += 1 
109@ = 1 

:TORENO2_16535
if 
  110@ == 0 
else_jump @TORENO2_16578 
03CF: load_wav 100@(111@,8i) as 2 
111@ += 1 
110@ = 1 

:TORENO2_16578
return 

:TORENO2_16580
if 
  112@ == 1 
else_jump @TORENO2_16656 
if 
  109@ == 1 
else_jump @TORENO2_16656 
if 
03D0:   wav 1 loaded 
else_jump @TORENO2_16656 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 84@(82@,8s) time 4500 flag 1 
109@ = 2 

:TORENO2_16656
if 
  112@ == 2 
else_jump @TORENO2_16732 
if 
  110@ == 1 
else_jump @TORENO2_16732 
if 
03D0:   wav 2 loaded 
else_jump @TORENO2_16732 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 84@(82@,8s) time 4500 flag 1 
110@ = 2 

:TORENO2_16732
return 

:TORENO2_16734
if 
  109@ == 2 
else_jump @TORENO2_16797 
if 
03D2:   wav 1 ended 
else_jump @TORENO2_16797 
03D5: remove_text 84@(82@,8s) 
82@ += 1 
112@ = 2 
109@ = 0 

:TORENO2_16797
if 
  110@ == 2 
else_jump @TORENO2_16860 
if 
03D2:   wav 2 ended 
else_jump @TORENO2_16860 
03D5: remove_text 84@(82@,8s) 
82@ += 1 
112@ = 1 
110@ = 0 

:TORENO2_16860
return 

//-------------Mission 77---------------
// Originally: Interdiction

:DES3
thread 'DES3' 
gosub @DES3_47 
if 
wasted_or_busted 
else_jump @DES3_38 
gosub @DES3_26606 

:DES3_38
gosub @DES3_26722 
end_thread 

:DES3_47
increment_mission_attempts 
$ONMISSION = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 75@ // decision\allowed\m_.ped files 

:DES3_147
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @DES3_173 
44@ = 1 

:DES3_173
47@ += 1 
if 
  47@ > 10 
else_jump @DES3_205 
47@ = 0 

:DES3_205
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 72@ += 50@ // (int) 
005A: 73@ += 50@ // (int) 
005A: 143@ += 50@ // (int) 
005A: 144@ += 50@ // (int) 
005A: 145@ += 50@ // (int) 
005A: 146@ += 50@ // (int) 
0062: 232@ -= 50@ // (int) 
005A: 147@ += 50@ // (int) 
gosub @DES3_575 
0871: init_jump_table 42@ total_jumps 7 default_jump 0 @DES3_466 jumps 0 @DES3_368 1 @DES3_382 2 @DES3_396 3 @DES3_410 4 @DES3_424 5 @DES3_438 6 @DES3_452 

:DES3_368
gosub @DES3_2306 
jump @DES3_466 

:DES3_382
gosub @DES3_2848 
jump @DES3_466 

:DES3_396
gosub @DES3_5169 
jump @DES3_466 

:DES3_410
gosub @DES3_5988 
jump @DES3_466 

:DES3_424
gosub @DES3_10658 
jump @DES3_466 

:DES3_438
gosub @DES3_12301 
jump @DES3_466 

:DES3_452
gosub @DES3_13988 
jump @DES3_466 

:DES3_466
gosub @DES3_16329 

:DES3_473
if 
  46@ == 0 
else_jump @DES3_573 
if 
  45@ == 0 
else_jump @DES3_557 
if 
  44@ == 0 
else_jump @DES3_541 
jump @DES3_147 
jump @DES3_550 

:DES3_541
gosub @DES3_26624 
return 

:DES3_550
jump @DES3_566 

:DES3_557
gosub @DES3_26606 
return 

:DES3_566
jump @DES3_575 

:DES3_573
return 

:DES3_575
if 
0736:   is_keyboard_key_just_pressed 88 
else_jump @DES3_666 
if 
  76@ == 0 
else_jump @DES3_640 
76@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
jump @DES3_666 

:DES3_640
76@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:DES3_666
if 
  76@ == 1 
else_jump @DES3_2304 
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @DES3_733 
77@ += 1 
if 
  77@ > 6 
else_jump @DES3_731 
77@ = 0 

:DES3_731
086A: NOP 

:DES3_733
if 
  77@ == 1 
else_jump @DES3_943 
008A: $8846 = 42@ // (int) 
008A: $8847 = 43@ // (int) 
008A: $8848 = 70@ // (int) 
008A: $8849 = 72@ // (int) 
008A: $8850 = 71@ // (int) 
008A: $8851 = 73@ // (int) 
008A: $8852 = 40@ // (int) 
008A: $8853 = 41@ // (int) 
065D: NOP $8846 "M_STAGE" 
065D: NOP $8847 "M_GOALS" 
065D: NOP $8848 "DIALOGUE_FLAG" 
065D: NOP $8849 "DIALOGUE_TIMER" 
065D: NOP $8850 "HELP_FLAG" 
065D: NOP $8851 "HELP_TIMER" 
065D: NOP $8852 "TIMERA" 
065D: NOP $8853 "TIMERB" 

:DES3_943
if 
  77@ == 2 
else_jump @DES3_1217 
008A: $8846 = 116@ // (int) 
008A: $8847 = 127@ // (int) 
008A: $8848 = 128@ // (int) 
008A: $8849 = 129@ // (int) 
008A: $8850 = 130@ // (int) 
008A: $8851 = 135@ // (int) 
008A: $8852 = 136@ // (int) 
008A: $8853 = 139@ // (int) 
065D: NOP $8846 "PHELI_PROGRESS" 
065D: NOP $8847 "BRAVO_PED_FLAG[0]" 
065D: NOP $8848 "BRAVO_PED_FLAG[1]" 
065D: NOP $8849 "BRAVO_PED_FLAG[2]" 
065D: NOP $8850 "BRAVO_PED_FLAG[3]" 
065D: NOP $8851 "ALPHA_HELIS_FUCKED" 
065D: NOP $8852 "BRAVO_HELIS_FUCKED" 
065D: NOP $8853 "TOTAL_FUCKED_HELIS" 

:DES3_1217
if 
  77@ == 3 
else_jump @DES3_1455 
008A: $8846 = 117@ // (int) 
008A: $8847 = 120@ // (int) 
008A: $8848 = 123@ // (int) 
008A: $8849 = 124@ // (int) 
008A: $8850 = 125@ // (int) 
008A: $8851 = 126@ // (int) 
008A: $8852 = 137@ // (int) 
065D: NOP $8846 "ALPHA_HELI_AI" 
065D: NOP $8847 "ALPHA_HELI_GOALS" 
065D: NOP $8848 "ALPHA_PED_FLAG[0]" 
065D: NOP $8849 "ALPHA_PED_FLAG[1]" 
065D: NOP $8850 "ALPHA_PED_FLAG[2]" 
065D: NOP $8851 "ALPHA_PED_FLAG[3]" 
065D: NOP $8852 "ALPHA_HELI_CONTROL" 

:DES3_1455
if 
  77@ == 4 
else_jump @DES3_1668 
008A: $8846 = 131@ // (int) 
008A: $8847 = 132@ // (int) 
008A: $8848 = 133@ // (int) 
008A: $8849 = 134@ // (int) 
0088: $8858 = 148@ // (float) 
008A: $8851 = 145@ // (int) 
065D: NOP $8846 "ALPHA_PED_ATTACHED[0]" 
065D: NOP $8847 "ALPHA_PED_ATTACHED[1]" 
065D: NOP $8848 "ALPHA_PED_ATTACHED[2]" 
065D: NOP $8849 "ALPHA_PED_ATTACHED[3]" 
065E: NOP $8858 "FED_DISTANCE" 
065D: NOP $8851 "FED_TIMER" 

:DES3_1668
if 
  77@ == 5 
else_jump @DES3_1915 
0088: $8854 = 207@ // (float) 
0088: $8855 = 210@ // (float) 
0088: $8856 = 213@ // (float) 
0088: $8857 = 216@ // (float) 
0088: $8858 = 219@ // (float) 
0088: $8859 = 229@ // (float) 
0088: $8860 = 230@ // (float) 
0088: $8861 = 231@ // (float) 
065E: NOP $8854 "SWING_SPEED_X" 
065E: NOP $8855 "SWING_ACCEL_X" 
065E: NOP $8856 "SWING_ROT_X" 
065E: NOP $8857 "SWING_DEST_X" 
065E: NOP $8858 "SWING_DIST_X" 
065E: NOP $8859 "SWING_ANGLE_FOR_XY" 
065E: NOP $8860 "SWING_DIRECT_DIST" 
065E: NOP $8861 "SWING_2D_DIST" 

:DES3_1915
if 
  77@ == 6 
else_jump @DES3_2169 
0088: $8854 = 228@ // (float) 
0088: $8855 = 221@ // (float) 
008A: $8848 = 118@ // (int) 
008A: $8849 = 121@ // (int) 
008A: $8850 = 91@ // (int) 
008A: $8851 = 84@ // (int) 
008A: $8852 = 141@ // (int) 
008A: $8853 = 138@ // (int) 
065E: NOP $8854 "SWING_ANGLE_FOR_Z" 
065E: NOP $8855 "SWING_DIST_Z" 
065D: NOP $8848 "BRAVO_HELI_AI" 
065D: NOP $8849 "BRAVO_HELI_GOALS" 
065D: NOP $8850 "BRAVO_PILOT" 
065D: NOP $8851 "BRAVO_HELI" 
065D: NOP $8852 "TOTAL_CREATED_HELIS" 
065D: NOP $8853 "BRAVO_HELI_CONTROL" 

:DES3_2169
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @DES3_2191 
46@ = 1 

:DES3_2191
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @DES3_2279 
if 
  78@ == 0 
else_jump @DES3_2254 
78@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @DES3_2279 

:DES3_2254
78@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DES3_2279
if 
  78@ == 1 
else_jump @DES3_2304 
jump @DES3_473 

:DES3_2304
return 

:DES3_2306
if 
  43@ == -1 
else_jump @DES3_2642 
00A5: 82@ = create_car 413 at 0.0 0.0 0.0 
00A5: 83@ = create_car 413 at 0.0 0.0 0.0 
00A5: 84@ = create_car 413 at 0.0 0.0 0.0 
00A5: 293@ = create_car 413 at 0.0 0.0 0.0 
00A5: 294@ = create_car 413 at 0.0 0.0 0.0 
00A5: 86@ = create_car 413 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
018A: 110@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 111@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 115@ = create_checkpoint_at 0.0 0.0 0.0 

:DES3_2642
116@ = 0 
04AF: 117@ = 0 // = constant 
04AF: 118@ = 0 // = constant 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
51@ = 0 

:DES3_2698
if 
  4 > 51@ 
else_jump @DES3_2763 
123@(51@,4i) = 0 
127@(51@,4i) = 0 
131@(51@,4i) = 0 
51@ += 1 
jump @DES3_2698 

:DES3_2763
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
$8862 = 0 
139@ = 0 
140@ = 0 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'DSERT3' 
gosub @DES3_26548 
return 

:DES3_2848
if 
  43@ == 0 
else_jump @DES3_3481 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:DES3_2880
if 
fading 
else_jump @DES3_2904 
wait 0 
jump @DES3_2880 

:DES3_2904
set_weather 17 
0395: clear_area 1 at -691.0 941.0 13.0 radius 10.0 
02E4: load_cutscene_data 'DESERT3' 

:DES3_2943
if 
86B9:   not cutscene_data_loaded 
else_jump @DES3_2967 
wait 0 
jump @DES3_2943 

:DES3_2967
02E7: start_cutscene 
fade 1 1000 

:DES3_2976
if 
82E9:   not cutscene_reached_end 
else_jump @DES3_3000 
wait 0 
jump @DES3_2976 

:DES3_3000
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DES3_3013
if 
fading 
else_jump @DES3_3037 
wait 0 
jump @DES3_3013 

:DES3_3037
02EA: end_cutscene 
0395: clear_area 1 at -701.5853 965.8546 11.3768 radius 5.0 
0247: load_model 424 

:DES3_3068
if 
8248:   not model 424 available 
else_jump @DES3_3095 
wait 0 
jump @DES3_3068 

:DES3_3095
00A5: $47 = create_car 424 at -701.5853 965.8546 11.3768 
0175: set_car $47 Z_angle_to 90.4785 
0249: release_model 424 
041E: set_radio_station 10 
if 
  $8845 > 0 
else_jump @DES3_3177 
0950: set_trip_skip -426.8536 2213.783 41.4297 angle 9.9101 

:DES3_3177
00A1: put_actor $PLAYER_ACTOR at -688.7614 946.5271 12.0312 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.6779 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
018A: 109@ = create_checkpoint_at -429.025 2226.223 41.4297 
00BB: show_text_lowpriority GXT 'AIR1_13' time 5000 flag 1  // ~s~Go to ~y~El Castillo del Diablo~s~ in the desert.
0247: load_model 568 
0247: load_model 471 
0247: load_model 468 
0247: load_model 360 
038B: load_requested_models 

:DES3_3269
if or
8248:   not model 568 available 
8248:   not model 471 available 
8248:   not model 468 available 
8248:   not model 360 available 
else_jump @DES3_3311 
wait 0 
jump @DES3_3269 

:DES3_3311
fade 1 500 

:DES3_3318
if 
fading 
else_jump @DES3_3342 
wait 0 
jump @DES3_3318 

:DES3_3342
01B4: set_player $PLAYER_CHAR can_move 1 
00A5: 79@ = create_car 471 at -434.5365 2237.567 41.869 
00A5: 80@ = create_car 468 at -426.2288 2240.41 41.4297 
00A5: 81@ = create_car 568 at -428.1476 2235.207 42.3505 
0175: set_car 79@ Z_angle_to 291.5598 
0175: set_car 80@ Z_angle_to 179.3694 
0175: set_car 81@ Z_angle_to 102.7597 
0249: release_model 471 
0249: release_model 468 
0249: release_model 568 
040D: unload_wav 1 
03CF: load_wav 13200 as 1 
43@ += 1 

:DES3_3481
if 
  43@ == 1 
else_jump @DES3_3767 
if 
  76@ == 1 
else_jump @DES3_3554 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_3554 
00A1: put_actor $PLAYER_ACTOR at -424.6452 2207.541 41.4297 

:DES3_3554
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 
else_jump @DES3_3767 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DES3_3705 
03C0: $47 = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
else_jump @DES3_3684 
if 
09D0:   car $47 on_wheels 
else_jump @DES3_3677 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_3677
jump @DES3_3698 

:DES3_3684
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_3698
jump @DES3_3767 

:DES3_3705
if 
0102:   actor $PLAYER_ACTOR in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
else_jump @DES3_3767 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_3767
if 
  43@ == 2 
else_jump @DES3_3956 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DES3_3949 
03C0: $47 = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
else_jump @DES3_3860 
if 
01C1:   car $47 stopped 
else_jump @DES3_3853 
43@ += 1 

:DES3_3853
jump @DES3_3942 

:DES3_3860
fade 0 500 

:DES3_3867
if 
fading 
else_jump @DES3_3891 
wait 0 
jump @DES3_3867 

:DES3_3891
03C0: $47 = actor $PLAYER_ACTOR car 
if 
8119:   not car $47 wrecked 
else_jump @DES3_3935 
00AB: put_car $47 at -429.025 2226.223 41.4297 

:DES3_3935
43@ += 1 

:DES3_3942
jump @DES3_3956 

:DES3_3949
43@ += 1 

:DES3_3956
if 
  43@ == 3 
else_jump @DES3_4206 
if 
08D0:   should_skip_cutscene 
else_jump @DES3_4001 
142@ = 1 
jump @DES3_4008 

:DES3_4001
142@ = 0 

:DES3_4008
0164: disable_marker 109@ 
0951: disable_trip_skip 
0395: clear_area 1 at -432.3058 2234.375 41.4697 radius 5.0 
015F: set_camera_position -433.342 2232.176 43.6323 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.7942 2232.997 43.4724 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -433.0047 2230.246 40.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
05D3: AS_actor $PLAYER_ACTOR goto_point -432.3058 2234.375 41.4697 mode 4 time 5000 ms // versionA 
fade 1 500 

:DES3_4168
if 
fading 
else_jump @DES3_4192 
wait 0 
jump @DES3_4168 

:DES3_4192
40@ = 0 
43@ += 1 

:DES3_4206
if 
  43@ > 3 
else_jump @DES3_4301 
if 
08D0:   should_skip_cutscene 
else_jump @DES3_4276 
if 
  142@ == 0 
else_jump @DES3_4269 
43@ = 99 
142@ = 1 

:DES3_4269
jump @DES3_4301 

:DES3_4276
if 
  142@ == 1 
else_jump @DES3_4301 
142@ = 0 

:DES3_4301
if 
  43@ == 4 
else_jump @DES3_4403 
if 
  40@ > 1000 
else_jump @DES3_4403 
05A9: s$1041 = 'DES3_AA' // s$  // Jesus, what took you?
04AE: $1043 = 13200 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13201 as 2 
41@ = 0 
43@ += 1 

:DES3_4403
if 
  43@ == 5 
else_jump @DES3_4583 
if 
  41@ > 1000 
else_jump @DES3_4583 
if 
  $1040 == 0 
else_jump @DES3_4583 
015F: set_camera_position -433.6039 2235.21 43.11 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.6751 2234.851 43.0197 switchstyle 2 
05A9: s$1041 = 'DES3_AB' // s$  // Toreno! Where you at?!
04AE: $1043 = 13201 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13202 as 1 
05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 
41@ = 0 
43@ += 1 

:DES3_4583
if 
  43@ == 6 
else_jump @DES3_4777 
if 
  41@ > 1000 
else_jump @DES3_4777 
if 
  $1040 == 0 
else_jump @DES3_4777 
015F: set_camera_position -430.2061 2236.695 42.8085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -429.379 2237.234 42.9687 switchstyle 2 
05A9: s$1041 = 'DES3_AC' // s$  // Miles away. No time for niceties, kid.
04AE: $1043 = 13202 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13203 as 2 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
41@ = 0 
43@ += 1 

:DES3_4777
if 
  43@ == 7 
else_jump @DES3_4897 
if 
  41@ > 1000 
else_jump @DES3_4897 
if 
  $1040 == 0 
else_jump @DES3_4897 
05A9: s$1041 = 'DES3_AD' // s$  // Choose a vehicle, grab the equipment I've provided,
04AE: $1043 = 13203 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13204 as 1 
41@ = 0 
43@ += 1 

:DES3_4897
if 
  43@ == 8 
else_jump @DES3_5006 
if 
  41@ > 1000 
else_jump @DES3_5006 
if 
  $1040 == 0 
else_jump @DES3_5006 
05A9: s$1041 = 'DES3_AE' // s$  // get to that drop zone, and wait for that package.
04AE: $1043 = 13204 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
41@ = 0 
43@ += 1 

:DES3_5006
if 
  43@ == 9 
else_jump @DES3_5068 
if 
  41@ > 1000 
else_jump @DES3_5068 
if 
  $1040 == 0 
else_jump @DES3_5068 
43@ = 99 

:DES3_5068
if 
  43@ == 99 
else_jump @DES3_5167 
$8845 += 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -432.3058 2234.375 41.4697 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
01C3: remove_references_to_car $47 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
gosub @DES3_26548 

:DES3_5167
return 

:DES3_5169
if 
  43@ == 0 
else_jump @DES3_5256 
032B: 105@ = create_weapon_pickup 359 type 3 ammo 40 at -431.3719 2240.132 42.6177 
03DC: 114@ = create_marker_above_pickup 105@ 
00BC: show_text_highpriority GXT 'AIR1_15' time 5000 flag 1  // ~s~Pick up the ~g~rockets~s~.
40@ = 0 
43@ += 1 
0A6F: checkpoint_save 99 

:DES3_5256
if 
  43@ == 1 
else_jump @DES3_5425 
if or
0214:   pickup 105@ picked_up 
  40@ > 7000 
else_jump @DES3_5425 
0164: disable_marker 114@ 
0164: disable_marker 109@ 
018A: 109@ = create_checkpoint_at -804.5877 2377.843 151.7558 
00BC: show_text_highpriority GXT 'AIR1_16' time 7000 flag 1  // ~s~Take a suitable vehicle and go to the top of the ~y~mountain~s~.
04ED: load_animation "BOMBER" 

:DES3_5354
if 
84EE:   not animation "BOMBER" loaded 
else_jump @DES3_5386 
wait 0 
jump @DES3_5354 

:DES3_5386
0247: load_model 343 

:DES3_5391
if 
8248:   not model 343 available 
else_jump @DES3_5418 
wait 0 
jump @DES3_5391 

:DES3_5418
43@ += 1 

:DES3_5425
if 
  43@ == 2 
else_jump @DES3_5711 
if 
  76@ == 1 
else_jump @DES3_5498 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_5498 
00A1: put_actor $PLAYER_ACTOR at -798.1865 2419.41 155.9362 

:DES3_5498
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 
else_jump @DES3_5711 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DES3_5649 
03C0: 88@ = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
else_jump @DES3_5628 
if 
09D0:   car 88@ on_wheels 
else_jump @DES3_5621 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_5621
jump @DES3_5642 

:DES3_5628
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_5642
jump @DES3_5711 

:DES3_5649
if 
0102:   actor $PLAYER_ACTOR in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
else_jump @DES3_5711 
01B4: set_player $PLAYER_CHAR can_move 0 
43@ += 1 

:DES3_5711
if 
  43@ == 3 
else_jump @DES3_5900 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DES3_5893 
03C0: $47 = actor $PLAYER_ACTOR car 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
else_jump @DES3_5804 
if 
01C1:   car $47 stopped 
else_jump @DES3_5797 
43@ += 1 

:DES3_5797
jump @DES3_5886 

:DES3_5804
fade 0 500 

:DES3_5811
if 
fading 
else_jump @DES3_5835 
wait 0 
jump @DES3_5811 

:DES3_5835
03C0: $47 = actor $PLAYER_ACTOR car 
if 
8119:   not car $47 wrecked 
else_jump @DES3_5879 
00AB: put_car $47 at -804.5877 2377.843 151.7558 

:DES3_5879
43@ += 1 

:DES3_5886
jump @DES3_5900 

:DES3_5893
43@ += 1 

:DES3_5900
if 
  43@ == 4 
else_jump @DES3_5961 
fade 0 500 

:DES3_5925
if 
fading 
else_jump @DES3_5949 
wait 0 
jump @DES3_5925 

:DES3_5949
0164: disable_marker 109@ 
43@ = 99 

:DES3_5961
if 
  43@ == 99 
else_jump @DES3_5986 
gosub @DES3_26548 

:DES3_5986
return 

:DES3_5988
if 
  43@ == 0 
else_jump @DES3_6253 
if 
08D0:   should_skip_cutscene 
else_jump @DES3_6026 
142@ = 1 

:DES3_6026
108@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model 487 
0247: load_model 165 
0247: load_model 166 
0247: load_model 61 
0247: load_model 355 
0247: load_model 417 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:DES3_6081
if or
8248:   not model 487 available 
8248:   not model 165 available 
8248:   not model 166 available 
8248:   not model 61 available 
8248:   not model 355 available 
8248:   not model 417 available 
else_jump @DES3_6132 
wait 0 
jump @DES3_6081 

:DES3_6132
if 
84EE:   not animation "BOMBER" loaded 
else_jump @DES3_6164 
wait 0 
jump @DES3_6132 

:DES3_6164
07C0: load_path 530 
07C0: load_path 531 
07C0: load_path 532 
07C0: load_path 533 
07C0: load_path 534 
07C0: load_path 535 

:DES3_6194
if or
87C1:   not path 530 available 
87C1:   not path 531 available 
87C1:   not path 532 available 
87C1:   not path 533 available 
87C1:   not path 534 available 
87C1:   not path 535 available 
else_jump @DES3_6246 
wait 0 
jump @DES3_6194 

:DES3_6246
43@ += 1 

:DES3_6253
if 
  43@ > 0 
else_jump @DES3_6348 
if 
08D0:   should_skip_cutscene 
else_jump @DES3_6323 
if 
  142@ == 0 
else_jump @DES3_6316 
43@ = 99 
142@ = 1 

:DES3_6316
jump @DES3_6348 

:DES3_6323
if 
  142@ == 1 
else_jump @DES3_6348 
142@ = 0 

:DES3_6348
if 
  43@ == 1 
else_jump @DES3_6581 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -800.611 2404.788 155.168 radius 5.0 
0395: clear_area 1 at -800.8441 2408.354 155.4525 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -800.611 2404.788 155.168 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.2393 
05D3: AS_actor $PLAYER_ACTOR goto_point -800.8441 2408.354 155.4525 mode 4 time 10000 ms // versionA 
015F: set_camera_position -797.7917 2403.735 157.1193 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -798.3541 2404.542 156.9353 switchstyle 2 
02A3: enable_widescreen 1 
fade 1 500 

:DES3_6543
if 
fading 
else_jump @DES3_6567 
wait 0 
jump @DES3_6543 

:DES3_6567
43@ += 1 
40@ = 0 

:DES3_6581
if 
  43@ == 2 
else_jump @DES3_6662 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -800.8441 2408.354 155.4525 radius 1.0 1.0 2.0 on_foot 
  40@ > 5000 
else_jump @DES3_6662 
43@ += 1 

:DES3_6662
if 
  43@ == 3 
else_jump @DES3_6857 
0107: 102@ = create_object 343 at 0.0 0.0 0.0 
0615: define_AS_pack_begin 57@ 
070A: AS_actor -1 attach_to_object 102@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
43@ += 1 

:DES3_6857
if 
  43@ == 4 
else_jump @DES3_6965 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_LOOP" 
else_jump @DES3_6965 
015F: set_camera_position -789.7653 2416.895 163.5839 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -790.3218 2416.124 163.2729 switchstyle 2 
43@ += 1 

:DES3_6965
if 
  43@ == 5 
else_jump @DES3_7166 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 51@ // ret 7 if not found 
if 
04A4:   51@ == 7 // == constant 
else_jump @DES3_7166 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 102@ in_memory 1 
04C4: store_coords_to $72 $73 $74 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += 0.05 
01BC: put_object 102@ at $72 $73 $74 
066D: 108@ = attach_particle "SMOKE_FLARE" to_object 102@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 108@ visible 
0687: clear_actor $PLAYER_ACTOR task 
40@ = 0 
040D: unload_wav 1 
03CF: load_wav 13205 as 1 
43@ += 1 

:DES3_7166
if 
  43@ == 6 
else_jump @DES3_7210 
if 
  40@ > 4000 
else_jump @DES3_7210 
43@ += 1 

:DES3_7210
if 
  43@ == 7 
else_jump @DES3_7376 
015F: set_camera_position -779.9253 2418.338 157.8122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -778.9708 2418.629 157.7476 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -786.2731 2416.113 156.0893 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.998 
05D3: AS_actor $PLAYER_ACTOR goto_point -782.2095 2417.027 156.1289 mode 4 time 5000 ms // versionA 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
40@ = 0 
43@ += 1 

:DES3_7376
if 
  43@ == 8 
else_jump @DES3_7503 
if 
  40@ > 1000 
else_jump @DES3_7503 
05A9: s$1041 = 'DES3_BA' // s$  // That's our cargo arriving now!
04AE: $1043 = 13205 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13206 as 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point -809.4514 2426.515 158.8622 99999 ms 
40@ = 0 
43@ += 1 

:DES3_7503
if 
  43@ == 9 
else_jump @DES3_7624 
if 
  40@ > 1000 
else_jump @DES3_7624 
if 
  $1040 == 0 
else_jump @DES3_7624 
05A9: s$1041 = 'DES3_BB' // s$  // Jesus! Will you stop doing that?
04AE: $1043 = 13206 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13207 as 1 
40@ = 0 
43@ += 1 

:DES3_7624
if 
  43@ == 10 
else_jump @DES3_7686 
if 
  40@ > 1000 
else_jump @DES3_7686 
if 
  $1040 == 0 
else_jump @DES3_7686 
43@ += 1 

:DES3_7686
if 
  43@ == 11 
else_jump @DES3_8424 
fade 0 500 

:DES3_7711
if 
fading 
else_jump @DES3_7735 
wait 0 
jump @DES3_7711 

:DES3_7735
051E: 204@ = get_current_radio_station 
041E: set_radio_station 11 
if 
056E:   car 79@ defined 
else_jump @DES3_7812 
if 
8119:   not car 79@ wrecked 
else_jump @DES3_7812 
if 
8202:   not actor $PLAYER_ACTOR near_car 79@ radius 100.0 100.0 sphere 0 
else_jump @DES3_7812 
01C3: remove_references_to_car 79@ 

:DES3_7812
if 
056E:   car 81@ defined 
else_jump @DES3_7880 
if 
8119:   not car 81@ wrecked 
else_jump @DES3_7880 
if 
8202:   not actor $PLAYER_ACTOR near_car 81@ radius 100.0 100.0 sphere 0 
else_jump @DES3_7880 
01C3: remove_references_to_car 81@ 

:DES3_7880
if 
056E:   car 80@ defined 
else_jump @DES3_7948 
if 
8119:   not car 80@ wrecked 
else_jump @DES3_7948 
if 
8202:   not actor $PLAYER_ACTOR near_car 80@ radius 100.0 100.0 sphere 0 
else_jump @DES3_7948 
01C3: remove_references_to_car 80@ 

:DES3_7948
$72 = -778.9708 
$72 += 779.9253 
$73 = 2418.629 
$73 -= 2418.338 
0604: get_Z_angle_for_point $72 $73 store_to $71 
0A0B: set_rendering_origin_at_3D_coord -1373.0 2004.0 108.0 angle $71 
gosub @DES3_17504 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8130 
05EB: assign_car 82@ to_path 530 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 0.0 -20.0 0.0 
00A5: 85@ = create_car 417 at $72 $73 $74 
0825: set_helicopter 85@ instant_rotor_start 
05EB: assign_car 85@ to_path 531 
0338: set_car 85@ visibility 0 
02A3: enable_widescreen 1 
0430: put_actor $PLAYER_ACTOR into_car 82@ passenger_seat 0 

:DES3_8130
116@ = 0 
70@ = 0 
if 
8119:   not car 85@ wrecked 
else_jump @DES3_8207 
0A1C: set_helicopter 85@ play_engine_sounds 1 
00AA: store_car 85@ position_to $72 $73 $74 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 

:DES3_8207
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8265 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_8265
fade 1 500 

:DES3_8272
if 
fading 
else_jump @DES3_8410 
if 
8119:   not car 85@ wrecked 
else_jump @DES3_8341 
00AA: store_car 85@ position_to $72 $73 $74 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 

:DES3_8341
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8399 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_8399
wait 0 
jump @DES3_8272 

:DES3_8410
40@ = 0 
43@ += 1 

:DES3_8424
if 
  43@ == 12 
else_jump @DES3_8596 
if 
8119:   not car 85@ wrecked 
else_jump @DES3_8498 
00AA: store_car 85@ position_to $72 $73 $74 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 

:DES3_8498
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8556 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_8556
if 
  40@ > 11700 
else_jump @DES3_8596 
fade 0 300 
40@ = 0 
43@ += 1 

:DES3_8596
if 
  43@ == 13 
else_jump @DES3_8794 
if 
fading 
else_jump @DES3_8748 
if 
8119:   not car 85@ wrecked 
else_jump @DES3_8683 
00AA: store_car 85@ position_to $72 $73 $74 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 

:DES3_8683
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8741 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_8741
jump @DES3_8794 

:DES3_8748
015F: set_camera_position -1047.62 2164.925 88.4215 rotation 0.0 0.0 0.0 
40@ = 0 
43@ += 1 

:DES3_8794
if 
  43@ == 14 
else_jump @DES3_9242 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8849 
if 
060E:   car 82@ assigned_to_path 
else_jump @DES3_8849 
05EC: release_car 82@ from_path 

:DES3_8849
gosub @DES3_18235 
gosub @DES3_23133 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_8892 
05EB: assign_car 83@ to_path 532 
05ED: freeze_car 83@ while_on_path 

:DES3_8892
if 
8119:   not car 84@ wrecked 
else_jump @DES3_8921 
05EB: assign_car 84@ to_path 533 
05ED: freeze_car 84@ while_on_path 

:DES3_8921
if 
8119:   not car 82@ wrecked 
else_jump @DES3_8950 
05EB: assign_car 82@ to_path 535 
05ED: freeze_car 82@ while_on_path 

:DES3_8950
015F: set_camera_position -798.5942 2436.184 172.1772 rotation 0.0 0.0 0.0 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_9027 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_9027
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -778.0 2465.0 168.0 angle 45.0 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_9083 
05EE: unfreeze_car 83@ while_on_path 

:DES3_9083
if 
8119:   not car 84@ wrecked 
else_jump @DES3_9104 
05EE: unfreeze_car 84@ while_on_path 

:DES3_9104
if 
8119:   not car 82@ wrecked 
else_jump @DES3_9125 
05EE: unfreeze_car 82@ while_on_path 

:DES3_9125
fade 1 300 

:DES3_9132
if 
fading 
else_jump @DES3_9214 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_9190 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_9190
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
wait 0 
jump @DES3_9132 

:DES3_9214
70@ = 0 
41@ = 0 
40@ = 0 
43@ += 1 

:DES3_9242
if 
  43@ == 15 
else_jump @DES3_10261 
if 
   not 70@ == 7 
else_jump @DES3_9994 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_9323 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_9323
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
  41@ > 1000 
else_jump @DES3_9987 
0871: init_jump_table 70@ total_jumps 7 default_jump 0 @DES3_9987 jumps 0 @DES3_9418 1 @DES3_9508 2 @DES3_9598 3 @DES3_9688 4 @DES3_9778 5 @DES3_9869 6 @DES3_9948 

:DES3_9418
if 
  $1040 == 0 
else_jump @DES3_9501 
05A9: s$1041 = 'DES3_BC' // s$  // Hold up.
04AE: $1043 = 13207 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13208 as 2 
41@ = 0 
70@ += 1 

:DES3_9501
jump @DES3_9987 

:DES3_9508
if 
  $1040 == 0 
else_jump @DES3_9591 
05A9: s$1041 = 'DES3_BD' // s$  // Shit, pilot says he's got trouble,
04AE: $1043 = 13208 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13209 as 1 
41@ = 0 
70@ += 1 

:DES3_9591
jump @DES3_9987 

:DES3_9598
if 
  $1040 == 0 
else_jump @DES3_9681 
05A9: s$1041 = 'DES3_BE' // s$  // two agency choppers coming in on an intercept.
04AE: $1043 = 13209 // = constant 
create_thread @AUDIOL -1 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13210 as 2 
41@ = 0 
70@ += 1 

:DES3_9681
jump @DES3_9987 

:DES3_9688
if 
  $1040 == 0 
else_jump @DES3_9771 
05A9: s$1041 = 'DES3_BF' // s$  // Can you see them?
04AE: $1043 = 13210 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13211 as 1 
41@ = 0 
70@ += 1 

:DES3_9771
jump @DES3_9987 

:DES3_9778
if 
  $1040 == 0 
else_jump @DES3_9862 
05A9: s$1041 = 'DES3_BG' // s$  // Yeah.
04AE: $1043 = 13211 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13212 as 2 
41@ = 0 
70@ += 1 

:DES3_9862
jump @DES3_9987 

:DES3_9869
if 
  $1040 == 0 
else_jump @DES3_9941 
05A9: s$1041 = 'DES3_BH' // s$  // Shoot 'em down. Protect the cargo at all costs!
04AE: $1043 = 13212 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
41@ = 0 
70@ += 1 

:DES3_9941
jump @DES3_9987 

:DES3_9948
if 
  $1040 == 0 
else_jump @DES3_9980 
41@ = 0 
70@ += 1 

:DES3_9980
jump @DES3_9987 

:DES3_9987
jump @DES3_10261 

:DES3_9994
if 
  41@ > 2000 
else_jump @DES3_10203 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_10058 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_10058
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_10108 
if 
060E:   car 83@ assigned_to_path 
else_jump @DES3_10108 
05EC: release_car 83@ from_path 

:DES3_10108
if 
8119:   not car 84@ wrecked 
else_jump @DES3_10145 
if 
060E:   car 84@ assigned_to_path 
else_jump @DES3_10145 
05EC: release_car 84@ from_path 

:DES3_10145
if 
8119:   not car 82@ wrecked 
else_jump @DES3_10182 
if 
060E:   car 82@ assigned_to_path 
else_jump @DES3_10182 
05EC: release_car 82@ from_path 

:DES3_10182
fade 0 150 
43@ += 1 
jump @DES3_10261 

:DES3_10203
if 
8119:   not car 82@ wrecked 
else_jump @DES3_10248 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_10248
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_10261
if 
  43@ == 16 
else_jump @DES3_10364 
if 
fading 
else_jump @DES3_10357 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_10337 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -15.0 5.0 -3.0 

:DES3_10337
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
jump @DES3_10364 

:DES3_10357
43@ = 99 

:DES3_10364
if 
  43@ == 99 
else_jump @DES3_10656 
fade 0 0 
if 
03CA:   object 102@ exists 
else_jump @DES3_10409 
0108: destroy_object 102@ 

:DES3_10409
$72 = -800.8441 
$73 = 2408.354 
$74 = 155.4525 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += 0.05 
0107: 102@ = create_object 343 at $72 $73 $74 
0550: keep_object 102@ in_memory 1 
if 
   not 108@ == 0 
else_jump @DES3_10510 
0650: destroy_particle 108@ 

:DES3_10510
066D: 108@ = attach_particle "SMOKE_FLARE" to_object 102@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 108@ visible 
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at -806.467 2420.75 155.9102 
00A1: put_actor $PLAYER_ACTOR at -806.467 2420.75 155.9102 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
if 
056E:   car 85@ defined 
else_jump @DES3_10628 
00A6: destroy_car 85@ 

:DES3_10628
gosub @DES3_17607 
gosub @DES3_19094 
gosub @DES3_24112 
gosub @DES3_26548 

:DES3_10656
return 

:DES3_10658
if 
  43@ == 0 
else_jump @DES3_11277 
0247: load_model 487 
0247: load_model 165 
0247: load_model 166 
0247: load_model 61 
0247: load_model 355 
0247: load_model 417 

:DES3_10705
if or
8248:   not model 487 available 
8248:   not model 165 available 
8248:   not model 166 available 
8248:   not model 61 available 
8248:   not model 355 available 
8248:   not model 417 available 
else_jump @DES3_10756 
wait 0 
jump @DES3_10705 

:DES3_10756
141@ = 0 
239@ = -780.6791 
240@ = 2482.339 
241@ = 170.8723 
242@ = 151.9289 
gosub @DES3_18235 
267@ = -750.933 
268@ = 2465.285 
269@ = 180.7247 
270@ = 144.1498 
gosub @DES3_23133 
235@ = -772.2108 
236@ = 2419.843 
237@ = 174.0836 
238@ = 176.9396 
gosub @DES3_17504 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -789.7678 2416.916 156.022 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
40@ = 0 
119@ = 0 
122@ = 0 
04AF: 117@ = 5 // = constant 
120@ = 0 
04AF: 118@ = 0 // = constant 
121@ = 0 
set_weather 17 
$8862 = 100 
00BC: show_text_highpriority GXT 'AIR1_06' time 7000 flag 1  // ~s~Protect the ~b~contraband helicopter~s~ from the ~r~spooks~s~.
03C4: set_status_text $8862 type 1 GXT 'AIR1_17' // global_variable  // Heli
if 
8119:   not car 79@ wrecked 
else_jump @DES3_11069 
08F2: set_car 79@ targettable_by_heatseeker 0 

:DES3_11069
if 
8119:   not car 80@ wrecked 
else_jump @DES3_11092 
08F2: set_car 80@ targettable_by_heatseeker 0 

:DES3_11092
if 
8119:   not car 81@ wrecked 
else_jump @DES3_11115 
08F2: set_car 81@ targettable_by_heatseeker 0 

:DES3_11115
if 
8119:   not car 82@ wrecked 
else_jump @DES3_11138 
08F2: set_car 82@ targettable_by_heatseeker 0 

:DES3_11138
0213: 106@ = create_pickup #HEALTH type 3 at -770.752 2423.63 157.0753 
032B: 107@ = create_weapon_pickup 359 type 3 ammo 20 at -808.1523 2430.788 156.9872 
0828: set_max_fire_generations 3 
03C7: set_sensitivity_to_crime 0.5 
01F0: set_max_wanted_level_to 2 
096A: enable_flying_helis 0 
205@ = 0 
137@ = 1 
138@ = 1 
041E: set_radio_station 204@ 
fade 1 150 

:DES3_11242
if 
fading 
else_jump @DES3_11266 
wait 0 
jump @DES3_11242 

:DES3_11266
43@ += 1 
0A6F: checkpoint_save 99 

:DES3_11277
if 
8119:   not car 82@ wrecked 
else_jump @DES3_11637 
if 
  147@ > 50 
else_jump @DES3_11593 
0227: 51@ = car 82@ health 
if 
  51@ > 100 
else_jump @DES3_11586 
51@ = 0 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_11423 
00AA: store_car 83@ position_to $72 $73 $74 
if 
01AF:   car 82@ sphere 0 in_sphere $72 $73 $74 radius 40.0 40.0 40.0 
else_jump @DES3_11423 
51@ = 1 

:DES3_11423
if 
  51@ == 0 
else_jump @DES3_11520 
if 
8119:   not car 84@ wrecked 
else_jump @DES3_11520 
00AA: store_car 84@ position_to $72 $73 $74 
if 
01AF:   car 82@ sphere 0 in_sphere $72 $73 $74 radius 40.0 40.0 40.0 
else_jump @DES3_11520 
51@ = 1 

:DES3_11520
if 
  51@ == 1 
else_jump @DES3_11586 
0227: 51@ = car 82@ health 
51@ += -5 
if 
  0 > 51@ 
else_jump @DES3_11578 
51@ = 1 

:DES3_11578
0224: set_car 82@ health_to 51@ 

:DES3_11586
147@ = 0 

:DES3_11593
0227: 51@ = car 82@ health 
0093: 54@ = integer 51@ to_float 
54@ /= 5000.0 
54@ *= 100.0 
0090: $8862 = float 54@ to_integer 

:DES3_11637
if 
  43@ == 1 
else_jump @DES3_12186 
if 
  141@ == 5 
else_jump @DES3_11705 
if 
  205@ == 0 
else_jump @DES3_11705 
04AF: 117@ = 5 // = constant 
205@ += 1 

:DES3_11705
if 
  5 > 141@ 
else_jump @DES3_11834 
if 
  83@ == 0 
else_jump @DES3_11834 
if 
  137@ == 0 
else_jump @DES3_11834 
239@ = -344.9471 
240@ = 2724.421 
241@ = 186.0 
242@ = 110.0 
gosub @DES3_18235 
04AF: 117@ = 0 // = constant 
120@ = 0 
137@ += 1 
40@ = 0 

:DES3_11834
if 
  5 > 141@ 
else_jump @DES3_11963 
if 
  84@ == 0 
else_jump @DES3_11963 
if 
  138@ == 0 
else_jump @DES3_11963 
267@ = -324.9471 
268@ = 2704.421 
269@ = 186.0 
270@ = 110.0 
gosub @DES3_23133 
04AF: 118@ = 0 // = constant 
121@ = 0 
138@ += 1 
41@ = 0 

:DES3_11963
if 
  137@ > 0 
else_jump @DES3_12027 
if 
  83@ == 0 
else_jump @DES3_12027 
135@ += 1 
139@ += 1 
137@ = 0 
40@ = 0 

:DES3_12027
if 
  138@ > 0 
else_jump @DES3_12091 
if 
  84@ == 0 
else_jump @DES3_12091 
136@ += 1 
139@ += 1 
138@ = 0 
41@ = 0 

:DES3_12091
if 
  76@ == 1 
else_jump @DES3_12133 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_12133 
139@ = 5 

:DES3_12133
if 
  139@ == 5 
else_jump @DES3_12165 
40@ = 0 
43@ += 1 

:DES3_12165
gosub @DES3_17665 
gosub @DES3_19226 
gosub @DES3_24244 

:DES3_12186
if 
  43@ == 2 
else_jump @DES3_12230 
if 
  40@ > 2000 
else_jump @DES3_12230 
43@ = 99 

:DES3_12230
if 
  43@ == 99 
else_jump @DES3_12299 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $8862 
gosub @DES3_17607 
gosub @DES3_19094 
gosub @DES3_24112 
01B4: set_player $PLAYER_CHAR can_move 0 
gosub @DES3_26548 

:DES3_12299
return 

:DES3_12301
if 
  43@ == 0 
else_jump @DES3_12613 
0247: load_model 417 
0247: load_model 61 
0247: load_model 355 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model 508 
0247: load_model 68 
0247: load_model 75 
0247: load_model 568 

:DES3_12361
if or
8248:   not model 417 available 
8248:   not model 61 available 
8248:   not model 355 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #KMB_PARACHUTE available 
else_jump @DES3_12407 
wait 0 
jump @DES3_12361 

:DES3_12407
if or
8248:   not model 508 available 
8248:   not model 568 available 
else_jump @DES3_12439 
wait 0 
jump @DES3_12407 

:DES3_12439
07C0: load_path 536 
07C0: load_path 537 
07C0: load_path 538 

:DES3_12454
if or
87C1:   not path 536 available 
87C1:   not path 537 available 
87C1:   not path 538 available 
else_jump @DES3_12491 
wait 0 
jump @DES3_12454 

:DES3_12491
gosub @DES3_17504 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_12522 
05EB: assign_car 82@ to_path 536 

:DES3_12522
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D7: set_actor $PLAYER_ACTOR locked 1 
02A3: enable_widescreen 1 
015F: set_camera_position -720.812 2476.182 171.2749 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -721.6284 2475.607 171.2184 switchstyle 2 
40@ = 0 
43@ += 1 

:DES3_12613
if and
  43@ > 0 
  40@ > 3000 
else_jump @DES3_12659 
if 
08D0:   should_skip_cutscene 
else_jump @DES3_12659 
43@ = 99 

:DES3_12659
if 
  43@ == 1 
else_jump @DES3_12836 
if 
  5000 > 40@ 
else_jump @DES3_12761 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_12754 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 3.0 -5.0 -2.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:DES3_12754
jump @DES3_12836 

:DES3_12761
fade 0 300 

:DES3_12768
if 
fading 
else_jump @DES3_12792 
wait 0 
jump @DES3_12768 

:DES3_12792
if 
8119:   not car 82@ wrecked 
else_jump @DES3_12829 
if 
060E:   car 82@ assigned_to_path 
else_jump @DES3_12829 
05EC: release_car 82@ from_path 

:DES3_12829
43@ += 1 

:DES3_12836
if 
  43@ == 2 
else_jump @DES3_13125 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_13125 
fade 1 300 
085E: assign_car 82@ to_looped_path 538 
015F: set_camera_position 247.7597 2515.937 82.7789 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 246.7721 2515.894 82.6276 switchstyle 2 
0706: advance_car 82@ further_along_path 100.0 
0107: 104@ = create_object #KMB_HOLDALL at 0.0 0.0 0.0 
0681: attach_object 104@ to_car 82@ with_offset 0.0 -2.0 -0.5 rotation 0.0 0.0 0.0 
0750: set_object 104@ visibility 0 
0107: 103@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0681: attach_object 103@ to_car 82@ with_offset 0.0 0.0 -2.5 rotation 0.0 0.0 0.0 
0750: set_object 103@ visibility 0 
40@ = 0 
150@ = 2.0 
151@ = -7.0 
152@ = 1.0 
43@ += 1 

:DES3_13125
if 
  43@ == 3 
else_jump @DES3_13362 
if 
03CA:   object 103@ exists 
else_jump @DES3_13182 
0400: store_coords_to $72 $73 $74 from_object 103@ with_offset 150@ 151@ 152@ 

:DES3_13182
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
  40@ > 7000 
else_jump @DES3_13362 
015F: set_camera_position 296.2388 2480.553 97.5696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 295.5632 2481.153 97.141 switchstyle 2 
if 
03CA:   object 104@ exists 
else_jump @DES3_13303 
0682: detach_object 104@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13303
0750: set_object 104@ visibility 1 
if 
03CA:   object 103@ exists 
else_jump @DES3_13348 
0682: detach_object 103@ 0.0 0.0 0.0 collision_detection 0 

:DES3_13348
40@ = 0 
43@ += 1 

:DES3_13362
if 
  43@ == 4 
else_jump @DES3_13552 
if 
  40@ > 1200 
else_jump @DES3_13494 
216@ = 264.2501 
217@ = 2877.011 
218@ = 13.7096 
gosub @DES3_16479 
if 
03CA:   object 104@ exists 
else_jump @DES3_13480 
01BB: store_object 104@ position_to $72 $73 $74 
097A: play_audio_at $72 $73 $74 event 1039 

:DES3_13480
40@ = 0 
43@ += 1 

:DES3_13494
if 
03CA:   object 103@ exists 
else_jump @DES3_13552 
059F: get_object 103@ velocity_in_direction $72 $73 $74 
$74 *= -0.1 
038C: object 103@ scatter 0.0 0.0 $74 

:DES3_13552
if 
  43@ == 5 
else_jump @DES3_13661 
gosub @DES3_16904 
if 
  40@ > 5000 
else_jump @DES3_13603 
43@ = 99 

:DES3_13603
if 
03CA:   object 103@ exists 
else_jump @DES3_13661 
059F: get_object 103@ velocity_in_direction $72 $73 $74 
$74 *= -0.5 
038C: object 103@ scatter 0.0 0.0 $74 

:DES3_13661
if 
  43@ == 99 
else_jump @DES3_13986 
fade 1 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 88@ wrecked 
else_jump @DES3_13723 
0186: 115@ = create_marker_above_car 88@ 
jump @DES3_13783 

:DES3_13723
01C3: remove_references_to_car 88@ 
0395: clear_area 1 at -804.5877 2377.843 151.7558 radius 5.0 
00A5: 88@ = create_car 568 at -804.5877 2377.843 151.7558 
0186: 115@ = create_marker_above_car 88@ 

:DES3_13783
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 20.0 
07E0: set_marker 115@ type_to 1 
0249: release_model 568 
00A5: 87@ = create_car 508 at -680.7584 2466.081 114.9057 
0175: set_car 87@ Z_angle_to 75.939 
0129: 100@ = create_actor_pedtype 4 model 68 in_car 87@ driverseat 
01C8: 101@ = create_actor_pedtype 5 model 75 in_car 87@ passenger_seat 0 
05D1: AS_actor 100@ drive_car 87@ to -726.9384 2357.388 125.5138 speed 10.0 0 model 1 2 
0249: release_model 68 
0249: release_model 75 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
wait 0 
0108: destroy_object 104@ 
0108: destroy_object 103@ 
gosub @DES3_17607 
gosub @DES3_26548 

:DES3_13986
return 

:DES3_13988
if 
  43@ == 0 
else_jump @DES3_14255 
00BC: show_text_highpriority GXT 'AIR1_09' time 7000 flag 1  // ~s~Get the ~g~contraband~s~.
0247: load_model 487 
0247: load_model 61 
0247: load_model 355 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model 165 
0247: load_model 166 

:DES3_14056
if or
8248:   not model 487 available 
8248:   not model 61 available 
8248:   not model 355 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model 165 available 
8248:   not model 166 available 
else_jump @DES3_14107 
wait 0 
jump @DES3_14056 

:DES3_14107
if 
8248:   not model #KMB_PARACHUTE available 
else_jump @DES3_14134 
wait 0 
jump @DES3_14107 

:DES3_14134
222@ = 216.9669 
223@ = 2689.149 
224@ = 90.0 
216@ = 264.2501 
217@ = 2877.011 
218@ = 13.7096 
if 
03CA:   object 104@ exists 
else_jump @DES3_14215 
0108: destroy_object 104@ 

:DES3_14215
gosub @DES3_16479 
0188: 113@ = create_marker_above_object 104@ 
08D2: object 104@ scale_model 0.3 
096A: enable_flying_helis 1 
43@ += 1 
0A6F: checkpoint_save 99 

:DES3_14255
if 
  43@ == 1 
else_jump @DES3_14463 
if 
  76@ == 1 
else_jump @DES3_14328 
if 
00E1:   player 0 pressed_key 19 
else_jump @DES3_14328 
00A1: put_actor $PLAYER_ACTOR at 417.0 2493.0 27.83 

:DES3_14328
if 
  234@ == 0 
else_jump @DES3_14463 
if 
03CA:   object 104@ exists 
else_jump @DES3_14463 
01BB: store_object 104@ position_to $72 $73 $74 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 1.5 1.5 1.5 on_foot 
else_jump @DES3_14463 
if 
075C:   marker 115@ enabled 
else_jump @DES3_14439 
0164: disable_marker 115@ 

:DES3_14439
0108: destroy_object 104@ 
0164: disable_marker 113@ 
40@ = 0 
43@ += 1 

:DES3_14463
if 
  43@ == 2 
else_jump @DES3_14638 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 269.6016 2868.464 15.2584 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 269.2238 2869.373 15.0806 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 265.7708 2873.078 13.4336 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.1126 
05A9: s$1041 = 'DES3_CA' // s$  // OK, get the package back to Las Brujas.
04AE: $1043 = 13213 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
040D: unload_wav 2 
03CF: load_wav 13214 as 2 
41@ = 0 
43@ += 1 

:DES3_14638
if 
  43@ == 3 
else_jump @DES3_14759 
if 
  41@ > 1000 
else_jump @DES3_14759 
if 
  $1040 == 0 
else_jump @DES3_14759 
05A9: s$1041 = 'DES3_CB' // s$  // Where are you?
04AE: $1043 = 13214 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 13215 as 1 
43@ += 1 
41@ = 0 

:DES3_14759
if 
  43@ == 4 
else_jump @DES3_14880 
if 
  41@ > 1000 
else_jump @DES3_14880 
if 
  $1040 == 0 
else_jump @DES3_14880 
05A9: s$1041 = 'DES3_CC' // s$  // You givin' me the heebie jeebies, man!
04AE: $1043 = 13215 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 13216 as 2 
43@ += 1 
41@ = 0 

:DES3_14880
if 
  43@ == 5 
else_jump @DES3_14989 
if 
  41@ > 1000 
else_jump @DES3_14989 
if 
  $1040 == 0 
else_jump @DES3_14989 
05A9: s$1041 = 'DES3_CD' // s$  // Carl, I will ALWAYS be watching...or listening...or both.
04AE: $1043 = 13216 // = constant 
create_thread @AUDIOL -1 0 1 2 1 
43@ += 1 
41@ = 0 

:DES3_14989
if 
  43@ == 6 
else_jump @DES3_15074 
if 
  41@ > 1000 
else_jump @DES3_15074 
if 
  $1040 == 0 
else_jump @DES3_15074 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
43@ += 1 

:DES3_15074
if 
  43@ == 7 
else_jump @DES3_15142 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
018A: 109@ = create_checkpoint_at -394.8462 2226.622 41.4259 
206@ = 0 
43@ += 1 

:DES3_15142
if 
  43@ == 8 
else_jump @DES3_15541 
if 
  206@ == 0 
else_jump @DES3_15251 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 25.0 25.0 20.0 
else_jump @DES3_15244 
0360: open_garage 'GHOSTDR' 
206@ = 1 

:DES3_15244
jump @DES3_15317 

:DES3_15251
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 40.0 40.0 20.0 
else_jump @DES3_15317 
0361: close_garage 'GHOSTDR' 
206@ = 0 

:DES3_15317
if 
075C:   marker 109@ enabled 
else_jump @DES3_15497 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DES3_15435 
if 
0100:   actor $PLAYER_ACTOR in_sphere -394.8462 2226.622 41.4259 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @DES3_15428 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
09D0:   car $47 on_wheels 
else_jump @DES3_15428 
43@ += 1 

:DES3_15428
jump @DES3_15490 

:DES3_15435
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -394.8462 2226.622 41.4259 radius 1.2 1.2 2.0 on_foot 
else_jump @DES3_15490 
43@ += 1 

:DES3_15490
jump @DES3_15541 

:DES3_15497
if 
  40@ > 60000 
else_jump @DES3_15541 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.
40@ = 0 

:DES3_15541
if 
  43@ == 9 
else_jump @DES3_15687 
01B4: set_player $PLAYER_CHAR can_move 0 
0361: close_garage 'GHOSTDR' 
fade 0 1000 

:DES3_15584
if 
fading 
else_jump @DES3_15608 
wait 0 
jump @DES3_15584 

:DES3_15608
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -389.8034 2230.742 41.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:DES3_15647
if 
83B1:   not garage 'GHOSTDR' door_closed 
else_jump @DES3_15680 
wait 0 
jump @DES3_15647 

:DES3_15680
44@ = 1 

:DES3_15687
if 
  140@ == 0 
else_jump @DES3_15853 
if 
056E:   car 83@ defined 
else_jump @DES3_15853 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_15853 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
81AF:   not car 83@ sphere 0 in_sphere $72 $73 $74 radius 100.0 100.0 100.0 
else_jump @DES3_15807 
07BB: set_heli 83@ horizontal_thrust_power 10 
jump @DES3_15853 

:DES3_15807
$8863 = 100 
03C4: set_status_text $8863 type 1 GXT 'AIR1_12' // global_variable  // Heat
140@ = 1 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.

:DES3_15853
if 
  140@ == 1 
else_jump @DES3_16177 
if 
056E:   car 83@ defined 
else_jump @DES3_16177 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_16149 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00AA: store_car 83@ position_to 64@ 65@ 66@ 
050A: 148@ = distance_between_XYZ $72 $73 $74 and_XYZ 64@ 65@ 66@ 
if 
  175.0 > 148@ 
else_jump @DES3_16032 
if 
  100 > $8863 
else_jump @DES3_16025 
if 
  145@ > 100 
else_jump @DES3_16025 
$8863 += 1 
145@ = 0 

:DES3_16025
jump @DES3_16082 

:DES3_16032
if 
  $8863 > 0 
else_jump @DES3_16082 
if 
  145@ > 100 
else_jump @DES3_16082 
$8863 += -1 
145@ = 0 

:DES3_16082
if 
  $8863 == 0 
else_jump @DES3_16142 
04AF: 117@ = 99 // = constant 
120@ = 0 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
140@ = 2 
0151: remove_status_text $8863 

:DES3_16142
jump @DES3_16177 

:DES3_16149
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
140@ = 2 
0151: remove_status_text $8863 

:DES3_16177
if 
  43@ > 1 
else_jump @DES3_16279 
if 
075C:   marker 109@ enabled 
else_jump @DES3_16241 
if 
  140@ == 1 
else_jump @DES3_16234 
0164: disable_marker 109@ 

:DES3_16234
jump @DES3_16279 

:DES3_16241
if 
  140@ == 2 
else_jump @DES3_16279 
018A: 109@ = create_checkpoint_at -450.9301 2238.45 43.4409 

:DES3_16279
if 
  47@ == 3 
else_jump @DES3_16320 
if 
056E:   car 83@ defined 
else_jump @DES3_16320 
gosub @DES3_19226 

:DES3_16320
gosub @DES3_16904 
return 

:DES3_16329
if 
075C:   marker 115@ enabled 
else_jump @DES3_16397 
if 
8119:   not car 88@ wrecked 
else_jump @DES3_16392 
if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
else_jump @DES3_16385 
0164: disable_marker 115@ 

:DES3_16385
jump @DES3_16397 

:DES3_16392
0164: disable_marker 115@ 

:DES3_16397
if 
056E:   car 82@ defined 
else_jump @DES3_16452 
if 
0119:   car 82@ wrecked 
else_jump @DES3_16452 
45@ = 1 
00BC: show_text_highpriority GXT 'AIR1_08' time 5000 flag 1  // ~r~The contraband helicopter is history.

:DES3_16452
if 
  47@ == 7 
else_jump @DES3_16477 
gosub @DES3_26130 

:DES3_16477
return 

:DES3_16479
if 
03CA:   object 104@ exists 
else_jump @DES3_16524 
01BB: store_object 104@ position_to 222@ 223@ 224@ 
224@ += 6.679 
0108: destroy_object 104@ 

:DES3_16524
029B: 104@ = init_object #KMB_PARACHUTE at 222@ 223@ 224@ 
0382: set_object 104@ collision_detection 0 
0392: make_object 104@ moveable 0 
207@ = 1.0 
208@ = 0.5 
209@ = 0.0 
213@ = 0.0 
214@ = 0.0 
215@ = 0.0 
232@ = 80000 
0093: 233@ = integer 232@ to_float 
050A: 230@ = distance_between_XYZ 222@ 223@ 224@ and_XYZ 216@ 217@ 218@ 
0509: 231@ = distance_between_XY 222@ 223@ and_XY 216@ 217@ 
0087: 219@ = 222@ // (float) 
0063: 219@ -= 216@ // (float) 
0087: 220@ = 223@ // (float) 
0063: 220@ -= 217@ // (float) 
0087: 221@ = 224@ // (float) 
0063: 221@ -= 218@ // (float) 
0087: 225@ = 216@ // (float) 
0063: 225@ -= 222@ // (float) 
0087: 226@ = 217@ // (float) 
0063: 226@ -= 223@ // (float) 
0087: 227@ = 218@ // (float) 
0063: 227@ -= 224@ // (float) 
0073: 225@ /= 230@ // (float) 
0073: 226@ /= 230@ // (float) 
0073: 227@ /= 230@ // (float) 
0087: 58@ = 231@ // (float) 
59@ = 0.0 
0087: 61@ = 231@ // (float) 
0087: 62@ = 221@ // (float) 
05A4: get_angle_between_vectors_origin_to 58@ 59@ and_origin_to 61@ 62@ store_to 228@ 
0087: 58@ = 219@ // (float) 
59@ = 0.0 
0087: 61@ = 219@ // (float) 
0087: 62@ = 220@ // (float) 
05A4: get_angle_between_vectors_origin_to 58@ 59@ and_origin_to 61@ 62@ store_to 229@ 
234@ = 1 
return 

:DES3_16904
if 
  234@ == 1 
else_jump @DES3_17502 
if 
  232@ > 1000 
else_jump @DES3_17371 
if 
03CA:   object 104@ exists 
else_jump @DES3_17364 
if 
  213@ > 180.0 
else_jump @DES3_16988 
213@ = -180.0 

:DES3_16988
if 
  -180.0 > 213@ 
else_jump @DES3_17019 
213@ = 180.0 

:DES3_17019
if 
  213@ >= 0.0 
else_jump @DES3_17057 
210@ = -0.01 
jump @DES3_17067 

:DES3_17057
210@ = 0.01 

:DES3_17067
007B: 207@ = frame_delta_time 210@ // (float) 
if 
  207@ > 1.0 
else_jump @DES3_17106 
207@ = 1.0 

:DES3_17106
if 
  -1.0 > 207@ 
else_jump @DES3_17137 
207@ = -1.0 

:DES3_17137
007B: 213@ = frame_delta_time 207@ // (float) 
0093: 54@ = integer 232@ to_float 
0087: 55@ = 233@ // (float) 
0063: 55@ -= 54@ // (float) 
0073: 55@ /= 233@ // (float) 
006B: 55@ *= 230@ // (float) 
0087: 58@ = 225@ // (float) 
006B: 58@ *= 55@ // (float) 
0087: 59@ = 226@ // (float) 
006B: 59@ *= 55@ // (float) 
0087: 60@ = 227@ // (float) 
006B: 60@ *= 55@ // (float) 
0088: $72 = 222@ // (float) 
005F: $72 += 58@ // (float) 
0088: $73 = 223@ // (float) 
005F: $73 += 59@ // (float) 
0088: $74 = 224@ // (float) 
005F: $74 += 60@ // (float) 
0089: 153@ = $72 // (float) 
0089: 154@ = $73 // (float) 
0089: 155@ = $74 // (float) 
if 
0025:   218@ > 155@ // (float) 
else_jump @DES3_17332 
0087: 155@ = 218@ // (float) 

:DES3_17332
01BC: put_object 104@ at 153@ 154@ 155@ 
0453: set_object 104@ XYZ_rotation 213@ 0.0 90.0 

:DES3_17364
jump @DES3_17502 

:DES3_17371
01BB: store_object 104@ position_to 153@ 154@ 155@ 
02CE: 155@ = ground_z_at 153@ 154@ 155@ 
155@ += 0.5 
if 
0025:   218@ > 155@ // (float) 
else_jump @DES3_17436 
0087: 155@ = 218@ // (float) 

:DES3_17436
0108: destroy_object 104@ 
0164: disable_marker 113@ 
029B: 104@ = init_object #KMB_HOLDALL at 153@ 154@ 155@ 
08D2: object 104@ scale_model 0.3 
0188: 113@ = create_marker_above_object 104@ 
0550: keep_object 104@ in_memory 1 
0382: set_object 104@ collision_detection 0 
234@ = 0 

:DES3_17502
return 

:DES3_17504
00A5: 82@ = create_car 417 at 235@ 236@ 237@ 
0175: set_car 82@ Z_angle_to 238@ 
0825: set_helicopter 82@ instant_rotor_start 
04DF: set_heli 82@ lean_and_thrust_limiter 1 
0129: 89@ = create_actor_pedtype 24 model 61 in_car 82@ driverseat 
0224: set_car 82@ health_to 5000 
02AC: set_car 82@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0186: 112@ = create_marker_above_car 82@ 
07E0: set_marker 112@ type_to 1 
0587: enable_car 82@ validate_position 0 
02AA: set_car 82@ immune_to_nonplayer 1 
return 

:DES3_17607
if 
056D:   actor 89@ defined 
else_jump @DES3_17628 
009B: destroy_actor 89@ 

:DES3_17628
if 
056E:   car 82@ defined 
else_jump @DES3_17649 
00A6: destroy_car 82@ 

:DES3_17649
0249: release_model 417 
0249: release_model 61 
0164: disable_marker 112@ 
return 

:DES3_17665
if 
8119:   not car 82@ wrecked 
else_jump @DES3_18233 
if 
  119@ == 0 
else_jump @DES3_18233 
if 
  122@ == 0 
else_jump @DES3_18016 
159@ = -784.6607 
174@ = 2442.231 
189@ = 180.0 
160@ = -804.959 
175@ = 2425.576 
190@ = 180.0 
161@ = -787.8075 
176@ = 2405.689 
191@ = 180.0 
162@ = -772.5547 
177@ = 2413.223 
192@ = 180.0 
163@ = -772.9753 
178@ = 2432.284 
193@ = 180.0 
164@ = -789.0908 
179@ = 2424.852 
194@ = 180.0 
165@ = -802.8 
180@ = 2431.09 
195@ = 180.0 
166@ = -772.5547 
181@ = 2413.223 
196@ = 180.0 
116@ = 0 
04A2: set_heli 82@ fly_to 159@(116@,15f) 174@(116@,15f) 189@(116@,15f) altitude_between 15.0 and 189@(116@,15f) 
07BB: set_heli 82@ horizontal_thrust_power 1 
122@ += 1 

:DES3_18016
if 
01AF:   car 82@ sphere 0 in_sphere 159@(116@,15f) 174@(116@,15f) 189@(116@,15f) radius 10.0 10.0 10.0 
else_jump @DES3_18176 
0209: 51@ = random_int_in_ranges 0 8 
if 
003B:   51@ == 116@ // (int) 
else_jump @DES3_18130 
51@ += 1 
if 
  51@ > 7 
else_jump @DES3_18130 
51@ = 0 

:DES3_18130
0085: 116@ = 51@ // (int) 
04A2: set_heli 82@ fly_to 159@(116@,15f) 174@(116@,15f) 189@(116@,15f) altitude_between 15.0 and 189@(116@,15f) 

:DES3_18176
0227: 51@ = car 82@ health 
if 
  300 >= 51@ 
else_jump @DES3_18233 
if 
   not 119@ == 99 
else_jump @DES3_18233 
0564: heli 82@ simulate_crash_landing 
119@ = 99 

:DES3_18233
return 

:DES3_18235
if 
856E:   not car 83@ defined 
else_jump @DES3_18288 
00A5: 83@ = create_car 487 at 0.0 0.0 0.0 
08F2: set_car 83@ targettable_by_heatseeker 1 
0587: enable_car 83@ validate_position 0 

:DES3_18288
if 
856D:   not actor 90@ defined 
else_jump @DES3_18317 
0129: 90@ = create_actor_pedtype 25 model 166 in_car 83@ driverseat 

:DES3_18317
if 
856D:   not actor 92@ defined 
else_jump @DES3_18358 
009A: 92@ = create_actor_pedtype 25 model 165 at 0.0 0.0 0.0 

:DES3_18358
if 
856D:   not actor 93@ defined 
else_jump @DES3_18399 
009A: 93@ = create_actor_pedtype 25 model 166 at 0.0 0.0 0.0 

:DES3_18399
if 
856D:   not actor 94@ defined 
else_jump @DES3_18440 
009A: 94@ = create_actor_pedtype 25 model 165 at 0.0 0.0 0.0 

:DES3_18440
if 
856D:   not actor 95@ defined 
else_jump @DES3_18481 
009A: 95@ = create_actor_pedtype 25 model 166 at 0.0 0.0 0.0 

:DES3_18481
if 
8119:   not car 83@ wrecked 
else_jump @DES3_18554 
00AB: put_car 83@ at 239@ 240@ 241@ 
0175: set_car 83@ Z_angle_to 242@ 
0825: set_helicopter 83@ instant_rotor_start 
0229: set_car 83@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 83@ lean_and_thrust_limiter 1 
02AA: set_car 83@ immune_to_nonplayer 1 
020A: set_car 83@ door_status_to 2 

:DES3_18554
if 
8118:   not actor 90@ dead 
else_jump @DES3_18599 
054A: set_actor 90@ can_be_shot_in_a_car 0 
039E: set_actor 90@ locked 1 while_in_car 
054A: set_actor 90@ can_be_shot_in_a_car 0 
060B: set_actor 90@ decision_maker_to 74@ 

:DES3_18599
if 
8119:   not car 83@ wrecked 
else_jump @DES3_19026 
if 
8118:   not actor 92@ dead 
else_jump @DES3_18670 
0464: put_actor 92@ into_turret_on_car 83@ at_car_offset 1.0 1.25 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
131@ = 1 

:DES3_18670
if 
8118:   not actor 93@ dead 
else_jump @DES3_18725 
0464: put_actor 93@ into_turret_on_car 83@ at_car_offset 1.1 -0.3 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
132@ = 1 

:DES3_18725
if 
8118:   not actor 94@ dead 
else_jump @DES3_18780 
0464: put_actor 94@ into_turret_on_car 83@ at_car_offset -1.0 1.25 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
133@ = 1 

:DES3_18780
if 
8118:   not actor 95@ dead 
else_jump @DES3_18835 
0464: put_actor 95@ into_turret_on_car 83@ at_car_offset -1.1 -0.3 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
134@ = 1 

:DES3_18835
51@ = 0 

:DES3_18842
if 
  4 > 51@ 
else_jump @DES3_19026 
if 
8118:   not actor 92@(51@,4i) dead 
else_jump @DES3_19012 
07DD: set_actor 92@(51@,4i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 92@(51@,4i) weapon_accuracy_to 27 
if or
  51@ == 0 
  51@ == 2 
else_jump @DES3_18956 
08AF: set_actor 92@(51@,4i) max_health_to 125 
0223: set_actor 92@(51@,4i) health_to 125 
jump @DES3_18978 

:DES3_18956
08AF: set_actor 92@(51@,4i) max_health_to 100 
0223: set_actor 92@(51@,4i) health_to 100 

:DES3_18978
02A9: set_actor 92@(51@,4i) immune_to_nonplayer 1 
060B: set_actor 92@(51@,4i) decision_maker_to 74@ 
123@(51@,4i) = 0 

:DES3_19012
51@ += 1 
jump @DES3_18842 

:DES3_19026
if 
8119:   not car 83@ wrecked 
else_jump @DES3_19071 
if 
075C:   marker 110@ enabled 
else_jump @DES3_19063 
0164: disable_marker 110@ 

:DES3_19063
0186: 110@ = create_marker_above_car 83@ 

:DES3_19071
04AF: 117@ = 0 // = constant 
120@ = 0 
141@ += 1 
return 

:DES3_19094
if 
056D:   actor 90@ defined 
else_jump @DES3_19115 
009B: destroy_actor 90@ 

:DES3_19115
51@ = 0 

:DES3_19122
if 
  4 > 51@ 
else_jump @DES3_19183 
if 
056D:   actor 92@(51@,4i) defined 
else_jump @DES3_19169 
009B: destroy_actor 92@(51@,4i) 

:DES3_19169
51@ += 1 
jump @DES3_19122 

:DES3_19183
if 
056E:   car 83@ defined 
else_jump @DES3_19204 
00A6: destroy_car 83@ 

:DES3_19204
0249: release_model 487 
0249: release_model 165 
0249: release_model 166 
0249: release_model 355 
return 

:DES3_19226
if 
  40@ > 240000 
else_jump @DES3_19280 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_19280 
020B: explode_car 83@ 
020B: explode_car 83@ 
40@ = 0 

:DES3_19280
0871: init_jump_table 117@ total_jumps 3 default_jump 0 @DES3_21822 jumps 0 @DES3_19343 4 @DES3_21652 5 @DES3_19850 -1 @DES3_21822 -1 @DES3_21822 -1 @DES3_21822 -1 @DES3_21822 

:DES3_19343
if 
8119:   not car 83@ wrecked 
else_jump @DES3_19843 
if 
  120@ == 0 
else_jump @DES3_19422 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_19422 
0726: heli 83@ follow_actor -1 follow_car 82@ radius 20.0 
120@ += 1 
143@ = 0 

:DES3_19422
if 
  120@ == 1 
else_jump @DES3_19792 
if 
  10000 > 143@ 
else_jump @DES3_19763 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_19756 
00AA: store_car 82@ position_to $72 $73 $74 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset 10.0 -10.0 5.0 
if 
81AF:   not car 83@ sphere 0 in_sphere $72 $73 $74 radius 50.0 50.0 50.0 
else_jump @DES3_19756 
00AA: store_car 83@ position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
050A: $67 = distance_between_XYZ $72 $73 $74 and_XYZ 64@ 65@ 66@ 
if 
  $67 > 0.01 
else_jump @DES3_19749 
0077: 58@ /= $67 // (float) 
0077: 59@ /= $67 // (float) 
0077: 60@ /= $67 // (float) 
58@ *= 0.01 
59@ *= 0.01 
60@ *= 0.01 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_19749
jump @DES3_19756 

:DES3_19756
jump @DES3_19792 

:DES3_19763
0726: heli 83@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
120@ += 1 
143@ = 0 

:DES3_19792
if 
  120@ == 2 
else_jump @DES3_19843 
if 
  143@ > 25000 
else_jump @DES3_19843 
120@ = 0 
143@ = 0 

:DES3_19843
jump @DES3_21822 

:DES3_19850
if 
8119:   not car 83@ wrecked 
else_jump @DES3_21240 
if 
  120@ == 0 
else_jump @DES3_19939 
0780: heli 83@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
120@ += 1 

:DES3_19939
if 
  120@ == 1 
else_jump @DES3_20153 
if 
  47@ == 10 
else_jump @DES3_20153 
00A0: store_actor $PLAYER_ACTOR position_to 64@ 65@ 66@ 
if 
01AD:   car 83@ sphere 0 near_point 64@ 65@ radius 20.0 20.0 
else_jump @DES3_20153 
00AA: store_car 83@ position_to $72 $73 $74 
02CE: 54@ = ground_z_at $72 $73 $74 
0087: 55@ = 66@ // (float) 
0063: 55@ -= 54@ // (float) 
if 
  5.0 > 55@ 
else_jump @DES3_20153 
0089: 156@ = $72 // (float) 
0089: 157@ = $73 // (float) 
0087: 158@ = 54@ // (float) 
158@ += 10.0 
04A2: set_heli 83@ fly_to 156@ 157@ 158@ altitude_between 10.0 and 0.0 
120@ += 1 

:DES3_20153
if 
  120@ == 2 
else_jump @DES3_20568 
if 
01AF:   car 83@ sphere 0 in_sphere 156@ 157@ 158@ radius 4.0 4.0 8.0 
else_jump @DES3_20350 
02E3: 54@ = car 83@ speed 
if 
  54@ > 1.0 
else_jump @DES3_20322 
06A2: get_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ 
58@ *= -0.001 
59@ *= -0.001 
60@ *= -0.001 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 
jump @DES3_20343 

:DES3_20322
0519: set_car 83@ locked 1 
143@ = 0 
120@ += 1 

:DES3_20343
jump @DES3_20568 

:DES3_20350
02E3: 54@ = car 83@ speed 
if 
  10.0 > 54@ 
else_jump @DES3_20568 
00AA: store_car 83@ position_to $72 $73 $74 
0087: 58@ = 156@ // (float) 
0065: 58@ -= $72 // (float) 
0087: 59@ = 157@ // (float) 
0065: 59@ -= $73 // (float) 
0087: 60@ = 158@ // (float) 
0065: 60@ -= $74 // (float) 
050A: $67 = distance_between_XYZ $72 $73 $74 and_XYZ 156@ 157@ 158@ 
if 
  $67 > 0.01 
else_jump @DES3_20568 
0077: 58@ /= $67 // (float) 
0077: 59@ /= $67 // (float) 
0077: 60@ /= $67 // (float) 
58@ *= 0.01 
59@ *= 0.01 
60@ *= 0.01 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_20568
if 
  120@ == 3 
else_jump @DES3_20772 
if 
  143@ > 1500 
else_jump @DES3_20772 
0519: set_car 83@ locked 1 
if 
8118:   not actor 92@ dead 
else_jump @DES3_20758 
0407: store_coords_to $72 $73 $74 from_car 83@ with_offset 1.0 1.25 -0.1 
009B: destroy_actor 92@ 
0503: create_actor_on_rope_with_pedtype 25 model 165 at $72 $73 $74 handle_as 92@ 
07DD: set_actor 92@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 92@ weapon_accuracy_to 27 
08AF: set_actor 92@ max_health_to 125 
0223: set_actor 92@ health_to 125 
02A9: set_actor 92@ immune_to_nonplayer 1 
060B: set_actor 92@ decision_maker_to 74@ 
01B2: give_actor 92@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 92@ task_set 2000.0 // float 
131@ = 0 
123@ = 1 

:DES3_20758
143@ = 0 
120@ += 1 

:DES3_20772
if 
  120@ == 4 
else_jump @DES3_20836 
if 
  143@ > 0 
else_jump @DES3_20836 
132@ = 0 
124@ = 1 
143@ = 0 
120@ += 1 

:DES3_20836
if 
  120@ == 5 
else_jump @DES3_20901 
if 
  143@ > 2000 
else_jump @DES3_20901 
133@ = 0 
125@ = 1 
143@ = 0 
120@ += 1 

:DES3_20901
if 
  120@ == 6 
else_jump @DES3_21091 
if 
  143@ > 500 
else_jump @DES3_21091 
if 
8118:   not actor 95@ dead 
else_jump @DES3_21077 
0407: store_coords_to $72 $73 $74 from_car 83@ with_offset -1.1 -0.3 -0.1 
009B: destroy_actor 95@ 
0503: create_actor_on_rope_with_pedtype 25 model 165 at $72 $73 $74 handle_as 95@ 
07DD: set_actor 95@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 95@ weapon_accuracy_to 27 
0223: set_actor 95@ health_to 100 
02A9: set_actor 95@ immune_to_nonplayer 1 
060B: set_actor 95@ decision_maker_to 74@ 
01B2: give_actor 95@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 95@ task_set 2000.0 // float 
134@ = 0 
126@ = 1 

:DES3_21077
143@ = 0 
120@ += 1 

:DES3_21091
if 
  120@ == 7 
else_jump @DES3_21215 
if or
  123@ == 2 
0118:   actor 92@ dead 
else_jump @DES3_21215 
if or
  124@ == 2 
0118:   actor 93@ dead 
else_jump @DES3_21215 
if or
  125@ == 2 
0118:   actor 94@ dead 
else_jump @DES3_21215 
if or
  126@ == 2 
0118:   actor 95@ dead 
else_jump @DES3_21215 
143@ = 0 
120@ += 1 

:DES3_21215
if 
  120@ == 8 
else_jump @DES3_21240 
117@ = 99 

:DES3_21240
0085: 51@ = 47@ // (int) 
51@ -= 5 
if and
  4 > 51@ 
  51@ > -1 
else_jump @DES3_21645 
if 
056D:   actor 92@(51@,4i) defined 
else_jump @DES3_21645 
if 
8118:   not actor 92@(51@,4i) dead 
else_jump @DES3_21645 
if 
  131@(51@,4i) == 0 
else_jump @DES3_21645 
if 
  123@(51@,4i) == 0 
else_jump @DES3_21409 
062E: get_actor 92@(51@,4i) task 1506 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @DES3_21409 
05E2: AS_actor 92@(51@,4i) kill_actor $PLAYER_ACTOR 

:DES3_21409
if 
  123@(51@,4i) == 1 
else_jump @DES3_21500 
062E: get_actor 92@(51@,4i) task 1283 status_store_to 52@ // ret 7 if not found 
if 
04A4:   52@ == 7 // == constant 
else_jump @DES3_21500 
060B: set_actor 92@(51@,4i) decision_maker_to 75@ 
077A: set_actor 92@(51@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
123@(51@,4i) += 1 

:DES3_21500
if 
  123@(51@,4i) == 2 
else_jump @DES3_21582 
0687: clear_actor 92@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
123@(51@,4i) += 1 

:DES3_21582
if 
  123@(51@,4i) == 3 
else_jump @DES3_21645 
0085: 271@ = 92@(51@,4i) // (int) 
gosub @DES3_26001 
92@(51@,4i) = 0 
123@(51@,4i) = 0 

:DES3_21645
jump @DES3_21822 

:DES3_21652
if 
8119:   not car 83@ wrecked 
else_jump @DES3_21815 
if 
  120@ == 0 
else_jump @DES3_21713 
0780: heli 83@ hover_above actor $PLAYER_ACTOR car -1 altitude 25.0 15.0 
120@ += 1 

:DES3_21713
02E3: 54@ = car 83@ speed 
if 
  5.0 > 54@ 
else_jump @DES3_21815 
06A2: get_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ 
58@ *= 0.0001 
59@ *= 0.0001 
60@ *= 0.0001 
07D5: set_car 83@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_21815
jump @DES3_21822 

:DES3_21822
if 
  117@ == 99 
else_jump @DES3_22056 
if 
8119:   not car 83@ wrecked 
else_jump @DES3_22056 
08F2: set_car 83@ targettable_by_heatseeker 0 
0519: set_car 83@ locked 0 
0227: 51@ = car 83@ health 
if 
  300 >= 51@ 
else_jump @DES3_21957 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 90@ dead 
else_jump @DES3_21926 
060B: set_actor 90@ decision_maker_to 74@ 

:DES3_21926
0564: heli 83@ simulate_crash_landing 
01C3: remove_references_to_car 83@ 
83@ = 0 
90@ = 0 
jump @DES3_22035 

:DES3_21957
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 90@ dead 
else_jump @DES3_21986 
060B: set_actor 90@ decision_maker_to 74@ 

:DES3_21986
04A2: set_heli 83@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 83@ 
83@ = 0 
90@ = 0 

:DES3_22035
if 
075C:   marker 110@ enabled 
else_jump @DES3_22056 
0164: disable_marker 110@ 

:DES3_22056
if 
8119:   not car 83@ wrecked 
else_jump @DES3_22171 
if and
  131@ == 1 
0118:   actor 92@ dead 
else_jump @DES3_22171 
if and
  132@ == 1 
0118:   actor 93@ dead 
else_jump @DES3_22171 
if and
  133@ == 1 
0118:   actor 94@ dead 
else_jump @DES3_22171 
if and
  134@ == 1 
0118:   actor 95@ dead 
else_jump @DES3_22171 
117@ = 99 

:DES3_22171
0085: 51@ = 47@ // (int) 
51@ -= 5 
if and
  4 > 51@ 
  51@ > -1 
else_jump @DES3_22753 
if 
056D:   actor 92@(51@,4i) defined 
else_jump @DES3_22753 
if 
8118:   not actor 92@(51@,4i) dead 
else_jump @DES3_22753 
if 
  131@(51@,4i) == 1 
else_jump @DES3_22753 
if 
  123@(51@,4i) == 0 
else_jump @DES3_22395 
if 
8118:   not actor 89@ dead 
else_jump @DES3_22384 
0687: clear_actor 92@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 89@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
123@(51@,4i) += 1 
jump @DES3_22395 

:DES3_22384
123@(51@,4i) += 1 

:DES3_22395
if 
  123@(51@,4i) == 1 
else_jump @DES3_22566 
if or
  51@ == 1 
  51@ == 3 
  117@ == 4 
else_jump @DES3_22566 
if 
0104:   actor 92@(51@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
else_jump @DES3_22566 
0687: clear_actor 92@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
07DD: set_actor 92@(51@,4i) attack_rate 100 // previously known as temper_to 
123@(51@,4i) += 1 

:DES3_22566
if 
  123@(51@,4i) == 2 
else_jump @DES3_22753 
if or
  51@ == 1 
  51@ == 3 
  117@ == 4 
else_jump @DES3_22753 
if 
8104:   not actor 92@(51@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
else_jump @DES3_22753 
if 
8118:   not actor 89@ dead 
else_jump @DES3_22753 
0687: clear_actor 92@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 89@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 92@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
07DD: set_actor 92@(51@,4i) attack_rate 20 // previously known as temper_to 
123@(51@,4i) = 1 

:DES3_22753
if 
8119:   not car 83@ wrecked 
else_jump @DES3_22821 
0227: 51@ = car 83@ health 
if 
  300 >= 51@ 
else_jump @DES3_22821 
if 
   not 117@ == 99 
else_jump @DES3_22821 
117@ = 99 

:DES3_22821
51@ = 0 

:DES3_22828
if 
  4 > 51@ 
else_jump @DES3_22950 
if 
056D:   actor 92@(51@,4i) defined 
else_jump @DES3_22936 
if 
0118:   actor 92@(51@,4i) dead 
else_jump @DES3_22936 
0465: remove_actor 92@(51@,4i) from_turret_mode 
123@(51@,4i) = 0 
0085: 271@ = 92@(51@,4i) // (int) 
gosub @DES3_26001 
92@(51@,4i) = 0 

:DES3_22936
51@ += 1 
jump @DES3_22828 

:DES3_22950
if and
0119:   car 83@ wrecked 
   not 83@ == 0 
else_jump @DES3_23131 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 90@ dead 
else_jump @DES3_23002 
060B: set_actor 90@ decision_maker_to 74@ 

:DES3_23002
01C3: remove_references_to_car 83@ 
83@ = 0 
90@ = 0 
51@ = 0 

:DES3_23028
if 
  4 > 51@ 
else_jump @DES3_23110 
if 
056D:   actor 92@(51@,4i) defined 
else_jump @DES3_23096 
0085: 271@ = 92@(51@,4i) // (int) 
gosub @DES3_26001 
92@(51@,4i) = 0 

:DES3_23096
51@ += 1 
jump @DES3_23028 

:DES3_23110
if 
075C:   marker 110@ enabled 
else_jump @DES3_23131 
0164: disable_marker 110@ 

:DES3_23131
return 

:DES3_23133
if 
056E:   car 84@ defined 
else_jump @DES3_23161 
01C3: remove_references_to_car 84@ 
84@ = 0 

:DES3_23161
if 
856E:   not car 84@ defined 
else_jump @DES3_23214 
00A5: 84@ = create_car 487 at 0.0 0.0 0.0 
08F2: set_car 84@ targettable_by_heatseeker 1 
0587: enable_car 84@ validate_position 0 

:DES3_23214
if 
056D:   actor 91@ defined 
else_jump @DES3_23266 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 91@ dead 
else_jump @DES3_23259 
060B: set_actor 91@ decision_maker_to 74@ 

:DES3_23259
91@ = 0 

:DES3_23266
if 
856D:   not actor 91@ defined 
else_jump @DES3_23295 
0129: 91@ = create_actor_pedtype 25 model 166 in_car 84@ driverseat 

:DES3_23295
51@ = 0 

:DES3_23302
if 
  4 > 51@ 
else_jump @DES3_23374 
if 
056D:   actor 96@(51@,4i) defined 
else_jump @DES3_23360 
01C2: remove_references_to_actor 96@(51@,4i) // Like turning an actor into a random pedestrian 
96@(51@,4i) = 0 

:DES3_23360
51@ += 1 
jump @DES3_23302 

:DES3_23374
if 
856D:   not actor 96@ defined 
else_jump @DES3_23415 
009A: 96@ = create_actor_pedtype 25 model 165 at 0.0 0.0 0.0 

:DES3_23415
if 
856D:   not actor 97@ defined 
else_jump @DES3_23456 
009A: 97@ = create_actor_pedtype 25 model 166 at 0.0 0.0 0.0 

:DES3_23456
if 
856D:   not actor 98@ defined 
else_jump @DES3_23497 
009A: 98@ = create_actor_pedtype 25 model 165 at 0.0 0.0 0.0 

:DES3_23497
if 
856D:   not actor 99@ defined 
else_jump @DES3_23538 
009A: 99@ = create_actor_pedtype 25 model 166 at 0.0 0.0 0.0 

:DES3_23538
if 
8119:   not car 84@ wrecked 
else_jump @DES3_23611 
00AB: put_car 84@ at 267@ 268@ 269@ 
0175: set_car 84@ Z_angle_to 270@ 
0825: set_helicopter 84@ instant_rotor_start 
0229: set_car 84@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 84@ lean_and_thrust_limiter 1 
02AA: set_car 84@ immune_to_nonplayer 1 
020A: set_car 84@ door_status_to 2 

:DES3_23611
if 
8118:   not actor 91@ dead 
else_jump @DES3_23656 
054A: set_actor 91@ can_be_shot_in_a_car 0 
039E: set_actor 91@ locked 1 while_in_car 
054A: set_actor 91@ can_be_shot_in_a_car 0 
060B: set_actor 91@ decision_maker_to 74@ 

:DES3_23656
if 
8119:   not car 84@ wrecked 
else_jump @DES3_24044 
if 
8118:   not actor 96@ dead 
else_jump @DES3_23720 
0464: put_actor 96@ into_turret_on_car 84@ at_car_offset 1.0 1.25 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_23720
if 
8118:   not actor 97@ dead 
else_jump @DES3_23768 
0464: put_actor 97@ into_turret_on_car 84@ at_car_offset 1.1 -0.3 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_23768
if 
8118:   not actor 98@ dead 
else_jump @DES3_23816 
0464: put_actor 98@ into_turret_on_car 84@ at_car_offset -1.0 1.25 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_23816
if 
8118:   not actor 99@ dead 
else_jump @DES3_23864 
0464: put_actor 99@ into_turret_on_car 84@ at_car_offset -1.1 -0.3 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_23864
51@ = 0 

:DES3_23871
if 
  4 > 51@ 
else_jump @DES3_24044 
if 
8118:   not actor 96@(51@,4i) dead 
else_jump @DES3_24030 
07DD: set_actor 96@(51@,4i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 96@(51@,4i) weapon_accuracy_to 27 
if or
  51@ == 0 
  51@ == 2 
else_jump @DES3_23985 
08AF: set_actor 96@(51@,4i) max_health_to 125 
0223: set_actor 96@(51@,4i) health_to 125 
jump @DES3_23996 

:DES3_23985
0223: set_actor 96@(51@,4i) health_to 100 

:DES3_23996
02A9: set_actor 96@(51@,4i) immune_to_nonplayer 1 
060B: set_actor 96@(51@,4i) decision_maker_to 74@ 
127@(51@,4i) = 0 

:DES3_24030
51@ += 1 
jump @DES3_23871 

:DES3_24044
if 
8119:   not car 84@ wrecked 
else_jump @DES3_24089 
if 
075C:   marker 111@ enabled 
else_jump @DES3_24081 
0164: disable_marker 111@ 

:DES3_24081
0186: 111@ = create_marker_above_car 84@ 

:DES3_24089
118@ = 0 
121@ = 0 
141@ += 1 
return 

:DES3_24112
if 
056D:   actor 91@ defined 
else_jump @DES3_24133 
009B: destroy_actor 91@ 

:DES3_24133
51@ = 0 

:DES3_24140
if 
  4 > 51@ 
else_jump @DES3_24201 
if 
056D:   actor 96@(51@,4i) defined 
else_jump @DES3_24187 
009B: destroy_actor 96@(51@,4i) 

:DES3_24187
51@ += 1 
jump @DES3_24140 

:DES3_24201
if 
056E:   car 84@ defined 
else_jump @DES3_24222 
00A6: destroy_car 84@ 

:DES3_24222
0249: release_model 487 
0249: release_model 165 
0249: release_model 166 
0249: release_model 355 
return 

:DES3_24244
if 
  41@ > 240000 
else_jump @DES3_24298 
if 
8119:   not car 84@ wrecked 
else_jump @DES3_24298 
020B: explode_car 84@ 
020B: explode_car 84@ 
41@ = 0 

:DES3_24298
if 
8119:   not car 84@ wrecked 
else_jump @DES3_25008 
if 
  118@ == 0 
else_jump @DES3_24797 
if 
  121@ == 0 
else_jump @DES3_24395 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_24395 
0726: heli 84@ follow_actor -1 follow_car 82@ radius 20.0 
121@ += 1 
144@ = 0 

:DES3_24395
if 
  121@ == 1 
else_jump @DES3_24744 
if 
  15000 > 144@ 
else_jump @DES3_24715 
if 
8119:   not car 82@ wrecked 
else_jump @DES3_24708 
0407: store_coords_to $72 $73 $74 from_car 82@ with_offset -10.0 -10.0 0.0 
if 
81AF:   not car 84@ sphere 0 in_sphere $72 $73 $74 radius 50.0 50.0 50.0 
else_jump @DES3_24708 
00AA: store_car 84@ position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
050A: $67 = distance_between_XYZ $72 $73 $74 and_XYZ 64@ 65@ 66@ 
if 
  $67 > 0.01 
else_jump @DES3_24708 
0077: 58@ /= $67 // (float) 
0077: 59@ /= $67 // (float) 
0077: 60@ /= $67 // (float) 
58@ *= 0.01 
59@ *= 0.01 
60@ *= 0.01 
07D5: set_car 84@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_24708
jump @DES3_24744 

:DES3_24715
0726: heli 84@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
121@ += 1 
144@ = 0 

:DES3_24744
if 
  121@ == 2 
else_jump @DES3_24797 
if 
  144@ > 35000 
else_jump @DES3_24797 
121@ = 0 
144@ = 0 

:DES3_24797
if 
  118@ == 99 
else_jump @DES3_25008 
0519: set_car 84@ locked 0 
0227: 51@ = car 84@ health 
if 
  300 >= 51@ 
else_jump @DES3_24909 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 91@ dead 
else_jump @DES3_24878 
060B: set_actor 91@ decision_maker_to 74@ 

:DES3_24878
0564: heli 84@ simulate_crash_landing 
01C3: remove_references_to_car 84@ 
84@ = 0 
91@ = 0 
jump @DES3_24987 

:DES3_24909
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 91@ dead 
else_jump @DES3_24938 
060B: set_actor 91@ decision_maker_to 74@ 

:DES3_24938
04A2: set_heli 84@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 84@ 
84@ = 0 
91@ = 0 

:DES3_24987
if 
075C:   marker 111@ enabled 
else_jump @DES3_25008 
0164: disable_marker 111@ 

:DES3_25008
0085: 51@ = 47@ // (int) 
if 
  4 > 51@ 
else_jump @DES3_25522 
if 
056D:   actor 96@(51@,4i) defined 
else_jump @DES3_25522 
if 
8118:   not actor 96@(51@,4i) dead 
else_jump @DES3_25522 
if 
  127@(51@,4i) == 0 
else_jump @DES3_25178 
if 
8118:   not actor 89@ dead 
else_jump @DES3_25178 
0687: clear_actor 96@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 89@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
127@(51@,4i) += 1 

:DES3_25178
if 
  127@(51@,4i) == 1 
else_jump @DES3_25342 
if or
  51@ == 1 
  51@ == 3 
else_jump @DES3_25342 
if 
0104:   actor 96@(51@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
else_jump @DES3_25342 
0687: clear_actor 96@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
07DD: set_actor 96@(51@,4i) attack_rate 100 // previously known as temper_to 
127@(51@,4i) += 1 

:DES3_25342
if 
  127@(51@,4i) == 2 
else_jump @DES3_25522 
if or
  51@ == 1 
  51@ == 3 
else_jump @DES3_25522 
if 
8104:   not actor 96@(51@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
else_jump @DES3_25522 
if 
8118:   not actor 89@ dead 
else_jump @DES3_25522 
0687: clear_actor 96@(51@,4i) task 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 89@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0618: assign_actor 96@(51@,4i) to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 
07DD: set_actor 96@(51@,4i) attack_rate 30 // previously known as temper_to 
127@(51@,4i) = 1 

:DES3_25522
if 
  47@ == 4 
else_jump @DES3_25627 
if 
8119:   not car 84@ wrecked 
else_jump @DES3_25627 
if 
0118:   actor 96@ dead 
else_jump @DES3_25627 
if 
0118:   actor 97@ dead 
else_jump @DES3_25627 
if 
0118:   actor 98@ dead 
else_jump @DES3_25627 
if 
0118:   actor 99@ dead 
else_jump @DES3_25627 
118@ = 99 

:DES3_25627
if 
8119:   not car 84@ wrecked 
else_jump @DES3_25702 
0227: 51@ = car 84@ health 
if 
  300 >= 51@ 
else_jump @DES3_25702 
if 
   not 118@ == 99 
else_jump @DES3_25702 
118@ = 99 
08F2: set_car 84@ targettable_by_heatseeker 0 

:DES3_25702
0085: 51@ = 47@ // (int) 
if 
  4 > 51@ 
else_jump @DES3_25818 
if 
056D:   actor 96@(51@,4i) defined 
else_jump @DES3_25818 
if 
0118:   actor 96@(51@,4i) dead 
else_jump @DES3_25818 
0465: remove_actor 96@(51@,4i) from_turret_mode 
127@(51@,4i) = 0 
0085: 271@ = 96@(51@,4i) // (int) 
gosub @DES3_26001 
96@(51@,4i) = 0 

:DES3_25818
if and
0119:   car 84@ wrecked 
   not 84@ == 0 
else_jump @DES3_25999 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 91@ dead 
else_jump @DES3_25870 
060B: set_actor 91@ decision_maker_to 74@ 

:DES3_25870
01C3: remove_references_to_car 84@ 
84@ = 0 
91@ = 0 
51@ = 0 

:DES3_25896
if 
  4 > 51@ 
else_jump @DES3_25978 
if 
056D:   actor 96@(51@,4i) defined 
else_jump @DES3_25964 
0085: 271@ = 96@(51@,4i) // (int) 
gosub @DES3_26001 
96@(51@,4i) = 0 

:DES3_25964
51@ += 1 
jump @DES3_25896 

:DES3_25978
if 
075C:   marker 111@ enabled 
else_jump @DES3_25999 
0164: disable_marker 111@ 

:DES3_25999
return 

:DES3_26001
272@ = 0 
if 
  272@ == -1 
else_jump @DES3_26050 
009A: 273@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 

:DES3_26050
if 
  20 > 272@ 
else_jump @DES3_26128 
if 
856D:   not actor 273@(272@,20i) defined 
else_jump @DES3_26114 
0085: 273@(272@,20i) = 271@ // (int) 
272@ = 20 
jump @DES3_26121 

:DES3_26114
272@ += 1 

:DES3_26121
jump @DES3_26050 

:DES3_26128
return 

:DES3_26130
272@ = 0 

:DES3_26137
if 
  20 > 272@ 
else_jump @DES3_26218 
if 
056D:   actor 273@(272@,20i) defined 
else_jump @DES3_26204 
if 
0118:   actor 273@(272@,20i) dead 
else_jump @DES3_26204 
034F: destroy_actor_with_fade 273@(272@,20i) 

:DES3_26204
272@ += 1 
jump @DES3_26137 

:DES3_26218
272@ = 0 

:DES3_26225
if 
  4 > 272@ 
else_jump @DES3_26377 
if 
056D:   actor 92@(272@,4i) defined 
else_jump @DES3_26303 
if 
0118:   actor 92@(272@,4i) dead 
else_jump @DES3_26303 
034F: destroy_actor_with_fade 92@(272@,4i) 
92@(272@,4i) = 0 

:DES3_26303
if 
056D:   actor 96@(272@,4i) defined 
else_jump @DES3_26363 
if 
0118:   actor 96@(272@,4i) dead 
else_jump @DES3_26363 
034F: destroy_actor_with_fade 96@(272@,4i) 
96@(272@,4i) = 0 

:DES3_26363
272@ += 1 
jump @DES3_26225 

:DES3_26377
return 
if 
8119:   not car 294@ wrecked 
else_jump @DES3_26409 
00AA: store_car 294@ position_to $72 $73 $74 

:DES3_26409
if 
8119:   not car 293@ wrecked 
else_jump @DES3_26546 
00AA: store_car 293@ position_to 64@ 65@ 66@ 
0089: 58@ = $72 // (float) 
0063: 58@ -= 64@ // (float) 
0089: 59@ = $73 // (float) 
0063: 59@ -= 65@ // (float) 
0089: 60@ = $74 // (float) 
0063: 60@ -= 66@ // (float) 
58@ *= -0.0001 
59@ *= -0.0001 
60@ *= -0.0001 
07D5: set_car 293@ velocity_in_direction_XYZ 58@ 59@ 60@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_26546
return 

:DES3_26548
42@ += 1 
43@ = 0 
70@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
40@ = 0 
41@ = 0 
return 

:DES3_26606
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:DES3_26624
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT3'  // Interdiction
030C: progress_made = 1 
$592 += 1 
0629: change_integer_stat 330 to 1 
fade 1 1000 

:DES3_26696
if 
fading 
else_jump @DES3_26720 
wait 0 
jump @DES3_26696 

:DES3_26720
return 

:DES3_26722
if 
83B1:   not garage 'GHOSTDR' door_closed 
else_jump @DES3_26755 
0361: close_garage 'GHOSTDR' 

:DES3_26755
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
0249: release_model 568 
0249: release_model 471 
0249: release_model 468 
0249: release_model 343 
0249: release_model 360 
0249: release_model 165 
0249: release_model 166 
0249: release_model 61 
0249: release_model 355 
0249: release_model 487 
0249: release_model #KMB_HOLDALL 
0249: release_model 417 
0249: release_model 508 
0249: release_model #KMB_PARACHUTE 
0249: release_model 68 
0249: release_model 75 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
04EF: release_animation "BOMBER" 
01B7: release_weather 
0151: remove_status_text $8862 
0151: remove_status_text $8863 
0215: destroy_pickup 105@ 
0215: destroy_pickup 106@ 
0215: destroy_pickup 107@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DES3_26943 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DES3_26943
065C: release_decision_maker 74@ 
065C: release_decision_maker 75@ 
0650: destroy_particle 108@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $183 = current_time_in_ms 
096A: enable_flying_helis 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 78---------------
// Originally: Verdant Meadows

:DESERT4
thread 'DESERT4' 
gosub @DESERT4_47 
if 
wasted_or_busted 
else_jump @DESERT4_38 
gosub @DESERT4_292 

:DESERT4_38
gosub @DESERT4_429 
end_thread 

:DESERT4_47
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'DSERT4' 
01B5: force_weather 17 
0395: clear_area 1 at -688.1717 937.9888 12.6328 radius 10.0 
02E4: load_cutscene_data 'DESERT4' 

:DESERT4_110
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT4_134 
wait 0 
jump @DESERT4_110 

:DESERT4_134
02E7: start_cutscene 
fade 1 1000 

:DESERT4_143
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT4_167 
wait 0 
jump @DESERT4_143 

:DESERT4_167
fade 0 0 

:DESERT4_173
if 
fading 
else_jump @DESERT4_197 
wait 0 
jump @DESERT4_173 

:DESERT4_197
01B7: release_weather 
02EA: end_cutscene 
00A1: put_actor $PLAYER_ACTOR at -696.0359 948.1198 11.276 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.1992 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03CB: set_rendering_origin_at -696.0359 948.1198 11.276 
fade 1 1000 
wait 1000 
00BC: show_text_highpriority GXT 'BUY_AIR' time 10000 flag 1  // ~s~Go to the abandoned airstrip and buy it.
jump @DESERT4_310 

:DESERT4_292
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:DESERT4_310
$592 += 1 
0318: set_latest_mission_passed 'DESERT4'  // Verdant Meadows
0164: disable_marker $579 
014C: set_parked_car_generator $6563 cars_to_generate_to 101 
014C: set_parked_car_generator $6564 cars_to_generate_to 101 
create_thread @BUY3 
0164: disable_marker $54 
0570: $54 = create_asset_radar_marker_with_icon 31 at $2910[2] $2942[2] $2974[2] 
018B: set_marker $54 radar_mode 2 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere $586 at $665 $666 $667 
018B: set_marker $580 radar_mode 2 
0629: change_integer_stat 325 to 1 
01F0: set_max_wanted_level_to 6 
030C: progress_made = 1 
return 

:DESERT4_429
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 79---------------
// Originally: N.O.E.

:DESERT6
thread 'DESERT6' 
gosub @DESERT6_47 
if 
wasted_or_busted 
else_jump @DESERT6_38 
gosub @DESERT6_10319 

:DESERT6_38
gosub @DESERT6_10531 
end_thread 

:DESERT6_47
increment_mission_attempts 
$ONMISSION = 1 
83@ = 0 
84@ = 0 
85@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
40@ = 0 
41@ = 0 
86@ = 1 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = -1 
91@ = 0 
92@ = 0 
94@ = 0 
93@ = 0 
56@ = 0 

:DESERT6_231
95@(56@,3i) = 0 
56@ += 1 
  56@ >= 3 
else_jump @DESERT6_231 
56@ = 0 

:DESERT6_270
192@(56@,2i) = 0 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_270 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
if 
  42@ == -99 
else_jump @DESERT6_694 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 133@ = create_car 476 at 0.0 0.0 0.0 
56@ = 0 

:DESERT6_463
00A5: 134@(56@,2i) = create_car 520 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_463 
56@ = 0 

:DESERT6_518
009A: 131@(56@,2i) = create_actor_pedtype 4 model 43 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_518 
56@ = 0 

:DESERT6_574
0107: 136@(56@,4i) = create_object #AMMO_CAPSULE at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_574 
0186: 141@ = create_marker_above_car 133@ 
018A: 140@ = create_checkpoint_at 0.0 0.0 0.0 
56@ = 0 

:DESERT6_657
0186: 142@(56@,2i) = create_marker_above_car 134@(56@,2i) 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_657 

:DESERT6_694
054C: use_GXT_table 'DSERT6' 
gosub @DESERT6_9737 
060A: create_decision_maker_type 0 store_to 144@ // decision\allowed\m_.ped files 
gosub @DESERT6_9951 

:DESERT6_726
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DESERT6_759 
44@ = 1 
jump @DESERT6_1014 

:DESERT6_759
gosub @DESERT6_9069 
gosub @DESERT6_9422 
if or
  46@ == 1 
  47@ == 1 
else_jump @DESERT6_805 
jump @DESERT6_1014 

:DESERT6_805
gosub @DESERT6_9634 
gosub @DESERT6_9668 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @DESERT6_849 
45@ = 1 
jump @DESERT6_1014 

:DESERT6_849
if 
  42@ == 0 
else_jump @DESERT6_907 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_907
if 
  42@ == 1 
else_jump @DESERT6_932 
gosub @DESERT6_1162 

:DESERT6_932
if 
  42@ == 2 
else_jump @DESERT6_957 
gosub @DESERT6_1336 

:DESERT6_957
if 
  42@ == 3 
else_jump @DESERT6_982 
gosub @DESERT6_2968 

:DESERT6_982
if 
  42@ == 4 
else_jump @DESERT6_1007 
44@ = 1 

:DESERT6_1007
gosub @DESERT6_6827 

:DESERT6_1014
if 
  46@ == 0 
else_jump @DESERT6_1114 
if 
  45@ == 0 
else_jump @DESERT6_1098 
if 
  44@ == 0 
else_jump @DESERT6_1082 
jump @DESERT6_726 
jump @DESERT6_1091 

:DESERT6_1082
gosub @DESERT6_10471 
return 

:DESERT6_1091
jump @DESERT6_1107 

:DESERT6_1098
gosub @DESERT6_10319 
return 

:DESERT6_1107
jump @DESERT6_1116 

:DESERT6_1114
return 

:DESERT6_1116
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:DESERT6_1162
if 
  43@ == 0 
else_jump @DESERT6_1228 
00BC: show_text_highpriority GXT 'DES6_00' time 7000 flag 1  // ~s~The ~b~plane~s~ is all loaded up and ready to go.
gosub @DESERT6_6270 
89@ = 1 
gosub @DESERT6_7645 
041E: set_radio_station 11 
43@ += 1 

:DESERT6_1228
if 
0119:   car 133@ wrecked 
else_jump @DESERT6_1260 
45@ = 1 
53@ = 1 
return 

:DESERT6_1260
if 
  43@ == 1 
else_jump @DESERT6_1309 
if 
00DB:   actor $PLAYER_ACTOR in_car 133@ 
else_jump @DESERT6_1309 
0164: disable_marker 141@ 
43@ = 99 

:DESERT6_1309
if 
  43@ == 99 
else_jump @DESERT6_1334 
gosub @DESERT6_9707 

:DESERT6_1334
return 

:DESERT6_1336
if 
  43@ == 0 
else_jump @DESERT6_1620 
189@ = 0 
0085: 145@ = 54@ // (int) 
145@ += 2000 
167@ = -2135.59 
168@ = -2488.454 
169@ = 55.895 
018A: 140@ = create_checkpoint_at 167@ 168@ 169@ 
0087: 78@ = 168@ // (float) 
78@ += 1.0 
06D5: 160@ = create_racing_checkpoint_at 167@ 168@ 169@ point_to 167@ 78@ 169@ type 3 radius 25.0 
$8864 = 0 
146@ = 0 
171@ = 0 
173@ = 0 
174@ = 0 
180@ = 0 
$8866 = 10 
$8866 *= 60000 
03C3: set_timer_to $8866 type 1 GXT 'DES6_51' // global_variable  // Timer
0819: 170@ = actor $PLAYER_ACTOR distance_from_ground 
56@ = 0 

:DESERT6_1559
185@(56@,2i) = 0 
158@(56@,2i) = 0 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_1559 
03CF: load_wav 30600 as 3 
0A24: enable_military_zones_wanted_level 1 
43@ += 1 

:DESERT6_1620
if 
0119:   car 133@ wrecked 
else_jump @DESERT6_1709 
56@ = 0 

:DESERT6_1643
if 
03CA:   object 136@(56@,4i) exists 
else_jump @DESERT6_1672 
0108: destroy_object 136@(56@,4i) 

:DESERT6_1672
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_1643 
45@ = 1 
53@ = 1 
return 

:DESERT6_1709
gosub @DESERT6_4843 
if 
  45@ == 1 
else_jump @DESERT6_1736 
return 

:DESERT6_1736
if 
  $8866 == 0 
else_jump @DESERT6_1770 
45@ = 1 
53@ = 3 
return 

:DESERT6_1770
if 
  43@ == 1 
else_jump @DESERT6_1867 
if 
001D:   54@ > 145@ // (int) 
else_jump @DESERT6_1867 
0819: 78@ = actor $PLAYER_ACTOR distance_from_ground 
0063: 78@ -= 170@ // (float) 
if 
  78@ > 2.0 
else_jump @DESERT6_1867 
03C4: set_status_text $8864 type 1 GXT 'DES6_50' // global_variable  // Visibility
43@ += 1 

:DESERT6_1867
if 
  43@ == 2 
else_jump @DESERT6_2061 
0087: 65@ = 167@ // (float) 
65@ -= 25.0 
0087: 66@ = 168@ // (float) 
66@ -= 2.0 
0087: 67@ = 169@ // (float) 
67@ -= 25.0 
0087: 68@ = 167@ // (float) 
68@ += 25.0 
0087: 69@ = 168@ // (float) 
69@ += 2.0 
0087: 70@ = 169@ // (float) 
70@ += 25.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 65@ 66@ 67@ cornerB 68@ 69@ 70@ 
00DB:   actor $PLAYER_ACTOR in_car 133@ 
else_jump @DESERT6_2061 
0164: disable_marker 140@ 
06D6: disable_racing_checkpoint 160@ 
gosub @DESERT6_6573 
43@ = 99 

:DESERT6_2061
gosub @DESERT6_4200 
gosub @DESERT6_5185 
if 
  173@ == 1 
else_jump @DESERT6_2119 
if 
001D:   54@ > 148@ // (int) 
else_jump @DESERT6_2119 
174@ = 1 

:DESERT6_2119
if 
  174@ == 1 
else_jump @DESERT6_2175 
gosub @DESERT6_5612 
58@ = 30 
58@ *= 1000 
0085: 148@ = 54@ // (int) 
005A: 148@ += 58@ // (int) 

:DESERT6_2175
gosub @DESERT6_6043 
if 
  176@ == 0 
else_jump @DESERT6_2331 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 167@ 168@ 169@ 
if 
  500.0 > 80@ 
else_jump @DESERT6_2331 
if 
00C2:   sphere_onscreen 167@ 168@ 169@ radius 5.0 
else_jump @DESERT6_2331 
00BC: show_text_highpriority GXT 'DES6_09' time 7000 flag 1  // ~s~Fly into the ~y~corona~s~ to trigger the drop.
176@ = 1 
177@ = 1 
0085: 152@ = 54@ // (int) 
152@ += 7000 

:DESERT6_2331
if 
  177@ == 1 
else_jump @DESERT6_2375 
if 
001D:   54@ > 152@ // (int) 
else_jump @DESERT6_2375 
177@ = 0 

:DESERT6_2375
if 
88B7:   not test 93@ bit 2 
else_jump @DESERT6_2471 
if and
08B7:   test 93@ bit 1 
  88@ == 0 
else_jump @DESERT6_2439 
89@ = 2 
gosub @DESERT6_7645 
jump @DESERT6_2471 

:DESERT6_2439
if and
  88@ == 1 
  $8864 >= 40 
else_jump @DESERT6_2471 
gosub @DESERT6_7869 

:DESERT6_2471
if and
  171@ == 1 
  173@ == 0 
  177@ == 0 
else_jump @DESERT6_2549 
if and
88B7:   not test 93@ bit 2 
  88@ == 2 
  87@ == 1 
  $8864 >= 40 
else_jump @DESERT6_2549 
gosub @DESERT6_7800 

:DESERT6_2549
if and
88B7:   not test 93@ bit 3 
08B7:   test 93@ bit 2 
  88@ == 0 
else_jump @DESERT6_2595 
89@ = 3 
gosub @DESERT6_7645 

:DESERT6_2595
if and
  173@ == 1 
88B7:   not test 93@ bit 3 
  88@ == 3 
  87@ == 1 
else_jump @DESERT6_2641 
gosub @DESERT6_7800 

:DESERT6_2641
if 
  175@ == 0 
else_jump @DESERT6_2707 
if and
08B7:   test 93@ bit 3 
   not 87@ == 2 
else_jump @DESERT6_2707 
00BC: show_text_highpriority GXT 'DES6_06' time 7000 flag 1  // ~s~Remain under the radar for a short time and they will lose you and give up the chase.
175@ = 1 

:DESERT6_2707
if 
  188@ == 0 
else_jump @DESERT6_2820 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
else_jump @DESERT6_2820 
if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @DESERT6_2820 
if 
876F:   not text_priority_displayed 
else_jump @DESERT6_2820 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
188@ = 1 

:DESERT6_2820
if 
  189@ == 0 
else_jump @DESERT6_2887 
if 
001D:   54@ > 145@ // (int) 
else_jump @DESERT6_2887 
gosub @DESERT6_7800 
0085: 145@ = 54@ // (int) 
145@ += 5000 
189@ = 1 

:DESERT6_2887
if 
  191@ == 0 
else_jump @DESERT6_2941 
if 
08B7:   test 93@ bit 1 
else_jump @DESERT6_2941 
03E5: show_text_box 'DES6_12'  // ~s~Keep an eye on your 'visibility bar' to stay under the radar.
191@ = 1 

:DESERT6_2941
if 
  43@ == 99 
else_jump @DESERT6_2966 
gosub @DESERT6_9707 

:DESERT6_2966
return 

:DESERT6_2968
if 
  43@ == 0 
else_jump @DESERT6_3205 
00BC: show_text_highpriority GXT 'DES6_10' time 5000 flag 1  // ~s~Return to the ~y~airfield~s~ and land.
0085: 145@ = 54@ // (int) 
145@ += 5000 
161@ = -76.4228 
162@ = 2478.64 
163@ = 14.2844 
164@ = 433.6483 
165@ = 2525.658 
166@ = 18.6279 
0087: 167@ = 164@ // (float) 
0063: 167@ -= 161@ // (float) 
167@ /= 2.0 
005B: 167@ += 161@ // (float) 
0087: 168@ = 165@ // (float) 
0063: 168@ -= 162@ // (float) 
168@ /= 2.0 
005B: 168@ += 162@ // (float) 
0087: 169@ = 166@ // (float) 
0063: 169@ -= 163@ // (float) 
169@ /= 2.0 
005B: 169@ += 163@ // (float) 
018A: 140@ = create_checkpoint_at 167@ 168@ 169@ 
43@ += 1 
0A6F: checkpoint_save 99 

:DESERT6_3205
if 
0119:   car 133@ wrecked 
else_jump @DESERT6_3237 
45@ = 1 
53@ = 1 
return 

:DESERT6_3237
gosub @DESERT6_4843 
if 
  45@ == 1 
else_jump @DESERT6_3264 
return 

:DESERT6_3264
if 
  $8866 == 0 
else_jump @DESERT6_3298 
45@ = 1 
53@ = 3 
return 

:DESERT6_3298
if 
  43@ == 1 
else_jump @DESERT6_3441 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 167@ 168@ 169@ radius 10.0 10.0 10.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 161@ 162@ 163@ cornerB 164@ 165@ 166@ 
00DB:   actor $PLAYER_ACTOR in_car 133@ 
01C1:   car 133@ stopped 
81F3:   not car 133@ in_air 
else_jump @DESERT6_3441 
0164: disable_marker 140@ 
gosub @DESERT6_7800 
01B4: set_player $PLAYER_CHAR can_move 0 
173@ = 0 
149@ = 0 
43@ += 1 

:DESERT6_3441
if 
  43@ == 2 
else_jump @DESERT6_3491 
if 
08B7:   test 93@ bit 4 
else_jump @DESERT6_3491 
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 99 

:DESERT6_3491
gosub @DESERT6_4200 
gosub @DESERT6_5185 
if 
  173@ == 1 
else_jump @DESERT6_3549 
if 
001D:   54@ > 148@ // (int) 
else_jump @DESERT6_3549 
174@ = 1 

:DESERT6_3549
if 
  174@ == 1 
else_jump @DESERT6_3605 
gosub @DESERT6_5612 
58@ = 30 
58@ *= 1000 
0085: 148@ = 54@ // (int) 
005A: 148@ += 58@ // (int) 

:DESERT6_3605
gosub @DESERT6_6043 
if 
  178@ == 0 
else_jump @DESERT6_3734 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 167@ 168@ 169@ 
if 
  500.0 > 80@ 
else_jump @DESERT6_3734 
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
178@ = 1 
179@ = 1 
0085: 153@ = 54@ // (int) 
153@ += 7000 

:DESERT6_3734
if 
  179@ == 1 
else_jump @DESERT6_3812 
if 
001D:   54@ > 153@ // (int) 
else_jump @DESERT6_3796 
179@ = 0 
03D5: remove_text 'DES6_11'  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
jump @DESERT6_3812 

:DESERT6_3796
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.

:DESERT6_3812
if 
  180@ == 0 
else_jump @DESERT6_3837 
gosub @DESERT6_6633 

:DESERT6_3837
if and
  178@ == 1 
   not 88@ == 4 
88B7:   not test 93@ bit 4 
else_jump @DESERT6_3967 
0871: init_jump_table 87@ total_jumps 2 default_jump 0 @DESERT6_3967 jumps 0 @DESERT6_3932 1 @DESERT6_3953 -1 @DESERT6_3967 -1 @DESERT6_3967 -1 @DESERT6_3967 -1 @DESERT6_3967 -1 @DESERT6_3967 

:DESERT6_3932
89@ = 4 
gosub @DESERT6_7645 
jump @DESERT6_3967 

:DESERT6_3953
gosub @DESERT6_7869 
jump @DESERT6_3967 

:DESERT6_3967
if 
  188@ == 0 
else_jump @DESERT6_4080 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
else_jump @DESERT6_4080 
if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @DESERT6_4080 
if 
876F:   not text_priority_displayed 
else_jump @DESERT6_4080 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
188@ = 1 

:DESERT6_4080
if 
  43@ == 99 
else_jump @DESERT6_4105 
gosub @DESERT6_9707 

:DESERT6_4105
return 

:DESERT6_4107
65@ = 323.5454 
66@ = 2540.254 
67@ = 15.8085 
71@ = 180.0 
0395: clear_area 1 at 65@ 66@ 67@ radius 15.0 
00A5: 133@ = create_car 476 at 65@ 66@ 67@ 
0224: set_car 133@ health_to 2000 
0175: set_car 133@ Z_angle_to 71@ 
return 

:DESERT6_4200
00AA: store_car 133@ position_to 65@ 66@ 67@ 
02CE: 78@ = ground_z_at 65@ 66@ 67@ 
092E: get_water_height_at 65@ 66@ ignore_waves 0 store_to 79@ 
if 
0025:   79@ > 78@ // (float) 
else_jump @DESERT6_4268 
0087: 78@ = 79@ // (float) 

:DESERT6_4268
0087: 79@ = 67@ // (float) 
0063: 79@ -= 78@ // (float) 
if 
  79@ > 60.0 
else_jump @DESERT6_4593 
if 
  171@ == 1 
else_jump @DESERT6_4539 
if 
001D:   54@ > 146@ // (int) 
else_jump @DESERT6_4466 
$8864 += 1 
if 
  $8864 > 100 
else_jump @DESERT6_4374 
$8864 = 100 

:DESERT6_4374
if and
  $8864 == 100 
  173@ == 0 
else_jump @DESERT6_4451 
173@ = 1 
174@ = 0 
190@ = 0 
58@ = 3 
58@ *= 1000 
0085: 148@ = 54@ // (int) 
005A: 148@ += 58@ // (int) 

:DESERT6_4451
0085: 146@ = 54@ // (int) 
146@ += 80 

:DESERT6_4466
if and
  173@ == 0 
  177@ == 0 
  187@ == 0 
else_jump @DESERT6_4532 
if 
   not 87@ == 2 
else_jump @DESERT6_4532 
00BC: show_text_highpriority GXT 'DES6_07' time 1000 flag 1  // ~s~Above radar limit!

:DESERT6_4532
jump @DESERT6_4586 

:DESERT6_4539
if 
  79@ > 61.0 
else_jump @DESERT6_4586 
171@ = 1 
0085: 146@ = 54@ // (int) 
146@ += 80 
03D1: play_wav 3 

:DESERT6_4586
jump @DESERT6_4841 

:DESERT6_4593
if 
  171@ == 1 
else_jump @DESERT6_4750 
171@ = 0 
if 
  $8864 > 0 
else_jump @DESERT6_4658 
0085: 146@ = 54@ // (int) 
146@ += 40 
jump @DESERT6_4665 

:DESERT6_4658
146@ = 0 

:DESERT6_4665
if 
  173@ == 1 
else_jump @DESERT6_4714 
58@ = 10 
58@ *= 1000 
0085: 149@ = 54@ // (int) 
005A: 149@ += 58@ // (int) 

:DESERT6_4714
173@ = 0 
148@ = 0 
03D5: remove_text 'DES6_07'  // ~s~Above radar limit!
040D: unload_wav 3 
jump @DESERT6_4841 

:DESERT6_4750
if 
  $8864 > 0 
else_jump @DESERT6_4841 
if 
001D:   54@ > 146@ // (int) 
else_jump @DESERT6_4841 
$8864 -= 1 
if 
  $8864 == 0 
else_jump @DESERT6_4826 
146@ = 0 
jump @DESERT6_4841 

:DESERT6_4826
0085: 146@ = 54@ // (int) 
146@ += 40 

:DESERT6_4841
return 

:DESERT6_4843
if 
80DB:   not actor $PLAYER_ACTOR in_car 133@ 
else_jump @DESERT6_5123 
if 
  172@ == 1 
else_jump @DESERT6_5039 
if 
001D:   54@ > 147@ // (int) 
else_jump @DESERT6_5032 
if 
  $8865 == 0 
else_jump @DESERT6_4940 
45@ = 1 
53@ = 2 
return 
jump @DESERT6_5032 

:DESERT6_4940
$8865 -= 1 
0085: 147@ = 54@ // (int) 
147@ += 1000 
03EB: clear_small_messages_only 
09C1: add_next_text_to_brief_history 0 
if 
  $8865 == 1 
else_jump @DESERT6_5013 
01E5: show_text_1number_highpriority GXT 'DES6_04' number $8865 time 1500 flag 1  // ~s~You have ~1~ second to get back in the ~b~plane~s~.
jump @DESERT6_5032 

:DESERT6_5013
01E5: show_text_1number_highpriority GXT 'DES6_03' number $8865 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.

:DESERT6_5032
jump @DESERT6_5116 

:DESERT6_5039
$8865 = 30 
0085: 147@ = 54@ // (int) 
147@ += 1000 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'DES6_03' number $8865 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.
0164: disable_marker 140@ 
0186: 141@ = create_marker_above_car 133@ 
07E0: set_marker 141@ type_to 1 
040D: unload_wav 3 
172@ = 1 

:DESERT6_5116
jump @DESERT6_5183 

:DESERT6_5123
if 
  172@ == 1 
else_jump @DESERT6_5183 
172@ = 0 
0164: disable_marker 141@ 
018A: 140@ = create_checkpoint_at 167@ 168@ 169@ 
147@ = 0 
$8865 = 0 
03EB: clear_small_messages_only 

:DESERT6_5183
return 

:DESERT6_5185
187@ = 0 
56@ = 0 

:DESERT6_5199
81@ = 0 
if 
  192@(56@,2i) == 1 
else_jump @DESERT6_5589 
187@ = 1 
if or
0119:   car 134@(56@,2i) wrecked 
0118:   actor 131@(56@,2i) dead 
else_jump @DESERT6_5271 
81@ = 1 

:DESERT6_5271
if 
  81@ == 0 
else_jump @DESERT6_5316 
if 
02BF:   car 134@(56@,2i) sunk 
else_jump @DESERT6_5316 
81@ = 1 

:DESERT6_5316
if 
  81@ == 0 
else_jump @DESERT6_5497 
if 
  185@(56@,2i) == 1 
else_jump @DESERT6_5442 
if 
01F3:   car 134@(56@,2i) in_air 
else_jump @DESERT6_5405 
185@(56@,2i) = 0 
158@(56@,2i) = 0 
jump @DESERT6_5435 

:DESERT6_5405
if 
001D:   54@ > 158@(56@,2i) // (int) 
else_jump @DESERT6_5435 
81@ = 1 

:DESERT6_5435
jump @DESERT6_5497 

:DESERT6_5442
if 
81F3:   not car 134@(56@,2i) in_air 
else_jump @DESERT6_5497 
185@(56@,2i) = 1 
0085: 158@(56@,2i) = 54@ // (int) 
158@(56@,2i) += 5000 

:DESERT6_5497
if 
  81@ == 1 
else_jump @DESERT6_5589 
01C3: remove_references_to_car 134@(56@,2i) 
01C2: remove_references_to_actor 131@(56@,2i) // Like turning an actor into a random pedestrian 
0164: disable_marker 142@(56@,2i) 
192@(56@,2i) = 0 
if 
  173@ == 1 
else_jump @DESERT6_5587 
0085: 148@ = 54@ // (int) 
148@ += 2000 

:DESERT6_5587
return 

:DESERT6_5589
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_5199 
return 

:DESERT6_5612
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
56@ = 0 

:DESERT6_5633
if 
  192@(56@,2i) == 0 
else_jump @DESERT6_6020 
0209: 58@ = random_int_in_ranges 150 200 
0093: 78@ = integer 58@ to_float 
0209: 59@ = random_int_in_ranges 0 2 
if 
  59@ == 0 
else_jump @DESERT6_5716 
005B: 65@ += 78@ // (float) 
jump @DESERT6_5724 

:DESERT6_5716
0063: 65@ -= 78@ // (float) 

:DESERT6_5724
0209: 58@ = random_int_in_ranges 150 200 
0093: 78@ = integer 58@ to_float 
0209: 59@ = random_int_in_ranges 0 2 
if 
  59@ == 0 
else_jump @DESERT6_5785 
005B: 66@ += 78@ // (float) 
jump @DESERT6_5793 

:DESERT6_5785
0063: 66@ -= 78@ // (float) 

:DESERT6_5793
02CE: 78@ = ground_z_at 65@ 66@ 67@ 
092E: get_water_height_at 65@ 66@ ignore_waves 0 store_to 79@ 
if 
0025:   79@ > 78@ // (float) 
else_jump @DESERT6_5847 
0087: 78@ = 79@ // (float) 

:DESERT6_5847
0087: 67@ = 78@ // (float) 
67@ += 200.0 
00A5: 134@(56@,2i) = create_car 520 at 65@ 66@ 67@ 
0745: set_hydra 134@(56@,2i) thrust_to_horizontal 
070E: hydra 134@(56@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
0186: 142@(56@,2i) = create_marker_above_car 134@(56@,2i) 
018B: set_marker 142@(56@,2i) radar_mode 2 
0129: 131@(56@,2i) = create_actor_pedtype 4 model 43 in_car 134@(56@,2i) driverseat 
060B: set_actor 131@(56@,2i) decision_maker_to 144@ 
185@(56@,2i) = 0 
158@(56@,2i) = 0 
192@(56@,2i) = 1 
174@ = 0 
190@ = 1 
return 

:DESERT6_6020
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_5633 
return 

:DESERT6_6043
if 
  173@ == 1 
else_jump @DESERT6_6063 
return 

:DESERT6_6063
if 
001D:   149@ > 54@ // (int) 
else_jump @DESERT6_6084 
return 

:DESERT6_6084
if 
  190@ == 0 
else_jump @DESERT6_6104 
return 

:DESERT6_6104
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
56@ = 0 

:DESERT6_6125
if 
  192@(56@,2i) == 1 
else_jump @DESERT6_6247 
00AA: store_car 134@(56@,2i) position_to 65@ 66@ 67@ 
050A: 78@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  78@ > 250.0 
else_jump @DESERT6_6247 
034F: destroy_actor_with_fade 131@(56@,2i) 
00A6: destroy_car 134@(56@,2i) 
0164: disable_marker 142@(56@,2i) 
192@(56@,2i) = 0 

:DESERT6_6247
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_6125 
return 

:DESERT6_6270
if 
0119:   car 133@ wrecked 
else_jump @DESERT6_6288 
return 

:DESERT6_6288
0107: 136@ = create_object #AMMO_CAPSULE at 370.5 2498.75 25.5 
0107: 137@ = create_object #AMMO_CAPSULE at 371.25 2498.35 25.3 
0107: 138@ = create_object #AMMO_CAPSULE at 371.25 2499.15 25.7 
0107: 139@ = create_object #AMMO_CAPSULE at 372.0 2498.35 25.4 
0681: attach_object 136@ to_car 133@ with_offset -0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0681: attach_object 137@ to_car 133@ with_offset -0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 138@ to_car 133@ with_offset 0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 139@ to_car 133@ with_offset 0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
56@ = 0 

:DESERT6_6539
0382: set_object 136@(56@,4i) collision_detection 0 
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_6539 
return 

:DESERT6_6573
180@ = 0 
56@ = 0 

:DESERT6_6587
0085: 154@(56@,4i) = 54@ // (int) 
181@(56@,4i) = 0 
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_6587 
return 

:DESERT6_6633
56@ = 0 

:DESERT6_6640
if 
  181@(56@,4i) == 0 
else_jump @DESERT6_6745 
if 
001D:   54@ > 154@(56@,4i) // (int) 
else_jump @DESERT6_6745 
0682: detach_object 136@(56@,4i) 0.0 0.0 0.0 collision_detection 1 
0392: make_object 136@(56@,4i) moveable 1 
097B: play_audio_at_object 136@(56@,4i) event 1009 
181@(56@,4i) = 1 

:DESERT6_6745
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_6640 
56@ = 0 

:DESERT6_6773
if 
  181@(56@,4i) == 0 
else_jump @DESERT6_6797 
return 

:DESERT6_6797
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_6773 
180@ = 1 
return 

:DESERT6_6827
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @DESERT6_6911 jumps 0 @DESERT6_6890 1 @DESERT6_6890 2 @DESERT6_6897 3 @DESERT6_6890 4 @DESERT6_6890 -1 @DESERT6_6947 -1 @DESERT6_6947 

:DESERT6_6890
jump @DESERT6_6947 

:DESERT6_6897
gosub @DESERT6_7087 
jump @DESERT6_6947 

:DESERT6_6911
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:DESERT6_6947
return 

:DESERT6_6949
if 
003B:   92@ == 91@ // (int) 
else_jump @DESERT6_6970 
return 

:DESERT6_6970
58@ = 1 
95@(58@,3i) = 1 
03CF: load_wav 98@(92@,11i) as 58@ 
92@ += 1 
if 
003B:   92@ == 91@ // (int) 
else_jump @DESERT6_7028 
return 

:DESERT6_7028
58@ += 1 
if 
  58@ > 2 
else_jump @DESERT6_7055 
return 

:DESERT6_7055
95@(58@,3i) = 1 
03CF: load_wav 98@(92@,11i) as 58@ 
92@ += 1 
return 

:DESERT6_7087
gosub @DESERT6_8059 
if 
  87@ == 3 
else_jump @DESERT6_7121 
gosub @DESERT6_7337 
return 

:DESERT6_7121
0871: init_jump_table 95@(86@,3i) total_jumps 4 default_jump 1 @DESERT6_7304 jumps 0 @DESERT6_7188 1 @DESERT6_7197 2 @DESERT6_7233 3 @DESERT6_7272 -1 @DESERT6_7335 -1 @DESERT6_7335 -1 @DESERT6_7335 

:DESERT6_7188
return 
jump @DESERT6_7335 

:DESERT6_7197
if 
83D0:   not wav 86@ loaded 
else_jump @DESERT6_7215 
return 

:DESERT6_7215
95@(86@,3i) = 2 
jump @DESERT6_7335 

:DESERT6_7233
03D1: play_wav 86@ 
00BC: show_text_highpriority GXT 109@(90@,11s) time 10000 flag 1 
95@(86@,3i) = 3 
return 
jump @DESERT6_7335 

:DESERT6_7272
if 
83D2:   not wav 86@ ended 
else_jump @DESERT6_7290 
return 

:DESERT6_7290
gosub @DESERT6_7390 
jump @DESERT6_7335 

:DESERT6_7304
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:DESERT6_7335
return 

:DESERT6_7337
58@ = 1 

:DESERT6_7344
if 
  2 >= 58@ 
else_jump @DESERT6_7381 
040D: unload_wav 58@ 
58@ += 1 
jump @DESERT6_7344 

:DESERT6_7381
gosub @DESERT6_7519 
return 

:DESERT6_7390
95@(86@,3i) = 0 
90@ += 1 
if 
003B:   90@ == 91@ // (int) 
else_jump @DESERT6_7436 
gosub @DESERT6_7519 
return 

:DESERT6_7436
if 
001D:   91@ > 92@ // (int) 
else_jump @DESERT6_7485 
95@(86@,3i) = 1 
03CF: load_wav 98@(92@,11i) as 86@ 
92@ += 1 

:DESERT6_7485
86@ += 1 
if 
  86@ > 2 
else_jump @DESERT6_7517 
86@ = 1 

:DESERT6_7517
return 

:DESERT6_7519
08BF: set 93@ bit 88@ 
88@ = 0 
87@ = 0 
89@ = 0 
86@ = 1 
90@ = 0 
91@ = 0 
92@ = 0 
58@ = 1 

:DESERT6_7583
if 
  2 > 58@ 
else_jump @DESERT6_7626 
95@(58@,3i) = 0 
58@ += 1 
jump @DESERT6_7583 

:DESERT6_7626
03EB: clear_small_messages_only 
0085: 94@ = 54@ // (int) 
94@ += 120 
return 

:DESERT6_7645
if 
   not 87@ == 0 
else_jump @DESERT6_7670 
gosub @DESERT6_7869 

:DESERT6_7670
if 
001D:   94@ > 54@ // (int) 
else_jump @DESERT6_7691 
return 

:DESERT6_7691
94@ = 0 
0085: 88@ = 89@ // (int) 
89@ = 0 
86@ = 1 
90@ = 0 
91@ = 0 
92@ = 0 
58@ = 1 

:DESERT6_7748
if 
  2 > 58@ 
else_jump @DESERT6_7791 
95@(58@,3i) = 0 
58@ += 1 
jump @DESERT6_7748 

:DESERT6_7791
gosub @DESERT6_7898 
return 

:DESERT6_7800
if 
   not 87@ == 1 
else_jump @DESERT6_7860 
0662: printstring "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
return 

:DESERT6_7860
87@ = 2 
return 

:DESERT6_7869
if 
  87@ == 0 
else_jump @DESERT6_7889 
return 

:DESERT6_7889
gosub @DESERT6_7337 
return 

:DESERT6_7898
0871: init_jump_table 88@ total_jumps 4 default_jump 1 @DESERT6_8017 jumps 1 @DESERT6_7961 2 @DESERT6_7975 3 @DESERT6_7989 4 @DESERT6_8003 -1 @DESERT6_8043 -1 @DESERT6_8043 -1 @DESERT6_8043 

:DESERT6_7961
gosub @DESERT6_8139 
jump @DESERT6_8043 

:DESERT6_7975
gosub @DESERT6_8612 
jump @DESERT6_8043 

:DESERT6_7989
gosub @DESERT6_8809 
jump @DESERT6_8043 

:DESERT6_8003
gosub @DESERT6_9023 
jump @DESERT6_8043 

:DESERT6_8017
0662: printstring "UNKNOWN_CONVERSATION" 
return 

:DESERT6_8043
gosub @DESERT6_6949 
87@ = 1 
return 

:DESERT6_8059
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @DESERT6_8084 
87@ = 3 
return 

:DESERT6_8084
if 
0119:   car 133@ wrecked 
else_jump @DESERT6_8109 
87@ = 3 
return 

:DESERT6_8109
if 
80DB:   not actor $PLAYER_ACTOR in_car 133@ 
else_jump @DESERT6_8137 
87@ = 3 
return 

:DESERT6_8137
return 

:DESERT6_8139
58@ = 0 
04AF: 98@(58@,11i) = 13400 // = constant 
05AA: 109@(58@,11s) = 'DES6_AA' // @s = 'short'  // Hey Carl.
58@ += 1 
04AF: 98@(58@,11i) = 13401 // = constant 
05AA: 109@(58@,11s) = 'DES6_AB' // @s = 'short'  // You gotta stay nice and low on your approach or you'll pop up on the radar.
58@ += 1 
04AF: 98@(58@,11i) = 13402 // = constant 
05AA: 109@(58@,11s) = 'DES6_AD' // @s = 'short'  // Use the canyon as cover.
58@ += 1 
04AF: 98@(58@,11i) = 13403 // = constant 
05AA: 109@(58@,11s) = 'DES6_AE' // @s = 'short'  // You sure this thing's safe, I can see daylight through the floor?
58@ += 1 
04AF: 98@(58@,11i) = 13404 // = constant 
05AA: 109@(58@,11s) = 'DES6_AF' // @s = 'short'  // Hey, in that thing you look like an enthusiast.
58@ += 1 
04AF: 98@(58@,11i) = 13405 // = constant 
05AA: 109@(58@,11s) = 'DES6_AG' // @s = 'short'  // The US Air Force is less likely to shoot you down.
58@ += 1 
04AF: 98@(58@,11i) = 13406 // = constant 
05AA: 109@(58@,11s) = 'DES6_AH' // @s = 'short'  // Cool. What's the problem then?
58@ += 1 
04AF: 98@(58@,11i) = 13407 // = constant 
05AA: 109@(58@,11s) = 'DES6_AJ' // @s = 'short'  // I said less likely.
58@ += 1 
04AF: 98@(58@,11i) = 13408 // = constant 
05AA: 109@(58@,11s) = 'DES6_AK' // @s = 'short'  // If you did as many amphetamines as these guys do, you'd be lucky not to shoot anything that moves.
58@ += 1 
04AF: 98@(58@,11i) = 13409 // = constant 
05AA: 109@(58@,11s) = 'DES6_AM' // @s = 'short'  // Aw, shit.
58@ += 1 
04AF: 98@(58@,11i) = 13410 // = constant 
05AA: 109@(58@,11s) = 'DES6_AN' // @s = 'short'  // Hey, just stay low and you'll be fine.
58@ += 1 
if 
  58@ > 11 
else_jump @DESERT6_8602 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_8602
0085: 91@ = 58@ // (int) 
return 

:DESERT6_8612
0209: 58@ = random_int_in_ranges 0 4 
0871: init_jump_table 58@ total_jumps 4 default_jump 0 @DESERT6_8800 jumps 0 @DESERT6_8684 1 @DESERT6_8713 2 @DESERT6_8742 3 @DESERT6_8771 -1 @DESERT6_8800 -1 @DESERT6_8800 -1 @DESERT6_8800 

:DESERT6_8684
04AF: 98@ = 13411 // = constant 
05AA: 109@s = 'DES6_BA' // @s = 'short'  // You're flying too high!
jump @DESERT6_8800 

:DESERT6_8713
04AF: 98@ = 13412 // = constant 
05AA: 109@s = 'DES6_BB' // @s = 'short'  // Get below the radar!
jump @DESERT6_8800 

:DESERT6_8742
04AF: 98@ = 13413 // = constant 
05AA: 109@s = 'DES6_BC' // @s = 'short'  // Stay low, Carl!
jump @DESERT6_8800 

:DESERT6_8771
04AF: 98@ = 13414 // = constant 
05AA: 109@s = 'DES6_BD' // @s = 'short'  // Nap of the Earth, Carl, nap of the Earth!
jump @DESERT6_8800 

:DESERT6_8800
91@ = 1 
return 

:DESERT6_8809
58@ = 0 
04AF: 98@(58@,11i) = 13415 // = constant 
05AA: 109@(58@,11s) = 'DES6_CA' // @s = 'short'  // Shit, you've been spotted!
58@ += 1 
04AF: 98@(58@,11i) = 13416 // = constant 
05AA: 109@(58@,11s) = 'DES6_CB' // @s = 'short'  // What that mean?
58@ += 1 
04AF: 98@(58@,11i) = 13417 // = constant 
05AA: 109@(58@,11s) = 'DES6_CC' // @s = 'short'  // it means they'll send something in the area to go check you out!
58@ += 1 
04AF: 98@(58@,11i) = 13418 // = constant 
05AA: 109@(58@,11s) = 'DES6_CD' // @s = 'short'  // Watch your six!
58@ += 1 
if 
  58@ > 11 
else_jump @DESERT6_9013 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_9013
0085: 91@ = 58@ // (int) 
return 

:DESERT6_9023
58@ = 0 
04AF: 98@(58@,11i) = 13419 // = constant 
05AA: 109@(58@,11s) = 'DES6_DA' // @s = 'short'  // Nice going Carl, really, you did good kid
91@ = 1 
return 

:DESERT6_9069
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @DESERT6_9118 
55@ += 1 
if 
  55@ > 2 
else_jump @DESERT6_9116 
55@ = 0 

:DESERT6_9116
086A: NOP 

:DESERT6_9118
if 
  55@ == 1 
else_jump @DESERT6_9292 
008A: $8867 = 42@ // (int) 
008A: $8868 = 43@ // (int) 
008A: $8869 = 54@ // (int) 
008A: $8870 = 88@ // (int) 
008A: $8871 = 93@ // (int) 
$8872 = 0 
$8873 = 0 
$8874 = 0 
065D: NOP $8867 "M_STAGE" 
065D: NOP $8868 "M_GOALS" 
065D: NOP $8869 "M_MISSION_TIMER" 
065D: NOP $8870 "CONVERSATION" 
065D: NOP $8871 "CONVERSATIONSPLAYED" 

:DESERT6_9292
if 
  55@ == 2 
else_jump @DESERT6_9310 

:DESERT6_9310
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @DESERT6_9332 
46@ = 1 

:DESERT6_9332
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @DESERT6_9420 
if 
  47@ == 0 
else_jump @DESERT6_9395 
47@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @DESERT6_9420 

:DESERT6_9395
47@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DESERT6_9420
return 

:DESERT6_9422
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @DESERT6_9439 
return 

:DESERT6_9439
if 
  42@ == 2 
else_jump @DESERT6_9560 
if 
  2 > 43@ 
else_jump @DESERT6_9543 
0395: clear_area 1 at -2246.706 -2539.1 30.7512 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at -2246.706 -2539.1 30.7512 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.5365 
43@ = 2 
jump @DESERT6_9560 

:DESERT6_9543
0164: disable_marker 140@ 
06D6: disable_racing_checkpoint 160@ 
43@ = 99 

:DESERT6_9560
if 
  42@ == 3 
else_jump @DESERT6_9632 
0395: clear_area 1 at 384.4035 2449.35 15.4921 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at 384.4035 2449.35 15.4921 
0173: set_actor $PLAYER_ACTOR Z_angle_to 7.1386 

:DESERT6_9632
return 

:DESERT6_9634
49@ += 1 
if 
  49@ > 9 
else_jump @DESERT6_9666 
49@ = 0 

:DESERT6_9666
return 

:DESERT6_9668
01BD: 50@ = current_time_in_ms 
0085: 52@ = 50@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 51@ = 50@ // (int) 
005A: 54@ += 52@ // (int) 
return 

:DESERT6_9707
42@ += 1 
43@ = 0 
40@ = 0 
41@ = 0 
return 

:DESERT6_9737
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT6_9760 
01B4: set_player $PLAYER_CHAR can_move 0 

:DESERT6_9760
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:DESERT6_9775
if 
fading 
else_jump @DESERT6_9799 
wait 0 
jump @DESERT6_9775 

:DESERT6_9799
0395: clear_area 1 at 335.0 2529.0 16.0 radius 20.0 
02E4: load_cutscene_data 'DESERT6' 

:DESERT6_9834
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT6_9858 
wait 0 
jump @DESERT6_9834 

:DESERT6_9858
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
01B5: force_weather 17 

:DESERT6_9879
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT6_9903 
wait 0 
jump @DESERT6_9879 

:DESERT6_9903
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:DESERT6_9917
if 
fading 
else_jump @DESERT6_9941 
wait 0 
jump @DESERT6_9917 

:DESERT6_9941
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
return 

:DESERT6_9951
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @DESERT6_9978 
wait 0 
jump @DESERT6_9951 

:DESERT6_9978
014C: set_parked_car_generator $3343 cars_to_generate_to 0 
014C: set_parked_car_generator $3344 cars_to_generate_to 0 
014C: set_parked_car_generator $3345 cars_to_generate_to 0 
0395: clear_area 0 at 368.1973 2519.421 15.5961 radius 300.0 
gosub @DESERT6_10209 
gosub @DESERT6_10317 
gosub @DESERT6_4107 
0186: 141@ = create_marker_above_car 133@ 
07E0: set_marker 141@ type_to 1 
0395: clear_area 0 at 331.9908 2533.767 15.8044 radius 0.5 
03CB: set_rendering_origin_at 331.9908 2533.767 15.8044 
00A1: put_actor $PLAYER_ACTOR at 331.9908 2533.767 15.8044 
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.4743 
0373: set_camera_directly_behind_player 
set_weather 17 
0923: enable_air_traffic 0 
wait 500 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT6_10183 
01B4: set_player $PLAYER_CHAR can_move 1 

:DESERT6_10183
09FF: set_restart_closest_to 322.8019 2530.124 15.8089 
gosub @DESERT6_9707 
return 

:DESERT6_10209
0247: load_model 476 
0247: load_model 520 
0247: load_model 43 
0247: load_model #AMMO_CAPSULE 
038B: load_requested_models 

:DESERT6_10230
if or
8248:   not model 476 available 
8248:   not model 520 available 
else_jump @DESERT6_10262 
wait 0 
jump @DESERT6_10230 

:DESERT6_10262
if 
8248:   not model 43 available 
else_jump @DESERT6_10288 
wait 0 
jump @DESERT6_10262 

:DESERT6_10288
if 
8248:   not model #AMMO_CAPSULE available 
else_jump @DESERT6_10315 
wait 0 
jump @DESERT6_10288 

:DESERT6_10315
return 

:DESERT6_10317
return 

:DESERT6_10319
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 53@ total_jumps 3 default_jump 0 @DESERT6_10469 jumps 1 @DESERT6_10400 2 @DESERT6_10423 3 @DESERT6_10446 -1 @DESERT6_10469 -1 @DESERT6_10469 -1 @DESERT6_10469 -1 @DESERT6_10469 

:DESERT6_10400
00BC: show_text_highpriority GXT 'DES6_99' time 5000 flag 1  // ~r~The aircraft has been destroyed.
jump @DESERT6_10469 

:DESERT6_10423
00BC: show_text_highpriority GXT 'DES6_98' time 5000 flag 1  // ~r~Not in aircraft.
jump @DESERT6_10469 

:DESERT6_10446
00BC: show_text_highpriority GXT 'DES6_97' time 5000 flag 1  // ~r~Out of time.
jump @DESERT6_10469 

:DESERT6_10469
return 

:DESERT6_10471
01E3: show_text_1number_styled GXT 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT6'  // N.O.E.
030C: progress_made = 1 
$592 += 1 
return 

:DESERT6_10531
01C3: remove_references_to_car 133@ 
56@ = 0 

:DESERT6_10543
01C3: remove_references_to_car 134@(56@,2i) 
01C2: remove_references_to_actor 131@(56@,2i) // Like turning an actor into a random pedestrian 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_10543 
56@ = 0 

:DESERT6_10589
0108: destroy_object 136@(56@,4i) 
56@ += 1 
  56@ >= 4 
else_jump @DESERT6_10589 
0164: disable_marker 141@ 
0164: disable_marker 140@ 
56@ = 0 

:DESERT6_10636
0164: disable_marker 142@(56@,2i) 
56@ += 1 
  56@ >= 2 
else_jump @DESERT6_10636 
0151: remove_status_text $8864 
014F: stop_timer $8866 
06D6: disable_racing_checkpoint 160@ 
040D: unload_wav 3 
0249: release_model 476 
0249: release_model 520 
0249: release_model 43 
0249: release_model #AMMO_CAPSULE 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
01BD: $183 = current_time_in_ms 
if 
  $3346 == 1 
else_jump @DESERT6_10765 
014C: set_parked_car_generator $3343 cars_to_generate_to 101 

:DESERT6_10765
if 
  $3347 == 1 
else_jump @DESERT6_10790 
014C: set_parked_car_generator $3344 cars_to_generate_to 101 

:DESERT6_10790
if 
  $3348 == 1 
else_jump @DESERT6_10815 
014C: set_parked_car_generator $3345 cars_to_generate_to 101 

:DESERT6_10815
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 80---------------
// Originally: Stowaway

:DESERT9
thread 'DESERT9' 
gosub @DESERT9_49 

:DESERT9_18
if 
wasted_or_busted 
else_jump @DESERT9_38 
gosub @DESERT9_21961 

:DESERT9_38
gosub @DESERT9_22069 

:DESERT9_45
mission_cleanup 
end_thread 

:DESERT9_49
increment_mission_attempts 
054C: use_GXT_table 'DSERT9' 
03C7: set_sensitivity_to_crime 0.0 
08F4: set_max_group_members 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
$ONMISSION = 1 
07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
158@ = 100.0 
if 
  158@ == 0.0 
else_jump @DESERT9_372 
0107: 99@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 233@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 64@ = create_object #KB_BARREL at 0.0 0.0 0.0 
00A5: 43@ = create_car 461 at 426.6481 2535.713 15.5538 
0175: set_car 43@ Z_angle_to 107.0 
018A: 160@ = create_checkpoint_at 82@ 83@ 84@ 
0213: $9636 = create_pickup 371 type 3 at 1797.602 -1308.881 133.8128 
0186: 161@ = create_marker_above_car 43@ 
0107: 57@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 58@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 59@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 60@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 

:DESERT9_372
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DESERT9_398 
jump @DESERT9_21984 

:DESERT9_398
if 
0735:   is_keyboard_key_pressed 68 
else_jump @DESERT9_468 

:DESERT9_413
if 
8248:   not model 371 available 
else_jump @DESERT9_445 
0247: load_model 371 
wait 0 
jump @DESERT9_413 

:DESERT9_445
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
76@ = 0 
79@ = 0 

:DESERT9_468
0871: init_jump_table 76@ total_jumps 12 default_jump 0 @DESERT9_764 jumps 0 @DESERT9_596 2 @DESERT9_652 3 @DESERT9_666 4 @DESERT9_680 5 @DESERT9_694 6 @DESERT9_708 7 @DESERT9_722 
0872: jump_table_jumps 8 @DESERT9_736 9 @DESERT9_750 20 @DESERT9_610 21 @DESERT9_624 22 @DESERT9_638 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 -1 @DESERT9_764 

:DESERT9_596
gosub @DESERT9_864 
jump @DESERT9_764 

:DESERT9_610
gosub @DESERT9_889 
jump @DESERT9_764 

:DESERT9_624
gosub @DESERT9_4350 
jump @DESERT9_764 

:DESERT9_638
gosub @DESERT9_4519 
jump @DESERT9_764 

:DESERT9_652
gosub @DESERT9_6306 
jump @DESERT9_764 

:DESERT9_666
gosub @DESERT9_7466 
jump @DESERT9_764 

:DESERT9_680
gosub @DESERT9_11116 
jump @DESERT9_764 

:DESERT9_694
gosub @DESERT9_13005 
jump @DESERT9_764 

:DESERT9_708
gosub @DESERT9_13236 
jump @DESERT9_764 

:DESERT9_722
gosub @DESERT9_13290 
jump @DESERT9_764 

:DESERT9_736
gosub @DESERT9_13852 
jump @DESERT9_764 

:DESERT9_750
gosub @DESERT9_14359 
jump @DESERT9_764 

:DESERT9_764
gosub @DESERT9_21804 
gosub @DESERT9_792 
gosub @DESERT9_20573 
jump @DESERT9_372 

:DESERT9_792
0871: init_jump_table 76@ total_jumps 1 default_jump 0 @DESERT9_862 jumps 2 @DESERT9_855 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 -1 @DESERT9_862 

:DESERT9_855
jump @DESERT9_862 

:DESERT9_862
return 

:DESERT9_864
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
76@ = 20 
return 

:DESERT9_889
0169: set_fade_color_RGB 0 0 0 
if 
  79@ == 0 
else_jump @DESERT9_936 
0860: link_actor $PLAYER_ACTOR to_interior 0 
fade 0 1000 
79@ = 1 

:DESERT9_936
if 
  79@ == 1 
else_jump @DESERT9_1110 
if 
   not fading 
else_jump @DESERT9_1110 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03BA: clear_cars_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
042B: clear_peds_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
0972: put_actor $PLAYER_ACTOR at 222.7755 2508.972 15.5214 no_offset 
0247: load_model 592 
0247: load_model 422 
0247: load_model 165 
0247: load_model 352 
0247: load_model 166 
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 
038B: load_requested_models 
79@ = 1 

:DESERT9_1110
if 
  79@ == 1 
else_jump @DESERT9_1607 
if and
0248:   model 592 available 
0248:   model 422 available 
0248:   model 165 available 
0248:   model 352 available 
0248:   model 166 available 
else_jump @DESERT9_1607 
if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
else_jump @DESERT9_1607 
00A5: 42@ = create_car 592 at 339.9034 2499.805 15.4884 
00A5: 44@ = create_car 422 at -22.1321 2504.942 15.2566 
00A5: 45@ = create_car 422 at -15.9009 2507.28 15.2543 
00A5: 46@ = create_car 422 at -17.3227 2501.011 15.252 
0229: set_car 44@ primary_color_to 0 secondary_color_to 0 
0229: set_car 45@ primary_color_to 0 secondary_color_to 0 
0229: set_car 46@ primary_color_to 0 secondary_color_to 0 
0175: set_car 44@ Z_angle_to 270.0 
0175: set_car 45@ Z_angle_to 270.0 
0175: set_car 46@ Z_angle_to 270.0 
0129: 48@ = create_actor_pedtype 24 model 166 in_car 44@ driverseat 
0129: 49@ = create_actor_pedtype 24 model 165 in_car 45@ driverseat 
0129: 50@ = create_actor_pedtype 24 model 165 in_car 46@ driverseat 
01C8: 51@ = create_actor_pedtype 24 model 165 in_car 44@ passenger_seat 0 
01C8: 52@ = create_actor_pedtype 24 model 166 in_car 45@ passenger_seat 0 
009A: 53@ = create_actor_pedtype 24 model 165 at -28.1475 2492.807 15.2513 
009A: 54@ = create_actor_pedtype 24 model 166 at -28.1475 2493.807 15.2513 
009A: 55@ = create_actor_pedtype 24 model 166 at -28.1475 2494.807 15.2513 
0464: put_actor 53@ into_turret_on_car 44@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 54@ into_turret_on_car 45@ at_car_offset -0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 55@ into_turret_on_car 45@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0085: 94@ = 40@ // (int) 
94@ += 1500 
79@ = 2 

:DESERT9_1607
if 
  79@ == 2 
else_jump @DESERT9_1914 
if 
001D:   94@ > 40@ // (int) 
else_jump @DESERT9_1914 
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
8119:   not car 42@ wrecked 
else_jump @DESERT9_1914 
if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
else_jump @DESERT9_1894 
05EB: assign_car 44@ to_path 450 
05EB: assign_car 45@ to_path 453 
05EB: assign_car 46@ to_path 452 
05EB: assign_car 42@ to_path 168 
0918: set_car 42@ engine_operation 1 
06FD: set_car 44@ speed_on_path_to 0.8 
06FD: set_car 45@ speed_on_path_to 0.9 
06FD: set_car 46@ speed_on_path_to 0.8 
015F: set_camera_position -123.0824 2533.057 21.679 rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord -123.0824 2533.057 21.679 angle 100.0 
04E4: refresh_game_renderer_at -123.0824 2533.057 
fade 1 600 
0085: 94@ = 40@ // (int) 
94@ += 5000 
0085: 163@ = 40@ // (int) 
163@ += 1000 
79@ = 3 
jump @DESERT9_1914 

:DESERT9_1894
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 

:DESERT9_1914
if 
  79@ == 3 
else_jump @DESERT9_2227 
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
8119:   not car 42@ wrecked 
else_jump @DESERT9_2227 
156@ = 0.0 
157@ = 0.0 
158@ = 0.0 
00AA: store_car 44@ position_to $72 $73 $74 
005D: 156@ += $72 // (float) 
005D: 157@ += $73 // (float) 
005D: 158@ += $74 // (float) 
00AA: store_car 45@ position_to $72 $73 $74 
005D: 156@ += $72 // (float) 
005D: 157@ += $73 // (float) 
005D: 158@ += $74 // (float) 
00AA: store_car 46@ position_to $72 $73 $74 
005D: 156@ += $72 // (float) 
005D: 157@ += $73 // (float) 
005D: 158@ += $74 // (float) 
156@ /= 3.0 
157@ /= 3.0 
158@ /= 3.0 
0160: set_camera_point_at 156@ 157@ 158@ switchstyle 2 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_2176 
79@ = 4 

:DESERT9_2176
if 
   not 163@ == 0 
else_jump @DESERT9_2227 
if 
001D:   40@ > 163@ // (int) 
else_jump @DESERT9_2227 
634@ = 1 
163@ = 0 

:DESERT9_2227
if 
  79@ == 4 
else_jump @DESERT9_2700 
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
else_jump @DESERT9_2534 
if and
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
else_jump @DESERT9_2534 
05EC: release_car 44@ from_path 
05EC: release_car 45@ from_path 
05EC: release_car 46@ from_path 
00AB: put_car 44@ at 90.1321 2504.942 15.4766 
00AB: put_car 45@ at 83.9009 2510.28 15.4766 
00AB: put_car 46@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 48@ drive_car 44@ to 400.2219 2504.942 15.4766 speed 12.0 2 model 0 3 
05D1: AS_actor 49@ drive_car 45@ to 400.2219 2510.28 15.4766 speed 12.0 2 model 0 3 
05D1: AS_actor 50@ drive_car 46@ to 400.2219 2497.011 15.4766 speed 12.0 2 model 0 3 
0175: set_car 44@ Z_angle_to 270.0 
0175: set_car 45@ Z_angle_to 270.0 
0175: set_car 46@ Z_angle_to 270.0 
04BA: set_car 44@ speed_to 12.0 
04BA: set_car 45@ speed_to 12.0 
04BA: set_car 46@ speed_to 12.0 

:DESERT9_2534
06FD: set_car 42@ speed_on_path_to 0.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0615: define_AS_pack_begin 74@ 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
634@ = 2 
015F: set_camera_position 224.1743 2508.426 16.7184 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 223.194 2508.535 16.8827 switchstyle 2 
79@ = 5 
0085: 94@ = 40@ // (int) 
94@ += 1700 

:DESERT9_2700
if 
  79@ == 5 
else_jump @DESERT9_3194 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_3194 
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
else_jump @DESERT9_3011 
if and
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
else_jump @DESERT9_3011 
00AB: put_car 44@ at 90.1321 2504.942 15.4766 
00AB: put_car 45@ at 83.9009 2510.28 15.4766 
00AB: put_car 46@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 48@ drive_car 44@ to 400.2219 2504.942 15.4766 speed 30.0 2 model 0 3 
05D1: AS_actor 49@ drive_car 45@ to 400.2219 2510.28 15.4766 speed 30.0 2 model 0 3 
05D1: AS_actor 50@ drive_car 46@ to 400.2219 2497.011 15.4766 speed 30.0 2 model 0 3 
0175: set_car 44@ Z_angle_to 270.0 
0175: set_car 45@ Z_angle_to 270.0 
0175: set_car 46@ Z_angle_to 270.0 
04BA: set_car 44@ speed_to 30.0 
04BA: set_car 45@ speed_to 30.0 
04BA: set_car 46@ speed_to 30.0 

:DESERT9_3011
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_3032 
05EC: release_car 42@ from_path 

:DESERT9_3032
015F: set_camera_position 125.3001 2504.329 17.5565 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.312 2504.361 17.7067 switchstyle 2 
0085: 94@ = 40@ // (int) 
94@ += 2700 
79@ = 6 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_3134 
0918: set_car 42@ engine_operation 1 
0825: set_helicopter 42@ instant_rotor_start 

:DESERT9_3134
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
82@ = 25.6646 
83@ = 2504.646 
84@ = 29.1834 

:DESERT9_3194
if 
  79@ == 6 
else_jump @DESERT9_3485 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_3326 
0085: 123@ = 40@ // (int) 
0062: 123@ -= 94@ // (int) 
123@ += 2700 
0093: 164@ = integer 123@ to_float 
164@ /= 20.0 
0088: $72 = 82@ // (float) 
005F: $72 += 164@ // (float) 
164@ /= 14.0 
0088: $74 = 84@ // (float) 
0067: $74 -= 164@ // (float) 
088C: put_car 42@ at $72 83@ $74 // versionB 

:DESERT9_3326
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_3485 
00A1: put_actor $PLAYER_ACTOR at 403.0466 2522.19 15.4843 
05D3: AS_actor $PLAYER_ACTOR goto_point 415.1068 2528.624 15.5375 mode 6 time -2 ms // versionA 
0A0B: set_rendering_origin_at_3D_coord 404.7372 2524.857 17.5671 angle 300.0 
015F: set_camera_position 404.7372 2524.857 17.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 405.6275 2525.301 17.6661 switchstyle 2 
0085: 94@ = 40@ // (int) 
94@ += 2500 
79@ = 8 

:DESERT9_3485
if 
  79@ == 7 
else_jump @DESERT9_3881 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_3881 
79@ = 8 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_3881 
00AB: put_car 42@ at 380.6384 2503.927 15.4884 
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
else_jump @DESERT9_3779 
if and
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
else_jump @DESERT9_3779 
00AB: put_car 44@ at 331.2219 2504.942 15.4766 
00AB: put_car 45@ at 338.2219 2507.942 15.4766 
00AB: put_car 46@ at 325.2219 2501.942 15.4766 
05D1: AS_actor 48@ drive_car 44@ to 430.2219 2504.942 15.4766 speed 13.0 2 model 0 3 
05D1: AS_actor 49@ drive_car 45@ to 430.2219 2507.28 15.4766 speed 13.0 2 model 0 3 
05D1: AS_actor 50@ drive_car 46@ to 430.2219 2501.011 15.4766 speed 13.0 2 model 0 3 

:DESERT9_3779
0175: set_car 42@ Z_angle_to 270.0 
04BA: set_car 42@ speed_to 7.0 
0825: set_helicopter 42@ instant_rotor_start 
015F: set_camera_position 413.1315 2533.297 15.8551 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 412.508 2532.519 15.9255 switchstyle 2 
89@ = 0.0 
0085: 94@ = 40@ // (int) 
94@ += 4000 

:DESERT9_3881
if 
  79@ == 8 
else_jump @DESERT9_3953 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_3953 
fade 0 800 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_3953 
05EC: release_car 42@ from_path 
79@ = 9 

:DESERT9_3953
if 
  79@ == 9 
else_jump @DESERT9_4238 
if 
   not fading 
else_jump @DESERT9_4238 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_4005 
05EC: release_car 42@ from_path 

:DESERT9_4005
if and
8119:   not car 44@ wrecked 
8119:   not car 45@ wrecked 
8119:   not car 46@ wrecked 
else_jump @DESERT9_4046 
05EC: release_car 44@ from_path 
05EC: release_car 45@ from_path 
05EC: release_car 46@ from_path 

:DESERT9_4046
0249: release_model 592 
0249: release_model 422 
0249: release_model 165 
0249: release_model 352 
0249: release_model 166 
0873: release_path 450 
0873: release_path 168 
0873: release_path 452 
0873: release_path 453 
00A6: destroy_car 44@ 
00A6: destroy_car 45@ 
00A6: destroy_car 46@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_4192 
00AB: put_car 42@ at 394.6384 2497.927 15.4884 
0175: set_car 42@ Z_angle_to 90.0 

:DESERT9_4192
79@ = 0 
if 
  165@ > 0 
else_jump @DESERT9_4231 
76@ = 22 
jump @DESERT9_4238 

:DESERT9_4231
76@ = 21 

:DESERT9_4238
if 
   not fading 
else_jump @DESERT9_4296 
if 
  165@ == 0 
else_jump @DESERT9_4296 
if 
08D0:   should_skip_cutscene 
else_jump @DESERT9_4296 
fade 0 600 
165@ = 1 

:DESERT9_4296
if 
  165@ == 1 
else_jump @DESERT9_4348 
if 
   not fading 
else_jump @DESERT9_4348 
637@ = 5 
165@ = 2 
79@ = 9 

:DESERT9_4348
return 

:DESERT9_4350
02E4: load_cutscene_data 'DESERT9' 

:DESERT9_4361
if 
86B9:   not cutscene_data_loaded 
else_jump @DESERT9_4385 
wait 0 
jump @DESERT9_4361 

:DESERT9_4385
02E7: start_cutscene 
fade 1 1000 

:DESERT9_4394
if 
82E9:   not cutscene_reached_end 
else_jump @DESERT9_4418 
wait 0 
jump @DESERT9_4394 

:DESERT9_4418
if 
  165@ == 0 
else_jump @DESERT9_4456 
if 
08D0:   should_skip_cutscene 
else_jump @DESERT9_4456 
165@ = 2 

:DESERT9_4456
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 0 

:DESERT9_4473
if 
fading 
else_jump @DESERT9_4497 
wait 0 
jump @DESERT9_4473 

:DESERT9_4497
02EA: end_cutscene 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
76@ = 22 
return 

:DESERT9_4519
if 
  79@ == 0 
else_jump @DESERT9_4648 
if 
0A74:   is_checkpoint_resuming 1 
else_jump @DESERT9_4559 
165@ = 1 

:DESERT9_4559
0860: link_actor $PLAYER_ACTOR to_interior 0 
0247: load_model 592 
0247: load_model 422 
0247: load_model 165 
0247: load_model 352 
0247: load_model 166 
0247: load_model 461 
0247: load_model 363 
0247: load_model 364 
04ED: load_animation "AIRPORT" 
04ED: load_animation "CARRY" 
07C0: load_path 149 
07C0: load_path 135 
07C0: load_path 134 
79@ = 1 

:DESERT9_4648
if 
  79@ == 1 
else_jump @DESERT9_4765 
if and
0248:   model 422 available 
0248:   model 165 available 
0248:   model 352 available 
0248:   model 166 available 
0248:   model 461 available 
07C1:   path 134 available 
else_jump @DESERT9_4765 
if and
0248:   model 363 available 
0248:   model 364 available 
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
else_jump @DESERT9_4765 
79@ = 2 

:DESERT9_4765
if 
  79@ == 2 
else_jump @DESERT9_5576 
00A5: 44@ = create_car 422 at 366.764 2512.655 15.5677 
00A5: 45@ = create_car 422 at 367.134 2490.174 15.4884 
00A5: 46@ = create_car 422 at 357.6567 2509.594 15.5221 
0229: set_car 44@ primary_color_to 0 secondary_color_to 0 
0229: set_car 45@ primary_color_to 0 secondary_color_to 0 
0229: set_car 46@ primary_color_to 0 secondary_color_to 0 
009A: 48@ = create_actor_pedtype 24 model 166 at 359.7588 2511.474 15.5501 
009A: 49@ = create_actor_pedtype 24 model 165 at 369.7111 2505.838 15.4921 
009A: 50@ = create_actor_pedtype 24 model 165 at 363.5374 2497.674 15.4921 
01C8: 51@ = create_actor_pedtype 24 model 165 in_car 44@ passenger_seat 0 
01C8: 52@ = create_actor_pedtype 24 model 166 in_car 45@ passenger_seat 0 
009A: 53@ = create_actor_pedtype 24 model 165 at 363.6662 2500.094 15.4921 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_5035 
0175: set_car 42@ Z_angle_to 90.0 

:DESERT9_5035
08A4: set_car 42@ extra_parts_angle_to 1.0 
01B2: give_actor 48@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 49@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 
0657: car 44@ open_door 2 
0657: car 44@ open_door 3 
0107: 57@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 58@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 59@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 60@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 
0177: set_object 58@ Z_angle_to 245.0 
0395: clear_area 0 at 435.2751 2527.523 15.871 radius 10.0 
00A5: 43@ = create_car 461 at 435.2751 2527.523 15.871 
0175: set_car 43@ Z_angle_to 90.0 
053F: set_car 43@ tires_vulnerability 0 
0173: set_actor 48@ Z_angle_to 340.9066 
0173: set_actor 49@ Z_angle_to 309.4871 
0173: set_actor 50@ Z_angle_to 175.4073 
0605: actor 48@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 49@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 50@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
0249: release_model 461 
0249: release_model 422 
0249: release_model 165 
0249: release_model 352 
0249: release_model 346 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_5485 
05EB: assign_car 42@ to_path 149 
06FD: set_car 42@ speed_on_path_to 0.0 

:DESERT9_5485
015F: set_camera_position 350.8692 2488.932 17.5906 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4443 2489.747 17.52 switchstyle 2 
03CB: set_rendering_origin_at 367.134 2490.174 15.4884 
79@ = 3 
0085: 94@ = 40@ // (int) 
94@ += 1000 

:DESERT9_5576
if 
  79@ == 3 
else_jump @DESERT9_5767 
if 
001D:   94@ > 40@ // (int) 
else_jump @DESERT9_5767 
if and
8118:   not actor 53@ dead 
03CA:   object 60@ exists 
else_jump @DESERT9_5687 
0615: define_AS_pack_begin 74@ 
07C9: AS_actor -1 walk_to_object 60@ then_lift_and_hold_in_hands 
05D3: AS_actor -1 goto_point 360.2195 2500.023 15.4921 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 74@ 
0618: assign_actor 53@ to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:DESERT9_5687
fade 1 1000 
if 
  165@ == 0 
else_jump @DESERT9_5735 
0085: 94@ = 40@ // (int) 
94@ += 4000 
jump @DESERT9_5742 

:DESERT9_5735
94@ = 0 

:DESERT9_5742
79@ = 4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_3' time 4000 flag 1  // ~s~Toreno needs you to plant a bomb in the plane. Stealth is out of the question so you'll need to move fast.

:DESERT9_5767
if 
  79@ == 4 
else_jump @DESERT9_5976 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_5976 
02A3: enable_widescreen 1 
015F: set_camera_position 438.18 2526.193 17.1554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 437.2076 2526.339 16.9735 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 426.895 2529.479 15.6483 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_5905 
05CB: AS_actor $PLAYER_ACTOR enter_car 43@ as_driver -2 ms 

:DESERT9_5905
00BB: show_text_lowpriority GXT 'DES9_4' time 3000 flag 1  // ~s~Use this bike to get up the plane's ramp and plant the bomb inside.
if 
  165@ == 0 
else_jump @DESERT9_5962 
0085: 94@ = 40@ // (int) 
94@ += 3000 
jump @DESERT9_5969 

:DESERT9_5962
94@ = 0 

:DESERT9_5969
79@ = 5 

:DESERT9_5976
if 
  79@ == 5 
else_jump @DESERT9_6231 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_6231 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_44' time 4000 flag 1  // ~s~Drive the bike up the plane's ramp before it takes off.
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_6076 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @DESERT9_6076 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:DESERT9_6076
0107: 64@ = create_object #KB_BARREL at 0.0 0.0 0.0 
0382: set_object 64@ collision_detection 0 
0750: set_object 64@ visibility 0 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_6167 
0681: attach_object 64@ to_car 42@ with_offset 0.0 -15.223 -1.489 rotation 0.0 0.0 0.0 

:DESERT9_6167
041A: 166@ = actor $PLAYER_ACTOR weapon 39 ammo 
if 
  166@ == 0 
else_jump @DESERT9_6204 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 1 // Load the weapon model before using this 

:DESERT9_6204
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 94@ = 40@ // (int) 
94@ += 3000 
79@ = 6 

:DESERT9_6231
if 
  79@ == 6 
else_jump @DESERT9_6304 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_6304 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_A4' time 4000 flag 1  // ~s~Go! Get up the plane's ~y~ramp~s~ now!
76@ = 2 

:DESERT9_6304
return 

:DESERT9_6306
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  81@ > 0 
else_jump @DESERT9_6429 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_6429 
00AA: store_car 42@ position_to 82@ 83@ 84@ 
0164: disable_marker 160@ 
018A: 160@ = create_checkpoint_at 82@ 83@ 84@ 
018B: set_marker 160@ radar_mode 2 
if 
  -83.0 > 82@ 
else_jump @DESERT9_6429 
76@ = 8 
79@ = 0 

:DESERT9_6429
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_6709 
00AA: store_car 43@ position_to 156@ 157@ 158@ 
162@ = 2499.7 
0063: 162@ -= 157@ // (float) 
0097: make 162@ absolute_float 
162@ /= 10.0 
if 
  162@ > 2.0 
else_jump @DESERT9_6523 
162@ = 2.0 

:DESERT9_6523
if 
  0.2 > 162@ 
else_jump @DESERT9_6554 
162@ = 0.2 

:DESERT9_6554
088B: set_car 43@ form_drag_multiplier_to 162@ 
162@ -= 2.0 
0097: make 162@ absolute_float 
162@ *= 50.0 
0087: 167@ = 82@ // (float) 
0063: 167@ -= 156@ // (float) 
0097: make 167@ absolute_float 
0087: 168@ = 167@ // (float) 
168@ /= 100.0 
if 
  168@ > 1.0 
else_jump @DESERT9_6657 
168@ = 1.0 

:DESERT9_6657
167@ = 1.0 
0063: 167@ -= 168@ // (float) 
006B: 167@ *= 162@ // (float) 
0092: 96@ = float 167@ to_integer 
shake_camera 96@ 
96@ -= 256 
0095: make 96@ absolute_integer 

:DESERT9_6709
if 
  81@ == 0 
else_jump @DESERT9_6814 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_6814 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 412.6561 2530.908 15.617 radius 5.0 5.0 5.0 
else_jump @DESERT9_6814 
0085: 80@ = 40@ // (int) 
80@ += 8000 
81@ = 2 

:DESERT9_6814
if 
  81@ == 2 
else_jump @DESERT9_7032 
if or
00DF:   actor $PLAYER_ACTOR driving 
001D:   40@ > 80@ // (int) 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 354.8564 2500.152 18.3701 radius 50.0 50.0 50.0 
else_jump @DESERT9_7032 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_7032 
0085: 80@ = 40@ // (int) 
80@ += 1350 
81@ = 3 
if 
8118:   not actor 48@ dead 
else_jump @DESERT9_6956 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:DESERT9_6956
if 
8118:   not actor 49@ dead 
else_jump @DESERT9_6987 
04EB: AS_actor 49@ crouch 1 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:DESERT9_6987
if 
8118:   not actor 50@ dead 
else_jump @DESERT9_7011 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:DESERT9_7011
if 
8118:   not actor 53@ dead 
else_jump @DESERT9_7032 
0792: disembark_instantly_actor 53@ 

:DESERT9_7032
if 
  81@ == 3 
else_jump @DESERT9_7086 
if 
001D:   40@ > 80@ // (int) 
else_jump @DESERT9_7086 
06FD: set_car 42@ speed_on_path_to 1.0 
81@ = 4 

:DESERT9_7086
if 
  81@ == 4 
else_jump @DESERT9_7464 
01BB: store_object 64@ position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 156@ 157@ 158@ 
0509: 154@ = distance_between_XY $72 $73 and_XY 156@ 157@ 
170@ = 200.0 
0073: 170@ /= 154@ // (float) 
if 
  170@ > 1.0 
else_jump @DESERT9_7198 
170@ = 1.0 

:DESERT9_7198
if 
  0.3 > 170@ 
else_jump @DESERT9_7229 
170@ = 0.3 

:DESERT9_7229
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_7253 
06FD: set_car 42@ speed_on_path_to 170@ 

:DESERT9_7253
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 15.0 15.0 5.0 
else_jump @DESERT9_7334 
if 
  2 > 171@ 
else_jump @DESERT9_7327 
gosub @DESERT9_16248 
171@ = 1 

:DESERT9_7327
jump @DESERT9_7359 

:DESERT9_7334
if 
  171@ == 1 
else_jump @DESERT9_7359 
171@ = 2 

:DESERT9_7359
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 64@ radius 4.0 1.0 1.0 sphere 0 
else_jump @DESERT9_7464 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_7464 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @DESERT9_7464 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
0164: disable_marker 160@ 
01B4: set_player $PLAYER_CHAR can_move 0 
79@ = 20 
76@ = 3 
041E: set_radio_station 11 

:DESERT9_7464
return 

:DESERT9_7466
447@ = 1 
if 
08D0:   should_skip_cutscene 
else_jump @DESERT9_7564 
if 
  11 > 79@ 
else_jump @DESERT9_7518 
94@ = 0 
79@ = 11 

:DESERT9_7518
if and
  79@ > 19 
  23 > 79@ 
else_jump @DESERT9_7564 
94@ = 0 
79@ = 24 
73@ = 1 

:DESERT9_7564
if 
  79@ == 20 
else_jump @DESERT9_7713 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_7713 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
060E:   car 42@ assigned_to_path 
else_jump @DESERT9_7630 
05EC: release_car 42@ from_path 

:DESERT9_7630
05EB: assign_car 42@ to_path 135 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_7668 
0519: set_car 43@ locked 1 
0338: set_car 43@ visibility 0 

:DESERT9_7668
0337: set_actor $PLAYER_ACTOR visibility 0 
00A6: destroy_car 44@ 
00A6: destroy_car 45@ 
00A6: destroy_car 46@ 
0249: release_model 422 
04ED: load_animation "AIRPORT" 
79@ = 21 

:DESERT9_7713
if 
  79@ == 21 
else_jump @DESERT9_7838 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 66.4737 2494.118 17.9816 position_to -43.8545 2492.902 19.8651 time 5500 smooth_transition 1 
0920: point_camera 67.4593 2494.287 17.9942 transverse_to -44.3218 2493.184 20.7031 time 5500 smooth_transition 1 
79@ = 22 
0085: 94@ = 40@ // (int) 
94@ += 4500 

:DESERT9_7838
if 
  79@ == 22 
else_jump @DESERT9_7889 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_7889 
fade 0 1000 
79@ = 23 

:DESERT9_7889
if 
  79@ == 23 
else_jump @DESERT9_7927 
if 
   not fading 
else_jump @DESERT9_7927 
79@ = 0 

:DESERT9_7927
if 
  79@ == 24 
else_jump @DESERT9_7959 
fade 0 1000 
79@ = 25 

:DESERT9_7959
if 
  79@ == 25 
else_jump @DESERT9_8004 
if 
   not fading 
else_jump @DESERT9_8004 
79@ = 0 
73@ = 1 

:DESERT9_8004
if 
  79@ == 0 
else_jump @DESERT9_8599 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_8052 
0519: set_car 43@ locked 0 
0338: set_car 43@ visibility 1 

:DESERT9_8052
select_interior 9 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_8079 
0860: link_actor $PLAYER_ACTOR to_interior 9 

:DESERT9_8079
009B: destroy_actor 52@ 
009A: 52@ = create_actor_pedtype 26 model 165 at 316.0887 983.9927 1958.138 
0173: set_actor 52@ Z_angle_to 90.0 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_8142 
0860: link_actor 52@ to_interior 9 

:DESERT9_8142
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_8188 
00A1: put_actor 52@ at 317.081 979.907 1960.108 
0173: set_actor 52@ Z_angle_to 90.0 

:DESERT9_8188
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_8211 
0840: link_car 43@ to_interior 9 

:DESERT9_8211
0107: 93@ = create_object #D9_RUNWAY at 305.191 1030.752 1938.134 
07C0: load_path 150 
07C0: load_path 152 

:DESERT9_8244
if or
87C1:   not path 150 available 
87C1:   not path 152 available 
else_jump @DESERT9_8276 
wait 0 
jump @DESERT9_8244 

:DESERT9_8276
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_8392 
00AB: put_car 43@ at 331.8417 1038.314 1956.177 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @DESERT9_8336 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:DESERT9_8336
00BE: text_clear_all 
0860: link_actor $PLAYER_ACTOR to_interior 9 
0337: set_actor $PLAYER_ACTOR visibility 1 
05EB: assign_car 43@ to_path 150 
06C5: release_car 43@ from_path 
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT9_8392 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:DESERT9_8392
03CB: set_rendering_origin_at 331.8417 1038.314 1956.177 
04E4: refresh_game_renderer_at 331.8417 1038.314 
wait 800 
0925: restore_camera_to_user_defined 
015F: set_camera_position 320.1115 1035.373 1948.154 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0085: 176@ = 40@ // (int) 
wait 500 
0085: 94@ = 40@ // (int) 
94@ += 2200 
0247: load_model 371 

:DESERT9_8503
if 
8248:   not model 371 available 
else_jump @DESERT9_8530 
wait 0 
jump @DESERT9_8503 

:DESERT9_8530
fade 1 600 
00BB: show_text_lowpriority GXT 'DES9_A5' time 4000 flag 1  // ~S~You're trapped on the plane.
if 
  73@ == 1 
else_jump @DESERT9_8592 
79@ = 11 
94@ = 0 
jump @DESERT9_8599 

:DESERT9_8592
79@ = 1 

:DESERT9_8599
if and
  79@ > 0 
  20 > 79@ 
else_jump @DESERT9_8631 
gosub @DESERT9_17162 

:DESERT9_8631
if 
  443@ == 0 
else_jump @DESERT9_8675 
if 
001D:   40@ > 176@ // (int) 
else_jump @DESERT9_8675 
443@ = 1 

:DESERT9_8675
if 
03CA:   object 93@ exists 
else_jump @DESERT9_8715 
01BB: store_object 93@ position_to 172@ 173@ 174@ 
173@ += 0.05 

:DESERT9_8715
if 
  79@ == 1 
else_jump @DESERT9_8780 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_8780 
0633: AS_actor $PLAYER_ACTOR exit_car 
79@ = 2 
0085: 94@ = 40@ // (int) 
94@ += 300 

:DESERT9_8780
if 
  79@ == 2 
else_jump @DESERT9_8912 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_8912 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_8838 
00A6: destroy_car 42@ 

:DESERT9_8838
015F: set_camera_position 317.7203 1027.301 1949.071 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.9413 1026.675 1949.027 switchstyle 2 
0085: 94@ = 40@ // (int) 
94@ += 1000 
79@ = 3 

:DESERT9_8912
if 
  79@ == 3 
else_jump @DESERT9_9061 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_9061 
0108: destroy_object 93@ 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 1000 smooth_transition 1 
0920: point_camera 316.9413 1026.675 1949.027 transverse_to 317.3408 1026.377 1949.13 time 1000 smooth_transition 1 
79@ = 4 
0085: 94@ = 40@ // (int) 
94@ += 1500 

:DESERT9_9061
if 
  79@ == 4 
else_jump @DESERT9_9420 
0085: 177@ = 94@ // (int) 
0062: 177@ -= 40@ // (int) 
0093: 178@ = integer 177@ to_float 
178@ /= 2000.0 
178@ -= 1.0 
0097: make 178@ absolute_float 
01BB: store_object 104@ position_to 300@ 320@ 340@ 
if 
  320@ > 1020.214 
else_jump @DESERT9_9312 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_9187 
05EB: assign_car 43@ to_path 152 

:DESERT9_9187
0673: AS_actor $PLAYER_ACTOR dive_to_offset 1.0 0.0 time_on_ground 1000 ms 
79@ = 6 
0085: 94@ = 40@ // (int) 
94@ += 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 2000 smooth_transition 1 
0920: point_camera 317.3408 1026.377 1949.13 transverse_to 317.1811 1027.991 1948.589 time 2000 smooth_transition 1 

:DESERT9_9312
0087: 156@ = 300@ // (float) 
156@ -= 317.5107 
0087: 157@ = 320@ // (float) 
157@ -= 1024.815 
0087: 158@ = 340@ // (float) 
158@ -= 1949.35 
006B: 156@ *= 178@ // (float) 
006B: 157@ *= 178@ // (float) 
006B: 158@ *= 178@ // (float) 
156@ += 317.5107 
157@ += 1024.815 
158@ += 1949.35 

:DESERT9_9420
if 
  79@ == 5 
else_jump @DESERT9_9452 
01BB: store_object 104@ position_to 300@ 320@ 340@ 

:DESERT9_9452
if 
  79@ == 6 
else_jump @DESERT9_9512 
01BB: store_object 104@ position_to 300@ 320@ 340@ 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_9512 
79@ = 11 
00BE: text_clear_all 

:DESERT9_9512
if 
  79@ == 7 
else_jump @DESERT9_9685 
0925: restore_camera_to_user_defined 
015F: set_camera_position 316.0625 988.6853 1957.741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.0338 987.7417 1958.07 switchstyle 2 
79@ = 8 
0085: 94@ = 40@ // (int) 
94@ += 2000 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_9685 
00A1: put_actor 52@ at 315.7535 983.4348 1958.265 
0173: set_actor 52@ Z_angle_to 0.0 
0605: actor 52@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:DESERT9_9685
if 
  79@ == 8 
else_jump @DESERT9_9909 
if 
0248:   model 371 available 
else_jump @DESERT9_9904 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_9897 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_45' time 4000 flag 1  // ~s~Use a satchel charge to destroy the plane.
015F: set_camera_position 317.5727 1024.791 1949.854 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 317.4102 1023.809 1949.95 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 317.9964 1023.477 1949.033 
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_9874 
01B2: give_actor 52@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 52@ death_pickups_persist 1 

:DESERT9_9874
79@ = 9 
0085: 94@ = 40@ // (int) 
94@ += 4000 

:DESERT9_9897
jump @DESERT9_9909 

:DESERT9_9904
0247: load_model 371 

:DESERT9_9909
if 
  79@ == 9 
else_jump @DESERT9_10171 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_10171 
015F: set_camera_position 318.8293 975.9706 1960.759 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3584 976.8294 1960.557 switchstyle 2 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_10132 
00A1: put_actor 52@ at 317.4929 981.1245 1958.806 
0173: set_actor 52@ Z_angle_to 90.0 

:DESERT9_10043
if 
84EE:   not animation "AIRPORT" loaded 
else_jump @DESERT9_10087 
04ED: load_animation "AIRPORT" 
wait 0 
jump @DESERT9_10043 

:DESERT9_10087
0605: actor 52@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DESERT9_10132
00BB: show_text_lowpriority GXT 'DES9_46' time 4000 flag 1  // ~s~Jump out the plane with this guard's parachute after detonating the bomb.
79@ = 10 
0085: 94@ = 40@ // (int) 
94@ += 1100 

:DESERT9_10171
if 
  79@ == 10 
else_jump @DESERT9_10238 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_10238 
443@ = 2 
79@ = 11 
0085: 94@ = 40@ // (int) 
94@ += 2900 

:DESERT9_10238
if 
  79@ == 11 
else_jump @DESERT9_11114 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_11114 
0247: load_model 371 

:DESERT9_10280
if 
8248:   not model 371 available 
else_jump @DESERT9_10307 
wait 0 
jump @DESERT9_10280 

:DESERT9_10307
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DESERT9_10357 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 318.1163 1024.791 1948.729 
jump @DESERT9_10377 

:DESERT9_10357
00A1: put_actor $PLAYER_ACTOR at 318.1163 1024.791 1948.729 

:DESERT9_10377
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_10434 
if 
060E:   car 43@ assigned_to_path 
else_jump @DESERT9_10424 
05EC: release_car 43@ from_path 

:DESERT9_10424
00A6: destroy_car 43@ 
0249: release_model 461 

:DESERT9_10434
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_10480 
00A1: put_actor 52@ at 317.4565 980.5405 1958.935 

:DESERT9_10480
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_10517 
if 
060E:   car 43@ assigned_to_path 
else_jump @DESERT9_10517 
05EC: release_car 43@ from_path 

:DESERT9_10517
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0108: destroy_object 93@ 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_10558 
00A6: destroy_car 42@ 

:DESERT9_10558
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DESERT9_10581 
06AF: set_player $PLAYER_CHAR sprint_mode 1 

:DESERT9_10581
064B: 182@ = create_particle "CLOUDFAST" at 315.2994 1028.151 1936.464 type 1 
064C: make_particle 182@ visible 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009A: 48@ = create_actor_pedtype 26 model 165 at 313.4011 1012.37 1951.588 
009A: 49@ = create_actor_pedtype 26 model 166 at 312.5008 1004.962 1953.297 
009A: 50@ = create_actor_pedtype 26 model 165 at 318.7976 988.7245 1957.044 
009A: 51@ = create_actor_pedtype 26 model 166 at 313.1324 991.6313 1956.374 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_10769 
0519: set_car 43@ locked 0 
0338: set_car 43@ visibility 1 

:DESERT9_10769
0337: set_actor $PLAYER_ACTOR visibility 1 
07DD: set_actor 48@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 49@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 50@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 51@ attack_rate 100 // previously known as temper_to 
081A: set_actor 48@ weapon_skill_to 2 
081A: set_actor 49@ weapon_skill_to 2 
081A: set_actor 50@ weapon_skill_to 2 
081A: set_actor 51@ weapon_skill_to 2 
081A: set_actor 52@ weapon_skill_to 2 
0173: set_actor 48@ Z_angle_to 288.4161 
0173: set_actor 49@ Z_angle_to 298.9878 
0173: set_actor 50@ Z_angle_to 85.3329 
0173: set_actor 51@ Z_angle_to 308.2083 
if 
8118:   not actor 48@ dead 
else_jump @DESERT9_10902 
0860: link_actor 48@ to_interior 9 

:DESERT9_10902
if 
8118:   not actor 49@ dead 
else_jump @DESERT9_10925 
0860: link_actor 49@ to_interior 9 

:DESERT9_10925
if 
8118:   not actor 50@ dead 
else_jump @DESERT9_10948 
0860: link_actor 50@ to_interior 9 

:DESERT9_10948
if 
8118:   not actor 51@ dead 
else_jump @DESERT9_10971 
0860: link_actor 51@ to_interior 9 

:DESERT9_10971
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_11048 
00A1: put_actor 52@ at 317.881 979.907 1960.108 
if 
8491:   not actor 52@ has_weapon 46 
else_jump @DESERT9_11048 
01B2: give_actor 52@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 52@ death_pickups_persist 1 
07DD: set_actor 52@ attack_rate 100 // previously known as temper_to 

:DESERT9_11048
76@ = 4 
186@ = 0 
447@ = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_11100 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:DESERT9_11100
179@ = 1 
$2897 = 1 

:DESERT9_11114
return 

:DESERT9_11116
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
0735:   is_keyboard_key_pressed 49 
else_jump @DESERT9_11169 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_11169 
05E9: NOP 43@ 152 

:DESERT9_11169
if 
0735:   is_keyboard_key_pressed 50 
else_jump @DESERT9_11221 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_11221 
if 
06AA:   NOP_false 43@ 
else_jump @DESERT9_11221 
0752: NOP 43@ 

:DESERT9_11221
if 
  186@ == 0 
else_jump @DESERT9_11513 
if or
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_TEST 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STUFF 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STORE 
else_jump @DESERT9_11298 
0A3B: clear_player $PLAYER_CHAR last_model_shot 
020C: create_explosion_with_radius 7 at 316.0 1000.0 1954.6 

:DESERT9_11298
if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 967.935 1971.838 cornerB 310.7184 1047.574 1939.683 
else_jump @DESERT9_11513 
186@ = 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_11381 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_11381
167@ = 972.5745 
96@ = 0 

:DESERT9_11398
if 
  1050.574 >= 167@ 
else_jump @DESERT9_11513 
0087: 168@ = 167@ // (float) 
168@ -= 5.0 
if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 167@ 1971.838 cornerB 310.7184 168@ 1939.683 
else_jump @DESERT9_11489 
470@(96@,15i) = 1 

:DESERT9_11489
96@ += 1 
167@ += 5.0 
jump @DESERT9_11398 

:DESERT9_11513
if 
  186@ == 1 
else_jump @DESERT9_11538 
gosub @DESERT9_20048 

:DESERT9_11538
if 
  181@ == 0 
else_jump @DESERT9_11595 
if 
0118:   actor 52@ dead 
else_jump @DESERT9_11595 
00BB: show_text_lowpriority GXT 'DES9_27' time 4000 flag 1  // ~s~Pick up the parachute.
181@ = 1 

:DESERT9_11595
if 
  181@ == 1 
else_jump @DESERT9_11720 
if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
else_jump @DESERT9_11720 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
00BE: text_clear_all 
if 
  186@ == 0 
else_jump @DESERT9_11697 
00BB: show_text_lowpriority GXT 'DES9_A1' time 4000 flag 1  // ~s~You have the parachute.
00BB: show_text_lowpriority GXT 'DES9_A2' time 4000 flag 1  // ~s~Place a satchel charge on the plane then get out the back.
jump @DESERT9_11713 

:DESERT9_11697
00BB: show_text_lowpriority GXT 'DES9_26' time 4000 flag 1  // ~s~You have the parachute, now get the hell out of there!

:DESERT9_11713
181@ = 2 

:DESERT9_11720
if 
  188@ == 0 
else_jump @DESERT9_11799 
if 
  1942.27 > $70 
else_jump @DESERT9_11799 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_11790 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_11790
188@ = 1 
09D9: detonate_all_satchel_charges 

:DESERT9_11799
if 
  181@ == 2 
else_jump @DESERT9_12010 
if 
  1940.27 > $70 
else_jump @DESERT9_12010 
if 
  186@ == 1 
else_jump @DESERT9_11938 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_11931 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0A78: print_help_conditional 'DESTCH' 0  // ~s~Double tap the center of the screen when falling to open the parachute.
0A79: print_help_conditional_touch 'DESHID2' 0  // ~s~Press ~m~~widget_attack~ when falling to open the parachute.
0650: destroy_particle 182@ 
76@ = 9 
79@ = 0 
$3289 = 1 

:DESERT9_11931
jump @DESERT9_12010 

:DESERT9_11938
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_39' time 4000 flag 1  // ~r~You were supposed to destroy the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
gosub @DESERT9_22069 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 700.0 
select_interior 0 
jump @DESERT9_45 

:DESERT9_12010
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_12230 
00A0: store_actor 52@ position_to 156@ 157@ 158@ 
if and
  1940.0 > 158@ 
8818:   not actor $PLAYER_ACTOR in_air 
else_jump @DESERT9_12230 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_29' time 5000 flag 1  // ~r~The guard with the parachute fell out the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $9636 
wait 1000 
fade 0 1000 

:DESERT9_12117
if 
fading 
else_jump @DESERT9_12141 
wait 0 
jump @DESERT9_12117 

:DESERT9_12141
select_interior 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 408.6996 2538.272 15.6057 
0173: set_actor $PLAYER_ACTOR Z_angle_to 139.0 
gosub @DESERT9_22069 
wait 1500 
fade 1 1000 

:DESERT9_12199
if 
fading 
else_jump @DESERT9_12223 
wait 0 
jump @DESERT9_12199 

:DESERT9_12223
jump @DESERT9_45 

:DESERT9_12230
if and
  1938.0 > $70 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_12960 
00BE: text_clear_all 
if 
  2 > 181@ 
else_jump @DESERT9_12960 
fade 0 1000 

:DESERT9_12283
if 
fading 
else_jump @DESERT9_12307 
wait 0 
jump @DESERT9_12283 

:DESERT9_12307
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 125.1739 1074.067 12.0 
0247: load_model 445 
0247: load_model 91 
04ED: load_animation "PARACHUTE" 

:DESERT9_12357
if or
8248:   not model 445 available 
8248:   not model 91 available 
84EE:   not animation "PARACHUTE" loaded 
else_jump @DESERT9_12401 
wait 0 
jump @DESERT9_12357 

:DESERT9_12401
015F: set_camera_position 125.1739 1074.067 12.8138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.591 1073.27 12.9688 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 122.3556 1069.892 99.6832 
00A5: 189@ = create_car 445 at 119.3556 1069.892 13.665 
01C8: 190@ = create_actor_pedtype 4 model 91 in_car 189@ passenger_seat 0 
0249: release_model 91 
0249: release_model 445 
0249: release_model 363 
0249: release_model 364 
0175: set_car 189@ Z_angle_to 180.0 
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 189.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
fade 1 1000 

:DESERT9_12601
if 
fading 
else_jump @DESERT9_12625 
wait 0 
jump @DESERT9_12601 

:DESERT9_12625
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 80.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 

:DESERT9_12665
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_12947 
0819: 192@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  4.8 > 192@ 
  191@ == 0 
else_jump @DESERT9_12936 
191@ = 1 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
if 
8119:   not car 189@ wrecked 
else_jump @DESERT9_12936 
0689: set_car 189@ remove_door 2 removed_door_visible 1 
0689: set_car 189@ remove_door 4 removed_door_visible 1 
0689: set_car 189@ remove_door 3 removed_door_visible 1 
04FE: deflate_tire 0 on_car 189@ 
04FE: deflate_tire 2 on_car 189@ 
04FE: deflate_tire 1 on_car 189@ 
0730: car 189@ damage_door 4 
0730: car 189@ damage_door 0 
0730: car 189@ damage_door 6 
0730: car 189@ damage_door 6 
07D5: set_car 189@ velocity_in_direction_XYZ 0.0 0.0 -0.15 rotation_velocitiesXY 0.0 0.0 unk 0.0 
if 
8118:   not actor 190@ dead 
else_jump @DESERT9_12936 
0687: clear_actor 190@ task 
05CF: AS_actor 190@ exit_car 189@ in_direction 119.3556 1069.892 13.665 

:DESERT9_12936
wait 0 
jump @DESERT9_12665 

:DESERT9_12947
04EF: release_animation "PARACHUTE" 

:DESERT9_12960
if 
  $69 > 1033.0 
else_jump @DESERT9_12992 
shake_camera 40 
jump @DESERT9_12996 

:DESERT9_12992
shake_camera 10 

:DESERT9_12996
gosub @DESERT9_17162 
return 

:DESERT9_13005
02A3: enable_widescreen 1 
$2897 = 1 

:DESERT9_13016
if 
  193@ == 0 
else_jump @DESERT9_13165 
select_interior 0 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_13059 
00A6: destroy_car 42@ 

:DESERT9_13059
00A5: 42@ = create_car 592 at 316.212 1003.495 1957.529 
05EB: assign_car 42@ to_path 134 
0175: set_car 42@ Z_angle_to 180.0 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0085: 94@ = 40@ // (int) 
94@ += 4000 
193@ = 1 

:DESERT9_13165
if 
  193@ == 1 
else_jump @DESERT9_13223 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_13223 
$2897 = 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A6F: checkpoint_save 1 
return 

:DESERT9_13223
wait 0 
jump @DESERT9_13016 
return 

:DESERT9_13236
select_interior 0 

:DESERT9_13240
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DESERT9_13266 
jump @DESERT9_21984 

:DESERT9_13266
if 
0735:   is_keyboard_key_pressed 84 
else_jump @DESERT9_13281 

:DESERT9_13281
jump @DESERT9_13240 
return 

:DESERT9_13290
if 
  79@ == 0 
else_jump @DESERT9_13372 
00A5: 194@ = create_car 592 at 339.9034 2499.805 15.4884 
05EB: assign_car 194@ to_path 134 
06FD: set_car 194@ speed_on_path_to 1.0 
0085: 94@ = 40@ // (int) 
94@ += 1000 
79@ = 1 

:DESERT9_13372
if 
  79@ == 1 
else_jump @DESERT9_13596 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_13596 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
select_interior 0 
00A5: 42@ = create_car 592 at 339.9034 2499.805 15.4884 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 42@ to_path 134 
0224: set_car 42@ health_to 350 
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_13555 
06FD: set_car 194@ speed_on_path_to 0.5 
067A: put_camera_on_car 194@ with_offset 15.0 15.0 10.0 point_to_car 42@ tilt 15.0 switchstyle 2 
0338: set_car 194@ visibility 0 

:DESERT9_13555
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
211@ = 1 
79@ = 3 
0085: 94@ = 40@ // (int) 
94@ += 5000 

:DESERT9_13596
if 
  211@ == 1 
else_jump @DESERT9_13739 
if 
001D:   40@ > 212@ // (int) 
else_jump @DESERT9_13739 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_13739 
00AA: store_car 42@ position_to $72 $73 $74 
if 
  6 > 214@ 
else_jump @DESERT9_13701 
020C: create_explosion_with_radius 7 at $72 $73 $74 
jump @DESERT9_13714 

:DESERT9_13701
0565: create_soundless_explosion_at $72 $73 $74 type 7 

:DESERT9_13714
214@ += 1 
0209: 212@ = random_int_in_ranges 100 250 
005A: 212@ += 40@ // (int) 

:DESERT9_13739
if 
  79@ == 3 
else_jump @DESERT9_13806 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_13806 
79@ = 4 
fade 0 1000 
0085: 94@ = 40@ // (int) 
94@ += 1000 

:DESERT9_13806
if 
  79@ == 4 
else_jump @DESERT9_13850 
if 
   not fading 
else_jump @DESERT9_13850 
0970: teleport_in_override_restart // 016Eh 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
jump @DESERT9_18 

:DESERT9_13850
return 

:DESERT9_13852
if 
  79@ == 0 
else_jump @DESERT9_14266 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_14266 
015F: set_camera_position -158.5012 2492.161 31.0353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -157.5606 2492.445 31.2209 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06FD: set_car 42@ speed_on_path_to 1.0 
if 
8119:   not car 44@ wrecked 
else_jump @DESERT9_13998 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @DESERT9_13998 
00A6: destroy_car 44@ 

:DESERT9_13998
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_14019 
00A6: destroy_car 194@ 

:DESERT9_14019
if 
8119:   not car 45@ wrecked 
else_jump @DESERT9_14059 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @DESERT9_14059 
00A6: destroy_car 45@ 

:DESERT9_14059
if 
8119:   not car 46@ wrecked 
else_jump @DESERT9_14099 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @DESERT9_14099 
00A6: destroy_car 46@ 

:DESERT9_14099
422@ = 0 

:DESERT9_14106
if 
  8 > 422@ 
else_jump @DESERT9_14147 
009B: destroy_actor 48@(422@,8i) 
422@ += 1 
jump @DESERT9_14106 

:DESERT9_14147
422@ = 0 

:DESERT9_14154
if 
  15 > 422@ 
else_jump @DESERT9_14195 
0108: destroy_object 233@(422@,15i) 
422@ += 1 
jump @DESERT9_14154 

:DESERT9_14195
422@ = 0 

:DESERT9_14202
if 
  5 > 422@ 
else_jump @DESERT9_14243 
0108: destroy_object 57@(422@,6i) 
422@ += 1 
jump @DESERT9_14202 

:DESERT9_14243
79@ = 1 
0085: 94@ = 40@ // (int) 
94@ += 3000 

:DESERT9_14266
if 
  79@ == 1 
else_jump @DESERT9_14357 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_14357 
00BB: show_text_lowpriority GXT 'DES9_32' time 4000 flag 1  // ~r~You failed to get on the plane.
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
jump @DESERT9_18 

:DESERT9_14357
return 

:DESERT9_14359
008A: $8875 = 40@ // (int) 
0060: $8875 -= $8876 // (int) 
if 
  79@ == 0 
else_jump @DESERT9_14739 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_14424 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_14424
008A: $8876 = 40@ // (int) 
008A: $8875 = 40@ // (int) 
0060: $8875 -= $8876 // (int) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $72 $73 $74 
00A5: 194@ = create_car 592 at 339.9034 2499.805 15.4884 
05EB: assign_car 194@ to_path 134 
06FD: set_car 194@ speed_on_path_to 0.5 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 1977.491 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $72 -30.0 $74 
0338: set_car 194@ visibility 1 
08A4: set_car 194@ extra_parts_angle_to 1.0 
select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 94@ = 40@ // (int) 
94@ += 5300 
205@ = 175.5399 
206@ = 1097.84 
207@ = 1978.912 
208@ = 185.4931 
209@ = 1028.03 
210@ = 1763.16 
198@ = 175.0676 
199@ = 1097.025 
200@ = 1979.246 
201@ = 185.4931 
202@ = 1028.03 
203@ = 1763.16 
79@ = 999 
211@ = 1 

:DESERT9_14739
if 
  211@ == 1 
else_jump @DESERT9_14882 
if 
001D:   40@ > 212@ // (int) 
else_jump @DESERT9_14882 
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_14882 
00AA: store_car 194@ position_to $72 $73 $74 
if 
  6 > 214@ 
else_jump @DESERT9_14844 
020C: create_explosion_with_radius 7 at $72 $73 $74 
jump @DESERT9_14857 

:DESERT9_14844
0565: create_soundless_explosion_at $72 $73 $74 type 7 

:DESERT9_14857
214@ += 1 
0209: 212@ = random_int_in_ranges 100 250 
005A: 212@ += 40@ // (int) 

:DESERT9_14882
if 
   not 77@ == 1 
else_jump @DESERT9_14971 
if 
  213@ == 0 
else_jump @DESERT9_14971 
if 
  $8875 > 4070 
else_jump @DESERT9_14971 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 700.0 
gosub @DESERT9_21984 
213@ = 1 

:DESERT9_14971
if 
  $8875 > 8070 
else_jump @DESERT9_15012 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
jump @DESERT9_18 

:DESERT9_15012
if 
  79@ == 999 
else_jump @DESERT9_15289 
008F: 204@ = integer $8875 to_float 
204@ /= 8070.0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0089: 195@ = $72 // (float) 
0087: 197@ = 204@ // (float) 
197@ *= 7.5 
005D: 197@ += $74 // (float) 
197@ -= 2.5 
0089: 196@ = $73 // (float) 
196@ -= 5.0 
0087: 195@ = 208@ // (float) 
0063: 195@ -= 205@ // (float) 
0087: 196@ = 209@ // (float) 
0063: 196@ -= 206@ // (float) 
0087: 197@ = 210@ // (float) 
0063: 197@ -= 207@ // (float) 
008F: 204@ = integer $8875 to_float 
204@ /= 8070.0 
006B: 195@ *= 204@ // (float) 
006B: 196@ *= 204@ // (float) 
006B: 197@ *= 204@ // (float) 
005B: 195@ += 205@ // (float) 
005B: 196@ += 206@ // (float) 
005B: 197@ += 207@ // (float) 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 5.0 1.5 rotation 0.0 -5.0 -1.5 tilt 0.0 switchstyle 2 
79@ = 1020 

:DESERT9_15289
if 
  79@ == 1020 
else_jump @DESERT9_15318 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:DESERT9_15318
if 
  79@ == 40 
else_jump @DESERT9_15351 
0085: 96@ = 40@ // (int) 
79@ = 41 

:DESERT9_15351
if 
   not 77@ == 1 
else_jump @DESERT9_15458 
if 
  79@ == 41 
else_jump @DESERT9_15458 
008A: $8877 = 40@ // (int) 
0066: $8877 -= 96@ // (int) 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_15458 
79@ = 42 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
gosub @DESERT9_21984 
jump @DESERT9_18 

:DESERT9_15458
if 
  79@ == 1 
else_jump @DESERT9_15693 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_15693 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
select_interior 0 
00A5: 42@ = create_car 592 at 339.9034 2499.805 15.4884 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 42@ to_path 134 
0224: set_car 42@ health_to 350 
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_15641 
06FD: set_car 194@ speed_on_path_to 0.5 
067A: put_camera_on_car 194@ with_offset 15.0 15.0 10.0 point_to_car 42@ tilt 15.0 switchstyle 2 
0338: set_car 194@ visibility 0 

:DESERT9_15641
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
020C: create_explosion_with_radius 7 at 179.0872 1127.109 1959.805 
79@ = 10 
0085: 94@ = 40@ // (int) 
94@ += 80 

:DESERT9_15693
if 
  79@ == 10 
else_jump @DESERT9_15752 
020C: create_explosion_with_radius 7 at 178.0018 1120.319 1963.485 
0085: 94@ = 40@ // (int) 
94@ += 80 
79@ = 11 

:DESERT9_15752
if 
  79@ == 11 
else_jump @DESERT9_15811 
020C: create_explosion_with_radius 7 at 177.9817 1114.131 1967.356 
0085: 94@ = 40@ // (int) 
94@ += 80 
79@ = 12 

:DESERT9_15811
if 
  79@ == 12 
else_jump @DESERT9_15871 
020C: create_explosion_with_radius 7 at 179.386 1109.919 1972.504 
0085: 94@ = 40@ // (int) 
94@ += 3760 
79@ = 3 

:DESERT9_15871
if 
  79@ == 3 
else_jump @DESERT9_15938 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_15938 
79@ = 4 
0085: 94@ = 40@ // (int) 
94@ += 6000 
0662: printstring "ONE" 

:DESERT9_15938
if 
  79@ == 4 
else_jump @DESERT9_15984 
if 
001D:   40@ > 94@ // (int) 
else_jump @DESERT9_15984 
0970: teleport_in_override_restart // 016Eh 
jump @DESERT9_18 

:DESERT9_15984
return 
015F: set_camera_position -189.0987 2493.957 66.7341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -188.1982 2494.105 66.3252 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_16064 

:DESERT9_16064
0085: 65@ = 40@ // (int) 
65@ += 4000 

:DESERT9_16080
wait 0 
if 
  66@ == 0 
else_jump @DESERT9_16151 
if 
001D:   40@ > 65@ // (int) 
else_jump @DESERT9_16151 
fade 0 1000 
0085: 65@ = 40@ // (int) 
65@ += 1000 
66@ = 1 

:DESERT9_16151
if 
  66@ == 1 
else_jump @DESERT9_16239 
if 
001D:   40@ > 65@ // (int) 
else_jump @DESERT9_16239 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 0 
00BB: show_text_lowpriority GXT 'DES9_32' time 5000 flag 1  // ~r~You failed to get on the plane.
gosub @DESERT9_21961 
jump @DESERT9_18 

:DESERT9_16239
jump @DESERT9_16080 
return 

:DESERT9_16248
if 
  215@ == 0 
else_jump @DESERT9_16634 
216@ = 2000 
217@ = 2300 
218@ = 2600 
219@ = 4000 
220@ = 4300 
221@ = 4600 
222@ = 6000 
223@ = 6300 
224@ = 6600 
225@ = 8000 
226@ = 8300 
227@ = 8600 
228@ = 10000 
229@ = 10300 
230@ = 10600 
248@ = 0 
249@ = 1 
250@ = 0 
251@ = 1 
252@ = 0 
253@ = 1 
254@ = 0 
255@ = 1 
256@ = 0 
257@ = 0 
258@ = 1 
259@ = 0 
260@ = 0 
261@ = 1 
262@ = 0 
263@ = 0 

:DESERT9_16498
if 
  15 > 263@ 
else_jump @DESERT9_16627 
0209: 231@ = random_int_in_ranges -500 500 
005A: 216@(263@,15i) += 40@ // (int) 
005A: 216@(263@,15i) += 231@ // (int) 
263@ += 1 
005A: 216@(263@,15i) += 40@ // (int) 
005A: 216@(263@,15i) += 231@ // (int) 
263@ += 1 
005A: 216@(263@,15i) += 40@ // (int) 
005A: 216@(263@,15i) += 231@ // (int) 
263@ += 1 
jump @DESERT9_16498 

:DESERT9_16627
215@ = 1 

:DESERT9_16634
if 
  215@ == 1 
else_jump @DESERT9_17160 
if 
  15 > 232@ 
else_jump @DESERT9_17160 
if 
001D:   40@ > 216@(232@,15i) // (int) 
else_jump @DESERT9_17160 
285@ = 0 

:DESERT9_16700
if 
  15 > 285@ 
else_jump @DESERT9_16818 
if 
03CA:   object 233@(285@,15i) exists 
else_jump @DESERT9_16804 
if 
82CC:   not object 233@(285@,15i) bounding_sphere_visible 
else_jump @DESERT9_16804 
01BB: store_object 233@(285@,15i) position_to $72 $73 $74 
if 
0024:   $72 > $68 // (float) 
else_jump @DESERT9_16804 
0108: destroy_object 233@(285@,15i) 

:DESERT9_16804
285@ += 1 
jump @DESERT9_16700 

:DESERT9_16818
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_16842 
02E3: 267@ = car 42@ speed 

:DESERT9_16842
0087: 265@ = 82@ // (float) 
265@ += 18.538 
266@ = 15.61 
0087: 268@ = 267@ // (float) 
268@ -= 18.0 
268@ *= -1.0 
if 
  248@(232@,15i) == 1 
else_jump @DESERT9_17076 
0208: 269@ = random_float_in_ranges -10.0 10.0 
0107: 233@(232@,15i) = create_object #KB_BARREL at 265@ 83@ 266@ 
0177: set_object 233@(232@,15i) Z_angle_to 90.0 
0392: make_object 233@(232@,15i) moveable 0 
0392: make_object 233@(232@,15i) moveable 1 
0381: throw_object 233@(232@,15i) velocity_in_direction 268@ 269@ 0.0 
0453: set_object 233@(232@,15i) XYZ_rotation 0.0 0.0 0.0 
0087: 159@ = 268@ // (float) 
159@ *= 2.0 
05A1: set_object 233@(232@,15i) rotation_velocity_about_an_axis 0.0 159@ 0.0 through_center_of_body 

:DESERT9_17076
if 
  248@(232@,15i) == 2 
else_jump @DESERT9_17153 
00A5: 264@ = create_car 422 at 265@ 83@ 266@ 
0175: set_car 264@ Z_angle_to 270.0 
04BA: set_car 264@ speed_to 268@ 
07DB: set_car 264@ rotation_velocity_XYZ 0.0 23.0 0.0 through_center_of_mass 

:DESERT9_17153
232@ += 1 

:DESERT9_17160
return 

:DESERT9_17162
if 
  119@ == 0 
else_jump @DESERT9_17628 
119@ = 1 
0085: 120@ = 40@ // (int) 
120@ += 1000 
286@ = 316.465 
290@ = 981.694 
294@ = 1958.96 
287@ = 315.248 
291@ = 981.694 
295@ = 1958.96 
288@ = 316.465 
292@ = 981.909 
296@ = 1959.92 
289@ = 315.248 
293@ = 981.909 
297@ = 1959.92 
298@ = -0.996 
299@ = 0.232 
360@ = 3 
361@ = 4 
362@ = 4 
363@ = 5 
364@ = 6 
365@ = 1 
366@ = 3 
367@ = 3 
368@ = 4 
369@ = 5 
370@ = 2 
371@ = 2 
372@ = 6 
373@ = 6 
374@ = 7 
375@ = 6 
376@ = 6 
377@ = 7 
378@ = 7 
379@ = 8 
380@ = 0 
381@ = 0 
382@ = 300 
383@ = 0 
384@ = 0 
385@ = 0 
386@ = 0 
387@ = 0 
388@ = 0 
389@ = 0 
390@ = 0 
391@ = 0 
392@ = 300 
393@ = 0 
394@ = 300 
395@ = 0 
396@ = 300 
397@ = 0 
398@ = 300 
399@ = 0 

:DESERT9_17628
if 
  119@ == 1 
else_jump @DESERT9_17948 
401@ = 0 
400@ = 0 

:DESERT9_17660
if 
  4 > 400@ 
else_jump @DESERT9_17941 
448@ = 0.0 

:DESERT9_17688
if 
  5.0 > 448@ 
else_jump @DESERT9_17927 
0087: 300@(401@,20f) = 286@(400@,4f) // (float) 
0087: 320@(401@,20f) = 448@ // (float) 
006B: 320@(401@,20f) *= 298@ // (float) 
005B: 320@(401@,20f) += 290@(400@,4f) // (float) 
0087: 340@(401@,20f) = 448@ // (float) 
006B: 340@(401@,20f) *= 299@ // (float) 
005B: 340@(401@,20f) += 294@(400@,4f) // (float) 
0107: 99@(401@,20i) = create_object #KB_BARREL at 300@(401@,20f) 320@(401@,20f) 340@(401@,20f) 
0085: 122@ = 40@ // (int) 
0453: set_object 99@(401@,20i) XYZ_rotation 0.0 13.0 90.0 
0392: make_object 99@(401@,20i) moveable 0 
0392: make_object 99@(401@,20i) moveable 1 
0550: keep_object 99@(401@,20i) in_memory 1 
401@ += 1 
448@ += 1.0 
jump @DESERT9_17688 

:DESERT9_17927
400@ += 1 
jump @DESERT9_17660 

:DESERT9_17941
119@ = 2 

:DESERT9_17948
if 
  119@ == 2 
else_jump @DESERT9_20046 
422@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  447@ == 0 
else_jump @DESERT9_18058 
if 
  990.0 >= $69 
else_jump @DESERT9_18058 
447@ = 1 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_18058 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:DESERT9_18058
if 
  68@ == 0 
else_jump @DESERT9_18129 
if 
  1021.0 > $69 
else_jump @DESERT9_18129 
if 
8118:   not actor 48@ dead 
else_jump @DESERT9_18129 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
68@ = 1 

:DESERT9_18129
if 
  69@ == 0 
else_jump @DESERT9_18200 
if 
  1011.0 > $69 
else_jump @DESERT9_18200 
if 
8118:   not actor 49@ dead 
else_jump @DESERT9_18200 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
69@ = 1 

:DESERT9_18200
if 
  70@ == 0 
else_jump @DESERT9_18271 
if 
  1000.0 > $69 
else_jump @DESERT9_18271 
if 
8118:   not actor 50@ dead 
else_jump @DESERT9_18271 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
70@ = 1 

:DESERT9_18271
if 
  71@ == 0 
else_jump @DESERT9_18342 
if 
  1000.0 > $69 
else_jump @DESERT9_18342 
if 
8118:   not actor 51@ dead 
else_jump @DESERT9_18342 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
71@ = 1 

:DESERT9_18342
if 
  447@ == 0 
else_jump @DESERT9_18540 
if or
  1021.0 > $69 
  443@ == 1 
else_jump @DESERT9_18540 
if 
001D:   40@ > 444@ // (int) 
else_jump @DESERT9_18540 
0085: 444@ = 40@ // (int) 
444@ += 6500 
0085: 445@ = 40@ // (int) 
443@ += 1 
if 
8118:   not actor 52@ dead 
else_jump @DESERT9_18540 
if 
04EE:   animation "AIRPORT" loaded 
else_jump @DESERT9_18529 
0605: actor 52@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
jump @DESERT9_18540 

:DESERT9_18529
04ED: load_animation "AIRPORT" 

:DESERT9_18540
if 
  20 > 422@ 
else_jump @DESERT9_20046 
if 
002D:   443@ >= 360@(422@,20i) // (int) 
else_jump @DESERT9_20032 
if 
  423@(422@,20i) == 0 
else_jump @DESERT9_18702 
0085: 446@ = 445@ // (int) 
005A: 446@ += 380@(422@,20i) // (int) 
if 
001D:   40@ > 446@ // (int) 
else_jump @DESERT9_18702 
423@(422@,20i) = 1 
if 
  422@ == 5 
else_jump @DESERT9_18702 
01BC: put_object 104@ at 315.1264 986.6496 1957.926 
423@(422@,20i) = 6 

:DESERT9_18702
if 
  423@(422@,20i) == 1 
else_jump @DESERT9_18782 
if 
  10 > 422@ 
else_jump @DESERT9_18760 
423@(422@,20i) = 2 
jump @DESERT9_18771 

:DESERT9_18760
423@(422@,20i) = 3 

:DESERT9_18771
0382: set_object 99@(422@,20i) collision_detection 0 

:DESERT9_18782
if 
  423@(422@,20i) == 2 
else_jump @DESERT9_18869 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 981.691 1959.418 speed 0.0 0.183 0.0412 collision_check 0 
else_jump @DESERT9_18869 
423@(422@,20i) = 4 

:DESERT9_18869
if 
  423@(422@,20i) == 3 
else_jump @DESERT9_18956 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 981.909 1960.339 speed 0.0 0.183 0.0412 collision_check 0 
else_jump @DESERT9_18956 
423@(422@,20i) = 5 

:DESERT9_18956
if 
  423@(422@,20i) == 4 
else_jump @DESERT9_19043 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 984.242 1958.532 speed 0.0 0.287 0.1 collision_check 0 
else_jump @DESERT9_19043 
423@(422@,20i) = 5 

:DESERT9_19043
if 
  423@(422@,20i) == 5 
else_jump @DESERT9_19130 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 984.242 1958.532 speed 0.0 0.21 0.162 collision_check 0 
else_jump @DESERT9_19130 
423@(422@,20i) = 6 

:DESERT9_19130
if 
  423@(422@,20i) == 6 
else_jump @DESERT9_19217 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 1027.961 1948.424 speed 0.0 0.244 0.0564 collision_check 0 
else_jump @DESERT9_19217 
423@(422@,20i) = 7 

:DESERT9_19217
if 
  423@(422@,20i) == 7 
else_jump @DESERT9_19304 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 1039.494 1942.693 speed 0.0 0.432 0.2145 collision_check 0 
else_jump @DESERT9_19304 
423@(422@,20i) = 8 

:DESERT9_19304
if 
  423@(422@,20i) == 8 
else_jump @DESERT9_19391 
if 
034E: move_object 99@(422@,20i) to 300@(422@,20f) 1086.909 1908.631 speed 0.0 0.882 0.6645 collision_check 0 
else_jump @DESERT9_19391 
423@(422@,20i) = 9 

:DESERT9_19391
if 
  423@(422@,20i) == 9 
else_jump @DESERT9_19435 
0750: set_object 99@(422@,20i) visibility 0 
423@(422@,20i) = 10 

:DESERT9_19435
if 
001D:   40@ > 121@ // (int) 
else_jump @DESERT9_19669 
if and
   not 2 > 423@(422@,20i) 
   not 423@(422@,20i) >= 8 
else_jump @DESERT9_19669 
01BB: store_object 99@(422@,20i) position_to 300@(422@,20f) 152@ 153@ 
0089: 156@ = $68 // (float) 
0063: 156@ -= 300@(422@,20f) // (float) 
0089: 157@ = $69 // (float) 
0063: 157@ -= 152@ // (float) 
0089: 158@ = $70 // (float) 
0063: 158@ -= 153@ // (float) 
0097: make 156@ absolute_float 
if 
  0.6 > 156@ 
else_jump @DESERT9_19669 
if and
  0.5 > 157@ 
  157@ > 0.0 
else_jump @DESERT9_19669 
if 
  0.6 > 158@ 
else_jump @DESERT9_19669 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0085: 121@ = 40@ // (int) 
121@ += 1500 

:DESERT9_19669
452@ = 0 

:DESERT9_19676
if 
  4 > 452@ 
else_jump @DESERT9_19953 
if 
8118:   not actor 48@(452@,8i) dead 
else_jump @DESERT9_19939 
if and
   not 2 > 423@(422@,20i) 
   not 423@(422@,20i) >= 8 
else_jump @DESERT9_19939 
00A0: store_actor 48@(452@,8i) position_to 449@ 450@ 451@ 
01BB: store_object 99@(422@,20i) position_to 300@(422@,20f) 152@ 153@ 
0087: 156@ = 449@ // (float) 
0063: 156@ -= 300@(422@,20f) // (float) 
0087: 157@ = 450@ // (float) 
0063: 157@ -= 152@ // (float) 
0087: 158@ = 451@ // (float) 
0063: 158@ -= 153@ // (float) 
0097: make 156@ absolute_float 
if 
  0.6 > 156@ 
else_jump @DESERT9_19939 
if and
  0.5 > 157@ 
  157@ > 0.0 
else_jump @DESERT9_19939 
if 
  0.6 > 158@ 
else_jump @DESERT9_19939 
0792: disembark_instantly_actor 48@(452@,8i) 
05BB: AS_actor 48@(452@,8i) fall_down 0 time_on_ground 0 

:DESERT9_19939
452@ += 1 
jump @DESERT9_19676 

:DESERT9_19953
124@(422@,20f) += 20.0 
0453: set_object 99@(422@,20i) XYZ_rotation 0.0 124@(422@,20f) 90.0 
if 
  124@(422@,20f) == 360.0 
else_jump @DESERT9_20032 
124@(422@,20f) = 0.0 

:DESERT9_20032
422@ += 1 
jump @DESERT9_18540 

:DESERT9_20046
return 

:DESERT9_20048
96@ = 0 

:DESERT9_20055
if 
  15 > 96@ 
else_jump @DESERT9_20512 
if 
  470@(96@,15i) == 1 
else_jump @DESERT9_20129 
0085: 455@(96@,15i) = 40@ // (int) 
455@(96@,15i) += 120 
470@(96@,15i) = 2 

:DESERT9_20129
if 
  470@(96@,15i) == 2 
else_jump @DESERT9_20498 
if 
001D:   40@ > 455@(96@,15i) // (int) 
else_jump @DESERT9_20498 
470@(96@,15i) = 3 
0085: 97@ = 96@ // (int) 
97@ -= 1 
0085: 98@ = 96@ // (int) 
98@ += 1 
if 
  0 > 97@ 
else_jump @DESERT9_20240 
97@ = 0 

:DESERT9_20240
if 
  98@ > 14 
else_jump @DESERT9_20265 
98@ = 14 

:DESERT9_20265
if 
  470@(97@,15i) == 0 
else_jump @DESERT9_20298 
470@(97@,15i) = 1 

:DESERT9_20298
if 
  470@(98@,15i) == 0 
else_jump @DESERT9_20331 
470@(98@,15i) = 1 

:DESERT9_20331
0093: 169@ = integer 96@ to_float 
168@ = 5.0 
006B: 168@ *= 169@ // (float) 
167@ = 967.5745 
005B: 167@ += 168@ // (float) 
0087: 168@ = 167@ // (float) 
168@ += 5.0 
if and
0027:   168@ > $69 // (float) 
0026:   $69 > 167@ // (float) 
else_jump @DESERT9_20445 
if 
  $2899 == 0 
else_jump @DESERT9_20445 
77@ = 1 

:DESERT9_20445
167@ += 2.25 
0087: 168@ = 169@ // (float) 
168@ *= -1.19 
168@ += 1962.38 
020C: create_explosion_with_radius 7 at 315.8258 167@ 168@ 

:DESERT9_20498
96@ += 1 
jump @DESERT9_20055 

:DESERT9_20512
if 
  77@ == 1 
else_jump @DESERT9_20571 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
76@ = 7 
79@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 4000 flag 1  // ~r~You were blown up in the plane.

:DESERT9_20571
return 

:DESERT9_20573
if 
   not 485@ == 0 
else_jump @DESERT9_20773 
if 
  486@ == 0 
else_jump @DESERT9_20651 
486@ = 1 
0085: 487@ = 40@ // (int) 
488@ = 0 
0085: 690@ = 487@ // (int) 
005A: 690@ += 489@(488@,10i) // (int) 

:DESERT9_20651
if 
  486@ == 1 
else_jump @DESERT9_20773 
if 
001D:   40@ > 690@ // (int) 
else_jump @DESERT9_20773 
0085: 634@ = 499@(488@,10i) // (int) 
488@ += 1 
509@ -= 1 
if 
  509@ == 0 
else_jump @DESERT9_20753 
485@ = 0 
486@ = 0 
jump @DESERT9_20773 

:DESERT9_20753
0085: 690@ = 487@ // (int) 
005A: 690@ += 489@(488@,10i) // (int) 

:DESERT9_20773
0871: init_jump_table 637@ total_jumps 6 default_jump 0 @DESERT9_21802 jumps 0 @DESERT9_20836 1 @DESERT9_20944 2 @DESERT9_21473 3 @DESERT9_21549 4 @DESERT9_21607 5 @DESERT9_21721 -1 @DESERT9_21802 

:DESERT9_20836
05AA: 512@s = 'DES9_BA' // @s = 'short'  // Ah, what's Toreno up to now?
05AA: 514@s = 'DES9_BB' // @s = 'short'  // I'm feeling a little exposed here!
04AF: 591@ = 13802 // = constant 
04AF: 592@ = 13803 // = constant 
640@ = 0 
641@ = 0 
008B: 680@ = $PLAYER_ACTOR // (int) 
637@ = 1 
03CF: load_wav 591@ as 1 
03CF: load_wav 592@ as 2 
631@ = 1 
632@ = 2 
jump @DESERT9_21802 

:DESERT9_20944
if 
   not 634@ == 0 
else_jump @DESERT9_21466 
if 
001D:   40@ > 638@ // (int) 
else_jump @DESERT9_21466 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @DESERT9_21466 
if 
003B:   631@ == 634@ // (int) 
else_jump @DESERT9_21033 
633@ = 1 
jump @DESERT9_21096 

:DESERT9_21033
if 
003B:   632@ == 634@ // (int) 
else_jump @DESERT9_21066 
633@ = 2 
jump @DESERT9_21096 

:DESERT9_21066
633@ = 1 
0085: 631@ = 634@ // (int) 
040D: unload_wav 1 
03CF: load_wav 590@(634@,40i) as 1 

:DESERT9_21096
if 
03D0:   wav 633@ loaded 
else_jump @DESERT9_21454 
if 
   not 639@(634@,40i) == 0 
else_jump @DESERT9_21227 
0085: 687@ = 639@(634@,40i) // (int) 
0085: 688@ = 679@(687@,7i) // (int) 
if 
8118:   not actor 688@ dead 
else_jump @DESERT9_21227 
0949: link_wav 633@ to_actor 688@ 
if 
894D:   not actor 688@ mutally_active 
else_jump @DESERT9_21220 
686@ = 1 
0967: actor 688@ move_mouth 15000 ms 
jump @DESERT9_21227 

:DESERT9_21220
094E: set_actor 688@ mute_pain_audio 0 

:DESERT9_21227
if 
  639@(634@,40i) == 0 
else_jump @DESERT9_21256 
686@ = 1 

:DESERT9_21256
if 
  686@ == 1 
else_jump @DESERT9_21447 
03D1: play_wav 633@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 510@(634@,40s) time 10000 flag 1 
637@ += 1 
686@ = 0 
634@ += 1 
0085: 635@ = 634@ // (int) 
if 
   not 590@(634@,40i) == 0 
else_jump @DESERT9_21447 
if 
  633@ == 1 
else_jump @DESERT9_21409 
if 
803B:   not  632@ == 634@ // (int) 
else_jump @DESERT9_21402 
03CF: load_wav 590@(634@,40i) as 2 
0085: 632@ = 634@ // (int) 

:DESERT9_21402
jump @DESERT9_21447 

:DESERT9_21409
if 
803B:   not  631@ == 634@ // (int) 
else_jump @DESERT9_21447 
03CF: load_wav 590@(634@,40i) as 1 
0085: 631@ = 634@ // (int) 

:DESERT9_21447
jump @DESERT9_21466 

:DESERT9_21454
03CF: load_wav 590@(634@,40i) as 633@ 

:DESERT9_21466
jump @DESERT9_21802 

:DESERT9_21473
if 
03D2:   wav 633@ ended 
else_jump @DESERT9_21503 
637@ += 1 
jump @DESERT9_21542 

:DESERT9_21503
if 
056D:   actor 688@ defined 
else_jump @DESERT9_21542 
if 
0118:   actor 688@ dead 
else_jump @DESERT9_21542 
637@ += 1 

:DESERT9_21542
jump @DESERT9_21802 

:DESERT9_21549
040D: unload_wav 633@ 
630@(633@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 688@ dead 
else_jump @DESERT9_21593 
0968: actor 688@ stop_mouth 
094F: enable_actor 688@ pain_audio 

:DESERT9_21593
637@ += 1 
jump @DESERT9_21802 

:DESERT9_21607
634@ += 1 
if 
   not 590@(634@,40i) == 0 
else_jump @DESERT9_21660 
03CF: load_wav 590@(634@,40i) as 633@ 
0085: 630@(633@,3i) = 634@ // (int) 

:DESERT9_21660
636@ -= 1 
if 
   not 636@ > 0 
else_jump @DESERT9_21699 
634@ = 0 
jump @DESERT9_21707 

:DESERT9_21699
0085: 634@ = 635@ // (int) 

:DESERT9_21707
637@ = 1 
jump @DESERT9_21802 

:DESERT9_21721
637@ = 1 
634@ = 0 
636@ = 0 
485@ = 0 
509@ = 0 
040D: unload_wav 633@ 
630@(633@,3i) = 0 
00BE: text_clear_all 
if 
8118:   not actor 688@ dead 
else_jump @DESERT9_21795 
094F: enable_actor 688@ pain_audio 

:DESERT9_21795
jump @DESERT9_21802 

:DESERT9_21802
return 

:DESERT9_21804
if 
  179@ == 1 
else_jump @DESERT9_21959 
if 
  692@ == 0 
else_jump @DESERT9_21883 
0085: 691@ = 40@ // (int) 
691@ += 5000 
00BB: show_text_lowpriority GXT 'DES9_A9' time 4000 flag 1  // ~s~The plane is packed with explosives! Be careful firing weapons onboard.
692@ = 1 
0A6F: checkpoint_save 1 

:DESERT9_21883
if 
  692@ == 1 
else_jump @DESERT9_21959 
if 
001D:   40@ > 691@ // (int) 
else_jump @DESERT9_21959 
0085: 691@ = 40@ // (int) 
691@ += 4500 
00BB: show_text_lowpriority GXT 'DES9_A6' time 4500 flag 1  // ~s~You'll need a parachute to get off the plane. One of the crew members will have one.
692@ = 2 

:DESERT9_21959
return 

:DESERT9_21961
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $9636 
return 

:DESERT9_21984
if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
else_jump @DESERT9_22009 
0555: remove_weapon 40 from_actor $PLAYER_ACTOR 

:DESERT9_22009
$592 += 1 
0318: set_latest_mission_passed 'DESERT9'  // Stowaway
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:DESERT9_22069
$3289 = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_22107 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DESERT9_22107
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_22148 
0860: link_actor $PLAYER_ACTOR to_interior 0 
select_interior 0 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DESERT9_22148
0925: restore_camera_to_user_defined 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DESERT9_22195 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22195
07FB: set_interior 'DESHOUS' access 1  // Abandoned AC tower
0249: release_model 445 
0249: release_model 91 
0249: release_model 461 
0249: release_model 592 
0249: release_model 422 
0249: release_model 165 
0249: release_model 352 
0249: release_model 346 
0249: release_model 166 
0249: release_model 364 
0249: release_model 363 
0249: release_model 371 
04EF: release_animation "AIRPORT" 
04EF: release_animation "CARRY" 
0249: release_model 335 
0873: release_path 150 
0873: release_path 152 
0873: release_path 149 
0873: release_path 167 
0873: release_path 168 
0296: unload_special_actor 1 
0873: release_path 149 
422@ = 0 

:DESERT9_22333
if 
  8 > 422@ 
else_jump @DESERT9_22394 
if 
8118:   not actor 48@(422@,8i) dead 
else_jump @DESERT9_22380 
009B: destroy_actor 48@(422@,8i) 

:DESERT9_22380
422@ += 1 
jump @DESERT9_22333 

:DESERT9_22394
422@ = 0 

:DESERT9_22401
if 
  15 > 422@ 
else_jump @DESERT9_22442 
0108: destroy_object 233@(422@,15i) 
422@ += 1 
jump @DESERT9_22401 

:DESERT9_22442
031A: remove_all_fires 
if 
8119:   not car 44@ wrecked 
else_jump @DESERT9_22484 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @DESERT9_22484 
00A6: destroy_car 44@ 

:DESERT9_22484
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_22505 
00A6: destroy_car 194@ 

:DESERT9_22505
if 
8119:   not car 45@ wrecked 
else_jump @DESERT9_22545 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @DESERT9_22545 
00A6: destroy_car 45@ 

:DESERT9_22545
if 
8119:   not car 46@ wrecked 
else_jump @DESERT9_22585 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @DESERT9_22585 
00A6: destroy_car 46@ 

:DESERT9_22585
if 
8119:   not car 42@ wrecked 
else_jump @DESERT9_22606 
00A6: destroy_car 42@ 

:DESERT9_22606
if 
8119:   not car 43@ wrecked 
else_jump @DESERT9_22660 
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT9_22660 
0840: link_car 43@ to_interior 0 
0338: set_car 43@ visibility 1 
01C3: remove_references_to_car 43@ 

:DESERT9_22660
if 
   not 76@ == 9 
else_jump @DESERT9_22706 
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_22699 
00A6: destroy_car 194@ 

:DESERT9_22699
jump @DESERT9_22727 

:DESERT9_22706
if 
8119:   not car 194@ wrecked 
else_jump @DESERT9_22727 
01C3: remove_references_to_car 194@ 

:DESERT9_22727
0650: destroy_particle 182@ 
0164: disable_marker 160@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DESERT9_22760 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_22760
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0164: disable_marker 160@ 
0164: disable_marker 161@ 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
$2897 = 0 
return 

//-------------Mission 81---------------
// Originally: Black Project

:MAF4
thread 'MAF4' 
gosub @MAF4_47 
if 
wasted_or_busted 
else_jump @MAF4_38 
gosub @MAF4_29967 

:MAF4_38
gosub @MAF4_30296 
end_thread 

:MAF4_47
increment_mission_attempts 
wait 0 
054C: use_GXT_table 'DSERT8' 
set_weather 18 
0652: 42@ = integer_stat 21 
if 
  42@ > 600 
else_jump @MAF4_326 
02E4: load_cutscene_data 'D8_ALT' 

:MAF4_105
if 
86B9:   not cutscene_data_loaded 
else_jump @MAF4_129 
wait 0 
jump @MAF4_105 

:MAF4_129
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
fade 1 1000 

:MAF4_162
if 
82E9:   not cutscene_reached_end 
else_jump @MAF4_186 
wait 0 
jump @MAF4_162 

:MAF4_186
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MAF4_199
if 
fading 
else_jump @MAF4_223 
wait 0 
jump @MAF4_199 

:MAF4_223
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
fade 1 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @MAF4_30296 
jump @MAF4_451 

:MAF4_326
0395: clear_area 0 at $603 $604 $605 radius 100.0 
02E4: load_cutscene_data 'DESERT8' 

:MAF4_355
if 
86B9:   not cutscene_data_loaded 
else_jump @MAF4_379 
wait 0 
jump @MAF4_355 

:MAF4_379
02E7: start_cutscene 
fade 1 1000 

:MAF4_388
if 
82E9:   not cutscene_reached_end 
else_jump @MAF4_412 
wait 0 
jump @MAF4_388 

:MAF4_412
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MAF4_427
if 
fading 
else_jump @MAF4_451 
wait 0 
jump @MAF4_427 

:MAF4_451
57@ = 108.51 
64@ = 1917.268 
71@ = 17.63 
78@ = 135.323 
85@ = 1917.776 
92@ = 18.71 
58@ = 180.018 
65@ = 1904.214 
72@ = 17.255 
79@ = 243.707 
86@ = 1903.543 
93@ = 18.639 
59@ = 239.0798 
66@ = 1904.087 
73@ = 16.899 
80@ = 188.371 
87@ = 1905.376 
94@ = 16.825 
60@ = 166.119 
67@ = 1857.384 
74@ = 16.764 
81@ = 276.669 
88@ = 1856.339 
95@ = 16.671 
61@ = 191.28 
68@ = 1822.46 
75@ = 16.83 
82@ = 252.37 
89@ = 1821.89 
96@ = 17.04 
62@ = 138.07 
69@ = 1823.01 
76@ = 16.88 
83@ = 105.1 
90@ = 1867.21 
97@ = 16.97 
63@ = 192.9 
70@ = 1809.56 
77@ = 16.8 
84@ = 144.2 
91@ = 1812.52 
98@ = 16.78 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 

:MAF4_899
if 
  7 > 173@ 
else_jump @MAF4_942 
175@(173@,7i) = 0 
173@ += 1 
jump @MAF4_899 

:MAF4_942
182@ = 0 
183@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
206@ = 0 
211@ = 0 
212@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
0247: load_model 287 
0247: load_model 356 
0247: load_model #A51_SPOTBULB 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBASE 
0247: load_model 483 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
07C0: load_path 340 
07C0: load_path 341 
0247: load_model 335 
0247: load_model 347 
0247: load_model 358 
0247: load_model 369 
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 

:MAF4_1319
if or
8248:   not model 287 available 
8248:   not model 356 available 
8248:   not model #A51_SPOTBULB available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBASE available 
8248:   not model 483 available 
else_jump @MAF4_1371 
wait 0 
jump @MAF4_1319 

:MAF4_1371
if or
823D:   not special_actor 1 loaded 
87C1:   not path 340 available 
87C1:   not path 341 available 
8248:   not model 335 available 
8248:   not model 347 available 
8248:   not model 358 available 
else_jump @MAF4_1422 
wait 0 
jump @MAF4_1371 

:MAF4_1422
if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
8248:   not model 369 available 
83D0:   not wav 1 loaded 
else_jump @MAF4_1461 
wait 0 
jump @MAF4_1422 

:MAF4_1461
0A24: enable_military_zones_wanted_level 1 
0A0B: set_rendering_origin_at_3D_coord 49.8744 1900.289 17.7833 angle 99.0 
060A: create_decision_maker_type 4 store_to 168@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 167@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 169@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 170@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 26 
00A5: 115@ = create_car 483 at 22.4045 1881.61 16.6484 
0175: set_car 115@ Z_angle_to 306.3276 
0229: set_car 115@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 115@ paintjob 0 
01C8: 114@ = create_actor_pedtype 23 model 290 in_car 115@ passenger_seat 0 
060B: set_actor 114@ decision_maker_to 167@ 
036A: put_actor $PLAYER_ACTOR in_car 115@ 
015F: set_camera_position 49.8744 1900.289 17.7833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 48.9571 1899.896 17.8444 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 36.09 1921.04 18.93 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.5112 
03CB: set_rendering_origin_at 106.9 -1923.21 18.35 
0395: clear_area 1 at 82.775 1917.325 17.733 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.1 
03DE: set_pedestrians_density_multiplier_to 0.1 
075B: zoom_radar 75 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
00C0: set_current_time_hours_to 23 minutes_to 30 
40@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0489: set_actor $PLAYER_ACTOR muted 1 
fade 1 1000 
0213: 154@ = create_pickup #BODYARMOUR type 3 at 108.48 1919.29 18.56 
0213: 155@ = create_pickup #HEALTH type 3 at 228.91 1858.65 14.8 
0213: 156@ = create_pickup #BODYARMOUR type 3 at 247.016 1859.22 14.08 
0213: 157@ = create_pickup #HEALTH type 3 at 273.61 1816.32 1.02 
0213: 158@ = create_pickup #BODYARMOUR type 3 at 255.36 1802.007 7.47 
0213: 159@ = create_pickup #BODYARMOUR type 3 at 292.46 1817.89 1.015 
09A6: enable_interior_radar_blips 1 
0108: destroy_object $6561 
0107: 238@ = create_object #DYN_WINE_BIG at 245.968 1862.843 20.0 
035D: set_object 238@ targetable 1 
0382: set_object 238@ collision_detection 0 
08D2: object 238@ scale_model 0.0 
0395: clear_area 0 at 22.4045 1881.61 400.0 radius 400.0 
0110: clear_player $PLAYER_CHAR wanted_level 

:MAF4_2042
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @MAF4_2068 
jump @MAF4_30042 

:MAF4_2068
if 
  5 > 172@ 
else_jump @MAF4_13491 
if 
  172@ == 0 
else_jump @MAF4_2162 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2162 
if 
8118:   not actor 114@ dead 
else_jump @MAF4_2162 
05EB: assign_car 115@ to_path 340 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 114@ 10000 ms 
172@ = 1 

:MAF4_2162
if 
  172@ == 1 
else_jump @MAF4_2263 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2263 
if 
8118:   not actor 114@ dead 
else_jump @MAF4_2263 
if 
860E:   not car 115@ assigned_to_path 
else_jump @MAF4_2263 
184@ = 0 
185@ = 0 
0707: start_scene_skip_to @MAF4_8282 
40@ = 0 
172@ = 2 

:MAF4_2263
if 
  172@ == 2 
else_jump @MAF4_2488 
if 
  40@ > 1000 
else_jump @MAF4_2488 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2488 
if 
8118:   not actor 114@ dead 
else_jump @MAF4_2488 
if 
0448:   actor $PLAYER_ACTOR in_car 115@ 
else_jump @MAF4_2488 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LA' time 3000 flag 1  // Hey, Truth, do we have a plan here?

:MAF4_2371
if 
83D2:   not wav 1 ended 
else_jump @MAF4_2397 
wait 0 
jump @MAF4_2371 

:MAF4_2397
03CF: load_wav 13643 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'TRUX_AS' time 2500 flag 1  // Go, go, go!

:MAF4_2424
if 
83D2:   not wav 2 ended 
else_jump @MAF4_2450 
wait 0 
jump @MAF4_2424 

:MAF4_2450
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2474 
05CD: AS_actor $PLAYER_ACTOR exit_car 115@ 

:MAF4_2474
40@ = 0 
172@ = 3 

:MAF4_2488
if 
  172@ == 3 
else_jump @MAF4_2730 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2730 
if 
8118:   not actor 114@ dead 
else_jump @MAF4_2730 
if 
80DB:   not actor $PLAYER_ACTOR in_car 115@ 
else_jump @MAF4_2730 
if 
03D2:   wav 2 ended 
else_jump @MAF4_2730 
if 
03D0:   wav 1 loaded 
else_jump @MAF4_2730 
if 
00DB:   actor 114@ in_car 115@ 
else_jump @MAF4_2614 
0676: AS_actor 114@ in_car 115@ move_from_passengerseat_to_driverseat 

:MAF4_2614
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2641 
05C0: AS_actor $PLAYER_ACTOR look_at_car 115@ 5000 ms 

:MAF4_2641
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LC' time 2000 flag 1  // HEY! Hold up, dude!

:MAF4_2661
if 
83D2:   not wav 1 ended 
else_jump @MAF4_2687 
wait 0 
jump @MAF4_2661 

:MAF4_2687
wait 350 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_2716 
05EB: assign_car 115@ to_path 341 

:MAF4_2716
40@ = 0 
172@ = 4 

:MAF4_2730
if 
  172@ == 4 
else_jump @MAF4_13491 
if 
  40@ > 4000 
else_jump @MAF4_13491 
06B1: 43@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 57@ 64@ 71@ radius 12.5 
029B: 50@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 43@ to_tower 101@ to_housing 100@ to_bulb 50@ with_offset 0.0 1.181 0.768 
071F: set_object 50@ health_to 5000 
0875: set_object 50@ immune_to_nonplayer 1 
066D: 144@ = attach_particle "SHOOTLIGHT" to_object 50@ with_offset 0.0 1.181 0.768 type 1 
06B1: 44@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 58@ 65@ 72@ radius 10.5 
029B: 51@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 44@ to_tower 103@ to_housing 102@ to_bulb 51@ with_offset 0.0 1.181 0.768 
071F: set_object 51@ health_to 5000 
0875: set_object 51@ immune_to_nonplayer 1 
066D: 145@ = attach_particle "SHOOTLIGHT" to_object 51@ with_offset 0.0 1.181 0.768 type 1 
06B1: 45@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 59@ 66@ 73@ radius 10.5 
029B: 52@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 45@ to_tower 105@ to_housing 104@ to_bulb 52@ with_offset 0.0 1.181 0.768 
071F: set_object 52@ health_to 5000 
0875: set_object 52@ immune_to_nonplayer 1 
066D: 146@ = attach_particle "SHOOTLIGHT" to_object 52@ with_offset 0.0 1.181 0.768 type 1 
06B1: 46@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 60@ 67@ 74@ radius 10.5 
029B: 53@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 106@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 107@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 46@ to_tower 107@ to_housing 106@ to_bulb 53@ with_offset 0.0 1.181 0.768 
071F: set_object 53@ health_to 5000 
0875: set_object 53@ immune_to_nonplayer 1 
066D: 147@ = attach_particle "SHOOTLIGHT" to_object 53@ with_offset 0.0 1.181 0.768 type 1 
06B1: 47@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 61@ 68@ 75@ radius 10.5 
029B: 54@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 108@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 109@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 47@ to_tower 109@ to_housing 108@ to_bulb 54@ with_offset 0.0 1.181 0.768 
071F: set_object 54@ health_to 5000 
0875: set_object 54@ immune_to_nonplayer 1 
066D: 148@ = attach_particle "SHOOTLIGHT" to_object 54@ with_offset 0.0 1.181 0.768 type 1 
06B1: 48@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 62@ 69@ 76@ radius 10.5 
029B: 55@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 110@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 111@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 48@ to_tower 111@ to_housing 110@ to_bulb 55@ with_offset 0.0 1.181 0.768 
071F: set_object 55@ health_to 5000 
0875: set_object 55@ immune_to_nonplayer 1 
066D: 149@ = attach_particle "SHOOTLIGHT" to_object 55@ with_offset 0.0 1.181 0.768 type 1 
06B1: 49@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 63@ 70@ 77@ radius 10.5 
029B: 56@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 112@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 113@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 49@ to_tower 113@ to_housing 112@ to_bulb 56@ with_offset 0.0 1.181 0.768 
071F: set_object 56@ health_to 5000 
0875: set_object 56@ immune_to_nonplayer 1 
066D: 150@ = attach_particle "SHOOTLIGHT" to_object 56@ with_offset 0.0 1.181 0.768 type 1 
gosub @MAF4_29734 
186@ = 1 
009A: 117@ = create_actor_pedtype 24 model 287 at 112.39 1931.193 17.77 
060B: set_actor 117@ decision_maker_to 168@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 20.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model 287 at 125.135 1916.59 17.9 
060B: set_actor 118@ decision_maker_to 168@ 
01B2: give_actor 118@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model 287 at 131.37 1821.139 16.6 
060B: set_actor 119@ decision_maker_to 168@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model 287 at 163.458 1824.58 17.64 
0173: set_actor 120@ Z_angle_to 180.123 
060B: set_actor 120@ decision_maker_to 168@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model 287 at 189.91 1916.399 16.64 
060B: set_actor 121@ decision_maker_to 168@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model 287 at 191.535 1809.588 16.641 
060B: set_actor 122@ decision_maker_to 168@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model 287 at 195.36 1872.92 16.64 
060B: set_actor 123@ decision_maker_to 168@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 20.0 peds_to_scan 1 
009A: 124@ = create_actor_pedtype 24 model 287 at 108.673 1886.18 17.04 
060B: set_actor 124@ decision_maker_to 168@ 
01B2: give_actor 124@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 124@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
02E2: set_actor 124@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 124@ radius 30.0 peds_to_scan 1 
009A: 125@ = create_actor_pedtype 24 model 287 at 173.671 1886.841 19.9 
060B: set_actor 125@ decision_maker_to 168@ 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
02E2: set_actor 125@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 125@ radius 30.0 peds_to_scan 1 
009A: 126@ = create_actor_pedtype 24 model 287 at 249.99 1874.78 19.6 
060B: set_actor 126@ decision_maker_to 168@ 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
02E2: set_actor 126@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 126@ radius 30.0 peds_to_scan 1 
009A: 127@ = create_actor_pedtype 24 model 287 at 224.26 1916.79 16.64 
060B: set_actor 127@ decision_maker_to 168@ 
01B2: give_actor 127@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 127@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 127@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
02E2: set_actor 127@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 127@ radius 30.0 peds_to_scan 1 
009A: 128@ = create_actor_pedtype 24 model 287 at 209.07 1833.63 16.64 
0173: set_actor 128@ Z_angle_to 346.579 
060B: set_actor 128@ decision_maker_to 168@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 200.0 // float 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
02E2: set_actor 128@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 128@ radius 30.0 peds_to_scan 1 
009A: 129@ = create_actor_pedtype 24 model 287 at 268.027 1862.269 17.64 
060B: set_actor 129@ decision_maker_to 168@ 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 129@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 129@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
02E2: set_actor 129@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 129@ radius 30.0 peds_to_scan 1 
009A: 130@ = create_actor_pedtype 24 model 287 at 221.16 1858.28 20.63 
060B: set_actor 130@ decision_maker_to 168@ 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 130@ weapon_accuracy_to 90 
0648: unknown_actor 130@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 130@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
02E2: set_actor 130@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 130@ radius 30.0 peds_to_scan 1 
009A: 131@ = create_actor_pedtype 24 model 287 at 218.45 1820.78 16.64 
060B: set_actor 131@ decision_maker_to 168@ 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 131@ weapon_accuracy_to 90 
0648: unknown_actor 131@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 131@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 227@ = create_marker_above_actor 131@ 
07BF: set_marker 227@ tracking_blip 1 
018B: set_marker 227@ radar_mode 2 
02E2: set_actor 131@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 131@ radius 30.0 peds_to_scan 1 
fade 0 100 

:MAF4_6788
if 
fading 
else_jump @MAF4_6812 
wait 0 
jump @MAF4_6788 

:MAF4_6812
015F: set_camera_position 312.659 1806.521 26.272 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 311.7959 1807.022 26.2183 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 312.659 1806.521 26.272 angle 60.2 
fade 1 100 
00BC: show_text_highpriority GXT 'DST8_1' time 7000 flag 1  // ~s~The Truth wants you to gain entry to the Area 69 research lab and bring back to him the Black Project that is being developed inside.
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
40@ = 0 

:MAF4_6944
if 
  7000 > 40@ 
else_jump @MAF4_6974 
wait 0 
jump @MAF4_6944 

:MAF4_6974
00BC: show_text_highpriority GXT 'DST8_18' time 8000 flag 1  // ~s~The easiest way into the Area 69 bunker complex is through the blast doors. To open these go to the ~y~control tower~s~.
015F: set_camera_position 232.5476 1911.022 34.7955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 231.9904 1910.261 34.4617 switchstyle 2 
40@ = 0 

:MAF4_7048
if 
  4000 > 40@ 
else_jump @MAF4_7078 
wait 0 
jump @MAF4_7048 

:MAF4_7078
015F: set_camera_position 183.9385 1801.77 29.0751 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 184.8011 1802.215 28.8356 switchstyle 2 
40@ = 0 

:MAF4_7136
if 
  4000 > 40@ 
else_jump @MAF4_7166 
wait 0 
jump @MAF4_7136 

:MAF4_7166
015F: set_camera_position 120.4534 1943.522 29.8174 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 120.5729 1942.533 29.7278 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_19' time 4000 flag 1  // ~s~There are searchlights sweeping the area. Observe their routine and plan your route around them.
00BB: show_text_lowpriority GXT 'DST8_47' time 4000 flag 1  // ~s~If you stay in a searchlight for too long or shoot more than 2 out you will be spotted.
00BB: show_text_lowpriority GXT 'DST8_48' time 4000 flag 1  // ~s~The blast doors will go on lockdown, and an alternative route inside will then have to be found.
40@ = 0 

:MAF4_7272
if 
  12000 > 40@ 
else_jump @MAF4_7302 
wait 0 
jump @MAF4_7272 

:MAF4_7302
009A: 132@ = create_actor_pedtype 26 model 287 at 103.9055 1900.535 24.4985 
060B: set_actor 132@ decision_maker_to 167@ 
0173: set_actor 132@ Z_angle_to 6.0802 
01B2: give_actor 132@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 132@ stay_put 1 
0223: set_actor 132@ health_to 10 
0187: 228@ = create_marker_above_actor 132@ 
07BF: set_marker 228@ tracking_blip 1 
018B: set_marker 228@ radar_mode 2 
060B: set_actor 132@ decision_maker_to 170@ 
009A: 133@ = create_actor_pedtype 26 model 287 at 113.3839 1814.261 24.4985 
060B: set_actor 133@ decision_maker_to 167@ 
0173: set_actor 133@ Z_angle_to 5.0273 
01B2: give_actor 133@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 133@ stay_put 1 
0223: set_actor 133@ health_to 10 
0187: 229@ = create_marker_above_actor 133@ 
07BF: set_marker 229@ tracking_blip 1 
018B: set_marker 229@ radar_mode 2 
060B: set_actor 133@ decision_maker_to 170@ 
009A: 134@ = create_actor_pedtype 26 model 287 at 165.6023 1850.07 24.4985 
060B: set_actor 134@ decision_maker_to 167@ 
0173: set_actor 134@ Z_angle_to 5.0273 
01B2: give_actor 134@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 134@ stay_put 1 
0223: set_actor 134@ health_to 10 
0187: 230@ = create_marker_above_actor 134@ 
07BF: set_marker 230@ tracking_blip 1 
018B: set_marker 230@ radar_mode 2 
060B: set_actor 134@ decision_maker_to 170@ 
009A: 135@ = create_actor_pedtype 26 model 287 at 261.8728 1807.938 24.4985 
060B: set_actor 135@ decision_maker_to 167@ 
0173: set_actor 135@ Z_angle_to 5.0273 
01B2: give_actor 135@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 135@ stay_put 1 
0223: set_actor 135@ health_to 10 
0187: 231@ = create_marker_above_actor 135@ 
07BF: set_marker 231@ tracking_blip 1 
018B: set_marker 231@ radar_mode 2 
060B: set_actor 135@ decision_maker_to 170@ 
009A: 136@ = create_actor_pedtype 26 model 287 at 267.1389 1895.485 24.4985 
060B: set_actor 136@ decision_maker_to 167@ 
0173: set_actor 136@ Z_angle_to 119.7683 
01B2: give_actor 136@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 136@ stay_put 1 
0223: set_actor 136@ health_to 10 
0187: 232@ = create_marker_above_actor 136@ 
07BF: set_marker 232@ tracking_blip 1 
018B: set_marker 232@ radar_mode 2 
060B: set_actor 136@ decision_maker_to 170@ 
009A: 137@ = create_actor_pedtype 26 model 287 at 161.9575 1933.342 24.4985 
060B: set_actor 137@ decision_maker_to 167@ 
0173: set_actor 137@ Z_angle_to 119.7683 
01B2: give_actor 137@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 137@ stay_put 1 
0223: set_actor 137@ health_to 10 
0187: 233@ = create_marker_above_actor 137@ 
07BF: set_marker 233@ tracking_blip 1 
018B: set_marker 233@ radar_mode 2 
060B: set_actor 137@ decision_maker_to 170@ 
009A: 138@ = create_actor_pedtype 26 model 287 at 233.6724 1934.623 24.4985 
060B: set_actor 138@ decision_maker_to 167@ 
0173: set_actor 138@ Z_angle_to 119.7683 
01B2: give_actor 138@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 138@ stay_put 1 
0223: set_actor 138@ health_to 10 
0187: 234@ = create_marker_above_actor 138@ 
07BF: set_marker 234@ tracking_blip 1 
018B: set_marker 234@ radar_mode 2 
060B: set_actor 138@ decision_maker_to 170@ 
015F: set_camera_position 113.0058 1934.089 18.245 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 113.0995 1933.112 18.4334 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_21' time 5000 flag 1  // ~s~There are also several military personnel patrolling the area. Use the thermal goggles that The Truth gave you to help you see them in the dark.
40@ = 0 

:MAF4_8055
if 
  5000 > 40@ 
else_jump @MAF4_8085 
wait 0 
jump @MAF4_8055 

:MAF4_8085
015F: set_camera_position 112.0028 1893.846 19.5192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 111.2033 1894.447 19.5192 switchstyle 2 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
0936: set_camera 112.0028 1893.846 19.5192 position_to 112.0028 1893.846 35.5192 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'DST8_22' time 6500 flag 1  // You can use stealth to avoid patrols or climb to the top of a control tower and use your sniper rifle to take them out.
40@ = 0 

:MAF4_8202
if 
  6500 > 40@ 
else_jump @MAF4_8232 
wait 0 
jump @MAF4_8202 

:MAF4_8232
185@ = 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 
184@ = 1 

:MAF4_8282
0701: end_scene_skip 
if 
  184@ == 0 
else_jump @MAF4_13329 
fade 0 250 
00BE: text_clear_all 

:MAF4_8311
if 
fading 
else_jump @MAF4_8335 
wait 0 
jump @MAF4_8311 

:MAF4_8335
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_8372 
if 
060E:   car 115@ assigned_to_path 
else_jump @MAF4_8372 
05EC: release_car 115@ from_path 

:MAF4_8372
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MAF4_8418 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 

:MAF4_8418
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
009B: destroy_actor 114@ 
00A6: destroy_car 115@ 
0296: unload_special_actor 1 
0249: release_model 483 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
if 
  185@ == 0 
else_jump @MAF4_8538 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 

:MAF4_8538
if 
  186@ == 0 
else_jump @MAF4_9886 
06B1: 43@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 57@ 64@ 71@ radius 12.5 
029B: 50@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 43@ to_tower 101@ to_housing 100@ to_bulb 50@ with_offset 0.0 1.181 0.768 
071F: set_object 50@ health_to 5000 
0875: set_object 50@ immune_to_nonplayer 1 
066D: 144@ = attach_particle "SHOOTLIGHT" to_object 50@ with_offset 0.0 1.181 0.768 type 1 
06B1: 44@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 58@ 65@ 72@ radius 10.5 
029B: 51@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 44@ to_tower 103@ to_housing 102@ to_bulb 51@ with_offset 0.0 1.181 0.768 
071F: set_object 51@ health_to 5000 
0875: set_object 51@ immune_to_nonplayer 1 
066D: 145@ = attach_particle "SHOOTLIGHT" to_object 51@ with_offset 0.0 1.181 0.768 type 1 
06B1: 45@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 59@ 66@ 73@ radius 10.5 
029B: 52@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 45@ to_tower 105@ to_housing 104@ to_bulb 52@ with_offset 0.0 1.181 0.768 
071F: set_object 52@ health_to 5000 
0875: set_object 52@ immune_to_nonplayer 1 
066D: 146@ = attach_particle "SHOOTLIGHT" to_object 52@ with_offset 0.0 1.181 0.768 type 1 
06B1: 46@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 60@ 67@ 74@ radius 10.5 
029B: 53@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 106@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 107@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 46@ to_tower 107@ to_housing 106@ to_bulb 53@ with_offset 0.0 1.181 0.768 
071F: set_object 53@ health_to 5000 
0875: set_object 53@ immune_to_nonplayer 1 
066D: 147@ = attach_particle "SHOOTLIGHT" to_object 53@ with_offset 0.0 1.181 0.768 type 1 
06B1: 47@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 61@ 68@ 75@ radius 10.5 
029B: 54@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 108@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 109@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 47@ to_tower 109@ to_housing 108@ to_bulb 54@ with_offset 0.0 1.181 0.768 
071F: set_object 54@ health_to 5000 
0875: set_object 54@ immune_to_nonplayer 1 
066D: 148@ = attach_particle "SHOOTLIGHT" to_object 54@ with_offset 0.0 1.181 0.768 type 1 
06B1: 48@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 62@ 69@ 76@ radius 10.5 
029B: 55@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 110@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 111@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 48@ to_tower 111@ to_housing 110@ to_bulb 55@ with_offset 0.0 1.181 0.768 
071F: set_object 55@ health_to 5000 
0875: set_object 55@ immune_to_nonplayer 1 
066D: 149@ = attach_particle "SHOOTLIGHT" to_object 55@ with_offset 0.0 1.181 0.768 type 1 
06B1: 49@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 63@ 70@ 77@ radius 10.5 
029B: 56@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 112@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 113@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 49@ to_tower 113@ to_housing 112@ to_bulb 56@ with_offset 0.0 1.181 0.768 
071F: set_object 56@ health_to 5000 
0875: set_object 56@ immune_to_nonplayer 1 
066D: 150@ = attach_particle "SHOOTLIGHT" to_object 56@ with_offset 0.0 1.181 0.768 type 1 
gosub @MAF4_29734 

:MAF4_9886
173@ = 0 

:MAF4_9893
if 
  22 > 173@ 
else_jump @MAF4_9943 
009B: destroy_actor 117@(173@,22i) 
0164: disable_marker 213@(173@,22i) 
173@ += 1 
jump @MAF4_9893 

:MAF4_9943
009A: 117@ = create_actor_pedtype 24 model 287 at 112.39 1931.193 17.77 
060B: set_actor 117@ decision_maker_to 168@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 20.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model 287 at 125.135 1916.59 17.9 
060B: set_actor 118@ decision_maker_to 168@ 
01B2: give_actor 118@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model 287 at 131.37 1821.139 16.6 
060B: set_actor 119@ decision_maker_to 168@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model 287 at 163.458 1824.58 17.64 
0173: set_actor 120@ Z_angle_to 180.123 
060B: set_actor 120@ decision_maker_to 168@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model 287 at 189.91 1916.399 16.64 
060B: set_actor 121@ decision_maker_to 168@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model 287 at 191.535 1809.588 16.641 
060B: set_actor 122@ decision_maker_to 168@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model 287 at 195.36 1872.92 16.64 
060B: set_actor 123@ decision_maker_to 168@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 20.0 peds_to_scan 1 
009A: 124@ = create_actor_pedtype 24 model 287 at 108.673 1886.18 17.04 
060B: set_actor 124@ decision_maker_to 168@ 
01B2: give_actor 124@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 124@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
02E2: set_actor 124@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 124@ radius 30.0 peds_to_scan 1 
009A: 125@ = create_actor_pedtype 24 model 287 at 173.671 1886.841 19.9 
060B: set_actor 125@ decision_maker_to 168@ 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
02E2: set_actor 125@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 125@ radius 30.0 peds_to_scan 1 
009A: 126@ = create_actor_pedtype 24 model 287 at 249.99 1874.78 19.6 
060B: set_actor 126@ decision_maker_to 168@ 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
02E2: set_actor 126@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 126@ radius 30.0 peds_to_scan 1 
009A: 127@ = create_actor_pedtype 24 model 287 at 224.26 1916.79 16.64 
060B: set_actor 127@ decision_maker_to 168@ 
01B2: give_actor 127@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 127@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 127@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
02E2: set_actor 127@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 127@ radius 30.0 peds_to_scan 1 
009A: 128@ = create_actor_pedtype 24 model 287 at 209.07 1833.63 16.64 
0173: set_actor 128@ Z_angle_to 346.579 
060B: set_actor 128@ decision_maker_to 168@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 200.0 // float 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
02E2: set_actor 128@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 128@ radius 30.0 peds_to_scan 1 
009A: 129@ = create_actor_pedtype 24 model 287 at 268.027 1862.269 17.64 
060B: set_actor 129@ decision_maker_to 168@ 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 129@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 129@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
02E2: set_actor 129@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 129@ radius 30.0 peds_to_scan 1 
009A: 130@ = create_actor_pedtype 24 model 287 at 221.16 1858.28 20.63 
060B: set_actor 130@ decision_maker_to 168@ 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 130@ weapon_accuracy_to 90 
0648: unknown_actor 130@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 130@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
02E2: set_actor 130@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 130@ radius 30.0 peds_to_scan 1 
009A: 131@ = create_actor_pedtype 24 model 287 at 218.45 1820.78 16.64 
060B: set_actor 131@ decision_maker_to 168@ 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 131@ weapon_accuracy_to 90 
0648: unknown_actor 131@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 131@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 227@ = create_marker_above_actor 131@ 
07BF: set_marker 227@ tracking_blip 1 
018B: set_marker 227@ radar_mode 2 
02E2: set_actor 131@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 131@ radius 30.0 peds_to_scan 1 
009A: 132@ = create_actor_pedtype 26 model 287 at 103.9055 1900.535 24.4985 
060B: set_actor 132@ decision_maker_to 167@ 
0173: set_actor 132@ Z_angle_to 6.0802 
01B2: give_actor 132@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 132@ stay_put 1 
0223: set_actor 132@ health_to 10 
0187: 228@ = create_marker_above_actor 132@ 
07BF: set_marker 228@ tracking_blip 1 
018B: set_marker 228@ radar_mode 2 
060B: set_actor 132@ decision_maker_to 170@ 
009A: 133@ = create_actor_pedtype 26 model 287 at 113.3839 1814.261 24.4985 
060B: set_actor 133@ decision_maker_to 167@ 
0173: set_actor 133@ Z_angle_to 5.0273 
01B2: give_actor 133@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 133@ stay_put 1 
0223: set_actor 133@ health_to 10 
0187: 229@ = create_marker_above_actor 133@ 
07BF: set_marker 229@ tracking_blip 1 
018B: set_marker 229@ radar_mode 2 
060B: set_actor 133@ decision_maker_to 170@ 
009A: 134@ = create_actor_pedtype 26 model 287 at 165.6023 1850.07 24.4985 
060B: set_actor 134@ decision_maker_to 167@ 
0173: set_actor 134@ Z_angle_to 5.0273 
01B2: give_actor 134@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 134@ stay_put 1 
0223: set_actor 134@ health_to 10 
0187: 230@ = create_marker_above_actor 134@ 
07BF: set_marker 230@ tracking_blip 1 
018B: set_marker 230@ radar_mode 2 
060B: set_actor 134@ decision_maker_to 170@ 
009A: 135@ = create_actor_pedtype 26 model 287 at 261.8728 1807.938 24.4985 
060B: set_actor 135@ decision_maker_to 167@ 
0173: set_actor 135@ Z_angle_to 5.0273 
01B2: give_actor 135@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 135@ stay_put 1 
0223: set_actor 135@ health_to 10 
0187: 231@ = create_marker_above_actor 135@ 
07BF: set_marker 231@ tracking_blip 1 
018B: set_marker 231@ radar_mode 2 
060B: set_actor 135@ decision_maker_to 170@ 
009A: 136@ = create_actor_pedtype 26 model 287 at 267.1389 1895.485 24.4985 
060B: set_actor 136@ decision_maker_to 167@ 
0173: set_actor 136@ Z_angle_to 119.7683 
01B2: give_actor 136@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 136@ stay_put 1 
0223: set_actor 136@ health_to 10 
0187: 232@ = create_marker_above_actor 136@ 
07BF: set_marker 232@ tracking_blip 1 
018B: set_marker 232@ radar_mode 2 
060B: set_actor 136@ decision_maker_to 170@ 
009A: 137@ = create_actor_pedtype 26 model 287 at 161.9575 1933.342 24.4985 
060B: set_actor 137@ decision_maker_to 167@ 
0173: set_actor 137@ Z_angle_to 119.7683 
01B2: give_actor 137@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 137@ stay_put 1 
0223: set_actor 137@ health_to 10 
0187: 233@ = create_marker_above_actor 137@ 
07BF: set_marker 233@ tracking_blip 1 
018B: set_marker 233@ radar_mode 2 
060B: set_actor 137@ decision_maker_to 170@ 
009A: 138@ = create_actor_pedtype 26 model 287 at 233.6724 1934.623 24.4985 
060B: set_actor 138@ decision_maker_to 167@ 
0173: set_actor 138@ Z_angle_to 119.7683 
01B2: give_actor 138@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 138@ stay_put 1 
0223: set_actor 138@ health_to 10 
0187: 234@ = create_marker_above_actor 138@ 
07BF: set_marker 234@ tracking_blip 1 
018B: set_marker 234@ radar_mode 2 
060B: set_actor 138@ decision_maker_to 170@ 
0A0B: set_rendering_origin_at_3D_coord 69.91 1916.007 16.648 angle 273.4 
fade 1 250 

:MAF4_13329
0792: disembark_instantly_actor $PLAYER_ACTOR 
00C0: set_current_time_hours_to 21 minutes_to 30 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_13398 
if 
060E:   car 115@ assigned_to_path 
else_jump @MAF4_13398 
05EC: release_car 115@ from_path 

:MAF4_13398
009B: destroy_actor 114@ 
00A6: destroy_car 115@ 
0296: unload_special_actor 1 
0249: release_model 483 
018A: 235@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_38' time 5000 flag 1  // ~s~You must gain entry to the research labs before sunrise at 0530 hours.
00BB: show_text_lowpriority GXT 'DST8_7' time 5000 flag 1  // ~s~Open the blast doors by activating the switch in the ~y~control tower~s~.
040D: unload_wav 2 
03CF: load_wav 13600 as 2 
172@ = 5 
0A6F: checkpoint_save 99 

:MAF4_13491
if 
  172@ == 5 
else_jump @MAF4_19183 
if 
  200@ == 0 
else_jump @MAF4_13563 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 45 
else_jump @MAF4_13563 
03E5: show_text_box 'DST8_37'  // When goggles are selected, tap ~m~~widget_attack~ to toggle thermal vision on and off.
200@ = 1 

:MAF4_13563
if 
  203@ == 0 
else_jump @MAF4_13756 
00BF: 142@ = current_time_hours, 143@ = current_time_minutes 
if 
  142@ == 5 
else_jump @MAF4_13756 
if 
  143@ > 29 
else_jump @MAF4_13756 
fade 0 500 
201@ = 1 

:MAF4_13639
if 
fading 
else_jump @MAF4_13663 
wait 0 
jump @MAF4_13639 

:MAF4_13663
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
fade 1 500 
00BC: show_text_highpriority GXT 'DST8_41' time 5000 flag 1  // ~r~You had to break into the Area 69 research lab while undercover of night. Next time be quicker!

:MAF4_13718
if 
fading 
else_jump @MAF4_13742 
wait 0 
jump @MAF4_13718 

:MAF4_13742
jump @MAF4_29967 
203@ = 1 

:MAF4_13756
if 
  201@ == 0 
else_jump @MAF4_14085 
if 
  202@ == 0 
else_jump @MAF4_13853 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
else_jump @MAF4_13853 
00BC: show_text_highpriority GXT 'DST8_39' time 5000 flag 1  // ~s~You are venturing too far away from Area 69. If you go any further the mission will be failed!
202@ = 1 

:MAF4_13853
if 
  202@ == 1 
else_jump @MAF4_14085 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
else_jump @MAF4_13923 
202@ = 0 
jump @MAF4_14085 

:MAF4_13923
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 36.9 1961.82 cornerB 319.56 1760.29 
else_jump @MAF4_14085 
fade 0 500 

:MAF4_13968
if 
fading 
else_jump @MAF4_13992 
wait 0 
jump @MAF4_13968 

:MAF4_13992
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
fade 1 500 
00BC: show_text_highpriority GXT 'DST8_40' time 5000 flag 1  // ~r~You are too far away from Area 69!

:MAF4_14047
if 
fading 
else_jump @MAF4_14071 
wait 0 
jump @MAF4_14047 

:MAF4_14071
jump @MAF4_29967 
202@ = 2 

:MAF4_14085
if 
  3 > 183@ 
else_jump @MAF4_14928 
if 
  2 > 183@ 
else_jump @MAF4_14921 
if 
  190@ == 0 
else_jump @MAF4_14194 
if 
0102:   actor $PLAYER_ACTOR in_sphere 211.604 1811.091 20.8 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot 
else_jump @MAF4_14194 
190@ = 1 

:MAF4_14194
if 
  190@ == 1 
else_jump @MAF4_14921 
if 
  187@ == 0 
else_jump @MAF4_14305 
0164: disable_marker 235@ 
018A: 235@ = create_checkpoint_at 214.0 1872.0 12.14 
00BC: show_text_highpriority GXT 'DST8_8' time 5000 flag 1  // ~s~The ~y~blast doors ~s~have been opened, you have limited amount of time to get through them before they shut again!
41@ = 0 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
187@ = 1 

:MAF4_14305
if 
  187@ == 1 
else_jump @MAF4_14469 
if 
  188@ == 0 
else_jump @MAF4_14396 
if 
034E: move_object $4054 to 219.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_14396 
188@ = 1 

:MAF4_14396
if 
  189@ == 0 
else_jump @MAF4_14469 
if 
034E: move_object $4055 to 207.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_14469 
189@ = 1 

:MAF4_14469
if 
  187@ == 1 
else_jump @MAF4_14550 
if 
  188@ == 1 
else_jump @MAF4_14550 
if 
  189@ == 1 
else_jump @MAF4_14550 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
187@ = 2 

:MAF4_14550
if 
  187@ == 2 
else_jump @MAF4_14614 
if 
  41@ > 30000 
else_jump @MAF4_14614 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
187@ = 3 

:MAF4_14614
if 
  187@ == 3 
else_jump @MAF4_14778 
if 
  188@ == 1 
else_jump @MAF4_14705 
if 
034E: move_object $4054 to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_14705 
188@ = 0 

:MAF4_14705
if 
  189@ == 1 
else_jump @MAF4_14778 
if 
034E: move_object $4055 to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_14778 
189@ = 0 

:MAF4_14778
if 
  187@ == 3 
else_jump @MAF4_14921 
if 
  188@ == 0 
else_jump @MAF4_14921 
if 
  189@ == 0 
else_jump @MAF4_14921 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
0164: disable_marker 235@ 
018A: 235@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_9' time 5000 flag 1  // ~s~The blast doors have shut make your way back to the ~y~control tower ~s~to open them again.
187@ = 0 
188@ = 0 
188@ = 0 
190@ = 0 

:MAF4_14921
jump @MAF4_15074 

:MAF4_14928
if 
  188@ == 5 
else_jump @MAF4_15001 
if 
034E: move_object $4054 to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_15001 
188@ = 6 

:MAF4_15001
if 
  189@ == 5 
else_jump @MAF4_15074 
if 
034E: move_object $4055 to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
else_jump @MAF4_15074 
189@ = 6 

:MAF4_15074
if 
  199@ == 0 
else_jump @MAF4_15217 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
else_jump @MAF4_15217 
173@ = 0 

:MAF4_15147
if 
  7 > 173@ 
else_jump @MAF4_15210 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_15196 
0A02: set_searchlight 43@(173@,7i) lights_through_obstacles 0 

:MAF4_15196
173@ += 1 
jump @MAF4_15147 

:MAF4_15210
199@ = 1 

:MAF4_15217
if 
  199@ == 1 
else_jump @MAF4_15360 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
else_jump @MAF4_15360 
173@ = 0 

:MAF4_15290
if 
  7 > 173@ 
else_jump @MAF4_15353 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_15339 
0A02: set_searchlight 43@(173@,7i) lights_through_obstacles 1 

:MAF4_15339
173@ += 1 
jump @MAF4_15290 

:MAF4_15353
199@ = 0 

:MAF4_15360
173@ = 0 

:MAF4_15367
if 
  7 > 173@ 
else_jump @MAF4_15528 
if 
  175@(173@,7i) == 0 
else_jump @MAF4_15514 
if 
03CA:   object 50@(173@,7i) exists 
else_jump @MAF4_15514 
071E: get_object 50@(173@,7i) health_to 99@ 
if 
  5000 > 99@ 
else_jump @MAF4_15514 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_15514 
06B2: destroy_searchlight 43@(173@,7i) 
064F: remove_references_to_particle 144@(173@,7i) 
182@ += 1 
175@(173@,7i) = 1 

:MAF4_15514
173@ += 1 
jump @MAF4_15367 

:MAF4_15528
if 
  183@ == 0 
else_jump @MAF4_15670 
173@ = 0 

:MAF4_15553
if and
  7 > 173@ 
  183@ == 0 
else_jump @MAF4_15670 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_15656 
if 
06B7:   searchlight 43@(173@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @MAF4_15656 
206@ = 1 
207@ = 0 
gosub @MAF4_29851 
40@ = 0 
183@ = 1 

:MAF4_15656
173@ += 1 
jump @MAF4_15553 

:MAF4_15670
if 
  183@ == 1 
else_jump @MAF4_15842 
if 
  40@ > 10000 
else_jump @MAF4_15842 
173@ = 0 
183@ = 0 

:MAF4_15721
if 
  7 > 173@ 
else_jump @MAF4_15803 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_15789 
if 
06B7:   searchlight 43@(173@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @MAF4_15789 
183@ = 2 

:MAF4_15789
173@ += 1 
jump @MAF4_15721 

:MAF4_15803
if 
  183@ == 0 
else_jump @MAF4_15842 
206@ = 2 
209@ = 0 
gosub @MAF4_29734 

:MAF4_15842
if and
  182@ > 2 
  2 > 183@ 
else_jump @MAF4_15874 
183@ = 2 

:MAF4_15874
if 
  183@ == 2 
else_jump @MAF4_16037 
0164: disable_marker 235@ 
206@ = 3 
204@ = 0 
018A: 235@ = create_checkpoint_at 246.0 1862.64 19.89 
173@ = 15 

:MAF4_15938
if 
  22 > 173@ 
else_jump @MAF4_16009 
if 
8118:   not actor 117@(173@,22i) dead 
else_jump @MAF4_15995 
0085: 161@ = 117@(173@,22i) // (int) 
gosub @MAF4_29929 

:MAF4_15995
173@ += 1 
jump @MAF4_15938 

:MAF4_16009
gosub @MAF4_29851 
188@ = 5 
189@ = 5 
183@ = 3 

:MAF4_16037
173@ = 0 

:MAF4_16044
if 
  22 > 173@ 
else_jump @MAF4_16134 
if 
0118:   actor 117@(173@,22i) dead 
else_jump @MAF4_16120 
if 
075C:   marker 213@(173@,22i) enabled 
else_jump @MAF4_16120 
0164: disable_marker 213@(173@,22i) 
01C2: remove_references_to_actor 117@(173@,22i) // Like turning an actor into a random pedestrian 

:MAF4_16120
173@ += 1 
jump @MAF4_16044 

:MAF4_16134
if 
  183@ == 3 
else_jump @MAF4_16233 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 246.0 1862.64 radius 5.0 5.0 
else_jump @MAF4_16233 
03E5: show_text_box 'DST8_10'  // Damage the ~y~vent grate ~w~and drop into it to gain entry.
0164: disable_marker 235@ 
018A: 235@ = create_checkpoint_at 224.99 1859.18 12.31 
183@ = 4 

:MAF4_16233
gosub @MAF4_29586 
if 
  206@ == 1 
else_jump @MAF4_16449 
if 
  207@ == 0 
else_jump @MAF4_16449 
if 
  205@ == 0 
else_jump @MAF4_16449 
if 
  208@ > 1 
else_jump @MAF4_16341 
04AF: 164@ = 13604 // = constant 
05AA: 165@s = 'DES8_BD' // @s = 'short'  // Code Blue! Searchlights set to tracking mode!
gosub @MAF4_29544 

:MAF4_16341
if 
  208@ == 1 
else_jump @MAF4_16395 
04AF: 164@ = 13602 // = constant 
05AA: 165@s = 'DES8_BB' // @s = 'short'  // Code Blue! Set the Searchlight perimeter to tracking mode!
gosub @MAF4_29544 
208@ += 1 

:MAF4_16395
if 
  208@ == 0 
else_jump @MAF4_16449 
04AF: 164@ = 13601 // = constant 
05AA: 165@s = 'DES8_BA' // @s = 'short'  // Possible intruder sighted. Condition Blue! Set searchlights to tracking mode!
gosub @MAF4_29544 
208@ += 1 

:MAF4_16449
if 
  206@ == 2 
else_jump @MAF4_16658 
if 
  209@ == 0 
else_jump @MAF4_16658 
if 
  205@ == 0 
else_jump @MAF4_16658 
if 
  210@ > 1 
else_jump @MAF4_16550 
04AF: 164@ = 13607 // = constant 
05AA: 165@s = 'DES8_CC' // @s = 'short'  // Perimeter is secure. Standing down from Code Blue!
gosub @MAF4_29544 

:MAF4_16550
if 
  210@ == 1 
else_jump @MAF4_16604 
04AF: 164@ = 13606 // = constant 
05AA: 165@s = 'DES8_CB' // @s = 'short'  // No further sign of intrusion. Stand down, repeat, stand down!
gosub @MAF4_29544 
210@ += 1 

:MAF4_16604
if 
  210@ == 0 
else_jump @MAF4_16658 
04AF: 164@ = 13605 // = constant 
05AA: 165@s = 'DES8_CA' // @s = 'short'  // Sighting unconfirmed. Stand down from Condition Blue!
gosub @MAF4_29544 
210@ += 1 

:MAF4_16658
if 
  206@ == 3 
else_jump @MAF4_16912 
if 
  204@ == 0 
else_jump @MAF4_16741 
if 
  205@ == 0 
else_jump @MAF4_16741 
04AF: 164@ = 13611 // = constant 
05AA: 165@s = 'DES8_DC' // @s = 'short'  // This is a code red! All personnel adopt intruder protocols!
gosub @MAF4_29544 

:MAF4_16741
if 
  204@ == 1 
else_jump @MAF4_16806 
if 
  205@ == 0 
else_jump @MAF4_16806 
04AF: 164@ = 13617 // = constant 
05AA: 165@s = 'DES8_EE' // @s = 'short'  // All towers are cleared to use lethal force, repeat, lethal force!
gosub @MAF4_29544 

:MAF4_16806
if 
  204@ == 2 
else_jump @MAF4_16871 
if 
  205@ == 0 
else_jump @MAF4_16871 
04AF: 164@ = 13616 // = constant 
05AA: 165@s = 'DES8_ED' // @s = 'short'  // Lock down protocols initiated! Blast doors and security tower isolated!
gosub @MAF4_29544 

:MAF4_16871
if 
  204@ == 3 
else_jump @MAF4_16912 
00BC: show_text_highpriority GXT 'DST8_14' time 7000 flag 1  // ~s~The control tower has been disabled you must now find another way in. There is a ~y~vent~s~ that goes into the Area 69 interior.
204@ = 4 

:MAF4_16912
if 
  191@ == 0 
else_jump @MAF4_19183 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 207.917 1874.33 10.0 cornerB 2224.917 1868.78 14.6 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 224.99 1859.18 12.31 radius 8.0 8.0 2.0 on_foot 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 201.99 1874.7 12.3 cornerB 225.47 1851.43 14.31 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 226.38 1872.33 12.93 radius 4.0 4.0 3.5 on_foot 
else_jump @MAF4_19183 
fade 0 250 
040D: unload_wav 1 
00BE: text_clear_all 

:MAF4_17102
if 
fading 
else_jump @MAF4_17126 
wait 0 
jump @MAF4_17102 

:MAF4_17126
0108: destroy_object $6561 
0107: $6561 = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $6561 XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $6561 
0108: destroy_object 238@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model 483 
0296: unload_special_actor 1 
0873: release_path 340 
0873: release_path 341 
0249: release_model 335 
0249: release_model 347 
0247: load_model 583 
0247: load_model 70 
0247: load_model 468 
038B: load_requested_models 

:MAF4_17254
if or
8248:   not model 583 available 
8248:   not model 70 available 
8248:   not model 468 available 
else_jump @MAF4_17290 
wait 0 
jump @MAF4_17254 

:MAF4_17290
00BE: text_clear_all 
173@ = 0 

:MAF4_17299
if 
  7 > 173@ 
else_jump @MAF4_17349 
06B2: destroy_searchlight 43@(173@,7i) 
0108: destroy_object 50@(173@,7i) 
173@ += 1 
jump @MAF4_17299 

:MAF4_17349
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0108: destroy_object 108@ 
0108: destroy_object 109@ 
0108: destroy_object 110@ 
0108: destroy_object 111@ 
0108: destroy_object 112@ 
0108: destroy_object 113@ 
173@ = 0 

:MAF4_17426
if 
  22 > 173@ 
else_jump @MAF4_17476 
009B: destroy_actor 117@(173@,22i) 
0164: disable_marker 213@(173@,22i) 
173@ += 1 
jump @MAF4_17426 

:MAF4_17476
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 225.0 1859.0 radius 5.0 5.0 
else_jump @MAF4_17551 
00A1: put_actor $PLAYER_ACTOR at 224.44 1859.34 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.82 
jump @MAF4_17581 

:MAF4_17551
00A1: put_actor $PLAYER_ACTOR at 214.14 1872.388 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.68 

:MAF4_17581
0108: destroy_object $4054 
0108: destroy_object $4055 
029B: $4054 = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $4054 Z_angle_to 0.0 
029B: $4055 = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $4055 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4054 
01C7: remove_object_from_mission_cleanup_list $4055 
0164: disable_marker 235@ 
009A: 118@ = create_actor_pedtype 24 model 287 at 248.128 1860.732 8.76 
0173: set_actor 118@ Z_angle_to 266.82 
060B: set_actor 118@ decision_maker_to 168@ 
01B2: give_actor 118@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 5.0 // float 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
0605: actor 118@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 214@ tracking_blip 1 
009A: 119@ = create_actor_pedtype 24 model 287 at 245.1791 1879.571 10.4609 
0173: set_actor 119@ Z_angle_to 266.1505 
060B: set_actor 119@ decision_maker_to 168@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 5.0 // float 
02E2: set_actor 119@ weapon_accuracy_to 80 
0187: 215@ = create_marker_above_actor 119@ 
018B: set_marker 215@ radar_mode 2 
0605: actor 119@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 215@ tracking_blip 1 
009A: 120@ = create_actor_pedtype 24 model 287 at 245.1999 1863.952 7.5618 
0173: set_actor 120@ Z_angle_to 175.5655 
060B: set_actor 120@ decision_maker_to 168@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 5.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
018B: set_marker 216@ radar_mode 2 
07BF: set_marker 216@ tracking_blip 1 
009A: 121@ = create_actor_pedtype 24 model 287 at 261.9116 1870.728 7.7578 
060B: set_actor 121@ decision_maker_to 168@ 
0173: set_actor 121@ Z_angle_to 186.0656 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
018B: set_marker 217@ radar_mode 2 
07BF: set_marker 217@ tracking_blip 1 
00A5: 140@ = create_car 583 at 241.0877 1843.951 7.7578 
0175: set_car 140@ Z_angle_to 268.7216 
009A: 122@ = create_actor_pedtype 24 model 287 at 243.0288 1846.451 7.765 
060B: set_actor 122@ decision_maker_to 168@ 
0223: set_actor 122@ health_to 10 
0173: set_actor 122@ Z_angle_to 270.7867 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 122@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
018B: set_marker 218@ radar_mode 2 
07BF: set_marker 218@ tracking_blip 1 
018A: 236@ = create_checkpoint_at 267.015 1862.51 7.76 
07BF: set_marker 236@ tracking_blip 1 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
03CB: set_rendering_origin_at 248.83 1827.63 7.46 
0A0B: set_rendering_origin_at_3D_coord 282.28 1814.04 7.54 angle 326.0 
fade 1 500 
075B: zoom_radar 100 
009A: 139@ = create_actor_pedtype 24 model 287 at 248.925 1832.315 6.55 
0173: set_actor 139@ Z_angle_to 1.5 
01B2: give_actor 139@ weapon 31 ammo 9999 // Load the weapon model before using this 
0605: actor 139@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0707: start_scene_skip_to @MAF4_19079 
015F: set_camera_position 278.6251 1812.837 4.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 279.2745 1813.558 5.0711 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_42' time 5000 flag 1  // ~s~Make your way through Area 69 to the research lab which will give you access to the black project.
40@ = 0 

:MAF4_18687
if 
  5000 > 40@ 
else_jump @MAF4_18717 
wait 0 
jump @MAF4_18687 

:MAF4_18717
0A0B: set_rendering_origin_at_3D_coord 255.93 1838.05 7.73 angle 142.0 
015F: set_camera_position 252.5037 1836.242 8.5554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 252.0391 1835.363 8.4453 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_43' time 8000 flag 1  // ~s~There are several military personnel on patrol throughout the installation.
40@ = 0 

:MAF4_18813
if 
  4000 > 40@ 
else_jump @MAF4_18843 
wait 0 
jump @MAF4_18813 

:MAF4_18843
03CB: set_rendering_origin_at 249.6 1869.03 11.0 
015F: set_camera_position 262.0718 1869.727 13.162 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 261.4835 1868.997 12.8154 switchstyle 2 
40@ = 0 

:MAF4_18918
if 
  4000 > 40@ 
else_jump @MAF4_18948 
wait 0 
jump @MAF4_18918 

:MAF4_18948
0A0B: set_rendering_origin_at_3D_coord 223.75 1822.57 7.51 angle 68.0 
015F: set_camera_position 217.0121 1822.658 6.4205 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 216.015 1822.672 6.4959 switchstyle 2 
009B: destroy_actor 139@ 
00BC: show_text_highpriority GXT 'DST8_44' time 5000 flag 1  // ~s~The control room will allow you to deactivate some of Area 69's exterior defenses, which will aid your escape.
40@ = 0 

:MAF4_19049
if 
  5000 > 40@ 
else_jump @MAF4_19079 
wait 0 
jump @MAF4_19049 

:MAF4_19079
0701: end_scene_skip 
009B: destroy_actor 139@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DST8_45' time 5000 flag 1  // ~s~Go and find the ~g~'black project'~s~.
097A: play_audio_at 0.0 0.0 0.0 event 1005 
41@ = 0 
211@ = 1 
204@ = 0 
205@ = 0 
172@ = 6 
191@ = 1 
0A6F: checkpoint_save 99 

:MAF4_19183
if 
  191@ == 1 
else_jump @MAF4_26705 
if 
  211@ == 1 
else_jump @MAF4_19245 
if 
  41@ > 5000 
else_jump @MAF4_19245 
211@ = 2 

:MAF4_19245
if 
  211@ == 2 
else_jump @MAF4_20775 
gosub @MAF4_29586 
if 
  3 > 192@ 
else_jump @MAF4_20608 
if 
  204@ == 0 
else_jump @MAF4_19353 
if 
  205@ == 0 
else_jump @MAF4_19353 
04AF: 164@ = 13620 // = constant 
05AA: 165@s = 'DES8_FB' // @s = 'short'  // Installation personnel please be aware we are at Condition Red. This is not a drill!
gosub @MAF4_29544 

:MAF4_19353
if 
  204@ == 1 
else_jump @MAF4_19425 
if 
  205@ == 0 
else_jump @MAF4_19425 
04AF: 164@ = 13621 // = constant 
05AA: 165@s = 'DES8_FC' // @s = 'short'  // This facility has been breached, all security personnel head to the research labs now!
gosub @MAF4_29544 
41@ = 0 

:MAF4_19425
if 
  41@ > 10000 
else_jump @MAF4_19516 
if 
  204@ == 2 
else_jump @MAF4_19516 
if 
  205@ == 0 
else_jump @MAF4_19516 
04AF: 164@ = 13625 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19516
if 
  41@ > 7500 
else_jump @MAF4_19607 
if 
  204@ == 3 
else_jump @MAF4_19607 
if 
  205@ == 0 
else_jump @MAF4_19607 
04AF: 164@ = 13626 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19607
if 
  41@ > 5500 
else_jump @MAF4_19698 
if 
  204@ == 4 
else_jump @MAF4_19698 
if 
  205@ == 0 
else_jump @MAF4_19698 
04AF: 164@ = 13631 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19698
if 
  41@ > 8000 
else_jump @MAF4_19789 
if 
  204@ == 5 
else_jump @MAF4_19789 
if 
  205@ == 0 
else_jump @MAF4_19789 
04AF: 164@ = 13622 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19789
if 
  41@ > 12000 
else_jump @MAF4_19880 
if 
  204@ == 6 
else_jump @MAF4_19880 
if 
  205@ == 0 
else_jump @MAF4_19880 
04AF: 164@ = 13632 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19880
if 
  41@ > 12500 
else_jump @MAF4_19971 
if 
  204@ == 7 
else_jump @MAF4_19971 
if 
  205@ == 0 
else_jump @MAF4_19971 
04AF: 164@ = 13628 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_19971
if 
  41@ > 12000 
else_jump @MAF4_20062 
if 
  204@ == 8 
else_jump @MAF4_20062 
if 
  205@ == 0 
else_jump @MAF4_20062 
04AF: 164@ = 13624 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20062
if 
  41@ > 25000 
else_jump @MAF4_20153 
if 
  204@ == 9 
else_jump @MAF4_20153 
if 
  205@ == 0 
else_jump @MAF4_20153 
04AF: 164@ = 13633 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20153
if 
  41@ > 15000 
else_jump @MAF4_20244 
if 
  204@ == 10 
else_jump @MAF4_20244 
if 
  205@ == 0 
else_jump @MAF4_20244 
04AF: 164@ = 13634 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20244
if 
  41@ > 20000 
else_jump @MAF4_20335 
if 
  204@ == 11 
else_jump @MAF4_20335 
if 
  205@ == 0 
else_jump @MAF4_20335 
04AF: 164@ = 13627 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20335
if 
  41@ > 15000 
else_jump @MAF4_20426 
if 
  204@ == 12 
else_jump @MAF4_20426 
if 
  205@ == 0 
else_jump @MAF4_20426 
04AF: 164@ = 13635 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20426
if 
  41@ > 10000 
else_jump @MAF4_20517 
if 
  204@ == 13 
else_jump @MAF4_20517 
if 
  205@ == 0 
else_jump @MAF4_20517 
04AF: 164@ = 13623 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20517
if 
  41@ > 12000 
else_jump @MAF4_20608 
if 
  204@ == 14 
else_jump @MAF4_20608 
if 
  205@ == 0 
else_jump @MAF4_20608 
04AF: 164@ = 13629 // = constant 
05AA: 165@s = 'DUMMY' // @s = 'short' 
gosub @MAF4_29544 
41@ = 0 

:MAF4_20608
if 
  195@ == 2 
else_jump @MAF4_20775 
if 
  204@ == 0 
else_jump @MAF4_20710 
if 
  41@ > 2000 
else_jump @MAF4_20710 
if 
  205@ == 0 
else_jump @MAF4_20710 
04AF: 164@ = 13636 // = constant 
05AA: 165@s = 'DST8_34' // @s = 'short'  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
gosub @MAF4_29544 

:MAF4_20710
if 
  204@ == 1 
else_jump @MAF4_20775 
if 
  205@ == 0 
else_jump @MAF4_20775 
04AF: 164@ = 13637 // = constant 
05AA: 165@s = 'DES8_HB' // @s = 'short'  // Intruder has penetrated the project! All military personnel to the launch bay IMMEDIATELY!
gosub @MAF4_29544 

:MAF4_20775
if 
  192@ == 0 
else_jump @MAF4_21937 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 266.53 1849.53 8.0 cornerB 237.01 1837.55 10.52 
else_jump @MAF4_21937 
009A: 123@ = create_actor_pedtype 24 model 287 at 248.5208 1806.681 6.5619 
060B: set_actor 123@ decision_maker_to 168@ 
0173: set_actor 123@ Z_angle_to 359.2584 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 123@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
07BF: set_marker 219@ tracking_blip 1 
009A: 124@ = create_actor_pedtype 24 model 287 at 254.1943 1835.365 3.7175 
0173: set_actor 124@ Z_angle_to 271.2598 
060B: set_actor 124@ decision_maker_to 168@ 
01B2: give_actor 124@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 5.0 // float 
0187: 220@ = create_marker_above_actor 124@ 
018B: set_marker 220@ radar_mode 2 
0605: actor 124@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 
07BF: set_marker 220@ tracking_blip 1 
02E2: set_actor 124@ weapon_accuracy_to 80 
009A: 125@ = create_actor_pedtype 24 model 287 at 249.41 1825.84 4.7 
060B: set_actor 125@ decision_maker_to 168@ 
0173: set_actor 125@ Z_angle_to 180.5658 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 221@ = create_marker_above_actor 125@ 
018B: set_marker 221@ radar_mode 2 
07BF: set_marker 221@ tracking_blip 1 
009A: 126@ = create_actor_pedtype 24 model 287 at 236.5669 1813.103 6.4213 
060B: set_actor 126@ decision_maker_to 168@ 
0173: set_actor 126@ Z_angle_to 167.7513 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 222@ = create_marker_above_actor 126@ 
018B: set_marker 222@ radar_mode 2 
07BF: set_marker 222@ tracking_blip 1 
009A: 128@ = create_actor_pedtype 24 model 287 at 284.416 1816.59 3.8 
060B: set_actor 128@ decision_maker_to 168@ 
0173: set_actor 128@ Z_angle_to 83.92 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 128@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 224@ = create_marker_above_actor 128@ 
018B: set_marker 224@ radar_mode 2 
07BF: set_marker 224@ tracking_blip 1 
009A: 129@ = create_actor_pedtype 24 model 70 at 245.3671 1830.29 6.5547 
0173: set_actor 129@ Z_angle_to 178.5107 
060B: set_actor 129@ decision_maker_to 169@ 
0223: set_actor 129@ health_to 10 
0605: actor 129@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 130@ = create_actor_pedtype 24 model 70 at 213.3669 1825.511 5.4141 
0173: set_actor 130@ Z_angle_to 67.6565 
060B: set_actor 130@ decision_maker_to 169@ 
0223: set_actor 130@ health_to 10 
0605: actor 130@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 131@ = create_actor_pedtype 24 model 70 at 214.1768 1818.739 5.4216 
0173: set_actor 131@ Z_angle_to 113.5239 
060B: set_actor 131@ decision_maker_to 169@ 
0223: set_actor 131@ health_to 10 
0605: actor 131@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
192@ = 1 

:MAF4_21937
if 
  192@ == 1 
else_jump @MAF4_22822 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 301.6813 1821.801 7.1396 cornerB 272.5243 1826.948 10.3607 
else_jump @MAF4_22822 
009A: 132@ = create_actor_pedtype 24 model 287 at 280.7216 1840.162 6.7266 
060B: set_actor 132@ decision_maker_to 168@ 
0173: set_actor 132@ Z_angle_to 262.0249 
01B2: give_actor 132@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 132@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 132@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 228@ = create_marker_above_actor 132@ 
018B: set_marker 228@ radar_mode 2 
02E2: set_actor 132@ weapon_accuracy_to 80 
07BF: set_marker 228@ tracking_blip 1 
009A: 133@ = create_actor_pedtype 24 model 287 at 301.3004 1839.902 6.7266 
060B: set_actor 133@ decision_maker_to 168@ 
0173: set_actor 133@ Z_angle_to 91.0904 
01B2: give_actor 133@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 133@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 133@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 229@ = create_marker_above_actor 133@ 
02E2: set_actor 133@ weapon_accuracy_to 80 
018B: set_marker 229@ radar_mode 2 
07BF: set_marker 229@ tracking_blip 1 
009A: 134@ = create_actor_pedtype 24 model 287 at 329.3857 1855.295 6.8357 
060B: set_actor 134@ decision_maker_to 168@ 
0173: set_actor 134@ Z_angle_to 272.6715 
01B2: give_actor 134@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 134@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 134@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 230@ = create_marker_above_actor 134@ 
018B: set_marker 230@ radar_mode 2 
02E2: set_actor 134@ weapon_accuracy_to 80 
07BF: set_marker 230@ tracking_blip 1 
009A: 135@ = create_actor_pedtype 24 model 287 at 298.3582 1856.054 6.8281 
060B: set_actor 135@ decision_maker_to 168@ 
0173: set_actor 135@ Z_angle_to 167.8933 
01B2: give_actor 135@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 135@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 135@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 231@ = create_marker_above_actor 135@ 
018B: set_marker 231@ radar_mode 2 
02E2: set_actor 135@ weapon_accuracy_to 80 
07BF: set_marker 231@ tracking_blip 1 
009A: 136@ = create_actor_pedtype 24 model 287 at 313.7065 1845.551 6.7341 
0173: set_actor 136@ Z_angle_to 2.8719 
060B: set_actor 136@ decision_maker_to 168@ 
01B2: give_actor 136@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 136@ task_set 5.0 // float 
0187: 232@ = create_marker_above_actor 136@ 
018B: set_marker 232@ radar_mode 2 
02E2: set_actor 136@ weapon_accuracy_to 80 
07BF: set_marker 232@ tracking_blip 1 
029B: 151@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
01C7: remove_object_from_mission_cleanup_list 151@ 
09CA: set_object 151@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
192@ = 2 

:MAF4_22822
if 
  193@ == 0 
else_jump @MAF4_22950 
if 
0102:   actor $PLAYER_ACTOR in_sphere 212.93 1822.82 5.41 radius 1.0 1.0 3.0 sphere 1 stopped_on_foot 
else_jump @MAF4_22950 
40@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.24 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
193@ = 1 

:MAF4_22950
if 
  193@ == 1 
else_jump @MAF4_23026 
if 
  40@ > 500 
else_jump @MAF4_23026 
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'DES8_21' time 4000 flag 1  // SAM site disabled
07A8: enable_area69_sam 0 
01B4: set_player $PLAYER_CHAR can_move 1 
193@ = 2 

:MAF4_23026
173@ = 0 

:MAF4_23033
if 
  22 > 173@ 
else_jump @MAF4_23123 
if 
0118:   actor 117@(173@,22i) dead 
else_jump @MAF4_23109 
if 
075C:   marker 213@(173@,22i) enabled 
else_jump @MAF4_23109 
0164: disable_marker 213@(173@,22i) 
01C2: remove_references_to_actor 117@(173@,22i) // Like turning an actor into a random pedestrian 

:MAF4_23109
173@ += 1 
jump @MAF4_23033 

:MAF4_23123
if 
  192@ == 2 
else_jump @MAF4_23306 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287.0 1870.0 9.0 radius 6.0 6.0 6.0 
else_jump @MAF4_23306 
00BC: show_text_highpriority GXT 'DST8_46' time 5000 flag 1  // ~s~The ~y~door~s~ to the launch bay where the black project is being stored is locked. Find a keycard to access it.
009A: 141@ = create_actor_pedtype 24 model 70 at 276.57 1854.53 7.75 
0173: set_actor 141@ Z_angle_to 175.15 
060B: set_actor 141@ decision_maker_to 167@ 
0223: set_actor 141@ health_to 10 
0638: AS_actor 141@ stay_put 1 
0605: actor 141@ perform_animation "ATM" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 
194@ = 1 
192@ = 3 

:MAF4_23306
if 
  194@ == 1 
else_jump @MAF4_23596 
if 
8118:   not actor 141@ dead 
else_jump @MAF4_23541 
if or
051A:   actor 141@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 141@ 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
else_jump @MAF4_23534 
05C4: AS_actor 141@ hands_up 20000 ms 
if 
03D0:   wav 2 loaded 
else_jump @MAF4_23471 
0949: link_wav 2 to_actor 141@ 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_AA' time 2000 flag 1  // Please, no more violence! Take my pass card and go!

:MAF4_23471
0213: 153@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
060B: set_actor 141@ decision_maker_to 169@ 
03DC: 237@ = create_marker_above_pickup 153@ 
00BB: show_text_lowpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
194@ = 2 

:MAF4_23534
jump @MAF4_23596 

:MAF4_23541
0213: 153@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
03DC: 237@ = create_marker_above_pickup 153@ 
00BC: show_text_highpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
194@ = 2 

:MAF4_23596
if 
  194@ == 2 
else_jump @MAF4_23698 
if 
0118:   actor 141@ dead 
else_jump @MAF4_23670 
if 
  212@ == 0 
else_jump @MAF4_23670 
040D: unload_wav 2 
03D5: remove_text 'DST8_25'  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
212@ = 1 

:MAF4_23670
if 
0214:   pickup 153@ picked_up 
else_jump @MAF4_23698 
0164: disable_marker 237@ 
194@ = 3 

:MAF4_23698
if 
  192@ == 3 
else_jump @MAF4_23867 
if 
0102:   actor $PLAYER_ACTOR in_sphere 267.015 1862.51 7.76 radius 1.0 1.0 5.0 sphere 1 stopped_on_foot 
else_jump @MAF4_23867 
if 
  194@ == 3 
else_jump @MAF4_23851 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.3 
40@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
192@ = 4 
jump @MAF4_23867 

:MAF4_23851
00BC: show_text_highpriority GXT 'DST8_24' time 5000 flag 1  // ~s~You need to get a keycard to open this door.

:MAF4_23867
if 
  192@ == 4 
else_jump @MAF4_25101 
if 
03CA:   object 151@ exists 
else_jump @MAF4_25101 
if 
  40@ > 500 
else_jump @MAF4_25101 
195@ = 1 
if 
03CA:   object 151@ exists 
else_jump @MAF4_23951 
097B: play_audio_at_object 151@ event 1035 

:MAF4_23951
009B: destroy_actor 123@ 
009B: destroy_actor 126@ 
009B: destroy_actor 129@ 
009B: destroy_actor 130@ 
009B: destroy_actor 131@ 
009B: destroy_actor 118@ 
009B: destroy_actor 119@ 
009B: destroy_actor 120@ 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 123@ = create_actor_pedtype 24 model 287 at 261.5664 1891.85 7.4446 
060B: set_actor 123@ decision_maker_to 167@ 
0173: set_actor 123@ Z_angle_to 212.7731 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
0223: set_actor 123@ health_to 150 
02E2: set_actor 123@ weapon_accuracy_to 80 
0187: 219@ = create_marker_above_actor 123@ 
018B: set_marker 219@ radar_mode 2 
07BF: set_marker 219@ tracking_blip 1 
0085: 161@ = 123@ // (int) 
gosub @MAF4_29929 
009A: 126@ = create_actor_pedtype 24 model 287 at 268.4905 1890.074 4.875 
060B: set_actor 126@ decision_maker_to 167@ 
0173: set_actor 126@ Z_angle_to 176.3921 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 150 
02E2: set_actor 126@ weapon_accuracy_to 30 
0187: 222@ = create_marker_above_actor 126@ 
018B: set_marker 222@ radar_mode 2 
07BF: set_marker 222@ tracking_blip 1 
0085: 161@ = 126@ // (int) 
gosub @MAF4_29929 
009A: 130@ = create_actor_pedtype 24 model 287 at 274.3991 1880.725 -1.3518 
060B: set_actor 130@ decision_maker_to 167@ 
0173: set_actor 130@ Z_angle_to 65.8577 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 150 
02E2: set_actor 130@ weapon_accuracy_to 80 
0187: 226@ = create_marker_above_actor 130@ 
018B: set_marker 226@ radar_mode 2 
07BF: set_marker 226@ tracking_blip 1 
0085: 161@ = 130@ // (int) 
gosub @MAF4_29929 
009A: 131@ = create_actor_pedtype 24 model 287 at 268.9641 1878.019 -4.5078 
060B: set_actor 131@ decision_maker_to 167@ 
0173: set_actor 131@ Z_angle_to 352.3847 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 131@ stay_put 1 
0223: set_actor 131@ health_to 150 
02E2: set_actor 131@ weapon_accuracy_to 40 
0187: 227@ = create_marker_above_actor 131@ 
018B: set_marker 227@ radar_mode 2 
07BF: set_marker 227@ tracking_blip 1 
0085: 161@ = 131@ // (int) 
gosub @MAF4_29929 
009A: 118@ = create_actor_pedtype 24 model 287 at 262.9983 1883.624 -9.2031 
060B: set_actor 118@ decision_maker_to 167@ 
0173: set_actor 118@ Z_angle_to 259.5976 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 100 
02E2: set_actor 118@ weapon_accuracy_to 80 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
07BF: set_marker 214@ tracking_blip 1 
0085: 161@ = 118@ // (int) 
gosub @MAF4_29929 
009A: 119@ = create_actor_pedtype 24 model 287 at 268.0892 1889.709 -13.8984 
060B: set_actor 119@ decision_maker_to 167@ 
0173: set_actor 119@ Z_angle_to 197.1955 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
0223: set_actor 119@ health_to 150 
02E2: set_actor 119@ weapon_accuracy_to 25 
0187: 215@ = create_marker_above_actor 119@ 
018B: set_marker 215@ radar_mode 2 
07BF: set_marker 215@ tracking_blip 1 
0085: 161@ = 119@ // (int) 
gosub @MAF4_29929 
009A: 120@ = create_actor_pedtype 24 model 287 at 274.8945 1884.525 -18.5859 
060B: set_actor 120@ decision_maker_to 167@ 
0173: set_actor 120@ Z_angle_to 117.7696 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
0223: set_actor 120@ health_to 120 
02E2: set_actor 120@ weapon_accuracy_to 80 
0187: 216@ = create_marker_above_actor 120@ 
018B: set_marker 216@ radar_mode 2 
07BF: set_marker 216@ tracking_blip 1 
0085: 161@ = 120@ // (int) 
gosub @MAF4_29929 
009A: 121@ = create_actor_pedtype 24 model 287 at 270.4637 1878.031 -22.7266 
060B: set_actor 121@ decision_maker_to 167@ 
0173: set_actor 121@ Z_angle_to 117.7696 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 121@ stay_put 1 
0223: set_actor 121@ health_to 150 
02E2: set_actor 121@ weapon_accuracy_to 85 
0187: 217@ = create_marker_above_actor 121@ 
018B: set_marker 217@ radar_mode 2 
07BF: set_marker 217@ tracking_blip 1 
0085: 161@ = 121@ // (int) 
gosub @MAF4_29929 
009A: 122@ = create_actor_pedtype 24 model 287 at 262.6877 1883.484 -27.9766 
060B: set_actor 122@ decision_maker_to 167@ 
0173: set_actor 122@ Z_angle_to 117.7696 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
0223: set_actor 122@ health_to 150 
02E2: set_actor 122@ weapon_accuracy_to 80 
0187: 218@ = create_marker_above_actor 122@ 
018B: set_marker 218@ radar_mode 2 
07BF: set_marker 218@ tracking_blip 1 
0085: 161@ = 122@ // (int) 
gosub @MAF4_29929 
01C3: remove_references_to_car 140@ 
0249: release_model 583 
032B: 152@ = create_weapon_pickup 370 type 3 ammo 0 at 268.7 1884.1 -30.085 
0164: disable_marker 236@ 
03DC: 236@ = create_marker_above_pickup 152@ 
07BF: set_marker 236@ tracking_blip 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DST8_34' time 5000 flag 1  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
192@ = 5 

:MAF4_25101
if 
  195@ == 1 
else_jump @MAF4_25219 
if 
03CA:   object 151@ exists 
else_jump @MAF4_25219 
if 
034E: move_object 151@ to 268.66 1864.059 12.2 speed 0.0 0.0 0.08 collision_check 0 
else_jump @MAF4_25219 
097B: play_audio_at_object 151@ event 1036 
204@ = 0 
205@ = 0 
41@ = 0 
195@ = 2 

:MAF4_25219
if 
  192@ == 5 
else_jump @MAF4_26130 
if 
0214:   pickup 152@ picked_up 
else_jump @MAF4_26130 
0164: disable_marker 236@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00C0: set_current_time_hours_to 9 minutes_to 0 
00A1: put_actor $PLAYER_ACTOR at 268.591 1884.469 -31.0869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.99 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
015F: set_camera_position 268.5177 1886.297 -29.5611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 268.5393 1885.316 -29.7523 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 3000 
0247: load_model 352 
0247: load_model 483 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
00BC: show_text_highpriority GXT 'DST8_26' time 7000 flag 1  // ~s~You've found what The Truth wanted. You must escape by using the Jet pack to fly out of the ~y~launch bay ~s~directly above you.

:MAF4_25410
if or
8248:   not model 352 available 
8248:   not model 483 available 
823D:   not special_actor 1 loaded 
else_jump @MAF4_25446 
wait 0 
jump @MAF4_25410 

:MAF4_25446
00A6: destroy_car 140@ 
0249: release_model 583 
173@ = 0 

:MAF4_25463
if 
  22 > 173@ 
else_jump @MAF4_25513 
009B: destroy_actor 117@(173@,22i) 
0164: disable_marker 213@(173@,22i) 
173@ += 1 
jump @MAF4_25463 

:MAF4_25513
009A: 120@ = create_actor_pedtype 24 model 287 at 139.9523 1929.079 18.2062 
060B: set_actor 120@ decision_maker_to 167@ 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
0223: set_actor 120@ health_to 50 
02E2: set_actor 120@ weapon_accuracy_to 30 
009A: 121@ = create_actor_pedtype 24 model 287 at 127.6658 1885.153 17.0346 
060B: set_actor 121@ decision_maker_to 167@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 121@ stay_put 1 
0223: set_actor 121@ health_to 50 
02E2: set_actor 121@ weapon_accuracy_to 30 
009A: 122@ = create_actor_pedtype 24 model 287 at 114.7912 1830.386 16.6406 
060B: set_actor 122@ decision_maker_to 167@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
0223: set_actor 122@ health_to 50 
02E2: set_actor 122@ weapon_accuracy_to 40 
009A: 123@ = create_actor_pedtype 24 model 287 at 205.6079 1860.557 19.6406 
060B: set_actor 123@ decision_maker_to 167@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
0223: set_actor 123@ health_to 50 
02E2: set_actor 123@ weapon_accuracy_to 30 
009A: 124@ = create_actor_pedtype 24 model 287 at 245.2025 1881.998 19.1052 
060B: set_actor 124@ decision_maker_to 167@ 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 50 
02E2: set_actor 124@ weapon_accuracy_to 40 
009A: 125@ = create_actor_pedtype 24 model 287 at 262.8257 1807.669 24.4985 
060B: set_actor 125@ decision_maker_to 167@ 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 50 
02E2: set_actor 125@ weapon_accuracy_to 30 
009A: 126@ = create_actor_pedtype 24 model 287 at 279.2588 1863.757 16.6406 
060B: set_actor 126@ decision_maker_to 167@ 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 50 
02E2: set_actor 126@ weapon_accuracy_to 30 
009A: 127@ = create_actor_pedtype 24 model 287 at 279.2344 1901.905 16.6406 
060B: set_actor 127@ decision_maker_to 167@ 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 50 
02E2: set_actor 127@ weapon_accuracy_to 40 
009A: 128@ = create_actor_pedtype 24 model 287 at 254.6844 1907.714 19.4742 
060B: set_actor 128@ decision_maker_to 167@ 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 50 
02E2: set_actor 128@ weapon_accuracy_to 30 
0108: destroy_object 151@ 
029B: 151@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
40@ = 0 
192@ = 6 

:MAF4_26130
if 
  197@ == 1 
else_jump @MAF4_26219 
if 
03CA:   object $4057 exists 
else_jump @MAF4_26219 
if 
034E: move_object $4057 to 276.14 1884.06 15.924 speed 0.05 0.0 0.0 collision_check 0 
else_jump @MAF4_26219 
197@ = 2 

:MAF4_26219
if 
  192@ == 6 
else_jump @MAF4_26296 
if 
  40@ > 1000 
else_jump @MAF4_26296 
0160: set_camera_point_at 268.5247 1886.084 -28.5841 switchstyle 1 
197@ = 1 
40@ = 0 
192@ = 7 

:MAF4_26296
if 
  192@ == 7 
else_jump @MAF4_26705 
if 
  40@ > 4000 
else_jump @MAF4_26705 
set_weather 18 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 200 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01BC: put_object $4057 at 276.14 1884.06 15.924 
00BE: text_clear_all 
0164: disable_marker 236@ 
075B: zoom_radar 0 
018A: 236@ = create_checkpoint_at 268.9 1884.33 19.91 
009A: 117@ = create_actor_pedtype 24 model 287 at 271.62 1878.08 -2.32 
060B: set_actor 117@ decision_maker_to 167@ 
0173: set_actor 117@ Z_angle_to 212.7731 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 117@ stay_put 1 
0223: set_actor 117@ health_to 50 
02E2: set_actor 117@ weapon_accuracy_to 30 
0085: 161@ = 117@ // (int) 
gosub @MAF4_29929 
009A: 118@ = create_actor_pedtype 24 model 287 at 266.112 1876.84 7.44 
060B: set_actor 118@ decision_maker_to 167@ 
0173: set_actor 118@ Z_angle_to 328.04 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 50 
02E2: set_actor 118@ weapon_accuracy_to 30 
0085: 161@ = 118@ // (int) 
gosub @MAF4_29929 
009A: 119@ = create_actor_pedtype 24 model 287 at 274.432 1888.28 3.21 
060B: set_actor 119@ decision_maker_to 167@ 
0173: set_actor 119@ Z_angle_to 328.0 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
0223: set_actor 119@ health_to 50 
02E2: set_actor 119@ weapon_accuracy_to 30 
0085: 161@ = 119@ // (int) 
gosub @MAF4_29929 
191@ = 2 
196@ = 1 
192@ = 8 
0A6F: checkpoint_save 99 

:MAF4_26705
if 
  191@ == 2 
else_jump @MAF4_29537 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @MAF4_26755 
00BC: show_text_highpriority GXT 'DST8_49' time 2500 flag 1  // ~s~Go back and get the jetpack!

:MAF4_26755
if 
  195@ == 3 
else_jump @MAF4_26975 
gosub @MAF4_29586 
if 
  204@ == 0 
else_jump @MAF4_26845 
if 
  205@ == 0 
else_jump @MAF4_26845 
04AF: 164@ = 13638 // = constant 
05AA: 165@s = 'DST8_35' // @s = 'short'  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
gosub @MAF4_29544 

:MAF4_26845
if 
  204@ == 1 
else_jump @MAF4_26910 
if 
  205@ == 0 
else_jump @MAF4_26910 
04AF: 164@ = 13639 // = constant 
05AA: 165@s = 'DES8_JB' // @s = 'short'  // Take him out! That's a $60,000,000 project!
gosub @MAF4_29544 

:MAF4_26910
if 
  204@ == 2 
else_jump @MAF4_26975 
if 
  205@ == 0 
else_jump @MAF4_26975 
04AF: 164@ = 13640 // = constant 
05AA: 165@s = 'DES8_JC' // @s = 'short'  // Get the General Mills on the line!
gosub @MAF4_29544 

:MAF4_26975
if 
  8 > 196@ 
else_jump @MAF4_27383 
if 
  196@ == 1 
else_jump @MAF4_27064 
0A7A: print_help_conditional_hid 'DST8_27' 2  // Press and hold ~m~~widget_accelerate~ to increase thrust - this will make you ascend.
0A7B: print_help_conditional_touch_classic 'DST8_2A' 2  // Press and hold the lower right corner of your screen to increase thrust - this will make you ascend.
0A79: print_help_conditional_touch 'DST8_27' 2  // Press and hold ~m~~widget_accelerate~ to increase thrust - this will make you ascend.
41@ = 0 
196@ = 2 

:MAF4_27064
if 
  196@ == 2 
else_jump @MAF4_27126 
if 
  41@ > 6000 
else_jump @MAF4_27126 
03E5: show_text_box 'DST8_28'  // To move in a direction with the jet pack use the movement controls while in the air.
41@ = 0 
196@ = 3 

:MAF4_27126
if 
  196@ == 3 
else_jump @MAF4_27188 
if 
  41@ > 6000 
else_jump @MAF4_27188 
03E5: show_text_box 'DST8_29'  // To descend quickly press and hold ~m~~widget_brake~.
41@ = 0 
196@ = 4 

:MAF4_27188
if 
  196@ == 4 
else_jump @MAF4_27238 
if 
  41@ > 0 
else_jump @MAF4_27238 
41@ = 0 
196@ = 5 

:MAF4_27238
if 
  196@ == 5 
else_jump @MAF4_27270 
41@ = 0 
196@ = 6 

:MAF4_27270
if 
  196@ == 6 
else_jump @MAF4_27332 
if 
  41@ > 6000 
else_jump @MAF4_27332 
03E5: show_text_box 'DST8_33'  // You can fire a single-handed weapon as normal while piloting the jetpack.
41@ = 0 
196@ = 7 

:MAF4_27332
if 
  196@ == 7 
else_jump @MAF4_27383 
if 
  41@ > 6000 
else_jump @MAF4_27383 
41@ = 0 
196@ = 8 

:MAF4_27383
if 
  192@ == 8 
else_jump @MAF4_28338 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 268.73 1883.96 17.85 radius 30.0 30.0 10.0 
else_jump @MAF4_28338 
097A: play_audio_at 0.0 0.0 0.0 event 1006 
195@ = 3 
204@ = 0 
205@ = 0 
097A: play_audio_at 268.73 1883.96 17.85 event 1005 
029B: 50@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
071F: set_object 50@ health_to 5000 
0875: set_object 50@ immune_to_nonplayer 1 
029B: 51@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
071F: set_object 51@ health_to 5000 
0875: set_object 51@ immune_to_nonplayer 1 
029B: 52@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
071F: set_object 52@ health_to 5000 
0875: set_object 52@ immune_to_nonplayer 1 
029B: 53@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 106@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 107@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
071F: set_object 53@ health_to 5000 
0875: set_object 53@ immune_to_nonplayer 1 
029B: 54@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 108@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 109@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
071F: set_object 54@ health_to 5000 
0875: set_object 54@ immune_to_nonplayer 1 
029B: 55@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 110@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 111@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
071F: set_object 55@ health_to 5000 
0875: set_object 55@ immune_to_nonplayer 1 
029B: 56@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 112@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 113@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
071F: set_object 56@ health_to 5000 
0875: set_object 56@ immune_to_nonplayer 1 
173@ = 0 

:MAF4_28105
if 
  22 > 173@ 
else_jump @MAF4_28169 
if 
8118:   not actor 117@(173@,22i) dead 
else_jump @MAF4_28155 
05E2: AS_actor 117@(173@,22i) kill_actor $PLAYER_ACTOR 

:MAF4_28155
173@ += 1 
jump @MAF4_28105 

:MAF4_28169
0164: disable_marker 236@ 
018A: 236@ = create_checkpoint_at -794.8 2425.184 156.124 
00BC: show_text_highpriority GXT 'DST8_35' time 7000 flag 1  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
00A5: 115@ = create_car 483 at -783.169 2430.03 156.23 
0574: set_car 115@ keep_position 1 
0175: set_car 115@ Z_angle_to 171.04 
0229: set_car 115@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 115@ paintjob 0 
0129: 114@ = create_actor_pedtype 23 model 290 in_car 115@ driverseat 
060B: set_actor 114@ decision_maker_to 167@ 
02AC: set_car 115@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 114@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09B0: set_car 115@ accessible_for_player_using_controller 0 
198@ = 1 
192@ = 9 

:MAF4_28338
if 
  192@ == 9 
else_jump @MAF4_28459 
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 276.14 1884.06 radius 100.0 100.0 
else_jump @MAF4_28459 
173@ = 0 

:MAF4_28401
if 
  22 > 173@ 
else_jump @MAF4_28452 
01C2: remove_references_to_actor 117@(173@,22i) // Like turning an actor into a random pedestrian 
0249: release_model 287 
0249: release_model 356 
173@ += 1 
jump @MAF4_28401 

:MAF4_28452
192@ = 10 

:MAF4_28459
if 
  198@ == 1 
else_jump @MAF4_28607 
if 
8118:   not actor 114@ dead 
else_jump @MAF4_28607 
if 
00F2:   actor 114@ near_actor $PLAYER_ACTOR radius 200.0 200.0 0 
else_jump @MAF4_28607 
097A: play_audio_at 268.73 1883.96 17.85 event 1006 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_28567 
0574: set_car 115@ keep_position 0 

:MAF4_28567
00A5: 116@ = create_car 468 at -776.66 2426.41 156.11 
0175: set_car 116@ Z_angle_to 175.776 
198@ = 2 

:MAF4_28607
if 
  198@ == 2 
else_jump @MAF4_28874 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -791.14 2425.33 156.2 radius 3.0 3.0 3.0 
else_jump @MAF4_28874 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @MAF4_28712 
00BC: show_text_highpriority GXT 'DST8_49' time 2500 flag 1  // ~s~Go back and get the jetpack!
jump @MAF4_28874 

:MAF4_28712
0395: clear_area 1 at -810.94 2360.42 150.81 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 500 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41431 as 1 
03CF: load_wav 13644 as 2 

:MAF4_28778
if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @MAF4_28808 
wait 0 
jump @MAF4_28778 

:MAF4_28808
if 
fading 
else_jump @MAF4_28832 
wait 0 
jump @MAF4_28808 

:MAF4_28832
00A1: put_actor $PLAYER_ACTOR at -791.178 2425.34 156.16 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.615 
0792: disembark_instantly_actor $PLAYER_ACTOR 
198@ = 3 

:MAF4_28874
if 
  198@ == 3 
else_jump @MAF4_29420 
015F: set_camera_position -785.0004 2435.679 157.5931 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -784.9536 2434.682 157.5342 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 250 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'TRUX_BH' time 2000 flag 1  // Carl, dude, man!

:MAF4_28977
if 
83D2:   not wav 1 ended 
else_jump @MAF4_29003 
wait 0 
jump @MAF4_28977 

:MAF4_29003
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41432 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MB' time 3000 flag 1  // Hey, here you go. You better stash it somewhere fast!
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MAF4_29074
if 
83D2:   not wav 2 ended 
else_jump @MAF4_29100 
wait 0 
jump @MAF4_29074 

:MAF4_29100
0792: disembark_instantly_actor $PLAYER_ACTOR 
040D: unload_wav 2 
03CF: load_wav 13645 as 2 

:MAF4_29116
if 
83D0:   not wav 1 loaded 
else_jump @MAF4_29142 
wait 0 
jump @MAF4_29116 

:MAF4_29142
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_MC' time 3000 flag 1  // Far out, have a nice trip, dude!

:MAF4_29162
if 
83D2:   not wav 1 ended 
else_jump @MAF4_29188 
wait 0 
jump @MAF4_29162 

:MAF4_29188
040D: unload_wav 1 
03CF: load_wav 13646 as 1 
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_29249 
00A7: car 115@ drive_to -810.94 2360.42 150.81 
40@ = 0 
198@ = 4 

:MAF4_29249
if 
8119:   not car 115@ wrecked 
else_jump @MAF4_29276 
05C0: AS_actor $PLAYER_ACTOR look_at_car 115@ 5000 ms 

:MAF4_29276
if 
83D0:   not wav 2 loaded 
else_jump @MAF4_29302 
wait 0 
jump @MAF4_29276 

:MAF4_29302
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MD' time 2000 flag 1  // Hey, wait a...

:MAF4_29322
if 
83D2:   not wav 2 ended 
else_jump @MAF4_29348 
wait 0 
jump @MAF4_29322 

:MAF4_29348
if 
83D0:   not wav 1 loaded 
else_jump @MAF4_29374 
wait 0 
jump @MAF4_29348 

:MAF4_29374
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_ME' time 2000 flag 1  // Ahh, was it too much to ask to get a lift into town?

:MAF4_29394
if 
83D2:   not wav 1 ended 
else_jump @MAF4_29420 
wait 0 
jump @MAF4_29394 

:MAF4_29420
if 
  198@ == 4 
else_jump @MAF4_29537 
if 
  40@ > 2000 
else_jump @MAF4_29537 
fade 0 500 

:MAF4_29464
if 
fading 
else_jump @MAF4_29488 
wait 0 
jump @MAF4_29464 

:MAF4_29488
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 115@ 
009B: destroy_actor 114@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
fade 1 500 
jump @MAF4_30042 
198@ = 5 

:MAF4_29537
jump @MAF4_2042 

:MAF4_29544
if 
  205@ == 0 
else_jump @MAF4_29584 
03CF: load_wav 164@ as 1 
05AA: 162@s = 165@s // @s = 'short' 
205@ = 1 

:MAF4_29584
return 

:MAF4_29586
if 
  205@ == 1 
else_jump @MAF4_29665 
if 
03D0:   wav 1 loaded 
else_jump @MAF4_29665 
if 
85AE:   not  162@s == 'DUMMY' // @s == 'short' 
else_jump @MAF4_29654 
00BC: show_text_highpriority GXT 162@s time 4000 flag 1 

:MAF4_29654
03D1: play_wav 1 
205@ = 2 

:MAF4_29665
if 
  205@ == 2 
else_jump @MAF4_29732 
if 
03D2:   wav 1 ended 
else_jump @MAF4_29732 
204@ += 1 
207@ += 1 
209@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
205@ = 0 

:MAF4_29732
return 

:MAF4_29734
173@ = 0 

:MAF4_29741
if 
  7 > 173@ 
else_jump @MAF4_29849 
if 
06B3:   searchlight 43@(173@,7i) active 
else_jump @MAF4_29835 
06B4: set_searchlight 43@(173@,7i) path_between 57@(173@,7f) 64@(173@,7f) 71@(173@,7f) and 78@(173@,7f) 85@(173@,7f) 92@(173@,7f) speed 0.3 

:MAF4_29835
173@ += 1 
jump @MAF4_29741 

:MAF4_29849
return 

:MAF4_29851
174@ = 0 

:MAF4_29858
if 
  7 > 174@ 
else_jump @MAF4_29927 
if 
06B3:   searchlight 43@(174@,7i) active 
else_jump @MAF4_29913 
06B6: set_searchlight 43@(174@,7i) follow_actor $PLAYER_ACTOR speed 0.125 

:MAF4_29913
174@ += 1 
jump @MAF4_29858 

:MAF4_29927
return 

:MAF4_29929
0615: define_AS_pack_begin 160@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 160@ 
0618: assign_actor 161@ to_AS_pack 160@ 
061B: remove_references_to_AS_pack 160@ 
return 

:MAF4_29967
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $6561 
0107: $6561 = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $6561 XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $6561 
0108: destroy_object 238@ 
return 

:MAF4_30042
$592 += 1 
0629: change_integer_stat 332 to 1 
032B: $4626 = create_weapon_pickup 351 type 15 ammo 30 at 297.8289 1846.623 6.7266 
032B: $4627 = create_weapon_pickup 370 type 15 ammo 0 at 268.7 1884.1 -30.085 
0213: $4727 = create_pickup #BODYARMOUR type 15 at 266.2813 1816.398 1.594 
032B: $4633 = create_weapon_pickup 369 type 3 ammo 1 at 212.8813 1811.005 21.4187 
032B: $4634 = create_weapon_pickup 369 type 3 ammo 1 at 1270.52 -795.5929 1084.254 
032B: $4635 = create_weapon_pickup 369 type 3 ammo 1 at -350.499 1608.437 75.642 
032B: $4636 = create_weapon_pickup 369 type 3 ammo 1 at -2224.68 129.1278 1035.62 
0164: disable_marker $580 
0318: set_latest_mission_passed 'DESERT8'  // Black Project
0394: play_music 1 
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 1 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $580 
return 

:MAF4_30296
$ONMISSION = 0 
0249: release_model 287 
0249: release_model 356 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model 483 
0249: release_model 335 
0249: release_model 347 
0249: release_model 583 
0249: release_model 70 
0249: release_model 468 
0249: release_model 352 
0249: release_model 358 
0249: release_model 369 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
075B: zoom_radar 0 
01B7: release_weather 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
0A24: enable_military_zones_wanted_level 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MAF4_30426 
0489: set_actor $PLAYER_ACTOR muted 0 

:MAF4_30426
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0108: destroy_object 151@ 
0215: destroy_pickup 152@ 
0215: destroy_pickup 153@ 
0215: destroy_pickup 154@ 
0215: destroy_pickup 155@ 
0215: destroy_pickup 156@ 
0215: destroy_pickup 157@ 
0215: destroy_pickup 158@ 
0215: destroy_pickup 159@ 
09A6: enable_interior_radar_blips 0 
if 
03CA:   object $4057 exists 
else_jump @MAF4_30520 
01BC: put_object $4057 at 268.664 1884.06 15.925 

:MAF4_30520
0108: destroy_object $4054 
0108: destroy_object $4055 
029B: $4054 = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $4054 Z_angle_to 0.0 
029B: $4055 = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $4055 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $4054 
01C7: remove_object_from_mission_cleanup_list $4055 
173@ = 0 

:MAF4_30611
if 
  22 > 173@ 
else_jump @MAF4_30652 
0164: disable_marker 213@(173@,22i) 
173@ += 1 
jump @MAF4_30611 

:MAF4_30652
0164: disable_marker 235@ 
0164: disable_marker 236@ 
0164: disable_marker 237@ 
173@ = 0 

:MAF4_30674
if 
  7 > 173@ 
else_jump @MAF4_30724 
06B2: destroy_searchlight 43@(173@,7i) 
0108: destroy_object 50@(173@,7i) 
173@ += 1 
jump @MAF4_30674 

:MAF4_30724
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0108: destroy_object 108@ 
0108: destroy_object 109@ 
0108: destroy_object 110@ 
0108: destroy_object 111@ 
0108: destroy_object 112@ 
0108: destroy_object 113@ 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
03C7: set_sensitivity_to_crime 1.0 
01B7: release_weather 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 82---------------
// Originally: Green Goo

:DES10
gosub @DES10_36 
if 
wasted_or_busted 
else_jump @DES10_27 
gosub @DES10_4130 

:DES10_27
gosub @DES10_4533 
end_thread 

:DES10_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'DES10' 
wait 0 
054C: use_GXT_table 'DSERT10' 
set_weather 17 
08F5: save_player_group 
0652: 65@ = integer_stat 21 
if 
  65@ > 600 
else_jump @DES10_330 
02E4: load_cutscene_data 'D10_ALT' 

:DES10_114
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_138 
wait 0 
jump @DES10_114 

:DES10_138
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
fade 1 1000 

:DES10_171
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_195 
wait 0 
jump @DES10_171 

:DES10_195
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DES10_208
if 
fading 
else_jump @DES10_232 
wait 0 
jump @DES10_208 

:DES10_232
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
fade 1 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
return 
jump @DES10_461 

:DES10_330
02E4: load_cutscene_data 'DES_10A' 

:DES10_341
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_365 
wait 0 
jump @DES10_341 

:DES10_365
0395: clear_area 0 at 419.6919 2529.914 16.6612 radius 6.86 
02E7: start_cutscene 
fade 1 1000 

:DES10_398
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_422 
wait 0 
jump @DES10_398 

:DES10_422
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DES10_435
if 
fading 
else_jump @DES10_459 
wait 0 
jump @DES10_435 

:DES10_459
02EA: end_cutscene 

:DES10_461
01B7: release_weather 
0247: load_model 352 
0247: load_model 537 
0247: load_model 569 
0247: load_model 353 
0247: load_model 432 
0247: load_model 287 
0247: load_model 370 
038B: load_requested_models 

:DES10_500
if or
8248:   not model 352 available 
8248:   not model 537 available 
8248:   not model 569 available 
8248:   not model 353 available 
8248:   not model 432 available 
8248:   not model 287 available 
else_jump @DES10_552 
wait 0 
jump @DES10_500 

:DES10_552
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @DES10_579 
wait 0 
jump @DES10_552 

:DES10_579
06D7: enable_train_traffic 0 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 2000 // Load the weapon model before using this 

:DES10_671
if 
8248:   not model 370 available 
else_jump @DES10_698 
wait 0 
jump @DES10_671 

:DES10_698
08F6: restore_player_group 
fade 1 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
06D8: 66@ = create_train_at 2120.257 2694.058 9.8359 type 13 direction 0 
020A: set_car 66@ door_status_to 2 
06DC: set_train 66@ acc 5.0 
06DD: set_train 66@ speed 5.0 
00BC: show_text_highpriority GXT 'DE10_01' time 5000 flag 1  // ~s~Fly the jet pack to the ~g~train~s~, and steal whatever they least want you to get.
00AA: store_car 66@ position_to $72 $73 $74 
$74 += 10.0 
52@ = 0 

:DES10_812
if 
  12 > 52@ 
else_jump @DES10_953 
009A: 74@(52@,12i) = create_actor_pedtype 4 model 287 at $72 $73 $74 
0638: AS_actor 74@(52@,12i) stay_put 1 
02A9: set_actor 74@(52@,12i) immune_to_nonplayer 1 
01B2: give_actor 74@(52@,12i) weapon 29 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 74@(52@,12i) kill_actor $PLAYER_ACTOR 
077A: set_actor 74@(52@,12i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 74@(52@,12i) melee_accuracy_to 150.0 
0588: disable_actor 74@(52@,12i) validate_position 0 
52@ += 1 
jump @DES10_812 

:DES10_953
0464: put_actor 74@ into_turret_on_car 66@ at_car_offset -0.0032 -8.3584 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 75@ into_turret_on_car 66@ at_car_offset 0.1129 6.521 1.9285 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 67@ = get_train 66@ carriage 1 handle 
0464: put_actor 76@ into_turret_on_car 67@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 77@ into_turret_on_car 67@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
029B: 86@ = init_object #KMILITARY_CRATE at $72 $73 $74 
035D: set_object 86@ targetable 1 
0681: attach_object 86@ to_car 67@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 86@ targetable 1 
071F: set_object 86@ health_to 180 
0188: 89@ = create_marker_above_object 86@ 
029B: 92@ = init_object #KMILITARY_BASE at $72 $73 $74 
0681: attach_object 92@ to_car 67@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
029B: 93@ = init_object #BLOCKPALLET at $72 $73 $74 
0681: attach_object 93@ to_car 67@ with_offset 0.2634 1.2508 -0.3321 rotation 0.0 0.0 90.1967 
029B: 94@ = init_object #TEMP_CRATE1 at $72 $73 $74 
0681: attach_object 94@ to_car 67@ with_offset 1.1025 -7.3122 -1.0766 rotation 0.0 0.0 90.1967 
029B: 95@ = init_object #TEMP_CRATE1 at $72 $73 $74 
0681: attach_object 95@ to_car 67@ with_offset 0.8835 -6.5365 -1.1047 rotation 0.0 0.0 93.7464 
029B: 96@ = init_object #TEMP_CRATE1 at $72 $73 $74 
0681: attach_object 96@ to_car 67@ with_offset 1.1395 -5.6969 -1.0827 rotation 0.0 0.0 83.6459 
029B: 97@ = init_object #K_SMASHBOXES at $72 $73 $74 
0681: attach_object 97@ to_car 67@ with_offset 0.4817 -1.5356 -1.0651 rotation 0.0 0.0 93.1856 
078A: 68@ = get_train 66@ carriage 2 handle 
0464: put_actor 78@ into_turret_on_car 68@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 79@ into_turret_on_car 68@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 69@ = get_train 66@ carriage 3 handle 
0464: put_actor 80@ into_turret_on_car 69@ at_car_offset 0.3372 -1.3877 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 81@ into_turret_on_car 69@ at_car_offset -0.0956 2.1291 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 87@ = init_object #KMILITARY_CRATE at $72 $73 $74 
035D: set_object 87@ targetable 1 
0681: attach_object 87@ to_car 69@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 87@ targetable 1 
071F: set_object 87@ health_to 180 
0188: 90@ = create_marker_above_object 87@ 
029B: 98@ = init_object #KMILITARY_BASE at $72 $73 $74 
0681: attach_object 98@ to_car 69@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 2.7605 
029B: 99@ = init_object #K_CARGO1 at $72 $73 $74 
0681: attach_object 99@ to_car 69@ with_offset -0.0177 0.6971 -1.0662 rotation 0.0 0.0 91.0 
029B: 100@ = init_object #K_SMASHBOXES at $72 $73 $74 
0681: attach_object 100@ to_car 69@ with_offset -0.0228 -2.9213 -1.0651 rotation 0.0 0.0 87.9095 
029B: 101@ = init_object #K_SMASHBOXES at $72 $73 $74 
0681: attach_object 101@ to_car 69@ with_offset 0.1054 6.4364 -1.0651 rotation 0.0 0.0 89.7187 
029B: 104@ = init_object #K_CARGO4 at $72 $73 $74 
0681: attach_object 104@ to_car 69@ with_offset 0.4192 -6.0624 -1.0628 rotation 0.0 0.0 2.7605 
078A: 70@ = get_train 66@ carriage 4 handle 
0464: put_actor 82@ into_turret_on_car 70@ at_car_offset -0.516 7.4724 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
00A5: 111@ = create_car 432 at $72 $73 $74 
020A: set_car 111@ door_status_to 2 
0683: attach_car 111@ to_car 70@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
078A: 71@ = get_train 66@ carriage 5 handle 
0464: put_actor 83@ into_turret_on_car 71@ at_car_offset 0.2861 -5.3712 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 84@ into_turret_on_car 71@ at_car_offset -0.2277 7.3808 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 85@ into_turret_on_car 71@ at_car_offset 0.6604 3.8015 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 88@ = init_object #KMILITARY_CRATE at $72 $73 $74 
035D: set_object 88@ targetable 1 
0681: attach_object 88@ to_car 71@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 90.1967 
035D: set_object 88@ targetable 1 
071F: set_object 88@ health_to 180 
0188: 91@ = create_marker_above_object 88@ 
029B: 105@ = init_object #KMILITARY_BASE at $72 $73 $74 
0681: attach_object 105@ to_car 71@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 92.239 
029B: 106@ = init_object #K_CARGO4 at $72 $73 $74 
0681: attach_object 106@ to_car 71@ with_offset -0.8464 -6.5879 -1.0628 rotation 0.0 0.0 0.12 
029B: 108@ = init_object #K_CARGO1 at $72 $73 $74 
0681: attach_object 108@ to_car 71@ with_offset 0.8877 0.1707 -1.0564 rotation 0.0 0.0 177.5167 
029B: 109@ = init_object #K_CARGO1 at $72 $73 $74 
0681: attach_object 109@ to_car 71@ with_offset -0.6907 0.205 -1.0662 rotation 0.0 0.0 179.6863 
029B: 110@ = init_object #K_CARGO1 at $72 $73 $74 
0681: attach_object 110@ to_car 71@ with_offset 0.0036 2.2326 -1.0644 rotation 0.0 0.0 267.6086 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
01BD: $15 = current_time_in_ms 
008B: 44@ = $15 // (int) 
44@ += 600000 
43@ = 0 
117@ = 0 
03CF: load_wav 40600 as 3 

:DES10_2665
wait 0 
01BD: $15 = current_time_in_ms 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DES10_2696 
jump @DES10_4148 

:DES10_2696
if 
8119:   not car 66@ wrecked 
else_jump @DES10_2722 
06DD: set_train 66@ speed 10.0 

:DES10_2722
if 
  117@ == 0 
else_jump @DES10_2794 
if 
0202:   actor $PLAYER_ACTOR near_car 66@ radius 150.0 150.0 sphere 0 
else_jump @DES10_2794 
00BC: show_text_highpriority GXT 'DE10_06' time 5000 flag 1  // ~s~Shoot the ~g~crates~s~ on the train to find the jar of green goo.
117@ += 1 

:DES10_2794
52@ = 0 

:DES10_2801
if 
  3 > 52@ 
else_jump @DES10_4016 
if 
  112@(52@,3i) == 0 
else_jump @DES10_2879 
if 
03CA:   object 86@(52@,3i) exists 
else_jump @DES10_2879 
115@ += 1 
112@(52@,3i) += 1 

:DES10_2879
if 
  112@(52@,3i) == 1 
else_jump @DES10_2948 
if 
0366:   object 86@(52@,3i) damaged 
else_jump @DES10_2948 
0164: disable_marker 89@(52@,3i) 
116@ += 1 
112@(52@,3i) += 1 

:DES10_2948
if 
  112@(52@,3i) == 2 
else_jump @DES10_3407 
if 
003B:   116@ == 115@ // (int) 
else_jump @DES10_3371 
01BB: store_object 86@(52@,3i) position_to $72 $73 $74 
$74 += 1.0 
0108: destroy_object 86@(52@,3i) 
029B: 86@(52@,3i) = init_object #GREEN_GLOOP at $72 $73 $74 
if 
  52@ == 0 
else_jump @DES10_3130 
if 
8119:   not car 67@ wrecked 
else_jump @DES10_3123 
0681: attach_object 86@(52@,3i) to_car 67@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3123
jump @DES10_3271 

:DES10_3130
if 
  52@ == 1 
else_jump @DES10_3213 
if 
8119:   not car 69@ wrecked 
else_jump @DES10_3206 
0681: attach_object 86@(52@,3i) to_car 69@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3206
jump @DES10_3271 

:DES10_3213
if 
8119:   not car 71@ wrecked 
else_jump @DES10_3271 
0681: attach_object 86@(52@,3i) to_car 71@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_3271
0382: set_object 86@(52@,3i) collision_detection 0 
0188: 89@(52@,3i) = create_marker_above_object 86@(52@,3i) 
00BC: show_text_highpriority GXT 'DE10_02' time 5000 flag 1  // ~s~That's the right one! Grab the ~g~jar of green goo.
03CF: load_wav 40600 as 3 
if 
03D0:   wav 3 loaded 
else_jump @DES10_3353 
097C: attach_wav 3 to_object 86@(52@,3i) 
03D1: play_wav 3 

:DES10_3353
112@(52@,3i) = 4 
jump @DES10_3407 

:DES10_3371
01C4: remove_references_to_object 86@(52@,3i) // This object will now disappear when the player looks away 
00BC: show_text_highpriority GXT 'DE10_03' time 5000 flag 1  // ~s~The ~g~crate~s~ is empty, try another.
112@(52@,3i) += 1 

:DES10_3407
if 
  112@(52@,3i) == 4 
else_jump @DES10_3678 
01BB: store_object 86@(52@,3i) position_to $72 $73 $74 
005B: 118@ += 119@ // (float) 
if 
  118@ > 0.2 
else_jump @DES10_3486 
119@ = -0.01 

:DES10_3486
if 
  0.0 > 118@ 
else_jump @DES10_3527 
118@ = 0.0 
119@ = 0.01 

:DES10_3527
04D5: create_corona_at $72 $73 $74 radius 118@ type 2 flare 2 RGB 0 255 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 1.5 1.5 1.5 
else_jump @DES10_3678 
0108: destroy_object 86@(52@,3i) 
040D: unload_wav 3 
00BC: show_text_highpriority GXT 'DE10_04' time 5000 flag 1  // ~s~You have the jar of green goo. Take it to ~y~The Truth.
0164: disable_marker 89@(52@,3i) 
018A: 89@(52@,3i) = create_checkpoint_at 408.7383 2515.838 15.4918 
112@(52@,3i) += 1 
43@ += 1 
0A6F: checkpoint_save 99 

:DES10_3678
if 
  112@(52@,3i) == 5 
else_jump @DES10_4002 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 408.7383 2515.838 15.4918 radius 1.5 1.5 1.5 
else_jump @DES10_4002 
fade 0 1000 

:DES10_3755
if 
fading 
else_jump @DES10_3779 
wait 0 
jump @DES10_3755 

:DES10_3779
0792: disembark_instantly_actor $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B' 

:DES10_3795
if 
86B9:   not cutscene_data_loaded 
else_jump @DES10_3819 
wait 0 
jump @DES10_3795 

:DES10_3819
0395: clear_area 0 at 398.7038 2529.735 16.563 radius 7.35 
02E7: start_cutscene 
fade 1 1000 

:DES10_3852
if 
82E9:   not cutscene_reached_end 
else_jump @DES10_3876 
wait 0 
jump @DES10_3852 

:DES10_3876
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DES10_3889
if 
fading 
else_jump @DES10_3913 
wait 0 
jump @DES10_3889 

:DES10_3913
02EA: end_cutscene 
0395: clear_area 0 at 402.8737 2531.582 15.5558 radius 0.5 
03CB: set_rendering_origin_at 402.8737 2531.582 15.5558 
00A1: put_actor $PLAYER_ACTOR at 402.8737 2531.582 15.5558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @DES10_4148 

:DES10_4002
52@ += 1 
jump @DES10_2801 

:DES10_4016
if 
  43@ == 0 
else_jump @DES10_4123 
if 
8119:   not car 66@ wrecked 
else_jump @DES10_4123 
if 
001E:   $15 > 44@ // (int) 
else_jump @DES10_4123 
if 
8202:   not actor $PLAYER_ACTOR near_car 66@ radius 300.0 300.0 sphere 0 
else_jump @DES10_4123 
00BC: show_text_highpriority GXT 'DE10_05' time 5000 flag 1  // ~r~You failed to get the green goo in time.
jump @DES10_4130 

:DES10_4123
jump @DES10_2665 

:DES10_4130
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:DES10_4148
$8878 = 10000 
0213: 120@ = create_pickup 370 type 15 at 431.045 2537.78 16.2463 
04A6: $8879 = create_asset_money_pickup_at 420.5204 2532.687 16.0869 money $8878 $8878 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 0 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 407.8369 2515.65 18.9138 
015F: set_camera_position 407.8369 2515.65 18.9138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 408.3296 2516.52 18.9449 switchstyle 2 
fade 1 500 

:DES10_4297
if 
fading 
else_jump @DES10_4321 
wait 0 
jump @DES10_4297 

:DES10_4321
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position 419.7284 2526.546 16.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 419.897 2527.531 16.8356 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $8878 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:DES10_4428
if 
fading 
else_jump @DES10_4452 
wait 0 
jump @DES10_4428 

:DES10_4452
fade 1 500 
0629: change_integer_stat 333 to 1 
02EB: restore_camera_with_jumpcut 
$592 += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESER10'  // Green Goo
030C: progress_made = 1 
0164: disable_marker $580 
return 

:DES10_4533
if 
003B:   116@ == 115@ // (int) 
else_jump @DES10_4556 
040D: unload_wav 3 

:DES10_4556
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0249: release_model 352 
0249: release_model 537 
0249: release_model 569 
0249: release_model 353 
0249: release_model 432 
0249: release_model 287 
0249: release_model 370 
06D7: enable_train_traffic 1 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5
thread 'DESERT5' 
gosub @DESERT5_47 
if 
wasted_or_busted 
else_jump @DESERT5_38 
gosub @DESERT5_29000 

:DESERT5_38
gosub @DESERT5_29192 
end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
$ONMISSION = 1 
if 
   not $86 == 1 
else_jump @DESERT5_85 
increment_mission_attempts 

:DESERT5_85
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
fade 0 500 

:DESERT5_115
if 
fading 
else_jump @DESERT5_139 
wait 0 
jump @DESERT5_115 

:DESERT5_139
$326 = 415.55 
$327 = 2533.57 
$328 = 19.18 
238@ = 0 
234@ = 0 
235@ = 0 
237@ = 0 
236@ = 0 
239@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
245@ = 0 
246@ = 0 
52@ = -81.36 
53@ = 2476.0 
54@ = 435.92 
55@ = 2528.62 
0087: 56@ = 52@ // (float) 
005B: 56@ += 54@ // (float) 
56@ /= 2.0 
0087: 57@ = 53@ // (float) 
005B: 57@ += 55@ // (float) 
57@ /= 2.0 
58@ = 321.52 
0087: 59@ = 57@ // (float) 
60@ = 17.16 
81@ = -383.79 
0087: 84@ = 57@ // (float) 
87@ = 147.09 
0087: 82@ = 81@ // (float) 
82@ -= 300.0 
0087: 85@ = 84@ // (float) 
0087: 88@ = 87@ // (float) 
88@ -= 20.0 
0087: 83@ = 81@ // (float) 
83@ -= 650.0 
0087: 86@ = 84@ // (float) 
0087: 89@ = 87@ // (float) 
89@ += 10.0 
61@ = -383.79 
0087: 62@ = 57@ // (float) 
63@ = 85.09 
0087: 90@ = 52@ // (float) 
0087: 91@ = 57@ // (float) 
92@ = 33.3 
0087: 117@ = 58@ // (float) 
117@ -= 500.0 
0087: 118@ = 59@ // (float) 
0087: 119@ = 60@ // (float) 
119@ += 120.0 
64@ = 308.0 
0087: 65@ = 57@ // (float) 
66@ = 17.07 
71@ = 3 
74@ = 2 
0087: 120@ = 56@ // (float) 
0087: 121@ = 57@ // (float) 
122@ = 80.0 
0087: 123@ = 120@ // (float) 
123@ += 200.0 
137@ = 36.0 
0087: 144@ = 56@ // (float) 
0087: 145@ = 57@ // (float) 
146@ = 15.53 
0087: 147@ = 144@ // (float) 
147@ += 350.0 
0087: 148@ = 145@ // (float) 
149@ = 900.0 
$8890 = 0 
$8891 = 0 
$8892 = 0 
167@ = 0 
168@ = 0 
185@ = 0 
186@ = 0 
223@ = 0 
224@ = 0 
226@ = 0 
227@ = 0 
247@ = 50.0 
248@ = 60.0 
249@ = 50.0 
250@ = 100.0 
if 
  227@ == 1 
else_jump @DESERT5_994 
00A5: 43@ = create_car 476 at 0.0 0.0 -100.0 
009A: 78@ = create_actor_pedtype 24 model 0 at 0.0 0.0 -100.0 
164@ = 0 

:DESERT5_934
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_994 
00A5: 68@(164@,3i) = create_car 514 at 0.0 0.0 -100.0 
164@ += 1 
jump @DESERT5_934 

:DESERT5_994
0A0E: disable_text_with_style 1 
03BA: clear_cars_from_cube_cornerA 52@ 53@ 0.0 cornerB 54@ 55@ 50.0 
08F8: display_stat_update_box 0 
07A8: enable_area69_sam 0 
096A: enable_flying_helis 0 
050F: get_max_wanted_level_to 251@ 
01F0: set_max_wanted_level_to 0 
0247: load_model 476 
0247: load_model 425 
0247: load_model 514 
0247: load_model 400 
0247: load_model 513 
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_1074
if or
8248:   not model 476 available 
8248:   not model 425 available 
8248:   not model 514 available 
8248:   not model 400 available 
8248:   not model 513 available 
else_jump @DESERT5_1121 
wait 0 
jump @DESERT5_1074 

:DESERT5_1121
if 
88AB:   not external_script 1 (PARACHUTE) loaded 
else_jump @DESERT5_1147 
wait 0 
jump @DESERT5_1121 

:DESERT5_1147
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: set_markers_to_long_distance 1 
if 
  $3341 == 0 
else_jump @DESERT5_2610 
0395: clear_area 0 at $326 $327 $328 radius 50.0 
00A1: put_actor $PLAYER_ACTOR at 414.8 2534.2 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 200.0 
05AA: 187@s = 'MTOR04A' // @s = 'short'  // Hey Carl! So what do you think of our new base of operations?
05AA: 189@s = 'MTOR04B' // @s = 'short'  // It's missing something.
05AA: 191@s = 'MTOR04C' // @s = 'short'  // Maybe a tennis court and a pool would help motivate me better.
05AA: 193@s = 'MTOR04D' // @s = 'short'  // Very nice Carl, very cute.
05AA: 195@s = 'MTOR04E' // @s = 'short'  // Now listen, you're going to have to learn how to fly.
05AA: 197@s = 'MTOR04F' // @s = 'short'  // No I ain't.
05AA: 199@s = 'MTOR04G' // @s = 'short'  // Yes, actually, you are.
05AA: 201@s = 'MTOR04H' // @s = 'short'  // I've set out a series of tests for you. You can access them on that TV.
05AA: 203@s = 'MTOR04J' // @s = 'short'  // You're going to have to prove to me you can fly
05AA: 205@s = 'MTOR04K' // @s = 'short'  // if you're going to continue working towards your brother's freedom.
05AA: 207@s = 'MTOR04L' // @s = 'short'  // Shit. Whatever, man....
05AA: 209@s = 'MTOR04M' // @s = 'short'  // Very nice.
04AF: 211@ = 29618 // = constant 
04AF: 212@ = 29619 // = constant 
04AF: 213@ = 29620 // = constant 
04AF: 214@ = 29621 // = constant 
04AF: 215@ = 29622 // = constant 
04AF: 216@ = 29623 // = constant 
04AF: 217@ = 29624 // = constant 
04AF: 218@ = 29625 // = constant 
04AF: 219@ = 29626 // = constant 
04AF: 220@ = 29627 // = constant 
04AF: 221@ = 29628 // = constant 
04AF: 222@ = 29629 // = constant 
225@ = 12 
223@ = 0 
226@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
0247: load_model 330 
03CF: load_wav 23000 as 3 

:DESERT5_1656
if or
8248:   not model 330 available 
83D0:   not wav 3 loaded 
else_jump @DESERT5_1687 
wait 0 
jump @DESERT5_1656 

:DESERT5_1687
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
015F: set_camera_position 415.83 2532.94 19.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.28 2533.65 19.5 switchstyle 2 
fade 1 1000 

:DESERT5_1756
if 
fading 
else_jump @DESERT5_1780 
wait 0 
jump @DESERT5_1756 

:DESERT5_1780
252@ = 1 
0707: start_scene_skip_to @DESERT5_2417 
wait 600 
040D: unload_wav 3 
wait 1000 
224@ = 0 

:DESERT5_1815
if 
  1 > 224@ 
else_jump @DESERT5_1851 
wait 0 
gosub @DESERT5_28769 
jump @DESERT5_1815 

:DESERT5_1851
if 
  2 > 224@ 
else_jump @DESERT5_1927 
wait 0 
gosub @DESERT5_28769 
if and
  223@ == 2 
   not 226@ == 1 
else_jump @DESERT5_1920 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
226@ = 1 

:DESERT5_1920
jump @DESERT5_1851 

:DESERT5_1927
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1932
if 
  3 > 224@ 
else_jump @DESERT5_2008 
wait 0 
gosub @DESERT5_28769 
if and
  223@ == 2 
   not 226@ == 1 
else_jump @DESERT5_2001 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
226@ = 1 

:DESERT5_2001
jump @DESERT5_1932 

:DESERT5_2008
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2013
if 
  5 > 224@ 
else_jump @DESERT5_2049 
wait 0 
gosub @DESERT5_28769 
jump @DESERT5_2013 

:DESERT5_2049
if 
  6 > 224@ 
else_jump @DESERT5_2125 
wait 0 
gosub @DESERT5_28769 
if and
  223@ == 2 
   not 226@ == 1 
else_jump @DESERT5_2118 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
226@ = 1 

:DESERT5_2118
jump @DESERT5_2049 

:DESERT5_2125
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2130
if 
  8 > 224@ 
else_jump @DESERT5_2256 
wait 0 
gosub @DESERT5_28769 
if and
  223@ == 2 
  224@ == 7 
   not 226@ == 1 
else_jump @DESERT5_2249 
015F: set_camera_position 414.83 2532.13 19.43 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.01 2533.11 19.42 switchstyle 2 
226@ = 1 

:DESERT5_2249
jump @DESERT5_2130 

:DESERT5_2256
if 
  10 > 224@ 
else_jump @DESERT5_2292 
wait 0 
gosub @DESERT5_28769 
jump @DESERT5_2256 

:DESERT5_2292
if 
  11 > 224@ 
else_jump @DESERT5_2368 
wait 0 
gosub @DESERT5_28769 
if and
  223@ == 2 
   not 226@ == 1 
else_jump @DESERT5_2361 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
226@ = 1 

:DESERT5_2361
jump @DESERT5_2292 

:DESERT5_2368
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2373
if 
001D:   225@ > 224@ // (int) 
else_jump @DESERT5_2410 
wait 0 
gosub @DESERT5_28769 
jump @DESERT5_2373 

:DESERT5_2410
252@ = 0 

:DESERT5_2417
0701: end_scene_skip 
if 
   not 252@ == 1 
else_jump @DESERT5_2444 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2444
fade 0 1000 

:DESERT5_2451
if 
fading 
else_jump @DESERT5_2475 
wait 0 
jump @DESERT5_2451 

:DESERT5_2475
if 
  252@ == 1 
else_jump @DESERT5_2500 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2500
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 413.94 $327 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
186@ = 1 
$3341 = 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1000 

:DESERT5_2579
if 
fading 
else_jump @DESERT5_2603 
wait 0 
jump @DESERT5_2579 

:DESERT5_2603
jump @DESERT5_29000 

:DESERT5_2610
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:DESERT5_2640
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
246@ = 0 
239@ = 0 
238@ = 0 
03F0: enable_text_draw 1 
235@ = 255 
234@ = 2 
008B: 42@ = $3340 // (int) 
if 
  42@ == 3 
else_jump @DESERT5_2766 
42@ = 4 

:DESERT5_2766
if 
  42@ == 5 
else_jump @DESERT5_2791 
42@ = 6 

:DESERT5_2791
0826: enable_hud 0 
0581: enable_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2806
if 
83D0:   not wav 3 loaded 
else_jump @DESERT5_2832 
wait 0 
jump @DESERT5_2806 

:DESERT5_2832
fade 1 1000 
gosub @DESERT5_21229 

:DESERT5_2846
wait 0 
0A8A: unknown 80 0 0 0 0 0 0.0 'BOAT_72'  // ~<~~>~
if 
0735:   is_keyboard_key_pressed 83 
else_jump @DESERT5_2900 
jump @DESERT5_29043 

:DESERT5_2900
gosub @DESERT5_21229 
if 
  238@ == 0 
else_jump @DESERT5_3370 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @DESERT5_3076 
42@ -= 1 
$3340 -= 1 
if 
  42@ == 3 
else_jump @DESERT5_3008 
42@ = 2 

:DESERT5_3008
if 
  42@ == 5 
else_jump @DESERT5_3033 
42@ = 4 

:DESERT5_3033
if 
  $3339 > 1 
else_jump @DESERT5_3076 
if 
  4 > 239@ 
else_jump @DESERT5_3076 
239@ = 3 

:DESERT5_3076
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @DESERT5_3211 
42@ += 1 
$3340 += 1 
if 
  42@ == 3 
else_jump @DESERT5_3143 
42@ = 4 

:DESERT5_3143
if 
  42@ == 5 
else_jump @DESERT5_3168 
42@ = 6 

:DESERT5_3168
if 
  $3339 > 1 
else_jump @DESERT5_3211 
if 
  4 > 239@ 
else_jump @DESERT5_3211 
239@ = 3 

:DESERT5_3211
if 
  1 > 42@ 
else_jump @DESERT5_3245 
008B: 42@ = $3339 // (int) 
0084: $3340 = $3339 // (int) 

:DESERT5_3245
if 
001F:   42@ > $3339 // (int) 
else_jump @DESERT5_3278 
42@ = 1 
$3340 = 1 

:DESERT5_3278
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 78 
else_jump @DESERT5_3370 
if or
  42@ == 4 
  42@ == 6 
else_jump @DESERT5_3338 
238@ = 1 
jump @DESERT5_3370 

:DESERT5_3338
if 
  4 > 239@ 
else_jump @DESERT5_3363 
239@ = 3 

:DESERT5_3363
jump @DESERT5_3747 

:DESERT5_3370
if 
  238@ == 1 
else_jump @DESERT5_3654 
if 
  4 > 239@ 
else_jump @DESERT5_3413 
239@ = 3 

:DESERT5_3413
if 
  239@ == 0 
else_jump @DESERT5_3438 
239@ = 5 

:DESERT5_3438
gosub @DESERT5_24252 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 140.0 GXT 'DES5_FH'  // Which course?
gosub @DESERT5_24252 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
0A6D: print_help_forever_conditional 'DES5_FI' 0  // Tap ~m~~widget_school_left~ to go counterclockwise or ~m~~widget_school_right~ to go clockwise.
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @DESERT5_3569 
jump @DESERT5_3747 

:DESERT5_3569
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @DESERT5_3654 
if 
  42@ == 4 
else_jump @DESERT5_3622 
42@ = 3 

:DESERT5_3622
if 
  42@ == 6 
else_jump @DESERT5_3647 
42@ = 5 

:DESERT5_3647
jump @DESERT5_3747 

:DESERT5_3654
if 
0735:   is_keyboard_key_pressed 81 
else_jump @DESERT5_3683 
$3339 = 12 
$86 = 1 

:DESERT5_3683
if 
   not 238@ == 1 
else_jump @DESERT5_3729 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 75 
else_jump @DESERT5_3729 
jump @DESERT5_29000 

:DESERT5_3729
set_weather 17 
gosub @DESERT5_22657 
jump @DESERT5_2846 

:DESERT5_3747
fade 0 500 

:DESERT5_3754
if 
fading 
else_jump @DESERT5_3785 
wait 0 
gosub @DESERT5_21229 
jump @DESERT5_3754 

:DESERT5_3785
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_3806 
05EC: release_car 43@ from_path 

:DESERT5_3806
00A6: destroy_car 43@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 78@ 
164@ = 0 

:DESERT5_3825
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_3867 
00A6: destroy_car 68@(164@,3i) 
164@ += 1 
jump @DESERT5_3825 

:DESERT5_3867
040D: unload_wav 3 
0395: clear_area 1 at $326 $327 $328 radius 500.0 
014F: stop_timer $252 
0396: pause_timer 0 
239@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  42@ == 1 
else_jump @DESERT5_5562 

:DESERT5_3931
gosub @DESERT5_24418 

:DESERT5_3938
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
$8890 = 0 
$8891 = 0 
165@ = 0 
00A5: 43@ = create_car 476 at 58@ 59@ 60@ 
0175: set_car 43@ Z_angle_to 90.0 
if 
  239@ == 0 
else_jump @DESERT5_4089 
015F: set_camera_position 172.6 2466.14 17.05 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_4089
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24455 

:DESERT5_4142
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_4185 
240@ = 2 
jump @DESERT5_5509 

:DESERT5_4185
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_4254 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_4247 
240@ = 2 
jump @DESERT5_5509 
jump @DESERT5_4254 

:DESERT5_4247
jump @DESERT5_29000 

:DESERT5_4254
if 
  241@ == 0 
else_jump @DESERT5_4382 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24684 
if 
  241@ == 1 
else_jump @DESERT5_4375 
0A7D: print_help_conditional_hid_joypad 'DES5_1B' 0  // ~s~When the plane's tail rises, press and hold ~m~~widget_ped_move_down~ to lift the nose and take off.
0A7C: print_help_conditional_touch_adapted 'DES5_1P' 0  // ~s~When the plane's tail rises, pull back on ~m~~widget_ped_move~ to lift the nose and take off.
0A78: print_help_conditional 'DES5_1Q' 0  // ~s~When the plane's tail rises, pull the movement controls downward to lift the nose and take off.

:DESERT5_4375
jump @DESERT5_5555 

:DESERT5_4382
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_5555 
if 
   not $8891 == 1 
else_jump @DESERT5_4595 
if 
   not $8890 == 1 
else_jump @DESERT5_4509 
077D: $8880 = car 43@ x_angle 
if 
  5.0 >= $8880 
else_jump @DESERT5_4509 
$8890 = 1 
0A7D: print_help_conditional_hid_joypad 'DES5_1C' 0  // ~s~Push ~m~~widget_ped_move_down~ now.
0A7C: print_help_conditional_touch_adapted 'DES5_1R' 0  // ~s~Pull back on ~m~~widget_ped_move~ now.
0A78: print_help_conditional 'DES5_1S' 0  // ~s~Pull the movement controls downward now.

:DESERT5_4509
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
  47@ >= 25.0 
else_jump @DESERT5_4558 
$8891 = 1 
jump @DESERT5_4595 

:DESERT5_4558
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ 
else_jump @DESERT5_4595 
244@ = 1 

:DESERT5_4595
if 
  $8891 == 1 
else_jump @DESERT5_5066 
if 
   not 165@ == 1 
else_jump @DESERT5_4759 
091F: get_plane 43@ landing_gear_status_to 159@ 
if 
  159@ > 0.0 
else_jump @DESERT5_4752 
165@ = 1 
018A: 228@ = create_checkpoint_at 81@ 84@ 87@ 
06D5: 126@ = create_racing_checkpoint_at 81@ 84@ 87@ point_to 0.0 84@ 87@ type 3 radius 137@ 
124@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1F' time 7000 flag 4  // ~s~Head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~As the plane climbs and falls, the altitude meter to the left of the radar will rise and fall respectively.

:DESERT5_4752
jump @DESERT5_5066 

:DESERT5_4759
if 
0100:   actor $PLAYER_ACTOR in_sphere 81@(124@,3f) 84@(124@,3f) 87@(124@,3f) radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_5066 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
124@ += 1 
if 
  3 > 124@ 
else_jump @DESERT5_5059 
018A: 228@ = create_checkpoint_at 81@(124@,3f) 84@(124@,3f) 87@(124@,3f) 
06D5: 126@ = create_racing_checkpoint_at 81@(124@,3f) 84@(124@,3f) 87@(124@,3f) point_to 0.0 84@(124@,3f) 87@(124@,3f) type 3 radius 137@ 
if 
  124@ == 1 
else_jump @DESERT5_4995 
0A7D: print_help_conditional_hid_joypad 'DES5_1G' 0  // ~s~Push ~m~~widget_ped_move_up~ to descend to the next ~y~corona.
0A7C: print_help_conditional_touch_adapted 'DES5_1K' 0  // ~s~Push up on ~m~~widget_ped_move~ to descend to the next ~y~corona.
0A78: print_help_conditional 'DES5_1L' 0  // ~s~Push up on the movement controls to descend to the next ~y~corona.

:DESERT5_4995
if 
  124@ == 2 
else_jump @DESERT5_5052 
0A7A: print_help_conditional_hid 'DES5_1H' 0  // Steer upward and press and hold ~m~~widget_accelerate~ to climb back up to the final ~y~corona.
0A79: print_help_conditional_touch 'DES5_1H' 0  // Steer upward and press and hold ~m~~widget_accelerate~ to climb back up to the final ~y~corona.
0A7B: print_help_conditional_touch_classic 'DES5A1H' 0  // Steer upward and press and hold the bottom right corner of the screen to climb back up to the final ~y~corona.

:DESERT5_5052
jump @DESERT5_5066 

:DESERT5_5059
243@ = 1 

:DESERT5_5066
if 
  $8891 == 1 
else_jump @DESERT5_5107 
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_5107 
244@ = 1 

:DESERT5_5107
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_5150 
244@ = 1 

:DESERT5_5150
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_5555 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_5249 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 40 
156@ = 60 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_5277 

:DESERT5_5249
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_5277
if 
001C:   $270 > $3329[0] // (int) 
else_jump @DESERT5_5326 
008B: 245@ = $3329[0] // (int) 
0084: $3329[0] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_5326
if 
  $3339 == 1 
else_jump @DESERT5_5397 
if 
  $270 > 69 
else_jump @DESERT5_5397 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 2 
$3340 = 2 
240@ = 2 

:DESERT5_5397
gosub @DESERT5_27108 

:DESERT5_5404
if 
  227@ == 0 
else_jump @DESERT5_5509 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_5480 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_5480 
240@ = 2 
jump @DESERT5_5509 

:DESERT5_5480
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_5502 
jump @DESERT5_5509 

:DESERT5_5502
jump @DESERT5_5404 

:DESERT5_5509
gosub @DESERT5_26688 
if 
  240@ == 2 
else_jump @DESERT5_5548 
jump @DESERT5_2640 
jump @DESERT5_5555 

:DESERT5_5548
jump @DESERT5_3931 

:DESERT5_5555
jump @DESERT5_4142 

:DESERT5_5562
if 
  42@ == 2 
else_jump @DESERT5_7017 

:DESERT5_5580
gosub @DESERT5_24418 

:DESERT5_5587
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
167@ = 0 
168@ = 0 
166@ = 0 
00A5: 43@ = create_car 476 at 61@ 62@ 63@ 
0175: set_car 43@ Z_angle_to 270.0 
if 
  239@ == 0 
else_jump @DESERT5_5738 
015F: set_camera_position 27.29 2466.31 16.76 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_5738
08E6: set_plane 43@ landing_gear 1 
0519: set_car 43@ locked 1 
wait 500 
00BE: text_clear_all 
gosub @DESERT5_24455 

:DESERT5_5766
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_5809 
240@ = 2 
jump @DESERT5_6964 

:DESERT5_5809
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_5878 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_5871 
240@ = 2 
jump @DESERT5_6964 
jump @DESERT5_5878 

:DESERT5_5871
jump @DESERT5_29000 

:DESERT5_5878
if 
  241@ == 0 
else_jump @DESERT5_6003 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_5996 
0519: set_car 43@ locked 0 
04BA: set_car 43@ speed_to 30.0 
018A: 228@ = create_checkpoint_at 90@ 91@ 92@ 
06D5: 126@ = create_racing_checkpoint_at 90@ 91@ 92@ point_to -200.0 91@ 92@ type 3 radius 137@ 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
241@ = 1 

:DESERT5_5996
jump @DESERT5_7010 

:DESERT5_6003
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_7010 
if 
  167@ == 0 
else_jump @DESERT5_6243 
if 
   not 166@ == 1 
else_jump @DESERT5_6118 
091F: get_plane 43@ landing_gear_status_to 159@ 
if 
  1.0 > 159@ 
else_jump @DESERT5_6118 
166@ = 1 
0512: show_permanent_text_box 'DES5_2B'  // Press and hold ~m~~widget_brake~ to slow your descent.
00BC: show_text_highpriority GXT 'DES5_2C' time 5000 flag 4  // ~s~Head for the first ~y~corona.

:DESERT5_6118
if 
0100:   actor $PLAYER_ACTOR in_sphere 90@ 91@ 92@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_6236 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
167@ = 1 
018A: 228@ = create_checkpoint_at 308.0 57@ 60@ 
00BE: text_clear_all 
0512: show_permanent_text_box 'DES5_2I'  // Hold ~m~~widget_brake~ to lower your speed until the plane slowly descends.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // Point the nose of the plane upward to reduce the rate of descent.

:DESERT5_6236
jump @DESERT5_6447 

:DESERT5_6243
01AC:   car 43@ sphere 1 in_cube_cornerA 288.0 53@ 16.0 cornerB 328.0 55@ 18.0 stopped 
if 
   not 168@ == 1 
else_jump @DESERT5_6400 
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
  17.66 >= 47@ 
else_jump @DESERT5_6393 
168@ = 1 
00BE: text_clear_all 
0A7D: print_help_conditional_hid_joypad 'DES5_2E' 0  // ~s~Push and hold ~m~~widget_ped_move_up~ to keep the plane's nose down.
0A7C: print_help_conditional_touch_adapted 'DES5_2M' 0  // ~s~Push and hold ~m~~widget_ped_move~ upward to keep the plane's nose down.
0A78: print_help_conditional 'DES5_2N' 0  // ~s~Push and hold the movement controls upward to keep the plane's nose down.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Taxi along the runway and stop in the ~y~target zone ~s~for extra points.

:DESERT5_6393
jump @DESERT5_6447 

:DESERT5_6400
if and
01AB:   car 43@ sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ stopped 
81F3:   not car 43@ in_air 
81F4:   not car 43@ flipped 
else_jump @DESERT5_6447 
243@ = 1 

:DESERT5_6447
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_6562 
if 
   not 167@ == 1 
else_jump @DESERT5_6495 
244@ = 1 
jump @DESERT5_6562 

:DESERT5_6495
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ 
else_jump @DESERT5_6539 
244@ = 1 
jump @DESERT5_6562 

:DESERT5_6539
if 
01F4:   car 43@ flipped 
else_jump @DESERT5_6562 
244@ = 1 

:DESERT5_6562
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_6605 
244@ = 1 

:DESERT5_6605
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_7010 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_6704 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 35 
156@ = 55 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_6732 

:DESERT5_6704
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_6732
if 
001C:   $270 > $3329[1] // (int) 
else_jump @DESERT5_6781 
008B: 245@ = $3329[1] // (int) 
0084: $3329[1] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_6781
if 
  $3339 == 2 
else_jump @DESERT5_6852 
if 
  $270 > 69 
else_jump @DESERT5_6852 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 4 
$3340 = 4 
240@ = 2 

:DESERT5_6852
gosub @DESERT5_27108 

:DESERT5_6859
if 
  227@ == 0 
else_jump @DESERT5_6964 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_6935 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_6935 
240@ = 2 
jump @DESERT5_6964 

:DESERT5_6935
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_6957 
jump @DESERT5_6964 

:DESERT5_6957
jump @DESERT5_6859 

:DESERT5_6964
gosub @DESERT5_26688 
if 
  240@ == 2 
else_jump @DESERT5_7003 
jump @DESERT5_2640 
jump @DESERT5_7010 

:DESERT5_7003
jump @DESERT5_5580 

:DESERT5_7010
jump @DESERT5_5766 

:DESERT5_7017
if or
  42@ == 3 
  42@ == 4 
else_jump @DESERT5_8674 

:DESERT5_7042
gosub @DESERT5_24418 

:DESERT5_7049
gosub @DESERT5_20711 
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
$8891 = 0 
124@ = 0 
00A5: 43@ = create_car 476 at 58@ 59@ 60@ 
0175: set_car 43@ Z_angle_to 90.0 
if 
  239@ == 0 
else_jump @DESERT5_7207 
08E6: set_plane 43@ landing_gear 1 
015F: set_camera_position -1251.02 2301.32 140.44 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_7207
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24455 

:DESERT5_7260
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_7303 
240@ = 2 
jump @DESERT5_8573 

:DESERT5_7303
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_7372 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_7365 
240@ = 2 
jump @DESERT5_8573 
jump @DESERT5_7372 

:DESERT5_7365
jump @DESERT5_29000 

:DESERT5_7372
if 
  241@ == 0 
else_jump @DESERT5_7556 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24684 
if 
  241@ == 1 
else_jump @DESERT5_7549 
124@ = 0 
018A: 228@ = create_checkpoint_at 93@ 101@ 109@ 
06D5: 127@ = create_racing_checkpoint_at 93@ 101@ 109@ point_to 0.0 101@ 109@ type 3 radius 137@ 
06D5: 128@ = create_racing_checkpoint_at 94@ 102@ 110@ point_to 93@ 101@ 109@ type 3 radius 137@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.

:DESERT5_7549
jump @DESERT5_8667 

:DESERT5_7556
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_8667 
if 
   not $8891 == 1 
else_jump @DESERT5_7632 
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
  47@ >= 25.0 
else_jump @DESERT5_7632 
$8891 = 1 

:DESERT5_7632
if 
0100:   actor $PLAYER_ACTOR in_sphere 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_8130 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 127@(124@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
124@ += 1 
if 
  8 > 124@ 
else_jump @DESERT5_8123 
018A: 228@ = create_checkpoint_at 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) 
0085: 125@ = 124@ // (int) 
125@ += 1 
if 
  8 > 125@ 
else_jump @DESERT5_7854 
06D5: 127@(125@,8i) = create_racing_checkpoint_at 93@(125@,8f) 101@(125@,8f) 109@(125@,8f) point_to 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) type 3 radius 137@ 

:DESERT5_7854
if 
  124@ == 1 
else_jump @DESERT5_7975 
if 
  42@ == 4 
else_jump @DESERT5_7936 
0A7D: print_help_conditional_hid_joypad 'DES5_3F' 0  // ~s~Hold ~m~~widget_ped_move_down~ and ~m~~widget_ped_move_right~ to bank round and head for the next ~y~corona.
0A78: print_help_conditional 'DES5_EE' 0  // Press and hold the movement controls to the right to bank round and head for the next ~y~corona.
0A7C: print_help_conditional_touch_adapted 'DES5_DE' 0  // ~s~Hold the movement controls down and to the right to bank round and head for the next ~y~corona.
jump @DESERT5_7975 

:DESERT5_7936
0A7D: print_help_conditional_hid_joypad 'DES5_3E' 0  // ~s~Hold ~m~~widget_ped_move_down~ and ~m~~widget_ped_move_left~ to bank round and head for the next ~y~corona.
0A78: print_help_conditional 'DES5_AE' 0  // Press and hold the movement controls to the left to bank round and head for the next ~y~corona.
0A7C: print_help_conditional_touch_adapted 'DES5_BE' 0  // ~s~Hold the movement controls down and to the left to bank round and head for the next ~y~corona.

:DESERT5_7975
if 
  124@ == 2 
else_jump @DESERT5_8050 
if 
  42@ == 4 
else_jump @DESERT5_8034 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
jump @DESERT5_8050 

:DESERT5_8034
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_8050
if 
  124@ == 3 
else_jump @DESERT5_8116 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~The artificial horizon on the radar displays the plane's attitude.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~As the plane banks and pitches, the artificial horizon changes appropriately.

:DESERT5_8116
jump @DESERT5_8130 

:DESERT5_8123
243@ = 1 

:DESERT5_8130
if 
  $8891 == 1 
else_jump @DESERT5_8171 
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_8171 
244@ = 1 

:DESERT5_8171
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_8214 
244@ = 1 

:DESERT5_8214
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_8667 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_8313 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 80 
156@ = 100 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_8341 

:DESERT5_8313
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_8341
if 
001C:   $270 > $3329[2] // (int) 
else_jump @DESERT5_8390 
008B: 245@ = $3329[2] // (int) 
0084: $3329[2] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_8390
if 
  $3339 == 4 
else_jump @DESERT5_8461 
if 
  $270 > 69 
else_jump @DESERT5_8461 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 6 
$3340 = 6 
240@ = 2 

:DESERT5_8461
gosub @DESERT5_27108 

:DESERT5_8468
if 
  227@ == 0 
else_jump @DESERT5_8573 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_8544 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_8544 
240@ = 2 
jump @DESERT5_8573 

:DESERT5_8544
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_8566 
jump @DESERT5_8573 

:DESERT5_8566
jump @DESERT5_8468 

:DESERT5_8573
gosub @DESERT5_26688 
164@ = 0 

:DESERT5_8587
if 
  8 > 164@ 
else_jump @DESERT5_8628 
06D6: disable_racing_checkpoint 127@(164@,8i) 
164@ += 1 
jump @DESERT5_8587 

:DESERT5_8628
if 
  240@ == 2 
else_jump @DESERT5_8660 
jump @DESERT5_2640 
jump @DESERT5_8667 

:DESERT5_8660
jump @DESERT5_7042 

:DESERT5_8667
jump @DESERT5_7260 

:DESERT5_8674
if or
  42@ == 5 
  42@ == 6 
else_jump @DESERT5_10536 

:DESERT5_8699
gosub @DESERT5_24418 

:DESERT5_8706
gosub @DESERT5_20711 
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
$8891 = 0 
124@ = 0 
169@ = 0 
00A5: 43@ = create_car 476 at 58@ 59@ 60@ 
0175: set_car 43@ Z_angle_to 90.0 
if 
  239@ == 0 
else_jump @DESERT5_8871 
08E6: set_plane 43@ landing_gear 1 
015F: set_camera_position -394.09 2601.47 134.89 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_8871
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24455 

:DESERT5_8924
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_8967 
240@ = 2 
jump @DESERT5_10435 

:DESERT5_8967
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_9036 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_9029 
240@ = 2 
jump @DESERT5_10435 
jump @DESERT5_9036 

:DESERT5_9029
jump @DESERT5_29000 

:DESERT5_9036
if 
  241@ == 0 
else_jump @DESERT5_9220 
0A7A: print_help_conditional_hid 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A79: print_help_conditional_touch 'DES5HID' 2  // Press and hold ~m~~widget_accelerate~ to accelerate along the runway.
0A7B: print_help_conditional_touch_classic 'DES5TCH' 2  // Press and hold the right side of the screen to accelerate along the runway.
gosub @DESERT5_24684 
if 
  241@ == 1 
else_jump @DESERT5_9213 
124@ = 0 
018A: 228@ = create_checkpoint_at 93@ 101@ 109@ 
06D5: 127@ = create_racing_checkpoint_at 93@ 101@ 109@ point_to 0.0 101@ 109@ type 3 radius 137@ 
06D5: 128@ = create_racing_checkpoint_at 94@ 102@ 110@ point_to 93@ 101@ 109@ type 3 radius 137@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.

:DESERT5_9213
jump @DESERT5_10529 

:DESERT5_9220
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_10529 
if 
   not $8891 == 1 
else_jump @DESERT5_9296 
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
  47@ >= 25.0 
else_jump @DESERT5_9296 
$8891 = 1 

:DESERT5_9296
if 
   not 169@ == 1 
else_jump @DESERT5_9830 
if 
0100:   actor $PLAYER_ACTOR in_sphere 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_9823 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 127@(124@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
124@ += 1 
if 
  8 > 124@ 
else_jump @DESERT5_9727 
018A: 228@ = create_checkpoint_at 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) 
0085: 125@ = 124@ // (int) 
125@ += 1 
if 
  8 > 125@ 
else_jump @DESERT5_9536 
06D5: 127@(125@,8i) = create_racing_checkpoint_at 93@(125@,8f) 101@(125@,8f) 109@(125@,8f) point_to 93@(124@,8f) 101@(124@,8f) 109@(124@,8f) type 3 radius 137@ 

:DESERT5_9536
if 
  124@ == 1 
else_jump @DESERT5_9611 
if 
  42@ == 6 
else_jump @DESERT5_9595 
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.
jump @DESERT5_9611 

:DESERT5_9595
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.

:DESERT5_9611
if 
  124@ == 2 
else_jump @DESERT5_9686 
if 
  42@ == 6 
else_jump @DESERT5_9670 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
jump @DESERT5_9686 

:DESERT5_9670
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_9686
if 
  124@ == 3 
else_jump @DESERT5_9720 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.

:DESERT5_9720
jump @DESERT5_9823 

:DESERT5_9727
169@ = 1 
018A: 228@ = create_checkpoint_at 308.0 53@ 60@ 
if 
  42@ == 6 
else_jump @DESERT5_9791 
00BC: show_text_highpriority GXT 'DES5_5I' time 10000 flag 4  // ~s~Bank right and land on the runway.
jump @DESERT5_9807 

:DESERT5_9791
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Bank left and land on the runway.

:DESERT5_9807
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.

:DESERT5_9823
jump @DESERT5_9910 

:DESERT5_9830
01AC:   car 43@ sphere 1 in_cube_cornerA 288.0 53@ 16.0 cornerB 328.0 55@ 18.0 stopped 
if and
01AB:   car 43@ sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ stopped 
81F3:   not car 43@ in_air 
81F4:   not car 43@ flipped 
else_jump @DESERT5_9910 
243@ = 1 

:DESERT5_9910
if and
  $8891 == 1 
81F3:   not car 43@ in_air 
else_jump @DESERT5_10032 
if 
   not 169@ == 1 
else_jump @DESERT5_9965 
244@ = 1 
jump @DESERT5_10032 

:DESERT5_9965
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ 
else_jump @DESERT5_10009 
244@ = 1 
jump @DESERT5_10032 

:DESERT5_10009
if 
01F4:   car 43@ flipped 
else_jump @DESERT5_10032 
244@ = 1 

:DESERT5_10032
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_10075 
244@ = 1 

:DESERT5_10075
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_10529 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_10175 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 110 
156@ = 130 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_10203 

:DESERT5_10175
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_10203
if 
001C:   $270 > $3329[3] // (int) 
else_jump @DESERT5_10252 
008B: 245@ = $3329[3] // (int) 
0084: $3329[3] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_10252
if 
  $3339 == 6 
else_jump @DESERT5_10323 
if 
  $270 > 69 
else_jump @DESERT5_10323 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 7 
$3340 = 7 
240@ = 2 

:DESERT5_10323
gosub @DESERT5_27108 

:DESERT5_10330
if 
  227@ == 0 
else_jump @DESERT5_10435 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_10406 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_10406 
240@ = 2 
jump @DESERT5_10435 

:DESERT5_10406
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_10428 
jump @DESERT5_10435 

:DESERT5_10428
jump @DESERT5_10330 

:DESERT5_10435
gosub @DESERT5_26688 
164@ = 0 

:DESERT5_10449
if 
  8 > 164@ 
else_jump @DESERT5_10490 
06D6: disable_racing_checkpoint 127@(164@,8i) 
164@ += 1 
jump @DESERT5_10449 

:DESERT5_10490
if 
  240@ == 2 
else_jump @DESERT5_10522 
jump @DESERT5_2640 
jump @DESERT5_10529 

:DESERT5_10522
jump @DESERT5_8699 

:DESERT5_10529
jump @DESERT5_8924 

:DESERT5_10536
if 
  42@ == 7 
else_jump @DESERT5_12125 

:DESERT5_10554
gosub @DESERT5_24418 

:DESERT5_10561
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
$8891 = 0 
$8892 = 0 
0087: 140@ = 119@ // (float) 
242@ = 0 
00A5: 43@ = create_car 425 at 58@ 59@ 15.07 
0175: set_car 43@ Z_angle_to 270.0 
00A9: set_car 43@ to_normal_driver 
if 
  239@ == 0 
else_jump @DESERT5_10727 
015F: set_camera_position 323.02 2446.81 117.65 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_10727
253@ = 1 

:DESERT5_10734
if 
  253@ == 1 
else_jump @DESERT5_10802 
wait 0 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_10795 
if 
01C1:   car 43@ stopped 
else_jump @DESERT5_10795 
253@ = 0 

:DESERT5_10795
jump @DESERT5_10734 

:DESERT5_10802
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DES5_7A' 2  // Press and hold ~m~~widget_accelerate~ to accelerate upward.
0A79: print_help_conditional_touch 'DES5_7A' 2  // Press and hold ~m~~widget_accelerate~ to accelerate upward.
0A7B: print_help_conditional_touch_classic 'DES5APD' 2  // Press and hold the right side of the screen to accelerate upward.
gosub @DESERT5_24455 

:DESERT5_10855
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_10898 
240@ = 2 
jump @DESERT5_12072 

:DESERT5_10898
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_10967 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_10960 
240@ = 2 
jump @DESERT5_12072 
jump @DESERT5_10967 

:DESERT5_10960
jump @DESERT5_29000 

:DESERT5_10967
if 
  241@ == 0 
else_jump @DESERT5_11102 
0A7A: print_help_conditional_hid 'DES5_7A' 2  // Press and hold ~m~~widget_accelerate~ to accelerate upward.
0A79: print_help_conditional_touch 'DES5_7A' 2  // Press and hold ~m~~widget_accelerate~ to accelerate upward.
0A7B: print_help_conditional_touch_classic 'DES5APD' 2  // Press and hold the right side of the screen to accelerate upward.
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_11095 
if 
01F3:   car 43@ in_air 
else_jump @DESERT5_11095 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Keep gaining height.
241@ = 1 

:DESERT5_11095
jump @DESERT5_12118 

:DESERT5_11102
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_12118 
if 
   not $8892 == 1 
else_jump @DESERT5_11228 
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
0035:   47@ >= 140@ // (float) 
else_jump @DESERT5_11228 
$8892 = 1 
0A7A: print_help_conditional_hid 'DES5_7C' 2  // Release ~m~~widget_accelerate~ to stop rising and level off.
0A79: print_help_conditional_touch 'DES5_7C' 2  // Release ~m~~widget_accelerate~ to stop rising and level off.
0A7B: print_help_conditional_touch_classic 'DESAPD3' 2  // Release the right side of the screen to stop rising and level off.
0A6D: print_help_forever_conditional 'DES5_7D' 0  // ~s~Rotate the helicopter 180 degrees by using ~m~~widget_vehicle_turret_left~ and ~m~~widget_vehicle_turret_right~ to turn left and right.

:DESERT5_11228
if 
  $8892 == 1 
else_jump @DESERT5_11569 
if 
   not 242@ == 1 
else_jump @DESERT5_11496 
0174: 48@ = car 43@ Z_angle 
if and
  48@ >= 80.0 
  100.0 >= 48@ 
else_jump @DESERT5_11489 
242@ = 1 
018A: 228@ = create_checkpoint_at 117@ 118@ 119@ 
06D5: 126@ = create_racing_checkpoint_at 117@ 118@ 119@ point_to 0.0 118@ 119@ type 3 radius 137@ 
00BE: text_clear_all 
0A7D: print_help_conditional_hid_joypad 'DES5_7F' 0  // ~s~Push and hold ~m~~widget_ped_move_up~ to tilt the helicopter at 45 degrees.
0A7C: print_help_conditional_touch_adapted 'DES5_7M' 0  // ~s~Push and hold ~m~~widget_ped_move~ upward to tilt the helicopter at 45 degrees.
0A78: print_help_conditional 'DES5_7N' 0  // ~s~Push and hold the movement controls upward to tilt the helicopter at 45 degrees.
0A7A: print_help_conditional_hid 'DES5_7G' 2  // Press and hold ~m~~widget_accelerate~ to go forward and head for the ~y~corona.
0A79: print_help_conditional_touch 'DES5_7G' 2  // Press and hold ~m~~widget_accelerate~ to go forward and head for the ~y~corona.
0A7B: print_help_conditional_touch_classic 'DESAPD2' 2  // Press and hold the right side of the screen to go forward and head for the ~y~corona.
0A7D: print_help_conditional_hid_joypad 'DES5_7H' 0  // ~s~If you need to bank, hold ~m~~widget_ped_move_down~ and steer either left or right.
0A7C: print_help_conditional_touch_adapted 'DES5_7G' 0  // Press and hold ~m~~widget_accelerate~ to go forward and head for the ~y~corona.
0A78: print_help_conditional 'DES5_7Y' 0  // ~s~If you need to bank, pull back on the movement controls downward and steer either left or right.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~If you need to descend, hold ~m~~widget_brake~.

:DESERT5_11489
jump @DESERT5_11569 

:DESERT5_11496
if 
0100:   actor $PLAYER_ACTOR in_sphere 117@ 118@ 119@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_11569 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
243@ = 1 

:DESERT5_11569
if 
   not $8891 == 1 
else_jump @DESERT5_11629 
00AA: store_car 43@ position_to 45@ 46@ 47@ 
if 
  47@ >= 25.0 
else_jump @DESERT5_11629 
$8891 = 1 

:DESERT5_11629
if 
  $8891 == 1 
else_jump @DESERT5_11670 
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_11670 
244@ = 1 

:DESERT5_11670
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_11713 
244@ = 1 

:DESERT5_11713
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_12118 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_11812 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 60 
156@ = 80 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_11840 

:DESERT5_11812
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_11840
if 
001C:   $270 > $3329[4] // (int) 
else_jump @DESERT5_11889 
008B: 245@ = $3329[4] // (int) 
0084: $3329[4] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_11889
if 
  $3339 == 7 
else_jump @DESERT5_11960 
if 
  $270 > 69 
else_jump @DESERT5_11960 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 8 
$3340 = 8 
240@ = 2 

:DESERT5_11960
gosub @DESERT5_27108 

:DESERT5_11967
if 
  227@ == 0 
else_jump @DESERT5_12072 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_12043 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_12043 
240@ = 2 
jump @DESERT5_12072 

:DESERT5_12043
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_12065 
jump @DESERT5_12072 

:DESERT5_12065
jump @DESERT5_11967 

:DESERT5_12072
gosub @DESERT5_26688 
if 
  240@ == 2 
else_jump @DESERT5_12111 
jump @DESERT5_2640 
jump @DESERT5_12118 

:DESERT5_12111
jump @DESERT5_10554 

:DESERT5_12118
jump @DESERT5_10855 

:DESERT5_12125
if 
  42@ == 8 
else_jump @DESERT5_13431 

:DESERT5_12143
gosub @DESERT5_24418 

:DESERT5_12150
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
170@ = 0 
00A5: 43@ = create_car 425 at 61@ 62@ 63@ 
0175: set_car 43@ Z_angle_to 270.0 
0825: set_helicopter 43@ instant_rotor_start 
if 
  239@ == 0 
else_jump @DESERT5_12292 
015F: set_camera_position 301.56 2455.21 55.82 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_12292
0519: set_car 43@ locked 1 
wait 500 
00BE: text_clear_all 
0A83: unknown 'DES5_8A' 0  // Press and hold ~m~~widget_accelerate~ to maintain your forward speed.
0A85: unknown 'DESAPD8' 0  // Press and hold the lower right corner of the screen to maintain your forward speed.
0A84: unknown 'DES5_8A' 0  // Press and hold ~m~~widget_accelerate~ to maintain your forward speed.
gosub @DESERT5_24455 

:DESERT5_12352
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_12395 
240@ = 2 
jump @DESERT5_13378 

:DESERT5_12395
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_12464 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_12457 
240@ = 2 
jump @DESERT5_13378 
jump @DESERT5_12464 

:DESERT5_12457
jump @DESERT5_29000 

:DESERT5_12464
if 
  241@ == 0 
else_jump @DESERT5_12591 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_12584 
0519: set_car 43@ locked 0 
04BA: set_car 43@ speed_to 15.0 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // Press and hold ~m~~widget_accelerate~ to maintain your forward speed.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Head for the far end of the runway and maintain your height.
018A: 228@ = create_checkpoint_at 64@ 65@ 66@ 
241@ = 1 

:DESERT5_12584
jump @DESERT5_13424 

:DESERT5_12591
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_13424 
if 
   not 170@ == 1 
else_jump @DESERT5_12783 
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 64@ 65@ radius 300.0 300.0 in_car 
else_jump @DESERT5_12776 
170@ = 1 
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // ~s~Slow down and hover over the ~y~target zone~s~.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Hold ~m~~widget_brake~ to descend slowly and land.~N~Land in the ~y~target area ~s~for extra points.
0A7A: print_help_conditional_hid 'DES5_8E' 2  // If you start to descend too quickly, release ~m~~widget_brake~ and hold ~m~~widget_accelerate~ to slow your descent.
0A79: print_help_conditional_touch 'DES5_8E' 2  // If you start to descend too quickly, release ~m~~widget_brake~ and hold ~m~~widget_accelerate~ to slow your descent.
0A7B: print_help_conditional_touch_classic 'DESAPD4' 2  // If you start to descend too quickly, release ~m~~widget_brake~ and hold the right side of the screen to slow your descent.
0A7A: print_help_conditional_hid 'DES5_8F' 2  // Press and hold ~m~~widget_brake~ to descend and ~m~~widget_accelerate~ to ascend.
0A79: print_help_conditional_touch 'DES5_8F' 2  // Press and hold ~m~~widget_brake~ to descend and ~m~~widget_accelerate~ to ascend.
0A7B: print_help_conditional_touch_classic 'DESAPD5' 2  // Press and hold ~m~~widget_brake~ to descend. Press the right side of the screen to ascend.

:DESERT5_12776
jump @DESERT5_12861 

:DESERT5_12783
01B0:   car 43@ sphere 1 in_sphere 64@ 65@ 66@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 43@ sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ stopped 
81F3:   not car 43@ in_air 
81F4:   not car 43@ flipped 
else_jump @DESERT5_12861 
243@ = 1 

:DESERT5_12861
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_12976 
if 
   not 170@ == 1 
else_jump @DESERT5_12909 
244@ = 1 
jump @DESERT5_12976 

:DESERT5_12909
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ 
else_jump @DESERT5_12953 
244@ = 1 
jump @DESERT5_12976 

:DESERT5_12953
if 
01F4:   car 43@ flipped 
else_jump @DESERT5_12976 
244@ = 1 

:DESERT5_12976
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_13019 
244@ = 1 

:DESERT5_13019
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_13424 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_13118 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 40 
156@ = 60 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_13146 

:DESERT5_13118
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_13146
if 
001C:   $270 > $3329[5] // (int) 
else_jump @DESERT5_13195 
008B: 245@ = $3329[5] // (int) 
0084: $3329[5] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_13195
if 
  $3339 == 8 
else_jump @DESERT5_13266 
if 
  $270 > 69 
else_jump @DESERT5_13266 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 9 
$3340 = 9 
240@ = 2 

:DESERT5_13266
gosub @DESERT5_27108 

:DESERT5_13273
if 
  227@ == 0 
else_jump @DESERT5_13378 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_13349 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_13349 
240@ = 2 
jump @DESERT5_13378 

:DESERT5_13349
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_13371 
jump @DESERT5_13378 

:DESERT5_13371
jump @DESERT5_13273 

:DESERT5_13378
gosub @DESERT5_26688 
if 
  240@ == 2 
else_jump @DESERT5_13417 
jump @DESERT5_2640 
jump @DESERT5_13424 

:DESERT5_13417
jump @DESERT5_12143 

:DESERT5_13424
jump @DESERT5_12352 

:DESERT5_13431
if 
  42@ == 9 
else_jump @DESERT5_15779 

:DESERT5_13449
gosub @DESERT5_24418 

:DESERT5_13456
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
177@ = 0 
00A5: 43@ = create_car 425 at 61@ 62@ 63@ 
0175: set_car 43@ Z_angle_to 270.0 
0825: set_helicopter 43@ instant_rotor_start 
if 
  239@ == 0 
else_jump @DESERT5_13709 
015F: set_camera_position 365.5 2339.25 63.23 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 363.09 2473.76 33.46 switchstyle 2 
77@ = 418.5 
164@ = 0 

:DESERT5_13623
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_13700 
00A5: 68@(164@,3i) = create_car 514 at 77@ 57@ 17.1 
77@ -= 40.0 
178@(164@,3i) = 0 
164@ += 1 
jump @DESERT5_13623 

:DESERT5_13700
41@ = 0 
return 

:DESERT5_13709
0519: set_car 43@ locked 1 
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_9A' time 5000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
gosub @DESERT5_24455 

:DESERT5_13746
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_13785 
240@ = 2 
jump @DESERT5_15591 

:DESERT5_13785
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_13854 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_13847 
240@ = 2 
jump @DESERT5_15591 
jump @DESERT5_13854 

:DESERT5_13847
jump @DESERT5_29000 

:DESERT5_13854
if 
  241@ == 0 
else_jump @DESERT5_14084 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_14077 
0519: set_car 43@ locked 0 
04BA: set_car 43@ speed_to 15.0 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Tap ~m~~widget_rocket~ to fire rockets. Press and hold ~m~~widget_explicit_shoot~ to fire the guns.
77@ = 418.5 
164@ = 0 

:DESERT5_13970
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_14063 
00A5: 68@(164@,3i) = create_car 514 at 77@ 57@ 17.1 
0186: 229@(164@,3i) = create_marker_above_car 68@(164@,3i) 
171@(164@,3i) = 1 
77@ -= 40.0 
164@ += 1 
jump @DESERT5_13970 

:DESERT5_14063
67@ = 0 
241@ = 1 

:DESERT5_14077
jump @DESERT5_15772 

:DESERT5_14084
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_15772 
if 
   not 177@ == 1 
else_jump @DESERT5_14995 
176@ = 1 
0871: init_jump_table 67@ total_jumps 2 default_jump 1 @DESERT5_14974 jumps 0 @DESERT5_14188 1 @DESERT5_14773 -1 @DESERT5_14988 -1 @DESERT5_14988 -1 @DESERT5_14988 -1 @DESERT5_14988 -1 @DESERT5_14988 

:DESERT5_14188
164@ = 0 

:DESERT5_14195
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_14304 
if 
0119:   car 68@(164@,3i) wrecked 
else_jump @DESERT5_14283 
if 
  171@(164@,3i) == 1 
else_jump @DESERT5_14276 
0164: disable_marker 229@(164@,3i) 
171@(164@,3i) = 0 

:DESERT5_14276
jump @DESERT5_14290 

:DESERT5_14283
176@ = 0 

:DESERT5_14290
164@ += 1 
jump @DESERT5_14195 

:DESERT5_14304
if 
  176@ == 1 
else_jump @DESERT5_14766 
67@ = 1 
00A5: 72@ = create_car 400 at 22.61 2322.06 22.35 
00A5: 73@ = create_car 400 at 74.58 2375.99 16.52 
0129: 75@ = create_actor_pedtype 24 model 7 in_car 72@ driverseat 
0129: 76@ = create_actor_pedtype 24 model 7 in_car 73@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_AS_pack_begin 79@ 
06BB: set_actor -1 drive_car 72@ speed 10.0 along_SCM_path 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_AS_pack_begin 80@ 
06BB: set_actor -1 drive_car 73@ speed 10.0 along_SCM_path 
0643: set_AS_pack 80@ loop 1 
0616: define_AS_pack_end 80@ 
0618: assign_actor 76@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
164@ = 0 

:DESERT5_14630
if 
001D:   74@ > 164@ // (int) 
else_jump @DESERT5_14701 
020A: set_car 72@(164@,2i) door_status_to 2 
0186: 232@(164@,2i) = create_marker_above_car 72@(164@,2i) 
174@(164@,2i) = 1 
164@ += 1 
jump @DESERT5_14630 

:DESERT5_14701
00BC: show_text_highpriority GXT 'DES5_9D' time 10000 flag 4  // ~s~Now destroy the two moving ~r~cars ~s~to the south-west of the runway.
164@ = 0 

:DESERT5_14724
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_14766 
01C3: remove_references_to_car 68@(164@,3i) 
164@ += 1 
jump @DESERT5_14724 

:DESERT5_14766
jump @DESERT5_14988 

:DESERT5_14773
164@ = 0 

:DESERT5_14780
if 
001D:   74@ > 164@ // (int) 
else_jump @DESERT5_14889 
if 
0119:   car 72@(164@,2i) wrecked 
else_jump @DESERT5_14868 
if 
  174@(164@,2i) == 1 
else_jump @DESERT5_14861 
0164: disable_marker 232@(164@,2i) 
174@(164@,2i) = 0 

:DESERT5_14861
jump @DESERT5_14875 

:DESERT5_14868
176@ = 0 

:DESERT5_14875
164@ += 1 
jump @DESERT5_14780 

:DESERT5_14889
if 
  176@ == 1 
else_jump @DESERT5_14967 
67@ = -1 
018A: 228@ = create_checkpoint_at 64@ 65@ 66@ 
00BC: show_text_highpriority GXT 'DES5_9E' time 10000 flag 4  // ~s~Land on the runway.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.
177@ = 1 

:DESERT5_14967
jump @DESERT5_14988 

:DESERT5_14974
177@ = 1 
jump @DESERT5_14988 

:DESERT5_14988
jump @DESERT5_15073 

:DESERT5_14995
01B0:   car 43@ sphere 1 in_sphere 64@ 65@ 66@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 43@ sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ stopped 
81F3:   not car 43@ in_air 
81F4:   not car 43@ flipped 
else_jump @DESERT5_15073 
243@ = 1 

:DESERT5_15073
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_15188 
if 
   not 177@ == 1 
else_jump @DESERT5_15121 
244@ = 1 
jump @DESERT5_15188 

:DESERT5_15121
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ 
else_jump @DESERT5_15165 
244@ = 1 
jump @DESERT5_15188 

:DESERT5_15165
if 
01F4:   car 43@ flipped 
else_jump @DESERT5_15188 
244@ = 1 

:DESERT5_15188
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_15231 
244@ = 1 

:DESERT5_15231
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_15772 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_15331 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 110 
156@ = 140 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_15359 

:DESERT5_15331
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_15359
if 
001C:   $270 > $3329[6] // (int) 
else_jump @DESERT5_15408 
008B: 245@ = $3329[6] // (int) 
0084: $3329[6] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_15408
if 
  $3339 == 9 
else_jump @DESERT5_15479 
if 
  $270 > 69 
else_jump @DESERT5_15479 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 10 
$3340 = 10 
240@ = 2 

:DESERT5_15479
gosub @DESERT5_27108 

:DESERT5_15486
if 
  227@ == 0 
else_jump @DESERT5_15591 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_15562 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_15562 
240@ = 2 
jump @DESERT5_15591 

:DESERT5_15562
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_15584 
jump @DESERT5_15591 

:DESERT5_15584
jump @DESERT5_15486 

:DESERT5_15591
gosub @DESERT5_26688 
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 80@ 
164@ = 0 

:DESERT5_15615
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_15666 
00A6: destroy_car 68@(164@,3i) 
0164: disable_marker 229@(164@,3i) 
164@ += 1 
jump @DESERT5_15615 

:DESERT5_15666
164@ = 0 

:DESERT5_15673
if 
001D:   74@ > 164@ // (int) 
else_jump @DESERT5_15733 
009B: destroy_actor 75@(164@,2i) 
00A6: destroy_car 72@(164@,2i) 
0164: disable_marker 232@(164@,2i) 
164@ += 1 
jump @DESERT5_15673 

:DESERT5_15733
if 
  240@ == 2 
else_jump @DESERT5_15765 
jump @DESERT5_2640 
jump @DESERT5_15772 

:DESERT5_15765
jump @DESERT5_13449 

:DESERT5_15772
jump @DESERT5_13746 

:DESERT5_15779
if 
  42@ == 10 
else_jump @DESERT5_17554 

:DESERT5_15797
gosub @DESERT5_24418 

:DESERT5_15804
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
181@ = 0 
182@ = 0 
00A5: 43@ = create_car 513 at 61@ 121@ 122@ 
0175: set_car 43@ Z_angle_to 270.0 
if 
  239@ == 0 
else_jump @DESERT5_15948 
015F: set_camera_position 269.53 2445.3 88.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_15948
0519: set_car 43@ locked 1 
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A79: print_help_conditional_touch 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A7B: print_help_conditional_touch_classic 'DESAPD1' 2  // Press and hold the lower right corner of the screen to maintain your height keep the plane level and head for the first ~y~corona.
gosub @DESERT5_24455 

:DESERT5_16008
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_16051 
240@ = 2 
jump @DESERT5_17491 

:DESERT5_16051
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_16120 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_16113 
240@ = 2 
jump @DESERT5_17491 
jump @DESERT5_16120 

:DESERT5_16113
jump @DESERT5_29000 

:DESERT5_16120
if 
  241@ == 0 
else_jump @DESERT5_16340 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_16333 
0519: set_car 43@ locked 0 
04BA: set_car 43@ speed_to 20.0 
241@ = 1 
018A: 228@ = create_checkpoint_at 120@ 121@ 122@ 
06D5: 135@ = create_racing_checkpoint_at 120@ 121@ 122@ point_to 0.0 121@ 122@ type 3 radius 137@ 
06D5: 136@ = create_racing_checkpoint_at 123@ 121@ 122@ point_to 0.0 121@ 122@ type 3 radius 137@ 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
0A7A: print_help_conditional_hid 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A79: print_help_conditional_touch 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A7B: print_help_conditional_touch_classic 'DESAPD1' 2  // Press and hold the lower right corner of the screen to maintain your height keep the plane level and head for the first ~y~corona.
0A79: print_help_conditional_touch 'DES5_AB' 0  // ~s~As soon as you hit the corona, press and hold ~m~~widget_ped_move_down~ to pull up quickly and hold to do a loop-the-loop.
0A78: print_help_conditional 'DES5_BT' 0  // ~s~As soon as you hit the corona, push the movement controls downward to pull up quickly. Hold to do a loop-the-loop.

:DESERT5_16333
jump @DESERT5_17547 

:DESERT5_16340
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_17547 
if 
   not 181@ == 1 
else_jump @DESERT5_16521 
if 
0100:   actor $PLAYER_ACTOR in_sphere 120@ 121@ 122@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_16514 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 135@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
181@ = 1 
0A7D: print_help_conditional_hid_joypad 'DES5_AC' 0  // ~s~Push ~m~~widget_ped_move_down~ now.
0A7C: print_help_conditional_touch_adapted 'DES5_AG' 0  // ~s~Pull back on ~m~~widget_ped_move~ now.
0A78: print_help_conditional 'DES5_AH' 0  // ~s~Push the movement controls down now.
077D: $8881 = car 43@ x_angle 
$8883 = 0.0 
$8888 = 0.0 

:DESERT5_16514
jump @DESERT5_17066 

:DESERT5_16521
if 
   not 182@ == 1 
else_jump @DESERT5_16993 
06BE: $8884 = car 43@ y_angle 
if 
  0.0 > $8884 
else_jump @DESERT5_16578 
$8884 += 360.0 

:DESERT5_16578
083F: get_car 43@ vertical_deviation_to $8889 
if 
  $8889 >= 0.0 
else_jump @DESERT5_16652 
if and
  $8884 >= 20.0 
  340.0 >= $8884 
else_jump @DESERT5_16645 
244@ = 1 

:DESERT5_16645
jump @DESERT5_16690 

:DESERT5_16652
if or
  160.0 >= $8884 
  $8884 >= 200.0 
else_jump @DESERT5_16690 
244@ = 1 

:DESERT5_16690
077D: $8880 = car 43@ x_angle 
0086: $8882 = $8880 // (float) 
0061: $8882 -= $8881 // (float) 
0086: $8881 = $8880 // (float) 
if 
  $8882 > 180.0 
else_jump @DESERT5_16753 
$8882 -= 360.0 

:DESERT5_16753
if 
  -180.0 > $8882 
else_jump @DESERT5_16784 
$8882 += 360.0 

:DESERT5_16784
if 
  0.0 > $8882 
else_jump @DESERT5_16820 
0059: $8888 += $8882 // (float) 
jump @DESERT5_16882 

:DESERT5_16820
if 
  0.0 > $8888 
else_jump @DESERT5_16856 
0059: $8888 += $8882 // (float) 
jump @DESERT5_16882 

:DESERT5_16856
0059: $8883 += $8888 // (float) 
$8888 = 0.0 
0059: $8883 += $8882 // (float) 

:DESERT5_16882
if 
  -20.0 > $8888 
else_jump @DESERT5_16910 
244@ = 1 

:DESERT5_16910
if 
   not 244@ == 1 
else_jump @DESERT5_16986 
if 
  $8883 >= 360.0 
else_jump @DESERT5_16986 
182@ = 1 
018A: 228@ = create_checkpoint_at 123@ 121@ 122@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_16986
jump @DESERT5_17066 

:DESERT5_16993
if 
0100:   actor $PLAYER_ACTOR in_sphere 123@ 121@ 122@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_17066 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 136@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
243@ = 1 

:DESERT5_17066
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_17089 
244@ = 1 

:DESERT5_17089
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_17132 
244@ = 1 

:DESERT5_17132
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_17547 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_17231 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 30 
156@ = 40 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_17259 

:DESERT5_17231
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_17259
if 
001C:   $270 > $3329[7] // (int) 
else_jump @DESERT5_17308 
008B: 245@ = $3329[7] // (int) 
0084: $3329[7] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_17308
if 
  $3339 == 10 
else_jump @DESERT5_17379 
if 
  $270 > 69 
else_jump @DESERT5_17379 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 11 
$3340 = 11 
240@ = 2 

:DESERT5_17379
gosub @DESERT5_27108 

:DESERT5_17386
if 
  227@ == 0 
else_jump @DESERT5_17491 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_17462 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_17462 
240@ = 2 
jump @DESERT5_17491 

:DESERT5_17462
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_17484 
jump @DESERT5_17491 

:DESERT5_17484
jump @DESERT5_17386 

:DESERT5_17491
gosub @DESERT5_26688 
06D6: disable_racing_checkpoint 135@ 
06D6: disable_racing_checkpoint 136@ 
if 
  240@ == 2 
else_jump @DESERT5_17540 
jump @DESERT5_2640 
jump @DESERT5_17547 

:DESERT5_17540
jump @DESERT5_15797 

:DESERT5_17547
jump @DESERT5_16008 

:DESERT5_17554
if 
  42@ == 11 
else_jump @DESERT5_19244 

:DESERT5_17572
gosub @DESERT5_24418 

:DESERT5_17579
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
181@ = 0 
182@ = 0 
00A5: 43@ = create_car 513 at 61@ 121@ 122@ 
0175: set_car 43@ Z_angle_to 270.0 
if 
  239@ == 0 
else_jump @DESERT5_17723 
015F: set_camera_position 292.95 2445.3 93.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 43@ mode 15 switchstyle 2 
return 

:DESERT5_17723
0519: set_car 43@ locked 1 
wait 500 
00BE: text_clear_all 
0A7A: print_help_conditional_hid 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A79: print_help_conditional_touch 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A7B: print_help_conditional_touch_classic 'DESAPD1' 2  // Press and hold the lower right corner of the screen to maintain your height keep the plane level and head for the first ~y~corona.
gosub @DESERT5_24455 

:DESERT5_17783
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_17826 
240@ = 2 
jump @DESERT5_19181 

:DESERT5_17826
gosub @DESERT5_24608 
if 
  240@ == 1 
else_jump @DESERT5_17895 
if 
02BF:   car 43@ sunk 
else_jump @DESERT5_17888 
240@ = 2 
jump @DESERT5_19181 
jump @DESERT5_17895 

:DESERT5_17888
jump @DESERT5_29000 

:DESERT5_17895
if 
  241@ == 0 
else_jump @DESERT5_18128 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_18121 
0519: set_car 43@ locked 0 
04BA: set_car 43@ speed_to 20.0 
241@ = 1 
018A: 228@ = create_checkpoint_at 120@ 121@ 122@ 
06D5: 135@ = create_racing_checkpoint_at 120@ 121@ 122@ point_to 0.0 121@ 122@ type 3 radius 137@ 
06D5: 136@ = create_racing_checkpoint_at 123@ 121@ 122@ point_to 0.0 121@ 122@ type 3 radius 137@ 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
0A7A: print_help_conditional_hid 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A79: print_help_conditional_touch 'DESHID1' 2  // Press and hold ~m~~widget_accelerate~ to maintain your height, keep the plane level and head for the first ~y~corona.
0A7B: print_help_conditional_touch_classic 'DESAPD1' 2  // Press and hold the lower right corner of the screen to maintain your height keep the plane level and head for the first ~y~corona.
0A7D: print_help_conditional_hid_joypad 'DES5_BB' 0  // ~s~As soon as you hit the corona, hold ~m~~widget_ped_move_left~ to do a barrel roll.
0A7C: print_help_conditional_touch_adapted 'DES5_DT' 0  // ~s~As soon as you hit the corona, push and hold ~m~~widget_ped_move~ leftward to do a barrel roll.
0A78: print_help_conditional 'DES5_CT' 0  // ~s~As soon as you hit the corona, push and hold the movement controls leftward to do a barrel roll.

:DESERT5_18121
jump @DESERT5_19237 

:DESERT5_18128
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_19237 
if 
   not 181@ == 1 
else_jump @DESERT5_18342 
if 
0100:   actor $PLAYER_ACTOR in_sphere 120@ 121@ 122@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_18335 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 135@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
181@ = 1 
00BE: text_clear_all 
0A7D: print_help_conditional_hid_joypad 'DES5_BC' 0  // ~s~Push and hold ~m~~widget_ped_move_left~ now.
0A7C: print_help_conditional_touch_adapted 'DES5_BM' 0  // ~s~Push and hold ~m~~widget_ped_move~ leftward now.
0A78: print_help_conditional 'DES5_BN' 0  // ~s~Push and hold the movement controls leftward now.
06BE: $8885 = car 43@ y_angle 
if 
  0.0 > $8885 
else_jump @DESERT5_18315 
$8885 += 360.0 

:DESERT5_18315
$8887 = 0.0 
$8888 = 0.0 

:DESERT5_18335
jump @DESERT5_18756 

:DESERT5_18342
if 
   not 182@ == 1 
else_jump @DESERT5_18683 
06BE: $8884 = car 43@ y_angle 
if 
  0.0 > $8884 
else_jump @DESERT5_18399 
$8884 += 360.0 

:DESERT5_18399
0086: $8886 = $8884 // (float) 
0061: $8886 -= $8885 // (float) 
0086: $8885 = $8884 // (float) 
if 
  $8886 > 180.0 
else_jump @DESERT5_18454 
$8886 -= 360.0 

:DESERT5_18454
if 
  -180.0 > $8886 
else_jump @DESERT5_18485 
$8886 += 360.0 

:DESERT5_18485
if 
  0.0 > $8886 
else_jump @DESERT5_18521 
0059: $8888 += $8886 // (float) 
jump @DESERT5_18583 

:DESERT5_18521
if 
  0.0 > $8888 
else_jump @DESERT5_18557 
0059: $8888 += $8886 // (float) 
jump @DESERT5_18583 

:DESERT5_18557
0059: $8887 += $8888 // (float) 
$8888 = 0.0 
0059: $8887 += $8886 // (float) 

:DESERT5_18583
if 
  -20.0 > $8888 
else_jump @DESERT5_18618 
244@ = 1 
jump @DESERT5_18676 

:DESERT5_18618
if 
  $8887 >= 360.0 
else_jump @DESERT5_18676 
182@ = 1 
018A: 228@ = create_checkpoint_at 123@ 121@ 122@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_18676
jump @DESERT5_18756 

:DESERT5_18683
if 
0100:   actor $PLAYER_ACTOR in_sphere 123@ 121@ 122@ radius 137@ 137@ 137@ sphere 0 in_car 
else_jump @DESERT5_18756 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 136@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
243@ = 1 

:DESERT5_18756
if 
81F3:   not car 43@ in_air 
else_jump @DESERT5_18779 
244@ = 1 

:DESERT5_18779
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_18822 
244@ = 1 

:DESERT5_18822
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_19237 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_18921 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 25 
156@ = 35 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_18949 

:DESERT5_18921
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_18949
if 
001C:   $270 > $3329[8] // (int) 
else_jump @DESERT5_18998 
008B: 245@ = $3329[8] // (int) 
0084: $3329[8] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_18998
if 
  $3339 == 11 
else_jump @DESERT5_19069 
if 
  $270 > 69 
else_jump @DESERT5_19069 
0623: add 60 to_integer_stat 223 
246@ = 2 
$3339 = 12 
$3340 = 12 
240@ = 2 

:DESERT5_19069
gosub @DESERT5_27108 

:DESERT5_19076
if 
  227@ == 0 
else_jump @DESERT5_19181 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_19152 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_19152 
240@ = 2 
jump @DESERT5_19181 

:DESERT5_19152
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_19174 
jump @DESERT5_19181 

:DESERT5_19174
jump @DESERT5_19076 

:DESERT5_19181
gosub @DESERT5_26688 
06D6: disable_racing_checkpoint 135@ 
06D6: disable_racing_checkpoint 136@ 
if 
  240@ == 2 
else_jump @DESERT5_19230 
jump @DESERT5_2640 
jump @DESERT5_19237 

:DESERT5_19230
jump @DESERT5_17572 

:DESERT5_19237
jump @DESERT5_17783 

:DESERT5_19244
if 
  42@ == 12 
else_jump @DESERT5_20711 

:DESERT5_19262
gosub @DESERT5_24418 

:DESERT5_19269
$252 = 0 
246@ = 0 
240@ = 0 
241@ = 0 
243@ = 0 
244@ = 0 
183@ = 0 
184@ = 0 
if 
  239@ == 0 
else_jump @DESERT5_19482 
009A: 78@ = create_actor_pedtype 24 model 0 at 54@ 57@ 250.0 
0173: set_actor 78@ Z_angle_to 90.0 
04D7: set_actor 78@ locked 1 
0088: $9638 = 144@ // (float) 
0088: $9639 = 145@ // (float) 
0088: $9640 = 146@ // (float) 
0913: run_external_script 1 (PARACHUTE) -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 78@  
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 78@ offset 0.0 -5.0 4.0 target_actor 78@ tilt 0.0 switchstyle 2 
return 

:DESERT5_19482
00A1: put_actor $PLAYER_ACTOR at 147@ 148@ 149@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0247: load_model 371 

:DESERT5_19511
if 
8248:   not model 371 available 
else_jump @DESERT5_19538 
wait 0 
jump @DESERT5_19511 

:DESERT5_19538
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
$2886 = 5.0 
$2887 = -5.0 
$2888 = 8.5 
$2889 = -1.5 
$2890 = -30.0 
$2891 = 15.0 
$2896 = 0 

:DESERT5_19614
if 
  2 > $2883 
else_jump @DESERT5_19643 
wait 0 
jump @DESERT5_19614 

:DESERT5_19643
0107: 143@ = create_object #BASEJUMP_TARGET at 144@ 145@ 146@ 
0177: set_object 143@ Z_angle_to 90.0 
06D5: 151@ = create_racing_checkpoint_at 144@ 145@ 146@ point_to 144@ 145@ 900.0 type 3 radius 6.5 
wait 500 
00BE: text_clear_all 
0A82: set_widget_info2 'DES5_CB' 0  // While freefalling, press and hold the bottom left side of the screen upward to dive forward.
0A83: unknown 'DES5_CA' 0  // While freefalling, push ~m~~widget_ped_move_up~ to dive forward.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // Use the movement controls to slow your descent and to rotate.
gosub @DESERT5_24455 

:DESERT5_19758
wait 0 
set_weather 17 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @DESERT5_19801 
240@ = 2 
jump @DESERT5_20595 

:DESERT5_19801
if 
  241@ == 0 
else_jump @DESERT5_19863 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
018A: 228@ = create_checkpoint_at 144@ 145@ 146@ 
241@ = 1 
jump @DESERT5_20704 

:DESERT5_19863
if 
   not 184@ == 1 
else_jump @DESERT5_20070 
if 
   not 183@ == 1 
else_jump @DESERT5_19967 
00A0: store_actor $PLAYER_ACTOR position_to 49@ 50@ 51@ 
if 
  300.0 >= 51@ 
else_jump @DESERT5_19967 
183@ = 1 
0A79: print_help_conditional_touch 'DES5_CC' 0  // ~s~Tap ~m~~widget_attack~ to open the parachute now.
0A78: print_help_conditional 'DES5_TO' 0  // ~s~Double tap the center of the screen to open the parachute now.

:DESERT5_19967
if or
00E1:   player 0 pressed_key 17 
0A53:   is_widget_doubletapped 174 
else_jump @DESERT5_20070 
184@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CD' time 7000 flag 4  // ~s~Land on the ~y~target.~s~~N~Land closer to the centre for extra points.
0512: show_permanent_text_box 'DES5_CG'  // Use the movement controls to lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // Use the movement controls lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // When you move forward, this will also slow your rate of descent.
0A6D: print_help_forever_conditional 'DES5_CE' 0  // Use the movement controls to guide the parachute left and right.

:DESERT5_20070
if 
  184@ == 1 
else_jump @DESERT5_20179 
if 
   not $2884 == 0 
else_jump @DESERT5_20179 
00A0: store_actor $PLAYER_ACTOR position_to 49@ 50@ 51@ 
0509: 150@ = distance_between_XY 49@ 50@ and_XY 144@ 145@ 
if 
  10.0 >= 150@ 
else_jump @DESERT5_20172 
243@ = 1 
jump @DESERT5_20179 

:DESERT5_20172
244@ = 1 

:DESERT5_20179
if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 57@ radius 1250.0 1250.0 
else_jump @DESERT5_20222 
244@ = 1 

:DESERT5_20222
if or
  243@ == 1 
  244@ == 1 
else_jump @DESERT5_20704 
gosub @DESERT5_24855 
if 
  243@ == 1 
else_jump @DESERT5_20321 
gosub @DESERT5_25476 
gosub @DESERT5_26209 
155@ = 75 
156@ = 95 
gosub @DESERT5_26370 
gosub @DESERT5_26532 
jump @DESERT5_20349 

:DESERT5_20321
$300 = 0 
$266 = 0 
153@ = 0 
$270 = 0 

:DESERT5_20349
if 
001C:   $270 > $3329[9] // (int) 
else_jump @DESERT5_20398 
008B: 245@ = $3329[9] // (int) 
0084: $3329[9] = $270 // (int) 
246@ = 1 
gosub @DESERT5_24900 

:DESERT5_20398
if 
   not $86 == 1 
else_jump @DESERT5_20483 
if 
  $270 > 69 
else_jump @DESERT5_20483 
246@ = 2 
$3339 = 12 
$3340 = 12 
240@ = 2 
0623: add 60 to_integer_stat 223 
$86 = 1 
185@ = 1 

:DESERT5_20483
gosub @DESERT5_27108 

:DESERT5_20490
if 
  227@ == 0 
else_jump @DESERT5_20595 
wait 0 
gosub @DESERT5_28017 
if 
   not 246@ == 2 
else_jump @DESERT5_20566 
if 
0A52:   is_widget_released 74 
else_jump @DESERT5_20566 
240@ = 2 
jump @DESERT5_20595 

:DESERT5_20566
if 
0A52:   is_widget_released 79 
else_jump @DESERT5_20588 
jump @DESERT5_20595 

:DESERT5_20588
jump @DESERT5_20490 

:DESERT5_20595
gosub @DESERT5_26688 
04D7: set_actor $PLAYER_ACTOR locked 0 
if 
  185@ == 1 
else_jump @DESERT5_20665 
fade 1 500 

:DESERT5_20634
if 
fading 
else_jump @DESERT5_20658 
wait 0 
jump @DESERT5_20634 

:DESERT5_20658
jump @DESERT5_29043 

:DESERT5_20665
if 
  240@ == 2 
else_jump @DESERT5_20697 
jump @DESERT5_2640 
jump @DESERT5_20704 

:DESERT5_20697
jump @DESERT5_19262 

:DESERT5_20704
jump @DESERT5_19758 

:DESERT5_20711
93@ = -383.79 
0087: 101@ = 57@ // (float) 
109@ = 147.09 
0087: 94@ = 93@ // (float) 
94@ -= 300.0 
0087: 99@ = 93@ // (float) 
99@ -= 300.0 
if or
  42@ == 3 
  42@ == 5 
else_jump @DESERT5_20843 
0087: 102@ = 101@ // (float) 
102@ -= 300.0 
0087: 107@ = 101@ // (float) 
107@ += 300.0 
jump @DESERT5_20879 

:DESERT5_20843
0087: 102@ = 101@ // (float) 
102@ += 300.0 
0087: 107@ = 101@ // (float) 
107@ -= 300.0 

:DESERT5_20879
0087: 110@ = 109@ // (float) 
0087: 115@ = 109@ // (float) 
138@ = 350.0 
if or
  42@ == 3 
  42@ == 5 
else_jump @DESERT5_20947 
139@ = 270.0 
jump @DESERT5_20957 

:DESERT5_20947
139@ = 90.0 

:DESERT5_20957
0087: 141@ = 93@ // (float) 
141@ -= 600.0 
0087: 142@ = 101@ // (float) 
164@ = 2 

:DESERT5_20990
if 
  5 >= 164@ 
else_jump @DESERT5_21158 
02F7: 93@(164@,8f) = cosine 139@ // (float) 
02F6: 101@(164@,8f) = sine 139@ // (float) 
006B: 93@(164@,8f) *= 138@ // (float) 
006B: 101@(164@,8f) *= 138@ // (float) 
005B: 93@(164@,8f) += 141@ // (float) 
005B: 101@(164@,8f) += 142@ // (float) 
0087: 109@(164@,8f) = 109@ // (float) 
if or
  42@ == 3 
  42@ == 5 
else_jump @DESERT5_21134 
139@ -= 60.0 
jump @DESERT5_21144 

:DESERT5_21134
139@ += 60.0 

:DESERT5_21144
164@ += 1 
jump @DESERT5_20990 

:DESERT5_21158
0087: 100@ = 93@ // (float) 
0087: 108@ = 101@ // (float) 
0087: 116@ = 109@ // (float) 
if or
  42@ == 5 
  42@ == 6 
else_jump @DESERT5_21227 
100@ += 20.0 
116@ -= 30.0 

:DESERT5_21227
return 

:DESERT5_21229
if 
  234@ == 1 
else_jump @DESERT5_21314 
if 
  255 > 235@ 
else_jump @DESERT5_21307 
235@ += 5 
if 
  235@ > 255 
else_jump @DESERT5_21300 
235@ = 255 

:DESERT5_21300
jump @DESERT5_21314 

:DESERT5_21307
234@ = 2 

:DESERT5_21314
if 
  234@ == 3 
else_jump @DESERT5_21396 
if 
  235@ > 0 
else_jump @DESERT5_21389 
235@ -= 5 
if 
  0 > 235@ 
else_jump @DESERT5_21382 
235@ = 0 

:DESERT5_21382
jump @DESERT5_21396 

:DESERT5_21389
234@ = 0 

:DESERT5_21396
gosub @DESERT5_24306 
0342: set_text_draw_centered 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  42@ == 1 
else_jump @DESERT5_21484 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MA'  // Takeoff
008B: 236@ = $3329[0] // (int) 
gosub @DESERT5_22091 

:DESERT5_21484
if 
  42@ == 2 
else_jump @DESERT5_21534 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MB'  // Land plane
008B: 236@ = $3329[1] // (int) 
gosub @DESERT5_22091 

:DESERT5_21534
if 
  42@ == 3 
else_jump @DESERT5_21584 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MC'  // Circle airstrip
008B: 236@ = $3329[2] // (int) 
gosub @DESERT5_22091 

:DESERT5_21584
if 
  42@ == 4 
else_jump @DESERT5_21634 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MC'  // Circle airstrip
008B: 236@ = $3329[2] // (int) 
gosub @DESERT5_22091 

:DESERT5_21634
if 
  42@ == 5 
else_jump @DESERT5_21696 
033F: set_text_draw_letter_size 0.8 3.2 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MD'  // Circle airstrip and land
008B: 236@ = $3329[3] // (int) 
gosub @DESERT5_22091 

:DESERT5_21696
if 
  42@ == 6 
else_jump @DESERT5_21746 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MD'  // Circle airstrip and land
008B: 236@ = $3329[3] // (int) 
gosub @DESERT5_22091 

:DESERT5_21746
if 
  42@ == 7 
else_jump @DESERT5_21796 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_ME'  // Helicopter takeoff
008B: 236@ = $3329[4] // (int) 
gosub @DESERT5_22091 

:DESERT5_21796
if 
  42@ == 8 
else_jump @DESERT5_21846 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MF'  // Land helicopter
008B: 236@ = $3329[5] // (int) 
gosub @DESERT5_22091 

:DESERT5_21846
if 
  42@ == 9 
else_jump @DESERT5_21896 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MG'  // Destroy targets
008B: 236@ = $3329[6] // (int) 
gosub @DESERT5_22091 

:DESERT5_21896
if 
  42@ == 10 
else_jump @DESERT5_21946 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MH'  // Loop-the-loop
008B: 236@ = $3329[7] // (int) 
gosub @DESERT5_22091 

:DESERT5_21946
if 
  42@ == 11 
else_jump @DESERT5_21996 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MI'  // Barrel roll
008B: 236@ = $3329[8] // (int) 
gosub @DESERT5_22091 

:DESERT5_21996
if 
  42@ == 12 
else_jump @DESERT5_22046 
033E: set_draw_text_position 247@ 248@ GXT 'DES5_MJ'  // Parachute onto target
008B: 236@ = $3329[9] // (int) 
gosub @DESERT5_22091 

:DESERT5_22046
gosub @LITCAS_308 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:DESERT5_22091
if 
  70 > 236@ 
else_jump @DESERT5_22116 
237@ = 1 

:DESERT5_22116
if 
  236@ > 69 
else_jump @DESERT5_22159 
if 
  85 > 236@ 
else_jump @DESERT5_22159 
237@ = 2 

:DESERT5_22159
if 
  236@ > 84 
else_jump @DESERT5_22202 
if 
  100 > 236@ 
else_jump @DESERT5_22202 
237@ = 3 

:DESERT5_22202
if 
  236@ == 100 
else_jump @DESERT5_22227 
237@ = 4 

:DESERT5_22227
gosub @DESERT5_24190 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  237@ > 1 
else_jump @DESERT5_22314 
045A: draw_text_1number 249@ 250@ GXT 'DES5_FQ' number 236@  // Record: ~1~%
jump @DESERT5_22331 

:DESERT5_22314
033E: set_draw_text_position 249@ 250@ GXT 'DES5_FR'  // Get 70% or above to pass

:DESERT5_22331
if 
  237@ == 1 
else_jump @DESERT5_22385 
038D: draw_texture 6 position 510.0 80.0 size 166.0 77.0 RGBA 160 160 160 255 

:DESERT5_22385
if 
  237@ == 2 
else_jump @DESERT5_22475 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 1 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DESERT5_22475
if 
  237@ == 3 
else_jump @DESERT5_22565 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 2 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DESERT5_22565
if 
  237@ == 4 
else_jump @DESERT5_22655 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 3 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:DESERT5_22655
return 

:DESERT5_22657
if 
  239@ == 0 
else_jump @DESERT5_22936 
if 
  42@ == 1 
else_jump @DESERT5_22700 
gosub @DESERT5_3938 

:DESERT5_22700
if 
  42@ == 2 
else_jump @DESERT5_22725 
gosub @DESERT5_5587 

:DESERT5_22725
if 
  42@ == 4 
else_jump @DESERT5_22750 
gosub @DESERT5_7049 

:DESERT5_22750
if 
  42@ == 6 
else_jump @DESERT5_22775 
gosub @DESERT5_8706 

:DESERT5_22775
if 
  42@ == 7 
else_jump @DESERT5_22800 
gosub @DESERT5_10561 

:DESERT5_22800
if 
  42@ == 8 
else_jump @DESERT5_22825 
gosub @DESERT5_12150 

:DESERT5_22825
if 
  42@ == 9 
else_jump @DESERT5_22850 
gosub @DESERT5_13456 

:DESERT5_22850
if 
  42@ == 10 
else_jump @DESERT5_22875 
gosub @DESERT5_15804 

:DESERT5_22875
if 
  42@ == 11 
else_jump @DESERT5_22900 
gosub @DESERT5_17579 

:DESERT5_22900
if 
  42@ == 12 
else_jump @DESERT5_22925 
gosub @DESERT5_19269 

:DESERT5_22925
03D1: play_wav 3 
239@ = 1 

:DESERT5_22936
if 
  239@ == 1 
else_jump @DESERT5_23234 
if 
   not 42@ == 12 
else_jump @DESERT5_23139 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_23118 
158@ = 589 
005A: 158@ += 42@ // (int) 
if 
  42@ == 4 
else_jump @DESERT5_23029 
158@ -= 1 

:DESERT5_23029
if 
  42@ >= 6 
else_jump @DESERT5_23054 
158@ -= 2 

:DESERT5_23054
if 
87C1:   not path 158@ available 
else_jump @DESERT5_23082 
07C0: load_path 158@ 
jump @DESERT5_23111 

:DESERT5_23082
05EB: assign_car 43@ to_path 158@ 
gosub @DESERT5_23834 
234@ = 3 
239@ = 2 

:DESERT5_23111
jump @DESERT5_23132 

:DESERT5_23118
234@ = 3 
239@ = 2 

:DESERT5_23132
jump @DESERT5_23234 

:DESERT5_23139
if 
8118:   not actor 78@ dead 
else_jump @DESERT5_23220 
if 
0611:   actor 78@ performing_animation "FALL_SKYDIVE" 
else_jump @DESERT5_23213 
04D7: set_actor 78@ locked 0 
41@ = 0 
234@ = 3 
239@ = 2 

:DESERT5_23213
jump @DESERT5_23234 

:DESERT5_23220
234@ = 3 
239@ = 2 

:DESERT5_23234
if 
  239@ == 2 
else_jump @DESERT5_23592 
if 
   not 42@ == 12 
else_jump @DESERT5_23515 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_23494 
if 
860E:   not car 43@ assigned_to_path 
else_jump @DESERT5_23330 
0519: set_car 43@ locked 1 
234@ = 1 
239@ = 4 
jump @DESERT5_23487 

:DESERT5_23330
0825: set_helicopter 43@ instant_rotor_start 
if 
  42@ == 9 
else_jump @DESERT5_23487 
0541: car 43@ enable_guns_sound 
if and
   not 180@ == 1 
8119:   not car 70@ wrecked 
  41@ > 3000 
else_jump @DESERT5_23401 
070C: explode_car_without_radius_damage 70@ 
180@ = 1 

:DESERT5_23401
if and
   not 179@ == 1 
8119:   not car 69@ wrecked 
  41@ > 4500 
else_jump @DESERT5_23444 
070C: explode_car_without_radius_damage 69@ 
179@ = 1 

:DESERT5_23444
if and
   not 178@ == 1 
8119:   not car 68@ wrecked 
  41@ > 6000 
else_jump @DESERT5_23487 
070C: explode_car_without_radius_damage 68@ 
178@ = 1 

:DESERT5_23487
jump @DESERT5_23508 

:DESERT5_23494
234@ = 1 
239@ = 4 

:DESERT5_23508
jump @DESERT5_23592 

:DESERT5_23515
if 
8118:   not actor 78@ dead 
else_jump @DESERT5_23578 
if 
  41@ > 15000 
else_jump @DESERT5_23571 
04D7: set_actor 78@ locked 1 
234@ = 1 
239@ = 4 

:DESERT5_23571
jump @DESERT5_23592 

:DESERT5_23578
234@ = 1 
239@ = 4 

:DESERT5_23592
if 
  239@ == 3 
else_jump @DESERT5_23647 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_23633 
0519: set_car 43@ locked 1 

:DESERT5_23633
234@ = 1 
239@ = 4 

:DESERT5_23647
if 
  239@ == 4 
else_jump @DESERT5_23832 
if 
  234@ == 2 
else_jump @DESERT5_23832 
05EC: release_car 43@ from_path 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 78@ 
00A6: destroy_car 43@ 
164@ = 0 

:DESERT5_23707
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_23749 
00A6: destroy_car 68@(164@,3i) 
164@ += 1 
jump @DESERT5_23707 

:DESERT5_23749
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
239@ = 0 

:DESERT5_23832
return 

:DESERT5_23834
0871: init_jump_table 42@ total_jumps 10 default_jump 1 @DESERT5_24159 jumps 1 @DESERT5_23962 2 @DESERT5_23986 3 @DESERT5_24010 4 @DESERT5_24010 5 @DESERT5_24039 6 @DESERT5_24039 7 @DESERT5_24063 
0872: jump_table_jumps 9 @DESERT5_24087 10 @DESERT5_24111 11 @DESERT5_24135 -1 @DESERT5_24166 -1 @DESERT5_24166 -1 @DESERT5_24166 -1 @DESERT5_24166 -1 @DESERT5_24166 -1 @DESERT5_24166 

:DESERT5_23962
03CB: set_rendering_origin_at 172.6 2466.14 17.05 
jump @DESERT5_24166 

:DESERT5_23986
03CB: set_rendering_origin_at 27.29 2466.31 16.76 
jump @DESERT5_24166 

:DESERT5_24010
0A0B: set_rendering_origin_at_3D_coord -1251.02 2301.32 120.44 angle 60.0 
jump @DESERT5_24166 

:DESERT5_24039
03CB: set_rendering_origin_at -394.09 2601.47 134.89 
jump @DESERT5_24166 

:DESERT5_24063
03CB: set_rendering_origin_at 323.02 2446.81 117.65 
jump @DESERT5_24166 

:DESERT5_24087
03CB: set_rendering_origin_at 365.5 2339.25 63.23 
jump @DESERT5_24166 

:DESERT5_24111
03CB: set_rendering_origin_at 269.53 2445.3 88.46 
jump @DESERT5_24166 

:DESERT5_24135
03CB: set_rendering_origin_at 292.95 2445.3 93.46 
jump @DESERT5_24166 

:DESERT5_24159
jump @DESERT5_24166 

:DESERT5_24166
0A0B: set_rendering_origin_at_3D_coord 412.38 2533.65 18.18 angle 90.0 
return 

:DESERT5_24190
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DESERT5_24252
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
return 

:DESERT5_24306
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24364
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24418
fade 0 500 

:DESERT5_24425
if 
fading 
else_jump @DESERT5_24449 
wait 0 
jump @DESERT5_24425 

:DESERT5_24449
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
return 

:DESERT5_24455
if 
   not 42@ == 12 
else_jump @DESERT5_24497 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_24497 
036A: put_actor $PLAYER_ACTOR in_car 43@ 

:DESERT5_24497
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
04E4: refresh_game_renderer_at $68 $69 
03CB: set_rendering_origin_at $68 $69 $70 
wait 0 
if 
   not 42@ == 9 
else_jump @DESERT5_24556 
set_weather 17 

:DESERT5_24556
0826: enable_hud 1 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 

:DESERT5_24575
if 
fading 
else_jump @DESERT5_24599 
wait 0 
jump @DESERT5_24575 

:DESERT5_24599
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:DESERT5_24608
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_24675 
if 
  241@ == 1 
else_jump @DESERT5_24668 
if 
80DB:   not actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT5_24668 
240@ = 1 

:DESERT5_24668
jump @DESERT5_24682 

:DESERT5_24675
240@ = 1 

:DESERT5_24682
return 

:DESERT5_24684
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_24727 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT5_24727 
02E3: $8893 = car 43@ speed 

:DESERT5_24727
if 
  $8893 > 0.1 
else_jump @DESERT5_24819 
00BE: text_clear_all 
if or
  42@ == 1 
  42@ == 3 
  42@ == 4 
  42@ == 5 
  42@ == 6 
else_jump @DESERT5_24812 
03C3: set_timer_to $252 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~

:DESERT5_24812
241@ = 1 

:DESERT5_24819
return 
if 
  $252 == 0 
else_jump @DESERT5_24853 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DESERT5_24853
return 

:DESERT5_24855
01B4: set_player $PLAYER_CHAR can_move 0 
if 
   not 42@ == 12 
else_jump @DESERT5_24887 
jump @DESERT5_24894 

:DESERT5_24887
04D7: set_actor $PLAYER_ACTOR locked 1 

:DESERT5_24894
0396: pause_timer 1 
return 

:DESERT5_24900
237@ = 0 
if 
  $270 > 69 
else_jump @DESERT5_24989 
if 
  85 > $270 
else_jump @DESERT5_24989 
if and
  245@ > 69 
  85 > 245@ 
else_jump @DESERT5_24982 
237@ = 0 
jump @DESERT5_24989 

:DESERT5_24982
237@ = 2 

:DESERT5_24989
if 
  $270 > 84 
else_jump @DESERT5_25071 
if 
  100 > $270 
else_jump @DESERT5_25071 
if and
  245@ > 84 
  100 > 245@ 
else_jump @DESERT5_25064 
237@ = 0 
jump @DESERT5_25071 

:DESERT5_25064
237@ = 3 

:DESERT5_25071
if 
  $270 == 100 
else_jump @DESERT5_25128 
if 
  245@ == 100 
else_jump @DESERT5_25121 
237@ = 0 
jump @DESERT5_25128 

:DESERT5_25121
237@ = 4 

:DESERT5_25128
254@ = 1 
255@ = 1 
256@ = 1 
164@ = 0 

:DESERT5_25156
if 
  10 > 164@ 
else_jump @DESERT5_25350 
if 
   not $3346 == 1 
else_jump @DESERT5_25228 
if and
  70 > $3329(164@,10i) 
  254@ == 1 
else_jump @DESERT5_25228 
254@ = 0 

:DESERT5_25228
if 
   not $3347 == 1 
else_jump @DESERT5_25282 
if and
  85 > $3329(164@,10i) 
  255@ == 1 
else_jump @DESERT5_25282 
255@ = 0 

:DESERT5_25282
if 
   not $3348 == 1 
else_jump @DESERT5_25336 
if and
  100 > $3329(164@,10i) 
  256@ == 1 
else_jump @DESERT5_25336 
256@ = 0 

:DESERT5_25336
164@ += 1 
jump @DESERT5_25156 

:DESERT5_25350
if and
   not $3346 == 1 
  254@ == 1 
else_jump @DESERT5_25389 
014C: set_parked_car_generator $3343 cars_to_generate_to 101 
$3346 = 1 

:DESERT5_25389
if and
   not $3347 == 1 
  255@ == 1 
else_jump @DESERT5_25428 
014C: set_parked_car_generator $3344 cars_to_generate_to 101 
$3347 = 1 

:DESERT5_25428
if and
   not $3348 == 1 
  256@ == 1 
else_jump @DESERT5_25474 
014C: set_parked_car_generator $3345 cars_to_generate_to 101 
014C: set_parked_car_generator $6573[25] cars_to_generate_to 101 
$3348 = 1 

:DESERT5_25474
return 

:DESERT5_25476
if or
  42@ == 1 
  42@ == 3 
  42@ == 4 
  42@ == 7 
  42@ == 10 
  42@ == 11 
else_jump @DESERT5_25543 
$266 = 100 
jump @DESERT5_26157 

:DESERT5_25543
if 
   not 42@ == 12 
else_jump @DESERT5_25975 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_25961 
$266 = 100 
if 
  42@ == 2 
else_jump @DESERT5_25653 
if 
81AC:   not car 43@ sphere 0 in_cube_cornerA 288.0 53@ 16.0 cornerB 328.0 55@ 18.0 stopped 
else_jump @DESERT5_25653 
$266 -= 50 

:DESERT5_25653
if or
  42@ == 5 
  42@ == 6 
else_jump @DESERT5_25729 
if 
81AC:   not car 43@ sphere 1 in_cube_cornerA 288.0 53@ 16.0 cornerB 328.0 55@ 18.0 stopped 
else_jump @DESERT5_25729 
$266 -= 50 

:DESERT5_25729
if 
  42@ == 8 
else_jump @DESERT5_25796 
if 
81B0:   not car 43@ sphere 1 in_sphere 64@ 65@ 66@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_25796 
$266 -= 50 

:DESERT5_25796
if 
  42@ == 9 
else_jump @DESERT5_25863 
if 
81B0:   not car 43@ sphere 1 in_sphere 64@ 65@ 66@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_25863 
$266 -= 50 

:DESERT5_25863
0174: 48@ = car 43@ Z_angle 
if or
   not 48@ >= 260.0 
   not 280.0 >= 48@ 
else_jump @DESERT5_25954 
if and
  48@ >= 181.0 
  359.0 >= 48@ 
else_jump @DESERT5_25947 
$266 -= 10 
jump @DESERT5_25954 

:DESERT5_25947
$266 -= 25 

:DESERT5_25954
jump @DESERT5_25968 

:DESERT5_25961
$266 = 0 

:DESERT5_25968
jump @DESERT5_26157 

:DESERT5_25975
if 
  0.8 >= 150@ 
else_jump @DESERT5_26010 
$266 = 100 
jump @DESERT5_26157 

:DESERT5_26010
if 
  2.1 >= 150@ 
else_jump @DESERT5_26045 
$266 = 85 
jump @DESERT5_26157 

:DESERT5_26045
if 
  4.0 >= 150@ 
else_jump @DESERT5_26080 
$266 = 75 
jump @DESERT5_26157 

:DESERT5_26080
if 
  6.0 >= 150@ 
else_jump @DESERT5_26115 
$266 = 70 
jump @DESERT5_26157 

:DESERT5_26115
if 
  10.0 >= 150@ 
else_jump @DESERT5_26150 
$266 = 35 
jump @DESERT5_26157 

:DESERT5_26150
$266 = 0 

:DESERT5_26157
if 
  0 > $266 
else_jump @DESERT5_26182 
$266 = 0 

:DESERT5_26182
if 
  $266 > 100 
else_jump @DESERT5_26207 
$266 = 100 

:DESERT5_26207
return 

:DESERT5_26209
if 
   not 42@ == 12 
else_jump @DESERT5_26361 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_26347 
0227: 44@ = car 43@ health 
$267 = 1000 
0060: $267 -= $259 // (int) 
153@ = 1000 
0062: 153@ -= 44@ // (int) 
153@ /= 10 
if 
  0 > 153@ 
else_jump @DESERT5_26315 
153@ = 0 

:DESERT5_26315
if 
  153@ > 100 
else_jump @DESERT5_26340 
153@ = 100 

:DESERT5_26340
jump @DESERT5_26354 

:DESERT5_26347
153@ = 100 

:DESERT5_26354
jump @DESERT5_26368 

:DESERT5_26361
153@ = 0 

:DESERT5_26368
return 

:DESERT5_26370
0084: $300 = $252 // (int) 
$300 /= 1000 
if 
002F:   155@ >= $300 // (int) 
else_jump @DESERT5_26419 
154@ = 100 
jump @DESERT5_26530 

:DESERT5_26419
008B: 154@ = $300 // (int) 
0062: 154@ -= 155@ // (int) 
154@ *= 30 
0085: 157@ = 156@ // (int) 
0062: 157@ -= 155@ // (int) 
0072: 154@ /= 157@ // (int) 
154@ *= -1 
154@ += 100 
if 
  0 > 154@ 
else_jump @DESERT5_26505 
154@ = 0 

:DESERT5_26505
if 
  154@ > 100 
else_jump @DESERT5_26530 
154@ = 100 

:DESERT5_26530
return 

:DESERT5_26532
008A: $270 = 154@ // (int) 
if or
  42@ == 2 
  42@ == 5 
  42@ == 6 
  42@ == 8 
  42@ == 9 
  42@ == 12 
else_jump @DESERT5_26608 
0058: $270 += $266 // (int) 
$270 /= 2 

:DESERT5_26608
if 
   not 42@ == 12 
else_jump @DESERT5_26634 
0066: $270 -= 153@ // (int) 

:DESERT5_26634
if 
  0 > $270 
else_jump @DESERT5_26659 
$270 = 0 

:DESERT5_26659
if 
  $270 > 100 
else_jump @DESERT5_26684 
$270 = 100 

:DESERT5_26684
00BE: text_clear_all 
return 

:DESERT5_26688
01B4: set_player $PLAYER_CHAR can_move 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
fade 0 500 

:DESERT5_26722
if 
fading 
else_jump @DESERT5_26753 
wait 0 
gosub @DESERT5_28017 
jump @DESERT5_26722 

:DESERT5_26753
08DA: remove_panel 152@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
if 
  42@ == 12 
else_jump @DESERT5_26838 
0108: destroy_object 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model 371 

:DESERT5_26838
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 78@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
06D6: disable_racing_checkpoint 151@ 
if 
  240@ == 2 
else_jump @DESERT5_26885 
00BE: text_clear_all 

:DESERT5_26885
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_26927 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT5_26927 
0519: set_car 43@ locked 1 

:DESERT5_26927
04D7: set_actor $PLAYER_ACTOR locked 1 
wait 0 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 412.38 2533.65 18.18 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_27008 
0519: set_car 43@ locked 0 

:DESERT5_27008
04D7: set_actor $PLAYER_ACTOR locked 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DESERT5_27058 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_27078 

:DESERT5_27058
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_27078
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 43@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $252 
0396: pause_timer 0 
return 

:DESERT5_27108
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 200 

:DESERT5_27122
if 
fading 
else_jump @DESERT5_27146 
wait 0 
jump @DESERT5_27122 

:DESERT5_27146
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $252 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
if or
  42@ == 3 
  42@ == 4 
  42@ == 5 
  42@ == 6 
else_jump @DESERT5_27252 
164@ = 0 

:DESERT5_27211
if 
  8 > 164@ 
else_jump @DESERT5_27252 
06D6: disable_racing_checkpoint 127@(164@,8i) 
164@ += 1 
jump @DESERT5_27211 

:DESERT5_27252
if 
  42@ == 9 
else_jump @DESERT5_27368 
164@ = 0 

:DESERT5_27277
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_27319 
0164: disable_marker 229@(164@,3i) 
164@ += 1 
jump @DESERT5_27277 

:DESERT5_27319
164@ = 0 

:DESERT5_27326
if 
001D:   74@ > 164@ // (int) 
else_jump @DESERT5_27368 
0164: disable_marker 232@(164@,2i) 
164@ += 1 
jump @DESERT5_27326 

:DESERT5_27368
if or
  42@ == 10 
  42@ == 11 
else_jump @DESERT5_27403 
06D6: disable_racing_checkpoint 135@ 
06D6: disable_racing_checkpoint 136@ 

:DESERT5_27403
if 
  42@ == 12 
else_jump @DESERT5_27448 
0108: destroy_object 143@ 
06D6: disable_racing_checkpoint 151@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model 371 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:DESERT5_27448
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 78@ 
if 
  240@ == 2 
else_jump @DESERT5_27475 
00BE: text_clear_all 

:DESERT5_27475
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_27517 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @DESERT5_27517 
0519: set_car 43@ locked 1 

:DESERT5_27517
04D7: set_actor $PLAYER_ACTOR locked 1 
wait 0 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 300.0 2501.94 19.65 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_27598 
0519: set_car 43@ locked 0 

:DESERT5_27598
04D7: set_actor $PLAYER_ACTOR locked 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DESERT5_27648 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_27668 

:DESERT5_27648
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_27668
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 43@ 
0826: enable_hud 0 
0581: enable_radar 0 
015F: set_camera_position 370.0 2501.94 19.65 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 320.0 2501.94 19.65 switchstyle 2 
if 
  246@ == 2 
else_jump @DESERT5_27944 
if 
   not $3342 == 1 
else_jump @DESERT5_27944 
0652: 257@ = integer_stat 223 
if 
  257@ >= 180 
else_jump @DESERT5_27944 
$3342 = 1 
164@ = 0 

:DESERT5_27819
if 
  24 >= 164@ 
else_jump @DESERT5_27887 
if and
   not 164@ == 8 
   not 164@ == 9 
else_jump @DESERT5_27873 
014C: set_parked_car_generator $6573(164@,28i) cars_to_generate_to 101 

:DESERT5_27873
164@ += 1 
jump @DESERT5_27819 

:DESERT5_27887
014C: set_parked_car_generator $6573[27] cars_to_generate_to 101 
164@ = 0 

:DESERT5_27901
if 
  11 >= 164@ 
else_jump @DESERT5_27944 
014C: set_parked_car_generator $6601(164@,12i) cars_to_generate_to 0 
164@ += 1 
jump @DESERT5_27901 

:DESERT5_27944
0A6D: print_help_forever_conditional 'DES5HLP' 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1187 
fade 1 500 

:DESERT5_27984
if 
fading 
else_jump @DESERT5_28015 
wait 0 
gosub @DESERT5_28017 
jump @DESERT5_27984 

:DESERT5_28015
return 

:DESERT5_28017
258@ = 0.0 
if or
  2 > 237@ 
  246@ == 0 
else_jump @DESERT5_28132 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 5.0 5.0 
0349: set_text_draw_font 0 
03E0: draw_text_behind_textures 1 
033E: set_draw_text_position 320.0 195.0 GXT 'WTF'  // Results
0A8A: unknown 82 0 0 0 0 0 0.0 'DS1_65'  // Results
jump @DESERT5_28160 

:DESERT5_28132
0A8A: unknown 81 0 0 0 0 0 0.0 'DES5_S3'  // Time

:DESERT5_28160
if or
  246@ == 1 
  246@ == 2 
else_jump @DESERT5_28484 
gosub @DESERT5_24364 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 120.0 GXT 'DES5_SB'  // new record
if 
  237@ > 0 
else_jump @DESERT5_28484 
gosub @DESERT5_24364 
0340: set_text_draw_RGBA 189 131 24 255 
033E: set_draw_text_position 320.0 85.0 GXT 'DES5_SA'  // new certificate awarded
038D: draw_texture 4 position 320.0 205.0 size 200.0 85.0 RGBA 255 255 255 255 
if 
  237@ == 2 
else_jump @DESERT5_28376 
038D: draw_texture 1 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DESERT5_28376
if 
  237@ == 3 
else_jump @DESERT5_28430 
038D: draw_texture 2 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DESERT5_28430
if 
  237@ == 4 
else_jump @DESERT5_28484 
038D: draw_texture 3 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:DESERT5_28484
008F: 258@ = integer $252 to_float 
0A8A: unknown 83 1 0 1 0 2 258@ 'DES5_S3'  // Time
if or
  42@ == 2 
  42@ == 5 
  42@ == 6 
  42@ == 8 
  42@ == 9 
  42@ == 12 
else_jump @DESERT5_28605 
008F: 258@ = integer $266 to_float 
0A8A: unknown 84 1 1 0 0 2 258@ 'DES5_S5'  // Position score:

:DESERT5_28605
if 
   not 42@ == 12 
else_jump @DESERT5_28733 
if 
  244@ == 1 
else_jump @DESERT5_28648 
153@ = 100 

:DESERT5_28648
0093: 258@ = integer 153@ to_float 
if 
  153@ > 0 
else_jump @DESERT5_28707 
0A8A: unknown 84 1 1 0 0 3 258@ 'DES5_S6'  // Damage penalty:
jump @DESERT5_28733 

:DESERT5_28707
0A8A: unknown 84 1 1 0 0 2 258@ 'DES5_S6'  // Damage penalty:

:DESERT5_28733
008F: 258@ = integer $270 to_float 
0A8A: unknown 85 1 1 0 0 2 258@ 'DES5_S7'  // Overall score:
return 

:DESERT5_28769
if or
  223@ == 0 
  223@ == 1 
else_jump @DESERT5_28839 
if 
001D:   225@ > 224@ // (int) 
else_jump @DESERT5_28839 
if 
  41@ > 200 
else_jump @DESERT5_28839 
gosub @DESERT5_28904 

:DESERT5_28839
if 
  223@ == 2 
else_jump @DESERT5_28902 
if 
03D2:   wav 1 ended 
else_jump @DESERT5_28902 
223@ = 0 
224@ += 1 
226@ = 0 
00BE: text_clear_all 
41@ = 0 

:DESERT5_28902
return 

:DESERT5_28904
if 
  223@ == 0 
else_jump @DESERT5_28940 
03CF: load_wav 211@(224@,12i) as 1 
223@ = 1 

:DESERT5_28940
if 
  223@ == 1 
else_jump @DESERT5_28998 
if 
03D0:   wav 1 loaded 
else_jump @DESERT5_28998 
00BC: show_text_highpriority GXT 187@(224@,12s) time 10000 flag 1 
03D1: play_wav 1 
223@ = 2 

:DESERT5_28998
return 

:DESERT5_29000
00BE: text_clear_all 
if or
  240@ == 1 
8256:   not player $PLAYER_CHAR defined 
else_jump @DESERT5_29041 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DESERT5_29041
return 

:DESERT5_29043
if 
   not $86 == 1 
else_jump @DESERT5_29068 
$86 = 1 

:DESERT5_29068
if 
  $86 == 1 
else_jump @DESERT5_29190 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'DES5_PS' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~FLYING SKILL +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $591 
0570: $591 = create_asset_radar_marker_with_icon $590 at $665 $666 $667 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere $586 at $603 $604 $605 
$592 += 1 

:DESERT5_29190
return 

:DESERT5_29192
0249: release_model 476 
0249: release_model 425 
0249: release_model 514 
0249: release_model 400 
0249: release_model 513 
0249: release_model 371 
0249: release_model 330 
090F: end_external_script 1 (PARACHUTE) 
0391: release_textures 
0164: disable_marker 228@ 
06D6: disable_racing_checkpoint 126@ 
164@ = 0 

:DESERT5_29250
if 
  8 > 164@ 
else_jump @DESERT5_29291 
06D6: disable_racing_checkpoint 127@(164@,8i) 
164@ += 1 
jump @DESERT5_29250 

:DESERT5_29291
06D6: disable_racing_checkpoint 135@ 
06D6: disable_racing_checkpoint 136@ 
06D6: disable_racing_checkpoint 151@ 
164@ = 0 

:DESERT5_29313
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_29355 
0164: disable_marker 229@(164@,3i) 
164@ += 1 
jump @DESERT5_29313 

:DESERT5_29355
164@ = 0 

:DESERT5_29362
if 
001D:   74@ > 164@ // (int) 
else_jump @DESERT5_29404 
0164: disable_marker 232@(164@,2i) 
164@ += 1 
jump @DESERT5_29362 

:DESERT5_29404
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 80@ 
08A8: set_markers_to_long_distance 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
08DA: remove_panel 152@ 
0108: destroy_object 143@ 
$2896 = 1 
if 
8119:   not car 43@ wrecked 
else_jump @DESERT5_29498 
05EC: release_car 43@ from_path 

:DESERT5_29498
00A6: destroy_car 43@ 
164@ = 0 

:DESERT5_29510
if 
001D:   71@ > 164@ // (int) 
else_jump @DESERT5_29552 
00A6: destroy_car 68@(164@,3i) 
164@ += 1 
jump @DESERT5_29510 

:DESERT5_29552
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
014F: stop_timer $252 
0396: pause_timer 0 
01B7: release_weather 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 1 
096A: enable_flying_helis 1 
01F0: set_max_wanted_level_to 251@ 
if 
0844:   string s$705 empty // s$ 
else_jump @DESERT5_29671 
02EB: restore_camera_with_jumpcut 

:DESERT5_29671
009B: destroy_actor 78@ 
0373: set_camera_directly_behind_player 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1
thread 'CASINO1' 
gosub @CASINO1_484 
if 
wasted_or_busted 
else_jump @CASINO1_38 
gosub @CASINO1_19516 

:CASINO1_38
gosub @CASINO1_19598 
end_thread 

:CASINO1_47
03CB: set_rendering_origin_at 334@ 335@ 336@ 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model 533 
04ED: load_animation "CAR" 
038B: load_requested_models 

:CASINO1_85
if or
8248:   not model 533 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR" loaded 
else_jump @CASINO1_123 
wait 0 
jump @CASINO1_85 

:CASINO1_123
return 

:CASINO1_125
334@ = 1903.857 
335@ = 974.1888 
336@ = 9.8127 
337@ = 177.4801 
041E: set_radio_station 1 
00A5: 330@ = create_car 533 at 334@ 335@ 336@ 
0175: set_car 330@ Z_angle_to 337@ 
053F: set_car 330@ tires_vulnerability 0 
009A: 332@ = create_actor_pedtype 23 model 290 at 0.0 0.0 0.0 
0464: put_actor 332@ into_turret_on_car 330@ at_car_offset 0.0 1.266 0.391 position 0 shooting_angle_limit 0.0 with_weapon 0 
0223: set_actor 332@ health_to 600 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
060A: create_decision_maker_type 0 store_to 328@ // decision\allowed\m_.ped files 
060B: set_actor 332@ decision_maker_to 328@ 
0708: reset_decision_maker 328@ event 12 
0708: reset_decision_maker 328@ event 13 
0708: reset_decision_maker 328@ event 56 
0224: set_car 330@ health_to 1000 
return 
0186: 331@ = create_marker_above_car 330@ 
018A: 58@ = create_checkpoint_at 87@ 88@ 89@ 

:CASINO1_372
0249: release_model 533 
return 

:CASINO1_379
0247: load_model 118 

:CASINO1_383
if 
8248:   not model 118 available 
else_jump @CASINO1_409 
wait 0 
jump @CASINO1_383 

:CASINO1_409
345@ = 1911.024 
346@ = 956.8084 
347@ = 9.8203 
348@ = 95.5462 
009A: 342@ = create_actor_pedtype 4 model 118 at 345@ 346@ 347@ 
0173: set_actor 342@ Z_angle_to 348@ 
return 

:CASINO1_477
009B: destroy_actor 342@ 
return 

:CASINO1_484
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
42@ = -1 
43@ = 0 
44@ = 0 
106@ = 0 
$8896 = 0 
55@ = 0 
56@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
103@ = 0 
46@ = 0 
57@ = 0 
$8895 = 0 
66@ = 0 
67@ = 0 
65@ = 0 
343@ = 1 
78@ = 0.1 
87@ = 1904.75 
88@ = 960.74 
89@ = 9.36 
316@ = 1427.4 
320@ = 2666.4 
324@ = 13.01 
311@ = 1 
312@ = 2 
313@ = 0 
314@ = 1 
315@ = 0 
05AA: 112@s = 'CAS1_AA' // @s = 'short'  // You, you you your fu--, your crazy! You're a dead man! You're a dead man!
05AA: 114@s = 'CAS1_AB' // @s = 'short'  // You're ain't in no position to make no threats.
05AA: 116@s = 'CAS1_AC' // @s = 'short'  // Who are you?
05AA: 118@s = 'CAS1_AD' // @s = 'short'  // Fuck you man, you know who I man!
05AA: 120@s = 'CAS1_AE' // @s = 'short'  // Have it your way.
05AA: 122@s = 'CAS1_BA' // @s = 'short'  // You are messing with the wrong people!
05AA: 124@s = 'CAS1_BB' // @s = 'short'  // You are so dead, do you hear me? DEAD! D-E-A-D pal!
05AA: 126@s = 'CAS1_BC' // @s = 'short'  // You've signed your own death warrant! Ha ha ha!
05AA: 128@s = 'CAS1_BD' // @s = 'short'  // You think this is scaring me, huh?
05AA: 130@s = 'CAS1_BE' // @s = 'short'  // Takes a little more than a drive to get me chirpin' pal!
05AA: 132@s = 'CAS1_CA' // @s = 'short'  // Hey, l-look, uh, w-we can come to some arrangement, okay?
05AA: 134@s = 'CAS1_CB' // @s = 'short'  // OK, I can see you're serious!
05AA: 136@s = 'CAS1_CC' // @s = 'short'  // Hey look pal, this ain't funny anymore.
05AA: 138@s = 'CAS1_CD' // @s = 'short'  // Hey! Stop this insanity RIGHT NOW!
05AA: 140@s = 'CAS1_CE' // @s = 'short'  // Oh my God, you're nuts!
05AA: 142@s = 'CAS1_DA' // @s = 'short'  // Aargh! Oh, I don't wanna die, c'mon I don't wanna die!
05AA: 144@s = 'CAS1_DB' // @s = 'short'  // FUCK YOU! FUCK YOU-HOO-hooooo!
05AA: 146@s = 'CAS1_DC' // @s = 'short'  // Oh my God, I just shit myself!
05AA: 148@s = 'CAS1_DD' // @s = 'short'  // Oh Mother Mary, I've had enough, oh God...
05AA: 150@s = 'CAS1_DE' // @s = 'short'  // Alright, alright! You made your point, please no more! NO MORE!
05AA: 152@s = 'CAS1_EA' // @s = 'short'  // Oh man, this is too faaaaast!
05AA: 154@s = 'CAS1_EB' // @s = 'short'  // Oh! Slow down, slow down for Godsakes!
05AA: 156@s = 'CAS1_EC' // @s = 'short'  // Oh, this is too fast! TOO FAAAAAAST!
05AA: 158@s = 'CAS1_ED' // @s = 'short'  // Whoooooooa! Holy fuck!
05AA: 160@s = 'CAS1_EE' // @s = 'short'  // Whoooa, geez no!
05AA: 162@s = 'CAS1_EF' // @s = 'short'  // Oh Christ! Ooooooooh!
05AA: 164@s = 'CAS1_EG' // @s = 'short'  // Oh my God, oh-my-God!
05AA: 166@s = 'CAS1_EH' // @s = 'short'  // Hey, whatcha doing?
05AA: 168@s = 'CAS1_EI' // @s = 'short'  // Hey, you think you're smart, but you're not, you're not!
05AA: 170@s = 'CAS1_EJ' // @s = 'short'  // Ha, this shit don't scare me asshole!
05AA: 172@s = 'CAS1_EK' // @s = 'short'  // Whadaya doin' now?
05AA: 174@s = 'CAS1_EL' // @s = 'short'  // Somebody, anybody, HELP!
05AA: 176@s = 'CAS1_EM' // @s = 'short'  // Hey, watch the pedestrians, pal!
05AA: 178@s = 'CAS1_EN' // @s = 'short'  // Jesus Christ that was close!
05AA: 180@s = 'CAS1_EO' // @s = 'short'  // What are you trying to fuck both of us?
05AA: 182@s = 'CAS1_EP' // @s = 'short'  // Mother Mary, that was lucky!
05AA: 184@s = 'CAS1_EQ' // @s = 'short'  // You're gonna kill us both! Oh God, I'm still alive!
05AA: 188@s = 'CAS1_ES' // @s = 'short'  // Thank you! Thank God! Thank God!
05AA: 190@s = 'CAS1_ET' // @s = 'short'  // Jesus! JESUS!
05AA: 192@s = 'CAS1_EU' // @s = 'short'  // What are you TRYING to hit things?! You're crazy!
05AA: 194@s = 'CAS1_EV' // @s = 'short'  // Oh...jesus....fuck you...
05AA: 198@s = 'CAS1_EX' // @s = 'short'  // Oh mama, come for me! Ohhhh.
05AA: 200@s = 'CAS1_EY' // @s = 'short'  // Holy fuck! My legs! They're on fire!
05AA: 202@s = 'CAS1_EZ' // @s = 'short'  // Shit! My balls! My balls!
05AA: 204@s = 'CAS1_FA' // @s = 'short'  // Oh mama! I'm on fire!
05AA: 206@s = 'CAS1_FB' // @s = 'short'  // FIRE! FIRE!
05AA: 208@s = 'CAS1_GA' // @s = 'short'  // The family will make you pay for this!
05AA: 210@s = 'CAS1_GB' // @s = 'short'  // Which family?
05AA: 212@s = 'CAS1_GC' // @s = 'short'  // The Sindacco Family, ya idiot!
05AA: 214@s = 'CAS1_GD' // @s = 'short'  // That's all I wanted to hear!
05AA: 216@s = 'CAS1_GE' // @s = 'short'  // What the-? Oh shit...
05AA: 218@s = 'CAS1_HA' // @s = 'short'  // Oh God, thank God...
05AA: 220@s = 'CAS1_HB' // @s = 'short'  // Though I walk through the shadow of the valley of death...
05AA: 222@s = 'CAS1_HC' // @s = 'short'  // Mummy... mummy...
05AA: 224@s = 'CAS1_HD' // @s = 'short'  // (whimpering)
05AA: 226@s = 'CAS1_HE' // @s = 'short'  // I've lead such a sinful life, I'm sorry, so sorry...
05AA: 228@s = 'CAS1_JA' // @s = 'short'  // CJ, ha, I think he messed himself.
05AA: 230@s = 'CAS1_JB' // @s = 'short'  // I guess he willing to talk now!
05AA: 232@s = 'CAS1B00' // @s = 'short'  // Hey, hey, who the fuck - who are you? Untie me, huh?
05AA: 234@s = 'CAS1B02' // @s = 'short'  // You know what? I thing we're gonna take a little drive.
05AA: 236@s = 'CAS1B03' // @s = 'short'  // What are you, fucking stupid? I'm not joking here - untie me, motherfucker.
05AA: 238@s = 'CAS1B04' // @s = 'short'  // No, I think I'm gonna leave you right where you are.
05AA: 240@s = 'CAS1B05' // @s = 'short'  // You got any idea in that pea brain head of yours who the fuck I am?
05AA: 242@s = 'CAS1B06' // @s = 'short'  // No, but I think I'm going to find out.
04AF: 245@ = 7007 // = constant 
04AF: 246@ = 7008 // = constant 
04AF: 247@ = 7009 // = constant 
04AF: 248@ = 7010 // = constant 
04AF: 249@ = 7011 // = constant 
04AF: 250@ = 7012 // = constant 
04AF: 251@ = 7013 // = constant 
04AF: 252@ = 7014 // = constant 
04AF: 253@ = 7015 // = constant 
04AF: 254@ = 7016 // = constant 
04AF: 255@ = 7017 // = constant 
04AF: 256@ = 7018 // = constant 
04AF: 257@ = 7019 // = constant 
04AF: 258@ = 7020 // = constant 
04AF: 259@ = 7021 // = constant 
04AF: 260@ = 7022 // = constant 
04AF: 261@ = 7023 // = constant 
04AF: 262@ = 7024 // = constant 
04AF: 263@ = 7025 // = constant 
04AF: 264@ = 7026 // = constant 
04AF: 265@ = 7027 // = constant 
04AF: 266@ = 7028 // = constant 
04AF: 267@ = 7029 // = constant 
04AF: 268@ = 7030 // = constant 
04AF: 269@ = 7031 // = constant 
04AF: 270@ = 7032 // = constant 
04AF: 271@ = 7033 // = constant 
04AF: 272@ = 7034 // = constant 
04AF: 273@ = 7035 // = constant 
04AF: 274@ = 7036 // = constant 
04AF: 275@ = 7037 // = constant 
04AF: 276@ = 7038 // = constant 
04AF: 277@ = 7039 // = constant 
04AF: 278@ = 7040 // = constant 
04AF: 279@ = 7041 // = constant 
04AF: 280@ = 7042 // = constant 
04AF: 281@ = 7043 // = constant 
04AF: 283@ = 7044 // = constant 
04AF: 284@ = 7045 // = constant 
04AF: 285@ = 7046 // = constant 
04AF: 286@ = 7047 // = constant 
04AF: 288@ = 7049 // = constant 
04AF: 289@ = 7050 // = constant 
04AF: 290@ = 7051 // = constant 
04AF: 291@ = 7052 // = constant 
04AF: 292@ = 7053 // = constant 
04AF: 293@ = 7055 // = constant 
04AF: 294@ = 7056 // = constant 
04AF: 295@ = 7057 // = constant 
04AF: 296@ = 7058 // = constant 
04AF: 297@ = 7059 // = constant 
04AF: 298@ = 7060 // = constant 
04AF: 299@ = 7061 // = constant 
04AF: 300@ = 7062 // = constant 
04AF: 301@ = 7063 // = constant 
04AF: 302@ = 7064 // = constant 
04AF: 303@ = 7065 // = constant 
04AF: 304@ = 7066 // = constant 
04AF: 305@ = 7000 // = constant 
04AF: 306@ = 7002 // = constant 
04AF: 307@ = 7003 // = constant 
04AF: 308@ = 7004 // = constant 
04AF: 309@ = 7005 // = constant 
04AF: 310@ = 7006 // = constant 
054C: use_GXT_table 'CASINO1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
fade 0 500 

:CASINO1_2189
if 
fading 
else_jump @CASINO1_2213 
wait 0 
jump @CASINO1_2189 

:CASINO1_2213
select_interior 11 
02E4: load_cutscene_data 'CAS_1A' 

:CASINO1_2228
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO1_2252 
wait 0 
jump @CASINO1_2228 

:CASINO1_2252
02E7: start_cutscene 
fade 1 1000 

:CASINO1_2261
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO1_2285 
wait 0 
jump @CASINO1_2261 

:CASINO1_2285
fade 0 0 

:CASINO1_2291
if 
fading 
else_jump @CASINO1_2315 
wait 0 
jump @CASINO1_2291 

:CASINO1_2315
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0822: enable_camera_bumper_view 0 
015F: set_camera_position 1908.156 977.3071 10.2294 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1907.488 976.5921 10.4377 switchstyle 2 
0395: clear_area 1 at 1903.27 955.95 9.8203 radius 30.0 
00A1: put_actor $PLAYER_ACTOR at 1909.826 977.4828 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.9741 
0247: load_model #TRDCSGRGDOOR_LVS 
038B: load_requested_models 

:CASINO1_2470
if 
8248:   not model #TRDCSGRGDOOR_LVS available 
else_jump @CASINO1_2496 
wait 0 
jump @CASINO1_2470 

:CASINO1_2496
gosub @CASINO1_47 
gosub @CASINO1_125 
0A0B: set_rendering_origin_at_3D_coord 1908.156 977.3071 10.2294 angle 136.9741 
02A3: enable_widescreen 1 
wait 150 
fade 1 1500 

:CASINO1_2548
if 
fading 
else_jump @CASINO1_2572 
wait 0 
jump @CASINO1_2548 

:CASINO1_2572
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_2601 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 332@ 100000 ms 

:CASINO1_2601
wait 0 
if 
   not 313@ == 0 
else_jump @CASINO1_3234 
if 
  315@ == 0 
else_jump @CASINO1_2669 
if 
03D0:   wav 312@ loaded 
else_jump @CASINO1_2662 
040D: unload_wav 312@ 

:CASINO1_2662
315@ = 1 

:CASINO1_2669
if 
  315@ == 1 
else_jump @CASINO1_2706 
03CF: load_wav 244@(313@,67i) as 311@ 
315@ = 2 

:CASINO1_2706
if 
  315@ == 2 
else_jump @CASINO1_2864 
if 
03D0:   wav 311@ loaded 
else_jump @CASINO1_2864 
if or
  313@ == 61 
  313@ == 63 
else_jump @CASINO1_2789 
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_2789 
0967: actor 332@ move_mouth 10000 ms 

:CASINO1_2789
if or
  313@ == 62 
  313@ == 64 
else_jump @CASINO1_2838 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO1_2838 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CASINO1_2838
03D1: play_wav 311@ 
00BC: show_text_highpriority GXT 110@(313@,67s) time 10000 flag 1 
315@ = 3 

:CASINO1_2864
if 
  315@ == 3 
else_jump @CASINO1_3234 
if 
03D2:   wav 311@ ended 
else_jump @CASINO1_3173 
03D5: remove_text 110@(313@,67s) 
if or
  313@ == 61 
  313@ == 63 
else_jump @CASINO1_2953 
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_2953 
0968: actor 332@ stop_mouth 

:CASINO1_2953
if or
  313@ == 62 
  313@ == 64 
else_jump @CASINO1_2999 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO1_2999 
0968: actor $PLAYER_ACTOR stop_mouth 

:CASINO1_2999
if 
  311@ == 1 
else_jump @CASINO1_3038 
311@ = 2 
312@ = 1 
jump @CASINO1_3052 

:CASINO1_3038
311@ = 1 
312@ = 2 

:CASINO1_3052
313@ = 0 
315@ = 0 
if 
  43@ == 0 
else_jump @CASINO1_3091 
43@ = 1 

:CASINO1_3091
if 
  43@ == 4 
else_jump @CASINO1_3116 
43@ = 5 

:CASINO1_3116
if 
  43@ == 3 
else_jump @CASINO1_3141 
43@ = 4 

:CASINO1_3141
if 
  43@ == 7 
else_jump @CASINO1_3166 
43@ = 8 

:CASINO1_3166
jump @CASINO1_3234 

:CASINO1_3173
if 
83D0:   not wav 312@ loaded 
else_jump @CASINO1_3234 
if 
  66 > 313@ 
else_jump @CASINO1_3234 
0085: 314@ = 313@ // (int) 
314@ += 1 
03CF: load_wav 244@(314@,67i) as 312@ 

:CASINO1_3234
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_3359 
if 
0611:   actor 332@ performing_animation "TYD2CAR_LOW" 
else_jump @CASINO1_3359 
0613: 104@ = actor 332@ animation "TYD2CAR_LOW" time 
if 
  104@ == 1.0 
else_jump @CASINO1_3359 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_3359
if 
  43@ > 0 
else_jump @CASINO1_3397 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO1_3397 
43@ = 10 

:CASINO1_3397
if 
  43@ == 0 
else_jump @CASINO1_3447 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_3447 
313@ = 61 

:CASINO1_3447
if 
  43@ == 1 
else_jump @CASINO1_3496 
05D3: AS_actor $PLAYER_ACTOR goto_point 1905.45 973.9371 9.8127 mode 4 time -2 ms // versionA 
43@ = 2 

:CASINO1_3496
if 
  43@ == 2 
else_jump @CASINO1_3625 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // == constant 
else_jump @CASINO1_3625 
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_3625 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 332@ 
015F: set_camera_position 1903.005 974.7813 11.1887 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1903.732 974.0975 11.2553 switchstyle 2 
43@ = 3 

:CASINO1_3625
if 
  43@ == 3 
else_jump @CASINO1_3675 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_3675 
313@ = 62 

:CASINO1_3675
if or
  43@ == 4 
  43@ == 5 
else_jump @CASINO1_3737 
034E: move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_3737
if 
  43@ == 9 
else_jump @CASINO1_3792 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 

:CASINO1_3792
if 
  43@ == 4 
else_jump @CASINO1_3842 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_3842 
313@ = 63 

:CASINO1_3842
if 
  43@ == 5 
else_jump @CASINO1_3893 
if 
8119:   not car 330@ wrecked 
else_jump @CASINO1_3893 
05CB: AS_actor $PLAYER_ACTOR enter_car 330@ as_driver -2 ms 
43@ = 6 

:CASINO1_3893
if 
  43@ == 6 
else_jump @CASINO1_4035 
062E: get_actor $PLAYER_ACTOR task 1483 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // == constant 
else_jump @CASINO1_4035 
015F: set_camera_position 1906.528 970.1409 10.433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1905.823 970.8365 10.5694 switchstyle 2 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 
43@ = 7 

:CASINO1_4035
if 
  43@ == 7 
else_jump @CASINO1_4085 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_4085 
313@ = 64 

:CASINO1_4085
if 
  43@ == 8 
else_jump @CASINO1_4160 
if 
8119:   not car 330@ wrecked 
else_jump @CASINO1_4160 
05D1: AS_actor $PLAYER_ACTOR drive_car 330@ to 1903.27 955.95 9.8203 speed 10.0 1 model 0 2 
43@ = 9 

:CASINO1_4160
if 
  43@ == 9 
else_jump @CASINO1_4214 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // == constant 
else_jump @CASINO1_4214 
43@ = 10 

:CASINO1_4214
if 
   not 43@ == 10 
else_jump @CASINO1_4239 
jump @CASINO1_2601 

:CASINO1_4239
if 
8119:   not car 330@ wrecked 
else_jump @CASINO1_4352 
01BC: put_object $4045 at 1903.383 967.82 11.438 
00AB: put_car 330@ at 1903.27 955.95 9.8203 
0175: set_car 330@ Z_angle_to 180.7793 
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_4344 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1903.27 955.95 9.8203 

:CASINO1_4344
036A: put_actor $PLAYER_ACTOR in_car 330@ 

:CASINO1_4352
0249: release_model #TRDCSGRGDOOR_LVS 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 0 

:CASINO1_4383
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO1_4409 
jump @CASINO1_19534 

:CASINO1_4409
if 
0735:   is_keyboard_key_pressed 32 
else_jump @CASINO1_4431 
$8895 = 100 

:CASINO1_4431
if 
   not 313@ == 0 
else_jump @CASINO1_4770 
if 
  315@ == 0 
else_jump @CASINO1_4495 
if 
03D0:   wav 312@ loaded 
else_jump @CASINO1_4488 
040D: unload_wav 312@ 

:CASINO1_4488
315@ = 1 

:CASINO1_4495
if 
  315@ == 1 
else_jump @CASINO1_4532 
03CF: load_wav 244@(313@,67i) as 311@ 
315@ = 2 

:CASINO1_4532
if 
  315@ == 2 
else_jump @CASINO1_4592 
if 
03D0:   wav 311@ loaded 
else_jump @CASINO1_4592 
03D1: play_wav 311@ 
00BC: show_text_highpriority GXT 110@(313@,67s) time 10000 flag 1 
315@ = 3 

:CASINO1_4592
if 
  315@ == 3 
else_jump @CASINO1_4770 
if 
03D2:   wav 311@ ended 
else_jump @CASINO1_4709 
03D5: remove_text 110@(313@,67s) 
if 
  311@ == 1 
else_jump @CASINO1_4674 
311@ = 2 
312@ = 1 
jump @CASINO1_4688 

:CASINO1_4674
311@ = 1 
312@ = 2 

:CASINO1_4688
313@ = 0 
315@ = 0 
jump @CASINO1_4770 

:CASINO1_4709
if 
83D0:   not wav 312@ loaded 
else_jump @CASINO1_4770 
if 
  66 > 313@ 
else_jump @CASINO1_4770 
0085: 314@ = 313@ // (int) 
314@ += 1 
03CF: load_wav 244@(314@,67i) as 312@ 

:CASINO1_4770
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINT'  // Pilson Intersection
0154:   actor $PLAYER_ACTOR in_zone 'BINT'  // Blackfield Intersection
0154:   actor $PLAYER_ACTOR in_zone 'JTN'  // Julius Thruway North
0154:   actor $PLAYER_ACTOR in_zone 'JTS'  // Julius Thruway South
0154:   actor $PLAYER_ACTOR in_zone 'JTW'  // Julius Thruway West
0154:   actor $PLAYER_ACTOR in_zone 'JTE'  // Julius Thruway East
else_jump @CASINO1_4963 
if and
  106@ == 0 
  46@ == 0 
else_jump @CASINO1_4920 
00BB: show_text_lowpriority GXT 'CAS1_10' time 5000 flag 1  // ~s~Keep off the freeway!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
46@ = 1 

:CASINO1_4920
if 
  46@ == 1 
else_jump @CASINO1_4963 
if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
else_jump @CASINO1_4963 
46@ = 0 

:CASINO1_4963
if 
  42@ == -1 
else_jump @CASINO1_5331 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 
if 
  $3587 == 0 
else_jump @CASINO1_5304 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 330@ wrecked 
else_jump @CASINO1_5297 
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_5297 
if 
  $8896 == 0 
else_jump @CASINO1_5183 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_5138 
313@ = 65 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_5138
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_5183 
01BD: 109@ = current_time_in_ms 

:CASINO1_5183
if 
  $8896 == 1 
else_jump @CASINO1_5297 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_5252 
313@ = 66 
$8896 += 1 
42@ = 0 
01BD: 109@ = current_time_in_ms 

:CASINO1_5252
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_5297 
01BD: 109@ = current_time_in_ms 

:CASINO1_5297
jump @CASINO1_5331 

:CASINO1_5304
01BC: put_object $4045 at 1903.383 967.82 11.438 
42@ = 0 

:CASINO1_5331
if 
  42@ == 0 
else_jump @CASINO1_5469 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 330@ wrecked 
else_jump @CASINO1_5469 
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_5469 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_5469 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS1_11' time 5000 flag 1  // ~s~Scare him, but remember head-on collisions will kill him.
00BB: show_text_lowpriority GXT 'CAS1_12' time 5000 flag 1  // ~s~And stay off the highway, you don't need any police attention.
106@ = 2 
42@ = 2 
44@ = 1 

:CASINO1_5469
if 
  5 > 42@ 
else_jump @CASINO1_5790 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 330@ wrecked 
else_jump @CASINO1_5790 
if 
  44@ == 0 
else_jump @CASINO1_5651 
if 
0448:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_5651 
00BE: text_clear_all 
0822: enable_camera_bumper_view 0 
01BD: 109@ = current_time_in_ms 
0164: disable_marker 331@ 
0164: disable_marker 58@ 
if and
  42@ > 0 
  4 > 42@ 
else_jump @CASINO1_5612 
0151: remove_status_text $8895 
03C4: set_status_text $8895 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter

:CASINO1_5612
if 
  42@ == 4 
else_jump @CASINO1_5644 
018A: 58@ = create_checkpoint_at 87@ 88@ 89@ 

:CASINO1_5644
44@ = 1 

:CASINO1_5651
if 
  44@ == 1 
else_jump @CASINO1_5790 
if 
8448:   not actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_5790 
00BE: text_clear_all 
0822: enable_camera_bumper_view 1 
0164: disable_marker 331@ 
0186: 331@ = create_marker_above_car 330@ 
07E0: set_marker 331@ type_to 1 
if and
  42@ > 0 
  4 > 42@ 
else_jump @CASINO1_5744 
0151: remove_status_text $8895 

:CASINO1_5744
if 
  42@ == 4 
else_jump @CASINO1_5767 
0164: disable_marker 58@ 

:CASINO1_5767
00BC: show_text_highpriority GXT 'CAS1_01' time 7500 flag 2  // ~s~Get back in the ~b~car~s~.
44@ = 0 

:CASINO1_5790
if 
  42@ == 2 
else_jump @CASINO1_6003 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 332@ dead 
else_jump @CASINO1_6003 
03C4: set_status_text $8895 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter
0209: 45@ = random_int_in_ranges 0 4 
if 
  45@ == 0 
else_jump @CASINO1_5890 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
42@ = 3 

:CASINO1_5890
if 
  45@ == 1 
else_jump @CASINO1_5926 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
42@ = 3 

:CASINO1_5926
if 
  45@ == 2 
else_jump @CASINO1_5962 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
42@ = 3 

:CASINO1_5962
if 
  45@ == 3 
else_jump @CASINO1_5998 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
42@ = 3 

:CASINO1_5998
01BD: 82@ = current_time_in_ms 

:CASINO1_6003
if 
  42@ == 3 
else_jump @CASINO1_15338 
if and
8119:   not car 330@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 332@ dead 
else_jump @CASINO1_15338 
if 
  343@ == 0 
else_jump @CASINO1_6159 
if 
8118:   not actor 342@ dead 
else_jump @CASINO1_6159 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 15.0 15.0 15.0 
else_jump @CASINO1_6159 
if 
82CB:   not actor 342@ bounding_sphere_visible 
else_jump @CASINO1_6159 
gosub @CASINO1_477 
343@ = 1 

:CASINO1_6159
if 
09BB:   car 330@ has_visible_damage_on_component 0 
else_jump @CASINO1_6210 
05BE: AS_actor 332@ die 
0465: remove_actor 332@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
jump @CASINO1_19516 

:CASINO1_6210
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_15338 
if 
  8 > 57@ 
else_jump @CASINO1_6439 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
if 
  80@ > 30000 
else_jump @CASINO1_6439 
0209: 45@ = random_int_in_ranges 0 4 
if 
  45@ == 0 
else_jump @CASINO1_6330 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
01BD: 82@ = current_time_in_ms 

:CASINO1_6330
if 
  45@ == 1 
else_jump @CASINO1_6364 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
01BD: 82@ = current_time_in_ms 

:CASINO1_6364
if 
  45@ == 2 
else_jump @CASINO1_6398 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
01BD: 82@ = current_time_in_ms 

:CASINO1_6398
if 
  45@ == 3 
else_jump @CASINO1_6432 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
01BD: 82@ = current_time_in_ms 

:CASINO1_6432
57@ += 1 

:CASINO1_6439
if 
  $8895 > 100 
else_jump @CASINO1_6502 
$8895 = 100 
$8896 = 0 
0151: remove_status_text $8895 
018A: 58@ = create_checkpoint_at 87@ 88@ 89@ 
01BD: 70@ = current_time_in_ms 
42@ = 4 

:CASINO1_6502
if and
  47@ == 0 
  49@ == 0 
  48@ == 0 
else_jump @CASINO1_6597 
if 
  79@ > 15.0 
else_jump @CASINO1_6597 
if 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_6597 
0174: 339@ = car 330@ Z_angle 
341@ = 0.0 
47@ = 1 

:CASINO1_6597
if 
  47@ == 1 
else_jump @CASINO1_6831 
if 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_6672 
0174: 340@ = car 330@ Z_angle 
0087: 338@ = 340@ // (float) 
0063: 338@ -= 339@ // (float) 
005B: 341@ += 338@ // (float) 
0174: 339@ = car 330@ Z_angle 

:CASINO1_6672
if 
80E1:   not player 0 pressed_key 6 
else_jump @CASINO1_6831 
if 
  0.0 > 341@ 
else_jump @CASINO1_6720 
341@ += 360.0 

:CASINO1_6720
if 
  341@ > 0.0 
else_jump @CASINO1_6824 
if and
  341@ > 14.0 
  210.0 > 341@ 
else_jump @CASINO1_6786 
$8895 += 7 
jump @CASINO1_6824 

:CASINO1_6786
if and
  341@ > 90.0 
  270.0 > 341@ 
else_jump @CASINO1_6824 
$8895 += 3 

:CASINO1_6824
47@ = 0 

:CASINO1_6831
if and
  48@ == 0 
  47@ == 0 
  49@ == 0 
else_jump @CASINO1_6891 
if 
01F3:   car 330@ in_air 
else_jump @CASINO1_6891 
01BD: 61@ = current_time_in_ms 
48@ = 1 

:CASINO1_6891
if 
  48@ == 1 
else_jump @CASINO1_6969 
if 
81F3:   not car 330@ in_air 
else_jump @CASINO1_6969 
01BD: 60@ = current_time_in_ms 
0085: 59@ = 60@ // (int) 
0062: 59@ -= 61@ // (int) 
59@ /= 250 
005E: $8895 += 59@ // (int) 
48@ = 0 

:CASINO1_6969
if and
  49@ == 0 
  47@ == 0 
  48@ == 0 
  20 > 67@ 
else_jump @CASINO1_7119 
if 
  1.0 > 79@ 
else_jump @CASINO1_7119 
if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @CASINO1_7119 
01BD: 60@ = current_time_in_ms 
0085: 59@ = 60@ // (int) 
0062: 59@ -= 61@ // (int) 
if 
  59@ > 3000 
else_jump @CASINO1_7119 
77@ = 0.0 
78@ = 0.15 
49@ = 1 

:CASINO1_7119
if 
  49@ == 1 
else_jump @CASINO1_7325 
0494: get_joystick 0 direction_offset_to 99@ 100@ 101@ 102@ 
if 
80E1:   not player 0 pressed_key 14 
else_jump @CASINO1_7177 
49@ = 0 

:CASINO1_7177
if 
88D0:   not should_skip_cutscene 
else_jump @CASINO1_7197 
49@ = 0 

:CASINO1_7197
if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @CASINO1_7325 
if 
803B:   not  99@ == 103@ // (int) 
else_jump @CASINO1_7325 
if and
  77@ >= 0.0 
  78@ >= 0.0 
else_jump @CASINO1_7325 
01BD: 61@ = current_time_in_ms 
005B: 77@ += 78@ // (float) 
78@ -= 0.025 
0092: 62@ = float 77@ to_integer 
005E: $8895 += 62@ // (int) 
005A: 67@ += 62@ // (int) 
0085: 103@ = 99@ // (int) 

:CASINO1_7325
02E3: 79@ = car 330@ speed 
if 
  50@ == 0 
else_jump @CASINO1_7402 
if 
  79@ > 30.0 
else_jump @CASINO1_7402 
if 
  40 > 66@ 
else_jump @CASINO1_7402 
01BD: 73@ = current_time_in_ms 
50@ = 1 

:CASINO1_7402
if 
  50@ == 1 
else_jump @CASINO1_7507 
01BD: 72@ = current_time_in_ms 
0085: 71@ = 72@ // (int) 
0062: 71@ -= 73@ // (int) 
if 
  71@ > 600 
else_jump @CASINO1_7479 
01BD: 73@ = current_time_in_ms 
66@ += 1 
$8895 += 1 

:CASINO1_7479
if 
  30.0 > 79@ 
else_jump @CASINO1_7507 
50@ = 0 

:CASINO1_7507
if 
  51@ == 0 
else_jump @CASINO1_7573 
if 
  $1318 > 0 
else_jump @CASINO1_7573 
008B: 63@ = $1326 // (int) 
63@ /= 5 
005E: $8895 += 63@ // (int) 
51@ = 1 

:CASINO1_7573
if 
  51@ == 1 
else_jump @CASINO1_7616 
if 
  $1318 == 0 
else_jump @CASINO1_7616 
51@ = 0 

:CASINO1_7616
if and
  52@ == 0 
  54@ == 0 
else_jump @CASINO1_8330 
if 
  79@ > 15.0 
else_jump @CASINO1_8316 
0494: get_joystick 0 direction_offset_to 99@ 100@ 101@ 102@ 
if 
   not 99@ == 0 
else_jump @CASINO1_8295 
64@ += 1 
if 
  64@ > 20 
else_jump @CASINO1_8288 
if or
  99@ > 96 
  -96 > 99@ 
else_jump @CASINO1_8288 
if 
  53@ == 0 
else_jump @CASINO1_8288 
if 
  20 > 65@ 
else_jump @CASINO1_7796 
$8895 += 1 
65@ += 1 

:CASINO1_7796
if 
  99@ > 0 
else_jump @CASINO1_8042 
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNL" 
else_jump @CASINO1_7957 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNL" time 
if 
  104@ == 1.0 
else_jump @CASINO1_7950 
0812: AS_actor 332@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 1 
64@ = 0 
53@ = 1 

:CASINO1_7950
jump @CASINO1_8042 

:CASINO1_7957
if 
8611:   not actor 332@ performing_animation "TYD2CAR_TURNR" 
else_jump @CASINO1_8042 
0812: AS_actor 332@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
64@ = 0 
53@ = 1 

:CASINO1_8042
if 
  0 > 99@ 
else_jump @CASINO1_8288 
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNR" 
else_jump @CASINO1_8203 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNR" time 
if 
  104@ == 1.0 
else_jump @CASINO1_8196 
0812: AS_actor 332@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 1 
64@ = 0 
53@ = 1 

:CASINO1_8196
jump @CASINO1_8288 

:CASINO1_8203
if 
8611:   not actor 332@ performing_animation "TYD2CAR_TURNL" 
else_jump @CASINO1_8288 
0812: AS_actor 332@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
64@ = 0 
53@ = 1 

:CASINO1_8288
jump @CASINO1_8309 

:CASINO1_8295
53@ = 0 
64@ = 0 

:CASINO1_8309
jump @CASINO1_8330 

:CASINO1_8316
53@ = 0 
64@ = 0 

:CASINO1_8330
if 
  54@ == 0 
else_jump @CASINO1_8416 
if 
  79@ > 15.0 
else_jump @CASINO1_8416 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CASINO1_8416 
if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_8416 
54@ = 1 

:CASINO1_8416
if 
  54@ == 1 
else_jump @CASINO1_8550 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CASINO1_8550 
if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
else_jump @CASINO1_8550 
86@ += 1 
if 
  86@ > 12 
else_jump @CASINO1_8550 
0812: AS_actor 332@ perform_animation "TYD2CAR_BUMP" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
01BD: 85@ = current_time_in_ms 
54@ = 2 

:CASINO1_8550
if 
  54@ == 2 
else_jump @CASINO1_8702 
01BD: 84@ = current_time_in_ms 
0085: 83@ = 84@ // (int) 
0062: 83@ -= 85@ // (int) 
if 
  83@ > 1000 
else_jump @CASINO1_8702 
if 
0611:   actor 332@ performing_animation "TYD2CAR_BUMP" 
else_jump @CASINO1_8702 
0613: 104@ = actor 332@ animation "TYD2CAR_BUMP" time 
if 
  104@ == 1.0 
else_jump @CASINO1_8702 
$8895 += 1 
86@ = 0 
54@ = 0 

:CASINO1_8702
if 
  79@ > 30.0 
else_jump @CASINO1_9057 
0407: store_coords_to 96@ 97@ 98@ from_car 330@ with_offset 0.0 4.0 0.0 
0087: 90@ = 96@ // (float) 
90@ -= 0.1 
0087: 91@ = 97@ // (float) 
91@ -= 0.1 
0087: 92@ = 98@ // (float) 
92@ -= 0.1 
0087: 93@ = 96@ // (float) 
93@ += 0.1 
0087: 94@ = 97@ // (float) 
94@ += 0.1 
0087: 95@ = 98@ // (float) 
95@ += 0.1 
if 
  56@ == 0 
else_jump @CASINO1_8931 
if 
0339:   anything_in_cube_cornerA 90@ 91@ 92@ cornerB 93@ 94@ 95@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CASINO1_8931 
01BD: 76@ = current_time_in_ms 
56@ = 1 

:CASINO1_8931
if 
  56@ == 1 
else_jump @CASINO1_9057 
01BD: 75@ = current_time_in_ms 
0085: 74@ = 75@ // (int) 
0062: 74@ -= 76@ // (int) 
if 
  74@ > 50 
else_jump @CASINO1_9057 
if 
0339:   anything_in_cube_cornerA 90@ 91@ 92@ cornerB 93@ 94@ 95@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @CASINO1_9050 
$8895 += 1 
56@ = 0 
jump @CASINO1_9057 

:CASINO1_9050
56@ = 0 

:CASINO1_9057
if or
  48@ == 1 
  47@ == 1 
  49@ == 1 
  53@ == 1 
else_jump @CASINO1_9233 
if 
  106@ == 0 
else_jump @CASINO1_9233 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_9233 
0209: $8896 = random_int_in_ranges 0 6 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_9233 
if 
  6 > $8896 
else_jump @CASINO1_9226 
$8896 += 1 
jump @CASINO1_9233 

:CASINO1_9226
$8896 -= 1 

:CASINO1_9233
if 
  106@ == 1 
else_jump @CASINO1_13981 
if 
  $8896 == 0 
else_jump @CASINO1_9361 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9301 
313@ = 27 

:CASINO1_9301
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9361 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9361
if 
  $8896 == 1 
else_jump @CASINO1_9471 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9411 
313@ = 28 

:CASINO1_9411
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9471 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9471
if 
  $8896 == 2 
else_jump @CASINO1_9581 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9521 
313@ = 29 

:CASINO1_9521
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9581 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9581
if 
  $8896 == 3 
else_jump @CASINO1_9691 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9631 
313@ = 30 

:CASINO1_9631
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9691 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9691
if 
  $8896 == 4 
else_jump @CASINO1_9801 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9741 
313@ = 31 

:CASINO1_9741
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9801 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9801
if 
  $8896 == 5 
else_jump @CASINO1_9911 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9851 
313@ = 32 

:CASINO1_9851
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_9911 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_9911
if 
  $8896 == 6 
else_jump @CASINO1_10021 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_9961 
313@ = 33 

:CASINO1_9961
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10021 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10021
if 
  $8896 == 7 
else_jump @CASINO1_10131 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10071 
313@ = 21 

:CASINO1_10071
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10131 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10131
if 
  $8896 == 8 
else_jump @CASINO1_10241 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10181 
313@ = 22 

:CASINO1_10181
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10241 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10241
if 
  $8896 == 9 
else_jump @CASINO1_10351 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10291 
313@ = 23 

:CASINO1_10291
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10351 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10351
if 
  $8896 == 10 
else_jump @CASINO1_10461 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10401 
313@ = 45 

:CASINO1_10401
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10461 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10461
if 
  $8896 == 11 
else_jump @CASINO1_10571 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10511 
313@ = 46 

:CASINO1_10511
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10571 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10571
if 
  $8896 == 12 
else_jump @CASINO1_10681 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10621 
313@ = 47 

:CASINO1_10621
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10681 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10681
if 
  $8896 == 13 
else_jump @CASINO1_10791 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10731 
313@ = 48 

:CASINO1_10731
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10791 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10791
if 
  $8896 == 14 
else_jump @CASINO1_10901 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10841 
313@ = 24 

:CASINO1_10841
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_10901 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_10901
if 
  $8896 == 15 
else_jump @CASINO1_11011 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_10951 
313@ = 25 

:CASINO1_10951
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11011 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11011
if 
  $8896 == 16 
else_jump @CASINO1_11121 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11061 
313@ = 26 

:CASINO1_11061
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11121 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11121
if 
  $8896 == 17 
else_jump @CASINO1_11231 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11171 
313@ = 34 

:CASINO1_11171
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11231 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11231
if 
  $8896 == 18 
else_jump @CASINO1_11341 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11281 
313@ = 35 

:CASINO1_11281
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11341 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11341
if 
  $8896 == 19 
else_jump @CASINO1_11451 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11391 
313@ = 36 

:CASINO1_11391
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11451 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11451
if 
  $8896 == 20 
else_jump @CASINO1_11561 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11501 
313@ = 37 

:CASINO1_11501
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11561 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11561
if 
  $8896 == 21 
else_jump @CASINO1_11671 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11611 
313@ = 40 

:CASINO1_11611
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11671 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11671
if 
  $8896 == 22 
else_jump @CASINO1_11781 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11721 
313@ = 39 

:CASINO1_11721
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11781 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11781
if 
  $8896 == 23 
else_jump @CASINO1_11891 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11831 
313@ = 40 

:CASINO1_11831
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_11891 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_11891
if 
  $8896 == 24 
else_jump @CASINO1_12001 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_11941 
313@ = 41 

:CASINO1_11941
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12001 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12001
if 
  $8896 == 25 
else_jump @CASINO1_12111 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12051 
313@ = 42 

:CASINO1_12051
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12111 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12111
if 
  $8896 == 26 
else_jump @CASINO1_12221 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12161 
313@ = 44 

:CASINO1_12161
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12221 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12221
if 
  $8896 == 27 
else_jump @CASINO1_12331 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12271 
313@ = 44 

:CASINO1_12271
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12331 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12331
if 
  $8896 == 28 
else_jump @CASINO1_12441 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12381 
313@ = 6 

:CASINO1_12381
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12441 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12441
if 
  $8896 == 29 
else_jump @CASINO1_12551 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12491 
313@ = 7 

:CASINO1_12491
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12551 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12551
if 
  $8896 == 30 
else_jump @CASINO1_12661 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12601 
313@ = 8 

:CASINO1_12601
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12661 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12661
if 
  $8896 == 31 
else_jump @CASINO1_12771 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12711 
313@ = 9 

:CASINO1_12711
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12771 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12771
if 
  $8896 == 32 
else_jump @CASINO1_12881 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12821 
313@ = 10 

:CASINO1_12821
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12881 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12881
if 
  $8896 == 33 
else_jump @CASINO1_12991 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_12931 
313@ = 11 

:CASINO1_12931
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_12991 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_12991
if 
  $8896 == 34 
else_jump @CASINO1_13101 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13041 
313@ = 12 

:CASINO1_13041
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13101 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13101
if 
  $8896 == 35 
else_jump @CASINO1_13211 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13151 
313@ = 13 

:CASINO1_13151
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13211 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13211
if 
  $8896 == 36 
else_jump @CASINO1_13321 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13261 
313@ = 14 

:CASINO1_13261
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13321 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13321
if 
  $8896 == 37 
else_jump @CASINO1_13431 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13371 
313@ = 15 

:CASINO1_13371
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13431 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13431
if 
  $8896 == 38 
else_jump @CASINO1_13541 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13481 
313@ = 16 

:CASINO1_13481
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13541 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13541
if 
  $8896 == 39 
else_jump @CASINO1_13651 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13591 
313@ = 17 

:CASINO1_13591
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13651 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13651
if 
  $8896 == 40 
else_jump @CASINO1_13761 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13701 
313@ = 18 

:CASINO1_13701
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13761 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13761
if 
  $8896 == 41 
else_jump @CASINO1_13871 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13811 
313@ = 19 

:CASINO1_13811
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13871 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13871
if 
  $8896 == 42 
else_jump @CASINO1_13981 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_13921 
313@ = 20 

:CASINO1_13921
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_13981 
0084: $8897 = $8896 // (int) 
01BD: 109@ = current_time_in_ms 
106@ = 2 

:CASINO1_13981
if 
  106@ == 2 
else_jump @CASINO1_14046 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_14046 
106@ = 0 

:CASINO1_14046
if 
  106@ == 0 
else_jump @CASINO1_14470 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 10000 
else_jump @CASINO1_14470 
if and
  $8895 >= 0 
  34 > $8895 
else_jump @CASINO1_14226 
0209: $8896 = random_int_in_ranges 28 32 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14226 
if 
  32 > $8896 
else_jump @CASINO1_14201 
$8896 += 1 
jump @CASINO1_14226 

:CASINO1_14201
if 
  $8896 > 28 
else_jump @CASINO1_14226 
$8896 -= 1 

:CASINO1_14226
if and
  $8895 > 33 
  67 > $8895 
else_jump @CASINO1_14348 
0209: $8896 = random_int_in_ranges 33 37 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14348 
if 
  37 > $8896 
else_jump @CASINO1_14323 
$8896 += 1 
jump @CASINO1_14348 

:CASINO1_14323
if 
  $8896 > 33 
else_jump @CASINO1_14348 
$8896 -= 1 

:CASINO1_14348
if and
  $8895 > 66 
  100 > $8895 
else_jump @CASINO1_14470 
0209: $8896 = random_int_in_ranges 38 42 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14470 
if 
  42 > $8896 
else_jump @CASINO1_14445 
$8896 += 1 
jump @CASINO1_14470 

:CASINO1_14445
if 
  $8896 > 38 
else_jump @CASINO1_14470 
$8896 -= 1 

:CASINO1_14470
if 
  50@ == 1 
else_jump @CASINO1_14643 
if 
  106@ == 0 
else_jump @CASINO1_14643 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_14643 
0209: $8896 = random_int_in_ranges 7 9 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14643 
if 
  9 > $8896 
else_jump @CASINO1_14618 
$8896 += 1 
jump @CASINO1_14643 

:CASINO1_14618
if 
  $8896 > 7 
else_jump @CASINO1_14643 
$8896 -= 1 

:CASINO1_14643
if 
  51@ == 1 
else_jump @CASINO1_14816 
if 
  106@ == 0 
else_jump @CASINO1_14816 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_14816 
0209: $8896 = random_int_in_ranges 14 16 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14816 
if 
  16 > $8896 
else_jump @CASINO1_14791 
$8896 += 1 
jump @CASINO1_14816 

:CASINO1_14791
if 
  $8896 > 14 
else_jump @CASINO1_14816 
$8896 -= 1 

:CASINO1_14816
if or
  54@ == 2 
  56@ == 1 
else_jump @CASINO1_14996 
if 
  106@ == 0 
else_jump @CASINO1_14996 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_14996 
0209: $8896 = random_int_in_ranges 17 24 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_14996 
if 
  24 > $8896 
else_jump @CASINO1_14971 
$8896 += 1 
jump @CASINO1_14996 

:CASINO1_14971
if 
  $8896 > 17 
else_jump @CASINO1_14996 
$8896 -= 1 

:CASINO1_14996
if 
0495:   car 330@ burning 
else_jump @CASINO1_15167 
if 
  106@ == 0 
else_jump @CASINO1_15167 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_15167 
0209: $8896 = random_int_in_ranges 10 13 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_15167 
if 
  13 > $8896 
else_jump @CASINO1_15142 
$8896 += 1 
jump @CASINO1_15167 

:CASINO1_15142
if 
  $8896 > 10 
else_jump @CASINO1_15167 
$8896 -= 1 

:CASINO1_15167
if 
01F4:   car 330@ flipped 
else_jump @CASINO1_15338 
if 
  106@ == 0 
else_jump @CASINO1_15338 
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 5000 
else_jump @CASINO1_15338 
0209: $8896 = random_int_in_ranges 25 27 
01BD: 109@ = current_time_in_ms 
106@ = 1 
if 
003A:   $8896 == $8897 // (int) 
else_jump @CASINO1_15338 
if 
  27 > $8896 
else_jump @CASINO1_15313 
$8896 += 1 
jump @CASINO1_15338 

:CASINO1_15313
if 
  $8896 > 25 
else_jump @CASINO1_15338 
$8896 -= 1 

:CASINO1_15338
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_17343 
if and
  $8895 >= 0 
  34 > $8895 
else_jump @CASINO1_15980 
if and
  53@ == 0 
  54@ == 0 
else_jump @CASINO1_15980 
if 
0611:   actor 332@ performing_animation "TYD2CAR_LOW" 
else_jump @CASINO1_15527 
0613: 104@ = actor 332@ animation "TYD2CAR_LOW" time 
if 
  104@ == 1.0 
else_jump @CASINO1_15520 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 1 

:CASINO1_15520
jump @CASINO1_15980 

:CASINO1_15527
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNR" 
else_jump @CASINO1_15640 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNR" time 
if 
  104@ == 1.0 
else_jump @CASINO1_15640 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15640
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNL" 
else_jump @CASINO1_15753 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNL" time 
if 
  104@ == 1.0 
else_jump @CASINO1_15753 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15753
if 
0611:   actor 332@ performing_animation "TYD2CAR_BUMP" 
else_jump @CASINO1_15864 
0613: 104@ = actor 332@ animation "TYD2CAR_BUMP" time 
if 
  104@ == 1.0 
else_jump @CASINO1_15864 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_15864
if 
0611:   actor 332@ performing_animation "TYD2CAR_MED" 
else_jump @CASINO1_15980 
0613: 104@ = actor 332@ animation "TYD2CAR_MED" time 
if 
  104@ == 1.0 
else_jump @CASINO1_15980 
0812: AS_actor 332@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 2 

:CASINO1_15980
if and
  $8895 > 33 
  67 > $8895 
else_jump @CASINO1_16710 
if and
  53@ == 0 
  54@ == 0 
else_jump @CASINO1_16710 
if 
0611:   actor 332@ performing_animation "TYD2CAR_MED" 
else_jump @CASINO1_16153 
0613: 104@ = actor 332@ animation "TYD2CAR_MED" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16146 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 2 

:CASINO1_16146
jump @CASINO1_16710 

:CASINO1_16153
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNR" 
else_jump @CASINO1_16266 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNR" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16266 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16266
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNL" 
else_jump @CASINO1_16379 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNL" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16379 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16379
if 
0611:   actor 332@ performing_animation "TYD2CAR_BUMP" 
else_jump @CASINO1_16490 
0613: 104@ = actor 332@ animation "TYD2CAR_BUMP" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16490 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16490
if 
0611:   actor 332@ performing_animation "TYD2CAR_HIGH" 
else_jump @CASINO1_16601 
0613: 104@ = actor 332@ animation "TYD2CAR_HIGH" time 
if 
  104@ > 1.0 
else_jump @CASINO1_16601 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16601
if 
0611:   actor 332@ performing_animation "TYD2CAR_LOW" 
else_jump @CASINO1_16710 
0613: 104@ = actor 332@ animation "TYD2CAR_LOW" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16710 
0812: AS_actor 332@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_16710
if and
  $8895 > 66 
  100 > $8895 
else_jump @CASINO1_17343 
if and
  53@ == 0 
  54@ == 0 
else_jump @CASINO1_17343 
if 
0611:   actor 332@ performing_animation "TYD2CAR_HIGH" 
else_jump @CASINO1_16886 
0613: 104@ = actor 332@ animation "TYD2CAR_HIGH" time 
if 
  104@ == 1.0 
else_jump @CASINO1_16879 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 3 

:CASINO1_16879
jump @CASINO1_17343 

:CASINO1_16886
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNR" 
else_jump @CASINO1_17000 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNR" time 
if 
  104@ == 1.0 
else_jump @CASINO1_17000 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17000
if 
0611:   actor 332@ performing_animation "TYD2CAR_TURNL" 
else_jump @CASINO1_17114 
0613: 104@ = actor 332@ animation "TYD2CAR_TURNL" time 
if 
  104@ == 1.0 
else_jump @CASINO1_17114 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17114
if 
0611:   actor 332@ performing_animation "TYD2CAR_BUMP" 
else_jump @CASINO1_17226 
0613: 104@ = actor 332@ animation "TYD2CAR_BUMP" time 
if 
  104@ == 1.0 
else_jump @CASINO1_17226 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_17226
if 
0611:   actor 332@ performing_animation "TYD2CAR_MED" 
else_jump @CASINO1_17343 
0613: 104@ = actor 332@ animation "TYD2CAR_MED" time 
if 
  104@ == 1.0 
else_jump @CASINO1_17343 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 2 

:CASINO1_17343
if 
  42@ > 3 
else_jump @CASINO1_17562 
if 
  55@ == 0 
else_jump @CASINO1_17425 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
55@ = 1 

:CASINO1_17425
if 
  55@ == 1 
else_jump @CASINO1_17562 
if 
0611:   actor 332@ performing_animation "TYD2CAR_HIGH" 
else_jump @CASINO1_17562 
0613: 104@ = actor 332@ animation "TYD2CAR_HIGH" time 
if 
  104@ == 1.0 
else_jump @CASINO1_17562 
0812: AS_actor 332@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
$8894 = 2 

:CASINO1_17562
if 
  42@ == 4 
else_jump @CASINO1_18492 
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 330@ wrecked 
else_jump @CASINO1_18492 
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_18221 
if 
  $8896 == 0 
else_jump @CASINO1_17727 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_17682 
313@ = 49 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_17682
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_17727 
01BD: 109@ = current_time_in_ms 

:CASINO1_17727
if 
  $8896 == 1 
else_jump @CASINO1_17834 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_17789 
313@ = 50 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_17789
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_17834 
01BD: 109@ = current_time_in_ms 

:CASINO1_17834
if 
  $8896 == 2 
else_jump @CASINO1_17941 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_17896 
313@ = 51 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_17896
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_17941 
01BD: 109@ = current_time_in_ms 

:CASINO1_17941
if 
  $8896 == 3 
else_jump @CASINO1_18048 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_18003 
313@ = 52 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_18003
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_18048 
01BD: 109@ = current_time_in_ms 

:CASINO1_18048
if 
  $8896 == 4 
else_jump @CASINO1_18155 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_18110 
313@ = 53 
$8896 += 1 
01BD: 109@ = current_time_in_ms 

:CASINO1_18110
01BD: 107@ = current_time_in_ms 
0085: 108@ = 107@ // (int) 
0062: 108@ -= 109@ // (int) 
if 
  108@ > 500 
else_jump @CASINO1_18155 
01BD: 109@ = current_time_in_ms 

:CASINO1_18155
if 
  $8896 == 5 
else_jump @CASINO1_18221 
if and
  315@ == 0 
  313@ == 0 
else_jump @CASINO1_18221 
00BB: show_text_lowpriority GXT 'CAS1_03' time 7000 flag 1  // ~s~Take him back to the ~y~casino~s~.
$8896 += 1 

:CASINO1_18221
if 
00DB:   actor $PLAYER_ACTOR in_car 330@ 
else_jump @CASINO1_18492 
if 
  343@ == 1 
else_jump @CASINO1_18313 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 100.0 100.0 100.0 
else_jump @CASINO1_18313 
343@ = 2 

:CASINO1_18313
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 87@ 88@ 89@ radius 4.0 4.0 4.0 
else_jump @CASINO1_18492 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO1_18492 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
if and
8118:   not actor 332@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO1_18492 
fade 0 300 

:CASINO1_18429
if 
fading 
else_jump @CASINO1_18453 
wait 0 
jump @CASINO1_18429 

:CASINO1_18453
0395: clear_area 1 at 87@ 88@ 89@ radius 35.0 
gosub @CASINO1_379 
42@ = 5 
43@ = 0 

:CASINO1_18492
if 
  42@ == 5 
else_jump @CASINO1_19359 
if and
  43@ > 0 
  3 > 43@ 
else_jump @CASINO1_18572 
034E: move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_18572
if 
  43@ == 0 
else_jump @CASINO1_18816 
if and
8119:   not car 330@ wrecked 
8118:   not actor 342@ dead 
else_jump @CASINO1_18816 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1907.11 953.0226 10.9148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.713 953.9378 10.9839 switchstyle 2 
07C0: load_path 179 

:CASINO1_18678
if 
87C1:   not path 179 available 
else_jump @CASINO1_18705 
wait 0 
jump @CASINO1_18678 

:CASINO1_18705
if and
8119:   not car 330@ wrecked 
8118:   not actor 342@ dead 
else_jump @CASINO1_18816 
05EB: assign_car 330@ to_path 179 
05ED: freeze_car 330@ while_on_path 
fade 1 300 

:CASINO1_18746
if 
fading 
else_jump @CASINO1_18770 
wait 0 
jump @CASINO1_18746 

:CASINO1_18770
if and
8119:   not car 330@ wrecked 
8118:   not actor 342@ dead 
else_jump @CASINO1_18816 
05CD: AS_actor $PLAYER_ACTOR exit_car 330@ 
05CB: AS_actor 342@ enter_car 330@ as_driver -1 ms 
43@ = 1 

:CASINO1_18816
if 
  43@ == 1 
else_jump @CASINO1_19123 
if 
834E:   not move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.05 collision_check 0 
else_jump @CASINO1_18882 

:CASINO1_18882
if and
8119:   not car 330@ wrecked 
8118:   not actor 342@ dead 
else_jump @CASINO1_19123 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CASINO1_18966 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 105@ // ret 7 if not found 
if 
04A4:   105@ == 7 // == constant 
else_jump @CASINO1_18966 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 342@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 342@ -2 ms 

:CASINO1_18966
if 
00DB:   actor 342@ in_car 330@ 
else_jump @CASINO1_19084 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1900.727 951.1921 9.8203 mode 4 time -2 ms // versionA 
015F: set_camera_position 1901.262 961.8007 11.2363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1901.62 960.8673 11.2165 switchstyle 2 
05EE: unfreeze_car 330@ while_on_path 
43@ = 2 
jump @CASINO1_19123 

:CASINO1_19084
062E: get_actor 342@ task 1483 status_store_to 344@ // ret 7 if not found 
if 
04A4:   344@ == 7 // == constant 
else_jump @CASINO1_19123 
05CB: AS_actor 342@ enter_car 330@ as_driver -1 ms 

:CASINO1_19123
if 
  43@ == 2 
else_jump @CASINO1_19185 
if 
8119:   not car 330@ wrecked 
else_jump @CASINO1_19185 
if 
860E:   not car 330@ assigned_to_path 
else_jump @CASINO1_19185 
01BD: 61@ = current_time_in_ms 
43@ = 3 

:CASINO1_19185
if 
  43@ == 3 
else_jump @CASINO1_19287 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.2 collision_check 0 
01BD: 60@ = current_time_in_ms 
0085: 59@ = 60@ // (int) 
0062: 59@ -= 61@ // (int) 
if 
  59@ > 1250 
else_jump @CASINO1_19287 
43@ = 4 

:CASINO1_19287
if 
  43@ == 4 
else_jump @CASINO1_19359 
01BC: put_object $4045 at 1903.383 967.82 11.438 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
43@ = 5 
jump @CASINO1_19534 

:CASINO1_19359
if 
  42@ > -2 
else_jump @CASINO1_19509 
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_19452 
0226: 333@ = actor 332@ health 
if 
  333@ == 0 
else_jump @CASINO1_19452 
05BE: AS_actor 332@ die 
0465: remove_actor 332@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
jump @CASINO1_19516 

:CASINO1_19452
if 
02BF:   car 330@ sunk 
else_jump @CASINO1_19509 
$8894 = 999 
05BE: AS_actor 332@ die 
0465: remove_actor 332@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
jump @CASINO1_19516 

:CASINO1_19509
jump @CASINO1_4383 

:CASINO1_19516
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CASINO1_19534
$596 += 1 
0318: set_latest_mission_passed 'CASINO1'  // Fender Ketchup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:CASINO1_19598
gosub @CASINO1_372 
if 
8118:   not actor 332@ dead 
else_jump @CASINO1_19629 
06A5: AS_actor 332@ jump_forward stay_on_ground 10000 ms and_stands_back 

:CASINO1_19629
01BC: put_object $4045 at 1903.383 967.62 11.438 
0164: disable_marker 331@ 
0164: disable_marker 58@ 
if 
  42@ == 5 
else_jump @CASINO1_19692 
009B: destroy_actor 342@ 
009B: destroy_actor 332@ 
00A6: destroy_car 330@ 

:CASINO1_19692
0249: release_model 533 
0249: release_model 118 
0296: unload_special_actor 1 
04EF: release_animation "CAR" 
065C: release_decision_maker 328@ 
0822: enable_camera_bumper_view 1 
0151: remove_status_text $8895 
if 
  $3587 == 0 
else_jump @CASINO1_19751 
$3587 = 1 

:CASINO1_19751
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 85---------------
// Originally: Explosive Situation

:CASINO2
thread 'CASINO2' 
gosub @CASINO2_47 
if 
wasted_or_busted 
else_jump @CASINO2_38 
gosub @CASINO2_16297 

:CASINO2_38
gosub @CASINO2_16464 
end_thread 

:CASINO2_47
054C: use_GXT_table 'CASINO2' 
$11844 = 1 
$8898 = 0 
$8899 = 0 
0169: set_fade_color_RGB 0 0 0 
146@ = 542.6064 
152@ = 880.7817 
158@ = -36.4105 
147@ = 585.3983 
153@ = 870.3217 
159@ = -38.6206 
148@ = 518.1696 
154@ = 814.9295 
160@ = -9.7489 
149@ = 484.6667 
155@ = 937.2839 
161@ = -16.6201 
150@ = 438.5849 
156@ = 870.4443 
162@ = -4.264 
151@ = 455.1732 
157@ = 803.1501 
163@ = 5.3843 
164@ = 561.1495 
170@ = 875.8472 
176@ = -37.2976 
165@ = 585.9339 
171@ = 851.1839 
177@ = -36.1799 
166@ = 464.2791 
172@ = 860.6772 
178@ = -17.3952 
167@ = 443.1031 
173@ = 902.137 
179@ = -7.5636 
168@ = 429.2553 
174@ = 923.7551 
180@ = 0.5245 
169@ = 476.2539 
175@ = 779.3841 
181@ = 8.0929 
increment_mission_attempts 
$ONMISSION = 1 
060A: create_decision_maker_type 3 store_to 61@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 135@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 260@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 86@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASINO2_547
if 
fading 
else_jump @CASINO2_571 
wait 0 
jump @CASINO2_547 

:CASINO2_571
02E4: load_cutscene_data 'CAS_2' 

:CASINO2_582
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO2_606 
wait 0 
jump @CASINO2_582 

:CASINO2_606
select_interior 11 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASINO2_627
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO2_651 
wait 0 
jump @CASINO2_627 

:CASINO2_651
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:CASINO2_665
if 
fading 
else_jump @CASINO2_689 
wait 0 
jump @CASINO2_665 

:CASINO2_689
02EA: end_cutscene 
select_interior 0 
0732: random_car_generator_disable_model 406 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_814 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.8127 
0395: clear_area 1 at 2028.932 1023.292 9.8127 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 
0373: set_camera_directly_behind_player 
wait 500 

:CASINO2_814
0247: load_model 260 

:CASINO2_819
if 
8248:   not model 260 available 
else_jump @CASINO2_846 
wait 0 
jump @CASINO2_819 

:CASINO2_846
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 190@ = create_actor_pedtype 4 model 260 at 819.707 857.8054 11.0547 
0173: set_actor 190@ Z_angle_to 204.1414 
060B: set_actor 190@ decision_maker_to 61@ 
0107: 68@ = create_object #DES_QUARRYGATE2 at 806.5 846.9 8.6822 
0177: set_object 68@ Z_angle_to 0.0 
0107: 69@ = create_object #DES_QUARRYGATE at 810.3 838.6 8.6822 
0177: set_object 69@ Z_angle_to 45.0 
018A: 194@ = create_checkpoint_at 811.1817 843.9733 8.9859 
00BC: show_text_highpriority GXT 'PD_16' time 8000 flag 1  // ~s~Go to the ~y~Quarry~s~.
0107: 199@ = create_object #GUNBOX at 600.8789 826.5641 -44.2392 
0177: set_object 199@ Z_angle_to 131.8763 
0107: 199@ = create_object #GUNBOX at 599.4742 827.0499 -44.2844 
0177: set_object 199@ Z_angle_to 129.5516 
0107: 199@ = create_object #GUNBOX at 600.8787 828.1313 -44.271 
0177: set_object 199@ Z_angle_to 72.6773 
0107: 199@ = create_object #GUNBOX at 671.1311 816.2497 -43.9456 
0177: set_object 199@ Z_angle_to 280.6081 
0107: 199@ = create_object #GUNBOX at 672.9714 817.7601 -43.9456 
0177: set_object 199@ Z_angle_to 295.8181 
0107: 199@ = create_object #GUNBOX at 673.1854 817.8634 -43.9456 
0177: set_object 199@ Z_angle_to 295.8181 
03C7: set_sensitivity_to_crime 0.0 

:CASINO2_1218
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_1413 
wait 0 
gosub @CASINO2_18024 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO2_1267 
jump @CASINO2_16315 

:CASINO2_1267
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 811.1817 843.9733 8.9859 radius 4.0 4.0 4.0 
else_jump @CASINO2_1406 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:CASINO2_1329
if 
fading 
else_jump @CASINO2_1353 
wait 0 
jump @CASINO2_1329 

:CASINO2_1353
0164: disable_marker 194@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_1399 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 91@ action 3 
0477: set_car 91@ action 5 time 1500 

:CASINO2_1399
jump @CASINO2_1425 

:CASINO2_1406
jump @CASINO2_1218 

:CASINO2_1413
wait 1000 
jump @CASINO2_16297 

:CASINO2_1425
92@ = 662.1465 
96@ = 917.9582 
100@ = -41.8491 
104@ = 318.2808 
93@ = 583.0025 
97@ = 934.0627 
101@ = -43.9531 
105@ = 114.8609 
94@ = 552.9266 
98@ = 846.8138 
102@ = -42.8758 
106@ = 197.0568 
95@ = 640.8603 
99@ = 810.404 
103@ = -43.9531 
107@ = 250.0977 
254@ = 2 
270@ = 2 
0247: load_model 330 
0247: load_model 153 
0247: load_model 71 
0247: load_model 260 
0247: load_model 346 
0247: load_model 337 
0247: load_model 530 
0247: load_model 406 

:CASINO2_1638
if 
8248:   not model 330 available 
else_jump @CASINO2_1665 
wait 0 
jump @CASINO2_1638 

:CASINO2_1665
if or
8248:   not model 153 available 
8248:   not model 71 available 
8248:   not model 260 available 
8248:   not model 346 available 
else_jump @CASINO2_1706 
wait 0 
jump @CASINO2_1665 

:CASINO2_1706
if or
8248:   not model 337 available 
8248:   not model 530 available 
8248:   not model 406 available 
else_jump @CASINO2_1743 
wait 0 
jump @CASINO2_1706 

:CASINO2_1743
00A5: 262@ = create_car 406 at 684.158 899.4011 -41.382 
0175: set_car 262@ Z_angle_to 50.0 
0615: define_AS_pack_begin 258@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 258@ loop 1 
0616: define_AS_pack_end 258@ 
0615: define_AS_pack_begin 259@ 
0603: AS_actor -1 goto_point_any_means 662.605 916.313 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 259@ loop 1 
0616: define_AS_pack_end 259@ 
0615: define_AS_pack_begin 223@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0643: set_AS_pack 223@ loop 1 
0616: define_AS_pack_end 223@ 
0615: define_AS_pack_begin 220@ 
0603: AS_actor -1 goto_point_any_means 590.1505 875.5482 -43.4973 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 40000 ms 
0643: set_AS_pack 220@ loop 1 
0616: define_AS_pack_end 220@ 
0615: define_AS_pack_begin 80@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 80@ 
0615: define_AS_pack_begin 67@ 
0603: AS_actor -1 goto_point_any_means 416.7344 894.5847 1.64 mode 6 use_car -1 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 193@ 
0603: AS_actor -1 goto_point_any_means 811.1705 840.3314 8.8556 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 835.0692 854.228 11.5339 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 831.1895 869.6328 11.7659 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 812.9305 865.5474 11.2512 mode 4 use_car -1 
0616: define_AS_pack_end 193@ 
0615: define_AS_pack_begin 225@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 225@ loop 1 
0616: define_AS_pack_end 225@ 
0615: define_AS_pack_begin 214@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 652.6294 920.1244 -41.6245 
05D7: add_point_to_scmpath 643.2743 944.6199 -36.1984 
05D7: add_point_to_scmpath 650.2857 948.2803 -35.9383 
05D7: add_point_to_scmpath 676.3673 939.0834 -31.2018 
05D7: add_point_to_scmpath 695.1881 918.9306 -31.3478 
05D7: add_point_to_scmpath 709.0739 891.5104 -28.7325 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 728.9528 889.2318 -27.4689 
05D7: add_point_to_scmpath 718.7523 918.5203 -19.886 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 214@ 
0615: define_AS_pack_begin 63@ 
05BA: AS_actor -1 move_mouth 4000 ms 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
0643: set_AS_pack 63@ loop 1 
0616: define_AS_pack_end 63@ 
0615: define_AS_pack_begin 64@ 
0603: AS_actor -1 goto_point_any_means 625.9337 831.7066 -43.9531 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 629.7086 863.9051 -43.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 633.362 899.4764 -43.8397 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 64@ loop 1 
0616: define_AS_pack_end 64@ 
0615: define_AS_pack_begin 65@ 
0603: AS_actor -1 goto_point_any_means 531.6239 860.3109 -43.6083 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 536.4184 852.4755 -43.4897 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 548.7656 858.6099 -43.83 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 544.7462 868.412 -43.0847 mode 4 use_car -1 
0643: set_AS_pack 65@ loop 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 66@ 
0603: AS_actor -1 goto_point_any_means 580.5311 830.0402 -30.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 570.5531 828.2956 -26.8808 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 561.6993 826.1243 -23.1406 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 66@ loop 1 
0616: define_AS_pack_end 66@ 
0615: define_AS_pack_begin 213@ 
0603: AS_actor -1 goto_point_any_means 576.2826 880.9235 -44.6488 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 575.4687 871.9396 -44.6139 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 577.0265 862.7321 -44.0826 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 584.0759 844.0593 -43.4072 mode 4 use_car -1 
0643: set_AS_pack 213@ loop 1 
0616: define_AS_pack_end 213@ 
0615: define_AS_pack_begin 219@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 473.5352 916.5417 -19.6808 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 508.5752 956.9808 -15.2792 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 219@ loop 1 
0616: define_AS_pack_end 219@ 
0615: define_AS_pack_begin 229@ 
0603: AS_actor -1 goto_point_any_means 420.7673 866.2073 5.7531 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 229@ 
0615: define_AS_pack_begin 230@ 
0603: AS_actor -1 goto_point_any_means 413.9022 863.8785 7.0415 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 230@ 
009A: 206@ = create_actor_pedtype 24 model 153 at 590.366 876.7747 -43.4973 
0173: set_actor 206@ Z_angle_to 177.7406 
060B: set_actor 206@ decision_maker_to 260@ 
01B2: give_actor 206@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 206@ armed_weapon_to 22 
0223: set_actor 206@ health_to 200 
08AF: set_actor 206@ max_health_to 200 
0638: AS_actor 206@ stay_put 1 
0729: AS_actor 206@ hold_cellphone 1 
0107: 205@ = create_object #CJ_DYN_PLUNGE_1 at 591.2704 876.7986 -43.4973 
0177: set_object 205@ Z_angle_to 270.0 
00A5: 195@ = create_car 530 at 640.8603 810.404 -43.9531 
0175: set_car 195@ Z_angle_to 250.0977 
08A4: set_car 195@ extra_parts_angle_to 0.5 
0615: define_AS_pack_begin 198@ 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_3477 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 605.1934 820.2333 -44.0023 
07E7: AS_assign_scmpath_to_actor -1 in_car 195@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 608.6918 819.8881 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
07E7: AS_assign_scmpath_to_actor -1 in_car 195@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
0643: set_AS_pack 198@ loop 1 

:CASINO2_3477
0616: define_AS_pack_end 198@ 
009A: 51@ = create_actor_pedtype 24 model 260 at 625.9337 831.7066 -43.9531 
0173: set_actor 51@ Z_angle_to 156.9796 
060B: set_actor 51@ decision_maker_to 61@ 
0618: assign_actor 51@ to_AS_pack 64@ 
009A: 52@ = create_actor_pedtype 25 model 260 at 531.6239 860.3109 -43.6083 
0173: set_actor 52@ Z_angle_to 156.9796 
060B: set_actor 52@ decision_maker_to 86@ 
01B2: give_actor 52@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 6 
0618: assign_actor 52@ to_AS_pack 65@ 
009A: 53@ = create_actor_pedtype 24 model 260 at 637.8237 825.2736 -41.2744 
0173: set_actor 53@ Z_angle_to 309.4228 
060B: set_actor 53@ decision_maker_to 61@ 
009A: 54@ = create_actor_pedtype 24 model 260 at 638.5316 826.1287 -41.2291 
0173: set_actor 54@ Z_angle_to 144.6359 
060B: set_actor 54@ decision_maker_to 61@ 
009A: 55@ = create_actor_pedtype 24 model 260 at 583.0614 849.4081 -43.5974 
0173: set_actor 55@ Z_angle_to 26.0656 
060B: set_actor 55@ decision_maker_to 61@ 
0618: assign_actor 55@ to_AS_pack 213@ 
009A: 57@ = create_actor_pedtype 25 model 71 at 491.5784 940.8132 -17.1478 
01B2: give_actor 57@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 22 
0173: set_actor 57@ Z_angle_to 279.9455 
060B: set_actor 57@ decision_maker_to 86@ 
0618: assign_actor 57@ to_AS_pack 219@ 
009A: 58@ = create_actor_pedtype 25 model 71 at 590.1505 875.5482 -43.4973 
0173: set_actor 58@ Z_angle_to 278.2997 
060B: set_actor 58@ decision_maker_to 86@ 
01B2: give_actor 58@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 22 
0618: assign_actor 58@ to_AS_pack 220@ 
009A: 59@ = create_actor_pedtype 24 model 260 at 655.8689 904.3282 -42.0397 
0173: set_actor 59@ Z_angle_to 330.4476 
060B: set_actor 59@ decision_maker_to 61@ 
009A: 60@ = create_actor_pedtype 24 model 260 at 654.8843 906.4748 -42.0822 
0173: set_actor 60@ Z_angle_to 324.192 
01B2: give_actor 60@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 6 
060B: set_actor 60@ decision_maker_to 61@ 
43@ = 0 

:CASINO2_3982
if 
8118:   not actor 51@(43@,10i) dead 
else_jump @CASINO2_4016 
060F: set_actor 51@(43@,10i) melee_accuracy_to 15.0 

:CASINO2_4016
43@ += 1 
  43@ >= 10 
else_jump @CASINO2_3982 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_4082 
0129: 191@ = create_actor_pedtype 24 model 260 in_car 195@ driverseat 
060B: set_actor 191@ decision_maker_to 61@ 
0618: assign_actor 191@ to_AS_pack 198@ 

:CASINO2_4082
0373: set_camera_directly_behind_player 
43@ = 0 

:CASINO2_4091
029B: 117@(43@,4i) = init_object #DYNAMITE at 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) 
09CA: set_object 117@(43@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
029B: 129@(43@,4i) = init_object #DYNO_BOX_A at 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) 
0382: set_object 117@(43@,4i) collision_detection 0 
0177: set_object 129@(43@,4i) Z_angle_to 104@(43@,4f) 
029B: 121@(43@,4i) = init_object #DYNO_BOX_B at 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) 
0177: set_object 121@(43@,4i) Z_angle_to 104@(43@,4f) 
0188: 109@(43@,4i) = create_marker_above_object 117@(43@,4i) 
018B: set_marker 109@(43@,4i) radar_mode 3 
035D: set_object 121@(43@,4i) targetable 0 
035D: set_object 117@(43@,4i) targetable 0 
035D: set_object 129@(43@,4i) targetable 0 
071F: set_object 121@(43@,4i) health_to 1000 
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_4091 
069A: attach_object 120@ to_object 124@ with_offset 0.0 0.0 0.4 rotation 0.0 0.0 0.0 
069A: attach_object 132@ to_object 124@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0681: attach_object 124@ to_car 195@ with_offset 0.0 0.8 -0.3 rotation 0.0 0.0 0.0 
0107: 85@ = create_object #PRIVATESIGN3 at 470.3749 965.7881 4.5134 
0177: set_object 85@ Z_angle_to 311.2527 
0107: 84@ = create_object #PRIVATESIGN1 at 546.1226 879.7054 -42.1212 
0177: set_object 84@ Z_angle_to 76.924 
018A: 140@ = create_checkpoint_at 542.6064 880.7817 -36.3928 
018B: set_marker 140@ radar_mode 0 
018A: 141@ = create_checkpoint_at 585.3983 870.3217 -39.4206 
018B: set_marker 141@ radar_mode 0 
018A: 142@ = create_checkpoint_at 518.1917 814.9812 -9.7609 
018B: set_marker 142@ radar_mode 0 
018A: 143@ = create_checkpoint_at 479.1757 930.0793 -16.6475 
018B: set_marker 143@ radar_mode 0 
018A: 144@ = create_checkpoint_at 437.9441 869.2394 -4.0196 
018B: set_marker 144@ radar_mode 0 
018A: 145@ = create_checkpoint_at 455.1732 803.1501 5.3872 
018B: set_marker 145@ radar_mode 0 
018A: 212@ = create_checkpoint_at 1030.157 744.3469 9.7922 
018B: set_marker 212@ radar_mode 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_4771 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_4771 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 91@ action 3 
0477: set_car 91@ action 5 time 1500 

:CASINO2_4771
gosub @CASINO2_17908 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_4921 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_4867 
00AB: put_car 91@ at 777.9584 838.6478 4.861 
0175: set_car 91@ Z_angle_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 774.3173 835.658 4.8819 
jump @CASINO2_4887 

:CASINO2_4867
00A1: put_actor $PLAYER_ACTOR at 775.5965 834.8624 4.8713 

:CASINO2_4887
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 771.6103 836.6703 4.8969 mode 4 use_car -1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 87.4579 

:CASINO2_4921
0A0B: set_rendering_origin_at_3D_coord 773.9383 834.7843 4.8835 angle 74.4105 
015F: set_camera_position 776.3613 837.3477 7.3533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 775.4211 837.4819 7.0403 switchstyle 2 
wait 500 
gosub @CASINO2_17991 
00BC: show_text_highpriority GXT 'PD_01' time 4500 flag 1  // Enter the Quarry and steal the dynamite.
40@ = 0 

:CASINO2_5029
if 
  4500 > 40@ 
else_jump @CASINO2_5079 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_5072 
jump @CASINO2_5619 

:CASINO2_5072
jump @CASINO2_5029 

:CASINO2_5079
0A0B: set_rendering_origin_at_3D_coord 610.9529 869.6495 -40.7211 angle 77.0 
015F: set_camera_position 610.9529 869.6495 -40.7211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 610.0316 870.0207 -40.8371 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_20' time 5000 flag 1  // The dynamite is rigged to blow!
40@ = 0 

:CASINO2_5175
if 
  2000 > 40@ 
else_jump @CASINO2_5225 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_5218 
jump @CASINO2_5619 

:CASINO2_5218
jump @CASINO2_5175 

:CASINO2_5225
if and
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
else_jump @CASINO2_5262 
0618: assign_actor 59@ to_AS_pack 259@ 
0618: assign_actor 60@ to_AS_pack 258@ 

:CASINO2_5262
40@ = 0 

:CASINO2_5269
if 
  3000 > 40@ 
else_jump @CASINO2_5319 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_5312 
jump @CASINO2_5619 

:CASINO2_5312
jump @CASINO2_5269 

:CASINO2_5319
015F: set_camera_position 664.9276 918.5754 -40.8955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 663.9788 918.2599 -40.9078 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_21' time 4000 flag 1  // Get it before the workers destroy it.
if 
8118:   not actor 54@ dead 
else_jump @CASINO2_5438 
0605: actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_5438
40@ = 0 

:CASINO2_5445
if 
  4000 > 40@ 
else_jump @CASINO2_5495 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_5488 
jump @CASINO2_5619 

:CASINO2_5488
jump @CASINO2_5445 

:CASINO2_5495
015F: set_camera_position 661.5589 921.2776 -40.5538 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 661.9819 920.3747 -40.6291 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_27' time 6000 flag 1  // You'll need something heavy to smash those crates.
40@ = 0 

:CASINO2_5569
if 
  6000 > 40@ 
else_jump @CASINO2_5619 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_5612 
jump @CASINO2_5619 

:CASINO2_5612
jump @CASINO2_5569 

:CASINO2_5619
if and
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
else_jump @CASINO2_5656 
0618: assign_actor 59@ to_AS_pack 259@ 
0618: assign_actor 60@ to_AS_pack 258@ 

:CASINO2_5656
if 
8118:   not actor 54@ dead 
else_jump @CASINO2_5708 
0605: actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_5708
gosub @CASINO2_17956 
gosub @CASINO2_17930 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_5773 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 775.4108 834.5572 4.8721 
0173: set_actor $PLAYER_ACTOR Z_angle_to 93.2533 

:CASINO2_5773
gosub @CASINO2_17991 
00BE: text_clear_all 
$8898 = 150000 
03C3: set_timer_to $8898 type 1 GXT 'PD_25' // global_variable  // Detonation
jump @CASINO2_8441 

:CASINO2_5815
0247: load_model 117 
0247: load_model 410 
04ED: load_animation "CARRY" 

:CASINO2_5833
if or
8248:   not model 117 available 
8248:   not model 410 available 
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_5873 
wait 0 
jump @CASINO2_5833 

:CASINO2_5873
009A: 56@ = create_actor_pedtype 25 model 71 at 580.5311 830.0402 -30.9456 
0173: set_actor 56@ Z_angle_to 57.3299 
060B: set_actor 56@ decision_maker_to 86@ 
01B2: give_actor 56@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 56@ armed_weapon_to 22 
0618: assign_actor 56@ to_AS_pack 66@ 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 231@ = create_car 410 at 1032.678 741.7072 9.8044 
020A: set_car 231@ door_status_to 2 
0519: set_car 231@ locked 1 
04E1: open_and_freeze_car_trunk 231@ 
0175: set_car 231@ Z_angle_to 292.6477 
009A: 232@ = create_actor_pedtype 4 model 117 at 1029.173 740.8435 9.8018 
0173: set_actor 232@ Z_angle_to 63.6493 
0446: set_actor 232@ dismemberment_possible 0 
0568: set_actor 232@ untargetable 1 
02A9: set_actor 232@ immune_to_nonplayer 1 
060B: set_actor 232@ decision_maker_to 135@ 
0247: load_model 428 
0247: load_model 349 

:CASINO2_6089
if or
8248:   not model 428 available 
8248:   not model 349 available 
else_jump @CASINO2_6121 
wait 0 
jump @CASINO2_6089 

:CASINO2_6121
0395: clear_area 1 at 812.6123 845.2352 9.1419 radius 20.0 
00A5: 81@ = create_car 428 at 812.6123 845.2352 9.1419 
0175: set_car 81@ Z_angle_to 101.1888 
00A5: 82@ = create_car 428 at 812.4752 840.8808 8.9765 
0175: set_car 82@ Z_angle_to 101.8471 
00A5: 83@ = create_car 428 at 422.5194 856.283 6.1078 
0175: set_car 83@ Z_angle_to 33.0215 
0129: 70@ = create_actor_pedtype 25 model 71 in_car 81@ driverseat 
01C8: 71@ = create_actor_pedtype 25 model 71 in_car 81@ passenger_seat 0 
0129: 72@ = create_actor_pedtype 25 model 71 in_car 82@ driverseat 
01C8: 73@ = create_actor_pedtype 25 model 71 in_car 82@ passenger_seat 0 
43@ = 0 

:CASINO2_6303
01B2: give_actor 70@(43@,10i) weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 70@(43@,10i) armed_weapon_to 25 
060B: set_actor 70@(43@,10i) decision_maker_to 86@ 
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_6303 
0395: clear_area 1 at 783.6387 841.395 4.8177 radius 20.0 
05D1: AS_actor 70@ drive_car 81@ to 783.6387 841.395 4.8177 speed 20.0 2 model 0 2 
05D1: AS_actor 72@ drive_car 82@ to 781.6849 833.6969 4.8296 speed 20.0 2 model 0 2 
139@ = 1 
00BE: text_clear_all 
gosub @CASINO2_17956 
43@ = 0 

:CASINO2_6476
if and
   not 43@ == 5 
   not 43@ == 6 
   not 43@ == 7 
else_jump @CASINO2_6537 
if 
8118:   not actor 51@(43@,10i) dead 
else_jump @CASINO2_6537 
009B: destroy_actor 51@(43@,10i) 

:CASINO2_6537
if 
  43@ == 7 
else_jump @CASINO2_6596 
if 
8118:   not actor 51@(43@,10i) dead 
else_jump @CASINO2_6596 
0792: disembark_instantly_actor 51@(43@,10i) 
05E2: AS_actor 51@(43@,10i) kill_actor $PLAYER_ACTOR 

:CASINO2_6596
43@ += 1 
  43@ >= 10 
else_jump @CASINO2_6476 
if 
8118:   not actor 190@ dead 
else_jump @CASINO2_6638 
009B: destroy_actor 190@ 

:CASINO2_6638
if 
8118:   not actor 191@ dead 
else_jump @CASINO2_6659 
009B: destroy_actor 191@ 

:CASINO2_6659
if 
8118:   not actor 206@ dead 
else_jump @CASINO2_6680 
009B: destroy_actor 206@ 

:CASINO2_6680
0247: load_model 468 

:CASINO2_6685
if 
8248:   not model 468 available 
else_jump @CASINO2_6712 
wait 0 
jump @CASINO2_6685 

:CASINO2_6712
00A5: 90@ = create_car 468 at 583.0051 881.9482 -45.0648 
053F: set_car 90@ tires_vulnerability 0 
0175: set_car 90@ Z_angle_to 93.6785 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0186: 200@ = create_marker_above_car 90@ 
07E0: set_marker 200@ type_to 1 
gosub @CASINO2_17908 
set_weather 19 
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
gosub @CASINO2_17991 
40@ = 0 

:CASINO2_6891
if 
  2000 > 40@ 
else_jump @CASINO2_6941 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_6934 
jump @CASINO2_7795 

:CASINO2_6934
jump @CASINO2_6891 

:CASINO2_6941
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_10' time 3500 flag 1  // Security is blocking the exit.
40@ = 0 

:CASINO2_7015
if 
  1000 > 40@ 
else_jump @CASINO2_7065 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7058 
jump @CASINO2_7795 

:CASINO2_7058
jump @CASINO2_7015 

:CASINO2_7065
if 
8119:   not car 82@ wrecked 
else_jump @CASINO2_7086 
068B: set_car 82@ all_disembark 

:CASINO2_7086
40@ = 0 

:CASINO2_7093
if 
  500 > 40@ 
else_jump @CASINO2_7143 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7136 
jump @CASINO2_7795 

:CASINO2_7136
jump @CASINO2_7093 

:CASINO2_7143
if 
8119:   not car 81@ wrecked 
else_jump @CASINO2_7164 
068B: set_car 81@ all_disembark 

:CASINO2_7164
40@ = 0 

:CASINO2_7171
if 
  2000 > 40@ 
else_jump @CASINO2_7221 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7214 
jump @CASINO2_7795 

:CASINO2_7214
jump @CASINO2_7171 

:CASINO2_7221
015F: set_camera_position 587.0494 883.9788 -44.1279 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 586.0945 883.6844 -44.1663 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_11' time 4000 flag 1  // ~s~Use the ~b~dirt bike ~s~and find another way out!
40@ = 0 

:CASINO2_7295
if 
  4000 > 40@ 
else_jump @CASINO2_7345 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7338 
jump @CASINO2_7795 

:CASINO2_7338
jump @CASINO2_7295 

:CASINO2_7345
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 559.5857 888.5298 -42.1132 switchstyle 2 
40@ = 0 

:CASINO2_7403
if 
  100 > 40@ 
else_jump @CASINO2_7452 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7445 
jump @CASINO2_7795 

:CASINO2_7445
jump @CASINO2_7403 

:CASINO2_7452
0460: set_camera_transverse_delay 0.0 time 5000 
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 561.1447 888.1351 -42.1132 switchstyle 1 
40@ = 0 

:CASINO2_7520
if 
  5000 > 40@ 
else_jump @CASINO2_7570 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7563 
jump @CASINO2_7795 

:CASINO2_7563
jump @CASINO2_7520 

:CASINO2_7570
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.8419 833.3374 -24.4291 switchstyle 2 
40@ = 0 

:CASINO2_7628
if 
  100 > 40@ 
else_jump @CASINO2_7677 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7670 
jump @CASINO2_7795 

:CASINO2_7670
jump @CASINO2_7628 

:CASINO2_7677
0460: set_camera_transverse_delay 0.0 time 4000 
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.3537 833.6394 -23.5241 switchstyle 1 
40@ = 0 

:CASINO2_7745
if 
  4000 > 40@ 
else_jump @CASINO2_7795 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_7788 
jump @CASINO2_7795 

:CASINO2_7788
jump @CASINO2_7745 

:CASINO2_7795
gosub @CASINO2_17956 
00BE: text_clear_all 
gosub @CASINO2_17930 
gosub @CASINO2_17991 
0177: set_object 68@ Z_angle_to 115.0 
0177: set_object 69@ Z_angle_to -65.0 
if 
8119:   not car 81@ wrecked 
else_jump @CASINO2_7874 
00AB: put_car 81@ at 783.6387 841.395 4.8177 

:CASINO2_7874
if 
8119:   not car 82@ wrecked 
else_jump @CASINO2_7910 
00AB: put_car 82@ at 781.6849 833.6969 4.8296 

:CASINO2_7910
139@ = 1 
029B: 133@ = init_object #BARRIER_4ANDY at 783.3699 847.4722 4.8193 
0177: set_object 133@ Z_angle_to 10.654 
029B: 133@ = init_object #BARRIER_4ANDY at 778.0906 847.8346 4.8515 
0177: set_object 133@ Z_angle_to 10.5331 
if 
8118:   not actor 70@ dead 
else_jump @CASINO2_8082 
if 
80DF:   not actor 70@ driving 
else_jump @CASINO2_8052 
00A1: put_actor 70@ at 781.9483 848.7029 4.828 
0173: set_actor 70@ Z_angle_to 20.7251 
jump @CASINO2_8082 

:CASINO2_8052
0362: remove_actor 70@ from_car_and_place_at 781.9483 848.7029 4.828 
0173: set_actor 70@ Z_angle_to 20.7251 

:CASINO2_8082
if 
8118:   not actor 71@ dead 
else_jump @CASINO2_8181 
if 
80DF:   not actor 71@ driving 
else_jump @CASINO2_8151 
00A1: put_actor 71@ at 777.5142 849.4856 4.8551 
0173: set_actor 71@ Z_angle_to 22.0536 
jump @CASINO2_8181 

:CASINO2_8151
0362: remove_actor 71@ from_car_and_place_at 777.5142 849.4856 4.8551 
0173: set_actor 71@ Z_angle_to 22.0536 

:CASINO2_8181
if 
8118:   not actor 72@ dead 
else_jump @CASINO2_8280 
if 
80DF:   not actor 72@ driving 
else_jump @CASINO2_8250 
00A1: put_actor 72@ at 773.2135 821.8822 4.3934 
0173: set_actor 72@ Z_angle_to 168.8133 
jump @CASINO2_8280 

:CASINO2_8250
0362: remove_actor 72@ from_car_and_place_at 773.2135 821.8822 4.3934 
0173: set_actor 72@ Z_angle_to 168.8133 

:CASINO2_8280
if 
8118:   not actor 73@ dead 
else_jump @CASINO2_8379 
if 
80DF:   not actor 73@ driving 
else_jump @CASINO2_8349 
00A1: put_actor 73@ at 778.8481 819.9525 4.3237 
0173: set_actor 73@ Z_angle_to 156.0701 
jump @CASINO2_8379 

:CASINO2_8349
0362: remove_actor 73@ from_car_and_place_at 778.8481 819.9525 4.3237 
0173: set_actor 73@ Z_angle_to 156.0701 

:CASINO2_8379
43@ = 0 

:CASINO2_8386
if 
8118:   not actor 70@(43@,10i) dead 
else_jump @CASINO2_8418 
0618: assign_actor 70@(43@,10i) to_AS_pack 80@ 

:CASINO2_8418
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_8386 
return 

:CASINO2_8441
41@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PD_26' time 7000 flag 1  // ~s~Get the ~g~Dynamite ~s~before the timer runs out and it's detonated.
0A6F: checkpoint_save 1 

:CASINO2_8470
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_15868 
wait 0 
264@ += 1 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @CASINO2_8519 
jump @CASINO2_16315 

:CASINO2_8519
gosub @CASINO2_18024 
gosub @CASINO2_20206 
gosub @CASINO2_20334 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_8570 
00A0: store_actor $PLAYER_ACTOR position_to 226@ 227@ 228@ 

:CASINO2_8570
gosub @CASINO2_17768 
if and
  22000 >= $8898 
  242@ == 0 
else_jump @CASINO2_8628 
if 
  265@ == 1 
else_jump @CASINO2_8621 

:CASINO2_8621
242@ = 1 

:CASINO2_8628
if and
  20000 >= $8898 
  242@ == 1 
else_jump @CASINO2_8708 
if 
  265@ == 1 
else_jump @CASINO2_8701 
05AA: 272@s = 'CAS2_BA' // @s = 'short'  // ALL PERSONNEL CLEAR!
04AF: 255@ = 7415 // = constant 
gosub @CASINO2_20186 

:CASINO2_8701
242@ = 2 

:CASINO2_8708
if and
  6000 >= $8898 
  242@ == 2 
else_jump @CASINO2_8788 
if 
  265@ == 1 
else_jump @CASINO2_8781 
05AA: 272@s = 'CAS2_BB' // @s = 'short'  // FIVE SECONDS TO DETONATION!
04AF: 255@ = 7416 // = constant 
gosub @CASINO2_20186 

:CASINO2_8781
242@ = 3 

:CASINO2_8788
if and
  3800 >= $8898 
  242@ == 3 
else_jump @CASINO2_8868 
if 
  265@ == 1 
else_jump @CASINO2_8861 
05AA: 272@s = 'CAS2_BC' // @s = 'short'  // THREE...
04AF: 255@ = 7417 // = constant 
gosub @CASINO2_20186 

:CASINO2_8861
242@ = 4 

:CASINO2_8868
if and
  2800 >= $8898 
  242@ == 4 
else_jump @CASINO2_8948 
if 
  265@ == 1 
else_jump @CASINO2_8941 
05AA: 272@s = 'CAS2_BD' // @s = 'short'  // TWO...
04AF: 255@ = 7418 // = constant 
gosub @CASINO2_20186 

:CASINO2_8941
242@ = 5 

:CASINO2_8948
if and
0119:   car 262@ wrecked 
  89@ == 0 
else_jump @CASINO2_8994 
00BC: show_text_highpriority GXT 'PD_33' time 4000 flag 1  // ~r~The dumper truck has been destroyed - it was the only way to break the crates!
jump @CASINO2_16297 

:CASINO2_8994
if and
8118:   not actor 206@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_9057 
if and
02E0:   actor 206@ firing_weapon 
  267@ == 0 
else_jump @CASINO2_9057 
0792: disembark_instantly_actor 206@ 
0729: AS_actor 206@ hold_cellphone 0 
267@ = 1 

:CASINO2_9057
if and
  1800 >= $8898 
8118:   not actor 206@ dead 
else_jump @CASINO2_9475 
if 
  265@ == 1 
else_jump @CASINO2_9452 
gosub @CASINO2_17908 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position 586.0814 876.6778 -41.6123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 587.0665 876.6669 -41.7839 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 7419 as 1 
04ED: load_animation "MISC" 

:CASINO2_9180
if or
83D0:   not wav 1 loaded 
84EE:   not animation "MISC" loaded 
else_jump @CASINO2_9214 
wait 0 
jump @CASINO2_9180 

:CASINO2_9214
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS2_BE' time 2000 flag 1  // ONE...
wait 1000 
40@ = 0 

:CASINO2_9246
if 
  1000 > 40@ 
else_jump @CASINO2_9296 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_9289 
jump @CASINO2_9430 

:CASINO2_9289
jump @CASINO2_9246 

:CASINO2_9296
if 
8118:   not actor 206@ dead 
else_jump @CASINO2_9373 
0792: disembark_instantly_actor 206@ 
060B: set_actor 206@ decision_maker_to 61@ 
0173: set_actor 206@ Z_angle_to 270.0 
0605: actor 206@ perform_animation "PLUNGER_01" IFP "MISC" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_9373
40@ = 0 

:CASINO2_9380
if 
  2000 > 40@ 
else_jump @CASINO2_9430 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_9423 
jump @CASINO2_9430 

:CASINO2_9423
jump @CASINO2_9380 

:CASINO2_9430
04EF: release_animation "MISC" 
gosub @CASINO2_16943 
gosub @CASINO2_17930 

:CASINO2_9452
00BC: show_text_highpriority GXT 'PD_19' time 4000 flag 1  // ~r~The dynamite has been destroyed!
jump @CASINO2_16297 

:CASINO2_9475
if and
0118:   actor 206@ dead 
  197@ == 0 
else_jump @CASINO2_9510 
014F: stop_timer $8898 
197@ = 1 

:CASINO2_9510
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_9550 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_9550 
00D9: 201@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO2_9550
if and
8119:   not car 201@ wrecked 
8119:   not car 195@ wrecked 
  204@ == 1 
else_jump @CASINO2_9906 
if and
051D:   car 195@ damaged_by_car 201@ 
  202@ == 0 
else_jump @CASINO2_9906 
202@ = 1 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_9741 
if 
03CA:   object 132@ exists 
else_jump @CASINO2_9650 
0382: set_object 132@ collision_detection 0 

:CASINO2_9650
if 
03CA:   object 120@ exists 
else_jump @CASINO2_9718 
0382: set_object 120@ collision_detection 0 
0682: detach_object 120@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 120@ relative_to_car 195@ with_offset 0.0 1.8 -0.4 

:CASINO2_9718
if 
03CA:   object 124@ exists 
else_jump @CASINO2_9741 
0382: set_object 124@ collision_detection 0 

:CASINO2_9741
0723: break_object 124@ intensity 1 
0108: destroy_object 132@ 
0087: 108@ = 103@ // (float) 
108@ += 0.3 
0165: set_marker 112@ color_to 0 
064B: 221@ = create_particle "EXPLOSION_CRATE" at 95@ 99@ 103@ type 1 
097B: play_audio_at_object 124@ event 1159 
064F: remove_references_to_particle 221@ 
128@ = 1 
44@ = 2 
134@ += 1 
if and
8118:   not actor 191@ dead 
8119:   not car 195@ wrecked 
else_jump @CASINO2_9906 
if and
00DB:   actor 191@ in_car 195@ 
8119:   not car 195@ wrecked 
else_jump @CASINO2_9906 
05CD: AS_actor 191@ exit_car 195@ 
05E2: AS_actor 191@ kill_actor $PLAYER_ACTOR 

:CASINO2_9906
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 429.469 916.0814 0.9027 radius 20.0 20.0 20.0 
  235@ == 0 
else_jump @CASINO2_10086 
009A: 74@ = create_actor_pedtype 25 model 71 at 416.5302 862.1686 6.7328 
0173: set_actor 74@ Z_angle_to 357.0781 
01B2: give_actor 74@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 22 
0618: assign_actor 74@ to_AS_pack 225@ 
009A: 75@ = create_actor_pedtype 25 model 71 at 423.9201 861.7891 5.5413 
0173: set_actor 75@ Z_angle_to 352.4637 
01B2: give_actor 75@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 22 
0618: assign_actor 75@ to_AS_pack 225@ 
235@ = 1 

:CASINO2_10086
if 
03CA:   object 120@ exists 
else_jump @CASINO2_10116 
01BB: store_object 120@ position_to 95@ 99@ 103@ 

:CASINO2_10116
if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model 530 
   not 196@ == 2 
   not 128@ == 1 
else_jump @CASINO2_10223 
0512: show_permanent_text_box 'PD_17'  // Press and hold ~m~~widget_auto_hydraulics~ to lower the crate.
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
03CA:   object 132@ exists 
else_jump @CASINO2_10184 

:CASINO2_10184
if 
03CA:   object 120@ exists 
else_jump @CASINO2_10200 

:CASINO2_10200
if 
03CA:   object 124@ exists 
else_jump @CASINO2_10216 

:CASINO2_10216
jump @CASINO2_10291 

:CASINO2_10223
if 
03CA:   object 132@ exists 
else_jump @CASINO2_10239 

:CASINO2_10239
if 
03CA:   object 120@ exists 
else_jump @CASINO2_10255 

:CASINO2_10255
if 
03CA:   object 124@ exists 
else_jump @CASINO2_10271 

:CASINO2_10271
if 
   not 87@ == 4 
else_jump @CASINO2_10291 
03E6: remove_text_box 

:CASINO2_10291
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 406 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 486 
else_jump @CASINO2_10422 
43@ = 0 

:CASINO2_10325
if 
03CA:   object 121@(43@,4i) exists 
else_jump @CASINO2_10356 
0382: set_object 121@(43@,4i) collision_detection 0 

:CASINO2_10356
if 
03CA:   object 129@(43@,4i) exists 
else_jump @CASINO2_10387 
0382: set_object 129@(43@,4i) collision_detection 0 

:CASINO2_10387
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_10325 
204@ = 1 
jump @CASINO2_10519 

:CASINO2_10422
43@ = 0 

:CASINO2_10429
if 
03CA:   object 121@(43@,4i) exists 
else_jump @CASINO2_10460 
0382: set_object 121@(43@,4i) collision_detection 1 

:CASINO2_10460
if 
03CA:   object 129@(43@,4i) exists 
else_jump @CASINO2_10491 
0382: set_object 129@(43@,4i) collision_detection 1 

:CASINO2_10491
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_10429 
204@ = 0 

:CASINO2_10519
43@ = 0 

:CASINO2_10526
if 
8118:   not actor 51@(43@,10i) dead 
else_jump @CASINO2_11038 
00A0: store_actor 51@(43@,10i) position_to 239@ 240@ 241@ 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 239@ 240@ 241@ radius 15.0 15.0 3.0 
else_jump @CASINO2_11038 
if and
  137@ == 0 
  264@ > 300 
  139@ == 0 
else_jump @CASINO2_11013 
if 
876F:   not text_priority_displayed 
else_jump @CASINO2_11013 
257@ = 0 

:CASINO2_10659
0209: 138@ = random_int_in_ranges 0 6 
if 
003B:   138@ == 256@ // (int) 
else_jump @CASINO2_10719 
257@ += 1 
if 
  5 > 257@ 
else_jump @CASINO2_10719 
jump @CASINO2_10659 

:CASINO2_10719
0871: init_jump_table 138@ total_jumps 6 default_jump 0 @CASINO2_10998 jumps 0 @CASINO2_10782 1 @CASINO2_10818 2 @CASINO2_10854 3 @CASINO2_10890 4 @CASINO2_10926 5 @CASINO2_10962 -1 @CASINO2_10998 

:CASINO2_10782
05AA: 272@s = 'CAS2_AA' // @s = 'short'  // Hey you can't come down here!
04AF: 255@ = 7400 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10818
05AA: 272@s = 'CAS2_AB' // @s = 'short'  // Where's your safety gear?
04AF: 255@ = 7401 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10854
05AA: 272@s = 'CAS2_AC' // @s = 'short'  // You don't have clearance for this area!
04AF: 255@ = 7402 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10890
05AA: 272@s = 'CAS2_AJ' // @s = 'short'  // Who's this asshole?
04AF: 255@ = 7409 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10926
05AA: 272@s = 'CAS2_AK' // @s = 'short'  // Someone call security!
04AF: 255@ = 7410 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10962
05AA: 272@s = 'CAS2_AL' // @s = 'short'  // What do you think you're doing?
04AF: 255@ = 7411 // = constant 
gosub @CASINO2_20186 
jump @CASINO2_10998 

:CASINO2_10998
0085: 256@ = 138@ // (int) 
264@ = 0 

:CASINO2_11013
if 
  136@ == 0 
else_jump @CASINO2_11038 
136@ = 1 

:CASINO2_11038
43@ += 1 
  43@ >= 10 
else_jump @CASINO2_10526 
43@ = 0 

:CASINO2_11066
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) radius 5.0 5.0 5.0 
  136@ == 1 
  44@ == 2 
else_jump @CASINO2_11311 
if 
876F:   not text_priority_displayed 
else_jump @CASINO2_11311 
0209: 138@ = random_int_in_ranges 0 3 
if 
  138@ == 0 
else_jump @CASINO2_11203 
05AA: 272@s = 'CAS2_AD' // @s = 'short'  // Get away from that dynamite!
04AF: 255@ = 7403 // = constant 
gosub @CASINO2_20186 

:CASINO2_11203
if 
  138@ == 1 
else_jump @CASINO2_11250 
05AA: 272@s = 'CAS2_AE' // @s = 'short'  // Hey, that's dangerous!
04AF: 255@ = 7404 // = constant 
gosub @CASINO2_20186 

:CASINO2_11250
if 
  138@ == 2 
else_jump @CASINO2_11297 
05AA: 272@s = 'CAS2_AF' // @s = 'short'  // Stay away from that stuff!
04AF: 255@ = 7405 // = constant 
gosub @CASINO2_20186 

:CASINO2_11297
136@ = 2 
41@ = 0 

:CASINO2_11311
if 
  125@(43@,4i) == 0 
else_jump @CASINO2_11941 
if 
03CA:   object 120@ exists 
else_jump @CASINO2_11363 
01BB: store_object 120@ position_to 95@ 99@ 103@ 

:CASINO2_11363
if and
0100:   actor $PLAYER_ACTOR in_sphere 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
  125@(43@,4i) == 0 
else_jump @CASINO2_11830 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 406 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 486 
else_jump @CASINO2_11830 
if and
  43@ == 3 
8119:   not car 195@ wrecked 
8118:   not actor 191@ dead 
else_jump @CASINO2_11510 
if 
00DB:   actor 191@ in_car 195@ 
else_jump @CASINO2_11510 
05CD: AS_actor 191@ exit_car 195@ 

:CASINO2_11510
if 
  43@ == 0 
else_jump @CASINO2_11596 
if and
8118:   not actor 59@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_11562 
0792: disembark_instantly_actor 59@ 
0618: assign_actor 59@ to_AS_pack 214@ 

:CASINO2_11562
if and
8118:   not actor 60@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_11596 
0792: disembark_instantly_actor 60@ 
0618: assign_actor 60@ to_AS_pack 214@ 

:CASINO2_11596
if 
  233@ == 0 
else_jump @CASINO2_11637 
00BC: show_text_highpriority GXT 'PD_29' time 4000 flag 1  // ~s~Pick up the ~r~Dynamite~s~.
233@ = 1 

:CASINO2_11637
015B: shake_player_controller 0 time 300 intensity 200 
0723: break_object 121@(43@,4i) intensity 1 
0087: 108@ = 100@(43@,4f) // (float) 
108@ += 0.3 
035D: set_object 121@(43@,4i) targetable 0 
01BC: put_object 117@(43@,4i) at 92@(43@,4f) 96@(43@,4f) 108@ 
0165: set_marker 109@(43@,4i) color_to 0 
064B: 45@(43@,4i) = create_particle "EXPLOSION_CRATE" at 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) type 1 
064F: remove_references_to_particle 45@(43@,4i) 
097B: play_audio_at_object 121@(43@,4i) event 1140 
125@(43@,4i) = 1 
44@ = 2 
134@ += 1 
gosub @CASINO2_16203 

:CASINO2_11830
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) radius 2.0 2.0 2.0 
  44@ == 0 
else_jump @CASINO2_11941 
if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 406 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 486 
else_jump @CASINO2_11941 
00BC: show_text_highpriority GXT 'PD_02' time 4000 flag 1  // You'll need something heavy to smash this dynamite crate.
44@ = 1 

:CASINO2_11941
if and
  113@(43@,4i) == 0 
  125@(43@,4i) == 1 
else_jump @CASINO2_12172 
0087: 108@ = 100@(43@,4f) // (float) 
108@ += 0.3 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 92@(43@,4f) 96@(43@,4f) 100@(43@,4f) radius 1.5 1.5 1.5 
else_jump @CASINO2_12172 
88@ = 0 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 406 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 486 
else_jump @CASINO2_12091 
88@ = 1 

:CASINO2_12091
if 
  88@ == 0 
else_jump @CASINO2_12172 
0164: disable_marker 109@(43@,4i) 
113@(43@,4i) = 1 
0382: set_object 117@(43@,4i) collision_detection 0 
0108: destroy_object 117@(43@,4i) 
015B: shake_player_controller 0 time 200 intensity 100 
gosub @CASINO2_15936 
134@ = 5 

:CASINO2_12172
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_11066 
if 
  134@ == 4 
else_jump @CASINO2_12270 
if 
8118:   not actor 58@ dead 
else_jump @CASINO2_12240 
0792: disembark_instantly_actor 58@ 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 

:CASINO2_12240
00BC: show_text_highpriority GXT 'PD_12' time 4000 flag 1  // ~s~Now collect the ~r~Dynamite~s~!
89@ = 1 
134@ = 5 

:CASINO2_12270
if and
  87@ == 3 
  243@ == 0 
else_jump @CASINO2_13837 
if 
8119:   not car 90@ wrecked 
else_jump @CASINO2_12397 
if and
00DB:   actor $PLAYER_ACTOR in_car 90@ 
  211@ == 0 
else_jump @CASINO2_12397 
018B: set_marker 140@ radar_mode 2 
06D5: 182@ = create_racing_checkpoint_at 146@ 152@ 158@ point_to 164@ 170@ 176@ type 0 radius 4.0 
00BC: show_text_highpriority GXT 'PD_23' time 4000 flag 1  // ~s~Follow the ~y~arrows ~s~to escape.
211@ = 1 

:CASINO2_12397
if 
8119:   not car 90@ wrecked 
else_jump @CASINO2_12729 
if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @CASINO2_12464 
if 
  263@ == 0 
else_jump @CASINO2_12457 
263@ = 1 

:CASINO2_12457
jump @CASINO2_12505 

:CASINO2_12464
if 
  263@ == 1 
else_jump @CASINO2_12505 
00BC: show_text_highpriority GXT 'PD_X' time 4000 flag 1  // ~s~Get back on the ~b~bike~s~!
263@ = 0 

:CASINO2_12505
if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
else_jump @CASINO2_12659 
if 
  224@ == 0 
else_jump @CASINO2_12652 
if 
  6 > $8899 
else_jump @CASINO2_12638 
018B: set_marker 140@($8899,6i) radar_mode 2 
06D6: disable_racing_checkpoint 182@($8899,6i) 
06D5: 182@($8899,6i) = create_racing_checkpoint_at 146@($8899,6f) 152@($8899,6f) 158@($8899,6f) point_to 164@($8899,6f) 170@($8899,6f) 176@($8899,6f) type 0 radius 4.0 

:CASINO2_12638
018B: set_marker 200@ radar_mode 0 
224@ = 1 

:CASINO2_12652
jump @CASINO2_12729 

:CASINO2_12659
if 
  224@ == 1 
else_jump @CASINO2_12729 
if 
  6 > $8899 
else_jump @CASINO2_12715 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 

:CASINO2_12715
018B: set_marker 200@ radar_mode 3 
224@ = 0 

:CASINO2_12729
if 
  224@ == 1 
else_jump @CASINO2_13474 
if and
  -4.0 > 228@ 
  $8899 > 4 
else_jump @CASINO2_12864 
if 
  6 > $8899 
else_jump @CASINO2_12813 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 

:CASINO2_12813
018B: set_marker 144@ radar_mode 2 
06D5: 186@ = create_racing_checkpoint_at 150@ 156@ 162@ point_to 168@ 174@ 180@ type 0 radius 4.0 
018B: set_marker 212@ radar_mode 0 
$8899 = 4 

:CASINO2_12864
if and
  -16.0 > 228@ 
  $8899 > 3 
else_jump @CASINO2_12981 
if 
  6 > $8899 
else_jump @CASINO2_12930 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 

:CASINO2_12930
018B: set_marker 143@ radar_mode 2 
06D5: 185@ = create_racing_checkpoint_at 149@ 155@ 161@ point_to 167@ 173@ 179@ type 0 radius 4.0 
018B: set_marker 212@ radar_mode 0 
$8899 = 3 

:CASINO2_12981
if and
  -30.0 > 228@ 
  $8899 > 2 
else_jump @CASINO2_13098 
if 
  6 > $8899 
else_jump @CASINO2_13047 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 

:CASINO2_13047
018B: set_marker 142@ radar_mode 2 
06D5: 184@ = create_racing_checkpoint_at 148@ 154@ 160@ point_to 166@ 172@ 178@ type 0 radius 4.0 
018B: set_marker 212@ radar_mode 0 
$8899 = 2 

:CASINO2_13098
if and
  -40.0 > 228@ 
   not $8899 == 0 
else_jump @CASINO2_13215 
if 
  6 > $8899 
else_jump @CASINO2_13164 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 

:CASINO2_13164
018B: set_marker 140@ radar_mode 2 
06D5: 182@ = create_racing_checkpoint_at 146@ 152@ 158@ point_to 164@ 170@ 176@ type 0 radius 4.0 
018B: set_marker 212@ radar_mode 0 
$8899 = 0 

:CASINO2_13215
if 
  6 > $8899 
else_jump @CASINO2_13474 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 146@($8899,6f) 152@($8899,6f) 158@($8899,6f) radius 3.0 3.0 3.0 
  224@ == 1 
else_jump @CASINO2_13474 
018B: set_marker 140@($8899,6i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 
$8899 += 1 
if 
  6 > $8899 
else_jump @CASINO2_13408 
06D5: 182@($8899,6i) = create_racing_checkpoint_at 146@($8899,6f) 152@($8899,6f) 158@($8899,6f) point_to 164@($8899,6f) 170@($8899,6f) 176@($8899,6f) type 0 radius 4.0 
018B: set_marker 140@($8899,6i) radar_mode 2 

:CASINO2_13408
if 
  $8899 == 6 
else_jump @CASINO2_13474 
018B: set_marker 212@ radar_mode 3 
if 
  234@ == 0 
else_jump @CASINO2_13474 
00BC: show_text_highpriority GXT 'PD_28' time 7000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
234@ = 1 

:CASINO2_13474
if and
0119:   car 90@ wrecked 
  243@ == 0 
else_jump @CASINO2_13754 
01C3: remove_references_to_car 90@ 
if 
075C:   marker 200@ enabled 
else_jump @CASINO2_13523 
0164: disable_marker 200@ 

:CASINO2_13523
if 
  268@ == 0 
else_jump @CASINO2_13634 
0395: clear_area 1 at 639.3412 850.4575 -43.9534 radius 15.0 
00A5: 90@ = create_car 468 at 639.3412 850.4575 -43.9534 
053F: set_car 90@ tires_vulnerability 0 
0175: set_car 90@ Z_angle_to 90.0 
0186: 200@ = create_marker_above_car 90@ 
07E0: set_marker 200@ type_to 1 
268@ = 1 
jump @CASINO2_13720 

:CASINO2_13634
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 15.0 
00A5: 90@ = create_car 468 at 583.0051 881.9482 -45.0648 
053F: set_car 90@ tires_vulnerability 0 
0175: set_car 90@ Z_angle_to 93.6785 
0186: 200@ = create_marker_above_car 90@ 
07E0: set_marker 200@ type_to 1 
268@ = 0 

:CASINO2_13720
if 
  266@ == 0 
else_jump @CASINO2_13754 
00BC: show_text_highpriority GXT 'PD_34' time 4000 flag 1  // ~s~Find another ~b~bike ~s~and escape!

:CASINO2_13754
if and
8119:   not car 90@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_13837 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
00AA: store_car 90@ position_to $72 $73 274@ 
274@ -= 6.0 
if 
0027:   274@ > $74 // (float) 
else_jump @CASINO2_13837 
020B: explode_car 90@ 

:CASINO2_13837
if 
  87@ > 0 
else_jump @CASINO2_15476 
if and
  40@ > 3000 
  87@ == 1 
else_jump @CASINO2_13904 
00BC: show_text_highpriority GXT 'PD_22' time 4000 flag 1  // ~s~Get back home with the dynamite.
87@ = 2 

:CASINO2_13904
if and
  40@ > 7000 
  87@ == 2 
else_jump @CASINO2_13944 
gosub @CASINO2_5815 
87@ = 3 

:CASINO2_13944
if 
  87@ == 3 
else_jump @CASINO2_14040 
if 
0119:   car 231@ wrecked 
else_jump @CASINO2_14001 
00BC: show_text_highpriority GXT 'PD_30' time 4000 flag 1  // ~r~You idiot you blew up the couriers car!
jump @CASINO2_16297 

:CASINO2_14001
if 
0118:   actor 232@ dead 
else_jump @CASINO2_14040 
00BC: show_text_highpriority GXT 'PD_31' time 4000 flag 1  // ~r~You idiot you killed the courier!
jump @CASINO2_16297 

:CASINO2_14040
if 
   not 87@ == 4 
else_jump @CASINO2_15476 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1030.157 744.3469 9.7922 radius 2.0 2.0 2.0 
else_jump @CASINO2_15476 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
075C:   marker 212@ enabled 
else_jump @CASINO2_14134 
0164: disable_marker 212@ 

:CASINO2_14134
43@ = 0 

:CASINO2_14141
if 
075C:   marker 140@(43@,6i) enabled 
else_jump @CASINO2_14170 
0164: disable_marker 140@(43@,6i) 

:CASINO2_14170
43@ += 1 
  43@ >= 5 
else_jump @CASINO2_14141 
00BE: text_clear_all 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_15451 
gosub @CASINO2_17956 
0395: clear_area 1 at 1023.937 738.5938 9.808 radius 30.0 
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_14263 
0519: set_car 231@ locked 0 

:CASINO2_14263
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_14380 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_14360 
00D9: 277@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 277@ at 1025.296 746.0016 9.8302 
0175: set_car 277@ Z_angle_to 300.0064 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
jump @CASINO2_14380 

:CASINO2_14360
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_14380
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_14431 
0792: disembark_instantly_actor 232@ 
00A1: put_actor 232@ at 1029.173 740.8435 9.8018 
0173: set_actor 232@ Z_angle_to 63.6493 

:CASINO2_14431
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
0107: 236@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 236@ Z_angle_to 90.0 
0382: set_object 236@ collision_detection 0 
0107: 237@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 237@ collision_detection 0 
0107: 238@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 238@ collision_detection 0 
069A: attach_object 237@ to_object 236@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 238@ to_object 236@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_14641 
07C9: AS_actor 232@ walk_to_object 236@ then_lift_and_hold_in_hands 

:CASINO2_14641
gosub @CASINO2_17908 
03CB: set_rendering_origin_at 1028.935 741.1799 9.8005 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
gosub @CASINO2_17991 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_14775 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_14775
00BC: show_text_highpriority GXT 'CAS2_CA' time 4000 flag 1  // Delivery for Woozie.
040D: unload_wav 1 
03CF: load_wav 7420 as 1 

:CASINO2_14802
if 
83D0:   not wav 1 loaded 
else_jump @CASINO2_14828 
wait 0 
jump @CASINO2_14802 

:CASINO2_14828
03D1: play_wav 1 
41@ = 0 

:CASINO2_14839
if 
83D2:   not wav 1 ended 
else_jump @CASINO2_14865 
wait 0 
jump @CASINO2_14839 

:CASINO2_14865
00BC: show_text_highpriority GXT 'CAS2_CB' time 4000 flag 1  // Hey, you be careful with that...
040D: unload_wav 1 
03CF: load_wav 7421 as 1 

:CASINO2_14892
if 
83D0:   not wav 1 loaded 
else_jump @CASINO2_14918 
wait 0 
jump @CASINO2_14892 

:CASINO2_14918
03D1: play_wav 1 
41@ = 0 

:CASINO2_14929
if 
83D2:   not wav 1 ended 
else_jump @CASINO2_14955 
wait 0 
jump @CASINO2_14929 

:CASINO2_14955
40@ = 0 

:CASINO2_14962
if 
  2000 > 40@ 
else_jump @CASINO2_15012 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_15005 
jump @CASINO2_15318 

:CASINO2_15005
jump @CASINO2_14962 

:CASINO2_15012
gosub @CASINO2_17956 
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_15040 
00A6: destroy_car 231@ 

:CASINO2_15040
00A5: 231@ = create_car 410 at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_15120 
0158: camera_on_car 231@ mode 15 switchstyle 2 

:CASINO2_15120
if or
8118:   not actor 232@ dead 
8119:   not car 231@ wrecked 
else_jump @CASINO2_15198 
0108: destroy_object 237@ 
0108: destroy_object 238@ 
0108: destroy_object 236@ 
036A: put_actor 232@ in_car 231@ 
05D1: AS_actor 232@ drive_car 231@ to 1052.568 754.0004 9.8094 speed 25.0 2 model 0 3 

:CASINO2_15198
40@ = 0 

:CASINO2_15205
if 
  10 > 40@ 
else_jump @CASINO2_15254 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_15247 
jump @CASINO2_15318 

:CASINO2_15247
jump @CASINO2_15205 

:CASINO2_15254
gosub @CASINO2_17991 
40@ = 0 

:CASINO2_15268
if 
  3000 > 40@ 
else_jump @CASINO2_15318 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_15311 
jump @CASINO2_15318 

:CASINO2_15311
jump @CASINO2_15268 

:CASINO2_15318
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_15339 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CASINO2_15339
if 
03CA:   object 236@ exists 
else_jump @CASINO2_15360 
0108: destroy_object 236@ 

:CASINO2_15360
if 
03CA:   object 237@ exists 
else_jump @CASINO2_15381 
0108: destroy_object 237@ 

:CASINO2_15381
if 
03CA:   object 238@ exists 
else_jump @CASINO2_15402 
0108: destroy_object 238@ 

:CASINO2_15402
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_15423 
009B: destroy_actor 232@ 

:CASINO2_15423
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_15444 
00A6: destroy_car 231@ 

:CASINO2_15444
gosub @CASINO2_17930 

:CASINO2_15451
03E5: show_text_box 'PD_32'  // Visit the quarry to access the Quarry sub-missions.
87@ = 4 
40@ = 0 

:CASINO2_15476
if and
  87@ == 4 
  40@ > 4000 
else_jump @CASINO2_15509 
jump @CASINO2_16315 

:CASINO2_15509
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 454.5292 804.0931 5.3702 radius 2.0 2.0 2.0 
else_jump @CASINO2_15564 
266@ = 1 

:CASINO2_15564
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 447.3409 811.1259 5.4896 radius 2.0 2.0 2.0 
else_jump @CASINO2_15619 
266@ = 0 

:CASINO2_15619
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
else_jump @CASINO2_15681 
265@ = 0 
jump @CASINO2_15688 

:CASINO2_15681
265@ = 1 

:CASINO2_15688
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
  87@ == 3 
  6 > $8899 
else_jump @CASINO2_15861 
if 
  243@ == 0 
else_jump @CASINO2_15861 
018B: set_marker 140@($8899,6i) radar_mode 0 
018B: set_marker 200@($8899,1i) radar_mode 0 
06D6: disable_racing_checkpoint 182@($8899,6i) 
$8899 = 6 
018B: set_marker 212@ radar_mode 3 
if 
  234@ == 0 
else_jump @CASINO2_15854 
00BC: show_text_highpriority GXT 'PD_28' time 4000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
234@ = 1 

:CASINO2_15854
243@ = 1 

:CASINO2_15861
jump @CASINO2_8470 

:CASINO2_15868
jump @CASINO2_16297 

:CASINO2_15875
if 
  50@ == 0 
else_jump @CASINO2_15927 
if 
  49@ == 1 
else_jump @CASINO2_15927 
00BB: show_text_lowpriority GXT 'CAS4_AD' time 4000 flag 1 

:CASINO2_15927
50@ = 1 
return 

:CASINO2_15936
if 
  42@ == 0 
else_jump @CASINO2_16001 
gosub @CASINO2_15875 
00BB: show_text_lowpriority GXT 'PD_05' time 4000 flag 1  // 1 stick of 4
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_16001 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16001
if 
  42@ == 1 
else_jump @CASINO2_16059 
00BC: show_text_highpriority GXT 'PD_06' time 4000 flag 1  // 2 sticks of 4
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_16059 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16059
if 
  42@ == 2 
else_jump @CASINO2_16117 
00BC: show_text_highpriority GXT 'PD_07' time 4000 flag 1  // 3 sticks of 4
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_16117 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16117
if 
  42@ == 3 
else_jump @CASINO2_16194 
00BC: show_text_highpriority GXT 'PD_08' time 4000 flag 1  // 4 sticks of 4
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_16175 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_16175
40@ = 0 
87@ = 1 
014F: stop_timer $8898 

:CASINO2_16194
42@ += 1 
return 

:CASINO2_16203
if 
  62@ == 0 
else_jump @CASINO2_16229 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:CASINO2_16229
return 
if 
  49@ == 0 
else_jump @CASINO2_16256 
49@ = 1 

:CASINO2_16256
return 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'PD_09' time 4000 flag 1  // ~r~You blew up the dynamite.
wait 4000 
return 

:CASINO2_16297
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CASINO2_16315
create_thread @HEIST 
create_thread @QUARRYS 
0164: disable_marker $594 
02A7: $594 = create_icon_marker_and_sphere $593 at $609 $610 $611 
08DC: create_interior_marker $594 at 2024.39 1008.62 radius 20.0 
$596 += 1 
0318: set_latest_mission_passed 'CASEEN2'  // Explosive Situation
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 15 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B7: release_weather 
01B5: force_weather 1 
0164: disable_marker $627 
0570: $627 = create_asset_radar_marker_with_icon 11 at $3739 $3740 $3741 
return 

:CASINO2_16464
if 
  $2899 > 0 
else_jump @CASINO2_16489 
$2899 = 6 

:CASINO2_16489
$11844 = 0 
014F: stop_timer $8898 
43@ = 0 

:CASINO2_16508
if 
075C:   marker 109@(43@,4i) enabled 
else_jump @CASINO2_16537 
0164: disable_marker 109@(43@,4i) 

:CASINO2_16537
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_16508 
43@ = 0 

:CASINO2_16565
if 
075C:   marker 140@(43@,6i) enabled 
else_jump @CASINO2_16594 
0164: disable_marker 140@(43@,6i) 

:CASINO2_16594
43@ += 1 
  43@ >= 5 
else_jump @CASINO2_16565 
if 
075C:   marker 212@ enabled 
else_jump @CASINO2_16636 
0164: disable_marker 212@ 

:CASINO2_16636
if 
075C:   marker 200@ enabled 
else_jump @CASINO2_16657 
0164: disable_marker 200@ 

:CASINO2_16657
if 
075C:   marker 194@ enabled 
else_jump @CASINO2_16678 
0164: disable_marker 194@ 

:CASINO2_16678
if 
8119:   not car 81@ wrecked 
else_jump @CASINO2_16699 
00A6: destroy_car 81@ 

:CASINO2_16699
if 
8119:   not car 82@ wrecked 
else_jump @CASINO2_16720 
00A6: destroy_car 82@ 

:CASINO2_16720
if 
8119:   not car 83@ wrecked 
else_jump @CASINO2_16741 
00A6: destroy_car 83@ 

:CASINO2_16741
if 
03CA:   object 68@ exists 
else_jump @CASINO2_16767 
0177: set_object 68@ Z_angle_to 0.0 

:CASINO2_16767
if 
03CA:   object 69@ exists 
else_jump @CASINO2_16793 
0177: set_object 69@ Z_angle_to 15.0 

:CASINO2_16793
if 
03CA:   object 85@ exists 
else_jump @CASINO2_16814 
0108: destroy_object 85@ 

:CASINO2_16814
if 
03CA:   object 84@ exists 
else_jump @CASINO2_16835 
0108: destroy_object 84@ 

:CASINO2_16835
0249: release_model 260 
0249: release_model 330 
0249: release_model 153 
0249: release_model 71 
0249: release_model 346 
0249: release_model 337 
0249: release_model 530 
0249: release_model 117 
0249: release_model 410 
0249: release_model 428 
0249: release_model 349 
0249: release_model 468 
0249: release_model 406 
04EF: release_animation "CARRY" 
04EF: release_animation "MISC" 
01BD: $183 = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
0733: random_car_generator_enable_model 406 
01B7: release_weather 
mission_cleanup 
$ONMISSION = 0 
return 

:CASINO2_16943
43@ = 0 

:CASINO2_16950
if 
03CA:   object 117@(43@,4i) exists 
else_jump @CASINO2_17745 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @CASINO2_17576 jumps 0 @CASINO2_17033 1 @CASINO2_17133 2 @CASINO2_17191 3 @CASINO2_17249 -1 @CASINO2_17576 -1 @CASINO2_17576 -1 @CASINO2_17576 

:CASINO2_17033
if 
8118:   not actor 59@ dead 
else_jump @CASINO2_17054 
009B: destroy_actor 59@ 

:CASINO2_17054
if 
8118:   not actor 60@ dead 
else_jump @CASINO2_17075 
009B: destroy_actor 60@ 

:CASINO2_17075
015F: set_camera_position 656.9689 914.2382 -38.7741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 657.7072 914.8211 -39.1131 switchstyle 2 
jump @CASINO2_17576 

:CASINO2_17133
015F: set_camera_position 578.0302 926.3607 -39.6861 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 578.5041 927.1686 -40.0363 switchstyle 2 
jump @CASINO2_17576 

:CASINO2_17191
015F: set_camera_position 543.1476 853.9489 -38.0164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 543.9039 853.3993 -38.3712 switchstyle 2 
jump @CASINO2_17576 

:CASINO2_17249
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_17510 
if and
8119:   not car 195@ wrecked 
  196@ == 0 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 530 
else_jump @CASINO2_17510 
if 
03CA:   object 132@ exists 
else_jump @CASINO2_17357 
0682: detach_object 132@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 132@ relative_to_car 195@ with_offset 0.0 1.8 -0.6 

:CASINO2_17357
if 
03CA:   object 120@ exists 
else_jump @CASINO2_17418 
0682: detach_object 120@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 120@ relative_to_car 195@ with_offset 0.0 1.8 -0.6 

:CASINO2_17418
if 
03CA:   object 124@ exists 
else_jump @CASINO2_17479 
0682: detach_object 124@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 124@ relative_to_car 195@ with_offset 0.0 1.8 -0.6 

:CASINO2_17479
if 
8118:   not actor 191@ dead 
else_jump @CASINO2_17505 
0792: disembark_instantly_actor 191@ 
009B: destroy_actor 191@ 

:CASINO2_17505
00A6: destroy_car 195@ 

:CASINO2_17510
01BB: store_object 120@ position_to $72 $73 $74 
015F: set_camera_position 635.8651 827.8486 -34.5451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
jump @CASINO2_17576 

:CASINO2_17576
if 
03CA:   object 129@(43@,4i) exists 
else_jump @CASINO2_17607 
0550: keep_object 129@(43@,4i) in_memory 1 

:CASINO2_17607
01BB: store_object 117@(43@,4i) position_to $72 $73 $74 
0948: create_explosion_at $72 $73 $74 type 11 camera_shake 5.0 
064B: 207@(43@,4i) = create_particle "EXPLOSION_SMALL" at $72 $73 $74 type 1 
064F: remove_references_to_particle 207@(43@,4i) 
0108: destroy_object 117@(43@,4i) 
if 
  125@(43@,4i) == 0 
else_jump @CASINO2_17731 
0723: break_object 121@(43@,4i) intensity 1 

:CASINO2_17731
wait 2000 
0650: destroy_particle 207@(43@,4i) 

:CASINO2_17745
43@ += 1 
  43@ >= 4 
else_jump @CASINO2_16950 
return 

:CASINO2_17768
if 
8118:   not actor 59@ dead 
else_jump @CASINO2_17837 
if 
00FE:   actor 59@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
else_jump @CASINO2_17837 
034F: destroy_actor_with_fade 59@ 

:CASINO2_17837
if 
8118:   not actor 60@ dead 
else_jump @CASINO2_17906 
if 
00FE:   actor 60@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
else_jump @CASINO2_17906 
034F: destroy_actor_with_fade 60@ 

:CASINO2_17906
return 

:CASINO2_17908
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:CASINO2_17930
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:CASINO2_17956
fade 0 500 

:CASINO2_17963
if 
fading 
else_jump @CASINO2_17987 
wait 0 
jump @CASINO2_17963 

:CASINO2_17987
00BE: text_clear_all 
return 

:CASINO2_17991
fade 1 500 

:CASINO2_17998
if 
fading 
else_jump @CASINO2_18022 
wait 0 
jump @CASINO2_17998 

:CASINO2_18022
return 

:CASINO2_18024
if 
0736:   is_keyboard_key_just_pressed 81 
else_jump @CASINO2_18169 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_18169 
0681: attach_object 132@ to_car 195@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 120@ to_car 195@ with_offset 0.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 124@ to_car 195@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18169
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @CASINO2_18448 
0247: load_model 117 
0247: load_model 410 
04ED: load_animation "CARRY" 

:CASINO2_18202
if or
8248:   not model 117 available 
8248:   not model 410 available 
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_18242 
wait 0 
jump @CASINO2_18202 

:CASINO2_18242
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 231@ = create_car 410 at 1032.678 741.7072 9.8044 
020A: set_car 231@ door_status_to 2 
0519: set_car 231@ locked 1 
04E1: open_and_freeze_car_trunk 231@ 
0175: set_car 231@ Z_angle_to 292.6477 
009A: 232@ = create_actor_pedtype 4 model 117 at 1029.173 740.8435 9.8018 
0173: set_actor 232@ Z_angle_to 63.6493 
0446: set_actor 232@ dismemberment_possible 0 
0568: set_actor 232@ untargetable 1 
02A9: set_actor 232@ immune_to_nonplayer 1 
060B: set_actor 232@ decision_maker_to 135@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_18448 
00A1: put_actor $PLAYER_ACTOR at 1010.221 736.1201 9.8047 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.6392 
87@ = 3 
$8899 = 6 
243@ = 1 

:CASINO2_18448
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @CASINO2_18593 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_18593 
0681: attach_object 132@ to_car 195@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 120@ to_car 195@ with_offset 0.0 0.5 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 124@ to_car 195@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18593
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @CASINO2_18738 
if 
8119:   not car 195@ wrecked 
else_jump @CASINO2_18738 
0681: attach_object 132@ to_car 195@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 120@ to_car 195@ with_offset 0.0 -1.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 124@ to_car 195@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_18738
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @CASINO2_18761 
$8898 = 25000 

:CASINO2_18761
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @CASINO2_18826 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_18826 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 820.8088 847.8527 10.0376 
0173: set_actor $PLAYER_ACTOR Z_angle_to 114.6715 
0373: set_camera_directly_behind_player 

:CASINO2_18826
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @CASINO2_18913 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_18913 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_18913 
00D9: 278@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 278@ at 495.8263 820.5667 -9.8729 
0175: set_car 278@ Z_angle_to 30.4329 
0373: set_camera_directly_behind_player 

:CASINO2_18913
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @CASINO2_18996 
00A5: 83@ = create_car 428 at 428.4801 840.5771 5.5835 
0175: set_car 83@ Z_angle_to 28.5847 
0249: release_model 428 
0129: 74@ = create_actor_pedtype 25 model 71 in_car 83@ driverseat 
01C8: 75@ = create_actor_pedtype 25 model 71 in_car 83@ passenger_seat 0 
0249: release_model 71 

:CASINO2_18996
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @CASINO2_19081 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_19061 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 658.134 947.6506 -35.8939 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.3468 
0373: set_camera_directly_behind_player 

:CASINO2_19061
018C: play_sound 1058 at 0.0 0.0 0.0 

:CASINO2_19081
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @CASINO2_20184 
0247: load_model 117 
0247: load_model 410 

:CASINO2_19105
if or
8248:   not model 117 available 
8248:   not model 410 available 
else_jump @CASINO2_19136 
wait 0 
jump @CASINO2_19105 

:CASINO2_19136
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 231@ = create_car 410 at 1032.678 741.7072 9.8044 
020A: set_car 231@ door_status_to 2 
04E1: open_and_freeze_car_trunk 231@ 
0175: set_car 231@ Z_angle_to 292.6477 
009A: 232@ = create_actor_pedtype 4 model 117 at 1029.173 740.8435 9.8018 
0173: set_actor 232@ Z_angle_to 63.6493 
gosub @CASINO2_17956 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO2_19313 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
jump @CASINO2_19333 

:CASINO2_19313
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_19333
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_19379 
00A1: put_actor 232@ at 1029.173 740.8435 9.8018 
0173: set_actor 232@ Z_angle_to 63.6493 

:CASINO2_19379
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
04ED: load_animation "CARRY" 

:CASINO2_19398
if 
84EE:   not animation "CARRY" loaded 
else_jump @CASINO2_19429 
wait 0 
jump @CASINO2_19398 

:CASINO2_19429
0107: 236@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 236@ Z_angle_to 90.0 
0382: set_object 236@ collision_detection 0 
0107: 237@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 237@ collision_detection 0 
0107: 238@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 238@ collision_detection 0 
069A: attach_object 237@ to_object 236@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 238@ to_object 236@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_19634 
07C9: AS_actor 232@ walk_to_object 236@ then_lift_and_hold_in_hands 

:CASINO2_19634
gosub @CASINO2_17908 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
gosub @CASINO2_17991 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO2_19751 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_19751
00BC: show_text_highpriority GXT 'PD_32' time 4000 flag 1  // Visit the quarry to access the Quarry sub-missions.
wait 1000 
40@ = 0 

:CASINO2_19779
if 
  3000 > 40@ 
else_jump @CASINO2_19829 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_19822 
jump @CASINO2_20135 

:CASINO2_19822
jump @CASINO2_19779 

:CASINO2_19829
gosub @CASINO2_17956 
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_19857 
00A6: destroy_car 231@ 

:CASINO2_19857
00A5: 231@ = create_car 410 at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_19937 
0158: camera_on_car 231@ mode 15 switchstyle 2 

:CASINO2_19937
if or
8118:   not actor 232@ dead 
8119:   not car 231@ wrecked 
else_jump @CASINO2_20015 
0108: destroy_object 236@ 
0108: destroy_object 237@ 
0108: destroy_object 238@ 
036A: put_actor 232@ in_car 231@ 
05D1: AS_actor 232@ drive_car 231@ to 1065.901 775.0016 9.8227 speed 25.0 2 model 0 3 

:CASINO2_20015
40@ = 0 

:CASINO2_20022
if 
  10 > 40@ 
else_jump @CASINO2_20071 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_20064 
jump @CASINO2_15318 

:CASINO2_20064
jump @CASINO2_20022 

:CASINO2_20071
gosub @CASINO2_17991 
40@ = 0 

:CASINO2_20085
if 
  2000 > 40@ 
else_jump @CASINO2_20135 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO2_20128 
jump @CASINO2_15318 

:CASINO2_20128
jump @CASINO2_20085 

:CASINO2_20135
if 
8118:   not actor 232@ dead 
else_jump @CASINO2_20156 
009B: destroy_actor 232@ 

:CASINO2_20156
if 
8119:   not car 231@ wrecked 
else_jump @CASINO2_20177 
00A6: destroy_car 231@ 

:CASINO2_20177
gosub @CASINO2_17930 

:CASINO2_20184
return 

:CASINO2_20186
040D: unload_wav 1 
03CF: load_wav 255@ as 1 
254@ = 0 
return 

:CASINO2_20206
if and
03D0:   wav 1 loaded 
  254@ == 0 
else_jump @CASINO2_20274 
03D1: play_wav 1 
if 
85AE:   not  272@s == 'DUMMY' // @s == 'short' 
else_jump @CASINO2_20267 
00BC: show_text_highpriority GXT 272@s time 10000 flag 1 

:CASINO2_20267
254@ = 1 

:CASINO2_20274
if and
03D2:   wav 1 ended 
  254@ == 1 
else_jump @CASINO2_20312 
040D: unload_wav 1 
03D5: remove_text 272@s 
254@ = 2 

:CASINO2_20312
return 
040D: unload_wav 3 
03CF: load_wav 269@ as 3 
270@ = 0 
return 

:CASINO2_20334
if and
03D0:   wav 3 loaded 
  270@ == 0 
else_jump @CASINO2_20386 
03D7: set_wav 3 location 591.091 877.4084 -43.4973 
03D1: play_wav 3 
270@ = 1 

:CASINO2_20386
if and
03D2:   wav 3 ended 
  270@ == 1 
else_jump @CASINO2_20419 
040D: unload_wav 3 
270@ = 2 

:CASINO2_20419
return 

//-------------Mission 86---------------
// Originally: You've Had Your Chips

:CASINO3
thread 'CASINO3' 
gosub @CASINO3_47 
if 
wasted_or_busted 
else_jump @CASINO3_38 
gosub @CASINO3_14003 

:CASINO3_38
gosub @CASINO3_14113 
end_thread 

:CASINO3_47
increment_mission_attempts 
054C: use_GXT_table 'CASINO3' 
$ONMISSION = 1 
wait 0 
select_interior 11 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2027.391 1008.087 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 297.1696 
02E4: load_cutscene_data 'CAS_3' 

:CASINO3_136
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO3_160 
wait 0 
jump @CASINO3_136 

:CASINO3_160
02E7: start_cutscene 
fade 1 1000 

:CASINO3_169
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO3_193 
wait 0 
jump @CASINO3_169 

:CASINO3_193
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO3_206
if 
fading 
else_jump @CASINO3_230 
wait 0 
jump @CASINO3_206 

:CASINO3_230
02EA: end_cutscene 
select_interior 0 
060A: create_decision_maker_type 0 store_to 81@ // decision\allowed\m_.ped files 
wait 0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model 401 
0247: load_model 445 
0247: load_model 50 
0247: load_model 50 
0247: load_model 336 
0247: load_model 346 
0247: load_model 351 
0247: load_model 352 
0247: load_model 124 
0247: load_model 125 
0247: load_model 126 
0247: load_model 127 
0247: load_model 530 
038B: load_requested_models 

:CASINO3_316
if or
8248:   not model 346 available 
8248:   not model 401 available 
else_jump @CASINO3_348 
wait 0 
jump @CASINO3_316 

:CASINO3_348
if or
8248:   not model 50 available 
8248:   not model 124 available 
8248:   not model 125 available 
8248:   not model 351 available 
8248:   not model 352 available 
else_jump @CASINO3_392 
wait 0 
jump @CASINO3_348 

:CASINO3_392
if or
8248:   not model 530 available 
8248:   not model 127 available 
8248:   not model 127 available 
else_jump @CASINO3_427 
wait 0 
jump @CASINO3_392 

:CASINO3_427
if or
8248:   not model 50 available 
8248:   not model 336 available 
8248:   not model 445 available 
else_jump @CASINO3_463 
wait 0 
jump @CASINO3_427 

:CASINO3_463
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
59@ = 99 
194@ = 0 
195@ = 0 
44@ = 0 
61@ = 5 
62@ = 0 
63@ = 0 
125@ = 0 
150@ = 0 
151@ = 0 
64@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 1 
149@ = 0 
99@ = 0 
101@ = 0 
102@ = 0 
126@ = 0 
157@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
163@ = 0 
162@ = 0 
164@ = 0 
44@ = 0 
165@ = 0 
130@ = 0 
132@ = 0 
177@ = 0 
178@ = 0 
255@ = 0 
179@ = 1 
246@ = 1 
247@ = 2 
248@ = 0 
249@ = 1 
250@ = 0 
251@ = 0 
05AA: 203@s = 'CAS3_AA' // @s = 'short'  // Hey, who's this character? He looks like a cop to me.
05AA: 205@s = 'CAS3_AB' // @s = 'short'  // We better go warn the boss.
05AA: 207@s = 'CAS3_AC' // @s = 'short'  // Hey, watch the car, I just got this baby detailed!
05AA: 209@s = 'CAS3_AD' // @s = 'short'  // What? He must be a fed! Let's give him a proper Sindacco welcome!
05AA: 211@s = 'CAS3_BA' // @s = 'short'  // Hey, what's going on?
05AA: 213@s = 'CAS3_BB' // @s = 'short'  // Someone's got a fucking deathwish if they're starting trouble 'round here!
05AA: 215@s = 'CAS3_BC' // @s = 'short'  // Get the boys ready! Production line's gotta keep rolling!
05AA: 217@s = 'CAS3_BD' // @s = 'short'  // Hey, who's this prick?
05AA: 219@s = 'CAS3_BE' // @s = 'short'  // Somebody take care of this joker!
05AA: 221@s = 'CAS3_CA' // @s = 'short'  // Hey, Carl, how'd it go?
05AA: 223@s = 'CAS3_CB' // @s = 'short'  // Tell Woozie, we'll be getting no more trouble with them.
05AA: 225@s = 'CAS3_CC' // @s = 'short'  // counterfeit chips
04AF: 232@ = 7600 // = constant 
04AF: 233@ = 7601 // = constant 
04AF: 234@ = 7602 // = constant 
04AF: 235@ = 7603 // = constant 
04AF: 236@ = 7604 // = constant 
04AF: 237@ = 7605 // = constant 
04AF: 238@ = 7606 // = constant 
04AF: 239@ = 7607 // = constant 
04AF: 240@ = 7608 // = constant 
04AF: 241@ = 7609 // = constant 
04AF: 242@ = 7610 // = constant 
04AF: 243@ = 7611 // = constant 
050F: get_max_wanted_level_to 42@ 
if 
  63@ == -13 
else_jump @CASINO3_1077 
00A5: 187@ = create_car 445 at 1029.856 2142.858 9.813 

:CASINO3_1077
0382: set_object $4045 collision_detection 1 
00A5: 65@ = create_car 401 at 2014.72 1035.238 9.8127 
0175: set_car 65@ Z_angle_to 1.0755 
0229: set_car 65@ primary_color_to 10 secondary_color_to 2 
00A5: 66@ = create_car 445 at 1044.271 2096.714 9.813 
02AC: set_car 66@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0175: set_car 66@ Z_angle_to 27.1148 
0229: set_car 66@ primary_color_to 2 secondary_color_to 1 
00A5: 68@ = create_car 530 at 1063.887 2134.724 9.8203 
0175: set_car 68@ Z_angle_to 252.0755 
00A5: 69@ = create_car 530 at 1060.146 2083.986 9.8203 
0175: set_car 69@ Z_angle_to 233.609 
0129: 84@ = create_actor_pedtype 4 model 50 in_car 69@ driverseat 
01B2: give_actor 84@ weapon 28 ammo 2000 // Load the weapon model before using this 
054A: set_actor 84@ can_be_shot_in_a_car 1 
0249: release_model 401 
0249: release_model 530 
0129: 79@ = create_actor_pedtype 24 model 124 in_car 66@ driverseat 
01B2: give_actor 79@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 79@ Z_angle_to 56.724 
060B: set_actor 79@ decision_maker_to 81@ 
054A: set_actor 79@ can_be_shot_in_a_car 0 
01C8: 80@ = create_actor_pedtype 24 model 125 in_car 66@ passenger_seat 0 
01B2: give_actor 80@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 80@ Z_angle_to 148.026 
060B: set_actor 80@ decision_maker_to 81@ 
054A: set_actor 80@ can_be_shot_in_a_car 0 
009A: 89@ = create_actor_pedtype 24 model 127 at 1064.213 2140.694 9.8203 
01B2: give_actor 89@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 89@ Z_angle_to 156.0958 
060B: set_actor 89@ decision_maker_to 81@ 
009A: 90@ = create_actor_pedtype 24 model 125 at 1093.068 2107.341 9.8203 
01B2: give_actor 90@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 90@ Z_angle_to 115.2591 
060B: set_actor 90@ decision_maker_to 81@ 
009A: 91@ = create_actor_pedtype 24 model 124 at 1092.082 2116.792 14.3504 
01B2: give_actor 91@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 91@ Z_angle_to 115.409 
060B: set_actor 91@ decision_maker_to 81@ 
009A: 88@ = create_actor_pedtype 24 model 126 at 1083.688 2121.599 14.3504 
01B2: give_actor 88@ weapon 27 ammo 2000 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 81@ 
035F: actor 88@ armour += 50 
0173: set_actor 88@ Z_angle_to 115.6952 
009A: 82@ = create_actor_pedtype 24 model 50 at 1056.655 2108.551 9.8203 
0173: set_actor 82@ Z_angle_to 186.9465 
060B: set_actor 82@ decision_maker_to 81@ 
054A: set_actor 82@ can_be_shot_in_a_car 1 
009A: 83@ = create_actor_pedtype 24 model 50 at 1092.607 2116.912 9.8203 
0173: set_actor 83@ Z_angle_to 116.0465 
060B: set_actor 83@ decision_maker_to 81@ 
054A: set_actor 83@ can_be_shot_in_a_car 1 
029B: 265@ = init_object #CJ_CHIP_MAKER_BITS at 1074.903 2139.611 10.7203 
09CA: set_object 265@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 274@ = init_object #CJ_CHIP_MAKER at 1074.903 2139.611 10.7203 
0382: set_object 265@ collision_detection 1 
0453: set_object 265@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 274@ XYZ_rotation 0.0 0.0 180.0 
029B: 266@ = init_object #CJ_CHIP_MAKER_BITS at 1069.485 2139.611 10.7203 
09CA: set_object 266@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 275@ = init_object #CJ_CHIP_MAKER at 1069.485 2139.611 10.7203 
0382: set_object 266@ collision_detection 1 
0453: set_object 266@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 275@ XYZ_rotation 0.0 0.0 180.0 
029B: 267@ = init_object #CJ_CHIP_MAKER_BITS at 1062.456 2139.611 10.7203 
09CA: set_object 267@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 276@ = init_object #CJ_CHIP_MAKER at 1062.456 2139.611 10.7203 
0382: set_object 267@ collision_detection 1 
0453: set_object 267@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 276@ XYZ_rotation 0.0 0.0 180.0 
029B: 268@ = init_object #CJ_CHIP_MAKER_BITS at 1081.268 2123.686 10.7203 
09CA: set_object 268@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 277@ = init_object #CJ_CHIP_MAKER at 1081.268 2123.686 10.7203 
0453: set_object 268@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 277@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 268@ collision_detection 1 
029B: 269@ = init_object #CJ_CHIP_MAKER_BITS at 1081.236 2130.681 10.7203 
09CA: set_object 269@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 278@ = init_object #CJ_CHIP_MAKER at 1081.236 2130.681 10.7203 
0453: set_object 269@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 278@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 269@ collision_detection 1 
029B: 270@ = init_object #CJ_CHIP_MAKER_BITS at 1086.855 2077.532 10.7203 
09CA: set_object 270@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 279@ = init_object #CJ_CHIP_MAKER at 1086.855 2077.532 10.7203 
0382: set_object 270@ collision_detection 1 
029B: 271@ = init_object #CJ_CHIP_MAKER_BITS at 1091.818 2121.257 10.7203 
09CA: set_object 271@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 280@ = init_object #CJ_CHIP_MAKER at 1091.818 2121.257 10.7203 
0453: set_object 271@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 280@ XYZ_rotation 0.0 0.0 180.0 
0382: set_object 271@ collision_detection 1 
029B: 272@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2102.352 10.7203 
09CA: set_object 272@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 281@ = init_object #CJ_CHIP_MAKER at 1094.163 2102.352 10.7203 
0453: set_object 272@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 281@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 272@ collision_detection 1 
029B: 273@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2092.352 10.7203 
09CA: set_object 273@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 282@ = init_object #CJ_CHIP_MAKER at 1094.163 2092.352 10.7203 
0453: set_object 273@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 282@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 273@ collision_detection 1 
292@ = 0 

:CASINO3_2636
if 
  9 > 292@ 
else_jump @CASINO3_2691 
283@(292@,9i) = 0 
071F: set_object 265@(292@,9i) health_to 1000 
292@ += 1 
jump @CASINO3_2636 

:CASINO3_2691
029B: 114@ = init_object #KMB_CONTAINER_RED at 1023.181 2106.604 14.7301 
0453: set_object 114@ XYZ_rotation 0.0 0.0 0.0 
029B: 115@ = init_object #KMB_CONTAINER_RED at 1077.014 2070.743 14.7635 
0453: set_object 115@ XYZ_rotation 0.0 0.0 0.0 
147@ = 0.0 
148@ = 0.0 
018A: 45@ = create_checkpoint_at 1057.636 2089.694 9.8203 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
09BA: show_entered_zone_name 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
wait 1000 
fade 1 1000 

:CASINO3_2866
if 
fading 
else_jump @CASINO3_2890 
wait 0 
jump @CASINO3_2866 

:CASINO3_2890
00BC: show_text_highpriority GXT 'CA3_1' time 10000 flag 1  // ~s~Head towards the ~y~factory unit~s~ on the outskirts of town. You're going to disturb their operation.
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BA: show_entered_zone_name 1 

:CASINO3_2921
wait 0 
if 
03CA:   object $4051 exists 
else_jump @CASINO3_2961 
01BC: put_object $4051 at 1055.629 2087.67 0.299 

:CASINO3_2961
if 
   not 248@ == 0 
else_jump @CASINO3_3314 
if 
  250@ == 0 
else_jump @CASINO3_3032 
if 
03D0:   wav 247@ loaded 
else_jump @CASINO3_3018 
040D: unload_wav 247@ 

:CASINO3_3018
250@ = 1 
251@ = 1 

:CASINO3_3032
if 
  250@ == 1 
else_jump @CASINO3_3069 
03CF: load_wav 231@(248@,15i) as 246@ 
250@ = 2 

:CASINO3_3069
if 
  250@ == 2 
else_jump @CASINO3_3129 
if 
03D0:   wav 246@ loaded 
else_jump @CASINO3_3129 
03D1: play_wav 246@ 
00BC: show_text_highpriority GXT 201@(248@,15s) time 10000 flag 1 
250@ = 3 

:CASINO3_3129
if 
  250@ == 3 
else_jump @CASINO3_3314 
if 
03D2:   wav 246@ ended 
else_jump @CASINO3_3253 
03D5: remove_text 201@(248@,15s) 
if 
  246@ == 1 
else_jump @CASINO3_3211 
246@ = 2 
247@ = 1 
jump @CASINO3_3225 

:CASINO3_3211
246@ = 1 
247@ = 2 

:CASINO3_3225
248@ = 0 
250@ = 0 
251@ = 0 
jump @CASINO3_3314 

:CASINO3_3253
if 
83D0:   not wav 247@ loaded 
else_jump @CASINO3_3314 
if 
  10 > 248@ 
else_jump @CASINO3_3314 
0085: 249@ = 248@ // (int) 
249@ += 1 
03CF: load_wav 231@(249@,15i) as 247@ 

:CASINO3_3314
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO3_3336 
jump @CASINO3_14021 

:CASINO3_3336
0453: set_object 114@ XYZ_rotation 0.0 0.0 147@ 
if 
   not 44@ == 1 
else_jump @CASINO3_3382 
147@ += 0.2 

:CASINO3_3382
if 
  44@ == 1 
else_jump @CASINO3_3410 
147@ += 0.4 

:CASINO3_3410
if 
  147@ > 359.0 
else_jump @CASINO3_3441 
147@ = 0.0 

:CASINO3_3441
0453: set_object 115@ XYZ_rotation 0.0 0.0 148@ 
148@ += 0.25 
if 
  148@ > 359.0 
else_jump @CASINO3_3500 
148@ = 0.0 

:CASINO3_3500
if 
  44@ == 1 
else_jump @CASINO3_3567 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO3_3567 
wait 0 
if 
  158@ > 1 
else_jump @CASINO3_3567 
158@ = 10 
44@ = 0 

:CASINO3_3567
if 
0735:   is_keyboard_key_pressed 87 
else_jump @CASINO3_3614 
00A1: put_actor $PLAYER_ACTOR at 1002.171 2079.443 9.8203 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 2000 // Load the weapon model before using this 

:CASINO3_3614
if 
  163@ == 1 
else_jump @CASINO3_3663 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO3_3663 
wait 0 
161@ = 5 
163@ = 0 

:CASINO3_3663
if 
  164@ == 1 
else_jump @CASINO3_3712 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO3_3712 
wait 0 
162@ = 5 
164@ = 0 

:CASINO3_3712
if 
  165@ == 1 
else_jump @CASINO3_3761 
if 
08D0:   should_skip_cutscene 
else_jump @CASINO3_3761 
wait 0 
63@ = 40 
165@ = 0 

:CASINO3_3761
if 
  179@ == 1 
else_jump @CASINO3_3826 
if 
  $3388 == 1 
else_jump @CASINO3_3826 
0950: set_trip_skip 1009.683 1987.64 9.6796 angle 1.816 
179@ = 0 

:CASINO3_3826
if 
  61@ == 5 
else_jump @CASINO3_3998 
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_3941 
if 
00F2:   actor $PLAYER_ACTOR near_actor 79@ radius 100.0 100.0 0 
else_jump @CASINO3_3941 
0951: disable_trip_skip 
179@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_2' time 6000 flag 1  // ~s~Those mobsters have some guards watching the main goods entrance. Try and get into the ~y~factory~s~ unnoticed.
61@ = 10 
050F: get_max_wanted_level_to 42@ 
01F0: set_max_wanted_level_to 0 
$3388 = 1 

:CASINO3_3941
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1009.683 1987.64 9.6796 radius 25.0 25.0 5.0 
else_jump @CASINO3_3998 
0951: disable_trip_skip 
179@ = 0 

:CASINO3_3998
if 
  61@ == 10 
else_jump @CASINO3_4246 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1048.428 2093.521 lr_corner_at 1048.822 2081.844 angle 15.0 sphere 0 
else_jump @CASINO3_4073 
63@ = 1 
61@ = 99 

:CASINO3_4073
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1055.174 2064.71 lr_corner_at 1054.835 21099.81 angle 15.0 sphere 0 
else_jump @CASINO3_4146 
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @CASINO3_4146 
178@ = 1 
41@ = 0 

:CASINO3_4146
if 
056D:   actor 84@ defined 
else_jump @CASINO3_4195 
if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_4195 
63@ = 1 
61@ = 99 

:CASINO3_4195
if 
  178@ == 1 
else_jump @CASINO3_4246 
if 
  41@ > 500 
else_jump @CASINO3_4246 
63@ = 1 
61@ = 99 

:CASINO3_4246
if 
  63@ == 0 
else_jump @CASINO3_4617 
if 
  0 > 61@ 
else_jump @CASINO3_4617 
if 
  159@ == 0 
else_jump @CASINO3_4373 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_4373 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_4373 
05D1: AS_actor 84@ drive_car 69@ to 1030.442 2106.319 9.8203 speed 10.0 2 model 0 2 
159@ = 1 

:CASINO3_4373
if 
  159@ == 1 
else_jump @CASINO3_4512 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_4512 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_4512 
if 
01AF:   car 69@ sphere 0 in_sphere 1030.442 2106.319 9.8203 radius 3.0 3.0 3.0 
else_jump @CASINO3_4512 
159@ = 2 
05D1: AS_actor 84@ drive_car 69@ to 1060.146 2084.986 9.8203 speed 10.0 2 model 0 2 

:CASINO3_4512
if 
  159@ == 2 
else_jump @CASINO3_4617 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_4617 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_4617 
if 
01AF:   car 69@ sphere 0 in_sphere 1060.146 2084.986 9.8203 radius 5.0 5.0 3.0 
else_jump @CASINO3_4617 
159@ = 0 

:CASINO3_4617
if 
  63@ == 1 
else_jump @CASINO3_6859 
if 
  157@ == 0 
else_jump @CASINO3_5763 
if 
  161@ == 0 
else_jump @CASINO3_5098 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:CASINO3_4692
if 
fading 
else_jump @CASINO3_4716 
wait 0 
jump @CASINO3_4692 

:CASINO3_4716
009A: 97@ = create_actor_pedtype 24 model 127 at 1083.01 2099.131 14.3504 
0173: set_actor 97@ Z_angle_to 186.4201 
01B2: give_actor 97@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 97@ decision_maker_to 81@ 
009A: 95@ = create_actor_pedtype 24 model 124 at 1084.281 2097.948 14.3504 
0173: set_actor 95@ Z_angle_to 153.4201 
01B2: give_actor 95@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 95@ decision_maker_to 81@ 
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1088.848 2094.239 17.2308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1087.869 2094.222 17.0277 switchstyle 2 
fade 1 500 

:CASINO3_4912
if 
fading 
else_jump @CASINO3_4936 
wait 0 
jump @CASINO3_4912 

:CASINO3_4936
40@ = 0 
161@ = 1 
if 
8118:   not actor 97@ dead 
else_jump @CASINO3_4994 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1083.361 2093.45 14.3504 
05D8: AS_assign_scmpath to_actor 97@ flags 4 0 

:CASINO3_4994
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_5038 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1084.752 2093.208 14.3504 
05D8: AS_assign_scmpath to_actor 95@ flags 4 0 

:CASINO3_5038
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO3_5098 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CASINO3_5098 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_5098
if 
  161@ == 1 
else_jump @CASINO3_5248 
if 
  40@ > 1000 
else_jump @CASINO3_5142 
163@ = 1 

:CASINO3_5142
if 
  40@ > 3000 
else_jump @CASINO3_5248 
248@ = 8 
if 
8118:   not actor 97@ dead 
else_jump @CASINO3_5197 
0687: clear_actor 97@ task 
0639: AS_actor 97@ rotate_to_actor $PLAYER_ACTOR 

:CASINO3_5197
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_5241 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1082.375 2090.25 14.35044 
05D8: AS_assign_scmpath to_actor 95@ flags 4 0 

:CASINO3_5241
161@ = 2 

:CASINO3_5248
if 
  161@ == 2 
else_jump @CASINO3_5453 
if 
  40@ > 6000 
else_jump @CASINO3_5453 
248@ = 9 
if 
8118:   not actor 97@ dead 
else_jump @CASINO3_5341 
0687: clear_actor 97@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1088.526 2112.616 14.3504 
05D8: AS_assign_scmpath to_actor 97@ flags 6 0 

:CASINO3_5341
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_5407 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_5407 
05D1: AS_actor 84@ drive_car 69@ to 1076.809 2080.526 9.8203 speed 9.0 2 model 0 2 

:CASINO3_5407
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_5439 
0687: clear_actor 95@ task 
0635: AS_actor 95@ aim_at_actor $PLAYER_ACTOR 4000 ms 

:CASINO3_5439
161@ = 3 
40@ = 0 

:CASINO3_5453
if 
  161@ == 3 
else_jump @CASINO3_5575 
if 
  40@ > 2000 
else_jump @CASINO3_5575 
161@ = 5 
163@ = 0 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_5575 
0687: clear_actor 84@ task 
0615: define_AS_pack_begin 175@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 175@ 
0618: assign_actor 84@ to_AS_pack 175@ 
061B: remove_references_to_AS_pack 175@ 

:CASINO3_5575
if 
  161@ == 5 
else_jump @CASINO3_5763 
02A3: enable_widescreen 0 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_5649 
if 
0449:   actor 84@ in_a_car 
else_jump @CASINO3_5649 
0362: remove_actor 84@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_5649
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_5695 
00AB: put_car 69@ at 1076.809 2080.526 9.8203 
0175: set_car 69@ Z_angle_to 273.0 

:CASINO3_5695
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_5735 
02AC: set_car 66@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_5735
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
63@ = 2 
149@ = 1 

:CASINO3_5763
if 
  157@ > 0 
else_jump @CASINO3_6859 
if 
  162@ == 0 
else_jump @CASINO3_6152 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:CASINO3_5820
if 
fading 
else_jump @CASINO3_5844 
wait 0 
jump @CASINO3_5820 

:CASINO3_5844
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
009A: 97@ = create_actor_pedtype 24 model 127 at 1086.869 2078.61 14.3504 
0173: set_actor 97@ Z_angle_to 86.4201 
01B2: give_actor 97@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 97@ decision_maker_to 81@ 
009A: 95@ = create_actor_pedtype 24 model 124 at 1086.42 2077.292 14.3504 
0173: set_actor 95@ Z_angle_to 74.4201 
01B2: give_actor 95@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 95@ decision_maker_to 81@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1075.725 2094.545 18.0271 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1074.852 2094.529 17.5392 switchstyle 2 
fade 1 500 

:CASINO3_6047
if 
fading 
else_jump @CASINO3_6071 
wait 0 
jump @CASINO3_6047 

:CASINO3_6071
40@ = 0 
162@ = 1 
248@ = 7 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CASINO3_6152 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CASINO3_6152 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_6152
if 
  162@ == 1 
else_jump @CASINO3_6508 
if 
  40@ > 300 
else_jump @CASINO3_6468 
if 
  177@ == 0 
else_jump @CASINO3_6468 
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_6278 
0687: clear_actor 95@ task 
06C2: AS_actor 95@ goto 1079.871 2079.303 14.3516 mode 4 turn_radius 0.5 stop_radius 0.5 actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 

:CASINO3_6278
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_6344 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_6344 
05D1: AS_actor 84@ drive_car 69@ to 1076.809 2080.526 9.8203 speed 9.0 2 model 0 2 

:CASINO3_6344
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_6424 
0687: clear_actor 79@ task 
0615: define_AS_pack_begin 176@ 
05D3: AS_actor -1 goto_point 1064.677 2094.79 13.6896 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 176@ 
0618: assign_actor 79@ to_AS_pack 176@ 
061B: remove_references_to_AS_pack 176@ 
0638: AS_actor 79@ stay_put 1 

:CASINO3_6424
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_6454 
04EB: AS_actor 80@ crouch 1 
0638: AS_actor 80@ stay_put 1 

:CASINO3_6454
164@ = 1 
177@ = 1 

:CASINO3_6468
if 
  40@ > 4000 
else_jump @CASINO3_6508 
248@ = 6 
162@ = 3 
40@ = 0 

:CASINO3_6508
if 
  162@ == 3 
else_jump @CASINO3_6630 
if 
  40@ > 3000 
else_jump @CASINO3_6630 
162@ = 5 
164@ = 0 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_6630 
0687: clear_actor 84@ task 
0615: define_AS_pack_begin 175@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 175@ 
0618: assign_actor 84@ to_AS_pack 175@ 
061B: remove_references_to_AS_pack 175@ 

:CASINO3_6630
if 
  162@ == 5 
else_jump @CASINO3_6859 
02A3: enable_widescreen 0 
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_6693 
0687: clear_actor 95@ task 
00A1: put_actor 95@ at 1079.871 2079.303 14.3516 

:CASINO3_6693
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_6745 
if 
0449:   actor 84@ in_a_car 
else_jump @CASINO3_6745 
0362: remove_actor 84@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_6745
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_6791 
00AB: put_car 69@ at 1076.809 2080.526 9.8203 
0175: set_car 69@ Z_angle_to 273.0 

:CASINO3_6791
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_6831 
02AC: set_car 66@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_6831
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
63@ = 2 
149@ = 1 

:CASINO3_6859
if 
  63@ == 2 
else_jump @CASINO3_7123 
0164: disable_marker 45@ 
292@ = 0 

:CASINO3_6889
if 
  9 > 292@ 
else_jump @CASINO3_7001 
283@(292@,9i) = 0 
0188: 48@(292@,11i) = create_marker_above_object 265@(292@,9i) 
09CA: set_object 265@(292@,9i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0168: set_marker 48@(292@,11i) size 2 
071F: set_object 265@(292@,9i) health_to 1000 
035D: set_object 265@(292@,9i) targetable 1 
292@ += 1 
jump @CASINO3_6889 

:CASINO3_7001
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_7' time 6000 flag 1  // ~s~Destroy every one of those injection molding ~g~machines~s~ now!
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_7048 
0687: clear_actor 84@ task 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 

:CASINO3_7048
if 
  157@ > 0 
else_jump @CASINO3_7080 
gosub @CASINO3_13305 
63@ = 4 

:CASINO3_7080
if 
  157@ == 0 
else_jump @CASINO3_7112 
gosub @CASINO3_12741 
63@ = 4 

:CASINO3_7112
0A6F: checkpoint_save 99 
gosub @CASINO3_13948 

:CASINO3_7123
if 
  63@ == 8 
else_jump @CASINO3_7252 
00BC: show_text_highpriority GXT 'CA3_23' time 6000 flag 1  // ~s~Great work, the job's done! Get back to ~y~Woozie's casino~s~ in one piece!
01F0: set_max_wanted_level_to 42@ 
018A: 47@ = create_checkpoint_at 1918.59 958.3391 9.8203 
0165: set_marker 47@ color_to 4 
0249: release_model 126 
0249: release_model 50 
0247: load_model 117 
0247: load_model 118 
0247: load_model 421 
63@ = 9 

:CASINO3_7217
if or
8248:   not model 117 available 
8248:   not model 421 available 
8248:   not model 118 available 
else_jump @CASINO3_7252 
wait 0 
jump @CASINO3_7217 

:CASINO3_7252
if 
  63@ == 9 
else_jump @CASINO3_7596 
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @CASINO3_7313 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @CASINO3_7313 
01B4: set_player $PLAYER_CHAR can_move 1 

:CASINO3_7313
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
else_jump @CASINO3_7596 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO3_7498 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
02A0:   actor $PLAYER_ACTOR stopped 
else_jump @CASINO3_7491 
00A5: 77@ = create_car 421 at 1902.168 974.9742 9.8203 
0175: set_car 77@ Z_angle_to 197.2609 
0229: set_car 77@ primary_color_to 4 secondary_color_to 2 
if 
8119:   not car 77@ wrecked 
else_jump @CASINO3_7484 
0129: 76@ = create_actor_pedtype 25 model 117 in_car 77@ driverseat 
01C8: 75@ = create_actor_pedtype 25 model 118 in_car 77@ passenger_seat 1 

:CASINO3_7484
63@ = 15 

:CASINO3_7491
jump @CASINO3_7596 

:CASINO3_7498
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 77@ = create_car 421 at 1902.168 974.9742 9.8203 
0175: set_car 77@ Z_angle_to 197.2609 
0229: set_car 77@ primary_color_to 4 secondary_color_to 2 
if 
8119:   not car 77@ wrecked 
else_jump @CASINO3_7589 
0129: 76@ = create_actor_pedtype 25 model 117 in_car 77@ driverseat 
01C8: 75@ = create_actor_pedtype 25 model 118 in_car 77@ passenger_seat 1 

:CASINO3_7589
63@ = 15 

:CASINO3_7596
if 
  63@ == 15 
else_jump @CASINO3_7881 
01C3: remove_references_to_car 187@ 
01C3: remove_references_to_car 66@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00BE: text_clear_all 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 20.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 20.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
63@ = 17 
40@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO3_7835 
0615: define_AS_pack_begin 174@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 174@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 174@ 
061B: remove_references_to_AS_pack 174@ 
jump @CASINO3_7881 

:CASINO3_7835
0615: define_AS_pack_begin 174@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 174@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 174@ 
061B: remove_references_to_AS_pack 174@ 

:CASINO3_7881
if 
  63@ == 17 
else_jump @CASINO3_7945 
if 
  40@ > 1000 
else_jump @CASINO3_7945 
63@ = 20 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 

:CASINO3_7945
if 
  63@ == 20 
else_jump @CASINO3_8248 
if 
834E:   not move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @CASINO3_8048 
034E: move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8048
if 
  40@ > 4000 
else_jump @CASINO3_8248 
63@ = 30 
if 
8118:   not actor 76@ dead 
else_jump @CASINO3_8248 
if 
8119:   not car 77@ wrecked 
else_jump @CASINO3_8248 
05D1: AS_actor 76@ drive_car 77@ to 1909.04 959.7415 9.8203 speed 7.0 2 model 0 2 
015F: set_camera_position 1914.831 962.6716 11.3214 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1913.837 962.5726 11.2813 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
40@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8248
if 
  63@ == 30 
else_jump @CASINO3_8440 
if 
8119:   not car 77@ wrecked 
else_jump @CASINO3_8440 
if 
01AD:   car 77@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
else_jump @CASINO3_8387 
63@ = 35 
if 
8118:   not actor 75@ dead 
else_jump @CASINO3_8353 
05BF: AS_actor 75@ look_at_actor $PLAYER_ACTOR -1 ms 

:CASINO3_8353
248@ = 10 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
40@ = 0 

:CASINO3_8387
if 
  40@ > 10000 
else_jump @CASINO3_8440 
63@ = 35 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
40@ = 0 

:CASINO3_8440
if 
  63@ == 35 
else_jump @CASINO3_8603 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @CASINO3_8543 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8543
if 
  40@ > 3000 
else_jump @CASINO3_8603 
63@ = 36 
40@ = 0 
255@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_8603
if 
  255@ > 0 
else_jump @CASINO3_8744 
if 
  251@ == 0 
else_jump @CASINO3_8744 
0871: init_jump_table 255@ total_jumps 2 default_jump 0 @CASINO3_8744 jumps 1 @CASINO3_8702 2 @CASINO3_8723 -1 @CASINO3_8744 -1 @CASINO3_8744 -1 @CASINO3_8744 -1 @CASINO3_8744 -1 @CASINO3_8744 

:CASINO3_8702
248@ = 11 
255@ = 2 
jump @CASINO3_8744 

:CASINO3_8723
248@ = 12 
255@ = 0 
jump @CASINO3_8744 

:CASINO3_8744
if 
  63@ == 36 
else_jump @CASINO3_8996 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @CASINO3_8847 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_8847
if 
  40@ > 2000 
else_jump @CASINO3_8996 
if 
  40@ > 4000 
else_jump @CASINO3_8996 
if 
8119:   not car 77@ wrecked 
else_jump @CASINO3_8996 
if 
8118:   not actor 76@ dead 
else_jump @CASINO3_8996 
0687: clear_actor 76@ task 
63@ = 37 
05D1: AS_actor 76@ drive_car 77@ to 1915.04 940.7415 9.8203 speed 10.0 2 model 0 2 
40@ = 0 
if 
8118:   not actor 75@ dead 
else_jump @CASINO3_8996 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 75@ -1 ms 

:CASINO3_8996
if 
  63@ == 37 
else_jump @CASINO3_9125 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @CASINO3_9099 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_9099
if 
  40@ > 4000 
else_jump @CASINO3_9125 
63@ = 40 

:CASINO3_9125
if 
  63@ == 40 
else_jump @CASINO3_9365 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @CASINO3_9228 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_9228
165@ = 0 
if 
8118:   not actor 75@ dead 
else_jump @CASINO3_9261 
0792: disembark_instantly_actor 75@ 
009B: destroy_actor 75@ 

:CASINO3_9261
if 
8118:   not actor 76@ dead 
else_jump @CASINO3_9287 
0792: disembark_instantly_actor 76@ 
009B: destroy_actor 76@ 

:CASINO3_9287
00A6: destroy_car 77@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $4045 at 1903.383 967.82 11.438 
0177: set_object $4045 Z_angle_to 0.0 
63@ = 45 
00BE: text_clear_all 
jump @CASINO3_14021 

:CASINO3_9365
if 
  1 > 63@ 
else_jump @CASINO3_9923 
if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 angle 30.0 sphere 0 
else_jump @CASINO3_9560 
if 
  157@ == 0 
else_jump @CASINO3_9493 
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_9493 
if 
09ED:   actor 79@ is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @CASINO3_9493 
157@ = 1 
158@ = 1 

:CASINO3_9493
if 
  157@ == 0 
else_jump @CASINO3_9560 
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_9560 
if 
09ED:   actor 80@ is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @CASINO3_9560 
157@ = 1 
158@ = 1 

:CASINO3_9560
if 
  157@ == 0 
else_jump @CASINO3_9627 
if 
056D:   actor 79@ defined 
else_jump @CASINO3_9627 
if 
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9627 
157@ = 1 
158@ = 1 

:CASINO3_9627
if 
  157@ == 0 
else_jump @CASINO3_9694 
if 
056D:   actor 80@ defined 
else_jump @CASINO3_9694 
if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9694 
157@ = 1 
158@ = 1 

:CASINO3_9694
if 
  157@ == 0 
else_jump @CASINO3_9761 
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_9761 
if 
051C:   car 66@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9761 
157@ = 1 
158@ = 1 

:CASINO3_9761
if 
  157@ == 3 
else_jump @CASINO3_9842 
if 
056D:   actor 79@ defined 
else_jump @CASINO3_9842 
if 
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9842 
157@ = 4 
gosub @CASINO3_12583 
63@ = 1 
61@ = 99 

:CASINO3_9842
if 
  157@ == 3 
else_jump @CASINO3_9923 
if 
056D:   actor 80@ defined 
else_jump @CASINO3_9923 
if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO3_9923 
157@ = 4 
gosub @CASINO3_12583 
63@ = 1 
61@ = 99 

:CASINO3_9923
if 
  158@ == 1 
else_jump @CASINO3_10139 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1039.3 2100.435 12.2503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1040.13 2099.906 12.0705 switchstyle 2 
248@ = 1 
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_10052 
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_10052 
05BF: AS_actor 79@ look_at_actor 80@ -1 ms 

:CASINO3_10052
248@ = 1 
41@ = 0 
158@ = 3 
if 
8118:   not actor 84@ dead 
else_jump @CASINO3_10139 
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_10139 
05D1: AS_actor 84@ drive_car 69@ to 1076.804 2080.491 9.8203 speed 9.0 2 model 0 2 

:CASINO3_10139
if 
  158@ == 3 
else_jump @CASINO3_10223 
if 
  41@ > 1000 
else_jump @CASINO3_10183 
44@ = 1 

:CASINO3_10183
if 
  41@ > 3000 
else_jump @CASINO3_10223 
158@ = 5 
248@ = 2 
41@ = 0 

:CASINO3_10223
if 
  158@ == 5 
else_jump @CASINO3_10343 
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_10343 
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_10329 
0687: clear_actor 79@ task 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1062.345 2087.318 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor 79@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 

:CASINO3_10329
158@ = 6 
41@ = 0 

:CASINO3_10343
if 
  158@ == 6 
else_jump @CASINO3_10482 
if 
  41@ > 1000 
else_jump @CASINO3_10482 
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_10482 
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_10468 
0687: clear_actor 80@ task 
0615: define_AS_pack_begin 146@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1056.874 2084.136 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 146@ 
0618: assign_actor 80@ to_AS_pack 146@ 
061B: remove_references_to_AS_pack 146@ 

:CASINO3_10468
41@ = 0 
158@ = 8 

:CASINO3_10482
if 
  158@ == 8 
else_jump @CASINO3_10526 
if 
  41@ > 3700 
else_jump @CASINO3_10526 
158@ = 10 

:CASINO3_10526
if 
  158@ == 10 
else_jump @CASINO3_10746 
02A3: enable_widescreen 0 
44@ = 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 228.0 
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_10616 
0792: disembark_instantly_actor 79@ 
00A1: put_actor 79@ at 1073.558 2094.413 13.6896 
0173: set_actor 79@ Z_angle_to 83.0 

:CASINO3_10616
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_10667 
0792: disembark_instantly_actor 80@ 
00A1: put_actor 80@ at 1066.096 2098.85 13.7429 
0173: set_actor 80@ Z_angle_to 132.0 

:CASINO3_10667
if 
8119:   not car 69@ wrecked 
else_jump @CASINO3_10703 
00AB: put_car 69@ at 1076.804 2080.491 9.8203 

:CASINO3_10703
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_8' time 6000 flag 1  // ~s~They're expecting visitors now! Get into the ~y~factory~s~ quickly!
01B4: set_player $PLAYER_CHAR can_move 1 
158@ = 99 
157@ = 99 

:CASINO3_10746
if 
  149@ == 1 
else_jump @CASINO3_11293 
292@ = 0 

:CASINO3_10771
if 
  9 > 292@ 
else_jump @CASINO3_11124 
if 
  283@(292@,9i) == 0 
else_jump @CASINO3_11110 
071E: get_object 265@(292@,9i) health_to 60@ 
if 
08FF:   object 265@(292@,9i) received_damage_type 27 
else_jump @CASINO3_10852 
60@ = 0 

:CASINO3_10852
if 
08FF:   object 265@(292@,9i) received_damage_type 25 
else_jump @CASINO3_10881 
60@ = 0 

:CASINO3_10881
if 
08FF:   object 265@(292@,9i) received_damage_type 26 
else_jump @CASINO3_10910 
60@ = 0 

:CASINO3_10910
if 
  60@ == 0 
else_jump @CASINO3_11110 
01BB: store_object 265@(292@,9i) position_to 133@ 134@ 135@ 
064B: 256@(292@,9i) = create_particle "OVERHEAT_CAR_ELECTRIC" at 133@ 134@ 135@ type 1 
135@ += 1.0 
0948: create_explosion_at 133@ 134@ 135@ type 11 camera_shake 1.0 
0723: break_object 265@(292@,9i) intensity 1 
0164: disable_marker 48@(292@,11i) 
035D: set_object 265@(292@,9i) targetable 0 
if 
   not 59@ == 99 
else_jump @CASINO3_11075 
0650: destroy_particle 256@(59@,9i) 

:CASINO3_11075
064C: make_particle 256@(292@,9i) visible 
0085: 59@ = 292@ // (int) 
283@(292@,9i) += 1 
125@ += 1 

:CASINO3_11110
292@ += 1 
jump @CASINO3_10771 

:CASINO3_11124
if 
  156@ == 0 
else_jump @CASINO3_11261 
if 
8118:   not actor 89@ dead 
else_jump @CASINO3_11261 
if 
00FE:   actor 89@ sphere 0 in_sphere 1067.581 2122.251 9.8203 radius 1.5 1.5 3.0 
else_jump @CASINO3_11261 
0687: clear_actor 89@ task 
0615: define_AS_pack_begin 137@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 60 
0616: define_AS_pack_end 137@ 
0618: assign_actor 89@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 
156@ = 1 

:CASINO3_11261
if 
  125@ == 9 
else_jump @CASINO3_11293 
63@ = 8 
149@ = 99 

:CASINO3_11293
if 
  194@ == 0 
else_jump @CASINO3_11738 
if 
  125@ == 3 
else_jump @CASINO3_11738 
009A: 180@ = create_actor_pedtype 24 model 50 at 1020.017 2082.9 17.9296 
01B2: give_actor 180@ weapon 27 ammo 2000 // Load the weapon model before using this 
0173: set_actor 180@ Z_angle_to 269.9465 
060B: set_actor 180@ decision_maker_to 81@ 
if 
8118:   not actor 180@ dead 
else_jump @CASINO3_11467 
0687: clear_actor 180@ task 
0615: define_AS_pack_begin 183@ 
05D3: AS_actor -1 goto_point 1038.717 2082.798 13.9297 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 183@ 
0618: assign_actor 180@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:CASINO3_11467
009A: 181@ = create_actor_pedtype 24 model 50 at 1020.263 2097.185 13.9297 
01B2: give_actor 181@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 181@ Z_angle_to 274.9465 
060B: set_actor 181@ decision_maker_to 81@ 
if 
8118:   not actor 181@ dead 
else_jump @CASINO3_11593 
0687: clear_actor 181@ task 
0615: define_AS_pack_begin 184@ 
05D3: AS_actor -1 goto_point 1038.426 2098.644 9.8203 mode 6 time -2 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 184@ 
0618: assign_actor 181@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 

:CASINO3_11593
009A: 182@ = create_actor_pedtype 24 model 50 at 1019.671 2078.126 13.9297 
01B2: give_actor 182@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 182@ Z_angle_to 267.9465 
060B: set_actor 182@ decision_maker_to 81@ 
if 
8118:   not actor 182@ dead 
else_jump @CASINO3_11731 
0687: clear_actor 182@ task 
0615: define_AS_pack_begin 185@ 
05D3: AS_actor -1 goto_point 1068.708 2085.24 9.8203 mode 6 time -2 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 185@ 
0618: assign_actor 182@ to_AS_pack 185@ 
061B: remove_references_to_AS_pack 185@ 

:CASINO3_11731
194@ = 1 

:CASINO3_11738
if 
  195@ == 0 
else_jump @CASINO3_11874 
if 
  125@ > 5 
else_jump @CASINO3_11874 
0674: set_car_model 445 numberplate "G1RUYHUN" 
00A5: 187@ = create_car 445 at 1029.856 2142.858 9.813 
0175: set_car 187@ Z_angle_to 205.1437 
0229: set_car 187@ primary_color_to 123 secondary_color_to 10 
02AC: set_car 187@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 187@ door_status_to 3 
0519: set_car 187@ locked 1 
053F: set_car 187@ tires_vulnerability 0 
195@ = 1 

:CASINO3_11874
if 
  195@ == 1 
else_jump @CASINO3_12161 
if 
  125@ > 5 
else_jump @CASINO3_12161 
if 
8119:   not car 187@ wrecked 
else_jump @CASINO3_12161 
if 
8202:   not actor $PLAYER_ACTOR near_car 187@ radius 25.0 25.0 sphere 0 
else_jump @CASINO3_12161 
0129: 186@ = create_actor_pedtype 24 model 124 in_car 187@ driverseat 
060B: set_actor 186@ decision_maker_to 81@ 
01B2: give_actor 186@ weapon 28 ammo 2000 // Load the weapon model before using this 
01C8: 188@ = create_actor_pedtype 24 model 125 in_car 187@ passenger_seat 1 
060B: set_actor 188@ decision_maker_to 81@ 
01B2: give_actor 188@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 188@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
01C8: 189@ = create_actor_pedtype 24 model 127 in_car 187@ passenger_seat 2 
060B: set_actor 189@ decision_maker_to 81@ 
01B2: give_actor 189@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 189@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0519: set_car 187@ locked 0 
0477: set_car 187@ action 9 time 5500 
020A: set_car 187@ door_status_to 1 
195@ = 2 
41@ = 0 

:CASINO3_12161
if 
  195@ == 2 
else_jump @CASINO3_12314 
if 
  41@ > 6500 
else_jump @CASINO3_12314 
if 
8119:   not car 187@ wrecked 
else_jump @CASINO3_12314 
if 
8118:   not actor 186@ dead 
else_jump @CASINO3_12314 
if 
01C1:   car 187@ stopped 
else_jump @CASINO3_12314 
02AC: set_car 187@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor 186@ task 
0615: define_AS_pack_begin 190@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 190@ 
0618: assign_actor 186@ to_AS_pack 190@ 
061B: remove_references_to_AS_pack 190@ 
195@ = 3 
41@ = 0 

:CASINO3_12314
if 
  195@ == 3 
else_jump @CASINO3_12445 
if 
  41@ > 15000 
else_jump @CASINO3_12445 
if 
8119:   not car 187@ wrecked 
else_jump @CASINO3_12445 
if 
8118:   not actor 189@ dead 
else_jump @CASINO3_12445 
if 
01C1:   car 187@ stopped 
else_jump @CASINO3_12445 
0687: clear_actor 189@ task 
0615: define_AS_pack_begin 192@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 192@ 
0618: assign_actor 189@ to_AS_pack 192@ 
061B: remove_references_to_AS_pack 192@ 
195@ = 4 

:CASINO3_12445
if 
  195@ == 4 
else_jump @CASINO3_12576 
if 
  41@ > 25000 
else_jump @CASINO3_12576 
if 
8119:   not car 187@ wrecked 
else_jump @CASINO3_12576 
if 
8118:   not actor 188@ dead 
else_jump @CASINO3_12576 
if 
01C1:   car 187@ stopped 
else_jump @CASINO3_12576 
0687: clear_actor 188@ task 
0615: define_AS_pack_begin 191@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 191@ 
0618: assign_actor 188@ to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 
195@ = 5 

:CASINO3_12576
jump @CASINO3_2921 

:CASINO3_12583
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_12607 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:CASINO3_12607
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_12631 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:CASINO3_12631
if 
8118:   not actor 82@ dead 
else_jump @CASINO3_12687 
00A1: put_actor 82@ at 1084.126 2107.637 14.3504 
0173: set_actor 82@ Z_angle_to 111.4468 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 

:CASINO3_12687
009A: 96@ = create_actor_pedtype 24 model 124 at 1084.71 2116.736 14.3504 
0173: set_actor 96@ Z_angle_to 94.4201 
01B2: give_actor 96@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 96@ decision_maker_to 81@ 
return 

:CASINO3_12741
if 
  152@ == 0 
else_jump @CASINO3_13303 
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_12816 
0687: clear_actor 95@ task 
0615: define_AS_pack_begin 143@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 143@ 
0618: assign_actor 95@ to_AS_pack 143@ 
061B: remove_references_to_AS_pack 143@ 

:CASINO3_12816
if 
8118:   not actor 89@ dead 
else_jump @CASINO3_12891 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 137@ 
0618: assign_actor 89@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:CASINO3_12891
if 
8118:   not actor 90@ dead 
else_jump @CASINO3_12977 
0615: define_AS_pack_begin 136@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 90@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CASINO3_12977
if 
8118:   not actor 91@ dead 
else_jump @CASINO3_13070 
0615: define_AS_pack_begin 138@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 138@ 
0618: assign_actor 91@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:CASINO3_13070
if 
8118:   not actor 97@ dead 
else_jump @CASINO3_13106 
0687: clear_actor 97@ task 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 97@ stay_put 1 

:CASINO3_13106
if 
8118:   not actor 82@ dead 
else_jump @CASINO3_13145 
0687: clear_actor 82@ task 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:CASINO3_13145
if 
8118:   not actor 83@ dead 
else_jump @CASINO3_13248 
0687: clear_actor 83@ task 
01B2: give_actor 83@ weapon 22 ammo 2000 // Load the weapon model before using this 
00A1: put_actor 83@ at 1057.055 2122.319 13.6896 
0173: set_actor 83@ Z_angle_to 279.0 
0615: define_AS_pack_begin 87@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 87@ 
0618: assign_actor 83@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:CASINO3_13248
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_13272 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:CASINO3_13272
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_13296 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:CASINO3_13296
152@ = 1 

:CASINO3_13303
return 

:CASINO3_13305
if 
  152@ == 0 
else_jump @CASINO3_13946 
if 
8118:   not actor 95@ dead 
else_jump @CASINO3_13380 
0687: clear_actor 95@ task 
0615: define_AS_pack_begin 143@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 143@ 
0618: assign_actor 95@ to_AS_pack 143@ 
061B: remove_references_to_AS_pack 143@ 

:CASINO3_13380
if 
8118:   not actor 96@ dead 
else_jump @CASINO3_13437 
0687: clear_actor 96@ task 
0615: define_AS_pack_begin 144@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 96@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:CASINO3_13437
if 
8118:   not actor 82@ dead 
else_jump @CASINO3_13504 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 86@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 86@ 
0618: assign_actor 82@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:CASINO3_13504
if 
8118:   not actor 83@ dead 
else_jump @CASINO3_13607 
01B2: give_actor 83@ weapon 28 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 83@ task 
00A1: put_actor 83@ at 1057.055 2122.319 13.6896 
0173: set_actor 83@ Z_angle_to 279.0 
0615: define_AS_pack_begin 87@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 87@ 
0618: assign_actor 83@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:CASINO3_13607
if 
8118:   not actor 89@ dead 
else_jump @CASINO3_13682 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 137@ 
0618: assign_actor 89@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:CASINO3_13682
if 
8118:   not actor 90@ dead 
else_jump @CASINO3_13762 
0615: define_AS_pack_begin 136@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 90@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CASINO3_13762
if 
8118:   not actor 91@ dead 
else_jump @CASINO3_13855 
0615: define_AS_pack_begin 138@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 138@ 
0618: assign_actor 91@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:CASINO3_13855
if 
8118:   not actor 97@ dead 
else_jump @CASINO3_13891 
0687: clear_actor 97@ task 
0638: AS_actor 97@ stay_put 1 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 

:CASINO3_13891
if 
8118:   not actor 79@ dead 
else_jump @CASINO3_13915 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:CASINO3_13915
if 
8118:   not actor 80@ dead 
else_jump @CASINO3_13939 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:CASINO3_13939
152@ = 1 

:CASINO3_13946
return 

:CASINO3_13948
if 
8118:   not actor 88@ dead 
else_jump @CASINO3_14001 
0615: define_AS_pack_begin 139@ 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 139@ 
0618: assign_actor 88@ to_AS_pack 139@ 
061B: remove_references_to_AS_pack 139@ 

:CASINO3_14001
return 

:CASINO3_14003
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CASINO3_14021
$596 += 1 
0318: set_latest_mission_passed 'CASINO3'  // You've had your Chips
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 20 
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $587 at 2026.603 1007.735 9.8127 
return 

:CASINO3_14113
if 
8119:   not car 66@ wrecked 
else_jump @CASINO3_14144 
02AC: set_car 66@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_14144
if 
8119:   not car 187@ wrecked 
else_jump @CASINO3_14175 
02AC: set_car 187@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_14175
if 
03CA:   object $4045 exists 
else_jump @CASINO3_14221 
01BC: put_object $4045 at 1903.383 967.62 11.438 
0177: set_object $4045 Z_angle_to 0.0 

:CASINO3_14221
01F0: set_max_wanted_level_to 42@ 
01BD: $183 = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
03CA:   object $4051 exists 
else_jump @CASINO3_14272 
01BC: put_object $4051 at 1055.629 2087.67 12.469 

:CASINO3_14272
0164: disable_marker 45@ 
0164: disable_marker 47@ 
292@ = 0 

:CASINO3_14289
if 
  9 > 292@ 
else_jump @CASINO3_14330 
0164: disable_marker 48@(292@,11i) 
292@ += 1 
jump @CASINO3_14289 

:CASINO3_14330
if 
   not 59@ == 99 
else_jump @CASINO3_14357 
0650: destroy_particle 256@(59@,9i) 

:CASINO3_14357
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 117 
0249: release_model 118 
0249: release_model 421 
0249: release_model 50 
0249: release_model 351 
0249: release_model 346 
0249: release_model 336 
0249: release_model 352 
0249: release_model 445 
0249: release_model 401 
0249: release_model 530 
031A: remove_all_fires 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 87---------------
// Originally: Fish in a Barrel

:CASINO7
thread 'CASINO7' 
gosub @CASINO7_47 
if 
wasted_or_busted 
else_jump @CASINO7_38 
gosub @CASINO7_301 

:CASINO7_38
gosub @CASINO7_360 
end_thread 

:CASINO7_47
054C: use_GXT_table 'CASINO7' 
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
select_interior 11 
02E4: load_cutscene_data 'CAS_7B' 

:CASINO7_86
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO7_110 
wait 0 
jump @CASINO7_86 

:CASINO7_110
02E7: start_cutscene 
fade 1 1000 

:CASINO7_119
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO7_143 
wait 0 
jump @CASINO7_119 

:CASINO7_143
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO7_156
if 
fading 
else_jump @CASINO7_180 
wait 0 
jump @CASINO7_156 

:CASINO7_180
02EA: end_cutscene 
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
04E4: refresh_game_renderer_at 2025.8 1007.87 
0A0B: set_rendering_origin_at_3D_coord 2025.8 1007.87 9.81 angle 279.83 
00A1: put_actor $PLAYER_ACTOR at 2025.8 1007.87 9.81 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.83 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 2000 
jump @CASINO7_319 

:CASINO7_301
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CASINO7_319
0164: disable_marker $581 
$596 += 1 
0318: set_latest_mission_passed 'CASINO7'  // Fish in a Barrel
0629: change_integer_stat 306 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
return 

:CASINO7_360
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 88---------------
// Originally: Don Peyote

:CASINO4
thread 'CASINO4' 
gosub @CASINO4_86 
if 
wasted_or_busted 
else_jump @CASINO4_38 
gosub @CASINO4_45880 

:CASINO4_38
gosub @CASINO4_45965 
end_thread 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:CASINO4_62
if 
fading 
else_jump @CASINO4_86 
wait 0 
jump @CASINO4_62 

:CASINO4_86
increment_mission_attempts 
$ONMISSION = 1 
01B5: force_weather 10 
054C: use_GXT_table 'CASINO4' 
02E4: load_cutscene_data 'CAS_4A' 

:CASINO4_121
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_145 
wait 0 
jump @CASINO4_121 

:CASINO4_145
0395: clear_area 1 at 2027.359 1007.738 9.8127 radius 10.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
01BD: 302@ = current_time_in_ms 
303@ = 0 
if 
  303@ == 99 
else_jump @CASINO4_316 
00A5: 297@ = create_car 299@ at 2044.621 1110.198 9.6719 
0560: create_random_actor_in_car 297@ handle_as 298@ 
0560: create_random_actor_in_car 297@ handle_as 81@ 
0560: create_random_actor_in_car 297@ handle_as 83@ 
0560: create_random_actor_in_car 297@ handle_as 82@ 
0560: create_random_actor_in_car 297@ handle_as 84@ 
064B: 144@ = create_particle "PUKE" at 103@ 104@ 105@ type 1 
064B: 145@ = create_particle "PUKE" at 103@ 104@ 105@ type 1 

:CASINO4_316
08F5: save_player_group 
02E7: start_cutscene 
fade 1 1000 
40@ = 0 

:CASINO4_334
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_857 
01BD: 301@ = current_time_in_ms 
0085: 304@ = 301@ // (int) 
0062: 304@ -= 302@ // (int) 
if 
  304@ > 15000 
else_jump @CASINO4_846 
if 
  40@ > 2000 
else_jump @CASINO4_846 
0871: init_jump_table 303@ total_jumps 4 default_jump 1 @CASINO4_832 jumps 0 @CASINO4_469 1 @CASINO4_574 2 @CASINO4_647 3 @CASINO4_752 -1 @CASINO4_839 -1 @CASINO4_839 -1 @CASINO4_839 

:CASINO4_469
09B2: get_random_available_car_unk 1 model_to 299@ class_to 300@ 
if 
   not 299@ == -1 
else_jump @CASINO4_560 
00A5: 297@ = create_car 299@ at 2051.544 1100.511 9.6719 
0594: unknown_car 297@ flag 0 
0175: set_car 297@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 297@ handle_as 298@ 
00A8: set_car 297@ to_psycho_driver 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 297@ 

:CASINO4_560
303@ += 1 
jump @CASINO4_839 

:CASINO4_574
0376: 298@ = create_random_actor_at 2034.814 993.6725 9.813 
0173: set_actor 298@ Z_angle_to 357.2051 
05F5: AS_actor 298@ goto_point_using_paths 2033.856 1051.804 9.8203 mode 4 time -2 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
303@ += 1 
jump @CASINO4_839 

:CASINO4_647
09B2: get_random_available_car_unk 1 model_to 299@ class_to 300@ 
if 
   not 299@ == -1 
else_jump @CASINO4_738 
00A5: 297@ = create_car 299@ at 2051.544 1100.511 9.6719 
0594: unknown_car 297@ flag 0 
0175: set_car 297@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 297@ handle_as 298@ 
00A8: set_car 297@ to_psycho_driver 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 297@ 

:CASINO4_738
303@ += 1 
jump @CASINO4_839 

:CASINO4_752
0376: 298@ = create_random_actor_at 2033.856 1041.804 9.8203 
0173: set_actor 298@ Z_angle_to 181.0345 
05F5: AS_actor 298@ goto_point_using_paths 2032.257 986.0109 9.813 mode 4 time -2 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
303@ = 0 
jump @CASINO4_839 
303@ = 0 

:CASINO4_832
jump @CASINO4_839 

:CASINO4_839
40@ = 0 

:CASINO4_846
wait 0 
jump @CASINO4_334 

:CASINO4_857
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO4_870
if 
fading 
else_jump @CASINO4_894 
wait 0 
jump @CASINO4_870 

:CASINO4_894
02EA: end_cutscene 
08F6: restore_player_group 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06AE: create_group_decision_maker_type 0 store_to 47@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 47@ 
060A: create_decision_maker_type 2 store_to 45@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1500 

:CASINO4_957
if 
fading 
else_jump @CASINO4_981 
wait 0 
jump @CASINO4_957 

:CASINO4_981
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 297@ 
wait 0 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
038B: load_requested_models 

:CASINO4_1023
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @CASINO4_1053 
wait 0 
jump @CASINO4_1023 

:CASINO4_1053
02A3: enable_widescreen 0 
52@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
63@ = 0 
62@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
106@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
99@ = 0.0 
100@ = 0.0 
101@ = 0.0 
103@ = 0.0 
104@ = 0.0 
105@ = 0.0 
107@ = 0 
108@ = 0 

:CASINO4_1292
if 
  4 > 107@ 
else_jump @CASINO4_1335 
109@(107@,4i) = 0 
107@ += 1 
jump @CASINO4_1292 

:CASINO4_1335
127@ = 0 
128@ = 0 
143@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
141@ = 0 
142@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
138@ = 0 
139@ = 0 
140@ = 99999 
102@ = 0.0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
282@ = 0 
283@ = 0 
284@ = 0 
285@ = 0 
290@ = 0 
286@ = 0 
287@ = 0 
288@ = 0 
289@ = 0 
135@ = 0 
136@ = 0 
05A9: s$8900[7] = 'CAS4_BA' // s$  // Me legs are fucked and me head's fuckin' poundin'!
05A9: s$8900[8] = 'CAS4_BB' // s$  // We can't walk back, son, look at the state of us.
05A9: s$8900[9] = 'CAS4_CA' // s$  // Your turn in the boot, kid!
05A9: s$8900[10] = 'CAS4_CB' // s$  // Oooo, this is comfy!
05A9: s$8900[11] = 'CAS4_CC' // s$  // I'm the manager, I get the front seat!
05A9: s$8900[12] = 'CAS4_CD' // s$  // Oi! That's my seat!
05A9: s$8900[13] = 'CAS4_CE' // s$  // Leave him, he'll be fine!
05A9: s$8900[14] = 'CAS4_CF' // s$  // We'll come back for you, I promise!
05A9: s$8900[15] = 'CAS4_CG' // s$  // Oh no you don't, I remember Preston Guild Hall!
05A9: s$8900[16] = 'CAS4_CH' // s$  // I'm the manager, what I say, goes!
05A9: s$8900[17] = 'CAS4_CJ' // s$  // Don't make me slap you, sunshine!
05A9: s$8900[18] = 'CAS4_CK' // s$  // Don't make me sack you, P.!
05A9: s$8900[19] = 'CAS4_CL' // s$  // You're my manager this is all your fault!
05A9: s$8900[20] = 'CAS4_DA' // s$  // So where's the rest of the band, guys?
05A9: s$8900[21] = 'CAS4_DB' // s$  // Maccer, where are the boys?
05A9: s$8900[22] = 'CAS4_DC' // s$  // I don't fuckin' know, do I.
05A9: s$8900[23] = 'CAS4_DD' // s$  // I remember snakes, lots of snakes...
05A9: s$8900[24] = 'CAS4_DE' // s$  // It's a snake farm not too far from here, we can go check it out.
05A9: s$8900[25] = 'CAS4_EA' // s$  // I don't recognize this part of Manchester, kiddo, are we in Chorlton?
05A9: s$8900[26] = 'CAS4_EB' // s$  // How many times do I have to tell you, we're in America!
05A9: s$8900[27] = 'CAS4_EC' // s$  // America? Wait 'til I tell me ma about this!
05A9: s$8900[28] = 'CAS4_ED' // s$  // He's like a fucking stuck record. He'll ask about Las Venturas next.
05A9: s$8900[29] = 'CAS4_EE' // s$  // Las Venturas? Always wanted to go there, great tits.
05A9: s$8900[30] = 'CAS4_EF' // s$  // Don't start, not in this confined space.
05A9: s$8900[31] = 'CAS4_EG' // s$  // Bouncy, wobbling, massive, great tits!
05A9: s$8900[32] = 'CAS4_EH' // s$  // Leave yourself alone, for crying out loud!
05A9: s$8900[33] = 'CAS4_FA' // s$  // Here we are, look familiar?
05A9: s$8900[34] = 'CAS4_FB' // s$  // Looks just like Salford to me...
05A9: s$8900[35] = 'CAS4_FC' // s$  // What are you talking about?
05A9: s$8900[36] = 'CAS4_GA' // s$  // Oh, no! Run like fuck!
05A9: s$8900[37] = 'CAS4_GB' // s$  // Everybody in the car!
05A9: s$8900[38] = 'CAS4_HA' // s$  // Wait, kiddo, wait!
05A9: s$8900[39] = 'CAS4_HB' // s$  // I want to come too!
05A9: s$8900[40] = 'CAS4_HC' // s$  // Oi, wait for me, sunshine!
05A9: s$8900[41] = 'CAS4_HD' // s$  // Don't leave me in their evil clutches!
05A9: s$8900[42] = 'CAS4_JA' // s$  // I think we lost 'em.
05A9: s$8900[43] = 'CAS4_JB' // s$  // I can't see those snake farmers no more!
05A9: s$8900[44] = 'CAS4_JC' // s$  // Shut up, you two!
05A9: s$8900[45] = 'CAS4_JD' // s$  // Quit squabbling!
05A9: s$8900[46] = 'CAS4_KA' // s$  // Seems you boys had a good time.
05A9: s$8900[47] = 'CAS4_KB' // s$  // Hey, what about the band?
05A9: s$8900[48] = 'CAS4_KC' // s$  // We'll just have to pray they've made it to civilization.
05A9: s$8900[49] = 'CAS4_KD' // s$  // Keyboardists and drummers are ten-a-penny anyway.
05A9: s$8900[50] = 'CAS4_KE' // s$  // Hey, man, I really need to piss!
05A9: s$8900[51] = 'CAS4_KF' // s$  // Oh fuck, we're screwed!
05A9: s$8900[52] = 'CAS4_KG' // s$  // Hey, can't it wait?
05A9: s$8900[53] = 'CAS4_KH' // s$  // I'm about to burst man!
05A9: s$8900[54] = 'CAS4_KJ' // s$  // You've gotta pull over, he's got a condition - he's priapic. It'll go everywhere!
05A9: s$8900[55] = 'CAS4_LA' // s$  // I can't hold it any longer!
05A9: s$8900[56] = 'CAS4_LB' // s$  // Oh, fuck! It's in me eye!
05A9: s$8900[57] = 'CAS4_LC' // s$  // Hey, c'mon, man!
05A9: s$8900[58] = 'CAS4_LD' // s$  // Argh! Stop it!
05A9: s$8900[59] = 'CAS4_LE' // s$  // Point it out the fucking window, will you?
05A9: s$8900[60] = 'CAS4_MA' // s$  // Oh fuck me, that is so gooood.
05A9: s$8900[61] = 'CAS4_NA' // s$  // Oh, fuck- now I've got the shakes.
05A9: s$8900[62] = 'CAS4_NB' // s$  // You look as pale as a drowned baby, man!
05A9: s$8900[63] = 'CAS4_NC' // s$  // Oh God, I think I'm going to chuck!
05A9: s$8900[64] = 'CAS4_ND' // s$  // P. what you need is some food down ya.
05A9: s$8900[65] = 'CAS4_NE' // s$  // (Paul nearly vomits)
05A9: s$8900[66] = 'CAS4_NF' // s$  // A fried egg sanger with mayonnaise will sort it.
05A9: s$8900[67] = 'CAS4_NG' // s$  // (Paul nearly vomits again)
05A9: s$8900[68] = 'CAS4_NH' // s$  // Or what about a pickled egg?
05A9: s$8900[69] = 'CAS4_NJ' // s$  // Pull over, NOW!
05A9: s$8900[70] = 'CAS4_OA' // s$  // Shhi- huuuurghhh -hit!
05A9: s$8900[71] = 'CAS4_OB' // s$  // I've go- huuurrrgghh!
05A9: s$8900[72] = 'CAS4_OC' // s$  // Got the- Hhhuurrgghh!
05A9: s$8900[73] = 'CAS4_OD' // s$  // Dry- hurgh!
05A9: s$8900[74] = 'CAS4_OE' // s$  // Dry- hurgh!
05A9: s$8900[75] = 'CAS4_OF' // s$  // Dry heavies... Oh...
05A9: s$8900[76] = 'CAS4_OG' // s$  // Oh, I think it... I think it's passed.
05A9: s$8900[77] = 'CAS4_OH' // s$  // How about a pint of cod liver oil, that'll well sort ya.
05A9: s$8900[78] = 'CAS4_OJ' // s$  // (Paul vomiting violently)
05A9: s$8900[79] = 'CAS4_OK' // s$  // Leave him alone, man!
05A9: s$8900[80] = 'CAS4_OL' // s$  // Hey, hey, the good doctor was just tryin' to help!
05A9: s$8900[81] = 'CAS4_OM' // s$  // Fuh-huh-Fuck off!
05A9: s$8900[82] = 'CAS4_PA' // s$  // What kind of tits does this Rosie have?
05A9: s$8900[83] = 'CAS4_PB' // s$  // Big, floppy sausage tits?
05A9: s$8900[85] = 'CAS4_PD' // s$  // Empty saddlebags? Or bee stings?
05A9: s$8900[86] = 'CAS4_PE' // s$  // Rosie's a man!
05A9: s$8900[87] = 'CAS4_PF' // s$  // And stop touching yourself!
05A9: s$8900[88] = 'CAS4_PG' // s$  // It's just for comfort Pablo, this is a stressful situation, man.
05A9: s$8900[89] = 'CAS4_PH' // s$  // You're fucking telling me it is!
05A9: s$8900[90] = 'CAS4_PJ' // s$  // Aw, can it you two!
05A9: s$8900[91] = 'CAS4_PK' // s$  // Hey, he started it!
05A9: s$8900[92] = 'CAS4_QA' // s$  // Which Casino is it?
05A9: s$8900[93] = 'CAS4_QB' // s$  // It's called Caligula's. It's on the strip somewhere, I think.
05A9: s$8900[94] = 'CAS4_RA' // s$  // Shit! Here come them snake farmers!
05A9: s$8900[95] = 'CAS4_RB' // s$  // Alright, I've had enough. Let's finish this!
05A9: s$8900[97] = 'CAS4_RD' // s$  // Oh, I'm gonna grab some big tits, man!
05A9: s$8900[98] = 'CAS4_RE' // s$  // Oh, bollox. In for a penny, in for a pound.
05A9: s$8900[99] = 'CAS4_SA' // s$  // Come on then, let's go in and see Rosie.
05A9: s$8900[100] = 'CAS4_TA' // s$  // Hey Woozie.
05A9: s$8900[101] = 'CAS4_TB' // s$  // I think I found a way to scope Caligula's without causing too much suspicion.
05A9: s$8900[102] = 'CAS4_TC' // s$  // We can talk later.
05A9: s$8900[103] = 'CAS4_FD' // s$  // Take a gander at 'em fellas, is that 'em?
05A9: s$8900[104] = 'CAS4_FE' // s$  // That there city boy has gone and been with my prize hog!
05A9: s$8900[105] = 'CAS4_FF' // s$  // Now I don't even get no sugar from her!
05A9: s$8900[106] = 'CAS4_FG' // s$  // And that one done screwed my sis!
05A9: s$8900[107] = 'CAS4_FH' // s$  // I've had a terr'ble aching in my grinds ever since!
05A9: s$8900[108] = 'CAS4_FJ' // s$  // I'm gonna slap you silly for giving me and my fella the red bumpies!
05A9: s$8900[109] = 'CAS4_FK' // s$  // What'n tarnation?
05A9: s$8900[110] = 'CAS4_FL' // s$  // I'm a fixing to give ya a whoopin' for what you gone and done to my young'uns!
05A9: s$8900[111] = 'MACX_AF' // s$  // So now you know how it really is.
05A9: s$8900[112] = 'MACX_AG' // s$  // Yeah, that's how we do it in Salford
05A9: s$8900[113] = 'MACX_AI' // s$  // He's only gone and died.
04AF: 153@ = 7800 // = constant 
04AF: 154@ = 7801 // = constant 
04AF: 155@ = 7802 // = constant 
04AF: 156@ = 7803 // = constant 
04AF: 157@ = 7804 // = constant 
04AF: 158@ = 7805 // = constant 
04AF: 159@ = 7806 // = constant 
04AF: 160@ = 7807 // = constant 
04AF: 161@ = 7808 // = constant 
04AF: 162@ = 7809 // = constant 
04AF: 163@ = 7810 // = constant 
04AF: 164@ = 7811 // = constant 
04AF: 165@ = 7812 // = constant 
04AF: 166@ = 7813 // = constant 
04AF: 167@ = 7814 // = constant 
04AF: 168@ = 7815 // = constant 
04AF: 169@ = 7816 // = constant 
04AF: 170@ = 7817 // = constant 
04AF: 171@ = 7818 // = constant 
04AF: 172@ = 7819 // = constant 
04AF: 173@ = 7820 // = constant 
04AF: 174@ = 7821 // = constant 
04AF: 175@ = 7822 // = constant 
04AF: 176@ = 7823 // = constant 
04AF: 177@ = 7824 // = constant 
04AF: 178@ = 7825 // = constant 
04AF: 179@ = 7826 // = constant 
04AF: 180@ = 7827 // = constant 
04AF: 181@ = 7828 // = constant 
04AF: 182@ = 7837 // = constant 
04AF: 183@ = 7838 // = constant 
04AF: 184@ = 7839 // = constant 
04AF: 185@ = 7840 // = constant 
04AF: 186@ = 7841 // = constant 
04AF: 187@ = 7842 // = constant 
04AF: 188@ = 7843 // = constant 
04AF: 189@ = 7844 // = constant 
04AF: 190@ = 7845 // = constant 
04AF: 191@ = 7846 // = constant 
04AF: 192@ = 7847 // = constant 
04AF: 193@ = 7848 // = constant 
04AF: 194@ = 7849 // = constant 
04AF: 195@ = 7850 // = constant 
04AF: 196@ = 7851 // = constant 
04AF: 197@ = 7852 // = constant 
04AF: 198@ = 7853 // = constant 
04AF: 199@ = 7854 // = constant 
04AF: 200@ = 7855 // = constant 
04AF: 201@ = 7856 // = constant 
04AF: 202@ = 7857 // = constant 
04AF: 203@ = 7858 // = constant 
04AF: 204@ = 7859 // = constant 
04AF: 205@ = 7860 // = constant 
04AF: 206@ = 7861 // = constant 
04AF: 207@ = 7862 // = constant 
04AF: 208@ = 7863 // = constant 
04AF: 209@ = 7864 // = constant 
04AF: 210@ = 7865 // = constant 
04AF: 211@ = 7866 // = constant 
04AF: 212@ = 7867 // = constant 
04AF: 213@ = 7868 // = constant 
04AF: 214@ = 7869 // = constant 
04AF: 215@ = 7870 // = constant 
04AF: 216@ = 7871 // = constant 
04AF: 217@ = 7872 // = constant 
04AF: 218@ = 7873 // = constant 
04AF: 219@ = 7874 // = constant 
04AF: 220@ = 7875 // = constant 
04AF: 221@ = 7876 // = constant 
04AF: 222@ = 7877 // = constant 
04AF: 223@ = 7878 // = constant 
04AF: 224@ = 7879 // = constant 
04AF: 225@ = 7880 // = constant 
04AF: 226@ = 7881 // = constant 
04AF: 227@ = 7882 // = constant 
04AF: 228@ = 7883 // = constant 
04AF: 229@ = 7884 // = constant 
04AF: 231@ = 7885 // = constant 
04AF: 232@ = 7886 // = constant 
04AF: 233@ = 7887 // = constant 
04AF: 234@ = 7888 // = constant 
04AF: 235@ = 7889 // = constant 
04AF: 236@ = 7890 // = constant 
04AF: 237@ = 7891 // = constant 
04AF: 238@ = 7892 // = constant 
04AF: 239@ = 7893 // = constant 
04AF: 240@ = 7894 // = constant 
04AF: 241@ = 7895 // = constant 
04AF: 243@ = 7896 // = constant 
04AF: 244@ = 7897 // = constant 
04AF: 245@ = 7898 // = constant 
04AF: 246@ = 7900 // = constant 
04AF: 247@ = 7901 // = constant 
04AF: 248@ = 7902 // = constant 
04AF: 249@ = 7829 // = constant 
04AF: 250@ = 7830 // = constant 
04AF: 251@ = 7831 // = constant 
04AF: 252@ = 7832 // = constant 
04AF: 253@ = 7833 // = constant 
04AF: 254@ = 7834 // = constant 
04AF: 255@ = 7835 // = constant 
04AF: 256@ = 7836 // = constant 
04AF: 257@ = 23205 // = constant 
04AF: 258@ = 23206 // = constant 
04AF: 259@ = 23208 // = constant 
04AF: 294@ = 14200 // = constant 
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
295@ = 0 
296@ = 0 
291@ = 0 
292@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
09DD: unknown_player_group 2 
wait 1000 

:CASINO4_4043
wait 0 
if 
0735:   is_keyboard_key_pressed 49 
else_jump @CASINO4_4082 
00A1: put_actor $PLAYER_ACTOR at -725.0 2392.69 128.0 

:CASINO4_4082
if 
0735:   is_keyboard_key_pressed 50 
else_jump @CASINO4_4117 
00A1: put_actor $PLAYER_ACTOR at -45.0 2322.0 23.0 

:CASINO4_4117
if 
0735:   is_keyboard_key_pressed 51 
else_jump @CASINO4_4152 
00A1: put_actor $PLAYER_ACTOR at 2062.0 1362.0 10.7 

:CASINO4_4152
if 
0735:   is_keyboard_key_pressed 71 
else_jump @CASINO4_4175 
40@ = 27000 

:CASINO4_4175
if 
0735:   is_keyboard_key_pressed 99 
else_jump @CASINO4_4249 
130@ = 0 
131@ = 0 
142@ = 0 
141@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
102@ = 0.0 

:CASINO4_4249
if 
0735:   is_keyboard_key_pressed 32 
else_jump @CASINO4_4821 
260@ = 103 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
if 
  263@ == 0 
else_jump @CASINO4_4343 
260@ = 103 
265@ = 103 
01BD: 268@ = current_time_in_ms 

:CASINO4_4343
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_4821 
if 
   not 260@ == 0 
else_jump @CASINO4_4704 
if 
  263@ == 0 
else_jump @CASINO4_4429 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_4422 
040D: unload_wav 262@ 

:CASINO4_4422
263@ = 1 

:CASINO4_4429
if 
  263@ == 1 
else_jump @CASINO4_4466 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_4466
if 
  263@ == 2 
else_jump @CASINO4_4526 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_4526 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_4526
if 
  263@ == 3 
else_jump @CASINO4_4704 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_4643 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_4608 
261@ = 2 
262@ = 1 
jump @CASINO4_4622 

:CASINO4_4608
261@ = 1 
262@ = 2 

:CASINO4_4622
260@ = 0 
263@ = 0 
jump @CASINO4_4704 

:CASINO4_4643
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_4704 
if 
  102 > 260@ 
else_jump @CASINO4_4704 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_4704
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_4814 
if 
  263@ == 0 
else_jump @CASINO4_4814 
if 
  110 > 265@ 
else_jump @CASINO4_4807 
265@ += 1 
0085: 260@ = 265@ // (int) 
01BD: 268@ = current_time_in_ms 
jump @CASINO4_4814 

:CASINO4_4807
264@ = 1 

:CASINO4_4814
jump @CASINO4_4343 

:CASINO4_4821
if 
0735:   is_keyboard_key_pressed 48 
else_jump @CASINO4_4852 
40@ = 27000 
41@ = 27000 

:CASINO4_4852
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO4_4874 
jump @CASINO4_45898 

:CASINO4_4874
if and
  55@ == 0 
  56@ == 0 
else_jump @CASINO4_5063 

:CASINO4_4899
if 
fading 
else_jump @CASINO4_4923 
wait 0 
jump @CASINO4_4899 

:CASINO4_4923
018A: 74@ = create_checkpoint_at -735.0 2398.69 126.0 
08FB: set_checkpoint 74@ type_to 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
0373: set_camera_directly_behind_player 
00BB: show_text_lowpriority GXT 'CAS4_01' time 10000 flag 1  // ~s~Go find ~b~Paul ~s~and ~b~Maccer~s~.
56@ = 1 
fade 1 1500 

:CASINO4_4992
if 
fading 
else_jump @CASINO4_5016 
wait 0 
jump @CASINO4_4992 

:CASINO4_5016
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $4262 == 1 
else_jump @CASINO4_5063 
0950: set_trip_skip -698.0 2398.0 131.0 angle 60.0 

:CASINO4_5063
if and
  55@ == 0 
  56@ == 1 
else_jump @CASINO4_5659 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_5112 
00D9: 85@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_5112
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -735.0 2398.69 126.0 radius 4.0 4.0 2.0 
else_jump @CASINO4_5179 
0164: disable_marker 74@ 
55@ = 1 
jump @CASINO4_5659 

:CASINO4_5179
if 
  52@ == 0 
else_jump @CASINO4_5659 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -735.0 2398.69 126.0 radius 100.0 100.0 100.0 
else_jump @CASINO4_5659 
if 
  $4262 == 0 
else_jump @CASINO4_5270 
$4262 = 1 

:CASINO4_5270
04ED: load_animation "SUNBATHE" 

:CASINO4_5282
if 
84EE:   not animation "SUNBATHE" loaded 
else_jump @CASINO4_5316 
wait 0 
jump @CASINO4_5282 

:CASINO4_5316
009A: 79@ = create_actor_pedtype 23 model 290 at -751.1198 2395.199 128.2378 
0173: set_actor 79@ Z_angle_to 246.0 
060B: set_actor 79@ decision_maker_to 46@ 
0568: set_actor 79@ untargetable 1 
0446: set_actor 79@ dismemberment_possible 0 
04D8: set_actor 79@ drowns_in_water 1 
009A: 80@ = create_actor_pedtype 23 model 291 at -752.2823 2391.054 127.8083 
0173: set_actor 80@ Z_angle_to 220.2451 
060B: set_actor 80@ decision_maker_to 46@ 
02AB: set_actor 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 80@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 80@ untargetable 1 
0446: set_actor 80@ dismemberment_possible 0 
04D8: set_actor 80@ drowns_in_water 1 
0615: define_AS_pack_begin 89@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 80@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 88@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 88@ 
0618: assign_actor 79@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 
077A: set_actor 79@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 80@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
52@ = 1 

:CASINO4_5659
if and
  55@ == 1 
  57@ == 0 
else_jump @CASINO4_6639 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:CASINO4_5698
if 
fading 
else_jump @CASINO4_5722 
wait 0 
jump @CASINO4_5698 

:CASINO4_5722
02A3: enable_widescreen 1 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
01B5: force_weather 18 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
04EF: release_animation "SUNBATHE" 

:CASINO4_5779
if 
fading 
else_jump @CASINO4_5803 
wait 0 
jump @CASINO4_5779 

:CASINO4_5803
0395: clear_area 1 at -738.0978 2391.592 127.9015 radius 100.0 
if 
8119:   not car 85@ wrecked 
else_jump @CASINO4_5911 
if 
01AF:   car 85@ sphere 0 in_sphere -738.0 2391.0 127.0 radius 10.0 10.0 5.0 
else_jump @CASINO4_5911 
00AB: put_car 85@ at -735.0 2398.69 126.0 

:CASINO4_5911
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'CAS_4B' 

:CASINO4_5927
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_5951 
wait 0 
jump @CASINO4_5927 

:CASINO4_5951
02E7: start_cutscene 
fade 1 1000 

:CASINO4_5960
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_5984 
wait 0 
jump @CASINO4_5960 

:CASINO4_5984
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO4_5999
if 
fading 
else_jump @CASINO4_6023 
wait 0 
jump @CASINO4_5999 

:CASINO4_6023
01B7: release_weather 
0709: set_decision_maker 46@ on_event 79 taskID 706 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
009A: 79@ = create_actor_pedtype 23 model 290 at -751.1198 2395.199 128.2378 
060B: set_actor 79@ decision_maker_to 46@ 
0568: set_actor 79@ untargetable 1 
0446: set_actor 79@ dismemberment_possible 0 
009A: 80@ = create_actor_pedtype 23 model 291 at -752.2823 2391.054 127.8083 
060B: set_actor 80@ decision_maker_to 46@ 
02AB: set_actor 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 80@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 80@ untargetable 1 
0446: set_actor 80@ dismemberment_possible 0 
077A: set_actor 79@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 80@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
08AF: set_actor 80@ max_health_to 200 
0223: set_actor 80@ health_to 200 
08AF: set_actor 79@ max_health_to 200 
0223: set_actor 79@ health_to 200 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_6314 
00A1: put_actor 80@ at -738.0978 2385.592 124.9015 
0173: set_actor 80@ Z_angle_to 0.0 
00A1: put_actor 79@ at -736.8244 2385.102 125.0871 
0173: set_actor 79@ Z_angle_to 0.0 

:CASINO4_6314
0247: load_model 478 
0247: load_model 32 
0247: load_model 34 
04ED: load_animation "SMOKING" 
0247: load_model 346 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_6409 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 80@ task 
0687: clear_actor 79@ task 
0187: 76@ = create_marker_above_actor 79@ 
07E0: set_marker 76@ type_to 1 
0187: 75@ = create_marker_above_actor 80@ 
07E0: set_marker 75@ type_to 1 

:CASINO4_6409
if or
8248:   not model 478 available 
8248:   not model 32 available 
8248:   not model 34 available 
84EE:   not animation "SMOKING" loaded 
84EE:   not animation "COLT45" loaded 
else_jump @CASINO4_6465 
wait 0 
jump @CASINO4_6409 

:CASINO4_6465
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CASINO4_6508 
00A1: put_actor $PLAYER_ACTOR at -738.0603 2388.346 125.1527 
jump @CASINO4_6528 

:CASINO4_6508
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603 2388.346 125.1527 

:CASINO4_6528
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
04ED: load_animation "PAULNMAC" 

:CASINO4_6550
if 
84EE:   not animation "PAULNMAC" loaded 
else_jump @CASINO4_6584 
wait 0 
jump @CASINO4_6550 

:CASINO4_6584
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
fade 1 1500 

:CASINO4_6599
if 
fading 
else_jump @CASINO4_6623 
wait 0 
jump @CASINO4_6599 

:CASINO4_6623
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
57@ = 1 

:CASINO4_6639
if 
  52@ == 1 
else_jump @CASINO4_6786 
if or
0118:   actor 80@ dead 
0118:   actor 79@ dead 
else_jump @CASINO4_6786 
00BE: text_clear_all 
if and
0118:   actor 79@ dead 
0118:   actor 80@ dead 
else_jump @CASINO4_6724 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
jump @CASINO4_6779 

:CASINO4_6724
if 
0118:   actor 79@ dead 
else_jump @CASINO4_6763 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
jump @CASINO4_6779 

:CASINO4_6763
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_6779
jump @CASINO4_45880 

:CASINO4_6786
if 
  59@ == 0 
else_jump @CASINO4_22524 
if 
  57@ == 1 
else_jump @CASINO4_22524 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_6911 
00D9: 85@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 143@ = car 85@ max_passengers 
if 
  127@ == 1 
else_jump @CASINO4_6879 
143@ -= 1 

:CASINO4_6879
if 
  128@ == 1 
else_jump @CASINO4_6904 
143@ -= 1 

:CASINO4_6904
jump @CASINO4_7248 

:CASINO4_6911
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_7077 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_7077 
if 
  127@ == 1 
else_jump @CASINO4_7020 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_7020 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_6998 
0633: AS_actor 80@ exit_car 

:CASINO4_6998
0187: 75@ = create_marker_above_actor 80@ 
07E0: set_marker 75@ type_to 1 
127@ = 0 

:CASINO4_7020
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_7077 
062E: get_actor 80@ task 1587 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 1 // == constant 
84A4:   not  98@ == 0 // == constant 
else_jump @CASINO4_7077 
0633: AS_actor 80@ exit_car 

:CASINO4_7077
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_7227 
if 
  128@ == 1 
else_jump @CASINO4_7170 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_7170 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_7148 
0633: AS_actor 79@ exit_car 

:CASINO4_7148
0187: 76@ = create_marker_above_actor 79@ 
07E0: set_marker 76@ type_to 1 
128@ = 0 

:CASINO4_7170
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_7227 
062E: get_actor 79@ task 1587 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 1 // == constant 
84A4:   not  98@ == 0 // == constant 
else_jump @CASINO4_7227 
0633: AS_actor 79@ exit_car 

:CASINO4_7227
138@ = 0 
139@ = 0 
143@ = 0 

:CASINO4_7248
if 
  129@ > 0 
else_jump @CASINO4_7350 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_7350 
if 
  143@ > 1 
else_jump @CASINO4_7350 
0687: clear_actor 80@ task 
0687: clear_actor 79@ task 
282@ = 0 
283@ = 0 
284@ = 0 
285@ = 0 
129@ = 0 

:CASINO4_7350
if 
  129@ == 0 
else_jump @CASINO4_8657 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_8650 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_8008 
if 
  127@ == 0 
else_jump @CASINO4_7922 
if 
0106:   actor $PLAYER_ACTOR near_actor 80@ radius 8.0 8.0 5.0 0 in_car 
else_jump @CASINO4_7874 
if 
  143@ > 0 
else_jump @CASINO4_7630 
if 
8119:   not car 85@ wrecked 
else_jump @CASINO4_7623 
if 
0448:   actor 80@ in_car 85@ 
else_jump @CASINO4_7533 
0164: disable_marker 75@ 
143@ -= 1 
127@ = 1 
jump @CASINO4_7623 

:CASINO4_7533
if 
  138@ == 0 
else_jump @CASINO4_7577 
05CA: AS_actor 80@ enter_car 85@ passenger_seat -1 time -2 
138@ = 1 
jump @CASINO4_7623 

:CASINO4_7577
062E: get_actor 80@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_7623 
0687: clear_actor 80@ task 
05CA: AS_actor 80@ enter_car 85@ passenger_seat -1 time -2 

:CASINO4_7623
jump @CASINO4_7867 

:CASINO4_7630
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_7867 
if 
  128@ == 1 
else_jump @CASINO4_7867 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_7702 
0187: 76@ = create_marker_above_actor 79@ 
07E0: set_marker 76@ type_to 1 
128@ = 0 

:CASINO4_7702
if 
  129@ == 0 
else_jump @CASINO4_7867 
0615: define_AS_pack_begin 97@ 
05D9: AS_actor -1 run_to_actor 79@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 79@ 
0616: define_AS_pack_end 97@ 
0618: assign_actor 80@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
0615: define_AS_pack_begin 97@ 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_7789 
0633: AS_actor -1 exit_car 

:CASINO4_7789
05D9: AS_actor -1 run_to_actor 80@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 80@ 
0616: define_AS_pack_end 97@ 
0618: assign_actor 79@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
290@ = 1 
140@ = 6 
129@ = 1 

:CASINO4_7867
jump @CASINO4_7915 

:CASINO4_7874
062E: get_actor 80@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 1 // == constant 
else_jump @CASINO4_7908 
0687: clear_actor 80@ task 

:CASINO4_7908
138@ = 0 

:CASINO4_7915
jump @CASINO4_8008 

:CASINO4_7922
if 
8106:   not actor $PLAYER_ACTOR near_actor 80@ radius 10.0 10.0 5.0 0 in_car 
else_jump @CASINO4_8008 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_7979 
0633: AS_actor 80@ exit_car 

:CASINO4_7979
0187: 75@ = create_marker_above_actor 80@ 
07E0: set_marker 75@ type_to 1 
138@ = 0 
127@ = 0 

:CASINO4_8008
if 
  129@ == 0 
else_jump @CASINO4_8650 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_8650 
if 
  128@ == 0 
else_jump @CASINO4_8564 
if 
0106:   actor $PLAYER_ACTOR near_actor 79@ radius 8.0 8.0 5.0 0 in_car 
else_jump @CASINO4_8516 
if 
  143@ > 0 
else_jump @CASINO4_8272 
if 
8119:   not car 85@ wrecked 
else_jump @CASINO4_8265 
if 
0448:   actor 79@ in_car 85@ 
else_jump @CASINO4_8175 
0164: disable_marker 76@ 
143@ -= 1 
128@ = 1 
jump @CASINO4_8265 

:CASINO4_8175
if 
  139@ == 0 
else_jump @CASINO4_8219 
05CA: AS_actor 79@ enter_car 85@ passenger_seat -1 time -2 
139@ = 1 
jump @CASINO4_8265 

:CASINO4_8219
062E: get_actor 79@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_8265 
0687: clear_actor 79@ task 
05CA: AS_actor 79@ enter_car 85@ passenger_seat -1 time -2 

:CASINO4_8265
jump @CASINO4_8509 

:CASINO4_8272
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @CASINO4_8509 
if 
  127@ == 1 
else_jump @CASINO4_8509 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_8344 
0187: 75@ = create_marker_above_actor 80@ 
07E0: set_marker 75@ type_to 1 
127@ = 0 

:CASINO4_8344
if 
  129@ == 0 
else_jump @CASINO4_8509 
0615: define_AS_pack_begin 97@ 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_8387 
0633: AS_actor -1 exit_car 

:CASINO4_8387
05D9: AS_actor -1 run_to_actor 79@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 79@ 
0616: define_AS_pack_end 97@ 
0618: assign_actor 80@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
0615: define_AS_pack_begin 97@ 
05D9: AS_actor -1 run_to_actor 80@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 80@ 
0616: define_AS_pack_end 97@ 
0618: assign_actor 79@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
290@ = 2 
140@ = 6 
129@ = 1 

:CASINO4_8509
jump @CASINO4_8557 

:CASINO4_8516
062E: get_actor 79@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 1 // == constant 
else_jump @CASINO4_8557 
0687: clear_actor 79@ task 
139@ = 0 

:CASINO4_8557
jump @CASINO4_8650 

:CASINO4_8564
if 
8106:   not actor $PLAYER_ACTOR near_actor 79@ radius 10.0 10.0 5.0 0 in_car 
else_jump @CASINO4_8650 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_8621 
0633: AS_actor 79@ exit_car 

:CASINO4_8621
0187: 76@ = create_marker_above_actor 79@ 
07E0: set_marker 76@ type_to 1 
139@ = 0 
128@ = 0 

:CASINO4_8650
jump @CASINO4_10234 

:CASINO4_8657
if 
  129@ == 1 
else_jump @CASINO4_8826 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_8819 
062E: get_actor 79@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_8819 
062E: get_actor 80@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_8819 
04C4: store_coords_to 48@ 49@ 50@ from_actor 79@ with_offset 0.0 1.5 0.0 
07CD: AS_actor 80@ walk_to 48@ 49@ 50@ stop_with_angle 51@ within_radius 0.5 
gosub @CASINO4_38656 
129@ = 2 

:CASINO4_8819
jump @CASINO4_10234 

:CASINO4_8826
if 
  129@ == 2 
else_jump @CASINO4_10234 
if 
   not 260@ == 0 
else_jump @CASINO4_9183 
if 
  263@ == 0 
else_jump @CASINO4_8908 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_8901 
040D: unload_wav 262@ 

:CASINO4_8901
263@ = 1 

:CASINO4_8908
if 
  263@ == 1 
else_jump @CASINO4_8945 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_8945
if 
  263@ == 2 
else_jump @CASINO4_9005 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_9005 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_9005
if 
  263@ == 3 
else_jump @CASINO4_9183 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_9122 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_9087 
261@ = 2 
262@ = 1 
jump @CASINO4_9101 

:CASINO4_9087
261@ = 1 
262@ = 2 

:CASINO4_9101
260@ = 0 
263@ = 0 
jump @CASINO4_9183 

:CASINO4_9122
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_9183 
if 
  110 > 260@ 
else_jump @CASINO4_9183 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_9183
if 
  290@ == 1 
else_jump @CASINO4_9754 
if 
  283@ == 0 
else_jump @CASINO4_9747 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_9747 
0871: init_jump_table 282@ total_jumps 5 default_jump 1 @CASINO4_9675 jumps 0 @CASINO4_9295 1 @CASINO4_9339 2 @CASINO4_9423 3 @CASINO4_9507 4 @CASINO4_9591 -1 @CASINO4_9747 -1 @CASINO4_9747 

:CASINO4_9295
if 
  263@ == 0 
else_jump @CASINO4_9332 
260@ = 9 
282@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_9332
jump @CASINO4_9747 

:CASINO4_9339
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9416 
if 
  263@ == 0 
else_jump @CASINO4_9416 
260@ = 10 
282@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_9416
jump @CASINO4_9747 

:CASINO4_9423
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9500 
if 
  263@ == 0 
else_jump @CASINO4_9500 
260@ = 11 
282@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_9500
jump @CASINO4_9747 

:CASINO4_9507
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9584 
if 
  263@ == 0 
else_jump @CASINO4_9584 
260@ = 12 
282@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_9584
jump @CASINO4_9747 

:CASINO4_9591
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9668 
if 
  263@ == 0 
else_jump @CASINO4_9668 
260@ = 19 
282@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_9668
jump @CASINO4_9747 

:CASINO4_9675
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9740 
if 
  263@ == 0 
else_jump @CASINO4_9740 
283@ = 1 

:CASINO4_9740
jump @CASINO4_9747 

:CASINO4_9747
jump @CASINO4_10234 

:CASINO4_9754
if 
  290@ == 2 
else_jump @CASINO4_10234 
if 
  285@ == 0 
else_jump @CASINO4_10234 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10234 
0871: init_jump_table 284@ total_jumps 4 default_jump 1 @CASINO4_10162 jumps 0 @CASINO4_9866 1 @CASINO4_9910 2 @CASINO4_9994 3 @CASINO4_10078 -1 @CASINO4_10234 -1 @CASINO4_10234 -1 @CASINO4_10234 

:CASINO4_9866
if 
  263@ == 0 
else_jump @CASINO4_9903 
260@ = 13 
284@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_9903
jump @CASINO4_10234 

:CASINO4_9910
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_9987 
if 
  263@ == 0 
else_jump @CASINO4_9987 
260@ = 14 
284@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_9987
jump @CASINO4_10234 

:CASINO4_9994
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_10071 
if 
  263@ == 0 
else_jump @CASINO4_10071 
260@ = 15 
284@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_10071
jump @CASINO4_10234 

:CASINO4_10078
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_10155 
if 
  263@ == 0 
else_jump @CASINO4_10155 
260@ = 16 
284@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_10155
jump @CASINO4_10234 

:CASINO4_10162
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_10227 
if 
  263@ == 0 
else_jump @CASINO4_10227 
285@ = 1 

:CASINO4_10227
jump @CASINO4_10234 

:CASINO4_10234
if or
0118:   actor 80@ dead 
0118:   actor 79@ dead 
else_jump @CASINO4_10363 
00BE: text_clear_all 
if and
0118:   actor 79@ dead 
0118:   actor 80@ dead 
else_jump @CASINO4_10301 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
jump @CASINO4_10356 

:CASINO4_10301
if 
0118:   actor 79@ dead 
else_jump @CASINO4_10340 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
jump @CASINO4_10356 

:CASINO4_10340
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_10356
jump @CASINO4_45880 

:CASINO4_10363
if 
  129@ == 0 
else_jump @CASINO4_11057 
if and
  127@ == 0 
  128@ == 0 
else_jump @CASINO4_10609 
if 
  143@ > 1 
else_jump @CASINO4_10518 
if 
   not 140@ == 0 
else_jump @CASINO4_10511 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10511 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
140@ = 0 

:CASINO4_10511
jump @CASINO4_10609 

:CASINO4_10518
if 
   not 140@ == 1 
else_jump @CASINO4_10609 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10609 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
140@ = 1 
0A6F: checkpoint_save 99 

:CASINO4_10609
if and
  127@ == 1 
  128@ == 0 
else_jump @CASINO4_10833 
if 
  143@ > 0 
else_jump @CASINO4_10746 
if 
   not 140@ == 2 
else_jump @CASINO4_10739 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10739 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
140@ = 2 

:CASINO4_10739
jump @CASINO4_10833 

:CASINO4_10746
if 
   not 140@ == 3 
else_jump @CASINO4_10833 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10833 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
140@ = 3 

:CASINO4_10833
if and
  127@ == 0 
  128@ == 1 
else_jump @CASINO4_11057 
if 
  143@ > 0 
else_jump @CASINO4_10970 
if 
   not 140@ == 4 
else_jump @CASINO4_10963 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_10963 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
140@ = 4 

:CASINO4_10963
jump @CASINO4_11057 

:CASINO4_10970
if 
   not 140@ == 5 
else_jump @CASINO4_11057 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_11057 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
140@ = 5 

:CASINO4_11057
if 
  134@ == 0 
else_jump @CASINO4_18480 
if 
  137@ == 1 
else_jump @CASINO4_18289 
if 
  40@ > 30000 
else_jump @CASINO4_18282 
if 
   not 260@ == 0 
else_jump @CASINO4_11505 
if 
  263@ == 0 
else_jump @CASINO4_11176 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_11169 
040D: unload_wav 262@ 

:CASINO4_11169
263@ = 1 

:CASINO4_11176
if 
  263@ == 1 
else_jump @CASINO4_11213 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_11213
if 
  263@ == 2 
else_jump @CASINO4_11327 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_11327 
03D1: play_wav 261@ 
if 
   not 260@ == 65 
else_jump @CASINO4_11320 
if 
   not 260@ == 67 
else_jump @CASINO4_11320 
if 
   not 260@ == 78 
else_jump @CASINO4_11320 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 

:CASINO4_11320
263@ = 3 

:CASINO4_11327
if 
  263@ == 3 
else_jump @CASINO4_11505 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_11444 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_11409 
261@ = 2 
262@ = 1 
jump @CASINO4_11423 

:CASINO4_11409
261@ = 1 
262@ = 2 

:CASINO4_11423
260@ = 0 
263@ = 0 
jump @CASINO4_11505 

:CASINO4_11444
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_11505 
if 
  110 > 260@ 
else_jump @CASINO4_11505 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_11505
if 
   not 295@ == 0 
else_jump @CASINO4_11739 
if 
  296@ == 0 
else_jump @CASINO4_11567 
if 
03D0:   wav 3 loaded 
else_jump @CASINO4_11560 
040D: unload_wav 3 

:CASINO4_11560
296@ = 1 

:CASINO4_11567
if 
  296@ == 1 
else_jump @CASINO4_11603 
03CF: load_wav 293@(295@,2i) as 3 
296@ = 2 

:CASINO4_11603
if 
  296@ == 2 
else_jump @CASINO4_11688 
if 
03D0:   wav 3 loaded 
else_jump @CASINO4_11688 
if 
  295@ == 1 
else_jump @CASINO4_11677 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_11677 
0949: link_wav 3 to_actor 79@ 

:CASINO4_11677
03D1: play_wav 3 
296@ = 3 

:CASINO4_11688
if 
  296@ == 3 
else_jump @CASINO4_11739 
if 
03D2:   wav 3 ended 
else_jump @CASINO4_11739 
040D: unload_wav 3 
295@ = 0 
296@ = 0 

:CASINO4_11739
if 
  5 > 130@ 
else_jump @CASINO4_15680 
if and
8118:   not actor 80@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_15673 
if 
  130@ == 0 
else_jump @CASINO4_12709 
if 
  271@ == 1 
else_jump @CASINO4_12702 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_12702 
0871: init_jump_table 288@ total_jumps 8 default_jump 1 @CASINO4_12601 jumps 0 @CASINO4_11955 1 @CASINO4_12013 2 @CASINO4_12097 3 @CASINO4_12181 4 @CASINO4_12265 5 @CASINO4_12349 6 @CASINO4_12433 
0872: jump_table_jumps 7 @CASINO4_12517 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 -1 @CASINO4_12702 

:CASINO4_11955
0A09: set_actor 80@ muted 1 // versionB 
0A09: set_actor 79@ muted 1 // versionB 
if 
  263@ == 0 
else_jump @CASINO4_12006 
260@ = 62 
288@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_12006
jump @CASINO4_12702 

:CASINO4_12013
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12090 
if 
  263@ == 0 
else_jump @CASINO4_12090 
260@ = 63 
288@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_12090
jump @CASINO4_12702 

:CASINO4_12097
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12174 
if 
  263@ == 0 
else_jump @CASINO4_12174 
260@ = 64 
288@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_12174
jump @CASINO4_12702 

:CASINO4_12181
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12258 
if 
  263@ == 0 
else_jump @CASINO4_12258 
260@ = 65 
288@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_12258
jump @CASINO4_12702 

:CASINO4_12265
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12342 
if 
  263@ == 0 
else_jump @CASINO4_12342 
260@ = 66 
288@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_12342
jump @CASINO4_12702 

:CASINO4_12349
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12426 
if 
  263@ == 0 
else_jump @CASINO4_12426 
260@ = 67 
288@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_12426
jump @CASINO4_12702 

:CASINO4_12433
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12510 
if 
  263@ == 0 
else_jump @CASINO4_12510 
260@ = 68 
288@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_12510
jump @CASINO4_12702 

:CASINO4_12517
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12594 
if 
  263@ == 0 
else_jump @CASINO4_12594 
260@ = 69 
288@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_12594
jump @CASINO4_12702 

:CASINO4_12601
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12695 
if 
  263@ == 0 
else_jump @CASINO4_12695 
140@ = 99 
04ED: load_animation "FOOD" 
41@ = 0 
288@ = 0 
130@ = 1 

:CASINO4_12695
jump @CASINO4_12702 

:CASINO4_12702
jump @CASINO4_15673 

:CASINO4_12709
if 
  130@ == 1 
else_jump @CASINO4_14111 
if 
  41@ > 5000 
else_jump @CASINO4_13943 
0871: init_jump_table 288@ total_jumps 12 default_jump 1 @CASINO4_13842 jumps 0 @CASINO4_12874 1 @CASINO4_12918 2 @CASINO4_13002 3 @CASINO4_13086 4 @CASINO4_13170 5 @CASINO4_13254 6 @CASINO4_13338 
0872: jump_table_jumps 7 @CASINO4_13422 8 @CASINO4_13506 9 @CASINO4_13590 10 @CASINO4_13674 11 @CASINO4_13758 -1 @CASINO4_13936 -1 @CASINO4_13936 -1 @CASINO4_13936 -1 @CASINO4_13936 

:CASINO4_12874
if 
  263@ == 0 
else_jump @CASINO4_12911 
260@ = 70 
288@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_12911
jump @CASINO4_13936 

:CASINO4_12918
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_12995 
if 
  263@ == 0 
else_jump @CASINO4_12995 
260@ = 71 
288@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_12995
jump @CASINO4_13936 

:CASINO4_13002
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13079 
if 
  263@ == 0 
else_jump @CASINO4_13079 
260@ = 72 
288@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_13079
jump @CASINO4_13936 

:CASINO4_13086
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13163 
if 
  263@ == 0 
else_jump @CASINO4_13163 
260@ = 73 
288@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_13163
jump @CASINO4_13936 

:CASINO4_13170
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13247 
if 
  263@ == 0 
else_jump @CASINO4_13247 
260@ = 74 
288@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_13247
jump @CASINO4_13936 

:CASINO4_13254
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13331 
if 
  263@ == 0 
else_jump @CASINO4_13331 
260@ = 75 
288@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_13331
jump @CASINO4_13936 

:CASINO4_13338
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13415 
if 
  263@ == 0 
else_jump @CASINO4_13415 
260@ = 76 
288@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_13415
jump @CASINO4_13936 

:CASINO4_13422
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13499 
if 
  263@ == 0 
else_jump @CASINO4_13499 
260@ = 77 
288@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_13499
jump @CASINO4_13936 

:CASINO4_13506
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13583 
if 
  263@ == 0 
else_jump @CASINO4_13583 
260@ = 78 
288@ = 9 
01BD: 268@ = current_time_in_ms 

:CASINO4_13583
jump @CASINO4_13936 

:CASINO4_13590
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13667 
if 
  263@ == 0 
else_jump @CASINO4_13667 
260@ = 79 
288@ = 10 
01BD: 268@ = current_time_in_ms 

:CASINO4_13667
jump @CASINO4_13936 

:CASINO4_13674
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13751 
if 
  263@ == 0 
else_jump @CASINO4_13751 
260@ = 80 
288@ = 11 
01BD: 268@ = current_time_in_ms 

:CASINO4_13751
jump @CASINO4_13936 

:CASINO4_13758
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13835 
if 
  263@ == 0 
else_jump @CASINO4_13835 
260@ = 81 
288@ = 12 
01BD: 268@ = current_time_in_ms 

:CASINO4_13835
jump @CASINO4_13936 

:CASINO4_13842
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_13929 
if 
  263@ == 0 
else_jump @CASINO4_13929 
40@ = 0 
132@ = 0 
136@ = 1 
130@ = 9999 

:CASINO4_13929
jump @CASINO4_13936 

:CASINO4_13936
jump @CASINO4_14104 

:CASINO4_13943
if and
04EE:   animation "FOOD" loaded 
01C1:   car 85@ stopped 
else_jump @CASINO4_14104 
0407: store_coords_to 103@ 104@ 105@ from_car 85@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 97@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 103@ 104@ 105@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 85@ passenger_seat -1 time -2 
0616: define_AS_pack_end 97@ 
0618: assign_actor 80@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
130@ = 2 
132@ = 1 

:CASINO4_14104
jump @CASINO4_15673 

:CASINO4_14111
if 
   not 130@ == 3 
else_jump @CASINO4_14979 
if 
  3 > 130@ 
else_jump @CASINO4_14979 
0871: init_jump_table 288@ total_jumps 8 default_jump 1 @CASINO4_14907 jumps 0 @CASINO4_14275 1 @CASINO4_14319 2 @CASINO4_14403 3 @CASINO4_14487 4 @CASINO4_14571 5 @CASINO4_14655 6 @CASINO4_14739 
0872: jump_table_jumps 7 @CASINO4_14823 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 -1 @CASINO4_14979 

:CASINO4_14275
if 
  263@ == 0 
else_jump @CASINO4_14312 
260@ = 70 
288@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_14312
jump @CASINO4_14979 

:CASINO4_14319
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14396 
if 
  263@ == 0 
else_jump @CASINO4_14396 
260@ = 71 
288@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_14396
jump @CASINO4_14979 

:CASINO4_14403
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14480 
if 
  263@ == 0 
else_jump @CASINO4_14480 
260@ = 72 
288@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_14480
jump @CASINO4_14979 

:CASINO4_14487
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14564 
if 
  263@ == 0 
else_jump @CASINO4_14564 
260@ = 73 
288@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_14564
jump @CASINO4_14979 

:CASINO4_14571
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14648 
if 
  263@ == 0 
else_jump @CASINO4_14648 
260@ = 74 
288@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_14648
jump @CASINO4_14979 

:CASINO4_14655
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14732 
if 
  263@ == 0 
else_jump @CASINO4_14732 
260@ = 75 
288@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_14732
jump @CASINO4_14979 

:CASINO4_14739
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14816 
if 
  263@ == 0 
else_jump @CASINO4_14816 
260@ = 76 
288@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_14816
jump @CASINO4_14979 

:CASINO4_14823
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14900 
if 
  263@ == 0 
else_jump @CASINO4_14900 
260@ = 77 
288@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_14900
jump @CASINO4_14979 

:CASINO4_14907
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_14972 
if 
  263@ == 0 
else_jump @CASINO4_14972 
289@ = 1 

:CASINO4_14972
jump @CASINO4_14979 

:CASINO4_14979
if 
  130@ == 2 
else_jump @CASINO4_15201 
062E: get_actor 80@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_15069 
04EF: release_animation "FOOD" 
130@ = 5 
136@ = 1 
132@ = 0 
40@ = 0 
jump @CASINO4_15194 

:CASINO4_15069
if 
0611:   actor 80@ performing_animation "EAT_VOMIT_P" 
else_jump @CASINO4_15194 
04C4: store_coords_to 103@ 104@ 105@ from_actor 80@ with_offset 0.355 -0.116 0.048 
0613: 102@ = actor 80@ animation "EAT_VOMIT_P" time 
064B: 144@ = create_particle "PUKE" at 103@ 104@ 105@ type 1 
142@ = 0 
102@ = 0.0 
130@ = 3 

:CASINO4_15194
jump @CASINO4_15673 

:CASINO4_15201
if 
  130@ == 3 
else_jump @CASINO4_15573 
062E: get_actor 80@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_15319 
04EF: release_animation "FOOD" 
130@ = 5 
136@ = 1 
132@ = 0 
if 
  142@ == 1 
else_jump @CASINO4_15312 
064E: stop_particle 144@ 
0650: destroy_particle 144@ 
142@ = 0 

:CASINO4_15312
40@ = 0 

:CASINO4_15319
if 
   not 102@ == 1.0 
else_jump @CASINO4_15528 
if 
  142@ == 0 
else_jump @CASINO4_15421 
if 
  102@ >= 0.42 
else_jump @CASINO4_15421 
064C: make_particle 144@ visible 
if 
  263@ == 0 
else_jump @CASINO4_15414 
260@ = 78 
01BD: 268@ = current_time_in_ms 

:CASINO4_15414
142@ = 1 

:CASINO4_15421
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_15511 
if 
0611:   actor 80@ performing_animation "EAT_VOMIT_P" 
else_jump @CASINO4_15494 
0613: 102@ = actor 80@ animation "EAT_VOMIT_P" time 
jump @CASINO4_15504 

:CASINO4_15494
102@ = 1.0 

:CASINO4_15504
jump @CASINO4_15521 

:CASINO4_15511
102@ = 1.0 

:CASINO4_15521
jump @CASINO4_15566 

:CASINO4_15528
064E: stop_particle 144@ 
0650: destroy_particle 144@ 
40@ = 0 
142@ = 0 
132@ = 0 
130@ = 4 

:CASINO4_15566
jump @CASINO4_15673 

:CASINO4_15573
062E: get_actor 80@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_15673 
04EF: release_animation "FOOD" 
130@ = 5 
136@ = 1 
132@ = 0 
40@ = 0 
if 
  142@ == 1 
else_jump @CASINO4_15673 
064E: stop_particle 144@ 
0650: destroy_particle 144@ 
142@ = 0 

:CASINO4_15673
jump @CASINO4_18282 

:CASINO4_15680
if 
  5 > 131@ 
else_jump @CASINO4_18226 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_18219 
if 
  131@ == 0 
else_jump @CASINO4_16326 
if 
  273@ == 1 
else_jump @CASINO4_16312 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_16312 
0871: init_jump_table 286@ total_jumps 5 default_jump 1 @CASINO4_16211 jumps 0 @CASINO4_15831 1 @CASINO4_15875 2 @CASINO4_15959 3 @CASINO4_16043 4 @CASINO4_16127 -1 @CASINO4_16312 -1 @CASINO4_16312 

:CASINO4_15831
if 
  263@ == 0 
else_jump @CASINO4_15868 
260@ = 50 
286@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_15868
jump @CASINO4_16312 

:CASINO4_15875
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_15952 
if 
  263@ == 0 
else_jump @CASINO4_15952 
260@ = 51 
286@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_15952
jump @CASINO4_16312 

:CASINO4_15959
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16036 
if 
  263@ == 0 
else_jump @CASINO4_16036 
260@ = 52 
286@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_16036
jump @CASINO4_16312 

:CASINO4_16043
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16120 
if 
  263@ == 0 
else_jump @CASINO4_16120 
260@ = 53 
286@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_16120
jump @CASINO4_16312 

:CASINO4_16127
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16204 
if 
  263@ == 0 
else_jump @CASINO4_16204 
260@ = 54 
286@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_16204
jump @CASINO4_16312 

:CASINO4_16211
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16305 
if 
  263@ == 0 
else_jump @CASINO4_16305 
140@ = 99 
04ED: load_animation "FOOD" 
41@ = 0 
286@ = 0 
131@ = 1 

:CASINO4_16305
jump @CASINO4_16312 

:CASINO4_16312
287@ = 0 
jump @CASINO4_18219 

:CASINO4_16326
if 
  131@ == 1 
else_jump @CASINO4_17280 
if 
  41@ > 5000 
else_jump @CASINO4_17029 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_17022 
0871: init_jump_table 286@ total_jumps 6 default_jump 1 @CASINO4_16910 jumps 0 @CASINO4_16439 1 @CASINO4_16483 2 @CASINO4_16567 3 @CASINO4_16658 4 @CASINO4_16742 5 @CASINO4_16826 -1 @CASINO4_17022 

:CASINO4_16439
if 
  263@ == 0 
else_jump @CASINO4_16476 
260@ = 55 
286@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_16476
jump @CASINO4_17022 

:CASINO4_16483
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16560 
if 
  263@ == 0 
else_jump @CASINO4_16560 
260@ = 56 
286@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_16560
jump @CASINO4_17022 

:CASINO4_16567
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16651 
if 
  263@ == 0 
else_jump @CASINO4_16651 
260@ = 57 
286@ = 5 
295@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_16651
jump @CASINO4_17022 

:CASINO4_16658
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16735 
if 
  263@ == 0 
else_jump @CASINO4_16735 
260@ = 58 
286@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_16735
jump @CASINO4_17022 

:CASINO4_16742
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16819 
if 
  263@ == 0 
else_jump @CASINO4_16819 
260@ = 58 
286@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_16819
jump @CASINO4_17022 

:CASINO4_16826
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_16903 
if 
  263@ == 0 
else_jump @CASINO4_16903 
260@ = 59 
286@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_16903
jump @CASINO4_17022 

:CASINO4_16910
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_17015 
if 
  263@ == 0 
else_jump @CASINO4_17015 
140@ = 99 
40@ = 0 
040D: unload_wav 3 
295@ = 0 
296@ = 0 
133@ = 0 
131@ = 9999 

:CASINO4_17015
jump @CASINO4_17022 

:CASINO4_17022
jump @CASINO4_17273 

:CASINO4_17029
if and
04EE:   animation "PAULNMAC" loaded 
01C1:   car 85@ stopped 
else_jump @CASINO4_17273 
0407: store_coords_to 103@ 104@ 105@ from_car 85@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 97@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 103@ 104@ 105@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 85@ passenger_seat -1 time -2 
0616: define_AS_pack_end 97@ 
0618: assign_actor 79@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
131@ = 2 
133@ = 1 

:CASINO4_17273
jump @CASINO4_18219 

:CASINO4_17280
if 
  131@ == 2 
else_jump @CASINO4_17588 
062E: get_actor 79@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_17348 
131@ = 5 
133@ = 0 
jump @CASINO4_17581 

:CASINO4_17348
if 
04A4:   98@ == 1 // == constant 
else_jump @CASINO4_17431 
0646: unknown_get_actor 79@ task_1560_status_store_to 98@ // similar to 062E 
if 
  98@ > 4 
else_jump @CASINO4_17431 
if 
  141@ == 1 
else_jump @CASINO4_17431 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_17431
if 
0611:   actor 79@ performing_animation "PISS_IN" 
else_jump @CASINO4_17581 
04C4: store_coords_to 103@ 104@ 105@ from_actor 79@ with_offset 0.0 0.0 -0.2 
0613: 102@ = actor 79@ animation "PISS_IN" time 
066A: 145@ = attach_particle "PETROLCAN" to_actor 79@ with_offset 0.0 0.116 0.048 rotation 103@ 104@ 105@ type 1 
0883: attach_particle 145@ to_actor 79@ mode 1 
102@ = 0.0 
131@ = 3 
141@ = 0 

:CASINO4_17581
jump @CASINO4_18219 

:CASINO4_17588
if 
  131@ == 3 
else_jump @CASINO4_17943 
062E: get_actor 79@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_17695 
131@ = 5 
133@ = 0 
if 
  141@ == 1 
else_jump @CASINO4_17688 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_17688
jump @CASINO4_17778 

:CASINO4_17695
if 
04A4:   98@ == 1 // == constant 
else_jump @CASINO4_17778 
0646: unknown_get_actor 79@ task_1560_status_store_to 98@ // similar to 062E 
if 
  98@ > 4 
else_jump @CASINO4_17778 
if 
  141@ == 1 
else_jump @CASINO4_17778 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_17778
if 
0611:   actor 79@ performing_animation "PISS_IN" 
else_jump @CASINO4_17936 
0613: 102@ = actor 79@ animation "PISS_IN" time 
if 
   not 102@ == 1.0 
else_jump @CASINO4_17936 
if 
  141@ == 0 
else_jump @CASINO4_17936 
if 
  102@ >= 0.6 
else_jump @CASINO4_17936 
if 
  263@ == 0 
else_jump @CASINO4_17910 
260@ = 60 
01BD: 268@ = current_time_in_ms 

:CASINO4_17910
064C: make_particle 145@ visible 
295@ = 1 
141@ = 1 
131@ = 4 

:CASINO4_17936
jump @CASINO4_18219 

:CASINO4_17943
062E: get_actor 79@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_18032 
131@ = 5 
133@ = 0 
if 
  141@ == 1 
else_jump @CASINO4_18025 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_18025
jump @CASINO4_18115 

:CASINO4_18032
if 
04A4:   98@ == 1 // == constant 
else_jump @CASINO4_18115 
0646: unknown_get_actor 79@ task_1560_status_store_to 98@ // similar to 062E 
if 
  98@ > 4 
else_jump @CASINO4_18115 
if 
  141@ == 1 
else_jump @CASINO4_18115 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_18115
if 
0611:   actor 79@ performing_animation "PISS_OUT" 
else_jump @CASINO4_18219 
0613: 102@ = actor 79@ animation "PISS_OUT" time 
if 
  141@ == 1 
else_jump @CASINO4_18219 
if 
  102@ >= 0.42 
else_jump @CASINO4_18219 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
141@ = 0 

:CASINO4_18219
jump @CASINO4_18282 

:CASINO4_18226
133@ = 0 
134@ = 1 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_18282 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor 80@ muted 0 // versionB 
0A09: set_actor 79@ muted 0 // versionB 

:CASINO4_18282
jump @CASINO4_18473 

:CASINO4_18289
if 
  133@ == 1 
else_jump @CASINO4_18377 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_18335 
0687: clear_actor 79@ task 
0A09: set_actor 79@ muted 0 // versionB 

:CASINO4_18335
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
040D: unload_wav 3 
131@ = 5 
133@ = 0 
141@ = 0 
134@ = 1 

:CASINO4_18377
if 
  132@ == 1 
else_jump @CASINO4_18473 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_18423 
0687: clear_actor 80@ task 
0A09: set_actor 80@ muted 0 // versionB 

:CASINO4_18423
064E: stop_particle 144@ 
0650: destroy_particle 144@ 
040D: unload_wav 3 
04EF: release_animation "FOOD" 
130@ = 5 
136@ = 1 
132@ = 0 
142@ = 0 

:CASINO4_18473
jump @CASINO4_18550 

:CASINO4_18480
if 
  141@ == 1 
else_jump @CASINO4_18515 
064E: stop_particle 145@ 
0650: destroy_particle 145@ 
141@ = 0 

:CASINO4_18515
if 
  142@ == 1 
else_jump @CASINO4_18550 
064E: stop_particle 144@ 
0650: destroy_particle 144@ 
142@ = 0 

:CASINO4_18550
if and
  128@ == 1 
  127@ == 1 
else_jump @CASINO4_18751 
137@ = 1 
if 
  60@ == 0 
else_jump @CASINO4_18744 
if and
  132@ == 0 
  133@ == 0 
else_jump @CASINO4_18744 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_18744 
if and
0448:   actor 80@ in_car 85@ 
0448:   actor 79@ in_car 85@ 
else_jump @CASINO4_18744 
40@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_16' time 8000 flag 1  // Take Paul and Maccer to the ~y~snake farm.
018A: 78@ = create_checkpoint_at -24.0 2331.0 24.0 
60@ = 1 
280@ = 0 
281@ = 0 

:CASINO4_18744
jump @CASINO4_20456 

:CASINO4_18751
137@ = 0 
if 
  60@ == 1 
else_jump @CASINO4_18788 
0164: disable_marker 78@ 
60@ = 0 

:CASINO4_18788
if 
  280@ == 0 
else_jump @CASINO4_19170 
if 
   not 260@ == 0 
else_jump @CASINO4_19170 
if 
  263@ == 0 
else_jump @CASINO4_18870 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_18863 
040D: unload_wav 262@ 

:CASINO4_18863
263@ = 1 

:CASINO4_18870
if 
  263@ == 1 
else_jump @CASINO4_18907 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_18907
if 
  263@ == 2 
else_jump @CASINO4_18992 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_18992 
03D1: play_wav 261@ 
if or
  260@ == 7 
  260@ == 8 
else_jump @CASINO4_18985 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 

:CASINO4_18985
263@ = 3 

:CASINO4_18992
if 
  263@ == 3 
else_jump @CASINO4_19170 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_19109 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_19074 
261@ = 2 
262@ = 1 
jump @CASINO4_19088 

:CASINO4_19074
261@ = 1 
262@ = 2 

:CASINO4_19088
260@ = 0 
263@ = 0 
jump @CASINO4_19170 

:CASINO4_19109
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_19170 
if 
  110 > 260@ 
else_jump @CASINO4_19170 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_19170
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_20456 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_20456 
if or
0104:   actor $PLAYER_ACTOR near_actor 80@ radius 10.0 10.0 5.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 79@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_20428 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_20025 
292@ = 0 
291@ = 1 
if 
  280@ == 0 
else_jump @CASINO4_20018 
if and
  128@ == 1 
  127@ == 0 
else_jump @CASINO4_19560 
if 
0104:   actor $PLAYER_ACTOR near_actor 80@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_19560 
0871: init_jump_table 281@ total_jumps 1 default_jump 1 @CASINO4_19481 jumps 0 @CASINO4_19437 -1 @CASINO4_19560 -1 @CASINO4_19560 -1 @CASINO4_19560 -1 @CASINO4_19560 -1 @CASINO4_19560 -1 @CASINO4_19560 

:CASINO4_19437
if 
  263@ == 0 
else_jump @CASINO4_19474 
260@ = 40 
281@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_19474
jump @CASINO4_19560 

:CASINO4_19481
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_19553 
if 
  263@ == 0 
else_jump @CASINO4_19553 
281@ = 0 
280@ = 1 

:CASINO4_19553
jump @CASINO4_19560 

:CASINO4_19560
if and
  128@ == 0 
  127@ == 1 
else_jump @CASINO4_19807 
if 
0104:   actor $PLAYER_ACTOR near_actor 79@ radius 10.0 10.0 5.0 sphere 0 
else_jump @CASINO4_19807 
0871: init_jump_table 281@ total_jumps 1 default_jump 1 @CASINO4_19728 jumps 0 @CASINO4_19684 -1 @CASINO4_19807 -1 @CASINO4_19807 -1 @CASINO4_19807 -1 @CASINO4_19807 -1 @CASINO4_19807 -1 @CASINO4_19807 

:CASINO4_19684
if 
  263@ == 0 
else_jump @CASINO4_19721 
260@ = 39 
281@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_19721
jump @CASINO4_19807 

:CASINO4_19728
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_19800 
if 
  263@ == 0 
else_jump @CASINO4_19800 
281@ = 0 
280@ = 1 

:CASINO4_19800
jump @CASINO4_19807 

:CASINO4_19807
if and
  128@ == 0 
  127@ == 0 
else_jump @CASINO4_20018 
0871: init_jump_table 281@ total_jumps 1 default_jump 1 @CASINO4_19939 jumps 0 @CASINO4_19895 -1 @CASINO4_20018 -1 @CASINO4_20018 -1 @CASINO4_20018 -1 @CASINO4_20018 -1 @CASINO4_20018 -1 @CASINO4_20018 

:CASINO4_19895
if 
  263@ == 0 
else_jump @CASINO4_19932 
260@ = 38 
281@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_19932
jump @CASINO4_20018 

:CASINO4_19939
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_20011 
if 
  263@ == 0 
else_jump @CASINO4_20011 
281@ = 0 
280@ = 1 

:CASINO4_20011
jump @CASINO4_20018 

:CASINO4_20018
jump @CASINO4_20421 

:CASINO4_20025
280@ = 0 
281@ = 0 
if 
  292@ == 0 
else_jump @CASINO4_20421 
0871: init_jump_table 291@ total_jumps 2 default_jump 1 @CASINO4_20311 jumps 0 @CASINO4_20120 1 @CASINO4_20193 -1 @CASINO4_20421 -1 @CASINO4_20421 -1 @CASINO4_20421 -1 @CASINO4_20421 -1 @CASINO4_20421 

:CASINO4_20120
if 
  263@ == 0 
else_jump @CASINO4_20186 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_20167 
0968: actor 79@ stop_mouth 
0967: actor 79@ move_mouth 3000 ms 

:CASINO4_20167
260@ = 7 
291@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_20186
jump @CASINO4_20421 

:CASINO4_20193
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_20304 
if 
  263@ == 0 
else_jump @CASINO4_20304 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_20285 
0968: actor 79@ stop_mouth 
0967: actor 80@ move_mouth 3000 ms 

:CASINO4_20285
260@ = 8 
291@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_20304
jump @CASINO4_20421 

:CASINO4_20311
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_20414 
if 
  263@ == 0 
else_jump @CASINO4_20414 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_20400 
0968: actor 79@ stop_mouth 
0968: actor 80@ stop_mouth 

:CASINO4_20400
291@ = 0 
292@ = 1 

:CASINO4_20414
jump @CASINO4_20421 

:CASINO4_20421
jump @CASINO4_20456 

:CASINO4_20428
280@ = 0 
281@ = 0 
292@ = 0 
291@ = 1 

:CASINO4_20456
if 
  60@ == 1 
else_jump @CASINO4_22524 
if and
  132@ == 0 
  133@ == 0 
else_jump @CASINO4_22494 
if 
  273@ == 0 
else_jump @CASINO4_22487 
if 
   not 260@ == 0 
else_jump @CASINO4_20856 
if 
  263@ == 0 
else_jump @CASINO4_20581 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_20574 
040D: unload_wav 262@ 

:CASINO4_20574
263@ = 1 

:CASINO4_20581
if 
  263@ == 1 
else_jump @CASINO4_20618 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_20618
if 
  263@ == 2 
else_jump @CASINO4_20678 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_20678 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_20678
if 
  263@ == 3 
else_jump @CASINO4_20856 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_20795 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_20760 
261@ = 2 
262@ = 1 
jump @CASINO4_20774 

:CASINO4_20760
261@ = 1 
262@ = 2 

:CASINO4_20774
260@ = 0 
263@ = 0 
jump @CASINO4_20856 

:CASINO4_20795
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_20856 
if 
  110 > 260@ 
else_jump @CASINO4_20856 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_20856
if 
  271@ == 0 
else_jump @CASINO4_21520 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_21513 
0871: init_jump_table 270@ total_jumps 5 default_jump 1 @CASINO4_21372 jumps 0 @CASINO4_20950 1 @CASINO4_21036 2 @CASINO4_21120 3 @CASINO4_21204 4 @CASINO4_21288 -1 @CASINO4_21513 -1 @CASINO4_21513 

:CASINO4_20950
if 
  263@ == 0 
else_jump @CASINO4_21029 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_21010 
0A09: set_actor 80@ muted 1 // versionB 
0A09: set_actor 79@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_21010
260@ = 20 
270@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_21029
jump @CASINO4_21513 

:CASINO4_21036
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21113 
if 
  263@ == 0 
else_jump @CASINO4_21113 
260@ = 21 
270@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_21113
jump @CASINO4_21513 

:CASINO4_21120
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21197 
if 
  263@ == 0 
else_jump @CASINO4_21197 
260@ = 22 
270@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_21197
jump @CASINO4_21513 

:CASINO4_21204
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21281 
if 
  263@ == 0 
else_jump @CASINO4_21281 
260@ = 23 
270@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_21281
jump @CASINO4_21513 

:CASINO4_21288
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21365 
if 
  263@ == 0 
else_jump @CASINO4_21365 
260@ = 24 
270@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_21365
jump @CASINO4_21513 

:CASINO4_21372
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21506 
if 
  263@ == 0 
else_jump @CASINO4_21506 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_21472 
0A09: set_actor 80@ muted 0 // versionB 
0A09: set_actor 79@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_21472
271@ = 1 
if 
  40@ > 25000 
else_jump @CASINO4_21506 
40@ = 25000 

:CASINO4_21506
jump @CASINO4_21513 

:CASINO4_21513
jump @CASINO4_22487 

:CASINO4_21520
if and
  273@ == 0 
  136@ == 1 
else_jump @CASINO4_22487 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_22487 
0871: init_jump_table 272@ total_jumps 8 default_jump 1 @CASINO4_22353 jumps 0 @CASINO4_21686 1 @CASINO4_21765 2 @CASINO4_21849 3 @CASINO4_21933 4 @CASINO4_22017 5 @CASINO4_22101 6 @CASINO4_22185 
0872: jump_table_jumps 7 @CASINO4_22269 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 -1 @CASINO4_22487 

:CASINO4_21686
if 
  263@ == 0 
else_jump @CASINO4_21758 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_21739 
0A09: set_actor 80@ muted 1 // versionB 
0A09: set_actor 79@ muted 1 // versionB 

:CASINO4_21739
260@ = 25 
272@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_21758
jump @CASINO4_22487 

:CASINO4_21765
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21842 
if 
  263@ == 0 
else_jump @CASINO4_21842 
260@ = 26 
272@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_21842
jump @CASINO4_22487 

:CASINO4_21849
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_21926 
if 
  263@ == 0 
else_jump @CASINO4_21926 
260@ = 27 
272@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_21926
jump @CASINO4_22487 

:CASINO4_21933
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22010 
if 
  263@ == 0 
else_jump @CASINO4_22010 
260@ = 28 
272@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_22010
jump @CASINO4_22487 

:CASINO4_22017
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22094 
if 
  263@ == 0 
else_jump @CASINO4_22094 
260@ = 29 
272@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_22094
jump @CASINO4_22487 

:CASINO4_22101
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22178 
if 
  263@ == 0 
else_jump @CASINO4_22178 
260@ = 30 
272@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_22178
jump @CASINO4_22487 

:CASINO4_22185
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22262 
if 
  263@ == 0 
else_jump @CASINO4_22262 
260@ = 31 
272@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_22262
jump @CASINO4_22487 

:CASINO4_22269
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22346 
if 
  263@ == 0 
else_jump @CASINO4_22346 
260@ = 32 
272@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_22346
jump @CASINO4_22487 

:CASINO4_22353
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_22480 
if 
  263@ == 0 
else_jump @CASINO4_22480 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_22446 
0A09: set_actor 80@ muted 0 // versionB 
0A09: set_actor 79@ muted 0 // versionB 

:CASINO4_22446
273@ = 1 
if 
  40@ > 25000 
else_jump @CASINO4_22480 
40@ = 25000 

:CASINO4_22480
jump @CASINO4_22487 

:CASINO4_22487
jump @CASINO4_22524 

:CASINO4_22494
if 
  60@ == 1 
else_jump @CASINO4_22524 
0164: disable_marker 78@ 
60@ = 0 

:CASINO4_22524
if and
  57@ == 1 
  68@ == 0 
else_jump @CASINO4_22742 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -32.0 2337.0 24.0 radius 100.0 100.0 20.0 
else_jump @CASINO4_22742 
0674: set_car_model 478 numberplate "__TIM___" 
00A5: 86@ = create_car 478 at -50.0 2358.0 24.0 
020A: set_car 86@ door_status_to 3 
03F5: set_car 86@ apply_damage_rules 0 
0175: set_car 86@ Z_angle_to 188.0 
0519: set_car 86@ locked 1 
0674: set_car_model 478 numberplate "_TAMMY__" 
00A5: 87@ = create_car 478 at -46.0 2355.0 24.0 
020A: set_car 87@ door_status_to 3 
0175: set_car 87@ Z_angle_to 188.0 
0519: set_car 87@ locked 1 
03F5: set_car 87@ apply_damage_rules 0 
68@ = 1 

:CASINO4_22742
if and
  60@ == 1 
  59@ == 0 
  57@ == 1 
else_jump @CASINO4_29678 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_29678 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 80@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 79@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
else_jump @CASINO4_29678 
0164: disable_marker 78@ 
00BE: text_clear_all 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at -24.0 2331.0 24.0 radius 50.0 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04ED: load_animation "SMOKING" 
0247: load_model 346 

:CASINO4_23055
if or
84EE:   not animation "SMOKING" loaded 
8248:   not model 346 available 
else_jump @CASINO4_23093 
wait 0 
jump @CASINO4_23055 

:CASINO4_23093
009A: 81@ = create_actor_pedtype 25 model 32 at -32.3702 2348.239 23.1328 
0173: set_actor 81@ Z_angle_to 180.1098 
0770: set_actor 81@ target_priority 1 
01B2: give_actor 81@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 81@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
009A: 82@ = create_actor_pedtype 25 model 34 at -34.288 2350.204 23.1328 
0173: set_actor 82@ Z_angle_to 177.5823 
0770: set_actor 82@ target_priority 1 
01B2: give_actor 82@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 82@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_23679 
0395: clear_area 1 at -25.7433 2334.629 23.1328 radius 100.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_23503 
00D9: 85@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AF: set_car 85@ driver_behaviour_to 10 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -25.7433 2334.629 23.1328 
00AB: put_car 85@ at -24.0 2331.0 24.0 
jump @CASINO4_23523 

:CASINO4_23503
00A1: put_actor $PLAYER_ACTOR at -25.7433 2334.629 23.1328 

:CASINO4_23523
0173: set_actor $PLAYER_ACTOR Z_angle_to 35.8419 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_23576 
0362: remove_actor 80@ from_car_and_place_at -23.6752 2335.531 23.1328 
jump @CASINO4_23596 

:CASINO4_23576
00A1: put_actor 80@ at -23.6752 2334.531 23.1328 

:CASINO4_23596
0173: set_actor 80@ Z_angle_to 35.8419 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_23649 
0362: remove_actor 79@ from_car_and_place_at -27.9403 2335.105 23.1328 
jump @CASINO4_23669 

:CASINO4_23649
00A1: put_actor 79@ at -27.9403 2334.105 23.1328 

:CASINO4_23669
0173: set_actor 79@ Z_angle_to 35.8419 

:CASINO4_23679
0615: define_AS_pack_begin 90@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_23704 
0633: AS_actor -1 exit_car 

:CASINO4_23704
05D3: AS_actor -1 goto_point -31.7411 2342.68 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 35.5196 
0616: define_AS_pack_end 90@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 
0708: reset_decision_maker 46@ event 13 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_23880 
02AB: set_actor 79@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 79@ from_group 
0615: define_AS_pack_begin 88@ 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_23822 
0633: AS_actor -1 exit_car 

:CASINO4_23822
05D3: AS_actor -1 goto_point -33.0398 2342.354 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 37.553 
0616: define_AS_pack_end 88@ 
0618: assign_actor 79@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 
060B: set_actor 79@ decision_maker_to 46@ 

:CASINO4_23880
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_23999 
02AB: set_actor 80@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 80@ from_group 
0615: define_AS_pack_begin 89@ 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_23941 
0633: AS_actor -1 exit_car 

:CASINO4_23941
05D3: AS_actor -1 goto_point -30.0669 2344.002 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 19.556 
0616: define_AS_pack_end 89@ 
0618: assign_actor 80@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
060B: set_actor 80@ decision_maker_to 46@ 

:CASINO4_23999
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
41@ = 0 

:CASINO4_24076
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_24895 
if 
   not 260@ == 0 
else_jump @CASINO4_24437 
if 
  263@ == 0 
else_jump @CASINO4_24162 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_24155 
040D: unload_wav 262@ 

:CASINO4_24155
263@ = 1 

:CASINO4_24162
if 
  263@ == 1 
else_jump @CASINO4_24199 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_24199
if 
  263@ == 2 
else_jump @CASINO4_24259 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_24259 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_24259
if 
  263@ == 3 
else_jump @CASINO4_24437 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_24376 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_24341 
261@ = 2 
262@ = 1 
jump @CASINO4_24355 

:CASINO4_24341
261@ = 1 
262@ = 2 

:CASINO4_24355
260@ = 0 
263@ = 0 
jump @CASINO4_24437 

:CASINO4_24376
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_24437 
if 
  110 > 260@ 
else_jump @CASINO4_24437 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_24437
0871: init_jump_table 265@ total_jumps 3 default_jump 1 @CASINO4_24795 jumps 0 @CASINO4_24500 1 @CASINO4_24557 2 @CASINO4_24677 -1 @CASINO4_24888 -1 @CASINO4_24888 -1 @CASINO4_24888 -1 @CASINO4_24888 

:CASINO4_24500
if 
  263@ == 0 
else_jump @CASINO4_24550 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
260@ = 33 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_24550
jump @CASINO4_24888 

:CASINO4_24557
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_24670 
if 
  263@ == 0 
else_jump @CASINO4_24670 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_24644 
0968: actor 79@ stop_mouth 
0967: actor 79@ move_mouth 3000 ms 

:CASINO4_24644
260@ = 34 
265@ = 2 
0707: start_scene_skip_to @CASINO4_27901 
01BD: 268@ = current_time_in_ms 

:CASINO4_24670
jump @CASINO4_24888 

:CASINO4_24677
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_24788 
if 
  263@ == 0 
else_jump @CASINO4_24788 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_24769 
0968: actor 79@ stop_mouth 
0967: actor 80@ move_mouth 3000 ms 

:CASINO4_24769
260@ = 35 
265@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_24788
jump @CASINO4_24888 

:CASINO4_24795
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_24881 
if 
  263@ == 0 
else_jump @CASINO4_24881 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_24874 
0968: actor 80@ stop_mouth 

:CASINO4_24874
264@ = 1 

:CASINO4_24881
jump @CASINO4_24888 

:CASINO4_24888
jump @CASINO4_24076 

:CASINO4_24895
61@ = 0 

:CASINO4_24902
if 
  61@ == 0 
else_jump @CASINO4_24994 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -31.7411 2342.68 23.125 radius 3.0 3.0 3.0 
  41@ > 10000 
else_jump @CASINO4_24983 
61@ = 1 

:CASINO4_24983
wait 0 
jump @CASINO4_24902 

:CASINO4_24994
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_25075 
0687: clear_actor 80@ task 
00A1: put_actor 80@ at -30.0669 2344.002 23.125 
0173: set_actor 80@ Z_angle_to 19.556 

:CASINO4_25075
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_25126 
0687: clear_actor 79@ task 
00A1: put_actor 79@ at -33.0398 2342.354 23.125 
0173: set_actor 79@ Z_angle_to 37.553 

:CASINO4_25126
015F: set_camera_position -29.85 2341.05 23.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -48.53 2366.47 31.65 switchstyle 2 
0247: load_model 31 
0247: load_model 33 
04ED: load_animation "MISC" 
if and
8118:   not actor 81@ dead 
8118:   not actor 82@ dead 
else_jump @CASINO4_25257 
0615: define_AS_pack_begin 90@ 
05BF: AS_actor -1 look_at_actor 81@ 3000 ms 
05BF: AS_actor -1 look_at_actor 82@ 3000 ms 
0616: define_AS_pack_end 90@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:CASINO4_25257
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 

:CASINO4_25327
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_27901 
if 
   not 260@ == 0 
else_jump @CASINO4_25772 
if 
  263@ == 0 
else_jump @CASINO4_25413 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_25406 
040D: unload_wav 262@ 

:CASINO4_25406
263@ = 1 

:CASINO4_25413
if 
  263@ == 1 
else_jump @CASINO4_25450 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_25450
if 
  263@ == 2 
else_jump @CASINO4_25510 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_25510 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_25510
if 
  263@ == 3 
else_jump @CASINO4_25772 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_25711 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_25592 
261@ = 2 
262@ = 1 
jump @CASINO4_25606 

:CASINO4_25592
261@ = 1 
262@ = 2 

:CASINO4_25606
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_25627 
0968: actor 83@ stop_mouth 

:CASINO4_25627
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_25648 
0968: actor 81@ stop_mouth 

:CASINO4_25648
if 
8118:   not actor 84@ dead 
else_jump @CASINO4_25669 
0968: actor 84@ stop_mouth 

:CASINO4_25669
if 
8118:   not actor 82@ dead 
else_jump @CASINO4_25690 
0968: actor 82@ stop_mouth 

:CASINO4_25690
260@ = 0 
263@ = 0 
jump @CASINO4_25772 

:CASINO4_25711
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_25772 
if 
  110 > 260@ 
else_jump @CASINO4_25772 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_25772
0871: init_jump_table 265@ total_jumps 8 default_jump 1 @CASINO4_27822 jumps 0 @CASINO4_25900 1 @CASINO4_25968 2 @CASINO4_26201 3 @CASINO4_26309 4 @CASINO4_26984 5 @CASINO4_27092 6 @CASINO4_27314 
0872: jump_table_jumps 7 @CASINO4_27588 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 -1 @CASINO4_27894 

:CASINO4_25900
if 
  263@ == 0 
else_jump @CASINO4_25961 
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_25942 
0967: actor 81@ move_mouth 10000 ms 

:CASINO4_25942
260@ = 103 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_25961
jump @CASINO4_27894 

:CASINO4_25968
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_26194 
if 
  263@ == 0 
else_jump @CASINO4_26194 
if 
04EE:   animation "MISC" loaded 
else_jump @CASINO4_26186 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_26136 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 6000 ms 
05BF: AS_actor 80@ look_at_actor 79@ 6000 ms 
0615: define_AS_pack_begin 90@ 
05BF: AS_actor -1 look_at_actor 80@ 3000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 90@ 
0618: assign_actor 79@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:CASINO4_26136
if 
8118:   not actor 82@ dead 
else_jump @CASINO4_26160 
0967: actor 82@ move_mouth 10000 ms 

:CASINO4_26160
260@ = 104 
265@ = 2 
01BD: 268@ = current_time_in_ms 
jump @CASINO4_26194 

:CASINO4_26186
04ED: load_animation "MISC" 

:CASINO4_26194
jump @CASINO4_27894 

:CASINO4_26201
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_26302 
if 
  263@ == 0 
else_jump @CASINO4_26302 
if 
8118:   not actor 82@ dead 
else_jump @CASINO4_26283 
0967: actor 82@ move_mouth 10000 ms 

:CASINO4_26283
260@ = 105 
265@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_26302
jump @CASINO4_27894 

:CASINO4_26309
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_26977 
if or
8248:   not model 31 available 
8248:   not model 33 available 
else_jump @CASINO4_26383 
0247: load_model 31 
0247: load_model 33 
jump @CASINO4_26977 

:CASINO4_26383
if 
  263@ == 0 
else_jump @CASINO4_26977 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_26437 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 80@ clear_look_task 
0647: AS_actor 79@ clear_look_task 

:CASINO4_26437
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_26572 
0615: define_AS_pack_begin 90@ 
05BA: AS_actor -1 move_mouth 2000 ms 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 90@ 
0618: assign_actor 79@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 6000 ms 
0615: define_AS_pack_begin 90@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 90@ 
0618: assign_actor 80@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:CASINO4_26572
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009A: 84@ = create_actor_pedtype 25 model 31 at -45.2021 2350.32 23.125 
0173: set_actor 84@ Z_angle_to 176.976 
0245: set_actor 84@ walk_style_to "SEXYWOMAN" 
0770: set_actor 84@ target_priority 1 
060B: set_actor 84@ decision_maker_to 46@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -36.6941 2346.5 23.125 
0615: define_AS_pack_begin 117@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 117@ 
0618: assign_actor 84@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
009A: 83@ = create_actor_pedtype 25 model 33 at -46.1256 2351.387 23.125 
0173: set_actor 83@ Z_angle_to 176.976 
060B: set_actor 83@ decision_maker_to 46@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -38.286 2346.675 23.125 
05D7: add_point_to_scmpath -36.1799 2348.412 23.125 
0615: define_AS_pack_begin 117@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 117@ 
0618: assign_actor 83@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
015F: set_camera_position -36.34 2345.19 24.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -50.23 2366.32 23.72 switchstyle 2 
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_26958 
0967: actor 83@ move_mouth 10000 ms 

:CASINO4_26958
260@ = 106 
265@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_26977
jump @CASINO4_27894 

:CASINO4_26984
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_27085 
if 
  263@ == 0 
else_jump @CASINO4_27085 
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_27066 
0967: actor 83@ move_mouth 10000 ms 

:CASINO4_27066
260@ = 107 
265@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_27085
jump @CASINO4_27894 

:CASINO4_27092
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_27307 
if 
  263@ == 0 
else_jump @CASINO4_27307 
if 
8118:   not actor 84@ dead 
else_jump @CASINO4_27288 
062E: get_actor 84@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_27281 
0605: actor 84@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
260@ = 108 
if 
8118:   not actor 84@ dead 
else_jump @CASINO4_27269 
0967: actor 84@ move_mouth 10000 ms 

:CASINO4_27269
265@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_27281
jump @CASINO4_27307 

:CASINO4_27288
260@ = 108 
265@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_27307
jump @CASINO4_27894 

:CASINO4_27314
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_27581 
if 
  263@ == 0 
else_jump @CASINO4_27581 
015F: set_camera_position -30.33 2342.29 24.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -41.67 2352.5 23.55 switchstyle 2 
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_27482 
0605: actor 83@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_27482
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_27538 
0605: actor 81@ perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_27538
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_27562 
0967: actor 81@ move_mouth 10000 ms 

:CASINO4_27562
260@ = 109 
265@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_27581
jump @CASINO4_27894 

:CASINO4_27588
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_27815 
if 
  263@ == 0 
else_jump @CASINO4_27815 
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_27772 
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 6000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 81@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_27772
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_27796 
0967: actor 81@ move_mouth 10000 ms 

:CASINO4_27796
260@ = 110 
265@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_27815
jump @CASINO4_27894 

:CASINO4_27822
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_27887 
if 
  263@ == 0 
else_jump @CASINO4_27887 
264@ = 1 

:CASINO4_27887
jump @CASINO4_27894 

:CASINO4_27894
jump @CASINO4_25327 

:CASINO4_27901
0701: end_scene_skip 
08F6: restore_player_group 
040D: unload_wav 261@ 
040D: unload_wav 262@ 
0709: set_decision_maker 46@ on_event 13 taskID 917 respect 100.0 hate 0.0 like 0.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 

:CASINO4_27949
if or
8248:   not model 32 available 
8248:   not model 34 available 
8248:   not model 31 available 
8248:   not model 33 available 
8248:   not model 346 available 
else_jump @CASINO4_28009 
wait 0 
0247: load_model 34 
0247: load_model 31 
0247: load_model 33 
0247: load_model 346 
jump @CASINO4_27949 

:CASINO4_28009
009B: destroy_actor 81@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
009A: 81@ = create_actor_pedtype 25 model 32 at -32.3702 2348.239 23.125 
0173: set_actor 81@ Z_angle_to 180.1098 
0770: set_actor 81@ target_priority 1 
01B2: give_actor 81@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 82@ 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
009A: 82@ = create_actor_pedtype 25 model 34 at -34.288 2350.204 23.125 
0173: set_actor 82@ Z_angle_to 177.5823 
0770: set_actor 82@ target_priority 1 
01B2: give_actor 82@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 84@ 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
009A: 84@ = create_actor_pedtype 25 model 31 at -36.6941 2346.5 23.125 
0173: set_actor 84@ Z_angle_to 259.6481 
0245: set_actor 84@ walk_style_to "SEXYWOMAN" 
0770: set_actor 84@ target_priority 1 
009B: destroy_actor 83@ 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
009A: 83@ = create_actor_pedtype 25 model 33 at -36.1799 2348.412 23.125 
0173: set_actor 83@ Z_angle_to 265.8938 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_28285 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411 2342.68 23.125 
jump @CASINO4_28305 

:CASINO4_28285
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 

:CASINO4_28305
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_28409 
0687: clear_actor 80@ task 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_28379 
0362: remove_actor 80@ from_car_and_place_at -30.0669 2344.002 23.125 
jump @CASINO4_28399 

:CASINO4_28379
00A1: put_actor 80@ at -30.0669 2344.002 23.125 

:CASINO4_28399
0173: set_actor 80@ Z_angle_to 19.556 

:CASINO4_28409
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_28503 
0687: clear_actor 79@ task 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_28473 
0362: remove_actor 79@ from_car_and_place_at -33.0398 2342.354 23.125 
jump @CASINO4_28493 

:CASINO4_28473
00A1: put_actor 79@ at -33.0398 2342.354 23.125 

:CASINO4_28493
0173: set_actor 79@ Z_angle_to 37.553 

:CASINO4_28503
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_28538 
04EB: AS_actor 79@ crouch 1 
04EB: AS_actor 80@ crouch 1 

:CASINO4_28538
00A0: store_actor $PLAYER_ACTOR position_to 42@ 43@ 44@ 
if and
8118:   not actor 81@ dead 
8119:   not car 87@ wrecked 
else_jump @CASINO4_28697 
0519: set_car 87@ locked 0 
0615: define_AS_pack_begin 91@ 
0668: AS_actor -1 rotate_and_shoot_at 42@ 43@ 44@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 87@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 91@ 
0618: assign_actor 81@ to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 
jump @CASINO4_28742 

:CASINO4_28697
if or
0119:   car 87@ wrecked 
0118:   actor 84@ dead 
else_jump @CASINO4_28742 
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_28742 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:CASINO4_28742
if and
8118:   not actor 82@ dead 
8119:   not car 86@ wrecked 
else_jump @CASINO4_28887 
0519: set_car 86@ locked 0 
0615: define_AS_pack_begin 92@ 
0668: AS_actor -1 rotate_and_shoot_at 42@ 43@ 44@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 92@ 
0618: assign_actor 82@ to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 
jump @CASINO4_28932 

:CASINO4_28887
if or
0119:   car 86@ wrecked 
0118:   actor 83@ dead 
else_jump @CASINO4_28932 
if 
8118:   not actor 82@ dead 
else_jump @CASINO4_28932 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:CASINO4_28932
if and
8118:   not actor 83@ dead 
8119:   not car 86@ wrecked 
else_jump @CASINO4_29040 
0519: set_car 86@ locked 0 
0615: define_AS_pack_begin 94@ 
0668: AS_actor -1 rotate_and_shoot_at 42@ 43@ 44@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 86@ as_driver 3000 ms 
0616: define_AS_pack_end 94@ 
0618: assign_actor 83@ to_AS_pack 94@ 
061B: remove_references_to_AS_pack 94@ 
jump @CASINO4_29069 

:CASINO4_29040
if and
0119:   car 86@ wrecked 
8118:   not actor 83@ dead 
else_jump @CASINO4_29069 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 

:CASINO4_29069
if and
8118:   not actor 84@ dead 
8119:   not car 87@ wrecked 
else_jump @CASINO4_29177 
0519: set_car 87@ locked 0 
0615: define_AS_pack_begin 93@ 
0668: AS_actor -1 rotate_and_shoot_at 42@ 43@ 44@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 87@ as_driver 3000 ms 
0616: define_AS_pack_end 93@ 
0618: assign_actor 84@ to_AS_pack 93@ 
061B: remove_references_to_AS_pack 93@ 
jump @CASINO4_29206 

:CASINO4_29177
if and
0119:   car 87@ wrecked 
8118:   not actor 84@ dead 
else_jump @CASINO4_29206 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 

:CASINO4_29206
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
8119:   not car 86@ wrecked 
else_jump @CASINO4_29243 
03F5: set_car 86@ apply_damage_rules 1 
02AA: set_car 86@ immune_to_nonplayer 1 

:CASINO4_29243
if 
8119:   not car 87@ wrecked 
else_jump @CASINO4_29273 
03F5: set_car 87@ apply_damage_rules 1 
02AA: set_car 87@ immune_to_nonplayer 1 

:CASINO4_29273
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_29324 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 80@ task 
0687: clear_actor 79@ task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 80@ clear_look_task 
0647: AS_actor 79@ clear_look_task 

:CASINO4_29324
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
0708: reset_decision_maker 46@ event 49 
0708: reset_decision_maker 46@ event 15 
0709: set_decision_maker 46@ on_event 49 taskID 311 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 15 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 47@ event 9 
074A: set_group_decision_maker 47@ on_event 15 taskID 1510 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_29541 
if 
86EE:   not actor 80@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29514 
0631: put_actor 80@ in_group $PLAYER_GROUP 

:CASINO4_29514
if 
86EE:   not actor 79@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29541 
0631: put_actor 79@ in_group $PLAYER_GROUP 

:CASINO4_29541
0085: 121@ = 81@ // (int) 
0085: 122@ = 84@ // (int) 
0085: 123@ = 83@ // (int) 
0085: 124@ = 82@ // (int) 
280@ = 0 
281@ = 0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  54@ == 0 
else_jump @CASINO4_29661 
018A: 77@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BC: show_text_highpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
54@ = 1 

:CASINO4_29661
59@ = 1 
140@ = 9999999 

:CASINO4_29678
if 
  59@ > 0 
else_jump @CASINO4_33669 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_29934 
if 
  128@ == 1 
else_jump @CASINO4_29864 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 79@ radius 20.0 20.0 0 
else_jump @CASINO4_29857 
06C9: remove_actor 79@ from_group 
if 
80DF:   not actor 79@ driving 
else_jump @CASINO4_29799 
05BD: AS_actor 79@ tired 60000 ms 
jump @CASINO4_29835 

:CASINO4_29799
0615: define_AS_pack_begin 88@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 88@ 
0618: assign_actor 79@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 

:CASINO4_29835
0187: 76@ = create_marker_above_actor 79@ 
07E0: set_marker 76@ type_to 1 
128@ = 0 

:CASINO4_29857
jump @CASINO4_29934 

:CASINO4_29864
if 
00F2:   actor $PLAYER_ACTOR near_actor 79@ radius 5.0 5.0 0 
else_jump @CASINO4_29934 
if 
86EE:   not actor 79@ in_group $PLAYER_GROUP 
else_jump @CASINO4_29922 
0631: put_actor 79@ in_group $PLAYER_GROUP 

:CASINO4_29922
0164: disable_marker 76@ 
128@ = 1 

:CASINO4_29934
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_30172 
if 
  127@ == 1 
else_jump @CASINO4_30102 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 80@ radius 20.0 20.0 0 
else_jump @CASINO4_30095 
06C9: remove_actor 80@ from_group 
if 
80DF:   not actor 80@ driving 
else_jump @CASINO4_30037 
05BD: AS_actor 80@ tired 60000 ms 
jump @CASINO4_30073 

:CASINO4_30037
0615: define_AS_pack_begin 88@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 88@ 
0618: assign_actor 80@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 

:CASINO4_30073
0187: 75@ = create_marker_above_actor 80@ 
07E0: set_marker 75@ type_to 1 
127@ = 0 

:CASINO4_30095
jump @CASINO4_30172 

:CASINO4_30102
if 
00F2:   actor $PLAYER_ACTOR near_actor 80@ radius 5.0 5.0 0 
else_jump @CASINO4_30172 
if 
86EE:   not actor 80@ in_group $PLAYER_GROUP 
else_jump @CASINO4_30160 
0631: put_actor 80@ in_group $PLAYER_GROUP 

:CASINO4_30160
0164: disable_marker 75@ 
127@ = 1 

:CASINO4_30172
if and
  127@ == 1 
  128@ == 1 
else_jump @CASINO4_32782 
if 
  277@ == 0 
else_jump @CASINO4_32705 
if 
   not 260@ == 0 
else_jump @CASINO4_30554 
if 
  263@ == 0 
else_jump @CASINO4_30279 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_30272 
040D: unload_wav 262@ 

:CASINO4_30272
263@ = 1 

:CASINO4_30279
if 
  263@ == 1 
else_jump @CASINO4_30316 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_30316
if 
  263@ == 2 
else_jump @CASINO4_30376 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_30376 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_30376
if 
  263@ == 3 
else_jump @CASINO4_30554 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_30493 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_30458 
261@ = 2 
262@ = 1 
jump @CASINO4_30472 

:CASINO4_30458
261@ = 1 
262@ = 2 

:CASINO4_30472
260@ = 0 
263@ = 0 
jump @CASINO4_30554 

:CASINO4_30493
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_30554 
if 
  110 > 260@ 
else_jump @CASINO4_30554 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_30554
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_32705 
if 
  275@ == 0 
else_jump @CASINO4_31625 
if 
  279@ == 0 
else_jump @CASINO4_30880 
0871: init_jump_table 278@ total_jumps 2 default_jump 1 @CASINO4_30794 jumps 0 @CASINO4_30666 1 @CASINO4_30710 -1 @CASINO4_30873 -1 @CASINO4_30873 -1 @CASINO4_30873 -1 @CASINO4_30873 -1 @CASINO4_30873 

:CASINO4_30666
if 
  263@ == 0 
else_jump @CASINO4_30703 
260@ = 36 
278@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_30703
jump @CASINO4_30873 

:CASINO4_30710
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_30787 
if 
  263@ == 0 
else_jump @CASINO4_30787 
260@ = 37 
278@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_30787
jump @CASINO4_30873 

:CASINO4_30794
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_30866 
if 
  263@ == 0 
else_jump @CASINO4_30866 
279@ = 1 
41@ = 0 

:CASINO4_30866
jump @CASINO4_30873 

:CASINO4_30873
jump @CASINO4_31618 

:CASINO4_30880
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_31618 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_31618 
if 
  41@ > 10000 
else_jump @CASINO4_31618 
0871: init_jump_table 274@ total_jumps 6 default_jump 1 @CASINO4_31497 jumps 0 @CASINO4_30991 1 @CASINO4_31077 2 @CASINO4_31161 3 @CASINO4_31245 4 @CASINO4_31329 5 @CASINO4_31413 -1 @CASINO4_31618 

:CASINO4_30991
if 
  263@ == 0 
else_jump @CASINO4_31070 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_31051 
0A09: set_actor 80@ muted 1 // versionB 
0A09: set_actor 79@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31051
260@ = 46 
274@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_31070
jump @CASINO4_31618 

:CASINO4_31077
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31154 
if 
  263@ == 0 
else_jump @CASINO4_31154 
260@ = 47 
274@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_31154
jump @CASINO4_31618 

:CASINO4_31161
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31238 
if 
  263@ == 0 
else_jump @CASINO4_31238 
260@ = 48 
274@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_31238
jump @CASINO4_31618 

:CASINO4_31245
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31322 
if 
  263@ == 0 
else_jump @CASINO4_31322 
260@ = 49 
274@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_31322
jump @CASINO4_31618 

:CASINO4_31329
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31406 
if 
  263@ == 0 
else_jump @CASINO4_31406 
260@ = 92 
274@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_31406
jump @CASINO4_31618 

:CASINO4_31413
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31490 
if 
  263@ == 0 
else_jump @CASINO4_31490 
260@ = 93 
274@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_31490
jump @CASINO4_31618 

:CASINO4_31497
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31611 
if 
  263@ == 0 
else_jump @CASINO4_31611 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_31597 
0A09: set_actor 80@ muted 0 // versionB 
0A09: set_actor 79@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_31597
275@ = 1 
41@ = 0 

:CASINO4_31611
jump @CASINO4_31618 

:CASINO4_31618
jump @CASINO4_32705 

:CASINO4_31625
if 
  277@ == 0 
else_jump @CASINO4_32705 
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_32705 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_32705 
if 
  41@ > 10000 
else_jump @CASINO4_32705 
0871: init_jump_table 276@ total_jumps 10 default_jump 1 @CASINO4_32591 jumps 0 @CASINO4_31819 1 @CASINO4_31905 2 @CASINO4_31989 3 @CASINO4_32003 4 @CASINO4_32087 5 @CASINO4_32171 6 @CASINO4_32255 
0872: jump_table_jumps 7 @CASINO4_32339 8 @CASINO4_32423 9 @CASINO4_32507 -1 @CASINO4_32705 -1 @CASINO4_32705 -1 @CASINO4_32705 -1 @CASINO4_32705 -1 @CASINO4_32705 -1 @CASINO4_32705 

:CASINO4_31819
if 
  263@ == 0 
else_jump @CASINO4_31898 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_31879 
0A09: set_actor 80@ muted 1 // versionB 
0A09: set_actor 79@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_31879
260@ = 82 
276@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_31898
jump @CASINO4_32705 

:CASINO4_31905
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_31982 
if 
  263@ == 0 
else_jump @CASINO4_31982 
260@ = 83 
276@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_31982
jump @CASINO4_32705 

:CASINO4_31989
276@ = 3 
jump @CASINO4_32705 

:CASINO4_32003
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32080 
if 
  263@ == 0 
else_jump @CASINO4_32080 
260@ = 85 
276@ = 4 
01BD: 268@ = current_time_in_ms 

:CASINO4_32080
jump @CASINO4_32705 

:CASINO4_32087
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32164 
if 
  263@ == 0 
else_jump @CASINO4_32164 
260@ = 86 
276@ = 5 
01BD: 268@ = current_time_in_ms 

:CASINO4_32164
jump @CASINO4_32705 

:CASINO4_32171
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32248 
if 
  263@ == 0 
else_jump @CASINO4_32248 
260@ = 87 
276@ = 6 
01BD: 268@ = current_time_in_ms 

:CASINO4_32248
jump @CASINO4_32705 

:CASINO4_32255
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32332 
if 
  263@ == 0 
else_jump @CASINO4_32332 
260@ = 88 
276@ = 7 
01BD: 268@ = current_time_in_ms 

:CASINO4_32332
jump @CASINO4_32705 

:CASINO4_32339
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32416 
if 
  263@ == 0 
else_jump @CASINO4_32416 
260@ = 89 
276@ = 8 
01BD: 268@ = current_time_in_ms 

:CASINO4_32416
jump @CASINO4_32705 

:CASINO4_32423
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32500 
if 
  263@ == 0 
else_jump @CASINO4_32500 
260@ = 90 
276@ = 9 
01BD: 268@ = current_time_in_ms 

:CASINO4_32500
jump @CASINO4_32705 

:CASINO4_32507
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32584 
if 
  263@ == 0 
else_jump @CASINO4_32584 
260@ = 91 
276@ = 10 
01BD: 268@ = current_time_in_ms 

:CASINO4_32584
jump @CASINO4_32705 

:CASINO4_32591
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_32698 
if 
  263@ == 0 
else_jump @CASINO4_32698 
if and
8118:   not actor 79@ dead 
8119:   not car 85@ wrecked 
else_jump @CASINO4_32691 
0A09: set_actor 80@ muted 0 // versionB 
0A09: set_actor 79@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_32691
277@ = 1 

:CASINO4_32698
jump @CASINO4_32705 

:CASINO4_32705
if 
  54@ == 0 
else_jump @CASINO4_32775 
280@ = 0 
018A: 77@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
54@ = 1 

:CASINO4_32775
jump @CASINO4_33669 

:CASINO4_32782
if 
  54@ == 1 
else_jump @CASINO4_32812 
0164: disable_marker 77@ 
54@ = 0 

:CASINO4_32812
if and
  127@ == 0 
  128@ == 0 
else_jump @CASINO4_32880 
if 
   not 140@ == 0 
else_jump @CASINO4_32880 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
140@ = 0 

:CASINO4_32880
if and
  127@ == 1 
  128@ == 0 
else_jump @CASINO4_32948 
if 
   not 140@ == 1 
else_jump @CASINO4_32948 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
140@ = 1 

:CASINO4_32948
if and
  127@ == 0 
  128@ == 1 
else_jump @CASINO4_33016 
if 
   not 140@ == 2 
else_jump @CASINO4_33016 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
140@ = 2 

:CASINO4_33016
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_33669 
if 
  280@ == 0 
else_jump @CASINO4_33669 
if 
   not 260@ == 0 
else_jump @CASINO4_33386 
if 
  263@ == 0 
else_jump @CASINO4_33111 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_33104 
040D: unload_wav 262@ 

:CASINO4_33104
263@ = 1 

:CASINO4_33111
if 
  263@ == 1 
else_jump @CASINO4_33148 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_33148
if 
  263@ == 2 
else_jump @CASINO4_33208 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_33208 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_33208
if 
  263@ == 3 
else_jump @CASINO4_33386 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_33325 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_33290 
261@ = 2 
262@ = 1 
jump @CASINO4_33304 

:CASINO4_33290
261@ = 1 
262@ = 2 

:CASINO4_33304
260@ = 0 
263@ = 0 
jump @CASINO4_33386 

:CASINO4_33325
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_33386 
if 
  110 > 260@ 
else_jump @CASINO4_33386 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_33386
if 
876F:   not text_priority_displayed 
else_jump @CASINO4_33669 
0871: init_jump_table 281@ total_jumps 2 default_jump 1 @CASINO4_33590 jumps 0 @CASINO4_33462 1 @CASINO4_33506 -1 @CASINO4_33669 -1 @CASINO4_33669 -1 @CASINO4_33669 -1 @CASINO4_33669 -1 @CASINO4_33669 

:CASINO4_33462
if 
  263@ == 0 
else_jump @CASINO4_33499 
260@ = 40 
281@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_33499
jump @CASINO4_33669 

:CASINO4_33506
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_33583 
if 
  263@ == 0 
else_jump @CASINO4_33583 
260@ = 41 
281@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_33583
jump @CASINO4_33669 

:CASINO4_33590
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_33662 
if 
  263@ == 0 
else_jump @CASINO4_33662 
281@ = 0 
280@ = 1 

:CASINO4_33662
jump @CASINO4_33669 

:CASINO4_33669
if 
  59@ == 1 
else_jump @CASINO4_34196 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_33711 
00D9: 85@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_33711
if and
8118:   not actor 81@ dead 
8119:   not car 87@ wrecked 
else_jump @CASINO4_33765 
if 
00DB:   actor 81@ in_car 87@ 
else_jump @CASINO4_33758 
63@ = 1 

:CASINO4_33758
jump @CASINO4_33772 

:CASINO4_33765
63@ = 1 

:CASINO4_33772
if and
  63@ == 1 
  72@ == 0 
else_jump @CASINO4_33905 
if and
8118:   not actor 84@ dead 
8119:   not car 87@ wrecked 
8119:   not car 85@ wrecked 
else_jump @CASINO4_33905 
0615: define_AS_pack_begin 95@ 
05D1: AS_actor -1 drive_car 87@ to -44.86 2345.23 23.16 speed 30.0 2 model 0 3 
06E1: AS_actor -1 using_car 87@ target_car 85@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 95@ 
0618: assign_actor 84@ to_AS_pack 95@ 
061B: remove_references_to_AS_pack 95@ 
72@ = 1 

:CASINO4_33905
if and
8118:   not actor 82@ dead 
8119:   not car 86@ wrecked 
else_jump @CASINO4_33959 
if 
00DB:   actor 82@ in_car 86@ 
else_jump @CASINO4_33952 
62@ = 1 

:CASINO4_33952
jump @CASINO4_33966 

:CASINO4_33959
62@ = 1 

:CASINO4_33966
if and
  62@ == 1 
  73@ == 0 
else_jump @CASINO4_34099 
if and
8118:   not actor 83@ dead 
8119:   not car 86@ wrecked 
8119:   not car 85@ wrecked 
else_jump @CASINO4_34099 
0615: define_AS_pack_begin 96@ 
05D1: AS_actor -1 drive_car 86@ to -50.86 2349.23 23.16 speed 30.0 2 model 0 3 
06E1: AS_actor -1 using_car 86@ target_car 85@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 96@ 
0618: assign_actor 83@ to_AS_pack 96@ 
061B: remove_references_to_AS_pack 96@ 
73@ = 1 

:CASINO4_34099
if and
  62@ == 1 
  63@ == 1 
else_jump @CASINO4_34196 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_34175 
02AB: set_actor 80@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 

:CASINO4_34175
0708: reset_decision_maker 46@ event 49 
0708: reset_decision_maker 46@ event 15 
59@ = 2 

:CASINO4_34196
if and
  59@ == 2 
  106@ == 0 
else_jump @CASINO4_35575 
if 
0118:   actor 84@ dead 
else_jump @CASINO4_34251 
69@ = 0 
jump @CASINO4_34307 

:CASINO4_34251
if 
8119:   not car 87@ wrecked 
else_jump @CASINO4_34307 
if 
00DB:   actor 84@ in_car 87@ 
else_jump @CASINO4_34300 
69@ = 1 
jump @CASINO4_34307 

:CASINO4_34300
69@ = 0 

:CASINO4_34307
if 
0118:   actor 83@ dead 
else_jump @CASINO4_34337 
70@ = 0 
jump @CASINO4_34407 

:CASINO4_34337
if 
8119:   not car 86@ wrecked 
else_jump @CASINO4_34400 
if 
00DB:   actor 83@ in_car 86@ 
else_jump @CASINO4_34386 
70@ = 1 
jump @CASINO4_34393 

:CASINO4_34386
70@ = 0 

:CASINO4_34393
jump @CASINO4_34407 

:CASINO4_34400
70@ = 0 

:CASINO4_34407
if 
8118:   not actor 81@ dead 
else_jump @CASINO4_34581 
if or
0119:   car 87@ wrecked 
80DF:   not actor 81@ driving 
  69@ == 0 
else_jump @CASINO4_34581 
062E: get_actor 81@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34581 
062E: get_actor 81@ task 1506 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 0 // == constant 
84A4:   not  98@ == 1 // == constant 
else_jump @CASINO4_34556 
if 
  64@ == 0 
else_jump @CASINO4_34549 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
64@ = 1 

:CASINO4_34549
jump @CASINO4_34581 

:CASINO4_34556
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34581 
64@ = 0 

:CASINO4_34581
if 
8118:   not actor 84@ dead 
else_jump @CASINO4_34750 
if or
0119:   car 87@ wrecked 
  69@ == 0 
else_jump @CASINO4_34750 
062E: get_actor 84@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34750 
062E: get_actor 84@ task 1506 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 0 // == constant 
84A4:   not  98@ == 1 // == constant 
else_jump @CASINO4_34725 
if 
  66@ == 0 
else_jump @CASINO4_34718 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
66@ = 1 

:CASINO4_34718
jump @CASINO4_34750 

:CASINO4_34725
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34750 
66@ = 0 

:CASINO4_34750
if 
8118:   not actor 82@ dead 
else_jump @CASINO4_34924 
if or
0119:   car 86@ wrecked 
80DF:   not actor 82@ driving 
  70@ == 0 
else_jump @CASINO4_34924 
062E: get_actor 82@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34924 
062E: get_actor 82@ task 1506 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 0 // == constant 
84A4:   not  98@ == 1 // == constant 
else_jump @CASINO4_34899 
if 
  67@ == 0 
else_jump @CASINO4_34892 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
67@ = 1 

:CASINO4_34892
jump @CASINO4_34924 

:CASINO4_34899
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_34924 
67@ = 0 

:CASINO4_34924
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_35093 
if or
0119:   car 86@ wrecked 
  70@ == 0 
else_jump @CASINO4_35093 
062E: get_actor 83@ task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_35093 
062E: get_actor 83@ task 1506 status_store_to 98@ // ret 7 if not found 
if and
84A4:   not  98@ == 0 // == constant 
84A4:   not  98@ == 1 // == constant 
else_jump @CASINO4_35068 
if 
  65@ == 0 
else_jump @CASINO4_35061 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
65@ = 1 

:CASINO4_35061
jump @CASINO4_35093 

:CASINO4_35068
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_35093 
65@ = 0 

:CASINO4_35093
if and
8118:   not actor 84@ dead 
8119:   not car 87@ wrecked 
else_jump @CASINO4_35334 
if 
00DB:   actor 84@ in_car 87@ 
else_jump @CASINO4_35334 
00AD: set_car 87@ max_speed_to 35.0 
if and
80F2:   not actor $PLAYER_ACTOR near_actor 84@ radius 100.0 100.0 0 
82CA:   not car 87@ bounding_sphere_visible 
else_jump @CASINO4_35334 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASINO4_35334 
00A0: store_actor $PLAYER_ACTOR position_to 99@ 100@ 101@ 
04C4: store_coords_to 103@ 104@ 105@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 
if 
838A:   not any_car_in_cube_cornerA 103@ 104@ 105@ cornerB 4.0 4.0 3.0 
else_jump @CASINO4_35334 
if 
80C2:   not sphere_onscreen 103@ 104@ 105@ radius 4.0 
else_jump @CASINO4_35334 
00AB: put_car 87@ at 103@ 104@ 105@ 
039F: set_car 87@ race_to 99@ 100@ 
00AF: set_car 87@ driver_behaviour_to 3 

:CASINO4_35334
if and
8118:   not actor 83@ dead 
8119:   not car 86@ wrecked 
else_jump @CASINO4_35575 
if 
00DB:   actor 83@ in_car 86@ 
else_jump @CASINO4_35575 
00AD: set_car 86@ max_speed_to 35.0 
if and
80F2:   not actor $PLAYER_ACTOR near_actor 83@ radius 100.0 100.0 0 
82CA:   not car 86@ bounding_sphere_visible 
else_jump @CASINO4_35575 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASINO4_35575 
00A0: store_actor $PLAYER_ACTOR position_to 99@ 100@ 101@ 
04C4: store_coords_to 103@ 104@ 105@ from_actor $PLAYER_ACTOR with_offset -13.0 -13.0 0.0 
if 
838A:   not any_car_in_cube_cornerA 103@ 104@ 105@ cornerB 4.0 4.0 3.0 
else_jump @CASINO4_35575 
if 
80C2:   not sphere_onscreen 103@ 104@ 105@ radius 4.0 
else_jump @CASINO4_35575 
00AB: put_car 86@ at 103@ 104@ 105@ 
039F: set_car 86@ race_to 99@ 100@ 
00AF: set_car 86@ driver_behaviour_to 3 

:CASINO4_35575
107@ = 0 
108@ = 0 

:CASINO4_35589
if 
  4 > 107@ 
else_jump @CASINO4_35677 
if 
0118:   actor 121@(107@,4i) dead 
else_jump @CASINO4_35645 
109@(107@,4i) = 1 
jump @CASINO4_35663 

:CASINO4_35645
109@(107@,4i) = 0 
108@ += 1 

:CASINO4_35663
107@ += 1 
jump @CASINO4_35589 

:CASINO4_35677
if or
  54@ == 1 
  53@ == 1 
else_jump @CASINO4_38649 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_38649 
if 
  53@ == 0 
else_jump @CASINO4_35985 
if and
  108@ > 0 
  106@ == 0 
else_jump @CASINO4_35842 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
else_jump @CASINO4_35835 
gosub @CASINO4_39199 
106@ = 1 
53@ = 1 

:CASINO4_35835
jump @CASINO4_35978 

:CASINO4_35842
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
00FE:   actor 80@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
00FE:   actor 79@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
else_jump @CASINO4_35978 
0164: disable_marker 77@ 
53@ = 1 
00BE: text_clear_all 

:CASINO4_35978
jump @CASINO4_38649 

:CASINO4_35985
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_38649 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1500 

:CASINO4_36022
if 
fading 
else_jump @CASINO4_36046 
wait 0 
jump @CASINO4_36022 

:CASINO4_36046
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 86@ 
02A3: enable_widescreen 1 
015F: set_camera_position 2188.26 1678.0 11.19 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2153.54 1692.94 12.04 switchstyle 2 
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_36488 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_36195 
0362: remove_actor 79@ from_car_and_place_at 2179.708 1680.568 10.0469 
jump @CASINO4_36215 

:CASINO4_36195
00A1: put_actor 79@ at 2179.708 1680.568 10.0469 

:CASINO4_36215
0173: set_actor 79@ Z_angle_to 266.3517 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_36268 
0362: remove_actor 80@ from_car_and_place_at 2179.708 1677.568 10.0469 
jump @CASINO4_36288 

:CASINO4_36268
00A1: put_actor 80@ at 2179.708 1677.568 10.0469 

:CASINO4_36288
0173: set_actor 80@ Z_angle_to 266.3517 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_36341 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2179.759 1678.957 10.0469 
jump @CASINO4_36361 

:CASINO4_36341
00A1: put_actor $PLAYER_ACTOR at 2179.759 1678.957 10.0469 

:CASINO4_36361
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.249 
065C: release_decision_maker 46@ 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 46@ event 13 
060B: set_actor 79@ decision_maker_to 46@ 
060B: set_actor 80@ decision_maker_to 46@ 
05D3: AS_actor $PLAYER_ACTOR goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 79@ from_group 
05D3: AS_actor 79@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 80@ from_group 
05D3: AS_actor 80@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 

:CASINO4_36488
fade 1 1000 

:CASINO4_36495
if 
fading 
else_jump @CASINO4_36519 
wait 0 
jump @CASINO4_36495 

:CASINO4_36519
40@ = 0 
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 

:CASINO4_36596
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_37193 
if 
   not 260@ == 0 
else_jump @CASINO4_36957 
if 
  263@ == 0 
else_jump @CASINO4_36682 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_36675 
040D: unload_wav 262@ 

:CASINO4_36675
263@ = 1 

:CASINO4_36682
if 
  263@ == 1 
else_jump @CASINO4_36719 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_36719
if 
  263@ == 2 
else_jump @CASINO4_36779 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_36779 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_36779
if 
  263@ == 3 
else_jump @CASINO4_36957 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_36896 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_36861 
261@ = 2 
262@ = 1 
jump @CASINO4_36875 

:CASINO4_36861
261@ = 1 
262@ = 2 

:CASINO4_36875
260@ = 0 
263@ = 0 
jump @CASINO4_36957 

:CASINO4_36896
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_36957 
if 
  110 > 260@ 
else_jump @CASINO4_36957 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_36957
0871: init_jump_table 265@ total_jumps 1 default_jump 1 @CASINO4_37093 jumps 0 @CASINO4_37020 -1 @CASINO4_37186 -1 @CASINO4_37186 -1 @CASINO4_37186 -1 @CASINO4_37186 -1 @CASINO4_37186 -1 @CASINO4_37186 

:CASINO4_37020
if 
  263@ == 0 
else_jump @CASINO4_37086 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_37067 
0968: actor 80@ stop_mouth 
0967: actor 80@ move_mouth 3000 ms 

:CASINO4_37067
260@ = 99 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_37086
jump @CASINO4_37186 

:CASINO4_37093
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_37179 
if 
  263@ == 0 
else_jump @CASINO4_37179 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_37172 
0968: actor 80@ stop_mouth 

:CASINO4_37172
264@ = 1 

:CASINO4_37179
jump @CASINO4_37186 

:CASINO4_37186
jump @CASINO4_36596 

:CASINO4_37193
if 
  58@ == 0 
else_jump @CASINO4_37356 
wait 0 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2187.0 1680.0 radius 2.0 2.0 
else_jump @CASINO4_37260 
58@ = 1 

:CASINO4_37260
if 
  40@ > 15000 
else_jump @CASINO4_37349 
if 
838A:   not any_car_in_cube_cornerA 2195.35 1680.058 11.4 cornerB 1.5 1.5 3.0 
else_jump @CASINO4_37342 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 11.4 

:CASINO4_37342
58@ = 1 

:CASINO4_37349
jump @CASINO4_37193 

:CASINO4_37356
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASINO4_37371
if 
fading 
else_jump @CASINO4_37395 
wait 0 
jump @CASINO4_37371 

:CASINO4_37395
01B5: force_weather 10 
01C3: remove_references_to_car 85@ 
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 297@ 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 79@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0249: release_model 478 
0249: release_model 31 
0249: release_model 32 
0249: release_model 33 
0249: release_model 34 
0249: release_model 34 
0249: release_model 346 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
03EF: player $PLAYER_CHAR make_safe 
select_interior 2 
02E4: load_cutscene_data 'CAS_4C' 

:CASINO4_37507
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO4_37531 
wait 0 
jump @CASINO4_37507 

:CASINO4_37531
02E7: start_cutscene 
fade 1 1000 

:CASINO4_37540
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO4_37564 
wait 0 
jump @CASINO4_37540 

:CASINO4_37564
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO4_37579
if 
fading 
else_jump @CASINO4_37603 
wait 0 
jump @CASINO4_37579 

:CASINO4_37603
select_interior 0 
01B7: release_weather 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 80@ 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 79@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 10.106 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
03CB: set_rendering_origin_at 2187.0 1680.0 10.106 
0247: load_model 330 

:CASINO4_37683
if 
8248:   not model 330 available 
else_jump @CASINO4_37710 
wait 0 
jump @CASINO4_37683 

:CASINO4_37710
015F: set_camera_position 2186.524 1679.363 11.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.983 1680.246 11.7063 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 1500 

:CASINO4_37781
if 
fading 
else_jump @CASINO4_37805 
wait 0 
jump @CASINO4_37781 

:CASINO4_37805
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
wait 2000 
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
0707: start_scene_skip_to @CASINO4_38560 

:CASINO4_37894
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_38560 
if 
   not 260@ == 0 
else_jump @CASINO4_38255 
if 
  263@ == 0 
else_jump @CASINO4_37980 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_37973 
040D: unload_wav 262@ 

:CASINO4_37973
263@ = 1 

:CASINO4_37980
if 
  263@ == 1 
else_jump @CASINO4_38017 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_38017
if 
  263@ == 2 
else_jump @CASINO4_38077 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_38077 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_38077
if 
  263@ == 3 
else_jump @CASINO4_38255 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_38194 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_38159 
261@ = 2 
262@ = 1 
jump @CASINO4_38173 

:CASINO4_38159
261@ = 1 
262@ = 2 

:CASINO4_38173
260@ = 0 
263@ = 0 
jump @CASINO4_38255 

:CASINO4_38194
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_38255 
if 
  110 > 260@ 
else_jump @CASINO4_38255 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_38255
0871: init_jump_table 265@ total_jumps 3 default_jump 1 @CASINO4_38476 jumps 0 @CASINO4_38318 1 @CASINO4_38375 2 @CASINO4_38432 -1 @CASINO4_38553 -1 @CASINO4_38553 -1 @CASINO4_38553 -1 @CASINO4_38553 

:CASINO4_38318
if 
  263@ == 0 
else_jump @CASINO4_38368 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
260@ = 100 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_38368
jump @CASINO4_38553 

:CASINO4_38375
if 
  263@ == 0 
else_jump @CASINO4_38425 
260@ = 101 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
265@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_38425
jump @CASINO4_38553 

:CASINO4_38432
if 
  263@ == 0 
else_jump @CASINO4_38469 
260@ = 102 
265@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_38469
jump @CASINO4_38553 

:CASINO4_38476
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_38546 
if 
  263@ == 0 
else_jump @CASINO4_38546 
0968: actor $PLAYER_ACTOR stop_mouth 
264@ = 1 

:CASINO4_38546
jump @CASINO4_38553 

:CASINO4_38553
jump @CASINO4_37894 

:CASINO4_38560
0701: end_scene_skip 
08F6: restore_player_group 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 261@ 
040D: unload_wav 262@ 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 98@ // ret 7 if not found 
if 
84A4:   not  98@ == 7 // == constant 
else_jump @CASINO4_38615 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:CASINO4_38615
0249: release_model 330 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @CASINO4_45898 
57@ = 1 

:CASINO4_38649
jump @CASINO4_4043 

:CASINO4_38656
if and
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
else_jump @CASINO4_39197 
0615: define_AS_pack_begin 97@ 
05D9: AS_actor -1 run_to_actor 79@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 79@ 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 97@ loop 1 
0616: define_AS_pack_end 97@ 
0618: assign_actor 80@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 
0615: define_AS_pack_begin 97@ 
05D9: AS_actor -1 run_to_actor 80@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 80@ 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 97@ loop 1 
0616: define_AS_pack_end 97@ 
0618: assign_actor 79@ to_AS_pack 97@ 
061B: remove_references_to_AS_pack 97@ 

:CASINO4_39197
return 

:CASINO4_39199
06AD: set_group $PLAYER_GROUP group_decision_maker_to -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.0 
0085: 121@ = 81@ // (int) 
0085: 122@ = 84@ // (int) 
0085: 123@ = 83@ // (int) 
0085: 124@ = 82@ // (int) 
107@ = 0 
108@ = 0 

:CASINO4_39266
if 
  4 > 107@ 
else_jump @CASINO4_39374 
if 
0118:   actor 121@(107@,4i) dead 
else_jump @CASINO4_39322 
109@(107@,4i) = 1 
jump @CASINO4_39360 

:CASINO4_39322
0687: clear_actor 121@(107@,4i) task 
01B9: set_actor 121@(107@,4i) armed_weapon_to 0 
109@(107@,4i) = 0 
108@ += 1 

:CASINO4_39360
107@ += 1 
jump @CASINO4_39266 

:CASINO4_39374
if 
  108@ > 0 
else_jump @CASINO4_45878 
0164: disable_marker 77@ 
54@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2165.612 1680.619 9.8047 radius 50.0 
00BE: text_clear_all 
015F: set_camera_position 2171.91 1669.08 10.32 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2164.93 1708.54 16.85 switchstyle 2 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
if 
8119:   not car 86@ wrecked 
else_jump @CASINO4_39638 
if 
8118:   not actor 83@ dead 
else_jump @CASINO4_39638 
if 
00DB:   actor 83@ in_car 86@ 
else_jump @CASINO4_39638 
00AB: put_car 86@ at 2096.136 1643.952 9.7768 
0175: set_car 86@ Z_angle_to 270.9418 
05D1: AS_actor 83@ drive_car 86@ to 2158.518 1681.402 9.8047 speed 30.0 1 model 0 1 

:CASINO4_39638
if 
8119:   not car 87@ wrecked 
else_jump @CASINO4_39753 
if 
8118:   not actor 84@ dead 
else_jump @CASINO4_39753 
if 
00DB:   actor 84@ in_car 87@ 
else_jump @CASINO4_39753 
00AB: put_car 87@ at 2080.934 1643.649 9.6757 
0175: set_car 87@ Z_angle_to 271.0448 
05D1: AS_actor 84@ drive_car 87@ to 2154.275 1664.964 9.8125 speed 30.0 1 model 0 1 

:CASINO4_39753
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_40180 
00D9: 85@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8119:   not car 85@ wrecked 
else_jump @CASINO4_40173 
00AF: set_car 85@ driver_behaviour_to 11 
61@ = 0 
41@ = 0 

:CASINO4_39814
if 
  61@ == 0 
else_jump @CASINO4_40173 
if 
  71@ == 0 
else_jump @CASINO4_40136 
if 
8119:   not car 85@ wrecked 
else_jump @CASINO4_40136 
if 
01C1:   car 85@ stopped 
else_jump @CASINO4_40136 
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_39907 
0633: AS_actor -1 exit_car 

:CASINO4_39907
05D3: AS_actor -1 goto_point 2171.0 1671.0 11.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_40035 
06C9: remove_actor 79@ from_group 
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_39994 
0633: AS_actor -1 exit_car 

:CASINO4_39994
05D3: AS_actor -1 goto_point 2172.0 1669.0 10.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 79@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_40035
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_40122 
06C9: remove_actor 80@ from_group 
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_40081 
0633: AS_actor -1 exit_car 

:CASINO4_40081
05D3: AS_actor -1 goto_point 2170.0 1673.0 10.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 80@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_40122
61@ = 1 
71@ = 1 

:CASINO4_40136
if 
  41@ > 20000 
else_jump @CASINO4_40162 
61@ = 1 

:CASINO4_40162
wait 0 
jump @CASINO4_39814 

:CASINO4_40173
jump @CASINO4_40410 

:CASINO4_40180
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_40205 
0633: AS_actor -1 exit_car 

:CASINO4_40205
05D3: AS_actor -1 goto_point 2165.612 1680.619 9.8047 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_40328 
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_40287 
0633: AS_actor -1 exit_car 

:CASINO4_40287
05D3: AS_actor -1 goto_point 2166.443 1678.606 9.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 79@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_40328
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_40410 
0615: define_AS_pack_begin 117@ 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_40369 
0633: AS_actor -1 exit_car 

:CASINO4_40369
05D3: AS_actor -1 goto_point 2166.706 1683.291 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 80@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_40410
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
61@ = 0 
308@ = 0 
309@ = 0 
310@ = 0 
41@ = 0 

:CASINO4_40515
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_41593 
if 
   not 260@ == 0 
else_jump @CASINO4_40881 
if 
  263@ == 0 
else_jump @CASINO4_40601 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_40594 
040D: unload_wav 262@ 

:CASINO4_40594
263@ = 1 

:CASINO4_40601
if 
  263@ == 1 
else_jump @CASINO4_40638 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_40638
if 
  263@ == 2 
else_jump @CASINO4_40698 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_40698 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_40698
if 
  263@ == 3 
else_jump @CASINO4_40881 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_40820 
0968: actor $PLAYER_ACTOR stop_mouth 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_40785 
261@ = 2 
262@ = 1 
jump @CASINO4_40799 

:CASINO4_40785
261@ = 1 
262@ = 2 

:CASINO4_40799
260@ = 0 
263@ = 0 
jump @CASINO4_40881 

:CASINO4_40820
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_40881 
if 
  110 > 260@ 
else_jump @CASINO4_40881 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_40881
0871: init_jump_table 265@ total_jumps 2 default_jump 1 @CASINO4_41088 jumps 0 @CASINO4_40944 1 @CASINO4_40996 -1 @CASINO4_41214 -1 @CASINO4_41214 -1 @CASINO4_41214 -1 @CASINO4_41214 -1 @CASINO4_41214 

:CASINO4_40944
if 
  263@ == 0 
else_jump @CASINO4_40989 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
260@ = 94 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_40989
jump @CASINO4_41214 

:CASINO4_40996
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_41081 
if 
  263@ == 0 
else_jump @CASINO4_41081 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
260@ = 95 
265@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_41081
jump @CASINO4_41214 

:CASINO4_41088
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_41207 
if 
  263@ == 0 
else_jump @CASINO4_41207 
if 
  308@ == 1 
else_jump @CASINO4_41207 
if 
  309@ == 1 
else_jump @CASINO4_41207 
if 
  310@ == 1 
else_jump @CASINO4_41207 
264@ = 1 

:CASINO4_41207
jump @CASINO4_41214 

:CASINO4_41214
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // == constant 
else_jump @CASINO4_41250 
308@ = 1 

:CASINO4_41250
if 
  309@ == 0 
else_jump @CASINO4_41405 
if 
8119:   not car 87@ wrecked 
else_jump @CASINO4_41398 
046C: 311@ = car 87@ driver 
if 
   not 311@ == -1 
else_jump @CASINO4_41384 
if 
01AF:   car 87@ sphere 0 in_sphere 2154.275 1664.964 9.8125 radius 4.0 4.0 3.0 
else_jump @CASINO4_41377 
00AF: set_car 87@ driver_behaviour_to 11 
068B: set_car 87@ all_disembark 
309@ = 1 

:CASINO4_41377
jump @CASINO4_41391 

:CASINO4_41384
309@ = 1 

:CASINO4_41391
jump @CASINO4_41405 

:CASINO4_41398
309@ = 1 

:CASINO4_41405
if 
  310@ == 0 
else_jump @CASINO4_41560 
if 
8119:   not car 86@ wrecked 
else_jump @CASINO4_41553 
046C: 311@ = car 86@ driver 
if 
   not 311@ == -1 
else_jump @CASINO4_41539 
if 
01AF:   car 86@ sphere 0 in_sphere 2158.518 1681.402 9.8047 radius 4.0 4.0 3.0 
else_jump @CASINO4_41532 
00AF: set_car 86@ driver_behaviour_to 11 
068B: set_car 86@ all_disembark 
310@ = 1 

:CASINO4_41532
jump @CASINO4_41546 

:CASINO4_41539
308@ = 1 

:CASINO4_41546
jump @CASINO4_41560 

:CASINO4_41553
310@ = 1 

:CASINO4_41560
if 
  41@ > 20000 
else_jump @CASINO4_41586 
264@ = 1 

:CASINO4_41586
jump @CASINO4_40515 

:CASINO4_41593
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
0249: release_model 478 

:CASINO4_41608
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "MISC" loaded 
else_jump @CASINO4_41664 
04ED: load_animation "GANGS" 
04ED: load_animation "MISC" 
wait 0 
jump @CASINO4_41608 

:CASINO4_41664
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 50.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO4_41736 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.0 1671.0 9.8125 
jump @CASINO4_41756 

:CASINO4_41736
00A1: put_actor $PLAYER_ACTOR at 2171.0 1671.0 9.8125 

:CASINO4_41756
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.2628 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_41875 
060B: set_actor 80@ decision_maker_to 45@ 
127@ = 0 
0792: disembark_instantly_actor 80@ 
if 
00DF:   actor 80@ driving 
else_jump @CASINO4_41845 
0362: remove_actor 80@ from_car_and_place_at 2170.0 1673.0 9.8125 
jump @CASINO4_41865 

:CASINO4_41845
00A1: put_actor 80@ at 2170.0 1673.0 9.8125 

:CASINO4_41865
0173: set_actor 80@ Z_angle_to 153.2628 

:CASINO4_41875
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_41984 
060B: set_actor 79@ decision_maker_to 46@ 
128@ = 0 
0792: disembark_instantly_actor 79@ 
if 
00DF:   actor 79@ driving 
else_jump @CASINO4_41954 
0362: remove_actor 79@ from_car_and_place_at 2172.0 1669.0 9.8125 
jump @CASINO4_41974 

:CASINO4_41954
00A1: put_actor 79@ at 2172.0 1669.0 9.8125 

:CASINO4_41974
0173: set_actor 79@ Z_angle_to 133.2628 

:CASINO4_41984
00A0: store_actor $PLAYER_ACTOR position_to 99@ 100@ 101@ 
if 
8118:   not actor 121@ dead 
else_jump @CASINO4_42159 
if 
00DF:   actor 121@ driving 
else_jump @CASINO4_42057 
0362: remove_actor 121@ from_car_and_place_at 2163.43 1660.721 9.8203 
jump @CASINO4_42077 

:CASINO4_42057
00A1: put_actor 121@ at 2163.43 1660.721 9.8203 

:CASINO4_42077
0173: set_actor 121@ Z_angle_to 327.8448 
0615: define_AS_pack_begin 117@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_42159
if 
8118:   not actor 122@ dead 
else_jump @CASINO4_42320 
if 
00DF:   actor 122@ driving 
else_jump @CASINO4_42218 
0362: remove_actor 122@ from_car_and_place_at 2162.691 1664.223 9.8203 
jump @CASINO4_42238 

:CASINO4_42218
00A1: put_actor 122@ at 2162.691 1664.223 9.8203 

:CASINO4_42238
0173: set_actor 122@ Z_angle_to 355.144 
0615: define_AS_pack_begin 117@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 122@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_42320
if 
8118:   not actor 123@ dead 
else_jump @CASINO4_42481 
if 
00DF:   actor 123@ driving 
else_jump @CASINO4_42379 
0362: remove_actor 123@ from_car_and_place_at 2166.566 1661.498 9.8203 
jump @CASINO4_42399 

:CASINO4_42379
00A1: put_actor 123@ at 2166.566 1661.498 9.8203 

:CASINO4_42399
0173: set_actor 123@ Z_angle_to 343.0 
0615: define_AS_pack_begin 117@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 123@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_42481
if 
8118:   not actor 124@ dead 
else_jump @CASINO4_42642 
if 
00DF:   actor 124@ driving 
else_jump @CASINO4_42540 
0362: remove_actor 124@ from_car_and_place_at 2160.908 1664.875 9.8047 
jump @CASINO4_42560 

:CASINO4_42540
00A1: put_actor 124@ at 2160.908 1664.875 9.8047 

:CASINO4_42560
0173: set_actor 124@ Z_angle_to 315.7 
0615: define_AS_pack_begin 117@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 124@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:CASINO4_42642
015F: set_camera_position 2171.65 1673.89 11.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2158.4 1649.68 11.08 switchstyle 2 
08F5: save_player_group 
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
0707: start_scene_skip_to @CASINO4_43754 

:CASINO4_42772
wait 0 
if 
  264@ == 0 
else_jump @CASINO4_43754 
if 
   not 260@ == 0 
else_jump @CASINO4_43133 
if 
  263@ == 0 
else_jump @CASINO4_42858 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_42851 
040D: unload_wav 262@ 

:CASINO4_42851
263@ = 1 

:CASINO4_42858
if 
  263@ == 1 
else_jump @CASINO4_42895 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_42895
if 
  263@ == 2 
else_jump @CASINO4_42955 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_42955 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_42955
if 
  263@ == 3 
else_jump @CASINO4_43133 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_43072 
03D5: remove_text $8900(260@,114s) 
if 
  261@ == 1 
else_jump @CASINO4_43037 
261@ = 2 
262@ = 1 
jump @CASINO4_43051 

:CASINO4_43037
261@ = 1 
262@ = 2 

:CASINO4_43051
260@ = 0 
263@ = 0 
jump @CASINO4_43133 

:CASINO4_43072
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_43133 
if 
  110 > 260@ 
else_jump @CASINO4_43133 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_43133
0871: init_jump_table 265@ total_jumps 3 default_jump 1 @CASINO4_43654 jumps 0 @CASINO4_43196 1 @CASINO4_43298 2 @CASINO4_43525 -1 @CASINO4_43747 -1 @CASINO4_43747 -1 @CASINO4_43747 -1 @CASINO4_43747 

:CASINO4_43196
if 
  263@ == 0 
else_jump @CASINO4_43291 
265@ = 1 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_43275 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43264 
05BF: AS_actor 79@ look_at_actor 80@ 10000 ms 

:CASINO4_43264
05BF: AS_actor $PLAYER_ACTOR look_at_actor 80@ 10000 ms 

:CASINO4_43275
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43291 

:CASINO4_43291
jump @CASINO4_43747 

:CASINO4_43298
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_43518 
if 
  263@ == 0 
else_jump @CASINO4_43518 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43380 
0967: actor 79@ move_mouth 3000 ms 

:CASINO4_43380
260@ = 97 
265@ = 2 
307@ = 0 

:CASINO4_43401
if 
  4 > 307@ 
else_jump @CASINO4_43481 
if 
8118:   not actor 121@(307@,4i) dead 
else_jump @CASINO4_43467 
05D3: AS_actor 121@(307@,4i) goto_point 2167.999 1666.121 9.8203 mode 4 time -1 ms // versionA 

:CASINO4_43467
307@ += 1 
jump @CASINO4_43401 

:CASINO4_43481
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_43497 

:CASINO4_43497
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43513 

:CASINO4_43513
01BD: 268@ = current_time_in_ms 

:CASINO4_43518
jump @CASINO4_43747 

:CASINO4_43525
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_43647 
if 
  263@ == 0 
else_jump @CASINO4_43647 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43604 
0968: actor 79@ stop_mouth 

:CASINO4_43604
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_43628 
0967: actor 80@ move_mouth 3000 ms 

:CASINO4_43628
260@ = 98 
265@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_43647
jump @CASINO4_43747 

:CASINO4_43654
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_43740 
if 
  263@ == 0 
else_jump @CASINO4_43740 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_43733 
0968: actor 80@ stop_mouth 

:CASINO4_43733
264@ = 1 

:CASINO4_43740
jump @CASINO4_43747 

:CASINO4_43747
jump @CASINO4_42772 

:CASINO4_43754
0701: end_scene_skip 
08F6: restore_player_group 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43779 
0968: actor 79@ stop_mouth 

:CASINO4_43779
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_43800 
0968: actor 80@ stop_mouth 

:CASINO4_43800
040D: unload_wav 261@ 
040D: unload_wav 262@ 
107@ = 3 

:CASINO4_43817
if 
  107@ > -1 
else_jump @CASINO4_43952 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_43938 
if 
8118:   not actor 121@(107@,4i) dead 
else_jump @CASINO4_43938 
0647: AS_actor 79@ clear_look_task 
05E2: AS_actor 79@ kill_actor 121@(107@,4i) 
0085: 306@ = 121@(107@,4i) // (int) 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 125@ = create_marker_above_actor 79@ 
07E0: set_marker 125@ type_to 1 
0168: set_marker 125@ size 2 
107@ = -1 

:CASINO4_43938
107@ -= 1 
jump @CASINO4_43817 

:CASINO4_43952
107@ = 0 

:CASINO4_43959
if 
  4 > 107@ 
else_jump @CASINO4_44094 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_44080 
if 
8118:   not actor 121@(107@,4i) dead 
else_jump @CASINO4_44080 
0647: AS_actor 80@ clear_look_task 
05E2: AS_actor 80@ kill_actor 121@(107@,4i) 
0085: 305@ = 121@(107@,4i) // (int) 
077A: set_actor 80@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 126@ = create_marker_above_actor 80@ 
07E0: set_marker 126@ type_to 1 
0168: set_marker 126@ size 2 
107@ = 4 

:CASINO4_44080
107@ += 1 
jump @CASINO4_43959 

:CASINO4_44094
107@ = 0 

:CASINO4_44101
if 
  4 > 107@ 
else_jump @CASINO4_44298 
if 
8118:   not actor 121@(107@,4i) dead 
else_jump @CASINO4_44284 
0187: 113@(107@,4i) = create_marker_above_actor 121@(107@,4i) 
018B: set_marker 113@(107@,4i) radar_mode 2 
0168: set_marker 113@(107@,4i) size 2 
077A: set_actor 121@(107@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 121@(107@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
if 
  2 > 107@ 
else_jump @CASINO4_44256 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_44249 
05E2: AS_actor 121@(107@,4i) kill_actor 80@ 

:CASINO4_44249
jump @CASINO4_44284 

:CASINO4_44256
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_44284 
05E2: AS_actor 121@(107@,4i) kill_actor 79@ 

:CASINO4_44284
107@ += 1 
jump @CASINO4_44101 

:CASINO4_44298
02EB: restore_camera_with_jumpcut 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
260@ = 0 
261@ = 1 
262@ = 2 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
41@ = 0 
61@ = 0 

:CASINO4_44436
if 
  61@ == 0 
else_jump @CASINO4_45803 
if 
   not 260@ == 0 
else_jump @CASINO4_44849 
if 
  263@ == 0 
else_jump @CASINO4_44518 
if 
03D0:   wav 262@ loaded 
else_jump @CASINO4_44511 
040D: unload_wav 262@ 

:CASINO4_44511
263@ = 1 

:CASINO4_44518
if 
  263@ == 1 
else_jump @CASINO4_44555 
03CF: load_wav 146@(260@,114i) as 261@ 
263@ = 2 

:CASINO4_44555
if 
  263@ == 2 
else_jump @CASINO4_44615 
if 
03D0:   wav 261@ loaded 
else_jump @CASINO4_44615 
03D1: play_wav 261@ 
00BC: show_text_highpriority GXT $8900(260@,114s) time 10000 flag 1 
263@ = 3 

:CASINO4_44615
if 
  263@ == 3 
else_jump @CASINO4_44849 
if 
03D2:   wav 261@ ended 
else_jump @CASINO4_44788 
03D5: remove_text $8900(260@,114s) 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_44686 
0968: actor 79@ stop_mouth 
0A09: set_actor 79@ muted 0 // versionB 

:CASINO4_44686
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_44714 
0968: actor 80@ stop_mouth 
0A09: set_actor 80@ muted 0 // versionB 

:CASINO4_44714
if 
  261@ == 1 
else_jump @CASINO4_44753 
261@ = 2 
262@ = 1 
jump @CASINO4_44767 

:CASINO4_44753
261@ = 1 
262@ = 2 

:CASINO4_44767
260@ = 0 
263@ = 0 
jump @CASINO4_44849 

:CASINO4_44788
if 
83D0:   not wav 262@ loaded 
else_jump @CASINO4_44849 
if 
  110 > 260@ 
else_jump @CASINO4_44849 
0085: 269@ = 260@ // (int) 
269@ += 1 
03CF: load_wav 146@(269@,114i) as 262@ 

:CASINO4_44849
0871: init_jump_table 265@ total_jumps 3 default_jump 1 @CASINO4_45236 jumps 0 @CASINO4_44912 1 @CASINO4_45006 2 @CASINO4_45121 -1 @CASINO4_45308 -1 @CASINO4_45308 -1 @CASINO4_45308 -1 @CASINO4_45308 

:CASINO4_44912
if 
  41@ > 5000 
else_jump @CASINO4_44999 
if 
  263@ == 0 
else_jump @CASINO4_44999 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_44980 
0A09: set_actor 79@ muted 1 // versionB 
0967: actor 79@ move_mouth 3000 ms 

:CASINO4_44980
260@ = 112 
265@ = 1 
01BD: 268@ = current_time_in_ms 

:CASINO4_44999
jump @CASINO4_45308 

:CASINO4_45006
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 7000 
else_jump @CASINO4_45114 
if 
  263@ == 0 
else_jump @CASINO4_45114 
260@ = 17 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_45102 
0A09: set_actor 80@ muted 1 // versionB 
0967: actor 80@ move_mouth 3000 ms 

:CASINO4_45102
265@ = 2 
01BD: 268@ = current_time_in_ms 

:CASINO4_45114
jump @CASINO4_45308 

:CASINO4_45121
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 7000 
else_jump @CASINO4_45229 
if 
  263@ == 0 
else_jump @CASINO4_45229 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_45210 
0A09: set_actor 79@ muted 1 // versionB 
0967: actor 79@ move_mouth 3000 ms 

:CASINO4_45210
260@ = 111 
265@ = 3 
01BD: 268@ = current_time_in_ms 

:CASINO4_45229
jump @CASINO4_45308 

:CASINO4_45236
01BD: 267@ = current_time_in_ms 
0085: 266@ = 267@ // (int) 
0062: 266@ -= 268@ // (int) 
if 
  266@ > 1000 
else_jump @CASINO4_45301 
if 
  263@ == 0 
else_jump @CASINO4_45301 
264@ = 1 

:CASINO4_45301
jump @CASINO4_45308 

:CASINO4_45308
107@ = 0 

:CASINO4_45315
if 
  4 > 107@ 
else_jump @CASINO4_45683 
if 
  109@(107@,4i) == 0 
else_jump @CASINO4_45669 
if 
0118:   actor 121@(107@,4i) dead 
else_jump @CASINO4_45669 
if 
003B:   306@ == 121@(107@,4i) // (int) 
else_jump @CASINO4_45504 
307@ = 3 

:CASINO4_45405
if 
  307@ > -1 
else_jump @CASINO4_45504 
if 
8118:   not actor 79@ dead 
else_jump @CASINO4_45490 
if 
8118:   not actor 121@(307@,4i) dead 
else_jump @CASINO4_45490 
05E2: AS_actor 79@ kill_actor 121@(307@,4i) 
0085: 306@ = 121@(307@,4i) // (int) 
307@ = -1 

:CASINO4_45490
307@ -= 1 
jump @CASINO4_45405 

:CASINO4_45504
if 
003B:   305@ == 121@(107@,4i) // (int) 
else_jump @CASINO4_45633 
307@ = 0 

:CASINO4_45534
if 
  4 > 307@ 
else_jump @CASINO4_45633 
if 
8118:   not actor 80@ dead 
else_jump @CASINO4_45619 
if 
8118:   not actor 121@(307@,4i) dead 
else_jump @CASINO4_45619 
05E2: AS_actor 80@ kill_actor 121@(307@,4i) 
0085: 305@ = 121@(307@,4i) // (int) 
307@ = 4 

:CASINO4_45619
307@ += 1 
jump @CASINO4_45534 

:CASINO4_45633
0164: disable_marker 113@(107@,4i) 
01C2: remove_references_to_actor 121@(107@,4i) // Like turning an actor into a random pedestrian 
109@(107@,4i) = 1 
108@ -= 1 

:CASINO4_45669
107@ += 1 
jump @CASINO4_45315 

:CASINO4_45683
if 
  1 > 108@ 
else_jump @CASINO4_45762 
61@ = 1 
if 
  54@ == 0 
else_jump @CASINO4_45762 
01C3: remove_references_to_car 85@ 
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 10.0 
54@ = 1 

:CASINO4_45762
if or
0118:   actor 80@ dead 
0118:   actor 79@ dead 
else_jump @CASINO4_45792 
00BE: text_clear_all 
61@ = 1 

:CASINO4_45792
wait 0 
jump @CASINO4_44436 

:CASINO4_45803
040D: unload_wav 262@ 
040D: unload_wav 261@ 
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 126@ 
0164: disable_marker 125@ 
if and
8118:   not actor 80@ dead 
8118:   not actor 79@ dead 
else_jump @CASINO4_45878 
0968: actor 79@ stop_mouth 
0968: actor 80@ stop_mouth 
0792: disembark_instantly_actor 80@ 
0792: disembark_instantly_actor 79@ 
07B3: set_group $PLAYER_GROUP give_command 0 

:CASINO4_45878
return 

:CASINO4_45880
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CASINO4_45898
$596 += 1 
0629: change_integer_stat 317 to 1 
0318: set_latest_mission_passed 'CASINO4'  // Don Peyote
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0164: disable_marker $581 
return 

:CASINO4_45965
01BD: $183 = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO4_46000 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_46000
0650: destroy_particle 144@ 
0650: destroy_particle 145@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0164: disable_marker 77@ 
0164: disable_marker 76@ 
0164: disable_marker 75@ 
0164: disable_marker 78@ 
0164: disable_marker 74@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
01C3: remove_references_to_car 85@ 
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 297@ 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 79@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 311@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 121@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 122@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 123@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 124@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
0249: release_model 478 
0249: release_model 330 
0249: release_model 31 
0249: release_model 32 
0249: release_model 33 
0249: release_model 34 
0249: release_model 34 
0249: release_model 346 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
065C: release_decision_maker 45@ 
065C: release_decision_maker 46@ 
065C: release_decision_maker 47@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 89---------------
// Originally: Intensive Care

:CASINO5
thread 'CASINO5' 
gosub @CASINO5_47 
if 
wasted_or_busted 
else_jump @CASINO5_38 
gosub @CASINO5_12927 

:CASINO5_38
gosub @CASINO5_12973 
end_thread 

:CASINO5_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'CASINO5' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 9.8203 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$1273 = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_5A' 

:CASINO5_150
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO5_174 
wait 0 
jump @CASINO5_150 

:CASINO5_174
02E7: start_cutscene 
fade 1 1000 

:CASINO5_183
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO5_207 
wait 0 
jump @CASINO5_183 

:CASINO5_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO5_222
if 
fading 
else_jump @CASINO5_246 
wait 0 
jump @CASINO5_222 

:CASINO5_246
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model 416 
0247: load_model 470 
0247: load_model 275 
0247: load_model 124 
0247: load_model 125 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model 353 
04ED: load_animation "GANGS" 

:CASINO5_329
if or
8248:   not model 416 available 
8248:   not model 470 available 
8248:   not model 275 available 
8248:   not model 124 available 
8248:   not model 125 available 
else_jump @CASINO5_374 
wait 0 
jump @CASINO5_329 

:CASINO5_374
if or
823D:   not special_actor 1 loaded 
8248:   not model 353 available 
84EE:   not animation "GANGS" loaded 
else_jump @CASINO5_414 
wait 0 
jump @CASINO5_374 

:CASINO5_414
060A: create_decision_maker_type 2 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
62@ = 0 
if 
  62@ == 1 
else_jump @CASINO5_547 
009A: 80@ = create_actor_pedtype 24 model 124 at 0.0 0.0 0.0 
009A: 107@(48@,2i) = create_actor_pedtype 24 model 124 at 0.0 0.0 0.0 
00A5: 105@(48@,2i) = create_car 416 at 0.0 0.0 0.0 

:CASINO5_547
0169: set_fade_color_RGB 0 0 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
fade 1 0 
00BC: show_text_highpriority GXT 'CAS5_00' time 8000 flag 1  // ~s~Find a ride and go pick up Johnny Sindacco from the ~y~hospital~s~.
018A: 52@ = create_checkpoint_at 1604.158 1838.765 9.828 
05AA: 148@s = 'CAS5_AA' // @s = 'short'  // So here I am, about to try and rescue some guy I've scared half to death.
04AF: 132@ = 8000 // = constant 
05AA: 150@s = 'CAS5_AB' // @s = 'short'  // If he wake up through all of this, I'm screwed...
04AF: 133@ = 8001 // = constant 
05AA: 152@s = 'CAS5_BA' // @s = 'short'  // Hello, Sir, can I help you?
04AF: 134@ = 8002 // = constant 
05AA: 154@s = 'CAS5_BB' // @s = 'short'  // Yeah, I'm here to pick up Mr. Sindacco.
04AF: 135@ = 8003 // = constant 
05AA: 156@s = 'CAS5_BC' // @s = 'short'  // Mr. Sindacco? There must be some mistake.
04AF: 136@ = 8004 // = constant 
05AA: 158@s = 'CAS5_BD' // @s = 'short'  // An ambulance just picked him up.
04AF: 137@ = 8005 // = constant 
05AA: 160@s = 'CAS5_BE' // @s = 'short'  // Oh, OK. Thank you for your help.
04AF: 138@ = 8006 // = constant 
05AA: 162@s = 'CAS5_CA' // @s = 'short'  // Hey mother, mother is that you?
04AF: 139@ = 8007 // = constant 
05AA: 164@s = 'CAS5_CB' // @s = 'short'  // I see the light!
04AF: 140@ = 8008 // = constant 
05AA: 166@s = 'CAS5_CC' // @s = 'short'  // Uggh, never...never ever gonna talk like that again.
04AF: 141@ = 8009 // = constant 
05AA: 168@s = 'CAS5_CD' // @s = 'short'  // Fuck you, fuck you! Fuck fuck you!
04AF: 142@ = 8010 // = constant 
05AA: 170@s = 'CAS5_CE' // @s = 'short'  // Oh my God, where am I?
04AF: 143@ = 8011 // = constant 
05AA: 172@s = 'CAS5_CF' // @s = 'short'  // Nurse, hey nurse!
04AF: 144@ = 8012 // = constant 
05AA: 174@s = 'CAS5_CG' // @s = 'short'  // I need my bag emptied!
04AF: 145@ = 8013 // = constant 
05AA: 176@s = 'CAS5_DA' // @s = 'short'  // Hey, Johnny, how you feelin'?
04AF: 146@ = 8014 // = constant 
05AA: 178@s = 'CAS5_DB' // @s = 'short'  // I didn't think he was going to be discharged 'til tomorrow!
04AF: 147@ = 8015 // = constant 
0085: 130@ = 131@ // (int) 
41@ = 0 

:CASINO5_979
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO5_1005 
jump @CASINO5_12833 

:CASINO5_1005
if 
  64@ == 0 
else_jump @CASINO5_1186 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1604.158 1838.765 9.828 radius 120.0 120.0 120.0 
else_jump @CASINO5_1186 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 30.0 
0732: random_car_generator_disable_model 470 
0674: set_car_model 470 numberplate "H_CARMAN" 
0395: clear_area 1 at 1624.598 1850.607 9.828 radius 8.0 
00A5: 63@ = create_car 470 at 1624.598 1850.607 9.828 
0175: set_car 63@ Z_angle_to 180.0 
03AB: set_car 63@ strong 1 
64@ += 1 

:CASINO5_1186
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1604.158 1838.765 9.828 radius 4.0 4.0 4.0 
else_jump @CASINO5_1325 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO5_1309 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 400 

:CASINO5_1266
if 
fading 
else_jump @CASINO5_1290 
wait 0 
jump @CASINO5_1266 

:CASINO5_1290
0164: disable_marker 52@ 
jump @CASINO5_1339 
jump @CASINO5_1325 

:CASINO5_1309
00BC: show_text_highpriority GXT 'CAS5_01' time 4000 flag 1  // ~s~You need a vehicle to pick up Johnny.

:CASINO5_1325
gosub @CASINO5_10197 
jump @CASINO5_979 

:CASINO5_1339
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1595.199 1838.316 12.4095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1596.18 1838.252 12.2269 switchstyle 2 
if 
   not 0 > $1309[0] 
else_jump @CASINO5_1426 
$1309[0] = -2 

:CASINO5_1426
if 
   not 0 > $1309[0] 
else_jump @CASINO5_1451 
$1309[1] = -2 

:CASINO5_1451
00D9: 58@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 58@ health_to 2000 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 15.0 
fade 1 0 
0615: define_AS_pack_begin 50@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1606.106 1825.065 9.828 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 100 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
51@ = 0 
54@ = 0 

:CASINO5_1567
if 
  2 > 51@ 
else_jump @CASINO5_1604 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 51@ // similar to 062E 
jump @CASINO5_1567 

:CASINO5_1604
131@ = 4 

:CASINO5_1611
if 
  7 > 130@ 
else_jump @CASINO5_1647 
wait 0 
gosub @CASINO5_10197 
jump @CASINO5_1611 

:CASINO5_1647
0615: define_AS_pack_begin 50@ 
05BA: AS_actor -1 move_mouth 3800 ms 
if 
8119:   not car 58@ wrecked 
else_jump @CASINO5_1684 
05CB: AS_actor -1 enter_car 58@ as_driver -1 ms 

:CASINO5_1684
0616: define_AS_pack_end 50@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
48@ = 0 

:CASINO5_1709
if 
  48@ == 0 
else_jump @CASINO5_1780 
wait 0 
if 
8119:   not car 58@ wrecked 
else_jump @CASINO5_1773 
if 
00DB:   actor $PLAYER_ACTOR in_car 58@ 
else_jump @CASINO5_1773 
48@ = 1 

:CASINO5_1773
jump @CASINO5_1709 

:CASINO5_1780
54@ = 1 
40@ = 0 

:CASINO5_1794
if 
  500 > 40@ 
else_jump @CASINO5_1824 
wait 0 
jump @CASINO5_1794 

:CASINO5_1824
00BE: text_clear_all 
if 
   not 0 > $1309[0] 
else_jump @CASINO5_1851 
$1309[0] = -2 

:CASINO5_1851
if 
   not 0 > $1309[0] 
else_jump @CASINO5_1876 
$1309[1] = -2 

:CASINO5_1876
if or
89DE:   not actor $PLAYER_ACTOR entering_car 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CASINO5_1926 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
8119:   not car 58@ wrecked 
else_jump @CASINO5_1926 
036A: put_actor $PLAYER_ACTOR in_car 58@ 

:CASINO5_1926
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'CAS5_03' time 8000 flag 1  // ~s~It must have been the Mafia that took Johnny, find the ~r~ambulance~s~ that contains Johnny.
0994: unknown_create_escape_at 2066.25 956.0 9.125 
0994: unknown_create_escape_at 2048.625 953.8749 9.125 
0994: unknown_create_escape_at 2032.5 973.25 9.5 
0994: unknown_create_escape_at 2027.25 1093.125 9.625 
0994: unknown_create_escape_at 2030.125 1273.0 9.625 
0994: unknown_create_escape_at 2029.0 1453.25 9.625 
0994: unknown_create_escape_at 2033.75 1713.125 9.625 
0994: unknown_create_escape_at 2112.125 1863.125 9.75 
0994: unknown_create_escape_at 2104.0 1969.125 9.75 
0994: unknown_create_escape_at 2108.25 2022.0 9.625 
0994: unknown_create_escape_at 2107.625 2113.125 9.625 
0994: unknown_create_escape_at 2091.25 2283.125 9.625 
0994: unknown_create_escape_at 2005.625 2393.25 9.625 
0994: unknown_create_escape_at 1605.375 2589.75 9.625 
0994: unknown_create_escape_at 1477.375 2563.125 9.625 
0994: unknown_create_escape_at 1385.625 2575.0 9.625 
0994: unknown_create_escape_at 1293.875 2574.625 9.625 
0994: unknown_create_escape_at 1528.125 2773.125 9.625 
0994: unknown_create_escape_at 2127.375 2792.875 9.625 
0994: unknown_create_escape_at 2397.375 2713.125 9.625 
0994: unknown_create_escape_at 2404.625 2513.125 9.625 
0994: unknown_create_escape_at 2628.625 2301.75 9.625 
0994: unknown_create_escape_at 2787.25 2303.5 9.625 
0994: unknown_create_escape_at 2860.125 2293.0 9.625 
0994: unknown_create_escape_at 2796.125 2135.375 9.75 
0994: unknown_create_escape_at 2796.125 2090.875 9.625 
0994: unknown_create_escape_at 2638.375 2135.375 9.625 
0994: unknown_create_escape_at 2638.375 2090.875 9.75 
0994: unknown_create_escape_at 2621.625 1473.125 9.625 
0994: unknown_create_escape_at 2645.375 1313.125 9.75 
0994: unknown_create_escape_at 2547.25 923.125 9.625 
0994: unknown_create_escape_at 2287.25 957.8749 9.625 
0994: unknown_create_escape_at 2147.25 963.2499 9.625 
0395: clear_area 1 at 2152.029 1912.456 9.6797 radius 10.0 
00A5: 65@ = create_car 416 at 2152.029 1912.456 9.6797 
0175: set_car 65@ Z_angle_to 0.0 
0224: set_car 65@ health_to 2000 
0186: 68@ = create_marker_above_car 65@ 
020A: set_car 65@ door_status_to 3 
0587: enable_car 65@ validate_position 0 
0129: 74@ = create_actor_pedtype 24 model 275 in_car 65@ driverseat 
039E: set_actor 74@ locked 1 while_in_car 
060B: set_actor 74@ decision_maker_to 56@ 
01C8: 77@ = create_actor_pedtype 24 model 275 in_car 65@ passenger_seat 0 
039E: set_actor 77@ locked 1 while_in_car 
060B: set_actor 77@ decision_maker_to 56@ 
05D2: AS_actor 74@ run_to_and_hijack_car 65@ max_search_radius 15.0 traffic_behavior 0 
71@ = 0 
101@ = 0 
0395: clear_area 1 at 2050.291 1358.516 9.6719 radius 10.0 
00A5: 66@ = create_car 416 at 2050.291 1358.516 9.6719 
0175: set_car 66@ Z_angle_to 180.0 
0224: set_car 66@ health_to 2000 
0186: 69@ = create_marker_above_car 66@ 
020A: set_car 66@ door_status_to 3 
0587: enable_car 66@ validate_position 0 
0129: 75@ = create_actor_pedtype 24 model 275 in_car 66@ driverseat 
039E: set_actor 75@ locked 1 while_in_car 
060B: set_actor 75@ decision_maker_to 56@ 
01C8: 78@ = create_actor_pedtype 24 model 275 in_car 66@ passenger_seat 0 
039E: set_actor 78@ locked 1 while_in_car 
060B: set_actor 78@ decision_maker_to 56@ 
05D2: AS_actor 75@ run_to_and_hijack_car 66@ max_search_radius 15.0 traffic_behavior 0 
72@ = 0 
102@ = 0 
0395: clear_area 1 at 2544.98 1395.797 9.78 radius 10.0 
00A5: 67@ = create_car 416 at 2544.98 1395.797 9.78 
0175: set_car 67@ Z_angle_to 180.0 
0224: set_car 67@ health_to 2000 
0186: 70@ = create_marker_above_car 67@ 
020A: set_car 67@ door_status_to 3 
0587: enable_car 67@ validate_position 0 
0129: 76@ = create_actor_pedtype 24 model 275 in_car 67@ driverseat 
039E: set_actor 76@ locked 1 while_in_car 
060B: set_actor 76@ decision_maker_to 56@ 
01C8: 79@ = create_actor_pedtype 24 model 275 in_car 67@ passenger_seat 0 
039E: set_actor 79@ locked 1 while_in_car 
060B: set_actor 79@ decision_maker_to 56@ 
05D2: AS_actor 76@ run_to_and_hijack_car 67@ max_search_radius 15.0 traffic_behavior 0 
73@ = 0 
103@ = 0 
81@ = 0 
82@ = -1 
84@ = 0 
88@ = 0 
0A6F: checkpoint_save 1 

:CASINO5_3072
wait 0 
48@ = 0 

:CASINO5_3083
if 
  3 > 48@ 
else_jump @CASINO5_7037 
if and
8119:   not car 65@(48@,3i) wrecked 
  6 > 71@(48@,3i) 
else_jump @CASINO5_7023 
0871: init_jump_table 71@(48@,3i) total_jumps 6 default_jump 0 @CASINO5_7023 jumps 0 @CASINO5_3199 1 @CASINO5_4014 2 @CASINO5_4583 3 @CASINO5_5075 4 @CASINO5_5172 5 @CASINO5_5726 -1 @CASINO5_7023 

:CASINO5_3199
if or
0118:   actor 74@(48@,3i) dead 
0118:   actor 77@(48@,3i) dead 
else_jump @CASINO5_3267 
85@ = 0 
if 
  84@ == 0 
else_jump @CASINO5_3260 
gosub @CASINO5_7427 

:CASINO5_3260
jump @CASINO5_3421 

:CASINO5_3267
if 
051C:   car 65@(48@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_3329 
85@ = 1 
if 
  84@ == 0 
else_jump @CASINO5_3322 
gosub @CASINO5_7427 

:CASINO5_3322
jump @CASINO5_3421 

:CASINO5_3329
if 
  86@ == 0 
else_jump @CASINO5_3414 
if and
0202:   actor $PLAYER_ACTOR near_car 65@(48@,3i) radius 40.0 40.0 sphere 0 
02CA:   car 65@(48@,3i) bounding_sphere_visible 
else_jump @CASINO5_3414 
00BC: show_text_highpriority GXT 'CAS5_04' time 8000 flag 1  // ~s~Ram the ~r~ambulance~s~ and see how the driver reacts.
86@ = 1 

:CASINO5_3414
jump @CASINO5_7023 

:CASINO5_3421
if 
  85@ == 0 
else_jump @CASINO5_3503 
if 
  84@ == 0 
else_jump @CASINO5_3480 
00BC: show_text_highpriority GXT 'CAS5_07' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in one of the other ~r~ambulances~s~.
jump @CASINO5_3496 

:CASINO5_3480
00BC: show_text_highpriority GXT 'CAS5_08' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in the other ~r~ambulance~s~.

:CASINO5_3496
jump @CASINO5_3560 

:CASINO5_3503
if 
  84@ == 0 
else_jump @CASINO5_3544 
00BC: show_text_highpriority GXT 'CAS5_05' time 8000 flag 1  // ~s~Johnny must be in one of the other ~r~ambulances,~s~ this one's the real deal.
jump @CASINO5_3560 

:CASINO5_3544
00BC: show_text_highpriority GXT 'CAS5_06' time 8000 flag 1  // ~s~Johnny must be in the other ~r~ambulance~s~, this one's the real deal.

:CASINO5_3560
0164: disable_marker 68@(48@,3i) 
84@ += 1 
89@(48@,3i) = 0 
0477: set_car 65@(48@,3i) action 6 time 5000 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_3782 
0687: clear_actor 74@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor 74@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
89@(48@,3i) += 1 

:CASINO5_3782
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_3963 
0687: clear_actor 77@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor 77@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
89@(48@,3i) += 2 

:CASINO5_3963
if 
  89@(48@,3i) == 0 
else_jump @CASINO5_4003 
71@(48@,3i) = 3 
jump @CASINO5_7023 

:CASINO5_4003
71@(48@,3i) += 1 

:CASINO5_4014
if or
  89@(48@,3i) == 1 
  89@(48@,3i) == 3 
else_jump @CASINO5_4197 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_4153 
if 
80DF:   not actor 74@(48@,3i) driving 
else_jump @CASINO5_4146 
0646: unknown_get_actor 74@(48@,3i) task_1560_status_store_to 51@ // similar to 062E 
if 
  51@ == 5 
else_jump @CASINO5_4146 
05CB: AS_actor 74@(48@,3i) enter_car 65@(48@,3i) as_driver -2 ms 
89@(48@,3i) -= 1 

:CASINO5_4146
jump @CASINO5_4197 

:CASINO5_4153
if or
  89@(48@,3i) == 1 
  89@(48@,3i) == 3 
else_jump @CASINO5_4197 
89@(48@,3i) -= 1 

:CASINO5_4197
if or
  89@(48@,3i) == 2 
  89@(48@,3i) == 3 
else_jump @CASINO5_4427 
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_4383 
if 
80DF:   not actor 77@(48@,3i) driving 
else_jump @CASINO5_4376 
0646: unknown_get_actor 77@(48@,3i) task_1560_status_store_to 51@ // similar to 062E 
if 
  51@ == 5 
else_jump @CASINO5_4376 
if 
0118:   actor 74@(48@,3i) dead 
else_jump @CASINO5_4345 
05CB: AS_actor 77@(48@,3i) enter_car 65@(48@,3i) as_driver -2 ms 
jump @CASINO5_4365 

:CASINO5_4345
05CA: AS_actor 77@(48@,3i) enter_car 65@(48@,3i) passenger_seat 0 time -2 

:CASINO5_4365
89@(48@,3i) -= 2 

:CASINO5_4376
jump @CASINO5_4427 

:CASINO5_4383
if or
  89@(48@,3i) == 2 
  89@(48@,3i) == 3 
else_jump @CASINO5_4427 
89@(48@,3i) -= 2 

:CASINO5_4427
if 
  89@(48@,3i) == 0 
else_jump @CASINO5_4576 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_4480 
89@(48@,3i) += 1 

:CASINO5_4480
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_4511 
89@(48@,3i) += 2 

:CASINO5_4511
if 
  89@(48@,3i) == 0 
else_jump @CASINO5_4558 
71@(48@,3i) = 3 
jump @CASINO5_7023 
jump @CASINO5_4569 

:CASINO5_4558
71@(48@,3i) += 1 

:CASINO5_4569
jump @CASINO5_4583 

:CASINO5_4576
jump @CASINO5_7023 

:CASINO5_4583
if or
  89@(48@,3i) == 1 
  89@(48@,3i) == 3 
else_jump @CASINO5_4725 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_4681 
if 
00DB:   actor 74@(48@,3i) in_car 65@(48@,3i) 
else_jump @CASINO5_4674 
89@(48@,3i) -= 1 

:CASINO5_4674
jump @CASINO5_4725 

:CASINO5_4681
if or
  89@(48@,3i) == 1 
  89@(48@,3i) == 3 
else_jump @CASINO5_4725 
89@(48@,3i) -= 1 

:CASINO5_4725
if or
  89@(48@,3i) == 2 
  89@(48@,3i) == 3 
else_jump @CASINO5_4867 
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_4823 
if 
00DB:   actor 77@(48@,3i) in_car 65@(48@,3i) 
else_jump @CASINO5_4816 
89@(48@,3i) -= 2 

:CASINO5_4816
jump @CASINO5_4867 

:CASINO5_4823
if or
  89@(48@,3i) == 2 
  89@(48@,3i) == 3 
else_jump @CASINO5_4867 
89@(48@,3i) -= 2 

:CASINO5_4867
if 
  89@(48@,3i) == 0 
else_jump @CASINO5_5068 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_4939 
05D2: AS_actor 74@(48@,3i) run_to_and_hijack_car 65@(48@,3i) max_search_radius 15.0 traffic_behavior 0 
jump @CASINO5_5050 

:CASINO5_4939
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_5050 
046C: 95@ = car 65@(48@,3i) driver 
0615: define_AS_pack_begin 50@ 
if 
803B:   not  95@ == 77@(48@,3i) // (int) 
else_jump @CASINO5_5010 
0676: AS_actor -1 in_car 65@(48@,3i) move_from_passengerseat_to_driverseat 

:CASINO5_5010
05D2: AS_actor -1 run_to_and_hijack_car 65@(48@,3i) max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 50@ 
0618: assign_actor 77@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:CASINO5_5050
71@(48@,3i) += 1 
jump @CASINO5_5075 

:CASINO5_5068
jump @CASINO5_7023 

:CASINO5_5075
if or
0202:   actor $PLAYER_ACTOR near_car 65@(48@,3i) radius 50.0 50.0 sphere 0 
02CA:   car 65@(48@,3i) bounding_sphere_visible 
else_jump @CASINO5_5126 
jump @CASINO5_7023 

:CASINO5_5126
01C3: remove_references_to_car 65@(48@,3i) 
01C2: remove_references_to_actor 74@(48@,3i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@(48@,3i) // Like turning an actor into a random pedestrian 
71@(48@,3i) = 10000 
jump @CASINO5_7023 

:CASINO5_5172
if 
8118:   not actor 80@ dead 
else_jump @CASINO5_5698 
if or
0118:   actor 74@(48@,3i) dead 
0118:   actor 77@(48@,3i) dead 
else_jump @CASINO5_5251 
00BC: show_text_highpriority GXT 'CAS5_10' time 8000 flag 1  // ~s~You have alerted the Mafia to your presence, smash up the ~r~ambulance~s~ a bit and show them you mean business.
71@(48@,3i) = 5 
jump @CASINO5_5691 

:CASINO5_5251
if 
051C:   car 65@(48@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_5308 
00BC: show_text_highpriority GXT 'CAS5_09' time 8000 flag 1  // ~s~Looks like this is the ~r~ambulance~s~ that took Johnny, smash it up a bit and show the Mafia you mean business.
71@(48@,3i) = 5 
jump @CASINO5_5691 

:CASINO5_5308
if 
  40@ > 120000 
else_jump @CASINO5_5569 
if or
0202:   actor $PLAYER_ACTOR near_car 65@(48@,3i) radius 60.0 60.0 sphere 0 
02CA:   car 65@(48@,3i) bounding_sphere_visible 
else_jump @CASINO5_5417 
if 
00DB:   actor $PLAYER_ACTOR in_car 65@(48@,3i) 
else_jump @CASINO5_5403 
97@ = 1 

:CASINO5_5403
jump @CASINO5_7023 
jump @CASINO5_5562 

:CASINO5_5417
0164: disable_marker 68@(48@,3i) 
if 
056D:   actor 80@ defined 
else_jump @CASINO5_5447 
009B: destroy_actor 80@ 

:CASINO5_5447
if 
056D:   actor 74@(48@,3i) defined 
else_jump @CASINO5_5476 
009B: destroy_actor 74@(48@,3i) 

:CASINO5_5476
if 
056D:   actor 77@(48@,3i) defined 
else_jump @CASINO5_5505 
009B: destroy_actor 77@(48@,3i) 

:CASINO5_5505
if 
056E:   car 65@(48@,3i) defined 
else_jump @CASINO5_5534 
00A6: destroy_car 65@(48@,3i) 

:CASINO5_5534
59@ = 1 
05AA: 60@s = 'CAS5_32' // @s = 'short'  // ~r~The Mafia have escaped with Johnny.
jump @CASINO5_12927 

:CASINO5_5562
jump @CASINO5_5691 

:CASINO5_5569
if 
  2 > 87@ 
else_jump @CASINO5_5684 
if 
  87@ == 0 
else_jump @CASINO5_5648 
if 
876F:   not text_priority_displayed 
else_jump @CASINO5_5641 
00BC: show_text_highpriority GXT 'CAS5_30' time 8000 flag 1  // ~s~The Mafia have been alerted by a distress call from the ambulance you just hit.
87@ += 1 

:CASINO5_5641
jump @CASINO5_5684 

:CASINO5_5648
if 
876F:   not text_priority_displayed 
else_jump @CASINO5_5684 
00BC: show_text_highpriority GXT 'CAS5_31' time 8000 flag 1  // ~s~Find the actual ~r~ambulance~s~ that the Mafia have taken before they escape!
87@ += 1 

:CASINO5_5684
jump @CASINO5_7023 

:CASINO5_5691
jump @CASINO5_5726 

:CASINO5_5698
59@ = 1 
05AA: 60@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
jump @CASINO5_12927 

:CASINO5_5726
if 
8118:   not actor 80@ dead 
else_jump @CASINO5_6988 
if 
  88@ == 0 
else_jump @CASINO5_6166 
49@ = 0 

:CASINO5_5767
if 
  3 > 49@ 
else_jump @CASINO5_5860 
if 
803B:   not  48@ == 49@ // (int) 
else_jump @CASINO5_5846 
0164: disable_marker 68@(49@,3i) 
if 
  3 > 71@(49@,3i) 
else_jump @CASINO5_5846 
71@(49@,3i) = 3 

:CASINO5_5846
49@ += 1 
jump @CASINO5_5767 

:CASINO5_5860
0249: release_model 275 
04EF: release_animation "GANGS" 
0247: load_model 405 
if 
  97@ == 0 
else_jump @CASINO5_6115 
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_6023 
0687: clear_actor 74@(48@,3i) task 
05D2: AS_actor 74@(48@,3i) run_to_and_hijack_car 65@(48@,3i) max_search_radius 25.0 traffic_behavior 2 
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_6009 
0713: actor 77@(48@,3i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 1 1 firing_rate 35 

:CASINO5_6009
96@ = 0 
jump @CASINO5_6115 

:CASINO5_6023
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_6115 
0687: clear_actor 77@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
0676: AS_actor -1 in_car 65@(48@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 65@(48@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 50@ 
0618: assign_actor 77@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
96@ = 1 

:CASINO5_6115
0397: enable_car 65@(48@,3i) siren 1 
0224: set_car 65@(48@,3i) health_to 104@ 
88@ = 1 
100@ = 0 
120@ = 0 
jump @CASINO5_6981 

:CASINO5_6166
0227: 98@ = car 65@(48@,3i) health 
if 
051C:   car 65@(48@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASINO5_6293 
0085: 99@ = 104@ // (int) 
0062: 99@ -= 98@ // (int) 
if 
031E:   car 65@(48@,3i) hit_by_weapon 57 
else_jump @CASINO5_6278 
99@ /= 20 
if 
  99@ == 0 
else_jump @CASINO5_6271 
99@ = 1 

:CASINO5_6271
jump @CASINO5_6285 

:CASINO5_6278
99@ *= 2 

:CASINO5_6285
005A: 100@ += 99@ // (int) 

:CASINO5_6293
0224: set_car 65@(48@,3i) health_to 104@ 
054F: clear_car 65@(48@,3i) damage 
if 
  200 > 100@ 
else_jump @CASINO5_6521 
if 
80DB:   not actor $PLAYER_ACTOR in_car 65@(48@,3i) 
else_jump @CASINO5_6514 
if 
0118:   actor 74@(48@,3i) dead 
else_jump @CASINO5_6500 
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_6493 
if 
  96@ == 0 
else_jump @CASINO5_6486 
0687: clear_actor 77@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
0676: AS_actor -1 in_car 65@(48@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 65@(48@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 50@ 
0618: assign_actor 77@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
96@ = 1 

:CASINO5_6486
jump @CASINO5_7023 

:CASINO5_6493
jump @CASINO5_6507 

:CASINO5_6500
jump @CASINO5_7023 

:CASINO5_6507
jump @CASINO5_6521 

:CASINO5_6514
97@ = 1 

:CASINO5_6521
0224: set_car 65@(48@,3i) health_to 3000 
if 
  97@ == 0 
else_jump @CASINO5_6565 
0477: set_car 65@(48@,3i) action 6 time 5000 

:CASINO5_6565
if 
8118:   not actor 74@(48@,3i) dead 
else_jump @CASINO5_6652 
0687: clear_actor 74@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
05CD: AS_actor -1 exit_car 65@(48@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 50@ 
0618: assign_actor 74@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
jump @CASINO5_6652 

:CASINO5_6652
if 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_6739 
0687: clear_actor 77@(48@,3i) task 
0615: define_AS_pack_begin 50@ 
05CD: AS_actor -1 exit_car 65@(48@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 50@ 
0618: assign_actor 77@(48@,3i) to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
jump @CASINO5_6739 

:CASINO5_6739
if 
  97@ == 0 
else_jump @CASINO5_6879 
0164: disable_marker 68@(48@,3i) 
0186: 68@(48@,3i) = create_marker_above_car 65@(48@,3i) 
07E0: set_marker 68@(48@,3i) type_to 1 
020A: set_car 65@(48@,3i) door_status_to 1 
if or
8118:   not actor 74@(48@,3i) dead 
8118:   not actor 77@(48@,3i) dead 
else_jump @CASINO5_6856 
00BC: show_text_highpriority GXT 'CAS5_11' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ before any backup arrives.
jump @CASINO5_6872 

:CASINO5_6856
00BC: show_text_highpriority GXT 'CAS5_12' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ the driver might have called for backup before he was killed.

:CASINO5_6872
jump @CASINO5_6888 

:CASINO5_6879
0164: disable_marker 68@(48@,3i) 

:CASINO5_6888
01EB: set_traffic_density_multiplier_to 0.6 
03DE: set_pedestrians_density_multiplier_to 0.6 
0995: unknown_remove_escapes 
117@ = 100.0 
114@ = 0 
109@ = -1 
110@ = -1 
115@ = -10.0 
116@ = -10.0 
85@ = 0 
0224: set_car 65@(48@,3i) health_to 1250 
jump @CASINO5_8775 

:CASINO5_6981
jump @CASINO5_7016 

:CASINO5_6988
59@ = 1 
05AA: 60@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
jump @CASINO5_12927 

:CASINO5_7016
jump @CASINO5_7023 

:CASINO5_7023
48@ += 1 
jump @CASINO5_3083 

:CASINO5_7037
gosub @CASINO5_7051 
jump @CASINO5_3072 

:CASINO5_7051
if 
  41@ > 500 
else_jump @CASINO5_7425 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
48@ = 0 

:CASINO5_7091
if 
  3 > 48@ 
else_jump @CASINO5_7418 
if 
8119:   not car 65@(48@,3i) wrecked 
else_jump @CASINO5_7404 
if 
  71@(48@,3i) == 0 
else_jump @CASINO5_7360 
00AA: store_car 65@(48@,3i) position_to $72 $73 $74 
0509: $67 = distance_between_XY $68 $69 and_XY $72 $73 
0871: init_jump_table 101@(48@,3i) total_jumps 2 default_jump 0 @CASINO5_7353 jumps 0 @CASINO5_7253 1 @CASINO5_7303 -1 @CASINO5_7353 -1 @CASINO5_7353 -1 @CASINO5_7353 -1 @CASINO5_7353 -1 @CASINO5_7353 

:CASINO5_7253
if 
  120.0 > $67 
else_jump @CASINO5_7296 
0587: enable_car 65@(48@,3i) validate_position 1 
101@(48@,3i) += 1 

:CASINO5_7296
jump @CASINO5_7353 

:CASINO5_7303
if 
  $67 > 140.0 
else_jump @CASINO5_7346 
0587: enable_car 65@(48@,3i) validate_position 0 
101@(48@,3i) -= 1 

:CASINO5_7346
jump @CASINO5_7353 

:CASINO5_7353
jump @CASINO5_7404 

:CASINO5_7360
if 
  101@(48@,3i) == 0 
else_jump @CASINO5_7404 
0587: enable_car 65@(48@,3i) validate_position 1 
101@(48@,3i) = 1 

:CASINO5_7404
48@ += 1 
jump @CASINO5_7091 

:CASINO5_7418
41@ = 0 

:CASINO5_7425
return 

:CASINO5_7427
0209: 53@ = random_int_in_ranges 0 2 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @CASINO5_7637 jumps 0 @CASINO5_7499 1 @CASINO5_7545 2 @CASINO5_7591 -1 @CASINO5_7637 -1 @CASINO5_7637 -1 @CASINO5_7637 -1 @CASINO5_7637 

:CASINO5_7499
if 
  53@ == 0 
else_jump @CASINO5_7531 
82@ = 1 
jump @CASINO5_7538 

:CASINO5_7531
82@ = 2 

:CASINO5_7538
jump @CASINO5_7637 

:CASINO5_7545
if 
  53@ == 0 
else_jump @CASINO5_7577 
82@ = 0 
jump @CASINO5_7584 

:CASINO5_7577
82@ = 2 

:CASINO5_7584
jump @CASINO5_7637 

:CASINO5_7591
if 
  53@ == 0 
else_jump @CASINO5_7623 
82@ = 0 
jump @CASINO5_7630 

:CASINO5_7623
82@ = 1 

:CASINO5_7630
jump @CASINO5_7637 

:CASINO5_7637
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_7975 
104@ = 5000 
0224: set_car 65@(82@,3i) health_to 104@ 
053F: set_car 65@(82@,3i) tires_vulnerability 0 
if 
8118:   not actor 74@(82@,3i) dead 
else_jump @CASINO5_7726 
0687: clear_actor 74@(82@,3i) task 
009B: destroy_actor 74@(82@,3i) 

:CASINO5_7726
0129: 74@(82@,3i) = create_actor_pedtype 24 model 124 in_car 65@(82@,3i) driverseat 
039E: set_actor 74@(82@,3i) locked 1 while_in_car 
01B2: give_actor 74@(82@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 74@(82@,3i) armed_weapon_to 29 
060B: set_actor 74@(82@,3i) decision_maker_to 55@ 
if 
8118:   not actor 77@(82@,3i) dead 
else_jump @CASINO5_7832 
0687: clear_actor 77@(82@,3i) task 
009B: destroy_actor 77@(82@,3i) 

:CASINO5_7832
01C8: 77@(82@,3i) = create_actor_pedtype 24 model 125 in_car 65@(82@,3i) passenger_seat 0 
039E: set_actor 77@(82@,3i) locked 1 while_in_car 
01B2: give_actor 77@(82@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 77@(82@,3i) armed_weapon_to 29 
060B: set_actor 77@(82@,3i) decision_maker_to 55@ 
01C8: 80@ = create_actor_pedtype 23 model 290 in_car 65@(82@,3i) passenger_seat 1 
0526: set_actor 80@ stay_in_car_when_jacked 1 
0982: set_actor 80@ stay_in_car_when_dead 1 
060B: set_actor 80@ decision_maker_to 56@ 
09F6: set_actor 80@ unjackable_through_driver_seat 0 
40@ = 0 
87@ = 0 
71@(82@,3i) = 4 

:CASINO5_7975
return 

:CASINO5_7977
113@ = 0 

:CASINO5_7984
if 
  2 > 113@ 
else_jump @CASINO5_8773 
if and
8118:   not actor 107@(113@,2i) dead 
8119:   not car 105@(113@,2i) wrecked 
else_jump @CASINO5_8411 
0871: init_jump_table 109@(113@,2i) total_jumps 2 default_jump 0 @CASINO5_8404 jumps 1 @CASINO5_8098 2 @CASINO5_8327 -1 @CASINO5_8404 -1 @CASINO5_8404 -1 @CASINO5_8404 -1 @CASINO5_8404 -1 @CASINO5_8404 

:CASINO5_8098
if 
  114@ == 0 
else_jump @CASINO5_8130 
gosub @CASINO5_9847 
jump @CASINO5_8320 

:CASINO5_8130
00AA: store_car 105@(113@,2i) position_to $72 $73 $74 
0509: $74 = distance_between_XY 1074.461 2392.227 and_XY $72 $73 
0509: $67 = distance_between_XY 1010.673 1487.184 and_XY $72 $73 
0687: clear_actor 107@(113@,2i) task 
if 
0024:   $67 > $74 // (float) 
else_jump @CASINO5_8267 
05D1: AS_actor 107@(113@,2i) drive_car 105@(113@,2i) to 1074.461 2392.227 9.6796 speed 25.0 0 model 0 2 
jump @CASINO5_8309 

:CASINO5_8267
05D1: AS_actor 107@(113@,2i) drive_car 105@(113@,2i) to 1010.673 1487.184 9.6797 speed 25.0 0 model 0 2 

:CASINO5_8309
109@(113@,2i) = 2 

:CASINO5_8320
jump @CASINO5_8404 

:CASINO5_8327
if 
  114@ == 0 
else_jump @CASINO5_8397 
109@(113@,2i) = 1 
0687: clear_actor 107@(113@,2i) task 
06E1: AS_actor 107@(113@,2i) using_car 105@(113@,2i) target_car 65@(82@,3i) with_order 3 max_speed 32.0 traffic_flag 2 

:CASINO5_8397
jump @CASINO5_8404 

:CASINO5_8404
jump @CASINO5_8759 

:CASINO5_8411
0871: init_jump_table 109@(113@,2i) total_jumps 2 default_jump 1 @CASINO5_8478 jumps -1 @CASINO5_8514 0 @CASINO5_8521 -1 @CASINO5_8759 -1 @CASINO5_8759 -1 @CASINO5_8759 -1 @CASINO5_8759 -1 @CASINO5_8759 

:CASINO5_8478
01C2: remove_references_to_actor 107@(113@,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 105@(113@,2i) 
109@(113@,2i) = -1 
jump @CASINO5_8759 

:CASINO5_8514
jump @CASINO5_8759 

:CASINO5_8521
if 
  111@(113@,2i) > 9000 
else_jump @CASINO5_8752 
if 
0248:   model 405 available 
else_jump @CASINO5_8752 
gosub @CASINO5_9996 
if 
  122@ == 1 
else_jump @CASINO5_8752 
00A5: 105@(113@,2i) = create_car 405 at 126@ 127@ 128@ 
0175: set_car 105@(113@,2i) Z_angle_to 129@ 
020A: set_car 105@(113@,2i) door_status_to 3 
0852: set_car 105@(113@,2i) damages_visible 0 
0224: set_car 105@(113@,2i) health_to 5000 
0129: 107@(113@,2i) = create_actor_pedtype 24 model 125 in_car 105@(113@,2i) driverseat 
01B2: give_actor 107@(113@,2i) weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 107@(113@,2i) decision_maker_to 56@ 
039E: set_actor 107@(113@,2i) locked 1 while_in_car 
06E1: AS_actor 107@(113@,2i) using_car 105@(113@,2i) target_car 65@(82@,3i) with_order 3 max_speed 32.0 traffic_flag 2 
109@(113@,2i) = 1 

:CASINO5_8752
jump @CASINO5_8759 

:CASINO5_8759
113@ += 1 
jump @CASINO5_7984 

:CASINO5_8773
return 

:CASINO5_8775
wait 0 
if 
8118:   not actor 80@ dead 
else_jump @CASINO5_9812 
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_9805 
if 
00DB:   actor $PLAYER_ACTOR in_car 65@(82@,3i) 
else_jump @CASINO5_9192 
if 
  118@ == 0 
else_jump @CASINO5_8994 
0164: disable_marker 68@(82@,3i) 
018A: 52@ = create_checkpoint_at 981.4241 2132.469 9.8203 
if 
  85@ == 0 
else_jump @CASINO5_8971 
00BC: show_text_highpriority GXT 'CAS5_13' time 8000 flag 1  // ~s~Drive Johnny back to the ~y~meat factory~s~.
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
85@ = 1 
01C3: remove_references_to_car 63@ 
0249: release_model 470 
jump @CASINO5_8987 

:CASINO5_8971
00BC: show_text_highpriority GXT 'CAS5_14' time 8000 flag 1  // ~s~Take Johnny back to the ~y~meat factory~s~.

:CASINO5_8987
118@ = 1 

:CASINO5_8994
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 981.4241 2132.469 radius 117@ 117@ in_car 
else_jump @CASINO5_9125 
if 
0100:   actor $PLAYER_ACTOR in_sphere 981.4241 2132.469 9.8203 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @CASINO5_9083 
jump @CASINO5_10928 

:CASINO5_9083
if 
  114@ == 0 
else_jump @CASINO5_9118 
117@ = 120.0 
114@ = 1 

:CASINO5_9118
jump @CASINO5_9160 

:CASINO5_9125
if 
  114@ == 1 
else_jump @CASINO5_9160 
117@ = 100.0 
114@ = 0 

:CASINO5_9160
if 
  120@ == 1 
else_jump @CASINO5_9185 
gosub @CASINO5_10197 

:CASINO5_9185
jump @CASINO5_9545 

:CASINO5_9192
if 
  118@ == 1 
else_jump @CASINO5_9265 
0164: disable_marker 52@ 
0186: 68@(82@,3i) = create_marker_above_car 65@(82@,3i) 
07E0: set_marker 68@(82@,3i) type_to 1 
00BC: show_text_highpriority GXT 'CAS5_15' time 8000 flag 1  // ~s~Get back in the ~b~ambulance~s~.
118@ = 0 

:CASINO5_9265
if 
  2 > 119@ 
else_jump @CASINO5_9545 
if 
  119@ == 0 
else_jump @CASINO5_9410 
if 
8118:   not actor 74@(82@,3i) dead 
else_jump @CASINO5_9396 
if 
80DF:   not actor 74@(82@,3i) driving 
else_jump @CASINO5_9389 
04AE: $1300 = 8016 // = constant 
05A9: s$1305 = 'CAS5_EA' // s$  // Alright, who's messing with Forelli business?
create_thread @A_ALAP 2 100 74@(82@,3i) 
119@ += 1 

:CASINO5_9389
jump @CASINO5_9403 

:CASINO5_9396
119@ += 1 

:CASINO5_9403
jump @CASINO5_9545 

:CASINO5_9410
if 
8118:   not actor 77@(82@,3i) dead 
else_jump @CASINO5_9538 
if 
80DF:   not actor 77@(82@,3i) driving 
else_jump @CASINO5_9531 
if 
  $1309($1312,2i) == -3 
else_jump @CASINO5_9531 
$1309($1312,2i) = -4 
04AE: $1300 = 8017 // = constant 
05A9: s$1305 = 'CAS5_EB' // s$  // Yeah, who's got a death wish?
create_thread @A_ALAP 2 100 77@(82@,3i) 
119@ += 1 

:CASINO5_9531
jump @CASINO5_9545 

:CASINO5_9538
119@ += 1 

:CASINO5_9545
if 
  120@ == 0 
else_jump @CASINO5_9753 
if 
8119:   not car 105@ wrecked 
else_jump @CASINO5_9633 
if 
0202:   actor $PLAYER_ACTOR near_car 105@ radius 10.0 10.0 sphere 0 
else_jump @CASINO5_9633 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
120@ = 1 

:CASINO5_9633
if 
  120@ == 0 
else_jump @CASINO5_9721 
if 
8119:   not car 106@ wrecked 
else_jump @CASINO5_9721 
if 
0202:   actor $PLAYER_ACTOR near_car 106@ radius 10.0 10.0 sphere 0 
else_jump @CASINO5_9721 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
120@ = 1 

:CASINO5_9721
if 
  120@ == 1 
else_jump @CASINO5_9753 
41@ = 0 
131@ = 7 

:CASINO5_9753
01BD: 45@ = current_time_in_ms 
0085: 47@ = 45@ // (int) 
0062: 47@ -= 46@ // (int) 
0085: 46@ = 45@ // (int) 
005A: 111@ += 47@ // (int) 
005A: 112@ += 47@ // (int) 
gosub @CASINO5_7977 

:CASINO5_9805
jump @CASINO5_9840 

:CASINO5_9812
59@ = 1 
05AA: 60@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
jump @CASINO5_12927 

:CASINO5_9840
jump @CASINO5_8775 

:CASINO5_9847
if 
  111@(113@,2i) > 500 
else_jump @CASINO5_9994 
if and
8202:   not actor $PLAYER_ACTOR near_car 105@(113@,2i) radius 75.0 75.0 sphere 0 
82CA:   not car 105@(113@,2i) bounding_sphere_visible 
else_jump @CASINO5_9983 
gosub @CASINO5_9996 
if 
  122@ == 1 
else_jump @CASINO5_9983 
00AB: put_car 105@(113@,2i) at 126@ 127@ 128@ 
0175: set_car 105@(113@,2i) Z_angle_to 129@ 
04BA: set_car 105@(113@,2i) speed_to 32.0 

:CASINO5_9983
111@(113@,2i) = 0 

:CASINO5_9994
return 

:CASINO5_9996
121@ = 1 
122@ = 0 

:CASINO5_10010
if and
  10 > 121@ 
  122@ == 0 
else_jump @CASINO5_10195 
04C4: store_coords_to 123@ 124@ 125@ from_actor $PLAYER_ACTOR with_offset 0.0 115@(113@,2f) 0.0 
06F8: get_nearest_route_for 123@ 124@ 125@ in_direction 121@ store_to 126@ 127@ 128@ Z_angle_to 129@ 
if 
838A:   not any_car_in_cube_cornerA 126@ 127@ 128@ cornerB 5.0 5.0 5.0 
else_jump @CASINO5_10181 
if 
80C2:   not sphere_onscreen 126@ 127@ 128@ radius 5.0 
else_jump @CASINO5_10181 
0395: clear_area 1 at 126@ 127@ 128@ radius 5.0 
122@ = 1 

:CASINO5_10181
121@ += 1 
jump @CASINO5_10010 

:CASINO5_10195
return 

:CASINO5_10197
0871: init_jump_table 131@ total_jumps 9 default_jump 0 @CASINO5_10926 jumps 0 @CASINO5_10325 1 @CASINO5_10358 2 @CASINO5_10447 4 @CASINO5_10494 5 @CASINO5_10583 7 @CASINO5_10630 8 @CASINO5_10672 
0872: jump_table_jumps 9 @CASINO5_10808 10 @CASINO5_10893 -1 @CASINO5_10926 -1 @CASINO5_10926 -1 @CASINO5_10926 -1 @CASINO5_10926 -1 @CASINO5_10926 -1 @CASINO5_10926 -1 @CASINO5_10926 

:CASINO5_10325
if 
  41@ > 8500 
else_jump @CASINO5_10351 
131@ += 1 

:CASINO5_10351
jump @CASINO5_10926 

:CASINO5_10358
if 
  2 > 130@ 
else_jump @CASINO5_10433 
008A: $1300 = 132@(130@,16i) // (int) 
05A9: s$1305 = 148@(130@,16s) // s$ 
create_thread @A_ALAP 0 100 
130@ += 1 
131@ += 1 
jump @CASINO5_10447 

:CASINO5_10433
131@ = 3 
jump @CASINO5_10926 

:CASINO5_10447
if 
  $1309($1312,2i) == -3 
else_jump @CASINO5_10487 
131@ = 1 
$1309($1312,2i) = -4 

:CASINO5_10487
jump @CASINO5_10926 

:CASINO5_10494
if 
  7 > 130@ 
else_jump @CASINO5_10569 
008A: $1300 = 132@(130@,16i) // (int) 
05A9: s$1305 = 148@(130@,16s) // s$ 
create_thread @A_ALAP 0 100 
130@ += 1 
131@ += 1 
jump @CASINO5_10583 

:CASINO5_10569
131@ = 6 
jump @CASINO5_10926 

:CASINO5_10583
if 
  $1309($1312,2i) == -3 
else_jump @CASINO5_10623 
131@ = 4 
$1309($1312,2i) = -4 

:CASINO5_10623
jump @CASINO5_10926 

:CASINO5_10630
if 
  41@ > 8500 
else_jump @CASINO5_10665 
0209: 130@ = random_int_in_ranges 7 14 
131@ += 1 

:CASINO5_10665
jump @CASINO5_10926 

:CASINO5_10672
if 
8119:   not car 105@ wrecked 
else_jump @CASINO5_10723 
if 
051D:   car 65@(82@,3i) damaged_by_car 105@ 
else_jump @CASINO5_10718 
131@ = 9 

:CASINO5_10718
054F: clear_car 105@ damage 

:CASINO5_10723
if 
8119:   not car 106@ wrecked 
else_jump @CASINO5_10792 
if 
   not 131@ == 9 
else_jump @CASINO5_10787 
if 
051D:   car 65@(82@,3i) damaged_by_car 106@ 
else_jump @CASINO5_10787 
131@ = 9 

:CASINO5_10787
054F: clear_car 106@ damage 

:CASINO5_10792
054F: clear_car 65@(82@,3i) damage 
jump @CASINO5_10926 

:CASINO5_10808
008A: $1300 = 132@(130@,16i) // (int) 
05A9: s$1305 = 148@(130@,16s) // s$ 
create_thread @A_ALAP 2 100 80@ 
131@ = 10 
130@ += 1 
if 
  130@ == 14 
else_jump @CASINO5_10886 
130@ = 7 

:CASINO5_10886
41@ = 0 

:CASINO5_10893
if 
  41@ > 10000 
else_jump @CASINO5_10919 
131@ = 8 

:CASINO5_10919
jump @CASINO5_10926 

:CASINO5_10926
return 

:CASINO5_10928
fade 0 0 

:CASINO5_10934
if 
fading 
else_jump @CASINO5_10958 
wait 0 
jump @CASINO5_10934 

:CASINO5_10958
00BE: text_clear_all 
0395: clear_area 1 at 979.7058 2137.247 9.8203 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_11027 
0224: set_car 65@(82@,3i) health_to 3000 

:CASINO5_11027
0247: load_model 126 
0247: load_model 127 
0247: load_model #CJ_WHEELCHAIR1 

:CASINO5_11040
if or
8248:   not model 126 available 
8248:   not model 127 available 
8248:   not model #CJ_WHEELCHAIR1 available 
else_jump @CASINO5_11075 
wait 0 
jump @CASINO5_11040 

:CASINO5_11075
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_11177 
00AB: put_car 65@(82@,3i) at 979.7058 2137.247 9.8203 
0175: set_car 65@(82@,3i) Z_angle_to 237.8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 998.5278 2118.589 9.8203 
0129: 180@ = create_actor_pedtype 24 model 126 in_car 65@(82@,3i) driverseat 
060B: set_actor 180@ decision_maker_to 56@ 

:CASINO5_11177
015F: set_camera_position 972.8329 2141.334 11.0496 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 973.6994 2140.839 11.1103 switchstyle 2 
fade 1 500 

:CASINO5_11235
if 
fading 
else_jump @CASINO5_11259 
wait 0 
jump @CASINO5_11235 

:CASINO5_11259
if and
8119:   not car 65@(82@,3i) wrecked 
8118:   not actor 180@ dead 
else_jump @CASINO5_11346 
0615: define_AS_pack_begin 50@ 
06C7: AS_actor -1 driver_of_car 65@(82@,3i) perform_action 22 timelimit 500 
06C7: AS_actor -1 driver_of_car 65@(82@,3i) perform_action 6 timelimit 300 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor 180@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:CASINO5_11346
54@ = 0 

:CASINO5_11353
if 
  54@ == 0 
else_jump @CASINO5_11431 
wait 0 
if 
8118:   not actor 180@ dead 
else_jump @CASINO5_11424 
0646: unknown_get_actor 180@ task_1560_status_store_to 51@ // similar to 062E 
if 
  51@ > 0 
else_jump @CASINO5_11424 
54@ = 1 

:CASINO5_11424
jump @CASINO5_11353 

:CASINO5_11431
if and
8118:   not actor 180@ dead 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_11691 
0362: remove_actor 180@ from_car_and_place_at 971.7789 2137.288 9.8203 
0173: set_actor 180@ Z_angle_to 316.6316 
0792: disembark_instantly_actor 180@ 
0615: define_AS_pack_begin 50@ 
05D3: AS_actor -1 goto_point 974.2065 2140.108 9.8203 mode 4 time -2 ms // versionA 
05C0: AS_actor -1 look_at_car 65@(82@,3i) 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor 180@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @CASINO5_11586 
036A: put_actor $PLAYER_ACTOR in_car 65@(82@,3i) 

:CASINO5_11586
009A: 181@ = create_actor_pedtype 24 model 127 at 975.8311 2144.959 9.8203 
0173: set_actor 181@ Z_angle_to 162.2693 
060B: set_actor 181@ decision_maker_to 56@ 
0615: define_AS_pack_begin 50@ 
05D3: AS_actor -1 goto_point 975.0208 2141.366 9.8203 mode 4 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 181@ 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 50@ 
0618: assign_actor 181@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:CASINO5_11691
54@ = 0 

:CASINO5_11698
if 
  54@ == 0 
else_jump @CASINO5_11776 
wait 0 
if 
8118:   not actor 180@ dead 
else_jump @CASINO5_11769 
0646: unknown_get_actor 180@ task_1560_status_store_to 51@ // similar to 062E 
if 
  51@ > 0 
else_jump @CASINO5_11769 
54@ = 1 

:CASINO5_11769
jump @CASINO5_11698 

:CASINO5_11776
04AE: $1300 = 8014 // = constant 
05A9: s$1305 = 'CAS5_DA' // s$  // Hey, Johnny, how you feelin'?
create_thread @A_ALAP 2 200 180@ 
54@ = 0 

:CASINO5_11821
if 
  54@ == 0 
else_jump @CASINO5_11899 
wait 0 
if 
8118:   not actor 181@ dead 
else_jump @CASINO5_11892 
0646: unknown_get_actor 181@ task_1560_status_store_to 51@ // similar to 062E 
if 
  51@ > 0 
else_jump @CASINO5_11892 
54@ = 1 

:CASINO5_11892
jump @CASINO5_11821 

:CASINO5_11899
if 
   not $1309($1312,2i) == -3 
else_jump @CASINO5_11932 
wait 0 
jump @CASINO5_11899 

:CASINO5_11932
04AE: $1300 = 8015 // = constant 
05A9: s$1305 = 'CAS5_DB' // s$  // I didn't think he was going to be discharged 'til tomorrow!
create_thread @A_ALAP 2 200 181@ 
40@ = 0 

:CASINO5_11977
if 
  4500 > 40@ 
else_jump @CASINO5_12007 
wait 0 
jump @CASINO5_11977 

:CASINO5_12007
fade 0 0 

:CASINO5_12013
if 
fading 
else_jump @CASINO5_12037 
wait 0 
jump @CASINO5_12013 

:CASINO5_12037
0107: 182@ = create_object #CJ_WHEELCHAIR1 at 971.5 2140.5 9.8203 
0177: set_object 182@ Z_angle_to 180.0 
if 
8118:   not actor 80@ dead 
else_jump @CASINO5_12174 
0362: remove_actor 80@ from_car_and_place_at 0.0 0.0 0.0 
04F4: put_actor 80@ into_turret_on_object 182@ offset_from_object_origin 0.0 -0.575 0.525 orientation 2 both_side_angle_limit 0.0 lock_weapon 0 
0605: actor 80@ perform_animation "SEAT_DOWN" IFP "PED" framedelta 9.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:CASINO5_12174
if 
8118:   not actor 180@ dead 
else_jump @CASINO5_12220 
00A1: put_actor 180@ at 972.5 2140.5 9.8203 
0173: set_actor 180@ Z_angle_to 0.0 

:CASINO5_12220
if 
8118:   not actor 181@ dead 
else_jump @CASINO5_12266 
00A1: put_actor 181@ at 971.5 2139.5 9.8203 
0173: set_actor 181@ Z_angle_to 0.0 

:CASINO5_12266
54@ = 0 

:CASINO5_12273
if 
  54@ == 0 
else_jump @CASINO5_12373 
wait 0 
if 
8118:   not actor 80@ dead 
else_jump @CASINO5_12366 
if 
0611:   actor 80@ performing_animation "SEAT_DOWN" 
else_jump @CASINO5_12366 
0614: set_actor 80@ animation "SEAT_DOWN" progress_to 1.0 // 0.0 to 1.0 
54@ = 1 

:CASINO5_12366
jump @CASINO5_12273 

:CASINO5_12373
015F: set_camera_position 971.4178 2146.135 14.0976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 971.5663 2145.275 13.6106 switchstyle 2 
40@ = 0 

:CASINO5_12431
if 
  200 > 40@ 
else_jump @CASINO5_12461 
wait 0 
jump @CASINO5_12431 

:CASINO5_12461
if 
8118:   not actor 180@ dead 
else_jump @CASINO5_12482 
0687: clear_actor 180@ task 

:CASINO5_12482
fade 1 500 

:CASINO5_12489
if 
fading 
else_jump @CASINO5_12513 
wait 0 
jump @CASINO5_12489 

:CASINO5_12513
if 
8118:   not actor 180@ dead 
else_jump @CASINO5_12553 
05D3: AS_actor 180@ goto_point 972.8889 2148.039 9.8203 mode 4 time -2 ms // versionA 

:CASINO5_12553
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_12611 
05D1: AS_actor $PLAYER_ACTOR drive_car 65@(82@,3i) to 991.3741 2136.312 9.8203 speed 5.0 0 model 0 0 

:CASINO5_12611
40@ = 0 

:CASINO5_12618
if 
  1700 > 40@ 
else_jump @CASINO5_12648 
wait 0 
jump @CASINO5_12618 

:CASINO5_12648
fade 0 1000 

:CASINO5_12655
if 
fading 
else_jump @CASINO5_12679 
wait 0 
jump @CASINO5_12655 

:CASINO5_12679
if 
8119:   not car 65@(82@,3i) wrecked 
else_jump @CASINO5_12745 
04BA: set_car 65@(82@,3i) speed_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 65@(82@,3i) 

:CASINO5_12745
0465: remove_actor 80@ from_turret_mode 
009B: destroy_actor 80@ 
009B: destroy_actor 180@ 
009B: destroy_actor 181@ 
0108: destroy_object 182@ 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
40@ = 0 

:CASINO5_12797
if 
  200 > 40@ 
else_jump @CASINO5_12827 
wait 0 
jump @CASINO5_12797 

:CASINO5_12827
fade 1 0 

:CASINO5_12833
$596 += 1 
0318: set_latest_mission_passed 'CASINO5'  // Intensive Care
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $443 at $612 $613 $614 
create_thread @VCRASH 
return 

:CASINO5_12927
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  59@ == 1 
else_jump @CASINO5_12971 
00BC: show_text_highpriority GXT 60@s time 5000 flag 1 

:CASINO5_12971
return 

:CASINO5_12973
create_thread @A_TERM 
0995: unknown_remove_escapes 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO5_13010 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO5_13010
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 52@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 65@ 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 67@ 
01C3: remove_references_to_car 105@ 
01C3: remove_references_to_car 106@ 
0733: random_car_generator_enable_model 470 
0296: unload_special_actor 1 
0249: release_model 275 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 470 
0249: release_model 416 
0249: release_model 405 
0249: release_model 353 
0249: release_model #CJ_WHEELCHAIR1 
04EF: release_animation "GANGS" 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 90---------------
// Originally: The Meat Business

:CASINO6
thread 'CASINO6' 
gosub @CASINO6_47 
if 
wasted_or_busted 
else_jump @CASINO6_38 
gosub @CASINO6_31429 

:CASINO6_38
gosub @CASINO6_32177 
end_thread 

:CASINO6_47
increment_mission_attempts 
$ONMISSION = 1 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
054C: use_GXT_table 'CASINO6' 
00A1: put_actor $PLAYER_ACTOR at 2179.934 1684.148 10.0533 
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0825 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$1273 = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_6A' 

:CASINO6_157
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_181 
wait 0 
jump @CASINO6_157 

:CASINO6_181
02E7: start_cutscene 
fade 1 1000 

:CASINO6_190
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_214 
wait 0 
jump @CASINO6_190 

:CASINO6_214
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO6_227
if 
fading 
else_jump @CASINO6_251 
wait 0 
jump @CASINO6_227 

:CASINO6_251
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 99 
if 
  238@ == 1 
else_jump @CASINO6_342 
00A5: 324@ = create_car 405 at 0.0 0.0 0.0 
018A: 226@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 48@ = create_checkpoint_at 0.0 0.0 0.0 

:CASINO6_342
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
create_thread @A_CONT 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0A0B: set_rendering_origin_at_3D_coord 2179.934 1684.148 10.0533 angle 108.0825 
060A: create_decision_maker_type 0 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 23 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 23 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07AF: 318@ = player $PLAYER_CHAR group 
07B3: set_group 318@ give_command 1 
023C: load_special_actor 'ROSE' as 1 // models 290-299 

:CASINO6_460
if 
823D:   not special_actor 1 loaded 
else_jump @CASINO6_486 
wait 0 
jump @CASINO6_460 

:CASINO6_486
009A: 47@ = create_actor_pedtype 23 model 290 at 2181.372 1680.926 10.0636 
0173: set_actor 47@ Z_angle_to 71.6745 
0860: link_actor 47@ to_interior 0 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
018B: set_marker 48@ radar_mode 2 
07E0: set_marker 48@ type_to 1 
060B: set_actor 47@ decision_maker_to 42@ 
0568: set_actor 47@ untargetable 1 
0446: set_actor 47@ dismemberment_possible 0 
0223: set_actor 47@ health_to 300 
087F: set_actor 47@ never_leave_group 1 
0631: put_actor 47@ in_group 318@ 
07DD: set_actor 47@ attack_rate 100 // previously known as temper_to 
018A: 226@ = create_checkpoint_at 967.3132 2161.154 9.8203 
00BC: show_text_highpriority GXT 'CAS6_10' time 8000 flag 1  // ~s~Take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 239@ = create_pickup #HEALTH type 3 at 958.9762 2096.836 1011.1 
fade 1 500 

:CASINO6_689
if 
fading 
else_jump @CASINO6_713 
wait 0 
jump @CASINO6_689 

:CASINO6_713
05AA: 374@s = 'CAS6_AA' // @s = 'short'  // OK, boss man, where to?
04AF: 328@ = 8200 // = constant 
008B: 351@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_AB' // @s = 'short'  // We're going to pay the Sindacco's a visit.
04AF: 329@ = 8201 // = constant 
0085: 352@ = 47@ // (int) 
05AA: 378@s = 'CAS6_AC' // @s = 'short'  // See how Johnny is,
04AF: 330@ = 8202 // = constant 
0085: 353@ = 47@ // (int) 
05AA: 380@s = 'CAS6_AD' // @s = 'short'  // win him over with some (sniff) kind words during his convalescence.
04AF: 331@ = 8203 // = constant 
0085: 354@ = 47@ // (int) 
05AA: 382@s = 'CAS6_AE' // @s = 'short'  // Well, yeah, sure. I could take you by there.
04AF: 332@ = 8204 // = constant 
008B: 355@ = $PLAYER_ACTOR // (int) 
05AA: 384@s = 'CAS6_AF' // @s = 'short'  // OK great! (sniff) We need a car!
04AF: 333@ = 8205 // = constant 
0085: 356@ = 47@ // (int) 
05AA: 386@s = 'CAS6_BA' // @s = 'short'  // I've gotta get out of this game.
04AF: 334@ = 8206 // = constant 
0085: 357@ = 47@ // (int) 
05AA: 388@s = 'CAS6_BB' // @s = 'short'  // Shit, my nose is pissing like a race horse (sniff).
04AF: 335@ = 8207 // = constant 
0085: 358@ = 47@ // (int) 
05AA: 390@s = 'CAS6_BC' // @s = 'short'  // That is really good stuff. Hey drive faster, would you please? C'mon, c'mon, c'mon, what are you, an old lady?
04AF: 336@ = 8208 // = constant 
0085: 359@ = 47@ // (int) 
05AA: 392@s = 'CAS6_BD' // @s = 'short'  // So you trying to get out?
04AF: 337@ = 8209 // = constant 
008B: 360@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_BE' // @s = 'short'  // Yes. God, yes.
04AF: 338@ = 8210 // = constant 
0085: 361@ = 47@ // (int) 
05AA: 396@s = 'CAS6_BF' // @s = 'short'  // I want to do something safe and legal and boring, with people that like me.
04AF: 339@ = 8211 // = constant 
0085: 362@ = 47@ // (int) 
05AA: 398@s = 'CAS6_BH' // @s = 'short'  // And have a wife and some kids and get divorced and fight for weekend access, like everybody else.
04AF: 340@ = 8212 // = constant 
0085: 363@ = 47@ // (int) 
05AA: 400@s = 'CAS6_BK' // @s = 'short'  // Listen. I'll see what I can do.
04AF: 341@ = 8213 // = constant 
008B: 364@ = $PLAYER_ACTOR // (int) 
05AA: 402@s = 'CAS6_BL' // @s = 'short'  // Thanks, I'm just so tired of all this life or death bullshit.
04AF: 342@ = 8214 // = constant 
0085: 365@ = 47@ // (int) 
05AA: 404@s = 'CAS6_BM' // @s = 'short'  // (sniff) Oh, shit, shit's all down my (sniff) damned shirt, and everything,
04AF: 343@ = 8215 // = constant 
0085: 366@ = 47@ // (int) 
05AA: 406@s = 'CAS6_BN' // @s = 'short'  // ah, that's my best shirt too, doesn't this shirt look good on me?
04AF: 344@ = 8216 // = constant 
0085: 367@ = 47@ // (int) 
05AA: 408@s = 'CAS6_CA' // @s = 'short'  // OK, let's get this over with.
04AF: 345@ = 8217 // = constant 
0085: 368@ = 47@ // (int) 
05AA: 410@s = 'CAS6_CB' // @s = 'short'  // I'm the boss, I am the boss! I'm the boss, I am the boss! Yeah,(sniff) yeah...
04AF: 346@ = 8218 // = constant 
0085: 369@ = 47@ // (int) 
41@ = 0 

:CASINO6_1290
wait 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_1739 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO6_1381 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
$1011 = 0 
$1012 = 0 
05A9: s$1013 = 'ABATOIR' // s$  // Sindacco Abattoir
create_thread @ENTEXT 
jump @CASINO6_31281 

:CASINO6_1381
077E: get_active_interior_to 294@ 
if 
   not 294@ == 0 
else_jump @CASINO6_1502 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 5.0 5.0 
else_jump @CASINO6_1466 
jump @CASINO6_2758 
jump @CASINO6_1502 

:CASINO6_1466
04D7: set_actor 47@ locked 1 
0164: disable_marker 226@ 
0164: disable_marker 48@ 
06C9: remove_actor 47@ from_group 
323@ = 0 
jump @CASINO6_1774 

:CASINO6_1502
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 30.0 30.0 
else_jump @CASINO6_1711 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 47@ radius 30.0 30.0 0 
else_jump @CASINO6_1641 
if 
  2 > 325@ 
else_jump @CASINO6_1596 
325@ = 2 

:CASINO6_1596
if 
  240@ == 0 
else_jump @CASINO6_1634 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
240@ = 1 

:CASINO6_1634
jump @CASINO6_1711 

:CASINO6_1641
if 
  5 > 327@ 
else_jump @CASINO6_1673 
326@ = 17 
327@ = 5 

:CASINO6_1673
if 
  240@ == 1 
else_jump @CASINO6_1711 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
240@ = 0 

:CASINO6_1711
gosub @CASINO6_29736 
gosub @CASINO6_2522 
gosub @CASINO6_1949 
jump @CASINO6_1767 

:CASINO6_1739
235@ = 1 
05AA: 236@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
jump @CASINO6_31429 

:CASINO6_1767
jump @CASINO6_1290 

:CASINO6_1774
wait 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_1914 
077E: get_active_interior_to 294@ 
if 
  294@ == 0 
else_jump @CASINO6_1907 
04D7: set_actor 47@ locked 0 
087F: set_actor 47@ never_leave_group 1 
0631: put_actor 47@ in_group 318@ 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
07E0: set_marker 48@ type_to 1 
018B: set_marker 48@ radar_mode 2 
018A: 226@ = create_checkpoint_at 967.3132 2161.154 9.8203 
40@ = 0 
325@ = 3 
jump @CASINO6_1290 

:CASINO6_1907
jump @CASINO6_1942 

:CASINO6_1914
235@ = 1 
05AA: 236@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
jump @CASINO6_31429 

:CASINO6_1942
jump @CASINO6_1774 

:CASINO6_1949
0871: init_jump_table 327@ total_jumps 7 default_jump 0 @CASINO6_2520 jumps 0 @CASINO6_2012 1 @CASINO6_2045 2 @CASINO6_2172 3 @CASINO6_2258 4 @CASINO6_2351 5 @CASINO6_2398 6 @CASINO6_2473 

:CASINO6_2012
if 
  41@ > 8000 
else_jump @CASINO6_2038 
327@ += 1 

:CASINO6_2038
jump @CASINO6_2520 

:CASINO6_2045
if 
  6 > 326@ 
else_jump @CASINO6_2158 
if 
00F2:   actor $PLAYER_ACTOR near_actor 47@ radius 20.0 20.0 0 
else_jump @CASINO6_2151 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 100 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_2151
jump @CASINO6_2172 

:CASINO6_2158
327@ = 3 
jump @CASINO6_2520 

:CASINO6_2172
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_2251 
if 
  323@ == 1 
else_jump @CASINO6_2233 
326@ = 6 
327@ = 3 
jump @CASINO6_2240 

:CASINO6_2233
327@ = 1 

:CASINO6_2240
$1309($1312,2i) = -4 

:CASINO6_2251
jump @CASINO6_2520 

:CASINO6_2258
if 
  323@ == 1 
else_jump @CASINO6_2351 
if 
  17 > 326@ 
else_jump @CASINO6_2351 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 1 100 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_2351
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_2391 
327@ = 3 
$1309($1312,2i) = -4 

:CASINO6_2391
jump @CASINO6_2520 

:CASINO6_2398
if 
  19 > 326@ 
else_jump @CASINO6_2473 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 100 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_2473
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_2513 
327@ = 5 
$1309($1312,2i) = -4 

:CASINO6_2513
jump @CASINO6_2520 

:CASINO6_2520
return 

:CASINO6_2522
0871: init_jump_table 325@ total_jumps 4 default_jump 0 @CASINO6_2756 jumps 0 @CASINO6_2585 1 @CASINO6_2653 2 @CASINO6_2686 3 @CASINO6_2723 -1 @CASINO6_2756 -1 @CASINO6_2756 -1 @CASINO6_2756 

:CASINO6_2585
if 
80F2:   not actor $PLAYER_ACTOR near_actor 47@ radius 60.0 60.0 0 
else_jump @CASINO6_2646 
00BC: show_text_highpriority GXT 'CAS6_11' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~abattoir~s~.
40@ = 0 
325@ += 1 

:CASINO6_2646
jump @CASINO6_2756 

:CASINO6_2653
if 
  40@ > 20000 
else_jump @CASINO6_2679 
325@ -= 1 

:CASINO6_2679
jump @CASINO6_2756 

:CASINO6_2686
00BC: show_text_highpriority GXT 'CAS6_12' time 8000 flag 1  // ~s~You need to take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
40@ = 0 
325@ += 1 
jump @CASINO6_2756 

:CASINO6_2723
if 
  40@ > 20000 
else_jump @CASINO6_2749 
325@ = 0 

:CASINO6_2749
jump @CASINO6_2756 

:CASINO6_2756
return 

:CASINO6_2758
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8119:   not car 324@ wrecked 
else_jump @CASINO6_3064 
if 
00B0:   car 324@ sphere 0 in_rectangle_cornerA 960.4431 2087.975 cornerB 996.5055 2182.153 
else_jump @CASINO6_3054 
if 
81F4:   not car 324@ flipped 
else_jump @CASINO6_3054 
241@ = 1 
00AA: store_car 324@ position_to 249@ 250@ 251@ 
0174: 252@ = car 324@ Z_angle 
0441: 242@ = car 324@ model 
03F3: get_car 324@ primary_color_to 243@ secondary_color_to 244@ 
0A12: get_car 324@ tertiary_color_to 245@ quaternary_color_to 246@ 
224@ = 0 

:CASINO6_2899
if 
  4 > 224@ 
else_jump @CASINO6_2958 
if 
0496:   tire 224@ on_car 324@ deflated 
else_jump @CASINO6_2944 
08BF: set 247@ bit 224@ 

:CASINO6_2944
224@ += 1 
jump @CASINO6_2899 

:CASINO6_2958
if 
0A01:   model 242@ car 
else_jump @CASINO6_3047 
224@ = 0 

:CASINO6_2981
if 
  6 > 224@ 
else_jump @CASINO6_3040 
if 
09BB:   car 324@ has_visible_damage_on_component 224@ 
else_jump @CASINO6_3026 
08BF: set 248@ bit 224@ 

:CASINO6_3026
224@ += 1 
jump @CASINO6_2981 

:CASINO6_3040
jump @CASINO6_3054 

:CASINO6_3047
248@ = -1 

:CASINO6_3054
0A30: repair_car 324@ 
0249: release_model 242@ 

:CASINO6_3064
294@ = 0 

:CASINO6_3071
if 
  294@ == 0 
else_jump @CASINO6_3108 
wait 0 
09E8: 294@ = actor $PLAYER_ACTOR active_interior 
jump @CASINO6_3071 

:CASINO6_3108
fade 0 0 

:CASINO6_3114
if 
fading 
else_jump @CASINO6_3138 
wait 0 
jump @CASINO6_3114 

:CASINO6_3138
08C7: put_actor $PLAYER_ACTOR at 963.7808 2165.35 1010.031 dont_warp_gang 
01B4: set_player $PLAYER_CHAR can_move 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_3268 
if 
80DF:   not actor 47@ driving 
else_jump @CASINO6_3231 
00A1: put_actor 47@ at 963.8596 2162.615 1010.031 
jump @CASINO6_3251 

:CASINO6_3231
0362: remove_actor 47@ from_car_and_place_at 963.8596 2162.615 1010.031 

:CASINO6_3251
04D7: set_actor 47@ locked 1 
0164: disable_marker 48@ 
06C9: remove_actor 47@ from_group 

:CASINO6_3268
0164: disable_marker 226@ 
if 
8119:   not car 324@ wrecked 
else_jump @CASINO6_3294 
00A6: destroy_car 324@ 

:CASINO6_3294
327@ = 0 
326@ = 0 
042B: clear_peds_from_cube_cornerA 930.0 2178.0 1008.0 cornerB 964.0 2095.0 1014.0 
03EF: player $PLAYER_CHAR make_safe 
select_interior 1 
02E4: load_cutscene_data 'CAS6B_1' 

:CASINO6_3360
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_3384 
wait 0 
jump @CASINO6_3360 

:CASINO6_3384
02E7: start_cutscene 
fade 1 1000 

:CASINO6_3393
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_3417 
wait 0 
jump @CASINO6_3393 

:CASINO6_3417
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO6_3432
if 
fading 
else_jump @CASINO6_3456 
wait 0 
jump @CASINO6_3432 

:CASINO6_3456
if 
856A:   not cutscene_skipped 
else_jump @CASINO6_3576 
02E4: load_cutscene_data 'CAS6B_2' 

:CASINO6_3480
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO6_3504 
wait 0 
jump @CASINO6_3480 

:CASINO6_3504
02E7: start_cutscene 
fade 1 1000 

:CASINO6_3513
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO6_3537 
wait 0 
jump @CASINO6_3513 

:CASINO6_3537
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO6_3552
if 
fading 
else_jump @CASINO6_3576 
wait 0 
jump @CASINO6_3552 

:CASINO6_3576
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 942.8142 2111.484 1010.031 
04E4: refresh_game_renderer_at 942.8142 2111.484 
00A1: put_actor $PLAYER_ACTOR at 961.4175 2111.39 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
44@ = 0 
0247: load_model 124 
0247: load_model 125 
0247: load_model 126 
0247: load_model 127 
0247: load_model 344 
0247: load_model 353 
0247: load_model 341 
0247: load_model 336 
0247: load_model 366 
0247: load_model #BODYARMOUR 
0247: load_model #AB_CARCASS 
0247: load_model #AB_HOOK 
0247: load_model #FREEZER_DOOR 
0247: load_model #SEC_KEYPAD 
0247: load_model #CARDBOARDBOX2 
0247: load_model #CJ_MEAT_BAG_1 
0247: load_model #CJ_MEAT_1 
0247: load_model #CJ_MEAT_2 
03CF: load_wav 1812 as 3 

:CASINO6_3745
if or
8248:   not model 124 available 
8248:   not model 125 available 
8248:   not model 126 available 
8248:   not model 127 available 
8248:   not model 344 available 
else_jump @CASINO6_3788 
wait 0 
jump @CASINO6_3745 

:CASINO6_3788
if or
8248:   not model 353 available 
8248:   not model 341 available 
8248:   not model 336 available 
8248:   not model 366 available 
8248:   not model #BODYARMOUR available 
else_jump @CASINO6_3834 
wait 0 
jump @CASINO6_3788 

:CASINO6_3834
if or
8248:   not model #AB_CARCASS available 
8248:   not model #AB_HOOK available 
8248:   not model #FREEZER_DOOR available 
8248:   not model #SEC_KEYPAD available 
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #CJ_MEAT_BAG_1 available 
else_jump @CASINO6_3886 
wait 0 
jump @CASINO6_3834 

:CASINO6_3886
if or
8248:   not model #CJ_MEAT_1 available 
8248:   not model #CJ_MEAT_2 available 
83D0:   not wav 3 loaded 
else_jump @CASINO6_3922 
wait 0 
jump @CASINO6_3886 

:CASINO6_3922
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 228@ ammo 238@ model 238@ 
if 
04A4:   228@ == 9 // == constant 
else_jump @CASINO6_3975 
04AF: 228@ = 5 // = constant 
0249: release_model 341 
jump @CASINO6_3982 

:CASINO6_3975
04AF: 228@ = 9 // = constant 

:CASINO6_3982
0828: set_max_fire_generations 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_4109 
00A1: put_actor 47@ at 959.7906 2108.67 1010.03 
0173: set_actor 47@ Z_angle_to 51.5 
0860: link_actor 47@ to_interior 1 
04D7: set_actor 47@ locked 0 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
018B: set_marker 48@ radar_mode 2 
08DC: create_interior_marker 48@ at 968.3954 2160.965 radius 1.0 
07E0: set_marker 48@ type_to 1 
060B: set_actor 47@ decision_maker_to 42@ 
0223: set_actor 47@ health_to 300 

:CASINO6_4109
03C4: set_status_text $9128 type 1 GXT 'CAS6_C0' // global_variable  // Rosie
49@ = 0 
50@ = 0 
52@ = 0 
59@ = 0 
0213: 45@ = create_pickup 366 type 3 at 962.9547 2101.918 1011.0 
029B: 51@ = init_object 366 at 959.9 2098.1 1010.6 
0453: set_object 51@ XYZ_rotation 0.0 45.0 90.0 
0213: 46@ = create_pickup #BODYARMOUR type 3 at 958.4733 2144.251 1011.0 
075B: zoom_radar 95 
295@ = 0 
235@ = 0 
317@ = 0 
313@ = 0 
314@ = 0 
188@ = 1.062 
0087: 186@ = 188@ // (float) 
186@ *= 2.0 
186@ *= 3.141593 
186@ /= 360.0 
184@ = 0.0 
185@ = -0.0001 
170@ = 1 
169@ = 0 
171@ = 0 
189@ = 945.725 
197@ = 2175.24 
190@ = 946.787 
198@ = 2174.185 
191@ = 946.787 
199@ = 2118.155 
192@ = 945.725 
200@ = 2117.069 
193@ = 938.357 
201@ = 2117.069 
194@ = 937.262 
202@ = 2118.155 
195@ = 937.262 
203@ = 2174.185 
196@ = 938.357 
204@ = 2175.24 
205@ = 1016.288 
029B: 168@ = init_object #SEC_KEYPAD at 946.35 2113.55 1011.522 
0382: set_object 168@ collision_detection 0 
0550: keep_object 168@ in_memory 1 
029B: 162@ = init_object #CARDBOARDBOX2 at 937.262 2126.155 205@ 
0392: make_object 162@ moveable 0 
0382: set_object 162@ collision_detection 0 
0750: set_object 162@ visibility 0 
156@ = 6 
172@ = 0.0 
178@ = 0.0 
029B: 150@ = init_object #AB_CARCASS at 937.228 2121.157 205@ 
069A: attach_object 150@ to_object 162@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 163@ = init_object #CARDBOARDBOX2 at 940.356 2175.24 205@ 
0392: make_object 163@ moveable 0 
0382: set_object 163@ collision_detection 0 
0750: set_object 163@ visibility 0 
157@ = 0 
173@ = 90.0 
179@ = 0.0 
029B: 151@ = init_object #AB_CARCASS at 940.356 2175.264 205@ 
069A: attach_object 151@ to_object 163@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 164@ = init_object #CARDBOARDBOX2 at 946.846 2135.264 205@ 
0392: make_object 164@ moveable 0 
0382: set_object 164@ collision_detection 0 
0750: set_object 164@ visibility 0 
158@ = 2 
174@ = 0.0 
180@ = 0.0 
029B: 152@ = init_object #AB_CARCASS at 946.846 2135.264 205@ 
069A: attach_object 152@ to_object 164@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 165@ = init_object #AB_HOOK at 941.727 2117.076 205@ 
159@ = 4 
175@ = 90.0 
181@ = 45.0 
0453: set_object 165@ XYZ_rotation 0.0 0.0 181@ 
029B: 166@ = init_object #AB_HOOK at 937.228 2162.24 205@ 
160@ = 6 
176@ = 0.0 
182@ = -45.0 
0453: set_object 166@ XYZ_rotation 0.0 0.0 182@ 
029B: 167@ = init_object #AB_HOOK at 946.846 2172.24 205@ 
161@ = 2 
177@ = 0.0 
183@ = 135.0 
0453: set_object 167@ XYZ_rotation 0.0 0.0 183@ 
029B: 253@ = init_object #CJ_MEAT_BAG_1 at 933.6226 2118.948 1012.313 
0177: set_object 253@ Z_angle_to 65.0793 
029B: 254@ = init_object #CJ_MEAT_BAG_1 at 933.1715 2133.366 1012.767 
0177: set_object 254@ Z_angle_to 65.0783 
029B: 255@ = init_object #CJ_MEAT_BAG_1 at 942.9017 2155.644 1013.479 
0177: set_object 255@ Z_angle_to 64.6149 
029B: 256@ = init_object #CJ_MEAT_BAG_1 at 950.8132 2166.67 1012.296 
0177: set_object 256@ Z_angle_to 88.701 
029B: 257@ = init_object #CJ_MEAT_2 at 942.7145 2154.633 1011.213 
0177: set_object 257@ Z_angle_to 73.973 
029B: 258@ = init_object #CJ_MEAT_2 at 950.4804 2155.572 1011.902 
0177: set_object 258@ Z_angle_to 131.2515 
029B: 259@ = init_object #CJ_MEAT_2 at 942.3651 2118.868 1011.241 
0177: set_object 259@ Z_angle_to 64.6148 
029B: 260@ = init_object #CJ_MEAT_2 at 950.6234 2132.096 1011.947 
0177: set_object 260@ Z_angle_to 24.2141 
029B: 261@ = init_object #CJ_MEAT_2 at 934.5715 2171.173 1011.266 
0177: set_object 261@ Z_angle_to 354.6342 
029B: 210@ = init_object #FREEZER_DOOR at 951.859 2121.648 1012.094 
09CA: set_object 210@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 211@ = init_object #SEC_KEYPAD at 950.9305 2114.348 1011.522 
0177: set_object 211@ Z_angle_to 180.0 
0550: keep_object 211@ in_memory 1 
0382: set_object 211@ collision_detection 0 
212@ = 0 
222@ = 0.0 
223@ = 0.001 
297@ = -1 
0615: define_AS_pack_begin 214@ 
05D4: AS_actor -1 rotate_angle 180.0 
05BA: AS_actor -1 move_mouth 800 ms 
0616: define_AS_pack_end 214@ 
029B: 216@ = init_object #AB_CARCASS at 962.4035 2119.817 205@ 
029B: 217@ = init_object #AB_CARCASS at 962.4035 2121.641 205@ 
029B: 218@ = init_object #AB_CARCASS at 962.4035 2124.842 205@ 
029B: 219@ = init_object #AB_CARCASS at 955.9693 2128.817 205@ 
029B: 220@ = init_object #AB_CARCASS at 955.9693 2131.641 205@ 
029B: 221@ = init_object #AB_CARCASS at 955.9693 2134.842 205@ 
148@ = 29 
149@ = 0 
224@ = 0 

:CASINO6_5751
if 
001D:   148@ > 224@ // (int) 
else_jump @CASINO6_5795 
119@(224@,29i) = -1 
224@ += 1 
jump @CASINO6_5751 

:CASINO6_5795
009A: 61@ = create_actor_pedtype 25 model 126 at 937.3484 2112.078 1010.031 
0173: set_actor 61@ Z_angle_to 264.0 
0223: set_actor 61@ health_to 200 
08AF: set_actor 61@ max_health_to 200 
0187: 90@ = create_marker_above_actor 61@ 
018B: set_marker 90@ radar_mode 2 
08DC: create_interior_marker 90@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 61@ stay_put 1 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 29 
02E2: set_actor 61@ weapon_accuracy_to 30 
060B: set_actor 61@ decision_maker_to 42@ 
119@ = 0 
009A: 62@ = create_actor_pedtype 25 model 127 at 937.135 2108.94 1010.031 
0173: set_actor 62@ Z_angle_to 271.5 
0223: set_actor 62@ health_to 200 
08AF: set_actor 62@ max_health_to 200 
0187: 91@ = create_marker_above_actor 62@ 
018B: set_marker 91@ radar_mode 2 
08DC: create_interior_marker 91@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 62@ stay_put 1 
01B2: give_actor 62@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 29 
02E2: set_actor 62@ weapon_accuracy_to 30 
060B: set_actor 62@ decision_maker_to 42@ 
120@ = 0 
009A: 63@ = create_actor_pedtype 25 model 124 at 939.319 2124.888 1010.031 
0173: set_actor 63@ Z_angle_to 195.0 
0223: set_actor 61@ health_to 200 
08AF: set_actor 61@ max_health_to 200 
0187: 92@ = create_marker_above_actor 63@ 
018B: set_marker 92@ radar_mode 2 
08DC: create_interior_marker 92@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 63@ weapon 228@ ammo 0 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 228@ 
121@ = 0 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 47@ 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 63@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
009A: 64@ = create_actor_pedtype 25 model 125 at 937.819 2137.487 1010.03 
0173: set_actor 64@ Z_angle_to 188.0 
0223: set_actor 61@ health_to 200 
08AF: set_actor 61@ max_health_to 200 
0187: 93@ = create_marker_above_actor 64@ 
018B: set_marker 93@ radar_mode 2 
08DC: create_interior_marker 93@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 64@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 64@ armed_weapon_to 5 
02E2: set_actor 64@ weapon_accuracy_to 35 
122@ = 0 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 47@ 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 64@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
009A: 65@ = create_actor_pedtype 25 model 127 at 948.0 2124.0 1010.031 
0173: set_actor 65@ Z_angle_to 135.0 
0223: set_actor 65@ health_to 200 
08AF: set_actor 65@ max_health_to 200 
0187: 94@ = create_marker_above_actor 65@ 
018B: set_marker 94@ radar_mode 2 
08DC: create_interior_marker 94@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 65@ stay_put 1 
02E2: set_actor 65@ weapon_accuracy_to 30 
123@ = 0 
029B: 262@ = init_object 344 at 948.0 2124.0 1010.031 
0392: make_object 262@ moveable 0 
0382: set_object 262@ collision_detection 0 
070A: AS_actor 65@ attach_to_object 262@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
066D: 264@ = attach_particle "FIRE" to_object 262@ with_offset 0.0 0.0 0.6 type 1 
0615: define_AS_pack_begin 298@ 
05BA: AS_actor -1 move_mouth 200 ms 
0605: actor -1 perform_animation "UZI_RELOAD" IFP "UZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 300 
0605: actor -1 perform_animation "WEAPON_START_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 500 ms 
0603: AS_actor -1 goto_point_any_means 944.032 2119.907 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 298@ 
0618: assign_actor 65@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
009A: 66@ = create_actor_pedtype 25 model 125 at 940.7016 2138.933 1010.031 
0173: set_actor 66@ Z_angle_to 180.0 
0223: set_actor 66@ health_to 200 
08AF: set_actor 66@ max_health_to 200 
0187: 95@ = create_marker_above_actor 66@ 
018B: set_marker 95@ radar_mode 2 
08DC: create_interior_marker 95@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 66@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 29 
02E2: set_actor 66@ weapon_accuracy_to 30 
124@ = 0 
0085: 299@ = 66@ // (int) 
300@ = 0 
301@ = 1 
303@ = 940.8504 
304@ = 2120.21 
305@ = 1010.031 
306@ = 184.0 
gosub @CASINO6_21016 
009A: 67@ = create_actor_pedtype 25 model 124 at 938.9517 2132.403 1010.031 
0173: set_actor 67@ Z_angle_to 170.0 
0223: set_actor 67@ health_to 200 
08AF: set_actor 67@ max_health_to 200 
0187: 96@ = create_marker_above_actor 67@ 
018B: set_marker 96@ radar_mode 2 
08DC: create_interior_marker 96@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 67@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 29 
02E2: set_actor 67@ weapon_accuracy_to 30 
125@ = 0 
0085: 299@ = 67@ // (int) 
300@ = 0 
301@ = 1 
303@ = 933.7762 
304@ = 2120.589 
305@ = 1010.031 
306@ = 230.0 
gosub @CASINO6_21016 
009A: 68@ = create_actor_pedtype 25 model 126 at 942.4279 2129.262 1011.228 
0173: set_actor 68@ Z_angle_to 180.0 
0223: set_actor 68@ health_to 200 
08AF: set_actor 68@ max_health_to 200 
0187: 97@ = create_marker_above_actor 68@ 
018B: set_marker 97@ radar_mode 2 
08DC: create_interior_marker 97@ at 968.3954 2160.965 radius 1.0 
04EB: AS_actor 68@ crouch 1 
0638: AS_actor 68@ stay_put 1 
01B2: give_actor 68@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 68@ armed_weapon_to 29 
02E2: set_actor 68@ weapon_accuracy_to 30 
126@ = 0 
009A: 69@ = create_actor_pedtype 25 model 125 at 941.8554 2141.05 1010.03 
0173: set_actor 69@ Z_angle_to 198.3264 
0223: set_actor 69@ health_to 200 
08AF: set_actor 69@ max_health_to 200 
0187: 98@ = create_marker_above_actor 69@ 
018B: set_marker 98@ radar_mode 2 
08DC: create_interior_marker 98@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 69@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 29 
02E2: set_actor 69@ weapon_accuracy_to 30 
127@ = 0 
0085: 299@ = 69@ // (int) 
300@ = 0 
301@ = 1 
303@ = 950.5577 
304@ = 2126.734 
305@ = 1010.031 
306@ = 150.0 
gosub @CASINO6_21016 
015F: set_camera_position 946.2746 2122.199 1011.263 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 947.4866 2124.386 1011.263 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
227@ = 0 
wait 0 
288@ = 0.2 
015D: set_gamespeed 288@ 
40@ = 0 

:CASINO6_7669
if 
  100 > 40@ 
else_jump @CASINO6_7698 
wait 0 
jump @CASINO6_7669 

:CASINO6_7698
fade 1 0 
0707: start_scene_skip_to @CASINO6_9497 
282@ = 0.25 
006B: 282@ *= 288@ // (float) 
284@ = -0.0001 
006B: 284@ *= 288@ // (float) 
286@ = 0.4 
006B: 286@ *= 288@ // (float) 
283@ = 0.2 
006B: 283@ *= 288@ // (float) 
285@ = -0.05 
006B: 285@ *= 288@ // (float) 
006B: 285@ *= 288@ // (float) 
287@ = 0.0 

:CASINO6_7819
if 
  289@ == 0 
else_jump @CASINO6_7913 
wait 0 
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_7899 
if 
0611:   actor 65@ performing_animation "UZI_RELOAD" 
else_jump @CASINO6_7892 
289@ = 1 

:CASINO6_7892
jump @CASINO6_7906 

:CASINO6_7899
289@ = 1 

:CASINO6_7906
jump @CASINO6_7819 

:CASINO6_7913
064C: make_particle 264@ visible 

:CASINO6_7918
if 
  289@ == 0 
else_jump @CASINO6_8014 
wait 0 
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_8000 
if 
0611:   actor 65@ performing_animation "WEAPON_THROW" 
else_jump @CASINO6_7993 
289@ = 1 

:CASINO6_7993
jump @CASINO6_8007 

:CASINO6_8000
289@ = 1 

:CASINO6_8007
jump @CASINO6_7918 

:CASINO6_8014
289@ = 0 

:CASINO6_8021
if 
  289@ == 0 
else_jump @CASINO6_8160 
wait 0 
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_8146 
if 
0611:   actor 65@ performing_animation "WEAPON_THROW" 
else_jump @CASINO6_8139 
0613: 290@ = actor 65@ animation "WEAPON_THROW" time 
if 
  290@ >= 0.3 
else_jump @CASINO6_8139 
289@ = 1 

:CASINO6_8139
jump @CASINO6_8153 

:CASINO6_8146
289@ = 1 

:CASINO6_8153
jump @CASINO6_8021 

:CASINO6_8160
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_8297 
01BB: store_object 262@ position_to 276@ 277@ 278@ 
070B: set_actor 65@ onbone_attached_object_operation 0 
0650: destroy_particle 264@ 
0108: destroy_object 262@ 
227@ = 1 
029B: 263@ = init_object 344 at 276@ 277@ 278@ 
066D: 265@ = attach_particle "FIRE" to_object 263@ with_offset 0.0 0.0 0.6 type 1 
064C: make_particle 265@ visible 
279@ = 0.0 
280@ = 0.0 
281@ = 0.0 

:CASINO6_8297
02F7: 206@ = cosine 241.0 // (float) 
02F6: 207@ = sine 241.0 // (float) 
$74 = 5000.0 

:CASINO6_8327
if 
   not 1010.031 >= $74 
else_jump @CASINO6_8760 
wait 0 
005B: 282@ += 284@ // (float) 
005B: 286@ += 282@ // (float) 
0087: 208@ = 286@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 286@ // (float) 
006B: 209@ *= 207@ // (float) 
007B: 283@ = frame_delta_time 285@ // (float) 
007B: 287@ = frame_delta_time 283@ // (float) 
0088: $72 = 276@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 277@ // (float) 
005F: $73 += 209@ // (float) 
0088: $74 = 278@ // (float) 
005F: $74 += 287@ // (float) 
01BC: put_object 263@ at $72 $73 $74 
0079: 279@ += frame_delta_time * 1.0 // (float) 
0079: 280@ += frame_delta_time * 1.0 // (float) 
0079: 281@ += frame_delta_time * 1.0 // (float) 
0453: set_object 263@ XYZ_rotation 279@ 280@ 281@ 
0087: 291@ = 286@ // (float) 
291@ += 1.5 
0087: 292@ = 286@ // (float) 
292@ -= 1.0 
0087: 208@ = 291@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 291@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 276@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 277@ // (float) 
005F: $73 += 209@ // (float) 
015F: set_camera_position $72 $73 278@ rotation 0.0 0.0 0.0 
0087: 208@ = 292@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 292@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 276@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 277@ // (float) 
005F: $73 += 209@ // (float) 
0160: set_camera_point_at $72 $73 278@ switchstyle 2 
if 
  1010.5 >= $74 
else_jump @CASINO6_8753 
0550: keep_object 263@ in_memory 1 

:CASINO6_8753
jump @CASINO6_8327 

:CASINO6_8760
0650: destroy_particle 265@ 
0108: destroy_object 263@ 
0249: release_model 344 
227@ = 2 
064B: 266@ = create_particle "EXPLOSION_MOLOTOV" at $72 $73 1010.0 type 1 
064F: remove_references_to_particle 266@ 
08FD: enable_heat_visuals 1 
02CF: 267@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 
227@ = 3 
02CF: 268@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 
227@ = 4 
02CF: 269@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 
227@ = 5 
02CF: 270@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 
227@ = 6 
02CF: 271@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 
227@ = 7 
02CF: 272@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
227@ = 8 
40@ = 0 

:CASINO6_9021
if 
  220 > 40@ 
else_jump @CASINO6_9262 
wait 0 
005B: 286@ += 282@ // (float) 
0087: 291@ = 286@ // (float) 
291@ += 1.5 
0087: 292@ = 286@ // (float) 
292@ -= 1.0 
0087: 208@ = 291@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 291@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 276@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 277@ // (float) 
005F: $73 += 209@ // (float) 
015F: set_camera_position $72 $73 278@ rotation 0.0 0.0 0.0 
0087: 208@ = 292@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 292@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 276@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 277@ // (float) 
005F: $73 += 209@ // (float) 
0160: set_camera_point_at $72 $73 278@ switchstyle 2 
jump @CASINO6_9021 

:CASINO6_9262
293@ = 61.0 
068D: get_camera_position_to 232@ 233@ 234@ 
40@ = 0 

:CASINO6_9290
if 
  1000 > 40@ 
else_jump @CASINO6_9320 
wait 0 
jump @CASINO6_9290 

:CASINO6_9320
40@ = 0 

:CASINO6_9327
if 
  700 > 40@ 
else_jump @CASINO6_9460 
wait 0 
02F7: 206@ = cosine 293@ // (float) 
02F6: 207@ = sine 293@ // (float) 
0087: 208@ = 292@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 292@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 232@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 233@ // (float) 
005F: $73 += 209@ // (float) 
0160: set_camera_point_at $72 $73 278@ switchstyle 2 
293@ -= 0.25 
jump @CASINO6_9327 

:CASINO6_9460
40@ = 0 

:CASINO6_9467
if 
  1000 > 40@ 
else_jump @CASINO6_9497 
wait 0 
jump @CASINO6_9467 

:CASINO6_9497
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0871: init_jump_table 227@ total_jumps 8 default_jump 0 @CASINO6_9836 jumps 0 @CASINO6_9637 1 @CASINO6_9670 2 @CASINO6_9685 3 @CASINO6_9709 4 @CASINO6_9733 5 @CASINO6_9757 6 @CASINO6_9781 
0872: jump_table_jumps 7 @CASINO6_9805 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 -1 @CASINO6_9836 

:CASINO6_9637
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_9660 
070B: set_actor 65@ onbone_attached_object_operation 0 

:CASINO6_9660
0650: destroy_particle 264@ 
0108: destroy_object 262@ 

:CASINO6_9670
0650: destroy_particle 265@ 
0108: destroy_object 263@ 
0249: release_model 344 

:CASINO6_9685
02CF: 267@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 

:CASINO6_9709
02CF: 268@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9733
02CF: 269@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9757
02CF: 270@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9781
02CF: 271@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 

:CASINO6_9805
02CF: 272@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
jump @CASINO6_9836 

:CASINO6_9836
0650: destroy_particle 266@ 
03E6: remove_text_box 
03E5: show_text_box 'CAS6_G0'  // ~s~Protect ~b~Rosenberg~s~ and kill all the ~r~witnesses~s~.
40@ = 0 
08FD: enable_heat_visuals 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
273@ = 0 
274@ = 0 
275@ = 0 
015D: set_gamespeed 1.0 
if 
8118:   not actor 61@ dead 
else_jump @CASINO6_10004 
119@ = 0 
0085: 299@ = 61@ // (int) 
300@ = 0 
303@ = 945.2795 
304@ = 2108.657 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 

:CASINO6_10004
if 
8118:   not actor 62@ dead 
else_jump @CASINO6_10087 
120@ = 0 
0085: 299@ = 62@ // (int) 
300@ = 0 
303@ = 937.135 
304@ = 2108.94 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 

:CASINO6_10087
if 
8118:   not actor 63@ dead 
else_jump @CASINO6_10162 
0687: clear_actor 63@ task 
00A1: put_actor 63@ at 941.481 2111.887 1010.031 
0173: set_actor 63@ Z_angle_to 260.0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_10162 
05E2: AS_actor 63@ kill_actor 47@ 

:CASINO6_10162
if 
8118:   not actor 64@ dead 
else_jump @CASINO6_10321 
0687: clear_actor 64@ task 
00A1: put_actor 64@ at 939.6515 2123.306 1010.031 
0173: set_actor 64@ Z_angle_to 187.5 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_10296 
05E2: AS_actor -1 kill_actor 47@ 

:CASINO6_10296
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 64@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 

:CASINO6_10321
if 
8118:   not actor 65@ dead 
else_jump @CASINO6_10411 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 944.032 2119.907 1010.031 
0173: set_actor 65@ Z_angle_to 160.0 
04EB: AS_actor 65@ crouch 1 
0638: AS_actor 65@ stay_put 1 
01B2: give_actor 65@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 29 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:CASINO6_10411
if 
8118:   not actor 68@ dead 
else_jump @CASINO6_10435 
05E2: AS_actor 68@ kill_actor $PLAYER_ACTOR 

:CASINO6_10435
05AA: 374@s = 'CAS6_EP' // @s = 'short'  // Shit, they've started a fire to keep us back!
04AF: 328@ = 8235 // = constant 
008B: 351@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_EQ' // @s = 'short'  // There must be an extinguisher here somewhere, find it!
04AF: 329@ = 8236 // = constant 
008B: 352@ = $PLAYER_ACTOR // (int) 
05AA: 378@s = 'CAS6_ED' // @s = 'short'  // Carl, leave no witnesses or we're dead meat!
04AF: 330@ = 8224 // = constant 
0085: 353@ = 47@ // (int) 
05AA: 380@s = 'CAS6_DA' // @s = 'short'  // What did I say? What did I do?
04AF: 331@ = 8219 // = constant 
0085: 354@ = 47@ // (int) 
05AA: 382@s = 'CAS6_DB' // @s = 'short'  // Nothing. My bad. Now take cover.
04AF: 332@ = 8220 // = constant 
008B: 355@ = $PLAYER_ACTOR // (int) 
05AA: 384@s = 'CAS6_ET' // @s = 'short'  // This is so exciting, Tommy, it's like old times!
04AF: 333@ = 8239 // = constant 
0085: 356@ = 47@ // (int) 
05AA: 386@s = 'CAS6_EU' // @s = 'short'  // Who the fuck is Tommy?
04AF: 334@ = 8240 // = constant 
008B: 357@ = $PLAYER_ACTOR // (int) 
05AA: 388@s = 'CAS6_EA' // @s = 'short'  // Holy fuck, what is it about my luck?
04AF: 335@ = 8221 // = constant 
0085: 358@ = 47@ // (int) 
05AA: 390@s = 'CAS6_EB' // @s = 'short'  // I'm screwed!
04AF: 336@ = 8222 // = constant 
0085: 359@ = 47@ // (int) 
05AA: 392@s = 'CAS6_EC' // @s = 'short'  // We gotta do something!
04AF: 337@ = 8223 // = constant 
0085: 360@ = 47@ // (int) 
05AA: 394@s = 'CAS6_GH' // @s = 'short'  // Well done, CJ!
04AF: 338@ = 8250 // = constant 
0085: 361@ = 47@ // (int) 
05AA: 396@s = 'CAS6_GJ' // @s = 'short'  // Shit, this is insane!
04AF: 339@ = 8251 // = constant 
0085: 362@ = 47@ // (int) 
05AA: 398@s = 'CAS6_GK' // @s = 'short'  // I'm never doin' drugs again, never ever, ever ever!
04AF: 340@ = 8252 // = constant 
0085: 363@ = 47@ // (int) 
05AA: 400@s = 'CAS6_FM' // @s = 'short'  // The exit's through the stock house!
04AF: 341@ = 8245 // = constant 
0085: 364@ = 47@ // (int) 
01BD: 230@ = current_time_in_ms 
0A6F: checkpoint_save 99 

:CASINO6_10864
wait 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_11368 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO6_10955 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
$1011 = 0 
$1012 = 0 
05A9: s$1013 = 'ABATOIR' // s$  // Sindacco Abattoir
create_thread @ENTEXT 
jump @CASINO6_31281 

:CASINO6_10955
if 
  235@ == 2 
else_jump @CASINO6_10980 
jump @CASINO6_31429 

:CASINO6_10980
01BD: 229@ = current_time_in_ms 
0085: 231@ = 229@ // (int) 
0062: 231@ -= 230@ // (int) 
0085: 230@ = 229@ // (int) 
005A: 50@ += 231@ // (int) 
005A: 59@ += 231@ // (int) 
005A: 171@ += 231@ // (int) 
005A: 215@ += 231@ // (int) 
005A: 314@ += 231@ // (int) 
gosub @CASINO6_11421 
gosub @CASINO6_15448 
gosub @CASINO6_20399 
gosub @CASINO6_21456 
gosub @CASINO6_23637 
if 
   not 310@ == 2 
else_jump @CASINO6_11109 
gosub @CASINO6_25375 

:CASINO6_11109
0226: 224@ = actor 47@ health 
008A: $9128 = 224@ // (int) 
$9128 /= 3 
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_11303 
224@ = 0 

:CASINO6_11158
if 
001D:   148@ > 224@ // (int) 
else_jump @CASINO6_11296 
if 
   not 119@(224@,29i) == -1 
else_jump @CASINO6_11282 
if 
0118:   actor 61@(224@,29i) dead 
else_jump @CASINO6_11282 
01C2: remove_references_to_actor 61@(224@,29i) // Like turning an actor into a random pedestrian 
0164: disable_marker 90@(224@,29i) 
119@(224@,29i) = -1 
149@ += 1 
if 
003B:   149@ == 148@ // (int) 
else_jump @CASINO6_11282 
060B: set_actor 47@ decision_maker_to 42@ 

:CASINO6_11282
224@ += 1 
jump @CASINO6_11158 

:CASINO6_11296
jump @CASINO6_11340 

:CASINO6_11303
gosub @CASINO6_27223 
077E: get_active_interior_to 294@ 
if 
  294@ == 0 
else_jump @CASINO6_11340 
jump @CASINO6_28001 

:CASINO6_11340
gosub @CASINO6_25552 
gosub @CASINO6_25124 
gosub @CASINO6_26513 
jump @CASINO6_11414 

:CASINO6_11368
if 
  235@ == 0 
else_jump @CASINO6_11407 
235@ = 1 
05AA: 236@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.

:CASINO6_11407
jump @CASINO6_31429 

:CASINO6_11414
jump @CASINO6_10864 

:CASINO6_11421
0871: init_jump_table 295@ total_jumps 5 default_jump 0 @CASINO6_15446 jumps 0 @CASINO6_11484 1 @CASINO6_12823 2 @CASINO6_13895 3 @CASINO6_15172 4 @CASINO6_15309 -1 @CASINO6_15446 -1 @CASINO6_15446 

:CASINO6_11484
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 935.0 2114.0 cornerB 947.0 2116.0 
else_jump @CASINO6_12816 
295@ += 1 
009A: 70@ = create_actor_pedtype 25 model 124 at 944.947 2146.821 1010.03 
0173: set_actor 70@ Z_angle_to 180.0 
0223: set_actor 70@ health_to 200 
08AF: set_actor 70@ max_health_to 200 
0187: 99@ = create_marker_above_actor 70@ 
018B: set_marker 99@ radar_mode 2 
08DC: create_interior_marker 99@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 70@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 29 
02E2: set_actor 70@ weapon_accuracy_to 35 
128@ = 0 
0085: 299@ = 70@ // (int) 
300@ = 0 
301@ = 0 
303@ = 950.4513 
304@ = 2133.938 
305@ = 1010.03 
306@ = 156.0 
gosub @CASINO6_21016 
009A: 71@ = create_actor_pedtype 25 model 125 at 938.7369 2146.927 1010.031 
0173: set_actor 71@ Z_angle_to 180.0 
0223: set_actor 71@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0187: 100@ = create_marker_above_actor 71@ 
018B: set_marker 100@ radar_mode 2 
08DC: create_interior_marker 100@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 71@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 71@ armed_weapon_to 29 
02E2: set_actor 71@ weapon_accuracy_to 40 
129@ = 0 
0085: 299@ = 71@ // (int) 
300@ = 0 
301@ = 0 
303@ = 935.2033 
304@ = 2135.923 
305@ = 1010.031 
306@ = 195.0 
gosub @CASINO6_21016 
009A: 72@ = create_actor_pedtype 25 model 126 at 938.8906 2150.719 1010.031 
0173: set_actor 72@ Z_angle_to 222.0 
0223: set_actor 72@ health_to 200 
08AF: set_actor 72@ max_health_to 200 
0187: 101@ = create_marker_above_actor 72@ 
018B: set_marker 101@ radar_mode 2 
08DC: create_interior_marker 101@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 72@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 72@ armed_weapon_to 29 
02E2: set_actor 72@ weapon_accuracy_to 35 
130@ = 0 
0085: 299@ = 72@ // (int) 
300@ = 0 
303@ = 941.6102 
304@ = 2144.133 
305@ = 1010.03 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 73@ = create_actor_pedtype 25 model 125 at 951.4207 2146.367 1010.03 
0173: set_actor 73@ Z_angle_to 148.0 
0187: 102@ = create_marker_above_actor 73@ 
018B: set_marker 102@ radar_mode 2 
08DC: create_interior_marker 102@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 73@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 73@ armed_weapon_to 29 
02E2: set_actor 73@ weapon_accuracy_to 40 
07DD: set_actor 73@ attack_rate 60 // previously known as temper_to 
131@ = 0 
0085: 299@ = 73@ // (int) 
300@ = 0 
301@ = 0 
303@ = 946.5566 
304@ = 2141.394 
305@ = 1010.031 
306@ = 180.0 
gosub @CASINO6_21016 
009A: 74@ = create_actor_pedtype 25 model 126 at 932.7236 2146.784 1010.031 
0173: set_actor 74@ Z_angle_to 220.0 
0223: set_actor 74@ health_to 150 
08AF: set_actor 74@ max_health_to 150 
0187: 103@ = create_marker_above_actor 74@ 
018B: set_marker 103@ radar_mode 2 
08DC: create_interior_marker 103@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 74@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 29 
02E2: set_actor 74@ weapon_accuracy_to 35 
132@ = 0 
0085: 299@ = 74@ // (int) 
300@ = 0 
301@ = 0 
303@ = 937.0684 
304@ = 2141.996 
305@ = 1010.031 
306@ = 180.0 
gosub @CASINO6_21016 
if 
8118:   not actor 61@ dead 
else_jump @CASINO6_12591 
if 
  2 > 49@ 
else_jump @CASINO6_12517 
303@ = 940.4404 
304@ = 2111.781 
305@ = 1010.031 
306@ = 350.3034 
jump @CASINO6_12557 

:CASINO6_12517
303@ = 959.418 
304@ = 2104.867 
305@ = 1010.03 
306@ = 167.1333 

:CASINO6_12557
0085: 299@ = 61@ // (int) 
300@ = 0 
301@ = 1 
0687: clear_actor 61@ task 
gosub @CASINO6_21131 

:CASINO6_12591
if 
8118:   not actor 62@ dead 
else_jump @CASINO6_12816 
if 
  2 > 49@ 
else_jump @CASINO6_12672 
303@ = 943.3311 
304@ = 2111.713 
305@ = 1010.031 
306@ = 0.2979 
jump @CASINO6_12816 

:CASINO6_12672
0085: 299@ = 62@ // (int) 
300@ = 0 
301@ = 1 
0687: clear_actor 62@ task 
if 
8118:   not actor 61@ dead 
else_jump @CASINO6_12769 
303@ = 943.3311 
304@ = 2111.713 
305@ = 1010.031 
306@ = 0.2979 
gosub @CASINO6_21016 
jump @CASINO6_12816 

:CASINO6_12769
303@ = 959.418 
304@ = 2104.867 
305@ = 1010.03 
306@ = 167.1333 
gosub @CASINO6_21131 

:CASINO6_12816
jump @CASINO6_15446 

:CASINO6_12823
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 930.0 2120.0 cornerB 952.25 2125.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.25 2140.0 cornerB 967.0 2147.0 
else_jump @CASINO6_13888 
295@ += 1 
009A: 75@ = create_actor_pedtype 25 model 124 at 951.3571 2143.16 1010.031 
0173: set_actor 75@ Z_angle_to 90.0 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0187: 104@ = create_marker_above_actor 75@ 
018B: set_marker 104@ radar_mode 2 
08DC: create_interior_marker 104@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 75@ weapon 5 ammo 3000 // Load the weapon model before using this 
133@ = 0 
0085: 299@ = 75@ // (int) 
300@ = 0 
303@ = 943.5978 
304@ = 2138.572 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 76@ = create_actor_pedtype 25 model 127 at 932.6479 2144.118 1010.031 
0173: set_actor 76@ Z_angle_to 270.0 
0223: set_actor 76@ health_to 200 
08AF: set_actor 76@ max_health_to 200 
0187: 105@ = create_marker_above_actor 76@ 
018B: set_marker 105@ radar_mode 2 
08DC: create_interior_marker 105@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 76@ weapon 5 ammo 3000 // Load the weapon model before using this 
134@ = 0 
0085: 299@ = 76@ // (int) 
300@ = 0 
303@ = 940.223 
304@ = 2139.419 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 77@ = create_actor_pedtype 25 model 126 at 950.7346 2156.716 1010.03 
0173: set_actor 77@ Z_angle_to 135.0 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0187: 106@ = create_marker_above_actor 77@ 
018B: set_marker 106@ radar_mode 2 
08DC: create_interior_marker 106@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 77@ stay_put 1 
01B2: give_actor 77@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 77@ armed_weapon_to 29 
02E2: set_actor 77@ weapon_accuracy_to 35 
060B: set_actor 77@ decision_maker_to 43@ 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
135@ = 0 
009A: 78@ = create_actor_pedtype 25 model 125 at 933.3263 2160.188 1010.031 
0173: set_actor 78@ Z_angle_to 214.0 
0187: 107@ = create_marker_above_actor 78@ 
018B: set_marker 107@ radar_mode 2 
08DC: create_interior_marker 107@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 78@ stay_put 1 
01B2: give_actor 78@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 78@ armed_weapon_to 29 
02E2: set_actor 78@ weapon_accuracy_to 40 
060B: set_actor 78@ decision_maker_to 43@ 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
136@ = 0 
009A: 79@ = create_actor_pedtype 25 model 124 at 942.5138 2165.1 1011.228 
0173: set_actor 79@ Z_angle_to 180.0 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
0187: 108@ = create_marker_above_actor 79@ 
018B: set_marker 108@ radar_mode 2 
08DC: create_interior_marker 108@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 79@ armed_weapon_to 29 
02E2: set_actor 79@ weapon_accuracy_to 35 
07DD: set_actor 79@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 79@ crouch 1 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
137@ = 0 
009A: 80@ = create_actor_pedtype 25 model 125 at 950.2886 2172.38 1010.03 
0173: set_actor 80@ Z_angle_to 163.5 
0187: 109@ = create_marker_above_actor 80@ 
018B: set_marker 109@ radar_mode 2 
08DC: create_interior_marker 109@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 80@ stay_put 1 
01B2: give_actor 80@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 80@ armed_weapon_to 29 
02E2: set_actor 80@ weapon_accuracy_to 40 
060B: set_actor 80@ decision_maker_to 43@ 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
138@ = 0 
009A: 81@ = create_actor_pedtype 25 model 126 at 934.5824 2172.318 1010.03 
0173: set_actor 81@ Z_angle_to 197.0 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
0187: 110@ = create_marker_above_actor 81@ 
018B: set_marker 110@ radar_mode 2 
08DC: create_interior_marker 110@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 81@ stay_put 1 
01B2: give_actor 81@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 81@ armed_weapon_to 29 
02E2: set_actor 81@ weapon_accuracy_to 35 
060B: set_actor 81@ decision_maker_to 43@ 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
139@ = 0 

:CASINO6_13888
jump @CASINO6_15446 

:CASINO6_13895
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.5627 2146.944 cornerB 932.642 2141.283 
else_jump @CASINO6_15165 
295@ += 1 
009A: 82@ = create_actor_pedtype 25 model 127 at 954.0464 2157.825 1010.031 
0173: set_actor 82@ Z_angle_to 30.0 
0223: set_actor 82@ health_to 150 
08AF: set_actor 82@ max_health_to 150 
0187: 111@ = create_marker_above_actor 82@ 
018B: set_marker 111@ radar_mode 2 
08DC: create_interior_marker 111@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 82@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 82@ armed_weapon_to 29 
02E2: set_actor 82@ weapon_accuracy_to 40 
140@ = 0 
0085: 299@ = 82@ // (int) 
300@ = 0 
303@ = 944.0997 
304@ = 2173.731 
305@ = 1010.03 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 83@ = create_actor_pedtype 25 model 124 at 952.8911 2165.843 1010.031 
0173: set_actor 83@ Z_angle_to 180.0 
0223: set_actor 83@ health_to 150 
08AF: set_actor 83@ max_health_to 150 
0187: 112@ = create_marker_above_actor 83@ 
018B: set_marker 112@ radar_mode 2 
08DC: create_interior_marker 112@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 83@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 83@ armed_weapon_to 29 
02E2: set_actor 83@ weapon_accuracy_to 35 
07DD: set_actor 83@ attack_rate 70 // previously known as temper_to 
141@ = 0 
0085: 299@ = 83@ // (int) 
300@ = 0 
303@ = 949.5583 
304@ = 2159.848 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 84@ = create_actor_pedtype 25 model 126 at 953.709 2167.353 1010.031 
0173: set_actor 84@ Z_angle_to 180.0 
0223: set_actor 84@ health_to 150 
08AF: set_actor 84@ max_health_to 150 
0187: 113@ = create_marker_above_actor 84@ 
018B: set_marker 113@ radar_mode 2 
08DC: create_interior_marker 113@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 84@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 84@ armed_weapon_to 29 
02E2: set_actor 84@ weapon_accuracy_to 40 
142@ = 0 
0085: 299@ = 84@ // (int) 
300@ = 0 
303@ = 947.7441 
304@ = 2162.758 
305@ = 1010.031 
008B: 302@ = $PLAYER_ACTOR // (int) 
gosub @CASINO6_21246 
009A: 85@ = create_actor_pedtype 25 model 127 at 955.1686 2155.968 1013.643 
0173: set_actor 85@ Z_angle_to 25.0 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
0187: 114@ = create_marker_above_actor 85@ 
018B: set_marker 114@ radar_mode 2 
08DC: create_interior_marker 114@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 85@ stay_put 1 
01B2: give_actor 85@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 85@ armed_weapon_to 29 
02E2: set_actor 85@ weapon_accuracy_to 35 
04EB: AS_actor 85@ crouch 1 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
143@ = 0 
009A: 86@ = create_actor_pedtype 25 model 124 at 957.3302 2172.359 1011.832 
0173: set_actor 86@ Z_angle_to 88.0 
0223: set_actor 86@ health_to 150 
08AF: set_actor 86@ max_health_to 150 
0187: 115@ = create_marker_above_actor 86@ 
018B: set_marker 115@ radar_mode 2 
08DC: create_interior_marker 115@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 86@ stay_put 1 
01B2: give_actor 86@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 86@ armed_weapon_to 29 
02E2: set_actor 86@ weapon_accuracy_to 40 
04EB: AS_actor 86@ crouch 1 
05E2: AS_actor 86@ kill_actor $PLAYER_ACTOR 
144@ = 0 
009A: 87@ = create_actor_pedtype 25 model 126 at 955.526 2175.984 1010.031 
0173: set_actor 87@ Z_angle_to 169.0 
0223: set_actor 87@ health_to 150 
08AF: set_actor 87@ max_health_to 150 
0187: 116@ = create_marker_above_actor 87@ 
018B: set_marker 116@ radar_mode 2 
08DC: create_interior_marker 116@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 87@ stay_put 1 
01B2: give_actor 87@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 87@ armed_weapon_to 29 
02E2: set_actor 87@ weapon_accuracy_to 35 
04EB: AS_actor 87@ crouch 1 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
145@ = 0 
009A: 88@ = create_actor_pedtype 25 model 125 at 959.0216 2172.0 1010.031 
0173: set_actor 88@ Z_angle_to 283.0 
0223: set_actor 88@ health_to 150 
08AF: set_actor 88@ max_health_to 150 
0187: 117@ = create_marker_above_actor 88@ 
018B: set_marker 117@ radar_mode 2 
08DC: create_interior_marker 117@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 88@ stay_put 1 
01B2: give_actor 88@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 88@ armed_weapon_to 29 
02E2: set_actor 88@ weapon_accuracy_to 40 
04EB: AS_actor 88@ crouch 1 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
146@ = 0 
009A: 89@ = create_actor_pedtype 25 model 126 at 958.8845 2152.117 1011.832 
0173: set_actor 89@ Z_angle_to 0.0 
0223: set_actor 89@ health_to 150 
08AF: set_actor 89@ max_health_to 150 
0187: 118@ = create_marker_above_actor 89@ 
018B: set_marker 118@ radar_mode 2 
08DC: create_interior_marker 118@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 89@ stay_put 1 
01B2: give_actor 89@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 89@ armed_weapon_to 29 
02E2: set_actor 89@ weapon_accuracy_to 35 
04EB: AS_actor 89@ crouch 1 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
147@ = 0 

:CASINO6_15165
jump @CASINO6_15446 

:CASINO6_15172
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.7594 2156.425 cornerB 955.3043 2166.761 
else_jump @CASINO6_15302 
295@ += 1 
if 
8118:   not actor 87@ dead 
else_jump @CASINO6_15302 
0085: 299@ = 87@ // (int) 
300@ = 0 
301@ = 0 
303@ = 960.9915 
304@ = 2177.387 
305@ = 1010.031 
306@ = 107.0 
gosub @CASINO6_21016 

:CASINO6_15302
jump @CASINO6_15446 

:CASINO6_15309
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 961.765 2174.899 cornerB 965.3094 2171.588 
else_jump @CASINO6_15439 
295@ += 1 
if 
8118:   not actor 88@ dead 
else_jump @CASINO6_15439 
0085: 299@ = 88@ // (int) 
300@ = 0 
301@ = 0 
303@ = 958.909 
304@ = 2158.502 
305@ = 1010.031 
306@ = 0.0 
gosub @CASINO6_21016 

:CASINO6_15439
jump @CASINO6_15446 

:CASINO6_15446
return 

:CASINO6_15448
0871: init_jump_table 49@ total_jumps 23 default_jump 0 @CASINO6_20397 jumps 0 @CASINO6_15641 1 @CASINO6_15669 2 @CASINO6_16047 3 @CASINO6_16478 4 @CASINO6_16811 5 @CASINO6_17078 6 @CASINO6_17221 
0872: jump_table_jumps 7 @CASINO6_17506 8 @CASINO6_17556 9 @CASINO6_17675 10 @CASINO6_17725 11 @CASINO6_17815 12 @CASINO6_17876 13 @CASINO6_18332 14 @CASINO6_18451 15 @CASINO6_18638 
0872: jump_table_jumps 16 @CASINO6_18760 17 @CASINO6_18928 18 @CASINO6_19448 19 @CASINO6_19552 20 @CASINO6_19903 21 @CASINO6_20036 22 @CASINO6_20122 -1 @CASINO6_20397 -1 @CASINO6_20397 

:CASINO6_15641
0638: AS_actor 47@ stay_put 1 
04EB: AS_actor 47@ crouch 1 
49@ += 1 
jump @CASINO6_20397 

:CASINO6_15669
if and
0118:   actor 63@ dead 
0118:   actor 64@ dead 
else_jump @CASINO6_15797 
0615: define_AS_pack_begin 298@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_16040 

:CASINO6_15797
if 
  44@ == 1 
else_jump @CASINO6_15922 
0615: define_AS_pack_begin 298@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_16040 

:CASINO6_15922
if 
  53@ == 0 
else_jump @CASINO6_16040 
0209: 60@ = random_int_in_ranges 0 101 
if 
  50 > 60@ 
else_jump @CASINO6_15996 
04AE: $1300 = 8227 // = constant 
05A9: s$1305 = 'CAS6_EG' // s$  // Typical end for me, shot, beaten and then barbeque!
jump @CASINO6_16018 

:CASINO6_15996
04AE: $1300 = 8225 // = constant 
05A9: s$1305 = 'CAS6_EE' // s$  // Anybody needs me, they can find me in here!

:CASINO6_16018
create_thread @A_ALAP 2 50 47@ 
53@ = 1 

:CASINO6_16040
jump @CASINO6_20397 

:CASINO6_16047
0646: unknown_get_actor 47@ task_1560_status_store_to 296@ // similar to 062E 
if 
  296@ == 6 
else_jump @CASINO6_16471 
01B2: give_actor 47@ weapon 42 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 47@ armed_weapon_to 42 
0108: destroy_object 51@ 
04AE: $1300 = 8228 // = constant 
05A9: s$1305 = 'CAS6_EH' // s$  // Got the extinguisher, I got the extinguisher!
create_thread @A_ALAP 2 100 47@ 
59@ = 0 
if and
0118:   actor 61@ dead 
0118:   actor 62@ dead 
else_jump @CASINO6_16272 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
59@ = 0 
49@ = 4 
jump @CASINO6_16471 

:CASINO6_16272
if 
  44@ == 1 
else_jump @CASINO6_16395 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ = 4 
jump @CASINO6_16471 

:CASINO6_16395
0085: 299@ = 47@ // (int) 
300@ = 0 
301@ = 0 
303@ = 957.9808 
304@ = 2100.714 
305@ = 1010.031 
306@ = 346.0 
gosub @CASINO6_21348 
49@ += 1 

:CASINO6_16471
jump @CASINO6_20397 

:CASINO6_16478
if and
0118:   actor 61@ dead 
0118:   actor 62@ dead 
else_jump @CASINO6_16604 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_16804 

:CASINO6_16604
if 
  44@ == 1 
else_jump @CASINO6_16734 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
59@ = 0 
jump @CASINO6_16804 

:CASINO6_16734
if and
  54@ == 0 
  59@ > 500 
else_jump @CASINO6_16804 
04AE: $1300 = 8226 // = constant 
05A9: s$1305 = 'CAS6_EF' // s$  // I ain't coming out until it's safe!
create_thread @A_ALAP 2 100 47@ 
54@ = 1 

:CASINO6_16804
jump @CASINO6_20397 

:CASINO6_16811
if 
00ED:   actor 47@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
else_jump @CASINO6_16962 
if 
  169@ == 0 
else_jump @CASINO6_16881 
49@ = 21 
jump @CASINO6_16955 

:CASINO6_16881
if 
  295@ > 0 
else_jump @CASINO6_16913 
49@ = 6 
jump @CASINO6_16955 

:CASINO6_16913
if and
0118:   actor 65@ dead 
0118:   actor 66@ dead 
else_jump @CASINO6_16948 
49@ = 6 
jump @CASINO6_16955 

:CASINO6_16948
49@ += 1 

:CASINO6_16955
jump @CASINO6_17071 

:CASINO6_16962
if and
  55@ == 0 
  59@ > 2500 
else_jump @CASINO6_17071 
if 
  44@ == 0 
else_jump @CASINO6_17071 
if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
else_jump @CASINO6_17071 
04AE: $1300 = 8229 // = constant 
05A9: s$1305 = 'CAS6_EJ' // s$  // Take those guys out and I'll put out the flames!
create_thread @A_ALAP 2 101 47@ 
55@ = 1 

:CASINO6_17071
jump @CASINO6_20397 

:CASINO6_17078
if 
  295@ > 0 
else_jump @CASINO6_17110 
49@ += 1 
jump @CASINO6_17214 

:CASINO6_17110
if and
0118:   actor 65@ dead 
0118:   actor 66@ dead 
else_jump @CASINO6_17214 
if 
80ED:   not actor 47@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
else_jump @CASINO6_17207 
0603: AS_actor 47@ goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
49@ -= 1 
jump @CASINO6_17214 

:CASINO6_17207
49@ += 1 

:CASINO6_17214
jump @CASINO6_20397 

:CASINO6_17221
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_17387 
if 
  44@ == 0 
else_jump @CASINO6_17387 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.0 1010.0 cornerB 966.0 2095.0 1012.0 
else_jump @CASINO6_17350 
04AE: $1300 = 8230 // = constant 
05A9: s$1305 = 'CAS6_EK' // s$  // Stand back, I'm gonna blast theses flames!
create_thread @A_ALAP 2 101 47@ 
jump @CASINO6_17387 

:CASINO6_17350
04AE: $1300 = 8231 // = constant 
05A9: s$1305 = 'CAS6_EL' // s$  // Hey, CJ, wait for me! Wait! Wait!
create_thread @A_ALAP 2 101 47@ 

:CASINO6_17387
0687: clear_actor 47@ task 
50@ = 0 
if or
82D0:   not fire 272@ extinguished 
82D0:   not fire 271@ extinguished 
else_jump @CASINO6_17484 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
0668: AS_actor -1 rotate_and_shoot_at 943.2 2114.0 1011.0 3000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
jump @CASINO6_17492 

:CASINO6_17484
50@ = 10000 

:CASINO6_17492
49@ += 1 
jump @CASINO6_20397 

:CASINO6_17506
if 
  50@ > 2850 
else_jump @CASINO6_17549 
02D1: remove_fire 272@ 
02D1: remove_fire 271@ 
273@ = 1 
49@ += 1 

:CASINO6_17549
jump @CASINO6_20397 

:CASINO6_17556
0687: clear_actor 47@ task 
50@ = 0 
if or
82D0:   not fire 270@ extinguished 
82D0:   not fire 269@ extinguished 
else_jump @CASINO6_17653 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
0668: AS_actor -1 rotate_and_shoot_at 941.9 2114.0 1011.0 2000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
jump @CASINO6_17661 

:CASINO6_17653
50@ = 10000 

:CASINO6_17661
49@ += 1 
jump @CASINO6_20397 

:CASINO6_17675
if 
  50@ > 1250 
else_jump @CASINO6_17718 
02D1: remove_fire 270@ 
02D1: remove_fire 269@ 
274@ = 1 
49@ += 1 

:CASINO6_17718
jump @CASINO6_20397 

:CASINO6_17725
0687: clear_actor 47@ task 
50@ = 0 
if or
82D0:   not fire 268@ extinguished 
82D0:   not fire 267@ extinguished 
else_jump @CASINO6_17793 
0687: clear_actor 47@ task 
0668: AS_actor 47@ rotate_and_shoot_at 940.7 2114.0 1011.0 3000 ms 
jump @CASINO6_17801 

:CASINO6_17793
50@ = 10000 

:CASINO6_17801
49@ += 1 
jump @CASINO6_20397 

:CASINO6_17815
if 
  50@ > 2850 
else_jump @CASINO6_17869 
02D1: remove_fire 268@ 
02D1: remove_fire 267@ 
275@ = 1 
310@ = 2 
08FD: enable_heat_visuals 0 
49@ += 1 

:CASINO6_17869
jump @CASINO6_20397 

:CASINO6_17876
if 
  295@ > 0 
else_jump @CASINO6_18200 
if 
  295@ == 1 
else_jump @CASINO6_17994 
if or
  212@ == 0 
  212@ == 3 
else_jump @CASINO6_17980 
0687: clear_actor 47@ task 
0603: AS_actor 47@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
49@ = 15 
jump @CASINO6_17987 

:CASINO6_17980
49@ = 13 

:CASINO6_17987
jump @CASINO6_18131 

:CASINO6_17994
if 
  295@ == 2 
else_jump @CASINO6_18094 
if or
  212@ == 0 
  212@ == 3 
else_jump @CASINO6_18080 
0687: clear_actor 47@ task 
0603: AS_actor 47@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
49@ = 15 
jump @CASINO6_18087 

:CASINO6_18080
49@ = 13 

:CASINO6_18087
jump @CASINO6_18131 

:CASINO6_18094
if 
  295@ > 2 
else_jump @CASINO6_18131 
0687: clear_actor 47@ task 
49@ = 19 
jump @CASINO6_20397 

:CASINO6_18131
if 
  44@ == 0 
else_jump @CASINO6_18193 
04AE: $1300 = 8241 // = constant 
05A9: s$1305 = 'CAS6_FA' // s$  // Screw this, I'm going to hide in the freezer!
create_thread @A_ALAP 2 100 47@ 
59@ = 0 

:CASINO6_18193
jump @CASINO6_18325 

:CASINO6_18200
if 
  56@ == 0 
else_jump @CASINO6_18325 
0209: 60@ = random_int_in_ranges 0 101 
if 
  50 > 60@ 
else_jump @CASINO6_18274 
04AE: $1300 = 8232 // = constant 
05A9: s$1305 = 'CAS6_EM' // s$  // Well what are you waiting for?
jump @CASINO6_18296 

:CASINO6_18274
04AE: $1300 = 8233 // = constant 
05A9: s$1305 = 'CAS6_EN' // s$  // I ain't leading the way!

:CASINO6_18296
create_thread @A_ALAP 2 100 47@ 
56@ = 1 
59@ = 0 

:CASINO6_18325
jump @CASINO6_20397 

:CASINO6_18332
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 214@ handle_as 213@ 
0680: unknown_assign_AS_origin 213@ to_actors_pedtype 24 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 213@ 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_20397 

:CASINO6_18451
if 
0642:   actor 47@ at_AS_origin 213@ 
else_jump @CASINO6_18631 
if or
  212@ == 1 
  212@ == 2 
else_jump @CASINO6_18522 
222@ = 0.0 
223@ = 0.0005 
212@ = 3 

:CASINO6_18522
if 
  44@ == 1 
else_jump @CASINO6_18547 
59@ = 0 

:CASINO6_18547
02AB: set_actor 47@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0603: AS_actor 47@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 
061E: remove_references_to_AS_origin 213@ 
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_18624 
49@ += 1 
jump @CASINO6_18631 

:CASINO6_18624
49@ = 19 

:CASINO6_18631
jump @CASINO6_20397 

:CASINO6_18638
if 
00A4:   actor 47@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_18700 
49@ += 1 
jump @CASINO6_18753 

:CASINO6_18700
062E: get_actor 47@ task 1539 status_store_to 296@ // ret 7 if not found 
if 
04A4:   296@ == 7 // == constant 
else_jump @CASINO6_18753 
0603: AS_actor 47@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_18753
jump @CASINO6_20397 

:CASINO6_18760
062E: get_actor 47@ task 1539 status_store_to 296@ // ret 7 if not found 
if 
04A4:   296@ == 7 // == constant 
else_jump @CASINO6_18921 
if 
00ED:   actor 47@ sphere 0 near_point 963.4875 2119.283 radius 1.2 1.2 on_foot 
else_jump @CASINO6_18897 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
05D4: AS_actor -1 rotate_angle 104.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_18921 

:CASINO6_18897
0603: AS_actor 47@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_18921
jump @CASINO6_20397 

:CASINO6_18928
if or
  212@ == 0 
  212@ == 3 
else_jump @CASINO6_19434 
if 
  295@ >= 2 
else_jump @CASINO6_19427 
if or
8118:   not actor 75@ dead 
8118:   not actor 76@ dead 
else_jump @CASINO6_19006 
jump @CASINO6_20397 
jump @CASINO6_19427 

:CASINO6_19006
if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
8118:   not actor 69@ dead 
8118:   not actor 70@ dead 
else_jump @CASINO6_19061 
jump @CASINO6_20397 
jump @CASINO6_19427 

:CASINO6_19061
if or
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
8118:   not actor 62@ dead 
else_jump @CASINO6_19101 
jump @CASINO6_20397 
jump @CASINO6_19427 

:CASINO6_19101
0085: 299@ = 47@ // (int) 
300@ = 0 
301@ = 1 
if or
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
else_jump @CASINO6_19198 
303@ = 942.1362 
304@ = 2116.977 
305@ = 1010.031 
306@ = 310.9558 
49@ = 18 
jump @CASINO6_19245 

:CASINO6_19198
303@ = 944.9211 
304@ = 2138.566 
305@ = 1010.031 
306@ = 49.7997 
49@ = 19 

:CASINO6_19245
gosub @CASINO6_21348 
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_19326 
if 
  308@ == 1 
else_jump @CASINO6_19326 
04AE: $1300 = 8238 // = constant 
05A9: s$1305 = 'CAS6_ES' // s$  // OK, it's clear!
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19326
if 
  57@ == 0 
else_jump @CASINO6_19420 
0209: 60@ = random_int_in_ranges 0 101 
if 
  50 > 60@ 
else_jump @CASINO6_19392 
327@ = 2 
326@ = 3 
jump @CASINO6_19406 

:CASINO6_19392
327@ = 4 
326@ = 5 

:CASINO6_19406
40@ = 0 
57@ = 1 

:CASINO6_19420
59@ = 0 

:CASINO6_19427
jump @CASINO6_19441 

:CASINO6_19434
gosub @CASINO6_26365 

:CASINO6_19441
jump @CASINO6_20397 

:CASINO6_19448
if and
0118:   actor 73@ dead 
0118:   actor 74@ dead 
else_jump @CASINO6_19545 
0085: 299@ = 47@ // (int) 
300@ = 0 
301@ = 1 
303@ = 944.9211 
304@ = 2138.566 
305@ = 1010.031 
306@ = 49.7997 
gosub @CASINO6_21348 
49@ += 1 

:CASINO6_19545
jump @CASINO6_20397 

:CASINO6_19552
if 
  295@ > 2 
else_jump @CASINO6_19896 
if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
8118:   not actor 82@ dead 
else_jump @CASINO6_19625 
jump @CASINO6_20397 
jump @CASINO6_19896 

:CASINO6_19625
if or
8118:   not actor 83@ dead 
8118:   not actor 84@ dead 
else_jump @CASINO6_19660 
jump @CASINO6_20397 
jump @CASINO6_19896 

:CASINO6_19660
0085: 299@ = 47@ // (int) 
300@ = 0 
if or
8118:   not actor 85@ dead 
8118:   not actor 86@ dead 
8118:   not actor 87@ dead 
8118:   not actor 88@ dead 
8118:   not actor 89@ dead 
else_jump @CASINO6_19772 
301@ = 1 
303@ = 949.2078 
304@ = 2153.648 
305@ = 1010.03 
306@ = 0.0 
49@ = 20 
jump @CASINO6_19826 

:CASINO6_19772
301@ = 0 
303@ = 965.2232 
304@ = 2156.294 
305@ = 1010.031 
306@ = 22.0 
49@ = 30 

:CASINO6_19826
gosub @CASINO6_21348 
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_19889 
04AE: $1300 = 8238 // = constant 
05A9: s$1305 = 'CAS6_ES' // s$  // OK, it's clear!
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_19889
59@ = 0 

:CASINO6_19896
jump @CASINO6_20397 

:CASINO6_19903
if or
8118:   not actor 85@ dead 
8118:   not actor 86@ dead 
8118:   not actor 87@ dead 
8118:   not actor 88@ dead 
8118:   not actor 89@ dead 
else_jump @CASINO6_19953 
jump @CASINO6_20397 
jump @CASINO6_20029 

:CASINO6_19953
0085: 299@ = 47@ // (int) 
300@ = 0 
301@ = 0 
303@ = 965.2232 
304@ = 2156.294 
305@ = 1010.031 
306@ = 22.0 
gosub @CASINO6_21348 
49@ = 30 

:CASINO6_20029
jump @CASINO6_20397 

:CASINO6_20036
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 0.0 
05BA: AS_actor -1 move_mouth 500 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 298@ 
0618: assign_actor 47@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
49@ += 1 
jump @CASINO6_20397 

:CASINO6_20122
0646: unknown_get_actor 47@ task_1560_status_store_to 296@ // similar to 062E 
if 
  296@ == 3 
else_jump @CASINO6_20390 
if 
  169@ == 0 
else_jump @CASINO6_20383 
185@ = 0.0001 
169@ = 1 
171@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
if 
  44@ == 0 
else_jump @CASINO6_20383 
if 
803B:   not  149@ == 148@ // (int) 
else_jump @CASINO6_20376 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.25 1010.0 cornerB 966.0 2095.0 1012.0 
else_jump @CASINO6_20339 
04AE: $1300 = 8234 // = constant 
05A9: s$1305 = 'CAS6_EO' // s$  // I'm gonna start up the meat track!
create_thread @A_ALAP 2 100 47@ 
jump @CASINO6_20376 

:CASINO6_20339
04AE: $1300 = 8237 // = constant 
05A9: s$1305 = 'CAS6_ER' // s$  // Aw, what you do that for?
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:CASINO6_20376
59@ = 0 

:CASINO6_20383
49@ = 4 

:CASINO6_20390
jump @CASINO6_20397 

:CASINO6_20397
return 

:CASINO6_20399
if 
   not 297@ == -2 
else_jump @CASINO6_20545 
if 
  295@ >= 2 
else_jump @CASINO6_20545 
if 
  212@ == 0 
else_jump @CASINO6_20545 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
00A4:   actor 47@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_20545 
gosub @CASINO6_20547 

:CASINO6_20545
return 

:CASINO6_20547
if 
  297@ == -1 
else_jump @CASINO6_20802 
if 
8118:   not actor 75@ dead 
else_jump @CASINO6_20595 
297@ = 14 
jump @CASINO6_20632 

:CASINO6_20595
if 
8118:   not actor 76@ dead 
else_jump @CASINO6_20625 
297@ = 15 
jump @CASINO6_20632 

:CASINO6_20625
297@ = -2 

:CASINO6_20632
if 
   not 297@ == -2 
else_jump @CASINO6_20795 
if 
  212@ == 0 
else_jump @CASINO6_20788 
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 214@ handle_as 213@ 
0680: unknown_assign_AS_origin 213@ to_actors_pedtype 25 
0687: clear_actor 61@(297@,29i) task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 213@ 
0616: define_AS_pack_end 298@ 
0618: assign_actor 61@(297@,29i) to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
jump @CASINO6_20795 

:CASINO6_20788
297@ = -1 

:CASINO6_20795
jump @CASINO6_21014 

:CASINO6_20802
if 
0118:   actor 61@(297@,29i) dead 
else_jump @CASINO6_20841 
061E: remove_references_to_AS_origin 213@ 
297@ = -1 
jump @CASINO6_21014 

:CASINO6_20841
if 
0642:   actor 61@(297@,29i) at_AS_origin 213@ 
else_jump @CASINO6_20956 
if or
  212@ == 0 
  212@ == 3 
else_jump @CASINO6_20916 
222@ = 0.0 
223@ = -0.0005 
212@ = 1 

:CASINO6_20916
0687: clear_actor 61@(297@,29i) task 
060B: set_actor 61@(297@,29i) decision_maker_to 43@ 
061E: remove_references_to_AS_origin 213@ 
297@ = -1 
jump @CASINO6_21014 

:CASINO6_20956
if or
  212@ == 1 
  212@ == 2 
else_jump @CASINO6_21014 
0687: clear_actor 61@(297@,29i) task 
060B: set_actor 61@(297@,29i) decision_maker_to 43@ 
061E: remove_references_to_AS_origin 213@ 
297@ = -1 

:CASINO6_21014
return 

:CASINO6_21016
0687: clear_actor 299@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 303@ 304@ 305@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 301@ 
0638: AS_actor -1 stay_put 1 
if 
   not 306@ == -1.0 
else_jump @CASINO6_21097 
05D4: AS_actor -1 rotate_angle 306@ 

:CASINO6_21097
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 299@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
return 

:CASINO6_21131
0687: clear_actor 299@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 303@ 304@ 305@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 301@ 
0638: AS_actor -1 stay_put 1 
if 
   not 306@ == -1.0 
else_jump @CASINO6_21212 
05D4: AS_actor -1 rotate_angle 306@ 

:CASINO6_21212
05E2: AS_actor -1 kill_actor 47@ 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 299@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
return 

:CASINO6_21246
0687: clear_actor 299@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
04EB: AS_actor -1 crouch 300@ 
0638: AS_actor -1 stay_put 0 
if 
   not 303@ == -1.0 
else_jump @CASINO6_21314 
0603: AS_actor -1 goto_point_any_means 303@ 304@ 305@ mode 6 use_car -1 

:CASINO6_21314
05E2: AS_actor -1 kill_actor 302@ 
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 299@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
return 

:CASINO6_21348
0687: clear_actor 299@ task 
0615: define_AS_pack_begin 298@ 
07BC: set_actor -1 decision_maker_to 42@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 303@ 304@ 305@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 301@ 
0638: AS_actor -1 stay_put 1 
if 
   not 306@ == -1.0 
else_jump @CASINO6_21429 
05D4: AS_actor -1 rotate_angle 306@ 

:CASINO6_21429
07BC: set_actor -1 decision_maker_to 43@ // AS_pack_version 
0616: define_AS_pack_end 298@ 
0618: assign_actor 299@ to_AS_pack 298@ 
061B: remove_references_to_AS_pack 298@ 
return 

:CASINO6_21456
if 
0735:   is_keyboard_key_pressed 49 
else_jump @CASINO6_21488 
185@ = 0.0001 
jump @CASINO6_21513 

:CASINO6_21488
if 
0735:   is_keyboard_key_pressed 50 
else_jump @CASINO6_21513 
185@ = -0.0001 

:CASINO6_21513
007B: 184@ = frame_delta_time 185@ // (float) 
if 
  184@ > 0.06 
else_jump @CASINO6_21559 
184@ = 0.06 
jump @CASINO6_21590 

:CASINO6_21559
if 
  0.0 > 184@ 
else_jump @CASINO6_21590 
184@ = 0.0 

:CASINO6_21590
if or
  169@ == 1 
  184@ > 0.0 
else_jump @CASINO6_23457 
224@ = 0 

:CASINO6_21625
if 
  6 > 224@ 
else_jump @CASINO6_23457 
01BB: store_object 162@(224@,6i) position_to $72 $73 $74 
0085: 225@ = 156@(224@,6i) // (int) 
0871: init_jump_table 225@ total_jumps 8 default_jump 0 @CASINO6_23425 jumps 0 @CASINO6_21801 1 @CASINO6_21857 2 @CASINO6_22207 3 @CASINO6_22263 4 @CASINO6_22613 5 @CASINO6_22669 6 @CASINO6_23019 
0872: jump_table_jumps 7 @CASINO6_23075 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 -1 @CASINO6_23425 

:CASINO6_21801
if 
0036:   $72 >= 189@(225@,8f) // (float) 
else_jump @CASINO6_21842 
156@(224@,6i) += 1 
jump @CASINO6_21857 

:CASINO6_21842
005F: $72 += 184@ // (float) 
jump @CASINO6_23425 

:CASINO6_21857
if 
  172@(224@,6f) >= 180.0 
else_jump @CASINO6_21922 
172@(224@,6f) = 0.0 
0067: $73 -= 184@ // (float) 
156@(224@,6i) += 1 
jump @CASINO6_22200 

:CASINO6_21922
0087: 187@ = 184@ // (float) 
0073: 187@ /= 186@ // (float) 
005B: 172@(224@,6f) += 187@ // (float) 
if 
  172@(224@,6f) >= 180.0 
else_jump @CASINO6_21989 
172@(224@,6f) = 180.0 

:CASINO6_21989
0063: 178@(224@,6f) -= 187@ // (float) 
if 
  -180.0 >= 178@(224@,6f) 
else_jump @CASINO6_22047 
178@(224@,6f) += 360.0 
jump @CASINO6_22086 

:CASINO6_22047
if 
  178@(224@,6f) >= 180.0 
else_jump @CASINO6_22086 
178@(224@,6f) += -360.0 

:CASINO6_22086
0453: set_object 162@(224@,6i) XYZ_rotation 0.0 0.0 178@(224@,6f) 
02F7: 206@ = cosine 172@(224@,6f) // (float) 
02F6: 207@ = sine 172@(224@,6f) // (float) 
0087: 208@ = 188@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 188@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 189@ // (float) 
0067: $72 -= 208@ // (float) 
0088: $73 = 198@ // (float) 
005F: $73 += 209@ // (float) 

:CASINO6_22200
jump @CASINO6_23425 

:CASINO6_22207
if 
0037:   197@(225@,8f) >= $73 // (float) 
else_jump @CASINO6_22248 
156@(224@,6i) += 1 
jump @CASINO6_22263 

:CASINO6_22248
0067: $73 -= 184@ // (float) 
jump @CASINO6_23425 

:CASINO6_22263
if 
  -90.0 >= 172@(224@,6f) 
else_jump @CASINO6_22328 
172@(224@,6f) = 90.0 
0067: $72 -= 184@ // (float) 
156@(224@,6i) += 1 
jump @CASINO6_22606 

:CASINO6_22328
0087: 187@ = 184@ // (float) 
0073: 187@ /= 186@ // (float) 
0063: 172@(224@,6f) -= 187@ // (float) 
if 
  -90.0 >= 172@(224@,6f) 
else_jump @CASINO6_22395 
172@(224@,6f) = -90.0 

:CASINO6_22395
0063: 178@(224@,6f) -= 187@ // (float) 
if 
  -180.0 >= 178@(224@,6f) 
else_jump @CASINO6_22453 
178@(224@,6f) += 360.0 
jump @CASINO6_22492 

:CASINO6_22453
if 
  178@(224@,6f) >= 180.0 
else_jump @CASINO6_22492 
178@(224@,6f) += -360.0 

:CASINO6_22492
0453: set_object 162@(224@,6i) XYZ_rotation 0.0 0.0 178@(224@,6f) 
02F7: 206@ = cosine 172@(224@,6f) // (float) 
02F6: 207@ = sine 172@(224@,6f) // (float) 
0087: 208@ = 188@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 188@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 192@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 199@ // (float) 
005F: $73 += 209@ // (float) 

:CASINO6_22606
jump @CASINO6_23425 

:CASINO6_22613
if 
0037:   189@(225@,8f) >= $72 // (float) 
else_jump @CASINO6_22654 
156@(224@,6i) += 1 
jump @CASINO6_22669 

:CASINO6_22654
0067: $72 -= 184@ // (float) 
jump @CASINO6_23425 

:CASINO6_22669
if 
  172@(224@,6f) >= 180.0 
else_jump @CASINO6_22734 
172@(224@,6f) = 0.0 
005F: $73 += 184@ // (float) 
156@(224@,6i) += 1 
jump @CASINO6_23012 

:CASINO6_22734
0087: 187@ = 184@ // (float) 
0073: 187@ /= 186@ // (float) 
005B: 172@(224@,6f) += 187@ // (float) 
if 
  172@(224@,6f) >= 180.0 
else_jump @CASINO6_22801 
172@(224@,6f) = 180.0 

:CASINO6_22801
0063: 178@(224@,6f) -= 187@ // (float) 
if 
  -180.0 >= 178@(224@,6f) 
else_jump @CASINO6_22859 
178@(224@,6f) += 360.0 
jump @CASINO6_22898 

:CASINO6_22859
if 
  178@(224@,6f) >= 180.0 
else_jump @CASINO6_22898 
178@(224@,6f) += -360.0 

:CASINO6_22898
0453: set_object 162@(224@,6i) XYZ_rotation 0.0 0.0 178@(224@,6f) 
02F7: 206@ = cosine 172@(224@,6f) // (float) 
02F6: 207@ = sine 172@(224@,6f) // (float) 
0087: 208@ = 188@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 188@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 193@ // (float) 
005F: $72 += 208@ // (float) 
0088: $73 = 202@ // (float) 
0067: $73 -= 209@ // (float) 

:CASINO6_23012
jump @CASINO6_23425 

:CASINO6_23019
if 
0036:   $73 >= 197@(225@,8f) // (float) 
else_jump @CASINO6_23060 
156@(224@,6i) += 1 
jump @CASINO6_23075 

:CASINO6_23060
005F: $73 += 184@ // (float) 
jump @CASINO6_23425 

:CASINO6_23075
if 
  -90.0 >= 172@(224@,6f) 
else_jump @CASINO6_23140 
172@(224@,6f) = 90.0 
005F: $72 += 184@ // (float) 
156@(224@,6i) = 0 
jump @CASINO6_23418 

:CASINO6_23140
0087: 187@ = 184@ // (float) 
0073: 187@ /= 186@ // (float) 
0063: 172@(224@,6f) -= 187@ // (float) 
if 
  -90.0 >= 172@(224@,6f) 
else_jump @CASINO6_23207 
172@(224@,6f) = -90.0 

:CASINO6_23207
0063: 178@(224@,6f) -= 187@ // (float) 
if 
  -180.0 >= 178@(224@,6f) 
else_jump @CASINO6_23265 
178@(224@,6f) += 360.0 
jump @CASINO6_23304 

:CASINO6_23265
if 
  178@(224@,6f) >= 180.0 
else_jump @CASINO6_23304 
178@(224@,6f) += -360.0 

:CASINO6_23304
0453: set_object 162@(224@,6i) XYZ_rotation 0.0 0.0 178@(224@,6f) 
02F7: 206@ = cosine 172@(224@,6f) // (float) 
02F6: 207@ = sine 172@(224@,6f) // (float) 
0087: 208@ = 188@ // (float) 
006B: 208@ *= 206@ // (float) 
0087: 209@ = 188@ // (float) 
006B: 209@ *= 207@ // (float) 
0088: $72 = 196@ // (float) 
0067: $72 -= 208@ // (float) 
0088: $73 = 203@ // (float) 
0067: $73 -= 209@ // (float) 

:CASINO6_23418
jump @CASINO6_23425 

:CASINO6_23425
0815: put_object 162@(224@,6i) at $72 $73 $74 and_keep_rotation 
224@ += 1 
jump @CASINO6_21625 

:CASINO6_23457
if 
  171@ > 500 
else_jump @CASINO6_23635 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 945.7303 2113.197 cornerB 947.412 2112.319 
else_jump @CASINO6_23635 
if 
0A52:   is_widget_released 69 
else_jump @CASINO6_23635 
if 
  169@ == 0 
else_jump @CASINO6_23591 
185@ = 0.0001 
169@ = 1 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
jump @CASINO6_23628 

:CASINO6_23591
185@ = -0.0001 
169@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1082 

:CASINO6_23628
171@ = 0 

:CASINO6_23635
return 

:CASINO6_23637
0871: init_jump_table 212@ total_jumps 4 default_jump 0 @CASINO6_25122 jumps 0 @CASINO6_23700 1 @CASINO6_23787 2 @CASINO6_24411 3 @CASINO6_24940 -1 @CASINO6_25122 -1 @CASINO6_25122 -1 @CASINO6_25122 

:CASINO6_23700
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
else_jump @CASINO6_23780 
if 
0A52:   is_widget_released 69 
else_jump @CASINO6_23780 
222@ = 0.0 
223@ = -0.0005 
212@ += 1 

:CASINO6_23780
jump @CASINO6_25122 

:CASINO6_23787
if 
  307@ == 0 
else_jump @CASINO6_23820 
097B: play_audio_at_object 210@ event 1079 
307@ = 1 

:CASINO6_23820
01BB: store_object 210@ position_to $72 $73 $74 
0089: 309@ = $73 // (float) 
309@ -= 2.5 
if 
00ED:   actor $PLAYER_ACTOR sphere 1 near_point $72 309@ radius 0.8 0.8 on_foot 
else_jump @CASINO6_23893 
jump @CASINO6_25122 

:CASINO6_23893
005B: 222@ += 223@ // (float) 
if 
  -0.4 > 222@ 
else_jump @CASINO6_23932 
222@ = -0.4 

:CASINO6_23932
005F: $73 += 222@ // (float) 
if 
  2117.448 >= $73 
else_jump @CASINO6_24390 
$73 = 2117.448 
212@ += 1 
097B: play_audio_at_object 210@ event 1080 
307@ = 0 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_24062 
44@ = 1 
215@ = 0 
jump @CASINO6_24069 

:CASINO6_24062
44@ = 0 

:CASINO6_24069
if 
00A4:   actor 47@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_24242 
52@ = 1 
215@ = 0 
if 
  44@ == 1 
else_jump @CASINO6_24177 
235@ = 2 
05AA: 236@s = 'CAS6_F2' // @s = 'short'  // ~r~You and Rosenberg got trapped in the freezer.
jump @CASINO6_24235 

:CASINO6_24177
04AE: $1300 = 8242 // = constant 
05A9: s$1305 = 'CAS6_FC' // s$  // CJ, some guy's locked me in the freezer!
create_thread @A_ALAP 2 102 47@ 
59@ = 0 
311@ = 1 
41@ = 0 

:CASINO6_24235
jump @CASINO6_24383 

:CASINO6_24242
if 
  44@ == 1 
else_jump @CASINO6_24351 
04AE: $1300 = 8248 // = constant 
05A9: s$1305 = 'CAS6_FP' // s$  // Get me out of this freezer, Rosie!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
59@ = 0 
02AB: set_actor 47@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
if 
  49@ >= 15 
else_jump @CASINO6_24344 
49@ = 13 

:CASINO6_24344
jump @CASINO6_24376 

:CASINO6_24351
if 
  49@ == 15 
else_jump @CASINO6_24376 
49@ = 13 

:CASINO6_24376
52@ = 0 

:CASINO6_24383
jump @CASINO6_24390 

:CASINO6_24390
0815: put_object 210@ at $72 $73 $74 and_keep_rotation 
jump @CASINO6_25122 

:CASINO6_24411
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
else_jump @CASINO6_24933 
if 
0A52:   is_widget_released 69 
else_jump @CASINO6_24933 
222@ = 0.0 
223@ = 0.0005 
212@ += 1 
if 
  52@ == 1 
else_jump @CASINO6_24919 
if or
8118:   not actor 75@ dead 
8118:   not actor 76@ dead 
else_jump @CASINO6_24588 
04AE: $1300 = 8278 // = constant 
05A9: s$1305 = 'CAS6_LD' // s$  // Okay, stay in there while I finish off these assholes!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
308@ = 1 
59@ = 0 
jump @CASINO6_24919 

:CASINO6_24588
if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
8118:   not actor 69@ dead 
8118:   not actor 70@ dead 
else_jump @CASINO6_24687 
04AE: $1300 = 8278 // = constant 
05A9: s$1305 = 'CAS6_LD' // s$  // Okay, stay in there while I finish off these assholes!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
308@ = 1 
59@ = 0 
jump @CASINO6_24919 

:CASINO6_24687
if or
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
8118:   not actor 62@ dead 
else_jump @CASINO6_24771 
04AE: $1300 = 8278 // = constant 
05A9: s$1305 = 'CAS6_LD' // s$  // Okay, stay in there while I finish off these assholes!
create_thread @A_ALAP 1 102 $PLAYER_ACTOR 
308@ = 1 
59@ = 0 
jump @CASINO6_24919 

:CASINO6_24771
0209: 60@ = random_int_in_ranges 0 151 
if 
  50 > 60@ 
else_jump @CASINO6_24828 
04AE: $1300 = 8277 // = constant 
05A9: s$1305 = 'CAS6_LC' // s$  // How'd you get locked in there, dude?
jump @CASINO6_24897 

:CASINO6_24828
if 
  60@ > 100 
else_jump @CASINO6_24875 
04AE: $1300 = 8244 // = constant 
05A9: s$1305 = 'CAS6_FK' // s$  // Thank you, man, I thought I was a popsicle for sure!
jump @CASINO6_24897 

:CASINO6_24875
04AE: $1300 = 8276 // = constant 
05A9: s$1305 = 'CAS6_LB' // s$  // Rosenberg, is that you in there?

:CASINO6_24897
create_thread @A_ALAP 2 102 47@ 
59@ = 0 

:CASINO6_24919
44@ = 0 
52@ = 0 

:CASINO6_24933
jump @CASINO6_25122 

:CASINO6_24940
if 
  307@ == 0 
else_jump @CASINO6_24973 
097B: play_audio_at_object 210@ event 1079 
307@ = 1 

:CASINO6_24973
01BB: store_object 210@ position_to $72 $73 $74 
005B: 222@ += 223@ // (float) 
if 
  222@ > 0.4 
else_jump @CASINO6_25026 
222@ = 0.4 

:CASINO6_25026
005F: $73 += 222@ // (float) 
if 
  $73 >= 2121.648 
else_jump @CASINO6_25087 
$73 = 2121.648 
212@ = 0 
097B: play_audio_at_object 210@ event 1080 
307@ = 0 

:CASINO6_25087
0815: put_object 210@ at $72 $73 $74 and_keep_rotation 
44@ = 0 
52@ = 0 
jump @CASINO6_25122 

:CASINO6_25122
return 

:CASINO6_25124
if 
  44@ == 1 
else_jump @CASINO6_25252 
if 
  215@ > 1500 
else_jump @CASINO6_25245 
0226: 224@ = actor $PLAYER_ACTOR health 
224@ -= 3 
if 
  0 >= 224@ 
else_jump @CASINO6_25229 
235@ = 1 
05AA: 236@s = 'CAS6_F3' // @s = 'short' 
0223: set_actor $PLAYER_ACTOR health_to 0 
jump @CASINO6_25238 

:CASINO6_25229
0851: set_actor $PLAYER_ACTOR decrease_health_by 3 affect_armour 0 

:CASINO6_25238
215@ = 0 

:CASINO6_25245
jump @CASINO6_25373 

:CASINO6_25252
if 
  52@ == 1 
else_jump @CASINO6_25373 
if 
  215@ > 1500 
else_jump @CASINO6_25373 
0226: 224@ = actor 47@ health 
224@ -= 6 
if 
  0 >= 224@ 
else_jump @CASINO6_25357 
235@ = 1 
05AA: 236@s = 'CAS6_F1' // @s = 'short'  // ~r~Rosenberg froze to death.
0223: set_actor 47@ health_to 0 
jump @CASINO6_25366 

:CASINO6_25357
0851: set_actor 47@ decrease_health_by 6 affect_armour 0 

:CASINO6_25366
215@ = 0 

:CASINO6_25373
return 

:CASINO6_25375
0871: init_jump_table 310@ total_jumps 2 default_jump 0 @CASINO6_25550 jumps 0 @CASINO6_25438 1 @CASINO6_25494 -1 @CASINO6_25550 -1 @CASINO6_25550 -1 @CASINO6_25550 -1 @CASINO6_25550 -1 @CASINO6_25550 

:CASINO6_25438
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 9.0 9.0 on_foot 
else_jump @CASINO6_25487 
08FD: enable_heat_visuals 1 
310@ += 1 

:CASINO6_25487
jump @CASINO6_25550 

:CASINO6_25494
if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 11.0 11.0 on_foot 
else_jump @CASINO6_25543 
08FD: enable_heat_visuals 0 
310@ -= 1 

:CASINO6_25543
jump @CASINO6_25550 

:CASINO6_25550
return 

:CASINO6_25552
0871: init_jump_table 327@ total_jumps 9 default_jump 0 @CASINO6_26363 jumps 0 @CASINO6_25680 1 @CASINO6_25755 2 @CASINO6_25802 3 @CASINO6_25924 4 @CASINO6_25971 5 @CASINO6_26093 6 @CASINO6_26140 
0872: jump_table_jumps 7 @CASINO6_26241 8 @CASINO6_26288 -1 @CASINO6_26363 -1 @CASINO6_26363 -1 @CASINO6_26363 -1 @CASINO6_26363 -1 @CASINO6_26363 -1 @CASINO6_26363 -1 @CASINO6_26363 

:CASINO6_25680
if 
  3 > 326@ 
else_jump @CASINO6_25755 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 70 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_25755
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_25795 
327@ = 0 
$1309($1312,2i) = -4 

:CASINO6_25795
jump @CASINO6_26363 

:CASINO6_25802
if 
  5 > 326@ 
else_jump @CASINO6_25903 
if 
  40@ > 2500 
else_jump @CASINO6_25896 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 70 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_25896
jump @CASINO6_25924 

:CASINO6_25903
40@ = 0 
327@ = 6 
326@ = 7 

:CASINO6_25924
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_25964 
327@ = 2 
$1309($1312,2i) = -4 

:CASINO6_25964
jump @CASINO6_26363 

:CASINO6_25971
if 
  7 > 326@ 
else_jump @CASINO6_26072 
if 
  40@ > 2500 
else_jump @CASINO6_26065 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 70 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_26065
jump @CASINO6_26093 

:CASINO6_26072
40@ = 0 
327@ = 6 
326@ = 7 

:CASINO6_26093
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_26133 
327@ = 4 
$1309($1312,2i) = -4 

:CASINO6_26133
jump @CASINO6_26363 

:CASINO6_26140
if 
  13 > 326@ 
else_jump @CASINO6_26241 
if 
  40@ > 7000 
else_jump @CASINO6_26241 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 70 351@(326@,23i) 
326@ += 1 
327@ += 1 
40@ = 0 

:CASINO6_26241
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_26281 
327@ = 6 
$1309($1312,2i) = -4 

:CASINO6_26281
jump @CASINO6_26363 

:CASINO6_26288
if 
  40@ > 9000 
else_jump @CASINO6_26363 
008A: $1300 = 341@ // (int) 
05A9: s$1305 = 400@s // s$ 
create_thread @A_ALAP 2 70 351@(326@,23i) 
326@ += 1 
327@ += 1 
40@ = 0 

:CASINO6_26363
return 

:CASINO6_26365
if and
  311@ == 1 
  41@ > 20000 
else_jump @CASINO6_26511 
if 
  312@ == 0 
else_jump @CASINO6_26460 
04AE: $1300 = 8243 // = constant 
05A9: s$1305 = 'CAS6_FF' // s$  // CJ? CJ! Get me out of here!
create_thread @A_ALAP 2 75 47@ 
312@ = 1 
jump @CASINO6_26504 

:CASINO6_26460
04AE: $1300 = 8275 // = constant 
05A9: s$1305 = 'CAS6_LA' // s$  // Rosie, where you go?
create_thread @A_ALAP 2 75 $PLAYER_ACTOR 
312@ = 0 

:CASINO6_26504
41@ = 0 

:CASINO6_26511
return 

:CASINO6_26513
0871: init_jump_table 313@ total_jumps 5 default_jump 0 @CASINO6_27221 jumps 0 @CASINO6_26576 1 @CASINO6_26660 2 @CASINO6_26736 3 @CASINO6_26911 4 @CASINO6_26992 -1 @CASINO6_27221 -1 @CASINO6_27221 

:CASINO6_26576
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 950.4901 2113.204 cornerB 940.3504 2103.84 
else_jump @CASINO6_26653 
0512: show_permanent_text_box 'CAS6_H0'  // Tap ~m~~widget_mission_start~ when standing in front of switches to operate them.
314@ = 0 
315@ = 0 
316@ = 0 
313@ += 1 

:CASINO6_26653
jump @CASINO6_27221 

:CASINO6_26660
if 
  314@ > 8000 
else_jump @CASINO6_26695 
03E6: remove_text_box 
313@ += 1 
jump @CASINO6_26729 

:CASINO6_26695
if or
  44@ == 1 
  52@ == 1 
else_jump @CASINO6_26729 
03E6: remove_text_box 
313@ += 1 

:CASINO6_26729
jump @CASINO6_27221 

:CASINO6_26736
if and
  44@ == 1 
  315@ == 0 
else_jump @CASINO6_26811 
if 
   not 52@ == 1 
else_jump @CASINO6_26804 
0512: show_permanent_text_box 'CAS6_H3'  // You are trapped in the freezer, your health will slowly decrease until Rosenberg gets you out.
314@ = 0 
313@ = 3 

:CASINO6_26804
jump @CASINO6_26904 

:CASINO6_26811
if 
  52@ == 1 
else_jump @CASINO6_26904 
if 
  316@ == 0 
else_jump @CASINO6_26879 
0512: show_permanent_text_box 'CAS6_H1'  // Tap ~m~~widget_mission_start~ when standing in front of the freezer switch to operate the door.
314@ = 0 
313@ = 4 
jump @CASINO6_26904 

:CASINO6_26879
if 
  316@ == 1 
else_jump @CASINO6_26904 
313@ = 4 

:CASINO6_26904
jump @CASINO6_27221 

:CASINO6_26911
if or
  314@ > 8000 
  44@ == 0 
else_jump @CASINO6_26985 
03E6: remove_text_box 
315@ = 1 
if 
  316@ == 3 
else_jump @CASINO6_26978 
313@ = -1 
jump @CASINO6_26985 

:CASINO6_26978
313@ = 2 

:CASINO6_26985
jump @CASINO6_27221 

:CASINO6_26992
if 
  316@ == 0 
else_jump @CASINO6_27104 
if 
  314@ > 8000 
else_jump @CASINO6_27063 
03E6: remove_text_box 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
314@ = 0 
316@ = 2 
jump @CASINO6_27097 

:CASINO6_27063
if 
  52@ == 0 
else_jump @CASINO6_27097 
03E6: remove_text_box 
316@ = 1 
313@ = 2 

:CASINO6_27097
jump @CASINO6_27214 

:CASINO6_27104
if 
  316@ == 1 
else_jump @CASINO6_27154 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
314@ = 0 
316@ = 2 
jump @CASINO6_27214 

:CASINO6_27154
if 
  316@ == 2 
else_jump @CASINO6_27214 
if or
  314@ > 8000 
  52@ == 0 
else_jump @CASINO6_27214 
03E6: remove_text_box 
316@ = 3 
313@ = 2 

:CASINO6_27214
jump @CASINO6_27221 

:CASINO6_27221
return 

:CASINO6_27223
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_27811 jumps 0 @CASINO6_27286 1 @CASINO6_27520 2 @CASINO6_27637 3 @CASINO6_27754 -1 @CASINO6_27811 -1 @CASINO6_27811 -1 @CASINO6_27811 

:CASINO6_27286
if 
  52@ == 1 
else_jump @CASINO6_27334 
00BC: show_text_highpriority GXT 'CAS6_G2' time 8000 flag 1  // ~s~All the witnesses are dead but ~b~Rosenberg~s~ is locked in the freezer you will have to let him out before you can leave.
317@ = 1 
jump @CASINO6_27513 

:CASINO6_27334
if 
  44@ == 0 
else_jump @CASINO6_27490 
00BC: show_text_highpriority GXT 'CAS6_G1' time 8000 flag 1  // ~s~All the witnesses are dead head for the ~y~exit~s~.
if 
875C:   not marker 226@ enabled 
else_jump @CASINO6_27424 
018A: 226@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 226@ at 964.788 2159.504 radius 4.0 

:CASINO6_27424
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
317@ = 3 
if 
  58@ == 0 
else_jump @CASINO6_27483 
327@ = 8 
40@ = 0 
58@ = 1 

:CASINO6_27483
jump @CASINO6_27513 

:CASINO6_27490
00BC: show_text_highpriority GXT 'CAS6_G3' time 8000 flag 1  // ~s~All the witnesses are dead but you will have to wait until ~b~Rosenberg~s~ lets you out before you can leave.
317@ = 2 

:CASINO6_27513
jump @CASINO6_27811 

:CASINO6_27520
if 
  52@ == 0 
else_jump @CASINO6_27630 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
if 
875C:   not marker 226@ enabled 
else_jump @CASINO6_27610 
018A: 226@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 226@ at 964.788 2159.504 radius 4.0 

:CASINO6_27610
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
317@ = 3 

:CASINO6_27630
jump @CASINO6_27811 

:CASINO6_27637
if 
  44@ == 0 
else_jump @CASINO6_27747 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
if 
875C:   not marker 226@ enabled 
else_jump @CASINO6_27727 
018A: 226@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 226@ at 964.788 2159.504 radius 4.0 

:CASINO6_27727
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
317@ = 3 

:CASINO6_27747
jump @CASINO6_27811 

:CASINO6_27754
if or
  44@ == 1 
  52@ == 1 
else_jump @CASINO6_27804 
0164: disable_marker 226@ 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
317@ = 0 

:CASINO6_27804
jump @CASINO6_27811 

:CASINO6_27811
return 

:CASINO6_27813
224@ = 0 

:CASINO6_27820
if 
  6 > 224@ 
else_jump @CASINO6_27879 
01C4: remove_references_to_object 162@(224@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 150@(224@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 216@(224@,6i) // This object will now disappear when the player looks away 
224@ += 1 
jump @CASINO6_27820 

:CASINO6_27879
0215: destroy_pickup 45@ 
0215: destroy_pickup 46@ 
01C4: remove_references_to_object 51@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 210@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 211@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 262@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 263@ // This object will now disappear when the player looks away 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model 353 
0249: release_model 336 
0249: release_model 341 
0249: release_model 366 
0249: release_model #BODYARMOUR 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
return 

:CASINO6_28001
294@ = 1 

:CASINO6_28008
if 
  294@ == 1 
else_jump @CASINO6_28045 
wait 0 
09E8: 294@ = actor $PLAYER_ACTOR active_interior 
jump @CASINO6_28008 

:CASINO6_28045
fade 0 0 

:CASINO6_28051
if 
fading 
else_jump @CASINO6_28075 
wait 0 
jump @CASINO6_28051 

:CASINO6_28075
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0151: remove_status_text $9128 
0164: disable_marker 48@ 
03E6: remove_text_box 
075B: zoom_radar 0 
gosub @CASINO6_27813 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0164: disable_marker 226@ 
018A: 226@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_28246 
00A1: put_actor 47@ at 970.7965 2155.644 9.8203 
0173: set_actor 47@ Z_angle_to 295.3334 
0792: disembark_instantly_actor 47@ 
0860: link_actor 47@ to_interior 0 
087F: set_actor 47@ never_leave_group 1 
0631: put_actor 47@ in_group 318@ 
048F: actor 47@ remove_weapons 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
07E0: set_marker 48@ type_to 1 

:CASINO6_28246
if 
  241@ == 1 
else_jump @CASINO6_28501 
0247: load_model 242@ 

:CASINO6_28269
if 
8248:   not model 242@ available 
else_jump @CASINO6_28296 
wait 0 
jump @CASINO6_28269 

:CASINO6_28296
00A5: 324@ = create_car 242@ at 977.1431 2164.063 9.8203 
0175: set_car 324@ Z_angle_to 194.2554 
0229: set_car 324@ primary_color_to 243@ secondary_color_to 244@ 
0A11: set_car 324@ tertiary_color_to 245@ quaternary_color_to 246@ 
224@ = 0 

:CASINO6_28358
if 
  4 > 224@ 
else_jump @CASINO6_28417 
if 
08B9:   test 247@ bit 224@ 
else_jump @CASINO6_28403 
04FE: deflate_tire 224@ on_car 324@ 

:CASINO6_28403
224@ += 1 
jump @CASINO6_28358 

:CASINO6_28417
if 
   not 248@ == -1 
else_jump @CASINO6_28501 
224@ = 0 

:CASINO6_28442
if 
  6 > 224@ 
else_jump @CASINO6_28501 
if 
08B9:   test 248@ bit 224@ 
else_jump @CASINO6_28487 
073C: car 324@ damage_componentB 224@ 

:CASINO6_28487
224@ += 1 
jump @CASINO6_28442 

:CASINO6_28501
fade 1 500 
00BC: show_text_highpriority GXT 'CAS6_G5' time 8000 flag 1  // ~s~Drive ~b~Rosenberg~s~ back to the ~y~Casino~s~.
325@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 6 
if 
   not 0 > $1309[0] 
else_jump @CASINO6_28565 
$1309[0] = -2 

:CASINO6_28565
if 
   not 0 > $1309[0] 
else_jump @CASINO6_28590 
$1309[1] = -2 

:CASINO6_28590
05AA: 374@s = 'CAS6_HA' // @s = 'short'  // Shit, we gotta get the fuck out of here!
04AF: 328@ = 8253 // = constant 
0085: 351@ = 47@ // (int) 
05AA: 376@s = 'CAS6_HB' // @s = 'short'  // We need some wheels!
04AF: 329@ = 8254 // = constant 
0085: 352@ = 47@ // (int) 
05AA: 378@s = 'CAS6_HC' // @s = 'short'  // Get me back to Caligula's!
04AF: 330@ = 8255 // = constant 
0085: 353@ = 47@ // (int) 
05AA: 380@s = 'CAS6_HD' // @s = 'short'  // You calm down, and follow my lead.
04AF: 331@ = 8256 // = constant 
008B: 354@ = $PLAYER_ACTOR // (int) 
05AA: 382@s = 'CAS6_JA' // @s = 'short'  // Holy fuck, man, we work well as a team together, huh, CJ?
04AF: 332@ = 8257 // = constant 
0085: 355@ = 47@ // (int) 
05AA: 384@s = 'CAS6_JB' // @s = 'short'  // You and me, tearing this town up.
04AF: 333@ = 8258 // = constant 
0085: 356@ = 47@ // (int) 
05AA: 386@s = 'CAS6_JC' // @s = 'short'  // Nobody can stop us, nobody in the world!
04AF: 334@ = 8259 // = constant 
0085: 357@ = 47@ // (int) 
05AA: 388@s = 'CAS6_JD' // @s = 'short'  // Johnny's a done deal. And so is his gang.
04AF: 335@ = 8260 // = constant 
008B: 358@ = $PLAYER_ACTOR // (int) 
05AA: 390@s = 'CAS6_JE' // @s = 'short'  // Too fucking right they are, dumb pussies!
04AF: 336@ = 8261 // = constant 
0085: 359@ = 47@ // (int) 
05AA: 392@s = 'CAS6_JF' // @s = 'short'  // Oh fuck! I'm screwed! I'm fucking screwed!
04AF: 337@ = 8262 // = constant 
0085: 360@ = 47@ // (int) 
05AA: 394@s = 'CAS6_JG' // @s = 'short'  // What the fuck am I going to do? Shit, shit, SHIIIIT....
04AF: 338@ = 8263 // = constant 
0085: 361@ = 47@ // (int) 
05AA: 396@s = 'CAS6_JJ' // @s = 'short'  // You just got to hang in there.
04AF: 339@ = 8264 // = constant 
008B: 362@ = $PLAYER_ACTOR // (int) 
05AA: 398@s = 'CAS6_JK' // @s = 'short'  // Play it dumb.
04AF: 340@ = 8265 // = constant 
008B: 363@ = $PLAYER_ACTOR // (int) 
05AA: 400@s = 'CAS6_JL' // @s = 'short'  // I'll figure out a way to get you out of this.
04AF: 341@ = 8266 // = constant 
008B: 364@ = $PLAYER_ACTOR // (int) 
05AA: 402@s = 'CAS6_JM' // @s = 'short'  // Just drop me at the airport!
04AF: 342@ = 8267 // = constant 
0085: 365@ = 47@ // (int) 
05AA: 404@s = 'CAS6_JN' // @s = 'short'  // Nah man, they gotta think you dead.
04AF: 343@ = 8268 // = constant 
008B: 366@ = $PLAYER_ACTOR // (int) 
05AA: 406@s = 'CAS6_JO' // @s = 'short'  // I'll think of something, I promise.
04AF: 344@ = 8269 // = constant 
008B: 367@ = $PLAYER_ACTOR // (int) 
05AA: 408@s = 'CAS6_KA' // @s = 'short'  // Get in there, and be cool. Like you been out for a relaxing drive or something.
04AF: 345@ = 8270 // = constant 
008B: 368@ = $PLAYER_ACTOR // (int) 
05AA: 410@s = 'CAS6_KB' // @s = 'short'  // Calm, yeah, calm.
04AF: 346@ = 8271 // = constant 
0085: 369@ = 47@ // (int) 
05AA: 412@s = 'CAS6_KC' // @s = 'short'  // I'm calm.
04AF: 347@ = 8272 // = constant 
0085: 370@ = 47@ // (int) 
05AA: 414@s = 'CAS6_KD' // @s = 'short'  // REAL FUCKING calm!
04AF: 348@ = 8273 // = constant 
0085: 371@ = 47@ // (int) 
05AA: 416@s = 'CAS6_KE' // @s = 'short'  // I'm calm, Mr. Calm, Mr. Calm, that's me, Mr. Calm.
04AF: 349@ = 8274 // = constant 
0085: 372@ = 47@ // (int) 
326@ = 0 
327@ = 0 
41@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:CASINO6_29278
wait 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_29526 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2165.185 1692.317 9.8203 radius 4.0 4.0 4.0 
else_jump @CASINO6_29437 
if 
00F2:   actor $PLAYER_ACTOR near_actor 47@ radius 15.0 15.0 0 
else_jump @CASINO6_29391 
jump @CASINO6_30650 
jump @CASINO6_29430 

:CASINO6_29391
if 
  2 > 325@ 
else_jump @CASINO6_29416 
325@ = 2 

:CASINO6_29416
gosub @CASINO6_29920 
gosub @CASINO6_30156 

:CASINO6_29430
jump @CASINO6_29458 

:CASINO6_29437
gosub @CASINO6_29736 
gosub @CASINO6_29920 
gosub @CASINO6_30156 

:CASINO6_29458
077E: get_active_interior_to 294@ 
if 
   not 294@ == 0 
else_jump @CASINO6_29519 
00BE: text_clear_all 
04D7: set_actor 47@ locked 1 
0164: disable_marker 226@ 
0164: disable_marker 48@ 
06C9: remove_actor 47@ from_group 
323@ = 0 
jump @CASINO6_29561 

:CASINO6_29519
jump @CASINO6_29554 

:CASINO6_29526
235@ = 1 
05AA: 236@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
jump @CASINO6_31429 

:CASINO6_29554
jump @CASINO6_29278 

:CASINO6_29561
wait 0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_29701 
077E: get_active_interior_to 294@ 
if 
  294@ == 0 
else_jump @CASINO6_29694 
04D7: set_actor 47@ locked 0 
087F: set_actor 47@ never_leave_group 1 
0631: put_actor 47@ in_group 318@ 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
07E0: set_marker 48@ type_to 1 
018B: set_marker 48@ radar_mode 2 
018A: 226@ = create_checkpoint_at 2165.185 1692.317 9.8203 
40@ = 0 
325@ = 3 
jump @CASINO6_29278 

:CASINO6_29694
jump @CASINO6_29729 

:CASINO6_29701
235@ = 1 
05AA: 236@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
jump @CASINO6_31429 

:CASINO6_29729
jump @CASINO6_29561 

:CASINO6_29736
0871: init_jump_table 323@ total_jumps 2 default_jump 0 @CASINO6_29918 jumps 0 @CASINO6_29799 1 @CASINO6_29861 -1 @CASINO6_29918 -1 @CASINO6_29918 -1 @CASINO6_29918 -1 @CASINO6_29918 -1 @CASINO6_29918 

:CASINO6_29799
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO6_29854 
0811: 324@ = actor $PLAYER_ACTOR used_car 
if 
00DB:   actor 47@ in_car 324@ 
else_jump @CASINO6_29854 
0164: disable_marker 48@ 
323@ += 1 

:CASINO6_29854
jump @CASINO6_29918 

:CASINO6_29861
if 
80DF:   not actor 47@ driving 
else_jump @CASINO6_29911 
0164: disable_marker 48@ 
0187: 48@ = create_marker_above_actor 47@ 
07E0: set_marker 48@ type_to 1 
018B: set_marker 48@ radar_mode 2 
323@ -= 1 

:CASINO6_29911
jump @CASINO6_29918 

:CASINO6_29918
return 

:CASINO6_29920
0871: init_jump_table 325@ total_jumps 4 default_jump 0 @CASINO6_30154 jumps 0 @CASINO6_29983 1 @CASINO6_30051 2 @CASINO6_30084 3 @CASINO6_30121 -1 @CASINO6_30154 -1 @CASINO6_30154 -1 @CASINO6_30154 

:CASINO6_29983
if 
80F2:   not actor $PLAYER_ACTOR near_actor 47@ radius 60.0 60.0 0 
else_jump @CASINO6_30044 
00BC: show_text_highpriority GXT 'CAS6_G6' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~casino~s~.
40@ = 0 
325@ += 1 

:CASINO6_30044
jump @CASINO6_30154 

:CASINO6_30051
if 
  40@ > 20000 
else_jump @CASINO6_30077 
325@ -= 1 

:CASINO6_30077
jump @CASINO6_30154 

:CASINO6_30084
00BC: show_text_highpriority GXT 'CAS6_G7' time 8000 flag 1  // ~s~You need to bring ~b~Rosenberg~s~ to the ~y~casino~s~.
40@ = 0 
325@ += 1 
jump @CASINO6_30154 

:CASINO6_30121
if 
  40@ > 20000 
else_jump @CASINO6_30147 
325@ = 0 

:CASINO6_30147
jump @CASINO6_30154 

:CASINO6_30154
return 

:CASINO6_30156
0871: init_jump_table 327@ total_jumps 5 default_jump 0 @CASINO6_30648 jumps 0 @CASINO6_30219 1 @CASINO6_30252 2 @CASINO6_30379 3 @CASINO6_30426 4 @CASINO6_30601 -1 @CASINO6_30648 -1 @CASINO6_30648 

:CASINO6_30219
if 
  41@ > 8000 
else_jump @CASINO6_30245 
327@ += 1 

:CASINO6_30245
jump @CASINO6_30648 

:CASINO6_30252
if 
  4 > 326@ 
else_jump @CASINO6_30365 
if 
00F2:   actor $PLAYER_ACTOR near_actor 47@ radius 15.0 15.0 0 
else_jump @CASINO6_30358 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 100 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_30358
jump @CASINO6_30379 

:CASINO6_30365
327@ = 3 
jump @CASINO6_30648 

:CASINO6_30379
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_30419 
327@ = 1 
$1309($1312,2i) = -4 

:CASINO6_30419
jump @CASINO6_30648 

:CASINO6_30426
if 
  323@ == 1 
else_jump @CASINO6_30526 
if 
  17 > 326@ 
else_jump @CASINO6_30519 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 1 100 351@(326@,23i) 
326@ += 1 
327@ += 1 

:CASINO6_30519
jump @CASINO6_30601 

:CASINO6_30526
if 
   not 326@ == 4 
else_jump @CASINO6_30594 
if 
   not 0 > $1309[0] 
else_jump @CASINO6_30569 
$1309[0] = -2 

:CASINO6_30569
if 
   not 0 > $1309[0] 
else_jump @CASINO6_30594 
$1309[1] = -2 

:CASINO6_30594
jump @CASINO6_30648 

:CASINO6_30601
if 
  $1309($1312,2i) == -3 
else_jump @CASINO6_30641 
327@ = 3 
$1309($1312,2i) = -4 

:CASINO6_30641
jump @CASINO6_30648 

:CASINO6_30648
return 

:CASINO6_30650
01B4: set_player $PLAYER_CHAR can_move 0 
if 
   not 0 > $1309[0] 
else_jump @CASINO6_30682 
$1309[0] = -2 

:CASINO6_30682
if 
   not 0 > $1309[0] 
else_jump @CASINO6_30707 
$1309[1] = -2 

:CASINO6_30707
fade 0 500 

:CASINO6_30714
if 
fading 
else_jump @CASINO6_30738 
wait 0 
jump @CASINO6_30714 

:CASINO6_30738
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO6_30781 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.511 1687.368 9.8203 
jump @CASINO6_30801 

:CASINO6_30781
00A1: put_actor $PLAYER_ACTOR at 2171.511 1687.368 9.8203 

:CASINO6_30801
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2379 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_30900 
if 
00DF:   actor 47@ driving 
else_jump @CASINO6_30870 
0362: remove_actor 47@ from_car_and_place_at 2171.519 1688.526 9.8203 
jump @CASINO6_30890 

:CASINO6_30870
00A1: put_actor 47@ at 2171.519 1688.526 9.8203 

:CASINO6_30890
0173: set_actor 47@ Z_angle_to 194.051 

:CASINO6_30900
015F: set_camera_position 2172.856 1688.255 11.0927 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.891 1688.013 11.1875 switchstyle 2 
0395: clear_area 1 at 2171.511 1687.368 9.8203 radius 60.0 
00A6: destroy_car 324@ 
326@ = 17 
02A3: enable_widescreen 1 
fade 1 500 
0707: start_scene_skip_to @CASINO6_31195 

:CASINO6_31005
if 
  22 > 326@ 
else_jump @CASINO6_31124 
008A: $1300 = 328@(326@,23i) // (int) 
05A9: s$1305 = 374@(326@,23s) // s$ 
create_thread @A_ALAP 2 100 351@(326@,23i) 

:CASINO6_31066
if 
   not $1309($1312,2i) == -3 
else_jump @CASINO6_31099 
wait 0 
jump @CASINO6_31066 

:CASINO6_31099
$1309($1312,2i) = -4 
326@ += 1 
jump @CASINO6_31005 

:CASINO6_31124
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_31171 
05D3: AS_actor 47@ goto_point 2178.015 1689.698 9.8203 mode 4 time -2 ms // versionA 
fade 0 2500 

:CASINO6_31171
if 
fading 
else_jump @CASINO6_31195 
wait 0 
jump @CASINO6_31171 

:CASINO6_31195
0701: end_scene_skip 
fade 0 0 

:CASINO6_31203
if 
fading 
else_jump @CASINO6_31227 
wait 0 
jump @CASINO6_31203 

:CASINO6_31227
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.0 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_31260 
009B: destroy_actor 47@ 

:CASINO6_31260
fade 1 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CASINO6_31281
$596 += 1 
0318: set_latest_mission_passed 'CASINO6'  // The Meat Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 328 to 1 
create_thread @DOC 
0164: disable_marker $583 
02A7: $583 = create_icon_marker_and_sphere $588 at $615 $616 $617 
0164: disable_marker $584 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2026.603 1007.735 radius 20.0 
return 

:CASINO6_31429
0871: init_jump_table 235@ total_jumps 3 default_jump 0 @CASINO6_32139 jumps 0 @CASINO6_31540 1 @CASINO6_31492 2 @CASINO6_31563 -1 @CASINO6_32139 -1 @CASINO6_32139 -1 @CASINO6_32139 -1 @CASINO6_32139 

:CASINO6_31492
00BC: show_text_highpriority GXT 236@s time 5000 flag 1 
if 
  44@ == 1 
else_jump @CASINO6_31540 
01BC: put_object 210@ at 951.859 2121.648 1012.094 

:CASINO6_31540
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
jump @CASINO6_32139 

:CASINO6_31563
fade 0 0 

:CASINO6_31569
if 
fading 
else_jump @CASINO6_31593 
wait 0 
jump @CASINO6_31569 

:CASINO6_31593
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 963.9219 2124.63 1013.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 963.0831 2124.185 1013.536 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 955.6613 2116.203 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 72.8077 
if 
8118:   not actor 47@ dead 
else_jump @CASINO6_31751 
0792: disembark_instantly_actor 47@ 
04EB: AS_actor 47@ crouch 0 
060B: set_actor 47@ decision_maker_to 42@ 
00A1: put_actor 47@ at 955.32 2119.472 1010.031 
0173: set_actor 47@ Z_angle_to 113.9337 

:CASINO6_31751
224@ = 0 

:CASINO6_31758
if 
001D:   148@ > 224@ // (int) 
else_jump @CASINO6_31872 
if 
8118:   not actor 61@(224@,29i) dead 
else_jump @CASINO6_31858 
if 
00A4:   actor 61@(224@,29i) sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
else_jump @CASINO6_31858 
009B: destroy_actor 61@(224@,29i) 

:CASINO6_31858
224@ += 1 
jump @CASINO6_31758 

:CASINO6_31872
40@ = 0 

:CASINO6_31879
if 
  400 > 40@ 
else_jump @CASINO6_31909 
wait 0 
jump @CASINO6_31879 

:CASINO6_31909
fade 1 1000 

:CASINO6_31916
if 
fading 
else_jump @CASINO6_31940 
wait 0 
jump @CASINO6_31916 

:CASINO6_31940
00BA: show_text_styled GXT 'M_FAIL' time 4000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 236@s time 4000 flag 1 
40@ = 0 

:CASINO6_31973
if 
  4000 > 40@ 
else_jump @CASINO6_32003 
wait 0 
jump @CASINO6_31973 

:CASINO6_32003
fade 0 500 

:CASINO6_32010
if 
fading 
else_jump @CASINO6_32034 
wait 0 
jump @CASINO6_32010 

:CASINO6_32034
03CB: set_rendering_origin_at 1578.446 1770.682 9.828 
04E4: refresh_game_renderer_at 1578.446 1770.682 
0972: put_actor $PLAYER_ACTOR at 1578.446 1770.682 9.828 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7567 
0974: emulate_wasted_busted // 12 hours and clear weapons 
40@ = 0 

:CASINO6_32102
if 
  400 > 40@ 
else_jump @CASINO6_32132 
wait 0 
jump @CASINO6_32102 

:CASINO6_32132
jump @CASINO6_32139 

:CASINO6_32139
077E: get_active_interior_to 294@ 
if 
   not 294@ == 0 
else_jump @CASINO6_32175 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir

:CASINO6_32175
return 

:CASINO6_32177
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO6_32204 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO6_32204
create_thread @A_TERM 
$1011 = 0 
$1012 = 0 
05A9: s$1013 = 'ABATOIR' // s$  // Sindacco Abattoir
create_thread @ENTEXT 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $9128 
0164: disable_marker 226@ 
03E6: remove_text_box 
08FD: enable_heat_visuals 0 
075B: zoom_radar 0 
if 
  273@ == 0 
else_jump @CASINO6_32300 
02D1: remove_fire 272@ 
02D1: remove_fire 271@ 

:CASINO6_32300
if 
  274@ == 0 
else_jump @CASINO6_32328 
02D1: remove_fire 270@ 
02D1: remove_fire 269@ 

:CASINO6_32328
if 
  275@ == 0 
else_jump @CASINO6_32356 
02D1: remove_fire 268@ 
02D1: remove_fire 267@ 

:CASINO6_32356
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO6_32483 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
224@ = 0 

:CASINO6_32386
if 
001D:   148@ > 224@ // (int) 
else_jump @CASINO6_32483 
if 
8118:   not actor 61@(224@,29i) dead 
else_jump @CASINO6_32460 
060B: set_actor 61@(224@,29i) decision_maker_to 42@ 
05E2: AS_actor 61@(224@,29i) kill_actor $PLAYER_ACTOR 
0961: set_actor 61@(224@,29i) keep_tasks_after_cleanup 1 

:CASINO6_32460
0164: disable_marker 90@(224@,29i) 
224@ += 1 
jump @CASINO6_32386 

:CASINO6_32483
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 48@ 
224@ = 0 

:CASINO6_32500
if 
  6 > 224@ 
else_jump @CASINO6_32559 
01C4: remove_references_to_object 162@(224@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 150@(224@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 216@(224@,6i) // This object will now disappear when the player looks away 
224@ += 1 
jump @CASINO6_32500 

:CASINO6_32559
224@ = 0 

:CASINO6_32566
if 
  6 > 224@ 
else_jump @CASINO6_32607 
01C4: remove_references_to_object 253@(224@,9i) // This object will now disappear when the player looks away 
224@ += 1 
jump @CASINO6_32566 

:CASINO6_32607
0215: destroy_pickup 45@ 
0215: destroy_pickup 46@ 
01C3: remove_references_to_car 324@ 
01C4: remove_references_to_object 51@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 210@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 211@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 262@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 263@ // This object will now disappear when the player looks away 
0650: destroy_particle 264@ 
0650: destroy_particle 265@ 
0296: unload_special_actor 1 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 344 
0249: release_model 353 
0249: release_model 341 
0249: release_model 336 
0249: release_model 366 
0249: release_model #BODYARMOUR 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0249: release_model 242@ 
01BD: $183 = current_time_in_ms 
if 
  235@ == 2 
else_jump @CASINO6_32790 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 1000 

:CASINO6_32790
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 91---------------
// Originally: Freefall

:CASINO9
thread 'CASINO9' 
gosub @CASINO9_47 
if 
wasted_or_busted 
else_jump @CASINO9_38 
gosub @CASINO9_12273 

:CASINO9_38
gosub @CASINO9_12577 
end_thread 

:CASINO9_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'CASINO9' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$1273 = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_9A1' 

:CASINO9_150
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO9_174 
wait 0 
jump @CASINO9_150 

:CASINO9_174
02E7: start_cutscene 
fade 1 1000 

:CASINO9_183
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO9_207 
wait 0 
jump @CASINO9_183 

:CASINO9_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO9_222
if 
fading 
else_jump @CASINO9_246 
wait 0 
jump @CASINO9_222 

:CASINO9_246
if 
856A:   not cutscene_skipped 
else_jump @CASINO9_366 
02E4: load_cutscene_data 'CAS_9A2' 

:CASINO9_270
if 
86B9:   not cutscene_data_loaded 
else_jump @CASINO9_294 
wait 0 
jump @CASINO9_270 

:CASINO9_294
02E7: start_cutscene 
fade 1 1000 

:CASINO9_303
if 
82E9:   not cutscene_reached_end 
else_jump @CASINO9_327 
wait 0 
jump @CASINO9_303 

:CASINO9_327
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASINO9_342
if 
fading 
else_jump @CASINO9_366 
wait 0 
jump @CASINO9_342 

:CASINO9_366
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model 593 
0247: load_model 521 

:CASINO9_409
if or
8248:   not model 593 available 
8248:   not model 521 available 
else_jump @CASINO9_441 
wait 0 
jump @CASINO9_409 

:CASINO9_441
set_weather 10 
76@ = 0 
if 
  76@ == 1 
else_jump @CASINO9_501 
00A5: 42@ = create_car 593 at 0.0 0.0 0.0 
0186: 43@ = create_marker_above_car 42@ 

:CASINO9_501
44@ = 0 
0373: set_camera_directly_behind_player 
0923: enable_air_traffic 0 
00A5: 45@ = create_car 521 at 2163.249 1679.976 9.8125 
0175: set_car 45@ Z_angle_to 350.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
fade 1 500 
00BC: show_text_highpriority GXT 'CAS9_08' time 8500 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 51@ = create_checkpoint_at 1707.828 1606.639 9.055 
58@ = 0 
44@ = 0 
47@ = 0 
55@ = 0 
61@ = 1465.0 
62@ = 5200.0 
63@ = 200.0 
67@ = 1465.0 
68@ = 5220.0 
69@ = 215.0 

:CASINO9_710
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASINO9_736 
jump @CASINO9_12508 

:CASINO9_736
if 
  55@ == 0 
else_jump @CASINO9_879 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1707.828 1606.639 radius 4.0 4.0 
else_jump @CASINO9_872 
0164: disable_marker 51@ 
00A5: 42@ = create_car 593 at 1279.625 1361.605 9.8203 
0175: set_car 42@ Z_angle_to 270.0 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
00BC: show_text_highpriority GXT 'CAS9_09' time 6000 flag 1  // ~s~Steal the ~b~plane~s~ in the hangar.
55@ += 1 
0A6F: checkpoint_save 1 

:CASINO9_872
jump @CASINO9_1753 

:CASINO9_879
if 
8119:   not car 42@ wrecked 
else_jump @CASINO9_1725 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @CASINO9_1666 
if 
075C:   marker 43@ enabled 
else_jump @CASINO9_992 
0164: disable_marker 43@ 
018A: 51@ = create_checkpoint_at 61@ 62@ 63@ 
00BE: text_clear_all 
if 
  44@ == 0 
else_jump @CASINO9_992 
00BC: show_text_highpriority GXT 'CAS9_50' time 8000 flag 1  // ~s~The hitmen's flight is due to land soon, intercept the ~y~plane~s~ before it gets to Las Venturas.
44@ += 1 

:CASINO9_992
00AA: store_car 42@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $72 $73 and_XY 61@ 62@ 
0871: init_jump_table 47@ total_jumps 4 default_jump 0 @CASINO9_1659 jumps 0 @CASINO9_1086 1 @CASINO9_1140 2 @CASINO9_1274 3 @CASINO9_1391 -1 @CASINO9_1659 -1 @CASINO9_1659 -1 @CASINO9_1659 

:CASINO9_1086
if 
  $67 > 4400.0 
else_jump @CASINO9_1114 
jump @CASINO9_1659 

:CASINO9_1114
0247: load_model 519 
0247: load_model 61 
0249: release_model 521 
01C3: remove_references_to_car 45@ 
47@ += 1 

:CASINO9_1140
if or
  $67 > 600.0 
8248:   not model 519 available 
8248:   not model 61 available 
else_jump @CASINO9_1177 
jump @CASINO9_1659 

:CASINO9_1177
0164: disable_marker 51@ 
00A5: 46@ = create_car 519 at 61@ 62@ 63@ 
0175: set_car 46@ Z_angle_to 180.0 
04BA: set_car 46@ speed_to 14.0 
08E6: set_plane 46@ landing_gear 1 
0519: set_car 46@ locked 1 
0129: 48@ = create_actor_pedtype 24 model 61 in_car 46@ driverseat 
0186: 51@ = create_marker_above_car 46@ 
018B: set_marker 51@ radar_mode 2 
0165: set_marker 51@ color_to 4 
47@ += 1 

:CASINO9_1274
if 
  $67 > 300.0 
else_jump @CASINO9_1302 
jump @CASINO9_1659 

:CASINO9_1302
0087: 68@ = 62@ // (float) 
68@ += 20.0 
0088: $73 = 68@ // (float) 
$73 -= 1.0 
06D5: 56@ = create_racing_checkpoint_at 67@ 68@ 69@ point_to 67@ $73 69@ type 3 radius 10.0 
00BC: show_text_highpriority GXT 'CAS9_51' time 8000 flag 1  // ~s~Get behind the ~y~plane~s~ and fly into the ~r~corona~s~.
47@ += 1 

:CASINO9_1391
if 
8119:   not car 46@ wrecked 
else_jump @CASINO9_1652 
007F: 62@ -= frame_delta_time * 0.75 // (float) 
088C: put_car 46@ at 61@ 62@ 63@ // versionB 
0087: 68@ = 62@ // (float) 
68@ += 20.0 
07F3: move_racing_checkpoint 56@ to 67@ 68@ 69@ 
0088: $74 = 69@ // (float) 
$74 -= 3.0 
if 
0100:   actor $PLAYER_ACTOR in_sphere 67@ 68@ $74 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CASINO9_1576 
0174: $71 = car 42@ Z_angle 
if and
  240.0 > $71 
  $71 > 120.0 
else_jump @CASINO9_1569 
jump @CASINO9_1760 

:CASINO9_1569
jump @CASINO9_1583 

:CASINO9_1576
40@ = 0 

:CASINO9_1583
if 
  3000.0 >= 62@ 
else_jump @CASINO9_1652 
070F: plane 46@ fly_direction 180.0 altitude_between 200.0 and 200.0 
58@ = 1 
05AA: 59@s = 'CAS9_52' // @s = 'short'  // ~r~The hitmen's plane reached Las Venturas.
jump @CASINO9_12273 

:CASINO9_1652
jump @CASINO9_1659 

:CASINO9_1659
jump @CASINO9_1718 

:CASINO9_1666
if 
875C:   not marker 43@ enabled 
else_jump @CASINO9_1718 
00BC: show_text_highpriority GXT 'CAS9_04' time 8000 flag 1  // ~s~Get back in the ~b~plane~s~ you need to catch the hitmen.
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 51@ 

:CASINO9_1718
jump @CASINO9_1753 

:CASINO9_1725
58@ = 1 
05AA: 59@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
jump @CASINO9_12273 

:CASINO9_1753
jump @CASINO9_710 

:CASINO9_1760
fade 0 0 

:CASINO9_1766
if 
fading 
else_jump @CASINO9_1790 
wait 0 
jump @CASINO9_1766 

:CASINO9_1790
09BA: show_entered_zone_name 0 
80@ = 1 
03CF: load_wav 16200 as 3 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car 46@ wrecked 
else_jump @CASINO9_1848 
0175: set_car 46@ Z_angle_to 0.0 
08E6: set_plane 46@ landing_gear 1 

:CASINO9_1848
if 
8119:   not car 42@ wrecked 
else_jump @CASINO9_1974 
0087: 64@ = 61@ // (float) 
0087: 65@ = 62@ // (float) 
65@ -= 25.0 
0087: 66@ = 63@ // (float) 
66@ += 20.0 
00AB: put_car 42@ at 64@ 65@ 66@ 
0175: set_car 42@ Z_angle_to 0.0 
0519: set_car 42@ locked 1 
0224: set_car 42@ health_to 4000 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @CASINO9_1974 
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:CASINO9_1974
06D6: disable_racing_checkpoint 56@ 
04ED: load_animation "MISC" 

:CASINO9_1987
if 
84EE:   not animation "MISC" loaded 
else_jump @CASINO9_2017 
wait 0 
jump @CASINO9_1987 

:CASINO9_2017
70@ = -3.0 
71@ = -4.0 
72@ = 0.0 
73@ = -1.0 
74@ = 0.0 
75@ = 0.0 
if 
8119:   not car 42@ wrecked 
else_jump @CASINO9_2123 
0679: put_camera_on_car 42@ with_offset 70@ 71@ 72@ rotation 73@ 74@ 75@ tilt 2.0 switchstyle 2 

:CASINO9_2123
79@ = 0 
fade 1 400 
02A3: enable_widescreen 1 
40@ = 0 
41@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0707: start_scene_skip_to @CASINO9_2984 

:CASINO9_2171
wait 0 
if and
8119:   not car 46@ wrecked 
8119:   not car 42@ wrecked 
else_jump @CASINO9_3855 
shake_camera 20 
0079: 65@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 42@ at 64@ 65@ 66@ 
0079: 62@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 46@ at 61@ 62@ 63@ 
0871: init_jump_table 79@ total_jumps 6 default_jump 0 @CASINO9_3855 jumps 0 @CASINO9_2311 1 @CASINO9_2637 2 @CASINO9_2717 3 @CASINO9_2771 4 @CASINO9_2872 5 @CASINO9_3549 -1 @CASINO9_3855 

:CASINO9_2311
if 
  1000 > 41@ 
else_jump @CASINO9_2337 
jump @CASINO9_3855 

:CASINO9_2337
0464: put_actor $PLAYER_ACTOR into_turret_on_car 42@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0605: actor $PLAYER_ACTOR perform_animation "PLANE_EXIT" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
83@ = 741 
98@ = 0.0 
84@ = 794 
99@ = 0.33 
85@ = 847 
100@ = 0.71 
86@ = 953 
101@ = 1.0 
87@ = 1006 
102@ = 0.87 
88@ = 1059 
103@ = 0.83 
89@ = 1165 
104@ = 0.81 
90@ = 2118 
105@ = 0.81 
91@ = 2277 
106@ = 0.78 
92@ = 3336 
107@ = 0.78 
93@ = 4000 
108@ = 0.78 
96@ = 0 
109@ = 0.0 
0085: 97@ = 42@ // (int) 
79@ += 1 

:CASINO9_2637
if 
  1000 > 41@ 
else_jump @CASINO9_2663 
jump @CASINO9_3855 

:CASINO9_2663
if 
  1500 > 41@ 
else_jump @CASINO9_2703 
gosub @CASINO9_3862 
jump @CASINO9_3855 
jump @CASINO9_2717 

:CASINO9_2703
40@ = 0 
79@ += 1 

:CASINO9_2717
gosub @CASINO9_3862 
if 
03D0:   wav 3 loaded 
else_jump @CASINO9_2764 
0A16: link_wav 3 to_car 42@ 
03D1: play_wav 3 
79@ += 1 
jump @CASINO9_2771 

:CASINO9_2764
jump @CASINO9_3855 

:CASINO9_2771
if 
  5000 > 41@ 
else_jump @CASINO9_2865 
if 
  -1.4 > 71@ 
else_jump @CASINO9_2851 
0079: 71@ += frame_delta_time * 0.1 // (float) 
0679: put_camera_on_car 42@ with_offset 70@ 71@ 72@ rotation 73@ 74@ 75@ tilt 2.0 switchstyle 2 

:CASINO9_2851
gosub @CASINO9_3862 
jump @CASINO9_3855 

:CASINO9_2865
79@ += 1 

:CASINO9_2872
if 
  70@ > -7.0 
else_jump @CASINO9_2943 
007F: 70@ -= frame_delta_time * 0.1 // (float) 
007F: 72@ -= frame_delta_time * 0.045 // (float) 
0679: put_camera_on_car 42@ with_offset 70@ 71@ 72@ rotation 73@ 74@ 75@ tilt 2.0 switchstyle 2 

:CASINO9_2943
0613: 82@ = actor $PLAYER_ACTOR animation "PLANE_EXIT" time 
if 
  82@ > 0.95 
else_jump @CASINO9_3535 

:CASINO9_2984
0701: end_scene_skip 
fade 0 0 

:CASINO9_2992
if 
fading 
else_jump @CASINO9_3016 
wait 0 
jump @CASINO9_2992 

:CASINO9_3016
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_3033
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_EXIT" 
else_jump @CASINO9_3072 
wait 0 
jump @CASINO9_3033 

:CASINO9_3072
if 
8119:   not car 46@ wrecked 
else_jump @CASINO9_3120 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 46@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:CASINO9_3120
wait 0 
fade 1 50 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLANE_HIJACK" IFP "MISC" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
83@ = 3229 
98@ = 0.0 
84@ = 3282 
99@ = 0.04 
85@ = 3335 
100@ = 0.09 
86@ = 3388 
101@ = 0.14 
87@ = 3440 
102@ = 0.19 
88@ = 3493 
103@ = 0.22 
89@ = 5028 
104@ = 0.22 
90@ = 5081 
105@ = 0.15 
91@ = 5134 
106@ = 0.08 
92@ = 5187 
107@ = 0.01 
93@ = 5240 
108@ = 0.0 
96@ = 0 
109@ = 0.0 
0085: 97@ = 46@ // (int) 
70@ = -3.0 
71@ = 6.0 
72@ = -0.5 
73@ = -2.0 
74@ = -8.0 
75@ = 1.0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
40@ = 0 
41@ = 0 
if 
8119:   not car 42@ wrecked 
else_jump @CASINO9_3504 
0519: set_car 42@ locked 0 

:CASINO9_3504
81@ = 0.0 
0707: start_scene_skip_to @CASINO9_3667 
79@ = 5 
jump @CASINO9_3549 

:CASINO9_3535
gosub @CASINO9_3862 
jump @CASINO9_3855 

:CASINO9_3549
if 
  7000 > 41@ 
else_jump @CASINO9_3667 
if 
8119:   not car 42@ wrecked 
else_jump @CASINO9_3646 
007F: 81@ -= frame_delta_time * 3.0 // (float) 
007F: 64@ -= frame_delta_time * 0.3 // (float) 
0079: 65@ += frame_delta_time * 0.3 // (float) 
007F: 66@ -= frame_delta_time * 0.3 // (float) 
00AB: put_car 42@ at 64@ 65@ 66@ 
0731: set_car 42@ y_angle_to 81@ 

:CASINO9_3646
gosub @CASINO9_3862 
gosub @CASINO9_4236 
jump @CASINO9_3855 

:CASINO9_3667
0701: end_scene_skip 
fade 0 0 

:CASINO9_3675
if 
fading 
else_jump @CASINO9_3699 
wait 0 
jump @CASINO9_3675 

:CASINO9_3699
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_3718
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_HIJACK" 
else_jump @CASINO9_3759 
wait 0 
jump @CASINO9_3718 

:CASINO9_3759
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 46@ 
0249: release_model 61 
0249: release_model 593 
0249: release_model 519 
04EF: release_animation "MISC" 
select_interior 1 
00A1: put_actor $PLAYER_ACTOR at 1.6127 34.7411 1199.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0860: link_actor $PLAYER_ACTOR to_interior 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
jump @CASINO9_4389 

:CASINO9_3855
jump @CASINO9_2171 

:CASINO9_3862
if 
  11 > 96@ 
else_jump @CASINO9_4208 
if 
001D:   83@(96@,11i) > 40@ // (int) 
else_jump @CASINO9_4085 
005B: 110@ += 109@ // (float) 
if 
  0.0 > 110@ 
else_jump @CASINO9_3949 
110@ = 0.0 
jump @CASINO9_3980 

:CASINO9_3949
if 
  110@ > 1.0 
else_jump @CASINO9_3980 
110@ = 1.0 

:CASINO9_3980
if 
  109@ >= 0.0 
else_jump @CASINO9_4043 
if 
0025:   110@ > 98@(96@,11f) // (float) 
else_jump @CASINO9_4036 
0087: 110@ = 98@(96@,11f) // (float) 

:CASINO9_4036
jump @CASINO9_4078 

:CASINO9_4043
if 
0025:   98@(96@,11f) > 110@ // (float) 
else_jump @CASINO9_4078 
0087: 110@ = 98@(96@,11f) // (float) 

:CASINO9_4078
jump @CASINO9_4208 

:CASINO9_4085
0093: 111@ = integer 83@(96@,11i) to_float 
0087: 113@ = 98@(96@,11f) // (float) 
96@ += 1 
if 
  96@ > 10 
else_jump @CASINO9_4136 
return 

:CASINO9_4136
0093: 112@ = integer 83@(96@,11i) to_float 
0087: 114@ = 98@(96@,11f) // (float) 
0063: 112@ -= 111@ // (float) 
0063: 114@ -= 113@ // (float) 
0073: 114@ /= 112@ // (float) 
0087: 109@ = 114@ // (float) 
006B: 109@ *= 112@ // (float) 
005B: 110@ += 109@ // (float) 

:CASINO9_4208
if 
8119:   not car 97@ wrecked 
else_jump @CASINO9_4234 
08A6: set_car 97@ door 2 rotation_to 110@ 

:CASINO9_4234
return 

:CASINO9_4236
if 
8119:   not car 46@ wrecked 
else_jump @CASINO9_4387 
if 
  115@ == 0 
else_jump @CASINO9_4387 
if 
  -4.0 >= 70@ 
else_jump @CASINO9_4307 
115@ = 1 
return 
jump @CASINO9_4357 

:CASINO9_4307
0079: 70@ += frame_delta_time * -0.02 // (float) 
0079: 71@ += frame_delta_time * 0.02 // (float) 
0079: 72@ += frame_delta_time * -0.01 // (float) 
0079: 74@ += frame_delta_time * 0.23 // (float) 
0079: 75@ += frame_delta_time * -0.02 // (float) 

:CASINO9_4357
0679: put_camera_on_car 46@ with_offset 70@ 71@ 72@ rotation 73@ 74@ 75@ tilt 0.0 switchstyle 2 

:CASINO9_4387
return 

:CASINO9_4389
80@ = 0 
0247: load_model 124 
0247: load_model 125 
0247: load_model 126 
0247: load_model 127 
0247: load_model 346 
0247: load_model #JET_BAGGAGE_DOOR 
0247: load_model #CARDBOARDBOX2 
0247: load_model #JET_INTERIOR 

:CASINO9_4432
if or
8248:   not model 124 available 
8248:   not model 125 available 
8248:   not model 126 available 
8248:   not model 127 available 
8248:   not model 346 available 
8248:   not model #JET_BAGGAGE_DOOR available 
else_jump @CASINO9_4480 
wait 0 
jump @CASINO9_4432 

:CASINO9_4480
if or
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #JET_INTERIOR available 
else_jump @CASINO9_4512 
wait 0 
jump @CASINO9_4480 

:CASINO9_4512
060A: create_decision_maker_type 0 store_to 57@ // decision\allowed\m_.ped files 
0A0B: set_rendering_origin_at_3D_coord 2.3947 32.9835 1198.594 angle 155.9863 
173@ = 2.9 
174@ = 32.4 
175@ = 1198.75 
171@ = 0 
0107: 172@ = create_object #CARDBOARDBOX2 at 173@ 174@ 175@ 
0566: link_object 172@ to_interior 1 
0392: make_object 172@ moveable 0 
0382: set_object 172@ collision_detection 0 
0750: set_object 172@ visibility 0 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 172@ offset_from_object_origin 0.0 0.0 0.5 orientation 2 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 30.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
0581: enable_radar 0 
009A: 116@ = create_actor_pedtype 24 model 124 at 2.9739 28.7207 1198.594 
0860: link_actor 116@ to_interior 1 
0173: set_actor 116@ Z_angle_to 0.0 
0223: set_actor 116@ health_to 150 
01B2: give_actor 116@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 116@ armed_weapon_to 22 
060B: set_actor 116@ decision_maker_to 57@ 
0568: set_actor 116@ untargetable 1 
0638: AS_actor 116@ stay_put 1 
06B0: AS_actor 116@ sit_down 80000 ms 
087E: set_actor 116@ weapon_droppable 0 
07DD: set_actor 116@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 116@ weapon_accuracy_to 0 
140@ = 2 
154@ = 197.6 
158@ = 214.0 
162@ = 1199.851 
166@ = 1200.366 
009A: 117@ = create_actor_pedtype 24 model 125 at 0.5102 27.6804 1198.594 
0860: link_actor 117@ to_interior 1 
0173: set_actor 117@ Z_angle_to 0.0 
0223: set_actor 117@ health_to 150 
01B2: give_actor 117@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 117@ armed_weapon_to 22 
060B: set_actor 117@ decision_maker_to 57@ 
0568: set_actor 117@ untargetable 1 
0638: AS_actor 117@ stay_put 1 
06B0: AS_actor 117@ sit_down 80000 ms 
087E: set_actor 117@ weapon_droppable 0 
07DD: set_actor 117@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 117@ weapon_accuracy_to 0 
141@ = 3 
155@ = 158.7 
159@ = 170.2 
163@ = 1199.972 
167@ = 1200.34 
009A: 118@ = create_actor_pedtype 24 model 126 at 2.8831 26.4404 1198.601 
0860: link_actor 118@ to_interior 1 
0173: set_actor 118@ Z_angle_to 0.0 
0223: set_actor 118@ health_to 150 
01B2: give_actor 118@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 118@ armed_weapon_to 22 
060B: set_actor 118@ decision_maker_to 57@ 
0568: set_actor 118@ untargetable 1 
0638: AS_actor 118@ stay_put 1 
06B0: AS_actor 118@ sit_down 80000 ms 
087E: set_actor 118@ weapon_droppable 0 
07DD: set_actor 118@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 118@ weapon_accuracy_to 0 
142@ = 0 
156@ = 189.4 
160@ = 196.9 
164@ = 200.1145 
168@ = 200.3232 
009A: 119@ = create_actor_pedtype 24 model 127 at 0.5068 25.3824 1198.601 
0860: link_actor 119@ to_interior 1 
0173: set_actor 119@ Z_angle_to 0.0 
0223: set_actor 119@ health_to 150 
01B2: give_actor 119@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 119@ armed_weapon_to 22 
060B: set_actor 119@ decision_maker_to 57@ 
0568: set_actor 119@ untargetable 1 
0638: AS_actor 119@ stay_put 1 
06B0: AS_actor 119@ sit_down 80000 ms 
087E: set_actor 119@ weapon_droppable 0 
07DD: set_actor 119@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 119@ weapon_accuracy_to 0 
143@ = 1 
157@ = 167.51 
161@ = 174.11 
165@ = 1200.148 
169@ = 1200.328 
05AA: 220@s = 'CAS9_AA' // @s = 'short'  // Hey, what's going on!
04AF: 196@ = 8400 // = constant 
0085: 200@ = 116@ // (int) 
05AA: 222@s = 'CAS9_AB' // @s = 'short'  // Shit, how the fuck did HE get in here?
04AF: 197@ = 8401 // = constant 
0085: 201@ = 117@ // (int) 
05AA: 224@s = 'CAS9_AC' // @s = 'short'  // Who cares?
04AF: 198@ = 8402 // = constant 
0085: 202@ = 118@ // (int) 
05AA: 226@s = 'CAS9_AD' // @s = 'short'  // Waste him!
04AF: 199@ = 8403 // = constant 
0085: 203@ = 118@ // (int) 
05AA: 228@s = 'CAS9_BA' // @s = 'short'  // You picked the wrong plane to hijack!
04AF: 204@ = 8404 // = constant 
05AA: 230@s = 'CAS9_BB' // @s = 'short'  // I'm gonna give you the full trolley service, asshole!
04AF: 205@ = 8405 // = constant 
05AA: 232@s = 'CAS9_BC' // @s = 'short'  // We're gonna dump your body over the desert!
04AF: 206@ = 8406 // = constant 
05AA: 234@s = 'CAS9_BD' // @s = 'short'  // Who is this nut job, anyway?
04AF: 207@ = 8407 // = constant 
05AA: 236@s = 'CAS9_CA' // @s = 'short'  // Come out, you chicken shit asshole!
04AF: 208@ = 8408 // = constant 
05AA: 238@s = 'CAS9_CB' // @s = 'short'  // Heh yeah - yeah, what's the matter, you lost your nerve?
04AF: 209@ = 8409 // = constant 
05AA: 240@s = 'CAS9_CC' // @s = 'short'  // Ah, the 'ickle boy is hiding, ain't dat cute?
04AF: 210@ = 8410 // = constant 
05AA: 242@s = 'CAS9_CD' // @s = 'short'  // Hey, come out and play, asshole!
04AF: 211@ = 8411 // = constant 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
170@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
146@ = 4 
147@ = -1 
145@ = -1 
029B: 176@ = init_object #JET_BAGGAGE_DOOR at 0.752 25.518 1201.15 
029B: 177@ = init_object #JET_BAGGAGE_DOOR at 0.752 28.024 1201.15 
029B: 178@ = init_object #JET_BAGGAGE_DOOR at 0.752 30.403 1201.15 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
40@ = 0 

:CASINO9_5798
if 
  500 > 40@ 
else_jump @CASINO9_5828 
wait 0 
jump @CASINO9_5798 

:CASINO9_5828
fade 1 500 
0512: show_permanent_text_box 'CAS9_H4'  // Move left and right to take cover.

:CASINO9_5846
if 
fading 
else_jump @CASINO9_5870 
wait 0 
jump @CASINO9_5846 

:CASINO9_5870
40@ = 0 

:CASINO9_5877
if 
  2000 > 40@ 
else_jump @CASINO9_5907 
wait 0 
jump @CASINO9_5877 

:CASINO9_5907
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
02A3: enable_widescreen 0 
186@ = 0 
01BD: 180@ = current_time_in_ms 
0A6F: checkpoint_save 1 

:CASINO9_5934
wait 0 
01BD: 179@ = current_time_in_ms 
0085: 181@ = 179@ // (int) 
0062: 181@ -= 180@ // (int) 
0085: 180@ = 179@ // (int) 
005A: 128@ += 181@ // (int) 
005A: 129@ += 181@ // (int) 
005A: 130@ += 181@ // (int) 
005A: 131@ += 181@ // (int) 
005A: 186@ += 181@ // (int) 
gosub @CASINO9_9123 
gosub @CASINO9_10170 
if 
  183@ == 0 
else_jump @CASINO9_6302 
if or
  170@ == 0 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
else_jump @CASINO9_6295 
if and
8118:   not actor 116@ dead 
8118:   not actor 117@ dead 
8118:   not actor 118@ dead 
8118:   not actor 119@ dead 
else_jump @CASINO9_6295 
0687: clear_actor 116@ task 
0637: AS_actor 116@ goto 3.0228 29.7474 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
120@ = -1 
0687: clear_actor 117@ task 
0637: AS_actor 117@ goto 0.739 28.6978 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
121@ = -1 
0687: clear_actor 118@ task 
0637: AS_actor 118@ goto 2.9224 27.2966 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
122@ = -1 
0687: clear_actor 119@ task 
0637: AS_actor 119@ goto 0.5596 26.2475 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
123@ = -1 
183@ = 1 

:CASINO9_6295
jump @CASINO9_7408 

:CASINO9_6302
if 
   not 193@ == 2 
else_jump @CASINO9_6327 
gosub @CASINO9_10391 

:CASINO9_6327
if 
   not 146@ == 0 
else_jump @CASINO9_7401 
0209: 182@ = random_int_in_ranges 0 24 
0871: init_jump_table 182@ total_jumps 24 default_jump 0 @CASINO9_7387 jumps 0 @CASINO9_6547 1 @CASINO9_6582 2 @CASINO9_6617 3 @CASINO9_6652 4 @CASINO9_6687 5 @CASINO9_6722 6 @CASINO9_6757 
0872: jump_table_jumps 7 @CASINO9_6792 8 @CASINO9_6827 9 @CASINO9_6862 10 @CASINO9_6897 11 @CASINO9_6932 12 @CASINO9_6967 13 @CASINO9_7002 14 @CASINO9_7037 15 @CASINO9_7072 
0872: jump_table_jumps 16 @CASINO9_7107 17 @CASINO9_7142 18 @CASINO9_7177 19 @CASINO9_7212 20 @CASINO9_7247 21 @CASINO9_7282 22 @CASINO9_7317 23 @CASINO9_7352 -1 @CASINO9_7387 

:CASINO9_6547
149@ = 0 
150@ = 1 
151@ = 2 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_6582
149@ = 0 
150@ = 1 
151@ = 3 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_6617
149@ = 0 
150@ = 2 
151@ = 1 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_6652
149@ = 0 
150@ = 2 
151@ = 3 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_6687
149@ = 0 
150@ = 3 
151@ = 1 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_6722
149@ = 0 
150@ = 3 
151@ = 2 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_6757
149@ = 1 
150@ = 0 
151@ = 2 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_6792
149@ = 1 
150@ = 0 
151@ = 3 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_6827
149@ = 1 
150@ = 2 
151@ = 0 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_6862
149@ = 1 
150@ = 2 
151@ = 3 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_6897
149@ = 1 
150@ = 3 
151@ = 0 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_6932
149@ = 1 
150@ = 3 
151@ = 2 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_6967
149@ = 2 
150@ = 0 
151@ = 1 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_7002
149@ = 2 
150@ = 0 
151@ = 3 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_7037
149@ = 2 
150@ = 1 
151@ = 0 
152@ = 3 
jump @CASINO9_7387 

:CASINO9_7072
149@ = 2 
150@ = 1 
151@ = 3 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_7107
149@ = 2 
150@ = 3 
151@ = 0 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_7142
149@ = 2 
150@ = 3 
151@ = 1 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_7177
149@ = 3 
150@ = 0 
151@ = 1 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_7212
149@ = 3 
150@ = 0 
151@ = 2 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_7247
149@ = 3 
150@ = 1 
151@ = 0 
152@ = 2 
jump @CASINO9_7387 

:CASINO9_7282
149@ = 3 
150@ = 1 
151@ = 2 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_7317
149@ = 3 
150@ = 2 
151@ = 0 
152@ = 1 
jump @CASINO9_7387 

:CASINO9_7352
149@ = 3 
150@ = 2 
151@ = 1 
152@ = 0 
jump @CASINO9_7387 

:CASINO9_7387
gosub @CASINO9_7415 
jump @CASINO9_7408 

:CASINO9_7401
jump @CASINO9_10606 

:CASINO9_7408
jump @CASINO9_5934 

:CASINO9_7415
49@ = 0 

:CASINO9_7422
if 
  4 > 49@ 
else_jump @CASINO9_9121 
0085: 153@ = 149@(49@,4i) // (int) 
if 
8118:   not actor 116@(153@,4i) dead 
else_jump @CASINO9_9033 
0871: init_jump_table 120@(153@,4i) total_jumps 6 default_jump 0 @CASINO9_9026 jumps -1 @CASINO9_7539 0 @CASINO9_7616 1 @CASINO9_7994 2 @CASINO9_8607 3 @CASINO9_8903 4 @CASINO9_8974 -1 @CASINO9_9026 

:CASINO9_7539
062E: get_actor 116@(153@,4i) task 1591 status_store_to 54@ // ret 7 if not found 
if 
04A4:   54@ == 7 // == constant 
else_jump @CASINO9_7616 
04D7: set_actor 116@(153@,4i) locked 1 
04EB: AS_actor 116@(153@,4i) crouch 1 
02E2: set_actor 116@(153@,4i) weapon_accuracy_to 65 
120@(153@,4i) = 0 

:CASINO9_7616
if 
  145@ == -1 
else_jump @CASINO9_7987 
062E: get_actor 116@(153@,4i) task 1259 status_store_to 54@ // ret 7 if not found 
if 
04A4:   54@ == 7 // == constant 
else_jump @CASINO9_7792 
0085: 50@ = 140@(153@,4i) // (int) 
if 
803B:   not  147@ == 50@ // (int) 
else_jump @CASINO9_7713 
0085: 145@ = 153@ // (int) 
jump @CASINO9_7792 

:CASINO9_7713
if 
  146@ == 1 
else_jump @CASINO9_7746 
0085: 145@ = 153@ // (int) 
jump @CASINO9_7792 

:CASINO9_7746
if 
  146@ == 2 
else_jump @CASINO9_7792 
if 
8118:   not actor 116@(50@,4i) dead 
else_jump @CASINO9_7792 
0085: 145@ = 153@ // (int) 

:CASINO9_7792
if 
003B:   145@ == 153@ // (int) 
else_jump @CASINO9_7987 
120@(153@,4i) = 4 
124@(153@,4i) = 0 
128@(153@,4i) = 0 
0226: 148@ = actor 116@(153@,4i) health 
0085: 132@(153@,4i) = 148@ // (int) 
132@(153@,4i) *= 15 
if 
  2000 > 132@(153@,4i) 
else_jump @CASINO9_7921 
132@(153@,4i) = 2000 
jump @CASINO9_7956 

:CASINO9_7921
if 
  132@(153@,4i) > 5000 
else_jump @CASINO9_7956 
132@(153@,4i) = 5000 

:CASINO9_7956
0687: clear_actor 116@(153@,4i) task 
04EB: AS_actor 116@(153@,4i) crouch 0 
0856: set_actor 116@(153@,4i) enable_crouch 0 

:CASINO9_7987
jump @CASINO9_9026 

:CASINO9_7994
if 
003B:   145@ == 153@ // (int) 
else_jump @CASINO9_8600 
if 
   not 146@ == 1 
else_jump @CASINO9_8236 
if 
002D:   128@(153@,4i) >= 132@(153@,4i) // (int) 
else_jump @CASINO9_8106 
120@(153@,4i) = 2 
128@(153@,4i) = 0 
132@(153@,4i) = 500 
jump @CASINO9_9026 
jump @CASINO9_8236 

:CASINO9_8106
0172: $71 = actor $PLAYER_ACTOR Z_angle 
if and
0036:   $71 >= 154@(153@,4f) // (float) 
0037:   158@(153@,4f) >= $71 // (float) 
else_jump @CASINO9_8236 
068E: get_camera_target_point_to $72 $73 $74 
if and
0036:   $74 >= 162@(153@,4f) // (float) 
0037:   166@(153@,4f) >= $74 // (float) 
else_jump @CASINO9_8236 
120@(153@,4i) = 2 
128@(153@,4i) = 0 
132@(153@,4i) = 700 
jump @CASINO9_9026 

:CASINO9_8236
if 
  170@ == 0 
else_jump @CASINO9_8435 
if 
   not 124@(153@,4i) == 1 
else_jump @CASINO9_8331 
124@(153@,4i) = 1 
0687: clear_actor 116@(153@,4i) task 
00A0: store_actor $PLAYER_ACTOR position_to 188@ 189@ 190@ 
0668: AS_actor 116@(153@,4i) rotate_and_shoot_at 188@ 189@ 190@ 1500 ms 

:CASINO9_8331
if and
  195@ == 1 
  212@(153@,4i) == 0 
else_jump @CASINO9_8428 
008A: $1300 = 204@(153@,4i) // (int) 
05A9: s$1305 = 228@(153@,4s) // s$ 
create_thread @A_ALAP 2 100 116@(153@,4i) 
195@ = 0 
41@ = 0 
212@(153@,4i) += 1 

:CASINO9_8428
jump @CASINO9_8600 

:CASINO9_8435
if and
  195@ == 2 
  216@(153@,4i) == 0 
else_jump @CASINO9_8532 
008A: $1300 = 208@(153@,4i) // (int) 
05A9: s$1305 = 236@(153@,4s) // s$ 
create_thread @A_ALAP 2 100 116@(153@,4i) 
195@ = 0 
41@ = 0 
216@(153@,4i) += 1 

:CASINO9_8532
if 
   not 124@(153@,4i) == 2 
else_jump @CASINO9_8600 
124@(153@,4i) = 2 
0687: clear_actor 116@(153@,4i) task 
0668: AS_actor 116@(153@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8600
jump @CASINO9_9026 

:CASINO9_8607
if 
002D:   128@(153@,4i) >= 132@(153@,4i) // (int) 
else_jump @CASINO9_8749 
120@(153@,4i) = 0 
0687: clear_actor 116@(153@,4i) task 
0856: set_actor 116@(153@,4i) enable_crouch 1 
062E: get_actor 116@(153@,4i) task 1259 status_store_to 54@ // ret 7 if not found 
if 
04A4:   54@ == 7 // == constant 
else_jump @CASINO9_8716 
04EB: AS_actor 116@(153@,4i) crouch 1 
jump @CASINO9_8727 

:CASINO9_8716
120@(153@,4i) = 3 

:CASINO9_8727
0085: 147@ = 153@ // (int) 
145@ = -1 
jump @CASINO9_8896 

:CASINO9_8749
if 
  170@ == 0 
else_jump @CASINO9_8828 
if 
   not 124@(153@,4i) == 1 
else_jump @CASINO9_8821 
124@(153@,4i) = 1 
0687: clear_actor 116@(153@,4i) task 
05E2: AS_actor 116@(153@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_8821
jump @CASINO9_8896 

:CASINO9_8828
if 
   not 124@(153@,4i) == 2 
else_jump @CASINO9_8896 
124@(153@,4i) = 2 
0687: clear_actor 116@(153@,4i) task 
0668: AS_actor 116@(153@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_8896
jump @CASINO9_9026 

:CASINO9_8903
062E: get_actor 116@(153@,4i) task 1259 status_store_to 54@ // ret 7 if not found 
if 
04A4:   54@ == 7 // == constant 
else_jump @CASINO9_8967 
0687: clear_actor 116@(153@,4i) task 
04EB: AS_actor 116@(153@,4i) crouch 1 
120@(153@,4i) = 0 

:CASINO9_8967
jump @CASINO9_9026 

:CASINO9_8974
if 
  128@(153@,4i) >= 200 
else_jump @CASINO9_9019 
128@(153@,4i) = 0 
120@(153@,4i) = 1 

:CASINO9_9019
jump @CASINO9_9026 

:CASINO9_9026
jump @CASINO9_9107 

:CASINO9_9033
if 
   not 120@(153@,4i) == -2 
else_jump @CASINO9_9107 
120@(153@,4i) = -2 
146@ -= 1 
if 
003B:   145@ == 153@ // (int) 
else_jump @CASINO9_9107 
0085: 147@ = 153@ // (int) 
145@ = -1 

:CASINO9_9107
49@ += 1 
jump @CASINO9_7422 

:CASINO9_9121
return 

:CASINO9_9123
0A60: add_widget_flag 166 4 
01BB: store_object 172@ position_to 173@ 174@ 175@ 
if or
  173@ > 2.6 
  0.2 > 173@ 
else_jump @CASINO9_9265 
if 
  170@ == 0 
else_jump @CASINO9_9214 
170@ = 1 
41@ = 0 
jump @CASINO9_9258 

:CASINO9_9214
if 
  41@ > 9000 
else_jump @CASINO9_9258 
if 
  193@ == 2 
else_jump @CASINO9_9258 
195@ = 2 

:CASINO9_9258
jump @CASINO9_9348 

:CASINO9_9265
if 
  170@ == 1 
else_jump @CASINO9_9304 
170@ = 0 
41@ = 0 
jump @CASINO9_9348 

:CASINO9_9304
if 
  41@ > 9000 
else_jump @CASINO9_9348 
if 
  193@ == 2 
else_jump @CASINO9_9348 
195@ = 1 

:CASINO9_9348
192@ = 0 
if 
0A51:   is_widget_pressed 166 
else_jump @CASINO9_9378 
192@ = 1 

:CASINO9_9378
if or
00E1:   player 0 pressed_key 2 
00E1:   player 0 pressed_key 3 
  192@ == 1 
else_jump @CASINO9_9422 
191@ = 1 
jump @CASINO9_9429 

:CASINO9_9422
191@ = 0 

:CASINO9_9429
if and
0A4B:   controls_set_to_joystick 
  192@ == 0 
else_jump @CASINO9_9861 
if and
80E1:   not player 0 pressed_key 5 
80E1:   not player 0 pressed_key 7 
else_jump @CASINO9_9555 
034E: move_object 172@ to 1.7 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
   not 173@ == 1.7 
  191@ == 0 
else_jump @CASINO9_9548 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9548
jump @CASINO9_9854 

:CASINO9_9555
if and
00E1:   player 0 pressed_key 5 
00E1:   player 0 pressed_key 7 
else_jump @CASINO9_9661 
034E: move_object 172@ to 1.7 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
   not 173@ == 1.7 
  191@ == 0 
else_jump @CASINO9_9654 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9654
jump @CASINO9_9854 

:CASINO9_9661
if 
00E1:   player 0 pressed_key 5 
else_jump @CASINO9_9761 
034E: move_object 172@ to 2.9 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
  2.9 > 173@ 
  191@ == 0 
else_jump @CASINO9_9754 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_9754
jump @CASINO9_9854 

:CASINO9_9761
if 
00E1:   player 0 pressed_key 7 
else_jump @CASINO9_9854 
034E: move_object 172@ to 0.5 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
  173@ > 0.5 
  191@ == 0 
else_jump @CASINO9_9854 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_9854
jump @CASINO9_10161 

:CASINO9_9861
if and
80E1:   not player 0 pressed_key 0 
  192@ == 0 
else_jump @CASINO9_9968 
034E: move_object 172@ to 1.7 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
   not 173@ == 1.7 
  191@ == 0 
else_jump @CASINO9_9961 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_9961
jump @CASINO9_10161 

:CASINO9_9968
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if 
  0 > $16 
else_jump @CASINO9_10085 
034E: move_object 172@ to 2.9 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
  2.9 > 173@ 
  191@ == 0 
else_jump @CASINO9_10078 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_10078
jump @CASINO9_10161 

:CASINO9_10085
034E: move_object 172@ to 0.5 174@ 175@ speed 0.09 0.0 0.0 collision_check 0 
if and
  173@ > 0.5 
  191@ == 0 
else_jump @CASINO9_10161 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_10161
0A61: remove_widget_flag 166 4 
return 

:CASINO9_10170
0871: init_jump_table 187@ total_jumps 3 default_jump 0 @CASINO9_10389 jumps 0 @CASINO9_10233 1 @CASINO9_10275 2 @CASINO9_10347 -1 @CASINO9_10389 -1 @CASINO9_10389 -1 @CASINO9_10389 -1 @CASINO9_10389 

:CASINO9_10233
if 
  186@ >= 6000 
else_jump @CASINO9_10268 
03E6: remove_text_box 
187@ += 1 
186@ = 0 

:CASINO9_10268
jump @CASINO9_10389 

:CASINO9_10275
if 
  170@ == 0 
else_jump @CASINO9_10333 
if 
  186@ > 20000 
else_jump @CASINO9_10326 
187@ += 1 
186@ = 0 

:CASINO9_10326
jump @CASINO9_10340 

:CASINO9_10333
186@ = 0 

:CASINO9_10340
jump @CASINO9_10389 

:CASINO9_10347
if 
  186@ > 6000 
else_jump @CASINO9_10382 
03E6: remove_text_box 
187@ -= 1 
186@ = 0 

:CASINO9_10382
jump @CASINO9_10389 

:CASINO9_10389
return 

:CASINO9_10391
0871: init_jump_table 193@ total_jumps 2 default_jump 0 @CASINO9_10604 jumps 0 @CASINO9_10454 1 @CASINO9_10557 -1 @CASINO9_10604 -1 @CASINO9_10604 -1 @CASINO9_10604 -1 @CASINO9_10604 -1 @CASINO9_10604 

:CASINO9_10454
if 
  4 > 194@ 
else_jump @CASINO9_10536 
008A: $1300 = 196@(194@,4i) // (int) 
05A9: s$1305 = 220@(194@,4s) // s$ 
create_thread @A_ALAP 2 100 200@(194@,4i) 
194@ += 1 
193@ += 1 
jump @CASINO9_10557 

:CASINO9_10536
41@ = 0 
193@ = 2 
jump @CASINO9_10604 

:CASINO9_10557
if 
  $1309($1312,2i) == -3 
else_jump @CASINO9_10597 
193@ -= 1 
$1309($1312,2i) = -4 

:CASINO9_10597
jump @CASINO9_10604 

:CASINO9_10604
return 

:CASINO9_10606
if 
   not 0 > $1309[0] 
else_jump @CASINO9_10631 
$1309[0] = -2 

:CASINO9_10631
if 
   not 0 > $1309[0] 
else_jump @CASINO9_10656 
$1309[1] = -2 

:CASINO9_10656
00BE: text_clear_all 
03E6: remove_text_box 
0247: load_model 61 

:CASINO9_10664
if 
8248:   not model 61 available 
else_jump @CASINO9_10690 
wait 0 
jump @CASINO9_10664 

:CASINO9_10690
40@ = 0 

:CASINO9_10697
if 
  1000 > 40@ 
else_jump @CASINO9_10727 
wait 0 
jump @CASINO9_10697 

:CASINO9_10727
fade 0 500 

:CASINO9_10734
if 
fading 
else_jump @CASINO9_10758 
wait 0 
jump @CASINO9_10734 

:CASINO9_10758
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
015F: set_camera_position 2.7271 24.965 1201.535 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.422 25.7162 1200.95 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.8227 31.0635 1198.609 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
01BC: put_object 172@ at 1.7 26.8 1198.75 
0615: define_AS_pack_begin 52@ 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point 1.7221 26.7679 1198.602 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 52@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 52@ 
061B: remove_references_to_AS_pack 52@ 
fade 1 500 
40@ = 0 

:CASINO9_10955
if 
  3000 > 40@ 
else_jump @CASINO9_10985 
wait 0 
jump @CASINO9_10955 

:CASINO9_10985
009A: 48@ = create_actor_pedtype 24 model 61 at 1.881 34.9202 1198.602 
0173: set_actor 48@ Z_angle_to 180.0 
01B2: give_actor 48@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 48@ armed_weapon_to 22 
087E: set_actor 48@ weapon_droppable 0 
07DD: set_actor 48@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 48@ weapon_accuracy_to 65 
060B: set_actor 48@ decision_maker_to 57@ 
0568: set_actor 48@ untargetable 1 
0638: AS_actor 48@ stay_put 1 
0603: AS_actor 48@ goto_point_any_means 1.7462 32.3896 1198.602 mode 4 use_car -1 
40@ = 0 

:CASINO9_11110
if 
  3000 > 40@ 
else_jump @CASINO9_11140 
wait 0 
jump @CASINO9_11110 

:CASINO9_11140
fade 0 500 

:CASINO9_11147
if 
fading 
else_jump @CASINO9_11171 
wait 0 
jump @CASINO9_11147 

:CASINO9_11171
015A: restore_camera 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 172@ offset_from_object_origin 0.0 0.0 0.5 orientation 0 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
fade 1 0 
244@ = 0 
04AE: $1300 = 8412 // = constant 
05A9: s$1305 = 'CAS9_DA' // s$  // I ain't going down without a fight!
create_thread @A_ALAP 2 100 48@ 
if 
8118:   not actor 48@ dead 
else_jump @CASINO9_11324 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:CASINO9_11324
wait 0 
if 
0118:   actor 48@ dead 
else_jump @CASINO9_11351 
jump @CASINO9_11358 

:CASINO9_11351
jump @CASINO9_11324 

:CASINO9_11358
0A6F: checkpoint_save 1 
0247: load_model 519 

:CASINO9_11367
if 
8248:   not model 519 available 
else_jump @CASINO9_11394 
wait 0 
jump @CASINO9_11367 

:CASINO9_11394
40@ = 0 

:CASINO9_11401
if 
  1000 > 40@ 
else_jump @CASINO9_11431 
wait 0 
jump @CASINO9_11401 

:CASINO9_11431
fade 0 500 

:CASINO9_11438
if 
fading 
else_jump @CASINO9_11462 
wait 0 
jump @CASINO9_11438 

:CASINO9_11462
04D7: set_actor $PLAYER_ACTOR locked 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 1 
015F: set_camera_position 3.0968 36.596 1200.369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.4708 35.9141 1199.991 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.7462 32.3896 1198.602 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0615: define_AS_pack_begin 52@ 
05BA: AS_actor -1 move_mouth 550 ms 
0603: AS_actor -1 goto_point_any_means 1.7037 34.9246 1198.602 mode 4 use_car -1 
0616: define_AS_pack_end 52@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 52@ 
061B: remove_references_to_AS_pack 52@ 
fade 1 500 
40@ = 0 

:CASINO9_11637
if 
  2500 > 40@ 
else_jump @CASINO9_11667 
wait 0 
jump @CASINO9_11637 

:CASINO9_11667
fade 0 500 

:CASINO9_11674
if 
fading 
else_jump @CASINO9_11698 
wait 0 
jump @CASINO9_11674 

:CASINO9_11698
01C2: remove_references_to_actor 116@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 118@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 61 
0249: release_model #JET_INTERIOR 
0108: destroy_object 172@ 
0108: destroy_object 176@ 
0108: destroy_object 177@ 
0108: destroy_object 178@ 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 1405.0 6000.0 210.0 
04E4: refresh_game_renderer_at 1405.0 6000.0 
00A5: 46@ = create_car 519 at 1405.0 6000.0 210.0 
0175: set_car 46@ Z_angle_to 210.0 
0840: link_car 46@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 46@ 
04BA: set_car 46@ speed_to 28.0 
08E6: set_plane 46@ landing_gear 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
09BA: show_entered_zone_name 1 
fade 1 100 
018A: 51@ = create_checkpoint_at 1476.219 1463.623 9.8203 
245@ = 1 
246@ = 1 
01F0: set_max_wanted_level_to 6 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.

:CASINO9_11962
wait 0 
if 
8119:   not car 46@ wrecked 
else_jump @CASINO9_12238 
if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
else_jump @CASINO9_12076 
if 
  245@ == 0 
else_jump @CASINO9_12069 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.
0164: disable_marker 51@ 
018A: 51@ = create_checkpoint_at 1476.219 1463.623 9.8203 
245@ = 1 

:CASINO9_12069
jump @CASINO9_12139 

:CASINO9_12076
if 
  245@ == 1 
else_jump @CASINO9_12139 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'IN_VEH' time 8000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 51@ 
0186: 51@ = create_marker_above_car 46@ 
07E0: set_marker 51@ type_to 1 
245@ = 0 

:CASINO9_12139
if and
01AC:   car 46@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
else_jump @CASINO9_12231 
jump @CASINO9_12508 

:CASINO9_12231
jump @CASINO9_12266 

:CASINO9_12238
58@ = 1 
05AA: 59@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
jump @CASINO9_12273 

:CASINO9_12266
jump @CASINO9_11962 

:CASINO9_12273
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  58@ == 1 
else_jump @CASINO9_12329 
00BC: show_text_highpriority GXT 59@s time 6000 flag 1 

:CASINO9_12329
248@ = 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASINO9_12390 
03C0: 247@ = actor $PLAYER_ACTOR car 
if 
02BF:   car 247@ sunk 
else_jump @CASINO9_12383 
248@ = 1 

:CASINO9_12383
jump @CASINO9_12466 

:CASINO9_12390
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @CASINO9_12466 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @CASINO9_12436 
248@ = 1 
jump @CASINO9_12466 

:CASINO9_12436
if and
0818:   actor $PLAYER_ACTOR in_air 
  0 >= $2899 
else_jump @CASINO9_12466 
248@ = 1 

:CASINO9_12466
if 
  248@ == 1 
else_jump @CASINO9_12506 
09AF: set_trip_skip_after_mission 2097.009 1728.285 9.8203 angle 169.1748 

:CASINO9_12506
return 

:CASINO9_12508
$596 += 1 
0318: set_latest_mission_passed 'CASINO9'  // Freefall
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $581 
return 

:CASINO9_12577
if 
  80@ == 1 
else_jump @CASINO9_12602 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02EB: restore_camera_with_jumpcut 

:CASINO9_12602
09BA: show_entered_zone_name 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASINO9_12633 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO9_12633
create_thread @A_TERM 
04EF: release_animation "MISC" 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 61 
0249: release_model 521 
0249: release_model 593 
0249: release_model 519 
0249: release_model 346 
0249: release_model #SMLPLANE_DOOR 
0249: release_model #JET_DOOR 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
0249: release_model #JET_INTERIOR 
01C2: remove_references_to_actor 116@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 118@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 46@ 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01F0: set_max_wanted_level_to 6 
0923: enable_air_traffic 1 
0164: disable_marker 43@ 
0164: disable_marker 51@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro

:CASIN10
thread 'CASIN10' 
gosub @CASIN10_294 
if 
wasted_or_busted 
else_jump @CASIN10_38 
gosub @CASIN10_15201 

:CASIN10_38
gosub @CASIN10_15509 
end_thread 

:CASIN10_47
0871: init_jump_table 142@ total_jumps 2 default_jump 0 @CASIN10_292 jumps 0 @CASIN10_110 1 @CASIN10_212 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 -1 @CASIN10_292 

:CASIN10_110
05A9: s$9129[0] = 'CAS11BA' // s$  // This is private flight CJ101 on approach to Liberty, over.
05A9: s$9129[1] = 'CAS11BB' // s$  // Flight CJ101, we have you on our scope.
05A9: s$9129[2] = 'CAS11BC' // s$  // Stay on current heading and await final approach instructions...
05A9: s$9129[3] = 'CAS11CA' // s$  // Welcome to Liberty City, CJ101...
04AF: 143@ = 7204 // = constant 
04AF: 144@ = 7205 // = constant 
04AF: 145@ = 7206 // = constant 
04AF: 146@ = 7207 // = constant 
$1446 = 3 
jump @CASIN10_292 

:CASIN10_212
05A9: s$9129[0] = 'CAS11GA' // s$  // This is flight CJ101 out of Liberty City,
05A9: s$9129[1] = 'CAS11GB' // s$  // requesting final approach to Las Venturas International, over.
05A9: s$9129[2] = 'CAS11GC' // s$  // Flight CJ101, you are clear for landing on runway 3.
04AF: 143@ = 7218 // = constant 
04AF: 144@ = 7219 // = constant 
04AF: 145@ = 7220 // = constant 
$1446 = 2 
jump @CASIN10_292 

:CASIN10_292
return 

:CASIN10_294
increment_mission_attempts 
$ONMISSION = 1 
44@ = 0 
51@ = 0 
50@ = 0 
52@ = 0 
53@ = 0 
54@ = 1000 
56@ = 0 
57@ = 0 
59@ = 0 
60@ = 0 
62@ = 0 
63@ = 0 
65@ = 0 
66@ = 0 
68@ = 0 
69@ = 0 
71@ = 0 
72@ = 0 
74@ = 0 
76@ = 0 
78@ = 0 
80@ = 0 
107@ = 0.0 
91@ = 0 
91@ = 0 
96@ = 0 
97@ = 0 
99@ = 0 
100@ = 0 
102@ = 0 
103@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
84@ = 0 
82@ = 0 
88@ = 0 
86@ = 0 
90@ = 0 
93@ = 0 
160@ = 0 
161@ = 0 
163@ = 0 
165@ = 0 
162@ = 0 
164@ = 0 
166@ = 0 
167@ = 0 
054C: use_GXT_table 'CASIN10' 
wait 0 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
$1273 = 1 
select_interior 2 
02E4: load_cutscene_data 'CAS_11A' 

:CASIN10_783
if 
86B9:   not cutscene_data_loaded 
else_jump @CASIN10_807 
wait 0 
jump @CASIN10_783 

:CASIN10_807
02E7: start_cutscene 
fade 1 1000 

:CASIN10_816
if 
82E9:   not cutscene_reached_end 
else_jump @CASIN10_840 
wait 0 
jump @CASIN10_816 

:CASIN10_840
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:CASIN10_853
if 
fading 
else_jump @CASIN10_877 
wait 0 
jump @CASIN10_853 

:CASIN10_877
02EA: end_cutscene 
select_interior 0 
$1273 = 0 
03C7: set_sensitivity_to_crime 0.5 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
wait 1000 
0247: load_model 519 
0247: load_model 405 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
023C: load_special_actor 'ROSE' as 3 // models 290-299 
03CF: load_wav 7200 as 1 
03CF: load_wav 7201 as 2 
jump @CASIN10_1146 
0615: define_AS_pack_begin 104@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 104@ 
0615: define_AS_pack_begin 105@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 105@ 
0615: define_AS_pack_begin 106@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 106@ 
0615: define_AS_pack_begin 46@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 46@ 
0615: define_AS_pack_begin 47@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 47@ 
00A5: 131@ = create_car 405 at 0.0 0.0 0.0 
00A6: destroy_car 131@ 
018A: 121@ = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 121@ 

:CASIN10_1146
060A: create_decision_maker_type 2 store_to 113@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 114@ // decision\allowed\m_.ped files 
0709: set_decision_maker 114@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 118@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:CASIN10_1203
if or
8248:   not model 519 available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model 405 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @CASIN10_1251 
wait 0 
jump @CASIN10_1203 

:CASIN10_1251
if 
823D:   not special_actor 3 loaded 
else_jump @CASIN10_1277 
wait 0 
jump @CASIN10_1251 

:CASIN10_1277
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2163.589 1682.247 9.86 
01E8: create_forbidden_for_cars_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
022B: create_forbidden_for_peds_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
009A: 115@ = create_actor_pedtype 24 model 290 at 2162.213 1682.752 9.86 
060B: set_actor 115@ decision_maker_to 118@ 
0173: set_actor 115@ Z_angle_to 280.0 
02A9: set_actor 115@ immune_to_nonplayer 1 
0639: AS_actor 115@ rotate_to_actor $PLAYER_ACTOR 
02AB: set_actor 115@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 115@ muted 1 // versionB 
0395: clear_area 1 at 2160.582 1682.103 9.735 radius 4.0 
00A5: 119@ = create_car 405 at 2160.582 1682.103 9.735 
0175: set_car 119@ Z_angle_to 0.0 
02AA: set_car 119@ immune_to_nonplayer 1 
02AC: set_car 119@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C8: 117@ = create_actor_pedtype 24 model 292 in_car 119@ passenger_seat 1 
060B: set_actor 117@ decision_maker_to 118@ 
02A9: set_actor 117@ immune_to_nonplayer 1 
02AB: set_actor 117@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 117@ muted 1 // versionB 
0129: 116@ = create_actor_pedtype 24 model 291 in_car 119@ driverseat 
060B: set_actor 116@ decision_maker_to 118@ 
02A9: set_actor 116@ immune_to_nonplayer 1 
02AB: set_actor 116@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 116@ muted 1 // versionB 
00A9: set_car 119@ to_normal_driver 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2165.228 1680.256 9.9643 position_to 2164.975 1684.109 11.4927 time 14500 smooth_transition 1 
0920: point_camera 2162.274 1682.247 11.86 transverse_to 2160.582 1682.103 11.0 time 14500 smooth_transition 1 
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
fade 1 2000 
0395: clear_area 1 at 2162.274 1682.247 9.86 radius 120.0 

:CASIN10_1814
if 
fading 
else_jump @CASIN10_1838 
wait 0 
jump @CASIN10_1814 

:CASIN10_1838
0707: start_scene_skip_to @CASIN10_3929 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASIN10_1934 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AA' time 10000 flag 1  // Alright, you guys better get out of Las Venturas, fast!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CASIN10_1953 

:CASIN10_1934
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // Alright, you guys better get out of Las Venturas, fast!

:CASIN10_1953
if 
83D2:   not wav 1 ended 
else_jump @CASIN10_2182 
wait 0 
if 
0118:   actor 115@ dead 
else_jump @CASIN10_2018 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 
jump @CASIN10_2023 

:CASIN10_2018
0687: clear_actor 115@ task 

:CASIN10_2023
if 
0118:   actor 116@ dead 
else_jump @CASIN10_2062 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_2062
if 
0118:   actor 117@ dead 
else_jump @CASIN10_2101 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_2101
if 
0119:   car 119@ wrecked 
else_jump @CASIN10_2140 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_2140
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CASIN10_2175 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // Alright, you guys better get out of Las Venturas, fast!

:CASIN10_2175
jump @CASIN10_1953 

:CASIN10_2182
040D: unload_wav 1 
03D5: remove_text 'CAS11AA'  // Alright, you guys better get out of Las Venturas, fast!
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7202 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AB' time 10000 flag 1  // I'll be in touch.
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:CASIN10_2239
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @CASIN10_2472 
wait 0 
if 
0118:   actor 115@ dead 
else_jump @CASIN10_2308 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 
jump @CASIN10_2313 

:CASIN10_2308
0687: clear_actor 115@ task 

:CASIN10_2313
if 
0118:   actor 116@ dead 
else_jump @CASIN10_2352 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_2352
if 
0118:   actor 117@ dead 
else_jump @CASIN10_2391 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_2391
if 
0119:   car 119@ wrecked 
else_jump @CASIN10_2430 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_2430
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @CASIN10_2465 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // I'll be in touch.

:CASIN10_2465
jump @CASIN10_2239 

:CASIN10_2472
0687: clear_actor $PLAYER_ACTOR task 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // I'll be in touch.
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7203 as 2 
if 
8118:   not actor 115@ dead 
else_jump @CASIN10_2593 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AC' time 10000 flag 1  // What about your backup, man, will you be a'right without us?
0967: actor 115@ move_mouth 999999 ms 
0812: AS_actor 115@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @CASIN10_2616 

:CASIN10_2593
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_2616
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @CASIN10_2821 
wait 0 
if 
0118:   actor 115@ dead 
else_jump @CASIN10_2697 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_2697
if 
0118:   actor 116@ dead 
else_jump @CASIN10_2736 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_2736
if 
0118:   actor 117@ dead 
else_jump @CASIN10_2775 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_2775
if 
0119:   car 119@ wrecked 
else_jump @CASIN10_2814 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_2814
jump @CASIN10_2616 

:CASIN10_2821
040D: unload_wav 1 
03D5: remove_text 'CAS11AC'  // What about your backup, man, will you be a'right without us?
if 
8118:   not actor 115@ dead 
else_jump @CASIN10_2869 
0968: actor 115@ stop_mouth 
0687: clear_actor 115@ task 
jump @CASIN10_2892 

:CASIN10_2869
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_2892
if 
8118:   not actor 117@ dead 
else_jump @CASIN10_2955 
05BF: AS_actor 117@ look_at_actor $PLAYER_ACTOR -2 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AD' time 10000 flag 1  // Of course he will, you fucking moron, come on!
0967: actor 117@ move_mouth 999999 ms 
jump @CASIN10_2997 

:CASIN10_2955
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // Of course he will, you fucking moron, come on!
jump @CASIN10_15201 

:CASIN10_2997
if 
83D2:   not wav 2 ended 
else_jump @CASIN10_3198 
wait 0 
if 
0118:   actor 115@ dead 
else_jump @CASIN10_3055 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_3055
if 
0118:   actor 116@ dead 
else_jump @CASIN10_3094 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_3094
if 
0118:   actor 117@ dead 
else_jump @CASIN10_3152 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_3152
if 
0119:   car 119@ wrecked 
else_jump @CASIN10_3191 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_3191
jump @CASIN10_2997 

:CASIN10_3198
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // Of course he will, you fucking moron, come on!
if 
8118:   not actor 117@ dead 
else_jump @CASIN10_3246 
0968: actor 117@ stop_mouth 
0647: AS_actor 117@ clear_look_task 
jump @CASIN10_3269 

:CASIN10_3246
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_3269
if 
8119:   not car 119@ wrecked 
else_jump @CASIN10_3468 
if 
8118:   not actor 115@ dead 
else_jump @CASIN10_3321 
05CA: AS_actor 115@ enter_car 119@ passenger_seat 0 time 10000 
jump @CASIN10_3344 

:CASIN10_3321
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_3344
if 
0118:   actor 115@ dead 
else_jump @CASIN10_3383 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_3383
if 
0118:   actor 117@ dead 
else_jump @CASIN10_3422 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_3422
if 
0118:   actor 116@ dead 
else_jump @CASIN10_3461 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_3461
jump @CASIN10_3491 

:CASIN10_3468
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_3491
if or
80DB:   not actor 115@ in_car 119@ 
80DB:   not actor 116@ in_car 119@ 
80DB:   not actor 117@ in_car 119@ 
else_jump @CASIN10_3693 
wait 0 
if 
0118:   actor 115@ dead 
else_jump @CASIN10_3569 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
jump @CASIN10_15201 

:CASIN10_3569
if 
0118:   actor 116@ dead 
else_jump @CASIN10_3608 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
jump @CASIN10_15201 

:CASIN10_3608
if 
0118:   actor 117@ dead 
else_jump @CASIN10_3647 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
jump @CASIN10_15201 

:CASIN10_3647
if 
0119:   car 119@ wrecked 
else_jump @CASIN10_3686 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_3686
jump @CASIN10_3491 

:CASIN10_3693
if 
8119:   not car 119@ wrecked 
else_jump @CASIN10_3753 
00A7: car 119@ drive_to 2148.048 1703.466 9.727 
00AE: set_car 119@ traffic_behaviour_to 2 
00AD: set_car 119@ max_speed_to 30.0 
jump @CASIN10_3776 

:CASIN10_3753
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
jump @CASIN10_15201 

:CASIN10_3776
wait 2000 
009B: destroy_actor 115@ 
009B: destroy_actor 116@ 
009B: destroy_actor 117@ 
00A6: destroy_car 119@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model 405 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
122@ = 1 

:CASIN10_3929
0701: end_scene_skip 
if 
  122@ == 0 
else_jump @CASIN10_4237 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_3974
if 
fading 
else_jump @CASIN10_3998 
wait 0 
jump @CASIN10_3974 

:CASIN10_3998
08F6: restore_player_group 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
009B: destroy_actor 115@ 
009B: destroy_actor 116@ 
009B: destroy_actor 117@ 
00A6: destroy_car 119@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model 405 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
fade 1 1000 

:CASIN10_4192
if 
fading 
else_jump @CASIN10_4216 
wait 0 
jump @CASIN10_4192 

:CASIN10_4216
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CASIN10_4237
00BC: show_text_highpriority GXT 'CM10_1' time 10000 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 43@ = create_checkpoint_at 1707.828 1606.639 9.055 
0395: clear_area 0 at 1707.828 1606.639 9.055 radius 2.0 

:CASIN10_4297
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1707.828 1606.639 9.055 radius 4.0 4.0 3.0 
else_jump @CASIN10_4378 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CASIN10_4371 
jump @CASIN10_15350 

:CASIN10_4371
jump @CASIN10_4297 

:CASIN10_4378
0164: disable_marker 43@ 
00BC: show_text_highpriority GXT 'CM10_10' time 10000 flag 1  // ~s~The ~b~jet ~s~is at the end of the runway, get into it and fly to Liberty City.
0395: clear_area 1 at 1479.714 1758.306 12.098 radius 2.0 
00A5: 120@ = create_car 519 at 1479.714 1758.306 12.098 
02AA: set_car 120@ immune_to_nonplayer 1 
0175: set_car 120@ Z_angle_to 180.0 
0186: 42@ = create_marker_above_car 120@ 
07E0: set_marker 42@ type_to 1 

:CASIN10_4478
if 
80DB:   not actor $PLAYER_ACTOR in_car 120@ 
else_jump @CASIN10_4552 
wait 0 
if 
0119:   car 120@ wrecked 
else_jump @CASIN10_4545 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 42@ 
jump @CASIN10_15201 

:CASIN10_4545
jump @CASIN10_4478 

:CASIN10_4552
if 
8119:   not car 120@ wrecked 
else_jump @CASIN10_4582 
02AA: set_car 120@ immune_to_nonplayer 0 
jump @CASIN10_4610 

:CASIN10_4582
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 42@ 
jump @CASIN10_15201 

:CASIN10_4610
0164: disable_marker 42@ 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 134@ = create_checkpoint_at 7500.0 2478.34 200.0 
40@ = 0 

:CASIN10_4658
if or
8100:   not actor $PLAYER_ACTOR in_sphere 7500.0 2478.34 200.0 radius 100.0 100.0 200.0 sphere 0 in_car 
8448:   not actor $PLAYER_ACTOR in_car 120@ 
else_jump @CASIN10_4995 
wait 0 
if 
0119:   car 120@ wrecked 
else_jump @CASIN10_4764 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
jump @CASIN10_15201 
jump @CASIN10_4988 

:CASIN10_4764
if 
00DB:   actor $PLAYER_ACTOR in_car 120@ 
else_jump @CASIN10_4920 
if 
  167@ == 0 
else_jump @CASIN10_4840 
if 
  40@ > 40000 
else_jump @CASIN10_4840 
03E5: show_text_box 'CM10_99'  // Tap ~m~~widget_camera~ to change camera modes.
167@ = 1 

:CASIN10_4840
if 
  137@ == 1 
else_jump @CASIN10_4913 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 134@ = create_checkpoint_at 7500.0 2478.34 200.0 
0164: disable_marker 42@ 
$126 = 1 
137@ = 0 

:CASIN10_4913
jump @CASIN10_4988 

:CASIN10_4920
if 
  137@ == 0 
else_jump @CASIN10_4988 
0164: disable_marker 134@ 
0186: 42@ = create_marker_above_car 120@ 
07E0: set_marker 42@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
$126 = 0 
137@ = 1 

:CASIN10_4988
jump @CASIN10_4658 

:CASIN10_4995
0164: disable_marker 134@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:CASIN10_5015
if 
fading 
else_jump @CASIN10_5039 
wait 0 
jump @CASIN10_5015 

:CASIN10_5039
0A19: display_zone_text 'MARKS'  // Saint Mark's
08F5: save_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
09FF: set_restart_closest_to 1578.446 1770.682 9.8358 
set_weather 5 
0247: load_model 124 
0247: load_model 346 
0247: load_model 420 
0247: load_model 405 
07C0: load_path 602 
07C0: load_path 603 
0247: load_model 17 
0247: load_model 150 
038B: load_requested_models 

:CASIN10_5143
if or
8248:   not model 124 available 
8248:   not model 346 available 
8248:   not model 420 available 
8248:   not model 405 available 
87C1:   not path 602 available 
87C1:   not path 603 available 
else_jump @CASIN10_5194 
wait 0 
jump @CASIN10_5143 

:CASIN10_5194
if or
8248:   not model 17 available 
8248:   not model 150 available 
else_jump @CASIN10_5225 
wait 0 
jump @CASIN10_5194 

:CASIN10_5225
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
04E4: refresh_game_renderer_at -811.999 457.027 
0A0B: set_rendering_origin_at_3D_coord -811.999 457.027 1356.622 angle 82.0 
038B: load_requested_models 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASIN10_5335 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -813.833 459.11 998.989 
0792: disembark_instantly_actor $PLAYER_ACTOR 
jump @CASIN10_5375 

:CASIN10_5335
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -813.833 459.11 998.989 

:CASIN10_5375
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 120@ 
0249: release_model 519 
00A5: 169@ = create_car 420 at -811.999 457.027 1356.622 
0175: set_car 169@ Z_angle_to 270.0 
0840: link_car 169@ to_interior 1 
02AA: set_car 169@ immune_to_nonplayer 1 
0129: 168@ = create_actor_pedtype 4 model 124 in_car 169@ driverseat 
0860: link_actor 168@ to_interior 1 
00A9: set_car 169@ to_normal_driver 
0430: put_actor $PLAYER_ACTOR into_car 169@ passenger_seat 1 
00A5: 171@ = create_car 405 at -729.2895 514.4813 1370.969 
0175: set_car 171@ Z_angle_to 161.5196 
0840: link_car 171@ to_interior 1 
02AA: set_car 171@ immune_to_nonplayer 1 
0129: 172@ = create_actor_pedtype 4 model 124 in_car 171@ driverseat 
0860: link_actor 172@ to_interior 1 
00A9: set_car 171@ to_normal_driver 

:CASIN10_5553
if 
84F1:   not is_car_waiting_for_world_collision 169@ 
else_jump @CASIN10_5612 
wait 0 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_5589 

:CASIN10_5589
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_5605 

:CASIN10_5605
jump @CASIN10_5553 

:CASIN10_5612
009A: 173@ = create_actor_pedtype 4 model 17 at -864.653 451.569 1348.584 
05DE: AS_actor 173@ walk_around_ped_path 
009A: 174@ = create_actor_pedtype 5 model 150 at -884.251 466.693 1346.577 
05DE: AS_actor 174@ walk_around_ped_path 
009A: 175@ = create_actor_pedtype 4 model 17 at -857.588 467.419 1349.29 
05DE: AS_actor 175@ walk_around_ped_path 
009A: 176@ = create_actor_pedtype 5 model 150 at -814.46 466.873 1356.137 
05DE: AS_actor 176@ walk_around_ped_path 
009A: 177@ = create_actor_pedtype 4 model 17 at -781.615 468.628 1363.266 
05DE: AS_actor 177@ walk_around_ped_path 
009A: 178@ = create_actor_pedtype 5 model 150 at -737.431 503.6 1370.968 
05DE: AS_actor 178@ walk_around_ped_path 
009A: 179@ = create_actor_pedtype 4 model 17 at -738.769 476.826 1370.306 
05DE: AS_actor 179@ walk_around_ped_path 
009A: 180@ = create_actor_pedtype 5 model 150 at -771.993 456.237 1364.445 
05DE: AS_actor 180@ walk_around_ped_path 
009A: 181@ = create_actor_pedtype 4 model 17 at -799.539 453.03 1359.074 
05DE: AS_actor 181@ walk_around_ped_path 
009A: 182@ = create_actor_pedtype 5 model 150 at -753.076 484.357 1369.885 
05DE: AS_actor 182@ walk_around_ped_path 
015F: set_camera_position -751.2452 449.8578 1370.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -752.1519 450.2614 1370.378 switchstyle 2 
if 
8119:   not car 169@ wrecked 
else_jump @CASIN10_5992 
05EB: assign_car 169@ to_path 602 
06FD: set_car 169@ speed_on_path_to 1.1 

:CASIN10_5992
if 
8119:   not car 171@ wrecked 
else_jump @CASIN10_6026 
05EB: assign_car 171@ to_path 603 
06FD: set_car 171@ speed_on_path_to 1.1 

:CASIN10_6026
wait 800 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_6052 
05EC: release_car 169@ from_path 

:CASIN10_6052
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_6073 
05EC: release_car 171@ from_path 

:CASIN10_6073
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
fade 1 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -751.2452 449.8578 1370.5 position_to -730.0718 483.3791 1373.472 time 8600 smooth_transition 1 
0920: point_camera -752.1519 450.2614 1370.378 transverse_to -730.9146 483.9166 1373.496 time 8600 smooth_transition 1 

:CASIN10_6176
if 
fading 
else_jump @CASIN10_6200 
wait 0 
jump @CASIN10_6176 

:CASIN10_6200
057E: set_radar_grey 1 
09AC: disable_map_icons 1 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_6229 
05EC: release_car 169@ from_path 

:CASIN10_6229
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_6250 
05EC: release_car 171@ from_path 

:CASIN10_6250
0707: start_scene_skip_to @CASIN10_6465 

:CASIN10_6257
if 
060E:   car 169@ assigned_to_path 
else_jump @CASIN10_6326 
wait 0 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_6298 
05EC: release_car 169@ from_path 

:CASIN10_6298
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_6319 
05EC: release_car 171@ from_path 

:CASIN10_6319
jump @CASIN10_6257 

:CASIN10_6326
0615: define_AS_pack_begin 170@ 
if 
8119:   not car 169@ wrecked 
else_jump @CASIN10_6354 
05CD: AS_actor -1 exit_car 169@ 

:CASIN10_6354
05D3: AS_actor -1 goto_point -760.2046 492.1819 1370.677 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 170@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 170@ 
061B: remove_references_to_AS_pack 170@ 
40@ = 0 

:CASIN10_6403
if 
  3000 > 40@ 
else_jump @CASIN10_6465 
wait 0 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_6442 

:CASIN10_6442
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_6458 

:CASIN10_6458
jump @CASIN10_6403 

:CASIN10_6465
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_6482
if 
fading 
else_jump @CASIN10_6506 
wait 0 
jump @CASIN10_6482 

:CASIN10_6506
0915: sync_weather_with_time_and_location_instantly 
0792: disembark_instantly_actor $PLAYER_ACTOR 
061B: remove_references_to_AS_pack 170@ 
if 
8119:   not car 169@ wrecked 
else_jump @CASIN10_6669 
05EC: release_car 169@ from_path 
if 
00DB:   actor $PLAYER_ACTOR in_car 169@ 
else_jump @CASIN10_6669 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046 492.1819 1370.677 

:CASIN10_6578
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CASIN10_6669 
wait 0 
if 
0119:   car 169@ wrecked 
else_jump @CASIN10_6614 

:CASIN10_6614
if 
0119:   car 171@ wrecked 
else_jump @CASIN10_6630 

:CASIN10_6630
if 
0118:   actor 168@ dead 
else_jump @CASIN10_6646 

:CASIN10_6646
if 
0118:   actor 172@ dead 
else_jump @CASIN10_6662 

:CASIN10_6662
jump @CASIN10_6578 

:CASIN10_6669
if 
8119:   not car 171@ wrecked 
else_jump @CASIN10_6690 
05EC: release_car 171@ from_path 

:CASIN10_6690
if 
8491:   not actor $PLAYER_ACTOR has_weapon 22 
else_jump @CASIN10_6731 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
jump @CASIN10_6738 

:CASIN10_6731
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 

:CASIN10_6738
0873: release_path 602 
0873: release_path 603 
0925: restore_camera_to_user_defined 
00A6: destroy_car 169@ 
009B: destroy_actor 168@ 
00A6: destroy_car 171@ 
009B: destroy_actor 172@ 
009B: destroy_actor 173@ 
009B: destroy_actor 174@ 
009B: destroy_actor 175@ 
009B: destroy_actor 176@ 
009B: destroy_actor 177@ 
009B: destroy_actor 178@ 
009B: destroy_actor 179@ 
009B: destroy_actor 180@ 
009B: destroy_actor 181@ 
009B: destroy_actor 182@ 
0249: release_model 17 
0249: release_model 150 
0249: release_model 420 
0247: load_model 124 
0247: load_model 125 
0247: load_model 126 
0247: load_model 349 
0247: load_model 352 
0247: load_model 346 
04ED: load_animation "SWAT" 
0247: load_model 405 
023C: load_special_actor 'FORELLI' as 1 // models 290-299 
03CF: load_wav 7208 as 1 
03CF: load_wav 7209 as 2 
038B: load_requested_models 

:CASIN10_6903
if or
8248:   not model 124 available 
8248:   not model 125 available 
84EE:   not animation "SWAT" loaded 
8248:   not model 349 available 
8248:   not model 352 available 
823D:   not special_actor 1 loaded 
else_jump @CASIN10_6955 
wait 0 
jump @CASIN10_6903 

:CASIN10_6955
if or
8248:   not model 346 available 
8248:   not model 126 available 
8248:   not model 405 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @CASIN10_6999 
wait 0 
jump @CASIN10_6955 

:CASIN10_6999
0A6F: checkpoint_save 99 
035F: actor $PLAYER_ACTOR armour += 100 
009A: 48@ = create_actor_pedtype 24 model 290 at -783.62 505.055 1370.788 
0856: set_actor 48@ enable_crouch 0 
01B2: give_actor 48@ weapon 28 ammo 30000 // Load the weapon model before using this 
081A: set_actor 48@ weapon_skill_to 2 
0946: set_actor 48@ actions_uninterupted_by_weapon_fire 1 
0173: set_actor 48@ Z_angle_to 348.44 
0187: 49@ = create_marker_above_actor 48@ 
060B: set_actor 48@ decision_maker_to 118@ 
0446: set_actor 48@ dismemberment_possible 0 
08AF: set_actor 48@ max_health_to 1000 
0223: set_actor 48@ health_to 500 
02E2: set_actor 48@ weapon_accuracy_to 80 
07DD: set_actor 48@ attack_rate 50 // previously known as temper_to 
009A: 55@ = create_actor_pedtype 24 model 124 at -783.223 497.549 1370.78 
0856: set_actor 55@ enable_crouch 0 
01B2: give_actor 55@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 55@ Z_angle_to 348.44 
060B: set_actor 55@ decision_maker_to 114@ 
02E2: set_actor 55@ weapon_accuracy_to 65 
07DD: set_actor 55@ attack_rate 40 // previously known as temper_to 
009A: 58@ = create_actor_pedtype 24 model 125 at -788.965 497.522 1370.78 
0856: set_actor 58@ enable_crouch 0 
01B2: give_actor 58@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 58@ Z_angle_to 348.44 
060B: set_actor 58@ decision_maker_to 114@ 
02E2: set_actor 58@ weapon_accuracy_to 65 
07DD: set_actor 58@ attack_rate 45 // previously known as temper_to 
009A: 61@ = create_actor_pedtype 24 model 126 at -791.034 500.973 1370.78 
0856: set_actor 61@ enable_crouch 0 
01B2: give_actor 61@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 61@ Z_angle_to 5.1 
060B: set_actor 61@ decision_maker_to 113@ 
02E2: set_actor 61@ weapon_accuracy_to 70 
07DD: set_actor 61@ attack_rate 50 // previously known as temper_to 
009A: 64@ = create_actor_pedtype 24 model 124 at -780.395 500.947 1370.78 
0856: set_actor 64@ enable_crouch 0 
01B2: give_actor 64@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 64@ Z_angle_to 5.1 
060B: set_actor 64@ decision_maker_to 113@ 
02E2: set_actor 64@ weapon_accuracy_to 40 
07DD: set_actor 64@ attack_rate 60 // previously known as temper_to 
009A: 67@ = create_actor_pedtype 24 model 125 at -794.945 507.819 1370.788 
0856: set_actor 67@ enable_crouch 0 
01B2: give_actor 67@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 67@ Z_angle_to 174.837 
060B: set_actor 67@ decision_maker_to 113@ 
02E2: set_actor 67@ weapon_accuracy_to 70 
07DD: set_actor 67@ attack_rate 45 // previously known as temper_to 
009A: 70@ = create_actor_pedtype 24 model 126 at -793.0 506.434 1370.788 
0856: set_actor 70@ enable_crouch 0 
01B2: give_actor 70@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 70@ Z_angle_to 113.867 
060B: set_actor 70@ decision_maker_to 113@ 
02E2: set_actor 70@ weapon_accuracy_to 65 
07DD: set_actor 70@ attack_rate 40 // previously known as temper_to 
009A: 73@ = create_actor_pedtype 24 model 125 at -785.853 508.372 1370.774 
0856: set_actor 73@ enable_crouch 0 
01B2: give_actor 73@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 212.0 
060B: set_actor 73@ decision_maker_to 113@ 
02E2: set_actor 73@ weapon_accuracy_to 65 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
009A: 77@ = create_actor_pedtype 24 model 124 at -792.191 508.908 1370.788 
0856: set_actor 77@ enable_crouch 0 
01B2: give_actor 77@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 188.0 
060B: set_actor 77@ decision_maker_to 113@ 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 40 // previously known as temper_to 
009A: 81@ = create_actor_pedtype 24 model 126 at -783.975 498.564 1375.195 
0856: set_actor 81@ enable_crouch 0 
01B2: give_actor 81@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 172.352 
060B: set_actor 81@ decision_maker_to 113@ 
02E2: set_actor 81@ weapon_accuracy_to 65 
07DD: set_actor 81@ attack_rate 40 // previously known as temper_to 
009A: 85@ = create_actor_pedtype 24 model 124 at -792.542 494.229 1375.235 
0856: set_actor 85@ enable_crouch 0 
01B2: give_actor 85@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 85@ Z_angle_to 279.542 
060B: set_actor 85@ decision_maker_to 113@ 
02E2: set_actor 85@ weapon_accuracy_to 70 
07DD: set_actor 85@ attack_rate 50 // previously known as temper_to 
009A: 89@ = create_actor_pedtype 24 model 125 at -786.142 491.815 1375.235 
0856: set_actor 89@ enable_crouch 0 
01B2: give_actor 89@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 89@ Z_angle_to 270.0 
060B: set_actor 89@ decision_maker_to 118@ 
02E2: set_actor 89@ weapon_accuracy_to 75 
07DD: set_actor 89@ attack_rate 40 // previously known as temper_to 
009A: 92@ = create_actor_pedtype 24 model 124 at -793.7 494.999 1375.243 
0856: set_actor 92@ enable_crouch 0 
01B2: give_actor 92@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 92@ Z_angle_to 270.0 
060B: set_actor 92@ decision_maker_to 118@ 
02E2: set_actor 92@ weapon_accuracy_to 65 
07DD: set_actor 92@ attack_rate 40 // previously known as temper_to 
009A: 95@ = create_actor_pedtype 24 model 124 at -781.141 494.625 1367.571 
0856: set_actor 95@ enable_crouch 0 
01B2: give_actor 95@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 95@ Z_angle_to 90.0 
060B: set_actor 95@ decision_maker_to 113@ 
02E2: set_actor 95@ weapon_accuracy_to 65 
07DD: set_actor 95@ attack_rate 40 // previously known as temper_to 
009A: 98@ = create_actor_pedtype 24 model 126 at -786.705 501.671 1366.414 
0856: set_actor 98@ enable_crouch 0 
01B2: give_actor 98@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 98@ Z_angle_to 270.0 
060B: set_actor 98@ decision_maker_to 113@ 
02E2: set_actor 98@ weapon_accuracy_to 65 
07DD: set_actor 98@ attack_rate 40 // previously known as temper_to 
009A: 101@ = create_actor_pedtype 24 model 125 at -790.646 505.521 1366.414 
0856: set_actor 101@ enable_crouch 0 
01B2: give_actor 101@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 101@ Z_angle_to 231.0 
060B: set_actor 101@ decision_maker_to 114@ 
02E2: set_actor 101@ weapon_accuracy_to 65 
07DD: set_actor 101@ attack_rate 50 // previously known as temper_to 
jump @CASIN10_8318 
009A: 128@ = create_actor_pedtype 24 model 126 at -816.005 493.329 1358.293 
009B: destroy_actor 128@ 
009A: 129@ = create_actor_pedtype 24 model 124 at -821.268 508.167 1358.273 
009B: destroy_actor 129@ 
009A: 130@ = create_actor_pedtype 24 model 125 at -828.77 510.594 1357.307 
009B: destroy_actor 130@ 

:CASIN10_8318
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -783.104 490.814 1375.235 
0173: set_actor $PLAYER_ACTOR Z_angle_to 8.832 
0A0B: set_rendering_origin_at_3D_coord -783.104 490.814 1375.235 angle 8.832 
015F: set_camera_position -787.9748 493.9206 1375.796 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -787.056 494.3102 1375.859 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASIN10_8441
if 
fading 
else_jump @CASIN10_8465 
wait 0 
jump @CASIN10_8441 

:CASIN10_8465
124@ = 1 
0707: start_scene_skip_to @CASIN10_9963 
05D3: AS_actor $PLAYER_ACTOR goto_point -783.153 495.215 1375.227 mode 4 time -1 ms // versionA 
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_8536 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ -1 ms 
jump @CASIN10_8568 

:CASIN10_8536
if 
  82@ == 0 
else_jump @CASIN10_8568 
160@ += 1 
82@ = 1 

:CASIN10_8568
if 
8118:   not actor 85@ dead 
else_jump @CASIN10_8601 
05BF: AS_actor 85@ look_at_actor $PLAYER_ACTOR -1 ms 
jump @CASIN10_8633 

:CASIN10_8601
if 
  86@ == 0 
else_jump @CASIN10_8633 
160@ += 1 
86@ = 1 

:CASIN10_8633
0615: define_AS_pack_begin 83@ 
05F5: AS_actor -1 goto_point_using_paths -783.336 496.837 1375.235 mode 4 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 15000 ms 
0616: define_AS_pack_end 83@ 
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_8728 
0618: assign_actor 81@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
jump @CASIN10_8760 

:CASIN10_8728
if 
  82@ == 0 
else_jump @CASIN10_8760 
160@ += 1 
82@ = 1 

:CASIN10_8760
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_8820 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11DA' time 10000 flag 1  // Private function, invitation only!
0967: actor 81@ move_mouth 999999 ms 
0A09: set_actor 81@ muted 1 // versionB 
jump @CASIN10_8856 

:CASIN10_8820
040D: unload_wav 1 
if 
  82@ == 0 
else_jump @CASIN10_8856 
160@ += 1 
82@ = 1 

:CASIN10_8856
if 
83D2:   not wav 1 ended 
else_jump @CASIN10_8941 
wait 0 
gosub @CASIN10_15794 
if 
  82@ == 0 
else_jump @CASIN10_8934 
if 
0118:   actor 81@ dead 
else_jump @CASIN10_8934 
040D: unload_wav 1 
160@ += 1 
82@ = 1 

:CASIN10_8934
jump @CASIN10_8856 

:CASIN10_8941
03D5: remove_text 'CAS11DA'  // Private function, invitation only!
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_8994 
0968: actor 81@ stop_mouth 
0A09: set_actor 81@ muted 0 // versionB 
0638: AS_actor $PLAYER_ACTOR stay_put 1 
jump @CASIN10_9026 

:CASIN10_8994
if 
  82@ == 0 
else_jump @CASIN10_9026 
160@ += 1 
82@ = 1 

:CASIN10_9026
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11DB' time 4000 flag 1  // Oh yeah? Well Mr. Leone says otherwise!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
015F: set_camera_position -785.9136 497.3071 1375.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -785.0042 496.9065 1375.69 switchstyle 2 
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_9181 
04EB: AS_actor 81@ crouch 1 
02E2: set_actor 81@ weapon_accuracy_to 5 
0668: AS_actor 81@ rotate_and_shoot_at -781.079 495.708 1376.195 10000 ms 
07DD: set_actor 81@ attack_rate 80 // previously known as temper_to 
jump @CASIN10_9213 

:CASIN10_9181
if 
  82@ == 0 
else_jump @CASIN10_9213 
160@ += 1 
82@ = 1 

:CASIN10_9213
0615: define_AS_pack_begin 45@ 
05D4: AS_actor -1 rotate_angle 270.0 
0812: AS_actor -1 perform_animation "JMP_WALL1M_180" IFP "SWAT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
107@ = 0.0 
0616: define_AS_pack_end 45@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
else_jump @CASIN10_9347 
0613: 107@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9347
if 
   not 107@ == 1.0 
else_jump @CASIN10_9442 
wait 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
else_jump @CASIN10_9428 
0613: 107@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_9428
gosub @CASIN10_15794 
jump @CASIN10_9347 

:CASIN10_9442
0615: define_AS_pack_begin 75@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
if 
8118:   not actor 73@ dead 
else_jump @CASIN10_9530 
0618: assign_actor 73@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
jump @CASIN10_9562 

:CASIN10_9530
if 
  74@ == 0 
else_jump @CASIN10_9562 
160@ += 1 
74@ = 1 

:CASIN10_9562
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
if 
8118:   not actor 77@ dead 
else_jump @CASIN10_9650 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
jump @CASIN10_9682 

:CASIN10_9650
if 
  78@ == 0 
else_jump @CASIN10_9682 
160@ += 1 
78@ = 1 

:CASIN10_9682
if 
83D2:   not wav 2 ended 
else_jump @CASIN10_9735 
wait 0 
gosub @CASIN10_15794 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @CASIN10_9728 
040D: unload_wav 2 

:CASIN10_9728
jump @CASIN10_9682 

:CASIN10_9735
03D5: remove_text 'CAS11DB'  // Oh yeah? Well Mr. Leone says otherwise!
0968: actor $PLAYER_ACTOR stop_mouth 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 87@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 87@ 
if 
8118:   not actor 85@ dead 
else_jump @CASIN10_9823 
0618: assign_actor 85@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
jump @CASIN10_9855 

:CASIN10_9823
if 
  86@ == 0 
else_jump @CASIN10_9855 
160@ += 1 
86@ = 1 

:CASIN10_9855
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02EB: restore_camera_with_jumpcut 
061B: remove_references_to_AS_pack 45@ 
44@ = 1 

:CASIN10_9963
0701: end_scene_skip 
if 
  44@ == 0 
else_jump @CASIN10_10277 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 75@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
if 
8118:   not actor 73@ dead 
else_jump @CASIN10_10088 
0618: assign_actor 73@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
jump @CASIN10_10120 

:CASIN10_10088
if 
  74@ == 0 
else_jump @CASIN10_10120 
160@ += 1 
74@ = 1 

:CASIN10_10120
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
if 
8118:   not actor 77@ dead 
else_jump @CASIN10_10208 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
jump @CASIN10_10240 

:CASIN10_10208
if 
  78@ == 0 
else_jump @CASIN10_10240 
160@ += 1 
78@ = 1 

:CASIN10_10240
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
02EB: restore_camera_with_jumpcut 

:CASIN10_10277
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_10398 
02E2: set_actor 81@ weapon_accuracy_to 40 
if 
  84@ == 0 
else_jump @CASIN10_10391 
07DD: set_actor 81@ attack_rate 40 // previously known as temper_to 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
84@ = 1 

:CASIN10_10391
jump @CASIN10_10430 

:CASIN10_10398
if 
  82@ == 0 
else_jump @CASIN10_10430 
160@ += 1 
82@ = 1 

:CASIN10_10430
08F6: restore_player_group 
if 
  124@ == 1 
else_jump @CASIN10_10895 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_10695 
if 
8118:   not actor 67@ dead 
else_jump @CASIN10_10561 
if 
  69@ == 0 
else_jump @CASIN10_10554 
0085: 109@ = 67@ // (int) 
gosub @CASIN10_18961 
69@ = 1 

:CASIN10_10554
jump @CASIN10_10593 

:CASIN10_10561
if 
  68@ == 0 
else_jump @CASIN10_10593 
160@ += 1 
68@ = 1 

:CASIN10_10593
if 
8118:   not actor 70@ dead 
else_jump @CASIN10_10656 
if 
  72@ == 0 
else_jump @CASIN10_10649 
0085: 110@ = 70@ // (int) 
gosub @CASIN10_19044 
72@ = 1 

:CASIN10_10649
jump @CASIN10_10688 

:CASIN10_10656
if 
  71@ == 0 
else_jump @CASIN10_10688 
160@ += 1 
71@ = 1 

:CASIN10_10688
jump @CASIN10_10895 

:CASIN10_10695
if 
8118:   not actor 67@ dead 
else_jump @CASIN10_10763 
if 
  69@ == 0 
else_jump @CASIN10_10756 
0687: clear_actor 67@ task 
0638: AS_actor 67@ stay_put 0 
05E2: AS_actor 67@ kill_actor $PLAYER_ACTOR 
69@ = 1 

:CASIN10_10756
jump @CASIN10_10795 

:CASIN10_10763
if 
  68@ == 0 
else_jump @CASIN10_10795 
160@ += 1 
68@ = 1 

:CASIN10_10795
if 
8118:   not actor 70@ dead 
else_jump @CASIN10_10863 
if 
  72@ == 0 
else_jump @CASIN10_10856 
0687: clear_actor 70@ task 
0638: AS_actor 70@ stay_put 0 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
72@ = 1 

:CASIN10_10856
jump @CASIN10_10895 

:CASIN10_10863
if 
  71@ == 0 
else_jump @CASIN10_10895 
160@ += 1 
71@ = 1 

:CASIN10_10895
00BC: show_text_highpriority GXT 'CM10_2' time 10000 flag 1  // ~s~Kill ~r~Forelli~s~ and all his bodyguards.

:CASIN10_10911
if 
   not 160@ == 19 
else_jump @CASIN10_13786 
wait 0 
if 
  126@ == 0 
else_jump @CASIN10_11031 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11031 
gosub @CASIN10_19325 
if 
  127@ == 0 
else_jump @CASIN10_11031 
gosub @CASIN10_19970 

:CASIN10_11031
if 
  127@ == 1 
else_jump @CASIN10_11056 
gosub @CASIN10_20533 

:CASIN10_11056
gosub @CASIN10_15794 
if 
  63@ == 0 
else_jump @CASIN10_11313 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_11231 
if 
  68@ == 1 
else_jump @CASIN10_11224 
if 
8118:   not actor 61@ dead 
else_jump @CASIN10_11192 
0085: 109@ = 61@ // (int) 
gosub @CASIN10_18961 
63@ = 1 
jump @CASIN10_11224 

:CASIN10_11192
if 
  62@ == 0 
else_jump @CASIN10_11224 
160@ += 1 
62@ = 1 

:CASIN10_11224
jump @CASIN10_11313 

:CASIN10_11231
if 
8118:   not actor 61@ dead 
else_jump @CASIN10_11281 
0687: clear_actor 61@ task 
0638: AS_actor 61@ stay_put 0 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 
63@ = 2 
jump @CASIN10_11313 

:CASIN10_11281
if 
  62@ == 0 
else_jump @CASIN10_11313 
160@ += 1 
62@ = 1 

:CASIN10_11313
if 
  66@ == 0 
else_jump @CASIN10_11563 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_11481 
if 
  71@ == 1 
else_jump @CASIN10_11474 
if 
8118:   not actor 64@ dead 
else_jump @CASIN10_11442 
0085: 110@ = 64@ // (int) 
gosub @CASIN10_19044 
66@ = 1 
jump @CASIN10_11474 

:CASIN10_11442
if 
  65@ == 0 
else_jump @CASIN10_11474 
160@ += 1 
65@ = 1 

:CASIN10_11474
jump @CASIN10_11563 

:CASIN10_11481
if 
8118:   not actor 64@ dead 
else_jump @CASIN10_11531 
0687: clear_actor 64@ task 
0638: AS_actor 64@ stay_put 0 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 
66@ = 2 
jump @CASIN10_11563 

:CASIN10_11531
if 
  65@ == 0 
else_jump @CASIN10_11563 
160@ += 1 
65@ = 1 

:CASIN10_11563
if 
  97@ == 0 
else_jump @CASIN10_11706 
if 
8118:   not actor 95@ dead 
else_jump @CASIN10_11674 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -792.344 489.644 1370.782 cornerB -783.436 493.662 1366.0 
else_jump @CASIN10_11667 
0085: 111@ = 95@ // (int) 
gosub @CASIN10_19127 
97@ = 1 

:CASIN10_11667
jump @CASIN10_11706 

:CASIN10_11674
if 
  96@ == 0 
else_jump @CASIN10_11706 
160@ += 1 
96@ = 1 

:CASIN10_11706
if 
  100@ == 0 
else_jump @CASIN10_11849 
if 
8118:   not actor 98@ dead 
else_jump @CASIN10_11817 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11810 
0085: 112@ = 98@ // (int) 
gosub @CASIN10_19226 
100@ = 1 

:CASIN10_11810
jump @CASIN10_11849 

:CASIN10_11817
if 
  99@ == 0 
else_jump @CASIN10_11849 
160@ += 1 
99@ = 1 

:CASIN10_11849
if 
  103@ == 0 
else_jump @CASIN10_11997 
if 
8118:   not actor 101@ dead 
else_jump @CASIN10_11965 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
else_jump @CASIN10_11958 
0687: clear_actor 101@ task 
0638: AS_actor 101@ stay_put 1 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 
103@ = 1 

:CASIN10_11958
jump @CASIN10_11997 

:CASIN10_11965
if 
  102@ == 0 
else_jump @CASIN10_11997 
160@ += 1 
102@ = 1 

:CASIN10_11997
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASIN10_12027 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 

:CASIN10_12027
if 
  50@ == 0 
else_jump @CASIN10_13779 
if 
0118:   actor 48@ dead 
else_jump @CASIN10_12087 
0164: disable_marker 49@ 
160@ += 1 
50@ = 1 
jump @CASIN10_13779 

:CASIN10_12087
0226: 54@ = actor 48@ health 
if 
  51@ == 0 
else_jump @CASIN10_12159 
077B: clear_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0792: disembark_instantly_actor 48@ 
05F5: AS_actor 48@ goto_point_using_paths -781.09 497.79 1370.782 mode 6 time 10000 
51@ = 1 

:CASIN10_12159
if 
  51@ == 1 
else_jump @CASIN10_12257 
if 
00FF:   actor 48@ sphere 0 in_sphere -781.09 497.79 1370.782 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12257 
05F5: AS_actor 48@ goto_point_using_paths -791.749 491.447 1370.782 mode 6 time 10000 
51@ = 2 

:CASIN10_12257
if 
  51@ == 2 
else_jump @CASIN10_12542 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 
else_jump @CASIN10_12330 
125@ = 1 

:CASIN10_12330
if 
00FF:   actor 48@ sphere 0 in_sphere -791.749 491.447 1370.782 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12542 
if 
  52@ == 0 
else_jump @CASIN10_12435 
0173: set_actor 48@ Z_angle_to 0.0 
0638: AS_actor 48@ stay_put 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
41@ = 0 
52@ = 1 

:CASIN10_12435
if 
  125@ == 1 
else_jump @CASIN10_12542 
if 
  52@ == 1 
else_jump @CASIN10_12542 
if or
  41@ >= 6000 
  800 >= 54@ 
else_jump @CASIN10_12542 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 0 
05F5: AS_actor 48@ goto_point_using_paths -779.844 492.67 1367.616 mode 6 time 10000 
51@ = 3 

:CASIN10_12542
if 
  51@ == 3 
else_jump @CASIN10_12640 
if 
00FF:   actor 48@ sphere 0 in_sphere -779.844 492.67 1367.616 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12640 
05F5: AS_actor 48@ goto_point_using_paths -779.844 499.811 1367.571 mode 6 time 10000 
51@ = 4 

:CASIN10_12640
if 
  51@ == 4 
else_jump @CASIN10_12763 
if 
00FF:   actor 48@ sphere 0 in_sphere -779.844 499.811 1367.571 radius 0.75 0.75 2.0 on_foot 
else_jump @CASIN10_12763 
if 
  54@ > 99 
else_jump @CASIN10_12731 
0223: set_actor 48@ health_to 50 

:CASIN10_12731
05F5: AS_actor 48@ goto_point_using_paths -787.237 499.939 1366.414 mode 6 time 10000 
51@ = 5 

:CASIN10_12763
if 
  51@ == 5 
else_jump @CASIN10_12861 
if 
00FF:   actor 48@ sphere 0 in_sphere -787.237 499.939 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12861 
05F5: AS_actor 48@ goto_point_using_paths -787.543 508.034 1366.414 mode 6 time 10000 
51@ = 6 

:CASIN10_12861
if 
  51@ == 6 
else_jump @CASIN10_12959 
if 
00FF:   actor 48@ sphere 0 in_sphere -787.543 508.034 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_12959 
05F5: AS_actor 48@ goto_point_using_paths -791.552 507.859 1366.414 mode 6 time 10000 
51@ = 7 

:CASIN10_12959
if 
  51@ == 7 
else_jump @CASIN10_13057 
if 
00FF:   actor 48@ sphere 0 in_sphere -791.552 507.859 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13057 
05F5: AS_actor 48@ goto_point_using_paths -791.045 498.883 1366.414 mode 6 time 10000 
51@ = 8 

:CASIN10_13057
if 
  51@ == 8 
else_jump @CASIN10_13155 
if 
00FF:   actor 48@ sphere 0 in_sphere -791.045 498.883 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13155 
05F5: AS_actor 48@ goto_point_using_paths -791.81 492.473 1366.414 mode 6 time 10000 
51@ = 9 

:CASIN10_13155
if 
  51@ == 9 
else_jump @CASIN10_13253 
if 
00FF:   actor 48@ sphere 0 in_sphere -791.81 492.473 1366.414 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13253 
05F5: AS_actor 48@ goto_point_using_paths -798.194 492.462 1366.274 mode 6 time 10000 
51@ = 10 

:CASIN10_13253
if 
  51@ == 10 
else_jump @CASIN10_13351 
if 
00FF:   actor 48@ sphere 0 in_sphere -798.194 492.462 1366.274 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13351 
05F5: AS_actor 48@ goto_point_using_paths -799.081 503.71 1361.913 mode 6 time 10000 
51@ = 11 

:CASIN10_13351
if 
  51@ == 11 
else_jump @CASIN10_13449 
if 
00FF:   actor 48@ sphere 0 in_sphere -799.081 503.71 1361.913 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13449 
05F5: AS_actor 48@ goto_point_using_paths -821.412 504.901 1357.35 mode 6 time 10000 
51@ = 12 

:CASIN10_13449
if 
  51@ == 12 
else_jump @CASIN10_13642 
if 
00FF:   actor 48@ sphere 0 in_sphere -821.412 504.901 1357.358 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13642 
0615: define_AS_pack_begin 132@ 
05F5: AS_actor -1 goto_point_using_paths -830.889 501.107 1357.374 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths -830.711 498.369 1357.385 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 260.984 
0616: define_AS_pack_end 132@ 
if 
8118:   not actor 48@ dead 
else_jump @CASIN10_13623 
0618: assign_actor 48@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
51@ = 13 
jump @CASIN10_13642 

:CASIN10_13623
0164: disable_marker 49@ 
160@ += 1 
50@ = 1 

:CASIN10_13642
if 
  51@ == 13 
else_jump @CASIN10_13779 
if 
00FF:   actor 48@ sphere 0 in_sphere -830.711 498.369 1357.385 radius 0.5 0.5 2.0 on_foot 
else_jump @CASIN10_13779 
if 
8118:   not actor 48@ dead 
else_jump @CASIN10_13760 
0638: AS_actor 48@ stay_put 1 
04EB: AS_actor 48@ crouch 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
51@ = 14 
jump @CASIN10_13779 

:CASIN10_13760
0164: disable_marker 49@ 
160@ += 1 
50@ = 1 

:CASIN10_13779
jump @CASIN10_10911 

:CASIN10_13786
wait 3000 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:CASIN10_13827
if 
fading 
else_jump @CASIN10_13851 
wait 0 
jump @CASIN10_13827 

:CASIN10_13851
08F5: save_player_group 
if 
  126@ == 0 
else_jump @CASIN10_13878 
gosub @CASIN10_19325 

:CASIN10_13878
009B: destroy_actor 95@ 
009B: destroy_actor 98@ 
009B: destroy_actor 101@ 
009B: destroy_actor 128@ 
009B: destroy_actor 129@ 
009B: destroy_actor 130@ 
00A6: destroy_car 131@ 
0249: release_model 405 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 349 
0249: release_model 352 
0249: release_model 346 
0249: release_model 420 
0249: release_model 17 
0249: release_model 150 
04EF: release_animation "SWAT" 
034F: destroy_actor_with_fade 48@ 
0296: unload_special_actor 1 
0247: load_model 519 
07C0: load_path 601 
038B: load_requested_models 

:CASIN10_13988
if or
8248:   not model 519 available 
87C1:   not path 601 available 
else_jump @CASIN10_14020 
wait 0 
jump @CASIN10_13988 

:CASIN10_14020
select_interior 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03E6: remove_text_box 
00BE: text_clear_all 
00A5: 120@ = create_car 519 at 7500.0 2478.34 200.0 
0745: set_hydra 120@ thrust_to_horizontal 
02AA: set_car 120@ immune_to_nonplayer 1 
02AC: set_car 120@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 120@ Z_angle_to 110.0 
08E6: set_plane 120@ landing_gear 1 
036A: put_actor $PLAYER_ACTOR in_car 120@ 
05EB: assign_car 120@ to_path 601 
015F: set_camera_position 8867.637 1581.89 193.188 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8867.605 1582.883 193.0727 switchstyle 2 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:CASIN10_14192
if 
fading 
else_jump @CASIN10_14216 
wait 0 
jump @CASIN10_14192 

:CASIN10_14216
0707: start_scene_skip_to @CASIN10_14299 
40@ = 0 

:CASIN10_14230
if 
  2800 > 40@ 
else_jump @CASIN10_14299 
wait 0 
if 
0119:   car 120@ wrecked 
else_jump @CASIN10_14292 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
jump @CASIN10_15201 

:CASIN10_14292
jump @CASIN10_14230 

:CASIN10_14299
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

:CASIN10_14316
if 
fading 
else_jump @CASIN10_14340 
wait 0 
jump @CASIN10_14316 

:CASIN10_14340
if 
8119:   not car 120@ wrecked 
else_jump @CASIN10_14377 
if 
060E:   car 120@ assigned_to_path 
else_jump @CASIN10_14377 
05EC: release_car 120@ from_path 

:CASIN10_14377
0873: release_path 601 
if 
8119:   not car 120@ wrecked 
else_jump @CASIN10_14469 
00AB: put_car 120@ at 7500.0 2478.34 200.0 
0519: set_car 120@ locked 1 
0745: set_hydra 120@ thrust_to_horizontal 
02AA: set_car 120@ immune_to_nonplayer 0 
02AC: set_car 120@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0175: set_car 120@ Z_angle_to 110.0 
08E6: set_plane 120@ landing_gear 1 

:CASIN10_14469
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
09AC: disable_map_icons 0 
01F0: set_max_wanted_level_to 6 
fade 1 500 
02A3: enable_widescreen 0 

:CASIN10_14502
if 
fading 
else_jump @CASIN10_14526 
wait 0 
jump @CASIN10_14502 

:CASIN10_14526
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
8119:   not car 120@ wrecked 
else_jump @CASIN10_14587 
0519: set_car 120@ locked 0 
04BA: set_car 120@ speed_to 30.0 
jump @CASIN10_14610 

:CASIN10_14587
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
jump @CASIN10_15201 

:CASIN10_14610
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 138@ = create_checkpoint_at 1477.225 1640.364 9.86 
08A8: set_markers_to_long_distance 1 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 1 
gosub @CASIN10_47 
137@ = 0 

:CASIN10_14692
if or
81AC:   not car 120@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
else_jump @CASIN10_15170 
wait 0 
if 
0119:   car 120@ wrecked 
else_jump @CASIN10_14837 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
jump @CASIN10_15201 
jump @CASIN10_15163 

:CASIN10_14837
if 
00DB:   actor $PLAYER_ACTOR in_car 120@ 
else_jump @CASIN10_15039 
if 
0100:   actor $PLAYER_ACTOR in_sphere 1477.225 1640.364 9.86 radius 350.0 350.0 500.0 sphere 0 in_car 
else_jump @CASIN10_14911 
gosub @CASIN10_20328 

:CASIN10_14911
if 
81AC:   not car 120@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
else_jump @CASIN10_15032 
if 
  137@ == 1 
else_jump @CASIN10_15032 
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 138@ = create_checkpoint_at 1477.225 1640.364 9.86 
0164: disable_marker 121@ 
$126 = 1 
137@ = 0 

:CASIN10_15032
jump @CASIN10_15163 

:CASIN10_15039
040D: unload_wav 1 
040D: unload_wav 2 
if 
81AC:   not car 120@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
else_jump @CASIN10_15163 
if 
  137@ == 0 
else_jump @CASIN10_15163 
0164: disable_marker 138@ 
0186: 121@ = create_marker_above_car 120@ 
07E0: set_marker 42@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
$126 = 0 
137@ = 1 

:CASIN10_15163
jump @CASIN10_14692 

:CASIN10_15170
0164: disable_marker 138@ 
0164: disable_marker 121@ 
08A8: set_markers_to_long_distance 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
jump @CASIN10_15350 

:CASIN10_15201
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if or
04AD:   actor $PLAYER_ACTOR in_water 
02BF:   car 120@ sunk 
else_jump @CASIN10_15260 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_15260
if 
0818:   actor $PLAYER_ACTOR in_air 
else_jump @CASIN10_15348 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @CASIN10_15348 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @CASIN10_15348 
if 
   not $2899 > 0 
else_jump @CASIN10_15348 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_15348
return 

:CASIN10_15350
$596 += 1 
0318: set_latest_mission_passed 'CASIN10'  // Saint Mark's Bistro
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 20000 
0998: add_respect 35 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $584 
0629: change_integer_stat 181 to 3 
create_thread @MANSION 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $587 at $606 $607 $608 
08DC: create_interior_marker $581 at 2026.603 1007.735 radius 20.0 
end_thread_named 'MOBLA2' 
create_thread @MOB_LA2 
0629: change_integer_stat 329 to 1 
$24 = 1 
return 

:CASIN10_15509
01F0: set_max_wanted_level_to 6 
03C7: set_sensitivity_to_crime 1.0 
034F: destroy_actor_with_fade 48@ 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
061B: remove_references_to_AS_pack 83@ 
061B: remove_references_to_AS_pack 87@ 
061B: remove_references_to_AS_pack 105@ 
061B: remove_references_to_AS_pack 106@ 
061B: remove_references_to_AS_pack 104@ 
061B: remove_references_to_AS_pack 170@ 
061B: remove_references_to_AS_pack 75@ 
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 46@ 
061B: remove_references_to_AS_pack 47@ 
061B: remove_references_to_AS_pack 132@ 
0164: disable_marker 49@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 134@ 
0164: disable_marker 121@ 
0164: disable_marker 138@ 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 349 
0249: release_model 352 
0249: release_model 346 
0249: release_model 519 
0249: release_model 405 
0249: release_model 420 
0249: release_model 17 
0249: release_model 150 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
065C: release_decision_maker 113@ 
065C: release_decision_maker 118@ 
0873: release_path 601 
0873: release_path 602 
0873: release_path 603 
04EF: release_animation "SWAT" 
08A8: set_markers_to_long_distance 0 
057E: set_radar_grey 0 
mission_cleanup 
return 

:CASIN10_15794
if 
  50@ == 0 
else_jump @CASIN10_15847 
if 
0118:   actor 48@ dead 
else_jump @CASIN10_15847 
0164: disable_marker 49@ 
160@ += 1 
50@ = 1 

:CASIN10_15847
if 
  56@ == 0 
else_jump @CASIN10_16122 
if 
0118:   actor 55@ dead 
else_jump @CASIN10_15902 
160@ += 1 
56@ = 1 
jump @CASIN10_16122 

:CASIN10_15902
if 
  124@ == 1 
else_jump @CASIN10_16122 
if 
  50@ == 0 
else_jump @CASIN10_16038 
if 
  57@ == 0 
else_jump @CASIN10_16031 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
else_jump @CASIN10_16031 
0687: clear_actor 55@ task 
0638: AS_actor 55@ stay_put 1 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
57@ = 1 

:CASIN10_16031
jump @CASIN10_16122 

:CASIN10_16038
if 
  57@ == 1 
else_jump @CASIN10_16077 
0638: AS_actor 55@ stay_put 0 
57@ = 2 
jump @CASIN10_16122 

:CASIN10_16077
if 
   not 57@ == 2 
else_jump @CASIN10_16122 
0687: clear_actor 55@ task 
0638: AS_actor 55@ stay_put 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
57@ = 2 

:CASIN10_16122
if 
  59@ == 0 
else_jump @CASIN10_16397 
if 
0118:   actor 58@ dead 
else_jump @CASIN10_16177 
160@ += 1 
59@ = 1 
jump @CASIN10_16397 

:CASIN10_16177
if 
  124@ == 1 
else_jump @CASIN10_16397 
if 
  50@ == 0 
else_jump @CASIN10_16313 
if 
  60@ == 0 
else_jump @CASIN10_16306 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
else_jump @CASIN10_16306 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
60@ = 1 

:CASIN10_16306
jump @CASIN10_16397 

:CASIN10_16313
if 
  60@ == 1 
else_jump @CASIN10_16352 
0638: AS_actor 58@ stay_put 0 
60@ = 2 
jump @CASIN10_16397 

:CASIN10_16352
if 
   not 60@ == 2 
else_jump @CASIN10_16397 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 0 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
60@ = 2 

:CASIN10_16397
if 
  62@ == 0 
else_jump @CASIN10_16502 
if 
0118:   actor 61@ dead 
else_jump @CASIN10_16452 
160@ += 1 
62@ = 1 
jump @CASIN10_16502 

:CASIN10_16452
if 
  50@ == 1 
else_jump @CASIN10_16502 
if 
  2 > 63@ 
else_jump @CASIN10_16502 
0638: AS_actor 61@ stay_put 0 
63@ = 2 

:CASIN10_16502
if 
  65@ == 0 
else_jump @CASIN10_16607 
if 
0118:   actor 64@ dead 
else_jump @CASIN10_16557 
160@ += 1 
65@ = 1 
jump @CASIN10_16607 

:CASIN10_16557
if 
  50@ == 1 
else_jump @CASIN10_16607 
if 
  2 > 66@ 
else_jump @CASIN10_16607 
0638: AS_actor 64@ stay_put 0 
66@ = 2 

:CASIN10_16607
if 
  68@ == 0 
else_jump @CASIN10_16764 
if 
0118:   actor 67@ dead 
else_jump @CASIN10_16662 
160@ += 1 
68@ = 1 
jump @CASIN10_16764 

:CASIN10_16662
if 
  50@ == 1 
else_jump @CASIN10_16764 
if 
  69@ == 0 
else_jump @CASIN10_16732 
0687: clear_actor 67@ task 
0638: AS_actor 67@ stay_put 0 
05E2: AS_actor 67@ kill_actor $PLAYER_ACTOR 
69@ = 1 
jump @CASIN10_16764 

:CASIN10_16732
if 
  2 > 69@ 
else_jump @CASIN10_16764 
0638: AS_actor 67@ stay_put 0 
69@ = 2 

:CASIN10_16764
if 
  71@ == 0 
else_jump @CASIN10_16921 
if 
0118:   actor 70@ dead 
else_jump @CASIN10_16819 
160@ += 1 
71@ = 1 
jump @CASIN10_16921 

:CASIN10_16819
if 
  50@ == 1 
else_jump @CASIN10_16921 
if 
  72@ == 0 
else_jump @CASIN10_16889 
0687: clear_actor 70@ task 
0638: AS_actor 70@ stay_put 0 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
72@ = 1 
jump @CASIN10_16921 

:CASIN10_16889
if 
  2 > 72@ 
else_jump @CASIN10_16921 
0638: AS_actor 70@ stay_put 0 
72@ = 2 

:CASIN10_16921
if 
  74@ == 0 
else_jump @CASIN10_17026 
if 
0118:   actor 73@ dead 
else_jump @CASIN10_16976 
160@ += 1 
74@ = 1 
jump @CASIN10_17026 

:CASIN10_16976
if 
  50@ == 1 
else_jump @CASIN10_17026 
if 
  76@ == 0 
else_jump @CASIN10_17026 
0638: AS_actor 73@ stay_put 0 
76@ = 1 

:CASIN10_17026
if 
  78@ == 0 
else_jump @CASIN10_17131 
if 
0118:   actor 77@ dead 
else_jump @CASIN10_17081 
160@ += 1 
78@ = 1 
jump @CASIN10_17131 

:CASIN10_17081
if 
  50@ == 1 
else_jump @CASIN10_17131 
if 
  80@ == 0 
else_jump @CASIN10_17131 
0638: AS_actor 77@ stay_put 0 
80@ = 1 

:CASIN10_17131
if 
  82@ == 0 
else_jump @CASIN10_17249 
if 
0118:   actor 81@ dead 
else_jump @CASIN10_17186 
160@ += 1 
82@ = 1 
jump @CASIN10_17249 

:CASIN10_17186
if 
  50@ == 1 
else_jump @CASIN10_17249 
if 
  84@ == 0 
else_jump @CASIN10_17249 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
84@ = 1 

:CASIN10_17249
if 
  86@ == 0 
else_jump @CASIN10_17485 
if 
0118:   actor 85@ dead 
else_jump @CASIN10_17304 
160@ += 1 
86@ = 1 
jump @CASIN10_17485 

:CASIN10_17304
if 
  124@ == 1 
else_jump @CASIN10_17485 
if 
  50@ == 0 
else_jump @CASIN10_17440 
if 
  88@ == 0 
else_jump @CASIN10_17433 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
else_jump @CASIN10_17433 
0687: clear_actor 85@ task 
0638: AS_actor 85@ stay_put 0 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
88@ = 1 

:CASIN10_17433
jump @CASIN10_17485 

:CASIN10_17440
if 
  88@ == 0 
else_jump @CASIN10_17485 
0687: clear_actor 85@ task 
0638: AS_actor 85@ stay_put 0 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
88@ = 1 

:CASIN10_17485
if 
  90@ == 0 
else_jump @CASIN10_17849 
if 
0118:   actor 89@ dead 
else_jump @CASIN10_17540 
160@ += 1 
90@ = 1 
jump @CASIN10_17849 

:CASIN10_17540
if 
  124@ == 1 
else_jump @CASIN10_17849 
if 
  50@ == 0 
else_jump @CASIN10_17804 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
else_jump @CASIN10_17752 
if 
  91@ == 0 
else_jump @CASIN10_17664 
0085: 108@ = 89@ // (int) 
gosub @CASIN10_18737 
91@ = 1 

:CASIN10_17664
if 
  91@ == 1 
else_jump @CASIN10_17745 
if 
031D:   actor 89@ hit_by_weapon 57 
else_jump @CASIN10_17745 
if 
  91@ == 1 
else_jump @CASIN10_17745 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 0 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
91@ = 2 

:CASIN10_17745
jump @CASIN10_17797 

:CASIN10_17752
if 
  91@ == 1 
else_jump @CASIN10_17797 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 0 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
91@ = 2 

:CASIN10_17797
jump @CASIN10_17849 

:CASIN10_17804
if 
   not 91@ == 2 
else_jump @CASIN10_17849 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 0 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
91@ = 2 

:CASIN10_17849
if 
  93@ == 0 
else_jump @CASIN10_18264 
if 
0118:   actor 92@ dead 
else_jump @CASIN10_17904 
160@ += 1 
93@ = 1 
jump @CASIN10_18264 

:CASIN10_17904
if 
  124@ == 1 
else_jump @CASIN10_18264 
if 
  50@ == 0 
else_jump @CASIN10_18219 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
else_jump @CASIN10_18167 
if 
  94@ == 0 
else_jump @CASIN10_18020 
40@ = 0 
94@ = 1 

:CASIN10_18020
if 
  94@ == 1 
else_jump @CASIN10_18079 
if 
  40@ >= 800 
else_jump @CASIN10_18079 
0085: 108@ = 92@ // (int) 
gosub @CASIN10_18737 
94@ = 2 

:CASIN10_18079
if 
  94@ == 1 
else_jump @CASIN10_18160 
if 
031D:   actor 92@ hit_by_weapon 57 
else_jump @CASIN10_18160 
if 
  3 > 94@ 
else_jump @CASIN10_18160 
0687: clear_actor 92@ task 
0638: AS_actor 92@ stay_put 0 
05E2: AS_actor 92@ kill_actor $PLAYER_ACTOR 
94@ = 3 

:CASIN10_18160
jump @CASIN10_18212 

:CASIN10_18167
if 
  94@ == 2 
else_jump @CASIN10_18212 
0687: clear_actor 92@ task 
0638: AS_actor 92@ stay_put 0 
05E2: AS_actor 92@ kill_actor $PLAYER_ACTOR 
94@ = 3 

:CASIN10_18212
jump @CASIN10_18264 

:CASIN10_18219
if 
  3 > 94@ 
else_jump @CASIN10_18264 
0687: clear_actor 92@ task 
0638: AS_actor 92@ stay_put 0 
05E2: AS_actor 92@ kill_actor $PLAYER_ACTOR 
94@ = 3 

:CASIN10_18264
if 
  96@ == 0 
else_jump @CASIN10_18421 
if 
0118:   actor 95@ dead 
else_jump @CASIN10_18319 
160@ += 1 
96@ = 1 
jump @CASIN10_18421 

:CASIN10_18319
if 
  50@ == 1 
else_jump @CASIN10_18421 
if 
  97@ == 0 
else_jump @CASIN10_18389 
0687: clear_actor 95@ task 
0638: AS_actor 95@ stay_put 0 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 
97@ = 1 
jump @CASIN10_18421 

:CASIN10_18389
if 
  2 > 97@ 
else_jump @CASIN10_18421 
0638: AS_actor 95@ stay_put 0 
97@ = 2 

:CASIN10_18421
if 
  99@ == 0 
else_jump @CASIN10_18578 
if 
0118:   actor 98@ dead 
else_jump @CASIN10_18476 
160@ += 1 
99@ = 1 
jump @CASIN10_18578 

:CASIN10_18476
if 
  50@ == 1 
else_jump @CASIN10_18578 
if 
  100@ == 0 
else_jump @CASIN10_18546 
0687: clear_actor 98@ task 
0638: AS_actor 98@ stay_put 0 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
100@ = 1 
jump @CASIN10_18578 

:CASIN10_18546
if 
  2 > 100@ 
else_jump @CASIN10_18578 
0638: AS_actor 98@ stay_put 0 
100@ = 2 

:CASIN10_18578
if 
  102@ == 0 
else_jump @CASIN10_18735 
if 
0118:   actor 101@ dead 
else_jump @CASIN10_18633 
160@ += 1 
102@ = 1 
jump @CASIN10_18735 

:CASIN10_18633
if 
  50@ == 1 
else_jump @CASIN10_18735 
if 
  103@ == 0 
else_jump @CASIN10_18703 
0687: clear_actor 101@ task 
0638: AS_actor 101@ stay_put 0 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 
103@ = 1 
jump @CASIN10_18735 

:CASIN10_18703
if 
  2 > 103@ 
else_jump @CASIN10_18735 
0638: AS_actor 101@ stay_put 0 
103@ = 2 

:CASIN10_18735
return 

:CASIN10_18737
0615: define_AS_pack_begin 104@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 104@ loop 1 
0616: define_AS_pack_end 104@ 
0618: assign_actor 108@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
return 

:CASIN10_18961
0615: define_AS_pack_begin 105@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -788.611 497.731 1375.227 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 105@ 
if 
8118:   not actor 109@ dead 
else_jump @CASIN10_19037 
0618: assign_actor 109@ to_AS_pack 105@ 

:CASIN10_19037
061B: remove_references_to_AS_pack 105@ 
return 

:CASIN10_19044
0615: define_AS_pack_begin 106@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -789.542 495.862 1376.235 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
if 
8118:   not actor 110@ dead 
else_jump @CASIN10_19120 
0618: assign_actor 110@ to_AS_pack 106@ 

:CASIN10_19120
061B: remove_references_to_AS_pack 106@ 
return 

:CASIN10_19127
0615: define_AS_pack_begin 46@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 46@ 
if 
8118:   not actor 111@ dead 
else_jump @CASIN10_19219 
0618: assign_actor 111@ to_AS_pack 46@ 

:CASIN10_19219
061B: remove_references_to_AS_pack 46@ 
return 

:CASIN10_19226
0615: define_AS_pack_begin 47@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 47@ 
if 
8118:   not actor 112@ dead 
else_jump @CASIN10_19318 
0618: assign_actor 112@ to_AS_pack 47@ 

:CASIN10_19318
061B: remove_references_to_AS_pack 47@ 
return 

:CASIN10_19325
if 
  56@ == 0 
else_jump @CASIN10_19378 
if 
8118:   not actor 55@ dead 
else_jump @CASIN10_19378 
009B: destroy_actor 55@ 
160@ += 1 
56@ = 1 

:CASIN10_19378
if 
  59@ == 0 
else_jump @CASIN10_19431 
if 
8118:   not actor 58@ dead 
else_jump @CASIN10_19431 
009B: destroy_actor 58@ 
160@ += 1 
59@ = 1 

:CASIN10_19431
if 
  62@ == 0 
else_jump @CASIN10_19484 
if 
8118:   not actor 61@ dead 
else_jump @CASIN10_19484 
009B: destroy_actor 61@ 
160@ += 1 
62@ = 1 

:CASIN10_19484
if 
  65@ == 0 
else_jump @CASIN10_19537 
if 
8118:   not actor 64@ dead 
else_jump @CASIN10_19537 
009B: destroy_actor 64@ 
160@ += 1 
65@ = 1 

:CASIN10_19537
if 
  68@ == 0 
else_jump @CASIN10_19590 
if 
8118:   not actor 67@ dead 
else_jump @CASIN10_19590 
009B: destroy_actor 67@ 
160@ += 1 
68@ = 1 

:CASIN10_19590
if 
  71@ == 0 
else_jump @CASIN10_19643 
if 
8118:   not actor 70@ dead 
else_jump @CASIN10_19643 
009B: destroy_actor 70@ 
160@ += 1 
71@ = 1 

:CASIN10_19643
if 
  74@ == 0 
else_jump @CASIN10_19696 
if 
8118:   not actor 73@ dead 
else_jump @CASIN10_19696 
009B: destroy_actor 73@ 
160@ += 1 
74@ = 1 

:CASIN10_19696
if 
  78@ == 0 
else_jump @CASIN10_19749 
if 
8118:   not actor 77@ dead 
else_jump @CASIN10_19749 
009B: destroy_actor 77@ 
160@ += 1 
78@ = 1 

:CASIN10_19749
if 
  82@ == 0 
else_jump @CASIN10_19802 
if 
8118:   not actor 81@ dead 
else_jump @CASIN10_19802 
009B: destroy_actor 81@ 
160@ += 1 
82@ = 1 

:CASIN10_19802
if 
  86@ == 0 
else_jump @CASIN10_19855 
if 
8118:   not actor 85@ dead 
else_jump @CASIN10_19855 
009B: destroy_actor 85@ 
160@ += 1 
86@ = 1 

:CASIN10_19855
if 
  90@ == 0 
else_jump @CASIN10_19908 
if 
8118:   not actor 89@ dead 
else_jump @CASIN10_19908 
009B: destroy_actor 89@ 
160@ += 1 
90@ = 0 

:CASIN10_19908
if 
  93@ == 0 
else_jump @CASIN10_19961 
if 
8118:   not actor 92@ dead 
else_jump @CASIN10_19961 
009B: destroy_actor 92@ 
160@ += 1 
93@ = 1 

:CASIN10_19961
126@ = 1 
return 

:CASIN10_19970
0674: set_car_model 405 numberplate "_4GEDIT_" 
00A5: 131@ = create_car 405 at -831.107 503.678 1357.348 
0229: set_car 131@ primary_color_to 24 secondary_color_to 24 
0175: set_car 131@ Z_angle_to 292.606 
020A: set_car 131@ door_status_to 2 
0840: link_car 131@ to_interior 1 
009A: 128@ = create_actor_pedtype 24 model 126 at -816.005 493.329 1358.293 
0856: set_actor 128@ enable_crouch 0 
01B2: give_actor 128@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 128@ Z_angle_to 302.139 
060B: set_actor 128@ decision_maker_to 114@ 
0638: AS_actor 128@ stay_put 1 
05E2: AS_actor 128@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 128@ weapon_accuracy_to 80 
07DD: set_actor 128@ attack_rate 50 // previously known as temper_to 
009A: 129@ = create_actor_pedtype 24 model 124 at -821.268 508.167 1358.273 
0856: set_actor 129@ enable_crouch 0 
01B2: give_actor 129@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 129@ Z_angle_to 234.012 
060B: set_actor 129@ decision_maker_to 114@ 
04EB: AS_actor 129@ crouch 1 
0638: AS_actor 129@ stay_put 1 
05E2: AS_actor 129@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 129@ weapon_accuracy_to 50 
07DD: set_actor 129@ attack_rate 80 // previously known as temper_to 
009A: 130@ = create_actor_pedtype 24 model 125 at -828.77 510.594 1357.307 
0856: set_actor 130@ enable_crouch 0 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 130@ Z_angle_to 241.767 
060B: set_actor 130@ decision_maker_to 114@ 
04EB: AS_actor 130@ crouch 1 
0638: AS_actor 130@ stay_put 1 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 130@ weapon_accuracy_to 75 
07DD: set_actor 130@ attack_rate 50 // previously known as temper_to 
127@ = 1 
return 

:CASIN10_20328
if or
  140@ == 0 
  140@ == 1 
else_jump @CASIN10_20379 
if 
002E:   $1446 >= 139@ // (int) 
else_jump @CASIN10_20379 
gosub @CASIN10_20437 

:CASIN10_20379
if 
  140@ == 2 
else_jump @CASIN10_20435 
if 
03D2:   wav 1 ended 
else_jump @CASIN10_20435 
140@ = 0 
139@ += 1 
141@ = 0 
00BE: text_clear_all 

:CASIN10_20435
return 

:CASIN10_20437
if 
  140@ == 0 
else_jump @CASIN10_20473 
03CF: load_wav 143@(139@,17i) as 1 
140@ = 1 

:CASIN10_20473
if 
  140@ == 1 
else_jump @CASIN10_20531 
if 
03D0:   wav 1 loaded 
else_jump @CASIN10_20531 
00BC: show_text_highpriority GXT $9129(139@,17s) time 4000 flag 1 
03D1: play_wav 1 
140@ = 2 

:CASIN10_20531
return 

:CASIN10_20533
if 
  161@ == 0 
else_jump @CASIN10_20638 
if 
0118:   actor 128@ dead 
else_jump @CASIN10_20588 
160@ += 1 
161@ = 1 
jump @CASIN10_20638 

:CASIN10_20588
if 
  50@ == 1 
else_jump @CASIN10_20638 
if 
  162@ == 0 
else_jump @CASIN10_20638 
0350: set_actor 128@ maintain_position_when_attacked 0 
162@ = 1 

:CASIN10_20638
if 
  163@ == 0 
else_jump @CASIN10_20743 
if 
0118:   actor 129@ dead 
else_jump @CASIN10_20693 
160@ += 1 
163@ = 1 
jump @CASIN10_20743 

:CASIN10_20693
if 
  50@ == 1 
else_jump @CASIN10_20743 
if 
  164@ == 0 
else_jump @CASIN10_20743 
0350: set_actor 129@ maintain_position_when_attacked 0 
164@ = 1 

:CASIN10_20743
if 
  165@ == 0 
else_jump @CASIN10_20848 
if 
0118:   actor 130@ dead 
else_jump @CASIN10_20798 
160@ += 1 
165@ = 1 
jump @CASIN10_20848 

:CASIN10_20798
if 
  50@ == 1 
else_jump @CASIN10_20848 
if 
  166@ == 0 
else_jump @CASIN10_20848 
0350: set_actor 130@ maintain_position_when_attacked 0 
166@ = 1 

:CASIN10_20848
return 

//-------------Mission 93---------------
// Originally: Misappropriation

:VCRASH1
gosub @VCRASH1_36 
if 
wasted_or_busted 
else_jump @VCRASH1_27 
gosub @VCRASH1_7881 

:VCRASH1_27
gosub @VCRASH1_8049 
end_thread 

:VCRASH1_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'VCRASH1' 
wait 0 
054C: use_GXT_table 'VCR1' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASHV1' 

:VCRASH1_84
if 
86B9:   not cutscene_data_loaded 
else_jump @VCRASH1_108 
wait 0 
jump @VCRASH1_84 

:VCRASH1_108
set_weather 11 
02E7: start_cutscene 
0395: clear_area 0 at 1653.347 2668.373 10.8203 radius 10.0 
fade 1 1000 

:VCRASH1_145
if 
82E9:   not cutscene_reached_end 
else_jump @VCRASH1_169 
wait 0 
jump @VCRASH1_145 

:VCRASH1_169
fade 0 0 

:VCRASH1_175
if 
fading 
else_jump @VCRASH1_199 
wait 0 
jump @VCRASH1_175 

:VCRASH1_199
02EA: end_cutscene 

:VCRASH1_201
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @VCRASH1_228 
wait 0 
jump @VCRASH1_201 

:VCRASH1_228
0395: clear_area 0 at 1599.09 2667.725 9.8203 radius 0.5 
03CB: set_rendering_origin_at 1599.09 2667.725 9.8203 
00A1: put_actor $PLAYER_ACTOR at 1599.09 2667.725 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
01B7: release_weather 
08F6: restore_player_group 
fade 1 1000 

:VCRASH1_312
if 
fading 
else_jump @VCRASH1_336 
wait 0 
jump @VCRASH1_312 

:VCRASH1_336
09FF: set_restart_closest_to 1599.09 2667.725 9.8203 
00BC: show_text_highpriority GXT 'VCR1__1' time 15000 flag 1  // ~s~Kill the ~r~target ~s~and grab the evidence dossier.
018A: 42@ = create_checkpoint_at -1306.191 2532.48 86.7332 
0165: set_marker 42@ color_to 0 
67@ = 0 
68@ = 0 
69@ = 0 
57@ = 0 

:VCRASH1_424
if 
  10 > 57@ 
else_jump @VCRASH1_467 
70@(57@,10i) = 0 
57@ += 1 
jump @VCRASH1_424 

:VCRASH1_467
44@ = 0 
80@ = 0 
81@ = 0 
if 
  44@ == 1 
else_jump @VCRASH1_525 
0213: 114@ = create_pickup #BRIEFCASE type 3 at 111@ 112@ 113@ 

:VCRASH1_525
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
if 
  $4263 == 1 
else_jump @VCRASH1_574 
0950: set_trip_skip -1346.614 2304.482 93.539 angle 4.8156 

:VCRASH1_574
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @VCRASH1_601 
jump @VCRASH1_574 

:VCRASH1_601
if 
0735:   is_keyboard_key_pressed 83 
else_jump @VCRASH1_623 
jump @VCRASH1_7988 

:VCRASH1_623
01BD: $15 = current_time_in_ms 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 200.0 200.0 
else_jump @VCRASH1_710 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:VCRASH1_710
if 
  44@ == 0 
else_jump @VCRASH1_3167 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 250.0 250.0 
else_jump @VCRASH1_3167 
52@ = 0 
if 
8248:   not model 487 available 
else_jump @VCRASH1_801 
0247: load_model 487 
jump @VCRASH1_808 

:VCRASH1_801
52@ += 1 

:VCRASH1_808
if 
8248:   not model 500 available 
else_jump @VCRASH1_836 
0247: load_model 500 
jump @VCRASH1_843 

:VCRASH1_836
52@ += 1 

:VCRASH1_843
if 
8248:   not model 490 available 
else_jump @VCRASH1_871 
0247: load_model 490 
jump @VCRASH1_878 

:VCRASH1_871
52@ += 1 

:VCRASH1_878
if 
8248:   not model 468 available 
else_jump @VCRASH1_906 
0247: load_model 468 
jump @VCRASH1_913 

:VCRASH1_906
52@ += 1 

:VCRASH1_913
if 
8248:   not model 402 available 
else_jump @VCRASH1_941 
0247: load_model 402 
jump @VCRASH1_948 

:VCRASH1_941
52@ += 1 

:VCRASH1_948
if 
8248:   not model 355 available 
else_jump @VCRASH1_976 
0247: load_model 355 
jump @VCRASH1_983 

:VCRASH1_976
52@ += 1 

:VCRASH1_983
if 
8248:   not model 286 available 
else_jump @VCRASH1_1011 
0247: load_model 286 
jump @VCRASH1_1018 

:VCRASH1_1011
52@ += 1 

:VCRASH1_1018
if 
8248:   not model 147 available 
else_jump @VCRASH1_1046 
0247: load_model 147 
jump @VCRASH1_1053 

:VCRASH1_1046
52@ += 1 

:VCRASH1_1053
if 
8248:   not model 352 available 
else_jump @VCRASH1_1081 
0247: load_model 352 
jump @VCRASH1_1088 

:VCRASH1_1081
52@ += 1 

:VCRASH1_1088
if 
87C1:   not path 114 available 
else_jump @VCRASH1_1114 
07C0: load_path 114 
jump @VCRASH1_1121 

:VCRASH1_1114
52@ += 1 

:VCRASH1_1121
if 
87C1:   not path 109 available 
else_jump @VCRASH1_1147 
07C0: load_path 109 
jump @VCRASH1_1154 

:VCRASH1_1147
52@ += 1 

:VCRASH1_1154
if 
  52@ == 11 
else_jump @VCRASH1_3167 
$4263 = 1 
00A5: 82@ = create_car 487 at -1325.514 2559.87 87.6329 
0175: set_car 82@ Z_angle_to 90.0 
020A: set_car 82@ door_status_to 3 
0224: set_car 82@ health_to 50000 
02AC: set_car 82@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 82@ to_path 114 
06FD: set_car 82@ speed_on_path_to 0.0 
0825: set_helicopter 82@ instant_rotor_start 
00A5: 83@ = create_car 487 at -1343.22 2538.337 87.0107 
0175: set_car 83@ Z_angle_to 10.304 
02AC: set_car 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model 487 
00A5: 84@ = create_car 500 at -1304.416 2498.821 87.0571 
0249: release_model 500 
0175: set_car 84@ Z_angle_to 240.0877 
00A5: 85@ = create_car 490 at -1291.948 2497.782 87.1105 
0249: release_model 490 
0175: set_car 85@ Z_angle_to 107.4866 
00A5: 86@ = create_car 468 at -1311.13 2512.169 86.7085 
0175: set_car 86@ Z_angle_to 177.3181 
00A5: 87@ = create_car 468 at -1308.107 2542.577 87.4072 
0249: release_model 468 
0175: set_car 87@ Z_angle_to 179.8761 
009A: 88@ = create_actor_pedtype 24 model 147 at -1312.009 2549.6 86.7332 
0173: set_actor 88@ Z_angle_to 259.3965 
01B2: give_actor 88@ weapon 28 ammo 9999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 88@ radius 30.0 peds_to_scan 5 
0164: disable_marker 42@ 
0187: 42@ = create_marker_above_actor 88@ 
02A9: set_actor 88@ immune_to_nonplayer 1 
0223: set_actor 88@ health_to 200 
07E5: copy_decision_maker -1 to 98@ 
0708: reset_decision_maker 98@ event 31 
060B: set_actor 88@ decision_maker_to 98@ 
99@ = 0 
009A: 89@ = create_actor_pedtype 24 model 286 at -1302.715 2534.374 86.7332 
0173: set_actor 89@ Z_angle_to 183.0002 
01B2: give_actor 89@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 89@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 89@ radius 30.0 peds_to_scan 8 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 89@ melee_accuracy_to 70.0 
0961: set_actor 89@ keep_tasks_after_cleanup 1 
009A: 90@ = create_actor_pedtype 24 model 286 at -1325.868 2525.353 89.2044 
0173: set_actor 90@ Z_angle_to 226.106 
01B2: give_actor 90@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 90@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 90@ radius 30.0 peds_to_scan 8 
077A: set_actor 90@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 90@ melee_accuracy_to 70.0 
0961: set_actor 90@ keep_tasks_after_cleanup 1 
009A: 91@ = create_actor_pedtype 24 model 286 at -1303.204 2530.197 86.6889 
0173: set_actor 91@ Z_angle_to 4.8042 
01B2: give_actor 91@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 91@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 91@ radius 30.0 peds_to_scan 8 
077A: set_actor 91@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 91@ melee_accuracy_to 70.0 
0961: set_actor 91@ keep_tasks_after_cleanup 1 
009A: 92@ = create_actor_pedtype 24 model 286 at -1315.783 2502.167 88.8673 
0173: set_actor 92@ Z_angle_to 242.7848 
01B2: give_actor 92@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 92@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 92@ radius 30.0 peds_to_scan 8 
077A: set_actor 92@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 92@ melee_accuracy_to 70.0 
0961: set_actor 92@ keep_tasks_after_cleanup 1 
009A: 93@ = create_actor_pedtype 24 model 286 at -1299.54 2555.919 86.5877 
01B2: give_actor 93@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 93@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 93@ radius 30.0 peds_to_scan 8 
077A: set_actor 93@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 93@ melee_accuracy_to 70.0 
0961: set_actor 93@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1299.54 2555.919 86.5877 
05D7: add_point_to_scmpath -1310.96 2556.232 86.7332 
05D7: add_point_to_scmpath -1311.968 2538.963 86.7332 
05D7: add_point_to_scmpath -1321.357 2531.076 86.6104 
05D7: add_point_to_scmpath -1321.043 2522.5 86.285 
05D7: add_point_to_scmpath -1314.539 2513.364 86.0349 
05D7: add_point_to_scmpath -1309.208 2508.24 86.0349 
05D7: add_point_to_scmpath -1296.686 2524.012 86.4456 
05D8: AS_assign_scmpath to_actor 93@ flags 4 3 
009A: 94@ = create_actor_pedtype 24 model 286 at -1328.974 2533.529 86.409 
01B2: give_actor 94@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 94@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 94@ radius 30.0 peds_to_scan 8 
077A: set_actor 94@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 94@ melee_accuracy_to 70.0 
0961: set_actor 94@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1328.974 2533.529 86.409 
05D7: add_point_to_scmpath -1329.293 2521.88 86.0349 
05D7: add_point_to_scmpath -1309.195 2521.418 86.3435 
05D7: add_point_to_scmpath -1308.755 2535.446 86.7332 
05D8: AS_assign_scmpath to_actor 94@ flags 4 3 
009A: 95@ = create_actor_pedtype 24 model 286 at -1288.024 2516.431 86.1473 
01B2: give_actor 95@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 95@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 95@ radius 30.0 peds_to_scan 8 
077A: set_actor 95@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 95@ melee_accuracy_to 70.0 
0961: set_actor 95@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1288.024 2516.431 86.1473 
05D7: add_point_to_scmpath -1287.43 2508.769 86.0176 
05D7: add_point_to_scmpath -1295.208 2506.548 85.9726 
05D7: add_point_to_scmpath -1310.584 2517.543 86.191 
05D7: add_point_to_scmpath -1311.336 2524.432 86.4621 
05D7: add_point_to_scmpath -1305.55 2521.813 86.359 
05D7: add_point_to_scmpath -1300.198 2521.183 86.3342 
05D7: add_point_to_scmpath -1296.416 2525.185 86.4917 
05D8: AS_assign_scmpath to_actor 95@ flags 4 2 
009A: 96@ = create_actor_pedtype 24 model 286 at -1294.97 2499.619 85.9347 
0173: set_actor 96@ Z_angle_to 102.9169 
01B2: give_actor 96@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 96@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 96@ radius 30.0 peds_to_scan 8 
077A: set_actor 96@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 96@ melee_accuracy_to 70.0 
0961: set_actor 96@ keep_tasks_after_cleanup 1 
009A: 97@ = create_actor_pedtype 24 model 286 at -1296.548 2499.436 85.9413 
0173: set_actor 97@ Z_angle_to 281.057 
01B2: give_actor 97@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 97@ unknown_toggle_ped_threat_scanner 0 0 1 
0677: AS_actor 96@ chat_with_actor 97@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 97@ chat_with_actor 96@ lead_speaker_flag 0 unknown_flag 1 
074E: unknown_set_actor_threat_scanner_flags 97@ radius 30.0 peds_to_scan 12 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 97@ melee_accuracy_to 70.0 
0961: set_actor 97@ keep_tasks_after_cleanup 1 
00A5: 100@ = create_car 402 at 2077.761 2420.901 48.5234 
0175: set_car 100@ Z_angle_to 90.0 
05EB: assign_car 100@ to_path 109 
06FD: set_car 100@ speed_on_path_to 0.0 
02AC: set_car 100@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 100@ health_to 50000 
020A: set_car 100@ door_status_to 3 
00A5: 101@ = create_car 402 at 2077.761 2416.901 48.5234 
0175: set_car 101@ Z_angle_to 90.0 
0224: set_car 101@ health_to 1750 
020A: set_car 101@ door_status_to 3 
0615: define_AS_pack_begin 102@ 
05D3: AS_actor -1 goto_point -1324.902 2554.654 87.8548 mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 82@ as_driver 20000 ms 
0616: define_AS_pack_end 102@ 
0615: define_AS_pack_begin 103@ 
0633: AS_actor -1 exit_car 
0637: AS_actor -1 goto 2112.607 2422.873 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2097.288 2436.618 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2096.757 2440.394 59.8151 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2074.036 2440.098 48.5176 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2078.0 2427.004 48.5244 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
05CB: AS_actor -1 enter_car 100@ as_driver 20000 ms 
0616: define_AS_pack_end 103@ 
44@ += 1 

:VCRASH1_3167
if 
  80@ == 0 
else_jump @VCRASH1_3253 
if 
  70@(99@,10i) == 2 
else_jump @VCRASH1_3253 
00BC: show_text_highpriority GXT 'VCR1__7' time 8000 flag 1  // ~s~The ~r~target ~s~is escaping in a helicopter.
014C: set_parked_car_generator $6573[7] cars_to_generate_to 0 
008B: 45@ = $15 // (int) 
45@ += 8000 
80@ += 1 

:VCRASH1_3253
if 
  80@ == 1 
else_jump @VCRASH1_3401 
if 
  1 > 69@ 
else_jump @VCRASH1_3401 
if 
001E:   $15 > 45@ // (int) 
else_jump @VCRASH1_3401 
if 
8119:   not car 83@ wrecked 
else_jump @VCRASH1_3378 
if 
84A9:   not actor $PLAYER_ACTOR driving_heli 
else_jump @VCRASH1_3378 
00BC: show_text_highpriority GXT 'VCR1__9' time 6000 flag 1  // ~s~Follow the target using the remaining ~b~helicopter.
0186: 43@ = create_marker_above_car 83@ 
07E0: set_marker 43@ type_to 1 
018B: set_marker 42@ radar_mode 1 

:VCRASH1_3378
008B: 45@ = $15 // (int) 
45@ += 6000 
80@ += 1 

:VCRASH1_3401
if 
  80@ == 2 
else_jump @VCRASH1_3587 
if 
001E:   $15 > 45@ // (int) 
else_jump @VCRASH1_3587 
if 
04A9:   actor $PLAYER_ACTOR driving_heli 
else_jump @VCRASH1_3555 
00BC: show_text_highpriority GXT 'VCR1_10' time 5000 flag 1  // ~s~Don't let the ~r~target ~s~get away!
if 
8119:   not car 82@ wrecked 
else_jump @VCRASH1_3501 
02AC: set_car 82@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_3501
if 
8119:   not car 83@ wrecked 
else_jump @VCRASH1_3532 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_3532
018B: set_marker 42@ radar_mode 3 
0164: disable_marker 43@ 
80@ += 1 
0A6F: checkpoint_save 99 

:VCRASH1_3555
if 
0118:   actor 88@(99@,10i) dead 
else_jump @VCRASH1_3587 
0164: disable_marker 43@ 
80@ += 1 

:VCRASH1_3587
if 
  44@ > 0 
else_jump @VCRASH1_6887 
57@ = 0 

:VCRASH1_3612
if 
  10 > 57@ 
else_jump @VCRASH1_6887 
if 
003B:   57@ == 99@ // (int) 
else_jump @VCRASH1_6193 
if 
8118:   not actor 88@(57@,10i) dead 
else_jump @VCRASH1_5888 
if 
  70@(99@,10i) == 0 
else_jump @VCRASH1_3736 
if 
  67@ > 0 
else_jump @VCRASH1_3736 
0618: assign_actor 88@(99@,10i) to_AS_pack 102@ 
07A8: enable_area69_sam 0 
70@(99@,10i) += 1 

:VCRASH1_3736
if 
8119:   not car 82@ wrecked 
else_jump @VCRASH1_4118 
if 
  70@(99@,10i) == 1 
else_jump @VCRASH1_3831 
if 
00DB:   actor 88@(99@,10i) in_car 82@ 
else_jump @VCRASH1_3831 
0224: set_car 82@ health_to 1750 
02AC: set_car 82@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
70@(99@,10i) += 1 

:VCRASH1_3831
if 
  70@(99@,10i) == 2 
else_jump @VCRASH1_4118 
00AA: store_car 82@ position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0509: $67 = distance_between_XY $72 $73 and_XY 59@ 60@ 
104@ = 7000.0 
0077: 104@ /= $67 // (float) 
104@ /= 100.0 
if 
  104@ > 2.0 
else_jump @VCRASH1_3957 
104@ = 2.0 

:VCRASH1_3957
if 
  0.3 > 104@ 
else_jump @VCRASH1_3988 
104@ = 0.3 

:VCRASH1_3988
06FD: set_car 82@ speed_on_path_to 104@ 
if 
860E:   not car 82@ assigned_to_path 
else_jump @VCRASH1_4118 
if 
8119:   not car 101@ wrecked 
else_jump @VCRASH1_4035 
020A: set_car 101@ door_status_to 1 

:VCRASH1_4035
0618: assign_actor 88@(99@,10i) to_AS_pack 103@ 
00BC: show_text_highpriority GXT 'VCR1__8' time 5000 flag 1  // ~s~The ~r~target ~s~has abandoned the helicopter.
0164: disable_marker 43@ 
018B: set_marker 42@ radar_mode 3 
01E8: create_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
70@(99@,10i) += 1 

:VCRASH1_4118
if 
8119:   not car 100@ wrecked 
else_jump @VCRASH1_4559 
if 
  70@(99@,10i) == 3 
else_jump @VCRASH1_4310 
if 
00DB:   actor 88@(99@,10i) in_car 100@ 
else_jump @VCRASH1_4310 
0224: set_car 100@ health_to 1750 
02AC: set_car 100@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 82@ 
01C3: remove_references_to_car 83@ 
01C3: remove_references_to_car 84@ 
01C3: remove_references_to_car 85@ 
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
50@ = 0 

:VCRASH1_4239
if 
  10 > 50@ 
else_jump @VCRASH1_4299 
if 
803B:   not  50@ == 99@ // (int) 
else_jump @VCRASH1_4285 
01C2: remove_references_to_actor 88@(50@,10i) // Like turning an actor into a random pedestrian 

:VCRASH1_4285
50@ += 1 
jump @VCRASH1_4239 

:VCRASH1_4299
70@(99@,10i) += 1 

:VCRASH1_4310
if 
  70@(99@,10i) == 4 
else_jump @VCRASH1_4559 
if 
060E:   car 100@ assigned_to_path 
else_jump @VCRASH1_4504 
00AA: store_car 100@ position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
050A: $67 = distance_between_XYZ $72 $73 $74 and_XYZ 59@ 60@ 61@ 
104@ = 5000.0 
0077: 104@ /= $67 // (float) 
104@ /= 100.0 
if 
  104@ > 1.1 
else_jump @VCRASH1_4458 
104@ = 1.1 

:VCRASH1_4458
if 
  0.6 > 104@ 
else_jump @VCRASH1_4489 
104@ = 0.6 

:VCRASH1_4489
06FD: set_car 100@ speed_on_path_to 104@ 
jump @VCRASH1_4559 

:VCRASH1_4504
05D1: AS_actor 88@(99@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model 1 2 
04E0: car 100@ abandon_path_radius 1 
70@(99@,10i) += 1 

:VCRASH1_4559
if 
  70@(99@,10i) == 5 
else_jump @VCRASH1_5592 
if 
00DF:   actor 88@(99@,10i) driving 
else_jump @VCRASH1_5581 
03C0: 105@ = actor 88@(99@,10i) car 
00AE: set_car 105@ traffic_behaviour_to 2 
04E0: car 105@ abandon_path_radius 1 
00AA: store_car 105@ position_to $72 $73 $74 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0509: $67 = distance_between_XY $72 $73 and_XY 59@ 60@ 
65@ = 3000.0 
0077: 65@ /= $67 // (float) 
if 
0100:   actor 88@(99@,10i) in_sphere 2506.65 2355.857 10.8203 radius 29.9399 15.57 2.0 sphere 0 in_car 
else_jump @VCRASH1_4752 
65@ = 20.0 

:VCRASH1_4752
if 
  65@ > 100.0 
else_jump @VCRASH1_4783 
65@ = 100.0 

:VCRASH1_4783
if 
  15.0 > 65@ 
else_jump @VCRASH1_4814 
65@ = 15.0 

:VCRASH1_4814
00AD: set_car 105@ max_speed_to 65@ 
0227: 48@ = car 105@ health 
if 
  251 > 48@ 
else_jump @VCRASH1_4914 
0477: set_car 105@ action 4 time 5000 
00A0: store_actor 88@(99@,10i) position_to $72 $73 $74 
05DA: AS_actor 88@(99@,10i) run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 
70@(99@,10i) += 1 

:VCRASH1_4914
if and
01F4:   car 105@ flipped 
01C1:   car 105@ stopped 
else_jump @VCRASH1_5174 
if 
0202:   actor $PLAYER_ACTOR near_car 105@ radius 90.0 90.0 sphere 0 
else_jump @VCRASH1_5035 
03ED: set_car 105@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 88@(99@,10i) position_to $72 $73 $74 
05DA: AS_actor 88@(99@,10i) run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 
70@(99@,10i) += 1 
jump @VCRASH1_5174 

:VCRASH1_5035
if 
838A:   not any_car_in_cube_cornerA $72 $73 $74 cornerB 4.0 4.0 4.0 
else_jump @VCRASH1_5174 
if 
82CA:   not car 105@ bounding_sphere_visible 
else_jump @VCRASH1_5174 
00AA: store_car 105@ position_to $72 $73 $74 
03D3: get_route_nearest_for $72 $73 $74 store_to $72 $73 $74 Z_angle_to $71 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 4.0 
else_jump @VCRASH1_5174 
00AB: put_car 105@ at $72 $73 $74 
0175: set_car 105@ Z_angle_to $71 

:VCRASH1_5174
if 
01AF:   car 105@ sphere 0 in_sphere 106@ 107@ 108@ radius 4.0 4.0 4.0 
else_jump @VCRASH1_5481 
if 
001E:   $15 > 109@ // (int) 
else_jump @VCRASH1_5474 
if 
0202:   actor $PLAYER_ACTOR near_car 105@ radius 90.0 90.0 sphere 0 
else_jump @VCRASH1_5335 
03ED: set_car 105@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 88@(99@,10i) position_to $72 $73 $74 
05DA: AS_actor 88@(99@,10i) run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 500 
70@(99@,10i) += 1 
jump @VCRASH1_5474 

:VCRASH1_5335
if 
82CA:   not car 105@ bounding_sphere_visible 
else_jump @VCRASH1_5474 
00AA: store_car 105@ position_to $72 $73 $74 
03D3: get_route_nearest_for $72 $73 $74 store_to $72 $73 $74 Z_angle_to $71 
if 
838A:   not any_car_in_cube_cornerA $72 $73 $74 cornerB 4.0 4.0 4.0 
else_jump @VCRASH1_5474 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 4.0 
else_jump @VCRASH1_5474 
00AB: put_car 105@ at $72 $73 $74 
0175: set_car 105@ Z_angle_to $71 

:VCRASH1_5474
jump @VCRASH1_5511 

:VCRASH1_5481
00AA: store_car 105@ position_to 106@ 107@ 108@ 
008B: 109@ = $15 // (int) 
109@ += 5000 

:VCRASH1_5511
if 
0100:   actor 88@(99@,10i) in_sphere 2538.067 2389.819 3.22 radius 5.0 5.0 2.0 sphere 0 in_car 
else_jump @VCRASH1_5574 
70@(99@,10i) = 7 

:VCRASH1_5574
jump @VCRASH1_5592 

:VCRASH1_5581
70@(99@,10i) += 1 

:VCRASH1_5592
if 
  70@(99@,10i) == 6 
else_jump @VCRASH1_5737 
062E: get_actor 88@(99@,10i) task 1498 status_store_to $415 // ret 7 if not found 
062E: get_actor 88@(99@,10i) task 1489 status_store_to 110@ // ret 7 if not found 
if or
04A3:   $415 == 7 // == constant 
00DF:   actor 88@(99@,10i) driving 
else_jump @VCRASH1_5737 
if 
04A4:   110@ == 7 // == constant 
else_jump @VCRASH1_5737 
05D1: AS_actor 88@(99@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model 1 2 
70@(99@,10i) -= 1 

:VCRASH1_5737
if 
00DF:   actor 88@(99@,10i) driving 
else_jump @VCRASH1_5789 
if 
  68@ == 0 
else_jump @VCRASH1_5782 
68@ = 1 

:VCRASH1_5782
jump @VCRASH1_5814 

:VCRASH1_5789
if 
  68@ == 1 
else_jump @VCRASH1_5814 
68@ = 0 

:VCRASH1_5814
if 
  70@(99@,10i) == 7 
else_jump @VCRASH1_5881 
062E: get_actor 88@(99@,10i) task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH1_5881 
05E2: AS_actor 88@(99@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_5881
jump @VCRASH1_6186 

:VCRASH1_5888
if 
  70@(99@,10i) == 2 
else_jump @VCRASH1_5963 
if 
8119:   not car 82@ wrecked 
else_jump @VCRASH1_5963 
if 
060E:   car 82@ assigned_to_path 
else_jump @VCRASH1_5947 
05EC: release_car 82@ from_path 

:VCRASH1_5947
0564: heli 82@ simulate_crash_landing 
70@(99@,10i) = 90 

:VCRASH1_5963
if 
056D:   actor 88@(99@,10i) defined 
else_jump @VCRASH1_6138 
if 
84AD:   not actor 88@(99@,10i) in_water 
else_jump @VCRASH1_6108 
if 
  69@ == 0 
else_jump @VCRASH1_6101 
0164: disable_marker 42@ 
04A5: get_dead_actor_pickup_coords 88@(99@,10i) store_to 111@ 112@ 113@ 
0213: 114@ = create_pickup #BRIEFCASE type 3 at 111@ 112@ 113@ 
03DC: 42@ = create_marker_above_pickup 114@ 
00BC: show_text_highpriority GXT 'VCR1__3' time 5000 flag 1  // ~s~The target is dead and has dropped the ~g~evidence dossier~s~, grab it before anyone else does.
68@ = 2 
69@ = 1 

:VCRASH1_6101
jump @VCRASH1_6131 

:VCRASH1_6108
00BC: show_text_highpriority GXT 'VCR1__4' time 5000 flag 1  // ~r~The evidence dossier is at the bottom of the sea!
jump @VCRASH1_7881 

:VCRASH1_6131
jump @VCRASH1_6161 

:VCRASH1_6138
00BC: show_text_highpriority GXT 'VCR1__5' time 5000 flag 1  // ~r~You destroyed the evidence dossier in the explosion!
jump @VCRASH1_7881 

:VCRASH1_6161
if 
  67@ == 0 
else_jump @VCRASH1_6186 
67@ = 1 

:VCRASH1_6186
jump @VCRASH1_6769 

:VCRASH1_6193
if 
8118:   not actor 88@(57@,10i) dead 
else_jump @VCRASH1_6733 
if 
  3 > 70@(99@,10i) 
else_jump @VCRASH1_6726 
if 
  70@(57@,10i) == 0 
else_jump @VCRASH1_6467 
if 
  81@ == 1 
else_jump @VCRASH1_6320 
062E: get_actor 88@(57@,10i) task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH1_6320 
05E2: AS_actor 88@(57@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_6320
if 
  2 > 70@(57@,10i) 
else_jump @VCRASH1_6467 
if 
  69@ == 1 
else_jump @VCRASH1_6467 
if 
00ED:   actor 88@(57@,10i) sphere 0 near_point 111@ 112@ radius 65.0 65.0 on_foot 
else_jump @VCRASH1_6467 
01B2: give_actor 88@(57@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 88@(57@,10i) armed_weapon_to 28 
0637: AS_actor 88@(57@,10i) goto 111@ 112@ 113@ mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
70@(57@,10i) += 1 

:VCRASH1_6467
if 
  70@(57@,10i) == 1 
else_jump @VCRASH1_6726 
if 
  69@ == 1 
else_jump @VCRASH1_6715 
062E: get_actor 88@(57@,10i) task 1591 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH1_6708 
if 
00ED:   actor 88@(57@,10i) sphere 0 near_point 111@ 112@ radius 2.0 2.0 on_foot 
else_jump @VCRASH1_6708 
01C2: remove_references_to_actor 88@(99@,10i) // Like turning an actor into a random pedestrian 
88@(99@,10i) = -1 
0085: 99@ = 57@ // (int) 
0164: disable_marker 42@ 
0215: destroy_pickup 114@ 
0187: 42@ = create_marker_above_actor 88@(99@,10i) 
02A9: set_actor 88@(99@,10i) immune_to_nonplayer 1 
if 
8457:   not player $PLAYER_CHAR aiming_at_actor 88@(99@,10i) 
else_jump @VCRASH1_6674 
0223: set_actor 88@(99@,10i) health_to 200 

:VCRASH1_6674
70@(99@,10i) = 0 
00BC: show_text_highpriority GXT 'VCR1__2' time 5000 flag 1  // ~s~You were too slow. One of the guards has grabbed the stuff.
69@ = 0 

:VCRASH1_6708
jump @VCRASH1_6726 

:VCRASH1_6715
70@(57@,10i) -= 1 

:VCRASH1_6726
jump @VCRASH1_6769 

:VCRASH1_6733
01C2: remove_references_to_actor 88@(57@,10i) // Like turning an actor into a random pedestrian 
if 
  67@ == 0 
else_jump @VCRASH1_6769 
0951: disable_trip_skip 
67@ = 1 

:VCRASH1_6769
if 
  67@ == 0 
else_jump @VCRASH1_6873 
if or
074F:   actor 88@(57@,10i) ped_event == 36 
074F:   actor 88@(57@,10i) ped_event == 12 
074F:   actor 88@(57@,10i) ped_event == 15 
074F:   actor 88@(57@,10i) ped_event == 11 
074F:   actor 88@(57@,10i) ped_event == 49 
074F:   actor 88@(57@,10i) ped_event == 30 
else_jump @VCRASH1_6873 
0951: disable_trip_skip 
67@ = 1 

:VCRASH1_6873
57@ += 1 
jump @VCRASH1_3612 

:VCRASH1_6887
if 
  81@ == 0 
else_jump @VCRASH1_6962 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1308.928 2527.466 92.816 radius 26.85 38.6399 8.9 
else_jump @VCRASH1_6962 
0951: disable_trip_skip 
81@ += 1 

:VCRASH1_6962
if 
  67@ == 1 
else_jump @VCRASH1_7009 
00BC: show_text_highpriority GXT 'VCR1_11' time 5000 flag 1  // ~s~They have spotted you! The ~r~target ~s~will try to escape, don't let him get away.
0951: disable_trip_skip 
67@ += 1 
0A6F: checkpoint_save 99 

:VCRASH1_7009
if 
  44@ == 1 
else_jump @VCRASH1_7549 
if 
  70@(99@,10i) > 2 
else_jump @VCRASH1_7549 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
else_jump @VCRASH1_7549 
00A5: 115@ = create_car 402 at 2522.211 2383.629 4.0162 
0175: set_car 115@ Z_angle_to 339.2576 
00A5: 116@ = create_car 402 at 2518.511 2393.821 4.0104 
0175: set_car 116@ Z_angle_to 168.2849 
00A5: 117@ = create_car 402 at 2510.336 2380.583 4.0139 
0175: set_car 117@ Z_angle_to 110.7153 
118@ = 2524.221 
128@ = 2385.007 
119@ = 2520.053 
129@ = 2392.282 
120@ = 2513.938 
130@ = 2381.334 
121@ = 2513.91 
131@ = 2385.471 
122@ = 2511.99 
132@ = 2392.347 
123@ = 2519.308 
133@ = 2399.535 
124@ = 2530.169 
134@ = 2388.519 
125@ = 2504.144 
135@ = 2382.468 
126@ = 2504.832 
136@ = 2397.616 
127@ = 2506.832 
137@ = 2397.616 
51@ = 0 

:VCRASH1_7403
if 
  10 > 51@ 
else_jump @VCRASH1_7526 
if 
803B:   not  51@ == 99@ // (int) 
else_jump @VCRASH1_7512 
009A: 88@(51@,10i) = create_actor_pedtype 24 model 286 at 118@(51@,10f) 128@(51@,10f) 3.2262 
0173: set_actor 88@(51@,10i) Z_angle_to 91.4967 
01B2: give_actor 88@(51@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
0961: set_actor 88@(51@,10i) keep_tasks_after_cleanup 1 

:VCRASH1_7512
51@ += 1 
jump @VCRASH1_7403 

:VCRASH1_7526
008B: 45@ = $15 // (int) 
45@ += 3000 
44@ += 1 

:VCRASH1_7549
if 
  44@ == 2 
else_jump @VCRASH1_7697 
if 
001E:   $15 > 45@ // (int) 
else_jump @VCRASH1_7697 
51@ = 0 

:VCRASH1_7593
if 
  10 > 51@ 
else_jump @VCRASH1_7674 
if 
8118:   not actor 88@(51@,10i) dead 
else_jump @VCRASH1_7660 
074E: unknown_set_actor_threat_scanner_flags 88@(51@,10i) radius 50.0 peds_to_scan 8 
077A: set_actor 88@(51@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:VCRASH1_7660
51@ += 1 
jump @VCRASH1_7593 

:VCRASH1_7674
008B: 45@ = $15 // (int) 
45@ += 3000 
44@ += 1 

:VCRASH1_7697
if 
  44@ == 3 
else_jump @VCRASH1_7812 
if 
001E:   $15 > 45@ // (int) 
else_jump @VCRASH1_7812 
51@ = 0 

:VCRASH1_7741
if 
  10 > 51@ 
else_jump @VCRASH1_7805 
if 
8118:   not actor 88@(51@,10i) dead 
else_jump @VCRASH1_7791 
05E2: AS_actor 88@(51@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_7791
51@ += 1 
jump @VCRASH1_7741 

:VCRASH1_7805
44@ += 1 

:VCRASH1_7812
if 
  69@ == 1 
else_jump @VCRASH1_7874 
if 
0214:   pickup 114@ picked_up 
else_jump @VCRASH1_7874 
0164: disable_marker 42@ 
00BC: show_text_highpriority GXT 'VCR1__6' time 5000 flag 1  // ~s~Congratulations, you have the evidence dossier.
jump @VCRASH1_7988 

:VCRASH1_7874
jump @VCRASH1_574 

:VCRASH1_7881
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
8118:   not actor 88@(99@,10i) dead 
else_jump @VCRASH1_7986 
if 
8119:   not car 82@ wrecked 
else_jump @VCRASH1_7986 
if 
00DB:   actor 88@(99@,10i) in_car 82@ 
else_jump @VCRASH1_7986 
04A2: set_heli 82@ fly_to 0.0 0.0 0.0 altitude_between 20.0 and 40.0 

:VCRASH1_7986
return 

:VCRASH1_7988
$597 += 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH1'  // Misappropriation
030C: progress_made = 1 
0164: disable_marker $582 
return 

:VCRASH1_8049
0164: disable_marker 42@ 
0164: disable_marker 43@ 
07A8: enable_area69_sam 1 
0215: destroy_pickup 114@ 
if 
8119:   not car 83@ wrecked 
else_jump @VCRASH1_8099 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_8099
01E7: remove_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
if 
  $3342 == 1 
else_jump @VCRASH1_8156 
014C: set_parked_car_generator $6573[7] cars_to_generate_to 101 

:VCRASH1_8156
0249: release_model 487 
0249: release_model 500 
0249: release_model 490 
0249: release_model 468 
0249: release_model 402 
0249: release_model 355 
0249: release_model 286 
0249: release_model 147 
0249: release_model 352 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VCRASH1_8226 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCRASH1_8226
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 94---------------
// Originally: High Noon

:VCRASH2
gosub @VCRASH2_36 
if 
wasted_or_busted 
else_jump @VCRASH2_27 
gosub @VCRASH2_5044 

:VCRASH2_27
gosub @VCRASH2_5130 
end_thread 

:VCRASH2_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'VCRASH2' 
wait 0 
054C: use_GXT_table 'VCR2' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASV2A' 

:VCRASH2_84
if 
86B9:   not cutscene_data_loaded 
else_jump @VCRASH2_108 
wait 0 
jump @VCRASH2_84 

:VCRASH2_108
set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
fade 1 1000 

:VCRASH2_145
if 
82E9:   not cutscene_reached_end 
else_jump @VCRASH2_169 
wait 0 
jump @VCRASH2_145 

:VCRASH2_169
fade 0 0 

:VCRASH2_175
if 
fading 
else_jump @VCRASH2_199 
wait 0 
jump @VCRASH2_175 

:VCRASH2_199
02EA: end_cutscene 
if 
856A:   not cutscene_skipped 
else_jump @VCRASH2_342 
02E4: load_cutscene_data 'CRASV2B' 

:VCRASH2_225
if 
86B9:   not cutscene_data_loaded 
else_jump @VCRASH2_249 
wait 0 
jump @VCRASH2_225 

:VCRASH2_249
set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
fade 1 1000 

:VCRASH2_286
if 
82E9:   not cutscene_reached_end 
else_jump @VCRASH2_310 
wait 0 
jump @VCRASH2_286 

:VCRASH2_310
fade 0 0 

:VCRASH2_316
if 
fading 
else_jump @VCRASH2_340 
wait 0 
jump @VCRASH2_316 

:VCRASH2_340
02EA: end_cutscene 

:VCRASH2_342
023C: load_special_actor 'PULASKI' as 1 // models 290-299 
0247: load_model 568 
0247: load_model 402 
0247: load_model 348 
038B: load_requested_models 

:VCRASH2_372
if or
8248:   not model 568 available 
8248:   not model 402 available 
8248:   not model 348 available 
823D:   not special_actor 1 loaded 
else_jump @VCRASH2_413 
wait 0 
jump @VCRASH2_372 

:VCRASH2_413
05AA: 56@s = 'VCR2_AA' // @s = 'short'  // Hey Eddie! You know Tenpenny gonna rub you out too!
05AA: 58@s = 'VCR2_AB' // @s = 'short'  // Carl, you got it all wrong, pal!
05AA: 60@s = 'VCR2_AC' // @s = 'short'  // Tenpenny was the one saving your ass!
05AA: 62@s = 'VCR2_AD' // @s = 'short'  // Every time I wanted to get rid of you he'd find some excuse to keep you alive!
05AA: 64@s = 'VCR2_AE' // @s = 'short'  // Well, now it's up to me, and I ain't such a fucking soft touch!
05AA: 66@s = 'VCR2_BA' // @s = 'short'  // So how's your sister?
05AA: 68@s = 'VCR2_BB' // @s = 'short'  // I always had a thing for her.
05AA: 70@s = 'VCR2_BC' // @s = 'short'  // Tenpenny and I got some great shots of her and her varrio boyfriend going at it like a couple of horny Chihuahuas.
05AA: 72@s = 'VCR2_BE' // @s = 'short'  // Man, does she put out like a pro!
05AA: 74@s = 'VCR2_BF' // @s = 'short'  // Screw you Pulaski!
05AA: 76@s = 'VCR2_BG' // @s = 'short'  // I know what you're trying to do, and you ain't gonna crawl inside my head.
05AA: 78@s = 'VCR2_BH' // @s = 'short'  // I ain't kidding!
05AA: 80@s = 'VCR2_BJ' // @s = 'short'  // It's the best stake-out I ever done!
05AA: 82@s = 'VCR2_CA' // @s = 'short'  // Carl, you should have seen your moms before she was buried.
05AA: 84@s = 'VCR2_CB' // @s = 'short'  // She was a real mess - most her face was hanging off!
05AA: 86@s = 'VCR2_CC' // @s = 'short'  // Don't fucking talk about my Moms!
05AA: 88@s = 'VCR2_CD' // @s = 'short'  // The boys, you know, they fooled around with her at the scene, you know...
05AA: 90@s = 'VCR2_CE' // @s = 'short'  // ... touching her, joking around and shit.
05AA: 92@s = 'VCR2_CF' // @s = 'short'  // Fuck you, Pulaski, FUCK YOU!
05AA: 94@s = 'VCR2_CG' // @s = 'short'  // Heh heh heh!
04AF: 96@ = 42400 // = constant 
04AF: 97@ = 42401 // = constant 
04AF: 98@ = 42402 // = constant 
04AF: 99@ = 42403 // = constant 
04AF: 100@ = 42404 // = constant 
04AF: 101@ = 42405 // = constant 
04AF: 102@ = 42406 // = constant 
04AF: 103@ = 42407 // = constant 
04AF: 104@ = 42408 // = constant 
04AF: 105@ = 42409 // = constant 
04AF: 106@ = 42410 // = constant 
04AF: 107@ = 42411 // = constant 
04AF: 108@ = 42412 // = constant 
04AF: 109@ = 42413 // = constant 
04AF: 110@ = 42414 // = constant 
04AF: 111@ = 42415 // = constant 
04AF: 112@ = 42416 // = constant 
04AF: 113@ = 42417 // = constant 
04AF: 114@ = 42418 // = constant 
04AF: 115@ = 42419 // = constant 
117@ = 0 
118@ = 1 
01BD: $15 = current_time_in_ms 
008B: 119@ = $15 // (int) 
119@ += 6000 
0674: set_car_model 402 numberplate "PULASKI" 
00A5: 120@ = create_car 402 at -371.0292 2209.82 41.4921 
0175: set_car 120@ Z_angle_to 159.2268 
0229: set_car 120@ primary_color_to 8 secondary_color_to 0 
09C4: set_car 120@ gas_tank_explosion_enabled 0 
02AA: set_car 120@ immune_to_nonplayer 1 
073B: unknown_car 120@ flag 1 
02AC: set_car 120@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 120@ health_to 2250 
009A: 121@ = create_actor_pedtype 24 model 290 at -335.4141 2218.942 41.4921 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0173: set_actor 121@ Z_angle_to 104.108 
02A9: set_actor 121@ immune_to_nonplayer 1 
08AF: set_actor 121@ max_health_to 500 
0223: set_actor 121@ health_to 500 
0446: set_actor 121@ dismemberment_possible 0 
0946: set_actor 121@ actions_uninterupted_by_weapon_fire 1 
02E2: set_actor 121@ weapon_accuracy_to 80 
02AB: set_actor 121@ immunities BP 1 FP 1 EP 1 CP 0 MP 0 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point -346.4254 2216.427 41.4921 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 120@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 120@ to -472.778 1958.194 83.5515 speed 40.0 0 model 1 2 
0616: define_AS_pack_end 45@ 
0618: assign_actor 121@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
wait 0 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -341.3325 2213.11 42.837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -340.718 2213.898 42.8258 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -341.3325 2213.11 42.837 angle 327.4725 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at -334.1724 2214.62 40.4911 radius 30.0 
03CB: set_rendering_origin_at -334.1724 2214.62 40.4911 
00A1: put_actor $PLAYER_ACTOR at -334.1724 2214.62 40.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.082 
0373: set_camera_directly_behind_player 
00A5: 122@ = create_car 568 at -342.2552 2221.39 41.4911 
0175: set_car 122@ Z_angle_to 168.7771 
fade 1 500 
01BD: $15 = current_time_in_ms 
008B: 43@ = $15 // (int) 
43@ += 1500 
55@ = 0 
123@ = 0 
01B7: release_weather 

:VCRASH2_1480
wait 0 
01BD: $15 = current_time_in_ms 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @VCRASH2_1511 
jump @VCRASH2_5062 

:VCRASH2_1511
if 
0118:   actor 121@ dead 
else_jump @VCRASH2_1568 
if 
  9 > 55@ 
else_jump @VCRASH2_1568 
008B: 43@ = $15 // (int) 
43@ += 2000 
55@ = 9 

:VCRASH2_1568
if 
  55@ == 0 
else_jump @VCRASH2_1653 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_1653 
05D3: AS_actor $PLAYER_ACTOR goto_point -337.9653 2218.594 41.4911 mode 6 time 2000 ms // versionA 
008B: 43@ = $15 // (int) 
43@ += 1500 
55@ += 1 

:VCRASH2_1653
if 
  55@ == 1 
else_jump @VCRASH2_1836 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_1836 
00A1: put_actor $PLAYER_ACTOR at -337.9653 2218.594 41.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A1: put_actor 121@ at -359.3949 2213.404 41.4911 
0173: set_actor 121@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0187: 42@ = create_marker_above_actor 121@ 
00BC: show_text_highpriority GXT 'VCR2__1' time 15000 flag 1  // ~s~Kill ~r~Pulaski!
008B: 43@ = $15 // (int) 
43@ += 26000 
55@ += 1 
0A6F: checkpoint_save 99 

:VCRASH2_1836
if 
  55@ == 2 
else_jump @VCRASH2_2023 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_2023 
05D2: AS_actor 121@ run_to_and_hijack_car -1 max_search_radius 40.0 traffic_behavior 2 
01B2: give_actor 121@ weapon 24 ammo 9999 // Load the weapon model before using this 
077A: set_actor 121@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02AB: set_actor 121@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
if 
  123@ == 0 
else_jump @VCRASH2_1998 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_1991 
02AC: set_car 120@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
072F: enable_car 120@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 0 to_path -1 // extended 03CC 

:VCRASH2_1991
123@ = 1 

:VCRASH2_1998
008B: 43@ = $15 // (int) 
43@ += 240000 
55@ += 1 

:VCRASH2_2023
if 
  55@ == 3 
else_jump @VCRASH2_2786 
if 
00EC:   actor 121@ sphere 0 near_point 184.0797 1715.949 radius 40.6 1108.668 
else_jump @VCRASH2_2164 
062E: get_actor 121@ task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH2_2164 
05D1: AS_actor 121@ drive_car -1 to -2466.309 2244.328 3.8078 speed 40.0 0 model 1 2 
008B: 43@ = $15 // (int) 
43@ += 10000 
55@ = 2 

:VCRASH2_2164
if 
00EC:   actor 121@ sphere 0 near_point -2747.482 2334.301 radius 36.34 5.86 
else_jump @VCRASH2_2287 
062E: get_actor 121@ task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH2_2287 
05D1: AS_actor 121@ drive_car -1 to -1446.225 2670.991 54.9682 speed 40.0 0 model 1 2 
008B: 43@ = $15 // (int) 
43@ += 10000 
55@ = 2 

:VCRASH2_2287
if 
00F2:   actor $PLAYER_ACTOR near_actor 121@ radius 200.0 200.0 0 
else_jump @VCRASH2_2379 
008B: 124@ = $15 // (int) 
124@ += 8000 
if 
875C:   not marker 42@ enabled 
else_jump @VCRASH2_2372 
05D2: AS_actor 121@ run_to_and_hijack_car -1 max_search_radius 50.0 traffic_behavior 2 
0187: 42@ = create_marker_above_actor 121@ 

:VCRASH2_2372
jump @VCRASH2_2472 

:VCRASH2_2379
if 
075C:   marker 42@ enabled 
else_jump @VCRASH2_2430 
05D2: AS_actor 121@ run_to_and_hijack_car -1 max_search_radius 28.0 traffic_behavior 2 
00BC: show_text_highpriority GXT 'VCR2__2' time 5000 flag 1  // ~r~Pulaski is getting away!
0164: disable_marker 42@ 

:VCRASH2_2430
if 
001E:   $15 > 124@ // (int) 
else_jump @VCRASH2_2472 
00BC: show_text_highpriority GXT 'VCR2__3' time 5000 flag 1  // ~r~Pulaski got away!
jump @VCRASH2_5044 

:VCRASH2_2472
if 
  20 > 117@ 
else_jump @VCRASH2_2699 
if 
00F2:   actor $PLAYER_ACTOR near_actor 121@ radius 30.0 30.0 0 
else_jump @VCRASH2_2699 
if 
001E:   $15 > 119@ // (int) 
else_jump @VCRASH2_2699 
if 
  $1040 == 0 
else_jump @VCRASH2_2699 
05A9: s$1041 = 56@(117@,20s) // s$ 
008A: $1043 = 96@(117@,21i) // (int) 
create_thread @AUDIOL -1 0 1 118@ 117@ 
if 
  118@ == 1 
else_jump @VCRASH2_2634 
118@ = 2 
jump @VCRASH2_2641 

:VCRASH2_2634
118@ = 1 

:VCRASH2_2641
008B: 119@ = $15 // (int) 
119@ += 500 
117@ += 1 
if 
  20 > 117@ 
else_jump @VCRASH2_2699 
040D: unload_wav 118@ 
03CF: load_wav 96@(117@,21i) as 118@ 

:VCRASH2_2699
if 
80DF:   not actor 121@ driving 
else_jump @VCRASH2_2786 
if 
00F2:   actor $PLAYER_ACTOR near_actor 121@ radius 20.0 20.0 0 
else_jump @VCRASH2_2786 
062E: get_actor 121@ task 1957 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VCRASH2_2786 
07A5: AS_actor 121@ attack_actor $PLAYER_ACTOR time 4000 

:VCRASH2_2786
if 
  55@ == 9 
else_jump @VCRASH2_2867 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_2867 
if 
04AD:   actor 121@ in_water 
else_jump @VCRASH2_2853 
jump @VCRASH2_5062 
jump @VCRASH2_2867 

:VCRASH2_2853
fade 0 500 
55@ += 1 

:VCRASH2_2867
if 
  55@ == 10 
else_jump @VCRASH2_3049 
04ED: load_animation "SWAT" 
if 
   not fading 
else_jump @VCRASH2_3049 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 120@ 
0889: store_actor 121@ center_of_body_position_to $72 $73 $74 
009B: destroy_actor 121@ 
02C1: store_to $72 $73 $74 car_path_coords_closest_to $72 $73 $74 
0395: clear_area 1 at $72 $73 $74 radius 100.0 
0674: set_car_model 402 numberplate "PULASKI" 
00A5: 120@ = create_car 402 at $72 $73 $74 
0229: set_car 120@ primary_color_to 8 secondary_color_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
008B: 43@ = $15 // (int) 
43@ += 100 
55@ += 1 

:VCRASH2_3049
if 
  55@ == 11 
else_jump @VCRASH2_3653 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_3653 
if 
04EE:   animation "SWAT" loaded 
else_jump @VCRASH2_3653 
if 
0119:   car 120@ wrecked 
else_jump @VCRASH2_3135 
fade 1 500 
jump @VCRASH2_5062 

:VCRASH2_3135
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.6 -1.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
009A: 125@ = create_actor_pedtype 24 model 290 at $72 $73 $74 
0174: $71 = car 120@ Z_angle 
$71 += -90.0 
0173: set_actor 125@ Z_angle_to $71 
0332: set_actor 125@ bleeding 1 
0812: AS_actor 125@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 9999.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 3.0 -1.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0174: $71 = car 120@ Z_angle 
$71 += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $71 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 3.3455 -1.6234 1.1443 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 2.5461 -1.3539 0.6073 
0159: camera_on_ped 125@ mode 15 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 
040D: unload_wav 1 
03CF: load_wav 42420 as 1 
fade 1 500 
if 
8119:   not car 122@ wrecked 
else_jump @VCRASH2_3625 
00AA: store_car 120@ position_to $72 $73 $74 
if 
01AD:   car 122@ sphere 0 near_point $72 $73 radius 6.0 6.0 
else_jump @VCRASH2_3618 
00A6: destroy_car 122@ 

:VCRASH2_3618
jump @VCRASH2_3630 

:VCRASH2_3625
00A6: destroy_car 122@ 

:VCRASH2_3630
008B: 43@ = $15 // (int) 
43@ += 400 
55@ += 1 

:VCRASH2_3653
if 
  55@ == 12 
else_jump @VCRASH2_3843 
if 
   not fading 
else_jump @VCRASH2_3843 
if 
  $1040 == 0 
else_jump @VCRASH2_3843 
05A9: s$1041 = 'VCR2_DA' // s$  // Not feeling so fucking full of yourself now, huh?
04AE: $1043 = 42420 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42421 as 2 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_3820 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 

:VCRASH2_3820
008B: 43@ = $15 // (int) 
43@ += 500 
55@ += 1 

:VCRASH2_3843
if 
  55@ == 13 
else_jump @VCRASH2_4039 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_4039 
if 
  $1040 == 0 
else_jump @VCRASH2_4039 
05A9: s$1041 = 'VCR2_DB' // s$  // Yeah, well them's the breaks... fuck...
04AE: $1043 = 42421 // = constant 
create_thread @AUDIOL 125@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42422 as 1 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_4016 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 

:VCRASH2_4016
008B: 43@ = $15 // (int) 
43@ += 500 
55@ += 1 

:VCRASH2_4039
if 
  55@ == 14 
else_jump @VCRASH2_4235 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_4235 
if 
  $1040 == 0 
else_jump @VCRASH2_4235 
05A9: s$1041 = 'VCR2_DC' // s$  // Any last requests?
04AE: $1043 = 42422 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
040D: unload_wav 2 
03CF: load_wav 42423 as 2 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_4212 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 

:VCRASH2_4212
008B: 43@ = $15 // (int) 
43@ += 500 
55@ += 1 

:VCRASH2_4235
if 
  55@ == 15 
else_jump @VCRASH2_4431 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_4431 
if 
  $1040 == 0 
else_jump @VCRASH2_4431 
05A9: s$1041 = 'VCR2_DD' // s$  // Yeah... can I fuck your sister?
04AE: $1043 = 42423 // = constant 
create_thread @AUDIOL 125@ 0 1 2 1 
040D: unload_wav 1 
03CF: load_wav 42424 as 1 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_4408 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 

:VCRASH2_4408
008B: 43@ = $15 // (int) 
43@ += 500 
55@ += 1 

:VCRASH2_4431
if 
  55@ == 16 
else_jump @VCRASH2_4689 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_4689 
if 
  $1040 == 0 
else_jump @VCRASH2_4689 
05A9: s$1041 = 'VCR2_DE' // s$  // You a asshole to the end. Punk motherfucker!
04AE: $1043 = 42424 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 1 
041D: set_camera_near_clip 0.1 
if 
8119:   not car 120@ wrecked 
else_jump @VCRASH2_4666 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $72 $73 $74 20000 ms 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0407: store_coords_to $72 $73 $74 from_car 120@ with_offset 2.1414 -0.908 0.2244 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:VCRASH2_4666
008B: 43@ = $15 // (int) 
43@ += 500 
55@ += 1 

:VCRASH2_4689
if 
  55@ == 17 
else_jump @VCRASH2_4786 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_4786 
if 
  $1040 == 0 
else_jump @VCRASH2_4786 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
55@ += 1 

:VCRASH2_4786
if 
  55@ == 18 
else_jump @VCRASH2_4943 
if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
else_jump @VCRASH2_4943 
0613: 126@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
if 
  126@ > 0.351 
else_jump @VCRASH2_4943 
097A: play_audio_at 0.0 0.0 0.0 event 1136 
043C: disable_sounds_after_fadeout 0 
fade 0 0 
if 
8118:   not actor 125@ dead 
else_jump @VCRASH2_4920 
05BE: AS_actor 125@ die 

:VCRASH2_4920
008B: 43@ = $15 // (int) 
43@ += 1000 
55@ += 1 

:VCRASH2_4943
if 
  55@ == 19 
else_jump @VCRASH2_5037 
if 
001E:   $15 > 43@ // (int) 
else_jump @VCRASH2_5037 
fade 1 500 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
jump @VCRASH2_5062 

:VCRASH2_5037
jump @VCRASH2_1480 

:VCRASH2_5044
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:VCRASH2_5062
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH2'  // High Noon
030C: progress_made = 1 
0164: disable_marker $582 
0629: change_integer_stat 339 to 1 
$597 += 1 
return 

:VCRASH2_5130
0164: disable_marker 42@ 
01BD: $183 = current_time_in_ms 
0296: unload_special_actor 1 
0249: release_model 568 
0249: release_model 402 
0249: release_model 348 
043C: disable_sounds_after_fadeout 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VCRASH2_5188 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCRASH2_5188
04EF: release_animation "SWAT" 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 95---------------
// Originally: Madd Dogg

:DOC2
thread 'DOC2' 
gosub @DOC2_47 
if 
wasted_or_busted 
else_jump @DOC2_38 
gosub @DOC2_12974 

:DOC2_38
gosub @DOC2_13685 
end_thread 

:DOC2_47
139@ = 0 
$9166 = 40 
$9167 = 0 
$9163 = 0 
$9164 = 0 
$9165 = 0 
060A: create_decision_maker_type 3 store_to 107@ // decision\allowed\m_.ped files 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'DOC2' 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:DOC2_137
if 
fading 
else_jump @DOC2_161 
wait 0 
jump @DOC2_137 

:DOC2_161
02E4: load_cutscene_data 'DOC_2' 

:DOC2_172
if 
86B9:   not cutscene_data_loaded 
else_jump @DOC2_196 
wait 0 
jump @DOC2_172 

:DOC2_196
0395: clear_area 1 at 2159.899 1443.042 9.8203 radius 40.0 
02E7: start_cutscene 
fade 1 1000 

:DOC2_229
if 
82E9:   not cutscene_reached_end 
else_jump @DOC2_253 
wait 0 
jump @DOC2_229 

:DOC2_253
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:DOC2_274
if 
fading 
else_jump @DOC2_298 
wait 0 
jump @DOC2_274 

:DOC2_298
02EA: end_cutscene 
0247: load_model 83 
0247: load_model 85 
0247: load_model 78 
0247: load_model 68 
0247: load_model 330 
0247: load_model 258 
0247: load_model 259 
04ED: load_animation "ON_LOOKERS" 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 

:DOC2_358
if or
8248:   not model 83 available 
8248:   not model 85 available 
8248:   not model 78 available 
else_jump @DOC2_392 
wait 0 
jump @DOC2_358 

:DOC2_392
if or
8248:   not model 68 available 
8248:   not model 330 available 
8248:   not model 258 available 
else_jump @DOC2_428 
wait 0 
jump @DOC2_392 

:DOC2_428
if or
8248:   not model 259 available 
84EE:   not animation "ON_LOOKERS" loaded 
823D:   not special_actor 1 loaded 
else_jump @DOC2_473 
wait 0 
jump @DOC2_428 

:DOC2_473
01E8: create_forbidden_for_cars_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
022B: create_forbidden_for_peds_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
113@ = 2163.638 
114@ = 1443.663 
115@ = 9.8203 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2161.34 1442.504 9.8203 radius 20.0 
0395: clear_area 1 at 2107.19 1409.153 9.8203 radius 10.0 
009A: 103@ = create_actor_pedtype 4 model 290 at 2162.62 1451.475 23.1719 
0245: set_actor 103@ walk_style_to "DRUNKMAN" 
0173: set_actor 103@ Z_angle_to 180.0 
0223: set_actor 103@ health_to 1 
0615: define_AS_pack_begin 81@ 
05D3: AS_actor -1 goto_point 2154.192 1437.948 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
0605: actor -1 perform_animation "LKAROUND_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 81@ loop 1 
0616: define_AS_pack_end 81@ 
0615: define_AS_pack_begin 82@ 
05D3: AS_actor -1 goto_point 2164.596 1435.169 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 82@ loop 1 
0616: define_AS_pack_end 82@ 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 2160.696 1435.38 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
05B9: AS_actor -1 stay_idle 100 ms 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 83@ loop 1 
0616: define_AS_pack_end 83@ 
0615: define_AS_pack_begin 84@ 
05D3: AS_actor -1 goto_point 2169.263 1435.927 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 84@ loop 1 
0616: define_AS_pack_end 84@ 
0615: define_AS_pack_begin 85@ 
05D3: AS_actor -1 goto_point 2155.42 1436.42 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 85@ loop 1 
0616: define_AS_pack_end 85@ 
0615: define_AS_pack_begin 86@ 
05D3: AS_actor -1 goto_point 2168.29 1436.191 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 86@ loop 1 
0616: define_AS_pack_end 86@ 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point 2159.253 1435.312 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 103@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 87@ loop 1 
0616: define_AS_pack_end 87@ 
0615: define_AS_pack_begin 104@ 
05D3: AS_actor -1 goto_point 2165.651 1452.0 23.1721 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point 2160.56 1452.0 23.1719 mode 4 time 8000 ms // versionA 
0643: set_AS_pack 104@ loop 1 
0616: define_AS_pack_end 104@ 
0615: define_AS_pack_begin 105@ 
05BC: AS_actor -1 jump 0 
0616: define_AS_pack_end 105@ 
0615: define_AS_pack_begin 106@ 
05C5: AS_actor -1 cower -1 ms 
0643: set_AS_pack 106@ loop 1 
0616: define_AS_pack_end 106@ 
0615: define_AS_pack_begin 124@ 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 124@ loop 1 
0616: define_AS_pack_end 124@ 
0615: define_AS_pack_begin 118@ 
0605: actor -1 perform_animation "WAVE_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 118@ 
0615: define_AS_pack_begin 119@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 119@ 
029B: 108@ = init_object #SMASH_BOX_STAY at 2156.719 1482.352 19.1794 
029B: 109@ = init_object #SMASH_BOX_BRK at 2156.719 1482.352 19.1794 
$9163 = 100 
0568: set_actor 103@ untargetable 1 
018A: 100@ = create_checkpoint_at 113@ 114@ 115@ 
018A: 101@ = create_checkpoint_at 1878.546 2240.82 9.813 
018B: set_marker 100@ radar_mode 0 
018B: set_marker 101@ radar_mode 0 
0209: $9164 = random_int_in_ranges 0 5 
0871: init_jump_table $9164 total_jumps 5 default_jump 0 @DOC2_3089 jumps 0 @DOC2_3014 1 @DOC2_3029 2 @DOC2_3044 3 @DOC2_3059 4 @DOC2_3074 -1 @DOC2_3089 -1 @DOC2_3089 

:DOC2_3014
$9164 = 16000 
jump @DOC2_3089 

:DOC2_3029
$9164 = 18000 
jump @DOC2_3089 

:DOC2_3044
$9164 = 20000 
jump @DOC2_3089 

:DOC2_3059
$9164 = 22000 
jump @DOC2_3089 

:DOC2_3074
$9164 = 24000 
jump @DOC2_3089 

:DOC2_3089
0615: define_AS_pack_begin 96@ 
0639: AS_actor -1 rotate_to_actor 103@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
47@ = 0 
$9165 = 0 
009A: 51@ = create_actor_pedtype 4 model 78 at 2154.192 1437.948 9.8203 
0173: set_actor 51@ Z_angle_to 341.9008 
060B: set_actor 51@ decision_maker_to 107@ 
0618: assign_actor 51@ to_AS_pack 81@ 
009A: 52@ = create_actor_pedtype 4 model 83 at 2164.596 1435.169 9.8203 
0173: set_actor 52@ Z_angle_to 8.2163 
060B: set_actor 52@ decision_maker_to 107@ 
0618: assign_actor 52@ to_AS_pack 82@ 
009A: 53@ = create_actor_pedtype 4 model 259 at 2160.696 1435.38 9.8203 
0173: set_actor 53@ Z_angle_to 8.2163 
060B: set_actor 53@ decision_maker_to 107@ 
0618: assign_actor 53@ to_AS_pack 83@ 
009A: 54@ = create_actor_pedtype 4 model 78 at 2169.263 1435.927 9.8203 
0173: set_actor 54@ Z_angle_to 8.2163 
060B: set_actor 54@ decision_maker_to 107@ 
0618: assign_actor 54@ to_AS_pack 84@ 
009A: 55@ = create_actor_pedtype 4 model 85 at 2155.42 1436.42 9.8203 
0173: set_actor 55@ Z_angle_to 8.2163 
060B: set_actor 55@ decision_maker_to 107@ 
0618: assign_actor 55@ to_AS_pack 85@ 
009A: 56@ = create_actor_pedtype 4 model 68 at 2168.29 1436.191 9.8203 
0173: set_actor 56@ Z_angle_to 8.2163 
060B: set_actor 56@ decision_maker_to 107@ 
0618: assign_actor 56@ to_AS_pack 86@ 
009A: 57@ = create_actor_pedtype 4 model 258 at 2159.253 1435.312 9.8203 
0173: set_actor 57@ Z_angle_to 2.018 
060B: set_actor 57@ decision_maker_to 107@ 
0618: assign_actor 57@ to_AS_pack 87@ 
0247: load_model 478 
0247: load_model 50 
0247: load_model #SMASHBOXPILE 

:DOC2_3511
if or
8248:   not model 478 available 
8248:   not model 50 available 
8248:   not model #SMASHBOXPILE available 
else_jump @DOC2_3547 
wait 0 
jump @DOC2_3511 

:DOC2_3547
0107: 110@ = create_object #SMASHBOXPILE at 2112.753 1403.973 10.1484 
0177: set_object 110@ Z_angle_to 86.7997 
0249: release_model #SMASHBOXPILE 
0506: set_car_model 478 next_variation 4 4 // first param is useless 
00A5: 42@ = create_car 478 at 2107.19 1409.153 9.8203 
0249: release_model 478 
0175: set_car 42@ Z_angle_to 180.0 
0229: set_car 42@ primary_color_to 1 secondary_color_to 1 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
018B: set_marker 43@ radar_mode 3 
117@ = 0.0 
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_3761 
0681: attach_object 108@ to_car 42@ with_offset -0.3 -1.0 117@ rotation 0.0 0.0 0.0 
0681: attach_object 109@ to_car 42@ with_offset -0.3 -1.0 117@ rotation 0.0 0.0 0.0 

:DOC2_3761
009A: 122@ = create_actor_pedtype 4 model 50 at 2109.793 1407.857 9.8203 
0249: release_model 50 
0173: set_actor 122@ Z_angle_to 180.0 
0729: AS_actor 122@ hold_cellphone 1 
gosub @DOC2_13933 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_3864 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2162.498 1434.396 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 358.0 

:DOC2_3864
if 
8118:   not actor 103@ dead 
else_jump @DOC2_3893 
0792: disembark_instantly_actor 103@ 
0618: assign_actor 103@ to_AS_pack 124@ 

:DOC2_3893
0395: clear_area 1 at 2162.705 1430.309 9.8203 radius 10.0 
015F: set_camera_position 2162.541 1423.84 9.9728 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.558 1424.803 10.2424 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
fade 1 0 
138@ = 2 
143@ = 2 
wait 1000 
00BC: show_text_highpriority GXT 'DOC2_X' time 5000 flag 1  // ~s~Find a way to save Madd Dogg before he jumps!
41@ = 0 

:DOC2_4024
if 
  2000 > 41@ 
else_jump @DOC2_4074 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_4067 
jump @DOC2_4162 

:DOC2_4067
jump @DOC2_4024 

:DOC2_4074
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_4105 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 172.0 

:DOC2_4105
41@ = 0 

:DOC2_4112
if 
  2000 > 41@ 
else_jump @DOC2_4162 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_4155 
jump @DOC2_4162 

:DOC2_4155
jump @DOC2_4112 

:DOC2_4162
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_4193 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 172.0 

:DOC2_4193
00BE: text_clear_all 
gosub @DOC2_13948 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DOC2_01' time 7000 flag 1  // ~s~Use the ~b~pickup truck~s~ around the corner to rescue Madd Dogg!

:DOC2_4220
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 42@ wrecked 
8118:   not actor 103@ dead 
else_jump @DOC2_12960 
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @DOC2_4272 
jump @DOC2_13161 

:DOC2_4272
139@ += 1 
gosub @DOC2_14033 
gosub @DOC2_14835 
if 
  4 > 99@ 
else_jump @DOC2_5036 
if and
  139@ > 200 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 20.0 20.0 20.0 
876F:   not text_priority_displayed 
else_jump @DOC2_5036 

:DOC2_4369
0209: $9165 = random_int_in_ranges 0 9 
if and
003C:   $9165 == 140@ // (int) 
  3 > 141@ 
else_jump @DOC2_4418 
jump @DOC2_4369 
141@ += 1 

:DOC2_4418
008B: 140@ = $9165 // (int) 
141@ = 0 
if 
8118:   not actor 51@ dead 
else_jump @DOC2_4677 
if and
00FE:   actor 51@ sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
  134@ == 0 
else_jump @DOC2_4677 
0871: init_jump_table $9165 total_jumps 3 default_jump 0 @DOC2_4677 jumps 0 @DOC2_4569 1 @DOC2_4605 2 @DOC2_4641 -1 @DOC2_4677 -1 @DOC2_4677 -1 @DOC2_4677 -1 @DOC2_4677 

:DOC2_4569
05AA: 135@s = 'DC2_AA' // @s = 'short'  // Can I get your sneakers?
04AF: 137@ = 12400 // = constant 
gosub @DOC2_14815 
jump @DOC2_4677 

:DOC2_4605
05AA: 135@s = 'DC2_AB' // @s = 'short'  // You won't be needing those fancy clothes.
04AF: 137@ = 12401 // = constant 
gosub @DOC2_14815 
jump @DOC2_4677 

:DOC2_4641
05AA: 135@s = 'DC2_AC' // @s = 'short'  // Don't take your clothes with y'!
04AF: 137@ = 12402 // = constant 
gosub @DOC2_14815 
jump @DOC2_4677 

:DOC2_4677
if 
8118:   not actor 52@ dead 
else_jump @DOC2_5029 
if and
00FE:   actor 52@ sphere 0 in_sphere 2164.596 1435.169 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
  134@ == 0 
else_jump @DOC2_5029 
0871: init_jump_table $9165 total_jumps 6 default_jump 0 @DOC2_5029 jumps 3 @DOC2_4813 4 @DOC2_4849 5 @DOC2_4885 6 @DOC2_4921 7 @DOC2_4957 8 @DOC2_4993 -1 @DOC2_5029 

:DOC2_4813
05AA: 135@s = 'DC2_AD' // @s = 'short'  // A little more action!
04AF: 137@ = 12403 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_4849
05AA: 135@s = 'DC2_AE' // @s = 'short'  // The show must go on!
04AF: 137@ = 12404 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_4885
05AA: 135@s = 'DC2_AF' // @s = 'short'  // He's gonna be pavement pizza!
04AF: 137@ = 12405 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_4921
05AA: 135@s = 'DC2_AJ' // @s = 'short'  // Jump! Look what dying did for my career!
04AF: 137@ = 12409 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_4957
05AA: 135@s = 'DC2_AK' // @s = 'short'  // JUMP! You fool!
04AF: 137@ = 12410 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_4993
05AA: 135@s = 'DC2_AL' // @s = 'short'  // Jump! It'll save your career!
04AF: 137@ = 12411 // = constant 
gosub @DOC2_14815 
jump @DOC2_5029 

:DOC2_5029
139@ = 0 

:DOC2_5036
if and
8119:   not car 42@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 103@ dead 
else_jump @DOC2_6951 
47@ = 0 

:DOC2_5069
if 
8118:   not actor 51@(47@,15i) dead 
else_jump @DOC2_5264 
if and
051A:   actor 51@(47@,15i) damaged_by_actor $PLAYER_ACTOR 
  66@(47@,15i) == 0 
else_jump @DOC2_5172 
0687: clear_actor 51@(47@,15i) task 
05D3: AS_actor 51@(47@,15i) goto_point 2082.005 1415.909 9.8047 mode 7 time 20000 ms // versionA 
66@(47@,15i) = 1 

:DOC2_5172
if and
00FE:   actor 51@(47@,15i) sphere 0 in_sphere 2082.381 1416.636 9.8047 radius 10.0 10.0 10.0 
   not 66@(47@,15i) == 3 
else_jump @DOC2_5264 
0687: clear_actor 51@(47@,15i) task 
05DE: AS_actor 51@(47@,15i) walk_around_ped_path 
66@(47@,15i) = 3 

:DOC2_5264
47@ += 1 
  47@ >= 7 
else_jump @DOC2_5069 
if or
  99@ == 1 
  99@ == 0 
else_jump @DOC2_5740 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @DOC2_5580 
if and
8118:   not actor 122@ dead 
  121@ == 0 
else_jump @DOC2_5552 
0792: disembark_instantly_actor 122@ 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0209: $9165 = random_int_in_ranges 0 2 
0871: init_jump_table $9165 total_jumps 3 default_jump 0 @DOC2_5545 jumps 0 @DOC2_5437 1 @DOC2_5473 2 @DOC2_5509 -1 @DOC2_5545 -1 @DOC2_5545 -1 @DOC2_5545 -1 @DOC2_5545 

:DOC2_5437
05AA: 135@s = 'DOGG_GA' // @s = 'short'  // Hey, that's my truck!
04AF: 137@ = 14039 // = constant 
gosub @DOC2_14815 
jump @DOC2_5545 

:DOC2_5473
05AA: 135@s = 'DOGG_GB' // @s = 'short'  // What the fuck you doing?
04AF: 137@ = 14040 // = constant 
gosub @DOC2_14815 
jump @DOC2_5545 

:DOC2_5509
05AA: 135@s = 'DOGG_GC' // @s = 'short'  // Hey! HEY!
04AF: 137@ = 14041 // = constant 
gosub @DOC2_14815 
jump @DOC2_5545 

:DOC2_5545
121@ = 1 

:DOC2_5552
018B: set_marker 43@ radar_mode 0 
018B: set_marker 100@ radar_mode 3 
99@ = 1 
jump @DOC2_5601 

:DOC2_5580
018B: set_marker 43@ radar_mode 3 
018B: set_marker 100@ radar_mode 0 
99@ = 0 

:DOC2_5601
if 
  99@ == 1 
else_jump @DOC2_5740 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 113@ 114@ 115@ radius 4.0 4.0 4.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_5740 
01B4: set_player $PLAYER_CHAR can_move 0 
99@ = 2 
0172: 116@ = actor $PLAYER_ACTOR Z_angle 
if and
  116@ > 45.0 
  145.0 > 116@ 
else_jump @DOC2_5733 
133@ = 0 
jump @DOC2_5740 

:DOC2_5733
133@ = 1 

:DOC2_5740
if 
  99@ == 2 
else_jump @DOC2_6951 
gosub @DOC2_13933 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_5822 
0792: disembark_instantly_actor 103@ 
0605: actor 103@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_5822
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1451.192 24.9414 switchstyle 2 
0209: $9165 = random_int_in_ranges 0 3 
0871: init_jump_table $9165 total_jumps 3 default_jump 0 @DOC2_6209 jumps 0 @DOC2_5945 1 @DOC2_6033 2 @DOC2_6121 -1 @DOC2_6209 -1 @DOC2_6209 -1 @DOC2_6209 -1 @DOC2_6209 

:DOC2_5945
040D: unload_wav 1 
03CF: load_wav 14000 as 1 

:DOC2_5956
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_5982 
wait 0 
jump @DOC2_5956 

:DOC2_5982
if 
8118:   not actor 103@ dead 
else_jump @DOC2_6006 
0967: actor 103@ move_mouth 2000 ms 

:DOC2_6006
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AA' time 3000 flag 1  // Stay back!
jump @DOC2_6209 

:DOC2_6033
040D: unload_wav 1 
03CF: load_wav 14002 as 1 

:DOC2_6044
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_6070 
wait 0 
jump @DOC2_6044 

:DOC2_6070
if 
8118:   not actor 103@ dead 
else_jump @DOC2_6094 
0967: actor 103@ move_mouth 2000 ms 

:DOC2_6094
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AC' time 3000 flag 1  // I warn y'all, I'll jump!
jump @DOC2_6209 

:DOC2_6121
040D: unload_wav 1 
03CF: load_wav 14006 as 1 

:DOC2_6132
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_6158 
wait 0 
jump @DOC2_6132 

:DOC2_6158
if 
8118:   not actor 103@ dead 
else_jump @DOC2_6182 
0967: actor 103@ move_mouth 2000 ms 

:DOC2_6182
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AG' time 3000 flag 1  // Brandy, Goddamn it, get the brandy!
jump @DOC2_6209 

:DOC2_6209
if 
8118:   not actor 122@ dead 
else_jump @DOC2_6230 
034F: destroy_actor_with_fade 122@ 

:DOC2_6230
0249: release_model 330 
0249: release_model 50 
wait 1000 
41@ = 0 

:DOC2_6251
if 
83D2:   not wav 1 ended 
else_jump @DOC2_6304 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_6297 
142@ = 1 
jump @DOC2_6719 

:DOC2_6297
jump @DOC2_6251 

:DOC2_6304
if 
8118:   not actor 103@ dead 
else_jump @DOC2_6325 
0968: actor 103@ stop_mouth 

:DOC2_6325
41@ = 0 

:DOC2_6332
if 
  2000 > 41@ 
else_jump @DOC2_6389 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_6382 
142@ = 1 
jump @DOC2_6719 

:DOC2_6382
jump @DOC2_6332 

:DOC2_6389
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1450.499 24.1631 switchstyle 1 
41@ = 0 

:DOC2_6457
if 
  2000 > 41@ 
else_jump @DOC2_6514 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_6507 
142@ = 1 
jump @DOC2_6719 

:DOC2_6507
jump @DOC2_6457 

:DOC2_6514
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1445.077 13.6736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1445.815 14.7476 switchstyle 1 
41@ = 0 

:DOC2_6582
if 
  1000 > 41@ 
else_jump @DOC2_6639 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_6632 
142@ = 1 
jump @DOC2_6719 

:DOC2_6632
jump @DOC2_6582 

:DOC2_6639
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.
41@ = 0 

:DOC2_6662
if 
  3000 > 41@ 
else_jump @DOC2_6719 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_6712 
142@ = 1 
jump @DOC2_6719 

:DOC2_6712
jump @DOC2_6662 

:DOC2_6719
if 
  142@ == 1 
else_jump @DOC2_6753 
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.

:DOC2_6753
00BE: text_clear_all 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_6779 
0618: assign_actor 103@ to_AS_pack 104@ 

:DOC2_6779
if 
  133@ == 0 
else_jump @DOC2_6850 
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_6843 
00AB: put_car 42@ at 2163.888 1444.0 9.8203 
0175: set_car 42@ Z_angle_to 90.0 

:DOC2_6843
jump @DOC2_6896 

:DOC2_6850
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_6896 
00AB: put_car 42@ at 2163.888 1444.0 9.8203 
0175: set_car 42@ Z_angle_to 270.0 

:DOC2_6896
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
if 
075C:   marker 100@ enabled 
else_jump @DOC2_6926 
08FB: set_checkpoint 100@ type_to 1 

:DOC2_6926
gosub @DOC2_13948 
99@ = 3 
40@ = 0 
0A6F: checkpoint_save 99 

:DOC2_6951
if and
8119:   not car 42@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 103@ dead 
else_jump @DOC2_12908 
if 
  99@ == 3 
else_jump @DOC2_9034 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2149.407 1431.497 9.8203 radius 100.0 100.0 100.0 
else_jump @DOC2_7066 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.
jump @DOC2_12974 

:DOC2_7066
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @DOC2_7131 
if 
  97@ == 0 
else_jump @DOC2_7124 
018B: set_marker 43@ radar_mode 0 
018B: set_marker 100@ radar_mode 3 
97@ = 1 

:DOC2_7124
jump @DOC2_7186 

:DOC2_7131
if 
  97@ == 1 
else_jump @DOC2_7186 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
018B: set_marker 43@ radar_mode 3 
018B: set_marker 100@ radar_mode 0 
97@ = 0 

:DOC2_7186
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 113@ 114@ 115@ radius 12.0 12.0 12.0 
  120@ == 1 
else_jump @DOC2_7251 
41@ = 0 
02EB: restore_camera_with_jumpcut 
120@ = 2 

:DOC2_7251
if and
  41@ > 1000 
  120@ == 2 
else_jump @DOC2_7300 
00BC: show_text_highpriority GXT 'DOC2_11' time 4000 flag 1  // ~s~Go back and rescue ~b~Madd Dogg~s~!
120@ = 0 

:DOC2_7300
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 113@ 114@ 115@ radius 12.0 12.0 12.0 
else_jump @DOC2_9034 
120@ = 1 
if 
  40000 > 40@ 
else_jump @DOC2_7421 
015F: set_camera_position 2163.702 1435.87 37.0031 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.699 1436.447 36.1861 switchstyle 2 

:DOC2_7421
if and
  40@ > 10000 
  11000 > 40@ 
else_jump @DOC2_7737 
if 
  134@ == 0 
else_jump @DOC2_7737 
0209: $9165 = random_int_in_ranges 0 3 
0871: init_jump_table $9165 total_jumps 3 default_jump 0 @DOC2_7730 jumps 0 @DOC2_7538 1 @DOC2_7602 2 @DOC2_7666 -1 @DOC2_7730 -1 @DOC2_7730 -1 @DOC2_7730 -1 @DOC2_7730 

:DOC2_7538
040D: unload_wav 1 
03CF: load_wav 14010 as 1 

:DOC2_7549
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7575 
wait 0 
jump @DOC2_7549 

:DOC2_7575
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BA' time 4000 flag 1  // This is it! This is the end! I'm out!
jump @DOC2_7730 

:DOC2_7602
040D: unload_wav 1 
03CF: load_wav 14011 as 1 

:DOC2_7613
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7639 
wait 0 
jump @DOC2_7613 

:DOC2_7639
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BB' time 4000 flag 1  // It's time, I'm going to do it!
jump @DOC2_7730 

:DOC2_7666
040D: unload_wav 1 
03CF: load_wav 14012 as 1 

:DOC2_7677
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_7703 
wait 0 
jump @DOC2_7677 

:DOC2_7703
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BC' time 4000 flag 1  // Goodbye cruel world!
jump @DOC2_7730 

:DOC2_7730
134@ = 1 

:DOC2_7737
if 
001F:   40@ > $9164 // (int) 
else_jump @DOC2_9034 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_7794 
0792: disembark_instantly_actor 103@ 
0173: set_actor 103@ Z_angle_to 177.7059 

:DOC2_7794
015D: set_gamespeed 0.4 
015F: set_camera_position 2163.22 1454.533 35.0248 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.227 1454.063 34.1425 switchstyle 2 
wait 500 
0382: set_object 108@ collision_detection 0 
0382: set_object 109@ collision_detection 0 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_7895 
0618: assign_actor 103@ to_AS_pack 105@ 

:DOC2_7895
41@ = 0 
99@ = 4 
040D: unload_wav 3 
03CF: load_wav 23400 as 3 

:DOC2_7920
if 
   not 41@ > 2000 
else_jump @DOC2_8534 
wait 0 
if and
  41@ > 500 
  111@ == 0 
else_jump @DOC2_7997 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_7990 
0687: clear_actor 103@ task 

:DOC2_7990
111@ = 1 

:DOC2_7997
if 
8118:   not actor 103@ dead 
else_jump @DOC2_8093 
00A0: store_actor 103@ position_to $72 $73 $74 
if and
  12.0 > $74 
  40@ > 10 
else_jump @DOC2_8093 
40@ = 0 
09B8: create_blood_gush_at $72 $73 $74 with_offset 0.0 0.0 2.0 density 40 on_actor 103@ 

:DOC2_8093
if 
  41@ > 1000 
else_jump @DOC2_8177 
gosub @DOC2_13933 
015F: set_camera_position 2172.002 1441.702 10.2111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.076 1442.003 10.4368 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 

:DOC2_8177
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_8527 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_8527 
if 
   not 99@ == 5 
else_jump @DOC2_8527 
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset 0.0 -1.5 0.5 
if 
00FE:   actor 103@ sphere 0 in_sphere 48@ 49@ 50@ radius 1.3 1.3 1.0 
else_jump @DOC2_8527 
if 
03D0:   wav 3 loaded 
else_jump @DOC2_8317 
03D1: play_wav 3 

:DOC2_8317
117@ = -0.1 
0723: break_object 109@ intensity 1 
0619: enable_actor 103@ collision_detection 0 
0223: set_actor 103@ health_to 100 
0792: disembark_instantly_actor 103@ 
0812: AS_actor 103@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 103@ into_turret_on_car 42@ at_car_offset 0.0 -2.0 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
99@ = 5 
if and
8118:   not actor 103@ dead 
8119:   not car 42@ wrecked 
else_jump @DOC2_8527 
064B: 98@ = create_particle "EXPLOSION_BARREL" at 48@ 49@ 50@ type 1 
064F: remove_references_to_particle 98@ 
015B: shake_player_controller 0 time 500 intensity 200 
01EB: set_traffic_density_multiplier_to 2.0 
0223: set_actor 103@ health_to 100 
0826: enable_hud 1 
gosub @DOC2_13244 

:DOC2_8527
jump @DOC2_7920 

:DOC2_8534
40@ = 0 
if 
03D2:   wav 3 ended 
else_jump @DOC2_8560 
040D: unload_wav 3 

:DOC2_8560
015D: set_gamespeed 1.0 
gosub @DOC2_13948 
if and
8118:   not actor 103@ dead 
8119:   not car 42@ wrecked 
else_jump @DOC2_8632 
0465: remove_actor 103@ from_turret_mode 
0464: put_actor 103@ into_turret_on_car 42@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 

:DOC2_8632
if 
  99@ == 4 
else_jump @DOC2_8723 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_8716 
00A0: store_actor 103@ position_to $72 $73 $74 
09B8: create_blood_gush_at $72 $73 $74 with_offset 0.0 0.0 10.0 density 100 on_actor 103@ 
05BE: AS_actor 103@ die 

:DOC2_8716
jump @DOC2_9034 

:DOC2_8723
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_8769 
01EB: set_traffic_density_multiplier_to 2.0 
0227: 44@ = car 42@ health 
02AC: set_car 42@ immunities BP 1 FP 0 EP 0 CP 0 MP 1 

:DOC2_8769
0085: 45@ = 44@ // (int) 
03C4: set_status_text $9166 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 101@ radar_mode 3 
018B: set_marker 100@ radar_mode 0 
47@ = 0 

:DOC2_8814
if 
8118:   not actor 51@(47@,15i) dead 
else_jump @DOC2_8971 
0792: disembark_instantly_actor 51@(47@,15i) 
0209: $9165 = random_int_in_ranges 0 2 
if 
  $9165 == 0 
else_jump @DOC2_8924 
0209: $9165 = random_int_in_ranges 10 200 
wait $9165 
if 
8118:   not actor 51@(47@,15i) dead 
else_jump @DOC2_8917 
0618: assign_actor 51@(47@,15i) to_AS_pack 118@ 

:DOC2_8917
jump @DOC2_8971 

:DOC2_8924
0209: $9165 = random_int_in_ranges 10 200 
wait $9165 
if 
8118:   not actor 51@(47@,15i) dead 
else_jump @DOC2_8971 
0618: assign_actor 51@(47@,15i) to_AS_pack 119@ 

:DOC2_8971
47@ += 1 
  47@ >= 7 
else_jump @DOC2_8814 
04EF: release_animation "ON_LOOKERS" 
wait 1000 
00BC: show_text_highpriority GXT 'DOC2_06' time 5000 flag 1  // ~s~Drive Madd Dogg to ~y~hospital ~s~CAREFULLY. Each bump reduces his chance of survival.
40@ = 0 

:DOC2_9034
if and
8119:   not car 42@ wrecked 
8118:   not actor 103@ dead 
else_jump @DOC2_12908 
if 
  99@ == 5 
else_jump @DOC2_12908 
if 
  40@ > 5000 
else_jump @DOC2_9458 
if and
  138@ == 2 
  132@ == 0 
else_jump @DOC2_9153 
05AA: 135@s = 'DOGG_CA' // @s = 'short'  // Time to take your sorry ass to rehab you drunken idiot.
04AF: 137@ = 14013 // = constant 
gosub @DOC2_14815 
132@ = 1 

:DOC2_9153
if and
  138@ == 2 
  132@ == 1 
else_jump @DOC2_9214 
05AA: 135@s = 'DOGG_CB' // @s = 'short'  // Am I still the top rapper, dude?
04AF: 137@ = 14014 // = constant 
gosub @DOC2_14815 
132@ = 2 

:DOC2_9214
if and
  138@ == 2 
  132@ == 2 
else_jump @DOC2_9275 
05AA: 135@s = 'DOGG_CC' // @s = 'short'  // Best there ever was.
04AF: 137@ = 14015 // = constant 
gosub @DOC2_14815 
132@ = 3 

:DOC2_9275
if and
  138@ == 2 
  132@ == 3 
else_jump @DOC2_9336 
05AA: 135@s = 'DOGG_CD' // @s = 'short'  // Second to nobody else, homeboy.
04AF: 137@ = 14016 // = constant 
gosub @DOC2_14815 
132@ = 4 

:DOC2_9336
if and
  138@ == 2 
  132@ == 4 
else_jump @DOC2_9397 
05AA: 135@s = 'DOGG_CE' // @s = 'short'  // And the name's Carl.
04AF: 137@ = 14017 // = constant 
gosub @DOC2_14815 
132@ = 5 

:DOC2_9397
if and
  138@ == 2 
  132@ == 5 
else_jump @DOC2_9458 
05AA: 135@s = 'DOGG_CF' // @s = 'short'  // Thanks, Carl...
04AF: 137@ = 14018 // = constant 
gosub @DOC2_14815 
132@ = 6 

:DOC2_9458
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 42@ wrecked 
else_jump @DOC2_9594 
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @DOC2_9553 
if 
  125@ == 0 
else_jump @DOC2_9546 
132@ = 6 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
125@ = 1 

:DOC2_9546
jump @DOC2_9594 

:DOC2_9553
if 
  125@ == 1 
else_jump @DOC2_9594 
00BC: show_text_highpriority GXT 'DOC2_20' time 4000 flag 1  // ~s~Drive Madd Dogg to the ~y~Hospital~s~!
125@ = 0 

:DOC2_9594
0085: 45@ = 44@ // (int) 
0227: 44@ = car 42@ health 
if and
8118:   not actor 103@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_9676 
if 
051A:   actor 103@ damaged_by_actor $PLAYER_ACTOR 
else_jump @DOC2_9676 
if 
003B:   44@ == 45@ // (int) 
else_jump @DOC2_9676 
44@ -= 50 

:DOC2_9676
if 
001D:   45@ > 44@ // (int) 
else_jump @DOC2_10811 
0085: 46@ = 45@ // (int) 
0062: 46@ -= 44@ // (int) 
0066: $9166 -= 46@ // (int) 
if 
  0 > $9166 
else_jump @DOC2_9998 
$9166 = 0 
00BE: text_clear_all 
0209: $9165 = random_int_in_ranges 0 3 
0871: init_jump_table $9165 total_jumps 3 default_jump 0 @DOC2_9926 jumps 0 @DOC2_9818 1 @DOC2_9854 2 @DOC2_9890 -1 @DOC2_9926 -1 @DOC2_9926 -1 @DOC2_9926 -1 @DOC2_9926 

:DOC2_9818
05AA: 135@s = 'DOGG_EA' // @s = 'short'  // It's the end! Oh, you non-driving asshole... Uurruuggh...
04AF: 137@ = 14029 // = constant 
gosub @DOC2_14815 
jump @DOC2_9926 

:DOC2_9854
05AA: 135@s = 'DOGG_EB' // @s = 'short'  // Uuaaghh, you tried, man... Ooh, ugh... but it wasn't good enough ... I'm out.
04AF: 137@ = 14030 // = constant 
gosub @DOC2_14815 
jump @DOC2_9926 

:DOC2_9890
05AA: 135@s = 'DOGG_EC' // @s = 'short'  // Momma, 's'at you? Uugh!
04AF: 137@ = 14031 // = constant 
gosub @DOC2_14815 
jump @DOC2_9926 

:DOC2_9926
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_9956 
99@ = 6 
jump @DOC2_9968 

:DOC2_9956
034F: destroy_actor_with_fade 103@ 
jump @DOC2_12974 

:DOC2_9968
if 
8118:   not actor 103@ dead 
else_jump @DOC2_9991 
0332: set_actor 103@ bleeding 0 

:DOC2_9991
41@ = 0 

:DOC2_9998
if and
  102@ == 0 
   not 99@ == 6 
else_jump @DOC2_10811 
00BE: text_clear_all 
132@ = 4 
102@ = 1 
41@ = 0 
0332: set_actor 103@ bleeding 1 
if or
  145@ == 0 
  145@ == 1 
else_jump @DOC2_10094 
0209: $9165 = random_int_in_ranges 0 3 
jump @DOC2_10103 

:DOC2_10094
0209: $9165 = random_int_in_ranges 0 2 

:DOC2_10103
0871: init_jump_table 145@ total_jumps 4 default_jump 0 @DOC2_10772 jumps 0 @DOC2_10166 1 @DOC2_10314 2 @DOC2_10462 3 @DOC2_10617 -1 @DOC2_10772 -1 @DOC2_10772 -1 @DOC2_10772 

:DOC2_10166
if 
  $9165 == 0 
else_jump @DOC2_10213 
05AA: 135@s = 'DOGG_DC' // @s = 'short'  // Momma, is that you?
04AF: 137@ = 14021 // = constant 
gosub @DOC2_14815 

:DOC2_10213
if 
  $9165 == 1 
else_jump @DOC2_10260 
05AA: 135@s = 'DOGG_DD' // @s = 'short'  // Brandy! I need more brandy...
04AF: 137@ = 14022 // = constant 
gosub @DOC2_14815 

:DOC2_10260
if 
  $9165 == 2 
else_jump @DOC2_10307 
05AA: 135@s = 'DOGG_DI' // @s = 'short'  // OG Loc, you're a dead man. Dead, man!
04AF: 137@ = 14027 // = constant 
gosub @DOC2_14815 

:DOC2_10307
jump @DOC2_10772 

:DOC2_10314
if 
  $9165 == 0 
else_jump @DOC2_10361 
05AA: 135@s = 'DOGG_DJ' // @s = 'short'  // Where're all my bitches..? My bitches!
04AF: 137@ = 14028 // = constant 
gosub @DOC2_14815 

:DOC2_10361
if 
  $9165 == 1 
else_jump @DOC2_10408 
05AA: 135@s = 'DOGG_DE' // @s = 'short'  // I'm a ghetto superstar!
04AF: 137@ = 14023 // = constant 
gosub @DOC2_14815 

:DOC2_10408
if 
  $9165 == 2 
else_jump @DOC2_10455 
05AA: 135@s = 'DOGG_DF' // @s = 'short'  // Loc! LOC! I'm gonna kill you!
04AF: 137@ = 14024 // = constant 
gosub @DOC2_14815 

:DOC2_10455
jump @DOC2_10772 

:DOC2_10462
if 
  $9165 == 0 
else_jump @DOC2_10509 
05AA: 135@s = 'DOGG_DG' // @s = 'short'  // Wha-? Where am I? Why's it so dark?
04AF: 137@ = 14025 // = constant 
gosub @DOC2_14815 

:DOC2_10509
if 
  $9165 == 1 
else_jump @DOC2_10610 
if 
  132@ == 6 
else_jump @DOC2_10581 
05AA: 135@s = 'DOGG_DH' // @s = 'short'  // I'm cold, Carl - damn, man, I'm cold!
04AF: 137@ = 14026 // = constant 
gosub @DOC2_14815 
jump @DOC2_10610 

:DOC2_10581
05AA: 135@s = 'DOGG_DG' // @s = 'short'  // Wha-? Where am I? Why's it so dark?
04AF: 137@ = 14025 // = constant 
gosub @DOC2_14815 

:DOC2_10610
jump @DOC2_10772 

:DOC2_10617
if 
  $9165 == 0 
else_jump @DOC2_10664 
05AA: 135@s = 'DOGG_DA' // @s = 'short'  // Oh, man, I'm gonna die!
04AF: 137@ = 14019 // = constant 
gosub @DOC2_14815 

:DOC2_10664
if 
  $9165 == 1 
else_jump @DOC2_10765 
if 
  132@ == 6 
else_jump @DOC2_10736 
05AA: 135@s = 'DOGG_DB' // @s = 'short'  // I'm slipping away, Carl!
04AF: 137@ = 14020 // = constant 
gosub @DOC2_14815 
jump @DOC2_10765 

:DOC2_10736
05AA: 135@s = 'DOGG_DA' // @s = 'short'  // Oh, man, I'm gonna die!
04AF: 137@ = 14019 // = constant 
gosub @DOC2_14815 

:DOC2_10765
jump @DOC2_10772 

:DOC2_10772
145@ += 1 
if 
  145@ == 4 
else_jump @DOC2_10804 
145@ = 0 

:DOC2_10804
132@ = 6 

:DOC2_10811
if and
  102@ == 1 
  41@ > 4000 
else_jump @DOC2_10851 
0332: set_actor 103@ bleeding 0 
102@ = 0 

:DOC2_10851
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @DOC2_10891 
018B: set_marker 43@ radar_mode 0 
018B: set_marker 101@ radar_mode 3 
jump @DOC2_10905 

:DOC2_10891
018B: set_marker 43@ radar_mode 3 
018B: set_marker 101@ radar_mode 0 

:DOC2_10905
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_12908 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @DOC2_12908 
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1878.546 2240.82 9.813 radius 4.0 4.0 4.0 
8119:   not car 42@ wrecked 
else_jump @DOC2_12908 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_12875 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
gosub @DOC2_13933 
0172: 116@ = actor $PLAYER_ACTOR Z_angle 
if and
  116@ > 0.0 
  180.0 > 116@ 
else_jump @DOC2_11083 
123@ = 0 
jump @DOC2_11090 

:DOC2_11083
123@ = 1 

:DOC2_11090
0395: clear_area 1 at 1878.546 2240.82 9.813 radius 10.0 
0465: remove_actor 103@ from_turret_mode 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_11165 
00A1: put_actor 103@ at 1876.335 2236.9 10.125 
0173: set_actor 103@ Z_angle_to 242.5344 

:DOC2_11165
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_11246 
00AB: put_car 42@ at 1878.546 2240.82 9.813 
if 
  123@ == 0 
else_jump @DOC2_11236 
0175: set_car 42@ Z_angle_to 90.0 
jump @DOC2_11246 

:DOC2_11236
0175: set_car 42@ Z_angle_to 270.0 

:DOC2_11246
015F: set_camera_position 1854.521 2272.75 11.9889 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1854.83 2271.8 11.9363 switchstyle 2 
wait 1000 
41@ = 0 

:DOC2_11309
if 
  2000 > 41@ 
else_jump @DOC2_11359 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_11352 
jump @DOC2_12741 

:DOC2_11352
jump @DOC2_11309 

:DOC2_11359
if 
8118:   not actor 103@ dead 
else_jump @DOC2_11428 
0615: define_AS_pack_begin 147@ 
0603: AS_actor -1 goto_point_any_means 1878.493 2235.108 10.125 mode 6 use_car -1 
0639: AS_actor -1 rotate_to_actor 103@ 
05B9: AS_actor -1 stay_idle 2000 ms 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 147@ 

:DOC2_11428
009A: 128@ = create_actor_pedtype 4 model 274 at 1875.337 2235.227 10.125 
0173: set_actor 128@ Z_angle_to 329.5542 
04EB: AS_actor 128@ crouch 1 
009A: 129@ = create_actor_pedtype 4 model 274 at 1886.007 2235.067 10.125 
0173: set_actor 129@ Z_angle_to 84.1029 
0618: assign_actor 129@ to_AS_pack 147@ 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1873.321 2243.282 14.1094 switchstyle 2 
wait 100 
040D: unload_wav 1 
03CF: load_wav 14032 as 1 

:DOC2_11579
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11605 
wait 0 
jump @DOC2_11579 

:DOC2_11605
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FA' time 3000 flag 1  // Hey, get yourself straightened out,
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1872.971 2243.143 13.5352 switchstyle 1 
41@ = 0 

:DOC2_11693
if 
83D2:   not wav 1 ended 
else_jump @DOC2_11739 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_11732 
jump @DOC2_12741 

:DOC2_11732
jump @DOC2_11693 

:DOC2_11739
040D: unload_wav 1 
03CF: load_wav 14033 as 1 

:DOC2_11750
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11776 
wait 0 
jump @DOC2_11750 

:DOC2_11776
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FB' time 3000 flag 1  // then we can get you back in the studio.
41@ = 0 

:DOC2_11803
if 
83D2:   not wav 1 ended 
else_jump @DOC2_11849 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_11842 
jump @DOC2_12741 

:DOC2_11842
jump @DOC2_11803 

:DOC2_11849
41@ = 0 

:DOC2_11856
if 
  1000 > 41@ 
else_jump @DOC2_11906 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_11899 
jump @DOC2_12741 

:DOC2_11899
jump @DOC2_11856 

:DOC2_11906
040D: unload_wav 1 
03CF: load_wav 14034 as 1 

:DOC2_11917
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_11943 
wait 0 
jump @DOC2_11917 

:DOC2_11943
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FC' time 3000 flag 1  // Carl.
41@ = 0 

:DOC2_11970
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12016 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12009 
jump @DOC2_12741 

:DOC2_12009
jump @DOC2_11970 

:DOC2_12016
040D: unload_wav 1 
03CF: load_wav 14035 as 1 

:DOC2_12027
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12053 
wait 0 
jump @DOC2_12027 

:DOC2_12053
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FD' time 3000 flag 1  // What?
41@ = 0 

:DOC2_12080
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12126 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12119 
jump @DOC2_12741 

:DOC2_12119
jump @DOC2_12080 

:DOC2_12126
41@ = 0 

:DOC2_12133
if 
  1000 > 41@ 
else_jump @DOC2_12183 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12176 
jump @DOC2_12741 

:DOC2_12176
jump @DOC2_12133 

:DOC2_12183
040D: unload_wav 1 
03CF: load_wav 14036 as 1 

:DOC2_12194
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12220 
wait 0 
jump @DOC2_12194 

:DOC2_12220
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FE' time 3000 flag 1  // When I get clean I'm gonna need a new manager.
41@ = 0 

:DOC2_12247
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12293 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12286 
jump @DOC2_12741 

:DOC2_12286
jump @DOC2_12247 

:DOC2_12293
040D: unload_wav 1 
03CF: load_wav 14037 as 1 

:DOC2_12304
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12330 
wait 0 
jump @DOC2_12304 

:DOC2_12330
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FF' time 2000 flag 1  // Thought I might look you up.
41@ = 0 

:DOC2_12357
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12403 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12396 
jump @DOC2_12741 

:DOC2_12396
jump @DOC2_12357 

:DOC2_12403
41@ = 0 

:DOC2_12410
if 
  1000 > 41@ 
else_jump @DOC2_12460 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12453 
jump @DOC2_12741 

:DOC2_12453
jump @DOC2_12410 

:DOC2_12460
if and
8119:   not car 42@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_12574 
if 
  123@ == 0 
else_jump @DOC2_12540 
05D1: AS_actor $PLAYER_ACTOR drive_car 42@ to 1853.302 2239.55 9.8203 speed 10.0 2 model 0 2 
jump @DOC2_12574 

:DOC2_12540
05D1: AS_actor $PLAYER_ACTOR drive_car 42@ to 1902.168 2238.136 9.8203 speed 10.0 2 model 0 2 

:DOC2_12574
040D: unload_wav 1 
03CF: load_wav 14038 as 1 

:DOC2_12585
if 
83D0:   not wav 1 loaded 
else_jump @DOC2_12611 
wait 0 
jump @DOC2_12585 

:DOC2_12611
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FG' time 3000 flag 1  // You do that, homie.
41@ = 0 

:DOC2_12638
if 
83D2:   not wav 1 ended 
else_jump @DOC2_12684 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12677 
jump @DOC2_12741 

:DOC2_12677
jump @DOC2_12638 

:DOC2_12684
41@ = 0 

:DOC2_12691
if 
  1000 > 41@ 
else_jump @DOC2_12741 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @DOC2_12734 
jump @DOC2_12741 

:DOC2_12734
jump @DOC2_12691 

:DOC2_12741
gosub @DOC2_13599 
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_12856 
03A2: set_car 42@ action 0 
if 
  123@ == 1 
else_jump @DOC2_12826 
00AB: put_car 42@ at 1913.238 2240.401 9.8203 
0175: set_car 42@ Z_angle_to 270.0 
jump @DOC2_12856 

:DOC2_12826
00AB: put_car 42@ at 1867.3 2260.574 9.8203 
0175: set_car 42@ Z_angle_to 0.0 

:DOC2_12856
0151: remove_status_text $9163 
gosub @DOC2_13948 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:DOC2_12875
009B: destroy_actor 103@ 
if 
075C:   marker 101@ enabled 
else_jump @DOC2_12901 
0164: disable_marker 101@ 

:DOC2_12901
jump @DOC2_13161 

:DOC2_12908
if and
  99@ == 6 
  41@ > 3000 
else_jump @DOC2_12953 
0332: set_actor 103@ bleeding 0 
034F: destroy_actor_with_fade 103@ 
jump @DOC2_12974 

:DOC2_12953
jump @DOC2_4220 

:DOC2_12960
gosub @DOC2_13948 
jump @DOC2_12974 

:DOC2_12974
if 
  112@ == 0 
else_jump @DOC2_13159 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  99@ == 5 
else_jump @DOC2_13031 
0151: remove_status_text $9166 

:DOC2_13031
if 
0119:   car 42@ wrecked 
else_jump @DOC2_13120 
if 
  5 > 99@ 
else_jump @DOC2_13088 
00BC: show_text_highpriority GXT 'DOC2_09' time 4000 flag 1  // ~r~You won't be able to catch Madd Dogg now.
jump @DOC2_13104 

:DOC2_13088
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_13104
if 
8118:   not actor 103@ dead 
else_jump @DOC2_13120 

:DOC2_13120
if or
0118:   actor 103@ dead 
  $9166 == 0 
else_jump @DOC2_13159 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_13159
return 

:DOC2_13161
112@ = 1 
if 
075C:   marker $583 enabled 
else_jump @DOC2_13189 
0164: disable_marker $583 

:DOC2_13189
$598 += 1 
0318: set_latest_mission_passed 'DOC_2'  // Madd Dogg
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:DOC2_13244
0247: load_model 274 
0247: load_model 416 

:DOC2_13254
if or
8248:   not model 274 available 
8248:   not model 416 available 
else_jump @DOC2_13286 
wait 0 
jump @DOC2_13254 

:DOC2_13286
009A: 126@ = create_actor_pedtype 4 model 274 at 1853.996 2264.554 9.9245 
0173: set_actor 126@ Z_angle_to 261.1915 
009A: 127@ = create_actor_pedtype 4 model 274 at 1855.156 2264.286 9.8885 
0173: set_actor 127@ Z_angle_to 62.9217 
00A5: 130@ = create_car 416 at 1889.046 2256.128 9.8203 
0175: set_car 130@ Z_angle_to 359.5048 
00A5: 131@ = create_car 416 at 1896.493 2256.069 9.8203 
0175: set_car 131@ Z_angle_to 2.7445 
0615: define_AS_pack_begin 150@ 
0603: AS_actor -1 goto_point_any_means 1853.996 2264.554 9.9245 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 242.922 
if 
8118:   not actor 127@ dead 
else_jump @DOC2_13510 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_13510
0643: set_AS_pack 150@ loop 1 
0616: define_AS_pack_end 150@ 
0618: assign_actor 126@ to_AS_pack 150@ 
061B: remove_references_to_AS_pack 150@ 
0615: define_AS_pack_begin 150@ 
0603: AS_actor -1 goto_point_any_means 1855.156 2264.286 9.8885 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 62.9217 
0643: set_AS_pack 150@ loop 1 
0616: define_AS_pack_end 150@ 
0618: assign_actor 127@ to_AS_pack 150@ 
0249: release_model 416 
return 

:DOC2_13599
if 
8118:   not actor 126@ dead 
else_jump @DOC2_13620 
034F: destroy_actor_with_fade 126@ 

:DOC2_13620
if 
8118:   not actor 127@ dead 
else_jump @DOC2_13641 
034F: destroy_actor_with_fade 127@ 

:DOC2_13641
if 
8118:   not actor 128@ dead 
else_jump @DOC2_13662 
034F: destroy_actor_with_fade 128@ 

:DOC2_13662
if 
8118:   not actor 129@ dead 
else_jump @DOC2_13683 
034F: destroy_actor_with_fade 129@ 

:DOC2_13683
return 

:DOC2_13685
$ONMISSION = 0 
if 
8118:   not actor 103@ dead 
else_jump @DOC2_13713 
034F: destroy_actor_with_fade 103@ 

:DOC2_13713
if 
075C:   marker 100@ enabled 
else_jump @DOC2_13734 
0164: disable_marker 100@ 

:DOC2_13734
if 
075C:   marker 101@ enabled 
else_jump @DOC2_13755 
0164: disable_marker 101@ 

:DOC2_13755
if 
075C:   marker 43@ enabled 
else_jump @DOC2_13776 
0164: disable_marker 43@ 

:DOC2_13776
0151: remove_status_text $9166 
0650: destroy_particle 98@ 
091D: remove_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
091E: create_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
0249: release_model 478 
0249: release_model 27 
0249: release_model 83 
0249: release_model 85 
0249: release_model 78 
0249: release_model 274 
0249: release_model 416 
0249: release_model 258 
0249: release_model 259 
0249: release_model 68 
0249: release_model 50 
0249: release_model 330 
0296: unload_special_actor 1 
04EF: release_animation "ON_LOOKERS" 
01B7: release_weather 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:DOC2_13933
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 

:DOC2_13948
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 
fade 0 500 

:DOC2_13974
if 
fading 
else_jump @DOC2_13998 
wait 0 
jump @DOC2_13974 

:DOC2_13998
return 
fade 1 500 

:DOC2_14007
if 
fading 
else_jump @DOC2_14031 
wait 0 
jump @DOC2_14007 

:DOC2_14031
return 

:DOC2_14033
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @DOC2_14103 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14103 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14103
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @DOC2_14174 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14174 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14174
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @DOC2_14244 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14244 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_14244
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @DOC2_14329 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14329 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DOC2_14329 
00D9: 151@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 151@ at 1893.958 2240.108 9.8203 
0175: set_car 151@ Z_angle_to 77.6686 

:DOC2_14329
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @DOC2_14359 
065D: NOP $9164 "DOC2_RND" 

:DOC2_14359
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @DOC2_14458 
if 
8119:   not car 42@ wrecked 
else_jump @DOC2_14419 
0407: store_coords_to 48@ 49@ 50@ from_car 42@ with_offset 0.0 -1.5 0.5 

:DOC2_14419
064B: 98@ = create_particle "EXPLOSION_BARREL" at 48@ 49@ 50@ type 1 
064C: make_particle 98@ visible 

:DOC2_14458
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @DOC2_14494 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14494 
05BE: AS_actor $PLAYER_ACTOR die 

:DOC2_14494
if 
0736:   is_keyboard_key_just_pressed 81 
else_jump @DOC2_14570 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14570 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
09B8: create_blood_gush_at $72 $73 $74 with_offset 0.0 0.0 2.0 density 40 on_actor $PLAYER_ACTOR 

:DOC2_14570
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @DOC2_14615 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DOC2_14615 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:DOC2_14615
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @DOC2_14779 
if and
8118:   not actor 103@ dead 
8119:   not car 42@ wrecked 
   not 99@ == 5 
else_jump @DOC2_14779 
0723: break_object 109@ intensity 1 
0792: disembark_instantly_actor 103@ 
0812: AS_actor 103@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 103@ into_turret_on_car 42@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
99@ = 5 
03C4: set_status_text $9163 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 101@ radar_mode 3 
018B: set_marker 100@ radar_mode 0 

:DOC2_14779
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @DOC2_14798 
set_weather 16 

:DOC2_14798
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @DOC2_14813 

:DOC2_14813
return 

:DOC2_14815
040D: unload_wav 1 
03CF: load_wav 137@ as 1 
138@ = 0 
return 

:DOC2_14835
if and
03D0:   wav 1 loaded 
  138@ == 0 
else_jump @DOC2_14878 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 135@s time 10000 flag 1 
138@ = 1 

:DOC2_14878
if and
03D2:   wav 1 ended 
  138@ == 1 
else_jump @DOC2_14916 
040D: unload_wav 1 
03D5: remove_text 135@s 
138@ = 2 

:DOC2_14916
return 

//-------------Mission 96---------------
// Originally: Architectural Espionage

:HEIST1
thread 'HEIST1' 
gosub @HEIST1_47 
if 
wasted_or_busted 
else_jump @HEIST1_38 
gosub @HEIST1_23660 

:HEIST1_38
gosub @HEIST1_23758 
end_thread 

:HEIST1_47
increment_mission_attempts 
054C: use_GXT_table 'HEIST1' 
$ONMISSION = 1 
$3719 = 1 
326@ = 0 
wait 0 
select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2026.225 1007.423 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 307.0 
00BF: 330@ = current_time_hours, 331@ = current_time_minutes 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 
326@ = 0 
02E4: load_cutscene_data 'HEIST1A' 

:HEIST1_177
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST1_201 
wait 0 
jump @HEIST1_177 

:HEIST1_201
$128 = 0 
set_weather 16 
02E7: start_cutscene 
fade 1 1000 

:HEIST1_221
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST1_372 
wait 0 
02E8: $128 = cutscenetime 
if 
  326@ == 0 
else_jump @HEIST1_303 
if 
  $128 > 12666 
else_jump @HEIST1_303 
326@ = 1 
set_weather 11 
00C0: set_current_time_hours_to 12 minutes_to 0 
0924: enable_screen_darkness 0 with_value -1 

:HEIST1_303
if 
  326@ == 1 
else_jump @HEIST1_365 
if 
  $128 > 46000 
else_jump @HEIST1_365 
326@ = 99 
set_weather 16 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 

:HEIST1_365
jump @HEIST1_221 

:HEIST1_372
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:HEIST1_385
if 
fading 
else_jump @HEIST1_409 
wait 0 
jump @HEIST1_385 

:HEIST1_409
02EA: end_cutscene 
set_weather 12 
01B7: release_weather 
0924: enable_screen_darkness 0 with_value -1 
select_interior 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
wait 0 
0169: set_fade_color_RGB 0 0 0 
00C0: set_current_time_hours_to 330@ minutes_to 331@ 
0924: enable_screen_darkness 0 with_value -1 
01B7: release_weather 
0247: load_model 367 
0247: load_model 346 
0247: load_model 349 
0247: load_model 59 
0247: load_model 12 
0247: load_model 54 
0247: load_model 70 
0247: load_model 147 
0247: load_model 17 
0247: load_model 71 
0247: load_model 57 
0247: load_model 58 
04ED: load_animation "CAMERA" 
038B: load_requested_models 

:HEIST1_536
if or
8248:   not model 59 available 
8248:   not model 12 available 
8248:   not model 54 available 
else_jump @HEIST1_570 
wait 0 
jump @HEIST1_536 

:HEIST1_570
if or
8248:   not model 346 available 
8248:   not model 349 available 
8248:   not model 367 available 
else_jump @HEIST1_607 
wait 0 
jump @HEIST1_570 

:HEIST1_607
if or
8248:   not model 70 available 
8248:   not model 147 available 
8248:   not model 17 available 
8248:   not model 71 available 
else_jump @HEIST1_646 
wait 0 
jump @HEIST1_607 

:HEIST1_646
if or
8248:   not model 58 available 
8248:   not model 57 available 
84EE:   not animation "CAMERA" loaded 
else_jump @HEIST1_686 
wait 0 
jump @HEIST1_646 

:HEIST1_686
060A: create_decision_maker_type 3 store_to 110@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 111@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 112@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 113@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
wait 2000 
fade 1 1000 

:HEIST1_759
if 
fading 
else_jump @HEIST1_783 
wait 0 
jump @HEIST1_759 

:HEIST1_783
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
49@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
121@ = 0 
185@ = 0 
183@ = 0 
182@ = 0 
188@ = 0 
187@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
206@ = 0 
184@ = 0 
181@ = 0 
207@ = 0 
219@ = 0 
224@ = 0 
223@ = 0 
226@ = 0 
227@ = 0 
159@ = 0 
228@ = 0 
230@ = 0 
231@ = 0 
232@ = 0 
233@ = 0 
229@ = 0 
332@ = 0 
314@ = 1 
315@ = 2 
316@ = 0 
317@ = 1 
318@ = 0 
319@ = 0 
323@ = 0 
324@ = 0 
05AA: 244@s = 'HE1_AG' // @s = 'short'  // What's your beef, man?
05AA: 246@s = 'HE1_AH' // @s = 'short'  // Why are you persecuting us?
05AA: 248@s = 'HE1_AI' // @s = 'short'  // You some crazy idiot or something?
05AA: 250@s = 'HE1_AJ' // @s = 'short'  // We'll see what the cops have to say!
05AA: 252@s = 'HE1_AK' // @s = 'short'  // I'm going straight to the cops!
05AA: 254@s = 'HE1_AL' // @s = 'short'  // The cops won't let you get away with this!
05AA: 256@s = 'HE1_ZA' // @s = 'short'  // Put that weapon away sir! This is a public building!
05AA: 258@s = 'HE1_ZB' // @s = 'short'  // Thank you for your cooperation, sir.
05AA: 260@s = 'HE1_ZC' // @s = 'short'  // This is your final warning, sir, put the weapon away!
05AA: 262@s = 'HE1_ZD' // @s = 'short'  // I'm sorry, sir, cameras are prohibited in this area.
05AA: 264@s = 'HE1_ZE' // @s = 'short'  // You are not allowed to make any copies of plans, sir!
05AA: 266@s = 'HEX2B' // @s = 'short'  // Does sir understand?
05AA: 268@s = 'HE1_ZG' // @s = 'short'  // Everybody out, this is not a drill!
05AA: 270@s = 'HE1_ZH' // @s = 'short'  // That includes you, sir!
05AA: 272@s = 'HE1_ZJ' // @s = 'short'  // Where are those damn firemen?
05AA: 274@s = 'HE1_ZK' // @s = 'short'  // Hey you, stop right there!
05AA: 276@s = 'HE1_ZL' // @s = 'short'  // This is security, don't make me shoot!
05AA: 278@s = 'HE1_ZM' // @s = 'short'  // I have a visual on the suspect, get to my position!
05AA: 280@s = 'HE1_XA' // @s = 'short'  // Get this film developed for Woozie.
05AA: 282@s = 'HE1_XB' // @s = 'short'  // You got it, CJ! Good work!
05AA: 284@s = 'HEX3' // @s = 'short'  // Seeing as you're walking away, sir I take it you don't want to talk anymore.
04AF: 291@ = 18006 // = constant 
04AF: 292@ = 18007 // = constant 
04AF: 293@ = 18008 // = constant 
04AF: 294@ = 18009 // = constant 
04AF: 295@ = 18010 // = constant 
04AF: 296@ = 18011 // = constant 
04AF: 297@ = 18014 // = constant 
04AF: 298@ = 18015 // = constant 
04AF: 299@ = 18016 // = constant 
04AF: 300@ = 18017 // = constant 
04AF: 301@ = 18018 // = constant 
04AF: 302@ = 19216 // = constant 
04AF: 303@ = 18020 // = constant 
04AF: 304@ = 18021 // = constant 
04AF: 305@ = 18022 // = constant 
04AF: 306@ = 18023 // = constant 
04AF: 307@ = 18024 // = constant 
04AF: 308@ = 18025 // = constant 
04AF: 309@ = 18012 // = constant 
04AF: 310@ = 18013 // = constant 
04AF: 311@ = 19219 // = constant 
0107: 115@ = create_object #ST_ARCH_PLAN at 346.7 164.98 1026.8 
0453: set_object 115@ XYZ_rotation 90.0 0.0 0.0 
0382: set_object $4045 collision_detection 1 
009A: 43@ = create_actor_pedtype 24 model 58 at 2024.26 1525.787 9.8203 
060B: set_actor 43@ decision_maker_to 110@ 
0708: reset_decision_maker 110@ event 9 
0173: set_actor 43@ Z_angle_to 287.789 
if 
8118:   not actor 43@ dead 
else_jump @HEIST1_1728 

:HEIST1_1728
009A: 44@ = create_actor_pedtype 24 model 57 at 2022.34 1529.559 9.8196 
060B: set_actor 44@ decision_maker_to 110@ 
0173: set_actor 44@ Z_angle_to 223.9212 
009A: 45@ = create_actor_pedtype 24 model 59 at 2026.092 1530.428 9.8203 
060B: set_actor 45@ decision_maker_to 110@ 
0856: set_actor 45@ enable_crouch 0 
0173: set_actor 45@ Z_angle_to 129.789 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_1867 
01B2: give_actor 45@ weapon 43 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor 43@ 
087E: set_actor 45@ weapon_droppable 0 
04D8: set_actor 45@ drowns_in_water 0 

:HEIST1_1867
009A: 46@ = create_actor_pedtype 24 model 57 at 2017.924 1536.108 9.8228 
060B: set_actor 46@ decision_maker_to 110@ 
0856: set_actor 45@ enable_crouch 0 
0173: set_actor 46@ Z_angle_to 170.9212 
009A: 47@ = create_actor_pedtype 24 model 59 at 2017.708 1535.127 9.825 
060B: set_actor 47@ decision_maker_to 110@ 
0173: set_actor 47@ Z_angle_to 11.9212 
if 
8118:   not actor 46@ dead 
else_jump @HEIST1_2028 
if 
8118:   not actor 47@ dead 
else_jump @HEIST1_2028 
094E: set_actor 46@ mute_pain_audio 0 
094E: set_actor 47@ mute_pain_audio 0 
0677: AS_actor 46@ chat_with_actor 47@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 47@ chat_with_actor 46@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2028
0249: release_model 58 
0249: release_model 59 
0249: release_model 57 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_2126 
0187: 176@ = create_marker_above_actor 43@ 
0168: set_marker 176@ size 1 
0187: 177@ = create_marker_above_actor 44@ 
0168: set_marker 177@ size 1 
0187: 178@ = create_marker_above_actor 45@ 
0187: 179@ = create_marker_above_actor 46@ 
0168: set_marker 179@ size 1 
0187: 180@ = create_marker_above_actor 47@ 
0168: set_marker 180@ size 1 

:HEIST1_2126
159@ = 1 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_2167 
00BC: show_text_highpriority GXT 'HEI1_41' time 10000 flag 1  // ~s~You need a camera to get a copy of those casino blueprints. Grab one from some ~r~tourists~s~ at the strip.

:HEIST1_2167
029B: 117@ = init_object #GEN_DOORINT01 at 371.2516 166.6324 1007.359 
0453: set_object 117@ XYZ_rotation 0.0 0.0 0.0 
0550: keep_object 117@ in_memory 1 
0107: 118@ = create_object #KMB_LOCKEDDOOR at 370.8048 179.0889 1018.958 
0177: set_object 118@ Z_angle_to 88.5679 
0107: 119@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 
0453: set_object 119@ XYZ_rotation 0.0 0.0 90.0 
0905: set_door 119@ lock 1 
0828: set_max_fire_generations 1 
185@ = 1 

:HEIST1_2311
wait 0 
if 
  324@ == 1 
else_jump @HEIST1_2351 
040D: unload_wav 3 
03CF: load_wav 3401 as 3 
324@ = 2 

:HEIST1_2351
if 
  324@ == 2 
else_jump @HEIST1_2395 
if 
03D0:   wav 3 loaded 
else_jump @HEIST1_2395 
03D1: play_wav 3 
324@ = 3 

:HEIST1_2395
if 
   not 316@ == 0 
else_jump @HEIST1_2748 
if 
  318@ == 0 
else_jump @HEIST1_2466 
if 
03D0:   wav 315@ loaded 
else_jump @HEIST1_2452 
040D: unload_wav 315@ 

:HEIST1_2452
318@ = 1 
319@ = 1 

:HEIST1_2466
if 
  318@ == 1 
else_jump @HEIST1_2503 
03CF: load_wav 290@(316@,24i) as 314@ 
318@ = 2 

:HEIST1_2503
if 
  318@ == 2 
else_jump @HEIST1_2563 
if 
03D0:   wav 314@ loaded 
else_jump @HEIST1_2563 
03D1: play_wav 314@ 
00BC: show_text_highpriority GXT 242@(316@,24s) time 10000 flag 1 
318@ = 3 

:HEIST1_2563
if 
  318@ == 3 
else_jump @HEIST1_2748 
if 
03D2:   wav 314@ ended 
else_jump @HEIST1_2687 
03D5: remove_text 242@(316@,24s) 
if 
  314@ == 1 
else_jump @HEIST1_2645 
314@ = 2 
315@ = 1 
jump @HEIST1_2659 

:HEIST1_2645
314@ = 1 
315@ = 2 

:HEIST1_2659
316@ = 0 
318@ = 0 
319@ = 0 
jump @HEIST1_2748 

:HEIST1_2687
if 
83D0:   not wav 315@ loaded 
else_jump @HEIST1_2748 
if 
  18 > 316@ 
else_jump @HEIST1_2748 
0085: 317@ = 316@ // (int) 
317@ += 1 
03CF: load_wav 290@(317@,24i) as 315@ 

:HEIST1_2748
if 
  35 > 185@ 
else_jump @HEIST1_2790 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 

:HEIST1_2790
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HEIST1_2812 
jump @HEIST1_23696 

:HEIST1_2812
if 
0735:   is_keyboard_key_pressed 67 
else_jump @HEIST1_2862 
224@ = 9 
192@ = 11 
185@ = -13 
188@ = -13 
187@ = -13 

:HEIST1_2862
if 
0735:   is_keyboard_key_pressed 79 
else_jump @HEIST1_2950 
0395: clear_area 0 at 2419.827 1120.785 9.8203 radius 0.5 
03CB: set_rendering_origin_at 2419.827 1120.785 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2419.827 1120.785 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST1_2950
if 
  193@ == 1 
else_jump @HEIST1_2988 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST1_2988 
185@ = 55 

:HEIST1_2988
if 
  194@ == 1 
else_jump @HEIST1_3026 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST1_3026 
192@ = 5 

:HEIST1_3026
if 
  195@ == 1 
else_jump @HEIST1_3064 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST1_3064 
196@ = 4 

:HEIST1_3064
if 
  223@ == 1 
else_jump @HEIST1_3133 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST1_3133 

:HEIST1_3095
if 
08D0:   should_skip_cutscene 
else_jump @HEIST1_3119 
wait 0 
jump @HEIST1_3095 

:HEIST1_3119
224@ = 40 
223@ = 0 

:HEIST1_3133
if 
  185@ == 1 
else_jump @HEIST1_5273 
if 
  183@ == 0 
else_jump @HEIST1_4009 
if 
0118:   actor 43@ dead 
else_jump @HEIST1_3190 
0164: disable_marker 176@ 

:HEIST1_3190
if 
0118:   actor 44@ dead 
else_jump @HEIST1_3211 
0164: disable_marker 180@ 

:HEIST1_3211
if 
0118:   actor 47@ dead 
else_jump @HEIST1_3232 
0164: disable_marker 180@ 

:HEIST1_3232
if 
  48@ == 0 
else_jump @HEIST1_3357 
if 
  40@ > 2000 
else_jump @HEIST1_3357 
if 
8118:   not actor 43@ dead 
else_jump @HEIST1_3357 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_3357 
if 
84AD:   not actor 45@ in_water 
else_jump @HEIST1_3357 
0687: clear_actor 45@ task 
0687: clear_actor 43@ task 
0639: AS_actor 45@ rotate_to_actor 43@ 
0639: AS_actor 43@ rotate_to_actor 45@ 
40@ = 0 
48@ = 1 

:HEIST1_3357
if 
  48@ == 1 
else_jump @HEIST1_3515 
if 
  40@ > 2000 
else_jump @HEIST1_3515 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_3515 
if 
84AD:   not actor 45@ in_water 
else_jump @HEIST1_3515 
0687: clear_actor 45@ task 
0605: actor 45@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 45@ position_to 50@ 51@ 52@ 
097A: play_audio_at 50@ 51@ 52@ event 1132 
40@ = 0 
48@ = 2 

:HEIST1_3515
if 
  48@ == 2 
else_jump @HEIST1_3640 
if 
  40@ > 1000 
else_jump @HEIST1_3640 
if 
8118:   not actor 44@ dead 
else_jump @HEIST1_3640 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_3640 
if 
84AD:   not actor 45@ in_water 
else_jump @HEIST1_3640 
0687: clear_actor 45@ task 
0687: clear_actor 44@ task 
0639: AS_actor 44@ rotate_to_actor 45@ 
0639: AS_actor 45@ rotate_to_actor 44@ 
40@ = 0 
48@ = 3 

:HEIST1_3640
if 
  48@ == 3 
else_jump @HEIST1_3798 
if 
  40@ > 1000 
else_jump @HEIST1_3798 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_3798 
if 
84AD:   not actor 45@ in_water 
else_jump @HEIST1_3798 
0687: clear_actor 45@ task 
0605: actor 45@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 45@ position_to 50@ 51@ 52@ 
097A: play_audio_at 50@ 51@ 52@ event 1132 
40@ = 0 
48@ = 0 

:HEIST1_3798
if 
8118:   not actor 46@ dead 
else_jump @HEIST1_3922 
if 
8118:   not actor 47@ dead 
else_jump @HEIST1_3922 
062E: get_actor 46@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_3922 
062E: get_actor 47@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_3922 
0687: clear_actor 46@ task 
0687: clear_actor 47@ task 
0677: AS_actor 46@ chat_with_actor 47@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 47@ chat_with_actor 46@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_3922
if 
  41@ > 4000 
else_jump @HEIST1_4009 
if 
8118:   not actor 44@ dead 
else_jump @HEIST1_4009 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_4009 
if 
8118:   not actor 46@ dead 
else_jump @HEIST1_4009 
0687: clear_actor 44@ task 
0639: AS_actor 44@ rotate_to_actor 45@ 
41@ = 0 

:HEIST1_4009
if 
  182@ == 0 
else_jump @HEIST1_4112 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_4112 
if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
else_jump @HEIST1_4112 
if 
8118:   not actor 44@ dead 
else_jump @HEIST1_4112 
0687: clear_actor 44@ task 
05BF: AS_actor 44@ look_at_actor $PLAYER_ACTOR 5 ms 
182@ = 99 

:HEIST1_4112
if 
  228@ == 0 
else_jump @HEIST1_4186 
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_4186 
if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 35.0 35.0 0 
else_jump @HEIST1_4186 
00BE: text_clear_all 
228@ = 99 

:HEIST1_4186
if 
  183@ == 0 
else_jump @HEIST1_4255 
if 
056D:   actor 45@ defined 
else_jump @HEIST1_4255 
if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4255 
00BE: text_clear_all 
316@ = 1 
183@ = 1 

:HEIST1_4255
if 
  183@ == 0 
else_jump @HEIST1_4322 
if 
056D:   actor 44@ defined 
else_jump @HEIST1_4322 
if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4322 
316@ = 2 
183@ = 1 

:HEIST1_4322
if 
  183@ == 0 
else_jump @HEIST1_4391 
if 
056D:   actor 43@ defined 
else_jump @HEIST1_4391 
if 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4391 
00BE: text_clear_all 
316@ = 3 
183@ = 1 

:HEIST1_4391
if 
  183@ == 0 
else_jump @HEIST1_4460 
if 
056D:   actor 46@ defined 
else_jump @HEIST1_4460 
if 
051A:   actor 46@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4460 
00BE: text_clear_all 
316@ = 4 
183@ = 1 

:HEIST1_4460
if 
  183@ == 0 
else_jump @HEIST1_4529 
if 
056D:   actor 47@ defined 
else_jump @HEIST1_4529 
if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_4529 
00BE: text_clear_all 
316@ = 6 
183@ = 1 

:HEIST1_4529
if 
  183@ == 1 
else_jump @HEIST1_4856 
182@ = 99 
if 
0118:   actor 43@ dead 
else_jump @HEIST1_4575 
0164: disable_marker 176@ 

:HEIST1_4575
if 
0118:   actor 44@ dead 
else_jump @HEIST1_4596 
0164: disable_marker 177@ 

:HEIST1_4596
if 
0118:   actor 46@ dead 
else_jump @HEIST1_4617 
0164: disable_marker 179@ 

:HEIST1_4617
if 
0118:   actor 47@ dead 
else_jump @HEIST1_4638 
0164: disable_marker 180@ 

:HEIST1_4638
if 
8118:   not actor 45@ dead 
else_jump @HEIST1_4681 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 0 
05DD: AS_actor 45@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4681
if 
8118:   not actor 44@ dead 
else_jump @HEIST1_4717 
0687: clear_actor 44@ task 
05DD: AS_actor 44@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4717
if 
8118:   not actor 43@ dead 
else_jump @HEIST1_4753 
0687: clear_actor 43@ task 
05DD: AS_actor 43@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4753
if 
8118:   not actor 46@ dead 
else_jump @HEIST1_4796 
0687: clear_actor 46@ task 
094E: set_actor 46@ mute_pain_audio 1 
05DD: AS_actor 46@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4796
if 
8118:   not actor 47@ dead 
else_jump @HEIST1_4839 
0687: clear_actor 47@ task 
094E: set_actor 47@ mute_pain_audio 1 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_4839
04EF: release_animation "CAMERA" 
183@ = 2 

:HEIST1_4856
if 
  183@ == 2 
else_jump @HEIST1_5148 
if 
0118:   actor 43@ dead 
else_jump @HEIST1_4895 
0164: disable_marker 176@ 

:HEIST1_4895
if 
0118:   actor 44@ dead 
else_jump @HEIST1_4916 
0164: disable_marker 177@ 

:HEIST1_4916
if 
0118:   actor 47@ dead 
else_jump @HEIST1_4937 
0164: disable_marker 180@ 

:HEIST1_4937
if 
0118:   actor 46@ dead 
else_jump @HEIST1_4958 
0164: disable_marker 179@ 

:HEIST1_4958
if 
0118:   actor 45@ dead 
else_jump @HEIST1_5148 
if 
  319@ == 0 
else_jump @HEIST1_5148 
159@ = 1 

:HEIST1_4999
if 
  6 > 159@ 
else_jump @HEIST1_5040 
0164: disable_marker 175@(159@,6i) 
159@ += 1 
jump @HEIST1_4999 

:HEIST1_5040
00BE: text_clear_all 
04A5: get_dead_actor_pickup_coords 45@ store_to 210@ 211@ 212@ 
032B: 162@ = create_weapon_pickup 367 type 3 ammo 20 at 210@ 211@ 212@ 
03DC: 163@ = create_marker_above_pickup 162@ 
0165: set_marker 163@ color_to 1 
316@ = 0 
00BE: text_clear_all 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
319@ = 0 
318@ = 0 
00BC: show_text_highpriority GXT 'HEI1_39' time 6000 flag 1  // ~s~Good! Get that ~g~camera~s~ picked up.
183@ = 3 

:HEIST1_5148
if 
0214:   pickup 162@ picked_up 
else_jump @HEIST1_5273 
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_5273 
0164: disable_marker 163@ 
207@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_40' time 6000 flag 1  // ~s~You've got a camera, now head to the ~y~planning department~s~ building.
185@ = 5 
213@ = 1 
41@ = 0 
018A: 164@ = create_checkpoint_at 2414.812 1124.435 9.813 
0165: set_marker 164@ color_to 4 
07FB: set_interior 'PAPER' access 1  // Planning Department

:HEIST1_5273
if 
  213@ == 1 
else_jump @HEIST1_5335 
if 
  41@ > 12000 
else_jump @HEIST1_5335 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI1_1' time 6000 flag 1  // ~s~Security's strict in the ~y~planning department~s~. Don't start trouble!
213@ = 2 

:HEIST1_5335
if 
  207@ == 1 
else_jump @HEIST1_5505 
if 
  192@ == 0 
else_jump @HEIST1_5505 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_5505 
00BC: show_text_highpriority GXT 'HEI1_11' time 6000 flag 1  // ~s~If you need another ~r~camera~s~ or film, head back to the casino area and persuade a tourist to part with theirs!
009A: 90@(209@,20i) = create_actor_pedtype 4 model 59 at 2030.703 1489.388 9.8203 
05DE: AS_actor 90@(209@,20i) walk_around_ped_path 
0187: 172@ = create_marker_above_actor 90@(209@,20i) 
0165: set_marker 172@ color_to 0 
01B2: give_actor 90@(209@,20i) weapon 43 ammo 30000 // Load the weapon model before using this 
087E: set_actor 90@(209@,20i) weapon_droppable 0 
060B: set_actor 90@(209@,20i) decision_maker_to 110@ 
207@ = 2 

:HEIST1_5505
if 
  207@ == 2 
else_jump @HEIST1_5777 
if 
  192@ == 0 
else_jump @HEIST1_5777 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_5686 
if 
0118:   actor 90@(209@,20i) dead 
else_jump @HEIST1_5686 
0164: disable_marker 172@ 
04A5: get_dead_actor_pickup_coords 90@(209@,20i) store_to 210@ 211@ 212@ 
032B: 162@ = create_weapon_pickup 367 type 3 ammo 60 at 210@ 211@ 212@ 
03DC: 172@ = create_marker_above_pickup 162@ 
0165: set_marker 172@ color_to 1 
01C2: remove_references_to_actor 90@(209@,20i) // Like turning an actor into a random pedestrian 
if 
  19 > 209@ 
else_jump @HEIST1_5679 
209@ += 1 
235@ = 0 

:HEIST1_5679
207@ = 3 

:HEIST1_5686
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_5777 
if 
056D:   actor 90@(209@,20i) defined 
else_jump @HEIST1_5765 
01C2: remove_references_to_actor 90@(209@,20i) // Like turning an actor into a random pedestrian 
if 
  19 > 209@ 
else_jump @HEIST1_5765 
209@ += 1 
235@ = 0 

:HEIST1_5765
0164: disable_marker 172@ 
207@ = 1 

:HEIST1_5777
if 
  207@ == 3 
else_jump @HEIST1_5841 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_5841 
if 
0214:   pickup 162@ picked_up 
else_jump @HEIST1_5841 
0164: disable_marker 172@ 
207@ = 1 

:HEIST1_5841
if 
  235@ == 0 
else_jump @HEIST1_5937 
if 
056D:   actor 90@(209@,20i) defined 
else_jump @HEIST1_5937 
if 
051A:   actor 90@(209@,20i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_5937 
0687: clear_actor 90@(209@,20i) task 
05DD: AS_actor 90@(209@,20i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
235@ = 1 

:HEIST1_5937
if 
  207@ > 0 
else_jump @HEIST1_6033 
if 
  192@ == 0 
else_jump @HEIST1_6033 
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @HEIST1_6033 
041A: 208@ = actor $PLAYER_ACTOR weapon 43 ammo 
if 
  208@ == 0 
else_jump @HEIST1_6033 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
207@ = 1 

:HEIST1_6033
if 
  185@ == 5 
else_jump @HEIST1_7836 
if 
  226@ == 0 
else_jump @HEIST1_7643 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2414.812 1124.435 9.813 radius 50.0 50.0 20.0 
else_jump @HEIST1_7643 
009A: 73@ = create_actor_pedtype 4 model 147 at 366.2195 178.2328 1007.398 
094E: set_actor 73@ mute_pain_audio 0 
060B: set_actor 73@ decision_maker_to 110@ 
0173: set_actor 73@ Z_angle_to 256.0 
08AD: link_actor 73@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 74@ = create_actor_pedtype 4 model 17 at 367.4051 178.2571 1007.397 
060B: set_actor 74@ decision_maker_to 110@ 
094E: set_actor 74@ mute_pain_audio 0 
0173: set_actor 74@ Z_angle_to 75.0 
08AD: link_actor 74@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 75@ = create_actor_pedtype 4 model 17 at 336.205 173.5649 1018.984 
060B: set_actor 75@ decision_maker_to 110@ 
094E: set_actor 75@ mute_pain_audio 0 
0173: set_actor 75@ Z_angle_to 21.0 
08AD: link_actor 75@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 76@ = create_actor_pedtype 4 model 147 at 335.1483 175.8309 1018.984 
060B: set_actor 76@ decision_maker_to 110@ 
094E: set_actor 76@ mute_pain_audio 0 
0173: set_actor 76@ Z_angle_to 200.0 
08AD: link_actor 76@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 77@ = create_actor_pedtype 4 model 17 at 347.6199 171.2935 1018.991 
060B: set_actor 77@ decision_maker_to 110@ 
094E: set_actor 77@ mute_pain_audio 0 
0173: set_actor 77@ Z_angle_to 89.0 
08AD: link_actor 77@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 78@ = create_actor_pedtype 4 model 147 at 347.7367 172.3383 1018.991 
060B: set_actor 78@ decision_maker_to 110@ 
094E: set_actor 78@ mute_pain_audio 0 
0173: set_actor 78@ Z_angle_to 270.0 
08AD: link_actor 78@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 79@ = create_actor_pedtype 4 model 147 at 360.7583 175.1333 1018.984 
060B: set_actor 79@ decision_maker_to 110@ 
094E: set_actor 79@ mute_pain_audio 0 
0173: set_actor 79@ Z_angle_to 162.0 
08AD: link_actor 79@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 80@ = create_actor_pedtype 5 model 12 at 361.4531 176.2417 1018.984 
060B: set_actor 80@ decision_maker_to 110@ 
0173: set_actor 80@ Z_angle_to 0.0 
094E: set_actor 80@ mute_pain_audio 0 
08AD: link_actor 80@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 81@ = create_actor_pedtype 4 model 17 at 359.5063 177.6107 1018.984 
060B: set_actor 81@ decision_maker_to 110@ 
0173: set_actor 81@ Z_angle_to 184.0 
094E: set_actor 81@ mute_pain_audio 0 
08AD: link_actor 81@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 81@ sit_down 500000 ms 
009A: 53@ = create_actor_pedtype 5 model 12 at 359.7724 173.5793 1007.389 
08AD: link_actor 53@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0173: set_actor 53@ Z_angle_to 261.0 
060B: set_actor 53@ decision_maker_to 111@ 
0568: set_actor 53@ untargetable 1 
009A: 60@ = create_actor_pedtype 24 model 71 at 365.3421 188.8672 1007.391 
0173: set_actor 60@ Z_angle_to 172.9746 
060B: set_actor 60@ decision_maker_to 111@ 
01B2: give_actor 60@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 60@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 61@ = create_actor_pedtype 24 model 71 at 376.3221 170.1705 1007.398 
0173: set_actor 61@ Z_angle_to 314.7879 
060B: set_actor 61@ decision_maker_to 111@ 
01B2: give_actor 61@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 61@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 62@ = create_actor_pedtype 24 model 71 at 351.8366 163.8015 1024.786 
0173: set_actor 62@ Z_angle_to 239.6 
060B: set_actor 62@ decision_maker_to 111@ 
01B2: give_actor 62@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 62@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 55@ = create_actor_pedtype 24 model 147 at 355.1732 172.5407 1024.781 
0173: set_actor 55@ Z_angle_to 259.56 
060B: set_actor 55@ decision_maker_to 110@ 
08AD: link_actor 55@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 56@ = create_actor_pedtype 24 model 17 at 355.8736 172.4779 1024.781 
0173: set_actor 56@ Z_angle_to 80.67 
060B: set_actor 56@ decision_maker_to 110@ 
08AD: link_actor 56@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 57@ = create_actor_pedtype 24 model 147 at 362.339 155.2859 1024.781 
0173: set_actor 57@ Z_angle_to 178.989 
060B: set_actor 57@ decision_maker_to 110@ 
05C8: AS_actor 57@ look_around 
08AD: link_actor 57@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 58@ = create_actor_pedtype 24 model 17 at 362.7949 156.2016 1024.781 
0173: set_actor 58@ Z_angle_to 20.989 
060B: set_actor 58@ decision_maker_to 110@ 
05C8: AS_actor 58@ look_around 
08AD: link_actor 58@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
if 
8118:   not actor 73@ dead 
else_jump @HEIST1_7363 
if 
8118:   not actor 74@ dead 
else_jump @HEIST1_7363 
0687: clear_actor 73@ task 
0687: clear_actor 74@ task 
0677: AS_actor 73@ chat_with_actor 74@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 74@ chat_with_actor 73@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7363
if 
8118:   not actor 75@ dead 
else_jump @HEIST1_7429 
if 
8118:   not actor 76@ dead 
else_jump @HEIST1_7429 
0687: clear_actor 75@ task 
0687: clear_actor 76@ task 
0677: AS_actor 75@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 76@ chat_with_actor 75@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7429
if 
8118:   not actor 77@ dead 
else_jump @HEIST1_7495 
if 
8118:   not actor 78@ dead 
else_jump @HEIST1_7495 
0687: clear_actor 77@ task 
0687: clear_actor 78@ task 
0677: AS_actor 77@ chat_with_actor 78@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 78@ chat_with_actor 77@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7495
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_7561 
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_7561 
0687: clear_actor 55@ task 
0687: clear_actor 56@ task 
0677: AS_actor 55@ chat_with_actor 56@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 56@ chat_with_actor 55@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7561
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_7627 
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_7627 
0687: clear_actor 57@ task 
0687: clear_actor 58@ task 
0677: AS_actor 57@ chat_with_actor 58@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 58@ chat_with_actor 57@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_7627
0249: release_model 147 
0249: release_model 17 
226@ = 1 

:HEIST1_7643
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
else_jump @HEIST1_7836 
185@ = 10 
40@ = 0 
41@ = 0 
00BC: show_text_highpriority GXT 'HEI1_9' time 4000 flag 1  // ~s~This is a civic building. No visible guns or you'll be ejected from the premises
188@ = 1 
187@ = 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2415.348 1123.942 radius 10.0 
075B: zoom_radar 95 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_7832 
08AD: link_actor 53@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 53@ sit_down 500000 ms 
0164: disable_marker 164@ 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 

:HEIST1_7832
0A6F: checkpoint_save 1 

:HEIST1_7836
if 
  185@ > 5 
else_jump @HEIST1_8221 
if 
  187@ == 0 
else_jump @HEIST1_8054 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
else_jump @HEIST1_8054 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 
187@ = 1 
075B: zoom_radar 95 
if 
  324@ > 1 
else_jump @HEIST1_7980 
324@ = 1 

:HEIST1_7980
if 
  25 > 185@ 
else_jump @HEIST1_8054 
0164: disable_marker 164@ 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8054 
08AD: link_actor 53@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 

:HEIST1_8054
if 
  187@ == 1 
else_jump @HEIST1_8221 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2415.6 1123.24 9.813 radius 5.0 5.0 2.0 
else_jump @HEIST1_8221 
189@ = 0 
00BE: text_clear_all 
187@ = 0 
075B: zoom_radar 0 
if 
  25 > 185@ 
else_jump @HEIST1_8199 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8199 
0164: disable_marker 165@ 
018A: 164@ = create_checkpoint_at 2414.812 1124.435 9.813 

:HEIST1_8199
if 
  324@ > 1 
else_jump @HEIST1_8221 
040D: unload_wav 3 

:HEIST1_8221
if 
  185@ == 10 
else_jump @HEIST1_8483 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8483 
if 
00F2:   actor $PLAYER_ACTOR near_actor 53@ radius 4.0 4.0 0 
else_jump @HEIST1_8483 
0687: clear_actor 53@ task 
0639: AS_actor 53@ rotate_to_actor $PLAYER_ACTOR 
0717: assign_actor 53@ to_dialogue_mode 
0A18: set_dialogue_classA_question_GXT 'HEQ1' answer_yes_GXT 'HEQ2' answer_no_GXT 'HEX1B' question_WAV 19200 answer_yes_WAV 19202 answer_no_WAV 19201  // Can I help you sir? // OK sir. Are you aware that reproduction of such plans is prohibited? // Come to me if you change your mind.
0A3C: set_dialogue_classA_end_GXT 'HEX1B' WAV 19214  // Come to me if you change your mind.
0A18: set_dialogue_classA_question_GXT 'HEQ2' answer_yes_GXT 'HEQ4' answer_no_GXT 'HEX2' question_WAV 19203 answer_yes_WAV 19205 answer_no_WAV 19204  // OK sir. Are you aware that reproduction of such plans is prohibited? // You'll find the plans on the top floor. // Well, we don't want to be party to preparation of a daring raid on the count room!
0A3C: set_dialogue_classA_end_GXT 'HEQ4' WAV 19207  // You'll find the plans on the top floor.
0A18: set_dialogue_classA_question_GXT 'HEX2' answer_yes_GXT 'HEQ4C' answer_no_GXT 'HEQ5' question_WAV 19215 answer_yes_WAV 19218 answer_no_WAV 19217  // Well, we don't want to be party to preparation of a daring raid on the count room! // I will buzz open the door. It's directly by the main entrance... // I'm very sorry sir, I can't make it any clearer.
0A3C: set_dialogue_classA_end_GXT 'HEQ4C' WAV 19209  // I will buzz open the door. It's directly by the main entrance...
0A3C: set_dialogue_classA_end_GXT 'HEQ5' WAV 19210  // I'm very sorry sir, I can't make it any clearer.
0719: enable_dialogue_mode 
185@ = 15 

:HEIST1_8483
if 
  185@ == 15 
else_jump @HEIST1_8567 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8567 
if 
071A:   actor 53@ current_dialogue_text == 'HEQ1'  // Can I help you sir?
else_jump @HEIST1_8567 
03E6: remove_text_box 
0164: disable_marker 165@ 
0512: show_permanent_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
185@ = 20 

:HEIST1_8567
if 
  185@ == 20 
else_jump @HEIST1_9256 
if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @HEIST1_8610 
03E6: remove_text_box 

:HEIST1_8610
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9256 
if 
071A:   actor 53@ current_dialogue_text == 'HEQ4'  // You'll find the plans on the top floor.
else_jump @HEIST1_8677 
03E6: remove_text_box 
0164: disable_marker 165@ 
0164: disable_marker 164@ 
185@ = 24 
236@ = 0 

:HEIST1_8677
if 
071A:   actor 53@ current_dialogue_text == 'HEQ4C'  // I will buzz open the door. It's directly by the main entrance...
else_jump @HEIST1_8728 
03E6: remove_text_box 
0164: disable_marker 165@ 
0164: disable_marker 164@ 
236@ = 0 
185@ = 24 

:HEIST1_8728
if 
071A:   actor 53@ current_dialogue_text == 'HEX1B'  // Come to me if you change your mind.
else_jump @HEIST1_8829 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist to restart the conversation.
191@ = 1 
185@ = 22 
236@ = 0 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8829 
0687: clear_actor 53@ task 
06B0: AS_actor 53@ sit_down 10000 ms 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 

:HEIST1_8829
if 
071A:   actor 53@ current_dialogue_text == 'HEQ5'  // I'm very sorry sir, I can't make it any clearer.
else_jump @HEIST1_8930 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist to restart the conversation.
191@ = 1 
185@ = 22 
236@ = 0 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_8930 
0687: clear_actor 53@ task 
06B0: AS_actor 53@ sit_down 10000 ms 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 

:HEIST1_8930
if 
071A:   actor 53@ current_dialogue_text == 'HEX1'  // I'm rather busy sir.
else_jump @HEIST1_9031 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist to restart the conversation.
191@ = 1 
185@ = 22 
236@ = 0 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9031 
0687: clear_actor 53@ task 
06B0: AS_actor 53@ sit_down 10000 ms 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 

:HEIST1_9031
if 
  236@ == 0 
else_jump @HEIST1_9088 
if 
071A:   actor 53@ current_dialogue_text == 'HEX2'  // Well, we don't want to be party to preparation of a daring raid on the count room!
else_jump @HEIST1_9088 
40@ = 0 
236@ = 1 

:HEIST1_9088
if 
  236@ == 1 
else_jump @HEIST1_9141 
if 
  40@ > 4000 
else_jump @HEIST1_9141 
00BE: text_clear_all 
316@ = 12 
236@ = 2 

:HEIST1_9141
if 
80F2:   not actor $PLAYER_ACTOR near_actor 53@ radius 5.0 5.0 0 
else_jump @HEIST1_9256 
191@ = 1 
185@ = 22 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9256 
0687: clear_actor 53@ task 
06B0: AS_actor 53@ sit_down 10000 ms 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
316@ = 21 
0187: 165@ = create_marker_above_actor 53@ 
0165: set_marker 165@ color_to 2 
236@ = 0 

:HEIST1_9256
if 
  185@ == 22 
else_jump @HEIST1_9316 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9295 
08ED: remove_actor 53@ from_dialogue_mode 

:HEIST1_9295
236@ = 0 
185@ = 23 
40@ = 0 

:HEIST1_9316
if 
  185@ == 23 
else_jump @HEIST1_9476 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9476 
if 
00F2:   actor $PLAYER_ACTOR near_actor 53@ radius 10.0 10.0 0 
else_jump @HEIST1_9443 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist to restart the conversation.
if 
  191@ == 1 
else_jump @HEIST1_9443 
if 
  40@ > 1800 
else_jump @HEIST1_9443 
185@ = 10 
191@ = 0 

:HEIST1_9443
if 
80F2:   not actor $PLAYER_ACTOR near_actor 53@ radius 10.0 10.0 0 
else_jump @HEIST1_9476 
03E6: remove_text_box 

:HEIST1_9476
if 
  185@ == 24 
else_jump @HEIST1_9576 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_9522 
236@ = 0 
08ED: remove_actor 53@ from_dialogue_mode 

:HEIST1_9522
018A: 174@ = create_checkpoint_at 372.253 164.4298 1007.398 
08DC: create_interior_marker 174@ at 2415.348 1123.942 radius 10.0 
185@ = 25 
191@ = 0 

:HEIST1_9576
if 
  185@ == 25 
else_jump @HEIST1_9774 
03E6: remove_text_box 
197@ = 1 
0550: keep_object 117@ in_memory 0 
0107: 122@ = create_object #DYN_AIRCON at 349.3042 189.4448 1018.984 
0453: set_object 122@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 122@ health_to 450 
0107: 124@ = create_object #DYN_AIRCON at 349.3042 189.4448 1019.784 
035D: set_object 124@ targetable 1 
0453: set_object 124@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 124@ health_to 450 
071E: get_object 124@ health_to 125@ 
0907: get_object 124@ mass_to 126@ // float 
185@ = 27 
181@ = 1 
40@ = 0 
040D: unload_wav 3 
03CF: load_wav 3400 as 3 
323@ = 1 

:HEIST1_9774
if 
  323@ == 1 
else_jump @HEIST1_9841 
if 
03D0:   wav 3 loaded 
else_jump @HEIST1_9841 
if 
03CA:   object 124@ exists 
else_jump @HEIST1_9841 
097C: attach_wav 3 to_object 124@ 
03D1: play_wav 3 
323@ = 2 

:HEIST1_9841
if 
  185@ == 27 
else_jump @HEIST1_10053 
if 
  40@ > 3000 
else_jump @HEIST1_9921 
if 
  181@ == 1 
else_jump @HEIST1_9921 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_33' time 4000 flag 1  // ~s~The ~y~stairwell~s~ is now accessible. Climb up to get to the location of the blueprints.
181@ = 0 

:HEIST1_9921
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.253 164.4298 1007.398 radius 1.0 1.0 1.5 
else_jump @HEIST1_10053 
0164: disable_marker 174@ 
181@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_34' time 6000 flag 1  // ~s~The ~y~blueprints~s~ you need to photograph are in the far room on the top floor.
018A: 166@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 166@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 166@ color_to 4 
185@ = 30 

:HEIST1_10053
if 
  188@ == 1 
else_jump @HEIST1_14660 
if 
  187@ == 1 
else_jump @HEIST1_14660 
if 
  186@ == 0 
else_jump @HEIST1_14660 
if 
8118:   not actor 60@ dead 
else_jump @HEIST1_10673 
if 
  40 > 185@ 
else_jump @HEIST1_10299 
if 
  181@ == 0 
else_jump @HEIST1_10299 
if 
  236@ == 0 
else_jump @HEIST1_10299 
if 
  40@ > 2000 
else_jump @HEIST1_10299 
if 
  215@ == 0 
else_jump @HEIST1_10299 
0792: disembark_instantly_actor 60@ 
0639: AS_actor 60@ rotate_to_actor $PLAYER_ACTOR 
if 
8118:   not actor 61@ dead 
else_jump @HEIST1_10299 
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_10299 
0792: disembark_instantly_actor 61@ 
0792: disembark_instantly_actor 62@ 
0639: AS_actor 61@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 62@ rotate_to_actor $PLAYER_ACTOR 
40@ = 0 
121@ = 1 

:HEIST1_10299
if 
051A:   actor 60@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_10361 
0687: clear_actor 60@ task 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_10361
if 
  189@ == 0 
else_jump @HEIST1_10607 
if 
0364:   actor 60@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_10607 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_10607 
00BE: text_clear_all 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
319@ = 0 
318@ = 0 
316@ = 7 
41@ = 0 
189@ = 1 

:HEIST1_10607
if 
  215@ == 1 
else_jump @HEIST1_10673 
if 
  216@ == 0 
else_jump @HEIST1_10673 
0792: disembark_instantly_actor 60@ 
0638: AS_actor 60@ stay_put 1 
0635: AS_actor 60@ aim_at_actor $PLAYER_ACTOR 5000 ms 
216@ = 1 

:HEIST1_10673
if 
8118:   not actor 61@ dead 
else_jump @HEIST1_11063 
if 
051A:   actor 61@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_10751 
0687: clear_actor 61@ task 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_10751
if 
  189@ == 0 
else_jump @HEIST1_10997 
if 
0364:   actor 61@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_10997 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_10997 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 7 
41@ = 0 
189@ = 1 

:HEIST1_10997
if 
  215@ == 1 
else_jump @HEIST1_11063 
if 
  217@ == 0 
else_jump @HEIST1_11063 
0792: disembark_instantly_actor 61@ 
0638: AS_actor 61@ stay_put 1 
0635: AS_actor 61@ aim_at_actor $PLAYER_ACTOR 5000 ms 
217@ = 1 

:HEIST1_11063
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_12135 
if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_11141 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_11141
if 
  197@ == 1 
else_jump @HEIST1_11250 
if 
  196@ == 0 
else_jump @HEIST1_11250 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.6113 162.3746 1024.781 radius 3.5 3.5 1.5 
else_jump @HEIST1_11250 
if 
  189@ == 0 
else_jump @HEIST1_11250 
196@ = 1 

:HEIST1_11250
if 
0833:   object 115@ photographed 
else_jump @HEIST1_11298 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_52' time 4000 flag 1  // ~r~That's just great! We should have distracted the guard before taking any photographs!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_11298
if 
  189@ == 0 
else_jump @HEIST1_11582 
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 10.0 10.0 2.0 sphere 0 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_11582 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_11582 
00BE: text_clear_all 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
319@ = 0 
318@ = 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_11554 
316@ = 10 
jump @HEIST1_11561 

:HEIST1_11554
316@ = 7 

:HEIST1_11561
41@ = 0 
189@ = 1 
219@ = 1 

:HEIST1_11582
if 
  215@ == 1 
else_jump @HEIST1_11648 
if 
  218@ == 0 
else_jump @HEIST1_11648 
0792: disembark_instantly_actor 62@ 
0638: AS_actor 62@ stay_put 1 
0635: AS_actor 62@ aim_at_actor $PLAYER_ACTOR 5000 ms 
218@ = 1 

:HEIST1_11648
if 
  197@ == 1 
else_jump @HEIST1_12135 
if 
  196@ == 1 
else_jump @HEIST1_11871 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
319@ = 0 
318@ = 0 
316@ = 0 
fade 0 500 

:HEIST1_11729
if 
fading 
else_jump @HEIST1_11753 
wait 0 
jump @HEIST1_11729 

:HEIST1_11753
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position 345.0205 163.0617 1026.826 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 345.8946 163.5473 1026.817 switchstyle 2 
fade 1 500 

:HEIST1_11817
if 
fading 
else_jump @HEIST1_11841 
wait 0 
jump @HEIST1_11817 

:HEIST1_11841
196@ = 2 
00BC: show_text_highpriority GXT 'HEI1_6' time 4000 flag 1  // ~s~You can't photo the casino blueprints with the guard around! You need to divert his attention.
41@ = 0 

:HEIST1_11871
if 
  196@ == 2 
else_jump @HEIST1_11950 
if 
  41@ > 1000 
else_jump @HEIST1_11915 
195@ = 1 

:HEIST1_11915
if 
  41@ > 4000 
else_jump @HEIST1_11950 
00BE: text_clear_all 
196@ = 4 
41@ = 0 

:HEIST1_11950
if 
  196@ == 4 
else_jump @HEIST1_12135 
195@ = 0 
fade 0 500 
00BE: text_clear_all 

:HEIST1_11984
if 
fading 
else_jump @HEIST1_12008 
wait 0 
jump @HEIST1_11984 

:HEIST1_12008
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
fade 1 500 

:HEIST1_12023
if 
fading 
else_jump @HEIST1_12047 
wait 0 
jump @HEIST1_12023 

:HEIST1_12047
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0164: disable_marker 166@ 
018A: 168@ = create_checkpoint_at 357.3549 193.415 1018.984 
08DC: create_interior_marker 168@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 168@ color_to 4 
196@ = 99 
00BC: show_text_highpriority GXT 'HEI1_7' time 6000 flag 1  // ~s~There's a ~y~document depository~s~ downstairs. Head down to see if you can cause a distraction

:HEIST1_12135
if 
  189@ == 1 
else_jump @HEIST1_13218 
if 
  41@ > 6000 
else_jump @HEIST1_12266 
if 
  215@ == 0 
else_jump @HEIST1_12266 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_12266 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_12259 
316@ = 9 

:HEIST1_12259
215@ = 1 

:HEIST1_12266
if 
  41@ > 12000 
else_jump @HEIST1_12317 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_50' time 6000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_12317
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
else_jump @HEIST1_12410 
189@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 

:HEIST1_12410
if 
   not 219@ == 1 
else_jump @HEIST1_12521 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @HEIST1_12521 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_12521
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
else_jump @HEIST1_12614 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_12614
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
else_jump @HEIST1_12707 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_12707
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
else_jump @HEIST1_12800 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_12800
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
else_jump @HEIST1_12893 
189@ = 0 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 

:HEIST1_12893
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
else_jump @HEIST1_12986 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_12986
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
else_jump @HEIST1_13079 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_13079
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 46 
else_jump @HEIST1_13172 
189@ = 0 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
00BE: text_clear_all 
319@ = 0 
318@ = 0 
316@ = 8 
215@ = 0 
216@ = 0 
217@ = 0 
218@ = 0 
219@ = 0 

:HEIST1_13172
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @HEIST1_13218 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13218
if 
056D:   actor 73@ defined 
else_jump @HEIST1_13319 
if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13319 
if 
8118:   not actor 73@ dead 
else_jump @HEIST1_13319 
0687: clear_actor 73@ task 
05DD: AS_actor 73@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13319
if 
056D:   actor 74@ defined 
else_jump @HEIST1_13420 
if 
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13420 
if 
8118:   not actor 74@ dead 
else_jump @HEIST1_13420 
0687: clear_actor 74@ task 
05DD: AS_actor 74@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13420
if 
056D:   actor 75@ defined 
else_jump @HEIST1_13521 
if 
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13521 
if 
8118:   not actor 75@ dead 
else_jump @HEIST1_13521 
0687: clear_actor 75@ task 
05DD: AS_actor 75@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13521
if 
056D:   actor 76@ defined 
else_jump @HEIST1_13622 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13622 
if 
8118:   not actor 76@ dead 
else_jump @HEIST1_13622 
0687: clear_actor 76@ task 
05DD: AS_actor 76@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13622
if 
056D:   actor 77@ defined 
else_jump @HEIST1_13723 
if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13723 
if 
8118:   not actor 77@ dead 
else_jump @HEIST1_13723 
0687: clear_actor 77@ task 
05DD: AS_actor 77@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13723
if 
056D:   actor 78@ defined 
else_jump @HEIST1_13824 
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13824 
if 
8118:   not actor 78@ dead 
else_jump @HEIST1_13824 
0687: clear_actor 78@ task 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13824
if 
056D:   actor 79@ defined 
else_jump @HEIST1_13925 
if 
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_13925 
if 
8118:   not actor 79@ dead 
else_jump @HEIST1_13925 
0687: clear_actor 79@ task 
05DD: AS_actor 79@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_13925
if 
056D:   actor 80@ defined 
else_jump @HEIST1_14026 
if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14026 
if 
8118:   not actor 80@ dead 
else_jump @HEIST1_14026 
0687: clear_actor 80@ task 
05DD: AS_actor 80@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14026
if 
056D:   actor 81@ defined 
else_jump @HEIST1_14127 
if 
051A:   actor 81@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14127 
if 
8118:   not actor 81@ dead 
else_jump @HEIST1_14127 
0687: clear_actor 81@ task 
05DD: AS_actor 81@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14127
if 
056D:   actor 53@ defined 
else_jump @HEIST1_14228 
if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14228 
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_14228 
0687: clear_actor 53@ task 
05DD: AS_actor 53@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14228
if 
056D:   actor 55@ defined 
else_jump @HEIST1_14336 
if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14336 
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_14336 
0687: clear_actor 55@ task 
05DD: AS_actor 55@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23592 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14336
if 
056D:   actor 56@ defined 
else_jump @HEIST1_14444 
if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14444 
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_14444 
0687: clear_actor 56@ task 
05DD: AS_actor 56@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23592 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14444
if 
056D:   actor 57@ defined 
else_jump @HEIST1_14552 
if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14552 
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_14552 
0687: clear_actor 57@ task 
05DD: AS_actor 57@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23592 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14552
if 
056D:   actor 58@ defined 
else_jump @HEIST1_14660 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_14660 
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_14660 
0687: clear_actor 58@ task 
05DD: AS_actor 58@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
gosub @HEIST1_23592 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
gosub @HEIST1_23623 
jump @HEIST1_23660 

:HEIST1_14660
if 
  185@ == 30 
else_jump @HEIST1_15254 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 364.4255 188.2647 1018.984 radius 2.0 2.0 2.0 
else_jump @HEIST1_14820 
if 
  196@ > 1 
else_jump @HEIST1_14820 
if 
  229@ == 0 
else_jump @HEIST1_14820 
0164: disable_marker 168@ 
0188: 171@ = create_marker_above_object 122@ 
08DC: create_interior_marker 171@ at 2415.348 1123.942 radius 10.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_10' time 6000 flag 1  // ~s~Those old ~g~air con units~s~ are decrepit. Destroy them anyway you can.
229@ = 1 

:HEIST1_14820
if 
  199@ == 0 
else_jump @HEIST1_14903 
if 
0366:   object 122@ damaged 
else_jump @HEIST1_14903 
0209: 159@ = random_int_in_ranges 1 4 
0723: break_object 122@ intensity 1 
0164: disable_marker 171@ 
198@ += 1 
199@ = 1 
198@ = 2 
035D: set_object 122@ targetable 0 

:HEIST1_14903
if 
  200@ == 0 
else_jump @HEIST1_15011 
if 
  2 > 198@ 
else_jump @HEIST1_15011 
if 
0366:   object 124@ damaged 
else_jump @HEIST1_15011 
0209: 159@ = random_int_in_ranges 1 4 
0723: break_object 124@ intensity 1 
0164: disable_marker 171@ 
198@ += 1 
200@ = 1 
198@ = 2 
035D: set_object 124@ targetable 0 
40@ = 0 

:HEIST1_15011
if 
  198@ == 2 
else_jump @HEIST1_15091 
040D: unload_wav 3 
323@ = 99 
if 
  40@ > 1000 
else_jump @HEIST1_15091 
02CF: 156@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 159@ 
198@ = 3 

:HEIST1_15091
if 
  198@ == 3 
else_jump @HEIST1_15254 
185@ = 40 
064B: 149@ = create_particle "TEARGAS" at 350.6574 189.2716 1019.0 type 1 
064B: 150@ = create_particle "TEARGAS" at 350.6574 189.2716 1020.0 type 1 
064B: 151@ = create_particle "TEARGAS" at 350.8387 190.3284 1019.0 type 1 
064C: make_particle 149@ visible 
064C: make_particle 150@ visible 
064C: make_particle 151@ visible 
40@ = 0 
00BC: show_text_highpriority GXT 'HEI1_20' time 4000 flag 1  // ~s~That's it! That fire alarm ought to occupy those guards.
324@ = 1 

:HEIST1_15254
if 
  185@ == 40 
else_jump @HEIST1_15312 
if 
  40@ > 3000 
else_jump @HEIST1_15312 
188@ = 0 
186@ = 1 
185@ = 45 

:HEIST1_15312
if 
  185@ > 9 
else_jump @HEIST1_15869 
if 
  121@ == 1 
else_jump @HEIST1_15869 
if 
  45 > 185@ 
else_jump @HEIST1_15869 
if 
8118:   not actor 73@ dead 
else_jump @HEIST1_15490 
if 
8118:   not actor 74@ dead 
else_jump @HEIST1_15490 
062E: get_actor 73@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15490 
062E: get_actor 74@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15490 
0687: clear_actor 73@ task 
0687: clear_actor 74@ task 
0677: AS_actor 73@ chat_with_actor 74@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 74@ chat_with_actor 73@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15490
if 
8118:   not actor 75@ dead 
else_jump @HEIST1_15614 
if 
8118:   not actor 76@ dead 
else_jump @HEIST1_15614 
062E: get_actor 75@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15614 
062E: get_actor 76@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15614 
0687: clear_actor 75@ task 
0687: clear_actor 76@ task 
0677: AS_actor 75@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 76@ chat_with_actor 75@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15614
if 
8118:   not actor 77@ dead 
else_jump @HEIST1_15738 
if 
8118:   not actor 78@ dead 
else_jump @HEIST1_15738 
062E: get_actor 77@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15738 
062E: get_actor 78@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15738 
0687: clear_actor 77@ task 
0687: clear_actor 78@ task 
0677: AS_actor 77@ chat_with_actor 78@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 78@ chat_with_actor 77@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15738
if 
8118:   not actor 79@ dead 
else_jump @HEIST1_15862 
if 
8118:   not actor 80@ dead 
else_jump @HEIST1_15862 
062E: get_actor 79@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15862 
062E: get_actor 80@ task 1655 status_store_to 214@ // ret 7 if not found 
if 
04A4:   214@ == 7 // == constant 
else_jump @HEIST1_15862 
0687: clear_actor 79@ task 
0687: clear_actor 80@ task 
0677: AS_actor 79@ chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 80@ chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_15862
121@ = 0 

:HEIST1_15869
if 
  185@ == 45 
else_jump @HEIST1_16910 
if 
8118:   not actor 75@ dead 
else_jump @HEIST1_15932 
0687: clear_actor 75@ task 
05F5: AS_actor 75@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_15932
if 
8118:   not actor 77@ dead 
else_jump @HEIST1_15977 
0687: clear_actor 77@ task 
05F5: AS_actor 77@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_15977
if 
8118:   not actor 76@ dead 
else_jump @HEIST1_16022 
0687: clear_actor 76@ task 
05F5: AS_actor 76@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16022
if 
8118:   not actor 78@ dead 
else_jump @HEIST1_16067 
0687: clear_actor 78@ task 
05F5: AS_actor 78@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16067
if 
8118:   not actor 79@ dead 
else_jump @HEIST1_16112 
0687: clear_actor 79@ task 
05F5: AS_actor 79@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16112
if 
8118:   not actor 80@ dead 
else_jump @HEIST1_16157 
0687: clear_actor 80@ task 
05F5: AS_actor 80@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16157
if 
8118:   not actor 81@ dead 
else_jump @HEIST1_16202 
0687: clear_actor 81@ task 
05F5: AS_actor 81@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_16202
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_16251 
0687: clear_actor 58@ task 
060B: set_actor 58@ decision_maker_to 111@ 
00A1: put_actor 58@ at 377.7027 153.2545 1022.774 

:HEIST1_16251
fade 0 500 

:HEIST1_16258
if 
fading 
else_jump @HEIST1_16282 
wait 0 
jump @HEIST1_16258 

:HEIST1_16282
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
02D1: remove_fire 156@ 
015F: set_camera_position 350.4867 162.1073 1026.989 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4692 162.1195 1026.804 switchstyle 2 
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_16417 
0638: AS_actor 62@ stay_put 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 353.4759 161.9657 1024.781 
05D7: add_point_to_scmpath 365.8191 162.2179 1024.781 
05D8: AS_assign_scmpath to_actor 62@ flags 4 0 

:HEIST1_16417
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_16558 
060B: set_actor 55@ decision_maker_to 111@ 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at 353.9879 164.0512 1024.781 
0173: set_actor 55@ Z_angle_to 224.0 
0687: clear_actor 55@ task 
060B: set_actor 55@ decision_maker_to 111@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 55@ flags 4 0 
202@ = 1 

:HEIST1_16558
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_16699 
060B: set_actor 56@ decision_maker_to 111@ 
0687: clear_actor 56@ task 
00A1: put_actor 56@ at 354.1077 160.163 1024.781 
0173: set_actor 56@ Z_angle_to 302.0 
0687: clear_actor 56@ task 
060B: set_actor 56@ decision_maker_to 111@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 56@ flags 4 0 
203@ = 2 

:HEIST1_16699
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_16823 
060B: set_actor 57@ decision_maker_to 111@ 
0687: clear_actor 57@ task 
00A1: put_actor 57@ at 364.2849 160.2124 1024.789 
0173: set_actor 57@ Z_angle_to 294.5 
0687: clear_actor 57@ task 
060B: set_actor 57@ decision_maker_to 111@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 369.2587 162.4347 1024.774 
05D7: add_point_to_scmpath 377.2099 163.5096 1024.781 
05D8: AS_assign_scmpath to_actor 57@ flags 4 0 
204@ = 1 

:HEIST1_16823
00BE: text_clear_all 
fade 1 500 

:HEIST1_16832
if 
fading 
else_jump @HEIST1_16856 
wait 0 
jump @HEIST1_16832 

:HEIST1_16856
185@ = 50 
41@ = 0 
193@ = 1 
00BE: text_clear_all 
040D: unload_wav 315@ 
040D: unload_wav 314@ 
319@ = 0 
318@ = 0 
316@ = 13 

:HEIST1_16910
if 
  185@ == 50 
else_jump @HEIST1_16954 
if 
  41@ > 4000 
else_jump @HEIST1_16954 
185@ = 55 

:HEIST1_16954
if 
  185@ == 55 
else_jump @HEIST1_17599 
193@ = 0 
fade 0 500 

:HEIST1_16986
if 
fading 
else_jump @HEIST1_17010 
wait 0 
jump @HEIST1_16986 

:HEIST1_17010
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
fade 1 500 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
159@ = 3 
02CF: 155@ = create_fire_at 350.6574 189.5716 1019.0 propagation 1 size 159@ 
02CF: 156@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 2 
185@ = 60 
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_17149 
060B: set_actor 62@ decision_maker_to 112@ 
00A1: put_actor 62@ at 2419.994 1153.71 9.8047 

:HEIST1_17149
if 
8118:   not actor 61@ dead 
else_jump @HEIST1_17193 
060B: set_actor 61@ decision_maker_to 112@ 
00A1: put_actor 61@ at 2419.994 1145.71 9.8047 

:HEIST1_17193
if 
8118:   not actor 60@ dead 
else_jump @HEIST1_17237 
060B: set_actor 60@ decision_maker_to 112@ 
00A1: put_actor 60@ at 2417.655 1154.085 9.8047 

:HEIST1_17237
if 
8118:   not actor 53@ dead 
else_jump @HEIST1_17283 
00A1: put_actor 53@ at 2419.363 1132.672 9.8047 
0173: set_actor 53@ Z_angle_to 135.0 

:HEIST1_17283
if 
8118:   not actor 73@ dead 
else_jump @HEIST1_17304 
009B: destroy_actor 73@ 

:HEIST1_17304
if 
8118:   not actor 74@ dead 
else_jump @HEIST1_17325 
009B: destroy_actor 74@ 

:HEIST1_17325
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_17376 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at 372.0212 163.0494 1024.773 
0173: set_actor 55@ Z_angle_to 276.1 

:HEIST1_17376
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_17427 
0687: clear_actor 56@ task 
00A1: put_actor 56@ at 375.6833 163.8624 1024.773 
0173: set_actor 56@ Z_angle_to 266.1 

:HEIST1_17427
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_17478 
0687: clear_actor 57@ task 
00A1: put_actor 57@ at 378.0436 162.5748 1024.775 
0173: set_actor 57@ Z_angle_to 168.1 

:HEIST1_17478
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_17529 
0687: clear_actor 58@ task 
00A1: put_actor 58@ at 377.7027 153.2545 1022.774 
0173: set_actor 58@ Z_angle_to 101.1 

:HEIST1_17529
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_22' time 6000 flag 1  // ~s~Okay! They're busy with the evacuation just now. Get upstairs and photograph those ~y~blueprints~s~ pinned to the wall.
0164: disable_marker 166@ 
018A: 166@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 166@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 166@ color_to 4 

:HEIST1_17599
if 
  185@ == 60 
else_jump @HEIST1_18675 
if 
  227@ == 0 
else_jump @HEIST1_17870 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 371.0459 161.5409 1018.984 radius 1.5 1.5 2.0 
else_jump @HEIST1_17870 
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_17728 
0687: clear_actor 58@ task 
05F5: AS_actor 58@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_17728
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_17773 
0687: clear_actor 57@ task 
05F5: AS_actor 57@ goto_point_using_paths 379.2716 173.4771 1007.397 mode 4 time -2 

:HEIST1_17773
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_17818 
0687: clear_actor 56@ task 
05F5: AS_actor 56@ goto_point_using_paths 370.9119 175.3713 1007.397 mode 4 time -2 

:HEIST1_17818
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_17863 
0687: clear_actor 55@ task 
05F5: AS_actor 55@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_17863
227@ = 1 

:HEIST1_17870
if 
  227@ == 1 
else_jump @HEIST1_18208 
if 
  233@ == 0 
else_jump @HEIST1_17968 
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_17968 
if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_17968 
0687: clear_actor 58@ task 
05DD: AS_actor 58@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
233@ = 1 

:HEIST1_17968
if 
  232@ == 0 
else_jump @HEIST1_18048 
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_18048 
if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18048 
0687: clear_actor 57@ task 
05DD: AS_actor 57@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
232@ = 1 

:HEIST1_18048
if 
  231@ == 0 
else_jump @HEIST1_18128 
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_18128 
if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18128 
0687: clear_actor 56@ task 
05DD: AS_actor 56@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
231@ = 1 

:HEIST1_18128
if 
  230@ == 0 
else_jump @HEIST1_18208 
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_18208 
if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST1_18208 
0687: clear_actor 55@ task 
05DD: AS_actor 55@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
230@ = 1 

:HEIST1_18208
if 
0833:   object 115@ photographed 
else_jump @HEIST1_18675 
192@ = 1 
0164: disable_marker 166@ 
00BE: text_clear_all 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'HEI1_25' time 6000 flag 1  // ~s~Great! You've photographed the casino blueprints! Get out of the ~y~building~s~ before you're caught.
018A: 169@ = create_checkpoint_at 2418.682 1123.352 9.8047 
0165: set_marker 169@ color_to 4 
0650: destroy_particle 149@ 
0650: destroy_particle 150@ 
0650: destroy_particle 151@ 
064B: 146@ = create_particle "TEARGAS" at 369.2483 162.346 1026.774 type 1 
064B: 147@ = create_particle "TEARGAS" at 373.3976 162.6828 1026.774 type 1 
064B: 148@ = create_particle "TEARGAS" at 378.9187 163.1306 1026.774 type 1 
064C: make_particle 146@ visible 
064C: make_particle 147@ visible 
064C: make_particle 148@ visible 
if 
8118:   not actor 55@ dead 
else_jump @HEIST1_18427 
009B: destroy_actor 55@ 

:HEIST1_18427
if 
8118:   not actor 56@ dead 
else_jump @HEIST1_18448 
009B: destroy_actor 56@ 

:HEIST1_18448
if 
8118:   not actor 57@ dead 
else_jump @HEIST1_18469 
009B: destroy_actor 57@ 

:HEIST1_18469
if 
8118:   not actor 58@ dead 
else_jump @HEIST1_18490 
009B: destroy_actor 58@ 

:HEIST1_18490
if 
8118:   not actor 75@ dead 
else_jump @HEIST1_18511 
009B: destroy_actor 75@ 

:HEIST1_18511
if 
8118:   not actor 76@ dead 
else_jump @HEIST1_18532 
009B: destroy_actor 76@ 

:HEIST1_18532
if 
8118:   not actor 77@ dead 
else_jump @HEIST1_18553 
009B: destroy_actor 77@ 

:HEIST1_18553
if 
8118:   not actor 78@ dead 
else_jump @HEIST1_18574 
009B: destroy_actor 78@ 

:HEIST1_18574
if 
8118:   not actor 79@ dead 
else_jump @HEIST1_18595 
009B: destroy_actor 79@ 

:HEIST1_18595
if 
8118:   not actor 80@ dead 
else_jump @HEIST1_18616 
009B: destroy_actor 80@ 

:HEIST1_18616
if 
8118:   not actor 81@ dead 
else_jump @HEIST1_18637 
009B: destroy_actor 81@ 

:HEIST1_18637
206@ = 1 
40@ = 0 
185@ = 99 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 

:HEIST1_18675
if 
  192@ == 1 
else_jump @HEIST1_18987 
if 
  40@ > 2500 
else_jump @HEIST1_18987 
0247: load_model 275 
0247: load_model 282 
0247: load_model 147 

:HEIST1_18727
if or
8248:   not model 275 available 
8248:   not model 282 available 
8248:   not model 147 available 
else_jump @HEIST1_18764 
wait 0 
jump @HEIST1_18727 

:HEIST1_18764
009A: 86@ = create_actor_pedtype 24 model 147 at 376.9717 192.0647 1013.18 
0173: set_actor 86@ Z_angle_to 266.7879 
060B: set_actor 86@ decision_maker_to 113@ 
08AD: link_actor 86@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 87@ = create_actor_pedtype 24 model 282 at 377.2169 190.7318 1013.18 
0173: set_actor 87@ Z_angle_to 5.7879 
060B: set_actor 87@ decision_maker_to 113@ 
01B2: give_actor 87@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 87@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0639: AS_actor 86@ rotate_to_actor 87@ 
009A: 88@ = create_actor_pedtype 24 model 282 at 377.9352 192.4556 1013.18 
0173: set_actor 88@ Z_angle_to 124.31 
060B: set_actor 88@ decision_maker_to 113@ 
08AD: link_actor 88@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0249: release_model 275 
192@ = 2 
0A6F: checkpoint_save 1 

:HEIST1_18987
if 
  192@ == 2 
else_jump @HEIST1_19171 
00BE: text_clear_all 
fade 0 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST1_19021
if 
fading 
else_jump @HEIST1_19045 
wait 0 
jump @HEIST1_19021 

:HEIST1_19045
00BE: text_clear_all 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 
015F: set_camera_position 374.0174 190.0682 1014.494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.8688 190.5916 1014.458 switchstyle 2 
fade 1 2000 

:HEIST1_19126
if 
fading 
else_jump @HEIST1_19150 
wait 0 
jump @HEIST1_19126 

:HEIST1_19150
192@ = 3 
194@ = 1 
40@ = 0 

:HEIST1_19171
if 
  192@ == 3 
else_jump @HEIST1_19265 
00BE: text_clear_all 
316@ = 15 
if 
8118:   not actor 86@ dead 
else_jump @HEIST1_19251 
0605: actor 86@ perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST1_19251
192@ = 4 
40@ = 0 

:HEIST1_19265
if 
  192@ == 4 
else_jump @HEIST1_19316 
if 
  40@ > 2000 
else_jump @HEIST1_19316 
192@ = 5 
40@ = 0 

:HEIST1_19316
if 
  192@ == 5 
else_jump @HEIST1_20901 
194@ = 0 
if 
8118:   not actor 86@ dead 
else_jump @HEIST1_19383 
if 
8118:   not actor 87@ dead 
else_jump @HEIST1_19383 
0687: clear_actor 86@ task 
0687: clear_actor 87@ task 

:HEIST1_19383
fade 0 500 

:HEIST1_19390
if 
fading 
else_jump @HEIST1_19414 
wait 0 
jump @HEIST1_19390 

:HEIST1_19414
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
fade 1 500 

:HEIST1_19436
if 
fading 
else_jump @HEIST1_19460 
wait 0 
jump @HEIST1_19436 

:HEIST1_19460
192@ = 10 
009B: destroy_actor 86@ 
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_19559 
00A1: put_actor 62@ at 378.2106 154.386 1022.782 
0173: set_actor 62@ Z_angle_to 312.89 
0687: clear_actor 62@ task 
0615: define_AS_pack_begin 84@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0618: assign_actor 62@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:HEIST1_19559
009A: 64@ = create_actor_pedtype 24 model 282 at 371.6575 153.1287 1020.796 
0173: set_actor 64@ Z_angle_to 264.7879 
07DD: set_actor 64@ attack_rate 60 // previously known as temper_to 
060B: set_actor 64@ decision_maker_to 111@ 
01B2: give_actor 64@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 64@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0618: assign_actor 64@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 65@ = create_actor_pedtype 24 model 282 at 378.6946 163.6932 1018.984 
0173: set_actor 65@ Z_angle_to 91.89 
060B: set_actor 65@ decision_maker_to 111@ 
01B2: give_actor 65@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 65@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0618: assign_actor 65@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 66@ = create_actor_pedtype 24 model 282 at 371.9029 164.5795 1013.18 
0173: set_actor 66@ Z_angle_to 195.89 
060B: set_actor 66@ decision_maker_to 111@ 
01B2: give_actor 66@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 66@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 66@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 67@ = create_actor_pedtype 24 model 282 at 371.2767 154.0267 1014.984 
0173: set_actor 67@ Z_angle_to 195.89 
07DD: set_actor 67@ attack_rate 60 // previously known as temper_to 
060B: set_actor 67@ decision_maker_to 111@ 
01B2: give_actor 67@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 67@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 67@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 68@ = create_actor_pedtype 24 model 282 at 378.0627 152.9613 1011.195 
0173: set_actor 68@ Z_angle_to 285.89 
060B: set_actor 68@ decision_maker_to 111@ 
01B2: give_actor 68@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 68@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 68@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 69@ = create_actor_pedtype 24 model 282 at 372.2917 162.8527 1007.389 
0173: set_actor 69@ Z_angle_to 195.89 
060B: set_actor 69@ decision_maker_to 111@ 
01B2: give_actor 69@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 69@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 69@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 72@ = create_actor_pedtype 24 model 282 at 379.1144 153.0811 1011.195 
0173: set_actor 72@ Z_angle_to 4.89 
060B: set_actor 72@ decision_maker_to 111@ 
04EB: AS_actor 72@ crouch 1 
07DD: set_actor 72@ attack_rate 50 // previously known as temper_to 
0223: set_actor 72@ health_to 120 
01B2: give_actor 72@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 72@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0618: assign_actor 72@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 71@ = create_actor_pedtype 24 model 282 at 369.8178 162.4074 1018.977 
0173: set_actor 71@ Z_angle_to 217.89 
07DD: set_actor 71@ attack_rate 50 // previously known as temper_to 
0223: set_actor 71@ health_to 120 
060B: set_actor 71@ decision_maker_to 111@ 
01B2: give_actor 71@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 71@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 70 
0616: define_AS_pack_end 84@ 
0618: assign_actor 71@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
009A: 70@ = create_actor_pedtype 24 model 282 at 370.1607 179.6097 1007.391 
0173: set_actor 70@ Z_angle_to 170.89 
07DD: set_actor 70@ attack_rate 50 // previously known as temper_to 
0223: set_actor 70@ health_to 120 
060B: set_actor 70@ decision_maker_to 111@ 
04EB: AS_actor 70@ crouch 1 
01B2: give_actor 70@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 70@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 84@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 84@ 
0618: assign_actor 70@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
if 
8118:   not actor 61@ dead 
else_jump @HEIST1_20711 
0687: clear_actor 61@ task 
00A1: put_actor 61@ at 375.0372 177.4968 1007.391 
0173: set_actor 61@ Z_angle_to 193.0 
0638: AS_actor 61@ stay_put 1 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:HEIST1_20711
if 
8118:   not actor 60@ dead 
else_jump @HEIST1_20777 
0687: clear_actor 60@ task 
00A1: put_actor 60@ at 385.5123 174.311 1007.389 
0173: set_actor 60@ Z_angle_to 82.0 
085B: AS_actor 60@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:HEIST1_20777
if 
8118:   not actor 87@ dead 
else_jump @HEIST1_20806 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:HEIST1_20806
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_46' time 6000 flag 1  // ~s~The cops can't shut the bottom doors due to the fire! Use your weapons if you need to.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0247: load_model 401 

:HEIST1_20836
if 
8248:   not model 401 available 
else_jump @HEIST1_20863 
wait 0 
jump @HEIST1_20836 

:HEIST1_20863
00A5: 114@ = create_car 401 at 2423.733 1120.273 9.6719 
0175: set_car 114@ Z_angle_to 179.4729 
0249: release_model 401 

:HEIST1_20901
if 
  206@ == 1 
else_jump @HEIST1_21344 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.2483 162.346 1024.774 radius 2.0 2.0 2.0 
else_jump @HEIST1_21344 
0669: 137@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 138@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 139@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 140@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 141@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 142@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 143@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 144@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 145@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
08FD: enable_heat_visuals 1 
064C: make_particle 137@ visible 
064C: make_particle 138@ visible 
064C: make_particle 139@ visible 
064C: make_particle 140@ visible 
064C: make_particle 141@ visible 
064C: make_particle 142@ visible 
064C: make_particle 143@ visible 
064C: make_particle 144@ visible 
064C: make_particle 145@ visible 
0650: destroy_particle 146@ 
0650: destroy_particle 147@ 
0650: destroy_particle 148@ 
206@ = 2 

:HEIST1_21344
if 
  192@ == 10 
else_jump @HEIST1_21553 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2418.682 1123.352 9.8047 radius 5.0 5.0 5.0 
else_jump @HEIST1_21553 
08FD: enable_heat_visuals 0 
0650: destroy_particle 146@ 
0650: destroy_particle 147@ 
0650: destroy_particle 148@ 
0650: destroy_particle 137@ 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 144@ 
0650: destroy_particle 145@ 
192@ = 11 
0164: disable_marker 169@ 
018A: 173@ = create_checkpoint_at 1918.59 958.3391 9.8203 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_29' time 6000 flag 1  // ~s~Take the camera film to the back entrance of the ~y~Four Dragons Casino~s~.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
332@ = 1 
41@ = 0 
0249: release_model 71 
0249: release_model 54 

:HEIST1_21553
if 
  332@ == 1 
else_jump @HEIST1_21604 
if 
  41@ > 4000 
else_jump @HEIST1_21604 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
332@ = 2 

:HEIST1_21604
if 
  192@ == 11 
else_jump @HEIST1_21684 
0247: load_model 117 
0247: load_model 421 
0247: load_model 118 

:HEIST1_21635
if or
8248:   not model 118 available 
8248:   not model 117 available 
8248:   not model 421 available 
else_jump @HEIST1_21670 
wait 0 
jump @HEIST1_21635 

:HEIST1_21670
192@ = 13 
224@ = 9 

:HEIST1_21684
if 
  224@ == 9 
else_jump @HEIST1_22028 
077E: get_active_interior_to 42@ 
if 
  42@ == 0 
else_jump @HEIST1_21745 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @HEIST1_21745 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST1_21745
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
else_jump @HEIST1_22028 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST1_21930 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
02A0:   actor $PLAYER_ACTOR stopped 
else_jump @HEIST1_21923 
00A5: 221@ = create_car 421 at 1902.168 974.9742 9.8203 
0175: set_car 221@ Z_angle_to 197.2609 
0229: set_car 221@ primary_color_to 4 secondary_color_to 2 
if 
8119:   not car 221@ wrecked 
else_jump @HEIST1_21916 
0129: 222@ = create_actor_pedtype 25 model 117 in_car 221@ driverseat 
01C8: 220@ = create_actor_pedtype 25 model 118 in_car 221@ passenger_seat 1 

:HEIST1_21916
224@ = 15 

:HEIST1_21923
jump @HEIST1_22028 

:HEIST1_21930
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 221@ = create_car 421 at 1902.168 974.9742 9.8203 
0175: set_car 221@ Z_angle_to 197.2609 
0229: set_car 221@ primary_color_to 4 secondary_color_to 2 
if 
8119:   not car 221@ wrecked 
else_jump @HEIST1_22021 
0129: 222@ = create_actor_pedtype 25 model 117 in_car 221@ driverseat 
01C8: 220@ = create_actor_pedtype 25 model 118 in_car 221@ passenger_seat 1 

:HEIST1_22021
224@ = 15 

:HEIST1_22028
if 
  224@ == 15 
else_jump @HEIST1_22370 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 1000 

:HEIST1_22067
if 
fading 
else_jump @HEIST1_22091 
wait 0 
jump @HEIST1_22067 

:HEIST1_22091
00BE: text_clear_all 
01C3: remove_references_to_car 114@ 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 60.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 60.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
fade 1 1000 

:HEIST1_22208
if 
fading 
else_jump @HEIST1_22232 
wait 0 
jump @HEIST1_22208 

:HEIST1_22232
224@ = 17 
40@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST1_22324 
0615: define_AS_pack_begin 225@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 225@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 225@ 
061B: remove_references_to_AS_pack 225@ 
jump @HEIST1_22370 

:HEIST1_22324
0615: define_AS_pack_begin 225@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 225@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 225@ 
061B: remove_references_to_AS_pack 225@ 

:HEIST1_22370
if 
  224@ == 17 
else_jump @HEIST1_22434 
if 
  40@ > 1000 
else_jump @HEIST1_22434 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
224@ = 20 

:HEIST1_22434
if 
  224@ == 20 
else_jump @HEIST1_22766 
if 
834E:   not move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
else_jump @HEIST1_22537 
034E: move_object $4045 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:HEIST1_22537
if 
  40@ > 4000 
else_jump @HEIST1_22766 
224@ = 30 
if 
8118:   not actor 222@ dead 
else_jump @HEIST1_22766 
if 
8119:   not car 221@ wrecked 
else_jump @HEIST1_22766 
05D1: AS_actor 222@ drive_car 221@ to 1909.04 959.7415 9.8203 speed 7.0 2 model 0 2 
015F: set_camera_position 1901.587 965.5023 11.8636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1902.538 965.246 11.6931 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1909.887 962.3391 9.8203 mode 4 time -1 ms // versionA 
40@ = 0 

:HEIST1_22766
if 
  224@ == 30 
else_jump @HEIST1_22926 
if 
8119:   not car 221@ wrecked 
else_jump @HEIST1_22926 
if 
01AD:   car 221@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
else_jump @HEIST1_22885 
224@ = 35 
if 
8118:   not actor 220@ dead 
else_jump @HEIST1_22871 
05BF: AS_actor 220@ look_at_actor $PLAYER_ACTOR -1 ms 

:HEIST1_22871
316@ = 19 
40@ = 0 

:HEIST1_22885
if 
  40@ > 10000 
else_jump @HEIST1_22926 
224@ = 35 
0662: printstring "TEST" 
40@ = 0 

:HEIST1_22926
if 
  224@ == 35 
else_jump @HEIST1_22984 
if 
  40@ > 3000 
else_jump @HEIST1_22984 
316@ = 20 
224@ = 36 
40@ = 0 

:HEIST1_22984
if 
  224@ == 36 
else_jump @HEIST1_23132 
if 
  40@ > 1000 
else_jump @HEIST1_23132 
if 
8119:   not car 221@ wrecked 
else_jump @HEIST1_23132 
if 
8118:   not actor 222@ dead 
else_jump @HEIST1_23132 
0687: clear_actor 222@ task 
224@ = 37 
05D1: AS_actor 222@ drive_car 221@ to 1905.279 934.162 9.8352 speed 10.0 2 model 0 2 
40@ = 0 
if 
8118:   not actor 220@ dead 
else_jump @HEIST1_23132 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 220@ -1 ms 

:HEIST1_23132
if 
  224@ == 37 
else_jump @HEIST1_23325 
if 
  40@ > 1000 
else_jump @HEIST1_23299 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
else_jump @HEIST1_23254 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_23254
if 
  49@ == 0 
else_jump @HEIST1_23299 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
49@ = 1 

:HEIST1_23299
if 
  40@ > 3000 
else_jump @HEIST1_23325 
224@ = 40 

:HEIST1_23325
if 
  224@ == 40 
else_jump @HEIST1_23585 
if 
834E:   not move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
else_jump @HEIST1_23428 
034E: move_object $4045 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_23428
223@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
if 
8118:   not actor 220@ dead 
else_jump @HEIST1_23481 
0792: disembark_instantly_actor 220@ 
009B: destroy_actor 220@ 

:HEIST1_23481
if 
8118:   not actor 222@ dead 
else_jump @HEIST1_23507 
0792: disembark_instantly_actor 222@ 
009B: destroy_actor 222@ 

:HEIST1_23507
00A6: destroy_car 221@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $4045 at 1903.383 967.82 11.438 
0177: set_object $4045 Z_angle_to 0.0 
224@ = 45 
00BE: text_clear_all 
jump @HEIST1_23696 

:HEIST1_23585
jump @HEIST1_2311 

:HEIST1_23592
if 
8118:   not actor 62@ dead 
else_jump @HEIST1_23621 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:HEIST1_23621
return 

:HEIST1_23623
234@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 8000 style 1  // ~r~MISSION FAILED!
41@ = 0 
wait 3000 
return 

:HEIST1_23660
if 
   not 234@ == 1 
else_jump @HEIST1_23694 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:HEIST1_23694
return 

:HEIST1_23696
$599 += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0318: set_latest_mission_passed 'HEIST_1'  // Architectural Espionage
030C: progress_made = 1 
0629: change_integer_stat 312 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:HEIST1_23758
07FB: set_interior 'PAPER' access 0  // Planning Department
$3719 = 0 
040D: unload_wav 3 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST1_23803 
0687: clear_actor $PLAYER_ACTOR task 

:HEIST1_23803
0110: clear_player $PLAYER_CHAR wanted_level 
if 
03CA:   object $4045 exists 
else_jump @HEIST1_23854 
01BC: put_object $4045 at 1903.383 967.62 11.438 
0177: set_object $4045 Z_angle_to 0.0 

:HEIST1_23854
075B: zoom_radar 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST1_23874 

:HEIST1_23874
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0164: disable_marker 168@ 
0164: disable_marker 171@ 
0164: disable_marker 169@ 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 174@ 
159@ = 1 

:HEIST1_23931
if 
  6 > 159@ 
else_jump @HEIST1_23972 
0164: disable_marker 175@(159@,6i) 
159@ += 1 
jump @HEIST1_23931 

:HEIST1_23972
0215: destroy_pickup 162@ 
031A: remove_all_fires 
0650: destroy_particle 146@ 
0650: destroy_particle 147@ 
0650: destroy_particle 148@ 
0650: destroy_particle 149@ 
0650: destroy_particle 150@ 
0650: destroy_particle 151@ 
0650: destroy_particle 137@ 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 144@ 
0650: destroy_particle 145@ 
08FD: enable_heat_visuals 0 
0249: release_model 57 
0249: release_model 58 
0249: release_model 367 
0249: release_model 346 
0249: release_model 349 
0249: release_model 12 
0249: release_model 59 
0249: release_model 54 
0249: release_model 401 
0249: release_model 71 
0249: release_model 70 
0249: release_model 147 
0249: release_model 17 
0249: release_model 282 
0249: release_model 275 
0249: release_model 117 
0249: release_model 118 
0249: release_model 421 
04EF: release_animation "CAMERA" 
if 
  234@ == 1 
else_jump @HEIST1_24190 
016E: override_next_restart at 2337.083 2453.802 13.9765 angle 90.7643 
0970: teleport_in_override_restart // 016Eh 

:HEIST1_24190
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 97---------------
// Originally: Key To Her Heart

:HEIST3
thread 'HEIST3' 
gosub @HEIST3_47 
if 
wasted_or_busted 
else_jump @HEIST3_38 
gosub @HEIST3_22958 

:HEIST3_38
gosub @HEIST3_23038 
end_thread 

:HEIST3_47
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
fade 0 2000 

:HEIST3_71
if 
fading 
else_jump @HEIST3_95 
wait 0 
jump @HEIST3_71 

:HEIST3_95
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_138 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:HEIST3_138
0793: save_player_clothes 
01B5: force_weather 10 
select_interior 10 
054C: use_GXT_table 'HEIST3' 
02E4: load_cutscene_data 'HEIST2A' 

:HEIST3_170
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST3_194 
wait 0 
jump @HEIST3_170 

:HEIST3_194
02E7: start_cutscene 
fade 1 1000 

:HEIST3_203
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST3_227 
wait 0 
jump @HEIST3_203 

:HEIST3_227
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:HEIST3_240
if 
fading 
else_jump @HEIST3_264 
wait 0 
jump @HEIST3_240 

:HEIST3_264
02EA: end_cutscene 
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:HEIST3_284
if 
fading 
else_jump @HEIST3_308 
wait 0 
jump @HEIST3_284 

:HEIST3_308
01B7: release_weather 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
wait 0 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
060A: create_decision_maker_type 0 store_to 50@ // decision\allowed\m_.ped files 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
63@ = 0 
52@ = 0.0 
54@ = 0.0 
44@ = 0 
$9168 = 0 
45@ = 0 
46@ = 0 
47@ = 0 
85@ = 2090.0 
86@ = 2074.0 
87@ = 11.0 
94@ = 2036.929 
95@ = 2721.449 
96@ = 10.5469 
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
05A9: s$9169[1] = 'HE3_AA' // s$  // Luckily, there's always one guaranteed weak link in any security set up.
05A9: s$9169[2] = 'HE3_BA' // s$  // Another shift over! See you tomorrow!
05A9: s$9169[3] = 'HE3_BB' // s$  // That was a long shift! See you tomorrow!
05A9: s$9169[4] = 'HE3_CA' // s$  // Wow, it's nice and tight!
05A9: s$9169[5] = 'HE3_CB' // s$  // I'm sure you'll squeeze in just fine!
05A9: s$9169[6] = 'HE3_CC' // s$  // Let's have a look.
05A9: s$9169[7] = 'HE3_CD' // s$  // Perfect!
05A9: s$9169[8] = 'HE3_CE' // s$  // Oh hi, Benny...
05A9: s$9169[9] = 'HE3_CF' // s$  // Yes, master, I'm just trying it on.
05A9: s$9169[10] = 'HE3_CG' // s$  // You got yours?
05A9: s$9169[11] = 'HE3_CH' // s$  // Cool, I'll see you at my house in a short while.
05A9: s$9169[12] = 'HE3_DA' // s$  // The door's open, Master!
05A9: s$9169[13] = 'HE3_DB' // s$  // Come on in, I'm ready for you!
05A9: s$9169[14] = 'HE3_DC' // s$  // You've been a naughty girl!
05A9: s$9169[15] = 'HE3_DD' // s$  // Oh I know! I know!
05A9: s$9169[16] = 'HE3_DE' // s$  // Hey baby, I'm a need that security card and entry code for Caligula's.
05A9: s$9169[17] = 'HE3_DF' // s$  // Oh Benny, you minx!
05A9: s$9169[18] = 'HE3_DG' // s$  // I'll never tell, you wicked man, never, NEVER!
05A9: s$9169[19] = 'HE3_EA' // s$  // Where's the keycard?
05A9: s$9169[20] = 'HE3_EB' // s$  // Confess!
05A9: s$9169[21] = 'HE3_EC' // s$  // You'll never break me!
05A9: s$9169[22] = 'HE3_FA' // s$  // Enough, master!
05A9: s$9169[23] = 'HE3_FB' // s$  // The card's in my car outside!
05A9: s$9169[24] = 'HE3_FC' // s$  // And now, gimme the code!
05A9: s$9169[25] = 'HE3_FD' // s$  // Spit it out, filthy worm!
05A9: s$9169[26] = 'HE3_FE' // s$  // Hey, if you good, I'll punish you more.
05A9: s$9169[27] = 'HE3_FF' // s$  // I can take it!
05A9: s$9169[28] = 'HE3_FG' // s$  // Do your worst!
05A9: s$9169[29] = 'HE3_GA' // s$  // No more! You've broken me!
05A9: s$9169[30] = 'HE3_GB' // s$  // Gimme the code, you worthless trash!
05A9: s$9169[31] = 'HE3_GC' // s$  // God, you're good at this!
05A9: s$9169[32] = 'HE3_GD' // s$  // I know you're not Benny!
05A9: s$9169[33] = 'HE3_GE' // s$  // Give me your number I have to see you again.
05A9: s$9169[34] = 'HE3_HA' // s$  // ENTRY CODE NOW!
05A9: s$9169[35] = 'HE3_HB' // s$  // Oh! It's...
05A9: s$9169[36] = 'HE3_HC' // s$  // A.
05A9: s$9169[37] = 'HE3_HD' // s$  // B.
05A9: s$9169[38] = 'HE3_HE' // s$  // C.
05A9: s$9169[39] = 'HE3_HF' // s$  // D.
05A9: s$9169[40] = 'HE3_HG' // s$  // E.
05A9: s$9169[41] = 'HE3_HH' // s$  // F.
05A9: s$9169[42] = 'HE3_HJ' // s$  // I'll call you, master, I promise!
05A9: s$9169[43] = 'HE3_AB' // s$  // The human heart.
04AF: 98@ = 18400 // = constant 
04AF: 99@ = 18402 // = constant 
04AF: 100@ = 18403 // = constant 
04AF: 101@ = 18404 // = constant 
04AF: 102@ = 18405 // = constant 
04AF: 103@ = 18406 // = constant 
04AF: 104@ = 18407 // = constant 
04AF: 105@ = 18408 // = constant 
04AF: 106@ = 18409 // = constant 
04AF: 107@ = 18410 // = constant 
04AF: 108@ = 18411 // = constant 
04AF: 109@ = 18412 // = constant 
04AF: 110@ = 18413 // = constant 
04AF: 111@ = 18414 // = constant 
04AF: 112@ = 18415 // = constant 
04AF: 113@ = 18416 // = constant 
04AF: 114@ = 18417 // = constant 
04AF: 115@ = 18418 // = constant 
04AF: 116@ = 18419 // = constant 
04AF: 117@ = 18420 // = constant 
04AF: 118@ = 18421 // = constant 
04AF: 119@ = 18422 // = constant 
04AF: 120@ = 18423 // = constant 
04AF: 121@ = 18424 // = constant 
04AF: 122@ = 18425 // = constant 
04AF: 123@ = 18426 // = constant 
04AF: 124@ = 18427 // = constant 
04AF: 125@ = 18428 // = constant 
04AF: 126@ = 18429 // = constant 
04AF: 127@ = 18430 // = constant 
04AF: 128@ = 18431 // = constant 
04AF: 129@ = 18432 // = constant 
04AF: 130@ = 18433 // = constant 
04AF: 131@ = 18434 // = constant 
04AF: 132@ = 65535 // = constant 
04AF: 133@ = 65535 // = constant 
04AF: 134@ = 65535 // = constant 
04AF: 135@ = 65535 // = constant 
04AF: 136@ = 65535 // = constant 
04AF: 137@ = 65535 // = constant 
04AF: 138@ = 65535 // = constant 
04AF: 139@ = 65535 // = constant 
04AF: 140@ = 18401 // = constant 
04AF: 152@ = 20803 // = constant 
04AF: 153@ = 20801 // = constant 
04AF: 154@ = 20802 // = constant 
04AF: 155@ = 20804 // = constant 
156@ = 0 
157@ = 0 
158@ = 0 
018A: 80@ = create_checkpoint_at 2169.0 1662.0 11.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
fade 1 1000 

:HEIST3_1734
if 
fading 
else_jump @HEIST3_1758 
wait 0 
jump @HEIST3_1734 

:HEIST3_1758
0707: start_scene_skip_to @HEIST3_2328 

:HEIST3_1765
wait 0 
if 
  145@ == 0 
else_jump @HEIST3_2328 
if 
   not 141@ == 0 
else_jump @HEIST3_2058 
if 
  144@ == 0 
else_jump @HEIST3_1851 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_1844 
040D: unload_wav 143@ 

:HEIST3_1844
144@ = 1 

:HEIST3_1851
if 
  144@ == 1 
else_jump @HEIST3_1888 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_1888
if 
  144@ == 2 
else_jump @HEIST3_1948 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_1948 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_1948
if 
  144@ == 3 
else_jump @HEIST3_2058 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_2058 
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_2030 
142@ = 2 
143@ = 1 
jump @HEIST3_2044 

:HEIST3_2030
142@ = 1 
143@ = 2 

:HEIST3_2044
141@ = 0 
144@ = 0 

:HEIST3_2058
0871: init_jump_table 146@ total_jumps 2 default_jump 1 @HEIST3_2249 jumps 0 @HEIST3_2121 1 @HEIST3_2165 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 -1 @HEIST3_2321 

:HEIST3_2121
if 
  144@ == 0 
else_jump @HEIST3_2158 
141@ = 1 
146@ = 1 
01BD: 149@ = current_time_in_ms 

:HEIST3_2158
jump @HEIST3_2321 

:HEIST3_2165
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_2242 
if 
  144@ == 0 
else_jump @HEIST3_2242 
141@ = 43 
146@ = 2 
01BD: 149@ = current_time_in_ms 

:HEIST3_2242
jump @HEIST3_2321 

:HEIST3_2249
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_2314 
if 
  144@ == 0 
else_jump @HEIST3_2314 
145@ = 1 

:HEIST3_2314
jump @HEIST3_2321 

:HEIST3_2321
jump @HEIST3_1765 

:HEIST3_2328
0701: end_scene_skip 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_2351 
040D: unload_wav 142@ 

:HEIST3_2351
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_33' time 5000 flag 1  // ~s~Get to ~y~Caligula's Palace casino~s~.

:HEIST3_2380
wait 0 
if 
  56@ == 99999 
else_jump @HEIST3_2606 
018A: 76@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 79@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 77@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 78@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 64@ = create_actor_pedtype 24 model 194 at 2191.0 1679.0 11.0 
00A5: 73@ = create_car 589 at 2175.181 1695.522 9.8203 
009A: 65@ = create_actor_pedtype 24 model 194 at 2191.0 1679.0 11.0 
00A5: 74@ = create_car 533 at 2175.181 1695.522 9.8203 
009A: 66@ = create_actor_pedtype 24 model 194 at 2191.0 1679.0 11.0 

:HEIST3_2606
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HEIST3_2635 
08BA: set $405 bit 5 
jump @HEIST3_22976 

:HEIST3_2635
if 
0735:   is_keyboard_key_pressed 32 
else_jump @HEIST3_2739 

:HEIST3_2650
if or
8248:   not model 555 available 
8248:   not model 194 available 
8248:   not model 589 available 
else_jump @HEIST3_2732 
0247: load_model 589 
0247: load_model 194 
0247: load_model 555 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
wait 0 
jump @HEIST3_2650 

:HEIST3_2732
55@ = 5 

:HEIST3_2739
if 
0735:   is_keyboard_key_pressed 49 
else_jump @HEIST3_2774 
00A1: put_actor $PLAYER_ACTOR at 2152.774 1653.351 10.0469 

:HEIST3_2774
if 
0735:   is_keyboard_key_pressed 57 
else_jump @HEIST3_2896 
0247: load_model 321 

:HEIST3_2794
if 
8248:   not model 321 available 
else_jump @HEIST3_2821 
wait 0 
jump @HEIST3_2794 

:HEIST3_2821
0164: disable_marker 80@ 
0164: disable_marker 77@ 
0164: disable_marker 76@ 
009B: destroy_actor 65@ 
00A6: destroy_car 74@ 
009B: destroy_actor 64@ 
00A6: destroy_car 73@ 
00A1: put_actor $PLAYER_ACTOR at 94@ 95@ 96@ 
0164: disable_marker 79@ 
018A: 79@ = create_checkpoint_at 94@ 95@ 96@ 
55@ = 9 

:HEIST3_2896
if 
  55@ == 0 
else_jump @HEIST3_3476 
if 
0101:   actor $PLAYER_ACTOR in_sphere 2169.0 1662.0 11.0 radius 4.0 4.0 4.0 sphere 1 stopped 
else_jump @HEIST3_3476 
0164: disable_marker 80@ 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1500 

:HEIST3_2981
if 
fading 
else_jump @HEIST3_3005 
wait 0 
jump @HEIST3_2981 

:HEIST3_3005
022B: create_forbidden_for_peds_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
0247: load_model 194 
0247: load_model 589 
0247: load_model 111 

:HEIST3_3083
if or
8248:   not model 194 available 
8248:   not model 111 available 
8248:   not model 589 available 
else_jump @HEIST3_3119 
wait 0 
jump @HEIST3_3083 

:HEIST3_3119
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
0674: set_car_model 589 numberplate "_SPANK__" 
00A5: 73@ = create_car 589 at 2175.181 1695.522 9.8203 
0229: set_car 73@ primary_color_to 126 secondary_color_to 126 
053F: set_car 73@ tires_vulnerability 0 
020A: set_car 73@ door_status_to 3 
0175: set_car 73@ Z_angle_to 66.1016 
009A: 64@ = create_actor_pedtype 24 model 194 at 2191.0 1679.0 11.0 
060B: set_actor 64@ decision_maker_to 50@ 
0245: set_actor 64@ walk_style_to "SEXYWOMAN" 
0187: 76@ = create_marker_above_actor 64@ 
0173: set_actor 64@ Z_angle_to 76.0 
009A: 66@ = create_actor_pedtype 25 model 111 at 2188.1 1686.4 10.0 
0173: set_actor 66@ Z_angle_to 78.0 
060B: set_actor 66@ decision_maker_to 50@ 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST3_3388 
00D9: 75@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 75@ at 2174.0 1662.0 9.8203 
0175: set_car 75@ Z_angle_to 27.0 
jump @HEIST3_3418 

:HEIST3_3388
00A1: put_actor $PLAYER_ACTOR at 2174.0 1662.0 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.0 

:HEIST3_3418
015F: set_camera_position 2191.4 1677.08 12.48 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.17 1688.45 8.05 switchstyle 2 
55@ = 1 

:HEIST3_3476
if 
  55@ == 1 
else_jump @HEIST3_5104 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_5104 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_5104 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2123.564 2134.417 9.6797 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 2175.093 1692.705 9.8203 mode 4 time 30000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 73@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 73@ speed 20.0 flags 0 0 1 
05D1: AS_actor -1 drive_car 73@ to 2130.536 2061.717 9.6875 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2116.264 2044.594 9.8125 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2101.0 2040.0 9.8203 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2096.0 2073.0 9.8203 speed 20.0 2 model 0 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
fade 1 1500 

:HEIST3_3814
if 
fading 
else_jump @HEIST3_3838 
wait 0 
jump @HEIST3_3814 

:HEIST3_3838
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_01' time 7000 flag 1  // ~s~The ~r~Croupier ~s~has a keycard and knows the code, follow her.
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_3947
if 
  56@ == 0 
else_jump @HEIST3_5029 
if 
  145@ == 0 
else_jump @HEIST3_4357 
if 
   not 141@ == 0 
else_jump @HEIST3_4290 
if 
  144@ == 0 
else_jump @HEIST3_4047 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_4040 
040D: unload_wav 143@ 

:HEIST3_4040
144@ = 1 

:HEIST3_4047
if 
  144@ == 1 
else_jump @HEIST3_4084 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_4084
if 
  144@ == 2 
else_jump @HEIST3_4144 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_4144 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_4144
if 
  144@ == 3 
else_jump @HEIST3_4290 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_4290 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_4207 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_4207
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_4255 
142@ = 2 
143@ = 1 
jump @HEIST3_4269 

:HEIST3_4255
142@ = 1 
143@ = 2 

:HEIST3_4269
141@ = 0 
144@ = 0 
145@ = 1 

:HEIST3_4290
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_4357 
if 
  144@ == 0 
else_jump @HEIST3_4357 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_4350 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_4350
141@ = 2 

:HEIST3_4357
if 
08D0:   should_skip_cutscene 
else_jump @HEIST3_4697 
56@ = 1 
if and
8118:   not actor 64@ dead 
8119:   not car 73@ wrecked 
else_jump @HEIST3_4697 
if 
80DB:   not actor 64@ in_car 73@ 
else_jump @HEIST3_4425 
036A: put_actor 64@ in_car 73@ 

:HEIST3_4425
0508: car 73@ close_all_doors 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2128.564 2134.417 9.6797 
0615: define_AS_pack_begin 83@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 73@ speed 20.0 flags 0 0 1 
05D1: AS_actor -1 drive_car 73@ to 2130.536 2061.717 9.6875 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2116.264 2044.594 9.8125 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2101.0 2040.0 9.8203 speed 20.0 2 model 0 1 
05D1: AS_actor -1 drive_car 73@ to 2096.0 2073.0 9.8203 speed 20.0 2 model 0 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 

:HEIST3_4697
if and
8118:   not actor 64@ dead 
8119:   not car 73@ wrecked 
else_jump @HEIST3_5011 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 1 // == constant 
else_jump @HEIST3_5004 
0646: unknown_get_actor 64@ task_1560_status_store_to 42@ // similar to 062E 
if 
0205:   actor 64@ near_car 73@ radius 7.0 7.0 5.0 flag 0 
else_jump @HEIST3_4929 
if 
  43@ == 0 
else_jump @HEIST3_4929 
00BB: show_text_lowpriority GXT 'HEI3_02' time 5000 flag 1  // ~s~If you get too close you'll spook her, but if she gets too far ahead you'll lose her.
015F: set_camera_position 2182.17 1694.54 11.72 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2108.69 1674.08 -4.6 switchstyle 2 
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_4922 
0687: clear_actor 66@ task 
05D3: AS_actor 66@ goto_point 2196.62 1684.18 12.41 mode 4 time 30000 ms // versionA 

:HEIST3_4922
43@ = 1 

:HEIST3_4929
if 
  42@ == 2 
else_jump @HEIST3_5004 
wait 1000 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_4997 
0508: car 73@ close_all_doors 

:HEIST3_4997
56@ = 1 

:HEIST3_5004
jump @HEIST3_5018 

:HEIST3_5011
56@ = 1 

:HEIST3_5018
wait 0 
jump @HEIST3_3947 

:HEIST3_5029
00BE: text_clear_all 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 66@ 
0249: release_model 111 
01C3: remove_references_to_car 75@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
03C4: set_status_text $9168 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
41@ = 0 
40@ = 0 
55@ = 2 
0A6F: checkpoint_save 99 

:HEIST3_5104
if 
  55@ == 2 
else_jump @HEIST3_6977 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_6847 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_6710 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_5739 
0395: clear_area 1 at 2096.0 2073.0 9.8203 radius 20.0 
0151: remove_status_text $9168 
gosub @ENTEXT_63 
if 
  $37 == 1 
else_jump @HEIST3_5609 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 73@ at 2095.913 2074.081 9.8203 
0175: set_car 73@ Z_angle_to 4.4441 
015F: set_camera_position 2098.45 2081.99 9.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.37 2043.26 26.3 switchstyle 2 
0707: start_scene_skip_to @HEIST3_5607 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST3_5432 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2088.0 2076.0 11.0 radius 5.0 5.0 3.0 
else_jump @HEIST3_5432 
00A1: put_actor $PLAYER_ACTOR at 2092.0 2063.0 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST3_5432
0615: define_AS_pack_begin 83@ 
if 
00DF:   actor 64@ driving 
else_jump @HEIST3_5457 
0633: AS_actor -1 exit_car 

:HEIST3_5457
05D3: AS_actor -1 goto_point 2085.721 2074.76 10.0579 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
56@ = 0 
40@ = 0 

:HEIST3_5512
if 
  56@ == 0 
else_jump @HEIST3_5607 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_5589 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_5582 
56@ = 1 

:HEIST3_5582
jump @HEIST3_5596 

:HEIST3_5589
56@ = 1 

:HEIST3_5596
wait 0 
jump @HEIST3_5512 

:HEIST3_5607
0701: end_scene_skip 

:HEIST3_5609
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_5660 
00AB: put_car 73@ at 2095.913 2074.081 9.8203 
0175: set_car 73@ Z_angle_to 4.4441 
0508: car 73@ close_all_doors 

:HEIST3_5660
02EB: restore_camera_with_jumpcut 
0164: disable_marker 76@ 
018A: 78@ = create_checkpoint_at 85@ 86@ 87@ 
009B: destroy_actor 64@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_03' time 5000 flag 1  // ~s~She's gone into the ~y~sex shop~s~, follow her inside.
43@ = 0 
55@ = 3 
jump @HEIST3_6703 

:HEIST3_5739
00A0: store_actor $PLAYER_ACTOR position_to 88@ 89@ 90@ 
00A0: store_actor 64@ position_to 91@ 92@ 93@ 
050A: 54@ = distance_between_XYZ 88@ 89@ 90@ and_XYZ 91@ 92@ 93@ 
0092: 44@ = float 54@ to_integer 
if 
04A4:   42@ == 1 // == constant 
else_jump @HEIST3_6703 
0646: unknown_get_actor 64@ task_1560_status_store_to 42@ // similar to 062E 
if 
  5 > 42@ 
else_jump @HEIST3_6703 
if 
  59@ == 1 
else_jump @HEIST3_6223 
if 
  44@ > 140 
else_jump @HEIST3_6090 
00BE: text_clear_all 
if 
  44@ > 168 
else_jump @HEIST3_6074 
if 
82CB:   not actor 64@ bounding_sphere_visible 
else_jump @HEIST3_6051 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6021 
fade 0 1000 

:HEIST3_5950
if 
fading 
else_jump @HEIST3_5974 
wait 0 
jump @HEIST3_5950 

:HEIST3_5974
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_5997
if 
fading 
else_jump @HEIST3_6021 
wait 0 
jump @HEIST3_5997 

:HEIST3_6021
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
jump @HEIST3_22958 
jump @HEIST3_6067 

:HEIST3_6051
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_6067
jump @HEIST3_6090 

:HEIST3_6074
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_6090
if 
0104:   actor $PLAYER_ACTOR near_actor 64@ radius 22.5 22.5 20.0 sphere 0 
else_jump @HEIST3_6165 
if 
  40@ > 64 
else_jump @HEIST3_6158 
$9168 += 1 
40@ = 0 

:HEIST3_6158
jump @HEIST3_6216 

:HEIST3_6165
if 
  40@ > 150 
else_jump @HEIST3_6216 
if 
  $9168 > 0 
else_jump @HEIST3_6209 
$9168 -= 1 

:HEIST3_6209
40@ = 0 

:HEIST3_6216
jump @HEIST3_6267 

:HEIST3_6223
if 
  59@ == 0 
else_jump @HEIST3_6267 
if 
  41@ > 4000 
else_jump @HEIST3_6267 
59@ = 1 

:HEIST3_6267
if 
  0 > $9168 
else_jump @HEIST3_6299 
$9168 = 0 
jump @HEIST3_6324 

:HEIST3_6299
if 
  $9168 > 100 
else_jump @HEIST3_6324 
$9168 = 100 

:HEIST3_6324
if 
  $9168 > 10 
else_jump @HEIST3_6383 
if 
  60@ == 0 
else_jump @HEIST3_6383 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
60@ = 1 

:HEIST3_6383
if 
  $9168 == 100 
else_jump @HEIST3_6531 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6508 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_6437
if 
fading 
else_jump @HEIST3_6461 
wait 0 
jump @HEIST3_6437 

:HEIST3_6461
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_6484
if 
fading 
else_jump @HEIST3_6508 
wait 0 
jump @HEIST3_6484 

:HEIST3_6508
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
jump @HEIST3_22958 

:HEIST3_6531
if or
80DB:   not actor 64@ in_car 73@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 73@ 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_6703 
$9168 = 100 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6680 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_6609
if 
fading 
else_jump @HEIST3_6633 
wait 0 
jump @HEIST3_6609 

:HEIST3_6633
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_6656
if 
fading 
else_jump @HEIST3_6680 
wait 0 
jump @HEIST3_6656 

:HEIST3_6680
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
jump @HEIST3_22958 

:HEIST3_6703
jump @HEIST3_6840 

:HEIST3_6710
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6817 
fade 0 1000 

:HEIST3_6746
if 
fading 
else_jump @HEIST3_6770 
wait 0 
jump @HEIST3_6746 

:HEIST3_6770
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_6793
if 
fading 
else_jump @HEIST3_6817 
wait 0 
jump @HEIST3_6793 

:HEIST3_6817
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
jump @HEIST3_22958 

:HEIST3_6840
jump @HEIST3_6977 

:HEIST3_6847
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_6954 
fade 0 1000 

:HEIST3_6883
if 
fading 
else_jump @HEIST3_6907 
wait 0 
jump @HEIST3_6883 

:HEIST3_6907
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_6930
if 
fading 
else_jump @HEIST3_6954 
wait 0 
jump @HEIST3_6930 

:HEIST3_6954
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
jump @HEIST3_22958 

:HEIST3_6977
if 
  55@ == 3 
else_jump @HEIST3_13413 
if 
0119:   car 73@ wrecked 
else_jump @HEIST3_7141 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_7118 
fade 0 1000 

:HEIST3_7047
if 
fading 
else_jump @HEIST3_7071 
wait 0 
jump @HEIST3_7047 

:HEIST3_7071
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_7094
if 
fading 
else_jump @HEIST3_7118 
wait 0 
jump @HEIST3_7094 

:HEIST3_7118
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
jump @HEIST3_22958 

:HEIST3_7141
if 
  43@ == 0 
else_jump @HEIST3_7926 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2086.726 2074.352 10.0579 radius 2.0 2.0 3.0 on_foot 
else_jump @HEIST3_7926 
43@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:HEIST3_7228
if 
fading 
else_jump @HEIST3_7252 
wait 0 
jump @HEIST3_7228 

:HEIST3_7252
00BE: text_clear_all 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2086.726 2074.352 radius 5.0579 
select_interior 3 
04E4: refresh_game_renderer_at -100.432 -23.1933 
03CB: set_rendering_origin_at -100.432 -23.1933 999.7261 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
0247: load_model 330 
0247: load_model 249 
0247: load_model 178 
0247: load_model 168 
0247: load_model 101 

:HEIST3_7374
if or
8248:   not model 330 available 
823D:   not special_actor 1 loaded 
else_jump @HEIST3_7405 
wait 0 
jump @HEIST3_7374 

:HEIST3_7405
if or
8248:   not model 249 available 
8248:   not model 178 available 
8248:   not model 168 available 
8248:   not model 101 available 
else_jump @HEIST3_7446 
wait 0 
jump @HEIST3_7405 

:HEIST3_7446
009A: 67@ = create_actor_pedtype 24 model 168 at -100.6538 -17.633 999.7188 
0173: set_actor 67@ Z_angle_to 93.7683 
009A: 68@ = create_actor_pedtype 24 model 101 at -108.0798 -18.0669 999.7261 
0173: set_actor 68@ Z_angle_to 89.3157 
009A: 69@ = create_actor_pedtype 24 model 249 at -105.6009 -13.6508 999.7261 
0173: set_actor 69@ Z_angle_to 176.841 
009A: 70@ = create_actor_pedtype 24 model 178 at -103.7278 -24.3711 999.7261 
0173: set_actor 70@ Z_angle_to 349.7995 
009A: 71@ = create_actor_pedtype 24 model 178 at -104.715 -8.9155 999.7188 
0173: set_actor 71@ Z_angle_to 179.3188 
009A: 64@ = create_actor_pedtype 23 model 290 at -113.9837 -8.3695 999.7812 
0568: set_actor 64@ untargetable 1 
0223: set_actor 64@ health_to 200 
0446: set_actor 64@ dismemberment_possible 0 
060B: set_actor 64@ decision_maker_to 50@ 
0245: set_actor 64@ walk_style_to "SEXYWOMAN" 
0173: set_actor 64@ Z_angle_to 183.0375 
if 
04EE:   animation "CLOTHES" loaded 
else_jump @HEIST3_7768 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_TORSO" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:HEIST3_7768
0164: disable_marker 78@ 
0164: disable_marker 76@ 
009A: 66@ = create_actor_pedtype 24 model 178 at -115.8863 -12.0374 999.7886 
0245: set_actor 66@ walk_style_to "SEXYWOMAN" 
060B: set_actor 66@ decision_maker_to 50@ 
0173: set_actor 66@ Z_angle_to 297.3894 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
wait 1000 
fade 1 1000 

:HEIST3_7879
if 
fading 
else_jump @HEIST3_7903 
wait 0 
jump @HEIST3_7879 

:HEIST3_7903
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI3_29' time 5000 flag 1  // ~s~The Croupier is in here somewhere, find her.

:HEIST3_7926
if 
  43@ == 1 
else_jump @HEIST3_13413 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -107.1254 -12.2446 1000.821 radius 15.2999 15.0999 35.2997 
else_jump @HEIST3_13283 
if 
8118:   not actor 70@ dead 
else_jump @HEIST3_8060 
if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 3.0 3.0 3.0 sphere 0 
else_jump @HEIST3_8060 
09D5: play_sound_of_actor 70@ soundslot 88 unknown_flags 1 0 0 as 51@ // extended 0947 

:HEIST3_8060
if 
8118:   not actor 71@ dead 
else_jump @HEIST3_8128 
if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 3.0 3.0 3.0 sphere 0 
else_jump @HEIST3_8128 
09D5: play_sound_of_actor 71@ soundslot 109 unknown_flags 1 0 0 as 51@ // extended 0947 

:HEIST3_8128
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_13146 
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_13009 
if or
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_8410 
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_8294 
fade 0 1000 

:HEIST3_8223
if 
fading 
else_jump @HEIST3_8247 
wait 0 
jump @HEIST3_8223 

:HEIST3_8247
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_8270
if 
fading 
else_jump @HEIST3_8294 
wait 0 
jump @HEIST3_8270 

:HEIST3_8294
if and
8118:   not actor 64@ dead 
89A8:   not actor 64@ headshoted 
else_jump @HEIST3_8387 
0226: 43@ = actor 64@ health 
if 
  43@ > 0 
else_jump @HEIST3_8364 
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
jump @HEIST3_8380 

:HEIST3_8364
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_8380
jump @HEIST3_8403 

:HEIST3_8387
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_8403
jump @HEIST3_22958 

:HEIST3_8410
if 
0101:   actor $PLAYER_ACTOR in_sphere -109.7757 -12.6704 999.7188 radius 1.2 1.2 3.1 sphere 1 stopped 
else_jump @HEIST3_13002 
0395: clear_area 1 at -107.7856 -12.4046 999.7812 radius 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -113.08 -12.39 1000.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -119.54 -8.15 1001.83 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -109.7757 -12.6704 999.7188 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.7399 
0707: start_scene_skip_to @HEIST3_12821 
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 

:HEIST3_8653
wait 0 
if 
  145@ == 0 
else_jump @HEIST3_9463 
if 
   not 141@ == 0 
else_jump @HEIST3_9014 
if 
  144@ == 0 
else_jump @HEIST3_8739 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_8732 
040D: unload_wav 143@ 

:HEIST3_8732
144@ = 1 

:HEIST3_8739
if 
  144@ == 1 
else_jump @HEIST3_8776 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_8776
if 
  144@ == 2 
else_jump @HEIST3_8836 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_8836 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_8836
if 
  144@ == 3 
else_jump @HEIST3_9014 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_8953 
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_8918 
142@ = 2 
143@ = 1 
jump @HEIST3_8932 

:HEIST3_8918
142@ = 1 
143@ = 2 

:HEIST3_8932
141@ = 0 
144@ = 0 
jump @HEIST3_9014 

:HEIST3_8953
if 
83D0:   not wav 143@ loaded 
else_jump @HEIST3_9014 
if 
  8 > 141@ 
else_jump @HEIST3_9014 
0085: 150@ = 141@ // (int) 
150@ += 1 
03CF: load_wav 97@(150@,44i) as 143@ 

:HEIST3_9014
0871: init_jump_table 146@ total_jumps 3 default_jump 1 @HEIST3_9363 jumps 0 @HEIST3_9077 1 @HEIST3_9150 2 @HEIST3_9279 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 -1 @HEIST3_9456 

:HEIST3_9077
if 
  144@ == 0 
else_jump @HEIST3_9143 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_9124 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_9124
141@ = 4 
146@ = 1 
01BD: 149@ = current_time_in_ms 

:HEIST3_9143
jump @HEIST3_9456 

:HEIST3_9150
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_9272 
if 
  144@ == 0 
else_jump @HEIST3_9272 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_9229 
0968: actor 64@ stop_mouth 

:HEIST3_9229
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_9253 
0967: actor 66@ move_mouth 3000 ms 

:HEIST3_9253
141@ = 5 
146@ = 2 
01BD: 149@ = current_time_in_ms 

:HEIST3_9272
jump @HEIST3_9456 

:HEIST3_9279
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_9356 
if 
  144@ == 0 
else_jump @HEIST3_9356 
141@ = 6 
146@ = 3 
01BD: 149@ = current_time_in_ms 

:HEIST3_9356
jump @HEIST3_9456 

:HEIST3_9363
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_9449 
if 
  144@ == 0 
else_jump @HEIST3_9449 
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_9442 
0968: actor 66@ stop_mouth 

:HEIST3_9442
145@ = 1 

:HEIST3_9449
jump @HEIST3_9456 

:HEIST3_9456
jump @HEIST3_8653 

:HEIST3_9463
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_9571 
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_9571 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 66@ 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_9571
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_9662
if 
  56@ == 0 
else_jump @HEIST3_10222 
if 
  145@ == 0 
else_jump @HEIST3_9997 
if 
   not 141@ == 0 
else_jump @HEIST3_9997 
if 
  144@ == 0 
else_jump @HEIST3_9762 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_9755 
040D: unload_wav 143@ 

:HEIST3_9755
144@ = 1 

:HEIST3_9762
if 
  144@ == 1 
else_jump @HEIST3_9799 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_9799
if 
  144@ == 2 
else_jump @HEIST3_9859 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_9859 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_9859
if 
  144@ == 3 
else_jump @HEIST3_9997 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_9997 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_9914 
0968: actor 64@ stop_mouth 

:HEIST3_9914
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_9962 
142@ = 2 
143@ = 1 
jump @HEIST3_9976 

:HEIST3_9962
142@ = 1 
143@ = 2 

:HEIST3_9976
141@ = 0 
144@ = 0 
145@ = 1 

:HEIST3_9997
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_10204 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_10074 
if 
  144@ == 0 
else_jump @HEIST3_10067 
56@ = 1 

:HEIST3_10067
jump @HEIST3_10197 

:HEIST3_10074
if 
  43@ == 0 
else_jump @HEIST3_10197 
if 
04A4:   42@ == 1 // == constant 
else_jump @HEIST3_10197 
0646: unknown_get_actor 64@ task_1560_status_store_to 42@ // similar to 062E 
if 
  42@ == 2 
else_jump @HEIST3_10197 
if 
  144@ == 0 
else_jump @HEIST3_10197 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_10183 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 2000 ms 

:HEIST3_10183
141@ = 7 
43@ = 1 

:HEIST3_10197
jump @HEIST3_10211 

:HEIST3_10204
56@ = 1 

:HEIST3_10211
wait 0 
jump @HEIST3_9662 

:HEIST3_10222
if 
076F:   text_priority_displayed 
else_jump @HEIST3_10246 
wait 0 
jump @HEIST3_10222 

:HEIST3_10246
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_10317 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point -112.6415 -12.4015 999.7812 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 247.0 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_10317
015F: set_camera_position -112.15 -11.94 1001.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -123.84 -14.32 1002.43 switchstyle 2 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_10389
if 
  56@ == 0 
else_jump @HEIST3_10724 
if 
   not 156@ == 0 
else_jump @HEIST3_10603 
if 
  157@ == 0 
else_jump @HEIST3_10469 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_10462 
040D: unload_wav 3 

:HEIST3_10462
157@ = 1 

:HEIST3_10469
if 
  157@ == 1 
else_jump @HEIST3_10505 
03CF: load_wav 151@(156@,5i) as 3 
157@ = 2 

:HEIST3_10505
if 
  157@ == 2 
else_jump @HEIST3_10549 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_10549 
03D1: play_wav 3 
157@ = 3 

:HEIST3_10549
if 
  157@ == 3 
else_jump @HEIST3_10603 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_10603 
156@ = 0 
157@ = 0 
40@ = 0 

:HEIST3_10603
if 
  157@ == 0 
else_jump @HEIST3_10647 
if 
  2000 > 40@ 
else_jump @HEIST3_10647 
156@ = 4 

:HEIST3_10647
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_10706 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_10699 
56@ = 1 

:HEIST3_10699
jump @HEIST3_10713 

:HEIST3_10706
56@ = 1 

:HEIST3_10713
wait 0 
jump @HEIST3_10389 

:HEIST3_10724
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_10756 
040D: unload_wav 3 
0729: AS_actor 64@ hold_cellphone 1 
wait 2000 

:HEIST3_10756
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 

:HEIST3_10826
wait 0 
if 
  145@ == 0 
else_jump @HEIST3_11747 
if 
   not 141@ == 0 
else_jump @HEIST3_11208 
if 
  144@ == 0 
else_jump @HEIST3_10912 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_10905 
040D: unload_wav 143@ 

:HEIST3_10905
144@ = 1 

:HEIST3_10912
if 
  144@ == 1 
else_jump @HEIST3_10949 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_10949
if 
  144@ == 2 
else_jump @HEIST3_11009 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_11009 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_11009
if 
  144@ == 3 
else_jump @HEIST3_11208 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_11147 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11064 
0968: actor 64@ stop_mouth 

:HEIST3_11064
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_11112 
142@ = 2 
143@ = 1 
jump @HEIST3_11126 

:HEIST3_11112
142@ = 1 
143@ = 2 

:HEIST3_11126
141@ = 0 
144@ = 0 
jump @HEIST3_11208 

:HEIST3_11147
if 
83D0:   not wav 143@ loaded 
else_jump @HEIST3_11208 
if 
  8 > 141@ 
else_jump @HEIST3_11208 
0085: 150@ = 141@ // (int) 
150@ += 1 
03CF: load_wav 97@(150@,44i) as 143@ 

:HEIST3_11208
0871: init_jump_table 146@ total_jumps 4 default_jump 1 @HEIST3_11668 jumps 0 @HEIST3_11271 1 @HEIST3_11344 2 @HEIST3_11452 3 @HEIST3_11560 -1 @HEIST3_11740 -1 @HEIST3_11740 -1 @HEIST3_11740 

:HEIST3_11271
if 
  144@ == 0 
else_jump @HEIST3_11337 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11318 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_11318
141@ = 8 
146@ = 1 
01BD: 149@ = current_time_in_ms 

:HEIST3_11337
jump @HEIST3_11740 

:HEIST3_11344
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_11445 
if 
  144@ == 0 
else_jump @HEIST3_11445 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11426 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_11426
141@ = 9 
146@ = 2 
01BD: 149@ = current_time_in_ms 

:HEIST3_11445
jump @HEIST3_11740 

:HEIST3_11452
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_11553 
if 
  144@ == 0 
else_jump @HEIST3_11553 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11534 
0967: actor 64@ move_mouth 2000 ms 

:HEIST3_11534
141@ = 10 
146@ = 3 
01BD: 149@ = current_time_in_ms 

:HEIST3_11553
jump @HEIST3_11740 

:HEIST3_11560
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_11661 
if 
  144@ == 0 
else_jump @HEIST3_11661 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11642 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_11642
141@ = 11 
146@ = 4 
01BD: 149@ = current_time_in_ms 

:HEIST3_11661
jump @HEIST3_11740 

:HEIST3_11668
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_11733 
if 
  144@ == 0 
else_jump @HEIST3_11733 
145@ = 1 

:HEIST3_11733
jump @HEIST3_11740 

:HEIST3_11740
jump @HEIST3_10826 

:HEIST3_11747
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11804 
062E: get_actor 64@ task 1833 status_store_to 42@ // ret 7 if not found 
if 
84A4:   not  42@ == 7 // == constant 
else_jump @HEIST3_11799 
0729: AS_actor 64@ hold_cellphone 0 

:HEIST3_11799
0249: release_model 330 

:HEIST3_11804
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_11921 
0615: define_AS_pack_begin 83@ 
05D4: AS_actor -1 rotate_angle 87.0 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.9837 -8.3695 999.7812 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_11921
if 
8118:   not actor 66@ dead 
else_jump @HEIST3_11990 
0615: define_AS_pack_begin 83@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05D3: AS_actor -1 goto_point -102.0 -12.0 1001.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 83@ 
0618: assign_actor 66@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_11990
015F: set_camera_position -106.63 -11.88 1001.28 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -120.22 -11.77 1000.71 switchstyle 2 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_12062
if 
  56@ == 0 
else_jump @HEIST3_12215 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_12197 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_12139 
56@ = 1 
jump @HEIST3_12190 

:HEIST3_12139
if 
04A4:   42@ == 1 // == constant 
else_jump @HEIST3_12190 
0646: unknown_get_actor 64@ task_1560_status_store_to 42@ // similar to 062E 
if 
  42@ == 3 
else_jump @HEIST3_12190 
56@ = 1 

:HEIST3_12190
jump @HEIST3_12204 

:HEIST3_12197
56@ = 1 

:HEIST3_12204
wait 0 
jump @HEIST3_12062 

:HEIST3_12215
56@ = 0 
156@ = 3 
157@ = 0 

:HEIST3_12236
if 
  56@ == 0 
else_jump @HEIST3_12461 
if 
   not 156@ == 0 
else_jump @HEIST3_12450 
if 
  157@ == 0 
else_jump @HEIST3_12316 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_12309 
040D: unload_wav 3 

:HEIST3_12309
157@ = 1 

:HEIST3_12316
if 
  157@ == 1 
else_jump @HEIST3_12352 
03CF: load_wav 151@(156@,5i) as 3 
157@ = 2 

:HEIST3_12352
if 
  157@ == 2 
else_jump @HEIST3_12396 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_12396 
03D1: play_wav 3 
157@ = 3 

:HEIST3_12396
if 
  157@ == 3 
else_jump @HEIST3_12450 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_12450 
156@ = 0 
157@ = 0 
56@ = 1 

:HEIST3_12450
wait 0 
jump @HEIST3_12236 

:HEIST3_12461
fade 0 1500 

:HEIST3_12468
if 
fading 
else_jump @HEIST3_12492 
wait 0 
jump @HEIST3_12468 

:HEIST3_12492
009B: destroy_actor 64@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
009A: 64@ = create_actor_pedtype 24 model 194 at -100.3376 -20.1905 999.7812 
060B: set_actor 64@ decision_maker_to 50@ 
0245: set_actor 64@ walk_style_to "SEXYWOMAN" 
0173: set_actor 64@ Z_angle_to 183.4416 
015F: set_camera_position -101.69 -20.2 1000.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -84.83 -44.52 1005.63 switchstyle 2 
fade 1 1500 

:HEIST3_12619
if 
fading 
else_jump @HEIST3_12643 
wait 0 
jump @HEIST3_12619 

:HEIST3_12643
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_12705 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point -100.2427 -24.2149 999.7886 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_12705
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_12726
if 
  56@ == 0 
else_jump @HEIST3_12821 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_12803 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_12796 
56@ = 1 

:HEIST3_12796
jump @HEIST3_12810 

:HEIST3_12803
56@ = 1 

:HEIST3_12810
wait 0 
jump @HEIST3_12726 

:HEIST3_12821
0701: end_scene_skip 
040D: unload_wav 142@ 
040D: unload_wav 143@ 
00BE: text_clear_all 
040D: unload_wav 3 
fade 1 500 

:HEIST3_12846
if 
fading 
else_jump @HEIST3_12870 
wait 0 
jump @HEIST3_12846 

:HEIST3_12870
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 72@ = create_pickup #CLOTHESP type 3 at -114.6156 -8.6308 1000.713 
03DC: 81@ = create_marker_above_pickup 72@ 
08DC: create_interior_marker 81@ at 2090.0 2074.0 radius 10.0 
00BB: show_text_lowpriority GXT 'HEI3_04' time 5000 flag 1  // ~s~Go and get a ~g~gimp suit~s~.
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0249: release_model 330 
0296: unload_special_actor 1 
009B: destroy_actor 66@ 
009B: destroy_actor 64@ 
0247: load_model 555 
43@ = 0 
55@ = 4 

:HEIST3_13002
jump @HEIST3_13139 

:HEIST3_13009
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13116 
fade 0 1000 

:HEIST3_13045
if 
fading 
else_jump @HEIST3_13069 
wait 0 
jump @HEIST3_13045 

:HEIST3_13069
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_13092
if 
fading 
else_jump @HEIST3_13116 
wait 0 
jump @HEIST3_13092 

:HEIST3_13116
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
jump @HEIST3_22958 

:HEIST3_13139
jump @HEIST3_13276 

:HEIST3_13146
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13253 
fade 0 1000 

:HEIST3_13182
if 
fading 
else_jump @HEIST3_13206 
wait 0 
jump @HEIST3_13182 

:HEIST3_13206
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_13229
if 
fading 
else_jump @HEIST3_13253 
wait 0 
jump @HEIST3_13229 

:HEIST3_13253
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
jump @HEIST3_22958 

:HEIST3_13276
jump @HEIST3_13413 

:HEIST3_13283
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_13390 
fade 0 1000 

:HEIST3_13319
if 
fading 
else_jump @HEIST3_13343 
wait 0 
jump @HEIST3_13319 

:HEIST3_13343
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_13366
if 
fading 
else_jump @HEIST3_13390 
wait 0 
jump @HEIST3_13366 

:HEIST3_13390
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
jump @HEIST3_22958 

:HEIST3_13413
if 
  55@ == 4 
else_jump @HEIST3_14396 
if 
  58@ == 0 
else_jump @HEIST3_14311 
if 
  43@ == 0 
else_jump @HEIST3_13478 
08E7: disable_entrance_markers 1 
43@ = 1 

:HEIST3_13478
if 
0214:   pickup 72@ picked_up 
else_jump @HEIST3_14304 
0215: destroy_pickup 72@ 
00BE: text_clear_all 
010B: $4138 = player $PLAYER_CHAR money 
if 
  $4138 >= 200 
else_jump @HEIST3_13543 
0109: player $PLAYER_CHAR money = -200 
jump @HEIST3_13576 

:HEIST3_13543
if 
  $4138 > 0 
else_jump @HEIST3_13576 
$4138 *= -1 
0109: player $PLAYER_CHAR money = $4138 

:HEIST3_13576
01B4: set_player $PLAYER_CHAR can_move 0 
043C: disable_sounds_after_fadeout 0 
fade 0 1500 

:HEIST3_13594
if 
fading 
else_jump @HEIST3_13618 
wait 0 
jump @HEIST3_13594 

:HEIST3_13618
02A3: enable_widescreen 1 
0164: disable_marker 81@ 
0793: save_player_clothes 
61@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
56@ = 0 
156@ = 1 
157@ = 0 

:HEIST3_13687
if 
  56@ == 0 
else_jump @HEIST3_13912 
if 
   not 156@ == 0 
else_jump @HEIST3_13901 
if 
  157@ == 0 
else_jump @HEIST3_13767 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_13760 
040D: unload_wav 3 

:HEIST3_13760
157@ = 1 

:HEIST3_13767
if 
  157@ == 1 
else_jump @HEIST3_13803 
03CF: load_wav 151@(156@,5i) as 3 
157@ = 2 

:HEIST3_13803
if 
  157@ == 2 
else_jump @HEIST3_13847 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_13847 
03D1: play_wav 3 
157@ = 3 

:HEIST3_13847
if 
  157@ == 3 
else_jump @HEIST3_13901 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_13901 
156@ = 0 
157@ = 0 
56@ = 1 

:HEIST3_13901
wait 0 
jump @HEIST3_13687 

:HEIST3_13912
015F: set_camera_position -111.19 -12.67 1002.69 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -124.89 -3.78 997.61 switchstyle 2 
0395: clear_area 1 at -113.9837 -8.3695 999.7812 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at -113.9837 -8.3695 999.7812 
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.0 
fade 1 1000 

:HEIST3_14024
if 
fading 
else_jump @HEIST3_14048 
wait 0 
jump @HEIST3_14024 

:HEIST3_14048
043C: disable_sounds_after_fadeout 1 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 252.0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
56@ = 0 

:HEIST3_14148
if 
  56@ == 0 
else_jump @HEIST3_14243 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST3_14225 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_14218 
56@ = 1 

:HEIST3_14218
jump @HEIST3_14232 

:HEIST3_14225
56@ = 1 

:HEIST3_14232
wait 0 
jump @HEIST3_14148 

:HEIST3_14243
08E7: disable_entrance_markers 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_30' time 5000 flag 1  // ~s~Leave the shop and go after the Croupier.
0164: disable_marker 78@ 
018A: 78@ = create_checkpoint_at 85@ 86@ 87@ 
58@ = 1 

:HEIST3_14304
jump @HEIST3_14396 

:HEIST3_14311
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -100.5496 -24.1101 999.7886 radius 1.3 1.3 50.0 
else_jump @HEIST3_14366 
55@ = 5 

:HEIST3_14366
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @HEIST3_14396 
55@ = 5 

:HEIST3_14396
if 
  55@ == 5 
else_jump @HEIST3_16055 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:HEIST3_14428
if 
fading 
else_jump @HEIST3_14452 
wait 0 
jump @HEIST3_14428 

:HEIST3_14452
0164: disable_marker 78@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0249: release_model 249 
0249: release_model 178 
0249: release_model 168 
0249: release_model 101 
select_interior 0 
0247: load_model 162 
0247: load_model 321 
0247: load_model 555 

:HEIST3_14525
if or
8248:   not model 162 available 
8248:   not model 321 available 
8248:   not model 555 available 
else_jump @HEIST3_14562 
wait 0 
jump @HEIST3_14525 

:HEIST3_14562
03CB: set_rendering_origin_at 2085.12 2077.086 15.8434 
0395: clear_area 1 at 2105.957 2039.186 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2047.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2055.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2060.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2065.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2070.081 9.8203 radius 6.0 
0395: clear_area 1 at 2088.827 2076.001 9.8203 radius 12.0 
00A5: 75@ = create_car 555 at 2103.957 2073.186 9.8203 
0175: set_car 75@ Z_angle_to 270.8618 
01C3: remove_references_to_car 75@ 
0249: release_model 555 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -100.3132 -25.1503 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2085.12 2077.086 15.8434 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.8011 
select_interior 0 
009A: 64@ = create_actor_pedtype 24 model 194 at 2085.721 2074.76 10.0579 
060B: set_actor 64@ decision_maker_to 50@ 
0245: set_actor 64@ walk_style_to "SEXYWOMAN" 
0187: 76@ = create_marker_above_actor 64@ 
0173: set_actor 64@ Z_angle_to 271.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2037.671 2743.196 9.6875 
00A6: destroy_car 73@ 
01C3: remove_references_to_car 73@ 
0674: set_car_model 589 numberplate "_SPANK__" 
00A5: 73@ = create_car 589 at 2095.913 2074.081 9.8203 
0229: set_car 73@ primary_color_to 126 secondary_color_to 126 
053F: set_car 73@ tires_vulnerability 0 
020A: set_car 73@ door_status_to 3 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_15115 
00AB: put_car 73@ at 2095.913 2074.081 9.8203 
0175: set_car 73@ Z_angle_to 4.444 
0224: set_car 73@ health_to 1000 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 2093.418 2073.646 9.8203 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 73@ as_driver 20000 ms 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_15115
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_09' time 5000 flag 1  // ~s~The ~r~Croupier~s~ has left the shop. Follow her but remember not to get too close.
015F: set_camera_position 2098.5 2076.12 11.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.2 2067.39 7.26 switchstyle 2 
02A3: enable_widescreen 1 
fade 1 1500 

:HEIST3_15195
if 
fading 
else_jump @HEIST3_15219 
wait 0 
jump @HEIST3_15195 

:HEIST3_15219
57@ = 0 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_15247
if 
  56@ == 0 
else_jump @HEIST3_15374 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST3_15292 
56@ = 1 
57@ = 1 

:HEIST3_15292
if and
8118:   not actor 64@ dead 
8119:   not car 73@ wrecked 
else_jump @HEIST3_15356 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_15349 
56@ = 1 

:HEIST3_15349
jump @HEIST3_15363 

:HEIST3_15356
56@ = 1 

:HEIST3_15363
wait 0 
jump @HEIST3_15247 

:HEIST3_15374
if 
  57@ == 0 
else_jump @HEIST3_15623 
07C0: load_path 803 

:HEIST3_15397
if 
87C1:   not path 803 available 
else_jump @HEIST3_15424 
wait 0 
jump @HEIST3_15397 

:HEIST3_15424
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_15448 
05EB: assign_car 73@ to_path 803 

:HEIST3_15448
0A0B: set_rendering_origin_at_3D_coord 2084.08 2068.62 11.22 angle 206.8418 
015F: set_camera_position 2088.506 2079.985 10.6126 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2088.675 2079.0 10.5742 switchstyle 2 
56@ = 0 

:HEIST3_15528
if 
  56@ == 0 
else_jump @HEIST3_15623 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST3_15573 
57@ = 1 
56@ = 1 

:HEIST3_15573
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_15612 
if 
860E:   not car 73@ assigned_to_path 
else_jump @HEIST3_15612 
56@ = 1 

:HEIST3_15612
wait 0 
jump @HEIST3_15528 

:HEIST3_15623
0873: release_path 803 
00BE: text_clear_all 
if 
  57@ == 1 
else_jump @HEIST3_15726 
if and
8119:   not car 73@ wrecked 
8118:   not actor 64@ dead 
else_jump @HEIST3_15726 
if 
80DB:   not actor 64@ in_car 73@ 
else_jump @HEIST3_15696 
036A: put_actor 64@ in_car 73@ 

:HEIST3_15696
00AB: put_car 73@ at 2109.004 2039.756 9.8125 
0175: set_car 73@ Z_angle_to 269.4456 

:HEIST3_15726
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_15761 
0508: car 73@ close_all_doors 
020A: set_car 73@ door_status_to 6 
020A: set_car 73@ door_status_to 3 

:HEIST3_15761
00A1: put_actor $PLAYER_ACTOR at 2089.653 2083.562 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.4858 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
$9168 = 0 
03C4: set_status_text $9168 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2123.365 2030.273 9.6719 
05D7: add_point_to_scmpath 2038.803 2023.952 9.6875 
05D7: add_point_to_scmpath 1929.384 2175.129 9.7972 
05D7: add_point_to_scmpath 1931.512 2385.797 9.6719 
05D7: add_point_to_scmpath 2029.426 2417.225 9.7143 
05D7: add_point_to_scmpath 2045.03 2745.491 9.6719 
05D7: add_point_to_scmpath 2035.317 2737.322 9.6719 
05D7: add_point_to_scmpath 2035.338 2726.573 9.8281 
if and
8119:   not car 73@ wrecked 
8118:   not actor 64@ dead 
else_jump @HEIST3_16027 
0615: define_AS_pack_begin 83@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 73@ speed 20.0 flags 0 0 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_16027
40@ = 0 
41@ = 0 
59@ = 0 
55@ = 6 

:HEIST3_16055
if 
  55@ == 6 
else_jump @HEIST3_18142 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_18012 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_17875 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
  63@ == 0 
else_jump @HEIST3_17221 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.891 2749.534 9.8125 radius 40.0 40.0 4.0 
else_jump @HEIST3_16219 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 

:HEIST3_16219
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_16294 
0164: disable_marker 76@ 
018A: 76@ = create_checkpoint_at 2038.836 2749.803 9.8203 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_96' time 5000 flag 1  // ~s~Park up outside the ~y~Croupier's house.
63@ = 1 
jump @HEIST3_17214 

:HEIST3_16294
00A0: store_actor $PLAYER_ACTOR position_to 88@ 89@ 90@ 
00A0: store_actor 64@ position_to 91@ 92@ 93@ 
050A: 54@ = distance_between_XYZ 88@ 89@ 90@ and_XYZ 91@ 92@ 93@ 
0092: 44@ = float 54@ to_integer 
if 
  44@ > 140 
else_jump @HEIST3_16583 
00BE: text_clear_all 
if 
  44@ > 168 
else_jump @HEIST3_16567 
if 
82CB:   not actor 64@ bounding_sphere_visible 
else_jump @HEIST3_16544 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_16514 
fade 0 1000 

:HEIST3_16443
if 
fading 
else_jump @HEIST3_16467 
wait 0 
jump @HEIST3_16443 

:HEIST3_16467
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_16490
if 
fading 
else_jump @HEIST3_16514 
wait 0 
jump @HEIST3_16490 

:HEIST3_16514
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
jump @HEIST3_22958 
jump @HEIST3_16560 

:HEIST3_16544
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_16560
jump @HEIST3_16583 

:HEIST3_16567
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_16583
if 
  59@ == 1 
else_jump @HEIST3_16734 
if 
0104:   actor $PLAYER_ACTOR near_actor 64@ radius 22.5 22.5 2.0 sphere 0 
else_jump @HEIST3_16676 
if 
  40@ > 64 
else_jump @HEIST3_16669 
$9168 += 1 
40@ = 0 

:HEIST3_16669
jump @HEIST3_16727 

:HEIST3_16676
if 
  40@ > 150 
else_jump @HEIST3_16727 
if 
  $9168 > 0 
else_jump @HEIST3_16720 
$9168 -= 1 

:HEIST3_16720
40@ = 0 

:HEIST3_16727
jump @HEIST3_16778 

:HEIST3_16734
if 
  59@ == 0 
else_jump @HEIST3_16778 
if 
  41@ > 4000 
else_jump @HEIST3_16778 
59@ = 1 

:HEIST3_16778
if 
  0 > $9168 
else_jump @HEIST3_16810 
$9168 = 0 
jump @HEIST3_16835 

:HEIST3_16810
if 
  $9168 > 100 
else_jump @HEIST3_16835 
$9168 = 100 

:HEIST3_16835
if 
  $9168 > 10 
else_jump @HEIST3_16894 
if 
  60@ == 0 
else_jump @HEIST3_16894 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
60@ = 1 

:HEIST3_16894
if 
  $9168 == 100 
else_jump @HEIST3_17042 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17019 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_16948
if 
fading 
else_jump @HEIST3_16972 
wait 0 
jump @HEIST3_16948 

:HEIST3_16972
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_16995
if 
fading 
else_jump @HEIST3_17019 
wait 0 
jump @HEIST3_16995 

:HEIST3_17019
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
jump @HEIST3_22958 

:HEIST3_17042
if or
80DB:   not actor 64@ in_car 73@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 73@ 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST3_17214 
$9168 = 100 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17191 
00BE: text_clear_all 
fade 0 1000 

:HEIST3_17120
if 
fading 
else_jump @HEIST3_17144 
wait 0 
jump @HEIST3_17120 

:HEIST3_17144
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_17167
if 
fading 
else_jump @HEIST3_17191 
wait 0 
jump @HEIST3_17167 

:HEIST3_17191
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
jump @HEIST3_22958 

:HEIST3_17214
jump @HEIST3_17868 

:HEIST3_17221
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 
else_jump @HEIST3_17868 
0164: disable_marker 76@ 
0395: clear_area 1 at 2034.794 2724.465 9.8281 radius 20.0 
0151: remove_status_text $9168 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 73@ at 2035.01 2725.36 9.8281 
0175: set_car 73@ Z_angle_to 184.0343 
015F: set_camera_position 2041.206 2753.339 11.9601 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2040.648 2752.515 11.8569 switchstyle 2 
0707: start_scene_skip_to @HEIST3_17618 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_17509 
0615: define_AS_pack_begin 83@ 
if 
00DF:   actor 64@ driving 
else_jump @HEIST3_17445 
0633: AS_actor -1 exit_car 

:HEIST3_17445
05D3: AS_actor -1 goto_point 2037.468 2724.142 9.8281 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2037.378 2721.449 10.5469 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_17509
56@ = 0 
40@ = 0 

:HEIST3_17523
if 
  56@ == 0 
else_jump @HEIST3_17618 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_17600 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_17593 
56@ = 1 

:HEIST3_17593
jump @HEIST3_17607 

:HEIST3_17600
56@ = 1 

:HEIST3_17607
wait 0 
jump @HEIST3_17523 

:HEIST3_17618
0701: end_scene_skip 
0395: clear_area 1 at 1936.196 2734.011 9.8203 radius 2.0 
009A: 65@ = create_actor_pedtype 25 model 162 at 1999.788 2733.692 9.8203 
0173: set_actor 65@ Z_angle_to 354.8084 
01B2: give_actor 65@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 10 
0615: define_AS_pack_begin 84@ 
05D3: AS_actor -1 goto_point 2021.594 2734.576 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2029.786 2730.539 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2038.505 2729.846 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2037.28 2722.567 9.8281 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 84@ 
0618: assign_actor 65@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 64@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0249: release_model 194 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_08' time 8000 flag 1  // ~s~The gimp will be arriving shortly, wait around and make sure he doesn't make it to the Croupier's house.
01BD: 45@ = current_time_in_ms 
55@ = 8 

:HEIST3_17868
jump @HEIST3_18005 

:HEIST3_17875
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_17982 
fade 0 1000 

:HEIST3_17911
if 
fading 
else_jump @HEIST3_17935 
wait 0 
jump @HEIST3_17911 

:HEIST3_17935
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_17958
if 
fading 
else_jump @HEIST3_17982 
wait 0 
jump @HEIST3_17958 

:HEIST3_17982
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
jump @HEIST3_22958 

:HEIST3_18005
jump @HEIST3_18142 

:HEIST3_18012
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18119 
fade 0 1000 

:HEIST3_18048
if 
fading 
else_jump @HEIST3_18072 
wait 0 
jump @HEIST3_18048 

:HEIST3_18072
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_18095
if 
fading 
else_jump @HEIST3_18119 
wait 0 
jump @HEIST3_18095 

:HEIST3_18119
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
jump @HEIST3_22958 

:HEIST3_18142
if 
  55@ == 8 
else_jump @HEIST3_18667 
if 
8118:   not actor 65@ dead 
else_jump @HEIST3_18623 
if 
00FE:   actor 65@ sphere 0 in_sphere 2037.312 2722.288 10.8281 radius 1.2 1.6 3.0 
else_jump @HEIST3_18359 
00BE: text_clear_all 
034F: destroy_actor_with_fade 65@ 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18336 
fade 0 1000 

:HEIST3_18265
if 
fading 
else_jump @HEIST3_18289 
wait 0 
jump @HEIST3_18265 

:HEIST3_18289
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_18312
if 
fading 
else_jump @HEIST3_18336 
wait 0 
jump @HEIST3_18312 

:HEIST3_18336
00BB: show_text_lowpriority GXT 'HEI3_92' time 5000 flag 1  // ~r~The gimp has reached the house!
jump @HEIST3_22958 

:HEIST3_18359
062E: get_actor 65@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 1 // == constant 
else_jump @HEIST3_18439 
0646: unknown_get_actor 65@ task_1560_status_store_to 42@ // similar to 062E 
if 
  42@ == 2 
else_jump @HEIST3_18432 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_93' time 5000 flag 1  // ~s~The gimp has nearly reached the house!

:HEIST3_18432
jump @HEIST3_18616 

:HEIST3_18439
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_18616 
if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 100.0 100.0 20.0 sphere 0 
else_jump @HEIST3_18616 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_18616 
fade 0 1000 

:HEIST3_18527
if 
fading 
else_jump @HEIST3_18551 
wait 0 
jump @HEIST3_18527 

:HEIST3_18551
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_18574
if 
fading 
else_jump @HEIST3_18598 
wait 0 
jump @HEIST3_18574 

:HEIST3_18598
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_15' time 5000 flag 1  // ~r~The gimp got away!

:HEIST3_18616
jump @HEIST3_18667 

:HEIST3_18623
0164: disable_marker 77@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_22' time 5000 flag 1  // ~s~Now that the gimp's out of the way go and ring the ~y~doorbell~s~.
018A: 79@ = create_checkpoint_at 94@ 95@ 96@ 
55@ = 9 

:HEIST3_18667
if 
  55@ == 9 
else_jump @HEIST3_19940 
if 
0102:   actor $PLAYER_ACTOR in_sphere 2037.307 2722.106 10.2989 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
else_jump @HEIST3_19940 
00BE: text_clear_all 
0164: disable_marker 79@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2037.165 2721.895 10.2989 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.4355 
015F: set_camera_position 2035.66 2722.75 11.84 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.39 2717.31 12.2 switchstyle 2 
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
156@ = 2 
157@ = 0 
158@ = 0 

:HEIST3_18923
wait 0 
if 
  145@ == 0 
else_jump @HEIST3_19526 
if 
   not 156@ == 0 
else_jump @HEIST3_19148 
if 
  157@ == 0 
else_jump @HEIST3_19007 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_19000 
040D: unload_wav 3 

:HEIST3_19000
157@ = 1 

:HEIST3_19007
if 
  157@ == 1 
else_jump @HEIST3_19043 
03CF: load_wav 151@(156@,5i) as 3 
157@ = 2 

:HEIST3_19043
if 
  157@ == 2 
else_jump @HEIST3_19087 
if 
03D0:   wav 3 loaded 
else_jump @HEIST3_19087 
03D1: play_wav 3 
157@ = 3 

:HEIST3_19087
if 
  157@ == 3 
else_jump @HEIST3_19148 
if 
03D2:   wav 3 ended 
else_jump @HEIST3_19148 
156@ = 0 
157@ = 0 
56@ = 1 
40@ = 0 

:HEIST3_19148
if 
   not 141@ == 0 
else_jump @HEIST3_19447 
if 
  144@ == 0 
else_jump @HEIST3_19212 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_19205 
040D: unload_wav 143@ 

:HEIST3_19205
144@ = 1 

:HEIST3_19212
if 
  144@ == 1 
else_jump @HEIST3_19249 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_19249
if 
  144@ == 2 
else_jump @HEIST3_19309 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_19309 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_19309
if 
  144@ == 3 
else_jump @HEIST3_19447 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_19447 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_19364 
0968: actor 64@ stop_mouth 

:HEIST3_19364
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_19412 
142@ = 2 
143@ = 1 
jump @HEIST3_19426 

:HEIST3_19412
142@ = 1 
143@ = 2 

:HEIST3_19426
141@ = 0 
144@ = 0 
145@ = 1 

:HEIST3_19447
if 
  144@ == 0 
else_jump @HEIST3_19519 
if 
  157@ == 0 
else_jump @HEIST3_19519 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_19512 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_19512
141@ = 12 

:HEIST3_19519
jump @HEIST3_18923 

:HEIST3_19526
if 
076F:   text_priority_displayed 
else_jump @HEIST3_19550 
wait 0 
jump @HEIST3_19526 

:HEIST3_19550
fade 0 1000 

:HEIST3_19557
if 
fading 
else_jump @HEIST3_19581 
wait 0 
jump @HEIST3_19557 

:HEIST3_19581
select_interior 6 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:HEIST3_19598
if 
823D:   not special_actor 1 loaded 
else_jump @HEIST3_19624 
wait 0 
jump @HEIST3_19598 

:HEIST3_19624
04E4: refresh_game_renderer_at 344.8872 305.4298 
03CB: set_rendering_origin_at 344.8872 305.4298 998.2638 
0581: enable_radar 0 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 73@ 
0249: release_model 162 
0249: release_model 507 
0249: release_model 589 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
009A: 64@ = create_actor_pedtype 23 model 290 at 349.1921 308.5705 998.1484 
060B: set_actor 64@ decision_maker_to 50@ 
0860: link_actor 64@ to_interior 6 
0860: link_actor $PLAYER_ACTOR to_interior 6 
0245: set_actor 64@ walk_style_to "SEXYWOMAN" 
0173: set_actor 64@ Z_angle_to 147.245 
015F: set_camera_position 348.8104 310.0784 999.4993 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.6377 309.0935 999.5004 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
00A1: put_actor 64@ at 349.1921 308.5705 998.1484 
0173: set_actor 64@ Z_angle_to 147.245 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 64@ 
wait 1000 
fade 1 9000 
wait 2000 
55@ = 10 

:HEIST3_19940
if and
  55@ >= 5 
  9 > 55@ 
else_jump @HEIST3_20038 
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @HEIST3_20038 
if 
8500:   not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_20038 
00BB: show_text_lowpriority GXT 'HEI3_34' time 5000 flag 1  // ~r~You no longer have the gimp suit.
jump @HEIST3_22958 

:HEIST3_20038
if 
  55@ == 10 
else_jump @HEIST3_22114 
0707: start_scene_skip_to @HEIST3_22051 
00BE: text_clear_all 
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 

:HEIST3_20135
wait 0 
if 
  145@ == 0 
else_jump @HEIST3_22051 
if 
   not 141@ == 0 
else_jump @HEIST3_20496 
if 
  144@ == 0 
else_jump @HEIST3_20221 
if 
03D0:   wav 143@ loaded 
else_jump @HEIST3_20214 
040D: unload_wav 143@ 

:HEIST3_20214
144@ = 1 

:HEIST3_20221
if 
  144@ == 1 
else_jump @HEIST3_20258 
03CF: load_wav 97@(141@,44i) as 142@ 
144@ = 2 

:HEIST3_20258
if 
  144@ == 2 
else_jump @HEIST3_20318 
if 
03D0:   wav 142@ loaded 
else_jump @HEIST3_20318 
03D1: play_wav 142@ 
00BC: show_text_highpriority GXT $9169(141@,44s) time 10000 flag 1 
144@ = 3 

:HEIST3_20318
if 
  144@ == 3 
else_jump @HEIST3_20496 
if 
03D2:   wav 142@ ended 
else_jump @HEIST3_20435 
03D5: remove_text $9169(141@,44s) 
if 
  142@ == 1 
else_jump @HEIST3_20400 
142@ = 2 
143@ = 1 
jump @HEIST3_20414 

:HEIST3_20400
142@ = 1 
143@ = 2 

:HEIST3_20414
141@ = 0 
144@ = 0 
jump @HEIST3_20496 

:HEIST3_20435
if 
83D0:   not wav 143@ loaded 
else_jump @HEIST3_20496 
if 
  8 > 141@ 
else_jump @HEIST3_20496 
0085: 150@ = 141@ // (int) 
150@ += 1 
03CF: load_wav 97@(150@,44i) as 143@ 

:HEIST3_20496
0871: init_jump_table 146@ total_jumps 7 default_jump 1 @HEIST3_21951 jumps 0 @HEIST3_20559 1 @HEIST3_20632 2 @HEIST3_20847 3 @HEIST3_20960 4 @HEIST3_21202 5 @HEIST3_21386 6 @HEIST3_21762 

:HEIST3_20559
if 
  144@ == 0 
else_jump @HEIST3_20625 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_20606 
0968: actor 64@ stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_20606
141@ = 13 
146@ = 1 
01BD: 149@ = current_time_in_ms 

:HEIST3_20625
jump @HEIST3_22044 

:HEIST3_20632
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_20840 
if 
  144@ == 0 
else_jump @HEIST3_20840 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_20792 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 64@ 20000 ms 
05D3: AS_actor -1 goto_point 347.0207 306.2751 998.2088 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 348.2744 307.7908 998.204 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 64@ 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:HEIST3_20792
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_20821 
0968: actor 64@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_20821
141@ = 14 
146@ = 2 
01BD: 149@ = current_time_in_ms 

:HEIST3_20840
jump @HEIST3_22044 

:HEIST3_20847
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_20953 
if 
  144@ == 0 
else_jump @HEIST3_20953 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_20934 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_20934
141@ = 15 
146@ = 3 
01BD: 149@ = current_time_in_ms 

:HEIST3_20953
jump @HEIST3_22044 

:HEIST3_20960
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_21195 
if 
  144@ == 0 
else_jump @HEIST3_21195 
56@ = 0 
43@ = 0 
40@ = 0 

:HEIST3_21039
if 
  56@ == 0 
else_jump @HEIST3_21147 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21129 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_21122 
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_21122 
56@ = 1 

:HEIST3_21122
jump @HEIST3_21136 

:HEIST3_21129
56@ = 1 

:HEIST3_21136
wait 0 
jump @HEIST3_21039 

:HEIST3_21147
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21176 
0968: actor 64@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21176
141@ = 25 
146@ = 4 
01BD: 149@ = current_time_in_ms 

:HEIST3_21195
jump @HEIST3_22044 

:HEIST3_21202
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_21379 
if 
  144@ == 0 
else_jump @HEIST3_21379 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21289 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_21289
141@ = 21 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21367 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 344.6502 307.6453 998.1963 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 245.3258 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_21367
146@ = 5 
01BD: 149@ = current_time_in_ms 

:HEIST3_21379
jump @HEIST3_22044 

:HEIST3_21386
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_21755 
if 
  144@ == 0 
else_jump @HEIST3_21755 
56@ = 0 
43@ = 0 

:HEIST3_21458
if 
  56@ == 0 
else_jump @HEIST3_21707 
wait 0 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21693 
062E: get_actor 64@ task 1560 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // == constant 
else_jump @HEIST3_21550 
05BF: AS_actor 64@ look_at_actor $PLAYER_ACTOR 10000 ms 
56@ = 1 
jump @HEIST3_21686 

:HEIST3_21550
if 
  43@ == 0 
else_jump @HEIST3_21686 
015F: set_camera_position 347.32 308.43 999.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 339.91 301.08 998.31 switchstyle 2 
0615: define_AS_pack_begin 82@ 
0639: AS_actor -1 rotate_to_actor 64@ 
05D3: AS_actor -1 goto_point 345.7446 304.2489 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 64@ 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
43@ = 1 

:HEIST3_21686
jump @HEIST3_21700 

:HEIST3_21693
56@ = 1 

:HEIST3_21700
jump @HEIST3_21458 

:HEIST3_21707
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21736 
0968: actor 64@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_21736
141@ = 26 
146@ = 6 
01BD: 149@ = current_time_in_ms 

:HEIST3_21755
jump @HEIST3_22044 

:HEIST3_21762
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_21944 
if 
  144@ == 0 
else_jump @HEIST3_21944 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21896 
0615: define_AS_pack_begin 83@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point 345.3145 305.0605 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor 64@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST3_21896
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_21925 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 64@ move_mouth 3000 ms 

:HEIST3_21925
141@ = 17 
146@ = 7 
01BD: 149@ = current_time_in_ms 

:HEIST3_21944
jump @HEIST3_22044 

:HEIST3_21951
01BD: 148@ = current_time_in_ms 
0085: 147@ = 148@ // (int) 
0062: 147@ -= 149@ // (int) 
if 
  147@ > 1000 
else_jump @HEIST3_22037 
if 
  144@ == 0 
else_jump @HEIST3_22037 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_22030 
0968: actor 64@ stop_mouth 

:HEIST3_22030
145@ = 1 

:HEIST3_22037
jump @HEIST3_22044 

:HEIST3_22044
jump @HEIST3_20135 

:HEIST3_22051
0701: end_scene_skip 
if 
8118:   not actor 64@ dead 
else_jump @HEIST3_22079 
0968: actor 64@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST3_22079
00BE: text_clear_all 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
57@ = 0 
48@ = 5 
49@ = 1 
55@ = 11 

:HEIST3_22114
if 
  55@ == 11 
else_jump @HEIST3_22336 
if 
  57@ == 0 
else_jump @HEIST3_22268 
0926: $712 = external_script_status 26 (GF_SEX) 
if 
  $712 == 0 
else_jump @HEIST3_22268 
08A9: load_external_script 26 (GF_SEX) 
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @HEIST3_22268 
$389 = 0 
08BA: set $389 bit 5 
08E7: disable_entrance_markers 1 
0913: run_external_script 26 (GF_SEX) 48@ 49@ 0 2037.651 2723.871 9.8352 0.0702  
fade 0 0 
009B: destroy_actor 64@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
57@ = 1 

:HEIST3_22268
if 
  57@ == 1 
else_jump @HEIST3_22336 
if 
08B4:   test $389 bit 4 
else_jump @HEIST3_22311 
62@ = 1 

:HEIST3_22311
if 
88B4:   not test $389 bit 5 
else_jump @HEIST3_22336 
55@ = 12 

:HEIST3_22336
if 
  55@ == 12 
else_jump @HEIST3_22951 
015F: set_camera_position 2033.274 2719.888 10.2275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2033.727 2720.774 10.3282 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08E7: disable_entrance_markers 0 
0707: start_scene_skip_to @HEIST3_22730 
0615: define_AS_pack_begin 82@ 
05D3: AS_actor -1 goto_point 2036.875 2734.282 9.8203 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2029.545 2735.628 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
if 
  62@ == 1 
else_jump @HEIST3_22597 
03E6: remove_text_box 
03E5: show_text_box 'HEI3_95'  // You have another girlfriend. You will have to wine and dine her before she will give you the keycard.
141@ = 0 
142@ = 1 
143@ = 2 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 

:HEIST3_22597
56@ = 0 
40@ = 0 

:HEIST3_22611
if 
  56@ == 0 
else_jump @HEIST3_22730 
if 
  62@ == 1 
else_jump @HEIST3_22693 
if 
876F:   not text_priority_displayed 
else_jump @HEIST3_22686 
if 
  40@ > 5000 
else_jump @HEIST3_22686 
56@ = 1 

:HEIST3_22686
jump @HEIST3_22719 

:HEIST3_22693
if 
  40@ > 7000 
else_jump @HEIST3_22719 
56@ = 1 

:HEIST3_22719
wait 0 
jump @HEIST3_22611 

:HEIST3_22730
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2029.545 2735.628 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.4474 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E6: remove_text_box 
if 
  62@ == 1 
else_jump @HEIST3_22821 
08BA: set $405 bit 5 
jump @HEIST3_22976 
jump @HEIST3_22951 

:HEIST3_22821
00BE: text_clear_all 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @HEIST3_22928 
fade 0 1000 

:HEIST3_22857
if 
fading 
else_jump @HEIST3_22881 
wait 0 
jump @HEIST3_22857 

:HEIST3_22881
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:HEIST3_22904
if 
fading 
else_jump @HEIST3_22928 
wait 0 
jump @HEIST3_22904 

:HEIST3_22928
00BB: show_text_lowpriority GXT 'HEI3_24' time 5000 flag 1  // ~r~You failed to excite her.
jump @HEIST3_22958 

:HEIST3_22951
jump @HEIST3_2380 

:HEIST3_22958
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HEIST3_22976
$599 += 1 
$3942 = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_3'  // Key to her Heart
030C: progress_made = 1 
return 

:HEIST3_23038
091E: create_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
091D: remove_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
090F: end_external_script 26 (GF_SEX) 
01BD: $183 = current_time_in_ms 
0151: remove_status_text $9168 
0581: enable_radar 1 
08E7: disable_entrance_markers 0 
0249: release_model 249 
0249: release_model 178 
0249: release_model 168 
0249: release_model 101 
0249: release_model 194 
0249: release_model 589 
0249: release_model 162 
0249: release_model 111 
0249: release_model 555 
0249: release_model 330 
0249: release_model 321 
if 
8119:   not car 73@ wrecked 
else_jump @HEIST3_23200 
020A: set_car 73@ door_status_to 1 

:HEIST3_23200
01C3: remove_references_to_car 73@ 
01C3: remove_references_to_car 75@ 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 64@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0215: destroy_pickup 72@ 
0164: disable_marker 76@ 
0164: disable_marker 78@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0873: release_path 803 
0296: unload_special_actor 1 
065C: release_decision_maker 50@ 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 98---------------
// Originally: Dam And Blast

:HEIST2
thread 'HEIST2' 
gosub @HEIST2_54 
if 
wasted_or_busted 
else_jump @HEIST2_38 
gosub @HEIST2_18830 

:HEIST2_38
gosub @HEIST2_18898 
end_thread 
51@ = 0 

:HEIST2_54
054C: use_GXT_table 'HEIST2' 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
fade 0 2000 

:HEIST2_89
if 
fading 
else_jump @HEIST2_113 
wait 0 
jump @HEIST2_89 

:HEIST2_113
select_interior 10 
01B5: force_weather 10 
02E4: load_cutscene_data 'HEIST4A' 

:HEIST2_132
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST2_156 
wait 0 
jump @HEIST2_132 

:HEIST2_156
02E7: start_cutscene 
fade 1 1000 

:HEIST2_165
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST2_189 
wait 0 
jump @HEIST2_165 

:HEIST2_189
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 

:HEIST2_219
if 
fading 
else_jump @HEIST2_243 
wait 0 
jump @HEIST2_219 

:HEIST2_243
02EA: end_cutscene 
01B7: release_weather 
select_interior 0 
wait 0 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
018A: 161@ = create_checkpoint_at 1717.017 1602.497 9.3368 
07E0: set_marker 161@ type_to 1 
04ED: load_animation "BOMBER" 

:HEIST2_375
if 
84EE:   not animation "BOMBER" loaded 
else_jump @HEIST2_407 
wait 0 
jump @HEIST2_375 

:HEIST2_407
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 0 
060A: create_decision_maker_type 4 store_to 46@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
fade 1 1500 

:HEIST2_450
if 
fading 
else_jump @HEIST2_474 
wait 0 
jump @HEIST2_450 

:HEIST2_474
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI2_90' time 10000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
114@ = 0 
116@ = 0 
115@ = 0 
128@ = 0 
130@ = 0 
131@ = 0 
133@ = 0 
141@ = 0 
134@ = 0 
142@ = 0 
146@ = 0 
147@ = 0 
145@ = 0 
148@ = 0 
132@ = 0 
44@ = 0 

:HEIST2_609
if 
  6 > 44@ 
else_jump @HEIST2_681 
122@(44@,6i) = 0 
if 
  5 > 44@ 
else_jump @HEIST2_667 
117@(44@,5i) = 0 

:HEIST2_667
44@ += 1 
jump @HEIST2_609 

:HEIST2_681
42@ = 0 
129@ = 0 
43@ = 1 
44@ = 0 
45@ = 0 
56@ = -955.7253 
62@ = 1920.637 
68@ = 8.0078 
74@ = 294.0869 
57@ = -959.8978 
63@ = 1861.884 
69@ = 8.0078 
75@ = 87.9045 
58@ = -945.822 
64@ = 1868.03 
70@ = 4.0051 
76@ = 177.415 
59@ = -945.5732 
65@ = 1911.255 
71@ = 4.0 
77@ = 183.0188 
60@ = -959.6175 
66@ = 1858.156 
72@ = 8.0078 
78@ = 180.4759 
61@ = -959.7453 
67@ = 1914.674 
73@ = 8.0078 
79@ = 185.4313 
80@ = -955.7253 
86@ = 1920.637 
92@ = 8.0078 
81@ = -959.8978 
87@ = 1861.884 
93@ = 8.0078 
82@ = -943.7589 
88@ = 1888.943 
94@ = 4.0051 
83@ = -943.0214 
89@ = 1932.352 
95@ = 4.0 
84@ = -959.4366 
90@ = 1900.022 
96@ = 8.0078 
85@ = -959.496 
91@ = 1936.925 
97@ = 8.0061 
98@ = -952.56 
103@ = 1943.52 
108@ = 8.0 
99@ = -952.56 
104@ = 1922.07 
109@ = 8.0 
100@ = -952.56 
105@ = 1900.44 
110@ = 8.0 
101@ = -952.56 
106@ = 1878.16 
111@ = 8.0 
102@ = -952.56 
107@ = 1857.7 
112@ = 8.0 
194@ = 0 
218@ = 0 
219@ = 1 
220@ = 2 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
225@ = 0 
226@ = 0 
227@ = 0 
50@ = 0 
04AF: 230@ = 11200 // = constant 
231@ = 0 
232@ = 0 
233@ = 0 
05A9: s$9258[1] = 'HE2_AA' // s$  // Hey, I found him, he's over here!
05A9: s$9258[2] = 'HE2_AB' // s$  // He's in there somewhere, start looking!
05A9: s$9258[3] = 'HE2_AC' // s$  // The cops are on the way, this thrill seeker ain't gonna escape!
05A9: s$9258[4] = 'HE2_AD' // s$  // We got a light saying there's been a break in!
05A9: s$9258[5] = 'HE2_AE' // s$  // That's the guy, arrest him!
05A9: s$9258[6] = 'HE2_AF' // s$  // We need more men in here!
05A9: s$9258[7] = 'HE2_AG' // s$  // Stop him, for chrisakes!
05A9: s$9258[8] = 'HE2_AH' // s$  // Always get the nut jobs on my shift!
05A9: s$9258[9] = 'HE2_AJ' // s$  // Must be seeing things. I thought that coffee tasted a bit odd!
05A9: s$9258[10] = 'HE2_AK' // s$  // Finally, some action around here!
05A9: s$9258[11] = 'HE2_AL' // s$  // Where the hell did he go?
05A9: s$9258[12] = 'HE2_BA' // s$  // Any sign of him yet?
05A9: s$9258[13] = 'HE2_BB' // s$  // Not yet, but we've locked the quay entrance and the cops are on the way.
05A9: s$9258[14] = 'HE2_CA' // s$  // What the f-Aw shit, somebody done locked the hatch!
05A9: s$9258[15] = 'HE2_CB' // s$  // Aw shit! The hatch locked behind me!
05A9: s$9258[16] = 'HE2_DA' // s$  // Shit, they must have took a wrong turn someplace!
05A9: s$9258[17] = 'HE2_DB' // s$  // We've got him trapped, there's no way off that ledge!
04AF: 201@ = 18200 // = constant 
04AF: 202@ = 18201 // = constant 
04AF: 203@ = 18202 // = constant 
04AF: 204@ = 18203 // = constant 
04AF: 205@ = 18204 // = constant 
04AF: 206@ = 18205 // = constant 
04AF: 207@ = 18206 // = constant 
04AF: 208@ = 18207 // = constant 
04AF: 209@ = 18208 // = constant 
04AF: 210@ = 18209 // = constant 
04AF: 211@ = 18210 // = constant 
04AF: 212@ = 18211 // = constant 
04AF: 213@ = 18212 // = constant 
04AF: 214@ = 18213 // = constant 
04AF: 215@ = 18214 // = constant 
04AF: 216@ = 18215 // = constant 
04AF: 217@ = 18216 // = constant 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
07FB: set_interior 'DAMIN' access 0  // Generator Hall
07FB: set_interior 'DAMOUT' access 0 
wait 1000 

:HEIST2_1820
wait 0 
if 
0735:   is_keyboard_key_pressed 49 
else_jump @HEIST2_1859 
00A1: put_actor $PLAYER_ACTOR at -585.0 2026.0 60.0 

:HEIST2_1859
if 
0735:   is_keyboard_key_pressed 50 
else_jump @HEIST2_1894 
00A1: put_actor $PLAYER_ACTOR at 1423.657 1643.182 9.8359 

:HEIST2_1894
if 
0735:   is_keyboard_key_pressed 51 
else_jump @HEIST2_1929 
00A1: put_actor $PLAYER_ACTOR at -828.64 1971.644 6.0 

:HEIST2_1929
if 
0735:   is_keyboard_key_pressed 52 
else_jump @HEIST2_1964 
00A1: put_actor $PLAYER_ACTOR at -693.98 1806.81 800.0 

:HEIST2_1964
if 
0735:   is_keyboard_key_pressed 97 
else_jump @HEIST2_2000 
128@ = 0 
134@ = 0 
gosub @HEIST2_14848 

:HEIST2_2000
if 
0735:   is_keyboard_key_pressed 54 
else_jump @HEIST2_2022 
116@ = 6 

:HEIST2_2022
if 
0735:   is_keyboard_key_pressed 55 
else_jump @HEIST2_2044 
132@ = 6 

:HEIST2_2044
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HEIST2_2066 
jump @HEIST2_18848 

:HEIST2_2066
if 
  116@ == 99999 
else_jump @HEIST2_2127 
018A: 163@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 164@ = create_checkpoint_at 0.0 0.0 0.0 

:HEIST2_2127
if 
  116@ == 0 
else_jump @HEIST2_2175 
00BB: show_text_lowpriority GXT 'HEI2_90' time 7000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
116@ = 1 
132@ = 1 

:HEIST2_2175
if 
  12 > 132@ 
else_jump @HEIST2_9222 
if 
  4 > 132@ 
else_jump @HEIST2_2918 
if 
  132@ == 1 
else_jump @HEIST2_2407 
if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1477.401 1677.399 radius 250.0 250.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
else_jump @HEIST2_2407 
0247: load_model 553 

:HEIST2_2336
if 
8248:   not model 553 available 
else_jump @HEIST2_2363 
wait 0 
jump @HEIST2_2336 

:HEIST2_2363
07A8: enable_area69_sam 0 
00A5: 177@ = create_car 553 at 1477.401 1677.399 9.8425 
0175: set_car 177@ Z_angle_to 180.049 
132@ = 2 

:HEIST2_2407
if 
  145@ == 0 
else_jump @HEIST2_2565 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
else_jump @HEIST2_2565 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_2565 
0164: disable_marker 161@ 
0186: 161@ = create_marker_above_car 177@ 
07E0: set_marker 161@ type_to 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_57' time 7000 flag 1  // ~s~Get in the ~b~plane~s~ on the end of the runway.
145@ = 1 
0A6F: checkpoint_save 1 

:HEIST2_2565
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1717.017 1602.497 9.3368 radius 10.0 10.0 5.0 
else_jump @HEIST2_2613 

:HEIST2_2613
if 
  132@ > 1 
else_jump @HEIST2_2690 
if 
  4 > 132@ 
else_jump @HEIST2_2690 
if 
0119:   car 177@ wrecked 
else_jump @HEIST2_2690 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_25' time 5000 flag 1  // ~r~The plane has been destroyed!
jump @HEIST2_18830 

:HEIST2_2690
if 
  132@ == 2 
else_jump @HEIST2_2911 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_2911 
if 
0448:   actor $PLAYER_ACTOR in_car 177@ 
else_jump @HEIST2_2911 
020A: set_car 177@ door_status_to 4 
146@ = 1 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_26' time 10000 flag 1  // ~s~Fly the aircraft to the ~y~jump point~s~ over the dam.
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 162@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
0247: load_model 371 

:HEIST2_2849
if 
8248:   not model 371 available 
else_jump @HEIST2_2881 
0247: load_model 371 
wait 0 
jump @HEIST2_2849 

:HEIST2_2881
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
$2896 = 0 
132@ = 3 

:HEIST2_2911
jump @HEIST2_2918 

:HEIST2_2918
if 
  132@ == 3 
else_jump @HEIST2_4846 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_4846 
if or
0448:   actor $PLAYER_ACTOR in_car 177@ 
  147@ == 1 
else_jump @HEIST2_4662 
if 
  141@ == 1 
else_jump @HEIST2_3086 
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 162@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
141@ = 0 

:HEIST2_3086
if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 50.0 50.0 25.0 sphere 0 in_car 
else_jump @HEIST2_4469 
if 
  146@ == 1 
else_jump @HEIST2_3197 
020A: set_car 177@ door_status_to 1 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI2_50'  // ~s~Tap ~m~~widget_enter_car~ to jump from the plane.
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_15' time 10000 flag 1  // ~s~GO!
146@ = 0 

:HEIST2_3197
if 
  147@ == 1 
else_jump @HEIST2_4462 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
06D6: disable_racing_checkpoint 162@ 
0519: set_car 177@ locked 1 
00AB: put_car 177@ at -592.42 1555.88 750.0 
0175: set_car 177@ Z_angle_to 180.0 
0825: set_helicopter 177@ instant_rotor_start 
40@ = 0 
$2897 = 1 
07C0: load_path 805 
40@ = 0 
115@ = 0 

:HEIST2_3312
if 
  115@ == 0 
else_jump @HEIST2_3377 
if and
07C1:   path 805 available 
  40@ > 3000 
else_jump @HEIST2_3366 
115@ = 1 
07C0: load_path 805 

:HEIST2_3366
wait 0 
jump @HEIST2_3312 

:HEIST2_3377
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_3464 
05EB: assign_car 177@ to_path 805 
015F: set_camera_position -590.9276 1546.75 735.8972 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -591.0876 1546.227 735.0595 switchstyle 2 
0337: set_actor $PLAYER_ACTOR visibility 0 
01BD: 195@ = current_time_in_ms 

:HEIST2_3464
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_3487 
0519: set_car 177@ locked 0 

:HEIST2_3487
0707: start_scene_skip_to @HEIST2_4324 
$2890 = 0.0 
115@ = 0 
49@ = 0 

:HEIST2_3518
if 
  115@ == 0 
else_jump @HEIST2_3911 
$2890 = 0.0 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_3900 
if 
860E:   not car 177@ assigned_to_path 
else_jump @HEIST2_3592 
115@ = 1 
jump @HEIST2_3900 

:HEIST2_3592
01BD: 196@ = current_time_in_ms 
0085: 197@ = 196@ // (int) 
0062: 197@ -= 195@ // (int) 
if 
  49@ == 0 
else_jump @HEIST2_3900 
if 
  197@ > 6000 
else_jump @HEIST2_3900 
fade 0 1000 

:HEIST2_3657
if 
fading 
else_jump @HEIST2_3681 
wait 0 
jump @HEIST2_3657 

:HEIST2_3681
0247: load_model #SW_BIT_09 

:HEIST2_3686
if 
8248:   not model #SW_BIT_09 available 
else_jump @HEIST2_3713 
wait 0 
jump @HEIST2_3686 

:HEIST2_3713
015F: set_camera_position -781.9676 1163.64 28.421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -781.364 1164.077 29.0876 switchstyle 2 
03CB: set_rendering_origin_at -781.364 1164.077 29.0876 
04E4: refresh_game_renderer_at -781.364 1164.077 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_3840 
if 
060E:   car 177@ assigned_to_path 
else_jump @HEIST2_3835 
0706: advance_car 177@ further_along_path 80.0 

:HEIST2_3835
0825: set_helicopter 177@ instant_rotor_start 

:HEIST2_3840
0A0B: set_rendering_origin_at_3D_coord -781.364 1164.077 29.0876 angle 270.0 
fade 1 1000 

:HEIST2_3869
if 
fading 
else_jump @HEIST2_3893 
wait 0 
jump @HEIST2_3869 

:HEIST2_3893
49@ = 1 

:HEIST2_3900
wait 0 
jump @HEIST2_3518 

:HEIST2_3911
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_3932 
0825: set_helicopter 177@ instant_rotor_start 

:HEIST2_3932
064B: 198@ = create_particle "SMOKE50LIT" at -761.2061 1174.616 39.0387 type 1 
064B: 199@ = create_particle "EXPLOSION_SMALL" at -761.2061 1174.616 38.5387 type 1 
if 
  198@ == -1 
else_jump @HEIST2_4030 
jump @HEIST2_4045 

:HEIST2_4030
wait 300 
064C: make_particle 199@ visible 
064C: make_particle 198@ visible 

:HEIST2_4045
020C: create_explosion_with_radius 1 at -761.2062 1175.616 39.5387 
020C: create_explosion_with_radius 1 at -761.206 1173.616 39.5387 
020C: create_explosion_with_radius 1 at -761.2061 1174.616 39.5387 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_4123 
020B: explode_car 177@ 

:HEIST2_4123
40@ = 0 

:HEIST2_4130
if 
  2000 > 40@ 
else_jump @HEIST2_4324 
if 
  500 > 40@ 
else_jump @HEIST2_4194 
020C: create_explosion_with_radius 2 at -761.2062 1175.616 39.5387 
jump @HEIST2_4284 

:HEIST2_4194
if 
  1000 > 40@ 
else_jump @HEIST2_4220 
jump @HEIST2_4284 

:HEIST2_4220
if 
  1500 > 40@ 
else_jump @HEIST2_4265 
020C: create_explosion_with_radius 0 at -761.206 1173.616 39.5387 
jump @HEIST2_4284 

:HEIST2_4265
020C: create_explosion_with_radius 7 at -761.2061 1174.616 39.5387 

:HEIST2_4284
if or
0118:   actor $PLAYER_ACTOR dead 
0119:   car 177@ wrecked 
else_jump @HEIST2_4313 
40@ = 2000 

:HEIST2_4313
wait 0 
jump @HEIST2_4130 

:HEIST2_4324
0701: end_scene_skip 
0249: release_model #SW_BIT_09 
fade 1 500 

:HEIST2_4338
if 
fading 
else_jump @HEIST2_4362 
wait 0 
jump @HEIST2_4338 

:HEIST2_4362
0873: release_path 805 
0650: destroy_particle 198@ 
0650: destroy_particle 199@ 
0337: set_actor $PLAYER_ACTOR visibility 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
$2897 = 0 
$2890 = -30.0 
02EB: restore_camera_with_jumpcut 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_4450 
00AB: put_car 177@ at -761.2061 1174.616 39.5387 

:HEIST2_4450
01C3: remove_references_to_car 177@ 
132@ = 4 

:HEIST2_4462
jump @HEIST2_4655 

:HEIST2_4469
03D5: remove_text 'HEI2_15'  // ~s~GO!
0819: $9257 = actor $PLAYER_ACTOR distance_from_ground 
if 
  5.0 > $9257 
else_jump @HEIST2_4548 
if 
  146@ == 1 
else_jump @HEIST2_4541 
020A: set_car 177@ door_status_to 1 
146@ = 0 

:HEIST2_4541
jump @HEIST2_4580 

:HEIST2_4548
if 
  146@ == 0 
else_jump @HEIST2_4580 
020A: set_car 177@ door_status_to 4 
146@ = 1 

:HEIST2_4580
if and
  51@ == 0 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 400.0 400.0 300.0 sphere 0 in_car 
else_jump @HEIST2_4655 
0A6D: print_help_forever_conditional 'HEI2_88' 1  // When you reach the corona tap ~m~~widget_enter_car~ to jump from the plane.
51@ = 1 

:HEIST2_4655
jump @HEIST2_4846 

:HEIST2_4662
if 
  147@ == 0 
else_jump @HEIST2_4846 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -592.42 1555.88 750.0 radius 100.0 100.0 100.0 
else_jump @HEIST2_4746 
147@ = 1 
0A6F: checkpoint_save 1 
jump @HEIST2_4846 

:HEIST2_4746
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_28' time 1000 flag 1  // ~s~Get back in the ~b~plane~s~!
if 
  141@ == 0 
else_jump @HEIST2_4814 
0164: disable_marker 161@ 
06D6: disable_racing_checkpoint 162@ 
0186: 161@ = create_marker_above_car 177@ 
07E0: set_marker 161@ type_to 1 
141@ = 1 

:HEIST2_4814
if 
  146@ == 1 
else_jump @HEIST2_4846 
020A: set_car 177@ door_status_to 1 
146@ = 0 

:HEIST2_4846
if 
  132@ == 4 
else_jump @HEIST2_5611 
06D5: 162@ = create_racing_checkpoint_at -811.07 1816.08 7.0 point_to -811.07 1816.08 200.0 type 2 radius 6.0 
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -811.07 1816.08 7.0 
01C3: remove_references_to_car 177@ 
0249: release_model 553 
0247: load_model #SMASHBOXPILE 
0247: load_model #K_CARGO1 
0247: load_model #KMB_CONTAINER_RED 
0247: load_model #K_CARGO4 
0247: load_model 71 
0247: load_model 334 
038B: load_requested_models 

:HEIST2_4972
if or
8248:   not model #K_CARGO4 available 
8248:   not model #SMASHBOXPILE available 
8248:   not model #K_CARGO1 available 
8248:   not model #KMB_CONTAINER_RED available 
8248:   not model 71 available 
8248:   not model 334 available 
else_jump @HEIST2_5023 
wait 0 
jump @HEIST2_4972 

:HEIST2_5023
029B: 183@ = init_object #SMASHBOXPILE at -829.8794 1957.827 6.4364 
0177: set_object 183@ Z_angle_to 7.1004 
029B: 184@ = init_object #SMASHBOXPILE at -824.9033 1958.443 6.5048 
0177: set_object 184@ Z_angle_to 9.1604 
029B: 185@ = init_object #K_CARGO1 at -828.3333 1952.527 5.9651 
0177: set_object 185@ Z_angle_to 102.0394 
029B: 186@ = init_object #K_CARGO1 at -825.9227 1953.171 5.9651 
0177: set_object 186@ Z_angle_to 100.9489 
029B: 187@ = init_object #K_CARGO4 at -827.6044 1958.276 5.9873 
0177: set_object 187@ Z_angle_to 101.9089 
029B: 188@ = init_object #KMB_CONTAINER_RED at -820.3694 1933.666 7.3952 
0177: set_object 188@ Z_angle_to 11.8154 
029B: 189@ = init_object #KMB_CONTAINER_RED at -822.3879 1945.519 7.4836 
0177: set_object 189@ Z_angle_to 11.8154 
009A: 172@ = create_actor_pedtype 24 model 71 at -826.3729 1946.988 6.0692 
01B2: give_actor 172@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 172@ weapon_droppable 0 
0173: set_actor 172@ Z_angle_to 0.0 
060F: set_actor 172@ melee_accuracy_to 10.0 
009A: 173@ = create_actor_pedtype 24 model 71 at -823.3655 1956.276 6.04 
01B2: give_actor 173@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 173@ weapon_droppable 0 
0173: set_actor 173@ Z_angle_to 301.2606 
060F: set_actor 173@ melee_accuracy_to 10.0 
060B: set_actor 172@ decision_maker_to 46@ 
060B: set_actor 173@ decision_maker_to 46@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 172@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 173@ to_animation_path_with_walk_mode 4 route_mode 2 
132@ = 5 

:HEIST2_5611
if and
  132@ > 4 
  12 > 132@ 
else_jump @HEIST2_7052 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_5683 
if 
82CA:   not car 177@ bounding_sphere_visible 
else_jump @HEIST2_5683 
01C3: remove_references_to_car 177@ 
0249: release_model 553 
00A6: destroy_car 177@ 

:HEIST2_5683
if 
   not 218@ == 0 
else_jump @HEIST2_5954 
if 
  221@ == 0 
else_jump @HEIST2_5747 
if 
03D0:   wav 220@ loaded 
else_jump @HEIST2_5740 
040D: unload_wav 220@ 

:HEIST2_5740
221@ = 1 

:HEIST2_5747
if 
  221@ == 1 
else_jump @HEIST2_5784 
03CF: load_wav 200@(218@,18i) as 219@ 
221@ = 2 

:HEIST2_5784
if 
  221@ == 2 
else_jump @HEIST2_5844 
if 
03D0:   wav 219@ loaded 
else_jump @HEIST2_5844 
03D1: play_wav 219@ 
00BC: show_text_highpriority GXT $9258(218@,18s) time 10000 flag 1 
221@ = 3 

:HEIST2_5844
if 
  221@ == 3 
else_jump @HEIST2_5954 
if 
03D2:   wav 219@ ended 
else_jump @HEIST2_5954 
03D5: remove_text $9258(218@,18s) 
if 
  219@ == 1 
else_jump @HEIST2_5926 
219@ = 2 
220@ = 1 
jump @HEIST2_5940 

:HEIST2_5926
219@ = 1 
220@ = 2 

:HEIST2_5940
218@ = 0 
221@ = 0 

:HEIST2_5954
44@ = 0 

:HEIST2_5961
if 
  2 > 44@ 
else_jump @HEIST2_6993 
if 
8118:   not actor 172@(44@,2i) dead 
else_jump @HEIST2_6937 
if 
  135@(44@,6i) == 0 
else_jump @HEIST2_6200 
if or
074F:   actor 172@(44@,2i) ped_event == 62 
074F:   actor 172@(44@,2i) ped_event == 63 
else_jump @HEIST2_6200 
if 
874F:   not actor 172@(44@,2i) ped_event == 36 
else_jump @HEIST2_6200 
if 
  221@ == 0 
else_jump @HEIST2_6174 
0209: 49@ = random_int_in_ranges 0 4 
if 
  49@ == 0 
else_jump @HEIST2_6135 
218@ = 1 
jump @HEIST2_6174 

:HEIST2_6135
if 
  49@ == 1 
else_jump @HEIST2_6167 
218@ = 8 
jump @HEIST2_6174 

:HEIST2_6167
218@ = 12 

:HEIST2_6174
135@(44@,6i) = 1 
0947: actor 172@(44@,2i) speak_from_audio_table 204 store_spoken_phrase_id_to 228@ 

:HEIST2_6200
if 
  135@(44@,6i) == 1 
else_jump @HEIST2_6422 
if and
874F:   not actor 172@(44@,2i) ped_event == 62 
874F:   not actor 172@(44@,2i) ped_event == 63 
874F:   not actor 172@(44@,2i) ped_event == 36 
874F:   not actor 172@(44@,2i) ped_event == 15 
874F:   not actor 172@(44@,2i) ped_event == 9 
874F:   not actor 172@(44@,2i) ped_event == 31 
else_jump @HEIST2_6422 
if 
  221@ == 0 
else_jump @HEIST2_6397 
0209: 49@ = random_int_in_ranges 0 3 
if 
  49@ == 0 
else_jump @HEIST2_6358 
218@ = 6 
jump @HEIST2_6397 

:HEIST2_6358
if 
  49@ == 1 
else_jump @HEIST2_6390 
218@ = 3 
jump @HEIST2_6397 

:HEIST2_6390
218@ = 2 

:HEIST2_6397
0947: actor 172@(44@,2i) speak_from_audio_table 13 store_spoken_phrase_id_to 228@ 
135@(44@,6i) = 0 

:HEIST2_6422
if or
  135@(44@,6i) == 0 
  135@(44@,6i) == 1 
else_jump @HEIST2_6739 
if or
074F:   actor 172@(44@,2i) ped_event == 36 
074F:   actor 172@(44@,2i) ped_event == 15 
074F:   actor 172@(44@,2i) ped_event == 9 
074F:   actor 172@(44@,2i) ped_event == 31 
else_jump @HEIST2_6739 
if 
  221@ == 0 
else_jump @HEIST2_6640 
0209: 49@ = random_int_in_ranges 0 4 
if 
  49@ == 0 
else_jump @HEIST2_6569 
218@ = 1 
jump @HEIST2_6640 

:HEIST2_6569
if 
  49@ == 5 
else_jump @HEIST2_6601 
218@ = 8 
jump @HEIST2_6640 

:HEIST2_6601
if 
  49@ == 2 
else_jump @HEIST2_6633 
218@ = 7 
jump @HEIST2_6640 

:HEIST2_6633
218@ = 10 

:HEIST2_6640
if 
  114@ == 0 
else_jump @HEIST2_6713 
if 
8118:   not actor 172@ dead 
else_jump @HEIST2_6682 
05E2: AS_actor 172@ kill_actor $PLAYER_ACTOR 

:HEIST2_6682
if 
8118:   not actor 173@ dead 
else_jump @HEIST2_6706 
05E2: AS_actor 173@ kill_actor $PLAYER_ACTOR 

:HEIST2_6706
114@ = 1 

:HEIST2_6713
0947: actor 172@(44@,2i) speak_from_audio_table 205 store_spoken_phrase_id_to 228@ 
135@(44@,6i) = 2 

:HEIST2_6739
if 
  135@(44@,6i) == 2 
else_jump @HEIST2_6930 
if and
874F:   not actor 172@(44@,2i) ped_event == 62 
874F:   not actor 172@(44@,2i) ped_event == 63 
874F:   not actor 172@(44@,2i) ped_event == 36 
874F:   not actor 172@(44@,2i) ped_event == 15 
874F:   not actor 172@(44@,2i) ped_event == 9 
874F:   not actor 172@(44@,2i) ped_event == 31 
else_jump @HEIST2_6930 
if 
  221@ == 0 
else_jump @HEIST2_6904 
0209: 49@ = random_int_in_ranges 0 2 
if 
  49@ == 0 
else_jump @HEIST2_6897 
218@ = 11 
jump @HEIST2_6904 

:HEIST2_6897
218@ = 9 

:HEIST2_6904
0947: actor 172@(44@,2i) speak_from_audio_table 206 store_spoken_phrase_id_to 228@ 
135@(44@,6i) = 0 

:HEIST2_6930
jump @HEIST2_6979 

:HEIST2_6937
if 
  122@(44@,6i) == 1 
else_jump @HEIST2_6979 
0164: disable_marker 163@(44@,2i) 
122@(44@,6i) = 0 

:HEIST2_6979
44@ += 1 
jump @HEIST2_5961 

:HEIST2_6993
if 
  221@ == 0 
else_jump @HEIST2_7052 
if 
803B:   not  50@ == 218@ // (int) 
else_jump @HEIST2_7045 
0085: 50@ = 218@ // (int) 
jump @HEIST2_7052 

:HEIST2_7045
218@ = 0 

:HEIST2_7052
if 
  132@ == 5 
else_jump @HEIST2_8492 
if or
0611:   actor $PLAYER_ACTOR performing_animation "PARA_OPEN" 
0611:   actor $PLAYER_ACTOR performing_animation "PARA_FLOAT" 
else_jump @HEIST2_7116 
03E6: remove_text_box 

:HEIST2_7116
if or
  $2884 == 2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -811.07 1816.08 7.0 radius 6.0 6.0 3.0 
else_jump @HEIST2_8426 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06D6: disable_racing_checkpoint 162@ 
0164: disable_marker 161@ 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1500 

:HEIST2_7222
if 
fading 
else_jump @HEIST2_7246 
wait 0 
jump @HEIST2_7222 

:HEIST2_7246
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST2_7267 
0633: AS_actor $PLAYER_ACTOR exit_car 

:HEIST2_7267
0249: release_model 371 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -828.4104 1945.76 7.04 radius 13.1 19.2998 4.5 
else_jump @HEIST2_7350 
00A1: put_actor $PLAYER_ACTOR at -820.3474 1939.728 6.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 295.9757 

:HEIST2_7350
02A3: enable_widescreen 1 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -830.94 1983.23 9.0 
end_thread_named 'PARACH' 
$2884 = 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 90 
0247: load_model 335 

:HEIST2_7408
if 
8248:   not model 335 available 
else_jump @HEIST2_7435 
wait 0 
jump @HEIST2_7408 

:HEIST2_7435
0213: 113@ = create_pickup 335 type 3 at -819.0 1929.0 7.0 
03DC: 165@ = create_marker_above_pickup 113@ 
018B: set_marker 165@ radar_mode 2 
009B: destroy_actor 172@ 
01C2: remove_references_to_actor 172@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 173@ 
01C2: remove_references_to_actor 173@ // Like turning an actor into a random pedestrian 
009A: 172@ = create_actor_pedtype 24 model 71 at -826.3729 1946.988 6.0692 
01B2: give_actor 172@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 172@ weapon_droppable 0 
0173: set_actor 172@ Z_angle_to 0.0 
060F: set_actor 172@ melee_accuracy_to 10.0 
009A: 173@ = create_actor_pedtype 24 model 71 at -823.3655 1956.276 6.04 
01B2: give_actor 173@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 173@ weapon_droppable 0 
0173: set_actor 173@ Z_angle_to 301.2606 
060F: set_actor 173@ melee_accuracy_to 10.0 
060B: set_actor 172@ decision_maker_to 46@ 
060B: set_actor 173@ decision_maker_to 46@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 172@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 173@ to_animation_path_with_walk_mode 4 route_mode 2 
015F: set_camera_position -794.19 1856.16 8.89 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -833.48 1914.18 3.2 switchstyle 2 
fade 1 1500 

:HEIST2_7874
if 
fading 
else_jump @HEIST2_7898 
wait 0 
jump @HEIST2_7874 

:HEIST2_7898
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.
0707: start_scene_skip_to @HEIST2_8218 

:HEIST2_7921
if 
076F:   text_priority_displayed 
else_jump @HEIST2_7945 
wait 0 
jump @HEIST2_7921 

:HEIST2_7945
015F: set_camera_position -821.12 1953.34 7.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -842.66 1973.89 3.84 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.

:HEIST2_8012
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8036 
wait 0 
jump @HEIST2_8012 

:HEIST2_8036
015F: set_camera_position -828.18 1949.82 6.79 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -807.1 1918.51 8.91 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_53' time 6000 flag 1  // ~s~Avoid getting spotted by the guards patrolling in the area

:HEIST2_8103
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8127 
wait 0 
jump @HEIST2_8103 

:HEIST2_8127
00BB: show_text_lowpriority GXT 'HEI2_46' time 6000 flag 1  // ~s~There's a ~g~knife ~s~stashed near one of the containers which you may find useful.
015F: set_camera_position -823.48 1924.82 6.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -808.71 1959.51 9.43 switchstyle 2 

:HEIST2_8194
if 
076F:   text_priority_displayed 
else_jump @HEIST2_8218 
wait 0 
jump @HEIST2_8194 

:HEIST2_8218
0701: end_scene_skip 
00BE: text_clear_all 
if 
8118:   not actor 172@ dead 
else_jump @HEIST2_8260 
0187: 163@ = create_marker_above_actor 172@ 
018B: set_marker 163@ radar_mode 2 
122@ = 1 

:HEIST2_8260
if 
8118:   not actor 173@ dead 
else_jump @HEIST2_8298 
0187: 164@ = create_marker_above_actor 173@ 
018B: set_marker 164@ radar_mode 2 
123@ = 1 

:HEIST2_8298
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor 172@ dead 
else_jump @HEIST2_8364 
077A: set_actor 172@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 172@ radius 30.0 peds_to_scan 10 

:HEIST2_8364
if 
8118:   not actor 173@ dead 
else_jump @HEIST2_8401 
077A: set_actor 173@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 173@ radius 30.0 peds_to_scan 10 

:HEIST2_8401
03E5: show_text_box 'HEI2_89'  // Remember to crouch to make less noise.
132@ = 7 
jump @HEIST2_8492 

:HEIST2_8426
if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
else_jump @HEIST2_8492 
if 
  148@ == 0 
else_jump @HEIST2_8492 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
148@ = 1 

:HEIST2_8492
if 
  132@ == 7 
else_jump @HEIST2_8723 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @HEIST2_8605 
if 
  133@ == 0 
else_jump @HEIST2_8598 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
133@ = 1 

:HEIST2_8598
jump @HEIST2_8657 

:HEIST2_8605
if 
  133@ == 1 
else_jump @HEIST2_8657 
0164: disable_marker 161@ 
133@ = 0 
00BE: text_clear_all 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.

:HEIST2_8657
if 
0214:   pickup 113@ picked_up 
else_jump @HEIST2_8723 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -830.94 1983.23 9.0 
132@ = 8 

:HEIST2_8723
if 
  132@ == 8 
else_jump @HEIST2_9222 
if 
0118:   actor 172@ dead 
else_jump @HEIST2_8762 
0164: disable_marker 163@ 

:HEIST2_8762
if 
0118:   actor 173@ dead 
else_jump @HEIST2_8783 
0164: disable_marker 164@ 

:HEIST2_8783
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @HEIST2_8878 
if 
  133@ == 0 
else_jump @HEIST2_8871 
00BE: text_clear_all 
0164: disable_marker 161@ 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
018A: 161@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
133@ = 1 

:HEIST2_8871
jump @HEIST2_9222 

:HEIST2_8878
if 
  133@ == 1 
else_jump @HEIST2_8950 
133@ = 0 
00BE: text_clear_all 
0164: disable_marker 161@ 
018A: 161@ = create_checkpoint_at -830.94 1983.23 9.0 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room

:HEIST2_8950
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -830.2665 1982.124 8.25 radius 1.2 1.2 3.0 on_foot 
else_jump @HEIST2_9222 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:HEIST2_9014
if 
fading 
else_jump @HEIST2_9038 
wait 0 
jump @HEIST2_9014 

:HEIST2_9038
00A1: put_actor $PLAYER_ACTOR at -942.0 1847.0 4.0 
select_interior 17 
03CB: set_rendering_origin_at -942.0 1847.0 4.0 
04E4: refresh_game_renderer_at -942.0 1847.0 
04F9: set_sky_color 1 fade 0 
00BE: text_clear_all 
0164: disable_marker 161@ 
01C2: remove_references_to_actor 172@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 173@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 183@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 184@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 185@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 186@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 187@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 188@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 189@ // This object will now disappear when the player looks away 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model 335 
0215: destroy_pickup 113@ 
0164: disable_marker 165@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
116@ = 2 
132@ = 12 

:HEIST2_9222
if 
  132@ > 11 
else_jump @HEIST2_14841 
if 
  116@ == 2 
else_jump @HEIST2_10149 
0247: load_model 363 
0247: load_model 50 
0247: load_model 346 
0247: load_model 330 

:HEIST2_9277
if or
8248:   not model 363 available 
8248:   not model 50 available 
8248:   not model 346 available 
8248:   not model 330 available 
else_jump @HEIST2_9318 
wait 0 
jump @HEIST2_9277 

:HEIST2_9318
0213: 113@ = create_pickup 335 type 15 at -938.3901 1901.649 4.3 
009A: 175@ = create_actor_pedtype 25 model 71 at -960.0 1927.0 8.04 
0173: set_actor 175@ Z_angle_to 81.0 
0729: AS_actor 175@ hold_cellphone 1 
122@ = 0 
123@ = 0 
114@ = 0 
44@ = 0 

:HEIST2_9412
if 
  6 > 44@ 
else_jump @HEIST2_10138 
if 
  44@ > 1 
else_jump @HEIST2_9817 
009A: 166@(44@,6i) = create_actor_pedtype 25 model 71 at 56@(44@,6f) 62@(44@,6f) 68@(44@,6f) 
0648: unknown_actor 166@(44@,6i) task_set 1.0 // float 
060F: set_actor 166@(44@,6i) melee_accuracy_to 10.0 
02E2: set_actor 166@(44@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 166@(44@,6i) radius 20.0 peds_to_scan 1 
if or
  44@ == 2 
  44@ == 4 
else_jump @HEIST2_9605 
01B2: give_actor 166@(44@,6i) weapon 3 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 166@(44@,6i) attack_rate 70 // previously known as temper_to 
081A: set_actor 166@(44@,6i) weapon_skill_to 2 
jump @HEIST2_9641 

:HEIST2_9605
01B2: give_actor 166@(44@,6i) weapon 22 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 166@(44@,6i) attack_rate 60 // previously known as temper_to 
081A: set_actor 166@(44@,6i) weapon_skill_to 1 

:HEIST2_9641
087E: set_actor 166@(44@,6i) weapon_droppable 0 
0173: set_actor 166@(44@,6i) Z_angle_to 74@(44@,6f) 
0187: 155@(44@,6i) = create_marker_above_actor 166@(44@,6i) 
018B: set_marker 155@(44@,6i) radar_mode 2 
122@(44@,6i) = 1 
135@(44@,6i) = 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 80@(44@,6f) 86@(44@,6f) 92@(44@,6f) animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 56@(44@,6f) 62@(44@,6f) 68@(44@,6f) animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 166@(44@,6i) to_animation_path_with_walk_mode 4 route_mode 2 
jump @HEIST2_10124 

:HEIST2_9817
009A: 166@(44@,6i) = create_actor_pedtype 25 model 50 at 56@(44@,6f) 62@(44@,6f) 68@(44@,6f) 
0648: unknown_actor 166@(44@,6i) task_set 1.0 // float 
060F: set_actor 166@(44@,6i) melee_accuracy_to 10.0 
02E2: set_actor 166@(44@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 166@(44@,6i) radius 20.0 peds_to_scan 1 
0173: set_actor 166@(44@,6i) Z_angle_to 74@(44@,6f) 
if 
  44@ == 0 
else_jump @HEIST2_9951 
05C5: AS_actor 166@(44@,6i) cower -2 ms 

:HEIST2_9951
0187: 155@(44@,6i) = create_marker_above_actor 166@(44@,6i) 
018B: set_marker 155@(44@,6i) radar_mode 2 
122@(44@,6i) = 1 
135@(44@,6i) = 0 
0615: define_AS_pack_begin 193@ 
05F5: AS_actor -1 goto_point_using_paths 56@(44@,6f) 62@(44@,6f) 68@(44@,6f) mode 4 time -2 
05D4: AS_actor -1 rotate_angle 74@(44@,6f) 
05C5: AS_actor -1 cower 5000 ms 
05C8: AS_actor -1 look_around 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05C7: AS_actor -1 use_atm 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 193@ loop 1 
0616: define_AS_pack_end 193@ 
0618: assign_actor 166@(44@,6i) to_AS_pack 193@ 
061B: remove_references_to_AS_pack 193@ 

:HEIST2_10124
44@ += 1 
jump @HEIST2_9412 

:HEIST2_10138
116@ = 3 
0A6F: checkpoint_save 1 

:HEIST2_10149
if 
  116@ == 3 
else_jump @HEIST2_11596 
129@ = 1 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -942.0 1847.0 5.0 radius 2.0 2.0 2.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -960.0 1952.0 9.0 radius 2.0 2.0 2.0 on_foot 
else_jump @HEIST2_11596 
015F: set_camera_position -940.3428 1845.949 5.4312 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -940.8073 1846.819 5.5962 switchstyle 2 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
fade 1 1500 

:HEIST2_10325
if 
fading 
else_jump @HEIST2_10349 
wait 0 
jump @HEIST2_10325 

:HEIST2_10349
00BB: show_text_lowpriority GXT 'HEI2_20' time 6000 flag 1  // ~s~This is all about stealth, if you get spotted or make too much noise the whole building will be alerted.
0707: start_scene_skip_to @HEIST2_11312 

:HEIST2_10372
if 
076F:   text_priority_displayed 
else_jump @HEIST2_10396 
wait 0 
jump @HEIST2_10372 

:HEIST2_10396
015F: set_camera_position -959.851 1925.822 8.6787 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -959.1008 1925.218 8.9476 switchstyle 2 
if 
8118:   not actor 171@ dead 
else_jump @HEIST2_10470 
04D7: set_actor 171@ locked 1 

:HEIST2_10470
00BB: show_text_lowpriority GXT 'HEI2_2' time 6000 flag 1  // ~s~When close to a ~y~generator~s~ tap ~m~~widget_vehicle_bomb~ to plant the charges. You need one on each ~y~generator~s~.

:HEIST2_10486
if 
076F:   text_priority_displayed 
else_jump @HEIST2_10510 
wait 0 
jump @HEIST2_10486 

:HEIST2_10510
015F: set_camera_position -960.33 1925.24 9.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -938.79 1959.11 15.19 switchstyle 2 
218@ = 0 
219@ = 1 
220@ = 2 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
225@ = 0 
226@ = 0 
227@ = 0 

:HEIST2_10631
wait 0 
if 
  222@ == 0 
else_jump @HEIST2_11312 
if 
   not 218@ == 0 
else_jump @HEIST2_10992 
if 
  221@ == 0 
else_jump @HEIST2_10717 
if 
03D0:   wav 220@ loaded 
else_jump @HEIST2_10710 
040D: unload_wav 220@ 

:HEIST2_10710
221@ = 1 

:HEIST2_10717
if 
  221@ == 1 
else_jump @HEIST2_10754 
03CF: load_wav 200@(218@,18i) as 219@ 
221@ = 2 

:HEIST2_10754
if 
  221@ == 2 
else_jump @HEIST2_10814 
if 
03D0:   wav 219@ loaded 
else_jump @HEIST2_10814 
03D1: play_wav 219@ 
00BC: show_text_highpriority GXT $9258(218@,18s) time 10000 flag 1 
221@ = 3 

:HEIST2_10814
if 
  221@ == 3 
else_jump @HEIST2_10992 
if 
03D2:   wav 219@ ended 
else_jump @HEIST2_10931 
03D5: remove_text $9258(218@,18s) 
if 
  219@ == 1 
else_jump @HEIST2_10896 
219@ = 2 
220@ = 1 
jump @HEIST2_10910 

:HEIST2_10896
219@ = 1 
220@ = 2 

:HEIST2_10910
218@ = 0 
221@ = 0 
jump @HEIST2_10992 

:HEIST2_10931
if 
83D0:   not wav 220@ loaded 
else_jump @HEIST2_10992 
if 
  8 > 218@ 
else_jump @HEIST2_10992 
0085: 227@ = 218@ // (int) 
227@ += 1 
03CF: load_wav 200@(227@,18i) as 220@ 

:HEIST2_10992
0871: init_jump_table 223@ total_jumps 2 default_jump 1 @HEIST2_11233 jumps 0 @HEIST2_11055 1 @HEIST2_11128 -1 @HEIST2_11305 -1 @HEIST2_11305 -1 @HEIST2_11305 -1 @HEIST2_11305 -1 @HEIST2_11305 

:HEIST2_11055
if 
  221@ == 0 
else_jump @HEIST2_11121 
if 
8118:   not actor 175@ dead 
else_jump @HEIST2_11102 
0968: actor 175@ stop_mouth 
0967: actor 175@ move_mouth 4000 ms 

:HEIST2_11102
218@ = 12 
223@ = 1 
01BD: 226@ = current_time_in_ms 

:HEIST2_11121
jump @HEIST2_11305 

:HEIST2_11128
01BD: 225@ = current_time_in_ms 
0085: 224@ = 225@ // (int) 
0062: 224@ -= 226@ // (int) 
if 
  224@ > 1000 
else_jump @HEIST2_11226 
if 
  221@ == 0 
else_jump @HEIST2_11226 
if 
8118:   not actor 175@ dead 
else_jump @HEIST2_11207 
0968: actor 175@ stop_mouth 

:HEIST2_11207
218@ = 13 
223@ = 2 
01BD: 226@ = current_time_in_ms 

:HEIST2_11226
jump @HEIST2_11305 

:HEIST2_11233
01BD: 225@ = current_time_in_ms 
0085: 224@ = 225@ // (int) 
0062: 224@ -= 226@ // (int) 
if 
  224@ > 1000 
else_jump @HEIST2_11298 
if 
  221@ == 0 
else_jump @HEIST2_11298 
222@ = 1 

:HEIST2_11298
jump @HEIST2_11305 

:HEIST2_11305
jump @HEIST2_10631 

:HEIST2_11312
0701: end_scene_skip 
if 
8118:   not actor 171@ dead 
else_jump @HEIST2_11337 
04D7: set_actor 171@ locked 0 

:HEIST2_11337
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_2' time 4000 flag 1  // ~s~When close to a ~y~generator~s~ tap ~m~~widget_vehicle_bomb~ to plant the charges. You need one on each ~y~generator~s~.
02EB: restore_camera_with_jumpcut 
if 
8118:   not actor 175@ dead 
else_jump @HEIST2_11414 
062E: get_actor 175@ task 1833 status_store_to 47@ // ret 7 if not found 
if 
84A4:   not  47@ == 7 // == constant 
else_jump @HEIST2_11409 
0729: AS_actor 175@ hold_cellphone 0 

:HEIST2_11409
0249: release_model 330 

:HEIST2_11414
009B: destroy_actor 175@ 
01C2: remove_references_to_actor 175@ // Like turning an actor into a random pedestrian 
075B: zoom_radar 90 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
45@ = 0 

:HEIST2_11448
if 
  6 > 45@ 
else_jump @HEIST2_11589 
if 
  5 > 45@ 
else_jump @HEIST2_11514 
018A: 149@(45@,5i) = create_checkpoint_at 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) 

:HEIST2_11514
if 
8118:   not actor 166@(45@,6i) dead 
else_jump @HEIST2_11575 
077A: set_actor 166@(45@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 166@(45@,6i) decision_maker_to 46@ 
074E: unknown_set_actor_threat_scanner_flags 166@(45@,6i) radius 40.0 peds_to_scan 10 

:HEIST2_11575
45@ += 1 
jump @HEIST2_11448 

:HEIST2_11589
116@ = 4 

:HEIST2_11596
if 
  6 > 116@ 
else_jump @HEIST2_11740 
if 
  129@ == 1 
else_jump @HEIST2_11733 
44@ = 0 

:HEIST2_11639
if 
  6 > 44@ 
else_jump @HEIST2_11733 
if 
0118:   actor 166@(44@,6i) dead 
else_jump @HEIST2_11719 
if 
  122@(44@,6i) == 1 
else_jump @HEIST2_11719 
0164: disable_marker 155@(44@,6i) 
122@(44@,6i) = 0 

:HEIST2_11719
44@ += 1 
jump @HEIST2_11639 

:HEIST2_11733
jump @HEIST2_11839 

:HEIST2_11740
if 
  116@ == 6 
else_jump @HEIST2_11839 
44@ = 0 

:HEIST2_11765
if 
  6 > 44@ 
else_jump @HEIST2_11839 
if 
  122@(44@,6i) == 1 
else_jump @HEIST2_11825 
0164: disable_marker 155@(44@,6i) 
122@(44@,6i) = 0 

:HEIST2_11825
44@ += 1 
jump @HEIST2_11765 

:HEIST2_11839
if and
  116@ > 2 
  194@ == 0 
else_jump @HEIST2_13361 
if 
8119:   not car 177@ wrecked 
else_jump @HEIST2_11911 
if 
82CA:   not car 177@ bounding_sphere_visible 
else_jump @HEIST2_11911 
01C3: remove_references_to_car 177@ 
0249: release_model 553 
00A6: destroy_car 177@ 

:HEIST2_11911
if 
   not 218@ == 0 
else_jump @HEIST2_12182 
if 
  221@ == 0 
else_jump @HEIST2_11975 
if 
03D0:   wav 220@ loaded 
else_jump @HEIST2_11968 
040D: unload_wav 220@ 

:HEIST2_11968
221@ = 1 

:HEIST2_11975
if 
  221@ == 1 
else_jump @HEIST2_12012 
03CF: load_wav 200@(218@,18i) as 219@ 
221@ = 2 

:HEIST2_12012
if 
  221@ == 2 
else_jump @HEIST2_12072 
if 
03D0:   wav 219@ loaded 
else_jump @HEIST2_12072 
03D1: play_wav 219@ 
00BC: show_text_highpriority GXT $9258(218@,18s) time 10000 flag 1 
221@ = 3 

:HEIST2_12072
if 
  221@ == 3 
else_jump @HEIST2_12182 
if 
03D2:   wav 219@ ended 
else_jump @HEIST2_12182 
03D5: remove_text $9258(218@,18s) 
if 
  219@ == 1 
else_jump @HEIST2_12154 
219@ = 2 
220@ = 1 
jump @HEIST2_12168 

:HEIST2_12154
219@ = 1 
220@ = 2 

:HEIST2_12168
218@ = 0 
221@ = 0 

:HEIST2_12182
44@ = 0 

:HEIST2_12189
if 
  6 > 44@ 
else_jump @HEIST2_13234 
if 
8118:   not actor 166@(44@,6i) dead 
else_jump @HEIST2_13220 
if 
  135@(44@,6i) == 0 
else_jump @HEIST2_12452 
if or
074F:   actor 166@(44@,6i) ped_event == 62 
074F:   actor 166@(44@,6i) ped_event == 63 
else_jump @HEIST2_12452 
if 
874F:   not actor 166@(44@,6i) ped_event == 36 
else_jump @HEIST2_12452 
if 
  221@ == 0 
else_jump @HEIST2_12420 
if 
  44@ > 1 
else_jump @HEIST2_12420 
0209: 49@ = random_int_in_ranges 0 3 
if 
  49@ == 0 
else_jump @HEIST2_12381 
218@ = 6 
jump @HEIST2_12420 

:HEIST2_12381
if 
  49@ == 1 
else_jump @HEIST2_12413 
218@ = 3 
jump @HEIST2_12420 

:HEIST2_12413
218@ = 2 

:HEIST2_12420
09D5: play_sound_of_actor 166@(44@,6i) soundslot 204 unknown_flags 1 0 0 as 228@ // extended 0947 
135@(44@,6i) = 1 

:HEIST2_12452
if 
  135@(44@,6i) == 1 
else_jump @HEIST2_12666 
if and
874F:   not actor 166@(44@,6i) ped_event == 62 
874F:   not actor 166@(44@,6i) ped_event == 63 
874F:   not actor 166@(44@,6i) ped_event == 36 
874F:   not actor 166@(44@,6i) ped_event == 15 
874F:   not actor 166@(44@,6i) ped_event == 9 
874F:   not actor 166@(44@,6i) ped_event == 31 
else_jump @HEIST2_12666 
if 
  221@ == 0 
else_jump @HEIST2_12635 
if 
  44@ > 1 
else_jump @HEIST2_12635 
0209: 49@ = random_int_in_ranges 0 2 
if 
  49@ == 0 
else_jump @HEIST2_12628 
218@ = 11 
jump @HEIST2_12635 

:HEIST2_12628
218@ = 9 

:HEIST2_12635
09D5: play_sound_of_actor 166@(44@,6i) soundslot 13 unknown_flags 1 0 0 as 228@ // extended 0947 
135@(44@,6i) = 0 

:HEIST2_12666
if or
  135@(44@,6i) == 0 
  135@(44@,6i) == 1 
else_jump @HEIST2_12941 
if or
074F:   actor 166@(44@,6i) ped_event == 36 
074F:   actor 166@(44@,6i) ped_event == 15 
074F:   actor 166@(44@,6i) ped_event == 9 
074F:   actor 166@(44@,6i) ped_event == 31 
else_jump @HEIST2_12941 
if 
  221@ == 0 
else_jump @HEIST2_12902 
if 
  44@ > 1 
else_jump @HEIST2_12902 
0209: 49@ = random_int_in_ranges 0 4 
if 
  49@ == 0 
else_jump @HEIST2_12831 
218@ = 1 
jump @HEIST2_12902 

:HEIST2_12831
if 
  49@ == 1 
else_jump @HEIST2_12863 
218@ = 8 
jump @HEIST2_12902 

:HEIST2_12863
if 
  49@ == 2 
else_jump @HEIST2_12895 
218@ = 4 
jump @HEIST2_12902 

:HEIST2_12895
218@ = 12 

:HEIST2_12902
09D5: play_sound_of_actor 166@(44@,6i) soundslot 205 unknown_flags 1 0 0 as 228@ // extended 0947 
114@ = 1 
135@(44@,6i) = 2 

:HEIST2_12941
if 
  135@(44@,6i) == 2 
else_jump @HEIST2_13220 
if and
874F:   not actor 166@(44@,6i) ped_event == 62 
874F:   not actor 166@(44@,6i) ped_event == 63 
874F:   not actor 166@(44@,6i) ped_event == 36 
874F:   not actor 166@(44@,6i) ped_event == 15 
874F:   not actor 166@(44@,6i) ped_event == 9 
874F:   not actor 166@(44@,6i) ped_event == 31 
else_jump @HEIST2_13220 
if 
  221@ == 0 
else_jump @HEIST2_13188 
if 
  44@ > 1 
else_jump @HEIST2_13188 
0209: 49@ = random_int_in_ranges 0 4 
if 
  49@ == 0 
else_jump @HEIST2_13117 
218@ = 1 
jump @HEIST2_13188 

:HEIST2_13117
if 
  49@ == 5 
else_jump @HEIST2_13149 
218@ = 8 
jump @HEIST2_13188 

:HEIST2_13149
if 
  49@ == 2 
else_jump @HEIST2_13181 
218@ = 7 
jump @HEIST2_13188 

:HEIST2_13181
218@ = 10 

:HEIST2_13188
09D5: play_sound_of_actor 166@(44@,6i) soundslot 206 unknown_flags 1 0 0 as 228@ // extended 0947 
135@(44@,6i) = 0 

:HEIST2_13220
44@ += 1 
jump @HEIST2_12189 

:HEIST2_13234
if 
  142@ == 0 
else_jump @HEIST2_13302 
if 
  114@ == 1 
else_jump @HEIST2_13302 
if 
  221@ == 0 
else_jump @HEIST2_13302 
142@ = 1 
218@ = 4 

:HEIST2_13302
if 
  221@ == 0 
else_jump @HEIST2_13361 
if 
803B:   not  50@ == 218@ // (int) 
else_jump @HEIST2_13354 
0085: 50@ = 218@ // (int) 
jump @HEIST2_13361 

:HEIST2_13354
218@ = 0 

:HEIST2_13361
if 
  116@ == 4 
else_jump @HEIST2_14484 
if 
  5 > 42@ 
else_jump @HEIST2_14421 
131@ = 0 
45@ = 0 

:HEIST2_13411
if 
  5 > 45@ 
else_jump @HEIST2_14394 
if 
  117@(45@,5i) == 0 
else_jump @HEIST2_14380 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) radius 4.0 4.0 3.0 on_foot 
else_jump @HEIST2_14380 
131@ = 1 
if 
  130@ == 0 
else_jump @HEIST2_13548 
130@ = 1 
03E5: show_text_box 'HEI2_6'  // Tap ~m~~widget_vehicle_bomb~ to plant explosives.

:HEIST2_13548
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 25 
else_jump @HEIST2_14380 
03E6: remove_text_box 
130@ = 0 
42@ += 1 
0164: disable_marker 149@(45@,5i) 
if 
0597:   actor $PLAYER_ACTOR crouching 
else_jump @HEIST2_13624 
143@ = 1 
jump @HEIST2_13631 

:HEIST2_13624
143@ = 0 

:HEIST2_13631
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 191@ 
if 
  143@ == 0 
else_jump @HEIST2_13734 
06BA: AS_actor -1 turn_to_and_look_at 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @HEIST2_13782 

:HEIST2_13734
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_13782
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
if 
  143@ == 1 
else_jump @HEIST2_13948 
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_OUT" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
04EB: AS_actor -1 crouch 1 
jump @HEIST2_13992 

:HEIST2_13948
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_13992
0616: define_AS_pack_end 191@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 191@ 
061B: remove_references_to_AS_pack 191@ 
40@ = 0 
115@ = 0 

:HEIST2_14024
if 
  115@ == 0 
else_jump @HEIST2_14346 
if 
  143@ == 0 
else_jump @HEIST2_14203 
if or
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_2IDLE" 
  40@ > 6000 
else_jump @HEIST2_14196 
04C4: store_coords_to 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 178@(45@,5i) = create_object 363 at 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) 
0177: set_object 178@(45@,5i) Z_angle_to 100.0 
115@ = 1 

:HEIST2_14196
jump @HEIST2_14335 

:HEIST2_14203
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 47@ // ret 7 if not found 
if or
04A4:   47@ == 7 // == constant 
  40@ > 6000 
else_jump @HEIST2_14335 
04C4: store_coords_to 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 178@(45@,5i) = create_object 363 at 98@(45@,5f) 103@(45@,5f) 108@(45@,5f) 
0177: set_object 178@(45@,5i) Z_angle_to 100.0 
115@ = 1 

:HEIST2_14335
wait 0 
jump @HEIST2_14024 

:HEIST2_14346
00BC: show_text_highpriority GXT 'HEI2_58' time 4000 flag 1  // ~s~Charge placed.
01B4: set_player $PLAYER_CHAR can_move 1 
117@(45@,5i) = 1 

:HEIST2_14380
45@ += 1 
jump @HEIST2_13411 

:HEIST2_14394
if 
  131@ == 0 
else_jump @HEIST2_14421 
03E6: remove_text_box 
130@ = 0 

:HEIST2_14421
if 
  42@ == 5 
else_jump @HEIST2_14484 
00BE: text_clear_all 
018A: 154@ = create_checkpoint_at -959.5947 1953.122 8.0078 
00BB: show_text_lowpriority GXT 'HEI2_5' time 10000 flag 1  // ~s~All the generators have been rigged, get to the ~y~exit~s~.
116@ = 5 

:HEIST2_14484
if 
  116@ == 5 
else_jump @HEIST2_14841 
if 
00FF:   actor $PLAYER_ACTOR sphere 43@ in_sphere -959.5947 1953.122 8.0078 radius 2.0 2.0 2.0 on_foot 
else_jump @HEIST2_14834 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 1500 

:HEIST2_14569
if 
fading 
else_jump @HEIST2_14593 
wait 0 
jump @HEIST2_14569 

:HEIST2_14593
194@ = 1 
43@ = 0 
0164: disable_marker 154@ 
0215: destroy_pickup 113@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0108: destroy_object 178@ 
0108: destroy_object 179@ 
0108: destroy_object 180@ 
0108: destroy_object 181@ 
0108: destroy_object 182@ 
009B: destroy_actor 166@ 
009B: destroy_actor 167@ 
009B: destroy_actor 168@ 
009B: destroy_actor 169@ 
009B: destroy_actor 170@ 
009B: destroy_actor 171@ 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 181@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 182@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 168@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 169@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 171@ // Like turning an actor into a random pedestrian 
0249: release_model 363 
0247: load_model 453 

:HEIST2_14751
if 
8248:   not model 453 available 
else_jump @HEIST2_14778 
wait 0 
jump @HEIST2_14751 

:HEIST2_14778
00A5: 176@ = create_car 453 at -638.0 1955.0 1.0 
0175: set_car 176@ Z_angle_to 180.0 
gosub @HEIST2_14848 
00BE: text_clear_all 
jump @HEIST2_18848 
jump @HEIST2_14841 

:HEIST2_14834
43@ = 1 

:HEIST2_14841
jump @HEIST2_1820 

:HEIST2_14848
if 
  128@ == 0 
else_jump @HEIST2_18828 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
else_jump @HEIST2_14904 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 

:HEIST2_14904
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "BD_FIRE" 
04ED: load_animation "BOMBER" 
0247: load_model 427 
0247: load_model 599 
select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 

:HEIST2_14965
if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "BD_FIRE" loaded 
84EE:   not animation "BOMBER" loaded 
8248:   not model 599 available 
8248:   not model 427 available 
else_jump @HEIST2_15030 
wait 0 
jump @HEIST2_14965 

:HEIST2_15030
04FA: reset_sky_colors_with_fade 0 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 330.0 
03CB: set_rendering_origin_at -594.9886 2018.639 76.8829 
04E4: refresh_game_renderer_at -594.9886 2018.639 
015F: set_camera_position -595.73 2001.92 78.66 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -601.02 2033.63 73.91 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -683.0 2053.0 59.1719 radius 50.0 
0395: clear_area 1 at -488.0 2001.0 59.4028 radius 50.0 
00A5: 234@ = create_car 599 at -683.0 2053.0 59.1719 
0175: set_car 234@ Z_angle_to 268.7848 
073B: unknown_car 234@ flag 1 
0397: enable_car 234@ siren 1 
00A5: 235@ = create_car 599 at -486.0 2006.0 59.4028 
0175: set_car 235@ Z_angle_to 130.7071 
073B: unknown_car 235@ flag 1 
0397: enable_car 235@ siren 1 
00A5: 236@ = create_car 427 at -694.0 2055.0 59.1719 
0175: set_car 236@ Z_angle_to 268.7848 
073B: unknown_car 236@ flag 1 
0397: enable_car 236@ siren 1 
00A5: 237@ = create_car 427 at -491.0 1997.0 59.4028 
0175: set_car 237@ Z_angle_to 126.7071 
073B: unknown_car 237@ flag 1 
0397: enable_car 237@ siren 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
fade 1 1500 

:HEIST2_15408
if 
fading 
else_jump @HEIST2_15432 
wait 0 
jump @HEIST2_15408 

:HEIST2_15432
41@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0707: start_scene_skip_to @HEIST2_18618 
218@ = 0 
219@ = 1 
220@ = 2 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
225@ = 0 
226@ = 0 
227@ = 0 
231@ = 0 
233@ = 0 
232@ = 0 

:HEIST2_15542
wait 0 
if 
   not 218@ == 0 
else_jump @HEIST2_15817 
if 
  221@ == 0 
else_jump @HEIST2_15610 
if 
03D0:   wav 220@ loaded 
else_jump @HEIST2_15603 
040D: unload_wav 220@ 

:HEIST2_15603
221@ = 1 

:HEIST2_15610
if 
  221@ == 1 
else_jump @HEIST2_15647 
03CF: load_wav 200@(218@,18i) as 219@ 
221@ = 2 

:HEIST2_15647
if 
  221@ == 2 
else_jump @HEIST2_15707 
if 
03D0:   wav 219@ loaded 
else_jump @HEIST2_15707 
03D1: play_wav 219@ 
00BC: show_text_highpriority GXT $9258(218@,18s) time 10000 flag 1 
221@ = 3 

:HEIST2_15707
if 
  221@ == 3 
else_jump @HEIST2_15817 
if 
03D2:   wav 219@ ended 
else_jump @HEIST2_15817 
03D5: remove_text $9258(218@,18s) 
if 
  219@ == 1 
else_jump @HEIST2_15789 
219@ = 2 
220@ = 1 
jump @HEIST2_15803 

:HEIST2_15789
219@ = 1 
220@ = 2 

:HEIST2_15803
218@ = 0 
221@ = 0 

:HEIST2_15817
if 
   not 231@ == 0 
else_jump @HEIST2_16006 
if 
  232@ == 0 
else_jump @HEIST2_15879 
if 
03D0:   wav 3 loaded 
else_jump @HEIST2_15872 
040D: unload_wav 3 

:HEIST2_15872
232@ = 1 

:HEIST2_15879
if 
  232@ == 1 
else_jump @HEIST2_15915 
03CF: load_wav 229@(231@,2i) as 3 
232@ = 2 

:HEIST2_15915
if 
  232@ == 2 
else_jump @HEIST2_15959 
if 
03D0:   wav 3 loaded 
else_jump @HEIST2_15959 
03D1: play_wav 3 
232@ = 3 

:HEIST2_15959
if 
  232@ == 3 
else_jump @HEIST2_16006 
if 
03D2:   wav 3 ended 
else_jump @HEIST2_16006 
231@ = 0 
232@ = 0 

:HEIST2_16006
0871: init_jump_table 223@ total_jumps 2 default_jump 1 @HEIST2_16510 jumps 0 @HEIST2_16069 1 @HEIST2_16131 -1 @HEIST2_16595 -1 @HEIST2_16595 -1 @HEIST2_16595 -1 @HEIST2_16595 -1 @HEIST2_16595 

:HEIST2_16069
if 
  221@ == 0 
else_jump @HEIST2_16124 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
218@ = 16 
05C8: AS_actor $PLAYER_ACTOR look_around 
223@ = 1 
01BD: 226@ = current_time_in_ms 

:HEIST2_16124
jump @HEIST2_16595 

:HEIST2_16131
01BD: 225@ = current_time_in_ms 
0085: 224@ = 225@ // (int) 
0062: 224@ -= 226@ // (int) 
if 
  224@ > 2000 
else_jump @HEIST2_16503 
if 
  221@ == 0 
else_jump @HEIST2_16503 
if 
  233@ == 1 
else_jump @HEIST2_16471 
if 
  232@ == 0 
else_jump @HEIST2_16464 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
218@ = 14 
223@ = 2 
01BD: 226@ = current_time_in_ms 
015F: set_camera_position -596.53 2013.11 76.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -598.08 2045.39 79.93 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 192@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 192@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 192@ 
061B: remove_references_to_AS_pack 192@ 

:HEIST2_16464
jump @HEIST2_16503 

:HEIST2_16471
if 
  233@ == 0 
else_jump @HEIST2_16503 
231@ = 1 
233@ = 1 

:HEIST2_16503
jump @HEIST2_16595 

:HEIST2_16510
01BD: 225@ = current_time_in_ms 
0085: 224@ = 225@ // (int) 
0062: 224@ -= 226@ // (int) 
if 
  224@ > 1000 
else_jump @HEIST2_16588 
if 
  221@ == 0 
else_jump @HEIST2_16588 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
222@ = 1 

:HEIST2_16588
jump @HEIST2_16595 

:HEIST2_16595
if 
  222@ == 0 
else_jump @HEIST2_16620 
jump @HEIST2_15542 

:HEIST2_16620
115@ = 0 
40@ = 0 

:HEIST2_16634
if 
  115@ == 0 
else_jump @HEIST2_16699 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @HEIST2_16688 
115@ = 1 

:HEIST2_16688
wait 0 
jump @HEIST2_16634 

:HEIST2_16699
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 192@ 
0603: AS_actor -1 goto_point_any_means -598.5344 2017.53 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 70.0 
0812: AS_actor -1 perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 192@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 192@ 
061B: remove_references_to_AS_pack 192@ 
218@ = 17 
219@ = 1 
220@ = 2 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
225@ = 0 
226@ = 0 
227@ = 0 
115@ = 0 
40@ = 0 

:HEIST2_16889
if 
  115@ == 0 
else_jump @HEIST2_17439 
if 
   not 218@ == 0 
else_jump @HEIST2_17178 
if 
  221@ == 0 
else_jump @HEIST2_16971 
if 
03D0:   wav 220@ loaded 
else_jump @HEIST2_16964 
040D: unload_wav 220@ 

:HEIST2_16964
221@ = 1 

:HEIST2_16971
if 
  221@ == 1 
else_jump @HEIST2_17008 
03CF: load_wav 200@(218@,18i) as 219@ 
221@ = 2 

:HEIST2_17008
if 
  221@ == 2 
else_jump @HEIST2_17068 
if 
03D0:   wav 219@ loaded 
else_jump @HEIST2_17068 
03D1: play_wav 219@ 
00BC: show_text_highpriority GXT $9258(218@,18s) time 10000 flag 1 
221@ = 3 

:HEIST2_17068
if 
  221@ == 3 
else_jump @HEIST2_17178 
if 
03D2:   wav 219@ ended 
else_jump @HEIST2_17178 
03D5: remove_text $9258(218@,18s) 
if 
  219@ == 1 
else_jump @HEIST2_17150 
219@ = 2 
220@ = 1 
jump @HEIST2_17164 

:HEIST2_17150
219@ = 1 
220@ = 2 

:HEIST2_17164
218@ = 0 
221@ = 0 

:HEIST2_17178
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @HEIST2_17221 
115@ = 1 
jump @HEIST2_17428 

:HEIST2_17221
if 
04A4:   47@ == 1 // == constant 
else_jump @HEIST2_17428 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 47@ // similar to 062E 
if 
  47@ == 1 
else_jump @HEIST2_17428 
if 
8119:   not car 234@ wrecked 
else_jump @HEIST2_17321 
04BA: set_car 234@ speed_to 20.0 
00AD: set_car 234@ max_speed_to 40.0 
00A7: car 234@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17321
if 
8119:   not car 236@ wrecked 
else_jump @HEIST2_17377 
04BA: set_car 236@ speed_to 20.0 
00AD: set_car 236@ max_speed_to 40.0 
00A7: car 236@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_17377
015F: set_camera_position -597.14 2017.04 78.03 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -637.05 2036.76 64.61 switchstyle 2 

:HEIST2_17428
wait 0 
jump @HEIST2_16889 

:HEIST2_17439
00A1: put_actor $PLAYER_ACTOR at -598.5344 2017.53 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 70.0 
015F: set_camera_position -601.69 2017.41 78.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -576.19 2014.02 68.86 switchstyle 2 
0615: define_AS_pack_begin 192@ 
0812: AS_actor -1 perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0603: AS_actor -1 goto_point_any_means -596.3235 2015.608 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 148.5634 
0616: define_AS_pack_end 192@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 192@ 
061B: remove_references_to_AS_pack 192@ 
115@ = 0 
40@ = 0 

:HEIST2_17630
if 
  115@ == 0 
else_jump @HEIST2_17858 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @HEIST2_17691 
115@ = 1 
jump @HEIST2_17847 

:HEIST2_17691
if 
04A4:   47@ == 1 // == constant 
else_jump @HEIST2_17847 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 47@ // similar to 062E 
if 
  47@ == 0 
else_jump @HEIST2_17847 
if 
8119:   not car 235@ wrecked 
else_jump @HEIST2_17791 
04BA: set_car 235@ speed_to 20.0 
00AD: set_car 235@ max_speed_to 40.0 
00A7: car 235@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17791
if 
8119:   not car 237@ wrecked 
else_jump @HEIST2_17847 
04BA: set_car 237@ speed_to 20.0 
00AD: set_car 237@ max_speed_to 40.0 
00A7: car 237@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_17847
wait 0 
jump @HEIST2_17630 

:HEIST2_17858
015F: set_camera_position -596.51 2000.5 79.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -600.79 2009.02 75.31 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
115@ = 0 

:HEIST2_17998
if 
  115@ == 0 
else_jump @HEIST2_18088 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @HEIST2_18077 
00A1: put_actor $PLAYER_ACTOR at -613.74 1980.77 52.13 
wait 200 
115@ = 1 

:HEIST2_18077
wait 0 
jump @HEIST2_17998 

:HEIST2_18088
015F: set_camera_position -607.52 1963.5 41.26 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
00A6: destroy_car 234@ 
00A6: destroy_car 235@ 
00A6: destroy_car 236@ 
00A6: destroy_car 237@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP "DAM_JUMP" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
115@ = 0 

:HEIST2_18201
if 
  115@ == 0 
else_jump @HEIST2_18285 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -613.74 1980.77 10.824 radius 50.0 50.0 1.0 
else_jump @HEIST2_18274 
115@ = 1 

:HEIST2_18274
wait 0 
jump @HEIST2_18201 

:HEIST2_18285
015F: set_camera_position -620.95 1970.46 4.58 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -610.92 1984.83 -2.79 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAND" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
115@ = 0 
134@ = 0 

:HEIST2_18390
if 
  115@ == 0 
else_jump @HEIST2_18618 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 47@ // ret 7 if not found 
if 
04A4:   47@ == 7 // == constant 
else_jump @HEIST2_18451 
115@ = 1 
jump @HEIST2_18607 

:HEIST2_18451
if 
  134@ == 0 
else_jump @HEIST2_18607 
if 
0611:   actor $PLAYER_ACTOR performing_animation "DAM_LAND" 
else_jump @HEIST2_18607 
0613: 55@ = actor $PLAYER_ACTOR animation "DAM_LAND" time 
if 
  55@ > 0.115 
else_jump @HEIST2_18607 
064B: 48@ = create_particle "WATER_SPLASH" at -613.74 1980.77 -0.8 type 1 
if 
  48@ == -1 
else_jump @HEIST2_18595 
jump @HEIST2_18607 

:HEIST2_18595
064F: remove_references_to_particle 48@ 
134@ = 1 

:HEIST2_18607
wait 0 
jump @HEIST2_18390 

:HEIST2_18618
0701: end_scene_skip 
040D: unload_wav 219@ 
040D: unload_wav 220@ 
00BE: text_clear_all 
fade 0 1000 

:HEIST2_18639
if 
fading 
else_jump @HEIST2_18663 
wait 0 
jump @HEIST2_18639 

:HEIST2_18663
0972: put_actor $PLAYER_ACTOR at -613.74 1980.77 -0.5 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BOMBER" 
04EF: release_animation "BD_FIRE" 
01C3: remove_references_to_car 234@ 
01C3: remove_references_to_car 235@ 
01C3: remove_references_to_car 236@ 
01C3: remove_references_to_car 237@ 
0249: release_model 599 
0249: release_model 427 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
fade 1 1500 

:HEIST2_18790
if 
fading 
else_jump @HEIST2_18814 
wait 0 
jump @HEIST2_18790 

:HEIST2_18814
01B4: set_player $PLAYER_CHAR can_move 1 
128@ = 1 

:HEIST2_18828
return 

:HEIST2_18830
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HEIST2_18848
$599 += 1 
0318: set_latest_mission_passed 'HEIST_2'  // Dam and Blast
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
return 

:HEIST2_18898
$2896 = 1 
01BD: $183 = current_time_in_ms 
0581: enable_radar 1 
01B7: release_weather 
075B: zoom_radar 0 
07FB: set_interior 'DAMIN' access 1  // Generator Hall
07FB: set_interior 'DAMOUT' access 1 
0873: release_path 805 
if 
  144@ == 1 
else_jump @HEIST2_18992 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HEIST2_18992 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:HEIST2_18992
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
0164: disable_marker 149@ 
0164: disable_marker 150@ 
0164: disable_marker 151@ 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 154@ 
0164: disable_marker 161@ 
0164: disable_marker 165@ 
44@ = 0 

:HEIST2_19067
if 
  6 > 44@ 
else_jump @HEIST2_19108 
0164: disable_marker 155@(44@,6i) 
44@ += 1 
jump @HEIST2_19067 

:HEIST2_19108
06D6: disable_racing_checkpoint 162@ 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 181@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 182@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 183@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 184@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 185@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 186@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 187@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 188@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 189@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 172@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 173@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 168@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 169@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 171@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 174@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 174@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 176@ 
01C3: remove_references_to_car 234@ 
01C3: remove_references_to_car 235@ 
01C3: remove_references_to_car 236@ 
01C3: remove_references_to_car 237@ 
0249: release_model 427 
0249: release_model 599 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model 371 
0249: release_model 71 
0249: release_model 50 
0249: release_model 334 
0249: release_model 346 
0249: release_model 335 
0249: release_model 363 
0249: release_model 453 
0249: release_model 335 
020A: set_car 177@ door_status_to 1 
01C3: remove_references_to_car 177@ 
0249: release_model 553 
0249: release_model #SW_BIT_09 
0215: destroy_pickup 113@ 
04EF: release_animation "BOMBER" 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BD_FIRE" 
065C: release_decision_maker 46@ 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 99---------------
// Originally: Cop Wheels

:HEIST4
thread 'HEIST4' 
gosub @HEIST4_47 
if 
wasted_or_busted 
else_jump @HEIST4_38 
gosub @HEIST4_13167 

:HEIST4_38
gosub @HEIST4_13240 
end_thread 

:HEIST4_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'HEIST4' 
wait 0 
select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2033.974 1017.29 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.0 
07AF: 42@ = player $PLAYER_CHAR group 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 42@ enters_leaders_vehicle 0 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
02E4: load_cutscene_data 'HEIST5A' 

:HEIST4_165
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST4_189 
wait 0 
jump @HEIST4_165 

:HEIST4_189
02E7: start_cutscene 
fade 1 1000 

:HEIST4_198
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST4_222 
wait 0 
jump @HEIST4_198 

:HEIST4_222
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:HEIST4_235
if 
fading 
else_jump @HEIST4_259 
wait 0 
jump @HEIST4_235 

:HEIST4_259
02EA: end_cutscene 
072C: generate_police_bikes 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
select_interior 0 
wait 0 
01B4: set_player $PLAYER_CHAR can_move 0 
112@ = 0 
202@ = 1 
203@ = 2 
204@ = 0 
205@ = 1 
206@ = 0 
207@ = 0 
05AA: 147@s = 'HE4_AA' // @s = 'short'  // Okay, that should do us.
05AA: 149@s = 'HE4_AB' // @s = 'short'  // Take care of those bikes.
05AA: 151@s = 'HE4_AC' // @s = 'short'  // Now get out of here!
05AA: 153@s = 'HE4_BA' // @s = 'short'  // Come in control; I was doing a walk-the-line on some drunk at the pizza place
05AA: 155@s = 'HE4_BB' // @s = 'short'  // and my bike's been stolen!
05AA: 157@s = 'HE4_BC' // @s = 'short'  // Larry, some prick's trying your bike for size!
05AA: 159@s = 'HE4_BD' // @s = 'short'  // Get him!
05AA: 161@s = 'HE4_BE' // @s = 'short' 
05AA: 163@s = 'HE4_BF' // @s = 'short'  // I'm at the hospital and, well, some joker's stolen my bike!
05AA: 165@s = 'HE4_BG' // @s = 'short'  // All units, this is an APB for a serial patrol bike thief.
05AA: 167@s = 'HE4_BH' // @s = 'short' 
05AA: 169@s = 'HE4_BJ' // @s = 'short'  // Suspect is black male, about six feet tall, and light build,
05AA: 171@s = 'HE4_BK' // @s = 'short'  // Suspect is black male, about six feet tall, and medium build,
05AA: 173@s = 'HE4_BL' // @s = 'short'  // Suspect is black male, about six feet tall, and heavy build,
05AA: 175@s = 'HE4_BM' // @s = 'short'  // Oh, and a stupid haircut!
05AA: 177@s = 'HE4_CA' // @s = 'short'  // You get the Packer, hit the Julius Thruway and keep moving.
05AA: 179@s = 'HE4_CB' // @s = 'short'  // I'll steal the bikes and get them to you.
04AF: 184@ = 18600 // = constant 
04AF: 185@ = 18601 // = constant 
04AF: 186@ = 18602 // = constant 
04AF: 187@ = 18603 // = constant 
04AF: 188@ = 18604 // = constant 
04AF: 189@ = 18605 // = constant 
04AF: 190@ = 18606 // = constant 
04AF: 191@ = 18607 // = constant 
04AF: 192@ = 18608 // = constant 
04AF: 193@ = 18609 // = constant 
04AF: 194@ = 18610 // = constant 
04AF: 195@ = 18611 // = constant 
04AF: 196@ = 18612 // = constant 
04AF: 197@ = 18613 // = constant 
04AF: 198@ = 18614 // = constant 
04AF: 199@ = 18615 // = constant 
04AF: 200@ = 18616 // = constant 
0247: load_model 443 
0247: load_model 523 
0247: load_model 284 
0247: load_model 346 
0247: load_model 598 
0247: load_model 32 
0247: load_model 463 
0247: load_model 34 
0247: load_model 33 
0247: load_model 50 
0247: load_model 117 
04ED: load_animation "SMOKING" 
04ED: load_animation "MISC" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.8127 
038B: load_requested_models 

:HEIST4_813
if or
8248:   not model 443 available 
8248:   not model 523 available 
8248:   not model 284 available 
8248:   not model 346 available 
8248:   not model 32 available 
else_jump @HEIST4_859 
wait 0 
jump @HEIST4_813 

:HEIST4_859
if or
84EE:   not animation "SMOKING" loaded 
8248:   not model 598 available 
84EE:   not animation "MISC" loaded 
8248:   not model 463 available 
else_jump @HEIST4_910 
wait 0 
jump @HEIST4_859 

:HEIST4_910
if or
8248:   not model 50 available 
8248:   not model 33 available 
8248:   not model 34 available 
8248:   not model 117 available 
else_jump @HEIST4_948 
wait 0 
jump @HEIST4_910 

:HEIST4_948
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
060A: create_decision_maker_type 0 store_to 69@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 70@ // decision\allowed\m_.ped files 
00A0: store_actor $PLAYER_ACTOR position_to 119@ 120@ 121@ 
0395: clear_area 0 at 119@ 120@ 121@ radius 1000.0 

:HEIST4_1011
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @HEIST4_1038 
wait 0 
jump @HEIST4_1011 

:HEIST4_1038
212@ = 2710.623 
232@ = 1397.883 
213@ = 2711.071 
233@ = 1175.003 
214@ = 2590.812 
234@ = 898.2437 
215@ = 2203.896 
235@ = 849.0437 
216@ = 1833.473 
236@ = 850.4182 
217@ = 1541.602 
237@ = 848.788 
218@ = 1288.89 
238@ = 901.789 
219@ = 1224.975 
239@ = 1240.59 
220@ = 1224.064 
240@ = 1744.703 
221@ = 1224.173 
241@ = 2071.703 
222@ = 1279.245 
242@ = 2398.683 
223@ = 1566.816 
243@ = 2457.233 
224@ = 1931.45 
244@ = 2521.858 
225@ = 2442.573 
245@ = 2609.429 
226@ = 2704.658 
246@ = 2343.654 
227@ = 2710.891 
247@ = 2065.317 
228@ = 2711.892 
248@ = 1830.5 
0395: clear_area 0 at 2710.525 1567.009 100.0 radius 100.0 
0674: set_car_model 443 numberplate "CFC_1888" 
00A5: 252@ = create_car 443 at 2711.326 1567.045 6.2 
0175: set_car 252@ Z_angle_to 175.1379 
0229: set_car 252@ primary_color_to 16 secondary_color_to 16 
03ED: set_car 252@ disable_flipped_explosion_when_empty 1 
0224: set_car 252@ health_to 2500 
0190: add_car 252@ to_flipped_check // 6 max 
03CC: enable_car 252@ stuck_check_distance_to 4.0 time_to 3000 
0657: car 252@ open_door 3 
0466: unknown_car 252@ flag 1 
02AA: set_car 252@ immune_to_nonplayer 1 
020A: set_car 252@ door_status_to 2 
073B: unknown_car 252@ flag 0 
0129: 253@ = create_actor_pedtype 24 model 117 in_car 252@ driverseat 
009A: 123@ = create_actor_pedtype 24 model 50 at 2715.326 1569.045 7.2 
02AB: set_actor 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 123@ untargetable 1 
0464: put_actor 123@ into_turret_on_car 252@ at_car_offset 1.0 3.1 0.4 position 2 shooting_angle_limit 0.0 with_weapon 0 
0588: disable_actor 123@ validate_position 0 
060B: set_actor 253@ decision_maker_to 69@ 
060B: set_actor 123@ decision_maker_to 69@ 
0588: disable_actor 253@ validate_position 0 
054A: set_actor 253@ can_be_shot_in_a_car 0 
039E: set_actor 253@ locked 1 while_in_car 
0526: set_actor 253@ stay_in_car_when_jacked 1 
0446: set_actor 253@ dismemberment_possible 0 
09F6: set_actor 253@ unjackable_through_driver_seat 0 
0587: enable_car 252@ validate_position 0 
0249: release_model 443 
254@ = 2770.213 
258@ = 1433.86 
262@ = 9.3804 
266@ = 257.0 
255@ = 2620.683 
259@ = 2333.686 
263@ = 9.8203 
267@ = 174.5638 
256@ = 2316.935 
260@ = 2457.006 
264@ = 9.8203 
268@ = 140.3 
257@ = 1610.588 
261@ = 1845.602 
265@ = 9.828 
269@ = 235.7296 
68@ = 99 
$9294 = 720000 
74@ = 0 
80@ = 0 
88@ = 0 
93@ = 0 
96@ = 0 
75@ = 0 
81@ = 0 
97@ = 0 
98@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
122@ = 0 
139@ = 0 
56@ = 0 
if 
  56@ == -1 
else_jump @HEIST4_2102 
00A5: 287@(56@,4i) = create_car 523 at $72 $73 $74 
018A: 43@ = create_checkpoint_at $72 $73 $74 
009A: 71@ = create_actor_pedtype 24 model 284 at $72 $73 $74 
009A: 78@ = create_actor_pedtype 24 model 284 at $72 $73 $74 

:HEIST4_2102
if 
  4 > 56@ 
else_jump @HEIST4_2197 
018A: 291@(56@,4i) = create_checkpoint_at 254@(56@,4f) 258@(56@,4f) 262@(56@,4f) 
0165: set_marker 291@(56@,4i) color_to 1 
270@(56@,4i) = 0 
274@(56@,4i) = 0 
56@ += 1 
jump @HEIST4_2102 

:HEIST4_2197
278@ = 0.6 
279@ = 0.0 
280@ = 1.9 
281@ = 0 
282@ = 15.0 
55@ = 0 
283@ = 0 
009A: 84@ = create_actor_pedtype 24 model 284 at 2311.019 2438.368 9.8203 
060B: set_actor 84@ decision_maker_to 69@ 
0173: set_actor 84@ Z_angle_to 297.0 
01B2: give_actor 84@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 85@ = create_actor_pedtype 24 model 284 at 2311.85 2439.375 9.8203 
060B: set_actor 85@ decision_maker_to 69@ 
0173: set_actor 85@ Z_angle_to 115.0 
01B2: give_actor 85@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 90@ = create_actor_pedtype 24 model 284 at 1612.244 1845.855 9.828 
060B: set_actor 90@ decision_maker_to 69@ 
0173: set_actor 90@ Z_angle_to 110.0 
01B2: give_actor 90@ weapon 22 ammo 2000 // Load the weapon model before using this 
08C6: set_actor 90@ stay_on_bike 3 
009A: 71@ = create_actor_pedtype 24 model 284 at 2768.797 1431.239 9.487 
01B2: give_actor 71@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 69@ 
0173: set_actor 71@ Z_angle_to 111.0 
0249: release_model 284 
009A: 76@ = create_actor_pedtype 24 model 34 at 2767.537 1424.877 9.2195 
0245: set_actor 76@ walk_style_to "DRUNKMAN" 
060B: set_actor 76@ decision_maker_to 69@ 
0173: set_actor 76@ Z_angle_to 347.0 
009A: 78@ = create_actor_pedtype 24 model 284 at 2619.858 2339.256 10.0081 
08C6: set_actor 78@ stay_on_bike 3 
01B2: give_actor 78@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 69@ 
0173: set_actor 78@ Z_angle_to 300.0 
00A5: 100@ = create_car 463 at 2634.011 2343.212 9.6797 
0175: set_car 100@ Z_angle_to 120.0386 
0587: enable_car 100@ validate_position 0 
00A5: 101@ = create_car 463 at 2625.69 2336.85 9.6875 
0175: set_car 101@ Z_angle_to 183.0386 
0587: enable_car 101@ validate_position 0 
00A5: 102@ = create_car 463 at 2637.847 2347.576 9.6797 
0175: set_car 102@ Z_angle_to 126.0963 
0587: enable_car 102@ validate_position 0 
0129: 103@ = create_actor_pedtype 24 model 34 in_car 100@ driverseat 
060B: set_actor 103@ decision_maker_to 69@ 
0129: 104@ = create_actor_pedtype 24 model 32 in_car 101@ driverseat 
060B: set_actor 104@ decision_maker_to 69@ 
0129: 105@ = create_actor_pedtype 24 model 33 in_car 102@ driverseat 
060B: set_actor 105@ decision_maker_to 69@ 
0249: release_model 34 
0249: release_model 32 
0249: release_model 33 
0249: release_model 463 
0677: AS_actor 85@ chat_with_actor 84@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 84@ chat_with_actor 85@ lead_speaker_flag 0 unknown_flag 1 
0605: actor 90@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
072C: generate_police_bikes 0 
40@ = 0 
41@ = 0 
01EB: set_traffic_density_multiplier_to 1.5 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_2996 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_2996 
0687: clear_actor 253@ task 
0395: clear_area 0 at 2710.525 1731.009 100.0 radius 100.0 
55@ = 0 
05D1: AS_actor 253@ drive_car 252@ to 212@(55@,20f) 232@(55@,20f) 6.0 speed 15.0 0 model 0 1 

:HEIST4_2996
124@ = 0 
211@ = 0 
009A: 284@ = create_actor_pedtype 24 model 117 at 2029.561 1006.041 9.8203 
0173: set_actor 284@ Z_angle_to 280.0 
060B: set_actor 284@ decision_maker_to 69@ 
0249: release_model 117 
0249: release_model 50 
00A1: put_actor $PLAYER_ACTOR at 2028.875 1006.87 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 
0395: clear_area 0 at 2033.974 1017.29 9.8203 radius 1000.0 
wait 1000 
02A3: enable_widescreen 1 
015F: set_camera_position 2025.905 1003.544 12.1278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2026.726 1004.074 11.9155 switchstyle 2 
if 
8118:   not actor 284@ dead 
else_jump @HEIST4_3206 
0639: AS_actor 284@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 284@ 

:HEIST4_3206
fade 1 1000 

:HEIST4_3213
if 
fading 
else_jump @HEIST4_3237 
wait 0 
jump @HEIST4_3213 

:HEIST4_3237
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
283@ = 1 
40@ = 0 

:HEIST4_3287
if 
  112@ == 1 
else_jump @HEIST4_3392 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_3392 

:HEIST4_3322
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_3350 
wait 0 
jump @HEIST4_3322 

:HEIST4_3350
if 
  283@ > 1 
else_jump @HEIST4_3392 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
283@ = 5 
112@ = 0 

:HEIST4_3392
if 
  283@ == 1 
else_jump @HEIST4_3431 
204@ = 16 
283@ = 2 
40@ = 0 

:HEIST4_3431
if 
  283@ == 2 
else_jump @HEIST4_3591 
if 
  40@ > 3000 
else_jump @HEIST4_3591 
112@ = 1 
204@ = 17 
283@ = 3 
40@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
if 
8118:   not actor 284@ dead 
else_jump @HEIST4_3591 
0605: actor 284@ perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST4_3591
if 
  283@ == 3 
else_jump @HEIST4_3692 
if 
  40@ > 2000 
else_jump @HEIST4_3692 
if 
8118:   not actor 284@ dead 
else_jump @HEIST4_3692 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 284@ task 
05D3: AS_actor 284@ goto_point 2030.431 984.6912 9.8131 mode 6 time -2 ms // versionA 
283@ = 4 
40@ = 0 

:HEIST4_3692
if 
  283@ == 4 
else_jump @HEIST4_3736 
if 
  40@ > 2000 
else_jump @HEIST4_3736 
283@ = 5 

:HEIST4_3736
if 
  283@ == 5 
else_jump @HEIST4_3862 
112@ = 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 305.0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
094F: enable_actor $PLAYER_ACTOR pain_audio 
009B: destroy_actor 284@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_01' time 8000 flag 1  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
40@ = 0 
41@ = 0 
68@ = 2 
283@ = -99 
wait 1000 

:HEIST4_3862
if 
  211@ == 0 
else_jump @HEIST4_3894 
03CF: load_wav 1096 as 3 
211@ = 1 

:HEIST4_3894
if 
  211@ == 1 
else_jump @HEIST4_3934 
if 
03D0:   wav 3 loaded 
else_jump @HEIST4_3934 
211@ = 2 

:HEIST4_3934
if 
   not 204@ == 0 
else_jump @HEIST4_4287 
if 
  206@ == 0 
else_jump @HEIST4_4005 
if 
03D0:   wav 203@ loaded 
else_jump @HEIST4_3991 
040D: unload_wav 203@ 

:HEIST4_3991
206@ = 1 
207@ = 1 

:HEIST4_4005
if 
  206@ == 1 
else_jump @HEIST4_4042 
03CF: load_wav 183@(204@,19i) as 202@ 
206@ = 2 

:HEIST4_4042
if 
  206@ == 2 
else_jump @HEIST4_4102 
if 
03D0:   wav 202@ loaded 
else_jump @HEIST4_4102 
03D1: play_wav 202@ 
00BB: show_text_lowpriority GXT 145@(204@,19s) time 10000 flag 1 
206@ = 3 

:HEIST4_4102
if 
  206@ == 3 
else_jump @HEIST4_4287 
if 
03D2:   wav 202@ ended 
else_jump @HEIST4_4226 
03D5: remove_text 145@(204@,19s) 
if 
  202@ == 1 
else_jump @HEIST4_4184 
202@ = 2 
203@ = 1 
jump @HEIST4_4198 

:HEIST4_4184
202@ = 1 
203@ = 2 

:HEIST4_4198
204@ = 0 
206@ = 0 
207@ = 0 
jump @HEIST4_4287 

:HEIST4_4226
if 
83D0:   not wav 203@ loaded 
else_jump @HEIST4_4287 
if 
  15 > 204@ 
else_jump @HEIST4_4287 
0085: 205@ = 204@ // (int) 
205@ += 1 
03CF: load_wav 183@(205@,19i) as 203@ 

:HEIST4_4287
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_4388 
0407: store_coords_to 129@ 130@ 131@ from_car 252@ with_offset -1.3 -40.0 -2.0 
0407: store_coords_to 132@ 133@ 134@ from_car 252@ with_offset 1.3 0.0 2.0 
053E: 137@ = get_random_car_with_model -1 in_rectangle_cornerA 129@ 130@ cornerB 132@ 133@ 
02E3: 135@ = car 252@ speed 

:HEIST4_4388
if 
8119:   not car 137@ wrecked 
else_jump @HEIST4_4430 
0087: 136@ = 135@ // (float) 
136@ -= 4.0 
00AD: set_car 137@ max_speed_to 136@ 

:HEIST4_4430
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_4509 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_4509 
if 
80DB:   not actor 253@ in_car 252@ 
else_jump @HEIST4_4509 
if 
8118:   not actor 123@ dead 
else_jump @HEIST4_4502 
0465: remove_actor 123@ from_turret_mode 

:HEIST4_4502
jump @HEIST4_13167 

:HEIST4_4509
if 
  122@ == 1 
else_jump @HEIST4_4603 
if 
  41@ > 1000 
else_jump @HEIST4_4603 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_4603 
00AA: store_car 252@ position_to 126@ 127@ 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1095 
122@ = 2 

:HEIST4_4603
if 
  122@ == 2 
else_jump @HEIST4_4733 
if 
  41@ > 1500 
else_jump @HEIST4_4733 
if 
8118:   not actor 123@ dead 
else_jump @HEIST4_4726 
if 
8611:   not actor 123@ performing_animation "HIKER_POSE_L" 
else_jump @HEIST4_4726 
0605: actor 123@ perform_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST4_4726
122@ = 3 

:HEIST4_4733
if 
  122@ == 3 
else_jump @HEIST4_4777 
if 
  41@ > 2000 
else_jump @HEIST4_4777 
122@ = 4 

:HEIST4_4777
if 
  122@ == 4 
else_jump @HEIST4_4993 
if 
  41@ > 4000 
else_jump @HEIST4_4993 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  281@ == 4 
else_jump @HEIST4_4850 
00BE: text_clear_all 

:HEIST4_4850
if 
  281@ == 1 
else_jump @HEIST4_4886 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_06' time 5000 flag 1  // ~s~Get another ~g~police bike~s~ for the job.

:HEIST4_4886
if 
  281@ == 2 
else_jump @HEIST4_4922 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_08' time 5000 flag 1  // ~s~Two more ~g~bikes~s~ to go.

:HEIST4_4922
if 
  281@ == 3 
else_jump @HEIST4_4965 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_09' time 5000 flag 1  // ~s~One more ~g~bike~s~ to go.
40@ = 0 

:HEIST4_4965
if 
8118:   not actor 123@ dead 
else_jump @HEIST4_4986 
0687: clear_actor 123@ task 

:HEIST4_4986
122@ = 0 

:HEIST4_4993
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HEIST4_5015 
jump @HEIST4_13185 

:HEIST4_5015
if 
0735:   is_keyboard_key_pressed 87 
else_jump @HEIST4_5040 
$9294 += 60000 

:HEIST4_5040
if 
0735:   is_keyboard_key_pressed 80 
else_jump @HEIST4_5062 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:HEIST4_5062
if 
0735:   is_keyboard_key_pressed 79 
else_jump @HEIST4_5084 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:HEIST4_5084
if 
0735:   is_keyboard_key_pressed 81 
else_jump @HEIST4_5129 
00A1: put_actor $PLAYER_ACTOR at 2608.193 2315.54 9.6719 
0173: set_actor $PLAYER_ACTOR Z_angle_to 354.7109 

:HEIST4_5129
if 
  111@ == 1 
else_jump @HEIST4_5206 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_5206 

:HEIST4_5164
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST4_5192 
wait 0 
jump @HEIST4_5164 

:HEIST4_5192
110@ = 50 
111@ = 0 

:HEIST4_5206
wait 0 
if 
  109@ == 0 
else_jump @HEIST4_5277 
if 
8119:   not car 288@ wrecked 
else_jump @HEIST4_5277 
if 
0448:   actor $PLAYER_ACTOR in_car 288@ 
else_jump @HEIST4_5277 
0397: enable_car 288@ siren 0 
109@ = 1 

:HEIST4_5277
if 
  97@ == 0 
else_jump @HEIST4_5428 
if 
  41@ > 5000 
else_jump @HEIST4_5428 
0249: release_model 598 
0247: load_model 497 

:HEIST4_5324
if 
8248:   not model 497 available 
else_jump @HEIST4_5351 
wait 0 
jump @HEIST4_5324 

:HEIST4_5351
00A5: 94@ = create_car 497 at 1589.198 1850.619 9.8358 
0175: set_car 94@ Z_angle_to 51.0 
0657: car 94@ open_door 2 
0129: 95@ = create_actor_pedtype 24 model 284 in_car 94@ driverseat 
0588: disable_actor 95@ validate_position 0 
0825: set_helicopter 94@ instant_rotor_start 
0249: release_model 497 
97@ = 1 

:HEIST4_5428
if 
  68@ == 2 
else_jump @HEIST4_5549 
if 
  40@ > 12000 
else_jump @HEIST4_5549 
if 
  139@ == 0 
else_jump @HEIST4_5549 
00BE: text_clear_all 
03D5: remove_text 'HEI4_01'  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
00BC: show_text_highpriority GXT 'HEI4_11' time 8000 flag 1  // ~s~The Packer's circling the outskirts of town but you'll have to be quick, it leaves soon.
03C3: set_timer_to $9294 type 1 GXT 'HEI4_12' // global_variable  // time
139@ = 1 
68@ = 3 
40@ = 0 

:HEIST4_5549
if 
  68@ == 3 
else_jump @HEIST4_5593 
if 
  40@ > 10000 
else_jump @HEIST4_5593 
68@ = 4 

:HEIST4_5593
if 
  1 > $9294 
else_jump @HEIST4_5636 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_10' time 8000 flag 1  // ~r~Out of time! The Packer truck has left!
jump @HEIST4_13167 

:HEIST4_5636
if 
  110@ == 0 
else_jump @HEIST4_7637 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_7593 
if 
01AD:   car 252@ sphere 0 near_point 212@(55@,20f) 232@(55@,20f) radius 15.0 15.0 
else_jump @HEIST4_5803 
55@ += 1 
if 
  55@ == 17 
else_jump @HEIST4_5744 
55@ = 0 

:HEIST4_5744
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_5803 
0687: clear_actor 253@ task 
05D1: AS_actor 253@ drive_car 252@ to 212@(55@,20f) 232@(55@,20f) 8.0 speed 15.0 0 model 0 1 

:HEIST4_5803
56@ = 0 

:HEIST4_5810
if 
  4 > 56@ 
else_jump @HEIST4_7396 
if 
  2 > 274@(56@,4i) 
else_jump @HEIST4_7382 
if 
8119:   not car 287@(56@,4i) wrecked 
else_jump @HEIST4_7124 
if 
00DB:   actor $PLAYER_ACTOR in_car 287@(56@,4i) 
else_jump @HEIST4_6824 
if 
  274@(56@,4i) == 0 
else_jump @HEIST4_6035 
51@ = 0 

:HEIST4_5922
if 
  4 > 51@ 
else_jump @HEIST4_5963 
0164: disable_marker 291@(51@,4i) 
51@ += 1 
jump @HEIST4_5922 

:HEIST4_5963
0164: disable_marker 43@ 
0186: 43@ = create_marker_above_car 252@ 
07E0: set_marker 43@ type_to 1 
if 
   not 281@ == 4 
else_jump @HEIST4_6017 
00BC: show_text_highpriority GXT 'HEI4_02' time 8000 flag 1  // ~s~Drive the bike onto the ~b~Packer~s~ truck.

:HEIST4_6017
274@(56@,4i) = 1 
gosub @HEIST4_11605 

:HEIST4_6035
if 
  274@(56@,4i) == 1 
else_jump @HEIST4_6817 
if 
  2 > 281@ 
else_jump @HEIST4_6133 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset -1.3 -3.2 -0.8 
0407: store_coords_to 60@ 61@ 62@ from_car 252@ with_offset 1.3 -3.2 2.6 

:HEIST4_6133
if 
  281@ > 1 
else_jump @HEIST4_6209 
0407: store_coords_to $72 $73 $74 from_car 252@ with_offset -1.3 -8.2 -0.8 
0407: store_coords_to 60@ 61@ 62@ from_car 252@ with_offset 1.3 -8.2 2.6 

:HEIST4_6209
if 
0204:   actor $PLAYER_ACTOR near_car 252@ radius 30.0 30.0 sphere 0 in_car 
else_jump @HEIST4_6256 
00BC: show_text_highpriority GXT 'HEI4_13' time 8000 flag 1  // ~s~There's the ~b~Packer~s~ up ahead. Drive up the ramp at a steady speed so it can be attached.

:HEIST4_6256
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at $72 $73 $74 fur_corner_at 60@ 61@ 62@ depth 4.8 flag 0 in_car 
else_jump @HEIST4_6817 
02E3: 285@ = car 252@ speed 
02E3: 286@ = car 287@(56@,4i) speed 
285@ += 10.0 
if 
0025:   285@ > 286@ // (float) 
else_jump @HEIST4_6817 
285@ -= 10.0 
if 
0025:   286@ > 285@ // (float) 
else_jump @HEIST4_6817 
0683: attach_car 287@(56@,4i) to_car 252@ with_offset 278@ 279@ 280@ rotation 16.0 0.0 0.0 
0519: set_car 287@(56@,4i) locked 1 
if or
  281@ == 1 
  281@ == 3 
else_jump @HEIST4_6467 
279@ -= 2.5 
280@ -= 0.7 

:HEIST4_6467
if 
  278@ == 0.6 
else_jump @HEIST4_6505 
278@ = -0.6 
jump @HEIST4_6515 

:HEIST4_6505
278@ = 0.6 

:HEIST4_6515
281@ += 1 
if 
  4 > 281@ 
else_jump @HEIST4_6593 
067A: put_camera_on_car 252@ with_offset 3.0 5.0 2.2 point_to_car 252@ tilt 0.0 switchstyle 2 
122@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
41@ = 0 

:HEIST4_6593
282@ += 10.0 
274@(56@,4i) = 2 
0164: disable_marker 43@ 
03D5: remove_text 'HEI4_02'  // ~s~Drive the bike onto the ~b~Packer~s~ truck.
51@ = 0 

:HEIST4_6637
if 
  4 > 51@ 
else_jump @HEIST4_6817 
if 
  2 > 274@(51@,4i) 
else_jump @HEIST4_6803 
if 
  270@(51@,4i) == 1 
else_jump @HEIST4_6762 
0164: disable_marker 291@(51@,4i) 
if 
8119:   not car 287@(51@,4i) wrecked 
else_jump @HEIST4_6755 
0186: 291@(51@,4i) = create_marker_above_car 287@(51@,4i) 
0165: set_marker 291@(51@,4i) color_to 1 

:HEIST4_6755
jump @HEIST4_6792 

:HEIST4_6762
018A: 291@(51@,4i) = create_checkpoint_at 254@(51@,4f) 258@(51@,4f) 262@(51@,4f) 

:HEIST4_6792
0165: set_marker 291@(51@,4i) color_to 1 

:HEIST4_6803
51@ += 1 
jump @HEIST4_6637 

:HEIST4_6817
jump @HEIST4_7117 

:HEIST4_6824
if 
  274@(56@,4i) == 1 
else_jump @HEIST4_7117 
51@ = 0 

:HEIST4_6853
if 
  4 > 51@ 
else_jump @HEIST4_7117 
if 
  274@(51@,4i) == 1 
else_jump @HEIST4_6904 
274@(51@,4i) = 0 

:HEIST4_6904
if 
  2 > 274@(51@,4i) 
else_jump @HEIST4_7103 
0164: disable_marker 291@(51@,4i) 
if 
  270@(51@,4i) == 1 
else_jump @HEIST4_7041 
if 
8119:   not car 287@(51@,4i) wrecked 
else_jump @HEIST4_7011 
0186: 291@(51@,4i) = create_marker_above_car 287@(51@,4i) 
0165: set_marker 291@(51@,4i) color_to 1 
jump @HEIST4_7034 

:HEIST4_7011
00BC: show_text_highpriority GXT 'HEI4_04' time 8000 flag 1  // ~r~We needed all those bikes in good working order!
jump @HEIST4_13167 

:HEIST4_7034
jump @HEIST4_7071 

:HEIST4_7041
018A: 291@(51@,4i) = create_checkpoint_at 254@(51@,4f) 258@(51@,4f) 262@(51@,4f) 

:HEIST4_7071
0164: disable_marker 43@ 
0165: set_marker 291@(51@,4i) color_to 1 
00BC: show_text_highpriority GXT 'HEI4_03' time 5000 flag 1  // ~s~Get back on the ~g~bike~s~.

:HEIST4_7103
51@ += 1 
jump @HEIST4_6853 

:HEIST4_7117
jump @HEIST4_7382 

:HEIST4_7124
if 
  270@(56@,4i) == 0 
else_jump @HEIST4_7359 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 254@(56@,4f) 258@(56@,4f) radius 200.0 200.0 
else_jump @HEIST4_7352 
0395: clear_area 0 at 254@(56@,4f) 258@(56@,4f) 262@(56@,4f) radius 40.0 
00A5: 287@(56@,4i) = create_car 523 at 254@(56@,4f) 258@(56@,4f) 262@(56@,4f) 
0175: set_car 287@(56@,4i) Z_angle_to 266@(56@,4f) 
053F: set_car 287@(56@,4i) tires_vulnerability 0 
0587: enable_car 287@(56@,4i) validate_position 0 
if 
875C:   not marker 43@ enabled 
else_jump @HEIST4_7341 
0164: disable_marker 291@(56@,4i) 
0186: 291@(56@,4i) = create_marker_above_car 287@(56@,4i) 
0165: set_marker 291@(56@,4i) color_to 1 

:HEIST4_7341
270@(56@,4i) = 1 

:HEIST4_7352
jump @HEIST4_7382 

:HEIST4_7359
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
jump @HEIST4_13167 

:HEIST4_7382
56@ += 1 
jump @HEIST4_5810 

:HEIST4_7396
if 
0202:   actor $PLAYER_ACTOR near_car 252@ radius 120.0 120.0 sphere 0 
else_jump @HEIST4_7442 
00AD: set_car 252@ max_speed_to 282@ 
jump @HEIST4_7452 

:HEIST4_7442
00AD: set_car 252@ max_speed_to 15.0 

:HEIST4_7452
if or
018F:   car 252@ flipped_for_2_seconds 
03CE:   car 252@ stuck 
else_jump @HEIST4_7586 
if 
82CA:   not car 252@ bounding_sphere_visible 
else_jump @HEIST4_7586 
if 
80C2:   not sphere_onscreen 212@(55@,20f) 232@(55@,20f) 6.0 radius 4.0 
else_jump @HEIST4_7586 
0395: clear_area 0 at 212@(55@,20f) 232@(55@,20f) 7.0 radius 10.0 
00AB: put_car 252@ at 212@(55@,20f) 232@(55@,20f) 10.0 
0175: set_car 252@ Z_angle_to $71 

:HEIST4_7586
jump @HEIST4_7637 

:HEIST4_7593
00BC: show_text_highpriority GXT 'HEI4_05' time 5000 flag 1  // ~r~The Packer is destroyed! How are we going to deliver the bikes now?
if 
8118:   not actor 123@ dead 
else_jump @HEIST4_7630 
009B: destroy_actor 123@ 

:HEIST4_7630
jump @HEIST4_13167 

:HEIST4_7637
if 
  110@ == 0 
else_jump @HEIST4_7685 
if 
  281@ == 4 
else_jump @HEIST4_7685 
014F: stop_timer $9294 
110@ = 1 

:HEIST4_7685
if 
  110@ == 1 
else_jump @HEIST4_8123 
fade 0 1000 
00BE: text_clear_all 
014F: stop_timer $9294 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:HEIST4_7729
if 
fading 
else_jump @HEIST4_7753 
wait 0 
jump @HEIST4_7729 

:HEIST4_7753
05BC: AS_actor $PLAYER_ACTOR jump 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 1009.781 1929.377 9.6719 angle 122.0 
wait 0 
02A3: enable_widescreen 1 
110@ = 10 
015F: set_camera_position 1022.831 1899.513 18.6192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.961 1899.518 18.126 switchstyle 2 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_8020 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_8020 
0687: clear_actor 253@ task 
0395: clear_area 0 at 1009.994 1880.02 150.0 radius 150.0 
00AB: put_car 252@ at 1009.994 1870.02 9.6797 
0175: set_car 252@ Z_angle_to 2.3 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 252@ at_car_offset 0.5 -10.0 -0.3 position 2 shooting_angle_limit 10.0 with_weapon 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.0 
05D1: AS_actor 253@ drive_car 252@ to 1009.781 1900.377 9.6719 speed 15.0 0 model 0 1 

:HEIST4_8020
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
fade 1 500 

:HEIST4_8051
if 
fading 
else_jump @HEIST4_8099 
wait 0 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
jump @HEIST4_8051 

:HEIST4_8099
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 

:HEIST4_8123
if 
  110@ == 10 
else_jump @HEIST4_8299 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_8299 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_8299 
if 
01C1:   car 252@ stopped 
else_jump @HEIST4_8299 
110@ = 20 
111@ = 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0615: define_AS_pack_begin 113@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1014.013 1902.325 9.8125 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 253@ 
0616: define_AS_pack_end 113@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
40@ = 0 

:HEIST4_8299
if 
  209@ > 0 
else_jump @HEIST4_8482 
if 
  207@ == 0 
else_jump @HEIST4_8482 
0871: init_jump_table 209@ total_jumps 4 default_jump 0 @HEIST4_8482 jumps 1 @HEIST4_8398 2 @HEIST4_8419 3 @HEIST4_8440 4 @HEIST4_8461 -1 @HEIST4_8482 -1 @HEIST4_8482 -1 @HEIST4_8482 

:HEIST4_8398
204@ = 1 
209@ = 2 
jump @HEIST4_8482 

:HEIST4_8419
204@ = 2 
209@ = 3 
jump @HEIST4_8482 

:HEIST4_8440
204@ = 3 
209@ = 4 
jump @HEIST4_8482 

:HEIST4_8461
204@ = 0 
209@ = 0 
jump @HEIST4_8482 

:HEIST4_8482
if 
  110@ == 20 
else_jump @HEIST4_8564 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  40@ > 3000 
else_jump @HEIST4_8564 
209@ = 1 
110@ = 30 
40@ = 0 

:HEIST4_8564
if 
  110@ == 30 
else_jump @HEIST4_8705 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  40@ > 3000 
else_jump @HEIST4_8705 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_8705 
if 
8119:   not car 252@ wrecked 
else_jump @HEIST4_8705 
110@ = 40 
05D1: AS_actor 253@ drive_car 252@ to 1009.781 2000.377 9.6719 speed 15.0 0 model 0 1 
40@ = 0 

:HEIST4_8705
if 
  110@ == 40 
else_jump @HEIST4_8806 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  40@ > 500 
else_jump @HEIST4_8806 
if 
8118:   not actor 253@ dead 
else_jump @HEIST4_8806 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 253@ -2 ms 
110@ = 45 
40@ = 0 

:HEIST4_8806
if 
  110@ == 45 
else_jump @HEIST4_8874 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
if 
  40@ > 3000 
else_jump @HEIST4_8874 
110@ = 50 

:HEIST4_8874
if 
  110@ == 50 
else_jump @HEIST4_8993 
111@ = 0 
00A6: destroy_car 287@ 
00A6: destroy_car 288@ 
00A6: destroy_car 289@ 
00A6: destroy_car 290@ 
00A6: destroy_car 252@ 
009B: destroy_actor 253@ 
009B: destroy_actor 123@ 
02A3: enable_widescreen 0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1014.013 1902.325 9.8125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
jump @HEIST4_13185 

:HEIST4_8993
if 
  110@ == 0 
else_jump @HEIST4_9115 
98@ = 0 

:HEIST4_9018
if 
  4 > 98@ 
else_jump @HEIST4_9115 
if 
  274@(98@,4i) == 2 
else_jump @HEIST4_9101 
if 
0119:   car 287@(98@,4i) wrecked 
else_jump @HEIST4_9101 
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
jump @HEIST4_13167 

:HEIST4_9101
98@ += 1 
jump @HEIST4_9018 

:HEIST4_9115
if 
  74@ == 0 
else_jump @HEIST4_9402 
if 
056D:   actor 71@ defined 
else_jump @HEIST4_9293 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9239 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
gosub @HEIST4_12516 
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_9218 
74@ = 1 
0687: clear_actor 71@ task 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:HEIST4_9218
if 
8118:   not actor 76@ dead 
else_jump @HEIST4_9239 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 

:HEIST4_9239
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_9293 
if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 25.0 25.0 0 
else_jump @HEIST4_9293 
gosub @HEIST4_12516 

:HEIST4_9293
if 
056D:   actor 76@ defined 
else_jump @HEIST4_9402 
if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9402 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
if 
8118:   not actor 76@ dead 
else_jump @HEIST4_9366 
05DD: AS_actor 76@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_9366
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_9402 
74@ = 1 
0687: clear_actor 71@ task 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:HEIST4_9402
if 
  80@ == 0 
else_jump @HEIST4_10024 
if 
056D:   actor 78@ defined 
else_jump @HEIST4_9622 
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9568 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
gosub @HEIST4_12662 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_9505 
80@ = 1 
0687: clear_actor 78@ task 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 

:HEIST4_9505
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_9526 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 

:HEIST4_9526
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_9547 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 

:HEIST4_9547
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_9568 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 

:HEIST4_9568
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_9622 
if 
00F2:   actor $PLAYER_ACTOR near_actor 78@ radius 30.0 30.0 0 
else_jump @HEIST4_9622 
gosub @HEIST4_12662 

:HEIST4_9622
if 
056D:   actor 103@ defined 
else_jump @HEIST4_9756 
if 
051A:   actor 103@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9756 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_9693 
80@ = 1 
0687: clear_actor 78@ task 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 

:HEIST4_9693
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_9714 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 

:HEIST4_9714
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_9735 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 

:HEIST4_9735
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_9756 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 

:HEIST4_9756
if 
056D:   actor 104@ defined 
else_jump @HEIST4_9890 
if 
051A:   actor 104@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_9890 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_9827 
80@ = 1 
0687: clear_actor 78@ task 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 

:HEIST4_9827
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_9848 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 

:HEIST4_9848
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_9869 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 

:HEIST4_9869
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_9890 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 

:HEIST4_9890
if 
056D:   actor 105@ defined 
else_jump @HEIST4_10024 
if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10024 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_9961 
80@ = 1 
0687: clear_actor 78@ task 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 

:HEIST4_9961
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_9982 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 

:HEIST4_9982
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_10003 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 

:HEIST4_10003
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_10024 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 

:HEIST4_10024
if 
  88@ == 0 
else_jump @HEIST4_10140 
if 
056D:   actor 85@ defined 
else_jump @HEIST4_10091 
if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10091 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
gosub @HEIST4_12214 

:HEIST4_10091
if 
056D:   actor 84@ defined 
else_jump @HEIST4_10140 
if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10140 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
gosub @HEIST4_12214 

:HEIST4_10140
if 
  93@ == 0 
else_jump @HEIST4_10297 
if 
056D:   actor 90@ defined 
else_jump @HEIST4_10297 
if 
051A:   actor 90@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10243 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
gosub @HEIST4_12288 
if 
8118:   not actor 90@ dead 
else_jump @HEIST4_10243 
93@ = 1 
0687: clear_actor 90@ task 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 

:HEIST4_10243
if 
8118:   not actor 90@ dead 
else_jump @HEIST4_10297 
if 
00F2:   actor $PLAYER_ACTOR near_actor 90@ radius 35.0 35.0 0 
else_jump @HEIST4_10297 
gosub @HEIST4_12288 

:HEIST4_10297
if 
  114@ == 0 
else_jump @HEIST4_10364 
if 
056D:   actor 90@ defined 
else_jump @HEIST4_10364 
if 
051A:   actor 90@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10364 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
114@ = 1 

:HEIST4_10364
if 
  115@ == 0 
else_jump @HEIST4_10431 
if 
056D:   actor 78@ defined 
else_jump @HEIST4_10431 
if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10431 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
115@ = 1 

:HEIST4_10431
if 
  116@ == 0 
else_jump @HEIST4_10498 
if 
056D:   actor 71@ defined 
else_jump @HEIST4_10498 
if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10498 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
116@ = 1 

:HEIST4_10498
if 
  117@ == 0 
else_jump @HEIST4_10565 
if 
056D:   actor 84@ defined 
else_jump @HEIST4_10565 
if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10565 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
117@ = 1 

:HEIST4_10565
if 
  118@ == 0 
else_jump @HEIST4_10632 
if 
056D:   actor 85@ defined 
else_jump @HEIST4_10632 
if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST4_10632 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
118@ = 1 

:HEIST4_10632
if 
  96@ == 1 
else_jump @HEIST4_10719 
if 
8119:   not car 94@ wrecked 
else_jump @HEIST4_10719 
if 
8205:   not actor $PLAYER_ACTOR near_car 94@ radius 200.0 200.0 200.0 flag 0 
else_jump @HEIST4_10719 
96@ = 2 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 94@ 

:HEIST4_10719
if 
8118:   not actor 90@ dead 
else_jump @HEIST4_10792 
if 
0104:   actor $PLAYER_ACTOR near_actor 90@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_10785 
0575: set_actor 90@ keep_position 0 
jump @HEIST4_10792 

:HEIST4_10785
0575: set_actor 90@ keep_position 1 

:HEIST4_10792
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_10865 
if 
0104:   actor $PLAYER_ACTOR near_actor 78@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_10858 
0575: set_actor 78@ keep_position 0 
jump @HEIST4_10865 

:HEIST4_10858
0575: set_actor 78@ keep_position 1 

:HEIST4_10865
if 
  81@ == 0 
else_jump @HEIST4_11102 
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_10956 
if 
0104:   actor $PLAYER_ACTOR near_actor 103@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_10949 
0575: set_actor 103@ keep_position 0 
jump @HEIST4_10956 

:HEIST4_10949
0575: set_actor 103@ keep_position 1 

:HEIST4_10956
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_11029 
if 
0104:   actor $PLAYER_ACTOR near_actor 104@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_11022 
0575: set_actor 104@ keep_position 0 
jump @HEIST4_11029 

:HEIST4_11022
0575: set_actor 104@ keep_position 1 

:HEIST4_11029
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_11102 
if 
0104:   actor $PLAYER_ACTOR near_actor 105@ radius 150.0 150.0 150.0 sphere 0 
else_jump @HEIST4_11095 
0575: set_actor 105@ keep_position 0 
jump @HEIST4_11102 

:HEIST4_11095
0575: set_actor 105@ keep_position 1 

:HEIST4_11102
if 
  81@ == 1 
else_jump @HEIST4_11306 
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_11182 
if 
8104:   not actor $PLAYER_ACTOR near_actor 103@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11182 
01C2: remove_references_to_actor 103@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 100@ 

:HEIST4_11182
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_11244 
if 
8104:   not actor $PLAYER_ACTOR near_actor 104@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11244 
01C2: remove_references_to_actor 104@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 101@ 

:HEIST4_11244
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_11306 
if 
8104:   not actor $PLAYER_ACTOR near_actor 105@ radius 120.0 120.0 150.0 sphere 0 
else_jump @HEIST4_11306 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 102@ 

:HEIST4_11306
if 
8118:   not actor 85@ dead 
else_jump @HEIST4_11379 
if 
0104:   actor $PLAYER_ACTOR near_actor 85@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11372 
0575: set_actor 85@ keep_position 0 
jump @HEIST4_11379 

:HEIST4_11372
0575: set_actor 85@ keep_position 1 

:HEIST4_11379
if 
8118:   not actor 84@ dead 
else_jump @HEIST4_11452 
if 
0104:   actor $PLAYER_ACTOR near_actor 84@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11445 
0575: set_actor 84@ keep_position 0 
jump @HEIST4_11452 

:HEIST4_11445
0575: set_actor 84@ keep_position 1 

:HEIST4_11452
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_11525 
if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11518 
0575: set_actor 71@ keep_position 0 
jump @HEIST4_11525 

:HEIST4_11518
0575: set_actor 71@ keep_position 1 

:HEIST4_11525
if 
8118:   not actor 76@ dead 
else_jump @HEIST4_11598 
if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 120.0 120.0 120.0 sphere 0 
else_jump @HEIST4_11591 
0575: set_actor 76@ keep_position 0 
jump @HEIST4_11598 

:HEIST4_11591
0575: set_actor 76@ keep_position 1 

:HEIST4_11598
jump @HEIST4_3287 

:HEIST4_11605
if 
  56@ == 0 
else_jump @HEIST4_11771 
if 
  74@ == 0 
else_jump @HEIST4_11771 
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_11716 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 73@ 
05D3: AS_actor -1 goto_point 2785.789 1439.454 9.5579 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 73@ 
0618: assign_actor 71@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 

:HEIST4_11716
if 
8118:   not actor 76@ dead 
else_jump @HEIST4_11757 
0687: clear_actor 76@ task 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
05DD: AS_actor 76@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_11757
74@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_11771
if 
  56@ == 1 
else_jump @HEIST4_11911 
if 
  80@ == 0 
else_jump @HEIST4_11911 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_11882 
0687: clear_actor 78@ task 
0615: define_AS_pack_begin 79@ 
05D3: AS_actor -1 goto_point 2646.582 2348.17 9.6797 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 78@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:HEIST4_11882
80@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
01C3: remove_references_to_car 100@ 
01C3: remove_references_to_car 101@ 
01C3: remove_references_to_car 102@ 

:HEIST4_11911
if 
  56@ == 2 
else_jump @HEIST4_12087 
if 
  88@ == 0 
else_jump @HEIST4_12087 
if 
8118:   not actor 85@ dead 
else_jump @HEIST4_11998 
0687: clear_actor 85@ task 
0615: define_AS_pack_begin 87@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 87@ 
0618: assign_actor 85@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:HEIST4_11998
if 
8118:   not actor 84@ dead 
else_jump @HEIST4_12073 
0687: clear_actor 84@ task 
0615: define_AS_pack_begin 86@ 
05D3: AS_actor -1 goto_point 2311.004 2436.764 9.8203 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 86@ 
0618: assign_actor 84@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:HEIST4_12073
88@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12087
if 
  56@ == 3 
else_jump @HEIST4_12212 
if 
  93@ == 0 
else_jump @HEIST4_12212 
if 
8118:   not actor 90@ dead 
else_jump @HEIST4_12198 
0687: clear_actor 90@ task 
0615: define_AS_pack_begin 91@ 
05D3: AS_actor -1 goto_point 1593.289 1836.808 9.8281 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 91@ 
0618: assign_actor 90@ to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 

:HEIST4_12198
93@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_12212
return 

:HEIST4_12214
if 
8118:   not actor 85@ dead 
else_jump @HEIST4_12243 
0687: clear_actor 85@ task 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:HEIST4_12243
if 
8118:   not actor 84@ dead 
else_jump @HEIST4_12272 
0687: clear_actor 84@ task 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 

:HEIST4_12272
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
88@ = 1 
return 

:HEIST4_12288
if 
  96@ == 0 
else_jump @HEIST4_12514 
if 
8118:   not actor 95@ dead 
else_jump @HEIST4_12383 
if 
8119:   not car 94@ wrecked 
else_jump @HEIST4_12383 
00AD: set_car 94@ max_speed_to 100.0 
0508: car 94@ close_all_doors 
04A2: set_heli 94@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 

:HEIST4_12383
if 
8119:   not car 290@ wrecked 
else_jump @HEIST4_12507 
if 
8118:   not actor 90@ dead 
else_jump @HEIST4_12507 
0687: clear_actor 90@ task 
0615: define_AS_pack_begin 92@ 
05CB: AS_actor -1 enter_car 290@ as_driver 6000 ms 
05D1: AS_actor -1 drive_car 290@ to 1570.712 1834.135 9.6969 speed 15.0 0 model 0 2 
05D2: AS_actor -1 run_to_and_hijack_car 290@ max_search_radius 15.0 traffic_behavior 2 
0616: define_AS_pack_end 92@ 
0618: assign_actor 90@ to_AS_pack 92@ 
061B: remove_references_to_AS_pack 92@ 
08C6: set_actor 90@ stay_on_bike 3 

:HEIST4_12507
96@ = 1 

:HEIST4_12514
return 

:HEIST4_12516
if 
  75@ == 0 
else_jump @HEIST4_12660 
if 
8118:   not actor 71@ dead 
else_jump @HEIST4_12653 
if 
8118:   not actor 76@ dead 
else_jump @HEIST4_12653 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 77@ 
0643: set_AS_pack 77@ loop 1 
05D3: AS_actor -1 goto_point 2762.117 1432.399 9.5325 mode 4 time 30000 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 3000 
05D3: AS_actor -1 goto_point 2767.537 1424.877 9.2195 mode 4 time 30000 ms // versionA 
0616: define_AS_pack_end 77@ 
0618: assign_actor 76@ to_AS_pack 77@ 

:HEIST4_12653
75@ = 1 

:HEIST4_12660
return 

:HEIST4_12662
if 
  81@ == 0 
else_jump @HEIST4_13165 
if 
  211@ == 2 
else_jump @HEIST4_12702 
03D1: play_wav 3 

:HEIST4_12702
if 
8119:   not car 100@ wrecked 
else_jump @HEIST4_12809 
if 
8118:   not actor 103@ dead 
else_jump @HEIST4_12809 
0687: clear_actor 103@ task 
0615: define_AS_pack_begin 106@ 
05D1: AS_actor -1 drive_car 100@ to 2648.744 2293.42 9.6875 speed 25.0 0 model 0 2 
05D2: AS_actor -1 run_to_and_hijack_car 100@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 106@ 
0618: assign_actor 103@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:HEIST4_12809
if 
8119:   not car 101@ wrecked 
else_jump @HEIST4_12916 
if 
8118:   not actor 104@ dead 
else_jump @HEIST4_12916 
0687: clear_actor 104@ task 
0615: define_AS_pack_begin 107@ 
05D1: AS_actor -1 drive_car 101@ to 2650.566 2290.315 9.6875 speed 26.0 0 model 0 2 
05D2: AS_actor -1 run_to_and_hijack_car 101@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 107@ 
0618: assign_actor 104@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 

:HEIST4_12916
if 
8119:   not car 102@ wrecked 
else_jump @HEIST4_13023 
if 
8118:   not actor 105@ dead 
else_jump @HEIST4_13023 
0687: clear_actor 105@ task 
0615: define_AS_pack_begin 108@ 
05D1: AS_actor -1 drive_car 102@ to 2651.681 2294.87 9.6875 speed 25.0 0 model 0 2 
05D2: AS_actor -1 run_to_and_hijack_car 102@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 108@ 
0618: assign_actor 105@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:HEIST4_13023
if 
8119:   not car 288@ wrecked 
else_jump @HEIST4_13158 
if 
8118:   not actor 78@ dead 
else_jump @HEIST4_13147 
0687: clear_actor 78@ task 
0615: define_AS_pack_begin 79@ 
05CB: AS_actor -1 enter_car 288@ as_driver 10000 ms 
05D1: AS_actor -1 drive_car 288@ to 2647.941 2293.222 9.6875 speed 21.0 0 model 0 2 
05D2: AS_actor -1 run_to_and_hijack_car 288@ max_search_radius 17.0 traffic_behavior 2 
0616: define_AS_pack_end 79@ 
0618: assign_actor 78@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
08C6: set_actor 78@ stay_on_bike 3 

:HEIST4_13147
0397: enable_car 288@ siren 1 
040D: unload_wav 3 

:HEIST4_13158
81@ = 1 

:HEIST4_13165
return 

:HEIST4_13167
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HEIST4_13185
$599 += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 20 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_4'  // Cop Wheels
030C: progress_made = 1 
return 

:HEIST4_13240
01B4: set_player $PLAYER_CHAR can_move 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0940: set_group 42@ enters_leaders_vehicle 1 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
01EB: set_traffic_density_multiplier_to 1.0 
040D: unload_wav 3 
01B7: release_weather 
072C: generate_police_bikes 1 
0164: disable_marker 43@ 
0164: disable_marker 291@ 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
0249: release_model 443 
0249: release_model 523 
0249: release_model 346 
0249: release_model 284 
0249: release_model 598 
0249: release_model 497 
0249: release_model 463 
0249: release_model 33 
0249: release_model 34 
0249: release_model 50 
0249: release_model 117 
0249: release_model 32 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
014F: stop_timer $9294 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 100---------------
// Originally: Up, Up and Away!

:HEIST5
thread 'HEIST5' 
gosub @HEIST5_47 
if 
wasted_or_busted 
else_jump @HEIST5_38 
gosub @HEIST5_13752 

:HEIST5_38
gosub @HEIST5_13855 
end_thread 

:HEIST5_47
increment_mission_attempts 
$ONMISSION = 1 
47@ = 406.989 
48@ = 2516.901 
49@ = 15.4918 
44@ = 0 
112@ = 0 
108@ = 0 
107@ = 0 
97@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
70@ = 0 
72@ = 0 
74@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
63@ = 0 
76@ = 0 
78@ = 0 
80@ = 0 
82@ = 0 
84@ = 0 
86@ = 0 
88@ = 0 
106@ = 0 
90@ = 0 
92@ = 0 
94@ = 0 
96@ = 0 
120@ = 0 
121@ = 0 
141@ = 0.0 
142@ = 0.0 
143@ = 0.0 
144@ = 0.0 
145@ = 0.0 
146@ = 0.0 
119@ = 0 
133@ = 0 
$9295 = 1000 
132@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
147@ = 0 
$9296 = 0.0 
116@ = 0.0 
148@ = 0 
149@ = 0 
150@ = 0 
98@ = 0 
151@ = 0 
153@ = 365.356 
154@ = 2538.113 
155@ = 15.712 
$9299 = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
167@ = 0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0 
172@ = 0 
054C: use_GXT_table 'HEIST5' 
wait 0 
0395: clear_area 0 at 2030.108 1007.929 9.852 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2030.108 1007.929 9.852 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
$1273 = 1 
select_interior 10 
02E4: load_cutscene_data 'HEIST6A' 

:HEIST5_710
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST5_734 
wait 0 
jump @HEIST5_710 

:HEIST5_734
02E7: start_cutscene 
fade 1 1000 

:HEIST5_743
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST5_767 
wait 0 
jump @HEIST5_743 

:HEIST5_767
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:HEIST5_780
if 
fading 
else_jump @HEIST5_804 
wait 0 
jump @HEIST5_780 

:HEIST5_804
02EA: end_cutscene 
select_interior 0 
$1273 = 0 
014C: set_parked_car_generator $3343 cars_to_generate_to 0 
014C: set_parked_car_generator $3344 cars_to_generate_to 0 
014C: set_parked_car_generator $3345 cars_to_generate_to 0 
0923: enable_air_traffic 0 
096A: enable_flying_helis 0 
041A: 163@ = actor $PLAYER_ACTOR weapon 16 ammo 
if 
  5 > 163@ 
else_jump @HEIST5_899 
0213: 164@ = create_pickup 342 type 3 at 2550.967 2824.343 10.6 

:HEIST5_899
0213: 165@ = create_pickup #BODYARMOUR type 3 at 2557.337 2817.809 10.82 
0213: 166@ = create_pickup #HEALTH type 3 at 2573.734 2814.91 10.82 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2030.108 1007.929 9.852 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0615: define_AS_pack_begin 67@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 68@ 
0615: define_AS_pack_begin 99@ 
05F5: AS_actor -1 goto_point_using_paths 2604.0 2837.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0615: define_AS_pack_begin 100@ 
05F5: AS_actor -1 goto_point_using_paths 2608.0 2827.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 100@ 
0615: define_AS_pack_begin 101@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2815.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 101@ 
0615: define_AS_pack_begin 102@ 
05F5: AS_actor -1 goto_point_using_paths 2593.0 2835.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 102@ 
0615: define_AS_pack_begin 103@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2809.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0615: define_AS_pack_begin 104@ 
05F5: AS_actor -1 goto_point_using_paths 2575.0 2833.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 104@ 
060A: create_decision_maker_type 2 store_to 65@ // decision\allowed\m_.ped files 
0709: set_decision_maker 65@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 64@ // decision\allowed\m_.ped files 
0247: load_model 417 
0247: load_model 287 
0247: load_model 356 
0247: load_model 359 
0247: load_model 425 
0247: load_model #MINIGUN_BASE 
0247: load_model 362 
0247: load_model 428 
0247: load_model 470 
03CF: load_wav 41800 as 3 
038B: load_requested_models 

:HEIST5_1422
if or
8248:   not model 417 available 
8248:   not model 287 available 
8248:   not model 356 available 
8248:   not model 359 available 
8248:   not model 470 available 
else_jump @HEIST5_1469 
wait 0 
jump @HEIST5_1422 

:HEIST5_1469
if or
8248:   not model 425 available 
8248:   not model #MINIGUN_BASE available 
8248:   not model 362 available 
8248:   not model 428 available 
83D0:   not wav 3 loaded 
else_jump @HEIST5_1515 
wait 0 
jump @HEIST5_1469 

:HEIST5_1515
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:HEIST5_1530
if 
fading 
else_jump @HEIST5_1554 
wait 0 
jump @HEIST5_1530 

:HEIST5_1554
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'HM5_1' time 5000 flag 1  // ~s~Steal the helicopter from the ~y~military fuel dump,~s~ the gates will open for a military vehicle.
018A: 46@ = create_checkpoint_at 2616.408 2721.367 35.563 
07E0: set_marker 46@ type_to 1 
0107: 117@ = create_object #MINIGUN_BASE at 2595.549 2758.04 22.832 
0177: set_object 117@ Z_angle_to 180.0 
03CF: load_wav 18804 as 1 
03CF: load_wav 18807 as 2 

:HEIST5_1651
if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 200.0 200.0 400.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @HEIST5_1740 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HEIST5_1733 
jump @HEIST5_13770 

:HEIST5_1733
jump @HEIST5_1651 

:HEIST5_1740
00A5: 42@ = create_car 417 at 2614.603 2720.745 35.563 
0175: set_car 42@ Z_angle_to 90.0 
0788: enable_heli 42@ magnet 1 
020A: set_car 42@ door_status_to 2 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 0 
0519: set_car 42@ locked 1 
112@ = 1 
009A: 105@ = create_actor_pedtype 24 model 287 at 2502.702 2778.55 9.868 
01B2: give_actor 105@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 105@ Z_angle_to 90.0 
02E2: set_actor 105@ weapon_accuracy_to 70 
07DD: set_actor 105@ attack_rate 40 // previously known as temper_to 
060B: set_actor 105@ decision_maker_to 64@ 
009A: 75@ = create_actor_pedtype 24 model 287 at 2615.0 2835.0 9.86 
01B2: give_actor 75@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 75@ Z_angle_to 105.0 
060B: set_actor 75@ decision_maker_to 65@ 
077C: clear_actor 75@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 75@ weapon_accuracy_to 70 
07DD: set_actor 75@ attack_rate 40 // previously known as temper_to 
009A: 77@ = create_actor_pedtype 24 model 287 at 2615.0 2817.0 9.86 
01B2: give_actor 77@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 105.0 
060B: set_actor 77@ decision_maker_to 65@ 
077C: clear_actor 77@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 40 // previously known as temper_to 
009A: 79@ = create_actor_pedtype 24 model 287 at 2585.927 2837.06 9.82 
01B2: give_actor 79@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 79@ Z_angle_to 127.0 
060B: set_actor 79@ decision_maker_to 65@ 
077C: clear_actor 79@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 79@ weapon_accuracy_to 70 
07DD: set_actor 79@ attack_rate 50 // previously known as temper_to 
0605: actor 79@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 81@ = create_actor_pedtype 24 model 287 at 2568.0 2821.0 9.86 
01B2: give_actor 81@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 80.0 
060B: set_actor 81@ decision_maker_to 65@ 
077C: clear_actor 81@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 81@ weapon_accuracy_to 70 
07DD: set_actor 81@ attack_rate 40 // previously known as temper_to 
009A: 83@ = create_actor_pedtype 24 model 287 at 2562.0 2818.0 9.86 
01B2: give_actor 83@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 83@ Z_angle_to 96.0 
060B: set_actor 83@ decision_maker_to 65@ 
077C: clear_actor 83@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 83@ weapon_accuracy_to 70 
07DD: set_actor 83@ attack_rate 45 // previously known as temper_to 
0605: actor 83@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 85@ = create_actor_pedtype 24 model 287 at 2571.933 2831.912 9.82 
01B2: give_actor 85@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 85@ Z_angle_to 70.0 
060B: set_actor 85@ decision_maker_to 65@ 
077C: clear_actor 85@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 85@ weapon_accuracy_to 70 
07DD: set_actor 85@ attack_rate 40 // previously known as temper_to 
0605: actor 85@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 87@ = create_actor_pedtype 24 model 287 at 2595.0 2840.0 9.86 
01B2: give_actor 87@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ Z_angle_to 96.0 
060B: set_actor 87@ decision_maker_to 65@ 
077C: clear_actor 87@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 87@ weapon_accuracy_to 70 
07DD: set_actor 87@ attack_rate 50 // previously known as temper_to 
009A: 89@ = create_actor_pedtype 24 model 287 at 2613.0 2806.0 18.999 
01B2: give_actor 89@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 89@ Z_angle_to 96.0 
0223: set_actor 89@ health_to 100 
060B: set_actor 89@ decision_maker_to 66@ 
077C: clear_actor 89@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 89@ weapon_accuracy_to 70 
07DD: set_actor 89@ attack_rate 45 // previously known as temper_to 
009A: 91@ = create_actor_pedtype 24 model 287 at 2614.0 2848.0 18.999 
01B2: give_actor 91@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 91@ Z_angle_to 96.0 
0223: set_actor 91@ health_to 100 
060B: set_actor 91@ decision_maker_to 66@ 
077C: clear_actor 91@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 91@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 91@ weapon_accuracy_to 70 
07DD: set_actor 91@ attack_rate 40 // previously known as temper_to 
009A: 93@ = create_actor_pedtype 24 model 287 at 2545.0 2806.0 18.999 
01B2: give_actor 93@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 93@ Z_angle_to 274.0 
0223: set_actor 93@ health_to 100 
060B: set_actor 93@ decision_maker_to 66@ 
077C: clear_actor 93@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 93@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 93@ weapon_accuracy_to 70 
07DD: set_actor 93@ attack_rate 45 // previously known as temper_to 
009A: 95@ = create_actor_pedtype 24 model 287 at 2563.0 2848.0 18.999 
01B2: give_actor 95@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 95@ Z_angle_to 274.0 
0223: set_actor 95@ health_to 100 
060B: set_actor 95@ decision_maker_to 66@ 
077C: clear_actor 95@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 95@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 95@ weapon_accuracy_to 70 
07DD: set_actor 95@ attack_rate 40 // previously known as temper_to 
009A: 50@ = create_actor_pedtype 24 model 287 at 2621.0 2804.0 9.86 
060B: set_actor 50@ decision_maker_to 66@ 
01B2: give_actor 50@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 70 
07DD: set_actor 50@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2629.0 2795.0 9.86 
05D7: add_point_to_scmpath 2642.0 2788.0 9.86 
05D7: add_point_to_scmpath 2659.0 2786.0 9.86 
05D7: add_point_to_scmpath 2621.0 2804.0 9.86 
05D8: AS_assign_scmpath to_actor 50@ flags 4 3 
009A: 51@ = create_actor_pedtype 24 model 287 at 2649.0 2768.0 18.375 
060B: set_actor 51@ decision_maker_to 66@ 
01B2: give_actor 51@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 51@ maintain_position_when_attacked 1 
0173: set_actor 51@ Z_angle_to 330.0 
02E2: set_actor 51@ weapon_accuracy_to 70 
07DD: set_actor 51@ attack_rate 40 // previously known as temper_to 
0605: actor 51@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 52@ = create_actor_pedtype 24 model 287 at 2626.37 2800.007 9.82 
060B: set_actor 52@ decision_maker_to 66@ 
0173: set_actor 52@ Z_angle_to 14.7 
01B2: give_actor 52@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 52@ weapon_accuracy_to 70 
07DD: set_actor 52@ attack_rate 45 // previously known as temper_to 
04EB: AS_actor 52@ crouch 1 
0350: set_actor 52@ maintain_position_when_attacked 1 
009A: 69@ = create_actor_pedtype 24 model 287 at 2504.0 2763.0 9.86 
01B2: give_actor 69@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 364.0 
060B: set_actor 69@ decision_maker_to 66@ 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: set_actor 69@ attack_rate 45 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2505.0 2711.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2763.0 9.86 
05D8: AS_assign_scmpath to_actor 69@ flags 4 3 
009A: 71@ = create_actor_pedtype 24 model 287 at 2509.0 2791.0 9.86 
01B2: give_actor 71@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 90.0 
060B: set_actor 71@ decision_maker_to 66@ 
02E2: set_actor 71@ weapon_accuracy_to 70 
07DD: set_actor 71@ attack_rate 40 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2527.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2509.0 2791.0 9.86 
05D8: AS_assign_scmpath to_actor 71@ flags 4 3 
009A: 73@ = create_actor_pedtype 24 model 287 at 2583.0 2801.0 9.86 
01B2: give_actor 73@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 184.0 
060B: set_actor 73@ decision_maker_to 66@ 
02E2: set_actor 73@ weapon_accuracy_to 70 
07DD: set_actor 73@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2568.0 2801.0 9.86 
05D7: add_point_to_scmpath 2551.0 2801.0 9.86 
05D7: add_point_to_scmpath 2538.0 2801.0 9.845 
05D7: add_point_to_scmpath 2551.0 2801.0 9.845 
05D7: add_point_to_scmpath 2568.0 2801.0 9.855 
05D7: add_point_to_scmpath 2583.0 2801.0 9.845 
05D8: AS_assign_scmpath to_actor 73@ flags 4 3 
009A: 53@ = create_actor_pedtype 24 model 287 at 2606.119 2733.683 35.563 
060B: set_actor 53@ decision_maker_to 66@ 
01B2: give_actor 53@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 53@ maintain_position_when_attacked 1 
02E2: set_actor 53@ weapon_accuracy_to 70 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model 287 at 2628.508 2733.41 35.564 
060B: set_actor 54@ decision_maker_to 66@ 
01B2: give_actor 54@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 54@ maintain_position_when_attacked 1 
02E2: set_actor 54@ weapon_accuracy_to 70 
07DD: set_actor 54@ attack_rate 40 // previously known as temper_to 
009A: 55@ = create_actor_pedtype 24 model 287 at 2595.279 2755.393 22.822 
0173: set_actor 55@ Z_angle_to 80.0 
060B: set_actor 55@ decision_maker_to 66@ 
01B2: give_actor 55@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
02E2: set_actor 55@ weapon_accuracy_to 70 
07DD: set_actor 55@ attack_rate 45 // previously known as temper_to 
009A: 56@ = create_actor_pedtype 24 model 287 at 2658.506 2784.133 14.93 
0173: set_actor 56@ Z_angle_to 54.818 
060B: set_actor 56@ decision_maker_to 66@ 
01B2: give_actor 56@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 56@ maintain_position_when_attacked 1 
02E2: set_actor 56@ weapon_accuracy_to 70 
07DD: set_actor 56@ attack_rate 50 // previously known as temper_to 
00A5: $9298 = create_car 470 at 2520.737 2769.963 9.816 
0175: set_car $9298 Z_angle_to 0.563 
0129: $9297 = create_actor_pedtype 24 model 287 in_car $9298 driverseat 
060B: set_actor $9297 decision_maker_to 64@ 
01B2: give_actor $9297 weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $9297 weapon_accuracy_to 70 
07DD: set_actor $9297 attack_rate 40 // previously known as temper_to 
00A9: set_car $9298 to_normal_driver 
0A6F: checkpoint_save 99 

:HEIST5_4212
if 
   not 120@ == 2 
else_jump @HEIST5_7671 
wait 0 
if 
  108@ >= 1 
else_jump @HEIST5_4358 
if 
  167@ == 0 
else_jump @HEIST5_4300 
03D7: set_wav 3 location 2502.943 2778.928 10.82 
03D1: play_wav 3 
167@ = 1 

:HEIST5_4300
if 
  111@ == 1 
else_jump @HEIST5_4351 
if 
03D2:   wav 2 ended 
else_jump @HEIST5_4351 
03D5: remove_text 'HE5_BD'  // I WILL open fire!
111@ = 2 

:HEIST5_4351
jump @HEIST5_4358 

:HEIST5_4358
if 
  162@ == 0 
else_jump @HEIST5_5827 
if 
  $9299 == 0 
else_jump @HEIST5_4695 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 80.0 80.0 80.0 
  107@ == 1 
  108@ == 1 
else_jump @HEIST5_4695 
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_4695 
if 
8118:   not actor $9297 dead 
else_jump @HEIST5_4695 
if 
00DB:   actor $9297 in_car $9298 
else_jump @HEIST5_4655 
if 
  108@ >= 1 
else_jump @HEIST5_4565 
if 
  162@ == 0 
else_jump @HEIST5_4565 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_4565
if 
  162@ == 0 
else_jump @HEIST5_4648 
05D1: AS_actor $9297 drive_car $9298 to 2506.34 2772.69 9.8203 speed 10.0 1 model 0 3 
0395: clear_area 0 at 2501.494 2775.199 9.8203 radius 3.0 
$9299 = 1 

:HEIST5_4648
jump @HEIST5_4695 

:HEIST5_4655
if 
  162@ == 0 
else_jump @HEIST5_4695 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_4695
if 
  $9299 == 1 
else_jump @HEIST5_4956 
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_4956 
if 
8118:   not actor $9297 dead 
else_jump @HEIST5_4956 
if 
00DB:   actor $9297 in_car $9298 
else_jump @HEIST5_4916 
if 
  108@ >= 1 
else_jump @HEIST5_4822 
if 
  162@ == 0 
else_jump @HEIST5_4822 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_4822
if 
  162@ == 0 
else_jump @HEIST5_4909 
if 
01AF:   car $9298 sphere 0 in_sphere 2506.34 2772.69 9.8203 radius 2.0 2.0 2.0 
else_jump @HEIST5_4909 
$708 = 1 
$2907 = 1 
$9299 = 2 

:HEIST5_4909
jump @HEIST5_4956 

:HEIST5_4916
if 
  162@ == 0 
else_jump @HEIST5_4956 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_4956
if 
  $9299 == 2 
else_jump @HEIST5_5355 
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_5324 
if 
80B1:   not car $9298 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5069 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5069
if 
8118:   not actor $9297 dead 
else_jump @HEIST5_5317 
if 
00DB:   actor $9297 in_car $9298 
else_jump @HEIST5_5277 
if 
  $708 == 3 
else_jump @HEIST5_5212 
if 
  162@ == 0 
else_jump @HEIST5_5205 
05D1: AS_actor $9297 drive_car $9298 to 2472.188 2775.916 9.7097 speed 20.0 1 model 0 2 
0395: clear_area 0 at 2472.188 2775.916 9.7097 radius 3.0 
$9299 = 3 

:HEIST5_5205
jump @HEIST5_5270 

:HEIST5_5212
if 
  108@ >= 1 
else_jump @HEIST5_5270 
if 
  162@ == 0 
else_jump @HEIST5_5270 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_5270
jump @HEIST5_5317 

:HEIST5_5277
if 
  162@ == 0 
else_jump @HEIST5_5317 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_5317
jump @HEIST5_5355 

:HEIST5_5324
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5355
if 
  $9299 == 3 
else_jump @HEIST5_5658 
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_5627 
if 
80B1:   not car $9298 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5468 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5468
if 
8118:   not actor $9297 dead 
else_jump @HEIST5_5620 
if 
00DB:   actor $9297 in_car $9298 
else_jump @HEIST5_5580 
if 
01AF:   car $9298 sphere 0 in_sphere 2472.188 2775.916 9.7097 radius 2.0 2.0 2.0 
else_jump @HEIST5_5573 
05D2: AS_actor $9297 run_to_and_hijack_car $9298 max_search_radius 30.0 traffic_behavior 2 
$9299 = 4 

:HEIST5_5573
jump @HEIST5_5620 

:HEIST5_5580
if 
  162@ == 0 
else_jump @HEIST5_5620 
05E2: AS_actor $9297 kill_actor $PLAYER_ACTOR 
$2907 = 0 
162@ = 1 

:HEIST5_5620
jump @HEIST5_5658 

:HEIST5_5627
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5658
if 
  $2907 == 1 
else_jump @HEIST5_5827 
if 
  4 >= $9299 
else_jump @HEIST5_5827 
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_5796 
if 
80B1:   not car $9298 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_5789 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5789
jump @HEIST5_5827 

:HEIST5_5796
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
$2907 = 0 

:HEIST5_5827
if 
  107@ == 0 
else_jump @HEIST5_5988 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 100.0 
else_jump @HEIST5_5988 
0164: disable_marker 46@ 
if 
8119:   not car 42@ wrecked 
else_jump @HEIST5_5936 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
jump @HEIST5_5969 

:HEIST5_5936
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_5969
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
107@ = 1 

:HEIST5_5988
gosub @HEIST5_19806 
gosub @HEIST5_16802 
if 
  107@ == 1 
else_jump @HEIST5_6091 
gosub @HEIST5_15451 
gosub @HEIST5_14197 
if 
  108@ == 1 
else_jump @HEIST5_6091 
if 
  97@ == 0 
else_jump @HEIST5_6084 
gosub @HEIST5_14526 
jump @HEIST5_6091 

:HEIST5_6084
gosub @HEIST5_14924 

:HEIST5_6091
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_6130 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_6130
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2656.523 2782.107 17.0 cornerB 2594.178 2695.773 60.0 on_foot 
else_jump @HEIST5_6210 
if 
  121@ == 0 
else_jump @HEIST5_6210 
gosub @HEIST5_20302 
121@ = 1 

:HEIST5_6210
if 
  121@ == 1 
else_jump @HEIST5_6283 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2646.055 2782.106 21.0 cornerB 2594.268 2724.261 60.0 on_foot 
else_jump @HEIST5_6283 
121@ = 2 

:HEIST5_6283
if 
  121@ == 2 
else_jump @HEIST5_7183 
if 
  119@ == 0 
else_jump @HEIST5_6595 
00A5: 122@ = create_car 425 at 2253.509 2806.941 15.0 
0186: 123@ = create_marker_above_car 122@ 
0224: set_car 122@ health_to 4000 
0129: 125@ = create_actor_pedtype 24 model 287 in_car 122@ driverseat 
04BA: set_car 122@ speed_to 20.0 
0841: flying_vehicle 122@ use_secondary_gun 1 
0724: heli 122@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 122@ stuck_check_distance_to 2.0 time_to 5000 
00A5: 126@ = create_car 425 at 2306.756 2806.941 15.0 
0186: 127@ = create_marker_above_car 126@ 
0224: set_car 126@ health_to 4000 
0129: 129@ = create_actor_pedtype 24 model 287 in_car 126@ driverseat 
04BA: set_car 126@ speed_to 20.0 
0841: flying_vehicle 126@ use_secondary_gun 1 
0724: heli 126@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 126@ stuck_check_distance_to 2.0 time_to 5000 
00BC: show_text_highpriority GXT 'HM5_6' time 12000 flag 1  // ~s~They have sent two ~r~gunships~s~ to intercept you, use the ~y~gun emplacement~s~ to destroy them.
018A: 118@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 157@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
41@ = 0 
161@ = 1 
119@ = 1 
0A6F: checkpoint_save 99 

:HEIST5_6595
if 
  119@ == 1 
else_jump @HEIST5_6866 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2596.589 2758.158 22.862 radius 1.0 1.0 3.0 on_foot 
else_jump @HEIST5_6857 
if 
  159@ == 0 
else_jump @HEIST5_6699 
0A6D: print_help_forever_conditional 'HM5_20' 0  // Tap ~m~~widget_mission_start~ to use the gun.
159@ = 1 

:HEIST5_6699
if 
0A52:   is_widget_released 69 
else_jump @HEIST5_6850 
if 
0A0C:   player $PLAYER_CHAR on_jetpack 
else_jump @HEIST5_6752 
03E6: remove_text_box 
0A6D: print_help_forever_conditional 'HM5_JET' 0 
jump @HEIST5_6850 

:HEIST5_6752
if 
  160@ == 0 
else_jump @HEIST5_6850 
03D5: remove_text 'HM5_20'  // Tap ~m~~widget_mission_start~ to use the gun.
03E6: remove_text_box 
0164: disable_marker 118@ 
03BD: destroy_sphere 157@ 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 117@ offset_from_object_origin 0.0 0.0 2.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 38 
0750: set_object 117@ visibility 0 
119@ = 2 
160@ = 1 
wait 100 

:HEIST5_6850
jump @HEIST5_6866 

:HEIST5_6857
03E6: remove_text_box 
159@ = 0 

:HEIST5_6866
if 
  119@ == 2 
else_jump @HEIST5_6908 
if 
80E1:   not player 0 pressed_key 15 
else_jump @HEIST5_6908 
119@ = 3 

:HEIST5_6908
if 
  119@ == 3 
else_jump @HEIST5_6986 
if 
  158@ == 0 
else_jump @HEIST5_6964 
0A6D: print_help_forever_conditional 'HM5_21' 0  // Use the camera movement controls to move the crosshair. Tap ~m~~widget_attack~ to fire. Tap ~m~~widget_mission_cancel~ to quit.
158@ = 1 

:HEIST5_6964
if 
0A52:   is_widget_released 71 
else_jump @HEIST5_6986 
119@ = 4 

:HEIST5_6986
if 
  119@ == 4 
else_jump @HEIST5_7183 
if 
80E1:   not player 0 pressed_key 15 
else_jump @HEIST5_7183 
if 
  160@ == 1 
else_jump @HEIST5_7183 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 
0750: set_object 117@ visibility 1 
03E6: remove_text_box 
0164: disable_marker 118@ 
03BD: destroy_sphere 157@ 
018A: 118@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 157@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
158@ = 0 
119@ = 1 
160@ = 0 

:HEIST5_7183
if 
  161@ == 1 
else_jump @HEIST5_7517 
if 
  124@ == 0 
else_jump @HEIST5_7359 
if 
0119:   car 122@ wrecked 
else_jump @HEIST5_7261 
0164: disable_marker 123@ 
120@ += 1 
124@ = 1 
jump @HEIST5_7359 

:HEIST5_7261
if 
03CE:   car 122@ stuck 
else_jump @HEIST5_7359 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0089: 141@ = $68 // (float) 
141@ += 80.0 
0089: 142@ = $69 // (float) 
142@ += 80.0 
0089: 143@ = $70 // (float) 
143@ += 50.0 
00AB: put_car 122@ at 141@ 142@ 143@ 

:HEIST5_7359
if 
  128@ == 0 
else_jump @HEIST5_7517 
if 
0119:   car 126@ wrecked 
else_jump @HEIST5_7419 
0164: disable_marker 127@ 
120@ += 1 
128@ = 1 
jump @HEIST5_7517 

:HEIST5_7419
if 
03CE:   car 126@ stuck 
else_jump @HEIST5_7517 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0089: 144@ = $68 // (float) 
144@ += 90.0 
0089: 145@ = $69 // (float) 
145@ += 90.0 
0089: 146@ = $70 // (float) 
146@ += 60.0 
00AB: put_car 126@ at 144@ 145@ 146@ 

:HEIST5_7517
if 
  41@ > 240000 
else_jump @HEIST5_7664 
if 
  124@ == 0 
else_jump @HEIST5_7601 
if 
8119:   not car 122@ wrecked 
else_jump @HEIST5_7601 
020B: explode_car 122@ 
020B: explode_car 122@ 
0164: disable_marker 123@ 
120@ += 1 
124@ = 1 

:HEIST5_7601
if 
  128@ == 0 
else_jump @HEIST5_7664 
if 
8119:   not car 126@ wrecked 
else_jump @HEIST5_7664 
020B: explode_car 126@ 
020B: explode_car 126@ 
0164: disable_marker 127@ 
120@ += 1 
128@ = 1 

:HEIST5_7664
jump @HEIST5_4212 

:HEIST5_7671
$2907 = 0 
03D5: remove_text 'HM5_20'  // Tap ~m~~widget_mission_start~ to use the gun.
03E6: remove_text_box 
03BD: destroy_sphere 157@ 
0164: disable_marker 46@ 
0164: disable_marker 118@ 
0164: disable_marker 123@ 
0164: disable_marker 127@ 
0249: release_model 425 
0249: release_model 362 
if 
  160@ == 1 
else_jump @HEIST5_7803 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 

:HEIST5_7803
if 
03CA:   object 117@ exists 
else_jump @HEIST5_7826 
0750: set_object 117@ visibility 1 

:HEIST5_7826
if 
8119:   not car 42@ wrecked 
else_jump @HEIST5_7878 
020A: set_car 42@ door_status_to 1 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 42@ locked 0 
jump @HEIST5_7901 

:HEIST5_7878
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_7901
00BC: show_text_highpriority GXT 'HM5_7' time 8000 flag 1  // ~s~The gunships have been destroyed, get to the ~b~chopper~s~ and get out of there.

:HEIST5_7917
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @HEIST5_8159 
wait 0 
gosub @HEIST5_19806 
gosub @HEIST5_16802 
if 
  107@ == 1 
else_jump @HEIST5_8029 
if 
  108@ == 1 
else_jump @HEIST5_8029 
if 
  97@ == 0 
else_jump @HEIST5_8022 
gosub @HEIST5_14526 
jump @HEIST5_8029 

:HEIST5_8022
gosub @HEIST5_14924 

:HEIST5_8029
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_8075 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 
jump @HEIST5_8152 

:HEIST5_8075
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2614.603 2720.745 35.563 radius 4.0 4.0 4.0 on_foot 
else_jump @HEIST5_8152 
020A: set_car 42@ door_status_to 1 
02AC: set_car 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 42@ locked 0 

:HEIST5_8152
jump @HEIST5_7917 

:HEIST5_8159
if 
  167@ == 1 
else_jump @HEIST5_8188 
040D: unload_wav 3 
167@ = 0 

:HEIST5_8188
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker 43@ 
0249: release_model 359 
00A5: 130@ = create_car 428 at 2847.391 904.2733 9.75 
03ED: set_car 130@ disable_flipped_explosion_when_empty 1 
020A: set_car 130@ door_status_to 2 
0175: set_car 130@ Z_angle_to 353.511 
0186: 131@ = create_marker_above_car 130@ 
07E0: set_marker 131@ type_to 1 
083F: get_car 130@ vertical_deviation_to $9296 
137@ = 1 
00BC: show_text_highpriority GXT 'HM5_8' time 8000 flag 1  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
40@ = 0 

:HEIST5_8303
if 
  133@ == 0 
else_jump @HEIST5_8956 
wait 0 
if 
  132@ == 0 
else_jump @HEIST5_8449 
if 
0119:   car 130@ wrecked 
else_jump @HEIST5_8426 
if 
  137@ == 1 
else_jump @HEIST5_8389 
0164: disable_marker 131@ 
137@ = 0 

:HEIST5_8389
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
jump @HEIST5_13752 
132@ = 1 
jump @HEIST5_8449 

:HEIST5_8426
0227: $9295 = car 130@ health 
$9295 /= 10 
083F: get_car 130@ vertical_deviation_to $9296 

:HEIST5_8449
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_8495 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 
jump @HEIST5_8949 

:HEIST5_8495
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @HEIST5_8840 
if 
  171@ == 0 
else_jump @HEIST5_8580 
if 
  40@ >= 5000 
else_jump @HEIST5_8580 
03D5: remove_text 'HM5_8'  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
03E5: show_text_box 'WINCH_V'  // Press and hold ~m~~widget_helicopter_magnet_up~ and ~m~~widget_helicopter_magnet_down~ to move the winch close to a vehicle. Tap ~m~~widget_drop_crane~ to release.
171@ = 1 

:HEIST5_8580
if 
  98@ == 0 
else_jump @HEIST5_8653 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 80.0 
else_jump @HEIST5_8653 
gosub @HEIST5_20995 

:HEIST5_8653
078B: 134@ = get_heli 42@ attached_car_handle actor_handle_to 135@ object_handle_to 136@ 
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_8724 
if 
003B:   134@ == 130@ // (int) 
else_jump @HEIST5_8724 
0227: $9295 = car 130@ health 
$9295 /= 10 
133@ = 1 

:HEIST5_8724
if 
  44@ == 1 
else_jump @HEIST5_8833 
$126 = 1 
0164: disable_marker 43@ 
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_8826 
if 
  137@ == 0 
else_jump @HEIST5_8826 
0186: 131@ = create_marker_above_car 130@ 
07E0: set_marker 131@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
137@ = 1 

:HEIST5_8826
44@ = 0 

:HEIST5_8833
jump @HEIST5_8949 

:HEIST5_8840
if 
  44@ == 0 
else_jump @HEIST5_8949 
$126 = 0 
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_8911 
if 
  137@ == 1 
else_jump @HEIST5_8911 
0164: disable_marker 131@ 
137@ = 0 

:HEIST5_8911
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
44@ = 1 

:HEIST5_8949
jump @HEIST5_8303 

:HEIST5_8956
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_9024 
if 
  137@ == 1 
else_jump @HEIST5_9017 
0164: disable_marker 131@ 
02AC: set_car 130@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
137@ = 0 

:HEIST5_9017
jump @HEIST5_9084 

:HEIST5_9024
if 
  137@ == 1 
else_jump @HEIST5_9054 
0164: disable_marker 131@ 
137@ = 0 

:HEIST5_9054
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
jump @HEIST5_13752 
132@ = 1 

:HEIST5_9084
0249: release_model 287 
0247: load_model 117 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
018A: 45@ = create_checkpoint_at 47@ 48@ 49@ 
147@ = 1 
44@ = 0 
137@ = 0 
$126 = 1 

:HEIST5_9151
if or
   not 150@ == 1 
81B0:   not car 130@ sphere $126 in_sphere 47@ 48@ 49@ radius 6.0 6.0 5.0 stopped 
8248:   not model 117 available 
else_jump @HEIST5_10635 
wait 0 
if 
  132@ == 0 
else_jump @HEIST5_9573 
if 
0119:   car 130@ wrecked 
else_jump @HEIST5_9310 
if 
  137@ == 1 
else_jump @HEIST5_9273 
0164: disable_marker 131@ 
137@ = 0 

:HEIST5_9273
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
jump @HEIST5_13752 
132@ = 1 
jump @HEIST5_9573 

:HEIST5_9310
0227: $9295 = car 130@ health 
$9295 /= 10 
083F: get_car 130@ vertical_deviation_to $9296 
if 
01B0:   car 130@ sphere 0 in_sphere 47@ 48@ 49@ radius 6.0 6.0 5.0 stopped 
else_jump @HEIST5_9566 
if 
  148@ == 0 
else_jump @HEIST5_9530 
if and
  1.0 >= $9296 
  $9296 > 0.8 
else_jump @HEIST5_9475 
if 
81F3:   not car 130@ in_air 
else_jump @HEIST5_9461 
08A5: set_car 130@ attractive_to_magnet 0 
150@ = 1 
jump @HEIST5_9468 

:HEIST5_9461
150@ = 0 

:HEIST5_9468
jump @HEIST5_9482 

:HEIST5_9475
150@ = 0 

:HEIST5_9482
if 
  150@ == 0 
else_jump @HEIST5_9523 
00BC: show_text_highpriority GXT 'HM5_12' time 8000 flag 1  // ~s~The van has to be on its wheels!
148@ = 1 

:HEIST5_9523
jump @HEIST5_9559 

:HEIST5_9530
if 
  150@ == 1 
else_jump @HEIST5_9559 
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!

:HEIST5_9559
jump @HEIST5_9573 

:HEIST5_9566
148@ = 0 

:HEIST5_9573
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_9619 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 
jump @HEIST5_10628 

:HEIST5_9619
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @HEIST5_10500 
078B: 134@ = get_heli 42@ attached_car_handle actor_handle_to 135@ object_handle_to 136@ 
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_10113 
if 
003B:   134@ == 130@ // (int) 
else_jump @HEIST5_9820 
if 
  137@ == 1 
else_jump @HEIST5_9732 
0164: disable_marker 131@ 
0227: $9295 = car 130@ health 
$9295 /= 10 
137@ = 0 

:HEIST5_9732
if 
  147@ == 0 
else_jump @HEIST5_9799 
0164: disable_marker 45@ 
018A: 45@ = create_checkpoint_at 47@ 48@ 49@ 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
$126 = 1 
147@ = 1 

:HEIST5_9799
149@ = 0 
133@ = 1 
jump @HEIST5_10113 

:HEIST5_9820
00AA: store_car 130@ position_to 138@ 139@ 140@ 
00AA: store_car 42@ position_to 113@ 114@ 115@ 
0509: 116@ = distance_between_XY 113@ 114@ and_XY 138@ 139@ 
if 
  10.0 > 116@ 
else_jump @HEIST5_10008 
if 
86BD:   not no_obstacles_between 113@ 114@ 115@ and 138@ 139@ 140@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @HEIST5_10008 
if 
  149@ == 0 
else_jump @HEIST5_9966 
40@ = 0 
149@ = 1 
jump @HEIST5_10008 

:HEIST5_9966
if 
  40@ >= 10000 
else_jump @HEIST5_10008 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
jump @HEIST5_13752 

:HEIST5_10008
133@ = 0 
if 
  147@ == 1 
else_jump @HEIST5_10045 
0164: disable_marker 45@ 
147@ = 0 

:HEIST5_10045
if 
  137@ == 0 
else_jump @HEIST5_10113 
0164: disable_marker 131@ 
0186: 131@ = create_marker_above_car 130@ 
07E0: set_marker 131@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
$126 = 0 
137@ = 1 

:HEIST5_10113
if 
  44@ == 1 
else_jump @HEIST5_10493 
0164: disable_marker 43@ 
if 
  133@ == 1 
else_jump @HEIST5_10235 
if 
  147@ == 0 
else_jump @HEIST5_10198 
0164: disable_marker 45@ 
018A: 45@ = create_checkpoint_at 47@ 48@ 49@ 
147@ = 1 

:HEIST5_10198
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
$126 = 1 
44@ = 0 
jump @HEIST5_10493 

:HEIST5_10235
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_10486 
if 
  137@ == 0 
else_jump @HEIST5_10486 
0164: disable_marker 131@ 
0186: 131@ = create_marker_above_car 130@ 
07E0: set_marker 131@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
$126 = 0 
00AA: store_car 130@ position_to 138@ 139@ 140@ 
00AA: store_car 42@ position_to 113@ 114@ 115@ 
0509: 116@ = distance_between_XY 113@ 114@ and_XY 138@ 139@ 
if 
86BD:   not no_obstacles_between 113@ 114@ 115@ and 138@ 139@ 140@ solid 1 car 0 actor 0 object 0 particle 0 
else_jump @HEIST5_10479 
if 
  149@ == 0 
else_jump @HEIST5_10437 
40@ = 0 
149@ = 1 
jump @HEIST5_10479 

:HEIST5_10437
if 
  40@ >= 10000 
else_jump @HEIST5_10479 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
jump @HEIST5_13752 

:HEIST5_10479
137@ = 1 

:HEIST5_10486
44@ = 0 

:HEIST5_10493
jump @HEIST5_10628 

:HEIST5_10500
if 
  44@ == 0 
else_jump @HEIST5_10628 
$126 = 0 
if 
  147@ == 1 
else_jump @HEIST5_10555 
0164: disable_marker 45@ 
147@ = 0 

:HEIST5_10555
if 
  137@ == 1 
else_jump @HEIST5_10585 
0164: disable_marker 131@ 
137@ = 0 

:HEIST5_10585
0164: disable_marker 43@ 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
44@ = 1 

:HEIST5_10628
jump @HEIST5_9151 

:HEIST5_10635
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!
0164: disable_marker 45@ 
if 
8119:   not car 130@ wrecked 
else_jump @HEIST5_10730 
0164: disable_marker 131@ 
if 
8119:   not car 42@ wrecked 
else_jump @HEIST5_10700 
0789: set_heli 42@ release_stuff_from_magnet 
jump @HEIST5_10723 

:HEIST5_10700
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_10723
jump @HEIST5_10758 

:HEIST5_10730
0164: disable_marker 131@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
jump @HEIST5_13752 

:HEIST5_10758
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 152@ = create_checkpoint_at 153@ 154@ 155@ 
44@ = 0 
$126 = 1 
03CF: load_wav 18800 as 1 
03CF: load_wav 18801 as 2 

:HEIST5_10816
if or
81B0:   not car 42@ sphere $126 in_sphere 153@ 154@ 155@ radius 20.0 20.0 4.0 stopped 
8448:   not actor $PLAYER_ACTOR in_car 42@ 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @HEIST5_11137 
wait 0 
if 
0119:   car 130@ wrecked 
else_jump @HEIST5_10923 
0164: disable_marker 131@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
jump @HEIST5_13752 

:HEIST5_10923
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_10969 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 
jump @HEIST5_11130 

:HEIST5_10969
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @HEIST5_11062 
if 
  44@ == 1 
else_jump @HEIST5_11055 
0164: disable_marker 43@ 
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 152@ = create_checkpoint_at 153@ 154@ 155@ 
$126 = 1 
44@ = 0 

:HEIST5_11055
jump @HEIST5_11130 

:HEIST5_11062
if 
  44@ == 0 
else_jump @HEIST5_11130 
0164: disable_marker 152@ 
0186: 43@ = create_marker_above_car 42@ 
07E0: set_marker 43@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
$126 = 0 
44@ = 1 

:HEIST5_11130
jump @HEIST5_10816 

:HEIST5_11137
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 152@ 
0164: disable_marker 43@ 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 130@ 
0249: release_model 428 
08F5: save_player_group 
153@ = 365.87 
154@ = 2537.868 
if 
8119:   not car 42@ wrecked 
else_jump @HEIST5_11266 
00AB: put_car 42@ at 153@ 154@ 155@ 
0175: set_car 42@ Z_angle_to 214.0 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @HEIST5_11289 

:HEIST5_11266
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_11289
015F: set_camera_position 371.7336 2544.856 16.6086 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 371.3514 2543.944 16.7564 switchstyle 2 
wait 2000 
0707: start_scene_skip_to @HEIST5_13412 
if 
8119:   not car 42@ wrecked 
else_jump @HEIST5_11397 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
05CD: AS_actor $PLAYER_ACTOR exit_car 42@ 
jump @HEIST5_11420 

:HEIST5_11397
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_11420
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST5_11486 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_11479 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_11479
jump @HEIST5_11420 

:HEIST5_11486
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
009A: 156@ = create_actor_pedtype 4 model 117 at 375.081 2535.866 15.64 
060B: set_actor 156@ decision_maker_to 64@ 
02A9: set_actor 156@ immune_to_nonplayer 1 
02AB: set_actor 156@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 156@ muted 1 // versionB 
05D3: AS_actor $PLAYER_ACTOR goto_point 370.364 2538.753 15.643 mode 4 time -1 ms // versionA 

:HEIST5_11578
if 
8102:   not actor $PLAYER_ACTOR in_sphere 370.364 2538.753 15.643 radius 1.0 1.0 2.0 sphere 0 stopped_on_foot 
else_jump @HEIST5_11715 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_11669 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_11669
if 
0118:   actor 156@ dead 
else_jump @HEIST5_11708 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_11708
jump @HEIST5_11578 

:HEIST5_11715
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_11827 
05D9: AS_actor 156@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.3 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AA' time 10000 flag 1  // Heeey, CJ, you never cease to amaze me!
0967: actor 156@ move_mouth 999999 ms 
0812: AS_actor 156@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 156@ 
jump @HEIST5_11850 

:HEIST5_11827
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_11850
40@ = 0 

:HEIST5_11857
if or
8105:   not actor 156@ near_actor $PLAYER_ACTOR radius 1.2 1.2 2.0 sphere 0 on_foot 
83D2:   not wav 1 ended 
else_jump @HEIST5_12051 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_11959 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AA'  // Heeey, CJ, you never cease to amaze me!
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_11959
if 
0118:   actor 156@ dead 
else_jump @HEIST5_12005 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 
jump @HEIST5_12044 

:HEIST5_12005
if 
  40@ >= 15000 
else_jump @HEIST5_12044 
00A1: put_actor 156@ at 371.364 2538.753 15.643 

:HEIST5_12044
jump @HEIST5_11857 

:HEIST5_12051
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12079 
0687: clear_actor 156@ task 
jump @HEIST5_12102 

:HEIST5_12079
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12102
040D: unload_wav 1 
03D5: remove_text 'HE5_AA'  // Heeey, CJ, you never cease to amaze me!
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12145 
0968: actor 156@ stop_mouth 
jump @HEIST5_12168 

:HEIST5_12145
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12168
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HEIST5_12311 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AB' time 10000 flag 1  // Heh heh, good lookin, where's Woozie?
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12281 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 156@ 
jump @HEIST5_12304 

:HEIST5_12281
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12304
jump @HEIST5_12330 

:HEIST5_12311
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // Heh heh, good lookin, where's Woozie?

:HEIST5_12330
03CF: load_wav 18802 as 1 

:HEIST5_12337
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @HEIST5_12480 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_12399 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_12399
if 
0118:   actor 156@ dead 
else_jump @HEIST5_12438 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12438
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @HEIST5_12473 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // Heh heh, good lookin, where's Woozie?

:HEIST5_12473
jump @HEIST5_12337 

:HEIST5_12480
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // Heh heh, good lookin, where's Woozie?
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12594 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AC' time 10000 flag 1  // I don't know. He insisted on driving here himself. He could be anywhere.
0967: actor 156@ move_mouth 999999 ms 
0812: AS_actor 156@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @HEIST5_12636 

:HEIST5_12594
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12636
03CF: load_wav 18803 as 2 

:HEIST5_12643
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @HEIST5_12770 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_12705 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_12705
if 
0118:   actor 156@ dead 
else_jump @HEIST5_12763 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12763
jump @HEIST5_12643 

:HEIST5_12770
040D: unload_wav 1 
03D5: remove_text 'HE5_AC'  // I don't know. He insisted on driving here himself. He could be anywhere.
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12813 
0968: actor 156@ stop_mouth 
jump @HEIST5_12836 

:HEIST5_12813
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12836
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_12864 
0687: clear_actor 156@ task 
jump @HEIST5_12887 

:HEIST5_12864
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_12887
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HEIST5_12976 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AD' time 10000 flag 1  // Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @HEIST5_12995 

:HEIST5_12976
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_12995
if 
83D2:   not wav 2 ended 
else_jump @HEIST5_13134 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_13053 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_13053
if 
0118:   actor 156@ dead 
else_jump @HEIST5_13092 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_13092
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @HEIST5_13127 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_13127
jump @HEIST5_12995 

:HEIST5_13134
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
if 
8118:   not actor 156@ dead 
else_jump @HEIST5_13206 
05D3: AS_actor 156@ goto_point 378.998 2534.098 15.624 mode 4 time -1 ms // versionA 
jump @HEIST5_13229 

:HEIST5_13206
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_13229
wait 1200 
05D3: AS_actor $PLAYER_ACTOR goto_point 379.998 2534.098 15.624 mode 4 time -1 ms // versionA 
40@ = 0 

:HEIST5_13265
if 
  3000 >= 40@ 
else_jump @HEIST5_13373 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_13327 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
jump @HEIST5_13752 

:HEIST5_13327
if 
0118:   actor 156@ dead 
else_jump @HEIST5_13366 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
jump @HEIST5_13752 

:HEIST5_13366
jump @HEIST5_13265 

:HEIST5_13373
00A6: destroy_car 42@ 
009B: destroy_actor 156@ 
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0373: set_camera_directly_behind_player 
172@ = 1 

:HEIST5_13412
0701: end_scene_skip 
if 
  172@ == 0 
else_jump @HEIST5_13714 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:HEIST5_13447
if 
fading 
else_jump @HEIST5_13471 
wait 0 
jump @HEIST5_13447 

:HEIST5_13471
040D: unload_wav 1 
040D: unload_wav 2 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 0 
0395: clear_area 1 at 388.007 2532.546 15.594 radius 5.0 
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_13631 
00D9: 173@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 388.007 2532.546 15.594 

:HEIST5_13555
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_13614 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @HEIST5_13591 

:HEIST5_13591
if 
0118:   actor 156@ dead 
else_jump @HEIST5_13607 

:HEIST5_13607
jump @HEIST5_13555 

:HEIST5_13614
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
jump @HEIST5_13661 

:HEIST5_13631
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST5_13661
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 42@ 
009B: destroy_actor 156@ 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:HEIST5_13690
if 
fading 
else_jump @HEIST5_13714 
wait 0 
jump @HEIST5_13690 

:HEIST5_13714
08F6: restore_player_group 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
jump @HEIST5_13770 

:HEIST5_13752
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HEIST5_13770
$599 += 1 
0318: set_latest_mission_passed 'HEIST_5'  // Up, Up and Away!
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  $1408 == 0 
else_jump @HEIST5_13842 
0164: disable_marker $594 

:HEIST5_13842
014C: set_parked_car_generator $3722 cars_to_generate_to 101 
0394: play_music 1 
return 

:HEIST5_13855
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
03C7: set_sensitivity_to_crime 1.0 
if 
  $3346 == 1 
else_jump @HEIST5_13892 
014C: set_parked_car_generator $3343 cars_to_generate_to 101 

:HEIST5_13892
if 
  $3347 == 1 
else_jump @HEIST5_13917 
014C: set_parked_car_generator $3344 cars_to_generate_to 101 

:HEIST5_13917
if 
  $3348 == 1 
else_jump @HEIST5_13942 
014C: set_parked_car_generator $3345 cars_to_generate_to 101 

:HEIST5_13942
if 
8214:   not pickup 164@ picked_up 
else_jump @HEIST5_13963 
0215: destroy_pickup 164@ 

:HEIST5_13963
if 
8214:   not pickup 165@ picked_up 
else_jump @HEIST5_13984 
0215: destroy_pickup 165@ 

:HEIST5_13984
if 
8214:   not pickup 166@ picked_up 
else_jump @HEIST5_14005 
0215: destroy_pickup 166@ 

:HEIST5_14005
$2907 = 0 
0923: enable_air_traffic 1 
096A: enable_flying_helis 1 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
03BD: destroy_sphere 157@ 
0249: release_model 417 
0249: release_model 287 
0249: release_model 356 
0249: release_model 359 
0249: release_model 425 
0249: release_model #MINIGUN_BASE 
0249: release_model 362 
0249: release_model 428 
0249: release_model 470 
0249: release_model 117 
065C: release_decision_maker 65@ 
065C: release_decision_maker 66@ 
065C: release_decision_maker 64@ 
0164: disable_marker 43@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 152@ 
0164: disable_marker 118@ 
0164: disable_marker 123@ 
0164: disable_marker 127@ 
0164: disable_marker 131@ 
061B: remove_references_to_AS_pack 67@ 
061B: remove_references_to_AS_pack 68@ 
061B: remove_references_to_AS_pack 99@ 
061B: remove_references_to_AS_pack 100@ 
061B: remove_references_to_AS_pack 101@ 
061B: remove_references_to_AS_pack 102@ 
061B: remove_references_to_AS_pack 103@ 
061B: remove_references_to_AS_pack 104@ 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
mission_cleanup 
return 

:HEIST5_14197
if 
8118:   not actor 53@ dead 
else_jump @HEIST5_14306 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $2899 > 0 
else_jump @HEIST5_14277 
048F: actor 53@ remove_weapons 
01B2: give_actor 53@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 85 
07DD: set_actor 53@ attack_rate 40 // previously known as temper_to 
jump @HEIST5_14306 

:HEIST5_14277
048F: actor 53@ remove_weapons 
01B2: give_actor 53@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 70 
07DD: set_actor 53@ attack_rate 40 // previously known as temper_to 

:HEIST5_14306
if 
8118:   not actor 54@ dead 
else_jump @HEIST5_14415 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $2899 > 0 
else_jump @HEIST5_14386 
048F: actor 54@ remove_weapons 
01B2: give_actor 54@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 85 
07DD: set_actor 54@ attack_rate 40 // previously known as temper_to 
jump @HEIST5_14415 

:HEIST5_14386
048F: actor 54@ remove_weapons 
01B2: give_actor 54@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 70 
07DD: set_actor 54@ attack_rate 45 // previously known as temper_to 

:HEIST5_14415
if 
8118:   not actor 55@ dead 
else_jump @HEIST5_14524 
if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
  $2899 > 0 
else_jump @HEIST5_14495 
048F: actor 55@ remove_weapons 
01B2: give_actor 55@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 85 
07DD: set_actor 55@ attack_rate 40 // previously known as temper_to 
jump @HEIST5_14524 

:HEIST5_14495
048F: actor 55@ remove_weapons 
01B2: give_actor 55@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 70 
07DD: set_actor 55@ attack_rate 50 // previously known as temper_to 

:HEIST5_14524
return 

:HEIST5_14526
if 
  97@ == 0 
else_jump @HEIST5_14922 
if 
8118:   not actor 69@ dead 
else_jump @HEIST5_14568 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 

:HEIST5_14568
if 
8118:   not actor 71@ dead 
else_jump @HEIST5_14592 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:HEIST5_14592
if 
8118:   not actor 73@ dead 
else_jump @HEIST5_14616 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:HEIST5_14616
if 
8118:   not actor 75@ dead 
else_jump @HEIST5_14640 
0618: assign_actor 75@ to_AS_pack 99@ 

:HEIST5_14640
if 
8118:   not actor 77@ dead 
else_jump @HEIST5_14664 
0618: assign_actor 77@ to_AS_pack 100@ 

:HEIST5_14664
if 
8118:   not actor 79@ dead 
else_jump @HEIST5_14695 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0350: set_actor 79@ maintain_position_when_attacked 1 

:HEIST5_14695
if 
8118:   not actor 81@ dead 
else_jump @HEIST5_14726 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0350: set_actor 81@ maintain_position_when_attacked 1 

:HEIST5_14726
if 
8118:   not actor 83@ dead 
else_jump @HEIST5_14757 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0350: set_actor 83@ maintain_position_when_attacked 1 

:HEIST5_14757
if 
8118:   not actor 85@ dead 
else_jump @HEIST5_14788 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
0350: set_actor 85@ maintain_position_when_attacked 1 

:HEIST5_14788
if 
8118:   not actor 87@ dead 
else_jump @HEIST5_14819 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0350: set_actor 87@ maintain_position_when_attacked 1 

:HEIST5_14819
if 
8118:   not actor 89@ dead 
else_jump @HEIST5_14843 
0618: assign_actor 89@ to_AS_pack 101@ 

:HEIST5_14843
if 
8118:   not actor 91@ dead 
else_jump @HEIST5_14867 
0618: assign_actor 91@ to_AS_pack 102@ 

:HEIST5_14867
if 
8118:   not actor 93@ dead 
else_jump @HEIST5_14891 
0618: assign_actor 93@ to_AS_pack 103@ 

:HEIST5_14891
if 
8118:   not actor 95@ dead 
else_jump @HEIST5_14915 
0618: assign_actor 95@ to_AS_pack 104@ 

:HEIST5_14915
97@ = 1 

:HEIST5_14922
return 

:HEIST5_14924
if 
8118:   not actor 75@ dead 
else_jump @HEIST5_14999 
if 
0105:   actor $PLAYER_ACTOR near_actor 75@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_14991 
060B: set_actor 75@ decision_maker_to 66@ 
jump @HEIST5_14999 

:HEIST5_14991
060B: set_actor 75@ decision_maker_to 65@ 

:HEIST5_14999
if 
8118:   not actor 77@ dead 
else_jump @HEIST5_15074 
if 
0105:   actor $PLAYER_ACTOR near_actor 77@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15066 
060B: set_actor 77@ decision_maker_to 66@ 
jump @HEIST5_15074 

:HEIST5_15066
060B: set_actor 77@ decision_maker_to 65@ 

:HEIST5_15074
if 
8118:   not actor 79@ dead 
else_jump @HEIST5_15149 
if 
0105:   actor $PLAYER_ACTOR near_actor 79@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15141 
060B: set_actor 79@ decision_maker_to 66@ 
jump @HEIST5_15149 

:HEIST5_15141
060B: set_actor 79@ decision_maker_to 65@ 

:HEIST5_15149
if 
8118:   not actor 81@ dead 
else_jump @HEIST5_15224 
if 
0105:   actor $PLAYER_ACTOR near_actor 81@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15216 
060B: set_actor 81@ decision_maker_to 66@ 
jump @HEIST5_15224 

:HEIST5_15216
060B: set_actor 81@ decision_maker_to 65@ 

:HEIST5_15224
if 
8118:   not actor 83@ dead 
else_jump @HEIST5_15299 
if 
0105:   actor $PLAYER_ACTOR near_actor 83@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15291 
060B: set_actor 83@ decision_maker_to 66@ 
jump @HEIST5_15299 

:HEIST5_15291
060B: set_actor 83@ decision_maker_to 65@ 

:HEIST5_15299
if 
8118:   not actor 85@ dead 
else_jump @HEIST5_15374 
if 
0105:   actor $PLAYER_ACTOR near_actor 85@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15366 
060B: set_actor 85@ decision_maker_to 66@ 
jump @HEIST5_15374 

:HEIST5_15366
060B: set_actor 85@ decision_maker_to 65@ 

:HEIST5_15374
if 
8118:   not actor 87@ dead 
else_jump @HEIST5_15449 
if 
0105:   actor $PLAYER_ACTOR near_actor 87@ radius 3.0 3.0 2.0 sphere 0 on_foot 
else_jump @HEIST5_15441 
060B: set_actor 87@ decision_maker_to 66@ 
jump @HEIST5_15449 

:HEIST5_15441
060B: set_actor 87@ decision_maker_to 65@ 

:HEIST5_15449
return 

:HEIST5_15451
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_16738 
if 
  108@ == 0 
else_jump @HEIST5_16581 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 105@ 
031D:   actor 105@ hit_by_weapon 57 
else_jump @HEIST5_15518 
108@ = 1 

:HEIST5_15518
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HEIST5_16567 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @HEIST5_16553 
if 
  $2899 == 0 
else_jump @HEIST5_16539 
if or
0364:   actor 105@ spotted_actor $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_16532 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  109@ == 0 
else_jump @HEIST5_15785 
if 
0105:   actor $PLAYER_ACTOR near_actor 105@ radius 8.0 8.0 8.0 sphere 0 on_foot 
else_jump @HEIST5_15708 
00BC: show_text_highpriority GXT 'HE5_BA' time 8000 flag 1  // This is a restricted area!

:HEIST5_15708
00A0: store_actor 105@ position_to 168@ 169@ 170@ 
03D7: set_wav 1 location 168@ 169@ 170@ 
03D1: play_wav 1 
0967: actor 105@ move_mouth 999999 ms 
0A09: set_actor 105@ muted 1 // versionB 
41@ = 0 
05D9: AS_actor 105@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 2.0 
109@ = 1 

:HEIST5_15785
if 
  109@ == 1 
else_jump @HEIST5_15839 
062E: get_actor 105@ task 1497 status_store_to 110@ // ret 7 if not found 
if 
04A4:   110@ == 7 // == constant 
else_jump @HEIST5_15839 
109@ = 2 

:HEIST5_15839
if 
  109@ >= 1 
else_jump @HEIST5_16532 

:HEIST5_15857
if 
  3000 > 41@ 
else_jump @HEIST5_16225 
wait 0 
if 
03D2:   wav 1 ended 
else_jump @HEIST5_15948 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_15941 
0968: actor 105@ stop_mouth 
0A09: set_actor 105@ muted 0 // versionB 
jump @HEIST5_15948 

:HEIST5_15941
106@ = 1 

:HEIST5_15948
if 
  108@ == 1 
else_jump @HEIST5_16100 
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_16038 
if 
  111@ == 0 
else_jump @HEIST5_16031 
077C: clear_actor 105@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
111@ = 1 

:HEIST5_16031
jump @HEIST5_16093 

:HEIST5_16038
if 
  106@ == 0 
else_jump @HEIST5_16093 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
03D5: remove_text 'HE5_BB'  // Please leave now!
106@ = 1 

:HEIST5_16093
jump @HEIST5_16218 

:HEIST5_16100
if 
  106@ == 0 
else_jump @HEIST5_16218 
if 
0118:   actor 105@ dead 
else_jump @HEIST5_16185 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
03D5: remove_text 'HE5_BB'  // Please leave now!
108@ = 1 
106@ = 1 
jump @HEIST5_16218 

:HEIST5_16185
if or
0457:   player $PLAYER_CHAR aiming_at_actor 105@ 
031D:   actor 105@ hit_by_weapon 57 
else_jump @HEIST5_16218 
108@ = 1 

:HEIST5_16218
jump @HEIST5_15857 

:HEIST5_16225
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
else_jump @HEIST5_16532 
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_16470 
if 
  108@ >= 0 
else_jump @HEIST5_16407 
if 
0105:   actor $PLAYER_ACTOR near_actor 105@ radius 8.0 8.0 8.0 sphere 0 on_foot 
else_jump @HEIST5_16359 
00BC: show_text_highpriority GXT 'HE5_BD' time 8000 flag 1  // I WILL open fire!

:HEIST5_16359
0967: actor 105@ move_mouth 999999 ms 
0A09: set_actor 105@ muted 1 // versionB 
00A0: store_actor 105@ position_to 168@ 169@ 170@ 
03D7: set_wav 2 location 168@ 169@ 170@ 
03D1: play_wav 2 

:HEIST5_16407
if 
  111@ == 0 
else_jump @HEIST5_16456 
077C: clear_actor 105@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
111@ = 1 

:HEIST5_16456
108@ = 1 
jump @HEIST5_16532 

:HEIST5_16470
if 
  106@ == 0 
else_jump @HEIST5_16525 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
03D5: remove_text 'HE5_BB'  // Please leave now!
106@ = 1 

:HEIST5_16525
108@ = 1 

:HEIST5_16532
jump @HEIST5_16546 

:HEIST5_16539
108@ = 1 

:HEIST5_16546
jump @HEIST5_16560 

:HEIST5_16553
108@ = 1 

:HEIST5_16560
jump @HEIST5_16574 

:HEIST5_16567
108@ = 1 

:HEIST5_16574
jump @HEIST5_16731 

:HEIST5_16581
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_16669 
if 
  111@ == 0 
else_jump @HEIST5_16662 
077C: clear_actor 105@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 105@ acquaintance 1 to_all_pedtypes // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 105@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
111@ = 1 

:HEIST5_16662
jump @HEIST5_16731 

:HEIST5_16669
if 
  106@ == 0 
else_jump @HEIST5_16724 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
03D5: remove_text 'HE5_BB'  // Please leave now!
106@ = 1 

:HEIST5_16724
108@ = 1 

:HEIST5_16731
jump @HEIST5_16800 

:HEIST5_16738
if 
  106@ == 0 
else_jump @HEIST5_16793 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // This is a restricted area!
03D5: remove_text 'HE5_BB'  // Please leave now!
106@ = 1 

:HEIST5_16793
108@ = 1 

:HEIST5_16800
return 

:HEIST5_16802
if 
  70@ == 0 
else_jump @HEIST5_16989 
if 
0118:   actor 69@ dead 
else_jump @HEIST5_16857 
108@ = 1 
70@ = 1 
jump @HEIST5_16989 

:HEIST5_16857
if 
  107@ == 1 
else_jump @HEIST5_16989 
if 
  108@ == 0 
else_jump @HEIST5_16989 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 69@ 
031D:   actor 69@ hit_by_weapon 57 
else_jump @HEIST5_16926 
108@ = 1 

:HEIST5_16926
if 
  109@ > 1 
else_jump @HEIST5_16989 
if 
  41@ > 3000 
else_jump @HEIST5_16989 
if 
0364:   actor 69@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_16989 
108@ = 1 

:HEIST5_16989
if 
  72@ == 0 
else_jump @HEIST5_17176 
if 
0118:   actor 71@ dead 
else_jump @HEIST5_17044 
108@ = 1 
72@ = 1 
jump @HEIST5_17176 

:HEIST5_17044
if 
  107@ == 1 
else_jump @HEIST5_17176 
if 
  108@ == 0 
else_jump @HEIST5_17176 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
031D:   actor 71@ hit_by_weapon 57 
else_jump @HEIST5_17113 
108@ = 1 

:HEIST5_17113
if 
  109@ > 1 
else_jump @HEIST5_17176 
if 
  41@ > 3000 
else_jump @HEIST5_17176 
if 
0364:   actor 71@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17176 
108@ = 1 

:HEIST5_17176
if 
  74@ == 0 
else_jump @HEIST5_17363 
if 
0118:   actor 73@ dead 
else_jump @HEIST5_17231 
108@ = 1 
74@ = 1 
jump @HEIST5_17363 

:HEIST5_17231
if 
  107@ == 1 
else_jump @HEIST5_17363 
if 
  108@ == 0 
else_jump @HEIST5_17363 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
031D:   actor 73@ hit_by_weapon 57 
else_jump @HEIST5_17300 
108@ = 1 

:HEIST5_17300
if 
  109@ > 1 
else_jump @HEIST5_17363 
if 
  41@ > 3000 
else_jump @HEIST5_17363 
if 
0364:   actor 73@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17363 
108@ = 1 

:HEIST5_17363
if 
  76@ == 0 
else_jump @HEIST5_17550 
if 
0118:   actor 75@ dead 
else_jump @HEIST5_17418 
108@ = 1 
76@ = 1 
jump @HEIST5_17550 

:HEIST5_17418
if 
  107@ == 1 
else_jump @HEIST5_17550 
if 
  108@ == 0 
else_jump @HEIST5_17550 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 75@ 
031D:   actor 75@ hit_by_weapon 57 
else_jump @HEIST5_17487 
108@ = 1 

:HEIST5_17487
if 
  109@ > 1 
else_jump @HEIST5_17550 
if 
  41@ > 3000 
else_jump @HEIST5_17550 
if 
0364:   actor 75@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17550 
108@ = 1 

:HEIST5_17550
if 
  78@ == 0 
else_jump @HEIST5_17737 
if 
0118:   actor 77@ dead 
else_jump @HEIST5_17605 
108@ = 1 
78@ = 1 
jump @HEIST5_17737 

:HEIST5_17605
if 
  107@ == 1 
else_jump @HEIST5_17737 
if 
  108@ == 0 
else_jump @HEIST5_17737 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 77@ 
031D:   actor 77@ hit_by_weapon 57 
else_jump @HEIST5_17674 
108@ = 1 

:HEIST5_17674
if 
  109@ > 1 
else_jump @HEIST5_17737 
if 
  41@ > 3000 
else_jump @HEIST5_17737 
if 
0364:   actor 77@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17737 
108@ = 1 

:HEIST5_17737
if 
  80@ == 0 
else_jump @HEIST5_17924 
if 
0118:   actor 79@ dead 
else_jump @HEIST5_17792 
108@ = 1 
80@ = 1 
jump @HEIST5_17924 

:HEIST5_17792
if 
  107@ == 1 
else_jump @HEIST5_17924 
if 
  108@ == 0 
else_jump @HEIST5_17924 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
031D:   actor 79@ hit_by_weapon 57 
else_jump @HEIST5_17861 
108@ = 1 

:HEIST5_17861
if 
  109@ > 1 
else_jump @HEIST5_17924 
if 
  41@ > 3000 
else_jump @HEIST5_17924 
if 
0364:   actor 79@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_17924 
108@ = 1 

:HEIST5_17924
if 
  82@ == 0 
else_jump @HEIST5_18111 
if 
0118:   actor 81@ dead 
else_jump @HEIST5_17979 
108@ = 1 
82@ = 1 
jump @HEIST5_18111 

:HEIST5_17979
if 
  107@ == 1 
else_jump @HEIST5_18111 
if 
  108@ == 0 
else_jump @HEIST5_18111 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 81@ 
031D:   actor 81@ hit_by_weapon 57 
else_jump @HEIST5_18048 
108@ = 1 

:HEIST5_18048
if 
  109@ > 1 
else_jump @HEIST5_18111 
if 
  41@ > 3000 
else_jump @HEIST5_18111 
if 
0364:   actor 81@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18111 
108@ = 1 

:HEIST5_18111
if 
  84@ == 0 
else_jump @HEIST5_18298 
if 
0118:   actor 83@ dead 
else_jump @HEIST5_18166 
108@ = 1 
84@ = 1 
jump @HEIST5_18298 

:HEIST5_18166
if 
  107@ == 1 
else_jump @HEIST5_18298 
if 
  108@ == 0 
else_jump @HEIST5_18298 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 83@ 
031D:   actor 83@ hit_by_weapon 57 
else_jump @HEIST5_18235 
108@ = 1 

:HEIST5_18235
if 
  109@ > 1 
else_jump @HEIST5_18298 
if 
  41@ > 3000 
else_jump @HEIST5_18298 
if 
0364:   actor 83@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18298 
108@ = 1 

:HEIST5_18298
if 
  86@ == 0 
else_jump @HEIST5_18485 
if 
0118:   actor 85@ dead 
else_jump @HEIST5_18353 
108@ = 1 
86@ = 1 
jump @HEIST5_18485 

:HEIST5_18353
if 
  107@ == 1 
else_jump @HEIST5_18485 
if 
  108@ == 0 
else_jump @HEIST5_18485 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 85@ 
031D:   actor 85@ hit_by_weapon 57 
else_jump @HEIST5_18422 
108@ = 1 

:HEIST5_18422
if 
  109@ > 1 
else_jump @HEIST5_18485 
if 
  41@ > 3000 
else_jump @HEIST5_18485 
if 
0364:   actor 85@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18485 
108@ = 1 

:HEIST5_18485
if 
  88@ == 0 
else_jump @HEIST5_18672 
if 
0118:   actor 87@ dead 
else_jump @HEIST5_18540 
108@ = 1 
88@ = 1 
jump @HEIST5_18672 

:HEIST5_18540
if 
  107@ == 1 
else_jump @HEIST5_18672 
if 
  108@ == 0 
else_jump @HEIST5_18672 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 87@ 
031D:   actor 87@ hit_by_weapon 57 
else_jump @HEIST5_18609 
108@ = 1 

:HEIST5_18609
if 
  109@ > 1 
else_jump @HEIST5_18672 
if 
  41@ > 3000 
else_jump @HEIST5_18672 
if 
0364:   actor 87@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18672 
108@ = 1 

:HEIST5_18672
if 
  90@ == 0 
else_jump @HEIST5_18859 
if 
0118:   actor 89@ dead 
else_jump @HEIST5_18727 
108@ = 1 
90@ = 1 
jump @HEIST5_18859 

:HEIST5_18727
if 
  107@ == 1 
else_jump @HEIST5_18859 
if 
  108@ == 0 
else_jump @HEIST5_18859 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 89@ 
031D:   actor 89@ hit_by_weapon 57 
else_jump @HEIST5_18796 
108@ = 1 

:HEIST5_18796
if 
  109@ > 1 
else_jump @HEIST5_18859 
if 
  41@ > 3000 
else_jump @HEIST5_18859 
if 
0364:   actor 89@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_18859 
108@ = 1 

:HEIST5_18859
if 
  92@ == 0 
else_jump @HEIST5_19046 
if 
0118:   actor 91@ dead 
else_jump @HEIST5_18914 
108@ = 1 
92@ = 1 
jump @HEIST5_19046 

:HEIST5_18914
if 
  107@ == 1 
else_jump @HEIST5_19046 
if 
  108@ == 0 
else_jump @HEIST5_19046 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 91@ 
031D:   actor 91@ hit_by_weapon 57 
else_jump @HEIST5_18983 
108@ = 1 

:HEIST5_18983
if 
  109@ > 1 
else_jump @HEIST5_19046 
if 
  41@ > 3000 
else_jump @HEIST5_19046 
if 
0364:   actor 91@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19046 
108@ = 1 

:HEIST5_19046
if 
  94@ == 0 
else_jump @HEIST5_19233 
if 
0118:   actor 93@ dead 
else_jump @HEIST5_19101 
108@ = 1 
94@ = 1 
jump @HEIST5_19233 

:HEIST5_19101
if 
  107@ == 1 
else_jump @HEIST5_19233 
if 
  108@ == 0 
else_jump @HEIST5_19233 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 93@ 
031D:   actor 93@ hit_by_weapon 57 
else_jump @HEIST5_19170 
108@ = 1 

:HEIST5_19170
if 
  109@ > 1 
else_jump @HEIST5_19233 
if 
  41@ > 3000 
else_jump @HEIST5_19233 
if 
0364:   actor 93@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19233 
108@ = 1 

:HEIST5_19233
if 
  96@ == 0 
else_jump @HEIST5_19420 
if 
0118:   actor 95@ dead 
else_jump @HEIST5_19288 
108@ = 1 
96@ = 1 
jump @HEIST5_19420 

:HEIST5_19288
if 
  107@ == 1 
else_jump @HEIST5_19420 
if 
  108@ == 0 
else_jump @HEIST5_19420 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 95@ 
031D:   actor 95@ hit_by_weapon 57 
else_jump @HEIST5_19357 
108@ = 1 

:HEIST5_19357
if 
  109@ > 1 
else_jump @HEIST5_19420 
if 
  41@ > 3000 
else_jump @HEIST5_19420 
if 
0364:   actor 95@ spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_19420 
108@ = 1 

:HEIST5_19420
if 
  106@ == 0 
else_jump @HEIST5_19468 
if 
0118:   actor 105@ dead 
else_jump @HEIST5_19468 
108@ = 1 
106@ = 1 

:HEIST5_19468
if 
  57@ == 0 
else_jump @HEIST5_19516 
if 
0118:   actor 50@ dead 
else_jump @HEIST5_19516 
108@ = 1 
57@ = 1 

:HEIST5_19516
if 
  58@ == 0 
else_jump @HEIST5_19564 
if 
0118:   actor 51@ dead 
else_jump @HEIST5_19564 
108@ = 1 
58@ = 1 

:HEIST5_19564
if 
  59@ == 0 
else_jump @HEIST5_19612 
if 
0118:   actor 52@ dead 
else_jump @HEIST5_19612 
108@ = 1 
59@ = 1 

:HEIST5_19612
if 
  60@ == 0 
else_jump @HEIST5_19660 
if 
0118:   actor 53@ dead 
else_jump @HEIST5_19660 
108@ = 1 
60@ = 1 

:HEIST5_19660
if 
  61@ == 0 
else_jump @HEIST5_19708 
if 
0118:   actor 54@ dead 
else_jump @HEIST5_19708 
108@ = 1 
61@ = 1 

:HEIST5_19708
if 
  62@ == 0 
else_jump @HEIST5_19756 
if 
0118:   actor 55@ dead 
else_jump @HEIST5_19756 
108@ = 1 
62@ = 1 

:HEIST5_19756
if 
  63@ == 0 
else_jump @HEIST5_19804 
if 
0118:   actor 56@ dead 
else_jump @HEIST5_19804 
108@ = 1 
63@ = 1 

:HEIST5_19804
return 

:HEIST5_19806
174@ = 0 

:HEIST5_19813
if 
  7 > 174@ 
else_jump @HEIST5_20300 
gosub @HEIST5_16802 
if 
  107@ == 1 
else_jump @HEIST5_20056 
gosub @HEIST5_15451 
gosub @HEIST5_14197 
if 
  108@ == 1 
else_jump @HEIST5_19927 
if 
  97@ == 0 
else_jump @HEIST5_19920 
gosub @HEIST5_14526 
jump @HEIST5_19927 

:HEIST5_19920
gosub @HEIST5_14924 

:HEIST5_19927
if 
  108@ >= 1 
else_jump @HEIST5_20056 
if 
  111@ == 1 
else_jump @HEIST5_20056 
if 
03D2:   wav 2 ended 
else_jump @HEIST5_20056 
03D5: remove_text 'HE5_BD'  // I WILL open fire!
if 
  106@ == 0 
else_jump @HEIST5_20049 
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_20042 
0968: actor 105@ stop_mouth 
0A09: set_actor 105@ muted 0 // versionB 
jump @HEIST5_20049 

:HEIST5_20042
106@ = 1 

:HEIST5_20049
111@ = 2 

:HEIST5_20056
if 
8118:   not actor 50@(174@,7i) dead 
else_jump @HEIST5_20279 
062E: get_actor 50@(174@,7i) task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @HEIST5_20272 
if 
  107@ == 1 
else_jump @HEIST5_20272 
if 
  108@ == 0 
else_jump @HEIST5_20260 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 50@(174@,7i) 
031D:   actor 50@(174@,7i) hit_by_weapon 57 
else_jump @HEIST5_20186 
108@ = 1 

:HEIST5_20186
if 
  109@ > 1 
else_jump @HEIST5_20253 
if 
  41@ > 3000 
else_jump @HEIST5_20253 
if 
0364:   actor 50@(174@,7i) spotted_actor $PLAYER_ACTOR 
else_jump @HEIST5_20253 
108@ = 1 

:HEIST5_20253
jump @HEIST5_20272 

:HEIST5_20260
05E2: AS_actor 50@(174@,7i) kill_actor $PLAYER_ACTOR 

:HEIST5_20272
jump @HEIST5_20286 

:HEIST5_20279
108@ = 1 

:HEIST5_20286
174@ += 1 
jump @HEIST5_19813 

:HEIST5_20300
return 

:HEIST5_20302
if 
  70@ == 0 
else_jump @HEIST5_20348 
if 
8118:   not actor 69@ dead 
else_jump @HEIST5_20348 
009B: destroy_actor 69@ 
70@ = 1 

:HEIST5_20348
if 
  72@ == 0 
else_jump @HEIST5_20394 
if 
8118:   not actor 71@ dead 
else_jump @HEIST5_20394 
009B: destroy_actor 71@ 
72@ = 1 

:HEIST5_20394
if 
  74@ == 0 
else_jump @HEIST5_20440 
if 
8118:   not actor 73@ dead 
else_jump @HEIST5_20440 
009B: destroy_actor 73@ 
74@ = 1 

:HEIST5_20440
if 
  76@ == 0 
else_jump @HEIST5_20486 
if 
8118:   not actor 75@ dead 
else_jump @HEIST5_20486 
009B: destroy_actor 75@ 
76@ = 1 

:HEIST5_20486
if 
  78@ == 0 
else_jump @HEIST5_20532 
if 
8118:   not actor 77@ dead 
else_jump @HEIST5_20532 
009B: destroy_actor 77@ 
78@ = 1 

:HEIST5_20532
if 
  80@ == 0 
else_jump @HEIST5_20578 
if 
8118:   not actor 79@ dead 
else_jump @HEIST5_20578 
009B: destroy_actor 79@ 
80@ = 1 

:HEIST5_20578
if 
  82@ == 0 
else_jump @HEIST5_20624 
if 
8118:   not actor 81@ dead 
else_jump @HEIST5_20624 
009B: destroy_actor 81@ 
82@ = 1 

:HEIST5_20624
if 
  84@ == 0 
else_jump @HEIST5_20670 
if 
8118:   not actor 83@ dead 
else_jump @HEIST5_20670 
009B: destroy_actor 83@ 
84@ = 1 

:HEIST5_20670
if 
  86@ == 0 
else_jump @HEIST5_20716 
if 
8118:   not actor 85@ dead 
else_jump @HEIST5_20716 
009B: destroy_actor 85@ 
86@ = 1 

:HEIST5_20716
if 
  88@ == 0 
else_jump @HEIST5_20762 
if 
8118:   not actor 87@ dead 
else_jump @HEIST5_20762 
009B: destroy_actor 87@ 
88@ = 1 

:HEIST5_20762
if 
  90@ == 0 
else_jump @HEIST5_20808 
if 
8118:   not actor 89@ dead 
else_jump @HEIST5_20808 
009B: destroy_actor 89@ 
90@ = 1 

:HEIST5_20808
if 
  92@ == 0 
else_jump @HEIST5_20854 
if 
8118:   not actor 91@ dead 
else_jump @HEIST5_20854 
009B: destroy_actor 91@ 
92@ = 1 

:HEIST5_20854
if 
  94@ == 0 
else_jump @HEIST5_20900 
if 
8118:   not actor 93@ dead 
else_jump @HEIST5_20900 
009B: destroy_actor 93@ 
94@ = 1 

:HEIST5_20900
if 
  96@ == 0 
else_jump @HEIST5_20946 
if 
8118:   not actor 95@ dead 
else_jump @HEIST5_20946 
009B: destroy_actor 95@ 
96@ = 1 

:HEIST5_20946
if 
8118:   not actor $9297 dead 
else_jump @HEIST5_20967 
009B: destroy_actor $9297 

:HEIST5_20967
if 
8119:   not car $9298 wrecked 
else_jump @HEIST5_20988 
00A6: destroy_car $9298 

:HEIST5_20988
0249: release_model 470 
return 

:HEIST5_20995
if 
  106@ == 0 
else_jump @HEIST5_21041 
if 
8118:   not actor 105@ dead 
else_jump @HEIST5_21041 
009B: destroy_actor 105@ 
106@ = 1 

:HEIST5_21041
if 
  57@ == 0 
else_jump @HEIST5_21087 
if 
8118:   not actor 50@ dead 
else_jump @HEIST5_21087 
009B: destroy_actor 50@ 
57@ = 1 

:HEIST5_21087
if 
  58@ == 0 
else_jump @HEIST5_21133 
if 
8118:   not actor 51@ dead 
else_jump @HEIST5_21133 
009B: destroy_actor 51@ 
58@ = 1 

:HEIST5_21133
if 
  59@ == 0 
else_jump @HEIST5_21179 
if 
8118:   not actor 52@ dead 
else_jump @HEIST5_21179 
009B: destroy_actor 52@ 
59@ = 1 

:HEIST5_21179
if 
  60@ == 0 
else_jump @HEIST5_21225 
if 
8118:   not actor 53@ dead 
else_jump @HEIST5_21225 
009B: destroy_actor 53@ 
60@ = 1 

:HEIST5_21225
if 
  61@ == 0 
else_jump @HEIST5_21271 
if 
8118:   not actor 54@ dead 
else_jump @HEIST5_21271 
009B: destroy_actor 54@ 
61@ = 1 

:HEIST5_21271
if 
  62@ == 0 
else_jump @HEIST5_21317 
if 
8118:   not actor 55@ dead 
else_jump @HEIST5_21317 
009B: destroy_actor 55@ 
62@ = 1 

:HEIST5_21317
if 
  63@ == 0 
else_jump @HEIST5_21363 
if 
8118:   not actor 56@ dead 
else_jump @HEIST5_21363 
009B: destroy_actor 56@ 
63@ = 1 

:HEIST5_21363
98@ = 1 
return 

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's

:HEIST9
thread 'HEIST9' 
gosub @HEIST9_47 
if 
wasted_or_busted 
else_jump @HEIST9_38 
gosub @HEIST9_44429 

:HEIST9_38
gosub @HEIST9_44909 
end_thread 

:HEIST9_47
if 
  $3346 == 1 
else_jump @HEIST9_72 
014C: set_parked_car_generator $3343 cars_to_generate_to 0 

:HEIST9_72
if 
  $3347 == 1 
else_jump @HEIST9_97 
014C: set_parked_car_generator $3344 cars_to_generate_to 0 

:HEIST9_97
if 
  $3348 == 1 
else_jump @HEIST9_122 
014C: set_parked_car_generator $3345 cars_to_generate_to 0 

:HEIST9_122
09B7: set_zone 'MEAD' disable_footcops 1  // Verdant Meadows
054C: use_GXT_table 'HEIST9' 
$9300 = 0 
$9304 = 0.0 
$9303 = 0.0 
$9305 = 0.0 
$9306 = 0.0 
$9307 = 0 
$9308 = 0 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
$10827 = 0 
239@ = 2 
$3719 = 1 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_340 
0793: save_player_clothes 
087B: set_player $PLAYER_CHAR clothes_texture "CROUPIER" model "VALET" body_part 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 13 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_340
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:HEIST9_355
if 
fading 
else_jump @HEIST9_379 
wait 0 
jump @HEIST9_355 

:HEIST9_379
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_490 
select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.813 
0395: clear_area 1 at 2028.932 1023.292 9.813 radius 20.0 
08C7: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 

:HEIST9_490
select_interior 0 
02E4: load_cutscene_data 'HEIST8A' 

:HEIST9_505
if 
86B9:   not cutscene_data_loaded 
else_jump @HEIST9_529 
wait 0 
jump @HEIST9_505 

:HEIST9_529
0395: clear_area 1 at 1908.433 957.3687 9.8203 radius 40.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:HEIST9_570
if 
82E9:   not cutscene_reached_end 
else_jump @HEIST9_594 
wait 0 
jump @HEIST9_570 

:HEIST9_594
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:HEIST9_608
if 
fading 
else_jump @HEIST9_632 
wait 0 
jump @HEIST9_608 

:HEIST9_632
02EA: end_cutscene 
018A: 47@ = create_checkpoint_at 2196.715 1677.198 11.375 
060A: create_decision_maker_type 3 store_to 225@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 97@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 128@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 253@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 26 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0709: set_decision_maker 97@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 253@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model 347 
0247: load_model 343 
0247: load_model 368 
0247: load_model #BODYARMOUR 
0247: load_model 353 
0247: load_model 335 
0247: load_model 346 
04ED: load_animation "HEIST9" 

:HEIST9_834
if or
8248:   not model 347 available 
8248:   not model 343 available 
8248:   not model 368 available 
8248:   not model #BODYARMOUR available 
else_jump @HEIST9_875 
wait 0 
jump @HEIST9_834 

:HEIST9_875
if or
8248:   not model 353 available 
8248:   not model 335 available 
84EE:   not animation "HEIST9" loaded 
8248:   not model 346 available 
else_jump @HEIST9_922 
wait 0 
jump @HEIST9_875 

:HEIST9_922
$9301 = 240000 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 179@ = create_object #GENERATOR_BIG at 2145.05 1613.49 999.9764 
0566: link_object 179@ to_interior 1 
0177: set_object 179@ Z_angle_to 1.2043 
0107: 180@ = create_object #GENERATOR_BIG at 2148.8 1613.49 999.9764 
0566: link_object 180@ to_interior 1 
0177: set_object 180@ Z_angle_to 354.0372 
0615: define_AS_pack_begin 220@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 220@ loop 1 
0616: define_AS_pack_end 220@ 
0615: define_AS_pack_begin 221@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 221@ loop 1 
0616: define_AS_pack_end 221@ 
06F0: set_group $PLAYER_GROUP distance_limit_to 300.0 
07B3: set_group $PLAYER_GROUP give_command 0 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 10 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 300 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
0249: release_model 335 
0249: release_model 347 
0249: release_model 368 
0249: release_model 343 
029B: 49@ = init_object #AB_CASDORLOK at 2148.56 1604.609 1006.5 
0566: link_object 49@ to_interior 1 
0177: set_object 49@ Z_angle_to 180.0 
029B: 56@ = init_object #AB_CASDORLOK at 2177.16 1594.322 1000.4 
0566: link_object 56@ to_interior 1 
0177: set_object 56@ Z_angle_to 180.0 
029B: 57@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.763 1001.6 
0566: link_object 57@ to_interior 1 
0177: set_object 57@ Z_angle_to 270.0 
07F7: set_object 57@ destructible 0 
029B: 204@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.7 1005.8 
0566: link_object 204@ to_interior 1 
0177: set_object 204@ Z_angle_to 270.0 
0382: set_object 204@ collision_detection 0 
07F7: set_object 57@ destructible 0 
029B: 50@ = init_object #WAREHOUSE_DOOR2B at 2203.2 1551.743 1009.0 
0566: link_object 50@ to_interior 1 
0177: set_object 50@ Z_angle_to 0.0 
07F7: set_object 50@ destructible 0 
42@ = 1001.4 
029B: 68@ = init_object #AB_VAULTDOOR at 2144.18 1626.947 994.28 
0177: set_object 68@ Z_angle_to 180.0 
0566: link_object 68@ to_interior 1 
029B: 104@ = init_object #SEC_KEYPAD at 2168.5 1617.335 1000.4 
0566: link_object 104@ to_interior 1 
0177: set_object 104@ Z_angle_to 270.0 
0382: set_object 104@ collision_detection 0 
0213: $9300 = create_pickup #BODYARMOUR type 3 at 2176.471 1597.394 1000.0 
0213: 293@ = create_pickup #BODYARMOUR type 3 at 2144.339 1640.666 993.5 
jump @HEIST9_2362 

:HEIST9_1936
0247: load_model 117 
0247: load_model 428 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 
023C: load_special_actor 'JANITOR' as 3 // models 290-299 

:HEIST9_1971
if or
8248:   not model 117 available 
8248:   not model 428 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @HEIST9_2010 
wait 0 
jump @HEIST9_1971 

:HEIST9_2010
00A5: 59@ = create_car 428 at 2220.344 1551.767 1003.719 
0840: link_car 59@ to_interior 1 
0175: set_car 59@ Z_angle_to 176.7739 
07EE: car 59@ enable_tire_marks 0 
020A: set_car 59@ door_status_to 3 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0129: 62@ = create_actor_pedtype 25 model 291 in_car 59@ driverseat 
0860: link_actor 62@ to_interior 1 
01C8: 63@ = create_actor_pedtype 25 model 117 in_car 59@ passenger_seat 2 
0860: link_actor 63@ to_interior 1 
01C8: 64@ = create_actor_pedtype 25 model 117 in_car 59@ passenger_seat 1 
0860: link_actor 64@ to_interior 1 
01C8: 65@ = create_actor_pedtype 25 model 292 in_car 59@ passenger_seat 0 
0860: link_actor 65@ to_interior 1 
0245: set_actor 62@ walk_style_to "BLINDMAN" 
66@ = 0 

:HEIST9_2194
0648: unknown_actor 62@(66@,4i) task_set 2.0 // float 
01B2: give_actor 62@(66@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@(66@,4i) armed_weapon_to 29 
060B: set_actor 62@(66@,4i) decision_maker_to 128@ 
0568: set_actor 62@(66@,4i) untargetable 1 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0446: set_actor 62@(66@,4i) dismemberment_possible 0 
08AF: set_actor 62@(66@,4i) max_health_to 500 
0223: set_actor 62@(66@,4i) health_to 500 
02E2: set_actor 62@(66@,4i) weapon_accuracy_to 60 
09B5: set_actor 62@(66@,4i) signal_after_kill 0 
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_2194 
258@ = 1 
return 

:HEIST9_2362
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_2390 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 

:HEIST9_2390
gosub @HEIST9_46319 
223@ = 1 
239@ = 2 
46@ = 1 
115@ = 0 
41@ = 0 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suites
298@ = 1 
029B: 316@ = init_object #TMP_BIN at 2188.845 1619.136 999.3 
0566: link_object 316@ to_interior 1 
0177: set_object 316@ Z_angle_to 270.0 
029B: 318@ = init_object #K_SMASHBOXES at 2139.343 1617.604 992.5 
0566: link_object 318@ to_interior 1 
0177: set_object 318@ Z_angle_to 0.1132 
029B: 319@ = init_object #K_SMASHBOXES at 2148.0 1622.107 992.5 
0566: link_object 319@ to_interior 1 
0177: set_object 319@ Z_angle_to 179.6736 

:HEIST9_2598
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_43610 
wait 0 
gosub @HEIST9_46352 
gosub @HEIST9_50605 
077E: get_active_interior_to $9309 
if 
  0 >= $9301 
else_jump @HEIST9_2690 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_1B' time 4000 flag 1  // ~r~You ran out of time.
jump @HEIST9_44429 
014F: stop_timer $9301 

:HEIST9_2690
if 
   not 298@ == 0 
else_jump @HEIST9_3136 
if and
  239@ == 2 
  298@ == 1 
else_jump @HEIST9_2792 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_2756 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2756
05AA: 296@s = 'HE8_AA' // @s = 'short'  // Carl, can you hear me OK?
04AF: 240@ = 19000 // = constant 
gosub @HEIST9_50585 
298@ = 2 

:HEIST9_2792
if and
  239@ == 2 
  298@ == 2 
else_jump @HEIST9_2877 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_2841 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2841
05AA: 296@s = 'HE8_AB' // @s = 'short'  // Loud and clear!
04AF: 240@ = 19001 // = constant 
gosub @HEIST9_50585 
298@ = 3 

:HEIST9_2877
if and
  239@ == 2 
  298@ == 3 
else_jump @HEIST9_2959 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_2923 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2923
05AA: 296@s = 'HE8_AC' // @s = 'short'  // OK, we're en route in the armored truck.
04AF: 240@ = 19002 // = constant 
gosub @HEIST9_50585 
298@ = 4 

:HEIST9_2959
if and
  239@ == 2 
  298@ == 4 
else_jump @HEIST9_3044 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3008 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_3008
05AA: 296@s = 'HE8_AD' // @s = 'short'  // OK, I'm gonna get a move on!
04AF: 240@ = 19003 // = constant 
gosub @HEIST9_50585 
298@ = 5 

:HEIST9_3044
if and
  239@ == 2 
  298@ == 5 
else_jump @HEIST9_3136 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3090 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_3090
00BC: show_text_highpriority GXT 'HM9_28' time 9000 flag 1  // ~s~Enter the ~y~Mafia Casino~s~!
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3129 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_3129
298@ = 6 

:HEIST9_3136
077E: get_active_interior_to $9308 
if 
  $9308 == 0 
else_jump @HEIST9_3207 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3200 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
$10827 = 0 
$9302 = 0 
075B: zoom_radar 0 

:HEIST9_3200
jump @HEIST9_3234 

:HEIST9_3207
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3234 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
075B: zoom_radar 100 

:HEIST9_3234
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.91 1712.599 1010.877 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2265.79 1619.58 1089.445 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2267.056 1675.385 1089.445 radius 50.0 50.0 50.0 
else_jump @HEIST9_3367 
075B: zoom_radar 100 
$9302 = 1 

:HEIST9_3367
if and
  311@ == 0 
  $9302 == 1 
else_jump @HEIST9_3506 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3506 
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
82D8:   not actor $PLAYER_ACTOR current_weapon == 44 
82D8:   not actor $PLAYER_ACTOR current_weapon == 17 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
82D8:   not actor $PLAYER_ACTOR current_weapon == 4 
else_jump @HEIST9_3491 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 0 
00BC: show_text_highpriority GXT 'HM9_99' time 100 flag 1  // ~s~Holster your weapon until you are past the staff door!
308@ = 1 
jump @HEIST9_3506 

:HEIST9_3491
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 
308@ = 0 

:HEIST9_3506
if 
8500:   not player $PLAYER_CHAR skin == "CROUPIER" on_bodypart 17 
else_jump @HEIST9_3557 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_3557
if and
  $10827 == 1 
  114@ == 0 
  $9302 == 1 
else_jump @HEIST9_3619 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_3619
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_3713 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2180.981 1677.813 10.0609 radius 30.0 30.0 30.0 
  251@ == 0 
else_jump @HEIST9_3713 
00BC: show_text_highpriority GXT 'HM9_54' time 7000 flag 1  // Avoid attracting attention in the casino or you'll blow your cover
251@ = 1 

:HEIST9_3713
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @HEIST9_3735 
jump @HEIST9_44477 

:HEIST9_3735
if and
  2 >= 46@ 
8118:   not actor $PLAYER_ACTOR dead 
  292@ == 0 
else_jump @HEIST9_3814 
041A: 183@ = actor $PLAYER_ACTOR weapon 17 ammo 
if and
  0 >= 183@ 
  2 >= 46@ 
else_jump @HEIST9_3814 
292@ = 1 
40@ = 0 

:HEIST9_3814
if and
  40@ > 2000 
  292@ == 1 
  181@ == 0 
else_jump @HEIST9_3934 
if or
  $9302 == 1 
  $9308 == 0 
else_jump @HEIST9_3934 
if 
  $9302 == 1 
else_jump @HEIST9_3904 
gosub @HEIST9_50325 
jump @HEIST9_3911 

:HEIST9_3904
gosub @HEIST9_50539 

:HEIST9_3911
00BC: show_text_highpriority GXT 'HM9_48' time 4000 flag 1  // ~r~You idiot you wasted all the grenades!
jump @HEIST9_44429 

:HEIST9_3934
if and
0119:   car 59@ wrecked 
  182@ == 0 
  258@ == 1 
else_jump @HEIST9_3994 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_15' time 4000 flag 1  // ~r~The van is gone, there is no way to transport the money.
jump @HEIST9_44429 

:HEIST9_3994
$9307 += 1 
if 
  46@ == 1 
else_jump @HEIST9_4398 
if 
  $9302 == 1 
else_jump @HEIST9_4398 
if 
075C:   marker 47@ enabled 
else_jump @HEIST9_4058 
0164: disable_marker 47@ 

:HEIST9_4058
00BE: text_clear_all 
46@ = 2 
223@ = 1 
41@ = 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
018A: 52@ = create_checkpoint_at 2148.995 1605.08 1005.172 
08DC: create_interior_marker 52@ at 2196.635 1676.841 radius 10.0 
0247: load_model 163 
0247: load_model 164 

:HEIST9_4138
if or
8248:   not model 163 available 
8248:   not model 164 available 
else_jump @HEIST9_4170 
wait 0 
jump @HEIST9_4138 

:HEIST9_4170
009A: 117@ = create_actor_pedtype 24 model 163 at 2146.58 1622.228 992.6882 
0860: link_actor 117@ to_interior 1 
0173: set_actor 117@ Z_angle_to 83.607 
009A: 118@ = create_actor_pedtype 24 model 163 at 2141.41 1626.068 992.6882 
0860: link_actor 118@ to_interior 1 
0173: set_actor 118@ Z_angle_to 188.011 
009A: 119@ = create_actor_pedtype 4 model 164 at 2151.187 1605.832 1005.188 
0860: link_actor 119@ to_interior 1 
0173: set_actor 119@ Z_angle_to 359.346 
060B: set_actor 119@ decision_maker_to 128@ 
0638: AS_actor 119@ stay_put 1 
66@ = 0 

:HEIST9_4318
01B2: give_actor 117@(66@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 117@(66@,5i) armed_weapon_to 29 
035F: actor 117@(66@,5i) armour += 200 
0638: AS_actor 117@(66@,5i) stay_put 1 
0568: set_actor 117@(66@,5i) untargetable 1 
66@ += 1 
  66@ >= 2 
else_jump @HEIST9_4318 

:HEIST9_4398
if 
  46@ == 2 
else_jump @HEIST9_10386 
if 
8118:   not actor 119@ dead 
else_jump @HEIST9_4481 
if 
051A:   actor 119@ damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST9_4481 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_4481
if and
0118:   actor 119@ dead 
  114@ == 0 
else_jump @HEIST9_4534 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_4534
if 
   not 223@ == 0 
else_jump @HEIST9_5179 
if 
  223@ == 1 
else_jump @HEIST9_4628 
$9301 = 240000 
03C3: set_timer_to $9301 type 1 GXT 'HM9_1A' // global_variable  // TIME
01E5: show_text_1number_highpriority GXT 'HM9_1D' number 4 time 5000 flag 1  // ~s~You have ~1~ minutes to get the team inside!
41@ = 0 
223@ = 2 

:HEIST9_4628
if and
  41@ > 4000 
  223@ == 2 
else_jump @HEIST9_4713 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_4677 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_4677
05AA: 296@s = 'HE8_BA' // @s = 'short'  // OK, this is it. Play it cool, Carl, play it cool.
04AF: 240@ = 19004 // = constant 
gosub @HEIST9_50585 
223@ = 3 

:HEIST9_4713
if and
  239@ == 2 
  223@ == 3 
else_jump @HEIST9_4798 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_4762 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4762
05AA: 296@s = 'HE8_BB' // @s = 'short'  // Hey, I'm cool!
04AF: 240@ = 19005 // = constant 
gosub @HEIST9_50585 
223@ = 4 

:HEIST9_4798
if and
  239@ == 2 
  223@ == 4 
else_jump @HEIST9_4880 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_4844 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_4844
05AA: 296@s = 'HE8_BC' // @s = 'short'  // Are you sure? You sound kind of edgy to me!
04AF: 240@ = 19006 // = constant 
gosub @HEIST9_50585 
223@ = 5 

:HEIST9_4880
if and
  239@ == 2 
  223@ == 5 
else_jump @HEIST9_4965 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_4929 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_4929
05AA: 296@s = 'HE8_BD' // @s = 'short'  // I'm cool, OK?
04AF: 240@ = 19007 // = constant 
gosub @HEIST9_50585 
223@ = 6 

:HEIST9_4965
if and
  239@ == 2 
  223@ == 6 
else_jump @HEIST9_5047 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_5011 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_5011
05AA: 296@s = 'HE8_BE' // @s = 'short'  // OK, OK!
04AF: 240@ = 19008 // = constant 
gosub @HEIST9_50585 
223@ = 7 

:HEIST9_5047
if and
  239@ == 2 
  223@ == 7 
else_jump @HEIST9_5108 
05AA: 296@s = 'HE8_BF' // @s = 'short'  // Now, make your way to the staff door.
04AF: 240@ = 19009 // = constant 
gosub @HEIST9_50585 
223@ = 8 

:HEIST9_5108
if and
  239@ == 2 
  223@ == 8 
else_jump @HEIST9_5179 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_5156 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_5156
00BC: show_text_highpriority GXT 'HM9_2' time 7000 flag 1  // ~s~Find and open the ~y~swipecard door~s~!
223@ = 0 

:HEIST9_5179
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.756 1605.401 1005.17 radius 3.0 3.0 3.0 
  224@ == 0 
else_jump @HEIST9_6301 
if 
  308@ == 1 
else_jump @HEIST9_5282 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_5282
gosub @HEIST9_46250 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 119@ dead 
else_jump @HEIST9_5363 
08C7: put_actor $PLAYER_ACTOR at 2147.675 1607.399 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.6317 
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 119@ 
0639: AS_actor 119@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_5363
if 
8118:   not actor 119@ dead 
else_jump @HEIST9_5409 
08C7: put_actor 119@ at 2151.187 1605.832 1005.188 dont_warp_gang 
0173: set_actor 119@ Z_angle_to 359.346 

:HEIST9_5409
015F: set_camera_position 2152.125 1606.502 1006.716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2151.135 1606.365 1006.719 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_CA' time 4000 flag 1  // Ain't seen you 'round here before. You new?
040D: unload_wav 1 
03CF: load_wav 19010 as 1 

:HEIST9_5487
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5513 
wait 0 
jump @HEIST9_5487 

:HEIST9_5513
03D1: play_wav 1 
wait 1000 
41@ = 0 

:HEIST9_5529
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5575 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_5568 
jump @HEIST9_6230 

:HEIST9_5568
jump @HEIST9_5529 

:HEIST9_5575
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_5627 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_5627
00BC: show_text_highpriority GXT 'HE8_CB' time 4000 flag 1  // Yeah, I'm, eerr standing in for Jerry, he's ill.
040D: unload_wav 1 
03CF: load_wav 19011 as 1 

:HEIST9_5654
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5680 
wait 0 
jump @HEIST9_5654 

:HEIST9_5680
03D1: play_wav 1 
41@ = 0 

:HEIST9_5691
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5737 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_5730 
jump @HEIST9_6230 

:HEIST9_5730
jump @HEIST9_5691 

:HEIST9_5737
00BC: show_text_highpriority GXT 'HE8_CC' time 4000 flag 1  // Who's Jerry?
040D: unload_wav 1 
03CF: load_wav 19012 as 1 

:HEIST9_5764
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5790 
wait 0 
jump @HEIST9_5764 

:HEIST9_5790
03D1: play_wav 1 
41@ = 0 

:HEIST9_5801
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5847 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_5840 
jump @HEIST9_6230 

:HEIST9_5840
jump @HEIST9_5801 

:HEIST9_5847
00BC: show_text_highpriority GXT 'HE8_CD' time 2000 flag 1  // Shut up.
040D: unload_wav 1 
03CF: load_wav 19013 as 1 

:HEIST9_5874
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_5900 
wait 0 
jump @HEIST9_5874 

:HEIST9_5900
03D1: play_wav 1 
41@ = 0 

:HEIST9_5911
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_5957 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_5950 
jump @HEIST9_6230 

:HEIST9_5950
jump @HEIST9_5911 

:HEIST9_5957
00BC: show_text_highpriority GXT 'HE8_CE' time 2000 flag 1  // What?
040D: unload_wav 1 
03CF: load_wav 19014 as 1 

:HEIST9_5984
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_6010 
wait 0 
jump @HEIST9_5984 

:HEIST9_6010
03D1: play_wav 1 
41@ = 0 

:HEIST9_6021
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_6067 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_6060 
jump @HEIST9_6230 

:HEIST9_6060
jump @HEIST9_6021 

:HEIST9_6067
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_6120 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_TIRED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_6120
00BC: show_text_highpriority GXT 'HE8_CF' time 3000 flag 1  // I... I think I got Jerry's cough
040D: unload_wav 1 
03CF: load_wav 19015 as 1 

:HEIST9_6147
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_6173 
wait 0 
jump @HEIST9_6147 

:HEIST9_6173
03D1: play_wav 1 
41@ = 0 

:HEIST9_6184
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_6230 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_6223 
jump @HEIST9_6230 

:HEIST9_6223
jump @HEIST9_6184 

:HEIST9_6230
040D: unload_wav 1 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 119@ dead 
else_jump @HEIST9_6280 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor 119@ Z_angle_to 3.8184 
0173: set_actor $PLAYER_ACTOR Z_angle_to 207.6449 

:HEIST9_6280
gosub @HEIST9_46267 
223@ = 0 
224@ = 1 

:HEIST9_6301
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2149.008 1605.299 1005.172 radius 2.0 2.0 2.0 
  44@ == 0 
else_jump @HEIST9_6616 
if 
88FE:   not text_box_displayed 
else_jump @HEIST9_6380 
0512: show_permanent_text_box 'HM9_29'  // Tap ~m~~widget_mission_start~ to use swipecard.

:HEIST9_6380
if 
0A52:   is_widget_released 69 
else_jump @HEIST9_6609 
if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
else_jump @HEIST9_6501 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2149.008 1605.299 1005.172 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7539 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_6501
wait 500 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_6517
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_6543 
wait 0 
jump @HEIST9_6517 

:HEIST9_6543
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_6562 
03D1: play_wav 3 

:HEIST9_6562
wait 1000 
if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
else_jump @HEIST9_6595 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_6595
311@ = 1 
44@ = 1 

:HEIST9_6609
jump @HEIST9_6618 

:HEIST9_6616
03E6: remove_text_box 

:HEIST9_6618
if and
  44@ == 1 
  115@ == 0 
else_jump @HEIST9_7329 
03E6: remove_text_box 
0247: load_model 11 
0247: load_model 172 

:HEIST9_6654
if or
8248:   not model 172 available 
8248:   not model 11 available 
else_jump @HEIST9_6685 
wait 0 
jump @HEIST9_6654 

:HEIST9_6685
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.01 1603.086 1000.968 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2158.395 1618.554 998.9647 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
009A: 226@ = create_actor_pedtype 26 model 172 at 2144.01 1603.086 1000.968 
0860: link_actor 226@ to_interior 1 
060B: set_actor 226@ decision_maker_to 97@ 
0618: assign_actor 226@ to_AS_pack 61@ 
009A: 227@ = create_actor_pedtype 26 model 11 at 2148.394 1596.737 998.768 
0860: link_actor 227@ to_interior 1 
060B: set_actor 227@ decision_maker_to 97@ 
009A: 228@ = create_actor_pedtype 26 model 172 at 2149.355 1597.133 998.768 
0860: link_actor 228@ to_interior 1 
060B: set_actor 228@ decision_maker_to 97@ 
009A: 230@ = create_actor_pedtype 26 model 163 at 2146.831 1603.942 1000.968 
0173: set_actor 230@ Z_angle_to 187.4626 
0860: link_actor 230@ to_interior 1 
01B2: give_actor 230@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 230@ armed_weapon_to 22 
060B: set_actor 230@ decision_maker_to 253@ 
0638: AS_actor 230@ stay_put 1 
009A: 231@ = create_actor_pedtype 26 model 172 at 2170.674 1603.371 998.9696 
0860: link_actor 231@ to_interior 1 
060B: set_actor 231@ decision_maker_to 97@ 
009A: 232@ = create_actor_pedtype 26 model 172 at 2169.843 1605.299 998.9706 
0860: link_actor 232@ to_interior 1 
060B: set_actor 232@ decision_maker_to 97@ 
0677: AS_actor 227@ chat_with_actor 228@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 228@ chat_with_actor 227@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 231@ chat_with_actor 232@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 232@ chat_with_actor 231@ lead_speaker_flag 0 unknown_flag 1 
125@ = 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_7251 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:HEIST9_7251
061B: remove_references_to_AS_pack 61@ 
0164: disable_marker 52@ 
43@ = 1 
018A: 116@ = create_checkpoint_at 2143.046 1620.661 999.968 
08DC: create_interior_marker 116@ at 2196.635 1676.841 radius 10.0 
115@ = 1 
310@ = 2 
40@ = 0 

:HEIST9_7329
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.863 1599.649 1003.534 radius 2.0 2.0 2.0 
  114@ == 0 
else_jump @HEIST9_7434 
114@ = 1 
0395: clear_area 1 at 2192.605 1601.92 1004.063 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
009B: destroy_actor 119@ 
41@ = 0 

:HEIST9_7434
if and
  239@ == 2 
  310@ == 2 
  40@ > 1000 
else_jump @HEIST9_7526 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_7490 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_7490
05AA: 296@s = 'HE8_DB' // @s = 'short'  // Great. Next stop, the backup generator room.
04AF: 240@ = 19017 // = constant 
gosub @HEIST9_50585 
310@ = 3 

:HEIST9_7526
if and
  239@ == 2 
  310@ == 3 
else_jump @HEIST9_7587 
05AA: 296@s = 'HE8_DD' // @s = 'short'  // It's down one level.
04AF: 240@ = 19019 // = constant 
gosub @HEIST9_50585 
310@ = 0 

:HEIST9_7587
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2148.252 1605.901 1000.114 radius 1.2 1.2 1.2 
  252@ == 0 
else_jump @HEIST9_7656 
252@ = 1 
310@ = 0 

:HEIST9_7656
if and
  239@ == 2 
  252@ == 1 
else_jump @HEIST9_7748 
311@ = 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_7712 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_7712
05AA: 296@s = 'HE8_EA' // @s = 'short'  // All right, I'm in the Generator Room.
04AF: 240@ = 19020 // = constant 
gosub @HEIST9_50585 
252@ = 2 

:HEIST9_7748
if and
  239@ == 2 
  252@ == 2 
else_jump @HEIST9_7830 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_7794 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_7794
05AA: 296@s = 'HE8_EB' // @s = 'short'  // OK, the ventilation grills are on the back wall.
04AF: 240@ = 19021 // = constant 
gosub @HEIST9_50585 
252@ = 3 

:HEIST9_7830
if and
  239@ == 2 
  252@ == 3 
else_jump @HEIST9_7891 
05AA: 296@s = 'HE8_EC' // @s = 'short'  // Throw the gas down one of these.
04AF: 240@ = 19022 // = constant 
gosub @HEIST9_50585 
252@ = 4 

:HEIST9_7891
if and
  239@ == 2 
  252@ == 4 
else_jump @HEIST9_7975 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_7939 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_7939
05AA: 296@s = 'HE8_ED' // @s = 'short'  // You got it.
04AF: 240@ = 19023 // = constant 
gosub @HEIST9_50585 
252@ = 5 

:HEIST9_7975
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2254.543 1706.5 1.1746 radius 1.2 1.2 1.2 
else_jump @HEIST9_8039 
00BC: show_text_highpriority GXT 'HM9_36' time 1000 flag 1  // Gas the guards first!

:HEIST9_8039
if and
  45 > 114@ 
   not 114@ == 0 
else_jump @HEIST9_8088 
034D: rotate_object 49@ from_angle 180.0 to_angle 2.0 flag 0 
114@ += 1 

:HEIST9_8088
if and
  45 > 125@ 
   not 125@ == 0 
else_jump @HEIST9_8137 
034D: rotate_object 49@ from_angle 270.0 to_angle 2.0 flag 0 
125@ += 1 

:HEIST9_8137
66@ = 0 

:HEIST9_8144
if 
8118:   not actor 117@(66@,5i) dead 
else_jump @HEIST9_8323 
if 
051A:   actor 117@(66@,5i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HEIST9_8217 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_8217
if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 117@(66@,5i) 
else_jump @HEIST9_8270 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
jump @HEIST9_44429 

:HEIST9_8270
if 
0364:   actor 117@(66@,5i) spotted_actor $PLAYER_ACTOR 
else_jump @HEIST9_8323 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_37' time 4000 flag 1  // ~r~The guards saw you and raised the alarm.
jump @HEIST9_44429 

:HEIST9_8323
66@ += 1 
  66@ >= 2 
else_jump @HEIST9_8144 
if and
02EE:   projectile_in_cube_cornerA 2144.464 1621.26 1002.136 cornerB 2136.209 1626.877 997.7474 
  181@ == 0 
else_jump @HEIST9_8449 
181@ = 1 
310@ = 0 
252@ = 0 
0A46: set_external_scripts_triggers_type 1 enabled 0 
$1273 = 1 
40@ = 0 
gosub @HEIST9_46286 
gosub @HEIST9_1936 

:HEIST9_8449
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2145.79 1613.851 999.968 radius 5.0 5.0 5.0 
  122@ == 0 
  181@ == 0 
else_jump @HEIST9_8599 
122@ = 1 
0395: clear_area 1 at 2144.323 1622.684 992.5681 radius 30.0 
66@ = 0 

:HEIST9_8549
if 
8118:   not actor 117@(66@,5i) dead 
else_jump @HEIST9_8578 
0792: disembark_instantly_actor 117@(66@,5i) 

:HEIST9_8578
66@ += 1 
  66@ >= 2 
else_jump @HEIST9_8549 

:HEIST9_8599
if 
  181@ == 1 
else_jump @HEIST9_10354 
311@ = 1 
00BE: text_clear_all 
07FB: set_interior 'MAFCAS' access 0  // Caligula's Casino
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_8662 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_8662
gosub @HEIST9_46250 
015F: set_camera_position 2139.85 1609.236 995.7649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.229 1610.145 995.5919 switchstyle 2 
0247: load_model 343 

:HEIST9_8725
if 
8248:   not model 343 available 
else_jump @HEIST9_8752 
wait 0 
jump @HEIST9_8725 

:HEIST9_8752
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
0107: 322@ = create_object 343 at 2144.323 1622.684 997.0 
gosub @HEIST9_46319 
01BB: store_object 322@ position_to $72 $73 321@ 

:HEIST9_8844
if 
  321@ > 992.6 
else_jump @HEIST9_8914 
wait 20 
01BB: store_object 322@ position_to $72 $73 321@ 
321@ -= 0.3 
01BC: put_object 322@ at $72 $73 321@ 
jump @HEIST9_8844 

:HEIST9_8914
064B: 147@ = create_particle "TEARGASAD" at 2144.323 1622.684 992.5681 type 1 
064C: make_particle 147@ visible 
wait 1500 
66@ = 0 

:HEIST9_8964
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_8984 
jump @HEIST9_10042 

:HEIST9_8984
if 
8118:   not actor 117@(66@,5i) dead 
else_jump @HEIST9_9159 
if 
  66@ == 0 
else_jump @HEIST9_9082 
0792: disembark_instantly_actor 117@(66@,5i) 
0605: actor 117@(66@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
wait 200 

:HEIST9_9082
if 
  66@ == 1 
else_jump @HEIST9_9159 
0792: disembark_instantly_actor 117@(66@,5i) 
0605: actor 117@(66@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
wait 100 

:HEIST9_9159
if 
8118:   not actor 117@(66@,5i) dead 
else_jump @HEIST9_9190 
0619: enable_actor 117@(66@,5i) collision_detection 0 

:HEIST9_9190
66@ += 1 
  66@ >= 2 
else_jump @HEIST9_8964 
41@ = 0 

:HEIST9_9218
if 
  1000 > 41@ 
else_jump @HEIST9_9268 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9261 
jump @HEIST9_10042 

:HEIST9_9261
jump @HEIST9_9218 

:HEIST9_9268
040D: unload_wav 1 
03CF: load_wav 19024 as 1 

:HEIST9_9279
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9305 
wait 0 
jump @HEIST9_9279 

:HEIST9_9305
03D1: play_wav 1 
41@ = 0 

:HEIST9_9316
if 
  1500 > 41@ 
else_jump @HEIST9_9366 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9359 
jump @HEIST9_10042 

:HEIST9_9359
jump @HEIST9_9316 

:HEIST9_9366
if 
8118:   not actor 118@ dead 
else_jump @HEIST9_9390 
09F1: play_audio_at_actor 118@ event 1163 

:HEIST9_9390
41@ = 0 

:HEIST9_9397
if 
  500 > 41@ 
else_jump @HEIST9_9447 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9440 
jump @HEIST9_10042 

:HEIST9_9440
jump @HEIST9_9397 

:HEIST9_9447
00BC: show_text_highpriority GXT 'HE8_FB' time 2000 flag 1  // We won't know if that worked until we get down there!
040D: unload_wav 1 
03CF: load_wav 19025 as 1 

:HEIST9_9474
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9500 
wait 0 
jump @HEIST9_9474 

:HEIST9_9500
03D1: play_wav 1 
41@ = 0 

:HEIST9_9511
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9557 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9550 
jump @HEIST9_10042 

:HEIST9_9550
jump @HEIST9_9511 

:HEIST9_9557
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_9603 
08C7: put_actor $PLAYER_ACTOR at 2143.376 1619.655 999.9764 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.7419 

:HEIST9_9603
064E: stop_particle 147@ 
0976: destroy_particle 147@ 
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
015F: set_camera_position 2142.75 1617.836 1001.143 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.997 1618.803 1001.197 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_FC' time 2000 flag 1  // Yeah, well, don't worry about it.
040D: unload_wav 1 
03CF: load_wav 19026 as 1 

:HEIST9_9739
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9765 
wait 0 
jump @HEIST9_9739 

:HEIST9_9765
03D1: play_wav 1 
41@ = 0 

:HEIST9_9776
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9822 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9815 
jump @HEIST9_10042 

:HEIST9_9815
jump @HEIST9_9776 

:HEIST9_9822
00BC: show_text_highpriority GXT 'HE8_FD' time 2000 flag 1  // Right now we got a schedule to stick to!
040D: unload_wav 1 
03CF: load_wav 19027 as 1 

:HEIST9_9849
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9875 
wait 0 
jump @HEIST9_9849 

:HEIST9_9875
03D1: play_wav 1 
41@ = 0 

:HEIST9_9886
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_9932 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_9925 
jump @HEIST9_10042 

:HEIST9_9925
jump @HEIST9_9886 

:HEIST9_9932
00BC: show_text_highpriority GXT 'HE8_FE' time 2000 flag 1  // Head to the security door and use Millie's swipe card!
040D: unload_wav 1 
03CF: load_wav 19028 as 1 

:HEIST9_9959
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_9985 
wait 0 
jump @HEIST9_9959 

:HEIST9_9985
03D1: play_wav 1 
41@ = 0 

:HEIST9_9996
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_10042 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_10035 
jump @HEIST9_10042 

:HEIST9_10035
jump @HEIST9_9996 

:HEIST9_10042
0108: destroy_object 322@ 
0249: release_model 343 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_10098 
08C7: put_actor $PLAYER_ACTOR at 2143.22 1618.372 999.9688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5027 

:HEIST9_10098
if 
8118:   not actor 117@ dead 
else_jump @HEIST9_10180 
0792: disembark_instantly_actor 117@ 
0812: AS_actor 117@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 117@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 117@ decision_maker_to 128@ 

:HEIST9_10180
if 
8118:   not actor 118@ dead 
else_jump @HEIST9_10262 
0792: disembark_instantly_actor 118@ 
0812: AS_actor 118@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 118@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 118@ decision_maker_to 128@ 

:HEIST9_10262
gosub @HEIST9_46267 
064E: stop_particle 147@ 
0976: destroy_particle 147@ 

:HEIST9_10279
00BC: show_text_highpriority GXT 'HM9_12' time 5000 flag 1  // ~s~Find the ~y~swipecard door ~s~and open it.
0164: disable_marker 116@ 
018A: 53@ = create_checkpoint_at 2168.173 1616.986 998.97 
08DC: create_interior_marker 53@ at 2196.635 1676.841 radius 10.0 
46@ = 3 
254@ = 1 

:HEIST9_10354
if 
  124@ == 4 
else_jump @HEIST9_10386 
124@ = 5 
jump @HEIST9_10279 

:HEIST9_10386
if and
876F:   not text_priority_displayed 
   not 254@ == 12 
   not 254@ == 0 
else_jump @HEIST9_11251 
if and
  239@ == 2 
  254@ == 1 
else_jump @HEIST9_10497 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_10461 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_10461
05AA: 296@s = 'HE8_GB' // @s = 'short'  // OK good, I've hacked their emergency lighting protocols.
04AF: 240@ = 19030 // = constant 
gosub @HEIST9_50585 
254@ = 2 

:HEIST9_10497
if and
  239@ == 2 
  254@ == 2 
else_jump @HEIST9_10558 
05AA: 296@s = 'HE8_GC' // @s = 'short'  // I'm going to blow the charges you placed at the dam.
04AF: 240@ = 19031 // = constant 
gosub @HEIST9_50585 
254@ = 3 

:HEIST9_10558
if and
  239@ == 2 
  254@ == 3 
else_jump @HEIST9_10619 
05AA: 296@s = 'HE8_GD' // @s = 'short'  // Here goes nothing...
04AF: 240@ = 19032 // = constant 
gosub @HEIST9_50585 
254@ = 4 

:HEIST9_10619
if and
  239@ == 2 
  254@ == 4 
else_jump @HEIST9_10924 
0924: enable_screen_darkness 1 with_value 220 
040D: unload_wav 3 
03CF: load_wav 6402 as 3 

:HEIST9_10662
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_10688 
wait 0 
jump @HEIST9_10662 

:HEIST9_10688
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_10707 
03D1: play_wav 3 

:HEIST9_10707
wait 100 
05AA: 296@s = 'HE8_GE' // @s = 'short'  // Wow! I didn't think that was going to work!
04AF: 240@ = 19033 // = constant 
gosub @HEIST9_50585 
0615: define_AS_pack_begin 61@ 
05F5: AS_actor -1 goto_point_using_paths 2157.597 1597.863 998.9694 mode 6 time -1 
06A9: AS_actor -1 look_at_point 2155.781 1598.063 998.9686 -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_10850
if 
8118:   not actor 226@(66@,10i) dead 
else_jump @HEIST9_10891 
0792: disembark_instantly_actor 226@(66@,10i) 
0618: assign_actor 226@(66@,10i) to_AS_pack 61@ 

:HEIST9_10891
66@ += 1 
  66@ >= 7 
else_jump @HEIST9_10850 
061B: remove_references_to_AS_pack 61@ 
254@ = 5 

:HEIST9_10924
if and
  239@ == 2 
  254@ == 5 
else_jump @HEIST9_11022 
if 
899D:   not night_vision_enabled 
else_jump @HEIST9_11015 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_10986 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_10986
05AA: 296@s = 'HE8_GF' // @s = 'short'  // I can't see jack!
04AF: 240@ = 19034 // = constant 
gosub @HEIST9_50585 

:HEIST9_11015
254@ = 9 

:HEIST9_11022
if and
  239@ == 2 
  254@ == 9 
else_jump @HEIST9_11095 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_11068 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_11068
0A6D: print_help_forever_conditional 'HM9_49' 0  // Select the night-vision goggles and tap ~m~~widget_attack~ to activate.
254@ = 10 
41@ = 0 

:HEIST9_11095
if and
  41@ > 5000 
  257@ == 0 
else_jump @HEIST9_11251 
if and
  46@ == 5 
  239@ == 2 
  254@ == 10 
else_jump @HEIST9_11160 
254@ = 11 

:HEIST9_11160
if and
  46@ == 5 
  239@ == 2 
  254@ == 11 
else_jump @HEIST9_11251 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_11215 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_11215
05AA: 296@s = 'HE8_HB' // @s = 'short'  // Head down to the service bay!
04AF: 240@ = 19038 // = constant 
gosub @HEIST9_50585 
254@ = 12 

:HEIST9_11251
if 
  46@ == 3 
else_jump @HEIST9_11649 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.599 1617.412 998.9715 radius 2.0 2.0 2.0 
else_jump @HEIST9_11647 
if 
88FE:   not text_box_displayed 
else_jump @HEIST9_11341 
0512: show_permanent_text_box 'HM9_29'  // Tap ~m~~widget_mission_start~ to use swipecard.

:HEIST9_11341
if 
0A52:   is_widget_released 69 
else_jump @HEIST9_11640 
66@ = 0 

:HEIST9_11363
009B: destroy_actor 226@(66@,10i) 
66@ += 1 
  66@ >= 7 
else_jump @HEIST9_11363 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_11404
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_11430 
wait 0 
jump @HEIST9_11404 

:HEIST9_11430
0249: release_model 172 
0249: release_model 164 
0249: release_model 214 
0164: disable_marker 53@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2167.599 1617.287 998.9715 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
wait 500 
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_11552 
03D1: play_wav 3 

:HEIST9_11552
wait 500 
66@ = 0 

:HEIST9_11564
if 
   not 66@ == 33 
else_jump @HEIST9_11617 
wait 0 
034D: rotate_object $4090 from_angle 180.0 to_angle 3.0 flag 0 
66@ += 1 
jump @HEIST9_11564 

:HEIST9_11617
46@ = 5 
03E6: remove_text_box 
223@ = 0 
40@ = 0 

:HEIST9_11640
jump @HEIST9_11649 

:HEIST9_11647
03E6: remove_text_box 

:HEIST9_11649
if 
  46@ == 5 
else_jump @HEIST9_12363 
if and
  239@ == 2 
  223@ == 0 
else_jump @HEIST9_11850 
0247: load_model 530 

:HEIST9_11697
if 
8248:   not model 530 available 
else_jump @HEIST9_11724 
wait 0 
jump @HEIST9_11697 

:HEIST9_11724
00A5: 54@ = create_car 530 at 2173.621 1585.964 998.9722 
0840: link_car 54@ to_interior 1 
0175: set_car 54@ Z_angle_to 270.0 
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 
217@ = 1 
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_11803 
0840: link_car 54@ to_interior 1 

:HEIST9_11803
018A: 98@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 98@ at 2196.635 1676.841 radius 10.0 
223@ = 1 

:HEIST9_11850
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.452 1595.435 998.9753 radius 1.2 1.2 1.2 
  257@ == 0 
else_jump @HEIST9_11912 
257@ = 1 

:HEIST9_11912
if and
  239@ == 2 
  257@ == 1 
else_jump @HEIST9_11973 
05AA: 296@s = 'HE8_JA' // @s = 'short'  // OK, we've got the power down, which means the gate's unlocked.
04AF: 240@ = 19039 // = constant 
gosub @HEIST9_50585 
257@ = 2 

:HEIST9_11973
if and
  239@ == 2 
  257@ == 2 
else_jump @HEIST9_12034 
05AA: 296@s = 'HE8_JB' // @s = 'short'  // But now you're going to have to raise it yourself.
04AF: 240@ = 19040 // = constant 
gosub @HEIST9_50585 
257@ = 3 

:HEIST9_12034
if and
  239@ == 2 
  257@ == 3 
else_jump @HEIST9_12138 
if 
075C:   marker 98@ enabled 
else_jump @HEIST9_12080 
0164: disable_marker 98@ 

:HEIST9_12080
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_12131 
0186: 55@ = create_marker_above_car 54@ 
08DC: create_interior_marker 55@ at 2196.635 1676.841 radius 10.0 
07E0: set_marker 55@ type_to 1 

:HEIST9_12131
257@ = 4 

:HEIST9_12138
if and
  239@ == 2 
  257@ == 4 
else_jump @HEIST9_12186 
00BC: show_text_highpriority GXT 'HM9_51' time 7000 flag 1  // ~s~You'll need something big to lift this door up.
257@ = 5 

:HEIST9_12186
if 
  217@ == 1 
else_jump @HEIST9_12363 
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_12363 
if 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
else_jump @HEIST9_12363 
if and
  58@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
else_jump @HEIST9_12363 
00BC: show_text_highpriority GXT 'HM9_5' time 5000 flag 1  // ~s~Use the forklift to open the ~y~roller door~s~.
58@ = 1 
46@ = 6 
219@ = 1 
if 
075C:   marker 98@ enabled 
else_jump @HEIST9_12323 
0164: disable_marker 98@ 

:HEIST9_12323
018A: 98@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 98@ at 2196.635 1676.841 radius 10.0 

:HEIST9_12363
if and
0119:   car 54@ wrecked 
  7 > 46@ 
  217@ == 1 
else_jump @HEIST9_12423 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_13' time 4000 flag 1  // ~r~You idiot you have destroyed the forklift, the only way to open the roller door!
jump @HEIST9_44429 

:HEIST9_12423
if 
  46@ == 6 
else_jump @HEIST9_17947 
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_12567 
if and
00DB:   actor $PLAYER_ACTOR in_car 54@ 
  103@ == 0 
else_jump @HEIST9_12504 
018B: set_marker 55@ radar_mode 0 
018B: set_marker 98@ radar_mode 3 
103@ = 1 

:HEIST9_12504
if and
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
  103@ == 1 
else_jump @HEIST9_12567 
00BC: show_text_highpriority GXT 'HM9_23' time 3000 flag 1  // ~s~Get back in the ~b~Forklift~s~!
018B: set_marker 55@ radar_mode 3 
018B: set_marker 98@ radar_mode 0 
103@ = 0 

:HEIST9_12567
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_13021 
098D: get_car 54@ extra_parts_angle $9303 
if 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
else_jump @HEIST9_13021 
if 
0101:   actor $PLAYER_ACTOR in_sphere 2220.543 1573.141 998.9672 radius 6.0 6.0 6.0 sphere 0 stopped 
else_jump @HEIST9_12676 
0512: show_permanent_text_box 'HM9_53'  // Push ~m~~widget_auto_hydraulics~ to lift the door.
jump @HEIST9_12678 

:HEIST9_12676
03E6: remove_text_box 

:HEIST9_12678
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0172: 295@ = actor $PLAYER_ACTOR Z_angle 
0086: $9305 = $9303 // (float) 
$9305 += 1001.6 
0059: $9303 += $74 // (float) 
if and
  295@ > 140.0 
  220.0 > 295@ 
else_jump @HEIST9_13021 
if and
  $73 > 1572.8 
  1573.8 > $73 
else_jump @HEIST9_13021 
323@ = 0.0 
098D: get_car 54@ extra_parts_angle 323@ 
324@ = 0 
if or
  323@ > 0.0 
  1.5 > 323@ 
else_jump @HEIST9_12851 
324@ = 1 

:HEIST9_12851
if or
00E1:   player 0 pressed_key 3 
  324@ == 1 
else_jump @HEIST9_12988 
01BB: store_object 57@ position_to 185@ 186@ $9304 
$19 = 0 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
0086: $9304 = $9305 // (float) 
$9304 -= 0.1 
01BC: put_object 57@ at 2220.188 1571.763 $9304 
if 
  313@ == 0 
else_jump @HEIST9_12981 
097B: play_audio_at_object 57@ event 1165 
313@ = 1 

:HEIST9_12981
jump @HEIST9_13021 

:HEIST9_12988
if 
  313@ == 1 
else_jump @HEIST9_13021 
097B: play_audio_at_object 57@ event 1166 
313@ = 0 

:HEIST9_13021
if and
  $9304 >= 1002.8 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_17947 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 530 
else_jump @HEIST9_17931 
032B: 222@ = create_weapon_pickup 363 type 3 ammo 10 at 2146.487 1622.805 993.5 
if 
8118:   not actor 233@ dead 
else_jump @HEIST9_13114 
009B: destroy_actor 233@ 

:HEIST9_13114
if 
8118:   not actor 234@ dead 
else_jump @HEIST9_13135 
009B: destroy_actor 234@ 

:HEIST9_13135
if 
8118:   not actor 235@ dead 
else_jump @HEIST9_13156 
009B: destroy_actor 235@ 

:HEIST9_13156
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_13179 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_13179
0164: disable_marker 98@ 
03E6: remove_text_box 
07C0: load_path 499 
07C0: load_path 487 

:HEIST9_13196
if or
87C1:   not path 499 available 
87C1:   not path 487 available 
else_jump @HEIST9_13228 
wait 0 
jump @HEIST9_13196 

:HEIST9_13228
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_13258 
0840: link_car 59@ to_interior 1 
0397: enable_car 59@ siren 1 

:HEIST9_13258
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_13304 
00AB: put_car 54@ at 2220.543 1573.141 998.9672 
0175: set_car 54@ Z_angle_to 180.0 

:HEIST9_13304
gosub @HEIST9_46250 
015F: set_camera_position 2224.694 1577.632 1002.633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.199 1576.857 1002.241 switchstyle 2 
if and
07C1:   path 487 available 
8119:   not car 54@ wrecked 
else_jump @HEIST9_13391 
05EB: assign_car 54@ to_path 487 

:HEIST9_13391
097B: play_audio_at_object 57@ event 1035 
if 
03CA:   object 57@ exists 
else_jump @HEIST9_13429 
01BB: store_object 57@ position_to 185@ 186@ $9304 

:HEIST9_13429
if 
   not $9304 > 1005.4 
else_jump @HEIST9_13489 
wait 50 
$9304 += 0.1 
01BC: put_object 57@ at 2220.188 1571.763 $9304 
jump @HEIST9_13429 

:HEIST9_13489
097B: play_audio_at_object 57@ event 1036 
if and
07C1:   path 499 available 
8119:   not car 59@ wrecked 
else_jump @HEIST9_13526 
05EB: assign_car 59@ to_path 499 

:HEIST9_13526
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_13593 
if 
060E:   car 54@ assigned_to_path 
else_jump @HEIST9_13563 
05EC: release_car 54@ from_path 

:HEIST9_13563
00AB: put_car 54@ at 2218.039 1592.232 998.9783 
0175: set_car 54@ Z_angle_to 26.1233 

:HEIST9_13593
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_13682 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST9_13652 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2217.115 1589.683 998.9709 
jump @HEIST9_13672 

:HEIST9_13652
08C7: put_actor $PLAYER_ACTOR at 2217.115 1589.683 998.9709 dont_warp_gang 

:HEIST9_13672
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.5064 

:HEIST9_13682
66@ = 0 

:HEIST9_13689
if 
8118:   not actor 226@(66@,10i) dead 
else_jump @HEIST9_13718 
009B: destroy_actor 226@(66@,10i) 

:HEIST9_13718
66@ += 1 
  66@ >= 7 
else_jump @HEIST9_13689 
0247: load_model 363 
0247: load_model 364 
0247: load_model 353 
0247: load_model 164 

:HEIST9_13759
if or
8248:   not model 363 available 
8248:   not model 364 available 
8248:   not model 353 available 
8248:   not model 164 available 
else_jump @HEIST9_13801 
wait 0 
jump @HEIST9_13759 

:HEIST9_13801
015F: set_camera_position 2217.37 1580.595 1000.582 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.663 1579.639 1000.559 switchstyle 2 
41@ = 0 

:HEIST9_13859
if 
  3000 > 41@ 
else_jump @HEIST9_13909 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_13902 
jump @HEIST9_15874 

:HEIST9_13902
jump @HEIST9_13859 

:HEIST9_13909
015F: set_camera_position 2215.132 1594.248 1002.778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2215.409 1593.319 1002.531 switchstyle 2 
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_13983 
0519: set_car 59@ locked 1 

:HEIST9_13983
00BC: show_text_highpriority GXT 'HE8_KA' time 4000 flag 1  // Well done, Carl.
040D: unload_wav 1 
03CF: load_wav 19042 as 1 

:HEIST9_14010
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14036 
wait 0 
jump @HEIST9_14010 

:HEIST9_14036
03D1: play_wav 1 
41@ = 0 

:HEIST9_14047
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14093 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_14086 
jump @HEIST9_15874 

:HEIST9_14086
jump @HEIST9_14047 

:HEIST9_14093
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_14556 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 59@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.155 1579.691 998.9739 
05D7: add_point_to_scmpath 2223.636 1585.549 998.9675 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_14238 
0618: assign_actor 62@ to_AS_pack 61@ 

:HEIST9_14238
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05CD: AS_actor -1 exit_car 59@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2220.033 1584.614 998.9719 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_14332 
0618: assign_actor 63@ to_AS_pack 61@ 

:HEIST9_14332
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 59@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.495 1584.948 998.9701 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_14433 
0618: assign_actor 64@ to_AS_pack 61@ 

:HEIST9_14433
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05CD: AS_actor -1 exit_car 59@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2216.699 1578.363 998.9761 
05D7: add_point_to_scmpath 2217.538 1583.64 998.9749 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_14551 
0618: assign_actor 65@ to_AS_pack 61@ 

:HEIST9_14551
061B: remove_references_to_AS_pack 61@ 

:HEIST9_14556
00BC: show_text_highpriority GXT 'HE8_KB' time 4000 flag 1  // Now it's time for us to do our part!
040D: unload_wav 1 
03CF: load_wav 19043 as 1 

:HEIST9_14583
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14609 
wait 0 
jump @HEIST9_14583 

:HEIST9_14609
03D1: play_wav 1 
41@ = 0 

:HEIST9_14620
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14666 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_14659 
jump @HEIST9_15874 

:HEIST9_14659
jump @HEIST9_14620 

:HEIST9_14666
00BC: show_text_highpriority GXT 'HE8_KC' time 4000 flag 1  // Try to stay close!
040D: unload_wav 1 
03CF: load_wav 19044 as 1 

:HEIST9_14693
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14719 
wait 0 
jump @HEIST9_14693 

:HEIST9_14719
03D1: play_wav 1 
41@ = 0 

:HEIST9_14730
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14776 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_14769 
jump @HEIST9_15874 

:HEIST9_14769
jump @HEIST9_14730 

:HEIST9_14776
00BC: show_text_highpriority GXT 'HE8_KD' time 4000 flag 1  // OK team, I've gone over the layout to this place so I know it back to front.
040D: unload_wav 1 
03CF: load_wav 19045 as 1 

:HEIST9_14803
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14829 
wait 0 
jump @HEIST9_14803 

:HEIST9_14829
03D1: play_wav 1 
41@ = 0 

:HEIST9_14840
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_14886 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_14879 
jump @HEIST9_15874 

:HEIST9_14879
jump @HEIST9_14840 

:HEIST9_14886
015F: set_camera_position 2219.653 1584.915 1001.211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.18 1585.746 1001.034 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KE' time 4000 flag 1  // Everybody follow me!
040D: unload_wav 1 
03CF: load_wav 19046 as 1 

:HEIST9_14964
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_14990 
wait 0 
jump @HEIST9_14964 

:HEIST9_14990
03D1: play_wav 1 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_15138 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.192 1589.193 998.9668 
05D7: add_point_to_scmpath 2225.465 1592.997 998.9677 
05D7: add_point_to_scmpath 2226.739 1597.796 998.9755 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 61@ 
0792: disembark_instantly_actor 62@ 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_15138
41@ = 0 

:HEIST9_15145
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15191 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15184 
jump @HEIST9_15874 

:HEIST9_15184
jump @HEIST9_15145 

:HEIST9_15191
41@ = 0 

:HEIST9_15198
if 
  2500 > 41@ 
else_jump @HEIST9_15248 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15241 
jump @HEIST9_15874 

:HEIST9_15241
jump @HEIST9_15198 

:HEIST9_15248
shake_camera 30 
41@ = 0 

:HEIST9_15259
if 
  1500 > 41@ 
else_jump @HEIST9_15309 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15302 
jump @HEIST9_15874 

:HEIST9_15302
jump @HEIST9_15259 

:HEIST9_15309
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_15459 
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_15354 
0687: clear_actor 63@ task 
0639: AS_actor 63@ rotate_to_actor 62@ 

:HEIST9_15354
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_15383 
0687: clear_actor 64@ task 
0639: AS_actor 64@ rotate_to_actor 62@ 

:HEIST9_15383
wait 100 
if and
8118:   not actor 65@ dead 
8118:   not actor 62@ dead 
else_jump @HEIST9_15421 
0687: clear_actor 65@ task 
0639: AS_actor 65@ rotate_to_actor 62@ 

:HEIST9_15421
wait 100 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 62@ dead 
else_jump @HEIST9_15459 
0687: clear_actor $PLAYER_ACTOR task 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 62@ 

:HEIST9_15459
00BC: show_text_highpriority GXT 'HE8_KF' time 4000 flag 1  // Damn! The devious bastards have changed the layout!
040D: unload_wav 1 
03CF: load_wav 19047 as 1 

:HEIST9_15486
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15512 
wait 0 
jump @HEIST9_15486 

:HEIST9_15512
03D1: play_wav 1 
41@ = 0 

:HEIST9_15523
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15569 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15562 
jump @HEIST9_15874 

:HEIST9_15562
jump @HEIST9_15523 

:HEIST9_15569
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 62@ dead 
else_jump @HEIST9_15603 
0687: clear_actor 62@ task 
0639: AS_actor 62@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_15603
015F: set_camera_position 2216.963 1581.526 1000.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.403 1582.416 1000.465 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KG' time 4000 flag 1  // Don't worry, I'll take the lead, boss.
040D: unload_wav 1 
03CF: load_wav 19048 as 1 

:HEIST9_15681
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15707 
wait 0 
jump @HEIST9_15681 

:HEIST9_15707
03D1: play_wav 1 
41@ = 0 

:HEIST9_15718
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15764 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15757 
jump @HEIST9_15874 

:HEIST9_15757
jump @HEIST9_15718 

:HEIST9_15764
00BC: show_text_highpriority GXT 'HE8_KH' time 4000 flag 1  // Good idea, everybody follow him!
040D: unload_wav 1 
03CF: load_wav 19049 as 1 

:HEIST9_15791
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_15817 
wait 0 
jump @HEIST9_15791 

:HEIST9_15817
03D1: play_wav 1 
41@ = 0 

:HEIST9_15828
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_15874 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_15867 
jump @HEIST9_15874 

:HEIST9_15867
jump @HEIST9_15828 

:HEIST9_15874
009A: 325@ = create_actor_pedtype 24 model 163 at 2201.126 1617.877 998.9827 
0860: link_actor 325@ to_interior 1 
0173: set_actor 325@ Z_angle_to 267.4834 
04EB: AS_actor 325@ crouch 1 
009A: 326@ = create_actor_pedtype 24 model 164 at 2196.083 1618.684 998.9766 
0860: link_actor 326@ to_interior 1 
0173: set_actor 326@ Z_angle_to 263.4616 
009A: 327@ = create_actor_pedtype 24 model 163 at 2207.917 1620.372 998.9827 
0860: link_actor 327@ to_interior 1 
0173: set_actor 327@ Z_angle_to 267.4754 
04EB: AS_actor 327@ crouch 1 
02A9: set_actor 327@ immune_to_nonplayer 1 
66@ = 0 

:HEIST9_16028
03FE: set_actor 325@(66@,5i) money 0 
if 
   not 66@ == 2 
else_jump @HEIST9_16081 
0223: set_actor 325@(66@,5i) health_to 200 
08AF: set_actor 325@(66@,5i) max_health_to 200 

:HEIST9_16081
0187: 330@(66@,15i) = create_marker_above_actor 325@(66@,5i) 
08DC: create_interior_marker 330@(66@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 330@(66@,15i) radar_mode 2 
01B2: give_actor 325@(66@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 325@(66@,5i) armed_weapon_to 29 
02E2: set_actor 325@(66@,5i) weapon_accuracy_to 20 
07DD: set_actor 325@(66@,5i) attack_rate 20 // previously known as temper_to 
060B: set_actor 325@(66@,5i) decision_maker_to 253@ 
0638: AS_actor 325@(66@,5i) stay_put 1 
66@ += 1 
  66@ >= 3 
else_jump @HEIST9_16028 
009A: 345@ = create_actor_pedtype 24 model 163 at 2180.075 1611.573 998.9766 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 273.7555 
02A9: set_actor 345@ immune_to_nonplayer 1 
009A: 346@ = create_actor_pedtype 24 model 164 at 2186.142 1612.398 998.9777 
0860: link_actor 346@ to_interior 1 
0173: set_actor 346@ Z_angle_to 306.4445 
04EB: AS_actor 346@ crouch 1 
009A: 347@ = create_actor_pedtype 24 model 163 at 2183.521 1615.246 998.9766 
0860: link_actor 347@ to_interior 1 
0173: set_actor 347@ Z_angle_to 294.2185 
009A: 348@ = create_actor_pedtype 24 model 164 at 2182.612 1623.697 998.9742 
0860: link_actor 348@ to_interior 1 
0173: set_actor 348@ Z_angle_to 248.6147 
04EB: AS_actor 348@ crouch 1 
009A: 349@ = create_actor_pedtype 24 model 164 at 2179.681 1622.404 998.9764 
0860: link_actor 349@ to_interior 1 
0173: set_actor 349@ Z_angle_to 268.7008 
02A9: set_actor 349@ immune_to_nonplayer 1 
009A: 350@ = create_actor_pedtype 24 model 163 at 2178.853 1625.603 998.9709 
0860: link_actor 350@ to_interior 1 
0173: set_actor 350@ Z_angle_to 250.7106 
009A: 351@ = create_actor_pedtype 24 model 163 at 2176.363 1606.599 998.9827 
0860: link_actor 351@ to_interior 1 
0173: set_actor 351@ Z_angle_to 0.8709 
060F: set_actor 351@ melee_accuracy_to 5.0 
04EB: AS_actor 351@ crouch 1 
009A: 352@ = create_actor_pedtype 24 model 164 at 2176.491 1600.897 998.9827 
0860: link_actor 352@ to_interior 1 
060F: set_actor 352@ melee_accuracy_to 5.0 
0173: set_actor 352@ Z_angle_to 352.937 
009A: 353@ = create_actor_pedtype 24 model 163 at 2169.117 1618.626 998.9766 
0860: link_actor 353@ to_interior 1 
0173: set_actor 353@ Z_angle_to 272.9878 
009A: 354@ = create_actor_pedtype 24 model 163 at 2161.208 1602.776 998.9812 
0860: link_actor 354@ to_interior 1 
0173: set_actor 354@ Z_angle_to 4.2093 
009A: 355@ = create_actor_pedtype 24 model 164 at 2156.54 1605.252 998.9725 
0860: link_actor 355@ to_interior 1 
0173: set_actor 355@ Z_angle_to 353.705 
66@ = 0 

:HEIST9_16747
03FE: set_actor 345@(66@,15i) money 0 
if and
   not 66@ == 0 
   not 66@ == 4 
else_jump @HEIST9_16807 
0223: set_actor 345@(66@,15i) health_to 200 
08AF: set_actor 345@(66@,15i) max_health_to 200 

:HEIST9_16807
0187: 360@(66@,15i) = create_marker_above_actor 345@(66@,15i) 
08DC: create_interior_marker 360@(66@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 360@(66@,15i) radar_mode 2 
01B2: give_actor 345@(66@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 345@(66@,15i) armed_weapon_to 29 
07DD: set_actor 345@(66@,15i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 345@(66@,15i) weapon_accuracy_to 20 
060B: set_actor 345@(66@,15i) decision_maker_to 253@ 
0638: AS_actor 345@(66@,15i) stay_put 1 
66@ += 1 
  66@ >= 11 
else_jump @HEIST9_16747 
$9301 = 420000 
014F: stop_timer $9301 
03C3: set_timer_to $9301 type 1 GXT 'HM9_1A' // global_variable  // TIME
gosub @HEIST9_46267 
0108: destroy_object 57@ 
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_17064 
if 
060E:   car 59@ assigned_to_path 
else_jump @HEIST9_17029 
05EC: release_car 59@ from_path 

:HEIST9_17029
00AB: put_car 59@ at 2220.39 1577.623 998.967 
0175: set_car 59@ Z_angle_to 179.9804 
06C5: release_car 59@ from_path 

:HEIST9_17064
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_17813 
if and
8118:   not actor 62@ dead 
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 65@ dead 
else_jump @HEIST9_17813 
0615: define_AS_pack_begin 294@ 
05B9: AS_actor -1 stay_idle 10 ms 
if 
8118:   not actor 325@ dead 
else_jump @HEIST9_17145 
05E2: AS_actor -1 kill_actor 325@ 

:HEIST9_17145
if 
8118:   not actor 326@ dead 
else_jump @HEIST9_17168 
05E2: AS_actor -1 kill_actor 326@ 

:HEIST9_17168
if 
8118:   not actor 327@ dead 
else_jump @HEIST9_17191 
05E2: AS_actor -1 kill_actor 327@ 

:HEIST9_17191
0616: define_AS_pack_end 294@ 
0615: define_AS_pack_begin 375@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.952 1586.563 998.9695 
05D7: add_point_to_scmpath 2223.39 1591.61 998.9678 
05D7: add_point_to_scmpath 2224.253 1597.906 998.9766 
05D7: add_point_to_scmpath 2224.359 1599.682 998.983 
04EB: AS_actor -1 crouch 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 375@ 
0615: define_AS_pack_begin 376@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2224.593 1602.669 998.9816 
05D7: add_point_to_scmpath 2224.79 1609.521 998.975 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 376@ 
0615: define_AS_pack_begin 61@ 
if 
00DB:   actor 63@ in_car 59@ 
else_jump @HEIST9_17385 
05CD: AS_actor -1 exit_car 59@ 

:HEIST9_17385
0618: assign_actor -1 to_AS_pack 375@ 
0618: assign_actor -1 to_AS_pack 376@ 
05F5: AS_actor -1 goto_point_using_paths 2222.452 1617.022 998.9678 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 63@ task 
0618: assign_actor 63@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
if 
00DB:   actor 64@ in_car 59@ 
else_jump @HEIST9_17496 
05CD: AS_actor -1 exit_car 59@ 

:HEIST9_17496
0618: assign_actor -1 to_AS_pack 375@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 376@ 
05F5: AS_actor -1 goto_point_using_paths 2222.943 1620.636 998.9709 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 64@ task 
0618: assign_actor 64@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 1500 ms 
if 
00DB:   actor 65@ in_car 59@ 
else_jump @HEIST9_17614 
05CD: AS_actor -1 exit_car 59@ 

:HEIST9_17614
0618: assign_actor -1 to_AS_pack 375@ 
05B9: AS_actor -1 stay_idle 3000 ms 
0618: assign_actor -1 to_AS_pack 376@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 2000 ms 
if 
00DB:   actor 62@ in_car 59@ 
else_jump @HEIST9_17725 
05CD: AS_actor -1 exit_car 59@ 

:HEIST9_17725
0618: assign_actor -1 to_AS_pack 375@ 
05B9: AS_actor -1 stay_idle 2500 ms 
0618: assign_actor -1 to_AS_pack 376@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 294@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 375@ 
061B: remove_references_to_AS_pack 376@ 

:HEIST9_17813
66@ = 0 

:HEIST9_17820
if and
8118:   not actor 62@(66@,4i) dead 
8119:   not car 59@ wrecked 
else_jump @HEIST9_17896 
0187: 99@(66@,4i) = create_marker_above_actor 62@(66@,4i) 
08DC: create_interior_marker 99@(66@,4i) at 2196.635 1676.841 radius 10.0 
07E0: set_marker 99@(66@,4i) type_to 1 

:HEIST9_17896
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_17820 
46@ = 7 
jump @HEIST9_17947 

:HEIST9_17931
00BC: show_text_highpriority GXT 'HM9_14' time 5000 flag 1  // ~s~Open the ~y~roller door~s~.

:HEIST9_17947
if 
  46@ == 7 
else_jump @HEIST9_18021 
04ED: load_animation "BOMBER" 

:HEIST9_17975
if 
84EE:   not animation "BOMBER" loaded 
else_jump @HEIST9_18007 
wait 0 
jump @HEIST9_17975 

:HEIST9_18007
46@ = 8 
40@ = 0 

:HEIST9_18021
if 
  46@ == 8 
else_jump @HEIST9_24113 
66@ = 0 

:HEIST9_18046
if and
0118:   actor 325@(66@,5i) dead 
   not 330@(66@,15i) == 0 
else_jump @HEIST9_18126 
if 
075C:   marker 330@(66@,15i) enabled 
else_jump @HEIST9_18126 
0164: disable_marker 330@(66@,15i) 
330@(66@,15i) = 0 
01C2: remove_references_to_actor 325@(66@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_18126
66@ += 1 
  66@ >= 3 
else_jump @HEIST9_18046 
66@ = 0 

:HEIST9_18154
if and
0118:   actor 345@(66@,15i) dead 
   not 360@(66@,15i) == 0 
else_jump @HEIST9_18234 
if 
075C:   marker 360@(66@,15i) enabled 
else_jump @HEIST9_18234 
0164: disable_marker 360@(66@,15i) 
360@(66@,15i) = 0 
01C2: remove_references_to_actor 345@(66@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_18234
66@ += 1 
  66@ >= 11 
else_jump @HEIST9_18154 
if and
0118:   actor 325@ dead 
0118:   actor 326@ dead 
0118:   actor 327@ dead 
  265@ == 0 
else_jump @HEIST9_19120 
if and
8118:   not actor 62@ dead 
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 65@ dead 
else_jump @HEIST9_19113 
0615: define_AS_pack_begin 294@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
8118:   not actor 345@ dead 
else_jump @HEIST9_18353 
05E2: AS_actor -1 kill_actor 345@ 

:HEIST9_18353
if 
8118:   not actor 347@ dead 
else_jump @HEIST9_18376 
05E2: AS_actor -1 kill_actor 347@ 

:HEIST9_18376
if 
8118:   not actor 346@ dead 
else_jump @HEIST9_18399 
05E2: AS_actor -1 kill_actor 346@ 

:HEIST9_18399
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_18422 
05E2: AS_actor -1 kill_actor 351@ 

:HEIST9_18422
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_18445 
05E2: AS_actor -1 kill_actor 352@ 

:HEIST9_18445
0616: define_AS_pack_end 294@ 
0615: define_AS_pack_begin 375@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2217.468 1619.031 998.9766 
05D7: add_point_to_scmpath 2209.887 1618.989 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2203.74 1619.167 998.9827 
05D7: add_point_to_scmpath 2199.119 1618.858 998.9827 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 375@ 
0615: define_AS_pack_begin 61@ 
0618: assign_actor -1 to_AS_pack 375@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2192.726 1618.628 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2190.531 1617.373 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 63@ task 
0618: assign_actor 63@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 294@ 
0615: define_AS_pack_begin 294@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
8118:   not actor 348@ dead 
else_jump @HEIST9_18713 
05E2: AS_actor -1 kill_actor 348@ 

:HEIST9_18713
if 
8118:   not actor 349@ dead 
else_jump @HEIST9_18736 
05E2: AS_actor -1 kill_actor 349@ 

:HEIST9_18736
if 
8118:   not actor 350@ dead 
else_jump @HEIST9_18759 
05E2: AS_actor -1 kill_actor 350@ 

:HEIST9_18759
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_18782 
05E2: AS_actor -1 kill_actor 351@ 

:HEIST9_18782
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_18805 
05E2: AS_actor -1 kill_actor 352@ 

:HEIST9_18805
0616: define_AS_pack_end 294@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
0618: assign_actor -1 to_AS_pack 375@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2191.214 1620.229 998.9802 mode 6 time -1 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 64@ task 
0618: assign_actor 64@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 375@ 
05F5: AS_actor -1 goto_point_using_paths 2198.942 1617.974 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 375@ 
05F5: AS_actor -1 goto_point_using_paths 2197.816 1617.827 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 294@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 375@ 

:HEIST9_19113
265@ = 1 

:HEIST9_19120
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2158.438 1618.74 998.965 radius 4.0 4.0 4.0 
  45@ == 0 
else_jump @HEIST9_19211 
if 
8118:   not actor 354@ dead 
else_jump @HEIST9_19204 
0687: clear_actor 354@ task 
0618: assign_actor 354@ to_AS_pack 220@ 

:HEIST9_19204
45@ = 1 

:HEIST9_19211
if and
0118:   actor 345@ dead 
0118:   actor 346@ dead 
0118:   actor 347@ dead 
0118:   actor 348@ dead 
  266@ == 0 
else_jump @HEIST9_19802 
if and
0118:   actor 349@ dead 
0118:   actor 350@ dead 
  265@ == 1 
else_jump @HEIST9_19802 
if and
8118:   not actor 62@ dead 
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 65@ dead 
else_jump @HEIST9_19802 
0615: define_AS_pack_begin 294@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
8118:   not actor 353@ dead 
else_jump @HEIST9_19342 
05E2: AS_actor -1 kill_actor 353@ 

:HEIST9_19342
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_19365 
05E2: AS_actor -1 kill_actor 351@ 

:HEIST9_19365
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_19388 
05E2: AS_actor -1 kill_actor 352@ 

:HEIST9_19388
0616: define_AS_pack_end 294@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.958 1615.043 998.9766 
05D7: add_point_to_scmpath 2184.968 1614.836 998.9766 
05D7: add_point_to_scmpath 2181.061 1612.783 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 63@ task 
0618: assign_actor 63@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2187.532 1623.486 998.9746 
05D7: add_point_to_scmpath 2182.643 1624.14 998.9734 
05D7: add_point_to_scmpath 2180.778 1624.237 998.9733 
05D7: add_point_to_scmpath 2178.494 1623.014 998.9754 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 64@ task 
0618: assign_actor 64@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.157 1620.457 998.9797 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.435 1616.811 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 294@ 
266@ = 1 

:HEIST9_19802
if and
0118:   actor 351@ dead 
0118:   actor 352@ dead 
0118:   actor 353@ dead 
  266@ == 1 
else_jump @HEIST9_20508 
if and
8118:   not actor 62@ dead 
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 65@ dead 
else_jump @HEIST9_20508 
0615: define_AS_pack_begin 294@ 
05B9: AS_actor -1 stay_idle 1 ms 
if 
8118:   not actor 355@ dead 
else_jump @HEIST9_19900 
05E2: AS_actor -1 kill_actor 355@ 

:HEIST9_19900
if 
8118:   not actor 354@ dead 
else_jump @HEIST9_19923 
05E2: AS_actor -1 kill_actor 354@ 

:HEIST9_19923
0616: define_AS_pack_end 294@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2177.684 1614.631 998.9766 
05D7: add_point_to_scmpath 2173.296 1618.374 998.9766 
05D7: add_point_to_scmpath 2169.075 1618.589 998.9766 
05D7: add_point_to_scmpath 2165.563 1618.568 998.9752 
05D7: add_point_to_scmpath 2159.532 1617.056 998.9662 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 63@ task 
0618: assign_actor 63@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2174.709 1621.068 998.978 
05D7: add_point_to_scmpath 2169.154 1618.646 998.9766 
05D7: add_point_to_scmpath 2161.401 1619.628 998.9706 
05D7: add_point_to_scmpath 2155.982 1619.06 998.9666 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 180.0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 294@ 
0616: define_AS_pack_end 61@ 
0687: clear_actor 64@ task 
0618: assign_actor 64@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2190.003 1622.425 998.9764 
05D7: add_point_to_scmpath 2186.135 1623.306 998.9749 
05D7: add_point_to_scmpath 2182.44 1624.333 998.9731 
05D7: add_point_to_scmpath 2178.639 1623.895 998.9739 
05D7: add_point_to_scmpath 2174.756 1622.692 998.976 
05D7: add_point_to_scmpath 2169.405 1620.61 998.9795 
05D4: AS_actor -1 rotate_angle 172.0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.537 1615.527 998.9766 
05D7: add_point_to_scmpath 2184.411 1614.467 998.9766 
05D7: add_point_to_scmpath 2180.224 1614.09 998.9766 
05D7: add_point_to_scmpath 2175.855 1615.655 998.9766 
05D7: add_point_to_scmpath 2169.48 1617.185 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 294@ 
266@ = 2 

:HEIST9_20508
if and
0118:   actor 354@ dead 
0118:   actor 355@ dead 
  266@ == 2 
else_jump @HEIST9_20693 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 0 
05F5: AS_actor -1 goto_point_using_paths 2157.872 1603.249 998.973 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2144.301 1610.444 992.6882 mode 6 time -1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_20605
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_20646 
0687: clear_actor 62@(66@,4i) task 
0618: assign_actor 62@(66@,4i) to_AS_pack 61@ 

:HEIST9_20646
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_20605 
061B: remove_references_to_AS_pack 61@ 
377@ = 1 
41@ = 0 
266@ = 3 

:HEIST9_20693
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2195.041 1618.905 998.9766 radius 2.0 2.0 2.0 
else_jump @HEIST9_21035 
if and
8119:   not car 54@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_20791 
if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
else_jump @HEIST9_20791 
00A6: destroy_car 54@ 
0249: release_model 530 

:HEIST9_20791
if 
  312@ == 0 
else_jump @HEIST9_21035 
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_20916 
0615: define_AS_pack_begin 61@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2173.56 1623.915 998.9739 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 61@ 
0618: assign_actor 351@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_20916
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_21028 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2175.972 1613.853 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 61@ 
0618: assign_actor 352@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_21028
312@ = 1 

:HEIST9_21035
if 
  259@ == 0 
else_jump @HEIST9_21219 
if and
  239@ == 2 
  113@ == 0 
else_jump @HEIST9_21114 
01E5: show_text_1number_highpriority GXT 'HM9_1C' number 7 time 5000 flag 1  // ~s~You have ~1~ minutes to get the money and back!
113@ = 1 
41@ = 0 
0A6F: checkpoint_save 99 

:HEIST9_21114
if and
  41@ > 5000 
  113@ == 1 
else_jump @HEIST9_21170 
00BC: show_text_highpriority GXT 'HM9_21' time 6000 flag 1  // ~s~Clear the corridors of ~r~security ~s~so the team can reach the vault.
113@ = 2 
41@ = 0 

:HEIST9_21170
if and
  41@ > 6000 
  113@ == 2 
else_jump @HEIST9_21219 
00BC: show_text_highpriority GXT 'HM9_1G' time 7000 flag 1  // ~s~Remember to stay close to the team
113@ = 3 

:HEIST9_21219
if 
   not 377@ == 0 
else_jump @HEIST9_21689 
if 
  377@ == 1 
else_jump @HEIST9_21322 
66@ = 0 

:HEIST9_21262
009B: destroy_actor 325@(66@,5i) 
66@ += 1 
  66@ >= 3 
else_jump @HEIST9_21262 
00BC: show_text_highpriority GXT 'HM9_1E' time 5000 flag 1  // ~s~Follow the ~b~team ~s~down to the vault.
377@ = 2 
40@ = 0 

:HEIST9_21322
if and
  40@ > 4000 
  377@ == 2 
else_jump @HEIST9_21384 
05AA: 296@s = 'HE8_LA' // @s = 'short'  // Not far now, keep alert.
04AF: 240@ = 19050 // = constant 
gosub @HEIST9_50585 
377@ = 3 

:HEIST9_21384
if and
  239@ == 2 
  377@ == 3 
else_jump @HEIST9_21445 
05AA: 296@s = 'HE8_LB' // @s = 'short'  // Hey, I was just about to say that!
04AF: 240@ = 19051 // = constant 
gosub @HEIST9_50585 
377@ = 4 

:HEIST9_21445
if and
  239@ == 2 
  377@ == 4 
else_jump @HEIST9_21506 
05AA: 296@s = 'HE8_LC' // @s = 'short'  // Sorry boss!
04AF: 240@ = 19052 // = constant 
gosub @HEIST9_50585 
377@ = 5 

:HEIST9_21506
if and
  239@ == 2 
  377@ == 5 
else_jump @HEIST9_21567 
05AA: 296@s = 'HE8_LD' // @s = 'short'  // Not far now, everybody!
04AF: 240@ = 19053 // = constant 
gosub @HEIST9_50585 
377@ = 6 

:HEIST9_21567
if and
  239@ == 2 
  377@ == 6 
else_jump @HEIST9_21628 
05AA: 296@s = 'HE8_LE' // @s = 'short'  // Stay alert!
04AF: 240@ = 19054 // = constant 
gosub @HEIST9_50585 
377@ = 7 

:HEIST9_21628
if and
  239@ == 2 
  377@ == 7 
else_jump @HEIST9_21689 
05AA: 296@s = 'HE8_LF' // @s = 'short'  // Oh yeah, stay alert!
04AF: 240@ = 19055 // = constant 
gosub @HEIST9_50585 
377@ = 0 

:HEIST9_21689
242@ = 0 
if and
  259@ > 1 
  260@ == 1 
else_jump @HEIST9_22783 
if and
  239@ == 2 
  113@ == 0 
else_jump @HEIST9_21866 
66@ = 0 

:HEIST9_21753
009B: destroy_actor 345@(66@,15i) 
66@ += 1 
  66@ >= 11 
else_jump @HEIST9_21753 
018A: 241@ = create_checkpoint_at 2144.101 1623.453 993.5677 
08DC: create_interior_marker 241@ at 2196.635 1676.841 radius 10.0 
018B: set_marker 241@ radar_mode 0 
05AA: 296@s = 'HE8_MA' // @s = 'short'  // OK, we'll set the charges while you watch the door!
04AF: 240@ = 19056 // = constant 
gosub @HEIST9_50585 
113@ = 1 

:HEIST9_21866
if and
  239@ == 2 
  113@ == 1 
else_jump @HEIST9_21927 
05AA: 296@s = 'HE8_MB' // @s = 'short'  // OK, boss!
04AF: 240@ = 19057 // = constant 
gosub @HEIST9_50585 
113@ = 2 

:HEIST9_21927
if and
  239@ == 2 
  113@ == 2 
else_jump @HEIST9_21995 
05AA: 296@s = 'HE8_MC' // @s = 'short'  // Hey, I'm on it!
04AF: 240@ = 19058 // = constant 
gosub @HEIST9_50585 
113@ = 3 
40@ = 0 

:HEIST9_21995
if and
  239@ == 2 
  113@ == 3 
else_jump @HEIST9_22056 
05AA: 296@s = 'HE8_NA' // @s = 'short'  // Hurry it up gentlemen, they know something's wrong.
04AF: 240@ = 19059 // = constant 
gosub @HEIST9_50585 
113@ = 4 

:HEIST9_22056
if and
  239@ == 2 
  113@ == 4 
else_jump @HEIST9_22117 
05AA: 296@s = 'HE8_NB' // @s = 'short'  // Someone else is in the system!
04AF: 240@ = 19060 // = constant 
gosub @HEIST9_50585 
113@ = 5 

:HEIST9_22117
if and
  239@ == 2 
  113@ == 5 
else_jump @HEIST9_22185 
05AA: 296@s = 'HE8_NC' // @s = 'short'  // Hey what's the problem?
04AF: 240@ = 19061 // = constant 
gosub @HEIST9_50585 
113@ = 6 
40@ = 0 

:HEIST9_22185
if and
  239@ == 2 
  113@ == 6 
else_jump @HEIST9_22246 
05AA: 296@s = 'HE8_ND' // @s = 'short'  // Somebody's trying to bring the emergency generators back up!
04AF: 240@ = 19062 // = constant 
gosub @HEIST9_50585 
113@ = 7 

:HEIST9_22246
if and
  239@ == 2 
  113@ == 7 
else_jump @HEIST9_22314 
05AA: 296@s = 'HE8_NE' // @s = 'short'  // I'll head back up to the generator room and shut them down for good!
04AF: 240@ = 19063 // = constant 
gosub @HEIST9_50585 
113@ = 8 
40@ = 0 

:HEIST9_22314
if and
  239@ == 2 
  113@ == 8 
else_jump @HEIST9_22783 
if 
0491:   actor $PLAYER_ACTOR has_weapon 39 
else_jump @HEIST9_22725 
0247: load_model 163 

:HEIST9_22362
if 
8248:   not model 163 available 
else_jump @HEIST9_22389 
wait 0 
jump @HEIST9_22362 

:HEIST9_22389
009A: 303@ = create_actor_pedtype 24 model 164 at 2146.665 1611.452 999.9764 
0860: link_actor 303@ to_interior 1 
0173: set_actor 303@ Z_angle_to 189.8734 
060B: set_actor 303@ decision_maker_to 97@ 
01B2: give_actor 303@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 303@ armed_weapon_to 29 
0638: AS_actor 303@ stay_put 1 
03FE: set_actor 303@ money 0 
009A: 304@ = create_actor_pedtype 24 model 163 at 2147.982 1605.254 1000.752 
0860: link_actor 304@ to_interior 1 
0173: set_actor 304@ Z_angle_to 191.7168 
01B2: give_actor 304@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 304@ decision_maker_to 97@ 
01B9: set_actor 304@ armed_weapon_to 29 
0638: AS_actor 304@ stay_put 1 
03FE: set_actor 304@ money 0 
if 
075C:   marker 241@ enabled 
else_jump @HEIST9_22572 
0164: disable_marker 241@ 

:HEIST9_22572
66@ = 0 

:HEIST9_22579
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_22618 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_22618
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_22579 
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
46@ = 13 
0188: 236@ = create_marker_above_object 179@ 
08DC: create_interior_marker 236@ at 2196.635 1676.841 radius 10.0 
0188: 237@ = create_marker_above_object 180@ 
08DC: create_interior_marker 237@ at 2196.635 1676.841 radius 10.0 
jump @HEIST9_22769 

:HEIST9_22725
00BC: show_text_highpriority GXT 'HM9_PK' time 4000 flag 1  // ~s~Pick up the ~g~satchel charge~s~!
03DC: 307@ = create_marker_above_pickup 222@ 
08DC: create_interior_marker 307@ at 2196.635 1676.841 radius 10.0 

:HEIST9_22769
113@ = 101 
40@ = 0 

:HEIST9_22783
if and
0491:   actor $PLAYER_ACTOR has_weapon 39 
  113@ == 101 
   not 46@ == 13 
else_jump @HEIST9_23183 
0247: load_model 163 

:HEIST9_22820
if 
8248:   not model 163 available 
else_jump @HEIST9_22847 
wait 0 
jump @HEIST9_22820 

:HEIST9_22847
009A: 303@ = create_actor_pedtype 24 model 164 at 2146.665 1611.452 999.9764 
0860: link_actor 303@ to_interior 1 
0173: set_actor 303@ Z_angle_to 189.8734 
060B: set_actor 303@ decision_maker_to 97@ 
01B2: give_actor 303@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 303@ armed_weapon_to 29 
0638: AS_actor 303@ stay_put 1 
009A: 304@ = create_actor_pedtype 24 model 163 at 2147.982 1605.254 1000.752 
0860: link_actor 304@ to_interior 1 
0173: set_actor 304@ Z_angle_to 191.7168 
01B2: give_actor 304@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 304@ decision_maker_to 97@ 
01B9: set_actor 304@ armed_weapon_to 29 
0638: AS_actor 304@ stay_put 1 
if 
075C:   marker 241@ enabled 
else_jump @HEIST9_23016 
0164: disable_marker 241@ 

:HEIST9_23016
66@ = 0 

:HEIST9_23023
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_23062 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_23062
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_23023 
if 
075C:   marker 307@ enabled 
else_jump @HEIST9_23104 
0164: disable_marker 307@ 

:HEIST9_23104
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
46@ = 13 
0188: 236@ = create_marker_above_object 179@ 
08DC: create_interior_marker 236@ at 2196.635 1676.841 radius 10.0 
0188: 237@ = create_marker_above_object 180@ 
08DC: create_interior_marker 237@ at 2196.635 1676.841 radius 10.0 

:HEIST9_23183
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.393 1616.653 992.5681 radius 20.0 20.0 2.0 
else_jump @HEIST9_23300 
if and
   not 113@ == 0 
   not 113@ == 9 
  259@ > 1 
else_jump @HEIST9_23286 
if 
075C:   marker 241@ enabled 
else_jump @HEIST9_23286 
018B: set_marker 241@ radar_mode 0 

:HEIST9_23286
260@ = 1 
jump @HEIST9_23378 

:HEIST9_23300
if and
   not 113@ == 0 
   not 113@ == 9 
  259@ > 1 
else_jump @HEIST9_23371 
if 
075C:   marker 241@ enabled 
else_jump @HEIST9_23355 
018B: set_marker 241@ radar_mode 3 

:HEIST9_23355
00BC: show_text_highpriority GXT 'HM9_56' time 1000 flag 1  // ~s~The team needs you at the ~y~Safe~s~.

:HEIST9_23371
260@ = 0 

:HEIST9_23378
66@ = 0 

:HEIST9_23385
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_24092 
if and
00FE:   actor 62@(66@,4i) sphere 0 in_sphere 2143.693 1610.628 992.6882 radius 4.0 4.0 2.0 
  247@(66@,4i) == 0 
else_jump @HEIST9_24092 
if and
  66@ == 0 
8118:   not actor 62@ dead 
else_jump @HEIST9_23636 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2143.036 1626.497 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 62@ to_AS_pack 61@ 

:HEIST9_23636
if and
  66@ == 1 
8118:   not actor 63@ dead 
else_jump @HEIST9_23798 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2145.696 1626.496 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 63@ to_AS_pack 61@ 

:HEIST9_23798
if and
  66@ == 2 
8118:   not actor 64@ dead 
else_jump @HEIST9_23910 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2147.744 1620.447 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 61@ 
0618: assign_actor 64@ to_AS_pack 61@ 

:HEIST9_23910
if and
  66@ == 3 
8118:   not actor 65@ dead 
else_jump @HEIST9_24022 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2136.254 1621.628 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 61@ 
0618: assign_actor 65@ to_AS_pack 61@ 

:HEIST9_24022
061B: remove_references_to_AS_pack 61@ 
02A9: set_actor 62@(66@,4i) immune_to_nonplayer 0 
018B: set_marker 99@(66@,4i) radar_mode 0 
247@(66@,4i) = 1 
if 
  259@ == 0 
else_jump @HEIST9_24085 
113@ = 0 

:HEIST9_24085
259@ += 1 

:HEIST9_24092
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_23385 

:HEIST9_24113
if and
  46@ == 13 
  40@ > 5000 
else_jump @HEIST9_31368 
if 
  127@ == 0 
else_jump @HEIST9_24584 
if and
  239@ == 2 
  113@ == 0 
else_jump @HEIST9_24218 
05AA: 296@s = 'HE8_OA' // @s = 'short'  // Wait a second, it's Berkley! It's him, I know it!
04AF: 240@ = 19064 // = constant 
gosub @HEIST9_50585 
113@ = 1 

:HEIST9_24218
if and
  239@ == 2 
  113@ == 1 
else_jump @HEIST9_24279 
05AA: 296@s = 'HE8_OB' // @s = 'short'  // What?
04AF: 240@ = 19065 // = constant 
gosub @HEIST9_50585 
113@ = 2 

:HEIST9_24279
if and
  239@ == 2 
  113@ == 2 
else_jump @HEIST9_24340 
05AA: 296@s = 'HE8_OC' // @s = 'short'  // Carl, I know the tactics of my arch rival!
04AF: 240@ = 19066 // = constant 
gosub @HEIST9_50585 
113@ = 3 

:HEIST9_24340
if and
  239@ == 2 
  113@ == 3 
else_jump @HEIST9_24401 
05AA: 296@s = 'HE8_OD' // @s = 'short'  // BERKLEY YOU BASTARD!
04AF: 240@ = 19067 // = constant 
gosub @HEIST9_50585 
113@ = 4 

:HEIST9_24401
if and
  239@ == 2 
  113@ == 4 
else_jump @HEIST9_24462 
05AA: 296@s = 'HE8_OE' // @s = 'short'  // Quit shouting in my ear!
04AF: 240@ = 19068 // = constant 
gosub @HEIST9_50585 
113@ = 5 

:HEIST9_24462
if and
  239@ == 2 
  113@ == 5 
else_jump @HEIST9_24523 
05AA: 296@s = 'HE8_OF' // @s = 'short'  // Sorry.
04AF: 240@ = 19069 // = constant 
gosub @HEIST9_50585 
113@ = 8 

:HEIST9_24523
if and
  239@ == 2 
  113@ == 8 
else_jump @HEIST9_24584 
05AA: 296@s = 'HE8_OJ' // @s = 'short'  // Aw, whatever, man, just deal with that fool!
04AF: 240@ = 19072 // = constant 
gosub @HEIST9_50585 
113@ = 9 

:HEIST9_24584
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_24610 
041A: 183@ = actor $PLAYER_ACTOR weapon 39 ammo 

:HEIST9_24610
if 
848C:   not pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_24706 
if and
  0 >= 183@ 
  127@ == 0 
else_jump @HEIST9_24706 
if 
89D1:   not pickup 222@ created 
else_jump @HEIST9_24706 
032B: 222@ = create_weapon_pickup 363 type 3 ammo 5 at 2146.487 1622.805 993.0 

:HEIST9_24706
if or
0356:   explosion_type 0 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 1 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 3 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 2 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
else_jump @HEIST9_25588 
if 
  127@ == 0 
else_jump @HEIST9_25588 
029B: 320@ = init_object #WAREHOUSE_DOOR2B at 2195.769 1585.199 1002.0 
0566: link_object 320@ to_interior 1 
0177: set_object 320@ Z_angle_to 180.0 
07F7: set_object 320@ destructible 0 
gosub @HEIST9_46250 
07F7: set_object 68@ destructible 1 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.146 1613.818 999.968 radius 7.0 7.0 2.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_24990 
05BE: AS_actor $PLAYER_ACTOR die 

:HEIST9_24990
if 
075C:   marker 236@ enabled 
else_jump @HEIST9_25011 
0164: disable_marker 236@ 

:HEIST9_25011
if 
075C:   marker 237@ enabled 
else_jump @HEIST9_25032 
0164: disable_marker 237@ 

:HEIST9_25032
015F: set_camera_position 2141.361 1619.829 1000.669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.925 1619.005 1000.723 switchstyle 2 
gosub @HEIST9_43847 
0108: destroy_object 179@ 
0108: destroy_object 180@ 
0249: release_model #GENERATOR_BIG 
0107: 179@ = create_object #GENERATOR_BIG_D at 2145.05 1613.49 999.9764 
0177: set_object 179@ Z_angle_to 1.2043 
0107: 180@ = create_object #GENERATOR_BIG_D at 2148.8 1613.49 999.9764 
0177: set_object 180@ Z_angle_to 354.0372 
378@ = 0 

:HEIST9_25178
020C: create_explosion_with_radius 11 at 2143.107 1611.332 1000.5 
064B: 209@ = create_particle "EXPLOSION_SMALL" at 2143.107 1611.332 1000.5 type 1 
064C: make_particle 209@ visible 
wait 150 
020C: create_explosion_with_radius 11 at 2149.51 1614.586 1000.5 
064B: 210@ = create_particle "EXPLOSION_SMALL" at 2149.51 1614.586 1000.5 type 1 
064C: make_particle 210@ visible 
wait 10 
66@ = 0 

:HEIST9_25320
064E: stop_particle 209@(66@,6i) 
0650: destroy_particle 209@(66@,6i) 
66@ += 1 
  66@ >= 6 
else_jump @HEIST9_25320 
378@ += 1 
  378@ >= 3 
else_jump @HEIST9_25178 
wait 2000 
66@ = 0 

:HEIST9_25392
018B: set_marker 99@(66@,4i) radar_mode 3 
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_25453 
0638: AS_actor 62@(66@,4i) stay_put 0 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_25453
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_25392 
113@ = 6 
gosub @HEIST9_46267 
gosub @HEIST9_43916 
40@ = 0 
127@ = 1 
03E6: remove_text_box 
66@ = 0 

:HEIST9_25518
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_25518 
if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_25572 
0215: destroy_pickup 222@ 

:HEIST9_25572
00BC: show_text_highpriority GXT 'HM9_40' time 5000 flag 1  // ~s~Head downstairs and check on the ~b~team~s~!

:HEIST9_25588
if 
  127@ == 1 
else_jump @HEIST9_25667 
if and
  239@ == 2 
  113@ == 0 
else_jump @HEIST9_25667 
05AA: 296@s = 'HE8_OK' // @s = 'short'  // OK - I'll head back up to the generator room and shut them down for good!
04AF: 240@ = 19073 // = constant 
gosub @HEIST9_50585 
113@ = 10 

:HEIST9_25667
if and
  129@ == 0 
  127@ == 1 
else_jump @HEIST9_27689 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2143.975 1624.443 992.5681 radius 20.0 20.0 2.0 
else_jump @HEIST9_27689 
113@ = 10 
129@ = 1 
66@ = 0 

:HEIST9_25761
018B: set_marker 99@(66@,4i) radar_mode 0 
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_25761 
gosub @HEIST9_46250 
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_25846 
08C7: put_actor 64@ at 2147.744 1620.447 992.6882 dont_warp_gang 
0173: set_actor 64@ Z_angle_to 346.8824 

:HEIST9_25846
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_25892 
08C7: put_actor 65@ at 2136.254 1621.628 992.6882 dont_warp_gang 
0173: set_actor 65@ Z_angle_to 358.8987 

:HEIST9_25892
015F: set_camera_position 2140.489 1617.689 993.7817 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.831 1618.629 993.7844 switchstyle 2 
wait 1000 
00BC: show_text_highpriority GXT 'HE8_QA' time 4000 flag 1  // Everybody take cover!
040D: unload_wav 1 
03CF: load_wav 19083 as 1 

:HEIST9_25975
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26001 
wait 0 
jump @HEIST9_25975 

:HEIST9_26001
03D1: play_wav 1 
41@ = 0 

:HEIST9_26012
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26055 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26048 

:HEIST9_26048
jump @HEIST9_26012 

:HEIST9_26055
00BC: show_text_highpriority GXT 'HE8_QC' time 4000 flag 1  // Oh shit! Where do I go? Where do I go?
040D: unload_wav 1 
03CF: load_wav 19085 as 1 

:HEIST9_26082
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26108 
wait 0 
jump @HEIST9_26082 

:HEIST9_26108
03D1: play_wav 1 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_26178 
05B9: AS_actor 62@ stay_idle 1000 ms 
0792: disembark_instantly_actor 62@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2135.497 1625.518 992.5681 
04EB: AS_actor 62@ crouch 1 
05D8: AS_assign_scmpath to_actor 62@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26178
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_26236 
0792: disembark_instantly_actor 63@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2152.954 1625.076 992.5681 
04EB: AS_actor 63@ crouch 1 
05D8: AS_assign_scmpath to_actor 63@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_26236
41@ = 0 

:HEIST9_26243
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26286 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26279 

:HEIST9_26279
jump @HEIST9_26243 

:HEIST9_26286
00BC: show_text_highpriority GXT 'HE8_QB' time 4000 flag 1  // Fire in the hole!
040D: unload_wav 1 
03CF: load_wav 19084 as 1 

:HEIST9_26313
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26339 
wait 0 
jump @HEIST9_26313 

:HEIST9_26339
03D1: play_wav 1 
41@ = 0 

:HEIST9_26350
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26393 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26386 

:HEIST9_26386
jump @HEIST9_26350 

:HEIST9_26393
66@ = 0 

:HEIST9_26400
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_26440 
0792: disembark_instantly_actor 62@(66@,4i) 
04EB: AS_actor 62@(66@,4i) crouch 1 

:HEIST9_26440
018B: set_marker 99@(66@,4i) radar_mode 3 
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_26400 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 992.707 
064B: 379@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 992.707 type 1 
064F: remove_references_to_particle 379@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 994.0 
wait 500 
064B: 380@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 994.0 type 1 
064F: remove_references_to_particle 380@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 996.0 
0108: destroy_object 68@ 
wait 500 
064B: 381@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 996.0 type 1 
064F: remove_references_to_particle 381@ 
00BC: show_text_highpriority GXT 'HE8_RA' time 4000 flag 1  // OK people, load up the cash!
040D: unload_wav 1 
03CF: load_wav 19086 as 1 

:HEIST9_26703
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_26729 
wait 0 
jump @HEIST9_26703 

:HEIST9_26729
03D1: play_wav 1 
41@ = 0 

:HEIST9_26740
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_26783 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @HEIST9_26776 

:HEIST9_26776
jump @HEIST9_26740 

:HEIST9_26783
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_26829 
08C7: put_actor $PLAYER_ACTOR at 2144.266 1610.649 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.3881 

:HEIST9_26829
gosub @HEIST9_46267 
00BC: show_text_highpriority GXT 'HM9_58' time 7000 flag 1  // ~s~Enter the ~y~Safe~s~.
0107: 69@ = create_object #CJ_MONEY_BAG at 2146.27 1636.314 992.5683 
0566: link_object 69@ to_interior 1 
0177: set_object 69@ Z_angle_to 268.4277 
0382: set_object 69@ collision_detection 0 
0107: 70@ = create_object #CJ_MONEY_BAG at 2146.137 1632.404 992.5683 
0566: link_object 70@ to_interior 1 
0177: set_object 70@ Z_angle_to 89.5044 
0382: set_object 70@ collision_detection 0 
0107: 71@ = create_object #CJ_MONEY_BAG at 2142.148 1632.426 992.5683 
0566: link_object 71@ to_interior 1 
0177: set_object 71@ Z_angle_to 97.3067 
0382: set_object 71@ collision_detection 0 
0107: 72@ = create_object #CJ_MONEY_BAG at 2142.07 1636.137 992.5683 
0566: link_object 72@ to_interior 1 
0177: set_object 72@ Z_angle_to 51.5319 
0382: set_object 72@ collision_detection 0 
if and
8118:   not actor 62@ dead 
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 65@ dead 
else_jump @HEIST9_27689 
0615: define_AS_pack_begin 383@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 500 ms 
0643: set_AS_pack 383@ loop 1 
0616: define_AS_pack_end 383@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2146.27 1636.314 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 69@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 383@ 
0616: define_AS_pack_end 61@ 
0792: disembark_instantly_actor 62@ 
04EB: AS_actor 62@ crouch 0 
0618: assign_actor 62@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths 2146.137 1632.404 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 70@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 383@ 
0616: define_AS_pack_end 61@ 
0792: disembark_instantly_actor 63@ 
04EB: AS_actor 63@ crouch 0 
0618: assign_actor 63@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 200 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 2000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.148 1632.426 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 71@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 383@ 
0616: define_AS_pack_end 61@ 
0792: disembark_instantly_actor 64@ 
04EB: AS_actor 64@ crouch 0 
0618: assign_actor 64@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.07 1636.137 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 72@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 383@ 
0616: define_AS_pack_end 61@ 
0792: disembark_instantly_actor 65@ 
04EB: AS_actor 65@ crouch 0 
0618: assign_actor 65@ to_AS_pack 61@ 
04EF: release_animation "BOMBER" 
018A: 382@ = create_checkpoint_at 2144.152 1636.462 992.5703 
08DC: create_interior_marker 382@ at 2196.635 1676.841 radius 10.0 
061B: remove_references_to_AS_pack 383@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_27689
if 
  129@ == 1 
else_jump @HEIST9_27882 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.152 1636.462 992.5703 radius 10.0 10.0 2.0 
075C:   marker 382@ enabled 
else_jump @HEIST9_27882 
if 
075C:   marker 382@ enabled 
else_jump @HEIST9_27781 
0164: disable_marker 382@ 

:HEIST9_27781
148@ = 1 
129@ = 2 
41@ = 0 
66@ = 0 

:HEIST9_27809
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_27861 
0226: 150@(66@,5i) = actor 62@(66@,4i) health 
0085: 156@(66@,5i) = 150@(66@,5i) // (int) 

:HEIST9_27861
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_27809 

:HEIST9_27882
if and
  239@ == 2 
  148@ == 1 
else_jump @HEIST9_27943 
05AA: 296@s = 'HE8_RB' // @s = 'short'  // Carl, you've got Mafia gorillas coming down to the vault and-
04AF: 240@ = 19087 // = constant 
gosub @HEIST9_50585 
148@ = 2 

:HEIST9_27943
if and
  239@ == 2 
  148@ == 2 
else_jump @HEIST9_28011 
05AA: 296@s = 'HE8_RC' // @s = 'short'  // CURSE YOU BERKLEY, CURSE YOU!
04AF: 240@ = 19088 // = constant 
gosub @HEIST9_50585 
40@ = 0 
148@ = 3 

:HEIST9_28011
if and
  239@ == 2 
  148@ == 3 
  40@ > 3000 
else_jump @HEIST9_29505 
gosub @HEIST9_46286 
gosub @HEIST9_46250 
139@ = 4 
66@ = 0 

:HEIST9_28072
if 
8118:   not actor 345@(66@,15i) dead 
else_jump @HEIST9_28101 
009B: destroy_actor 345@(66@,15i) 

:HEIST9_28101
66@ += 1 
  66@ >= 11 
else_jump @HEIST9_28072 
66@ = 0 

:HEIST9_28129
009B: destroy_actor 117@(66@,5i) 
66@ += 1 
  66@ >= 3 
else_jump @HEIST9_28129 
009B: destroy_actor 303@ 
009B: destroy_actor 304@ 
0249: release_model 163 
0249: release_model 164 
0247: load_model 124 
0247: load_model 125 

:HEIST9_28187
if or
8248:   not model 124 available 
8248:   not model 125 available 
else_jump @HEIST9_28217 
wait 0 
jump @HEIST9_28187 

:HEIST9_28217
009A: 345@ = create_actor_pedtype 24 model 124 at 2150.831 1611.033 992.6882 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 353.2278 
02A9: set_actor 345@ immune_to_nonplayer 1 
009A: 346@ = create_actor_pedtype 24 model 124 at 2135.702 1611.064 992.6882 
0860: link_actor 346@ to_interior 1 
0173: set_actor 346@ Z_angle_to 354.2745 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2146.085 1611.896 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 6.3138 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_28401 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28401
0616: define_AS_pack_end 384@ 
009A: 347@ = create_actor_pedtype 24 model 125 at 2144.029 1605.352 992.5684 
0860: link_actor 347@ to_interior 1 
0173: set_actor 347@ Z_angle_to 356.695 
0618: assign_actor 347@ to_AS_pack 384@ 
061B: remove_references_to_AS_pack 384@ 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2139.815 1615.471 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 335.8946 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_28561 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_28561
0616: define_AS_pack_end 384@ 
009A: 348@ = create_actor_pedtype 24 model 124 at 2144.22 1601.963 992.5684 
0860: link_actor 348@ to_interior 1 
0173: set_actor 348@ Z_angle_to 358.3628 
0618: assign_actor 348@ to_AS_pack 384@ 
009A: 349@ = create_actor_pedtype 24 model 125 at 2146.605 1597.785 994.5676 
0860: link_actor 349@ to_interior 1 
0173: set_actor 349@ Z_angle_to 89.7654 
02A9: set_actor 349@ immune_to_nonplayer 1 
0638: AS_actor 349@ stay_put 1 
060F: set_actor 349@ melee_accuracy_to 5.0 
009A: 350@ = create_actor_pedtype 24 model 125 at 2147.77 1596.479 994.5676 
0860: link_actor 350@ to_interior 1 
0173: set_actor 350@ Z_angle_to 78.7631 
0638: AS_actor 350@ stay_put 1 
060F: set_actor 350@ melee_accuracy_to 5.0 
009A: 351@ = create_actor_pedtype 24 model 124 at 2148.627 1602.235 996.7766 
0860: link_actor 351@ to_interior 1 
0173: set_actor 351@ Z_angle_to 170.4726 
0638: AS_actor 351@ stay_put 1 
060F: set_actor 351@ melee_accuracy_to 5.0 
009A: 352@ = create_actor_pedtype 24 model 125 at 2148.358 1603.734 996.7766 
0860: link_actor 352@ to_interior 1 
0173: set_actor 352@ Z_angle_to 158.879 
0638: AS_actor 352@ stay_put 1 
060F: set_actor 352@ melee_accuracy_to 5.0 
061B: remove_references_to_AS_pack 384@ 
66@ = 0 

:HEIST9_28866
0961: set_actor 345@(66@,15i) keep_tasks_after_cleanup 1 
03FE: set_actor 345@(66@,15i) money 0 
if and
   not 66@ == 0 
   not 66@ == 4 
else_jump @HEIST9_28937 
0223: set_actor 345@(66@,15i) health_to 200 
08AF: set_actor 345@(66@,15i) max_health_to 200 

:HEIST9_28937
if or
  66@ == 3 
  66@ == 4 
  66@ == 7 
else_jump @HEIST9_29001 
081A: set_actor 345@(66@,15i) weapon_skill_to 2 
01B2: give_actor 345@(66@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @HEIST9_29026 

:HEIST9_29001
01B2: give_actor 345@(66@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 345@(66@,15i) armed_weapon_to 29 

:HEIST9_29026
0187: 360@(66@,15i) = create_marker_above_actor 345@(66@,15i) 
08DC: create_interior_marker 360@(66@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 360@(66@,15i) radar_mode 2 
07DD: set_actor 345@(66@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 345@(66@,15i) weapon_accuracy_to 20 
060B: set_actor 345@(66@,15i) decision_maker_to 253@ 
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_28866 
015F: set_camera_position 2142.248 1611.113 993.2602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.669 1610.211 993.3487 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_29229 
08C7: put_actor $PLAYER_ACTOR at 2144.048 1627.986 992.5703 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.8141 

:HEIST9_29229
gosub @HEIST9_46319 
00BC: show_text_highpriority GXT 'HM9_57' time 5000 flag 1  // ~s~Kill the ~r~Mafia ~s~whilst the team gets the cash.
wait 2000 
015F: set_camera_position 2140.785 1619.831 993.4654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.078 1618.876 993.4291 switchstyle 2 
if 
8118:   not actor 348@ dead 
else_jump @HEIST9_29366 
0687: clear_actor 348@ task 
04EB: AS_actor 348@ crouch 1 
08C7: put_actor 348@ at 2140.249 1615.12 992.6882 dont_warp_gang 
0173: set_actor 348@ Z_angle_to 340.6346 

:HEIST9_29366
wait 3000 
if 
8118:   not actor 345@ dead 
else_jump @HEIST9_29395 
0618: assign_actor 345@ to_AS_pack 220@ 

:HEIST9_29395
if 
8118:   not actor 346@ dead 
else_jump @HEIST9_29419 
0618: assign_actor 346@ to_AS_pack 221@ 

:HEIST9_29419
if 
03CA:   object 316@ exists 
else_jump @HEIST9_29455 
01BC: put_object 316@ at 2173.867 1619.415 999.3 

:HEIST9_29455
gosub @HEIST9_46267 
05AA: 296@s = 'HE8_RD' // @s = 'short'  // OK, then, we about to have some company!
04AF: 240@ = 19089 // = constant 
gosub @HEIST9_50585 
148@ = 4 
40@ = 0 

:HEIST9_29505
if 
  148@ == 4 
else_jump @HEIST9_30046 
if and
0118:   actor 345@ dead 
0118:   actor 346@ dead 
0118:   actor 347@ dead 
0118:   actor 348@ dead 
  385@ == 0 
else_jump @HEIST9_29727 
061B: remove_references_to_AS_pack 384@ 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 384@ 
if 
8118:   not actor 349@ dead 
else_jump @HEIST9_29691 
0687: clear_actor 349@ task 
0618: assign_actor 349@ to_AS_pack 384@ 

:HEIST9_29691
if 
8118:   not actor 350@ dead 
else_jump @HEIST9_29720 
0687: clear_actor 350@ task 
0618: assign_actor 350@ to_AS_pack 384@ 

:HEIST9_29720
385@ = 1 

:HEIST9_29727
if and
0118:   actor 349@ dead 
0118:   actor 350@ dead 
  385@ == 1 
else_jump @HEIST9_29938 
061B: remove_references_to_AS_pack 384@ 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 384@ 
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_29902 
0687: clear_actor 351@ task 
0618: assign_actor 351@ to_AS_pack 384@ 

:HEIST9_29902
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_29931 
0687: clear_actor 352@ task 
0618: assign_actor 352@ to_AS_pack 384@ 

:HEIST9_29931
385@ = 2 

:HEIST9_29938
66@ = 0 

:HEIST9_29945
if and
0118:   actor 345@(66@,15i) dead 
   not 360@(66@,15i) == 0 
else_jump @HEIST9_30025 
if 
075C:   marker 360@(66@,15i) enabled 
else_jump @HEIST9_30025 
0164: disable_marker 360@(66@,15i) 
360@(66@,15i) = 0 
01C2: remove_references_to_actor 345@(66@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_30025
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_29945 

:HEIST9_30046
if and
  148@ > 3 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.245 1606.821 992.6882 radius 3.0 3.0 3.0 
  264@ == 0 
else_jump @HEIST9_30457 
061B: remove_references_to_AS_pack 384@ 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 384@ 
if 
8118:   not actor 349@ dead 
else_jump @HEIST9_30238 
0687: clear_actor 349@ task 
0618: assign_actor 349@ to_AS_pack 384@ 

:HEIST9_30238
if 
8118:   not actor 350@ dead 
else_jump @HEIST9_30267 
0687: clear_actor 350@ task 
0618: assign_actor 350@ to_AS_pack 384@ 

:HEIST9_30267
061B: remove_references_to_AS_pack 384@ 
0615: define_AS_pack_begin 384@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 384@ 
if 
8118:   not actor 351@ dead 
else_jump @HEIST9_30414 
0687: clear_actor 351@ task 
0618: assign_actor 351@ to_AS_pack 384@ 

:HEIST9_30414
if 
8118:   not actor 352@ dead 
else_jump @HEIST9_30443 
0687: clear_actor 352@ task 
0618: assign_actor 352@ to_AS_pack 384@ 

:HEIST9_30443
385@ = 2 
264@ = 1 

:HEIST9_30457
if 
  129@ == 2 
else_jump @HEIST9_30598 
66@ = 0 

:HEIST9_30482
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_30577 
0085: 156@(66@,5i) = 150@(66@,5i) // (int) 
0226: 150@(66@,5i) = actor 62@(66@,4i) health 
if 
803B:   not  156@(66@,5i) == 150@(66@,5i) // (int) 
else_jump @HEIST9_30577 
00BC: show_text_highpriority GXT 'HM9_44' time 4000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_30577
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_30482 

:HEIST9_30598
if 
  129@ == 2 
else_jump @HEIST9_30648 
if and
  148@ == 4 
  60@ == 0 
else_jump @HEIST9_30648 
gosub @HEIST9_43985 

:HEIST9_30648
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.329 1597.409 998.7676 radius 4.0 4.0 4.0 
  60@ == 1 
else_jump @HEIST9_31368 
66@ = 0 

:HEIST9_30710
009B: destroy_actor 345@(66@,15i) 
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_30710 
009A: 345@ = create_actor_pedtype 24 model 124 at 2152.015 1602.51 1000.971 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 270.0812 
0638: AS_actor 345@ stay_put 1 
009A: 346@ = create_actor_pedtype 24 model 125 at 2160.985 1616.689 998.9657 
0860: link_actor 346@ to_interior 1 
0173: set_actor 346@ Z_angle_to 178.5078 
0618: assign_actor 346@ to_AS_pack 221@ 
009A: 347@ = create_actor_pedtype 24 model 124 at 2181.32 1625.335 998.9714 
0860: link_actor 347@ to_interior 1 
0173: set_actor 347@ Z_angle_to 117.5403 
0638: AS_actor 347@ stay_put 1 
04EB: AS_actor 347@ crouch 1 
009A: 348@ = create_actor_pedtype 24 model 124 at 2183.653 1623.66 998.9743 
0860: link_actor 348@ to_interior 1 
0173: set_actor 348@ Z_angle_to 98.1814 
0638: AS_actor 348@ stay_put 1 
009A: 349@ = create_actor_pedtype 24 model 125 at 2182.494 1611.846 998.9766 
0860: link_actor 349@ to_interior 1 
0173: set_actor 349@ Z_angle_to 57.0007 
0638: AS_actor 349@ stay_put 1 
009A: 350@ = create_actor_pedtype 24 model 125 at 2191.278 1619.051 998.9766 
0860: link_actor 350@ to_interior 1 
0173: set_actor 350@ Z_angle_to 85.6714 
009A: 351@ = create_actor_pedtype 24 model 124 at 2222.654 1616.012 998.9688 
0860: link_actor 351@ to_interior 1 
0173: set_actor 351@ Z_angle_to 97.3112 
0618: assign_actor 351@ to_AS_pack 221@ 
009A: 352@ = create_actor_pedtype 24 model 125 at 2210.106 1620.387 998.9766 
0860: link_actor 352@ to_interior 1 
0173: set_actor 352@ Z_angle_to 90.3344 
04EB: AS_actor 352@ crouch 1 
0638: AS_actor 352@ stay_put 1 
009A: 353@ = create_actor_pedtype 24 model 124 at 2224.578 1619.114 998.9679 
0860: link_actor 353@ to_interior 1 
0173: set_actor 353@ Z_angle_to 86.7328 
04EB: AS_actor 353@ crouch 1 
0638: AS_actor 353@ stay_put 1 
66@ = 0 

:HEIST9_31195
03FE: set_actor 345@(66@,15i) money 0 
0187: 360@(66@,15i) = create_marker_above_actor 345@(66@,15i) 
08DC: create_interior_marker 360@(66@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 360@(66@,15i) radar_mode 2 
0223: set_actor 345@(66@,15i) health_to 200 
08AF: set_actor 345@(66@,15i) max_health_to 200 
01B2: give_actor 345@(66@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 345@(66@,15i) armed_weapon_to 29 
07DD: set_actor 345@(66@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 345@(66@,15i) weapon_accuracy_to 20 
060B: set_actor 345@(66@,15i) decision_maker_to 253@ 
66@ += 1 
  66@ >= 9 
else_jump @HEIST9_31195 
46@ = 15 

:HEIST9_31368
if 
  46@ == 15 
else_jump @HEIST9_35039 
66@ = 0 

:HEIST9_31393
if and
0118:   actor 345@(66@,15i) dead 
   not 360@(66@,15i) == 0 
else_jump @HEIST9_31473 
if 
075C:   marker 360@(66@,15i) enabled 
else_jump @HEIST9_31473 
0164: disable_marker 360@(66@,15i) 
360@(66@,15i) = 0 
01C2: remove_references_to_actor 345@(66@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_31473
66@ += 1 
  66@ >= 9 
else_jump @HEIST9_31393 
if and
  41@ > 7000 
  286@ == 1 
else_jump @HEIST9_31556 
05AA: 296@s = 'HE8_TA' // @s = 'short'  // OK team, just how we practiced, two by two.
04AF: 240@ = 19093 // = constant 
gosub @HEIST9_50585 
286@ = 2 

:HEIST9_31556
if and
  239@ == 2 
  286@ == 2 
else_jump @HEIST9_31617 
05AA: 296@s = 'HE8_TB' // @s = 'short'  // Ow, fuck!
04AF: 240@ = 19094 // = constant 
gosub @HEIST9_50585 
286@ = 3 

:HEIST9_31617
if and
  239@ == 2 
  286@ == 3 
else_jump @HEIST9_31678 
05AA: 296@s = 'HE8_TC' // @s = 'short'  // Scratch that! Everybody follow Carl!
04AF: 240@ = 19095 // = constant 
gosub @HEIST9_50585 
286@ = 0 

:HEIST9_31678
if and
0118:   actor 345@ dead 
  265@ == 0 
else_jump @HEIST9_31811 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05F5: AS_actor -1 goto_point_using_paths 2157.629 1602.604 998.9766 mode 6 time -1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_31746
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_31778 
0618: assign_actor 62@(66@,4i) to_AS_pack 61@ 

:HEIST9_31778
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_31746 
061B: remove_references_to_AS_pack 61@ 
265@ = 1 

:HEIST9_31811
if and
0118:   actor 346@ dead 
  265@ == 1 
else_jump @HEIST9_31939 
0615: define_AS_pack_begin 61@ 
05F5: AS_actor -1 goto_point_using_paths 2165.423 1618.386 998.9747 mode 6 time -1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_31874
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_31906 
0618: assign_actor 62@(66@,4i) to_AS_pack 61@ 

:HEIST9_31906
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_31874 
061B: remove_references_to_AS_pack 61@ 
265@ = 2 

:HEIST9_31939
if and
0118:   actor 347@ dead 
0118:   actor 348@ dead 
0118:   actor 349@ dead 
0118:   actor 350@ dead 
  265@ == 2 
else_jump @HEIST9_32355 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.045 1618.73 998.9766 
05D7: add_point_to_scmpath 2171.097 1618.622 998.9766 
05D7: add_point_to_scmpath 2172.748 1621.935 998.9772 
05D7: add_point_to_scmpath 2179.594 1623.489 998.9745 
05D7: add_point_to_scmpath 2184.2 1623.908 998.9739 
05D7: add_point_to_scmpath 2187.764 1622.788 998.9758 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_32142 
0618: assign_actor 62@ to_AS_pack 61@ 

:HEIST9_32142
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_32166 
0618: assign_actor 63@ to_AS_pack 61@ 

:HEIST9_32166
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.019 1618.764 998.9766 
05D7: add_point_to_scmpath 2171.71 1618.252 998.9766 
05D7: add_point_to_scmpath 2174.539 1615.005 998.9766 
05D7: add_point_to_scmpath 2180.379 1614.246 998.9766 
05D7: add_point_to_scmpath 2185.445 1614.739 998.9766 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_32319 
0618: assign_actor 64@ to_AS_pack 61@ 

:HEIST9_32319
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_32343 
0618: assign_actor 65@ to_AS_pack 61@ 

:HEIST9_32343
061B: remove_references_to_AS_pack 61@ 
265@ = 3 

:HEIST9_32355
if 
  265@ == 3 
else_jump @HEIST9_32665 
0247: load_model 523 
0247: load_model 284 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32396
if or
823D:   not special_actor 1 loaded 
8248:   not model 523 available 
8248:   not model 284 available 
else_jump @HEIST9_32432 
wait 0 
jump @HEIST9_32396 

:HEIST9_32432
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_32450
if 
87C1:   not path 494 available 
else_jump @HEIST9_32477 
wait 0 
jump @HEIST9_32450 

:HEIST9_32477
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 105@ = create_actor_pedtype 25 model 290 at 2220.34 1582.068 998.9764 
0860: link_actor 105@ to_interior 1 
0173: set_actor 105@ Z_angle_to 350.4443 
0568: set_actor 105@ untargetable 1 
00A5: 287@ = create_car 523 at 2223.699 1582.78 998.0 
0840: link_car 287@ to_interior 1 
0175: set_car 287@ Z_angle_to 175.8434 
020A: set_car 287@ door_status_to 3 
0519: set_car 287@ locked 1 
00A5: 288@ = create_car 523 at 2217.549 1583.667 998.0 
0840: link_car 288@ to_interior 1 
0175: set_car 288@ Z_angle_to 175.3717 
020A: set_car 288@ door_status_to 3 
0519: set_car 288@ locked 1 
265@ = 4 

:HEIST9_32665
if and
0118:   actor 351@ dead 
0118:   actor 352@ dead 
0118:   actor 353@ dead 
  265@ == 4 
else_jump @HEIST9_32826 
0615: define_AS_pack_begin 61@ 
05F5: AS_actor -1 goto_point_using_paths 2222.995 1618.726 998.9672 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2220.908 1585.695 998.9708 mode 6 time -1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_32761
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_32793 
0618: assign_actor 62@(66@,4i) to_AS_pack 61@ 

:HEIST9_32793
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_32761 
061B: remove_references_to_AS_pack 61@ 
265@ = 5 

:HEIST9_32826
if 
  265@ >= 4 
else_jump @HEIST9_32982 
if 
0118:   actor 105@ dead 
else_jump @HEIST9_32890 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_63' time 4000 flag 1  // ~r~Zero has been killed
jump @HEIST9_44429 

:HEIST9_32890
if 
0119:   car 287@ wrecked 
else_jump @HEIST9_32936 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
jump @HEIST9_44429 

:HEIST9_32936
if 
0119:   car 288@ wrecked 
else_jump @HEIST9_32982 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
jump @HEIST9_44429 

:HEIST9_32982
66@ = 0 

:HEIST9_32989
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_33084 
0085: 156@(66@,5i) = 150@(66@,5i) // (int) 
0226: 150@(66@,5i) = actor 62@(66@,4i) health 
if 
803B:   not  156@(66@,5i) == 150@(66@,5i) // (int) 
else_jump @HEIST9_33084 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_33084
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_32989 
66@ = 0 

:HEIST9_33112
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_33213 
if and
00FE:   actor 62@(66@,4i) sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 5.0 5.0 5.0 
  86@(66@,4i) == 0 
else_jump @HEIST9_33213 
90@ += 1 
86@(66@,4i) = 1 

:HEIST9_33213
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_33112 
if 
   not 265@ == 5 
else_jump @HEIST9_33316 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
else_jump @HEIST9_33316 
00BC: show_text_highpriority GXT 'HM9_1F' time 4000 flag 1  // ~s~Go back and kill any remaining ~r~security~s~.

:HEIST9_33316
if and
  265@ == 5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
else_jump @HEIST9_35039 
00BE: text_clear_all 
gosub @HEIST9_46286 
if 
075C:   marker 98@ enabled 
else_jump @HEIST9_33401 
0164: disable_marker 98@ 

:HEIST9_33401
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_33452 
0792: disembark_instantly_actor 62@ 
08C7: put_actor 62@ at 2224.042 1589.367 998.967 dont_warp_gang 
0173: set_actor 62@ Z_angle_to 165.2519 

:HEIST9_33452
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_33503 
0792: disembark_instantly_actor 63@ 
08C7: put_actor 63@ at 2222.893 1589.583 998.9684 dont_warp_gang 
0173: set_actor 63@ Z_angle_to 173.9364 

:HEIST9_33503
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_33554 
0792: disembark_instantly_actor 64@ 
08C7: put_actor 64@ at 2221.866 1589.245 998.9696 dont_warp_gang 
0173: set_actor 64@ Z_angle_to 177.0563 

:HEIST9_33554
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_33605 
0792: disembark_instantly_actor 65@ 
08C7: put_actor 65@ at 2220.723 1589.224 998.971 dont_warp_gang 
0173: set_actor 65@ Z_angle_to 171.7417 

:HEIST9_33605
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_33651 
08C7: put_actor 105@ at 2220.34 1582.068 998.9764 dont_warp_gang 
0173: set_actor 105@ Z_angle_to 350.4443 

:HEIST9_33651
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_33740 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST9_33710 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2225.541 1586.834 998.9651 
jump @HEIST9_33730 

:HEIST9_33710
08C7: put_actor $PLAYER_ACTOR at 2225.541 1586.834 998.9651 dont_warp_gang 

:HEIST9_33730
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.4066 

:HEIST9_33740
if 
8119:   not car 287@ wrecked 
else_jump @HEIST9_33763 
0519: set_car 287@ locked 0 

:HEIST9_33763
if 
8119:   not car 288@ wrecked 
else_jump @HEIST9_33786 
0519: set_car 288@ locked 0 

:HEIST9_33786
014F: stop_timer $9301 
gosub @HEIST9_46250 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
gosub @HEIST9_46319 
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_33913 
0687: clear_actor 105@ task 
0605: actor 105@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_33913
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_33940
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_33966 
wait 0 
jump @HEIST9_33940 

:HEIST9_33966
03D1: play_wav 1 
41@ = 0 

:HEIST9_33977
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_34023 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_34016 
jump @HEIST9_34788 

:HEIST9_34016
jump @HEIST9_33977 

:HEIST9_34023
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_34050
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_34076 
wait 0 
jump @HEIST9_34050 

:HEIST9_34076
03D1: play_wav 1 
41@ = 0 

:HEIST9_34087
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_34133 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_34126 
jump @HEIST9_34788 

:HEIST9_34126
jump @HEIST9_34087 

:HEIST9_34133
009B: destroy_actor 105@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 289@ = create_actor_pedtype 25 model 284 at 2220.8 1581.163 998.9764 
0173: set_actor 289@ Z_angle_to 196.0524 
0860: link_actor 289@ to_interior 1 
009A: 290@ = create_actor_pedtype 25 model 284 at 2220.019 1581.179 998.9772 
0173: set_actor 290@ Z_angle_to 74.4668 
0860: link_actor 290@ to_interior 1 
if and
8119:   not car 59@ wrecked 
8118:   not actor 62@ dead 
else_jump @HEIST9_34315 
05CB: AS_actor 62@ enter_car 59@ as_driver 8000 ms 

:HEIST9_34315
if and
8119:   not car 59@ wrecked 
8118:   not actor 63@ dead 
else_jump @HEIST9_34349 
05CA: AS_actor 63@ enter_car 59@ passenger_seat 0 time 8000 

:HEIST9_34349
if and
8119:   not car 287@ wrecked 
8118:   not actor 289@ dead 
else_jump @HEIST9_34381 
05CB: AS_actor 289@ enter_car 287@ as_driver 8000 ms 

:HEIST9_34381
if and
8119:   not car 288@ wrecked 
8118:   not actor 290@ dead 
else_jump @HEIST9_34413 
05CB: AS_actor 290@ enter_car 288@ as_driver 8000 ms 

:HEIST9_34413
41@ = 0 

:HEIST9_34420
if 
  8000 > 41@ 
else_jump @HEIST9_34470 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_34463 
jump @HEIST9_34788 

:HEIST9_34463
jump @HEIST9_34420 

:HEIST9_34470
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
if and
07C1:   path 494 available 
8119:   not car 59@ wrecked 
else_jump @HEIST9_34550 
05EB: assign_car 59@ to_path 494 

:HEIST9_34550
41@ = 0 

:HEIST9_34557
if 
  500 > 41@ 
else_jump @HEIST9_34607 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_34600 
jump @HEIST9_34788 

:HEIST9_34600
jump @HEIST9_34557 

:HEIST9_34607
if and
8119:   not car 287@ wrecked 
8118:   not actor 289@ dead 
else_jump @HEIST9_34669 
0397: enable_car 287@ siren 1 
05D1: AS_actor 289@ drive_car 287@ to 2223.455 1564.892 1000.873 speed 10.0 2 model 0 3 

:HEIST9_34669
if and
8119:   not car 288@ wrecked 
8118:   not actor 290@ dead 
else_jump @HEIST9_34731 
0397: enable_car 288@ siren 1 
05D1: AS_actor 290@ drive_car 288@ to 2217.319 1566.6 1000.3 speed 10.0 2 model 0 3 

:HEIST9_34731
41@ = 0 

:HEIST9_34738
if 
  2000 > 41@ 
else_jump @HEIST9_34788 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_34781 
jump @HEIST9_34788 

:HEIST9_34781
jump @HEIST9_34738 

:HEIST9_34788
66@ = 0 

:HEIST9_34795
if 
075C:   marker 99@(66@,4i) enabled 
else_jump @HEIST9_34833 
0164: disable_marker 99@(66@,4i) 
009B: destroy_actor 62@(66@,4i) 

:HEIST9_34833
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_34795 
gosub @HEIST9_46267 
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_34882 
009B: destroy_actor 105@ 

:HEIST9_34882
if 
8118:   not actor 289@ dead 
else_jump @HEIST9_34903 
009B: destroy_actor 289@ 

:HEIST9_34903
if 
8118:   not actor 290@ dead 
else_jump @HEIST9_34924 
009B: destroy_actor 290@ 

:HEIST9_34924
if 
8119:   not car 287@ wrecked 
else_jump @HEIST9_34945 
00A6: destroy_car 287@ 

:HEIST9_34945
if 
8119:   not car 288@ wrecked 
else_jump @HEIST9_34966 
00A6: destroy_car 288@ 

:HEIST9_34966
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_34987 
00A6: destroy_car 59@ 

:HEIST9_34987
0249: release_model 117 
0249: release_model 284 
0249: release_model 523 
0249: release_model 428 
0296: unload_special_actor 3 
0296: unload_special_actor 2 
0296: unload_special_actor 1 
182@ = 1 
46@ = 16 
40@ = 0 

:HEIST9_35039
if 
  46@ == 16 
else_jump @HEIST9_35799 
66@ = 0 

:HEIST9_35064
009B: destroy_actor 345@(66@,15i) 
66@ += 1 
  66@ >= 9 
else_jump @HEIST9_35064 
0249: release_model 125 
0249: release_model 124 
0247: load_model 126 
0247: load_model 127 

:HEIST9_35110
if or
8248:   not model 126 available 
8248:   not model 127 available 
else_jump @HEIST9_35140 
wait 0 
jump @HEIST9_35110 

:HEIST9_35140
009A: 345@ = create_actor_pedtype 24 model 127 at 2221.34 1616.971 998.9719 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 173.3951 
0638: AS_actor 345@ stay_put 1 
0618: assign_actor 345@ to_AS_pack 220@ 
009A: 346@ = create_actor_pedtype 24 model 126 at 2204.911 1615.991 998.982 
0860: link_actor 346@ to_interior 1 
0173: set_actor 346@ Z_angle_to 266.9222 
0638: AS_actor 346@ stay_put 1 
009A: 347@ = create_actor_pedtype 24 model 127 at 2196.664 1618.759 998.9766 
0860: link_actor 347@ to_interior 1 
0173: set_actor 347@ Z_angle_to 266.9185 
009A: 348@ = create_actor_pedtype 24 model 126 at 2172.996 1616.329 998.9766 
0860: link_actor 348@ to_interior 1 
0173: set_actor 348@ Z_angle_to 263.6073 
009A: 349@ = create_actor_pedtype 24 model 127 at 2173.003 1622.626 998.9761 
0860: link_actor 349@ to_interior 1 
0173: set_actor 349@ Z_angle_to 261.2549 
009A: 350@ = create_actor_pedtype 24 model 126 at 2179.727 1611.811 998.9766 
0860: link_actor 350@ to_interior 1 
0173: set_actor 350@ Z_angle_to 263.1769 
04EB: AS_actor 350@ crouch 1 
0638: AS_actor 350@ stay_put 1 
009A: 351@ = create_actor_pedtype 24 model 126 at 2181.543 1622.657 998.976 
0860: link_actor 351@ to_interior 1 
0173: set_actor 351@ Z_angle_to 263.6053 
04EB: AS_actor 351@ crouch 1 
0638: AS_actor 351@ stay_put 1 
009A: 352@ = create_actor_pedtype 24 model 126 at 2151.578 1602.322 1000.971 
0860: link_actor 352@ to_interior 1 
0173: set_actor 352@ Z_angle_to 264.2166 
0638: AS_actor 352@ stay_put 1 
66@ = 0 

:HEIST9_35532
360@(66@,15i) = 1 
03FE: set_actor 345@(66@,15i) money 0 
0223: set_actor 345@(66@,15i) health_to 200 
08AF: set_actor 345@(66@,15i) max_health_to 200 
if or
  66@ == 3 
  66@ == 4 
  66@ == 7 
else_jump @HEIST9_35642 
081A: set_actor 345@(66@,15i) weapon_skill_to 2 
01B2: give_actor 345@(66@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
jump @HEIST9_35667 

:HEIST9_35642
01B2: give_actor 345@(66@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 345@(66@,15i) armed_weapon_to 29 

:HEIST9_35667
07DD: set_actor 345@(66@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 345@(66@,15i) weapon_accuracy_to 30 
060B: set_actor 345@(66@,15i) decision_maker_to 253@ 
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_35532 
00BC: show_text_highpriority GXT 'HM9_10' time 7000 flag 1  // ~s~Get to the ~y~service elevator~s~ - remember, you are the decoy!
018A: 92@ = create_checkpoint_at 2156.188 1597.98 998.9766 
08DC: create_interior_marker 92@ at 2196.635 1676.841 radius 10.0 
46@ = 17 
263@ = 1 
40@ = 0 

:HEIST9_35799
if 
  46@ == 17 
else_jump @HEIST9_37628 
66@ = 0 

:HEIST9_35824
if and
0118:   actor 345@(66@,15i) dead 
   not 360@(66@,15i) == 0 
else_jump @HEIST9_35875 
360@(66@,15i) = 0 
01C2: remove_references_to_actor 345@(66@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_35875
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_35824 
if and
8118:   not actor 346@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2208.021 1619.125 998.9827 radius 5.0 5.0 5.0 
else_jump @HEIST9_36020 
if 
  361@ == 1 
else_jump @HEIST9_36020 
0792: disembark_instantly_actor 346@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 346@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
361@ = 2 

:HEIST9_36020
if and
8118:   not actor 347@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.02 1618.927 998.9655 radius 5.0 5.0 5.0 
else_jump @HEIST9_36133 
if 
  362@ == 1 
else_jump @HEIST9_36133 
0792: disembark_instantly_actor 347@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.02 1618.927 998.9655 
05D8: AS_assign_scmpath to_actor 347@ flags 6 0 
05D6: clear_scmpath 
362@ = 2 

:HEIST9_36133
if and
8118:   not actor 350@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2183.907 1613.572 998.9766 radius 5.0 5.0 5.0 
else_jump @HEIST9_36276 
if 
  365@ == 1 
else_jump @HEIST9_36276 
04EB: AS_actor 350@ crouch 0 
365@ = 2 
if 
8118:   not actor 348@ dead 
else_jump @HEIST9_36276 
0792: disembark_instantly_actor 348@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2183.907 1613.572 998.9766 
04EB: AS_actor 348@ crouch 1 
05D8: AS_assign_scmpath to_actor 348@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36276
if and
8118:   not actor 351@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2185.579 1624.431 998.973 radius 5.0 5.0 5.0 
else_jump @HEIST9_36458 
if 
  366@ == 1 
else_jump @HEIST9_36458 
0792: disembark_instantly_actor 351@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 61@ 
0618: assign_actor 351@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
366@ = 2 
if 
8118:   not actor 349@ dead 
else_jump @HEIST9_36458 
0792: disembark_instantly_actor 349@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2185.579 1624.431 998.973 
04EB: AS_actor 349@ crouch 1 
05D8: AS_assign_scmpath to_actor 349@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_36458
if and
8118:   not actor 352@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2160.279 1618.668 998.9676 radius 5.0 5.0 5.0 
else_jump @HEIST9_36588 
if 
  367@ == 1 
else_jump @HEIST9_36588 
0792: disembark_instantly_actor 352@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2157.58 1601.944 998.9766 
05D7: add_point_to_scmpath 2157.832 1616.024 998.9669 
05D8: AS_assign_scmpath to_actor 352@ flags 6 0 
05D6: clear_scmpath 
367@ = 2 

:HEIST9_36588
if and
  40@ > 7000 
  263@ == 1 
else_jump @HEIST9_36650 
05AA: 296@s = 'HE8_VA' // @s = 'short'  // OK, CJ, you're on your own now!
04AF: 240@ = 19112 // = constant 
gosub @HEIST9_50585 
263@ = 2 

:HEIST9_36650
if and
  239@ == 2 
  263@ == 2 
else_jump @HEIST9_36711 
05AA: 296@s = 'HE8_VB' // @s = 'short'  // Time to show these motherfuckers what's happening!
04AF: 240@ = 19113 // = constant 
gosub @HEIST9_50585 
263@ = 3 

:HEIST9_36711
if and
  239@ == 2 
  263@ == 3 
else_jump @HEIST9_36772 
05AA: 296@s = 'HE8_VC' // @s = 'short'  // Carl, would you like me to talk you through to the roof?
04AF: 240@ = 19114 // = constant 
gosub @HEIST9_50585 
263@ = 4 

:HEIST9_36772
if and
  239@ == 2 
  263@ == 4 
else_jump @HEIST9_36833 
05AA: 296@s = 'HE8_VD' // @s = 'short'  // Anything that helps, man!
04AF: 240@ = 19115 // = constant 
gosub @HEIST9_50585 
263@ = 101 

:HEIST9_36833
if and
  263@ == 101 
  262@ == 0 
else_jump @HEIST9_36924 
0924: enable_screen_darkness 0 with_value 0 
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_36913 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_36913
08B1: enable_night_vision 0 
262@ = 1 

:HEIST9_36924
if and
   not 262@ == 0 
   not 262@ == 7 
else_jump @HEIST9_37299 
if and
  239@ == 2 
  262@ == 1 
else_jump @HEIST9_37010 
05AA: 296@s = 'HE8_WA' // @s = 'short'  // Oh, what happened?
04AF: 240@ = 19116 // = constant 
gosub @HEIST9_50585 
262@ = 2 

:HEIST9_37010
if and
  239@ == 2 
  262@ == 2 
else_jump @HEIST9_37071 
05AA: 296@s = 'HE8_WB' // @s = 'short'  // Damn you Berkley, damn you!
04AF: 240@ = 19117 // = constant 
gosub @HEIST9_50585 
262@ = 3 

:HEIST9_37071
if and
  239@ == 2 
  262@ == 3 
else_jump @HEIST9_37156 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_37120 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_37120
05AA: 296@s = 'HE8_WC' // @s = 'short'  // Ah c'mon, man, talk to me!
04AF: 240@ = 19118 // = constant 
gosub @HEIST9_50585 
262@ = 4 

:HEIST9_37156
if and
  239@ == 2 
  262@ == 4 
else_jump @HEIST9_37238 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_37202 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_37202
05AA: 296@s = 'HE8_WE' // @s = 'short'  // Now head through the casino to the elevators on the far side.
04AF: 240@ = 19120 // = constant 
gosub @HEIST9_50585 
262@ = 5 

:HEIST9_37238
if and
  239@ == 2 
  262@ == 5 
else_jump @HEIST9_37299 
05AA: 296@s = 'HE8_WF' // @s = 'short'  // Take the elevator all the way to the roof.
04AF: 240@ = 19121 // = constant 
gosub @HEIST9_50585 
262@ = 7 

:HEIST9_37299
if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2156.188 1597.98 998.9766 radius 1.2 1.2 2.0 
  161@ == 0 
else_jump @HEIST9_37628 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_37377 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_37377
gosub @HEIST9_46286 
if 
075C:   marker 92@ enabled 
else_jump @HEIST9_37405 
0164: disable_marker 92@ 

:HEIST9_37405
03CB: set_rendering_origin_at 2266.511 1647.517 1083.241 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_37472 
08C7: put_actor $PLAYER_ACTOR at 2266.511 1647.517 1083.241 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.927 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:HEIST9_37472
018A: 386@ = create_checkpoint_at 2266.225 1619.766 1089.445 
08DC: create_interior_marker 386@ at 2196.635 1676.841 radius 10.0 
gosub @HEIST9_44742 
040D: unload_wav 3 
03CF: load_wav 6401 as 3 

:HEIST9_37530
if 
83D0:   not wav 3 loaded 
else_jump @HEIST9_37556 
wait 0 
jump @HEIST9_37530 

:HEIST9_37556
if 
03D0:   wav 3 loaded 
else_jump @HEIST9_37575 
03D1: play_wav 3 

:HEIST9_37575
gosub @HEIST9_46319 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_37605 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_37605
00BC: show_text_highpriority GXT 'HM9_45' time 4000 flag 1  // ~s~Get onto the ~y~roof~s~!
161@ = 1 

:HEIST9_37628
if or
  46@ == 17 
  46@ == 18 
else_jump @HEIST9_40640 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2266.598 1647.378 1083.241 radius 1.2 1.2 2.0 
  302@ == 0 
else_jump @HEIST9_38083 
66@ = 0 

:HEIST9_37715
009B: destroy_actor 345@(66@,15i) 
66@ += 1 
  66@ >= 8 
else_jump @HEIST9_37715 
0247: load_model 371 

:HEIST9_37750
if 
8248:   not model 371 available 
else_jump @HEIST9_37777 
wait 0 
jump @HEIST9_37750 

:HEIST9_37777
0213: 306@ = create_pickup 371 type 3 at 2267.989 1699.668 101.4 
$2890 = -6.0 
$2891 = 35.0 
009A: 300@ = create_actor_pedtype 24 model 126 at 2269.732 1620.345 1085.25 
0860: link_actor 300@ to_interior 1 
0173: set_actor 300@ Z_angle_to 0.7663 
01B2: give_actor 300@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 300@ armed_weapon_to 29 
02E2: set_actor 300@ weapon_accuracy_to 80 
060B: set_actor 300@ decision_maker_to 97@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2269.577 1624.246 1083.258 
05D7: add_point_to_scmpath 2269.986 1628.803 1083.245 
05D7: add_point_to_scmpath 2268.948 1641.64 1083.234 
05D8: AS_assign_scmpath to_actor 300@ flags 6 0 
05D6: clear_scmpath 
03FE: set_actor 300@ money 0 
009A: 301@ = create_actor_pedtype 24 model 127 at 2265.832 1624.938 1087.448 
0860: link_actor 301@ to_interior 1 
0173: set_actor 301@ Z_angle_to 178.1353 
01B2: give_actor 301@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 301@ armed_weapon_to 29 
02E2: set_actor 301@ weapon_accuracy_to 80 
060B: set_actor 301@ decision_maker_to 97@ 
04EB: AS_actor 301@ crouch 1 
0638: AS_actor 301@ stay_put 1 
03FE: set_actor 301@ money 0 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
302@ = 1 

:HEIST9_38083
if 
  108@ == 0 
else_jump @HEIST9_39504 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2269.068 1624.648 93.922 radius 10.0 10.0 10.0 
  108@ == 0 
else_jump @HEIST9_39504 
075B: zoom_radar 0 
03C7: set_sensitivity_to_crime 1.0 
fade 0 0 
00C0: set_current_time_hours_to 0 minutes_to 0 
gosub @HEIST9_46250 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_38232 
08C7: put_actor $PLAYER_ACTOR at 2268.666 1620.91 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST9_38232
03CB: set_rendering_origin_at 2269.811 1625.442 93.922 
0A0B: set_rendering_origin_at_3D_coord 2270.095 1692.939 101.2986 angle 129.3904 
0247: load_model 497 

:HEIST9_38276
if 
8248:   not model 497 available 
else_jump @HEIST9_38303 
wait 0 
jump @HEIST9_38276 

:HEIST9_38303
00A5: 206@ = create_car 497 at 2295.622 1839.804 38.2713 
0175: set_car 206@ Z_angle_to 191.5123 
0247: load_model 285 
07C0: load_path 484 

:HEIST9_38346
if or
8248:   not model 285 available 
87C1:   not path 484 available 
else_jump @HEIST9_38378 
wait 0 
jump @HEIST9_38346 

:HEIST9_38378
00A5: 387@ = create_car 497 at 2253.068 1626.562 87.9584 
0129: 388@ = create_actor_pedtype 27 model 285 in_car 387@ driverseat 
054A: set_actor 388@ can_be_shot_in_a_car 0 
020A: set_car 387@ door_status_to 2 
039E: set_actor 388@ locked 1 while_in_car 
0825: set_helicopter 387@ instant_rotor_start 
04BA: set_car 387@ speed_to 10.0 
009A: 390@ = create_actor_pedtype 24 model 285 at 2253.068 1626.562 87.9584 
060B: set_actor 390@ decision_maker_to 253@ 
009A: 391@ = create_actor_pedtype 24 model 285 at 2253.068 1626.562 87.9584 
060B: set_actor 391@ decision_maker_to 253@ 
009A: 392@ = create_actor_pedtype 24 model 285 at 2253.068 1626.562 87.9584 
060B: set_actor 392@ decision_maker_to 253@ 
009A: 393@ = create_actor_pedtype 24 model 285 at 2253.068 1626.562 87.9584 
060B: set_actor 393@ decision_maker_to 253@ 
0464: put_actor 390@ into_turret_on_car 387@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 391@ into_turret_on_car 387@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 392@ into_turret_on_car 387@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 393@ into_turret_on_car 387@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
66@ = 0 

:HEIST9_38717
03FE: set_actor 390@(66@,4i) money 0 
0223: set_actor 390@(66@,4i) health_to 150 
07DD: set_actor 390@(66@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 390@(66@,4i) weapon_accuracy_to 40 
0638: AS_actor 390@(66@,4i) stay_put 1 
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_38717 
06C1: create_searchlight 389@ on_car 387@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2269.456 1625.442 93.922 radius 5.0 
06B6: set_searchlight 389@ follow_actor $PLAYER_ACTOR speed 10.0 
if 
8119:   not car 387@ wrecked 
else_jump @HEIST9_38900 
if 
07C1:   path 484 available 
else_jump @HEIST9_38900 
05EB: assign_car 387@ to_path 484 
05ED: freeze_car 387@ while_on_path 

:HEIST9_38900
009A: 345@ = create_actor_pedtype 24 model 285 at 2293.68 1837.016 38.2713 
0173: set_actor 345@ Z_angle_to 164.9221 
05BA: AS_actor 345@ move_mouth 1 ms 
009A: 346@ = create_actor_pedtype 24 model 285 at 2298.492 1836.946 38.2713 
0173: set_actor 346@ Z_angle_to 170.0207 
05BA: AS_actor 346@ move_mouth 1 ms 
04EB: AS_actor 346@ crouch 1 
66@ = 0 

:HEIST9_38998
360@(66@,15i) = 1 
0223: set_actor 345@(66@,15i) health_to 200 
08AF: set_actor 345@(66@,15i) max_health_to 200 
01B2: give_actor 345@(66@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 345@(66@,15i) armed_weapon_to 29 
07DD: set_actor 345@(66@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 345@(66@,15i) weapon_accuracy_to 20 
060B: set_actor 345@(66@,15i) decision_maker_to 253@ 
66@ += 1 
  66@ >= 2 
else_jump @HEIST9_38998 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
0395: clear_area 1 at 2270.021 1623.486 93.922 radius 20.0 
if 
075C:   marker 92@ enabled 
else_jump @HEIST9_39184 
0164: disable_marker 92@ 

:HEIST9_39184
if 
075C:   marker 386@ enabled 
else_jump @HEIST9_39205 
0164: disable_marker 386@ 

:HEIST9_39205
03DC: 394@ = create_marker_above_pickup 306@ 
01EB: set_traffic_density_multiplier_to 1.0 
015F: set_camera_position 2305.338 1721.1 126.2864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2304.813 1720.407 125.7915 switchstyle 2 
gosub @HEIST9_46319 
0460: set_camera_transverse_delay 0.0 time 8000 
015F: set_camera_position 2307.409 1599.532 118.4341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2306.749 1600.164 118.0293 switchstyle 1 
00BC: show_text_highpriority GXT 'HM9_25' time 8000 flag 1  // ~s~Follow the rooftops and collect the ~g~parachute~s~.
wait 3000 
if 
8119:   not car 387@ wrecked 
else_jump @HEIST9_39397 
if 
07C1:   path 484 available 
else_jump @HEIST9_39397 
05EE: unfreeze_car 387@ while_on_path 

:HEIST9_39397
wait 5000 
gosub @HEIST9_46267 
0213: 395@ = create_pickup #BODYARMOUR type 3 at 2265.825 1617.069 94.5 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_39486 
0687: clear_actor $PLAYER_ACTOR task 
08C7: put_actor $PLAYER_ACTOR at 2269.139 1622.576 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST9_39486
108@ = 1 
41@ = 0 
0A6F: checkpoint_save 99 

:HEIST9_39504
if 
0119:   car 387@ wrecked 
else_jump @HEIST9_39541 
if 
06B3:   searchlight 389@ active 
else_jump @HEIST9_39541 
06B2: destroy_searchlight 389@ 

:HEIST9_39541
if and
  108@ == 1 
  41@ > 10800 
8119:   not car 387@ wrecked 
else_jump @HEIST9_40073 
if 
060E:   car 387@ assigned_to_path 
else_jump @HEIST9_39593 
05ED: freeze_car 387@ while_on_path 

:HEIST9_39593
66@ = 0 

:HEIST9_39600
if 
8118:   not actor 390@(66@,4i) dead 
else_jump @HEIST9_39729 
00A0: store_actor 390@(66@,4i) position_to $72 $73 $74 
009B: destroy_actor 390@(66@,4i) 
0503: create_actor_on_rope_with_pedtype 24 model 285 at $72 $73 $74 handle_as 390@(66@,4i) 
07DD: set_actor 390@(66@,4i) attack_rate 70 // previously known as temper_to 
060B: set_actor 390@(66@,4i) decision_maker_to 253@ 
01B2: give_actor 390@(66@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 390@(66@,4i) armed_weapon_to 29 
0638: AS_actor 390@(66@,4i) stay_put 1 

:HEIST9_39729
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_39600 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 390@ dead 
else_jump @HEIST9_39827 
0618: assign_actor 390@ to_AS_pack 61@ 

:HEIST9_39827
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 391@ dead 
else_jump @HEIST9_39903 
0618: assign_actor 391@ to_AS_pack 61@ 

:HEIST9_39903
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 392@ dead 
else_jump @HEIST9_39985 
0618: assign_actor 392@ to_AS_pack 61@ 

:HEIST9_39985
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 61@ 
if 
8118:   not actor 393@ dead 
else_jump @HEIST9_40061 
0618: assign_actor 393@ to_AS_pack 61@ 

:HEIST9_40061
061B: remove_references_to_AS_pack 61@ 
108@ = 2 

:HEIST9_40073
if and
  108@ == 2 
  41@ > 18000 
8119:   not car 387@ wrecked 
else_jump @HEIST9_40132 
if 
060E:   car 387@ assigned_to_path 
else_jump @HEIST9_40125 
05EE: unfreeze_car 387@ while_on_path 

:HEIST9_40125
108@ = 3 

:HEIST9_40132
if 
  302@ == 1 
else_jump @HEIST9_40501 
if 
0214:   pickup 306@ picked_up 
else_jump @HEIST9_40501 
if 
075C:   marker 394@ enabled 
else_jump @HEIST9_40187 
0164: disable_marker 394@ 

:HEIST9_40187
if 
8119:   not car 206@ wrecked 
else_jump @HEIST9_40218 
0186: 255@ = create_marker_above_car 206@ 
07E0: set_marker 255@ type_to 1 

:HEIST9_40218
46@ = 18 
107@ = 2 
if 
8119:   not car 206@ wrecked 
else_jump @HEIST9_40432 
gosub @HEIST9_46250 
015F: set_camera_position 2267.88 1692.82 111.0014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2267.876 1693.396 110.1835 switchstyle 2 
wait 100 
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 2293.709 1832.279 41.1442 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2294.057 1833.15 40.7979 switchstyle 1 
0A78: print_help_conditional 'HM9_24' 0  // ~s~Double tap the center of the screen when falling to open the parachute.
0A79: print_help_conditional_touch 'HM9_HD' 0  // ~s~Tap ~m~~widget_attack~ when falling to open the parachute.
wait 6000 
gosub @HEIST9_46267 
00BC: show_text_highpriority GXT 'HM9_1H' time 6000 flag 1  // ~s~Parachute off and escape in the ~b~helicopter~s~.
jump @HEIST9_40468 

:HEIST9_40432
018A: 110@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_X' time 6000 flag 1  // ~s~Parachute off and escape to the ~y~safe house~s~.

:HEIST9_40468
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_40494 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.9519 

:HEIST9_40494
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 

:HEIST9_40501
if and
0119:   car 206@ wrecked 
075C:   marker 255@ enabled 
else_jump @HEIST9_40579 
if 
875C:   not marker 110@ enabled 
else_jump @HEIST9_40574 
018A: 110@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_40574
0164: disable_marker 255@ 

:HEIST9_40579
if 
8119:   not car 387@ wrecked 
else_jump @HEIST9_40640 
if and
860E:   not car 387@ assigned_to_path 
  48@ == 0 
else_jump @HEIST9_40640 
0727: set_heli 387@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
48@ = 1 

:HEIST9_40640
if 
  46@ == 18 
else_jump @HEIST9_43311 
if and
0119:   car 206@ wrecked 
075C:   marker 255@ enabled 
else_jump @HEIST9_40684 
0164: disable_marker 255@ 

:HEIST9_40684
if and
8119:   not car 206@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_40786 
if and
075C:   marker 255@ enabled 
00DB:   actor $PLAYER_ACTOR in_car 206@ 
else_jump @HEIST9_40786 
if 
875C:   not marker 110@ enabled 
else_jump @HEIST9_40781 
018A: 110@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_40781
0164: disable_marker 255@ 

:HEIST9_40786
if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 394@ enabled 
else_jump @HEIST9_40870 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
  90.0 > $74 
else_jump @HEIST9_40870 
if and
075C:   marker 394@ enabled 
  $9308 == 0 
else_jump @HEIST9_40870 
0164: disable_marker 394@ 

:HEIST9_40870
if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 255@ enabled 
else_jump @HEIST9_41020 
if 
8119:   not car 206@ wrecked 
else_jump @HEIST9_41020 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
  36.0 > $74 
else_jump @HEIST9_41020 
if and
075C:   marker 255@ enabled 
  $9308 == 0 
  315@ == 0 
else_jump @HEIST9_41020 
0164: disable_marker 255@ 
018A: 110@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.
315@ = 1 

:HEIST9_41020
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 365.5647 2536.76 15.6637 radius 4.0 4.0 4.0 
else_jump @HEIST9_43311 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_41091 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_41091
51@ = 1 
0164: disable_marker 110@ 
gosub @HEIST9_46286 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_41150 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST9_41150 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 

:HEIST9_41150
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_41239 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST9_41209 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 345.389 2539.21 15.7622 
jump @HEIST9_41229 

:HEIST9_41209
08C7: put_actor $PLAYER_ACTOR at 345.389 2539.21 15.7622 dont_warp_gang 

:HEIST9_41229
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.8022 

:HEIST9_41239
if 
8119:   not car 387@ wrecked 
else_jump @HEIST9_41260 
00A6: destroy_car 387@ 

:HEIST9_41260
if 
8119:   not car 206@ wrecked 
else_jump @HEIST9_41281 
00A6: destroy_car 206@ 

:HEIST9_41281
if 
8119:   not car $47 wrecked 
else_jump @HEIST9_41302 
00A6: destroy_car $47 

:HEIST9_41302
0247: load_model 428 
0247: load_model 523 
0247: load_model 284 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 

:HEIST9_41343
if or
8248:   not model 428 available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model 523 available 
8248:   not model 284 available 
else_jump @HEIST9_41388 
wait 0 
jump @HEIST9_41343 

:HEIST9_41388
0107: 69@ = create_object #CJ_MONEY_BAG at 344.9779 2545.213 15.7642 
0107: 70@ = create_object #CJ_MONEY_BAG at 347.936 2543.972 15.7498 
0107: 71@ = create_object #CJ_MONEY_BAG at 348.9375 2545.841 15.7383 
0107: 72@ = create_object #CJ_MONEY_BAG at 343.8135 2545.722 15.7699 
0395: clear_area 1 at 345.2756 2546.824 15.7628 radius 50.0 
00A5: 59@ = create_car 428 at 345.2756 2546.824 15.7628 
0175: set_car 59@ Z_angle_to 58.9413 
020A: set_car 59@ door_status_to 3 
0519: set_car 59@ locked 1 
009A: 62@ = create_actor_pedtype 25 model 291 at 343.7633 2545.022 15.7702 
0173: set_actor 62@ Z_angle_to 202.9705 
0245: set_actor 62@ walk_style_to "BLINDMAN" 
0638: AS_actor 62@ stay_put 1 
060B: set_actor 62@ decision_maker_to 128@ 
0568: set_actor 62@ untargetable 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0395: clear_area 1 at 344.5244 2540.563 15.7743 radius 200.0 
0395: clear_area 1 at 346.5559 2548.027 15.7244 radius 2.0 
009A: 105@ = create_actor_pedtype 25 model 290 at 346.5559 2548.027 15.7244 
0173: set_actor 105@ Z_angle_to 242.1164 
0568: set_actor 105@ untargetable 1 
0638: AS_actor 105@ stay_put 1 
060B: set_actor 105@ decision_maker_to 128@ 
0568: set_actor 105@ untargetable 1 
02A9: set_actor 105@ immune_to_nonplayer 1 
00A5: 287@ = create_car 523 at 360.2574 2547.46 15.5491 
0175: set_car 287@ Z_angle_to 107.4242 
00A5: 288@ = create_car 523 at 362.587 2542.715 15.618 
0175: set_car 288@ Z_angle_to 95.499 
0129: 289@ = create_actor_pedtype 25 model 284 in_car 287@ driverseat 
0129: 290@ = create_actor_pedtype 25 model 284 in_car 288@ driverseat 
0110: clear_player $PLAYER_CHAR wanted_level 
0A0B: set_rendering_origin_at_3D_coord 345.6064 2536.51 15.7612 angle 4.4301 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_41914 
08C7: put_actor 62@ at 342.5135 2545.147 15.7763 dont_warp_gang 
0173: set_actor 62@ Z_angle_to 215.4312 

:HEIST9_41914
gosub @HEIST9_46250 
04ED: load_animation "FIGHT_B" 

:HEIST9_41932
if 
84EE:   not animation "FIGHT_B" loaded 
else_jump @HEIST9_41965 
wait 0 
jump @HEIST9_41932 

:HEIST9_41965
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 105@ dead 
8118:   not actor 62@ dead 
else_jump @HEIST9_42115 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 61@ 
0603: AS_actor -1 goto_point_any_means 347.2988 2541.483 15.7529 mode 4 use_car -1 
0639: AS_actor -1 rotate_to_actor 105@ 
05B9: AS_actor -1 stay_idle 4500 ms 
0639: AS_actor -1 rotate_to_actor 105@ 
0605: actor -1 perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
0639: AS_actor -1 rotate_to_actor 62@ 
0616: define_AS_pack_end 61@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_42115
015F: set_camera_position 346.245 2537.94 16.7555 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 346.7908 2538.778 16.7555 switchstyle 2 
if and
8119:   not car 287@ wrecked 
8119:   not car 288@ wrecked 
8118:   not actor 289@ dead 
8118:   not actor 290@ dead 
else_jump @HEIST9_42358 
0615: define_AS_pack_begin 61@ 
05D1: AS_actor -1 drive_car 287@ to 351.2343 2544.125 15.7337 speed 5.0 2 model 0 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 287@ 
0397: enable_car 287@ siren 0 
0616: define_AS_pack_end 61@ 
0618: assign_actor 289@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 
0615: define_AS_pack_begin 61@ 
05D1: AS_actor -1 drive_car 288@ to 351.4331 2542.753 15.7337 speed 5.0 2 model 0 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 288@ 
0397: enable_car 288@ siren 0 
0616: define_AS_pack_end 61@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0618: assign_actor 290@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:HEIST9_42358
if and
8119:   not car 287@ wrecked 
8118:   not actor 289@ dead 
else_jump @HEIST9_42386 
0397: enable_car 287@ siren 1 

:HEIST9_42386
if and
8119:   not car 288@ wrecked 
8118:   not actor 290@ dead 
else_jump @HEIST9_42414 
0397: enable_car 288@ siren 1 

:HEIST9_42414
gosub @HEIST9_46319 
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_42448
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42474 
wait 0 
jump @HEIST9_42448 

:HEIST9_42474
03D1: play_wav 1 
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_42558 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 350.6611 2546.735 15.6957 
05D7: add_point_to_scmpath 348.9894 2543.476 15.7446 
05D7: add_point_to_scmpath 347.4687 2541.793 15.7521 
05D8: AS_assign_scmpath to_actor 105@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_42558
41@ = 0 

:HEIST9_42565
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42591 
wait 0 
jump @HEIST9_42565 

:HEIST9_42591
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_42618
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42644 
wait 0 
jump @HEIST9_42618 

:HEIST9_42644
03D1: play_wav 1 
41@ = 0 

:HEIST9_42655
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42681 
wait 0 
jump @HEIST9_42655 

:HEIST9_42681
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_42736 
0605: actor 105@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST9_42736
00BC: show_text_highpriority GXT 'ZER1_DB' time 4000 flag 1  // Will you watch it, you idiot!
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:HEIST9_42765
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42791 
wait 0 
jump @HEIST9_42765 

:HEIST9_42791
03D1: play_wav 1 
41@ = 0 

:HEIST9_42802
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42828 
wait 0 
jump @HEIST9_42802 

:HEIST9_42828
wait 500 
0460: set_camera_transverse_delay 0.0 time 3000 
015F: set_camera_position 348.9764 2538.029 16.6197 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.743 2539.001 16.6362 switchstyle 1 
00BC: show_text_highpriority GXT 'WUZX_BR' time 4000 flag 1  // Hey, CJ, calm down!
040D: unload_wav 1 
03CF: load_wav 44443 as 1 

:HEIST9_42923
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_42949 
wait 0 
jump @HEIST9_42923 

:HEIST9_42949
03D1: play_wav 1 
41@ = 0 

:HEIST9_42960
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_42986 
wait 0 
jump @HEIST9_42960 

:HEIST9_42986
wait 1000 
00BC: show_text_highpriority GXT 'WUZX_AK' time 4000 flag 1  // You better take me home, CJ!
040D: unload_wav 1 
03CF: load_wav 44410 as 1 

:HEIST9_43020
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_43046 
wait 0 
jump @HEIST9_43020 

:HEIST9_43046
03D1: play_wav 1 
41@ = 0 

:HEIST9_43057
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_43083 
wait 0 
jump @HEIST9_43057 

:HEIST9_43083
gosub @HEIST9_46286 
009B: destroy_actor 62@ 
009B: destroy_actor 105@ 
009B: destroy_actor 289@ 
009B: destroy_actor 290@ 
00A6: destroy_car 287@ 
00A6: destroy_car 288@ 
00A6: destroy_car 59@ 
04EF: release_animation "FIGHT_B" 
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
238@ = 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_43186 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_43186
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_43285 
03CB: set_rendering_origin_at 2023.783 1007.845 9.8203 
0395: clear_area 1 at 2023.783 1007.845 9.8203 radius 20.0 
04E4: refresh_game_renderer_at 2023.783 1007.845 
08C7: put_actor $PLAYER_ACTOR at 2023.783 1007.845 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.9639 

:HEIST9_43285
gosub @HEIST9_46267 
wait 500 
gosub @HEIST9_46319 
jump @HEIST9_44477 

:HEIST9_43311
if and
  16 > 46@ 
  182@ == 0 
  258@ == 1 
else_jump @HEIST9_43603 
66@ = 0 

:HEIST9_43350
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_43400 
00A0: store_actor 62@(66@,4i) position_to 188@(66@,4f) 192@(66@,4f) 196@(66@,4f) 

:HEIST9_43400
if 
0118:   actor 62@(66@,4i) dead 
else_jump @HEIST9_43582 
if 
075C:   marker 99@(66@,4i) enabled 
else_jump @HEIST9_43449 
0164: disable_marker 99@(66@,4i) 

:HEIST9_43449
gosub @HEIST9_46250 
196@(66@,4f) += 2.5 
015F: set_camera_position 188@(66@,4f) 192@(66@,4f) 196@(66@,4f) rotation 0.0 0.0 0.0 
196@(66@,4f) -= 2.5 
0160: set_camera_point_at 188@(66@,4f) 192@(66@,4f) 196@(66@,4f) switchstyle 2 
wait 4000 
gosub @HEIST9_50325 
00BC: show_text_highpriority GXT 'HM9_9' time 4000 flag 1  // ~r~You failed to protect the guys!
jump @HEIST9_44429 

:HEIST9_43582
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_43350 

:HEIST9_43603
jump @HEIST9_2598 

:HEIST9_43610
jump @HEIST9_44429 
00A6: destroy_car 54@ 
0249: release_model 530 
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_43685 
0792: disembark_instantly_actor 62@ 
08C7: put_actor 62@ at 2145.146 1626.464 992.5681 dont_warp_gang 
0173: set_actor 62@ Z_angle_to 11.1673 
05C5: AS_actor 62@ cower -1 ms 

:HEIST9_43685
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_43743 
0792: disembark_instantly_actor 63@ 
08C7: put_actor 63@ at 2143.25 1626.482 992.5681 dont_warp_gang 
0173: set_actor 63@ Z_angle_to 3.4561 
05C5: AS_actor 63@ cower -1 ms 

:HEIST9_43743
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_43794 
0792: disembark_instantly_actor 64@ 
08C7: put_actor 64@ at 2140.753 1616.249 992.5681 dont_warp_gang 
0173: set_actor 64@ Z_angle_to 342.9477 

:HEIST9_43794
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_43845 
0792: disembark_instantly_actor 65@ 
08C7: put_actor 65@ at 2147.739 1616.703 992.5681 dont_warp_gang 
0173: set_actor 65@ Z_angle_to 33.9273 

:HEIST9_43845
return 

:HEIST9_43847
66@ = 0 

:HEIST9_43854
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_43893 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 0 EP 1 CP 1 MP 0 

:HEIST9_43893
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_43854 
return 

:HEIST9_43916
66@ = 0 

:HEIST9_43923
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_43962 
02AB: set_actor 62@(66@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_43962
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_43923 
return 

:HEIST9_43985
if and
0118:   actor 345@ dead 
0118:   actor 346@ dead 
0118:   actor 347@ dead 
0118:   actor 348@ dead 
0118:   actor 349@ dead 
else_jump @HEIST9_44427 
if and
0118:   actor 350@ dead 
0118:   actor 351@ dead 
0118:   actor 352@ dead 
else_jump @HEIST9_44427 
0615: define_AS_pack_begin 61@ 
05F5: AS_actor -1 goto_point_using_paths 2148.017 1597.457 998.7676 mode 6 time -1 
0616: define_AS_pack_end 61@ 
66@ = 0 

:HEIST9_44087
274@(66@,4i) = 0 
278@(66@,4i) = 0 
if and
8118:   not actor 62@(66@,4i) dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_44155 
0792: disembark_instantly_actor 62@(66@,4i) 
0618: assign_actor 62@(66@,4i) to_AS_pack 61@ 

:HEIST9_44155
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_44250 
0085: 156@(66@,5i) = 150@(66@,5i) // (int) 
0226: 150@(66@,5i) = actor 62@(66@,4i) health 
if 
803B:   not  156@(66@,5i) == 150@(66@,5i) // (int) 
else_jump @HEIST9_44250 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_44250
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_44087 
061B: remove_references_to_AS_pack 61@ 
265@ = 0 
266@ = 0 
286@ = 1 
41@ = 0 
66@ = 0 

:HEIST9_44311
018B: set_marker 99@(66@,4i) radar_mode 3 
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_44311 
if 
075C:   marker 98@ enabled 
else_jump @HEIST9_44364 
0164: disable_marker 98@ 

:HEIST9_44364
018A: 98@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 98@ at 2196.635 1676.841 radius 10.0 
00BC: show_text_highpriority GXT 'HM9_8' time 7000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
60@ = 1 

:HEIST9_44427
return 

:HEIST9_44429
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_44459 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44459
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HEIST9_44477
032B: $4637 = create_weapon_pickup 368 type 15 ammo 1 at 102.7728 1899.192 33.1572 
032B: $4638 = create_weapon_pickup 368 type 15 ammo 1 at 1274.301 -825.7809 1085.079 
032B: $4639 = create_weapon_pickup 368 type 15 ammo 1 at -948.3487 1858.023 8.3237 
032B: $4640 = create_weapon_pickup 368 type 15 ammo 1 at -1956.274 -853.7687 31.873 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_44615 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_44615
if 
075C:   marker $594 enabled 
else_jump @HEIST9_44636 
0164: disable_marker $594 

:HEIST9_44636
$599 += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'HEIST_9'  // Breaking the Bank at Caligula's
01E3: show_text_1number_styled GXT 'M_PASSS' number 100000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 100000 
0998: add_respect 100 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2444.772 655.0391 10.3874 radius 30.0 
$3944 = 1 
0629: change_integer_stat 307 to 1 
return 

:HEIST9_44742
0249: release_model 530 
0249: release_model 428 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model 347 
0249: release_model 343 
0249: release_model 163 
0249: release_model #GENERATOR_BIG 
0249: release_model 363 
0249: release_model 368 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #GENERATOR_BIG_D 
0249: release_model 164 
0249: release_model 117 
0249: release_model 523 
0249: release_model 284 
0249: release_model #BODYARMOUR 
0249: release_model 364 
0249: release_model 330 
0249: release_model 11 
0249: release_model 172 
0249: release_model 497 
0249: release_model 371 
0249: release_model 335 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "BOMBER" 
0873: release_path 499 
0873: release_path 487 
0873: release_path 494 
0873: release_path 484 
return 

:HEIST9_44909
$3719 = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_44937 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_44937
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
66@ = 0 

:HEIST9_44955
if 
075C:   marker 360@(66@,15i) enabled 
else_jump @HEIST9_44984 
0164: disable_marker 360@(66@,15i) 

:HEIST9_44984
if 
075C:   marker 330@(66@,15i) enabled 
else_jump @HEIST9_45013 
0164: disable_marker 330@(66@,15i) 

:HEIST9_45013
66@ += 1 
  66@ >= 11 
else_jump @HEIST9_44955 
if 
  $3346 == 1 
else_jump @HEIST9_45059 
014C: set_parked_car_generator $3343 cars_to_generate_to 101 

:HEIST9_45059
if 
  $3347 == 1 
else_jump @HEIST9_45084 
014C: set_parked_car_generator $3344 cars_to_generate_to 101 

:HEIST9_45084
if 
  $3348 == 1 
else_jump @HEIST9_45109 
014C: set_parked_car_generator $3345 cars_to_generate_to 101 

:HEIST9_45109
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_45130 
034F: destroy_actor_with_fade 105@ 

:HEIST9_45130
if 
8118:   not actor 289@ dead 
else_jump @HEIST9_45151 
034F: destroy_actor_with_fade 289@ 

:HEIST9_45151
if 
8118:   not actor 290@ dead 
else_jump @HEIST9_45172 
034F: destroy_actor_with_fade 290@ 

:HEIST9_45172
09B7: set_zone 'MEAD' disable_footcops 0  // Verdant Meadows
014F: stop_timer $9301 
if 
  $2899 > 0 
else_jump @HEIST9_45215 
$2899 = 6 

:HEIST9_45215
$2886 = 5.0 
$2888 = 8.5 
$2890 = -30.0 
$2891 = 32.0 
$1273 = 0 
0A46: set_external_scripts_triggers_type 1 enabled 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_45298 
0555: remove_weapon 44 from_actor $PLAYER_ACTOR 
0555: remove_weapon 17 from_actor $PLAYER_ACTOR 

:HEIST9_45298
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_45328 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_45328
0177: set_object $4090 Z_angle_to 270.0 
07FB: set_interior 'MAFCAS' access 1  // Caligula's Casino
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suites
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 1  // Caligula's Roof
0924: enable_screen_darkness 0 with_value 0 
08B1: enable_night_vision 0 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0108: destroy_object 49@ 
66@ = 0 

:HEIST9_45424
if 
8118:   not actor 62@(66@,4i) dead 
else_jump @HEIST9_45453 
034F: destroy_actor_with_fade 62@(66@,4i) 

:HEIST9_45453
if 
8118:   not actor 117@(66@,5i) dead 
else_jump @HEIST9_45482 
01C2: remove_references_to_actor 117@(66@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_45482
if 
075C:   marker 99@(66@,4i) enabled 
else_jump @HEIST9_45511 
0164: disable_marker 99@(66@,4i) 

:HEIST9_45511
if 
03CA:   object 69@(66@,4i) exists 
else_jump @HEIST9_45540 
0108: destroy_object 69@(66@,4i) 

:HEIST9_45540
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_45424 
if 
075C:   marker 307@ enabled 
else_jump @HEIST9_45582 
0164: disable_marker 307@ 

:HEIST9_45582
if 
075C:   marker 241@ enabled 
else_jump @HEIST9_45603 
0164: disable_marker 241@ 

:HEIST9_45603
if 
075C:   marker 53@ enabled 
else_jump @HEIST9_45624 
0164: disable_marker 53@ 

:HEIST9_45624
if 
075C:   marker 116@ enabled 
else_jump @HEIST9_45645 
0164: disable_marker 116@ 

:HEIST9_45645
if 
075C:   marker 47@ enabled 
else_jump @HEIST9_45666 
0164: disable_marker 47@ 

:HEIST9_45666
if 
075C:   marker 52@ enabled 
else_jump @HEIST9_45687 
0164: disable_marker 52@ 

:HEIST9_45687
if 
075C:   marker 55@ enabled 
else_jump @HEIST9_45708 
0164: disable_marker 55@ 

:HEIST9_45708
if 
075C:   marker 98@ enabled 
else_jump @HEIST9_45729 
0164: disable_marker 98@ 

:HEIST9_45729
if 
075C:   marker 394@ enabled 
else_jump @HEIST9_45750 
0164: disable_marker 394@ 

:HEIST9_45750
if 
075C:   marker 386@ enabled 
else_jump @HEIST9_45771 
0164: disable_marker 386@ 

:HEIST9_45771
if 
075C:   marker 92@ enabled 
else_jump @HEIST9_45792 
0164: disable_marker 92@ 

:HEIST9_45792
if 
075C:   marker 110@ enabled 
else_jump @HEIST9_45813 
0164: disable_marker 110@ 

:HEIST9_45813
if 
075C:   marker 382@ enabled 
else_jump @HEIST9_45834 
0164: disable_marker 382@ 

:HEIST9_45834
if 
075C:   marker 236@ enabled 
else_jump @HEIST9_45855 
0164: disable_marker 236@ 

:HEIST9_45855
if 
075C:   marker 237@ enabled 
else_jump @HEIST9_45876 
0164: disable_marker 237@ 

:HEIST9_45876
if 
048C:   pickup_at 2176.471 1597.394 1000.0 available_to_be_picked_up 
else_jump @HEIST9_45909 
0215: destroy_pickup $9300 

:HEIST9_45909
if 
048C:   pickup_at 2144.339 1640.666 993.5 available_to_be_picked_up 
else_jump @HEIST9_45942 
0215: destroy_pickup 293@ 

:HEIST9_45942
if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
else_jump @HEIST9_45975 
0215: destroy_pickup 222@ 

:HEIST9_45975
if 
048C:   pickup_at 2267.989 1699.668 101.4 available_to_be_picked_up 
else_jump @HEIST9_46008 
0215: destroy_pickup 306@ 

:HEIST9_46008
if 
048C:   pickup_at 2265.825 1617.069 94.5 available_to_be_picked_up 
else_jump @HEIST9_46041 
0215: destroy_pickup 395@ 

:HEIST9_46041
01BD: $183 = current_time_in_ms 
0249: release_model 530 
0249: release_model 428 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
0249: release_model 127 
0249: release_model #PARA_PACK 
0249: release_model 347 
0249: release_model 343 
0249: release_model 164 
0249: release_model 163 
0249: release_model #GENERATOR_BIG 
0249: release_model 363 
0249: release_model 368 
0249: release_model #CJ_MONEY_BAG 
0249: release_model 497 
0249: release_model #GENERATOR_BIG_D 
0249: release_model 346 
0249: release_model 117 
0249: release_model 523 
0249: release_model 284 
0249: release_model #BODYARMOUR 
0249: release_model 364 
0249: release_model 330 
0249: release_model 11 
0249: release_model 172 
0249: release_model 353 
0249: release_model 335 
0249: release_model 285 
0249: release_model 371 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "HEIST9" 
04EF: release_animation "BOMBER" 
04EF: release_animation "FIGHT_B" 
mission_cleanup 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
return 

:HEIST9_46250
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 

:HEIST9_46267
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 

:HEIST9_46286
fade 0 500 

:HEIST9_46293
if 
fading 
else_jump @HEIST9_46317 
wait 0 
jump @HEIST9_46293 

:HEIST9_46317
return 

:HEIST9_46319
fade 1 500 

:HEIST9_46326
if 
fading 
else_jump @HEIST9_46350 
wait 0 
jump @HEIST9_46326 

:HEIST9_46350
return 

:HEIST9_46352
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @HEIST9_46443 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_46443 
08C7: put_actor $PLAYER_ACTOR at 2179.354 1673.18 10.0469 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.6208 
0373: set_camera_directly_behind_player 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_46436 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_46436
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_46443
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @HEIST9_46504 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_46504 
08C7: put_actor $PLAYER_ACTOR at 2176.583 1600.462 998.9749 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.7799 

:HEIST9_46504
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @HEIST9_46707 
gosub @HEIST9_46250 
015F: set_camera_position 2144.677 1614.061 1001.469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2144.413 1615.016 1001.331 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_46671 
0792: disembark_instantly_actor $PLAYER_ACTOR 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
08C7: put_actor $PLAYER_ACTOR at 2142.664 1617.397 999.968 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2108 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at 2142.664 1620.397 1003.0 1000 ms 

:HEIST9_46671
wait 4000 
0395: clear_area 1 at 2143.124 1618.427 999.968 radius 10.0 
gosub @HEIST9_46267 

:HEIST9_46707
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @HEIST9_46791 
select_interior 1 
03CB: set_rendering_origin_at 2147.778 1611.972 1005.188 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_46791 
08C7: put_actor $PLAYER_ACTOR at 2147.778 1611.972 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.1343 
0373: set_camera_directly_behind_player 

:HEIST9_46791
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @HEIST9_47056 
gosub @HEIST9_46286 
gosub @HEIST9_46250 
0247: load_model 330 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_46838
if or
823D:   not special_actor 1 loaded 
8248:   not model 330 available 
else_jump @HEIST9_46869 
wait 0 
jump @HEIST9_46838 

:HEIST9_46869
08B1: enable_night_vision 0 
0924: enable_screen_darkness 1 with_value 220 
015F: set_camera_position 2219.456 1587.37 999.1768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2219.68 1586.409 999.3383 switchstyle 2 
009A: 105@ = create_actor_pedtype 23 model 290 at 2221.122 1582.974 998.9675 
0860: link_actor 105@ to_interior 1 
0173: set_actor 105@ Z_angle_to 4.8671 
0729: AS_actor 105@ hold_cellphone 1 
gosub @HEIST9_46319 
00BC: show_text_highpriority GXT 'HM9_46' time 4000 flag 1 
wait 2000 
0924: enable_screen_darkness 0 with_value 0 
wait 2000 
gosub @HEIST9_46267 
00BC: show_text_highpriority GXT 'HM9_8' time 5000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
113@ = 1 
208@ = 1 

:HEIST9_47056
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @HEIST9_47117 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47117 
08C7: put_actor $PLAYER_ACTOR at 2144.021 1612.867 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST9_47117
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @HEIST9_47155 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47155 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_47155
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @HEIST9_47328 
46@ = 6 
00A5: 54@ = create_car 530 at 2173.621 1585.964 998.9722 
0840: link_car 54@ to_interior 1 
0175: set_car 54@ Z_angle_to 270.0 
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 
0249: release_model 530 
217@ = 1 
if 
8119:   not car 54@ wrecked 
else_jump @HEIST9_47261 
0840: link_car 54@ to_interior 1 

:HEIST9_47261
select_interior 1 
03CB: set_rendering_origin_at 2256.551 1704.762 1.1747 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47328 
08C7: put_actor $PLAYER_ACTOR at 2220.37 1574.484 998.9695 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:HEIST9_47328
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @HEIST9_47389 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47389 
08C7: put_actor $PLAYER_ACTOR at 1962.841 1060.633 993.4688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 346.1133 

:HEIST9_47389
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @HEIST9_47457 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47450 
08C7: put_actor $PLAYER_ACTOR at 362.6579 2525.248 15.6336 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.8402 

:HEIST9_47450
46@ = 18 

:HEIST9_47457
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @HEIST9_48097 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47518 
08C7: put_actor $PLAYER_ACTOR at 346.9504 2539.025 15.7546 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.8895 

:HEIST9_47518
gosub @HEIST9_46250 
015F: set_camera_position 350.102 2536.995 16.9325 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 349.5165 2537.801 16.844 switchstyle 2 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_47628 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_47628
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_47655
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47681 
wait 0 
jump @HEIST9_47655 

:HEIST9_47681
03D1: play_wav 1 
41@ = 0 

:HEIST9_47692
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47718 
wait 0 
jump @HEIST9_47692 

:HEIST9_47718
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_47745
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47771 
wait 0 
jump @HEIST9_47745 

:HEIST9_47771
03D1: play_wav 1 
41@ = 0 

:HEIST9_47782
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47808 
wait 0 
jump @HEIST9_47782 

:HEIST9_47808
00BC: show_text_highpriority GXT 'HE8_ZC' time 4000 flag 1  // Hey, it doesn't matter, we pulled it off, Caligula's has been emptied!
040D: unload_wav 1 
03CF: load_wav 65535 as 1 

:HEIST9_47837
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47863 
wait 0 
jump @HEIST9_47837 

:HEIST9_47863
03D1: play_wav 1 
41@ = 0 

:HEIST9_47874
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47900 
wait 0 
jump @HEIST9_47874 

:HEIST9_47900
00BC: show_text_highpriority GXT 'HE8_ZD' time 4000 flag 1  // Yeah, I'll drink to that!
040D: unload_wav 1 
03CF: load_wav 19130 as 1 

:HEIST9_47927
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_47953 
wait 0 
jump @HEIST9_47927 

:HEIST9_47953
03D1: play_wav 1 
41@ = 0 

:HEIST9_47964
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_47990 
wait 0 
jump @HEIST9_47964 

:HEIST9_47990
gosub @HEIST9_46286 
009B: destroy_actor 62@ 
009B: destroy_actor 105@ 
00A6: destroy_car 59@ 
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_48083 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 347.167 2538.484 15.7535 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 191.987 

:HEIST9_48083
gosub @HEIST9_46267 
gosub @HEIST9_46319 

:HEIST9_48097
if 
0736:   is_keyboard_key_just_pressed 79 
else_jump @HEIST9_48116 
075B: zoom_radar 0 

:HEIST9_48116
if 
0736:   is_keyboard_key_just_pressed 82 
else_jump @HEIST9_48135 
075B: zoom_radar 100 

:HEIST9_48135
if 
0736:   is_keyboard_key_just_pressed 84 
else_jump @HEIST9_49626 
0247: load_model 117 
0247: load_model 120 
0247: load_model 428 
0247: load_model 523 
0247: load_model 284 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_48186
if or
8248:   not model 117 available 
8248:   not model 120 available 
8248:   not model 428 available 
823D:   not special_actor 1 loaded 
8248:   not model 523 available 
8248:   not model 284 available 
else_jump @HEIST9_48235 
wait 0 
jump @HEIST9_48186 

:HEIST9_48235
07C0: load_path 494 

:HEIST9_48240
if 
87C1:   not path 494 available 
else_jump @HEIST9_48267 
wait 0 
jump @HEIST9_48240 

:HEIST9_48267
0108: destroy_object 57@ 
00A5: 397@ = create_car 428 at 2220.389 1577.623 998.0 
0840: link_car 397@ to_interior 1 
0175: set_car 397@ Z_angle_to 179.9804 
009A: 62@ = create_actor_pedtype 25 model 117 at 2224.042 1589.367 998.967 
0860: link_actor 62@ to_interior 1 
0173: set_actor 62@ Z_angle_to 165.2519 
009A: 63@ = create_actor_pedtype 25 model 120 at 2222.893 1589.583 998.9684 
0860: link_actor 63@ to_interior 1 
0173: set_actor 63@ Z_angle_to 173.9364 
009A: 64@ = create_actor_pedtype 25 model 120 at 2221.866 1589.245 998.9696 
0860: link_actor 64@ to_interior 1 
0173: set_actor 64@ Z_angle_to 177.0563 
009A: 65@ = create_actor_pedtype 25 model 120 at 2220.723 1589.224 998.971 
0860: link_actor 65@ to_interior 1 
0173: set_actor 65@ Z_angle_to 171.7417 
gosub @HEIST9_46250 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_48561
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_48587 
wait 0 
jump @HEIST9_48561 

:HEIST9_48587
03D1: play_wav 1 
41@ = 0 

:HEIST9_48598
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_48644 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_48637 
jump @HEIST9_49452 

:HEIST9_48637
jump @HEIST9_48598 

:HEIST9_48644
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_48671
if 
83D0:   not wav 1 loaded 
else_jump @HEIST9_48697 
wait 0 
jump @HEIST9_48671 

:HEIST9_48697
03D1: play_wav 1 
41@ = 0 

:HEIST9_48708
if 
83D2:   not wav 1 ended 
else_jump @HEIST9_48754 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_48747 
jump @HEIST9_49452 

:HEIST9_48747
jump @HEIST9_48708 

:HEIST9_48754
009B: destroy_actor 105@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 289@ = create_actor_pedtype 25 model 284 at 2220.8 1581.163 998.9764 
0173: set_actor 289@ Z_angle_to 196.0524 
0860: link_actor 289@ to_interior 1 
009A: 290@ = create_actor_pedtype 25 model 284 at 2220.019 1581.179 998.9772 
0173: set_actor 290@ Z_angle_to 74.4668 
0860: link_actor 290@ to_interior 1 
if and
8119:   not car 397@ wrecked 
8118:   not actor 62@ dead 
else_jump @HEIST9_48936 
05CB: AS_actor 62@ enter_car 397@ as_driver 8000 ms 

:HEIST9_48936
if and
8119:   not car 397@ wrecked 
8118:   not actor 63@ dead 
else_jump @HEIST9_48970 
05CA: AS_actor 63@ enter_car 397@ passenger_seat 0 time 8000 

:HEIST9_48970
41@ = 0 

:HEIST9_48977
if 
  4000 > 41@ 
else_jump @HEIST9_49027 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_49020 
jump @HEIST9_49452 

:HEIST9_49020
jump @HEIST9_48977 

:HEIST9_49027
if and
8119:   not car 287@ wrecked 
8118:   not actor 289@ dead 
else_jump @HEIST9_49059 
05CB: AS_actor 289@ enter_car 287@ as_driver 4000 ms 

:HEIST9_49059
if and
8119:   not car 288@ wrecked 
8118:   not actor 290@ dead 
else_jump @HEIST9_49091 
05CB: AS_actor 290@ enter_car 288@ as_driver 4000 ms 

:HEIST9_49091
41@ = 0 

:HEIST9_49098
if 
  4000 > 41@ 
else_jump @HEIST9_49148 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_49141 
jump @HEIST9_49452 

:HEIST9_49141
jump @HEIST9_49098 

:HEIST9_49148
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
if and
07C1:   path 494 available 
8119:   not car 397@ wrecked 
else_jump @HEIST9_49228 
05EB: assign_car 397@ to_path 494 

:HEIST9_49228
41@ = 0 

:HEIST9_49235
if 
  500 > 41@ 
else_jump @HEIST9_49285 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_49278 
jump @HEIST9_49452 

:HEIST9_49278
jump @HEIST9_49235 

:HEIST9_49285
if and
8119:   not car 287@ wrecked 
8118:   not actor 289@ dead 
else_jump @HEIST9_49340 
05D1: AS_actor 289@ drive_car 287@ to 2223.486 1564.463 1001.016 speed 10.0 2 model 0 3 

:HEIST9_49340
if and
8119:   not car 288@ wrecked 
8118:   not actor 290@ dead 
else_jump @HEIST9_49395 
05D1: AS_actor 290@ drive_car 288@ to 2217.319 1566.6 1000.3 speed 10.0 2 model 0 3 

:HEIST9_49395
41@ = 0 

:HEIST9_49402
if 
  2000 > 41@ 
else_jump @HEIST9_49452 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @HEIST9_49445 
jump @HEIST9_49452 

:HEIST9_49445
jump @HEIST9_49402 

:HEIST9_49452
66@ = 0 

:HEIST9_49459
if 
075C:   marker 99@(66@,4i) enabled 
else_jump @HEIST9_49497 
0164: disable_marker 99@(66@,4i) 
009B: destroy_actor 62@(66@,4i) 

:HEIST9_49497
66@ += 1 
  66@ >= 4 
else_jump @HEIST9_49459 
if 
8119:   not car 397@ wrecked 
else_jump @HEIST9_49539 
00A6: destroy_car 397@ 

:HEIST9_49539
if 
8119:   not car 287@ wrecked 
else_jump @HEIST9_49560 
00A6: destroy_car 287@ 

:HEIST9_49560
if 
8119:   not car 288@ wrecked 
else_jump @HEIST9_49581 
00A6: destroy_car 288@ 

:HEIST9_49581
if 
8118:   not actor 105@ dead 
else_jump @HEIST9_49602 
009B: destroy_actor 105@ 

:HEIST9_49602
gosub @HEIST9_46267 
0249: release_model 117 
0249: release_model 120 
0249: release_model 285 
0296: unload_special_actor 2 

:HEIST9_49626
if 
0736:   is_keyboard_key_just_pressed 73 
else_jump @HEIST9_49664 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_49664 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_49664
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @HEIST9_49722 
46@ = 18 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_49722 
08C7: put_actor $PLAYER_ACTOR at 338.0 2540.563 15.7743 dont_warp_gang 

:HEIST9_49722
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @HEIST9_50323 
0247: load_model 523 
0247: load_model 284 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49760
if or
823D:   not special_actor 1 loaded 
8248:   not model 523 available 
8248:   not model 284 available 
8248:   not model 284 available 
else_jump @HEIST9_49801 
wait 0 
jump @HEIST9_49760 

:HEIST9_49801
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_49819
if 
87C1:   not path 494 available 
else_jump @HEIST9_49846 
wait 0 
jump @HEIST9_49819 

:HEIST9_49846
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
114@ = 1 
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 105@ = create_actor_pedtype 25 model 290 at 2220.34 1582.068 998.9764 
0860: link_actor 105@ to_interior 1 
0173: set_actor 105@ Z_angle_to 350.4443 
00A5: 287@ = create_car 523 at 2223.699 1582.78 998.0 
0840: link_car 287@ to_interior 1 
0175: set_car 287@ Z_angle_to 175.8434 
020A: set_car 287@ door_status_to 3 
0519: set_car 287@ locked 1 
00A5: 288@ = create_car 523 at 2217.549 1583.667 998.0 
0840: link_car 288@ to_interior 1 
0175: set_car 288@ Z_angle_to 175.3717 
020A: set_car 288@ door_status_to 3 
0519: set_car 288@ locked 1 
gosub @HEIST9_1936 
if 
8119:   not car 59@ wrecked 
else_jump @HEIST9_50106 
00AB: put_car 59@ at 2220.294 1578.07 998.9756 
0175: set_car 59@ Z_angle_to 177.9097 

:HEIST9_50106
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_50152 
08C7: put_actor $PLAYER_ACTOR at 2216.031 1618.646 998.9766 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4771 

:HEIST9_50152
if 
8118:   not actor 62@ dead 
else_jump @HEIST9_50193 
0362: remove_actor 62@ from_car_and_place_at 2219.758 1585.285 998.9722 
0792: disembark_instantly_actor 62@ 

:HEIST9_50193
if 
8118:   not actor 63@ dead 
else_jump @HEIST9_50234 
0362: remove_actor 63@ from_car_and_place_at 2221.883 1584.261 998.9696 
0792: disembark_instantly_actor 63@ 

:HEIST9_50234
if 
8118:   not actor 64@ dead 
else_jump @HEIST9_50275 
0362: remove_actor 64@ from_car_and_place_at 2222.705 1586.266 998.9686 
0792: disembark_instantly_actor 64@ 

:HEIST9_50275
if 
8118:   not actor 65@ dead 
else_jump @HEIST9_50316 
0362: remove_actor 65@ from_car_and_place_at 2220.302 1586.568 998.9716 
0792: disembark_instantly_actor 65@ 

:HEIST9_50316
46@ = 14 

:HEIST9_50323
return 

:HEIST9_50325
077E: get_active_interior_to 398@ 
gosub @HEIST9_46286 
08B1: enable_night_vision 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @HEIST9_50500 
select_interior 0 
03CB: set_rendering_origin_at 2185.739 1677.396 10.0946 
0395: clear_area 1 at 2185.739 1677.396 10.0946 radius 10.0 
04E4: refresh_game_renderer_at 2185.739 1677.396 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HEIST9_50459 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2185.739 1677.396 10.0946 
jump @HEIST9_50479 

:HEIST9_50459
08C7: put_actor $PLAYER_ACTOR at 2185.739 1677.396 10.0946 dont_warp_gang 

:HEIST9_50479
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4776 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:HEIST9_50500
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_50530 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
238@ = 1 

:HEIST9_50530
gosub @HEIST9_46319 
return 

:HEIST9_50539
gosub @HEIST9_46286 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HEIST9_50576 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
238@ = 1 

:HEIST9_50576
gosub @HEIST9_46319 
return 

:HEIST9_50585
040D: unload_wav 1 
03CF: load_wav 240@ as 1 
239@ = 0 
return 

:HEIST9_50605
if and
03D0:   wav 1 loaded 
  239@ == 0 
else_jump @HEIST9_50648 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 296@s time 20000 flag 1 
239@ = 1 

:HEIST9_50648
if and
03D2:   wav 1 ended 
  239@ == 1 
else_jump @HEIST9_50686 
040D: unload_wav 1 
03D5: remove_text 296@s 
239@ = 2 

:HEIST9_50686
return 

//-------------Mission 102---------------
// Originally: A Home In The Hills

:MANSIO1
thread 'MANSIO1' 
gosub @MANSIO1_47 
if 
wasted_or_busted 
else_jump @MANSIO1_38 
gosub @MANSIO1_38496 

:MANSIO1_38
gosub @MANSIO1_39071 
end_thread 

:MANSIO1_47
increment_mission_attempts 
$ONMISSION = 1 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
054C: use_GXT_table 'MAN_1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
$1273 = 1 
select_interior 11 
02E4: load_cutscene_data 'BHILL1' 

:MANSIO1_150
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO1_174 
wait 0 
jump @MANSIO1_150 

:MANSIO1_174
02E7: start_cutscene 
fade 1 1000 

:MANSIO1_183
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO1_207 
wait 0 
jump @MANSIO1_183 

:MANSIO1_207
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MANSIO1_222
if 
fading 
else_jump @MANSIO1_246 
wait 0 
jump @MANSIO1_222 

:MANSIO1_246
select_interior 0 
09BA: show_entered_zone_name 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
0A0B: set_rendering_origin_at_3D_coord 2171.137 1269.357 32.8078 angle 0.0 
0247: load_model 592 

:MANSIO1_293
if 
8248:   not model 592 available 
else_jump @MANSIO1_320 
wait 0 
jump @MANSIO1_293 

:MANSIO1_320
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A5: 104@ = create_car 592 at 2144.0 1600.0 50.0 
0175: set_car 104@ Z_angle_to 180.0 
041E: set_radio_station 11 
08E6: set_plane 104@ landing_gear 1 
0519: set_car 104@ locked 1 
0840: link_car 104@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 104@ 
57@ = 0 
set_weather 17 
00C0: set_current_time_hours_to 6 minutes_to 0 
015F: set_camera_position 2171.137 1269.357 32.8078 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2170.998 1270.331 32.9838 switchstyle 2 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
02A3: enable_widescreen 1 
08FD: enable_heat_visuals 1 
40@ = 0 

:MANSIO1_493
if 
  1000 > 40@ 
else_jump @MANSIO1_523 
wait 0 
jump @MANSIO1_493 

:MANSIO1_523
0707: start_scene_skip_to @MANSIO1_703 
105@ = 1600.0 
fade 1 1000 

:MANSIO1_547
if 
fading 
else_jump @MANSIO1_615 
if 
8119:   not car 104@ wrecked 
else_jump @MANSIO1_604 
105@ -= 1.5 
00AB: put_car 104@ at 2144.0 105@ 50.0 

:MANSIO1_604
wait 0 
jump @MANSIO1_547 

:MANSIO1_615
40@ = 0 

:MANSIO1_622
if 
  9000 > 40@ 
else_jump @MANSIO1_696 
if 
8119:   not car 104@ wrecked 
else_jump @MANSIO1_685 
105@ -= 1.5 
00AB: put_car 104@ at 2144.0 105@ 50.0 

:MANSIO1_685
wait 0 
jump @MANSIO1_622 

:MANSIO1_696
57@ = 1 

:MANSIO1_703
0701: end_scene_skip 
fade 0 1000 

:MANSIO1_712
if 
fading 
else_jump @MANSIO1_780 
if 
8119:   not car 104@ wrecked 
else_jump @MANSIO1_769 
105@ -= 1.5 
00AB: put_car 104@ at 2144.0 105@ 50.0 

:MANSIO1_769
wait 0 
jump @MANSIO1_712 

:MANSIO1_780
08FD: enable_heat_visuals 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO1_827 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1598.951 -785.327 350.1654 
jump @MANSIO1_847 

:MANSIO1_827
00A1: put_actor $PLAYER_ACTOR at 1598.951 -785.327 350.1654 

:MANSIO1_847
04D7: set_actor $PLAYER_ACTOR locked 1 
0249: release_model 592 
01C3: remove_references_to_car 104@ 
0247: load_model 117 
0247: load_model 118 
0247: load_model 108 
0247: load_model 109 
0247: load_model 356 
0247: load_model 353 
0247: load_model #CARGO_REAR 
0247: load_model #D9_RAMP 
0247: load_model 330 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
04ED: load_animation "PARACHUTE" 
08A9: load_external_script 1 (PARACHUTE) 

:MANSIO1_932
if or
8248:   not model 117 available 
8248:   not model 118 available 
8248:   not model 108 available 
8248:   not model 109 available 
8248:   not model 356 available 
8248:   not model 353 available 
else_jump @MANSIO1_980 
wait 0 
jump @MANSIO1_932 

:MANSIO1_980
if or
8248:   not model #CARGO_REAR available 
8248:   not model #D9_RAMP available 
8248:   not model 330 available 
8248:   not model #PARACHUTE available 
8248:   not model #PARA_PACK available 
84EE:   not animation "PARACHUTE" loaded 
else_jump @MANSIO1_1040 
wait 0 
jump @MANSIO1_980 

:MANSIO1_1040
if 
88AB:   not external_script 1 (PARACHUTE) loaded 
else_jump @MANSIO1_1066 
wait 0 
jump @MANSIO1_1040 

:MANSIO1_1066
60@ = 0 
060A: create_decision_maker_type 0 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
0709: set_decision_maker 43@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 43@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 43@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 44@ // decision\allowed\m_.ped files 
0709: set_decision_maker 44@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 44@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 44@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 44@ on_event 15 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 44@ on_event 65 taskID 300 respect 10.0 hate 10.0 like 10.0 dislike 10.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 45@ // decision\allowed\m_.ped files 
0709: set_decision_maker 45@ on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 45@ on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 45@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AE: create_group_decision_maker_type 0 store_to 47@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 47@ event 9 
074A: set_group_decision_maker 47@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 25 
07AF: 52@ = player $PLAYER_CHAR group 
07B3: set_group 52@ give_command 0 
06AD: set_group 52@ group_decision_maker_to 47@ 
106@ = 0 
if 
  106@ == 1 
else_jump @MANSIO1_1842 
009A: 151@(439@,3i) = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
009A: 167@ = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
009A: 178@(51@,6i) = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
009A: 294@(51@,10i) = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
009A: 482@(51@,3i) = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
009A: 324@(51@,4i) = create_actor_pedtype 4 model 117 at 0.0 0.0 0.0 
0107: 202@(51@,6i) = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0187: 154@(51@,3i) = create_marker_above_actor 151@(51@,3i) 

:MANSIO1_1842
0923: enable_air_traffic 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
set_weather 1 
00C0: set_current_time_hours_to 3 minutes_to 0 
029B: 135@ = init_object #CARGO_REAR at 1595.0 -785.0 350.0 
0177: set_object 135@ Z_angle_to 90.0 
0550: keep_object 135@ in_memory 1 
029B: 136@ = init_object #D9_RAMP at 1595.03 -784.98 348.758 
0177: set_object 136@ Z_angle_to 90.0 
0550: keep_object 136@ in_memory 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A1: put_actor $PLAYER_ACTOR at 1594.393 -784.7317 349.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 36.9506 
009A: 139@ = create_actor_pedtype 24 model 117 at 1595.303 -783.4741 349.0 
0173: set_actor 139@ Z_angle_to 205.0 
0860: link_actor 139@ to_interior 0 
01B2: give_actor 139@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 139@ armed_weapon_to 31 
0568: set_actor 139@ untargetable 1 
060B: set_actor 139@ decision_maker_to 42@ 
09B5: set_actor 139@ signal_after_kill 0 
0107: 160@ = create_object #PARA_PACK at 1595.303 -783.4741 349.0 
070A: AS_actor 139@ attach_to_object 160@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 139@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
147@ = 0 
143@ = 0 
009A: 140@ = create_actor_pedtype 24 model 118 at 1596.97 -786.8875 349.0 
0173: set_actor 140@ Z_angle_to 2.0 
0860: link_actor 140@ to_interior 0 
01B2: give_actor 140@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 140@ armed_weapon_to 31 
0568: set_actor 140@ untargetable 1 
060B: set_actor 140@ decision_maker_to 42@ 
09B5: set_actor 140@ signal_after_kill 0 
0107: 161@ = create_object #PARA_PACK at 1596.97 -786.8875 349.0 
070A: AS_actor 140@ attach_to_object 161@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 140@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
148@ = 1500 
144@ = 0 
009A: 141@ = create_actor_pedtype 24 model 118 at 1598.448 -782.9297 349.0 
0173: set_actor 141@ Z_angle_to 175.0 
0860: link_actor 141@ to_interior 0 
01B2: give_actor 141@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 141@ armed_weapon_to 31 
0568: set_actor 141@ untargetable 1 
060B: set_actor 141@ decision_maker_to 42@ 
09B5: set_actor 141@ signal_after_kill 0 
0107: 162@ = create_object #PARA_PACK at 1598.448 -782.9297 349.0 
070A: AS_actor 141@ attach_to_object 162@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 141@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
149@ = 3000 
145@ = 0 
009A: 142@ = create_actor_pedtype 24 model 117 at 1599.034 -786.9792 349.0 
0173: set_actor 142@ Z_angle_to 347.0 
0860: link_actor 142@ to_interior 0 
01B2: give_actor 142@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 142@ armed_weapon_to 31 
0568: set_actor 142@ untargetable 1 
060B: set_actor 142@ decision_maker_to 42@ 
09B5: set_actor 142@ signal_after_kill 0 
0107: 163@ = create_object #PARA_PACK at 1599.034 -786.9792 349.0 
070A: AS_actor 142@ attach_to_object 163@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 142@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
150@ = 5000 
146@ = 0 
if 
  57@ == 0 
else_jump @MANSIO1_2700 
jump @MANSIO1_5657 

:MANSIO1_2700
57@ = 0 
03CB: set_rendering_origin_at 1597.615 -784.5765 350.0 
015F: set_camera_position 1598.951 -785.327 350.1654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1598.351 -784.5302 350.089 switchstyle 2 
40@ = 0 

:MANSIO1_2782
if 
  500 > 40@ 
else_jump @MANSIO1_2812 
wait 0 
jump @MANSIO1_2782 

:MANSIO1_2812
099C: jiggle_camera type 1 timelimit 50000.0 intensity 3.0 
0470: 117@ = actor $PLAYER_ACTOR current_weapon 
if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
else_jump @MANSIO1_2905 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
118@ = 1 
0247: load_model 331 

:MANSIO1_2871
if 
8248:   not model 331 available 
else_jump @MANSIO1_2898 
wait 0 
jump @MANSIO1_2871 

:MANSIO1_2898
jump @MANSIO1_2912 

:MANSIO1_2905
118@ = 0 

:MANSIO1_2912
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
fade 1 500 

:MANSIO1_2926
if 
fading 
else_jump @MANSIO1_2950 
wait 0 
jump @MANSIO1_2926 

:MANSIO1_2950
0707: start_scene_skip_to @MANSIO1_4063 
0615: define_AS_pack_begin 53@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point 1598.05 -784.5205 349.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 257.9061 
0638: AS_actor -1 stay_put 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
05AA: 84@s = 'MKND02A' // @s = 'short'  // Hello.
04AF: 63@ = 27009 // = constant 
008B: 73@ = $PLAYER_ACTOR // (int) 
05AA: 86@s = 'MKND02B' // @s = 'short'  // Hey, what's up, Carl?
04AF: 64@ = 27010 // = constant 
74@ = -1 
05AA: 88@s = 'MKND02C' // @s = 'short'  // Hey Kendl, wassup?
04AF: 65@ = 27011 // = constant 
008B: 75@ = $PLAYER_ACTOR // (int) 
05AA: 90@s = 'MKND02D' // @s = 'short'  // Nothing - just thought I'd wish you luck.
04AF: 66@ = 27012 // = constant 
76@ = -1 
05AA: 92@s = 'MKND02E' // @s = 'short'  // We're gonna drive back to uh San Fierro first,
04AF: 67@ = 27013 // = constant 
77@ = -1 
05AA: 94@s = 'MKND02F' // @s = 'short'  // Wanna check things out there before we hook up with you guys in Los Santos.
04AF: 68@ = 27014 // = constant 
78@ = -1 
05AA: 96@s = 'MKND02G' // @s = 'short'  // Alright cool, you be careful.
04AF: 69@ = 27015 // = constant 
008B: 79@ = $PLAYER_ACTOR // (int) 
05AA: 98@s = 'MKND02H' // @s = 'short'  // I'll be fine, I got Cesar and Madd Dogg to keep me safe.
04AF: 70@ = 27016 // = constant 
80@ = -1 
05AA: 100@s = 'MKND02J' // @s = 'short'  // You be careful.
04AF: 71@ = 27017 // = constant 
81@ = -1 
05AA: 102@s = 'MKND02K' // @s = 'short'  // I will. I'll see you in Los Santos.
04AF: 72@ = 27018 // = constant 
008B: 82@ = $PLAYER_ACTOR // (int) 
83@ = 0 

:MANSIO1_3332
if 
  54@ == 0 
else_jump @MANSIO1_3369 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 54@ // similar to 062E 
jump @MANSIO1_3332 

:MANSIO1_3369
04AE: $1300 = 20804 // = constant 
05A9: s$1305 = 'MOBRING' // s$  // (Phone ringing)
create_thread @A_ALAP 0 99 

:MANSIO1_3403
if 
   not $1309($1312,2i) == -3 
else_jump @MANSIO1_3436 
wait 0 
jump @MANSIO1_3403 

:MANSIO1_3436
$1309($1312,2i) = -4 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 54@ // similar to 062E 

:MANSIO1_3455
if 
   not 54@ == 4 
else_jump @MANSIO1_3492 
wait 0 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 54@ // similar to 062E 
jump @MANSIO1_3455 

:MANSIO1_3492
wait 2250 

:MANSIO1_3497
if 
  10 > 83@ 
else_jump @MANSIO1_3657 
008A: $1300 = 63@(83@,10i) // (int) 
05A9: s$1305 = 84@(83@,10s) // s$ 
if 
   not 73@(83@,10i) == -1 
else_jump @MANSIO1_3587 
create_thread @A_ALAP 2 100 73@(83@,10i) 
jump @MANSIO1_3599 

:MANSIO1_3587
create_thread @A_ALAP 0 100 

:MANSIO1_3599
if 
   not $1309($1312,2i) == -3 
else_jump @MANSIO1_3632 
wait 0 
jump @MANSIO1_3599 

:MANSIO1_3632
$1309($1312,2i) = -4 
83@ += 1 
jump @MANSIO1_3497 

:MANSIO1_3657
if or
   not $1309($1311,2i) == -4 
   not $1309($1312,2i) == -4 
else_jump @MANSIO1_3701 
wait 0 
jump @MANSIO1_3657 

:MANSIO1_3701
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
wait 2000 
if 
8118:   not actor 141@ dead 
else_jump @MANSIO1_3745 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 141@ 
0639: AS_actor 141@ rotate_to_actor $PLAYER_ACTOR 

:MANSIO1_3745
04AE: $1300 = 23808 // = constant 
05A9: s$1305 = 'MAN1_CA' // s$  // Me and you gonna go in to clear the place out.
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3782
if 
   not $1309($1312,2i) == -3 
else_jump @MANSIO1_3815 
wait 0 
jump @MANSIO1_3782 

:MANSIO1_3815
$1309($1312,2i) = -4 
04AE: $1300 = 23809 // = constant 
05A9: s$1305 = 'MAN1_CB' // s$  // Good idea - the element of surprise.
create_thread @A_ALAP 2 100 141@ 

:MANSIO1_3863
if 
   not $1309($1312,2i) == -3 
else_jump @MANSIO1_3896 
wait 0 
jump @MANSIO1_3863 

:MANSIO1_3896
$1309($1312,2i) = -4 
04AE: $1300 = 23810 // = constant 
05A9: s$1305 = 'MAN1_CC' // s$  // So the rest of the crew can move in in peace.
create_thread @A_ALAP 1 100 $PLAYER_ACTOR 

:MANSIO1_3944
if or
   not $1309($1311,2i) == -4 
   not $1309($1312,2i) == -4 
else_jump @MANSIO1_3988 
wait 0 
jump @MANSIO1_3944 

:MANSIO1_3988
40@ = 0 

:MANSIO1_3995
if 
  1000 > 40@ 
else_jump @MANSIO1_4025 
wait 0 
jump @MANSIO1_3995 

:MANSIO1_4025
fade 0 500 

:MANSIO1_4032
if 
fading 
else_jump @MANSIO1_4056 
wait 0 
jump @MANSIO1_4032 

:MANSIO1_4056
57@ = 1 

:MANSIO1_4063
0701: end_scene_skip 
00BE: text_clear_all 
fade 0 0 

:MANSIO1_4073
if 
fading 
else_jump @MANSIO1_4097 
wait 0 
jump @MANSIO1_4073 

:MANSIO1_4097
if 
  118@ == 1 
else_jump @MANSIO1_4129 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0249: release_model 331 

:MANSIO1_4129
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 117@ 
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0249: release_model 330 
if 
  $1309[0] >= 0 
else_jump @MANSIO1_4174 
$1309[0] = -2 

:MANSIO1_4174
if 
  $1309[0] >= 0 
else_jump @MANSIO1_4199 
$1309[1] = -2 

:MANSIO1_4199
00A1: put_actor $PLAYER_ACTOR at 1096.562 -825.7372 85.9453 
if 
  57@ == 0 
else_jump @MANSIO1_4244 
jump @MANSIO1_5657 

:MANSIO1_4244
57@ = 0 
$9638 = 1347.407 
$9639 = -811.7421 
$9640 = 96.9707 
015F: set_camera_position 1385.568 -810.5753 78.1164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1385.498 -809.579 78.0669 switchstyle 2 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
03CB: set_rendering_origin_at 1385.568 -810.5753 78.1164 
40@ = 0 

:MANSIO1_4398
if 
  800 > 40@ 
else_jump @MANSIO1_4428 
wait 0 
jump @MANSIO1_4398 

:MANSIO1_4428
fade 1 500 
009A: 107@ = create_actor_pedtype 24 model 117 at 1485.536 -818.0389 130.0 
0173: set_actor 107@ Z_angle_to 90.0 
0860: link_actor 107@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 107@  
08A9: load_external_script 1 (PARACHUTE) 
0707: start_scene_skip_to @MANSIO1_4864 
40@ = 0 

:MANSIO1_4536
if 
  1000 > 40@ 
else_jump @MANSIO1_4572 
wait 0 
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_4536 

:MANSIO1_4572
40@ = 0 
119@ = 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1385.568 -810.5753 78.1164 position_to 1368.495 -855.6013 75.1238 time 12000 smooth_transition 1 
0920: point_camera 1385.498 -809.579 78.0669 transverse_to 1369.012 -854.7825 75.3725 time 12000 smooth_transition 1 

:MANSIO1_4670
if 
  14000 > 40@ 
else_jump @MANSIO1_4826 
wait 0 
if and
  119@ == 0 
  40@ > 3000 
else_jump @MANSIO1_4813 
009A: 108@ = create_actor_pedtype 24 model 118 at 1485.536 -818.0389 130.0 
0173: set_actor 108@ Z_angle_to 90.0 
0860: link_actor 108@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 108@  
08A9: load_external_script 1 (PARACHUTE) 
119@ = 1 

:MANSIO1_4813
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_4670 

:MANSIO1_4826
fade 0 1000 

:MANSIO1_4833
if 
fading 
else_jump @MANSIO1_4857 
wait 0 
jump @MANSIO1_4833 

:MANSIO1_4857
57@ = 1 

:MANSIO1_4864
0701: end_scene_skip 
fade 0 0 

:MANSIO1_4872
if 
fading 
else_jump @MANSIO1_4896 
wait 0 
jump @MANSIO1_4872 

:MANSIO1_4896
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
if 
  57@ == 0 
else_jump @MANSIO1_4925 
jump @MANSIO1_5657 

:MANSIO1_4925
57@ = 0 
123@ = 35.0 
124@ = 20.0 
122@ = 100.2 
$9638 = 1291.266 
$9639 = -788.1172 
$9640 = 96.7736 
125@ = 1291.153 
126@ = -788.1339 
127@ = 95.0 
0A0B: set_rendering_origin_at_3D_coord 1291.266 -788.1172 96.7736 angle 122.0 
0247: load_model #OPMANS01_CUNTE 
0247: load_model #CEHOLLYHIL06 
0247: load_model #SUNSET22_LAWN 

:MANSIO1_5059
if or
8248:   not model #OPMANS01_CUNTE available 
8248:   not model #CEHOLLYHIL06 available 
8248:   not model #SUNSET22_LAWN available 
else_jump @MANSIO1_5096 
wait 0 
jump @MANSIO1_5059 

:MANSIO1_5096
175@ = 2 
40@ = 0 

:MANSIO1_5110
if 
  500 > 40@ 
else_jump @MANSIO1_5147 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_5110 

:MANSIO1_5147
064B: 132@ = create_particle "SMOKE_FLARE" at 1291.454 -775.3071 95.5 type 1 
064B: 133@ = create_particle "SMOKE_FLARE" at 1303.211 -788.2426 95.5 type 1 
064B: 134@ = create_particle "SMOKE_FLARE" at 1291.159 -800.4006 95.5 type 1 
009A: 109@ = create_actor_pedtype 24 model 118 at 1323.17 -783.7548 117.0 
0173: set_actor 109@ Z_angle_to 90.0 
0860: link_actor 109@ to_interior 0 
01B2: give_actor 109@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.5 3.2 1 109@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 109@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 109@ decision_maker_to 42@ 
009A: 110@ = create_actor_pedtype 24 model 117 at 1323.442 -798.6427 120.0 
0173: set_actor 110@ Z_angle_to 90.0 
0860: link_actor 110@ to_interior 0 
01B2: give_actor 110@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.0 2.5 1 110@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 110@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 110@ decision_maker_to 42@ 
fade 1 1000 

:MANSIO1_5509
if 
fading 
else_jump @MANSIO1_5547 
wait 0 
gosub @MANSIO1_10537 
gosub @MANSIO1_18623 
jump @MANSIO1_5509 

:MANSIO1_5547
0707: start_scene_skip_to @MANSIO1_5655 
40@ = 0 

:MANSIO1_5561
if 
  8 > 115@ 
else_jump @MANSIO1_5624 
wait 0 
gosub @MANSIO1_9333 
gosub @MANSIO1_10132 
00C0: set_current_time_hours_to 3 minutes_to 0 
gosub @MANSIO1_10537 
gosub @MANSIO1_18623 
jump @MANSIO1_5561 

:MANSIO1_5624
fade 0 500 

:MANSIO1_5631
if 
fading 
else_jump @MANSIO1_5655 
wait 0 
jump @MANSIO1_5631 

:MANSIO1_5655
0701: end_scene_skip 

:MANSIO1_5657
fade 0 0 

:MANSIO1_5663
if 
fading 
else_jump @MANSIO1_5687 
wait 0 
jump @MANSIO1_5663 

:MANSIO1_5687
0249: release_model #OPMANS01_CUNTE 
0249: release_model #CEHOLLYHIL06 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
064C: make_particle 132@ visible 
064C: make_particle 133@ visible 
064C: make_particle 134@ visible 
$9638 = 1291.266 
$9639 = -788.1172 
$9640 = 96.7736 
0247: load_model 371 
0247: load_model #CARDBOARDBOX2 
03CF: load_wav 1818 as 3 

:MANSIO1_5763
if or
8248:   not model 371 available 
8248:   not model #CARDBOARDBOX2 available 
83D0:   not wav 3 loaded 
else_jump @MANSIO1_5813 
wait 0 
175@ = 4 
gosub @MANSIO1_10537 
jump @MANSIO1_5763 

:MANSIO1_5813
05AA: 84@s = 'MAN1_DA' // @s = 'short'  // You ever jumped before?
04AF: 63@ = 23811 // = constant 
0085: 73@ = 139@ // (int) 
05AA: 86@s = 'MAN1_DB' // @s = 'short'  // Nah. You?
04AF: 64@ = 23812 // = constant 
0085: 74@ = 140@ // (int) 
05AA: 88@s = 'MAN1_DC' // @s = 'short'  // Nah.
04AF: 65@ = 23813 // = constant 
0085: 75@ = 139@ // (int) 
05AA: 90@s = 'MAN1_DD' // @s = 'short'  // When we land, we're going feel invincible!
04AF: 66@ = 23814 // = constant 
0085: 76@ = 140@ // (int) 
05AA: 92@s = 'MAN1_DE' // @s = 'short'  // I AM INVINCIBLE!
04AF: 67@ = 23815 // = constant 
0085: 77@ = 139@ // (int) 
05AA: 94@s = 'MAN1_DF' // @s = 'short'  // Hey, wait up!
04AF: 68@ = 23816 // = constant 
0085: 78@ = 140@ // (int) 
05AA: 96@s = 'MAN1_DG' // @s = 'short'  // WhaaaHOOOOOO!
04AF: 69@ = 23817 // = constant 
0085: 79@ = 140@ // (int) 
05AA: 98@s = 'MAN1_DH' // @s = 'short'  // WhaaaHEEEEEE!
04AF: 70@ = 23818 // = constant 
0085: 80@ = 141@ // (int) 
05AA: 100@s = 'MAN1_DJ' // @s = 'short'  // WhoooHOOOOOO!
04AF: 71@ = 23819 // = constant 
0085: 81@ = 142@ // (int) 
029B: 137@ = init_object #CARDBOARDBOX2 at 1601.759 -785.1198 349.95 
0177: set_object 137@ Z_angle_to 90.0 
0550: keep_object 137@ in_memory 1 
0750: set_object 137@ visibility 0 
0382: set_object 137@ collision_detection 0 
02EB: restore_camera_with_jumpcut 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 137@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 40.0 lock_weapon 0 
165@ = 0 
03CB: set_rendering_origin_at 1601.759 -785.1198 351.0 
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0901: enable_player $PLAYER_CHAR jump_key 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
02A3: enable_widescreen 0 
0581: enable_radar 0 
0826: enable_hud 0 
230@ = 2000 
229@ = 0 
228@ = 0.0 
40@ = 0 

:MANSIO1_6265
if 
  500 > 40@ 
else_jump @MANSIO1_6302 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_6265 

:MANSIO1_6302
set_weather 0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:MANSIO1_6320
if 
fading 
else_jump @MANSIO1_6351 
wait 0 
gosub @MANSIO1_10537 
jump @MANSIO1_6320 

:MANSIO1_6351
40@ = 0 
164@ = 0 
83@ = 0 

:MANSIO1_6372
if 
  5 > 83@ 
else_jump @MANSIO1_6627 
wait 0 
gosub @MANSIO1_10537 
if 
  40@ > 1000 
else_jump @MANSIO1_6427 
gosub @MANSIO1_18875 

:MANSIO1_6427
0871: init_jump_table 164@ total_jumps 3 default_jump 0 @MANSIO1_6620 jumps 0 @MANSIO1_6490 1 @MANSIO1_6516 2 @MANSIO1_6566 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 -1 @MANSIO1_6620 

:MANSIO1_6490
if 
   not 40@ > 800 
else_jump @MANSIO1_6516 
jump @MANSIO1_6620 

:MANSIO1_6516
008A: $1300 = 63@(83@,10i) // (int) 
05A9: s$1305 = 84@(83@,10s) // s$ 
create_thread @A_ALAP 2 100 73@(83@,10i) 
164@ = 2 

:MANSIO1_6566
if 
   not $1309($1312,2i) == -3 
else_jump @MANSIO1_6595 
jump @MANSIO1_6620 

:MANSIO1_6595
$1309($1312,2i) = -4 
83@ += 1 
164@ = 1 

:MANSIO1_6620
jump @MANSIO1_6372 

:MANSIO1_6627
40@ = 0 
01BD: 49@ = current_time_in_ms 

:MANSIO1_6639
wait 0 
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 166@ += 50@ // (int) 
51@ = 0 

:MANSIO1_6687
if 
  4 > 51@ 
else_jump @MANSIO1_6731 
005A: 168@(51@,4i) += 50@ // (int) 
51@ += 1 
jump @MANSIO1_6687 

:MANSIO1_6731
gosub @MANSIO1_7365 
gosub @MANSIO1_10822 
gosub @MANSIO1_10537 
if 
  4 > 165@ 
else_jump @MANSIO1_6783 
00C0: set_current_time_hours_to 3 minutes_to 0 
jump @MANSIO1_6847 

:MANSIO1_6783
165@ = 0 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
0213: 59@ = create_pickup #BODYARMOUR type 3 at 1292.7 -769.0 95.8 
jump @MANSIO1_6854 

:MANSIO1_6847
jump @MANSIO1_6639 

:MANSIO1_6854
176@ = 4 
04AF: 190@ = 108 // = constant 
04AF: 191@ = 109 // = constant 
04AF: 192@ = 108 // = constant 
04AF: 193@ = 109 // = constant 

:MANSIO1_6889
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @MANSIO1_6915 
jump @MANSIO1_38568 

:MANSIO1_6915
if 
  60@ == 1 
else_jump @MANSIO1_6940 
jump @MANSIO1_38496 

:MANSIO1_6940
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 166@ += 50@ // (int) 
51@ = 0 

:MANSIO1_6984
if 
  3 > 51@ 
else_jump @MANSIO1_7040 
005A: 168@(51@,4i) += 50@ // (int) 
005A: 172@(51@,3i) += 50@ // (int) 
51@ += 1 
jump @MANSIO1_6984 

:MANSIO1_7040
005A: 171@ += 50@ // (int) 
51@ = 0 

:MANSIO1_7055
if 
  6 > 51@ 
else_jump @MANSIO1_7099 
005A: 196@(51@,6i) += 50@ // (int) 
51@ += 1 
jump @MANSIO1_7055 

:MANSIO1_7099
gosub @MANSIO1_7776 
gosub @MANSIO1_10822 
if 
  165@ > 5 
else_jump @MANSIO1_7138 
gosub @MANSIO1_12648 

:MANSIO1_7138
if 
  2 > 214@ 
else_jump @MANSIO1_7170 
gosub @MANSIO1_16769 
jump @MANSIO1_7177 

:MANSIO1_7170
gosub @MANSIO1_14197 

:MANSIO1_7177
219@ = 0 
077E: get_active_interior_to 56@ 
if 
   not 56@ == 0 
else_jump @MANSIO1_7358 
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1257.995 -785.4104 radius 5.0 5.0 on_foot 
else_jump @MANSIO1_7358 
56@ = 0 

:MANSIO1_7252
if 
  56@ == 0 
else_jump @MANSIO1_7289 
09E8: 56@ = actor $PLAYER_ACTOR active_interior 
wait 0 
jump @MANSIO1_7252 

:MANSIO1_7289
fade 0 0 

:MANSIO1_7295
if 
fading 
else_jump @MANSIO1_7319 
wait 0 
jump @MANSIO1_7295 

:MANSIO1_7319
042B: clear_peds_from_cube_cornerA 1288.0 -772.0 1080.0 cornerB 1260.5 -787.5 1100.0 
jump @MANSIO1_19435 

:MANSIO1_7358
jump @MANSIO1_6889 

:MANSIO1_7365
0871: init_jump_table 165@ total_jumps 4 default_jump 0 @MANSIO1_7774 jumps 0 @MANSIO1_7428 1 @MANSIO1_7538 2 @MANSIO1_7556 3 @MANSIO1_7633 -1 @MANSIO1_7774 -1 @MANSIO1_7774 -1 @MANSIO1_7774 

:MANSIO1_7428
if 
  40@ > 8300 
else_jump @MANSIO1_7531 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 1584.292 -784.9141 347.0 mode 7 use_car -1 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
else_jump @MANSIO1_7510 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 

:MANSIO1_7510
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
229@ = 2 
165@ += 1 

:MANSIO1_7531
jump @MANSIO1_7774 

:MANSIO1_7538
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
165@ += 1 
jump @MANSIO1_7774 

:MANSIO1_7556
if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1584.292 -784.9141 radius 2.75 2.75 on_foot 
else_jump @MANSIO1_7626 
05BC: AS_actor $PLAYER_ACTOR jump 1 
166@ = 0 
229@ = 3 
shake_camera 0 
165@ += 1 

:MANSIO1_7626
jump @MANSIO1_7774 

:MANSIO1_7633
if 
  166@ > 700 
else_jump @MANSIO1_7767 
166@ = 0 
09BA: show_entered_zone_name 1 
0108: destroy_object 135@ 
0108: destroy_object 136@ 
0108: destroy_object 137@ 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
01B4: set_player $PLAYER_CHAR can_move 1 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0901: enable_player $PLAYER_CHAR jump_key 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0581: enable_radar 1 
0826: enable_hud 1 
00BC: show_text_highpriority GXT 'MAN1_03' time 8000 flag 1  // ~s~Try to land on the ~y~mansion roof~s~ with the Triads.
018A: 55@ = create_checkpoint_at 1290.491 -788.3314 95.4531 
165@ += 1 

:MANSIO1_7767
jump @MANSIO1_7774 

:MANSIO1_7774
return 

:MANSIO1_7776
0871: init_jump_table 165@ total_jumps 11 default_jump 0 @MANSIO1_9331 jumps 0 @MANSIO1_7904 1 @MANSIO1_7968 2 @MANSIO1_7998 3 @MANSIO1_8216 4 @MANSIO1_8262 5 @MANSIO1_8315 6 @MANSIO1_8964 
0872: jump_table_jumps 7 @MANSIO1_9081 8 @MANSIO1_9150 9 @MANSIO1_9211 10 @MANSIO1_9271 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 -1 @MANSIO1_9331 

:MANSIO1_7904
if 
  $2884 == 2 
else_jump @MANSIO1_7936 
165@ = 2 
jump @MANSIO1_7961 

:MANSIO1_7936
if 
  $2884 == 3 
else_jump @MANSIO1_7961 
165@ += 1 

:MANSIO1_7961
jump @MANSIO1_9331 

:MANSIO1_7968
if 
8818:   not actor $PLAYER_ACTOR in_air 
else_jump @MANSIO1_7991 
165@ += 1 

:MANSIO1_7991
jump @MANSIO1_9331 

:MANSIO1_7998
216@ = 0 
gosub @MANSIO1_17063 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO1_8131 
if 
   not 218@ == -1 
else_jump @MANSIO1_8108 
if 
  6 > 218@ 
else_jump @MANSIO1_8078 
165@ = 5 
jump @MANSIO1_8101 

:MANSIO1_8078
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
165@ = 4 

:MANSIO1_8101
jump @MANSIO1_8131 

:MANSIO1_8108
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
165@ = 3 

:MANSIO1_8131
51@ = 0 

:MANSIO1_8138
if 
  4 > 51@ 
else_jump @MANSIO1_8209 
if 
8118:   not actor 178@(51@,6i) dead 
else_jump @MANSIO1_8195 
02AB: set_actor 178@(51@,6i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_8195
51@ += 1 
jump @MANSIO1_8138 

:MANSIO1_8209
jump @MANSIO1_9331 

:MANSIO1_8216
216@ = 0 
gosub @MANSIO1_17063 
if 
   not 218@ == -1 
else_jump @MANSIO1_8255 
165@ += 1 

:MANSIO1_8255
jump @MANSIO1_9331 

:MANSIO1_8262
216@ = 0 
gosub @MANSIO1_17063 
if and
   not 218@ == -1 
  6 > 218@ 
else_jump @MANSIO1_8308 
165@ += 1 

:MANSIO1_8308
jump @MANSIO1_9331 

:MANSIO1_8315
0164: disable_marker 55@ 
if 
  176@ == 0 
else_jump @MANSIO1_8361 
00BC: show_text_highpriority GXT 'MAN1_06' time 8000 flag 1  // ~s~You will have to keep the roof clear until the ~b~Triads~s~ arrive.
jump @MANSIO1_8377 

:MANSIO1_8361
00BC: show_text_highpriority GXT 'MAN1_05' time 8000 flag 1  // ~s~Help keep the roof clear until the ~b~Triads~s~ arrive.

:MANSIO1_8377
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
009A: 151@ = create_actor_pedtype 24 model 117 at 1000.0 -785.0 200.0 
0173: set_actor 151@ Z_angle_to 270.0 
0860: link_actor 151@ to_interior 0 
0187: 154@ = create_marker_above_actor 151@ 
018B: set_marker 154@ radar_mode 2 
07E0: set_marker 154@ type_to 1 
01B2: give_actor 151@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 31 
0568: set_actor 151@ untargetable 1 
060B: set_actor 151@ decision_maker_to 42@ 
157@ = 0 
172@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 151@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 152@ = create_actor_pedtype 24 model 118 at 1000.0 -770.0 200.0 
0173: set_actor 152@ Z_angle_to 270.0 
0860: link_actor 152@ to_interior 0 
0187: 155@ = create_marker_above_actor 152@ 
018B: set_marker 155@ radar_mode 2 
07E0: set_marker 155@ type_to 1 
01B2: give_actor 152@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 31 
0568: set_actor 152@ untargetable 1 
060B: set_actor 152@ decision_maker_to 42@ 
158@ = 0 
173@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 152@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 153@ = create_actor_pedtype 24 model 117 at 1000.0 -800.0 200.0 
0173: set_actor 153@ Z_angle_to 270.0 
0860: link_actor 153@ to_interior 0 
0187: 156@ = create_marker_above_actor 153@ 
018B: set_marker 156@ radar_mode 2 
07E0: set_marker 156@ type_to 1 
01B2: give_actor 153@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 31 
0568: set_actor 153@ untargetable 1 
060B: set_actor 153@ decision_maker_to 42@ 
159@ = 0 
174@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 153@  
08A9: load_external_script 1 (PARACHUTE) 
177@ = 0 
if 
8118:   not actor 139@ dead 
else_jump @MANSIO1_8881 
0223: set_actor 139@ health_to 20 

:MANSIO1_8881
if 
8118:   not actor 140@ dead 
else_jump @MANSIO1_8904 
0223: set_actor 140@ health_to 40 

:MANSIO1_8904
if 
8118:   not actor 141@ dead 
else_jump @MANSIO1_8927 
0223: set_actor 141@ health_to 30 

:MANSIO1_8927
if 
8118:   not actor 142@ dead 
else_jump @MANSIO1_8950 
0223: set_actor 142@ health_to 25 

:MANSIO1_8950
165@ += 1 
jump @MANSIO1_9331 

:MANSIO1_8964
if 
  177@ == 3 
else_jump @MANSIO1_9074 
216@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 218@ 
   not 218@ == -1 
else_jump @MANSIO1_9051 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
165@ = 8 
jump @MANSIO1_9074 

:MANSIO1_9051
00BC: show_text_highpriority GXT 'MAN1_10' time 8000 flag 1  // ~s~The ~b~Triads~s~ have arrived, go to the roof and collect them.
165@ = 7 

:MANSIO1_9074
jump @MANSIO1_9331 

:MANSIO1_9081
216@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 218@ 
   not 218@ == -1 
else_jump @MANSIO1_9143 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
165@ = 8 

:MANSIO1_9143
jump @MANSIO1_9331 

:MANSIO1_9150
gosub @MANSIO1_13336 
214@ = 3 
018A: 55@ = create_checkpoint_at 1257.995 -785.4104 91.0302 
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
165@ += 1 
jump @MANSIO1_9331 

:MANSIO1_9211
216@ = 0 
gosub @MANSIO1_17063 
if or
  218@ == -1 
  218@ > 10 
else_jump @MANSIO1_9264 
gosub @MANSIO1_13440 
165@ += 1 

:MANSIO1_9264
jump @MANSIO1_9331 

:MANSIO1_9271
216@ = 0 
gosub @MANSIO1_17063 
if and
   not 218@ == -1 
  10 >= 218@ 
else_jump @MANSIO1_9324 
gosub @MANSIO1_13336 
165@ -= 1 

:MANSIO1_9324
jump @MANSIO1_9331 

:MANSIO1_9331
return 

:MANSIO1_9333
if 
8118:   not actor 109@ dead 
else_jump @MANSIO1_10118 
0871: init_jump_table 115@ total_jumps 8 default_jump 0 @MANSIO1_10111 jumps 0 @MANSIO1_9477 1 @MANSIO1_9574 2 @MANSIO1_9713 3 @MANSIO1_9765 4 @MANSIO1_9887 5 @MANSIO1_9929 6 @MANSIO1_10025 
0872: jump_table_jumps 7 @MANSIO1_10078 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 -1 @MANSIO1_10111 

:MANSIO1_9477
if 
0611:   actor 109@ performing_animation "PARA_LAND" 
else_jump @MANSIO1_9525 
113@ = 1 
115@ += 1 
jump @MANSIO1_9567 

:MANSIO1_9525
00A0: store_actor 109@ position_to $72 $73 $74 
if 
  99.0 > $74 
else_jump @MANSIO1_9567 
226@ = 1 

:MANSIO1_9567
jump @MANSIO1_10111 

:MANSIO1_9574
if 
8611:   not actor 109@ performing_animation "PARA_LAND" 
else_jump @MANSIO1_9706 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.519 -776.0716 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1280.995 -780.3347 95.461 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 109@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
115@ += 1 

:MANSIO1_9706
jump @MANSIO1_10111 

:MANSIO1_9713
0646: unknown_get_actor 109@ task_1560_status_store_to 54@ // similar to 062E 
if 
  54@ == 4 
else_jump @MANSIO1_9758 
064C: make_particle 132@ visible 
40@ = 0 
115@ += 1 

:MANSIO1_9758
jump @MANSIO1_10111 

:MANSIO1_9765
if 
  40@ > 1500 
else_jump @MANSIO1_9880 
115@ += 1 
009A: 167@ = create_actor_pedtype 25 model 108 at 1281.413 -785.8877 91.0302 
0173: set_actor 167@ Z_angle_to 90.0 
0860: link_actor 167@ to_interior 0 
05D3: AS_actor 167@ goto_point 1268.337 -785.9549 94.9688 mode 4 time -1 ms // versionA 
060B: set_actor 167@ decision_maker_to 42@ 
01B2: give_actor 167@ weapon 29 ammo 1 // Load the weapon model before using this 
01B9: set_actor 167@ armed_weapon_to 29 

:MANSIO1_9880
jump @MANSIO1_10111 

:MANSIO1_9887
if 
  190.0 > 123@ 
else_jump @MANSIO1_9915 
jump @MANSIO1_10111 

:MANSIO1_9915
40@ = 0 
115@ += 1 

:MANSIO1_9929
if 
  40@ > 2000 
else_jump @MANSIO1_10018 
if 
8118:   not actor 167@ dead 
else_jump @MANSIO1_9978 
00A0: store_actor 167@ position_to $72 $73 $74 

:MANSIO1_9978
$74 += 1.0 
0668: AS_actor 109@ rotate_and_shoot_at $72 $73 $74 100 ms 
40@ = 0 
115@ += 1 

:MANSIO1_10018
jump @MANSIO1_10111 

:MANSIO1_10025
if 
  40@ > 50 
else_jump @MANSIO1_10071 
if 
8118:   not actor 167@ dead 
else_jump @MANSIO1_10064 
0321: AS_actor 167@ die_headshotted 

:MANSIO1_10064
115@ += 1 

:MANSIO1_10071
jump @MANSIO1_10111 

:MANSIO1_10078
if 
  40@ > 2000 
else_jump @MANSIO1_10104 
115@ += 1 

:MANSIO1_10104
jump @MANSIO1_10111 

:MANSIO1_10111
jump @MANSIO1_10130 

:MANSIO1_10118
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
115@ = -1 

:MANSIO1_10130
return 

:MANSIO1_10132
if 
8118:   not actor 110@ dead 
else_jump @MANSIO1_10523 
0871: init_jump_table 116@ total_jumps 4 default_jump 0 @MANSIO1_10516 jumps 0 @MANSIO1_10211 1 @MANSIO1_10259 2 @MANSIO1_10426 3 @MANSIO1_10471 -1 @MANSIO1_10516 -1 @MANSIO1_10516 -1 @MANSIO1_10516 

:MANSIO1_10211
if 
0611:   actor 110@ performing_animation "PARA_LAND" 
else_jump @MANSIO1_10252 
114@ = 1 
116@ += 1 

:MANSIO1_10252
jump @MANSIO1_10516 

:MANSIO1_10259
if 
8611:   not actor 110@ performing_animation "PARA_LAND" 
else_jump @MANSIO1_10419 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.213 -799.4603 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1302.196 -788.2992 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1292.383 -787.4926 95.4476 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 110@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
116@ += 1 

:MANSIO1_10419
jump @MANSIO1_10516 

:MANSIO1_10426
0646: unknown_get_actor 110@ task_1560_status_store_to 54@ // similar to 062E 
if 
  54@ == 3 
else_jump @MANSIO1_10464 
064C: make_particle 134@ visible 
116@ += 1 

:MANSIO1_10464
jump @MANSIO1_10516 

:MANSIO1_10471
0646: unknown_get_actor 110@ task_1560_status_store_to 54@ // similar to 062E 
if 
  54@ == 6 
else_jump @MANSIO1_10509 
064C: make_particle 133@ visible 
116@ += 1 

:MANSIO1_10509
jump @MANSIO1_10516 

:MANSIO1_10516
jump @MANSIO1_10535 

:MANSIO1_10523
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
116@ = -1 

:MANSIO1_10535
return 

:MANSIO1_10537
51@ = 0 

:MANSIO1_10544
if 
001D:   175@ > 51@ // (int) 
else_jump @MANSIO1_10820 
if 
   not 111@(51@,4i) == -1 
else_jump @MANSIO1_10806 
if 
8118:   not actor 107@(51@,4i) dead 
else_jump @MANSIO1_10786 
0871: init_jump_table 111@(51@,4i) total_jumps 2 default_jump 0 @MANSIO1_10779 jumps 0 @MANSIO1_10672 1 @MANSIO1_10721 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 -1 @MANSIO1_10779 

:MANSIO1_10672
if 
0611:   actor 107@(51@,4i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_10714 
111@(51@,4i) += 1 

:MANSIO1_10714
jump @MANSIO1_10779 

:MANSIO1_10721
if 
8611:   not actor 107@(51@,4i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_10772 
05BE: AS_actor 107@(51@,4i) die 
111@(51@,4i) += 1 

:MANSIO1_10772
jump @MANSIO1_10779 

:MANSIO1_10779
jump @MANSIO1_10806 

:MANSIO1_10786
01C2: remove_references_to_actor 107@(51@,4i) // Like turning an actor into a random pedestrian 
111@(51@,4i) = -1 

:MANSIO1_10806
51@ += 1 
jump @MANSIO1_10544 

:MANSIO1_10820
return 

:MANSIO1_10822
51@ = 0 

:MANSIO1_10829
if 
  4 > 51@ 
else_jump @MANSIO1_11979 
if 
   not 143@(51@,4i) == -1 
else_jump @MANSIO1_11965 
if 
8118:   not actor 139@(51@,4i) dead 
else_jump @MANSIO1_11938 
0871: init_jump_table 143@(51@,4i) total_jumps 11 default_jump 0 @MANSIO1_11931 jumps 0 @MANSIO1_11021 1 @MANSIO1_11209 2 @MANSIO1_11223 3 @MANSIO1_11293 4 @MANSIO1_11320 5 @MANSIO1_11388 6 @MANSIO1_11437 
0872: jump_table_jumps 7 @MANSIO1_11549 8 @MANSIO1_11648 9 @MANSIO1_11740 10 @MANSIO1_11839 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 -1 @MANSIO1_11931 

:MANSIO1_11021
if 
001D:   40@ > 147@(51@,4i) // (int) 
else_jump @MANSIO1_11202 
if or
  51@ == 0 
  51@ == 2 
else_jump @MANSIO1_11104 
0603: AS_actor 139@(51@,4i) goto_point_any_means 1585.293 -786.5728 347.0 mode 6 use_car -1 
jump @MANSIO1_11191 

:MANSIO1_11104
if 
  51@ == 1 
else_jump @MANSIO1_11163 
04AE: $1300 = 23816 // = constant 
05A9: s$1305 = 'MAN1_DF' // s$  // Hey, wait up!
create_thread @A_ALAP 2 100 73@(83@,10i) 

:MANSIO1_11163
0603: AS_actor 139@(51@,4i) goto_point_any_means 1585.323 -783.2303 347.0 mode 6 use_car -1 

:MANSIO1_11191
143@(51@,4i) += 1 

:MANSIO1_11202
jump @MANSIO1_11931 

:MANSIO1_11209
gosub @MANSIO1_11981 
jump @MANSIO1_11931 

:MANSIO1_11223
if 
  168@(51@,4i) > 1200 
else_jump @MANSIO1_11286 
070B: set_actor 139@(51@,4i) onbone_attached_object_operation 0 
168@(51@,4i) = 0 
gosub @MANSIO1_12371 
143@(51@,4i) += 1 

:MANSIO1_11286
jump @MANSIO1_11931 

:MANSIO1_11293
0108: destroy_object 160@(51@,4i) 
143@(51@,4i) += 1 
jump @MANSIO1_11931 

:MANSIO1_11320
if 
  168@(51@,4i) >= 40000 
else_jump @MANSIO1_11381 
if 
  51@ == 0 
else_jump @MANSIO1_11370 
gosub @MANSIO1_13530 

:MANSIO1_11370
143@(51@,4i) += 1 

:MANSIO1_11381
jump @MANSIO1_11931 

:MANSIO1_11388
if 
0611:   actor 139@(51@,4i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_11430 
143@(51@,4i) += 1 

:MANSIO1_11430
jump @MANSIO1_11931 

:MANSIO1_11437
if 
8611:   not actor 139@(51@,4i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_11542 
if 
  2 > 214@ 
else_jump @MANSIO1_11500 
214@ = 2 
gosub @MANSIO1_14039 

:MANSIO1_11500
02AB: set_actor 139@(51@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0085: 143@(51@,4i) = 51@ // (int) 
143@(51@,4i) += 7 

:MANSIO1_11542
jump @MANSIO1_11931 

:MANSIO1_11549
0856: set_actor 139@ enable_crouch 0 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1289.698 -771.6924 94.954 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 100.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 139@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
143@(51@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11648
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1285.824 -772.1167 94.953 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 115.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 140@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
143@(51@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11740
0856: set_actor 141@ enable_crouch 0 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1277.87 -789.9062 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 141@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
143@(51@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11839
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1278.609 -783.3164 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 95.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 142@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
143@(51@,4i) = 11 
jump @MANSIO1_11931 

:MANSIO1_11931
jump @MANSIO1_11965 

:MANSIO1_11938
01C2: remove_references_to_actor 139@(51@,4i) // Like turning an actor into a random pedestrian 
176@ -= 1 
143@(51@,4i) = -1 

:MANSIO1_11965
51@ += 1 
jump @MANSIO1_10829 

:MANSIO1_11979
return 

:MANSIO1_11981
0871: init_jump_table 51@ total_jumps 4 default_jump 0 @MANSIO1_12369 jumps 0 @MANSIO1_12044 1 @MANSIO1_12192 2 @MANSIO1_12044 3 @MANSIO1_12192 -1 @MANSIO1_12369 -1 @MANSIO1_12369 -1 @MANSIO1_12369 

:MANSIO1_12044
if 
80ED:   not actor 139@(51@,4i) sphere 0 near_point 1585.293 -786.5728 radius 1.2 1.2 on_foot 
else_jump @MANSIO1_12093 
jump @MANSIO1_12369 

:MANSIO1_12093
if 
  51@ == 2 
else_jump @MANSIO1_12152 
04AE: $1300 = 23818 // = constant 
05A9: s$1305 = 'MAN1_DH' // s$  // WhaaaHEEEEEE!
create_thread @A_ALAP 2 100 139@(51@,4i) 

:MANSIO1_12152
05BC: AS_actor 139@(51@,4i) jump 1 
168@(51@,4i) = 0 
143@(51@,4i) += 1 
jump @MANSIO1_12369 

:MANSIO1_12192
if 
80ED:   not actor 139@(51@,4i) sphere 0 near_point 1585.323 -783.2303 radius 1.2 1.2 on_foot 
else_jump @MANSIO1_12241 
jump @MANSIO1_12369 

:MANSIO1_12241
if 
  51@ == 1 
else_jump @MANSIO1_12288 
04AE: $1300 = 23817 // = constant 
05A9: s$1305 = 'MAN1_DG' // s$  // WhaaaHOOOOOO!
jump @MANSIO1_12310 

:MANSIO1_12288
04AE: $1300 = 23819 // = constant 
05A9: s$1305 = 'MAN1_DJ' // s$  // WhoooHOOOOOO!

:MANSIO1_12310
create_thread @A_ALAP 2 100 139@(51@,4i) 
05BC: AS_actor 139@(51@,4i) jump 1 
168@(51@,4i) = 0 
143@(51@,4i) += 1 
jump @MANSIO1_12369 

:MANSIO1_12369
return 

:MANSIO1_12371
0871: init_jump_table 51@ total_jumps 4 default_jump 0 @MANSIO1_12646 jumps 0 @MANSIO1_12434 1 @MANSIO1_12487 2 @MANSIO1_12540 3 @MANSIO1_12593 -1 @MANSIO1_12646 -1 @MANSIO1_12646 -1 @MANSIO1_12646 

:MANSIO1_12434
0913: run_external_script 1 (PARACHUTE) -1 -29.0 14.0 -3.0 -1.0 5.25 6.75 1 139@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12487
0913: run_external_script 1 (PARACHUTE) -1 -28.0 14.0 -3.0 -1.0 5.25 6.75 1 140@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12540
0913: run_external_script 1 (PARACHUTE) -1 -27.0 14.0 -3.0 -1.0 5.25 6.75 1 141@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12593
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 142@  
08A9: load_external_script 1 (PARACHUTE) 
jump @MANSIO1_12646 

:MANSIO1_12646
return 

:MANSIO1_12648
51@ = 0 

:MANSIO1_12655
if 
  3 > 51@ 
else_jump @MANSIO1_13334 
if 
8118:   not actor 151@(51@,3i) dead 
else_jump @MANSIO1_13299 
0871: init_jump_table 157@(51@,3i) total_jumps 6 default_jump 0 @MANSIO1_13292 jumps 0 @MANSIO1_12760 1 @MANSIO1_12899 2 @MANSIO1_12948 3 @MANSIO1_13016 4 @MANSIO1_13108 5 @MANSIO1_13200 -1 @MANSIO1_13292 

:MANSIO1_12760
if 
  172@(51@,3i) >= 35000 
else_jump @MANSIO1_12892 
if 
  51@ == 0 
else_jump @MANSIO1_12881 
216@ = 0 
gosub @MANSIO1_17063 
if and
  6 > 218@ 
   not 218@ == -1 
else_jump @MANSIO1_12865 
00BC: show_text_highpriority GXT 'MAN1_07' time 8000 flag 1  // ~s~The ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.
jump @MANSIO1_12881 

:MANSIO1_12865
00BC: show_text_highpriority GXT 'MAN1_08' time 8000 flag 1  // ~s~Get back to the roof the ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.

:MANSIO1_12881
157@(51@,3i) += 1 

:MANSIO1_12892
jump @MANSIO1_13292 

:MANSIO1_12899
if 
0611:   actor 151@(51@,3i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_12941 
157@(51@,3i) += 1 

:MANSIO1_12941
jump @MANSIO1_13292 

:MANSIO1_12948
if 
8611:   not actor 151@(51@,3i) performing_animation "PARA_LAND" 
else_jump @MANSIO1_13009 
177@ += 1 
0085: 157@(51@,3i) = 51@ // (int) 
157@(51@,3i) += 3 

:MANSIO1_13009
jump @MANSIO1_13292 

:MANSIO1_13016
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1279.681 -786.5801 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 86.7391 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 151@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
157@(51@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13108
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1289.565 -775.1545 95.4476 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 76.697 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 152@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
157@(51@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13200
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 1281.683 -779.4835 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 84.4451 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 153@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
157@(51@,3i) = 6 
jump @MANSIO1_13292 

:MANSIO1_13292
jump @MANSIO1_13320 

:MANSIO1_13299
60@ = 1 
05AA: 61@s = 'MAN1_11' // @s = 'short'  // ~r~You failed to protect the Triads.

:MANSIO1_13320
51@ += 1 
jump @MANSIO1_12655 

:MANSIO1_13334
return 

:MANSIO1_13336
51@ = 0 

:MANSIO1_13343
if 
  3 > 51@ 
else_jump @MANSIO1_13438 
if 
8118:   not actor 151@(51@,3i) dead 
else_jump @MANSIO1_13424 
0792: disembark_instantly_actor 151@(51@,3i) 
0638: AS_actor 151@(51@,3i) stay_put 0 
0631: put_actor 151@(51@,3i) in_group 52@ 
087F: set_actor 151@(51@,3i) never_leave_group 1 

:MANSIO1_13424
51@ += 1 
jump @MANSIO1_13343 

:MANSIO1_13438
return 

:MANSIO1_13440
51@ = 0 

:MANSIO1_13447
if 
  3 > 51@ 
else_jump @MANSIO1_13528 
if 
8118:   not actor 151@(51@,3i) dead 
else_jump @MANSIO1_13514 
0687: clear_actor 151@(51@,3i) task 
0638: AS_actor 151@(51@,3i) stay_put 0 
06C9: remove_actor 151@(51@,3i) from_group 

:MANSIO1_13514
51@ += 1 
jump @MANSIO1_13447 

:MANSIO1_13528
return 

:MANSIO1_13530
009A: 178@ = create_actor_pedtype 25 model 108 at 1268.069 -783.494 94.961 
0173: set_actor 178@ Z_angle_to 275.8136 
0223: set_actor 178@ health_to 200 
08AF: set_actor 178@ max_health_to 200 
060B: set_actor 178@ decision_maker_to 42@ 
01B2: give_actor 178@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 178@ armed_weapon_to 29 
02AB: set_actor 178@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 178@ target_priority 1 
09B5: set_actor 178@ signal_after_kill 0 
184@ = -2 
009A: 179@ = create_actor_pedtype 25 model 109 at 1271.156 -780.8453 94.9663 
0173: set_actor 179@ Z_angle_to 254.8986 
0223: set_actor 179@ health_to 200 
08AF: set_actor 179@ max_health_to 200 
060B: set_actor 179@ decision_maker_to 42@ 
01B2: give_actor 179@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 179@ armed_weapon_to 29 
02AB: set_actor 179@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 179@ target_priority 1 
09B5: set_actor 179@ signal_after_kill 0 
185@ = -2 
009A: 180@ = create_actor_pedtype 25 model 108 at 1267.737 -777.1963 94.9577 
0173: set_actor 180@ Z_angle_to 302.1641 
0223: set_actor 180@ health_to 200 
08AF: set_actor 180@ max_health_to 200 
060B: set_actor 180@ decision_maker_to 42@ 
01B2: give_actor 180@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 180@ armed_weapon_to 29 
0770: set_actor 180@ target_priority 1 
09B5: set_actor 180@ signal_after_kill 0 
186@ = -2 
009A: 181@ = create_actor_pedtype 25 model 109 at 1272.534 -774.9141 94.9466 
0173: set_actor 181@ Z_angle_to 249.014 
0223: set_actor 181@ health_to 200 
08AF: set_actor 181@ max_health_to 200 
060B: set_actor 181@ decision_maker_to 42@ 
01B2: give_actor 181@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 181@ armed_weapon_to 29 
0770: set_actor 181@ target_priority 1 
09B5: set_actor 181@ signal_after_kill 0 
187@ = -2 
if 
  2 > 165@ 
else_jump @MANSIO1_14022 
02AB: set_actor 178@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 179@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 180@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 181@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14022
41@ = 3000 
214@ = 1 
return 

:MANSIO1_14039
if 
8118:   not actor 178@ dead 
else_jump @MANSIO1_14078 
060B: set_actor 178@ decision_maker_to 44@ 
02AB: set_actor 178@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14078
if 
8118:   not actor 179@ dead 
else_jump @MANSIO1_14117 
060B: set_actor 179@ decision_maker_to 44@ 
02AB: set_actor 179@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14117
if 
8118:   not actor 180@ dead 
else_jump @MANSIO1_14156 
060B: set_actor 180@ decision_maker_to 44@ 
02AB: set_actor 180@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14156
if 
8118:   not actor 181@ dead 
else_jump @MANSIO1_14195 
060B: set_actor 181@ decision_maker_to 44@ 
02AB: set_actor 181@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_14195
return 

:MANSIO1_14197
51@ = 0 

:MANSIO1_14204
if 
  4 > 51@ 
else_jump @MANSIO1_15096 
if 
8118:   not actor 178@(51@,6i) dead 
else_jump @MANSIO1_14449 
0871: init_jump_table 184@(51@,6i) total_jumps 3 default_jump 0 @MANSIO1_14442 jumps 0 @MANSIO1_14309 1 @MANSIO1_14358 2 @MANSIO1_14406 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 -1 @MANSIO1_14442 

:MANSIO1_14309
if 
  196@(51@,6i) > 100 
else_jump @MANSIO1_14351 
0108: destroy_object 202@(51@,6i) 
184@(51@,6i) += 1 

:MANSIO1_14351
jump @MANSIO1_14442 

:MANSIO1_14358
0646: unknown_get_actor 178@(51@,6i) task_1560_status_store_to 54@ // similar to 062E 
if 
  54@ >= 2 
else_jump @MANSIO1_14399 
184@(51@,6i) += 1 

:MANSIO1_14399
jump @MANSIO1_14442 

:MANSIO1_14406
00A0: store_actor 178@(51@,6i) position_to $72 $73 $74 
184@(51@,6i) += 1 
jump @MANSIO1_14442 

:MANSIO1_14442
jump @MANSIO1_15082 

:MANSIO1_14449
if 
   not 184@(51@,6i) == -1 
else_jump @MANSIO1_14500 
196@(51@,6i) = 0 
184@(51@,6i) = -1 
jump @MANSIO1_15082 

:MANSIO1_14500
if 
  196@(51@,6i) > 2000 
else_jump @MANSIO1_15082 
034F: destroy_actor_with_fade 178@(51@,6i) 
if 
  3 > 214@ 
else_jump @MANSIO1_15082 
216@ = 0 
gosub @MANSIO1_17063 
if or
   not 218@ == -1 
   not 220@ == 0 
else_jump @MANSIO1_15082 
0085: 213@ = 51@ // (int) 
if 
  218@ == -1 
else_jump @MANSIO1_14647 
if 
   not 220@ == 0 
else_jump @MANSIO1_14640 
gosub @MANSIO1_15445 

:MANSIO1_14640
jump @MANSIO1_14654 

:MANSIO1_14647
gosub @MANSIO1_15098 

:MANSIO1_14654
0107: 202@(51@,6i) = create_object #CARDBOARDBOX2 at 208@ 209@ 93.0 
0392: make_object 202@(51@,6i) moveable 0 
0750: set_object 202@(51@,6i) visibility 0 
0550: keep_object 202@(51@,6i) in_memory 1 
009A: 178@(51@,6i) = create_actor_pedtype 25 model 190@(51@,6i) at 208@ 209@ 210@ 
0770: set_actor 178@(51@,6i) target_priority 1 
0223: set_actor 178@(51@,6i) health_to 200 
08AF: set_actor 178@(51@,6i) max_health_to 200 
0173: set_actor 178@(51@,6i) Z_angle_to 211@ 
060B: set_actor 178@(51@,6i) decision_maker_to 42@ 
01B2: give_actor 178@(51@,6i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 178@(51@,6i) armed_weapon_to 29 
02E2: set_actor 178@(51@,6i) weapon_accuracy_to 70 
07DD: set_actor 178@(51@,6i) attack_rate 55 // previously known as temper_to 
09B5: set_actor 178@(51@,6i) signal_after_kill 0 
if 
  4 > 51@ 
else_jump @MANSIO1_15082 
if or
   not 218@ == -1 
  220@ > 0 
else_jump @MANSIO1_15030 
04C4: store_coords_to $72 $73 $74 from_actor 178@(51@,6i) with_offset 0.0 3.5 0.0 
0615: define_AS_pack_begin 53@ 
078F: AS_actor -1 climb 1 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means $72 $73 94.95 mode 6 use_car -1 
0638: AS_actor -1 stay_put 0 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 178@(51@,6i) to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
196@(51@,6i) = 0 
184@(51@,6i) = 0 
jump @MANSIO1_15075 

:MANSIO1_15030
0638: AS_actor 178@(51@,6i) stay_put 1 
07BC: set_actor 178@(51@,6i) decision_maker_to 44@ // AS_pack_version 
196@(51@,6i) = 0 
184@(51@,6i) = 3 

:MANSIO1_15075
jump @MANSIO1_15082 

:MANSIO1_15082
51@ += 1 
jump @MANSIO1_14204 

:MANSIO1_15096
return 

:MANSIO1_15098
0871: init_jump_table 218@ total_jumps 11 default_jump 1 @MANSIO1_15347 jumps 0 @MANSIO1_15226 1 @MANSIO1_15242 2 @MANSIO1_15258 3 @MANSIO1_15274 4 @MANSIO1_15290 5 @MANSIO1_15306 6 @MANSIO1_15274 
0872: jump_table_jumps 7 @MANSIO1_15290 8 @MANSIO1_15306 9 @MANSIO1_15258 10 @MANSIO1_15242 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 -1 @MANSIO1_15361 

:MANSIO1_15226
0209: 212@ = random_int_in_ranges 0 5 
jump @MANSIO1_15361 

:MANSIO1_15242
0209: 212@ = random_int_in_ranges 2 5 
jump @MANSIO1_15361 

:MANSIO1_15258
0209: 212@ = random_int_in_ranges 3 5 
jump @MANSIO1_15361 

:MANSIO1_15274
0209: 212@ = random_int_in_ranges 0 3 
jump @MANSIO1_15361 

:MANSIO1_15290
0209: 212@ = random_int_in_ranges 0 2 
jump @MANSIO1_15361 

:MANSIO1_15306
0209: 212@ = random_int_in_ranges 0 4 
if 
  212@ > 1 
else_jump @MANSIO1_15340 
212@ += 1 

:MANSIO1_15340
jump @MANSIO1_15361 

:MANSIO1_15347
212@ = 5 
jump @MANSIO1_15361 

:MANSIO1_15361
if 
  5 > 212@ 
else_jump @MANSIO1_15411 
213@ *= 5 
005A: 212@ += 213@ // (int) 
210@ = 94.0 
jump @MANSIO1_15436 

:MANSIO1_15411
212@ *= 4 
005A: 212@ += 213@ // (int) 
210@ = 95.0 

:MANSIO1_15436
gosub @MANSIO1_15686 
return 

:MANSIO1_15445
0871: init_jump_table 220@ total_jumps 6 default_jump 0 @MANSIO1_15602 jumps -1 @MANSIO1_15588 1 @MANSIO1_15508 2 @MANSIO1_15524 3 @MANSIO1_15540 4 @MANSIO1_15556 5 @MANSIO1_15572 -1 @MANSIO1_15602 

:MANSIO1_15508
0209: 212@ = random_int_in_ranges 0 5 
jump @MANSIO1_15602 

:MANSIO1_15524
0209: 212@ = random_int_in_ranges 3 5 
jump @MANSIO1_15602 

:MANSIO1_15540
0209: 212@ = random_int_in_ranges 2 5 
jump @MANSIO1_15602 

:MANSIO1_15556
0209: 212@ = random_int_in_ranges 0 2 
jump @MANSIO1_15602 

:MANSIO1_15572
0209: 212@ = random_int_in_ranges 0 3 
jump @MANSIO1_15602 

:MANSIO1_15588
212@ = 5 
jump @MANSIO1_15602 

:MANSIO1_15602
if 
  5 > 212@ 
else_jump @MANSIO1_15652 
213@ *= 5 
005A: 212@ += 213@ // (int) 
210@ = 94.0 
jump @MANSIO1_15677 

:MANSIO1_15652
212@ *= 4 
005A: 212@ += 213@ // (int) 
210@ = 95.0 

:MANSIO1_15677
gosub @MANSIO1_15686 
return 

:MANSIO1_15686
0871: init_jump_table 212@ total_jumps 24 default_jump 0 @MANSIO1_16767 jumps 0 @MANSIO1_15879 1 @MANSIO1_15916 2 @MANSIO1_15953 3 @MANSIO1_15990 4 @MANSIO1_16027 5 @MANSIO1_16064 6 @MANSIO1_16101 
0872: jump_table_jumps 7 @MANSIO1_16138 8 @MANSIO1_16175 9 @MANSIO1_16212 10 @MANSIO1_16249 11 @MANSIO1_16286 12 @MANSIO1_16323 13 @MANSIO1_16360 14 @MANSIO1_16397 15 @MANSIO1_16434 
0872: jump_table_jumps 16 @MANSIO1_16471 17 @MANSIO1_16508 18 @MANSIO1_16545 19 @MANSIO1_16582 20 @MANSIO1_16619 21 @MANSIO1_16656 22 @MANSIO1_16693 23 @MANSIO1_16730 -1 @MANSIO1_16767 

:MANSIO1_15879
208@ = 1262.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_15916
208@ = 1266.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_15953
208@ = 1257.0 
209@ = -784.0 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_15990
208@ = 1269.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16027
208@ = 1265.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16064
208@ = 1267.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16101
208@ = 1263.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16138
208@ = 1257.0 
209@ = -781.0 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16175
208@ = 1264.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16212
208@ = 1268.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16249
208@ = 1264.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16286
208@ = 1268.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16323
208@ = 1257.0 
209@ = -778.0 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16360
208@ = 1267.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16397
208@ = 1263.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16434
208@ = 1269.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16471
208@ = 1265.0 
209@ = -770.5 
211@ = 180.0 
jump @MANSIO1_16767 

:MANSIO1_16508
208@ = 1257.0 
209@ = -775.0 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16545
208@ = 1262.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16582
208@ = 1266.0 
209@ = -789.5 
211@ = 0.0 
jump @MANSIO1_16767 

:MANSIO1_16619
208@ = 1268.069 
209@ = -783.494 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16656
208@ = 1271.156 
209@ = -780.8453 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16693
208@ = 1267.737 
209@ = -777.1963 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16730
208@ = 1272.534 
209@ = -774.9141 
211@ = 270.0 
jump @MANSIO1_16767 

:MANSIO1_16767
return 

:MANSIO1_16769
if 
  41@ > 700 
else_jump @MANSIO1_17061 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0509: $67 = distance_between_XY 1269.668 -778.8566 and_XY $68 $69 
if and
  $70 > 105.0 
  $67 > 65.0 
  130.0 > $67 
else_jump @MANSIO1_17043 
0208: $72 = random_float_in_ranges -6.0 6.1 
if 
  $72 > 0.0 
else_jump @MANSIO1_16917 
$72 += 1.5 
jump @MANSIO1_16927 

:MANSIO1_16917
$72 -= 1.5 

:MANSIO1_16927
0208: $74 = random_float_in_ranges -6.0 6.1 
if 
  $74 > 0.0 
else_jump @MANSIO1_16980 
$74 += 1.5 
jump @MANSIO1_16990 

:MANSIO1_16980
$74 -= 1.5 

:MANSIO1_16990
04C4: store_coords_to $68 $69 $70 from_actor $PLAYER_ACTOR with_offset $72 -10.0 $74 
06BC: create_M4_shoot_from 1269.668 -778.8566 94.9557 target $68 $69 $70 energy 0 

:MANSIO1_17043
0209: 212@ = random_int_in_ranges 100 401 
0085: 41@ = 212@ // (int) 

:MANSIO1_17061
return 

:MANSIO1_17063
if 
  216@ == 0 
else_jump @MANSIO1_17143 
if 
  219@ == 0 
else_jump @MANSIO1_17134 
218@ = -1 
220@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to 223@ 224@ 225@ 
jump @MANSIO1_17136 

:MANSIO1_17134
return 

:MANSIO1_17136
jump @MANSIO1_17168 

:MANSIO1_17143
221@ = -1 
00A0: store_actor 178@(222@,6i) position_to 223@ 224@ 225@ 

:MANSIO1_17168
if 
  225@ > 94.5 
else_jump @MANSIO1_17203 
217@ = 0 
jump @MANSIO1_17280 

:MANSIO1_17203
if 
  225@ > 90.5 
else_jump @MANSIO1_17238 
217@ = 1 
jump @MANSIO1_17280 

:MANSIO1_17238
if 
  225@ > 86.0 
else_jump @MANSIO1_17273 
217@ = 2 
jump @MANSIO1_17280 

:MANSIO1_17273
217@ = 3 

:MANSIO1_17280
0871: init_jump_table 217@ total_jumps 4 default_jump 0 @MANSIO1_18429 jumps 0 @MANSIO1_17343 1 @MANSIO1_17597 2 @MANSIO1_17816 3 @MANSIO1_18175 -1 @MANSIO1_18429 -1 @MANSIO1_18429 -1 @MANSIO1_18429 

:MANSIO1_17343
if and
  224@ > -802.2 
  -766.75 > 224@ 
  223@ > 1257.9 
  1304.4 > 223@ 
else_jump @MANSIO1_17583 
if 
  224@ > -774.2 
else_jump @MANSIO1_17464 
if 
  1262.7 > 223@ 
else_jump @MANSIO1_17450 
215@ = 2 
jump @MANSIO1_17457 

:MANSIO1_17450
215@ = 1 

:MANSIO1_17457
jump @MANSIO1_17576 

:MANSIO1_17464
if 
  -785.85 > 224@ 
else_jump @MANSIO1_17534 
if 
  1262.7 > 223@ 
else_jump @MANSIO1_17520 
215@ = 4 
jump @MANSIO1_17527 

:MANSIO1_17520
215@ = 3 

:MANSIO1_17527
jump @MANSIO1_17576 

:MANSIO1_17534
if 
  1262.7 > 223@ 
else_jump @MANSIO1_17569 
215@ = 5 
jump @MANSIO1_17576 

:MANSIO1_17569
215@ = 0 

:MANSIO1_17576
jump @MANSIO1_17590 

:MANSIO1_17583
215@ = -1 

:MANSIO1_17590
jump @MANSIO1_18429 

:MANSIO1_17597
if and
  224@ > -793.0 
  -767.6 > 224@ 
  223@ > 1251.4 
  1295.7 > 223@ 
else_jump @MANSIO1_17802 
if 
  224@ > -776.25 
else_jump @MANSIO1_17718 
if 
  1265.9 > 223@ 
else_jump @MANSIO1_17704 
215@ = 9 
jump @MANSIO1_17711 

:MANSIO1_17704
215@ = 10 

:MANSIO1_17711
jump @MANSIO1_17795 

:MANSIO1_17718
if 
  -783.5 > 224@ 
else_jump @MANSIO1_17788 
if 
  1265.9 > 223@ 
else_jump @MANSIO1_17774 
215@ = 7 
jump @MANSIO1_17781 

:MANSIO1_17774
215@ = 6 

:MANSIO1_17781
jump @MANSIO1_17795 

:MANSIO1_17788
215@ = 8 

:MANSIO1_17795
jump @MANSIO1_17809 

:MANSIO1_17802
215@ = -1 

:MANSIO1_17809
jump @MANSIO1_18429 

:MANSIO1_17816
if and
  224@ > -814.0 
  -785.0 > 224@ 
  223@ > 1251.8 
  1303.5 > 223@ 
else_jump @MANSIO1_18161 
if 
  224@ > -793.6 
else_jump @MANSIO1_17972 
if 
  223@ > 1298.8 
else_jump @MANSIO1_17923 
215@ = 13 
jump @MANSIO1_17965 

:MANSIO1_17923
if 
  223@ > 1259.4 
else_jump @MANSIO1_17958 
215@ = 12 
jump @MANSIO1_17965 

:MANSIO1_17958
215@ = 11 

:MANSIO1_17965
jump @MANSIO1_18154 

:MANSIO1_17972
if 
  224@ > -807.1 
else_jump @MANSIO1_18077 
if 
  223@ > 1298.8 
else_jump @MANSIO1_18028 
215@ = 16 
jump @MANSIO1_18070 

:MANSIO1_18028
if 
  223@ > 1259.4 
else_jump @MANSIO1_18063 
215@ = 15 
jump @MANSIO1_18070 

:MANSIO1_18063
215@ = 14 

:MANSIO1_18070
jump @MANSIO1_18154 

:MANSIO1_18077
if 
  223@ > 1298.8 
else_jump @MANSIO1_18112 
215@ = 19 
jump @MANSIO1_18154 

:MANSIO1_18112
if 
  223@ > 1259.4 
else_jump @MANSIO1_18147 
215@ = 18 
jump @MANSIO1_18154 

:MANSIO1_18147
215@ = 17 

:MANSIO1_18154
jump @MANSIO1_18168 

:MANSIO1_18161
215@ = -1 

:MANSIO1_18168
jump @MANSIO1_18429 

:MANSIO1_18175
if and
  224@ > -834.35 
  -787.3 > 224@ 
  223@ > 1239.9 
  1308.4 > 223@ 
else_jump @MANSIO1_18415 
if 
  -804.2511 > 224@ 
else_jump @MANSIO1_18331 
if 
  1254.75 > 223@ 
else_jump @MANSIO1_18282 
215@ = 23 
jump @MANSIO1_18324 

:MANSIO1_18282
if 
  1298.6 > 223@ 
else_jump @MANSIO1_18317 
215@ = 24 
jump @MANSIO1_18324 

:MANSIO1_18317
215@ = 25 

:MANSIO1_18324
jump @MANSIO1_18408 

:MANSIO1_18331
if 
  1254.75 > 223@ 
else_jump @MANSIO1_18366 
215@ = 20 
jump @MANSIO1_18408 

:MANSIO1_18366
if 
  1298.6 > 223@ 
else_jump @MANSIO1_18401 
215@ = 21 
jump @MANSIO1_18408 

:MANSIO1_18401
215@ = 22 

:MANSIO1_18408
jump @MANSIO1_18422 

:MANSIO1_18415
215@ = -1 

:MANSIO1_18422
jump @MANSIO1_18429 

:MANSIO1_18429
if 
  215@ == -1 
else_jump @MANSIO1_18573 
if 
  225@ > 91.5 
else_jump @MANSIO1_18566 
220@ = 0 
if 
  223@ > 1279.351 
else_jump @MANSIO1_18503 
220@ += 1 

:MANSIO1_18503
if 
  224@ > -766.75 
else_jump @MANSIO1_18531 
220@ += 2 

:MANSIO1_18531
if 
  -802.2 > 224@ 
else_jump @MANSIO1_18559 
220@ += 4 

:MANSIO1_18559
jump @MANSIO1_18573 

:MANSIO1_18566
220@ = -1 

:MANSIO1_18573
if 
  216@ == 0 
else_jump @MANSIO1_18613 
0085: 218@ = 215@ // (int) 
219@ = 1 
jump @MANSIO1_18621 

:MANSIO1_18613
0085: 221@ = 215@ // (int) 

:MANSIO1_18621
return 

:MANSIO1_18623
0871: init_jump_table 226@ total_jumps 1 default_jump 0 @MANSIO1_18754 jumps 1 @MANSIO1_18686 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 -1 @MANSIO1_18754 

:MANSIO1_18686
if 
  190.0 > 123@ 
else_jump @MANSIO1_18747 
123@ += 0.34 
122@ -= 0.006 
126@ += 0.01 
124@ += 0.01 

:MANSIO1_18747
jump @MANSIO1_18754 

:MANSIO1_18754
02F7: 130@ = cosine 123@ // (float) 
02F6: 131@ = sine 123@ // (float) 
0087: 128@ = 124@ // (float) 
006B: 128@ *= 130@ // (float) 
0087: 129@ = 124@ // (float) 
006B: 129@ *= 131@ // (float) 
0087: 120@ = 125@ // (float) 
005B: 120@ += 128@ // (float) 
0087: 121@ = 126@ // (float) 
005B: 121@ += 129@ // (float) 
015F: set_camera_position 120@ 121@ 122@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 125@ 126@ 127@ switchstyle 2 
return 

:MANSIO1_18875
0871: init_jump_table 227@ total_jumps 2 default_jump 0 @MANSIO1_19024 jumps 0 @MANSIO1_18938 1 @MANSIO1_18953 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 -1 @MANSIO1_19024 

:MANSIO1_18938
097B: play_audio_at_object 136@ event 1108 
227@ += 1 

:MANSIO1_18953
if 
  228@ > -20.0 
else_jump @MANSIO1_19009 
228@ += -0.1 
0453: set_object 136@ XYZ_rotation 228@ 0.0 90.0 
jump @MANSIO1_19024 

:MANSIO1_19009
097B: play_audio_at_object 136@ event 1109 
227@ += 1 

:MANSIO1_19024
return 
0871: init_jump_table 229@ total_jumps 3 default_jump 0 @MANSIO1_19272 jumps 0 @MANSIO1_19089 1 @MANSIO1_19152 2 @MANSIO1_19261 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 -1 @MANSIO1_19272 

:MANSIO1_19089
if 
002D:   41@ >= 230@ // (int) 
else_jump @MANSIO1_19140 
0209: 231@ = random_int_in_ranges 4000 6001 
41@ = 0 
229@ += 1 
jump @MANSIO1_19145 

:MANSIO1_19140
shake_camera 232@ 

:MANSIO1_19145
jump @MANSIO1_19272 

:MANSIO1_19152
if 
002D:   41@ >= 231@ // (int) 
else_jump @MANSIO1_19250 
0209: 232@ = random_int_in_ranges 40 51 
shake_camera 232@ 
0209: 230@ = random_int_in_ranges 2500 5001 
0085: 233@ = 232@ // (int) 
233@ *= 2 
233@ += 150 
015B: shake_player_controller 0 time 230@ intensity 233@ 
41@ = 0 
229@ -= 1 
jump @MANSIO1_19254 

:MANSIO1_19250
shake_camera 5 

:MANSIO1_19254
jump @MANSIO1_19272 

:MANSIO1_19261
shake_camera 20 
jump @MANSIO1_19272 

:MANSIO1_19272
return 

:MANSIO1_19274
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0164: disable_marker 55@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0215: destroy_pickup 59@ 
51@ = 0 

:MANSIO1_19321
if 
  4 > 51@ 
else_jump @MANSIO1_19380 
01C2: remove_references_to_actor 107@(51@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 139@(51@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 178@(51@,6i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @MANSIO1_19321 

:MANSIO1_19380
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model 371 
04EF: release_animation "PARACHUTE" 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model 330 
return 

:MANSIO1_19435
gosub @MANSIO1_13440 
gosub @MANSIO1_19274 
065C: release_decision_maker 47@ 
08E7: disable_entrance_markers 1 
03CB: set_rendering_origin_at 1267.429 -781.5715 1090.891 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0709: set_decision_maker 46@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 15 taskID 415 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 31 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0247: load_model 110 
0247: load_model 13 
0247: load_model 195 

:MANSIO1_19597
if or
8248:   not model 110 available 
8248:   not model 13 available 
8248:   not model 195 available 
else_jump @MANSIO1_19632 
wait 0 
jump @MANSIO1_19597 

:MANSIO1_19632
0213: 59@ = create_pickup #HEALTH type 3 at 1278.88 -810.5082 1086.0 
015F: set_camera_position 1266.807 -782.0668 1092.602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1267.786 -781.8895 1092.5 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1267.785 -781.2607 1090.898 
0173: set_actor $PLAYER_ACTOR Z_angle_to 185.363 
165@ = 0 
if 
8118:   not actor 151@ dead 
else_jump @MANSIO1_19804 
00A1: put_actor 151@ at 1263.087 -782.9864 1090.898 
0164: disable_marker 154@ 
jump @MANSIO1_19852 

:MANSIO1_19804
009A: 151@ = create_actor_pedtype 24 model 117 at 1263.087 -782.9864 1090.898 
01B2: give_actor 151@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 31 
0568: set_actor 151@ untargetable 1 

:MANSIO1_19852
0173: set_actor 151@ Z_angle_to 269.9343 
0223: set_actor 151@ health_to 300 
0860: link_actor 151@ to_interior 5 
060B: set_actor 151@ decision_maker_to 42@ 
09B5: set_actor 151@ signal_after_kill 0 
02E2: set_actor 151@ weapon_accuracy_to 75 
07DD: set_actor 151@ attack_rate 60 // previously known as temper_to 
04AF: 436@ = 117 // = constant 
157@ = 0 
if 
8118:   not actor 152@ dead 
else_jump @MANSIO1_19968 
00A1: put_actor 152@ at 1261.967 -778.3527 1090.898 
0164: disable_marker 155@ 
jump @MANSIO1_20016 

:MANSIO1_19968
009A: 152@ = create_actor_pedtype 24 model 118 at 1261.967 -778.3527 1090.898 
01B2: give_actor 152@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 31 
0568: set_actor 152@ untargetable 1 

:MANSIO1_20016
0173: set_actor 152@ Z_angle_to 258.1764 
0223: set_actor 152@ health_to 300 
0860: link_actor 152@ to_interior 5 
060B: set_actor 152@ decision_maker_to 42@ 
09B5: set_actor 152@ signal_after_kill 0 
02E2: set_actor 152@ weapon_accuracy_to 75 
07DD: set_actor 152@ attack_rate 60 // previously known as temper_to 
158@ = 1 
04AF: 437@ = 118 // = constant 
if 
8118:   not actor 153@ dead 
else_jump @MANSIO1_20132 
00A1: put_actor 153@ at 1267.936 -782.3963 1090.938 
0164: disable_marker 156@ 
jump @MANSIO1_20180 

:MANSIO1_20132
009A: 153@ = create_actor_pedtype 24 model 118 at 1267.936 -782.3963 1090.938 
01B2: give_actor 153@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 31 
0568: set_actor 153@ untargetable 1 

:MANSIO1_20180
0173: set_actor 153@ Z_angle_to 7.0205 
0223: set_actor 153@ health_to 300 
0860: link_actor 153@ to_interior 5 
060B: set_actor 153@ decision_maker_to 42@ 
51@ = 0 

:MANSIO1_20220
if 
  20 > 51@ 
else_jump @MANSIO1_20263 
254@(51@,20i) = -2 
51@ += 1 
jump @MANSIO1_20220 

:MANSIO1_20263
51@ = 0 

:MANSIO1_20270
if 
  10 > 51@ 
else_jump @MANSIO1_20313 
304@(51@,10i) = -2 
51@ += 1 
jump @MANSIO1_20270 

:MANSIO1_20313
328@ = -2 
329@ = -2 
330@ = -2 
331@ = -2 
354@ = 1282.481 
370@ = -783.0235 
386@ = 1088.93 
402@ = 178.1922 
355@ = 1283.504 
371@ = -782.3303 
387@ = 1088.93 
403@ = 179.0122 
352@ = 2 
356@ = 1280.705 
372@ = -789.9243 
388@ = 1088.93 
404@ = 86.8595 
357@ = 1283.79 
373@ = -798.3011 
389@ = 1088.93 
405@ = 282.0571 
358@ = 1280.78 
374@ = -801.7443 
390@ = 1088.93 
406@ = 94.8903 
359@ = 1283.531 
375@ = -810.207 
391@ = 1088.93 
407@ = 277.6203 
360@ = 1280.724 
376@ = -813.7949 
392@ = 1088.93 
408@ = 92.4805 
361@ = 1283.641 
377@ = -822.3738 
393@ = 1088.93 
409@ = 281.8632 
353@ = 8 
362@ = 1283.491 
378@ = -785.184 
394@ = 1088.93 
410@ = 178.5884 
363@ = 1281.049 
379@ = -792.4401 
395@ = 1088.93 
411@ = 182.731 
364@ = 1283.697 
380@ = -799.8134 
396@ = 1088.93 
412@ = 177.1231 
365@ = 1280.901 
381@ = -804.8507 
397@ = 1088.93 
413@ = 184.0353 
366@ = 1283.5 
382@ = -812.0164 
398@ = 1088.93 
414@ = 175.55 
367@ = 1280.848 
383@ = -816.8154 
399@ = 1088.93 
415@ = 188.1912 
368@ = 1283.654 
384@ = -831.0235 
400@ = 1088.93 
416@ = 71.1923 
369@ = 1282.427 
385@ = -834.7235 
401@ = 1088.93 
417@ = 92.1225 
0209: 460@ = random_int_in_ranges 0 4 
04AF: 452@ = 23824 // = constant 
05AA: 461@s = 'MAN1_FC' // @s = 'short'  // Room clear!
04AF: 453@ = 23825 // = constant 
05AA: 463@s = 'MAN1_FD' // @s = 'short'  // This one's clear!
04AF: 454@ = 23826 // = constant 
05AA: 465@s = 'MAN1_FE' // @s = 'short'  // CLEAR!
04AF: 455@ = 23827 // = constant 
05AA: 467@s = 'MAN1_FF' // @s = 'short'  // OK, it's clear!
04AF: 456@ = 23831 // = constant 
05AA: 469@s = 'MAN1_FK' // @s = 'short'  // Room clear!
04AF: 457@ = 23832 // = constant 
05AA: 471@s = 'MAN1_FL' // @s = 'short'  // This room's clean!
04AF: 458@ = 23833 // = constant 
05AA: 473@s = 'MAN1_FM' // @s = 'short'  // No one in there!
04AF: 459@ = 23834 // = constant 
05AA: 475@s = 'MAN1_FN' // @s = 'short'  // No one left in here!
009A: 234@ = create_actor_pedtype 25 model 108 at 1275.64 -776.5879 1089.711 
0173: set_actor 234@ Z_angle_to 127.9642 
0223: set_actor 234@ health_to 200 
08AF: set_actor 234@ max_health_to 200 
0860: link_actor 234@ to_interior 5 
01B2: give_actor 234@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 234@ armed_weapon_to 29 
02E2: set_actor 234@ weapon_accuracy_to 35 
07DD: set_actor 234@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 234@ crouch 1 
060B: set_actor 234@ decision_maker_to 42@ 
254@ = 0 
009A: 235@ = create_actor_pedtype 25 model 110 at 1281.108 -776.7111 1089.704 
0173: set_actor 235@ Z_angle_to 99.357 
0223: set_actor 235@ health_to 200 
08AF: set_actor 235@ max_health_to 200 
0860: link_actor 235@ to_interior 5 
01B2: give_actor 235@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 235@ armed_weapon_to 29 
02E2: set_actor 235@ weapon_accuracy_to 35 
07DD: set_actor 235@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 235@ crouch 1 
060B: set_actor 235@ decision_maker_to 42@ 
255@ = 0 
009A: 236@ = create_actor_pedtype 25 model 108 at 1281.617 -784.6133 1088.93 
0173: set_actor 236@ Z_angle_to 90.0 
0223: set_actor 236@ health_to 200 
08AF: set_actor 236@ max_health_to 200 
0860: link_actor 236@ to_interior 5 
01B2: give_actor 236@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 236@ armed_weapon_to 29 
02E2: set_actor 236@ weapon_accuracy_to 35 
07DD: set_actor 236@ attack_rate 70 // previously known as temper_to 
060B: set_actor 236@ decision_maker_to 42@ 
256@ = 0 
009A: 237@ = create_actor_pedtype 25 model 110 at 1283.19 -786.4687 1088.93 
0173: set_actor 237@ Z_angle_to 0.0 
0223: set_actor 237@ health_to 200 
08AF: set_actor 237@ max_health_to 200 
0860: link_actor 237@ to_interior 5 
01B2: give_actor 237@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 237@ armed_weapon_to 29 
02E2: set_actor 237@ weapon_accuracy_to 35 
07DD: set_actor 237@ attack_rate 50 // previously known as temper_to 
060B: set_actor 237@ decision_maker_to 42@ 
257@ = 0 
495@ = -1 
498@ = 1275.382 
504@ = -782.1158 
510@ = 1088.93 
516@ = 270.0 
499@ = 1290.621 
505@ = -797.5714 
511@ = 1088.93 
517@ = 90.0 
500@ = 1276.333 
506@ = -813.5852 
512@ = 1088.93 
518@ = 270.0 
501@ = 1274.861 
507@ = -825.8968 
513@ = 1088.93 
519@ = 270.0 
502@ = 1226.309 
508@ = -832.0841 
514@ = 1083.008 
520@ = 180.0 
503@ = 1288.024 
509@ = -821.6524 
515@ = 1088.93 
521@ = 90.0 
04AF: 339@ = 23800 // = constant 
05AA: 344@s = 'MAN1_AA' // @s = 'short'  // Die motherfuckers, none of you are leaving this house alive!
04AF: 340@ = 23801 // = constant 
05AA: 346@s = 'MAN1_AB' // @s = 'short'  // Who are you to break into this place, eh?
04AF: 341@ = 23802 // = constant 
05AA: 348@s = 'MAN1_AC' // @s = 'short'  // All you fools are gonna die!
04AF: 342@ = 23803 // = constant 
05AA: 350@s = 'MAN1_AD' // @s = 'short'  // Ain't nobody gonna hear from you again!
343@ = 0 
338@ = 0 
0917: audio_zone 'MADDOGL' enable_sound 1 
0968: actor $PLAYER_ACTOR stop_mouth 
fade 1 1000 

:MANSIO1_21980
if 
fading 
else_jump @MANSIO1_22004 
wait 0 
jump @MANSIO1_21980 

:MANSIO1_22004
40@ = 0 
57@ = 0 
04AE: $1300 = 23820 // = constant 
05A9: s$1305 = 'MAN1_EA' // s$  // We're heavily outnumbered, but if we all keep our heads, we should kick ass!
create_thread @A_ALAP 2 100 153@ 
0707: start_scene_skip_to @MANSIO1_22313 

:MANSIO1_22062
if 
  4000 > 40@ 
else_jump @MANSIO1_22092 
wait 0 
jump @MANSIO1_22062 

:MANSIO1_22092
if 
8118:   not actor 234@ dead 
else_jump @MANSIO1_22122 
04EB: AS_actor 234@ crouch 0 
57@ = 1 

:MANSIO1_22122
if 
  4400 > 40@ 
else_jump @MANSIO1_22152 
wait 0 
jump @MANSIO1_22122 

:MANSIO1_22152
if 
8118:   not actor 234@ dead 
else_jump @MANSIO1_22198 
0668: AS_actor 234@ rotate_and_shoot_at 1267.728 -782.9617 1092.689 300 ms 
57@ = 2 

:MANSIO1_22198
if 
  4700 > 40@ 
else_jump @MANSIO1_22228 
wait 0 
jump @MANSIO1_22198 

:MANSIO1_22228
if and
8118:   not actor 234@ dead 
8118:   not actor 153@ dead 
else_jump @MANSIO1_22273 
0687: clear_actor 234@ task 
04EB: AS_actor 234@ crouch 1 
0321: AS_actor 153@ die_headshotted 
57@ = 3 

:MANSIO1_22273
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 

:MANSIO1_22283
if 
  5400 > 40@ 
else_jump @MANSIO1_22313 
wait 0 
jump @MANSIO1_22283 

:MANSIO1_22313
0701: end_scene_skip 
0871: init_jump_table 57@ total_jumps 3 default_jump 0 @MANSIO1_22450 jumps 0 @MANSIO1_22422 1 @MANSIO1_22399 2 @MANSIO1_22378 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 -1 @MANSIO1_22450 

:MANSIO1_22378
if 
8118:   not actor 234@ dead 
else_jump @MANSIO1_22399 
0687: clear_actor 234@ task 

:MANSIO1_22399
if 
8118:   not actor 234@ dead 
else_jump @MANSIO1_22422 
04EB: AS_actor 234@ crouch 1 

:MANSIO1_22422
if 
8118:   not actor 153@ dead 
else_jump @MANSIO1_22443 
0321: AS_actor 153@ die_headshotted 

:MANSIO1_22443
jump @MANSIO1_22450 

:MANSIO1_22450
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
04AE: $1300 = 23821 // = constant 
05A9: s$1305 = 'MAN1_EB' // s$  // Bastards! LET'S HIT'EM!
create_thread @A_ALAP 2 101 151@ 
41@ = 0 
423@ = 1 
419@ = 1 
424@ = -1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 151@ dead 
else_jump @MANSIO1_22630 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1266.858 -782.4518 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.5538 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 151@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:MANSIO1_22630
if 
8118:   not actor 152@ dead 
else_jump @MANSIO1_22720 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1268.02 -779.9092 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 267.5782 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 152@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:MANSIO1_22720
if 
8118:   not actor 234@ dead 
else_jump @MANSIO1_22744 
060B: set_actor 234@ decision_maker_to 44@ 

:MANSIO1_22744
if 
8118:   not actor 235@ dead 
else_jump @MANSIO1_22768 
060B: set_actor 235@ decision_maker_to 44@ 

:MANSIO1_22768
if 
8118:   not actor 236@ dead 
else_jump @MANSIO1_22827 
0615: define_AS_pack_begin 53@ 
05BA: AS_actor -1 move_mouth 1000 ms 
06E3: AS_actor -1 roll_sideways 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 236@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:MANSIO1_22827
if 
8118:   not actor 237@ dead 
else_jump @MANSIO1_22918 
0615: define_AS_pack_begin 53@ 
05BA: AS_actor -1 move_mouth 500 ms 
05D3: AS_actor -1 goto_point 1283.221 -779.912 1088.93 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 237@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:MANSIO1_22918
01BD: 49@ = current_time_in_ms 
165@ = 0 

:MANSIO1_22930
wait 0 
01BD: 48@ = current_time_in_ms 
0085: 50@ = 48@ // (int) 
0062: 50@ -= 49@ // (int) 
0085: 49@ = 48@ // (int) 
005A: 172@ += 50@ // (int) 
005A: 173@ += 50@ // (int) 
51@ = 0 

:MANSIO1_22986
if 
  20 > 51@ 
else_jump @MANSIO1_23030 
005A: 274@(51@,20i) += 50@ // (int) 
51@ += 1 
jump @MANSIO1_22986 

:MANSIO1_23030
51@ = 0 

:MANSIO1_23037
if 
  10 > 51@ 
else_jump @MANSIO1_23081 
005A: 314@(51@,10i) += 50@ // (int) 
51@ += 1 
jump @MANSIO1_23037 

:MANSIO1_23081
005A: 488@ += 50@ // (int) 
005A: 489@ += 50@ // (int) 
005A: 490@ += 50@ // (int) 
005A: 332@ += 50@ // (int) 
005A: 333@ += 50@ // (int) 
005A: 334@ += 50@ // (int) 
005A: 335@ += 50@ // (int) 
gosub @MANSIO1_23279 
gosub @MANSIO1_29192 
gosub @MANSIO1_32870 
gosub @MANSIO1_28163 
if 
  165@ > 0 
else_jump @MANSIO1_23190 
gosub @MANSIO1_34292 

:MANSIO1_23190
if 
  338@ == 1 
else_jump @MANSIO1_23215 
gosub @MANSIO1_35159 

:MANSIO1_23215
if 
   not 529@ == 0 
else_jump @MANSIO1_23240 
gosub @MANSIO1_35753 

:MANSIO1_23240
if 
  522@ == 2 
else_jump @MANSIO1_23265 
jump @MANSIO1_36525 

:MANSIO1_23265
479@ = 0 
jump @MANSIO1_22930 

:MANSIO1_23279
0871: init_jump_table 165@ total_jumps 12 default_jump 0 @MANSIO1_28161 jumps 0 @MANSIO1_23407 1 @MANSIO1_24476 2 @MANSIO1_24842 3 @MANSIO1_24990 4 @MANSIO1_25842 5 @MANSIO1_26536 6 @MANSIO1_26765 
0872: jump_table_jumps 7 @MANSIO1_26937 8 @MANSIO1_27166 9 @MANSIO1_27395 10 @MANSIO1_27662 11 @MANSIO1_27891 -1 @MANSIO1_28161 -1 @MANSIO1_28161 -1 @MANSIO1_28161 -1 @MANSIO1_28161 

:MANSIO1_23407
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1285.937 -783.2331 cornerB 1279.36 -779.1484 
  157@ == 6 
  158@ == 7 
else_jump @MANSIO1_24469 
009A: 294@ = create_actor_pedtype 25 model 108 at 1271.954 -786.6414 1088.928 
0173: set_actor 294@ Z_angle_to 248.455 
0860: link_actor 294@ to_interior 5 
01B2: give_actor 294@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 294@ armed_weapon_to 29 
02E2: set_actor 294@ weapon_accuracy_to 45 
07DD: set_actor 294@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 294@ stay_put 1 
060B: set_actor 294@ decision_maker_to 44@ 
304@ = 0 
009A: 295@ = create_actor_pedtype 25 model 110 at 1272.165 -790.5964 1088.928 
0173: set_actor 295@ Z_angle_to 277.2843 
0860: link_actor 295@ to_interior 5 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
02E2: set_actor 295@ weapon_accuracy_to 45 
07DD: set_actor 295@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 295@ stay_put 1 
060B: set_actor 295@ decision_maker_to 44@ 
305@ = 0 
009A: 296@ = create_actor_pedtype 25 model 110 at 1287.489 -788.2037 1088.93 
0173: set_actor 296@ Z_angle_to 176.3381 
0860: link_actor 296@ to_interior 5 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 296@ armed_weapon_to 29 
02E2: set_actor 296@ weapon_accuracy_to 50 
07DD: set_actor 296@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 296@ stay_put 1 
060B: set_actor 296@ decision_maker_to 44@ 
306@ = 0 
009A: 297@ = create_actor_pedtype 25 model 108 at 1292.456 -788.2022 1088.93 
0173: set_actor 297@ Z_angle_to 145.1614 
0860: link_actor 297@ to_interior 5 
01B2: give_actor 297@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 297@ armed_weapon_to 29 
02E2: set_actor 297@ weapon_accuracy_to 50 
07DD: set_actor 297@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 297@ stay_put 1 
060B: set_actor 297@ decision_maker_to 44@ 
307@ = 0 
009A: 298@ = create_actor_pedtype 25 model 108 at 1271.389 -800.9039 1088.927 
0173: set_actor 298@ Z_angle_to 263.9924 
0860: link_actor 298@ to_interior 5 
01B2: give_actor 298@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 298@ armed_weapon_to 29 
02E2: set_actor 298@ weapon_accuracy_to 50 
07DD: set_actor 298@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 298@ stay_put 1 
060B: set_actor 298@ decision_maker_to 44@ 
308@ = 0 
009A: 299@ = create_actor_pedtype 25 model 108 at 1291.748 -810.5742 1088.93 
0173: set_actor 299@ Z_angle_to 87.4676 
0860: link_actor 299@ to_interior 5 
01B2: give_actor 299@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 299@ armed_weapon_to 29 
02E2: set_actor 299@ weapon_accuracy_to 50 
07DD: set_actor 299@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 299@ stay_put 1 
060B: set_actor 299@ decision_maker_to 44@ 
309@ = 0 
009A: 300@ = create_actor_pedtype 25 model 110 at 1289.562 -801.537 1088.93 
0173: set_actor 300@ Z_angle_to 155.5354 
0860: link_actor 300@ to_interior 5 
01B2: give_actor 300@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 300@ armed_weapon_to 29 
02E2: set_actor 300@ weapon_accuracy_to 50 
07DD: set_actor 300@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 300@ stay_put 1 
060B: set_actor 300@ decision_maker_to 44@ 
310@ = 0 
009A: 301@ = create_actor_pedtype 25 model 110 at 1272.797 -812.8729 1088.93 
0173: set_actor 301@ Z_angle_to 263.3181 
0860: link_actor 301@ to_interior 5 
01B2: give_actor 301@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 301@ armed_weapon_to 29 
02E2: set_actor 301@ weapon_accuracy_to 60 
07DD: set_actor 301@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 301@ stay_put 1 
060B: set_actor 301@ decision_maker_to 44@ 
311@ = 0 
009A: 302@ = create_actor_pedtype 25 model 110 at 1292.816 -821.3403 1088.93 
0173: set_actor 302@ Z_angle_to 96.7033 
0860: link_actor 302@ to_interior 5 
01B2: give_actor 302@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 302@ armed_weapon_to 29 
02E2: set_actor 302@ weapon_accuracy_to 60 
07DD: set_actor 302@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 302@ stay_put 1 
060B: set_actor 302@ decision_maker_to 44@ 
312@ = 0 
009A: 303@ = create_actor_pedtype 25 model 108 at 1292.17 -814.6696 1088.93 
0173: set_actor 303@ Z_angle_to 136.5314 
0860: link_actor 303@ to_interior 5 
01B2: give_actor 303@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 303@ armed_weapon_to 29 
02E2: set_actor 303@ weapon_accuracy_to 60 
07DD: set_actor 303@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 303@ stay_put 1 
060B: set_actor 303@ decision_maker_to 44@ 
313@ = 0 
485@ = -1 
486@ = -1 
487@ = -1 
488@ = 8000 
489@ = 4000 
490@ = 0 
480@ = 1 
496@ = 8000 
165@ += 1 
0A6F: checkpoint_save 99 

:MANSIO1_24469
jump @MANSIO1_28161 

:MANSIO1_24476
426@ = 1280.15 
427@ = -791.93 
428@ = 1284.45 
429@ = -795.42 
gosub @MANSIO1_29034 
if 
  425@ == 0 
else_jump @MANSIO1_24548 
jump @MANSIO1_28161 

:MANSIO1_24548
01C2: remove_references_to_actor 153@ // Like turning an actor into a random pedestrian 
0209: 418@ = random_int_in_ranges 0 2 
if 
  418@ == 0 
else_jump @MANSIO1_24636 
009A: 238@ = create_actor_pedtype 25 model 108 at 1278.607 -801.3676 1088.93 
009A: 324@ = create_actor_pedtype 26 model 195 at 1286.281 -809.3582 1088.93 
jump @MANSIO1_24685 

:MANSIO1_24636
009A: 238@ = create_actor_pedtype 25 model 108 at 1286.281 -809.3582 1088.93 
009A: 324@ = create_actor_pedtype 26 model 195 at 1278.607 -801.3676 1088.93 

:MANSIO1_24685
0173: set_actor 238@ Z_angle_to 0.0 
0223: set_actor 238@ health_to 200 
08AF: set_actor 238@ max_health_to 200 
0860: link_actor 238@ to_interior 5 
01B2: give_actor 238@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 238@ armed_weapon_to 29 
02E2: set_actor 238@ weapon_accuracy_to 70 
07DD: set_actor 238@ attack_rate 60 // previously known as temper_to 
060B: set_actor 238@ decision_maker_to 44@ 
if 
  418@ == 0 
else_jump @MANSIO1_24789 
06E3: AS_actor 238@ roll_sideways 1 
jump @MANSIO1_24796 

:MANSIO1_24789
06E3: AS_actor 238@ roll_sideways 0 

:MANSIO1_24796
258@ = 0 
0173: set_actor 324@ Z_angle_to 0.0 
0860: link_actor 324@ to_interior 5 
060B: set_actor 324@ decision_maker_to 45@ 
328@ = 0 
165@ += 1 

:MANSIO1_24842
426@ = 1284.939 
427@ = -799.527 
428@ = 1279.67 
429@ = -803.5135 
gosub @MANSIO1_29034 
if 
  425@ == 0 
else_jump @MANSIO1_24914 
jump @MANSIO1_28161 

:MANSIO1_24914
421@ = 1 
018A: 55@ = create_checkpoint_at 1227.226 -834.4195 1083.008 
08DC: create_interior_marker 55@ at 1258.338 -785.4264 radius 91.0313 
08FB: set_checkpoint 55@ type_to 2 
480@ = 0 
496@ = 10000 
165@ += 1 

:MANSIO1_24990
426@ = 1284.94 
427@ = -823.43 
428@ = 1280.15 
429@ = -818.35 
gosub @MANSIO1_29034 
if 
  425@ == 0 
else_jump @MANSIO1_25062 
jump @MANSIO1_28161 

:MANSIO1_25062
009A: 239@ = create_actor_pedtype 25 model 110 at 1267.936 -836.5694 1084.633 
0173: set_actor 239@ Z_angle_to 312.4274 
0223: set_actor 239@ health_to 200 
08AF: set_actor 239@ max_health_to 200 
0860: link_actor 239@ to_interior 5 
01B2: give_actor 239@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 239@ armed_weapon_to 29 
02E2: set_actor 239@ weapon_accuracy_to 60 
07DD: set_actor 239@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 239@ crouch 1 
060B: set_actor 239@ decision_maker_to 44@ 
259@ = 0 
009A: 240@ = create_actor_pedtype 25 model 108 at 1272.94 -837.6696 1084.633 
0173: set_actor 240@ Z_angle_to 325.2802 
0223: set_actor 240@ health_to 200 
08AF: set_actor 240@ max_health_to 200 
0860: link_actor 240@ to_interior 5 
01B2: give_actor 240@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 240@ armed_weapon_to 29 
02E2: set_actor 240@ weapon_accuracy_to 60 
07DD: set_actor 240@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 240@ crouch 1 
060B: set_actor 240@ decision_maker_to 44@ 
260@ = 0 
009A: 241@ = create_actor_pedtype 25 model 110 at 1278.936 -837.8117 1084.633 
0173: set_actor 241@ Z_angle_to 354.8666 
0223: set_actor 241@ health_to 200 
08AF: set_actor 241@ max_health_to 200 
0860: link_actor 241@ to_interior 5 
01B2: give_actor 241@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 241@ armed_weapon_to 29 
02E2: set_actor 241@ weapon_accuracy_to 60 
07DD: set_actor 241@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 241@ crouch 1 
060B: set_actor 241@ decision_maker_to 44@ 
261@ = 0 
009A: 242@ = create_actor_pedtype 25 model 108 at 1293.434 -837.4308 1084.633 
0173: set_actor 242@ Z_angle_to 84.6034 
0223: set_actor 242@ health_to 200 
08AF: set_actor 242@ max_health_to 200 
0860: link_actor 242@ to_interior 5 
01B2: give_actor 242@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 242@ armed_weapon_to 29 
02E2: set_actor 242@ weapon_accuracy_to 60 
07DD: set_actor 242@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 242@ crouch 1 
060B: set_actor 242@ decision_maker_to 44@ 
262@ = 0 
009A: 243@ = create_actor_pedtype 25 model 110 at 1288.788 -832.1437 1084.633 
0173: set_actor 243@ Z_angle_to 93.3971 
0223: set_actor 243@ health_to 200 
08AF: set_actor 243@ max_health_to 200 
0860: link_actor 243@ to_interior 5 
01B2: give_actor 243@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 243@ armed_weapon_to 29 
02E2: set_actor 243@ weapon_accuracy_to 60 
07DD: set_actor 243@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 243@ crouch 1 
060B: set_actor 243@ decision_maker_to 44@ 
263@ = 0 
009A: 244@ = create_actor_pedtype 25 model 108 at 1279.452 -818.7137 1084.633 
0173: set_actor 244@ Z_angle_to 169.7489 
0223: set_actor 244@ health_to 200 
08AF: set_actor 244@ max_health_to 200 
0860: link_actor 244@ to_interior 5 
01B2: give_actor 244@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 244@ armed_weapon_to 29 
02E2: set_actor 244@ weapon_accuracy_to 30 
07DD: set_actor 244@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 244@ crouch 1 
060B: set_actor 244@ decision_maker_to 44@ 
264@ = 0 
009A: 325@ = create_actor_pedtype 26 model 13 at 1292.736 -832.9896 1084.633 
0173: set_actor 325@ Z_angle_to 90.0 
0860: link_actor 325@ to_interior 5 
060B: set_actor 325@ decision_maker_to 45@ 
329@ = 0 
009A: 326@ = create_actor_pedtype 26 model 195 at 1277.984 -813.5414 1084.64 
0173: set_actor 326@ Z_angle_to 180.0 
0860: link_actor 326@ to_interior 5 
060B: set_actor 326@ decision_maker_to 45@ 
330@ = 0 
165@ += 1 

:MANSIO1_25842
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1266.533 -831.5337 cornerB 1261.282 -838.8454 
else_jump @MANSIO1_26536 
009A: 245@ = create_actor_pedtype 25 model 110 at 1253.758 -826.5505 1083.008 
0173: set_actor 245@ Z_angle_to 197.3586 
0223: set_actor 245@ health_to 200 
08AF: set_actor 245@ max_health_to 200 
0860: link_actor 245@ to_interior 5 
01B2: give_actor 245@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 245@ armed_weapon_to 29 
02E2: set_actor 245@ weapon_accuracy_to 60 
07DD: set_actor 245@ attack_rate 70 // previously known as temper_to 
04EB: AS_actor 245@ crouch 1 
060B: set_actor 245@ decision_maker_to 44@ 
05D3: AS_actor 245@ goto_point 1255.499 -831.5446 1083.008 mode 6 time -1 ms // versionA 
265@ = 0 
009A: 246@ = create_actor_pedtype 25 model 108 at 1233.705 -827.7943 1083.008 
0173: set_actor 246@ Z_angle_to 180.0 
0223: set_actor 246@ health_to 200 
08AF: set_actor 246@ max_health_to 200 
0860: link_actor 246@ to_interior 5 
01B2: give_actor 246@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 246@ armed_weapon_to 29 
02E2: set_actor 246@ weapon_accuracy_to 60 
07DD: set_actor 246@ attack_rate 70 // previously known as temper_to 
060B: set_actor 246@ decision_maker_to 42@ 
266@ = 0 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1234.104 -832.2075 1083.008 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1238.847 -833.2389 1083.008 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 44@ // AS_pack_version 
0616: define_AS_pack_end 53@ 
0618: assign_actor 246@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
009A: 336@ = create_actor_pedtype 25 model 109 at 1227.226 -834.4195 1083.008 
0173: set_actor 336@ Z_angle_to 270.0 
02AB: set_actor 336@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 336@ decision_maker_to 42@ 
0568: set_actor 336@ untargetable 1 
0164: disable_marker 55@ 
0187: 337@ = create_marker_above_actor 336@ 
08DC: create_interior_marker 337@ at 1258.338 -785.4264 radius 91.0313 
018B: set_marker 337@ radar_mode 1 
524@ = 1227.315 
525@ = -831.5784 
0615: define_AS_pack_begin 53@ 
06E3: AS_actor -1 roll_sideways 1 
05BA: AS_actor -1 move_mouth 2000 ms 
05D3: AS_actor -1 goto_point 524@ 525@ 1083.008 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
526@ = 1225.194 
527@ = -816.5573 
528@ = 270.0 
522@ = 0 
04AE: $1300 = 23804 // = constant 
05A9: s$1305 = 'MAN1_BA' // s$  // You chose the wrong house to rob, fool!
create_thread @A_ALAP 2 200 336@ 
338@ = 1 
423@ = -1 
009A: 327@ = create_actor_pedtype 26 model 13 at 1240.835 -826.6857 1082.156 
0173: set_actor 327@ Z_angle_to 143.0862 
0860: link_actor 327@ to_interior 5 
060B: set_actor 327@ decision_maker_to 45@ 
331@ = 0 
165@ += 1 

:MANSIO1_26536
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.934 -835.5339 1082.5 cornerB 1224.882 -838.8135 1085.5 
else_jump @MANSIO1_26758 
if 
  523@ == 0 
else_jump @MANSIO1_26625 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
523@ = 1 

:MANSIO1_26625
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_26747 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1231.282 
525@ = -816.6354 
05D3: AS_actor 336@ goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
526@ = 1256.583 
527@ = -812.8542 
528@ = 270.0 
522@ = 0 

:MANSIO1_26747
165@ += 1 
0A6F: checkpoint_save 1 

:MANSIO1_26758
jump @MANSIO1_28161 

:MANSIO1_26765
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1228.68 -829.9222 1082.5 cornerB 1224.883 -825.2996 1085.5 
else_jump @MANSIO1_26930 
009A: 247@ = create_actor_pedtype 25 model 108 at 1228.808 -812.9333 1083.008 
0173: set_actor 247@ Z_angle_to 180.0 
0223: set_actor 247@ health_to 200 
08AF: set_actor 247@ max_health_to 200 
0860: link_actor 247@ to_interior 5 
01B2: give_actor 247@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 247@ armed_weapon_to 29 
02E2: set_actor 247@ weapon_accuracy_to 60 
07DD: set_actor 247@ attack_rate 70 // previously known as temper_to 
060B: set_actor 247@ decision_maker_to 44@ 
06E3: AS_actor 247@ roll_sideways 1 
267@ = 0 
165@ += 1 

:MANSIO1_26930
jump @MANSIO1_28161 

:MANSIO1_26937
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.799 -810.6401 1082.5 cornerB 1224.884 -819.0158 1085.5 
else_jump @MANSIO1_27159 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_27152 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1262.628 
525@ = -805.6454 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1261.444 -812.2836 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
526@ = 1266.928 
527@ = -801.9423 
528@ = 270.0 
522@ = 0 

:MANSIO1_27152
165@ += 1 

:MANSIO1_27159
jump @MANSIO1_28161 

:MANSIO1_27166
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1254.281 -810.6465 1082.5 cornerB 1264.045 -813.9205 1085.5 
else_jump @MANSIO1_27388 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_27374 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1274.634 
525@ = -801.9045 
05D3: AS_actor 336@ goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
526@ = 1257.388 
527@ = -789.8594 
528@ = 90.0 
522@ = 0 
04AE: $1300 = 23805 // = constant 
05A9: s$1305 = 'MAN1_BB' // s$  // You don't know who you're fucking with, do you?
create_thread @A_ALAP 2 200 336@ 

:MANSIO1_27374
165@ += 1 
gosub @MANSIO1_35554 

:MANSIO1_27388
jump @MANSIO1_28161 

:MANSIO1_27395
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1278.469 -791.9025 1082.5 cornerB 1285.187 -786.7327 1085.5 
else_jump @MANSIO1_27655 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_27648 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1249.665 
525@ = -782.4513 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1250.071 -788.768 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
526@ = 1265.614 
527@ = -769.7585 
528@ = 270.0 
522@ = 0 
04AE: $1300 = 23806 // = constant 
05A9: s$1305 = 'MAN1_BC' // s$  // You trying to fuck with my house, with my shit?
create_thread @A_ALAP 2 200 336@ 

:MANSIO1_27648
165@ += 1 

:MANSIO1_27655
jump @MANSIO1_28161 

:MANSIO1_27662
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1251.285 -775.3042 1082.5 cornerB 1247.005 -765.7498 1085.5 
else_jump @MANSIO1_27884 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_27877 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1269.674 
525@ = -774.7773 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1269.4 -769.4953 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
526@ = 1280.115 
527@ = -781.6223 
528@ = 270.0 
522@ = 0 

:MANSIO1_27877
165@ += 1 

:MANSIO1_27884
jump @MANSIO1_28161 

:MANSIO1_27891
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1260.289 -765.4207 1082.5 cornerB 1267.524 -774.8633 1085.5 
else_jump @MANSIO1_28154 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_28147 
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
524@ = 1301.081 
525@ = -786.3077 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point 1288.806 -780.5795 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1300.839 -781.0582 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 524@ 525@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
526@ = -1.0 
522@ = 0 
04AE: $1300 = 23807 // = constant 
05A9: s$1305 = 'MAN1_BD' // s$  // I'm a fuck with YOU!
create_thread @A_ALAP 2 200 336@ 

:MANSIO1_28147
165@ += 1 

:MANSIO1_28154
jump @MANSIO1_28161 

:MANSIO1_28161
return 

:MANSIO1_28163
if 
  423@ == 0 
else_jump @MANSIO1_28959 
51@ = 0 

:MANSIO1_28188
if 
  4 > 51@ 
else_jump @MANSIO1_28952 
if 
  419@(51@,4i) == 1 
else_jump @MANSIO1_28938 
0871: init_jump_table 51@ total_jumps 4 default_jump 0 @MANSIO1_28938 jumps 0 @MANSIO1_28291 1 @MANSIO1_28343 2 @MANSIO1_28618 3 @MANSIO1_28670 -1 @MANSIO1_28938 -1 @MANSIO1_28938 -1 @MANSIO1_28938 

:MANSIO1_28291
00BC: show_text_highpriority GXT 'MAN1_13' time 8000 flag 1  // ~s~Search the mansion for Big Poppa and kill anyone who gets in your way.
423@ = 1 
0085: 424@ = 51@ // (int) 
41@ = 0 
51@ = 4 
jump @MANSIO1_28938 

:MANSIO1_28343
if 
8118:   not actor 151@ dead 
else_jump @MANSIO1_28491 
if 
0105:   actor $PLAYER_ACTOR near_actor 151@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28477 
if 
8118:   not actor 152@ dead 
else_jump @MANSIO1_28440 
04AE: $1300 = 23822 // = constant 
05A9: s$1305 = 'MAN1_FA' // s$  // CJ, clear the corridor and we'll clear each room!
jump @MANSIO1_28462 

:MANSIO1_28440
04AE: $1300 = 23823 // = constant 
05A9: s$1305 = 'MAN1_FB' // s$  // CJ, clear the corridor and I'll check each room!

:MANSIO1_28462
create_thread @A_ALAP 2 100 151@ 

:MANSIO1_28477
423@ = 1 
jump @MANSIO1_28571 

:MANSIO1_28491
if 
0105:   actor $PLAYER_ACTOR near_actor 152@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28564 
04AE: $1300 = 23830 // = constant 
05A9: s$1305 = 'MAN1_FJ' // s$  // Clear that corridor and I'll take each room!
create_thread @A_ALAP 2 100 152@ 

:MANSIO1_28564
423@ = 1 

:MANSIO1_28571
if 
  423@ == 1 
else_jump @MANSIO1_28611 
0085: 424@ = 51@ // (int) 
41@ = 0 
51@ = 4 

:MANSIO1_28611
jump @MANSIO1_28938 

:MANSIO1_28618
00BC: show_text_highpriority GXT 'MAN1_20' time 8000 flag 1  // ~r~Big Poppa~s~ is downstairs, take him out.
423@ = 1 
0085: 424@ = 51@ // (int) 
41@ = 0 
51@ = 4 
jump @MANSIO1_28938 

:MANSIO1_28670
if 
8118:   not actor 151@ dead 
else_jump @MANSIO1_28818 
if 
0105:   actor $PLAYER_ACTOR near_actor 151@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28804 
if 
8118:   not actor 152@ dead 
else_jump @MANSIO1_28767 
04AE: $1300 = 23828 // = constant 
05A9: s$1305 = 'MAN1_FG' // s$  // You go ahead, CJ, we'll hold the balcony!
jump @MANSIO1_28789 

:MANSIO1_28767
04AE: $1300 = 23829 // = constant 
05A9: s$1305 = 'MAN1_FH' // s$  // You go ahead, CJ, I'll stay and hold the balcony!

:MANSIO1_28789
create_thread @A_ALAP 2 100 151@ 

:MANSIO1_28804
423@ = 1 
jump @MANSIO1_28898 

:MANSIO1_28818
if 
0105:   actor $PLAYER_ACTOR near_actor 152@ radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_28891 
04AE: $1300 = 23835 // = constant 
05A9: s$1305 = 'MAN1_FO' // s$  // Go ahead, CJ, I'll hold this balcony!
create_thread @A_ALAP 2 100 152@ 

:MANSIO1_28891
423@ = 1 

:MANSIO1_28898
if 
  423@ == 1 
else_jump @MANSIO1_28938 
0085: 424@ = 51@ // (int) 
41@ = 0 
51@ = 4 

:MANSIO1_28938
51@ += 1 
jump @MANSIO1_28188 

:MANSIO1_28952
jump @MANSIO1_29032 

:MANSIO1_28959
if 
  423@ == 1 
else_jump @MANSIO1_29032 
if 
  41@ > 8000 
else_jump @MANSIO1_29032 
if 
   not 424@ == -1 
else_jump @MANSIO1_29025 
419@(424@,4i) = -1 

:MANSIO1_29025
423@ = 0 

:MANSIO1_29032
return 

:MANSIO1_29034
425@ = 0 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 426@ 427@ cornerB 428@ 429@ 
else_jump @MANSIO1_29080 
425@ = 1 
return 

:MANSIO1_29080
if 
8118:   not actor 151@ dead 
else_jump @MANSIO1_29135 
if 
00A3:   actor 151@ sphere 0 in_rectangle_cornerA 426@ 427@ cornerB 428@ 429@ 
else_jump @MANSIO1_29135 
425@ = 1 
return 

:MANSIO1_29135
if 
8118:   not actor 152@ dead 
else_jump @MANSIO1_29190 
if 
00A3:   actor 152@ sphere 0 in_rectangle_cornerA 426@ 427@ cornerB 428@ 429@ 
else_jump @MANSIO1_29190 
425@ = 1 
return 

:MANSIO1_29190
return 

:MANSIO1_29192
438@ = 0 
439@ = 1 

:MANSIO1_29206
if 
  2 > 438@ 
else_jump @MANSIO1_30969 
if 
8118:   not actor 151@(438@,3i) dead 
else_jump @MANSIO1_30771 
0871: init_jump_table 157@(438@,3i) total_jumps 18 default_jump 0 @MANSIO1_30764 jumps 0 @MANSIO1_29441 1 @MANSIO1_29441 2 @MANSIO1_29505 3 @MANSIO1_29505 4 @MANSIO1_29567 5 @MANSIO1_29567 6 @MANSIO1_29692 
0872: jump_table_jumps 7 @MANSIO1_29692 8 @MANSIO1_29760 9 @MANSIO1_29862 10 @MANSIO1_29915 11 @MANSIO1_29991 12 @MANSIO1_30097 13 @MANSIO1_30207 14 @MANSIO1_30274 15 @MANSIO1_30369 
0872: jump_table_jumps 16 @MANSIO1_30558 17 @MANSIO1_30626 -1 @MANSIO1_30764 -1 @MANSIO1_30764 -1 @MANSIO1_30764 -1 @MANSIO1_30764 -1 @MANSIO1_30764 -1 @MANSIO1_30764 -1 @MANSIO1_30764 

:MANSIO1_29441
if or
   not 254@ == -1 
   not 255@ == -1 
   not 256@ == -1 
   not 257@ == -1 
else_jump @MANSIO1_29487 
jump @MANSIO1_30764 

:MANSIO1_29487
157@(438@,3i) += 2 
jump @MANSIO1_30764 

:MANSIO1_29505
0687: clear_actor 151@(438@,3i) task 
060B: set_actor 151@(438@,3i) decision_maker_to 43@ 
430@(438@,2i) = -1 
0085: 432@(438@,2i) = 438@ // (int) 
157@(438@,3i) += 2 
jump @MANSIO1_30764 

:MANSIO1_29567
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_29603 
gosub @MANSIO1_30971 
jump @MANSIO1_29685 

:MANSIO1_29603
0687: clear_actor 151@(438@,3i) task 
060B: set_actor 151@(438@,3i) decision_maker_to 44@ 
04EB: AS_actor 151@(438@,3i) crouch 1 
0085: 441@ = 432@(438@,2i) // (int) 
05D4: AS_actor 151@(438@,3i) rotate_angle 402@(441@,16f) 
430@(438@,2i) = -1 
157@(438@,3i) += 2 

:MANSIO1_29685
jump @MANSIO1_30764 

:MANSIO1_29692
if 
  165@ > 0 
else_jump @MANSIO1_29753 
157@(438@,3i) += 2 
if 
  440@ == 0 
else_jump @MANSIO1_29753 
420@ = 1 
440@ = 1 

:MANSIO1_29753
jump @MANSIO1_30764 

:MANSIO1_29760
if 
8118:   not actor 151@(439@,3i) dead 
else_jump @MANSIO1_29809 
if 
   not 157@(439@,3i) == 13 
else_jump @MANSIO1_29809 
jump @MANSIO1_30764 

:MANSIO1_29809
060B: set_actor 151@(438@,3i) decision_maker_to 43@ 
430@(438@,2i) = -1 
0085: 432@(438@,2i) = 352@ // (int) 
157@(438@,3i) += 2 
jump @MANSIO1_30764 

:MANSIO1_29862
060B: set_actor 151@(438@,3i) decision_maker_to 43@ 
430@(438@,2i) = -1 
0085: 432@(438@,2i) = 353@ // (int) 
157@(438@,3i) += 2 
jump @MANSIO1_30764 

:MANSIO1_29915
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_29951 
gosub @MANSIO1_30971 
jump @MANSIO1_29984 

:MANSIO1_29951
434@(438@,2i) = 1 
430@(438@,2i) = -1 
157@(438@,3i) += 2 

:MANSIO1_29984
jump @MANSIO1_30764 

:MANSIO1_29991
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_30027 
gosub @MANSIO1_30971 
jump @MANSIO1_30090 

:MANSIO1_30027
060B: set_actor 151@(438@,3i) decision_maker_to 44@ 
0638: AS_actor 151@(438@,3i) stay_put 1 
04EB: AS_actor 151@(438@,3i) crouch 1 
430@(438@,2i) = -1 
353@ += 1 
157@(438@,3i) += 2 

:MANSIO1_30090
jump @MANSIO1_30764 

:MANSIO1_30097
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_30133 
gosub @MANSIO1_30971 
jump @MANSIO1_30200 

:MANSIO1_30133
060B: set_actor 151@(438@,3i) decision_maker_to 44@ 
0638: AS_actor 151@(438@,3i) stay_put 1 
04EB: AS_actor 151@(438@,3i) crouch 1 
430@(438@,2i) = -1 
445@(438@,2i) = -1 
157@(438@,3i) += 2 

:MANSIO1_30200
jump @MANSIO1_30764 

:MANSIO1_30207
if 
8118:   not actor 151@(439@,3i) dead 
else_jump @MANSIO1_30256 
if 
   not 157@(439@,3i) == 11 
else_jump @MANSIO1_30256 
jump @MANSIO1_30764 

:MANSIO1_30256
157@(438@,3i) -= 5 
jump @MANSIO1_30764 

:MANSIO1_30274
gosub @MANSIO1_31616 
if 
  447@ == 1 
else_jump @MANSIO1_30362 
447@ = 0 
060B: set_actor 151@(438@,3i) decision_maker_to 43@ 
04EB: AS_actor 151@(438@,3i) crouch 0 
434@(438@,2i) = 0 
430@(438@,2i) = -1 
157@(438@,3i) += 1 

:MANSIO1_30362
jump @MANSIO1_30764 

:MANSIO1_30369
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_30405 
gosub @MANSIO1_30971 
jump @MANSIO1_30551 

:MANSIO1_30405
if 
  352@ == 8 
else_jump @MANSIO1_30479 
157@(438@,3i) = 16 
if 
8118:   not actor 151@(439@,3i) dead 
else_jump @MANSIO1_30465 
157@(439@,3i) = 16 

:MANSIO1_30465
422@ = 1 
jump @MANSIO1_30551 

:MANSIO1_30479
430@(438@,2i) = -1 
if 
8118:   not actor 151@(439@,3i) dead 
else_jump @MANSIO1_30540 
0085: 432@(438@,2i) = 353@ // (int) 
157@(438@,3i) -= 4 
jump @MANSIO1_30551 

:MANSIO1_30540
157@(438@,3i) -= 7 

:MANSIO1_30551
jump @MANSIO1_30764 

:MANSIO1_30558
060B: set_actor 151@(438@,3i) decision_maker_to 43@ 
430@(438@,2i) = -1 
441@ = 14 
005A: 441@ += 438@ // (int) 
0085: 432@(438@,2i) = 441@ // (int) 
157@(438@,3i) += 1 
jump @MANSIO1_30764 

:MANSIO1_30626
if 
   not 430@(438@,2i) == 3 
else_jump @MANSIO1_30662 
gosub @MANSIO1_30971 
jump @MANSIO1_30757 

:MANSIO1_30662
060B: set_actor 151@(438@,3i) decision_maker_to 44@ 
0638: AS_actor 151@(438@,3i) stay_put 1 
if 
  432@(438@,2i) == 14 
else_jump @MANSIO1_30718 
04EB: AS_actor 151@(438@,3i) crouch 1 

:MANSIO1_30718
0085: 441@ = 432@(438@,2i) // (int) 
05D4: AS_actor 151@(438@,3i) rotate_angle 402@(441@,16f) 
157@(438@,3i) += 1 

:MANSIO1_30757
jump @MANSIO1_30764 

:MANSIO1_30764
jump @MANSIO1_30948 

:MANSIO1_30771
if 
   not 157@(438@,3i) == -2 
else_jump @MANSIO1_30948 
0871: init_jump_table 157@(438@,3i) total_jumps 1 default_jump 1 @MANSIO1_30860 jumps -1 @MANSIO1_30889 -1 @MANSIO1_30948 -1 @MANSIO1_30948 -1 @MANSIO1_30948 -1 @MANSIO1_30948 -1 @MANSIO1_30948 -1 @MANSIO1_30948 

:MANSIO1_30860
172@(438@,3i) = 0 
157@(438@,3i) = -1 
jump @MANSIO1_30948 

:MANSIO1_30889
if 
  10000 > 172@(438@,3i) 
else_jump @MANSIO1_30919 
jump @MANSIO1_30948 

:MANSIO1_30919
034F: destroy_actor_with_fade 151@(438@,3i) 
0249: release_model 436@(438@,2i) 
157@(438@,3i) -= 1 

:MANSIO1_30948
438@ += 1 
439@ -= 1 
jump @MANSIO1_29206 

:MANSIO1_30969
return 

:MANSIO1_30971
0085: 441@ = 432@(438@,2i) // (int) 
0087: 442@ = 354@(441@,16f) // (float) 
0087: 443@ = 370@(441@,16f) // (float) 
0087: 444@ = 386@(441@,16f) // (float) 
if 
  434@(438@,2i) == 1 
else_jump @MANSIO1_31138 
0871: init_jump_table 352@ total_jumps 6 default_jump 0 @MANSIO1_31138 jumps 2 @MANSIO1_31104 3 @MANSIO1_31121 4 @MANSIO1_31104 5 @MANSIO1_31121 6 @MANSIO1_31104 7 @MANSIO1_31121 -1 @MANSIO1_31138 

:MANSIO1_31104
442@ -= 3.5 
jump @MANSIO1_31138 

:MANSIO1_31121
442@ += 3.5 
jump @MANSIO1_31138 

:MANSIO1_31138
0871: init_jump_table 430@(438@,2i) total_jumps 4 default_jump 0 @MANSIO1_31614 jumps -1 @MANSIO1_31205 0 @MANSIO1_31318 1 @MANSIO1_31369 2 @MANSIO1_31533 -1 @MANSIO1_31614 -1 @MANSIO1_31614 -1 @MANSIO1_31614 

:MANSIO1_31205
if 
074F:   actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31256 
0638: AS_actor 151@(438@,3i) stay_put 1 
430@(438@,2i) = 0 
jump @MANSIO1_31311 

:MANSIO1_31256
0638: AS_actor 151@(438@,3i) stay_put 0 
04EB: AS_actor 151@(438@,3i) crouch 0 
05D3: AS_actor 151@(438@,3i) goto_point 442@ 443@ 444@ mode 6 time -2 ms // versionA 
430@(438@,2i) = 1 

:MANSIO1_31311
jump @MANSIO1_31614 

:MANSIO1_31318
if 
874F:   not actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31362 
172@(438@,3i) = 0 
430@(438@,2i) = 2 

:MANSIO1_31362
jump @MANSIO1_31614 

:MANSIO1_31369
if 
074F:   actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31409 
430@(438@,2i) = -1 
jump @MANSIO1_31526 

:MANSIO1_31409
if 
00FF:   actor 151@(438@,3i) sphere 0 in_sphere 442@ 443@ 444@ radius 1.2 1.2 1.5 on_foot 
else_jump @MANSIO1_31473 
430@(438@,2i) = 3 
jump @MANSIO1_31526 

:MANSIO1_31473
062E: get_actor 151@(438@,3i) task 1491 status_store_to 58@ // ret 7 if not found 
if 
04A4:   58@ == 7 // == constant 
else_jump @MANSIO1_31526 
0687: clear_actor 151@(438@,3i) task 
430@(438@,2i) = -1 

:MANSIO1_31526
jump @MANSIO1_31614 

:MANSIO1_31533
if 
074F:   actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31573 
430@(438@,2i) = 0 
jump @MANSIO1_31607 

:MANSIO1_31573
if 
  172@(438@,3i) > 500 
else_jump @MANSIO1_31607 
430@(438@,2i) = -1 

:MANSIO1_31607
jump @MANSIO1_31614 

:MANSIO1_31614
return 

:MANSIO1_31616
0871: init_jump_table 445@(438@,2i) total_jumps 3 default_jump 0 @MANSIO1_31870 jumps -1 @MANSIO1_31683 0 @MANSIO1_31734 1 @MANSIO1_31815 -1 @MANSIO1_31870 -1 @MANSIO1_31870 -1 @MANSIO1_31870 -1 @MANSIO1_31870 

:MANSIO1_31683
if 
874F:   not actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31727 
172@(438@,3i) = 0 
445@(438@,2i) += 1 

:MANSIO1_31727
jump @MANSIO1_31870 

:MANSIO1_31734
if 
074F:   actor 151@(438@,3i) ped_event == -1 
else_jump @MANSIO1_31774 
445@(438@,2i) -= 1 
jump @MANSIO1_31808 

:MANSIO1_31774
if 
  172@(438@,3i) > 300 
else_jump @MANSIO1_31808 
445@(438@,2i) += 1 

:MANSIO1_31808
jump @MANSIO1_31870 

:MANSIO1_31815
gosub @MANSIO1_31872 
if 
  447@ == 0 
else_jump @MANSIO1_31863 
172@(438@,3i) = 150 
445@(438@,2i) -= 1 

:MANSIO1_31863
jump @MANSIO1_31870 

:MANSIO1_31870
return 

:MANSIO1_31872
447@ = 0 
0871: init_jump_table 352@ total_jumps 6 default_jump 0 @MANSIO1_32402 jumps 2 @MANSIO1_31942 3 @MANSIO1_32021 4 @MANSIO1_32100 5 @MANSIO1_32172 6 @MANSIO1_32251 7 @MANSIO1_32323 -1 @MANSIO1_32402 

:MANSIO1_31942
if and
  304@ == -1 
  305@ == -1 
else_jump @MANSIO1_32014 
447@ = 1 
448@ = 1271.341 
449@ = -785.5189 
450@ = 1278.642 
451@ = -798.1946 

:MANSIO1_32014
jump @MANSIO1_32402 

:MANSIO1_32021
if and
  306@ == -1 
  307@ == -1 
else_jump @MANSIO1_32093 
447@ = 1 
448@ = 1285.97 
449@ = -785.5347 
450@ = 1293.101 
451@ = -799.4673 

:MANSIO1_32093
jump @MANSIO1_32402 

:MANSIO1_32100
if 
  308@ == -1 
else_jump @MANSIO1_32165 
447@ = 1 
448@ = 1271.417 
449@ = -799.7592 
450@ = 1278.639 
451@ = -810.0243 

:MANSIO1_32165
jump @MANSIO1_32402 

:MANSIO1_32172
if and
  309@ == -1 
  310@ == -1 
else_jump @MANSIO1_32244 
447@ = 1 
448@ = 1285.959 
449@ = -800.8917 
450@ = 1293.121 
451@ = -811.5349 

:MANSIO1_32244
jump @MANSIO1_32402 

:MANSIO1_32251
if 
  311@ == -1 
else_jump @MANSIO1_32316 
447@ = 1 
448@ = 1271.434 
449@ = -811.7203 
450@ = 1278.597 
451@ = -822.8848 

:MANSIO1_32316
jump @MANSIO1_32402 

:MANSIO1_32323
if and
  312@ == -1 
  313@ == -1 
else_jump @MANSIO1_32395 
447@ = 1 
448@ = 1285.944 
449@ = -812.8881 
450@ = 1293.238 
451@ = -823.5223 

:MANSIO1_32395
jump @MANSIO1_32402 

:MANSIO1_32402
if 
  447@ == 1 
else_jump @MANSIO1_32527 
51@ = 0 

:MANSIO1_32427
if 
  20 > 51@ 
else_jump @MANSIO1_32527 
if 
8118:   not actor 234@(51@,20i) dead 
else_jump @MANSIO1_32513 
if 
00A3:   actor 234@(51@,20i) sphere 0 in_rectangle_cornerA 448@ 449@ cornerB 450@ 451@ 
else_jump @MANSIO1_32513 
447@ = 0 
51@ = 20 

:MANSIO1_32513
51@ += 1 
jump @MANSIO1_32427 

:MANSIO1_32527
if 
  447@ == 1 
else_jump @MANSIO1_32652 
51@ = 0 

:MANSIO1_32552
if 
  3 > 51@ 
else_jump @MANSIO1_32652 
if 
8118:   not actor 482@(51@,3i) dead 
else_jump @MANSIO1_32638 
if 
00A3:   actor 482@(51@,3i) sphere 0 in_rectangle_cornerA 448@ 449@ cornerB 450@ 451@ 
else_jump @MANSIO1_32638 
447@ = 0 
51@ = 2 

:MANSIO1_32638
51@ += 1 
jump @MANSIO1_32552 

:MANSIO1_32652
if 
  447@ == 1 
else_jump @MANSIO1_32868 
352@ += 1 
if 
876F:   not text_priority_displayed 
else_jump @MANSIO1_32868 
if 
0105:   actor $PLAYER_ACTOR near_actor 151@(438@,3i) radius 35.0 35.0 4.0 sphere 0 on_foot 
else_jump @MANSIO1_32868 
if 
  438@ == 0 
else_jump @MANSIO1_32779 
008A: $1300 = 452@(460@,8i) // (int) 
05A9: s$1305 = 461@(460@,8s) // s$ 
jump @MANSIO1_32817 

:MANSIO1_32779
460@ += 4 
008A: $1300 = 452@(460@,8i) // (int) 
05A9: s$1305 = 461@(460@,8s) // s$ 
460@ -= 4 

:MANSIO1_32817
create_thread @A_ALAP 2 100 151@(438@,3i) 
460@ += 1 
if 
  460@ == 4 
else_jump @MANSIO1_32868 
460@ = 0 

:MANSIO1_32868
return 

:MANSIO1_32870
51@ = 0 

:MANSIO1_32877
if 
  20 > 51@ 
else_jump @MANSIO1_33082 
0871: init_jump_table 254@(51@,20i) total_jumps 2 default_jump 0 @MANSIO1_33068 jumps 0 @MANSIO1_32962 1 @MANSIO1_33018 -1 @MANSIO1_33068 -1 @MANSIO1_33068 -1 @MANSIO1_33068 -1 @MANSIO1_33068 -1 @MANSIO1_33068 

:MANSIO1_32962
if 
8118:   not actor 234@(51@,20i) dead 
else_jump @MANSIO1_32996 
jump @MANSIO1_33068 
jump @MANSIO1_33018 

:MANSIO1_32996
274@(51@,20i) = 0 
254@(51@,20i) = 1 

:MANSIO1_33018
if 
  274@(51@,20i) > 2500 
else_jump @MANSIO1_33061 
01C2: remove_references_to_actor 234@(51@,20i) // Like turning an actor into a random pedestrian 
254@(51@,20i) = -1 

:MANSIO1_33061
jump @MANSIO1_33068 

:MANSIO1_33068
51@ += 1 
jump @MANSIO1_32877 

:MANSIO1_33082
51@ = 0 

:MANSIO1_33089
if 
  10 > 51@ 
else_jump @MANSIO1_33294 
0871: init_jump_table 304@(51@,10i) total_jumps 2 default_jump 0 @MANSIO1_33280 jumps 0 @MANSIO1_33174 1 @MANSIO1_33230 -1 @MANSIO1_33280 -1 @MANSIO1_33280 -1 @MANSIO1_33280 -1 @MANSIO1_33280 -1 @MANSIO1_33280 

:MANSIO1_33174
if 
8118:   not actor 294@(51@,10i) dead 
else_jump @MANSIO1_33208 
jump @MANSIO1_33280 
jump @MANSIO1_33230 

:MANSIO1_33208
314@(51@,10i) = 0 
304@(51@,10i) = 1 

:MANSIO1_33230
if 
  314@(51@,10i) > 1800 
else_jump @MANSIO1_33273 
01C2: remove_references_to_actor 294@(51@,10i) // Like turning an actor into a random pedestrian 
304@(51@,10i) = -1 

:MANSIO1_33273
jump @MANSIO1_33280 

:MANSIO1_33280
51@ += 1 
jump @MANSIO1_33089 

:MANSIO1_33294
51@ = 0 

:MANSIO1_33301
if 
  4 > 51@ 
else_jump @MANSIO1_33506 
0871: init_jump_table 328@(51@,4i) total_jumps 2 default_jump 0 @MANSIO1_33492 jumps 0 @MANSIO1_33386 1 @MANSIO1_33442 -1 @MANSIO1_33492 -1 @MANSIO1_33492 -1 @MANSIO1_33492 -1 @MANSIO1_33492 -1 @MANSIO1_33492 

:MANSIO1_33386
if 
8118:   not actor 324@(51@,4i) dead 
else_jump @MANSIO1_33420 
jump @MANSIO1_33492 
jump @MANSIO1_33442 

:MANSIO1_33420
332@(51@,4i) = 0 
328@(51@,4i) = 1 

:MANSIO1_33442
if 
  332@(51@,4i) > 1800 
else_jump @MANSIO1_33485 
01C2: remove_references_to_actor 324@(51@,4i) // Like turning an actor into a random pedestrian 
328@(51@,4i) = -1 

:MANSIO1_33485
jump @MANSIO1_33492 

:MANSIO1_33492
51@ += 1 
jump @MANSIO1_33301 

:MANSIO1_33506
return 

:MANSIO1_33508
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
  $74 > 1089.0 
else_jump @MANSIO1_33917 
if 
  $73 > -784.0 
else_jump @MANSIO1_33578 
477@ = 0 
jump @MANSIO1_33910 

:MANSIO1_33578
if or
  1271.0 > $72 
  $72 > 1294.0 
else_jump @MANSIO1_33623 
477@ = 0 
jump @MANSIO1_33910 

:MANSIO1_33623
if 
  $73 > -824.0 
else_jump @MANSIO1_33903 
if 
  1279.0 > $72 
else_jump @MANSIO1_33749 
if 
  $73 > -799.0 
else_jump @MANSIO1_33700 
477@ = 1 
jump @MANSIO1_33742 

:MANSIO1_33700
if 
  $73 > -811.0 
else_jump @MANSIO1_33735 
477@ = 3 
jump @MANSIO1_33742 

:MANSIO1_33735
477@ = 5 

:MANSIO1_33742
jump @MANSIO1_33896 

:MANSIO1_33749
if 
  $72 > 1285.0 
else_jump @MANSIO1_33854 
if 
  $73 > -800.0 
else_jump @MANSIO1_33805 
477@ = 2 
jump @MANSIO1_33847 

:MANSIO1_33805
if 
  $73 > -812.0 
else_jump @MANSIO1_33840 
477@ = 4 
jump @MANSIO1_33847 

:MANSIO1_33840
477@ = 6 

:MANSIO1_33847
jump @MANSIO1_33896 

:MANSIO1_33854
if 
  $73 > -806.0 
else_jump @MANSIO1_33889 
477@ = 7 
jump @MANSIO1_33896 

:MANSIO1_33889
477@ = 8 

:MANSIO1_33896
jump @MANSIO1_33910 

:MANSIO1_33903
477@ = 9 

:MANSIO1_33910
jump @MANSIO1_33931 

:MANSIO1_33917
497@ = 1 
477@ = 10 

:MANSIO1_33931
if 
  480@ == 1 
else_jump @MANSIO1_33965 
0209: 481@ = random_int_in_ranges 0 2 
jump @MANSIO1_33972 

:MANSIO1_33965
481@ = 0 

:MANSIO1_33972
478@ = 0 
if 
   not 497@ == 1 
else_jump @MANSIO1_34283 
0871: init_jump_table 477@ total_jumps 11 default_jump 0 @MANSIO1_34283 jumps 0 @MANSIO1_34125 1 @MANSIO1_34146 2 @MANSIO1_34146 3 @MANSIO1_34146 4 @MANSIO1_34199 5 @MANSIO1_34199 6 @MANSIO1_34220 
0872: jump_table_jumps 7 @MANSIO1_34146 8 @MANSIO1_34241 9 @MANSIO1_34241 10 @MANSIO1_34262 -1 @MANSIO1_34283 -1 @MANSIO1_34283 -1 @MANSIO1_34283 -1 @MANSIO1_34283 -1 @MANSIO1_34283 

:MANSIO1_34125
08BD: set 478@ bit 1 
08BD: set 478@ bit 2 
jump @MANSIO1_34283 

:MANSIO1_34146
if 
  481@ == 0 
else_jump @MANSIO1_34178 
08BD: set 478@ bit 2 
jump @MANSIO1_34185 

:MANSIO1_34178
08BD: set 478@ bit 5 

:MANSIO1_34185
08BD: set 478@ bit 3 
jump @MANSIO1_34283 

:MANSIO1_34199
08BD: set 478@ bit 1 
08BD: set 478@ bit 3 
jump @MANSIO1_34283 

:MANSIO1_34220
08BD: set 478@ bit 1 
08BD: set 478@ bit 0 
jump @MANSIO1_34283 

:MANSIO1_34241
08BD: set 478@ bit 0 
08BD: set 478@ bit 4 
jump @MANSIO1_34283 

:MANSIO1_34262
08BD: set 478@ bit 2 
08BD: set 478@ bit 4 
jump @MANSIO1_34283 

:MANSIO1_34283
479@ = 1 
return 

:MANSIO1_34292
494@ = 0 

:MANSIO1_34299
if 
  3 > 494@ 
else_jump @MANSIO1_35157 
if 
8118:   not actor 482@(494@,3i) dead 
else_jump @MANSIO1_34545 
0871: init_jump_table 485@(494@,3i) total_jumps 1 default_jump 0 @MANSIO1_34538 jumps 1 @MANSIO1_34404 -1 @MANSIO1_34538 -1 @MANSIO1_34538 -1 @MANSIO1_34538 -1 @MANSIO1_34538 -1 @MANSIO1_34538 -1 @MANSIO1_34538 

:MANSIO1_34404
if 
  4 > 343@ 
else_jump @MANSIO1_34531 
if 
876F:   not text_priority_displayed 
else_jump @MANSIO1_34531 
if 
00F2:   actor 482@(494@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @MANSIO1_34531 
008A: $1300 = 339@(343@,4i) // (int) 
05A9: s$1305 = 344@(343@,4s) // s$ 
create_thread @A_ALAP 2 50 482@(494@,3i) 
485@(494@,3i) = 0 
343@ += 1 

:MANSIO1_34531
jump @MANSIO1_34538 

:MANSIO1_34538
jump @MANSIO1_35143 

:MANSIO1_34545
0871: init_jump_table 485@(494@,3i) total_jumps 2 default_jump 1 @MANSIO1_35121 jumps -2 @MANSIO1_34716 -1 @MANSIO1_34612 -1 @MANSIO1_35143 -1 @MANSIO1_35143 -1 @MANSIO1_35143 -1 @MANSIO1_35143 -1 @MANSIO1_35143 

:MANSIO1_34612
if 
001D:   496@ > 488@(494@,3i) // (int) 
else_jump @MANSIO1_34642 
jump @MANSIO1_35143 

:MANSIO1_34642
034F: destroy_actor_with_fade 482@(494@,3i) 
if 
  494@ == 2 
else_jump @MANSIO1_34716 
if 
  480@ == 0 
else_jump @MANSIO1_34705 
485@(494@,3i) += 1 
jump @MANSIO1_34716 

:MANSIO1_34705
485@(494@,3i) -= 1 

:MANSIO1_34716
if 
   not 497@ == 1 
else_jump @MANSIO1_35100 
if 
  479@ == 0 
else_jump @MANSIO1_34759 
gosub @MANSIO1_33508 

:MANSIO1_34759
51@ = 0 

:MANSIO1_34766
if 
  6 > 51@ 
else_jump @MANSIO1_35114 
if 
08B9:   test 478@ bit 51@ 
else_jump @MANSIO1_35100 
if 
803B:   not  51@ == 495@ // (int) 
else_jump @MANSIO1_35100 
if 
838A:   not any_car_in_cube_cornerA 498@(51@,6f) 504@(51@,6f) 510@(51@,6f) cornerB 1.5 1.5 0.0 
else_jump @MANSIO1_35100 
009A: 482@(494@,3i) = create_actor_pedtype 25 model 108 at 498@(51@,6f) 504@(51@,6f) 510@(51@,6f) 
0223: set_actor 482@(494@,3i) health_to 200 
08AF: set_actor 482@(494@,3i) max_health_to 200 
0173: set_actor 482@(494@,3i) Z_angle_to 516@(51@,6f) 
0860: link_actor 482@(494@,3i) to_interior 5 
01B2: give_actor 482@(494@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 482@(494@,3i) armed_weapon_to 29 
060B: set_actor 482@(494@,3i) decision_maker_to 44@ 
087E: set_actor 482@(494@,3i) weapon_droppable 0 
05E2: AS_actor 482@(494@,3i) kill_actor $PLAYER_ACTOR 
02E2: set_actor 482@(494@,3i) weapon_accuracy_to 50 
07DD: set_actor 482@(494@,3i) attack_rate 60 // previously known as temper_to 
if 
  494@ == 0 
else_jump @MANSIO1_35074 
485@(494@,3i) = 1 
jump @MANSIO1_35085 

:MANSIO1_35074
485@(494@,3i) = 0 

:MANSIO1_35085
0085: 495@ = 51@ // (int) 
51@ = 5 

:MANSIO1_35100
51@ += 1 
jump @MANSIO1_34766 

:MANSIO1_35114
jump @MANSIO1_35143 

:MANSIO1_35121
488@(494@,3i) = 0 
485@(494@,3i) = -1 

:MANSIO1_35143
494@ += 1 
jump @MANSIO1_34299 

:MANSIO1_35157
return 

:MANSIO1_35159
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_35552 
0871: init_jump_table 522@ total_jumps 2 default_jump 0 @MANSIO1_35552 jumps 0 @MANSIO1_35238 1 @MANSIO1_35522 -1 @MANSIO1_35552 -1 @MANSIO1_35552 -1 @MANSIO1_35552 -1 @MANSIO1_35552 -1 @MANSIO1_35552 

:MANSIO1_35238
if 
80ED:   not actor 336@ sphere 0 near_point 524@ 525@ radius 1.0 1.0 on_foot 
else_jump @MANSIO1_35279 
jump @MANSIO1_35552 

:MANSIO1_35279
if 
   not 526@ == -1.0 
else_jump @MANSIO1_35377 
if 
  523@ == 0 
else_jump @MANSIO1_35341 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
523@ = 1 

:MANSIO1_35341
0792: disembark_instantly_actor 336@ 
00A1: put_actor 336@ at 526@ 527@ 1083.01 
0173: set_actor 336@ Z_angle_to 528@ 
jump @MANSIO1_35508 

:MANSIO1_35377
08E7: disable_entrance_markers 0 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
018A: 55@ = create_checkpoint_at 1298.74 -795.9946 1083.008 
08DC: create_interior_marker 55@ at 1258.338 -785.4264 radius 91.0313 
00BC: show_text_highpriority GXT 'MAN1_22' time 8000 flag 1  // ~r~Big Poppa~s~ has left the ~y~mansion~s~, follow him.
00A1: put_actor 336@ at 1261.031 -815.666 83.1484 
0173: set_actor 336@ Z_angle_to 65.0097 
0860: link_actor 336@ to_interior 0 
0575: set_actor 336@ keep_position 1 
522@ = 1 
jump @MANSIO1_35552 

:MANSIO1_35508
522@ = -1 
jump @MANSIO1_35552 

:MANSIO1_35522
077E: get_active_interior_to 56@ 
if 
  56@ == 0 
else_jump @MANSIO1_35552 
522@ = 2 

:MANSIO1_35552
return 

:MANSIO1_35554
009B: destroy_actor 151@ 
009B: destroy_actor 152@ 
0249: release_model 117 
0249: release_model 118 
0249: release_model 356 
51@ = 0 

:MANSIO1_35584
if 
  10 > 51@ 
else_jump @MANSIO1_35625 
009B: destroy_actor 294@(51@,10i) 
51@ += 1 
jump @MANSIO1_35584 

:MANSIO1_35625
51@ = 0 

:MANSIO1_35632
if 
  13 > 51@ 
else_jump @MANSIO1_35673 
01C2: remove_references_to_actor 234@(51@,20i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @MANSIO1_35632 

:MANSIO1_35673
01C2: remove_references_to_actor 482@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 483@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 484@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 324@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 325@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 326@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 327@ // Like turning an actor into a random pedestrian 
0249: release_model 13 
0249: release_model 195 
065C: release_decision_maker 45@ 
065C: release_decision_maker 43@ 
0247: load_model 18 
0247: load_model 19 
0247: load_model 63 
0247: load_model 139 
529@ = 1 
return 

:MANSIO1_35753
0871: init_jump_table 529@ total_jumps 2 default_jump 0 @MANSIO1_36523 jumps 1 @MANSIO1_35816 2 @MANSIO1_36235 -1 @MANSIO1_36523 -1 @MANSIO1_36523 -1 @MANSIO1_36523 -1 @MANSIO1_36523 -1 @MANSIO1_36523 

:MANSIO1_35816
009A: 248@ = create_actor_pedtype 25 model 110 at 1260.064 -793.2798 1083.241 
0173: set_actor 248@ Z_angle_to 290.4863 
0223: set_actor 248@ health_to 200 
08AF: set_actor 248@ max_health_to 200 
0860: link_actor 248@ to_interior 5 
01B2: give_actor 248@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 248@ armed_weapon_to 29 
02E2: set_actor 248@ weapon_accuracy_to 80 
07DD: set_actor 248@ attack_rate 60 // previously known as temper_to 
060B: set_actor 248@ decision_maker_to 44@ 
268@ = 0 
009A: 249@ = create_actor_pedtype 25 model 110 at 1257.702 -767.9689 1083.008 
0173: set_actor 249@ Z_angle_to 119.2357 
0223: set_actor 249@ health_to 200 
08AF: set_actor 249@ max_health_to 200 
0860: link_actor 249@ to_interior 5 
01B2: give_actor 249@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 249@ armed_weapon_to 29 
02E2: set_actor 249@ weapon_accuracy_to 70 
07DD: set_actor 249@ attack_rate 50 // previously known as temper_to 
060B: set_actor 249@ decision_maker_to 44@ 
269@ = 0 
009A: 250@ = create_actor_pedtype 25 model 110 at 1289.814 -778.2963 1083.008 
0173: set_actor 250@ Z_angle_to 67.6874 
0223: set_actor 250@ health_to 200 
08AF: set_actor 250@ max_health_to 200 
0860: link_actor 250@ to_interior 5 
01B2: give_actor 250@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 250@ armed_weapon_to 29 
02E2: set_actor 250@ weapon_accuracy_to 70 
07DD: set_actor 250@ attack_rate 60 // previously known as temper_to 
060B: set_actor 250@ decision_maker_to 44@ 
270@ = 0 
009A: 251@ = create_actor_pedtype 25 model 110 at 1282.886 -779.3019 1083.015 
0173: set_actor 251@ Z_angle_to 57.042 
0223: set_actor 251@ health_to 200 
08AF: set_actor 251@ max_health_to 200 
0860: link_actor 251@ to_interior 5 
01B2: give_actor 251@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 251@ armed_weapon_to 29 
02E2: set_actor 251@ weapon_accuracy_to 70 
07DD: set_actor 251@ attack_rate 60 // previously known as temper_to 
060B: set_actor 251@ decision_maker_to 44@ 
271@ = 0 
529@ += 1 

:MANSIO1_36235
if or
8248:   not model 18 available 
8248:   not model 19 available 
8248:   not model 63 available 
8248:   not model 139 available 
else_jump @MANSIO1_36270 
jump @MANSIO1_36523 

:MANSIO1_36270
009A: 530@ = create_actor_pedtype 26 model 19 at 1275.155 -788.5061 1083.008 
0173: set_actor 530@ Z_angle_to 152.55 
0860: link_actor 530@ to_interior 5 
060B: set_actor 530@ decision_maker_to 46@ 
009A: 531@ = create_actor_pedtype 26 model 63 at 1274.54 -790.0915 1083.008 
0173: set_actor 531@ Z_angle_to 349.0896 
0860: link_actor 531@ to_interior 5 
060B: set_actor 531@ decision_maker_to 46@ 
009A: 532@ = create_actor_pedtype 26 model 18 at 1273.279 -788.6833 1083.008 
0173: set_actor 532@ Z_angle_to 221.2157 
0860: link_actor 532@ to_interior 5 
060B: set_actor 532@ decision_maker_to 46@ 
009A: 533@ = create_actor_pedtype 26 model 139 at 1261.499 -788.9477 1083.015 
0173: set_actor 533@ Z_angle_to 154.0331 
0860: link_actor 533@ to_interior 5 
060B: set_actor 533@ decision_maker_to 46@ 
009A: 534@ = create_actor_pedtype 26 model 18 at 1260.887 -790.43 1083.015 
0173: set_actor 534@ Z_angle_to 332.9453 
0860: link_actor 534@ to_interior 5 
060B: set_actor 534@ decision_maker_to 46@ 
529@ = 0 

:MANSIO1_36523
return 

:MANSIO1_36525
00BE: text_clear_all 
56@ = 5 

:MANSIO1_36534
if 
  56@ == 5 
else_jump @MANSIO1_36571 
wait 0 
09E8: 56@ = actor $PLAYER_ACTOR active_interior 
jump @MANSIO1_36534 

:MANSIO1_36571
0917: audio_zone 'MADDOGL' enable_sound 0 
fade 0 0 

:MANSIO1_36590
if 
fading 
else_jump @MANSIO1_36614 
wait 0 
jump @MANSIO1_36590 

:MANSIO1_36614
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
03BA: clear_cars_from_cube_cornerA 1239.904 -800.9069 80.0 cornerB 1261.751 -817.216 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
gosub @MANSIO1_38454 
01EB: set_traffic_density_multiplier_to 0.5 
0247: load_model 603 
0247: load_model 555 
07C0: load_path 708 

:MANSIO1_36712
if or
8248:   not model 603 available 
8248:   not model 555 available 
87C1:   not path 708 available 
else_jump @MANSIO1_36749 
wait 0 
jump @MANSIO1_36712 

:MANSIO1_36749
03CB: set_rendering_origin_at 1265.009 -816.3813 83.6305 
00A5: 535@ = create_car 603 at 1250.519 -812.1237 83.1484 
0175: set_car 535@ Z_angle_to 162.4757 
0674: set_car_model 555 numberplate "J_LOMAX" 
0506: set_car_model 555 next_variation 1 1 // first param is useless 
00A5: 536@ = create_car 555 at 1244.026 -808.5705 83.1484 
0175: set_car 536@ Z_angle_to 177.4448 
0229: set_car 536@ primary_color_to 126 secondary_color_to 0 
041E: set_radio_station 3 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_36946 
0792: disembark_instantly_actor 336@ 
060B: set_actor 336@ decision_maker_to 42@ 
0575: set_actor 336@ keep_position 0 
0860: link_actor 336@ to_interior 0 
00A1: put_actor 336@ at 1268.7 -813.0891 83.1484 
0173: set_actor 336@ Z_angle_to 90.0 
0164: disable_marker 337@ 

:MANSIO1_36946
00A1: put_actor $PLAYER_ACTOR at 1268.7 -813.0891 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 50000.0 intensity 0.5 
015F: set_camera_position 1265.009 -816.3813 83.6305 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1264.046 -816.1189 83.6842 switchstyle 2 
fade 1 500 

:MANSIO1_37050
if 
fading 
else_jump @MANSIO1_37074 
wait 0 
jump @MANSIO1_37050 

:MANSIO1_37074
if and
8118:   not actor 336@ dead 
8119:   not car 535@ wrecked 
else_jump @MANSIO1_37185 
0615: define_AS_pack_begin 53@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05CB: AS_actor -1 enter_car 535@ as_driver 9999 ms 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05BA: AS_actor -1 move_mouth 7000 ms 
05D3: AS_actor -1 goto_point 1251.697 -812.287 83.1484 mode 6 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 336@ 1500 ms 
0616: define_AS_pack_end 53@ 

:MANSIO1_37185
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
40@ = 0 

:MANSIO1_37205
if 
  1500 > 40@ 
else_jump @MANSIO1_37235 
wait 0 
jump @MANSIO1_37205 

:MANSIO1_37235
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1265.009 -816.3813 83.6305 position_to 1253.448 -815.4342 83.4116 time 7500 smooth_transition 1 
0920: point_camera 1264.046 -816.1189 83.6842 transverse_to 1252.86 -814.6353 83.5422 time 7500 smooth_transition 1 
57@ = 0 

:MANSIO1_37324
if 
  57@ == 0 
else_jump @MANSIO1_37392 
wait 0 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_37385 
if 
00DF:   actor 336@ driving 
else_jump @MANSIO1_37385 
57@ = 1 

:MANSIO1_37385
jump @MANSIO1_37324 

:MANSIO1_37392
if 
8119:   not car 535@ wrecked 
else_jump @MANSIO1_37464 
05EB: assign_car 535@ to_path 708 
04BA: set_car 535@ speed_to 40.0 
020A: set_car 535@ door_status_to 2 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_37464 
02AB: set_actor 336@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_37464
40@ = 0 

:MANSIO1_37471
if 
  5000 > 40@ 
else_jump @MANSIO1_37501 
wait 0 
jump @MANSIO1_37471 

:MANSIO1_37501
if 
8119:   not car 535@ wrecked 
else_jump @MANSIO1_37525 
0186: 337@ = create_marker_above_car 535@ 

:MANSIO1_37525
00BC: show_text_highpriority GXT 'MAN1_23' time 8000 flag 1  // ~s~Chase down ~r~Big Poppa~s~ and run him off the road!
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 0.5 

:MANSIO1_37569
wait 0 
if 
8118:   not actor 336@ dead 
else_jump @MANSIO1_37686 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 336@ radius 250.0 250.0 0 
else_jump @MANSIO1_37648 
60@ = 1 
05AA: 61@s = 'MAN1_24' // @s = 'short'  // ~r~You lost Big Poppa.
jump @MANSIO1_38496 

:MANSIO1_37648
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO1_37672 
03C0: 538@ = actor $PLAYER_ACTOR car 

:MANSIO1_37672
gosub @MANSIO1_38311 
jump @MANSIO1_38304 

:MANSIO1_37686
0164: disable_marker 337@ 
40@ = 0 

:MANSIO1_37698
if 
  2000 > 40@ 
else_jump @MANSIO1_37728 
wait 0 
jump @MANSIO1_37698 

:MANSIO1_37728
fade 0 0 

:MANSIO1_37734
if 
fading 
else_jump @MANSIO1_37758 
wait 0 
jump @MANSIO1_37734 

:MANSIO1_37758
051E: 537@ = get_current_radio_station 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0110: clear_player $PLAYER_CHAR wanted_level 
02A3: enable_widescreen 1 
if 
8119:   not car 538@ wrecked 
else_jump @MANSIO1_37859 
0227: 539@ = car 538@ health 
if 
  500 > 539@ 
else_jump @MANSIO1_37849 
0224: set_car 538@ health_to 500 

:MANSIO1_37849
04BA: set_car 538@ speed_to 0.0 

:MANSIO1_37859
0247: load_model #DRG_NU_EXT 

:MANSIO1_37864
if 
8248:   not model #DRG_NU_EXT available 
else_jump @MANSIO1_37891 
wait 0 
jump @MANSIO1_37864 

:MANSIO1_37891
015F: set_camera_position 1221.787 -856.6817 99.5425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1222.33 -855.9062 99.2196 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 1248.908 -804.626 87.535 angle 297.0012 
40@ = 0 

:MANSIO1_37971
if 
  500 > 40@ 
else_jump @MANSIO1_38001 
wait 0 
jump @MANSIO1_37971 

:MANSIO1_38001
fade 1 500 

:MANSIO1_38008
if 
fading 
else_jump @MANSIO1_38032 
wait 0 
jump @MANSIO1_38008 

:MANSIO1_38032
0707: start_scene_skip_to @MANSIO1_38123 
00BC: show_text_highpriority GXT 'MAN1_30' time 7000 flag 1  // You have taken back Madd Dogg's mansion.
40@ = 0 

:MANSIO1_38062
if 
  7000 > 40@ 
else_jump @MANSIO1_38092 
wait 0 
jump @MANSIO1_38062 

:MANSIO1_38092
fade 0 500 

:MANSIO1_38099
if 
fading 
else_jump @MANSIO1_38123 
wait 0 
jump @MANSIO1_38099 

:MANSIO1_38123
0701: end_scene_skip 
fade 0 0 

:MANSIO1_38131
if 
fading 
else_jump @MANSIO1_38155 
wait 0 
jump @MANSIO1_38131 

:MANSIO1_38155
0249: release_model #DRG_NU_EXT 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0172: $71 = actor $PLAYER_ACTOR Z_angle 
0A0B: set_rendering_origin_at_3D_coord $68 $69 $70 angle $71 
40@ = 0 

:MANSIO1_38216
if 
  500 > 40@ 
else_jump @MANSIO1_38246 
wait 0 
jump @MANSIO1_38216 

:MANSIO1_38246
041E: set_radio_station 537@ 
fade 1 500 

:MANSIO1_38258
if 
fading 
else_jump @MANSIO1_38282 
wait 0 
jump @MANSIO1_38258 

:MANSIO1_38282
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @MANSIO1_38568 

:MANSIO1_38304
jump @MANSIO1_37569 

:MANSIO1_38311
if 
8119:   not car 535@ wrecked 
else_jump @MANSIO1_38452 
0871: init_jump_table 540@ total_jumps 1 default_jump 0 @MANSIO1_38452 jumps 0 @MANSIO1_38390 -1 @MANSIO1_38452 -1 @MANSIO1_38452 -1 @MANSIO1_38452 -1 @MANSIO1_38452 -1 @MANSIO1_38452 -1 @MANSIO1_38452 

:MANSIO1_38390
if 
060E:   car 535@ assigned_to_path 
else_jump @MANSIO1_38413 
jump @MANSIO1_38452 

:MANSIO1_38413
00AD: set_car 535@ max_speed_to 25.0 
05D2: AS_actor 336@ run_to_and_hijack_car 535@ max_search_radius 25.0 traffic_behavior 2 
540@ += 1 
jump @MANSIO1_38452 

:MANSIO1_38452
return 

:MANSIO1_38454
0164: disable_marker 55@ 
0249: release_model 108 
0249: release_model 110 
0249: release_model 18 
0249: release_model 19 
0249: release_model 63 
0249: release_model 139 
0249: release_model 353 
065C: release_decision_maker 44@ 
return 

:MANSIO1_38496
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
if 
  60@ == 1 
else_jump @MANSIO1_38566 
00BC: show_text_highpriority GXT 61@s time 8000 flag 1 

:MANSIO1_38566
return 

:MANSIO1_38568
51@ = 0 

:MANSIO1_38575
if 
  16 > 51@ 
else_jump @MANSIO1_38708 
if 
8118:   not actor 234@(51@,20i) dead 
else_jump @MANSIO1_38685 
0687: clear_actor 234@(51@,20i) task 
02E2: set_actor 234@(51@,20i) weapon_accuracy_to 20 
07DD: set_actor 234@(51@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 234@(51@,20i) stay_put 1 
05E2: AS_actor 234@(51@,20i) kill_actor $PLAYER_ACTOR 
0961: set_actor 234@(51@,20i) keep_tasks_after_cleanup 1 
jump @MANSIO1_38694 

:MANSIO1_38685
01C2: remove_references_to_actor 234@(51@,20i) // Like turning an actor into a random pedestrian 

:MANSIO1_38694
51@ += 1 
jump @MANSIO1_38575 

:MANSIO1_38708
51@ = 0 

:MANSIO1_38715
if 
  10 > 51@ 
else_jump @MANSIO1_38848 
if 
8118:   not actor 294@(51@,10i) dead 
else_jump @MANSIO1_38825 
0687: clear_actor 294@(51@,10i) task 
02E2: set_actor 234@(51@,20i) weapon_accuracy_to 20 
07DD: set_actor 234@(51@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 294@(51@,10i) stay_put 1 
05E2: AS_actor 294@(51@,10i) kill_actor $PLAYER_ACTOR 
0961: set_actor 294@(51@,10i) keep_tasks_after_cleanup 1 
jump @MANSIO1_38834 

:MANSIO1_38825
01C2: remove_references_to_actor 294@(51@,10i) // Like turning an actor into a random pedestrian 

:MANSIO1_38834
51@ += 1 
jump @MANSIO1_38715 

:MANSIO1_38848
51@ = 0 

:MANSIO1_38855
if 
  2 > 51@ 
else_jump @MANSIO1_38955 
if 
8118:   not actor 482@(51@,3i) dead 
else_jump @MANSIO1_38932 
0687: clear_actor 482@(51@,3i) task 
05E2: AS_actor 482@(51@,3i) kill_actor $PLAYER_ACTOR 
0961: set_actor 482@(51@,3i) keep_tasks_after_cleanup 1 
jump @MANSIO1_38941 

:MANSIO1_38932
01C2: remove_references_to_actor 482@(51@,3i) // Like turning an actor into a random pedestrian 

:MANSIO1_38941
51@ += 1 
jump @MANSIO1_38855 

:MANSIO1_38955
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
$625 += 1 
0318: set_latest_mission_passed 'MAN_1'  // A Home In The Hills
030C: progress_made = 1 
014C: set_parked_car_generator $6653 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $581 
0570: $3104 = create_asset_radar_marker_with_icon 35 at $885[1] $903[1] $921[1] 
018B: set_marker $3104 radar_mode 2 
return 

:MANSIO1_39071
09BA: show_entered_zone_name 1 
0917: audio_zone 'MADDOGL' enable_sound 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MANSIO1_39115 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSIO1_39115
create_thread @A_TERM 
0164: disable_marker 55@ 
0164: disable_marker 337@ 
08E7: disable_entrance_markers 0 
0923: enable_air_traffic 1 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
$2898 = 0 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0164: disable_marker 55@ 
51@ = 0 

:MANSIO1_39186
if 
  4 > 51@ 
else_jump @MANSIO1_39245 
01C2: remove_references_to_actor 107@(51@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 139@(51@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 178@(51@,6i) // Like turning an actor into a random pedestrian 
51@ += 1 
jump @MANSIO1_39186 

:MANSIO1_39245
51@ = 0 

:MANSIO1_39252
if 
  3 > 51@ 
else_jump @MANSIO1_39302 
01C2: remove_references_to_actor 151@(51@,3i) // Like turning an actor into a random pedestrian 
0164: disable_marker 154@(51@,3i) 
51@ += 1 
jump @MANSIO1_39252 

:MANSIO1_39302
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 336@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 535@ 
01C3: remove_references_to_car 536@ 
0249: release_model 117 
0249: release_model 118 
0249: release_model 108 
0249: release_model 109 
0249: release_model 110 
0249: release_model 13 
0249: release_model 195 
0249: release_model 18 
0249: release_model 19 
0249: release_model 63 
0249: release_model 139 
0249: release_model 555 
0249: release_model 603 
0249: release_model 356 
0249: release_model 353 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model 371 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model 330 
0249: release_model #DRG_NU_EXT 
090F: end_external_script 1 (PARACHUTE) 
04EF: release_animation "PARACHUTE" 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 103---------------
// Originally: Vertical Bird

:MANSIO2
thread 'MANSIO2' 
gosub @MANSIO2_47 
if 
wasted_or_busted 
else_jump @MANSIO2_38 
gosub @MANSIO2_52205 

:MANSIO2_38
gosub @MANSIO2_52671 
end_thread 

:MANSIO2_47
increment_mission_attempts 
$ONMISSION = 1 
83@ = 0 
84@ = 0 
85@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
40@ = 0 
41@ = 0 
86@ = 1 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = -1 
91@ = 0 
92@ = 0 
94@ = 0 
93@ = 0 
95@ = 1 
56@ = 0 

:MANSIO2_238
96@(56@,3i) = 0 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_238 
231@ = 0 
232@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
237@ = 0 
238@ = 0 
239@ = 0 
240@ = 0 
241@ = 0 
242@ = 0 
243@ = 0 
244@ = 0 
245@ = 0 
246@ = 0 
254@ = 0 
255@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
259@ = 0 
264@ = 0 
265@ = 0 
269@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
291@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
296@ = 0 
297@ = 0 
298@ = 0 
299@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 0 
304@ = 0 
305@ = 0 
if 
  42@ == -99 
else_jump @MANSIO2_1399 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 147@ = create_car 421 at 0.0 0.0 0.0 
00A5: 148@ = create_car 446 at 0.0 0.0 0.0 
00A5: 153@ = create_car 520 at 0.0 0.0 0.0 
00A5: 161@ = create_car 595 at 0.0 0.0 0.0 
56@ = 0 

:MANSIO2_780
00A5: 149@(56@,4i) = create_car 520 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_780 
56@ = 0 

:MANSIO2_835
00A5: 154@(56@,3i) = create_car 520 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_835 
56@ = 0 

:MANSIO2_890
00A5: 157@(56@,4i) = create_car 454 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_890 
56@ = 0 

:MANSIO2_945
00A5: 162@(56@,3i) = create_car 530 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_945 
009A: 138@ = create_actor_pedtype 24 model 290 at 0.0 0.0 0.0 
56@ = 0 

:MANSIO2_1025
009A: 139@(56@,6i) = create_actor_pedtype 25 model 287 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_1025 
56@ = 0 

:MANSIO2_1082
009A: 145@(56@,2i) = create_actor_pedtype 24 model 50 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_1082 
029B: 165@ = init_object #CARRIER_LIFT1_SFSE at 0.0 0.0 0.0 
029B: 166@ = init_object #CARRIER_LIFT2_SFSE at 0.0 0.0 0.0 
029B: 167@ = init_object #CARRIER_DOOR_SFSE at 0.0 0.0 0.0 
0107: 168@ = create_object #MISSILE_07_SFXR at 0.0 0.0 0.0 
56@ = 0 

:MANSIO2_1227
0107: 169@(56@,3i) = create_object #KMB_KEYPAD at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_1227 
0186: 172@ = create_marker_above_car 148@ 
0186: 187@ = create_marker_above_car 153@ 
018A: 173@ = create_checkpoint_at 0.0 0.0 0.0 
56@ = 0 

:MANSIO2_1318
0186: 174@(56@,3i) = create_marker_above_car 154@(56@,3i) 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_1318 
56@ = 0 

:MANSIO2_1362
0186: 177@(56@,4i) = create_marker_above_car 157@(56@,4i) 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_1362 

:MANSIO2_1399
054C: use_GXT_table 'MAN_2' 
set_weather 16 
gosub @MANSIO2_51281 
060A: create_decision_maker_type 0 store_to 188@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 189@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 190@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 189@ event 62 
gosub @MANSIO2_51453 

:MANSIO2_1456
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @MANSIO2_1489 
44@ = 1 
jump @MANSIO2_1884 

:MANSIO2_1489
gosub @MANSIO2_50626 
gosub @MANSIO2_50932 
if or
  46@ == 1 
  47@ == 1 
else_jump @MANSIO2_1535 
jump @MANSIO2_1884 

:MANSIO2_1535
gosub @MANSIO2_51178 
gosub @MANSIO2_51212 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @MANSIO2_1579 
45@ = 1 
jump @MANSIO2_1884 

:MANSIO2_1579
if 
  42@ == 0 
else_jump @MANSIO2_1637 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_1637
0871: init_jump_table 42@ total_jumps 8 default_jump 0 @MANSIO2_1877 jumps 1 @MANSIO2_1765 2 @MANSIO2_1779 3 @MANSIO2_1793 4 @MANSIO2_1807 5 @MANSIO2_1821 6 @MANSIO2_1835 7 @MANSIO2_1849 
0872: jump_table_jumps 8 @MANSIO2_1863 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 -1 @MANSIO2_1877 

:MANSIO2_1765
gosub @MANSIO2_2032 
jump @MANSIO2_1877 

:MANSIO2_1779
gosub @MANSIO2_4072 
jump @MANSIO2_1877 

:MANSIO2_1793
gosub @MANSIO2_6196 
jump @MANSIO2_1877 

:MANSIO2_1807
gosub @MANSIO2_8657 
jump @MANSIO2_1877 

:MANSIO2_1821
gosub @MANSIO2_12054 
jump @MANSIO2_1877 

:MANSIO2_1835
gosub @MANSIO2_17111 
jump @MANSIO2_1877 

:MANSIO2_1849
gosub @MANSIO2_21769 
jump @MANSIO2_1877 

:MANSIO2_1863
44@ = 1 
jump @MANSIO2_1877 

:MANSIO2_1877
gosub @MANSIO2_47238 

:MANSIO2_1884
if 
  46@ == 0 
else_jump @MANSIO2_1984 
if 
  45@ == 0 
else_jump @MANSIO2_1968 
if 
  44@ == 0 
else_jump @MANSIO2_1952 
jump @MANSIO2_1456 
jump @MANSIO2_1961 

:MANSIO2_1952
gosub @MANSIO2_52456 
return 

:MANSIO2_1961
jump @MANSIO2_1977 

:MANSIO2_1968
gosub @MANSIO2_52205 
return 

:MANSIO2_1977
jump @MANSIO2_1986 

:MANSIO2_1984
return 

:MANSIO2_1986
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:MANSIO2_2032
if 
  43@ == 0 
else_jump @MANSIO2_2334 
0674: set_car_model 421 numberplate "_OMEGA__" 
00A5: 147@ = create_car 421 at 1248.681 -815.9187 83.1484 
0229: set_car 147@ primary_color_to 84 secondary_color_to 84 
0175: set_car 147@ Z_angle_to 180.0 
041E: set_radio_station 1 
009A: 138@ = create_actor_pedtype 24 model 290 at 1250.896 -802.7902 83.1484 
0173: set_actor 138@ Z_angle_to 180.0 
07A1: set_walk_speed 4 
05CB: AS_actor 138@ enter_car 147@ as_driver 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $PLAYER_ACTOR enter_car 147@ passenger_seat 0 time 10000 
015F: set_camera_position 1246.497 -822.7375 84.7111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.785 -821.78 84.6972 switchstyle 2 
89@ = 1 
gosub @MANSIO2_48074 
01EB: set_traffic_density_multiplier_to 0.0 
fade 1 1000 
231@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 1 
215@ = 0 
216@ = 0 
83@ = 1 
84@ = 0 
85@ = 0 
43@ += 1 

:MANSIO2_2334
if 
0119:   car 147@ wrecked 
else_jump @MANSIO2_2366 
45@ = 1 
53@ = 1 
return 

:MANSIO2_2366
if 
0118:   actor 138@ dead 
else_jump @MANSIO2_2398 
45@ = 1 
53@ = 2 
return 

:MANSIO2_2398
if 
  43@ == 1 
else_jump @MANSIO2_2512 
if 
  85@ == 1 
else_jump @MANSIO2_2448 
43@ += 1 
jump @MANSIO2_2512 

:MANSIO2_2448
if 
   not 88@ == 1 
else_jump @MANSIO2_2480 
89@ = 1 
gosub @MANSIO2_48074 

:MANSIO2_2480
if 
  88@ == 1 
else_jump @MANSIO2_2512 
gosub @MANSIO2_48229 
43@ += 1 

:MANSIO2_2512
if 
  43@ == 2 
else_jump @MANSIO2_2781 
if 
  85@ == 1 
else_jump @MANSIO2_2562 
43@ += 1 
jump @MANSIO2_2781 

:MANSIO2_2562
if and
00DB:   actor $PLAYER_ACTOR in_car 147@ 
00DB:   actor 138@ in_car 147@ 
else_jump @MANSIO2_2781 
05EB: assign_car 147@ to_path 208 
231@ = 1 
0A0B: set_rendering_origin_at_3D_coord 1239.286 -836.2535 83.1477 angle 27.7504 
015F: set_camera_position 1250.188 -849.5969 93.6161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.69 -848.7883 93.3037 switchstyle 2 
if 
  301@ == 1 
else_jump @MANSIO2_2714 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
215@ = 0 

:MANSIO2_2714
if 
  302@ == 1 
else_jump @MANSIO2_2751 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
216@ = 0 

:MANSIO2_2751
303@ = 0 
0085: 202@ = 54@ // (int) 
202@ += 1000 
43@ += 1 

:MANSIO2_2781
if 
  43@ == 3 
else_jump @MANSIO2_2880 
if 
  85@ == 1 
else_jump @MANSIO2_2831 
43@ += 1 
jump @MANSIO2_2880 

:MANSIO2_2831
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_2880 
fade 0 2000 
0085: 202@ = 54@ // (int) 
202@ += 2000 
43@ += 1 

:MANSIO2_2880
if 
  43@ == 4 
else_jump @MANSIO2_2977 
if 
  85@ == 1 
else_jump @MANSIO2_2930 
43@ = 50 
jump @MANSIO2_2977 

:MANSIO2_2930
if and
001D:   54@ > 202@ // (int) 
   not fading 
else_jump @MANSIO2_2977 
05EC: release_car 147@ from_path 
231@ = 0 
83@ = 0 
43@ += 1 

:MANSIO2_2977
if 
  43@ == 5 
else_jump @MANSIO2_3156 
0873: release_path 208 
0395: clear_area 0 at -610.7587 176.8072 18.946 radius 20.0 
00AB: put_car 147@ at -610.7587 176.8072 18.946 
0175: set_car 147@ Z_angle_to 40.0 
0A0B: set_rendering_origin_at_3D_coord -709.131 232.466 4.698 angle 250.0 
00C0: set_current_time_hours_to 20 minutes_to 0 
015F: set_camera_position -710.0532 232.8524 4.6799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -709.131 232.466 4.698 switchstyle 2 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_3156
if 
  43@ == 6 
else_jump @MANSIO2_3200 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_3200 
43@ = 99 

:MANSIO2_3200
if and
  83@ == 1 
  85@ == 0 
else_jump @MANSIO2_3245 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO2_3245 
85@ = 1 

:MANSIO2_3245
if 
  43@ == 50 
else_jump @MANSIO2_3300 
fade 0 500 
0085: 202@ = 54@ // (int) 
202@ += 500 
84@ = 1 
43@ += 1 

:MANSIO2_3300
if 
  43@ == 51 
else_jump @MANSIO2_3545 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_3545 
if 
80DB:   not actor $PLAYER_ACTOR in_car 147@ 
else_jump @MANSIO2_3366 
0430: put_actor $PLAYER_ACTOR into_car 147@ passenger_seat 0 

:MANSIO2_3366
if 
80DB:   not actor 138@ in_car 147@ 
else_jump @MANSIO2_3393 
072A: put_actor 138@ into_car 147@ driverseat 

:MANSIO2_3393
if 
  231@ == 1 
else_jump @MANSIO2_3416 
05EC: release_car 147@ from_path 

:MANSIO2_3416
if 
88B7:   not test 93@ bit 1 
else_jump @MANSIO2_3441 
gosub @MANSIO2_48258 

:MANSIO2_3441
if 
  301@ == 1 
else_jump @MANSIO2_3478 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
215@ = 0 

:MANSIO2_3478
if 
  302@ == 1 
else_jump @MANSIO2_3515 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
216@ = 0 

:MANSIO2_3515
303@ = 0 
0085: 202@ = 54@ // (int) 
202@ += 200 
43@ += 1 

:MANSIO2_3545
if 
  43@ == 52 
else_jump @MANSIO2_3610 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_3610 
84@ = 0 
85@ = 0 
83@ = 0 
43@ = 5 

:MANSIO2_3610
if 
  303@ == 1 
else_jump @MANSIO2_3991 
if 
  215@ == 0 
else_jump @MANSIO2_3680 
0209: 58@ = random_int_in_ranges 2000 3000 
0085: 215@ = 54@ // (int) 
005A: 215@ += 58@ // (int) 
jump @MANSIO2_3760 

:MANSIO2_3680
if 
001D:   54@ > 215@ // (int) 
else_jump @MANSIO2_3760 
if 
  301@ == 1 
else_jump @MANSIO2_3736 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
jump @MANSIO2_3753 

:MANSIO2_3736
05BF: AS_actor $PLAYER_ACTOR look_at_actor 138@ -2 ms 
301@ = 1 

:MANSIO2_3753
215@ = 0 

:MANSIO2_3760
if 
  216@ == 0 
else_jump @MANSIO2_3812 
0209: 58@ = random_int_in_ranges 1000 4000 
0085: 216@ = 54@ // (int) 
005A: 216@ += 58@ // (int) 
jump @MANSIO2_3892 

:MANSIO2_3812
if 
001D:   54@ > 216@ // (int) 
else_jump @MANSIO2_3892 
if 
  302@ == 1 
else_jump @MANSIO2_3868 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
jump @MANSIO2_3885 

:MANSIO2_3868
05BF: AS_actor 138@ look_at_actor $PLAYER_ACTOR -2 ms 
302@ = 1 

:MANSIO2_3885
216@ = 0 

:MANSIO2_3892
if 
08B7:   test 93@ bit 1 
else_jump @MANSIO2_3991 
if 
  301@ == 1 
else_jump @MANSIO2_3947 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
215@ = 0 

:MANSIO2_3947
if 
  302@ == 1 
else_jump @MANSIO2_3984 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
216@ = 0 

:MANSIO2_3984
303@ = 0 

:MANSIO2_3991
if 
00DB:   actor $PLAYER_ACTOR in_car 147@ 
else_jump @MANSIO2_4045 
if 
  301@ == 0 
else_jump @MANSIO2_4045 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 138@ -2 ms 
301@ = 1 

:MANSIO2_4045
if 
  43@ == 99 
else_jump @MANSIO2_4070 
gosub @MANSIO2_51251 

:MANSIO2_4070
return 

:MANSIO2_4072
if 
  300@ == 0 
else_jump @MANSIO2_4154 
if 
0119:   car 147@ wrecked 
else_jump @MANSIO2_4122 
45@ = 1 
53@ = 1 
return 

:MANSIO2_4122
if 
0118:   actor 138@ dead 
else_jump @MANSIO2_4154 
45@ = 1 
53@ = 2 
return 

:MANSIO2_4154
if 
  43@ == 0 
else_jump @MANSIO2_4371 
0395: clear_area 1 at -760.8 243.1655 -6.6249 radius 20.0 
00A5: 148@ = create_car 446 at -759.4562 240.346 -2.0951 
0175: set_car 148@ Z_angle_to 121.0 
0323: enable_boat 148@ anchor 1 
05D1: AS_actor 138@ drive_car 147@ to -731.1018 223.2893 1.3815 speed 12.0 0 model 421 3 
fade 1 1500 
89@ = 2 
gosub @MANSIO2_48074 
301@ = 0 
302@ = 0 
303@ = 0 
215@ = 0 
216@ = 0 
0085: 202@ = 54@ // (int) 
202@ += 5000 
83@ = 1 
84@ = 0 
85@ = 0 
43@ += 1 

:MANSIO2_4371
if 
  43@ == 1 
else_jump @MANSIO2_4509 
if 
  85@ == 1 
else_jump @MANSIO2_4421 
43@ += 1 
jump @MANSIO2_4509 

:MANSIO2_4421
if 
   not 88@ == 2 
else_jump @MANSIO2_4453 
89@ = 2 
gosub @MANSIO2_48074 

:MANSIO2_4453
if and
  88@ == 2 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_4509 
gosub @MANSIO2_48229 
0085: 202@ = 54@ // (int) 
202@ += 6200 
43@ += 1 

:MANSIO2_4509
if 
  43@ == 2 
else_jump @MANSIO2_4643 
if 
  85@ == 1 
else_jump @MANSIO2_4559 
43@ += 1 
jump @MANSIO2_4643 

:MANSIO2_4559
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_4643 
015F: set_camera_position -738.98 227.2293 3.4204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -738.0241 226.939 3.375 switchstyle 2 
303@ = 1 
43@ += 1 

:MANSIO2_4643
if 
  43@ == 3 
else_jump @MANSIO2_4764 
if 
  85@ == 1 
else_jump @MANSIO2_4693 
43@ += 1 
jump @MANSIO2_4764 

:MANSIO2_4693
if 
01B0:   car 147@ sphere 0 in_sphere -731.1018 223.2893 1.3815 radius 5.0 5.0 5.0 stopped 
else_jump @MANSIO2_4764 
0085: 202@ = 54@ // (int) 
202@ += 4600 
43@ += 1 

:MANSIO2_4764
if 
  43@ == 4 
else_jump @MANSIO2_4891 
if 
  85@ == 1 
else_jump @MANSIO2_4814 
43@ += 1 
jump @MANSIO2_4891 

:MANSIO2_4814
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_4891 
015F: set_camera_position -725.9466 218.6036 4.4433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -726.7355 219.1785 4.2265 switchstyle 2 
43@ += 1 

:MANSIO2_4891
if 
  43@ == 5 
else_jump @MANSIO2_5096 
if 
  85@ == 1 
else_jump @MANSIO2_4941 
43@ += 1 
jump @MANSIO2_5096 

:MANSIO2_4941
if 
08B7:   test 93@ bit 2 
else_jump @MANSIO2_5096 
if 
  301@ == 1 
else_jump @MANSIO2_4996 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
215@ = 0 

:MANSIO2_4996
if 
  302@ == 1 
else_jump @MANSIO2_5033 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
216@ = 0 

:MANSIO2_5033
303@ = 0 
05CD: AS_actor $PLAYER_ACTOR exit_car 147@ 
05D3: AS_actor $PLAYER_ACTOR goto_point -732.8385 225.4091 1.718 mode 4 time 10000 ms // versionA 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_5096
if 
  43@ == 6 
else_jump @MANSIO2_5223 
if 
  85@ == 1 
else_jump @MANSIO2_5146 
43@ += 1 
jump @MANSIO2_5223 

:MANSIO2_5146
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_5223 
05D1: AS_actor 138@ drive_car 147@ to -751.1168 113.9648 13.2849 speed 15.0 0 model 421 3 
0085: 202@ = 54@ // (int) 
202@ += 500 
43@ += 1 

:MANSIO2_5223
if 
  43@ == 7 
else_jump @MANSIO2_5347 
if 
  85@ == 1 
else_jump @MANSIO2_5273 
43@ = 50 
jump @MANSIO2_5347 

:MANSIO2_5273
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_5347 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 138@ 
00A6: destroy_car 147@ 
0296: unload_special_actor 1 
0249: release_model 421 
300@ = 1 
83@ = 0 
43@ += 1 

:MANSIO2_5347
if 
  43@ == 8 
else_jump @MANSIO2_5372 
43@ = 99 

:MANSIO2_5372
if and
  83@ == 1 
  85@ == 0 
else_jump @MANSIO2_5417 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO2_5417 
85@ = 1 

:MANSIO2_5417
if 
  43@ == 50 
else_jump @MANSIO2_5472 
fade 0 500 
0085: 202@ = 54@ // (int) 
202@ += 500 
84@ = 1 
43@ += 1 

:MANSIO2_5472
if 
  43@ == 51 
else_jump @MANSIO2_5755 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_5755 
if 
88B7:   not test 93@ bit 2 
else_jump @MANSIO2_5534 
gosub @MANSIO2_48258 

:MANSIO2_5534
if 
  301@ == 1 
else_jump @MANSIO2_5571 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
215@ = 0 

:MANSIO2_5571
if 
  302@ == 1 
else_jump @MANSIO2_5608 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
216@ = 0 

:MANSIO2_5608
303@ = 0 
if 
00DB:   actor $PLAYER_ACTOR in_car 147@ 
else_jump @MANSIO2_5661 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385 225.4091 1.718 
jump @MANSIO2_5681 

:MANSIO2_5661
00A1: put_actor $PLAYER_ACTOR at -732.8385 225.4091 1.718 

:MANSIO2_5681
0173: set_actor $PLAYER_ACTOR Z_angle_to 83.9578 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 138@ 
00A6: destroy_car 147@ 
0296: unload_special_actor 1 
0249: release_model 421 
300@ = 1 
0085: 202@ = 54@ // (int) 
202@ += 2000 
43@ += 1 

:MANSIO2_5755
if 
  43@ == 52 
else_jump @MANSIO2_5822 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_5822 
fade 1 1500 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_5822
if 
  43@ == 53 
else_jump @MANSIO2_5887 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_5887 
84@ = 0 
85@ = 0 
83@ = 0 
43@ = 8 

:MANSIO2_5887
if 
  303@ == 1 
else_jump @MANSIO2_6169 
if 
  215@ == 0 
else_jump @MANSIO2_5957 
0209: 58@ = random_int_in_ranges 2000 3000 
0085: 215@ = 54@ // (int) 
005A: 215@ += 58@ // (int) 
jump @MANSIO2_6037 

:MANSIO2_5957
if 
001D:   54@ > 215@ // (int) 
else_jump @MANSIO2_6037 
if 
  301@ == 1 
else_jump @MANSIO2_6013 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
301@ = 0 
jump @MANSIO2_6030 

:MANSIO2_6013
05BF: AS_actor $PLAYER_ACTOR look_at_actor 138@ -2 ms 
301@ = 1 

:MANSIO2_6030
215@ = 0 

:MANSIO2_6037
if 
  216@ == 0 
else_jump @MANSIO2_6089 
0209: 58@ = random_int_in_ranges 1000 4000 
0085: 216@ = 54@ // (int) 
005A: 216@ += 58@ // (int) 
jump @MANSIO2_6169 

:MANSIO2_6089
if 
001D:   54@ > 216@ // (int) 
else_jump @MANSIO2_6169 
if 
  302@ == 1 
else_jump @MANSIO2_6145 
0647: AS_actor 138@ clear_look_task 
302@ = 0 
jump @MANSIO2_6162 

:MANSIO2_6145
05BF: AS_actor 138@ look_at_actor $PLAYER_ACTOR -2 ms 
302@ = 1 

:MANSIO2_6162
216@ = 0 

:MANSIO2_6169
if 
  43@ == 99 
else_jump @MANSIO2_6194 
gosub @MANSIO2_51251 

:MANSIO2_6194
return 

:MANSIO2_6196
232@ = 1 
if 
0119:   car 148@ wrecked 
else_jump @MANSIO2_6226 
232@ = 0 

:MANSIO2_6226
if 
  43@ == 0 
else_jump @MANSIO2_6863 
029B: 165@ = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 9.914 
029B: 166@ = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
029B: 167@ = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0186: 172@ = create_marker_above_car 148@ 
07E0: set_marker 172@ type_to 1 
0395: clear_area 1 at -1519.843 590.923 0.0 radius 20.0 
00A5: 161@ = create_car 595 at -1519.843 590.923 0.0 
0175: set_car 161@ Z_angle_to 202.1246 
0323: enable_boat 161@ anchor 1 
58@ = 0 
0129: 139@(58@,6i) = create_actor_pedtype 25 model 287 in_car 161@ driverseat 
060B: set_actor 139@(58@,6i) decision_maker_to 188@ 
01B2: give_actor 139@(58@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 139@(58@,6i) armed_weapon_to 31 
0770: set_actor 139@(58@,6i) target_priority 1 
58@ = 1 
009A: 139@(58@,6i) = create_actor_pedtype 25 model 287 at -1429.354 497.0963 2.039 
060B: set_actor 139@(58@,6i) decision_maker_to 188@ 
0464: put_actor 139@(58@,6i) into_turret_on_car 161@ at_car_offset 0.0 -3.5 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 139@(58@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 139@(58@,6i) armed_weapon_to 31 
0770: set_actor 139@(58@,6i) target_priority 1 
58@ = 2 
009A: 139@(58@,6i) = create_actor_pedtype 25 model 287 at -1428.723 500.472 2.0391 
060B: set_actor 139@(58@,6i) decision_maker_to 188@ 
0464: put_actor 139@(58@,6i) into_turret_on_car 161@ at_car_offset 0.0 4.0 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 139@(58@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 139@(58@,6i) armed_weapon_to 31 
0770: set_actor 139@(58@,6i) target_priority 1 
199@ = 0 
228@ = -1459.143 
229@ = 501.0938 
230@ = 2.7322 
00BC: show_text_highpriority GXT 'MAN2_20' time 7000 flag 1  // ~s~There's a silenced pistol and a knife in the ~b~speedboat~s~.
01EB: set_traffic_density_multiplier_to 1.0 
251@ = 0 
03CF: load_wav 1824 as 3 
0A24: enable_military_zones_wanted_level 1 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
203@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
43@ += 1 

:MANSIO2_6863
if 
  43@ == 1 
else_jump @MANSIO2_7074 
if or
  234@ == 1 
  235@ == 1 
else_jump @MANSIO2_7074 
89@ = 4 
gosub @MANSIO2_48074 
235@ = 1 
0395: clear_area 0 at -1357.0 502.0 10.0 radius 300.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -1513.614 559.4036 22.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1513.076 558.6777 21.8463 switchstyle 2 
266@ = 1 
if 
  294@ == 0 
else_jump @MANSIO2_7053 
097B: play_audio_at_object 167@ event 1128 
294@ = 1 

:MANSIO2_7053
191@ = 0 
83@ = 1 
43@ += 1 

:MANSIO2_7074
if 
  43@ == 2 
else_jump @MANSIO2_7204 
if 
  85@ == 1 
else_jump @MANSIO2_7124 
43@ += 1 
jump @MANSIO2_7204 

:MANSIO2_7124
if 
   not 88@ == 4 
else_jump @MANSIO2_7156 
89@ = 4 
gosub @MANSIO2_48074 

:MANSIO2_7156
if 
  88@ == 4 
else_jump @MANSIO2_7204 
gosub @MANSIO2_48229 
0085: 202@ = 54@ // (int) 
202@ += 6800 
43@ += 1 

:MANSIO2_7204
if 
  43@ == 3 
else_jump @MANSIO2_7347 
if 
  85@ == 1 
else_jump @MANSIO2_7254 
43@ += 1 
jump @MANSIO2_7347 

:MANSIO2_7254
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_7347 
015F: set_camera_position -1474.739 526.7202 16.2159 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1474.991 525.8577 15.7775 switchstyle 2 
0085: 202@ = 54@ // (int) 
202@ += 3700 
43@ += 1 

:MANSIO2_7347
if 
  43@ == 4 
else_jump @MANSIO2_7463 
if 
  85@ == 1 
else_jump @MANSIO2_7397 
43@ = 50 
jump @MANSIO2_7463 

:MANSIO2_7397
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_7463 
if 
08B7:   test 93@ bit 4 
else_jump @MANSIO2_7463 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
83@ = 0 
43@ += 1 

:MANSIO2_7463
if 
  43@ == 5 
else_jump @MANSIO2_7504 
00BC: show_text_highpriority GXT 'MAN2_32' time 8000 flag 1  // ~s~Get inside the ~y~ship~s~ before the rear door closes. Swimming will help avoid detection by the guards.
43@ = 99 

:MANSIO2_7504
if and
  83@ == 1 
  85@ == 0 
else_jump @MANSIO2_7549 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO2_7549 
85@ = 1 

:MANSIO2_7549
if 
  43@ == 50 
else_jump @MANSIO2_7604 
fade 0 500 
0085: 202@ = 54@ // (int) 
202@ += 500 
84@ = 1 
43@ += 1 

:MANSIO2_7604
if 
  43@ == 51 
else_jump @MANSIO2_7818 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_7818 
if 
88B7:   not test 93@ bit 4 
else_jump @MANSIO2_7666 
gosub @MANSIO2_48258 

:MANSIO2_7666
01BC: put_object 167@ at -1468.492 501.289 11.109 
if 
8119:   not car 161@ wrecked 
else_jump @MANSIO2_7732 
00AB: put_car 161@ at -1446.218 491.9281 0.0 
0175: set_car 161@ Z_angle_to 270.0 

:MANSIO2_7732
if 
8118:   not actor 139@ dead 
else_jump @MANSIO2_7773 
if 
   not 191@ == 3 
else_jump @MANSIO2_7773 
191@ = 2 

:MANSIO2_7773
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 1500 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_7818
if 
  43@ == 52 
else_jump @MANSIO2_7883 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_7883 
84@ = 0 
85@ = 0 
83@ = 0 
43@ = 5 

:MANSIO2_7883
if 
  234@ == 0 
else_jump @MANSIO2_8180 
if 
  232@ == 1 
else_jump @MANSIO2_8145 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1397.0 552.0 17.0 radius 150.0 110.0 25.0 
else_jump @MANSIO2_8041 
if 
875C:   not marker 173@ enabled 
else_jump @MANSIO2_7997 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 

:MANSIO2_7997
0164: disable_marker 172@ 
if 
88B7:   not test 93@ bit 3 
else_jump @MANSIO2_8027 
08BD: set 93@ bit 3 

:MANSIO2_8027
234@ = 1 
jump @MANSIO2_8138 

:MANSIO2_8041
if 
00DB:   actor $PLAYER_ACTOR in_car 148@ 
else_jump @MANSIO2_8102 
if 
875C:   not marker 173@ enabled 
else_jump @MANSIO2_8090 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 

:MANSIO2_8090
0164: disable_marker 172@ 
jump @MANSIO2_8138 

:MANSIO2_8102
if 
875C:   not marker 172@ enabled 
else_jump @MANSIO2_8133 
0186: 172@ = create_marker_above_car 148@ 
07E0: set_marker 172@ type_to 1 

:MANSIO2_8133
0164: disable_marker 173@ 

:MANSIO2_8138
jump @MANSIO2_8180 

:MANSIO2_8145
0164: disable_marker 172@ 
if 
875C:   not marker 173@ enabled 
else_jump @MANSIO2_8180 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 

:MANSIO2_8180
if 
  233@ == 0 
else_jump @MANSIO2_8288 
if 
  232@ == 1 
else_jump @MANSIO2_8288 
if 
00DB:   actor $PLAYER_ACTOR in_car 148@ 
else_jump @MANSIO2_8288 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 30 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 0 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
89@ = 3 
gosub @MANSIO2_48074 
gosub @MANSIO2_48229 
233@ = 1 

:MANSIO2_8288
if 
  236@ == 0 
else_jump @MANSIO2_8381 
if 
  234@ == 0 
else_jump @MANSIO2_8381 
if 
075C:   marker 173@ enabled 
else_jump @MANSIO2_8381 
if 
08B7:   test 93@ bit 3 
else_jump @MANSIO2_8381 
00BC: show_text_highpriority GXT 'MAN2_21' time 7000 flag 1  // ~s~Head for the ~y~ship~s~.
236@ = 1 

:MANSIO2_8381
if 
  266@ == 1 
else_jump @MANSIO2_8487 
if 
034E: move_object 167@ to -1468.492 501.289 11.109 speed 0.04 0.04 0.05 collision_check 0 
else_jump @MANSIO2_8487 
266@ = 0 
if 
  294@ == 1 
else_jump @MANSIO2_8487 
097B: play_audio_at_object 167@ event 1129 
294@ = 0 

:MANSIO2_8487
if 
  235@ == 0 
else_jump @MANSIO2_8609 
if 
0119:   car 161@ wrecked 
else_jump @MANSIO2_8528 
235@ = 1 

:MANSIO2_8528
if 
  235@ == 0 
else_jump @MANSIO2_8609 
00AA: store_car 161@ position_to 65@ 66@ 67@ 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 100.0 100.0 30.0 
else_jump @MANSIO2_8609 
235@ = 1 

:MANSIO2_8609
gosub @MANSIO2_22760 
gosub @MANSIO2_36659 
gosub @MANSIO2_46236 
if 
  43@ == 99 
else_jump @MANSIO2_8655 
gosub @MANSIO2_51251 

:MANSIO2_8655
return 

:MANSIO2_8657
if 
  43@ == 0 
else_jump @MANSIO2_8752 
267@ = 0 
268@ = 0 
271@ = 0 
299@ = 0 
if 
8119:   not car 150@ wrecked 
else_jump @MANSIO2_8724 
00A6: destroy_car 150@ 

:MANSIO2_8724
83@ = 0 
84@ = 0 
85@ = 0 
43@ += 1 

:MANSIO2_8752
if 
  43@ == 1 
else_jump @MANSIO2_8949 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 228@ 229@ 230@ radius 4.0 13.5 5.0 
else_jump @MANSIO2_8949 
0164: disable_marker 173@ 
0164: disable_marker 172@ 
271@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
094E: set_actor $PLAYER_ACTOR mute_pain_audio 0 
203@ = 0 
267@ = 1 
268@ = 1 
if 
  294@ == 0 
else_jump @MANSIO2_8904 
097B: play_audio_at_object 167@ event 1128 
294@ = 1 

:MANSIO2_8904
254@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 200 
0085: 202@ = 54@ // (int) 
202@ += 400 
43@ += 1 

:MANSIO2_8949
if 
  43@ == 2 
else_jump @MANSIO2_9277 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_9277 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0A0B: set_rendering_origin_at_3D_coord -1439.546 489.3506 3.8546 angle 300.0 
075B: zoom_radar 90 
09A6: enable_interior_radar_blips 1 
228@ = -1288.084 
229@ = 490.5533 
230@ = 10.2026 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 
00A1: put_actor $PLAYER_ACTOR at -1327.957 507.4273 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 84.8851 
58@ = 0 
00A5: 149@(58@,4i) = create_car 520 at -1423.62 497.13 10.19 
0175: set_car 149@(58@,4i) Z_angle_to 62.12 
250@(58@,4i) = 1 
58@ = 2 
00A5: 149@(58@,4i) = create_car 520 at -1416.47 515.36 16.91 
0175: set_car 149@(58@,4i) Z_angle_to 270.0 
250@(58@,4i) = 1 
0129: 143@ = create_actor_pedtype 25 model 287 in_car 149@(58@,4i) driverseat 
060B: set_actor 143@ decision_maker_to 188@ 
0770: set_actor 143@ target_priority 1 
0085: 202@ = 54@ // (int) 
202@ += 2000 
83@ = 1 
43@ += 1 

:MANSIO2_9277
if 
  43@ == 3 
else_jump @MANSIO2_9447 
if 
  85@ == 1 
else_jump @MANSIO2_9327 
43@ += 1 
jump @MANSIO2_9447 

:MANSIO2_9327
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_9447 
02A3: enable_widescreen 1 
015F: set_camera_position -1304.926 489.9207 11.6599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1304.047 490.3978 11.6435 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_22' time 6000 flag 1  // ~s~Find the ~y~control room~s~ to switch off the SAM sites.
0085: 202@ = 54@ // (int) 
202@ += 4000 
fade 1 500 
43@ += 1 

:MANSIO2_9447
if 
  43@ == 4 
else_jump @MANSIO2_9610 
if 
  85@ == 1 
else_jump @MANSIO2_9497 
43@ += 1 
jump @MANSIO2_9610 

:MANSIO2_9497
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 228@ 229@ 230@ radius 1.0 1.0 2.0 on_foot 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_9610 
254@ = 1 
if 
  296@ == 0 
else_jump @MANSIO2_9587 
097B: play_audio_at_object 166@ event 1128 
296@ = 1 

:MANSIO2_9587
0085: 202@ = 54@ // (int) 
202@ += 1800 
43@ += 1 

:MANSIO2_9610
if 
  43@ == 5 
else_jump @MANSIO2_10050 
if 
  85@ == 1 
else_jump @MANSIO2_9660 
43@ += 1 
jump @MANSIO2_10050 

:MANSIO2_9660
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 228@ 229@ 230@ radius 1.0 1.0 2.0 on_foot 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_10050 
015F: set_camera_position -1400.167 517.7336 11.9235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1401.079 518.1353 12.0041 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
0085: 202@ = 54@ // (int) 
202@ += 3800 
0085: 210@ = 54@ // (int) 
210@ += 2500 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO2_9900 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @MANSIO2_9886 
03C0: $47 = actor $PLAYER_ACTOR car 
0323: enable_boat $47 anchor 1 

:MANSIO2_9886
299@ = 1 
jump @MANSIO2_10043 

:MANSIO2_9900
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
if 
8119:   not car 148@ wrecked 
else_jump @MANSIO2_10043 
if 
00B1:   car 148@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
else_jump @MANSIO2_10038 
00AB: put_car 148@ at -1446.333 506.7063 -2.089 
0175: set_car 148@ Z_angle_to 256.1819 
299@ = 1 
jump @MANSIO2_10043 

:MANSIO2_10038
00A6: destroy_car 148@ 

:MANSIO2_10043
43@ += 1 

:MANSIO2_10050
if 
  43@ == 6 
else_jump @MANSIO2_10262 
if 
  85@ == 1 
else_jump @MANSIO2_10100 
43@ += 1 
jump @MANSIO2_10262 

:MANSIO2_10100
if and
001D:   54@ > 210@ // (int) 
   not 210@ == 0 
else_jump @MANSIO2_10140 
195@ = 5 
210@ = 0 

:MANSIO2_10140
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_10262 
58@ = 1 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_10199 
191@(58@,6i) = 6 

:MANSIO2_10199
58@ = 2 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_10239 
191@(58@,6i) = 6 

:MANSIO2_10239
0085: 202@ = 54@ // (int) 
202@ += 1000 
43@ += 1 

:MANSIO2_10262
if 
  43@ == 7 
else_jump @MANSIO2_10425 
if 
  85@ == 1 
else_jump @MANSIO2_10312 
43@ += 1 
jump @MANSIO2_10425 

:MANSIO2_10312
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_10425 
015F: set_camera_position -1395.611 493.0729 5.3645 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1394.977 493.8029 5.109 switchstyle 2 
set_weather 5 
00BC: show_text_highpriority GXT 'MAN2_23' time 6000 flag 1  // ~s~Try not to alert the ~r~guards~s~.
0085: 202@ = 54@ // (int) 
202@ += 5800 
43@ += 1 

:MANSIO2_10425
if 
  43@ == 8 
else_jump @MANSIO2_10533 
if 
  85@ == 1 
else_jump @MANSIO2_10475 
43@ = 50 
jump @MANSIO2_10533 

:MANSIO2_10475
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_10533 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
83@ = 0 
43@ += 1 

:MANSIO2_10533
if 
  43@ == 9 
else_jump @MANSIO2_10924 
0A6F: checkpoint_save 99 
196@ = 5 
282@ = 1 
56@ = 0 

:MANSIO2_10576
if and
   not 191@(56@,6i) == -2 
   not 191@(56@,6i) == -1 
8118:   not actor 139@(56@,6i) dead 
else_jump @MANSIO2_10674 
if 
   not 56@ == 4 
else_jump @MANSIO2_10674 
0187: 181@(56@,6i) = create_marker_above_actor 139@(56@,6i) 
018B: set_marker 181@(56@,6i) radar_mode 2 
07BF: set_marker 181@(56@,6i) tracking_blip 1 

:MANSIO2_10674
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_10576 
195@ = 18 
if 
  299@ == 1 
else_jump @MANSIO2_10830 
221@ = 1 
58@ = 0 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_10767 
191@(58@,6i) = 24 

:MANSIO2_10767
58@ = 1 
if 
   not 197@(58@,2i) == -2 
else_jump @MANSIO2_10807 
197@(58@,2i) = 12 

:MANSIO2_10807
00BC: show_text_highpriority GXT 'MAN2_46' time 5000 flag 1  // ~s~You've made too much noise entering the Aircraft Carrier.
jump @MANSIO2_10910 

:MANSIO2_10830
58@ = 0 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_10870 
191@(58@,6i) = 8 

:MANSIO2_10870
58@ = 1 
if 
   not 197@(58@,2i) == -2 
else_jump @MANSIO2_10910 
197@(58@,2i) = 6 

:MANSIO2_10910
291@ = 1 
43@ = 99 

:MANSIO2_10924
if and
  83@ == 1 
  85@ == 0 
else_jump @MANSIO2_10969 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO2_10969 
85@ = 1 

:MANSIO2_10969
if 
  43@ == 50 
else_jump @MANSIO2_11024 
fade 0 500 
0085: 202@ = 54@ // (int) 
202@ += 500 
84@ = 1 
43@ += 1 

:MANSIO2_11024
if 
  43@ == 51 
else_jump @MANSIO2_11489 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_11489 
254@ = 1 
if 
  296@ == 0 
else_jump @MANSIO2_11101 
097B: play_audio_at_object 166@ event 1128 
296@ = 1 

:MANSIO2_11101
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO2_11192 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @MANSIO2_11178 
03C0: $47 = actor $PLAYER_ACTOR car 
0323: enable_boat $47 anchor 1 

:MANSIO2_11178
299@ = 1 
jump @MANSIO2_11335 

:MANSIO2_11192
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
if 
8119:   not car 148@ wrecked 
else_jump @MANSIO2_11335 
if 
00B1:   car 148@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
else_jump @MANSIO2_11330 
00AB: put_car 148@ at -1446.333 506.7063 -2.089 
0175: set_car 148@ Z_angle_to 256.1819 
299@ = 1 
jump @MANSIO2_11335 

:MANSIO2_11330
00A6: destroy_car 148@ 

:MANSIO2_11335
58@ = 1 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_11375 
191@(58@,6i) = 6 

:MANSIO2_11375
58@ = 2 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_11415 
191@(58@,6i) = 6 

:MANSIO2_11415
if 
  195@ == -1 
else_jump @MANSIO2_11440 
195@ = 5 

:MANSIO2_11440
set_weather 5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 1500 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_11489
if 
  43@ == 52 
else_jump @MANSIO2_11554 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_11554 
84@ = 0 
85@ = 0 
83@ = 0 
43@ = 9 

:MANSIO2_11554
if 
  254@ == 1 
else_jump @MANSIO2_11660 
if 
034E: move_object 166@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_11660 
254@ = 0 
if 
  296@ == 1 
else_jump @MANSIO2_11660 
097B: play_audio_at_object 166@ event 1129 
296@ = 0 

:MANSIO2_11660
if 
  267@ == 1 
else_jump @MANSIO2_11913 
if 
  268@ == 1 
else_jump @MANSIO2_11791 
if 
034E: move_object 167@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.3 collision_check 0 
else_jump @MANSIO2_11784 
267@ = 0 
if 
  294@ == 1 
else_jump @MANSIO2_11784 
097B: play_audio_at_object 167@ event 1129 
294@ = 0 

:MANSIO2_11784
jump @MANSIO2_11913 

:MANSIO2_11791
if 
034E: move_object 167@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.05 collision_check 0 
else_jump @MANSIO2_11913 
267@ = 0 
if 
  294@ == 1 
else_jump @MANSIO2_11879 
097B: play_audio_at_object 167@ event 1129 
294@ = 0 

:MANSIO2_11879
if 
  271@ == 0 
else_jump @MANSIO2_11913 
45@ = 1 
53@ = 5 
return 

:MANSIO2_11913
gosub @MANSIO2_22760 
gosub @MANSIO2_36659 
if 
   not 203@ == 0 
else_jump @MANSIO2_12027 
if 
001D:   54@ > 203@ // (int) 
else_jump @MANSIO2_12027 
203@ = 0 
267@ = 1 
if 
  294@ == 0 
else_jump @MANSIO2_12011 
097B: play_audio_at_object 167@ event 1128 
294@ = 1 

:MANSIO2_12011
00BC: show_text_highpriority GXT 'MAN2_31' time 7000 flag 1  // ~s~The Carrier's rear door is closing.

:MANSIO2_12027
if 
  43@ == 99 
else_jump @MANSIO2_12052 
gosub @MANSIO2_51251 

:MANSIO2_12052
return 

:MANSIO2_12054
if 
  43@ == 0 
else_jump @MANSIO2_12402 
246@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: enable_air_traffic 0 
58@ = 3 
00A5: 149@(58@,4i) = create_car 520 at -1333.231 507.6329 17.2266 
0175: set_car 149@(58@,4i) Z_angle_to 270.0 
250@(58@,4i) = 1 
58@ = 0 
0107: 169@(58@,3i) = create_object #KMB_KEYPAD at -1414.55 514.4193 2.9391 
0177: set_object 169@(58@,3i) Z_angle_to 180.0 
58@ = 1 
0107: 169@(58@,3i) = create_object #KMB_KEYPAD at -1313.173 488.3687 11.1026 
58@ = 2 
0107: 169@(58@,3i) = create_object #KMB_KEYPAD at -1412.198 488.3644 11.1026 
041E: set_radio_station 11 
238@ = 0 
239@ = 0 
237@ = 0 
256@ = 0 
257@ = 0 
258@ = 0 
269@ = 0 
272@ = 0 
273@ = 0 
292@ = 0 
293@ = 0 
304@ = 0 
200@ = -1 
201@ = -1 
83@ = 0 
84@ = 0 
85@ = 0 
43@ += 1 

:MANSIO2_12402
81@ = 0 
56@ = 0 

:MANSIO2_12416
if 
  250@(56@,4i) == 1 
else_jump @MANSIO2_12465 
if 
8119:   not car 149@(56@,4i) wrecked 
else_jump @MANSIO2_12465 
81@ = 1 

:MANSIO2_12465
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_12416 
if 
  81@ == 0 
else_jump @MANSIO2_12520 
45@ = 1 
53@ = 3 
return 

:MANSIO2_12520
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 520 
else_jump @MANSIO2_12647 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
if or
  484.0 > 66@ 
  66@ > 523.0 
else_jump @MANSIO2_12600 
45@ = 1 
53@ = 6 
return 

:MANSIO2_12600
if or
  -1471.0 > 65@ 
  65@ > -1246.0 
else_jump @MANSIO2_12647 
45@ = 1 
53@ = 6 
return 

:MANSIO2_12647
if 
  43@ == 1 
else_jump @MANSIO2_12870 
if 
  246@ == 1 
else_jump @MANSIO2_12845 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1291.578 491.3468 13.2852 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1290.686 491.105 12.9042 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 228@ 229@ 230@ 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 
0085: 202@ = 54@ // (int) 
202@ += 200 
0164: disable_marker 173@ 
018A: 173@ = create_checkpoint_at -1432.482 506.5725 10.1953 
237@ = 1 
83@ = 1 
43@ += 1 

:MANSIO2_12845
if 
  256@ == 1 
else_jump @MANSIO2_12870 
43@ = 6 

:MANSIO2_12870
if 
  43@ == 2 
else_jump @MANSIO2_13020 
if 
  85@ == 1 
else_jump @MANSIO2_12920 
43@ += 1 
jump @MANSIO2_13020 

:MANSIO2_12920
062E: get_actor $PLAYER_ACTOR task 1492 status_store_to 48@ // ret 7 if not found 
if and
84A4:   not  48@ == 1 // == constant 
84A4:   not  48@ == 0 // == constant 
else_jump @MANSIO2_13020 
0605: actor $PLAYER_ACTOR perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0085: 202@ = 54@ // (int) 
202@ += 250 
43@ += 1 

:MANSIO2_13020
if 
  43@ == 3 
else_jump @MANSIO2_13192 
if 
  85@ == 1 
else_jump @MANSIO2_13070 
43@ += 1 
jump @MANSIO2_13192 

:MANSIO2_13070
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_13192 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "SLOT_BET_02" 
else_jump @MANSIO2_13192 
015F: set_camera_position -1391.305 490.2552 18.2899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1392.138 490.5674 18.7452 switchstyle 2 
0085: 202@ = 54@ // (int) 
202@ += 2000 
43@ += 1 

:MANSIO2_13192
if 
  43@ == 4 
else_jump @MANSIO2_13288 
if 
  85@ == 1 
else_jump @MANSIO2_13242 
43@ += 1 
jump @MANSIO2_13288 

:MANSIO2_13242
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_13288 
09E4: enable_aircraftcarrier_sam 0 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_13288
if 
  43@ == 5 
else_jump @MANSIO2_13409 
if 
  85@ == 1 
else_jump @MANSIO2_13338 
43@ = 50 
jump @MANSIO2_13409 

:MANSIO2_13338
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_13409 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
43@ += 1 

:MANSIO2_13409
if 
  43@ == 6 
else_jump @MANSIO2_13523 
if 
  256@ == 1 
else_jump @MANSIO2_13523 
if or
  257@ == 1 
  258@ == 1 
else_jump @MANSIO2_13474 
0373: set_camera_directly_behind_player 
015A: restore_camera 

:MANSIO2_13474
0164: disable_marker 173@ 
56@ = 0 

:MANSIO2_13486
0164: disable_marker 181@(56@,6i) 
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_13486 
43@ = 99 

:MANSIO2_13523
if and
  83@ == 1 
  85@ == 0 
else_jump @MANSIO2_13568 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO2_13568 
85@ = 1 

:MANSIO2_13568
if 
  43@ == 50 
else_jump @MANSIO2_13623 
fade 0 500 
0085: 202@ = 54@ // (int) 
202@ += 500 
84@ = 1 
43@ += 1 

:MANSIO2_13623
if 
  43@ == 51 
else_jump @MANSIO2_13723 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_13723 
09E4: enable_aircraftcarrier_sam 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 1500 
0085: 202@ = 54@ // (int) 
202@ += 1500 
43@ += 1 

:MANSIO2_13723
if 
  43@ == 52 
else_jump @MANSIO2_13804 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_13804 
84@ = 0 
85@ = 0 
83@ = 0 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
43@ = 6 

:MANSIO2_13804
if 
  246@ == 0 
else_jump @MANSIO2_13871 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 228@ 229@ 230@ radius 1.0 1.0 2.0 on_foot 
else_jump @MANSIO2_13871 
246@ = 1 

:MANSIO2_13871
if 
  237@ == 0 
else_jump @MANSIO2_13931 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 520 
else_jump @MANSIO2_13931 
00BC: show_text_highpriority GXT 'MAN2_24' time 5000 flag 1  // ~s~The SAM sites are still active.
237@ = 1 

:MANSIO2_13931
if 
  238@ == 0 
else_jump @MANSIO2_14009 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 520 
else_jump @MANSIO2_14009 
0512: show_permanent_text_box 'MAN2_70'  // Use the steering controls to tilt the plane forward and back.
238@ = 1 
239@ = 0 
0085: 214@ = 54@ // (int) 
214@ += 15000 

:MANSIO2_14009
if 
  238@ == 1 
else_jump @MANSIO2_14089 
if 
  239@ == 0 
else_jump @MANSIO2_14089 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_14089 
03E6: remove_text_box 
239@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_14089
if 
  239@ == 1 
else_jump @MANSIO2_14153 
if 
   not 214@ == 0 
else_jump @MANSIO2_14153 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_14153 
214@ = 0 
03E6: remove_text_box 

:MANSIO2_14153
if 
  272@ == 0 
else_jump @MANSIO2_14370 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 520 
else_jump @MANSIO2_14252 
if 
00DB:   actor $PLAYER_ACTOR in_car 152@ 
else_jump @MANSIO2_14223 
272@ = 1 
jump @MANSIO2_14245 

:MANSIO2_14223
05EB: assign_car 152@ to_path 209 
200@ = 0 
272@ = 1 

:MANSIO2_14245
jump @MANSIO2_14370 

:MANSIO2_14252
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.692 499.5881 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_14329 
05EB: assign_car 152@ to_path 209 
200@ = 0 
272@ = 1 
jump @MANSIO2_14370 

:MANSIO2_14329
if 
0179:   actor $PLAYER_ACTOR colliding_with_object 166@ 
else_jump @MANSIO2_14370 
05EB: assign_car 152@ to_path 209 
200@ = 0 
272@ = 1 

:MANSIO2_14370
if 
  273@ == 0 
else_jump @MANSIO2_14475 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1368.303 496.5314 10.1854 radius 5.0 5.0 4.0 
else_jump @MANSIO2_14475 
201@ = 0 
273@ = 1 
if 
  287@ == 0 
else_jump @MANSIO2_14475 
195@ = 11 

:MANSIO2_14475
if 
8119:   not car 151@ wrecked 
else_jump @MANSIO2_14725 
81@ = 0 
if 
00DB:   actor $PLAYER_ACTOR in_car 151@ 
else_jump @MANSIO2_14579 
if 
034E: move_object 166@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_14572 
81@ = 1 

:MANSIO2_14572
jump @MANSIO2_14634 

:MANSIO2_14579
if 
034E: move_object 166@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_14634 
81@ = 1 

:MANSIO2_14634
if 
  296@ == 0 
else_jump @MANSIO2_14692 
if 
  81@ == 0 
else_jump @MANSIO2_14685 
097B: play_audio_at_object 166@ event 1128 
296@ = 1 

:MANSIO2_14685
jump @MANSIO2_14725 

:MANSIO2_14692
if 
  81@ == 1 
else_jump @MANSIO2_14725 
097B: play_audio_at_object 166@ event 1129 
296@ = 0 

:MANSIO2_14725
if 
8119:   not car 150@ wrecked 
else_jump @MANSIO2_14975 
81@ = 0 
if 
00DB:   actor $PLAYER_ACTOR in_car 150@ 
else_jump @MANSIO2_14829 
if 
034E: move_object 165@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_14822 
81@ = 1 

:MANSIO2_14822
jump @MANSIO2_14884 

:MANSIO2_14829
if 
034E: move_object 165@ to -1456.719 501.297 9.914 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_14884 
81@ = 1 

:MANSIO2_14884
if 
  295@ == 0 
else_jump @MANSIO2_14942 
if 
  81@ == 0 
else_jump @MANSIO2_14935 
097B: play_audio_at_object 165@ event 1128 
295@ = 1 

:MANSIO2_14935
jump @MANSIO2_14975 

:MANSIO2_14942
if 
  81@ == 1 
else_jump @MANSIO2_14975 
097B: play_audio_at_object 165@ event 1129 
295@ = 0 

:MANSIO2_14975
if 
  257@ == 0 
else_jump @MANSIO2_15168 
if 
8119:   not car 151@ wrecked 
else_jump @MANSIO2_15161 
if 
00DB:   actor $PLAYER_ACTOR in_car 151@ 
else_jump @MANSIO2_15161 
00AA: store_car 151@ position_to 65@ 66@ 67@ 
01BB: store_object 166@ position_to 68@ 69@ 70@ 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if or
  78@ >= 0.0 
  3.0 >= 78@ 
else_jump @MANSIO2_15161 
015F: set_camera_position -1427.408 516.3539 20.8899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1426.435 516.2787 20.6742 switchstyle 1 
257@ = 1 

:MANSIO2_15161
jump @MANSIO2_15232 

:MANSIO2_15168
if 
0119:   car 151@ wrecked 
else_jump @MANSIO2_15202 
0373: set_camera_directly_behind_player 
015A: restore_camera 
257@ = 0 
jump @MANSIO2_15232 

:MANSIO2_15202
if 
80DB:   not actor $PLAYER_ACTOR in_car 151@ 
else_jump @MANSIO2_15232 
0373: set_camera_directly_behind_player 
015A: restore_camera 
257@ = 0 

:MANSIO2_15232
if 
  258@ == 0 
else_jump @MANSIO2_15425 
if 
8119:   not car 150@ wrecked 
else_jump @MANSIO2_15418 
if 
00DB:   actor $PLAYER_ACTOR in_car 150@ 
else_jump @MANSIO2_15418 
00AA: store_car 150@ position_to 65@ 66@ 67@ 
01BB: store_object 165@ position_to 68@ 69@ 70@ 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if or
  78@ >= 0.0 
  3.0 >= 78@ 
else_jump @MANSIO2_15418 
015F: set_camera_position -1439.283 507.3634 28.9545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1440.069 507.1481 28.3752 switchstyle 1 
258@ = 1 

:MANSIO2_15418
jump @MANSIO2_15489 

:MANSIO2_15425
if 
0119:   car 150@ wrecked 
else_jump @MANSIO2_15459 
0373: set_camera_directly_behind_player 
015A: restore_camera 
258@ = 0 
jump @MANSIO2_15489 

:MANSIO2_15459
if 
80DB:   not actor $PLAYER_ACTOR in_car 150@ 
else_jump @MANSIO2_15489 
0373: set_camera_directly_behind_player 
015A: restore_camera 
258@ = 0 

:MANSIO2_15489
56@ = 0 

:MANSIO2_15496
if 
8119:   not car 149@(56@,4i) wrecked 
else_jump @MANSIO2_15878 
if 
00DB:   actor $PLAYER_ACTOR in_car 149@(56@,4i) 
else_jump @MANSIO2_15878 
0871: init_jump_table 56@ total_jumps 3 default_jump 1 @MANSIO2_15851 jumps 0 @MANSIO2_15788 1 @MANSIO2_15695 2 @MANSIO2_15602 -1 @MANSIO2_15878 -1 @MANSIO2_15878 -1 @MANSIO2_15878 -1 @MANSIO2_15878 

:MANSIO2_15602
00AA: store_car 149@(56@,4i) position_to 65@ 66@ 67@ 
01BB: store_object 166@ position_to 68@ 69@ 70@ 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if or
  0.0 > 78@ 
  78@ > 3.0 
else_jump @MANSIO2_15688 
256@ = 1 

:MANSIO2_15688
jump @MANSIO2_15878 

:MANSIO2_15695
00AA: store_car 149@(56@,4i) position_to 65@ 66@ 67@ 
01BB: store_object 165@ position_to 68@ 69@ 70@ 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if or
  0.0 > 78@ 
  78@ > 3.0 
else_jump @MANSIO2_15781 
256@ = 1 

:MANSIO2_15781
jump @MANSIO2_15878 

:MANSIO2_15788
00AA: store_car 149@(56@,4i) position_to 65@ 66@ 67@ 
if or
  67@ > 20.0 
  5.0 > 67@ 
else_jump @MANSIO2_15844 
256@ = 1 

:MANSIO2_15844
jump @MANSIO2_15878 

:MANSIO2_15851
if 
01F3:   car 149@(56@,4i) in_air 
else_jump @MANSIO2_15878 
256@ = 1 

:MANSIO2_15878
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_15496 
if and
  256@ == 1 
  269@ == 0 
else_jump @MANSIO2_16329 
56@ = 0 

:MANSIO2_15931
247@(56@,3i) = 0 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_15931 
58@ = 0 
56@ = 0 

:MANSIO2_15977
if 
  56@ == 3 
else_jump @MANSIO2_16076 
if 
8119:   not car 149@(56@,4i) wrecked 
else_jump @MANSIO2_16076 
if 
060E:   car 149@(56@,4i) assigned_to_path 
else_jump @MANSIO2_16044 
05EC: release_car 149@(56@,4i) from_path 

:MANSIO2_16044
if 
80DB:   not actor $PLAYER_ACTOR in_car 149@(56@,4i) 
else_jump @MANSIO2_16076 
00A6: destroy_car 149@(56@,4i) 

:MANSIO2_16076
if 
  56@ == 1 
else_jump @MANSIO2_16209 
if 
8119:   not car 149@(56@,4i) wrecked 
else_jump @MANSIO2_16209 
if 
80DB:   not actor $PLAYER_ACTOR in_car 149@(56@,4i) 
else_jump @MANSIO2_16209 
if 
   not 201@ == -1 
else_jump @MANSIO2_16209 
05EC: release_car 149@(56@,4i) from_path 
00AB: put_car 149@(56@,4i) at -1457.627 502.2539 9.0078 
0175: set_car 149@(56@,4i) Z_angle_to 185.069 
201@ = -1 

:MANSIO2_16209
if 
8119:   not car 149@(56@,4i) wrecked 
else_jump @MANSIO2_16301 
if 
00DB:   actor $PLAYER_ACTOR in_car 149@(56@,4i) 
else_jump @MANSIO2_16267 
00D9: 153@ = actor $PLAYER_ACTOR car // add to mission cleanup 
jump @MANSIO2_16301 

:MANSIO2_16267
0085: 154@(58@,3i) = 149@(56@,4i) // (int) 
247@(58@,3i) = 1 
58@ += 1 

:MANSIO2_16301
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_15977 
269@ = 1 

:MANSIO2_16329
gosub @MANSIO2_22676 
gosub @MANSIO2_22760 
gosub @MANSIO2_36659 
56@ = 0 

:MANSIO2_16357
if 
8118:   not actor 139@(56@,6i) dead 
else_jump @MANSIO2_16386 
0467: clear_actor 139@(56@,6i) last_weapon_damage 

:MANSIO2_16386
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_16357 
56@ = 0 

:MANSIO2_16414
if 
8118:   not actor 145@(56@,2i) dead 
else_jump @MANSIO2_16443 
0467: clear_actor 145@(56@,2i) last_weapon_damage 

:MANSIO2_16443
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_16414 
56@ = 0 

:MANSIO2_16471
if 
8119:   not car 162@(56@,3i) wrecked 
else_jump @MANSIO2_16500 
0468: clear_car 162@(56@,3i) last_weapon_damage 

:MANSIO2_16500
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_16471 
gosub @MANSIO2_46593 
gosub @MANSIO2_46865 
if 
  276@ == 0 
else_jump @MANSIO2_16806 
if 
  275@ == 1 
else_jump @MANSIO2_16806 
0871: init_jump_table 221@ total_jumps 6 default_jump 0 @MANSIO2_16772 jumps 1 @MANSIO2_16634 2 @MANSIO2_16657 3 @MANSIO2_16680 4 @MANSIO2_16703 5 @MANSIO2_16726 6 @MANSIO2_16749 -1 @MANSIO2_16772 

:MANSIO2_16634
00BC: show_text_highpriority GXT 'MAN2_47' time 7000 flag 1  // ~s~The ~r~guards~s~ are now on alert.
jump @MANSIO2_16772 

:MANSIO2_16657
00BC: show_text_highpriority GXT 'MAN2_49' time 7000 flag 1  // ~s~A mechanic has triggered the alarm. The aircraft carrier is now on alert.
jump @MANSIO2_16772 

:MANSIO2_16680
00BC: show_text_highpriority GXT 'MAN2_40' time 7000 flag 1  // ~s~You've been detected by the ~r~guards~s~. The Aircraft Carrier is now on alert.
jump @MANSIO2_16772 

:MANSIO2_16703
00BC: show_text_highpriority GXT 'MAN2_41' time 7000 flag 1  // ~s~A mechanic found a dead body. The Aircraft Carrier is now on alert.
jump @MANSIO2_16772 

:MANSIO2_16726
00BC: show_text_highpriority GXT 'MAN2_42' time 7000 flag 1  // ~s~The ~r~guards~s~ have found a dead body. The Aircraft Carrier is now on alert.
jump @MANSIO2_16772 

:MANSIO2_16749
00BC: show_text_highpriority GXT 'MAN2_43' time 7000 flag 1  // ~s~There has been an explosion. The Aircraft Carrier is now on alert.
jump @MANSIO2_16772 

:MANSIO2_16772
097A: play_audio_at 0.0 0.0 0.0 event 1161 
297@ = 1 
276@ = 1 

:MANSIO2_16806
if 
  275@ == 0 
else_jump @MANSIO2_16891 
0786: get_number_of_fires_within_cube_cornerA -1471.0 484.0 0.0 cornerB -1246.0 523.0 40.0 store_to 58@ 
if 
  58@ > 0 
else_jump @MANSIO2_16891 
221@ = 6 
275@ = 1 

:MANSIO2_16891
if 
  246@ == 1 
else_jump @MANSIO2_17003 
if 
  304@ == 0 
else_jump @MANSIO2_17003 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1466.973 488.6672 7.1953 cornerB -1393.22 521.52 11.3953 
else_jump @MANSIO2_17003 
0164: disable_marker 173@ 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
304@ = 1 

:MANSIO2_17003
if 
  305@ == 1 
else_jump @MANSIO2_17058 
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 530 
else_jump @MANSIO2_17051 
041E: set_radio_station 11 
305@ = 0 

:MANSIO2_17051
jump @MANSIO2_17084 

:MANSIO2_17058
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 530 
else_jump @MANSIO2_17084 
305@ = 1 

:MANSIO2_17084
if 
  43@ == 99 
else_jump @MANSIO2_17109 
gosub @MANSIO2_51251 

:MANSIO2_17109
return 

:MANSIO2_17111
if 
0119:   car 153@ wrecked 
else_jump @MANSIO2_17143 
45@ = 1 
53@ = 4 
return 

:MANSIO2_17143
if 
  43@ == 0 
else_jump @MANSIO2_17974 
58@ = 0 
0395: clear_area 1 at -1178.22 2775.04 40.0 radius 20.0 
00A5: 157@(58@,4i) = create_car 454 at -1178.22 2775.04 40.0 
0224: set_car 157@(58@,4i) health_to 500 
0175: set_car 157@(58@,4i) Z_angle_to 327.1833 
0323: enable_boat 157@(58@,4i) anchor 1 
0574: set_car 157@(58@,4i) keep_position 1 
0186: 177@(58@,4i) = create_marker_above_car 157@(58@,4i) 
0165: set_marker 177@(58@,4i) color_to 4 
260@(58@,4i) = 1 
58@ += 1 
0395: clear_area 1 at -1168.919 2795.99 40.0 radius 20.0 
00A5: 157@(58@,4i) = create_car 454 at -1168.919 2795.99 40.0 
0224: set_car 157@(58@,4i) health_to 500 
0175: set_car 157@(58@,4i) Z_angle_to 171.1833 
0323: enable_boat 157@(58@,4i) anchor 1 
0574: set_car 157@(58@,4i) keep_position 1 
0186: 177@(58@,4i) = create_marker_above_car 157@(58@,4i) 
0165: set_marker 177@(58@,4i) color_to 4 
260@(58@,4i) = 1 
58@ += 1 
0395: clear_area 1 at -930.1593 2641.605 40.0 radius 20.0 
00A5: 157@(58@,4i) = create_car 454 at -930.1593 2641.605 40.0 
0224: set_car 157@(58@,4i) health_to 500 
0175: set_car 157@(58@,4i) Z_angle_to 124.0961 
0323: enable_boat 157@(58@,4i) anchor 1 
0574: set_car 157@(58@,4i) keep_position 1 
0186: 177@(58@,4i) = create_marker_above_car 157@(58@,4i) 
0165: set_marker 177@(58@,4i) color_to 4 
260@(58@,4i) = 1 
58@ += 1 
0395: clear_area 1 at -973.0267 2484.021 40.0 radius 20.0 
00A5: 157@(58@,4i) = create_car 454 at -973.0267 2484.021 40.0 
0224: set_car 157@(58@,4i) health_to 500 
0175: set_car 157@(58@,4i) Z_angle_to 171.8058 
0323: enable_boat 157@(58@,4i) anchor 1 
0574: set_car 157@(58@,4i) keep_position 1 
0186: 177@(58@,4i) = create_marker_above_car 157@(58@,4i) 
0165: set_marker 177@(58@,4i) color_to 4 
260@(58@,4i) = 1 
255@ = 1 
259@ = 0 
264@ = 0 
265@ = 0 
298@ = 0 
240@ = 0 
241@ = 0 
242@ = 0 
243@ = 0 
244@ = 0 
244@ = 0 
if 
  296@ == 0 
else_jump @MANSIO2_17847 
097B: play_audio_at_object 166@ event 1128 
296@ = 1 

:MANSIO2_17847
if 
  295@ == 0 
else_jump @MANSIO2_17880 
097B: play_audio_at_object 165@ event 1128 
295@ = 1 

:MANSIO2_17880
if 
  297@ == 1 
else_jump @MANSIO2_17925 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
297@ = 0 

:MANSIO2_17925
0227: 58@ = car 153@ health 
58@ += 1000 
0224: set_car 153@ health_to 58@ 
89@ = 5 
gosub @MANSIO2_48074 
075B: zoom_radar 0 
43@ += 1 

:MANSIO2_17974
if 
  43@ == 1 
else_jump @MANSIO2_18146 
if 
   not 88@ == 5 
else_jump @MANSIO2_18024 
89@ = 5 
gosub @MANSIO2_48074 

:MANSIO2_18024
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1343.5 504.1 30.0 radius 250.0 250.0 200.0 
  88@ == 5 
else_jump @MANSIO2_18146 
if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_18130 
gosub @MANSIO2_48229 
298@ = 1 
0A24: enable_military_zones_wanted_level 0 
43@ += 1 
jump @MANSIO2_18146 

:MANSIO2_18130
45@ = 1 
53@ = 6 
return 

:MANSIO2_18146
if 
  43@ == 2 
else_jump @MANSIO2_18203 
if 
08B7:   test 93@ bit 5 
else_jump @MANSIO2_18203 
89@ = 6 
gosub @MANSIO2_48074 
43@ += 1 

:MANSIO2_18203
if 
  43@ == 3 
else_jump @MANSIO2_18964 
if 
   not 88@ == 6 
else_jump @MANSIO2_18253 
89@ = 6 
gosub @MANSIO2_48074 

:MANSIO2_18253
if 
  88@ == 6 
else_jump @MANSIO2_18964 
81@ = 0 
56@ = 0 

:MANSIO2_18285
if 
  81@ == 0 
else_jump @MANSIO2_18370 
if 
  247@(56@,3i) == 0 
else_jump @MANSIO2_18370 
00A5: 154@(56@,3i) = create_car 520 at -1333.231 507.6329 17.2266 
247@(56@,3i) = 1 
81@ = 1 

:MANSIO2_18370
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_18285 
58@ = 0 
if 
  247@(58@,3i) == 1 
else_jump @MANSIO2_18572 
if 
8119:   not car 154@(58@,3i) wrecked 
else_jump @MANSIO2_18572 
00AB: put_car 154@(58@,3i) at -1293.86 481.91 81.18 
0175: set_car 154@(58@,3i) Z_angle_to 0.0 
03A2: set_car 154@(58@,3i) action 3 
04BA: set_car 154@(58@,3i) speed_to 30.0 
0742: set_plane 154@(58@,3i) unknown_trajectory 1.5 
0745: set_hydra 154@(58@,3i) thrust_to_horizontal 
0710: plane 154@(58@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 174@(58@,3i) = create_marker_above_car 154@(58@,3i) 
018B: set_marker 174@(58@,3i) radar_mode 2 

:MANSIO2_18572
58@ += 1 
if 
  247@(58@,3i) == 1 
else_jump @MANSIO2_18753 
if 
8119:   not car 154@(58@,3i) wrecked 
else_jump @MANSIO2_18753 
00AB: put_car 154@(58@,3i) at -1273.86 481.91 81.18 
0175: set_car 154@(58@,3i) Z_angle_to 0.0 
03A2: set_car 154@(58@,3i) action 3 
04BA: set_car 154@(58@,3i) speed_to 30.0 
0742: set_plane 154@(58@,3i) unknown_trajectory 1.5 
0745: set_hydra 154@(58@,3i) thrust_to_horizontal 
0710: plane 154@(58@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 174@(58@,3i) = create_marker_above_car 154@(58@,3i) 
018B: set_marker 174@(58@,3i) radar_mode 2 

:MANSIO2_18753
58@ += 1 
if 
  247@(58@,3i) == 1 
else_jump @MANSIO2_18934 
if 
8119:   not car 154@(58@,3i) wrecked 
else_jump @MANSIO2_18934 
00AB: put_car 154@(58@,3i) at -1253.86 481.91 81.18 
0175: set_car 154@(58@,3i) Z_angle_to 0.0 
03A2: set_car 154@(58@,3i) action 3 
04BA: set_car 154@(58@,3i) speed_to 30.0 
0742: set_plane 154@(58@,3i) unknown_trajectory 1.5 
0745: set_hydra 154@(58@,3i) thrust_to_horizontal 
0710: plane 154@(58@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 174@(58@,3i) = create_marker_above_car 154@(58@,3i) 
018B: set_marker 174@(58@,3i) radar_mode 2 

:MANSIO2_18934
259@ = 1 
0085: 202@ = 54@ // (int) 
202@ += 1000 
43@ += 1 

:MANSIO2_18964
if 
  43@ == 4 
else_jump @MANSIO2_19222 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_19222 
58@ = -1 
if 
  247@ == 1 
else_jump @MANSIO2_19049 
if 
8119:   not car 154@ wrecked 
else_jump @MANSIO2_19049 
58@ = 0 

:MANSIO2_19049
if 
  58@ == -1 
else_jump @MANSIO2_19108 
if 
  248@ == 1 
else_jump @MANSIO2_19108 
if 
8119:   not car 155@ wrecked 
else_jump @MANSIO2_19108 
58@ = 1 

:MANSIO2_19108
if 
   not 58@ == -1 
else_jump @MANSIO2_19208 
015F: set_camera_position -1297.633 489.9132 74.9315 rotation 0.0 0.0 0.0 
0158: camera_on_car 154@(58@,3i) mode 15 switchstyle 2 
if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_19197 
0519: set_car 153@ locked 1 

:MANSIO2_19197
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_19208
gosub @MANSIO2_48229 
43@ += 1 

:MANSIO2_19222
if 
  43@ == 5 
else_jump @MANSIO2_19279 
if 
08B7:   test 93@ bit 6 
else_jump @MANSIO2_19279 
89@ = 7 
gosub @MANSIO2_48074 
43@ += 1 

:MANSIO2_19279
if 
  43@ == 6 
else_jump @MANSIO2_19431 
if 
   not 88@ == 7 
else_jump @MANSIO2_19329 
89@ = 7 
gosub @MANSIO2_48074 

:MANSIO2_19329
if 
  88@ == 7 
else_jump @MANSIO2_19431 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_19408 
0519: set_car 153@ locked 0 
04BA: set_car 153@ speed_to 30.0 
0742: set_plane 153@ unknown_trajectory 1.0 

:MANSIO2_19408
0085: 202@ = 54@ // (int) 
202@ += 500 
43@ += 1 

:MANSIO2_19431
if 
  43@ == 7 
else_jump @MANSIO2_19482 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_19482 
gosub @MANSIO2_48229 
43@ += 1 

:MANSIO2_19482
if 
  43@ == 8 
else_jump @MANSIO2_19575 
if 
08B7:   test 93@ bit 7 
else_jump @MANSIO2_19575 
0512: show_permanent_text_box 'MAN2_71'  // When the target changes to red it is locked on. Tap ~m~~widget_rocket~ to fire homing missiles.
240@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 15000 
0085: 202@ = 54@ // (int) 
202@ += 5000 
43@ += 1 

:MANSIO2_19575
if 
  43@ == 9 
else_jump @MANSIO2_19809 
if 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_19809 
58@ = 0 
56@ = 0 

:MANSIO2_19626
if 
  247@(56@,3i) == 1 
else_jump @MANSIO2_19706 
if 
8119:   not car 154@(56@,3i) wrecked 
else_jump @MANSIO2_19706 
0742: set_plane 154@(56@,3i) unknown_trajectory 0.5 
08A2: set_hydra 154@(56@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 
58@ += 1 

:MANSIO2_19706
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_19626 
if 
  58@ > 0 
else_jump @MANSIO2_19802 
if 
  58@ == 1 
else_jump @MANSIO2_19786 
00BC: show_text_highpriority GXT 'MAN2_36' time 7000 flag 1  // ~s~There is a ~r~military jet~s~ after you. Take it out!
jump @MANSIO2_19802 

:MANSIO2_19786
00BC: show_text_highpriority GXT 'MAN2_35' time 7000 flag 1  // ~s~There are ~r~military jets~s~ on your tail. Take them out!

:MANSIO2_19802
43@ += 1 

:MANSIO2_19809
if 
  43@ == 10 
else_jump @MANSIO2_19859 
if and
  264@ == 1 
  265@ == 1 
else_jump @MANSIO2_19859 
43@ = 99 

:MANSIO2_19859
81@ = 0 
58@ = 0 
56@ = 0 

:MANSIO2_19880
if 
  260@(56@,4i) == 1 
else_jump @MANSIO2_19963 
if 
0119:   car 157@(56@,4i) wrecked 
else_jump @MANSIO2_19956 
260@(56@,4i) = 0 
0164: disable_marker 177@(56@,4i) 
81@ = 1 
jump @MANSIO2_19963 

:MANSIO2_19956
58@ += 1 

:MANSIO2_19963
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_19880 
if 
  81@ == 1 
else_jump @MANSIO2_20163 
if 
  58@ > 0 
else_jump @MANSIO2_20090 
if 
  58@ == 1 
else_jump @MANSIO2_20064 
01E5: show_text_1number_highpriority GXT 'MAN2_30' number 58@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ship remains.
jump @MANSIO2_20083 

:MANSIO2_20064
01E5: show_text_1number_highpriority GXT 'MAN2_29' number 58@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ships remain.

:MANSIO2_20083
jump @MANSIO2_20124 

:MANSIO2_20090
if 
  265@ == 0 
else_jump @MANSIO2_20124 
00BC: show_text_highpriority GXT 'MAN2_44' time 5000 flag 1  // ~s~All spy ships destroyed. Now take out the remaining ~r~jets~s~.

:MANSIO2_20124
if 
  243@ == 0 
else_jump @MANSIO2_20163 
243@ = 1 
244@ = 1 
244@ = 1 

:MANSIO2_20163
264@ = 1 
56@ = 0 

:MANSIO2_20177
if 
  260@(56@,4i) == 1 
else_jump @MANSIO2_20206 
264@ = 0 

:MANSIO2_20206
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_20177 
81@ = 0 
58@ = 0 
56@ = 0 

:MANSIO2_20248
if 
  247@(56@,3i) == 1 
else_jump @MANSIO2_20358 
if 
0119:   car 154@(56@,3i) wrecked 
else_jump @MANSIO2_20351 
247@(56@,3i) = 0 
01C3: remove_references_to_car 154@(56@,3i) 
0164: disable_marker 174@(56@,3i) 
if 
  259@ == 1 
else_jump @MANSIO2_20344 
81@ = 1 

:MANSIO2_20344
jump @MANSIO2_20358 

:MANSIO2_20351
58@ += 1 

:MANSIO2_20358
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_20248 
if 
  81@ == 1 
else_jump @MANSIO2_20489 
if 
  58@ > 0 
else_jump @MANSIO2_20441 
01E5: show_text_1number_highpriority GXT 'MAN2_27' number 58@ time 5000 flag 1  // ~s~Enemy jet destroyed. ~1~ still active.
jump @MANSIO2_20489 

:MANSIO2_20441
265@ = 1 
if 
  264@ == 0 
else_jump @MANSIO2_20489 
00BC: show_text_highpriority GXT 'MAN2_28' time 5000 flag 1  // ~s~All enemy jets destroyed. Now destroy the ~y~spy ships~s~.
242@ = 1 

:MANSIO2_20489
if 
  255@ == 1 
else_jump @MANSIO2_20665 
if and
034E: move_object 166@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
034E: move_object 165@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
else_jump @MANSIO2_20665 
255@ = 0 
if 
  296@ == 1 
else_jump @MANSIO2_20632 
097B: play_audio_at_object 166@ event 1129 
296@ = 0 

:MANSIO2_20632
if 
  295@ == 1 
else_jump @MANSIO2_20665 
097B: play_audio_at_object 165@ event 1129 
295@ = 0 

:MANSIO2_20665
if 
80DB:   not actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_20920 
if 
875C:   not marker 187@ enabled 
else_jump @MANSIO2_20738 
00BC: show_text_highpriority GXT 'MAN2_37' time 5000 flag 1  // ~s~Get back in your ~b~jet~s~.
0186: 187@ = create_marker_above_car 153@ 
07E0: set_marker 187@ type_to 1 
jump @MANSIO2_20913 

:MANSIO2_20738
if 
  298@ == 0 
else_jump @MANSIO2_20913 
81@ = 0 
56@ = 0 

:MANSIO2_20770
if 
  247@(56@,3i) == 1 
else_jump @MANSIO2_20892 
if 
  81@ == 0 
else_jump @MANSIO2_20892 
if 
8119:   not car 154@(56@,3i) wrecked 
else_jump @MANSIO2_20892 
if 
00DB:   actor $PLAYER_ACTOR in_car 154@(56@,3i) 
else_jump @MANSIO2_20892 
008A: $47 = 154@(56@,3i) // (int) 
0085: 154@(56@,3i) = 153@ // (int) 
008B: 153@ = $47 // (int) 
81@ = 1 

:MANSIO2_20892
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_20770 

:MANSIO2_20913
jump @MANSIO2_20952 

:MANSIO2_20920
if 
075C:   marker 187@ enabled 
else_jump @MANSIO2_20952 
0164: disable_marker 187@ 
03D5: remove_text 'MAN2_37'  // ~s~Get back in your ~b~jet~s~.

:MANSIO2_20952
if 
  239@ == 0 
else_jump @MANSIO2_21014 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21014 
03E6: remove_text_box 
239@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_21014
if and
  239@ == 1 
  240@ == 0 
else_jump @MANSIO2_21085 
if 
   not 214@ == 0 
else_jump @MANSIO2_21085 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21085 
214@ = 0 
03E6: remove_text_box 

:MANSIO2_21085
if 
  240@ == 1 
else_jump @MANSIO2_21176 
if 
  241@ == 0 
else_jump @MANSIO2_21176 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21176 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_98'  // Countermeasures are launched automatically to deter enemy rockets.
241@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_21176
if 
  241@ == 1 
else_jump @MANSIO2_21240 
if 
   not 214@ == 0 
else_jump @MANSIO2_21240 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21240 
214@ = 0 
03E6: remove_text_box 

:MANSIO2_21240
if 
  242@ == 1 
else_jump @MANSIO2_21742 
if 
  243@ == 0 
else_jump @MANSIO2_21496 
if and
  241@ == 1 
  214@ == 0 
else_jump @MANSIO2_21496 
if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_21496 
81@ = 0 
56@ = 0 

:MANSIO2_21334
if 
  81@ == 0 
else_jump @MANSIO2_21421 
if 
  260@(56@,4i) == 1 
else_jump @MANSIO2_21421 
if 
0205:   actor $PLAYER_ACTOR near_car 157@(56@,4i) radius 300.0 300.0 300.0 flag 0 
else_jump @MANSIO2_21421 
81@ = 1 

:MANSIO2_21421
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_21334 
if 
  81@ == 1 
else_jump @MANSIO2_21496 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP1'  // Use the steering controls to tilt the plane forward and back.
243@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_21496
if 
  243@ == 1 
else_jump @MANSIO2_21587 
if 
  244@ == 0 
else_jump @MANSIO2_21587 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21587 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP2'  // You can achieve target locks by pointing the plane at the enemy ships. The reticule will turn from green to red when you are locked.
244@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_21587
if 
  244@ == 1 
else_jump @MANSIO2_21678 
if 
  245@ == 0 
else_jump @MANSIO2_21678 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21678 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP3'  // Lock onto the ships and tap ~m~~widget_rocket~ to fire. Each ship will need a few hits to destroy it.
245@ = 1 
0085: 214@ = 54@ // (int) 
214@ += 10000 

:MANSIO2_21678
if 
  245@ == 1 
else_jump @MANSIO2_21742 
if 
   not 214@ == 0 
else_jump @MANSIO2_21742 
if 
001D:   54@ > 214@ // (int) 
else_jump @MANSIO2_21742 
214@ = 0 
03E6: remove_text_box 

:MANSIO2_21742
if 
  43@ == 99 
else_jump @MANSIO2_21767 
gosub @MANSIO2_51251 

:MANSIO2_21767
return 

:MANSIO2_21769
if 
0119:   car 153@ wrecked 
else_jump @MANSIO2_21801 
45@ = 1 
53@ = 4 
return 

:MANSIO2_21801
if 
  43@ == 0 
else_jump @MANSIO2_22059 
222@ = -76.4228 
223@ = 2478.64 
224@ = 14.2844 
225@ = 433.6483 
226@ = 2525.658 
227@ = 18.6279 
0087: 228@ = 225@ // (float) 
0063: 228@ -= 222@ // (float) 
228@ /= 2.0 
005B: 228@ += 222@ // (float) 
0087: 229@ = 226@ // (float) 
0063: 229@ -= 223@ // (float) 
229@ /= 2.0 
005B: 229@ += 223@ // (float) 
0087: 230@ = 227@ // (float) 
0063: 230@ -= 224@ // (float) 
230@ /= 2.0 
005B: 230@ += 224@ // (float) 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 
89@ = 8 
gosub @MANSIO2_48074 
0085: 202@ = 54@ // (int) 
202@ += 1000 
274@ = 0 
0247: load_model 359 
0247: load_model 360 
0247: load_model 362 
0247: load_model 361 
43@ += 1 

:MANSIO2_22059
if 
  43@ == 1 
else_jump @MANSIO2_22149 
if 
   not 88@ == 8 
else_jump @MANSIO2_22109 
89@ = 8 
gosub @MANSIO2_48074 

:MANSIO2_22109
if and
  88@ == 8 
001D:   54@ > 202@ // (int) 
else_jump @MANSIO2_22149 
gosub @MANSIO2_48229 
43@ += 1 

:MANSIO2_22149
if 
  43@ == 2 
else_jump @MANSIO2_22208 
if 
08B7:   test 93@ bit 8 
else_jump @MANSIO2_22208 
00BC: show_text_highpriority GXT 'MAN2_26' time 10000 flag 1  // ~s~Take the jet to the desert airfield and land anywhere on the ~y~landing strip~s~.
43@ += 1 

:MANSIO2_22208
if 
  43@ == 3 
else_jump @MANSIO2_22457 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 228@ 229@ 230@ radius 10.0 10.0 10.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 222@ 223@ 224@ cornerB 225@ 226@ 227@ 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_22341 
if and
01C1:   car 153@ stopped 
81F3:   not car 153@ in_air 
else_jump @MANSIO2_22334 
0164: disable_marker 173@ 
43@ += 1 

:MANSIO2_22334
jump @MANSIO2_22457 

:MANSIO2_22341
0087: 78@ = 227@ // (float) 
78@ += 20.0 
if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 222@ 223@ 224@ cornerB 225@ 226@ 78@ 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
  274@ == 0 
else_jump @MANSIO2_22457 
091F: get_plane 153@ landing_gear_status_to 79@ 
if 
  79@ > 0.1 
else_jump @MANSIO2_22457 
03E5: show_text_box 'MAN2_72'  // As you approach the ground, your landing gear will automatically lower itself.
274@ = 1 

:MANSIO2_22457
if 
  43@ == 4 
else_jump @MANSIO2_22542 
228@ = 291.3149 
229@ = 2535.249 
230@ = 15.8205 
018A: 173@ = create_checkpoint_at 228@ 229@ 230@ 
00BC: show_text_highpriority GXT 'MAN2_33' time 5000 flag 1  // ~s~Guide the plane into the Hangar.
43@ += 1 

:MANSIO2_22542
if 
  43@ == 5 
else_jump @MANSIO2_22649 
if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
else_jump @MANSIO2_22649 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 228@ 229@ 230@ radius 10.0 10.0 10.0 
else_jump @MANSIO2_22649 
if 
01C1:   car 153@ stopped 
else_jump @MANSIO2_22649 
0164: disable_marker 173@ 
43@ = 99 

:MANSIO2_22649
if 
  43@ == 99 
else_jump @MANSIO2_22674 
gosub @MANSIO2_51251 

:MANSIO2_22674
return 

:MANSIO2_22676
293@ = 0 
if 
  292@ == 1 
else_jump @MANSIO2_22703 
return 

:MANSIO2_22703
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @MANSIO2_22758 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
else_jump @MANSIO2_22751 
293@ = 1 
jump @MANSIO2_22758 

:MANSIO2_22751
292@ = 1 

:MANSIO2_22758
return 

:MANSIO2_22760
60@ = 0 

:MANSIO2_22767
if and
   not 191@(60@,6i) == -1 
   not 191@(60@,6i) == -2 
else_jump @MANSIO2_22847 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_22847 
191@(60@,6i) = -2 
0164: disable_marker 181@(60@,6i) 
gosub @MANSIO2_25523 

:MANSIO2_22847
60@ += 1 
  60@ >= 6 
else_jump @MANSIO2_22767 
60@ = 0 

:MANSIO2_22875
if 
  277@(60@,6i) == 1 
else_jump @MANSIO2_22904 
gosub @MANSIO2_23608 

:MANSIO2_22904
0871: init_jump_table 191@(60@,6i) total_jumps 30 default_jump 1 @MANSIO2_23558 jumps -2 @MANSIO2_23166 -1 @MANSIO2_23166 0 @MANSIO2_23173 1 @MANSIO2_23187 2 @MANSIO2_23201 3 @MANSIO2_23215 4 @MANSIO2_23229 
0872: jump_table_jumps 5 @MANSIO2_23243 6 @MANSIO2_23257 7 @MANSIO2_23271 8 @MANSIO2_23285 9 @MANSIO2_23299 10 @MANSIO2_23313 11 @MANSIO2_23327 12 @MANSIO2_23341 13 @MANSIO2_23355 
0872: jump_table_jumps 14 @MANSIO2_23369 15 @MANSIO2_23383 16 @MANSIO2_23397 17 @MANSIO2_23411 18 @MANSIO2_23425 19 @MANSIO2_23439 20 @MANSIO2_23453 21 @MANSIO2_23467 22 @MANSIO2_23481 
0872: jump_table_jumps 23 @MANSIO2_23495 24 @MANSIO2_23509 25 @MANSIO2_23523 26 @MANSIO2_23537 27 @MANSIO2_23551 -1 @MANSIO2_23585 -1 @MANSIO2_23585 -1 @MANSIO2_23585 -1 @MANSIO2_23585 

:MANSIO2_23166
jump @MANSIO2_23585 

:MANSIO2_23173
gosub @MANSIO2_26086 
jump @MANSIO2_23585 

:MANSIO2_23187
gosub @MANSIO2_26162 
jump @MANSIO2_23585 

:MANSIO2_23201
gosub @MANSIO2_26323 
jump @MANSIO2_23585 

:MANSIO2_23215
gosub @MANSIO2_26392 
jump @MANSIO2_23585 

:MANSIO2_23229
gosub @MANSIO2_26613 
jump @MANSIO2_23585 

:MANSIO2_23243
gosub @MANSIO2_27156 
jump @MANSIO2_23585 

:MANSIO2_23257
gosub @MANSIO2_27652 
jump @MANSIO2_23585 

:MANSIO2_23271
gosub @MANSIO2_27978 
jump @MANSIO2_23585 

:MANSIO2_23285
gosub @MANSIO2_28323 
jump @MANSIO2_23585 

:MANSIO2_23299
gosub @MANSIO2_28526 
jump @MANSIO2_23585 

:MANSIO2_23313
gosub @MANSIO2_28680 
jump @MANSIO2_23585 

:MANSIO2_23327
gosub @MANSIO2_28901 
jump @MANSIO2_23585 

:MANSIO2_23341
gosub @MANSIO2_29141 
jump @MANSIO2_23585 

:MANSIO2_23355
gosub @MANSIO2_29764 
jump @MANSIO2_23585 

:MANSIO2_23369
gosub @MANSIO2_29822 
jump @MANSIO2_23585 

:MANSIO2_23383
gosub @MANSIO2_29886 
jump @MANSIO2_23585 

:MANSIO2_23397
gosub @MANSIO2_30077 
jump @MANSIO2_23585 

:MANSIO2_23411
gosub @MANSIO2_30508 
jump @MANSIO2_23585 

:MANSIO2_23425
gosub @MANSIO2_30672 
jump @MANSIO2_23585 

:MANSIO2_23439
gosub @MANSIO2_30902 
jump @MANSIO2_23585 

:MANSIO2_23453
gosub @MANSIO2_31297 
jump @MANSIO2_23585 

:MANSIO2_23467
gosub @MANSIO2_31997 
jump @MANSIO2_23585 

:MANSIO2_23481
gosub @MANSIO2_32094 
jump @MANSIO2_23585 

:MANSIO2_23495
gosub @MANSIO2_32226 
jump @MANSIO2_23585 

:MANSIO2_23509
gosub @MANSIO2_32306 
jump @MANSIO2_23585 

:MANSIO2_23523
gosub @MANSIO2_32505 
jump @MANSIO2_23585 

:MANSIO2_23537
gosub @MANSIO2_32786 
jump @MANSIO2_23585 

:MANSIO2_23551
jump @MANSIO2_23585 

:MANSIO2_23558
0662: printstring "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_23585
60@ += 1 
  60@ >= 6 
else_jump @MANSIO2_22875 
return 

:MANSIO2_23608
if 
  275@ == 1 
else_jump @MANSIO2_23704 
if 
  283@(60@,6i) == 0 
else_jump @MANSIO2_23702 
191@(60@,6i) = 19 
283@(60@,6i) = 1 
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_23702 
060B: set_actor 139@(60@,6i) decision_maker_to 190@ 

:MANSIO2_23702
return 

:MANSIO2_23704
if 
  283@(60@,6i) == 0 
else_jump @MANSIO2_23865 
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_23865 
if 
09ED:   actor 139@(60@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_23865 
00A0: store_actor 139@(60@,6i) position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  15.0 > 80@ 
else_jump @MANSIO2_23865 
191@(60@,6i) = 23 
gosub @MANSIO2_24915 
return 

:MANSIO2_23865
if 
  283@(60@,6i) == 0 
else_jump @MANSIO2_23974 
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_23974 
if or
0480:   actor 139@(60@,6i) looking_at_death_of_actor_pedtype 25 
0480:   actor 139@(60@,6i) looking_at_death_of_actor_pedtype 24 
else_jump @MANSIO2_23974 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_23972 
221@ = 5 

:MANSIO2_23972
return 

:MANSIO2_23974
if 
  283@(60@,6i) == 0 
else_jump @MANSIO2_24244 
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_24244 
if 
  292@ == 1 
else_jump @MANSIO2_24068 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_24066 
221@ = 3 

:MANSIO2_24066
return 

:MANSIO2_24068
if 
  293@ == 1 
else_jump @MANSIO2_24244 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 139@(60@,6i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  12.0 > 78@ 
else_jump @MANSIO2_24244 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_24203 
79@ *= -1.0 

:MANSIO2_24203
if 
  5.0 > 79@ 
else_jump @MANSIO2_24244 
191@(60@,6i) = 23 
gosub @MANSIO2_24915 
return 

:MANSIO2_24244
if 
  283@(60@,6i) == 0 
else_jump @MANSIO2_24340 
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_24340 
if or
051A:   actor 139@(60@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 139@(60@,6i) hit_by_weapon 23 
else_jump @MANSIO2_24340 
191@(60@,6i) = 23 
gosub @MANSIO2_24915 
return 

:MANSIO2_24340
return 

:MANSIO2_24342
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_24364 
return 

:MANSIO2_24364
81@ = 0 
if 
09ED:   actor 139@(60@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_24401 
81@ = 1 

:MANSIO2_24401
if 
  81@ == 0 
else_jump @MANSIO2_24582 
if 
  292@ == 1 
else_jump @MANSIO2_24582 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 139@(60@,6i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  75.0 > 78@ 
else_jump @MANSIO2_24582 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_24554 
79@ *= -1.0 

:MANSIO2_24554
if 
  5.0 > 79@ 
else_jump @MANSIO2_24582 
81@ = 1 

:MANSIO2_24582
if 
  81@ == 0 
else_jump @MANSIO2_24763 
if 
  293@ == 1 
else_jump @MANSIO2_24763 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 139@(60@,6i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  12.0 > 78@ 
else_jump @MANSIO2_24763 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_24735 
79@ *= -1.0 

:MANSIO2_24735
if 
  5.0 > 79@ 
else_jump @MANSIO2_24763 
81@ = 1 

:MANSIO2_24763
if 
  81@ == 0 
else_jump @MANSIO2_24822 
if or
051A:   actor 139@(60@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 139@(60@,6i) hit_by_weapon 23 
else_jump @MANSIO2_24822 
81@ = 1 

:MANSIO2_24822
if 
  81@ == 1 
else_jump @MANSIO2_24913 
if and
   not 191@(60@,6i) == 23 
   not 191@(60@,6i) == 26 
   not 191@(60@,6i) == 24 
   not 191@(60@,6i) == 25 
else_jump @MANSIO2_24906 
191@(60@,6i) = 23 

:MANSIO2_24906
gosub @MANSIO2_24915 

:MANSIO2_24913
return 

:MANSIO2_24915
if 
8118:   not actor 139@(60@,6i) dead 
else_jump @MANSIO2_24960 
00A0: store_actor 139@(60@,6i) position_to 65@ 66@ 67@ 
jump @MANSIO2_24978 

:MANSIO2_24960
0889: store_actor 139@(60@,6i) center_of_body_position_to 65@ 66@ 67@ 

:MANSIO2_24978
56@ = 0 

:MANSIO2_24985
if and
8118:   not actor 139@(56@,6i) dead 
803B:   not  60@ == 56@ // (int) 
else_jump @MANSIO2_25225 
00A0: store_actor 139@(56@,6i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  20.0 > 80@ 
else_jump @MANSIO2_25225 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_25116 
78@ *= -1.0 

:MANSIO2_25116
if 
  6.0 > 78@ 
else_jump @MANSIO2_25225 
if 
  277@(56@,6i) == 1 
else_jump @MANSIO2_25225 
if and
   not 191@(56@,6i) == 23 
   not 191@(56@,6i) == 26 
   not 191@(56@,6i) == 24 
   not 191@(56@,6i) == 25 
else_jump @MANSIO2_25225 
191@(56@,6i) = 23 

:MANSIO2_25225
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_24985 
56@ = 0 

:MANSIO2_25253
if 
8118:   not actor 145@(56@,2i) dead 
else_jump @MANSIO2_25500 
00A0: store_actor 145@(56@,2i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  20.0 > 80@ 
else_jump @MANSIO2_25500 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_25376 
78@ *= -1.0 

:MANSIO2_25376
if 
  6.0 > 78@ 
else_jump @MANSIO2_25500 
if 
  275@ == 0 
else_jump @MANSIO2_25500 
if 
  289@(56@,2i) == 0 
else_jump @MANSIO2_25493 
197@(56@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_25482 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_25482
289@(56@,2i) = 1 

:MANSIO2_25493
jump @MANSIO2_25500 

:MANSIO2_25500
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_25253 
return 

:MANSIO2_25523
0889: store_actor 139@(60@,6i) center_of_body_position_to 65@ 66@ 67@ 
56@ = 0 

:MANSIO2_25548
if and
8118:   not actor 139@(56@,6i) dead 
803B:   not  60@ == 56@ // (int) 
else_jump @MANSIO2_25788 
00A0: store_actor 139@(56@,6i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  10.0 > 80@ 
else_jump @MANSIO2_25788 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_25679 
78@ *= -1.0 

:MANSIO2_25679
if 
  6.0 > 78@ 
else_jump @MANSIO2_25788 
if 
  277@(56@,6i) == 1 
else_jump @MANSIO2_25788 
if and
   not 191@(56@,6i) == 23 
   not 191@(56@,6i) == 26 
   not 191@(56@,6i) == 24 
   not 191@(56@,6i) == 25 
else_jump @MANSIO2_25788 
191@(56@,6i) = 23 

:MANSIO2_25788
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_25548 
56@ = 0 

:MANSIO2_25816
if 
8118:   not actor 145@(56@,2i) dead 
else_jump @MANSIO2_26063 
00A0: store_actor 145@(56@,2i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  10.0 > 80@ 
else_jump @MANSIO2_26063 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_25939 
78@ *= -1.0 

:MANSIO2_25939
if 
  6.0 > 78@ 
else_jump @MANSIO2_26063 
if 
  275@ == 0 
else_jump @MANSIO2_26063 
if 
  289@(56@,2i) == 0 
else_jump @MANSIO2_26056 
197@(56@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_26045 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_26045
289@(56@,2i) = 1 

:MANSIO2_26056
jump @MANSIO2_26063 

:MANSIO2_26063
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_25816 
return 

:MANSIO2_26086
if 
0119:   car 161@ wrecked 
else_jump @MANSIO2_26104 
return 

:MANSIO2_26104
0323: enable_boat 161@ anchor 0 
05D1: AS_actor 139@(60@,6i) drive_car 161@ to -1493.44 506.8398 0.0 speed 20.0 2 model 0 3 
191@(60@,6i) = 1 
return 

:MANSIO2_26162
if 
0119:   car 161@ wrecked 
else_jump @MANSIO2_26180 
return 

:MANSIO2_26180
if 
81AF:   not car 161@ sphere 0 in_sphere -1493.44 506.8398 0.0 radius 10.0 15.0 5.0 
else_jump @MANSIO2_26310 
062E: get_actor 139@(60@,6i) task 1489 status_store_to 48@ // ret 7 if not found 
if or
04A4:   48@ == 1 // == constant 
04A4:   48@ == 0 // == constant 
else_jump @MANSIO2_26270 
return 

:MANSIO2_26270
05D1: AS_actor 139@(60@,6i) drive_car 161@ to -1493.44 506.8398 0.0 speed 25.0 2 model 0 3 
return 

:MANSIO2_26310
191@(60@,6i) = 2 
return 

:MANSIO2_26323
if 
0119:   car 161@ wrecked 
else_jump @MANSIO2_26341 
return 

:MANSIO2_26341
05D1: AS_actor 139@(60@,6i) drive_car 161@ to -1446.218 493.9281 0.0 speed 10.0 2 model 0 3 
191@(60@,6i) = 3 
return 

:MANSIO2_26392
if 
0119:   car 161@ wrecked 
else_jump @MANSIO2_26410 
return 

:MANSIO2_26410
if 
81AF:   not car 161@ sphere 0 in_sphere -1446.218 493.9281 0.0 radius 3.0 6.0 5.0 
else_jump @MANSIO2_26540 
062E: get_actor 139@(60@,6i) task 1489 status_store_to 48@ // ret 7 if not found 
if or
04A4:   48@ == 1 // == constant 
04A4:   48@ == 0 // == constant 
else_jump @MANSIO2_26500 
return 

:MANSIO2_26500
05D1: AS_actor 139@(60@,6i) drive_car 161@ to -1446.218 493.9281 0.0 speed 10.0 2 model 0 3 
return 

:MANSIO2_26540
00AB: put_car 161@ at -1446.218 491.9281 0.0 
0175: set_car 161@ Z_angle_to 270.0 
0323: enable_boat 161@ anchor 1 
203@ = 60 
203@ *= 1000 
005A: 203@ += 54@ // (int) 
191@(60@,6i) = 4 
return 

:MANSIO2_26613
58@ = 0 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_26653 
191@(58@,6i) = 5 

:MANSIO2_26653
58@ = 1 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_26693 
191@(58@,6i) = 5 

:MANSIO2_26693
58@ = 2 
if 
   not 191@(58@,6i) == -2 
else_jump @MANSIO2_26733 
191@(58@,6i) = 5 

:MANSIO2_26733
58@ = 5 
009A: 139@(58@,6i) = create_actor_pedtype 25 model 287 at -1401.786 504.5374 17.2266 
0173: set_actor 139@(58@,6i) Z_angle_to 43.9825 
01B2: give_actor 139@(58@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 139@(58@,6i) armed_weapon_to 31 
02E2: set_actor 139@(58@,6i) weapon_accuracy_to 70 
07DD: set_actor 139@(58@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 139@(58@,6i) decision_maker_to 189@ 
0770: set_actor 139@(58@,6i) target_priority 1 
58@ = 1 
009A: 145@(58@,2i) = create_actor_pedtype 24 model 50 at -1421.757 496.6105 2.0463 
197@(58@,2i) = 0 
58@ = 0 
009A: 145@(58@,2i) = create_actor_pedtype 24 model 50 at -1346.219 497.9554 10.1953 
197@(58@,2i) = 0 
58@ = 0 
00A5: 162@(58@,3i) = create_car 530 at -1415.933 502.7617 2.0391 
0175: set_car 162@(58@,3i) Z_angle_to 250.5131 
58@ = 1 
00A5: 162@(58@,3i) = create_car 530 at -1312.89 503.5017 10.1953 
0175: set_car 162@(58@,3i) Z_angle_to 265.6291 
58@ = 2 
00A5: 162@(58@,3i) = create_car 530 at -1405.751 495.4972 10.2026 
0175: set_car 162@(58@,3i) Z_angle_to 81.1713 
0107: 168@ = create_object #MISSILE_07_SFXR at -1312.89 503.5017 10.1953 
0681: attach_object 168@ to_car 162@(58@,3i) with_offset 0.0 0.4 1.5 rotation 0.0 90.0 90.0 
return 

:MANSIO2_27156
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_27178 
return 

:MANSIO2_27178
0871: init_jump_table 60@ total_jumps 6 default_jump 1 @MANSIO2_27541 jumps 0 @MANSIO2_27241 1 @MANSIO2_27317 2 @MANSIO2_27402 3 @MANSIO2_27487 4 @MANSIO2_27523 5 @MANSIO2_27505 -1 @MANSIO2_27573 

:MANSIO2_27241
0792: disembark_instantly_actor 139@(60@,6i) 
00A1: put_actor 139@(60@,6i) at -1423.138 493.9279 2.0391 
0173: set_actor 139@(60@,6i) Z_angle_to 355.6815 
191@(60@,6i) = 27 
277@(60@,6i) = 1 
jump @MANSIO2_27573 

:MANSIO2_27317
0465: remove_actor 139@(60@,6i) from_turret_mode 
0792: disembark_instantly_actor 139@(60@,6i) 
00A1: put_actor 139@(60@,6i) at -1394.477 500.653 2.0463 
0173: set_actor 139@(60@,6i) Z_angle_to 214.6545 
191@(60@,6i) = 27 
277@(60@,6i) = 1 
jump @MANSIO2_27573 

:MANSIO2_27402
0465: remove_actor 139@(60@,6i) from_turret_mode 
0792: disembark_instantly_actor 139@(60@,6i) 
00A1: put_actor 139@(60@,6i) at -1396.397 500.5882 2.0391 
0173: set_actor 139@(60@,6i) Z_angle_to 233.6078 
191@(60@,6i) = 27 
277@(60@,6i) = 1 
jump @MANSIO2_27573 

:MANSIO2_27487
191@(60@,6i) = 14 
jump @MANSIO2_27573 

:MANSIO2_27505
191@(60@,6i) = 6 
jump @MANSIO2_27573 

:MANSIO2_27523
191@(60@,6i) = 14 
jump @MANSIO2_27573 

:MANSIO2_27541
0662: printstring "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_27573
if 
   not 60@ == 5 
else_jump @MANSIO2_27650 
01B2: give_actor 139@(60@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 139@(60@,6i) armed_weapon_to 31 
02E2: set_actor 139@(60@,6i) weapon_accuracy_to 70 
07DD: set_actor 139@(60@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 139@(60@,6i) decision_maker_to 189@ 

:MANSIO2_27650
return 

:MANSIO2_27652
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_27674 
return 

:MANSIO2_27674
0871: init_jump_table 60@ total_jumps 4 default_jump 1 @MANSIO2_27945 jumps 0 @MANSIO2_27737 1 @MANSIO2_27783 2 @MANSIO2_27829 5 @MANSIO2_27899 -1 @MANSIO2_27976 -1 @MANSIO2_27976 -1 @MANSIO2_27976 

:MANSIO2_27737
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1348.171 498.9987 10.1953 mode 4 time -2 
191@(60@,6i) = 7 
jump @MANSIO2_27976 

:MANSIO2_27783
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1340.658 500.8229 17.2266 mode 4 time -2 
191@(60@,6i) = 7 
jump @MANSIO2_27976 

:MANSIO2_27829
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
191@(60@,6i) = 12 
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
jump @MANSIO2_27976 

:MANSIO2_27899
05D3: AS_actor 139@(60@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
191@(60@,6i) = 7 
jump @MANSIO2_27976 

:MANSIO2_27945
0662: printstring "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_27976
return 

:MANSIO2_27978
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_28000 
return 

:MANSIO2_28000
0871: init_jump_table 60@ total_jumps 3 default_jump 1 @MANSIO2_28287 jumps 0 @MANSIO2_28063 1 @MANSIO2_28133 5 @MANSIO2_28217 -1 @MANSIO2_28321 -1 @MANSIO2_28321 -1 @MANSIO2_28321 -1 @MANSIO2_28321 

:MANSIO2_28063
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1348.171 498.9987 10.1953 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28126 
191@(60@,6i) = 10 

:MANSIO2_28126
jump @MANSIO2_28321 

:MANSIO2_28133
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1340.658 500.8229 17.2266 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28210 
05D4: AS_actor 139@(60@,6i) rotate_angle 303.0599 
191@(60@,6i) = 27 

:MANSIO2_28210
jump @MANSIO2_28321 

:MANSIO2_28217
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1435.72 501.0618 17.2266 radius 1.2 1.2 2.0 
else_jump @MANSIO2_28280 
191@(60@,6i) = 16 

:MANSIO2_28280
jump @MANSIO2_28321 

:MANSIO2_28287
0662: printstring "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_28321
return 

:MANSIO2_28323
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_28345 
return 

:MANSIO2_28345
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_28487 jumps 0 @MANSIO2_28408 -1 @MANSIO2_28513 -1 @MANSIO2_28513 -1 @MANSIO2_28513 -1 @MANSIO2_28513 -1 @MANSIO2_28513 -1 @MANSIO2_28513 

:MANSIO2_28408
if 
8118:   not actor 146@ dead 
else_jump @MANSIO2_28456 
0677: AS_actor 139@(60@,6i) chat_with_actor 146@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 146@ chat_with_actor 139@(60@,6i) lead_speaker_flag 0 unknown_flag 1 

:MANSIO2_28456
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 7000 
jump @MANSIO2_28513 

:MANSIO2_28487
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28513
191@(60@,6i) = 9 
return 

:MANSIO2_28526
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_28548 
return 

:MANSIO2_28548
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_28652 jumps 0 @MANSIO2_28611 -1 @MANSIO2_28678 -1 @MANSIO2_28678 -1 @MANSIO2_28678 -1 @MANSIO2_28678 -1 @MANSIO2_28678 -1 @MANSIO2_28678 

:MANSIO2_28611
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_28645 
191@(60@,6i) = 6 

:MANSIO2_28645
jump @MANSIO2_28678 

:MANSIO2_28652
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_28678
return 

:MANSIO2_28680
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_28702 
return 

:MANSIO2_28702
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_28874 jumps 0 @MANSIO2_28765 -1 @MANSIO2_28899 -1 @MANSIO2_28899 -1 @MANSIO2_28899 -1 @MANSIO2_28899 -1 @MANSIO2_28899 -1 @MANSIO2_28899 

:MANSIO2_28765
0615: define_AS_pack_begin 64@ 
05D3: AS_actor -1 goto_point -1348.075 493.1958 10.1953 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -1345.749 493.6958 10.2027 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
06B0: AS_actor -1 sit_down 99999999 ms 
0616: define_AS_pack_end 64@ 
0618: assign_actor 139@(60@,6i) to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
191@(60@,6i) = 27 
jump @MANSIO2_28899 

:MANSIO2_28874
0662: printstring "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_28899
return 

:MANSIO2_28901
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_28923 
return 

:MANSIO2_28923
0871: init_jump_table 60@ total_jumps 5 default_jump 1 @MANSIO2_29111 jumps 1 @MANSIO2_29011 2 @MANSIO2_28986 3 @MANSIO2_29036 4 @MANSIO2_29086 5 @MANSIO2_29061 -1 @MANSIO2_29139 -1 @MANSIO2_29139 

:MANSIO2_28986
gosub @MANSIO2_32988 
191@(60@,6i) = 12 
jump @MANSIO2_29139 

:MANSIO2_29011
gosub @MANSIO2_33787 
191@(60@,6i) = 12 
jump @MANSIO2_29139 

:MANSIO2_29036
gosub @MANSIO2_34478 
191@(60@,6i) = 12 
jump @MANSIO2_29139 

:MANSIO2_29061
gosub @MANSIO2_35277 
191@(60@,6i) = 12 
jump @MANSIO2_29139 

:MANSIO2_29086
gosub @MANSIO2_35968 
191@(60@,6i) = 12 
jump @MANSIO2_29139 

:MANSIO2_29111
0662: printstring "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_29139
return 

:MANSIO2_29141
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_29163 
return 

:MANSIO2_29163
0871: init_jump_table 60@ total_jumps 5 default_jump 1 @MANSIO2_29731 jumps 1 @MANSIO2_29327 2 @MANSIO2_29226 3 @MANSIO2_29428 4 @MANSIO2_29630 5 @MANSIO2_29529 -1 @MANSIO2_29762 -1 @MANSIO2_29762 

:MANSIO2_29226
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29320 
gosub @MANSIO2_33318 
if 
  81@ == 1 
else_jump @MANSIO2_29320 
0209: 58@ = random_int_in_ranges 5000 7000 
0085: 206@(60@,6i) = 54@ // (int) 
005A: 206@(60@,6i) += 58@ // (int) 
191@(60@,6i) = 13 

:MANSIO2_29320
jump @MANSIO2_29762 

:MANSIO2_29327
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29421 
gosub @MANSIO2_34082 
if 
  81@ == 1 
else_jump @MANSIO2_29421 
0209: 58@ = random_int_in_ranges 5000 7000 
0085: 206@(60@,6i) = 54@ // (int) 
005A: 206@(60@,6i) += 58@ // (int) 
191@(60@,6i) = 13 

:MANSIO2_29421
jump @MANSIO2_29762 

:MANSIO2_29428
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29522 
gosub @MANSIO2_34808 
if 
  81@ == 1 
else_jump @MANSIO2_29522 
0209: 58@ = random_int_in_ranges 5000 7000 
0085: 206@(60@,6i) = 54@ // (int) 
005A: 206@(60@,6i) += 58@ // (int) 
191@(60@,6i) = 13 

:MANSIO2_29522
jump @MANSIO2_29762 

:MANSIO2_29529
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29623 
gosub @MANSIO2_35572 
if 
  81@ == 1 
else_jump @MANSIO2_29623 
0209: 58@ = random_int_in_ranges 5000 7000 
0085: 206@(60@,6i) = 54@ // (int) 
005A: 206@(60@,6i) += 58@ // (int) 
191@(60@,6i) = 13 

:MANSIO2_29623
jump @MANSIO2_29762 

:MANSIO2_29630
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29724 
gosub @MANSIO2_36263 
if 
  81@ == 1 
else_jump @MANSIO2_29724 
0209: 58@ = random_int_in_ranges 5000 7000 
0085: 206@(60@,6i) = 54@ // (int) 
005A: 206@(60@,6i) += 58@ // (int) 
191@(60@,6i) = 13 

:MANSIO2_29724
jump @MANSIO2_29762 

:MANSIO2_29731
0662: printstring "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_29762
return 

:MANSIO2_29764
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_29786 
return 

:MANSIO2_29786
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_29820 
191@(60@,6i) = 11 

:MANSIO2_29820
return 

:MANSIO2_29822
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_29844 
return 

:MANSIO2_29844
if 
04AB:   actor 139@(60@,6i) driving_plane 
else_jump @MANSIO2_29873 
0633: AS_actor 139@(60@,6i) exit_car 

:MANSIO2_29873
191@(60@,6i) = 15 
return 

:MANSIO2_29886
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_29908 
return 

:MANSIO2_29908
if 
04AB:   actor 139@(60@,6i) driving_plane 
else_jump @MANSIO2_29930 
return 

:MANSIO2_29930
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_30040 jumps 3 @MANSIO2_29993 4 @MANSIO2_30022 -1 @MANSIO2_30075 -1 @MANSIO2_30075 -1 @MANSIO2_30075 -1 @MANSIO2_30075 -1 @MANSIO2_30075 

:MANSIO2_29993
191@(60@,6i) = 11 
277@(60@,6i) = 1 
jump @MANSIO2_30075 

:MANSIO2_30022
191@(60@,6i) = 27 
jump @MANSIO2_30075 

:MANSIO2_30040
0662: printstring "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_30075
return 

:MANSIO2_30077
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_30099 
return 

:MANSIO2_30099
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_30472 jumps 5 @MANSIO2_30162 -1 @MANSIO2_30506 -1 @MANSIO2_30506 -1 @MANSIO2_30506 -1 @MANSIO2_30506 -1 @MANSIO2_30506 -1 @MANSIO2_30506 

:MANSIO2_30162
if 
0119:   car 150@ wrecked 
else_jump @MANSIO2_30205 
191@(60@,6i) = 11 
0647: AS_actor 139@(60@,6i) clear_look_task 
jump @MANSIO2_30465 

:MANSIO2_30205
if 
860E:   not car 150@ assigned_to_path 
else_jump @MANSIO2_30248 
191@(60@,6i) = 11 
0647: AS_actor 139@(60@,6i) clear_look_task 
jump @MANSIO2_30465 

:MANSIO2_30248
00A0: store_actor 139@(60@,6i) position_to 65@ 66@ 67@ 
0087: 75@ = 65@ // (float) 
0087: 76@ = 66@ // (float) 
00AA: store_car 150@ position_to 65@ 66@ 67@ 
0087: 72@ = 65@ // (float) 
0087: 73@ = 66@ // (float) 
0087: 65@ = 72@ // (float) 
0063: 65@ -= 75@ // (float) 
0087: 66@ = 73@ // (float) 
0063: 66@ -= 76@ // (float) 
0604: get_Z_angle_for_point 65@ 66@ store_to 71@ 
05D4: AS_actor 139@(60@,6i) rotate_angle 71@ 
062E: get_actor 139@(60@,6i) task 1471 status_store_to 48@ // ret 7 if not found 
if 
84A4:   not  48@ == 1 // == constant 
else_jump @MANSIO2_30430 
if 
8118:   not actor 142@ dead 
else_jump @MANSIO2_30430 
05BF: AS_actor 139@(60@,6i) look_at_actor 142@ -2 ms 

:MANSIO2_30430
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
191@(60@,6i) = 17 

:MANSIO2_30465
jump @MANSIO2_30506 

:MANSIO2_30472
0662: printstring "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_30506
return 

:MANSIO2_30508
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_30530 
return 

:MANSIO2_30530
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_30634 jumps 5 @MANSIO2_30593 -1 @MANSIO2_30670 -1 @MANSIO2_30670 -1 @MANSIO2_30670 -1 @MANSIO2_30670 -1 @MANSIO2_30670 -1 @MANSIO2_30670 

:MANSIO2_30593
if 
001D:   54@ > 206@(60@,6i) // (int) 
else_jump @MANSIO2_30627 
191@(60@,6i) = 16 

:MANSIO2_30627
jump @MANSIO2_30670 

:MANSIO2_30634
0662: printstring "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_30670
return 

:MANSIO2_30672
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_30694 
return 

:MANSIO2_30694
if 
00DF:   actor 139@(60@,6i) driving 
else_jump @MANSIO2_30716 
return 

:MANSIO2_30716
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_30870 jumps 4 @MANSIO2_30779 -1 @MANSIO2_30900 -1 @MANSIO2_30900 -1 @MANSIO2_30900 -1 @MANSIO2_30900 -1 @MANSIO2_30900 -1 @MANSIO2_30900 

:MANSIO2_30779
00A1: put_actor 139@(60@,6i) at -1413.004 508.974 10.1953 
191@(60@,6i) = 27 
277@(60@,6i) = 1 
0187: 181@(60@,6i) = create_marker_above_actor 139@(60@,6i) 
018B: set_marker 181@(60@,6i) radar_mode 2 
07BF: set_marker 181@(60@,6i) tracking_blip 1 
jump @MANSIO2_30900 

:MANSIO2_30870
0662: printstring "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_30900
return 

:MANSIO2_30902
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_30924 
return 

:MANSIO2_30924
0871: init_jump_table 60@ total_jumps 6 default_jump 1 @MANSIO2_31263 jumps 0 @MANSIO2_30987 1 @MANSIO2_31033 2 @MANSIO2_31079 3 @MANSIO2_31125 4 @MANSIO2_31217 5 @MANSIO2_31171 -1 @MANSIO2_31295 

:MANSIO2_30987
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1324.158 508.4572 10.1953 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31033
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1348.061 492.4249 10.1953 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31079
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1299.653 509.2915 10.1953 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31125
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1434.212 508.0886 10.1953 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31171
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1418.207 492.2773 17.2266 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31217
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1409.154 506.4637 10.1953 mode 6 time -2 
191@(60@,6i) = 20 
jump @MANSIO2_31295 

:MANSIO2_31263
0662: printstring "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_31295
return 

:MANSIO2_31297
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_31319 
return 

:MANSIO2_31319
0871: init_jump_table 60@ total_jumps 6 default_jump 1 @MANSIO2_31952 jumps 0 @MANSIO2_31382 1 @MANSIO2_31477 2 @MANSIO2_31572 3 @MANSIO2_31667 4 @MANSIO2_31857 5 @MANSIO2_31762 -1 @MANSIO2_31988 

:MANSIO2_31382
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1324.158 508.4572 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31470 
05D4: AS_actor 139@(60@,6i) rotate_angle 98.0823 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31470
jump @MANSIO2_31988 

:MANSIO2_31477
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1348.061 492.4249 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31565 
05D4: AS_actor 139@(60@,6i) rotate_angle 0.0 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31565
jump @MANSIO2_31988 

:MANSIO2_31572
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1299.653 509.2915 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31660 
05D4: AS_actor 139@(60@,6i) rotate_angle 122.1536 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31660
jump @MANSIO2_31988 

:MANSIO2_31667
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1434.212 508.0886 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31755 
05D4: AS_actor 139@(60@,6i) rotate_angle 261.6837 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31755
jump @MANSIO2_31988 

:MANSIO2_31762
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1418.207 492.2773 17.2266 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31850 
05D4: AS_actor 139@(60@,6i) rotate_angle 304.1052 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31850
jump @MANSIO2_31988 

:MANSIO2_31857
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1409.154 506.4637 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_31945 
05D4: AS_actor 139@(60@,6i) rotate_angle 270.2725 
191@(60@,6i) = 21 
206@(60@,6i) = 0 

:MANSIO2_31945
jump @MANSIO2_31988 

:MANSIO2_31952
0662: printstring "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_31988
gosub @MANSIO2_24342 
return 

:MANSIO2_31997
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32019 
return 

:MANSIO2_32019
062E: get_actor 139@(60@,6i) task 1492 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @MANSIO2_32085 
0816: set_actor 139@(60@,6i) dont_chase_victim 1 
191@(60@,6i) = 22 
206@(60@,6i) = 0 

:MANSIO2_32085
gosub @MANSIO2_24342 
return 

:MANSIO2_32094
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32116 
return 

:MANSIO2_32116
if 
001D:   206@(60@,6i) > 54@ // (int) 
else_jump @MANSIO2_32141 
return 

:MANSIO2_32141
062E: get_actor 139@(60@,6i) task 1588 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @MANSIO2_32217 
0634: AS_actor 139@(60@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 1000 

:MANSIO2_32217
gosub @MANSIO2_24342 
return 

:MANSIO2_32226
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32248 
return 

:MANSIO2_32248
060B: set_actor 139@(60@,6i) decision_maker_to 190@ 
0816: set_actor 139@(60@,6i) dont_chase_victim 0 
191@(60@,6i) = 26 
283@(60@,6i) = 1 
206@(60@,6i) = 0 
return 

:MANSIO2_32306
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32328 
return 

:MANSIO2_32328
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_32426 jumps 0 @MANSIO2_32391 -1 @MANSIO2_32458 -1 @MANSIO2_32458 -1 @MANSIO2_32458 -1 @MANSIO2_32458 -1 @MANSIO2_32458 -1 @MANSIO2_32458 

:MANSIO2_32391
05D3: AS_actor 139@(60@,6i) goto_point -1431.944 500.2454 2.0391 mode 6 time -2 ms // versionA 
jump @MANSIO2_32458 

:MANSIO2_32426
0662: printstring "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_32458
060B: set_actor 139@(60@,6i) decision_maker_to 190@ 
191@(60@,6i) = 25 
283@(60@,6i) = 1 
206@(60@,6i) = 0 
return 

:MANSIO2_32505
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32527 
return 

:MANSIO2_32527
if 
  275@ == 0 
else_jump @MANSIO2_32597 
if 
02E0:   actor 139@(60@,6i) firing_weapon 
else_jump @MANSIO2_32597 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_32597 
221@ = 3 

:MANSIO2_32597
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_32741 jumps 0 @MANSIO2_32660 -1 @MANSIO2_32777 -1 @MANSIO2_32777 -1 @MANSIO2_32777 -1 @MANSIO2_32777 -1 @MANSIO2_32777 -1 @MANSIO2_32777 

:MANSIO2_32660
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1431.944 500.2454 2.0391 radius 1.2 1.2 2.0 
else_jump @MANSIO2_32734 
206@(60@,6i) = 0 
191@(60@,6i) = 26 

:MANSIO2_32734
jump @MANSIO2_32777 

:MANSIO2_32741
0662: printstring "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_32777
gosub @MANSIO2_24342 
return 

:MANSIO2_32786
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_32808 
return 

:MANSIO2_32808
if 
  275@ == 0 
else_jump @MANSIO2_32878 
if 
02E0:   actor 139@(60@,6i) firing_weapon 
else_jump @MANSIO2_32878 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_32878 
221@ = 3 

:MANSIO2_32878
if 
001D:   206@(60@,6i) > 54@ // (int) 
else_jump @MANSIO2_32903 
return 

:MANSIO2_32903
062E: get_actor 139@(60@,6i) task 1588 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @MANSIO2_32979 
0634: AS_actor 139@(60@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 1000 

:MANSIO2_32979
gosub @MANSIO2_24342 
return 

:MANSIO2_32988
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_33010 
return 

:MANSIO2_33010
0209: 58@ = random_int_in_ranges 0 6 
0871: init_jump_table 58@ total_jumps 6 default_jump 0 @MANSIO2_33292 jumps 0 @MANSIO2_33082 1 @MANSIO2_33117 2 @MANSIO2_33152 3 @MANSIO2_33187 4 @MANSIO2_33222 5 @MANSIO2_33257 -1 @MANSIO2_33292 

:MANSIO2_33082
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33117
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1325.661 498.4251 10.2026 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33152
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1302.248 504.2907 10.1953 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33187
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1292.353 494.8264 10.1953 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33222
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1301.599 509.8161 10.1953 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33257
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1294.257 504.8536 10.1953 mode 4 time -2 
jump @MANSIO2_33292 

:MANSIO2_33292
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
return 

:MANSIO2_33318
81@ = 0 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_33347 
return 

:MANSIO2_33347
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1289.705 489.1904 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33420 
05D4: AS_actor 139@(60@,6i) rotate_angle 155.3066 
81@ = 1 

:MANSIO2_33420
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1325.661 498.4251 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33493 
05D4: AS_actor 139@(60@,6i) rotate_angle 77.7535 
81@ = 1 

:MANSIO2_33493
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1302.248 504.2907 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33566 
05D4: AS_actor 139@(60@,6i) rotate_angle 275.9547 
81@ = 1 

:MANSIO2_33566
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1292.353 494.8264 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33639 
05D4: AS_actor 139@(60@,6i) rotate_angle 248.83 
81@ = 1 

:MANSIO2_33639
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1301.599 509.8161 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33712 
05D4: AS_actor 139@(60@,6i) rotate_angle 14.841 
81@ = 1 

:MANSIO2_33712
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1294.257 504.8536 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_33785 
05D4: AS_actor 139@(60@,6i) rotate_angle 157.6618 
81@ = 1 

:MANSIO2_33785
return 

:MANSIO2_33787
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_33809 
return 

:MANSIO2_33809
0209: 58@ = random_int_in_ranges 0 5 
0871: init_jump_table 58@ total_jumps 5 default_jump 0 @MANSIO2_34056 jumps 0 @MANSIO2_33881 1 @MANSIO2_33916 2 @MANSIO2_33951 3 @MANSIO2_33986 4 @MANSIO2_34021 -1 @MANSIO2_34056 -1 @MANSIO2_34056 

:MANSIO2_33881
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1311.834 489.4401 17.2266 mode 4 time -2 
jump @MANSIO2_34056 

:MANSIO2_33916
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1298.359 512.5721 17.2266 mode 4 time -2 
jump @MANSIO2_34056 

:MANSIO2_33951
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1247.352 502.8824 17.2266 mode 4 time -2 
jump @MANSIO2_34056 

:MANSIO2_33986
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1359.656 512.5123 17.2266 mode 4 time -2 
jump @MANSIO2_34056 

:MANSIO2_34021
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1349.606 493.5821 17.2279 mode 4 time -2 
jump @MANSIO2_34056 

:MANSIO2_34056
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
return 

:MANSIO2_34082
81@ = 0 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_34111 
return 

:MANSIO2_34111
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1311.834 489.4401 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34184 
05D4: AS_actor 139@(60@,6i) rotate_angle 180.0 
81@ = 1 

:MANSIO2_34184
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1298.359 512.5721 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34257 
05D4: AS_actor 139@(60@,6i) rotate_angle 0.0 
81@ = 1 

:MANSIO2_34257
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1247.352 502.8824 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34330 
05D4: AS_actor 139@(60@,6i) rotate_angle 270.0 
81@ = 1 

:MANSIO2_34330
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1359.656 512.5123 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34403 
05D4: AS_actor 139@(60@,6i) rotate_angle 0.0 
81@ = 1 

:MANSIO2_34403
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1349.606 493.5821 17.2279 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34476 
05D4: AS_actor 139@(60@,6i) rotate_angle 80.0 
81@ = 1 

:MANSIO2_34476
return 

:MANSIO2_34478
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_34500 
return 

:MANSIO2_34500
0209: 58@ = random_int_in_ranges 0 6 
0871: init_jump_table 58@ total_jumps 6 default_jump 0 @MANSIO2_34782 jumps 0 @MANSIO2_34572 1 @MANSIO2_34607 2 @MANSIO2_34642 3 @MANSIO2_34677 4 @MANSIO2_34712 5 @MANSIO2_34747 -1 @MANSIO2_34782 

:MANSIO2_34572
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1444.29 496.4273 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34607
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1449.621 506.0983 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34642
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1424.253 511.1483 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34677
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1411.083 511.8316 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34712
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1417.342 505.5704 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34747
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1431.498 501.8023 10.1953 mode 4 time -2 
jump @MANSIO2_34782 

:MANSIO2_34782
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
return 

:MANSIO2_34808
81@ = 0 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_34837 
return 

:MANSIO2_34837
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1444.29 496.4273 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34910 
05D4: AS_actor 139@(60@,6i) rotate_angle 56.0502 
81@ = 1 

:MANSIO2_34910
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1449.621 506.0983 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_34983 
05D4: AS_actor 139@(60@,6i) rotate_angle 123.3438 
81@ = 1 

:MANSIO2_34983
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1424.253 511.1483 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35056 
05D4: AS_actor 139@(60@,6i) rotate_angle 318.9861 
81@ = 1 

:MANSIO2_35056
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1411.083 511.8316 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35129 
05D4: AS_actor 139@(60@,6i) rotate_angle 28.0647 
81@ = 1 

:MANSIO2_35129
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1417.342 505.5704 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35202 
05D4: AS_actor 139@(60@,6i) rotate_angle 139.4299 
81@ = 1 

:MANSIO2_35202
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1431.498 501.8023 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35275 
05D4: AS_actor 139@(60@,6i) rotate_angle 242.7025 
81@ = 1 

:MANSIO2_35275
return 

:MANSIO2_35277
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_35299 
return 

:MANSIO2_35299
0209: 58@ = random_int_in_ranges 0 5 
0871: init_jump_table 58@ total_jumps 5 default_jump 0 @MANSIO2_35546 jumps 0 @MANSIO2_35371 1 @MANSIO2_35406 2 @MANSIO2_35441 3 @MANSIO2_35476 4 @MANSIO2_35511 -1 @MANSIO2_35546 -1 @MANSIO2_35546 

:MANSIO2_35371
05D3: AS_actor 139@(60@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
jump @MANSIO2_35546 

:MANSIO2_35406
05D3: AS_actor 139@(60@,6i) goto_point -1419.48 510.346 17.2295 mode 4 time -2 ms // versionA 
jump @MANSIO2_35546 

:MANSIO2_35441
05D3: AS_actor 139@(60@,6i) goto_point -1412.218 489.4574 17.2266 mode 4 time -2 ms // versionA 
jump @MANSIO2_35546 

:MANSIO2_35476
05D3: AS_actor 139@(60@,6i) goto_point -1395.935 498.2455 17.2266 mode 4 time -2 ms // versionA 
jump @MANSIO2_35546 

:MANSIO2_35511
05D3: AS_actor 139@(60@,6i) goto_point -1373.579 512.998 17.2295 mode 4 time -2 ms // versionA 
jump @MANSIO2_35546 

:MANSIO2_35546
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
return 

:MANSIO2_35572
81@ = 0 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_35601 
return 

:MANSIO2_35601
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1445.235 501.5114 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35674 
05D4: AS_actor 139@(60@,6i) rotate_angle 90.0 
81@ = 1 

:MANSIO2_35674
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1419.48 510.346 17.2295 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35747 
05D4: AS_actor 139@(60@,6i) rotate_angle 0.0 
81@ = 1 

:MANSIO2_35747
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1412.218 489.4574 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35820 
05D4: AS_actor 139@(60@,6i) rotate_angle 180.0 
81@ = 1 

:MANSIO2_35820
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1395.935 498.2455 17.2266 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35893 
05D4: AS_actor 139@(60@,6i) rotate_angle 194.6539 
81@ = 1 

:MANSIO2_35893
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1373.579 512.998 17.2295 radius 1.2 1.2 1.2 
else_jump @MANSIO2_35966 
05D4: AS_actor 139@(60@,6i) rotate_angle 326.651 
81@ = 1 

:MANSIO2_35966
return 

:MANSIO2_35968
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_35990 
return 

:MANSIO2_35990
0209: 58@ = random_int_in_ranges 0 5 
0871: init_jump_table 58@ total_jumps 5 default_jump 0 @MANSIO2_36237 jumps 0 @MANSIO2_36062 1 @MANSIO2_36097 2 @MANSIO2_36132 3 @MANSIO2_36167 4 @MANSIO2_36202 -1 @MANSIO2_36237 -1 @MANSIO2_36237 

:MANSIO2_36062
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1411.714 512.2815 10.1953 mode 4 time -2 
jump @MANSIO2_36237 

:MANSIO2_36097
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1406.451 502.476 10.1953 mode 4 time -2 
jump @MANSIO2_36237 

:MANSIO2_36132
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1366.03 505.7779 10.2026 mode 4 time -2 
jump @MANSIO2_36237 

:MANSIO2_36167
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1366.484 516.8234 10.1797 mode 4 time -2 
jump @MANSIO2_36237 

:MANSIO2_36202
05F5: AS_actor 139@(60@,6i) goto_point_using_paths -1344.821 499.0515 10.2027 mode 4 time -2 
jump @MANSIO2_36237 

:MANSIO2_36237
0085: 206@(60@,6i) = 54@ // (int) 
206@(60@,6i) += 5000 
return 

:MANSIO2_36263
81@ = 0 
if 
0118:   actor 139@(60@,6i) dead 
else_jump @MANSIO2_36292 
return 

:MANSIO2_36292
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1411.714 512.2815 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36365 
05D4: AS_actor 139@(60@,6i) rotate_angle 24.5074 
81@ = 1 

:MANSIO2_36365
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1406.451 502.476 10.1953 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36438 
05D4: AS_actor 139@(60@,6i) rotate_angle 236.3499 
81@ = 1 

:MANSIO2_36438
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1366.03 505.7779 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36511 
05D4: AS_actor 139@(60@,6i) rotate_angle 180.0 
81@ = 1 

:MANSIO2_36511
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1366.484 516.8234 10.1797 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36584 
05D4: AS_actor 139@(60@,6i) rotate_angle 341.4966 
81@ = 1 

:MANSIO2_36584
if 
00FE:   actor 139@(60@,6i) sphere 0 in_sphere -1344.821 499.0515 10.2027 radius 1.2 1.2 1.2 
else_jump @MANSIO2_36657 
05D4: AS_actor 139@(60@,6i) rotate_angle 192.1196 
81@ = 1 

:MANSIO2_36657
return 

:MANSIO2_36659
60@ = 0 

:MANSIO2_36666
if and
   not 197@(60@,2i) == -1 
   not 197@(60@,2i) == -2 
else_jump @MANSIO2_36737 
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_36737 
197@(60@,2i) = -2 
gosub @MANSIO2_39417 

:MANSIO2_36737
60@ += 1 
  60@ >= 2 
else_jump @MANSIO2_36666 
60@ = 0 

:MANSIO2_36765
gosub @MANSIO2_37252 
0871: init_jump_table 197@(60@,2i) total_jumps 19 default_jump 1 @MANSIO2_37207 jumps -2 @MANSIO2_36969 -1 @MANSIO2_36969 0 @MANSIO2_36976 1 @MANSIO2_37018 2 @MANSIO2_37032 3 @MANSIO2_37046 4 @MANSIO2_37060 
0872: jump_table_jumps 5 @MANSIO2_37074 6 @MANSIO2_36990 7 @MANSIO2_37004 8 @MANSIO2_37088 9 @MANSIO2_37102 10 @MANSIO2_37116 11 @MANSIO2_37130 12 @MANSIO2_37144 13 @MANSIO2_37158 
0872: jump_table_jumps 14 @MANSIO2_37172 15 @MANSIO2_37186 16 @MANSIO2_37200 -1 @MANSIO2_37229 -1 @MANSIO2_37229 -1 @MANSIO2_37229 -1 @MANSIO2_37229 -1 @MANSIO2_37229 -1 @MANSIO2_37229 

:MANSIO2_36969
jump @MANSIO2_37229 

:MANSIO2_36976
gosub @MANSIO2_39980 
jump @MANSIO2_37229 

:MANSIO2_36990
gosub @MANSIO2_40211 
jump @MANSIO2_37229 

:MANSIO2_37004
gosub @MANSIO2_40369 
jump @MANSIO2_37229 

:MANSIO2_37018
gosub @MANSIO2_40530 
jump @MANSIO2_37229 

:MANSIO2_37032
gosub @MANSIO2_40740 
jump @MANSIO2_37229 

:MANSIO2_37046
gosub @MANSIO2_41010 
jump @MANSIO2_37229 

:MANSIO2_37060
gosub @MANSIO2_41178 
jump @MANSIO2_37229 

:MANSIO2_37074
gosub @MANSIO2_41501 
jump @MANSIO2_37229 

:MANSIO2_37088
gosub @MANSIO2_41559 
jump @MANSIO2_37229 

:MANSIO2_37102
gosub @MANSIO2_41942 
jump @MANSIO2_37229 

:MANSIO2_37116
gosub @MANSIO2_42456 
jump @MANSIO2_37229 

:MANSIO2_37130
gosub @MANSIO2_42651 
jump @MANSIO2_37229 

:MANSIO2_37144
gosub @MANSIO2_43089 
jump @MANSIO2_37229 

:MANSIO2_37158
gosub @MANSIO2_43450 
jump @MANSIO2_37229 

:MANSIO2_37172
gosub @MANSIO2_43902 
jump @MANSIO2_37229 

:MANSIO2_37186
gosub @MANSIO2_44380 
jump @MANSIO2_37229 

:MANSIO2_37200
jump @MANSIO2_37229 

:MANSIO2_37207
0662: printstring "UNKNOWN_MECHANICAI" 

:MANSIO2_37229
60@ += 1 
  60@ >= 2 
else_jump @MANSIO2_36765 
return 

:MANSIO2_37252
if 
  291@ == 0 
else_jump @MANSIO2_37272 
return 

:MANSIO2_37272
if 
  275@ == 1 
else_jump @MANSIO2_37336 
if 
  289@(60@,2i) == 0 
else_jump @MANSIO2_37334 
197@(60@,2i) = 8 
289@(60@,2i) = 1 

:MANSIO2_37334
return 

:MANSIO2_37336
if 
  289@(60@,2i) == 0 
else_jump @MANSIO2_37542 
if 
8118:   not actor 145@(60@,2i) dead 
else_jump @MANSIO2_37542 
if 
09ED:   actor 145@(60@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_37542 
00A0: store_actor 145@(60@,2i) position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 80@ = distance_between_XYZ 65@ 66@ 67@ and_XYZ 68@ 69@ 70@ 
if 
  15.0 > 80@ 
else_jump @MANSIO2_37542 
197@(60@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_37522 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_37522
289@(60@,2i) = 1 
gosub @MANSIO2_38843 
return 

:MANSIO2_37542
if 
  289@(60@,2i) == 0 
else_jump @MANSIO2_37678 
if 
8118:   not actor 145@(60@,2i) dead 
else_jump @MANSIO2_37678 
if 
0480:   actor 145@(60@,2i) looking_at_death_of_actor_pedtype 25 
else_jump @MANSIO2_37678 
197@(60@,2i) = 12 
289@(60@,2i) = 1 
00BC: show_text_highpriority GXT 'MAN2_48' time 7000 flag 1  // ~s~A mechanic has found a dead body. He is running to trigger the alarm.
gosub @MANSIO2_38843 
if 
  221@ == 0 
else_jump @MANSIO2_37676 
221@ = 4 

:MANSIO2_37676
return 

:MANSIO2_37678
if 
  289@(60@,2i) == 0 
else_jump @MANSIO2_38049 
if 
8118:   not actor 145@(60@,2i) dead 
else_jump @MANSIO2_38049 
if 
  292@ == 1 
else_jump @MANSIO2_37828 
197@(60@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_37783 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_37783
289@(60@,2i) = 1 
gosub @MANSIO2_38843 
if 
  221@ == 0 
else_jump @MANSIO2_37826 
221@ = 2 

:MANSIO2_37826
return 

:MANSIO2_37828
if 
  293@ == 1 
else_jump @MANSIO2_38049 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 145@(60@,2i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  12.0 > 78@ 
else_jump @MANSIO2_38049 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_37963 
79@ *= -1.0 

:MANSIO2_37963
if 
  5.0 > 79@ 
else_jump @MANSIO2_38049 
197@(60@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_38029 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_38029
289@(60@,2i) = 1 
gosub @MANSIO2_38843 
return 

:MANSIO2_38049
if 
  289@(60@,2i) == 0 
else_jump @MANSIO2_38314 
if 
8118:   not actor 145@(60@,2i) dead 
else_jump @MANSIO2_38314 
if 
00DF:   actor 145@(60@,2i) driving 
else_jump @MANSIO2_38226 
03C0: $47 = actor 145@(60@,2i) car 
if or
051C:   car $47 damaged_by_actor $PLAYER_ACTOR 
051A:   actor 145@(60@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38219 
197@(60@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_38199 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_38199
289@(60@,2i) = 1 
gosub @MANSIO2_38843 
return 

:MANSIO2_38219
jump @MANSIO2_38314 

:MANSIO2_38226
if 
051A:   actor 145@(60@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38314 
197@(60@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_38294 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_38294
289@(60@,2i) = 1 
gosub @MANSIO2_38843 
return 

:MANSIO2_38314
return 

:MANSIO2_38316
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_38338 
return 

:MANSIO2_38338
if 
  291@ == 0 
else_jump @MANSIO2_38358 
return 

:MANSIO2_38358
81@ = 0 
if 
09ED:   actor 145@(60@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
else_jump @MANSIO2_38395 
81@ = 1 

:MANSIO2_38395
if 
  81@ == 0 
else_jump @MANSIO2_38576 
if 
  292@ == 1 
else_jump @MANSIO2_38576 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 145@(60@,2i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  75.0 > 78@ 
else_jump @MANSIO2_38576 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_38548 
79@ *= -1.0 

:MANSIO2_38548
if 
  5.0 > 79@ 
else_jump @MANSIO2_38576 
81@ = 1 

:MANSIO2_38576
if 
  81@ == 0 
else_jump @MANSIO2_38757 
if 
  293@ == 1 
else_jump @MANSIO2_38757 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
00A0: store_actor 145@(60@,2i) position_to 68@ 69@ 70@ 
0509: 78@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  12.0 > 78@ 
else_jump @MANSIO2_38757 
0087: 79@ = 67@ // (float) 
0063: 79@ -= 70@ // (float) 
if 
  0.0 > 79@ 
else_jump @MANSIO2_38729 
79@ *= -1.0 

:MANSIO2_38729
if 
  5.0 > 79@ 
else_jump @MANSIO2_38757 
81@ = 1 

:MANSIO2_38757
if 
  81@ == 0 
else_jump @MANSIO2_38816 
if or
051A:   actor 145@(60@,2i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 145@(60@,2i) hit_by_weapon 23 
else_jump @MANSIO2_38816 
81@ = 1 

:MANSIO2_38816
if 
  81@ == 1 
else_jump @MANSIO2_38841 
gosub @MANSIO2_38843 

:MANSIO2_38841
return 

:MANSIO2_38843
if 
8118:   not actor 145@(60@,2i) dead 
else_jump @MANSIO2_38888 
00A0: store_actor 145@(60@,2i) position_to 65@ 66@ 67@ 
jump @MANSIO2_38906 

:MANSIO2_38888
0889: store_actor 145@(60@,2i) center_of_body_position_to 65@ 66@ 67@ 

:MANSIO2_38906
56@ = 0 

:MANSIO2_38913
if 
8118:   not actor 139@(56@,6i) dead 
else_jump @MANSIO2_39145 
00A0: store_actor 139@(56@,6i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  20.0 > 80@ 
else_jump @MANSIO2_39145 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_39036 
78@ *= -1.0 

:MANSIO2_39036
if 
  6.0 > 78@ 
else_jump @MANSIO2_39145 
if 
  277@(56@,6i) == 1 
else_jump @MANSIO2_39145 
if and
   not 191@(56@,6i) == 23 
   not 191@(56@,6i) == 26 
   not 191@(56@,6i) == 24 
   not 191@(56@,6i) == 25 
else_jump @MANSIO2_39145 
191@(56@,6i) = 23 

:MANSIO2_39145
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_38913 
56@ = 0 

:MANSIO2_39173
if and
8118:   not actor 145@(56@,2i) dead 
803B:   not  60@ == 56@ // (int) 
else_jump @MANSIO2_39394 
00A0: store_actor 145@(56@,2i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  20.0 > 80@ 
else_jump @MANSIO2_39394 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_39304 
78@ *= -1.0 

:MANSIO2_39304
if 
  6.0 > 78@ 
else_jump @MANSIO2_39394 
if 
  275@ == 0 
else_jump @MANSIO2_39394 
if 
  289@(56@,2i) == 0 
else_jump @MANSIO2_39387 
197@(56@,2i) = 12 
289@(56@,2i) = 1 

:MANSIO2_39387
jump @MANSIO2_39394 

:MANSIO2_39394
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_39173 
return 

:MANSIO2_39417
0889: store_actor 145@(60@,2i) center_of_body_position_to 65@ 66@ 67@ 
56@ = 0 

:MANSIO2_39442
if and
8118:   not actor 139@(56@,6i) dead 
803B:   not  60@ == 56@ // (int) 
else_jump @MANSIO2_39682 
00A0: store_actor 139@(56@,6i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  10.0 > 80@ 
else_jump @MANSIO2_39682 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_39573 
78@ *= -1.0 

:MANSIO2_39573
if 
  6.0 > 78@ 
else_jump @MANSIO2_39682 
if 
  277@(56@,6i) == 1 
else_jump @MANSIO2_39682 
if and
   not 191@(56@,6i) == 23 
   not 191@(56@,6i) == 26 
   not 191@(56@,6i) == 24 
   not 191@(56@,6i) == 25 
else_jump @MANSIO2_39682 
191@(56@,6i) = 23 

:MANSIO2_39682
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_39442 
56@ = 0 

:MANSIO2_39710
if 
8118:   not actor 145@(56@,2i) dead 
else_jump @MANSIO2_39957 
00A0: store_actor 145@(56@,2i) position_to 68@ 69@ 70@ 
0509: 80@ = distance_between_XY 65@ 66@ and_XY 68@ 69@ 
if 
  10.0 > 80@ 
else_jump @MANSIO2_39957 
0087: 78@ = 67@ // (float) 
0063: 78@ -= 70@ // (float) 
if 
  0.0 > 78@ 
else_jump @MANSIO2_39833 
78@ *= -1.0 

:MANSIO2_39833
if 
  6.0 > 78@ 
else_jump @MANSIO2_39957 
if 
  275@ == 0 
else_jump @MANSIO2_39957 
if 
  289@(56@,2i) == 0 
else_jump @MANSIO2_39950 
197@(56@,2i) = 12 
if 
   not 221@ == 1 
else_jump @MANSIO2_39939 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_39939
289@(56@,2i) = 1 

:MANSIO2_39950
jump @MANSIO2_39957 

:MANSIO2_39957
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_39710 
return 

:MANSIO2_39980
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_40002 
return 

:MANSIO2_40002
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_40177 jumps 0 @MANSIO2_40121 1 @MANSIO2_40065 -1 @MANSIO2_40197 -1 @MANSIO2_40197 -1 @MANSIO2_40197 -1 @MANSIO2_40197 -1 @MANSIO2_40197 

:MANSIO2_40065
00A1: put_actor 145@(60@,2i) at -1421.757 496.6105 2.0463 
0173: set_actor 145@(60@,2i) Z_angle_to 175.6815 
197@(60@,2i) = 16 
jump @MANSIO2_40197 

:MANSIO2_40121
00A1: put_actor 145@(60@,2i) at -1346.219 497.9554 10.1953 
0173: set_actor 145@(60@,2i) Z_angle_to 270.0 
197@(60@,2i) = 1 
jump @MANSIO2_40197 

:MANSIO2_40177
0662: printstring "UNKNOWN_MECHANIC" 

:MANSIO2_40197
060B: set_actor 145@(60@,2i) decision_maker_to 188@ 
return 

:MANSIO2_40211
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_40233 
return 

:MANSIO2_40233
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_40327 jumps 1 @MANSIO2_40296 -1 @MANSIO2_40356 -1 @MANSIO2_40356 -1 @MANSIO2_40356 -1 @MANSIO2_40356 -1 @MANSIO2_40356 -1 @MANSIO2_40356 

:MANSIO2_40296
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 7000 
jump @MANSIO2_40356 

:MANSIO2_40327
0662: printstring "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_40356
197@(60@,2i) = 7 
return 

:MANSIO2_40369
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_40391 
return 

:MANSIO2_40391
0871: init_jump_table 60@ total_jumps 1 default_jump 1 @MANSIO2_40495 jumps 1 @MANSIO2_40454 -1 @MANSIO2_40528 -1 @MANSIO2_40528 -1 @MANSIO2_40528 -1 @MANSIO2_40528 -1 @MANSIO2_40528 -1 @MANSIO2_40528 

:MANSIO2_40454
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_40488 
197@(60@,2i) = 1 

:MANSIO2_40488
jump @MANSIO2_40528 

:MANSIO2_40495
0662: printstring "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_40528
return 

:MANSIO2_40530
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_40552 
return 

:MANSIO2_40552
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_40697 jumps 0 @MANSIO2_40656 1 @MANSIO2_40615 -1 @MANSIO2_40727 -1 @MANSIO2_40727 -1 @MANSIO2_40727 -1 @MANSIO2_40727 -1 @MANSIO2_40727 

:MANSIO2_40615
if 
8119:   not car 162@ wrecked 
else_jump @MANSIO2_40649 
07A1: set_walk_speed 4 
05CB: AS_actor 145@(60@,2i) enter_car 162@ as_driver -2 ms 

:MANSIO2_40649
jump @MANSIO2_40727 

:MANSIO2_40656
if 
8119:   not car 163@ wrecked 
else_jump @MANSIO2_40690 
07A1: set_walk_speed 4 
05CB: AS_actor 145@(60@,2i) enter_car 163@ as_driver -2 ms 

:MANSIO2_40690
jump @MANSIO2_40727 

:MANSIO2_40697
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_40727
197@(60@,2i) = 2 
return 

:MANSIO2_40740
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_40762 
return 

:MANSIO2_40762
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_40975 jumps 0 @MANSIO2_40900 1 @MANSIO2_40825 -1 @MANSIO2_41008 -1 @MANSIO2_41008 -1 @MANSIO2_41008 -1 @MANSIO2_41008 -1 @MANSIO2_41008 

:MANSIO2_40825
if 
0119:   car 162@ wrecked 
else_jump @MANSIO2_40859 
197@(60@,2i) = 16 
jump @MANSIO2_40893 

:MANSIO2_40859
if 
00DB:   actor 145@(60@,2i) in_car 162@ 
else_jump @MANSIO2_40893 
197@(60@,2i) = 3 

:MANSIO2_40893
jump @MANSIO2_41008 

:MANSIO2_40900
if 
0119:   car 163@ wrecked 
else_jump @MANSIO2_40934 
197@(60@,2i) = 16 
jump @MANSIO2_40968 

:MANSIO2_40934
if 
00DB:   actor 145@(60@,2i) in_car 163@ 
else_jump @MANSIO2_40968 
197@(60@,2i) = 3 

:MANSIO2_40968
jump @MANSIO2_41008 

:MANSIO2_40975
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_41008
return 

:MANSIO2_41010
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_41032 
return 

:MANSIO2_41032
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_41145 jumps 0 @MANSIO2_41120 1 @MANSIO2_41095 -1 @MANSIO2_41176 -1 @MANSIO2_41176 -1 @MANSIO2_41176 -1 @MANSIO2_41176 -1 @MANSIO2_41176 

:MANSIO2_41095
gosub @MANSIO2_44661 
197@(60@,2i) = 4 
jump @MANSIO2_41176 

:MANSIO2_41120
gosub @MANSIO2_45393 
197@(60@,2i) = 4 
jump @MANSIO2_41176 

:MANSIO2_41145
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_41176
return 

:MANSIO2_41178
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_41200 
return 

:MANSIO2_41200
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_41465 jumps 0 @MANSIO2_41364 1 @MANSIO2_41263 -1 @MANSIO2_41499 -1 @MANSIO2_41499 -1 @MANSIO2_41499 -1 @MANSIO2_41499 -1 @MANSIO2_41499 

:MANSIO2_41263
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_41357 
gosub @MANSIO2_45002 
if 
  81@ == 1 
else_jump @MANSIO2_41357 
0209: 58@ = random_int_in_ranges 2000 4000 
0085: 212@(60@,2i) = 54@ // (int) 
005A: 212@(60@,2i) += 58@ // (int) 
197@(60@,2i) = 5 

:MANSIO2_41357
jump @MANSIO2_41499 

:MANSIO2_41364
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_41458 
gosub @MANSIO2_45779 
if 
  81@ == 1 
else_jump @MANSIO2_41458 
0209: 58@ = random_int_in_ranges 2000 4000 
0085: 212@(60@,2i) = 54@ // (int) 
005A: 212@(60@,2i) += 58@ // (int) 
197@(60@,2i) = 5 

:MANSIO2_41458
jump @MANSIO2_41499 

:MANSIO2_41465
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_41499
return 

:MANSIO2_41501
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_41523 
return 

:MANSIO2_41523
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_41557 
197@(60@,2i) = 3 

:MANSIO2_41557
return 

:MANSIO2_41559
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_41581 
return 

:MANSIO2_41581
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_41905 jumps 0 @MANSIO2_41727 1 @MANSIO2_41644 -1 @MANSIO2_41940 -1 @MANSIO2_41940 -1 @MANSIO2_41940 -1 @MANSIO2_41940 -1 @MANSIO2_41940 

:MANSIO2_41644
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 
0616: define_AS_pack_end 64@ 
0618: assign_actor 145@(60@,2i) to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
197@(60@,2i) = 9 
212@(60@,2i) = 0 
jump @MANSIO2_41940 

:MANSIO2_41727
00A0: store_actor 145@(60@,2i) position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
if 
0025:   65@ > 68@ // (float) 
else_jump @MANSIO2_41822 
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
0616: define_AS_pack_end 64@ 
jump @MANSIO2_41859 

:MANSIO2_41822
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 
0616: define_AS_pack_end 64@ 

:MANSIO2_41859
0618: assign_actor 145@(60@,2i) to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
197@(60@,2i) = 9 
212@(60@,2i) = 0 
jump @MANSIO2_41940 

:MANSIO2_41905
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_41940
return 

:MANSIO2_41942
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_41964 
return 

:MANSIO2_41964
if 
001D:   212@(60@,2i) > 54@ // (int) 
else_jump @MANSIO2_41989 
return 

:MANSIO2_41989
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_42408 jumps 0 @MANSIO2_42230 1 @MANSIO2_42052 -1 @MANSIO2_42447 -1 @MANSIO2_42447 -1 @MANSIO2_42447 -1 @MANSIO2_42447 -1 @MANSIO2_42447 

:MANSIO2_42052
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42133 
197@(60@,2i) = 10 
212@(60@,2i) = 0 
jump @MANSIO2_42207 

:MANSIO2_42133
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1389.81 491.263 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42207 
197@(60@,2i) = 10 
212@(60@,2i) = 0 

:MANSIO2_42207
0226: 219@(60@,2i) = actor 145@(60@,2i) health 
jump @MANSIO2_42447 

:MANSIO2_42230
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42311 
197@(60@,2i) = 10 
212@(60@,2i) = 0 
jump @MANSIO2_42385 

:MANSIO2_42311
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1316.862 490.2876 10.2026 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42385 
197@(60@,2i) = 10 
212@(60@,2i) = 0 

:MANSIO2_42385
0226: 219@(60@,2i) = actor 145@(60@,2i) health 
jump @MANSIO2_42447 

:MANSIO2_42408
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_42447
gosub @MANSIO2_38316 
return 

:MANSIO2_42456
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_42478 
return 

:MANSIO2_42478
0226: 58@ = actor 145@(60@,2i) health 
if 
001D:   219@(60@,2i) > 58@ // (int) 
else_jump @MANSIO2_42549 
197@(60@,2i) = 11 
0085: 219@(60@,2i) = 58@ // (int) 
212@(60@,2i) = 0 
return 

:MANSIO2_42549
if 
001D:   212@(60@,2i) > 54@ // (int) 
else_jump @MANSIO2_42574 
return 

:MANSIO2_42574
062E: get_actor 145@(60@,2i) task 1477 status_store_to 48@ // ret 7 if not found 
if 
04A4:   48@ == 7 // == constant 
else_jump @MANSIO2_42642 
05C5: AS_actor 145@(60@,2i) cower -2 ms 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 1000 

:MANSIO2_42642
gosub @MANSIO2_38316 
return 

:MANSIO2_42651
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_42673 
return 

:MANSIO2_42673
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_43050 jumps 0 @MANSIO2_42893 1 @MANSIO2_42736 -1 @MANSIO2_43087 -1 @MANSIO2_43087 -1 @MANSIO2_43087 -1 @MANSIO2_43087 -1 @MANSIO2_43087 

:MANSIO2_42736
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42823 
05F5: AS_actor 145@(60@,2i) goto_point_using_paths -1389.81 491.263 2.0463 mode 6 time -2 
jump @MANSIO2_42851 

:MANSIO2_42823
05F5: AS_actor 145@(60@,2i) goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 

:MANSIO2_42851
197@(60@,2i) = 9 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 10000 
jump @MANSIO2_43087 

:MANSIO2_42893
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
else_jump @MANSIO2_42980 
05F5: AS_actor 145@(60@,2i) goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
jump @MANSIO2_43008 

:MANSIO2_42980
05F5: AS_actor 145@(60@,2i) goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 

:MANSIO2_43008
197@(60@,2i) = 9 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 10000 
jump @MANSIO2_43087 

:MANSIO2_43050
0662: printstring "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_43087
return 

:MANSIO2_43089
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_43111 
return 

:MANSIO2_43111
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_43413 jumps 0 @MANSIO2_43246 1 @MANSIO2_43174 -1 @MANSIO2_43448 -1 @MANSIO2_43448 -1 @MANSIO2_43448 -1 @MANSIO2_43448 -1 @MANSIO2_43448 

:MANSIO2_43174
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1414.349 514.0193 2.0391 mode 6 time -2 
0616: define_AS_pack_end 64@ 
0618: assign_actor 145@(60@,2i) to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
197@(60@,2i) = 13 
jump @MANSIO2_43448 

:MANSIO2_43246
00A0: store_actor 145@(60@,2i) position_to 65@ 66@ 67@ 
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
if 
0025:   65@ > 68@ // (float) 
else_jump @MANSIO2_43341 
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1313.373 488.6687 10.2026 mode 6 time -2 
0616: define_AS_pack_end 64@ 
jump @MANSIO2_43378 

:MANSIO2_43341
0615: define_AS_pack_begin 64@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1412.397 488.6644 10.2026 mode 6 time -2 
0616: define_AS_pack_end 64@ 

:MANSIO2_43378
0618: assign_actor 145@(60@,2i) to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
197@(60@,2i) = 13 
jump @MANSIO2_43448 

:MANSIO2_43413
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_43448
return 

:MANSIO2_43450
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_43472 
return 

:MANSIO2_43472
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_43854 jumps 0 @MANSIO2_43654 1 @MANSIO2_43535 -1 @MANSIO2_43893 -1 @MANSIO2_43893 -1 @MANSIO2_43893 -1 @MANSIO2_43893 -1 @MANSIO2_43893 

:MANSIO2_43535
if 
  275@ == 1 
else_jump @MANSIO2_43573 
197@(60@,2i) = 8 
return 
jump @MANSIO2_43647 

:MANSIO2_43573
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1414.349 514.8193 2.0391 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43647 
197@(60@,2i) = 14 
212@(60@,2i) = 0 

:MANSIO2_43647
jump @MANSIO2_43893 

:MANSIO2_43654
if 
  275@ == 1 
else_jump @MANSIO2_43692 
197@(60@,2i) = 8 
return 
jump @MANSIO2_43847 

:MANSIO2_43692
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43773 
197@(60@,2i) = 14 
212@(60@,2i) = 0 
jump @MANSIO2_43847 

:MANSIO2_43773
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1412.397 487.8644 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_43847 
197@(60@,2i) = 14 
212@(60@,2i) = 0 

:MANSIO2_43847
jump @MANSIO2_43893 

:MANSIO2_43854
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_43893
gosub @MANSIO2_38316 
return 

:MANSIO2_43902
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_43924 
return 

:MANSIO2_43924
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_44340 jumps 0 @MANSIO2_44099 1 @MANSIO2_43987 -1 @MANSIO2_44378 -1 @MANSIO2_44378 -1 @MANSIO2_44378 -1 @MANSIO2_44378 -1 @MANSIO2_44378 

:MANSIO2_43987
0804: AS_actor 145@(60@,2i) walk_to -1414.349 513.4193 2.0391 angle 0.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 2000 
197@(60@,2i) = 15 
jump @MANSIO2_44378 

:MANSIO2_44099
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
else_jump @MANSIO2_44228 
0804: AS_actor 145@(60@,2i) walk_to -1313.373 489.3687 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
jump @MANSIO2_44298 

:MANSIO2_44228
0804: AS_actor 145@(60@,2i) walk_to -1412.397 489.3644 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 

:MANSIO2_44298
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 2000 
197@(60@,2i) = 15 
jump @MANSIO2_44378 

:MANSIO2_44340
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_44378
return 

:MANSIO2_44380
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_44402 
return 

:MANSIO2_44402
0871: init_jump_table 60@ total_jumps 2 default_jump 1 @MANSIO2_44611 jumps 0 @MANSIO2_44538 1 @MANSIO2_44465 -1 @MANSIO2_44652 -1 @MANSIO2_44652 -1 @MANSIO2_44652 -1 @MANSIO2_44652 -1 @MANSIO2_44652 

:MANSIO2_44465
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_44531 
197@(60@,2i) = 8 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_44531 
221@ = 2 

:MANSIO2_44531
jump @MANSIO2_44652 

:MANSIO2_44538
if 
001D:   54@ > 212@(60@,2i) // (int) 
else_jump @MANSIO2_44604 
197@(60@,2i) = 8 
275@ = 1 
if 
  221@ == 0 
else_jump @MANSIO2_44604 
221@ = 2 

:MANSIO2_44604
jump @MANSIO2_44652 

:MANSIO2_44611
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_44652
gosub @MANSIO2_38316 
return 

:MANSIO2_44661
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_44683 
return 

:MANSIO2_44683
if 
0119:   car 162@ wrecked 
else_jump @MANSIO2_44712 
197@(60@,2i) = 16 
return 

:MANSIO2_44712
0209: 58@ = random_int_in_ranges 0 4 
0871: init_jump_table 58@ total_jumps 4 default_jump 0 @MANSIO2_44964 jumps 0 @MANSIO2_44784 1 @MANSIO2_44829 2 @MANSIO2_44874 3 @MANSIO2_44919 -1 @MANSIO2_44964 -1 @MANSIO2_44964 -1 @MANSIO2_44964 

:MANSIO2_44784
05D1: AS_actor 145@(60@,2i) drive_car 162@ to -1400.205 507.259 2.0463 speed 2.0 2 model 0 0 
jump @MANSIO2_44964 

:MANSIO2_44829
05D1: AS_actor 145@(60@,2i) drive_car 162@ to -1394.387 506.6834 2.0463 speed 2.0 2 model 0 0 
jump @MANSIO2_44964 

:MANSIO2_44874
05D1: AS_actor 145@(60@,2i) drive_car 162@ to -1399.348 501.5815 2.0463 speed 2.0 2 model 0 0 
jump @MANSIO2_44964 

:MANSIO2_44919
05D1: AS_actor 145@(60@,2i) drive_car 162@ to -1410.671 501.3295 2.0391 speed 2.0 2 model 0 0 
jump @MANSIO2_44964 

:MANSIO2_44964
0085: 217@(60@,2i) = 58@ // (int) 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 10000 
return 

:MANSIO2_45002
81@ = 0 
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_45031 
return 

:MANSIO2_45031
if 
0119:   car 162@ wrecked 
else_jump @MANSIO2_45060 
197@(60@,2i) = 16 
return 

:MANSIO2_45060
0871: init_jump_table 217@(60@,2i) total_jumps 4 default_jump 0 @MANSIO2_45391 jumps 0 @MANSIO2_45127 1 @MANSIO2_45193 2 @MANSIO2_45259 3 @MANSIO2_45325 -1 @MANSIO2_45391 -1 @MANSIO2_45391 -1 @MANSIO2_45391 

:MANSIO2_45127
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1400.205 507.259 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45186 
81@ = 1 

:MANSIO2_45186
jump @MANSIO2_45391 

:MANSIO2_45193
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1394.387 506.6834 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45252 
81@ = 1 

:MANSIO2_45252
jump @MANSIO2_45391 

:MANSIO2_45259
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1399.348 501.5815 2.0463 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45318 
81@ = 1 

:MANSIO2_45318
jump @MANSIO2_45391 

:MANSIO2_45325
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1410.671 501.3295 2.0391 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45384 
81@ = 1 

:MANSIO2_45384
jump @MANSIO2_45391 

:MANSIO2_45391
return 

:MANSIO2_45393
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_45415 
return 

:MANSIO2_45415
if 
0119:   car 163@ wrecked 
else_jump @MANSIO2_45444 
197@(60@,2i) = 16 
return 

:MANSIO2_45444
0209: 58@ = random_int_in_ranges 0 4 
0871: init_jump_table 58@ total_jumps 5 default_jump 0 @MANSIO2_45741 jumps 0 @MANSIO2_45516 1 @MANSIO2_45561 2 @MANSIO2_45606 3 @MANSIO2_45651 4 @MANSIO2_45696 -1 @MANSIO2_45741 -1 @MANSIO2_45741 

:MANSIO2_45516
05D1: AS_actor 145@(60@,2i) drive_car 163@ to -1321.422 495.9306 10.2026 speed 2.0 2 model 0 2 
jump @MANSIO2_45741 

:MANSIO2_45561
05D1: AS_actor 145@(60@,2i) drive_car 163@ to -1305.444 497.4329 10.2026 speed 2.0 2 model 0 2 
jump @MANSIO2_45741 

:MANSIO2_45606
05D1: AS_actor 145@(60@,2i) drive_car 163@ to -1307.425 503.4752 10.1953 speed 2.0 2 model 0 2 
jump @MANSIO2_45741 

:MANSIO2_45651
05D1: AS_actor 145@(60@,2i) drive_car 163@ to -1351.098 506.4217 10.1953 speed 2.0 2 model 0 2 
jump @MANSIO2_45741 

:MANSIO2_45696
05D1: AS_actor 145@(60@,2i) drive_car 163@ to -1390.884 507.6548 10.1953 speed 3.0 2 model 0 2 
jump @MANSIO2_45741 

:MANSIO2_45741
0085: 217@(60@,2i) = 58@ // (int) 
0085: 212@(60@,2i) = 54@ // (int) 
212@(60@,2i) += 10000 
return 

:MANSIO2_45779
81@ = 0 
if 
0118:   actor 145@(60@,2i) dead 
else_jump @MANSIO2_45808 
return 

:MANSIO2_45808
if 
0119:   car 162@ wrecked 
else_jump @MANSIO2_45837 
197@(60@,2i) = 16 
return 

:MANSIO2_45837
0871: init_jump_table 217@(60@,2i) total_jumps 5 default_jump 0 @MANSIO2_46234 jumps 0 @MANSIO2_45904 1 @MANSIO2_45970 2 @MANSIO2_46036 3 @MANSIO2_46102 4 @MANSIO2_46168 -1 @MANSIO2_46234 -1 @MANSIO2_46234 

:MANSIO2_45904
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1321.422 495.9306 10.2026 radius 4.0 4.0 4.0 
else_jump @MANSIO2_45963 
81@ = 1 

:MANSIO2_45963
jump @MANSIO2_46234 

:MANSIO2_45970
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1305.444 497.4329 10.2026 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46029 
81@ = 1 

:MANSIO2_46029
jump @MANSIO2_46234 

:MANSIO2_46036
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1307.425 503.4752 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46095 
81@ = 1 

:MANSIO2_46095
jump @MANSIO2_46234 

:MANSIO2_46102
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1351.098 506.4217 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46161 
81@ = 1 

:MANSIO2_46161
jump @MANSIO2_46234 

:MANSIO2_46168
if 
00FE:   actor 145@(60@,2i) sphere 0 in_sphere -1390.884 507.6548 10.1953 radius 4.0 4.0 4.0 
else_jump @MANSIO2_46227 
81@ = 1 

:MANSIO2_46227
jump @MANSIO2_46234 

:MANSIO2_46234
return 

:MANSIO2_46236
if 
  199@ == -1 
else_jump @MANSIO2_46256 
return 

:MANSIO2_46256
58@ = 1 
if 
   not 199@ == 0 
else_jump @MANSIO2_46319 
if 
0119:   car 149@(58@,4i) wrecked 
else_jump @MANSIO2_46319 
199@ = -1 
01C3: remove_references_to_car 149@(58@,4i) 
return 

:MANSIO2_46319
0871: init_jump_table 199@ total_jumps 2 default_jump 0 @MANSIO2_46591 jumps 0 @MANSIO2_46382 1 @MANSIO2_46549 -1 @MANSIO2_46591 -1 @MANSIO2_46591 -1 @MANSIO2_46591 -1 @MANSIO2_46591 -1 @MANSIO2_46591 

:MANSIO2_46382
00A5: 149@(58@,4i) = create_car 520 at -84.0771 418.3652 92.2066 
00AB: put_car 149@(58@,4i) at -84.0771 418.3652 92.2066 
0175: set_car 149@(58@,4i) Z_angle_to 91.2218 
03A2: set_car 149@(58@,4i) action 3 
04BA: set_car 149@(58@,4i) speed_to 70.0 
0742: set_plane 149@(58@,4i) unknown_trajectory 1.5 
0745: set_hydra 149@(58@,4i) thrust_to_horizontal 
070F: plane 149@(58@,4i) fly_direction 190.0 altitude_between 20.0 and 30.0 
0085: 204@ = 54@ // (int) 
204@ += 25000 
199@ += 1 
jump @MANSIO2_46591 

:MANSIO2_46549
if 
001D:   54@ > 204@ // (int) 
else_jump @MANSIO2_46584 
00A6: destroy_car 149@(58@,4i) 
199@ = -1 

:MANSIO2_46584
jump @MANSIO2_46591 

:MANSIO2_46591
return 

:MANSIO2_46593
if 
  200@ == -1 
else_jump @MANSIO2_46613 
return 

:MANSIO2_46613
58@ = 3 
if 
0119:   car 149@(58@,4i) wrecked 
else_jump @MANSIO2_46658 
200@ = -1 
00A6: destroy_car 149@(58@,4i) 
return 

:MANSIO2_46658
0871: init_jump_table 200@ total_jumps 3 default_jump 0 @MANSIO2_46863 jumps 0 @MANSIO2_46721 1 @MANSIO2_46751 2 @MANSIO2_46820 -1 @MANSIO2_46863 -1 @MANSIO2_46863 -1 @MANSIO2_46863 -1 @MANSIO2_46863 

:MANSIO2_46721
0085: 205@ = 54@ // (int) 
205@ += 6000 
200@ += 1 
jump @MANSIO2_46863 

:MANSIO2_46751
if 
001D:   54@ > 205@ // (int) 
else_jump @MANSIO2_46813 
250@(58@,4i) = 0 
if 
  284@ == 0 
else_jump @MANSIO2_46806 
192@ = 11 

:MANSIO2_46806
200@ += 1 

:MANSIO2_46813
jump @MANSIO2_46863 

:MANSIO2_46820
if 
860E:   not car 149@(58@,4i) assigned_to_path 
else_jump @MANSIO2_46856 
00A6: destroy_car 149@(58@,4i) 
200@ = -1 

:MANSIO2_46856
jump @MANSIO2_46863 

:MANSIO2_46863
return 

:MANSIO2_46865
if 
  201@ == -1 
else_jump @MANSIO2_46885 
return 

:MANSIO2_46885
58@ = 1 
if 
  201@ > 0 
else_jump @MANSIO2_46948 
if 
0119:   car 149@(58@,4i) wrecked 
else_jump @MANSIO2_46948 
201@ = -1 
00A6: destroy_car 149@(58@,4i) 
return 

:MANSIO2_46948
0871: init_jump_table 201@ total_jumps 3 default_jump 0 @MANSIO2_47236 jumps 0 @MANSIO2_47011 1 @MANSIO2_47096 2 @MANSIO2_47173 -1 @MANSIO2_47236 -1 @MANSIO2_47236 -1 @MANSIO2_47236 -1 @MANSIO2_47236 

:MANSIO2_47011
00A5: 149@(58@,4i) = create_car 520 at -1354.587 6.2662 13.1485 
0129: 142@ = create_actor_pedtype 25 model 287 in_car 149@(58@,4i) driverseat 
060B: set_actor 142@ decision_maker_to 188@ 
0770: set_actor 142@ target_priority 1 
05EB: assign_car 149@(58@,4i) to_path 211 
201@ += 1 
jump @MANSIO2_47236 

:MANSIO2_47096
if 
01AF:   car 149@(58@,4i) sphere 0 in_sphere -1456.356 501.1173 9.0078 radius 10.0 15.0 20.0 
else_jump @MANSIO2_47166 
250@(58@,4i) = 1 
201@ += 1 

:MANSIO2_47166
jump @MANSIO2_47236 

:MANSIO2_47173
if 
860E:   not car 149@(58@,4i) assigned_to_path 
else_jump @MANSIO2_47229 
194@ = 5 
0187: 184@ = create_marker_above_actor 142@ 
018B: set_marker 184@ radar_mode 2 
07BF: set_marker 184@ tracking_blip 1 
201@ = -1 

:MANSIO2_47229
jump @MANSIO2_47236 

:MANSIO2_47236
return 

:MANSIO2_47238
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @MANSIO2_47322 jumps 0 @MANSIO2_47301 1 @MANSIO2_47301 2 @MANSIO2_47308 3 @MANSIO2_47301 4 @MANSIO2_47301 -1 @MANSIO2_47358 -1 @MANSIO2_47358 

:MANSIO2_47301
jump @MANSIO2_47358 

:MANSIO2_47308
gosub @MANSIO2_47498 
jump @MANSIO2_47358 

:MANSIO2_47322
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
return 

:MANSIO2_47358
return 

:MANSIO2_47360
if 
003B:   92@ == 91@ // (int) 
else_jump @MANSIO2_47381 
return 

:MANSIO2_47381
58@ = 1 
96@(58@,3i) = 1 
03CF: load_wav 99@(92@,13i) as 58@ 
92@ += 1 
if 
003B:   92@ == 91@ // (int) 
else_jump @MANSIO2_47439 
return 

:MANSIO2_47439
58@ += 1 
if 
  58@ > 2 
else_jump @MANSIO2_47466 
return 

:MANSIO2_47466
96@(58@,3i) = 1 
03CF: load_wav 99@(92@,13i) as 58@ 
92@ += 1 
return 

:MANSIO2_47498
gosub @MANSIO2_48569 
if 
  87@ == 3 
else_jump @MANSIO2_47532 
gosub @MANSIO2_47766 
return 

:MANSIO2_47532
0871: init_jump_table 96@(86@,3i) total_jumps 4 default_jump 1 @MANSIO2_47733 jumps 0 @MANSIO2_47599 1 @MANSIO2_47608 2 @MANSIO2_47644 3 @MANSIO2_47701 -1 @MANSIO2_47764 -1 @MANSIO2_47764 -1 @MANSIO2_47764 

:MANSIO2_47599
return 
jump @MANSIO2_47764 

:MANSIO2_47608
if 
83D0:   not wav 86@ loaded 
else_jump @MANSIO2_47626 
return 

:MANSIO2_47626
96@(86@,3i) = 2 
jump @MANSIO2_47764 

:MANSIO2_47644
03D1: play_wav 86@ 
if 
  95@ == 1 
else_jump @MANSIO2_47681 
00BC: show_text_highpriority GXT 112@(90@,13s) time 10000 flag 1 

:MANSIO2_47681
96@(86@,3i) = 3 
return 
jump @MANSIO2_47764 

:MANSIO2_47701
if 
83D2:   not wav 86@ ended 
else_jump @MANSIO2_47719 
return 

:MANSIO2_47719
gosub @MANSIO2_47819 
jump @MANSIO2_47764 

:MANSIO2_47733
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
return 

:MANSIO2_47764
return 

:MANSIO2_47766
58@ = 1 

:MANSIO2_47773
if 
  2 >= 58@ 
else_jump @MANSIO2_47810 
040D: unload_wav 58@ 
58@ += 1 
jump @MANSIO2_47773 

:MANSIO2_47810
gosub @MANSIO2_47948 
return 

:MANSIO2_47819
96@(86@,3i) = 0 
90@ += 1 
if 
003B:   90@ == 91@ // (int) 
else_jump @MANSIO2_47865 
gosub @MANSIO2_47948 
return 

:MANSIO2_47865
if 
001D:   91@ > 92@ // (int) 
else_jump @MANSIO2_47914 
96@(86@,3i) = 1 
03CF: load_wav 99@(92@,13i) as 86@ 
92@ += 1 

:MANSIO2_47914
86@ += 1 
if 
  86@ > 2 
else_jump @MANSIO2_47946 
86@ = 1 

:MANSIO2_47946
return 

:MANSIO2_47948
08BF: set 93@ bit 88@ 
88@ = 0 
87@ = 0 
89@ = 0 
86@ = 1 
90@ = 0 
91@ = 0 
92@ = 0 
58@ = 1 

:MANSIO2_48012
if 
  2 > 58@ 
else_jump @MANSIO2_48055 
96@(58@,3i) = 0 
58@ += 1 
jump @MANSIO2_48012 

:MANSIO2_48055
03EB: clear_small_messages_only 
0085: 94@ = 54@ // (int) 
94@ += 120 
return 

:MANSIO2_48074
if 
   not 87@ == 0 
else_jump @MANSIO2_48099 
gosub @MANSIO2_48258 

:MANSIO2_48099
if 
001D:   94@ > 54@ // (int) 
else_jump @MANSIO2_48120 
return 

:MANSIO2_48120
94@ = 0 
0085: 88@ = 89@ // (int) 
89@ = 0 
86@ = 1 
90@ = 0 
91@ = 0 
92@ = 0 
58@ = 1 

:MANSIO2_48177
if 
  2 > 58@ 
else_jump @MANSIO2_48220 
96@(58@,3i) = 0 
58@ += 1 
jump @MANSIO2_48177 

:MANSIO2_48220
gosub @MANSIO2_48287 
return 

:MANSIO2_48229
if 
   not 87@ == 1 
else_jump @MANSIO2_48249 
return 

:MANSIO2_48249
87@ = 2 
return 

:MANSIO2_48258
if 
  87@ == 0 
else_jump @MANSIO2_48278 
return 

:MANSIO2_48278
gosub @MANSIO2_47766 
return 

:MANSIO2_48287
0871: init_jump_table 88@ total_jumps 8 default_jump 1 @MANSIO2_48527 jumps 1 @MANSIO2_48415 2 @MANSIO2_48429 3 @MANSIO2_48443 4 @MANSIO2_48457 5 @MANSIO2_48471 6 @MANSIO2_48485 7 @MANSIO2_48499 
0872: jump_table_jumps 8 @MANSIO2_48513 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 -1 @MANSIO2_48553 

:MANSIO2_48415
gosub @MANSIO2_48826 
jump @MANSIO2_48553 

:MANSIO2_48429
gosub @MANSIO2_49040 
jump @MANSIO2_48553 

:MANSIO2_48443
gosub @MANSIO2_49587 
jump @MANSIO2_48553 

:MANSIO2_48457
gosub @MANSIO2_49633 
jump @MANSIO2_48553 

:MANSIO2_48471
gosub @MANSIO2_50246 
jump @MANSIO2_48553 

:MANSIO2_48485
gosub @MANSIO2_50292 
jump @MANSIO2_48553 

:MANSIO2_48499
gosub @MANSIO2_50338 
jump @MANSIO2_48553 

:MANSIO2_48513
gosub @MANSIO2_49847 
jump @MANSIO2_48553 

:MANSIO2_48527
0662: printstring "UNKNOWN_CONVERSATION" 
return 

:MANSIO2_48553
gosub @MANSIO2_47360 
87@ = 1 
return 

:MANSIO2_48569
0871: init_jump_table 88@ total_jumps 8 default_jump 0 @MANSIO2_48729 jumps 1 @MANSIO2_48697 2 @MANSIO2_48697 3 @MANSIO2_48697 4 @MANSIO2_48697 5 @MANSIO2_48697 6 @MANSIO2_48697 7 @MANSIO2_48697 
0872: jump_table_jumps 8 @MANSIO2_48697 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 -1 @MANSIO2_48729 

:MANSIO2_48697
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @MANSIO2_48722 
87@ = 3 
return 

:MANSIO2_48722
jump @MANSIO2_48729 

:MANSIO2_48729
0871: init_jump_table 88@ total_jumps 2 default_jump 0 @MANSIO2_48824 jumps 1 @MANSIO2_48792 2 @MANSIO2_48792 -1 @MANSIO2_48824 -1 @MANSIO2_48824 -1 @MANSIO2_48824 -1 @MANSIO2_48824 -1 @MANSIO2_48824 

:MANSIO2_48792
if 
0118:   actor 138@ dead 
else_jump @MANSIO2_48817 
87@ = 3 
return 

:MANSIO2_48817
jump @MANSIO2_48824 

:MANSIO2_48824
return 

:MANSIO2_48826
58@ = 0 
04AF: 99@(58@,13i) = 24000 // = constant 
05AA: 112@(58@,13s) = 'MAN2_AA' // @s = 'short'  // Well, no invite to the housewarming, huh kid?
58@ += 1 
04AF: 99@(58@,13i) = 24001 // = constant 
05AA: 112@(58@,13s) = 'MAN2_AB' // @s = 'short'  // I knew you'd come anyway.
58@ += 1 
04AF: 99@(58@,13i) = 24002 // = constant 
05AA: 112@(58@,13s) = 'MAN2_AC' // @s = 'short'  // Yeah, well, that's not important right now.
58@ += 1 
04AF: 99@(58@,13i) = 24003 // = constant 
05AA: 112@(58@,13s) = 'MAN2_AD' // @s = 'short'  // I'll bring you up to speed on the way, get in.
58@ += 1 
if 
  58@ > 13 
else_jump @MANSIO2_49030 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49030
0085: 91@ = 58@ // (int) 
return 

:MANSIO2_49040
58@ = 0 
04AF: 99@(58@,13i) = 24004 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BA' // @s = 'short'  // How long's this going to take?
58@ += 1 
04AF: 99@(58@,13i) = 24005 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BB' // @s = 'short'  // I got my own shit to worry about.
58@ += 1 
04AF: 99@(58@,13i) = 24006 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BC' // @s = 'short'  // Would you like to see your brother this week?
58@ += 1 
04AF: 99@(58@,13i) = 24007 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BD' // @s = 'short'  // Yeah, what can I do?
58@ += 1 
04AF: 99@(58@,13i) = 24008 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BE' // @s = 'short'  // You just gotta steal a military jet off an amphibious assault ship
58@ += 1 
04AF: 99@(58@,13i) = 24009 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BF' // @s = 'short'  // and use it to destroy a flotilla of spy ships, nothing big.
58@ += 1 
04AF: 99@(58@,13i) = 24010 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BG' // @s = 'short'  // Oh man, you shittin' me.
58@ += 1 
04AF: 99@(58@,13i) = 24011 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BH' // @s = 'short'  // Would I shit you, Carl?
58@ += 1 
04AF: 99@(58@,13i) = 24012 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BJ' // @s = 'short'  // There's a boat.
58@ += 1 
04AF: 99@(58@,13i) = 24013 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BK' // @s = 'short'  // All the gear you'll need is on board. I'll keep you briefed as you go.
58@ += 1 
04AF: 99@(58@,13i) = 24014 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BL' // @s = 'short'  // I ain't coming back from this one, am I?
58@ += 1 
04AF: 99@(58@,13i) = 24015 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BM' // @s = 'short'  // Yes you are, don't be ridic--here take this earpiece. Trust me, do as I say,
58@ += 1 
04AF: 99@(58@,13i) = 24016 // = constant 
05AA: 112@(58@,13s) = 'MAN2_BN' // @s = 'short'  // you'll be home for a blow job and a bologna sandwich.
58@ += 1 
if 
  58@ > 13 
else_jump @MANSIO2_49577 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49577
0085: 91@ = 58@ // (int) 
return 

:MANSIO2_49587
58@ = 0 
04AF: 99@(58@,13i) = 24017 // = constant 
05AA: 112@(58@,13s) = 'MAN2_CA' // @s = 'short'  // OK Carl, the ship is moored in the Easter Basin Naval base.
91@ = 1 
return 

:MANSIO2_49633
58@ = 0 
04AF: 99@(58@,13i) = 24018 // = constant 
05AA: 112@(58@,13s) = 'MAN2_DA' // @s = 'short'  // Sneak in the back without being seen.
58@ += 1 
04AF: 99@(58@,13i) = 24019 // = constant 
05AA: 112@(58@,13s) = 'MAN2_DB' // @s = 'short'  // Once you're on the inside, I cannot help you.
58@ += 1 
04AF: 99@(58@,13i) = 24020 // = constant 
05AA: 112@(58@,13s) = 'MAN2_DC' // @s = 'short'  // Well, can you help me now?
58@ += 1 
04AF: 99@(58@,13i) = 24021 // = constant 
05AA: 112@(58@,13s) = 'MAN2_DD' // @s = 'short'  // Uh, well, no. Actually, no.
58@ += 1 
if 
  58@ > 13 
else_jump @MANSIO2_49837 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_49837
0085: 91@ = 58@ // (int) 
return 

:MANSIO2_49847
58@ = 0 
04AF: 99@(58@,13i) = 24030 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FA' // @s = 'short'  // You see? Child's play!
58@ += 1 
04AF: 99@(58@,13i) = 24031 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FB' // @s = 'short'  // Fuck you TORENO, I never want to go through this again!
58@ += 1 
04AF: 99@(58@,13i) = 24032 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FC' // @s = 'short'  // I think I'm gonna hurl...
58@ += 1 
04AF: 99@(58@,13i) = 24033 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FD' // @s = 'short'  // Ooh, what a big whiner, you want some cheese with that wine? Hey, you were spectacular.
58@ += 1 
04AF: 99@(58@,13i) = 24034 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FE' // @s = 'short'  // You know what, I'm beginning to think my little Carl is a double agent. Oooh.
58@ += 1 
04AF: 99@(58@,13i) = 24035 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FF' // @s = 'short'  // Shut up, Toreno. Where do you want this thing?
58@ += 1 
04AF: 99@(58@,13i) = 24036 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FG' // @s = 'short'  // What thing? I don't know what you're talking about - you stole it. Got nothing to do with me, I don't know what you're talking about. See ya 'round.
58@ += 1 
04AF: 99@(58@,13i) = 24037 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FK' // @s = 'short'  // Toreno? TORENO!
58@ += 1 
04AF: 99@(58@,13i) = 24038 // = constant 
05AA: 112@(58@,13s) = 'MAN2_FL' // @s = 'short'  // SHIT!
58@ += 1 
if 
  58@ > 13 
else_jump @MANSIO2_50236 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50236
0085: 91@ = 58@ // (int) 
return 

:MANSIO2_50246
58@ = 0 
04AF: 99@(58@,13i) = 24022 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EA' // @s = 'short'  // Ya see? Ya see? What did I tell you? It was a snap!
91@ = 1 
return 

:MANSIO2_50292
58@ = 0 
04AF: 99@(58@,13i) = 24023 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EB' // @s = 'short'  // Stolen Aircraft; Prepare to be vaporized!
91@ = 1 
return 

:MANSIO2_50338
58@ = 0 
04AF: 99@(58@,13i) = 24024 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EC' // @s = 'short'  // Did you hear that?
58@ += 1 
04AF: 99@(58@,13i) = 24025 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EE' // @s = 'short'  // Prepare to be vaporized', what a bunch of bullshit. Ignore them. They shoot at you and it's an international incident.
58@ += 1 
04AF: 99@(58@,13i) = 24026 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EF' // @s = 'short'  // You're not a British tank, so you should be fine.
58@ += 1 
04AF: 99@(58@,13i) = 24027 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EG' // @s = 'short'  // For real?
58@ += 1 
04AF: 99@(58@,13i) = 24028 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EH' // @s = 'short'  // Yeah, well, probably.
58@ += 1 
04AF: 99@(58@,13i) = 24029 // = constant 
05AA: 112@(58@,13s) = 'MAN2_EJ' // @s = 'short'  // Now make your way to the flotilla and sink the fuckers!
58@ += 1 
if 
  58@ > 13 
else_jump @MANSIO2_50616 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_50616
0085: 91@ = 58@ // (int) 
return 

:MANSIO2_50626
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @MANSIO2_50675 
55@ += 1 
if 
  55@ > 2 
else_jump @MANSIO2_50673 
55@ = 0 

:MANSIO2_50673
086A: NOP 

:MANSIO2_50675
if 
  55@ == 1 
else_jump @MANSIO2_50802 
008A: $9310 = 42@ // (int) 
008A: $9311 = 43@ // (int) 
008A: $9312 = 54@ // (int) 
$9313 = 0 
$9314 = 0 
$9315 = 0 
$9316 = 0 
$9317 = 0 
065D: NOP $9310 "M_STAGE" 
065D: NOP $9311 "M_GOALS" 
065D: NOP $9312 "M_MISSION_TIMER" 

:MANSIO2_50802
if 
  55@ == 2 
else_jump @MANSIO2_50820 

:MANSIO2_50820
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @MANSIO2_50842 
46@ = 1 

:MANSIO2_50842
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @MANSIO2_50930 
if 
  47@ == 0 
else_jump @MANSIO2_50905 
47@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @MANSIO2_50930 

:MANSIO2_50905
47@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:MANSIO2_50930
return 

:MANSIO2_50932
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @MANSIO2_50949 
return 

:MANSIO2_50949
if 
  42@ == 3 
else_jump @MANSIO2_51024 
0395: clear_area 0 at 228@ 229@ 230@ radius 50.0 
00A1: put_actor $PLAYER_ACTOR at -1460.192 513.4575 2.003 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
gosub @MANSIO2_51251 
return 

:MANSIO2_51024
if and
  42@ == 4 
  43@ > 1 
  8 > 43@ 
else_jump @MANSIO2_51065 
43@ = 8 
return 

:MANSIO2_51065
if and
  42@ == 5 
  43@ == 1 
else_jump @MANSIO2_51176 
0395: clear_area 0 at -1403.146 509.5356 17.2266 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1403.146 509.5356 17.2266 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.0 
09E4: enable_aircraftcarrier_sam 0 
246@ = 1 
237@ = 1 
0164: disable_marker 173@ 
43@ = 6 
return 

:MANSIO2_51176
return 

:MANSIO2_51178
49@ += 1 
if 
  49@ > 9 
else_jump @MANSIO2_51210 
49@ = 0 

:MANSIO2_51210
return 

:MANSIO2_51212
01BD: 50@ = current_time_in_ms 
0085: 52@ = 50@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 51@ = 50@ // (int) 
005A: 54@ += 52@ // (int) 
return 

:MANSIO2_51251
42@ += 1 
43@ = 0 
40@ = 0 
41@ = 0 
return 

:MANSIO2_51281
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO2_51303
if 
fading 
else_jump @MANSIO2_51327 
wait 0 
jump @MANSIO2_51303 

:MANSIO2_51327
select_interior 5 
02E4: load_cutscene_data 'BHILL2' 

:MANSIO2_51342
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO2_51366 
wait 0 
jump @MANSIO2_51342 

:MANSIO2_51366
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:MANSIO2_51383
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO2_51407 
wait 0 
jump @MANSIO2_51383 

:MANSIO2_51407
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:MANSIO2_51421
if 
fading 
else_jump @MANSIO2_51445 
wait 0 
jump @MANSIO2_51421 

:MANSIO2_51445
02EA: end_cutscene 
select_interior 0 
return 

:MANSIO2_51453
42@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_51471
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MANSIO2_51498 
wait 0 
jump @MANSIO2_51471 

:MANSIO2_51498
gosub @MANSIO2_51824 
gosub @MANSIO2_52107 
gosub @MANSIO2_52151 
56@ = 0 

:MANSIO2_51526
191@(56@,6i) = -1 
277@(56@,6i) = 0 
283@(56@,6i) = 0 
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_51526 
56@ = 0 

:MANSIO2_51587
197@(56@,2i) = -1 
289@(56@,2i) = 0 
56@ += 1 
  56@ >= 2 
else_jump @MANSIO2_51587 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.0 
221@ = 0 
0395: clear_area 1 at 1248.681 -807.9187 83.1484 radius 100.0 
03CB: set_rendering_origin_at 1248.681 -807.9187 83.1484 
00A1: put_actor $PLAYER_ACTOR at 1246.016 -803.2319 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
00C0: set_current_time_hours_to 8 minutes_to 0 
wait 2000 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
09E4: enable_aircraftcarrier_sam 1 
0108: destroy_object $6674 
0108: destroy_object $6675 
0108: destroy_object $6676 
09FF: set_restart_closest_to 1250.65 -785.9349 89.2412 
gosub @MANSIO2_51251 
return 

:MANSIO2_51824
0247: load_model 421 
0247: load_model 446 
0247: load_model 520 
0247: load_model 454 
0247: load_model 595 
0247: load_model 530 
0247: load_model 287 
0247: load_model 50 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
0247: load_model 347 
0247: load_model 335 
0247: load_model 356 
0247: load_model #CARRIER_LIFT1_SFSE 
0247: load_model #CARRIER_LIFT2_SFSE 
0247: load_model #CARRIER_DOOR_SFSE 
0247: load_model #MISSILE_07_SFXR 
0247: load_model #KMB_KEYPAD 
038B: load_requested_models 

:MANSIO2_51915
if or
8248:   not model 421 available 
8248:   not model 446 available 
8248:   not model 520 available 
8248:   not model 454 available 
8248:   not model 595 available 
8248:   not model 530 available 
else_jump @MANSIO2_51967 
wait 0 
jump @MANSIO2_51915 

:MANSIO2_51967
if or
8248:   not model 287 available 
8248:   not model 50 available 
else_jump @MANSIO2_51998 
wait 0 
jump @MANSIO2_51967 

:MANSIO2_51998
if 
823D:   not special_actor 1 loaded 
else_jump @MANSIO2_52024 
wait 0 
jump @MANSIO2_51998 

:MANSIO2_52024
if or
8248:   not model 347 available 
8248:   not model 335 available 
8248:   not model 356 available 
else_jump @MANSIO2_52061 
wait 0 
jump @MANSIO2_52024 

:MANSIO2_52061
if or
8248:   not model #CARRIER_LIFT1_SFSE available 
8248:   not model #CARRIER_LIFT2_SFSE available 
8248:   not model #CARRIER_DOOR_SFSE available 
8248:   not model #MISSILE_07_SFXR available 
8248:   not model #KMB_KEYPAD available 
else_jump @MANSIO2_52105 
wait 0 
jump @MANSIO2_52061 

:MANSIO2_52105
return 

:MANSIO2_52107
04ED: load_animation "CASINO" 

:MANSIO2_52117
if 
84EE:   not animation "CASINO" loaded 
else_jump @MANSIO2_52149 
wait 0 
jump @MANSIO2_52117 

:MANSIO2_52149
return 

:MANSIO2_52151
07C0: load_path 208 
07C0: load_path 209 
07C0: load_path 211 

:MANSIO2_52166
if or
87C1:   not path 208 available 
87C1:   not path 209 available 
87C1:   not path 211 available 
else_jump @MANSIO2_52203 
wait 0 
jump @MANSIO2_52166 

:MANSIO2_52203
return 

:MANSIO2_52205
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 53@ total_jumps 6 default_jump 0 @MANSIO2_52424 jumps 1 @MANSIO2_52286 2 @MANSIO2_52309 3 @MANSIO2_52332 4 @MANSIO2_52355 5 @MANSIO2_52378 6 @MANSIO2_52401 -1 @MANSIO2_52424 

:MANSIO2_52286
00BC: show_text_highpriority GXT 'MAN2_80' time 5000 flag 1  // ~r~Toreno's car destroyed.
jump @MANSIO2_52424 

:MANSIO2_52309
00BC: show_text_highpriority GXT 'MAN2_81' time 5000 flag 1  // ~r~Toreno dead.
jump @MANSIO2_52424 

:MANSIO2_52332
00BC: show_text_highpriority GXT 'MAN2_82' time 5000 flag 1  // ~r~No jets remain on Carrier.
jump @MANSIO2_52424 

:MANSIO2_52355
00BC: show_text_highpriority GXT 'MAN2_83' time 5000 flag 1  // ~r~Jet destroyed.
jump @MANSIO2_52424 

:MANSIO2_52378
00BC: show_text_highpriority GXT 'MAN2_84' time 5000 flag 1  // ~r~You failed to gain entry to the aircraft carrier!
jump @MANSIO2_52424 

:MANSIO2_52401
00BC: show_text_highpriority GXT 'MAN2_ZZ' time 5000 flag 1  // ~r~You failed to steal the Hydra!
jump @MANSIO2_52424 

:MANSIO2_52424
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MANSIO2_52454 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0555: remove_weapon 4 from_actor $PLAYER_ACTOR 

:MANSIO2_52454
return 

:MANSIO2_52456
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'MAN_2'  // Vertical Bird
030C: progress_made = 1 
0629: change_integer_stat 308 to 1 
00BC: show_text_highpriority GXT 'MAN2_34' time 7000 flag 1  // ~s~The Hydra will now always be available in this hangar.
$625 += 1 
0213: $4257 = create_pickup 359 type 15 at -686.0 934.0 13.5 
0213: $4258 = create_pickup 360 type 15 at -690.0 934.0 13.5 
0213: $4259 = create_pickup 362 type 15 at -690.0 939.0 13.5 
0213: $4260 = create_pickup 361 type 15 at -686.0 939.0 13.5 
014C: set_parked_car_generator $6573[8] cars_to_generate_to 101 
014C: set_parked_car_generator $6573[9] cars_to_generate_to 101 
014C: set_parked_car_generator $6565 cars_to_generate_to 101 
014C: set_parked_car_generator $6566 cars_to_generate_to 101 
return 

:MANSIO2_52671
if 
  294@ == 1 
else_jump @MANSIO2_52704 
097B: play_audio_at_object 167@ event 1129 
294@ = 0 

:MANSIO2_52704
if 
  296@ == 1 
else_jump @MANSIO2_52737 
097B: play_audio_at_object 166@ event 1129 
296@ = 0 

:MANSIO2_52737
if 
  295@ == 1 
else_jump @MANSIO2_52770 
097B: play_audio_at_object 165@ event 1129 
295@ = 0 

:MANSIO2_52770
if 
  297@ == 1 
else_jump @MANSIO2_52815 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
297@ = 0 

:MANSIO2_52815
01C3: remove_references_to_car 147@ 
01C3: remove_references_to_car 148@ 
01C3: remove_references_to_car 161@ 
01C2: remove_references_to_actor 138@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 166@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
56@ = 0 

:MANSIO2_52862
01C3: remove_references_to_car 149@(56@,4i) 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_52862 
56@ = 0 

:MANSIO2_52899
01C3: remove_references_to_car 154@(56@,3i) 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_52899 
56@ = 0 

:MANSIO2_52936
01C3: remove_references_to_car 157@(56@,4i) 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_52936 
56@ = 0 

:MANSIO2_52973
01C3: remove_references_to_car 162@(56@,3i) 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_52973 
56@ = 0 

:MANSIO2_53010
01C2: remove_references_to_actor 139@(56@,6i) // Like turning an actor into a random pedestrian 
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_53010 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 187@ 
56@ = 0 

:MANSIO2_53062
0164: disable_marker 174@(56@,3i) 
56@ += 1 
  56@ >= 3 
else_jump @MANSIO2_53062 
56@ = 0 

:MANSIO2_53099
0164: disable_marker 177@(56@,4i) 
56@ += 1 
  56@ >= 4 
else_jump @MANSIO2_53099 
56@ = 0 

:MANSIO2_53136
0164: disable_marker 181@(56@,6i) 
56@ += 1 
  56@ >= 6 
else_jump @MANSIO2_53136 
03E6: remove_text_box 
04EF: release_animation "CASINO" 
0249: release_model 421 
0249: release_model 446 
0249: release_model 520 
0249: release_model 454 
0249: release_model 595 
0249: release_model 530 
0249: release_model 287 
0249: release_model 50 
0249: release_model 347 
0249: release_model 335 
0249: release_model 356 
0249: release_model #CARRIER_LIFT1_SFSE 
0249: release_model #CARRIER_LIFT2_SFSE 
0249: release_model #CARRIER_DOOR_SFSE 
0249: release_model #MISSILE_07_SFXR 
0249: release_model #KMB_KEYPAD 
0249: release_model 359 
0249: release_model 360 
0249: release_model 362 
0249: release_model 361 
0296: unload_special_actor 1 
0873: release_path 208 
0873: release_path 209 
0873: release_path 211 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
09E4: enable_aircraftcarrier_sam 1 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO2_53364 
094F: enable_actor $PLAYER_ACTOR pain_audio 

:MANSIO2_53364
01BD: $183 = current_time_in_ms 
029B: $6674 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $6674 moveable 0 
07F7: set_object $6674 destructible 0 
09CA: set_object $6674 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6674 
029B: $6675 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $6675 moveable 0 
07F7: set_object $6675 destructible 0 
09CA: set_object $6675 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6675 
029B: $6676 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $6676 moveable 0 
07F7: set_object $6676 destructible 0 
09CA: set_object $6676 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $6676 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 104---------------
// Originally: Home Coming

:MANSIO3
thread 'MANSIO3' 
gosub @MANSIO3_47 
if 
wasted_or_busted 
else_jump @MANSIO3_38 
gosub @MANSIO3_6702 

:MANSIO3_38
gosub @MANSIO3_6928 
end_thread 

:MANSIO3_47
054C: use_GXT_table 'MAN_3' 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
08A3: update_respect_while_on_mission 1 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
$ONMISSION = 1 
90@ = 2 
wait 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_125
if 
fading 
else_jump @MANSIO3_149 
wait 0 
jump @MANSIO3_125 

:MANSIO3_149
set_weather 1 
select_interior 5 
02E4: load_cutscene_data 'BHILL3A' 

:MANSIO3_168
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_192 
wait 0 
jump @MANSIO3_168 

:MANSIO3_192
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:MANSIO3_209
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_233 
wait 0 
jump @MANSIO3_209 

:MANSIO3_233
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:MANSIO3_247
if 
fading 
else_jump @MANSIO3_271 
wait 0 
jump @MANSIO3_247 

:MANSIO3_271
02EA: end_cutscene 
select_interior 0 
01B7: release_weather 
0247: load_model 540 
0247: load_model 28 
0247: load_model 106 
0247: load_model 355 
0247: load_model 29 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
07C0: load_path 488 
08A9: load_external_script 19 (DEALER) 
038B: load_requested_models 

:MANSIO3_330
if or
8248:   not model 540 available 
823D:   not special_actor 1 loaded 
8248:   not model 106 available 
else_jump @MANSIO3_365 
wait 0 
jump @MANSIO3_330 

:MANSIO3_365
if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model 28 available 
else_jump @MANSIO3_409 
wait 0 
jump @MANSIO3_365 

:MANSIO3_409
if or
88AB:   not external_script 19 (DEALER) loaded 
87C1:   not path 488 available 
8248:   not model 355 available 
8248:   not model 29 available 
else_jump @MANSIO3_449 
wait 0 
jump @MANSIO3_409 

:MANSIO3_449
04E4: refresh_game_renderer_at 1251.541 -808.7633 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
08A3: update_respect_while_on_mission 0 
009A: 60@ = create_actor_pedtype 4 model 28 at 2488.617 -1671.536 -10.0 
0913: run_external_script 19 (DEALER) 60@  
018A: 64@ = create_checkpoint_at 2514.461 -1674.104 12.6425 
018A: 65@ = create_checkpoint_at 1521.252 -1673.336 12.5607 
018B: set_marker 64@ radar_mode 0 
018B: set_marker 65@ radar_mode 3 
0395: clear_area 1 at 1245.049 -811.1318 83.1477 radius 10.0 
00A5: 68@ = create_car 540 at 1245.049 -811.1318 83.1477 
0229: set_car 68@ primary_color_to 0 secondary_color_to 0 
0175: set_car 68@ Z_angle_to 181.4888 
0423: set_car 68@ improved_handling_to 2.0 // (float) 
00A1: put_actor $PLAYER_ACTOR at 1251.541 -808.7633 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.0044 
018A: 87@ = create_checkpoint_at 2485.527 -1668.528 12.3438 
018B: set_marker 87@ radar_mode 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord 1251.541 -808.7633 83.1484 angle 109.0044 
gosub @MANSIO3_7325 
00BC: show_text_highpriority GXT 'MAN3_01' time 7000 flag 1  // ~s~Pick up Sweet from the ~y~Precinct~s~.

:MANSIO3_763
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_5468 
wait 0 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @MANSIO3_805 
jump @MANSIO3_6720 

:MANSIO3_805
gosub @MANSIO3_7358 
gosub @MANSIO3_7813 
if 
  72@ == 0 
else_jump @MANSIO3_1823 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_877 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 70@ = car 69@ max_passengers 
01E9: 92@ = car 69@ num_passengers 

:MANSIO3_877
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1521.194 -1671.913 12.5625 radius 3.0 3.0 3.0 
else_jump @MANSIO3_1823 
if 
  70@ == 0 
else_jump @MANSIO3_959 
00BC: show_text_highpriority GXT 'MAN3_19' time 3000 flag 1  // ~s~Get a bigger vehicle!

:MANSIO3_959
if 
003B:   92@ == 70@ // (int) 
else_jump @MANSIO3_1043 
if or
04A9:   actor $PLAYER_ACTOR driving_heli 
04AB:   actor $PLAYER_ACTOR driving_plane 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @MANSIO3_1027 
00BC: show_text_highpriority GXT 'MAN3_69' time 3000 flag 1  // The vehicle is too full, there's no room for Sweet!
jump @MANSIO3_1043 

:MANSIO3_1027
00BC: show_text_highpriority GXT 'MAN3_08' time 3000 flag 1  // You need a vehicle to pick up Sweet.

:MANSIO3_1043
if and
  70@ > 0 
803B:   not  92@ == 70@ // (int) 
else_jump @MANSIO3_1823 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_1807 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_1131 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:MANSIO3_1131
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_1153
if 
fading 
else_jump @MANSIO3_1177 
wait 0 
jump @MANSIO3_1153 

:MANSIO3_1177
03EF: player $PLAYER_CHAR make_safe 
if 
8119:   not car 68@ wrecked 
else_jump @MANSIO3_1251 
if 
01AF:   car 68@ sphere 0 in_sphere 1542.73 -1675.697 12.5551 radius 15.0 15.0 15.0 
else_jump @MANSIO3_1251 
00A6: destroy_car 68@ 

:MANSIO3_1251
0395: clear_area 1 at 1542.73 -1675.697 12.5551 radius 60.0 
02E4: load_cutscene_data 'BHILL3B' 

:MANSIO3_1286
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_1310 
wait 0 
jump @MANSIO3_1286 

:MANSIO3_1310
02E7: start_cutscene 
fade 1 1000 

:MANSIO3_1319
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_1343 
wait 0 
jump @MANSIO3_1319 

:MANSIO3_1343
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MANSIO3_1358
if 
fading 
else_jump @MANSIO3_1382 
wait 0 
jump @MANSIO3_1358 

:MANSIO3_1382
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_1434 
if 
8119:   not car $47 wrecked 
else_jump @MANSIO3_1434 
00AB: put_car $47 at 1521.194 -1671.913 12.5625 

:MANSIO3_1434
if 
8119:   not car $47 wrecked 
else_jump @MANSIO3_1518 
09DD: unknown_player_group 1 
01C8: $130 = create_actor_pedtype 25 model 290 in_car $47 passenger_seat 0 
0223: set_actor $130 health_to 700 
08AF: set_actor $130 max_health_to 700 
0245: set_actor $130 walk_style_to "GANG2" 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
02E2: set_actor $130 weapon_accuracy_to 90 

:MANSIO3_1518
if and
8118:   not actor $130 dead 
8119:   not car $47 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_1593 
if 
80DB:   not actor $PLAYER_ACTOR in_car $47 
else_jump @MANSIO3_1571 
036A: put_actor $PLAYER_ACTOR in_car $47 

:MANSIO3_1571
0187: 66@ = create_marker_above_actor $130 
07E0: set_marker 66@ type_to 1 
018B: set_marker 66@ radar_mode 0 

:MANSIO3_1593
41@ = 0 
018B: set_marker 64@ radar_mode 3 
018B: set_marker 65@ radar_mode 0 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_1642 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 

:MANSIO3_1642
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0172: 80@ = actor $PLAYER_ACTOR Z_angle 
if 
8119:   not car $47 wrecked 
else_jump @MANSIO3_1779 
if and
  80@ > 90.0 
  270.0 > 80@ 
else_jump @MANSIO3_1747 
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 180.0 
0175: set_car $47 Z_angle_to 180.0 
jump @MANSIO3_1779 

:MANSIO3_1747
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 0.0 
0175: set_car $47 Z_angle_to 0.0 

:MANSIO3_1779
gosub @MANSIO3_7325 
67@ = 1 
72@ = 1 
jump @MANSIO3_1823 

:MANSIO3_1807
00BC: show_text_highpriority GXT 'MAN3_08' time 4000 flag 1  // You need a vehicle to pick up Sweet.

:MANSIO3_1823
if 
   not 67@ == 0 
else_jump @MANSIO3_2230 
if and
  41@ > 1000 
  67@ == 1 
else_jump @MANSIO3_1949 
if 
8118:   not actor $131 dead 
else_jump @MANSIO3_1890 
0A09: set_actor $131 muted 1 // versionB 

:MANSIO3_1890
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_1913 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:MANSIO3_1913
05AA: 94@s = 'MAN3_AA' // @s = 'short'  // You gotta understand, shit's all fucked up now, dude.
04AF: 91@ = 24200 // = constant 
gosub @MANSIO3_7793 
67@ = 2 

:MANSIO3_1949
if and
  90@ == 2 
  67@ == 2 
else_jump @MANSIO3_2010 
05AA: 94@s = 'MAN3_AB' // @s = 'short'  // Yeah.
04AF: 91@ = 24201 // = constant 
gosub @MANSIO3_7793 
67@ = 3 

:MANSIO3_2010
if and
  90@ == 2 
  67@ == 3 
else_jump @MANSIO3_2071 
05AA: 94@s = 'MAN3_AC' // @s = 'short'  // What you want, it ain't round here no more.
04AF: 91@ = 24202 // = constant 
gosub @MANSIO3_7793 
67@ = 4 

:MANSIO3_2071
if and
  90@ == 2 
  67@ == 4 
else_jump @MANSIO3_2132 
05AA: 94@s = 'MAN3_AD' // @s = 'short'  // Just take me to moma's house.
04AF: 91@ = 24203 // = constant 
gosub @MANSIO3_7793 
67@ = 5 

:MANSIO3_2132
if and
  90@ == 2 
  67@ == 5 
else_jump @MANSIO3_2230 
00BC: show_text_highpriority GXT 'MAN3_05' time 7000 flag 1  // ~s~Drive Sweet to ~y~Grove Street~s~.
67@ = 0 
if 
8118:   not actor $131 dead 
else_jump @MANSIO3_2203 
0A09: set_actor $131 muted 0 // versionB 

:MANSIO3_2203
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_2226 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MANSIO3_2226
0A6F: checkpoint_save 99 

:MANSIO3_2230
if or
  72@ == 1 
  72@ == 2 
else_jump @MANSIO3_3843 
if 
0118:   actor $130 dead 
else_jump @MANSIO3_2294 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
jump @MANSIO3_6702 

:MANSIO3_2294
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_2324 
00A0: store_actor $130 position_to 61@ 62@ 63@ 

:MANSIO3_2324
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 30.0 30.0 30.0 
else_jump @MANSIO3_2425 
018B: set_marker 66@ radar_mode 0 
018B: set_marker 64@ radar_mode 3 
if 
86EE:   not actor $130 in_group $PLAYER_GROUP 
else_jump @MANSIO3_2411 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 

:MANSIO3_2411
72@ = 1 
jump @MANSIO3_2486 

:MANSIO3_2425
00BC: show_text_highpriority GXT 'MAN3_03' time 4000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 66@ radar_mode 3 
018B: set_marker 64@ radar_mode 0 
if 
06EE:   actor $130 in_group $PLAYER_GROUP 
else_jump @MANSIO3_2479 
06C9: remove_actor $130 from_group 

:MANSIO3_2479
72@ = 2 

:MANSIO3_2486
if 
  72@ == 1 
else_jump @MANSIO3_3843 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2514.461 -1674.104 12.6425 radius 4.0 4.0 4.0 
else_jump @MANSIO3_3843 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_2598 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 

:MANSIO3_2598
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MANSIO3_2613
if 
fading 
else_jump @MANSIO3_2637 
wait 0 
jump @MANSIO3_2613 

:MANSIO3_2637
03EF: player $PLAYER_CHAR make_safe 
if 
8119:   not car 68@ wrecked 
else_jump @MANSIO3_2760 
if 
01AF:   car 68@ sphere 0 in_sphere 2492.889 -1666.564 12.3438 radius 15.0 15.0 15.0 
else_jump @MANSIO3_2760 
0395: clear_area 1 at 2482.994 -1653.609 12.461 radius 10.0 
00AB: put_car 68@ at 2482.994 -1653.609 12.461 
0175: set_car 68@ Z_angle_to 273.1021 

:MANSIO3_2760
0395: clear_area 1 at 2492.889 -1666.564 12.3438 radius 60.0 
02E4: load_cutscene_data 'BHILL3C' 

:MANSIO3_2795
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSIO3_2819 
wait 0 
jump @MANSIO3_2795 

:MANSIO3_2819
02E7: start_cutscene 
fade 1 1000 

:MANSIO3_2828
if 
82E9:   not cutscene_reached_end 
else_jump @MANSIO3_2852 
wait 0 
jump @MANSIO3_2828 

:MANSIO3_2852
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MANSIO3_2867
if 
fading 
else_jump @MANSIO3_2891 
wait 0 
jump @MANSIO3_2867 

:MANSIO3_2891
0615: define_AS_pack_begin 96@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 97@ loop 1 
0616: define_AS_pack_end 97@ 
018B: set_marker 64@ radar_mode 0 
72@ = 3 
009A: 48@ = create_actor_pedtype 4 model 28 at 2429.19 -1677.537 12.7231 
0173: set_actor 48@ Z_angle_to 306.1672 
0618: assign_actor 48@ to_AS_pack 96@ 
0187: 42@ = create_marker_above_actor 48@ 
009A: 55@ = create_actor_pedtype 4 model 106 at 2430.586 -1677.075 12.7135 
0173: set_actor 55@ Z_angle_to 80.528 
0618: assign_actor 55@ to_AS_pack 97@ 
009A: 56@ = create_actor_pedtype 4 model 106 at 2513.364 -1649.865 13.5588 
0173: set_actor 56@ Z_angle_to 140.4164 
0605: actor 56@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
gosub @MANSIO3_7260 
0A0B: set_rendering_origin_at_3D_coord 2424.184 -1679.58 12.7653 angle 322.7617 
015F: set_camera_position 2427.227 -1681.12 13.891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2427.808 -1680.306 13.8707 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_20' time 5000 flag 1  // Kill any crack dealers in your hood to keep your gang healthy.
gosub @MANSIO3_7325 
wait 1000 
41@ = 0 

:MANSIO3_3267
if 
  4000 > 41@ 
else_jump @MANSIO3_3324 
wait 0 
if and
08D0:   should_skip_cutscene 
  $9318 == 0 
else_jump @MANSIO3_3317 
jump @MANSIO3_3455 

:MANSIO3_3317
jump @MANSIO3_3267 

:MANSIO3_3324
015F: set_camera_position 2507.984 -1652.199 15.6974 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2508.892 -1651.913 15.3924 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_21' time 5000 flag 1  // If a gang member is high on crack you won't be able to use him.
41@ = 0 

:MANSIO3_3398
if 
  5000 > 41@ 
else_jump @MANSIO3_3455 
wait 0 
if and
08D0:   should_skip_cutscene 
  $9318 == 0 
else_jump @MANSIO3_3448 
jump @MANSIO3_3455 

:MANSIO3_3448
jump @MANSIO3_3398 

:MANSIO3_3455
$9318 = 1 
93@ = 1 
08A3: update_respect_while_on_mission 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_3564 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_3532 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2506.059 -1671.968 12.379 
jump @MANSIO3_3552 

:MANSIO3_3532
00A1: put_actor $PLAYER_ACTOR at 2506.059 -1671.968 12.379 

:MANSIO3_3552
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.4295 

:MANSIO3_3564
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_3670 
if 
00DF:   actor $130 driving 
else_jump @MANSIO3_3623 
0362: remove_actor $130 from_car_and_place_at 2506.567 -1670.212 12.3822 
jump @MANSIO3_3643 

:MANSIO3_3623
00A1: put_actor $130 at 2506.567 -1670.212 12.3822 

:MANSIO3_3643
01B2: give_actor $130 weapon 30 ammo 300 // Load the weapon model before using this 
01B9: set_actor $130 armed_weapon_to 30 
0173: set_actor $130 Z_angle_to 113.0677 

:MANSIO3_3670
if 
86EE:   not actor $130 in_group $PLAYER_GROUP 
else_jump @MANSIO3_3701 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 

:MANSIO3_3701
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 40 
009B: destroy_actor 55@ 
67@ = 0 
gosub @MANSIO3_7273 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_3820 
0223: set_actor $130 health_to 700 
08AF: set_actor $130 max_health_to 700 
0226: $9320 = actor $130 health 

:MANSIO3_3820
$9320 /= 7 
03C4: set_status_text $9320 type 1 GXT 'MAN3_32' // global_variable  // Sweet

:MANSIO3_3843
if 
  72@ == 3 
else_jump @MANSIO3_4151 
00BC: show_text_highpriority GXT 'MAN3_22' time 7000 flag 1  // ~s~Take back the hood from the Ballas and clean out the ~r~Dealers~s~!
009A: 49@ = create_actor_pedtype 17 model 29 at 2482.087 -1696.119 12.5267 
0173: set_actor 49@ Z_angle_to 0.095 
0187: 43@ = create_marker_above_actor 49@ 
009A: 50@ = create_actor_pedtype 17 model 28 at 2451.681 -1644.083 12.457 
0173: set_actor 50@ Z_angle_to 186.2393 
0187: 44@ = create_marker_above_actor 50@ 
009A: 51@ = create_actor_pedtype 17 model 29 at 2415.79 -1631.143 12.5114 
0173: set_actor 51@ Z_angle_to 287.5167 
0187: 45@ = create_marker_above_actor 51@ 
009A: 52@ = create_actor_pedtype 17 model 28 at 2364.361 -1666.775 12.5469 
0173: set_actor 52@ Z_angle_to 343.1245 
0187: 46@ = create_marker_above_actor 52@ 
009A: 53@ = create_actor_pedtype 17 model 28 at 2370.333 -1637.42 12.477 
0173: set_actor 53@ Z_angle_to 140.6299 
0187: 47@ = create_marker_above_actor 53@ 
0913: run_external_script 19 (DEALER) 48@  
0913: run_external_script 19 (DEALER) 49@  
0913: run_external_script 19 (DEALER) 50@  
0913: run_external_script 19 (DEALER) 51@  
0913: run_external_script 19 (DEALER) 52@  
0913: run_external_script 19 (DEALER) 53@  
009B: destroy_actor 60@ 
72@ = 4 
0A6F: checkpoint_save 99 

:MANSIO3_4151
if 
  72@ == 4 
else_jump @MANSIO3_5461 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_4200 
0226: $9320 = actor $130 health 
$9320 /= 7 

:MANSIO3_4200
076D: get_zone 'GAN1' gang 0 density_to 83@ 
if 
  83@ == 0 
else_jump @MANSIO3_4511 
if 
  82@ == 0 
else_jump @MANSIO3_4511 
82@ = 1 
if 
  81@ == 0 
else_jump @MANSIO3_4504 
gosub @MANSIO3_7260 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_4350 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4350
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_4416 
0792: disembark_instantly_actor $130 
0812: AS_actor $130 perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_4416
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
wait 4000 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
gosub @MANSIO3_7273 
41@ = 0 
jump @MANSIO3_4511 

:MANSIO3_4504
jump @MANSIO3_5475 

:MANSIO3_4511
if and
  82@ == 1 
  41@ > 4000 
  89@ == 0 
else_jump @MANSIO3_4567 
00BC: show_text_highpriority GXT 'MAN3_29' time 10000 flag 1  // ~s~Now kill the ~r~Dealers~s~!
89@ = 1 

:MANSIO3_4567
if and
0583:   player $PLAYER_CHAR in_zone 'GAN1' 
  82@ == 0 
  93@ == 1 
else_jump @MANSIO3_4669 
if and
  86@ == 0 
887A:   not gang_war_in_progress 
else_jump @MANSIO3_4662 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
if 
075C:   marker 87@ enabled 
else_jump @MANSIO3_4655 
0164: disable_marker 87@ 

:MANSIO3_4655
86@ = 1 

:MANSIO3_4662
$9319 = 1 

:MANSIO3_4669
if and
8583:   not player $PLAYER_CHAR in_zone 'GAN1' 
  82@ == 0 
  93@ == 1 
else_jump @MANSIO3_4802 
if and
  86@ == 1 
887A:   not gang_war_in_progress 
else_jump @MANSIO3_4795 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
00BC: show_text_highpriority GXT 'MAN3_31' time 6000 flag 1  // ~s~Go back and take the hood at ~y~Grove Street~s~.
if 
875C:   not marker 87@ enabled 
else_jump @MANSIO3_4788 
018A: 87@ = create_checkpoint_at 2485.527 -1668.528 12.3438 

:MANSIO3_4788
86@ = 0 

:MANSIO3_4795
$9319 = 0 

:MANSIO3_4802
if 
0118:   actor $130 dead 
else_jump @MANSIO3_4841 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
jump @MANSIO3_6702 

:MANSIO3_4841
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_4871 
00A0: store_actor $130 position_to 61@ 62@ 63@ 

:MANSIO3_4871
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 35.0 35.0 35.0 
else_jump @MANSIO3_5022 
if 
  78@ == 1 
else_jump @MANSIO3_5015 
018B: set_marker 66@ radar_mode 0 
018B: set_marker 42@ radar_mode 3 
018B: set_marker 43@ radar_mode 3 
018B: set_marker 44@ radar_mode 3 
018B: set_marker 45@ radar_mode 3 
018B: set_marker 46@ radar_mode 3 
018B: set_marker 47@ radar_mode 3 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_5008 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 

:MANSIO3_5008
78@ = 0 

:MANSIO3_5015
jump @MANSIO3_5133 

:MANSIO3_5022
if 
  78@ == 0 
else_jump @MANSIO3_5133 
00BC: show_text_highpriority GXT 'MAN3_03' time 10000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 66@ radar_mode 3 
018B: set_marker 42@ radar_mode 0 
018B: set_marker 43@ radar_mode 0 
018B: set_marker 44@ radar_mode 0 
018B: set_marker 45@ radar_mode 0 
018B: set_marker 46@ radar_mode 0 
018B: set_marker 47@ radar_mode 0 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_5126 
06C9: remove_actor $130 from_group 

:MANSIO3_5126
78@ = 1 

:MANSIO3_5133
if and
0118:   actor 48@ dead 
075C:   marker 42@ enabled 
else_jump @MANSIO3_5159 
0164: disable_marker 42@ 

:MANSIO3_5159
if and
0118:   actor 49@ dead 
075C:   marker 43@ enabled 
else_jump @MANSIO3_5185 
0164: disable_marker 43@ 

:MANSIO3_5185
if and
0118:   actor 50@ dead 
075C:   marker 44@ enabled 
else_jump @MANSIO3_5211 
0164: disable_marker 44@ 

:MANSIO3_5211
if and
0118:   actor 51@ dead 
075C:   marker 45@ enabled 
else_jump @MANSIO3_5237 
0164: disable_marker 45@ 

:MANSIO3_5237
if and
0118:   actor 52@ dead 
075C:   marker 46@ enabled 
else_jump @MANSIO3_5263 
0164: disable_marker 46@ 

:MANSIO3_5263
if and
0118:   actor 53@ dead 
075C:   marker 47@ enabled 
else_jump @MANSIO3_5289 
0164: disable_marker 47@ 

:MANSIO3_5289
if and
  85@ == 1 
  40@ > 4000 
else_jump @MANSIO3_5333 
03E5: show_text_box 'MAN3_30'  // ~s~Shoot some Ballas to start a gang war!
85@ = 2 

:MANSIO3_5333
if and
0118:   actor 48@ dead 
0118:   actor 49@ dead 
0118:   actor 50@ dead 
0118:   actor 51@ dead 
0118:   actor 52@ dead 
0118:   actor 53@ dead 
else_jump @MANSIO3_5461 
if 
  81@ == 0 
else_jump @MANSIO3_5461 
81@ = 1 
if 
  82@ == 0 
else_jump @MANSIO3_5454 
00BC: show_text_highpriority GXT 'MAN3_28' time 10000 flag 1  // ~s~Now take back the hood!
40@ = 0 
85@ = 1 
jump @MANSIO3_5461 

:MANSIO3_5454
jump @MANSIO3_5475 

:MANSIO3_5461
jump @MANSIO3_763 

:MANSIO3_5468
jump @MANSIO3_6702 

:MANSIO3_5475
gosub @MANSIO3_7292 
gosub @MANSIO3_7260 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $130 dead 
else_jump @MANSIO3_5723 
06C9: remove_actor $130 from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 20.0 
00A6: destroy_car 68@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSIO3_5607 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0362: remove_actor $130 from_car_and_place_at 2514.788 -1673.938 12.6861 
jump @MANSIO3_5647 

:MANSIO3_5607
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 
00A1: put_actor $130 at 2514.788 -1673.938 12.6861 

:MANSIO3_5647
00A6: destroy_car 68@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $130 
0173: set_actor $130 Z_angle_to 73.5014 
0639: AS_actor $130 rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $130 unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $130 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $130 armed_weapon_to 0 

:MANSIO3_5723
03CB: set_rendering_origin_at 2512.761 -1672.52 12.5034 
0A0B: set_rendering_origin_at_3D_coord 2512.761 -1672.52 12.5034 angle 240.2609 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
gosub @MANSIO3_7325 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_5886 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
wait 500 

:MANSIO3_5886
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_5952 
0605: actor $130 perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
wait 500 

:MANSIO3_5952
040D: unload_wav 1 
03CF: load_wav 24204 as 1 

:MANSIO3_5963
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_5989 
wait 0 
jump @MANSIO3_5963 

:MANSIO3_5989
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BA' time 4000 flag 1  // Alright, let's get out of here. Go see Kendl.
41@ = 0 

:MANSIO3_6016
if 
  4000 > 41@ 
else_jump @MANSIO3_6066 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO3_6059 
jump @MANSIO3_6681 

:MANSIO3_6059
jump @MANSIO3_6016 

:MANSIO3_6066
040D: unload_wav 1 
03CF: load_wav 24205 as 1 

:MANSIO3_6077
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6103 
wait 0 
jump @MANSIO3_6077 

:MANSIO3_6103
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BB' time 3000 flag 1  // Kendl can come see me right here, at her home.
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_6180 
0792: disembark_instantly_actor $130 
0605: actor $130 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_6180
41@ = 0 

:MANSIO3_6187
if 
  3000 > 41@ 
else_jump @MANSIO3_6237 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO3_6230 
jump @MANSIO3_6681 

:MANSIO3_6230
jump @MANSIO3_6187 

:MANSIO3_6237
040D: unload_wav 1 
03CF: load_wav 24206 as 1 

:MANSIO3_6248
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6274 
wait 0 
jump @MANSIO3_6248 

:MANSIO3_6274
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BC' time 3000 flag 1  // But it ain't nothing here no more.
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_6351 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_6351
41@ = 0 

:MANSIO3_6358
if 
  3000 > 41@ 
else_jump @MANSIO3_6408 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO3_6401 
jump @MANSIO3_6681 

:MANSIO3_6401
jump @MANSIO3_6358 

:MANSIO3_6408
040D: unload_wav 1 
03CF: load_wav 24207 as 1 

:MANSIO3_6419
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6445 
wait 0 
jump @MANSIO3_6419 

:MANSIO3_6445
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BD' time 3000 flag 1  // Rome wasn't built in a day, niggah!
41@ = 0 

:MANSIO3_6472
if 
  3000 > 41@ 
else_jump @MANSIO3_6522 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO3_6515 
jump @MANSIO3_6681 

:MANSIO3_6515
jump @MANSIO3_6472 

:MANSIO3_6522
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_6567 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 2507.793 -1668.927 12.3879 mode 4 use_car -1 

:MANSIO3_6567
040D: unload_wav 1 
03CF: load_wav 24208 as 1 

:MANSIO3_6578
if 
83D0:   not wav 1 loaded 
else_jump @MANSIO3_6604 
wait 0 
jump @MANSIO3_6578 

:MANSIO3_6604
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BE' time 2000 flag 1  // My brother can be a real pain in the ass!
41@ = 0 

:MANSIO3_6631
if 
  2000 > 41@ 
else_jump @MANSIO3_6681 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @MANSIO3_6674 
jump @MANSIO3_6681 

:MANSIO3_6674
jump @MANSIO3_6631 

:MANSIO3_6681
gosub @MANSIO3_7273 
0373: set_camera_directly_behind_player 
009B: destroy_actor $130 
jump @MANSIO3_6720 

:MANSIO3_6702
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:MANSIO3_6720
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 0 
create_thread @GROVE 
0164: disable_marker $622 
02A7: $622 = create_icon_marker_and_sphere $624 at $458 $459 $460 
$625 += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'MAN_3'  // Home Coming
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
04A6: $709 = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $711 
create_thread @TCASH 
$815 = 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 334 to 1 
73@ = 1 
return 

:MANSIO3_6928
if 
  73@ == 0 
else_jump @MANSIO3_7014 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 0 density_to 40 

:MANSIO3_7014
0151: remove_status_text $9320 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
01BD: $10 = current_time_in_ms 
0249: release_model 540 
0249: release_model 437 
0249: release_model 28 
0249: release_model 106 
0249: release_model 355 
0249: release_model 29 
090F: end_external_script 19 (DEALER) 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_7126 
034F: destroy_actor_with_fade $130 

:MANSIO3_7126
if 
075C:   marker 87@ enabled 
else_jump @MANSIO3_7147 
0164: disable_marker 87@ 

:MANSIO3_7147
if 
075C:   marker 42@ enabled 
else_jump @MANSIO3_7168 
0164: disable_marker 42@ 

:MANSIO3_7168
if 
075C:   marker 43@ enabled 
else_jump @MANSIO3_7189 
0164: disable_marker 43@ 

:MANSIO3_7189
if 
075C:   marker 65@ enabled 
else_jump @MANSIO3_7210 
0164: disable_marker 65@ 

:MANSIO3_7210
if 
075C:   marker 64@ enabled 
else_jump @MANSIO3_7231 
0164: disable_marker 64@ 

:MANSIO3_7231
if 
075C:   marker 66@ enabled 
else_jump @MANSIO3_7252 
0164: disable_marker 66@ 

:MANSIO3_7252
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
mission_cleanup 
return 

:MANSIO3_7260
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 

:MANSIO3_7273
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 

:MANSIO3_7292
fade 0 500 

:MANSIO3_7299
if 
fading 
else_jump @MANSIO3_7323 
wait 0 
jump @MANSIO3_7299 

:MANSIO3_7323
return 

:MANSIO3_7325
fade 1 500 

:MANSIO3_7332
if 
fading 
else_jump @MANSIO3_7356 
wait 0 
jump @MANSIO3_7332 

:MANSIO3_7356
return 

:MANSIO3_7358
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @MANSIO3_7421 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_7421 
00A1: put_actor $PLAYER_ACTOR at 1522.09 -1662.082 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5419 
0373: set_camera_directly_behind_player 

:MANSIO3_7421
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @MANSIO3_7436 

:MANSIO3_7436
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @MANSIO3_7499 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_7499 
00A1: put_actor $PLAYER_ACTOR at 2503.688 -1671.453 12.3707 
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.1807 
0373: set_camera_directly_behind_player 

:MANSIO3_7499
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @MANSIO3_7681 
gosub @MANSIO3_7260 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MANSIO3_7587 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7587
if 
8118:   not actor $130 dead 
else_jump @MANSIO3_7653 
0792: disembark_instantly_actor $130 
0812: AS_actor $130 perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_7653
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
wait 4000 
gosub @MANSIO3_7273 

:MANSIO3_7681
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @MANSIO3_7703 
jump @MANSIO3_5475 

:MANSIO3_7703
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @MANSIO3_7776 
if 
8119:   not car 69@ wrecked 
else_jump @MANSIO3_7776 
01C8: 54@ = create_actor_pedtype 4 model 106 in_car 69@ passenger_seat 0 
01C8: 55@ = create_actor_pedtype 4 model 106 in_car 69@ passenger_seat 1 
01C8: 56@ = create_actor_pedtype 4 model 106 in_car 69@ passenger_seat 2 

:MANSIO3_7776
if 
0736:   is_keyboard_key_just_pressed 77 
else_jump @MANSIO3_7791 

:MANSIO3_7791
return 

:MANSIO3_7793
040D: unload_wav 1 
03CF: load_wav 91@ as 1 
90@ = 0 
return 

:MANSIO3_7813
if and
03D0:   wav 1 loaded 
  90@ == 0 
else_jump @MANSIO3_7856 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 94@s time 10000 flag 1 
90@ = 1 

:MANSIO3_7856
if and
03D2:   wav 1 ended 
  90@ == 1 
else_jump @MANSIO3_7894 
040D: unload_wav 1 
03D5: remove_text 94@s 
90@ = 2 

:MANSIO3_7894
return 

//-------------Mission 105---------------
// Originally: Cut Throat Business

:MANSON5
thread 'MANSON5' 
gosub @MANSON5_47 
if 
wasted_or_busted 
else_jump @MANSON5_38 
gosub @MANSON5_13121 

:MANSON5_38
gosub @MANSON5_13167 
end_thread 

:MANSON5_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'MAN_5' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
select_interior 5 
02E4: load_cutscene_data 'BHILL5A' 

:MANSON5_93
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSON5_117 
wait 0 
jump @MANSON5_93 

:MANSON5_117
02E7: start_cutscene 
fade 1 1000 

:MANSON5_126
if 
82E9:   not cutscene_reached_end 
else_jump @MANSON5_150 
wait 0 
jump @MANSON5_126 

:MANSON5_150
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MANSON5_165
if 
fading 
else_jump @MANSON5_189 
wait 0 
jump @MANSON5_165 

:MANSON5_189
select_interior 0 
08F4: set_max_group_members 99 
create_thread @A_CONT 
set_weather 0 
060A: create_decision_maker_type 0 store_to 60@ // decision\allowed\m_.ped files 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 
0247: load_model 424 

:MANSON5_234
if or
823D:   not special_actor 1 loaded 
8248:   not model 424 available 
else_jump @MANSON5_265 
wait 0 
jump @MANSON5_234 

:MANSON5_265
0395: clear_area 1 at 1252.471 -805.5187 83.1484 radius 400.0 
03CB: set_rendering_origin_at 1252.471 -805.5187 83.1484 
04E4: refresh_game_renderer_at 1252.471 -805.5187 
00A1: put_actor $PLAYER_ACTOR at 1252.471 -805.5187 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.1434 
07AF: 59@ = player $PLAYER_CHAR group 
07B3: set_group 59@ give_command 0 
009A: 42@ = create_actor_pedtype 23 model 290 at 1254.311 -810.8859 83.1484 
0173: set_actor 42@ Z_angle_to 60.7435 
087F: set_actor 42@ never_leave_group 1 
0631: put_actor 42@ in_group 59@ 
04D8: set_actor 42@ drowns_in_water 1 
060B: set_actor 42@ decision_maker_to 60@ 
0568: set_actor 42@ untargetable 1 
039E: set_actor 42@ locked 1 while_in_car 
0187: 45@ = create_marker_above_actor 42@ 
07E0: set_marker 45@ type_to 1 
018B: set_marker 45@ radar_mode 2 
0674: set_car_model 424 numberplate "LA5H_L3Y" 
0771: set_model_numplate 424 town_texture 2 
00A5: 53@ = create_car 424 at 1248.907 -804.3519 83.1484 
0175: set_car 53@ Z_angle_to 180.0 
0229: set_car 53@ primary_color_to 0 secondary_color_to 3 
018A: 58@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
126@ = 0 
127@ = 0 
05AA: 176@s = 'MAN5_AA' // @s = 'short'  // Let's drop in on OG Loc,
04AF: 128@ = 24400 // = constant 
008B: 152@ = $PLAYER_ACTOR // (int) 
05AA: 178@s = 'MAN5_AB' // @s = 'short'  // See if we can't interrupt that video shoot and recoup some royalties!
04AF: 129@ = 24401 // = constant 
008B: 153@ = $PLAYER_ACTOR // (int) 
05AA: 180@s = 'MAN5_AC' // @s = 'short'  // And my rhyme book!
04AF: 130@ = 24402 // = constant 
0085: 154@ = 42@ // (int) 
05AA: 182@s = 'MAN5_BA' // @s = 'short'  // We're flying in style, baby! You got all the makings of a great manager, Carl!
04AF: 131@ = 24403 // = constant 
0085: 155@ = 42@ // (int) 
05AA: 184@s = 'MAN5_BB' // @s = 'short'  // Save it until we're spending Loc's royalties!
04AF: 132@ = 24404 // = constant 
008B: 156@ = $PLAYER_ACTOR // (int) 
05AA: 186@s = 'MAN5_BC' // @s = 'short'  // I mean, tell me how a fake, buster phony like suck-ass Loc can make it in the rap game, CJ?
04AF: 133@ = 24405 // = constant 
0085: 157@ = 42@ // (int) 
05AA: 188@s = 'MAN5_BD' // @s = 'short'  // Music business is changin', Dogg.
04AF: 134@ = 24406 // = constant 
008B: 158@ = $PLAYER_ACTOR // (int) 
05AA: 190@s = 'MAN5_BE' // @s = 'short'  // It's all about dance routines and showmanship now.
04AF: 135@ = 24407 // = constant 
008B: 159@ = $PLAYER_ACTOR // (int) 
05AA: 192@s = 'MAN5_BF' // @s = 'short'  // Any fake-ass idiot can get a record deal these days.
04AF: 136@ = 24408 // = constant 
008B: 160@ = $PLAYER_ACTOR // (int) 
05AA: 194@s = 'MAN5_BG' // @s = 'short'  // So what am I supposed to do?
04AF: 137@ = 24409 // = constant 
0085: 161@ = 42@ // (int) 
05AA: 196@s = 'MAN5_BH' // @s = 'short'  // Dogg, you got heart.
04AF: 138@ = 24410 // = constant 
008B: 162@ = $PLAYER_ACTOR // (int) 
05AA: 198@s = 'MAN5_BJ' // @s = 'short'  // You got natural style.
04AF: 139@ = 24411 // = constant 
008B: 163@ = $PLAYER_ACTOR // (int) 
05AA: 200@s = 'MAN5_BK' // @s = 'short'  // You got ice cold gangstas running through your veins!
04AF: 140@ = 24412 // = constant 
008B: 164@ = $PLAYER_ACTOR // (int) 
05AA: 202@s = 'MAN5_BL' // @s = 'short'  // Anybody can get a record deal,
04AF: 141@ = 24413 // = constant 
008B: 165@ = $PLAYER_ACTOR // (int) 
05AA: 204@s = 'MAN5_BM' // @s = 'short'  // but only the genuine article can shake down the house!
04AF: 142@ = 24414 // = constant 
008B: 166@ = $PLAYER_ACTOR // (int) 
05AA: 206@s = 'MAN5_BN' // @s = 'short'  // CJ, my man, you're a natural manager!
04AF: 143@ = 24415 // = constant 
0085: 167@ = 42@ // (int) 
05AA: 208@s = 'MAN5_CA' // @s = 'short'  // He's being interviewed, huh?
04AF: 144@ = 24417 // = constant 
008B: 168@ = $PLAYER_ACTOR // (int) 
05AA: 210@s = 'MAN5_CB' // @s = 'short'  // OK, let's smash this party up!
04AF: 145@ = 24418 // = constant 
008B: 169@ = $PLAYER_ACTOR // (int) 
05AA: 212@s = 'MAN5_DA' // @s = 'short'  // You fucking phonies! Sum' bitch!
04AF: 146@ = 24419 // = constant 
0085: 170@ = 42@ // (int) 
05AA: 214@s = 'MAN5_DB' // @s = 'short'  // Gimme my rhyme book!
04AF: 147@ = 24420 // = constant 
0085: 171@ = 42@ // (int) 
05AA: 216@s = 'MAN5_DC' // @s = 'short'  // Gimme back my chain!
04AF: 148@ = 24421 // = constant 
0085: 172@ = 42@ // (int) 
05AA: 218@s = 'MAN5_DD' // @s = 'short'  // Gimme back my hoes!
04AF: 149@ = 24422 // = constant 
0085: 173@ = 42@ // (int) 
05AA: 220@s = 'MAN5_EA' // @s = 'short'  // He bustin' out!
04AF: 150@ = 24423 // = constant 
008B: 174@ = $PLAYER_ACTOR // (int) 
05AA: 222@s = 'MAN5_EB' // @s = 'short'  // Come on, Dogg, let's get him!
04AF: 151@ = 24424 // = constant 
008B: 175@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
fade 1 0 
76@ = 0 
55@ = 0 
77@ = 0 
62@ = 0 
41@ = 0 
00BC: show_text_highpriority GXT 'MAN5_G0' time 7500 flag 1  // ~s~Take ~b~Madd Dogg~s~ to the ~y~video shoot~s~.

:MANSON5_1350
wait 0 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_1966 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @MANSON5_1399 
jump @MANSON5_12914 
jump @MANSON5_1477 

:MANSON5_1399
if 
0735:   is_keyboard_key_pressed 87 
else_jump @MANSON5_1477 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_1477 
0811: 75@ = actor $PLAYER_ACTOR used_car 
if 
00DB:   actor 42@ in_car 75@ 
else_jump @MANSON5_1477 
00AB: put_car 75@ at -127.1875 -1260.738 2.0469 

:MANSON5_1477
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 60.0 60.0 
else_jump @MANSON5_1851 
00A0: store_actor 42@ position_to $72 $73 $74 
0509: $67 = distance_between_XY -12.2064 -1117.876 and_XY $72 $73 
if 
  75.0 > $67 
else_jump @MANSON5_1812 
040D: unload_wav 1 
01C3: remove_references_to_car 53@ 
0249: release_model 424 
0249: release_model 471 
fade 0 0 

:MANSON5_1596
if 
fading 
else_jump @MANSON5_1620 
wait 0 
jump @MANSON5_1596 

:MANSON5_1620
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_1674 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642 7.0664 
jump @MANSON5_1694 

:MANSON5_1674
00A1: put_actor $PLAYER_ACTOR at -13.4832 -1139.642 7.0664 

:MANSON5_1694
0173: set_actor $PLAYER_ACTOR Z_angle_to 347.9809 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_1798 
06C9: remove_actor 42@ from_group 
if 
00DF:   actor 42@ driving 
else_jump @MANSON5_1768 
0362: remove_actor 42@ from_car_and_place_at -11.4883 -1140.971 6.8764 
jump @MANSON5_1788 

:MANSON5_1768
00A1: put_actor 42@ at -11.4883 -1140.971 6.8764 

:MANSON5_1788
0173: set_actor 42@ Z_angle_to 359.6364 

:MANSON5_1798
jump @MANSON5_3411 
jump @MANSON5_1844 

:MANSON5_1812
if 
  2 > 76@ 
else_jump @MANSON5_1837 
76@ = 2 

:MANSON5_1837
gosub @MANSON5_2222 

:MANSON5_1844
jump @MANSON5_1905 

:MANSON5_1851
gosub @MANSON5_2001 
gosub @MANSON5_2222 
gosub @MANSON5_2493 
gosub @MANSON5_2612 
if 
  41@ > 8000 
else_jump @MANSON5_1905 
gosub @MANSON5_11718 

:MANSON5_1905
077E: get_active_interior_to 73@ 
if 
   not 73@ == 0 
else_jump @MANSON5_1959 
00BE: text_clear_all 
04D7: set_actor 42@ locked 1 
0164: disable_marker 58@ 
0164: disable_marker 45@ 
06C9: remove_actor 42@ from_group 
jump @MANSON5_3252 

:MANSON5_1959
jump @MANSON5_1994 

:MANSON5_1966
70@ = 1 
05AA: 71@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
jump @MANSON5_13121 

:MANSON5_1994
jump @MANSON5_1350 

:MANSON5_2001
0871: init_jump_table 74@ total_jumps 2 default_jump 0 @MANSON5_2220 jumps 0 @MANSON5_2064 1 @MANSON5_2166 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 -1 @MANSON5_2220 

:MANSON5_2064
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_2159 
0811: 75@ = actor $PLAYER_ACTOR used_car 
if 
00DB:   actor 42@ in_car 75@ 
else_jump @MANSON5_2159 
if 
  $9321 == 1 
else_jump @MANSON5_2147 
0950: set_trip_skip -126.6673 -1260.804 2.0469 angle 280.0 

:MANSON5_2147
0164: disable_marker 45@ 
74@ += 1 

:MANSON5_2159
jump @MANSON5_2220 

:MANSON5_2166
if 
80DF:   not actor 42@ driving 
else_jump @MANSON5_2213 
0951: disable_trip_skip 
0187: 45@ = create_marker_above_actor 42@ 
07E0: set_marker 45@ type_to 1 
018B: set_marker 45@ radar_mode 2 
74@ -= 1 

:MANSON5_2213
jump @MANSON5_2220 

:MANSON5_2220
return 

:MANSON5_2222
0871: init_jump_table 76@ total_jumps 4 default_jump 0 @MANSON5_2491 jumps 0 @MANSON5_2285 1 @MANSON5_2388 2 @MANSON5_2421 3 @MANSON5_2458 -1 @MANSON5_2491 -1 @MANSON5_2491 -1 @MANSON5_2491 

:MANSON5_2285
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A0: store_actor 42@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $68 $69 and_XY $72 $73 
if 
  $67 > 75.0 
else_jump @MANSON5_2381 
00BC: show_text_highpriority GXT 'MAN5_G1' time 8000 flag 1  // ~s~Don't leave ~b~Madd Dogg~s~ behind you need to take him to the ~y~video shoot~s~.
40@ = 0 
76@ += 1 

:MANSON5_2381
jump @MANSON5_2491 

:MANSON5_2388
if 
  40@ > 20000 
else_jump @MANSON5_2414 
76@ -= 1 

:MANSON5_2414
jump @MANSON5_2491 

:MANSON5_2421
00BC: show_text_highpriority GXT 'MAN5_G2' time 8000 flag 1  // ~s~You need to bring ~b~Madd Dogg~s~ to the ~y~video shoot~s~.
40@ = 0 
76@ += 1 
jump @MANSON5_2491 

:MANSON5_2458
if 
  40@ > 20000 
else_jump @MANSON5_2484 
76@ = 0 

:MANSON5_2484
jump @MANSON5_2491 

:MANSON5_2491
return 

:MANSON5_2493
if 
  55@ == 0 
else_jump @MANSON5_2610 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
8119:   not car 53@ wrecked 
else_jump @MANSON5_2610 
00AA: store_car 53@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $68 $69 and_XY $72 $73 
if 
  $67 > 150.0 
else_jump @MANSON5_2610 
01C3: remove_references_to_car 53@ 
0249: release_model 424 
55@ += 1 

:MANSON5_2610
return 

:MANSON5_2612
0871: init_jump_table 77@ total_jumps 3 default_jump 0 @MANSON5_3250 jumps 0 @MANSON5_2675 1 @MANSON5_2755 2 @MANSON5_2806 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 -1 @MANSON5_3250 

:MANSON5_2675
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 250.0 250.0 
else_jump @MANSON5_2748 
023C: load_special_actor 'OGLOC' as 2 // models 290-299 
0247: load_model 219 
0247: load_model 582 
0247: load_model 539 
77@ += 1 

:MANSON5_2748
jump @MANSON5_3250 

:MANSON5_2755
if or
823D:   not special_actor 2 loaded 
8248:   not model 219 available 
8248:   not model 582 available 
8248:   not model 539 available 
else_jump @MANSON5_2799 
jump @MANSON5_3250 
jump @MANSON5_2806 

:MANSON5_2799
77@ += 1 

:MANSON5_2806
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 150.0 150.0 
else_jump @MANSON5_3243 
009A: 43@ = create_actor_pedtype 23 model 291 at -6.499 -1109.111 6.5441 
0173: set_actor 43@ Z_angle_to 333.1959 
04D7: set_actor 43@ locked 1 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 43@ decision_maker_to 60@ 
0568: set_actor 43@ untargetable 1 
039E: set_actor 43@ locked 1 while_in_car 
009A: 81@ = create_actor_pedtype 24 model 219 at -7.174 -1108.2 6.4475 
0173: set_actor 81@ Z_angle_to 210.4687 
04D7: set_actor 81@ locked 1 
02AB: set_actor 81@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 82@ = create_car 582 at -12.3019 -1108.927 6.837 
0175: set_car 82@ Z_angle_to 153.1079 
0519: set_car 82@ locked 1 
0229: set_car 82@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 82@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 47@ = create_car 539 at -7.4398 -1116.85 7.0583 
0175: set_car 47@ Z_angle_to 278.5895 
0519: set_car 47@ locked 1 
0229: set_car 47@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 47@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 48@ = create_car 539 at -4.862 -1120.453 7.0799 
0175: set_car 48@ Z_angle_to 266.0038 
0519: set_car 48@ locked 1 
0229: set_car 48@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 48@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 49@ = create_car 539 at -7.0309 -1111.909 6.726 
0175: set_car 49@ Z_angle_to 269.4002 
0519: set_car 49@ locked 1 
0229: set_car 49@ primary_color_to 8 secondary_color_to 0 
02AC: set_car 49@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
77@ += 1 

:MANSON5_3243
jump @MANSON5_3250 

:MANSON5_3250
return 

:MANSON5_3252
wait 0 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_3376 
09E8: 73@ = actor $PLAYER_ACTOR active_interior 
if 
  73@ == 0 
else_jump @MANSON5_3369 
04D7: set_actor 42@ locked 0 
087F: set_actor 42@ never_leave_group 1 
0631: put_actor 42@ in_group 59@ 
0187: 45@ = create_marker_above_actor 42@ 
07E0: set_marker 45@ type_to 1 
018B: set_marker 45@ radar_mode 2 
018A: 58@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
jump @MANSON5_1350 

:MANSON5_3369
jump @MANSON5_3404 

:MANSON5_3376
70@ = 1 
05AA: 71@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
jump @MANSON5_13121 

:MANSON5_3404
jump @MANSON5_3252 

:MANSON5_3411
if 
  3 > 77@ 
else_jump @MANSON5_3447 
wait 0 
gosub @MANSON5_2612 
jump @MANSON5_3411 

:MANSON5_3447
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00A6: destroy_car 53@ 
0247: load_model 484 
0247: load_model 453 
0247: load_model #WATERJUMPX2 
07C0: load_path 700 
07C0: load_path 701 

:MANSON5_3487
if or
8248:   not model 484 available 
8248:   not model 453 available 
8248:   not model #WATERJUMPX2 available 
87C1:   not path 700 available 
87C1:   not path 701 available 
else_jump @MANSON5_3534 
wait 0 
jump @MANSON5_3487 

:MANSON5_3534
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_3557 
04D7: set_actor 43@ locked 0 

:MANSON5_3557
if 
8118:   not actor 81@ dead 
else_jump @MANSON5_3580 
04D7: set_actor 81@ locked 0 

:MANSON5_3580
if 
8119:   not car 82@ wrecked 
else_jump @MANSON5_3603 
0519: set_car 82@ locked 0 

:MANSON5_3603
if 
8119:   not car 47@ wrecked 
else_jump @MANSON5_3626 
0519: set_car 47@ locked 0 

:MANSON5_3626
if 
8119:   not car 48@ wrecked 
else_jump @MANSON5_3649 
0519: set_car 48@ locked 0 

:MANSON5_3649
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_3672 
0519: set_car 49@ locked 0 

:MANSON5_3672
if 
  $9321 == 0 
else_jump @MANSON5_3697 
$9321 += 1 

:MANSON5_3697
015F: set_camera_position -5.0753 -1108.265 7.9567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -6.004 -1108.63 7.8925 switchstyle 2 
61@ = 0 
0395: clear_area 1 at -12.3019 -1108.927 6.837 radius 500.0 
0951: disable_trip_skip 
126@ = 6 
127@ = 18 
fade 1 0 
0707: start_scene_skip_to @MANSON5_4643 
40@ = 0 

:MANSON5_3815
if 
  2000 > 40@ 
else_jump @MANSON5_3852 
wait 0 
gosub @MANSON5_11718 
jump @MANSON5_3815 

:MANSON5_3852
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0920: point_camera -6.004 -1108.63 7.8925 transverse_to -5.5642 -1108.835 7.8925 time 2000 smooth_transition 1 
if and
8118:   not actor 43@ dead 
8118:   not actor 42@ dead 
8118:   not actor 81@ dead 
else_jump @MANSON5_3937 
0639: AS_actor 43@ rotate_to_actor 42@ 
0639: AS_actor 81@ rotate_to_actor 42@ 

:MANSON5_3937
40@ = 0 

:MANSON5_3944
if 
  1800 > 40@ 
else_jump @MANSON5_3981 
wait 0 
gosub @MANSON5_11718 
jump @MANSON5_3944 

:MANSON5_3981
if 
8119:   not car 47@ wrecked 
else_jump @MANSON5_4052 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -8.0333 -1118.52 7.0531 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 47@ as_driver -2 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:MANSON5_4052
if and
8118:   not actor 42@ dead 
8119:   not car 48@ wrecked 
else_jump @MANSON5_4128 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point -4.9313 -1122.054 7.0188 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 48@ as_driver -2 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor 42@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:MANSON5_4128
40@ = 0 

:MANSON5_4135
if 
  250 > 40@ 
else_jump @MANSON5_4172 
wait 0 
gosub @MANSON5_11718 
jump @MANSON5_4135 

:MANSON5_4172
if and
8118:   not actor 43@ dead 
8119:   not car 49@ wrecked 
else_jump @MANSON5_4203 
05CB: AS_actor 43@ enter_car 49@ as_driver -2 ms 

:MANSON5_4203
56@ = 0 

:MANSON5_4210
if 
  56@ == 0 
else_jump @MANSON5_4303 
wait 0 
if and
8118:   not actor 43@ dead 
8119:   not car 49@ wrecked 
else_jump @MANSON5_4289 
if 
00DB:   actor 43@ in_car 49@ 
else_jump @MANSON5_4289 
56@ = 1 
04BA: set_car 49@ speed_to 8.0 

:MANSON5_4289
gosub @MANSON5_11718 
jump @MANSON5_4210 

:MANSON5_4303
068D: get_camera_position_to 63@ 64@ 65@ 
068E: get_camera_target_point_to 66@ 67@ 68@ 
0925: restore_camera_to_user_defined 
015F: set_camera_position 63@ 64@ 65@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 66@ 67@ 68@ switchstyle 2 
40@ = 0 
41@ = 0 
56@ = 0 

:MANSON5_4387
if 
  4500 > 40@ 
else_jump @MANSON5_4592 
wait 0 
63@ += 0.0085 
64@ -= 0.05 
66@ += 0.0085 
67@ -= 0.05 
015F: set_camera_position 63@ 64@ 65@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 66@ 67@ 68@ switchstyle 2 
if and
  41@ > 800 
  56@ == 0 
else_jump @MANSON5_4578 
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_4578 
04BA: set_car 49@ speed_to 0.0 
00AB: put_car 49@ at -15.191 -1107.97 7.0385 
0175: set_car 49@ Z_angle_to 345.91 
56@ += 1 

:MANSON5_4578
gosub @MANSON5_11718 
jump @MANSON5_4387 

:MANSON5_4592
40@ = 0 

:MANSON5_4599
if 
  1800 > 40@ 
else_jump @MANSON5_4636 
wait 0 
gosub @MANSON5_11718 
jump @MANSON5_4599 

:MANSON5_4636
61@ = 1 

:MANSON5_4643
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
05AA: 176@s = 'MAN5_FA' // @s = 'short'  // Stay away from me!
04AF: 128@ = 24425 // = constant 
05AA: 178@s = 'MAN5_FB' // @s = 'short'  // I thought we were friends!
04AF: 129@ = 24426 // = constant 
05AA: 180@s = 'MAN5_FC' // @s = 'short'  // You're yesterday's news!
04AF: 130@ = 24427 // = constant 
05AA: 182@s = 'MAN5_FD' // @s = 'short'  // Kids want Loc! LOC!
04AF: 131@ = 24428 // = constant 
05AA: 184@s = 'MAN5_FE' // @s = 'short'  // Madd Dogg ain't nothing!
04AF: 132@ = 24429 // = constant 
05AA: 186@s = 'MAN5_FF' // @s = 'short'  // Madd Dogg, you a drunk ass busta!
04AF: 133@ = 24430 // = constant 
05AA: 188@s = 'MAN5_FG' // @s = 'short'  // The kids, they don't want you no more!
04AF: 134@ = 24431 // = constant 
05AA: 190@s = 'MAN5_FH' // @s = 'short'  // You're washed up, both of you!
04AF: 135@ = 24432 // = constant 
05AA: 192@s = 'MAN5_FJ' // @s = 'short'  // Smoke's gonna deal with you pussies!
04AF: 136@ = 24433 // = constant 
126@ = 8 
127@ = 0 
if 
  61@ == 0 
else_jump @MANSON5_5056 
fade 0 0 
if and
8118:   not actor 43@ dead 
8119:   not car 49@ wrecked 
else_jump @MANSON5_4942 
if 
80DB:   not actor 43@ in_car 49@ 
else_jump @MANSON5_4942 
0687: clear_actor 43@ task 
036A: put_actor 43@ in_car 49@ 

:MANSON5_4942
if and
8118:   not actor 42@ dead 
8119:   not car 48@ wrecked 
else_jump @MANSON5_4995 
if 
80DB:   not actor 42@ in_car 48@ 
else_jump @MANSON5_4995 
0687: clear_actor 42@ task 
036A: put_actor 42@ in_car 48@ 

:MANSON5_4995
if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 47@ wrecked 
else_jump @MANSON5_5048 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @MANSON5_5048 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 47@ 

:MANSON5_5048
0925: restore_camera_to_user_defined 
fade 1 0 

:MANSON5_5056
00BC: show_text_highpriority GXT 'MAN5_G4' time 8000 flag 1  // ~r~OG Loc's~s~ making a run for it, don't let him get away.
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0A6F: checkpoint_save 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
8118:   not actor 81@ dead 
else_jump @MANSON5_5134 
04D7: set_actor 81@ locked 0 
02AB: set_actor 81@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:MANSON5_5134
if 
8119:   not car 82@ wrecked 
else_jump @MANSON5_5177 
0519: set_car 82@ locked 0 
02AC: set_car 82@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 82@ 

:MANSON5_5177
0249: release_model 219 
0249: release_model 582 
if and
8119:   not car 49@ wrecked 
8119:   not car 48@ wrecked 
else_jump @MANSON5_5289 
02AC: set_car 49@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 48@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0971: sync_water 
05EB: assign_car 49@ to_path 700 
05EB: assign_car 48@ to_path 701 
0164: disable_marker 58@ 
0164: disable_marker 45@ 
0186: 46@ = create_marker_above_car 49@ 
0186: 45@ = create_marker_above_car 48@ 
07E0: set_marker 45@ type_to 1 

:MANSON5_5289
if and
8118:   not actor 43@ dead 
8118:   not actor 42@ dead 
8119:   not car 47@ wrecked 
else_jump @MANSON5_5360 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 47@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_5360
00A5: 83@ = create_car 484 at 64.6248 -1577.02 1.0 
0175: set_car 83@ Z_angle_to 120.3362 
0323: enable_boat 83@ anchor 1 
00A5: 84@ = create_car 484 at 33.6099 -1568.462 1.0 
0175: set_car 84@ Z_angle_to 284.2679 
0323: enable_boat 84@ anchor 1 
00A5: 85@ = create_car 453 at 44.502 -1623.984 1.0 
0175: set_car 85@ Z_angle_to 75.0 
0323: enable_boat 85@ anchor 1 
00A5: 86@ = create_car 484 at 27.4441 -1654.804 1.0 
0175: set_car 86@ Z_angle_to 60.0 
0323: enable_boat 86@ anchor 1 
00A5: 87@ = create_car 484 at 65.1404 -1664.87 1.0 
0175: set_car 87@ Z_angle_to 95.0 
0323: enable_boat 87@ anchor 1 
00A5: 88@ = create_car 453 at 53.4007 -1694.957 1.0 
0175: set_car 88@ Z_angle_to 231.9938 
0323: enable_boat 88@ anchor 1 
00A5: 89@ = create_car 453 at 33.4799 -1697.462 1.0 
0175: set_car 89@ Z_angle_to 106.8489 
0323: enable_boat 89@ anchor 1 
00A5: 90@ = create_car 484 at 57.1376 -1767.301 1.0 
0175: set_car 90@ Z_angle_to 286.5185 
0323: enable_boat 90@ anchor 1 
029B: 91@ = init_object #WATERJUMPX2 at 137.9184 -1895.06 0.9 
0177: set_object 91@ Z_angle_to 235.0 
103@ = 0 
105@ = 0 
40@ = 0 
0A6F: checkpoint_save 1 

:MANSON5_5738
wait 0 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_5986 
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_5951 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
gosub @MANSON5_9001 
gosub @MANSON5_9407 
00A0: store_actor 43@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $72 $73 and_XY $68 $69 
if 
  $67 >= 240.0 
else_jump @MANSON5_5882 
70@ = 1 
05AA: 71@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
jump @MANSON5_13121 

:MANSON5_5882
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.3243 -1918.42 11.8624 cornerB 852.5646 -1894.725 13.0 
else_jump @MANSON5_5937 
jump @MANSON5_6021 

:MANSON5_5937
gosub @MANSON5_11718 
jump @MANSON5_5979 

:MANSON5_5951
70@ = 1 
05AA: 71@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
jump @MANSON5_13121 

:MANSON5_5979
jump @MANSON5_6014 

:MANSON5_5986
70@ = 1 
05AA: 71@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
jump @MANSON5_13121 

:MANSON5_6014
jump @MANSON5_5738 

:MANSON5_6021
fade 0 0 
041E: set_radio_station 11 
03DE: set_pedestrians_density_multiplier_to 0.3 
if 
8119:   not car 47@ wrecked 
else_jump @MANSON5_6102 
0224: set_car 47@ health_to 2000 
04BA: set_car 47@ speed_to 0.0 
00AB: put_car 47@ at 824.9831 -1843.146 11.6654 
0175: set_car 47@ Z_angle_to 192.0245 

:MANSON5_6102
if 
8119:   not car 48@ wrecked 
else_jump @MANSON5_6184 
if 
060E:   car 48@ assigned_to_path 
else_jump @MANSON5_6139 
05EC: release_car 48@ from_path 

:MANSON5_6139
04BA: set_car 48@ speed_to 0.0 
00AB: put_car 48@ at 846.0862 -1842.421 11.6367 
0175: set_car 48@ Z_angle_to 170.999 
0164: disable_marker 45@ 

:MANSON5_6184
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_6266 
if 
060E:   car 49@ assigned_to_path 
else_jump @MANSON5_6221 
05EC: release_car 49@ from_path 

:MANSON5_6221
04BA: set_car 49@ speed_to 0.0 
00AB: put_car 49@ at 832.5709 -2045.707 11.8672 
0175: set_car 49@ Z_angle_to 180.0 
0164: disable_marker 46@ 

:MANSON5_6266
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
56@ = 0 

:MANSON5_6278
if 
  8 > 56@ 
else_jump @MANSON5_6319 
01C3: remove_references_to_car 83@(56@,8i) 
56@ += 1 
jump @MANSON5_6278 

:MANSON5_6319
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
0249: release_model 484 
0249: release_model 453 
0249: release_model #WATERJUMPX2 
0873: release_path 700 
0873: release_path 701 
0247: load_model 571 
07C0: load_path 702 
07C0: load_path 703 
07C0: load_path 704 
07C0: load_path 705 

:MANSON5_6374
if or
8248:   not model 571 available 
87C1:   not path 702 available 
87C1:   not path 703 available 
87C1:   not path 704 available 
87C1:   not path 705 available 
else_jump @MANSON5_6421 
wait 0 
jump @MANSON5_6374 

:MANSON5_6421
00A5: 50@ = create_car 571 at 832.4061 -2046.025 11.8672 
0175: set_car 50@ Z_angle_to 343.6256 
00A5: 51@ = create_car 571 at 835.5082 -2047.978 11.8672 
0175: set_car 51@ Z_angle_to 0.0 
00A5: 52@ = create_car 571 at 839.2866 -2050.322 11.8672 
0175: set_car 52@ Z_angle_to 21.8433 
0519: set_car 52@ locked 1 
111@ = 15.0 
112@ = 10.0 
110@ = 15.0 
113@ = 835.5082 
114@ = -2047.978 
115@ = 11.8672 
gosub @MANSON5_10499 
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_6634 
if 
860E:   not car 49@ assigned_to_path 
else_jump @MANSON5_6634 
05EB: assign_car 49@ to_path 702 

:MANSON5_6634
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 1 0 
40@ = 0 

:MANSON5_6658
if 
  1000 > 40@ 
else_jump @MANSON5_6695 
wait 0 
gosub @MANSON5_10499 
jump @MANSON5_6658 

:MANSON5_6695
61@ = 0 
0707: start_scene_skip_to @MANSON5_7384 
40@ = 0 

:MANSON5_6716
if 
  3400 > 40@ 
else_jump @MANSON5_6753 
wait 0 
gosub @MANSON5_10499 
jump @MANSON5_6716 

:MANSON5_6753
if 
8119:   not car 47@ wrecked 
else_jump @MANSON5_6799 
00AB: put_car 47@ at 827.2987 -2036.851 11.8672 
0175: set_car 47@ Z_angle_to 176.431 

:MANSON5_6799
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_6842 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 828.7999 -2036.757 11.8672 
jump @MANSON5_6862 

:MANSON5_6842
00A1: put_actor $PLAYER_ACTOR at 828.7999 -2036.757 11.8672 

:MANSON5_6862
0173: set_actor $PLAYER_ACTOR Z_angle_to 129.8786 
if 
8119:   not car 48@ wrecked 
else_jump @MANSON5_6918 
00AB: put_car 48@ at 846.0646 -2039.737 11.8672 
0175: set_car 48@ Z_angle_to 162.7406 

:MANSON5_6918
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_7007 
if 
00DF:   actor 42@ driving 
else_jump @MANSON5_6977 
0362: remove_actor 42@ from_car_and_place_at 844.8756 -2038.455 11.8672 
jump @MANSON5_6997 

:MANSON5_6977
00A1: put_actor 42@ at 844.8756 -2038.455 11.8672 

:MANSON5_6997
0173: set_actor 42@ Z_angle_to 132.7607 

:MANSON5_7007
56@ = 0 

:MANSON5_7014
if 
  56@ == 0 
else_jump @MANSON5_7089 
wait 0 
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_7075 
if 
860E:   not car 49@ assigned_to_path 
else_jump @MANSON5_7075 
56@ = 1 

:MANSON5_7075
gosub @MANSON5_10499 
jump @MANSON5_7014 

:MANSON5_7089
if and
8118:   not actor 43@ dead 
8119:   not car 52@ wrecked 
else_jump @MANSON5_7146 
0615: define_AS_pack_begin 57@ 
0633: AS_actor -1 exit_car 
05CB: AS_actor -1 enter_car 52@ as_driver -2 ms 
0616: define_AS_pack_end 57@ 
0618: assign_actor 43@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:MANSON5_7146
56@ = 0 

:MANSON5_7153
if 
  56@ == 0 
else_jump @MANSON5_7236 
wait 0 
if and
8118:   not actor 43@ dead 
8119:   not car 52@ wrecked 
else_jump @MANSON5_7222 
if 
00DB:   actor 43@ in_car 52@ 
else_jump @MANSON5_7222 
56@ = 1 

:MANSON5_7222
gosub @MANSON5_10499 
jump @MANSON5_7153 

:MANSON5_7236
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_7276 
if 
860E:   not car 52@ assigned_to_path 
else_jump @MANSON5_7276 
05EB: assign_car 52@ to_path 703 

:MANSON5_7276
if 
8119:   not car 50@ wrecked 
else_jump @MANSON5_7302 
05CB: AS_actor $PLAYER_ACTOR enter_car 50@ as_driver -2 ms 

:MANSON5_7302
if and
8118:   not actor 42@ dead 
8119:   not car 51@ wrecked 
else_jump @MANSON5_7333 
05CB: AS_actor 42@ enter_car 51@ as_driver -2 ms 

:MANSON5_7333
40@ = 0 

:MANSON5_7340
if 
  4500 > 40@ 
else_jump @MANSON5_7377 
wait 0 
gosub @MANSON5_10499 
jump @MANSON5_7340 

:MANSON5_7377
61@ = 1 

:MANSON5_7384
0701: end_scene_skip 
if 
  61@ == 0 
else_jump @MANSON5_7410 
fade 0 0 

:MANSON5_7410
if 
8119:   not car 50@ wrecked 
else_jump @MANSON5_7489 
if 
80DB:   not actor $PLAYER_ACTOR in_car 50@ 
else_jump @MANSON5_7489 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_7481 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7481
036A: put_actor $PLAYER_ACTOR in_car 50@ 

:MANSON5_7489
if 
8119:   not car 47@ wrecked 
else_jump @MANSON5_7535 
00AB: put_car 47@ at 827.2987 -2036.851 11.8672 
0175: set_car 47@ Z_angle_to 176.431 

:MANSON5_7535
if and
8118:   not actor 42@ dead 
8119:   not car 51@ wrecked 
else_jump @MANSON5_7619 
if 
80DB:   not actor 42@ in_car 51@ 
else_jump @MANSON5_7619 
if 
00DF:   actor 42@ driving 
else_jump @MANSON5_7611 
0362: remove_actor 42@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7611
036A: put_actor 42@ in_car 51@ 

:MANSON5_7619
if 
8119:   not car 48@ wrecked 
else_jump @MANSON5_7665 
00AB: put_car 48@ at 846.0646 -2039.737 11.8672 
0175: set_car 48@ Z_angle_to 162.7406 

:MANSON5_7665
if and
8118:   not actor 43@ dead 
8119:   not car 52@ wrecked 
else_jump @MANSON5_7756 
0519: set_car 52@ locked 0 
if 
80DB:   not actor 43@ in_car 52@ 
else_jump @MANSON5_7756 
if 
00DF:   actor 43@ driving 
else_jump @MANSON5_7748 
0362: remove_actor 43@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_7748
036A: put_actor 43@ in_car 52@ 

:MANSON5_7756
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_7793 
if 
060E:   car 49@ assigned_to_path 
else_jump @MANSON5_7793 
06C5: release_car 49@ from_path 

:MANSON5_7793
103@ = 0 
105@ = 0 
102@ = 0.0 
120@ = 0 
125@ = 0 
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_7884 
if 
060E:   car 52@ assigned_to_path 
else_jump @MANSON5_7868 
05EC: release_car 52@ from_path 

:MANSON5_7868
05EB: assign_car 52@ to_path 704 
0186: 46@ = create_marker_above_car 52@ 

:MANSON5_7884
if 
8119:   not car 51@ wrecked 
else_jump @MANSON5_7939 
if 
860E:   not car 51@ assigned_to_path 
else_jump @MANSON5_7924 
05EB: assign_car 51@ to_path 705 

:MANSON5_7924
0186: 45@ = create_marker_above_car 51@ 
07E0: set_marker 45@ type_to 1 

:MANSON5_7939
126@ = 10 
127@ = 4 
fade 1 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MAN5_G5' time 8000 flag 1  // ~s~Chase after ~r~OG Loc~s~ don't lose him.
40@ = 0 

:MANSON5_7997
wait 0 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_8252 
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_8217 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
gosub @MANSON5_9750 
gosub @MANSON5_10156 
gosub @MANSON5_10721 
gosub @MANSON5_11454 
if 
  62@ == 1 
else_jump @MANSON5_8107 
jump @MANSON5_8287 
jump @MANSON5_8203 

:MANSON5_8107
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_8203 
00A0: store_actor 43@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $72 $73 and_XY $68 $69 
if 
  $67 >= 130.0 
else_jump @MANSON5_8203 
70@ = 1 
05AA: 71@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
jump @MANSON5_13121 

:MANSON5_8203
gosub @MANSON5_11718 
jump @MANSON5_8245 

:MANSON5_8217
70@ = 1 
05AA: 71@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
jump @MANSON5_13121 

:MANSON5_8245
jump @MANSON5_8280 

:MANSON5_8252
70@ = 1 
05AA: 71@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
jump @MANSON5_13121 

:MANSON5_8280
jump @MANSON5_7997 

:MANSON5_8287
fade 0 0 
041E: set_radio_station 11 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_8341 
0811: 92@ = actor $PLAYER_ACTOR used_car 
04BA: set_car 92@ speed_to 0.0 

:MANSON5_8341
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_8367 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0249: release_model 183 

:MANSON5_8367
if 
8119:   not car 51@ wrecked 
else_jump @MANSON5_8409 
if 
060E:   car 51@ assigned_to_path 
else_jump @MANSON5_8404 
05EC: release_car 51@ from_path 

:MANSON5_8404
01C3: remove_references_to_car 51@ 

:MANSON5_8409
015F: set_camera_position 1045.371 -1221.84 18.9362 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1046.241 -1221.447 18.6378 switchstyle 2 
03BA: clear_cars_from_cube_cornerA 1071.504 -1195.558 18.6451 cornerB 1044.942 -1242.477 14.9051 
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_8539 
if 
060E:   car 52@ assigned_to_path 
else_jump @MANSON5_8539 
05EE: unfreeze_car 52@ while_on_path 
06FD: set_car 52@ speed_on_path_to 1.0 

:MANSON5_8539
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 1 500 

:MANSON5_8557
if 
fading 
else_jump @MANSON5_8581 
wait 0 
jump @MANSON5_8557 

:MANSON5_8581
0707: start_scene_skip_to @MANSON5_8677 
56@ = 0 

:MANSON5_8595
if 
  56@ == 0 
else_jump @MANSON5_8677 
wait 0 
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_8663 
if 
860E:   not car 52@ assigned_to_path 
else_jump @MANSON5_8656 
56@ = 1 

:MANSON5_8656
jump @MANSON5_8670 

:MANSON5_8663
56@ = 1 

:MANSON5_8670
jump @MANSON5_8595 

:MANSON5_8677
0701: end_scene_skip 
fade 0 0 

:MANSON5_8685
if 
fading 
else_jump @MANSON5_8709 
wait 0 
jump @MANSON5_8685 

:MANSON5_8709
select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BHILL5B' 

:MANSON5_8733
if 
86B9:   not cutscene_data_loaded 
else_jump @MANSON5_8757 
wait 0 
jump @MANSON5_8733 

:MANSON5_8757
02E7: start_cutscene 
fade 1 1000 

:MANSON5_8766
if 
82E9:   not cutscene_reached_end 
else_jump @MANSON5_8790 
wait 0 
jump @MANSON5_8766 

:MANSON5_8790
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:MANSON5_8805
if 
fading 
else_jump @MANSON5_8829 
wait 0 
jump @MANSON5_8805 

:MANSON5_8829
select_interior 0 
03CB: set_rendering_origin_at 1180.732 -1159.114 22.8578 
04E4: refresh_game_renderer_at 1180.732 -1159.114 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @MANSON5_8905 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1180.732 -1159.114 22.8578 
jump @MANSON5_8925 

:MANSON5_8905
0972: put_actor $PLAYER_ACTOR at 1180.732 -1159.114 22.8578 no_offset 

:MANSON5_8925
0173: set_actor $PLAYER_ACTOR Z_angle_to 25.4307 
40@ = 0 

:MANSON5_8942
if 
  400 > 40@ 
else_jump @MANSON5_8972 
wait 0 
jump @MANSON5_8942 

:MANSON5_8972
fade 1 500 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
jump @MANSON5_12914 

:MANSON5_9001
if and
8119:   not car 48@ wrecked 
8118:   not actor 42@ dead 
else_jump @MANSON5_9405 
if 
  103@ == 0 
else_jump @MANSON5_9405 
if 
060E:   car 48@ assigned_to_path 
else_jump @MANSON5_9388 
if 
00F4:   actor 42@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
else_jump @MANSON5_9104 
104@ -= 0.2 
jump @MANSON5_9304 

:MANSON5_9104
0407: store_coords_to 93@ 94@ $74 from_car 48@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 95@ 96@ $74 from_car 48@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 97@ 98@ $74 from_car 48@ with_offset -2.0 2.0 0.0 
0509: 99@ = distance_between_XY 93@ 94@ and_XY $68 $69 
99@ *= 2.0 
0509: 100@ = distance_between_XY 95@ 96@ and_XY $68 $69 
0509: 101@ = distance_between_XY 97@ 98@ and_XY $68 $69 
0087: 69@ = 99@ // (float) 
0063: 69@ -= 100@ // (float) 
0063: 69@ -= 101@ // (float) 
69@ /= 300.0 
69@ *= -1.0 
005B: 104@ += 69@ // (float) 

:MANSON5_9304
if 
  104@ > 1.0 
else_jump @MANSON5_9342 
104@ = 1.0 
jump @MANSON5_9373 

:MANSON5_9342
if 
  0.0 > 104@ 
else_jump @MANSON5_9373 
104@ = 0.0 

:MANSON5_9373
06FD: set_car 48@ speed_on_path_to 104@ 
jump @MANSON5_9405 

:MANSON5_9388
04BA: set_car 48@ speed_to 0.0 
103@ = -1 

:MANSON5_9405
return 

:MANSON5_9407
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_9748 
if 
  105@ == 0 
else_jump @MANSON5_9748 
if 
060E:   car 49@ assigned_to_path 
else_jump @MANSON5_9731 
0407: store_coords_to 93@ 94@ $74 from_car 49@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 95@ 96@ $74 from_car 49@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 97@ 98@ $74 from_car 49@ with_offset -2.0 -11.0 0.0 
0509: 99@ = distance_between_XY 93@ 94@ and_XY $68 $69 
99@ *= 2.0 
0509: 100@ = distance_between_XY 95@ 96@ and_XY $68 $69 
0509: 101@ = distance_between_XY 97@ 98@ and_XY $68 $69 
0087: 69@ = 99@ // (float) 
0063: 69@ -= 100@ // (float) 
0063: 69@ -= 101@ // (float) 
69@ /= 300.0 
005B: 106@ += 69@ // (float) 
if 
  106@ > 1.4 
else_jump @MANSON5_9685 
106@ = 1.4 
jump @MANSON5_9716 

:MANSON5_9685
if 
  0.9 > 106@ 
else_jump @MANSON5_9716 
106@ = 0.9 

:MANSON5_9716
06FD: set_car 49@ speed_on_path_to 106@ 
jump @MANSON5_9748 

:MANSON5_9731
04BA: set_car 49@ speed_to 0.0 
105@ = -1 

:MANSON5_9748
return 

:MANSON5_9750
if and
8119:   not car 51@ wrecked 
8118:   not actor 42@ dead 
else_jump @MANSON5_10154 
if 
  103@ == 0 
else_jump @MANSON5_10154 
if 
060E:   car 51@ assigned_to_path 
else_jump @MANSON5_10137 
if 
00F4:   actor 42@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
else_jump @MANSON5_9853 
104@ -= 0.2 
jump @MANSON5_10053 

:MANSON5_9853
0407: store_coords_to 93@ 94@ $74 from_car 51@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 95@ 96@ $74 from_car 51@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 97@ 98@ $74 from_car 51@ with_offset -2.0 2.0 0.0 
0509: 99@ = distance_between_XY 93@ 94@ and_XY $68 $69 
99@ *= 2.0 
0509: 100@ = distance_between_XY 95@ 96@ and_XY $68 $69 
0509: 101@ = distance_between_XY 97@ 98@ and_XY $68 $69 
0087: 69@ = 99@ // (float) 
0063: 69@ -= 100@ // (float) 
0063: 69@ -= 101@ // (float) 
69@ /= 150.0 
69@ *= -1.0 
005B: 104@ += 69@ // (float) 

:MANSON5_10053
if 
  104@ > 1.05 
else_jump @MANSON5_10091 
104@ = 1.05 
jump @MANSON5_10122 

:MANSON5_10091
if 
  0.0 > 104@ 
else_jump @MANSON5_10122 
104@ = 0.0 

:MANSON5_10122
06FD: set_car 51@ speed_on_path_to 104@ 
jump @MANSON5_10154 

:MANSON5_10137
04BA: set_car 51@ speed_to 0.0 
103@ = -1 

:MANSON5_10154
return 

:MANSON5_10156
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_10497 
if 
  105@ == 0 
else_jump @MANSON5_10497 
if 
060E:   car 52@ assigned_to_path 
else_jump @MANSON5_10480 
0407: store_coords_to 93@ 94@ $74 from_car 52@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 95@ 96@ $74 from_car 52@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 97@ 98@ $74 from_car 52@ with_offset -2.0 -11.0 0.0 
0509: 99@ = distance_between_XY 93@ 94@ and_XY $68 $69 
99@ *= 2.0 
0509: 100@ = distance_between_XY 95@ 96@ and_XY $68 $69 
0509: 101@ = distance_between_XY 97@ 98@ and_XY $68 $69 
0087: 69@ = 99@ // (float) 
0063: 69@ -= 100@ // (float) 
0063: 69@ -= 101@ // (float) 
69@ /= 300.0 
005B: 106@ += 69@ // (float) 
if 
  106@ > 1.2 
else_jump @MANSON5_10434 
106@ = 1.2 
jump @MANSON5_10465 

:MANSON5_10434
if 
  0.6 > 106@ 
else_jump @MANSON5_10465 
106@ = 0.6 

:MANSON5_10465
06FD: set_car 52@ speed_on_path_to 106@ 
jump @MANSON5_10497 

:MANSON5_10480
04BA: set_car 52@ speed_to 0.0 
52@ = -1 

:MANSON5_10497
return 

:MANSON5_10499
0871: init_jump_table 107@ total_jumps 1 default_jump 0 @MANSON5_10600 jumps 0 @MANSON5_10562 -1 @MANSON5_10600 -1 @MANSON5_10600 -1 @MANSON5_10600 -1 @MANSON5_10600 -1 @MANSON5_10600 -1 @MANSON5_10600 

:MANSON5_10562
if 
  255.0 > 111@ 
else_jump @MANSON5_10593 
111@ += 0.35 

:MANSON5_10593
jump @MANSON5_10600 

:MANSON5_10600
02F7: 118@ = cosine 111@ // (float) 
02F6: 119@ = sine 111@ // (float) 
0087: 116@ = 112@ // (float) 
006B: 116@ *= 118@ // (float) 
0087: 117@ = 112@ // (float) 
006B: 117@ *= 119@ // (float) 
0087: 108@ = 113@ // (float) 
005B: 108@ += 116@ // (float) 
0087: 109@ = 114@ // (float) 
005B: 109@ += 117@ // (float) 
015F: set_camera_position 108@ 109@ 110@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 113@ 114@ 115@ switchstyle 2 
return 

:MANSON5_10721
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_11452 
0871: init_jump_table 120@ total_jumps 5 default_jump 0 @MANSON5_11452 jumps 0 @MANSON5_10800 1 @MANSON5_10904 2 @MANSON5_11244 3 @MANSON5_11306 4 @MANSON5_11370 -1 @MANSON5_11452 -1 @MANSON5_11452 

:MANSON5_10800
if 
00EE:   actor 43@ sphere 0 near_point 748.4916 -1812.361 radius 2.0 2.0 in_car 
else_jump @MANSON5_10897 
if 
86BD:   not no_obstacles_between $68 $69 $70 and 748.4916 -1812.361 12.0297 solid 1 car 0 actor 0 object 0 particle 0 
else_jump @MANSON5_10885 

:MANSON5_10885
0247: load_model 588 
120@ += 1 

:MANSON5_10897
jump @MANSON5_11452 

:MANSON5_10904
if 
00EE:   actor 43@ sphere 0 near_point 662.4983 -1791.844 radius 2.0 2.0 in_car 
else_jump @MANSON5_11237 
if 
0248:   model 588 available 
else_jump @MANSON5_11038 
if 
86BD:   not no_obstacles_between $68 $69 $70 and 532.9616 -1768.656 4.698 solid 1 car 0 actor 0 object 0 particle 0 
else_jump @MANSON5_11038 
00A5: 122@ = create_car 588 at 532.9616 -1768.656 4.698 
0175: set_car 122@ Z_angle_to 270.0 

:MANSON5_11038
01E8: create_forbidden_for_cars_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
01E8: create_forbidden_for_cars_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
120@ += 1 

:MANSON5_11237
jump @MANSON5_11452 

:MANSON5_11244
if 
00EE:   actor 43@ sphere 0 near_point 394.1295 -1801.128 radius 2.0 2.0 in_car 
else_jump @MANSON5_11299 
0249: release_model 588 
01C3: remove_references_to_car 122@ 
120@ += 1 

:MANSON5_11299
jump @MANSON5_11452 

:MANSON5_11306
if 
00EE:   actor 43@ sphere 0 near_point 1030.758 -1223.58 radius 2.0 2.0 in_car 
else_jump @MANSON5_11363 
05ED: freeze_car 52@ while_on_path 
120@ += 1 
jump @MANSON5_11370 

:MANSON5_11363
jump @MANSON5_11452 

:MANSON5_11370
if 
8118:   not actor 43@ dead 
else_jump @MANSON5_11445 
00A0: store_actor 43@ position_to $72 $73 $74 
0509: $67 = distance_between_XY $72 $73 and_XY $68 $69 
if 
  40.0 >= $67 
else_jump @MANSON5_11445 
62@ = 1 

:MANSON5_11445
jump @MANSON5_11452 

:MANSON5_11452
return 

:MANSON5_11454
0871: init_jump_table 125@ total_jumps 2 default_jump 0 @MANSON5_11716 jumps 0 @MANSON5_11517 1 @MANSON5_11578 -1 @MANSON5_11716 -1 @MANSON5_11716 -1 @MANSON5_11716 -1 @MANSON5_11716 -1 @MANSON5_11716 

:MANSON5_11517
0509: $67 = distance_between_XY $68 $69 and_XY 1064.547 -1218.083 
if 
  250.0 > $67 
else_jump @MANSON5_11571 
0247: load_model 482 
125@ += 1 

:MANSON5_11571
jump @MANSON5_11716 

:MANSON5_11578
if 
0248:   model 482 available 
else_jump @MANSON5_11709 
0509: $67 = distance_between_XY $68 $69 and_XY 1064.547 -1218.083 
if 
  80.0 > $67 
else_jump @MANSON5_11709 
00A5: 123@ = create_car 482 at 1064.547 -1218.083 15.928 
0175: set_car 123@ Z_angle_to 191.9481 
00A5: 124@ = create_car 482 at 1050.6 -1222.692 15.8704 
0175: set_car 124@ Z_angle_to 111.6362 
125@ += 1 

:MANSON5_11709
jump @MANSON5_11716 

:MANSON5_11716
return 

:MANSON5_11718
0871: init_jump_table 126@ total_jumps 12 default_jump 0 @MANSON5_12912 jumps 0 @MANSON5_11846 1 @MANSON5_11942 2 @MANSON5_11989 3 @MANSON5_12241 4 @MANSON5_12288 5 @MANSON5_12363 6 @MANSON5_12410 
0872: jump_table_jumps 7 @MANSON5_12485 8 @MANSON5_12532 9 @MANSON5_12675 10 @MANSON5_12722 11 @MANSON5_12865 -1 @MANSON5_12912 -1 @MANSON5_12912 -1 @MANSON5_12912 -1 @MANSON5_12912 

:MANSON5_11846
if 
  3 > 127@ 
else_jump @MANSON5_11928 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 152@(127@,24i) 
127@ += 1 
126@ += 1 
jump @MANSON5_11942 

:MANSON5_11928
126@ = 2 
jump @MANSON5_12912 

:MANSON5_11942
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_11982 
126@ = 0 
$1309($1312,2i) = -4 

:MANSON5_11982
jump @MANSON5_12912 

:MANSON5_11989
if 
  77@ == 3 
else_jump @MANSON5_12066 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 120.0 120.0 
else_jump @MANSON5_12066 
126@ += 2 
127@ = 16 
jump @MANSON5_12912 

:MANSON5_12066
if 
  74@ == 1 
else_jump @MANSON5_12166 
if 
  16 > 127@ 
else_jump @MANSON5_12159 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 152@(127@,24i) 
127@ += 1 
126@ += 1 

:MANSON5_12159
jump @MANSON5_12241 

:MANSON5_12166
if 
   not 127@ == 3 
else_jump @MANSON5_12234 
if 
   not 0 > $1309[0] 
else_jump @MANSON5_12209 
$1309[0] = -2 

:MANSON5_12209
if 
   not 0 > $1309[0] 
else_jump @MANSON5_12234 
$1309[1] = -2 

:MANSON5_12234
jump @MANSON5_12912 

:MANSON5_12241
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_12281 
126@ = 2 
$1309($1312,2i) = -4 

:MANSON5_12281
jump @MANSON5_12912 

:MANSON5_12288
if 
  18 > 127@ 
else_jump @MANSON5_12363 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 152@(127@,24i) 
127@ += 1 
126@ += 1 

:MANSON5_12363
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_12403 
126@ = 4 
$1309($1312,2i) = -4 

:MANSON5_12403
jump @MANSON5_12912 

:MANSON5_12410
if 
  24 > 127@ 
else_jump @MANSON5_12485 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 152@(127@,24i) 
127@ += 1 
126@ += 1 

:MANSON5_12485
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_12525 
126@ = 6 
$1309($1312,2i) = -4 

:MANSON5_12525
jump @MANSON5_12912 

:MANSON5_12532
if 
  4 > 127@ 
else_jump @MANSON5_12675 
if 
  40@ > 8000 
else_jump @MANSON5_12675 
if 
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 60.0 60.0 0 
else_jump @MANSON5_12667 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 43@ 
127@ += 1 
126@ += 1 
40@ = 0 
jump @MANSON5_12675 

:MANSON5_12667
40@ = 7000 

:MANSON5_12675
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_12715 
126@ = 8 
$1309($1312,2i) = -4 

:MANSON5_12715
jump @MANSON5_12912 

:MANSON5_12722
if 
  9 > 127@ 
else_jump @MANSON5_12865 
if 
  40@ > 8000 
else_jump @MANSON5_12865 
if 
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 50.0 50.0 0 
else_jump @MANSON5_12857 
008A: $1300 = 128@(127@,24i) // (int) 
05A9: s$1305 = 176@(127@,24s) // s$ 
create_thread @A_ALAP 2 100 43@ 
127@ += 1 
126@ += 1 
40@ = 0 
jump @MANSON5_12865 

:MANSON5_12857
40@ = 7000 

:MANSON5_12865
if 
  $1309($1312,2i) == -3 
else_jump @MANSON5_12905 
126@ = 10 
$1309($1312,2i) = -4 

:MANSON5_12905
jump @MANSON5_12912 

:MANSON5_12912
return 

:MANSON5_12914
$625 += 1 
0318: set_latest_mission_passed 'MAN_5'  // Cut Throat Business
030C: progress_made = 1 
014C: set_parked_car_generator $6632 cars_to_generate_to 101 
014C: set_parked_car_generator $6633 cars_to_generate_to 101 
014C: set_parked_car_generator $6634 cars_to_generate_to 101 
014C: set_parked_car_generator $6635 cars_to_generate_to 101 
014C: set_parked_car_generator $6636 cars_to_generate_to 101 
014C: set_parked_car_generator $6637 cars_to_generate_to 101 
014C: set_parked_car_generator $6638 cars_to_generate_to 101 
014C: set_parked_car_generator $6639 cars_to_generate_to 101 
014C: set_parked_car_generator $6640 cars_to_generate_to 101 
014C: set_parked_car_generator $6641 cars_to_generate_to 101 
014C: set_parked_car_generator $6642 cars_to_generate_to 101 
014C: set_parked_car_generator $6643 cars_to_generate_to 101 
014C: set_parked_car_generator $6644 cars_to_generate_to 101 
014C: set_parked_car_generator $6645 cars_to_generate_to 101 
014C: set_parked_car_generator $6646 cars_to_generate_to 101 
014C: set_parked_car_generator $6647 cars_to_generate_to 101 
014C: set_parked_car_generator $6648 cars_to_generate_to 101 
014C: set_parked_car_generator $6649 cars_to_generate_to 101 
014C: set_parked_car_generator $6650 cars_to_generate_to 101 
014C: set_parked_car_generator $6651 cars_to_generate_to 101 
014C: set_parked_car_generator $6652 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $621 
return 

:MANSON5_13121
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  70@ == 1 
else_jump @MANSON5_13165 
00BC: show_text_highpriority GXT 71@s time 5000 flag 1 

:MANSON5_13165
return 

:MANSON5_13167
if 
0256:   player $PLAYER_CHAR defined 
else_jump @MANSON5_13194 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSON5_13194
create_thread @A_TERM 
03DE: set_pedestrians_density_multiplier_to 1.0 
091D: remove_forbidden_for_boats_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
091D: remove_forbidden_for_boats_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
0164: disable_marker 58@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
if 
8118:   not actor 42@ dead 
else_jump @MANSON5_13437 
06C9: remove_actor 42@ from_group 

:MANSON5_13437
034F: destroy_actor_with_fade 42@ 
034F: destroy_actor_with_fade 43@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 81@ dead 
else_jump @MANSON5_13498 
04D7: set_actor 81@ locked 0 
02AB: set_actor 81@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_13498
01C3: remove_references_to_car 82@ 
if 
8119:   not car 82@ wrecked 
else_jump @MANSON5_13541 
0519: set_car 82@ locked 0 
02AC: set_car 82@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_13541
01C3: remove_references_to_car 47@ 
if 
8119:   not car 48@ wrecked 
else_jump @MANSON5_13583 
if 
060E:   car 48@ assigned_to_path 
else_jump @MANSON5_13583 
05EC: release_car 48@ from_path 

:MANSON5_13583
01C3: remove_references_to_car 48@ 
if 
8119:   not car 49@ wrecked 
else_jump @MANSON5_13625 
if 
060E:   car 49@ assigned_to_path 
else_jump @MANSON5_13625 
05EC: release_car 49@ from_path 

:MANSON5_13625
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
if 
8119:   not car 51@ wrecked 
else_jump @MANSON5_13672 
if 
060E:   car 51@ assigned_to_path 
else_jump @MANSON5_13672 
05EC: release_car 51@ from_path 

:MANSON5_13672
01C3: remove_references_to_car 51@ 
if 
8119:   not car 52@ wrecked 
else_jump @MANSON5_13714 
if 
060E:   car 52@ assigned_to_path 
else_jump @MANSON5_13714 
05EC: release_car 52@ from_path 

:MANSON5_13714
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 122@ 
01C3: remove_references_to_car 123@ 
01C3: remove_references_to_car 124@ 
56@ = 0 

:MANSON5_13746
if 
  8 > 56@ 
else_jump @MANSON5_13787 
01C3: remove_references_to_car 83@(56@,8i) 
56@ += 1 
jump @MANSON5_13746 

:MANSON5_13787
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
0249: release_model 219 
0249: release_model 424 
0249: release_model 539 
0249: release_model 571 
0249: release_model 582 
0249: release_model 484 
0249: release_model 453 
0249: release_model 588 
0249: release_model 482 
0249: release_model #WATERJUMPX2 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 106---------------
// Originally: Beat Down on B Dup

:GROVE1
thread 'GROVE1' 
gosub @GROVE1_608 
if 
wasted_or_busted 
else_jump @GROVE1_38 
gosub @GROVE1_18805 

:GROVE1_38
gosub @GROVE1_18971 
end_thread 

:GROVE1_47
0871: init_jump_table 104@ total_jumps 4 default_jump 0 @GROVE1_606 jumps 0 @GROVE1_110 1 @GROVE1_322 2 @GROVE1_446 3 @GROVE1_548 -1 @GROVE1_606 -1 @GROVE1_606 -1 @GROVE1_606 

:GROVE1_110
05A9: s$9323[0] = 'GRO1_FA' // s$  // What were you thinking back there, bro?
05A9: s$9323[1] = 'GRO1_FB' // s$  // I'm tired, man, I'm real tired.
05A9: s$9323[2] = 'GRO1_FC' // s$  // Tired of putting the work in and still shit don't get better.
05A9: s$9323[3] = 'GRO1_FD' // s$  // Tired of seeing my family fall apart.
05A9: s$9323[4] = 'GRO1_FE' // s$  // Sweet, man, you got more heart than that.
05A9: s$9323[5] = 'GRO1_FF' // s$  // Sure things are screwed up now, but we fittin' to turn a corner, man.
05A9: s$9323[6] = 'GRO1_FG' // s$  // The day is comin' when the Johnson family will be at the top.
05A9: s$9323[7] = 'GRO1_FH' // s$  // And it's coming real soon.
05A9: s$9323[8] = 'GRO1_FJ' // s$  // I hear you, CJ, you're there for us, I know that.
04AF: 105@ = 17432 // = constant 
04AF: 106@ = 17433 // = constant 
04AF: 107@ = 17434 // = constant 
04AF: 108@ = 17435 // = constant 
04AF: 109@ = 17436 // = constant 
04AF: 110@ = 17437 // = constant 
04AF: 111@ = 17438 // = constant 
04AF: 112@ = 17439 // = constant 
04AF: 113@ = 17440 // = constant 
$1446 = 8 
jump @GROVE1_606 

:GROVE1_322
05A9: s$9323[0] = 'GRO1_JA' // s$  // Oh man, Glen Park!
05A9: s$9323[1] = 'GRO1_JB' // s$  // Heart of Kilo Trays country.
05A9: s$9323[2] = 'GRO1_JC' // s$  // Fuck it, I'm down, and that fool had it coming too long.
05A9: s$9323[3] = 'GRO1_JD' // s$  // We'll take the whole neighborhood apart!
05A9: s$9323[4] = 'GRO1_JE' // s$  // Yeah - let's roll.
04AF: 105@ = 17445 // = constant 
04AF: 106@ = 17446 // = constant 
04AF: 107@ = 17447 // = constant 
04AF: 108@ = 17448 // = constant 
04AF: 109@ = 17449 // = constant 
$1446 = 4 
jump @GROVE1_606 

:GROVE1_446
05A9: s$9323[0] = 'GRO1_LA' // s$  // OK, the neighborhood's sewed up now.
05A9: s$9323[1] = 'GRO1_LB' // s$  // No sign of B Dup though, dog.
05A9: s$9323[2] = 'GRO1_LC' // s$  // Check that place over there.
05A9: s$9323[3] = 'GRO1_LD' // s$  // That's it, I know it!
04AF: 105@ = 17452 // = constant 
04AF: 106@ = 17453 // = constant 
04AF: 107@ = 17454 // = constant 
04AF: 108@ = 17455 // = constant 
$1446 = 3 
jump @GROVE1_606 

:GROVE1_548
05A9: s$9323[0] = 'GRO1_KA' // s$  // Hit those Ballas hard!
05A9: s$9323[1] = 'GRO1_KB' // s$  // Johnson boys rollin' through!
04AF: 105@ = 17450 // = constant 
04AF: 106@ = 17451 // = constant 
$1446 = 1 
jump @GROVE1_606 

:GROVE1_606
return 

:GROVE1_608
$ONMISSION = 1 
85@ = 50 
86@ = 50 
87@ = 50 
88@ = 50 
89@ = 0 
$9322 = 1000 
45@ = 0 
49@ = 0 
52@ = 0 
55@ = 0 
58@ = 0 
61@ = 0 
64@ = 0 
68@ = 0 
72@ = 0 
76@ = 0 
78@ = 0 
79@ = 0 
81@ = 0 
82@ = 0 
90@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
99@ = 0 
100@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
increment_mission_attempts 
054C: use_GXT_table 'GROVE1' 
wait 0 
select_interior 3 
02E4: load_cutscene_data 'GROVE1A' 

:GROVE1_1005
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_1029 
wait 0 
jump @GROVE1_1005 

:GROVE1_1029
02E7: start_cutscene 
fade 1 1000 

:GROVE1_1038
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_1062 
wait 0 
jump @GROVE1_1038 

:GROVE1_1062
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GROVE1_1075
if 
fading 
else_jump @GROVE1_1099 
wait 0 
jump @GROVE1_1075 

:GROVE1_1099
02EA: end_cutscene 
select_interior 0 
08F4: set_max_group_members 5 
jump @GROVE1_1224 
018A: 47@ = create_checkpoint_at 0.0 0.0 0.0 
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 69@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 69@ 
0615: define_AS_pack_begin 73@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 77@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 77@ 

:GROVE1_1224
060A: create_decision_maker_type 2 store_to 42@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
0709: set_decision_maker 43@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model 104 
0247: load_model 102 
0247: load_model 355 
0247: load_model 411 
03CF: load_wav 17441 as 2 
038B: load_requested_models 

:GROVE1_1312
if or
823D:   not special_actor 1 loaded 
8248:   not model 355 available 
8248:   not model 104 available 
8248:   not model 102 available 
8248:   not model 411 available 
83D0:   not wav 2 loaded 
else_jump @GROVE1_1360 
wait 0 
jump @GROVE1_1312 

:GROVE1_1360
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
009A: 46@ = create_actor_pedtype 24 model 290 at 2496.633 -1684.573 12.435 
0173: set_actor 46@ Z_angle_to 0.0 
060B: set_actor 46@ decision_maker_to 65542 
0245: set_actor 46@ walk_style_to "GANG2" 
01B2: give_actor 46@ weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor 46@ untargetable 1 
0446: set_actor 46@ dismemberment_possible 0 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
02E2: set_actor 46@ weapon_accuracy_to 90 
0223: set_actor 46@ health_to 1000 
08AF: set_actor 46@ max_health_to 1000 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02AB: set_actor 46@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_1580
if 
   not fading 
else_jump @GROVE1_1604 
wait 0 
jump @GROVE1_1580 

:GROVE1_1604
01B4: set_player $PLAYER_CHAR can_move 1 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_1657 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 
jump @GROVE1_1672 

:GROVE1_1657
02AB: set_actor 46@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GROVE1_1672
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
018A: 97@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
$126 = 1 
40@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
gosub @GROVE1_47 
127@ = 0 
128@ = 0 

:GROVE1_1771
if or
80FE:   not actor $PLAYER_ACTOR sphere $126 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
86EE:   not actor 46@ in_group $PLAYER_GROUP 
   not 128@ == 1 
else_jump @GROVE1_3274 
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @GROVE1_1861 
jump @GROVE1_18889 

:GROVE1_1861
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_1945 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8119:   not car 91@ wrecked 
else_jump @GROVE1_1938 
if 
09D0:   car 91@ on_wheels 
else_jump @GROVE1_1931 
128@ = 1 
jump @GROVE1_1938 

:GROVE1_1931
128@ = 0 

:GROVE1_1938
jump @GROVE1_2047 

:GROVE1_1945
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
else_jump @GROVE1_2040 
if 
06EE:   actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_2026 
128@ = 1 
jump @GROVE1_2033 

:GROVE1_2026
128@ = 0 

:GROVE1_2033
jump @GROVE1_2047 

:GROVE1_2040
128@ = 0 

:GROVE1_2047
if 
  122@ == 0 
else_jump @GROVE1_2102 
if 
  40@ >= 5000 
else_jump @GROVE1_2102 
03D5: remove_text 'GM1_18'  // ~s~Get to ~y~B Dup's~s~ house.
122@ = 1 

:GROVE1_2102
if 
  122@ == 1 
else_jump @GROVE1_2420 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_2364 
if 
06EE:   actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_2254 
if 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_2247 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 46@ on_foot 
else_jump @GROVE1_2219 
gosub @GROVE1_19489 

:GROVE1_2219
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 46@ driving 
else_jump @GROVE1_2247 
gosub @GROVE1_19489 

:GROVE1_2247
jump @GROVE1_2357 

:GROVE1_2254
040D: unload_wav 1 
03D5: remove_text 'GRO1_FA'  // What were you thinking back there, bro?
03D5: remove_text 'GRO1_FB'  // I'm tired, man, I'm real tired.
03D5: remove_text 'GRO1_FC'  // Tired of putting the work in and still shit don't get better.
03D5: remove_text 'GRO1_FD'  // Tired of seeing my family fall apart.
03D5: remove_text 'GRO1_FE'  // Sweet, man, you got more heart than that.
03D5: remove_text 'GRO1_FF'  // Sure things are screwed up now, but we fittin' to turn a corner, man.
03D5: remove_text 'GRO1_FG'  // The day is comin' when the Johnson family will be at the top.
03D5: remove_text 'GRO1_FH'  // And it's coming real soon.
03D5: remove_text 'GRO1_FJ'  // I hear you, CJ, you're there for us, I know that.

:GROVE1_2357
jump @GROVE1_2420 

:GROVE1_2364
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_2413 
0164: disable_marker 47@ 

:GROVE1_2413
jump @GROVE1_18805 

:GROVE1_2420
if 
0118:   actor 46@ dead 
else_jump @GROVE1_2489 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_2475 
0164: disable_marker 47@ 

:GROVE1_2475
jump @GROVE1_18805 
jump @GROVE1_3267 

:GROVE1_2489
0226: $9322 = actor 46@ health 
$9322 /= 10 
if 
  125@ == 1 
else_jump @GROVE1_2555 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_2555 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
125@ = 0 

:GROVE1_2555
if and
86EE:   not actor 46@ in_group $PLAYER_GROUP 
  45@ == 0 
else_jump @GROVE1_2638 
0164: disable_marker 97@ 
0187: 47@ = create_marker_above_actor 46@ 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
$126 = 0 
81@ = 0 
45@ = 1 

:GROVE1_2638
if 
  45@ == 1 
else_jump @GROVE1_3267 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 8.0 8.0 0 
else_jump @GROVE1_3267 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_3106 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_3029 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 92@ = car 91@ max_passengers 
01E9: 93@ = car 91@ num_passengers 
0085: 94@ = 92@ // (int) 
0062: 94@ -= 93@ // (int) 
if 
  94@ >= 1 
else_jump @GROVE1_2861 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
018A: 97@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
$126 = 1 
95@ = 0 
45@ = 0 
jump @GROVE1_3022 

:GROVE1_2861
if 
  95@ == 0 
else_jump @GROVE1_2959 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_2931 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_2931
127@ = 1 
125@ = 1 
95@ = 1 
jump @GROVE1_3022 

:GROVE1_2959
if 
  127@ == 1 
else_jump @GROVE1_3022 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_3022 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_3022
jump @GROVE1_3099 

:GROVE1_3029
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
018A: 97@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
$126 = 1 
45@ = 0 

:GROVE1_3099
jump @GROVE1_3267 

:GROVE1_3106
if 
  81@ == 0 
else_jump @GROVE1_3204 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_3176 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_3176
127@ = 1 
125@ = 1 
81@ = 1 
jump @GROVE1_3267 

:GROVE1_3204
if 
  127@ == 1 
else_jump @GROVE1_3267 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_3267 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_3267
jump @GROVE1_1771 

:GROVE1_3274
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 97@ 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_3344 
02AB: set_actor 46@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @GROVE1_3367 

:GROVE1_3344
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_3367
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_3382
if 
fading 
else_jump @GROVE1_3445 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_3438 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_3438
jump @GROVE1_3382 

:GROVE1_3445
08F5: save_player_group 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 7.0 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GROVE1_3548 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2294.323 -1797.048 12.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
jump @GROVE1_3652 

:GROVE1_3548
00D9: 98@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2294.323 -1797.048 12.586 

:GROVE1_3576
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_3642 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_3635 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_3635
jump @GROVE1_3576 

:GROVE1_3642
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:GROVE1_3652
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_3861 
if 
80DF:   not actor 46@ driving 
else_jump @GROVE1_3750 
0395: clear_area 1 at 2294.323 -1794.911 12.586 radius 3.0 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at 2294.323 -1794.911 12.586 
0173: set_actor 46@ Z_angle_to 270.0 
jump @GROVE1_3854 

:GROVE1_3750
00D9: 98@ = actor 46@ car // add to mission cleanup 
0362: remove_actor 46@ from_car_and_place_at 2294.323 -1794.911 12.586 

:GROVE1_3778
if 
00DF:   actor 46@ driving 
else_jump @GROVE1_3844 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_3837 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_3837
jump @GROVE1_3778 

:GROVE1_3844
0173: set_actor 46@ Z_angle_to 270.0 

:GROVE1_3854
jump @GROVE1_3884 

:GROVE1_3861
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_3884
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 6.0 
if 
056E:   car 98@ defined 
else_jump @GROVE1_3994 
if 
8119:   not car 98@ wrecked 
else_jump @GROVE1_3994 
0395: clear_area 0 at 2299.243 -1784.565 12.591 radius 3.0 
00AB: put_car 98@ at 2299.243 -1784.565 12.591 
0175: set_car 98@ Z_angle_to 0.0 

:GROVE1_3994
03EF: player $PLAYER_CHAR make_safe 
select_interior 3 
02E4: load_cutscene_data 'GROVE1B' 

:GROVE1_4014
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_4038 
wait 0 
jump @GROVE1_4014 

:GROVE1_4038
02E7: start_cutscene 
fade 1 1000 

:GROVE1_4047
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_4071 
wait 0 
jump @GROVE1_4047 

:GROVE1_4071
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GROVE1_4084
if 
fading 
else_jump @GROVE1_4108 
wait 0 
jump @GROVE1_4084 

:GROVE1_4108
02EA: end_cutscene 
select_interior 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
03CB: set_rendering_origin_at 2294.323 -1797.048 12.586 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:GROVE1_4156
if 
fading 
else_jump @GROVE1_4180 
wait 0 
jump @GROVE1_4156 

:GROVE1_4180
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_4218 
02AB: set_actor 46@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @GROVE1_4241 

:GROVE1_4218
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_4241
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BC: show_text_highpriority GXT 'GM1_1' time 5000 flag 1  // ~s~Go to ~y~Glen Park~s~.
02A8: 48@ = create_marker 62 at 1988.316 -1199.675 19.135 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 99@ 
076D: get_zone 'GLN1' gang 7 density_to 100@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
090C: highlight_inactive_gang_zone 'GLN1' as_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
41@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 1 
gosub @GROVE1_47 
127@ = 0 
0A6F: checkpoint_save 1 

:GROVE1_4471
if or
   not 89@ == 1 
86EE:   not actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_5654 
wait 0 
if 
  123@ == 0 
else_jump @GROVE1_4556 
if 
  41@ >= 5000 
else_jump @GROVE1_4556 
03D5: remove_text 'GM1_1'  // ~s~Go to ~y~Glen Park~s~.
123@ = 1 

:GROVE1_4556
if 
  123@ == 1 
else_jump @GROVE1_4831 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_4774 
if 
06EE:   actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_4708 
if 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_4701 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 46@ on_foot 
else_jump @GROVE1_4673 
gosub @GROVE1_19489 

:GROVE1_4673
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 46@ driving 
else_jump @GROVE1_4701 
gosub @GROVE1_19489 

:GROVE1_4701
jump @GROVE1_4767 

:GROVE1_4708
040D: unload_wav 1 
03D5: remove_text 'GRO1_JA'  // Oh man, Glen Park!
03D5: remove_text 'GRO1_JB'  // Heart of Kilo Trays country.
03D5: remove_text 'GRO1_JC'  // Fuck it, I'm down, and that fool had it coming too long.
03D5: remove_text 'GRO1_JD'  // We'll take the whole neighborhood apart!
03D5: remove_text 'GRO1_JE'  // Yeah - let's roll.

:GROVE1_4767
jump @GROVE1_4831 

:GROVE1_4774
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 48@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_4824 
0164: disable_marker 47@ 

:GROVE1_4824
jump @GROVE1_18805 

:GROVE1_4831
if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
else_jump @GROVE1_4870 
89@ = 1 
jump @GROVE1_4877 

:GROVE1_4870
89@ = 0 

:GROVE1_4877
if 
0118:   actor 46@ dead 
else_jump @GROVE1_4946 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_4932 
0164: disable_marker 47@ 

:GROVE1_4932
jump @GROVE1_18805 
jump @GROVE1_5647 

:GROVE1_4946
0226: $9322 = actor 46@ health 
$9322 /= 10 
if 
  125@ == 1 
else_jump @GROVE1_5012 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5012 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
125@ = 0 

:GROVE1_5012
if and
86EE:   not actor 46@ in_group $PLAYER_GROUP 
  45@ == 0 
else_jump @GROVE1_5090 
0187: 47@ = create_marker_above_actor 46@ 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
$126 = 0 
81@ = 0 
45@ = 1 

:GROVE1_5090
if 
  45@ == 1 
else_jump @GROVE1_5647 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 8.0 8.0 0 
else_jump @GROVE1_5647 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_5486 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_5445 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 92@ = car 91@ max_passengers 
01E9: 93@ = car 91@ num_passengers 
0085: 94@ = 92@ // (int) 
0062: 94@ -= 93@ // (int) 
if 
  94@ >= 1 
else_jump @GROVE1_5277 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
$126 = 1 
95@ = 0 
45@ = 0 
jump @GROVE1_5438 

:GROVE1_5277
if 
  95@ == 0 
else_jump @GROVE1_5375 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_5347 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_5347
127@ = 1 
125@ = 1 
95@ = 1 
jump @GROVE1_5438 

:GROVE1_5375
if 
  127@ == 1 
else_jump @GROVE1_5438 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5438 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_5438
jump @GROVE1_5479 

:GROVE1_5445
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
$126 = 1 
45@ = 0 

:GROVE1_5479
jump @GROVE1_5647 

:GROVE1_5486
if 
  81@ == 0 
else_jump @GROVE1_5584 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_5556 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_5556
127@ = 1 
125@ = 1 
81@ = 1 
jump @GROVE1_5647 

:GROVE1_5584
if 
  127@ == 1 
else_jump @GROVE1_5647 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_5647 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_5647
jump @GROVE1_4471 

:GROVE1_5654
00BC: show_text_highpriority GXT 'GM1_3' time 8000 flag 1  // ~s~Attack the Ballas and take over their territory.
41@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 3 
gosub @GROVE1_47 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_5743 
0226: $9322 = actor 46@ health 
jump @GROVE1_5800 

:GROVE1_5743
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 48@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_5793 
0164: disable_marker 47@ 

:GROVE1_5793
jump @GROVE1_18805 

:GROVE1_5800
$9322 /= 10 
03C4: set_status_text $9322 type 1 GXT 'GM1_7' // global_variable  // SWEET
127@ = 0 

:GROVE1_5830
if or
   not 90@ == 1 
86EE:   not actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_7135 
wait 0 
if 
  124@ == 0 
else_jump @GROVE1_5915 
if 
  41@ >= 5000 
else_jump @GROVE1_5915 
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
124@ = 1 

:GROVE1_5915
if 
  124@ == 1 
else_jump @GROVE1_6157 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_6100 
if 
06EE:   actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_6067 
if 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @GROVE1_6060 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 46@ on_foot 
else_jump @GROVE1_6032 
gosub @GROVE1_19489 

:GROVE1_6032
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 46@ driving 
else_jump @GROVE1_6060 
gosub @GROVE1_19489 

:GROVE1_6060
jump @GROVE1_6093 

:GROVE1_6067
040D: unload_wav 1 
03D5: remove_text 'GRO1_KA'  // Hit those Ballas hard!
03D5: remove_text 'GRO1_KB'  // Johnson boys rollin' through!

:GROVE1_6093
jump @GROVE1_6157 

:GROVE1_6100
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 48@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_6150 
0164: disable_marker 47@ 

:GROVE1_6150
jump @GROVE1_18805 

:GROVE1_6157
076D: get_zone 'GLN1' gang 0 density_to 85@ 
076D: get_zone 'GLN1' gang 1 density_to 126@ 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_6258 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_6244 
0164: disable_marker 47@ 

:GROVE1_6244
jump @GROVE1_18805 
jump @GROVE1_6959 

:GROVE1_6258
0226: $9322 = actor 46@ health 
$9322 /= 10 
if 
  125@ == 1 
else_jump @GROVE1_6324 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6324 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
125@ = 0 

:GROVE1_6324
if and
86EE:   not actor 46@ in_group $PLAYER_GROUP 
  45@ == 0 
else_jump @GROVE1_6402 
0187: 47@ = create_marker_above_actor 46@ 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
$126 = 0 
81@ = 0 
45@ = 1 

:GROVE1_6402
if 
  45@ == 1 
else_jump @GROVE1_6959 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 8.0 8.0 0 
else_jump @GROVE1_6959 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_6798 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_6757 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 92@ = car 91@ max_passengers 
01E9: 93@ = car 91@ num_passengers 
0085: 94@ = 92@ // (int) 
0062: 94@ -= 93@ // (int) 
if 
  94@ >= 1 
else_jump @GROVE1_6589 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
$126 = 1 
95@ = 0 
45@ = 0 
jump @GROVE1_6750 

:GROVE1_6589
if 
  95@ == 0 
else_jump @GROVE1_6687 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_6659 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_6659
127@ = 1 
125@ = 1 
95@ = 1 
jump @GROVE1_6750 

:GROVE1_6687
if 
  127@ == 1 
else_jump @GROVE1_6750 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6750 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_6750
jump @GROVE1_6791 

:GROVE1_6757
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
$126 = 1 
45@ = 0 

:GROVE1_6791
jump @GROVE1_6959 

:GROVE1_6798
if 
  81@ == 0 
else_jump @GROVE1_6896 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_6868 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_6868
127@ = 1 
125@ = 1 
81@ = 1 
jump @GROVE1_6959 

:GROVE1_6896
if 
  127@ == 1 
else_jump @GROVE1_6959 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_6959 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_6959
if 
  85@ == 0 
else_jump @GROVE1_6984 
90@ = 1 

:GROVE1_6984
if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
else_jump @GROVE1_7023 
89@ = 1 
jump @GROVE1_7128 

:GROVE1_7023
if 
887A:   not gang_war_in_progress 
else_jump @GROVE1_7121 
if 
06EE:   actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_7114 
if 
  126@ == 0 
else_jump @GROVE1_7114 
if 
  96@ == 0 
else_jump @GROVE1_7114 
00BC: show_text_highpriority GXT 'GM1_16' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
96@ = 1 

:GROVE1_7114
jump @GROVE1_7128 

:GROVE1_7121
96@ = 0 

:GROVE1_7128
jump @GROVE1_5830 

:GROVE1_7135
0164: disable_marker 48@ 
03D5: remove_text 'GM1_16'  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
03D5: remove_text 'GM1_2'  // ~s~You have left ~b~Sweet~s~ behind go get him.
03D5: remove_text 'GM1_4'  // ~r~Sweet's dead!
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
08A3: update_respect_while_on_mission 0 
wait 5000 
gosub @ENTEXT_63 

:GROVE1_7211
if 
   not $37 == 1 
else_jump @GROVE1_7291 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_7277 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0164: disable_marker 47@ 
jump @GROVE1_18805 

:GROVE1_7277
gosub @ENTEXT_63 
jump @GROVE1_7211 

:GROVE1_7291
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_7350 
02AB: set_actor 46@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @GROVE1_7373 

:GROVE1_7350
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_7373
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_7388
if 
fading 
else_jump @GROVE1_7412 
wait 0 
jump @GROVE1_7388 

:GROVE1_7412
08F5: save_player_group 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @GROVE1_7508 
03CB: set_rendering_origin_at 2038.184 -1143.772 23.455 
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2038.184 -1143.772 23.455 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 
jump @GROVE1_7605 

:GROVE1_7508
00D9: 98@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2038.184 -1143.772 23.455 

:GROVE1_7536
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_7595 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_7572 

:GROVE1_7572
if 
0119:   car 98@ wrecked 
else_jump @GROVE1_7588 

:GROVE1_7588
jump @GROVE1_7536 

:GROVE1_7595
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 

:GROVE1_7605
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_7795 
if 
80DF:   not actor 46@ driving 
else_jump @GROVE1_7698 
0395: clear_area 1 at 2037.048 -1144.896 23.487 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2037.048 -1144.896 23.487 
0173: set_actor 46@ Z_angle_to 56.5 
jump @GROVE1_7795 

:GROVE1_7698
00D9: 98@ = actor 46@ car // add to mission cleanup 
0362: remove_actor 46@ from_car_and_place_at 2037.048 -1144.896 23.487 

:GROVE1_7726
if 
00DF:   actor 46@ driving 
else_jump @GROVE1_7785 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_7762 

:GROVE1_7762
if 
0119:   car 98@ wrecked 
else_jump @GROVE1_7778 

:GROVE1_7778
jump @GROVE1_7726 

:GROVE1_7785
0173: set_actor 46@ Z_angle_to 56.5 

:GROVE1_7795
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 6.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2006.356 -1125.663 25.6347 radius 1.0 
015F: set_camera_position 2006.356 -1125.663 25.6347 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2005.666 -1124.966 25.8323 switchstyle 2 
0395: clear_area 0 at 1992.437 -1120.185 25.813 radius 4.0 
00A5: 84@ = create_car 411 at 1992.437 -1120.185 25.813 
0175: set_car 84@ Z_angle_to 260.0 
020A: set_car 84@ door_status_to 2 
04E4: refresh_game_renderer_at 1994.668 -1119.022 
0A0B: set_rendering_origin_at_3D_coord 1994.668 -1119.022 25.813 angle 56.5 
0395: clear_area 0 at 1994.668 -1119.022 25.813 radius 2.0 
009A: 50@ = create_actor_pedtype 25 model 102 at 1994.668 -1119.022 25.813 
01B2: give_actor 50@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 50@ Z_angle_to 207.71 
060B: set_actor 50@ decision_maker_to 43@ 
0605: actor 50@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 50@ maintain_position_when_attacked 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0770: set_actor 50@ target_priority 1 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2005.848 -1116.5 26.179 radius 2.0 
009A: 53@ = create_actor_pedtype 25 model 104 at 2005.848 -1116.5 26.179 
01B2: give_actor 53@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 53@ Z_angle_to 185.395 
060B: set_actor 53@ decision_maker_to 43@ 
0605: actor 53@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 53@ maintain_position_when_attacked 1 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0770: set_actor 53@ target_priority 1 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2002.672 -1116.134 26.172 radius 2.0 
009A: 56@ = create_actor_pedtype 25 model 102 at 2002.672 -1116.134 26.172 
01B2: give_actor 56@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 56@ Z_angle_to 200.691 
060B: set_actor 56@ decision_maker_to 43@ 
0605: actor 56@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 56@ maintain_position_when_attacked 1 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
0770: set_actor 56@ target_priority 1 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 56@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1988.934 -1120.135 25.813 radius 2.0 
009A: 59@ = create_actor_pedtype 25 model 104 at 1988.934 -1120.135 25.813 
01B2: give_actor 59@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 59@ Z_angle_to 220.163 
060B: set_actor 59@ decision_maker_to 43@ 
0350: set_actor 59@ maintain_position_when_attacked 1 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0770: set_actor 59@ target_priority 1 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 59@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0605: actor 56@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0395: clear_area 0 at 1994.062 -1115.618 25.813 radius 2.0 
009A: 62@ = create_actor_pedtype 25 model 104 at 1994.062 -1115.618 25.813 
01B2: give_actor 62@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 235.0 
060B: set_actor 62@ decision_maker_to 42@ 
0350: set_actor 62@ maintain_position_when_attacked 1 
0770: set_actor 62@ target_priority 1 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1997.48 -1114.998 25.813 radius 2.0 
009A: 66@ = create_actor_pedtype 25 model 102 at 1997.48 -1118.998 25.813 
01B2: give_actor 66@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 66@ Z_angle_to 176.0 
060B: set_actor 66@ decision_maker_to 42@ 
0350: set_actor 66@ maintain_position_when_attacked 1 
0770: set_actor 66@ target_priority 1 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2008.344 -1113.057 25.584 radius 2.0 
009A: 70@ = create_actor_pedtype 25 model 104 at 2008.344 -1113.057 25.584 
01B2: give_actor 70@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 70@ Z_angle_to 177.195 
060B: set_actor 70@ decision_maker_to 42@ 
0350: set_actor 70@ maintain_position_when_attacked 1 
0770: set_actor 70@ target_priority 1 
077A: set_actor 70@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 70@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2014.768 -1111.447 25.235 radius 2.0 
009A: 74@ = create_actor_pedtype 25 model 102 at 2014.768 -1111.447 25.235 
01B2: give_actor 74@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 74@ Z_angle_to 164.89 
060B: set_actor 74@ decision_maker_to 42@ 
0770: set_actor 74@ target_priority 1 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 2 
gosub @GROVE1_47 
gosub @GROVE1_19489 

:GROVE1_9102
if 
fading 
else_jump @GROVE1_9126 
wait 0 
jump @GROVE1_9102 

:GROVE1_9126
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_9156 
gosub @GROVE1_19489 
jump @GROVE1_9217 

:GROVE1_9156
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 48@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_9210 
0164: disable_marker 47@ 

:GROVE1_9210
jump @GROVE1_18805 

:GROVE1_9217
0707: start_scene_skip_to @GROVE1_9394 

:GROVE1_9224
if 
   not 101@ == 3 
else_jump @GROVE1_9394 
wait 0 
gosub @GROVE1_20529 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_9283 
gosub @GROVE1_19489 
jump @GROVE1_9344 

:GROVE1_9283
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 48@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_9337 
0164: disable_marker 47@ 

:GROVE1_9337
jump @GROVE1_18805 

:GROVE1_9344
if 
  101@ > 0 
else_jump @GROVE1_9387 
if 
  79@ == 0 
else_jump @GROVE1_9387 
gosub @GROVE1_19164 

:GROVE1_9387
jump @GROVE1_9224 

:GROVE1_9394
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_9421
if 
fading 
else_jump @GROVE1_9445 
wait 0 
jump @GROVE1_9421 

:GROVE1_9445
08F6: restore_player_group 
if 
  52@ == 0 
else_jump @GROVE1_9515 
if 
8118:   not actor 50@ dead 
else_jump @GROVE1_9496 
0187: 51@ = create_marker_above_actor 50@ 
jump @GROVE1_9515 

:GROVE1_9496
0164: disable_marker 51@ 
49@ += 1 
52@ = 1 

:GROVE1_9515
if 
  55@ == 0 
else_jump @GROVE1_9583 
if 
8118:   not actor 53@ dead 
else_jump @GROVE1_9564 
0187: 54@ = create_marker_above_actor 53@ 
jump @GROVE1_9583 

:GROVE1_9564
0164: disable_marker 54@ 
49@ += 1 
55@ = 1 

:GROVE1_9583
if 
  58@ == 0 
else_jump @GROVE1_9651 
if 
8118:   not actor 56@ dead 
else_jump @GROVE1_9632 
0187: 57@ = create_marker_above_actor 56@ 
jump @GROVE1_9651 

:GROVE1_9632
0164: disable_marker 57@ 
49@ += 1 
58@ = 1 

:GROVE1_9651
if 
  61@ == 0 
else_jump @GROVE1_9719 
if 
8118:   not actor 59@ dead 
else_jump @GROVE1_9700 
0187: 60@ = create_marker_above_actor 59@ 
jump @GROVE1_9719 

:GROVE1_9700
0164: disable_marker 60@ 
49@ += 1 
61@ = 1 

:GROVE1_9719
if 
  64@ == 0 
else_jump @GROVE1_9787 
if 
8118:   not actor 62@ dead 
else_jump @GROVE1_9768 
0187: 63@ = create_marker_above_actor 62@ 
jump @GROVE1_9787 

:GROVE1_9768
0164: disable_marker 63@ 
49@ += 1 
64@ = 1 

:GROVE1_9787
if 
  68@ == 0 
else_jump @GROVE1_9855 
if 
8118:   not actor 66@ dead 
else_jump @GROVE1_9836 
0187: 67@ = create_marker_above_actor 66@ 
jump @GROVE1_9855 

:GROVE1_9836
0164: disable_marker 67@ 
49@ += 1 
68@ = 1 

:GROVE1_9855
if 
  72@ == 0 
else_jump @GROVE1_9923 
if 
8118:   not actor 70@ dead 
else_jump @GROVE1_9904 
0187: 71@ = create_marker_above_actor 70@ 
jump @GROVE1_9923 

:GROVE1_9904
0164: disable_marker 71@ 
49@ += 1 
72@ = 1 

:GROVE1_9923
if 
  76@ == 0 
else_jump @GROVE1_9991 
if 
8118:   not actor 74@ dead 
else_jump @GROVE1_9972 
0187: 75@ = create_marker_above_actor 74@ 
jump @GROVE1_9991 

:GROVE1_9972
0164: disable_marker 75@ 
49@ += 1 
76@ = 1 

:GROVE1_9991
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_10014
if 
fading 
else_jump @GROVE1_10038 
wait 0 
jump @GROVE1_10014 

:GROVE1_10038
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_10097 
02AB: set_actor 46@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
jump @GROVE1_10120 

:GROVE1_10097
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_10120
00BC: show_text_highpriority GXT 'GM1_9' time 8000 flag 1  // ~s~Kill B Dup's ~r~Guards~s~!
127@ = 0 
0A6F: checkpoint_save 1 

:GROVE1_10147
if or
   not 49@ == 8 
86EE:   not actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_14459 
wait 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_10260 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_10246 
0164: disable_marker 47@ 

:GROVE1_10246
jump @GROVE1_18805 
jump @GROVE1_11513 

:GROVE1_10260
0226: $9322 = actor 46@ health 
$9322 /= 10 
if 
  125@ == 1 
else_jump @GROVE1_10326 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_10326 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
125@ = 0 

:GROVE1_10326
if and
86EE:   not actor 46@ in_group $PLAYER_GROUP 
  45@ == 0 
else_jump @GROVE1_10572 
0187: 47@ = create_marker_above_actor 46@ 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
$126 = 0 
81@ = 0 
if 
8118:   not actor 50@ dead 
else_jump @GROVE1_10418 
0164: disable_marker 51@ 

:GROVE1_10418
if 
8118:   not actor 53@ dead 
else_jump @GROVE1_10439 
0164: disable_marker 54@ 

:GROVE1_10439
if 
8118:   not actor 56@ dead 
else_jump @GROVE1_10460 
0164: disable_marker 57@ 

:GROVE1_10460
if 
8118:   not actor 59@ dead 
else_jump @GROVE1_10481 
0164: disable_marker 60@ 

:GROVE1_10481
if 
8118:   not actor 62@ dead 
else_jump @GROVE1_10502 
0164: disable_marker 63@ 

:GROVE1_10502
if 
8118:   not actor 66@ dead 
else_jump @GROVE1_10523 
0164: disable_marker 67@ 

:GROVE1_10523
if 
8118:   not actor 70@ dead 
else_jump @GROVE1_10544 
0164: disable_marker 71@ 

:GROVE1_10544
if 
8118:   not actor 74@ dead 
else_jump @GROVE1_10565 
0164: disable_marker 75@ 

:GROVE1_10565
45@ = 1 

:GROVE1_10572
if 
  45@ == 1 
else_jump @GROVE1_11513 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 8.0 8.0 0 
else_jump @GROVE1_11513 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_11352 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_11119 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 92@ = car 91@ max_passengers 
01E9: 93@ = car 91@ num_passengers 
0085: 94@ = 92@ // (int) 
0062: 94@ -= 93@ // (int) 
if 
  94@ >= 1 
else_jump @GROVE1_10951 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
if 
8118:   not actor 50@ dead 
else_jump @GROVE1_10755 
0187: 51@ = create_marker_above_actor 50@ 

:GROVE1_10755
if 
8118:   not actor 53@ dead 
else_jump @GROVE1_10779 
0187: 54@ = create_marker_above_actor 53@ 

:GROVE1_10779
if 
8118:   not actor 56@ dead 
else_jump @GROVE1_10803 
0187: 57@ = create_marker_above_actor 56@ 

:GROVE1_10803
if 
8118:   not actor 59@ dead 
else_jump @GROVE1_10827 
0187: 60@ = create_marker_above_actor 59@ 

:GROVE1_10827
if 
8118:   not actor 62@ dead 
else_jump @GROVE1_10851 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_10851
if 
8118:   not actor 66@ dead 
else_jump @GROVE1_10875 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_10875
if 
8118:   not actor 70@ dead 
else_jump @GROVE1_10899 
0187: 71@ = create_marker_above_actor 70@ 

:GROVE1_10899
if 
8118:   not actor 74@ dead 
else_jump @GROVE1_10923 
0187: 75@ = create_marker_above_actor 74@ 

:GROVE1_10923
$126 = 1 
95@ = 0 
45@ = 0 
jump @GROVE1_11112 

:GROVE1_10951
if 
  95@ == 0 
else_jump @GROVE1_11049 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_11021 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_11021
127@ = 1 
125@ = 1 
95@ = 1 
jump @GROVE1_11112 

:GROVE1_11049
if 
  127@ == 1 
else_jump @GROVE1_11112 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_11112 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_11112
jump @GROVE1_11345 

:GROVE1_11119
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
$126 = 1 
if 
8118:   not actor 50@ dead 
else_jump @GROVE1_11170 
0187: 51@ = create_marker_above_actor 50@ 

:GROVE1_11170
if 
8118:   not actor 53@ dead 
else_jump @GROVE1_11194 
0187: 54@ = create_marker_above_actor 53@ 

:GROVE1_11194
if 
8118:   not actor 56@ dead 
else_jump @GROVE1_11218 
0187: 57@ = create_marker_above_actor 56@ 

:GROVE1_11218
if 
8118:   not actor 59@ dead 
else_jump @GROVE1_11242 
0187: 60@ = create_marker_above_actor 59@ 

:GROVE1_11242
if 
8118:   not actor 62@ dead 
else_jump @GROVE1_11266 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_11266
if 
8118:   not actor 66@ dead 
else_jump @GROVE1_11290 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_11290
if 
8118:   not actor 70@ dead 
else_jump @GROVE1_11314 
0187: 71@ = create_marker_above_actor 70@ 

:GROVE1_11314
if 
8118:   not actor 74@ dead 
else_jump @GROVE1_11338 
0187: 75@ = create_marker_above_actor 74@ 

:GROVE1_11338
45@ = 0 

:GROVE1_11345
jump @GROVE1_11513 

:GROVE1_11352
if 
  81@ == 0 
else_jump @GROVE1_11450 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_11422 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_11422
127@ = 1 
125@ = 1 
81@ = 1 
jump @GROVE1_11513 

:GROVE1_11450
if 
  127@ == 1 
else_jump @GROVE1_11513 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_11513 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_11513
if 
  52@ == 0 
else_jump @GROVE1_11875 
if 
0118:   actor 50@ dead 
else_jump @GROVE1_11573 
0164: disable_marker 51@ 
49@ += 1 
52@ = 1 
jump @GROVE1_11875 

:GROVE1_11573
if 
  78@ == 0 
else_jump @GROVE1_11639 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
0364:   actor 50@ spotted_actor $PLAYER_ACTOR 
031D:   actor 50@ hit_by_weapon 57 
else_jump @GROVE1_11632 
78@ = 1 

:GROVE1_11632
jump @GROVE1_11875 

:GROVE1_11639
if 
0104:   actor $PLAYER_ACTOR near_actor 50@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_11824 
if 
0104:   actor $PLAYER_ACTOR near_actor 50@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_11763 
if 
  130@ == 0 
else_jump @GROVE1_11756 
0687: clear_actor 50@ task 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 50@ stay_put 1 
130@ = 1 

:GROVE1_11756
jump @GROVE1_11817 

:GROVE1_11763
if 
  129@ == 0 
else_jump @GROVE1_11817 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 1 
099F: AS_actor 50@ ignore_weapon_range 1 
074D: AS_actor 50@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
129@ = 1 

:GROVE1_11817
jump @GROVE1_11875 

:GROVE1_11824
if or
  129@ == 1 
  130@ == 1 
else_jump @GROVE1_11875 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 1 
130@ = 0 
129@ = 0 

:GROVE1_11875
if 
  55@ == 0 
else_jump @GROVE1_12237 
if 
0118:   actor 53@ dead 
else_jump @GROVE1_11935 
0164: disable_marker 54@ 
49@ += 1 
55@ = 1 
jump @GROVE1_12237 

:GROVE1_11935
if 
  78@ == 0 
else_jump @GROVE1_12001 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 53@ 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
031D:   actor 53@ hit_by_weapon 57 
else_jump @GROVE1_11994 
78@ = 1 

:GROVE1_11994
jump @GROVE1_12237 

:GROVE1_12001
if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12186 
if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12125 
if 
  132@ == 0 
else_jump @GROVE1_12118 
0687: clear_actor 53@ task 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 53@ stay_put 1 
132@ = 1 

:GROVE1_12118
jump @GROVE1_12179 

:GROVE1_12125
if 
  131@ == 0 
else_jump @GROVE1_12179 
0687: clear_actor 53@ task 
0638: AS_actor 53@ stay_put 1 
099F: AS_actor 53@ ignore_weapon_range 1 
074D: AS_actor 53@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
131@ = 1 

:GROVE1_12179
jump @GROVE1_12237 

:GROVE1_12186
if or
  131@ == 1 
  132@ == 1 
else_jump @GROVE1_12237 
0687: clear_actor 53@ task 
0638: AS_actor 53@ stay_put 1 
132@ = 0 
131@ = 0 

:GROVE1_12237
if 
  58@ == 0 
else_jump @GROVE1_12599 
if 
0118:   actor 56@ dead 
else_jump @GROVE1_12297 
0164: disable_marker 57@ 
49@ += 1 
58@ = 1 
jump @GROVE1_12599 

:GROVE1_12297
if 
  78@ == 0 
else_jump @GROVE1_12363 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 56@ 
0364:   actor 56@ spotted_actor $PLAYER_ACTOR 
031D:   actor 56@ hit_by_weapon 57 
else_jump @GROVE1_12356 
78@ = 1 

:GROVE1_12356
jump @GROVE1_12599 

:GROVE1_12363
if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12548 
if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12487 
if 
  134@ == 0 
else_jump @GROVE1_12480 
0687: clear_actor 56@ task 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 56@ stay_put 1 
134@ = 1 

:GROVE1_12480
jump @GROVE1_12541 

:GROVE1_12487
if 
  133@ == 0 
else_jump @GROVE1_12541 
0687: clear_actor 56@ task 
0638: AS_actor 56@ stay_put 1 
099F: AS_actor 56@ ignore_weapon_range 1 
074D: AS_actor 56@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
133@ = 1 

:GROVE1_12541
jump @GROVE1_12599 

:GROVE1_12548
if or
  133@ == 1 
  134@ == 1 
else_jump @GROVE1_12599 
0687: clear_actor 56@ task 
0638: AS_actor 56@ stay_put 1 
134@ = 0 
133@ = 0 

:GROVE1_12599
if 
  61@ == 0 
else_jump @GROVE1_12961 
if 
0118:   actor 59@ dead 
else_jump @GROVE1_12659 
0164: disable_marker 60@ 
49@ += 1 
61@ = 1 
jump @GROVE1_12961 

:GROVE1_12659
if 
  78@ == 0 
else_jump @GROVE1_12725 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 59@ 
0364:   actor 59@ spotted_actor $PLAYER_ACTOR 
031D:   actor 59@ hit_by_weapon 57 
else_jump @GROVE1_12718 
78@ = 1 

:GROVE1_12718
jump @GROVE1_12961 

:GROVE1_12725
if 
0104:   actor $PLAYER_ACTOR near_actor 59@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_12910 
if 
0104:   actor $PLAYER_ACTOR near_actor 59@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_12849 
if 
  136@ == 0 
else_jump @GROVE1_12842 
0687: clear_actor 59@ task 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 59@ stay_put 1 
136@ = 1 

:GROVE1_12842
jump @GROVE1_12903 

:GROVE1_12849
if 
  135@ == 0 
else_jump @GROVE1_12903 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 1 
099F: AS_actor 59@ ignore_weapon_range 1 
074D: AS_actor 59@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
135@ = 1 

:GROVE1_12903
jump @GROVE1_12961 

:GROVE1_12910
if or
  135@ == 1 
  136@ == 1 
else_jump @GROVE1_12961 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 1 
136@ = 0 
135@ = 0 

:GROVE1_12961
if 
  64@ == 0 
else_jump @GROVE1_13323 
if 
0118:   actor 62@ dead 
else_jump @GROVE1_13021 
0164: disable_marker 63@ 
49@ += 1 
64@ = 1 
jump @GROVE1_13323 

:GROVE1_13021
if 
  78@ == 0 
else_jump @GROVE1_13087 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
else_jump @GROVE1_13080 
78@ = 1 

:GROVE1_13080
jump @GROVE1_13323 

:GROVE1_13087
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13272 
if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13211 
if 
  138@ == 0 
else_jump @GROVE1_13204 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 62@ stay_put 1 
138@ = 1 

:GROVE1_13204
jump @GROVE1_13265 

:GROVE1_13211
if 
  137@ == 0 
else_jump @GROVE1_13265 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
099F: AS_actor 62@ ignore_weapon_range 1 
074D: AS_actor 62@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
137@ = 1 

:GROVE1_13265
jump @GROVE1_13323 

:GROVE1_13272
if or
  137@ == 1 
  138@ == 1 
else_jump @GROVE1_13323 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
138@ = 0 
137@ = 0 

:GROVE1_13323
if 
  68@ == 0 
else_jump @GROVE1_13685 
if 
0118:   actor 66@ dead 
else_jump @GROVE1_13383 
0164: disable_marker 67@ 
49@ += 1 
68@ = 1 
jump @GROVE1_13685 

:GROVE1_13383
if 
  78@ == 0 
else_jump @GROVE1_13449 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
else_jump @GROVE1_13442 
78@ = 1 

:GROVE1_13442
jump @GROVE1_13685 

:GROVE1_13449
if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13634 
if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13573 
if 
  140@ == 0 
else_jump @GROVE1_13566 
0687: clear_actor 66@ task 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 66@ stay_put 1 
140@ = 1 

:GROVE1_13566
jump @GROVE1_13627 

:GROVE1_13573
if 
  139@ == 0 
else_jump @GROVE1_13627 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
099F: AS_actor 66@ ignore_weapon_range 1 
074D: AS_actor 66@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
139@ = 1 

:GROVE1_13627
jump @GROVE1_13685 

:GROVE1_13634
if or
  139@ == 1 
  140@ == 1 
else_jump @GROVE1_13685 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
140@ = 0 
139@ = 0 

:GROVE1_13685
if 
  72@ == 0 
else_jump @GROVE1_14047 
if 
0118:   actor 70@ dead 
else_jump @GROVE1_13745 
0164: disable_marker 71@ 
49@ += 1 
72@ = 1 
jump @GROVE1_14047 

:GROVE1_13745
if 
  78@ == 0 
else_jump @GROVE1_13811 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 70@ 
0364:   actor 70@ spotted_actor $PLAYER_ACTOR 
031D:   actor 70@ hit_by_weapon 57 
else_jump @GROVE1_13804 
78@ = 1 

:GROVE1_13804
jump @GROVE1_14047 

:GROVE1_13811
if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_13996 
if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_13935 
if 
  142@ == 0 
else_jump @GROVE1_13928 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 70@ stay_put 1 
142@ = 1 

:GROVE1_13928
jump @GROVE1_13989 

:GROVE1_13935
if 
  141@ == 0 
else_jump @GROVE1_13989 
0687: clear_actor 70@ task 
0638: AS_actor 70@ stay_put 1 
099F: AS_actor 70@ ignore_weapon_range 1 
074D: AS_actor 70@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
141@ = 1 

:GROVE1_13989
jump @GROVE1_14047 

:GROVE1_13996
if or
  141@ == 1 
  142@ == 1 
else_jump @GROVE1_14047 
0687: clear_actor 70@ task 
0638: AS_actor 70@ stay_put 1 
142@ = 0 
141@ = 0 

:GROVE1_14047
if 
  76@ == 0 
else_jump @GROVE1_14409 
if 
0118:   actor 74@ dead 
else_jump @GROVE1_14107 
0164: disable_marker 75@ 
49@ += 1 
76@ = 1 
jump @GROVE1_14409 

:GROVE1_14107
if 
  78@ == 0 
else_jump @GROVE1_14173 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 74@ 
0364:   actor 74@ spotted_actor $PLAYER_ACTOR 
031D:   actor 74@ hit_by_weapon 57 
else_jump @GROVE1_14166 
78@ = 1 

:GROVE1_14166
jump @GROVE1_14409 

:GROVE1_14173
if 
0104:   actor $PLAYER_ACTOR near_actor 74@ radius 100.0 100.0 30.0 sphere 0 
else_jump @GROVE1_14358 
if 
0104:   actor $PLAYER_ACTOR near_actor 74@ radius 29.0 29.0 30.0 sphere 0 
else_jump @GROVE1_14297 
if 
  144@ == 0 
else_jump @GROVE1_14290 
0687: clear_actor 74@ task 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 74@ stay_put 1 
144@ = 1 

:GROVE1_14290
jump @GROVE1_14351 

:GROVE1_14297
if 
  143@ == 0 
else_jump @GROVE1_14351 
0687: clear_actor 74@ task 
0638: AS_actor 74@ stay_put 1 
099F: AS_actor 74@ ignore_weapon_range 1 
074D: AS_actor 74@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
143@ = 1 

:GROVE1_14351
jump @GROVE1_14409 

:GROVE1_14358
if or
  143@ == 1 
  144@ == 1 
else_jump @GROVE1_14409 
0687: clear_actor 74@ task 
0638: AS_actor 74@ stay_put 1 
144@ = 0 
143@ = 0 

:GROVE1_14409
if 
  78@ == 1 
else_jump @GROVE1_14452 
if 
  79@ == 0 
else_jump @GROVE1_14452 
gosub @GROVE1_19164 

:GROVE1_14452
jump @GROVE1_10147 

:GROVE1_14459
040D: unload_wav 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_15' time 8000 flag 1  // ~s~Go and confront ~y~B Dup~s~.
018A: 44@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$126 = 1 
127@ = 0 

:GROVE1_14515
if or
80FF:   not actor $PLAYER_ACTOR sphere $126 in_sphere 2000.269 -1117.084 25.821 radius 2.0 2.0 2.0 on_foot 
86EE:   not actor 46@ in_group $PLAYER_GROUP 
else_jump @GROVE1_15398 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_14645 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
if 
  45@ == 1 
else_jump @GROVE1_14631 
0164: disable_marker 47@ 

:GROVE1_14631
jump @GROVE1_18805 
jump @GROVE1_15391 

:GROVE1_14645
0226: $9322 = actor 46@ health 
$9322 /= 10 
if 
  125@ == 1 
else_jump @GROVE1_14711 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_14711 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
125@ = 0 

:GROVE1_14711
if and
86EE:   not actor 46@ in_group $PLAYER_GROUP 
  45@ == 0 
else_jump @GROVE1_14794 
0164: disable_marker 44@ 
0187: 47@ = create_marker_above_actor 46@ 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
$126 = 0 
81@ = 0 
45@ = 1 

:GROVE1_14794
if 
  45@ == 1 
else_jump @GROVE1_15391 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 8.0 8.0 0 
else_jump @GROVE1_15391 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @GROVE1_15230 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE1_15169 
00D9: 91@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 92@ = car 91@ max_passengers 
01E9: 93@ = car 91@ num_passengers 
0085: 94@ = 92@ // (int) 
0062: 94@ -= 93@ // (int) 
if 
  94@ >= 1 
else_jump @GROVE1_15001 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
018A: 44@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$126 = 1 
95@ = 0 
45@ = 0 
jump @GROVE1_15162 

:GROVE1_15001
if 
  95@ == 0 
else_jump @GROVE1_15099 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_15071 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_15071
127@ = 1 
125@ = 1 
95@ = 1 
jump @GROVE1_15162 

:GROVE1_15099
if 
  127@ == 1 
else_jump @GROVE1_15162 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_15162 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_15162
jump @GROVE1_15223 

:GROVE1_15169
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 46@ in_group $PLAYER_GROUP 
0164: disable_marker 47@ 
018A: 44@ = create_checkpoint_at 2000.269 -1117.084 25.821 
$126 = 1 
45@ = 0 

:GROVE1_15223
jump @GROVE1_15391 

:GROVE1_15230
if 
  81@ == 0 
else_jump @GROVE1_15328 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_15300 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // Dude, get a grip, we can't take that!
0967: actor 46@ move_mouth 999999 ms 
0A09: set_actor 46@ muted 1 // versionB 

:GROVE1_15300
127@ = 1 
125@ = 1 
81@ = 1 
jump @GROVE1_15391 

:GROVE1_15328
if 
  127@ == 1 
else_jump @GROVE1_15391 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_15391 
0968: actor 46@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // Dude, get a grip, we can't take that!
0A09: set_actor 46@ muted 0 // versionB 
127@ = 0 

:GROVE1_15391
jump @GROVE1_14515 

:GROVE1_15398
0151: remove_status_text $9322 
0164: disable_marker 44@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_15469 
02AB: set_actor 46@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @GROVE1_15492 

:GROVE1_15469
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_15492
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_15507
if 
fading 
else_jump @GROVE1_15531 
wait 0 
jump @GROVE1_15507 

:GROVE1_15531
08F5: save_player_group 
009B: destroy_actor 46@ 
0249: release_model 104 
0249: release_model 102 
0249: release_model 355 
select_interior 11 
03EF: player $PLAYER_CHAR make_safe 
00A1: put_actor $PLAYER_ACTOR at 1044.88 -1334.32 12.55 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_15595
if 
fading 
else_jump @GROVE1_15619 
wait 0 
jump @GROVE1_15595 

:GROVE1_15619
select_interior 2 
02E4: load_cutscene_data 'GROVE1C' 

:GROVE1_15634
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE1_15658 
wait 0 
jump @GROVE1_15634 

:GROVE1_15658
02E7: start_cutscene 
fade 1 1000 

:GROVE1_15667
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE1_15691 
wait 0 
jump @GROVE1_15667 

:GROVE1_15691
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:GROVE1_15704
if 
fading 
else_jump @GROVE1_15728 
wait 0 
jump @GROVE1_15704 

:GROVE1_15728
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
select_interior 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'BBTHIN' as 2 // models 290-299 
04ED: load_animation "GANGS" 
03CF: load_wav 17405 as 1 
03CF: load_wav 17406 as 2 

:GROVE1_15790
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
else_jump @GROVE1_15837 
wait 0 
jump @GROVE1_15790 

:GROVE1_15837
02A3: enable_widescreen 1 
022B: create_forbidden_for_peds_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0395: clear_area 0 at 2003.217 -1132.552 24.278 radius 2.0 
00A5: 83@ = create_car 411 at 2003.217 -1132.552 24.278 
02AC: set_car 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 83@ Z_angle_to 90.0 
01C8: 80@ = create_actor_pedtype 24 model 291 in_car 83@ passenger_seat 0 
02AB: set_actor 80@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 80@ muted 1 // versionB 
04E4: refresh_game_renderer_at 2002.105 -1129.403 
0395: clear_area 1 at 2002.105 -1129.403 24.484 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2002.105 -1129.403 24.484 
0395: clear_area 1 at 2003.105 -1129.403 24.484 radius 1.0 
009A: 46@ = create_actor_pedtype 24 model 290 at 2003.105 -1129.403 24.484 
02AB: set_actor 46@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor 46@ Z_angle_to 90.0 
0A09: set_actor 46@ muted 1 // versionB 
0395: clear_area 1 at 2016.976 -1130.804 24.62 radius 60.0 
015F: set_camera_position 2006.711 -1126.867 24.6168 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2006.004 -1127.551 24.7956 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 

:GROVE1_16250
if 
fading 
else_jump @GROVE1_16274 
wait 0 
jump @GROVE1_16250 

:GROVE1_16274
0707: start_scene_skip_to @GROVE1_18565 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_16371 
0605: actor 46@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BA' time 10000 flag 1  // I got Bear's back, man.
0967: actor 46@ move_mouth 999999 ms 
jump @GROVE1_16404 

:GROVE1_16371
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_16404
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE1_16441
if 
83D2:   not wav 1 ended 
else_jump @GROVE1_16614 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_16509 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_16509
if 
0118:   actor 80@ dead 
else_jump @GROVE1_16558 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_16558
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_16607 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_16607
jump @GROVE1_16441 

:GROVE1_16614
040D: unload_wav 1 
03D5: remove_text 'GRO1_BA'  // I got Bear's back, man.
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_16657 
0968: actor 46@ stop_mouth 
jump @GROVE1_16690 

:GROVE1_16657
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_16690
03CF: load_wav 17407 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BB' time 10000 flag 1  // A'ight. I'll see you in a minute Bear!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:GROVE1_16727
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @GROVE1_16904 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_16799 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_16799
if 
0118:   actor 80@ dead 
else_jump @GROVE1_16848 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_16848
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_16897 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_16897
jump @GROVE1_16727 

:GROVE1_16904
03D5: remove_text 'GRO1_BB'  // A'ight. I'll see you in a minute Bear!
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 17408 as 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BC' time 10000 flag 1  // Where we going, Sweet?
if 
8118:   not actor 80@ dead 
else_jump @GROVE1_16984 
0967: actor 80@ move_mouth 999999 ms 
jump @GROVE1_17017 

:GROVE1_16984
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17017
05D4: AS_actor $PLAYER_ACTOR rotate_angle 180.0 
if 
8119:   not car 83@ wrecked 
else_jump @GROVE1_17106 
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_17076 
05CB: AS_actor 46@ enter_car 83@ as_driver -1 ms 
jump @GROVE1_17099 

:GROVE1_17076
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_17099
jump @GROVE1_17129 

:GROVE1_17106
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17129
if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
else_jump @GROVE1_17333 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_17201 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_17201
if 
0118:   actor 80@ dead 
else_jump @GROVE1_17257 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 
jump @GROVE1_17277 

:GROVE1_17257
if 
03D2:   wav 1 ended 
else_jump @GROVE1_17277 
0968: actor 80@ stop_mouth 

:GROVE1_17277
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_17326 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17326
jump @GROVE1_17129 

:GROVE1_17333
03D5: remove_text 'GRO1_BC'  // Where we going, Sweet?
040D: unload_wav 1 
if 
0118:   actor 80@ dead 
else_jump @GROVE1_17404 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 
jump @GROVE1_17409 

:GROVE1_17404
0968: actor 80@ stop_mouth 

:GROVE1_17409
03CF: load_wav 17409 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BD' time 10000 flag 1  // Someplace where we can get old Bear back!
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_17469 
0967: actor 46@ move_mouth 999999 ms 
jump @GROVE1_17502 

:GROVE1_17469
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_17502
if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
else_jump @GROVE1_17706 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_17581 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 
jump @GROVE1_17601 

:GROVE1_17581
if 
03D2:   wav 2 ended 
else_jump @GROVE1_17601 
0968: actor 46@ stop_mouth 

:GROVE1_17601
if 
0118:   actor 80@ dead 
else_jump @GROVE1_17650 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17650
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_17699 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17699
jump @GROVE1_17502 

:GROVE1_17706
03D5: remove_text 'GRO1_BD'  // Someplace where we can get old Bear back!
040D: unload_wav 2 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_17777 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 
jump @GROVE1_17782 

:GROVE1_17777
0968: actor 46@ stop_mouth 

:GROVE1_17782
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BE' time 10000 flag 1  // A'ight. I'm down for that...
if 
8118:   not actor 80@ dead 
else_jump @GROVE1_17835 
0967: actor 80@ move_mouth 999999 ms 
jump @GROVE1_17868 

:GROVE1_17835
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17868
if 
80DF:   not actor 46@ driving 
else_jump @GROVE1_18129 
wait 0 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_17975 
03D5: remove_text 'GRO1_BE'  // A'ight. I'm down for that...
if 
8118:   not actor 80@ dead 
else_jump @GROVE1_17942 
0968: actor 80@ stop_mouth 
jump @GROVE1_17975 

:GROVE1_17942
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_17975
if 
0118:   actor 46@ dead 
else_jump @GROVE1_18024 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_18024
if 
0118:   actor 80@ dead 
else_jump @GROVE1_18073 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18073
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_18122 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18122
jump @GROVE1_17868 

:GROVE1_18129
if 
8119:   not car 83@ wrecked 
else_jump @GROVE1_18189 
00AE: set_car 83@ traffic_behaviour_to 2 
00AD: set_car 83@ max_speed_to 30.0 
00A7: car 83@ drive_to 1946.0 -1132.0 25.0 
jump @GROVE1_18222 

:GROVE1_18189
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18222
if 
83D2:   not wav 1 ended 
else_jump @GROVE1_18395 
wait 0 
if 
0118:   actor 46@ dead 
else_jump @GROVE1_18290 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
jump @GROVE1_18805 

:GROVE1_18290
if 
0118:   actor 80@ dead 
else_jump @GROVE1_18339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18339
if 
0119:   car 83@ wrecked 
else_jump @GROVE1_18388 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18388
jump @GROVE1_18222 

:GROVE1_18395
03D5: remove_text 'GRO1_BE'  // A'ight. I'm down for that...
040D: unload_wav 1 
040D: unload_wav 2 
if 
8118:   not actor 80@ dead 
else_jump @GROVE1_18442 
0968: actor 80@ stop_mouth 
jump @GROVE1_18475 

:GROVE1_18442
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
jump @GROVE1_18805 

:GROVE1_18475
wait 2000 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 46@ 
00A6: destroy_car 83@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
82@ = 1 

:GROVE1_18565
0701: end_scene_skip 
if 
  82@ == 0 
else_jump @GROVE1_18762 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE1_18610
if 
fading 
else_jump @GROVE1_18634 
wait 0 
jump @GROVE1_18610 

:GROVE1_18634
08F6: restore_player_group 
02A3: enable_widescreen 0 
00BE: text_clear_all 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 46@ 
00A6: destroy_car 83@ 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE1_18738
if 
fading 
else_jump @GROVE1_18762 
wait 0 
jump @GROVE1_18738 

:GROVE1_18762
02A3: enable_widescreen 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
jump @GROVE1_18889 

:GROVE1_18805
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 99@ 
076C: set_zone 'GLN1' gang 7 density_to 100@ 
08A3: update_respect_while_on_mission 0 
return 

:GROVE1_18889
$626 += 1 
0318: set_latest_mission_passed 'GROVE_1'  // Beat Down on B Dup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $622 
0164: disable_marker $438 
02A7: $622 = create_icon_marker_and_sphere $624 at $461 $462 $463 
return 

:GROVE1_18971
034F: destroy_actor_with_fade 46@ 
$ONMISSION = 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
select_interior 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
01BD: $183 = current_time_in_ms 
0151: remove_status_text $9322 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model 104 
0249: release_model 102 
0249: release_model 355 
0249: release_model 411 
04EF: release_animation "GANGS" 
0164: disable_marker 97@ 
0164: disable_marker 48@ 
0164: disable_marker 47@ 
0164: disable_marker 44@ 
0164: disable_marker 51@ 
0164: disable_marker 54@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 67@ 
0164: disable_marker 71@ 
0164: disable_marker 75@ 
061B: remove_references_to_AS_pack 65@ 
061B: remove_references_to_AS_pack 69@ 
061B: remove_references_to_AS_pack 73@ 
061B: remove_references_to_AS_pack 77@ 
065C: release_decision_maker 43@ 
065C: release_decision_maker 42@ 
08A3: update_respect_while_on_mission 0 
mission_cleanup 
return 

:GROVE1_19164
if 
8118:   not actor 62@ dead 
else_jump @GROVE1_19243 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 1996.934 -1122.258 25.76 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 65@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:GROVE1_19243
if 
8118:   not actor 66@ dead 
else_jump @GROVE1_19322 
0615: define_AS_pack_begin 69@ 
05D3: AS_actor -1 goto_point 2004.069 -1122.884 25.584 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 69@ 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:GROVE1_19322
if 
8118:   not actor 70@ dead 
else_jump @GROVE1_19401 
0615: define_AS_pack_begin 73@ 
05D3: AS_actor -1 goto_point 2006.758 -1122.695 25.493 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 73@ 
0687: clear_actor 70@ task 
0618: assign_actor 70@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 

:GROVE1_19401
if 
8118:   not actor 74@ dead 
else_jump @GROVE1_19480 
0615: define_AS_pack_begin 77@ 
05D3: AS_actor -1 goto_point 2015.458 -1121.923 25.243 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 77@ 
0687: clear_actor 74@ task 
0618: assign_actor 74@ to_AS_pack 77@ 
061B: remove_references_to_AS_pack 77@ 

:GROVE1_19480
79@ = 1 
return 

:GROVE1_19489
if or
  102@ == 0 
  102@ == 1 
else_jump @GROVE1_19540 
if 
002E:   $1446 >= 101@ // (int) 
else_jump @GROVE1_19540 
gosub @GROVE1_19605 

:GROVE1_19540
if 
  102@ == 2 
else_jump @GROVE1_19603 
if 
03D2:   wav 1 ended 
else_jump @GROVE1_19603 
gosub @GROVE1_20146 
102@ = 0 
101@ += 1 
103@ = 0 
00BE: text_clear_all 

:GROVE1_19603
return 

:GROVE1_19605
if 
  102@ == 0 
else_jump @GROVE1_19641 
03CF: load_wav 105@(101@,17i) as 1 
102@ = 1 

:GROVE1_19641
if 
  102@ == 1 
else_jump @GROVE1_19721 
if 
03D0:   wav 1 loaded 
else_jump @GROVE1_19721 
if 
03D2:   wav 2 ended 
else_jump @GROVE1_19721 
00BC: show_text_highpriority GXT $9323(101@,17s) time 4000 flag 1 
03D1: play_wav 1 
gosub @GROVE1_19723 
102@ = 2 

:GROVE1_19721
return 

:GROVE1_19723
if 
  104@ == 0 
else_jump @GROVE1_19844 
if or
  101@ == 0 
  101@ == 4 
  101@ == 5 
  101@ == 6 
  101@ == 7 
else_jump @GROVE1_19811 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_19844 

:GROVE1_19811
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_19844 
0A09: set_actor 46@ muted 1 // versionB 
0967: actor 46@ move_mouth 999999 ms 

:GROVE1_19844
if 
  104@ == 1 
else_jump @GROVE1_19951 
if or
  101@ == 0 
  101@ == 2 
  101@ == 3 
else_jump @GROVE1_19918 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_19951 

:GROVE1_19918
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_19951 
0A09: set_actor 46@ muted 1 // versionB 
0967: actor 46@ move_mouth 999999 ms 

:GROVE1_19951
if 
  104@ == 2 
else_jump @GROVE1_20051 
if or
  101@ == 1 
  101@ == 3 
else_jump @GROVE1_20018 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_20051 

:GROVE1_20018
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20051 
0A09: set_actor 46@ muted 1 // versionB 
0967: actor 46@ move_mouth 999999 ms 

:GROVE1_20051
if 
  104@ == 3 
else_jump @GROVE1_20144 
if 
  101@ == 1 
else_jump @GROVE1_20111 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
jump @GROVE1_20144 

:GROVE1_20111
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20144 
0A09: set_actor 46@ muted 1 // versionB 
0967: actor 46@ move_mouth 999999 ms 

:GROVE1_20144
return 

:GROVE1_20146
if 
  104@ == 0 
else_jump @GROVE1_20257 
if or
  101@ == 0 
  101@ == 4 
  101@ == 5 
  101@ == 6 
  101@ == 7 
else_jump @GROVE1_20229 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20257 

:GROVE1_20229
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20257 
0A09: set_actor 46@ muted 0 // versionB 
0968: actor 46@ stop_mouth 

:GROVE1_20257
if 
  104@ == 1 
else_jump @GROVE1_20354 
if or
  101@ == 0 
  101@ == 2 
  101@ == 3 
else_jump @GROVE1_20326 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20354 

:GROVE1_20326
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20354 
0A09: set_actor 46@ muted 0 // versionB 
0968: actor 46@ stop_mouth 

:GROVE1_20354
if 
  104@ == 2 
else_jump @GROVE1_20444 
if or
  101@ == 1 
  101@ == 3 
else_jump @GROVE1_20416 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20444 

:GROVE1_20416
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20444 
0A09: set_actor 46@ muted 0 // versionB 
0968: actor 46@ stop_mouth 

:GROVE1_20444
if 
  104@ == 3 
else_jump @GROVE1_20527 
if 
  101@ == 1 
else_jump @GROVE1_20499 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
jump @GROVE1_20527 

:GROVE1_20499
if 
8118:   not actor 46@ dead 
else_jump @GROVE1_20527 
0A09: set_actor 46@ muted 0 // versionB 
0968: actor 46@ stop_mouth 

:GROVE1_20527
return 

:GROVE1_20529
if 
  52@ == 0 
else_jump @GROVE1_20648 
if 
0118:   actor 50@ dead 
else_jump @GROVE1_20589 
0164: disable_marker 51@ 
49@ += 1 
52@ = 1 
jump @GROVE1_20648 

:GROVE1_20589
if 
  78@ == 0 
else_jump @GROVE1_20648 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
0364:   actor 50@ spotted_actor $PLAYER_ACTOR 
031D:   actor 50@ hit_by_weapon 57 
else_jump @GROVE1_20648 
78@ = 1 

:GROVE1_20648
if 
  55@ == 0 
else_jump @GROVE1_20767 
if 
0118:   actor 53@ dead 
else_jump @GROVE1_20708 
0164: disable_marker 54@ 
49@ += 1 
55@ = 1 
jump @GROVE1_20767 

:GROVE1_20708
if 
  78@ == 0 
else_jump @GROVE1_20767 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 53@ 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
031D:   actor 53@ hit_by_weapon 57 
else_jump @GROVE1_20767 
78@ = 1 

:GROVE1_20767
if 
  58@ == 0 
else_jump @GROVE1_20886 
if 
0118:   actor 56@ dead 
else_jump @GROVE1_20827 
0164: disable_marker 57@ 
49@ += 1 
58@ = 1 
jump @GROVE1_20886 

:GROVE1_20827
if 
  78@ == 0 
else_jump @GROVE1_20886 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 56@ 
0364:   actor 56@ spotted_actor $PLAYER_ACTOR 
031D:   actor 56@ hit_by_weapon 57 
else_jump @GROVE1_20886 
78@ = 1 

:GROVE1_20886
if 
  61@ == 0 
else_jump @GROVE1_21005 
if 
0118:   actor 59@ dead 
else_jump @GROVE1_20946 
0164: disable_marker 60@ 
49@ += 1 
61@ = 1 
jump @GROVE1_21005 

:GROVE1_20946
if 
  78@ == 0 
else_jump @GROVE1_21005 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 59@ 
0364:   actor 59@ spotted_actor $PLAYER_ACTOR 
031D:   actor 59@ hit_by_weapon 57 
else_jump @GROVE1_21005 
78@ = 1 

:GROVE1_21005
if 
  64@ == 0 
else_jump @GROVE1_21124 
if 
0118:   actor 62@ dead 
else_jump @GROVE1_21065 
0164: disable_marker 63@ 
49@ += 1 
64@ = 1 
jump @GROVE1_21124 

:GROVE1_21065
if 
  78@ == 0 
else_jump @GROVE1_21124 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
else_jump @GROVE1_21124 
78@ = 1 

:GROVE1_21124
if 
  68@ == 0 
else_jump @GROVE1_21243 
if 
0118:   actor 66@ dead 
else_jump @GROVE1_21184 
0164: disable_marker 67@ 
49@ += 1 
68@ = 1 
jump @GROVE1_21243 

:GROVE1_21184
if 
  78@ == 0 
else_jump @GROVE1_21243 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
else_jump @GROVE1_21243 
78@ = 1 

:GROVE1_21243
if 
  72@ == 0 
else_jump @GROVE1_21362 
if 
0118:   actor 70@ dead 
else_jump @GROVE1_21303 
0164: disable_marker 71@ 
49@ += 1 
72@ = 1 
jump @GROVE1_21362 

:GROVE1_21303
if 
  78@ == 0 
else_jump @GROVE1_21362 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 70@ 
0364:   actor 70@ spotted_actor $PLAYER_ACTOR 
031D:   actor 70@ hit_by_weapon 57 
else_jump @GROVE1_21362 
78@ = 1 

:GROVE1_21362
if 
  76@ == 0 
else_jump @GROVE1_21481 
if 
0118:   actor 74@ dead 
else_jump @GROVE1_21422 
0164: disable_marker 75@ 
49@ += 1 
76@ = 1 
jump @GROVE1_21481 

:GROVE1_21422
if 
  78@ == 0 
else_jump @GROVE1_21481 
if or
0457:   player $PLAYER_CHAR aiming_at_actor 74@ 
0364:   actor 74@ spotted_actor $PLAYER_ACTOR 
031D:   actor 74@ hit_by_weapon 57 
else_jump @GROVE1_21481 
78@ = 1 

:GROVE1_21481
return 

//-------------Mission 107---------------
// Originally: Grove 4 Life

:GROVE2
thread 'GROVE2' 
gosub @GROVE2_47 
if 
wasted_or_busted 
else_jump @GROVE2_38 
gosub @GROVE2_3145 

:GROVE2_38
gosub @GROVE2_3232 
end_thread 

:GROVE2_47
09DD: unknown_player_group 1 
054C: use_GXT_table 'GROVE2' 
0169: set_fade_color_RGB 0 0 0 
increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:GROVE2_87
if 
fading 
else_jump @GROVE2_111 
wait 0 
jump @GROVE2_87 

:GROVE2_111
set_weather 1 
select_interior 1 
02E4: load_cutscene_data 'GROVE2' 

:GROVE2_130
if 
86B9:   not cutscene_data_loaded 
else_jump @GROVE2_154 
wait 0 
jump @GROVE2_130 

:GROVE2_154
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:GROVE2_171
if 
82E9:   not cutscene_reached_end 
else_jump @GROVE2_195 
wait 0 
jump @GROVE2_171 

:GROVE2_195
0169: set_fade_color_RGB 0 0 0 
fade 0 0 

:GROVE2_209
if 
fading 
else_jump @GROVE2_233 
wait 0 
jump @GROVE2_209 

:GROVE2_233
02EA: end_cutscene 
01B7: release_weather 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model 355 
0247: load_model 492 
038B: load_requested_models 

:GROVE2_262
if or
823D:   not special_actor 1 loaded 
8248:   not model 355 available 
8248:   not model 492 available 
else_jump @GROVE2_298 
wait 0 
jump @GROVE2_262 

:GROVE2_298
select_interior 0 
02A3: enable_widescreen 0 
$9357 = 0 
$9358 = 0 
55@ = 2 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_352 
0110: clear_player $PLAYER_CHAR wanted_level 

:GROVE2_352
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
009A: $130 = create_actor_pedtype 24 model 290 at 2496.633 -1684.573 12.435 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: 47@ = create_car 492 at 2507.699 -1671.716 12.3823 
0229: set_car 47@ primary_color_to 59 secondary_color_to 34 
0175: set_car 47@ Z_angle_to 355.4549 
0173: set_actor $130 Z_angle_to 0.0 
0245: set_actor $130 walk_style_to "GANG2" 
01B2: give_actor $130 weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 
02E2: set_actor $130 weapon_accuracy_to 90 
0223: set_actor $130 health_to 1000 
08AF: set_actor $130 max_health_to 1000 
077A: set_actor $130 acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0226: $9357 = actor $130 health 
$9357 /= 10 
03C4: set_status_text $9357 type 1 GXT 'GR2_01' // global_variable  // SWEET
0187: 42@ = create_marker_above_actor $130 
07E0: set_marker 42@ type_to 1 
018A: 44@ = create_checkpoint_at 2002.815 -1613.084 12.3828 
018A: 63@ = create_checkpoint_at 2507.184 -1672.906 12.3824 
018B: set_marker 42@ radar_mode 0 
018B: set_marker 63@ radar_mode 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 2.0 
40@ = 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 100 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 100 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 100 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 100 
090C: highlight_inactive_gang_zone 'IWD3A' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD3B' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD1' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD4' as_available_for_gangwars 
09B7: set_zone 'IWD3A' disable_footcops 1 
09B7: set_zone 'IWD3B' disable_footcops 1 
09B7: set_zone 'IWD1' disable_footcops 1 
09B7: set_zone 'IWD4' disable_footcops 1 

:GROVE2_942
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_2936 
wait 0 
gosub @GROVE2_3600 
gosub @GROVE2_5383 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @GROVE2_998 
jump @GROVE2_3163 

:GROVE2_998
if and
8119:   not car 47@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_1067 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @GROVE2_1067 
if 
  65@ == 0 
else_jump @GROVE2_1067 
041E: set_radio_station 3 
65@ = 1 

:GROVE2_1067
if and
  40@ > 4000 
  66@ == 1 
else_jump @GROVE2_1316 
0209: $9359 = random_int_in_ranges 0 4 
0871: init_jump_table $9359 total_jumps 4 default_jump 0 @GROVE2_1309 jumps 0 @GROVE2_1165 1 @GROVE2_1201 2 @GROVE2_1237 3 @GROVE2_1273 -1 @GROVE2_1309 -1 @GROVE2_1309 -1 @GROVE2_1309 

:GROVE2_1165
05AA: 67@s = 'GRO2_DA' // @s = 'short'  // Yeah! We showed them fools!
04AF: 54@ = 17611 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1309 

:GROVE2_1201
05AA: 67@s = 'GRO2_DB' // @s = 'short'  // Grove Street Families is back!
04AF: 54@ = 17612 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1309 

:GROVE2_1237
05AA: 67@s = 'GRO2_DC' // @s = 'short'  // Grove Street, busters!
04AF: 54@ = 17613 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1309 

:GROVE2_1273
05AA: 67@s = 'GRO2_DD' // @s = 'short'  // Grove 4 L-I-F-E, nigga!
04AF: 54@ = 17614 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1309 

:GROVE2_1309
66@ = 2 

:GROVE2_1316
if and
  55@ == 2 
  66@ == 2 
else_jump @GROVE2_1492 
0209: $9359 = random_int_in_ranges 0 2 
0871: init_jump_table $9359 total_jumps 2 default_jump 0 @GROVE2_1485 jumps 0 @GROVE2_1413 1 @GROVE2_1449 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 -1 @GROVE2_1485 

:GROVE2_1413
05AA: 67@s = 'GRO2_EA' // @s = 'short'  // We gotta take another neighborhood back!
04AF: 54@ = 17615 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1485 

:GROVE2_1449
05AA: 67@s = 'GRO2_EB' // @s = 'short'  // Let's go hoo-ride on these Ballas!
04AF: 54@ = 17616 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_1485 

:GROVE2_1485
66@ = 3 

:GROVE2_1492
if and
  55@ == 2 
  66@ == 3 
else_jump @GROVE2_1544 
00BC: show_text_highpriority GXT 'GR2_10' time 7000 flag 1  // ~s~Take over another Idlewood hood.
66@ = 4 
0A6F: checkpoint_save 1 

:GROVE2_1544
if 
  62@ == 0 
else_jump @GROVE2_2512 
076D: get_zone 'IWD3A' gang 0 density_to 48@ 
076D: get_zone 'IWD3B' gang 0 density_to 49@ 
076D: get_zone 'IWD1' gang 0 density_to 51@ 
076D: get_zone 'IWD4' gang 0 density_to 52@ 
if 
  46@ == 0 
else_jump @GROVE2_1680 
05AA: 67@s = 'GRO2_AA' // @s = 'short'  // So, you got a plan?
04AF: 54@ = 17600 // = constant 
gosub @GROVE2_5363 
46@ = 1 

:GROVE2_1680
if and
  55@ == 2 
  46@ == 1 
else_jump @GROVE2_1741 
05AA: 67@s = 'GRO2_AB' // @s = 'short'  // Yeah I've got a plan.
04AF: 54@ = 17601 // = constant 
gosub @GROVE2_5363 
46@ = 2 

:GROVE2_1741
if and
  55@ == 2 
  46@ == 2 
else_jump @GROVE2_1802 
05AA: 67@s = 'GRO2_AC' // @s = 'short'  // We're gonna roll into Ballas' hood, and take it back for the Grove!
04AF: 54@ = 17602 // = constant 
gosub @GROVE2_5363 
46@ = 3 

:GROVE2_1802
if and
  55@ == 2 
  46@ == 3 
else_jump @GROVE2_1863 
05AA: 67@s = 'GRO2_AD' // @s = 'short'  // OK, let's get those motherfuckers!
04AF: 54@ = 17603 // = constant 
gosub @GROVE2_5363 
46@ = 4 

:GROVE2_1863
if and
  55@ == 2 
  46@ == 4 
else_jump @GROVE2_1911 
00BC: show_text_highpriority GXT 'GR2_09' time 7000 flag 1  // ~s~Go and take back ~y~Idlewood~s~!
46@ = 5 

:GROVE2_1911
if 
  64@ == 1 
else_jump @GROVE2_2152 
0209: $9359 = random_int_in_ranges 0 4 
0871: init_jump_table $9359 total_jumps 4 default_jump 0 @GROVE2_2145 jumps 0 @GROVE2_2001 1 @GROVE2_2037 2 @GROVE2_2073 3 @GROVE2_2109 -1 @GROVE2_2145 -1 @GROVE2_2145 -1 @GROVE2_2145 

:GROVE2_2001
05AA: 67@s = 'GRO2_CA' // @s = 'short'  // Let's take this hood back for the Grove!
04AF: 54@ = 17607 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_2145 

:GROVE2_2037
05AA: 67@s = 'GRO2_CB' // @s = 'short'  // Time to put in some work, CJ!
04AF: 54@ = 17608 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_2145 

:GROVE2_2073
05AA: 67@s = 'GRO2_CC' // @s = 'short'  // Let's hit these fools!
04AF: 54@ = 17609 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_2145 

:GROVE2_2109
05AA: 67@s = 'GRO2_CE' // @s = 'short'  // Hit 'em hard, CJ!
04AF: 54@ = 17610 // = constant 
gosub @GROVE2_5363 
jump @GROVE2_2145 

:GROVE2_2145
64@ = 2 

:GROVE2_2152
if and
  55@ == 2 
  64@ == 2 
else_jump @GROVE2_2200 
00BC: show_text_highpriority GXT 'GR2_05' time 4000 flag 1  // ~s~Shoot some Ballas to start a war!
64@ = 3 

:GROVE2_2200
if or
0583:   player $PLAYER_CHAR in_zone 'IWD3A' 
0583:   player $PLAYER_CHAR in_zone 'IWD3B' 
0583:   player $PLAYER_CHAR in_zone 'IWD1' 
0583:   player $PLAYER_CHAR in_zone 'IWD4' 
else_jump @GROVE2_2331 
if 
  45@ == 0 
else_jump @GROVE2_2317 
45@ = 1 
if 
  64@ == 0 
else_jump @GROVE2_2317 
64@ = 1 

:GROVE2_2317
018B: set_marker 44@ radar_mode 0 
jump @GROVE2_2356 

:GROVE2_2331
if 
  43@ == 1 
else_jump @GROVE2_2356 
018B: set_marker 44@ radar_mode 3 

:GROVE2_2356
if and
  48@ == 0 
  56@ == 0 
else_jump @GROVE2_2395 
gosub @GROVE2_2943 
56@ = 1 

:GROVE2_2395
if and
  49@ == 0 
  57@ == 0 
else_jump @GROVE2_2434 
gosub @GROVE2_2943 
57@ = 1 

:GROVE2_2434
if and
  51@ == 0 
  58@ == 0 
else_jump @GROVE2_2473 
gosub @GROVE2_2943 
58@ = 1 

:GROVE2_2473
if and
  52@ == 0 
  59@ == 0 
else_jump @GROVE2_2512 
gosub @GROVE2_2943 
59@ = 1 

:GROVE2_2512
if 
8118:   not actor $130 dead 
else_jump @GROVE2_2785 
0226: $9357 = actor $130 health 
$9357 /= 10 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @GROVE2_2687 
if 
  43@ == 0 
else_jump @GROVE2_2680 
if 
86EE:   not actor $130 in_group $PLAYER_GROUP 
else_jump @GROVE2_2623 
09DD: unknown_player_group 1 
0631: put_actor $130 in_group $PLAYER_GROUP 

:GROVE2_2623
018B: set_marker 42@ radar_mode 0 
if 
  62@ == 0 
else_jump @GROVE2_2648 

:GROVE2_2648
if 
  62@ == 1 
else_jump @GROVE2_2666 

:GROVE2_2666
$9358 = 0 
43@ = 1 

:GROVE2_2680
jump @GROVE2_2778 

:GROVE2_2687
if 
  43@ == 1 
else_jump @GROVE2_2778 
00BC: show_text_highpriority GXT 'GR2_02' time 4000 flag 1  // ~s~You have left Sweet behind go get him.
018B: set_marker 42@ radar_mode 3 
if 
  62@ == 0 
else_jump @GROVE2_2746 

:GROVE2_2746
if 
  62@ == 1 
else_jump @GROVE2_2764 

:GROVE2_2764
$9358 = 1 
43@ = 0 

:GROVE2_2778
jump @GROVE2_2808 

:GROVE2_2785
00BC: show_text_highpriority GXT 'GR2_03' time 4000 flag 1  // ~r~Sweet's dead!
jump @GROVE2_3145 

:GROVE2_2808
if 
  62@ == 1 
else_jump @GROVE2_2929 
if and
  61@ == 1 
  55@ == 2 
else_jump @GROVE2_2874 
00BC: show_text_highpriority GXT 'GR2_11' time 7000 flag 1  // ~s~Take Sweet back to ~y~Grove Street~s~.
61@ = 2 

:GROVE2_2874
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
else_jump @GROVE2_2929 
jump @GROVE2_3795 

:GROVE2_2929
jump @GROVE2_942 

:GROVE2_2936
jump @GROVE2_3145 

:GROVE2_2943
60@ += 1 
if 
  66@ == 0 
else_jump @GROVE2_2982 
40@ = 0 
66@ = 1 

:GROVE2_2982
if 
  60@ == 2 
else_jump @GROVE2_3143 
05AA: 67@s = 'GRO2_FA' // @s = 'short'  // We did it, CJ! let's bail back to Grove Street.
04AF: 54@ = 17617 // = constant 
gosub @GROVE2_5363 
62@ = 1 
018B: set_marker 63@ radar_mode 3 
018B: set_marker 44@ radar_mode 0 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 
if 
8119:   not car 47@ wrecked 
else_jump @GROVE2_3143 
if 
01AF:   car 47@ sphere 0 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
else_jump @GROVE2_3143 
00A6: destroy_car 47@ 

:GROVE2_3143
return 

:GROVE2_3145
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:GROVE2_3163
0164: disable_marker $622 
$626 += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'GROVE_2'  // Grove 4 Life
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 10000 
0998: add_respect 40 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:GROVE2_3232
09B7: set_zone 'IWD3A' disable_footcops 0 
09B7: set_zone 'IWD3B' disable_footcops 0 
09B7: set_zone 'IWD1' disable_footcops 0 
09B7: set_zone 'IWD4' disable_footcops 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 1 
$ONMISSION = 0 
if 
8118:   not actor $130 dead 
else_jump @GROVE2_3322 
034F: destroy_actor_with_fade $130 

:GROVE2_3322
if 
075C:   marker 42@ enabled 
else_jump @GROVE2_3343 
0164: disable_marker 42@ 

:GROVE2_3343
if 
075C:   marker 44@ enabled 
else_jump @GROVE2_3364 
0164: disable_marker 44@ 

:GROVE2_3364
if 
075C:   marker 63@ enabled 
else_jump @GROVE2_3385 
0164: disable_marker 63@ 

:GROVE2_3385
0151: remove_status_text $9357 
0296: unload_special_actor 1 
0249: release_model 355 
0249: release_model 492 
04EF: release_animation "GANGS" 
01BD: $183 = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
mission_cleanup 
return 

:GROVE2_3436
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 

:GROVE2_3451
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
return 

:GROVE2_3470
fade 0 500 

:GROVE2_3477
if 
fading 
else_jump @GROVE2_3501 
wait 0 
jump @GROVE2_3477 

:GROVE2_3501
return 

:GROVE2_3503
fade 1 500 

:GROVE2_3510
if 
fading 
else_jump @GROVE2_3534 
wait 0 
jump @GROVE2_3510 

:GROVE2_3534
return 
fade 0 500 

:GROVE2_3543
if 
fading 
else_jump @GROVE2_3567 
wait 0 
jump @GROVE2_3543 

:GROVE2_3567
fade 1 500 

:GROVE2_3574
if 
fading 
else_jump @GROVE2_3598 
wait 0 
jump @GROVE2_3574 

:GROVE2_3598
return 

:GROVE2_3600
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @GROVE2_3622 
49@ = 0 

:GROVE2_3622
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @GROVE2_3644 
48@ = 0 

:GROVE2_3644
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @GROVE2_3666 
jump @GROVE2_3795 

:GROVE2_3666
if 
0736:   is_keyboard_key_just_pressed 71 
else_jump @GROVE2_3756 
00A1: put_actor $PLAYER_ACTOR at 2487.645 -1668.204 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0722 
60@ = 2 
62@ = 1 
018B: set_marker 63@ radar_mode 3 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 

:GROVE2_3756
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @GROVE2_3778 
gosub @GROVE2_2943 

:GROVE2_3778
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @GROVE2_3793 

:GROVE2_3793
return 

:GROVE2_3795
gosub @GROVE2_3470 
gosub @GROVE2_3436 
00BE: text_clear_all 
04ED: load_animation "GANGS" 

:GROVE2_3820
if 
84EE:   not animation "GANGS" loaded 
else_jump @GROVE2_3851 
wait 0 
jump @GROVE2_3820 

:GROVE2_3851
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $130 dead 
else_jump @GROVE2_4149 
06C9: remove_actor $130 from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 50.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GROVE2_3974 
00A1: put_actor $PLAYER_ACTOR at 2496.552 -1682.439 12.3542 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.6489 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
jump @GROVE2_3994 

:GROVE2_3974
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 

:GROVE2_3994
if 
8119:   not car 47@ wrecked 
else_jump @GROVE2_4015 
00A6: destroy_car 47@ 

:GROVE2_4015
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $130 
if 
00DF:   actor $130 driving 
else_jump @GROVE2_4076 
0362: remove_actor $130 from_car_and_place_at 2514.788 -1673.938 12.6861 
jump @GROVE2_4096 

:GROVE2_4076
00A1: put_actor $130 at 2514.788 -1673.938 12.6861 

:GROVE2_4096
0173: set_actor $130 Z_angle_to 73.5014 
0639: AS_actor $130 rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $130 unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $130 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $130 armed_weapon_to 0 

:GROVE2_4149
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
00BE: text_clear_all 
gosub @GROVE2_3503 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_4282 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
wait 500 

:GROVE2_4282
if 
8118:   not actor $130 dead 
else_jump @GROVE2_4348 
0605: actor $130 perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
wait 500 

:GROVE2_4348
040D: unload_wav 1 
03CF: load_wav 17618 as 1 

:GROVE2_4359
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4385 
wait 0 
jump @GROVE2_4359 

:GROVE2_4385
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GA' time 4000 flag 1  // You helped Grove Street Families hammer those Ballas.
41@ = 0 

:GROVE2_4412
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4458 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_4451 
jump @GROVE2_5273 

:GROVE2_4451
jump @GROVE2_4412 

:GROVE2_4458
if 
8118:   not actor $130 dead 
else_jump @GROVE2_4517 
0605: actor $130 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_4517
040D: unload_wav 1 
03CF: load_wav 17619 as 1 

:GROVE2_4528
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4554 
wait 0 
jump @GROVE2_4528 

:GROVE2_4554
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GB' time 4000 flag 1  // Johnson boys rolled right over them!
41@ = 0 

:GROVE2_4581
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4627 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_4620 
jump @GROVE2_5273 

:GROVE2_4620
jump @GROVE2_4581 

:GROVE2_4627
040D: unload_wav 1 
03CF: load_wav 17620 as 1 

:GROVE2_4638
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4664 
wait 0 
jump @GROVE2_4638 

:GROVE2_4664
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GC' time 4000 flag 1  // OK, dog, I'm going to get some sleep, I'm beat.
41@ = 0 

:GROVE2_4691
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4737 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_4730 
jump @GROVE2_5273 

:GROVE2_4730
jump @GROVE2_4691 

:GROVE2_4737
if 
8118:   not actor $130 dead 
else_jump @GROVE2_4782 
0792: disembark_instantly_actor $130 
0603: AS_actor $130 goto_point_any_means 2513.683 -1672.876 12.5412 mode 4 use_car -1 

:GROVE2_4782
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_4814 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $130 10000 ms 

:GROVE2_4814
040D: unload_wav 1 
03CF: load_wav 17621 as 1 

:GROVE2_4825
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_4851 
wait 0 
jump @GROVE2_4825 

:GROVE2_4851
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GD' time 4000 flag 1  // Here, I took this from one of those Ballas fools.
41@ = 0 

:GROVE2_4878
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_4924 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_4917 
jump @GROVE2_5273 

:GROVE2_4917
jump @GROVE2_4878 

:GROVE2_4924
if 
8118:   not actor $130 dead 
else_jump @GROVE2_4989 
0605: actor $130 perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_4989
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_5054 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_5054
040D: unload_wav 1 
03CF: load_wav 17622 as 1 

:GROVE2_5065
if 
83D0:   not wav 1 loaded 
else_jump @GROVE2_5091 
wait 0 
jump @GROVE2_5065 

:GROVE2_5091
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GE' time 4000 flag 1  // Probably drug money - here's your half.
41@ = 0 

:GROVE2_5118
if 
83D2:   not wav 1 ended 
else_jump @GROVE2_5164 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_5157 
jump @GROVE2_5273 

:GROVE2_5157
jump @GROVE2_5118 

:GROVE2_5164
if 
8118:   not actor $130 dead 
else_jump @GROVE2_5209 
0792: disembark_instantly_actor $130 
0603: AS_actor $130 goto_point_any_means 2516.264 -1675.254 12.9287 mode 4 use_car -1 

:GROVE2_5209
41@ = 0 

:GROVE2_5216
if 
  2000 > 41@ 
else_jump @GROVE2_5266 
wait 0 
if 
08D0:   should_skip_cutscene 
else_jump @GROVE2_5259 
jump @GROVE2_5273 

:GROVE2_5259
jump @GROVE2_5216 

:GROVE2_5266
gosub @GROVE2_3470 

:GROVE2_5273
04EF: release_animation "GANGS" 
009B: destroy_actor $130 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GROVE2_5333 
00A1: put_actor $PLAYER_ACTOR at 2512.407 -1672.111 12.4895 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.5658 

:GROVE2_5333
gosub @GROVE2_3451 
03DE: set_pedestrians_density_multiplier_to 1.0 
0373: set_camera_directly_behind_player 
gosub @GROVE2_3503 
jump @GROVE2_3163 

:GROVE2_5363
040D: unload_wav 1 
03CF: load_wav 54@ as 1 
55@ = 0 
return 

:GROVE2_5383
if and
03D0:   wav 1 loaded 
  55@ == 0 
else_jump @GROVE2_5426 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 67@s time 10000 flag 1 
55@ = 1 

:GROVE2_5426
if and
03D2:   wav 1 ended 
  55@ == 1 
else_jump @GROVE2_5464 
040D: unload_wav 1 
03D5: remove_text 67@s 
55@ = 2 

:GROVE2_5464
return 

//-------------Mission 108---------------
// Originally: Riot

:RIOT1
thread 'RIOT1' 
gosub @RIOT1_47 
if 
wasted_or_busted 
else_jump @RIOT1_38 
gosub @RIOT1_2979 

:RIOT1_38
gosub @RIOT1_3082 
end_thread 

:RIOT1_47
increment_mission_attempts 
$ONMISSION = 1 
054C: use_GXT_table 'RIOT1' 
00BE: text_clear_all 
wait 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
08F5: save_player_group 
select_interior 5 
02E4: load_cutscene_data 'RIOT_1A' 

:RIOT1_202
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT1_226 
wait 0 
jump @RIOT1_202 

:RIOT1_226
02E7: start_cutscene 
fade 1 1000 

:RIOT1_235
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT1_259 
wait 0 
jump @RIOT1_235 

:RIOT1_259
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:RIOT1_272
if 
fading 
else_jump @RIOT1_296 
wait 0 
jump @RIOT1_272 

:RIOT1_296
02EA: end_cutscene 
if 
856A:   not cutscene_skipped 
else_jump @RIOT1_418 
02E4: load_cutscene_data 'RIOT_1B' 

:RIOT1_322
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT1_346 
wait 0 
jump @RIOT1_322 

:RIOT1_346
02E7: start_cutscene 
fade 1 1000 

:RIOT1_355
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT1_379 
wait 0 
jump @RIOT1_355 

:RIOT1_379
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:RIOT1_392
if 
fading 
else_jump @RIOT1_416 
wait 0 
jump @RIOT1_392 

:RIOT1_416
02EA: end_cutscene 

:RIOT1_418
select_interior 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
06C8: enable_riot 1 
0629: change_integer_stat 309 to 1 
0247: load_model 492 
0247: load_model 567 
0247: load_model 483 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 
07E5: copy_decision_maker 65542 to $9365 
03CB: set_rendering_origin_at 1254.68 -789.39 91.03 
0395: clear_area 1 at 1242.9 -805.4 82.9 radius 20.0 
0674: set_car_model 483 numberplate "OUTTHERE" 
00A5: $9364 = create_car 483 at 1242.9 -805.4 82.9 
0175: set_car $9364 Z_angle_to 0.0 
0229: set_car $9364 primary_color_to 1 secondary_color_to 1 
06ED: set_car $9364 paintjob 0 
0294: set_car $9364 sprayable 0 
0395: clear_area 1 at 1249.1 -804.9 82.9 radius 5.0 
0674: set_car_model 567 numberplate "_LVA4L__" 
00A5: $9363 = create_car 567 at 1249.1 -804.9 82.9 
0175: set_car $9363 Z_angle_to 177.7 
0229: set_car $9363 primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at 1254.3 -806.6 82.9 radius 5.0 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $9362 = create_car 492 at 1254.3 -806.6 82.9 
0229: set_car $9362 primary_color_to 59 secondary_color_to 34 
0175: set_car $9362 Z_angle_to 177.7 
0395: clear_area 1 at 1258.2 -814.4 83.1 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1258.2 -814.4 83.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
0395: clear_area 1 at 1257.6 -816.6 83.1 radius 5.0 
009A: $130 = create_actor_pedtype 25 model 290 at 1257.6 -816.6 83.1 
0173: set_actor $130 Z_angle_to 39.9 
09F6: set_actor $130 unjackable_through_driver_seat 0 
0568: set_actor $130 untargetable 1 
039E: set_actor $130 locked 1 while_in_car 
060B: set_actor $130 decision_maker_to $9365 
02A9: set_actor $130 immune_to_nonplayer 1 
0615: define_AS_pack_begin $9366 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $9362 passenger_seat 0 time -1 
0616: define_AS_pack_end $9366 
0618: assign_actor $130 to_AS_pack $9366 
061B: remove_references_to_AS_pack $9366 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1257.8 -815.0 84.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.3 -802.5 82.7 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:RIOT1_1048
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @RIOT1_1074 
jump @RIOT1_2997 

:RIOT1_1074
gosub @RIOT1_3160 
if 
  46@ == 1 
else_jump @RIOT1_1106 
jump @RIOT1_2979 

:RIOT1_1106
if 
  43@ == 0 
else_jump @RIOT1_1744 
if 
  44@ == 0 
else_jump @RIOT1_1339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
48@ = 0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $9362 as_driver -1 ms 
0615: define_AS_pack_begin $9366 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $9362 passenger_seat 0 time -1 
0616: define_AS_pack_end $9366 
0618: assign_actor $130 to_AS_pack $9366 
061B: remove_references_to_AS_pack $9366 
fade 1 500 

:RIOT1_1241
if 
fading 
else_jump @RIOT1_1265 
wait 0 
jump @RIOT1_1241 

:RIOT1_1265
gosub @RIOT1_3160 
if 
  46@ == 1 
else_jump @RIOT1_1297 
jump @RIOT1_2979 

:RIOT1_1297
48@ = 1 
49@ = 0 
gosub @RIOT1_4358 
44@ = 1 
45@ = 1 
0707: start_scene_skip_to @RIOT1_1420 

:RIOT1_1339
if 
  44@ == 1 
else_jump @RIOT1_1744 
if 
  48@ == 0 
else_jump @RIOT1_1744 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_1744 
if 
00DB:   actor $130 in_car $9362 
else_jump @RIOT1_1744 
45@ = 0 

:RIOT1_1420
0701: end_scene_skip 
gosub @RIOT1_3160 
if 
  46@ == 1 
else_jump @RIOT1_1454 
jump @RIOT1_2979 

:RIOT1_1454
if 
  45@ == 1 
else_jump @RIOT1_1580 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
48@ = 0 
fade 0 500 

:RIOT1_1496
if 
fading 
else_jump @RIOT1_1520 
wait 0 
jump @RIOT1_1496 

:RIOT1_1520
gosub @RIOT1_3160 
if 
  46@ == 1 
else_jump @RIOT1_1552 
jump @RIOT1_2979 

:RIOT1_1552
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $9362 
0792: disembark_instantly_actor $130 
0430: put_actor $130 into_car $9362 passenger_seat 0 

:RIOT1_1580
47@ = 1 
09F5: disable_player_mutal_activities 0 
018A: 42@ = create_checkpoint_at 2505.4 -1670.6 12.1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.
41@ = 0 
if 
  45@ == 1 
else_jump @RIOT1_1737 
fade 1 500 

:RIOT1_1681
if 
fading 
else_jump @RIOT1_1705 
wait 0 
jump @RIOT1_1681 

:RIOT1_1705
gosub @RIOT1_3160 
if 
  46@ == 1 
else_jump @RIOT1_1737 
jump @RIOT1_2979 

:RIOT1_1737
43@ = 1 

:RIOT1_1744
if 
  43@ == 1 
else_jump @RIOT1_2600 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @RIOT1_1826 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_1826 
00AB: put_car $9362 at 2495.7 -1666.3 12.1 
0175: set_car $9362 Z_angle_to 254.2 

:RIOT1_1826
if 
  50@ == 0 
else_jump @RIOT1_1923 
if 
  48@ == 0 
else_jump @RIOT1_1923 
if 
  41@ > 10000 
else_jump @RIOT1_1923 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $130 muted 1 // versionB 
48@ = 2 
49@ = 0 
gosub @RIOT1_4358 
50@ = 1 

:RIOT1_1923
if 
  50@ == 1 
else_jump @RIOT1_2006 
if 
  48@ == 0 
else_jump @RIOT1_2006 
if 
  41@ > 7000 
else_jump @RIOT1_2006 
48@ = 3 
49@ = 0 
gosub @RIOT1_4358 
50@ = 2 

:RIOT1_2006
if 
  50@ == 2 
else_jump @RIOT1_2156 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_2156 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2156 
if 
  48@ == 0 
else_jump @RIOT1_2156 
if 
  41@ > 7000 
else_jump @RIOT1_2156 
01C3: remove_references_to_car $9364 
01C3: remove_references_to_car $9363 
48@ = 4 
49@ = 0 
gosub @RIOT1_4358 
50@ = 3 

:RIOT1_2156
if 
  50@ == 3 
else_jump @RIOT1_2296 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_2296 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2296 
if 
  48@ == 0 
else_jump @RIOT1_2296 
if 
  41@ > 7000 
else_jump @RIOT1_2296 
48@ = 5 
49@ = 0 
gosub @RIOT1_4358 
50@ = 4 

:RIOT1_2296
if 
  50@ == 4 
else_jump @RIOT1_2436 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_2436 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
else_jump @RIOT1_2436 
if 
  48@ == 0 
else_jump @RIOT1_2436 
if 
  41@ > 7000 
else_jump @RIOT1_2436 
48@ = 6 
49@ = 0 
gosub @RIOT1_4358 
50@ = 5 

:RIOT1_2436
if 
  50@ == 5 
else_jump @RIOT1_2493 
if 
  48@ == 0 
else_jump @RIOT1_2493 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $130 muted 0 // versionB 
50@ = 6 

:RIOT1_2493
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_2600 
if 
00DB:   actor $130 in_car $9362 
else_jump @RIOT1_2600 
if 
0100:   actor $PLAYER_ACTOR in_sphere 2505.4 -1670.6 12.1 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @RIOT1_2600 
01B4: set_player $PLAYER_CHAR can_move 0 
44@ = 0 
43@ = 2 

:RIOT1_2600
if 
  43@ == 2 
else_jump @RIOT1_2940 
if 
  44@ == 0 
else_jump @RIOT1_2703 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
48@ = 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
48@ = 7 
49@ = 0 
gosub @RIOT1_4358 
44@ = 1 
44@ = 1 

:RIOT1_2703
if 
  44@ == 1 
else_jump @RIOT1_2803 
if 
  48@ == 0 
else_jump @RIOT1_2803 
0615: define_AS_pack_begin $9366 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2518.9 -1678.2 13.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end $9366 
0618: assign_actor $130 to_AS_pack $9366 
061B: remove_references_to_AS_pack $9366 
40@ = 0 
44@ = 2 

:RIOT1_2803
if 
  44@ == 2 
else_jump @RIOT1_2940 
if 
  40@ > 4000 
else_jump @RIOT1_2940 
fade 0 500 

:RIOT1_2847
if 
fading 
else_jump @RIOT1_2871 
wait 0 
jump @RIOT1_2847 

:RIOT1_2871
009B: destroy_actor $130 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09F5: disable_player_mutal_activities 0 
fade 1 500 

:RIOT1_2909
if 
fading 
else_jump @RIOT1_2933 
wait 0 
jump @RIOT1_2909 

:RIOT1_2933
jump @RIOT1_2997 

:RIOT1_2940
if 
  43@ > 0 
else_jump @RIOT1_2965 
gosub @RIOT1_3244 

:RIOT1_2965
gosub @RIOT1_3390 
jump @RIOT1_1048 

:RIOT1_2979
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:RIOT1_2997
$628 += 1 
0629: change_integer_stat 335 to 1 
0318: set_latest_mission_passed 'RIOT_1'  // Riot
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $621 
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $441 at $461 $462 $463 
030C: progress_made = 1 
return 

:RIOT1_3082
if 
0844:   string s$705 empty // s$ 
else_jump @RIOT1_3100 
02EB: restore_camera_with_jumpcut 

:RIOT1_3100
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model 492 
0249: release_model 567 
0249: release_model 483 
034F: destroy_actor_with_fade $130 
0296: unload_special_actor 1 
0164: disable_marker 42@ 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:RIOT1_3160
if 
0118:   actor $130 dead 
else_jump @RIOT1_3201 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_02' time 7000 flag 1  // ~r~Sweet has been killed!
46@ = 1 

:RIOT1_3201
if 
0119:   car $9362 wrecked 
else_jump @RIOT1_3242 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_04' time 7000 flag 1  // ~r~Sweet's car has been destroyed!
46@ = 1 

:RIOT1_3242
return 

:RIOT1_3244
if 
  47@ == 0 
else_jump @RIOT1_3324 
if 
00DB:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_3324 
03D5: remove_text 'R1_03'  // Get back in ~b~Sweet's car~s~.
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2505.4 -1670.6 12.1 
47@ = 1 

:RIOT1_3324
if 
  47@ == 1 
else_jump @RIOT1_3388 
if 
80DB:   not actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_3388 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car $9362 
07E0: set_marker 42@ type_to 1 
47@ = 0 

:RIOT1_3388
return 

:RIOT1_3390
if 
  43@ == 1 
else_jump @RIOT1_4277 
if 
0448:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_3588 
if or
  48@ == 2 
  48@ == 3 
  48@ == 4 
  48@ == 5 
  48@ == 6 
else_jump @RIOT1_3588 
if 
001D:   97@ > 49@ // (int) 
else_jump @RIOT1_3574 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
if 
8118:   not actor $130 dead 
else_jump @RIOT1_3536 
gosub @RIOT1_5835 
jump @RIOT1_3567 

:RIOT1_3536
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 52@(49@,15s) 
98@ = 0 
99@ = 0 

:RIOT1_3567
jump @RIOT1_3588 

:RIOT1_3574
41@ = 0 
48@ = 0 

:RIOT1_3588
if 
80DB:   not actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_3724 
if 
  11 > 48@ 
else_jump @RIOT1_3724 
if 
001D:   97@ > 49@ // (int) 
else_jump @RIOT1_3651 
49@ += 1 

:RIOT1_3651
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 52@(49@,15s) 
0085: 102@ = 48@ // (int) 
0085: 103@ = 49@ // (int) 
48@ = 11 
0209: 49@ = random_int_in_ranges 0 4 
0085: 51@ = 49@ // (int) 
51@ += 1 
gosub @RIOT1_4358 

:RIOT1_3724
if 
  48@ == 11 
else_jump @RIOT1_4049 
if 
80DB:   not actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_3997 
if 
001D:   97@ > 49@ // (int) 
else_jump @RIOT1_3974 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
if 
  44@ == 0 
else_jump @RIOT1_3878 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
else_jump @RIOT1_3847 
gosub @RIOT1_5835 
jump @RIOT1_3878 

:RIOT1_3847
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 52@(49@,15s) 
98@ = 0 
99@ = 0 

:RIOT1_3878
if 
  44@ == 1 
else_jump @RIOT1_3967 
if or
8118:   not actor $129 dead 
8118:   not actor $130 dead 
8118:   not actor $133 dead 
else_jump @RIOT1_3936 
gosub @RIOT1_5835 
jump @RIOT1_3967 

:RIOT1_3936
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 52@(49@,15s) 
98@ = 0 
99@ = 0 

:RIOT1_3967
jump @RIOT1_3997 

:RIOT1_3974
00BC: show_text_highpriority GXT 'R1_03' time 11000 flag 1  // Get back in ~b~Sweet's car~s~.
48@ = 12 

:RIOT1_3997
if 
0448:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_4049 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 52@(49@,15s) 
48@ = 13 
49@ = 0 
00BE: text_clear_all 

:RIOT1_4049
if 
  48@ == 12 
else_jump @RIOT1_4102 
if 
0448:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_4102 
48@ = 13 
49@ = 0 
00BE: text_clear_all 

:RIOT1_4102
if 
  48@ == 13 
else_jump @RIOT1_4277 
if 
0448:   actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_4203 
41@ = 0 
0085: 48@ = 102@ // (int) 
0085: 49@ = 103@ // (int) 
gosub @RIOT1_4358 
if 
  102@ == 0 
else_jump @RIOT1_4203 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.

:RIOT1_4203
if 
80DB:   not actor $PLAYER_ACTOR in_car $9362 
else_jump @RIOT1_4277 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 52@(49@,15s) 
48@ = 11 
0209: 49@ = random_int_in_ranges 0 4 
0085: 51@ = 49@ // (int) 
51@ += 1 
gosub @RIOT1_4358 

:RIOT1_4277
if or
  48@ == 1 
  48@ == 7 
else_jump @RIOT1_4356 
if 
001D:   97@ > 49@ // (int) 
else_jump @RIOT1_4349 
gosub @RIOT1_5574 
gosub @RIOT1_5681 
gosub @RIOT1_5835 
jump @RIOT1_4356 

:RIOT1_4349
48@ = 0 

:RIOT1_4356
return 

:RIOT1_4358
if 
  48@ == 1 
else_jump @RIOT1_4431 
05AA: 52@s = 'ROT1_AA' // @s = 'short'  // Shit's real fucked up, man.
05AA: 54@s = 'ROT1_AB' // @s = 'short'  // Yeah, but we gonna handle this ourselves.
04AF: 82@ = 32800 // = constant 
04AF: 83@ = 32801 // = constant 
97@ = 2 

:RIOT1_4431
if 
  48@ == 2 
else_jump @RIOT1_4576 
05AA: 52@s = 'ROT1_BA' // @s = 'short'  // There ain't no justice, man.
05AA: 54@s = 'ROT1_BB' // @s = 'short'  // How does scum like Tenpennny stay on the streets?
05AA: 56@s = 'ROT1_BC' // @s = 'short'  // Man, I dunno, just the way shit stacked I guess.
05AA: 58@s = 'ROT1_BD' // @s = 'short'  // Man, this is fucked up. We should take that bastard down ourselves.
05AA: 60@s = 'ROT1_BE' // @s = 'short'  // And we will Sweet.
04AF: 82@ = 32802 // = constant 
04AF: 83@ = 32803 // = constant 
04AF: 84@ = 32804 // = constant 
04AF: 85@ = 32805 // = constant 
04AF: 86@ = 32806 // = constant 
97@ = 5 

:RIOT1_4576
if 
  48@ == 3 
else_jump @RIOT1_4913 
05AA: 52@s = 'ROT1_EA' // @s = 'short'  // So who's the weird Brit?
05AA: 54@s = 'ROT1_EB' // @s = 'short'  // What? Oh, Maccer!
05AA: 56@s = 'ROT1_EC' // @s = 'short'  // He got a little problem he can't control.
05AA: 58@s = 'ROT1_ED' // @s = 'short'  // What kind of problem?
05AA: 60@s = 'ROT1_EE' // @s = 'short'  // He can't, you know, giving himself a little bit.
05AA: 62@s = 'ROT1_EF' // @s = 'short'  // What, you mean he likes to consult Professor Hans Jerkov?
05AA: 64@s = 'ROT1_EG' // @s = 'short'  // Yeah, regularly.
05AA: 66@s = 'ROT1_EH' // @s = 'short'  // Spank the monkey?
05AA: 68@s = 'ROT1_EJ' // @s = 'short'  // Yeah!
05AA: 70@s = 'ROT1_EK' // @s = 'short'  // Take Palm-ela out?
05AA: 72@s = 'ROT1_EL' // @s = 'short'  // Quit it!
05AA: 74@s = 'ROT1_EM' // @s = 'short'  // Burp the worm?
05AA: 76@s = 'ROT1_EN' // @s = 'short'  // Enough, man!
04AF: 82@ = 32810 // = constant 
04AF: 83@ = 32811 // = constant 
04AF: 84@ = 32812 // = constant 
04AF: 85@ = 32813 // = constant 
04AF: 86@ = 32814 // = constant 
04AF: 87@ = 32815 // = constant 
04AF: 88@ = 32816 // = constant 
04AF: 89@ = 32817 // = constant 
04AF: 90@ = 32818 // = constant 
04AF: 91@ = 32819 // = constant 
04AF: 92@ = 32820 // = constant 
04AF: 93@ = 32821 // = constant 
04AF: 94@ = 32822 // = constant 
97@ = 13 

:RIOT1_4913
if 
  48@ == 4 
else_jump @RIOT1_5010 
05AA: 52@s = 'ROT1_DA' // @s = 'short'  // Shit, look at this place, even old ladies robbing shit!
05AA: 54@s = 'ROT1_DB' // @s = 'short'  // I guess it's better than staying home and watching the shopping channel.
05AA: 56@s = 'ROT1_DC' // @s = 'short'  // Yeah, go out there and get yourself a bargain!
04AF: 82@ = 32807 // = constant 
04AF: 83@ = 32808 // = constant 
04AF: 84@ = 32809 // = constant 
97@ = 3 

:RIOT1_5010
if 
  48@ == 5 
else_jump @RIOT1_5203 
05AA: 52@s = 'ROT1_FA' // @s = 'short'  // Shit, man, people real mad!
05AA: 54@s = 'ROT1_FB' // @s = 'short'  // Tenpenny's responsible for ALL of this!
05AA: 56@s = 'ROT1_FC' // @s = 'short'  // As if the ghetto ain't wrecked enough!
05AA: 58@s = 'ROT1_FD' // @s = 'short'  // Come tomorrow, most the Centrals gonna have new TVs.
05AA: 60@s = 'ROT1_FE' // @s = 'short'  // Look at them, like angry kids or some shit!
05AA: 62@s = 'ROT1_FF' // @s = 'short'  // They just tearing up their own neighborhoods!
05AA: 64@s = 'ROT1_FG' // @s = 'short'  // Nothing good is gonna come of this.
04AF: 82@ = 32823 // = constant 
04AF: 83@ = 32824 // = constant 
04AF: 84@ = 32825 // = constant 
04AF: 85@ = 32826 // = constant 
04AF: 86@ = 32827 // = constant 
04AF: 87@ = 32828 // = constant 
04AF: 88@ = 32829 // = constant 
97@ = 7 

:RIOT1_5203
if 
  48@ == 6 
else_jump @RIOT1_5300 
05AA: 52@s = 'ROT1_GL' // @s = 'short'  // Everything's burning.
05AA: 54@s = 'ROT1_GA' // @s = 'short'  // Put your foot down!
05AA: 56@s = 'ROT1_FH' // @s = 'short'  // Man, the ghetto's tearing itself apart!
04AF: 82@ = 32840 // = constant 
04AF: 83@ = 32831 // = constant 
04AF: 84@ = 32830 // = constant 
97@ = 3 

:RIOT1_5300
if 
  48@ == 7 
else_jump @RIOT1_5421 
05AA: 52@s = 'ROT1_HC' // @s = 'short'  // I'm gonna gather up some homies, and get the hood locked down.
05AA: 54@s = 'ROT1_HD' // @s = 'short'  // You need anything, give me a call.
05AA: 56@s = 'ROT1_HE' // @s = 'short'  // I'm gonna check out the city and see what I can see.
05AA: 58@s = 'ROT1_HF' // @s = 'short'  // You be careful out there, CJ.
04AF: 82@ = 32844 // = constant 
04AF: 83@ = 32845 // = constant 
04AF: 84@ = 32846 // = constant 
04AF: 85@ = 32847 // = constant 
97@ = 4 

:RIOT1_5421
if 
  48@ == 11 
else_jump @RIOT1_5543 
05AA: 52@s = 'SWE1_BG' // @s = 'short'  // CJ, GET IN!
05AA: 54@s = 'SWE1_BK' // @s = 'short'  // CJ, c'mon man, hop in.
05AA: 56@s = 'SWE1_BL' // @s = 'short'  // C'mon, let's roll, let's step on it.
05AA: 58@s = 'SWE1_BM' // @s = 'short'  // Get in, nigga!
04AF: 82@ = 37429 // = constant 
04AF: 83@ = 37432 // = constant 
04AF: 84@ = 37433 // = constant 
04AF: 85@ = 37434 // = constant 
0085: 97@ = 51@ // (int) 

:RIOT1_5543
0085: 100@ = 49@ // (int) 
98@ = 0 
99@ = 0 
101@ = 1 
return 

:RIOT1_5574
if 
001D:   97@ > 100@ // (int) 
else_jump @RIOT1_5679 
if 
  98@ == 0 
else_jump @RIOT1_5636 
03CF: load_wav 82@(100@,15i) as 1 
100@ += 1 
98@ = 1 

:RIOT1_5636
if 
  99@ == 0 
else_jump @RIOT1_5679 
03CF: load_wav 82@(100@,15i) as 2 
100@ += 1 
99@ = 1 

:RIOT1_5679
return 

:RIOT1_5681
if 
  101@ == 1 
else_jump @RIOT1_5757 
if 
  98@ == 1 
else_jump @RIOT1_5757 
if 
03D0:   wav 1 loaded 
else_jump @RIOT1_5757 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 52@(49@,15s) time 4500 flag 1 
98@ = 2 

:RIOT1_5757
if 
  101@ == 2 
else_jump @RIOT1_5833 
if 
  99@ == 1 
else_jump @RIOT1_5833 
if 
03D0:   wav 2 loaded 
else_jump @RIOT1_5833 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 52@(49@,15s) time 4500 flag 1 
99@ = 2 

:RIOT1_5833
return 

:RIOT1_5835
if 
  98@ == 2 
else_jump @RIOT1_5898 
if 
03D2:   wav 1 ended 
else_jump @RIOT1_5898 
03D5: remove_text 52@(49@,15s) 
49@ += 1 
101@ = 2 
98@ = 0 

:RIOT1_5898
if 
  99@ == 2 
else_jump @RIOT1_5961 
if 
03D2:   wav 2 ended 
else_jump @RIOT1_5961 
03D5: remove_text 52@(49@,15s) 
49@ += 1 
101@ = 1 
99@ = 0 

:RIOT1_5961
return 

//-------------Mission 109---------------
// Originally: Los Desperados

:RIOT2
thread 'RIOT2' 
gosub @RIOT2_47 
if 
wasted_or_busted 
else_jump @RIOT2_38 
gosub @RIOT2_30143 

:RIOT2_38
gosub @RIOT2_30401 
end_thread 

:RIOT2_47
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RIOT2' 
if 
  $ONMISSION == 0 
else_jump @RIOT2_350 
0107: 96@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
018A: 97@ = create_checkpoint_at 1774.9 -1974.9 13.1 
009A: 45@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
009A: 51@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
009A: 57@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
009A: 63@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
009A: 69@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
009A: 87@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.9 -2004.6 12.6 
0187: 104@ = create_marker_above_actor 45@ 
0187: 110@ = create_marker_above_actor 51@ 
0187: 116@ = create_marker_above_actor 57@ 
0187: 122@ = create_marker_above_actor 63@ 
0187: 128@ = create_marker_above_actor 69@ 
0187: 140@ = create_marker_above_actor 87@ 

:RIOT2_350
00BE: text_clear_all 
wait 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
195@ = 0 
04AF: 154@ = 108 // = constant 
04AF: 155@ = 109 // = constant 
156@ = 0 
157@ = 2 
158@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
270@ = 0.0 
271@ = 0.0 
272@ = 0.0 
176@ = 0 
177@ = 0 
185@ = 0 
186@ = 0 
193@ = 0 
196@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
191@ = 0.0 
188@ = 0 
189@ = 60 
278@ = 0 
08F5: save_player_group 
select_interior 1 
02E4: load_cutscene_data 'RIOT_2' 

:RIOT2_756
if 
86B9:   not cutscene_data_loaded 
else_jump @RIOT2_780 
wait 0 
jump @RIOT2_756 

:RIOT2_780
02E7: start_cutscene 
fade 1 1000 

:RIOT2_789
if 
82E9:   not cutscene_reached_end 
else_jump @RIOT2_813 
wait 0 
jump @RIOT2_789 

:RIOT2_813
fade 0 0 

:RIOT2_819
if 
fading 
else_jump @RIOT2_843 
wait 0 
jump @RIOT2_819 

:RIOT2_843
select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
wait 0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model 114 
0247: load_model 115 
0247: load_model 116 
0247: load_model 108 
0247: load_model 109 
0247: load_model 339 
0247: load_model 348 
0247: load_model 372 
038B: load_requested_models 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 273@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 274@ 
06AE: create_group_decision_maker_type 0 store_to 275@ // decision\allowed\mission.grp 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 30.0 
03CB: set_rendering_origin_at 2520.8 -1678.5 14.2 
00A1: put_actor $PLAYER_ACTOR at 2520.8 -1678.5 14.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.6 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 1.0 
009A: $132 = create_actor_pedtype 24 model 290 at 2519.8 -1677.5 13.7 
0173: set_actor $132 Z_angle_to 68.6 
01B2: give_actor $132 weapon 24 ammo 30000 // Load the weapon model before using this 
0568: set_actor $132 untargetable 1 
035F: actor $132 armour += 100 
077A: set_actor $132 acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor $132 immune_to_nonplayer 1 
0446: set_actor $132 dismemberment_possible 0 
060B: set_actor $132 decision_maker_to 273@ 
022B: create_forbidden_for_peds_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0395: clear_area 1 at 1784.6 -1969.5 13.1 radius 30.0 
009A: 43@ = create_actor_pedtype 24 model 114 at 1784.6 -1969.5 13.1 
0173: set_actor 43@ Z_angle_to 103.1 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 43@ untargetable 1 
035F: actor 43@ armour += 100 
077A: set_actor 43@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 43@ immune_to_nonplayer 1 
0446: set_actor 43@ dismemberment_possible 0 
060B: set_actor 43@ decision_maker_to 274@ 
009A: 42@ = create_actor_pedtype 24 model 115 at 1784.4 -1971.1 13.1 
0173: set_actor 42@ Z_angle_to 52.8 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 42@ untargetable 1 
035F: actor 42@ armour += 100 
077A: set_actor 42@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 42@ immune_to_nonplayer 1 
0446: set_actor 42@ dismemberment_possible 0 
060B: set_actor 42@ decision_maker_to 274@ 
009A: 44@ = create_actor_pedtype 24 model 116 at 1782.6 -1969.4 13.1 
0173: set_actor 44@ Z_angle_to 250.2 
01B2: give_actor 44@ weapon 8 ammo 30000 // Load the weapon model before using this 
0568: set_actor 44@ untargetable 1 
035F: actor 44@ armour += 100 
077A: set_actor 44@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 44@ immune_to_nonplayer 1 
0446: set_actor 44@ dismemberment_possible 0 
02AB: set_actor 44@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
060B: set_actor 44@ decision_maker_to 274@ 
02FA: set_garage 'DUF_LAS' type 15 
06D0: enable_emergency_traffic 0 
0361: close_garage 'DUF_LAS' 
09B7: set_zone 'ELCO' disable_footcops 1  // El Corona
0213: 192@ = create_pickup #HEALTH type 15 at 1877.54 -1982.63 13.48 
09D2: set_cops_chase_criminals 0 

:RIOT2_1585
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @RIOT2_1611 
jump @RIOT2_30161 

:RIOT2_1611
010D: set_player $PLAYER_CHAR wanted_level_to 0 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_1650 
jump @RIOT2_30143 

:RIOT2_1650
01BD: 182@ = current_time_in_ms 
0085: 183@ = 182@ // (int) 
0062: 183@ -= 184@ // (int) 
0085: 184@ = 182@ // (int) 
005A: 178@ += 183@ // (int) 
005A: 179@ += 183@ // (int) 
005A: 180@ += 183@ // (int) 
005A: 181@ += 183@ // (int) 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @RIOT2_1766 
00A1: put_actor $PLAYER_ACTOR at 1776.0 -1988.1 12.9 
00A1: put_actor $132 at 1776.0 -1990.1 12.9 

:RIOT2_1766
07F6: get_group $PLAYER_GROUP number_of_leaders_to $34 number_of_members_to 185@ 
if 
  150@ == 0 
else_jump @RIOT2_3211 
if 
  151@ == 0 
else_jump @RIOT2_2102 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2509.0 -1672.7 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2523.1 -1678.2 15.2 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 2512.8 -1673.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 2514.1 -1675.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $132 
0616: define_AS_pack_end 276@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
fade 1 500 

:RIOT2_2018
if 
fading 
else_jump @RIOT2_2042 
wait 0 
jump @RIOT2_2018 

:RIOT2_2042
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_2074 
jump @RIOT2_30143 

:RIOT2_2074
193@ = 1 
194@ = 0 
gosub @RIOT2_40814 
151@ = 1 

:RIOT2_2102
if 
  151@ == 1 
else_jump @RIOT2_2192 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_2192 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
151@ = 2 

:RIOT2_2192
if 
  151@ == 2 
else_jump @RIOT2_2510 
if 
  193@ == 0 
else_jump @RIOT2_2510 
152@ = 0 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_2267 
jump @RIOT2_30143 

:RIOT2_2267
if 
  152@ == 1 
else_jump @RIOT2_2425 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_2309
if 
fading 
else_jump @RIOT2_2333 
wait 0 
jump @RIOT2_2309 

:RIOT2_2333
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_2365 
jump @RIOT2_30143 

:RIOT2_2365
00A1: put_actor $PLAYER_ACTOR at 2512.8 -1673.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.6 
00A1: put_actor $132 at 2514.1 -1675.2 12.5 
0173: set_actor $132 Z_angle_to 220.0 

:RIOT2_2425
0792: disembark_instantly_actor $PLAYER_ACTOR 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 
175@ = 1 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 275@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
151@ = 3 

:RIOT2_2510
if 
  151@ > 2 
else_jump @RIOT2_2535 
gosub @RIOT2_37761 

:RIOT2_2535
if 
  151@ == 3 
else_jump @RIOT2_2633 
if 
  185@ > 2 
else_jump @RIOT2_2633 
0164: disable_marker 97@ 
018A: 97@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 97@ type_to 0 
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
41@ = 0 
151@ = 4 

:RIOT2_2633
if 
  151@ == 4 
else_jump @RIOT2_3211 
if 
  195@ == 0 
else_jump @RIOT2_2730 
if 
  41@ > 7000 
else_jump @RIOT2_2730 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $132 muted 1 // versionB 
193@ = 2 
194@ = 0 
gosub @RIOT2_40814 
195@ = 1 

:RIOT2_2730
if 
  195@ == 1 
else_jump @RIOT2_2780 
if 
  193@ == 0 
else_jump @RIOT2_2780 
41@ = 0 
195@ = 2 

:RIOT2_2780
if 
  195@ == 2 
else_jump @RIOT2_2845 
if 
  41@ > 7000 
else_jump @RIOT2_2845 
193@ = 3 
194@ = 0 
gosub @RIOT2_40814 
195@ = 3 

:RIOT2_2845
if 
  195@ == 3 
else_jump @RIOT2_2902 
if 
  193@ == 0 
else_jump @RIOT2_2902 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
195@ = 4 

:RIOT2_2902
if 
  175@ == 1 
else_jump @RIOT2_3110 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $34 number_of_members_to 185@ 
if 
  186@ == 0 
else_jump @RIOT2_3008 
if 
  3 > 185@ 
else_jump @RIOT2_3008 
0164: disable_marker 97@ 
03D5: remove_text 'R2_13'  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
186@ = 1 

:RIOT2_3008
if 
  186@ == 1 
else_jump @RIOT2_3110 
if 
  185@ > 2 
else_jump @RIOT2_3110 
0164: disable_marker 97@ 
018A: 97@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 97@ type_to 0 
03D5: remove_text 'R2_01'  // ~s~Recruit a couple of Grove street Families gang members.
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
186@ = 0 

:RIOT2_3110
if 
  186@ == 0 
else_jump @RIOT2_3211 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1774.9 -1974.9 13.1 radius 4.0 4.0 4.0 
else_jump @RIOT2_3211 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $132 muted 0 // versionB 
195@ = 0 
151@ = 0 
150@ = 1 

:RIOT2_3211
if 
  150@ == 1 
else_jump @RIOT2_6695 
if 
  151@ == 0 
else_jump @RIOT2_3871 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_3271
if 
fading 
else_jump @RIOT2_3295 
wait 0 
jump @RIOT2_3271 

:RIOT2_3295
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_3327 
jump @RIOT2_30143 

:RIOT2_3327
0395: clear_area 1 at 1781.1 -1974.8 13.1 radius 30.0 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $132 from_group 
0247: load_model #BBALL_INGAME 
04ED: load_animation "BSKTBALL" 
04ED: load_animation "SMOKING" 
04ED: load_animation "GANGS" 
038B: load_requested_models 
08F5: save_player_group 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RIOT2_3521 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1781.8 -1976.4 13.1 
0173: set_actor $132 Z_angle_to 302.3 
jump @RIOT2_3559 

:RIOT2_3521
03C0: 95@ = actor $PLAYER_ACTOR car 
00AB: put_car 95@ at 1774.9 -1974.9 13.1 
0633: AS_actor $PLAYER_ACTOR exit_car 
0633: AS_actor $132 exit_car 

:RIOT2_3559
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1781.8 -1976.4 13.1 
0173: set_actor $132 Z_angle_to 302.3 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 43@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
015F: set_camera_position 1781.1 -1970.4 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1783.2 -1969.9 14.5 switchstyle 2 
fade 1 500 

:RIOT2_3801
if 
fading 
else_jump @RIOT2_3825 
wait 0 
jump @RIOT2_3801 

:RIOT2_3825
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_3857 
jump @RIOT2_30143 

:RIOT2_3857
151@ = 1 
152@ = 1 

:RIOT2_3871
if 
  151@ == 1 
else_jump @RIOT2_3924 
193@ = 4 
194@ = 0 
196@ = 2 
gosub @RIOT2_40814 
151@ = 2 

:RIOT2_3924
if 
  151@ == 2 
else_jump @RIOT2_4155 
if 
  193@ == 0 
else_jump @RIOT2_4155 
015F: set_camera_position 1784.5 -1967.7 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.4 -1973.5 14.3 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 1782.3 -1972.8 13.1 mode 4 time -1 ms // versionA 
0639: AS_actor 44@ rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor 42@ goto_point 1783.8 -1972.4 13.1 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1783.3 -1973.0 13.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
193@ = 4 
194@ = 2 
196@ = 4 
gosub @RIOT2_40814 
40@ = 0 
151@ = 3 

:RIOT2_4155
if 
  151@ == 3 
else_jump @RIOT2_4263 
if 
  193@ == 0 
else_jump @RIOT2_4263 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
151@ = 4 

:RIOT2_4263
if 
  151@ == 4 
else_jump @RIOT2_4482 
if 
  193@ == 0 
else_jump @RIOT2_4482 
062E: get_actor $132 task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_4482 
0687: clear_actor 42@ task 
0615: define_AS_pack_begin 276@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
193@ = 4 
194@ = 4 
196@ = 5 
gosub @RIOT2_40814 
151@ = 5 

:RIOT2_4482
if 
  151@ == 5 
else_jump @RIOT2_4532 
if 
  193@ == 0 
else_jump @RIOT2_4532 
40@ = 0 
151@ = 6 

:RIOT2_4532
if 
  151@ == 6 
else_jump @RIOT2_5124 
if 
  40@ > 1000 
else_jump @RIOT2_5124 
fade 0 500 

:RIOT2_4576
if 
fading 
else_jump @RIOT2_4600 
wait 0 
jump @RIOT2_4576 

:RIOT2_4600
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_4632 
jump @RIOT2_30143 

:RIOT2_4632
0395: clear_area 1 at 1793.8 -1970.6 12.5 radius 30.0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1789.5 -1968.5 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
05D3: AS_actor $PLAYER_ACTOR goto_point 1798.2 -1974.4 12.5 mode 4 time -1 ms // versionA 
0687: clear_actor $132 task 
00A1: put_actor $132 at 1789.0 -1970.6 12.5 
0173: set_actor $132 Z_angle_to 231.5 
05D3: AS_actor $132 goto_point 1794.0 -1973.5 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 43@ at 1789.3 -1967.4 12.5 
0173: set_actor 43@ Z_angle_to 231.5 
05D3: AS_actor 43@ goto_point 1796.3 -1970.7 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 44@ at 1787.4 -1967.2 12.5 
0173: set_actor 44@ Z_angle_to 234.5 
05D3: AS_actor 44@ goto_point 1792.9 -1972.3 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 42@ at 1786.3 -1966.7 12.5 
0173: set_actor 42@ Z_angle_to 251.5 
05D3: AS_actor 42@ goto_point 1793.8 -1970.6 12.5 mode 4 time -1 ms // versionA 
if 
  158@ == 0 
else_jump @RIOT2_4968 
gosub @RIOT2_31134 
158@ = 1 

:RIOT2_4968
015F: set_camera_position 1788.0 -1968.0 14.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1799.5 -1973.8 13.6 switchstyle 2 
fade 1 500 

:RIOT2_5026
if 
fading 
else_jump @RIOT2_5050 
wait 0 
jump @RIOT2_5026 

:RIOT2_5050
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_5082 
jump @RIOT2_30143 

:RIOT2_5082
193@ = 4 
194@ = 5 
196@ = 6 
gosub @RIOT2_40814 
40@ = 0 
151@ = 7 

:RIOT2_5124
if 
  151@ == 7 
else_jump @RIOT2_5272 
if 
  193@ == 0 
else_jump @RIOT2_5272 
if 
  40@ > 4000 
else_jump @RIOT2_5272 
193@ = 4 
194@ = 8 
196@ = 10 
gosub @RIOT2_40814 
015F: set_camera_position 1823.1 -1997.4 13.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1829.3 -2003.7 14.4 switchstyle 2 
40@ = 0 
151@ = 8 

:RIOT2_5272
if 
  151@ == 8 
else_jump @RIOT2_5810 
if 
8118:   not actor 46@ dead 
else_jump @RIOT2_5571 
if 
0685:   object 96@ attached 
else_jump @RIOT2_5533 
if 
0611:   actor 46@ performing_animation "BBALL_IDLELOOP" 
else_jump @RIOT2_5526 
0613: 191@ = actor 46@ animation "BBALL_IDLELOOP" time 
if 
0837:   object 96@ animation == "BBALL_IDLELOOP_O" 
else_jump @RIOT2_5445 
083A: set_object 96@ animation "BBALL_IDLELOOP_O" progress_to 191@ 
jump @RIOT2_5526 

:RIOT2_5445
if 
075A: set_object 96@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 10000.0 lockF 0 loop 0 // IF AND SET 
else_jump @RIOT2_5526 
0836: set_object 96@ animation "BBALL_IDLELOOP_O" at 0.0 times_normal_rate 

:RIOT2_5526
jump @RIOT2_5571 

:RIOT2_5533
069B: attach_object 96@ to_actor 46@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 

:RIOT2_5571
if 
  193@ == 0 
else_jump @RIOT2_5810 
if 
  40@ > 4000 
else_jump @RIOT2_5810 
015F: set_camera_position 1827.4 -1998.7 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1830.2 -1995.2 13.4 switchstyle 2 
if 
8118:   not actor 50@ dead 
else_jump @RIOT2_5768 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 1831.1 -1995.9 12.6 mode 4 time -1 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 50@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_5768
193@ = 4 
194@ = 10 
196@ = 12 
gosub @RIOT2_40814 
40@ = 0 
151@ = 9 

:RIOT2_5810
if 
  151@ == 9 
else_jump @RIOT2_6695 
if 
  193@ == 0 
else_jump @RIOT2_6695 
if 
  40@ > 4000 
else_jump @RIOT2_6695 
if 
  193@ == 0 
else_jump @RIOT2_6695 
152@ = 0 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_5922 
jump @RIOT2_30143 

:RIOT2_5922
if 
  152@ == 1 
else_jump @RIOT2_6339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_5964
if 
fading 
else_jump @RIOT2_5988 
wait 0 
jump @RIOT2_5964 

:RIOT2_5988
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_6020 
jump @RIOT2_30143 

:RIOT2_6020
if 
  158@ == 0 
else_jump @RIOT2_6052 
gosub @RIOT2_31134 
158@ = 1 

:RIOT2_6052
if 
8118:   not actor 50@ dead 
else_jump @RIOT2_6164 
0792: disembark_instantly_actor 50@ 
00A1: put_actor 50@ at 1831.1 -1995.9 12.6 
0173: set_actor 50@ Z_angle_to 180.0 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 50@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_6164
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1793.8 -1970.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1792.9 -1972.3 12.5 
0173: set_actor $132 Z_angle_to 231.5 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1794.8 -1969.8 12.5 
0173: set_actor 43@ Z_angle_to 231.5 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 1791.8 -1971.1 12.5 
0173: set_actor 44@ Z_angle_to 234.5 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1792.5 -1970.4 12.5 
0173: set_actor 42@ Z_angle_to 251.5 

:RIOT2_6339
0108: destroy_object 96@ 
0249: release_model #BBALL_INGAME 
if 
8118:   not actor 46@ dead 
else_jump @RIOT2_6380 
01B2: give_actor 46@ weapon 32 ammo 3000 // Load the weapon model before using this 
0792: disembark_instantly_actor 46@ 

:RIOT2_6380
if 
8118:   not actor 47@ dead 
else_jump @RIOT2_6401 
0792: disembark_instantly_actor 46@ 

:RIOT2_6401
if 
8118:   not actor 46@ dead 
else_jump @RIOT2_6457 
if 
8118:   not actor 47@ dead 
else_jump @RIOT2_6457 
0677: AS_actor 46@ chat_with_actor 47@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 47@ chat_with_actor 46@ lead_speaker_flag 0 unknown_flag 1 

:RIOT2_6457
if 
8118:   not actor 50@ dead 
else_jump @RIOT2_6483 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 

:RIOT2_6483
060B: set_actor 43@ decision_maker_to 273@ 
060B: set_actor 42@ decision_maker_to 273@ 
060B: set_actor 44@ decision_maker_to 273@ 
08F6: restore_player_group 
098A: set_gunshot_sense_range_for_riot2 15.0 
04EF: release_animation "GANGS" 
09F5: disable_player_mutal_activities 0 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor $132 
07E0: set_marker 97@ type_to 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_03' time 7000 flag 1  // ~s~Help ~b~Cesar~s~ and the OG's clear out the neighborhood.
if 
  152@ == 1 
else_jump @RIOT2_6670 
fade 1 500 

:RIOT2_6614
if 
fading 
else_jump @RIOT2_6638 
wait 0 
jump @RIOT2_6614 

:RIOT2_6638
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_6670 
jump @RIOT2_30143 

:RIOT2_6670
151@ = 0 
150@ = 2 
41@ = 0 
0A6F: checkpoint_save 99 

:RIOT2_6695
if 
  150@ == 2 
else_jump @RIOT2_13777 
if 
  158@ == 1 
else_jump @RIOT2_7001 
if 
  6 > 159@ 
else_jump @RIOT2_6994 
if 
8118:   not actor 45@(159@,6i) dead 
else_jump @RIOT2_6973 
if 
0364:   actor 45@(159@,6i) spotted_actor $PLAYER_ACTOR 
else_jump @RIOT2_6929 
if 
8118:   not actor 48@ dead 
else_jump @RIOT2_6857 
0615: define_AS_pack_begin 276@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
0643: set_AS_pack 276@ loop 1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 48@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_6857
if 
8118:   not actor 49@ dead 
else_jump @RIOT2_6922 
0615: define_AS_pack_begin 276@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 3.0 approach_angle 0.0 
0643: set_AS_pack 276@ loop 1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 49@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_6922
158@ = 3 

:RIOT2_6929
0226: 172@ = actor 45@(159@,6i) health 
if 
  100 > 172@ 
else_jump @RIOT2_6966 
158@ = 4 

:RIOT2_6966
jump @RIOT2_6980 

:RIOT2_6973
158@ = 4 

:RIOT2_6980
159@ += 1 
jump @RIOT2_7001 

:RIOT2_6994
159@ = 0 

:RIOT2_7001
if 
  158@ == 3 
else_jump @RIOT2_7201 
if 
  6 > 159@ 
else_jump @RIOT2_7194 
if 
8118:   not actor 45@(159@,6i) dead 
else_jump @RIOT2_7173 
0226: 172@ = actor 45@(159@,6i) health 
if 
  100 > 172@ 
else_jump @RIOT2_7094 
158@ = 4 

:RIOT2_7094
if 
8118:   not actor 45@ dead 
else_jump @RIOT2_7136 
if 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
else_jump @RIOT2_7136 
158@ = 4 

:RIOT2_7136
if 
0457:   player $PLAYER_CHAR aiming_at_actor 45@(159@,6i) 
else_jump @RIOT2_7166 
158@ = 4 

:RIOT2_7166
jump @RIOT2_7180 

:RIOT2_7173
158@ = 4 

:RIOT2_7180
159@ += 1 
jump @RIOT2_7201 

:RIOT2_7194
159@ = 0 

:RIOT2_7201
if 
  158@ == 4 
else_jump @RIOT2_7319 
if 
  193@ == 0 
else_jump @RIOT2_7312 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_7312 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_7312 
193@ = 5 
194@ = 11 
196@ = 12 
gosub @RIOT2_40814 

:RIOT2_7312
158@ = 5 

:RIOT2_7319
if 
  158@ > 3 
else_jump @RIOT2_7556 
if or
  166@ == 0 
  169@ == 0 
  160@ == 0 
  163@ == 0 
else_jump @RIOT2_7424 
if 
8118:   not actor 45@ dead 
else_jump @RIOT2_7424 
if 
  157@ == 2 
else_jump @RIOT2_7417 
157@ = 0 

:RIOT2_7417
gosub @RIOT2_31938 

:RIOT2_7424
if 
  166@ > 0 
else_jump @RIOT2_7556 
if 
  169@ > 0 
else_jump @RIOT2_7556 
if 
  160@ > 0 
else_jump @RIOT2_7556 
if 
  163@ > 0 
else_jump @RIOT2_7556 
if 
8118:   not actor 45@ dead 
else_jump @RIOT2_7556 
062E: get_actor 45@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_7556 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
157@ = 3 

:RIOT2_7556
if 
  158@ == 5 
else_jump @RIOT2_7806 
if 
0118:   actor 45@ dead 
else_jump @RIOT2_7806 
if 
0118:   actor 46@ dead 
else_jump @RIOT2_7806 
if 
0118:   actor 47@ dead 
else_jump @RIOT2_7806 
if 
0118:   actor 48@ dead 
else_jump @RIOT2_7806 
if 
0118:   actor 49@ dead 
else_jump @RIOT2_7806 
if 
0118:   actor 50@ dead 
else_jump @RIOT2_7806 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
if and
  166@ == 0 
  169@ == 0 
  160@ == 0 
  163@ == 0 
else_jump @RIOT2_7776 
166@ = 1 

:RIOT2_7776
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
158@ = 6 

:RIOT2_7806
if 
  6 > 158@ 
else_jump @RIOT2_7980 
if 
0118:   actor 45@ dead 
else_jump @RIOT2_7850 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 

:RIOT2_7850
if 
0118:   actor 46@ dead 
else_jump @RIOT2_7876 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 

:RIOT2_7876
if 
0118:   actor 47@ dead 
else_jump @RIOT2_7902 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 

:RIOT2_7902
if 
0118:   actor 48@ dead 
else_jump @RIOT2_7928 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 

:RIOT2_7928
if 
0118:   actor 49@ dead 
else_jump @RIOT2_7954 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 

:RIOT2_7954
if 
0118:   actor 50@ dead 
else_jump @RIOT2_7980 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 

:RIOT2_7980
if 
  160@ == 1 
else_jump @RIOT2_8019 
gosub @RIOT2_32449 
179@ = 0 
160@ = 2 

:RIOT2_8019
if 
  160@ == 2 
else_jump @RIOT2_8096 
if 
0118:   actor 51@ dead 
else_jump @RIOT2_8096 
if 
0118:   actor 52@ dead 
else_jump @RIOT2_8096 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
160@ = 3 

:RIOT2_8096
if 
  3 > 160@ 
else_jump @RIOT2_8166 
if 
0118:   actor 51@ dead 
else_jump @RIOT2_8140 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 

:RIOT2_8140
if 
0118:   actor 52@ dead 
else_jump @RIOT2_8166 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 

:RIOT2_8166
if 
  160@ > 0 
else_jump @RIOT2_8249 
if 
  161@ == 0 
else_jump @RIOT2_8249 
if 
  179@ > 500 
else_jump @RIOT2_8249 
161@ = 1 
gosub @RIOT2_32449 
161@ = 2 
179@ = 0 

:RIOT2_8249
if 
  161@ == 2 
else_jump @RIOT2_8326 
if 
0118:   actor 53@ dead 
else_jump @RIOT2_8326 
if 
0118:   actor 54@ dead 
else_jump @RIOT2_8326 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
161@ = 3 

:RIOT2_8326
if 
  3 > 161@ 
else_jump @RIOT2_8396 
if 
0118:   actor 53@ dead 
else_jump @RIOT2_8370 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:RIOT2_8370
if 
0118:   actor 54@ dead 
else_jump @RIOT2_8396 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:RIOT2_8396
if 
  160@ > 0 
else_jump @RIOT2_8497 
if 
  161@ > 0 
else_jump @RIOT2_8497 
if 
  162@ == 0 
else_jump @RIOT2_8497 
if 
  179@ > 500 
else_jump @RIOT2_8497 
162@ = 1 
gosub @RIOT2_32449 
162@ = 2 
179@ = 0 

:RIOT2_8497
if 
  162@ == 2 
else_jump @RIOT2_8574 
if 
0118:   actor 55@ dead 
else_jump @RIOT2_8574 
if 
0118:   actor 56@ dead 
else_jump @RIOT2_8574 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
162@ = 3 

:RIOT2_8574
if 
  3 > 162@ 
else_jump @RIOT2_8644 
if 
0118:   actor 55@ dead 
else_jump @RIOT2_8618 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 

:RIOT2_8618
if 
0118:   actor 56@ dead 
else_jump @RIOT2_8644 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 

:RIOT2_8644
if 
  160@ == 3 
else_jump @RIOT2_8868 
if 
  161@ == 3 
else_jump @RIOT2_8868 
if 
  162@ == 3 
else_jump @RIOT2_8868 
if 
  163@ == 0 
else_jump @RIOT2_8730 
163@ = 1 
jump @RIOT2_8787 

:RIOT2_8730
if 
  166@ == 0 
else_jump @RIOT2_8762 
166@ = 1 
jump @RIOT2_8787 

:RIOT2_8762
if 
  169@ == 0 
else_jump @RIOT2_8787 
169@ = 1 

:RIOT2_8787
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
160@ = 4 
161@ = 4 
162@ = 4 

:RIOT2_8868
if 
  163@ == 1 
else_jump @RIOT2_8907 
gosub @RIOT2_33777 
178@ = 0 
163@ = 2 

:RIOT2_8907
if 
  163@ == 2 
else_jump @RIOT2_8984 
if 
0118:   actor 57@ dead 
else_jump @RIOT2_8984 
if 
0118:   actor 58@ dead 
else_jump @RIOT2_8984 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
163@ = 3 

:RIOT2_8984
if 
  3 > 163@ 
else_jump @RIOT2_9054 
if 
0118:   actor 57@ dead 
else_jump @RIOT2_9028 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 

:RIOT2_9028
if 
0118:   actor 58@ dead 
else_jump @RIOT2_9054 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 

:RIOT2_9054
if 
  163@ > 0 
else_jump @RIOT2_9137 
if 
  164@ == 0 
else_jump @RIOT2_9137 
if 
  178@ > 500 
else_jump @RIOT2_9137 
164@ = 1 
gosub @RIOT2_33777 
164@ = 2 
178@ = 0 

:RIOT2_9137
if 
  164@ == 2 
else_jump @RIOT2_9214 
if 
0118:   actor 59@ dead 
else_jump @RIOT2_9214 
if 
0118:   actor 60@ dead 
else_jump @RIOT2_9214 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
164@ = 3 

:RIOT2_9214
if 
  3 > 164@ 
else_jump @RIOT2_9284 
if 
0118:   actor 59@ dead 
else_jump @RIOT2_9258 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 

:RIOT2_9258
if 
0118:   actor 60@ dead 
else_jump @RIOT2_9284 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 

:RIOT2_9284
if 
  163@ > 0 
else_jump @RIOT2_9385 
if 
  164@ > 0 
else_jump @RIOT2_9385 
if 
  165@ == 0 
else_jump @RIOT2_9385 
if 
  178@ > 500 
else_jump @RIOT2_9385 
165@ = 1 
gosub @RIOT2_33777 
165@ = 2 
178@ = 0 

:RIOT2_9385
if 
  165@ == 2 
else_jump @RIOT2_9462 
if 
0118:   actor 61@ dead 
else_jump @RIOT2_9462 
if 
0118:   actor 62@ dead 
else_jump @RIOT2_9462 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
165@ = 3 

:RIOT2_9462
if 
  3 > 165@ 
else_jump @RIOT2_9532 
if 
0118:   actor 61@ dead 
else_jump @RIOT2_9506 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 

:RIOT2_9506
if 
0118:   actor 62@ dead 
else_jump @RIOT2_9532 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 

:RIOT2_9532
if 
  163@ == 3 
else_jump @RIOT2_9756 
if 
  164@ == 3 
else_jump @RIOT2_9756 
if 
  165@ == 3 
else_jump @RIOT2_9756 
if 
  169@ == 0 
else_jump @RIOT2_9618 
169@ = 1 
jump @RIOT2_9675 

:RIOT2_9618
if 
  160@ == 0 
else_jump @RIOT2_9650 
160@ = 1 
jump @RIOT2_9675 

:RIOT2_9650
if 
  166@ == 0 
else_jump @RIOT2_9675 
166@ = 1 

:RIOT2_9675
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
163@ = 4 
164@ = 4 
165@ = 4 

:RIOT2_9756
if 
  166@ == 1 
else_jump @RIOT2_9795 
gosub @RIOT2_35105 
181@ = 0 
166@ = 2 

:RIOT2_9795
if 
  166@ == 2 
else_jump @RIOT2_9872 
if 
0118:   actor 63@ dead 
else_jump @RIOT2_9872 
if 
0118:   actor 64@ dead 
else_jump @RIOT2_9872 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
166@ = 3 

:RIOT2_9872
if 
  3 > 166@ 
else_jump @RIOT2_9942 
if 
0118:   actor 63@ dead 
else_jump @RIOT2_9916 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:RIOT2_9916
if 
0118:   actor 64@ dead 
else_jump @RIOT2_9942 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:RIOT2_9942
if 
  166@ > 0 
else_jump @RIOT2_10025 
if 
  167@ == 0 
else_jump @RIOT2_10025 
if 
  181@ > 500 
else_jump @RIOT2_10025 
167@ = 1 
gosub @RIOT2_35105 
167@ = 2 
181@ = 0 

:RIOT2_10025
if 
  167@ == 2 
else_jump @RIOT2_10102 
if 
0118:   actor 65@ dead 
else_jump @RIOT2_10102 
if 
0118:   actor 66@ dead 
else_jump @RIOT2_10102 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
167@ = 3 

:RIOT2_10102
if 
  3 > 167@ 
else_jump @RIOT2_10172 
if 
0118:   actor 65@ dead 
else_jump @RIOT2_10146 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:RIOT2_10146
if 
0118:   actor 66@ dead 
else_jump @RIOT2_10172 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:RIOT2_10172
if 
  166@ > 0 
else_jump @RIOT2_10273 
if 
  167@ > 0 
else_jump @RIOT2_10273 
if 
  168@ == 0 
else_jump @RIOT2_10273 
if 
  181@ > 500 
else_jump @RIOT2_10273 
168@ = 1 
gosub @RIOT2_35105 
168@ = 2 
181@ = 0 

:RIOT2_10273
if 
  168@ == 2 
else_jump @RIOT2_10350 
if 
0118:   actor 67@ dead 
else_jump @RIOT2_10350 
if 
0118:   actor 68@ dead 
else_jump @RIOT2_10350 
0164: disable_marker 126@ 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
168@ = 3 

:RIOT2_10350
if 
  3 > 168@ 
else_jump @RIOT2_10420 
if 
0118:   actor 67@ dead 
else_jump @RIOT2_10394 
0164: disable_marker 126@ 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 

:RIOT2_10394
if 
0118:   actor 68@ dead 
else_jump @RIOT2_10420 
0164: disable_marker 127@ 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:RIOT2_10420
if 
  166@ == 3 
else_jump @RIOT2_10644 
if 
  167@ == 3 
else_jump @RIOT2_10644 
if 
  168@ == 3 
else_jump @RIOT2_10644 
if 
  160@ == 0 
else_jump @RIOT2_10506 
160@ = 1 
jump @RIOT2_10563 

:RIOT2_10506
if 
  169@ == 0 
else_jump @RIOT2_10538 
169@ = 1 
jump @RIOT2_10563 

:RIOT2_10538
if 
  163@ == 0 
else_jump @RIOT2_10563 
163@ = 1 

:RIOT2_10563
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
166@ = 4 
167@ = 4 
168@ = 4 

:RIOT2_10644
if 
  169@ == 1 
else_jump @RIOT2_10683 
gosub @RIOT2_36433 
180@ = 0 
169@ = 2 

:RIOT2_10683
if 
  169@ == 2 
else_jump @RIOT2_10760 
if 
0118:   actor 69@ dead 
else_jump @RIOT2_10760 
if 
0118:   actor 70@ dead 
else_jump @RIOT2_10760 
0164: disable_marker 128@ 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 129@ 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
169@ = 3 

:RIOT2_10760
if 
  3 > 169@ 
else_jump @RIOT2_10830 
if 
0118:   actor 69@ dead 
else_jump @RIOT2_10804 
0164: disable_marker 128@ 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 

:RIOT2_10804
if 
0118:   actor 70@ dead 
else_jump @RIOT2_10830 
0164: disable_marker 129@ 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 

:RIOT2_10830
if 
  169@ > 0 
else_jump @RIOT2_10913 
if 
  170@ == 0 
else_jump @RIOT2_10913 
if 
  180@ > 500 
else_jump @RIOT2_10913 
170@ = 1 
gosub @RIOT2_36433 
170@ = 2 
180@ = 0 

:RIOT2_10913
if 
  170@ == 2 
else_jump @RIOT2_10990 
if 
0118:   actor 71@ dead 
else_jump @RIOT2_10990 
if 
0118:   actor 72@ dead 
else_jump @RIOT2_10990 
0164: disable_marker 130@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
170@ = 3 

:RIOT2_10990
if 
  3 > 170@ 
else_jump @RIOT2_11060 
if 
0118:   actor 71@ dead 
else_jump @RIOT2_11034 
0164: disable_marker 130@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 

:RIOT2_11034
if 
0118:   actor 72@ dead 
else_jump @RIOT2_11060 
0164: disable_marker 131@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 

:RIOT2_11060
if 
  169@ > 0 
else_jump @RIOT2_11161 
if 
  170@ > 0 
else_jump @RIOT2_11161 
if 
  171@ == 0 
else_jump @RIOT2_11161 
if 
  180@ > 500 
else_jump @RIOT2_11161 
171@ = 1 
gosub @RIOT2_36433 
171@ = 2 
180@ = 0 

:RIOT2_11161
if 
  171@ == 2 
else_jump @RIOT2_11238 
if 
0118:   actor 73@ dead 
else_jump @RIOT2_11238 
if 
0118:   actor 74@ dead 
else_jump @RIOT2_11238 
0164: disable_marker 132@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 133@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
171@ = 3 

:RIOT2_11238
if 
  3 > 171@ 
else_jump @RIOT2_11308 
if 
0118:   actor 73@ dead 
else_jump @RIOT2_11282 
0164: disable_marker 132@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:RIOT2_11282
if 
0118:   actor 74@ dead 
else_jump @RIOT2_11308 
0164: disable_marker 133@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 

:RIOT2_11308
if 
  169@ == 3 
else_jump @RIOT2_11532 
if 
  170@ == 3 
else_jump @RIOT2_11532 
if 
  171@ == 3 
else_jump @RIOT2_11532 
if 
  166@ == 0 
else_jump @RIOT2_11394 
166@ = 1 
jump @RIOT2_11451 

:RIOT2_11394
if 
  163@ == 0 
else_jump @RIOT2_11426 
163@ = 1 
jump @RIOT2_11451 

:RIOT2_11426
if 
  160@ == 0 
else_jump @RIOT2_11451 
160@ = 1 

:RIOT2_11451
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
169@ = 4 
170@ = 4 
171@ = 4 

:RIOT2_11532
if 
  195@ == 0 
else_jump @RIOT2_11694 
if 
  6 > 173@ 
else_jump @RIOT2_11694 
if 
  41@ > 7000 
else_jump @RIOT2_11694 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_11694 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_11694 
if 
  193@ == 0 
else_jump @RIOT2_11694 
0A09: set_actor $132 muted 1 // versionB 
193@ = 5 
194@ = 3 
196@ = 4 
gosub @RIOT2_40814 
195@ = 1 

:RIOT2_11694
if 
  173@ == 0 
else_jump @RIOT2_11835 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1824.9 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1822.3 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1820.9 -1984.7 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1824.5 -1984.0 12.6 mode 4 time -2 
173@ = 1 

:RIOT2_11835
if 
  173@ == 1 
else_jump @RIOT2_12383 
if 
  158@ == 6 
else_jump @RIOT2_12087 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_12080 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_12080 
if 
  193@ == 0 
else_jump @RIOT2_12080 
193@ = 5 
194@ = 4 
196@ = 5 
gosub @RIOT2_40814 

:RIOT2_12080
173@ = 2 

:RIOT2_12087
if 
0118:   actor 46@ dead 
else_jump @RIOT2_12383 
if 
0118:   actor 47@ dead 
else_jump @RIOT2_12383 
if 
0118:   actor 48@ dead 
else_jump @RIOT2_12383 
if 
0118:   actor 49@ dead 
else_jump @RIOT2_12383 
if 
0118:   actor 50@ dead 
else_jump @RIOT2_12383 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_12376 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_12376 
if 
  193@ == 0 
else_jump @RIOT2_12376 
193@ = 5 
194@ = 5 
196@ = 6 
gosub @RIOT2_40814 

:RIOT2_12376
173@ = 2 

:RIOT2_12383
if 
  173@ == 2 
else_jump @RIOT2_12635 
if 
  166@ == 4 
else_jump @RIOT2_12635 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1858.8 -1993.7 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1858.8 -1991.6 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1858.8 -1989.7 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1858.8 -1987.7 12.6 mode 4 time -2 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_12628 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_12628 
if 
  193@ == 0 
else_jump @RIOT2_12628 
193@ = 5 
194@ = 6 
196@ = 7 
gosub @RIOT2_40814 

:RIOT2_12628
173@ = 3 

:RIOT2_12635
if 
  173@ == 3 
else_jump @RIOT2_12887 
if 
  160@ == 4 
else_jump @RIOT2_12887 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1886.2 -1995.2 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1886.2 -1993.2 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1886.2 -1991.2 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1886.2 -1989.2 12.6 mode 4 time -2 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_12880 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_12880 
if 
  193@ == 0 
else_jump @RIOT2_12880 
193@ = 5 
194@ = 7 
196@ = 8 
gosub @RIOT2_40814 

:RIOT2_12880
173@ = 4 

:RIOT2_12887
if 
  173@ == 4 
else_jump @RIOT2_13139 
if 
  163@ == 4 
else_jump @RIOT2_13139 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
05F5: AS_actor 42@ goto_point_using_paths 1903.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 43@ goto_point_using_paths 1905.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 44@ goto_point_using_paths 1907.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor $132 goto_point_using_paths 1909.1 -2009.3 12.6 mode 4 time -2 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_13132 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_13132 
if 
  193@ == 0 
else_jump @RIOT2_13132 
193@ = 5 
194@ = 8 
196@ = 9 
gosub @RIOT2_40814 

:RIOT2_13132
173@ = 5 

:RIOT2_13139
if 
  173@ == 5 
else_jump @RIOT2_13621 
if 
  169@ == 4 
else_jump @RIOT2_13621 
0687: clear_actor 42@ task 
0687: clear_actor 43@ task 
0687: clear_actor 44@ task 
0687: clear_actor $132 task 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 1916.8 -2059.2 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1921.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 1914.5 -2058.4 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1922.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 1918.1 -2061.8 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1923.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 43@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 1919.8 -2059.6 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1924.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 44@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_13582 
if 
00F2:   actor $PLAYER_ACTOR near_actor $132 radius 60.0 60.0 0 
else_jump @RIOT2_13582 
193@ = 5 
194@ = 0 
196@ = 1 
gosub @RIOT2_40814 

:RIOT2_13582
0164: disable_marker 97@ 
018A: 97@ = create_checkpoint_at 1922.8 -2075.0 12.5 
195@ = 0 
173@ = 6 

:RIOT2_13621
if 
  173@ == 6 
else_jump @RIOT2_13777 
if 
  195@ == 0 
else_jump @RIOT2_13698 
if 
  193@ == 0 
else_jump @RIOT2_13698 
00BC: show_text_highpriority GXT 'R2_04' time 11000 flag 1  // ~s~Head to the ~y~alleyway~s~!
195@ = 1 

:RIOT2_13698
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1922.8 -2075.0 12.5 radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT2_13777 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
151@ = 0 
150@ = 3 

:RIOT2_13777
if 
  150@ == 3 
else_jump @RIOT2_19185 
if 
  151@ == 0 
else_jump @RIOT2_15209 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_13837
if 
fading 
else_jump @RIOT2_13861 
wait 0 
jump @RIOT2_13837 

:RIOT2_13861
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_13893 
jump @RIOT2_30143 

:RIOT2_13893
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $132 muted 0 // versionB 
01EB: set_traffic_density_multiplier_to 0.0 
if 
83B1:   not garage 'DUF_LAS' door_closed 
else_jump @RIOT2_13964 
0361: close_garage 'DUF_LAS' 

:RIOT2_13964
0247: load_model 466 
0247: load_model 359 
04ED: load_animation "CAR" 
04ED: load_animation "SWAT" 
04ED: load_animation "CRACK" 
04ED: load_animation "CASINO" 
038B: load_requested_models 
0708: reset_decision_maker 273@ event 36 
0708: reset_decision_maker 273@ event 37 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_14056 
jump @RIOT2_30143 

:RIOT2_14056
0395: clear_area 1 at 1897.0 -2103.8 12.3 radius 300.0 
00A5: 75@ = create_car 466 at 1897.0 -2103.8 12.3 
0175: set_car 75@ Z_angle_to 2.4 
0519: set_car 75@ locked 1 
020A: set_car 75@ door_status_to 2 
02AC: set_car 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 76@ = create_car 466 at 1857.3 -2101.3 12.3 
0519: set_car 76@ locked 1 
0175: set_car 76@ Z_angle_to 359.7 
020A: set_car 76@ door_status_to 2 
0209: 156@ = random_int_in_ranges 0 2 
009A: 77@ = create_actor_pedtype 25 model 154@(156@,2i) at 1860.9 -2099.6 12.6 
0173: set_actor 77@ Z_angle_to 270.0 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 274@ 
0605: actor 77@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 134@ = create_marker_above_actor 77@ 
0168: set_marker 134@ size 1 
02E2: set_actor 77@ weapon_accuracy_to 189@ 
035F: actor 77@ armour += 50 
0209: 156@ = random_int_in_ranges 0 2 
009A: 78@ = create_actor_pedtype 25 model 154@(156@,2i) at 1859.9 -2102.5 12.5 
0173: set_actor 78@ Z_angle_to 48.0 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 274@ 
0187: 135@ = create_marker_above_actor 78@ 
0168: set_marker 135@ size 1 
02E2: set_actor 78@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 79@ = create_actor_pedtype 25 model 154@(156@,2i) at 1855.6 -2102.6 12.5 
0173: set_actor 79@ Z_angle_to 282.0 
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 274@ 
0605: actor 79@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 136@ = create_marker_above_actor 79@ 
0168: set_marker 136@ size 1 
02E2: set_actor 79@ weapon_accuracy_to 189@ 
035F: actor 79@ armour += 50 
0209: 156@ = random_int_in_ranges 0 2 
009A: 80@ = create_actor_pedtype 25 model 154@(156@,2i) at 1855.6 -2099.6 12.5 
0173: set_actor 80@ Z_angle_to 282.0 
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 274@ 
0605: actor 80@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 137@ = create_marker_above_actor 80@ 
0168: set_marker 137@ size 1 
02E2: set_actor 80@ weapon_accuracy_to 189@ 
152@ = 1 
0707: start_scene_skip_to @RIOT2_16165 
0395: clear_area 1 at 1918.1 -2076.9 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1918.1 -2076.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1916.1 -2093.3 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1919.1 -2077.7 12.5 
0173: set_actor $132 Z_angle_to 171.5 
05D3: AS_actor $132 goto_point 1917.1 -2094.1 12.5 mode 4 time -1 ms // versionA 
060B: set_actor $132 decision_maker_to 274@ 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1920.3 -2075.3 12.5 
0173: set_actor 43@ Z_angle_to 189.5 
01B2: give_actor 43@ weapon 35 ammo 1 // Load the weapon model before using this 
05D3: AS_actor 43@ goto_point 1918.3 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 43@ decision_maker_to 274@ 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1918.8 -2075.3 12.5 
0173: set_actor 42@ Z_angle_to 165.9 
05D3: AS_actor 42@ goto_point 1916.8 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 42@ decision_maker_to 274@ 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 1919.6 -2074.0 12.5 
0173: set_actor 44@ Z_angle_to 173.0 
05D3: AS_actor 44@ goto_point 1917.6 -2090.4 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 44@ decision_maker_to 274@ 
015F: set_camera_position 1914.65 -2087.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.9 -2080.7 13.0 switchstyle 2 
fade 1 500 

:RIOT2_15111
if 
fading 
else_jump @RIOT2_15135 
wait 0 
jump @RIOT2_15111 

:RIOT2_15135
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_15167 
jump @RIOT2_30143 

:RIOT2_15167
193@ = 6 
194@ = 0 
196@ = 6 
gosub @RIOT2_40814 
40@ = 0 
151@ = 1 

:RIOT2_15209
if 
  151@ == 1 
else_jump @RIOT2_15630 
if 
  40@ > 8000 
else_jump @RIOT2_15630 
0395: clear_area 1 at 1916.9 -2101.1 12.6 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1916.9 -2101.1 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1912.4 -2101.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1916.9 -2102.1 12.6 
0173: set_actor $132 Z_angle_to 90.0 
05D3: AS_actor $132 goto_point 1912.4 -2102.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1916.9 -2103.1 12.6 
0173: set_actor 43@ Z_angle_to 90.0 
05D3: AS_actor 43@ goto_point 1912.4 -2103.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 1916.9 -2100.1 12.6 
0173: set_actor 44@ Z_angle_to 90.0 
05D3: AS_actor 44@ goto_point 1912.4 -2100.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1916.9 -2099.1 12.6 
0173: set_actor 42@ Z_angle_to 90.0 
05D3: AS_actor 42@ goto_point 1912.4 -2099.1 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1916.5 -2100.9 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.2 -2101.0 14.8 switchstyle 2 
40@ = 0 
151@ = 2 

:RIOT2_15630
if 
  151@ == 2 
else_jump @RIOT2_16103 
if 
  193@ == 0 
else_jump @RIOT2_16103 
if 
  40@ > 4000 
else_jump @RIOT2_16103 
0A6F: checkpoint_save 99 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_15788 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor 77@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_15788
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_15862 
0615: define_AS_pack_begin 276@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor 78@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_15862
if 
8118:   not actor 79@ dead 
else_jump @RIOT2_15936 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 700 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor 79@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_15936
if 
8118:   not actor 80@ dead 
else_jump @RIOT2_16010 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor 80@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_16010
193@ = 6 
194@ = 6 
196@ = 7 
gosub @RIOT2_40814 
015F: set_camera_position 1866.1 -2101.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1849.9 -2101.0 14.98 switchstyle 2 
40@ = 0 
151@ = 3 

:RIOT2_16103
if 
  151@ == 3 
else_jump @RIOT2_19185 
if 
  193@ == 0 
else_jump @RIOT2_19185 
if 
  40@ > 4000 
else_jump @RIOT2_19185 
152@ = 0 

:RIOT2_16165
0701: end_scene_skip 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_16199 
jump @RIOT2_30143 

:RIOT2_16199
if 
  152@ == 1 
else_jump @RIOT2_16556 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_16241
if 
fading 
else_jump @RIOT2_16265 
wait 0 
jump @RIOT2_16241 

:RIOT2_16265
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_16297 
jump @RIOT2_30143 

:RIOT2_16297
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2101.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1912.4 -2102.1 12.5 
0173: set_actor $132 Z_angle_to 90.0 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1912.4 -2103.1 12.5 
0173: set_actor 43@ Z_angle_to 90.0 
0792: disembark_instantly_actor 44@ 
00A1: put_actor 44@ at 1912.4 -2100.1 12.5 
0173: set_actor 44@ Z_angle_to 90.0 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1912.4 -2099.1 12.5 
0173: set_actor 42@ Z_angle_to 90.0 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_16493 
0792: disembark_instantly_actor 77@ 

:RIOT2_16493
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_16514 
0792: disembark_instantly_actor 78@ 

:RIOT2_16514
if 
8118:   not actor 79@ dead 
else_jump @RIOT2_16535 
0792: disembark_instantly_actor 79@ 

:RIOT2_16535
if 
8118:   not actor 80@ dead 
else_jump @RIOT2_16556 
0792: disembark_instantly_actor 80@ 

:RIOT2_16556
0350: set_actor $132 maintain_position_when_attacked 1 
0615: define_AS_pack_begin 277@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1871.1 -2102.3 14.6 176@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 176@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 176@ ms 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1898.7 -2102.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0792: disembark_instantly_actor 43@ 
00A1: put_actor 43@ at 1912.4 -2103.1 12.5 
0173: set_actor 43@ Z_angle_to 90.0 
0350: set_actor 43@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 277@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 176@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 176@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 176@ ms 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
if 
8119:   not car 76@ wrecked 
else_jump @RIOT2_17016 
0672: AS_actor -1 attack_car 76@ 

:RIOT2_17016
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "MANWINB" IFP "CASINO" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 43@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0350: set_actor 42@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 277@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1891.2 -2099.6 14.0 176@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1903.7 -2096.6 12.5 angle 75.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1903.5 -2096.6 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1894.6 -2099.2 12.4 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05D3: AS_actor -1 goto_point 1884.6 -2107.6 12.4 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1874.9 -2102.8 12.4 mode 6 time -1 ms // versionA 
0812: AS_actor -1 perform_animation "KO_SPIN_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 276@ 
0618: assign_actor 44@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_17967 
0350: set_actor 77@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 277@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 176@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 176@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1872.8 -2096.1 12.5 angle 275.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 77@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 

:RIOT2_17967
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_17991 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 

:RIOT2_17991
if 
8118:   not actor 79@ dead 
else_jump @RIOT2_18326 
0350: set_actor 79@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 277@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 176@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 176@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1864.1 -2107.4 12.6 angle 275.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1864.1 -2107.4 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 79@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 

:RIOT2_18326
if 
8118:   not actor 80@ dead 
else_jump @RIOT2_18350 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:RIOT2_18350
0209: 156@ = random_int_in_ranges 0 2 
009A: 81@ = create_actor_pedtype 25 model 154@(156@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 81@ Z_angle_to 357.8 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 274@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 81@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 138@ = create_marker_above_actor 81@ 
0168: set_marker 138@ size 1 
02E2: set_actor 81@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 82@ = create_actor_pedtype 25 model 154@(156@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 82@ Z_angle_to 357.8 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 274@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 82@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 139@ = create_marker_above_actor 82@ 
0168: set_marker 139@ size 1 
02E2: set_actor 82@ weapon_accuracy_to 189@ 
035F: actor 82@ armour += 50 
0209: 156@ = random_int_in_ranges 0 2 
009A: 83@ = create_actor_pedtype 25 model 154@(156@,2i) at 1879.7 -2094.9 12.5 
0173: set_actor 83@ Z_angle_to 180.0 
01B2: give_actor 83@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 274@ 
0350: set_actor 83@ maintain_position_when_attacked 1 
02E2: set_actor 83@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 84@ = create_actor_pedtype 25 model 154@(156@,2i) at 1878.7 -2094.9 12.5 
0173: set_actor 84@ Z_angle_to 180.0 
01B2: give_actor 84@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 274@ 
0350: set_actor 84@ maintain_position_when_attacked 1 
02E2: set_actor 84@ weapon_accuracy_to 189@ 
035F: actor 84@ armour += 50 
0209: 156@ = random_int_in_ranges 0 2 
009A: 85@ = create_actor_pedtype 25 model 154@(156@,2i) at 1876.7 -2094.9 12.5 
0173: set_actor 85@ Z_angle_to 180.0 
01B2: give_actor 85@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 85@ decision_maker_to 274@ 
0350: set_actor 85@ maintain_position_when_attacked 1 
02E2: set_actor 85@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 86@ = create_actor_pedtype 25 model 154@(156@,2i) at 1875.2 -2094.9 12.5 
0173: set_actor 86@ Z_angle_to 180.0 
01B2: give_actor 86@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 86@ decision_maker_to 274@ 
02AB: set_actor 86@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0350: set_actor 86@ maintain_position_when_attacked 1 
02E2: set_actor 86@ weapon_accuracy_to 189@ 
035F: actor 86@ armour += 50 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor $132 
07E0: set_marker 97@ type_to 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "CAR" 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_05' time 7000 flag 1  // ~S~Stay close to ~b~Cesar~s~ and clear out the alleyway.
if 
  152@ == 1 
else_jump @RIOT2_19171 
fade 1 500 

:RIOT2_19115
if 
fading 
else_jump @RIOT2_19139 
wait 0 
jump @RIOT2_19115 

:RIOT2_19139
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_19171 
jump @RIOT2_30143 

:RIOT2_19171
151@ = 0 
150@ = 4 

:RIOT2_19185
if 
  150@ == 4 
else_jump @RIOT2_20932 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_19302 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1877.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RIOT2_19302 
062E: get_actor 77@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_19302 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:RIOT2_19302
if 
8118:   not actor 79@ dead 
else_jump @RIOT2_19401 
if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1872.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RIOT2_19401 
062E: get_actor 79@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_19401 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:RIOT2_19401
if 
8118:   not actor $132 dead 
else_jump @RIOT2_19474 
0226: 188@ = actor $132 health 
if 
  50 > 188@ 
else_jump @RIOT2_19474 
0829: actor $132 perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19474
if 
8118:   not actor 42@ dead 
else_jump @RIOT2_19547 
0226: 188@ = actor 42@ health 
if 
  50 > 188@ 
else_jump @RIOT2_19547 
0829: actor 42@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_19547
if 
  151@ == 0 
else_jump @RIOT2_19638 
062E: get_actor 44@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_19638 
0646: unknown_get_actor 44@ task_1560_status_store_to 278@ // similar to 062E 
if 
  278@ >= 3 
else_jump @RIOT2_19638 
0360: open_garage 'DUF_LAS' 
151@ = 1 

:RIOT2_19638
if 
  151@ == 1 
else_jump @RIOT2_20304 
062E: get_actor 44@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_20304 
0646: unknown_get_actor 44@ task_1560_status_store_to 278@ // similar to 062E 
if 
  278@ >= 5 
else_jump @RIOT2_20304 
if 
8118:   not actor 83@ dead 
else_jump @RIOT2_19836 
0615: define_AS_pack_begin 277@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
07A5: AS_actor -1 attack_actor 44@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 83@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0187: 146@ = create_marker_above_actor 83@ 
0168: set_marker 146@ size 1 

:RIOT2_19836
if 
8118:   not actor 84@ dead 
else_jump @RIOT2_19985 
0350: set_actor 84@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 276@ 
07A5: AS_actor -1 attack_actor 44@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 84@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 147@ = create_marker_above_actor 84@ 
0168: set_marker 147@ size 1 

:RIOT2_19985
if 
8118:   not actor 85@ dead 
else_jump @RIOT2_20115 
0350: set_actor 85@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 276@ 
07A5: AS_actor -1 attack_actor 44@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 85@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0816: set_actor 85@ dont_chase_victim 1 
0187: 148@ = create_marker_above_actor 85@ 
0168: set_marker 148@ size 1 

:RIOT2_20115
if 
8118:   not actor 86@ dead 
else_jump @RIOT2_20260 
0350: set_actor 86@ maintain_position_when_attacked 0 
02AB: set_actor 86@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0615: define_AS_pack_begin 276@ 
07A5: AS_actor -1 attack_actor 44@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 86@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0816: set_actor 86@ dont_chase_victim 1 
0187: 149@ = create_marker_above_actor 86@ 
0168: set_marker 149@ size 1 

:RIOT2_20260
00BE: text_clear_all 
193@ = 7 
194@ = 0 
gosub @RIOT2_40814 
0332: set_actor 44@ bleeding 1 
41@ = 0 
151@ = 2 

:RIOT2_20304
if 
  151@ == 2 
else_jump @RIOT2_20355 
if 
  41@ > 1000 
else_jump @RIOT2_20355 
0619: enable_actor 44@ collision_detection 0 
151@ = 3 

:RIOT2_20355
if 
  151@ == 3 
else_jump @RIOT2_20654 
if 
0118:   actor 77@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 78@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 79@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 80@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 81@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 82@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 83@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 84@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 85@ dead 
else_jump @RIOT2_20654 
if 
0118:   actor 86@ dead 
else_jump @RIOT2_20654 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 146@ 
0164: disable_marker 147@ 
0164: disable_marker 148@ 
0164: disable_marker 149@ 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
40@ = 0 
151@ = 0 
150@ = 5 

:RIOT2_20654
if 
0118:   actor 77@ dead 
else_jump @RIOT2_20680 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0164: disable_marker 134@ 

:RIOT2_20680
if 
0118:   actor 78@ dead 
else_jump @RIOT2_20706 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0164: disable_marker 135@ 

:RIOT2_20706
if 
0118:   actor 79@ dead 
else_jump @RIOT2_20732 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0164: disable_marker 136@ 

:RIOT2_20732
if 
0118:   actor 80@ dead 
else_jump @RIOT2_20758 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0164: disable_marker 137@ 

:RIOT2_20758
if 
0118:   actor 81@ dead 
else_jump @RIOT2_20784 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 138@ 

:RIOT2_20784
if 
0118:   actor 82@ dead 
else_jump @RIOT2_20810 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
0164: disable_marker 139@ 

:RIOT2_20810
if 
  151@ > 1 
else_jump @RIOT2_20932 
if 
0118:   actor 83@ dead 
else_jump @RIOT2_20854 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0164: disable_marker 146@ 

:RIOT2_20854
if 
0118:   actor 84@ dead 
else_jump @RIOT2_20880 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0164: disable_marker 147@ 

:RIOT2_20880
if 
0118:   actor 85@ dead 
else_jump @RIOT2_20906 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
0164: disable_marker 148@ 

:RIOT2_20906
if 
0118:   actor 86@ dead 
else_jump @RIOT2_20932 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0164: disable_marker 149@ 

:RIOT2_20932
if 
  150@ == 5 
else_jump @RIOT2_24443 
if 
  151@ == 0 
else_jump @RIOT2_21397 
if 
  40@ > 2000 
else_jump @RIOT2_21397 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A6: destroy_car 76@ 
0395: clear_area 1 at 1905.1 -2103.9 12.5 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1905.1 -2103.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.2 
0687: clear_actor $132 task 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1897.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1890.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1877.2 -2101.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1900.4 -2098.2 12.5 
0173: set_actor 42@ Z_angle_to 92.3 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1875.7 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 95.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
152@ = 1 
0707: start_scene_skip_to @RIOT2_21748 
015F: set_camera_position 1900.4 -2099.6 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1879.4 -2107.7 17.9 switchstyle 2 
40@ = 0 
151@ = 1 

:RIOT2_21397
if 
  151@ == 1 
else_jump @RIOT2_21686 
if 
  40@ > 3000 
else_jump @RIOT2_21686 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1875.7 -2102.4 12.5 
0173: set_actor 42@ Z_angle_to 95.0 
0605: actor 42@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A1: put_actor $132 at 1881.2 -2099.6 12.5 
0173: set_actor $132 Z_angle_to 69.4 
00A1: put_actor $PLAYER_ACTOR at 1886.2 -2099.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 69.4 
05D3: AS_actor $PLAYER_ACTOR goto_point 1877.6 -2099.8 12.5 mode 4 time -1 ms // versionA 
gosub @RIOT2_37969 
015F: set_camera_position 1880.2 -2103.1 14.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1874.3 -2100.77 12.8 switchstyle 2 
193@ = 8 
194@ = 0 
gosub @RIOT2_40814 
40@ = 0 
151@ = 2 

:RIOT2_21686
if 
  151@ == 2 
else_jump @RIOT2_24443 
if 
  193@ == 0 
else_jump @RIOT2_24443 
if 
  40@ > 8000 
else_jump @RIOT2_24443 
152@ = 0 

:RIOT2_21748
0701: end_scene_skip 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_21782 
jump @RIOT2_30143 

:RIOT2_21782
if 
  152@ == 1 
else_jump @RIOT2_22772 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_21824
if 
fading 
else_jump @RIOT2_21848 
wait 0 
jump @RIOT2_21824 

:RIOT2_21848
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_21880 
jump @RIOT2_30143 

:RIOT2_21880
gosub @RIOT2_37969 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1875.7 -2102.4 12.5 
0173: set_actor 42@ Z_angle_to 95.0 
0605: actor 42@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1881.2 -2099.6 12.5 
0173: set_actor $132 Z_angle_to 69.4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1879.7 -2101.7 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor 87@ 
060B: set_actor 87@ decision_maker_to 273@ 
00A1: put_actor 87@ at 1861.1 -2096.9 12.5 
0173: set_actor 87@ Z_angle_to 270.3 
062E: get_actor 88@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_22246 
0792: disembark_instantly_actor 88@ 
0605: actor 88@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 88@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_22246
062E: get_actor 89@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_22424 
0792: disembark_instantly_actor 89@ 
0605: actor 89@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 89@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_22424
0792: disembark_instantly_actor 90@ 
060B: set_actor 90@ decision_maker_to 273@ 
00A1: put_actor 90@ at 1859.1 -2106.0 14.0 
0173: set_actor 90@ Z_angle_to 264.4 
062E: get_actor 91@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_22616 
0792: disembark_instantly_actor 91@ 
0605: actor 91@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 91@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_22616
062E: get_actor 92@ task 1560 status_store_to $415 // ret 7 if not found 
if 
84A3:   not  $415 == 7 // == constant 
else_jump @RIOT2_22772 
0792: disembark_instantly_actor 92@ 
0605: actor 92@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 92@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_22772
0709: set_decision_maker 273@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 273@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0213: 93@ = create_pickup #HEALTH type 15 at 1875.6 -2091.4 13.5 
032B: 94@ = create_weapon_pickup 372 type 15 ammo 48 at 1878.3 -2091.1 13.5 
0615: define_AS_pack_begin 277@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1864.9 -2101.2 14.0 176@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1874.9 -2096.5 12.5 angle 75.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1874.9 -2096.5 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0615: define_AS_pack_begin 277@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1862.6 -2104.1 14.0 176@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1873.3 -2107.4 12.5 angle 98.8 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1873.3 -2107.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 98.8 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
01B2: give_actor 43@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 277@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 176@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 176@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 176@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 176@ ms 
0643: set_AS_pack 277@ loop 1 
0616: define_AS_pack_end 277@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1852.1 -2096.6 16.5 10 ms 
0618: assign_actor -1 to_AS_pack 277@ 
0616: define_AS_pack_end 276@ 
0618: assign_actor 43@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
061B: remove_references_to_AS_pack 277@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 77@ = create_actor_pedtype 25 model 154@(156@,2i) at 1913.7 -2109.2 12.6 
0173: set_actor 77@ Z_angle_to 90.5 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 274@ 
0350: set_actor 77@ maintain_position_when_attacked 1 
02AB: set_actor 77@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 77@ weapon_accuracy_to 189@ 
035F: actor 77@ armour += 50 
0209: 156@ = random_int_in_ranges 0 2 
009A: 78@ = create_actor_pedtype 25 model 154@(156@,2i) at 1916.5 -2113.1 12.6 
0173: set_actor 78@ Z_angle_to 20.1 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 274@ 
0350: set_actor 78@ maintain_position_when_attacked 1 
02AB: set_actor 78@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 78@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 81@ = create_actor_pedtype 25 model 154@(156@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 81@ Z_angle_to 357.8 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 273@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 81@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0164: disable_marker 138@ 
0187: 138@ = create_marker_above_actor 81@ 
0168: set_marker 138@ size 1 
02E2: set_actor 81@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 82@ = create_actor_pedtype 25 model 154@(156@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 82@ Z_angle_to 357.8 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 273@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 82@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0164: disable_marker 139@ 
0187: 139@ = create_marker_above_actor 82@ 
0168: set_marker 139@ size 1 
02E2: set_actor 82@ weapon_accuracy_to 189@ 
035F: actor 82@ armour += 50 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_06' time 4000 flag 1  // ~S~Defend ~b~Cesar~s~.
if 
  152@ == 1 
else_jump @RIOT2_24422 
fade 1 500 

:RIOT2_24366
if 
fading 
else_jump @RIOT2_24390 
wait 0 
jump @RIOT2_24366 

:RIOT2_24390
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_24422 
jump @RIOT2_30143 

:RIOT2_24422
40@ = 0 
151@ = 0 
150@ = 6 

:RIOT2_24443
if 
  150@ == 6 
else_jump @RIOT2_26012 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_24534 
0226: 188@ = actor $132 health 
if 
  50 > 188@ 
else_jump @RIOT2_24534 
0829: actor $132 perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24534
if 
8118:   not actor 42@ dead 
else_jump @RIOT2_24607 
0226: 188@ = actor 42@ health 
if 
  50 > 188@ 
else_jump @RIOT2_24607 
0829: actor 42@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_24607
if 
  177@ == 0 
else_jump @RIOT2_24781 
if 
0118:   actor 87@ dead 
else_jump @RIOT2_24728 
if 
0118:   actor 88@ dead 
else_jump @RIOT2_24728 
if 
0118:   actor 89@ dead 
else_jump @RIOT2_24728 
if 
0118:   actor 90@ dead 
else_jump @RIOT2_24728 
if 
0118:   actor 91@ dead 
else_jump @RIOT2_24728 
if 
0118:   actor 92@ dead 
else_jump @RIOT2_24728 
177@ = 1 

:RIOT2_24728
if or
  40@ > 15000 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1893.6 -2043.3 cornerB 1888.1 -2175.6 
else_jump @RIOT2_24781 
177@ = 1 

:RIOT2_24781
if 
  177@ == 1 
else_jump @RIOT2_24916 
193@ = 9 
0209: 194@ = random_int_in_ranges 0 3 
0085: 196@ = 194@ // (int) 
196@ += 1 
gosub @RIOT2_40814 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_24873 
0164: disable_marker 134@ 
0187: 134@ = create_marker_above_actor 77@ 
0168: set_marker 134@ size 1 

:RIOT2_24873
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_24909 
0164: disable_marker 135@ 
0187: 135@ = create_marker_above_actor 78@ 
0168: set_marker 135@ size 1 

:RIOT2_24909
177@ = 2 

:RIOT2_24916
if 
  177@ == 2 
else_jump @RIOT2_25346 
if 
02CB:   actor 43@ bounding_sphere_visible 
else_jump @RIOT2_25346 
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_25065 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1913.5 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 77@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
02AB: set_actor 77@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_25065
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_25180 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1914.2 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 78@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
02AB: set_actor 78@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_25180
01B2: give_actor 43@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 276@ 
05D4: AS_actor -1 rotate_angle 269.0 
05B9: AS_actor -1 stay_idle 200 ms 
0668: AS_actor -1 rotate_and_shoot_at 1951.1 -2103.9 19.3 500 ms 
0812: AS_actor -1 perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 276@ 
0618: assign_actor 43@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0332: set_actor 43@ bleeding 1 
40@ = 0 
177@ = 3 

:RIOT2_25346
if 
  151@ == 0 
else_jump @RIOT2_25651 
if 
0118:   actor 87@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 88@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 89@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 90@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 91@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 92@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 81@ dead 
else_jump @RIOT2_25651 
if 
0118:   actor 82@ dead 
else_jump @RIOT2_25651 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1895.3 -2102.2 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 274.7 
0668: AS_actor -1 rotate_and_shoot_at 1913.5 -2104.4 13.9 -2 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1895.6 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 271.0 
0668: AS_actor -1 rotate_and_shoot_at 1912.9 -2106.4 13.9 -2 ms 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
151@ = 1 

:RIOT2_25651
if 
  151@ == 1 
else_jump @RIOT2_25752 
if 
0118:   actor 77@ dead 
else_jump @RIOT2_25752 
if 
0118:   actor 78@ dead 
else_jump @RIOT2_25752 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
40@ = 0 
151@ = 0 
150@ = 7 

:RIOT2_25752
if 
0118:   actor 77@ dead 
else_jump @RIOT2_25778 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0164: disable_marker 134@ 

:RIOT2_25778
if 
0118:   actor 78@ dead 
else_jump @RIOT2_25804 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0164: disable_marker 135@ 

:RIOT2_25804
if 
0118:   actor 81@ dead 
else_jump @RIOT2_25830 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 138@ 

:RIOT2_25830
if 
0118:   actor 82@ dead 
else_jump @RIOT2_25856 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
0164: disable_marker 139@ 

:RIOT2_25856
if 
0118:   actor 87@ dead 
else_jump @RIOT2_25882 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0164: disable_marker 140@ 

:RIOT2_25882
if 
0118:   actor 88@ dead 
else_jump @RIOT2_25908 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0164: disable_marker 141@ 

:RIOT2_25908
if 
0118:   actor 89@ dead 
else_jump @RIOT2_25934 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0164: disable_marker 142@ 

:RIOT2_25934
if 
0118:   actor 90@ dead 
else_jump @RIOT2_25960 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0164: disable_marker 143@ 

:RIOT2_25960
if 
0118:   actor 91@ dead 
else_jump @RIOT2_25986 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
0164: disable_marker 144@ 

:RIOT2_25986
if 
0118:   actor 92@ dead 
else_jump @RIOT2_26012 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
0164: disable_marker 145@ 

:RIOT2_26012
if 
  150@ == 7 
else_jump @RIOT2_28885 
if 
  151@ == 0 
else_jump @RIOT2_27176 
if 
  40@ > 2000 
else_jump @RIOT2_27176 
fade 0 500 

:RIOT2_26074
if 
fading 
else_jump @RIOT2_26098 
wait 0 
jump @RIOT2_26074 

:RIOT2_26098
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_26130 
jump @RIOT2_30143 

:RIOT2_26130
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "SWAT" 
0247: load_model 361 
0708: reset_decision_maker 273@ event 36 
0708: reset_decision_maker 273@ event 37 
03CB: set_rendering_origin_at 1855.5 -2101.8 12.5 
009A: 77@ = create_actor_pedtype 25 model 108 at 1805.0 -2126.0 17.8 
0173: set_actor 77@ Z_angle_to 306.5 
0350: set_actor 77@ maintain_position_when_attacked 1 
035F: actor 77@ armour += 100 
0446: set_actor 77@ dismemberment_possible 0 
01B2: give_actor 77@ weapon 35 ammo 30000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 274@ 
0187: 98@ = create_marker_above_actor 77@ 
0168: set_marker 98@ size 1 
02E2: set_actor 77@ weapon_accuracy_to 189@ 
035F: actor 77@ armour += 100 
0209: 156@ = random_int_in_ranges 0 2 
009A: 78@ = create_actor_pedtype 25 model 154@(156@,2i) at 1811.8 -2124.0 12.6 
0173: set_actor 78@ Z_angle_to 287.5 
0350: set_actor 78@ maintain_position_when_attacked 1 
01B2: give_actor 78@ weapon 37 ammo 30000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 274@ 
0187: 99@ = create_marker_above_actor 78@ 
0168: set_marker 99@ size 1 
02E2: set_actor 78@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 79@ = create_actor_pedtype 25 model 154@(156@,2i) at 1795.0 -2126.7 12.5 
0173: set_actor 79@ Z_angle_to 358.6 
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 79@ dont_chase_victim 1 
060B: set_actor 79@ decision_maker_to 274@ 
0187: 100@ = create_marker_above_actor 79@ 
0168: set_marker 100@ size 1 
02E2: set_actor 79@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 80@ = create_actor_pedtype 25 model 154@(156@,2i) at 1795.0 -2130.7 12.5 
0173: set_actor 80@ Z_angle_to 357.8 
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 80@ dont_chase_victim 1 
060B: set_actor 80@ decision_maker_to 274@ 
0187: 101@ = create_marker_above_actor 80@ 
0168: set_marker 101@ size 1 
02E2: set_actor 80@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 81@ = create_actor_pedtype 25 model 154@(156@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 81@ Z_angle_to 357.8 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 81@ maintain_position_when_attacked 1 
060B: set_actor 81@ decision_maker_to 274@ 
0187: 102@ = create_marker_above_actor 81@ 
0168: set_marker 102@ size 1 
02E2: set_actor 81@ weapon_accuracy_to 189@ 
035F: actor 81@ armour += 100 
0209: 156@ = random_int_in_ranges 0 2 
009A: 82@ = create_actor_pedtype 25 model 154@(156@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 82@ Z_angle_to 357.8 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 82@ maintain_position_when_attacked 1 
060B: set_actor 82@ decision_maker_to 274@ 
0187: 103@ = create_marker_above_actor 82@ 
0168: set_marker 103@ size 1 
02E2: set_actor 82@ weapon_accuracy_to 189@ 
035F: actor 82@ armour += 100 
0395: clear_area 1 at 1855.5 -2101.8 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1855.5 -2101.8 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1855.5 -2102.8 12.5 
0173: set_actor $132 Z_angle_to 90.0 
05D3: AS_actor $132 goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1855.5 -2100.8 12.5 
0173: set_actor 42@ Z_angle_to 90.0 
05D3: AS_actor 42@ goto_point 1846.6 -2100.8 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1846.6 -2101.8 13.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1853.9 -2101.4 12.7 switchstyle 2 
fade 1 500 

:RIOT2_27071
if 
fading 
else_jump @RIOT2_27095 
wait 0 
jump @RIOT2_27071 

:RIOT2_27095
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_27127 
jump @RIOT2_30143 

:RIOT2_27127
152@ = 1 
0707: start_scene_skip_to @RIOT2_27726 
193@ = 10 
194@ = 0 
gosub @RIOT2_40814 
40@ = 0 
151@ = 1 

:RIOT2_27176
if 
  151@ == 1 
else_jump @RIOT2_27477 
if 
  193@ == 0 
else_jump @RIOT2_27477 
if 
  40@ > 4000 
else_jump @RIOT2_27477 
fade 0 500 

:RIOT2_27238
if 
fading 
else_jump @RIOT2_27262 
wait 0 
jump @RIOT2_27238 

:RIOT2_27262
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_27294 
jump @RIOT2_30143 

:RIOT2_27294
03CB: set_rendering_origin_at 1809.8 -2123.4 12.7 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1808.6 -2123.8 15.0 switchstyle 2 
fade 1 500 

:RIOT2_27369
if 
fading 
else_jump @RIOT2_27393 
wait 0 
jump @RIOT2_27369 

:RIOT2_27393
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_27425 
jump @RIOT2_30143 

:RIOT2_27425
193@ = 11 
0209: 194@ = random_int_in_ranges 0 3 
0085: 196@ = 194@ // (int) 
196@ += 1 
gosub @RIOT2_40814 
40@ = 0 
151@ = 2 

:RIOT2_27477
if 
  151@ == 2 
else_jump @RIOT2_27664 
if 
  193@ == 0 
else_jump @RIOT2_27664 
if 
  40@ > 4000 
else_jump @RIOT2_27664 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_27612 
0159: camera_on_ped 78@ mode 15 switchstyle 1 
0668: AS_actor 78@ rotate_and_shoot_at 1831.6 -2118.9 12.5 4000 ms 

:RIOT2_27612
193@ = 12 
0209: 194@ = random_int_in_ranges 0 3 
0085: 196@ = 194@ // (int) 
196@ += 1 
gosub @RIOT2_40814 
40@ = 0 
151@ = 3 

:RIOT2_27664
if 
  151@ == 3 
else_jump @RIOT2_28885 
if 
  193@ == 0 
else_jump @RIOT2_28885 
if 
  40@ > 4000 
else_jump @RIOT2_28885 
152@ = 0 

:RIOT2_27726
0701: end_scene_skip 
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_27760 
jump @RIOT2_30143 

:RIOT2_27760
if 
  152@ == 1 
else_jump @RIOT2_27858 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
fade 0 500 

:RIOT2_27802
if 
fading 
else_jump @RIOT2_27826 
wait 0 
jump @RIOT2_27802 

:RIOT2_27826
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_27858 
jump @RIOT2_30143 

:RIOT2_27858
if 
8118:   not actor 77@ dead 
else_jump @RIOT2_28078 
0615: define_AS_pack_begin 276@ 
0668: AS_actor -1 rotate_and_shoot_at 1832.7 -2090.1 14.1 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1853.6 -2087.0 20.5 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1819.5 -2113.1 12.9 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0643: set_AS_pack 276@ loop 1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 77@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28078
if 
8118:   not actor 78@ dead 
else_jump @RIOT2_28153 
0615: define_AS_pack_begin 276@ 
0668: AS_actor -1 rotate_and_shoot_at 1831.6 -2118.9 12.5 2000 ms 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 276@ loop 1 
0616: define_AS_pack_end 276@ 
0618: assign_actor 78@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28153
if 
8118:   not actor 79@ dead 
else_jump @RIOT2_28237 
0615: define_AS_pack_begin 276@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1795.0 -2106.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 79@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28237
if 
8118:   not actor 80@ dead 
else_jump @RIOT2_28321 
0615: define_AS_pack_begin 276@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1792.0 -2103.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 80@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28321
if 
8118:   not actor 81@ dead 
else_jump @RIOT2_28390 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1809.4 -2116.3 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 81@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28390
if 
8118:   not actor 82@ dead 
else_jump @RIOT2_28459 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1809.4 -2111.8 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 82@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_28459
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1833.9 -2104.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 122.4 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1833.0 -2106.6 12.5 
0173: set_actor $132 Z_angle_to 122.3 
0350: set_actor $132 maintain_position_when_attacked 1 
060B: set_actor $132 decision_maker_to 273@ 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1834.4 -2102.0 12.5 
0173: set_actor 42@ Z_angle_to 99.6 
0350: set_actor 42@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1814.1 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 112.7 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
0709: set_decision_maker 273@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 273@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_07' time 4000 flag 1  // ~S~Finish off the last ~r~Vagos~s~.
if 
  152@ == 1 
else_jump @RIOT2_28871 
fade 1 500 

:RIOT2_28815
if 
fading 
else_jump @RIOT2_28839 
wait 0 
jump @RIOT2_28815 

:RIOT2_28839
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_28871 
jump @RIOT2_30143 

:RIOT2_28871
151@ = 0 
150@ = 8 

:RIOT2_28885
if 
  150@ == 8 
else_jump @RIOT2_30129 
if 
  151@ == 0 
else_jump @RIOT2_29157 
if 
0118:   actor 77@ dead 
else_jump @RIOT2_28942 
0164: disable_marker 98@ 

:RIOT2_28942
if 
0118:   actor 78@ dead 
else_jump @RIOT2_28963 
0164: disable_marker 99@ 

:RIOT2_28963
if 
0118:   actor 79@ dead 
else_jump @RIOT2_28984 
0164: disable_marker 100@ 

:RIOT2_28984
if 
0118:   actor 80@ dead 
else_jump @RIOT2_29005 
0164: disable_marker 101@ 

:RIOT2_29005
if 
0118:   actor 81@ dead 
else_jump @RIOT2_29026 
0164: disable_marker 102@ 

:RIOT2_29026
if 
0118:   actor 82@ dead 
else_jump @RIOT2_29047 
0164: disable_marker 103@ 

:RIOT2_29047
if 
0118:   actor 77@ dead 
else_jump @RIOT2_29157 
if 
0118:   actor 78@ dead 
else_jump @RIOT2_29157 
if 
0118:   actor 79@ dead 
else_jump @RIOT2_29157 
if 
0118:   actor 80@ dead 
else_jump @RIOT2_29157 
if 
0118:   actor 81@ dead 
else_jump @RIOT2_29157 
if 
0118:   actor 82@ dead 
else_jump @RIOT2_29157 
40@ = 0 
151@ = 1 

:RIOT2_29157
if 
  151@ == 1 
else_jump @RIOT2_29752 
if 
  40@ > 2000 
else_jump @RIOT2_29752 
fade 0 500 

:RIOT2_29201
if 
fading 
else_jump @RIOT2_29225 
wait 0 
jump @RIOT2_29201 

:RIOT2_29225
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_29257 
jump @RIOT2_30143 

:RIOT2_29257
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
193@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03CB: set_rendering_origin_at 1814.9 -2112.1 12.4 
0395: clear_area 1 at 1814.9 -2112.1 12.4 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1814.9 -2112.1 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.9 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1807.8 -2122.0 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $132 
0616: define_AS_pack_end 276@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0792: disembark_instantly_actor $132 
00A1: put_actor $132 at 1812.4 -2111.3 12.4 
0173: set_actor $132 Z_angle_to 127.9 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1804.8 -2120.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1810.4 -2111.0 12.4 
0173: set_actor 42@ Z_angle_to 135.1 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1807.0 -2118.8 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
015F: set_camera_position 1812.6 -2114.5 13.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1804.5 -2123.6 15.0 switchstyle 2 
fade 1 500 

:RIOT2_29661
if 
fading 
else_jump @RIOT2_29685 
wait 0 
jump @RIOT2_29661 

:RIOT2_29685
gosub @RIOT2_30968 
if 
  153@ == 1 
else_jump @RIOT2_29717 
jump @RIOT2_30143 

:RIOT2_29717
193@ = 13 
194@ = 0 
196@ = 4 
gosub @RIOT2_40814 
151@ = 2 

:RIOT2_29752
if 
  151@ == 2 
else_jump @RIOT2_29883 
if 
  193@ == 0 
else_jump @RIOT2_29883 
0615: define_AS_pack_begin 276@ 
0639: AS_actor -1 rotate_to_actor $132 
0616: define_AS_pack_end 276@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
193@ = 13 
194@ = 4 
196@ = 8 
gosub @RIOT2_40814 
151@ = 3 

:RIOT2_29883
if 
  151@ == 3 
else_jump @RIOT2_30071 
if 
  193@ == 0 
else_jump @RIOT2_30071 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1794.8 -2124.5 12.5 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 276@ 
0618: assign_actor $132 to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0615: define_AS_pack_begin 276@ 
05D3: AS_actor -1 goto_point 1794.8 -2122.5 12.4 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 276@ 
0618: assign_actor 42@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
40@ = 0 
151@ = 4 

:RIOT2_30071
if 
  151@ == 4 
else_jump @RIOT2_30129 
if 
  40@ > 3000 
else_jump @RIOT2_30129 
09F5: disable_player_mutal_activities 0 
009B: destroy_actor $132 
009B: destroy_actor 42@ 
jump @RIOT2_30161 

:RIOT2_30129
gosub @RIOT2_39380 
jump @RIOT2_1585 

:RIOT2_30143
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:RIOT2_30161
$628 += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 60 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 60 
0164: disable_marker $434 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'ELCO1' gang 2 density_to 0 
076C: set_zone 'ELCO2' gang 2 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 7 density_to 40 
076C: set_zone 'LMEX1B' gang 7 density_to 40 
076C: set_zone 'LMEX1A' gang 2 density_to 0 
076C: set_zone 'LMEX1B' gang 2 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_2'  // Los Desperados
030C: progress_made = 1 
return 

:RIOT2_30401
if 
0844:   string s$705 empty // s$ 
else_jump @RIOT2_30419 
02EB: restore_camera_with_jumpcut 

:RIOT2_30419
09B7: set_zone 'ELCO' disable_footcops 0  // El Corona
if 
8118:   not actor 44@ dead 
else_jump @RIOT2_30460 
0619: enable_actor 44@ collision_detection 1 
034F: destroy_actor_with_fade 44@ 

:RIOT2_30460
create_thread @DOORS 
0249: release_model 114 
0249: release_model 115 
0249: release_model 116 
0249: release_model 108 
0249: release_model 109 
06D0: enable_emergency_traffic 1 
0249: release_model 339 
0249: release_model 348 
0249: release_model 372 
0249: release_model 359 
0249: release_model 361 
0249: release_model 466 
0249: release_model #BBALL_INGAME 
091E: create_forbidden_for_boats_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0215: destroy_pickup 93@ 
0215: destroy_pickup 94@ 
0215: destroy_pickup 192@ 
04EF: release_animation "CAR" 
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
04EF: release_animation "SWAT" 
04EF: release_animation "CASINO" 
04EF: release_animation "CRACK" 
04EF: release_animation "GANGS" 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RIOT2_30663 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RIOT2_30663
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $132 
0296: unload_special_actor 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 142@ 
0164: disable_marker 143@ 
0164: disable_marker 144@ 
0164: disable_marker 145@ 
0164: disable_marker 146@ 
0164: disable_marker 147@ 
0164: disable_marker 148@ 
0164: disable_marker 149@ 
09D2: set_cops_chase_criminals 1 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:RIOT2_30968
if 
0118:   actor $132 dead 
else_jump @RIOT2_31009 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_08' time 7000 flag 1  // ~r~Cesar has been killed!
153@ = 1 

:RIOT2_31009
if 
0118:   actor 43@ dead 
else_jump @RIOT2_31050 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_09' time 7000 flag 1  // ~r~Sunny has been killed!
153@ = 1 

:RIOT2_31050
if 
0118:   actor 42@ dead 
else_jump @RIOT2_31091 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_10' time 7000 flag 1  // ~r~Gal has been killed!
153@ = 1 

:RIOT2_31091
if 
0118:   actor 44@ dead 
else_jump @RIOT2_31132 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_11' time 7000 flag 1  // ~r~Hazer has been killed!
153@ = 1 

:RIOT2_31132
return 

:RIOT2_31134
0209: 156@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 154@(156@,2i) at 1831.6 -2004.6 12.6 
074E: unknown_set_actor_threat_scanner_flags 45@ radius 8.0 peds_to_scan 6 
0173: set_actor 45@ Z_angle_to 90.0 
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 45@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 45@ decision_maker_to 274@ 
0187: 104@ = create_marker_above_actor 45@ 
0168: set_marker 104@ size 1 
02E2: set_actor 45@ weapon_accuracy_to 189@ 
035F: actor 45@ armour += 100 
0209: 156@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 154@(156@,2i) at 1825.5 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 46@ radius 8.0 peds_to_scan 6 
0173: set_actor 46@ Z_angle_to 89.7 
0605: actor 46@ perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0107: 96@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
0187: 105@ = create_marker_above_actor 46@ 
0168: set_marker 105@ size 1 
02E2: set_actor 46@ weapon_accuracy_to 189@ 
060B: set_actor 46@ decision_maker_to 273@ 
0816: set_actor 46@ dont_chase_victim 1 
0209: 156@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 154@(156@,2i) at 1824.3 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 47@ radius 8.0 peds_to_scan 6 
0173: set_actor 47@ Z_angle_to 270.0 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 47@ perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 47@ decision_maker_to 273@ 
0816: set_actor 47@ dont_chase_victim 1 
0187: 106@ = create_marker_above_actor 47@ 
0168: set_marker 106@ size 1 
02E2: set_actor 47@ weapon_accuracy_to 189@ 
035F: actor 47@ armour += 100 
0209: 156@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 154@(156@,2i) at 1827.7 -1999.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 8.0 peds_to_scan 6 
0173: set_actor 48@ Z_angle_to 133.6 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 273@ 
0816: set_actor 48@ dont_chase_victim 1 
0187: 107@ = create_marker_above_actor 48@ 
0168: set_marker 107@ size 1 
02E2: set_actor 48@ weapon_accuracy_to 189@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 154@(156@,2i) at 1828.2 -2000.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 8.0 peds_to_scan 6 
0173: set_actor 49@ Z_angle_to 108.2 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 273@ 
0816: set_actor 49@ dont_chase_victim 1 
0187: 108@ = create_marker_above_actor 49@ 
0168: set_marker 108@ size 1 
02E2: set_actor 49@ weapon_accuracy_to 189@ 
035F: actor 49@ armour += 100 
0209: 156@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 154@(156@,2i) at 1834.3 -1995.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 50@ radius 8.0 peds_to_scan 6 
0173: set_actor 50@ Z_angle_to 88.1 
060B: set_actor 50@ decision_maker_to 273@ 
0816: set_actor 50@ dont_chase_victim 1 
0187: 109@ = create_marker_above_actor 50@ 
0168: set_marker 109@ size 1 
02E2: set_actor 50@ weapon_accuracy_to 189@ 
return 

:RIOT2_31938
if 
  166@ == 0 
else_jump @RIOT2_31993 
270@ = 1857.2 
271@ = -2020.6 
272@ = 12.6 
jump @RIOT2_32151 

:RIOT2_31993
if 
  160@ == 0 
else_jump @RIOT2_32048 
270@ = 1865.3 
271@ = -1992.2 
272@ = 12.6 
jump @RIOT2_32151 

:RIOT2_32048
if 
  163@ == 0 
else_jump @RIOT2_32103 
270@ = 1899.3 
271@ = -1991.7 
272@ = 12.6 
jump @RIOT2_32151 

:RIOT2_32103
if 
  169@ == 0 
else_jump @RIOT2_32151 
270@ = 1908.3 
271@ = -2020.1 
272@ = 12.6 

:RIOT2_32151
if 
8118:   not actor 45@ dead 
else_jump @RIOT2_32447 
if 
  157@ == 0 
else_jump @RIOT2_32232 
0615: define_AS_pack_begin 276@ 
05F5: AS_actor -1 goto_point_using_paths 270@ 271@ 272@ mode 7 time -2 
0616: define_AS_pack_end 276@ 
0618: assign_actor 45@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
157@ = 1 

:RIOT2_32232
if 
  157@ == 1 
else_jump @RIOT2_32447 
062E: get_actor 45@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @RIOT2_32447 
if 
  166@ == 0 
else_jump @RIOT2_32321 
0947: actor 45@ speak_from_audio_table 65 store_spoken_phrase_id_to 190@ 
166@ = 1 
jump @RIOT2_32440 

:RIOT2_32321
if 
  160@ == 0 
else_jump @RIOT2_32363 
0947: actor 45@ speak_from_audio_table 65 store_spoken_phrase_id_to 190@ 
160@ = 1 
jump @RIOT2_32440 

:RIOT2_32363
if 
  163@ == 0 
else_jump @RIOT2_32405 
0947: actor 45@ speak_from_audio_table 65 store_spoken_phrase_id_to 190@ 
163@ = 1 
jump @RIOT2_32440 

:RIOT2_32405
if 
  169@ == 0 
else_jump @RIOT2_32440 
0947: actor 45@ speak_from_audio_table 65 store_spoken_phrase_id_to 190@ 
169@ = 1 

:RIOT2_32440
157@ = 2 

:RIOT2_32447
return 

:RIOT2_32449
if 
  160@ == 1 
else_jump @RIOT2_32891 
034D: rotate_object $4096 from_angle 270.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 154@(156@,2i) at 1850.3 -1990.0 12.6 
074E: unknown_set_actor_threat_scanner_flags 51@ radius 8.0 peds_to_scan 6 
0173: set_actor 51@ Z_angle_to 270.0 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 274@ 
0816: set_actor 51@ dont_chase_victim 1 
0187: 110@ = create_marker_above_actor 51@ 
0168: set_marker 110@ size 1 
02E2: set_actor 51@ weapon_accuracy_to 189@ 
035F: actor 51@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1853.9 -1984.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 355.4 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 51@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 154@(156@,2i) at 1851.7 -1989.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 52@ radius 8.0 peds_to_scan 6 
0173: set_actor 52@ Z_angle_to 270.7 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 274@ 
0816: set_actor 52@ dont_chase_victim 1 
0187: 111@ = create_marker_above_actor 52@ 
0168: set_marker 111@ size 1 
02E2: set_actor 52@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1985.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 186.2 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 52@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_32891
if 
  161@ == 1 
else_jump @RIOT2_33333 
034D: rotate_object $4097 from_angle 180.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 154@(156@,2i) at 1867.7 -1983.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 53@ radius 8.0 peds_to_scan 6 
0173: set_actor 53@ Z_angle_to 180.0 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 274@ 
0816: set_actor 53@ dont_chase_victim 1 
0187: 112@ = create_marker_above_actor 53@ 
0168: set_marker 112@ size 1 
02E2: set_actor 53@ weapon_accuracy_to 189@ 
035F: actor 53@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1999.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 53@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 154@(156@,2i) at 1867.7 -1984.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 54@ radius 8.0 peds_to_scan 6 
0173: set_actor 54@ Z_angle_to 180.0 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 274@ 
0816: set_actor 54@ dont_chase_victim 1 
0187: 113@ = create_marker_above_actor 54@ 
0168: set_marker 113@ size 1 
02E2: set_actor 54@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1997.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 54@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_33333
if 
  162@ == 1 
else_jump @RIOT2_33775 
034D: rotate_object $4098 from_angle 0.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 55@ = create_actor_pedtype 25 model 154@(156@,2i) at 1866.2 -1999.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 55@ radius 8.0 peds_to_scan 6 
0173: set_actor 55@ Z_angle_to 0.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 274@ 
0816: set_actor 55@ dont_chase_victim 1 
0187: 114@ = create_marker_above_actor 55@ 
0168: set_marker 114@ size 1 
02E2: set_actor 55@ weapon_accuracy_to 189@ 
035F: actor 55@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1859.5 -1996.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 148.0 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 55@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 56@ = create_actor_pedtype 25 model 154@(156@,2i) at 1865.9 -1998.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 56@ radius 8.0 peds_to_scan 6 
0173: set_actor 56@ Z_angle_to 0.0 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 274@ 
0816: set_actor 56@ dont_chase_victim 1 
0187: 115@ = create_marker_above_actor 56@ 
0168: set_marker 115@ size 1 
02E2: set_actor 56@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1860.0 -1994.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 280.2 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 56@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_33775
return 

:RIOT2_33777
if 
  163@ == 1 
else_jump @RIOT2_34219 
034D: rotate_object $4099 from_angle 180.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 57@ = create_actor_pedtype 25 model 154@(156@,2i) at 1900.1 -1983.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 57@ radius 8.0 peds_to_scan 6 
0173: set_actor 57@ Z_angle_to 180.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 274@ 
0816: set_actor 57@ dont_chase_victim 1 
0187: 116@ = create_marker_above_actor 57@ 
0168: set_marker 116@ size 1 
02E2: set_actor 57@ weapon_accuracy_to 189@ 
035F: actor 57@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1905.0 -1987.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 267.4 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 57@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 58@ = create_actor_pedtype 25 model 154@(156@,2i) at 1900.1 -1984.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 58@ radius 8.0 peds_to_scan 6 
0173: set_actor 58@ Z_angle_to 180.7 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 274@ 
0816: set_actor 58@ dont_chase_victim 1 
0187: 117@ = create_marker_above_actor 58@ 
0168: set_marker 117@ size 1 
02E2: set_actor 58@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1904.4 -1988.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 108.9 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 58@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_34219
if 
  164@ == 1 
else_jump @RIOT2_34661 
034D: rotate_object $4100 from_angle 90.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 59@ = create_actor_pedtype 25 model 154@(156@,2i) at 1915.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 59@ radius 8.0 peds_to_scan 6 
0173: set_actor 59@ Z_angle_to 90.0 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 274@ 
0816: set_actor 59@ dont_chase_victim 1 
0187: 118@ = create_marker_above_actor 59@ 
0168: set_marker 118@ size 1 
02E2: set_actor 59@ weapon_accuracy_to 189@ 
035F: actor 59@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.9 -1998.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.9 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 59@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 60@ = create_actor_pedtype 25 model 154@(156@,2i) at 1914.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 60@ radius 8.0 peds_to_scan 6 
0173: set_actor 60@ Z_angle_to 90.0 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 274@ 
0816: set_actor 60@ dont_chase_victim 1 
0187: 119@ = create_marker_above_actor 60@ 
0168: set_marker 119@ size 1 
02E2: set_actor 60@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.0 -1997.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 36.7 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 60@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_34661
if 
  165@ == 1 
else_jump @RIOT2_35103 
034D: rotate_object $4101 from_angle 0.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 61@ = create_actor_pedtype 25 model 154@(156@,2i) at 1898.3 -1999.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 61@ radius 8.0 peds_to_scan 6 
0173: set_actor 61@ Z_angle_to 0.0 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 274@ 
0816: set_actor 61@ dont_chase_victim 1 
0187: 120@ = create_marker_above_actor 61@ 
0168: set_marker 120@ size 1 
02E2: set_actor 61@ weapon_accuracy_to 189@ 
035F: actor 61@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1891.8 -1996.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 71.9 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 61@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 62@ = create_actor_pedtype 25 model 154@(156@,2i) at 1898.3 -1998.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 62@ radius 8.0 peds_to_scan 6 
0173: set_actor 62@ Z_angle_to 0.0 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 274@ 
0816: set_actor 62@ dont_chase_victim 1 
0187: 121@ = create_marker_above_actor 62@ 
0168: set_marker 121@ size 1 
02E2: set_actor 62@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1892.4 -1995.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 302.4 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 62@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_35103
return 

:RIOT2_35105
if 
  166@ == 1 
else_jump @RIOT2_35547 
034D: rotate_object $4105 from_angle 270.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 63@ = create_actor_pedtype 25 model 154@(156@,2i) at 1850.4 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 63@ radius 8.0 peds_to_scan 6 
0173: set_actor 63@ Z_angle_to 270.0 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 274@ 
0816: set_actor 63@ dont_chase_victim 1 
0187: 122@ = create_marker_above_actor 63@ 
0168: set_marker 122@ size 1 
02E2: set_actor 63@ weapon_accuracy_to 189@ 
035F: actor 63@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2010.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 30.7 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 63@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 64@ = create_actor_pedtype 25 model 154@(156@,2i) at 1851.7 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 64@ radius 8.0 peds_to_scan 6 
0173: set_actor 64@ Z_angle_to 270.7 
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 274@ 
0816: set_actor 64@ dont_chase_victim 1 
0187: 123@ = create_marker_above_actor 64@ 
0168: set_marker 123@ size 1 
02E2: set_actor 64@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2012.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.4 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 64@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_35547
if 
  167@ == 1 
else_jump @RIOT2_35989 
034D: rotate_object $4106 from_angle 90.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 65@ = create_actor_pedtype 25 model 154@(156@,2i) at 1866.7 -2021.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 65@ radius 8.0 peds_to_scan 6 
0173: set_actor 65@ Z_angle_to 90.0 
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 274@ 
0816: set_actor 65@ dont_chase_victim 1 
0187: 124@ = create_marker_above_actor 65@ 
0168: set_marker 124@ size 1 
02E2: set_actor 65@ weapon_accuracy_to 189@ 
035F: actor 65@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1862.9 -2011.7 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 43.3 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 65@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 66@ = create_actor_pedtype 25 model 154@(156@,2i) at 1865.5 -2021.3 12.6 
074E: unknown_set_actor_threat_scanner_flags 66@ radius 8.0 peds_to_scan 6 
0173: set_actor 66@ Z_angle_to 90.0 
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 66@ decision_maker_to 274@ 
0816: set_actor 66@ dont_chase_victim 1 
0187: 125@ = create_marker_above_actor 66@ 
0168: set_marker 125@ size 1 
02E2: set_actor 66@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1863.4 -2013.9 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 154.0 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 66@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_35989
if 
  168@ == 1 
else_jump @RIOT2_36431 
034D: rotate_object $4107 from_angle 0.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 67@ = create_actor_pedtype 25 model 154@(156@,2i) at 1857.2 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 67@ radius 8.0 peds_to_scan 6 
0173: set_actor 67@ Z_angle_to 0.0 
01B2: give_actor 67@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 67@ decision_maker_to 274@ 
0816: set_actor 67@ dont_chase_victim 1 
0187: 126@ = create_marker_above_actor 67@ 
0168: set_marker 126@ size 1 
02E2: set_actor 67@ weapon_accuracy_to 189@ 
035F: actor 67@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2026.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 67@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 68@ = create_actor_pedtype 25 model 154@(156@,2i) at 1857.1 -2035.8 12.6 
074E: unknown_set_actor_threat_scanner_flags 68@ radius 8.0 peds_to_scan 6 
0173: set_actor 68@ Z_angle_to 0.0 
01B2: give_actor 68@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 274@ 
0816: set_actor 68@ dont_chase_victim 1 
0187: 127@ = create_marker_above_actor 68@ 
0168: set_marker 127@ size 1 
02E2: set_actor 68@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2024.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 346.3 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 68@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_36431
return 

:RIOT2_36433
if 
  169@ == 1 
else_jump @RIOT2_36875 
034D: rotate_object $4102 from_angle 270.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 69@ = create_actor_pedtype 25 model 154@(156@,2i) at 1899.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 69@ radius 8.0 peds_to_scan 6 
0173: set_actor 69@ Z_angle_to 270.0 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 274@ 
0816: set_actor 69@ dont_chase_victim 1 
0187: 128@ = create_marker_above_actor 69@ 
0168: set_marker 128@ size 1 
02E2: set_actor 69@ weapon_accuracy_to 189@ 
035F: actor 69@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2012.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 330.8 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 69@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 154@(156@,2i) at 1900.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 70@ radius 8.0 peds_to_scan 6 
0173: set_actor 70@ Z_angle_to 270.7 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 274@ 
0816: set_actor 70@ dont_chase_victim 1 
0187: 129@ = create_marker_above_actor 70@ 
0168: set_marker 129@ size 1 
02E2: set_actor 70@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2013.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.6 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 70@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_36875
if 
  170@ == 1 
else_jump @RIOT2_37317 
034D: rotate_object $4103 from_angle 90.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 71@ = create_actor_pedtype 25 model 154@(156@,2i) at 1915.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 71@ radius 8.0 peds_to_scan 6 
0173: set_actor 71@ Z_angle_to 90.0 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 274@ 
0816: set_actor 71@ dont_chase_victim 1 
0187: 130@ = create_marker_above_actor 71@ 
0168: set_marker 130@ size 1 
02E2: set_actor 71@ weapon_accuracy_to 189@ 
035F: actor 71@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1912.1 -2012.8 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 21.8 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 71@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 72@ = create_actor_pedtype 25 model 154@(156@,2i) at 1914.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 72@ radius 8.0 peds_to_scan 6 
0173: set_actor 72@ Z_angle_to 90.0 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 274@ 
0816: set_actor 72@ dont_chase_victim 1 
0187: 131@ = create_marker_above_actor 72@ 
0168: set_marker 131@ size 1 
02E2: set_actor 72@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.7 -2014.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 171.0 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 72@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_37317
if 
  171@ == 1 
else_jump @RIOT2_37759 
034D: rotate_object $4104 from_angle 0.0 to_angle 360.0 flag 0 
0209: 156@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 154@(156@,2i) at 1906.1 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 73@ radius 8.0 peds_to_scan 6 
0173: set_actor 73@ Z_angle_to 0.0 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 274@ 
0816: set_actor 73@ dont_chase_victim 1 
0187: 132@ = create_marker_above_actor 73@ 
0168: set_marker 132@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 189@ 
035F: actor 73@ armour += 100 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1907.3 -2033.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 32.4 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 73@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0209: 156@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 154@(156@,2i) at 1906.1 -2035.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 74@ radius 8.0 peds_to_scan 6 
0173: set_actor 74@ Z_angle_to 0.0 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 274@ 
0816: set_actor 74@ dont_chase_victim 1 
0187: 133@ = create_marker_above_actor 74@ 
0168: set_marker 133@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 189@ 
0615: define_AS_pack_begin 276@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1906.3 -2030.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.5 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 74@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 

:RIOT2_37759
return 

:RIOT2_37761
if 
  175@ == 1 
else_jump @RIOT2_37825 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_37825 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor $132 
07E0: set_marker 97@ type_to 1 
175@ = 0 

:RIOT2_37825
if 
  175@ == 0 
else_jump @RIOT2_37967 
if 
0104:   actor $PLAYER_ACTOR near_actor $132 radius 8.0 8.0 8.0 sphere 0 
else_jump @RIOT2_37967 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_37910 
09DD: unknown_player_group 1 
0631: put_actor $132 in_group $PLAYER_GROUP 

:RIOT2_37910
0164: disable_marker 97@ 
if 
  185@ > 2 
else_jump @RIOT2_37960 
018A: 97@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 97@ type_to 0 

:RIOT2_37960
175@ = 1 

:RIOT2_37967
return 

:RIOT2_37969
if 
0118:   actor 87@ dead 
else_jump @RIOT2_38185 
0209: 156@ = random_int_in_ranges 0 2 
009A: 87@ = create_actor_pedtype 25 model 154@(156@,2i) at 1860.1 -2094.8 14.0 
0173: set_actor 87@ Z_angle_to 187.0 
01B2: give_actor 87@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 274@ 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 87@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 140@ = create_marker_above_actor 87@ 
0168: set_marker 140@ size 1 
02E2: set_actor 87@ weapon_accuracy_to 189@ 
035F: actor 87@ armour += 50 

:RIOT2_38185
if 
0118:   actor 88@ dead 
else_jump @RIOT2_38434 
0209: 156@ = random_int_in_ranges 0 2 
009A: 88@ = create_actor_pedtype 25 model 154@(156@,2i) at 1857.3 -2094.8 14.0 
0173: set_actor 88@ Z_angle_to 187.0 
01B2: give_actor 88@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 274@ 
0605: actor 88@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 6000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 88@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 141@ = create_marker_above_actor 88@ 
0168: set_marker 141@ size 1 
02E2: set_actor 88@ weapon_accuracy_to 189@ 

:RIOT2_38434
if 
0118:   actor 89@ dead 
else_jump @RIOT2_38690 
0209: 156@ = random_int_in_ranges 0 2 
009A: 89@ = create_actor_pedtype 25 model 154@(156@,2i) at 1854.3 -2094.8 14.0 
0173: set_actor 89@ Z_angle_to 187.0 
01B2: give_actor 89@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 274@ 
0605: actor 89@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 8000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 89@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 142@ = create_marker_above_actor 89@ 
0168: set_marker 142@ size 1 
02E2: set_actor 89@ weapon_accuracy_to 189@ 
035F: actor 89@ armour += 50 

:RIOT2_38690
if 
0118:   actor 90@ dead 
else_jump @RIOT2_38917 
0209: 156@ = random_int_in_ranges 0 2 
009A: 90@ = create_actor_pedtype 25 model 154@(156@,2i) at 1859.1 -2108.8 14.0 
0173: set_actor 90@ Z_angle_to 2.0 
01B2: give_actor 90@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 90@ decision_maker_to 274@ 
0605: actor 90@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 5000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 90@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 143@ = create_marker_above_actor 90@ 
0168: set_marker 143@ size 1 
02E2: set_actor 90@ weapon_accuracy_to 189@ 

:RIOT2_38917
if 
0118:   actor 91@ dead 
else_jump @RIOT2_39151 
0209: 156@ = random_int_in_ranges 0 2 
009A: 91@ = create_actor_pedtype 25 model 154@(156@,2i) at 1856.3 -2108.8 14.0 
0173: set_actor 91@ Z_angle_to 2.0 
01B2: give_actor 91@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 91@ decision_maker_to 274@ 
0605: actor 91@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 7000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 91@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 144@ = create_marker_above_actor 91@ 
0168: set_marker 144@ size 1 
02E2: set_actor 91@ weapon_accuracy_to 189@ 
035F: actor 91@ armour += 50 

:RIOT2_39151
if 
0118:   actor 92@ dead 
else_jump @RIOT2_39378 
0209: 156@ = random_int_in_ranges 0 2 
009A: 92@ = create_actor_pedtype 25 model 154@(156@,2i) at 1853.3 -2108.8 14.0 
0173: set_actor 92@ Z_angle_to 2.0 
01B2: give_actor 92@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 92@ decision_maker_to 274@ 
0605: actor 92@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 276@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 273@ // AS_pack_version 
0616: define_AS_pack_end 276@ 
0618: assign_actor 92@ to_AS_pack 276@ 
061B: remove_references_to_AS_pack 276@ 
0187: 145@ = create_marker_above_actor 92@ 
0168: set_marker 145@ size 1 
02E2: set_actor 92@ weapon_accuracy_to 189@ 

:RIOT2_39378
return 

:RIOT2_39380
if or
  193@ == 1 
  193@ == 4 
  193@ == 6 
  193@ == 8 
  193@ == 9 
else_jump @RIOT2_39480 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_39473 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
gosub @RIOT2_43328 
jump @RIOT2_39480 

:RIOT2_39473
193@ = 0 

:RIOT2_39480
if or
  193@ == 10 
  193@ == 11 
  193@ == 12 
  193@ == 13 
else_jump @RIOT2_39573 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_39566 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
gosub @RIOT2_43328 
jump @RIOT2_39573 

:RIOT2_39566
193@ = 0 

:RIOT2_39573
if or
  193@ == 5 
  193@ == 7 
else_jump @RIOT2_39706 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_39699 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_39661 
gosub @RIOT2_43328 
jump @RIOT2_39692 

:RIOT2_39661
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
264@ = 0 
265@ = 0 

:RIOT2_39692
jump @RIOT2_39706 

:RIOT2_39699
193@ = 0 

:RIOT2_39706
if 
  193@ == 9 
else_jump @RIOT2_39832 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_39825 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
if 
8118:   not actor 43@ dead 
else_jump @RIOT2_39787 
gosub @RIOT2_43328 
jump @RIOT2_39818 

:RIOT2_39787
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
264@ = 0 
265@ = 0 

:RIOT2_39818
jump @RIOT2_39832 

:RIOT2_39825
193@ = 0 

:RIOT2_39832
if 
  150@ == 0 
else_jump @RIOT2_40812 
if 
  151@ > 2 
else_jump @RIOT2_40812 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_40238 
if 
0104:   actor $132 near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
else_jump @RIOT2_40231 
if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $132 on_foot 
else_jump @RIOT2_40077 
if or
  193@ == 2 
  193@ == 3 
else_jump @RIOT2_40077 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_40070 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_40032 
gosub @RIOT2_43328 
jump @RIOT2_40063 

:RIOT2_40032
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
264@ = 0 
265@ = 0 

:RIOT2_40063
jump @RIOT2_40077 

:RIOT2_40070
193@ = 0 

:RIOT2_40077
if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $132 driving 
else_jump @RIOT2_40231 
if or
  193@ == 2 
  193@ == 3 
else_jump @RIOT2_40231 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_40224 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_40186 
gosub @RIOT2_43328 
jump @RIOT2_40217 

:RIOT2_40186
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
264@ = 0 
265@ = 0 

:RIOT2_40217
jump @RIOT2_40231 

:RIOT2_40224
193@ = 0 

:RIOT2_40231
jump @RIOT2_40355 

:RIOT2_40238
if 
  14 > 193@ 
else_jump @RIOT2_40355 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_40282 
194@ += 1 

:RIOT2_40282
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
00BE: text_clear_all 
0085: 268@ = 193@ // (int) 
0085: 269@ = 194@ // (int) 
193@ = 14 
0209: 194@ = random_int_in_ranges 0 4 
0085: 196@ = 194@ // (int) 
196@ += 1 
gosub @RIOT2_40814 

:RIOT2_40355
if 
  193@ == 14 
else_jump @RIOT2_40546 
if 
86EE:   not actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_40523 
if 
001D:   263@ > 194@ // (int) 
else_jump @RIOT2_40493 
gosub @RIOT2_43067 
gosub @RIOT2_43174 
if 
8118:   not actor $132 dead 
else_jump @RIOT2_40455 
gosub @RIOT2_43328 
jump @RIOT2_40486 

:RIOT2_40455
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
264@ = 0 
265@ = 0 

:RIOT2_40486
jump @RIOT2_40516 

:RIOT2_40493
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
193@ = 15 

:RIOT2_40516
jump @RIOT2_40546 

:RIOT2_40523
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
193@ = 15 

:RIOT2_40546
if 
  193@ == 15 
else_jump @RIOT2_40599 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_40599 
193@ = 16 
194@ = 0 
00BE: text_clear_all 

:RIOT2_40599
if 
  193@ == 16 
else_jump @RIOT2_40812 
if 
06EE:   actor $132 in_group $PLAYER_GROUP 
else_jump @RIOT2_40757 
41@ = 0 
0085: 193@ = 268@ // (int) 
0085: 194@ = 269@ // (int) 
gosub @RIOT2_40814 
if 
  268@ == 0 
else_jump @RIOT2_40750 
if 
  3 > 185@ 
else_jump @RIOT2_40727 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
jump @RIOT2_40743 

:RIOT2_40727
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.

:RIOT2_40743
41@ = 0 

:RIOT2_40750
jump @RIOT2_40812 

:RIOT2_40757
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 197@(194@,22s) 
193@ = 14 
0209: 194@ = random_int_in_ranges 0 4 
0085: 196@ = 194@ // (int) 
196@ += 1 
gosub @RIOT2_40814 

:RIOT2_40812
return 

:RIOT2_40814
if 
  193@ == 1 
else_jump @RIOT2_40935 
05AA: 197@s = 'ROT2_AA' // @s = 'short'  // OK, so what's the plan?
05AA: 199@s = 'ROT2_AB' // @s = 'short'  // We're going to meet three of my veterano's over at Unity Station.
05AA: 201@s = 'ROT2_AD' // @s = 'short'  // Three, is that all?
05AA: 203@s = 'ROT2_AE' // @s = 'short'  // A'ight, I'm a get a couple of Family boys to come through too.
04AF: 241@ = 33000 // = constant 
04AF: 242@ = 33001 // = constant 
04AF: 243@ = 33002 // = constant 
04AF: 244@ = 33003 // = constant 
263@ = 4 

:RIOT2_40935
if 
  193@ == 2 
else_jump @RIOT2_41056 
05AA: 197@s = 'ROT2_BA' // @s = 'short'  // Shit's real serious, man, look at the streets, eh.
05AA: 199@s = 'ROT2_BB' // @s = 'short'  // Yeah, we better watch ourselves, man.
05AA: 201@s = 'ROT2_BC' // @s = 'short'  // Don't want to get caught on Ballas turf while this shit's going down.
05AA: 203@s = 'ROT2_BD' // @s = 'short'  // Man, Tenpenny brought the Central to its knees.
04AF: 241@ = 33004 // = constant 
04AF: 242@ = 33005 // = constant 
04AF: 243@ = 33006 // = constant 
04AF: 244@ = 33007 // = constant 
263@ = 4 

:RIOT2_41056
if 
  193@ == 3 
else_jump @RIOT2_41465 
05AA: 197@s = 'ROT2_CA' // @s = 'short'  // While we here, I, eerr, I have a question to ask you.
05AA: 199@s = 'ROT2_CB' // @s = 'short'  // Yeah? What?
05AA: 201@s = 'ROT2_CC' // @s = 'short'  // Well it's... it's personal.
05AA: 203@s = 'ROT2_CD' // @s = 'short'  // Come on, man, we're brothers, you and me.
05AA: 205@s = 'ROT2_CE' // @s = 'short'  // You can ask me anything.
05AA: 207@s = 'ROT2_CF' // @s = 'short'  // OK, here goes.
05AA: 209@s = 'ROT2_CG' // @s = 'short'  // I want to ask Kendl the question.
05AA: 211@s = 'ROT2_CH' // @s = 'short'  // What's the problem?
05AA: 213@s = 'ROT2_CJ' // @s = 'short'  // Call her, dude, here, use my phone.
05AA: 215@s = 'ROT2_CK' // @s = 'short'  // Noo, holmes, THE question!
05AA: 217@s = 'ROT2_CL' // @s = 'short'  // What? Oh shit, you mean POP THE question.
05AA: 219@s = 'ROT2_CM' // @s = 'short'  // Well, I'm OK with that, you know, I appreciate you asking my permission and shit, but -
05AA: 221@s = 'ROT2_CN' // @s = 'short'  // Nah. I know you're cool.
05AA: 223@s = 'ROT2_CO' // @s = 'short'  // It's Sweet that is the problem, could you talk to him?
05AA: 225@s = 'ROT2_CP' // @s = 'short'  // Sure thing, Cesar, I'll talk to him.
05AA: 227@s = 'ROT2_CQ' // @s = 'short'  // Thank you, CJ, that means a lot to me.
04AF: 241@ = 33008 // = constant 
04AF: 242@ = 33009 // = constant 
04AF: 243@ = 33010 // = constant 
04AF: 244@ = 33011 // = constant 
04AF: 245@ = 33012 // = constant 
04AF: 246@ = 33013 // = constant 
04AF: 247@ = 33014 // = constant 
04AF: 248@ = 33015 // = constant 
04AF: 249@ = 33016 // = constant 
04AF: 250@ = 33017 // = constant 
04AF: 251@ = 33018 // = constant 
04AF: 252@ = 33019 // = constant 
04AF: 253@ = 33020 // = constant 
04AF: 254@ = 33021 // = constant 
04AF: 255@ = 33022 // = constant 
04AF: 256@ = 33023 // = constant 
263@ = 16 

:RIOT2_41465
if 
  193@ == 4 
else_jump @RIOT2_41731 
05AA: 197@s = 'ROT2_DA' // @s = 'short'  // Those Vagos, man, I'm gonna cut those cacos.
05AA: 199@s = 'ROT2_DB' // @s = 'short'  // Raspalo hasta el hueso!
05AA: 201@s = 'ROT2_DC' // @s = 'short'  // Hey, carnales, what's cracking, holmes?
05AA: 203@s = 'ROT2_DD' // @s = 'short'  // Cesar! And you must be CJ.
05AA: 205@s = 'ROT2_DE' // @s = 'short'  // Cesar says you cool, so we cool, holmes.
05AA: 207@s = 'ROT2_DF' // @s = 'short'  // OK. We will have to work our way through this neighborhood to get to my house.
05AA: 213@s = 'ROT2_DJ' // @s = 'short'  // If we stick together those Vagos pendejos won't stand a chance!
05AA: 215@s = 'ROT2_DK' // @s = 'short'  // Watch each others' backs, amigos.
05AA: 217@s = 'ROT2_DL' // @s = 'short'  // Hasta la muerte!
05AA: 219@s = 'ROT2_DM' // @s = 'short'  // HASTA LA MUERTE!
04AF: 241@ = 33024 // = constant 
04AF: 242@ = 33025 // = constant 
04AF: 243@ = 33026 // = constant 
04AF: 244@ = 33027 // = constant 
04AF: 245@ = 33028 // = constant 
04AF: 246@ = 33029 // = constant 
04AF: 249@ = 33031 // = constant 
04AF: 250@ = 33032 // = constant 
04AF: 251@ = 33033 // = constant 
04AF: 252@ = 33034 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_41731
if 
  193@ == 5 
else_jump @RIOT2_41973 
05AA: 197@s = 'ROT2_EA' // @s = 'short'  // That's the last of them, let's move out!
05AA: 203@s = 'ROT2_ED' // @s = 'short'  // Quickly, go! GO!
05AA: 205@s = 'ROT2_EE' // @s = 'short'  // Follow me!
05AA: 207@s = 'ROT2_EF' // @s = 'short'  // Keep close!
05AA: 209@s = 'ROT2_EG' // @s = 'short'  // Keep together!
05AA: 211@s = 'ROT2_EH' // @s = 'short'  // Stay close.
05AA: 213@s = 'ROT2_EJ' // @s = 'short'  // Keep it tight!
05AA: 219@s = 'ROT2_EM' // @s = 'short'  // Northside Vagos assholes!
05AA: 221@s = 'ROT2_EN' // @s = 'short'  // Up ahead!
04AF: 241@ = 33035 // = constant 
04AF: 244@ = 33038 // = constant 
04AF: 245@ = 33039 // = constant 
04AF: 246@ = 33040 // = constant 
04AF: 247@ = 33041 // = constant 
04AF: 248@ = 33042 // = constant 
04AF: 249@ = 33043 // = constant 
04AF: 252@ = 33046 // = constant 
04AF: 253@ = 33047 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_41973
if 
  193@ == 6 
else_jump @RIOT2_42167 
05AA: 197@s = 'ROT2_FA' // @s = 'short'  // That was the easy bit, eh.
05AA: 199@s = 'ROT2_FB' // @s = 'short'  // Now we go into the viper's nest.
05AA: 201@s = 'ROT2_FC' // @s = 'short'  // This is where it gets tough.
05AA: 203@s = 'ROT2_FD' // @s = 'short'  // Luckily we have a little surprise up our sleeves, eh, Sunny!
05AA: 205@s = 'ROT2_FE' // @s = 'short'  // That's a rocket launcher man! We'll bring the National Guard down on us!
05AA: 207@s = 'ROT2_FG' // @s = 'short'  // Look around you, CJ, the whole city is a war zone!
05AA: 209@s = 'ROT2_FH' // @s = 'short'  // C'mon, I want to take my house back!
04AF: 241@ = 33059 // = constant 
04AF: 242@ = 33060 // = constant 
04AF: 243@ = 33061 // = constant 
04AF: 244@ = 33062 // = constant 
04AF: 245@ = 33063 // = constant 
04AF: 246@ = 33064 // = constant 
04AF: 247@ = 33065 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_42167
if 
  193@ == 7 
else_jump @RIOT2_42216 
05AA: 197@s = 'ROT2_GA' // @s = 'short'  // Hazer!
04AF: 241@ = 33066 // = constant 
263@ = 1 

:RIOT2_42216
if 
  193@ == 8 
else_jump @RIOT2_42337 
05AA: 197@s = 'ROT2_GB' // @s = 'short'  // Shit, Hazer...
05AA: 199@s = 'ROT2_GC' // @s = 'short'  // He is pretty bad, Cesar...
05AA: 201@s = 'ROT2_GD' // @s = 'short'  // Heads up! More Vagos!
05AA: 203@s = 'ROT2_EW' // @s = 'short'  // They're coming over the walls!
04AF: 241@ = 33067 // = constant 
04AF: 242@ = 33068 // = constant 
04AF: 243@ = 33069 // = constant 
04AF: 244@ = 33056 // = constant 
263@ = 4 

:RIOT2_42337
if 
  193@ == 9 
else_jump @RIOT2_42435 
05AA: 197@s = 'ROT2_HA' // @s = 'short'  // Behind us!
05AA: 199@s = 'ROT2_HB' // @s = 'short'  // More Vagos Behind us!
05AA: 201@s = 'ROT2_HC' // @s = 'short'  // Northsiders behind us!
04AF: 241@ = 33070 // = constant 
04AF: 242@ = 33071 // = constant 
04AF: 243@ = 33072 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_42435
if 
  193@ == 10 
else_jump @RIOT2_42508 
05AA: 197@s = 'ROT2_JA' // @s = 'short'  // Let's fucking finish this!
05AA: 199@s = 'ROT2_JB' // @s = 'short'  // I'm with you man, let's take these punks!
04AF: 241@ = 33073 // = constant 
04AF: 242@ = 33074 // = constant 
263@ = 2 

:RIOT2_42508
if 
  193@ == 11 
else_jump @RIOT2_42606 
05AA: 197@s = 'ROT2_KA' // @s = 'short'  // This is a Vagos neighborhood now!
05AA: 199@s = 'ROT2_KB' // @s = 'short'  // Vagos rule this varrio now - Aztecas are no more!
05AA: 201@s = 'ROT2_KC' // @s = 'short'  // Find a new home, assholes, Vagos own this 'hood!
04AF: 241@ = 33075 // = constant 
04AF: 242@ = 33076 // = constant 
04AF: 243@ = 33077 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_42606
if 
  193@ == 12 
else_jump @RIOT2_42704 
05AA: 197@s = 'ROT2_LA' // @s = 'short'  // Torch those Aztecas!
05AA: 199@s = 'ROT2_LB' // @s = 'short'  // Burn them!
05AA: 201@s = 'ROT2_LC' // @s = 'short'  // Burn, Aztecas, burn!
04AF: 241@ = 33078 // = constant 
04AF: 242@ = 33079 // = constant 
04AF: 243@ = 33080 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_42704
if 
  193@ == 13 
else_jump @RIOT2_42922 
05AA: 197@s = 'ROT2_MA' // @s = 'short'  // Alright, that's the last of 'em.
05AA: 199@s = 'ROT2_MB' // @s = 'short'  // How is Hazer?
05AA: 201@s = 'ROT2_MC' // @s = 'short'  // We need to get him to a hospital.
05AA: 203@s = 'ROT2_MD' // @s = 'short'  // Hey, I'll take him.
05AA: 205@s = 'ROT2_ME' // @s = 'short'  // CJ, you have done more than enough.
05AA: 207@s = 'ROT2_MF' // @s = 'short'  // You should get back to Grove.
05AA: 209@s = 'ROT2_MG' // @s = 'short'  // Alright ese, I'll see you after all this is settled down.
05AA: 211@s = 'ROT2_MH' // @s = 'short'  // Thank you, CJ and good luck, my friend.
04AF: 241@ = 33081 // = constant 
04AF: 242@ = 33082 // = constant 
04AF: 243@ = 33083 // = constant 
04AF: 244@ = 33084 // = constant 
04AF: 245@ = 33085 // = constant 
04AF: 246@ = 33086 // = constant 
04AF: 247@ = 33087 // = constant 
04AF: 248@ = 33088 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_42922
if 
  193@ == 14 
else_jump @RIOT2_43036 
05AA: 197@s = 'CESX_BA' // @s = 'short'  // Wait up, CJ!
05AA: 199@s = 'CESX_BB' // @s = 'short'  // Hang ten, CJ!
05AA: 201@s = 'CESX_BC' // @s = 'short'  // Hold up!
05AA: 203@s = 'CESX_BD' // @s = 'short'  // Slow down, Carl!
04AF: 241@ = 10406 // = constant 
04AF: 242@ = 10407 // = constant 
04AF: 243@ = 10408 // = constant 
04AF: 244@ = 10409 // = constant 
0085: 263@ = 196@ // (int) 

:RIOT2_43036
0085: 266@ = 194@ // (int) 
264@ = 0 
265@ = 0 
267@ = 1 
return 

:RIOT2_43067
if 
001D:   263@ > 266@ // (int) 
else_jump @RIOT2_43172 
if 
  264@ == 0 
else_jump @RIOT2_43129 
03CF: load_wav 241@(266@,22i) as 1 
266@ += 1 
264@ = 1 

:RIOT2_43129
if 
  265@ == 0 
else_jump @RIOT2_43172 
03CF: load_wav 241@(266@,22i) as 2 
266@ += 1 
265@ = 1 

:RIOT2_43172
return 

:RIOT2_43174
if 
  267@ == 1 
else_jump @RIOT2_43250 
if 
  264@ == 1 
else_jump @RIOT2_43250 
if 
03D0:   wav 1 loaded 
else_jump @RIOT2_43250 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 197@(194@,22s) time 4500 flag 1 
264@ = 2 

:RIOT2_43250
if 
  267@ == 2 
else_jump @RIOT2_43326 
if 
  265@ == 1 
else_jump @RIOT2_43326 
if 
03D0:   wav 2 loaded 
else_jump @RIOT2_43326 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 197@(194@,22s) time 4500 flag 1 
265@ = 2 

:RIOT2_43326
return 

:RIOT2_43328
if 
  264@ == 2 
else_jump @RIOT2_43391 
if 
03D2:   wav 1 ended 
else_jump @RIOT2_43391 
03D5: remove_text 197@(194@,22s) 
194@ += 1 
267@ = 2 
264@ = 0 

:RIOT2_43391
if 
  265@ == 2 
else_jump @RIOT2_43454 
if 
03D2:   wav 2 ended 
else_jump @RIOT2_43454 
03D5: remove_text 197@(194@,22s) 
194@ += 1 
267@ = 1 
265@ = 0 

:RIOT2_43454
return 

//-------------Mission 110---------------
// Originally: End Of The Line (1)

:FINALEA
gosub @FINALEA_36 
if 
wasted_or_busted 
else_jump @FINALEA_27 
gosub @FINALEA_32557 

:FINALEA_27
gosub @FINALEA_32669 
end_thread 

:FINALEA_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'FINALEA' 
wait 0 
054C: use_GXT_table 'RIOT4' 
select_interior 1 
02E4: load_cutscene_data 'RIOT_4A' 

:FINALEA_86
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_110 
wait 0 
jump @FINALEA_86 

:FINALEA_110
02E7: start_cutscene 
fade 1 1000 

:FINALEA_119
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_143 
wait 0 
jump @FINALEA_119 

:FINALEA_143
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:FINALEA_158
if 
fading 
else_jump @FINALEA_182 
wait 0 
jump @FINALEA_158 

:FINALEA_182
select_interior 0 
0247: load_model 601 
0247: load_model 596 
0247: load_model 285 
0247: load_model 102 
0247: load_model 492 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0777: delete_objects_in_object_group "CARTER" 
0776: create_objects_in_object_group "CARTER" 
038B: load_requested_models 

:FINALEA_245
if or
8248:   not model 492 available 
823D:   not special_actor 1 loaded 
else_jump @FINALEA_276 
wait 0 
jump @FINALEA_245 

:FINALEA_276
if or
8248:   not model 601 available 
8248:   not model 596 available 
8248:   not model 285 available 
8248:   not model 102 available 
else_jump @FINALEA_317 
wait 0 
jump @FINALEA_276 

:FINALEA_317
00A1: put_actor $PLAYER_ACTOR at 2514.745 -1673.838 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.891 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 56@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
06D0: enable_emergency_traffic 0 
0108: destroy_object $4108 
029B: $4108 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
071F: set_object $4108 health_to 100 
07F7: set_object $4108 destructible 0 
0550: keep_object $4108 in_memory 1 
07F7: set_object $4108 destructible 1 
0674: set_car_model 492 numberplate "GROVE4L_" 
00A5: $135 = create_car 492 at 2507.823 -1671.88 12.1678 
0175: set_car $135 Z_angle_to 347.15 
02AA: set_car $135 immune_to_nonplayer 1 
0186: 136@ = create_marker_above_car $135 
07E0: set_marker 136@ type_to 1 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
0224: set_car $135 health_to 2000 
053F: set_car $135 tires_vulnerability 0 
0852: set_car $135 damages_visible 0 
009A: $130 = create_actor_pedtype 23 model 290 at 2511.169 -1672.747 12.493 
09F6: set_actor $130 unjackable_through_driver_seat 0 
0173: set_actor $130 Z_angle_to 68.365 
0568: set_actor $130 untargetable 1 
02A9: set_actor $130 immune_to_nonplayer 1 
05CA: AS_actor $130 enter_car $135 passenger_seat 0 time 5000 
039E: set_actor $130 locked 1 while_in_car 
0526: set_actor $130 stay_in_car_when_jacked 1 
060B: set_actor $130 decision_maker_to 55@ 
0568: set_actor $130 untargetable 1 
0446: set_actor $130 dismemberment_possible 0 
064B: 110@ = create_particle "WALLBUST" at 2521.86 -1272.66 35.04 type 1 
00C0: set_current_time_hours_to 21 minutes_to 30 
0828: set_max_fire_generations 0 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 2511.75 -1672.15 14.0 
fade 1 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'RM4_1' time 7000 flag 1  // ~s~Get in the car with ~b~Sweet~s~.
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
49@ = 2505.215 
49@ -= 2508.17 
50@ = -1261.351 
50@ -= -1267.878 
51@ = 43.8341 
51@ -= 48.0744 
52@ = 2506.003 
52@ -= 2508.351 
53@ = -1261.802 
53@ -= -1268.857 
54@ = 43.4146 
54@ -= 47.9824 
43@ = 2508.17 
44@ = -1267.878 
45@ = 48.0744 
46@ = 2508.351 
47@ = -1268.857 
48@ = 47.9824 
42@ = 160.0 
0073: 49@ /= 42@ // (float) 
0073: 50@ /= 42@ // (float) 
0073: 51@ /= 42@ // (float) 
0073: 52@ /= 42@ // (float) 
0073: 53@ /= 42@ // (float) 
0073: 54@ /= 42@ // (float) 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
177@ = 0 
178@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
192@ = 0 
193@ = 0 
194@ = 0 
195@ = 0 
196@ = 0 
197@ = 0 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
206@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 
04C0: create_roadblock_in_area_cornerA 2506.76 -1432.29 28.13 cornerB 2516.63 -1430.51 27.82 type 1 
04C0: create_roadblock_in_area_cornerA 2462.0 -1449.0 24.0 cornerB 2463.0 -1439.0 24.0 type 1 

:FINALEA_1473
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @FINALEA_1499 
jump @FINALEA_32638 

:FINALEA_1499
if 
  155@ == 0 
else_jump @FINALEA_7237 
if 
  154@ == 0 
else_jump @FINALEA_1641 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_1641 
if 
8118:   not actor $130 dead 
else_jump @FINALEA_1641 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @FINALEA_1641 
0164: disable_marker 136@ 
018A: 136@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
41@ = 0 
154@ = 1 

:FINALEA_1641
if 
  154@ == 1 
else_jump @FINALEA_2474 
gosub @FINALEA_31543 
if 
  201@ == 0 
else_jump @FINALEA_1752 
if 
  202@ == 0 
else_jump @FINALEA_1752 
if 
  41@ > 5500 
else_jump @FINALEA_1752 
04AF: 133@ = 33200 // = constant 
05AA: 134@s = 'ROT4_AA' // @s = 'short'  // You sure he in East Los Santos?
gosub @FINALEA_31501 

:FINALEA_1752
if 
  201@ == 1 
else_jump @FINALEA_1819 
if 
  202@ == 0 
else_jump @FINALEA_1819 
04AF: 133@ = 33201 // = constant 
05AA: 134@s = 'ROT4_AB' // @s = 'short'  // Yeah, right on the edge of Los Flores - some old apartments and a warehouse.
gosub @FINALEA_31501 

:FINALEA_1819
if 
  201@ == 2 
else_jump @FINALEA_1893 
if 
  202@ == 0 
else_jump @FINALEA_1893 
04AF: 133@ = 33202 // = constant 
05AA: 134@s = 'ROT4_AC' // @s = 'short'  // He as good as dead, then!
gosub @FINALEA_31501 
41@ = 0 

:FINALEA_1893
if 
  201@ == 3 
else_jump @FINALEA_1979 
if 
  202@ == 0 
else_jump @FINALEA_1979 
if 
  41@ > 3000 
else_jump @FINALEA_1979 
04AF: 133@ = 33203 // = constant 
05AA: 134@s = 'ROT4_BA' // @s = 'short'  // I can't believe you bought that same bucket ass car, man!
gosub @FINALEA_31501 

:FINALEA_1979
if 
  201@ == 4 
else_jump @FINALEA_2053 
if 
  202@ == 0 
else_jump @FINALEA_2053 
04AF: 133@ = 33204 // = constant 
05AA: 134@s = 'ROT4_BB' // @s = 'short'  // Hey, if it ain't broke, don't fix it.
gosub @FINALEA_31501 
40@ = 0 

:FINALEA_2053
if 
  201@ == 5 
else_jump @FINALEA_2139 
if 
  202@ == 0 
else_jump @FINALEA_2139 
if 
  41@ > 12000 
else_jump @FINALEA_2139 
04AF: 133@ = 33205 // = constant 
05AA: 134@s = 'ROT4_BC' // @s = 'short'  // So this is it, huh?
gosub @FINALEA_31501 

:FINALEA_2139
if 
  201@ == 6 
else_jump @FINALEA_2206 
if 
  202@ == 0 
else_jump @FINALEA_2206 
04AF: 133@ = 33207 // = constant 
05AA: 134@s = 'ROT4_BE' // @s = 'short'  // Johnson boys sorting shit out.
gosub @FINALEA_31501 

:FINALEA_2206
if 
  201@ == 7 
else_jump @FINALEA_2273 
if 
  202@ == 0 
else_jump @FINALEA_2273 
04AF: 133@ = 33208 // = constant 
05AA: 134@s = 'ROT4_BF' // @s = 'short'  // Yeah.
gosub @FINALEA_31501 

:FINALEA_2273
if 
  201@ == 8 
else_jump @FINALEA_2340 
if 
  202@ == 0 
else_jump @FINALEA_2340 
04AF: 133@ = 33209 // = constant 
05AA: 134@s = 'ROT4_BG' // @s = 'short'  // Nervous?
gosub @FINALEA_31501 

:FINALEA_2340
if 
  201@ == 9 
else_jump @FINALEA_2407 
if 
  202@ == 0 
else_jump @FINALEA_2407 
04AF: 133@ = 33210 // = constant 
05AA: 134@s = 'ROT4_BH' // @s = 'short'  // Yeah.
gosub @FINALEA_31501 

:FINALEA_2407
if 
  201@ == 10 
else_jump @FINALEA_2474 
if 
  202@ == 0 
else_jump @FINALEA_2474 
04AF: 133@ = 33211 // = constant 
05AA: 134@s = 'ROT4_BJ' // @s = 'short'  // Me too, me too.
gosub @FINALEA_31501 

:FINALEA_2474
if 
  154@ == 1 
else_jump @FINALEA_4955 
if 
8118:   not actor $130 dead 
else_jump @FINALEA_4955 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_4955 
if 
01AF:   car $135 sphere 1 in_sphere 2507.82 -1309.226 33.85 radius 4.0 4.0 4.0 
else_jump @FINALEA_4955 
if 
0448:   actor $130 in_car $135 
else_jump @FINALEA_4955 
if 
0448:   actor $PLAYER_ACTOR in_car $135 
else_jump @FINALEA_4955 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $47 = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $47 perform_action 6 timelimit 2000000 
0164: disable_marker 136@ 
04C1: remove_references_to_roadblocks 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $135 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CF: load_wav 14600 as 3 
03CF: load_wav 33212 as 2 
038B: load_requested_models 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
040D: unload_wav 1 
fade 0 500 

:FINALEA_2716
if 
fading 
else_jump @FINALEA_2740 
wait 0 
jump @FINALEA_2716 

:FINALEA_2740
if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
else_jump @FINALEA_2770 
wait 0 
jump @FINALEA_2740 

:FINALEA_2770
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_2823 
00AB: put_car $135 at 2536.709 -1278.253 52.57 
0175: set_car $135 Z_angle_to 359.954 
020A: set_car $135 door_status_to 2 

:FINALEA_2823
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E4: load_cutscene_data 'RIOT_4B' 

:FINALEA_2872
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_2896 
wait 0 
jump @FINALEA_2872 

:FINALEA_2896
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E7: start_cutscene 
fade 1 1000 

:FINALEA_2929
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_2953 
wait 0 
jump @FINALEA_2929 

:FINALEA_2953
02EA: end_cutscene 
fade 0 0 

:FINALEA_2961
if 
fading 
else_jump @FINALEA_2985 
wait 0 
jump @FINALEA_2961 

:FINALEA_2985
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_3069 
00AB: put_car $135 at 2507.82 -1309.226 33.2726 
0175: set_car $135 Z_angle_to 1.7082 
020A: set_car $135 door_status_to 2 

:FINALEA_3069
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @FINALEA_3112 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2509.781 -1308.965 34.7125 
jump @FINALEA_3132 

:FINALEA_3112
00A1: put_actor $PLAYER_ACTOR at 2509.781 -1308.965 34.7125 

:FINALEA_3132
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.414 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
wait 2000 
015F: set_camera_position 43@ 44@ 45@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 46@ 47@ 48@ switchstyle 2 
0247: load_model 481 
0247: load_model 353 
0247: load_model 355 
0247: load_model 63 
04ED: load_animation "CRACK" 
01E8: create_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022B: create_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E8: create_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022B: create_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E8: create_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022B: create_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
0395: clear_area 1 at 2356.4 -1233.16 300.0 radius 300.0 
038B: load_requested_models 

:FINALEA_3456
if or
8248:   not model 481 available 
8248:   not model 353 available 
8248:   not model 355 available 
84EE:   not animation "CRACK" loaded 
8248:   not model 63 available 
else_jump @FINALEA_3506 
wait 0 
jump @FINALEA_3456 

:FINALEA_3506
062F: 58@ = create_group_type 2 
062F: 59@ = create_group_type 2 
062F: 60@ = create_group_type 2 
00A5: 62@ = create_car 596 at 2373.803 -1314.172 22.8398 
0175: set_car 62@ Z_angle_to 292.1921 
02AA: set_car 62@ immune_to_nonplayer 1 
0224: set_car 62@ health_to 500 
00A5: 63@ = create_car 596 at 2368.04 -1315.706 22.8459 
0175: set_car 63@ Z_angle_to 96.2549 
02AA: set_car 63@ immune_to_nonplayer 1 
020A: set_car 63@ door_status_to 1 
00A5: 65@ = create_car 601 at 2374.36 -1323.792 22.8389 
0175: set_car 65@ Z_angle_to 3.7561 
0224: set_car 65@ health_to 3000 
01EC: make_car 65@ very_heavy 1 
02AC: set_car 65@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
02AA: set_car 65@ immune_to_nonplayer 1 
020A: set_car 65@ door_status_to 1 
053F: set_car 65@ tires_vulnerability 0 
00A5: 66@ = create_car 492 at 2365.612 -1294.829 22.8433 
0175: set_car 66@ Z_angle_to 97.3729 
0224: set_car 66@ health_to 500 
02AA: set_car 66@ immune_to_nonplayer 1 
00A5: 67@ = create_car 492 at 2372.431 -1295.272 22.8418 
0175: set_car 67@ Z_angle_to 75.2267 
02AA: set_car 67@ immune_to_nonplayer 1 
00A5: 71@ = create_car 481 at 2507.201 -1300.841 33.6726 
0175: set_car 71@ Z_angle_to 1.6501 
009A: 72@ = create_actor_pedtype 25 model 285 at 2366.342 -1317.377 22.8438 
0173: set_actor 72@ Z_angle_to 3.9226 
060B: set_actor 72@ decision_maker_to 57@ 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 72@ immune_to_nonplayer 1 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
0630: put_actor 72@ in_group 58@ as_leader 
009A: 73@ = create_actor_pedtype 25 model 285 at 2375.848 -1315.325 22.8368 
0173: set_actor 73@ Z_angle_to 4.8178 
060B: set_actor 73@ decision_maker_to 57@ 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 73@ immune_to_nonplayer 1 
01B2: give_actor 73@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
0631: put_actor 73@ in_group 58@ 
009A: 74@ = create_actor_pedtype 25 model 285 at 2371.676 -1316.806 22.8429 
0173: set_actor 74@ Z_angle_to 0.5529 
060B: set_actor 74@ decision_maker_to 57@ 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 74@ immune_to_nonplayer 1 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
0631: put_actor 74@ in_group 58@ 
009A: 75@ = create_actor_pedtype 25 model 285 at 22370.36 -1319.492 22.8515 
0173: set_actor 75@ Z_angle_to 177.5538 
060B: set_actor 75@ decision_maker_to 57@ 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 75@ immune_to_nonplayer 1 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 75@ stay_put 1 
0631: put_actor 75@ in_group 58@ 
009A: 76@ = create_actor_pedtype 25 model 285 at 2376.44 -1321.625 22.9844 
0173: set_actor 76@ Z_angle_to 177.5538 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 57@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 76@ immune_to_nonplayer 1 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
0631: put_actor 76@ in_group 58@ 
009A: 79@ = create_actor_pedtype 24 model 102 at 2364.432 -1294.013 22.9882 
0173: set_actor 79@ Z_angle_to 177.5538 
060B: set_actor 79@ decision_maker_to 57@ 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 79@ immune_to_nonplayer 1 
01B2: give_actor 79@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 79@ stay_put 1 
0630: put_actor 79@ in_group 59@ as_leader 
009A: 80@ = create_actor_pedtype 24 model 102 at 2369.527 -1292.228 22.8515 
0173: set_actor 80@ Z_angle_to 177.5538 
060B: set_actor 80@ decision_maker_to 57@ 
077A: set_actor 80@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 80@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 80@ immune_to_nonplayer 1 
01B2: give_actor 80@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 80@ stay_put 1 
0631: put_actor 80@ in_group 59@ 
009A: 81@ = create_actor_pedtype 24 model 102 at 2371.168 -1293.37 22.8436 
0173: set_actor 81@ Z_angle_to 177.5538 
060B: set_actor 81@ decision_maker_to 57@ 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 81@ immune_to_nonplayer 1 
01B2: give_actor 81@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 81@ stay_put 1 
0631: put_actor 81@ in_group 59@ 
009A: 82@ = create_actor_pedtype 24 model 102 at 2374.987 -1294.079 22.838 
0173: set_actor 82@ Z_angle_to 177.5538 
060B: set_actor 82@ decision_maker_to 57@ 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 82@ immune_to_nonplayer 1 
01B2: give_actor 82@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 82@ stay_put 1 
0631: put_actor 82@ in_group 59@ 
009A: 83@ = create_actor_pedtype 24 model 102 at 2521.51 -1270.259 33.9206 
0173: set_actor 83@ Z_angle_to 100.2518 
060B: set_actor 83@ decision_maker_to 57@ 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 83@ immune_to_nonplayer 1 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 83@ stay_put 1 
0630: put_actor 83@ in_group 60@ as_leader 
009A: 84@ = create_actor_pedtype 24 model 102 at 2521.72 -1274.981 33.8748 
0173: set_actor 84@ Z_angle_to 98.0309 
060B: set_actor 84@ decision_maker_to 57@ 
077A: set_actor 84@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 84@ immune_to_nonplayer 1 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 84@ stay_put 1 
0631: put_actor 84@ in_group 60@ 
154@ = 2 
02A3: enable_widescreen 1 
fade 1 1000 

:FINALEA_4878
if 
fading 
else_jump @FINALEA_4902 
wait 0 
jump @FINALEA_4878 

:FINALEA_4902
00BC: show_text_highpriority GXT 'RM4_4' time 5000 flag 1  // ~s~Security is tight in the Crack Fortress. There is only one way in but the door is locked down because of the riots.
00BB: show_text_lowpriority GXT 'RM4_14' time 5000 flag 1  // ~s~The only way past that reinforced entrance is to knock it down.
40@ = 0 
159@ = 0 
0707: start_scene_skip_to @FINALEA_5387 

:FINALEA_4955
if 
  154@ == 2 
else_jump @FINALEA_5096 
005B: 43@ += 49@ // (float) 
005B: 44@ += 50@ // (float) 
005B: 45@ += 51@ // (float) 
015F: set_camera_position 43@ 44@ 45@ rotation 0.0 0.0 0.0 
005B: 46@ += 52@ // (float) 
005B: 47@ += 53@ // (float) 
005B: 48@ += 54@ // (float) 
0160: set_camera_point_at 46@ 47@ 48@ switchstyle 2 
if or
  2505.215 >= 43@ 
  40@ > 8999 
else_jump @FINALEA_5096 
154@ = 3 

:FINALEA_5096
if 
  154@ == 3 
else_jump @FINALEA_5140 
if 
  40@ > 8999 
else_jump @FINALEA_5140 
154@ = 4 

:FINALEA_5140
if 
  154@ == 4 
else_jump @FINALEA_5241 
015F: set_camera_position 2370.902 -1328.815 23.0473 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2371.46 -1328.005 23.2292 switchstyle 2 
40@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_5' time 8000 flag 1  // ~s~A heavy vehicle like the SWAT Tank will be able to smash down the entrance easily.
154@ = 5 

:FINALEA_5241
if 
  154@ == 5 
else_jump @FINALEA_5343 
if 
  40@ > 3999 
else_jump @FINALEA_5343 
015F: set_camera_position 2372.949 -1326.914 24.7902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2372.874 -1325.92 24.701 switchstyle 2 
40@ = 0 
154@ = 6 

:FINALEA_5343
if 
  154@ == 6 
else_jump @FINALEA_5671 
if 
  40@ > 3999 
else_jump @FINALEA_5671 
159@ = 1 

:FINALEA_5387
0701: end_scene_skip 
if 
  159@ == 0 
else_jump @FINALEA_5479 
fade 0 500 

:FINALEA_5414
if 
fading 
else_jump @FINALEA_5438 
wait 0 
jump @FINALEA_5414 

:FINALEA_5438
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
fade 1 500 

:FINALEA_5455
if 
fading 
else_jump @FINALEA_5479 
wait 0 
jump @FINALEA_5455 

:FINALEA_5479
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_5537 
0186: 137@ = create_marker_above_car 65@ 
07E0: set_marker 137@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_6' time 7000 flag 1  // ~s~Go get the ~b~SWAT Tank~s~.
160@ = 1 
0A6F: checkpoint_save 1 

:FINALEA_5537
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_5560 
0519: set_car $135 locked 1 

:FINALEA_5560
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04C0: create_roadblock_in_area_cornerA 2456.468 -1262.2 23.87 cornerB 2455.625 -1250.55 23.89 type 1 
04C0: create_roadblock_in_area_cornerA 2375.778 -1358.43 23.878 cornerB 2365.675 -1358.34 24.036 type 1 
03DE: set_pedestrians_density_multiplier_to 0.5 
154@ = 7 

:FINALEA_5671
if 
  154@ == 7 
else_jump @FINALEA_6478 
if 
  162@ == 0 
else_jump @FINALEA_5779 
if 
8118:   not actor 76@ dead 
else_jump @FINALEA_5779 
if 
0364:   actor 76@ spotted_actor $PLAYER_ACTOR 
else_jump @FINALEA_5779 
0085: 117@ = 76@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 76@ immune_to_nonplayer 0 
gosub @FINALEA_31745 
162@ = 1 

:FINALEA_5779
if 
  161@ == 0 
else_jump @FINALEA_6171 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_6171 
if 
00DB:   actor $PLAYER_ACTOR in_car 65@ 
else_jump @FINALEA_6171 
if 
8118:   not actor 72@ dead 
else_jump @FINALEA_5878 
0085: 117@ = 72@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 72@ immune_to_nonplayer 0 
gosub @FINALEA_31745 

:FINALEA_5878
if 
8118:   not actor 73@ dead 
else_jump @FINALEA_5924 
0085: 117@ = 73@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 73@ immune_to_nonplayer 0 
gosub @FINALEA_31745 

:FINALEA_5924
if 
8118:   not actor 74@ dead 
else_jump @FINALEA_5970 
0085: 117@ = 74@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 74@ immune_to_nonplayer 0 
gosub @FINALEA_31745 

:FINALEA_5970
if 
8118:   not actor 75@ dead 
else_jump @FINALEA_6016 
0085: 117@ = 75@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 75@ immune_to_nonplayer 0 
gosub @FINALEA_31745 

:FINALEA_6016
if 
8118:   not actor 76@ dead 
else_jump @FINALEA_6062 
0085: 117@ = 76@ // (int) 
008B: 122@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 76@ immune_to_nonplayer 0 
gosub @FINALEA_31745 

:FINALEA_6062
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_6085 
02A9: set_actor 79@ immune_to_nonplayer 0 

:FINALEA_6085
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_6108 
02A9: set_actor 80@ immune_to_nonplayer 0 

:FINALEA_6108
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_6131 
02A9: set_actor 81@ immune_to_nonplayer 0 

:FINALEA_6131
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_6154 
02A9: set_actor 82@ immune_to_nonplayer 0 

:FINALEA_6154
0249: release_model 481 
01C3: remove_references_to_car 71@ 
161@ = 1 

:FINALEA_6171
if 
  161@ == 1 
else_jump @FINALEA_6360 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_6360 
if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2521.91 -1273.05 radius 30.0 30.0 in_car 
else_jump @FINALEA_6360 
if 
00DB:   actor $PLAYER_ACTOR in_car 65@ 
else_jump @FINALEA_6360 
00BC: show_text_highpriority GXT 'RM4_15' time 5000 flag 1  // ~s~Smash through the ~y~wall ~s~to gain entry!
0249: release_model 596 
0249: release_model 285 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 62@ 
01C3: remove_references_to_car 63@ 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 67@ 
161@ = 2 

:FINALEA_6360
if 
07F0:   in_sphere 2522.008 -1272.93 35.609 radius 30.0 damaged_object_with_model #IMY_SHASH_WALL 
else_jump @FINALEA_6478 
064F: remove_references_to_particle 110@ 
03D1: play_wav 3 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
00A6: destroy_car 62@ 
00A6: destroy_car 66@ 
00A6: destroy_car 67@ 
0164: disable_marker 137@ 
00BE: text_clear_all 
155@ = 1 

:FINALEA_6478
if 
  160@ == 1 
else_jump @FINALEA_6579 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_6579 
if 
0448:   actor $PLAYER_ACTOR in_car 65@ 
else_jump @FINALEA_6579 
0164: disable_marker 137@ 
00BC: show_text_highpriority GXT 'RM4_8' time 5000 flag 1  // ~s~Use the SWAT Tank to ram right through the entrance of ~y~Big Smoke's Crack Fortress~s~.
018A: 138@ = create_checkpoint_at 2522.79 -1272.85 34.19 
160@ = 2 

:FINALEA_6579
if 
  160@ == 2 
else_jump @FINALEA_6675 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_6675 
if 
8448:   not actor $PLAYER_ACTOR in_car 65@ 
else_jump @FINALEA_6675 
0164: disable_marker 138@ 
0186: 137@ = create_marker_above_car 65@ 
07E0: set_marker 137@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_9' time 5000 flag 1  // You need to ram that wall right through, get back in the ~b~SWAT Tank~s~!
160@ = 1 

:FINALEA_6675
if or
  160@ == 1 
  160@ == 2 
else_jump @FINALEA_6739 
if 
0119:   car 65@ wrecked 
else_jump @FINALEA_6739 
00BC: show_text_highpriority GXT 'RM4_10' time 7000 flag 1  // ~r~The SWAT Tank has been destroyed! How are you going to get into Big Smoke's Crack Fortress now?
jump @FINALEA_32557 

:FINALEA_6739
if 
  156@ == 0 
else_jump @FINALEA_6855 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_6855 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
else_jump @FINALEA_6855 
if 
00E1:   player 0 pressed_key 15 
else_jump @FINALEA_6855 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'ROT4_CA' time 2000 flag 1  // Yo, CJ, you lost your nerve?
156@ = 1 

:FINALEA_6855
if 
  156@ == 1 
else_jump @FINALEA_6939 
if 
03D2:   wav 2 ended 
else_jump @FINALEA_6939 
if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
80E1:   not player 0 pressed_key 15 
else_jump @FINALEA_6939 
156@ = 0 

:FINALEA_6939
if or
  154@ == 1 
  154@ == 100 
else_jump @FINALEA_7159 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_7159 
if 
  157@ == 1 
else_jump @FINALEA_7067 
if 
80DB:   not actor $PLAYER_ACTOR in_car $135 
else_jump @FINALEA_7067 
0164: disable_marker 136@ 
0186: 136@ = create_marker_above_car $135 
07E0: set_marker 136@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_7' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
154@ = 100 
157@ = 0 

:FINALEA_7067
if 
  157@ == 0 
else_jump @FINALEA_7159 
if 
00DB:   actor $PLAYER_ACTOR in_car $135 
else_jump @FINALEA_7159 
0164: disable_marker 136@ 
018A: 136@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
154@ = 1 
157@ = 1 

:FINALEA_7159
if 
0118:   actor $130 dead 
else_jump @FINALEA_7198 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
jump @FINALEA_32557 

:FINALEA_7198
if 
0119:   car $135 wrecked 
else_jump @FINALEA_7237 
00BC: show_text_highpriority GXT 'RM4_12' time 5000 flag 1  // ~r~You wrecked the car!
jump @FINALEA_32557 

:FINALEA_7237
if 
  155@ == 1 
else_jump @FINALEA_8588 
if 
  163@ == 0 
else_jump @FINALEA_8159 
0164: disable_marker 138@ 
0632: release_group 58@ 
0632: release_group 59@ 
009A: 79@ = create_actor_pedtype 24 model 102 at 2528.252 -1273.761 33.9609 
0173: set_actor 79@ Z_angle_to 91.4211 
060B: set_actor 79@ decision_maker_to 57@ 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 79@ health_to 20 
060F: set_actor 79@ melee_accuracy_to 50.0 
009A: 80@ = create_actor_pedtype 24 model 102 at 2530.771 -1271.391 33.9602 
0173: set_actor 80@ Z_angle_to 91.5182 
060B: set_actor 80@ decision_maker_to 57@ 
01B2: give_actor 80@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 80@ stay_put 1 
077A: set_actor 80@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 80@ health_to 20 
060F: set_actor 80@ melee_accuracy_to 50.0 
009A: 81@ = create_actor_pedtype 24 model 102 at 2532.08 -1272.28 33.9602 
0173: set_actor 81@ Z_angle_to 177.5538 
060B: set_actor 81@ decision_maker_to 57@ 
01B2: give_actor 81@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 81@ stay_put 1 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 81@ health_to 20 
060F: set_actor 81@ melee_accuracy_to 50.0 
009A: 82@ = create_actor_pedtype 24 model 102 at 2539.969 -1279.563 33.9609 
0173: set_actor 82@ Z_angle_to 25.3324 
060B: set_actor 82@ decision_maker_to 57@ 
01B2: give_actor 82@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 82@ stay_put 1 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 82@ health_to 20 
060F: set_actor 82@ melee_accuracy_to 50.0 
009A: 85@ = create_actor_pedtype 24 model 102 at 2533.279 -1295.555 33.9609 
0173: set_actor 85@ Z_angle_to 327.5814 
060B: set_actor 85@ decision_maker_to 57@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 85@ stay_put 1 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 85@ health_to 20 
060F: set_actor 85@ melee_accuracy_to 50.0 
009A: 86@ = create_actor_pedtype 24 model 102 at 2529.178 -1304.473 33.9609 
0173: set_actor 86@ Z_angle_to 351.5292 
060B: set_actor 86@ decision_maker_to 57@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 86@ stay_put 1 
077A: set_actor 86@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 86@ health_to 20 
009A: 87@ = create_actor_pedtype 24 model 63 at 2538.0 -1307.0 34.0 
0173: set_actor 87@ Z_angle_to 35.0 
0223: set_actor 87@ health_to 3 
0605: actor 87@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 88@ = create_actor_pedtype 24 model 7 at 2540.04 -1307.37 33.9609 
0173: set_actor 88@ Z_angle_to 92.5436 
0223: set_actor 88@ health_to 3 
0605: actor 88@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 89@ = create_actor_pedtype 24 model 63 at 2533.552 -1308.284 33.9609 
0173: set_actor 89@ Z_angle_to 67.9508 
0223: set_actor 89@ health_to 3 
0605: actor 89@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 90@ = create_actor_pedtype 24 model 7 at 2534.682 -1287.199 33.9609 
0173: set_actor 90@ Z_angle_to 104.5 
0223: set_actor 90@ health_to 3 
0605: actor 90@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
00BC: show_text_highpriority GXT 'RM4_13' time 5000 flag 1  // ~s~There is an entrance into the ~y~first floor ~s~towards the back of this area.
018A: 138@ = create_checkpoint_at 2542.1 -1303.99 34.03 
163@ = 1 

:FINALEA_8159
if 
0118:   actor $130 dead 
else_jump @FINALEA_8198 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
jump @FINALEA_32557 

:FINALEA_8198
if 
  163@ == 1 
else_jump @FINALEA_8588 
077E: get_active_interior_to 61@ 
if 
  205@ == 0 
else_jump @FINALEA_8297 
if 
8118:   not actor 87@ dead 
else_jump @FINALEA_8297 
if 
0A1B:   actor 87@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8297 
05DB: AS_actor 87@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
205@ = 1 

:FINALEA_8297
if 
  206@ == 0 
else_jump @FINALEA_8373 
if 
8118:   not actor 88@ dead 
else_jump @FINALEA_8373 
if 
0A1B:   actor 88@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8373 
05DB: AS_actor 88@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
206@ = 1 

:FINALEA_8373
if 
  207@ == 0 
else_jump @FINALEA_8449 
if 
8118:   not actor 89@ dead 
else_jump @FINALEA_8449 
if 
0A1B:   actor 89@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8449 
05DB: AS_actor 89@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
207@ = 1 

:FINALEA_8449
if 
  208@ == 0 
else_jump @FINALEA_8525 
if 
8118:   not actor 90@ dead 
else_jump @FINALEA_8525 
if 
0A1B:   actor 90@ colliding_with_actor $PLAYER_ACTOR 
else_jump @FINALEA_8525 
05DB: AS_actor 90@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
208@ = 1 

:FINALEA_8525
if 
  61@ == 2 
else_jump @FINALEA_8588 
fade 0 1000 

:FINALEA_8550
if 
fading 
else_jump @FINALEA_8574 
wait 0 
jump @FINALEA_8550 

:FINALEA_8574
155@ = 2 
164@ = 1 

:FINALEA_8588
if 
  155@ == 2 
else_jump @FINALEA_17221 
if 
  164@ == 1 
else_jump @FINALEA_10850 
0A6F: checkpoint_save 1 
if 
0A74:   is_checkpoint_resuming 1 
else_jump @FINALEA_8664 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 56@ // decision\allowed\m_.ped files 

:FINALEA_8664
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
fade 0 1000 
04C1: remove_references_to_roadblocks 

:FINALEA_8684
if 
fading 
else_jump @FINALEA_8708 
wait 0 
jump @FINALEA_8684 

:FINALEA_8708
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
040D: unload_wav 2 
0164: disable_marker 138@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
00A6: destroy_car 65@ 
009B: destroy_actor $130 
04EF: release_animation "CRACK" 
0296: unload_special_actor 1 
0249: release_model 63 
0249: release_model 492 
00A1: put_actor $PLAYER_ACTOR at 2543.26 -1303.844 1024.074 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5166 
015F: set_camera_position 2544.616 -1302.899 1024.407 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2544.193 -1303.702 1024.828 switchstyle 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
018A: 138@ = create_checkpoint_at 2579.85 -1305.76 1037.07 
08DC: create_interior_marker 138@ at 2540.83 -1304.05 radius 1.0 
0395: clear_area 1 at 2578.0 -1306.0 200.0 radius 200.0 
fade 1 1000 
00BA: show_text_styled GXT 'RM4_17' time 1000 style 2  // Floor 1: Security Area

:FINALEA_8986
if 
fading 
else_jump @FINALEA_9010 
wait 0 
jump @FINALEA_8986 

:FINALEA_9010
0213: 141@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 145@ = create_pickup #HEALTH type 3 at 2575.094 -1286.042 1037.781 
032B: 151@ = create_weapon_pickup 351 type 3 ammo 20 at 2568.502 -1282.345 1037.781 
0247: load_model 103 
0247: load_model 108 
0247: load_model 285 
0247: load_model 601 
04ED: load_animation "SWAT" 
0247: load_model #IMCOMPMOVEDR1_LAS 
07C0: load_path 287 
038B: load_requested_models 
03CB: set_rendering_origin_at 2541.81 -1311.32 1028.22 
009A: 93@ = create_actor_pedtype 24 model 103 at 2543.244 -1318.538 1030.427 
0173: set_actor 93@ Z_angle_to 3.2815 
060B: set_actor 93@ decision_maker_to 55@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 93@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 93@ to_interior 2 
0223: set_actor 93@ health_to 200 
08AF: set_actor 93@ max_health_to 200 
181@ = 0 
009A: 94@ = create_actor_pedtype 24 model 102 at 2536.071 -1321.471 1030.43 
0173: set_actor 94@ Z_angle_to 263.8364 
060B: set_actor 94@ decision_maker_to 55@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 94@ to_interior 2 
0223: set_actor 94@ health_to 200 
08AF: set_actor 94@ max_health_to 200 
182@ = 0 
009A: 95@ = create_actor_pedtype 24 model 108 at 2524.737 -1298.328 1030.427 
0173: set_actor 95@ Z_angle_to 175.4097 
060B: set_actor 95@ decision_maker_to 55@ 
01B2: give_actor 95@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 95@ to_interior 2 
02E2: set_actor 95@ weapon_accuracy_to 80 
0223: set_actor 95@ health_to 200 
08AF: set_actor 95@ max_health_to 200 
183@ = 0 
009A: 96@ = create_actor_pedtype 24 model 103 at 2527.814 -1289.816 1030.427 
0173: set_actor 96@ Z_angle_to 178.5987 
060B: set_actor 96@ decision_maker_to 55@ 
01B2: give_actor 96@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 96@ to_interior 2 
02E2: set_actor 95@ weapon_accuracy_to 80 
07DD: set_actor 95@ attack_rate 70 // previously known as temper_to 
0223: set_actor 96@ health_to 200 
08AF: set_actor 96@ max_health_to 200 
184@ = 0 
wait 3000 
009A: 79@ = create_actor_pedtype 24 model 103 at 2531.064 -1304.332 1030.43 
0173: set_actor 79@ Z_angle_to 264.767 
060B: set_actor 79@ decision_maker_to 55@ 
01B2: give_actor 79@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 79@ to_interior 2 
02E2: set_actor 79@ weapon_accuracy_to 80 
0223: set_actor 79@ health_to 200 
08AF: set_actor 79@ max_health_to 200 
167@ = 0 
009A: 81@ = create_actor_pedtype 24 model 108 at 2566.673 -1297.709 1036.781 
0173: set_actor 81@ Z_angle_to 85.3469 
060B: set_actor 81@ decision_maker_to 55@ 
01B2: give_actor 81@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
02E2: set_actor 81@ weapon_accuracy_to 80 
07DD: set_actor 81@ attack_rate 60 // previously known as temper_to 
169@ = 0 
009A: 82@ = create_actor_pedtype 24 model 103 at 2566.727 -1287.224 1036.781 
0173: set_actor 82@ Z_angle_to 96.3687 
060B: set_actor 82@ decision_maker_to 55@ 
01B2: give_actor 82@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 200 
08AF: set_actor 82@ max_health_to 200 
02E2: set_actor 82@ weapon_accuracy_to 80 
170@ = 0 
009A: 83@ = create_actor_pedtype 24 model 102 at 2540.859 -1287.161 1030.419 
0173: set_actor 83@ Z_angle_to 90.0 
060B: set_actor 83@ decision_maker_to 55@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
02E2: set_actor 83@ weapon_accuracy_to 80 
07DD: set_actor 83@ attack_rate 60 // previously known as temper_to 
171@ = 0 
009A: 84@ = create_actor_pedtype 24 model 108 at 2556.854 -1287.161 1030.419 
0173: set_actor 84@ Z_angle_to 90.0 
060B: set_actor 84@ decision_maker_to 55@ 
01B2: give_actor 84@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
172@ = 0 
009A: 85@ = create_actor_pedtype 24 model 102 at 2556.854 -1300.628 1030.419 
0173: set_actor 85@ Z_angle_to 90.0 
060B: set_actor 85@ decision_maker_to 55@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
173@ = 0 
009A: 86@ = create_actor_pedtype 24 model 103 at 2539.805 -1298.607 1030.43 
0173: set_actor 86@ Z_angle_to 64.7154 
060B: set_actor 86@ decision_maker_to 55@ 
01B2: give_actor 86@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
07DD: set_actor 86@ attack_rate 70 // previously known as temper_to 
08AF: set_actor 86@ max_health_to 200 
174@ = 0 
009A: 88@ = create_actor_pedtype 24 model 103 at 2552.798 -1300.993 1030.43 
0173: set_actor 88@ Z_angle_to 87.5663 
060B: set_actor 88@ decision_maker_to 55@ 
01B2: give_actor 88@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
02E2: set_actor 88@ weapon_accuracy_to 80 
07DD: set_actor 88@ attack_rate 60 // previously known as temper_to 
176@ = 0 
009A: 89@ = create_actor_pedtype 24 model 102 at 2563.234 -1294.067 1030.43 
0173: set_actor 89@ Z_angle_to 93.219 
060B: set_actor 89@ decision_maker_to 55@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 89@ to_interior 2 
0223: set_actor 89@ health_to 200 
08AF: set_actor 89@ max_health_to 200 
177@ = 0 
009A: 90@ = create_actor_pedtype 24 model 103 at 2550.992 -1290.274 1030.43 
0173: set_actor 90@ Z_angle_to 103.6499 
060B: set_actor 90@ decision_maker_to 55@ 
01B2: give_actor 90@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 90@ to_interior 2 
0223: set_actor 90@ health_to 200 
07DD: set_actor 90@ attack_rate 60 // previously known as temper_to 
08AF: set_actor 90@ max_health_to 200 
178@ = 0 
009A: 91@ = create_actor_pedtype 24 model 108 at 2556.191 -1281.446 1036.781 
0173: set_actor 91@ Z_angle_to 183.4208 
060B: set_actor 91@ decision_maker_to 55@ 
01B2: give_actor 91@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 91@ to_interior 2 
179@ = 0 
00A5: 65@ = create_car 601 at 2561.818 -1275.167 1031.019 
0519: set_car 65@ locked 1 
0175: set_car 65@ Z_angle_to 178.9 
0840: link_car 65@ to_interior 2 
0129: 72@ = create_actor_pedtype 25 model 285 in_car 65@ driverseat 
060B: set_actor 72@ decision_maker_to 55@ 
01B2: give_actor 72@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 72@ to_interior 2 
07DD: set_actor 72@ attack_rate 80 // previously known as temper_to 
0223: set_actor 72@ health_to 200 
08AF: set_actor 72@ max_health_to 200 
02E2: set_actor 72@ weapon_accuracy_to 80 
01C8: 73@ = create_actor_pedtype 25 model 285 in_car 65@ passenger_seat 0 
060B: set_actor 73@ decision_maker_to 55@ 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
01B2: give_actor 73@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 73@ to_interior 2 
161@ = 0 
187@ = 0 
160@ = 0 
029B: 108@ = init_object #IMCOMPMOVEDR1_LAS at 2565.814 -1303.566 1033.173 
0177: set_object 108@ Z_angle_to 90.0 
029B: 109@ = init_object #CJ_WIN_POP2 at 2561.811 -1279.639 1032.128 
0550: keep_object 109@ in_memory 1 
064B: 110@ = create_particle "WALLBUST" at 2562.0 -1282.0 1031.0 type 1 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_16' time 7000 flag 1  // ~s~Smoke is on the Fourth floor in his ~y~Penthouse Suite~s~. You will have to work your way through three floors to get there.
164@ = 2 

:FINALEA_10850
if 
  164@ == 2 
else_jump @FINALEA_11070 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.38 -1310.38 1028.26 radius 5.0 5.0 5.0 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @FINALEA_11070 
if 
  181@ == 0 
else_jump @FINALEA_11007 
if 
8118:   not actor 93@ dead 
else_jump @FINALEA_11007 
0085: 117@ = 93@ // (int) 
119@ = 2527.579 
120@ = -1318.762 
121@ = 1030.43 
gosub @FINALEA_31652 
181@ = 1 

:FINALEA_11007
if 
  184@ == 0 
else_jump @FINALEA_11063 
if 
8118:   not actor 96@ dead 
else_jump @FINALEA_11063 
0085: 117@ = 96@ // (int) 
gosub @FINALEA_31745 
184@ = 1 

:FINALEA_11063
164@ = 3 

:FINALEA_11070
if 
  164@ == 3 
else_jump @FINALEA_11318 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2540.95 -1314.42 1028.79 cornerB 2529.24 -1333.21 1035.04 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2534.44 -1318.92 1031.17 radius 5.5 5.5 4.0 
else_jump @FINALEA_11236 
if 
  182@ == 0 
else_jump @FINALEA_11229 
if 
8118:   not actor 94@ dead 
else_jump @FINALEA_11229 
0085: 117@ = 94@ // (int) 
gosub @FINALEA_31938 
182@ = 1 

:FINALEA_11229
164@ = 4 

:FINALEA_11236
if 
  182@ == 0 
else_jump @FINALEA_11318 
if 
8118:   not actor 94@ dead 
else_jump @FINALEA_11318 
if 
051A:   actor 94@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_11318 
0085: 117@ = 94@ // (int) 
gosub @FINALEA_31938 
182@ = 1 
164@ = 4 

:FINALEA_11318
if 
  164@ == 4 
else_jump @FINALEA_11452 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.18 -1304.24 1027.0 radius 6.0 6.0 5.0 
0118:   actor 96@ dead 
else_jump @FINALEA_11452 
if 
  183@ == 0 
else_jump @FINALEA_11445 
if 
8118:   not actor 95@ dead 
else_jump @FINALEA_11445 
0085: 117@ = 95@ // (int) 
gosub @FINALEA_31938 
183@ = 1 

:FINALEA_11445
164@ = 5 

:FINALEA_11452
if 
  164@ == 5 
else_jump @FINALEA_12235 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.33 -1308.3 1027.55 cornerB 2537.78 -1272.14 1035.76 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 2522.87 -1299.61 cornerB 2529.85 -1287.66 
else_jump @FINALEA_12235 
if 
  171@ == 0 
else_jump @FINALEA_11649 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_11649 
0085: 117@ = 83@ // (int) 
119@ = 2540.859 
120@ = -1287.161 
121@ = 1030.419 
125@ = 1500 
129@ = 90.0 
gosub @FINALEA_32021 
171@ = 1 

:FINALEA_11649
if 
  172@ == 0 
else_jump @FINALEA_11753 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_11753 
0085: 117@ = 84@ // (int) 
119@ = 2556.854 
120@ = -1287.161 
121@ = 1030.419 
125@ = 2000 
129@ = 90.0 
gosub @FINALEA_32021 
172@ = 1 

:FINALEA_11753
if 
  173@ == 0 
else_jump @FINALEA_11857 
if 
8118:   not actor 85@ dead 
else_jump @FINALEA_11857 
0085: 117@ = 85@ // (int) 
119@ = 2556.854 
120@ = -1300.628 
121@ = 1030.419 
125@ = 1200 
129@ = 90.0 
gosub @FINALEA_32262 
173@ = 1 

:FINALEA_11857
if 
  169@ == 0 
else_jump @FINALEA_11913 
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_11913 
0085: 117@ = 81@ // (int) 
gosub @FINALEA_31745 
169@ = 1 

:FINALEA_11913
if 
  170@ == 0 
else_jump @FINALEA_11969 
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_11969 
0085: 117@ = 82@ // (int) 
gosub @FINALEA_31745 
170@ = 1 

:FINALEA_11969
if 
  179@ == 0 
else_jump @FINALEA_12025 
if 
8118:   not actor 91@ dead 
else_jump @FINALEA_12025 
0085: 117@ = 91@ // (int) 
gosub @FINALEA_31745 
179@ = 1 

:FINALEA_12025
if 
  174@ == 0 
else_jump @FINALEA_12081 
if 
8118:   not actor 86@ dead 
else_jump @FINALEA_12081 
0085: 117@ = 86@ // (int) 
gosub @FINALEA_31701 
174@ = 1 

:FINALEA_12081
if 
  176@ == 0 
else_jump @FINALEA_12130 
if 
8118:   not actor 88@ dead 
else_jump @FINALEA_12130 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
176@ = 1 

:FINALEA_12130
if 
  177@ == 0 
else_jump @FINALEA_12179 
if 
8118:   not actor 89@ dead 
else_jump @FINALEA_12179 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
177@ = 1 

:FINALEA_12179
if 
  178@ == 0 
else_jump @FINALEA_12228 
if 
8118:   not actor 90@ dead 
else_jump @FINALEA_12228 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
178@ = 1 

:FINALEA_12228
164@ = 6 

:FINALEA_12235
if 
  164@ == 6 
else_jump @FINALEA_12414 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.88 -1307.89 1027.0 cornerB 2538.32 -1277.63 1032.54 
else_jump @FINALEA_12414 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
if 
  167@ == 0 
else_jump @FINALEA_12407 
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_12407 
0085: 117@ = 79@ // (int) 
119@ = 2560.055 
120@ = -1304.916 
121@ = 1030.43 
gosub @FINALEA_31652 
167@ = 1 

:FINALEA_12407
164@ = 7 

:FINALEA_12414
if 
  164@ == 7 
else_jump @FINALEA_12487 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2546.43 -1277.49 1027.0 cornerB 2568.06 -1310.79 1032.54 
else_jump @FINALEA_12487 
164@ = 8 

:FINALEA_12487
if or
  164@ == 8 
  188@ > 6 
else_jump @FINALEA_12575 
if 
  160@ == 0 
else_jump @FINALEA_12575 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_12575 
0519: set_car 65@ locked 0 
05EB: assign_car 65@ to_path 287 
41@ = 0 
160@ = 1 

:FINALEA_12575
if 
  160@ == 1 
else_jump @FINALEA_12683 
if or
0716:   object_model #CJ_WIN_POP2 in_object_group_at 2561.811 -1279.639 1032.128 radius 10.0 destroyed 1 1 
  41@ > 250 
else_jump @FINALEA_12683 
064F: remove_references_to_particle 110@ 
03D7: set_wav 3 location 2557.88 -1288.65 1031.91 
03D1: play_wav 3 
0723: break_object 109@ intensity 1 
160@ = 2 

:FINALEA_12683
if 
  160@ == 2 
else_jump @FINALEA_12788 
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_12788 
if 
860E:   not car 65@ assigned_to_path 
else_jump @FINALEA_12788 
if 
8118:   not actor 72@ dead 
else_jump @FINALEA_12757 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:FINALEA_12757
if 
8118:   not actor 73@ dead 
else_jump @FINALEA_12781 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:FINALEA_12781
160@ = 3 

:FINALEA_12788
if 
  171@ == 1 
else_jump @FINALEA_12916 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_12916 
if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_12916 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_12904 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
171@ = 2 
jump @FINALEA_12916 

:FINALEA_12904
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
171@ = 2 

:FINALEA_12916
if 
  172@ == 1 
else_jump @FINALEA_13044 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_13044 
if or
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 84@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_13044 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_13032 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
172@ = 2 
jump @FINALEA_13044 

:FINALEA_13032
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
172@ = 2 

:FINALEA_13044
if 
  173@ == 1 
else_jump @FINALEA_13172 
if 
8118:   not actor 85@ dead 
else_jump @FINALEA_13172 
if or
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 85@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_13172 
if 
8118:   not actor 85@ dead 
else_jump @FINALEA_13160 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
173@ = 2 
jump @FINALEA_13172 

:FINALEA_13160
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
173@ = 2 

:FINALEA_13172
if 
  167@ == 1 
else_jump @FINALEA_13225 
if 
0118:   actor 79@ dead 
else_jump @FINALEA_13225 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
188@ += 1 
167@ = 2 

:FINALEA_13225
if 
  169@ == 1 
else_jump @FINALEA_13278 
if 
0118:   actor 81@ dead 
else_jump @FINALEA_13278 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
188@ += 1 
169@ = 2 

:FINALEA_13278
if 
  170@ == 1 
else_jump @FINALEA_13331 
if 
0118:   actor 82@ dead 
else_jump @FINALEA_13331 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
188@ += 1 
170@ = 2 

:FINALEA_13331
if or
  171@ == 1 
  171@ == 2 
else_jump @FINALEA_13391 
if 
0118:   actor 83@ dead 
else_jump @FINALEA_13391 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
188@ += 1 
171@ = 3 

:FINALEA_13391
if or
  172@ == 1 
  172@ == 2 
else_jump @FINALEA_13451 
if 
0118:   actor 84@ dead 
else_jump @FINALEA_13451 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
188@ += 1 
172@ = 3 

:FINALEA_13451
if or
  173@ == 1 
  173@ == 2 
else_jump @FINALEA_13511 
if 
0118:   actor 85@ dead 
else_jump @FINALEA_13511 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
188@ += 1 
173@ = 3 

:FINALEA_13511
if 
  174@ == 1 
else_jump @FINALEA_13564 
if 
0118:   actor 86@ dead 
else_jump @FINALEA_13564 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
188@ += 1 
174@ = 2 

:FINALEA_13564
if 
  176@ == 1 
else_jump @FINALEA_13617 
if 
0118:   actor 88@ dead 
else_jump @FINALEA_13617 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
188@ += 1 
176@ = 2 

:FINALEA_13617
if 
  177@ == 1 
else_jump @FINALEA_13670 
if 
0118:   actor 89@ dead 
else_jump @FINALEA_13670 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
188@ += 1 
177@ = 2 

:FINALEA_13670
if 
  178@ == 1 
else_jump @FINALEA_13723 
if 
0118:   actor 90@ dead 
else_jump @FINALEA_13723 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
188@ += 1 
178@ = 2 

:FINALEA_13723
if 
  179@ == 1 
else_jump @FINALEA_13776 
if 
0118:   actor 91@ dead 
else_jump @FINALEA_13776 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
188@ += 1 
179@ = 2 

:FINALEA_13776
if 
  161@ == 0 
else_jump @FINALEA_13829 
if 
0118:   actor 72@ dead 
else_jump @FINALEA_13829 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
188@ += 1 
161@ = 1 

:FINALEA_13829
if 
  187@ == 0 
else_jump @FINALEA_13882 
if 
0118:   actor 73@ dead 
else_jump @FINALEA_13882 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
188@ += 1 
187@ = 1 

:FINALEA_13882
if 
  188@ > 8 
else_jump @FINALEA_14828 
if 
  164@ == 8 
else_jump @FINALEA_14828 
if 
  189@ == 0 
else_jump @FINALEA_14828 
if 
03CA:   object 108@ exists 
else_jump @FINALEA_14828 
if 
  190@ == 0 
else_jump @FINALEA_14448 
009A: 93@ = create_actor_pedtype 24 model 103 at 2571.635 -1302.189 1030.427 
0173: set_actor 93@ Z_angle_to 84.9134 
060B: set_actor 93@ decision_maker_to 57@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 93@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 93@ to_interior 2 
02E2: set_actor 93@ weapon_accuracy_to 80 
0223: set_actor 93@ health_to 150 
08AF: set_actor 93@ max_health_to 150 
181@ = 0 
009A: 94@ = create_actor_pedtype 24 model 102 at 2570.398 -1299.233 1030.427 
0173: set_actor 94@ Z_angle_to 119.2958 
060B: set_actor 94@ decision_maker_to 55@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 94@ to_interior 2 
0223: set_actor 94@ health_to 200 
08AF: set_actor 94@ max_health_to 200 
182@ = 0 
009A: 95@ = create_actor_pedtype 24 model 108 at 2566.899 -1290.145 1030.43 
0173: set_actor 95@ Z_angle_to 180.0082 
060B: set_actor 95@ decision_maker_to 55@ 
01B2: give_actor 95@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 95@ to_interior 2 
0223: set_actor 95@ health_to 200 
08AF: set_actor 95@ max_health_to 200 
183@ = 0 
009A: 96@ = create_actor_pedtype 24 model 103 at 2570.637 -1286.841 1030.43 
0173: set_actor 96@ Z_angle_to 182.7895 
060B: set_actor 96@ decision_maker_to 55@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 96@ to_interior 2 
0223: set_actor 96@ health_to 200 
08AF: set_actor 96@ max_health_to 200 
184@ = 0 
009A: 92@ = create_actor_pedtype 24 model 103 at 2569.728 -1284.528 1030.43 
0173: set_actor 92@ Z_angle_to 168.4302 
060B: set_actor 92@ decision_maker_to 55@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 92@ to_interior 2 
0223: set_actor 92@ health_to 200 
08AF: set_actor 92@ max_health_to 200 
180@ = 0 
190@ = 1 
097B: play_audio_at_object 108@ event 1035 

:FINALEA_14448
if 
034E: move_object 108@ to 2565.814 -1303.566 1035.362 speed 0.0 0.0 0.15 collision_check 0 
else_jump @FINALEA_14828 
097B: play_audio_at_object 108@ event 1036 
164@ = 9 
if 
  181@ == 0 
else_jump @FINALEA_14597 
if 
8118:   not actor 93@ dead 
else_jump @FINALEA_14597 
0085: 117@ = 93@ // (int) 
119@ = 2564.186 
120@ = -1301.676 
121@ = 1030.43 
gosub @FINALEA_31652 
181@ = 1 

:FINALEA_14597
if 
  182@ == 0 
else_jump @FINALEA_14653 
if 
8118:   not actor 94@ dead 
else_jump @FINALEA_14653 
0085: 117@ = 94@ // (int) 
gosub @FINALEA_31701 
182@ = 1 

:FINALEA_14653
if 
  180@ == 0 
else_jump @FINALEA_14709 
if 
8118:   not actor 92@ dead 
else_jump @FINALEA_14709 
0085: 117@ = 92@ // (int) 
gosub @FINALEA_31701 
180@ = 1 

:FINALEA_14709
if 
  183@ == 0 
else_jump @FINALEA_14765 
if 
8118:   not actor 95@ dead 
else_jump @FINALEA_14765 
0085: 117@ = 95@ // (int) 
gosub @FINALEA_31701 
183@ = 1 

:FINALEA_14765
if 
  184@ == 0 
else_jump @FINALEA_14821 
if 
8118:   not actor 96@ dead 
else_jump @FINALEA_14821 
0085: 117@ = 96@ // (int) 
gosub @FINALEA_31701 
184@ = 1 

:FINALEA_14821
189@ = 1 

:FINALEA_14828
if 
  164@ == 9 
else_jump @FINALEA_15017 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.14 -1307.43 1027.0 cornerB 2580.06 -1279.36 1034.16 
else_jump @FINALEA_15017 
if 
  180@ == 1 
else_jump @FINALEA_15010 
if 
8118:   not actor 92@ dead 
else_jump @FINALEA_15010 
0085: 117@ = 92@ // (int) 
119@ = 2575.565 
120@ = -1284.965 
121@ = 1030.427 
126@ = 2575.513 
127@ = -1303.242 
128@ = 1036.781 
gosub @FINALEA_31783 
180@ = 2 

:FINALEA_15010
164@ = 10 

:FINALEA_15017
if 
  164@ == 10 
else_jump @FINALEA_15404 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.98 -1307.44 1034.5 cornerB 2583.49 -1298.94 1039.3 
else_jump @FINALEA_15404 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 138@ 
040D: unload_wav 3 
00A1: put_actor $PLAYER_ACTOR at 2575.036 -1305.741 1036.781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.5172 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
009B: destroy_actor 91@ 
009B: destroy_actor 79@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
009B: destroy_actor 91@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
00A6: destroy_car 65@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
0108: destroy_object 108@ 
0249: release_model 285 
0249: release_model 601 
0249: release_model 355 
0249: release_model 353 
0249: release_model 102 
0249: release_model 103 
0249: release_model 108 
0249: release_model #IMCOMPMOVEDR1_LAS 
015F: set_camera_position 2579.686 -1310.002 1037.224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2579.736 -1309.022 1037.418 switchstyle 2 
00BA: show_text_styled GXT 'RM4_18' time 1000 style 2  // Floor 2: Drug Lab
wait 1000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2580.091 -1305.649 1036.773 mode 4 time 4000 ms // versionA 
164@ = 11 

:FINALEA_15404
if 
  164@ == 11 
else_jump @FINALEA_17221 
if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2580.091 -1305.649 radius 3.0 3.0 stopped_on_foot 
else_jump @FINALEA_17221 
018A: 138@ = create_checkpoint_at 2521.52 -1301.89 1047.37 
08DC: create_interior_marker 138@ at 2540.83 -1304.05 radius 1.0 
0247: load_model 144 
0247: load_model 146 
0247: load_model 173 
0247: load_model 356 
0247: load_model 346 
0247: load_model #BARREL4 
038B: load_requested_models 

:FINALEA_15532
if or
8248:   not model 144 available 
8248:   not model 146 available 
8248:   not model 173 available 
8248:   not model 356 available 
else_jump @FINALEA_15574 
wait 0 
jump @FINALEA_15532 

:FINALEA_15574
if or
8248:   not model 346 available 
8248:   not model #BARREL4 available 
else_jump @FINALEA_15606 
wait 0 
jump @FINALEA_15574 

:FINALEA_15606
0213: 142@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 146@ = create_pickup #HEALTH type 3 at 2528.456 -1282.385 1048.337 
0107: 104@ = create_object #BARREL4 at 2560.309 -1290.702 1043.133 
0875: set_object 104@ immune_to_nonplayer 1 
035D: set_object 104@ targetable 1 
0107: 105@ = create_object #BARREL4 at 2540.467 -1306.681 1047.297 
0875: set_object 105@ immune_to_nonplayer 1 
035D: set_object 105@ targetable 1 
0107: 106@ = create_object #BARREL4 at 2545.491 -1296.284 1043.13 
0875: set_object 106@ immune_to_nonplayer 1 
035D: set_object 106@ targetable 1 
0107: 107@ = create_object #BARREL4 at 2538.171 -1289.806 1043.133 
0875: set_object 107@ immune_to_nonplayer 1 
035D: set_object 107@ targetable 1 
009A: 79@ = create_actor_pedtype 24 model 173 at 2580.809 -1285.65 1043.133 
0173: set_actor 79@ Z_angle_to 178.4956 
060B: set_actor 79@ decision_maker_to 55@ 
01B2: give_actor 79@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 79@ to_interior 2 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
167@ = 0 
009A: 80@ = create_actor_pedtype 24 model 173 at 2574.736 -1295.861 1043.133 
0173: set_actor 80@ Z_angle_to 183.0452 
060B: set_actor 80@ decision_maker_to 55@ 
01B2: give_actor 80@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 80@ weapon_skill_to 2 
077A: set_actor 80@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 80@ to_interior 2 
060F: set_actor 80@ melee_accuracy_to 10.0 
02E2: set_actor 80@ weapon_accuracy_to 60 
168@ = 0 
009A: 81@ = create_actor_pedtype 24 model 146 at 2561.648 -1300.648 1043.17 
0173: set_actor 81@ Z_angle_to 270.0 
060B: set_actor 81@ decision_maker_to 55@ 
01B2: give_actor 81@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
02AB: set_actor 81@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
169@ = 0 
009A: 82@ = create_actor_pedtype 24 model 144 at 2545.648 -1300.648 1043.17 
0173: set_actor 82@ Z_angle_to 270.0 
060B: set_actor 82@ decision_maker_to 55@ 
01B2: give_actor 82@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
02AB: set_actor 82@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 82@ health_to 200 
08AF: set_actor 82@ max_health_to 200 
07DD: set_actor 82@ attack_rate 70 // previously known as temper_to 
170@ = 0 
009A: 83@ = create_actor_pedtype 24 model 146 at 2538.348 -1287.148 1043.133 
0173: set_actor 83@ Z_angle_to 270.0 
060B: set_actor 83@ decision_maker_to 55@ 
01B2: give_actor 83@ weapon 31 ammo 99999 // Load the weapon model before using this 
02AB: set_actor 83@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
171@ = 0 
009A: 84@ = create_actor_pedtype 24 model 144 at 2553.648 -1287.148 1043.133 
0173: set_actor 84@ Z_angle_to 270.0 
060B: set_actor 84@ decision_maker_to 55@ 
01B2: give_actor 84@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
07DD: set_actor 84@ attack_rate 60 // previously known as temper_to 
172@ = 0 
wait 250 
009A: 85@ = create_actor_pedtype 24 model 146 at 2552.748 -1304.36 1043.133 
0173: set_actor 85@ Z_angle_to 87.8604 
060B: set_actor 85@ decision_maker_to 55@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
07DD: set_actor 85@ attack_rate 80 // previously known as temper_to 
173@ = 0 
009A: 87@ = create_actor_pedtype 24 model 146 at 2555.851 -1296.115 1043.13 
0173: set_actor 87@ Z_angle_to 348.0356 
060B: set_actor 87@ decision_maker_to 55@ 
01B2: give_actor 87@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 87@ weapon_skill_to 2 
0860: link_actor 87@ to_interior 2 
02AB: set_actor 87@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
02E2: set_actor 87@ weapon_accuracy_to 80 
175@ = 0 
009A: 88@ = create_actor_pedtype 24 model 144 at 2542.606 -1296.096 1043.133 
0173: set_actor 88@ Z_angle_to 353.9691 
060B: set_actor 88@ decision_maker_to 55@ 
01B2: give_actor 88@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
176@ = 0 
009A: 89@ = create_actor_pedtype 24 model 146 at 2552.924 -1290.878 1043.133 
0173: set_actor 89@ Z_angle_to 187.0611 
060B: set_actor 89@ decision_maker_to 55@ 
01B2: give_actor 89@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 89@ to_interior 2 
0223: set_actor 89@ health_to 200 
08AF: set_actor 89@ max_health_to 200 
02E2: set_actor 89@ weapon_accuracy_to 70 
177@ = 0 
009A: 91@ = create_actor_pedtype 24 model 144 at 2550.059 -1281.248 1043.133 
0173: set_actor 91@ Z_angle_to 230.8361 
060B: set_actor 91@ decision_maker_to 55@ 
01B2: give_actor 91@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 91@ to_interior 2 
0223: set_actor 91@ health_to 200 
08AF: set_actor 91@ max_health_to 200 
07DD: set_actor 91@ attack_rate 80 // previously known as temper_to 
179@ = 0 
wait 250 
009A: 92@ = create_actor_pedtype 24 model 144 at 2531.906 -1283.062 1047.297 
0173: set_actor 92@ Z_angle_to 233.2448 
060B: set_actor 92@ decision_maker_to 55@ 
01B2: give_actor 92@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 92@ to_interior 2 
0223: set_actor 92@ health_to 200 
08AF: set_actor 92@ max_health_to 200 
02E2: set_actor 92@ weapon_accuracy_to 50 
180@ = 0 
009A: 93@ = create_actor_pedtype 24 model 144 at 2548.977 -1282.426 1047.297 
0173: set_actor 93@ Z_angle_to 234.0824 
060B: set_actor 93@ decision_maker_to 55@ 
01B2: give_actor 93@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 93@ weapon_skill_to 2 
0860: link_actor 93@ to_interior 2 
0223: set_actor 93@ health_to 200 
08AF: set_actor 93@ max_health_to 200 
181@ = 0 
009A: 94@ = create_actor_pedtype 24 model 144 at 2530.035 -1293.182 1047.36 
0173: set_actor 94@ Z_angle_to 268.475 
060B: set_actor 94@ decision_maker_to 55@ 
01B2: give_actor 94@ weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor 94@ health_to 200 
08AF: set_actor 94@ max_health_to 200 
0860: link_actor 94@ to_interior 2 
02E2: set_actor 94@ weapon_accuracy_to 80 
182@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_23' time 7000 flag 1  // ~s~Make your way to ~y~Floor 3~s~.
155@ = 3 
165@ = 1 
164@ = 12 

:FINALEA_17221
if 
  155@ == 3 
else_jump @FINALEA_21911 
if 
  165@ == 1 
else_jump @FINALEA_17368 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2576.3 -1299.12 1039.71 cornerB 2584.46 -1281.22 1046.6 
else_jump @FINALEA_17368 
if 
  167@ == 0 
else_jump @FINALEA_17361 
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_17361 
0085: 117@ = 79@ // (int) 
gosub @FINALEA_31745 
167@ = 1 

:FINALEA_17361
165@ = 2 

:FINALEA_17368
if 
  168@ == 0 
else_jump @FINALEA_17444 
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_17444 
if or
0364:   actor 80@ spotted_actor $PLAYER_ACTOR 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_17444 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
168@ = 1 

:FINALEA_17444
if 
  165@ == 2 
else_jump @FINALEA_18395 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.502 -1311.993 1041.858 cornerB 2560.806 -1276.365 1046.727 
else_jump @FINALEA_18395 
if 
  167@ == 0 
else_jump @FINALEA_17545 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
167@ = 1 

:FINALEA_17545
if 
  169@ == 0 
else_jump @FINALEA_17649 
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_17649 
0085: 117@ = 81@ // (int) 
119@ = 2561.648 
120@ = -1300.648 
121@ = 1043.17 
125@ = 3000 
129@ = 270.0 
gosub @FINALEA_32021 
169@ = 1 

:FINALEA_17649
if 
  170@ == 0 
else_jump @FINALEA_17753 
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_17753 
0085: 117@ = 82@ // (int) 
119@ = 2545.648 
120@ = -1300.648 
121@ = 1043.17 
125@ = 1200 
129@ = 270.0 
gosub @FINALEA_32021 
170@ = 1 

:FINALEA_17753
if 
  171@ == 0 
else_jump @FINALEA_17857 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_17857 
0085: 117@ = 83@ // (int) 
119@ = 2538.348 
120@ = -1287.148 
121@ = 1043.133 
125@ = 1500 
129@ = 270.0 
gosub @FINALEA_32262 
171@ = 1 

:FINALEA_17857
if 
  172@ == 0 
else_jump @FINALEA_17961 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_17961 
0085: 117@ = 84@ // (int) 
119@ = 2553.648 
120@ = -1287.148 
121@ = 1043.133 
125@ = 2000 
129@ = 270.0 
gosub @FINALEA_32262 
172@ = 1 

:FINALEA_17961
if 
  173@ == 0 
else_jump @FINALEA_18010 
if 
8118:   not actor 85@ dead 
else_jump @FINALEA_18010 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
173@ = 1 

:FINALEA_18010
if 
  175@ == 0 
else_jump @FINALEA_18059 
if 
8118:   not actor 87@ dead 
else_jump @FINALEA_18059 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
175@ = 1 

:FINALEA_18059
if 
  176@ == 0 
else_jump @FINALEA_18115 
if 
8118:   not actor 88@ dead 
else_jump @FINALEA_18115 
0085: 117@ = 88@ // (int) 
gosub @FINALEA_31701 
176@ = 1 

:FINALEA_18115
if 
  177@ == 0 
else_jump @FINALEA_18171 
if 
8118:   not actor 89@ dead 
else_jump @FINALEA_18171 
0085: 117@ = 89@ // (int) 
gosub @FINALEA_31701 
176@ = 1 

:FINALEA_18171
if 
  179@ == 0 
else_jump @FINALEA_18220 
if 
8118:   not actor 91@ dead 
else_jump @FINALEA_18220 
05E2: AS_actor 91@ kill_actor $PLAYER_ACTOR 
179@ = 1 

:FINALEA_18220
if 
  180@ == 0 
else_jump @FINALEA_18276 
if 
8118:   not actor 92@ dead 
else_jump @FINALEA_18276 
0085: 117@ = 92@ // (int) 
gosub @FINALEA_31701 
180@ = 1 

:FINALEA_18276
if 
  181@ == 0 
else_jump @FINALEA_18332 
if 
8118:   not actor 93@ dead 
else_jump @FINALEA_18332 
0085: 117@ = 93@ // (int) 
gosub @FINALEA_31745 
181@ = 1 

:FINALEA_18332
if 
  182@ == 0 
else_jump @FINALEA_18388 
if 
8118:   not actor 94@ dead 
else_jump @FINALEA_18388 
0085: 117@ = 94@ // (int) 
gosub @FINALEA_31745 
182@ = 1 

:FINALEA_18388
165@ = 3 

:FINALEA_18395
if 
  165@ == 3 
else_jump @FINALEA_20790 
if 
  169@ == 1 
else_jump @FINALEA_18541 
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_18541 
if 
051A:   actor 81@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_18541 
if or
8118:   not actor 81@ dead 
0104:   actor 81@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_18529 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
169@ = 2 
jump @FINALEA_18541 

:FINALEA_18529
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
169@ = 2 

:FINALEA_18541
if 
  170@ == 1 
else_jump @FINALEA_18669 
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_18669 
if or
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 82@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
else_jump @FINALEA_18669 
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_18657 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
170@ = 2 
jump @FINALEA_18669 

:FINALEA_18657
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
170@ = 2 

:FINALEA_18669
if 
  171@ == 1 
else_jump @FINALEA_18797 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_18797 
if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_18797 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_18785 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
171@ = 2 
jump @FINALEA_18797 

:FINALEA_18785
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
171@ = 2 

:FINALEA_18797
if 
  172@ == 1 
else_jump @FINALEA_18920 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_18920 
if or
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 84@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_18920 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_18913 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
172@ = 2 
jump @FINALEA_18920 

:FINALEA_18913
172@ = 2 

:FINALEA_18920
if or
  169@ == 1 
  169@ == 2 
else_jump @FINALEA_18980 
if 
0118:   actor 81@ dead 
else_jump @FINALEA_18980 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
191@ += 1 
169@ = 3 

:FINALEA_18980
if or
  170@ == 1 
  170@ == 2 
else_jump @FINALEA_19040 
if 
0118:   actor 82@ dead 
else_jump @FINALEA_19040 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
191@ += 1 
170@ = 3 

:FINALEA_19040
if or
  171@ == 1 
  171@ == 2 
else_jump @FINALEA_19100 
if 
0118:   actor 83@ dead 
else_jump @FINALEA_19100 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
191@ += 1 
171@ = 3 

:FINALEA_19100
if or
  172@ == 1 
  172@ == 2 
else_jump @FINALEA_19160 
if 
0118:   actor 84@ dead 
else_jump @FINALEA_19160 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
191@ += 1 
172@ = 3 

:FINALEA_19160
if 
  173@ == 1 
else_jump @FINALEA_19213 
if 
0118:   actor 85@ dead 
else_jump @FINALEA_19213 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
191@ += 1 
173@ = 2 

:FINALEA_19213
if 
  176@ == 1 
else_jump @FINALEA_19266 
if 
0118:   actor 88@ dead 
else_jump @FINALEA_19266 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
191@ += 1 
176@ = 2 

:FINALEA_19266
if 
  177@ == 1 
else_jump @FINALEA_19319 
if 
0118:   actor 89@ dead 
else_jump @FINALEA_19319 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
191@ += 1 
177@ = 2 

:FINALEA_19319
if 
  179@ == 1 
else_jump @FINALEA_19372 
if 
0118:   actor 91@ dead 
else_jump @FINALEA_19372 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
191@ += 1 
179@ = 2 

:FINALEA_19372
if 
  180@ == 1 
else_jump @FINALEA_19425 
if 
0118:   actor 92@ dead 
else_jump @FINALEA_19425 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
191@ += 1 
180@ = 2 

:FINALEA_19425
if 
  181@ == 1 
else_jump @FINALEA_19478 
if 
0118:   actor 93@ dead 
else_jump @FINALEA_19478 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
191@ += 1 
181@ = 2 

:FINALEA_19478
if 
  182@ == 1 
else_jump @FINALEA_19531 
if 
0118:   actor 94@ dead 
else_jump @FINALEA_19531 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
191@ += 1 
182@ = 2 

:FINALEA_19531
if 
  192@ == 0 
else_jump @FINALEA_19912 
if 
  191@ > 5 
else_jump @FINALEA_19912 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2551.12 -1276.34 1046.55 cornerB 2543.07 -1287.63 1050.46 
else_jump @FINALEA_19912 
009A: 95@ = create_actor_pedtype 24 model 173 at 2573.448 -1301.981 1043.133 
0173: set_actor 95@ Z_angle_to 87.1597 
060B: set_actor 95@ decision_maker_to 55@ 
01B2: give_actor 95@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 95@ to_interior 2 
0223: set_actor 95@ health_to 200 
08AF: set_actor 95@ max_health_to 200 
0085: 117@ = 95@ // (int) 
119@ = 2566.288 
120@ = -1301.637 
121@ = 1043.133 
126@ = 2565.74 
127@ = -1297.091 
128@ = 1043.133 
gosub @FINALEA_31783 
183@ = 1 
009A: 96@ = create_actor_pedtype 24 model 173 at 2575.308 -1301.908 1043.133 
0173: set_actor 96@ Z_angle_to 91.2377 
060B: set_actor 96@ decision_maker_to 55@ 
01B2: give_actor 96@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 96@ to_interior 2 
0223: set_actor 96@ health_to 200 
08AF: set_actor 96@ max_health_to 200 
0085: 117@ = 96@ // (int) 
119@ = 2566.984 
120@ = -1302.09 
121@ = 1043.133 
gosub @FINALEA_31652 
184@ = 1 
192@ = 1 

:FINALEA_19912
if 
  193@ == 0 
else_jump @FINALEA_20245 
if 
  191@ > 8 
else_jump @FINALEA_20245 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.09 -1301.26 1046.91 cornerB 2554.56 -1309.06 1050.0 
else_jump @FINALEA_20245 
009A: 97@ = create_actor_pedtype 24 model 173 at 2527.271 -1305.648 1047.297 
0173: set_actor 97@ Z_angle_to 269.5592 
060B: set_actor 97@ decision_maker_to 55@ 
01B2: give_actor 97@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 97@ weapon_skill_to 2 
0860: link_actor 97@ to_interior 2 
0085: 117@ = 97@ // (int) 
119@ = 2542.317 
120@ = -1305.674 
121@ = 1047.297 
gosub @FINALEA_31652 
185@ = 1 
009A: 98@ = create_actor_pedtype 24 model 173 at 2523.7 -1305.878 1047.297 
0173: set_actor 98@ Z_angle_to 273.1955 
060B: set_actor 98@ decision_maker_to 55@ 
01B2: give_actor 98@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 98@ weapon_skill_to 2 
0860: link_actor 98@ to_interior 2 
0085: 117@ = 98@ // (int) 
119@ = 2534.567 
120@ = -1305.547 
121@ = 1047.297 
gosub @FINALEA_31652 
186@ = 1 
193@ = 1 

:FINALEA_20245
if 
  183@ == 1 
else_jump @FINALEA_20298 
if 
0118:   actor 95@ dead 
else_jump @FINALEA_20298 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
191@ += 1 
183@ = 2 

:FINALEA_20298
if 
  184@ == 1 
else_jump @FINALEA_20351 
if 
0118:   actor 96@ dead 
else_jump @FINALEA_20351 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
191@ += 1 
184@ = 2 

:FINALEA_20351
if 
  185@ == 1 
else_jump @FINALEA_20404 
if 
0118:   actor 97@ dead 
else_jump @FINALEA_20404 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
191@ += 1 
185@ = 2 

:FINALEA_20404
if 
  186@ == 1 
else_jump @FINALEA_20457 
if 
0118:   actor 98@ dead 
else_jump @FINALEA_20457 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
191@ += 1 
186@ = 2 

:FINALEA_20457
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.35 -1309.65 1045.6 cornerB 2513.5 -1295.97 1050.32 
else_jump @FINALEA_20790 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2525.079 -1301.891 1047.297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.7295 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 91@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
009B: destroy_actor 97@ 
009B: destroy_actor 98@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0249: release_model 144 
0249: release_model 145 
0249: release_model 146 
0249: release_model 173 
0249: release_model 356 
0249: release_model 346 
0249: release_model #BARREL4 
015F: set_camera_position 2520.282 -1306.363 1047.599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2520.3 -1305.388 1047.823 switchstyle 2 
00BA: show_text_styled GXT 'RM4_19' time 1000 style 2  // Floor 3: Ballas Lounge
wait 1000 
05D3: AS_actor $PLAYER_ACTOR goto_point 2520.025 -1301.845 1047.289 mode 4 time 5000 ms // versionA 
165@ = 4 

:FINALEA_20790
if 
  165@ == 4 
else_jump @FINALEA_21911 
if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2520.025 -1301.845 radius 3.0 3.0 stopped_on_foot 
else_jump @FINALEA_21911 
0247: load_model 104 
0247: load_model 111 
0247: load_model 109 
0247: load_model 352 
0247: load_model 349 
0247: load_model 12 
04ED: load_animation "STRIP" 
0247: load_model 256 
038B: load_requested_models 

:FINALEA_20888
if or
8248:   not model 104 available 
8248:   not model 111 available 
8248:   not model 109 available 
8248:   not model 352 available 
8248:   not model 349 available 
else_jump @FINALEA_20932 
wait 0 
jump @FINALEA_20888 

:FINALEA_20932
if or
8248:   not model 12 available 
84EE:   not animation "STRIP" loaded 
8248:   not model 256 available 
else_jump @FINALEA_20972 
wait 0 
jump @FINALEA_20932 

:FINALEA_20972
0213: 143@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
wait 250 
009A: 97@ = create_actor_pedtype 24 model 104 at 2520.891 -1281.763 1053.681 
0173: set_actor 97@ Z_angle_to 180.628 
060B: set_actor 97@ decision_maker_to 55@ 
01B2: give_actor 97@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 97@ weapon_skill_to 2 
0860: link_actor 97@ to_interior 2 
185@ = 0 
009A: 79@ = create_actor_pedtype 24 model 109 at 2529.813 -1285.063 1053.641 
0173: set_actor 79@ Z_angle_to 182.0171 
060B: set_actor 79@ decision_maker_to 55@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 79@ to_interior 2 
02E2: set_actor 79@ weapon_accuracy_to 50 
167@ = 0 
009A: 80@ = create_actor_pedtype 24 model 104 at 2529.92 -1286.83 1053.641 
0173: set_actor 80@ Z_angle_to 358.5364 
060B: set_actor 80@ decision_maker_to 55@ 
01B2: give_actor 80@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 80@ weapon_skill_to 2 
0860: link_actor 80@ to_interior 2 
02E2: set_actor 80@ weapon_accuracy_to 50 
168@ = 0 
0677: AS_actor 80@ chat_with_actor 79@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 79@ chat_with_actor 80@ lead_speaker_flag 0 unknown_flag 1 
009A: 99@ = create_actor_pedtype 24 model 12 at 2537.15 -1288.125 1053.641 
0173: set_actor 99@ Z_angle_to 280.1631 
060B: set_actor 99@ decision_maker_to 55@ 
0223: set_actor 99@ health_to 1 
009A: 81@ = create_actor_pedtype 24 model 111 at 2540.364 -1287.553 1053.647 
0173: set_actor 81@ Z_angle_to 89.793 
060B: set_actor 81@ decision_maker_to 55@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 81@ weapon_skill_to 2 
0860: link_actor 81@ to_interior 2 
02E2: set_actor 81@ weapon_accuracy_to 30 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
169@ = 0 
009A: 82@ = create_actor_pedtype 24 model 109 at 2537.074 -1287.274 1053.681 
0173: set_actor 82@ Z_angle_to 265.803 
060B: set_actor 82@ decision_maker_to 55@ 
01B2: give_actor 82@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
02AB: set_actor 82@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 82@ health_to 150 
08AF: set_actor 82@ max_health_to 150 
170@ = 0 
009A: 83@ = create_actor_pedtype 24 model 104 at 2542.226 -1294.381 1053.641 
0173: set_actor 83@ Z_angle_to 89.8814 
060B: set_actor 83@ decision_maker_to 55@ 
01B2: give_actor 83@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 83@ weapon_skill_to 2 
0860: link_actor 83@ to_interior 2 
06B0: AS_actor 83@ sit_down 400000 ms 
02E2: set_actor 83@ weapon_accuracy_to 30 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
171@ = 0 
wait 250 
009A: 85@ = create_actor_pedtype 24 model 109 at 2539.477 -1303.431 1053.641 
0173: set_actor 85@ Z_angle_to 10.5492 
060B: set_actor 85@ decision_maker_to 55@ 
01B2: give_actor 85@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
173@ = 0 
009A: 86@ = create_actor_pedtype 24 model 111 at 2533.962 -1306.916 1053.641 
0173: set_actor 86@ Z_angle_to 338.7091 
060B: set_actor 86@ decision_maker_to 55@ 
01B2: give_actor 86@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 86@ weapon_skill_to 2 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
174@ = 0 
0164: disable_marker 138@ 
018A: 138@ = create_checkpoint_at 2579.0 -1284.0 1054.686 
08DC: create_interior_marker 138@ at 2540.83 -1304.05 radius 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_21' time 5000 flag 1  // ~s~Make your way to ~y~Floor 4~s~.
155@ = 4 
166@ = 1 
165@ = 5 
0A6F: checkpoint_save 1 

:FINALEA_21911
if 
  155@ == 4 
else_jump @FINALEA_27624 
if 
  166@ == 1 
else_jump @FINALEA_22058 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2520.23 -1293.09 1051.49 radius 6.0 6.0 5.0 
else_jump @FINALEA_22058 
if 
  185@ == 0 
else_jump @FINALEA_22051 
if 
8118:   not actor 97@ dead 
else_jump @FINALEA_22051 
0085: 117@ = 97@ // (int) 
gosub @FINALEA_31745 
185@ = 1 

:FINALEA_22051
166@ = 2 

:FINALEA_22058
if 
  166@ == 2 
else_jump @FINALEA_22277 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.32 -1293.64 1052.5 cornerB 2532.41 -1273.44 1055.89 
else_jump @FINALEA_22194 
40@ = 0 
if 
  168@ == 0 
else_jump @FINALEA_22180 
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_22180 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
168@ = 1 

:FINALEA_22180
166@ = 3 
jump @FINALEA_22277 

:FINALEA_22194
if or
051A:   actor 79@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_22277 
if 
  168@ == 0 
else_jump @FINALEA_22270 
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_22270 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
168@ = 1 

:FINALEA_22270
166@ = 3 

:FINALEA_22277
if 
  166@ == 3 
else_jump @FINALEA_22370 
if 
  40@ > 250 
else_jump @FINALEA_22370 
if 
  167@ == 0 
else_jump @FINALEA_22363 
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_22363 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
167@ = 1 

:FINALEA_22363
166@ = 4 

:FINALEA_22370
if 
  166@ == 4 
else_jump @FINALEA_22807 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2530.68 -1306.62 1052.16 cornerB 2542.05 -1275.19 1057.08 
else_jump @FINALEA_22807 
if 
8118:   not actor 99@ dead 
else_jump @FINALEA_22497 
0085: 117@ = 99@ // (int) 
119@ = 2537.736 
120@ = -1306.448 
121@ = 1053.641 
gosub @FINALEA_32503 

:FINALEA_22497
if 
  169@ == 0 
else_jump @FINALEA_22590 
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_22590 
04EB: AS_actor 81@ crouch -1 
0085: 117@ = 81@ // (int) 
119@ = 2540.37 
120@ = -1280.79 
121@ = 1053.647 
gosub @FINALEA_31652 
169@ = 1 

:FINALEA_22590
if 
  170@ == 0 
else_jump @FINALEA_22639 
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_22639 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
170@ = 1 

:FINALEA_22639
if 
  171@ == 0 
else_jump @FINALEA_22688 
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_22688 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
171@ = 1 

:FINALEA_22688
if 
  173@ == 0 
else_jump @FINALEA_22744 
if 
8118:   not actor 85@ dead 
else_jump @FINALEA_22744 
0085: 117@ = 85@ // (int) 
gosub @FINALEA_31701 
173@ = 1 

:FINALEA_22744
if 
  174@ == 0 
else_jump @FINALEA_22800 
if 
8118:   not actor 86@ dead 
else_jump @FINALEA_22800 
0085: 117@ = 86@ // (int) 
gosub @FINALEA_31745 
174@ = 1 

:FINALEA_22800
166@ = 5 

:FINALEA_22807
if 
  166@ == 5 
else_jump @FINALEA_23522 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2537.78 -1298.62 1055.1 radius 5.0 5.0 5.0 
else_jump @FINALEA_23522 
009A: 84@ = create_actor_pedtype 24 model 111 at 2545.193 -1302.545 1053.647 
0173: set_actor 84@ Z_angle_to 359.6221 
060B: set_actor 84@ decision_maker_to 55@ 
01B2: give_actor 84@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 84@ weapon_skill_to 2 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 150 
08AF: set_actor 84@ max_health_to 150 
04EB: AS_actor 84@ crouch -1 
172@ = 0 
009A: 87@ = create_actor_pedtype 24 model 104 at 2548.808 -1288.945 1053.641 
0173: set_actor 87@ Z_angle_to 168.1978 
060B: set_actor 87@ decision_maker_to 55@ 
01B2: give_actor 87@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 87@ weapon_skill_to 2 
02E2: set_actor 87@ weapon_accuracy_to 50 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 150 
08AF: set_actor 87@ max_health_to 150 
175@ = 0 
009A: 89@ = create_actor_pedtype 24 model 109 at 2548.211 -1293.491 1053.641 
0173: set_actor 89@ Z_angle_to 177.248 
060B: set_actor 89@ decision_maker_to 55@ 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0223: set_actor 89@ health_to 150 
08AF: set_actor 89@ max_health_to 150 
02E2: set_actor 89@ weapon_accuracy_to 30 
177@ = 0 
009A: 90@ = create_actor_pedtype 24 model 104 at 2548.473 -1295.834 1053.647 
0173: set_actor 90@ Z_angle_to 6.5626 
060B: set_actor 90@ decision_maker_to 55@ 
01B2: give_actor 90@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 90@ weapon_accuracy_to 30 
0860: link_actor 90@ to_interior 2 
0223: set_actor 90@ health_to 150 
08AF: set_actor 90@ max_health_to 150 
178@ = 0 
009A: 96@ = create_actor_pedtype 24 model 104 at 2568.735 -1294.134 1053.681 
0173: set_actor 96@ Z_angle_to 270.3791 
060B: set_actor 96@ decision_maker_to 55@ 
01B2: give_actor 96@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 96@ weapon_skill_to 2 
0860: link_actor 96@ to_interior 2 
02A9: set_actor 96@ immune_to_nonplayer 1 
0223: set_actor 96@ health_to 150 
08AF: set_actor 96@ max_health_to 150 
184@ = 0 
009A: 88@ = create_actor_pedtype 24 model 104 at 2571.7 -1294.298 1053.68 
0173: set_actor 88@ Z_angle_to 90.0 
060B: set_actor 88@ decision_maker_to 55@ 
01B2: give_actor 88@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
176@ = 0 
009A: 91@ = create_actor_pedtype 24 model 111 at 2571.802 -1289.591 1053.641 
0173: set_actor 91@ Z_angle_to 90.3346 
060B: set_actor 91@ decision_maker_to 55@ 
01B2: give_actor 91@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 91@ weapon_accuracy_to 50 
0860: link_actor 91@ to_interior 2 
0223: set_actor 91@ health_to 150 
08AF: set_actor 91@ max_health_to 150 
179@ = 0 
166@ = 6 

:FINALEA_23522
if 
  166@ == 6 
else_jump @FINALEA_24255 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2543.87 -1308.98 1050.78 cornerB 2553.03 -1276.55 1059.5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.88 -1304.9 1053.81 radius 3.0 3.0 3.0 
else_jump @FINALEA_24255 
009B: destroy_actor 97@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
if 
  172@ == 0 
else_jump @FINALEA_23733 
if 
8118:   not actor 84@ dead 
else_jump @FINALEA_23733 
04EB: AS_actor 84@ crouch -1 
0085: 117@ = 84@ // (int) 
119@ = 2545.238 
120@ = -1291.791 
121@ = 1053.641 
gosub @FINALEA_31652 
172@ = 1 

:FINALEA_23733
if 
  175@ == 0 
else_jump @FINALEA_23789 
if 
8118:   not actor 87@ dead 
else_jump @FINALEA_23789 
0085: 117@ = 87@ // (int) 
gosub @FINALEA_31745 
175@ = 1 

:FINALEA_23789
if 
  177@ == 0 
else_jump @FINALEA_23875 
if 
8118:   not actor 89@ dead 
else_jump @FINALEA_23875 
0085: 117@ = 89@ // (int) 
119@ = 2553.877 
120@ = -1292.145 
121@ = 1053.647 
gosub @FINALEA_31652 
177@ = 1 

:FINALEA_23875
if 
  178@ == 0 
else_jump @FINALEA_23991 
if 
8118:   not actor 90@ dead 
else_jump @FINALEA_23991 
0085: 117@ = 90@ // (int) 
119@ = 2553.217 
120@ = -1296.903 
121@ = 1053.647 
126@ = 2557.171 
127@ = -1296.618 
128@ = 1053.641 
gosub @FINALEA_31783 
178@ = 1 

:FINALEA_23991
if 
  184@ == 0 
else_jump @FINALEA_24040 
if 
8118:   not actor 96@ dead 
else_jump @FINALEA_24040 
05E2: AS_actor 96@ kill_actor $PLAYER_ACTOR 
184@ = 1 

:FINALEA_24040
if 
  176@ == 0 
else_jump @FINALEA_24144 
if 
8118:   not actor 88@ dead 
else_jump @FINALEA_24144 
0085: 117@ = 88@ // (int) 
119@ = 2571.7 
120@ = -1294.298 
121@ = 1053.68 
125@ = 1200 
129@ = 90.0 
gosub @FINALEA_32021 
176@ = 1 

:FINALEA_24144
if 
  179@ == 0 
else_jump @FINALEA_24248 
if 
8118:   not actor 91@ dead 
else_jump @FINALEA_24248 
0085: 117@ = 91@ // (int) 
119@ = 2571.802 
120@ = -1289.591 
121@ = 1053.641 
125@ = 2000 
129@ = 90.0 
gosub @FINALEA_32021 
179@ = 1 

:FINALEA_24248
166@ = 7 

:FINALEA_24255
if 
  166@ == 7 
else_jump @FINALEA_24728 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2544.0 -1298.31 1051.84 cornerB 2577.11 -1278.61 1057.06 
else_jump @FINALEA_24728 
009B: destroy_actor 99@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009A: 92@ = create_actor_pedtype 24 model 111 at 2561.144 -1302.854 1053.641 
0173: set_actor 92@ Z_angle_to 357.9032 
060B: set_actor 92@ decision_maker_to 55@ 
01B2: give_actor 92@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 92@ weapon_skill_to 2 
0860: link_actor 92@ to_interior 2 
0223: set_actor 92@ health_to 200 
08AF: set_actor 92@ max_health_to 200 
02E2: set_actor 92@ weapon_accuracy_to 40 
180@ = 0 
if 
  180@ == 0 
else_jump @FINALEA_24537 
if 
8118:   not actor 92@ dead 
else_jump @FINALEA_24537 
04EB: AS_actor 92@ crouch -1 
0085: 117@ = 92@ // (int) 
119@ = 2561.076 
120@ = -1295.253 
121@ = 1053.647 
gosub @FINALEA_31652 
180@ = 1 

:FINALEA_24537
009A: 93@ = create_actor_pedtype 24 model 111 at 2561.128 -1284.657 1053.641 
0173: set_actor 93@ Z_angle_to 180.8092 
060B: set_actor 93@ decision_maker_to 55@ 
01B2: give_actor 93@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 93@ weapon_skill_to 2 
0860: link_actor 93@ to_interior 2 
02E2: set_actor 93@ weapon_accuracy_to 40 
0223: set_actor 93@ health_to 150 
08AF: set_actor 93@ max_health_to 150 
181@ = 0 
if 
  181@ == 0 
else_jump @FINALEA_24721 
if 
8118:   not actor 93@ dead 
else_jump @FINALEA_24721 
0085: 117@ = 93@ // (int) 
119@ = 2561.241 
120@ = -1292.802 
121@ = 1053.647 
gosub @FINALEA_31652 
181@ = 1 

:FINALEA_24721
166@ = 8 

:FINALEA_24728
if 
  195@ == 0 
else_jump @FINALEA_24995 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2556.98 -1298.58 1052.0 cornerB 2569.69 -1035.12 1056.21 
else_jump @FINALEA_24995 
0213: 147@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
009A: 95@ = create_actor_pedtype 24 model 111 at 2566.716 -1305.75 1053.681 
0173: set_actor 95@ Z_angle_to 4.514 
060B: set_actor 95@ decision_maker_to 55@ 
01B2: give_actor 95@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 70 
0860: link_actor 95@ to_interior 2 
183@ = 1 
05E2: AS_actor 95@ kill_actor $PLAYER_ACTOR 
009A: 100@ = create_actor_pedtype 24 model 256 at 2557.072 -1302.799 1053.875 
0173: set_actor 100@ Z_angle_to 53.1978 
060B: set_actor 100@ decision_maker_to 55@ 
0223: set_actor 100@ health_to 5 
0605: actor 100@ perform_animation "STRIP_E" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
195@ = 1 

:FINALEA_24995
if 
  194@ == 0 
else_jump @FINALEA_25261 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2558.94 -1290.24 1052.74 cornerB 2568.72 -1283.56 1057.43 
else_jump @FINALEA_25261 
0213: 144@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
009A: 94@ = create_actor_pedtype 24 model 111 at 2567.987 -1281.41 1053.687 
0173: set_actor 94@ Z_angle_to 178.685 
060B: set_actor 94@ decision_maker_to 55@ 
01B2: give_actor 94@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 30 
0860: link_actor 94@ to_interior 2 
182@ = 1 
05E2: AS_actor 94@ kill_actor $PLAYER_ACTOR 
009A: 101@ = create_actor_pedtype 24 model 256 at 2557.817 -1285.218 1053.876 
0173: set_actor 101@ Z_angle_to 288.0473 
060B: set_actor 101@ decision_maker_to 55@ 
0223: set_actor 101@ health_to 5 
0605: actor 101@ perform_animation "STRIP_A" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
194@ = 1 

:FINALEA_25261
if 
  176@ == 1 
else_jump @FINALEA_25389 
if 
8118:   not actor 88@ dead 
else_jump @FINALEA_25389 
if 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEA_25389 
if or
8118:   not actor 88@ dead 
0104:   actor 88@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_25377 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
176@ = 2 
jump @FINALEA_25389 

:FINALEA_25377
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
176@ = 2 

:FINALEA_25389
if 
  179@ == 1 
else_jump @FINALEA_25517 
if 
8118:   not actor 91@ dead 
else_jump @FINALEA_25517 
if or
051A:   actor 91@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 91@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEA_25517 
if 
8118:   not actor 91@ dead 
else_jump @FINALEA_25505 
05E2: AS_actor 91@ kill_actor $PLAYER_ACTOR 
179@ = 2 
jump @FINALEA_25517 

:FINALEA_25505
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
179@ = 2 

:FINALEA_25517
if 
  167@ == 1 
else_jump @FINALEA_25570 
if 
0118:   actor 79@ dead 
else_jump @FINALEA_25570 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
188@ += 1 
167@ = 2 

:FINALEA_25570
if 
  169@ == 1 
else_jump @FINALEA_25623 
if 
0118:   actor 81@ dead 
else_jump @FINALEA_25623 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
188@ += 1 
169@ = 2 

:FINALEA_25623
if 
  170@ == 1 
else_jump @FINALEA_25676 
if 
0118:   actor 82@ dead 
else_jump @FINALEA_25676 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
188@ += 1 
170@ = 2 

:FINALEA_25676
if 
  171@ == 1 
else_jump @FINALEA_25729 
if 
0118:   actor 83@ dead 
else_jump @FINALEA_25729 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
188@ += 1 
171@ = 2 

:FINALEA_25729
if 
  172@ == 1 
else_jump @FINALEA_25782 
if 
0118:   actor 84@ dead 
else_jump @FINALEA_25782 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
188@ += 1 
172@ = 2 

:FINALEA_25782
if 
  173@ == 1 
else_jump @FINALEA_25835 
if 
0118:   actor 85@ dead 
else_jump @FINALEA_25835 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
188@ += 1 
173@ = 3 

:FINALEA_25835
if 
  174@ == 1 
else_jump @FINALEA_25888 
if 
0118:   actor 86@ dead 
else_jump @FINALEA_25888 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
188@ += 1 
174@ = 2 

:FINALEA_25888
if or
  176@ == 1 
  176@ == 2 
else_jump @FINALEA_25948 
if 
0118:   actor 88@ dead 
else_jump @FINALEA_25948 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
188@ += 1 
176@ = 3 

:FINALEA_25948
if 
  177@ == 1 
else_jump @FINALEA_26001 
if 
0118:   actor 89@ dead 
else_jump @FINALEA_26001 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
188@ += 1 
177@ = 2 

:FINALEA_26001
if 
  178@ == 1 
else_jump @FINALEA_26054 
if 
0118:   actor 90@ dead 
else_jump @FINALEA_26054 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
188@ += 1 
178@ = 2 

:FINALEA_26054
if or
  179@ == 1 
  179@ == 2 
else_jump @FINALEA_26114 
if 
0118:   actor 91@ dead 
else_jump @FINALEA_26114 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
188@ += 1 
179@ = 3 

:FINALEA_26114
if 
  180@ == 1 
else_jump @FINALEA_26167 
if 
0118:   actor 92@ dead 
else_jump @FINALEA_26167 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
191@ += 1 
180@ = 2 

:FINALEA_26167
if 
  181@ == 1 
else_jump @FINALEA_26220 
if 
0118:   actor 93@ dead 
else_jump @FINALEA_26220 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
191@ += 1 
181@ = 2 

:FINALEA_26220
if 
  182@ == 1 
else_jump @FINALEA_26273 
if 
0118:   actor 94@ dead 
else_jump @FINALEA_26273 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
191@ += 1 
182@ = 2 

:FINALEA_26273
if 
  183@ == 1 
else_jump @FINALEA_26326 
if 
0118:   actor 95@ dead 
else_jump @FINALEA_26326 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
191@ += 1 
183@ = 2 

:FINALEA_26326
if 
  184@ == 1 
else_jump @FINALEA_26379 
if 
0118:   actor 96@ dead 
else_jump @FINALEA_26379 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
191@ += 1 
184@ = 2 

:FINALEA_26379
if 
  185@ == 1 
else_jump @FINALEA_26432 
if 
0118:   actor 97@ dead 
else_jump @FINALEA_26432 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
191@ += 1 
185@ = 2 

:FINALEA_26432
if 
  166@ == 8 
else_jump @FINALEA_26603 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.43 -1281.21 1050.83 cornerB 2584.7 -1291.47 1055.35 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2579.82 -1284.91 1054.12 radius 3.0 3.0 3.0 
else_jump @FINALEA_26603 
00BC: show_text_highpriority GXT 'RM4_24' time 5000 flag 1  // ~s~Go get ~y~Big Smoke~s~.
0164: disable_marker 138@ 
018A: 138@ = create_checkpoint_at 2550.74 -1285.02 1060.62 
08DC: create_interior_marker 138@ at 2540.83 -1304.05 radius 1.0 
166@ = 9 

:FINALEA_26603
if 
  166@ == 9 
else_jump @FINALEA_27624 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.46 -1306.59 1058.27 cornerB 2571.97 -1275.1 1063.08 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2575.4 -1300.35 1061.016 radius 3.0 3.0 3.0 
else_jump @FINALEA_27624 
0164: disable_marker 138@ 
009B: destroy_actor 100@ 
009B: destroy_actor 101@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
009B: destroy_actor 91@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
009B: destroy_actor 97@ 
009B: destroy_actor 98@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEA_26843
if 
fading 
else_jump @FINALEA_26867 
wait 0 
jump @FINALEA_26843 

:FINALEA_26867
select_interior 2 
02E4: load_cutscene_data 'RIOT_4C' 

:FINALEA_26882
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEA_26906 
wait 0 
jump @FINALEA_26882 

:FINALEA_26906
02E7: start_cutscene 
fade 1 1000 

:FINALEA_26915
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEA_26939 
wait 0 
jump @FINALEA_26915 

:FINALEA_26939
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:FINALEA_26954
if 
fading 
else_jump @FINALEA_26978 
wait 0 
jump @FINALEA_26954 

:FINALEA_26978
0249: release_model 104 
0249: release_model 111 
0249: release_model 349 
0249: release_model 12 
04EF: release_animation "STRIP" 
04EF: release_animation "SWAT" 
0249: release_model 256 
0247: load_model 109 
0247: load_model 102 
0247: load_model 173 
0247: load_model 355 
0247: load_model 369 
023C: load_special_actor 'SMOKEV' as 2 // models 290-299 
038B: load_requested_models 

:FINALEA_27055
if 
823D:   not special_actor 2 loaded 
else_jump @FINALEA_27081 
wait 0 
jump @FINALEA_27055 

:FINALEA_27081
if or
8248:   not model 109 available 
8248:   not model 102 available 
8248:   not model 173 available 
8248:   not model 355 available 
8248:   not model 369 available 
else_jump @FINALEA_27126 
wait 0 
jump @FINALEA_27081 

:FINALEA_27126
009A: $129 = create_actor_pedtype 23 model 291 at 2549.918 -1284.457 1060.016 
0173: set_actor $129 Z_angle_to 250.566 
060B: set_actor $129 decision_maker_to 55@ 
01B2: give_actor $129 weapon 30 ammo 999999 // Load the weapon model before using this 
02E2: set_actor $129 weapon_accuracy_to 70 
093B: set_actor $129 upper_body_damage_anims_only 1 
0223: set_actor $129 health_to 10000 
08AF: set_actor $129 max_health_to 2000 
0446: set_actor $129 dismemberment_possible 0 
02A9: set_actor $129 immune_to_nonplayer 1 
0187: 139@ = create_marker_above_actor $129 
08AD: link_actor $129 to_enex_marker_at 2540.83 -1304.05 radius 1.0 
0648: unknown_actor $129 task_set 2.0 // float 
0860: link_actor $129 to_interior 2 
03C4: set_status_text $9367 type 1 GXT 'RM4_39' // global_variable  // Smoke's Health
0946: set_actor $129 actions_uninterupted_by_weapon_fire 1 
00A1: put_actor $PLAYER_ACTOR at 2564.447 -1292.822 1060.016 
0173: set_actor $PLAYER_ACTOR Z_angle_to 58.5 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0215: destroy_pickup 144@ 
0215: destroy_pickup 145@ 
0215: destroy_pickup 146@ 
0215: destroy_pickup 147@ 
0213: 145@ = create_pickup #HEALTH type 3 at 2582.848 -1282.741 1065.391 
0213: 146@ = create_pickup #HEALTH type 3 at 2578.784 -1282.572 1065.4 
032B: 150@ = create_weapon_pickup 369 type 3 ammo 1 at 2575.03 -1281.598 1061.02 
0213: 141@ = create_pickup #BODYARMOUR type 3 at 2549.429 -1291.612 1061.024 
032B: 148@ = create_weapon_pickup 356 type 2 ammo 60 at 2549.632 -1294.612 1061.024 
032B: 149@ = create_weapon_pickup 349 type 2 ammo 60 at 2552.09 -1294.106 1061.024 
03CB: set_rendering_origin_at 2552.31 -1286.25 1061.04 
00C0: set_current_time_hours_to 22 minutes_to 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 500 

:FINALEA_27547
if 
fading 
else_jump @FINALEA_27571 
wait 0 
jump @FINALEA_27547 

:FINALEA_27571
01B4: set_player $PLAYER_CHAR can_move 1 
201@ = 0 
202@ = 0 
203@ = 1 
03E5: show_text_box 'RM4_28'  // Smoke is wearing a bulletproof vest. To maximize the damage you inflict on him aim at other parts of his body.
166@ = 10 
155@ = 5 

:FINALEA_27624
if 
  155@ == 5 
else_jump @FINALEA_31494 
if 
8118:   not actor $129 dead 
else_jump @FINALEA_31261 
if 
  196@ == 0 
else_jump @FINALEA_27978 
05E2: AS_actor $129 kill_actor $PLAYER_ACTOR 
153@ = 0 
009A: 83@ = create_actor_pedtype 24 model 173 at 2554.729 -1281.952 1060.024 
0173: set_actor 83@ Z_angle_to 180.771 
060B: set_actor 83@ decision_maker_to 55@ 
01B2: give_actor 83@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 83@ weapon_skill_to 2 
04EB: AS_actor 83@ crouch -1 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
0085: 117@ = 83@ // (int) 
119@ = 2554.46 
120@ = -1284.412 
121@ = 1061.024 
gosub @FINALEA_31652 
171@ = 1 
009A: 82@ = create_actor_pedtype 24 model 102 at 2551.236 -1292.18 1060.02 
0173: set_actor 82@ Z_angle_to 6.0 
060B: set_actor 82@ decision_maker_to 55@ 
01B2: give_actor 82@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 82@ weapon_skill_to 2 
0223: set_actor 82@ health_to 200 
08AF: set_actor 82@ max_health_to 200 
0085: 117@ = 82@ // (int) 
119@ = 2551.259 
120@ = -1288.081 
121@ = 1061.02 
gosub @FINALEA_31652 
170@ = 1 
40@ = 0 
41@ = 0 
196@ = 1 

:FINALEA_27978
if 
  196@ == 1 
else_jump @FINALEA_28505 
if 
  41@ > 6000 
else_jump @FINALEA_28505 
if 
  167@ == 0 
else_jump @FINALEA_28165 
if 
80C2:   not sphere_onscreen 2551.2 -1291.727 1060.02 radius 5.0 
else_jump @FINALEA_28165 
009A: 79@ = create_actor_pedtype 24 model 102 at 2551.2 -1291.727 1060.02 
0173: set_actor 79@ Z_angle_to 0.0 
060B: set_actor 79@ decision_maker_to 55@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 79@ weapon_accuracy_to 30 
0223: set_actor 79@ health_to 200 
08AF: set_actor 79@ max_health_to 200 
167@ = 1 

:FINALEA_28165
if 
  168@ == 0 
else_jump @FINALEA_28308 
if 
80C2:   not sphere_onscreen 2579.04 -1284.275 1064.4 radius 5.0 
else_jump @FINALEA_28308 
009A: 80@ = create_actor_pedtype 24 model 109 at 2579.04 -1284.275 1064.4 
0173: set_actor 80@ Z_angle_to 0.0 
060B: set_actor 80@ decision_maker_to 55@ 
01B2: give_actor 80@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 80@ weapon_skill_to 2 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0223: set_actor 80@ health_to 150 
08AF: set_actor 80@ max_health_to 150 
168@ = 1 

:FINALEA_28308
if 
  169@ == 0 
else_jump @FINALEA_28459 
if 
80C2:   not sphere_onscreen 2576.94 -1300.388 1060.016 radius 1.0 
else_jump @FINALEA_28459 
009A: 81@ = create_actor_pedtype 24 model 173 at 2576.94 -1300.388 1060.016 
0173: set_actor 81@ Z_angle_to 0.0 
060B: set_actor 81@ decision_maker_to 55@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 81@ weapon_skill_to 2 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 81@ weapon_accuracy_to 30 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
169@ = 1 

:FINALEA_28459
if or
  167@ == 1 
  168@ == 1 
  169@ == 1 
else_jump @FINALEA_28505 
41@ = 0 
196@ = 2 

:FINALEA_28505
if 
  196@ == 2 
else_jump @FINALEA_28774 
if 
  167@ == 1 
else_jump @FINALEA_28576 
if 
0118:   actor 79@ dead 
else_jump @FINALEA_28576 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
196@ = 1 
167@ = 0 

:FINALEA_28576
if 
  168@ == 1 
else_jump @FINALEA_28629 
if 
0118:   actor 80@ dead 
else_jump @FINALEA_28629 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
196@ = 1 
168@ = 0 

:FINALEA_28629
if 
  169@ == 1 
else_jump @FINALEA_28682 
if 
0118:   actor 81@ dead 
else_jump @FINALEA_28682 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
196@ = 1 
169@ = 0 

:FINALEA_28682
if 
  170@ == 1 
else_jump @FINALEA_28728 
if 
0118:   actor 82@ dead 
else_jump @FINALEA_28728 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
170@ = 0 

:FINALEA_28728
if 
  171@ == 1 
else_jump @FINALEA_28774 
if 
0118:   actor 83@ dead 
else_jump @FINALEA_28774 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
171@ = 0 

:FINALEA_28774
if 
  153@ == 0 
else_jump @FINALEA_28828 
062E: get_actor $129 task 1506 status_store_to 152@ // ret 7 if not found 
if 
04A4:   152@ == 7 // == constant 
else_jump @FINALEA_28828 
153@ = 1 

:FINALEA_28828
if 
  197@ == 0 
else_jump @FINALEA_28905 
if 
  198@ == 0 
else_jump @FINALEA_28905 
if 
  40@ > 1000 
else_jump @FINALEA_28905 
40@ = 10000 
198@ = 1 
197@ = 1 

:FINALEA_28905
if 
  197@ == 1 
else_jump @FINALEA_29112 
if 
  198@ == 1 
else_jump @FINALEA_29112 
if 
  40@ > 5999 
else_jump @FINALEA_29061 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
else_jump @FINALEA_29047 
05F5: AS_actor $129 goto_point_using_paths 2564.242 -1282.221 1064.41 mode 6 time 20000 
198@ = 2 
jump @FINALEA_29054 

:FINALEA_29047
197@ = 3 

:FINALEA_29054
jump @FINALEA_29112 

:FINALEA_29061
if 
0104:   actor $129 near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29112 
197@ = 2 
40@ = 10000 

:FINALEA_29112
if 
  197@ == 1 
else_jump @FINALEA_29232 
if 
00FE:   actor $129 sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
else_jump @FINALEA_29232 
if 
  153@ == 1 
else_jump @FINALEA_29211 
05E2: AS_actor $129 kill_actor $PLAYER_ACTOR 
153@ = 0 

:FINALEA_29211
40@ = 0 
198@ = 1 
197@ = 2 

:FINALEA_29232
if 
  197@ == 2 
else_jump @FINALEA_29439 
if 
  198@ == 1 
else_jump @FINALEA_29439 
if 
  40@ > 4999 
else_jump @FINALEA_29388 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 5.5 5.5 3.5 
else_jump @FINALEA_29374 
05F5: AS_actor $129 goto_point_using_paths 2575.35 -1295.873 1061.85 mode 6 time 20000 
198@ = 2 
jump @FINALEA_29381 

:FINALEA_29374
197@ = 4 

:FINALEA_29381
jump @FINALEA_29439 

:FINALEA_29388
if 
0104:   actor $129 near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29439 
197@ = 4 
40@ = 10000 

:FINALEA_29439
if 
  197@ == 2 
else_jump @FINALEA_29559 
if 
00FE:   actor $129 sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 3.5 3.5 3.0 
else_jump @FINALEA_29559 
if 
  153@ == 1 
else_jump @FINALEA_29538 
05E2: AS_actor $129 kill_actor $PLAYER_ACTOR 
153@ = 0 

:FINALEA_29538
40@ = 0 
198@ = 1 
197@ = 3 

:FINALEA_29559
if 
  197@ == 3 
else_jump @FINALEA_29768 
if 
  198@ == 1 
else_jump @FINALEA_29768 
if 
  40@ > 4999 
else_jump @FINALEA_29717 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 6.0 6.0 3.5 
else_jump @FINALEA_29703 
05F5: AS_actor $129 goto_point_using_paths 2558.181 -1303.748 1061.024 mode 6 time 200000 
198@ = 2 
jump @FINALEA_29710 

:FINALEA_29703
197@ = 1 

:FINALEA_29710
jump @FINALEA_29768 

:FINALEA_29717
if 
0104:   actor $129 near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_29768 
197@ = 1 
40@ = 10000 

:FINALEA_29768
if 
  197@ == 3 
else_jump @FINALEA_29888 
if 
00FE:   actor $129 sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 3.5 3.5 3.0 
else_jump @FINALEA_29888 
if 
  153@ == 1 
else_jump @FINALEA_29867 
05E2: AS_actor $129 kill_actor $PLAYER_ACTOR 
153@ = 0 

:FINALEA_29867
40@ = 0 
198@ = 1 
197@ = 4 

:FINALEA_29888
if 
  197@ == 4 
else_jump @FINALEA_30095 
if 
  198@ == 1 
else_jump @FINALEA_30095 
if 
  40@ > 5999 
else_jump @FINALEA_30044 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.5 
else_jump @FINALEA_30030 
05F5: AS_actor $129 goto_point_using_paths 2553.233 -1282.609 1061.024 mode 6 time 20000 
198@ = 2 
jump @FINALEA_30037 

:FINALEA_30030
197@ = 2 

:FINALEA_30037
jump @FINALEA_30095 

:FINALEA_30044
if 
0104:   actor $129 near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
else_jump @FINALEA_30095 
197@ = 2 
40@ = 10000 

:FINALEA_30095
if 
  197@ == 4 
else_jump @FINALEA_30215 
if 
00FE:   actor $129 sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.0 
else_jump @FINALEA_30215 
if 
  153@ == 1 
else_jump @FINALEA_30194 
05E2: AS_actor $129 kill_actor $PLAYER_ACTOR 
153@ = 0 

:FINALEA_30194
40@ = 0 
198@ = 1 
197@ = 1 

:FINALEA_30215
if 
8118:   not actor $129 dead 
else_jump @FINALEA_30336 
0226: $9367 = actor $129 health 
$9367 -= 8000 
$9367 /= 20 
if 
  0 >= $9367 
else_jump @FINALEA_30279 
$9367 = 0 

:FINALEA_30279
if 
  199@ == 0 
else_jump @FINALEA_30336 
if 
  80 > $9367 
else_jump @FINALEA_30336 
204@ = 1 
0924: enable_screen_darkness 1 with_value 200 
199@ = 1 

:FINALEA_30336
if 
8118:   not actor $129 dead 
else_jump @FINALEA_30624 
0226: 102@ = actor $129 health 
if 
  8000 >= 102@ 
else_jump @FINALEA_30624 
$9367 = 0 
05BE: AS_actor $129 die 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $9367 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0395: clear_area 1 at $68 $69 100.0 radius 100.0 
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_30468 
05BE: AS_actor 79@ die 

:FINALEA_30468
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_30489 
05BE: AS_actor 80@ die 

:FINALEA_30489
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_30510 
05BE: AS_actor 81@ die 

:FINALEA_30510
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_30531 
05BE: AS_actor 82@ die 

:FINALEA_30531
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_30552 
05BE: AS_actor 83@ die 

:FINALEA_30552
40@ = 0 
41@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
203@ = 2 
fade 0 2500 

:FINALEA_30586
if 
fading 
else_jump @FINALEA_30610 
wait 0 
jump @FINALEA_30586 

:FINALEA_30610
jump @FINALEA_32638 
40@ = 0 

:FINALEA_30624
if 
  199@ == 1 
else_jump @FINALEA_30809 
if 
  200@ == 0 
else_jump @FINALEA_30752 
if 
0214:   pickup 150@ picked_up 
else_jump @FINALEA_30701 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
200@ = 3 
jump @FINALEA_30752 

:FINALEA_30701
03DC: 140@ = create_marker_above_pickup 150@ 
08DC: create_interior_marker 140@ at 2540.83 -1304.05 radius 1.0 
00BC: show_text_highpriority GXT 'RM4_31' time 7000 flag 1  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
200@ = 1 

:FINALEA_30752
if 
  200@ == 1 
else_jump @FINALEA_30809 
if 
0214:   pickup 150@ picked_up 
else_jump @FINALEA_30809 
0164: disable_marker 140@ 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
200@ = 2 

:FINALEA_30809
if 
  203@ == 1 
else_jump @FINALEA_31254 
gosub @FINALEA_31543 
if 
  201@ == 0 
else_jump @FINALEA_30901 
if 
  202@ == 0 
else_jump @FINALEA_30901 
04AF: 133@ = 33298 // = constant 
05AA: 134@s = 'ROT4_UA' // @s = 'short'  // You wearing body armor, Smoke?
gosub @FINALEA_31501 

:FINALEA_30901
if 
  201@ == 1 
else_jump @FINALEA_30968 
if 
  202@ == 0 
else_jump @FINALEA_30968 
04AF: 133@ = 33299 // = constant 
05AA: 134@s = 'ROT4_UB' // @s = 'short'  // Man, I'm disappointed in you - I thought you was gangsta!
gosub @FINALEA_31501 

:FINALEA_30968
if 
  201@ == 2 
else_jump @FINALEA_31035 
if 
  202@ == 0 
else_jump @FINALEA_31035 
04AF: 133@ = 33300 // = constant 
05AA: 134@s = 'ROT4_UC' // @s = 'short'  // Hey, I'm a motherfucking celebrity.
gosub @FINALEA_31501 

:FINALEA_31035
if 
  201@ == 3 
else_jump @FINALEA_31102 
if 
  202@ == 0 
else_jump @FINALEA_31102 
04AF: 133@ = 33301 // = constant 
05AA: 134@s = 'ROT4_UD' // @s = 'short'  // All kinds of crazy cats out there want a piece of me!
gosub @FINALEA_31501 

:FINALEA_31102
if 
  201@ == 4 
else_jump @FINALEA_31169 
if 
  202@ == 0 
else_jump @FINALEA_31169 
04AF: 133@ = 33303 // = constant 
05AA: 134@s = 'ROT4_ZB' // @s = 'short'  // Somebody save the Smoke!
gosub @FINALEA_31501 

:FINALEA_31169
if 
  204@ == 1 
else_jump @FINALEA_31254 
if 
  201@ == 5 
else_jump @FINALEA_31254 
if 
  202@ == 0 
else_jump @FINALEA_31254 
04AF: 133@ = 33302 // = constant 
05AA: 134@s = 'RM4_31' // @s = 'short'  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
gosub @FINALEA_31501 

:FINALEA_31254
jump @FINALEA_31494 

:FINALEA_31261
$9367 = 0 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $9367 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0395: clear_area 1 at $68 $69 100.0 radius 100.0 
if 
8118:   not actor 79@ dead 
else_jump @FINALEA_31345 
05BE: AS_actor 79@ die 

:FINALEA_31345
if 
8118:   not actor 80@ dead 
else_jump @FINALEA_31366 
05BE: AS_actor 80@ die 

:FINALEA_31366
if 
8118:   not actor 81@ dead 
else_jump @FINALEA_31387 
05BE: AS_actor 81@ die 

:FINALEA_31387
if 
8118:   not actor 82@ dead 
else_jump @FINALEA_31408 
05BE: AS_actor 82@ die 

:FINALEA_31408
if 
8118:   not actor 83@ dead 
else_jump @FINALEA_31429 
05BE: AS_actor 83@ die 

:FINALEA_31429
40@ = 0 
41@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
203@ = 2 
fade 0 2500 

:FINALEA_31463
if 
fading 
else_jump @FINALEA_31487 
wait 0 
jump @FINALEA_31463 

:FINALEA_31487
jump @FINALEA_32638 

:FINALEA_31494
jump @FINALEA_1473 

:FINALEA_31501
if 
  202@ == 0 
else_jump @FINALEA_31541 
03CF: load_wav 133@ as 1 
05AA: 131@s = 134@s // @s = 'short' 
202@ = 1 

:FINALEA_31541
return 

:FINALEA_31543
if 
  202@ == 1 
else_jump @FINALEA_31597 
if 
03D0:   wav 1 loaded 
else_jump @FINALEA_31597 
00BC: show_text_highpriority GXT 131@s time 4000 flag 1 
03D1: play_wav 1 
202@ = 2 

:FINALEA_31597
if 
  202@ == 2 
else_jump @FINALEA_31650 
if 
03D2:   wav 1 ended 
else_jump @FINALEA_31650 
201@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
202@ = 0 

:FINALEA_31650
return 

:FINALEA_31652
0615: define_AS_pack_begin 111@ 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 111@ 
0618: assign_actor 117@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
return 

:FINALEA_31701
0615: define_AS_pack_begin 112@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 112@ 
0618: assign_actor 117@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
return 

:FINALEA_31745
0615: define_AS_pack_begin 113@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 113@ 
0618: assign_actor 117@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
return 

:FINALEA_31783
0615: define_AS_pack_begin 124@ 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 126@ 127@ 128@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 124@ 
0618: assign_actor 117@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
return 
0615: define_AS_pack_begin 114@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 117@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
return 

:FINALEA_31938
0615: define_AS_pack_begin 115@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 117@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
return 

:FINALEA_32021
0615: define_AS_pack_begin 116@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 125@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 119@ 120@ 121@ angle 129@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0618: assign_actor 117@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
return 

:FINALEA_32262
0615: define_AS_pack_begin 118@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 125@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 119@ 120@ 121@ angle 129@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 118@ loop 1 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
return 

:FINALEA_32503
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 7 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05C5: AS_actor -1 cower -1 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 117@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
return 

:FINALEA_32557
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0778: recreate_objects_in_object_group "CARTER" 
0108: destroy_object $4108 
029B: $4108 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
01C7: remove_object_from_mission_cleanup_list $4108 
071F: set_object $4108 health_to 100 
07F7: set_object $4108 destructible 0 
0550: keep_object $4108 in_memory 1 
return 

:FINALEA_32638
209@ = 1 
$628 += 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0776: create_objects_in_object_group "CARTER" 
return 

:FINALEA_32669
04C1: remove_references_to_roadblocks 
08E7: disable_entrance_markers 0 
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_32698 
09B0: set_car $135 accessible_for_player_using_controller 1 

:FINALEA_32698
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0215: destroy_pickup 144@ 
0215: destroy_pickup 145@ 
0215: destroy_pickup 146@ 
0215: destroy_pickup 147@ 
0215: destroy_pickup 148@ 
0215: destroy_pickup 149@ 
0215: destroy_pickup 150@ 
0215: destroy_pickup 151@ 
0151: remove_status_text $9367 
0650: destroy_particle 110@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0108: destroy_object 108@ 
0108: destroy_object 109@ 
0249: release_model 601 
0249: release_model 596 
0249: release_model 102 
0249: release_model 492 
0296: unload_special_actor 1 
0249: release_model 481 
0249: release_model 353 
0249: release_model 355 
0249: release_model 63 
04EF: release_animation "CRACK" 
0249: release_model 103 
0249: release_model 108 
0249: release_model 285 
04EF: release_animation "SWAT" 
0249: release_model #IMCOMPMOVEDR1_LAS 
0873: release_path 287 
0249: release_model 144 
0249: release_model 146 
0249: release_model 173 
0249: release_model 356 
0249: release_model 346 
0249: release_model #BARREL4 
0249: release_model 104 
0249: release_model 111 
0249: release_model 352 
0249: release_model 349 
0249: release_model 12 
04EF: release_animation "STRIP" 
0249: release_model 256 
0249: release_model 109 
0249: release_model 369 
0296: unload_special_actor 2 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022A: remove_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E7: remove_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022A: remove_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E7: remove_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022A: remove_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
031A: remove_all_fires 
01BD: $183 = current_time_in_ms 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @FINALEA_33230 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:FINALEA_33230
if 
8119:   not car 65@ wrecked 
else_jump @FINALEA_33268 
02AA: set_car 65@ immune_to_nonplayer 0 
02AC: set_car 65@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_33268
if 
8119:   not car $135 wrecked 
else_jump @FINALEA_33299 
02AC: set_car $135 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_33299
$ONMISSION = 0 
mission_cleanup 
if 
  209@ == 1 
else_jump @FINALEA_33332 
fade 0 0 

:FINALEA_33332
return 

//-------------Mission 111---------------
// Originally: End Of The Line (2)

:FINALEB
gosub @FINALEB_36 
if 
wasted_or_busted 
else_jump @FINALEB_27 
gosub @FINALEB_18419 

:FINALEB_27
gosub @FINALEB_18560 
end_thread 

:FINALEB_36
$ONMISSION = 1 
thread 'FINALEB' 
wait 0 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 106@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
select_interior 2 
02E4: load_cutscene_data 'RIOT_4D' 

:FINALEB_121
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEB_145 
wait 0 
jump @FINALEB_121 

:FINALEB_145
02E7: start_cutscene 
fade 1 1000 

:FINALEB_154
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEB_178 
wait 0 
jump @FINALEB_154 

:FINALEB_178
02EA: end_cutscene 
fade 0 0 

:FINALEB_186
if 
fading 
else_jump @FINALEB_210 
wait 0 
jump @FINALEB_186 

:FINALEB_210
0247: load_model 102 
0247: load_model 104 
0247: load_model 109 
0247: load_model 368 
0247: load_model 349 
0247: load_model 352 
0247: load_model 356 
04ED: load_animation "SWAT" 
0247: load_model 366 
023C: load_special_actor 'SMOKEV' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
03CF: load_wav 33304 as 1 
038B: load_requested_models 

:FINALEB_292
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
83D0:   not wav 1 loaded 
else_jump @FINALEB_326 
wait 0 
jump @FINALEB_292 

:FINALEB_326
if or
8248:   not model 102 available 
8248:   not model 104 available 
8248:   not model 109 available 
8248:   not model 368 available 
else_jump @FINALEB_365 
wait 0 
jump @FINALEB_326 

:FINALEB_365
if or
8248:   not model 349 available 
8248:   not model 352 available 
8248:   not model 356 available 
84EE:   not animation "SWAT" loaded 
8248:   not model 366 available 
else_jump @FINALEB_415 
wait 0 
jump @FINALEB_365 

:FINALEB_415
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
163@ = 0 
$9374 = 420000 
164@ = 0 
179@ = 0 
180@ = 0 
181@ = 0 
182@ = 0 
183@ = 0 
184@ = 0 
185@ = 0 
186@ = 0 
187@ = 0 
188@ = 0 
189@ = 0 
190@ = 0 
191@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 

:FINALEB_720
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @FINALEB_746 
jump @FINALEB_18539 

:FINALEB_746
if 
  9 > 140@ 
else_jump @FINALEB_999 
if 
  162@ == 0 
else_jump @FINALEB_950 
if 
  0 >= $9374 
else_jump @FINALEB_950 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
020C: create_explosion_with_radius 0 at $68 $69 $70 
$68 += 0.0 
$69 -= 0.5 
$70 += 0.7 
020C: create_explosion_with_radius 2 at $68 $69 $70 
$68 -= 1.0 
$69 += 2.0 
020C: create_explosion_with_radius 4 at $68 $69 $70 
$68 += 1.5 
$69 += 2.0 
020C: create_explosion_with_radius 0 at $68 $69 $70 
41@ = 0 
162@ = 1 

:FINALEB_950
if 
  162@ == 1 
else_jump @FINALEB_999 
if 
  41@ > 3000 
else_jump @FINALEB_999 
05BE: AS_actor $PLAYER_ACTOR die 
162@ = 2 

:FINALEB_999
if 
  140@ == 0 
else_jump @FINALEB_1389 
if 
  160@ == 0 
else_jump @FINALEB_1389 
009A: $129 = create_actor_pedtype 23 model 290 at 2553.2 -1284.857 1060.024 
0173: set_actor $129 Z_angle_to 90.0 
0860: link_actor $129 to_interior 2 
05BE: AS_actor $129 die 
0213: 132@ = create_pickup #BODYARMOUR type 3 at 2552.31 -1286.274 1061.024 
032B: 139@ = create_weapon_pickup 355 type 3 ammo 60 at 2552.36 -1283.15 1061.02 
00A1: put_actor $PLAYER_ACTOR at 2553.734 -1285.256 1060.024 
0173: set_actor $PLAYER_ACTOR Z_angle_to 79.954 
0860: link_actor $PLAYER_ACTOR to_interior 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2550.604 -1294.586 1044.802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2551.601 -1294.649 1044.762 switchstyle 2 
009A: 57@ = create_actor_pedtype 23 model 291 at 2556.988 -1297.499 1043.13 
0173: set_actor 57@ Z_angle_to 27.2743 
060B: set_actor 57@ decision_maker_to 105@ 
01B2: give_actor 57@ weapon 25 ammo 99999 // Load the weapon model before using this 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
0395: clear_area 0 at 2552.38 -1294.06 1044.84 radius 100.0 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
00C0: set_current_time_hours_to 0 minutes_to 0 
fade 1 500 

:FINALEB_1358
if 
fading 
else_jump @FINALEB_1382 
wait 0 
jump @FINALEB_1358 

:FINALEB_1382
160@ = 1 

:FINALEB_1389
if 
  160@ == 1 
else_jump @FINALEB_2209 
if 
8118:   not actor 57@ dead 
else_jump @FINALEB_2209 
0668: AS_actor 57@ rotate_and_shoot_at 2552.29 -1294.24 1044.84 1000 ms 
if 
03D0:   wav 1 loaded 
else_jump @FINALEB_1481 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'ROT4_ZC' time 3500 flag 1  // Carl, you motherfucking piece of shit gang-banging cocksucker!

:FINALEB_1481
wait 500 
02CF: 69@ = create_fire_at 2552.38 -1294.06 1044.84 propagation 0 size 1 
0707: start_scene_skip_to @FINALEB_2227 
wait 200 
02CF: 70@ = create_fire_at 2553.33 -1293.89 1044.87 propagation 0 size 2 
wait 300 
if 
8118:   not actor 57@ dead 
else_jump @FINALEB_1591 
05D3: AS_actor 57@ goto_point 25566.84 -1297.272 1043.17 mode 4 time -1 ms // versionA 

:FINALEB_1591
wait 2500 
015F: set_camera_position 2565.816 -1296.732 1044.403 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2564.824 -1296.613 1044.444 switchstyle 2 
00BC: show_text_highpriority GXT 'RM4_38' time 10000 flag 1  // ~s~Tenpenny has caused an explosion, the lighting in the building is off and the whole place is beginning to burn down. You need to get out of here quick!
wait 3250 
0948: create_explosion_at 2553.19 -1293.58 1044.29 type 4 camera_shake 0.4 
wait 200 
0948: create_explosion_at 2558.53 -1293.88 1044.58 type 0 camera_shake 0.3 
wait 500 
0948: create_explosion_at 2552.78 -1293.24 1045.32 type 0 camera_shake 0.4 
0924: enable_screen_darkness 0 with_value 175 
wait 100 
0948: create_explosion_at 2557.6 -1294.57 1043.49 type 2 camera_shake 0.5 
wait 500 
0948: create_explosion_at 2555.86 -1293.27 1043.91 type 2 camera_shake 0.6 
wait 50 
0948: create_explosion_at 2558.73 -1293.4 1044.36 type 4 camera_shake 0.6 
wait 50 
00C0: set_current_time_hours_to 0 minutes_to 0 
08FD: enable_heat_visuals 1 
0924: enable_screen_darkness 1 with_value 100 
02CF: 85@ = create_fire_at 2567.77 -1294.03 1045.5 propagation 0 size 3 
02CF: 76@ = create_fire_at 2541.687 -1289.68 1043.0 propagation 1 size 1 
02CF: 91@ = create_fire_at 2559.45 -1303.65 1044.0 propagation 0 size 2 
02CF: 93@ = create_fire_at 2564.72 -1296.06 1042.91 propagation 0 size 2 
02CF: 83@ = create_fire_at 2570.115 -1301.434 1043.8 propagation 0 size 2 
wait 250 
0924: enable_screen_darkness 0 with_value 120 
02CF: 89@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
wait 500 
0924: enable_screen_darkness 1 with_value 140 
02CF: 78@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 81@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 96@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 97@ = create_fire_at 2551.425 -1298.4 1044.1 propagation 0 size 2 
wait 400 
0924: enable_screen_darkness 0 with_value 150 
wait 500 
02CF: 102@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 99@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
0924: enable_screen_darkness 1 with_value 180 
wait 3000 
160@ = 2 

:FINALEB_2209
if 
  160@ == 2 
else_jump @FINALEB_2591 

:FINALEB_2227
0701: end_scene_skip 
03D5: remove_text 'ROT4_ZC'  // Carl, you motherfucking piece of shit gang-banging cocksucker!
040D: unload_wav 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 57@ 
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 1 with_value 200 
00C0: set_current_time_hours_to 0 minutes_to 0 
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
031A: remove_all_fires 
0213: 133@ = create_pickup #HEALTH type 3 at 2524.0 -1283.0 1048.337 
0213: 128@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 129@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 130@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0213: 134@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
0213: 135@ = create_pickup #HEALTH type 3 at 2570.839 -1285.818 1037.821 
0213: 131@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 44 
0249: release_model 368 
00BC: show_text_highpriority GXT 'RM4_33' time 10000 flag 1  // ~s~Use the night vision goggles you have just picked up from Big Smoke to help you see in the dark and ~y~escape ~s~the building as quick as possible.
03C3: set_timer_to $9374 type 1 GXT 'RM4_34' // global_variable  // Time
0890: enable_sound_when_timer $9374 reach 32 seconds // global_variable 
018A: 126@ = create_checkpoint_at 2577.82 -1284.6 1053.99 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
40@ = 0 
140@ = 1 
160@ = 3 
0A6F: checkpoint_save 1 

:FINALEB_2591
if 
  3 > 140@ 
else_jump @FINALEB_2666 
if 
  163@ == 0 
else_jump @FINALEB_2666 
if 
  40@ > 7000 
else_jump @FINALEB_2666 
00BE: text_clear_all 
03E5: show_text_box 'RM4_32'  // To use the night vision goggles select them from your inventory and tap ~m~~widget_attack~.
163@ = 1 

:FINALEB_2666
if 
  4 > 140@ 
else_jump @FINALEB_2741 
if 
  163@ == 2 
else_jump @FINALEB_2741 
if 
  40@ > 8000 
else_jump @FINALEB_2741 
00BE: text_clear_all 
03E5: show_text_box 'RM4_40'  // Night vision can brighten up fires, so you may have to switch between night vision and normal vision to help you see fires more clearly.
163@ = 3 

:FINALEB_2741
if 
  140@ == 1 
else_jump @FINALEB_3725 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2578.21 -1284.87 1053.95 radius 5.0 5.0 5.0 
else_jump @FINALEB_3725 
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2521.89 -1301.98 1047.54 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
00BE: text_clear_all 
009A: 42@ = create_actor_pedtype 24 model 109 at 2574.5 -1296.029 1054.687 
0173: set_actor 42@ Z_angle_to 4.7018 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 42@ weapon_skill_to 2 
0860: link_actor 42@ to_interior 2 
02E2: set_actor 42@ weapon_accuracy_to 20 
0223: set_actor 42@ health_to 150 
08AF: set_actor 42@ max_health_to 150 
145@ = 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
009A: 43@ = create_actor_pedtype 24 model 104 at 2553.764 -1294.536 1053.647 
0173: set_actor 43@ Z_angle_to 266.9614 
060B: set_actor 43@ decision_maker_to 105@ 
01B2: give_actor 43@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 43@ to_interior 2 
146@ = 0 
if 
  146@ == 0 
else_jump @FINALEB_3132 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_3132 
0085: 112@ = 43@ // (int) 
114@ = 2553.764 
115@ = -1294.536 
116@ = 1053.647 
120@ = 2700 
124@ = 270.0 
gosub @FINALEB_17937 
146@ = 1 

:FINALEB_3132
009A: 44@ = create_actor_pedtype 24 model 102 at 2575.266 -1296.4 1054.687 
0173: set_actor 44@ Z_angle_to 89.298 
060B: set_actor 44@ decision_maker_to 105@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 44@ weapon_skill_to 2 
0223: set_actor 44@ health_to 150 
08AF: set_actor 44@ max_health_to 150 
0860: link_actor 44@ to_interior 2 
if 
  147@ == 0 
else_jump @FINALEB_3302 
if 
8118:   not actor 44@ dead 
else_jump @FINALEB_3302 
0085: 112@ = 44@ // (int) 
114@ = 2556.31 
115@ = -1297.219 
116@ = 1053.641 
gosub @FINALEB_17645 
147@ = 1 

:FINALEB_3302
009A: 45@ = create_actor_pedtype 24 model 104 at 2547.426 -1306.462 1054.681 
0173: set_actor 45@ Z_angle_to 359.0 
060B: set_actor 45@ decision_maker_to 105@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
0860: link_actor 45@ to_interior 2 
148@ = 0 
if 
  148@ == 0 
else_jump @FINALEB_3433 
if 
8118:   not actor 45@ dead 
else_jump @FINALEB_3433 
0085: 112@ = 45@ // (int) 
gosub @FINALEB_17700 
148@ = 1 

:FINALEB_3433
009A: 46@ = create_actor_pedtype 24 model 109 at 2534.045 -1304.857 1053.641 
0173: set_actor 46@ Z_angle_to 273.9959 
060B: set_actor 46@ decision_maker_to 105@ 
01B2: give_actor 46@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 46@ weapon_skill_to 2 
0860: link_actor 46@ to_interior 2 
0223: set_actor 46@ health_to 150 
08AF: set_actor 46@ max_health_to 150 
149@ = 0 
if 
  149@ == 0 
else_jump @FINALEB_3580 
if 
8118:   not actor 46@ dead 
else_jump @FINALEB_3580 
0085: 112@ = 46@ // (int) 
gosub @FINALEB_17700 
149@ = 1 

:FINALEB_3580
009A: 47@ = create_actor_pedtype 24 model 102 at 2540.192 -1287.667 1053.647 
0173: set_actor 47@ Z_angle_to 165.9748 
060B: set_actor 47@ decision_maker_to 105@ 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 47@ weapon_skill_to 2 
0860: link_actor 47@ to_interior 2 
0856: set_actor 47@ enable_crouch 0 
150@ = 0 
if 
  150@ == 0 
else_jump @FINALEB_3718 
if 
8118:   not actor 47@ dead 
else_jump @FINALEB_3718 
0085: 112@ = 47@ // (int) 
gosub @FINALEB_17744 
150@ = 1 

:FINALEB_3718
140@ = 2 

:FINALEB_3725
if 
  140@ == 2 
else_jump @FINALEB_4590 
if 
  145@ == 1 
else_jump @FINALEB_3789 
if 
0118:   actor 42@ dead 
else_jump @FINALEB_3789 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
145@ = 2 

:FINALEB_3789
if 
  146@ == 1 
else_jump @FINALEB_3917 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_3917 
if or
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 43@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_3917 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_3905 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
146@ = 2 
jump @FINALEB_3917 

:FINALEB_3905
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
146@ = 2 

:FINALEB_3917
if or
  146@ == 1 
  146@ == 2 
else_jump @FINALEB_3970 
if 
0118:   actor 43@ dead 
else_jump @FINALEB_3970 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
146@ = 3 

:FINALEB_3970
if 
  147@ == 1 
else_jump @FINALEB_4016 
if 
0118:   actor 44@ dead 
else_jump @FINALEB_4016 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
147@ = 2 

:FINALEB_4016
if 
  148@ == 1 
else_jump @FINALEB_4062 
if 
0118:   actor 45@ dead 
else_jump @FINALEB_4062 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
148@ = 2 

:FINALEB_4062
if 
  149@ == 1 
else_jump @FINALEB_4108 
if 
0118:   actor 46@ dead 
else_jump @FINALEB_4108 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
149@ = 2 

:FINALEB_4108
if 
  150@ == 1 
else_jump @FINALEB_4154 
if 
0118:   actor 47@ dead 
else_jump @FINALEB_4154 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
150@ = 2 

:FINALEB_4154
if 
  151@ == 0 
else_jump @FINALEB_4303 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.46 -1304.9 1054.68 radius 5.0 5.0 5.0 
else_jump @FINALEB_4303 
009A: 48@ = create_actor_pedtype 24 model 102 at 2532.4 -1286.7 1053.68 
0173: set_actor 48@ Z_angle_to 230.835 
060B: set_actor 48@ decision_maker_to 105@ 
01B2: give_actor 48@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 48@ weapon_skill_to 2 
0860: link_actor 48@ to_interior 2 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
151@ = 1 

:FINALEB_4303
if 
  151@ == 1 
else_jump @FINALEB_4349 
if 
0118:   actor 48@ dead 
else_jump @FINALEB_4349 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
151@ = 2 

:FINALEB_4349
if 
  152@ == 0 
else_jump @FINALEB_4544 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2519.93 -1285.547 1054.673 radius 5.0 5.0 5.0 
else_jump @FINALEB_4544 
009A: 49@ = create_actor_pedtype 24 model 102 at 2519.93 -1285.54 1054.673 
0173: set_actor 49@ Z_angle_to 200.537 
060B: set_actor 49@ decision_maker_to 105@ 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 49@ to_interior 2 
0223: set_actor 49@ health_to 150 
08AF: set_actor 49@ max_health_to 150 
0085: 112@ = 49@ // (int) 
114@ = 2520.05 
115@ = -1301.518 
116@ = 1048.33 
gosub @FINALEB_17645 
152@ = 1 

:FINALEB_4544
if 
  152@ == 1 
else_jump @FINALEB_4590 
if 
0118:   actor 49@ dead 
else_jump @FINALEB_4590 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
152@ = 2 

:FINALEB_4590
if 
  140@ == 2 
else_jump @FINALEB_7341 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2521.9 -1301.86 1047.5 radius 6.0 6.0 3.0 
else_jump @FINALEB_7341 
00BC: show_text_highpriority GXT 'RM4_35' time 7000 flag 1  // ~s~This floor is on fire use a ~g~fire extinguisher ~s~to help you get out!
40@ = 0 
163@ = 2 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2572.08 -1301.88 1043.32 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
08FD: enable_heat_visuals 1 
009B: destroy_actor $129 
0296: unload_special_actor 2 
0669: 59@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.2 type 1 
0669: 60@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 2.0 type 1 
0669: 61@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 62@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.7 type 1 
0669: 63@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 2.0 type 1 
0669: 64@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.7 type 1 
0669: 65@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.7 type 1 
0669: 66@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.7 type 1 
0669: 67@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.7 type 1 
68@ = 0 

:FINALEB_5087
if 
  9 > 68@ 
else_jump @FINALEB_5128 
064C: make_particle 59@(68@,9i) visible 
68@ += 1 
jump @FINALEB_5087 

:FINALEB_5128
02CF: 69@ = create_fire_at 2529.62 -1306.62 1048.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2529.497 -1304.791 1048.0 propagation 0 size 2 
02CF: 71@ = create_fire_at 2530.12 -1296.96 1047.8 propagation 0 size 3 
02CF: 72@ = create_fire_at 2529.49 -1287.93 1048.0 propagation 0 size 3 
02CF: 72@ = create_fire_at 2543.98 -1305.709 1047.445 propagation 0 size 3 
02CF: 73@ = create_fire_at 2544.54 -1304.47 1047.55 propagation 0 size 3 
02CF: 98@ = create_fire_at 2543.94 -1306.83 1047.62 propagation 0 size 3 
02CF: 74@ = create_fire_at 2545.139 -1281.497 1047.5 propagation 0 size 2 
02CF: 85@ = create_fire_at 2567.77 -1294.03 1047.5 propagation 0 size 3 
02CF: 86@ = create_fire_at 2570.2 -1294.4 1047.5 propagation 0 size 3 
02CF: 83@ = create_fire_at 2568.72 -1294.32 1047.5 propagation 0 size 2 
02CF: 75@ = create_fire_at 2540.247 -1288.566 1044.0 propagation 0 size 3 
02CF: 76@ = create_fire_at 2541.687 -1289.68 1044.0 propagation 1 size 1 
02CF: 77@ = create_fire_at 2540.214 -1290.218 1044.0 propagation 0 size 2 
02CF: 78@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 79@ = create_fire_at 2537.339 -1286.56 1044.1 propagation 1 size 3 
02CF: 81@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 88@ = create_fire_at 2570.77 -1303.14 1043.35 propagation 0 size 2 
02CF: 89@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
02CF: 90@ = create_fire_at 2551.4 -1301.3 1044.0 propagation 0 size 2 
02CF: 91@ = create_fire_at 2570.52 -1301.42 1043.47 propagation 0 size 2 
02CF: 92@ = create_fire_at 2550.94 -1301.81 1044.0 propagation 0 size 3 
02CF: 93@ = create_fire_at 2537.69 -1301.34 1044.0 propagation 0 size 2 
02CF: 94@ = create_fire_at 2536.42 -1302.01 1044.0 propagation 0 size 2 
02CF: 95@ = create_fire_at 2536.82 -1290.5 1044.0 propagation 0 size 2 
02CF: 96@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 97@ = create_fire_at 2570.54 -1301.22 1043.36 propagation 0 size 3 
02CF: 102@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 99@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
02CF: 100@ = create_fire_at 2545.328 -1300.739 1044.1 propagation 0 size 2 
02CF: 101@ = create_fire_at 2548.77 -1300.375 1044.04 propagation 0 size 3 
02CF: 84@ = create_fire_at 2544.16 -1306.56 1043.8 propagation 0 size 2 
02CF: 80@ = create_fire_at 2570.43 -1302.43 1043.4 propagation 0 size 1 
02CF: 82@ = create_fire_at 2549.05 -1287.54 1043.8 propagation 0 size 3 
02CF: 103@ = create_fire_at 2570.482 -1302.438 1043.8 propagation 0 size 2 
02CF: 104@ = create_fire_at 2565.705 -1298.03 1043.7 propagation 0 size 3 
02CF: 87@ = create_fire_at 2565.528 -1289.17 1043.7 propagation 0 size 3 
032B: 137@ = create_weapon_pickup 366 type 3 ammo 99999 at 2529.829 -1303.027 1048.337 
03DC: 127@ = create_marker_above_pickup 137@ 
08DC: create_interior_marker 127@ at 2540.83 -1304.05 radius 1.0 
032B: 138@ = create_weapon_pickup 366 type 3 ammo 99999 at 2567.948 -1292.879 1044.173 
009A: 50@ = create_actor_pedtype 24 model 104 at 2528.539 -1289.935 1048.336 
0173: set_actor 50@ Z_angle_to 359.0 
0223: set_actor 50@ health_to 10 
060B: set_actor 50@ decision_maker_to 106@ 
01B2: give_actor 50@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 50@ attack_rate 20 // previously known as temper_to 
0860: link_actor 50@ to_interior 2 
0223: set_actor 50@ health_to 5 
08AF: set_actor 50@ max_health_to 5 
02E2: set_actor 50@ weapon_accuracy_to 20 
153@ = 1 
0668: AS_actor 50@ rotate_and_shoot_at 2529.49 -1287.93 1048.0 650000 ms 
009A: 51@ = create_actor_pedtype 24 model 109 at 2538.274 -1293.322 1043.133 
0173: set_actor 51@ Z_angle_to 351.1779 
0223: set_actor 51@ health_to 5 
060B: set_actor 51@ decision_maker_to 106@ 
01B2: give_actor 51@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 51@ attack_rate 20 // previously known as temper_to 
0860: link_actor 51@ to_interior 2 
02E2: set_actor 51@ weapon_accuracy_to 20 
154@ = 1 
0668: AS_actor 51@ rotate_and_shoot_at 2538.569 -1291.48 1043.604 650000 ms 
009A: 52@ = create_actor_pedtype 24 model 102 at 2539.534 -1297.778 1043.13 
0173: set_actor 52@ Z_angle_to 43.6277 
060B: set_actor 52@ decision_maker_to 105@ 
01B2: give_actor 52@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 2 
02E2: set_actor 52@ weapon_accuracy_to 20 
155@ = 0 
if 
  155@ == 0 
else_jump @FINALEB_6477 
if 
8118:   not actor 52@ dead 
else_jump @FINALEB_6477 
0085: 112@ = 52@ // (int) 
gosub @FINALEB_17744 
155@ = 1 

:FINALEB_6477
009A: 53@ = create_actor_pedtype 24 model 102 at 2548.245 -1294.142 1043.13 
0173: set_actor 53@ Z_angle_to 105.3104 
060B: set_actor 53@ decision_maker_to 105@ 
01B2: give_actor 53@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 53@ to_interior 2 
0223: set_actor 53@ health_to 150 
08AF: set_actor 53@ max_health_to 150 
156@ = 0 
if 
  156@ == 0 
else_jump @FINALEB_6617 
if 
8118:   not actor 53@ dead 
else_jump @FINALEB_6617 
0085: 112@ = 53@ // (int) 
gosub @FINALEB_17700 
156@ = 1 

:FINALEB_6617
009A: 54@ = create_actor_pedtype 24 model 104 at 2558.452 -1289.522 1043.133 
0173: set_actor 54@ Z_angle_to 91.8235 
060B: set_actor 54@ decision_maker_to 105@ 
01B2: give_actor 54@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 54@ to_interior 2 
02E2: set_actor 54@ weapon_accuracy_to 20 
157@ = 0 
if 
  157@ == 0 
else_jump @FINALEB_6748 
if 
8118:   not actor 54@ dead 
else_jump @FINALEB_6748 
0085: 112@ = 54@ // (int) 
gosub @FINALEB_17744 
157@ = 1 

:FINALEB_6748
009A: 55@ = create_actor_pedtype 24 model 102 at 2565.722 -1293.133 1044.07 
0173: set_actor 55@ Z_angle_to 85.0916 
060B: set_actor 55@ decision_maker_to 105@ 
01B2: give_actor 55@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 55@ to_interior 2 
0223: set_actor 55@ health_to 150 
08AF: set_actor 55@ max_health_to 150 
158@ = 0 
if 
  158@ == 0 
else_jump @FINALEB_6888 
if 
8118:   not actor 55@ dead 
else_jump @FINALEB_6888 
0085: 112@ = 55@ // (int) 
gosub @FINALEB_17700 
158@ = 1 

:FINALEB_6888
009A: 56@ = create_actor_pedtype 24 model 104 at 2557.144 -1297.805 1043.13 
0173: set_actor 56@ Z_angle_to 65.8333 
060B: set_actor 56@ decision_maker_to 105@ 
01B2: give_actor 56@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 56@ to_interior 2 
159@ = 0 
if 
  159@ == 0 
else_jump @FINALEB_7012 
if 
8118:   not actor 56@ dead 
else_jump @FINALEB_7012 
0085: 112@ = 56@ // (int) 
gosub @FINALEB_17744 
159@ = 1 

:FINALEB_7012
if 
  153@ == 1 
else_jump @FINALEB_7058 
if 
0118:   actor 50@ dead 
else_jump @FINALEB_7058 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
153@ = 2 

:FINALEB_7058
if 
  154@ == 1 
else_jump @FINALEB_7104 
if 
0118:   actor 51@ dead 
else_jump @FINALEB_7104 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
154@ = 2 

:FINALEB_7104
if 
  155@ == 1 
else_jump @FINALEB_7150 
if 
0118:   actor 52@ dead 
else_jump @FINALEB_7150 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
155@ = 2 

:FINALEB_7150
if 
  156@ == 1 
else_jump @FINALEB_7196 
if 
0118:   actor 53@ dead 
else_jump @FINALEB_7196 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
156@ = 2 

:FINALEB_7196
if 
  157@ == 1 
else_jump @FINALEB_7242 
if 
0118:   actor 54@ dead 
else_jump @FINALEB_7242 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
157@ = 2 

:FINALEB_7242
if 
  158@ == 1 
else_jump @FINALEB_7288 
if 
0118:   actor 55@ dead 
else_jump @FINALEB_7288 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
158@ = 2 

:FINALEB_7288
if 
  159@ == 1 
else_jump @FINALEB_7334 
if 
0118:   actor 56@ dead 
else_jump @FINALEB_7334 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
159@ = 2 

:FINALEB_7334
140@ = 3 

:FINALEB_7341
if 
  140@ == 3 
else_jump @FINALEB_8948 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.39 -1308.59 1041.4 cornerB 2584.08 -1272.85 1047.02 
else_jump @FINALEB_8948 
0249: release_model 349 
0164: disable_marker 127@ 
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2565.56 -1301.7 1030.97 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
0164: disable_marker 127@ 
031A: remove_all_fires 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
0249: release_model 366 
02CF: 69@ = create_fire_at 2575.774 -1283.055 1042.133 propagation 0 size 3 
02CF: 70@ = create_fire_at 2581.744 -1297.517 1039.02 propagation 0 size 1 
02CF: 71@ = create_fire_at 2570.414 -1300.047 1036.781 propagation 0 size 3 
02CF: 72@ = create_fire_at 2568.78 -1299.987 1036.781 propagation 0 size 3 
02CF: 73@ = create_fire_at 2577.247 -1294.814 1034.048 propagation 0 size 1 
02CF: 74@ = create_fire_at 2566.833 -1282.489 1030.43 propagation 0 size 3 
02CF: 75@ = create_fire_at 2567.984 -1284.974 1030.43 propagation 0 size 2 
02CF: 76@ = create_fire_at 2572.402 -1304.581 1030.43 propagation 0 size 2 
02CF: 77@ = create_fire_at 2570.79 -1305.299 1030.43 propagation 0 size 1 
02CF: 78@ = create_fire_at 2556.55 -1301.88 1029.82 propagation 0 size 3 
02CF: 79@ = create_fire_at 2556.83 -1303.91 1029.42 propagation 0 size 2 
02CF: 80@ = create_fire_at 2556.01 -1305.31 1029.82 propagation 0 size 3 
02CF: 81@ = create_fire_at 2553.16 -1297.94 1029.42 propagation 0 size 2 
02CF: 82@ = create_fire_at 2552.43 -1297.31 1029.82 propagation 0 size 2 
02CF: 83@ = create_fire_at 2552.15 -1294.97 1029.42 propagation 0 size 3 
02CF: 84@ = create_fire_at 2547.77 -1285.41 1029.82 propagation 0 size 3 
02CF: 85@ = create_fire_at 2547.4 -1284.33 1029.42 propagation 0 size 1 
02CF: 86@ = create_fire_at 2547.77 -1282.32 1029.82 propagation 0 size 3 
02CF: 87@ = create_fire_at 2545.93 -1292.47 1029.42 propagation 0 size 3 
02CF: 88@ = create_fire_at 2545.48 -1290.81 1029.82 propagation 0 size 1 
02CF: 89@ = create_fire_at 2544.11 -1292.71 1029.42 propagation 0 size 2 
02CF: 90@ = create_fire_at 2539.75 -1299.17 1029.82 propagation 0 size 1 
02CF: 91@ = create_fire_at 2539.25 -1297.76 1029.42 propagation 0 size 2 
02CF: 92@ = create_fire_at 2540.58 -1280.24 1036.78 propagation 0 size 2 
02CF: 93@ = create_fire_at 2540.4 -1281.22 1036.78 propagation 0 size 1 
02CF: 94@ = create_fire_at 2529.85 -1294.27 1036.8 propagation 0 size 2 
02CF: 95@ = create_fire_at 2545.85 -1307.04 1036.78 propagation 0 size 2 
02CF: 96@ = create_fire_at 2547.47 -1306.59 1036.78 propagation 0 size 1 
009A: 42@ = create_actor_pedtype 24 model 102 at 2579.905 -1291.163 1043.125 
0173: set_actor 42@ Z_angle_to 177.191 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 2 
145@ = 0 
009A: 43@ = create_actor_pedtype 24 model 104 at 2567.413 -1305.324 1036.781 
0173: set_actor 43@ Z_angle_to 268.0134 
060B: set_actor 43@ decision_maker_to 105@ 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 43@ weapon_skill_to 2 
0860: link_actor 43@ to_interior 2 
0223: set_actor 43@ health_to 150 
08AF: set_actor 43@ max_health_to 150 
146@ = 0 
009A: 44@ = create_actor_pedtype 24 model 109 at 2572.115 -1301.504 1036.781 
0173: set_actor 44@ Z_angle_to 61.2775 
060B: set_actor 44@ decision_maker_to 105@ 
01B2: give_actor 44@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 44@ attack_rate 20 // previously known as temper_to 
0860: link_actor 44@ to_interior 2 
0223: set_actor 44@ health_to 5 
0668: AS_actor 44@ rotate_and_shoot_at 2570.207 -1300.238 1037.059 650000 ms 
147@ = 0 
009A: 45@ = create_actor_pedtype 24 model 102 at 2575.007 -1284.838 1030.427 
0173: set_actor 45@ Z_angle_to 170.5391 
060B: set_actor 45@ decision_maker_to 105@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
0860: link_actor 45@ to_interior 2 
148@ = 0 
if 
  148@ == 0 
else_jump @FINALEB_8553 
if 
8118:   not actor 45@ dead 
else_jump @FINALEB_8553 
0085: 112@ = 45@ // (int) 
gosub @FINALEB_17744 
148@ = 1 

:FINALEB_8553
009A: 46@ = create_actor_pedtype 24 model 104 at 2568.075 -1293.628 1030.43 
0173: set_actor 46@ Z_angle_to 356.7112 
060B: set_actor 46@ decision_maker_to 105@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
0223: set_actor 46@ health_to 150 
08AF: set_actor 46@ max_health_to 150 
149@ = 0 
if 
  149@ == 0 
else_jump @FINALEB_8693 
if 
8118:   not actor 46@ dead 
else_jump @FINALEB_8693 
0085: 112@ = 46@ // (int) 
gosub @FINALEB_17700 
149@ = 1 

:FINALEB_8693
009A: 47@ = create_actor_pedtype 24 model 109 at 2570.626 -1297.5 1030.427 
0173: set_actor 47@ Z_angle_to 3.5755 
060B: set_actor 47@ decision_maker_to 105@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
150@ = 0 
if 
  150@ == 0 
else_jump @FINALEB_8817 
if 
8118:   not actor 47@ dead 
else_jump @FINALEB_8817 
0085: 112@ = 47@ // (int) 
gosub @FINALEB_17700 
150@ = 1 

:FINALEB_8817
009A: 48@ = create_actor_pedtype 24 model 102 at 2570.947 -1301.719 1030.43 
0173: set_actor 48@ Z_angle_to 359.8018 
060B: set_actor 48@ decision_maker_to 105@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
151@ = 0 
if 
  151@ == 0 
else_jump @FINALEB_8941 
if 
8118:   not actor 48@ dead 
else_jump @FINALEB_8941 
0085: 112@ = 48@ // (int) 
gosub @FINALEB_17700 
151@ = 1 

:FINALEB_8941
140@ = 4 

:FINALEB_8948
if 
  140@ == 4 
else_jump @FINALEB_10788 
if 
  145@ == 0 
else_jump @FINALEB_9108 
if 
8118:   not actor 42@ dead 
else_jump @FINALEB_9108 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2577.6 -1289.91 1043.77 radius 5.0 5.0 3.0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9108 
0085: 112@ = 42@ // (int) 
114@ = 2579.905 
115@ = -1304.985 
116@ = 1036.773 
gosub @FINALEB_17645 
145@ = 1 

:FINALEB_9108
if 
  146@ == 0 
else_jump @FINALEB_9213 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_9213 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.88 -1309.87 1036.2 cornerB 2563.87 -1289.87 1042.68 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9213 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
146@ = 1 

:FINALEB_9213
if 
  151@ == 1 
else_jump @FINALEB_9385 
if 
8118:   not actor 48@ dead 
else_jump @FINALEB_9385 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2573.3 -1281.03 1028.8 cornerB 2563.7 -1300.61 1034.0 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FINALEB_9385 
0085: 112@ = 48@ // (int) 
114@ = 2570.947 
115@ = -1301.719 
116@ = 1030.43 
121@ = 2558.722 
122@ = -1301.829 
123@ = 1030.43 
gosub @FINALEB_17782 
151@ = 2 

:FINALEB_9385
if 
  145@ == 1 
else_jump @FINALEB_9431 
if 
0118:   actor 42@ dead 
else_jump @FINALEB_9431 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
145@ = 2 

:FINALEB_9431
if 
  146@ == 1 
else_jump @FINALEB_9477 
if 
0118:   actor 43@ dead 
else_jump @FINALEB_9477 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
146@ = 2 

:FINALEB_9477
if 
  147@ == 1 
else_jump @FINALEB_9523 
if 
0118:   actor 44@ dead 
else_jump @FINALEB_9523 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
147@ = 2 

:FINALEB_9523
if 
  148@ == 1 
else_jump @FINALEB_9569 
if 
0118:   actor 45@ dead 
else_jump @FINALEB_9569 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
148@ = 2 

:FINALEB_9569
if 
  149@ == 1 
else_jump @FINALEB_9615 
if 
0118:   actor 46@ dead 
else_jump @FINALEB_9615 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
149@ = 2 

:FINALEB_9615
if 
  150@ == 1 
else_jump @FINALEB_9661 
if 
0118:   actor 47@ dead 
else_jump @FINALEB_9661 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
150@ = 2 

:FINALEB_9661
if or
  151@ == 1 
  151@ == 1 
else_jump @FINALEB_9714 
if 
0118:   actor 48@ dead 
else_jump @FINALEB_9714 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
151@ = 2 

:FINALEB_9714
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2565.94 -1301.96 1030.77 radius 8.0 8.0 3.0 
else_jump @FINALEB_10788 
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2528.78 -1293.94 1030.86 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
009A: 51@ = create_actor_pedtype 24 model 102 at 2549.162 -1291.369 1030.467 
0173: set_actor 51@ Z_angle_to 275.0 
060B: set_actor 51@ decision_maker_to 105@ 
01B2: give_actor 51@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 51@ to_interior 2 
0223: set_actor 51@ health_to 150 
08AF: set_actor 51@ max_health_to 150 
154@ = 0 
if 
  154@ == 0 
else_jump @FINALEB_9982 
if 
8118:   not actor 51@ dead 
else_jump @FINALEB_9982 
0085: 112@ = 51@ // (int) 
gosub @FINALEB_17700 
154@ = 1 

:FINALEB_9982
009A: 52@ = create_actor_pedtype 24 model 104 at 2534.88 -1292.009 1031.469 
0173: set_actor 52@ Z_angle_to 275.0 
060B: set_actor 52@ decision_maker_to 105@ 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 52@ weapon_skill_to 2 
0860: link_actor 52@ to_interior 2 
155@ = 0 
if 
  155@ == 0 
else_jump @FINALEB_10113 
if 
8118:   not actor 52@ dead 
else_jump @FINALEB_10113 
0085: 112@ = 52@ // (int) 
gosub @FINALEB_17744 
155@ = 1 

:FINALEB_10113
009A: 53@ = create_actor_pedtype 24 model 104 at 2554.033 -1287.08 1030.43 
0173: set_actor 53@ Z_angle_to 270.0 
060B: set_actor 53@ decision_maker_to 105@ 
01B2: give_actor 53@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 53@ to_interior 2 
156@ = 0 
if 
  156@ == 0 
else_jump @FINALEB_10285 
if 
8118:   not actor 53@ dead 
else_jump @FINALEB_10285 
0085: 112@ = 53@ // (int) 
114@ = 2554.033 
115@ = -1287.08 
116@ = 1030.43 
120@ = 1200 
124@ = 270.0 
gosub @FINALEB_18178 
156@ = 1 

:FINALEB_10285
009A: 54@ = create_actor_pedtype 24 model 104 at 2546.007 -1287.15 1030.427 
0173: set_actor 54@ Z_angle_to 270.0 
060B: set_actor 54@ decision_maker_to 105@ 
01B2: give_actor 54@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 54@ to_interior 2 
157@ = 0 
if 
  157@ == 0 
else_jump @FINALEB_10457 
if 
8118:   not actor 54@ dead 
else_jump @FINALEB_10457 
0085: 112@ = 54@ // (int) 
114@ = 2546.007 
115@ = -1287.15 
116@ = 1030.427 
120@ = 2000 
124@ = 270.0 
gosub @FINALEB_18178 
157@ = 1 

:FINALEB_10457
009A: 55@ = create_actor_pedtype 24 model 109 at 2530.397 -1291.381 1036.781 
0173: set_actor 55@ Z_angle_to 278.2231 
060B: set_actor 55@ decision_maker_to 105@ 
01B2: give_actor 55@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 55@ to_interior 2 
158@ = 0 
if 
  158@ == 0 
else_jump @FINALEB_10581 
if 
8118:   not actor 55@ dead 
else_jump @FINALEB_10581 
0085: 112@ = 55@ // (int) 
gosub @FINALEB_17744 
158@ = 1 

:FINALEB_10581
009A: 56@ = create_actor_pedtype 24 model 102 at 2540.443 -1306.621 1036.781 
0173: set_actor 56@ Z_angle_to 328.6817 
060B: set_actor 56@ decision_maker_to 105@ 
01B2: give_actor 56@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 56@ to_interior 2 
159@ = 0 
if 
  159@ == 0 
else_jump @FINALEB_10705 
if 
8118:   not actor 56@ dead 
else_jump @FINALEB_10705 
0085: 112@ = 56@ // (int) 
gosub @FINALEB_17744 
159@ = 1 

:FINALEB_10705
009A: 50@ = create_actor_pedtype 24 model 109 at 2535.111 -1304.992 1030.43 
0173: set_actor 50@ Z_angle_to 328.6817 
060B: set_actor 50@ decision_maker_to 105@ 
01B2: give_actor 50@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 50@ to_interior 2 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
153@ = 0 
140@ = 5 

:FINALEB_10788
if 
  140@ == 5 
else_jump @FINALEB_12436 
if 
  154@ == 1 
else_jump @FINALEB_10919 
if 
8118:   not actor 51@ dead 
else_jump @FINALEB_10919 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2553.85 -1308.35 1028.6 cornerB 2540.27 -1275.04 1033.2 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
else_jump @FINALEB_10919 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
154@ = 2 

:FINALEB_10919
if 
  155@ == 1 
else_jump @FINALEB_11032 
if 
8118:   not actor 52@ dead 
else_jump @FINALEB_11032 
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2542.24 -1308.67 1028.09 cornerB 2527.86 -1276.9 1033.19 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 52@ 
else_jump @FINALEB_11032 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
155@ = 2 

:FINALEB_11032
if or
  154@ == 1 
  153@ == 2 
else_jump @FINALEB_11085 
if 
0118:   actor 51@ dead 
else_jump @FINALEB_11085 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
154@ = 3 

:FINALEB_11085
if or
  155@ == 1 
  153@ == 2 
else_jump @FINALEB_11138 
if 
0118:   actor 52@ dead 
else_jump @FINALEB_11138 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
155@ = 3 

:FINALEB_11138
if 
  156@ == 1 
else_jump @FINALEB_11266 
if 
8118:   not actor 53@ dead 
else_jump @FINALEB_11266 
if or
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 53@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_11266 
if 
8118:   not actor 53@ dead 
else_jump @FINALEB_11254 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
156@ = 2 
jump @FINALEB_11266 

:FINALEB_11254
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
156@ = 2 

:FINALEB_11266
if or
  156@ == 1 
  156@ == 2 
else_jump @FINALEB_11319 
if 
0118:   actor 53@ dead 
else_jump @FINALEB_11319 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
156@ = 3 

:FINALEB_11319
if 
  157@ == 1 
else_jump @FINALEB_11447 
if 
8118:   not actor 54@ dead 
else_jump @FINALEB_11447 
if or
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 54@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @FINALEB_11447 
if 
8118:   not actor 54@ dead 
else_jump @FINALEB_11435 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
157@ = 2 
jump @FINALEB_11447 

:FINALEB_11435
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
157@ = 2 

:FINALEB_11447
if or
  157@ == 1 
  157@ == 2 
else_jump @FINALEB_11500 
if 
0118:   actor 54@ dead 
else_jump @FINALEB_11500 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
157@ = 3 

:FINALEB_11500
if 
  158@ == 1 
else_jump @FINALEB_11546 
if 
0118:   actor 55@ dead 
else_jump @FINALEB_11546 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
158@ = 2 

:FINALEB_11546
if 
  159@ == 1 
else_jump @FINALEB_11592 
if 
0118:   actor 56@ dead 
else_jump @FINALEB_11592 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
159@ = 2 

:FINALEB_11592
if 
  153@ == 1 
else_jump @FINALEB_11638 
if 
0118:   actor 50@ dead 
else_jump @FINALEB_11638 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
153@ = 2 

:FINALEB_11638
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2528.53 -1293.96 1030.86 radius 8.0 8.0 4.0 
else_jump @FINALEB_12436 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 71@ 
02D1: remove_fire 72@ 
02D1: remove_fire 73@ 
02D1: remove_fire 74@ 
02D1: remove_fire 75@ 
02D1: remove_fire 76@ 
02D1: remove_fire 77@ 
02D1: remove_fire 78@ 
02D1: remove_fire 79@ 
02D1: remove_fire 80@ 
02D1: remove_fire 81@ 
02D1: remove_fire 82@ 
02D1: remove_fire 84@ 
02D1: remove_fire 86@ 
02D1: remove_fire 90@ 
02D1: remove_fire 92@ 
02D1: remove_fire 93@ 
02D1: remove_fire 94@ 
02CF: 69@ = create_fire_at 2523.92 -1299.21 1030.78 propagation 0 size 3 
02CF: 70@ = create_fire_at 2523.66 -1297.4 1030.8 propagation 0 size 1 
02CF: 71@ = create_fire_at 2528.97 -1304.32 1030.77 propagation 0 size 2 
02CF: 72@ = create_fire_at 2525.5 -1321.59 1030.75 propagation 0 size 2 
02CF: 74@ = create_fire_at 2541.0 -1311.02 1028.09 propagation 0 size 2 
0215: destroy_pickup 138@ 
032B: 138@ = create_weapon_pickup 366 type 3 ammo 99999 at 2534.036 -1321.212 1031.469 
02CF: 75@ = create_fire_at 2540.69 -1320.01 1030.68 propagation 0 size 3 
02CF: 76@ = create_fire_at 2540.2 -1316.76 1030.64 propagation 0 size 3 
02CF: 77@ = create_fire_at 2540.61 -1317.43 1030.62 propagation 0 size 3 
02CF: 78@ = create_fire_at 2540.35 -1318.39 1030.59 propagation 0 size 3 
02CF: 79@ = create_fire_at 2540.5 -1319.58 1030.61 propagation 0 size 3 
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2540.92 -1304.14 1024.39 
08DC: create_interior_marker 126@ at 2540.83 -1304.05 radius 1.0 
009A: 42@ = create_actor_pedtype 24 model 102 at 2527.368 -1319.587 1030.43 
0173: set_actor 42@ Z_angle_to 1.4222 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 42@ weapon_skill_to 2 
0860: link_actor 42@ to_interior 2 
02E2: set_actor 42@ weapon_accuracy_to 30 
145@ = 0 
009A: 43@ = create_actor_pedtype 24 model 104 at 2528.284 -1314.865 1030.43 
0173: set_actor 43@ Z_angle_to 3.4628 
060B: set_actor 43@ decision_maker_to 105@ 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 43@ weapon_skill_to 2 
0860: link_actor 43@ to_interior 2 
146@ = 0 
if 
  146@ == 0 
else_jump @FINALEB_12354 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_12354 
0085: 112@ = 43@ // (int) 
gosub @FINALEB_17700 
146@ = 1 

:FINALEB_12354
009A: 44@ = create_actor_pedtype 24 model 109 at 2524.055 -1309.533 1030.43 
0173: set_actor 44@ Z_angle_to 7.001 
060B: set_actor 44@ decision_maker_to 105@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 2 
02E2: set_actor 44@ weapon_accuracy_to 30 
147@ = 0 
140@ = 6 

:FINALEB_12436
if 
  140@ == 6 
else_jump @FINALEB_12846 
if 
  145@ == 0 
else_jump @FINALEB_12567 
if 
8118:   not actor 42@ dead 
else_jump @FINALEB_12567 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.07 -1293.72 1029.5 radius 3.0 3.0 3.5 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
else_jump @FINALEB_12567 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
145@ = 1 

:FINALEB_12567
if 
  147@ == 0 
else_jump @FINALEB_12675 
if 
8118:   not actor 44@ dead 
else_jump @FINALEB_12675 
if or
0104:   actor $PLAYER_ACTOR near_actor 44@ radius 7.0 7.0 3.5 sphere 0 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 44@ 
else_jump @FINALEB_12675 
0085: 112@ = 44@ // (int) 
gosub @FINALEB_17854 
147@ = 1 

:FINALEB_12675
if 
  145@ == 1 
else_jump @FINALEB_12721 
if 
0118:   actor 42@ dead 
else_jump @FINALEB_12721 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
145@ = 2 

:FINALEB_12721
if 
  146@ == 1 
else_jump @FINALEB_12767 
if 
0118:   actor 43@ dead 
else_jump @FINALEB_12767 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
146@ = 2 

:FINALEB_12767
if 
  147@ == 1 
else_jump @FINALEB_12813 
if 
0118:   actor 44@ dead 
else_jump @FINALEB_12813 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
147@ = 2 

:FINALEB_12813
09E8: 58@ = actor $PLAYER_ACTOR active_interior 
if 
  58@ == 0 
else_jump @FINALEB_12846 
140@ = 7 

:FINALEB_12846
if 
  140@ == 7 
else_jump @FINALEB_14006 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "FINALE" 
038B: load_requested_models 

:FINALEB_12926
if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "FINALE" loaded 
else_jump @FINALEB_12970 
wait 0 
jump @FINALEB_12926 

:FINALEB_12970
0164: disable_marker 126@ 
018A: 126@ = create_checkpoint_at 2522.82 -1272.52 34.151 
00A1: put_actor $PLAYER_ACTOR at 2538.657 -1304.358 34.0 
0249: release_model 104 
0249: release_model 349 
04EF: release_animation "SWAT" 
0249: release_model 102 
0249: release_model 109 
0249: release_model 349 
0249: release_model 352 
0249: release_model 356 
0249: release_model 366 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 133@ 
0215: destroy_pickup 128@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 131@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
009A: 42@ = create_actor_pedtype 24 model 109 at 2543.2 -1277.645 33.9609 
0173: set_actor 42@ Z_angle_to 7.001 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 42@ weapon_skill_to 2 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 42@ weapon_accuracy_to 10 
145@ = 1 
009A: 43@ = create_actor_pedtype 24 model 102 at 2536.917 -1283.446 33.9609 
0173: set_actor 43@ Z_angle_to 7.001 
060B: set_actor 43@ decision_maker_to 105@ 
01B2: give_actor 43@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 10 
146@ = 0 
if 
  146@ == 0 
else_jump @FINALEB_13382 
if 
8118:   not actor 43@ dead 
else_jump @FINALEB_13382 
0085: 112@ = 43@ // (int) 
gosub @FINALEB_17744 
146@ = 1 

:FINALEB_13382
009A: 44@ = create_actor_pedtype 24 model 102 at 2531.656 -1287.27 33.9602 
0173: set_actor 44@ Z_angle_to 7.001 
060B: set_actor 44@ decision_maker_to 105@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 44@ weapon_skill_to 2 
02E2: set_actor 44@ weapon_accuracy_to 10 
147@ = 0 
if 
  147@ == 0 
else_jump @FINALEB_13513 
if 
8118:   not actor 44@ dead 
else_jump @FINALEB_13513 
0085: 112@ = 44@ // (int) 
gosub @FINALEB_17700 
147@ = 1 

:FINALEB_13513
009A: 45@ = create_actor_pedtype 24 model 109 at 2539.569 -1268.471 33.9609 
0173: set_actor 45@ Z_angle_to 2.21 
060B: set_actor 45@ decision_maker_to 105@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 45@ weapon_accuracy_to 20 
148@ = 1 
031A: remove_all_fires 
02CF: 87@ = create_fire_at 2538.45 -1281.4 34.34 propagation 0 size 3 
02CF: 69@ = create_fire_at 2527.64 -1312.0 33.9 propagation 0 size 2 
02CF: 70@ = create_fire_at 2527.58 -1303.3 34.4 propagation 0 size 1 
02CF: 71@ = create_fire_at 2532.52 -1306.39 33.9 propagation 0 size 2 
02CF: 72@ = create_fire_at 2528.08 -1284.9 34.3 propagation 0 size 2 
02CF: 73@ = create_fire_at 2544.03 -1269.3 34.2 propagation 0 size 1 
02CF: 74@ = create_fire_at 2536.26 -1302.49 34.0 propagation 0 size 2 
02CF: 75@ = create_fire_at 2532.58 -1291.07 34.0 propagation 0 size 1 
02CF: 79@ = create_fire_at 2528.64 -1269.64 34.0 propagation 0 size 1 
02CF: 80@ = create_fire_at 2534.57 -1284.5 34.04 propagation 0 size 1 
02CF: 78@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 77@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 82@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 3 
02CF: 83@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 84@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 85@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 2 
02CF: 86@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 3 
140@ = 8 

:FINALEB_14006
if 
  140@ == 8 
else_jump @FINALEB_14320 
if 
  145@ == 1 
else_jump @FINALEB_14070 
if 
0118:   actor 42@ dead 
else_jump @FINALEB_14070 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
145@ = 2 

:FINALEB_14070
if 
  146@ == 1 
else_jump @FINALEB_14116 
if 
0118:   actor 43@ dead 
else_jump @FINALEB_14116 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
146@ = 2 

:FINALEB_14116
if 
  147@ == 1 
else_jump @FINALEB_14162 
if 
0118:   actor 44@ dead 
else_jump @FINALEB_14162 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
147@ = 2 

:FINALEB_14162
if 
  148@ == 1 
else_jump @FINALEB_14208 
if 
0118:   actor 45@ dead 
else_jump @FINALEB_14208 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
148@ = 2 

:FINALEB_14208
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2545.59 -1278.26 31.36 cornerB 2516.65 -1259.84 37.0 
else_jump @FINALEB_14320 
031A: remove_all_fires 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
68@ = 0 

:FINALEB_14272
if 
  9 > 68@ 
else_jump @FINALEB_14313 
0650: destroy_particle 59@(68@,9i) 
68@ += 1 
jump @FINALEB_14272 

:FINALEB_14313
140@ = 9 

:FINALEB_14320
if 
  140@ == 9 
else_jump @FINALEB_14949 
0164: disable_marker 126@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0924: enable_screen_darkness 0 with_value -1 
08B1: enable_night_vision 0 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
02CF: 69@ = create_fire_at 2532.62 -1272.65 34.31 propagation 0 size 1 
02CF: 70@ = create_fire_at 2532.88 -1272.75 34.12 propagation 0 size 2 
02CF: 72@ = create_fire_at 2527.9 -1272.5 34.8 propagation 0 size 2 
02CF: 73@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 3 
02CF: 74@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 2 
02CF: 78@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 77@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 82@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 1 
02CF: 83@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 84@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 85@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 3 
02CF: 81@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 1 
02CF: 71@ = create_fire_at 2532.433 -1275.658 34.0 propagation 0 size 3 
0828: set_max_fire_generations 3 
$9368 = 2526.989 
$9369 = -1272.577 
$9370 = 34.8419 
$9371 = 2527.988 
$9372 = -1272.557 
$9373 = 34.8799 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
00A1: put_actor $PLAYER_ACTOR at 2538.45 -1281.4 34.34 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position $9368 $9369 $9370 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9371 $9372 $9373 switchstyle 2 
wait 2000 
00A1: put_actor $PLAYER_ACTOR at 2533.743 -1272.434 34.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
wait 500 
0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" IFP "DAM_JUMP" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00C0: set_current_time_hours_to 17 minutes_to 0 
40@ = 0 
015D: set_gamespeed 0.3 
140@ = 10 

:FINALEB_14949
if 
  140@ == 10 
else_jump @FINALEB_16164 
015F: set_camera_position $9368 $9369 $9370 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9371 $9372 $9373 switchstyle 2 
if 
  2512.28 >= $9368 
else_jump @FINALEB_15048 
40@ = 0 
161@ = 12 
140@ = 11 

:FINALEB_15048
if 
  40@ > 500 
else_jump @FINALEB_15077 
007E: $9368 -= frame_delta_time * 0.18 // (float) 

:FINALEB_15077
if 
  40@ > 0 
else_jump @FINALEB_15144 
if 
  161@ == 0 
else_jump @FINALEB_15144 
0948: create_explosion_at 2538.4 -1278.4 34.04 type 4 camera_shake 0.2 
161@ = 1 

:FINALEB_15144
if 
  40@ > 100 
else_jump @FINALEB_15187 
if 
  161@ == 1 
else_jump @FINALEB_15187 
161@ = 2 

:FINALEB_15187
if 
  40@ > 250 
else_jump @FINALEB_15265 
if 
  161@ == 2 
else_jump @FINALEB_15265 
0948: create_explosion_at 2540.24 -1270.59 34.07 type 0 camera_shake 0.2 
02D1: remove_fire 72@ 
02D1: remove_fire 69@ 
161@ = 3 

:FINALEB_15265
if 
  40@ > 500 
else_jump @FINALEB_15333 
if 
  161@ == 3 
else_jump @FINALEB_15333 
0948: create_explosion_at 2535.66 -1276.3 34.34 type 2 camera_shake 0.2 
161@ = 4 

:FINALEB_15333
if 
  40@ > 850 
else_jump @FINALEB_15406 
if 
  161@ == 4 
else_jump @FINALEB_15406 
0948: create_explosion_at 2531.74 -1270.35 34.39 type 1 camera_shake 0.2 
02D1: remove_fire 72@ 
161@ = 5 

:FINALEB_15406
if 
  40@ > 1100 
else_jump @FINALEB_15457 
if 
  161@ == 5 
else_jump @FINALEB_15457 
015D: set_gamespeed 0.35 
161@ = 6 

:FINALEB_15457
if 
  40@ > 1298 
else_jump @FINALEB_15537 
if 
  161@ == 6 
else_jump @FINALEB_15537 
015D: set_gamespeed 0.39 
0948: create_explosion_at 2527.72 -1272.82 34.26 type 0 camera_shake 0.2 
02D1: remove_fire 73@ 
161@ = 7 

:FINALEB_15537
if 
  40@ > 1400 
else_jump @FINALEB_15612 
if 
  161@ == 7 
else_jump @FINALEB_15612 
015D: set_gamespeed 0.42 
0948: create_explosion_at 2529.54 -1270.12 34.31 type 2 camera_shake 0.22 
161@ = 8 

:FINALEB_15612
if 
  40@ > 1500 
else_jump @FINALEB_15692 
if 
  161@ == 8 
else_jump @FINALEB_15692 
015D: set_gamespeed 0.44 
0948: create_explosion_at 2524.15 -1272.31 34.42 type 4 camera_shake 0.25 
02D1: remove_fire 78@ 
161@ = 9 

:FINALEB_15692
if 
  40@ > 1600 
else_jump @FINALEB_15812 
if 
  161@ == 9 
else_jump @FINALEB_15812 
015D: set_gamespeed 0.5 
0948: create_explosion_at 2522.33 -1270.19 34.19 type 1 camera_shake 0.3 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 73@ 
02D1: remove_fire 78@ 
02D1: remove_fire 77@ 
02D1: remove_fire 83@ 
02D1: remove_fire 84@ 
02D1: remove_fire 81@ 
02D1: remove_fire 71@ 
161@ = 10 

:FINALEB_15812
if 
  40@ > 1700 
else_jump @FINALEB_16096 
if 
  161@ == 10 
else_jump @FINALEB_16096 
0948: create_explosion_at 2524.14 -1270.04 34.19 type 2 camera_shake 0.25 
02CF: 69@ = create_fire_at 2523.17 -1269.18 34.04 propagation 0 size 3 
02CF: 70@ = create_fire_at 2522.47 -1271.46 34.15 propagation 0 size 2 
02CF: 73@ = create_fire_at 2523.68 -1272.35 34.19 propagation 0 size 3 
02CF: 78@ = create_fire_at 2523.18 -1273.32 34.06 propagation 0 size 2 
02CF: 77@ = create_fire_at 2522.8 -1274.45 34.05 propagation 0 size 3 
02CF: 83@ = create_fire_at 2522.42 -1276.4 34.05 propagation 0 size 2 
02CF: 84@ = create_fire_at 2520.32 -1273.41 34.0 propagation 0 size 1 
02CF: 81@ = create_fire_at 2521.32 -1273.41 34.0 propagation 0 size 1 
02CF: 71@ = create_fire_at 2520.93 -1269.28 34.0 propagation 0 size 2 
161@ = 11 

:FINALEB_16096
if 
  40@ > 1916 
else_jump @FINALEB_16164 
if 
  161@ == 11 
else_jump @FINALEB_16164 
0948: create_explosion_at 2522.01 -1274.06 34.2 type 4 camera_shake 0.2 
161@ = 12 

:FINALEB_16164
if 
  140@ == 11 
else_jump @FINALEB_17638 
if 
  61.0 > $9370 
else_jump @FINALEB_16233 
0078: $9370 += frame_delta_time * 0.1 // (float) 
007E: $9368 -= frame_delta_time * 0.02 // (float) 
0078: $9373 += frame_delta_time * 0.008 // (float) 

:FINALEB_16233
015F: set_camera_position $9368 $9369 $9370 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9371 $9372 $9373 switchstyle 2 
if 
  161@ == 12 
else_jump @FINALEB_16340 
if 
  40@ > 1400 
else_jump @FINALEB_16340 
0948: create_explosion_at 2521.46 -1268.02 39.8 type 0 camera_shake 0.2 
161@ = 13 

:FINALEB_16340
if 
  161@ == 13 
else_jump @FINALEB_16408 
if 
  40@ > 1670 
else_jump @FINALEB_16408 
0948: create_explosion_at 2521.48 -1270.67 40.32 type 4 camera_shake 0.25 
161@ = 14 

:FINALEB_16408
if 
  161@ == 14 
else_jump @FINALEB_16568 
if 
  40@ > 1800 
else_jump @FINALEB_16568 
0948: create_explosion_at 2521.32 -1275.86 40.47 type 2 camera_shake 0.2 
02D1: remove_fire 72@ 
02D1: remove_fire 74@ 
02D1: remove_fire 82@ 
02D1: remove_fire 77@ 
02CF: 72@ = create_fire_at 2521.46 -1268.02 39.8 propagation 1 size 2 
02CF: 74@ = create_fire_at 22521.48 -1270.67 40.32 propagation 1 size 2 
02CF: 82@ = create_fire_at 2521.32 -1275.86 40.47 propagation 1 size 1 
161@ = 15 

:FINALEB_16568
if 
  161@ == 15 
else_jump @FINALEB_16660 
if 
  40@ > 1950 
else_jump @FINALEB_16660 
0948: create_explosion_at 2521.42 -1273.18 39.83 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.43 -1280.65 40.28 type 4 camera_shake 0.2 
161@ = 16 

:FINALEB_16660
if 
  161@ == 16 
else_jump @FINALEB_16777 
if 
  40@ > 2200 
else_jump @FINALEB_16777 
0948: create_explosion_at 2521.27 -1270.64 43.25 type 2 camera_shake 0.2 
02D1: remove_fire 85@ 
02D1: remove_fire 71@ 
02D1: remove_fire 87@ 
02D1: remove_fire 86@ 
02D1: remove_fire 78@ 
02CF: 77@ = create_fire_at 2525.43 -1280.65 40.28 propagation 1 size 2 
161@ = 17 

:FINALEB_16777
if 
  161@ == 17 
else_jump @FINALEB_16893 
if 
  40@ > 2568 
else_jump @FINALEB_16893 
0948: create_explosion_at 2521.15 -1267.91 43.37 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.89 -1281.0 43.79 type 4 camera_shake 0.2 
02CF: 78@ = create_fire_at 2525.89 -1281.0 43.79 propagation 3 size 3 
161@ = 18 

:FINALEB_16893
if 
  161@ == 18 
else_jump @FINALEB_17033 
if 
  40@ > 3241 
else_jump @FINALEB_17033 
0948: create_explosion_at 2520.86 -1273.39 43.2 type 0 camera_shake 0.2 
02CF: 85@ = create_fire_at 2521.27 -1270.64 43.25 propagation 1 size 3 
02CF: 71@ = create_fire_at 2521.15 -1267.91 43.37 propagation 2 size 2 
02CF: 87@ = create_fire_at 2521.34 -1275.7 43.26 propagation 3 size 1 
161@ = 19 

:FINALEB_17033
if 
  161@ == 19 
else_jump @FINALEB_17101 
if 
  40@ > 3485 
else_jump @FINALEB_17101 
0948: create_explosion_at 2521.34 -1275.7 43.26 type 4 camera_shake 0.2 
161@ = 20 

:FINALEB_17101
if 
  161@ == 20 
else_jump @FINALEB_17169 
if 
  40@ > 3708 
else_jump @FINALEB_17169 
0948: create_explosion_at 2521.15 -1275.61 47.83 type 2 camera_shake 0.2 
161@ = 21 

:FINALEB_17169
if 
  161@ == 21 
else_jump @FINALEB_17266 
if 
  40@ > 4246 
else_jump @FINALEB_17266 
0948: create_explosion_at 2521.04 -1272.97 47.91 type 0 camera_shake 0.2 
02D1: remove_fire 83@ 
02CF: 70@ = create_fire_at 2525.88 -1279.99 48.43 propagation 3 size 2 
161@ = 22 

:FINALEB_17266
if 
  161@ == 22 
else_jump @FINALEB_17368 
if 
  40@ > 4708 
else_jump @FINALEB_17368 
0948: create_explosion_at 2521.24 -1267.9 48.15 type 4 camera_shake 0.2 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
0948: create_explosion_at 2525.88 -1279.99 48.43 type 2 camera_shake 0.2 
161@ = 23 

:FINALEB_17368
if 
  161@ == 23 
else_jump @FINALEB_17508 
if 
  40@ > 5000 
else_jump @FINALEB_17508 
0948: create_explosion_at 2521.37 -1270.86 48.35 type 0 camera_shake 0.2 
02CF: 86@ = create_fire_at 2521.15 -1275.61 47.83 propagation 3 size 1 
02CF: 69@ = create_fire_at 2521.04 -1272.97 47.91 propagation 2 size 2 
02CF: 70@ = create_fire_at 2521.24 -1267.9 48.15 propagation 3 size 2 
161@ = 24 

:FINALEB_17508
if 
  161@ == 24 
else_jump @FINALEB_17638 
if 
  40@ > 3000 
else_jump @FINALEB_17638 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014F: stop_timer $9374 
04EF: release_animation "DAM_JUMP" 
0249: release_model 349 
0249: release_model 356 
0249: release_model 366 
08FD: enable_heat_visuals 0 
fade 0 1000 

:FINALEB_17593
if 
fading 
else_jump @FINALEB_17617 
wait 0 
jump @FINALEB_17593 

:FINALEB_17617
jump @FINALEB_18539 
140@ = 11 
161@ = 25 

:FINALEB_17638
jump @FINALEB_720 

:FINALEB_17645
0615: define_AS_pack_begin 107@ 
05D3: AS_actor -1 goto_point 114@ 115@ 116@ mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 107@ 
0618: assign_actor 112@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
return 

:FINALEB_17700
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 108@ 
0618: assign_actor 112@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
return 

:FINALEB_17744
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 112@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
return 

:FINALEB_17782
0615: define_AS_pack_begin 119@ 
05D3: AS_actor -1 goto_point 114@ 115@ 116@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 121@ 122@ 123@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 119@ 
0618: assign_actor 112@ to_AS_pack 119@ 
061B: remove_references_to_AS_pack 119@ 
return 

:FINALEB_17854
0615: define_AS_pack_begin 110@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 112@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
return 

:FINALEB_17937
0615: define_AS_pack_begin 111@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 120@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 114@ 115@ 116@ angle 124@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 111@ loop 1 
0616: define_AS_pack_end 111@ 
0618: assign_actor 112@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
return 

:FINALEB_18178
0615: define_AS_pack_begin 113@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 120@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 114@ 115@ 116@ angle 124@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 113@ loop 1 
0616: define_AS_pack_end 113@ 
0618: assign_actor 112@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
return 

:FINALEB_18419
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  190@ == 1 
else_jump @FINALEB_18469 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEB_18469
if 
  187@ == 7 
else_jump @FINALEB_18503 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEB_18503
if 
  191@ == 1 
else_jump @FINALEB_18537 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEB_18537
return 

:FINALEB_18539
164@ = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
$628 += 1 
return 

:FINALEB_18560
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 0 with_value -1 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014F: stop_timer $9374 
0249: release_model 102 
0249: release_model 104 
0249: release_model 109 
0249: release_model 368 
0249: release_model 349 
0249: release_model 352 
0249: release_model 356 
0249: release_model 366 
034F: destroy_actor_with_fade $129 
034F: destroy_actor_with_fade 57@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04EF: release_animation "SWAT" 
04EF: release_animation "DAM_JUMP" 
0249: release_model 544 
0249: release_model 280 
0249: release_model 492 
0249: release_model 533 
0249: release_model 109 
0249: release_model 102 
0249: release_model 352 
0249: release_model 344 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0215: destroy_pickup 128@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 131@ 
0215: destroy_pickup 132@ 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
68@ = 0 

:FINALEB_18843
if 
  9 > 68@ 
else_jump @FINALEB_18884 
0650: destroy_particle 59@(68@,9i) 
68@ += 1 
jump @FINALEB_18843 

:FINALEB_18884
$ONMISSION = 0 
mission_cleanup 
if 
  164@ == 1 
else_jump @FINALEB_18917 
fade 0 0 

:FINALEB_18917
return 

//-------------Mission 112---------------
// Originally: End Of The Line (3)

:FINALEC
gosub @FINALEC_36 
if 
wasted_or_busted 
else_jump @FINALEC_27 
gosub @FINALEC_57329 

:FINALEC_27
gosub @FINALEC_57525 
end_thread 

:FINALEC_36
$ONMISSION = 1 
thread 'FINALEC' 
wait 0 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
136@ = 11 
137@ = 0 
138@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
146@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
154@ = 0 
155@ = 0 
156@ = 0 
157@ = 0 
158@ = 0 
159@ = 0 
$9375 = 450000 
198@ = 0 
199@ = 0 
200@ = 0 
201@ = 0 
202@ = 0 
203@ = 0 
204@ = 0 
205@ = 0 
206@ = 0 
207@ = 0 
208@ = 0 
209@ = 0 
210@ = 0 
211@ = 0 
212@ = 0 
213@ = 0 
$9381 = 0 
$9382 = 0 
$9383 = 0 
257@ = 0 
258@ = 0 
259@ = 0 
260@ = 0 
261@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
268@ = 0 
269@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
276@ = 0 
277@ = 0 
278@ = 0 
214@ = 0 
296@ = 0 
297@ = 0 
298@ = 0 
299@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 0 
304@ = 0 
305@ = 0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
0247: load_model 544 
0247: load_model 280 
0247: load_model 492 
0247: load_model 533 
0247: load_model 109 
0247: load_model 102 
0247: load_model 352 
0247: load_model 344 
0247: load_model #LA_FUCKCAR1 
0247: load_model #LA_FUCKCAR2 
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
07C0: load_path 288 
07C0: load_path 289 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
07C0: load_path 290 
07C0: load_path 291 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:FINALEC_759
if or
8248:   not model 544 available 
8248:   not model 280 available 
8248:   not model 492 available 
8248:   not model 533 available 
8248:   not model 109 available 
else_jump @FINALEC_805 
wait 0 
jump @FINALEC_759 

:FINALEC_805
if or
8248:   not model 102 available 
8248:   not model 352 available 
8248:   not model 344 available 
8248:   not model #LA_FUCKCAR1 available 
8248:   not model #LA_FUCKCAR2 available 
else_jump @FINALEC_851 
wait 0 
jump @FINALEC_805 

:FINALEC_851
if or
84ED:   not load_animation "FINALE" 
84ED:   not load_animation "FINALE2" 
87C1:   not path 288 available 
87C1:   not path 289 available 
823D:   not special_actor 1 loaded 
else_jump @FINALEC_908 
wait 0 
jump @FINALEC_851 

:FINALEC_908
if or
87C1:   not path 290 available 
87C1:   not path 291 available 
else_jump @FINALEC_940 
wait 0 
jump @FINALEC_908 

:FINALEC_940
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2515.771 -1277.474 33.728 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.159 
0605: actor $PLAYER_ACTOR perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
wait 250 
00A5: 160@ = create_car 544 at 2508.649 -1295.866 33.92 
0175: set_car 160@ Z_angle_to 0.3186 
08A4: set_car 160@ extra_parts_angle_to 0.7 
02AC: set_car 160@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0852: set_car 160@ damages_visible 0 
00A5: $135 = create_car 492 at 2508.941 -1306.517 33.92 
0175: set_car $135 Z_angle_to 165.3186 
0229: set_car $135 primary_color_to 59 secondary_color_to 34 
0674: set_car_model 533 numberplate "_IMY_AK" 
00A5: 161@ = create_car 533 at 2515.895 -1269.408 33.7844 
0175: set_car 161@ Z_angle_to 359.2572 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 161@ health_to 2000 
053F: set_car 161@ tires_vulnerability 0 
0852: set_car 161@ damages_visible 0 
0229: set_car 161@ primary_color_to 1 secondary_color_to 8 
009A: 57@ = create_actor_pedtype 23 model 291 at 2506.218 -1293.093 33.8438 
0173: set_actor 57@ Z_angle_to 271.9809 
02AB: set_actor 57@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 57@ decision_maker_to 105@ 
01C8: 166@ = create_actor_pedtype 24 model 280 in_car 160@ passenger_seat 0 
02AB: set_actor 166@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 166@ decision_maker_to 105@ 
009A: $130 = create_actor_pedtype 23 model 290 at 0.0 0.0 0.0 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor $130 Z_angle_to 0.3186 
060B: set_actor $130 decision_maker_to 105@ 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_1427 
0464: put_actor $130 into_turret_on_car 160@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle_limit 0.0 with_weapon 0 

:FINALEC_1427
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
015D: set_gamespeed 1.0 
0732: random_car_generator_disable_model 533 
0732: random_car_generator_disable_model 544 
02CF: 78@ = create_fire_at 2521.392 -1269.343 34.1609 propagation 0 size 3 
02CF: 79@ = create_fire_at 2521.701 -1270.293 34.2031 propagation 0 size 2 
02CF: 80@ = create_fire_at 2523.58 -1271.225 34.2918 propagation 0 size 3 
02CF: 81@ = create_fire_at 2518.576 -1284.467 34.0265 propagation 0 size 2 
02CF: 82@ = create_fire_at 2521.6 -1270.885 40.4338 propagation 0 size 3 
02CF: 83@ = create_fire_at 2521.662 -1267.656 43.8955 propagation 0 size 2 
02CF: 84@ = create_fire_at 2521.674 -1275.707 43.7437 propagation 0 size 3 
02CF: 85@ = create_fire_at 2521.506 -1275.781 40.4019 propagation 0 size 2 
02CF: 86@ = create_fire_at 2522.68 -1280.397 39.1158 propagation 0 size 3 
02CF: 87@ = create_fire_at 2521.676 -1279.352 39.112 propagation 0 size 3 
02CF: 88@ = create_fire_at 2521.714 -1278.639 37.4041 propagation 0 size 2 
0489: set_actor $PLAYER_ACTOR muted 1 
0A45: set_rail_tracks_friction_to 0.3 
wait 500 
0A0B: set_rendering_origin_at_3D_coord 2504.96 -1309.16 34.44 angle 334.0 
00C0: set_current_time_hours_to 17 minutes_to 0 
01F0: set_max_wanted_level_to 0 
fade 1 1000 
136@ = 11 

:FINALEC_1817
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @FINALEC_1843 
jump @FINALEC_57451 

:FINALEC_1843
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_3759 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_3759 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_3759 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_3759 
if 
  136@ == 11 
else_jump @FINALEC_2000 
015F: set_camera_position 2502.792 -1296.28 35.3797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.378 -1295.469 35.3873 switchstyle 2 
05CB: AS_actor 57@ enter_car 160@ as_driver -1 ms 
40@ = 0 
136@ = 12 

:FINALEC_2000
if 
  136@ == 12 
else_jump @FINALEC_2082 
if 
  40@ > 1750 
else_jump @FINALEC_2082 
0605: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
136@ = 13 

:FINALEC_2082
if 
  136@ == 13 
else_jump @FINALEC_2188 
if 
0448:   actor 57@ in_car 160@ 
else_jump @FINALEC_2188 
0812: AS_actor $130 perform_animation "FIN_JUMP_ON" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
020A: set_car 160@ door_status_to 2 
198@ = 1 
40@ = 0 
136@ = 14 

:FINALEC_2188
if 
  136@ == 14 
else_jump @FINALEC_2264 
015F: set_camera_position 2515.445 -1299.71 36.5622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2514.667 -1300.31 36.4758 switchstyle 2 
136@ = 15 

:FINALEC_2264
if 
  136@ == 15 
else_jump @FINALEC_2399 
if 
  40@ > 1400 
else_jump @FINALEC_2399 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 time 4000 smooth_transition 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 time 4000 smooth_transition 0 
136@ = 16 

:FINALEC_2399
if 
  136@ == 16 
else_jump @FINALEC_2471 
if 
  40@ > 2220 
else_jump @FINALEC_2471 
05EB: assign_car 160@ to_path 288 
00A1: put_actor $PLAYER_ACTOR at 2513.49 -1277.77 34.19 
136@ = 17 

:FINALEC_2471
if 
  136@ == 17 
else_jump @FINALEC_2593 
if 
8934:   not camera_target_point_manipulated 
else_jump @FINALEC_2593 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 time 4000 smooth_transition 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 time 4000 smooth_transition 0 
136@ = 18 

:FINALEC_2593
if 
  136@ == 18 
else_jump @FINALEC_2663 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_2663 
if 
  40@ > 4999 
else_jump @FINALEC_2663 
06FD: set_car 160@ speed_on_path_to 0.75 
136@ = 19 

:FINALEC_2663
if 
  136@ == 19 
else_jump @FINALEC_2717 
if 
  40@ > 6000 
else_jump @FINALEC_2717 
05CB: AS_actor $PLAYER_ACTOR enter_car 161@ as_driver -1 ms 
136@ = 20 

:FINALEC_2717
if 
  136@ == 20 
else_jump @FINALEC_3284 
if 
  40@ > 10500 
else_jump @FINALEC_3284 
if 
00DB:   actor $PLAYER_ACTOR in_car 161@ 
else_jump @FINALEC_3284 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
159@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_41' time 8000 flag 1  // ~s~Follow Tenpenny and make sure ~b~Sweet ~s~is safe, stay close to the firetruck and do not lose Tenpenny.
00BB: show_text_lowpriority GXT 'RM4_42' time 5000 flag 1  // ~s~Do not attempt to damage the firetruck or you may injure ~b~Sweet~s~.
03DE: set_pedestrians_density_multiplier_to 0.2 
01C3: remove_references_to_car $135 
0249: release_model 492 
0107: 175@ = create_object #LA_FUCKCAR2 at 2597.36 -1044.735 69.196 
0392: make_object 175@ moveable 1 
0177: set_object 175@ Z_angle_to 0.0 
0453: set_object 175@ XYZ_rotation 0.0 180.0 0.0 
0107: 176@ = create_object #LA_FUCKCAR1 at 2598.7 -1050.94 69.23 
0177: set_object 176@ Z_angle_to 180.0 
0392: make_object 176@ moveable 1 
009A: 52@ = create_actor_pedtype 24 model 109 at 2600.99 -1050.01 69.04 
0173: set_actor 52@ Z_angle_to 274.892 
060B: set_actor 52@ decision_maker_to 105@ 
01B2: give_actor 52@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
0085: 110@ = 52@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 53@ = create_actor_pedtype 24 model 109 at 2597.21 -1040.14 69.48 
0173: set_actor 53@ Z_angle_to 274.892 
060B: set_actor 53@ decision_maker_to 105@ 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 53@ weapon_skill_to 2 
02A9: set_actor 53@ immune_to_nonplayer 1 
0085: 110@ = 53@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 54@ = create_actor_pedtype 24 model 109 at 2604.991 -1038.172 69.619 
0173: set_actor 54@ Z_angle_to 274.892 
060B: set_actor 54@ decision_maker_to 105@ 
01B2: give_actor 54@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 54@ immune_to_nonplayer 1 
0085: 110@ = 54@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
02CF: 69@ = create_fire_at 2598.54 -1044.53 68.5 propagation 0 size 3 
02CF: 70@ = create_fire_at 2600.99 -1050.01 69.04 propagation 0 size 3 
02CF: 71@ = create_fire_at 2599.88 -1052.4 68.06 propagation 0 size 3 
136@ = 21 

:FINALEC_3284
if 
  136@ == 21 
else_jump @FINALEC_3376 
05EC: release_car 160@ from_path 
05EB: assign_car 160@ to_path 289 
0187: 123@ = create_marker_above_actor $130 
07E0: set_marker 123@ type_to 1 
018B: set_marker 123@ radar_mode 2 
40@ = 0 
040D: unload_wav 1 
211@ = 0 
212@ = 0 
199@ = 1 
136@ = 22 

:FINALEC_3376
if 
  198@ == 1 
else_jump @FINALEC_3515 
if 
0611:   actor $130 performing_animation "FIN_JUMP_ON" 
else_jump @FINALEC_3515 
0613: 172@ = actor $130 animation "FIN_JUMP_ON" time 
if 
  172@ == 1.0 
else_jump @FINALEC_3515 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 2 

:FINALEC_3515
if 
  136@ > 13 
else_jump @FINALEC_3759 
if 
  159@ == 0 
else_jump @FINALEC_3759 
gosub @FINALEC_57063 
if 
  211@ == 0 
else_jump @FINALEC_3625 
if 
  212@ == 0 
else_jump @FINALEC_3625 
04AF: 195@ = 33227 // = constant 
05AA: 196@s = 'ROT4_HA' // @s = 'short'  // Tenpenny, you motherfucking piece of shit!
gosub @FINALEC_57021 

:FINALEC_3625
if 
  211@ == 1 
else_jump @FINALEC_3692 
if 
  212@ == 0 
else_jump @FINALEC_3692 
04AF: 195@ = 33228 // = constant 
05AA: 196@s = 'ROT4_HB' // @s = 'short'  // I ain't letting you get away with all you've done!
gosub @FINALEC_57021 

:FINALEC_3692
if 
  211@ == 2 
else_jump @FINALEC_3759 
if 
  212@ == 0 
else_jump @FINALEC_3759 
04AF: 195@ = 33216 // = constant 
05AA: 196@s = 'ROT4_DB' // @s = 'short'  // Sweet, no!
gosub @FINALEC_57021 

:FINALEC_3759
if or
  199@ == 1 
  199@ == 2 
else_jump @FINALEC_3814 
if 
0119:   car 161@ wrecked 
else_jump @FINALEC_3814 
209@ = 1 
jump @FINALEC_57329 

:FINALEC_3814
if 
  199@ == 1 
else_jump @FINALEC_13366 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_13366 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_13366 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_13366 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_13366 
if 
8202:   not actor $130 near_car 161@ radius 125.0 125.0 sphere 0 
else_jump @FINALEC_3973 
if 
82CB:   not actor $130 bounding_sphere_visible 
else_jump @FINALEC_3973 
210@ = 1 
jump @FINALEC_57329 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_3973
if 
  208@ == 0 
else_jump @FINALEC_4053 
if 
8448:   not actor $PLAYER_ACTOR in_car 161@ 
else_jump @FINALEC_4053 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 161@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_48' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
208@ = 1 

:FINALEC_4053
if 
  208@ == 1 
else_jump @FINALEC_4165 
if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
else_jump @FINALEC_4165 
0164: disable_marker 123@ 
0187: 123@ = create_marker_above_actor $130 
07E0: set_marker 123@ type_to 1 
018B: set_marker 123@ radar_mode 2 
if 
  206@ > 0 
else_jump @FINALEC_4142 
018B: set_marker 123@ radar_mode 3 

:FINALEC_4142
00BC: show_text_highpriority GXT 'RM4_49' time 5000 flag 1  // ~s~Chase the firetruck!
208@ = 0 

:FINALEC_4165
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_4521 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_4521 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_4521 
0871: init_jump_table 202@ total_jumps 3 default_jump 0 @FINALEC_4521 jumps 0 @FINALEC_4276 1 @FINALEC_4411 2 @FINALEC_4466 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 -1 @FINALEC_4521 

:FINALEC_4276
if 
80F2:   not actor $130 near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
else_jump @FINALEC_4331 
06FD: set_car 160@ speed_on_path_to 0.5 
202@ = 1 
jump @FINALEC_4404 

:FINALEC_4331
if 
00F2:   actor $130 near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @FINALEC_4404 
if or
   not 201@ == 5 
   not 201@ == 1 
else_jump @FINALEC_4404 
06FD: set_car 160@ speed_on_path_to 1.3 
202@ = 2 

:FINALEC_4404
jump @FINALEC_4521 

:FINALEC_4411
if 
00F2:   actor $130 near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
else_jump @FINALEC_4459 
06FD: set_car 160@ speed_on_path_to 1.0 
202@ = 0 

:FINALEC_4459
jump @FINALEC_4521 

:FINALEC_4466
if 
80F2:   not actor $130 near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
else_jump @FINALEC_4514 
06FD: set_car 160@ speed_on_path_to 1.0 
202@ = 0 

:FINALEC_4514
jump @FINALEC_4521 

:FINALEC_4521
if 
8118:   not actor 166@ dead 
else_jump @FINALEC_6629 
if 
  204@ == 1 
else_jump @FINALEC_4632 
00AA: store_car 160@ position_to $68 $69 $70 
$70 -= 15.0 
0362: remove_actor 166@ from_car_and_place_at $68 $69 $70 
0464: put_actor 166@ into_turret_on_car 160@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 0 
204@ = 2 

:FINALEC_4632
if 
  204@ == 2 
else_jump @FINALEC_4712 
0657: car 160@ open_door 3 
0812: AS_actor 166@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
204@ = 3 

:FINALEC_4712
if 
  204@ == 3 
else_jump @FINALEC_4919 
if 
0611:   actor 166@ performing_animation "FIN_COP1_CLIMBOUT" 
else_jump @FINALEC_4919 
0613: 178@ = actor 166@ animation "FIN_COP1_CLIMBOUT" time 
if 
  178@ == 1.0 
else_jump @FINALEC_4919 
0465: remove_actor 166@ from_turret_mode 
0464: put_actor 166@ into_turret_on_car 160@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 166@ perform_animation "FIN_COP1_CLIMBOUT2" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
40@ = 0 
206@ = 1 
204@ = 4 

:FINALEC_4919
if 
  204@ == 4 
else_jump @FINALEC_5096 
if 
0611:   actor 166@ performing_animation "FIN_COP1_CLIMBOUT2" 
else_jump @FINALEC_5096 
0613: 178@ = actor 166@ animation "FIN_COP1_CLIMBOUT2" time 
if 
  178@ == 1.0 
else_jump @FINALEC_5096 
0812: AS_actor 166@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
41@ = 0 
00BC: show_text_highpriority GXT 'RM4_43' time 7000 flag 1  // ~s~The cop is stamping on ~s~Sweet's fingers get your car close to him in case he loses his grip.
204@ = 5 

:FINALEC_5096
if 
  204@ == 5 
else_jump @FINALEC_5183 
if 
  41@ > 499 
else_jump @FINALEC_5183 
0812: AS_actor $130 perform_animation "FIN_HANG_SLIP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
204@ = 6 

:FINALEC_5183
if 
  204@ == 6 
else_jump @FINALEC_5328 
if 
0611:   actor 166@ performing_animation "FIN_COP1_STOMP" 
else_jump @FINALEC_5328 
0613: 178@ = actor 166@ animation "FIN_COP1_STOMP" time 
if 
  178@ == 1.0 
else_jump @FINALEC_5328 
0812: AS_actor 166@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
204@ = 7 

:FINALEC_5328
if 
  204@ == 7 
else_jump @FINALEC_5478 
if 
0611:   actor $130 performing_animation "FIN_HANG_SLIP" 
else_jump @FINALEC_5478 
0613: 172@ = actor $130 animation "FIN_HANG_SLIP" time 
if 
  172@ == 1.0 
else_jump @FINALEC_5478 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
41@ = 0 
204@ = 8 

:FINALEC_5478
if 
  204@ == 8 
else_jump @FINALEC_5648 
if 
  41@ > 750 
else_jump @FINALEC_5648 
if 
0611:   actor 166@ performing_animation "FIN_COP1_LOOP" 
else_jump @FINALEC_5648 
0613: 178@ = actor 166@ animation "FIN_COP1_LOOP" time 
if 
  178@ == 1.0 
else_jump @FINALEC_5648 
0812: AS_actor 166@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
41@ = 0 
204@ = 5 

:FINALEC_5648
if 
  206@ == 1 
else_jump @FINALEC_5781 
if 
  40@ > 8999 
else_jump @FINALEC_5781 
if 
075C:   marker 123@ enabled 
else_jump @FINALEC_5708 
018B: set_marker 123@ radar_mode 3 

:FINALEC_5708
$9376 = 15 
008D: $9377 = integer $9376 to_float 
$9377 *= 100.0 
$9377 /= 15.0 
008C: $9378 = float $9377 to_integer 
03C4: set_status_text $9378 type 1 GXT 'RM4_47' // global_variable  // Sweet's Grip
40@ = 0 
206@ = 2 

:FINALEC_5781
if 
  206@ == 2 
else_jump @FINALEC_5839 
if 
  40@ > 999 
else_jump @FINALEC_5839 
$9376 -= 1 
40@ = 0 
206@ = 3 

:FINALEC_5839
if 
  206@ == 3 
else_jump @FINALEC_5897 
if 
  40@ > 999 
else_jump @FINALEC_5897 
$9376 -= 1 
40@ = 0 
206@ = 4 

:FINALEC_5897
if 
  206@ == 4 
else_jump @FINALEC_5962 
if 
  40@ > 999 
else_jump @FINALEC_5962 
$9376 -= 1 
40@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
206@ = 5 

:FINALEC_5962
if 
  206@ == 5 
else_jump @FINALEC_6575 
if 
  40@ > 999 
else_jump @FINALEC_6020 
$9376 -= 1 
213@ = 4 
40@ = 0 

:FINALEC_6020
if 
  0 >= $9376 
else_jump @FINALEC_6163 
$9376 = 0 
204@ = 10 
0812: AS_actor 166@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0465: remove_actor $130 from_turret_mode 
0619: enable_actor $130 collision_detection 1 
0812: AS_actor $130 perform_animation "FIN_LAND_DIE" IFP "FINALE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
40@ = 0 
206@ = 6 

:FINALEC_6163
if 
  $9376 > 0 
else_jump @FINALEC_6575 
00A0: store_actor $130 position_to $68 $69 $70 
$70 -= 1.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $68 $69 $70 radius 3.0 3.0 4.0 
else_jump @FINALEC_6575 
0151: remove_status_text $9376 
179@ = 4.0 
0465: remove_actor $130 from_turret_mode 
00A0: store_actor $130 position_to 189@ 190@ 191@ 
0619: enable_actor $130 collision_detection 0 
191@ -= 1.0 
0792: disembark_instantly_actor $130 
00A1: put_actor $130 at 189@ 190@ 191@ 
0812: AS_actor $130 perform_animation "FIN_LET_GO" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 0 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_6575 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_6575 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_6575 
00A0: store_actor $130 position_to 189@ 190@ 191@ 
0407: store_coords_to 183@ 184@ 185@ from_car 161@ with_offset 0.0 1.5 0.5 
0087: 180@ = 189@ // (float) 
0063: 180@ -= 183@ // (float) 
0087: 181@ = 190@ // (float) 
0063: 181@ -= 184@ // (float) 
0087: 182@ = 191@ // (float) 
0063: 182@ -= 185@ // (float) 
0087: 186@ = 180@ // (float) 
0073: 186@ /= 179@ // (float) 
0087: 187@ = 181@ // (float) 
0073: 187@ /= 179@ // (float) 
0087: 188@ = 182@ // (float) 
0073: 188@ /= 179@ // (float) 
040D: unload_wav 1 
00BE: text_clear_all 
212@ = 0 
211@ = 0 
199@ = 2 

:FINALEC_6575
if 
  206@ > 1 
else_jump @FINALEC_6629 
008D: $9377 = integer $9376 to_float 
$9377 *= 100.0 
$9377 /= 15.0 
008C: $9378 = float $9377 to_integer 

:FINALEC_6629
if 
  206@ == 6 
else_jump @FINALEC_6686 
if 
  40@ > 2000 
else_jump @FINALEC_6686 
206@ = 7 
040D: unload_wav 1 
00BE: text_clear_all 
jump @FINALEC_57329 

:FINALEC_6686
if 
  207@ == 1 
else_jump @FINALEC_6756 
if 
01AD:   car 160@ sphere 0 near_point 2003.29 -1097.0 radius 20.0 20.0 
else_jump @FINALEC_6756 
01EB: set_traffic_density_multiplier_to 1.0 
207@ = 2 

:FINALEC_6756
if 
  207@ == 1 
else_jump @FINALEC_6826 
if 
01AD:   car 160@ sphere 0 near_point 2112.84 -1406.01 radius 20.0 20.0 
else_jump @FINALEC_6826 
01EB: set_traffic_density_multiplier_to 0.0 
207@ = 2 

:FINALEC_6826
if 
  207@ == 2 
else_jump @FINALEC_6896 
if 
01AD:   car 160@ sphere 0 near_point 2112.51 -1631.72 radius 20.0 20.0 
else_jump @FINALEC_6896 
01EB: set_traffic_density_multiplier_to 0.9 
207@ = 3 

:FINALEC_6896
if 
  203@ == 1 
else_jump @FINALEC_7015 
if 
0248:   model 538 available 
else_jump @FINALEC_7003 
06D8: 165@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 165@ acc 30.0 
06DD: set_train 165@ speed 12.5 
02AC: set_car 165@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
203@ = 2 
jump @FINALEC_7015 

:FINALEC_7003
0249: release_model 538 
203@ = 2 

:FINALEC_7015
if 
  203@ == 2 
else_jump @FINALEC_7122 
if 
8119:   not car 165@ wrecked 
else_jump @FINALEC_7108 
if 
01AD:   car 165@ sphere 0 near_point 2226.64 -1603.62 radius 15.0 15.0 
else_jump @FINALEC_7101 
06DA: reset_train_directions 
0249: release_model 538 
203@ = 3 

:FINALEC_7101
jump @FINALEC_7122 

:FINALEC_7108
06DA: reset_train_directions 
0249: release_model 538 
203@ = 3 

:FINALEC_7122
if 
  203@ == 3 
else_jump @FINALEC_7149 
06DB: destroy_all_trains 
203@ = 4 

:FINALEC_7149
if 
  201@ == 0 
else_jump @FINALEC_8908 
if 
  200@ == 0 
else_jump @FINALEC_7799 
if 
01AD:   car 160@ sphere 0 near_point 2339.11 -1038.88 radius 14.0 14.0 
else_jump @FINALEC_7799 
213@ = 1 
031A: remove_all_fires 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
009A: 42@ = create_actor_pedtype 24 model 109 at 2246.362 -1059.161 61.2275 
0173: set_actor 42@ Z_angle_to 255.0 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 110@ = 42@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 45@ = create_actor_pedtype 24 model 109 at 2212.216 -1001.041 67.22 
0173: set_actor 45@ Z_angle_to 183.4 
060B: set_actor 45@ decision_maker_to 105@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 110@ = 45@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 46@ = create_actor_pedtype 24 model 109 at 2197.558 -1000.418 67.367 
0173: set_actor 46@ Z_angle_to 209.7 
060B: set_actor 46@ decision_maker_to 105@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 110@ = 46@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 47@ = create_actor_pedtype 24 model 109 at 2188.512 -1020.8 70.33 
0173: set_actor 47@ Z_angle_to 287.39 
060B: set_actor 47@ decision_maker_to 105@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
02E2: set_actor 47@ weapon_accuracy_to 90 
0085: 110@ = 47@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
0107: 173@ = create_object #LA_FUCKCAR2 at 2171.57 -1008.76 62.56 
0392: make_object 173@ moveable 1 
0177: set_object 173@ Z_angle_to 168.0 
0453: set_object 173@ XYZ_rotation 0.0 90.0 0.0 
02CF: 69@ = create_fire_at 2172.57 -1008.76 61.56 propagation 0 size 3 
02CF: 70@ = create_fire_at 2171.57 -1007.76 62.56 propagation 0 size 3 
009A: 48@ = create_actor_pedtype 24 model 109 at 2172.91 -1001.84 62.83 
0173: set_actor 48@ Z_angle_to 258.18 
060B: set_actor 48@ decision_maker_to 105@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 110@ = 48@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
200@ = 1 

:FINALEC_7799
if 
  200@ == 1 
else_jump @FINALEC_8908 
if 
01AD:   car 160@ sphere 0 near_point 2252.01 -1046.41 radius 14.0 14.0 
else_jump @FINALEC_8908 
if 
0611:   actor $130 performing_animation "FIN_LEGSUP_LOOP" 
else_jump @FINALEC_7931 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_7931
if 
80C2:   not sphere_onscreen 2600.99 -1050.01 69.04 radius 10.0 
else_jump @FINALEC_7989 
0108: destroy_object 175@ 
0108: destroy_object 176@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 

:FINALEC_7989
0107: 174@ = create_object #LA_FUCKCAR2 at 2033.39 -938.0 39.99 
0177: set_object 174@ Z_angle_to 24.8 
0392: make_object 174@ moveable 1 
0453: set_object 174@ XYZ_rotation 0.0 0.0 0.0 
02CF: 71@ = create_fire_at 2033.39 -938.0 38.99 propagation 0 size 3 
02CF: 72@ = create_fire_at 2032.39 -937.0 38.99 propagation 0 size 3 
009A: 49@ = create_actor_pedtype 24 model 109 at 2035.09 -979.33 40.9 
0173: set_actor 49@ Z_angle_to 263.9 
060B: set_actor 49@ decision_maker_to 105@ 
01B2: give_actor 49@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 49@ immune_to_nonplayer 1 
0085: 110@ = 49@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 50@ = create_actor_pedtype 24 model 109 at 2053.81 -983.87 45.33 
0173: set_actor 50@ Z_angle_to 287.5 
060B: set_actor 50@ decision_maker_to 105@ 
01B2: give_actor 50@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 50@ immune_to_nonplayer 1 
0085: 110@ = 50@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 51@ = create_actor_pedtype 24 model 109 at 2089.93 -971.49 54.556 
0173: set_actor 51@ Z_angle_to 219.88 
060B: set_actor 51@ decision_maker_to 105@ 
01B2: give_actor 51@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 51@ immune_to_nonplayer 1 
0085: 110@ = 51@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 52@ = create_actor_pedtype 24 model 109 at 2026.056 -971.93 41.5 
0173: set_actor 52@ Z_angle_to 219.88 
060B: set_actor 52@ decision_maker_to 105@ 
01B2: give_actor 52@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
0085: 110@ = 52@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 53@ = create_actor_pedtype 24 model 109 at 1989.918 -1017.65 34.05 
0173: set_actor 53@ Z_angle_to 317.6 
060B: set_actor 53@ decision_maker_to 105@ 
01B2: give_actor 53@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 53@ immune_to_nonplayer 1 
0085: 110@ = 53@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 54@ = create_actor_pedtype 24 model 109 at 1999.8 -1018.65 35.33 
0173: set_actor 54@ Z_angle_to 317.6 
060B: set_actor 54@ decision_maker_to 105@ 
01B2: give_actor 54@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 54@ immune_to_nonplayer 1 
0085: 110@ = 54@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
009A: 55@ = create_actor_pedtype 24 model 109 at 1970.674 -1088.046 24.163 
0173: set_actor 55@ Z_angle_to 345.24 
060B: set_actor 55@ decision_maker_to 105@ 
01B2: give_actor 55@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 55@ immune_to_nonplayer 1 
0085: 110@ = 55@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 56@ = create_actor_pedtype 24 model 109 at 1977.545 -1096.913 24.35 
0173: set_actor 56@ Z_angle_to 24.331 
060B: set_actor 56@ decision_maker_to 105@ 
01B2: give_actor 56@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 56@ immune_to_nonplayer 1 
0085: 110@ = 56@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
0107: 175@ = create_object #LA_FUCKCAR1 at 1975.31 -1099.27 24.118 
0392: make_object 175@ moveable 1 
0177: set_object 175@ Z_angle_to 270.894 
0453: set_object 175@ XYZ_rotation 0.0 180.0 0.0 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02CF: 69@ = create_fire_at 1975.31 -1099.27 24.118 propagation 0 size 3 
02CF: 70@ = create_fire_at 1977.0 -1098.0 24.0 propagation 0 size 3 
200@ = 0 
207@ = 1 
201@ = 1 

:FINALEC_8908
if 
  201@ == 1 
else_jump @FINALEC_10348 
if 
  200@ == 0 
else_jump @FINALEC_9234 
if 
01AD:   car 160@ sphere 0 near_point 2073.51 -1260.18 radius 14.0 14.0 
else_jump @FINALEC_9234 
213@ = 2 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0107: 177@ = create_object #LA_FUCKCAR2 at 2117.46 -1490.22 22.6 
0392: make_object 177@ moveable 1 
0177: set_object 177@ Z_angle_to 276.0 
009A: 52@ = create_actor_pedtype 24 model 102 at 2108.6 -1491.5 23.85 
0173: set_actor 52@ Z_angle_to 340.0 
060B: set_actor 52@ decision_maker_to 105@ 
01B2: give_actor 52@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
0085: 110@ = 52@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 53@ = create_actor_pedtype 24 model 102 at 2116.48 -1492.219 22.85 
0173: set_actor 53@ Z_angle_to 340.0 
060B: set_actor 53@ decision_maker_to 105@ 
01B2: give_actor 53@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 53@ immune_to_nonplayer 1 
0085: 110@ = 53@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
200@ = 1 

:FINALEC_9234
if 
  200@ == 1 
else_jump @FINALEC_10348 
if 
01AD:   car 160@ sphere 0 near_point 2268.94 -1260.26 radius 14.0 14.0 
else_jump @FINALEC_10348 
if 
0611:   actor $130 performing_animation "FIN_LEGSUP_LOOP" 
else_jump @FINALEC_9366 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_9366
031A: remove_all_fires 
0249: release_model 109 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
0108: destroy_object 173@ 
009B: destroy_actor 42@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0108: destroy_object 174@ 
009B: destroy_actor 49@ 
0247: load_model 538 
0107: 173@ = create_object #LA_FUCKCAR1 at 2109.492 -1531.4 22.82 
0177: set_object 173@ Z_angle_to 276.274 
0392: make_object 173@ moveable 1 
009A: 42@ = create_actor_pedtype 24 model 102 at 2110.39 -1529.04 22.928 
0173: set_actor 42@ Z_angle_to 10.19 
060B: set_actor 42@ decision_maker_to 105@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 110@ = 42@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 43@ = create_actor_pedtype 24 model 102 at 2118.376 -1531.8 23.189 
0173: set_actor 43@ Z_angle_to 340.0 
060B: set_actor 43@ decision_maker_to 105@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 110@ = 43@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
02CF: 69@ = create_fire_at 2116.7 -1530.846 22.99 propagation 0 size 3 
02CF: 70@ = create_fire_at 2115.5 -1530.282 22.97 propagation 0 size 2 
02CF: 71@ = create_fire_at 2114.06 -1529.88 22.96 propagation 0 size 3 
02CF: 72@ = create_fire_at 2112.3 -1529.92 22.9 propagation 0 size 2 
0107: 176@ = create_object #LA_FUCKCAR2 at 2115.75 -1620.69 22.11 
0392: make_object 176@ moveable 1 
0177: set_object 176@ Z_angle_to 95.114 
009A: 44@ = create_actor_pedtype 24 model 102 at 2111.57 -1585.135 25.1 
0173: set_actor 44@ Z_angle_to 12.0 
060B: set_actor 44@ decision_maker_to 105@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 110@ = 44@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 45@ = create_actor_pedtype 24 model 102 at 2104.487 -1586.327 25.07 
0173: set_actor 45@ Z_angle_to 306.26 
060B: set_actor 45@ decision_maker_to 105@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 110@ = 45@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
02CF: 73@ = create_fire_at 2108.28 -1637.23 18.3 propagation 0 size 3 
02CF: 74@ = create_fire_at 2110.65 -1637.93 18.36 propagation 0 size 2 
02CF: 75@ = create_fire_at 2112.18 -1637.2 18.52 propagation 0 size 1 
02CF: 76@ = create_fire_at 2115.36 -1637.43 18.47 propagation 0 size 2 
02CF: 77@ = create_fire_at 2117.39 -1636.75 18.62 propagation 0 size 3 
02CF: 78@ = create_fire_at 2107.91 -1586.498 24.8 propagation 0 size 3 
02CF: 79@ = create_fire_at 2110.28 -1586.29 24.89 propagation 0 size 2 
02CF: 80@ = create_fire_at 2112.755 -1586.081 24.8 propagation 0 size 2 
009A: 46@ = create_actor_pedtype 24 model 102 at 2094.0 -1763.0 12.5 
0173: set_actor 46@ Z_angle_to 322.0 
060B: set_actor 46@ decision_maker_to 105@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 110@ = 46@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 47@ = create_actor_pedtype 24 model 102 at 2088.0 -1761.0 12.5 
0173: set_actor 47@ Z_angle_to 306.26 
060B: set_actor 47@ decision_maker_to 105@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 110@ = 47@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 
200@ = 0 
201@ = 2 

:FINALEC_10348
if 
  201@ == 2 
else_jump @FINALEC_10662 
if 
  200@ == 0 
else_jump @FINALEC_10507 
if 
01AD:   car 160@ sphere 0 near_point 2203.69 -1724.39 radius 14.0 14.0 
else_jump @FINALEC_10507 
203@ = 1 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
0108: destroy_object 175@ 
0249: release_model 102 
0249: release_model 352 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model 344 
01EB: set_traffic_density_multiplier_to 1.0 
200@ = 1 

:FINALEC_10507
if 
  200@ == 1 
else_jump @FINALEC_10662 
if 
01AD:   car 160@ sphere 0 near_point 2202.32 -1890.45 radius 14.0 14.0 
else_jump @FINALEC_10662 
213@ = 3 
if 
0611:   actor $130 performing_animation "FIN_LEGSUP_LOOP" 
else_jump @FINALEC_10646 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10646
031A: remove_all_fires 
200@ = 0 
201@ = 3 

:FINALEC_10662
if 
  201@ == 3 
else_jump @FINALEC_10946 
if 
  200@ == 0 
else_jump @FINALEC_10743 
if 
01AD:   car 160@ sphere 0 near_point 2115.45 -1954.4 radius 14.0 14.0 
else_jump @FINALEC_10743 
200@ = 1 

:FINALEC_10743
if 
  200@ == 1 
else_jump @FINALEC_10946 
if 
01AD:   car 160@ sphere 0 near_point 2179.19 -2017.63 radius 14.0 14.0 
else_jump @FINALEC_10946 
if 
0611:   actor $130 performing_animation "FIN_LEGSUP_LOOP" 
else_jump @FINALEC_10875 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_10875
031A: remove_all_fires 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
200@ = 0 
201@ = 4 

:FINALEC_10946
if 
  201@ == 4 
else_jump @FINALEC_11235 
if 
  200@ == 0 
else_jump @FINALEC_11082 
if 
01AD:   car 160@ sphere 0 near_point 2318.03 -2165.94 radius 14.0 14.0 
else_jump @FINALEC_11082 
0108: destroy_object 173@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
0108: destroy_object 177@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
0108: destroy_object 176@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
200@ = 1 

:FINALEC_11082
if 
  200@ == 1 
else_jump @FINALEC_11235 
if 
01AD:   car 160@ sphere 0 near_point 2452.6 -2170.27 radius 14.0 14.0 
else_jump @FINALEC_11235 
if 
0611:   actor $130 performing_animation "FIN_LEGSUP_LOOP" 
else_jump @FINALEC_11214 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_11214
204@ = 1 
200@ = 0 
201@ = 5 

:FINALEC_11235
if 
  198@ == 1 
else_jump @FINALEC_11374 
if 
0611:   actor $130 performing_animation "FIN_JUMP_ON" 
else_jump @FINALEC_11374 
0613: 172@ = actor $130 animation "FIN_JUMP_ON" time 
if 
  172@ == 1.0 
else_jump @FINALEC_11374 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 2 

:FINALEC_11374
if 
  198@ > 1 
else_jump @FINALEC_12091 
0174: 168@ = car 160@ Z_angle 
095F: get_car 160@ door 6 angle_to 169@ 
169@ -= 0.5 
169@ *= 2.0 
169@ *= 10.0 
005B: 169@ += 168@ // (float) 
0087: 171@ = 169@ // (float) 
0063: 171@ -= 170@ // (float) 
if 
  -180.0 > 171@ 
else_jump @FINALEC_11495 
171@ += 360.0 

:FINALEC_11495
if 
  171@ > 180.0 
else_jump @FINALEC_11526 
171@ += -360.0 

:FINALEC_11526
0087: 170@ = 169@ // (float) 
if 
  204@ == 0 
else_jump @FINALEC_12091 
if 
  200@ == 0 
else_jump @FINALEC_11831 
if 
  -1.5 > 171@ 
else_jump @FINALEC_11663 
if 
   not 198@ == 4 
else_jump @FINALEC_11656 
0812: AS_actor $130 perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 4 

:FINALEC_11656
jump @FINALEC_11824 

:FINALEC_11663
if 
  171@ > 1.5 
else_jump @FINALEC_11756 
if 
   not 198@ == 3 
else_jump @FINALEC_11749 
0812: AS_actor $130 perform_animation "FIN_HANG_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 3 

:FINALEC_11749
jump @FINALEC_11824 

:FINALEC_11756
if 
   not 198@ == 2 
else_jump @FINALEC_11824 
0812: AS_actor $130 perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 2 

:FINALEC_11824
jump @FINALEC_12091 

:FINALEC_11831
if 
  -1.5 > 171@ 
else_jump @FINALEC_11926 
if 
   not 198@ == 4 
else_jump @FINALEC_11919 
0812: AS_actor $130 perform_animation "FIN_LEGSUP_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 4 

:FINALEC_11919
jump @FINALEC_12091 

:FINALEC_11926
if 
  171@ > 1.5 
else_jump @FINALEC_12021 
if 
   not 198@ == 3 
else_jump @FINALEC_12014 
0812: AS_actor $130 perform_animation "FIN_LEGSUP_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 3 

:FINALEC_12014
jump @FINALEC_12091 

:FINALEC_12021
if 
   not 198@ == 2 
else_jump @FINALEC_12091 
0812: AS_actor $130 perform_animation "FIN_LEGSUP_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
198@ = 2 

:FINALEC_12091
if 
  2 > 199@ 
else_jump @FINALEC_13366 
gosub @FINALEC_57063 
if 
  211@ == 0 
else_jump @FINALEC_12214 
if 
  212@ == 0 
else_jump @FINALEC_12214 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 15.0 15.0 0 
else_jump @FINALEC_12214 
04AF: 195@ = 33217 // = constant 
05AA: 196@s = 'ROT4_EA' // @s = 'short'  // Hang on Sweet!
gosub @FINALEC_57021 

:FINALEC_12214
if 
  213@ == 1 
else_jump @FINALEC_12355 
if 
  212@ == 0 
else_jump @FINALEC_12355 
if 
  1 > 211@ 
else_jump @FINALEC_12275 
211@ = 1 

:FINALEC_12275
if 
  211@ == 1 
else_jump @FINALEC_12355 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12355 
04AF: 195@ = 33229 // = constant 
05AA: 196@s = 'ROT4_HC' // @s = 'short'  // I'm gonna piss on your corpse, Tenpenny!
gosub @FINALEC_57021 

:FINALEC_12355
if 
  211@ == 2 
else_jump @FINALEC_12453 
if 
  212@ == 0 
else_jump @FINALEC_12453 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12453 
04AF: 195@ = 33221 // = constant 
05AA: 196@s = 'ROT4_FA' // @s = 'short'  // I ain't losin' this fool!
gosub @FINALEC_57021 

:FINALEC_12453
if 
  211@ == 3 
else_jump @FINALEC_12551 
if 
  212@ == 0 
else_jump @FINALEC_12551 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12551 
04AF: 195@ = 33245 // = constant 
05AA: 196@s = 'ROT4_MB' // @s = 'short'  // Oh shiiiiit!
gosub @FINALEC_57021 

:FINALEC_12551
if 
  212@ == 0 
else_jump @FINALEC_12692 
if 
  213@ == 2 
else_jump @FINALEC_12692 
if 
  4 > 211@ 
else_jump @FINALEC_12612 
211@ = 4 

:FINALEC_12612
if 
  211@ == 4 
else_jump @FINALEC_12692 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12692 
04AF: 195@ = 33241 // = constant 
05AA: 196@s = 'ROT4_KJ' // @s = 'short'  // CJ, do something!
gosub @FINALEC_57021 

:FINALEC_12692
if 
  211@ == 5 
else_jump @FINALEC_12790 
if 
  212@ == 0 
else_jump @FINALEC_12790 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12790 
04AF: 195@ = 33218 // = constant 
05AA: 196@s = 'ROT4_EB' // @s = 'short'  // Just keep hanging on, bro!
gosub @FINALEC_57021 

:FINALEC_12790
if 
  212@ == 0 
else_jump @FINALEC_12931 
if 
  213@ == 3 
else_jump @FINALEC_12931 
if 
  6 > 211@ 
else_jump @FINALEC_12851 
211@ = 6 

:FINALEC_12851
if 
  211@ == 6 
else_jump @FINALEC_12931 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_12931 
04AF: 195@ = 33226 // = constant 
05AA: 196@s = 'ROT4_GB' // @s = 'short'  // Oh man, that was a close call!
gosub @FINALEC_57021 

:FINALEC_12931
if 
  212@ == 0 
else_jump @FINALEC_13029 
if 
  211@ == 7 
else_jump @FINALEC_13029 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_13029 
04AF: 195@ = 33222 // = constant 
05AA: 196@s = 'ROT4_FB' // @s = 'short'  // I ain't letting this bastard go!
gosub @FINALEC_57021 

:FINALEC_13029
if 
  212@ == 0 
else_jump @FINALEC_13170 
if 
  213@ == 4 
else_jump @FINALEC_13170 
if 
  8 > 211@ 
else_jump @FINALEC_13090 
211@ = 8 

:FINALEC_13090
if 
  211@ == 8 
else_jump @FINALEC_13170 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_13170 
04AF: 195@ = 33234 // = constant 
05AA: 196@s = 'ROT4_KB' // @s = 'short'  // Let go, you dumb bastard!
gosub @FINALEC_57021 

:FINALEC_13170
if 
  212@ == 0 
else_jump @FINALEC_13268 
if 
  211@ == 9 
else_jump @FINALEC_13268 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_13268 
04AF: 195@ = 33236 // = constant 
05AA: 196@s = 'ROT4_KD' // @s = 'short'  // Fuck you, pig!
gosub @FINALEC_57021 

:FINALEC_13268
if 
  212@ == 0 
else_jump @FINALEC_13366 
if 
  211@ == 10 
else_jump @FINALEC_13366 
if 
00F2:   actor $PLAYER_ACTOR near_actor $130 radius 30.0 30.0 0 
else_jump @FINALEC_13366 
04AF: 195@ = 33237 // = constant 
05AA: 196@s = 'ROT4_KE' // @s = 'short'  // Argh! My fingers!
gosub @FINALEC_57021 

:FINALEC_13366
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_13970 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_13970 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_13970 
if 
  199@ == 2 
else_jump @FINALEC_13699 
0407: store_coords_to 183@ 184@ 185@ from_car 161@ with_offset 0.0 1.5 0.5 
179@ -= 1.0 
0063: 180@ -= 186@ // (float) 
0063: 181@ -= 187@ // (float) 
0063: 182@ -= 188@ // (float) 
0087: 189@ = 183@ // (float) 
005B: 189@ += 180@ // (float) 
0087: 190@ = 184@ // (float) 
005B: 190@ += 181@ // (float) 
0087: 191@ = 185@ // (float) 
005B: 191@ += 182@ // (float) 
191@ -= 1.0 
00A1: put_actor $130 at 189@ 190@ 191@ 
if 
  179@ == 0.0 
else_jump @FINALEC_13699 
0464: put_actor $130 into_turret_on_car 161@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor $130 perform_animation "FIN_LAND_CAR" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
075C:   marker 123@ enabled 
else_jump @FINALEC_13685 
018B: set_marker 123@ radar_mode 2 

:FINALEC_13685
40@ = 0 
199@ = 3 

:FINALEC_13699
if 
  199@ == 3 
else_jump @FINALEC_13860 
if 
0611:   actor $130 performing_animation "FIN_LAND_CAR" 
else_jump @FINALEC_13860 
0613: 172@ = actor $130 animation "FIN_LAND_CAR" time 
if 
  172@ == 1.0 
else_jump @FINALEC_13860 
097A: play_audio_at 189@ 190@ 191@ event 1009 
0812: AS_actor $130 perform_animation "FIN_CLIMB_IN" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
40@ = 0 
199@ = 4 

:FINALEC_13860
if 
  4 > 199@ 
else_jump @FINALEC_13970 
if 
  199@ > 1 
else_jump @FINALEC_13970 
gosub @FINALEC_57063 
if 
  212@ == 0 
else_jump @FINALEC_13970 
if 
  211@ == 0 
else_jump @FINALEC_13970 
04AF: 195@ = 33246 // = constant 
05AA: 196@s = 'ROT4_MC' // @s = 'short'  // Gotcha!
gosub @FINALEC_57021 

:FINALEC_13970
if 
  $9381 == 0 
else_jump @FINALEC_16448 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_16448 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_16448 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_16448 
if 
  199@ == 4 
else_jump @FINALEC_14251 
if 
  40@ > 2800 
else_jump @FINALEC_14251 
040D: unload_wav 1 
00BE: text_clear_all 
212@ = 0 
211@ = 0 
015F: set_camera_position 2908.949 -1565.179 15.6092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2908.996 -1565.014 14.624 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 1500 
067F: set_car 160@ lights 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0151: remove_status_text $9378 
009B: destroy_actor 166@ 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_14218 
05EC: release_car 160@ from_path 

:FINALEC_14218
05EB: assign_car 160@ to_path 290 
06FD: set_car 160@ speed_on_path_to 0.9 
05EB: assign_car 161@ to_path 291 
199@ = 5 

:FINALEC_14251
if 
  199@ == 5 
else_jump @FINALEC_15161 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_15161 
if 
060E:   car 161@ assigned_to_path 
else_jump @FINALEC_15161 
05ED: freeze_car 160@ while_on_path 
05ED: freeze_car 161@ while_on_path 
07C0: load_path 230 
07C0: load_path 231 
07C0: load_path 232 
07C0: load_path 233 
07C0: load_path 234 
07C0: load_path 235 
07C0: load_path 236 
07C0: load_path 237 
07C0: load_path 238 
07C0: load_path 239 
07C0: load_path 240 
0247: load_model 352 
0247: load_model 596 
0247: load_model 468 
0247: load_model 344 
0247: load_model 110 
0247: load_model 576 
038B: load_requested_models 

:FINALEC_14397
if or
8248:   not model 352 available 
8248:   not model 596 available 
8248:   not model 468 available 
else_jump @FINALEC_14434 
wait 0 
jump @FINALEC_14397 

:FINALEC_14434
if or
8248:   not model 110 available 
8248:   not model 576 available 
8248:   not model 344 available 
else_jump @FINALEC_14470 
wait 0 
jump @FINALEC_14434 

:FINALEC_14470
wait 2000 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_14901 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_14901 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_14901 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
$70 -= 10.0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FINALEC_14577 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $68 $69 $70 

:FINALEC_14577
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
00A0: store_actor $130 position_to $68 $69 $70 
$70 -= 10.0 
if 
00DF:   actor $130 driving 
else_jump @FINALEC_14650 
0362: remove_actor $130 from_car_and_place_at $68 $69 $70 
jump @FINALEC_14669 

:FINALEC_14650
0465: remove_actor $130 from_turret_mode 
00A1: put_actor $130 at $68 $69 $70 

:FINALEC_14669
036A: put_actor $130 in_car 161@ 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 0 
009A: 166@ = create_actor_pedtype 24 model 280 at $68 $69 $70 
060B: set_actor 166@ decision_maker_to 105@ 
0464: put_actor 166@ into_turret_on_car 160@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 28 
08A4: set_car 160@ extra_parts_angle_to 0.2 
0223: set_actor 166@ health_to 1000 
02E2: set_actor 166@ weapon_accuracy_to 50 
0085: 110@ = 166@ // (int) 
gosub @FINALEC_57247 
009A: 167@ = create_actor_pedtype 24 model 280 at $68 $69 $70 
060B: set_actor 167@ decision_maker_to 105@ 
0464: put_actor 167@ into_turret_on_car 160@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 167@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 167@ health_to 1000 

:FINALEC_14901
if 
0611:   actor 167@ performing_animation "FIN_COP1_CLIMBOUT" 
else_jump @FINALEC_15013 
0613: 178@ = actor 167@ animation "FIN_COP1_CLIMBOUT" time 
if 
  178@ > 0.0 
else_jump @FINALEC_15013 
0393: actor 167@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15013
if 
8118:   not actor $130 dead 
else_jump @FINALEC_15115 
0812: AS_actor $130 perform_animation "FIN_SWITCH_S" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:FINALEC_15115
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_15161 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_15161 
40@ = 0 
199@ = 6 

:FINALEC_15161
if 
  199@ == 6 
else_jump @FINALEC_15476 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_15476 
if 
0611:   actor $130 performing_animation "FIN_SWITCH_S" 
else_jump @FINALEC_15476 
if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
else_jump @FINALEC_15476 
0613: 178@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
if 
  178@ > 0.0 
else_jump @FINALEC_15476 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 0.0 times_normal_rate 
0613: 178@ = actor $130 animation "FIN_SWITCH_S" time 
if 
  178@ > 0.0 
else_jump @FINALEC_15476 
0393: actor $130 perform_animation "FIN_SWITCH_S" at 0.0 times_normal_rate 
if 
8118:   not actor 167@ dead 
else_jump @FINALEC_15469 
if 
0611:   actor 167@ performing_animation "FIN_COP1_CLIMBOUT" 
else_jump @FINALEC_15469 
0393: actor 167@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_15469
199@ = 7 

:FINALEC_15476
if 
  199@ == 7 
else_jump @FINALEC_15589 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_15589 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_15589 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_15589 
if 
060E:   car 161@ assigned_to_path 
else_jump @FINALEC_15589 
05EE: unfreeze_car 160@ while_on_path 
05EE: unfreeze_car 161@ while_on_path 
067F: set_car 160@ lights 2 
40@ = 0 
199@ = 8 

:FINALEC_15589
if 
  199@ == 8 
else_jump @FINALEC_15684 
if 
  40@ > 599 
else_jump @FINALEC_15684 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_15684 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_15684 
0160: set_camera_point_at 2909.198 -1564.303 15.1955 switchstyle 1 
199@ = 9 

:FINALEC_15684
if 
  199@ == 9 
else_jump @FINALEC_15776 
if 
  40@ > 2500 
else_jump @FINALEC_15776 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_15776 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_15776 
015A: restore_camera 
212@ = 0 
211@ = 0 
199@ = 10 

:FINALEC_15776
if 
  199@ == 10 
else_jump @FINALEC_15854 
if 
  40@ > 4600 
else_jump @FINALEC_15854 
02A3: enable_widescreen 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $130 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
199@ = 11 

:FINALEC_15854
if 
  199@ == 11 
else_jump @FINALEC_16006 
if 
  40@ > 5000 
else_jump @FINALEC_16006 
if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
else_jump @FINALEC_16006 
if 
0611:   actor $130 performing_animation "FIN_SWITCH_S" 
else_jump @FINALEC_16006 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 1.0 times_normal_rate 
0393: actor $130 perform_animation "FIN_SWITCH_S" at 1.0 times_normal_rate 
199@ = 12 

:FINALEC_16006
if 
  199@ == 12 
else_jump @FINALEC_16338 
if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
else_jump @FINALEC_16338 
0613: 178@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
if 
  178@ == 1.0 
else_jump @FINALEC_16338 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0224: set_car 161@ health_to 20000 
0227: $9380 = car 161@ health 
$9380 /= 200 
03C4: set_status_text $9380 type 1 GXT 'RM4_52' // global_variable  // Car
if 
8118:   not actor 166@ dead 
else_jump @FINALEC_16247 
02AB: set_actor 166@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:FINALEC_16247
if 
8118:   not actor 167@ dead 
else_jump @FINALEC_16278 
02AB: set_actor 167@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:FINALEC_16278
204@ = 0 
205@ = 1 
$9381 = 1 
$9383 = 1 
199@ = 13 
03E5: show_text_box 'RM4_54'  // To look around swipe across the center of the screen. To fire tap ~m~~widget_vc_shoot~.
212@ = 0 
211@ = 0 

:FINALEC_16338
if 
  199@ > 10 
else_jump @FINALEC_16448 
if 
  13 > 199@ 
else_jump @FINALEC_16448 
gosub @FINALEC_57063 
if 
  212@ == 0 
else_jump @FINALEC_16448 
if 
  211@ == 0 
else_jump @FINALEC_16448 
04AF: 195@ = 33248 // = constant 
05AA: 196@s = 'ROT4_ME' // @s = 'short'  // Take the wheel, it's payback time!
gosub @FINALEC_57021 

:FINALEC_16448
if 
  $9381 == 1 
else_jump @FINALEC_30656 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_30656 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_30656 
0227: $9380 = car 161@ health 
$9380 -= 12000 
if 
  0 >= $9380 
else_jump @FINALEC_16625 
$9380 = 0 
02AC: set_car 161@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_16590 
05BE: AS_actor $130 die 

:FINALEC_16590
020B: explode_car 161@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
jump @FINALEC_57329 
jump @FINALEC_16632 

:FINALEC_16625
$9380 /= 80 

:FINALEC_16632
if 
0118:   actor $130 dead 
else_jump @FINALEC_16671 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
jump @FINALEC_57329 

:FINALEC_16671
if 
  5 > 204@ 
else_jump @FINALEC_17147 
if 
8118:   not actor 166@ dead 
else_jump @FINALEC_17126 
if 
  204@ == 0 
else_jump @FINALEC_16823 
0226: $9379 = actor 166@ health 
if 
  970 > $9379 
else_jump @FINALEC_16823 
02AB: set_actor 166@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B9: set_actor 166@ armed_weapon_to 0 
0812: AS_actor 166@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
204@ = 1 

:FINALEC_16823
if 
  204@ == 1 
else_jump @FINALEC_16968 
if 
0611:   actor 166@ performing_animation "FIN_COP1_SHOT" 
else_jump @FINALEC_16968 
0613: 178@ = actor 166@ animation "FIN_COP1_SHOT" time 
if 
  178@ == 1.0 
else_jump @FINALEC_16968 
0812: AS_actor 166@ perform_animation "FIN_COP1_SWING" IFP "FINALE2" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
204@ = 2 

:FINALEC_16968
if 
  204@ == 3 
else_jump @FINALEC_17042 
0465: remove_actor 166@ from_turret_mode 
0812: AS_actor 166@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
204@ = 4 

:FINALEC_17042
if 
  204@ == 4 
else_jump @FINALEC_17119 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 166@ radius 20.0 20.0 0 
else_jump @FINALEC_17119 
if 
82CB:   not actor 166@ bounding_sphere_visible 
else_jump @FINALEC_17119 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
204@ = 5 

:FINALEC_17119
jump @FINALEC_17147 

:FINALEC_17126
if 
056D:   actor 166@ defined 
else_jump @FINALEC_17147 
0465: remove_actor 166@ from_turret_mode 

:FINALEC_17147
if 
  6 > 205@ 
else_jump @FINALEC_17884 
if 
8118:   not actor 167@ dead 
else_jump @FINALEC_17863 
if 
  205@ == 1 
else_jump @FINALEC_17270 
if 
0611:   actor 167@ performing_animation "FIN_COP1_CLIMBOUT" 
else_jump @FINALEC_17270 
0393: actor 167@ perform_animation "FIN_COP1_CLIMBOUT" at 1.0 times_normal_rate 
205@ = 2 

:FINALEC_17270
if 
  205@ == 2 
else_jump @FINALEC_17478 
if 
0611:   actor 167@ performing_animation "FIN_COP1_CLIMBOUT" 
else_jump @FINALEC_17478 
0613: 178@ = actor 167@ animation "FIN_COP1_CLIMBOUT" time 
if 
  178@ == 1.0 
else_jump @FINALEC_17478 
0465: remove_actor 167@ from_turret_mode 
0464: put_actor 167@ into_turret_on_car 160@ at_car_offset -0.991 -4.12 0.297 position 2 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 167@ perform_animation "FIN_COP2_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 167@ health_to 1000 
02E2: set_actor 167@ weapon_accuracy_to 5 
205@ = 3 

:FINALEC_17478
if 
  205@ == 3 
else_jump @FINALEC_17673 
if 
0611:   actor 167@ performing_animation "FIN_COP2_CLIMBOUT" 
else_jump @FINALEC_17673 
0613: 178@ = actor 167@ animation "FIN_COP2_CLIMBOUT" time 
if 
  178@ == 1.0 
else_jump @FINALEC_17673 
41@ = 0 
0226: $9379 = actor 167@ health 
if 
  $9379 > 950 
else_jump @FINALEC_17628 
0223: set_actor 167@ health_to 1100 
jump @FINALEC_17636 

:FINALEC_17628
0223: set_actor 167@ health_to 1050 

:FINALEC_17636
0085: 110@ = 167@ // (int) 
02AB: set_actor 167@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
gosub @FINALEC_57291 
205@ = 4 

:FINALEC_17673
if 
  205@ == 4 
else_jump @FINALEC_17779 
0226: $9379 = actor 167@ health 
if or
  1000 > $9379 
  41@ > 60000 
else_jump @FINALEC_17779 
0465: remove_actor 167@ from_turret_mode 
0812: AS_actor 167@ perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
205@ = 5 

:FINALEC_17779
if 
  205@ == 5 
else_jump @FINALEC_17856 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 167@ radius 30.0 30.0 0 
else_jump @FINALEC_17856 
if 
82CB:   not actor 167@ bounding_sphere_visible 
else_jump @FINALEC_17856 
01C2: remove_references_to_actor 167@ // Like turning an actor into a random pedestrian 
205@ = 6 

:FINALEC_17856
jump @FINALEC_17884 

:FINALEC_17863
if 
056D:   actor 167@ defined 
else_jump @FINALEC_17884 
0465: remove_actor 167@ from_turret_mode 

:FINALEC_17884
if 
  $9382 == 0 
else_jump @FINALEC_18208 
if 
01AD:   car 160@ sphere 0 near_point 2861.28 -1298.8 radius 25.0 25.0 
else_jump @FINALEC_18208 
00A5: 225@ = create_car 596 at 2816.01 -1186.56 23.95 
0175: set_car 225@ Z_angle_to 279.03 
0224: set_car 225@ health_to 400 
02AA: set_car 225@ immune_to_nonplayer 1 
0129: 162@ = create_actor_pedtype 24 model 280 in_car 225@ driverseat 
060B: set_actor 162@ decision_maker_to 105@ 
0446: set_actor 162@ dismemberment_possible 0 
02A9: set_actor 162@ immune_to_nonplayer 1 
01C8: 163@ = create_actor_pedtype 24 model 280 in_car 225@ passenger_seat 0 
060B: set_actor 163@ decision_maker_to 105@ 
02A9: set_actor 163@ immune_to_nonplayer 1 
01B2: give_actor 163@ weapon 28 ammo 9999 // Load the weapon model before using this 
00A5: 226@ = create_car 596 at 2803.0 -1183.0 26.0 
0175: set_car 226@ Z_angle_to 261.0 
0224: set_car 226@ health_to 600 
02AA: set_car 226@ immune_to_nonplayer 1 
0129: 164@ = create_actor_pedtype 24 model 280 in_car 226@ driverseat 
060B: set_actor 164@ decision_maker_to 105@ 
0446: set_actor 164@ dismemberment_possible 0 
02A9: set_actor 164@ immune_to_nonplayer 1 
01C8: 215@ = create_actor_pedtype 24 model 280 in_car 226@ passenger_seat 0 
060B: set_actor 215@ decision_maker_to 105@ 
02A9: set_actor 215@ immune_to_nonplayer 1 
01B2: give_actor 215@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 226@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
$9382 = 1 

:FINALEC_18208
if 
  $9382 == 1 
else_jump @FINALEC_18759 
if 
01AD:   car 160@ sphere 0 near_point 2849.39 -1232.93 radius 20.0 20.0 
else_jump @FINALEC_18759 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_18376 
05EB: assign_car 225@ to_path 230 
0397: enable_car 225@ siren 1 
if 
8118:   not actor 163@ dead 
else_jump @FINALEC_18347 
0713: actor 163@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18347
0186: 255@ = create_marker_above_car 225@ 
018B: set_marker 255@ radar_mode 2 
257@ = 1 
268@ = 1 

:FINALEC_18376
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_18488 
0397: enable_car 226@ siren 1 
05EB: assign_car 226@ to_path 231 
if 
8118:   not actor 215@ dead 
else_jump @FINALEC_18459 
0713: actor 215@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_18459
0186: 256@ = create_marker_above_car 226@ 
018B: set_marker 256@ radar_mode 2 
258@ = 1 
269@ = 1 

:FINALEC_18488
214@ = 1 
00A5: 219@ = create_car 576 at 2735.333 -1081.047 69.033 
0175: set_car 219@ Z_angle_to 37.918 
0224: set_car 219@ health_to 275 
02AA: set_car 219@ immune_to_nonplayer 1 
0129: 42@ = create_actor_pedtype 24 model 7 in_car 219@ driverseat 
060B: set_actor 42@ decision_maker_to 105@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model 7 in_car 219@ passenger_seat 0 
060B: set_actor 43@ decision_maker_to 105@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 219@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 220@ = create_car 576 at 2595.742 -1003.581 75.038 
0175: set_car 220@ Z_angle_to 180.0 
02AA: set_car 220@ immune_to_nonplayer 1 
0129: 44@ = create_actor_pedtype 24 model 7 in_car 220@ driverseat 
060B: set_actor 44@ decision_maker_to 105@ 
0446: set_actor 44@ dismemberment_possible 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model 7 in_car 220@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 105@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 220@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
$9382 = 2 

:FINALEC_18759
if 
  $9382 == 2 
else_jump @FINALEC_19870 
if 
01AD:   car 161@ sphere 0 near_point 2717.71 -1047.36 radius 20.0 20.0 
else_jump @FINALEC_19870 
0249: release_model 596 
214@ = 2 
if 
8119:   not car 219@ wrecked 
else_jump @FINALEC_18932 
05EB: assign_car 219@ to_path 232 
if 
8118:   not actor 43@ dead 
else_jump @FINALEC_18903 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_18903
0186: 249@ = create_marker_above_car 219@ 
018B: set_marker 249@ radar_mode 2 
262@ = 1 
273@ = 1 

:FINALEC_18932
if 
8119:   not car 220@ wrecked 
else_jump @FINALEC_19037 
05EB: assign_car 220@ to_path 233 
if 
8118:   not actor 45@ dead 
else_jump @FINALEC_19008 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_19008
0186: 250@ = create_marker_above_car 220@ 
018B: set_marker 250@ radar_mode 2 
263@ = 1 
274@ = 1 

:FINALEC_19037
00A5: 216@ = create_car 576 at 2707.499 -1329.559 47.3 
0175: set_car 216@ Z_angle_to 265.83 
02AA: set_car 216@ immune_to_nonplayer 1 
0129: 46@ = create_actor_pedtype 24 model 110 in_car 216@ driverseat 
060B: set_actor 46@ decision_maker_to 105@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model 110 in_car 216@ passenger_seat 0 
060B: set_actor 47@ decision_maker_to 105@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 216@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 216@ health_to 300 
00A5: 217@ = create_car 576 at 2759.875 -1373.294 38.777 
0175: set_car 217@ Z_angle_to 90.9 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 48@ = create_actor_pedtype 24 model 110 in_car 217@ driverseat 
060B: set_actor 48@ decision_maker_to 105@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
01C8: 49@ = create_actor_pedtype 24 model 110 in_car 217@ passenger_seat 0 
060B: set_actor 49@ decision_maker_to 105@ 
02A9: set_actor 49@ immune_to_nonplayer 1 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 217@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 217@ health_to 800 
0107: 177@ = create_object #LA_FUCKCAR2 at 2722.599 -1324.889 49.47 
0392: make_object 177@ moveable 1 
0177: set_object 177@ Z_angle_to 83.325 
009A: 236@ = create_actor_pedtype 24 model 110 at 2631.18 -1244.17 50.58 
0173: set_actor 236@ Z_angle_to 62.09 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02A9: set_actor 236@ immune_to_nonplayer 1 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 105@ 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_19459 
0085: 110@ = 236@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_19459
009A: 240@ = create_actor_pedtype 24 model 110 at 2646.11 -1193.27 66.1 
0173: set_actor 240@ Z_angle_to 285.845 
01B2: give_actor 240@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 240@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 240@ health_to 10 
060B: set_actor 240@ decision_maker_to 105@ 
0085: 110@ = 240@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 241@ = create_actor_pedtype 24 model 110 at 2653.935 -1211.778 61.667 
0173: set_actor 241@ Z_angle_to 360.0 
01B2: give_actor 241@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 241@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 241@ health_to 10 
060B: set_actor 241@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_19669 
0085: 110@ = 241@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_19669
009A: 242@ = create_actor_pedtype 24 model 110 at 2664.336 -1173.326 66.69 
0173: set_actor 242@ Z_angle_to 53.93 
01B2: give_actor 242@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 242@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 242@ health_to 10 
060B: set_actor 242@ decision_maker_to 105@ 
0085: 110@ = 242@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 243@ = create_actor_pedtype 24 model 110 at 2639.27 -1175.4 66.5 
0173: set_actor 243@ Z_angle_to 2.3 
01B2: give_actor 243@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 243@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 243@ health_to 10 
060B: set_actor 243@ decision_maker_to 105@ 
0085: 110@ = 240@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
$9382 = 3 

:FINALEC_19870
if 
  $9382 == 3 
else_jump @FINALEC_20150 
if 
01AD:   car 160@ sphere 0 near_point 2737.48 -1309.88 radius 30.0 30.0 
else_jump @FINALEC_20150 
214@ = 3 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_20038 
05EB: assign_car 216@ to_path 234 
if 
8118:   not actor 47@ dead 
else_jump @FINALEC_20009 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_20009
0186: 246@ = create_marker_above_car 216@ 
018B: set_marker 246@ radar_mode 2 
259@ = 1 
270@ = 1 

:FINALEC_20038
if 
8119:   not car 217@ wrecked 
else_jump @FINALEC_20143 
05EB: assign_car 217@ to_path 235 
if 
8118:   not actor 49@ dead 
else_jump @FINALEC_20114 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20114
0186: 247@ = create_marker_above_car 217@ 
018B: set_marker 247@ radar_mode 2 
260@ = 1 
271@ = 1 

:FINALEC_20143
$9382 = 4 

:FINALEC_20150
if 
  $9382 == 4 
else_jump @FINALEC_20605 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_20605 
if 
01AD:   car 161@ sphere 0 near_point 2662.6 -1404.83 radius 20.0 20.0 
else_jump @FINALEC_20605 
214@ = 4 
00A5: 221@ = create_car 468 at 2657.455 -1594.463 12.685 
0175: set_car 221@ Z_angle_to 85.0 
0129: 50@ = create_actor_pedtype 24 model 110 in_car 221@ driverseat 
060B: set_actor 50@ decision_maker_to 105@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model 110 in_car 221@ passenger_seat 0 
060B: set_actor 51@ decision_maker_to 105@ 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 221@ immune_to_nonplayer 1 
02AC: set_car 221@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 222@ = create_car 468 at 2642.0 -1615.0 19.0 
0175: set_car 222@ Z_angle_to 181.0 
0129: 52@ = create_actor_pedtype 24 model 110 in_car 222@ driverseat 
060B: set_actor 52@ decision_maker_to 105@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor_pedtype 24 model 110 in_car 222@ passenger_seat 0 
060B: set_actor 53@ decision_maker_to 105@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 222@ immune_to_nonplayer 1 
02AC: set_car 222@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 223@ = create_car 468 at 2650.0 -1621.0 19.0 
0175: set_car 223@ Z_angle_to 170.0 
0129: 54@ = create_actor_pedtype 24 model 110 in_car 223@ driverseat 
060B: set_actor 54@ decision_maker_to 105@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
01C8: 55@ = create_actor_pedtype 24 model 110 in_car 223@ passenger_seat 0 
060B: set_actor 55@ decision_maker_to 105@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 223@ immune_to_nonplayer 1 
02AC: set_car 223@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
$9382 = 5 

:FINALEC_20605
if 
  $9382 == 5 
else_jump @FINALEC_21113 
if 
01AD:   car 160@ sphere 0 near_point 2642.71 -1570.03 radius 20.0 20.0 
else_jump @FINALEC_21113 
214@ = 5 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_20773 
05EB: assign_car 221@ to_path 236 
if 
8118:   not actor 51@ dead 
else_jump @FINALEC_20744 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20744
0186: 251@ = create_marker_above_car 221@ 
018B: set_marker 251@ radar_mode 2 
264@ = 1 
275@ = 1 

:FINALEC_20773
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_20878 
05EB: assign_car 222@ to_path 237 
if 
8118:   not actor 53@ dead 
else_jump @FINALEC_20849 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20849
0186: 252@ = create_marker_above_car 222@ 
018B: set_marker 252@ radar_mode 2 
265@ = 1 
276@ = 1 

:FINALEC_20878
if 
8119:   not car 223@ wrecked 
else_jump @FINALEC_20983 
05EB: assign_car 223@ to_path 238 
if 
8118:   not actor 55@ dead 
else_jump @FINALEC_20954 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_20954
0186: 253@ = create_marker_above_car 223@ 
018B: set_marker 253@ radar_mode 2 
266@ = 1 
277@ = 1 

:FINALEC_20983
00A5: 218@ = create_car 576 at 2704.0 -1654.0 10.0 
0175: set_car 218@ Z_angle_to 90.0 
0224: set_car 218@ health_to 300 
0129: 229@ = create_actor_pedtype 24 model 110 in_car 218@ driverseat 
060B: set_actor 229@ decision_maker_to 105@ 
0446: set_actor 229@ dismemberment_possible 0 
02A9: set_actor 229@ immune_to_nonplayer 1 
01C8: 230@ = create_actor_pedtype 24 model 110 in_car 218@ passenger_seat 0 
060B: set_actor 230@ decision_maker_to 105@ 
02A9: set_actor 230@ immune_to_nonplayer 1 
01B2: give_actor 230@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 218@ immune_to_nonplayer 1 
$9382 = 6 

:FINALEC_21113
if 
  $9382 == 6 
else_jump @FINALEC_21281 
if 
01AD:   car 161@ sphere 0 near_point 2642.98 -1619.8 radius 20.0 20.0 
else_jump @FINALEC_21281 
if 
8119:   not car 218@ wrecked 
else_jump @FINALEC_21274 
05EB: assign_car 218@ to_path 239 
if 
8118:   not actor 230@ dead 
else_jump @FINALEC_21245 
0713: actor 230@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_21245
0186: 248@ = create_marker_above_car 218@ 
018B: set_marker 248@ radar_mode 2 
261@ = 1 
272@ = 1 

:FINALEC_21274
$9382 = 7 

:FINALEC_21281
if 
  $9382 == 7 
else_jump @FINALEC_21428 
if 
01AD:   car 160@ sphere 0 near_point 2407.93 -1918.34 radius 15.0 15.0 
else_jump @FINALEC_21428 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
015F: set_camera_position 2409.032 -1921.426 14.0992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2408.994 -1920.431 14.0044 switchstyle 2 
40@ = 0 
$9382 = 8 

:FINALEC_21428
if 
  $9382 == 8 
else_jump @FINALEC_21694 
if 
  40@ > 5000 
else_jump @FINALEC_21694 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 166@ 
009B: destroy_actor 167@ 
07C0: load_path 241 
07C0: load_path 242 
07C0: load_path 243 
07C0: load_path 244 
07C0: load_path 245 
07C0: load_path 246 
07C0: load_path 247 
07C0: load_path 248 
07C0: load_path 249 
07C0: load_path 229 
0247: load_model 596 
038B: load_requested_models 

:FINALEC_21538
if or
8248:   not model 596 available 
87C1:   not path 241 available 
87C1:   not path 242 available 
87C1:   not path 243 available 
87C1:   not path 244 available 
else_jump @FINALEC_21585 
wait 0 
jump @FINALEC_21538 

:FINALEC_21585
if or
87C1:   not path 245 available 
87C1:   not path 246 available 
87C1:   not path 247 available 
87C1:   not path 248 available 
87C1:   not path 249 available 
else_jump @FINALEC_21632 
wait 0 
jump @FINALEC_21585 

:FINALEC_21632
if 
87C1:   not path 229 available 
else_jump @FINALEC_21659 
wait 0 
jump @FINALEC_21632 

:FINALEC_21659
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
$9381 = 2 
$9382 = 9 

:FINALEC_21694
if 
  $9383 == 1 
else_jump @FINALEC_22891 
if 
01AD:   car 160@ sphere 0 near_point 2835.29 -1049.49 radius 20.0 20.0 
else_jump @FINALEC_22891 
0107: 173@ = create_object #LA_FUCKCAR2 at 2806.984 -1057.249 27.0 
0392: make_object 173@ moveable 1 
0177: set_object 173@ Z_angle_to 189.735 
02CF: 69@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
009A: 231@ = create_actor_pedtype 24 model 110 at 2798.46 -1055.99 30.43 
0173: set_actor 231@ Z_angle_to 285.845 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
0085: 110@ = 231@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
00A5: 245@ = create_car 576 at 2785.06 -1043.915 35.916 
0175: set_car 245@ Z_angle_to 4.2 
0224: set_car 245@ health_to 250 
02AA: set_car 245@ immune_to_nonplayer 1 
009A: 232@ = create_actor_pedtype 24 model 110 at 2774.56 -1011.43 58.08 
0173: set_actor 232@ Z_angle_to 285.845 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model 110 at 2782.984 -1041.284 36.62 
0173: set_actor 234@ Z_angle_to 285.845 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_22169 
0085: 110@ = 234@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22169
009A: 235@ = create_actor_pedtype 24 model 110 at 2749.393 -1063.34 53.0 
0173: set_actor 235@ Z_angle_to 309.534 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 105@ 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
if 
8118:   not actor 162@ dead 
else_jump @FINALEC_22289 
0085: 110@ = 235@ // (int) 
0085: 115@ = 162@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_22328 

:FINALEC_22289
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_22328 
0085: 110@ = 235@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22328
0107: 175@ = create_object #LA_FUCKCAR2 at 2688.94 -1054.034 69.57 
0392: make_object 175@ moveable 1 
0177: set_object 175@ Z_angle_to 210.579 
02CF: 70@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
02CF: 71@ = create_fire_at 2807.984 -1056.249 28.6 propagation 0 size 1 
009A: 237@ = create_actor_pedtype 24 model 110 at 2724.045 -1058.115 69.88 
0173: set_actor 237@ Z_angle_to 360.0 
01B2: give_actor 237@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 237@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 237@ health_to 10 
060B: set_actor 237@ decision_maker_to 105@ 
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 238@ = create_actor_pedtype 24 model 110 at 2632.0 -114.0 68.0 
0173: set_actor 238@ Z_angle_to 254.974 
01B2: give_actor 238@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 238@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 238@ health_to 10 
060B: set_actor 238@ decision_maker_to 105@ 
0085: 110@ = 238@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
0107: 176@ = create_object #LA_FUCKCAR2 at 2650.39 -1056.09 69.66 
0392: make_object 176@ moveable 1 
0177: set_object 176@ Z_angle_to 228.58 
02CF: 72@ = create_fire_at 2650.39 -1056.09 69.66 propagation 0 size 2 
009A: 239@ = create_actor_pedtype 24 model 110 at 2649.78 -1052.49 69.44 
0173: set_actor 239@ Z_angle_to 254.974 
01B2: give_actor 239@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 239@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 239@ health_to 10 
060B: set_actor 239@ decision_maker_to 105@ 
0085: 110@ = 239@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 236@ = create_actor_pedtype 24 model 110 at 2650.4 -1115.05 67.12 
0173: set_actor 236@ Z_angle_to 360.0 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_22884 
0085: 110@ = 236@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_22884
$9383 = 2 

:FINALEC_22891
if 
  $9383 == 2 
else_jump @FINALEC_23021 
if 
01AD:   car 161@ sphere 0 near_point 2642.81 -1193.87 radius 20.0 20.0 
else_jump @FINALEC_23021 
0108: destroy_object 173@ 
009B: destroy_actor 231@ 
01C3: remove_references_to_car 245@ 
00A6: destroy_car 245@ 
009B: destroy_actor 232@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
0108: destroy_object 175@ 
009B: destroy_actor 237@ 
0108: destroy_object 176@ 
009B: destroy_actor 239@ 
009B: destroy_actor 236@ 
009B: destroy_actor 238@ 
031A: remove_all_fires 
$9383 = 3 

:FINALEC_23021
if 
  $9383 == 3 
else_jump @FINALEC_24102 
if 
01AD:   car 161@ sphere 0 near_point 2723.81 -1275.64 radius 20.0 20.0 
else_jump @FINALEC_24102 
009B: destroy_actor 240@ 
009B: destroy_actor 241@ 
009B: destroy_actor 242@ 
009B: destroy_actor 243@ 
if 
8119:   not car 220@ wrecked 
else_jump @FINALEC_23128 
0224: set_car 220@ health_to 250 
02AA: set_car 220@ immune_to_nonplayer 0 

:FINALEC_23128
009A: 231@ = create_actor_pedtype 24 model 110 at 2718.29 -1324.342 48.5 
0173: set_actor 231@ Z_angle_to 352.57 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_23241 
0085: 110@ = 231@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23241
009A: 232@ = create_actor_pedtype 24 model 110 at 2726.95 -1324.49 49.5 
0173: set_actor 232@ Z_angle_to 327.185 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model 110 at 2710.591 -1315.29 74.34 
0173: set_actor 234@ Z_angle_to 303.711 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_23451 
0085: 110@ = 234@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23451
009A: 235@ = create_actor_pedtype 24 model 110 at 2748.244 -1375.115 49.5 
0173: set_actor 235@ Z_angle_to 309.534 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 105@ 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 110@ = 235@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 236@ = create_actor_pedtype 24 model 110 at 2750.615 -1388.75 39.0 
0173: set_actor 236@ Z_angle_to 62.09 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 105@ 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 110@ = 235@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 237@ = create_actor_pedtype 24 model 110 at 2713.137 -1448.169 41.95 
0173: set_actor 237@ Z_angle_to 267.04 
01B2: give_actor 237@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 237@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 237@ health_to 10 
060B: set_actor 237@ decision_maker_to 105@ 
0085: 110@ = 237@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 238@ = create_actor_pedtype 24 model 110 at 2711.935 -1399.32 54.0 
0173: set_actor 238@ Z_angle_to 295.712 
01B2: give_actor 238@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 238@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 238@ health_to 10 
060B: set_actor 238@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_23855 
0085: 110@ = 238@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_23855
009A: 239@ = create_actor_pedtype 24 model 110 at 2754.71 -1309.956 70.0 
0173: set_actor 239@ Z_angle_to 77.189 
01B2: give_actor 239@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 239@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 239@ health_to 10 
060B: set_actor 239@ decision_maker_to 105@ 
0085: 110@ = 239@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 240@ = create_actor_pedtype 24 model 110 at 2750.615 -1419.473 38.5 
0173: set_actor 240@ Z_angle_to 77.189 
01B2: give_actor 240@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 240@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 240@ health_to 10 
060B: set_actor 240@ decision_maker_to 105@ 
if 
8118:   not actor 48@ dead 
else_jump @FINALEC_24072 
0085: 110@ = 240@ // (int) 
0085: 115@ = 48@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_24095 

:FINALEC_24072
0085: 110@ = 240@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_24095
$9383 = 4 

:FINALEC_24102
if 
  $9383 == 4 
else_jump @FINALEC_24926 
if 
01AD:   car 161@ sphere 0 near_point 2682.55 -1494.04 radius 20.0 20.0 
else_jump @FINALEC_24926 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
009B: destroy_actor 237@ 
009B: destroy_actor 238@ 
009B: destroy_actor 239@ 
009B: destroy_actor 240@ 
0108: destroy_object 173@ 
031A: remove_all_fires 
0107: 173@ = create_object #LA_FUCKCAR2 at 2649.194 -1514.185 26.6789 
0177: set_object 173@ Z_angle_to 329.3793 
0392: make_object 173@ moveable 1 
00A5: 245@ = create_car 576 at 2638.988 -1555.943 18.9832 
0175: set_car 245@ Z_angle_to 290.7073 
0224: set_car 245@ health_to 250 
02AA: set_car 245@ immune_to_nonplayer 1 
0107: 175@ = create_object #LA_FUCKCAR2 at 2635.097 -1576.996 15.3271 
0177: set_object 175@ Z_angle_to 77.161 
0392: make_object 175@ moveable 1 
0107: 176@ = create_object #LA_FUCKCAR2 at 2650.395 -1586.538 13.6033 
0177: set_object 176@ Z_angle_to 295.7696 
0392: make_object 176@ moveable 1 
0107: 177@ = create_object #LA_FUCKCAR2 at 2649.939 -1629.937 9.8785 
0177: set_object 177@ Z_angle_to 270.0938 
0392: make_object 177@ moveable 1 
009A: 231@ = create_actor_pedtype 24 model 110 at 2647.583 -1518.547 25.7427 
0173: set_actor 231@ Z_angle_to 12.7483 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_24531 
0085: 110@ = 231@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_24531
009A: 232@ = create_actor_pedtype 24 model 110 at 2651.045 -1515.111 26.5111 
0173: set_actor 232@ Z_angle_to 12.4201 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 233@ = create_actor_pedtype 24 model 110 at 2636.188 -1559.397 18.5108 
0173: set_actor 233@ Z_angle_to 276.3582 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 105@ 
0085: 110@ = 233@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model 110 at 2641.418 -1558.004 18.6112 
0173: set_actor 234@ Z_angle_to 339.6795 
01B2: give_actor 234@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
0085: 110@ = 234@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 235@ = create_actor_pedtype 24 model 110 at 2649.325 -1589.41 13.0846 
0173: set_actor 235@ Z_angle_to 318.9207 
01B2: give_actor 235@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 105@ 
0085: 110@ = 235@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
$9383 = 5 

:FINALEC_24926
if 
  $9383 == 5 
else_jump @FINALEC_26046 
if 
01AD:   car 161@ sphere 0 near_point 2652.95 -1404.16 radius 20.0 20.0 
else_jump @FINALEC_26046 
02CF: 69@ = create_fire_at 2641.66 -1514.55 26.82 propagation 0 size 2 
02CF: 69@ = create_fire_at 2638.68 -1515.3 26.5 propagation 0 size 3 
02CF: 69@ = create_fire_at 2641.58 -1538.54 22.46 propagation 0 size 3 
02CF: 69@ = create_fire_at 2635.64 -1605.36 10.7 propagation 0 size 2 
02CF: 69@ = create_fire_at 2643.52 -1599.47 18.71 propagation 0 size 3 
009A: 236@ = create_actor_pedtype 24 model 110 at 2647.583 -1518.547 25.7427 
0173: set_actor 236@ Z_angle_to 12.7483 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_25215 
0085: 110@ = 236@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25215
009A: 237@ = create_actor_pedtype 24 model 110 at 2652.515 -1587.552 13.4203 
0173: set_actor 237@ Z_angle_to 12.4201 
01B2: give_actor 237@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 237@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 237@ health_to 10 
060B: set_actor 237@ decision_maker_to 105@ 
0085: 110@ = 237@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 238@ = create_actor_pedtype 24 model 110 at 2647.368 -1629.595 9.727 
0173: set_actor 238@ Z_angle_to 276.3582 
01B2: give_actor 238@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 238@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 238@ health_to 10 
060B: set_actor 238@ decision_maker_to 105@ 
0085: 110@ = 238@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 239@ = create_actor_pedtype 24 model 110 at 2651.148 -1631.916 9.8767 
0173: set_actor 239@ Z_angle_to 339.6795 
01B2: give_actor 239@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 239@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 239@ health_to 10 
060B: set_actor 239@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_25522 
0085: 110@ = 239@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25522
009A: 240@ = create_actor_pedtype 24 model 110 at 2635.932 -1598.666 18.7482 
0173: set_actor 240@ Z_angle_to 318.9207 
01B2: give_actor 240@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 240@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 240@ health_to 10 
060B: set_actor 240@ decision_maker_to 105@ 
0085: 110@ = 240@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 241@ = create_actor_pedtype 24 model 110 at 2650.494 -1600.365 18.1152 
0173: set_actor 241@ Z_angle_to 318.9207 
01B2: give_actor 241@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 241@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 241@ health_to 10 
060B: set_actor 241@ decision_maker_to 105@ 
0085: 110@ = 241@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 242@ = create_actor_pedtype 24 model 110 at 2635.932 -1598.666 18.7482 
0173: set_actor 242@ Z_angle_to 318.9207 
01B2: give_actor 242@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 242@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 242@ health_to 10 
060B: set_actor 242@ decision_maker_to 105@ 
0085: 110@ = 242@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 243@ = create_actor_pedtype 24 model 110 at 2646.598 -1599.905 18.295 
0173: set_actor 243@ Z_angle_to 318.9207 
01B2: give_actor 243@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 243@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 243@ health_to 10 
060B: set_actor 243@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_25926 
0085: 110@ = 243@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_25926
009A: 244@ = create_actor_pedtype 24 model 110 at 2634.689 -1629.506 18.7081 
0173: set_actor 244@ Z_angle_to 318.9207 
01B2: give_actor 244@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 244@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 244@ health_to 10 
060B: set_actor 244@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_26039 
0085: 110@ = 244@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_26039
$9383 = 6 

:FINALEC_26046
if 
  $9383 == 6 
else_jump @FINALEC_26201 
if 
01AD:   car 161@ sphere 0 near_point 2598.57 -1729.65 radius 20.0 20.0 
else_jump @FINALEC_26201 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
009B: destroy_actor 237@ 
009B: destroy_actor 238@ 
009B: destroy_actor 239@ 
009B: destroy_actor 240@ 
009B: destroy_actor 241@ 
009B: destroy_actor 242@ 
009B: destroy_actor 243@ 
009B: destroy_actor 244@ 
00A6: destroy_car 245@ 
0108: destroy_object 173@ 
0108: destroy_object 175@ 
0108: destroy_object 176@ 
0108: destroy_object 177@ 
031A: remove_all_fires 
$9383 = 7 

:FINALEC_26201
if 
  268@ == 1 
else_jump @FINALEC_26353 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_26353 
if 
8118:   not actor 162@ dead 
else_jump @FINALEC_26258 
jump @FINALEC_26353 

:FINALEC_26258
if 
8118:   not actor 163@ dead 
else_jump @FINALEC_26341 
if 
00DB:   actor 163@ in_car 225@ 
else_jump @FINALEC_26334 
046C: 227@ = car 225@ driver 
if 
  227@ == -1 
else_jump @FINALEC_26334 
0676: AS_actor 163@ in_car 225@ move_from_passengerseat_to_driverseat 
268@ = 2 

:FINALEC_26334
jump @FINALEC_26353 

:FINALEC_26341
05EC: release_car 225@ from_path 
268@ = 2 

:FINALEC_26353
if 
  268@ == 2 
else_jump @FINALEC_26399 
if 
0118:   actor 163@ dead 
else_jump @FINALEC_26399 
05EC: release_car 225@ from_path 
268@ = 3 

:FINALEC_26399
if 
  257@ == 1 
else_jump @FINALEC_26515 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_26483 
if 
860E:   not car 225@ assigned_to_path 
else_jump @FINALEC_26476 
01C3: remove_references_to_car 225@ 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
0164: disable_marker 255@ 
257@ = 2 

:FINALEC_26476
jump @FINALEC_26515 

:FINALEC_26483
05EC: release_car 225@ from_path 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 225@ 
0164: disable_marker 255@ 
257@ = 2 

:FINALEC_26515
if 
  269@ == 1 
else_jump @FINALEC_26667 
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_26667 
if 
8118:   not actor 164@ dead 
else_jump @FINALEC_26572 
jump @FINALEC_26667 

:FINALEC_26572
if 
8118:   not actor 215@ dead 
else_jump @FINALEC_26655 
if 
00DB:   actor 215@ in_car 226@ 
else_jump @FINALEC_26648 
046C: 227@ = car 226@ driver 
if 
  227@ == -1 
else_jump @FINALEC_26648 
0676: AS_actor 215@ in_car 226@ move_from_passengerseat_to_driverseat 
269@ = 2 

:FINALEC_26648
jump @FINALEC_26667 

:FINALEC_26655
05EC: release_car 226@ from_path 
269@ = 2 

:FINALEC_26667
if 
  269@ == 2 
else_jump @FINALEC_26713 
if 
0118:   actor 215@ dead 
else_jump @FINALEC_26713 
05EC: release_car 226@ from_path 
269@ = 3 

:FINALEC_26713
if 
  258@ == 1 
else_jump @FINALEC_26829 
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_26797 
if 
860E:   not car 226@ assigned_to_path 
else_jump @FINALEC_26790 
01C3: remove_references_to_car 226@ 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0164: disable_marker 256@ 
258@ = 2 

:FINALEC_26790
jump @FINALEC_26829 

:FINALEC_26797
05EC: release_car 226@ from_path 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 226@ 
0164: disable_marker 256@ 
258@ = 2 

:FINALEC_26829
if 
  273@ == 1 
else_jump @FINALEC_26981 
if 
8119:   not car 219@ wrecked 
else_jump @FINALEC_26981 
if 
8118:   not actor 42@ dead 
else_jump @FINALEC_26886 
jump @FINALEC_26981 

:FINALEC_26886
if 
8118:   not actor 43@ dead 
else_jump @FINALEC_26969 
if 
00DB:   actor 43@ in_car 219@ 
else_jump @FINALEC_26962 
046C: 227@ = car 219@ driver 
if 
  227@ == -1 
else_jump @FINALEC_26962 
0676: AS_actor 43@ in_car 219@ move_from_passengerseat_to_driverseat 
273@ = 2 

:FINALEC_26962
jump @FINALEC_26981 

:FINALEC_26969
05EC: release_car 219@ from_path 
273@ = 2 

:FINALEC_26981
if 
  273@ == 2 
else_jump @FINALEC_27027 
if 
0118:   actor 43@ dead 
else_jump @FINALEC_27027 
05EC: release_car 219@ from_path 
273@ = 3 

:FINALEC_27027
if 
  262@ == 1 
else_jump @FINALEC_27143 
if 
8119:   not car 219@ wrecked 
else_jump @FINALEC_27111 
if 
860E:   not car 219@ assigned_to_path 
else_jump @FINALEC_27104 
01C3: remove_references_to_car 219@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 249@ 
262@ = 2 

:FINALEC_27104
jump @FINALEC_27143 

:FINALEC_27111
05EC: release_car 219@ from_path 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 219@ 
0164: disable_marker 249@ 
262@ = 2 

:FINALEC_27143
if 
  274@ == 1 
else_jump @FINALEC_27295 
if 
8119:   not car 220@ wrecked 
else_jump @FINALEC_27295 
if 
8118:   not actor 44@ dead 
else_jump @FINALEC_27200 
jump @FINALEC_27295 

:FINALEC_27200
if 
8118:   not actor 45@ dead 
else_jump @FINALEC_27283 
if 
00DB:   actor 45@ in_car 220@ 
else_jump @FINALEC_27276 
046C: 227@ = car 220@ driver 
if 
  227@ == -1 
else_jump @FINALEC_27276 
0676: AS_actor 45@ in_car 220@ move_from_passengerseat_to_driverseat 
274@ = 2 

:FINALEC_27276
jump @FINALEC_27295 

:FINALEC_27283
05EC: release_car 220@ from_path 
274@ = 2 

:FINALEC_27295
if 
  274@ == 2 
else_jump @FINALEC_27341 
if 
0118:   actor 45@ dead 
else_jump @FINALEC_27341 
05EC: release_car 220@ from_path 
274@ = 3 

:FINALEC_27341
if 
  263@ == 1 
else_jump @FINALEC_27457 
if 
8119:   not car 220@ wrecked 
else_jump @FINALEC_27425 
if 
860E:   not car 220@ assigned_to_path 
else_jump @FINALEC_27418 
01C3: remove_references_to_car 220@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 250@ 
263@ = 2 

:FINALEC_27418
jump @FINALEC_27457 

:FINALEC_27425
05EC: release_car 220@ from_path 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 220@ 
0164: disable_marker 250@ 
263@ = 2 

:FINALEC_27457
if 
  270@ == 1 
else_jump @FINALEC_27609 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_27609 
if 
8118:   not actor 46@ dead 
else_jump @FINALEC_27514 
jump @FINALEC_27609 

:FINALEC_27514
if 
8118:   not actor 47@ dead 
else_jump @FINALEC_27597 
if 
00DB:   actor 47@ in_car 216@ 
else_jump @FINALEC_27590 
046C: 227@ = car 216@ driver 
if 
  227@ == -1 
else_jump @FINALEC_27590 
0676: AS_actor 47@ in_car 216@ move_from_passengerseat_to_driverseat 
270@ = 2 

:FINALEC_27590
jump @FINALEC_27609 

:FINALEC_27597
05EC: release_car 216@ from_path 
270@ = 2 

:FINALEC_27609
if 
  270@ == 2 
else_jump @FINALEC_27655 
if 
0118:   actor 47@ dead 
else_jump @FINALEC_27655 
05EC: release_car 216@ from_path 
270@ = 3 

:FINALEC_27655
if 
  259@ == 1 
else_jump @FINALEC_27771 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_27739 
if 
860E:   not car 216@ assigned_to_path 
else_jump @FINALEC_27732 
01C3: remove_references_to_car 216@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 246@ 
259@ = 2 

:FINALEC_27732
jump @FINALEC_27771 

:FINALEC_27739
05EC: release_car 216@ from_path 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 216@ 
0164: disable_marker 246@ 
259@ = 2 

:FINALEC_27771
if 
  271@ == 1 
else_jump @FINALEC_27923 
if 
8119:   not car 217@ wrecked 
else_jump @FINALEC_27923 
if 
8118:   not actor 48@ dead 
else_jump @FINALEC_27828 
jump @FINALEC_27923 

:FINALEC_27828
if 
8118:   not actor 49@ dead 
else_jump @FINALEC_27911 
if 
00DB:   actor 49@ in_car 217@ 
else_jump @FINALEC_27904 
046C: 227@ = car 217@ driver 
if 
  227@ == -1 
else_jump @FINALEC_27904 
0676: AS_actor 49@ in_car 217@ move_from_passengerseat_to_driverseat 
271@ = 2 

:FINALEC_27904
jump @FINALEC_27923 

:FINALEC_27911
05EC: release_car 217@ from_path 
271@ = 2 

:FINALEC_27923
if 
  271@ == 2 
else_jump @FINALEC_27969 
if 
0118:   actor 49@ dead 
else_jump @FINALEC_27969 
05EC: release_car 217@ from_path 
271@ = 3 

:FINALEC_27969
if 
  260@ == 1 
else_jump @FINALEC_28085 
if 
8119:   not car 217@ wrecked 
else_jump @FINALEC_28053 
if 
860E:   not car 217@ assigned_to_path 
else_jump @FINALEC_28046 
01C3: remove_references_to_car 217@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
260@ = 2 

:FINALEC_28046
jump @FINALEC_28085 

:FINALEC_28053
05EC: release_car 217@ from_path 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ 
0164: disable_marker 247@ 
260@ = 2 

:FINALEC_28085
if 
  272@ == 1 
else_jump @FINALEC_28237 
if 
8119:   not car 218@ wrecked 
else_jump @FINALEC_28237 
if 
8118:   not actor 229@ dead 
else_jump @FINALEC_28142 
jump @FINALEC_28237 

:FINALEC_28142
if 
8118:   not actor 230@ dead 
else_jump @FINALEC_28225 
if 
00DB:   actor 230@ in_car 218@ 
else_jump @FINALEC_28218 
046C: 227@ = car 218@ driver 
if 
  227@ == -1 
else_jump @FINALEC_28218 
0676: AS_actor 230@ in_car 218@ move_from_passengerseat_to_driverseat 
272@ = 2 

:FINALEC_28218
jump @FINALEC_28237 

:FINALEC_28225
05EC: release_car 218@ from_path 
272@ = 2 

:FINALEC_28237
if 
  272@ == 2 
else_jump @FINALEC_28283 
if 
0118:   actor 230@ dead 
else_jump @FINALEC_28283 
05EC: release_car 218@ from_path 
272@ = 3 

:FINALEC_28283
if 
  261@ == 1 
else_jump @FINALEC_28399 
if 
8119:   not car 218@ wrecked 
else_jump @FINALEC_28367 
if 
860E:   not car 218@ assigned_to_path 
else_jump @FINALEC_28360 
01C3: remove_references_to_car 218@ 
01C2: remove_references_to_actor 229@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 230@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
261@ = 2 

:FINALEC_28360
jump @FINALEC_28399 

:FINALEC_28367
05EC: release_car 218@ from_path 
01C2: remove_references_to_actor 229@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 230@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ 
0164: disable_marker 248@ 
261@ = 2 

:FINALEC_28399
if 
  275@ == 1 
else_jump @FINALEC_28611 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_28611 
if 
8118:   not actor 50@ dead 
else_jump @FINALEC_28456 
jump @FINALEC_28611 

:FINALEC_28456
if 
8118:   not actor 51@ dead 
else_jump @FINALEC_28569 
if 
00DB:   actor 51@ in_car 221@ 
else_jump @FINALEC_28562 
046C: 227@ = car 221@ driver 
if 
  227@ == -1 
else_jump @FINALEC_28562 
00AA: store_car 161@ position_to $68 $69 $70 
0362: remove_actor 51@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 51@ in_car 221@ 
275@ = 2 

:FINALEC_28562
jump @FINALEC_28611 

:FINALEC_28569
04BA: set_car 221@ speed_to 18.0 
05EC: release_car 221@ from_path 
07DB: set_car 221@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
275@ = 2 

:FINALEC_28611
if 
  275@ == 2 
else_jump @FINALEC_28703 
if 
0118:   actor 51@ dead 
else_jump @FINALEC_28703 
05EC: release_car 221@ from_path 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_28696 
04BA: set_car 221@ speed_to 18.0 
07DB: set_car 221@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_28696
275@ = 3 

:FINALEC_28703
if 
  264@ == 1 
else_jump @FINALEC_28790 
if 
0118:   actor 50@ dead 
else_jump @FINALEC_28790 
if or
0118:   actor 51@ dead 
0119:   car 221@ wrecked 
else_jump @FINALEC_28790 
05EC: release_car 221@ from_path 
0164: disable_marker 251@ 
01C3: remove_references_to_car 221@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
264@ = 2 

:FINALEC_28790
if 
  276@ == 1 
else_jump @FINALEC_29002 
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_29002 
if 
8118:   not actor 52@ dead 
else_jump @FINALEC_28847 
jump @FINALEC_29002 

:FINALEC_28847
if 
8118:   not actor 53@ dead 
else_jump @FINALEC_28960 
if 
00DB:   actor 53@ in_car 222@ 
else_jump @FINALEC_28953 
046C: 227@ = car 222@ driver 
if 
  227@ == -1 
else_jump @FINALEC_28953 
00AA: store_car 161@ position_to $68 $69 $70 
0362: remove_actor 53@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 53@ in_car 222@ 
276@ = 2 

:FINALEC_28953
jump @FINALEC_29002 

:FINALEC_28960
04BA: set_car 222@ speed_to 18.0 
05EC: release_car 222@ from_path 
07DB: set_car 222@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
276@ = 2 

:FINALEC_29002
if 
  276@ == 2 
else_jump @FINALEC_29094 
if 
0118:   actor 53@ dead 
else_jump @FINALEC_29094 
05EC: release_car 222@ from_path 
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_29087 
04BA: set_car 222@ speed_to 18.0 
07DB: set_car 222@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29087
276@ = 3 

:FINALEC_29094
if 
  265@ == 1 
else_jump @FINALEC_29181 
if 
0118:   actor 52@ dead 
else_jump @FINALEC_29181 
if or
0118:   actor 53@ dead 
0119:   car 222@ wrecked 
else_jump @FINALEC_29181 
05EC: release_car 222@ from_path 
0164: disable_marker 252@ 
01C3: remove_references_to_car 222@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
265@ = 2 

:FINALEC_29181
if 
  277@ == 1 
else_jump @FINALEC_29393 
if 
8119:   not car 223@ wrecked 
else_jump @FINALEC_29393 
if 
8118:   not actor 54@ dead 
else_jump @FINALEC_29238 
jump @FINALEC_29393 

:FINALEC_29238
if 
8118:   not actor 55@ dead 
else_jump @FINALEC_29351 
if 
00DB:   actor 55@ in_car 223@ 
else_jump @FINALEC_29344 
046C: 227@ = car 223@ driver 
if 
  227@ == -1 
else_jump @FINALEC_29344 
00AA: store_car 161@ position_to $68 $69 $70 
0362: remove_actor 55@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 55@ in_car 223@ 
277@ = 2 

:FINALEC_29344
jump @FINALEC_29393 

:FINALEC_29351
04BA: set_car 223@ speed_to 18.0 
05EC: release_car 223@ from_path 
07DB: set_car 223@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
277@ = 2 

:FINALEC_29393
if 
  277@ == 2 
else_jump @FINALEC_29485 
if 
0118:   actor 55@ dead 
else_jump @FINALEC_29485 
05EC: release_car 223@ from_path 
if 
8119:   not car 223@ wrecked 
else_jump @FINALEC_29478 
04BA: set_car 223@ speed_to 18.0 
07DB: set_car 223@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_29478
277@ = 3 

:FINALEC_29485
if 
  266@ == 1 
else_jump @FINALEC_29572 
if 
0118:   actor 54@ dead 
else_jump @FINALEC_29572 
if or
0118:   actor 55@ dead 
0119:   car 223@ wrecked 
else_jump @FINALEC_29572 
05EC: release_car 223@ from_path 
0164: disable_marker 253@ 
01C3: remove_references_to_car 223@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
266@ = 2 

:FINALEC_29572
gosub @FINALEC_57063 
if 
  212@ == 0 
else_jump @FINALEC_29646 
if 
  211@ == 0 
else_jump @FINALEC_29646 
04AF: 195@ = 33247 // = constant 
05AA: 196@s = 'ROT4_MD' // @s = 'short'  // Motherfucker!
gosub @FINALEC_57021 

:FINALEC_29646
if 
  212@ == 0 
else_jump @FINALEC_29713 
if 
  211@ == 1 
else_jump @FINALEC_29713 
04AF: 195@ = 33259 // = constant 
05AA: 196@s = 'ROT4_NL' // @s = 'short'  // Take that pig bastard down!
gosub @FINALEC_57021 

:FINALEC_29713
if 
  214@ == 1 
else_jump @FINALEC_29798 
if 
  212@ == 0 
else_jump @FINALEC_29798 
if 
  211@ == 2 
else_jump @FINALEC_29798 
04AF: 195@ = 33274 // = constant 
05AA: 196@s = 'ROT4_QA' // @s = 'short'  // Those firetrucks are indestructible!
gosub @FINALEC_57021 

:FINALEC_29798
if 
  212@ == 0 
else_jump @FINALEC_29865 
if 
  211@ == 3 
else_jump @FINALEC_29865 
04AF: 195@ = 33275 // = constant 
05AA: 196@s = 'ROT4_QB' // @s = 'short'  // We ain't gonna dent it!
gosub @FINALEC_57021 

:FINALEC_29865
if 
  212@ == 0 
else_jump @FINALEC_29932 
if 
  211@ == 4 
else_jump @FINALEC_29932 
04AF: 195@ = 33291 // = constant 
05AA: 196@s = 'ROT4_TF' // @s = 'short'  // Watch our six!
gosub @FINALEC_57021 

:FINALEC_29932
if 
  212@ == 0 
else_jump @FINALEC_29999 
if 
  211@ == 5 
else_jump @FINALEC_29999 
04AF: 195@ = 33265 // = constant 
05AA: 196@s = 'ROT4_NR' // @s = 'short'  // Cops on our tail!
gosub @FINALEC_57021 

:FINALEC_29999
if 
  214@ == 2 
else_jump @FINALEC_30084 
if 
  212@ == 0 
else_jump @FINALEC_30084 
if 
  211@ == 6 
else_jump @FINALEC_30084 
04AF: 195@ = 33253 // = constant 
05AA: 196@s = 'ROT4_NE' // @s = 'short'  // Vagos rioters coming up!
gosub @FINALEC_57021 

:FINALEC_30084
if 
  212@ == 0 
else_jump @FINALEC_30151 
if 
  211@ == 7 
else_jump @FINALEC_30151 
04AF: 195@ = 33295 // = constant 
05AA: 196@s = 'ROT4_TK' // @s = 'short'  // This city's gone nuts!
gosub @FINALEC_57021 

:FINALEC_30151
if 
  214@ == 3 
else_jump @FINALEC_30236 
if 
  212@ == 0 
else_jump @FINALEC_30236 
if 
  211@ == 8 
else_jump @FINALEC_30236 
04AF: 195@ = 33297 // = constant 
05AA: 196@s = 'ROT4_TM' // @s = 'short'  // I'll keep up with Tenpenny, don't you worry!
gosub @FINALEC_57021 

:FINALEC_30236
if 
  212@ == 0 
else_jump @FINALEC_30303 
if 
  211@ == 9 
else_jump @FINALEC_30303 
04AF: 195@ = 33292 // = constant 
05AA: 196@s = 'ROT4_TG' // @s = 'short'  // Concentrate on keeping all these other lunatics off our case, CJ.
gosub @FINALEC_57021 

:FINALEC_30303
if 
  214@ == 5 
else_jump @FINALEC_30388 
if 
  212@ == 0 
else_jump @FINALEC_30388 
if 
  211@ == 10 
else_jump @FINALEC_30388 
04AF: 195@ = 33249 // = constant 
05AA: 196@s = 'ROT4_NA' // @s = 'short'  // Rioters on the bridge up ahead!
gosub @FINALEC_57021 

:FINALEC_30388
if 
  212@ == 0 
else_jump @FINALEC_30455 
if 
  211@ == 11 
else_jump @FINALEC_30455 
04AF: 195@ = 33250 // = constant 
05AA: 196@s = 'ROT4_NB' // @s = 'short'  // They're dropping shit from that bridge!
gosub @FINALEC_57021 

:FINALEC_30455
if 
  212@ == 0 
else_jump @FINALEC_30522 
if 
  211@ == 12 
else_jump @FINALEC_30522 
04AF: 195@ = 33288 // = constant 
05AA: 196@s = 'ROT4_TC' // @s = 'short'  // Look out, CJ!
gosub @FINALEC_57021 

:FINALEC_30522
if 
  212@ == 0 
else_jump @FINALEC_30589 
if 
  211@ == 13 
else_jump @FINALEC_30589 
04AF: 195@ = 33291 // = constant 
05AA: 196@s = 'ROT4_TF' // @s = 'short'  // Watch our six!
gosub @FINALEC_57021 

:FINALEC_30589
if 
  212@ == 0 
else_jump @FINALEC_30656 
if 
  211@ == 14 
else_jump @FINALEC_30656 
04AF: 195@ = 33286 // = constant 
05AA: 196@s = 'ROT4_TA' // @s = 'short'  // Some rioters after us on bikes!
gosub @FINALEC_57021 

:FINALEC_30656
if 
  $9381 == 2 
else_jump @FINALEC_39454 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_31422 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_30879 
0227: $9380 = car 161@ health 
$9380 -= 12000 
if 
  0 >= $9380 
else_jump @FINALEC_30833 
$9380 = 0 
02AC: set_car 161@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8118:   not actor $130 dead 
else_jump @FINALEC_30798 
05BE: AS_actor $130 die 

:FINALEC_30798
020B: explode_car 161@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
jump @FINALEC_57329 
jump @FINALEC_30840 

:FINALEC_30833
$9380 /= 80 

:FINALEC_30840
if 
0118:   actor $130 dead 
else_jump @FINALEC_30879 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
jump @FINALEC_57329 

:FINALEC_30879
if 
  297@ == 0 
else_jump @FINALEC_31422 
257@ = 0 
268@ = 0 
258@ = 0 
269@ = 0 
259@ = 0 
270@ = 0 
264@ = 0 
275@ = 0 
265@ = 0 
276@ = 0 
0164: disable_marker 246@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
0164: disable_marker 249@ 
0164: disable_marker 250@ 
0164: disable_marker 251@ 
0164: disable_marker 252@ 
0164: disable_marker 253@ 
0164: disable_marker 255@ 
0164: disable_marker 256@ 
00A6: destroy_car 221@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A6: destroy_car 222@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
00A6: destroy_car 223@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
00A6: destroy_car 225@ 
00A6: destroy_car 226@ 
00A6: destroy_car 216@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 219@ 
00A6: destroy_car 220@ 
00A5: 221@ = create_car 468 at 2375.0 -1918.0 12.5 
0175: set_car 221@ Z_angle_to 176.0 
0129: 50@ = create_actor_pedtype 24 model 110 in_car 221@ driverseat 
060B: set_actor 50@ decision_maker_to 105@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model 110 in_car 221@ passenger_seat 0 
0223: set_actor 51@ health_to 10 
060B: set_actor 51@ decision_maker_to 105@ 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 221@ immune_to_nonplayer 1 
02AC: set_car 221@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 222@ = create_car 468 at 2377.0 -1911.0 12.5 
0175: set_car 222@ Z_angle_to 186.0 
0129: 52@ = create_actor_pedtype 24 model 110 in_car 222@ driverseat 
060B: set_actor 52@ decision_maker_to 105@ 
0223: set_actor 52@ health_to 10 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor_pedtype 24 model 110 in_car 222@ passenger_seat 0 
060B: set_actor 53@ decision_maker_to 105@ 
0223: set_actor 53@ health_to 10 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 222@ immune_to_nonplayer 1 
02AC: set_car 222@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
015F: set_camera_position 2347.526 -1914.929 15.1567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.224 -1915.617 14.9604 switchstyle 2 
297@ = 1 

:FINALEC_31422
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_37102 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_37102 
if 
  300@ == 0 
else_jump @FINALEC_31899 
009A: 231@ = create_actor_pedtype 24 model 7 at 2300.89 -1947.97 24.5 
0173: set_actor 231@ Z_angle_to 329.17 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_31585 
0085: 110@ = 231@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_31585
009A: 232@ = create_actor_pedtype 24 model 7 at 2302.33 -1925.32 12.6 
0173: set_actor 232@ Z_angle_to 311.22 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 233@ = create_actor_pedtype 24 model 7 at 2324.569 -1951.436 20.59 
0173: set_actor 233@ Z_angle_to 44.92 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 105@ 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_31795 
0085: 110@ = 233@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_31795
009A: 234@ = create_actor_pedtype 24 model 7 at 2362.397 -1982.99 18.4 
0173: set_actor 234@ Z_angle_to 44.93 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
0085: 110@ = 234@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
300@ = 1 

:FINALEC_31899
if 
  297@ == 1 
else_jump @FINALEC_32424 
05EB: assign_car 160@ to_path 241 
05EB: assign_car 161@ to_path 242 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_32038 
05EB: assign_car 221@ to_path 243 
if 
8118:   not actor 51@ dead 
else_jump @FINALEC_32009 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32009
0186: 251@ = create_marker_above_car 221@ 
018B: set_marker 251@ radar_mode 2 
264@ = 1 
275@ = 1 

:FINALEC_32038
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_32143 
05EB: assign_car 222@ to_path 244 
if 
8118:   not actor 53@ dead 
else_jump @FINALEC_32114 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_32114
0186: 252@ = create_marker_above_car 222@ 
018B: set_marker 252@ radar_mode 2 
265@ = 1 
276@ = 1 

:FINALEC_32143
00A5: 225@ = create_car 596 at 2337.0 -2013.0 12.5 
0175: set_car 225@ Z_angle_to 325.0 
02AA: set_car 225@ immune_to_nonplayer 1 
0129: 162@ = create_actor_pedtype 24 model 280 in_car 225@ driverseat 
060B: set_actor 162@ decision_maker_to 105@ 
0446: set_actor 162@ dismemberment_possible 0 
02A9: set_actor 162@ immune_to_nonplayer 1 
01C8: 163@ = create_actor_pedtype 24 model 280 in_car 225@ passenger_seat 0 
060B: set_actor 163@ decision_maker_to 105@ 
02A9: set_actor 163@ immune_to_nonplayer 1 
01B2: give_actor 163@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 225@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 226@ = create_car 596 at 2266.0 -1970.0 12.5 
0175: set_car 226@ Z_angle_to 178.0 
02AA: set_car 226@ immune_to_nonplayer 1 
0129: 164@ = create_actor_pedtype 24 model 280 in_car 226@ driverseat 
060B: set_actor 164@ decision_maker_to 105@ 
0446: set_actor 164@ dismemberment_possible 0 
02A9: set_actor 164@ immune_to_nonplayer 1 
01C8: 215@ = create_actor_pedtype 24 model 280 in_car 226@ passenger_seat 0 
060B: set_actor 215@ decision_maker_to 105@ 
02A9: set_actor 215@ immune_to_nonplayer 1 
01B2: give_actor 215@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 226@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
41@ = 0 
297@ = 2 
298@ = 1 

:FINALEC_32424
if 
  298@ == 1 
else_jump @FINALEC_32589 
if 
  41@ > 6000 
else_jump @FINALEC_32589 
040D: unload_wav 1 
00BE: text_clear_all 
212@ = 0 
211@ = 0 
214@ = 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 120.5 rotation_speed 200.0 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_32582 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:FINALEC_32582
298@ = 2 

:FINALEC_32589
if 
  299@ == 0 
else_jump @FINALEC_32700 
if 
  297@ > 4 
else_jump @FINALEC_32700 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_32700 
if 
01AD:   car 225@ sphere 0 near_point 2210.19 -1864.8 radius 5.0 5.0 
else_jump @FINALEC_32700 
0224: set_car 225@ health_to 100 
41@ = 0 
299@ = 1 

:FINALEC_32700
if 
  299@ == 1 
else_jump @FINALEC_32765 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_32765 
if 
  41@ > 1250 
else_jump @FINALEC_32765 
020B: explode_car 225@ 
299@ = 2 

:FINALEC_32765
if 
  297@ == 2 
else_jump @FINALEC_33197 
if 
01AD:   car 160@ sphere 0 near_point 2347.96 -1972.42 radius 20.0 20.0 
else_jump @FINALEC_33197 
214@ = 1 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_32940 
05EB: assign_car 225@ to_path 245 
0397: enable_car 225@ siren 1 
if 
8118:   not actor 163@ dead 
else_jump @FINALEC_32911 
0713: actor 163@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_32911
0186: 255@ = create_marker_above_car 225@ 
018B: set_marker 255@ radar_mode 2 
257@ = 1 
268@ = 1 

:FINALEC_32940
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_33052 
0397: enable_car 226@ siren 1 
05EB: assign_car 226@ to_path 246 
if 
8118:   not actor 215@ dead 
else_jump @FINALEC_33023 
0713: actor 215@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 10 

:FINALEC_33023
0186: 256@ = create_marker_above_car 226@ 
018B: set_marker 256@ radar_mode 2 
258@ = 1 
269@ = 1 

:FINALEC_33052
00A5: 283@ = create_car 596 at 2283.0 -2077.0 14.0 
0175: set_car 283@ Z_angle_to 48.0 
02AA: set_car 283@ immune_to_nonplayer 1 
0129: 284@ = create_actor_pedtype 24 model 280 in_car 283@ driverseat 
060B: set_actor 284@ decision_maker_to 105@ 
0446: set_actor 284@ dismemberment_possible 0 
02A9: set_actor 284@ immune_to_nonplayer 1 
01C8: 285@ = create_actor_pedtype 24 model 280 in_car 283@ passenger_seat 0 
060B: set_actor 285@ decision_maker_to 105@ 
02A9: set_actor 285@ immune_to_nonplayer 1 
01B2: give_actor 285@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 283@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 283@ health_to 700 
297@ = 3 

:FINALEC_33197
if 
  297@ == 3 
else_jump @FINALEC_33989 
if 
01AD:   car 161@ sphere 0 near_point 2260.92 -2021.7 radius 25.0 25.0 
else_jump @FINALEC_33989 
214@ = 2 
if 
8119:   not car 283@ wrecked 
else_jump @FINALEC_33372 
05EB: assign_car 283@ to_path 249 
0397: enable_car 283@ siren 1 
if 
8118:   not actor 285@ dead 
else_jump @FINALEC_33343 
0713: actor 285@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_33343
0186: 287@ = create_marker_above_car 283@ 
018B: set_marker 287@ radar_mode 2 
303@ = 1 
304@ = 1 

:FINALEC_33372
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009A: 231@ = create_actor_pedtype 24 model 7 at 2226.86 -1966.5 24.5 
0173: set_actor 231@ Z_angle_to 329.17 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
02A9: set_actor 231@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_33512 
0085: 110@ = 231@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_33512
009A: 232@ = create_actor_pedtype 24 model 7 at 2224.944 -1977.119 24.5 
0173: set_actor 232@ Z_angle_to 311.22 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
02A9: set_actor 232@ immune_to_nonplayer 1 
if 
8118:   not actor 164@ dead 
else_jump @FINALEC_33639 
0085: 110@ = 232@ // (int) 
0085: 115@ = 164@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_33662 

:FINALEC_33639
0085: 110@ = 232@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_33662
0107: 173@ = create_object #LA_FUCKCAR2 at 2227.617 -1894.91 12.2 
0392: make_object 173@ moveable 1 
0177: set_object 173@ Z_angle_to 352.399 
009A: 233@ = create_actor_pedtype 24 model 7 at 2230.15 -1891.29 12.5 
0173: set_actor 233@ Z_angle_to 329.17 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 105@ 
0085: 110@ = 233@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model 7 at 2229.57 -1898.48 12.415 
0173: set_actor 234@ Z_angle_to 311.22 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
if 
8118:   not actor 164@ dead 
else_jump @FINALEC_33919 
0085: 110@ = 234@ // (int) 
0085: 115@ = 164@ // (int) 
gosub @FINALEC_57209 
jump @FINALEC_33942 

:FINALEC_33919
0085: 110@ = 234@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 

:FINALEC_33942
0107: 177@ = create_object #LA_FUCKCAR2 at 2222.927 -1973.632 12.25 
0392: make_object 177@ moveable 1 
0177: set_object 177@ Z_angle_to 352.399 
297@ = 4 

:FINALEC_33989
if 
  297@ == 4 
else_jump @FINALEC_34246 
if 
01AD:   car 160@ sphere 0 near_point 2215.75 -1931.8 radius 25.0 25.0 
else_jump @FINALEC_34246 
214@ = 3 
00A6: destroy_car 221@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
0164: disable_marker 251@ 
00A6: destroy_car 222@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
0164: disable_marker 252@ 
0249: release_model 110 
0249: release_model 468 
00A5: 280@ = create_car 596 at 2169.74 -1726.16 12.5 
0175: set_car 280@ Z_angle_to 268.0 
02AA: set_car 280@ immune_to_nonplayer 1 
0129: 281@ = create_actor_pedtype 24 model 280 in_car 280@ driverseat 
060B: set_actor 281@ decision_maker_to 105@ 
0446: set_actor 281@ dismemberment_possible 0 
02A9: set_actor 281@ immune_to_nonplayer 1 
01C8: 282@ = create_actor_pedtype 24 model 280 in_car 280@ passenger_seat 0 
060B: set_actor 282@ decision_maker_to 105@ 
02A9: set_actor 282@ immune_to_nonplayer 1 
01B2: give_actor 282@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 280@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 280@ health_to 600 
297@ = 5 

:FINALEC_34246
if 
  297@ == 5 
else_jump @FINALEC_34546 
if 
01AD:   car 160@ sphere 0 near_point 2215.93 -1765.08 radius 20.0 20.0 
else_jump @FINALEC_34546 
if 
8119:   not car 280@ wrecked 
else_jump @FINALEC_34414 
05EB: assign_car 280@ to_path 248 
0397: enable_car 280@ siren 1 
if 
8118:   not actor 282@ dead 
else_jump @FINALEC_34385 
0713: actor 282@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34385
0186: 286@ = create_marker_above_car 280@ 
018B: set_marker 286@ radar_mode 2 
301@ = 1 
302@ = 1 

:FINALEC_34414
00A5: 216@ = create_car 596 at 2323.318 -1656.886 12.53 
0175: set_car 216@ Z_angle_to 272.4 
02AA: set_car 216@ immune_to_nonplayer 1 
0129: 46@ = create_actor_pedtype 24 model 280 in_car 216@ driverseat 
060B: set_actor 46@ decision_maker_to 105@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model 280 in_car 216@ passenger_seat 0 
060B: set_actor 47@ decision_maker_to 105@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 216@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
297@ = 6 

:FINALEC_34546
if 
  297@ == 6 
else_jump @FINALEC_34721 
if 
01AD:   car 160@ sphere 0 near_point 2343.45 -1658.96 radius 30.0 30.0 
else_jump @FINALEC_34721 
214@ = 4 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_34714 
05EB: assign_car 216@ to_path 247 
if 
8118:   not actor 47@ dead 
else_jump @FINALEC_34685 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_34685
0186: 246@ = create_marker_above_car 216@ 
018B: set_marker 246@ radar_mode 2 
259@ = 1 
270@ = 1 

:FINALEC_34714
297@ = 7 

:FINALEC_34721
if 
  297@ == 7 
else_jump @FINALEC_34791 
if 
01AD:   car 160@ sphere 0 near_point 2431.0 -1644.0 radius 30.0 30.0 
else_jump @FINALEC_34791 
$9381 = 3 
297@ = 8 

:FINALEC_34791
if 
  300@ == 1 
else_jump @FINALEC_35676 
if 
01AD:   car 161@ sphere 0 near_point 2215.9 -1791.82 radius 20.0 20.0 
else_jump @FINALEC_35676 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
0108: destroy_object 173@ 
0108: destroy_object 177@ 
0107: 173@ = create_object #LA_FUCKCAR2 at 2237.044 -1744.5 12.5425 
0392: make_object 173@ moveable 1 
0177: set_object 173@ Z_angle_to 1.2003 
009A: 231@ = create_actor_pedtype 24 model 7 at 2239.154 -1747.326 12.542 
0173: set_actor 231@ Z_angle_to 329.17 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
02A9: set_actor 231@ immune_to_nonplayer 1 
0085: 110@ = 231@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
0107: 175@ = create_object #LA_FUCKCAR2 at 2297.891 -1742.105 12.5469 
0392: make_object 175@ moveable 1 
0177: set_object 175@ Z_angle_to 185.7601 
009A: 232@ = create_actor_pedtype 24 model 7 at 2300.619 -1745.254 12.5469 
0173: set_actor 232@ Z_angle_to 311.22 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
02A9: set_actor 232@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_35181 
0085: 110@ = 232@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35181
0107: 177@ = create_object #LA_FUCKCAR2 at 2355.793 -1734.063 12.3828 
0392: make_object 177@ moveable 1 
0177: set_object 177@ Z_angle_to 1.2003 
009A: 233@ = create_actor_pedtype 24 model 7 at 2357.716 -1730.051 12.3828 
0173: set_actor 233@ Z_angle_to 329.17 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 105@ 
02A9: set_actor 233@ immune_to_nonplayer 1 
0085: 110@ = 233@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 234@ = create_actor_pedtype 24 model 7 at 2365.067 -1758.149 12.5469 
0173: set_actor 234@ Z_angle_to 329.17 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 105@ 
02A9: set_actor 234@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_35445 
0085: 110@ = 234@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35445
009A: 235@ = create_actor_pedtype 24 model 7 at 2308.319 -1721.584 12.742 
0173: set_actor 235@ Z_angle_to 329.17 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 105@ 
02A9: set_actor 235@ immune_to_nonplayer 1 
0085: 110@ = 235@ // (int) 
008B: 115@ = $PLAYER_ACTOR // (int) 
gosub @FINALEC_57209 
009A: 236@ = create_actor_pedtype 24 model 7 at 2308.319 -1721.584 12.742 
0173: set_actor 236@ Z_angle_to 329.17 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 105@ 
02A9: set_actor 236@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_35669 
0085: 110@ = 236@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_35669
300@ = 2 

:FINALEC_35676
if 
  300@ == 2 
else_jump @FINALEC_35784 
if 
01AD:   car 161@ sphere 0 near_point 2342.56 -1603.76 radius 20.0 20.0 
else_jump @FINALEC_35784 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
0108: destroy_object 173@ 
0108: destroy_object 175@ 
0108: destroy_object 177@ 
300@ = 3 

:FINALEC_35784
if 
  300@ == 2 
else_jump @FINALEC_36127 
if 
01AD:   car 161@ sphere 0 near_point 2430.81 -1595.72 radius 20.0 20.0 
else_jump @FINALEC_36127 
0107: 173@ = create_object #LA_FUCKCAR2 at 2430.76 -1653.03 25.34 
0392: make_object 173@ moveable 1 
0177: set_object 173@ Z_angle_to 268.0927 
009A: 231@ = create_actor_pedtype 24 model 7 at 2426.7 -1653.77 25.595 
0173: set_actor 231@ Z_angle_to 4.29 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 105@ 
02A9: set_actor 231@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_36000 
0085: 110@ = 231@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_36000
009A: 232@ = create_actor_pedtype 24 model 7 at 2435.959 -1653.318 25.64 
0173: set_actor 232@ Z_angle_to 0.0 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 105@ 
02A9: set_actor 232@ immune_to_nonplayer 1 
if 
8118:   not actor 57@ dead 
else_jump @FINALEC_36120 
0085: 110@ = 232@ // (int) 
0085: 115@ = 57@ // (int) 
gosub @FINALEC_57209 

:FINALEC_36120
300@ = 3 

:FINALEC_36127
if 
  8 > 297@ 
else_jump @FINALEC_37102 
if 
  298@ == 2 
else_jump @FINALEC_37102 
gosub @FINALEC_57063 
if 
  212@ == 0 
else_jump @FINALEC_36237 
if 
  211@ == 0 
else_jump @FINALEC_36237 
04AF: 195@ = 33288 // = constant 
05AA: 196@s = 'ROT4_TC' // @s = 'short'  // Look out, CJ!
gosub @FINALEC_57021 

:FINALEC_36237
if 
  212@ == 0 
else_jump @FINALEC_36304 
if 
  211@ == 1 
else_jump @FINALEC_36304 
04AF: 195@ = 33287 // = constant 
05AA: 196@s = 'ROT4_TB' // @s = 'short'  // Crazy bikers on a rampage!
gosub @FINALEC_57021 

:FINALEC_36304
if 
  212@ == 0 
else_jump @FINALEC_36371 
if 
  211@ == 2 
else_jump @FINALEC_36371 
04AF: 195@ = 33293 // = constant 
05AA: 196@s = 'ROT4_TH' // @s = 'short'  // I'm on Tenpenny, he ain't getting away!
gosub @FINALEC_57021 

:FINALEC_36371
if 
  214@ == 1 
else_jump @FINALEC_36456 
if 
  212@ == 0 
else_jump @FINALEC_36456 
if 
  211@ == 3 
else_jump @FINALEC_36456 
04AF: 195@ = 33265 // = constant 
05AA: 196@s = 'ROT4_NR' // @s = 'short'  // Cops on our tail!
gosub @FINALEC_57021 

:FINALEC_36456
if 
  214@ == 2 
else_jump @FINALEC_36541 
if 
  212@ == 0 
else_jump @FINALEC_36541 
if 
  211@ == 4 
else_jump @FINALEC_36541 
04AF: 195@ = 33266 // = constant 
05AA: 196@s = 'ROT4_NS' // @s = 'short'  // Cops up ahead!
gosub @FINALEC_57021 

:FINALEC_36541
if 
  212@ == 0 
else_jump @FINALEC_36608 
if 
  211@ == 5 
else_jump @FINALEC_36608 
04AF: 195@ = 33294 // = constant 
05AA: 196@s = 'ROT4_TJ' // @s = 'short'  // Where did all these assholes come from?
gosub @FINALEC_57021 

:FINALEC_36608
if 
  214@ == 3 
else_jump @FINALEC_36693 
if 
  212@ == 0 
else_jump @FINALEC_36693 
if 
  211@ == 6 
else_jump @FINALEC_36693 
04AF: 195@ = 33285 // = constant 
05AA: 196@s = 'ROT4_SB' // @s = 'short'  // Down in flames! DOWN IN FLAMES!
gosub @FINALEC_57021 

:FINALEC_36693
if 
  212@ == 0 
else_jump @FINALEC_36760 
if 
  211@ == 7 
else_jump @FINALEC_36760 
04AF: 195@ = 33273 // = constant 
05AA: 196@s = 'ROT4_PC' // @s = 'short'  // That's my dog!
gosub @FINALEC_57021 

:FINALEC_36760
if 
  214@ == 4 
else_jump @FINALEC_36845 
if 
  212@ == 0 
else_jump @FINALEC_36845 
if 
  211@ == 8 
else_jump @FINALEC_36845 
04AF: 195@ = 33269 // = constant 
05AA: 196@s = 'ROT4_OA' // @s = 'short'  // It's over, Tenpenny, OVER!
gosub @FINALEC_57021 

:FINALEC_36845
if 
  212@ == 0 
else_jump @FINALEC_36912 
if 
  211@ == 9 
else_jump @FINALEC_36912 
04AF: 195@ = 33270 // = constant 
05AA: 196@s = 'ROT4_OD' // @s = 'short'  // I'm a stop you motherfucker!
gosub @FINALEC_57021 

:FINALEC_36912
if 
  214@ == 4 
else_jump @FINALEC_37035 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2431.32 -1528.48 radius 20.0 20.0 
else_jump @FINALEC_37035 
if 
  212@ == 0 
else_jump @FINALEC_37035 
if 
  211@ == 10 
else_jump @FINALEC_37035 
04AF: 195@ = 33279 // = constant 
05AA: 196@s = 'ROT4_RA' // @s = 'short'  // He's losing control!
gosub @FINALEC_57021 

:FINALEC_37035
if 
  212@ == 0 
else_jump @FINALEC_37102 
if 
  211@ == 11 
else_jump @FINALEC_37102 
04AF: 195@ = 33282 // = constant 
05AA: 196@s = 'ROT4_RD' // @s = 'short'  // We got the motherfucker!
gosub @FINALEC_57021 

:FINALEC_37102
if 
  268@ == 1 
else_jump @FINALEC_37254 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_37254 
if 
8118:   not actor 162@ dead 
else_jump @FINALEC_37159 
jump @FINALEC_37254 

:FINALEC_37159
if 
8118:   not actor 163@ dead 
else_jump @FINALEC_37242 
if 
00DB:   actor 163@ in_car 225@ 
else_jump @FINALEC_37235 
046C: 227@ = car 225@ driver 
if 
  227@ == -1 
else_jump @FINALEC_37235 
0676: AS_actor 163@ in_car 225@ move_from_passengerseat_to_driverseat 
268@ = 2 

:FINALEC_37235
jump @FINALEC_37254 

:FINALEC_37242
05EC: release_car 225@ from_path 
268@ = 2 

:FINALEC_37254
if 
  268@ == 2 
else_jump @FINALEC_37300 
if 
0118:   actor 163@ dead 
else_jump @FINALEC_37300 
05EC: release_car 225@ from_path 
268@ = 3 

:FINALEC_37300
if 
  257@ == 1 
else_jump @FINALEC_37416 
if 
8119:   not car 225@ wrecked 
else_jump @FINALEC_37384 
if 
860E:   not car 225@ assigned_to_path 
else_jump @FINALEC_37377 
01C3: remove_references_to_car 225@ 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
0164: disable_marker 255@ 
257@ = 2 

:FINALEC_37377
jump @FINALEC_37416 

:FINALEC_37384
05EC: release_car 225@ from_path 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 225@ 
0164: disable_marker 255@ 
257@ = 2 

:FINALEC_37416
if 
  269@ == 1 
else_jump @FINALEC_37568 
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_37568 
if 
8118:   not actor 164@ dead 
else_jump @FINALEC_37473 
jump @FINALEC_37568 

:FINALEC_37473
if 
8118:   not actor 215@ dead 
else_jump @FINALEC_37556 
if 
00DB:   actor 215@ in_car 226@ 
else_jump @FINALEC_37549 
046C: 227@ = car 226@ driver 
if 
  227@ == -1 
else_jump @FINALEC_37549 
0676: AS_actor 215@ in_car 226@ move_from_passengerseat_to_driverseat 
269@ = 2 

:FINALEC_37549
jump @FINALEC_37568 

:FINALEC_37556
05EC: release_car 226@ from_path 
269@ = 2 

:FINALEC_37568
if 
  269@ == 2 
else_jump @FINALEC_37614 
if 
0118:   actor 215@ dead 
else_jump @FINALEC_37614 
05EC: release_car 226@ from_path 
269@ = 3 

:FINALEC_37614
if 
  258@ == 1 
else_jump @FINALEC_37730 
if 
8119:   not car 226@ wrecked 
else_jump @FINALEC_37698 
if 
860E:   not car 226@ assigned_to_path 
else_jump @FINALEC_37691 
01C3: remove_references_to_car 226@ 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
0164: disable_marker 256@ 
258@ = 2 

:FINALEC_37691
jump @FINALEC_37730 

:FINALEC_37698
05EC: release_car 226@ from_path 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 215@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 226@ 
0164: disable_marker 256@ 
258@ = 2 

:FINALEC_37730
if 
  302@ == 1 
else_jump @FINALEC_37882 
if 
8119:   not car 280@ wrecked 
else_jump @FINALEC_37882 
if 
8118:   not actor 281@ dead 
else_jump @FINALEC_37787 
jump @FINALEC_37882 

:FINALEC_37787
if 
8118:   not actor 282@ dead 
else_jump @FINALEC_37870 
if 
00DB:   actor 282@ in_car 280@ 
else_jump @FINALEC_37863 
046C: 227@ = car 280@ driver 
if 
  227@ == -1 
else_jump @FINALEC_37863 
0676: AS_actor 282@ in_car 280@ move_from_passengerseat_to_driverseat 
302@ = 2 

:FINALEC_37863
jump @FINALEC_37882 

:FINALEC_37870
05EC: release_car 280@ from_path 
302@ = 2 

:FINALEC_37882
if 
  302@ == 2 
else_jump @FINALEC_37928 
if 
0118:   actor 282@ dead 
else_jump @FINALEC_37928 
05EC: release_car 280@ from_path 
302@ = 3 

:FINALEC_37928
if 
  301@ == 1 
else_jump @FINALEC_38044 
if 
8119:   not car 280@ wrecked 
else_jump @FINALEC_38012 
if 
860E:   not car 280@ assigned_to_path 
else_jump @FINALEC_38005 
01C3: remove_references_to_car 280@ 
01C2: remove_references_to_actor 281@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 282@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
301@ = 2 

:FINALEC_38005
jump @FINALEC_38044 

:FINALEC_38012
05EC: release_car 280@ from_path 
01C2: remove_references_to_actor 281@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 282@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 280@ 
0164: disable_marker 286@ 
301@ = 2 

:FINALEC_38044
if 
  304@ == 1 
else_jump @FINALEC_38196 
if 
8119:   not car 283@ wrecked 
else_jump @FINALEC_38196 
if 
8118:   not actor 284@ dead 
else_jump @FINALEC_38101 
jump @FINALEC_38196 

:FINALEC_38101
if 
8118:   not actor 285@ dead 
else_jump @FINALEC_38184 
if 
00DB:   actor 285@ in_car 283@ 
else_jump @FINALEC_38177 
046C: 227@ = car 283@ driver 
if 
  227@ == -1 
else_jump @FINALEC_38177 
0676: AS_actor 285@ in_car 283@ move_from_passengerseat_to_driverseat 
304@ = 2 

:FINALEC_38177
jump @FINALEC_38196 

:FINALEC_38184
05EC: release_car 283@ from_path 
304@ = 2 

:FINALEC_38196
if 
  304@ == 2 
else_jump @FINALEC_38242 
if 
0118:   actor 285@ dead 
else_jump @FINALEC_38242 
05EC: release_car 283@ from_path 
304@ = 3 

:FINALEC_38242
if 
  303@ == 1 
else_jump @FINALEC_38358 
if 
8119:   not car 283@ wrecked 
else_jump @FINALEC_38326 
if 
860E:   not car 283@ assigned_to_path 
else_jump @FINALEC_38319 
01C3: remove_references_to_car 283@ 
01C2: remove_references_to_actor 284@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 285@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
303@ = 2 

:FINALEC_38319
jump @FINALEC_38358 

:FINALEC_38326
05EC: release_car 283@ from_path 
01C2: remove_references_to_actor 284@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 285@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 283@ 
0164: disable_marker 287@ 
303@ = 2 

:FINALEC_38358
if 
  270@ == 1 
else_jump @FINALEC_38510 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_38510 
if 
8118:   not actor 46@ dead 
else_jump @FINALEC_38415 
jump @FINALEC_38510 

:FINALEC_38415
if 
8118:   not actor 47@ dead 
else_jump @FINALEC_38498 
if 
00DB:   actor 47@ in_car 216@ 
else_jump @FINALEC_38491 
046C: 227@ = car 216@ driver 
if 
  227@ == -1 
else_jump @FINALEC_38491 
0676: AS_actor 47@ in_car 216@ move_from_passengerseat_to_driverseat 
270@ = 2 

:FINALEC_38491
jump @FINALEC_38510 

:FINALEC_38498
05EC: release_car 216@ from_path 
270@ = 2 

:FINALEC_38510
if 
  270@ == 2 
else_jump @FINALEC_38556 
if 
0118:   actor 47@ dead 
else_jump @FINALEC_38556 
05EC: release_car 216@ from_path 
270@ = 3 

:FINALEC_38556
if 
  259@ == 1 
else_jump @FINALEC_38672 
if 
8119:   not car 216@ wrecked 
else_jump @FINALEC_38640 
if 
860E:   not car 216@ assigned_to_path 
else_jump @FINALEC_38633 
01C3: remove_references_to_car 216@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 246@ 
259@ = 2 

:FINALEC_38633
jump @FINALEC_38672 

:FINALEC_38640
05EC: release_car 216@ from_path 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 216@ 
0164: disable_marker 246@ 
259@ = 2 

:FINALEC_38672
if 
  275@ == 1 
else_jump @FINALEC_38884 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_38884 
if 
8118:   not actor 50@ dead 
else_jump @FINALEC_38729 
jump @FINALEC_38884 

:FINALEC_38729
if 
8118:   not actor 51@ dead 
else_jump @FINALEC_38842 
if 
00DB:   actor 51@ in_car 221@ 
else_jump @FINALEC_38835 
046C: 227@ = car 221@ driver 
if 
  227@ == -1 
else_jump @FINALEC_38835 
00AA: store_car 161@ position_to $68 $69 $70 
0362: remove_actor 51@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 51@ in_car 221@ 
275@ = 2 

:FINALEC_38835
jump @FINALEC_38884 

:FINALEC_38842
04BA: set_car 221@ speed_to 18.0 
05EC: release_car 221@ from_path 
07DB: set_car 221@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
275@ = 2 

:FINALEC_38884
if 
  275@ == 2 
else_jump @FINALEC_38976 
if 
0118:   actor 51@ dead 
else_jump @FINALEC_38976 
05EC: release_car 221@ from_path 
if 
8119:   not car 221@ wrecked 
else_jump @FINALEC_38969 
04BA: set_car 221@ speed_to 18.0 
07DB: set_car 221@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_38969
275@ = 3 

:FINALEC_38976
if 
  264@ == 1 
else_jump @FINALEC_39063 
if 
0118:   actor 50@ dead 
else_jump @FINALEC_39063 
if or
0118:   actor 51@ dead 
0119:   car 221@ wrecked 
else_jump @FINALEC_39063 
05EC: release_car 221@ from_path 
0164: disable_marker 251@ 
01C3: remove_references_to_car 221@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
264@ = 2 

:FINALEC_39063
if 
  276@ == 1 
else_jump @FINALEC_39275 
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_39275 
if 
8118:   not actor 52@ dead 
else_jump @FINALEC_39120 
jump @FINALEC_39275 

:FINALEC_39120
if 
8118:   not actor 53@ dead 
else_jump @FINALEC_39233 
if 
00DB:   actor 53@ in_car 222@ 
else_jump @FINALEC_39226 
046C: 227@ = car 222@ driver 
if 
  227@ == -1 
else_jump @FINALEC_39226 
00AA: store_car 161@ position_to $68 $69 $70 
0362: remove_actor 53@ from_car_and_place_at $68 $69 -10.0 
036A: put_actor 53@ in_car 222@ 
276@ = 2 

:FINALEC_39226
jump @FINALEC_39275 

:FINALEC_39233
04BA: set_car 222@ speed_to 18.0 
05EC: release_car 222@ from_path 
07DB: set_car 222@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
276@ = 2 

:FINALEC_39275
if 
  276@ == 2 
else_jump @FINALEC_39367 
if 
0118:   actor 53@ dead 
else_jump @FINALEC_39367 
05EC: release_car 222@ from_path 
if 
8119:   not car 222@ wrecked 
else_jump @FINALEC_39360 
04BA: set_car 222@ speed_to 18.0 
07DB: set_car 222@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_39360
276@ = 3 

:FINALEC_39367
if 
  265@ == 1 
else_jump @FINALEC_39454 
if 
0118:   actor 52@ dead 
else_jump @FINALEC_39454 
if or
0118:   actor 53@ dead 
0119:   car 222@ wrecked 
else_jump @FINALEC_39454 
05EC: release_car 222@ from_path 
0164: disable_marker 252@ 
01C3: remove_references_to_car 222@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
265@ = 2 

:FINALEC_39454
if 
  $9381 == 3 
else_jump @FINALEC_57014 
if 
  296@ == 0 
else_jump @FINALEC_39955 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_39955 
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_39955 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
if 
060E:   car 160@ assigned_to_path 
else_jump @FINALEC_39569 
05EC: release_car 160@ from_path 

:FINALEC_39569
05EC: release_car 160@ from_path 
if 
060E:   car 161@ assigned_to_path 
else_jump @FINALEC_39595 
05EC: release_car 161@ from_path 

:FINALEC_39595
05EC: release_car 161@ from_path 
015F: set_camera_position 2453.861 -1651.519 11.6415 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.131 -1651.287 12.2845 switchstyle 2 
05EB: assign_car 160@ to_path 229 
06C8: enable_riot 0 
0395: clear_area 1 at 2453.861 -1651.519 11.6415 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 161@ at 2431.88 -1600.34 25.26 
009B: destroy_actor $130 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FINALEC_39769 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2422.97 -1607.87 25.55 
jump @FINALEC_39789 

:FINALEC_39769
00A1: put_actor $PLAYER_ACTOR at 2422.97 -1607.87 25.55 

:FINALEC_39789
40@ = 0 
41@ = 0 
00A6: destroy_car 161@ 
00A6: destroy_car 221@ 
00A6: destroy_car 222@ 
00A6: destroy_car 225@ 
00A6: destroy_car 226@ 
00A6: destroy_car 280@ 
00A6: destroy_car 283@ 
00A6: destroy_car 216@ 
0108: destroy_object 173@ 
0108: destroy_object 175@ 
0108: destroy_object 177@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 162@ 
009B: destroy_actor 163@ 
009B: destroy_actor 164@ 
009B: destroy_actor 215@ 
009B: destroy_actor 281@ 
009B: destroy_actor 282@ 
009B: destroy_actor 284@ 
009B: destroy_actor 285@ 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
296@ = 1 

:FINALEC_39955
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_40905 
if 
  296@ == 1 
else_jump @FINALEC_40028 
if 
  41@ > 1500 
else_jump @FINALEC_40028 
00BE: text_clear_all 
040D: unload_wav 1 
015D: set_gamespeed 0.8 
296@ = 2 

:FINALEC_40028
if 
  296@ == 2 
else_jump @FINALEC_40079 
if 
  41@ > 1700 
else_jump @FINALEC_40079 
015D: set_gamespeed 0.7 
296@ = 3 

:FINALEC_40079
if 
  296@ == 3 
else_jump @FINALEC_40130 
if 
  41@ > 1900 
else_jump @FINALEC_40130 
015D: set_gamespeed 0.6 
296@ = 4 

:FINALEC_40130
if 
  296@ == 4 
else_jump @FINALEC_40181 
if 
  41@ > 2100 
else_jump @FINALEC_40181 
015D: set_gamespeed 0.5 
296@ = 5 

:FINALEC_40181
if 
  296@ == 5 
else_jump @FINALEC_40232 
if 
  41@ > 2300 
else_jump @FINALEC_40232 
015D: set_gamespeed 0.4 
296@ = 6 

:FINALEC_40232
if 
  296@ == 6 
else_jump @FINALEC_40283 
if 
  41@ > 2500 
else_jump @FINALEC_40283 
015D: set_gamespeed 0.3 
296@ = 7 

:FINALEC_40283
if 
  296@ == 7 
else_jump @FINALEC_40334 
if 
  41@ > 2700 
else_jump @FINALEC_40334 
015D: set_gamespeed 0.2 
296@ = 8 

:FINALEC_40334
if 
  296@ == 8 
else_jump @FINALEC_40501 
if 
  41@ > 3360 
else_jump @FINALEC_40501 
066B: 288@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.69 3.607 -0.271 type 1 
064C: make_particle 288@ visible 
066B: 289@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.137 3.674 -0.271 type 1 
064C: make_particle 289@ visible 
066B: 290@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.076 3.706 -0.271 type 1 
064C: make_particle 290@ visible 
296@ = 9 

:FINALEC_40501
if 
  296@ == 9 
else_jump @FINALEC_40905 
if 
  41@ > 4250 
else_jump @FINALEC_40905 
015F: set_camera_position 2463.746 -1663.425 12.4388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2462.831 -1663.022 12.4479 switchstyle 2 
015D: set_gamespeed 0.7 
0650: destroy_particle 288@ 
0650: destroy_particle 289@ 
0650: destroy_particle 290@ 
066C: 291@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.066 3.027 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 291@ visible 
066C: 292@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.066 2.444 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 292@ visible 
066C: 293@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -1.066 1.872 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 293@ visible 
066C: 294@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -0.462 0.761 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 294@ visible 
066C: 295@ = attach_particle "PRT_SPARK" to_car 160@ with_offset -0.462 0.197 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 295@ visible 
40@ = 0 
296@ = 10 

:FINALEC_40905
if 
  296@ == 10 
else_jump @FINALEC_57014 
if 
  40@ > 3000 
else_jump @FINALEC_57014 
015D: set_gamespeed 1.0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEC_40964
if 
fading 
else_jump @FINALEC_40988 
wait 0 
jump @FINALEC_40964 

:FINALEC_40988
0109: player $PLAYER_CHAR money = 250000 
0151: remove_status_text $9380 
009B: destroy_actor $130 
0249: release_model 538 
0249: release_model 544 
0249: release_model 280 
0249: release_model 492 
0249: release_model 533 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model 109 
0249: release_model 102 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model 352 
0249: release_model 596 
0249: release_model 468 
0249: release_model 344 
0249: release_model 110 
0249: release_model 576 
00A6: destroy_car 160@ 
009B: destroy_actor 57@ 
0650: destroy_particle 288@ 
0650: destroy_particle 289@ 
0650: destroy_particle 290@ 
0650: destroy_particle 291@ 
0650: destroy_particle 292@ 
0650: destroy_particle 293@ 
0650: destroy_particle 294@ 
0650: destroy_particle 295@ 
0A0B: set_rendering_origin_at_3D_coord 2445.64 -1650.53 14.63 angle 0.0 
02E4: load_cutscene_data 'RIOT4E1' 

:FINALEC_41192
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41216 
wait 0 
jump @FINALEC_41192 

:FINALEC_41216
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41225
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41249 
wait 0 
jump @FINALEC_41225 

:FINALEC_41249
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:FINALEC_41264
if 
fading 
else_jump @FINALEC_41288 
wait 0 
jump @FINALEC_41264 

:FINALEC_41288
if 
856A:   not cutscene_skipped 
else_jump @FINALEC_41408 
02E4: load_cutscene_data 'RIOT4E2' 

:FINALEC_41312
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41336 
wait 0 
jump @FINALEC_41312 

:FINALEC_41336
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41345
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41369 
wait 0 
jump @FINALEC_41345 

:FINALEC_41369
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:FINALEC_41384
if 
fading 
else_jump @FINALEC_41408 
wait 0 
jump @FINALEC_41384 

:FINALEC_41408
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:FINALEC_41423
if 
fading 
else_jump @FINALEC_41447 
wait 0 
jump @FINALEC_41423 

:FINALEC_41447
select_interior 3 
02E4: load_cutscene_data 'EPILOG' 

:FINALEC_41462
if 
86B9:   not cutscene_data_loaded 
else_jump @FINALEC_41486 
wait 0 
jump @FINALEC_41462 

:FINALEC_41486
02E7: start_cutscene 
fade 1 1000 

:FINALEC_41495
if 
82E9:   not cutscene_reached_end 
else_jump @FINALEC_41519 
wait 0 
jump @FINALEC_41495 

:FINALEC_41519
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 0 

:FINALEC_41534
if 
fading 
else_jump @FINALEC_41558 
wait 0 
jump @FINALEC_41534 

:FINALEC_41558
select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2523.975 -1749.962 58.702 
04D7: set_actor $PLAYER_ACTOR locked 1 
01EB: set_traffic_density_multiplier_to 2.0 
03DE: set_pedestrians_density_multiplier_to 1.5 
06C8: enable_riot 0 
03CB: set_rendering_origin_at 2514.668 -1733.461 56.3075 
set_weather 3 
00C0: set_current_time_hours_to 12 minutes_to 0 
0952: load_soundtrack 9 

:FINALEC_41649
if 
   not 306@ == 2 
else_jump @FINALEC_41683 
wait 0 
0953: get_soundtrack_status_to 306@ 
jump @FINALEC_41649 

:FINALEC_41683
0954: start_playing_loaded_soundtrack 
043C: disable_sounds_after_fadeout 0 
0924: enable_screen_darkness 1 with_value -1 
0434: show_credits 
fade 1 250 
0925: restore_camera_to_user_defined 
0936: set_camera 2523.975 -1749.962 57.202 position_to 2514.887 -1733.851 57.202 time 2000 smooth_transition 0 
0920: point_camera 2523.755 -1749.572 56.3075 transverse_to 2514.668 -1733.461 56.3075 time 2000 smooth_transition 0 

:FINALEC_41780
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_41811 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41780 

:FINALEC_41811
0936: set_camera 2514.887 -1733.851 57.202 position_to 2503.344 -1713.386 57.202 time 2000 smooth_transition 0 
0920: point_camera 2514.668 -1733.461 56.3075 transverse_to 2503.124 -1712.996 56.3075 time 2000 smooth_transition 0 

:FINALEC_41885
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_41916 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41885 

:FINALEC_41916
0936: set_camera 2503.344 -1713.386 57.202 position_to 2491.555 -1692.485 57.202 time 2000 smooth_transition 0 
0920: point_camera 2503.124 -1712.996 56.3075 transverse_to 2491.335 -1692.096 56.3075 time 2000 smooth_transition 0 

:FINALEC_41990
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42021 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_41990 

:FINALEC_42021
0936: set_camera 2491.555 -1692.485 57.202 position_to 2479.766 -1671.585 57.202 time 2000 smooth_transition 0 
0920: point_camera 2491.335 -1692.096 56.3075 transverse_to 2479.546 -1671.196 56.3075 time 2000 smooth_transition 0 

:FINALEC_42095
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42126 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42095 

:FINALEC_42126
0936: set_camera 2479.766 -1671.585 57.202 position_to 2467.731 -1650.249 57.202 time 2000 smooth_transition 0 
0920: point_camera 2479.546 -1671.196 56.3075 transverse_to 2467.511 -1649.86 56.3075 time 2000 smooth_transition 0 

:FINALEC_42200
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42231 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42200 

:FINALEC_42231
0936: set_camera 2467.731 -1650.249 57.202 position_to 2455.451 -1628.478 57.202 time 2000 smooth_transition 0 
0920: point_camera 2467.511 -1649.86 56.3075 transverse_to 2455.231 -1628.089 56.3075 time 2000 smooth_transition 0 

:FINALEC_42305
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42336 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42305 

:FINALEC_42336
0936: set_camera 2455.451 -1628.478 57.202 position_to 2445.135 -1610.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2455.231 -1628.089 56.3075 transverse_to 2444.916 -1609.801 56.3075 time 2000 smooth_transition 0 

:FINALEC_42410
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42441 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42410 

:FINALEC_42441
0936: set_camera 2445.135 -1610.19 57.202 position_to 2433.838 -1590.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2444.916 -1609.801 56.3075 transverse_to 2433.618 -1589.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_42515
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42546 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42515 

:FINALEC_42546
0936: set_camera 2433.838 -1590.161 57.202 position_to 2423.277 -1571.437 57.202 time 2000 smooth_transition 0 
0920: point_camera 2433.618 -1589.771 56.3075 transverse_to 2423.057 -1571.048 56.3075 time 2000 smooth_transition 0 

:FINALEC_42620
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42651 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42620 

:FINALEC_42651
0936: set_camera 2423.277 -1571.437 57.202 position_to 2412.716 -1552.714 57.202 time 2000 smooth_transition 0 
0920: point_camera 2423.057 -1571.048 56.3075 transverse_to 2412.496 -1552.325 56.3075 time 2000 smooth_transition 0 

:FINALEC_42725
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42756 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42725 

:FINALEC_42756
0936: set_camera 2412.716 -1552.714 57.202 position_to 2401.909 -1533.555 57.202 time 2000 smooth_transition 0 
0920: point_camera 2412.496 -1552.325 56.3075 transverse_to 2401.689 -1533.166 56.3075 time 2000 smooth_transition 0 

:FINALEC_42830
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42861 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42830 

:FINALEC_42861
0936: set_camera 2401.909 -1533.555 57.202 position_to 2390.611 -1513.526 57.202 time 2000 smooth_transition 0 
0920: point_camera 2401.689 -1533.166 56.3075 transverse_to 2390.391 -1513.136 56.3075 time 2000 smooth_transition 0 

:FINALEC_42935
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_42966 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_42935 

:FINALEC_42966
0936: set_camera 2390.611 -1513.526 57.202 position_to 2379.313 -1493.496 57.202 time 2000 smooth_transition 0 
0920: point_camera 2390.391 -1513.136 56.3075 transverse_to 2379.094 -1493.107 56.3075 time 2000 smooth_transition 0 

:FINALEC_43040
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43071 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43040 

:FINALEC_43071
0936: set_camera 2379.313 -1493.496 57.202 position_to 2367.279 -1472.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2379.094 -1493.107 56.3075 transverse_to 2367.059 -1471.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_43145
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43176 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43145 

:FINALEC_43176
0936: set_camera 2367.279 -1472.161 57.202 position_to 2355.981 -1452.131 57.202 time 2000 smooth_transition 0 
0920: point_camera 2367.059 -1471.771 56.3075 transverse_to 2355.761 -1451.741 56.3075 time 2000 smooth_transition 0 

:FINALEC_43250
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43281 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43250 

:FINALEC_43281
0936: set_camera 2355.981 -1452.131 57.202 position_to 2343.946 -1430.795 57.202 time 2000 smooth_transition 0 
0920: point_camera 2355.761 -1451.741 56.3075 transverse_to 2343.726 -1430.406 56.3075 time 2000 smooth_transition 0 

:FINALEC_43355
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43386 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43355 

:FINALEC_43386
0936: set_camera 2343.946 -1430.795 57.202 position_to 2332.403 -1410.33 57.202 time 2000 smooth_transition 0 
0920: point_camera 2343.726 -1430.406 56.3075 transverse_to 2332.183 -1409.941 56.3075 time 2000 smooth_transition 0 

:FINALEC_43460
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43491 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43460 

:FINALEC_43491
0936: set_camera 2332.403 -1410.33 57.202 position_to 2321.596 -1391.172 57.202 time 2000 smooth_transition 0 
0920: point_camera 2332.183 -1409.941 56.3075 transverse_to 2321.376 -1390.782 56.3075 time 2000 smooth_transition 0 

:FINALEC_43565
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43596 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43565 

:FINALEC_43596
0936: set_camera 2321.596 -1391.172 57.202 position_to 2312.017 -1374.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2321.376 -1390.782 56.3075 transverse_to 2311.798 -1373.8 56.3075 time 2000 smooth_transition 0 

:FINALEC_43670
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43701 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43670 

:FINALEC_43701
fade 0 6000 
0936: set_camera 2312.017 -1374.19 57.202 position_to 2300.965 -1354.596 57.202 time 2000 smooth_transition 0 
0920: point_camera 2311.798 -1373.8 56.3075 transverse_to 2300.745 -1354.206 56.3075 time 2000 smooth_transition 0 

:FINALEC_43782
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43813 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43782 

:FINALEC_43813
0936: set_camera 2300.965 -1354.596 57.202 position_to 2289.667 -1334.566 57.202 time 2000 smooth_transition 0 
0920: point_camera 2300.745 -1354.206 56.3075 transverse_to 2289.448 -1334.177 56.3075 time 2000 smooth_transition 0 

:FINALEC_43887
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_43918 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43887 

:FINALEC_43918
0936: set_camera 2289.667 -1334.566 57.202 position_to 2277.878 -1313.666 57.202 time 2000 smooth_transition 0 
0920: point_camera 2289.448 -1334.177 56.3075 transverse_to 2277.658 -1313.276 56.3075 time 2000 smooth_transition 0 

:FINALEC_43992
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44023 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_43992 

:FINALEC_44023
00A1: put_actor $PLAYER_ACTOR at -1014.557 -1422.255 186.1819 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 10 minutes_to 0 
set_weather 14 
wait 11000 
fade 1 6000 
0936: set_camera -1014.557 -1422.255 184.6819 position_to -1037.938 -1423.075 186.8606 time 2000 smooth_transition 0 
0920: point_camera -1015.556 -1422.29 184.6751 transverse_to -1038.937 -1423.11 186.8538 time 2000 smooth_transition 0 

:FINALEC_44146
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44177 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44146 

:FINALEC_44177
0936: set_camera -1037.938 -1423.075 186.8606 position_to -1063.307 -1423.965 189.2248 time 2000 smooth_transition 0 
0920: point_camera -1038.937 -1423.11 186.8538 transverse_to -1064.306 -1424.0 189.218 time 2000 smooth_transition 0 

:FINALEC_44251
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44282 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44251 

:FINALEC_44282
0936: set_camera -1063.307 -1423.965 189.2248 position_to -1089.159 -1425.217 191.6353 time 2000 smooth_transition 0 
0920: point_camera -1064.306 -1424.0 189.218 transverse_to -1090.156 -1425.284 191.6285 time 2000 smooth_transition 0 

:FINALEC_44356
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44387 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44356 

:FINALEC_44387
0936: set_camera -1089.159 -1425.217 191.6353 position_to -1114.49 -1426.917 193.9995 time 2000 smooth_transition 0 
0920: point_camera -1090.156 -1425.284 191.6285 transverse_to -1115.488 -1426.984 193.9927 time 2000 smooth_transition 0 

:FINALEC_44461
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44492 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44461 

:FINALEC_44492
0936: set_camera -1114.49 -1426.917 193.9995 position_to -1139.822 -1428.616 196.3636 time 2000 smooth_transition 0 
0920: point_camera -1115.488 -1426.984 193.9927 transverse_to -1140.82 -1428.683 196.3568 time 2000 smooth_transition 0 

:FINALEC_44566
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44597 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44566 

:FINALEC_44597
0936: set_camera -1139.822 -1428.616 196.3636 position_to -1165.651 -1430.349 198.7742 time 2000 smooth_transition 0 
0920: point_camera -1140.82 -1428.683 196.3568 transverse_to -1166.649 -1430.416 198.7673 time 2000 smooth_transition 0 

:FINALEC_44671
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44702 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44671 

:FINALEC_44702
0936: set_camera -1165.651 -1430.349 198.7742 position_to -1191.48 -1432.082 201.1847 time 2000 smooth_transition 0 
0920: point_camera -1166.649 -1430.416 198.7673 transverse_to -1192.477 -1432.149 201.1779 time 2000 smooth_transition 0 

:FINALEC_44776
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44807 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44776 

:FINALEC_44807
0936: set_camera -1191.48 -1432.082 201.1847 position_to -1216.812 -1433.782 203.5488 time 2000 smooth_transition 0 
0920: point_camera -1192.477 -1432.149 201.1779 transverse_to -1217.809 -1433.849 203.542 time 2000 smooth_transition 0 

:FINALEC_44881
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_44912 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44881 

:FINALEC_44912
0936: set_camera -1216.812 -1433.782 203.5488 position_to -1242.143 -1435.481 205.913 time 2000 smooth_transition 0 
0920: point_camera -1217.809 -1433.849 203.542 transverse_to -1243.141 -1435.548 205.9062 time 2000 smooth_transition 0 

:FINALEC_44986
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45017 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_44986 

:FINALEC_45017
0936: set_camera -1242.143 -1435.481 205.913 position_to -1267.972 -1437.214 208.3235 time 2000 smooth_transition 0 
0920: point_camera -1243.141 -1435.548 205.9062 transverse_to -1268.97 -1437.281 208.3167 time 2000 smooth_transition 0 

:FINALEC_45091
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45122 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45091 

:FINALEC_45122
0936: set_camera -1267.972 -1437.214 208.3235 position_to -1293.801 -1438.947 210.7341 time 2000 smooth_transition 0 
0920: point_camera -1268.97 -1437.281 208.3167 transverse_to -1294.798 -1439.014 210.7272 time 2000 smooth_transition 0 

:FINALEC_45196
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45227 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45196 

:FINALEC_45227
0936: set_camera -1293.801 -1438.947 210.7341 position_to -1319.629 -1440.68 213.1446 time 2000 smooth_transition 0 
0920: point_camera -1294.798 -1439.014 210.7272 transverse_to -1320.627 -1440.747 213.1378 time 2000 smooth_transition 0 

:FINALEC_45301
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45332 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45301 

:FINALEC_45332
0936: set_camera -1319.629 -1440.68 213.1446 position_to -1345.458 -1442.413 215.5551 time 2000 smooth_transition 0 
0920: point_camera -1320.627 -1440.747 213.1378 transverse_to -1346.456 -1442.48 215.5483 time 2000 smooth_transition 0 

:FINALEC_45406
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45437 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45406 

:FINALEC_45437
0936: set_camera -1345.458 -1442.413 215.5551 position_to -1370.79 -1444.112 217.9193 time 2000 smooth_transition 0 
0920: point_camera -1346.456 -1442.48 215.5483 transverse_to -1371.787 -1444.179 217.9125 time 2000 smooth_transition 0 

:FINALEC_45511
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45542 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45511 

:FINALEC_45542
0936: set_camera -1370.79 -1444.112 217.9193 position_to -1396.122 -1445.812 220.2834 time 2000 smooth_transition 0 
0920: point_camera -1371.787 -1444.179 217.9125 transverse_to -1397.119 -1445.879 220.2766 time 2000 smooth_transition 0 

:FINALEC_45616
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45647 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45616 

:FINALEC_45647
0936: set_camera -1396.122 -1445.812 220.2834 position_to -1420.957 -1447.478 222.6012 time 2000 smooth_transition 0 
0920: point_camera -1397.119 -1445.879 220.2766 transverse_to -1421.955 -1447.545 222.5944 time 2000 smooth_transition 0 

:FINALEC_45721
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45752 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45721 

:FINALEC_45752
0936: set_camera -1420.957 -1447.478 222.6012 position_to -1446.289 -1449.178 224.9654 time 2000 smooth_transition 0 
0920: point_camera -1421.955 -1447.545 222.5944 transverse_to -1447.286 -1449.245 224.9586 time 2000 smooth_transition 0 

:FINALEC_45826
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45857 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45826 

:FINALEC_45857
0936: set_camera -1446.289 -1449.178 224.9654 position_to -1471.621 -1450.877 227.3296 time 2000 smooth_transition 0 
0920: point_camera -1447.286 -1449.245 224.9586 transverse_to -1472.618 -1450.944 227.3228 time 2000 smooth_transition 0 

:FINALEC_45931
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_45962 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_45931 

:FINALEC_45962
0936: set_camera -1471.621 -1450.877 227.3296 position_to -1496.953 -1452.577 229.6937 time 2000 smooth_transition 0 
0920: point_camera -1472.618 -1450.944 227.3228 transverse_to -1497.95 -1452.644 229.6869 time 2000 smooth_transition 0 

:FINALEC_46036
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46067 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46036 

:FINALEC_46067
fade 0 6000 
0936: set_camera -1496.953 -1452.577 229.6937 position_to -1522.285 -1454.277 232.0579 time 2000 smooth_transition 0 
0920: point_camera -1497.95 -1452.644 229.6869 transverse_to -1523.282 -1454.344 232.0511 time 2000 smooth_transition 0 

:FINALEC_46148
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46179 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46148 

:FINALEC_46179
0936: set_camera -1522.285 -1454.277 232.0579 position_to -1547.616 -1455.976 234.4221 time 2000 smooth_transition 0 
0920: point_camera -1523.282 -1454.344 232.0511 transverse_to -1548.614 -1456.043 234.4153 time 2000 smooth_transition 0 

:FINALEC_46253
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46284 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46253 

:FINALEC_46284
0936: set_camera -1547.616 -1455.976 234.4221 position_to -1572.452 -1457.642 236.7399 time 2000 smooth_transition 0 
0920: point_camera -1548.614 -1456.043 234.4153 transverse_to -1573.449 -1457.709 236.7331 time 2000 smooth_transition 0 

:FINALEC_46358
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46389 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46358 

:FINALEC_46389
fade 0 0 

:FINALEC_46395
if 
fading 
else_jump @FINALEC_46419 
wait 0 
jump @FINALEC_46395 

:FINALEC_46419
0924: enable_screen_darkness 0 with_value -1 
00A1: put_actor $PLAYER_ACTOR at -2551.824 1438.745 -6.4582 
04D7: set_actor $PLAYER_ACTOR locked 1 
set_weather 8 
00C0: set_current_time_hours_to 22 minutes_to 15 
wait 11000 
fade 1 6000 
0936: set_camera -2551.824 1438.745 -7.9582 position_to -2555.05 1456.451 -7.9582 time 2000 smooth_transition 0 
0920: point_camera -2552.003 1439.724 -8.0577 transverse_to -2555.229 1457.43 -8.0577 time 2000 smooth_transition 0 

:FINALEC_46548
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46579 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46548 

:FINALEC_46579
0936: set_camera -2555.05 1456.451 -7.9582 position_to -2558.981 1478.022 -6.5912 time 2000 smooth_transition 0 
0920: point_camera -2555.229 1457.43 -8.0577 transverse_to -2559.16 1479.005 -6.5742 time 2000 smooth_transition 0 

:FINALEC_46653
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46684 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46653 

:FINALEC_46684
0936: set_camera -2558.981 1478.022 -6.5912 position_to -2562.766 1498.793 -2.7267 time 2000 smooth_transition 0 
0920: point_camera -2559.16 1479.005 -6.5742 transverse_to -2562.943 1499.765 -2.5699 time 2000 smooth_transition 0 

:FINALEC_46758
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46789 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46758 

:FINALEC_46789
0936: set_camera -2562.766 1498.793 -2.7267 position_to -2566.42 1518.853 4.0086 time 2000 smooth_transition 0 
0920: point_camera -2562.943 1499.765 -2.5699 transverse_to -2566.594 1519.803 4.2679 time 2000 smooth_transition 0 

:FINALEC_46863
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46894 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46863 

:FINALEC_46894
0936: set_camera -2566.42 1518.853 4.0086 position_to -2570.021 1538.631 11.6223 time 2000 smooth_transition 0 
0920: point_camera -2566.594 1519.803 4.2679 transverse_to -2570.194 1539.581 11.8816 time 2000 smooth_transition 0 

:FINALEC_46968
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_46999 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_46968 

:FINALEC_46999
0936: set_camera -2570.021 1538.631 11.6223 position_to -2573.706 1558.869 19.413 time 2000 smooth_transition 0 
0920: point_camera -2570.194 1539.581 11.8816 transverse_to -2573.879 1559.819 19.6724 time 2000 smooth_transition 0 

:FINALEC_47073
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47104 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47073 

:FINALEC_47104
0936: set_camera -2573.706 1558.869 19.413 position_to -2577.223 1578.188 26.8497 time 2000 smooth_transition 0 
0920: point_camera -2573.879 1559.819 19.6724 transverse_to -2577.396 1579.138 27.109 time 2000 smooth_transition 0 

:FINALEC_47178
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47209 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47178 

:FINALEC_47209
0936: set_camera -2577.223 1578.188 26.8497 position_to -2580.907 1598.426 34.6405 time 2000 smooth_transition 0 
0920: point_camera -2577.396 1579.138 27.109 transverse_to -2581.081 1599.376 34.8998 time 2000 smooth_transition 0 

:FINALEC_47283
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47314 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47283 

:FINALEC_47314
0936: set_camera -2580.907 1598.426 34.6405 position_to -2584.514 1618.225 42.1997 time 2000 smooth_transition 0 
0920: point_camera -2581.081 1599.376 34.8998 transverse_to -2584.688 1619.178 42.4465 time 2000 smooth_transition 0 

:FINALEC_47388
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47419 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47388 

:FINALEC_47419
0936: set_camera -2584.514 1618.225 42.1997 position_to -2588.233 1638.641 49.4991 time 2000 smooth_transition 0 
0920: point_camera -2584.688 1619.178 42.4465 transverse_to -2588.408 1639.599 49.7249 time 2000 smooth_transition 0 

:FINALEC_47493
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47524 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47493 

:FINALEC_47524
0936: set_camera -2588.233 1638.641 49.4991 position_to -2591.978 1659.176 56.4439 time 2000 smooth_transition 0 
0920: point_camera -2588.408 1639.599 49.7249 transverse_to -2592.153 1660.136 56.6616 time 2000 smooth_transition 0 

:FINALEC_47598
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47629 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47598 

:FINALEC_47629
0936: set_camera -2591.978 1659.176 56.4439 position_to -2595.642 1679.259 63.1876 time 2000 smooth_transition 0 
0920: point_camera -2592.153 1660.136 56.6616 transverse_to -2595.817 1680.219 63.4053 time 2000 smooth_transition 0 

:FINALEC_47703
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47734 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47703 

:FINALEC_47734
0936: set_camera -2595.642 1679.259 63.1876 position_to -2599.394 1699.842 69.9817 time 2000 smooth_transition 0 
0920: point_camera -2595.817 1680.219 63.4053 transverse_to -2599.569 1700.806 70.1827 time 2000 smooth_transition 0 

:FINALEC_47808
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47839 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47808 

:FINALEC_47839
0936: set_camera -2599.394 1699.842 69.9817 position_to -2603.17 1720.568 76.3148 time 2000 smooth_transition 0 
0920: point_camera -2599.569 1700.806 70.1827 transverse_to -2603.347 1721.536 76.4955 time 2000 smooth_transition 0 

:FINALEC_47913
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_47944 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_47913 

:FINALEC_47944
0936: set_camera -2603.17 1720.568 76.3148 position_to -2606.968 1741.411 82.2359 time 2000 smooth_transition 0 
0920: point_camera -2603.347 1721.536 76.4955 transverse_to -2607.145 1742.382 82.3978 time 2000 smooth_transition 0 

:FINALEC_48018
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48049 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48018 

:FINALEC_48049
0936: set_camera -2606.968 1741.411 82.2359 position_to -2610.699 1761.885 87.6284 time 2000 smooth_transition 0 
0920: point_camera -2607.145 1742.382 82.3978 transverse_to -2610.877 1762.858 87.7717 time 2000 smooth_transition 0 

:FINALEC_48123
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48154 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48123 

:FINALEC_48154
0936: set_camera -2610.699 1761.885 87.6284 position_to -2614.448 1782.455 92.6294 time 2000 smooth_transition 0 
0920: point_camera -2610.877 1762.858 87.7717 transverse_to -2614.625 1783.431 92.7541 time 2000 smooth_transition 0 

:FINALEC_48228
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48259 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48228 

:FINALEC_48259
0936: set_camera -2614.448 1782.455 92.6294 position_to -2618.214 1803.127 97.1743 time 2000 smooth_transition 0 
0920: point_camera -2614.625 1783.431 92.7541 transverse_to -2618.393 1804.106 97.2734 time 2000 smooth_transition 0 

:FINALEC_48333
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48364 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48333 

:FINALEC_48364
0936: set_camera -2618.214 1803.127 97.1743 position_to -2622.001 1823.909 101.1663 time 2000 smooth_transition 0 
0920: point_camera -2618.393 1804.106 97.2734 transverse_to -2622.18 1824.89 101.2393 time 2000 smooth_transition 0 

:FINALEC_48438
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48469 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48438 

:FINALEC_48469
0936: set_camera -2622.001 1823.909 101.1663 position_to -2625.806 1844.788 104.6021 time 2000 smooth_transition 0 
0920: point_camera -2622.18 1824.89 101.2393 transverse_to -2625.985 1845.77 104.6488 time 2000 smooth_transition 0 

:FINALEC_48543
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48574 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48543 

:FINALEC_48574
fade 0 6000 
0936: set_camera -2625.806 1844.788 104.6021 position_to -2629.447 1864.771 107.3578 time 2000 smooth_transition 0 
0920: point_camera -2625.985 1845.77 104.6488 transverse_to -2629.626 1865.755 107.3795 time 2000 smooth_transition 0 

:FINALEC_48655
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48686 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48655 

:FINALEC_48686
0936: set_camera -2629.447 1864.771 107.3578 position_to -2633.278 1885.793 109.7129 time 2000 smooth_transition 0 
0920: point_camera -2629.626 1865.755 107.3795 transverse_to -2633.457 1886.777 109.7149 time 2000 smooth_transition 0 

:FINALEC_48760
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48791 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48760 

:FINALEC_48791
0936: set_camera -2633.278 1885.793 109.7129 position_to -2637.109 1906.832 111.8949 time 2000 smooth_transition 0 
0920: point_camera -2633.457 1886.777 109.7149 transverse_to -2637.289 1907.815 111.8969 time 2000 smooth_transition 0 

:FINALEC_48865
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_48896 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_48865 

:FINALEC_48896
fade 0 0 

:FINALEC_48902
if 
fading 
else_jump @FINALEC_48926 
wait 0 
jump @FINALEC_48902 

:FINALEC_48926
set_weather 0 
00C0: set_current_time_hours_to 5 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at -922.5345 669.1976 86.8181 
04D7: set_actor $PLAYER_ACTOR locked 1 
0924: enable_screen_darkness 1 with_value -1 
wait 11000 
fade 1 6000 
0936: set_camera -922.5345 669.1976 85.3181 position_to -944.3385 676.5142 85.3181 time 2250 smooth_transition 0 
0920: point_camera -923.4778 669.5142 85.2186 transverse_to -945.2818 676.8308 85.2186 time 2250 smooth_transition 0 

:FINALEC_49055
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49086 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49055 

:FINALEC_49086
0936: set_camera -944.3385 676.5142 85.3181 position_to -968.5125 684.6262 85.3181 time 2250 smooth_transition 0 
0920: point_camera -945.2818 676.8308 85.2186 transverse_to -969.4557 684.9427 85.2186 time 2250 smooth_transition 0 

:FINALEC_49160
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49191 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49160 

:FINALEC_49191
0936: set_camera -968.5125 684.6262 85.3181 position_to -993.1604 692.8972 85.3181 time 2250 smooth_transition 0 
0920: point_camera -969.4557 684.9427 85.2186 transverse_to -994.1037 693.2137 85.2186 time 2250 smooth_transition 0 

:FINALEC_49265
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49296 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49265 

:FINALEC_49296
0936: set_camera -993.1604 692.8972 85.3181 position_to -1017.808 701.1682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -994.1037 693.2137 85.2186 transverse_to -1018.752 701.4847 85.2186 time 2250 smooth_transition 0 

:FINALEC_49370
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49401 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49370 

:FINALEC_49401
0936: set_camera -1017.808 701.1682 85.3181 position_to -1041.982 709.2801 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1018.752 701.4847 85.2186 transverse_to -1042.926 709.5967 85.2186 time 2250 smooth_transition 0 

:FINALEC_49475
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49506 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49475 

:FINALEC_49506
0936: set_camera -1041.982 709.2801 85.3181 position_to -1066.156 717.392 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1042.926 709.5967 85.2186 transverse_to -1067.099 717.7086 85.2186 time 2250 smooth_transition 0 

:FINALEC_49580
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49611 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49580 

:FINALEC_49611
0936: set_camera -1066.156 717.392 85.3181 position_to -1090.33 725.504 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1067.099 717.7086 85.2186 transverse_to -1091.273 725.8206 85.2186 time 2250 smooth_transition 0 

:FINALEC_49685
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49716 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49685 

:FINALEC_49716
0936: set_camera -1090.33 725.504 85.3181 position_to -1114.504 733.6159 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1091.273 725.8206 85.2186 transverse_to -1115.447 733.9325 85.2186 time 2250 smooth_transition 0 

:FINALEC_49790
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49821 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49790 

:FINALEC_49821
0936: set_camera -1114.504 733.6159 85.3181 position_to -1138.678 741.7278 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1115.447 733.9325 85.2186 transverse_to -1139.621 742.0444 85.2186 time 2250 smooth_transition 0 

:FINALEC_49895
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_49926 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_49895 

:FINALEC_49926
0936: set_camera -1138.678 741.7278 85.3181 position_to -1162.378 749.6807 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1139.621 742.0444 85.2186 transverse_to -1163.321 749.9973 85.2186 time 2250 smooth_transition 0 

:FINALEC_50000
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50031 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50000 

:FINALEC_50031
0936: set_camera -1162.378 749.6807 85.3181 position_to -1186.078 757.6336 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1163.321 749.9973 85.2186 transverse_to -1187.021 757.9502 85.2186 time 2250 smooth_transition 0 

:FINALEC_50105
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50136 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50105 

:FINALEC_50136
0936: set_camera -1186.078 757.6336 85.3181 position_to -1209.778 765.5865 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1187.021 757.9502 85.2186 transverse_to -1210.721 765.9031 85.2186 time 2250 smooth_transition 0 

:FINALEC_50210
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50241 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50210 

:FINALEC_50241
0936: set_camera -1209.778 765.5865 85.3181 position_to -1233.952 773.6984 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1210.721 765.9031 85.2186 transverse_to -1234.895 774.015 85.2186 time 2250 smooth_transition 0 

:FINALEC_50315
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50346 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50315 

:FINALEC_50346
0936: set_camera -1233.952 773.6984 85.3181 position_to -1258.126 781.8104 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1234.895 774.015 85.2186 transverse_to -1259.069 782.127 85.2186 time 2250 smooth_transition 0 

:FINALEC_50420
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50451 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50420 

:FINALEC_50451
0936: set_camera -1258.126 781.8104 85.3181 position_to -1281.826 789.7632 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1259.069 782.127 85.2186 transverse_to -1282.769 790.0798 85.2186 time 2250 smooth_transition 0 

:FINALEC_50525
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50556 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50525 

:FINALEC_50556
0936: set_camera -1281.826 789.7632 85.3181 position_to -1305.526 797.7161 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1282.769 790.0798 85.2186 transverse_to -1306.469 798.0327 85.2186 time 2250 smooth_transition 0 

:FINALEC_50630
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50661 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50630 

:FINALEC_50661
0936: set_camera -1305.526 797.7161 85.3181 position_to -1329.226 805.669 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1306.469 798.0327 85.2186 transverse_to -1330.169 805.9856 85.2186 time 2250 smooth_transition 0 

:FINALEC_50735
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50766 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50735 

:FINALEC_50766
0936: set_camera -1329.226 805.669 85.3181 position_to -1353.4 813.7809 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1330.169 805.9856 85.2186 transverse_to -1354.343 814.0975 85.2186 time 2250 smooth_transition 0 

:FINALEC_50840
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50871 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50840 

:FINALEC_50871
0936: set_camera -1353.4 813.7809 85.3181 position_to -1377.574 821.8929 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1354.343 814.0975 85.2186 transverse_to -1378.517 822.2095 85.2186 time 2250 smooth_transition 0 

:FINALEC_50945
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_50976 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_50945 

:FINALEC_50976
0936: set_camera -1377.574 821.8929 85.3181 position_to -1401.274 829.8458 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1378.517 822.2095 85.2186 transverse_to -1402.217 830.1624 85.2186 time 2250 smooth_transition 0 

:FINALEC_51050
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51081 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51050 

:FINALEC_51081
0936: set_camera -1401.274 829.8458 85.3181 position_to -1423.552 837.3215 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1402.217 830.1624 85.2186 transverse_to -1424.495 837.6381 85.2186 time 2250 smooth_transition 0 

:FINALEC_51155
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51186 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51155 

:FINALEC_51186
0936: set_camera -1423.552 837.3215 85.3181 position_to -1446.777 845.1153 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1424.495 837.6381 85.2186 transverse_to -1447.721 845.4319 85.2186 time 2250 smooth_transition 0 

:FINALEC_51260
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51291 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51260 

:FINALEC_51291
0936: set_camera -1446.777 845.1153 85.3181 position_to -1470.477 853.0682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1447.721 845.4319 85.2186 transverse_to -1471.421 853.3848 85.2186 time 2250 smooth_transition 0 

:FINALEC_51365
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51396 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51365 

:FINALEC_51396
0936: set_camera -1470.477 853.0682 85.3181 position_to -1493.703 860.862 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1471.421 853.3848 85.2186 transverse_to -1494.647 861.1786 85.2186 time 2250 smooth_transition 0 

:FINALEC_51470
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51501 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51470 

:FINALEC_51501
fade 0 5900 
0936: set_camera -1493.703 860.862 85.3181 position_to -1515.981 868.3377 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1494.647 861.1786 85.2186 transverse_to -1516.925 868.6543 85.2186 time 2250 smooth_transition 0 

:FINALEC_51582
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51613 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51582 

:FINALEC_51613
0936: set_camera -1515.981 868.3377 85.3181 position_to -1538.259 875.8134 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1516.925 868.6543 85.2186 transverse_to -1539.203 876.13 85.2186 time 2250 smooth_transition 0 

:FINALEC_51687
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51718 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51687 

:FINALEC_51718
0936: set_camera -1538.259 875.8134 85.3181 position_to -1561.011 883.4482 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1539.203 876.13 85.2186 transverse_to -1561.954 883.7648 85.2186 time 2250 smooth_transition 0 

:FINALEC_51792
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_51823 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51792 

:FINALEC_51823
fade 0 0 

:FINALEC_51829
if 
fading 
else_jump @FINALEC_51853 
wait 0 
jump @FINALEC_51829 

:FINALEC_51853
set_weather 17 
0924: enable_screen_darkness 1 with_value -1 
00A1: put_actor $PLAYER_ACTOR at 370.7745 2441.234 19.0844 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 12 minutes_to 0 
wait 11000 
fade 1 6000 
0936: set_camera 370.7745 2441.234 17.5844 position_to 366.5777 2438.902 17.5844 time 2250 smooth_transition 0 
0920: point_camera 369.9044 2440.751 17.4849 transverse_to 365.7076 2438.419 17.4849 time 2250 smooth_transition 0 

:FINALEC_51982
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52013 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_51982 

:FINALEC_52013
0936: set_camera 366.5777 2438.902 17.5844 position_to 362.0319 2436.376 17.5835 time 2250 smooth_transition 0 
0920: point_camera 365.7076 2438.419 17.4849 transverse_to 361.1612 2435.893 17.4921 time 2250 smooth_transition 0 

:FINALEC_52087
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52118 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52087 

:FINALEC_52118
0936: set_camera 362.0319 2436.376 17.5835 position_to 357.4894 2433.852 17.6536 time 2250 smooth_transition 0 
0920: point_camera 361.1612 2435.893 17.4921 transverse_to 356.6158 2433.367 17.6101 time 2250 smooth_transition 0 

:FINALEC_52192
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52223 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52192 

:FINALEC_52223
0936: set_camera 357.4894 2433.852 17.6536 position_to 352.8694 2431.29 17.996 time 2250 smooth_transition 0 
0920: point_camera 356.6158 2433.367 17.6101 transverse_to 351.9951 2430.805 18.0046 time 2250 smooth_transition 0 

:FINALEC_52297
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52328 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52297 

:FINALEC_52328
0936: set_camera 352.8694 2431.29 17.996 position_to 348.2637 2428.728 18.5695 time 2200 smooth_transition 0 
0920: point_camera 351.9951 2430.805 18.0046 transverse_to 347.3847 2428.251 18.5783 time 2200 smooth_transition 0 

:FINALEC_52402
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52433 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52402 

:FINALEC_52433
0707: start_scene_skip_to @FINALEC_56740 
0936: set_camera 348.2637 2428.728 18.5695 position_to 343.6016 2426.274 19.1432 time 2150 smooth_transition 0 
0920: point_camera 347.3847 2428.251 18.5783 transverse_to 342.7046 2425.832 19.152 time 2150 smooth_transition 0 

:FINALEC_52514
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52545 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52514 

:FINALEC_52545
0936: set_camera 343.6016 2426.274 19.1432 position_to 338.937 2424.046 19.706 time 2100 smooth_transition 0 
0920: point_camera 342.7046 2425.832 19.152 transverse_to 338.0236 2423.639 19.7148 time 2100 smooth_transition 0 

:FINALEC_52619
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52650 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52619 

:FINALEC_52650
0936: set_camera 338.937 2424.046 19.706 position_to 334.282 2422.038 20.2581 time 2000 smooth_transition 0 
0920: point_camera 338.0236 2423.639 19.7148 transverse_to 333.3536 2421.666 20.2669 time 2000 smooth_transition 0 

:FINALEC_52724
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52755 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52724 

:FINALEC_52755
0936: set_camera 334.282 2422.038 20.2581 position_to 329.5525 2420.212 20.8101 time 2000 smooth_transition 0 
0920: point_camera 333.3536 2421.666 20.2669 transverse_to 328.611 2419.875 20.8189 time 2000 smooth_transition 0 

:FINALEC_52829
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52860 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52829 

:FINALEC_52860
0936: set_camera 329.5525 2420.212 20.8101 position_to 324.7735 2418.516 21.3621 time 2000 smooth_transition 0 
0920: point_camera 328.611 2419.875 20.8189 transverse_to 323.8303 2418.184 21.371 time 2000 smooth_transition 0 

:FINALEC_52934
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_52965 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_52934 

:FINALEC_52965
0936: set_camera 324.7735 2418.516 21.3621 position_to 320.0809 2416.879 21.9034 time 2000 smooth_transition 0 
0920: point_camera 323.8303 2418.184 21.371 transverse_to 319.1361 2416.552 21.9122 time 2000 smooth_transition 0 

:FINALEC_53039
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53070 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53039 

:FINALEC_53070
0936: set_camera 320.0809 2416.879 21.9034 position_to 315.103 2415.156 22.477 time 2000 smooth_transition 0 
0920: point_camera 319.1361 2416.552 21.9122 transverse_to 314.1573 2414.831 22.4858 time 2000 smooth_transition 0 

:FINALEC_53144
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53175 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53144 

:FINALEC_53175
0936: set_camera 315.103 2415.156 22.477 position_to 310.2042 2413.506 23.0399 time 2000 smooth_transition 0 
0920: point_camera 314.1573 2414.831 22.4858 transverse_to 309.2525 2413.198 23.0487 time 2000 smooth_transition 0 

:FINALEC_53249
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53280 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53249 

:FINALEC_53280
0936: set_camera 310.2042 2413.506 23.0399 position_to 305.2758 2411.946 23.6028 time 2000 smooth_transition 0 
0920: point_camera 309.2525 2413.198 23.0487 transverse_to 304.3187 2411.656 23.6116 time 2000 smooth_transition 0 

:FINALEC_53354
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53385 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53354 

:FINALEC_53385
0936: set_camera 305.2758 2411.946 23.6028 position_to 300.3198 2410.476 24.1656 time 2000 smooth_transition 0 
0920: point_camera 304.3187 2411.656 23.6116 transverse_to 299.3576 2410.204 24.1744 time 2000 smooth_transition 0 

:FINALEC_53459
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53490 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53459 

:FINALEC_53490
0936: set_camera 300.3198 2410.476 24.1656 position_to 295.434 2409.122 24.7176 time 2000 smooth_transition 0 
0920: point_camera 299.3576 2410.204 24.1744 transverse_to 294.4671 2408.866 24.7265 time 2000 smooth_transition 0 

:FINALEC_53564
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53595 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53564 

:FINALEC_53595
0936: set_camera 295.434 2409.122 24.7176 position_to 290.4283 2407.831 25.2805 time 2000 smooth_transition 0 
0920: point_camera 294.4671 2408.866 24.7265 transverse_to 289.4569 2407.593 25.2893 time 2000 smooth_transition 0 

:FINALEC_53669
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53700 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53669 

:FINALEC_53700
0936: set_camera 290.4283 2407.831 25.2805 position_to 285.3999 2406.631 25.8434 time 2000 smooth_transition 0 
0920: point_camera 289.4569 2407.593 25.2893 transverse_to 284.4244 2406.411 25.8522 time 2000 smooth_transition 0 

:FINALEC_53774
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53805 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53774 

:FINALEC_53805
0936: set_camera 285.3999 2406.631 25.8434 position_to 280.3567 2405.488 26.4062 time 2000 smooth_transition 0 
0920: point_camera 284.4244 2406.411 25.8522 transverse_to 279.3812 2405.268 26.415 time 2000 smooth_transition 0 

:FINALEC_53879
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_53910 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53879 

:FINALEC_53910
0936: set_camera 280.3567 2405.488 26.4062 position_to 275.3135 2404.346 26.9691 time 2000 smooth_transition 0 
0920: point_camera 279.3812 2405.268 26.415 transverse_to 274.338 2404.126 26.9779 time 2000 smooth_transition 0 

:FINALEC_53984
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54015 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_53984 

:FINALEC_54015
0936: set_camera 275.3135 2404.346 26.9691 position_to 270.3673 2403.225 27.5211 time 2000 smooth_transition 0 
0920: point_camera 274.338 2404.126 26.9779 transverse_to 269.3918 2403.005 27.5299 time 2000 smooth_transition 0 

:FINALEC_54089
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54120 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54089 

:FINALEC_54120
0936: set_camera 270.3673 2403.225 27.5211 position_to 265.4211 2402.104 28.0732 time 2000 smooth_transition 0 
0920: point_camera 269.3918 2403.005 27.5299 transverse_to 264.4456 2401.885 28.082 time 2000 smooth_transition 0 

:FINALEC_54194
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54225 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54194 

:FINALEC_54225
0936: set_camera 265.4211 2402.104 28.0732 position_to 262.4145 2401.423 28.4087 time 2000 smooth_transition 0 
0920: point_camera 264.4456 2401.885 28.082 transverse_to 261.439 2401.203 28.4175 time 2000 smooth_transition 0 

:FINALEC_54299
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54330 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54299 

:FINALEC_54330
0936: set_camera 262.4145 2401.423 28.4087 position_to 258.8261 2400.61 28.8092 time 2000 smooth_transition 0 
0920: point_camera 261.439 2401.203 28.4175 transverse_to 257.8506 2400.39 28.818 time 2000 smooth_transition 0 

:FINALEC_54404
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54435 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54404 

:FINALEC_54435
fade 0 6000 
0936: set_camera 258.8261 2400.61 28.8092 position_to 253.8804 2399.49 29.3612 time 2000 smooth_transition 0 
0920: point_camera 257.8506 2400.39 28.818 transverse_to 252.9049 2399.27 29.37 time 2000 smooth_transition 0 

:FINALEC_54516
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54547 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54516 

:FINALEC_54547
0936: set_camera 253.8804 2399.49 29.3612 position_to 248.8379 2398.347 29.9241 time 2000 smooth_transition 0 
0920: point_camera 252.9049 2399.27 29.37 transverse_to 247.8624 2398.127 29.9329 time 2000 smooth_transition 0 

:FINALEC_54621
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54652 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54621 

:FINALEC_54652
0936: set_camera 248.8379 2398.347 29.9241 position_to 244.0864 2397.271 30.4545 time 2000 smooth_transition 0 
0920: point_camera 247.8624 2398.127 29.9329 transverse_to 243.1109 2397.051 30.4633 time 2000 smooth_transition 0 

:FINALEC_54726
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54757 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54726 

:FINALEC_54757
fade 0 0 

:FINALEC_54763
if 
fading 
else_jump @FINALEC_54787 
wait 0 
jump @FINALEC_54763 

:FINALEC_54787
00A1: put_actor $PLAYER_ACTOR at 2012.444 2140.383 78.0505 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 0 minutes_to 0 
wait 11000 
fade 1 6000 
0936: set_camera 2012.444 2140.383 76.5505 position_to 2030.939 2140.419 76.5504 time 2900 smooth_transition 0 
0920: point_camera 2013.439 2140.385 76.451 transverse_to 2031.934 2140.421 76.4497 time 2900 smooth_transition 0 

:FINALEC_54906
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_54937 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_54906 

:FINALEC_54937
0936: set_camera 2030.939 2140.419 76.5504 position_to 2051.375 2140.459 75.0916 time 2900 smooth_transition 0 
0920: point_camera 2031.934 2140.421 76.4497 transverse_to 2052.349 2140.461 74.8638 time 2900 smooth_transition 0 

:FINALEC_55011
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55042 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55011 

:FINALEC_55042
0936: set_camera 2051.375 2140.459 75.0916 position_to 2072.109 2140.5 71.7815 time 2900 smooth_transition 0 
0920: point_camera 2052.349 2140.461 74.8638 transverse_to 2073.061 2140.502 71.4748 time 2900 smooth_transition 0 

:FINALEC_55116
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55147 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55116 

:FINALEC_55147
0936: set_camera 2072.109 2140.5 71.7815 position_to 2092.618 2140.541 67.3086 time 2900 smooth_transition 0 
0920: point_camera 2073.061 2140.502 71.4748 transverse_to 2093.569 2140.543 66.9993 time 2900 smooth_transition 0 

:FINALEC_55221
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55252 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55221 

:FINALEC_55252
0936: set_camera 2092.618 2140.541 67.3086 position_to 2114.102 2140.584 62.62 time 2900 smooth_transition 0 
0920: point_camera 2093.569 2140.543 66.9993 transverse_to 2115.053 2140.586 62.3108 time 2900 smooth_transition 0 

:FINALEC_55326
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55357 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55326 

:FINALEC_55357
0936: set_camera 2114.102 2140.584 62.62 position_to 2135.587 2140.627 57.9315 time 2900 smooth_transition 0 
0920: point_camera 2115.053 2140.586 62.3108 transverse_to 2136.538 2140.629 57.6223 time 2900 smooth_transition 0 

:FINALEC_55431
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55462 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55431 

:FINALEC_55462
0936: set_camera 2135.587 2140.627 57.9315 position_to 2157.071 2140.67 53.2431 time 2900 smooth_transition 0 
0920: point_camera 2136.538 2140.629 57.6223 transverse_to 2158.022 2140.672 52.9338 time 2900 smooth_transition 0 

:FINALEC_55536
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55567 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55536 

:FINALEC_55567
0936: set_camera 2157.071 2140.67 53.2431 position_to 2179.044 2140.714 48.4481 time 2900 smooth_transition 0 
0920: point_camera 2158.022 2140.672 52.9338 transverse_to 2179.995 2140.716 48.1388 time 2900 smooth_transition 0 

:FINALEC_55641
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55672 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55641 

:FINALEC_55672
0936: set_camera 2179.044 2140.714 48.4481 position_to 2201.017 2140.758 43.6528 time 2900 smooth_transition 0 
0920: point_camera 2179.995 2140.716 48.1388 transverse_to 2201.968 2140.76 43.344 time 2900 smooth_transition 0 

:FINALEC_55746
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55777 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55746 

:FINALEC_55777
0936: set_camera 2201.017 2140.758 43.6528 position_to 2222.665 2140.801 39.8525 time 2900 smooth_transition 0 
0920: point_camera 2201.968 2140.76 43.344 transverse_to 2223.635 2140.802 39.6117 time 2900 smooth_transition 0 

:FINALEC_55851
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55882 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55851 

:FINALEC_55882
0936: set_camera 2222.665 2140.801 39.8525 position_to 2244.471 2140.844 37.0436 time 2900 smooth_transition 0 
0920: point_camera 2223.635 2140.802 39.6117 transverse_to 2245.452 2140.845 36.8518 time 2900 smooth_transition 0 

:FINALEC_55956
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_55987 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_55956 

:FINALEC_55987
0936: set_camera 2244.471 2140.844 37.0436 position_to 2266.387 2140.886 35.2987 time 2900 smooth_transition 0 
0920: point_camera 2245.452 2140.845 36.8518 transverse_to 2267.378 2140.888 35.1659 time 2900 smooth_transition 0 

:FINALEC_56061
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56092 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56061 

:FINALEC_56092
0936: set_camera 2266.387 2140.886 35.2987 position_to 2287.867 2140.928 34.9542 time 2900 smooth_transition 0 
0920: point_camera 2267.378 2140.888 35.1659 transverse_to 2288.864 2140.93 34.8693 time 2900 smooth_transition 0 

:FINALEC_56166
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56197 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56166 

:FINALEC_56197
0936: set_camera 2287.867 2140.928 34.9542 position_to 2310.356 2140.972 35.284 time 2900 smooth_transition 0 
0920: point_camera 2288.864 2140.93 34.8693 transverse_to 2311.353 2140.974 35.1991 time 2900 smooth_transition 0 

:FINALEC_56271
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56302 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56271 

:FINALEC_56302
0936: set_camera 2310.356 2140.972 35.284 position_to 2332.845 2141.016 35.6137 time 2900 smooth_transition 0 
0920: point_camera 2311.353 2140.974 35.1991 transverse_to 2333.842 2141.018 35.5288 time 2900 smooth_transition 0 

:FINALEC_56376
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56407 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56376 

:FINALEC_56407
043C: disable_sounds_after_fadeout 1 
0936: set_camera 2332.845 2141.016 35.6137 position_to 2354.335 2141.058 35.9288 time 2900 smooth_transition 0 
0920: point_camera 2333.842 2141.018 35.5288 transverse_to 2355.331 2141.06 35.8439 time 2900 smooth_transition 0 

:FINALEC_56485
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56516 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56485 

:FINALEC_56516
fade 0 4000 
0936: set_camera 2354.335 2141.058 35.9288 position_to 2376.824 2141.102 36.2586 time 2900 smooth_transition 0 
0920: point_camera 2355.331 2141.06 35.8439 transverse_to 2377.82 2141.104 36.1737 time 2900 smooth_transition 0 

:FINALEC_56597
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56628 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56597 

:FINALEC_56628
0936: set_camera 2376.824 2141.102 36.2586 position_to 2399.813 2141.147 36.5957 time 2900 smooth_transition 0 
0920: point_camera 2377.82 2141.104 36.1737 transverse_to 2400.809 2141.149 36.5108 time 2900 smooth_transition 0 

:FINALEC_56702
if 
0933:   camera_position_manipulated 
else_jump @FINALEC_56733 
wait 0 
gosub @FINALEC_57172 
jump @FINALEC_56702 

:FINALEC_56733
305@ = 1 

:FINALEC_56740
0701: end_scene_skip 
if 
  305@ == 0 
else_jump @FINALEC_56762 
0435: end_credits 

:FINALEC_56762
043C: disable_sounds_after_fadeout 1 
fade 0 0 

:FINALEC_56772
if 
fading 
else_jump @FINALEC_56796 
wait 0 
jump @FINALEC_56772 

:FINALEC_56796
02A3: enable_widescreen 0 
01B7: release_weather 
set_weather 3 
0955: end_playing_loaded_soundtrack 
04D7: set_actor $PLAYER_ACTOR locked 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2494.483 -1684.639 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.546 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0924: enable_screen_darkness 0 with_value -1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:FINALEC_56876
if 
8436:   not credits_ended 
else_jump @FINALEC_56900 
wait 0 
jump @FINALEC_56876 

:FINALEC_56900
0955: end_playing_loaded_soundtrack 
0435: end_credits 
0A0B: set_rendering_origin_at_3D_coord 2495.111 -1687.04 12.55 angle 0.0 
wait 500 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
fade 1 3500 

:FINALEC_56948
if 
fading 
else_jump @FINALEC_56972 
wait 0 
jump @FINALEC_56948 

:FINALEC_56972
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 1 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
jump @FINALEC_57451 
296@ = 11 

:FINALEC_57014
jump @FINALEC_1817 

:FINALEC_57021
if 
  212@ == 0 
else_jump @FINALEC_57061 
03CF: load_wav 195@ as 1 
05AA: 193@s = 196@s // @s = 'short' 
212@ = 1 

:FINALEC_57061
return 

:FINALEC_57063
if 
  212@ == 1 
else_jump @FINALEC_57117 
if 
03D0:   wav 1 loaded 
else_jump @FINALEC_57117 
00BC: show_text_highpriority GXT 193@s time 4000 flag 1 
03D1: play_wav 1 
212@ = 2 

:FINALEC_57117
if 
  212@ == 2 
else_jump @FINALEC_57170 
if 
03D2:   wav 1 ended 
else_jump @FINALEC_57170 
211@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
212@ = 0 

:FINALEC_57170
return 

:FINALEC_57172
068D: get_camera_position_to $68 $69 $70 
$70 += 1.5 
00A1: put_actor $PLAYER_ACTOR at $68 $69 $70 
return 

:FINALEC_57209
0615: define_AS_pack_begin 192@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 115@ 
0616: define_AS_pack_end 192@ 
0618: assign_actor 110@ to_AS_pack 192@ 
061B: remove_references_to_AS_pack 192@ 
return 

:FINALEC_57247
0615: define_AS_pack_begin 106@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 110@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
return 

:FINALEC_57291
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 107@ 
0618: assign_actor 110@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
return 

:FINALEC_57329
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
  209@ == 1 
else_jump @FINALEC_57381 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEC_57381
if 
  206@ == 7 
else_jump @FINALEC_57415 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEC_57415
if 
  210@ == 1 
else_jump @FINALEC_57449 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_57449
return 

:FINALEC_57451
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_4'  // End Of The Line
030C: progress_made = 1 
0629: change_integer_stat 181 to 4 
0164: disable_marker $621 
0164: disable_marker $434 
$628 += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 150 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 150 
return 

:FINALEC_57525
0A45: set_rail_tracks_friction_to -1.0 
0151: remove_status_text $9378 
0151: remove_status_text $9380 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0164: disable_marker 123@ 
0164: disable_marker 246@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
0164: disable_marker 249@ 
0164: disable_marker 250@ 
0164: disable_marker 251@ 
0164: disable_marker 252@ 
0164: disable_marker 253@ 
0164: disable_marker 255@ 
0164: disable_marker 256@ 
0164: disable_marker 286@ 
0164: disable_marker 287@ 
0650: destroy_particle 288@ 
0650: destroy_particle 289@ 
0650: destroy_particle 290@ 
0650: destroy_particle 291@ 
0650: destroy_particle 292@ 
0650: destroy_particle 293@ 
0650: destroy_particle 294@ 
034F: destroy_actor_with_fade $130 
034F: destroy_actor_with_fade 57@ 
034F: destroy_actor_with_fade 166@ 
034F: destroy_actor_with_fade 167@ 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model 538 
0249: release_model 544 
0249: release_model 280 
0249: release_model 492 
0249: release_model 533 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model 109 
0249: release_model 102 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model 352 
0249: release_model 596 
0249: release_model 468 
0249: release_model 344 
0249: release_model 110 
0249: release_model 576 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
8119:   not car 161@ wrecked 
else_jump @FINALEC_57828 
02AC: set_car 161@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57828
if 
8119:   not car 160@ wrecked 
else_jump @FINALEC_57866 
020A: set_car 160@ door_status_to 1 
02AC: set_car 160@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57866
if 
0256:   player $PLAYER_CHAR defined 
else_jump @FINALEC_57904 
0489: set_actor $PLAYER_ACTOR muted 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_57904
01B7: release_weather 
06D7: enable_train_traffic 1 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE
thread 'SHRANGE' 
set_wb_check_to 0 
$ONMISSION = 1 
$3250 = 1 
0A61: remove_widget_flag 71 16 
$9384 = 286.1649 
$9388 = -30.9591 
$9385 = 301.8877 
$9389 = -77.2586 
$9386 = 306.4883 
$9390 = -141.9047 
$9387 = 307.0919 
$9391 = -159.2197 
$9424[0] = -321 
$9424[1] = -322 
$9424[2] = -323 
$9424[3] = -324 
$9424[4] = -325 
$9424[5] = -326 
$9424[6] = -327 
$9424[7] = -328 
$9405[1] = 0.275 
$9413[1] = -3.502 
$9405[2] = -0.214 
$9413[2] = -3.479 
$9405[3] = 0.245 
$9413[3] = -2.791 
$9405[4] = -0.168 
$9413[4] = -2.806 
$9405[5] = 0.079 
$9413[5] = -2.123 
$9405[6] = -0.589 
$9413[6] = -2.317 
$9405[7] = -0.357 
$9413[7] = -1.855 
43@ = 290.6264 
47@ = -24.5548 
51@ = 1000.523 
55@ = 3.0583 
59@ = 6.1726 
63@ = -13.6242 
67@ = 0.0 
44@ = 303.0788 
48@ = -61.2269 
52@ = 1000.523 
56@ = 2.9464 
60@ = 6.0799 
64@ = -13.6242 
68@ = 270.0 
45@ = 300.1018 
49@ = -137.0399 
53@ = 1003.055 
57@ = 3.1341 
61@ = 6.1264 
65@ = -13.6242 
69@ = 90.0 
46@ = 299.4518 
50@ = -166.3517 
54@ = 998.6105 
58@ = 3.0055 
62@ = 4.6018 
66@ = -13.6242 
70@ = 90.0 
$3249 = 0 

:SHRANGE_606
if 
  3 > $3249 
else_jump @SHRANGE_729 
$9456($3249,3i) = 1 
$9453($3249,3i) = 0 
$9395($3249,4i) = 0 
$9392($3249,3i) = 0 
$9399($3249,3i) = 0 
$9421($3249,3f) = 90.0 
$9488($3249,3i) = 0 
$9438($3249,3i) = 0 
$3249 += 1 
jump @SHRANGE_606 

:SHRANGE_729
$9437 = 0 
$9442 = 0 
$9443 = 0 
0652: $24 = integer_stat 181 
if 
  $24 == 0 
else_jump @SHRANGE_783 
$6657 = 2 

:SHRANGE_783
if 
  $24 == 1 
else_jump @SHRANGE_833 
if 
  $6657 == 2 
else_jump @SHRANGE_826 
$6658 = 1 

:SHRANGE_826
$6657 = 3 

:SHRANGE_833
if 
  $24 > 1 
else_jump @SHRANGE_883 
if 
  4 > $6657 
else_jump @SHRANGE_876 
$6658 = 1 

:SHRANGE_876
$6657 = 4 

:SHRANGE_883
07E5: copy_decision_maker 65538 to $9436 
0708: reset_decision_maker $9436 event 15 
0709: set_decision_maker $9436 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
03CF: load_wav 1801 as 4 
0247: load_model #TARGET_HEAD 
0247: load_model #TARGET_LARM 
0247: load_model #TARGET_RARM 
0247: load_model #TARGET_LLEG 
0247: load_model #TARGET_RLEG 
0247: load_model #TARGET_RTORSO 
0247: load_model #TARGET_LTORSO 
0247: load_model #TARGET_FRAME 
0247: load_model 346 
0247: load_model 352 
0247: load_model 349 
0247: load_model 355 

:SHRANGE_1001
if or
8248:   not model 346 available 
8248:   not model 352 available 
8248:   not model 349 available 
8248:   not model 355 available 
else_jump @SHRANGE_1043 
wait 0 
jump @SHRANGE_1001 

:SHRANGE_1043
if or
8248:   not model #TARGET_HEAD available 
8248:   not model #TARGET_LARM available 
8248:   not model #TARGET_RARM available 
8248:   not model #TARGET_LLEG available 
8248:   not model #TARGET_RLEG available 
else_jump @SHRANGE_1090 
wait 0 
jump @SHRANGE_1043 

:SHRANGE_1090
if or
8248:   not model #TARGET_RTORSO available 
8248:   not model #TARGET_LTORSO available 
8248:   not model #TARGET_FRAME available 
83D0:   not wav 4 loaded 
else_jump @SHRANGE_1131 
wait 0 
jump @SHRANGE_1090 

:SHRANGE_1131
if 
  $3250 == 47 
else_jump @SHRANGE_1207 
029B: $9464[0] = init_object $9424($3249,8i) at 293.757 1.0 1000.516 
0376: $9461[0] = create_random_actor_at $72 $73 $74 
0107: $9432 = create_object 338 at $72 $73 $74 

:SHRANGE_1207
077E: get_active_interior_to $9441 

:SHRANGE_1212
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @SHRANGE_1304 
$3249 = 9 

:SHRANGE_1234
if 
  16 > $3249 
else_jump @SHRANGE_1297 
if 
03CA:   object $9464($3249,24i) exists 
else_jump @SHRANGE_1283 
0723: break_object $9464($3249,24i) intensity 1 

:SHRANGE_1283
$3249 += 1 
jump @SHRANGE_1234 

:SHRANGE_1297
$9493 = 20 

:SHRANGE_1304
wait 0 
077E: get_active_interior_to $3249 
if 
803A:   not  $3249 == $9441 // (int) 
else_jump @SHRANGE_1339 
jump @SHRANGE_17060 

:SHRANGE_1339
if 
0256:   player $PLAYER_CHAR defined 
else_jump @SHRANGE_1376 
gosub @SHRANGE_13521 
gosub @SHRANGE_11132 
gosub @SHRANGE_1385 

:SHRANGE_1376
jump @SHRANGE_1212 
end_thread 

:SHRANGE_1385
if 
  $9437 > 0 
else_jump @SHRANGE_1466 
if 
0A52:   is_widget_released 71 
else_jump @SHRANGE_1466 
if 
   not $9437 == 0 
else_jump @SHRANGE_1466 
00BE: text_clear_all 
42@ = 1 
$9437 = 20 
$9442 = 1 
$9443 = 0 

:SHRANGE_1466
0871: init_jump_table $9437 total_jumps 7 default_jump 0 @SHRANGE_11130 jumps 0 @SHRANGE_1529 1 @SHRANGE_1835 2 @SHRANGE_5158 3 @SHRANGE_5371 4 @SHRANGE_6566 5 @SHRANGE_8417 20 @SHRANGE_10234 

:SHRANGE_1529
if 
  $3251 == 0 
else_jump @SHRANGE_1602 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1602 
$9437 = 1 

:SHRANGE_1602
if 
  $3251 == 1 
else_jump @SHRANGE_1675 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1675 
$9437 = 1 

:SHRANGE_1675
if 
  $3251 == 2 
else_jump @SHRANGE_1748 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1748 
$9437 = 1 

:SHRANGE_1748
if 
  $3251 == 3 
else_jump @SHRANGE_1821 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1821 
$9437 = 1 

:SHRANGE_1821
72@ = 0 
jump @SHRANGE_11130 

:SHRANGE_1835
if 
  $6671 > 0 
else_jump @SHRANGE_1903 
if and
  7 > $9442 
  $9442 > 0 
else_jump @SHRANGE_1903 
$9442 = 7 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
00BE: text_clear_all 

:SHRANGE_1903
if 
  $9442 == 0 
else_jump @SHRANGE_2055 
42@ = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $9502 ammo $9498 model $9506 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $9503 ammo $9499 model $9507 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $9504 ammo $9500 model $9508 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $9505 ammo $9501 model $9509 
$9491 = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
08F8: display_stat_update_box 0 
fade 0 1000 
$9442 = 1 
008A: $9443 = 40@ // (int) 
$9443 += 1500 

:SHRANGE_2055
if 
  $9442 == 1 
else_jump @SHRANGE_2289 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_2289 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ANR_1' time 4000 flag 1  // Test your skills in the Ammu-Nation shooting range challenge.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Compete against two other competitors firing a range of weapons.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // You must finish first in each round to progress to the next.
$9450 = -0.83 
$9451 = 0.47 
$74 = 1.7 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9450 = 0.17 
$9451 = 0.63 
$74 = 1.7 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
fade 1 1000 
$9442 = 2 
008A: $9443 = 40@ // (int) 
$9443 += 4000 

:SHRANGE_2289
if 
  $9442 == 2 
else_jump @SHRANGE_2483 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_2483 
$9453[1] = 3 
$9456[1] = 0 
$9450 = -0.63 
$9451 = -3.47 
$74 = 0.2 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9450 = 0.4 
$9451 = -2.5 
$74 = 0.5 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
fade 1 1000 
$9442 = 3 
008A: $9443 = 40@ // (int) 
$9443 += 2000 

:SHRANGE_2483
if 
  $9442 == 3 
else_jump @SHRANGE_2612 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_2612 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
$9450 = 0.0 
005F: $9450 += 55@($3251,4f) // (float) 
$9451 = -1.0 
gosub @SHRANGE_16892 
05D3: AS_actor $PLAYER_ACTOR goto_point $72 $73 $74 mode 4 time -2 ms // versionA 
$9442 = 4 
008A: $9443 = 40@ // (int) 
$9443 += 3000 

:SHRANGE_2612
if 
  $9442 == 4 
else_jump @SHRANGE_3056 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_3056 
$9453[1] = 4 
0088: $9448 = 67@($3251,4f) // (float) 
$9448 += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9448 
0088: $9450 = 55@($3251,4f) // (float) 
$9450 -= 0.8201 
$9451 = -0.4944 
$74 = 2.1312 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0088: $9450 = 55@($3251,4f) // (float) 
$9450 -= 0.1125 
$9451 = -0.0237 
$74 = 1.6042 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
0088: $9450 = 55@($3251,4f) // (float) 
$9451 = -2.0 
$74 = 0.0 
gosub @SHRANGE_16892 
08C7: put_actor $PLAYER_ACTOR at $72 $73 $74 dont_warp_gang 
0088: $9450 = 55@($3251,4f) // (float) 
$9451 = 0.0 
$74 = 0.0 
gosub @SHRANGE_16892 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67@($3251,4f) 
05D3: AS_actor $PLAYER_ACTOR goto_point $72 $73 $74 mode 4 time -2 ms // versionA 
if 
  $9491 == 0 
else_jump @SHRANGE_2977 
$9395[0] = 1 
$9395[2] = 1 

:SHRANGE_2977
$9453[0] = 1 
$9453[2] = 1 
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 
$9392[0] = 1 
$9392[1] = 1 
$9392[2] = 1 
$9442 = 5 
008A: $9443 = 40@ // (int) 
$9443 += 3000 

:SHRANGE_3056
if 
  $9442 == 5 
else_jump @SHRANGE_3247 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_3247 
00BE: text_clear_all 
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1
$9450 = 2.1566 
$9451 = 2.4369 
$74 = 1.4565 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9450 = 1.9771 
$9451 = 3.4129 
$74 = 1.3326 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
$9442 = 6 
008A: $9443 = 40@ // (int) 
$9443 += 3000 

:SHRANGE_3247
if 
  $9442 == 6 
else_jump @SHRANGE_3486 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_3486 
if 
8118:   not actor $9461[0] dead 
else_jump @SHRANGE_3307 
02E2: set_actor $9461[0] weapon_accuracy_to 100 

:SHRANGE_3307
03D6: remove_styled_text 'ANR_6'  // Pistol ~n~Round 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Destroy the targets in your lane as they appear. Aim for the red markers on each target.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Be the first to destroy three targets.
$9450 = 0.7525 
$9451 = -0.3628 
$74 = 1.6174 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9450 = 0.1734 
$9451 = 0.446 
$74 = 1.5146 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
$9442 = 7 
008A: $9443 = 40@ // (int) 
$9443 += 8000 

:SHRANGE_3486
if 
  $9442 == 7 
else_jump @SHRANGE_3617 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_3617 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SHRANGE_3539 

:SHRANGE_3539
if 
  $6671 == 0 
else_jump @SHRANGE_3594 
$6671 = 1 
fade 0 1000 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
jump @SHRANGE_3610 

:SHRANGE_3594
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1

:SHRANGE_3610
$9442 = 8 

:SHRANGE_3617
if 
  $9442 == 8 
else_jump @SHRANGE_3925 
if and
   not fading 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_3925 
0088: $9450 = 55@($3251,4f) // (float) 
$9451 = 0.0 
$74 = 0.0 
gosub @SHRANGE_16892 
if 
83CA:   not object $9432 exists 
else_jump @SHRANGE_3747 
0107: $9432 = create_object 338 at $72 $73 $74 
0750: set_object $9432 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67@($3251,4f) 

:SHRANGE_3747
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
if 
  $9491 == 0 
else_jump @SHRANGE_3821 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 

:SHRANGE_3821
$9453[1] = 4 
$9456[1] = 0 
$9442 = 9 
008A: $9443 = 40@ // (int) 
$9443 += 800 
if 
  $9491 == 0 
else_jump @SHRANGE_3890 
$9395[0] = 1 
$9395[2] = 1 

:SHRANGE_3890
$9453[0] = 1 
$9453[2] = 1 
$9399[0] = 4 
$9399[1] = 4 
$9399[2] = 4 

:SHRANGE_3925
if 
  $9442 == 9 
else_jump @SHRANGE_4104 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4104 
fade 1 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 
$9392[0] = 1 
$9392[1] = 1 
$9392[2] = 1 
if 
  $6658 == 1 
else_jump @SHRANGE_4097 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
$6658 = 0 

:SHRANGE_4097
$9442 = 10 

:SHRANGE_4104
if 
  $9442 == 10 
else_jump @SHRANGE_4187 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4187 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$9442 = 11 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_4187
if 
  $9442 == 11 
else_jump @SHRANGE_4263 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4263 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$9442 = 12 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_4263
if 
  $9442 == 12 
else_jump @SHRANGE_4339 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4339 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$9442 = 13 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_4339
if 
  $9442 == 13 
else_jump @SHRANGE_4422 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4422 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$9442 = 14 
if 
8118:   not actor $9461[0] dead 
else_jump @SHRANGE_4422 
02E2: set_actor $9461[0] weapon_accuracy_to 80 

:SHRANGE_4422
if 
  $9442 == 14 
else_jump @SHRANGE_4454 
$9437 = 2 
$9442 = 0 

:SHRANGE_4454
if 
  $9442 == 16 
else_jump @SHRANGE_4673 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_4673 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SHRANGE_4643 
if 
83CA:   not object $9432 exists 
else_jump @SHRANGE_4643 
0088: $9450 = 55@($3251,4f) // (float) 
$9451 = 0.0 
$74 = 0.0 
gosub @SHRANGE_16892 
0107: $9432 = create_object 338 at $72 $73 $74 
0750: set_object $9432 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67@($3251,4f) 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 

:SHRANGE_4643
fade 0 1000 
008A: $9443 = 40@ // (int) 
$9443 += 2500 
$9442 = 17 

:SHRANGE_4673
if 
  $9442 == 17 
else_jump @SHRANGE_5058 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_5058 
if 
  $9491 == 3 
else_jump @SHRANGE_4777 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 28 

:SHRANGE_4777
if 
  $9491 == 6 
else_jump @SHRANGE_4844 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 25 

:SHRANGE_4844
if 
  $9491 == 9 
else_jump @SHRANGE_4911 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 30 

:SHRANGE_4911
fade 1 1000 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $9491 == 3 
else_jump @SHRANGE_4967 
00BA: show_text_styled GXT 'ANR_47' time 3000 style 1  // Micro SMG ~n~Round 1

:SHRANGE_4967
if 
  $9491 == 6 
else_jump @SHRANGE_5001 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Shotgun ~n~Round 1

:SHRANGE_5001
if 
  $9491 == 9 
else_jump @SHRANGE_5035 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // AK47 ~n~Round 1

:SHRANGE_5035
008A: $9443 = 40@ // (int) 
$9443 += 4000 
$9442 = 18 

:SHRANGE_5058
if 
  $9442 == 18 
else_jump @SHRANGE_5151 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_5151 
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 
72@ = 0 
$9392[0] = 1 
$9392[1] = 1 
$9392[2] = 1 
$9442 = 10 

:SHRANGE_5151
jump @SHRANGE_11130 

:SHRANGE_5158
if 
  $9442 == 0 
else_jump @SHRANGE_5229 
if 
8118:   not actor $9461[0] dead 
else_jump @SHRANGE_5199 
02E2: set_actor $9461[0] weapon_accuracy_to 87 

:SHRANGE_5199
if 
8118:   not actor $9461[2] dead 
else_jump @SHRANGE_5222 
02E2: set_actor $9461[2] weapon_accuracy_to 87 

:SHRANGE_5222
$9442 = 1 

:SHRANGE_5229
if 
  $9442 == 1 
else_jump @SHRANGE_5364 
if and
  $9399[0] == 3 
  $9392[0] == 3 
else_jump @SHRANGE_5286 
$9437 = 20 
$9442 = 0 

:SHRANGE_5286
if and
  $9399[2] == 3 
  $9392[2] == 3 
else_jump @SHRANGE_5325 
$9437 = 20 
$9442 = 0 

:SHRANGE_5325
if and
  $9399[1] == 3 
  $9392[1] == 3 
else_jump @SHRANGE_5364 
$9437 = 3 
$9442 = 0 

:SHRANGE_5364
jump @SHRANGE_11130 

:SHRANGE_5371
if 
  $9442 == 0 
else_jump @SHRANGE_5968 
if or
  $9491 == 0 
  $9491 == 3 
  $9491 == 6 
  $9491 == 9 
else_jump @SHRANGE_5444 
00BA: show_text_styled GXT 'ANR_41' time 2000 style 1  // Round 1 Passed!

:SHRANGE_5444
if or
  $9491 == 1 
  $9491 == 4 
  $9491 == 7 
  $9491 == 10 
else_jump @SHRANGE_5499 
00BA: show_text_styled GXT 'ANR_42' time 2000 style 1  // Round 2 Passed!

:SHRANGE_5499
if or
  $9491 == 2 
  $9491 == 5 
  $9491 == 8 
else_jump @SHRANGE_5568 
008A: $9443 = 40@ // (int) 
$9443 += 5500 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 

:SHRANGE_5568
if 
  $9491 == 11 
else_jump @SHRANGE_5639 
00BA: show_text_styled GXT 'ANR_45' time 3000 style 1  // ~s~You've completed the Ammu-Nation challenge.
008A: $9443 = 40@ // (int) 
$9443 += 5500 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 

:SHRANGE_5639
if 
003A:   $9491 == $3248 // (int) 
else_jump @SHRANGE_5961 
if or
  $9491 == 0 
  $9491 == 1 
else_jump @SHRANGE_5692 
0624: add 50.0 to_float_stat 69 

:SHRANGE_5692
if or
  $9491 == 3 
  $9491 == 4 
else_jump @SHRANGE_5726 
0624: add 50.0 to_float_stat 75 

:SHRANGE_5726
if or
  $9491 == 6 
  $9491 == 7 
else_jump @SHRANGE_5760 
0624: add 50.0 to_float_stat 72 

:SHRANGE_5760
if or
  $9491 == 9 
  $9491 == 10 
else_jump @SHRANGE_5794 
0624: add 50.0 to_float_stat 77 

:SHRANGE_5794
if 
  $9491 == 2 
else_jump @SHRANGE_5825 
0624: add 100.0 to_float_stat 69 
030C: progress_made = 1 

:SHRANGE_5825
if 
  $9491 == 5 
else_jump @SHRANGE_5856 
0624: add 100.0 to_float_stat 75 
030C: progress_made = 1 

:SHRANGE_5856
if 
  $9491 == 8 
else_jump @SHRANGE_5887 
0624: add 100.0 to_float_stat 72 
030C: progress_made = 1 

:SHRANGE_5887
if 
  $9491 == 11 
else_jump @SHRANGE_5946 
0624: add 100.0 to_float_stat 77 
062A: change_float_stat 69 to 1000.0 
0109: player $PLAYER_CHAR money = 10000 
030C: progress_made = 1 
0394: play_music 2 
$6656 = 1 

:SHRANGE_5946
$3248 += 1 
0629: change_integer_stat 174 to $3248 

:SHRANGE_5961
$9442 = 1 

:SHRANGE_5968
if 
  $9442 == 1 
else_jump @SHRANGE_6559 
if 
  $9491 == 0 
else_jump @SHRANGE_6018 
$9437 = 4 
$9442 = 0 

:SHRANGE_6018
if or
  $9491 == 3 
  $9491 == 6 
  $9491 == 9 
else_jump @SHRANGE_6064 
$9437 = 4 
$9442 = 10 

:SHRANGE_6064
if 
  $9491 == 1 
else_jump @SHRANGE_6096 
$9437 = 5 
$9442 = 0 

:SHRANGE_6096
if or
  $9491 == 4 
  $9491 == 7 
  $9491 == 10 
else_jump @SHRANGE_6142 
$9437 = 5 
$9442 = 10 

:SHRANGE_6142
if or
  $9491 == 2 
  $9491 == 5 
  $9491 == 8 
else_jump @SHRANGE_6188 
$9437 = 1 
$9442 = 16 

:SHRANGE_6188
if 
  $9491 == 2 
else_jump @SHRANGE_6250 
$9395[0] = 2 
$9395[2] = 2 
$9453[0] = 1 
$9453[2] = 1 
00BA: show_text_styled GXT 'ANR_29' time 2000 style 1  // Pistol Challenge Passed

:SHRANGE_6250
if 
  $9491 == 5 
else_jump @SHRANGE_6312 
$9395[0] = 3 
$9395[2] = 3 
$9453[0] = 1 
$9453[2] = 1 
00BA: show_text_styled GXT 'ANR_53' time 2000 style 1  // Micro SMG Challenge Passed

:SHRANGE_6312
if 
  $9491 == 8 
else_jump @SHRANGE_6374 
$9395[0] = 4 
$9395[2] = 4 
$9453[0] = 1 
$9453[2] = 1 
00BA: show_text_styled GXT 'ANR_31' time 2000 style 1  // Shotgun Challenge Passed

:SHRANGE_6374
if 
  $9491 == 5 
else_jump @SHRANGE_6447 
if 
  2 >= $6657 
else_jump @SHRANGE_6431 
$9437 = 20 
$9442 = 1 
jump @SHRANGE_6447 

:SHRANGE_6431
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6447
if 
  $9491 == 8 
else_jump @SHRANGE_6520 
if 
  3 >= $6657 
else_jump @SHRANGE_6504 
$9437 = 20 
$9442 = 1 
jump @SHRANGE_6520 

:SHRANGE_6504
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6520
if 
  $9491 == 11 
else_jump @SHRANGE_6552 
$9437 = 20 
$9442 = 1 

:SHRANGE_6552
$9491 += 1 

:SHRANGE_6559
jump @SHRANGE_11130 

:SHRANGE_6566
if 
  $9442 == 0 
else_jump @SHRANGE_6677 
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 
$9392[0] = 4 
$9392[1] = 4 
$9392[2] = 4 
$9442 = 1 
008A: $9443 = 40@ // (int) 
$9443 += 6000 
72@ = 0 

:SHRANGE_6677
if 
  $9442 == 1 
else_jump @SHRANGE_6770 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_6770 
if 
  3 > $6671 
else_jump @SHRANGE_6747 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_6747
$9442 = 2 
008A: $9443 = 40@ // (int) 
$9443 += 1500 

:SHRANGE_6770
if 
  $9442 == 2 
else_jump @SHRANGE_7075 
if 
  $6671 > 1 
else_jump @SHRANGE_6879 
00BE: text_clear_all 
if 
03CA:   object $9464[8] exists 
else_jump @SHRANGE_6829 
0108: destroy_object $9464[8] 

:SHRANGE_6829
03D6: remove_styled_text 'ANR_18'  // Pistol ~n~Round 2
03D6: remove_styled_text 'ANR_19'  // Pistol ~n~Round 3
$9443 = 0 
$9442 = 3 
$9443 = 0 
jump @SHRANGE_7075 

:SHRANGE_6879
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7075 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // Pistol ~n~Round 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In this round the targets will advance towards the player.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Be the first to destroy three targets.
$9450 = -2.0835 
$9451 = 6.0428 
$74 = 0.0387 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9442 = 3 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 

:SHRANGE_7075
if 
  $9442 == 3 
else_jump @SHRANGE_7149 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7149 
fade 1 1000 
$9442 = 4 
008A: $9443 = 40@ // (int) 
$9443 += 6000 
72@ = 0 

:SHRANGE_7149
if 
  $9442 == 4 
else_jump @SHRANGE_7731 
if 
  $6671 == 1 
else_jump @SHRANGE_7238 
if 
03CA:   object $9464[8] exists 
else_jump @SHRANGE_7238 
01BB: store_object $9464[8] position_to $72 $73 $74 
$74 -= 2.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:SHRANGE_7238
if or
001F:   40@ > $9443 // (int) 
  $6671 > 1 
else_jump @SHRANGE_7731 
if 
   not fading 
else_jump @SHRANGE_7511 
if 
  $6671 == 1 
else_jump @SHRANGE_7334 
if 
  72@ == 0 
else_jump @SHRANGE_7327 
fade 0 1000 
72@ = 1 

:SHRANGE_7327
jump @SHRANGE_7511 

:SHRANGE_7334
if 
  72@ == 0 
else_jump @SHRANGE_7511 
if 
  $9491 == 1 
else_jump @SHRANGE_7386 
00BA: show_text_styled GXT 'ANR_18' time 3000 style 1  // Pistol ~n~Round 2

:SHRANGE_7386
if 
  $9491 == 4 
else_jump @SHRANGE_7420 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_7420
if 
  $9491 == 7 
else_jump @SHRANGE_7454 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_7454
if 
  $9491 == 10 
else_jump @SHRANGE_7488 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_7488
008A: $9443 = 40@ // (int) 
$9443 += 1000 
72@ = 1 

:SHRANGE_7511
if 
   not fading 
else_jump @SHRANGE_7731 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7731 
if 
  2 > $6671 
else_jump @SHRANGE_7643 
if 
  72@ == 1 
else_jump @SHRANGE_7643 
72@ = 2 
fade 1 700 
$6671 = 2 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 

:SHRANGE_7643
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$9442 = 5 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_7731
if 
  $9442 == 5 
else_jump @SHRANGE_7807 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7807 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$9442 = 6 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_7807
if 
  $9442 == 6 
else_jump @SHRANGE_7883 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7883 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$9442 = 7 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_7883
if 
  $9442 == 7 
else_jump @SHRANGE_7943 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_7943 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$9442 = 8 

:SHRANGE_7943
if 
  $9442 == 8 
else_jump @SHRANGE_8078 
if and
  $9399[0] == 3 
  $9438[0] == 3 
else_jump @SHRANGE_8000 
$9437 = 20 
$9442 = 0 

:SHRANGE_8000
if and
  $9399[2] == 3 
  $9438[2] == 3 
else_jump @SHRANGE_8039 
$9437 = 20 
$9442 = 0 

:SHRANGE_8039
if and
  $9399[1] == 3 
  $9438[1] == 3 
else_jump @SHRANGE_8078 
$9437 = 3 
$9442 = 0 

:SHRANGE_8078
if 
  $9442 == 10 
else_jump @SHRANGE_8124 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 
$9442 = 11 

:SHRANGE_8124
if 
  $9442 == 11 
else_jump @SHRANGE_8301 
if and
  $9399[0] == 99 
  $9399[1] == 99 
  $9399[2] == 99 
else_jump @SHRANGE_8301 
00BE: text_clear_all 
if 
  $9491 == 4 
else_jump @SHRANGE_8210 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_8210
if 
  $9491 == 7 
else_jump @SHRANGE_8244 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_8244
if 
  $9491 == 10 
else_jump @SHRANGE_8278 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_8278
008A: $9443 = 40@ // (int) 
$9443 += 4000 
$9442 = 12 

:SHRANGE_8301
if 
  $9442 == 12 
else_jump @SHRANGE_8410 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_8410 
$9392[0] = 4 
$9392[1] = 4 
$9392[2] = 4 
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
$9442 = 4 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_8410
jump @SHRANGE_11130 

:SHRANGE_8417
if 
  $6671 > 2 
else_jump @SHRANGE_8474 
if and
  4 > $9442 
  $9442 > 1 
else_jump @SHRANGE_8474 
$9443 = 0 
$9442 = 4 

:SHRANGE_8474
if 
  $9442 == 0 
else_jump @SHRANGE_8599 
$9492 = 0 
$9493 = 0 
$9494 = 0 
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 
$9392[0] = 0 
$9392[1] = 5 
$9392[2] = 0 
$9442 = 1 
008A: $9443 = 40@ // (int) 
$9443 += 8000 

:SHRANGE_8599
if 
  $9442 == 1 
else_jump @SHRANGE_8692 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_8692 
if 
  3 > $6671 
else_jump @SHRANGE_8669 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_8669
$9442 = 2 
008A: $9443 = 40@ // (int) 
$9443 += 1500 

:SHRANGE_8692
if 
  $9442 == 2 
else_jump @SHRANGE_9002 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9002 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // Pistol ~n~Round 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In this round there will only be one target.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Competitors will shoot the target simultaneously.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Each element hit will score a point.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~The first to score 20 points will win.
$9450 = 3.0583 
$9451 = 0.6889 
$74 = 1.2953 
gosub @SHRANGE_16892 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
$9450 = 2.9703 
$9451 = 1.684 
$74 = 1.2513 
gosub @SHRANGE_16892 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
fade 1 1000 
$9442 = 3 
008A: $9443 = 40@ // (int) 
$9443 += 12000 
$9399[0] = 5 
$9399[1] = 0 
$9399[2] = 5 

:SHRANGE_9002
if 
  $9442 == 3 
else_jump @SHRANGE_9108 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9108 
if 
  3 > $6671 
else_jump @SHRANGE_9064 
fade 0 1000 

:SHRANGE_9064
008A: $9443 = 40@ // (int) 
$9443 += 1500 
$9442 = 4 
$9492 = 0 
$9493 = 0 
$9494 = 0 

:SHRANGE_9108
if 
  $9442 == 4 
else_jump @SHRANGE_9414 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9414 
if 
   not fading 
else_jump @SHRANGE_9414 
03C4: set_status_text $9492 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $9493 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $9494 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
fade 1 1000 
if 
  3 > $6671 
else_jump @SHRANGE_9274 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $9432 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 

:SHRANGE_9274
if 
  $6671 == 2 
else_jump @SHRANGE_9306 
$6671 = 3 
jump @SHRANGE_9322 

:SHRANGE_9306
00BA: show_text_styled GXT 'ANR_19' time 2000 style 1  // Pistol ~n~Round 3

:SHRANGE_9322
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
$9399[0] = 5 
$9399[1] = 0 
$9399[2] = 5 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$9442 = 5 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_9414
if 
  $9442 == 5 
else_jump @SHRANGE_9490 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9490 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$9442 = 6 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_9490
if 
  $9442 == 6 
else_jump @SHRANGE_9566 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9566 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$9442 = 7 
008A: $9443 = 40@ // (int) 
$9443 += 1000 

:SHRANGE_9566
if 
  $9442 == 7 
else_jump @SHRANGE_9647 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_9647 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$9442 = 8 
$9492 = 0 
$9493 = 0 
$9494 = 0 

:SHRANGE_9647
if 
  $9442 == 8 
else_jump @SHRANGE_9766 
if 
  $9493 >= 20 
else_jump @SHRANGE_9712 
$9437 = 3 
$9442 = 0 
0151: remove_status_text $9492 
0151: remove_status_text $9493 
0151: remove_status_text $9494 

:SHRANGE_9712
if or
  $9492 >= 20 
  $9494 >= 20 
else_jump @SHRANGE_9766 
$9437 = 20 
$9442 = 0 
0151: remove_status_text $9492 
0151: remove_status_text $9493 
0151: remove_status_text $9494 

:SHRANGE_9766
if 
  $9442 == 10 
else_jump @SHRANGE_9828 
$9399[0] = 5 
$9399[1] = 5 
$9399[2] = 5 
008A: $9443 = 40@ // (int) 
$9443 += 7000 
$9442 = 11 

:SHRANGE_9828
if 
  $9442 == 11 
else_jump @SHRANGE_10011 
if and
  $9399[0] == 99 
  $9399[1] == 99 
  $9399[2] == 99 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_10011 
if 
  $9491 == 5 
else_jump @SHRANGE_9920 
00BA: show_text_styled GXT 'ANR_49' time 2000 style 1  // Micro SMG ~n~Round 3

:SHRANGE_9920
if 
  $9491 == 8 
else_jump @SHRANGE_9954 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Shotgun ~n~Round 3

:SHRANGE_9954
if 
  $9491 == 11 
else_jump @SHRANGE_9988 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // AK47 ~n~Round 3

:SHRANGE_9988
008A: $9443 = 40@ // (int) 
$9443 += 4000 
$9442 = 12 

:SHRANGE_10011
if 
  $9442 == 12 
else_jump @SHRANGE_10227 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_10227 
$9492 = 0 
$9493 = 0 
$9494 = 0 
$9438[1] = 0 
$9399[1] = 0 
$9392[0] = 0 
$9392[1] = 5 
$9392[2] = 0 
$9492 = 0 
$9493 = 0 
$9494 = 0 
03C4: set_status_text $9492 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $9493 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $9494 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$9442 = 5 
008A: $9443 = 40@ // (int) 
$9443 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_10227
jump @SHRANGE_11130 

:SHRANGE_10234
if 
  $9442 == 0 
else_jump @SHRANGE_10291 
00BA: show_text_styled GXT 'ANR_16' time 3000 style 1  // ~r~You were beaten.
008A: $9443 = 40@ // (int) 
$9443 += 3000 
$9442 = 1 

:SHRANGE_10291
if 
  $9442 == 1 
else_jump @SHRANGE_10342 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_10342 
fade 0 1000 
$9442 = 2 

:SHRANGE_10342
if 
  $9442 == 2 
else_jump @SHRANGE_10400 
if 
   not fading 
else_jump @SHRANGE_10400 
008A: $9443 = 40@ // (int) 
$9443 += 500 
08F8: display_stat_update_box 1 
$9442 = 3 

:SHRANGE_10400
if 
  $9442 == 3 
else_jump @SHRANGE_11123 
if 
001F:   40@ > $9443 // (int) 
else_jump @SHRANGE_11123 
$9450 = 2.0 
$9451 = -12.0 
$74 = 0.0 
0151: remove_status_text $9492 
0151: remove_status_text $9493 
0151: remove_status_text $9494 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
gosub @SHRANGE_16892 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0555: remove_weapon 22 from_actor $PLAYER_ACTOR 
if 
  $9498 > 0 
else_jump @SHRANGE_10569 

:SHRANGE_10526
if 
8248:   not model $9506 available 
else_jump @SHRANGE_10558 
0247: load_model $9506 
wait 0 
jump @SHRANGE_10526 

:SHRANGE_10558
01B2: give_actor $PLAYER_ACTOR weapon $9502 ammo $9498 // Load the weapon model before using this 

:SHRANGE_10569
0555: remove_weapon 25 from_actor $PLAYER_ACTOR 
if 
  $9499 > 0 
else_jump @SHRANGE_10637 

:SHRANGE_10594
if 
8248:   not model $9507 available 
else_jump @SHRANGE_10626 
0247: load_model $9507 
wait 0 
jump @SHRANGE_10594 

:SHRANGE_10626
01B2: give_actor $PLAYER_ACTOR weapon $9503 ammo $9499 // Load the weapon model before using this 

:SHRANGE_10637
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
if 
  $9500 > 0 
else_jump @SHRANGE_10705 

:SHRANGE_10662
if 
8248:   not model $9508 available 
else_jump @SHRANGE_10694 
0247: load_model $9508 
wait 0 
jump @SHRANGE_10662 

:SHRANGE_10694
01B2: give_actor $PLAYER_ACTOR weapon $9504 ammo $9500 // Load the weapon model before using this 

:SHRANGE_10705
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
if 
  $9501 > 0 
else_jump @SHRANGE_10773 

:SHRANGE_10730
if 
8248:   not model $9509 available 
else_jump @SHRANGE_10762 
0247: load_model $9509 
wait 0 
jump @SHRANGE_10730 

:SHRANGE_10762
01B2: give_actor $PLAYER_ACTOR weapon $9505 ammo $9501 // Load the weapon model before using this 

:SHRANGE_10773
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0108: destroy_object $9432 
00BE: text_clear_all 
08C7: put_actor $PLAYER_ACTOR at $72 $73 $74 dont_warp_gang 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SHRANGE_10831 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_10831
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SHRANGE_10874 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67@($3251,4f) 

:SHRANGE_10874
$9456[1] = 1 
fade 1 1000 
$9437 = 0 
$9442 = 0 
$9438[0] = 0 
$9438[1] = 0 
$9438[2] = 0 
$9395[0] = 0 
$9395[1] = 0 
$9395[2] = 0 
$9453[0] = 1 
if 
0118:   actor $9461[1] dead 
else_jump @SHRANGE_10974 
$9453[1] = 0 

:SHRANGE_10974
$9453[2] = 1 
$9392[0] = 0 
$9392[1] = 0 
$9392[2] = 0 
$9399[0] = 0 
$9399[1] = 0 
$9399[2] = 0 
if 
  42@ == 1 
else_jump @SHRANGE_11068 
0A0E: disable_text_with_style 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Shooting range challenge cancelled.
42@ = 0 

:SHRANGE_11068
if and
   not $6657 == 4 
   not 42@ == 1 
else_jump @SHRANGE_11109 
00BB: show_text_lowpriority GXT 'ANR_55' time 4000 flag 1  // Check back later for new weapon challenges.

:SHRANGE_11109
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_11123
jump @SHRANGE_11130 

:SHRANGE_11130
return 

:SHRANGE_11132
$3249 = 0 
0084: $9510 = $9399[0] // (int) 
0084: $9513 = $9399[1] // (int) 
0084: $9516 = $9399[2] // (int) 

:SHRANGE_11163
if 
  3 > $3249 
else_jump @SHRANGE_13519 
0871: init_jump_table $9453($3249,3i) total_jumps 5 default_jump 0 @SHRANGE_13505 jumps 0 @SHRANGE_11248 1 @SHRANGE_11662 2 @SHRANGE_11931 3 @SHRANGE_12919 4 @SHRANGE_13458 -1 @SHRANGE_13505 -1 @SHRANGE_13505 

:SHRANGE_11248
if 
  $9456($3249,3i) == 1 
else_jump @SHRANGE_11655 
$9453($3249,3i) = 1 
0088: $72 = 43@($3251,4f) // (float) 
0088: $73 = 47@($3251,4f) // (float) 
0088: $74 = 51@($3251,4f) // (float) 
0087: 71@ = 67@($3251,4f) // (float) 
if 
  $3249 == 1 
else_jump @SHRANGE_11446 
if 
  71@ == 90.0 
else_jump @SHRANGE_11380 
005F: $73 += 55@($3251,4f) // (float) 

:SHRANGE_11380
if 
  71@ == 270.0 
else_jump @SHRANGE_11413 
0067: $73 -= 55@($3251,4f) // (float) 

:SHRANGE_11413
if 
  71@ == 0.0 
else_jump @SHRANGE_11446 
005F: $72 += 55@($3251,4f) // (float) 

:SHRANGE_11446
if 
  $3249 == 2 
else_jump @SHRANGE_11563 
if 
  71@ == 90.0 
else_jump @SHRANGE_11497 
005F: $73 += 59@($3251,4f) // (float) 

:SHRANGE_11497
if 
  71@ == 270.0 
else_jump @SHRANGE_11530 
0067: $73 -= 59@($3251,4f) // (float) 

:SHRANGE_11530
if 
  71@ == 0.0 
else_jump @SHRANGE_11563 
005F: $72 += 59@($3251,4f) // (float) 

:SHRANGE_11563
0376: $9461($3249,3i) = create_random_actor_at $72 $73 $74 
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_11655 
02AB: set_actor $9461($3249,3i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor $9461($3249,3i) decision_maker_to $9436 
02E2: set_actor $9461($3249,3i) weapon_accuracy_to 93 
0173: set_actor $9461($3249,3i) Z_angle_to 71@ 

:SHRANGE_11655
jump @SHRANGE_13505 

:SHRANGE_11662
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_11924 
if 
  $9395($3249,4i) == 0 
else_jump @SHRANGE_11717 
0209: $9395($3249,4i) = random_int_in_ranges 1 5 

:SHRANGE_11717
if 
  $9395($3249,4i) == 1 
else_jump @SHRANGE_11766 
01B2: give_actor $9461($3249,3i) weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $9461($3249,3i) armed_weapon_to 22 

:SHRANGE_11766
if 
  $9395($3249,4i) == 2 
else_jump @SHRANGE_11815 
01B2: give_actor $9461($3249,3i) weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $9461($3249,3i) armed_weapon_to 28 

:SHRANGE_11815
if 
  $9395($3249,4i) == 3 
else_jump @SHRANGE_11864 
01B2: give_actor $9461($3249,3i) weapon 25 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $9461($3249,3i) armed_weapon_to 25 

:SHRANGE_11864
if 
  $9395($3249,4i) == 4 
else_jump @SHRANGE_11913 
01B2: give_actor $9461($3249,3i) weapon 30 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $9461($3249,3i) armed_weapon_to 30 

:SHRANGE_11913
$9453($3249,3i) = 2 

:SHRANGE_11924
jump @SHRANGE_13505 

:SHRANGE_11931
$9444 = 0 
if 
  $9399($3249,3i) == 2 
else_jump @SHRANGE_11967 
$9444 = 1 

:SHRANGE_11967
if and
  $9437 == 5 
  $9399[1] == 2 
else_jump @SHRANGE_11999 
$9444 = 1 

:SHRANGE_11999
if 
  $3249 == 0 
else_jump @SHRANGE_12025 
0084: $9511 = $9444 // (int) 

:SHRANGE_12025
if 
  $3249 == 1 
else_jump @SHRANGE_12051 
0084: $9514 = $9444 // (int) 

:SHRANGE_12051
if 
  $3249 == 2 
else_jump @SHRANGE_12077 
0084: $9517 = $9444 // (int) 

:SHRANGE_12077
if 
  $9444 == 1 
else_jump @SHRANGE_12850 
if 
001F:   40@ > $9488($3249,3i) // (int) 
else_jump @SHRANGE_12843 
0209: $9444 = random_int_in_ranges 1 8 
if 
  $9437 == 5 
else_jump @SHRANGE_12159 
$9444 += 8 
jump @SHRANGE_12209 

:SHRANGE_12159
if 
  $3249 == 2 
else_jump @SHRANGE_12184 
$9444 += 16 

:SHRANGE_12184
if 
  $3249 == 1 
else_jump @SHRANGE_12209 
$9444 += 8 

:SHRANGE_12209
$9459 = 0 

:SHRANGE_12216
if and
0366:   object $9464($9444,24i) damaged 
  8 > $9459 
else_jump @SHRANGE_12303 
$9444 += 1 
$9459 += 1 
if or
  $9444 == 8 
  $9444 == 24 
  $9444 == 16 
else_jump @SHRANGE_12296 
$9444 -= 7 

:SHRANGE_12296
jump @SHRANGE_12216 

:SHRANGE_12303
if 
  $3249 == 0 
else_jump @SHRANGE_12329 
0084: $9512 = $9459 // (int) 

:SHRANGE_12329
if 
  $3249 == 1 
else_jump @SHRANGE_12355 
0084: $9515 = $9459 // (int) 

:SHRANGE_12355
if 
  $3249 == 2 
else_jump @SHRANGE_12381 
0084: $9518 = $9459 // (int) 

:SHRANGE_12381
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_12843 
01BB: store_object $9464($9444,24i) position_to $72 $73 $74 
if and
  $9444 > 8 
  16 > $9444 
else_jump @SHRANGE_12451 
$9444 -= 8 

:SHRANGE_12451
if and
  $9444 > 16 
  24 > $9444 
else_jump @SHRANGE_12483 
$9444 -= 16 

:SHRANGE_12483
if 
  71@ == 0.0 
else_jump @SHRANGE_12516 
0059: $72 += $9405($9444,8f) // (float) 

:SHRANGE_12516
if 
  71@ == 90.0 
else_jump @SHRANGE_12549 
0059: $73 += $9405($9444,8f) // (float) 

:SHRANGE_12549
if 
  71@ == 270.0 
else_jump @SHRANGE_12582 
0061: $73 -= $9405($9444,8f) // (float) 

:SHRANGE_12582
0059: $74 += $9413($9444,8f) // (float) 
if 
  $9491 >= 8 
else_jump @SHRANGE_12695 
062E: get_actor $9461($3249,3i) task 1640 status_store_to $9444 // ret 7 if not found 
if 
04A3:   $9444 == 7 // == constant 
else_jump @SHRANGE_12688 
04D7: set_actor $9461($3249,3i) locked 1 
0668: AS_actor $9461($3249,3i) rotate_and_shoot_at $72 $73 $74 800 ms 
02E2: set_actor $9461($3249,3i) weapon_accuracy_to 95 

:SHRANGE_12688
jump @SHRANGE_12760 

:SHRANGE_12695
062E: get_actor $9461($3249,3i) task 1640 status_store_to $9444 // ret 7 if not found 
if 
04A3:   $9444 == 7 // == constant 
else_jump @SHRANGE_12760 
04D7: set_actor $9461($3249,3i) locked 1 
0668: AS_actor $9461($3249,3i) rotate_and_shoot_at $72 $73 $74 1500 ms 

:SHRANGE_12760
if 
  $9491 >= 8 
else_jump @SHRANGE_12808 
0209: $9444 = random_int_in_ranges 200 400 
$9488($3249,3i) += 600 
jump @SHRANGE_12819 

:SHRANGE_12808
0209: $9444 = random_int_in_ranges 200 1600 

:SHRANGE_12819
008A: $9488($3249,3i) = 40@ // (int) 
0058: $9488($3249,3i) += $9444 // (int) 

:SHRANGE_12843
jump @SHRANGE_12912 

:SHRANGE_12850
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_12912 
062E: get_actor $9461($3249,3i) task 1640 status_store_to $9444 // ret 7 if not found 
if 
84A3:   not  $9444 == 7 // == constant 
else_jump @SHRANGE_12912 
0687: clear_actor $9461($3249,3i) task 

:SHRANGE_12912
jump @SHRANGE_13505 

:SHRANGE_12919
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_13451 
00A0: store_actor $9461($3249,3i) position_to $72 $73 $74 
04D7: set_actor $9461($3249,3i) locked 0 
05D6: clear_scmpath 
0615: define_AS_pack_begin $9446 
$9450 = 0.0 
005F: $9450 += 55@($3251,4f) // (float) 
$9451 = -1.0 
02F7: $9448 = cosine 67@($3251,4f) // (float) 
02F6: $9449 = sine 67@($3251,4f) // (float) 
if 
  67@($3251,4f) == 0.0 
else_jump @SHRANGE_13095 
0086: $72 = $9450 // (float) 
0069: $72 *= $9448 // (float) 
0086: $73 = $9451 // (float) 
0069: $73 *= $9448 // (float) 
jump @SHRANGE_13137 

:SHRANGE_13095
$9451 *= -1.0 
0086: $72 = $9451 // (float) 
0069: $72 *= $9449 // (float) 
0086: $73 = $9450 // (float) 
0069: $73 *= $9449 // (float) 

:SHRANGE_13137
005F: $72 += 43@($3251,4f) // (float) 
005F: $73 += 47@($3251,4f) // (float) 
005F: $74 += 51@($3251,4f) // (float) 
0087: 71@ = 67@($3251,4f) // (float) 
71@ -= 180.0 
05D4: AS_actor -1 rotate_angle 71@ 
0087: 71@ = 67@($3251,4f) // (float) 
05D7: add_point_to_scmpath $72 $73 $74 
$9450 = -0.5 
005F: $9450 += 55@($3251,4f) // (float) 
$9451 = -4.5 
if 
  67@($3251,4f) == 0.0 
else_jump @SHRANGE_13321 
0086: $72 = $9450 // (float) 
0069: $72 *= $9448 // (float) 
0086: $73 = $9451 // (float) 
0069: $73 *= $9448 // (float) 
jump @SHRANGE_13363 

:SHRANGE_13321
$9451 *= -1.0 
0086: $72 = $9451 // (float) 
0069: $72 *= $9449 // (float) 
0086: $73 = $9450 // (float) 
0069: $73 *= $9449 // (float) 

:SHRANGE_13363
005F: $72 += 43@($3251,4f) // (float) 
005F: $73 += 47@($3251,4f) // (float) 
005F: $74 += 51@($3251,4f) // (float) 
05D7: add_point_to_scmpath $72 $73 $74 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $9446 
0618: assign_actor $9461($3249,3i) to_AS_pack $9446 
061B: remove_references_to_AS_pack $9446 
$9453($3249,3i) = 99 

:SHRANGE_13451
jump @SHRANGE_13505 

:SHRANGE_13458
if 
8118:   not actor $9461($3249,3i) dead 
else_jump @SHRANGE_13487 
009B: destroy_actor $9461($3249,3i) 

:SHRANGE_13487
$9453($3249,3i) = 0 
jump @SHRANGE_13505 

:SHRANGE_13505
$3249 += 1 
jump @SHRANGE_11163 

:SHRANGE_13519
return 

:SHRANGE_13521
$3249 = 0 

:SHRANGE_13528
if 
  3 > $3249 
else_jump @SHRANGE_16890 
0871: init_jump_table $9399($3249,3i) total_jumps 6 default_jump 0 @SHRANGE_16876 jumps 0 @SHRANGE_13613 1 @SHRANGE_14395 2 @SHRANGE_14724 3 @SHRANGE_16325 4 @SHRANGE_16627 5 @SHRANGE_16748 -1 @SHRANGE_16876 

:SHRANGE_13613
0708: reset_decision_maker $9436 event 15 
$9399($3249,3i) = 1 
if 
  $9392($3249,3i) == 0 
else_jump @SHRANGE_13699 
0209: $9392($3249,3i) = random_int_in_ranges 1 3 
if 
  $9392($3249,3i) == 2 
else_jump @SHRANGE_13699 
$9392($3249,3i) = 4 

:SHRANGE_13699
$72 = 0.0 
$73 = 5.0 
$74 = 4.0 
0087: 71@ = 67@($3251,4f) // (float) 
if 
  5 > $9392($3249,3i) 
else_jump @SHRANGE_13930 
if 
  $3249 == 1 
else_jump @SHRANGE_13793 
005F: $72 += 55@($3251,4f) // (float) 

:SHRANGE_13793
if 
  $3249 == 2 
else_jump @SHRANGE_13823 
005F: $72 += 59@($3251,4f) // (float) 

:SHRANGE_13823
if 
  $9392($3249,3i) == 1 
else_jump @SHRANGE_13855 
$73 += 0.0 

:SHRANGE_13855
if 
  $9392($3249,3i) == 2 
else_jump @SHRANGE_13887 
$73 += 5.0 

:SHRANGE_13887
if or
  $9392($3249,3i) == 3 
  $9392($3249,3i) == 4 
else_jump @SHRANGE_13930 
$73 += 10.0 

:SHRANGE_13930
if 
  $9392($3249,3i) == 5 
else_jump @SHRANGE_14014 
0208: $9452 = random_float_in_ranges 0.0 10.0 
0059: $73 += $9452 // (float) 
0209: $9447 = random_int_in_ranges 0 2 
if 
  $9447 == 1 
else_jump @SHRANGE_14014 
005F: $72 += 59@($3251,4f) // (float) 

:SHRANGE_14014
0086: $9450 = $72 // (float) 
0086: $9451 = $73 // (float) 
gosub @SHRANGE_16892 
0084: $9444 = $3249 // (int) 
$9444 *= 8 
if 
03CA:   object $9464($9444,24i) exists 
else_jump @SHRANGE_14081 
0108: destroy_object $9464($9444,24i) 

:SHRANGE_14081
029B: $9464($9444,24i) = init_object $9424[0] at $72 $73 $74 
0453: set_object $9464($9444,24i) XYZ_rotation 90.0 0.0 71@ 
097B: play_audio_at_object $9464($9444,24i) event 1032 
$9421($3249,3f) = 90.0 
$9459 = 1 

:SHRANGE_14157
if 
  8 > $9459 
else_jump @SHRANGE_14365 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
0058: $9460 += $9459 // (int) 
if 
03CA:   object $9464($9460,24i) exists 
else_jump @SHRANGE_14227 
0108: destroy_object $9464($9460,24i) 

:SHRANGE_14227
029B: $9464($9460,24i) = init_object $9424($9459,8i) at $72 $73 $74 
069A: attach_object $9464($9460,24i) to_object $9464($9444,24i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
if 
03CA:   object $9464($9460,24i) exists 
else_jump @SHRANGE_14351 
0453: set_object $9464($9460,24i) XYZ_rotation 90.0 0.0 71@ 
0382: set_object $9464($9460,24i) collision_detection 0 

:SHRANGE_14351
$9459 += 1 
jump @SHRANGE_14157 

:SHRANGE_14365
$9438($3249,3i) += 1 
008A: $9433($3249,3i) = 40@ // (int) 
jump @SHRANGE_16876 

:SHRANGE_14395
008A: $9444 = 40@ // (int) 
0060: $9444 -= $9433($3249,3i) // (int) 
if 
  $9444 > 3000 
else_jump @SHRANGE_14442 
$9444 = 3000 

:SHRANGE_14442
008D: $9448 = integer $9444 to_float 
$9448 /= 3000.0 
$9448 *= -90.0 
$9448 += 90.0 
0086: $9421($3249,3f) = $9448 // (float) 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
if 
03CA:   object $9464($9460,24i) exists 
else_jump @SHRANGE_14551 
0453: set_object $9464($9460,24i) XYZ_rotation $9421($3249,3f) 0.0 71@ 

:SHRANGE_14551
if 
  0.0 >= $9421($3249,3f) 
else_jump @SHRANGE_14717 
$9399($3249,3i) = 2 
008A: $9433($3249,3i) = 40@ // (int) 
if or
  $9392($3249,3i) == 4 
  $9392($3249,3i) == 5 
else_jump @SHRANGE_14644 
097B: play_audio_at_object $9464($9460,24i) event 1033 

:SHRANGE_14644
$9459 = 0 

:SHRANGE_14651
if 
  8 > $9459 
else_jump @SHRANGE_14717 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
0058: $9460 += $9459 // (int) 
0382: set_object $9464($9460,24i) collision_detection 1 
$9459 += 1 
jump @SHRANGE_14651 

:SHRANGE_14717
jump @SHRANGE_16876 

:SHRANGE_14724
if 
  $9392($3249,3i) == 4 
else_jump @SHRANGE_15360 
008A: $9444 = 40@ // (int) 
0060: $9444 -= $9433($3249,3i) // (int) 
if 
  $9438($3249,3i) == 4 
else_jump @SHRANGE_14799 
$9438($3249,3i) = 1 

:SHRANGE_14799
if 
  $9438($3249,3i) == 1 
else_jump @SHRANGE_14875 
if 
  $9444 > 20000 
else_jump @SHRANGE_14875 
$9444 = 20000 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
097B: play_audio_at_object $9464($9460,24i) event 1034 

:SHRANGE_14875
if 
  $9438($3249,3i) == 2 
else_jump @SHRANGE_14951 
if 
  $9444 > 15000 
else_jump @SHRANGE_14951 
$9444 = 15000 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
097B: play_audio_at_object $9464($9460,24i) event 1034 

:SHRANGE_14951
if 
  $9438($3249,3i) == 3 
else_jump @SHRANGE_15027 
if 
  $9444 > 10000 
else_jump @SHRANGE_15027 
$9444 = 10000 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
097B: play_audio_at_object $9464($9460,24i) event 1034 

:SHRANGE_15027
008D: $9448 = integer $9444 to_float 
if 
  $9438($3249,3i) == 1 
else_jump @SHRANGE_15067 
$9448 /= 20000.0 

:SHRANGE_15067
if 
  $9438($3249,3i) == 2 
else_jump @SHRANGE_15099 
$9448 /= 15000.0 

:SHRANGE_15099
if 
  $9438($3249,3i) == 3 
else_jump @SHRANGE_15131 
$9448 /= 10000.0 

:SHRANGE_15131
$9448 *= 10.0 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
01BB: store_object $9464($9460,24i) position_to $72 $73 $74 
if 
  71@ == 90.0 
else_jump @SHRANGE_15225 
0088: $72 = 43@($3251,4f) // (float) 
$72 -= 15.0 
0059: $72 += $9448 // (float) 

:SHRANGE_15225
if 
  71@ == 270.0 
else_jump @SHRANGE_15276 
0088: $72 = 43@($3251,4f) // (float) 
$72 += 15.0 
0061: $72 -= $9448 // (float) 

:SHRANGE_15276
if 
  71@ == 0.0 
else_jump @SHRANGE_15327 
0088: $73 = 47@($3251,4f) // (float) 
$73 += 15.0 
0061: $73 -= $9448 // (float) 

:SHRANGE_15327
0084: $9460 = $3249 // (int) 
$9460 *= 8 
01BC: put_object $9464($9460,24i) at $72 $73 $74 

:SHRANGE_15360
if 
  $9392($3249,3i) == 5 
else_jump @SHRANGE_15717 
008A: $9444 = 40@ // (int) 
0060: $9444 -= $9433($3249,3i) // (int) 
if 
  $9444 > 10000 
else_jump @SHRANGE_15566 
$9444 = 10000 
$9399($3249,3i) = 3 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
097B: play_audio_at_object $9464($9460,24i) event 1034 
097A: play_audio_at $72 $73 $74 event 1032 
008A: $9433($3249,3i) = 40@ // (int) 
$9459 = 0 

:SHRANGE_15500
if 
  8 > $9459 
else_jump @SHRANGE_15566 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
0058: $9460 += $9459 // (int) 
0382: set_object $9464($9460,24i) collision_detection 0 
$9459 += 1 
jump @SHRANGE_15500 

:SHRANGE_15566
008D: $9448 = integer $9444 to_float 
$9448 /= 10000.0 
006D: $9448 *= 59@($3251,4f) // (float) 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
if 
  $9447 == 0 
else_jump @SHRANGE_15644 
0086: $9450 = $9448 // (float) 
jump @SHRANGE_15664 

:SHRANGE_15644
0088: $9450 = 59@($3251,4f) // (float) 
0061: $9450 -= $9448 // (float) 

:SHRANGE_15664
$74 = 4.0 
0086: $9451 = $9452 // (float) 
$9451 += 5.0 
gosub @SHRANGE_16892 
01BC: put_object $9464($9460,24i) at $72 $73 $74 

:SHRANGE_15717
0084: $9444 = $9402($3249,3i) // (int) 
$9402($3249,3i) = 0 
$9459 = 0 

:SHRANGE_15747
if 
  8 > $9459 
else_jump @SHRANGE_15833 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
0058: $9460 += $9459 // (int) 
if 
0366:   object $9464($9460,24i) damaged 
else_jump @SHRANGE_15819 
$9402($3249,3i) += 1 

:SHRANGE_15819
$9459 += 1 
jump @SHRANGE_15747 

:SHRANGE_15833
if 
001C:   $9402($3249,3i) > $9444 // (int) 
else_jump @SHRANGE_15868 
097B: play_audio_at_object $9464($9460,24i) event 1031 

:SHRANGE_15868
if 
  $3249 == 1 
else_jump @SHRANGE_16191 
if 
001C:   $9402[1] > $9444 // (int) 
else_jump @SHRANGE_16191 
0084: $9445 = $9402[1] // (int) 
0060: $9445 -= $9444 // (int) 
0209: $9444 = random_int_in_ranges 0 2 
if 
  $9444 == 0 
else_jump @SHRANGE_16073 
if 
8118:   not actor $9461[0] dead 
else_jump @SHRANGE_16066 
if 
02E0:   actor $9461[0] firing_weapon 
else_jump @SHRANGE_15995 
0058: $9492 += $9445 // (int) 
jump @SHRANGE_16066 

:SHRANGE_15995
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @SHRANGE_16026 
0058: $9493 += $9445 // (int) 
jump @SHRANGE_16066 

:SHRANGE_16026
if 
8118:   not actor $9461[2] dead 
else_jump @SHRANGE_16066 
if 
02E0:   actor $9461[2] firing_weapon 
else_jump @SHRANGE_16066 
0058: $9494 += $9445 // (int) 

:SHRANGE_16066
jump @SHRANGE_16191 

:SHRANGE_16073
if 
8118:   not actor $9461[2] dead 
else_jump @SHRANGE_16191 
if 
02E0:   actor $9461[2] firing_weapon 
else_jump @SHRANGE_16120 
0058: $9494 += $9445 // (int) 
jump @SHRANGE_16191 

:SHRANGE_16120
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @SHRANGE_16151 
0058: $9493 += $9445 // (int) 
jump @SHRANGE_16191 

:SHRANGE_16151
if 
8118:   not actor $9461[0] dead 
else_jump @SHRANGE_16191 
if 
02E0:   actor $9461[0] firing_weapon 
else_jump @SHRANGE_16191 
0058: $9492 += $9445 // (int) 

:SHRANGE_16191
if 
  $9402($3249,3i) == 7 
else_jump @SHRANGE_16318 
008A: $9433($3249,3i) = 40@ // (int) 
$9399($3249,3i) = 3 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
097B: play_audio_at_object $9464($9460,24i) event 1034 
097A: play_audio_at $72 $73 $74 event 1032 
0708: reset_decision_maker $9436 event 15 
0709: set_decision_maker $9436 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 

:SHRANGE_16318
jump @SHRANGE_16876 

:SHRANGE_16325
008A: $9444 = 40@ // (int) 
0060: $9444 -= $9433($3249,3i) // (int) 
if 
  $9444 > 2000 
else_jump @SHRANGE_16372 
$9444 = 2000 

:SHRANGE_16372
008D: $9448 = integer $9444 to_float 
$9448 /= 2000.0 
$9448 *= 90.0 
0086: $9421($3249,3f) = $9448 // (float) 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
if 
03CA:   object $9464($9460,24i) exists 
else_jump @SHRANGE_16471 
0453: set_object $9464($9460,24i) XYZ_rotation $9421($3249,3f) 0.0 71@ 

:SHRANGE_16471
if 
  $9421($3249,3f) >= 90.0 
else_jump @SHRANGE_16620 
$9399($3249,3i) = 0 
if 
  $9392($3249,3i) == 3 
else_jump @SHRANGE_16547 
$9392($3249,3i) = 1 
jump @SHRANGE_16620 

:SHRANGE_16547
if 
  $9392($3249,3i) == 2 
else_jump @SHRANGE_16587 
$9392($3249,3i) = 3 
jump @SHRANGE_16620 

:SHRANGE_16587
if 
  $9392($3249,3i) == 1 
else_jump @SHRANGE_16620 
$9392($3249,3i) = 2 

:SHRANGE_16620
jump @SHRANGE_16876 

:SHRANGE_16627
$9459 = 0 

:SHRANGE_16634
if 
  8 > $9459 
else_jump @SHRANGE_16730 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
0058: $9460 += $9459 // (int) 
if 
03CA:   object $9464($9459,24i) exists 
else_jump @SHRANGE_16716 
097B: play_audio_at_object $9464($9459,24i) event 1034 
0108: destroy_object $9464($9459,24i) 

:SHRANGE_16716
$9459 += 1 
jump @SHRANGE_16634 

:SHRANGE_16730
$9399($3249,3i) = 99 
jump @SHRANGE_16876 

:SHRANGE_16748
$9421($3249,3f) += 1.0 
0084: $9460 = $3249 // (int) 
$9460 *= 8 
if 
03CA:   object $9464($9460,24i) exists 
else_jump @SHRANGE_16833 
097B: play_audio_at_object $9464($9460,24i) event 1034 
0453: set_object $9464($9460,24i) XYZ_rotation $9421($3249,3f) 0.0 71@ 

:SHRANGE_16833
if 
  $9421($3249,3f) >= 90.0 
else_jump @SHRANGE_16869 
$9399($3249,3i) = 4 

:SHRANGE_16869
jump @SHRANGE_16876 

:SHRANGE_16876
$3249 += 1 
jump @SHRANGE_13528 

:SHRANGE_16890
return 

:SHRANGE_16892
02F7: $9448 = cosine 67@($3251,4f) // (float) 
02F6: $9449 = sine 67@($3251,4f) // (float) 
if 
  67@($3251,4f) == 0.0 
else_jump @SHRANGE_16980 
0086: $72 = $9450 // (float) 
0069: $72 *= $9448 // (float) 
0086: $73 = $9451 // (float) 
0069: $73 *= $9448 // (float) 
jump @SHRANGE_17022 

:SHRANGE_16980
$9451 *= -1.0 
0086: $72 = $9451 // (float) 
0069: $72 *= $9449 // (float) 
0086: $73 = $9450 // (float) 
0069: $73 *= $9449 // (float) 

:SHRANGE_17022
005F: $72 += 43@($3251,4f) // (float) 
005F: $73 += 47@($3251,4f) // (float) 
005F: $74 += 51@($3251,4f) // (float) 
return 

:SHRANGE_17060
0A60: add_widget_flag 71 16 
009B: destroy_actor $9461[0] 
009B: destroy_actor $9461[1] 
009B: destroy_actor $9461[2] 
0151: remove_status_text $9492 
0151: remove_status_text $9493 
0151: remove_status_text $9494 
0249: release_model #TARGET_HEAD 
0249: release_model #TARGET_LARM 
0249: release_model #TARGET_RARM 
0249: release_model #TARGET_LLEG 
0249: release_model #TARGET_RLEG 
0249: release_model #TARGET_RTORSO 
0249: release_model #TARGET_LTORSO 
0249: release_model #TARGET_FRAME 
0249: release_model 346 
0249: release_model 352 
0249: release_model 349 
0249: release_model 355 
065C: release_decision_maker $9436 
040D: unload_wav 4 
$9459 = 0 

:SHRANGE_17172
if 
  24 > $9459 
else_jump @SHRANGE_17233 
if 
03CA:   object $9464($9459,24i) exists 
else_jump @SHRANGE_17219 
0108: destroy_object $9464($9459,24i) 

:SHRANGE_17219
$9459 += 1 
jump @SHRANGE_17172 

:SHRANGE_17233
$3250 = 0 
$ONMISSION = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @SHRANGE_17270 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_17270
end_thread 
return 
end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS
thread 'GYMLS' 
gosub @GYMLS_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLS_46 
gosub @GYMLS_5874 

:GYMLS_46
gosub @GYMLS_5914 
end_thread 
increment_mission_attempts 

:GYMLS_57
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLS_80
$ONMISSION = 1 
$9519 = 0 
0623: add 1 to_integer_stat 198 
$3799 = 1 
054C: use_GXT_table 'GYM' 
0247: load_model 80 
0247: load_model 81 
0247: load_model 19 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_177
if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model 80 available 
8248:   not model 81 available 
else_jump @GYMLS_220 
wait 0 
jump @GYMLS_177 

:GYMLS_220
if or
8248:   not model 19 available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLS_277 
wait 0 
jump @GYMLS_220 

:GYMLS_277
060A: create_decision_maker_type 0 store_to 51@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 65@ // decision\allowed\m_.ped files 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0708: reset_decision_maker 66@ event 31 
0708: reset_decision_maker 65@ event 31 
0708: reset_decision_maker 66@ event 9 
0708: reset_decision_maker 66@ event 15 
0708: reset_decision_maker 66@ event 37 
0708: reset_decision_maker 65@ event 37 
0709: set_decision_maker 66@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 66@ on_event 9 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 66@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 65@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 65@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 66@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 65@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 762.8681 7.4928 999.7141 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
0615: define_AS_pack_begin 62@ 
0603: AS_actor -1 goto_point_any_means 765.2909 16.0319 999.698 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: set_AS_pack 62@ loop 1 
0616: define_AS_pack_end 62@ 
0615: define_AS_pack_begin 61@ 
0603: AS_actor -1 goto_point_any_means 767.2571 14.4044 999.6998 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 61@ loop 1 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 57@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 58@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 59@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 59@ loop 1 
0616: define_AS_pack_end 59@ 
009A: 42@ = create_actor_pedtype 25 model 81 at 761.6263 11.4876 1000.164 
0173: set_actor 42@ Z_angle_to 128.1297 
060B: set_actor 42@ decision_maker_to 66@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
0489: set_actor 42@ muted 1 
009A: 43@ = create_actor_pedtype 25 model 81 at 760.343 10.1973 999.7099 
0173: set_actor 43@ Z_angle_to 310.2206 
060B: set_actor 43@ decision_maker_to 66@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
0489: set_actor 42@ muted 1 
0615: define_AS_pack_begin 60@ 
0603: AS_actor -1 goto_point_any_means 761.6263 11.4876 1000.164 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 128.1297 
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_1192 
05E2: AS_actor -1 kill_actor 43@ 

:GYMLS_1192
0643: set_AS_pack 60@ loop 1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto_point_any_means 760.343 10.1973 999.7099 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 310.2206 
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_1264 
05E2: AS_actor -1 kill_actor 42@ 

:GYMLS_1264
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 42@ to_AS_pack 60@ 
0618: assign_actor 43@ to_AS_pack 49@ 
009A: 45@ = create_actor_pedtype 25 model 19 at 762.8681 7.4928 999.7141 
0173: set_actor 45@ Z_angle_to 13.3401 
0618: assign_actor 45@ to_AS_pack 48@ 
060B: set_actor 45@ decision_maker_to 65@ 
009A: 47@ = create_actor_pedtype 25 model 80 at 767.2571 14.4044 999.6998 
0173: set_actor 47@ Z_angle_to 263.2938 
060B: set_actor 47@ decision_maker_to 65@ 
0618: assign_actor 47@ to_AS_pack 61@ 
07FE: set_actor 47@ fighting_style_to 5 moves 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_1412
if 
83D0:   not wav 4 loaded 
else_jump @GYMLS_1438 
wait 0 
jump @GYMLS_1412 

:GYMLS_1438
40@ = 0 
72@ = 2 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMLS_1489 
$6733 = 0.0 

:GYMLS_1489
wait 0 
gosub @GYMLS_6176 
if 
  56@ == 0 
else_jump @GYMLS_1667 
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_1589 
if 
0611:   actor 42@ performing_animation "GYM_SHADOWBOX" 
else_jump @GYMLS_1589 
0614: set_actor 42@ animation "GYMSHADOWBOX" progress_to 0.0 // 0.0 to 1.0 

:GYMLS_1589
if 
8118:   not actor 43@ dead 
else_jump @GYMLS_1660 
if 
0611:   actor 43@ performing_animation "GYM_SHADOWBOX" 
else_jump @GYMLS_1660 
0614: set_actor 43@ animation "GYMSHADOWBOX" progress_to 0.5 // 0.0 to 1.0 

:GYMLS_1660
56@ = 1 

:GYMLS_1667
if and
0118:   actor 42@ dead 
  40@ > 20000 
else_jump @GYMLS_1727 
if 
8118:   not actor 43@ dead 
else_jump @GYMLS_1727 
0687: clear_actor 43@ task 
05C5: AS_actor 43@ cower 20000 ms 
40@ = 0 

:GYMLS_1727
if and
0118:   actor 43@ dead 
  40@ > 20000 
else_jump @GYMLS_1787 
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_1787 
0687: clear_actor 42@ task 
05C5: AS_actor 42@ cower 20000 ms 
40@ = 0 

:GYMLS_1787
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
else_jump @GYMLS_1941 
if 
  67@ == 0 
else_jump @GYMLS_1934 
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_1890 
0792: disembark_instantly_actor 42@ 
060B: set_actor 42@ decision_maker_to 65@ 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:GYMLS_1890
if 
8118:   not actor 43@ dead 
else_jump @GYMLS_1927 
0792: disembark_instantly_actor 43@ 
060B: set_actor 43@ decision_maker_to 65@ 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:GYMLS_1927
67@ = 1 

:GYMLS_1934
jump @GYMLS_2029 

:GYMLS_1941
if 
  67@ == 1 
else_jump @GYMLS_2029 
if and
8118:   not actor 42@ dead 
8118:   not actor 43@ dead 
else_jump @GYMLS_2022 
0792: disembark_instantly_actor 42@ 
060B: set_actor 42@ decision_maker_to 66@ 
0618: assign_actor 42@ to_AS_pack 60@ 
0792: disembark_instantly_actor 43@ 
060B: set_actor 43@ decision_maker_to 66@ 
0618: assign_actor 43@ to_AS_pack 49@ 

:GYMLS_2022
67@ = 0 

:GYMLS_2029
09E8: $42 = actor $PLAYER_ACTOR active_interior 
if 
  $42 == 0 
else_jump @GYMLS_2062 
jump @GYMLS_5874 

:GYMLS_2062
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
else_jump @GYMLS_2117 
54@ = 0 

:GYMLS_2117
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_5867 
if and
  54@ == 0 
00FE:   actor 47@ sphere 0 in_sphere 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
else_jump @GYMLS_5867 
if 
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLS_2236 

:GYMLS_2236
if and
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 47@ dead 
else_jump @GYMLS_5867 
if and
8118:   not actor 47@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_2343 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 47@ 
0639: AS_actor 47@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 47@ 

:GYMLS_2343
if 
  $9523 == 0 
else_jump @GYMLS_2418 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2372
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2398 
wait 0 
jump @GYMLS_2372 

:GYMLS_2398
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_1' time 3000 flag 1  // Yo, you want to learn some new moves?

:GYMLS_2418
if 
  $9523 == 1 
else_jump @GYMLS_2493 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2447
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2473 
wait 0 
jump @GYMLS_2447 

:GYMLS_2473
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_4' time 3000 flag 1  // Hey, you want to go a round with me?

:GYMLS_2493
0512: show_permanent_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.

:GYMLS_2504
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_2864 
wait 0 
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @GYMLS_2725 
0653: 68@ = float_stat 23 
if 
  68@ > 349.0 
else_jump @GYMLS_2600 
52@ = 1 
03E6: remove_text_box 
jump @GYMLS_2864 
jump @GYMLS_2725 

:GYMLS_2600
52@ = 0 
54@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2627
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2653 
wait 0 
jump @GYMLS_2627 

:GYMLS_2653
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_3' time 3000 flag 1  // Man, you're an embarrassment! Get yourself some muscles first!
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_2704 
0618: assign_actor 47@ to_AS_pack 61@ 

:GYMLS_2704
40@ = 0 
63@ = 1 
jump @GYMLS_1489 

:GYMLS_2725
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @GYMLS_2857 
52@ = 0 
54@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2773
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2799 
wait 0 
jump @GYMLS_2773 

:GYMLS_2799
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_2' time 3000 flag 1  // Suit yourself, holmes, but the streets are mean, dude!
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_2850 
0618: assign_actor 47@ to_AS_pack 61@ 

:GYMLS_2850
jump @GYMLS_1489 

:GYMLS_2857
jump @GYMLS_2504 

:GYMLS_2864
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
gosub @GYMLS_6067 
009B: destroy_actor 45@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009A: 42@ = create_actor_pedtype 25 model 81 at 761.6934 4.2203 999.7099 
0173: set_actor 42@ Z_angle_to 171.4614 
0618: assign_actor 42@ to_AS_pack 57@ 
009A: 43@ = create_actor_pedtype 25 model 81 at 764.7962 0.7163 999.715 
0173: set_actor 43@ Z_angle_to 93.8066 
0618: assign_actor 43@ to_AS_pack 58@ 
009A: 45@ = create_actor_pedtype 25 model 19 at 759.5085 4.2343 999.7051 
0173: set_actor 45@ Z_angle_to 189.7654 
0618: assign_actor 45@ to_AS_pack 59@ 
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_3092 
08C7: put_actor 47@ at 762.616 2.1235 1000.594 dont_warp_gang 
0173: set_actor 47@ Z_angle_to 135.5749 
0223: set_actor 47@ health_to 1000 
08AF: set_actor 47@ max_health_to 1000 

:GYMLS_3092
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_3138 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_3138
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_3186 
060B: set_actor 47@ decision_maker_to 65@ 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 47@ fighting_style_to 5 moves 6 
07DD: set_actor 47@ attack_rate 100 // previously known as temper_to 

:GYMLS_3186
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $9523 == 0 
else_jump @GYMLS_3224 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLS_3224
if 
  $9523 == 1 
else_jump @GYMLS_3253 
0512: show_permanent_text_box 'GYM1_84'  // Run and tap ~m~~widget_attack~!

:GYMLS_3253
gosub @GYMLS_6123 
40@ = 0 
41@ = 0 
if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_3302 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLS_3302
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_3819 
wait 0 
if 
8118:   not actor 43@ dead 
else_jump @GYMLS_3393 
if 
80FE:   not actor 43@ sphere 0 in_sphere 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
else_jump @GYMLS_3393 
jump @GYMLS_3819 

:GYMLS_3393
if 
8118:   not actor 42@ dead 
else_jump @GYMLS_3449 
if and
  41@ > 3000 
  73@ == 0 
else_jump @GYMLS_3442 
73@ = 1 

:GYMLS_3442
41@ = 0 

:GYMLS_3449
if 
8118:   not actor 43@ dead 
else_jump @GYMLS_3505 
if and
  41@ > 3000 
  73@ == 1 
else_jump @GYMLS_3498 
73@ = 0 

:GYMLS_3498
41@ = 0 

:GYMLS_3505
if 
  $9523 == 1 
else_jump @GYMLS_3789 
if 
  64@ == 0 
else_jump @GYMLS_3568 
40@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // While running, tap ~m~~widget_attack~.
64@ = 1 

:GYMLS_3568
if 
840C:   not is_german_game 
else_jump @GYMLS_3694 
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMLS_3634 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 
64@ = 2 

:GYMLS_3634
if and
  40@ > 6000 
  64@ == 2 
else_jump @GYMLS_3687 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMLS_3687
jump @GYMLS_3747 

:GYMLS_3694
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMLS_3747 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMLS_3747
if and
  40@ > 6000 
  64@ == 3 
else_jump @GYMLS_3789 
03E6: remove_text_box 
40@ = 0 
64@ = 0 

:GYMLS_3789
if 
0118:   actor 47@ dead 
else_jump @GYMLS_3812 
jump @GYMLS_3819 

:GYMLS_3812
jump @GYMLS_3302 

:GYMLS_3819
03E6: remove_text_box 
if 
  $9523 == 1 
else_jump @GYMLS_3846 
jump @GYMLS_5443 

:GYMLS_3846
gosub @GYMLS_6067 
009B: destroy_actor 47@ 
0395: clear_area 1 at 760.7445 0.6538 1000.594 radius 10.0 
gosub @GYMLS_6015 
009A: 47@ = create_actor_pedtype 25 model 80 at 762.616 2.1235 1000.594 
0173: set_actor 47@ Z_angle_to 135.5749 
060B: set_actor 47@ decision_maker_to 51@ 
0792: disembark_instantly_actor 47@ 
060B: set_actor 47@ decision_maker_to 51@ 
07FE: set_actor 47@ fighting_style_to 5 moves 6 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_3999 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_3999
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 45@ 
015F: set_camera_position 764.0964 -4.8216 1003.062 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.5206 -4.0516 1002.787 switchstyle 2 
gosub @GYMLS_6123 
00BC: show_text_highpriority GXT 'BBOX_5' time 4000 flag 1  // Yo, pay attention and you might learn something.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_4099
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4142 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4135 

:GYMLS_4135
jump @GYMLS_4099 

:GYMLS_4142
03D1: play_wav 1 
wait 1000 
40@ = 0 

:GYMLS_4158
if 
  2000 > 40@ 
else_jump @GYMLS_4205 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4198 

:GYMLS_4198
jump @GYMLS_4158 

:GYMLS_4205
015F: set_camera_position 762.5212 -0.4172 1001.843 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 762.5431 0.5793 1001.762 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
40@ = 0 

:GYMLS_4279
if 
  2000 > 40@ 
else_jump @GYMLS_4326 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4319 

:GYMLS_4319
jump @GYMLS_4279 

:GYMLS_4326
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_4337
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4380 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4373 

:GYMLS_4373
jump @GYMLS_4337 

:GYMLS_4380
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // While running, tap ~m~~widget_attack~.
40@ = 0 

:GYMLS_4407
if 
  4000 > 40@ 
else_jump @GYMLS_4454 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4447 

:GYMLS_4447
jump @GYMLS_4407 

:GYMLS_4454
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_4509 
0605: actor 47@ perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4509
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_4557 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4557
40@ = 0 

:GYMLS_4564
if 
  3000 > 40@ 
else_jump @GYMLS_4611 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4604 

:GYMLS_4604
jump @GYMLS_4564 

:GYMLS_4611
if 
840C:   not is_german_game 
else_jump @GYMLS_5030 
015F: set_camera_position 759.6699 1.9955 1001.068 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 760.6637 2.0051 1001.178 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
40@ = 0 

:GYMLS_4698
if 
  2000 > 40@ 
else_jump @GYMLS_4745 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4738 

:GYMLS_4738
jump @GYMLS_4698 

:GYMLS_4745
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_4756
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4799 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4792 

:GYMLS_4792
jump @GYMLS_4756 

:GYMLS_4799
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 

:GYMLS_4826
if 
  4000 > 40@ 
else_jump @GYMLS_4873 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4866 

:GYMLS_4866
jump @GYMLS_4826 

:GYMLS_4873
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_4928 
0605: actor 47@ perform_animation "FIGHTB_G" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4928
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_4976 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_4976
40@ = 0 

:GYMLS_4983
if 
  3000 > 40@ 
else_jump @GYMLS_5030 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5023 

:GYMLS_5023
jump @GYMLS_4983 

:GYMLS_5030
015F: set_camera_position 764.5368 3.1767 1002.349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.7495 2.6046 1002.12 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
40@ = 0 

:GYMLS_5104
if 
  2000 > 40@ 
else_jump @GYMLS_5151 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5144 

:GYMLS_5144
jump @GYMLS_5104 

:GYMLS_5151
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_5162
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_5205 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5198 

:GYMLS_5198
jump @GYMLS_5162 

:GYMLS_5205
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 

:GYMLS_5232
if 
  4000 > 40@ 
else_jump @GYMLS_5279 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5272 

:GYMLS_5272
jump @GYMLS_5232 

:GYMLS_5279
if 
8118:   not actor 47@ dead 
else_jump @GYMLS_5341 
04D7: set_actor 47@ locked 1 
0605: actor 47@ perform_animation "FIGHTB_3" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_5341
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_5389 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLS_5389
40@ = 0 

:GYMLS_5396
if 
  2000 > 40@ 
else_jump @GYMLS_5443 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5436 

:GYMLS_5436
jump @GYMLS_5396 

:GYMLS_5443
009B: destroy_actor 45@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
gosub @GYMLS_6067 
009A: 42@ = create_actor_pedtype 25 model 81 at 761.6263 11.4876 1000.164 
0173: set_actor 42@ Z_angle_to 128.1297 
060B: set_actor 42@ decision_maker_to 66@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
0489: set_actor 42@ muted 1 
009A: 43@ = create_actor_pedtype 25 model 81 at 760.343 10.1973 999.7099 
0173: set_actor 43@ Z_angle_to 310.2206 
060B: set_actor 43@ decision_maker_to 66@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
0489: set_actor 42@ muted 1 
0618: assign_actor 42@ to_AS_pack 60@ 
0618: assign_actor 43@ to_AS_pack 49@ 
009A: 45@ = create_actor_pedtype 25 model 19 at 762.8681 7.4928 999.7141 
0173: set_actor 45@ Z_angle_to 13.3401 
0618: assign_actor 45@ to_AS_pack 48@ 
060B: set_actor 45@ decision_maker_to 65@ 
009B: destroy_actor 47@ 
009A: 47@ = create_actor_pedtype 25 model 80 at 767.2571 14.4044 999.6998 
0173: set_actor 47@ Z_angle_to 263.2938 
060B: set_actor 47@ decision_maker_to 65@ 
0618: assign_actor 47@ to_AS_pack 61@ 
07FE: set_actor 47@ fighting_style_to 5 moves 6 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_5753 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.3348 

:GYMLS_5753
gosub @GYMLS_6039 
gosub @GYMLS_6123 
if 
  $9520 == 0 
else_jump @GYMLS_5796 
030C: progress_made = 1 
$9520 = 1 

:GYMLS_5796
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
if 
  $9523 == 0 
else_jump @GYMLS_5839 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLS_5839
$9522 = 0 
$9523 = 1 
$9524 = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_5867
jump @GYMLS_1489 

:GYMLS_5874
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:GYMLS_5914
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLS_5937 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLS_5937
0249: release_model 80 
0249: release_model 81 
0249: release_model 19 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$3799 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLS_6015
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLS_6039
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLS_6067
fade 0 500 

:GYMLS_6074
if 
fading 
else_jump @GYMLS_6121 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_6114 
fade 0 1 

:GYMLS_6114
jump @GYMLS_6074 

:GYMLS_6121
return 

:GYMLS_6123
fade 1 500 

:GYMLS_6130
if 
fading 
else_jump @GYMLS_6154 
wait 0 
jump @GYMLS_6130 

:GYMLS_6154
return 
040D: unload_wav 1 
03CF: load_wav 71@ as 1 
72@ = 0 
return 

:GYMLS_6176
if and
03D0:   wav 1 loaded 
  72@ == 0 
else_jump @GYMLS_6219 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 69@s time 10000 flag 1 
72@ = 1 

:GYMLS_6219
if and
03D2:   wav 1 ended 
  72@ == 1 
else_jump @GYMLS_6257 
040D: unload_wav 1 
03D5: remove_text 69@s 
72@ = 2 

:GYMLS_6257
return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF
thread 'GYMSF' 
fade 0 0 
gosub @GYMSF_63 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMSF_52 
gosub @GYMSF_5340 

:GYMSF_52
gosub @GYMSF_5380 
end_thread 
increment_mission_attempts 

:GYMSF_63
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_86 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMSF_86
$3799 = 1 
71@ = 2 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model 96 
0247: load_model 203 
0247: load_model 97 
0247: load_model 49 
0247: load_model 204 

:GYMSF_147
if or
8248:   not model 96 available 
8248:   not model 203 available 
8248:   not model 97 available 
8248:   not model 49 available 
8248:   not model 204 available 
else_jump @GYMSF_191 
wait 0 
jump @GYMSF_147 

:GYMSF_191
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_223
if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMSF_277 
wait 0 
jump @GYMSF_223 

:GYMSF_277
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_288
if 
83D0:   not wav 4 loaded 
else_jump @GYMSF_314 
wait 0 
jump @GYMSF_288 

:GYMSF_314
060A: create_decision_maker_type 0 store_to 48@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 65@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 49@ // decision\allowed\m_.ped files 
0615: define_AS_pack_begin 60@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 61@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 62@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 62@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 769.8199 -36.4933 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
0603: AS_actor -1 goto_point_any_means 767.057 -37.0465 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
0615: define_AS_pack_begin 56@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: set_AS_pack 56@ loop 1 
0616: define_AS_pack_end 56@ 
009A: 46@ = create_actor_pedtype 4 model 49 at 768.064 -41.5728 999.6865 
0173: set_actor 46@ Z_angle_to 358.0992 
0618: assign_actor 46@ to_AS_pack 56@ 
060B: set_actor 46@ decision_maker_to 65@ 
07FE: set_actor 46@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 57@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
009A: 43@ = create_actor_pedtype 4 model 96 at 770.3961 -23.0853 999.5938 
0173: set_actor 43@ Z_angle_to 87.3049 
0618: assign_actor 43@ to_AS_pack 57@ 
060B: set_actor 43@ decision_maker_to 49@ 
07FE: set_actor 43@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 58@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
009A: 42@ = create_actor_pedtype 4 model 97 at 766.3062 -23.0554 999.5938 
0173: set_actor 42@ Z_angle_to 272.4196 
0618: assign_actor 42@ to_AS_pack 58@ 
060B: set_actor 42@ decision_maker_to 49@ 
07FE: set_actor 42@ fighting_style_to 6 moves 6 
009A: 44@ = create_actor_pedtype 4 model 203 at 769.8199 -36.4933 999.6865 
0173: set_actor 44@ Z_angle_to 95.1885 
0618: assign_actor 44@ to_AS_pack 50@ 
060B: set_actor 44@ decision_maker_to 49@ 
07FE: set_actor 44@ fighting_style_to 6 moves 6 
009A: 45@ = create_actor_pedtype 4 model 204 at 766.1017 -37.3952 999.6865 
0173: set_actor 45@ Z_angle_to 271.1251 
0618: assign_actor 45@ to_AS_pack 51@ 
060B: set_actor 45@ decision_maker_to 49@ 
07FE: set_actor 45@ fighting_style_to 6 moves 6 
gosub @GYMSF_5579 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMSF_1318 
$6733 = 0.0 

:GYMSF_1318
wait 0 
gosub @GYMSF_5632 
if 
  59@ == 0 
else_jump @GYMSF_1422 
if 
8118:   not actor 45@ dead 
else_jump @GYMSF_1422 
if 
0611:   actor 45@ performing_animation "FIGHTC_SPAR" 
else_jump @GYMSF_1422 
0614: set_actor 45@ animation "FIGHTC_SPAR" progress_to 0.45 // 0.0 to 1.0 
59@ = 1 

:GYMSF_1422
09E8: $42 = actor $PLAYER_ACTOR active_interior 
if 
  $42 == 0 
else_jump @GYMSF_1455 
jump @GYMSF_5340 

:GYMSF_1455
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
else_jump @GYMSF_1510 
55@ = 0 

:GYMSF_1510
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_5333 
if and
  55@ == 0 
00FE:   actor 46@ sphere 0 in_sphere 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
else_jump @GYMSF_5333 
if 
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMSF_1629 

:GYMSF_1629
if and
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 46@ dead 
else_jump @GYMSF_5333 
if and
8118:   not actor 46@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_1731 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0639: AS_actor 46@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 46@ 

:GYMSF_1731
if 
  $9522 == 0 
else_jump @GYMSF_1806 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_1760
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1786 
wait 0 
jump @GYMSF_1760 

:GYMSF_1786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_1' time 3000 flag 1  // So, you wish to become a warrior!

:GYMSF_1806
if 
  $9522 == 1 
else_jump @GYMSF_1881 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_1835
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1861 
wait 0 
jump @GYMSF_1835 

:GYMSF_1861
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_4' time 3000 flag 1  // Would you like to spar with your master?

:GYMSF_1881
0512: show_permanent_text_box 'GYM1_73'  // Tap ~m~~widget_reply_no~ to answer 'NO' or tap ~m~~widget_reply_yes~ to answer 'YES'.

:GYMSF_1892
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_2228 
wait 0 
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @GYMSF_2089 
0653: 67@ = float_stat 23 
if 
  67@ > 349.0 
else_jump @GYMSF_1988 
52@ = 1 
03E6: remove_text_box 
jump @GYMSF_2230 
jump @GYMSF_2089 

:GYMSF_1988
52@ = 0 
55@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2015
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2041 
wait 0 
jump @GYMSF_2015 

:GYMSF_2041
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_3' time 3000 flag 1  // You are weak, like a wilted weed! Condition your body!
01B4: set_player $PLAYER_CHAR can_move 1 
40@ = 0 
63@ = 1 
jump @GYMSF_1318 

:GYMSF_2089
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @GYMSF_2221 
52@ = 0 
55@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2137
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2163 
wait 0 
jump @GYMSF_2137 

:GYMSF_2163
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_2' time 3000 flag 1  // The warrior's path will bring you back...
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_2207 
0618: assign_actor 46@ to_AS_pack 56@ 

:GYMSF_2207
01B4: set_player $PLAYER_CHAR can_move 1 
jump @GYMSF_1318 

:GYMSF_2221
jump @GYMSF_1892 

:GYMSF_2228
03E6: remove_text_box 

:GYMSF_2230
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  52@ == 1 
else_jump @GYMSF_5333 
gosub @GYMSF_5523 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_2345 
08C7: put_actor 46@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 46@ Z_angle_to 88.1801 
0223: set_actor 46@ health_to 1000 
08AF: set_actor 46@ max_health_to 1000 

:GYMSF_2345
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_2391 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_2391
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_2439 
060B: set_actor 46@ decision_maker_to 49@ 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 46@ fighting_style_to 6 moves 6 
07DD: set_actor 46@ attack_rate 100 // previously known as temper_to 

:GYMSF_2439
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $9522 == 0 
else_jump @GYMSF_2477 
0512: show_permanent_text_box 'GYM1106'  // Defeat your opponent to learn new moves. If you leave the ring you lose!

:GYMSF_2477
if 
  $9522 == 1 
else_jump @GYMSF_2506 
0512: show_permanent_text_box 'GYM1_84'  // Run and tap ~m~~widget_attack~!

:GYMSF_2506
gosub @GYMSF_5579 
66@ = 0 
if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_2548 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMSF_2548
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_3297 
wait 0 
if 
  $9522 == 1 
else_jump @GYMSF_2852 
if 
  64@ == 0 
else_jump @GYMSF_2631 
40@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // While running, tap ~m~~widget_attack~.
64@ = 1 

:GYMSF_2631
if 
840C:   not is_german_game 
else_jump @GYMSF_2757 
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMSF_2697 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 
64@ = 2 

:GYMSF_2697
if and
  40@ > 6000 
  64@ == 2 
else_jump @GYMSF_2750 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMSF_2750
jump @GYMSF_2810 

:GYMSF_2757
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMSF_2810 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMSF_2810
if and
  40@ > 6000 
  64@ == 3 
else_jump @GYMSF_2852 
03E6: remove_text_box 
40@ = 0 
64@ = 0 

:GYMSF_2852
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_2923 
if 
80FE:   not actor 46@ sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_2923 
jump @GYMSF_3297 

:GYMSF_2923
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_3267 
gosub @GYMSF_5523 
009B: destroy_actor 46@ 
009A: 46@ = create_actor_pedtype 4 model 49 at 768.064 -41.5728 999.6865 
0173: set_actor 46@ Z_angle_to 358.0992 
0618: assign_actor 46@ to_AS_pack 56@ 
060B: set_actor 46@ decision_maker_to 49@ 
07FE: set_actor 46@ fighting_style_to 6 moves 6 
009A: 44@ = create_actor_pedtype 4 model 203 at 769.8199 -36.4933 999.6865 
0173: set_actor 44@ Z_angle_to 95.1885 
0618: assign_actor 44@ to_AS_pack 50@ 
060B: set_actor 44@ decision_maker_to 49@ 
07FE: set_actor 44@ fighting_style_to 6 moves 6 
009A: 45@ = create_actor_pedtype 4 model 204 at 766.1017 -37.3952 999.6865 
0173: set_actor 45@ Z_angle_to 271.1251 
0618: assign_actor 45@ to_AS_pack 51@ 
060B: set_actor 45@ decision_maker_to 49@ 
07FE: set_actor 45@ fighting_style_to 6 moves 6 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_3215 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMSF_3215
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMSF_5579 
if 
  $9522 == 0 
else_jump @GYMSF_3260 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMSF_3260
jump @GYMSF_1318 

:GYMSF_3267
if 
0118:   actor 46@ dead 
else_jump @GYMSF_3290 
jump @GYMSF_3297 

:GYMSF_3290
jump @GYMSF_2548 

:GYMSF_3297
03E6: remove_text_box 
if 
  $9522 == 1 
else_jump @GYMSF_3331 
gosub @GYMSF_5523 
jump @GYMSF_4968 

:GYMSF_3331
gosub @GYMSF_5523 
009B: destroy_actor 46@ 
0395: clear_area 1 at 768.1746 -36.6986 999.6865 radius 5.0 
009A: 46@ = create_actor_pedtype 4 model 49 at 768.064 -41.5728 999.6865 
0173: set_actor 46@ Z_angle_to 358.0992 
060B: set_actor 46@ decision_maker_to 48@ 
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_3455 
08C7: put_actor 46@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 46@ Z_angle_to 88.1801 

:GYMSF_3455
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_3506 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_3506
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_3532 
060B: set_actor 46@ decision_maker_to 65542 

:GYMSF_3532
gosub @GYMSF_5479 
015F: set_camera_position 762.8773 -35.4754 1001.545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.8198 -35.703 1001.3 switchstyle 2 
gosub @GYMSF_5579 
00BC: show_text_highpriority GXT 'KUNG_5' time 4000 flag 1  // Absorb with the eyes, young student, and you will learn!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_3624
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3667 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3660 

:GYMSF_3660
jump @GYMSF_3624 

:GYMSF_3667
03D1: play_wav 1 
wait 1000 
40@ = 0 

:GYMSF_3683
if 
  2000 > 40@ 
else_jump @GYMSF_3730 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3723 

:GYMSF_3723
jump @GYMSF_3683 

:GYMSF_3730
015F: set_camera_position 767.428 -39.4061 1000.416 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.1919 -38.7609 1000.4 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
40@ = 0 

:GYMSF_3804
if 
  2000 > 40@ 
else_jump @GYMSF_3851 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3844 

:GYMSF_3844
jump @GYMSF_3804 

:GYMSF_3851
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_3862
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3905 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3898 

:GYMSF_3898
jump @GYMSF_3862 

:GYMSF_3905
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // While running, tap ~m~~widget_attack~.
40@ = 0 

:GYMSF_3932
if 
  4000 > 40@ 
else_jump @GYMSF_3979 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3972 

:GYMSF_3972
jump @GYMSF_3932 

:GYMSF_3979
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_4034 
0605: actor 46@ perform_animation "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4034
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_4082 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4082
40@ = 0 

:GYMSF_4089
if 
  3000 > 40@ 
else_jump @GYMSF_4136 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4129 

:GYMSF_4129
jump @GYMSF_4089 

:GYMSF_4136
if 
840C:   not is_german_game 
else_jump @GYMSF_4555 
015F: set_camera_position 768.0062 -35.1731 1000.276 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.757 -35.8325 1000.314 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
40@ = 0 

:GYMSF_4223
if 
  2000 > 40@ 
else_jump @GYMSF_4270 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4263 

:GYMSF_4263
jump @GYMSF_4223 

:GYMSF_4270
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_4281
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4324 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4317 

:GYMSF_4317
jump @GYMSF_4281 

:GYMSF_4324
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 

:GYMSF_4351
if 
  4000 > 40@ 
else_jump @GYMSF_4398 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4391 

:GYMSF_4391
jump @GYMSF_4351 

:GYMSF_4398
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_4453 
0605: actor 46@ perform_animation "FIGHTC_G" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4453
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_4501 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4501
40@ = 0 

:GYMSF_4508
if 
  3000 > 40@ 
else_jump @GYMSF_4555 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4548 

:GYMSF_4548
jump @GYMSF_4508 

:GYMSF_4555
015F: set_camera_position 772.6448 -38.011 1000.478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 771.679 -37.7522 1000.485 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
40@ = 0 

:GYMSF_4629
if 
  2000 > 40@ 
else_jump @GYMSF_4676 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4669 

:GYMSF_4669
jump @GYMSF_4629 

:GYMSF_4676
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_4687
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4730 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4723 

:GYMSF_4723
jump @GYMSF_4687 

:GYMSF_4730
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 

:GYMSF_4757
if 
  4000 > 40@ 
else_jump @GYMSF_4804 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4797 

:GYMSF_4797
jump @GYMSF_4757 

:GYMSF_4804
if 
8118:   not actor 46@ dead 
else_jump @GYMSF_4866 
04D7: set_actor 46@ locked 1 
0605: actor 46@ perform_animation "FIGHTC_3" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_4866
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_4914 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMSF_4914
40@ = 0 

:GYMSF_4921
if 
  2000 > 40@ 
else_jump @GYMSF_4968 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4961 

:GYMSF_4961
jump @GYMSF_4921 

:GYMSF_4968
gosub @GYMSF_5523 
009B: destroy_actor 46@ 
009A: 46@ = create_actor_pedtype 4 model 49 at 768.064 -41.5728 999.6865 
0173: set_actor 46@ Z_angle_to 358.0992 
0618: assign_actor 46@ to_AS_pack 56@ 
060B: set_actor 46@ decision_maker_to 49@ 
07FE: set_actor 46@ fighting_style_to 6 moves 6 
009A: 44@ = create_actor_pedtype 4 model 203 at 769.8199 -36.4933 999.6865 
0173: set_actor 44@ Z_angle_to 95.1885 
0618: assign_actor 44@ to_AS_pack 50@ 
060B: set_actor 44@ decision_maker_to 49@ 
07FE: set_actor 44@ fighting_style_to 6 moves 6 
009A: 45@ = create_actor_pedtype 4 model 204 at 766.1017 -37.3952 999.6865 
0173: set_actor 45@ Z_angle_to 271.1251 
0618: assign_actor 45@ to_AS_pack 51@ 
060B: set_actor 45@ decision_maker_to 49@ 
07FE: set_actor 45@ fighting_style_to 6 moves 6 
gosub @GYMSF_5499 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_5226 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.007 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 

:GYMSF_5226
gosub @GYMSF_5579 
if 
  $9521 == 0 
else_jump @GYMSF_5262 
030C: progress_made = 1 
$9521 = 1 

:GYMSF_5262
if 
  $9522 == 0 
else_jump @GYMSF_5296 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMSF_5296
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 moves 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
$9522 = 1 
$9523 = 0 
$9524 = 0 

:GYMSF_5333
jump @GYMSF_1318 

:GYMSF_5340
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:GYMSF_5380
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMSF_5403 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMSF_5403
0249: release_model 96 
0249: release_model 203 
0249: release_model 97 
0249: release_model 49 
0249: release_model 204 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
$3799 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMSF_5479
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMSF_5499
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMSF_5523
fade 0 500 

:GYMSF_5530
if 
fading 
else_jump @GYMSF_5577 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_5570 
fade 0 1 

:GYMSF_5570
jump @GYMSF_5530 

:GYMSF_5577
return 

:GYMSF_5579
fade 1 500 

:GYMSF_5586
if 
fading 
else_jump @GYMSF_5610 
wait 0 
jump @GYMSF_5586 

:GYMSF_5610
return 
040D: unload_wav 1 
03CF: load_wav 70@ as 1 
71@ = 0 
return 

:GYMSF_5632
if and
03D0:   wav 1 loaded 
  71@ == 0 
else_jump @GYMSF_5675 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 68@s time 10000 flag 1 
71@ = 1 

:GYMSF_5675
if and
03D2:   wav 1 ended 
  71@ == 1 
else_jump @GYMSF_5713 
040D: unload_wav 1 
03D5: remove_text 68@s 
71@ = 2 

:GYMSF_5713
return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV
thread 'GYMLV' 
gosub @GYMLV_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLV_46 
gosub @GYMLV_5212 

:GYMLV_46
gosub @GYMLV_5252 
end_thread 
increment_mission_attempts 

:GYMLV_57
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLV_80
$3799 = 1 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model 80 
0247: load_model 81 
0247: load_model 19 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_170
if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model 80 available 
8248:   not model 81 available 
else_jump @GYMLV_213 
wait 0 
jump @GYMLV_170 

:GYMLV_213
if or
8248:   not model 19 available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLV_270 
wait 0 
jump @GYMLV_213 

:GYMLV_270
060A: create_decision_maker_type 0 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 59@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0615: define_AS_pack_begin 71@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0615: define_AS_pack_begin 72@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 73@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 60@ 
0603: AS_actor -1 goto_point_any_means 773.8429 -61.5409 999.7184 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 61@ 
0603: AS_actor -1 goto_point_any_means 771.2518 -69.3033 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 62@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 62@ 
0615: define_AS_pack_begin 56@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 56@ loop 1 
0616: define_AS_pack_end 56@ 
009A: 42@ = create_actor_pedtype 4 model 81 at 762.3508 -78.2144 999.6562 
0173: set_actor 42@ Z_angle_to 359.2498 
060B: set_actor 42@ decision_maker_to 59@ 
0618: assign_actor 42@ to_AS_pack 56@ 
07FE: set_actor 42@ fighting_style_to 7 moves 6 
009A: 44@ = create_actor_pedtype 4 model 81 at 766.2026 -69.2071 1000.569 
0173: set_actor 44@ Z_angle_to 330.7023 
060B: set_actor 44@ decision_maker_to 49@ 
009A: 45@ = create_actor_pedtype 4 model 80 at 767.1087 -67.9132 1000.569 
0173: set_actor 45@ Z_angle_to 129.3961 
060B: set_actor 45@ decision_maker_to 49@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 44@ to_AS_pack 50@ 
0618: assign_actor 45@ to_AS_pack 51@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_1078
if 
83D0:   not wav 4 loaded 
else_jump @GYMLV_1104 
wait 0 
jump @GYMLV_1078 

:GYMLV_1104
70@ = 2 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMLV_1148 
$6733 = 0.0 

:GYMLV_1148
wait 0 
gosub @GYMLV_5506 
if 
  65@ == 0 
else_jump @GYMLV_1279 
if 
0118:   actor 44@ dead 
else_jump @GYMLV_1228 
if 
8118:   not actor 45@ dead 
else_jump @GYMLV_1228 
0792: disembark_instantly_actor 45@ 
05C5: AS_actor 45@ cower -2 ms 
65@ = 1 

:GYMLV_1228
if 
0118:   actor 45@ dead 
else_jump @GYMLV_1279 
if 
8118:   not actor 44@ dead 
else_jump @GYMLV_1279 
0792: disembark_instantly_actor 44@ 
05C5: AS_actor 44@ cower -2 ms 
65@ = 1 

:GYMLV_1279
09E8: $42 = actor $PLAYER_ACTOR active_interior 
if 
  $42 == 0 
else_jump @GYMLV_1312 
jump @GYMLV_5212 

:GYMLV_1312
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
else_jump @GYMLV_1367 
53@ = 0 

:GYMLV_1367
if 
8118:   not actor 42@ dead 
else_jump @GYMLV_5205 
if and
  53@ == 0 
00FE:   actor 42@ sphere 0 in_sphere 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
else_jump @GYMLV_5205 
if 
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLV_1486 

:GYMLV_1486
if and
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 42@ dead 
else_jump @GYMLV_5205 
if and
8118:   not actor 42@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_1593 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 42@ task 
0639: AS_actor 42@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 42@ 

:GYMLV_1593
if 
  $9524 == 0 
else_jump @GYMLV_1670 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_1624
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1650 
wait 0 
jump @GYMLV_1624 

:GYMLV_1650
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_1' time 3000 flag 1  // Hey, you wanna learn some new moves?

:GYMLV_1670
if 
  $9524 == 1 
else_jump @GYMLV_1747 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_1701
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1727 
wait 0 
jump @GYMLV_1701 

:GYMLV_1727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_4' time 3000 flag 1  // You think you can last a round with me?

:GYMLV_1747
0512: show_permanent_text_box 'GYM1_73'  // Tap ~m~~widget_reply_no~ to answer 'NO' or tap ~m~~widget_reply_yes~ to answer 'YES'.

:GYMLV_1758
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_2074 
wait 0 
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @GYMLV_1957 
0653: 66@ = float_stat 23 
if 
  66@ > 349.0 
else_jump @GYMLV_1854 
52@ = 1 
03E6: remove_text_box 
jump @GYMLV_2076 
jump @GYMLV_1957 

:GYMLV_1854
52@ = 0 
53@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_1883
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1909 
wait 0 
jump @GYMLV_1883 

:GYMLV_1909
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_3' time 3000 flag 1  // You need a fighter's physique! Go put on some muscle!
01B4: set_player $PLAYER_CHAR can_move 1 
40@ = 0 
63@ = 1 
jump @GYMLV_1148 

:GYMLV_1957
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @GYMLV_2067 
52@ = 0 
53@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_2007
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_2033 
wait 0 
jump @GYMLV_2007 

:GYMLV_2033
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_2' time 3000 flag 1  // Your choice, man, but I know you'll be back!
01B4: set_player $PLAYER_CHAR can_move 1 
jump @GYMLV_1148 

:GYMLV_2067
jump @GYMLV_1758 

:GYMLV_2074
03E6: remove_text_box 

:GYMLV_2076
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  52@ == 1 
else_jump @GYMLV_5205 
gosub @GYMLV_5397 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 42@ 
009A: 44@ = create_actor_pedtype 4 model 80 at 767.9493 -64.6707 999.6562 
0173: set_actor 44@ Z_angle_to 166.9465 
0618: assign_actor 44@ to_AS_pack 71@ 
009A: 45@ = create_actor_pedtype 4 model 81 at 770.7913 -67.3238 999.6562 
0173: set_actor 45@ Z_angle_to 90.0184 
0618: assign_actor 45@ to_AS_pack 72@ 
009A: 46@ = create_actor_pedtype 4 model 80 at 770.4339 -69.5049 999.6562 
0173: set_actor 46@ Z_angle_to 91.3393 
0618: assign_actor 46@ to_AS_pack 73@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_2404 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: 42@ = create_actor_pedtype 24 model 81 at 768.2548 -67.2063 1000.569 
0173: set_actor 42@ Z_angle_to 145.0 
0223: set_actor 42@ health_to 1000 
08AF: set_actor 42@ max_health_to 1000 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
060B: set_actor 42@ decision_maker_to 59@ 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 42@ fighting_style_to 7 moves 6 
07DD: set_actor 42@ attack_rate 100 // previously known as temper_to 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
gosub @GYMLV_5453 

:GYMLV_2404
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $9524 == 0 
else_jump @GYMLV_2440 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLV_2440
if 
  $9524 == 1 
else_jump @GYMLV_2469 
0512: show_permanent_text_box 'GYM1_84'  // Run and tap ~m~~widget_attack~!

:GYMLV_2469
gosub @GYMLV_5453 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_2518 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLV_2518
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_3176 
wait 0 
if 
  $9524 == 1 
else_jump @GYMLV_2822 
if 
  64@ == 0 
else_jump @GYMLV_2601 
40@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // While running, tap ~m~~widget_attack~.
64@ = 1 

:GYMLV_2601
if 
840C:   not is_german_game 
else_jump @GYMLV_2727 
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMLV_2667 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 
64@ = 2 

:GYMLV_2667
if and
  40@ > 6000 
  64@ == 2 
else_jump @GYMLV_2720 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMLV_2720
jump @GYMLV_2780 

:GYMLV_2727
if and
  40@ > 6000 
  64@ == 1 
else_jump @GYMLV_2780 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 
64@ = 3 

:GYMLV_2780
if and
  40@ > 6000 
  64@ == 3 
else_jump @GYMLV_2822 
03E6: remove_text_box 
40@ = 0 
64@ = 0 

:GYMLV_2822
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_2852 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:GYMLV_2852
if 
0118:   actor 42@ dead 
else_jump @GYMLV_2875 
jump @GYMLV_3176 

:GYMLV_2875
if 
  1000.7 > $74 
else_jump @GYMLV_3169 
gosub @GYMLV_5397 
009B: destroy_actor 42@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_2974 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_2974
009A: 42@ = create_actor_pedtype 4 model 81 at 762.3508 -78.2144 999.6562 
0173: set_actor 42@ Z_angle_to 359.2498 
060B: set_actor 42@ decision_maker_to 49@ 
0618: assign_actor 42@ to_AS_pack 56@ 
07FE: set_actor 42@ fighting_style_to 7 moves 6 
009A: 44@ = create_actor_pedtype 4 model 81 at 766.2026 -69.2071 1000.569 
0173: set_actor 44@ Z_angle_to 330.7023 
0618: assign_actor 44@ to_AS_pack 50@ 
009A: 45@ = create_actor_pedtype 4 model 80 at 767.1087 -67.9132 1000.569 
0173: set_actor 45@ Z_angle_to 129.3961 
0618: assign_actor 45@ to_AS_pack 51@ 
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMLV_5453 
if 
  $9524 == 0 
else_jump @GYMLV_3162 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMLV_3162
jump @GYMLV_1148 

:GYMLV_3169
jump @GYMLV_2518 

:GYMLV_3176
03E6: remove_text_box 
if 
  $9524 == 1 
else_jump @GYMLV_3203 
jump @GYMLV_4859 

:GYMLV_3203
gosub @GYMLV_5397 
gosub @GYMLV_5353 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 radius 10.0 
009B: destroy_actor 42@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009A: 42@ = create_actor_pedtype 4 model 81 at 768.2548 -67.2063 1000.569 
060B: set_actor 42@ decision_maker_to 49@ 
07FE: set_actor 42@ fighting_style_to 7 moves 6 
if and
8118:   not actor 42@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_3393 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 42@ task 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
08C7: put_actor 42@ at 768.2548 -67.2063 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
0173: set_actor 42@ Z_angle_to 145.0 

:GYMLV_3393
015F: set_camera_position 765.1049 -74.2975 1003.591 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 765.3495 -73.4547 1003.112 switchstyle 2 
gosub @GYMLV_5453 
00BC: show_text_highpriority GXT 'WBOX_5' time 4000 flag 1  // Watch this, it will come in handy.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_3480
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3523 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3516 

:GYMLV_3516
jump @GYMLV_3480 

:GYMLV_3523
03D1: play_wav 1 
wait 1000 
40@ = 0 

:GYMLV_3539
if 
  2000 > 40@ 
else_jump @GYMLV_3586 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3579 

:GYMLV_3579
jump @GYMLV_3539 

:GYMLV_3586
015F: set_camera_position 767.7358 -70.2958 1001.493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 767.9329 -69.3157 1001.47 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
40@ = 0 

:GYMLV_3660
if 
  2000 > 40@ 
else_jump @GYMLV_3707 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3700 

:GYMLV_3700
jump @GYMLV_3660 

:GYMLV_3707
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_3720
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3763 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3756 

:GYMLV_3756
jump @GYMLV_3720 

:GYMLV_3763
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // While running, tap ~m~~widget_attack~.
40@ = 0 

:GYMLV_3790
if 
  4000 > 40@ 
else_jump @GYMLV_3837 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3830 

:GYMLV_3830
jump @GYMLV_3790 

:GYMLV_3837
if 
8118:   not actor 42@ dead 
else_jump @GYMLV_3892 
0605: actor 42@ perform_animation "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_3892
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_3940 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_3940
40@ = 0 

:GYMLV_3947
if 
  3000 > 40@ 
else_jump @GYMLV_3994 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3987 

:GYMLV_3987
jump @GYMLV_3947 

:GYMLV_3994
if 
840C:   not is_german_game 
else_jump @GYMLV_4415 
015F: set_camera_position 765.0073 -67.3258 1001.465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 766.0051 -67.2777 1001.419 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
40@ = 0 

:GYMLV_4081
if 
  2000 > 40@ 
else_jump @GYMLV_4128 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4121 

:GYMLV_4121
jump @GYMLV_4081 

:GYMLV_4128
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_4141
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4184 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4177 

:GYMLV_4177
jump @GYMLV_4141 

:GYMLV_4184
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Attack a downed opponent by pressing ~m~~widget_attack~.
40@ = 0 

:GYMLV_4211
if 
  4000 > 40@ 
else_jump @GYMLV_4258 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4251 

:GYMLV_4251
jump @GYMLV_4211 

:GYMLV_4258
if 
8118:   not actor 42@ dead 
else_jump @GYMLV_4313 
0605: actor 42@ perform_animation "FIGHTD_G" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4313
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_4361 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4361
40@ = 0 

:GYMLV_4368
if 
  3000 > 40@ 
else_jump @GYMLV_4415 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4408 

:GYMLV_4408
jump @GYMLV_4368 

:GYMLV_4415
015F: set_camera_position 770.4639 -65.7272 1002.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 769.6946 -66.3243 1002.003 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
if and
8118:   not actor 42@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_4511 
0639: AS_actor 42@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_4511
40@ = 0 

:GYMLV_4518
if 
  2000 > 40@ 
else_jump @GYMLV_4565 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4558 

:GYMLV_4558
jump @GYMLV_4518 

:GYMLV_4565
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_4578
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4621 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4614 

:GYMLV_4614
jump @GYMLV_4578 

:GYMLV_4621
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Tap ~m~~widget_attack~ repeatedly.
40@ = 0 

:GYMLV_4648
if 
  4000 > 40@ 
else_jump @GYMLV_4695 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4688 

:GYMLV_4688
jump @GYMLV_4648 

:GYMLV_4695
if 
8118:   not actor 42@ dead 
else_jump @GYMLV_4757 
04D7: set_actor 42@ locked 1 
0605: actor 42@ perform_animation "FIGHTD_3" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_4757
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_4805 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLV_4805
40@ = 0 

:GYMLV_4812
if 
  2000 > 40@ 
else_jump @GYMLV_4859 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4852 

:GYMLV_4852
jump @GYMLV_4812 

:GYMLV_4859
gosub @GYMLV_5397 
if 
  $9525 == 0 
else_jump @GYMLV_4895 
030C: progress_made = 1 
$9525 = 1 

:GYMLV_4895
009B: destroy_actor 42@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_4961 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_4961
009A: 42@ = create_actor_pedtype 4 model 81 at 762.3508 -78.2144 999.6562 
0173: set_actor 42@ Z_angle_to 359.2498 
060B: set_actor 42@ decision_maker_to 59@ 
0618: assign_actor 42@ to_AS_pack 56@ 
07FE: set_actor 42@ fighting_style_to 7 moves 6 
009A: 44@ = create_actor_pedtype 4 model 81 at 766.2026 -69.2071 1000.569 
0173: set_actor 44@ Z_angle_to 330.7023 
0618: assign_actor 44@ to_AS_pack 50@ 
060B: set_actor 44@ decision_maker_to 49@ 
009A: 45@ = create_actor_pedtype 4 model 80 at 767.1087 -67.9132 1000.569 
0173: set_actor 45@ Z_angle_to 129.3961 
0618: assign_actor 45@ to_AS_pack 51@ 
060B: set_actor 45@ decision_maker_to 49@ 
gosub @GYMLV_5373 
gosub @GYMLV_5453 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
if 
  $9524 == 0 
else_jump @GYMLV_5177 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLV_5177
$9522 = 0 
$9523 = 0 
$9524 = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_5205
jump @GYMLV_1148 

:GYMLV_5212
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
return 

:GYMLV_5252
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMLV_5275 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLV_5275
0249: release_model 80 
0249: release_model 81 
0249: release_model 19 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$3799 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLV_5353
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLV_5373
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLV_5397
fade 0 500 

:GYMLV_5404
if 
fading 
else_jump @GYMLV_5451 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_5444 
fade 0 1 

:GYMLV_5444
jump @GYMLV_5404 

:GYMLV_5451
return 

:GYMLV_5453
fade 1 500 

:GYMLV_5460
if 
fading 
else_jump @GYMLV_5484 
wait 0 
jump @GYMLV_5460 

:GYMLV_5484
return 
040D: unload_wav 1 
03CF: load_wav 69@ as 1 
70@ = 0 
return 

:GYMLV_5506
if and
03D0:   wav 1 loaded 
  70@ == 0 
else_jump @GYMLV_5549 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 67@s time 10000 flag 1 
70@ = 1 

:GYMLV_5549
if and
03D2:   wav 1 ended 
  70@ == 1 
else_jump @GYMLV_5587 
040D: unload_wav 1 
03D5: remove_text 67@s 
70@ = 2 

:GYMLV_5587
return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK
thread 'TRUCK' 
gosub @TRUCK_47 
if 
wasted_or_busted 
else_jump @TRUCK_38 
gosub @TRUCK_16344 

:TRUCK_38
gosub @TRUCK_16753 
end_thread 

:TRUCK_47
if 
  $2878 == 0 
else_jump @TRUCK_67 
increment_mission_attempts 

:TRUCK_67
$ONMISSION = 1 
$410 = 1 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
55@ = 0 
56@ = 0 
40@ = 0 
41@ = 0 
113@ = 0 
114@ = 0 
122@ = 0 
if 
  44@ == -99 
else_jump @TRUCK_324 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 82@ = create_car 514 at 0.0 0.0 0.0 
00A5: 83@ = create_car 584 at 0.0 0.0 0.0 
0186: 86@ = create_marker_above_car 82@ 
0186: 85@ = create_marker_above_car 82@ 
0186: 87@ = create_marker_above_car 83@ 

:TRUCK_324
054C: use_GXT_table 'TRUCK' 
if 
  $9526 >= 6 
else_jump @TRUCK_468 
0652: $24 = integer_stat 181 
if 
  2 > $24 
else_jump @TRUCK_468 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // The next trucking mission will be available when you have access to Las Venturas.
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRUCK_450 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_450
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_468
if 
  $9526 >= 4 
else_jump @TRUCK_601 
0652: $24 = integer_stat 181 
if 
  1 > $24 
else_jump @TRUCK_601 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // The next trucking mission will be available when you have access to San Fierro.
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRUCK_583 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_583
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_601
gosub @TRUCK_15391 
gosub @TRUCK_15393 
wait 100 

:TRUCK_619
wait 0 
gosub @TRUCK_12403 
gosub @TRUCK_12776 
if or
  48@ == 1 
  49@ == 1 
else_jump @TRUCK_669 
jump @TRUCK_896 

:TRUCK_669
gosub @TRUCK_15288 
gosub @TRUCK_15322 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @TRUCK_713 
47@ = 1 
jump @TRUCK_896 

:TRUCK_713
if 
  44@ == 0 
else_jump @TRUCK_771 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_771
if 
  44@ == 1 
else_jump @TRUCK_796 
gosub @TRUCK_1097 

:TRUCK_796
if 
  44@ == 2 
else_jump @TRUCK_821 
gosub @TRUCK_1312 

:TRUCK_821
if 
  44@ == 3 
else_jump @TRUCK_846 
46@ = 1 

:TRUCK_846
if 
  44@ == 50 
else_jump @TRUCK_871 
gosub @TRUCK_2470 

:TRUCK_871
if 
  44@ == 51 
else_jump @TRUCK_896 
48@ = 1 

:TRUCK_896
if 
  48@ == 0 
else_jump @TRUCK_1049 
if 
  47@ == 0 
else_jump @TRUCK_1033 
if 
  46@ == 0 
else_jump @TRUCK_964 
jump @TRUCK_619 
jump @TRUCK_1026 

:TRUCK_964
gosub @TRUCK_16746 
if 
  122@ == 1 
else_jump @TRUCK_1024 
46@ = 0 
44@ = 50 
45@ = 0 
122@ = 0 
jump @TRUCK_619 

:TRUCK_1024
return 

:TRUCK_1026
jump @TRUCK_1042 

:TRUCK_1033
gosub @TRUCK_16344 
return 

:TRUCK_1042
jump @TRUCK_1051 

:TRUCK_1049
return 

:TRUCK_1051
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TRUCK_1097
if or
0119:   car 83@ wrecked 
0119:   car 82@ wrecked 
else_jump @TRUCK_1134 
47@ = 1 
97@ = 3 
return 

:TRUCK_1134
if 
  45@ == 0 
else_jump @TRUCK_1236 
04F7: status_text $9527 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
008A: $9527 = 99@ // (int) 
0085: 91@ = 99@ // (int) 
gosub @TRUCK_3418 
gosub @TRUCK_3636 
gosub @TRUCK_5170 
0186: 85@ = create_marker_above_car 82@ 
07E0: set_marker 85@ type_to 1 
121@ = 0 
45@ += 1 

:TRUCK_1236
if 
  45@ == 1 
else_jump @TRUCK_1285 
if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_1285 
0164: disable_marker 85@ 
45@ = 99 

:TRUCK_1285
if 
  45@ == 99 
else_jump @TRUCK_1310 
gosub @TRUCK_15361 

:TRUCK_1310
return 

:TRUCK_1312
if or
0119:   car 82@ wrecked 
0119:   car 83@ wrecked 
else_jump @TRUCK_1349 
47@ = 1 
97@ = 3 
return 

:TRUCK_1349
if 
  121@ == 0 
else_jump @TRUCK_1394 
gosub @TRUCK_5187 
if 
  47@ == 1 
else_jump @TRUCK_1394 
return 

:TRUCK_1394
if 
  45@ == 0 
else_jump @TRUCK_1679 
018A: 84@ = create_checkpoint_at 110@ 111@ 112@ 
0168: set_marker 84@ size 4 
114@ = 0 
gosub @TRUCK_5875 
0871: init_jump_table 96@ total_jumps 6 default_jump 1 @TRUCK_1648 jumps 1 @TRUCK_1510 2 @TRUCK_1533 3 @TRUCK_1556 4 @TRUCK_1579 5 @TRUCK_1602 6 @TRUCK_1625 -1 @TRUCK_1672 

:TRUCK_1510
00BC: show_text_highpriority GXT 'TRK_H6' time 15000 flag 1  // This is a fragile load. Deliver the goods intact or lose cash for damages.
jump @TRUCK_1672 

:TRUCK_1533
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Deliver the goods as quickly as possible. If you are late you'll lose cash.
jump @TRUCK_1672 

:TRUCK_1556
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // These goods are extremely fragile.
jump @TRUCK_1672 

:TRUCK_1579
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // These goods are hot and will attract police interest.
jump @TRUCK_1672 

:TRUCK_1602
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // You must deliver these fragile goods quickly and safely.
jump @TRUCK_1672 

:TRUCK_1625
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // These goods are very hot and will attract a lot of police interest.
jump @TRUCK_1672 

:TRUCK_1648
0662: printstring "UNKNOWN_MISSION_TYPE" 

:TRUCK_1672
45@ += 1 

:TRUCK_1679
if 
  45@ == 1 
else_jump @TRUCK_1922 
0087: 71@ = 110@ // (float) 
71@ -= 4.0 
0087: 72@ = 111@ // (float) 
72@ -= 4.0 
0087: 73@ = 112@ // (float) 
73@ -= 4.0 
0087: 74@ = 110@ // (float) 
74@ += 4.0 
0087: 75@ = 111@ // (float) 
75@ += 4.0 
0087: 76@ = 112@ // (float) 
76@ += 4.0 
if or
00B1:   car 83@ sphere 1 in_cube_cornerA 71@ 72@ 73@ cornerB 74@ 75@ 76@ 
00B1:   car 82@ sphere 0 in_cube_cornerA 71@ 72@ 73@ cornerB 74@ 75@ 76@ 
else_jump @TRUCK_1922 
if and
00DB:   actor $PLAYER_ACTOR in_car 82@ 
07AB:   car 83@ has_attached_trailer 82@ 
else_jump @TRUCK_1922 
01B4: set_player $PLAYER_CHAR can_move 0 
121@ = 1 
89@ += 15000 
45@ += 1 

:TRUCK_1922
if 
  45@ == 2 
else_jump @TRUCK_1990 
if and
01C1:   car 83@ stopped 
01C1:   car 82@ stopped 
else_jump @TRUCK_1990 
0519: set_car 82@ locked 1 
05CD: AS_actor $PLAYER_ACTOR exit_car 82@ 
gosub @TRUCK_16540 
45@ += 1 

:TRUCK_1990
if 
  45@ == 3 
else_jump @TRUCK_2053 
if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_2053 
0508: car 82@ close_all_doors 
020A: set_car 82@ door_status_to 2 
01B4: set_player $PLAYER_CHAR can_move 1 
45@ = 99 

:TRUCK_2053
gosub @TRUCK_7116 
gosub @TRUCK_7271 
gosub @TRUCK_7500 
if 
  114@ == 1 
else_jump @TRUCK_2099 
gosub @TRUCK_7694 

:TRUCK_2099
if 
  114@ == 0 
else_jump @TRUCK_2284 
67@ = -76.1692 
68@ = -1128.963 
69@ = 0.0781 
if and
01AF:   car 83@ sphere 0 in_sphere 67@ 68@ 69@ radius 40.0 40.0 40.0 
81AF:   not car 83@ sphere 0 in_sphere 67@ 68@ 69@ radius 20.0 20.0 20.0 
else_jump @TRUCK_2284 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  96@ == 4 
else_jump @TRUCK_2252 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_2252
if 
  96@ == 6 
else_jump @TRUCK_2277 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_2277
114@ = 1 

:TRUCK_2284
if 
  113@ == 0 
else_jump @TRUCK_2384 
if 
  118@ == 1 
else_jump @TRUCK_2343 
00BC: show_text_highpriority GXT 'TRK_H14' time 6000 flag 1  // The goods are late. Your cash has been halved.
118@ = 0 

:TRUCK_2343
if 
  119@ == 1 
else_jump @TRUCK_2384 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // The goods are very late. Your cash has been halved again.
119@ = 0 

:TRUCK_2384
if 
  113@ == 0 
else_jump @TRUCK_2443 
if 
  120@ == 1 
else_jump @TRUCK_2443 
00BC: show_text_highpriority GXT 'TRK_H16' time 7000 flag 1  // You are running out of time. Deliver the goods by the deadline to pass this mission.
120@ = 0 

:TRUCK_2443
if 
  45@ == 99 
else_jump @TRUCK_2468 
gosub @TRUCK_15361 

:TRUCK_2468
return 

:TRUCK_2470
if 
  45@ == 0 
else_jump @TRUCK_2545 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 90@ = 55@ // (int) 
90@ += 5000 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
0172: 70@ = actor $PLAYER_ACTOR Z_angle 
0151: remove_status_text $9527 
45@ += 1 

:TRUCK_2545
if 
  45@ == 1 
else_jump @TRUCK_2612 
if 
001D:   55@ > 90@ // (int) 
else_jump @TRUCK_2612 
fade 0 500 
0085: 90@ = 55@ // (int) 
90@ += 500 
45@ += 1 

:TRUCK_2612
if 
  45@ == 2 
else_jump @TRUCK_2861 
if and
001D:   55@ > 90@ // (int) 
   not fading 
else_jump @TRUCK_2861 
04A6: $3320 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $3321 $3321 
02A3: enable_widescreen 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TRUCK_2724 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
jump @TRUCK_2744 

:TRUCK_2724
00A1: put_actor $PLAYER_ACTOR at -47.0873 -1122.146 0.4453 

:TRUCK_2744
01C3: remove_references_to_car 82@ 
01C3: remove_references_to_car 83@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0A0B: set_rendering_origin_at_3D_coord -96.3779 -1125.262 0.093 angle 261.7115 
015F: set_camera_position -109.2539 -1122.353 15.1451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.3806 -1122.439 14.6655 switchstyle 2 
0085: 90@ = 55@ // (int) 
90@ += 2000 
45@ += 1 

:TRUCK_2861
if 
  45@ == 3 
else_jump @TRUCK_2944 
if 
001D:   55@ > 90@ // (int) 
else_jump @TRUCK_2944 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 90@ = 55@ // (int) 
90@ += 5000 
45@ += 1 

:TRUCK_2944
if 
  45@ == 4 
else_jump @TRUCK_3074 
if 
001D:   55@ > 90@ // (int) 
else_jump @TRUCK_3074 
015F: set_camera_position -83.7387 -1133.793 0.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -82.9525 -1134.41 0.9592 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3321 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 90@ = 55@ // (int) 
90@ += 6000 
45@ += 1 

:TRUCK_3074
if 
  45@ == 5 
else_jump @TRUCK_3141 
if 
001D:   55@ > 90@ // (int) 
else_jump @TRUCK_3141 
fade 0 500 
0085: 90@ = 55@ // (int) 
90@ += 500 
45@ += 1 

:TRUCK_3141
if 
  45@ == 6 
else_jump @TRUCK_3244 
if and
001D:   55@ > 90@ // (int) 
   not fading 
else_jump @TRUCK_3244 
00A1: put_actor $PLAYER_ACTOR at 67@ 68@ 69@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 70@ 
03CB: set_rendering_origin_at 67@ 68@ 69@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 90@ = 55@ // (int) 
90@ += 2000 
45@ += 1 

:TRUCK_3244
if 
  45@ == 7 
else_jump @TRUCK_3327 
if 
001D:   55@ > 90@ // (int) 
else_jump @TRUCK_3327 
00BC: show_text_highpriority GXT 'TRK_P2' time 10000 flag 1  // ~s~All future missions will be of variable distance, difficulty, and reward.
fade 1 500 
0085: 90@ = 55@ // (int) 
90@ += 500 
45@ += 1 

:TRUCK_3327
if 
  45@ == 8 
else_jump @TRUCK_3391 
if and
001D:   55@ > 90@ // (int) 
   not fading 
else_jump @TRUCK_3391 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
45@ = 99 

:TRUCK_3391
if 
  45@ == 99 
else_jump @TRUCK_3416 
gosub @TRUCK_15361 

:TRUCK_3416
return 

:TRUCK_3418
0871: init_jump_table 96@ total_jumps 6 default_jump 1 @TRUCK_3607 jumps 1 @TRUCK_3481 2 @TRUCK_3502 3 @TRUCK_3523 4 @TRUCK_3544 5 @TRUCK_3565 6 @TRUCK_3586 -1 @TRUCK_3634 

:TRUCK_3481
05AA: 106@s = 'TRK_MND' // @s = 'short'  // ~s~Goods must be delivered without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3502
05AA: 106@s = 'TRK_MNT' // @s = 'short'  // ~s~Goods must be delivered quickly to ~a~
jump @TRUCK_3634 

:TRUCK_3523
05AA: 106@s = 'TRK_MFD' // @s = 'short'  // ~s~Extremely fragile goods to ~a~
jump @TRUCK_3634 

:TRUCK_3544
05AA: 106@s = 'TRK_MI' // @s = 'short'  // ~s~Illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3565
05AA: 106@s = 'TRK_MTD' // @s = 'short'  // ~s~Goods must be delivered quickly without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3586
05AA: 106@s = 'TRK_MHI' // @s = 'short'  // ~s~Highly illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3607
0662: printstring "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_3634
return 

:TRUCK_3636
if 
  94@ == 1 
else_jump @TRUCK_3801 
0871: init_jump_table 95@ total_jumps 4 default_jump 0 @TRUCK_3801 jumps 0 @TRUCK_3717 1 @TRUCK_3738 2 @TRUCK_3759 3 @TRUCK_3780 -1 @TRUCK_3801 -1 @TRUCK_3801 -1 @TRUCK_3801 

:TRUCK_3717
05AA: 108@s = 'TRK_CE0' // @s = 'short'  // ~s~Red County, East San Andreas
jump @TRUCK_3801 

:TRUCK_3738
05AA: 108@s = 'TRK_CE1' // @s = 'short'  // ~s~Blueberry, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3759
05AA: 108@s = 'TRK_CE2' // @s = 'short'  // ~s~Blueberry Acres, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3780
05AA: 108@s = 'TRK_CE3' // @s = 'short'  // ~s~Dillimore, East San Andreas
jump @TRUCK_3801 

:TRUCK_3801
if 
  94@ == 2 
else_jump @TRUCK_3924 
0871: init_jump_table 95@ total_jumps 2 default_jump 0 @TRUCK_3924 jumps 0 @TRUCK_3882 1 @TRUCK_3903 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 

:TRUCK_3882
05AA: 108@s = 'TRK_CE4' // @s = 'short'  // ~s~Montgomery, East San Andreas
jump @TRUCK_3924 

:TRUCK_3903
05AA: 108@s = 'TRK_CE5' // @s = 'short'  // ~s~Montgomery, East San Andreas
jump @TRUCK_3924 

:TRUCK_3924
if 
  94@ == 3 
else_jump @TRUCK_4089 
0871: init_jump_table 95@ total_jumps 4 default_jump 0 @TRUCK_4089 jumps 0 @TRUCK_4005 1 @TRUCK_4026 2 @TRUCK_4047 3 @TRUCK_4068 -1 @TRUCK_4089 -1 @TRUCK_4089 -1 @TRUCK_4089 

:TRUCK_4005
05AA: 108@s = 'TRK_LS0' // @s = 'short'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4026
05AA: 108@s = 'TRK_LS1' // @s = 'short'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4047
05AA: 108@s = 'TRK_LS2' // @s = 'short'  // ~s~Willowfield, Los Santos
jump @TRUCK_4089 

:TRUCK_4068
05AA: 108@s = 'TRK_LS3' // @s = 'short'  // ~s~El Corona, Los Santos
jump @TRUCK_4089 

:TRUCK_4089
if 
  94@ == 8 
else_jump @TRUCK_4529 
0871: init_jump_table 95@ total_jumps 14 default_jump 0 @TRUCK_4529 jumps 0 @TRUCK_4235 1 @TRUCK_4256 2 @TRUCK_4277 3 @TRUCK_4298 4 @TRUCK_4319 5 @TRUCK_4340 6 @TRUCK_4361 
0872: jump_table_jumps 7 @TRUCK_4382 8 @TRUCK_4403 9 @TRUCK_4424 10 @TRUCK_4445 11 @TRUCK_4466 12 @TRUCK_4487 13 @TRUCK_4508 -1 @TRUCK_4529 -1 @TRUCK_4529 

:TRUCK_4235
05AA: 108@s = 'TRK_V0' // @s = 'short'  // ~s~Redsands West, Las Venturas
jump @TRUCK_4529 

:TRUCK_4256
05AA: 108@s = 'TRK_V1' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4277
05AA: 108@s = 'TRK_V2' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4298
05AA: 108@s = 'TRK_V3' // @s = 'short'  // ~s~Las Venturas Airport Depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4319
05AA: 108@s = 'TRK_V4' // @s = 'short'  // ~s~Starfish Casino, Las Venturas
jump @TRUCK_4529 

:TRUCK_4340
05AA: 108@s = 'TRK_V5' // @s = 'short'  // ~s~Creek, Las Venturas
jump @TRUCK_4529 

:TRUCK_4361
05AA: 108@s = 'TRK_V6' // @s = 'short'  // ~s~Spinybed, Las Venturas
jump @TRUCK_4529 

:TRUCK_4382
05AA: 108@s = 'TRK_V7' // @s = 'short'  // ~s~Pilgrim, Las Venturas
jump @TRUCK_4529 

:TRUCK_4403
05AA: 108@s = 'TRK_V8' // @s = 'short'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4424
05AA: 108@s = 'TRK_V9' // @s = 'short'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4445
05AA: 108@s = 'TRK_V10' // @s = 'short'  // ~s~Randolph Ind. Est., Las Venturas
jump @TRUCK_4529 

:TRUCK_4466
05AA: 108@s = 'TRK_V11' // @s = 'short'  // ~s~LVA Freight depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4487
05AA: 108@s = 'TRK_V12' // @s = 'short'  // ~s~Las Venturas Airport, Las Venturas
jump @TRUCK_4529 

:TRUCK_4508
05AA: 108@s = 'TRK_V13' // @s = 'short'  // ~s~Redsands West, Las Venturas
jump @TRUCK_4529 

:TRUCK_4529
if 
  94@ == 7 
else_jump @TRUCK_4715 
0871: init_jump_table 95@ total_jumps 5 default_jump 0 @TRUCK_4715 jumps 0 @TRUCK_4610 1 @TRUCK_4631 2 @TRUCK_4652 3 @TRUCK_4673 4 @TRUCK_4694 -1 @TRUCK_4715 -1 @TRUCK_4715 

:TRUCK_4610
05AA: 108@s = 'TRK_NC0' // @s = 'short'  // ~s~Green Palms, North San Andreas
jump @TRUCK_4715 

:TRUCK_4631
05AA: 108@s = 'TRK_NC1' // @s = 'short'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4652
05AA: 108@s = 'TRK_NC2' // @s = 'short'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4673
05AA: 108@s = 'TRK_NC3' // @s = 'short'  // ~s~The Sherman Dam, North San Andreas
jump @TRUCK_4715 

:TRUCK_4694
05AA: 108@s = 'TRK_NC4' // @s = 'short'  // ~s~Verdant Meadows, North San Andreas
jump @TRUCK_4715 

:TRUCK_4715
if 
  94@ == 4 
else_jump @TRUCK_4859 
0871: init_jump_table 95@ total_jumps 3 default_jump 0 @TRUCK_4859 jumps 0 @TRUCK_4796 1 @TRUCK_4817 2 @TRUCK_4838 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 

:TRUCK_4796
05AA: 108@s = 'TRK_CS0' // @s = 'short'  // ~s~Whetstone, South San Andreas
jump @TRUCK_4859 

:TRUCK_4817
05AA: 108@s = 'TRK_CS1' // @s = 'short'  // ~s~Angel Pine, South San Andreas
jump @TRUCK_4859 

:TRUCK_4838
05AA: 108@s = 'TRK_CS2' // @s = 'short'  // ~s~Whetstone, South San Andreas
jump @TRUCK_4859 

:TRUCK_4859
if 
  94@ == 5 
else_jump @TRUCK_5024 
0871: init_jump_table 95@ total_jumps 4 default_jump 0 @TRUCK_5024 jumps 0 @TRUCK_4940 1 @TRUCK_4961 2 @TRUCK_4982 3 @TRUCK_5003 -1 @TRUCK_5024 -1 @TRUCK_5024 -1 @TRUCK_5024 

:TRUCK_4940
05AA: 108@s = 'TRK_SF0' // @s = 'short'  // ~s~Easter Bay Airport, San Fierro
jump @TRUCK_5024 

:TRUCK_4961
05AA: 108@s = 'TRK_SF1' // @s = 'short'  // ~s~Battery Point, San Fierro
jump @TRUCK_5024 

:TRUCK_4982
05AA: 108@s = 'TRK_SF2' // @s = 'short'  // ~s~Easter Basin, San Fierro
jump @TRUCK_5024 

:TRUCK_5003
05AA: 108@s = 'TRK_SF3' // @s = 'short'  // ~s~Easter Basin, San Fierro
jump @TRUCK_5024 

:TRUCK_5024
if 
  94@ == 6 
else_jump @TRUCK_5168 
0871: init_jump_table 95@ total_jumps 3 default_jump 0 @TRUCK_5168 jumps 0 @TRUCK_5105 1 @TRUCK_5126 2 @TRUCK_5147 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 

:TRUCK_5105
05AA: 108@s = 'TRK_CN0' // @s = 'short'  // ~s~El Quebrados, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5126
05AA: 108@s = 'TRK_CN1' // @s = 'short'  // ~s~Bayside Marina, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5147
05AA: 108@s = 'TRK_CN2' // @s = 'short'  // ~s~Tierra Robada, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5168
return 

:TRUCK_5170
03EB: clear_small_messages_only 
0384: show_text_1string GXT 106@s string 108@s time 15000 1 
return 

:TRUCK_5187
if 
  113@ == 1 
else_jump @TRUCK_5743 
if and
07AB:   car 83@ has_attached_trailer 82@ 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_5281 
92@ = 0 
113@ = 0 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
018A: 84@ = create_checkpoint_at 110@ 111@ 112@ 
0168: set_marker 84@ size 4 
03EB: clear_small_messages_only 
return 

:TRUCK_5281
0227: 58@ = car 82@ health 
if 
  250 > 58@ 
else_jump @TRUCK_5320 
03EB: clear_small_messages_only 
0164: disable_marker 86@ 
0164: disable_marker 87@ 

:TRUCK_5320
if 
001D:   55@ > 88@ // (int) 
else_jump @TRUCK_5362 
92@ -= 1 
0085: 88@ = 55@ // (int) 
88@ += 1000 

:TRUCK_5362
if 
  0 > 92@ 
else_jump @TRUCK_5474 
47@ = 1 
03EB: clear_small_messages_only 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
80@ = 0 
if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_5439 
80@ = 1 
97@ = 4 

:TRUCK_5439
if and
87AB:   not car 83@ has_attached_trailer 82@ 
  80@ == 0 
else_jump @TRUCK_5472 
97@ = 5 

:TRUCK_5472
return 

:TRUCK_5474
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_5621 
if 
  92@ == 1 
else_jump @TRUCK_5543 
01E4: show_text_1number_lowpriority GXT 'TRK_H5B' number 92@ time 1000 flag 1  // ~s~You have ~1~ second to get back in the ~b~cab~s~.
jump @TRUCK_5562 

:TRUCK_5543
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 92@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.

:TRUCK_5562
if 
075C:   marker 87@ enabled 
else_jump @TRUCK_5583 
0164: disable_marker 87@ 

:TRUCK_5583
if 
875C:   not marker 86@ enabled 
else_jump @TRUCK_5614 
0186: 86@ = create_marker_above_car 82@ 
07E0: set_marker 86@ type_to 1 

:TRUCK_5614
jump @TRUCK_5736 

:TRUCK_5621
if 
  92@ == 1 
else_jump @TRUCK_5665 
01E4: show_text_1number_lowpriority GXT 'TRK_H4B' number 92@ time 1000 flag 1  // ~s~You have ~1~ second to reattach the ~b~trailer~s~ to the cab.
jump @TRUCK_5684 

:TRUCK_5665
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 92@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5684
if 
875C:   not marker 87@ enabled 
else_jump @TRUCK_5715 
0186: 87@ = create_marker_above_car 83@ 
07E0: set_marker 87@ type_to 1 

:TRUCK_5715
if 
075C:   marker 86@ enabled 
else_jump @TRUCK_5736 
0164: disable_marker 86@ 

:TRUCK_5736
jump @TRUCK_5873 

:TRUCK_5743
if or
87AB:   not car 83@ has_attached_trailer 82@ 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_5873 
92@ = 60 
0085: 88@ = 55@ // (int) 
88@ += 1000 
113@ = 1 
0164: disable_marker 84@ 
09C1: add_next_text_to_brief_history 0 
if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
else_jump @TRUCK_5854 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 92@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.
jump @TRUCK_5873 

:TRUCK_5854
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 92@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5873
return 

:TRUCK_5875
98@ = 750 
if or
  96@ == 1 
  96@ == 5 
else_jump @TRUCK_5916 
98@ = 500 

:TRUCK_5916
if 
  96@ == 3 
else_jump @TRUCK_5942 
98@ = 250 

:TRUCK_5942
0085: 58@ = 98@ // (int) 
58@ += 250 
0224: set_car 83@ health_to 58@ 
0224: set_car 82@ health_to 58@ 
100@ = 0 
gosub @TRUCK_6155 
if or
  96@ == 1 
  96@ == 3 
else_jump @TRUCK_6031 
04F7: status_text $9528 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage

:TRUCK_6031
if 
  96@ == 2 
else_jump @TRUCK_6076 
gosub @TRUCK_6559 
03C3: set_timer_to $9529 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
0396: pause_timer 1 

:TRUCK_6076
if 
  96@ == 5 
else_jump @TRUCK_6139 
gosub @TRUCK_6559 
03C3: set_timer_to $9529 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
04F7: status_text $9528 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage
0396: pause_timer 1 

:TRUCK_6139
118@ = 0 
119@ = 0 
return 

:TRUCK_6155
0871: init_jump_table 100@ total_jumps 5 default_jump 0 @TRUCK_6365 jumps 0 @TRUCK_6218 1 @TRUCK_6256 2 @TRUCK_6293 3 @TRUCK_6330 4 @TRUCK_6351 -1 @TRUCK_6365 -1 @TRUCK_6365 

:TRUCK_6218
0085: 89@ = 101@ // (int) 
89@ *= 140 
005A: 89@ += 55@ // (int) 
100@ = 1 
jump @TRUCK_6365 

:TRUCK_6256
0085: 89@ = 101@ // (int) 
89@ *= 84 
005A: 89@ += 55@ // (int) 
100@ = 2 
jump @TRUCK_6365 

:TRUCK_6293
0085: 89@ = 101@ // (int) 
89@ *= 84 
005A: 89@ += 55@ // (int) 
100@ = 3 
jump @TRUCK_6365 

:TRUCK_6330
gosub @TRUCK_6367 
100@ = 4 
jump @TRUCK_6365 

:TRUCK_6351
100@ = 5 
jump @TRUCK_6365 

:TRUCK_6365
return 

:TRUCK_6367
58@ = 2 
58@ *= 60 
58@ += 0 
58@ *= 1000 
0085: 89@ = 55@ // (int) 
005A: 89@ += 58@ // (int) 
00BF: 58@ = current_time_hours, 59@ = current_time_minutes 
59@ += 0 
if 
  59@ >= 60 
else_jump @TRUCK_6459 
59@ -= 60 
58@ += 1 

:TRUCK_6459
58@ += 2 
if 
  58@ >= 24 
else_jump @TRUCK_6491 
58@ -= 24 

:TRUCK_6491
0085: 60@ = 58@ // (int) 
60@ *= 60 
005A: 60@ += 59@ // (int) 
60@ *= 1000 
008A: $9529 = 60@ // (int) 
03C3: set_timer_to $9529 type 0 GXT 'TRK_DLN' // global_variable  // Deadline
0396: pause_timer 1 
120@ = 1 
return 

:TRUCK_6559
0085: 58@ = 101@ // (int) 
58@ *= 140 
58@ /= 1000 
0085: 59@ = 58@ // (int) 
59@ /= 60 
0085: 60@ = 59@ // (int) 
60@ *= 60 
0062: 58@ -= 60@ // (int) 
00BF: 102@ = current_time_hours, 103@ = current_time_minutes 
005A: 103@ += 58@ // (int) 
if 
  103@ >= 60 
else_jump @TRUCK_6669 
102@ += 1 
103@ -= 60 

:TRUCK_6669
005A: 102@ += 59@ // (int) 

:TRUCK_6677
if 
  102@ >= 24 
else_jump @TRUCK_6709 
102@ -= 24 
jump @TRUCK_6677 

:TRUCK_6709
80@ = 0 
if 
  103@ > 45 
else_jump @TRUCK_6811 
58@ = 60 
0062: 58@ -= 103@ // (int) 
103@ = 0 
102@ += 1 
if 
  102@ == 24 
else_jump @TRUCK_6788 
102@ = 0 

:TRUCK_6788
58@ *= 1000 
005A: 89@ += 58@ // (int) 
80@ = 1 

:TRUCK_6811
if 
  80@ == 0 
else_jump @TRUCK_6899 
if and
  103@ > 30 
  45 > 103@ 
else_jump @TRUCK_6899 
58@ = 45 
0062: 58@ -= 103@ // (int) 
103@ = 45 
58@ *= 1000 
005A: 89@ += 58@ // (int) 
80@ = 1 

:TRUCK_6899
if 
  80@ == 0 
else_jump @TRUCK_6987 
if and
  103@ > 15 
  30 > 103@ 
else_jump @TRUCK_6987 
58@ = 30 
0062: 58@ -= 103@ // (int) 
103@ = 30 
58@ *= 1000 
005A: 89@ += 58@ // (int) 
80@ = 1 

:TRUCK_6987
if 
  80@ == 0 
else_jump @TRUCK_7075 
if and
  103@ > 0 
  15 > 103@ 
else_jump @TRUCK_7075 
58@ = 15 
0062: 58@ -= 103@ // (int) 
103@ = 15 
58@ *= 1000 
005A: 89@ += 58@ // (int) 
80@ = 1 

:TRUCK_7075
0085: 58@ = 102@ // (int) 
58@ *= 60 
005A: 58@ += 103@ // (int) 
58@ *= 1000 
008A: $9529 = 58@ // (int) 
return 

:TRUCK_7116
0227: 58@ = car 83@ health 
0227: 59@ = car 82@ health 
if 
001D:   58@ > 59@ // (int) 
else_jump @TRUCK_7159 
0085: 58@ = 59@ // (int) 

:TRUCK_7159
if 
  58@ > 1 
else_jump @TRUCK_7193 
0224: set_car 82@ health_to 58@ 
0224: set_car 83@ health_to 58@ 

:TRUCK_7193
if 
  116@ == 0 
else_jump @TRUCK_7213 
return 

:TRUCK_7213
58@ -= 250 
58@ *= 100 
0072: 58@ /= 98@ // (int) 
if 
  0 > 58@ 
else_jump @TRUCK_7261 
58@ = 0 

:TRUCK_7261
008A: $9528 = 58@ // (int) 
return 

:TRUCK_7271
if 
001D:   55@ > 89@ // (int) 
else_jump @TRUCK_7498 
gosub @TRUCK_6155 
if 
  100@ == 5 
else_jump @TRUCK_7345 
47@ = 1 
89@ = 0 
91@ = 0 
97@ = 2 
return 

:TRUCK_7345
if 
  115@ == 1 
else_jump @TRUCK_7498 
if or
  100@ == 2 
  100@ == 3 
  100@ == 4 
else_jump @TRUCK_7498 
99@ /= 2 
0151: remove_status_text $9527 
04F7: status_text $9527 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
if 
  100@ == 2 
else_jump @TRUCK_7448 
014F: stop_timer $9529 

:TRUCK_7448
if 
  100@ == 2 
else_jump @TRUCK_7473 
118@ = 1 

:TRUCK_7473
if 
  100@ == 3 
else_jump @TRUCK_7498 
119@ = 1 

:TRUCK_7498
return 

:TRUCK_7500
0085: 91@ = 99@ // (int) 
if 
  116@ == 1 
else_jump @TRUCK_7643 
if 
0119:   car 82@ wrecked 
else_jump @TRUCK_7556 
91@ = 0 
jump @TRUCK_7643 

:TRUCK_7556
0227: 58@ = car 82@ health 
if 
  250 > 58@ 
else_jump @TRUCK_7597 
91@ = 0 
jump @TRUCK_7643 

:TRUCK_7597
58@ -= 250 
0085: 59@ = 58@ // (int) 
59@ *= 100 
0072: 59@ /= 98@ // (int) 
006A: 91@ *= 59@ // (int) 
91@ /= 100 

:TRUCK_7643
if 
  117@ == 1 
else_jump @TRUCK_7684 
if 
0119:   car 82@ wrecked 
else_jump @TRUCK_7684 
91@ = 0 

:TRUCK_7684
008A: $9527 = 91@ // (int) 
return 

:TRUCK_7694
if 
  117@ == 0 
else_jump @TRUCK_7714 
return 

:TRUCK_7714
if 
  96@ == 4 
else_jump @TRUCK_7759 
if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
else_jump @TRUCK_7757 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_7757
return 

:TRUCK_7759
if 
  96@ == 6 
else_jump @TRUCK_7804 
if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
else_jump @TRUCK_7802 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_7802
return 

:TRUCK_7804
return 

:TRUCK_7806
94@ = -1 
95@ = -1 
96@ = 0 
gosub @TRUCK_7871 
gosub @TRUCK_8323 
gosub @TRUCK_9841 
gosub @TRUCK_8986 
gosub @TRUCK_9326 
gosub @TRUCK_9431 
return 

:TRUCK_7871
67@ = -76.1692 
68@ = -1128.963 
69@ = 0.0781 
70@ = 69.9957 
0395: clear_area 0 at 67@ 68@ 69@ radius 30.0 
0871: init_jump_table 105@ total_jumps 3 default_jump 1 @TRUCK_8064 jumps 1 @TRUCK_7992 2 @TRUCK_8016 3 @TRUCK_8040 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 

:TRUCK_7992
00A5: 82@ = create_car 514 at 67@ 68@ 69@ 
jump @TRUCK_8079 

:TRUCK_8016
00A5: 82@ = create_car 403 at 67@ 68@ 69@ 
jump @TRUCK_8079 

:TRUCK_8040
00A5: 82@ = create_car 515 at 67@ 68@ 69@ 
jump @TRUCK_8079 

:TRUCK_8064
0662: printstring "UNKNOWN_CAB" 

:TRUCK_8079
0175: set_car 82@ Z_angle_to 70@ 
67@ = -60.6033 
68@ = -1136.899 
69@ = 0.0781 
0395: clear_area 0 at 67@ 68@ 69@ radius 50.0 
0871: init_jump_table 104@ total_jumps 4 default_jump 1 @TRUCK_8294 jumps 1 @TRUCK_8198 2 @TRUCK_8222 3 @TRUCK_8246 4 @TRUCK_8270 -1 @TRUCK_8313 -1 @TRUCK_8313 -1 @TRUCK_8313 

:TRUCK_8198
00A5: 83@ = create_car 584 at 67@ 68@ 69@ 
jump @TRUCK_8313 

:TRUCK_8222
00A5: 83@ = create_car 435 at 67@ 68@ 69@ 
jump @TRUCK_8313 

:TRUCK_8246
00A5: 83@ = create_car 450 at 67@ 68@ 69@ 
jump @TRUCK_8313 

:TRUCK_8270
00A5: 83@ = create_car 591 at 67@ 68@ 69@ 
jump @TRUCK_8313 

:TRUCK_8294
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_8313
0893: put_trailer 83@ on_cab 82@ 
return 

:TRUCK_8323
0871: init_jump_table $9526 total_jumps 8 default_jump 1 @TRUCK_8597 jumps 0 @TRUCK_8451 1 @TRUCK_8465 2 @TRUCK_8479 3 @TRUCK_8493 4 @TRUCK_8507 5 @TRUCK_8521 6 @TRUCK_8552 
0872: jump_table_jumps 7 @TRUCK_8583 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 

:TRUCK_8451
94@ = 1 
jump @TRUCK_8628 

:TRUCK_8465
94@ = 2 
jump @TRUCK_8628 

:TRUCK_8479
94@ = 3 
jump @TRUCK_8628 

:TRUCK_8493
94@ = 4 
jump @TRUCK_8628 

:TRUCK_8507
94@ = 5 
jump @TRUCK_8628 

:TRUCK_8521
59@ = 5 
59@ += 1 
0209: 94@ = random_int_in_ranges 4 59@ 
jump @TRUCK_8628 

:TRUCK_8552
59@ = 7 
59@ += 1 
0209: 94@ = random_int_in_ranges 6 59@ 
jump @TRUCK_8628 

:TRUCK_8583
94@ = 8 
jump @TRUCK_8628 

:TRUCK_8597
59@ = 8 
59@ += 1 
0209: 94@ = random_int_in_ranges 2 59@ 
jump @TRUCK_8628 

:TRUCK_8628
0871: init_jump_table 94@ total_jumps 8 default_jump 1 @TRUCK_8868 jumps 1 @TRUCK_8756 2 @TRUCK_8770 3 @TRUCK_8784 4 @TRUCK_8826 5 @TRUCK_8840 6 @TRUCK_8854 7 @TRUCK_8812 
0872: jump_table_jumps 8 @TRUCK_8798 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 

:TRUCK_8756
gosub @TRUCK_8898 
jump @TRUCK_8896 

:TRUCK_8770
gosub @TRUCK_8909 
jump @TRUCK_8896 

:TRUCK_8784
gosub @TRUCK_8931 
jump @TRUCK_8896 

:TRUCK_8798
gosub @TRUCK_8920 
jump @TRUCK_8896 

:TRUCK_8812
gosub @TRUCK_8975 
jump @TRUCK_8896 

:TRUCK_8826
gosub @TRUCK_8953 
jump @TRUCK_8896 

:TRUCK_8840
gosub @TRUCK_8942 
jump @TRUCK_8896 

:TRUCK_8854
gosub @TRUCK_8964 
jump @TRUCK_8896 

:TRUCK_8868
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_8896
return 

:TRUCK_8898
0209: 95@ = random_int_in_ranges 0 4 
return 

:TRUCK_8909
0209: 95@ = random_int_in_ranges 0 2 
return 

:TRUCK_8920
0209: 95@ = random_int_in_ranges 0 14 
return 

:TRUCK_8931
0209: 95@ = random_int_in_ranges 0 4 
return 

:TRUCK_8942
0209: 95@ = random_int_in_ranges 0 4 
return 

:TRUCK_8953
0209: 95@ = random_int_in_ranges 0 3 
return 

:TRUCK_8964
0209: 95@ = random_int_in_ranges 0 3 
return 

:TRUCK_8975
0209: 95@ = random_int_in_ranges 0 5 
return 

:TRUCK_8986
0871: init_jump_table $9526 total_jumps 8 default_jump 1 @TRUCK_9198 jumps 0 @TRUCK_9114 1 @TRUCK_9128 2 @TRUCK_9156 3 @TRUCK_9114 4 @TRUCK_9142 5 @TRUCK_9156 6 @TRUCK_9170 
0872: jump_table_jumps 7 @TRUCK_9184 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 

:TRUCK_9114
96@ = 2 
jump @TRUCK_9221 

:TRUCK_9128
96@ = 1 
jump @TRUCK_9221 

:TRUCK_9142
96@ = 3 
jump @TRUCK_9221 

:TRUCK_9156
96@ = 4 
jump @TRUCK_9221 

:TRUCK_9170
96@ = 5 
jump @TRUCK_9221 

:TRUCK_9184
96@ = 6 
jump @TRUCK_9221 

:TRUCK_9198
0209: 96@ = random_int_in_ranges 0 6 
96@ += 1 
jump @TRUCK_9221 

:TRUCK_9221
if or
  96@ == 1 
  96@ == 3 
  96@ == 5 
else_jump @TRUCK_9260 
116@ = 1 

:TRUCK_9260
if or
  96@ == 2 
  96@ == 5 
else_jump @TRUCK_9292 
115@ = 1 

:TRUCK_9292
if or
  96@ == 4 
  96@ == 6 
else_jump @TRUCK_9324 
117@ = 1 

:TRUCK_9324
return 

:TRUCK_9326
0087: 71@ = 110@ // (float) 
0065: 71@ -= $3760 // (float) 
0087: 72@ = 111@ // (float) 
0065: 72@ -= $3761 // (float) 
0087: 74@ = 71@ // (float) 
006B: 74@ *= 71@ // (float) 
0087: 75@ = 72@ // (float) 
006B: 75@ *= 72@ // (float) 
0087: 77@ = 74@ // (float) 
005B: 77@ += 75@ // (float) 
01FB: 78@ = square_root 77@ 
0092: 101@ = float 78@ to_integer 
57@ += 1 
return 

:TRUCK_9431
0871: init_jump_table 94@ total_jumps 8 default_jump 1 @TRUCK_9604 jumps 1 @TRUCK_9559 2 @TRUCK_9559 3 @TRUCK_9559 4 @TRUCK_9574 5 @TRUCK_9574 6 @TRUCK_9589 7 @TRUCK_9589 
0872: jump_table_jumps 8 @TRUCK_9589 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 

:TRUCK_9559
99@ = 1000 
jump @TRUCK_9643 

:TRUCK_9574
99@ = 3000 
jump @TRUCK_9643 

:TRUCK_9589
99@ = 4000 
jump @TRUCK_9643 

:TRUCK_9604
0662: printstring "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_9643
0871: init_jump_table 96@ total_jumps 6 default_jump 1 @TRUCK_9773 jumps 1 @TRUCK_9713 2 @TRUCK_9706 3 @TRUCK_9728 4 @TRUCK_9728 5 @TRUCK_9743 6 @TRUCK_9758 -1 @TRUCK_9813 

:TRUCK_9706
jump @TRUCK_9813 

:TRUCK_9713
99@ += 500 
jump @TRUCK_9813 

:TRUCK_9728
99@ += 1000 
jump @TRUCK_9813 

:TRUCK_9743
99@ += 3000 
jump @TRUCK_9813 

:TRUCK_9758
99@ += 6000 
jump @TRUCK_9813 

:TRUCK_9773
0662: printstring "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_9813
if 
  $9526 == 5 
else_jump @TRUCK_9839 
99@ += 1000 

:TRUCK_9839
return 

:TRUCK_9841
0871: init_jump_table 94@ total_jumps 8 default_jump 1 @TRUCK_10081 jumps 1 @TRUCK_9969 2 @TRUCK_9983 3 @TRUCK_9997 4 @TRUCK_10039 5 @TRUCK_10053 6 @TRUCK_10067 7 @TRUCK_10025 
0872: jump_table_jumps 8 @TRUCK_10011 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 

:TRUCK_9969
gosub @TRUCK_10111 
jump @TRUCK_10109 

:TRUCK_9983
gosub @TRUCK_10360 
jump @TRUCK_10109 

:TRUCK_9997
gosub @TRUCK_11214 
jump @TRUCK_10109 

:TRUCK_10011
gosub @TRUCK_10534 
jump @TRUCK_10109 

:TRUCK_10025
gosub @TRUCK_11875 
jump @TRUCK_10109 

:TRUCK_10039
gosub @TRUCK_11457 
jump @TRUCK_10109 

:TRUCK_10053
gosub @TRUCK_12159 
jump @TRUCK_10109 

:TRUCK_10067
gosub @TRUCK_11666 
jump @TRUCK_10109 

:TRUCK_10081
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_10109
return 

:TRUCK_10111
0871: init_jump_table 95@ total_jumps 4 default_jump 1 @TRUCK_10322 jumps 0 @TRUCK_10174 1 @TRUCK_10211 2 @TRUCK_10248 3 @TRUCK_10285 -1 @TRUCK_10358 -1 @TRUCK_10358 -1 @TRUCK_10358 

:TRUCK_10174
110@ = -187.4041 
111@ = -277.0196 
112@ = 0.4219 
jump @TRUCK_10358 

:TRUCK_10211
110@ = 58.0364 
111@ = -256.7285 
112@ = 0.5781 
jump @TRUCK_10358 

:TRUCK_10248
110@ = 95.8675 
111@ = -154.3627 
112@ = 1.5751 
jump @TRUCK_10358 

:TRUCK_10285
110@ = 809.7556 
111@ = -598.0007 
112@ = 15.1875 
jump @TRUCK_10358 

:TRUCK_10322
0662: printstring "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_10358
return 

:TRUCK_10360
0871: init_jump_table 95@ total_jumps 2 default_jump 1 @TRUCK_10497 jumps 0 @TRUCK_10423 1 @TRUCK_10460 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 

:TRUCK_10423
110@ = 1403.833 
111@ = 399.4294 
112@ = 18.75 
jump @TRUCK_10532 

:TRUCK_10460
110@ = 1338.289 
111@ = 348.9004 
112@ = 18.4062 
jump @TRUCK_10532 

:TRUCK_10497
0662: printstring "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_10532
return 

:TRUCK_10534
0871: init_jump_table 95@ total_jumps 14 default_jump 1 @TRUCK_11180 jumps 0 @TRUCK_10662 1 @TRUCK_10699 2 @TRUCK_10736 3 @TRUCK_10773 4 @TRUCK_10810 5 @TRUCK_10847 6 @TRUCK_10884 
0872: jump_table_jumps 7 @TRUCK_10921 8 @TRUCK_10958 9 @TRUCK_10995 10 @TRUCK_11032 11 @TRUCK_11069 12 @TRUCK_11106 13 @TRUCK_11143 -1 @TRUCK_11212 -1 @TRUCK_11212 

:TRUCK_10662
110@ = 1449.715 
111@ = 2358.852 
112@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10699
110@ = 1037.475 
111@ = 2131.344 
112@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10736
110@ = 987.9741 
111@ = 2080.389 
112@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10773
110@ = 1288.671 
111@ = 1195.232 
112@ = 9.8656 
jump @TRUCK_11212 

:TRUCK_10810
110@ = 2467.902 
111@ = 1950.061 
112@ = 9.2381 
jump @TRUCK_11212 

:TRUCK_10847
110@ = 2792.744 
111@ = 2578.336 
112@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10884
110@ = 2271.477 
111@ = 2791.739 
112@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10921
110@ = 2596.519 
111@ = 1738.582 
112@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_10958
110@ = 2818.84 
111@ = 912.5091 
112@ = 9.75 
jump @TRUCK_11212 

:TRUCK_10995
110@ = 2706.505 
111@ = 827.3236 
112@ = 9.2145 
jump @TRUCK_11212 

:TRUCK_11032
110@ = 1627.723 
111@ = 688.4043 
112@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_11069
110@ = 1504.492 
111@ = 981.141 
112@ = 9.7187 
jump @TRUCK_11212 

:TRUCK_11106
110@ = 1724.012 
111@ = 1590.128 
112@ = 9.2578 
jump @TRUCK_11212 

:TRUCK_11143
110@ = 1727.833 
111@ = 2338.017 
112@ = 9.813 
jump @TRUCK_11212 

:TRUCK_11180
0662: printstring "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_11212
return 

:TRUCK_11214
0871: init_jump_table 95@ total_jumps 4 default_jump 1 @TRUCK_11425 jumps 0 @TRUCK_11277 1 @TRUCK_11314 2 @TRUCK_11351 3 @TRUCK_11388 -1 @TRUCK_11455 -1 @TRUCK_11455 -1 @TRUCK_11455 

:TRUCK_11277
110@ = 2413.683 
111@ = -2113.674 
112@ = 12.3881 
jump @TRUCK_11455 

:TRUCK_11314
110@ = 2784.973 
111@ = -2455.441 
112@ = 12.625 
jump @TRUCK_11455 

:TRUCK_11351
110@ = 2112.662 
111@ = -2070.376 
112@ = 12.5547 
jump @TRUCK_11455 

:TRUCK_11388
110@ = 1763.641 
111@ = -2070.371 
112@ = 12.6195 
jump @TRUCK_11455 

:TRUCK_11425
0662: printstring "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_11455
return 

:TRUCK_11457
0871: init_jump_table 95@ total_jumps 3 default_jump 1 @TRUCK_11631 jumps 0 @TRUCK_11520 1 @TRUCK_11557 2 @TRUCK_11594 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 

:TRUCK_11520
110@ = -1888.621 
111@ = -1711.836 
112@ = 20.7656 
jump @TRUCK_11664 

:TRUCK_11557
110@ = -2117.227 
111@ = -2380.507 
112@ = 29.4688 
jump @TRUCK_11664 

:TRUCK_11594
110@ = -1545.439 
111@ = -2747.032 
112@ = 47.5314 
jump @TRUCK_11664 

:TRUCK_11631
0662: printstring "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_11664
return 

:TRUCK_11666
0871: init_jump_table 95@ total_jumps 3 default_jump 1 @TRUCK_11840 jumps 0 @TRUCK_11729 1 @TRUCK_11766 2 @TRUCK_11803 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 

:TRUCK_11729
110@ = -1407.375 
111@ = 2645.957 
112@ = 54.7031 
jump @TRUCK_11873 

:TRUCK_11766
110@ = -2245.581 
111@ = 2371.693 
112@ = 3.9919 
jump @TRUCK_11873 

:TRUCK_11803
110@ = -1360.633 
111@ = 2068.094 
112@ = 51.4589 
jump @TRUCK_11873 

:TRUCK_11840
0662: printstring "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_11873
return 

:TRUCK_11875
0871: init_jump_table 95@ total_jumps 5 default_jump 1 @TRUCK_12123 jumps 0 @TRUCK_11938 1 @TRUCK_11975 2 @TRUCK_12012 3 @TRUCK_12049 4 @TRUCK_12086 -1 @TRUCK_12157 -1 @TRUCK_12157 

:TRUCK_11938
110@ = 274.2705 
111@ = 1382.781 
112@ = 9.6016 
jump @TRUCK_12157 

:TRUCK_11975
110@ = 628.8638 
111@ = 1714.891 
112@ = 5.9922 
jump @TRUCK_12157 

:TRUCK_12012
110@ = 635.0028 
111@ = 1213.777 
112@ = 10.7188 
jump @TRUCK_12157 

:TRUCK_12049
110@ = -914.953 
111@ = 2012.138 
112@ = 59.9283 
jump @TRUCK_12157 

:TRUCK_12086
110@ = 385.8214 
111@ = 2595.55 
112@ = 15.4843 
jump @TRUCK_12157 

:TRUCK_12123
0662: printstring "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_12157
return 

:TRUCK_12159
0871: init_jump_table 95@ total_jumps 4 default_jump 1 @TRUCK_12370 jumps 0 @TRUCK_12222 1 @TRUCK_12259 2 @TRUCK_12296 3 @TRUCK_12333 -1 @TRUCK_12401 -1 @TRUCK_12401 -1 @TRUCK_12401 

:TRUCK_12222
110@ = -1556.977 
111@ = -441.3493 
112@ = 5.0 
jump @TRUCK_12401 

:TRUCK_12259
110@ = -2659.631 
111@ = 1380.642 
112@ = 6.1643 
jump @TRUCK_12401 

:TRUCK_12296
110@ = -1650.928 
111@ = 437.5679 
112@ = 6.1797 
jump @TRUCK_12401 

:TRUCK_12333
110@ = -1745.116 
111@ = 37.8752 
112@ = 2.5408 
jump @TRUCK_12401 

:TRUCK_12370
0662: printstring "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
return 

:TRUCK_12403
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @TRUCK_12452 
56@ += 1 
if 
  56@ > 2 
else_jump @TRUCK_12450 
56@ = 0 

:TRUCK_12450
086A: NOP 

:TRUCK_12452
if 
  56@ == 1 
else_jump @TRUCK_12646 
008A: $9530 = 44@ // (int) 
008A: $9531 = 45@ // (int) 
008A: $9532 = 55@ // (int) 
008A: $9533 = 89@ // (int) 
0066: $9533 -= 55@ // (int) 
008A: $9534 = 100@ // (int) 
008A: $9535 = 101@ // (int) 
$9536 = 0 
$9537 = 0 
065D: NOP $9530 "M_STAGE" 
065D: NOP $9531 "M_GOALS" 
065D: NOP $9532 "M_MISSION_TIMER" 
065D: NOP $9533 "TIME_BOUNDARY_HIT" 
065D: NOP $9534 "TIME_STAGE" 
065D: NOP $9535 "DISTANCE" 

:TRUCK_12646
if 
  56@ == 2 
else_jump @TRUCK_12664 

:TRUCK_12664
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @TRUCK_12686 
48@ = 1 

:TRUCK_12686
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @TRUCK_12774 
if 
  49@ == 0 
else_jump @TRUCK_12749 
49@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @TRUCK_12774 

:TRUCK_12749
49@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TRUCK_12774
return 

:TRUCK_12776
if or
  44@ == 50 
  44@ == 51 
else_jump @TRUCK_12803 
return 

:TRUCK_12803
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @TRUCK_12834 
gosub @TRUCK_16540 
46@ = 1 
return 

:TRUCK_12834
if 
0736:   is_keyboard_key_just_pressed 77 
else_jump @TRUCK_12880 
$9526 += 1 
0663: printint "MISSIONS_PASSED" $9526 
return 

:TRUCK_12880
80@ = 0 
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @TRUCK_12909 
80@ = 1 

:TRUCK_12909
81@ = 0 
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @TRUCK_12938 
81@ = 1 

:TRUCK_12938
58@ = 0 
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @TRUCK_12967 
58@ = 1 

:TRUCK_12967
if and
   not 80@ == 1 
   not 81@ == 1 
   not 58@ == 1 
else_jump @TRUCK_13001 
return 

:TRUCK_13001
if 
  80@ == 1 
else_jump @TRUCK_13071 
42@ += 1 
if 
  42@ == 6 
else_jump @TRUCK_13051 
42@ = 0 

:TRUCK_13051
43@ = 0 
0663: printint "AREA" 42@ 
return 

:TRUCK_13071
if 
  81@ == 1 
else_jump @TRUCK_13116 
43@ += 1 
0663: printint "DESTINATION" 43@ 
return 

:TRUCK_13116
if 
  42@ == 0 
else_jump @TRUCK_13426 
0871: init_jump_table 43@ total_jumps 6 default_jump 1 @TRUCK_13382 jumps 0 @TRUCK_13382 1 @TRUCK_13197 2 @TRUCK_13234 3 @TRUCK_13271 4 @TRUCK_13308 5 @TRUCK_13345 -1 @TRUCK_13426 

:TRUCK_13197
110@ = 56.744 
111@ = -268.404 
112@ = 0.579 
jump @TRUCK_13426 

:TRUCK_13234
110@ = 100.397 
111@ = -155.05 
112@ = 1.583 
jump @TRUCK_13426 

:TRUCK_13271
110@ = 815.046 
111@ = -605.128 
112@ = 15.336 
jump @TRUCK_13426 

:TRUCK_13308
110@ = 1401.109 
111@ = 398.763 
112@ = 18.756 
jump @TRUCK_13426 

:TRUCK_13345
110@ = 1343.125 
111@ = 345.667 
112@ = 18.556 
jump @TRUCK_13426 

:TRUCK_13382
110@ = -189.23 
111@ = -273.013 
112@ = 0.429 
43@ = 0 
jump @TRUCK_13426 

:TRUCK_13426
if 
  42@ == 2 
else_jump @TRUCK_14097 
0871: init_jump_table 43@ total_jumps 14 default_jump 1 @TRUCK_14053 jumps 0 @TRUCK_14053 1 @TRUCK_13572 2 @TRUCK_13609 3 @TRUCK_13646 4 @TRUCK_13683 5 @TRUCK_13720 6 @TRUCK_13757 
0872: jump_table_jumps 7 @TRUCK_13794 8 @TRUCK_13831 9 @TRUCK_13868 10 @TRUCK_13905 11 @TRUCK_13942 12 @TRUCK_13979 13 @TRUCK_14016 -1 @TRUCK_14097 -1 @TRUCK_14097 

:TRUCK_13572
110@ = 1042.15 
111@ = 2130.46 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13609
110@ = 983.11 
111@ = 2076.38 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13646
110@ = 1288.671 
111@ = 1195.232 
112@ = 9.8656 
jump @TRUCK_14097 

:TRUCK_13683
110@ = 2469.57 
111@ = 1949.52 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13720
110@ = 2807.83 
111@ = 2609.94 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13757
110@ = 2248.71 
111@ = 2775.12 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13794
110@ = 2603.22 
111@ = 1730.48 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13831
110@ = 2818.84 
111@ = 912.19 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13868
110@ = 2710.36 
111@ = 850.12 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13905
110@ = 1588.9 
111@ = 715.31 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13942
110@ = 1446.26 
111@ = 1000.51 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13979
110@ = 1724.012 
111@ = 1590.128 
112@ = 9.2578 
jump @TRUCK_14097 

:TRUCK_14016
110@ = 1713.79 
111@ = 2329.05 
112@ = 101.0 
jump @TRUCK_14097 

:TRUCK_14053
110@ = 1450.8 
111@ = 2360.69 
112@ = 101.0 
43@ = 0 
jump @TRUCK_14097 

:TRUCK_14097
if 
  42@ == 1 
else_jump @TRUCK_14333 
0871: init_jump_table 43@ total_jumps 4 default_jump 1 @TRUCK_14289 jumps 0 @TRUCK_14289 1 @TRUCK_14178 2 @TRUCK_14215 3 @TRUCK_14252 -1 @TRUCK_14333 -1 @TRUCK_14333 -1 @TRUCK_14333 

:TRUCK_14178
110@ = 2759.0 
111@ = -2446.0 
112@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14215
110@ = 2104.0 
111@ = -2089.0 
112@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14252
110@ = 1751.0 
111@ = -2067.0 
112@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14289
110@ = 2412.0 
111@ = -2106.0 
112@ = 101.0 
43@ = 0 
jump @TRUCK_14333 

:TRUCK_14333
if 
  42@ == 4 
else_jump @TRUCK_14532 
0871: init_jump_table 43@ total_jumps 3 default_jump 1 @TRUCK_14488 jumps 0 @TRUCK_14488 1 @TRUCK_14414 2 @TRUCK_14451 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 

:TRUCK_14414
110@ = -2001.03 
111@ = -2388.08 
112@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14451
110@ = -1560.67 
111@ = -2728.39 
112@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14488
110@ = -1835.0 
111@ = -1647.68 
112@ = 101.0 
43@ = 0 
jump @TRUCK_14532 

:TRUCK_14532
if 
  42@ == 6 
else_jump @TRUCK_14731 
0871: init_jump_table 43@ total_jumps 3 default_jump 1 @TRUCK_14687 jumps 0 @TRUCK_14687 1 @TRUCK_14613 2 @TRUCK_14650 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 

:TRUCK_14613
110@ = -1945.89 
111@ = 2377.9 
112@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14650
110@ = -1471.49 
111@ = 1864.85 
112@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14687
110@ = -1286.73 
111@ = 2695.92 
112@ = 101.0 
43@ = 0 
jump @TRUCK_14731 

:TRUCK_14731
if 
  42@ == 3 
else_jump @TRUCK_15004 
0871: init_jump_table 43@ total_jumps 5 default_jump 1 @TRUCK_14960 jumps 0 @TRUCK_14960 1 @TRUCK_14812 2 @TRUCK_14849 3 @TRUCK_14886 4 @TRUCK_14923 -1 @TRUCK_15004 -1 @TRUCK_15004 

:TRUCK_14812
110@ = 613.75 
111@ = 1692.39 
112@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14849
110@ = 620.35 
111@ = 1249.328 
112@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14886
110@ = -533.24 
111@ = 1995.917 
112@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14923
110@ = 325.05 
111@ = 2543.29 
112@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14960
110@ = 246.56 
111@ = 1435.19 
112@ = 101.0 
43@ = 0 
jump @TRUCK_15004 

:TRUCK_15004
if 
  42@ == 5 
else_jump @TRUCK_15240 
0871: init_jump_table 43@ total_jumps 4 default_jump 1 @TRUCK_15196 jumps 0 @TRUCK_15196 1 @TRUCK_15085 2 @TRUCK_15122 3 @TRUCK_15159 -1 @TRUCK_15240 -1 @TRUCK_15240 -1 @TRUCK_15240 

:TRUCK_15085
110@ = -2629.091 
111@ = 1387.42 
112@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15122
110@ = -1530.776 
111@ = 487.201 
112@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15159
110@ = -1745.08 
111@ = 27.759 
112@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15196
110@ = -1549.859 
111@ = -434.86 
112@ = 101.0068 
43@ = 0 
jump @TRUCK_15240 

:TRUCK_15240
0395: clear_area 0 at 110@ 111@ 112@ radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00A1: put_actor $PLAYER_ACTOR at 110@ 111@ -101.0 
0373: set_camera_directly_behind_player 
return 

:TRUCK_15288
51@ += 1 
if 
  51@ > 9 
else_jump @TRUCK_15320 
51@ = 0 

:TRUCK_15320
return 

:TRUCK_15322
01BD: 52@ = current_time_in_ms 
0085: 54@ = 52@ // (int) 
0062: 54@ -= 53@ // (int) 
0085: 53@ = 52@ // (int) 
005A: 55@ += 54@ // (int) 
return 

:TRUCK_15361
44@ += 1 
45@ = 0 
40@ = 0 
41@ = 0 
return 

:TRUCK_15391
return 

:TRUCK_15393
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRUCK_15420 
wait 0 
jump @TRUCK_15393 

:TRUCK_15420
01B4: set_player $PLAYER_CHAR can_move 0 
wait 1000 
fade 0 1000 

:TRUCK_15439
if 
fading 
else_jump @TRUCK_15463 
wait 0 
jump @TRUCK_15439 

:TRUCK_15463
gosub @TRUCK_15630 
gosub @TRUCK_15696 
gosub @TRUCK_16342 
0395: clear_area 1 at $3760 $3761 $3762 radius 100.0 
03CB: set_rendering_origin_at $3760 $3761 $3762 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 0.0 
gosub @TRUCK_7806 
wait 2000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:TRUCK_15583
if 
fading 
else_jump @TRUCK_15607 
wait 0 
jump @TRUCK_15583 

:TRUCK_15607
01B4: set_player $PLAYER_CHAR can_move 1 
97@ = 0 
gosub @TRUCK_15361 
return 

:TRUCK_15630
0209: 105@ = random_int_in_ranges 0 3 
105@ += 1 
if 
  105@ == 1 
else_jump @TRUCK_15678 
104@ = 1 
jump @TRUCK_15694 

:TRUCK_15678
0209: 104@ = random_int_in_ranges 1 4 
104@ += 1 

:TRUCK_15694
return 

:TRUCK_15696
0871: init_jump_table 105@ total_jumps 3 default_jump 1 @TRUCK_15795 jumps 1 @TRUCK_15759 2 @TRUCK_15771 3 @TRUCK_15783 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 

:TRUCK_15759
0247: load_model 514 
jump @TRUCK_15810 

:TRUCK_15771
0247: load_model 403 
jump @TRUCK_15810 

:TRUCK_15783
0247: load_model 515 
jump @TRUCK_15810 

:TRUCK_15795
0662: printstring "UNKNOWN_CAB" 

:TRUCK_15810
0871: init_jump_table 104@ total_jumps 4 default_jump 1 @TRUCK_15921 jumps 1 @TRUCK_15873 2 @TRUCK_15885 3 @TRUCK_15897 4 @TRUCK_15909 -1 @TRUCK_15940 -1 @TRUCK_15940 -1 @TRUCK_15940 

:TRUCK_15873
0247: load_model 584 
jump @TRUCK_15940 

:TRUCK_15885
0247: load_model 435 
jump @TRUCK_15940 

:TRUCK_15897
0247: load_model 450 
jump @TRUCK_15940 

:TRUCK_15909
0247: load_model 591 
jump @TRUCK_15940 

:TRUCK_15921
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_15940
038B: load_requested_models 
0871: init_jump_table 105@ total_jumps 3 default_jump 1 @TRUCK_16107 jumps 1 @TRUCK_16005 2 @TRUCK_16039 3 @TRUCK_16073 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 

:TRUCK_16005
if 
8248:   not model 514 available 
else_jump @TRUCK_16032 
wait 0 
jump @TRUCK_16005 

:TRUCK_16032
jump @TRUCK_16122 

:TRUCK_16039
if 
8248:   not model 403 available 
else_jump @TRUCK_16066 
wait 0 
jump @TRUCK_16039 

:TRUCK_16066
jump @TRUCK_16122 

:TRUCK_16073
if 
8248:   not model 515 available 
else_jump @TRUCK_16100 
wait 0 
jump @TRUCK_16073 

:TRUCK_16100
jump @TRUCK_16122 

:TRUCK_16107
0662: printstring "UNKNOWN_CAB" 

:TRUCK_16122
0871: init_jump_table 104@ total_jumps 4 default_jump 1 @TRUCK_16321 jumps 1 @TRUCK_16185 2 @TRUCK_16219 3 @TRUCK_16253 4 @TRUCK_16287 -1 @TRUCK_16340 -1 @TRUCK_16340 -1 @TRUCK_16340 

:TRUCK_16185
if 
8248:   not model 584 available 
else_jump @TRUCK_16212 
wait 0 
jump @TRUCK_16185 

:TRUCK_16212
jump @TRUCK_16340 

:TRUCK_16219
if 
8248:   not model 435 available 
else_jump @TRUCK_16246 
wait 0 
jump @TRUCK_16219 

:TRUCK_16246
jump @TRUCK_16340 

:TRUCK_16253
if 
8248:   not model 450 available 
else_jump @TRUCK_16280 
wait 0 
jump @TRUCK_16253 

:TRUCK_16280
jump @TRUCK_16340 

:TRUCK_16287
if 
8248:   not model 591 available 
else_jump @TRUCK_16314 
wait 0 
jump @TRUCK_16287 

:TRUCK_16314
jump @TRUCK_16340 

:TRUCK_16321
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_16340
return 

:TRUCK_16342
return 

:TRUCK_16344
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0871: init_jump_table 97@ total_jumps 5 default_jump 0 @TRUCK_16538 jumps 1 @TRUCK_16423 2 @TRUCK_16446 3 @TRUCK_16469 4 @TRUCK_16492 5 @TRUCK_16515 -1 @TRUCK_16538 -1 @TRUCK_16538 

:TRUCK_16423
00BC: show_text_highpriority GXT 'TRK_F1' time 5000 flag 1  // ~r~Out of cash
jump @TRUCK_16538 

:TRUCK_16446
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Out of time
jump @TRUCK_16538 

:TRUCK_16469
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~Truck destroyed!
jump @TRUCK_16538 

:TRUCK_16492
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Not in cab
jump @TRUCK_16538 

:TRUCK_16515
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Trailer not attached
jump @TRUCK_16538 

:TRUCK_16538
return 

:TRUCK_16540
gosub @TRUCK_7500 
01E3: show_text_1number_styled GXT 'M_PASS' number 91@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 91@ 
0151: remove_status_text $9527 
$9526 += 1 
if 
  $9526 == 1 
else_jump @TRUCK_16627 
00BC: show_text_highpriority GXT 'TRK_P1' time 5000 flag 1  // ~s~You've completed your first trucking mission. Return to the depot at any time for more.
jump @TRUCK_16729 

:TRUCK_16627
if 
  $9526 == 8 
else_jump @TRUCK_16710 
if 
  $2878 == 0 
else_jump @TRUCK_16687 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
$2878 = 1 
122@ = 1 

:TRUCK_16687
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Trucking Complete!
jump @TRUCK_16729 

:TRUCK_16710
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $9526 time 5000 flag 1  // ~s~~1~ trucking missions complete.

:TRUCK_16729
0A10: increase_integer_stat 161 by 1 
0A10: increase_integer_stat 162 by 91@ 
return 

:TRUCK_16746
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:TRUCK_16753
01C3: remove_references_to_car 82@ 
01C3: remove_references_to_car 83@ 
0164: disable_marker 85@ 
0164: disable_marker 84@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0151: remove_status_text $9527 
0151: remove_status_text $9528 
014F: stop_timer $9529 
0249: release_model 514 
0249: release_model 403 
0249: release_model 515 
0249: release_model 584 
0249: release_model 435 
0249: release_model 450 
0249: release_model 591 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01BD: $183 = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$410 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY
thread 'QUARRY' 
gosub @QUARRY_47 
if 
wasted_or_busted 
else_jump @QUARRY_38 
gosub @QUARRY_25908 

:QUARRY_38
gosub @QUARRY_27542 
end_thread 

:QUARRY_47
if 
  $2879 == 0 
else_jump @QUARRY_67 
increment_mission_attempts 

:QUARRY_67
$ONMISSION = 1 
$410 = 1 
90@ = 0 
91@ = 0 
92@ = 0 
42@ = 0 
43@ = 0 
44@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
40@ = 0 
41@ = 0 
238@ = 0 
239@ = 0 
241@ = 0 
242@ = 0 
243@ = 0 
244@ = 0 
246@ = 0 
247@ = 0 
248@ = 0 
249@ = 0 
250@ = 0 
251@ = 0 
259@ = 0 
260@ = 0 
270@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
275@ = 0 
286@ = 0 
287@ = 0 
288@ = 0 
289@ = 0 
290@ = 0 
291@ = 0 
292@ = 0 
300@ = 0 
301@ = 0 
302@ = 0 
303@ = 0 
if 
  42@ == -99 
else_jump @QUARRY_1311 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 94@ = create_car 468 at 0.0 0.0 0.0 
00A5: 95@ = create_car 486 at 0.0 0.0 0.0 
00A5: 96@ = create_car 406 at 0.0 0.0 0.0 
00A5: 97@ = create_car 523 at 0.0 0.0 0.0 
00A5: 99@ = create_car 406 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 4 model 18 at 0.0 0.0 0.0 
0107: 100@ = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
0107: 101@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0107: 129@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
56@ = 0 

:QUARRY_679
0107: 102@(56@,7i) = create_object #DYN_QUARRYROCK03 at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_679 
56@ = 0 

:QUARRY_734
0107: 109@(56@,10i) = create_object #KB_BARREL at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_734 
56@ = 0 

:QUARRY_789
0107: 119@(56@,3i) = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_789 
56@ = 0 

:QUARRY_844
0107: 122@(56@,7i) = create_object #CM_BOX at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_844 
06D8: 98@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
56@ = 0 

:QUARRY_923
06D5: 198@(56@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_923 
56@ = 0 

:QUARRY_997
0107: 130@(56@,3i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_997 
06D5: 205@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
0186: 133@ = create_marker_above_car 95@ 
0186: 134@ = create_marker_above_car 96@ 
0186: 138@ = create_marker_above_car 97@ 
0186: 149@ = create_marker_above_car 98@ 
0186: 160@ = create_marker_above_car 99@ 
018A: 135@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 136@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 139@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 140@ = create_checkpoint_at 0.0 0.0 0.0 
0188: 137@ = create_marker_above_object 100@ 
0188: 148@ = create_marker_above_object 109@ 
56@ = 0 

:QUARRY_1230
0188: 141@(56@,7i) = create_marker_above_object 102@(56@,7i) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_1230 
56@ = 0 

:QUARRY_1274
0188: 150@(56@,10i) = create_marker_above_object 109@(56@,10i) 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_1274 

:QUARRY_1311
054C: use_GXT_table 'QUARRY' 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @QUARRY_1424 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @QUARRY_1424 
00BC: show_text_highpriority GXT 'VAL_C1' time 5000 flag 1  // ~s~You can't work here with a wanted level!
00A1: put_actor $PLAYER_ACTOR at 827.9296 857.7913 11.311 
0173: set_actor $PLAYER_ACTOR Z_angle_to 120.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:QUARRY_1424
gosub @QUARRY_21086 

:QUARRY_1431
wait 0 
if and
   not 42@ == 18 
   not 42@ == 19 
else_jump @QUARRY_1697 
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @QUARRY_1525 
008B: 58@ = $9541($9538,7i) // (int) 
58@ *= 1000 
0085: 214@ = 54@ // (int) 
0062: 214@ -= 58@ // (int) 
44@ = 1 
jump @QUARRY_2220 

:QUARRY_1525
if 
  $2879 == 1 
else_jump @QUARRY_1697 
if 
  300@ == 1 
else_jump @QUARRY_1675 
if 
8A52:   not is_widget_released 71 
else_jump @QUARRY_1668 
46@ = 1 
00BC: show_text_highpriority GXT 'QUAR_37' time 5000 flag 1  // ~s~Return to the site office to start the next mission.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // SKIPPED!
$9538 += 1 
if 
  $9538 == 7 
else_jump @QUARRY_1647 
$9538 = 0 

:QUARRY_1647
014C: set_parked_car_generator $4143 cars_to_generate_to 101 
014C: set_parked_car_generator $4144 cars_to_generate_to 101 
jump @QUARRY_2220 

:QUARRY_1668
jump @QUARRY_1697 

:QUARRY_1675
if 
0A52:   is_widget_released 71 
else_jump @QUARRY_1697 
300@ = 1 

:QUARRY_1697
gosub @QUARRY_20405 
gosub @QUARRY_20894 
if or
  46@ == 1 
  47@ == 1 
else_jump @QUARRY_1743 
jump @QUARRY_2220 

:QUARRY_1743
gosub @QUARRY_20983 
gosub @QUARRY_21017 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @QUARRY_1787 
45@ = 1 
jump @QUARRY_2220 

:QUARRY_1787
if 
  42@ == 0 
else_jump @QUARRY_1845 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_1845
0871: init_jump_table 42@ total_jumps 19 default_jump 0 @QUARRY_2220 jumps 1 @QUARRY_2122 2 @QUARRY_2136 3 @QUARRY_2150 4 @QUARRY_2178 5 @QUARRY_2038 6 @QUARRY_2178 7 @QUARRY_2052 
0872: jump_table_jumps 8 @QUARRY_2178 9 @QUARRY_2066 10 @QUARRY_2080 11 @QUARRY_2178 12 @QUARRY_2094 13 @QUARRY_2178 14 @QUARRY_2108 15 @QUARRY_2178 16 @QUARRY_2164 
0872: jump_table_jumps 17 @QUARRY_2178 18 @QUARRY_2192 19 @QUARRY_2206 -1 @QUARRY_2220 -1 @QUARRY_2220 -1 @QUARRY_2220 -1 @QUARRY_2220 -1 @QUARRY_2220 -1 @QUARRY_2220 

:QUARRY_2038
gosub @QUARRY_6248 
jump @QUARRY_2220 

:QUARRY_2052
gosub @QUARRY_8982 
jump @QUARRY_2220 

:QUARRY_2066
gosub @QUARRY_11443 
jump @QUARRY_2220 

:QUARRY_2080
gosub @QUARRY_11871 
jump @QUARRY_2220 

:QUARRY_2094
gosub @QUARRY_13350 
jump @QUARRY_2220 

:QUARRY_2108
gosub @QUARRY_15689 
jump @QUARRY_2220 

:QUARRY_2122
gosub @QUARRY_2421 
jump @QUARRY_2220 

:QUARRY_2136
gosub @QUARRY_3637 
jump @QUARRY_2220 

:QUARRY_2150
gosub @QUARRY_4707 
jump @QUARRY_2220 

:QUARRY_2164
gosub @QUARRY_17193 
jump @QUARRY_2220 

:QUARRY_2178
44@ = 1 
jump @QUARRY_2220 

:QUARRY_2192
gosub @QUARRY_18895 
jump @QUARRY_2220 

:QUARRY_2206
46@ = 1 
jump @QUARRY_2220 

:QUARRY_2220
if 
  46@ == 0 
else_jump @QUARRY_2373 
if 
  45@ == 0 
else_jump @QUARRY_2357 
if 
  44@ == 0 
else_jump @QUARRY_2288 
jump @QUARRY_1431 
jump @QUARRY_2350 

:QUARRY_2288
gosub @QUARRY_26378 
if 
  303@ == 1 
else_jump @QUARRY_2348 
44@ = 0 
42@ = 18 
43@ = 0 
303@ = 0 
jump @QUARRY_1431 

:QUARRY_2348
return 

:QUARRY_2350
jump @QUARRY_2366 

:QUARRY_2357
gosub @QUARRY_25908 
return 

:QUARRY_2366
jump @QUARRY_2375 

:QUARRY_2373
return 

:QUARRY_2375
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:QUARRY_2421
if 
0119:   car 95@ wrecked 
else_jump @QUARRY_2453 
45@ = 1 
53@ = 1 
return 

:QUARRY_2453
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_2485 
45@ = 1 
53@ = 2 
return 

:QUARRY_2485
if 
8119:   not car 97@ wrecked 
else_jump @QUARRY_2509 
0224: set_car 97@ health_to 10000 

:QUARRY_2509
if 
  43@ == 0 
else_jump @QUARRY_2718 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
238@ = 0 
241@ = 0 
242@ = 0 
290@ = 0 
220@ = 672.7664 
221@ = 888.3682 
222@ = -41.3985 
00BC: show_text_highpriority GXT 'QUAR_00' time 10000 flag 1  // ~s~A cop has been killed. Use the ~b~bulldozer~s~ in the quarry to get rid of the body before more cops come snooping.
58@ = 7 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 214@ = 54@ // (int) 
if 
8119:   not car 97@ wrecked 
else_jump @QUARRY_2697 
09B0: set_car 97@ accessible_for_player_using_controller 0 

:QUARRY_2697
08A5: set_car 96@ attractive_to_magnet 0 
08A5: set_car 95@ attractive_to_magnet 0 
43@ += 1 

:QUARRY_2718
if 
  0 >= $9539 
else_jump @QUARRY_2752 
45@ = 1 
53@ = 4 
return 

:QUARRY_2752
if 
  43@ == 1 
else_jump @QUARRY_2815 
if 
  238@ == 1 
else_jump @QUARRY_2815 
0164: disable_marker 136@ 
0164: disable_marker 133@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
43@ = 99 

:QUARRY_2815
if 
  238@ == 0 
else_jump @QUARRY_3026 
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_2964 
if 
075C:   marker 133@ enabled 
else_jump @QUARRY_2957 
0164: disable_marker 133@ 
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
if 
  242@ == 0 
else_jump @QUARRY_2924 
0188: 137@ = create_marker_above_object 100@ 

:QUARRY_2924
if 
  241@ == 0 
else_jump @QUARRY_2957 
0186: 138@ = create_marker_above_car 97@ 
0165: set_marker 138@ color_to 1 

:QUARRY_2957
jump @QUARRY_3026 

:QUARRY_2964
if 
875C:   not marker 133@ enabled 
else_jump @QUARRY_3026 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_3026
if 
  240@ == 0 
else_jump @QUARRY_3094 
if or
00DB:   actor $PLAYER_ACTOR in_car 97@ 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_3094 
240@ = 1 
00BC: show_text_highpriority GXT 'QUAR_02' time 7000 flag 1  // ~s~Push the ~g~body~s~ and the ~g~bike~s~ towards the crane ~y~pick up area~s~.

:QUARRY_3094
if 
  238@ == 0 
else_jump @QUARRY_3610 
if 
  241@ == 0 
else_jump @QUARRY_3275 
if 
01AF:   car 97@ sphere 240@ in_sphere 220@ 221@ 222@ radius 7.0 7.0 4.0 
else_jump @QUARRY_3275 
if 
01AF:   car 97@ sphere 0 in_sphere 220@ 221@ 222@ radius 4.0 4.0 4.0 
else_jump @QUARRY_3275 
241@ = 1 
0164: disable_marker 138@ 
0519: set_car 97@ locked 1 
099A: set_car 97@ collision_detection 0 
if 
  242@ == 0 
else_jump @QUARRY_3275 
00BC: show_text_highpriority GXT 'QUAR_03' time 5000 flag 1  // ~s~Now get the ~g~body~s~.

:QUARRY_3275
if 
  242@ == 0 
else_jump @QUARRY_3555 
if 
  241@ == 1 
else_jump @QUARRY_3429 
if 
04E6:   object 100@ near_point 220@ 221@ 222@ radius 7.0 7.0 4.0 flag 240@ 
else_jump @QUARRY_3422 
if 
04E6:   object 100@ near_point 220@ 221@ 222@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3422 
242@ = 1 
0164: disable_marker 137@ 
0550: keep_object 100@ in_memory 1 
0382: set_object 100@ collision_detection 0 

:QUARRY_3422
jump @QUARRY_3555 

:QUARRY_3429
if 
04E6:   object 100@ near_point 220@ 221@ 222@ radius 7.0 7.0 4.0 flag 0 
else_jump @QUARRY_3555 
if 
04E6:   object 100@ near_point 220@ 221@ 222@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3555 
242@ = 1 
0164: disable_marker 137@ 
0550: keep_object 100@ in_memory 1 
0382: set_object 100@ collision_detection 0 
00BC: show_text_highpriority GXT 'QUAR_04' time 5000 flag 1  // ~s~Now get the ~g~cop's bike~s~.

:QUARRY_3555
if and
  242@ == 1 
  241@ == 1 
else_jump @QUARRY_3610 
238@ = 1 
00BC: show_text_highpriority GXT 'QUAR_05' time 5000 flag 1  // ~s~Get into the ~y~crane.
290@ = 1 

:QUARRY_3610
if 
  43@ == 99 
else_jump @QUARRY_3635 
gosub @QUARRY_21056 

:QUARRY_3635
return 

:QUARRY_3637
if 
0119:   car 95@ wrecked 
else_jump @QUARRY_3669 
45@ = 1 
53@ = 1 
return 

:QUARRY_3669
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_3701 
45@ = 1 
53@ = 2 
return 

:QUARRY_3701
if 
8119:   not car 97@ wrecked 
else_jump @QUARRY_3725 
0224: set_car 97@ health_to 10000 

:QUARRY_3725
if 
  43@ == 0 
else_jump @QUARRY_3805 
239@ = 0 
241@ = 0 
242@ = 0 
018A: 135@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 135@ type_to 1 
248@ = 1 
43@ += 1 

:QUARRY_3805
if 
  0 >= $9539 
else_jump @QUARRY_3839 
45@ = 1 
53@ = 4 
return 

:QUARRY_3839
if 
  43@ == 1 
else_jump @QUARRY_3894 
if 
  239@ == 1 
else_jump @QUARRY_3894 
0164: disable_marker 134@ 
01EC: make_car 96@ very_heavy 1 
43@ = 99 

:QUARRY_3894
if 
8685:   not object 101@ attached 
else_jump @QUARRY_3948 
0681: attach_object 101@ to_car 96@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_3948
if 
  239@ == 0 
else_jump @QUARRY_4499 
01BB: store_object 101@ position_to 67@ 68@ 69@ 
0798: get_crane_magnet $4129 attached_car_handle_to 61@ attached_actor_handle_to 62@ attached_object_handle_to 63@ 
if 
  242@ == 0 
else_jump @QUARRY_4139 
if 
04E6:   object 100@ near_point 67@ 68@ 69@ radius 3.2 3.2 1.5 flag 0 
else_jump @QUARRY_4132 
if 
0685:   object 100@ attached 
else_jump @QUARRY_4132 
if 
803B:   not  63@ == 100@ // (int) 
else_jump @QUARRY_4110 
242@ = 1 
0916: set_object 100@ attractive_to_magnet 0 
jump @QUARRY_4132 

:QUARRY_4110
0682: detach_object 100@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_4132
jump @QUARRY_4234 

:QUARRY_4139
if 
8685:   not object 100@ attached 
else_jump @QUARRY_4234 
01BB: store_object 100@ position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  1.5 > 84@ 
else_jump @QUARRY_4234 
242@ = 0 
0916: set_object 100@ attractive_to_magnet 1 

:QUARRY_4234
if 
  241@ == 0 
else_jump @QUARRY_4372 
if 
01B0:   car 97@ sphere 0 in_sphere 67@ 68@ 69@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_4365 
if 
803B:   not  61@ == 97@ // (int) 
else_jump @QUARRY_4365 
0683: attach_car 97@ to_car 96@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
241@ = 1 
08A5: set_car 97@ attractive_to_magnet 0 

:QUARRY_4365
jump @QUARRY_4467 

:QUARRY_4372
if 
8686:   not car 97@ attached 
else_jump @QUARRY_4467 
00AA: store_car 97@ position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  1.5 > 84@ 
else_jump @QUARRY_4467 
241@ = 0 
08A5: set_car 97@ attractive_to_magnet 1 

:QUARRY_4467
if and
  242@ == 1 
  241@ == 1 
else_jump @QUARRY_4499 
239@ = 1 

:QUARRY_4499
if 
  248@ == 1 
else_jump @QUARRY_4608 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
else_jump @QUARRY_4608 
0164: disable_marker 135@ 
248@ = 0 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_06' time 7000 flag 1  // ~s~Use the crane to load the body and the bike into the back of the ~b~dumper truck~s~.

:QUARRY_4608
if 
  290@ == 1 
else_jump @QUARRY_4680 
if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_4680 
0550: keep_object 100@ in_memory 0 
0382: set_object 100@ collision_detection 1 
0519: set_car 97@ locked 0 
099A: set_car 97@ collision_detection 1 
290@ = 0 

:QUARRY_4680
if 
  43@ == 99 
else_jump @QUARRY_4705 
gosub @QUARRY_21056 

:QUARRY_4705
return 

:QUARRY_4707
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_4739 
45@ = 1 
53@ = 2 
return 

:QUARRY_4739
if 
8119:   not car 97@ wrecked 
else_jump @QUARRY_4763 
0224: set_car 97@ health_to 10000 

:QUARRY_4763
if 
  43@ == 0 
else_jump @QUARRY_4890 
220@ = 985.1581 
221@ = 688.4734 
222@ = 8.7255 
gosub @QUARRY_19757 
244@ = 0 
243@ = 0 
250@ = 0 
288@ = 0 
289@ = 0 
292@ = 0 
180@ = 0 
00BC: show_text_highpriority GXT 'QUAR_07' time 5000 flag 1  // ~s~Get into the ~b~dumper~s~.
43@ += 1 

:QUARRY_4890
if 
  0 >= $9539 
else_jump @QUARRY_4924 
45@ = 1 
53@ = 4 
return 

:QUARRY_4924
if 
  243@ == 0 
else_jump @QUARRY_5132 
if 
8686:   not car 97@ attached 
else_jump @QUARRY_5037 
00AA: store_car 97@ position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  1.5 > 84@ 
else_jump @QUARRY_5037 
45@ = 1 
53@ = 3 

:QUARRY_5037
if 
8685:   not object 100@ attached 
else_jump @QUARRY_5132 
01BB: store_object 100@ position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  1.5 > 84@ 
else_jump @QUARRY_5132 
45@ = 1 
53@ = 3 

:QUARRY_5132
if 
  43@ == 1 
else_jump @QUARRY_5204 
if 
  244@ == 1 
else_jump @QUARRY_5204 
if 
001D:   54@ > 180@ // (int) 
else_jump @QUARRY_5204 
0164: disable_marker 136@ 
06D6: disable_racing_checkpoint 205@ 
43@ = 99 

:QUARRY_5204
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_5369 
if 
075C:   marker 134@ enabled 
else_jump @QUARRY_5355 
0164: disable_marker 134@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
if 
  246@ == 1 
else_jump @QUARRY_5287 
gosub @QUARRY_19757 
jump @QUARRY_5355 

:QUARRY_5287
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 
0087: 83@ = 221@ // (float) 
83@ -= 5.0 
06D5: 205@ = create_racing_checkpoint_at 220@ 83@ 222@ point_to 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_5355
292@ = 1 
jump @QUARRY_5449 

:QUARRY_5369
if 
875C:   not marker 134@ enabled 
else_jump @QUARRY_5449 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
0164: disable_marker 136@ 
06D6: disable_racing_checkpoint 205@ 
0164: disable_marker 139@ 
if 
  292@ == 1 
else_jump @QUARRY_5449 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_5449
if 
  250@ == 0 
else_jump @QUARRY_5509 
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_5509 
00BC: show_text_highpriority GXT 'QUAR_08' time 7000 flag 1  // ~s~Drive carefully up to the ~y~quarry entrance~s~.
250@ = 1 

:QUARRY_5509
if 
075C:   marker 139@ enabled 
else_jump @QUARRY_5694 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 223@ 224@ 225@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 223@ 224@ 225@ radius 12.0 12.0 12.0 
else_jump @QUARRY_5694 
0164: disable_marker 139@ 
246@ = 0 
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 
0087: 83@ = 221@ // (float) 
83@ -= 5.0 
06D5: 205@ = create_racing_checkpoint_at 220@ 83@ 222@ point_to 0.0 0.0 0.0 type 2 radius 5.0 
00BC: show_text_highpriority GXT 'QUAR_09' time 5000 flag 1  // ~s~Dump the body and the bike in the ~y~water~s~.

:QUARRY_5694
if 
  243@ == 0 
else_jump @QUARRY_5786 
if 
01AF:   car 96@ sphere 0 in_sphere 220@ 221@ 222@ radius 50.0 30.0 10.0 
else_jump @QUARRY_5779 
243@ = 1 
03E5: show_text_box 'QUAR_H4'  // Don't let the Dumper Truck follow the bike and the body into the water.
jump @QUARRY_5786 

:QUARRY_5779
243@ = 0 

:QUARRY_5786
if 
  243@ == 1 
else_jump @QUARRY_5909 
098D: get_car 96@ extra_parts_angle 83@ 
if 
  83@ > 0.05 
else_jump @QUARRY_5909 
if 
0686:   car 97@ attached 
else_jump @QUARRY_5871 
0684: detach_car 97@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5871
if 
0685:   object 100@ attached 
else_jump @QUARRY_5909 
0682: detach_object 100@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5909
if 
  288@ == 0 
else_jump @QUARRY_5950 
if 
02BF:   car 97@ sunk 
else_jump @QUARRY_5950 
288@ = 1 

:QUARRY_5950
if 
  289@ == 0 
else_jump @QUARRY_5991 
if 
04E7:   object 100@ in_water 
else_jump @QUARRY_5991 
289@ = 1 

:QUARRY_5991
if 
  244@ == 0 
else_jump @QUARRY_6057 
if and
  288@ == 1 
  289@ == 1 
else_jump @QUARRY_6057 
244@ = 1 
0085: 180@ = 54@ // (int) 
180@ += 2000 

:QUARRY_6057
if 
8685:   not object 101@ attached 
else_jump @QUARRY_6111 
0681: attach_object 101@ to_car 96@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_6111
if 
8686:   not car 97@ attached 
else_jump @QUARRY_6221 
01BB: store_object 101@ position_to 67@ 68@ 69@ 
if 
01B0:   car 97@ sphere 0 in_sphere 67@ 68@ 69@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_6221 
0683: attach_car 97@ to_car 96@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_6221
if 
  43@ == 99 
else_jump @QUARRY_6246 
gosub @QUARRY_21056 

:QUARRY_6246
return 

:QUARRY_6248
if 
0119:   car 95@ wrecked 
else_jump @QUARRY_6280 
45@ = 1 
53@ = 1 
return 

:QUARRY_6280
if 
  43@ == 0 
else_jump @QUARRY_6458 
207@ = 0 
56@ = 0 

:QUARRY_6312
252@(56@,7i) = 0 
293@(56@,7i) = 0 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_6312 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_11' time 10000 flag 1  // ~s~Use the ~b~bulldozer~s~ to clear the paths before the next delivery arrives.
58@ = 1 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D2' // global_variable  // Delivery
0085: 214@ = 54@ // (int) 
251@ = 0 
43@ += 1 

:QUARRY_6458
if 
  0 >= $9539 
else_jump @QUARRY_6492 
45@ = 1 
53@ = 5 
return 

:QUARRY_6492
if 
  43@ == 1 
else_jump @QUARRY_6535 
if 
  207@ == 7 
else_jump @QUARRY_6535 
43@ = 99 

:QUARRY_6535
if 
075C:   marker 133@ enabled 
else_jump @QUARRY_6659 
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_6652 
0164: disable_marker 133@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
56@ = 0 

:QUARRY_6593
if 
  252@(56@,7i) == 0 
else_jump @QUARRY_6631 
0188: 141@(56@,7i) = create_marker_above_object 102@(56@,7i) 

:QUARRY_6631
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_6593 

:QUARRY_6652
jump @QUARRY_8895 

:QUARRY_6659
if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_6753 
56@ = 0 

:QUARRY_6685
0164: disable_marker 141@(56@,7i) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_6685 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.
jump @QUARRY_8895 

:QUARRY_6753
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
56@ = 0 

:QUARRY_6774
88@ = 0 
if 
  252@(56@,7i) == 0 
else_jump @QUARRY_8874 
0871: init_jump_table 56@ total_jumps 7 default_jump 1 @QUARRY_8658 jumps 0 @QUARRY_6866 1 @QUARRY_7122 2 @QUARRY_7378 3 @QUARRY_7634 4 @QUARRY_7890 5 @QUARRY_8146 6 @QUARRY_8402 

:QUARRY_6866
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  30.0 > 86@ 
else_jump @QUARRY_7073 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_7007 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_7007
if 
04E6:   object 102@(56@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 flag 0 
else_jump @QUARRY_7066 
88@ = 1 

:QUARRY_7066
jump @QUARRY_7115 

:QUARRY_7073
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_7115 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_7115
jump @QUARRY_8676 

:QUARRY_7122
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  50.0 > 86@ 
else_jump @QUARRY_7329 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_7263 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_7263
if 
04E6:   object 102@(56@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 flag 0 
else_jump @QUARRY_7322 
88@ = 1 

:QUARRY_7322
jump @QUARRY_7371 

:QUARRY_7329
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_7371 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_7371
jump @QUARRY_8676 

:QUARRY_7378
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  30.0 > 86@ 
else_jump @QUARRY_7585 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_7519 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_7519
if 
04E6:   object 102@(56@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 flag 0 
else_jump @QUARRY_7578 
88@ = 1 

:QUARRY_7578
jump @QUARRY_7627 

:QUARRY_7585
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_7627 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_7627
jump @QUARRY_8676 

:QUARRY_7634
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  30.0 > 86@ 
else_jump @QUARRY_7841 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_7775 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_7775
if 
04E6:   object 102@(56@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 flag 0 
else_jump @QUARRY_7834 
88@ = 1 

:QUARRY_7834
jump @QUARRY_7883 

:QUARRY_7841
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_7883 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_7883
jump @QUARRY_8676 

:QUARRY_7890
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  30.0 > 86@ 
else_jump @QUARRY_8097 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_8031 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_8031
if 
04E6:   object 102@(56@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 flag 0 
else_jump @QUARRY_8090 
88@ = 1 

:QUARRY_8090
jump @QUARRY_8139 

:QUARRY_8097
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_8139 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_8139
jump @QUARRY_8676 

:QUARRY_8146
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  30.0 > 86@ 
else_jump @QUARRY_8353 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_8287 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_8287
if 
04E6:   object 102@(56@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 flag 0 
else_jump @QUARRY_8346 
88@ = 1 

:QUARRY_8346
jump @QUARRY_8395 

:QUARRY_8353
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_8395 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_8395
jump @QUARRY_8676 

:QUARRY_8402
01BB: store_object 102@(56@,7i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  50.0 > 86@ 
else_jump @QUARRY_8609 
if 
  293@(56@,7i) == 0 
else_jump @QUARRY_8543 
06D5: 198@(56@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 point_to 0.0 0.0 0.0 type 2 radius 5.0 
293@(56@,7i) = 1 

:QUARRY_8543
if 
04E6:   object 102@(56@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 flag 0 
else_jump @QUARRY_8602 
88@ = 1 

:QUARRY_8602
jump @QUARRY_8651 

:QUARRY_8609
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_8651 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_8651
jump @QUARRY_8676 

:QUARRY_8658
0662: printstring "TOO_MANY_ROCKS" 

:QUARRY_8676
if 
  88@ == 1 
else_jump @QUARRY_8874 
0164: disable_marker 141@(56@,7i) 
0108: destroy_object 102@(56@,7i) 
if 
  293@(56@,7i) == 1 
else_jump @QUARRY_8754 
06D6: disable_racing_checkpoint 198@(56@,7i) 
293@(56@,7i) = 0 

:QUARRY_8754
252@(56@,7i) = 1 
207@ += 1 
58@ = 7 
0062: 58@ -= 207@ // (int) 
if 
   not 58@ == 0 
else_jump @QUARRY_8874 
if 
  207@ == 1 
else_jump @QUARRY_8852 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_14' numbers 207@ 58@ time 5000 flag 1  // ~s~~1~ rock cleared. ~1~ to go.
jump @QUARRY_8874 

:QUARRY_8852
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 207@ 58@ time 5000 flag 1  // ~s~~1~ rocks cleared. ~1~ to go.

:QUARRY_8874
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_6774 

:QUARRY_8895
if 
  251@ == 0 
else_jump @QUARRY_8955 
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_8955 
00BC: show_text_highpriority GXT 'QUAR_12' time 7000 flag 1  // ~s~Clear a path by pushing the ~g~rocks~s~ over the edge into the markers.
251@ = 1 

:QUARRY_8955
if 
  43@ == 99 
else_jump @QUARRY_8980 
gosub @QUARRY_21056 

:QUARRY_8980
return 

:QUARRY_8982
if 
0119:   car 95@ wrecked 
else_jump @QUARRY_9014 
45@ = 1 
53@ = 1 
return 

:QUARRY_9014
if 
  43@ == 0 
else_jump @QUARRY_9238 
212@ = 0 
56@ = 0 

:QUARRY_9046
261@(56@,4i) = 0 
265@(56@,4i) = 0 
186@(56@,4i) = 0 
56@ += 1 
  56@ >= 4 
else_jump @QUARRY_9046 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_15' time 10000 flag 1  // ~s~Bombs have been planted by a rival organization. Use the ~b~bulldozer~s~ to push the bombs to safe area markers.
008A: $9539 = 182@ // (int) 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D3' // global_variable  // Explode
0085: 214@ = 54@ // (int) 
56@ = 0 

:QUARRY_9170
005A: 182@(56@,4i) += 54@ // (int) 
56@ += 1 
  56@ >= 4 
else_jump @QUARRY_9170 
259@ = 0 
260@ = 0 
269@ = 0 
251@ = 0 
43@ += 1 

:QUARRY_9238
if 
  43@ == 1 
else_jump @QUARRY_9404 
if 
  260@ == 1 
else_jump @QUARRY_9404 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
58@ = 4 
58@ -= 1 
01BB: store_object 109@(58@,10i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  86@ > 20.0 
else_jump @QUARRY_9404 
020C: create_explosion_with_radius 7 at 70@ 71@ 72@ 
0108: destroy_object 109@(58@,10i) 
261@(58@,4i) = 1 
43@ = 99 

:QUARRY_9404
if 
075C:   marker 133@ enabled 
else_jump @QUARRY_9462 
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_9455 
0164: disable_marker 133@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9455
jump @QUARRY_9529 

:QUARRY_9462
if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_9529 
0164: disable_marker 148@ 
0164: disable_marker 136@ 
259@ = 0 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9529
if 
  260@ == 0 
else_jump @QUARRY_10783 
88@ = 0 
0871: init_jump_table 212@ total_jumps 4 default_jump 1 @QUARRY_10044 jumps 0 @QUARRY_9617 1 @QUARRY_9683 2 @QUARRY_9912 3 @QUARRY_9978 -1 @QUARRY_10063 -1 @QUARRY_10063 -1 @QUARRY_10063 

:QUARRY_9617
if 
04E6:   object 109@(212@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9676 
88@ = 1 

:QUARRY_9676
jump @QUARRY_10063 

:QUARRY_9683
if 
  269@ == 0 
else_jump @QUARRY_9846 
if 
04E6:   object 109@(212@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9760 
88@ = 1 

:QUARRY_9760
01BB: store_object 109@(212@,10i) position_to 67@ 68@ 69@ 
if 
  -23.6787 > 69@ 
else_jump @QUARRY_9839 
269@ = 1 
0164: disable_marker 148@ 
0164: disable_marker 136@ 
259@ = 0 
00BC: show_text_highpriority GXT 'QUAR_21' time 7000 flag 1  // ~s~Move the ~g~bomb~s~ to the alternative ~y~safe area~s~.

:QUARRY_9839
jump @QUARRY_9905 

:QUARRY_9846
if 
04E6:   object 109@(212@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9905 
88@ = 1 

:QUARRY_9905
jump @QUARRY_10063 

:QUARRY_9912
if 
04E6:   object 109@(212@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9971 
88@ = 1 

:QUARRY_9971
jump @QUARRY_10063 

:QUARRY_9978
if 
04E6:   object 109@(212@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_10037 
88@ = 1 

:QUARRY_10037
jump @QUARRY_10063 

:QUARRY_10044
0662: printstring "UNKNOWN_BOMB_ID" 

:QUARRY_10063
if 
  88@ == 1 
else_jump @QUARRY_10218 
0164: disable_marker 148@ 
0164: disable_marker 136@ 
259@ = 0 
269@ = 0 
0550: keep_object 109@(212@,10i) in_memory 1 
0382: set_object 109@(212@,10i) collision_detection 0 
0085: 58@ = 212@ // (int) 
58@ += 1 
if 
  58@ == 4 
else_jump @QUARRY_10211 
0085: 59@ = 54@ // (int) 
59@ += 15000 
if 
001D:   182@(212@,4i) > 59@ // (int) 
else_jump @QUARRY_10211 
0085: 182@(212@,4i) = 59@ // (int) 

:QUARRY_10211
212@ += 1 

:QUARRY_10218
if 
  212@ == 4 
else_jump @QUARRY_10243 
260@ = 1 

:QUARRY_10243
if 
  88@ == 1 
else_jump @QUARRY_10320 
014F: stop_timer $9539 
if 
  260@ == 0 
else_jump @QUARRY_10320 
008A: $9539 = 182@(212@,4i) // (int) 
0066: $9539 -= 54@ // (int) 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D3' // global_variable  // Explode

:QUARRY_10320
if 
  88@ == 1 
else_jump @QUARRY_10518 
if 
  260@ == 1 
else_jump @QUARRY_10379 
00BC: show_text_highpriority GXT 'QUAR_20' time 7000 flag 1  // ~s~Move out of the bomb's blast radius.
jump @QUARRY_10518 

:QUARRY_10379
0871: init_jump_table 212@ total_jumps 4 default_jump 0 @QUARRY_10518 jumps 0 @QUARRY_10442 1 @QUARRY_10449 2 @QUARRY_10472 3 @QUARRY_10495 -1 @QUARRY_10518 -1 @QUARRY_10518 -1 @QUARRY_10518 

:QUARRY_10442
jump @QUARRY_10518 

:QUARRY_10449
00BC: show_text_highpriority GXT 'QUAR_17' time 7000 flag 1  // ~s~There's a ~g~bomb~s~ beside the crane. Make it ~y~safe~s~.
jump @QUARRY_10518 

:QUARRY_10472
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~The next ~g~bomb~s~ is at the grinder. Push it to the ~y~safe area~s~.
jump @QUARRY_10518 

:QUARRY_10495
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~The last ~g~bomb~s~ is between the crushers. Move it to ~y~safety~s~.
jump @QUARRY_10518 

:QUARRY_10518
if and
  259@ == 0 
  260@ == 0 
875C:   not marker 133@ enabled 
else_jump @QUARRY_10783 
0188: 148@ = create_marker_above_object 109@(212@,10i) 
259@ = 1 
0871: init_jump_table 212@ total_jumps 4 default_jump 0 @QUARRY_10783 jumps 0 @QUARRY_10630 1 @QUARRY_10657 2 @QUARRY_10729 3 @QUARRY_10756 -1 @QUARRY_10783 -1 @QUARRY_10783 -1 @QUARRY_10783 

:QUARRY_10630
018A: 136@ = create_checkpoint_at 830.4274 889.852 12.3516 
jump @QUARRY_10783 

:QUARRY_10657
if 
  269@ == 0 
else_jump @QUARRY_10702 
018A: 136@ = create_checkpoint_at 678.5786 981.4282 -13.749 
jump @QUARRY_10722 

:QUARRY_10702
018A: 136@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_10722
jump @QUARRY_10783 

:QUARRY_10729
018A: 136@ = create_checkpoint_at 648.9208 916.257 -42.2287 
jump @QUARRY_10783 

:QUARRY_10756
018A: 136@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
jump @QUARRY_10783 

:QUARRY_10783
56@ = 0 
0085: 58@ = 212@ // (int) 
if 
  260@ == 1 
else_jump @QUARRY_10823 
58@ -= 1 

:QUARRY_10823
if 
002D:   58@ >= 56@ // (int) 
else_jump @QUARRY_11356 
if 
  261@(56@,4i) == 0 
else_jump @QUARRY_11261 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
00AA: store_car 95@ position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
00A0: store_actor $PLAYER_ACTOR position_to 73@ 74@ 75@ 
050A: 87@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 73@ 74@ 75@ 
if 
803B:   not  56@ == 212@ // (int) 
else_jump @QUARRY_11029 
if and
  86@ > 21.0 
  87@ > 21.0 
else_jump @QUARRY_11029 
0085: 182@(56@,4i) = 54@ // (int) 
182@(56@,4i) -= 1 

:QUARRY_11029
if 
001D:   54@ > 182@(56@,4i) // (int) 
else_jump @QUARRY_11254 
020C: create_explosion_with_radius 10 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 
261@(56@,4i) = 1 
265@(56@,4i) = 0 
0085: 186@(56@,4i) = 54@ // (int) 
186@(56@,4i) += 2000 
0087: 226@(56@,4f) = 67@ // (float) 
0087: 230@(56@,4f) = 68@ // (float) 
0087: 234@(56@,4f) = 69@ // (float) 
if 
  20.0 > 86@ 
else_jump @QUARRY_11182 
020B: explode_car 95@ 

:QUARRY_11182
if 
  20.0 > 87@ 
else_jump @QUARRY_11219 
45@ = 1 
53@ = 7 
return 

:QUARRY_11219
if 
003B:   56@ == 212@ // (int) 
else_jump @QUARRY_11254 
45@ = 1 
53@ = 6 
return 

:QUARRY_11254
jump @QUARRY_11342 

:QUARRY_11261
if 
  265@(56@,4i) == 0 
else_jump @QUARRY_11342 
if 
001D:   54@ > 186@(56@,4i) // (int) 
else_jump @QUARRY_11342 
020C: create_explosion_with_radius 9 at 226@(56@,4f) 230@(56@,4f) 234@(56@,4f) 
265@(56@,4i) = 1 

:QUARRY_11342
56@ += 1 
jump @QUARRY_10823 

:QUARRY_11356
if 
  251@ == 0 
else_jump @QUARRY_11416 
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_11416 
00BC: show_text_highpriority GXT 'QUAR_16' time 7000 flag 1  // ~s~The first ~g~bomb~s~ is behind the site office. Push it to ~y~safety~s~.
251@ = 1 

:QUARRY_11416
if 
  43@ == 99 
else_jump @QUARRY_11441 
gosub @QUARRY_21056 

:QUARRY_11441
return 

:QUARRY_11443
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_11475 
45@ = 1 
53@ = 2 
return 

:QUARRY_11475
if 
  43@ == 0 
else_jump @QUARRY_11603 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
gosub @QUARRY_19810 
00BC: show_text_highpriority GXT 'QUAR_22' time 10000 flag 1  // ~s~The bombers have been caught. Their bodies are loaded on a ~b~dumper~s~ at the quarry's ~y~other entrance~s~. Dump them before the cops come snooping.
243@ = 0 
58@ = 4 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 214@ = 54@ // (int) 
43@ += 1 

:QUARRY_11603
if 
  0 >= $9539 
else_jump @QUARRY_11637 
45@ = 1 
53@ = 4 
return 

:QUARRY_11637
if 
  43@ == 1 
else_jump @QUARRY_11697 
if 
  243@ == 1 
else_jump @QUARRY_11697 
0164: disable_marker 140@ 
247@ = 0 
0164: disable_marker 134@ 
43@ = 99 

:QUARRY_11697
if 
  243@ == 0 
else_jump @QUARRY_11741 
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_11741 
243@ = 1 

:QUARRY_11741
if 
  247@ == 1 
else_jump @QUARRY_11844 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 223@ 224@ 225@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 223@ 224@ 225@ radius 15.0 10.0 4.0 
else_jump @QUARRY_11844 
0164: disable_marker 140@ 
247@ = 0 

:QUARRY_11844
if 
  43@ == 99 
else_jump @QUARRY_11869 
gosub @QUARRY_21056 

:QUARRY_11869
return 

:QUARRY_11871
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_11903 
45@ = 1 
53@ = 2 
return 

:QUARRY_11903
if 
  43@ == 0 
else_jump @QUARRY_12469 
220@ = 469.377 
221@ = 877.2751 
222@ = -29.0362 
gosub @QUARRY_19757 
56@ = 0 

:QUARRY_11965
0209: 58@ = random_int_in_ranges 2 4 
0208: 67@ = random_float_in_ranges -2.0 2.0 
0208: 68@ = random_float_in_ranges -3.0 3.0 
005B: 67@ += 220@ // (float) 
005B: 68@ += 221@ // (float) 
02CE: 69@ = ground_z_at 67@ 68@ -20.0 
02CF: 161@(56@,18i) = create_fire_at 67@ 68@ 69@ propagation 0 size 58@ 
56@ += 1 
  56@ >= 15 
else_jump @QUARRY_11965 
56@ = 0 

:QUARRY_12087
0209: 58@ = random_int_in_ranges 0 4 
0208: 67@ = random_float_in_ranges -1.3 1.3 
0208: 68@ = random_float_in_ranges -1.8 1.8 
005B: 67@ += 220@ // (float) 
005B: 68@ += 221@ // (float) 
02CE: 69@ = ground_z_at 67@ 68@ -20.0 
0871: init_jump_table 58@ total_jumps 4 default_jump 0 @QUARRY_12333 jumps 0 @QUARRY_12221 1 @QUARRY_12249 2 @QUARRY_12277 3 @QUARRY_12305 -1 @QUARRY_12333 -1 @QUARRY_12333 -1 @QUARRY_12333 

:QUARRY_12221
0107: 122@(58@,7i) = create_object #CM_BOX at 67@ 68@ 69@ 
jump @QUARRY_12333 

:QUARRY_12249
0107: 122@(58@,7i) = create_object #BLACKBAG2 at 67@ 68@ 69@ 
jump @QUARRY_12333 

:QUARRY_12277
0107: 122@(58@,7i) = create_object #DYN_WOODPILE at 67@ 68@ 69@ 
jump @QUARRY_12333 

:QUARRY_12305
0107: 122@(58@,7i) = create_object #DYN_WOODPILE2 at 67@ 68@ 69@ 
jump @QUARRY_12333 

:QUARRY_12333
0208: 83@ = random_float_in_ranges 0.0 359.0 
0208: 84@ = random_float_in_ranges 0.0 359.0 
0208: 85@ = random_float_in_ranges 0.0 359.0 
0453: set_object 122@(58@,7i) XYZ_rotation 83@ 84@ 85@ 
0654: make_object 122@(58@,7i) fireproof 1 
0382: set_object 122@(58@,7i) collision_detection 0 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_12087 
00BC: show_text_highpriority GXT 'QUAR_23' time 7000 flag 1  // ~s~Take the bodies to the quarry ~y~main entrance~s~.
271@ = 0 
43@ += 1 

:QUARRY_12469
if 
  244@ == 0 
else_jump @QUARRY_12802 
58@ = 0 
56@ = 0 

:QUARRY_12501
if 
8685:   not object 119@(56@,3i) attached 
else_jump @QUARRY_12756 
01BB: store_object 119@(56@,3i) position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  0.5 > 84@ 
else_jump @QUARRY_12756 
if 
04E6:   object 119@(56@,3i) near_point 220@ 221@ 222@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_12740 
59@ = 15 
005A: 59@ += 56@ // (int) 
if 
8973:   not fire 161@(59@,18i) exists 
else_jump @QUARRY_12726 
02CF: 161@(59@,18i) = create_fire_at 67@ 68@ 69@ propagation 0 size 3 
0654: make_object 119@(56@,3i) fireproof 1 
0550: keep_object 119@(56@,3i) in_memory 1 
0382: set_object 119@(56@,3i) collision_detection 0 

:QUARRY_12726
58@ += 1 
jump @QUARRY_12756 

:QUARRY_12740
45@ = 1 
53@ = 8 
return 

:QUARRY_12756
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_12501 
if 
  58@ == 3 
else_jump @QUARRY_12802 
244@ = 1 

:QUARRY_12802
if 
  0 >= $9539 
else_jump @QUARRY_12836 
45@ = 1 
53@ = 4 
return 

:QUARRY_12836
if 
  43@ == 1 
else_jump @QUARRY_12879 
if 
  244@ == 1 
else_jump @QUARRY_12879 
43@ = 99 

:QUARRY_12879
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_12990 
if 
075C:   marker 134@ enabled 
else_jump @QUARRY_12983 
0164: disable_marker 134@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
if 
  246@ == 1 
else_jump @QUARRY_12969 
018A: 136@ = create_checkpoint_at 223@ 224@ 225@ 
jump @QUARRY_12983 

:QUARRY_12969
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 

:QUARRY_12983
jump @QUARRY_13042 

:QUARRY_12990
if 
875C:   not marker 134@ enabled 
else_jump @QUARRY_13042 
0164: disable_marker 136@ 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_13042
if 
  244@ == 0 
else_jump @QUARRY_13195 
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_13195 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 220@ 221@ 222@ radius 25.0 25.0 20.0 sphere 0 in_car 
else_jump @QUARRY_13159 
0100:   actor $PLAYER_ACTOR in_sphere 220@ 221@ 222@ radius 4.0 4.0 4.0 sphere 1 in_car 
jump @QUARRY_13195 

:QUARRY_13159
if 
  270@ == 0 
else_jump @QUARRY_13195 
0512: show_permanent_text_box 'QUAR_H1'  // Press and hold ~m~~widget_auto_hydraulics~ to raise and lower the Dumper's loader.
270@ = 1 

:QUARRY_13195
if 
  271@ == 0 
else_jump @QUARRY_13323 
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_13323 
if 
0100:   actor $PLAYER_ACTOR in_sphere 223@ 224@ 225@ radius 12.0 12.0 12.0 sphere 1 in_car 
else_jump @QUARRY_13323 
00BC: show_text_highpriority GXT 'QUAR_24' time 7000 flag 1  // ~s~Follow the tracks down to the quarry floor and burn the bodies in the ~y~fire~s~.
271@ = 1 
0164: disable_marker 139@ 
246@ = 0 
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 

:QUARRY_13323
if 
  43@ == 99 
else_jump @QUARRY_13348 
gosub @QUARRY_21056 

:QUARRY_13348
return 

:QUARRY_13350
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_13382 
45@ = 1 
53@ = 2 
return 

:QUARRY_13382
if 
  43@ == 0 
else_jump @QUARRY_13598 
220@ = -59.3126 
221@ = 2502.254 
222@ = 15.4766 
0227: 213@ = car 96@ health 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
58@ = 5 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 214@ = 54@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~The ~b~dumper~s~ is loaded with explosives and needs to be driven gently. Deliver the explosives to the ~y~desert airstrip~s~.
244@ = 0 
272@ = 0 
56@ = 0 

:QUARRY_13548
304@(56@,6i) = 0 
192@(56@,6i) = 0 
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_13548 
43@ += 1 

:QUARRY_13598
if 
  244@ == 0 
else_jump @QUARRY_13970 
88@ = 0 
58@ = 0 
56@ = 0 

:QUARRY_13637
if 
8685:   not object 109@(56@,10i) attached 
else_jump @QUARRY_13815 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
02CE: 83@ = ground_z_at 67@ 68@ 69@ 
0087: 84@ = 69@ // (float) 
0063: 84@ -= 83@ // (float) 
if 
  1.0 > 84@ 
else_jump @QUARRY_13815 
if 
04E6:   object 109@(56@,10i) near_point 220@ 221@ 222@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_13786 
58@ += 1 
jump @QUARRY_13815 

:QUARRY_13786
020C: create_explosion_with_radius 2 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 
88@ = 1 

:QUARRY_13815
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_13637 
if 
  88@ == 1 
else_jump @QUARRY_13945 
56@ = 0 

:QUARRY_13861
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_13903 
020C: create_explosion_with_radius 2 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 

:QUARRY_13903
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_13861 
020B: explode_car 96@ 
45@ = 1 
53@ = 9 
return 

:QUARRY_13945
if 
  58@ == 6 
else_jump @QUARRY_13970 
244@ = 1 

:QUARRY_13970
if 
  244@ == 0 
else_jump @QUARRY_14147 
0227: 58@ = car 96@ health 
0085: 59@ = 213@ // (int) 
0062: 59@ -= 58@ // (int) 
if 
  59@ > 10 
else_jump @QUARRY_14139 
56@ = 0 

:QUARRY_14037
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_14097 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
020C: create_explosion_with_radius 2 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 

:QUARRY_14097
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_14037 
020B: explode_car 96@ 
45@ = 1 
53@ = 9 
return 

:QUARRY_14139
0085: 213@ = 58@ // (int) 

:QUARRY_14147
if 
  0 >= $9539 
else_jump @QUARRY_14181 
45@ = 1 
53@ = 10 
return 

:QUARRY_14181
if 
  43@ == 1 
else_jump @QUARRY_14224 
if 
  244@ == 1 
else_jump @QUARRY_14224 
43@ = 99 

:QUARRY_14224
56@ = 0 

:QUARRY_14231
if 
03CA:   object 130@(56@,3i) exists 
else_jump @QUARRY_14481 
if 
8685:   not object 130@(56@,3i) attached 
else_jump @QUARRY_14481 
0871: init_jump_table 56@ total_jumps 3 default_jump 0 @QUARRY_14481 jumps 0 @QUARRY_14334 1 @QUARRY_14383 2 @QUARRY_14432 -1 @QUARRY_14481 -1 @QUARRY_14481 -1 @QUARRY_14481 -1 @QUARRY_14481 

:QUARRY_14334
0681: attach_object 130@(56@,3i) to_car 96@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14481 

:QUARRY_14383
0681: attach_object 130@(56@,3i) to_car 96@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14481 

:QUARRY_14432
0681: attach_object 130@(56@,3i) to_car 96@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14481 

:QUARRY_14481
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_14231 
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_14574 
if 
875C:   not marker 136@ enabled 
else_jump @QUARRY_14567 
0164: disable_marker 134@ 
018A: 136@ = create_checkpoint_at 220@ 221@ 222@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14567
jump @QUARRY_14626 

:QUARRY_14574
if 
875C:   not marker 134@ enabled 
else_jump @QUARRY_14626 
0164: disable_marker 136@ 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14626
if 
075C:   marker 136@ enabled 
else_jump @QUARRY_14673 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 8.0 8.0 4.0 

:QUARRY_14673
if 
  272@ == 0 
else_jump @QUARRY_14756 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 220@ 221@ 222@ radius 24.0 30.0 8.0 
else_jump @QUARRY_14756 
00BC: show_text_highpriority GXT 'QUAR_26' time 7000 flag 1  // ~s~Drop the barrels. The soft sand will prevent an explosion.
272@ = 1 

:QUARRY_14756
if 
01AF:   car 96@ sphere 0 in_sphere 220@ 221@ 222@ radius 10.0 10.0 5.0 
else_jump @QUARRY_14921 
098D: get_car 96@ extra_parts_angle 83@ 
if 
  83@ > 0.05 
else_jump @QUARRY_14921 
56@ = 0 

:QUARRY_14834
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_14900 
if 
0685:   object 109@(56@,10i) attached 
else_jump @QUARRY_14900 
0682: detach_object 109@(56@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_14900
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_14834 

:QUARRY_14921
88@ = 0 
56@ = 0 

:QUARRY_14935
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_14993 
071E: get_object 109@(56@,10i) health_to 58@ 
if 
  950 >= 58@ 
else_jump @QUARRY_14993 
88@ = 1 

:QUARRY_14993
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_14935 
if 
  88@ == 1 
else_jump @QUARRY_15141 
56@ = 0 

:QUARRY_15039
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_15099 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
020C: create_explosion_with_radius 2 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 

:QUARRY_15099
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_15039 
020B: explode_car 96@ 
45@ = 1 
53@ = 9 
return 

:QUARRY_15141
if 
01AF:   car 96@ sphere 0 in_sphere 220@ 221@ 222@ radius 10.0 10.0 5.0 
else_jump @QUARRY_15652 
098D: get_car 96@ extra_parts_angle 83@ 
if 
  83@ > 0.25 
else_jump @QUARRY_15652 
56@ = 0 

:QUARRY_15219
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_15631 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
88@ = 0 
58@ = 0 

:QUARRY_15271
if 
  3 > 58@ 
else_jump @QUARRY_15399 
if and
  88@ == 0 
03CA:   object 130@(58@,3i) exists 
else_jump @QUARRY_15385 
01BB: store_object 130@(58@,3i) position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  0.75 > 86@ 
else_jump @QUARRY_15385 
88@ = 1 

:QUARRY_15385
58@ += 1 
jump @QUARRY_15271 

:QUARRY_15399
if 
  88@ == 1 
else_jump @QUARRY_15609 
if 
  304@(56@,6i) == 0 
else_jump @QUARRY_15481 
304@(56@,6i) = 1 
0085: 192@(56@,6i) = 54@ // (int) 
192@(56@,6i) += 5000 
jump @QUARRY_15602 

:QUARRY_15481
if 
001D:   54@ > 192@(56@,6i) // (int) 
else_jump @QUARRY_15602 
0085: 192@(56@,6i) = 54@ // (int) 
192@(56@,6i) += 5000 
if 
0685:   object 109@(56@,10i) attached 
else_jump @QUARRY_15574 
0682: detach_object 109@(56@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_15574
69@ += 1.2 
01BC: put_object 109@(56@,10i) at 67@ 68@ 69@ 

:QUARRY_15602
jump @QUARRY_15631 

:QUARRY_15609
304@(56@,6i) = 0 
192@(56@,6i) = 0 

:QUARRY_15631
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_15219 

:QUARRY_15652
if 
  43@ == 99 
else_jump @QUARRY_15687 
0164: disable_marker 136@ 
0164: disable_marker 134@ 
gosub @QUARRY_21056 

:QUARRY_15687
return 

:QUARRY_15689
if 
0119:   car 95@ wrecked 
else_jump @QUARRY_15721 
45@ = 1 
53@ = 1 
return 

:QUARRY_15721
if 
0119:   car 98@ wrecked 
else_jump @QUARRY_15753 
45@ = 1 
53@ = 12 
return 

:QUARRY_15753
if 
  43@ == 0 
else_jump @QUARRY_15962 
273@ = 0 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
58@ = 6 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D5' // global_variable  // Train
0085: 214@ = 54@ // (int) 
008B: 190@ = $9541(58@,7i) // (int) 
190@ -= 15 
190@ *= 1000 
005A: 190@ += 54@ // (int) 
274@ = 0 
275@ = 0 
56@ = 0 

:QUARRY_15907
276@(56@,10i) = 1 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_15907 
00BC: show_text_highpriority GXT 'QUAR_28' time 10000 flag 1  // ~s~A dumper has spilled it's load of explosives all along the train tracks. Use the ~b~bulldozer~s~ to clear them before the next train passes.
43@ += 1 

:QUARRY_15962
if 
  274@ == 1 
else_jump @QUARRY_16213 
01BB: store_object 129@ position_to 70@ 71@ 72@ 
56@ = 0 

:QUARRY_16001
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_16172 
if 
  276@(56@,10i) == 1 
else_jump @QUARRY_16172 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  2.0 > 86@ 
else_jump @QUARRY_16172 
020C: create_explosion_with_radius 7 at 67@ 68@ 69@ 
0108: destroy_object 109@(56@,10i) 
if 
8119:   not car 98@ wrecked 
else_jump @QUARRY_16172 
020B: explode_car 98@ 
06DD: set_train 98@ speed 0.0 
45@ = 1 
53@ = 11 

:QUARRY_16172
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_16001 
if 
  45@ == 1 
else_jump @QUARRY_16213 
return 

:QUARRY_16213
if 
  43@ == 1 
else_jump @QUARRY_16256 
if 
  275@ == 1 
else_jump @QUARRY_16256 
43@ = 99 

:QUARRY_16256
if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
else_jump @QUARRY_16323 
if 
  273@ == 0 
else_jump @QUARRY_16316 
273@ = 1 
0164: disable_marker 133@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16316
jump @QUARRY_16432 

:QUARRY_16323
if 
  273@ == 1 
else_jump @QUARRY_16385 
56@ = 0 

:QUARRY_16348
0164: disable_marker 150@(56@,10i) 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_16348 
273@ = 0 

:QUARRY_16385
if 
875C:   not marker 133@ enabled 
else_jump @QUARRY_16432 
0186: 133@ = create_marker_above_car 95@ 
07E0: set_marker 133@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16432
if 
  274@ == 0 
else_jump @QUARRY_16527 
if 
  15000 >= $9539 
else_jump @QUARRY_16527 
06DC: set_train 98@ acc 56.0 
06DD: set_train 98@ speed 56.0 
0186: 149@ = create_marker_above_car 98@ 
07E0: set_marker 149@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
274@ = 1 

:QUARRY_16527
if 
  274@ == 0 
else_jump @QUARRY_16656 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 727.6937 2412.204 17.6685 cornerB 872.5978 2714.917 21.0511 
else_jump @QUARRY_16656 
06DC: set_train 98@ acc 56.0 
06DD: set_train 98@ speed 56.0 
0186: 149@ = create_marker_above_car 98@ 
07E0: set_marker 149@ type_to 1 
014F: stop_timer $9539 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
274@ = 1 

:QUARRY_16656
if and
  274@ == 1 
  275@ == 0 
else_jump @QUARRY_16736 
if 
01AF:   car 98@ sphere 0 in_sphere 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
else_jump @QUARRY_16736 
275@ = 1 

:QUARRY_16736
if 
  273@ == 1 
else_jump @QUARRY_16945 
56@ = 0 

:QUARRY_16761
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_16924 
01BB: store_object 109@(56@,10i) position_to 67@ 68@ 69@ 
if and
  67@ > 739.0 
  747.0 > 67@ 
else_jump @QUARRY_16884 
276@(56@,10i) = 1 
if 
875C:   not marker 150@(56@,10i) enabled 
else_jump @QUARRY_16877 
0188: 150@(56@,10i) = create_marker_above_object 109@(56@,10i) 

:QUARRY_16877
jump @QUARRY_16924 

:QUARRY_16884
276@(56@,10i) = 0 
if 
075C:   marker 150@(56@,10i) enabled 
else_jump @QUARRY_16924 
0164: disable_marker 150@(56@,10i) 

:QUARRY_16924
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_16761 

:QUARRY_16945
if 
  274@ == 0 
else_jump @QUARRY_17166 
58@ = 0 
56@ = 0 

:QUARRY_16977
if 
03CA:   object 109@(56@,10i) exists 
else_jump @QUARRY_17033 
if 
  276@(56@,10i) == 0 
else_jump @QUARRY_17026 
58@ += 1 

:QUARRY_17026
jump @QUARRY_17040 

:QUARRY_17033
58@ += 1 

:QUARRY_17040
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_16977 
if 
  58@ == 10 
else_jump @QUARRY_17166 
83@ = 56.0 
83@ *= 2.0 
06DC: set_train 98@ acc 83@ 
06DD: set_train 98@ speed 83@ 
0186: 149@ = create_marker_above_car 98@ 
07E0: set_marker 149@ type_to 1 
014F: stop_timer $9539 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0085: 215@ = 54@ // (int) 
274@ = 1 

:QUARRY_17166
if 
  43@ == 99 
else_jump @QUARRY_17191 
gosub @QUARRY_21056 

:QUARRY_17191
return 

:QUARRY_17193
if 
0119:   car 99@ wrecked 
else_jump @QUARRY_17216 
286@ = 1 

:QUARRY_17216
if 
0119:   car 96@ wrecked 
else_jump @QUARRY_17248 
45@ = 1 
53@ = 2 
return 

:QUARRY_17248
if 
  43@ == 0 
else_jump @QUARRY_17628 
00A8: set_car 99@ to_psycho_driver 
00AD: set_car 99@ max_speed_to 26.0 
00AE: set_car 99@ traffic_behaviour_to 2 
02AA: set_car 99@ immune_to_nonplayer 1 
0186: 160@ = create_marker_above_car 99@ 
020A: set_car 99@ door_status_to 3 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_32' time 10000 flag 1  // ~s~The bombers are escaping in a ~r~dumper~s~. Use this ~b~dumper~s~ to destroy it before they reach safety.
03C4: set_status_text $9540 type 1 GXT 'QUAR_D6' // global_variable  // Damage
58@ = 3 
58@ -= 1 
0084: $9539 = $9541(58@,7i) // (int) 
$9539 *= 1000 
03C3: set_timer_to $9539 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 214@ = 54@ // (int) 
01E8: create_forbidden_for_cars_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 
291@ = 1 
287@ = 0 
43@ += 1 

:QUARRY_17628
if 
8119:   not car 99@ wrecked 
else_jump @QUARRY_17851 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00AA: store_car 99@ position_to 70@ 71@ 72@ 
050A: 86@ = distance_between_XYZ 67@ 68@ 69@ and_XYZ 70@ 71@ 72@ 
if 
  86@ > 600.0 
else_jump @QUARRY_17732 
45@ = 1 
53@ = 13 
return 

:QUARRY_17732
if 
  287@ == 0 
else_jump @QUARRY_17794 
if 
  86@ > 500.0 
else_jump @QUARRY_17794 
00BC: show_text_highpriority GXT 'QUAR_33' time 7000 flag 1  // ~s~The ~r~bombers~s~ are getting too far away.
287@ = 1 

:QUARRY_17794
if 
  287@ == 1 
else_jump @QUARRY_17851 
if 
  400.0 > 86@ 
else_jump @QUARRY_17851 
03D5: remove_text 'QUAR_33'  // ~s~The ~r~bombers~s~ are getting too far away.
287@ = 0 

:QUARRY_17851
if 
  0 >= $9539 
else_jump @QUARRY_17885 
45@ = 1 
53@ = 14 
return 

:QUARRY_17885
if 
  43@ == 1 
else_jump @QUARRY_17944 
if 
  286@ == 1 
else_jump @QUARRY_17944 
0085: 180@ = 54@ // (int) 
180@ += 2000 
43@ += 1 

:QUARRY_17944
if 
  43@ == 2 
else_jump @QUARRY_17988 
if 
001D:   54@ > 180@ // (int) 
else_jump @QUARRY_17988 
43@ = 99 

:QUARRY_17988
if 
00DB:   actor $PLAYER_ACTOR in_car 96@ 
else_jump @QUARRY_18046 
if 
075C:   marker 134@ enabled 
else_jump @QUARRY_18039 
0164: disable_marker 134@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18039
jump @QUARRY_18093 

:QUARRY_18046
if 
875C:   not marker 134@ enabled 
else_jump @QUARRY_18093 
0186: 134@ = create_marker_above_car 96@ 
07E0: set_marker 134@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18093
if 
8119:   not car 99@ wrecked 
else_jump @QUARRY_18152 
0227: 58@ = car 99@ health 
if and
  58@ > 300 
  800 >= 58@ 
else_jump @QUARRY_18152 
0224: set_car 99@ health_to 300 

:QUARRY_18152
if 
8119:   not car 99@ wrecked 
else_jump @QUARRY_18427 
0227: 58@ = car 99@ health 
if 
  250 >= 58@ 
else_jump @QUARRY_18209 
$9540 = 0 
jump @QUARRY_18427 

:QUARRY_18209
if 
  58@ == 1000 
else_jump @QUARRY_18242 
$9540 = 100 
jump @QUARRY_18427 

:QUARRY_18242
if 
  58@ == 300 
else_jump @QUARRY_18275 
$9540 = 20 
jump @QUARRY_18427 

:QUARRY_18275
if 
  300 > 58@ 
else_jump @QUARRY_18346 
59@ = 300 
0062: 59@ -= 58@ // (int) 
$9540 = 50 
0066: $9540 -= 59@ // (int) 
$9540 *= 20 
$9540 /= 50 
jump @QUARRY_18427 

:QUARRY_18346
if 
  800 > 58@ 
else_jump @QUARRY_18373 
58@ = 800 

:QUARRY_18373
59@ = 1000 
0062: 59@ -= 58@ // (int) 
$9540 = 200 
0066: $9540 -= 59@ // (int) 
$9540 *= 80 
$9540 /= 200 
$9540 += 20 

:QUARRY_18427
if 
8119:   not car 99@ wrecked 
else_jump @QUARRY_18868 
56@ = 0 

:QUARRY_18450
if 
03CA:   object 102@(56@,7i) exists 
else_jump @QUARRY_18847 
if 
8685:   not object 102@(56@,7i) attached 
else_jump @QUARRY_18847 
0871: init_jump_table 56@ total_jumps 6 default_jump 0 @QUARRY_18847 jumps 0 @QUARRY_18553 1 @QUARRY_18602 2 @QUARRY_18651 3 @QUARRY_18700 4 @QUARRY_18749 5 @QUARRY_18798 -1 @QUARRY_18847 

:QUARRY_18553
0681: attach_object 102@(56@,7i) to_car 99@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18602
0681: attach_object 102@(56@,7i) to_car 99@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18651
0681: attach_object 102@(56@,7i) to_car 99@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18700
0681: attach_object 102@(56@,7i) to_car 99@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18749
0681: attach_object 102@(56@,7i) to_car 99@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18798
0681: attach_object 102@(56@,7i) to_car 99@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18847 

:QUARRY_18847
56@ += 1 
  56@ >= 6 
else_jump @QUARRY_18450 

:QUARRY_18868
if 
  43@ == 99 
else_jump @QUARRY_18893 
gosub @QUARRY_21056 

:QUARRY_18893
return 

:QUARRY_18895
if 
  43@ == 0 
else_jump @QUARRY_18948 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 191@ = 54@ // (int) 
191@ += 5000 
014F: stop_timer $9539 
43@ += 1 

:QUARRY_18948
if 
  43@ == 1 
else_jump @QUARRY_19015 
if 
001D:   54@ > 191@ // (int) 
else_jump @QUARRY_19015 
fade 0 500 
0085: 191@ = 54@ // (int) 
191@ += 500 
43@ += 1 

:QUARRY_19015
if 
  43@ == 2 
else_jump @QUARRY_19186 
if and
001D:   54@ > 191@ // (int) 
   not fading 
else_jump @QUARRY_19186 
04A6: $3318 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $3319 $3319 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
03CB: set_rendering_origin_at 818.2578 853.8873 10.8059 
015F: set_camera_position 849.6491 839.9428 42.7363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 848.7661 840.1115 42.2983 switchstyle 2 
0085: 191@ = 54@ // (int) 
191@ += 2000 
43@ += 1 

:QUARRY_19186
if 
  43@ == 3 
else_jump @QUARRY_19269 
if 
001D:   54@ > 191@ // (int) 
else_jump @QUARRY_19269 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 191@ = 54@ // (int) 
191@ += 5000 
43@ += 1 

:QUARRY_19269
if 
  43@ == 4 
else_jump @QUARRY_19399 
if 
001D:   54@ > 191@ // (int) 
else_jump @QUARRY_19399 
015F: set_camera_position 825.0984 855.4503 13.577 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.1995 855.1732 13.2376 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3319 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 191@ = 54@ // (int) 
191@ += 6000 
43@ += 1 

:QUARRY_19399
if 
  43@ == 5 
else_jump @QUARRY_19466 
if 
001D:   54@ > 191@ // (int) 
else_jump @QUARRY_19466 
fade 0 500 
0085: 191@ = 54@ // (int) 
191@ += 500 
43@ += 1 

:QUARRY_19466
if 
  43@ == 6 
else_jump @QUARRY_19561 
if and
001D:   54@ > 191@ // (int) 
   not fading 
else_jump @QUARRY_19561 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
03CB: set_rendering_origin_at 67@ 68@ 69@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 191@ = 54@ // (int) 
191@ += 2000 
43@ += 1 

:QUARRY_19561
if 
  43@ == 7 
else_jump @QUARRY_19666 
if 
001D:   54@ > 191@ // (int) 
else_jump @QUARRY_19666 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_P7' numbers 218@ 219@ time 10000 flag 1  // ~s~Quarry missions complete in ~1~m ~1~s. In future missions you will be competing against your own best times.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // The dumper truck and bulldozer will now always be available in the quarry.
fade 1 500 
0085: 191@ = 54@ // (int) 
191@ += 500 
43@ += 1 

:QUARRY_19666
if 
  43@ == 8 
else_jump @QUARRY_19730 
if and
001D:   54@ > 191@ // (int) 
   not fading 
else_jump @QUARRY_19730 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
43@ = 99 

:QUARRY_19730
if 
  43@ == 99 
else_jump @QUARRY_19755 
gosub @QUARRY_21056 

:QUARRY_19755
return 

:QUARRY_19757
223@ = 808.4078 
224@ = 841.9887 
225@ = 8.6694 
018A: 139@ = create_checkpoint_at 223@ 224@ 225@ 
246@ = 1 
return 

:QUARRY_19810
223@ = 371.5454 
224@ = 978.1724 
225@ = 28.521 
018A: 140@ = create_checkpoint_at 223@ 224@ 225@ 
247@ = 1 
return 
00BF: 208@ = current_time_hours, 209@ = current_time_minutes 
0085: 58@ = 210@ // (int) 
58@ *= 60 
005A: 58@ += 211@ // (int) 
58@ *= 1000 
0085: 181@ = 58@ // (int) 
005A: 181@ += 54@ // (int) 
005A: 209@ += 211@ // (int) 
if 
  209@ >= 60 
else_jump @QUARRY_19958 
208@ += 1 
209@ -= 60 

:QUARRY_19958
005A: 208@ += 210@ // (int) 

:QUARRY_19966
if 
  208@ >= 24 
else_jump @QUARRY_19998 
208@ -= 24 
jump @QUARRY_19966 

:QUARRY_19998
88@ = 0 
if 
  209@ > 45 
else_jump @QUARRY_20100 
58@ = 60 
0062: 58@ -= 209@ // (int) 
209@ = 0 
208@ += 1 
if 
  208@ == 24 
else_jump @QUARRY_20077 
208@ = 0 

:QUARRY_20077
58@ *= 1000 
005A: 181@ += 58@ // (int) 
88@ = 1 

:QUARRY_20100
if 
  88@ == 0 
else_jump @QUARRY_20188 
if and
  209@ > 30 
  45 > 209@ 
else_jump @QUARRY_20188 
58@ = 45 
0062: 58@ -= 209@ // (int) 
209@ = 45 
58@ *= 1000 
005A: 181@ += 58@ // (int) 
88@ = 1 

:QUARRY_20188
if 
  88@ == 0 
else_jump @QUARRY_20276 
if and
  209@ > 15 
  30 > 209@ 
else_jump @QUARRY_20276 
58@ = 30 
0062: 58@ -= 209@ // (int) 
209@ = 30 
58@ *= 1000 
005A: 181@ += 58@ // (int) 
88@ = 1 

:QUARRY_20276
if 
  88@ == 0 
else_jump @QUARRY_20364 
if and
  209@ > 0 
  15 > 209@ 
else_jump @QUARRY_20364 
58@ = 15 
0062: 58@ -= 209@ // (int) 
209@ = 15 
58@ *= 1000 
005A: 181@ += 58@ // (int) 
88@ = 1 

:QUARRY_20364
0085: 58@ = 208@ // (int) 
58@ *= 60 
005A: 58@ += 209@ // (int) 
58@ *= 1000 
008A: $9539 = 58@ // (int) 
return 

:QUARRY_20405
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @QUARRY_20454 
55@ += 1 
if 
  55@ > 2 
else_jump @QUARRY_20452 
55@ = 0 

:QUARRY_20452
086A: NOP 

:QUARRY_20454
if 
  55@ == 1 
else_jump @QUARRY_20581 
008A: $9548[0] = 42@ // (int) 
008A: $9548[1] = 43@ // (int) 
008A: $9548[2] = 54@ // (int) 
$9548[3] = 0 
$9548[4] = 0 
$9548[5] = 0 
$9548[6] = 0 
$9548[7] = 0 
065D: NOP $9548[0] "M_STAGE" 
065D: NOP $9548[1] "M_GOALS" 
065D: NOP $9548[2] "M_MISSION_TIMER" 

:QUARRY_20581
if 
  55@ == 2 
else_jump @QUARRY_20782 
$9548[7] = 0 
56@ = 0 

:QUARRY_20613
0084: $9548(56@,8i) = $9541(56@,7i) // (int) 
0058: $9548[7] += $9541(56@,7i) // (int) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_20613 
065D: NOP $9548[0] "ROCKFALL" 
065D: NOP $9548[1] "SABOTAGE" 
065D: NOP $9548[2] "DESTROY." 
065D: NOP $9548[3] "REMOVAL." 
065D: NOP $9548[4] "DELIVERY" 
065D: NOP $9548[5] "SPILLAGE" 
065D: NOP $9548[6] "BURIAL.." 
065D: NOP $9548[7] "TOTAL..." 

:QUARRY_20782
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @QUARRY_20804 
46@ = 1 

:QUARRY_20804
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @QUARRY_20892 
if 
  47@ == 0 
else_jump @QUARRY_20867 
47@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @QUARRY_20892 

:QUARRY_20867
47@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:QUARRY_20892
return 

:QUARRY_20894
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @QUARRY_20918 
44@ = 1 
return 

:QUARRY_20918
if 
0736:   is_keyboard_key_just_pressed 77 
else_jump @QUARRY_20964 
$9538 += 1 
0663: printint "MISSIONS_PASSED" $9538 
return 

:QUARRY_20964
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @QUARRY_20981 
return 

:QUARRY_20981
return 

:QUARRY_20983
49@ += 1 
if 
  49@ > 9 
else_jump @QUARRY_21015 
49@ = 0 

:QUARRY_21015
return 

:QUARRY_21017
01BD: 50@ = current_time_in_ms 
0085: 52@ = 50@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 51@ = 50@ // (int) 
005A: 54@ += 52@ // (int) 
return 

:QUARRY_21056
42@ += 1 
43@ = 0 
40@ = 0 
41@ = 0 
return 

:QUARRY_21086
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @QUARRY_21113 
wait 0 
jump @QUARRY_21086 

:QUARRY_21113
01B4: set_player $PLAYER_CHAR can_move 0 
wait 1000 
fade 0 1000 

:QUARRY_21132
if 
fading 
else_jump @QUARRY_21156 
wait 0 
jump @QUARRY_21132 

:QUARRY_21156
if 
  $2879 == 0 
else_jump @QUARRY_21374 
if 
  $9538 == 0 
else_jump @QUARRY_21374 
58@ = 1 
58@ -= 1 
$9541(58@,7i) = 211 
58@ = 2 
58@ -= 1 
$9541(58@,7i) = 300 
58@ = 3 
58@ -= 1 
$9541(58@,7i) = 481 
58@ = 4 
58@ -= 1 
$9541(58@,7i) = 241 
58@ = 5 
58@ -= 1 
$9541(58@,7i) = 181 
58@ = 6 
58@ -= 1 
$9541(58@,7i) = 181 
58@ = 7 
58@ -= 1 
$9541(58@,7i) = 481 

:QUARRY_21374
0395: clear_area 0 at $3739 $3740 $3741 radius 1000.0 
03CB: set_rendering_origin_at $3739 $3740 $3741 
00A1: put_actor $PLAYER_ACTOR at $3739 $3740 $3741 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
wait 500 
008B: 58@ = $9538 // (int) 

:QUARRY_21442
if 
  58@ >= 7 
else_jump @QUARRY_21474 
58@ -= 7 
jump @QUARRY_21442 

:QUARRY_21474
0085: 206@ = 58@ // (int) 
206@ += 1 
gosub @QUARRY_21631 
215@ = 0 
014C: set_parked_car_generator $4143 cars_to_generate_to 0 
014C: set_parked_car_generator $4144 cars_to_generate_to 0 
wait 1500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:QUARRY_21541
if 
fading 
else_jump @QUARRY_21565 
wait 0 
jump @QUARRY_21541 

:QUARRY_21565
if 
  $2879 == 1 
else_jump @QUARRY_21594 
03E5: show_text_box 'QUAR_H2'  // You are competing against your own best time. Tap ~m~~widget_mission_cancel~ to skip this mission.

:QUARRY_21594
01B4: set_player $PLAYER_CHAR can_move 1 
53@ = 0 
40@ = 0 
41@ = 0 
43@ = 0 
return 

:QUARRY_21631
0871: init_jump_table 206@ total_jumps 7 default_jump 1 @QUARRY_21792 jumps 1 @QUARRY_21694 2 @QUARRY_21708 3 @QUARRY_21778 4 @QUARRY_21722 5 @QUARRY_21736 6 @QUARRY_21750 7 @QUARRY_21764 

:QUARRY_21694
gosub @QUARRY_22154 
jump @QUARRY_21821 

:QUARRY_21708
gosub @QUARRY_22478 
jump @QUARRY_21821 

:QUARRY_21722
gosub @QUARRY_22953 
jump @QUARRY_21821 

:QUARRY_21736
gosub @QUARRY_23539 
jump @QUARRY_21821 

:QUARRY_21750
gosub @QUARRY_24493 
jump @QUARRY_21821 

:QUARRY_21764
gosub @QUARRY_21823 
jump @QUARRY_21821 

:QUARRY_21778
gosub @QUARRY_25302 
jump @QUARRY_21821 

:QUARRY_21792
0662: printstring "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_21821
return 

:QUARRY_21823
42@ = 1 
0247: load_model 468 
0247: load_model 486 
0247: load_model 406 
0247: load_model #DEAD_TIED_COP 
0247: load_model 523 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:QUARRY_21862
if or
8248:   not model 468 available 
8248:   not model 486 available 
8248:   not model 406 available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model 523 available 
8248:   not model #CR_AMMOBOX available 
else_jump @QUARRY_21914 
wait 0 
jump @QUARRY_21862 

:QUARRY_21914
00A5: 94@ = create_car 468 at 819.7281 858.3189 11.0469 
0175: set_car 94@ Z_angle_to 291.4761 
00A5: 95@ = create_car 486 at 653.1636 879.9844 -42.5799 
0175: set_car 95@ Z_angle_to 119.7783 
00A5: 96@ = create_car 406 at 717.0151 938.3721 -19.7314 
0175: set_car 96@ Z_angle_to 38.1129 
0107: 101@ = create_object #CR_AMMOBOX at 720.5391 922.5157 -19.8436 
0382: set_object 101@ collision_detection 0 
0750: set_object 101@ visibility 0 
0681: attach_object 101@ to_car 96@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
0107: 100@ = create_object #DEAD_TIED_COP at 606.9487 933.0876 -38.5322 
0392: make_object 100@ moveable 1 
00A5: 97@ = create_car 523 at 560.3003 844.9364 -13.0258 
03F5: set_car 97@ apply_damage_rules 0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22154
42@ = 5 
0247: load_model 486 
0247: load_model #DYN_QUARRYROCK03 
038B: load_requested_models 

:QUARRY_22173
if or
8248:   not model 486 available 
8248:   not model #DYN_QUARRYROCK03 available 
else_jump @QUARRY_22205 
wait 0 
jump @QUARRY_22173 

:QUARRY_22205
00A5: 95@ = create_car 486 at 816.4832 845.8509 9.4934 
0175: set_car 95@ Z_angle_to 115.4882 
58@ = 0 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 771.6403 836.2275 4.8965 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 751.6732 944.9977 4.8593 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 538.9102 985.6403 -8.5887 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 680.5322 963.4501 -13.6607 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 516.8391 928.7185 -27.6183 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 522.6153 828.3048 -27.1838 
58@ += 1 
0107: 102@(58@,7i) = create_object #DYN_QUARRYROCK03 at 646.7208 752.2311 -12.1482 
return 

:QUARRY_22478
42@ = 7 
0247: load_model 486 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_22497
if or
8248:   not model 486 available 
8248:   not model #KB_BARREL available 
else_jump @QUARRY_22529 
wait 0 
jump @QUARRY_22497 

:QUARRY_22529
00A5: 95@ = create_car 486 at 816.4832 845.8509 9.4934 
0175: set_car 95@ Z_angle_to 115.4882 
58@ = 0 
0107: 109@(58@,10i) = create_object #KB_BARREL at 817.0658 865.5903 11.0469 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 714.5327 920.0583 -19.6787 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 632.2825 895.8612 -43.9534 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 664.0 847.0 -43.9609 
59@ = 2 
59@ -= 1 
008B: 58@ = $9541(59@,7i) // (int) 
58@ *= 100 
56@ = 0 

:QUARRY_22738
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @QUARRY_22926 jumps 0 @QUARRY_22801 1 @QUARRY_22831 2 @QUARRY_22861 3 @QUARRY_22891 -1 @QUARRY_22926 -1 @QUARRY_22926 -1 @QUARRY_22926 

:QUARRY_22801
0085: 182@(56@,4i) = 58@ // (int) 
182@(56@,4i) *= 3 
jump @QUARRY_22926 

:QUARRY_22831
0085: 182@(56@,4i) = 58@ // (int) 
182@(56@,4i) *= 6 
jump @QUARRY_22926 

:QUARRY_22861
0085: 182@(56@,4i) = 58@ // (int) 
182@(56@,4i) *= 8 
jump @QUARRY_22926 

:QUARRY_22891
008B: 182@(56@,4i) = $9541(59@,7i) // (int) 
182@(56@,4i) *= 1000 
jump @QUARRY_22926 

:QUARRY_22926
56@ += 1 
  56@ >= 4 
else_jump @QUARRY_22738 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22953
42@ = 9 
0247: load_model 406 
0247: load_model #DEAD_TIED_COP 
0247: load_model 468 
0247: load_model #CM_BOX 
0247: load_model #BLACKBAG2 
0247: load_model #DYN_WOODPILE 
0247: load_model #DYN_WOODPILE2 
038B: load_requested_models 

:QUARRY_22997
if or
8248:   not model 406 available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model 468 available 
else_jump @QUARRY_23034 
wait 0 
jump @QUARRY_22997 

:QUARRY_23034
if or
8248:   not model #CM_BOX available 
8248:   not model #BLACKBAG2 available 
8248:   not model #DYN_WOODPILE available 
8248:   not model #DYN_WOODPILE2 available 
else_jump @QUARRY_23076 
wait 0 
jump @QUARRY_23034 

:QUARRY_23076
00A5: 96@ = create_car 406 at 355.8632 895.6545 19.399 
0175: set_car 96@ Z_angle_to 342.1892 
00A5: 94@ = create_car 468 at 819.7281 858.3189 11.0469 
0175: set_car 94@ Z_angle_to 291.4761 
58@ = 0 
0107: 119@(58@,3i) = create_object #DEAD_TIED_COP at 355.8632 894.6545 24.2254 
0208: 83@ = random_float_in_ranges 0.0 180.0 
83@ -= 90.0 
if 
  0.0 > 83@ 
else_jump @QUARRY_23232 
83@ += 360.0 

:QUARRY_23232
0681: attach_object 119@(58@,3i) to_car 96@ with_offset 0.5 -0.7 0.7 rotation 90.0 83@ 83@ 
58@ += 1 
0107: 119@(58@,3i) = create_object #DEAD_TIED_COP at 355.8632 895.6545 24.5629 
0208: 83@ = random_float_in_ranges 0.0 180.0 
83@ -= 90.0 
if 
  0.0 > 83@ 
else_jump @QUARRY_23360 
83@ += 360.0 

:QUARRY_23360
0681: attach_object 119@(58@,3i) to_car 96@ with_offset -0.5 -1.7 0.73 rotation 90.0 83@ 83@ 
58@ += 1 
0107: 119@(58@,3i) = create_object #DEAD_TIED_COP at 355.8632 896.6545 24.8877 
0208: 83@ = random_float_in_ranges 0.0 180.0 
83@ -= 90.0 
if 
  0.0 > 83@ 
else_jump @QUARRY_23488 
83@ += 360.0 

:QUARRY_23488
0681: attach_object 119@(58@,3i) to_car 96@ with_offset 0.5 -2.7 0.76 rotation 90.0 83@ 83@ 
01EB: set_traffic_density_multiplier_to 3.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_23539
42@ = 12 
0247: load_model 406 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_23558
if or
8248:   not model 406 available 
8248:   not model #KB_BARREL available 
else_jump @QUARRY_23590 
wait 0 
jump @QUARRY_23558 

:QUARRY_23590
00A5: 96@ = create_car 406 at 816.4832 845.8509 9.4934 
0175: set_car 96@ Z_angle_to 295.4882 
58@ = 0 
0107: 109@(58@,10i) = create_object #KB_BARREL at 815.4841 846.2587 15.0409 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 816.6973 844.8737 15.046 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 814.2406 845.8572 14.9014 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 815.048 844.0368 14.8892 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 813.2042 843.0317 14.7114 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 813.2919 845.4581 14.8038 
0681: attach_object 109@(58@,10i) to_car 96@ with_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 109@(58@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
58@ = 0 
0107: 130@(58@,3i) = create_object #CR_AMMOBOX at 815.4841 846.2587 15.0409 
0382: set_object 130@(58@,3i) collision_detection 0 
0750: set_object 130@(58@,3i) visibility 0 
0681: attach_object 130@(58@,3i) to_car 96@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
58@ += 1 
0107: 130@(58@,3i) = create_object #CR_AMMOBOX at 816.6973 844.8737 15.046 
0382: set_object 130@(58@,3i) collision_detection 0 
0750: set_object 130@(58@,3i) visibility 0 
0681: attach_object 130@(58@,3i) to_car 96@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
58@ += 1 
0107: 130@(58@,3i) = create_object #CR_AMMOBOX at 815.048 844.0368 14.8892 
0382: set_object 130@(58@,3i) collision_detection 0 
0750: set_object 130@(58@,3i) visibility 0 
0681: attach_object 130@(58@,3i) to_car 96@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_24493
42@ = 14 
0247: load_model 486 
0247: load_model #KB_BARREL 
0247: load_model 538 
0247: load_model 570 
038B: load_requested_models 

:QUARRY_24522
if or
8248:   not model 486 available 
8248:   not model #KB_BARREL available 
8248:   not model 538 available 
8248:   not model 570 available 
else_jump @QUARRY_24564 
wait 0 
jump @QUARRY_24522 

:QUARRY_24564
00A5: 95@ = create_car 486 at 816.4832 845.8509 9.4934 
0175: set_car 95@ Z_angle_to 295.4882 
06D8: 98@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 98@ acc 0.0 
06DD: set_train 98@ speed 0.0 
0107: 129@ = create_object #CR_AMMOBOX at 816.4832 848.8509 9.4934 
0382: set_object 129@ collision_detection 0 
0750: set_object 129@ visibility 0 
0681: attach_object 129@ to_car 98@ with_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
58@ = 0 
0107: 109@(58@,10i) = create_object #KB_BARREL at 744.1446 1583.6 7.5408 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 0.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 743.0427 1602.768 7.1368 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 78.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 743.5758 1616.749 6.8536 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 64.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 742.6569 1653.42 6.158 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 36.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 743.8057 1671.523 5.8467 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 14.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 742.5768 1700.305 5.4186 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 128.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 743.4429 1730.141 5.0731 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 96.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 742.0187 1765.321 4.6566 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 65.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 742.176 1812.375 4.3281 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 170.0 0.0 
58@ += 1 
0107: 109@(58@,10i) = create_object #KB_BARREL at 742.7178 1869.991 4.3281 
0453: set_object 109@(56@,10i) XYZ_rotation 0.0 143.0 0.0 
06D7: enable_train_traffic 0 
return 

:QUARRY_25302
42@ = 16 
0247: load_model 406 
0247: load_model 18 
0247: load_model #CR_GUNCRATE 
038B: load_requested_models 

:QUARRY_25325
if or
8248:   not model 406 available 
8248:   not model 18 available 
8248:   not model #CR_GUNCRATE available 
else_jump @QUARRY_25361 
wait 0 
jump @QUARRY_25325 

:QUARRY_25361
00A5: 96@ = create_car 406 at 816.4832 845.8509 9.4934 
0175: set_car 96@ Z_angle_to 295.4882 
00A5: 99@ = create_car 406 at 812.4955 1144.567 27.3445 
0175: set_car 99@ Z_angle_to 116.9096 
020A: set_car 99@ door_status_to 2 
0129: 93@ = create_actor_pedtype 4 model 18 in_car 99@ driverseat 
58@ = 0 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 815.4841 846.2587 15.0409 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
58@ += 1 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 816.6973 844.8737 15.046 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
58@ += 1 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 814.2406 845.8572 14.9014 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
58@ += 1 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 815.048 844.0368 14.8892 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
58@ += 1 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 813.2042 843.0317 14.7114 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
58@ += 1 
0107: 102@(58@,7i) = create_object #CR_GUNCRATE at 813.2919 845.4581 14.8038 
0681: attach_object 102@(58@,7i) to_car 99@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_25908
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 53@ total_jumps 14 default_jump 0 @QUARRY_26376 jumps 1 @QUARRY_26077 2 @QUARRY_26100 3 @QUARRY_26123 4 @QUARRY_26146 5 @QUARRY_26169 6 @QUARRY_26192 7 @QUARRY_26215 
0872: jump_table_jumps 8 @QUARRY_26238 9 @QUARRY_26261 10 @QUARRY_26054 11 @QUARRY_26284 12 @QUARRY_26307 13 @QUARRY_26330 14 @QUARRY_26353 -1 @QUARRY_26376 -1 @QUARRY_26376 

:QUARRY_26054
00BC: show_text_highpriority GXT 'QUAR_F0' time 5000 flag 1  // ~r~Missed deadline.
jump @QUARRY_26376 

:QUARRY_26077
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Dozer destroyed.
jump @QUARRY_26376 

:QUARRY_26100
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Dumper destroyed.
jump @QUARRY_26376 

:QUARRY_26123
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~You dropped your load!
jump @QUARRY_26376 

:QUARRY_26146
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~The cops have arrived.
jump @QUARRY_26376 

:QUARRY_26169
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~The delivery trucks have arrived.
jump @QUARRY_26376 

:QUARRY_26192
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~The bomb exploded.
jump @QUARRY_26376 

:QUARRY_26215
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Too close.
jump @QUARRY_26376 

:QUARRY_26238
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~You've dropped the bodies.
jump @QUARRY_26376 

:QUARRY_26261
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~The barrels have exploded.
jump @QUARRY_26376 

:QUARRY_26284
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Explosives on track.
jump @QUARRY_26376 

:QUARRY_26307
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Train destroyed.
jump @QUARRY_26376 

:QUARRY_26330
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Too far away.
jump @QUARRY_26376 

:QUARRY_26353
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Bombers reached safety.
jump @QUARRY_26376 

:QUARRY_26376
return 

:QUARRY_26378
if 
  215@ == 0 
else_jump @QUARRY_26419 
0085: 58@ = 54@ // (int) 
0062: 58@ -= 214@ // (int) 
jump @QUARRY_26435 

:QUARRY_26419
0085: 58@ = 215@ // (int) 
0062: 58@ -= 214@ // (int) 

:QUARRY_26435
0085: 59@ = 58@ // (int) 
59@ /= 1000 
0085: 60@ = 59@ // (int) 
60@ *= 1000 
0062: 58@ -= 60@ // (int) 
if 
  58@ > 50 
else_jump @QUARRY_26500 
59@ += 1 

:QUARRY_26500
301@ = 0 
302@ = 0 
if 
003C:   $9541($9538,7i) == 59@ // (int) 
else_jump @QUARRY_26551 
301@ = 1 
jump @QUARRY_26581 

:QUARRY_26551
if 
001E:   $9541($9538,7i) > 59@ // (int) 
else_jump @QUARRY_26581 
302@ = 1 

:QUARRY_26581
if 
  302@ == 1 
else_jump @QUARRY_26611 
008A: $9541($9538,7i) = 59@ // (int) 

:QUARRY_26611
if and
  $2879 == 1 
  302@ == 1 
else_jump @QUARRY_26682 
0085: 216@ = 59@ // (int) 
216@ /= 60 
0085: 58@ = 216@ // (int) 
58@ *= 60 
0085: 217@ = 59@ // (int) 
0062: 217@ -= 58@ // (int) 

:QUARRY_26682
58@ = 0 
if 
  $2879 == 1 
else_jump @QUARRY_26747 
56@ = 0 

:QUARRY_26714
005C: 58@ += $9541(56@,7i) // (int) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_26714 

:QUARRY_26747
0629: change_integer_stat 202 to 58@ 
if and
  $2879 == 1 
  302@ == 1 
else_jump @QUARRY_26826 
0085: 218@ = 58@ // (int) 
218@ /= 60 
0085: 59@ = 218@ // (int) 
59@ *= 60 
0085: 219@ = 58@ // (int) 
0062: 219@ -= 59@ // (int) 

:QUARRY_26826
$9538 += 1 
if 
  $2879 == 0 
else_jump @QUARRY_27097 
0871: init_jump_table $9538 total_jumps 7 default_jump 0 @QUARRY_27019 jumps 1 @QUARRY_26914 2 @QUARRY_26929 3 @QUARRY_26944 4 @QUARRY_26959 5 @QUARRY_26974 6 @QUARRY_26989 7 @QUARRY_27004 

:QUARRY_26914
58@ = 500 
jump @QUARRY_27019 

:QUARRY_26929
58@ = 1000 
jump @QUARRY_27019 

:QUARRY_26944
58@ = 2000 
jump @QUARRY_27019 

:QUARRY_26959
58@ = 3000 
jump @QUARRY_27019 

:QUARRY_26974
58@ = 5000 
jump @QUARRY_27019 

:QUARRY_26989
58@ = 7500 
jump @QUARRY_27019 

:QUARRY_27004
58@ = 10000 
jump @QUARRY_27019 

:QUARRY_27019
if 
  $9538 == 7 
else_jump @QUARRY_27063 
01E3: show_text_1number_styled GXT 'M_PASS' number 58@ time 3000 style 1  // MISSION PASSED!~n~~w~$~1~
jump @QUARRY_27082 

:QUARRY_27063
01E3: show_text_1number_styled GXT 'M_PASS' number 58@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~

:QUARRY_27082
0109: player $PLAYER_CHAR money = 58@ 
jump @QUARRY_27202 

:QUARRY_27097
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
if 
  301@ == 1 
else_jump @QUARRY_27156 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~You equaled your best time!
jump @QUARRY_27202 

:QUARRY_27156
if 
  302@ == 1 
else_jump @QUARRY_27202 
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 216@ 217@ 218@ 219@ time 10000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

:QUARRY_27202
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  $2879 == 0 
else_jump @QUARRY_27483 
if 
  $9538 == 1 
else_jump @QUARRY_27266 
00BC: show_text_highpriority GXT 'QUAR_P1' time 5000 flag 1  // ~s~You have completed your first quarry mission. Return to the site office for more.
jump @QUARRY_27476 

:QUARRY_27266
if 
  $9538 == 7 
else_jump @QUARRY_27457 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
$2879 = 1 
$9538 = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Quarry Complete!
58@ = 0 
if 
  $2879 == 1 
else_jump @QUARRY_27389 
56@ = 0 

:QUARRY_27356
005C: 58@ += $9541(56@,7i) // (int) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_27356 

:QUARRY_27389
0629: change_integer_stat 202 to 58@ 
0085: 218@ = 58@ // (int) 
218@ /= 60 
0085: 59@ = 218@ // (int) 
59@ *= 60 
0085: 219@ = 58@ // (int) 
0062: 219@ -= 59@ // (int) 
303@ = 1 
jump @QUARRY_27476 

:QUARRY_27457
01E5: show_text_1number_highpriority GXT 'QUAR_P4' number $9538 time 5000 flag 1  // ~s~~1~ quarry missions complete.

:QUARRY_27476
jump @QUARRY_27508 

:QUARRY_27483
if 
  $9538 == 7 
else_jump @QUARRY_27508 
$9538 = 0 

:QUARRY_27508
if 
  $2879 == 1 
else_jump @QUARRY_27540 
014C: set_parked_car_generator $4143 cars_to_generate_to 101 
014C: set_parked_car_generator $4144 cars_to_generate_to 101 

:QUARRY_27540
return 

:QUARRY_27542
01C3: remove_references_to_car 94@ 
01C3: remove_references_to_car 95@ 
01C3: remove_references_to_car 96@ 
01C3: remove_references_to_car 97@ 
01C3: remove_references_to_car 99@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 129@ // This object will now disappear when the player looks away 
07BE: remove_references_to_train 98@ 
56@ = 0 

:QUARRY_27599
01C4: remove_references_to_object 102@(56@,7i) // This object will now disappear when the player looks away 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_27599 
56@ = 0 

:QUARRY_27636
01C4: remove_references_to_object 109@(56@,10i) // This object will now disappear when the player looks away 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_27636 
56@ = 0 

:QUARRY_27673
01C4: remove_references_to_object 119@(56@,3i) // This object will now disappear when the player looks away 
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_27673 
56@ = 0 

:QUARRY_27710
01C4: remove_references_to_object 122@(56@,7i) // This object will now disappear when the player looks away 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_27710 
56@ = 0 

:QUARRY_27747
01C4: remove_references_to_object 130@(56@,3i) // This object will now disappear when the player looks away 
56@ += 1 
  56@ >= 3 
else_jump @QUARRY_27747 
56@ = 0 

:QUARRY_27784
06D6: disable_racing_checkpoint 198@(56@,7i) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_27784 
06D6: disable_racing_checkpoint 205@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 136@ 
0164: disable_marker 138@ 
0164: disable_marker 137@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 148@ 
0164: disable_marker 149@ 
0164: disable_marker 160@ 
0164: disable_marker 135@ 
56@ = 0 

:QUARRY_27881
0164: disable_marker 141@(56@,7i) 
56@ += 1 
  56@ >= 7 
else_jump @QUARRY_27881 
56@ = 0 

:QUARRY_27918
0164: disable_marker 150@(56@,10i) 
56@ += 1 
  56@ >= 10 
else_jump @QUARRY_27918 
014F: stop_timer $9539 
0151: remove_status_text $9540 
0986: remove_references_to_all_fires 
if 
  270@ == 1 
else_jump @QUARRY_27980 
03E6: remove_text_box 

:QUARRY_27980
0249: release_model 468 
0249: release_model 486 
0249: release_model 406 
0249: release_model #DYN_QUARRYROCK02 
0249: release_model #DEAD_TIED_COP 
0249: release_model #DYN_QUARRYROCK03 
0249: release_model 523 
0249: release_model #CR_AMMOBOX 
0249: release_model #KB_BARREL 
0249: release_model 538 
0249: release_model 570 
0249: release_model 18 
0249: release_model #CR_GUNCRATE 
0249: release_model #CM_BOX 
0249: release_model #BLACKBAG2 
0249: release_model #DYN_WOODPILE 
0249: release_model #DYN_WOODPILE2 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
if 
  291@ == 1 
else_jump @QUARRY_28303 
091D: remove_forbidden_for_boats_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
091D: remove_forbidden_for_boats_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
091D: remove_forbidden_for_boats_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
091D: remove_forbidden_for_boats_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
091D: remove_forbidden_for_boats_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
091D: remove_forbidden_for_boats_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 

:QUARRY_28303
01BD: $183 = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$ONMISSION = 0 
$410 = 0 
mission_cleanup 
return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT
thread 'BOAT' 
0A77: checkpoint_save_oddjob 2 
gosub @BOAT_420 
if 
wasted_or_busted 
else_jump @BOAT_42 
gosub @BOAT_31633 

:BOAT_42
gosub @BOAT_31755 
end_thread 
if 
  $ONMISSION == 0 
else_jump @BOAT_420 
if 
  44@ == 13 
else_jump @BOAT_420 
00A5: 45@ = create_car 415 at 0.0 0.0 0.0 
00A5: 54@ = create_car 415 at 5.0 5.0 10.0 
009A: 55@ = create_actor_pedtype 24 model 210 at 20.0 20.0 20.0 
009A: 47@ = create_actor_pedtype 24 model 210 at 30.0 30.0 20.0 
009A: 50@ = create_actor_pedtype 24 model 210 at 30.0 30.0 20.0 
009A: 51@ = create_actor_pedtype 24 model 210 at 30.0 30.0 20.0 
00A5: 48@ = create_car 415 at 0.0 0.0 0.0 
00A5: 49@ = create_car 415 at 0.0 0.0 0.0 
009A: 53@ = create_actor_pedtype 24 model 210 at 30.0 30.0 20.0 
00A5: 52@ = create_car 415 at 0.0 0.0 0.0 
164@ = 0 

:BOAT_334
if 
  13 > 164@ 
else_jump @BOAT_420 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
029B: 114@(164@,50i) = init_object #WATERJUMP1 at 0.0 0.0 150.0 
164@ += 1 
jump @BOAT_334 

:BOAT_420
$ONMISSION = 1 
if 
  $3356 == 0 
else_jump @BOAT_447 
increment_mission_attempts 

:BOAT_447
054C: use_GXT_table 'BOAT' 
08F8: display_stat_update_box 0 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BOAT_493 
0501: set_player $PLAYER_CHAR driveby_mode 0 

:BOAT_493
wait 0 
257@ = 0 
259@ = 0 
42@ = 0 
43@ = 0 
256@ = 0 
44@ = 0 
$9556 = 1 
190@ = -2215.58 
191@ = 2391.7 
192@ = 3.965 
182@ = -2185.335 
183@ = 2410.409 
184@ = 3.9752 
185@ = 122.2585 
186@ = -2216.327 
187@ = 2393.209 
188@ = 3.9 
189@ = 238.0 
63@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
$9562 = 0 
$9563 = 0 
177@ = 0 
240@ = 0 
200@ = 0.0 
201@ = 0.0 
202@ = 0.0 
220@ = 12000 
221@ = 12000 
222@ = 10500 
223@ = 9700 
224@ = 40000 
225@ = 40000 
226@ = 37000 
227@ = 33000 
228@ = 120000 
229@ = 120000 
230@ = 85000 
231@ = 80000 
232@ = 55 
233@ = 55 
234@ = 63 
235@ = 67 
236@ = 180000 
237@ = 180000 
238@ = 150000 
239@ = 130000 
261@ = 50.0 
262@ = 60.0 
263@ = 50.0 
264@ = 100.0 
0169: set_fade_color_RGB 0 0 0 
wait 0 
0247: load_model 210 
0247: load_model 473 
0247: load_model 497 
0247: load_model 472 
0247: load_model 484 
0247: load_model 454 
0247: load_model 539 
038B: load_requested_models 

:BOAT_1025
if or
8248:   not model 210 available 
8248:   not model 473 available 
8248:   not model 497 available 
8248:   not model 472 available 
else_jump @BOAT_1067 
wait 0 
jump @BOAT_1025 

:BOAT_1067
if or
8248:   not model 484 available 
8248:   not model 454 available 
8248:   not model 539 available 
else_jump @BOAT_1104 
wait 0 
jump @BOAT_1067 

:BOAT_1104
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRBOAT" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILBOAT" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOBOAT" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
00A1: put_actor $PLAYER_ACTOR at 182@ 183@ 184@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 185@ 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
009A: 46@ = create_actor_pedtype 24 model 210 at 186@ 187@ 188@ 
0173: set_actor 46@ Z_angle_to 189@ 
0568: set_actor 46@ untargetable 1 
if 
  $9557 == 0 
else_jump @BOAT_1309 
$9557 = 50 

:BOAT_1309
wait 0 
if 
  $9557 == 50 
else_jump @BOAT_1363 
jump @BOAT_1370 
if 
0118:   actor 46@ dead 
else_jump @BOAT_1363 
03E6: remove_text_box 
jump @BOAT_31633 

:BOAT_1363
jump @BOAT_1309 

:BOAT_1370
0826: enable_hud 0 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @BOAT_20044 
$9558 = 0 
$9559 = 0 
03F0: enable_text_draw 1 
$9561 = 255 
$9560 = 2 
if 
  6 > $3349 
else_jump @BOAT_1469 
0084: $9556 = $3349 // (int) 

:BOAT_1469
gosub @BOAT_23728 
0826: enable_hud 0 
0581: enable_radar 0 
select_interior 0 
fade 1 1000 

:BOAT_1495
wait 0 
0A8A: unknown 80 0 0 0 0 0 0.0 'BOAT_72'  // ~<~~>~
gosub @BOAT_23728 
if 
  42@ == 0 
else_jump @BOAT_1566 
03CF: load_wav 3800 as 3 
42@ = 1 

:BOAT_1566
if 
  42@ == 1 
else_jump @BOAT_1606 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_1606 
42@ = 2 

:BOAT_1606
if 
  42@ == 2 
else_jump @BOAT_1635 
03D1: play_wav 3 
42@ = 3 

:BOAT_1635
set_weather 13 
00C0: set_current_time_hours_to 12 minutes_to 50 
097A: play_audio_at 0.0 0.0 0.0 event 1000 
if 
  $9559 == 0 
else_jump @BOAT_2229 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @BOAT_1777 
if 
  $3349 > 1 
else_jump @BOAT_1777 
$9556 -= 1 
if 
  4 > $9558 
else_jump @BOAT_1777 
$9558 = 3 

:BOAT_1777
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @BOAT_1855 
if 
  $3349 > 1 
else_jump @BOAT_1855 
$9556 += 1 
if 
  4 > $9558 
else_jump @BOAT_1855 
$9558 = 3 

:BOAT_1855
if 
  1 > $9556 
else_jump @BOAT_1881 
0084: $9556 = $3349 // (int) 

:BOAT_1881
if 
001C:   $9556 > $3349 // (int) 
else_jump @BOAT_1907 
$9556 = 1 

:BOAT_1907
if 
  $3349 > 1 
else_jump @BOAT_2115 

:BOAT_1925
if 
  -100 > $16 
else_jump @BOAT_1977 
wait 0 
gosub @BOAT_23728 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @BOAT_1925 

:BOAT_1977
if 
  $16 > 100 
else_jump @BOAT_2029 
wait 0 
gosub @BOAT_23728 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @BOAT_1977 

:BOAT_2029
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @BOAT_2072 
0A52:   is_widget_released 77 
wait 0 
gosub @BOAT_23728 
jump @BOAT_2029 

:BOAT_2072
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @BOAT_2115 
0A52:   is_widget_released 76 
wait 0 
gosub @BOAT_23728 
jump @BOAT_2072 

:BOAT_2115
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 78 
else_jump @BOAT_2179 
if 
  4 > $9558 
else_jump @BOAT_2161 
$9558 = 3 

:BOAT_2161
040D: unload_wav 3 
42@ = 0 
jump @BOAT_2243 

:BOAT_2179
if 
0735:   is_keyboard_key_pressed 81 
else_jump @BOAT_2201 
$3349 = 5 

:BOAT_2201
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 75 
else_jump @BOAT_2229 
jump @BOAT_31633 

:BOAT_2229
gosub @BOAT_26157 
jump @BOAT_1495 

:BOAT_2243
fade 0 150 

:BOAT_2250
if 
fading 
else_jump @BOAT_2281 
wait 0 
gosub @BOAT_23728 
jump @BOAT_2250 

:BOAT_2281
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_2302 
05EC: release_car 45@ from_path 

:BOAT_2302
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 45@ 
00A6: destroy_car 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 47@ 
gosub @BOAT_31567 
$9558 = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $9556 == 1 
else_jump @BOAT_3966 

:BOAT_2364
gosub @BOAT_27962 

:BOAT_2371
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @BOAT_20044 
00A5: 54@ = create_car 497 at -3303.627 2105.29 200.0 
009B: destroy_actor 55@ 
0129: 55@ = create_actor_pedtype 24 model 210 in_car 54@ driverseat 
256@ = 0 
0687: clear_actor 55@ task 
0825: set_helicopter 54@ instant_rotor_start 
00AD: set_car 54@ max_speed_to 250.0 
04A2: set_heli 54@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 45@ = create_car 472 at -2323.627 2105.29 0.0 
0229: set_car 45@ primary_color_to 1 secondary_color_to 114 
0175: set_car 45@ Z_angle_to 90.0 
0129: 47@ = create_actor_pedtype 24 model 210 in_car 45@ driverseat 
gosub @BOAT_28139 
if 
  $9558 == 0 
else_jump @BOAT_2595 
067A: put_camera_on_car 54@ with_offset 10.0 10.0 0.0 point_to_car 45@ tilt 0.0 switchstyle 2 
return 

:BOAT_2595
gosub @BOAT_27554 
01B4: set_player $PLAYER_CHAR can_move 1 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0188: 61@ = create_marker_above_object 70@ 
0188: 62@ = create_marker_above_object 71@ 
0165: set_marker 60@ color_to 4 
0165: set_marker 59@ color_to 4 
0165: set_marker 61@ color_to 4 
0165: set_marker 62@ color_to 4 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_2733 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
0087: 200@ = 193@ // (float) 
200@ -= 195.0 
0087: 201@ = 194@ // (float) 
0087: 202@ = 195@ // (float) 

:BOAT_2733
wait 0 
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_2827 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_2827 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
193@ -= 150.0 
194@ -= 150.0 
04A2: set_heli 54@ fly_to 193@ 194@ 195@ altitude_between 120.0 and 120.0 

:BOAT_2827
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BOAT_2862 
172@ = 2 
jump @BOAT_3906 

:BOAT_2862
gosub @BOAT_20590 
if 
  172@ == 1 
else_jump @BOAT_2894 
jump @BOAT_31633 

:BOAT_2894
if 
  166@ == 0 
else_jump @BOAT_3125 
0A7A: print_help_conditional_hid 'BOATHID' 2  // Hold ~m~~widget_accelerate~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
0A79: print_help_conditional_touch 'BOATHID' 2  // Hold ~m~~widget_accelerate~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
0A7B: print_help_conditional_touch_classic 'BOATAPD' 2  // Press and hold the bottom right corner of the screen to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_2975 
0227: 258@ = car 45@ health 

:BOAT_2975
02E3: 57@ = car 45@ speed 
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
  57@ > 1.0 
else_jump @BOAT_3125 
0971: sync_water 
0085: 219@ = 223@ // (int) 
0085: 218@ = 222@ // (int) 
0085: 217@ = 221@ // (int) 
166@ = 1 
$9564 = 0 
014F: stop_timer $9564 
03C3: set_timer_to $9564 type 0 GXT 'BOAT_T1' // global_variable  // time
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
40@ = 0 
0A6D: print_help_forever_conditional 'BOAT_A5' 0  // Hold ~m~~widget_brake~ to apply reverse throttle.

:BOAT_3125
if 
  166@ == 1 
else_jump @BOAT_3432 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_3386 
02E3: 57@ = car 45@ speed 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle -30.0 sphere 0 in_car 
else_jump @BOAT_3264 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In stopping region
if 
  7.0 > 57@ 
else_jump @BOAT_3264 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_33' time 4000 flag 1  // ~s~Finished!
166@ = 99 

:BOAT_3264
if 
  40@ > 4500 
else_jump @BOAT_3320 
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle -30.0 sphere 0 in_car 
else_jump @BOAT_3320 
00BE: text_clear_all 

:BOAT_3320
if 
  256@ == 0 
else_jump @BOAT_3375 
if 
  40@ > 4500 
else_jump @BOAT_3375 
256@ = 1 
03E5: show_text_box 'BOAT_A5'  // Hold ~m~~widget_brake~ to apply reverse throttle.

:BOAT_3375
03E5: show_text_box 'BOAT_H2'  // Tap ~m~~widget_enter_car~ to quit test.

:BOAT_3386
if 
  $9564 > 60000 
else_jump @BOAT_3432 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
166@ = 99 

:BOAT_3432
if 
  166@ == 99 
else_jump @BOAT_3959 
gosub @BOAT_20338 
gosub @BOAT_20666 
if 
001E:   $3350 > 176@ // (int) 
else_jump @BOAT_3670 
008B: 177@ = $3350 // (int) 
008A: $3350 = 176@ // (int) 
175@ = 1 
gosub @BOAT_21438 
if 
  $9562 == 4 
else_jump @BOAT_3570 
if 
  $3359 == 0 
else_jump @BOAT_3570 
$3359 = 1 
$3358 = 1 
$3357 = 1 

:BOAT_3570
if 
  $9562 == 3 
else_jump @BOAT_3620 
if 
  $3358 == 0 
else_jump @BOAT_3620 
$3358 = 1 
$3357 = 1 

:BOAT_3620
if 
  $9562 == 2 
else_jump @BOAT_3663 
if 
  $3357 == 0 
else_jump @BOAT_3663 
$3357 = 1 

:BOAT_3663
jump @BOAT_3677 

:BOAT_3670
$9562 = 0 

:BOAT_3677
if 
  $3349 == 1 
else_jump @BOAT_3755 
if 
001D:   220@ > 176@ // (int) 
else_jump @BOAT_3755 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
175@ = 2 
$3349 = 2 
172@ = 2 

:BOAT_3755
40@ = 0 

:BOAT_3762
if 
  40@ > -1 
else_jump @BOAT_3906 
wait 0 
gosub @BOAT_21009 
if 
0A52:   is_widget_released 74 
else_jump @BOAT_3840 
172@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3906 

:BOAT_3840
gosub @BOAT_21969 
gosub @BOAT_20257 
if 
  173@ == 1 
else_jump @BOAT_3899 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3906 

:BOAT_3899
jump @BOAT_3762 

:BOAT_3906
gosub @BOAT_23464 
gosub @BOAT_31567 
if 
  172@ == 2 
else_jump @BOAT_3952 
jump @BOAT_1370 
jump @BOAT_3959 

:BOAT_3952
jump @BOAT_2364 

:BOAT_3959
jump @BOAT_2733 

:BOAT_3966
if 
  $9556 == 2 
else_jump @BOAT_6708 

:BOAT_3984
gosub @BOAT_27962 

:BOAT_3991
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @BOAT_20044 
00A5: 54@ = create_car 497 at -2303.627 2105.29 200.0 
009B: destroy_actor 55@ 
0129: 55@ = create_actor_pedtype 24 model 210 in_car 54@ driverseat 
0687: clear_actor 55@ task 
0825: set_helicopter 54@ instant_rotor_start 
00AD: set_car 54@ max_speed_to 250.0 
04A2: set_heli 54@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 45@ = create_car 472 at -2578.671 2050.845 0.0 
0229: set_car 45@ primary_color_to 1 secondary_color_to 114 
0175: set_car 45@ Z_angle_to 0.0 
0129: 47@ = create_actor_pedtype 24 model 210 in_car 45@ driverseat 
gosub @BOAT_28139 
if 
  $9558 == 0 
else_jump @BOAT_4208 
067A: put_camera_on_car 54@ with_offset 10.0 10.0 0.0 point_to_car 45@ tilt 0.0 switchstyle 2 
return 

:BOAT_4208
gosub @BOAT_27554 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_4333 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 64@ 
0165: set_marker 60@ color_to 4 
0188: 59@ = create_marker_above_object 65@ 
0165: set_marker 59@ color_to 4 
0188: 61@ = create_marker_above_object 66@ 
0188: 62@ = create_marker_above_object 67@ 
gosub @BOAT_28095 

:BOAT_4333
wait 0 
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_4427 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_4427 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
193@ -= 150.0 
194@ -= 150.0 
04A2: set_heli 54@ fly_to 193@ 194@ 195@ altitude_between 200.0 and 200.0 

:BOAT_4427
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BOAT_4462 
172@ = 2 
jump @BOAT_6648 

:BOAT_4462
gosub @BOAT_20590 
if 
  172@ == 1 
else_jump @BOAT_4494 
jump @BOAT_31633 

:BOAT_4494
if 
  167@ == 0 
else_jump @BOAT_4653 
0A7A: print_help_conditional_hid 'BTAPD2' 2  // Navigate through each pair of ~y~buoys~s~. Throttle with ~m~~widget_accelerate~ and steer left or right with the movement controls.
0A79: print_help_conditional_touch 'BTHID1' 2  // Navigate through each pair of ~y~buoys~s~. Throttle with ~m~~widget_accelerate~, and press and hold ~m~~widget_ped_move_left~ and ~m~~widget_ped_move_right~ to steer.
0A7B: print_help_conditional_touch_classic 'BTAPD1' 2  // Navigate through each pair of ~y~buoys~s~. Throttle by pressing the bottom right corner of the screen and steering left and right with the movement controls.
02E3: 57@ = car 45@ speed 
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
  57@ > 1.0 
else_jump @BOAT_4653 
0971: sync_water 
0085: 219@ = 227@ // (int) 
0085: 218@ = 226@ // (int) 
0085: 217@ = 225@ // (int) 
167@ = 5 
$9564 = 0 
014F: stop_timer $9564 
03C3: set_timer_to $9564 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_4653
if 
  167@ > 0 
else_jump @BOAT_4699 
if 
  $9564 > 600000 
else_jump @BOAT_4699 
167@ = 99 

:BOAT_4699
if 
  167@ == 5 
else_jump @BOAT_4916 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_4916 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_4916 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
03E6: remove_text_box 
03E5: show_text_box 'BOAT_B5'  // ~s~Hold ~m~~widget_handbrake~ while accelerating to perform a sharper turn.
03E5: show_text_box 'BOAT_H2'  // Tap ~m~~widget_enter_car~ to quit test.
167@ = 10 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 66@ position_to 206@ 207@ 208@ 
01BB: store_object 67@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 66@ 
0188: 59@ = create_marker_above_object 67@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 68@ 
0188: 62@ = create_marker_above_object 69@ 
gosub @BOAT_28095 

:BOAT_4916
if 
  167@ == 10 
else_jump @BOAT_5109 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_5109 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_5109 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 15 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 68@ position_to 206@ 207@ 208@ 
01BB: store_object 69@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 68@ 
0188: 59@ = create_marker_above_object 69@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 70@ 
0188: 62@ = create_marker_above_object 71@ 
gosub @BOAT_28095 

:BOAT_5109
if 
  167@ == 15 
else_jump @BOAT_5302 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_5302 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_5302 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 20 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 70@ position_to 206@ 207@ 208@ 
01BB: store_object 71@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 70@ 
0188: 59@ = create_marker_above_object 71@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 72@ 
0188: 62@ = create_marker_above_object 73@ 
gosub @BOAT_28095 

:BOAT_5302
if 
  167@ == 20 
else_jump @BOAT_5495 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_5495 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_5495 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 25 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 72@ position_to 206@ 207@ 208@ 
01BB: store_object 73@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 72@ 
0188: 59@ = create_marker_above_object 73@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 74@ 
0188: 62@ = create_marker_above_object 75@ 
gosub @BOAT_28095 

:BOAT_5495
if 
  167@ == 25 
else_jump @BOAT_5688 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_5688 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_5688 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 30 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 74@ position_to 206@ 207@ 208@ 
01BB: store_object 75@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 74@ 
0188: 59@ = create_marker_above_object 75@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 76@ 
0188: 62@ = create_marker_above_object 77@ 
gosub @BOAT_28095 

:BOAT_5688
if 
  167@ == 30 
else_jump @BOAT_5881 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_5881 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_5881 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 35 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 76@ position_to 206@ 207@ 208@ 
01BB: store_object 77@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 76@ 
0188: 59@ = create_marker_above_object 77@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 78@ 
0188: 62@ = create_marker_above_object 79@ 
gosub @BOAT_28095 

:BOAT_5881
if 
  167@ == 35 
else_jump @BOAT_6058 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_6058 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_6058 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
167@ = 40 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 78@ position_to 206@ 207@ 208@ 
01BB: store_object 79@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 78@ 
0188: 59@ = create_marker_above_object 79@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
gosub @BOAT_28095 

:BOAT_6058
if 
  167@ == 40 
else_jump @BOAT_6174 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_6174 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_6174 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
167@ = 99 
0164: disable_marker 60@ 
0164: disable_marker 59@ 

:BOAT_6174
if 
  167@ == 99 
else_jump @BOAT_6701 
gosub @BOAT_20338 
gosub @BOAT_20666 
if 
001E:   $3351 > 176@ // (int) 
else_jump @BOAT_6412 
008B: 177@ = $3351 // (int) 
008A: $3351 = 176@ // (int) 
175@ = 1 
gosub @BOAT_21438 
if 
  $9562 == 4 
else_jump @BOAT_6312 
if 
  $3362 == 0 
else_jump @BOAT_6312 
$3362 = 1 
$3361 = 1 
$3360 = 1 

:BOAT_6312
if 
  $9562 == 3 
else_jump @BOAT_6362 
if 
  $3361 == 0 
else_jump @BOAT_6362 
$3361 = 1 
$3360 = 1 

:BOAT_6362
if 
  $9562 == 2 
else_jump @BOAT_6405 
if 
  $3360 == 0 
else_jump @BOAT_6405 
$3360 = 1 

:BOAT_6405
jump @BOAT_6419 

:BOAT_6412
$9562 = 0 

:BOAT_6419
if 
  $3349 == 2 
else_jump @BOAT_6497 
if 
001D:   224@ > 176@ // (int) 
else_jump @BOAT_6497 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
175@ = 2 
$3349 = 3 
172@ = 2 

:BOAT_6497
40@ = 0 

:BOAT_6504
if 
  40@ > -1 
else_jump @BOAT_6648 
wait 0 
gosub @BOAT_21009 
if 
0A52:   is_widget_released 74 
else_jump @BOAT_6582 
172@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6648 

:BOAT_6582
gosub @BOAT_21969 
gosub @BOAT_20257 
if 
  173@ == 1 
else_jump @BOAT_6641 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6648 

:BOAT_6641
jump @BOAT_6504 

:BOAT_6648
gosub @BOAT_23464 
gosub @BOAT_31567 
if 
  172@ == 2 
else_jump @BOAT_6694 
jump @BOAT_1370 
jump @BOAT_6701 

:BOAT_6694
jump @BOAT_3984 

:BOAT_6701
jump @BOAT_4333 

:BOAT_6708
if 
  $9556 == 3 
else_jump @BOAT_11131 

:BOAT_6726
gosub @BOAT_27962 

:BOAT_6733
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @BOAT_20044 
00A5: 54@ = create_car 497 at -2303.627 2105.29 200.0 
009B: destroy_actor 55@ 
0129: 55@ = create_actor_pedtype 24 model 210 in_car 54@ driverseat 
0687: clear_actor 55@ task 
0825: set_helicopter 54@ instant_rotor_start 
00AD: set_car 54@ max_speed_to 250.0 
04A2: set_heli 54@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 45@ = create_car 473 at -2124.125 2438.352 0.0 
0229: set_car 45@ primary_color_to 114 secondary_color_to 1 
0175: set_car 45@ Z_angle_to 180.0 
0129: 47@ = create_actor_pedtype 24 model 210 in_car 45@ driverseat 
gosub @BOAT_28139 
if 
  $9558 == 0 
else_jump @BOAT_6950 
067A: put_camera_on_car 54@ with_offset 10.0 10.0 0.0 point_to_car 45@ tilt 0.0 switchstyle 2 
return 

:BOAT_6950
gosub @BOAT_27554 
03E5: show_text_box 'BOAT_H2'  // Tap ~m~~widget_enter_car~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_7086 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0165: set_marker 60@ color_to 4 
0165: set_marker 59@ color_to 4 
0188: 61@ = create_marker_above_object 66@ 
0188: 62@ = create_marker_above_object 67@ 
gosub @BOAT_28095 

:BOAT_7086
43@ = 0 

:BOAT_7093
wait 0 
if 
  43@ == 0 
else_jump @BOAT_7129 
03CF: load_wav 6200 as 3 
43@ = 1 

:BOAT_7129
if 
  43@ == 1 
else_jump @BOAT_7169 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_7169 
43@ = 2 

:BOAT_7169
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_7259 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_7259 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
193@ -= 150.0 
194@ -= 150.0 
04A2: set_heli 54@ fly_to 193@ 194@ 195@ altitude_between 200.0 and 200.0 

:BOAT_7259
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BOAT_7294 
172@ = 2 
jump @BOAT_11071 

:BOAT_7294
gosub @BOAT_20590 
if 
  172@ == 1 
else_jump @BOAT_7326 
jump @BOAT_31633 

:BOAT_7326
if 
  168@ == 0 
else_jump @BOAT_7478 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
02E3: 57@ = car 45@ speed 
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
  57@ > 1.0 
else_jump @BOAT_7478 
0971: sync_water 
0085: 219@ = 231@ // (int) 
0085: 218@ = 230@ // (int) 
0085: 217@ = 229@ // (int) 
097A: play_audio_at 206@ 207@ 208@ event 65535 
168@ = 5 
$9564 = 0 
014F: stop_timer $9564 
03C3: set_timer_to $9564 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_7478
if 
  168@ > 0 
else_jump @BOAT_7524 
if 
  $9564 > 600000 
else_jump @BOAT_7524 
168@ = 99 

:BOAT_7524
if 
  168@ == 5 
else_jump @BOAT_7717 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_7717 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_7717 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 10 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 66@ position_to 206@ 207@ 208@ 
01BB: store_object 67@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 66@ 
0188: 59@ = create_marker_above_object 67@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 68@ 
0188: 62@ = create_marker_above_object 69@ 
gosub @BOAT_28095 

:BOAT_7717
if 
  168@ == 10 
else_jump @BOAT_7910 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_7910 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_7910 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 15 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 68@ position_to 206@ 207@ 208@ 
01BB: store_object 69@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 68@ 
0188: 59@ = create_marker_above_object 69@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 70@ 
0188: 62@ = create_marker_above_object 71@ 
gosub @BOAT_28095 

:BOAT_7910
if 
  168@ == 15 
else_jump @BOAT_8191 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_8191 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_8191 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 20 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 70@ position_to 206@ 207@ 208@ 
01BB: store_object 71@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 70@ 
0188: 59@ = create_marker_above_object 71@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 72@ 
0188: 62@ = create_marker_above_object 73@ 
gosub @BOAT_28095 
if 
8119:   not car 52@ wrecked 
else_jump @BOAT_8191 
if 
8118:   not actor 53@ dead 
else_jump @BOAT_8191 
if 
  43@ == 2 
else_jump @BOAT_8157 
03D1: play_wav 3 

:BOAT_8157
05D1: AS_actor 53@ drive_car 52@ to -2013.476 1748.499 0.0 speed 18.0 2 model 0 3 

:BOAT_8191
if 
  168@ == 20 
else_jump @BOAT_8384 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_8384 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_8384 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 25 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 72@ position_to 206@ 207@ 208@ 
01BB: store_object 73@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 72@ 
0188: 59@ = create_marker_above_object 73@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 74@ 
0188: 62@ = create_marker_above_object 75@ 
gosub @BOAT_28095 

:BOAT_8384
if 
  168@ == 25 
else_jump @BOAT_8577 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_8577 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_8577 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 30 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 74@ position_to 206@ 207@ 208@ 
01BB: store_object 75@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 74@ 
0188: 59@ = create_marker_above_object 75@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 76@ 
0188: 62@ = create_marker_above_object 77@ 
gosub @BOAT_28095 

:BOAT_8577
if 
  168@ == 30 
else_jump @BOAT_8770 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_8770 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_8770 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 35 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 76@ position_to 206@ 207@ 208@ 
01BB: store_object 77@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 76@ 
0188: 59@ = create_marker_above_object 77@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 78@ 
0188: 62@ = create_marker_above_object 79@ 
gosub @BOAT_28095 

:BOAT_8770
if 
  168@ == 35 
else_jump @BOAT_8963 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_8963 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_8963 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 40 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 78@ position_to 206@ 207@ 208@ 
01BB: store_object 79@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 78@ 
0188: 59@ = create_marker_above_object 79@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 80@ 
0188: 62@ = create_marker_above_object 81@ 
gosub @BOAT_28095 

:BOAT_8963
if 
  168@ == 40 
else_jump @BOAT_9156 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_9156 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_9156 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 45 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 80@ position_to 206@ 207@ 208@ 
01BB: store_object 81@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 80@ 
0188: 59@ = create_marker_above_object 81@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 82@ 
0188: 62@ = create_marker_above_object 83@ 
gosub @BOAT_28095 

:BOAT_9156
if 
  168@ == 45 
else_jump @BOAT_9349 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_9349 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_9349 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 50 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 82@ position_to 206@ 207@ 208@ 
01BB: store_object 83@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 82@ 
0188: 59@ = create_marker_above_object 83@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 84@ 
0188: 62@ = create_marker_above_object 85@ 
gosub @BOAT_28095 

:BOAT_9349
if 
  168@ == 50 
else_jump @BOAT_9542 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_9542 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_9542 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 55 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 84@ position_to 206@ 207@ 208@ 
01BB: store_object 85@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 84@ 
0188: 59@ = create_marker_above_object 85@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 86@ 
0188: 62@ = create_marker_above_object 87@ 
gosub @BOAT_28095 

:BOAT_9542
if 
  168@ == 55 
else_jump @BOAT_9735 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_9735 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_9735 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 60 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 86@ position_to 206@ 207@ 208@ 
01BB: store_object 87@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 86@ 
0188: 59@ = create_marker_above_object 87@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 88@ 
0188: 62@ = create_marker_above_object 89@ 
gosub @BOAT_28095 

:BOAT_9735
if 
  168@ == 60 
else_jump @BOAT_10016 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_10016 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_10016 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 65 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 88@ position_to 206@ 207@ 208@ 
01BB: store_object 89@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 88@ 
0188: 59@ = create_marker_above_object 89@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 90@ 
0188: 62@ = create_marker_above_object 91@ 
gosub @BOAT_28095 
if 
8119:   not car 49@ wrecked 
else_jump @BOAT_10016 
if 
8118:   not actor 51@ dead 
else_jump @BOAT_10016 
if 
  43@ == 2 
else_jump @BOAT_9982 
03D1: play_wav 3 

:BOAT_9982
05D1: AS_actor 51@ drive_car 49@ to -2763.105 1954.129 0.0 speed 10.0 2 model 0 3 

:BOAT_10016
if 
  168@ == 65 
else_jump @BOAT_10297 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_10297 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_10297 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 70 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 90@ position_to 206@ 207@ 208@ 
01BB: store_object 91@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 90@ 
0188: 59@ = create_marker_above_object 91@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 64@ 
0188: 62@ = create_marker_above_object 65@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_10297 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_10297 
if 
  43@ == 2 
else_jump @BOAT_10263 
03D1: play_wav 3 

:BOAT_10263
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_10297
if 
  168@ == 70 
else_jump @BOAT_10481 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_10481 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_10481 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
168@ = 80 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0165: set_marker 60@ color_to 4 
0165: set_marker 59@ color_to 4 
0164: disable_marker 61@ 
0164: disable_marker 62@ 

:BOAT_10481
if 
  168@ == 80 
else_jump @BOAT_10597 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_10597 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_10597 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
168@ = 99 
0164: disable_marker 60@ 
0164: disable_marker 59@ 

:BOAT_10597
if 
  168@ == 99 
else_jump @BOAT_11124 
gosub @BOAT_20338 
gosub @BOAT_20666 
if 
001E:   $3352 > 176@ // (int) 
else_jump @BOAT_10835 
008B: 177@ = $3352 // (int) 
008A: $3352 = 176@ // (int) 
175@ = 1 
gosub @BOAT_21438 
if 
  $9562 == 4 
else_jump @BOAT_10735 
if 
  $3365 == 0 
else_jump @BOAT_10735 
$3365 = 1 
$3364 = 1 
$3363 = 1 

:BOAT_10735
if 
  $9562 == 3 
else_jump @BOAT_10785 
if 
  $3364 == 0 
else_jump @BOAT_10785 
$3364 = 1 
$3363 = 1 

:BOAT_10785
if 
  $9562 == 2 
else_jump @BOAT_10828 
if 
  $3363 == 0 
else_jump @BOAT_10828 
$3363 = 1 

:BOAT_10828
jump @BOAT_10842 

:BOAT_10835
$9562 = 0 

:BOAT_10842
if 
  $3349 == 3 
else_jump @BOAT_10920 
if 
001D:   228@ > 176@ // (int) 
else_jump @BOAT_10920 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
175@ = 2 
$3349 = 4 
172@ = 2 

:BOAT_10920
40@ = 0 

:BOAT_10927
if 
  40@ > -1 
else_jump @BOAT_11071 
wait 0 
gosub @BOAT_21009 
if 
0A52:   is_widget_released 74 
else_jump @BOAT_11005 
172@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_11071 

:BOAT_11005
gosub @BOAT_21969 
gosub @BOAT_20257 
if 
  173@ == 1 
else_jump @BOAT_11064 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_11071 

:BOAT_11064
jump @BOAT_10927 

:BOAT_11071
gosub @BOAT_23464 
gosub @BOAT_31567 
if 
  172@ == 2 
else_jump @BOAT_11117 
jump @BOAT_1370 
jump @BOAT_11124 

:BOAT_11117
jump @BOAT_6726 

:BOAT_11124
jump @BOAT_7093 

:BOAT_11131
if 
  $9556 == 4 
else_jump @BOAT_13031 

:BOAT_11149
gosub @BOAT_27962 

:BOAT_11156
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @BOAT_20044 
00A5: 54@ = create_car 497 at -3303.627 2105.29 200.0 
009B: destroy_actor 55@ 
0129: 55@ = create_actor_pedtype 24 model 210 in_car 54@ driverseat 
0687: clear_actor 55@ task 
0825: set_helicopter 54@ instant_rotor_start 
00AD: set_car 54@ max_speed_to 250.0 
04A2: set_heli 54@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 45@ = create_car 539 at -2584.316 2213.475 0.0 
0229: set_car 45@ primary_color_to 78 secondary_color_to 14 
0175: set_car 45@ Z_angle_to 250.0 
0129: 47@ = create_actor_pedtype 24 model 210 in_car 45@ driverseat 
gosub @BOAT_28139 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_11369 
00AB: put_car 45@ at -2318.049 2312.302 10.0 
0175: set_car 45@ Z_angle_to 174.6078 

:BOAT_11369
if 
  $9558 == 0 
else_jump @BOAT_11419 
067A: put_camera_on_car 54@ with_offset 10.0 10.0 0.0 point_to_car 45@ tilt 0.0 switchstyle 2 
return 

:BOAT_11419
gosub @BOAT_27554 
03E5: show_text_box 'BOAT_H2'  // Tap ~m~~widget_enter_car~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_11520 
200@ = 0.0 
201@ = 0.0 
202@ = 0.0 
209@ = 0.0 
210@ = 0.0 
211@ = 0.0 

:BOAT_11520
wait 0 
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_11614 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_11614 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
193@ -= 150.0 
194@ -= 150.0 
04A2: set_heli 54@ fly_to 193@ 194@ 195@ altitude_between 120.0 and 120.0 

:BOAT_11614
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BOAT_11649 
172@ = 2 
jump @BOAT_12971 

:BOAT_11649
gosub @BOAT_20590 
if 
  172@ == 1 
else_jump @BOAT_11681 
jump @BOAT_31633 

:BOAT_11681
if 
  169@ == 0 
else_jump @BOAT_11904 
00BC: show_text_highpriority GXT 'BOAT_D1' time 4000 flag 1  // ~s~ Power towards the jump ramp and land within the parallel ~y~buoys~s~ to register a valid jump.
02E3: 57@ = car 45@ speed 
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
  57@ > 1.0 
else_jump @BOAT_11904 
0971: sync_water 
0085: 219@ = 235@ // (int) 
0085: 218@ = 234@ // (int) 
0085: 217@ = 233@ // (int) 
014F: stop_timer $9564 
$9564 = 46000 
169@ = 1 
03C3: set_timer_to $9564 type 1 GXT 'BOAT_T1' // global_variable  // time
0164: disable_marker 60@ 
0164: disable_marker 59@ 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0165: set_marker 60@ color_to 4 
0165: set_marker 59@ color_to 4 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
097A: play_audio_at 206@ 207@ 208@ event 65535 

:BOAT_11904
if 
  169@ == 1 
else_jump @BOAT_12057 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_12057 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 206@ 207@ 1.0 fur_corner_at 203@ 204@ 3.0 depth 10.0 flag 0 in_car 
else_jump @BOAT_12057 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
02E3: 57@ = car 45@ speed 
169@ = 2 
01BB: store_object 66@ position_to 206@ 207@ 208@ 
01BB: store_object 67@ position_to 203@ 204@ 205@ 
41@ = 0 

:BOAT_12057
if 
  169@ == 2 
else_jump @BOAT_12257 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_12257 
if 
  41@ > 1000 
else_jump @BOAT_12257 
00AA: store_car 45@ position_to 200@ 201@ 202@ 
if 
  1.0 > 202@ 
else_jump @BOAT_12257 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 600.0 sphere 0 in_car 
else_jump @BOAT_12208 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
169@ = 3 
41@ = 0 

:BOAT_12208
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 600.0 sphere 0 in_car 
else_jump @BOAT_12257 
169@ = 4 
41@ = 0 

:BOAT_12257
if 
  169@ == 3 
else_jump @BOAT_12343 
01BB: store_object 114@ position_to 209@ 210@ 211@ 
0509: 254@ = distance_between_XY 209@ 210@ and_XY 200@ 201@ 

:BOAT_12306
if 
  1000 > 41@ 
else_jump @BOAT_12336 
wait 0 
jump @BOAT_12306 

:BOAT_12336
169@ = 99 

:BOAT_12343
if 
  169@ == 4 
else_jump @BOAT_12408 

:BOAT_12361
if 
  1000 > 41@ 
else_jump @BOAT_12391 
wait 0 
jump @BOAT_12361 

:BOAT_12391
254@ = 0.0 
169@ = 99 

:BOAT_12408
if 
  169@ > 0 
else_jump @BOAT_12481 
if 
  1 > $9564 
else_jump @BOAT_12481 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
169@ = 99 
wait 3000 
jump @BOAT_12971 

:BOAT_12481
if 
  169@ == 99 
else_jump @BOAT_13024 
gosub @BOAT_20338 
gosub @BOAT_20666 
if or
001F:   176@ > $3353 // (int) 
001F:   176@ > $3353 // (int) 
else_jump @BOAT_12727 
008B: 177@ = $3353 // (int) 
008A: $3353 = 176@ // (int) 
175@ = 1 
gosub @BOAT_21438 
if 
  $9562 == 4 
else_jump @BOAT_12627 
if 
  $3368 == 0 
else_jump @BOAT_12627 
$3368 = 1 
$3367 = 1 
$3366 = 1 

:BOAT_12627
if 
  $9562 == 3 
else_jump @BOAT_12677 
if 
  $3367 == 0 
else_jump @BOAT_12677 
$3367 = 1 
$3366 = 1 

:BOAT_12677
if 
  $9562 == 2 
else_jump @BOAT_12720 
if 
  $3366 == 0 
else_jump @BOAT_12720 
$3366 = 1 

:BOAT_12720
jump @BOAT_12734 

:BOAT_12727
$9562 = 0 

:BOAT_12734
if 
  $3349 == 4 
else_jump @BOAT_12820 
if or
001D:   176@ > 232@ // (int) 
003B:   176@ == 232@ // (int) 
else_jump @BOAT_12820 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
175@ = 2 
$3349 = 5 
172@ = 2 

:BOAT_12820
40@ = 0 

:BOAT_12827
if 
  40@ > -1 
else_jump @BOAT_12971 
wait 0 
gosub @BOAT_21009 
if 
0A52:   is_widget_released 74 
else_jump @BOAT_12905 
172@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12971 

:BOAT_12905
gosub @BOAT_21969 
gosub @BOAT_20257 
if 
  173@ == 1 
else_jump @BOAT_12964 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12971 

:BOAT_12964
jump @BOAT_12827 

:BOAT_12971
gosub @BOAT_23464 
gosub @BOAT_31567 
if 
  172@ == 2 
else_jump @BOAT_13017 
jump @BOAT_1370 
jump @BOAT_13024 

:BOAT_13017
jump @BOAT_11149 

:BOAT_13024
jump @BOAT_11520 

:BOAT_13031
if 
  $9556 == 5 
else_jump @BOAT_20044 

:BOAT_13049
gosub @BOAT_27962 

:BOAT_13056
01B4: set_player $PLAYER_CHAR can_move 1 
gosub @BOAT_20044 
00A5: 54@ = create_car 497 at -2303.627 2105.29 200.0 
009B: destroy_actor 55@ 
0129: 55@ = create_actor_pedtype 24 model 210 in_car 54@ driverseat 
0687: clear_actor 55@ task 
0825: set_helicopter 54@ instant_rotor_start 
00AD: set_car 54@ max_speed_to 250.0 
04A2: set_heli 54@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 45@ = create_car 539 at -2014.267 2365.429 6.0509 
0229: set_car 45@ primary_color_to 6 secondary_color_to 2 
0175: set_car 45@ Z_angle_to 111.0 
0129: 47@ = create_actor_pedtype 24 model 210 in_car 45@ driverseat 
gosub @BOAT_28139 
if 
  $9558 == 0 
else_jump @BOAT_13273 
067A: put_camera_on_car 54@ with_offset 10.0 10.0 0.0 point_to_car 45@ tilt 0.0 switchstyle 2 
return 

:BOAT_13273
gosub @BOAT_27554 
03E5: show_text_box 'BOAT_H2'  // Tap ~m~~widget_enter_car~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_13395 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0188: 61@ = create_marker_above_object 66@ 
0188: 62@ = create_marker_above_object 67@ 
gosub @BOAT_28095 

:BOAT_13395
43@ = 0 

:BOAT_13402
wait 0 
if 
  43@ == 0 
else_jump @BOAT_13438 
03CF: load_wav 6200 as 3 
43@ = 1 

:BOAT_13438
if 
  43@ == 1 
else_jump @BOAT_13478 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_13478 
43@ = 2 

:BOAT_13478
if 
0735:   is_keyboard_key_pressed 87 
else_jump @BOAT_13500 
170@ = 99 

:BOAT_13500
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_13590 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_13590 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
193@ -= 150.0 
194@ -= 150.0 
04A2: set_heli 54@ fly_to 193@ 194@ 195@ altitude_between 200.0 and 200.0 

:BOAT_13590
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BOAT_13625 
172@ = 2 
jump @BOAT_19850 

:BOAT_13625
gosub @BOAT_20590 
if 
  172@ == 1 
else_jump @BOAT_13657 
jump @BOAT_31633 

:BOAT_13657
if 
  170@ == 0 
else_jump @BOAT_13809 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
02E3: 57@ = car 45@ speed 
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
  57@ > 1.0 
else_jump @BOAT_13809 
0971: sync_water 
0085: 219@ = 239@ // (int) 
0085: 218@ = 238@ // (int) 
0085: 217@ = 237@ // (int) 
097A: play_audio_at 206@ 207@ 208@ event 65535 
170@ = 5 
$9564 = 0 
014F: stop_timer $9564 
03C3: set_timer_to $9564 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_13809
if 
  170@ > 0 
else_jump @BOAT_13855 
if 
  $9564 > 600000 
else_jump @BOAT_13855 
170@ = 99 

:BOAT_13855
if 
  170@ == 5 
else_jump @BOAT_14048 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_14048 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_14048 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 10 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 66@ position_to 206@ 207@ 208@ 
01BB: store_object 67@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 66@ 
0188: 59@ = create_marker_above_object 67@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 68@ 
0188: 62@ = create_marker_above_object 69@ 
gosub @BOAT_28095 

:BOAT_14048
if 
  170@ == 10 
else_jump @BOAT_14241 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_14241 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_14241 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 15 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 68@ position_to 206@ 207@ 208@ 
01BB: store_object 69@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 68@ 
0188: 59@ = create_marker_above_object 69@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 70@ 
0188: 62@ = create_marker_above_object 71@ 
gosub @BOAT_28095 

:BOAT_14241
if 
  170@ == 15 
else_jump @BOAT_14434 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_14434 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_14434 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 20 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 70@ position_to 206@ 207@ 208@ 
01BB: store_object 71@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 70@ 
0188: 59@ = create_marker_above_object 71@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 72@ 
0188: 62@ = create_marker_above_object 73@ 
gosub @BOAT_28095 

:BOAT_14434
if 
  170@ == 20 
else_jump @BOAT_14627 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_14627 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_14627 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 25 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 72@ position_to 206@ 207@ 208@ 
01BB: store_object 73@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 72@ 
0188: 59@ = create_marker_above_object 73@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 74@ 
0188: 62@ = create_marker_above_object 75@ 
gosub @BOAT_28095 

:BOAT_14627
if 
  170@ == 25 
else_jump @BOAT_14820 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_14820 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_14820 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 30 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 74@ position_to 206@ 207@ 208@ 
01BB: store_object 75@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 74@ 
0188: 59@ = create_marker_above_object 75@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 76@ 
0188: 62@ = create_marker_above_object 77@ 
gosub @BOAT_28095 

:BOAT_14820
if 
  170@ == 30 
else_jump @BOAT_15013 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15013 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15013 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 35 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 76@ position_to 206@ 207@ 208@ 
01BB: store_object 77@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 76@ 
0188: 59@ = create_marker_above_object 77@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 78@ 
0188: 62@ = create_marker_above_object 79@ 
gosub @BOAT_28095 

:BOAT_15013
if 
  170@ == 35 
else_jump @BOAT_15206 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15206 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15206 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 40 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 78@ position_to 206@ 207@ 208@ 
01BB: store_object 79@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 78@ 
0188: 59@ = create_marker_above_object 79@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 80@ 
0188: 62@ = create_marker_above_object 81@ 
gosub @BOAT_28095 

:BOAT_15206
if 
  170@ == 40 
else_jump @BOAT_15399 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15399 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15399 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 45 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 80@ position_to 206@ 207@ 208@ 
01BB: store_object 81@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 80@ 
0188: 59@ = create_marker_above_object 81@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 82@ 
0188: 62@ = create_marker_above_object 83@ 
gosub @BOAT_28095 

:BOAT_15399
if 
  170@ == 45 
else_jump @BOAT_15592 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15592 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15592 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 50 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 82@ position_to 206@ 207@ 208@ 
01BB: store_object 83@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 82@ 
0188: 59@ = create_marker_above_object 83@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 84@ 
0188: 62@ = create_marker_above_object 85@ 
gosub @BOAT_28095 

:BOAT_15592
if 
  170@ == 50 
else_jump @BOAT_15785 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15785 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15785 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 55 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 84@ position_to 206@ 207@ 208@ 
01BB: store_object 85@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 84@ 
0188: 59@ = create_marker_above_object 85@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 86@ 
0188: 62@ = create_marker_above_object 87@ 
gosub @BOAT_28095 

:BOAT_15785
if 
  170@ == 55 
else_jump @BOAT_15978 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_15978 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_15978 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 60 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 86@ position_to 206@ 207@ 208@ 
01BB: store_object 87@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 86@ 
0188: 59@ = create_marker_above_object 87@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 88@ 
0188: 62@ = create_marker_above_object 89@ 
gosub @BOAT_28095 

:BOAT_15978
if 
  170@ == 60 
else_jump @BOAT_16259 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_16259 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_16259 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 65 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 88@ position_to 206@ 207@ 208@ 
01BB: store_object 89@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 88@ 
0188: 59@ = create_marker_above_object 89@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 90@ 
0188: 62@ = create_marker_above_object 91@ 
gosub @BOAT_28095 
if 
8119:   not car 49@ wrecked 
else_jump @BOAT_16259 
if 
8118:   not actor 51@ dead 
else_jump @BOAT_16259 
if 
  43@ == 2 
else_jump @BOAT_16225 
03D1: play_wav 3 

:BOAT_16225
05D1: AS_actor 51@ drive_car 49@ to -2763.105 1954.129 0.0 speed 10.0 2 model 0 3 

:BOAT_16259
if 
  170@ == 65 
else_jump @BOAT_16540 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_16540 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_16540 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 70 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 90@ position_to 206@ 207@ 208@ 
01BB: store_object 91@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 90@ 
0188: 59@ = create_marker_above_object 91@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 92@ 
0188: 62@ = create_marker_above_object 93@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_16540 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_16540 
if 
  43@ == 2 
else_jump @BOAT_16506 
03D1: play_wav 3 

:BOAT_16506
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_16540
if 
  170@ == 70 
else_jump @BOAT_16799 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_16799 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_16799 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 75 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 92@ position_to 206@ 207@ 208@ 
01BB: store_object 93@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 92@ 
0188: 59@ = create_marker_above_object 93@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 94@ 
0188: 62@ = create_marker_above_object 95@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_16799 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_16799 
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_16799
if 
  170@ == 75 
else_jump @BOAT_17080 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_17080 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_17080 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 80 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 94@ position_to 206@ 207@ 208@ 
01BB: store_object 95@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 94@ 
0188: 59@ = create_marker_above_object 95@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 96@ 
0188: 62@ = create_marker_above_object 97@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_17080 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_17080 
if 
  43@ == 2 
else_jump @BOAT_17046 
03D1: play_wav 3 

:BOAT_17046
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_17080
if 
  170@ == 80 
else_jump @BOAT_17339 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_17339 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_17339 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 82 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 96@ position_to 206@ 207@ 208@ 
01BB: store_object 97@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 96@ 
0188: 59@ = create_marker_above_object 97@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 98@ 
0188: 62@ = create_marker_above_object 99@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_17339 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_17339 
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_17339
if 
  170@ == 82 
else_jump @BOAT_17620 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_17620 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_17620 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 84 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 98@ position_to 206@ 207@ 208@ 
01BB: store_object 99@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 98@ 
0188: 59@ = create_marker_above_object 99@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 100@ 
0188: 62@ = create_marker_above_object 101@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_17620 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_17620 
if 
  43@ == 2 
else_jump @BOAT_17586 
03D1: play_wav 3 

:BOAT_17586
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_17620
if 
  170@ == 84 
else_jump @BOAT_17879 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_17879 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_17879 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 86 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 100@ position_to 206@ 207@ 208@ 
01BB: store_object 101@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 100@ 
0188: 59@ = create_marker_above_object 101@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 102@ 
0188: 62@ = create_marker_above_object 103@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_17879 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_17879 
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_17879
if 
  170@ == 86 
else_jump @BOAT_18138 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_18138 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_18138 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 88 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 102@ position_to 206@ 207@ 208@ 
01BB: store_object 103@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 102@ 
0188: 59@ = create_marker_above_object 103@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 104@ 
0188: 62@ = create_marker_above_object 105@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_18138 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_18138 
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_18138
if 
  170@ == 88 
else_jump @BOAT_18397 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_18397 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_18397 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 90 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 104@ position_to 206@ 207@ 208@ 
01BB: store_object 105@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 104@ 
0188: 59@ = create_marker_above_object 105@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 106@ 
0188: 62@ = create_marker_above_object 107@ 
gosub @BOAT_28095 
if 
8119:   not car 48@ wrecked 
else_jump @BOAT_18397 
if 
8118:   not actor 50@ dead 
else_jump @BOAT_18397 
05D1: AS_actor 50@ drive_car 48@ to -2763.105 1954.129 0.0 speed 15.0 2 model 0 3 

:BOAT_18397
if 
  170@ == 90 
else_jump @BOAT_18574 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_18574 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_18574 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 91 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 106@ position_to 206@ 207@ 208@ 
01BB: store_object 107@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 106@ 
0188: 59@ = create_marker_above_object 107@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
gosub @BOAT_28095 

:BOAT_18574
if 
  170@ == 91 
else_jump @BOAT_18690 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_18690 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_18690 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
170@ = 99 
0164: disable_marker 60@ 
0164: disable_marker 59@ 

:BOAT_18690
if 
  170@ == 92 
else_jump @BOAT_18883 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_18883 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_18883 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 93 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 110@ position_to 206@ 207@ 208@ 
01BB: store_object 111@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 110@ 
0188: 59@ = create_marker_above_object 111@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 112@ 
0188: 62@ = create_marker_above_object 113@ 
gosub @BOAT_28095 

:BOAT_18883
if 
  170@ == 93 
else_jump @BOAT_19076 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_19076 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_19076 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 94 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 112@ position_to 206@ 207@ 208@ 
01BB: store_object 113@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 112@ 
0188: 59@ = create_marker_above_object 113@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0188: 61@ = create_marker_above_object 64@ 
0188: 62@ = create_marker_above_object 65@ 
gosub @BOAT_28095 

:BOAT_19076
if 
  170@ == 94 
else_jump @BOAT_19253 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_19253 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_19253 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
170@ = 97 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
01BB: store_object 64@ position_to 206@ 207@ 208@ 
01BB: store_object 65@ position_to 203@ 204@ 205@ 
0188: 60@ = create_marker_above_object 64@ 
0188: 59@ = create_marker_above_object 65@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
gosub @BOAT_28095 

:BOAT_19253
if 
  170@ == 97 
else_jump @BOAT_19369 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_19369 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 206@ 207@ lr_corner_at 203@ 204@ angle 3.0 sphere 0 in_car 
else_jump @BOAT_19369 
097A: play_audio_at 206@ 207@ 208@ event 257@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
170@ = 99 
0164: disable_marker 60@ 
0164: disable_marker 59@ 

:BOAT_19369
if 
  170@ == 99 
else_jump @BOAT_20037 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
gosub @BOAT_20338 
gosub @BOAT_20666 
if 
001E:   $3354 > 176@ // (int) 
else_jump @BOAT_19627 
008B: 177@ = $3354 // (int) 
008A: $3354 = 176@ // (int) 
175@ = 1 
gosub @BOAT_21438 
if 
  $9562 == 4 
else_jump @BOAT_19527 
if 
  $3371 == 0 
else_jump @BOAT_19527 
$3371 = 1 
$3370 = 1 
$3369 = 1 

:BOAT_19527
if 
  $9562 == 3 
else_jump @BOAT_19577 
if 
  $3370 == 0 
else_jump @BOAT_19577 
$3370 = 1 
$3369 = 1 

:BOAT_19577
if 
  $9562 == 2 
else_jump @BOAT_19620 
if 
  $3369 == 0 
else_jump @BOAT_19620 
$3369 = 1 

:BOAT_19620
jump @BOAT_19634 

:BOAT_19627
$9562 = 0 

:BOAT_19634
if 
  $3349 == 5 
else_jump @BOAT_19699 
if 
001D:   236@ > 176@ // (int) 
else_jump @BOAT_19699 
175@ = 2 
$3349 = 5 
259@ = 1 
172@ = 2 

:BOAT_19699
40@ = 0 

:BOAT_19706
if 
  40@ > -1 
else_jump @BOAT_19850 
wait 0 
gosub @BOAT_21009 
if 
0A52:   is_widget_released 74 
else_jump @BOAT_19784 
172@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19850 

:BOAT_19784
gosub @BOAT_21969 
gosub @BOAT_20257 
if 
  173@ == 1 
else_jump @BOAT_19843 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19850 

:BOAT_19843
jump @BOAT_19706 

:BOAT_19850
gosub @BOAT_23464 
gosub @BOAT_31567 
if 
  172@ == 2 
else_jump @BOAT_20030 
if 
  259@ == 1 
else_jump @BOAT_20016 
if 
  $3356 == 0 
else_jump @BOAT_20016 
fade 0 1000 

:BOAT_19925
if 
fading 
else_jump @BOAT_19949 
wait 0 
jump @BOAT_19925 

:BOAT_19949
0173: set_actor $PLAYER_ACTOR Z_angle_to 185@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2185.335 2410.409 3.9752 
fade 1 2000 

:BOAT_19985
if 
fading 
else_jump @BOAT_20009 
wait 0 
jump @BOAT_19985 

:BOAT_20009
jump @BOAT_31677 

:BOAT_20016
jump @BOAT_1370 
jump @BOAT_20037 

:BOAT_20030
jump @BOAT_13049 

:BOAT_20037
jump @BOAT_13402 

:BOAT_20044
166@ = 0 
167@ = 0 
168@ = 0 
169@ = 0 
170@ = 0 
$9564 = 0 
171@ = 0 
172@ = 0 
173@ = 0 
174@ = 0 
175@ = 0 
176@ = 0 
56@ = 1000 
196@ = 0.0 
197@ = 0.0 
198@ = 0.0 
199@ = 0 
215@ = 0 
216@ = 0 
57@ = 0.0 
219@ = 0 
218@ = 0 
217@ = 0 
241@ = 0 
200@ = 0.0 
201@ = 0.0 
202@ = 0.0 
return 

:BOAT_20257
if 
0A52:   is_widget_released 79 
else_jump @BOAT_20311 
if 
  174@ == 1 
else_jump @BOAT_20304 
174@ = 0 
173@ = 1 

:BOAT_20304
jump @BOAT_20336 

:BOAT_20311
if 
  174@ == 0 
else_jump @BOAT_20336 
174@ = 1 

:BOAT_20336
return 

:BOAT_20338
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
  $9556 == 1 
else_jump @BOAT_20405 
0396: pause_timer 1 
02D4: car 45@ turn_off_engine 
04BA: set_car 45@ speed_to 0.0 
0519: set_car 45@ locked 0 
0323: enable_boat 45@ anchor 1 
0519: set_car 45@ locked 0 

:BOAT_20405
if 
  $9556 > 1 
else_jump @BOAT_20588 
0396: pause_timer 1 
41@ = 0 

:BOAT_20434
if 
  1000 > 41@ 
else_jump @BOAT_20464 
wait 0 
jump @BOAT_20434 

:BOAT_20464
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_20588 
if 
   not $9556 == 4 
else_jump @BOAT_20521 
if 
   not $9556 == 5 
else_jump @BOAT_20521 
02D4: car 45@ turn_off_engine 

:BOAT_20521
04BA: set_car 45@ speed_to 0.0 
0519: set_car 45@ locked 0 
if 
   not $9556 == 4 
else_jump @BOAT_20581 
if 
   not $9556 == 5 
else_jump @BOAT_20581 
0323: enable_boat 45@ anchor 1 

:BOAT_20581
0519: set_car 45@ locked 0 

:BOAT_20588
return 

:BOAT_20590
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_20657 
if 
  171@ == 1 
else_jump @BOAT_20650 
if 
80DB:   not actor $PLAYER_ACTOR in_car 45@ 
else_jump @BOAT_20650 
172@ = 1 

:BOAT_20650
jump @BOAT_20664 

:BOAT_20657
172@ = 1 

:BOAT_20664
return 

:BOAT_20666
if 
   not $9556 == 4 
else_jump @BOAT_20853 
008B: 216@ = $9564 // (int) 
241@ = 0 
56@ = 1000 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_20731 
0227: 258@ = car 45@ health 

:BOAT_20731
if 
  $9556 == 5 
else_jump @BOAT_20756 
258@ += 120 

:BOAT_20756
if 
  1000 > 258@ 
else_jump @BOAT_20783 
241@ = 5000 

:BOAT_20783
if 
  995 > 258@ 
else_jump @BOAT_20810 
241@ = 7000 

:BOAT_20810
if 
  990 > 258@ 
else_jump @BOAT_20837 
241@ = 10000 

:BOAT_20837
0085: 176@ = 216@ // (int) 
005A: 176@ += 241@ // (int) 

:BOAT_20853
if 
  $9556 == 4 
else_jump @BOAT_21007 
008B: 216@ = $9564 // (int) 
241@ = 0 
56@ = 1000 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_20918 
0227: 258@ = car 45@ health 

:BOAT_20918
if 
  995 > 258@ 
else_jump @BOAT_20945 
241@ = 5000 

:BOAT_20945
if 
  990 > 258@ 
else_jump @BOAT_20972 
241@ = 10000 

:BOAT_20972
if 
  985 > 258@ 
else_jump @BOAT_20999 
241@ = 15000 

:BOAT_20999
0092: 176@ = float 254@ to_integer 

:BOAT_21007
return 

:BOAT_21009
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_21436 
if 
  199@ == 0 
else_jump @BOAT_21148 
00AA: store_car 45@ position_to 196@ 197@ 198@ 
198@ += 5.0 
0407: store_coords_to 196@ 197@ 198@ from_car 45@ with_offset 10.0 0.0 5.0 
015F: set_camera_position 196@ 197@ 198@ rotation 0.0 0.0 0.0 
0158: camera_on_car 45@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
199@ = 1 

:BOAT_21148
if 
  40@ > 3000 
else_jump @BOAT_21285 
if 
  6000 > 40@ 
else_jump @BOAT_21285 
if 
  199@ == 1 
else_jump @BOAT_21285 
0407: store_coords_to 196@ 197@ 198@ from_car 45@ with_offset 0.0 10.0 5.0 
015F: set_camera_position 196@ 197@ 198@ rotation 0.0 0.0 0.0 
0158: camera_on_car 45@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
199@ = 2 

:BOAT_21285
if 
  40@ > 6000 
else_jump @BOAT_21403 
if 
  199@ == 2 
else_jump @BOAT_21403 
0407: store_coords_to 196@ 197@ 198@ from_car 45@ with_offset -10.0 0.0 5.0 
015F: set_camera_position 196@ 197@ 198@ rotation 0.0 0.0 0.0 
0158: camera_on_car 45@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
199@ = 3 

:BOAT_21403
if 
  40@ > 9000 
else_jump @BOAT_21436 
199@ = 1 
40@ = 0 

:BOAT_21436
return 

:BOAT_21438
$9562 = 0 
if 
   not $9556 == 4 
else_jump @BOAT_21694 
if 
001D:   217@ > 176@ // (int) 
else_jump @BOAT_21549 
if 
001D:   176@ > 218@ // (int) 
else_jump @BOAT_21549 
if and
001D:   217@ > 177@ // (int) 
001D:   177@ > 218@ // (int) 
else_jump @BOAT_21542 
$9562 = 0 
jump @BOAT_21549 

:BOAT_21542
$9562 = 2 

:BOAT_21549
if 
001D:   218@ > 176@ // (int) 
else_jump @BOAT_21635 
if 
001D:   176@ > 219@ // (int) 
else_jump @BOAT_21635 
if and
001D:   218@ > 177@ // (int) 
001D:   177@ > 219@ // (int) 
else_jump @BOAT_21628 
$9562 = 0 
jump @BOAT_21635 

:BOAT_21628
$9562 = 3 

:BOAT_21635
if 
001D:   219@ > 176@ // (int) 
else_jump @BOAT_21694 
if 
001D:   219@ > 177@ // (int) 
else_jump @BOAT_21687 
$9562 = 0 
jump @BOAT_21694 

:BOAT_21687
$9562 = 4 

:BOAT_21694
if 
  $9556 == 4 
else_jump @BOAT_21967 
if or
001D:   176@ > 217@ // (int) 
003B:   176@ == 217@ // (int) 
else_jump @BOAT_21806 
if 
001D:   218@ > 176@ // (int) 
else_jump @BOAT_21806 
if and
001D:   177@ > 217@ // (int) 
001D:   218@ > 177@ // (int) 
else_jump @BOAT_21799 
$9562 = 0 
jump @BOAT_21806 

:BOAT_21799
$9562 = 2 

:BOAT_21806
if or
001D:   176@ > 218@ // (int) 
003B:   176@ == 218@ // (int) 
else_jump @BOAT_21900 
if 
001D:   219@ > 176@ // (int) 
else_jump @BOAT_21900 
if and
001D:   177@ > 218@ // (int) 
001D:   219@ > 177@ // (int) 
else_jump @BOAT_21893 
$9562 = 0 
jump @BOAT_21900 

:BOAT_21893
$9562 = 3 

:BOAT_21900
if or
001D:   176@ > 219@ // (int) 
003B:   176@ == 219@ // (int) 
else_jump @BOAT_21967 
if 
001D:   177@ > 219@ // (int) 
else_jump @BOAT_21960 
$9562 = 0 
jump @BOAT_21967 

:BOAT_21960
$9562 = 4 

:BOAT_21967
return 

:BOAT_21969
0826: enable_hud 0 
0581: enable_radar 0 
gosub @BOAT_31626 
if 
  2 > $9562 
else_jump @BOAT_22078 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 5.0 5.0 
0349: set_text_draw_font 0 
033E: set_draw_text_position 320.0 195.0 GXT 'BOAT_75'  // Results
0A8A: unknown 82 0 0 0 0 0 0.0 'BOAT_75'  // Results
jump @BOAT_22106 

:BOAT_22078
0A8A: unknown 81 0 0 0 0 0 0.0 'BOAT_75'  // Results

:BOAT_22106
gosub @BOAT_27339 
gosub @BOAT_27339 
if 
  56@ > 0 
else_jump @BOAT_23457 
00BE: text_clear_all 
gosub @BOAT_27339 
0345: enable_text_draw_background 0 
249@ = 0.0 
0093: 249@ = integer 216@ to_float 
if 
   not $9556 == 4 
else_jump @BOAT_22213 
0A8A: unknown 83 1 0 1 0 2 249@ 'BOAT_7'  // Finish Time

:BOAT_22213
gosub @BOAT_27339 
248@ = 0.0 
0093: 248@ = integer 241@ to_float 
if 
   not $9556 == 4 
else_jump @BOAT_22289 
gosub @BOAT_31626 
0A8A: unknown 84 1 0 1 0 2 248@ 'BOAT_9'  // Damage Penalty

:BOAT_22289
gosub @BOAT_27339 
250@ = 0.0 
0093: 250@ = integer 176@ to_float 
if 
   not $9556 == 4 
else_jump @BOAT_22365 
gosub @BOAT_31626 
0A8A: unknown 85 1 0 1 0 2 250@ 'BOAT_10'  // Overall Time

:BOAT_22365
if 
  $9556 == 4 
else_jump @BOAT_22465 
if 
  254@ > 0.0 
else_jump @BOAT_22437 
0A8A: unknown 83 1 0 0 1 2 254@ 'BOAT_11'  // Jump Distance
jump @BOAT_22465 

:BOAT_22437
gosub @BOAT_31626 
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Jump Invalid!

:BOAT_22465
gosub @BOAT_27339 
249@ = 0.0 
0093: 249@ = integer 216@ to_float 
if 
  $9556 == 4 
else_jump @BOAT_22515 
gosub @BOAT_31626 

:BOAT_22515
gosub @BOAT_27339 
0904: get_interface 0 color_RGBA_to 178@ 179@ 180@ 181@ 
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 
248@ = 0.0 
0093: 248@ = integer 241@ to_float 
248@ /= 1000.0 
if 
  248@ > 0.0 
else_jump @BOAT_22638 
0904: get_interface 0 color_RGBA_to 178@ 179@ 180@ 181@ 
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 
jump @BOAT_22668 

:BOAT_22638
0904: get_interface 9 color_RGBA_to 178@ 179@ 180@ 181@ 
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 

:BOAT_22668
if 
   not $9556 == 4 
else_jump @BOAT_22693 
gosub @BOAT_31626 

:BOAT_22693
gosub @BOAT_27339 
if or
  175@ == 1 
  175@ == 2 
else_jump @BOAT_22746 
0340: set_text_draw_RGBA 255 255 255 255 
jump @BOAT_22760 

:BOAT_22746
0340: set_text_draw_RGBA 255 255 255 255 

:BOAT_22760
250@ = 0.0 
0093: 250@ = integer 176@ to_float 
250@ /= 1000.0 
0904: get_interface 5 color_RGBA_to 178@ 179@ 180@ 181@ 
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
gosub @BOAT_27339 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 7 color_RGBA_to 178@ 179@ 180@ 181@ 
if 
0A51:   is_widget_pressed 79 
else_jump @BOAT_22945 
0340: set_text_draw_RGBA 255 0 0 255 
jump @BOAT_22959 

:BOAT_22945
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 

:BOAT_22959
0342: set_text_draw_centered 1 
gosub @BOAT_27339 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 7 color_RGBA_to 178@ 179@ 180@ 181@ 
if 
0A51:   is_widget_pressed 74 
else_jump @BOAT_23032 
0340: set_text_draw_RGBA 255 0 0 255 
jump @BOAT_23046 

:BOAT_23032
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 

:BOAT_23046
0342: set_text_draw_centered 1 
if or
  175@ == 1 
  175@ == 2 
else_jump @BOAT_23146 
gosub @BOAT_27451 
033F: set_text_draw_letter_size 1.0 3.4 
081C: draw_text_outline 2 RGBA 0 0 0 255 
03E0: draw_text_behind_textures 1 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BOAT_46'  // new record

:BOAT_23146
if or
  175@ == 1 
  175@ == 2 
else_jump @BOAT_23457 
if 
  $9562 > 0 
else_jump @BOAT_23457 
038D: draw_texture 4 position 320.0 205.0 size 200.0 85.0 RGBA 255 255 255 255 
if 
  $9562 == 2 
else_jump @BOAT_23279 
038D: draw_texture 1 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BOAT_23279
if 
  $9562 == 3 
else_jump @BOAT_23333 
038D: draw_texture 2 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BOAT_23333
if 
  $9562 == 4 
else_jump @BOAT_23387 
038D: draw_texture 3 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BOAT_23387
gosub @BOAT_27451 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
03E0: draw_text_behind_textures 1 
0340: set_text_draw_RGBA 189 131 24 255 
033E: set_draw_text_position 323.0 65.0 GXT 'BOAT_47'  // new certificate awarded

:BOAT_23457
014F: stop_timer $9564 
return 

:BOAT_23464
fade 0 500 

:BOAT_23471
if 
fading 
else_jump @BOAT_23495 
wait 0 
jump @BOAT_23471 

:BOAT_23495
0826: enable_hud 1 
0581: enable_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_styled_text 'BOAT_46'  // new record
03D6: remove_styled_text 'BOAT_47'  // new certificate awarded
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  172@ == 2 
else_jump @BOAT_23619 
00BE: text_clear_all 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BOAT_23598 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 182@ 183@ 184@ 
jump @BOAT_23612 

:BOAT_23598
00A1: put_actor $PLAYER_ACTOR at 182@ 183@ 184@ 

:BOAT_23612
jump @BOAT_23670 

:BOAT_23619
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BOAT_23656 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 182@ 183@ 184@ 
jump @BOAT_23670 

:BOAT_23656
00A1: put_actor $PLAYER_ACTOR at 182@ 183@ 184@ 

:BOAT_23670
wait 0 
00A6: destroy_car 45@ 
00A6: destroy_car 54@ 
009B: destroy_actor 47@ 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
wait 0 
014F: stop_timer $9564 
0396: pause_timer 0 
return 

:BOAT_23728
01B4: set_player $PLAYER_CHAR can_move 0 
if 
  $9560 == 1 
else_jump @BOAT_23820 
if 
  255 > $9561 
else_jump @BOAT_23813 
$9561 += 20 
if 
  $9561 > 255 
else_jump @BOAT_23806 
$9561 = 255 

:BOAT_23806
jump @BOAT_23820 

:BOAT_23813
$9560 = 2 

:BOAT_23820
if 
  $9560 == 3 
else_jump @BOAT_23902 
if 
  $9561 > 0 
else_jump @BOAT_23895 
$9561 -= 5 
if 
  0 > $9561 
else_jump @BOAT_23888 
$9561 = 0 

:BOAT_23888
jump @BOAT_23902 

:BOAT_23895
$9560 = 0 

:BOAT_23902
gosub @BOAT_27451 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $9556 == 1 
else_jump @BOAT_23994 
033E: set_draw_text_position 261@ 262@ GXT 'BOAT_A'  // basic seamanship
0084: $9563 = $3350 // (int) 
gosub @BOAT_24239 

:BOAT_23994
if 
  $9556 == 2 
else_jump @BOAT_24044 
033E: set_draw_text_position 261@ 262@ GXT 'BOAT_B'  // plot a course
0084: $9563 = $3351 // (int) 
gosub @BOAT_24239 

:BOAT_24044
if 
  $9556 == 3 
else_jump @BOAT_24094 
033E: set_draw_text_position 261@ 262@ GXT 'BOAT_C'  // fresh slalom
0084: $9563 = $3352 // (int) 
gosub @BOAT_24239 

:BOAT_24094
if 
  $9556 == 4 
else_jump @BOAT_24144 
033E: set_draw_text_position 261@ 262@ GXT 'BOAT_D'  // flying fish
0084: $9563 = $3353 // (int) 
gosub @BOAT_24239 

:BOAT_24144
if 
  $9556 == 5 
else_jump @BOAT_24194 
033E: set_draw_text_position 261@ 262@ GXT 'BOAT_E'  // land, sea and air
0084: $9563 = $3354 // (int) 
gosub @BOAT_24239 

:BOAT_24194
gosub @LITCAS_308 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:BOAT_24239
gosub @BOAT_27277 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0904: get_interface 3 color_RGBA_to 178@ 179@ 180@ 181@ 
0340: set_text_draw_RGBA 178@ 179@ 180@ 181@ 
if 
  $9556 == 1 
else_jump @BOAT_24591 
if 
001F:   220@ > $3350 // (int) 
else_jump @BOAT_24385 
247@ = 0.0 
008F: 247@ = integer $9563 to_float 
247@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_58' value 247@ flag 2  // record time ~1~:~1~s
jump @BOAT_24449 

:BOAT_24385
255@ = 0 
242@ = 0.0 
0093: 242@ = integer 220@ to_float 
242@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_62' value 242@ flag 1  // finish under ~1~ seconds to pass

:BOAT_24449
if 
001E:   $9563 > 221@ // (int) 
else_jump @BOAT_24475 
$9562 = 1 

:BOAT_24475
if 
001F:   221@ > $9563 // (int) 
else_jump @BOAT_24520 
if 
001E:   $9563 > 222@ // (int) 
else_jump @BOAT_24520 
$9562 = 2 

:BOAT_24520
if 
001F:   222@ > $9563 // (int) 
else_jump @BOAT_24565 
if 
001E:   $9563 > 223@ // (int) 
else_jump @BOAT_24565 
$9562 = 3 

:BOAT_24565
if 
001F:   223@ > $9563 // (int) 
else_jump @BOAT_24591 
$9562 = 4 

:BOAT_24591
if 
  $9556 == 2 
else_jump @BOAT_24891 
if 
001F:   224@ > $3351 // (int) 
else_jump @BOAT_24692 
247@ = 0.0 
008F: 247@ = integer $9563 to_float 
247@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_58' value 247@ flag 2  // record time ~1~:~1~s
jump @BOAT_24749 

:BOAT_24692
243@ = 0.0 
0093: 243@ = integer 224@ to_float 
243@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_62' value 243@ flag 1  // finish under ~1~ seconds to pass

:BOAT_24749
if 
001E:   $9563 > 225@ // (int) 
else_jump @BOAT_24775 
$9562 = 1 

:BOAT_24775
if 
001F:   225@ > $9563 // (int) 
else_jump @BOAT_24820 
if 
001E:   $9563 > 226@ // (int) 
else_jump @BOAT_24820 
$9562 = 2 

:BOAT_24820
if 
001F:   226@ > $9563 // (int) 
else_jump @BOAT_24865 
if 
001E:   $9563 > 227@ // (int) 
else_jump @BOAT_24865 
$9562 = 3 

:BOAT_24865
if 
001F:   227@ > $9563 // (int) 
else_jump @BOAT_24891 
$9562 = 4 

:BOAT_24891
if 
  $9556 == 3 
else_jump @BOAT_25201 
if 
001F:   228@ > $3352 // (int) 
else_jump @BOAT_24992 
247@ = 0.0 
008F: 247@ = integer $9563 to_float 
247@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_58' value 247@ flag 2  // record time ~1~:~1~s
jump @BOAT_25059 

:BOAT_24992
244@ = 0.0 
0093: 244@ = integer 228@ to_float 
244@ /= 1000.0 
244@ /= 60.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_63' value 244@ flag 1  // finish under ~1~ minutes to pass

:BOAT_25059
if 
001E:   $9563 > 229@ // (int) 
else_jump @BOAT_25085 
$9562 = 1 

:BOAT_25085
if 
001F:   229@ > $9563 // (int) 
else_jump @BOAT_25130 
if 
001E:   $9563 > 230@ // (int) 
else_jump @BOAT_25130 
$9562 = 2 

:BOAT_25130
if 
001F:   230@ > $9563 // (int) 
else_jump @BOAT_25175 
if 
001E:   $9563 > 231@ // (int) 
else_jump @BOAT_25175 
$9562 = 3 

:BOAT_25175
if 
001F:   231@ > $9563 // (int) 
else_jump @BOAT_25201 
$9562 = 4 

:BOAT_25201
if 
  $9556 == 4 
else_jump @BOAT_25521 
if 
001E:   $3353 > 232@ // (int) 
else_jump @BOAT_25300 
247@ = 0.0 
008F: 247@ = integer $9563 to_float 
247@ /= 1000.0 
gosub @BOAT_31626 
045A: draw_text_1number 263@ 264@ GXT 'BOAT_60' number $3353  // longest jump ~1~ meters
jump @BOAT_25355 

:BOAT_25300
245@ = 0.0 
0093: 245@ = integer 232@ to_float 
245@ /= 1000.0 
gosub @BOAT_31626 
045A: draw_text_1number 263@ 264@ GXT 'BOAT_61' number 232@  // jump over ~1~ meters to pass

:BOAT_25355
if 
001F:   233@ > $9563 // (int) 
else_jump @BOAT_25381 
$9562 = 1 

:BOAT_25381
if or
001E:   $9563 > 233@ // (int) 
003C:   $9563 == 233@ // (int) 
else_jump @BOAT_25434 
if 
001F:   234@ > $9563 // (int) 
else_jump @BOAT_25434 
$9562 = 2 

:BOAT_25434
if or
001E:   $9563 > 234@ // (int) 
003C:   $9563 == 234@ // (int) 
else_jump @BOAT_25487 
if 
001F:   235@ > $9563 // (int) 
else_jump @BOAT_25487 
$9562 = 3 

:BOAT_25487
if or
001E:   $9563 > 235@ // (int) 
003C:   $9563 == 235@ // (int) 
else_jump @BOAT_25521 
$9562 = 4 

:BOAT_25521
if 
  $9556 == 5 
else_jump @BOAT_25831 
if 
001F:   236@ > $3354 // (int) 
else_jump @BOAT_25622 
247@ = 0.0 
008F: 247@ = integer $9563 to_float 
247@ /= 1000.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_58' value 247@ flag 2  // record time ~1~:~1~s
jump @BOAT_25689 

:BOAT_25622
246@ = 0.0 
0093: 246@ = integer 236@ to_float 
246@ /= 1000.0 
246@ /= 60.0 
gosub @BOAT_31626 
07FC: text_draw_box_position_XY 263@ 264@ GXT_reference 'BOAT_63' value 246@ flag 1  // finish under ~1~ minutes to pass

:BOAT_25689
if 
001E:   $9563 > 237@ // (int) 
else_jump @BOAT_25715 
$9562 = 1 

:BOAT_25715
if 
001F:   237@ > $9563 // (int) 
else_jump @BOAT_25760 
if 
001E:   $9563 > 238@ // (int) 
else_jump @BOAT_25760 
$9562 = 2 

:BOAT_25760
if 
001F:   238@ > $9563 // (int) 
else_jump @BOAT_25805 
if 
001E:   $9563 > 239@ // (int) 
else_jump @BOAT_25805 
$9562 = 3 

:BOAT_25805
if 
001F:   239@ > $9563 // (int) 
else_jump @BOAT_25831 
$9562 = 4 

:BOAT_25831
if 
  $9562 == 1 
else_jump @BOAT_25885 
038D: draw_texture 6 position 510.0 80.0 size 166.0 77.0 RGBA 160 160 160 255 

:BOAT_25885
if 
  $9562 == 2 
else_jump @BOAT_25975 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 1 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BOAT_25975
if 
  $9562 == 3 
else_jump @BOAT_26065 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 2 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BOAT_26065
if 
  $9562 == 4 
else_jump @BOAT_26155 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 3 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BOAT_26155
return 

:BOAT_26157
if 
  $9558 == 0 
else_jump @BOAT_26307 
if 
  $9556 == 1 
else_jump @BOAT_26200 
gosub @BOAT_2371 

:BOAT_26200
if 
  $9556 == 2 
else_jump @BOAT_26225 
gosub @BOAT_3991 

:BOAT_26225
if 
  $9556 == 3 
else_jump @BOAT_26250 
gosub @BOAT_6733 

:BOAT_26250
if 
  $9556 == 4 
else_jump @BOAT_26275 
gosub @BOAT_11156 

:BOAT_26275
if 
  $9556 == 5 
else_jump @BOAT_26300 
gosub @BOAT_13056 

:BOAT_26300
$9558 = 1 

:BOAT_26307
if 
  $9558 == 1 
else_jump @BOAT_26787 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_26787 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_26389 
00AA: store_car 45@ position_to 212@ 213@ 214@ 
0395: clear_area 1 at 212@ 213@ 214@ radius 1000.0 

:BOAT_26389
if 
  $9556 == 1 
else_jump @BOAT_26459 
if 
87C1:   not path 752 available 
else_jump @BOAT_26435 
07C0: load_path 752 
jump @BOAT_26459 

:BOAT_26435
0971: sync_water 
05EB: assign_car 45@ to_path 752 
$9560 = 3 
$9558 = 2 

:BOAT_26459
if 
  $9556 == 2 
else_jump @BOAT_26529 
if 
87C1:   not path 755 available 
else_jump @BOAT_26505 
07C0: load_path 755 
jump @BOAT_26529 

:BOAT_26505
0971: sync_water 
05EB: assign_car 45@ to_path 755 
$9560 = 3 
$9558 = 2 

:BOAT_26529
if 
  $9556 == 3 
else_jump @BOAT_26599 
if 
87C1:   not path 757 available 
else_jump @BOAT_26575 
07C0: load_path 757 
jump @BOAT_26599 

:BOAT_26575
0971: sync_water 
05EB: assign_car 45@ to_path 757 
$9560 = 3 
$9558 = 2 

:BOAT_26599
if 
  $9556 == 4 
else_jump @BOAT_26717 
if 
87C1:   not path 759 available 
else_jump @BOAT_26645 
07C0: load_path 759 
jump @BOAT_26717 

:BOAT_26645
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_26693 
00AA: store_car 45@ position_to 212@ 213@ 214@ 
0395: clear_area 1 at 212@ 213@ 214@ radius 1000.0 

:BOAT_26693
0971: sync_water 
05EB: assign_car 45@ to_path 759 
$9560 = 3 
$9558 = 2 

:BOAT_26717
if 
  $9556 == 5 
else_jump @BOAT_26787 
if 
87C1:   not path 760 available 
else_jump @BOAT_26763 
07C0: load_path 760 
jump @BOAT_26787 

:BOAT_26763
0971: sync_water 
05EB: assign_car 45@ to_path 760 
$9560 = 3 
$9558 = 2 

:BOAT_26787
if 
  $9558 == 2 
else_jump @BOAT_27108 
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_27094 
if 
8119:   not car 54@ wrecked 
else_jump @BOAT_27057 
00AA: store_car 45@ position_to 193@ 194@ 195@ 
if 
  $9556 == 1 
else_jump @BOAT_26889 
193@ -= 35.0 
194@ -= 30.0 

:BOAT_26889
if 
  $9556 == 2 
else_jump @BOAT_26927 
193@ -= 15.0 
194@ -= 30.0 

:BOAT_26927
if 
  $9556 == 3 
else_jump @BOAT_26965 
193@ -= 13.0 
194@ -= 13.0 

:BOAT_26965
if 
  $9556 == 4 
else_jump @BOAT_27003 
193@ -= 10.0 
194@ -= 20.0 

:BOAT_27003
if 
  $9556 == 5 
else_jump @BOAT_27041 
193@ -= 10.0 
194@ -= 20.0 

:BOAT_27041
00AB: put_car 54@ at 193@ 194@ 10.0 

:BOAT_27057
if 
860E:   not car 45@ assigned_to_path 
else_jump @BOAT_27087 
$9560 = 1 
$9558 = 4 

:BOAT_27087
jump @BOAT_27108 

:BOAT_27094
$9560 = 1 
$9558 = 4 

:BOAT_27108
if 
  $9558 == 3 
else_jump @BOAT_27140 
$9560 = 1 
$9558 = 4 

:BOAT_27140
if 
  $9558 == 4 
else_jump @BOAT_27275 
if 
  $9560 == 2 
else_jump @BOAT_27275 
05EC: release_car 45@ from_path 
02EB: restore_camera_with_jumpcut 
014F: stop_timer $9564 
0396: pause_timer 0 
00A6: destroy_car 54@ 
00A6: destroy_car 45@ 
gosub @BOAT_31567 
$9558 = 0 
014F: stop_timer $9564 
0396: pause_timer 0 
00A6: destroy_car 45@ 
00A6: destroy_car 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 47@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 52@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 53@ 

:BOAT_27275
return 

:BOAT_27277
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.12 1.05 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_27339
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
return 

:BOAT_27451
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.3 3.1 
0349: set_text_draw_font 3 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_27554
01B4: set_player $PLAYER_CHAR can_move 0 
009B: destroy_actor 47@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 52@ 
009B: destroy_actor 53@ 
014F: stop_timer $9564 
00A5: 48@ = create_car 454 at -2100.836 2247.862 0.0 
0175: set_car 48@ Z_angle_to 122.0 
0129: 50@ = create_actor_pedtype 24 model 210 in_car 48@ driverseat 
00A5: 49@ = create_car 484 at -1996.127 2125.169 0.0 
0175: set_car 49@ Z_angle_to 160.0 
0129: 51@ = create_actor_pedtype 24 model 210 in_car 49@ driverseat 
00A5: 52@ = create_car 454 at -2251.171 2129.291 0.0 
0175: set_car 52@ Z_angle_to 182.0 
0129: 53@ = create_actor_pedtype 24 model 210 in_car 52@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 45@ 
020A: set_car 45@ door_status_to 4 
wait 1000 
fade 0 2000 

:BOAT_27766
if 
fading 
else_jump @BOAT_27790 
wait 0 
jump @BOAT_27766 

:BOAT_27790
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
  $9556 == 4 
else_jump @BOAT_27833 
03CB: set_rendering_origin_at -2318.049 2312.302 10.0 
wait 0 

:BOAT_27833
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_27881 
00AA: store_car 45@ position_to 212@ 213@ 214@ 
0395: clear_area 1 at 212@ 213@ 214@ radius 1000.0 

:BOAT_27881
fade 1 2000 

:BOAT_27888
if 
fading 
else_jump @BOAT_27912 
wait 0 
jump @BOAT_27888 

:BOAT_27912
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_27960 
00AA: store_car 45@ position_to 212@ 213@ 214@ 
0395: clear_area 1 at 212@ 213@ 214@ radius 1000.0 

:BOAT_27960
return 

:BOAT_27962
fade 0 500 

:BOAT_27969
if 
fading 
else_jump @BOAT_27993 
wait 0 
jump @BOAT_27969 

:BOAT_27993
if 
  $9556 == 16 
else_jump @BOAT_28032 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @BOAT_28046 

:BOAT_28032
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_28046
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
set_weather 13 
select_interior 0 
009B: destroy_actor 47@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 52@ 
009B: destroy_actor 53@ 
return 

:BOAT_28095
0168: set_marker 61@ size 1 
0168: set_marker 62@ size 1 
0165: set_marker 60@ color_to 4 
0165: set_marker 59@ color_to 4 
0165: set_marker 61@ color_to 4 
0165: set_marker 62@ color_to 4 
return 

:BOAT_28139
if 
  $9556 == 1 
else_jump @BOAT_28445 
164@ = 0 

:BOAT_28164
if 
  8 > 164@ 
else_jump @BOAT_28245 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 64@(164@,50i) collision_detection 1 
0392: make_object 64@(164@,50i) moveable 1 
164@ += 1 
jump @BOAT_28164 

:BOAT_28245
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_28445 
035C: place_object 64@ relative_to_car 45@ with_offset 20.0 180.0 0.0 
035C: place_object 65@ relative_to_car 45@ with_offset -20.0 180.0 0.0 
035C: place_object 66@ relative_to_car 45@ with_offset 20.0 190.0 0.0 
035C: place_object 67@ relative_to_car 45@ with_offset -20.0 190.0 0.0 
035C: place_object 68@ relative_to_car 45@ with_offset 20.0 200.0 0.0 
035C: place_object 69@ relative_to_car 45@ with_offset -20.0 200.0 0.0 
035C: place_object 70@ relative_to_car 45@ with_offset 20.0 210.0 0.0 
035C: place_object 71@ relative_to_car 45@ with_offset -20.0 210.0 0.0 

:BOAT_28445
if 
  $9556 == 2 
else_jump @BOAT_28935 
164@ = 0 

:BOAT_28470
if 
  16 > 164@ 
else_jump @BOAT_28551 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 64@(164@,50i) collision_detection 1 
0392: make_object 64@(164@,50i) moveable 1 
164@ += 1 
jump @BOAT_28470 

:BOAT_28551
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_28935 
035C: place_object 64@ relative_to_car 45@ with_offset 0.0 80.0 0.0 
035C: place_object 65@ relative_to_car 45@ with_offset 15.0 70.0 0.0 
035C: place_object 66@ relative_to_car 45@ with_offset 55.0 145.0 0.0 
035C: place_object 67@ relative_to_car 45@ with_offset 70.0 130.0 0.0 
035C: place_object 68@ relative_to_car 45@ with_offset 150.0 110.0 0.0 
035C: place_object 69@ relative_to_car 45@ with_offset 160.0 130.0 0.0 
035C: place_object 70@ relative_to_car 45@ with_offset 250.0 80.0 0.0 
035C: place_object 71@ relative_to_car 45@ with_offset 240.0 60.0 0.0 
035C: place_object 72@ relative_to_car 45@ with_offset 300.0 0.0 0.0 
035C: place_object 73@ relative_to_car 45@ with_offset 290.0 -20.0 0.0 
035C: place_object 74@ relative_to_car 45@ with_offset 380.0 -150.0 0.0 
035C: place_object 75@ relative_to_car 45@ with_offset 360.0 -150.0 0.0 
035C: place_object 76@ relative_to_car 45@ with_offset 320.0 -300.0 0.0 
035C: place_object 77@ relative_to_car 45@ with_offset 340.0 -325.0 0.0 
035C: place_object 78@ relative_to_car 45@ with_offset 230.0 -280.0 0.0 
035C: place_object 79@ relative_to_car 45@ with_offset 210.0 -300.0 0.0 

:BOAT_28935
if 
  $9556 == 3 
else_jump @BOAT_29701 
164@ = 0 

:BOAT_28960
if 
  28 > 164@ 
else_jump @BOAT_29041 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 64@(164@,50i) collision_detection 1 
0392: make_object 64@(164@,50i) moveable 1 
164@ += 1 
jump @BOAT_28960 

:BOAT_29041
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_29701 
035C: place_object 64@ relative_to_car 45@ with_offset 0.0 100.0 0.0 
035C: place_object 65@ relative_to_car 45@ with_offset 15.0 100.0 0.0 
035C: place_object 66@ relative_to_car 45@ with_offset 40.0 200.0 0.0 
035C: place_object 67@ relative_to_car 45@ with_offset 55.0 190.0 0.0 
035C: place_object 68@ relative_to_car 45@ with_offset 0.0 300.0 0.0 
035C: place_object 69@ relative_to_car 45@ with_offset -15.0 290.0 0.0 
035C: place_object 70@ relative_to_car 45@ with_offset 140.0 320.0 0.0 
035C: place_object 71@ relative_to_car 45@ with_offset 140.0 335.0 0.0 
035C: place_object 72@ relative_to_car 45@ with_offset 220.0 370.0 0.0 
035C: place_object 73@ relative_to_car 45@ with_offset 210.0 385.0 0.0 
035C: place_object 74@ relative_to_car 45@ with_offset 210.0 470.0 0.0 
035C: place_object 75@ relative_to_car 45@ with_offset 195.0 460.0 0.0 
035C: place_object 76@ relative_to_car 45@ with_offset 195.0 570.0 0.0 
035C: place_object 77@ relative_to_car 45@ with_offset 180.0 570.0 0.0 
035C: place_object 78@ relative_to_car 45@ with_offset 95.0 570.0 0.0 
035C: place_object 79@ relative_to_car 45@ with_offset 95.0 585.0 0.0 
035C: place_object 80@ relative_to_car 45@ with_offset 15.0 500.0 0.0 
035C: place_object 81@ relative_to_car 45@ with_offset 0.0 515.0 0.0 
035C: place_object 82@ relative_to_car 45@ with_offset -90.0 585.0 0.0 
035C: place_object 83@ relative_to_car 45@ with_offset -90.0 570.0 0.0 
035C: place_object 84@ relative_to_car 45@ with_offset -160.0 500.0 0.0 
035C: place_object 85@ relative_to_car 45@ with_offset -150.0 485.0 0.0 
035C: place_object 86@ relative_to_car 45@ with_offset -240.0 430.0 0.0 
035C: place_object 87@ relative_to_car 45@ with_offset -230.0 415.0 0.0 
035C: place_object 88@ relative_to_car 45@ with_offset -140.0 330.0 0.0 
035C: place_object 89@ relative_to_car 45@ with_offset -140.0 315.0 0.0 
035C: place_object 90@ relative_to_car 45@ with_offset -30.0 220.0 0.0 
035C: place_object 91@ relative_to_car 45@ with_offset -40.0 205.0 0.0 

:BOAT_29701
if 
  $9556 == 4 
else_jump @BOAT_30372 
164@ = 0 

:BOAT_29726
if 
  20 > 164@ 
else_jump @BOAT_29807 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 64@(164@,50i) collision_detection 1 
0392: make_object 64@(164@,50i) moveable 1 
164@ += 1 
jump @BOAT_29726 

:BOAT_29807
165@ = 0 

:BOAT_29814
if 
  1 > 165@ 
else_jump @BOAT_29873 
029B: 114@(165@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
165@ += 1 
jump @BOAT_29814 

:BOAT_29873
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_30372 
035C: place_object 64@ relative_to_car 45@ with_offset 91.0 480.0 0.0 
035C: place_object 65@ relative_to_car 45@ with_offset 109.0 480.0 0.0 
035C: place_object 114@ relative_to_car 45@ with_offset 100.0 480.0 0.0 
035C: place_object 66@ relative_to_car 45@ with_offset 75.0 500.0 0.0 
035C: place_object 67@ relative_to_car 45@ with_offset 125.0 500.0 0.0 
035C: place_object 68@ relative_to_car 45@ with_offset 75.0 510.0 0.0 
035C: place_object 69@ relative_to_car 45@ with_offset 125.0 510.0 0.0 
035C: place_object 70@ relative_to_car 45@ with_offset 75.0 520.0 0.0 
035C: place_object 71@ relative_to_car 45@ with_offset 125.0 520.0 0.0 
035C: place_object 72@ relative_to_car 45@ with_offset 75.0 530.0 0.0 
035C: place_object 73@ relative_to_car 45@ with_offset 125.0 530.0 0.0 
035C: place_object 74@ relative_to_car 45@ with_offset 75.0 540.0 0.0 
035C: place_object 75@ relative_to_car 45@ with_offset 125.0 540.0 0.0 
035C: place_object 76@ relative_to_car 45@ with_offset 75.0 550.0 0.0 
035C: place_object 77@ relative_to_car 45@ with_offset 125.0 550.0 0.0 
035C: place_object 78@ relative_to_car 45@ with_offset 75.0 560.0 0.0 
035C: place_object 79@ relative_to_car 45@ with_offset 125.0 560.0 0.0 
035C: place_object 80@ relative_to_car 45@ with_offset 75.0 570.0 0.0 
035C: place_object 81@ relative_to_car 45@ with_offset 125.0 570.0 0.0 
035C: place_object 82@ relative_to_car 45@ with_offset 75.0 580.0 0.0 
035C: place_object 83@ relative_to_car 45@ with_offset 125.0 580.0 0.0 

:BOAT_30372
if 
  $9556 == 5 
else_jump @BOAT_31565 
164@ = 0 

:BOAT_30397
if 
  44 > 164@ 
else_jump @BOAT_30478 
029B: 64@(164@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 64@(164@,50i) collision_detection 1 
0392: make_object 64@(164@,50i) moveable 1 
164@ += 1 
jump @BOAT_30397 

:BOAT_30478
165@ = 0 

:BOAT_30485
if 
  3 > 165@ 
else_jump @BOAT_30544 
029B: 114@(165@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
165@ += 1 
jump @BOAT_30485 

:BOAT_30544
if 
8119:   not car 45@ wrecked 
else_jump @BOAT_31565 
035C: place_object 64@ relative_to_car 45@ with_offset 25.0 100.0 0.0 
035C: place_object 65@ relative_to_car 45@ with_offset 10.0 100.0 0.0 
035C: place_object 66@ relative_to_car 45@ with_offset -30.0 170.0 0.0 
035C: place_object 67@ relative_to_car 45@ with_offset -50.0 160.0 0.0 
035C: place_object 68@ relative_to_car 45@ with_offset -100.0 190.0 0.0 
035C: place_object 69@ relative_to_car 45@ with_offset -120.0 170.0 0.0 
035C: place_object 70@ relative_to_car 45@ with_offset -170.0 260.0 0.0 
035C: place_object 71@ relative_to_car 45@ with_offset -188.0 260.0 0.0 
035C: place_object 114@ relative_to_car 45@ with_offset -179.0 360.0 -6.509 
035C: place_object 72@ relative_to_car 45@ with_offset -170.0 360.0 0.0 
035C: place_object 73@ relative_to_car 45@ with_offset -188.0 360.0 0.0 
035C: place_object 74@ relative_to_car 45@ with_offset -180.0 500.0 0.0 
035C: place_object 75@ relative_to_car 45@ with_offset -195.0 500.0 0.0 
035C: place_object 76@ relative_to_car 45@ with_offset -50.0 600.0 0.0 
035C: place_object 77@ relative_to_car 45@ with_offset -30.0 600.0 0.0 
01BC: put_object 115@ at -2682.159 1946.412 0.9 
0177: set_object 115@ Z_angle_to 180.0 
01BC: put_object 78@ at -2689.573 1944.864 0.0 
01BC: put_object 79@ at -2674.354 1944.607 0.0 
01BC: put_object 116@ at -2681.746 1608.794 0.9 
0177: set_object 116@ Z_angle_to 180.0 
01BC: put_object 80@ at -2689.573 1607.794 0.0 
01BC: put_object 81@ at -2674.354 1607.794 0.0 
01BC: put_object 82@ at -2689.27 1533.282 0.0 
01BC: put_object 83@ at -2674.64 1530.12 0.0 
01BC: put_object 84@ at -2553.7 1494.392 0.0 
01BC: put_object 85@ at -2550.742 1481.417 0.0 
01BC: put_object 86@ at -2453.7 1494.392 0.0 
01BC: put_object 87@ at -2450.742 1481.417 0.0 
01BC: put_object 88@ at -2353.7 1474.392 0.0 
01BC: put_object 89@ at -2350.742 1461.417 0.0 
01BC: put_object 90@ at -2284.242 1547.581 0.0 
01BC: put_object 91@ at -2270.893 1550.765 0.0 
01BC: put_object 92@ at -2334.242 1647.581 0.0 
01BC: put_object 93@ at -2320.893 1650.765 0.0 
01BC: put_object 94@ at -2284.242 1747.581 0.0 
01BC: put_object 95@ at -2270.893 1750.765 0.0 
01BC: put_object 96@ at -2139.394 1821.263 0.0 
01BC: put_object 97@ at -2134.581 1808.785 0.0 
01BC: put_object 98@ at -2039.394 1761.263 0.0 
01BC: put_object 99@ at -2034.581 1748.785 0.0 
01BC: put_object 100@ at -1939.394 1841.263 0.0 
01BC: put_object 101@ at -1934.581 1828.785 0.0 
01BC: put_object 102@ at -1809.394 1801.263 0.0 
01BC: put_object 103@ at -1804.581 1788.785 0.0 
01BC: put_object 104@ at -1831.853 1909.105 0.0 
01BC: put_object 105@ at -1847.253 1906.112 0.0 
01BC: put_object 106@ at -1879.002 2073.601 0.0 
01BC: put_object 107@ at -1893.786 2068.166 0.0 

:BOAT_31565
return 

:BOAT_31567
164@ = 0 

:BOAT_31574
if 
  50 > 164@ 
else_jump @BOAT_31624 
0108: destroy_object 64@(164@,50i) 
0108: destroy_object 114@(164@,50i) 
164@ += 1 
jump @BOAT_31574 

:BOAT_31624
return 

:BOAT_31626
09FB: 260@ = current_language 
return 

:BOAT_31633
0A0B: set_rendering_origin_at_3D_coord -2185.335 2410.409 3.9752 angle 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 185@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A77: checkpoint_save_oddjob 2 
return 

:BOAT_31677
if 
  $3356 == 0 
else_jump @BOAT_31753 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOAT SCHOOL PASSED!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Congratulations! You have passed all of the boat school tests!
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0595: mission_complete 
$3356 = 1 

:BOAT_31753
return 

:BOAT_31755
097A: play_audio_at 0.0 0.0 0.0 event 1001 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0501: set_player $PLAYER_CHAR driveby_mode 1 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
040D: unload_wav 3 
0826: enable_hud 1 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
014F: stop_timer $9564 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0249: release_model 210 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
00A6: destroy_car 45@ 
00A6: destroy_car 54@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 52@ 
009B: destroy_actor 53@ 
0249: release_model 473 
0249: release_model 497 
0249: release_model 472 
0249: release_model 484 
0249: release_model 454 
0249: release_model 539 
01B7: release_weather 
01BD: $183 = current_time_in_ms 
if 
  $3374 == 0 
else_jump @BOAT_32075 
if 
  $3359 == 1 
else_jump @BOAT_32075 
if 
  $3362 == 1 
else_jump @BOAT_32075 
if 
  $3365 == 1 
else_jump @BOAT_32075 
if 
  $3368 == 1 
else_jump @BOAT_32075 
if 
  $3371 == 1 
else_jump @BOAT_32075 
$3374 = 1 
$3373 = 99 
$3372 = 99 

:BOAT_32075
if 
  $3373 == 0 
else_jump @BOAT_32197 
if 
  $3358 == 1 
else_jump @BOAT_32197 
if 
  $3361 == 1 
else_jump @BOAT_32197 
if 
  $3364 == 1 
else_jump @BOAT_32197 
if 
  $3367 == 1 
else_jump @BOAT_32197 
if 
  $3370 == 1 
else_jump @BOAT_32197 
$3373 = 1 
$3372 = 99 

:BOAT_32197
if 
  $3372 == 0 
else_jump @BOAT_32312 
if 
  $3357 == 1 
else_jump @BOAT_32312 
if 
  $3360 == 1 
else_jump @BOAT_32312 
if 
  $3363 == 1 
else_jump @BOAT_32312 
if 
  $3366 == 1 
else_jump @BOAT_32312 
if 
  $3369 == 1 
else_jump @BOAT_32312 
$3372 = 1 

:BOAT_32312
if 
  $3374 == 1 
else_jump @BOAT_32379 
014C: set_parked_car_generator $3377 cars_to_generate_to 101 
0A17: set_parked_car_generator $3377 to_player_owned 1 
014C: set_parked_car_generator $3376 cars_to_generate_to 101 
0A17: set_parked_car_generator $3376 to_player_owned 1 
014C: set_parked_car_generator $3375 cars_to_generate_to 101 
0A17: set_parked_car_generator $3375 to_player_owned 1 
$3374 = 2 

:BOAT_32379
if 
  $3373 == 1 
else_jump @BOAT_32432 
014C: set_parked_car_generator $3376 cars_to_generate_to 101 
0A17: set_parked_car_generator $3376 to_player_owned 1 
014C: set_parked_car_generator $3375 cars_to_generate_to 101 
0A17: set_parked_car_generator $3375 to_player_owned 1 
$3373 = 2 

:BOAT_32432
if 
  $3372 == 1 
else_jump @BOAT_32471 
014C: set_parked_car_generator $3375 cars_to_generate_to 101 
0A17: set_parked_car_generator $3375 to_player_owned 1 
$3372 = 2 

:BOAT_32471
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL
thread 'BSKOOL' 
0A77: checkpoint_save_oddjob 2 
gosub @BSKOOL_51 
if 
wasted_or_busted 
else_jump @BSKOOL_42 
gosub @BSKOOL_12086 

:BSKOOL_42
gosub @BSKOOL_12195 
end_thread 

:BSKOOL_51
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
if 
  $3588 == 0 
else_jump @BSKOOL_82 
increment_mission_attempts 

:BSKOOL_82
$ONMISSION = 1 
054C: use_GXT_table 'BS' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSKOOL_222 
00A5: 46@ = create_car 581 at $276 $277 $256 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 
029B: $200[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $200[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 64@ = create_object #LANDJUMP2 at $276 $277 $256 

:BSKOOL_222
82@ = 0 
83@ = 50.0 
84@ = 60.0 
85@ = 50.0 
86@ = 100.0 
42@ = 0 
69@ = 0 
70@ = 0 
65@ = 0 
71@ = 0 
72@ = 0 
73@ = 0 
74@ = 0 
75@ = 0 
59@ = 0 
79@ = 0.0 
80@ = 0.0 
81@ = 0.0 
if 
  $3549 == 0 
else_jump @BSKOOL_394 
$3549 = 1 

:BSKOOL_394
$246 = 1 
$306 = 1130.44 
$307 = 1341.0 
$326 = 1173.93 
$327 = 1351.066 
$328 = 9.9219 
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0247: load_model 581 
0247: load_model 521 
0247: load_model 461 
0247: load_model #TRAFFICCONE 
0247: load_model #LANDJUMP2 
0247: load_model 522 
0247: load_model 468 
0247: load_model 50 

:BSKOOL_510
if or
8248:   not model 581 available 
8248:   not model 521 available 
8248:   not model 461 available 
8248:   not model #TRAFFICCONE available 
8248:   not model #LANDJUMP2 available 
else_jump @BSKOOL_557 
wait 0 
jump @BSKOOL_510 

:BSKOOL_557
if or
8248:   not model 468 available 
8248:   not model 50 available 
8248:   not model 522 available 
else_jump @BSKOOL_593 
wait 0 
jump @BSKOOL_557 

:BSKOOL_593
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE_BIKE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER_BIKE" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD_BIKE" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 0 
jump @BSKOOL_740 

:BSKOOL_740
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01C0: 58@ = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
gosub @BSKOOL_15067 
42@ = 0 
65@ = 0 
03F0: enable_text_draw 1 
72@ = 255 
71@ = 2 
if 
  7 > $3549 
else_jump @BSKOOL_830 
008A: $246 = 45@ // (int) 

:BSKOOL_830
fade 1 1000 
gosub @BSKOOL_12713 
0581: enable_radar 0 

:BSKOOL_848
wait 0 
0A8A: unknown 80 0 0 0 0 0 0.0 'BOAT_72'  // ~<~~>~
gosub @BSKOOL_12713 
if 
  59@ == 0 
else_jump @BSKOOL_919 
03CF: load_wav 3800 as 3 
59@ = 1 

:BSKOOL_919
if 
  59@ == 1 
else_jump @BSKOOL_959 
if 
03D0:   wav 3 loaded 
else_jump @BSKOOL_959 
59@ = 2 

:BSKOOL_959
if 
  59@ == 2 
else_jump @BSKOOL_988 
03D1: play_wav 3 
59@ = 3 

:BSKOOL_988
if 
  65@ == 0 
else_jump @BSKOOL_1479 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 76 
else_jump @BSKOOL_1107 
45@ -= 1 
$246 -= 1 
if 
  $3549 > 1 
else_jump @BSKOOL_1107 
if 
  4 > 42@ 
else_jump @BSKOOL_1107 
42@ = 3 

:BSKOOL_1107
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 77 
else_jump @BSKOOL_1192 
45@ += 1 
$246 += 1 
if 
  $3549 > 1 
else_jump @BSKOOL_1192 
if 
  4 > 42@ 
else_jump @BSKOOL_1192 
42@ = 3 

:BSKOOL_1192
if 
  1 > $246 
else_jump @BSKOOL_1226 
0084: $246 = $3549 // (int) 
008B: 45@ = $3549 // (int) 

:BSKOOL_1226
if 
001C:   $246 > $3549 // (int) 
else_jump @BSKOOL_1259 
45@ = 1 
$246 = 1 

:BSKOOL_1259
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
else_jump @BSKOOL_1337 
0A52:   is_widget_released 76 
0A52:   is_widget_released 77 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
wait 0 
gosub @BSKOOL_12713 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @BSKOOL_1259 

:BSKOOL_1337
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
else_jump @BSKOOL_1415 
0A52:   is_widget_released 76 
0A52:   is_widget_released 77 
0A52:   is_widget_released 78 
0A52:   is_widget_released 75 
0A52:   is_widget_released 80 
wait 0 
gosub @BSKOOL_12713 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
jump @BSKOOL_1337 

:BSKOOL_1415
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 78 
else_jump @BSKOOL_1479 
if 
  4 > 42@ 
else_jump @BSKOOL_1461 
42@ = 3 

:BSKOOL_1461
040D: unload_wav 3 
59@ = 0 
jump @BSKOOL_1714 

:BSKOOL_1479
if 
0735:   is_keyboard_key_pressed 81 
else_jump @BSKOOL_1501 
$3549 = 6 

:BSKOOL_1501
if 
0735:   is_keyboard_key_pressed 53 
else_jump @BSKOOL_1565 
$3549 = 6 
$3551 = 100 
$3552 = 100 
$3553 = 100 
$3554 = 100 
$3555 = 100 
$3556 = 100 

:BSKOOL_1565
if and
  $3551 > 69 
  $3553 > 69 
  $3554 > 69 
  $3555 > 69 
else_jump @BSKOOL_1611 
$3557 = 1 

:BSKOOL_1611
if 
  $3588 == 0 
else_jump @BSKOOL_1661 
if 
  $3557 == 1 
else_jump @BSKOOL_1661 
gosub @BSKOOL_18212 
jump @BSKOOL_12118 

:BSKOOL_1661
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 75 
else_jump @BSKOOL_1700 
040D: unload_wav 3 
59@ = 0 
jump @BSKOOL_12086 

:BSKOOL_1700
gosub @BSKOOL_14315 
jump @BSKOOL_848 

:BSKOOL_1714
fade 0 150 

:BSKOOL_1721
if 
fading 
else_jump @BSKOOL_1752 
gosub @BSKOOL_12713 
wait 0 
jump @BSKOOL_1721 

:BSKOOL_1752
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_1773 
05EC: release_car 46@ from_path 

:BSKOOL_1773
00A6: destroy_car 46@ 
009B: destroy_actor 57@ 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
00A6: destroy_car 46@ 
gosub @BSKOOL_18551 
42@ = 5 
0581: enable_radar 1 
if 
  $246 == 1 
else_jump @BSKOOL_3637 

:BSKOOL_1851
gosub @BSKOOL_15030 

:BSKOOL_1858
$257 = 180.0 
$252 = 16000 
43@ = 181 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 581 at $254 $255 $256 
0175: set_car 46@ Z_angle_to 180.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_2014 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_1971 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_1971
015F: set_camera_position 1125.66 1334.4 22.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_2014
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
0A6D: print_help_forever_conditional 'BS_A_1' 0  // Use the bike to do a burnout donut. Press and hold ~m~~widget_handbrake~ to begin the burnout.
82@ = 0 
gosub @BSKOOL_15789 

:BSKOOL_2072
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_2111 
56@ = 2 
jump @BSKOOL_3577 

:BSKOOL_2111
gosub @BSKOOL_15856 
if 
  56@ == 1 
else_jump @BSKOOL_2143 
jump @BSKOOL_12086 

:BSKOOL_2143
if 
  $248 == 0 
else_jump @BSKOOL_2213 
if 
  82@ == 0 
else_jump @BSKOOL_2199 
0A6D: print_help_forever_conditional 'BS_A_2' 0  // As you hold down ~m~~widget_handbrake~, steer left or right.
82@ = 1 

:BSKOOL_2199
gosub @BSKOOL_15932 
jump @BSKOOL_3630 

:BSKOOL_2213
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_3630 
gosub @BSKOOL_16080 
0174: $257 = car 46@ Z_angle 
if 
  $273 == 0 
else_jump @BSKOOL_2318 
if 
  $257 > 80.0 
else_jump @BSKOOL_2318 
if 
  90.0 > $257 
else_jump @BSKOOL_2318 
$273 = 1 
66@ = 1 

:BSKOOL_2318
if 
  66@ == 1 
else_jump @BSKOOL_2537 
if 
  $273 == 1 
else_jump @BSKOOL_2403 
if 
  $257 > 350.0 
else_jump @BSKOOL_2403 
if 
  360.0 > $257 
else_jump @BSKOOL_2403 
$273 = 2 

:BSKOOL_2403
if 
  $273 == 2 
else_jump @BSKOOL_2470 
if 
  $257 > 270.0 
else_jump @BSKOOL_2470 
if 
  280.0 > $257 
else_jump @BSKOOL_2470 
$273 = 3 

:BSKOOL_2470
if 
  $273 == 3 
else_jump @BSKOOL_2537 
if 
  $257 > 170.0 
else_jump @BSKOOL_2537 
if 
  180.0 > $257 
else_jump @BSKOOL_2537 
$273 = 4 

:BSKOOL_2537
if 
  $273 == 0 
else_jump @BSKOOL_2611 
if 
  $257 > 270.0 
else_jump @BSKOOL_2611 
if 
  280.0 > $257 
else_jump @BSKOOL_2611 
66@ = 2 
$273 = 1 

:BSKOOL_2611
if 
  66@ == 2 
else_jump @BSKOOL_2830 
if 
  $273 == 1 
else_jump @BSKOOL_2696 
if 
  $257 > 350.0 
else_jump @BSKOOL_2696 
if 
  360.0 > $257 
else_jump @BSKOOL_2696 
$273 = 2 

:BSKOOL_2696
if 
  $273 == 2 
else_jump @BSKOOL_2763 
if 
  $257 > 80.0 
else_jump @BSKOOL_2763 
if 
  90.0 > $257 
else_jump @BSKOOL_2763 
$273 = 3 

:BSKOOL_2763
if 
  $273 == 3 
else_jump @BSKOOL_2830 
if 
  $257 > 170.0 
else_jump @BSKOOL_2830 
if 
  180.0 > $257 
else_jump @BSKOOL_2830 
$273 = 4 

:BSKOOL_2830
0087: 87@ = 79@ // (float) 
0087: 88@ = 80@ // (float) 
0087: 89@ = 81@ // (float) 
06A2: get_car 46@ velocity_in_direction_XYZ 79@ 80@ 81@ 
90@ = 0 
if or
8045:   not  87@ == 79@ // (float) 
8045:   not  88@ == 80@ // (float) 
8045:   not  89@ == 81@ // (float) 
else_jump @BSKOOL_2917 
90@ = 1 

:BSKOOL_2917
if or
  $252 == 0 
  90@ == 0 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_3630 
gosub @BSKOOL_16114 
gosub @BSKOOL_16127 
if 
  $273 == 4 
else_jump @BSKOOL_2989 
$265 = 100 

:BSKOOL_2989
if 
  $273 == 3 
else_jump @BSKOOL_3014 
$265 = 75 

:BSKOOL_3014
if 
  $273 == 2 
else_jump @BSKOOL_3039 
$265 = 50 

:BSKOOL_3039
if 
  $273 == 1 
else_jump @BSKOOL_3064 
$265 = 25 

:BSKOOL_3064
if 
  $273 == 0 
else_jump @BSKOOL_3089 
$265 = 0 

:BSKOOL_3089
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_3137 
$270 = 0 

:BSKOOL_3137
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3553 // (int) 
else_jump @BSKOOL_3357 
008B: 75@ = $3553 // (int) 
0084: $3553 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_3257 
if 
  $3560 == 0 
else_jump @BSKOOL_3257 
$3560 = 1 
$3559 = 1 
$3558 = 1 

:BSKOOL_3257
if 
  73@ == 3 
else_jump @BSKOOL_3307 
if 
  $3559 == 0 
else_jump @BSKOOL_3307 
$3559 = 1 
$3558 = 1 

:BSKOOL_3307
if 
  73@ == 2 
else_jump @BSKOOL_3350 
if 
  $3558 == 0 
else_jump @BSKOOL_3350 
$3558 = 1 

:BSKOOL_3350
jump @BSKOOL_3364 

:BSKOOL_3357
73@ = 0 

:BSKOOL_3364
if 
  $3549 == 1 
else_jump @BSKOOL_3448 
if 
  $270 > 69 
else_jump @BSKOOL_3448 
67@ = 2 
$3549 = 2 
56@ = 2 
45@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_3448
40@ = 0 

:BSKOOL_3455
if 
  40@ > -1 
else_jump @BSKOOL_3577 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_3531 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_3531 
56@ = 2 
jump @BSKOOL_3577 

:BSKOOL_3531
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_3570 
jump @BSKOOL_3577 

:BSKOOL_3570
jump @BSKOOL_3455 

:BSKOOL_3577
gosub @BSKOOL_18212 
gosub @BSKOOL_18551 
if 
  56@ == 2 
else_jump @BSKOOL_3623 
jump @BSKOOL_740 
jump @BSKOOL_3630 

:BSKOOL_3623
jump @BSKOOL_1851 

:BSKOOL_3630
jump @BSKOOL_2072 

:BSKOOL_3637
if 
  $246 == 2 
else_jump @BSKOOL_5058 

:BSKOOL_3655
gosub @BSKOOL_15030 

:BSKOOL_3662
$257 = 0.0 
$252 = 16000 
43@ = 182 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 461 at $254 $255 $256 
0175: set_car 46@ Z_angle_to 180.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_3818 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_3775 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_3775
015F: set_camera_position 1130.66 1264.4 14.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_3818
0407: store_coords_to $308 $309 $70 from_car 46@ with_offset -2.0 82.0 0.0 
0407: store_coords_to $310 $311 $70 from_car 46@ with_offset 2.0 88.0 0.0 
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
0A6D: print_help_forever_conditional 'BS_B_1' 0  // ~s~To do a 180, accelerate to top speed, press and hold ~m~~widget_handbrake~ to slide around the cone and then return.
gosub @BSKOOL_15789 

:BSKOOL_3927
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_3966 
56@ = 2 
jump @BSKOOL_4998 

:BSKOOL_3966
if 
  $248 == 0 
else_jump @BSKOOL_4011 
0A6D: print_help_forever_conditional 'BS_B_1' 0  // ~s~To do a 180, accelerate to top speed, press and hold ~m~~widget_handbrake~ to slide around the cone and then return.
gosub @BSKOOL_15932 
jump @BSKOOL_5051 

:BSKOOL_4011
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_5051 
gosub @BSKOOL_16080 
if 
  $273 == 0 
else_jump @BSKOOL_4089 
if 
00B0:   car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_4089 
$273 = 1 

:BSKOOL_4089
if or
01C1:   car 46@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_5051 
gosub @BSKOOL_16114 
gosub @BSKOOL_16127 
if 
  $273 == 0 
else_jump @BSKOOL_4152 
$266 = 0 

:BSKOOL_4152
0174: 50@ = car 46@ Z_angle 
0092: 47@ = float 50@ to_integer 
if 
  47@ == 0 
else_jump @BSKOOL_4200 
$265 = 100 
jump @BSKOOL_4485 

:BSKOOL_4200
if 
  47@ == 360 
else_jump @BSKOOL_4233 
$265 = 100 
jump @BSKOOL_4485 

:BSKOOL_4233
if 
  47@ > 0 
else_jump @BSKOOL_4276 
if 
  21 > 47@ 
else_jump @BSKOOL_4276 
$265 = 100 

:BSKOOL_4276
if 
  47@ > 179 
else_jump @BSKOOL_4355 
if 
  340 > 47@ 
else_jump @BSKOOL_4355 
47@ -= 180 
0091: $275 = integer 47@ to_float 
$275 *= 0.62 
008C: $265 = float $275 to_integer 
jump @BSKOOL_4485 

:BSKOOL_4355
if 
  47@ > 339 
else_jump @BSKOOL_4400 
if 
  360 > 47@ 
else_jump @BSKOOL_4400 
$265 = 100 

:BSKOOL_4400
if 
  47@ > 20 
else_jump @BSKOOL_4485 
if 
  180 > 47@ 
else_jump @BSKOOL_4485 
0091: $275 = integer 47@ to_float 
$275 *= 0.62 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @BSKOOL_4485 

:BSKOOL_4485
if 
  1 > $265 
else_jump @BSKOOL_4510 
$265 = 0 

:BSKOOL_4510
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_4558 
$270 = 0 

:BSKOOL_4558
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3554 // (int) 
else_jump @BSKOOL_4778 
008B: 75@ = $3554 // (int) 
0084: $3554 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_4678 
if 
  $3563 == 0 
else_jump @BSKOOL_4678 
$3563 = 1 
$3562 = 1 
$3561 = 1 

:BSKOOL_4678
if 
  73@ == 3 
else_jump @BSKOOL_4728 
if 
  $3562 == 0 
else_jump @BSKOOL_4728 
$3562 = 1 
$3561 = 1 

:BSKOOL_4728
if 
  73@ == 2 
else_jump @BSKOOL_4771 
if 
  $3561 == 0 
else_jump @BSKOOL_4771 
$3561 = 1 

:BSKOOL_4771
jump @BSKOOL_4785 

:BSKOOL_4778
73@ = 0 

:BSKOOL_4785
if 
  $3549 == 2 
else_jump @BSKOOL_4869 
if 
  $270 > 69 
else_jump @BSKOOL_4869 
67@ = 2 
$3549 = 3 
56@ = 2 
45@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_4869
40@ = 0 

:BSKOOL_4876
if 
  40@ > -1 
else_jump @BSKOOL_4998 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_4952 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_4952 
56@ = 2 
jump @BSKOOL_4998 

:BSKOOL_4952
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_4991 
jump @BSKOOL_4998 

:BSKOOL_4991
jump @BSKOOL_4876 

:BSKOOL_4998
gosub @BSKOOL_18212 
gosub @BSKOOL_18551 
if 
  56@ == 2 
else_jump @BSKOOL_5044 
jump @BSKOOL_740 
jump @BSKOOL_5051 

:BSKOOL_5044
jump @BSKOOL_3655 

:BSKOOL_5051
jump @BSKOOL_3927 

:BSKOOL_5058
if 
  $246 == 3 
else_jump @BSKOOL_6900 

:BSKOOL_5076
gosub @BSKOOL_15030 

:BSKOOL_5083
$257 = 180.0 
$252 = 9000 
43@ = 183 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 521 at $254 $255 $256 
0175: set_car 46@ Z_angle_to 180.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_5239 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_5196 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_5196
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_5239
0407: store_coords_to $308 $309 $70 from_car 46@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $310 $311 $70 from_car 46@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
0A7E: print_help_conditional_hid_keyboard 'BSCTCH' 0  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then press and hold downward on the bottom left corner of the screen.
0A7F: print_help_conditional_touch_analog 'BS_C_D' 0  // Do a Wheelie, along the coned section. Accelerate to top speed, then double tap the accelerator.
0A80: set_widget_value2 'BS_C_D' 0  // Do a Wheelie, along the coned section. Accelerate to top speed, then double tap the accelerator.
0A79: print_help_conditional_touch 'BSCHID' 0  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then press and hold downward on the bottom left corner of the screen.
gosub @BSKOOL_15789 

:BSKOOL_5387
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_5426 
56@ = 2 
jump @BSKOOL_6840 

:BSKOOL_5426
if 
  $248 == 0 
else_jump @BSKOOL_5510 
0A7E: print_help_conditional_hid_keyboard 'BSCTCH' 0  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then press and hold downward on the bottom left corner of the screen.
0A7F: print_help_conditional_touch_analog 'BS_C_D' 0  // Do a Wheelie, along the coned section. Accelerate to top speed, then double tap the accelerator.
0A80: set_widget_value2 'BS_C_D' 0  // Do a Wheelie, along the coned section. Accelerate to top speed, then double tap the accelerator.
0A79: print_help_conditional_touch 'BSCHID' 0  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then press and hold downward on the bottom left corner of the screen.
gosub @BSKOOL_15932 
jump @BSKOOL_6893 

:BSKOOL_5510
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_6893 
gosub @BSKOOL_16080 
if 
  $273 == 0 
else_jump @BSKOOL_5588 
if 
00B0:   car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_5588 
$273 = 1 

:BSKOOL_5588
if 
  $273 == 1 
else_jump @BSKOOL_5729 
if 
80B0:   not car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_5706 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if or
0024:   $68 > $308 // (float) 
0024:   $310 > $68 // (float) 
0024:   $69 > $309 // (float) 
else_jump @BSKOOL_5699 
gosub @BSKOOL_16114 
jump @BSKOOL_5706 

:BSKOOL_5699
$273 = 2 

:BSKOOL_5706
if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_5729 
gosub @BSKOOL_16114 

:BSKOOL_5729
0174: 50@ = car 46@ Z_angle 
0087: 52@ = 50@ // (float) 
if 
   not 52@ == 0.0 
else_jump @BSKOOL_5879 
if and
  360.0 > 52@ 
  52@ > 180.0 
else_jump @BSKOOL_5807 
52@ += 0.1 

:BSKOOL_5807
if 
  52@ == 360.0 
else_jump @BSKOOL_5838 
  52@ > 0.0 

:BSKOOL_5838
if and
  180.0 >= 52@ 
  52@ > 0.0 
else_jump @BSKOOL_5879 
52@ -= 0.1 

:BSKOOL_5879
if or
01C1:   car 46@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_6893 
gosub @BSKOOL_16114 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
if 
  $273 > 0 
else_jump @BSKOOL_5958 
gosub @BSKOOL_16127 
jump @BSKOOL_5965 

:BSKOOL_5958
$266 = 0 

:BSKOOL_5965
0174: 50@ = car 46@ Z_angle 
0092: 47@ = float 50@ to_integer 
if 
  $273 > 0 
else_jump @BSKOOL_6313 
if 
  47@ == 0 
else_jump @BSKOOL_6031 
$265 = 0 
jump @BSKOOL_6327 

:BSKOOL_6031
if 
  47@ == 180 
else_jump @BSKOOL_6064 
$265 = 100 
jump @BSKOOL_6327 

:BSKOOL_6064
if 
  47@ == 360 
else_jump @BSKOOL_6097 
$265 = 0 
jump @BSKOOL_6327 

:BSKOOL_6097
if 
  47@ > 0 
else_jump @BSKOOL_6167 
if 
  175 > 47@ 
else_jump @BSKOOL_6167 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @BSKOOL_6327 

:BSKOOL_6167
if 
  47@ > 174 
else_jump @BSKOOL_6212 
if 
  186 > 47@ 
else_jump @BSKOOL_6212 
$265 = 100 

:BSKOOL_6212
if 
  47@ > 185 
else_jump @BSKOOL_6306 
if 
  360 > 47@ 
else_jump @BSKOOL_6306 
47@ -= 180 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @BSKOOL_6327 

:BSKOOL_6306
jump @BSKOOL_6327 

:BSKOOL_6313
$265 = 0 
jump @BSKOOL_6327 

:BSKOOL_6327
if 
  1 > $265 
else_jump @BSKOOL_6352 
$265 = 0 

:BSKOOL_6352
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_6400 
$270 = 0 

:BSKOOL_6400
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3551 // (int) 
else_jump @BSKOOL_6620 
008B: 75@ = $3551 // (int) 
0084: $3551 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_6520 
if 
  $3566 == 0 
else_jump @BSKOOL_6520 
$3566 = 1 
$3565 = 1 
$3564 = 1 

:BSKOOL_6520
if 
  73@ == 3 
else_jump @BSKOOL_6570 
if 
  $3565 == 0 
else_jump @BSKOOL_6570 
$3565 = 1 
$3564 = 1 

:BSKOOL_6570
if 
  73@ == 2 
else_jump @BSKOOL_6613 
if 
  $3564 == 0 
else_jump @BSKOOL_6613 
$3564 = 1 

:BSKOOL_6613
jump @BSKOOL_6627 

:BSKOOL_6620
73@ = 0 

:BSKOOL_6627
if 
  $3549 == 3 
else_jump @BSKOOL_6711 
if 
  $270 > 69 
else_jump @BSKOOL_6711 
67@ = 2 
$3549 = 4 
56@ = 2 
45@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_6711
40@ = 0 

:BSKOOL_6718
if 
  40@ > -1 
else_jump @BSKOOL_6840 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_6794 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_6794 
56@ = 2 
jump @BSKOOL_6840 

:BSKOOL_6794
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_6833 
jump @BSKOOL_6840 

:BSKOOL_6833
jump @BSKOOL_6718 

:BSKOOL_6840
gosub @BSKOOL_18551 
gosub @BSKOOL_18212 
if 
  56@ == 2 
else_jump @BSKOOL_6886 
jump @BSKOOL_740 
jump @BSKOOL_6893 

:BSKOOL_6886
jump @BSKOOL_5076 

:BSKOOL_6893
jump @BSKOOL_5387 

:BSKOOL_6900
if 
  $246 == 5 
else_jump @BSKOOL_8698 

:BSKOOL_6918
gosub @BSKOOL_15030 
$257 = 180.0 
$252 = 9000 
43@ = 184 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 521 at $254 $255 $256 
0175: set_car 46@ Z_angle_to 180.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_7081 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_7038 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_7038
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_7081
0407: store_coords_to $308 $309 $70 from_car 46@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $310 $311 $70 from_car 46@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
0A7C: print_help_conditional_touch_adapted 'BS_D_1' 0  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, press and hold ~m~~widget_ped_move_up~ up, then press and hold ~m~~widget_brake~.
0A7E: print_help_conditional_hid_keyboard 'BS_D_T' 0  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, press the movement controls up, then press and hold ~m~~widget_brake~.
gosub @BSKOOL_15789 

:BSKOOL_7203
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_7242 
56@ = 2 
jump @BSKOOL_8638 

:BSKOOL_7242
if 
  $248 == 0 
else_jump @BSKOOL_7300 
0A7C: print_help_conditional_touch_adapted 'BS_D_1' 0  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, press and hold ~m~~widget_ped_move_up~ up, then press and hold ~m~~widget_brake~.
0A7E: print_help_conditional_hid_keyboard 'BS_D_T' 0  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, press the movement controls up, then press and hold ~m~~widget_brake~.
gosub @BSKOOL_15932 
jump @BSKOOL_8691 

:BSKOOL_7300
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_8691 
gosub @BSKOOL_16080 
if 
  $273 == 0 
else_jump @BSKOOL_7378 
if 
00B0:   car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_7378 
$273 = 1 

:BSKOOL_7378
if 
  $273 == 1 
else_jump @BSKOOL_7519 
if 
80B0:   not car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_7496 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if or
0024:   $68 > $308 // (float) 
0024:   $310 > $68 // (float) 
0024:   $69 > $309 // (float) 
else_jump @BSKOOL_7489 
gosub @BSKOOL_16114 
jump @BSKOOL_7496 

:BSKOOL_7489
$273 = 2 

:BSKOOL_7496
if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
else_jump @BSKOOL_7519 
gosub @BSKOOL_16114 

:BSKOOL_7519
0174: 50@ = car 46@ Z_angle 
0087: 52@ = 50@ // (float) 
if 
   not 52@ == 0.0 
else_jump @BSKOOL_7669 
if and
  360.0 > 52@ 
  52@ > 180.0 
else_jump @BSKOOL_7597 
52@ += 0.1 

:BSKOOL_7597
if 
  52@ == 360.0 
else_jump @BSKOOL_7628 
  52@ > 0.0 

:BSKOOL_7628
if and
  180.0 >= 52@ 
  52@ > 0.0 
else_jump @BSKOOL_7669 
52@ -= 0.1 

:BSKOOL_7669
02E3: 51@ = car 46@ speed 
if or
01C1:   car 46@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_8691 
gosub @BSKOOL_16114 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
if 
  $273 > 0 
else_jump @BSKOOL_7756 
gosub @BSKOOL_16127 
jump @BSKOOL_7763 

:BSKOOL_7756
$266 = 0 

:BSKOOL_7763
0174: 50@ = car 46@ Z_angle 
0092: 47@ = float 50@ to_integer 
if 
  $273 > 0 
else_jump @BSKOOL_8111 
if 
  47@ == 0 
else_jump @BSKOOL_7829 
$265 = 0 
jump @BSKOOL_8125 

:BSKOOL_7829
if 
  47@ == 180 
else_jump @BSKOOL_7862 
$265 = 100 
jump @BSKOOL_8125 

:BSKOOL_7862
if 
  47@ == 360 
else_jump @BSKOOL_7895 
$265 = 0 
jump @BSKOOL_8125 

:BSKOOL_7895
if 
  47@ > 0 
else_jump @BSKOOL_7965 
if 
  175 > 47@ 
else_jump @BSKOOL_7965 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @BSKOOL_8125 

:BSKOOL_7965
if 
  47@ > 174 
else_jump @BSKOOL_8010 
if 
  186 > 47@ 
else_jump @BSKOOL_8010 
$265 = 100 

:BSKOOL_8010
if 
  47@ > 185 
else_jump @BSKOOL_8104 
if 
  360 > 47@ 
else_jump @BSKOOL_8104 
47@ -= 180 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @BSKOOL_8125 

:BSKOOL_8104
jump @BSKOOL_8125 

:BSKOOL_8111
$265 = 0 
jump @BSKOOL_8125 

:BSKOOL_8125
if 
  1 > $265 
else_jump @BSKOOL_8150 
$265 = 0 

:BSKOOL_8150
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_8198 
$270 = 0 

:BSKOOL_8198
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3552 // (int) 
else_jump @BSKOOL_8418 
008B: 75@ = $3552 // (int) 
0084: $3552 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_8318 
if 
  $3572 == 0 
else_jump @BSKOOL_8318 
$3572 = 1 
$3571 = 1 
$3570 = 1 

:BSKOOL_8318
if 
  73@ == 3 
else_jump @BSKOOL_8368 
if 
  $3571 == 0 
else_jump @BSKOOL_8368 
$3571 = 1 
$3570 = 1 

:BSKOOL_8368
if 
  73@ == 2 
else_jump @BSKOOL_8411 
if 
  $3570 == 0 
else_jump @BSKOOL_8411 
$3570 = 1 

:BSKOOL_8411
jump @BSKOOL_8425 

:BSKOOL_8418
73@ = 0 

:BSKOOL_8425
if 
  $3549 == 5 
else_jump @BSKOOL_8509 
if 
  $270 > 69 
else_jump @BSKOOL_8509 
67@ = 2 
$3549 = 6 
56@ = 2 
45@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_8509
40@ = 0 

:BSKOOL_8516
if 
  40@ > -1 
else_jump @BSKOOL_8638 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_8592 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_8592 
56@ = 2 
jump @BSKOOL_8638 

:BSKOOL_8592
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_8631 
jump @BSKOOL_8638 

:BSKOOL_8631
jump @BSKOOL_8516 

:BSKOOL_8638
gosub @BSKOOL_18551 
gosub @BSKOOL_18212 
if 
  56@ == 2 
else_jump @BSKOOL_8684 
jump @BSKOOL_740 
jump @BSKOOL_8691 

:BSKOOL_8684
jump @BSKOOL_6918 

:BSKOOL_8691
jump @BSKOOL_7203 

:BSKOOL_8698
if 
  $246 == 4 
else_jump @BSKOOL_10304 

:BSKOOL_8716
gosub @BSKOOL_15030 

:BSKOOL_8723
$257 = 180.0 
$252 = 9000 
43@ = 185 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 468 at $254 $255 $256 
0175: set_car 46@ Z_angle_to $257 
0407: store_coords_to $308 $309 $70 from_car 46@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $310 $311 $70 from_car 46@ with_offset 2.5 50.0 2.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_8935 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_8892 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_8892
015F: set_camera_position 1127.66 1288.4 12.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_8935
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
gosub @BSKOOL_15789 

:BSKOOL_8989
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_9028 
56@ = 2 
jump @BSKOOL_10244 

:BSKOOL_9028
if 
  $248 == 0 
else_jump @BSKOOL_9076 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
gosub @BSKOOL_15932 
jump @BSKOOL_10297 

:BSKOOL_9076
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_10297 
gosub @BSKOOL_16080 
if 
  $273 == 0 
else_jump @BSKOOL_9154 
if 
00B0:   car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_9154 
$273 = 1 

:BSKOOL_9154
if 
  $273 == 1 
else_jump @BSKOOL_9272 
if 
80B0:   not car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_9272 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if or
0024:   $68 > $308 // (float) 
0024:   $310 > $68 // (float) 
0024:   $69 > $309 // (float) 
else_jump @BSKOOL_9265 
gosub @BSKOOL_16114 
jump @BSKOOL_9272 

:BSKOOL_9265
$273 = 2 

:BSKOOL_9272
if or
01C1:   car 46@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_10297 
gosub @BSKOOL_16114 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
if 
  $273 > 0 
else_jump @BSKOOL_9351 
gosub @BSKOOL_16127 
jump @BSKOOL_9358 

:BSKOOL_9351
$266 = 0 

:BSKOOL_9358
0174: 50@ = car 46@ Z_angle 
0092: 47@ = float 50@ to_integer 
if 
  $273 > 0 
else_jump @BSKOOL_9706 
if 
  47@ == 0 
else_jump @BSKOOL_9424 
$265 = 0 
jump @BSKOOL_9720 

:BSKOOL_9424
if 
  47@ == 180 
else_jump @BSKOOL_9457 
$265 = 100 
jump @BSKOOL_9720 

:BSKOOL_9457
if 
  47@ == 360 
else_jump @BSKOOL_9490 
$265 = 0 
jump @BSKOOL_9720 

:BSKOOL_9490
if 
  47@ > 0 
else_jump @BSKOOL_9560 
if 
  175 > 47@ 
else_jump @BSKOOL_9560 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @BSKOOL_9720 

:BSKOOL_9560
if 
  47@ > 174 
else_jump @BSKOOL_9605 
if 
  186 > 47@ 
else_jump @BSKOOL_9605 
$265 = 100 

:BSKOOL_9605
if 
  47@ > 185 
else_jump @BSKOOL_9699 
if 
  360 > 47@ 
else_jump @BSKOOL_9699 
47@ -= 180 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @BSKOOL_9720 

:BSKOOL_9699
jump @BSKOOL_9720 

:BSKOOL_9706
$265 = 0 
jump @BSKOOL_9720 

:BSKOOL_9720
if 
  1 > $265 
else_jump @BSKOOL_9745 
$265 = 0 

:BSKOOL_9745
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_9793 
$270 = 0 

:BSKOOL_9793
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3555 // (int) 
else_jump @BSKOOL_10013 
008B: 75@ = $3555 // (int) 
0084: $3555 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_9913 
if 
  $3569 == 0 
else_jump @BSKOOL_9913 
$3569 = 1 
$3568 = 1 
$3567 = 1 

:BSKOOL_9913
if 
  73@ == 3 
else_jump @BSKOOL_9963 
if 
  $3568 == 0 
else_jump @BSKOOL_9963 
$3568 = 1 
$3567 = 1 

:BSKOOL_9963
if 
  73@ == 2 
else_jump @BSKOOL_10006 
if 
  $3567 == 0 
else_jump @BSKOOL_10006 
$3567 = 1 

:BSKOOL_10006
jump @BSKOOL_10020 

:BSKOOL_10013
73@ = 0 

:BSKOOL_10020
if 
  $3557 == 0 
else_jump @BSKOOL_10115 
if 
  $3549 == 4 
else_jump @BSKOOL_10115 
if 
  $270 > 69 
else_jump @BSKOOL_10115 
67@ = 2 
$3557 = 1 
56@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_10115
40@ = 0 

:BSKOOL_10122
if 
  40@ > -1 
else_jump @BSKOOL_10244 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_10198 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_10198 
56@ = 2 
jump @BSKOOL_10244 

:BSKOOL_10198
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_10237 
jump @BSKOOL_10244 

:BSKOOL_10237
jump @BSKOOL_10122 

:BSKOOL_10244
gosub @BSKOOL_18212 
gosub @BSKOOL_18551 
if 
  56@ == 2 
else_jump @BSKOOL_10290 
jump @BSKOOL_740 
jump @BSKOOL_10297 

:BSKOOL_10290
jump @BSKOOL_8716 

:BSKOOL_10297
jump @BSKOOL_8989 

:BSKOOL_10304
if 
  $246 == 6 
else_jump @BSKOOL_12086 

:BSKOOL_10322
gosub @BSKOOL_15030 
$257 = 180.0 
$252 = 9000 
43@ = 186 
gosub @BSKOOL_15067 
00A5: 46@ = create_car 522 at $254 $255 $256 
0175: set_car 46@ Z_angle_to $257 
0407: store_coords_to $308 $309 $70 from_car 46@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $310 $311 $70 from_car 46@ with_offset 2.5 52.0 2.0 
gosub @BSKOOL_18622 
if 
  42@ == 0 
else_jump @BSKOOL_10541 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_10498 
0129: 57@ = create_actor_pedtype 5 model 50 in_car 46@ driverseat 

:BSKOOL_10498
015F: set_camera_position 1122.66 1265.4 15.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 2 
return 

:BSKOOL_10541
0407: store_coords_to $304 $305 $256 from_car 46@ with_offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
gosub @BSKOOL_15789 

:BSKOOL_10595
wait 0 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 0 
else_jump @BSKOOL_10634 
56@ = 2 
jump @BSKOOL_11887 

:BSKOOL_10634
if 
  $248 == 0 
else_jump @BSKOOL_10682 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
gosub @BSKOOL_15932 
jump @BSKOOL_12079 

:BSKOOL_10682
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_12079 
gosub @BSKOOL_16080 
if 
  $273 == 0 
else_jump @BSKOOL_10760 
if 
00B0:   car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_10760 
$273 = 1 

:BSKOOL_10760
if 
  $273 == 1 
else_jump @BSKOOL_10878 
if 
80B0:   not car 46@ sphere 0 in_rectangle_cornerA $308 $309 cornerB $310 $311 
else_jump @BSKOOL_10878 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if or
0024:   $68 > $308 // (float) 
0024:   $310 > $68 // (float) 
0024:   $69 > $309 // (float) 
else_jump @BSKOOL_10871 
gosub @BSKOOL_16114 
jump @BSKOOL_10878 

:BSKOOL_10871
$273 = 2 

:BSKOOL_10878
if 
  $273 == 2 
else_jump @BSKOOL_10924 
if 
81F3:   not car 46@ in_air 
else_jump @BSKOOL_10924 
01BD: 78@ = current_time_in_ms 
$273 = 3 

:BSKOOL_10924
if 
  $273 == 3 
else_jump @BSKOOL_11010 
01BD: 77@ = current_time_in_ms 
0085: 76@ = 77@ // (int) 
0062: 76@ -= 78@ // (int) 
if 
  76@ > 250 
else_jump @BSKOOL_11010 
if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_11010 
gosub @BSKOOL_16114 

:BSKOOL_11010
if or
01C1:   car 46@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_12079 
gosub @BSKOOL_16114 
0086: $254 = $304 // (float) 
0086: $255 = $305 // (float) 
if 
  $273 > 0 
else_jump @BSKOOL_11089 
gosub @BSKOOL_16127 
jump @BSKOOL_11096 

:BSKOOL_11089
$266 = 0 

:BSKOOL_11096
0174: 50@ = car 46@ Z_angle 
0092: 47@ = float 50@ to_integer 
if 
  $273 > 0 
else_jump @BSKOOL_11444 
if 
  47@ == 0 
else_jump @BSKOOL_11162 
$265 = 0 
jump @BSKOOL_11458 

:BSKOOL_11162
if 
  47@ == 180 
else_jump @BSKOOL_11195 
$265 = 100 
jump @BSKOOL_11458 

:BSKOOL_11195
if 
  47@ == 360 
else_jump @BSKOOL_11228 
$265 = 0 
jump @BSKOOL_11458 

:BSKOOL_11228
if 
  47@ > 0 
else_jump @BSKOOL_11298 
if 
  175 > 47@ 
else_jump @BSKOOL_11298 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $265 = float $275 to_integer 
jump @BSKOOL_11458 

:BSKOOL_11298
if 
  47@ > 174 
else_jump @BSKOOL_11343 
if 
  186 > 47@ 
else_jump @BSKOOL_11343 
$265 = 100 

:BSKOOL_11343
if 
  47@ > 185 
else_jump @BSKOOL_11437 
if 
  360 > 47@ 
else_jump @BSKOOL_11437 
47@ -= 180 
0091: $275 = integer 47@ to_float 
$275 *= 0.56 
008C: $272 = float $275 to_integer 
$265 = 100 
0060: $265 -= $272 // (int) 
jump @BSKOOL_11458 

:BSKOOL_11437
jump @BSKOOL_11458 

:BSKOOL_11444
$265 = 0 
jump @BSKOOL_11458 

:BSKOOL_11458
if 
  1 > $265 
else_jump @BSKOOL_11483 
$265 = 0 

:BSKOOL_11483
0084: $270 = $266 // (int) 
0058: $270 += $265 // (int) 
$270 /= 2 
if 
  $266 == 0 
else_jump @BSKOOL_11531 
$270 = 0 

:BSKOOL_11531
gosub @BSKOOL_16371 
gosub @BSKOOL_16749 
if 
001C:   $270 > $3556 // (int) 
else_jump @BSKOOL_11751 
008B: 75@ = $3556 // (int) 
0084: $3556 = $270 // (int) 
67@ = 1 
gosub @BSKOOL_17213 
if 
  73@ == 4 
else_jump @BSKOOL_11651 
if 
  $3575 == 0 
else_jump @BSKOOL_11651 
$3575 = 1 
$3574 = 1 
$3573 = 1 

:BSKOOL_11651
if 
  73@ == 3 
else_jump @BSKOOL_11701 
if 
  $3574 == 0 
else_jump @BSKOOL_11701 
$3574 = 1 
$3573 = 1 

:BSKOOL_11701
if 
  73@ == 2 
else_jump @BSKOOL_11744 
if 
  $3573 == 0 
else_jump @BSKOOL_11744 
$3573 = 1 

:BSKOOL_11744
jump @BSKOOL_11758 

:BSKOOL_11751
73@ = 0 

:BSKOOL_11758
40@ = 0 

:BSKOOL_11765
if 
  40@ > -1 
else_jump @BSKOOL_11887 
wait 0 
gosub @BSKOOL_16778 
if 
   not 67@ == 2 
else_jump @BSKOOL_11841 
if 
0A52:   is_widget_released 74 
else_jump @BSKOOL_11841 
56@ = 2 
jump @BSKOOL_11887 

:BSKOOL_11841
gosub @BSKOOL_17443 
gosub @BSKOOL_18131 
if 
  $325 == 1 
else_jump @BSKOOL_11880 
jump @BSKOOL_11887 

:BSKOOL_11880
jump @BSKOOL_11765 

:BSKOOL_11887
gosub @BSKOOL_18212 
gosub @BSKOOL_18551 
if 
  56@ == 2 
else_jump @BSKOOL_12072 
if 
  $3557 == 1 
else_jump @BSKOOL_12058 
if 
  $3588 == 0 
else_jump @BSKOOL_12058 
fade 0 1000 

:BSKOOL_11962
if 
fading 
else_jump @BSKOOL_11986 
wait 0 
jump @BSKOOL_11962 

:BSKOOL_11986
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 2000 

:BSKOOL_12027
if 
fading 
else_jump @BSKOOL_12051 
wait 0 
jump @BSKOOL_12027 

:BSKOOL_12051
jump @BSKOOL_12118 

:BSKOOL_12058
jump @BSKOOL_740 
jump @BSKOOL_12079 

:BSKOOL_12072
jump @BSKOOL_10322 

:BSKOOL_12079
jump @BSKOOL_10595 

:BSKOOL_12086
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
00BE: text_clear_all 
0A77: checkpoint_save_oddjob 2 
return 

:BSKOOL_12118
fade 1 500 
if 
  $3588 == 0 
else_jump @BSKOOL_12166 
0595: mission_complete 
030C: progress_made = 1 
$3588 = 1 
0624: add 50.0 to_float_stat 229 

:BSKOOL_12166
00BE: text_clear_all 
00BA: show_text_styled GXT 'BS_Z_7' time 5000 style 5  // You have completed the Bike School.~n~~w~Motorbike Skill +
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:BSKOOL_12195
014F: stop_timer $252 
03F0: enable_text_draw 0 
0826: enable_hud 1 
0581: enable_radar 1 
01B7: release_weather 
0249: release_model #TRAFFICCONE 
0249: release_model #LANDJUMP2 
0249: release_model 521 
0249: release_model 581 
0249: release_model 461 
0249: release_model 522 
0249: release_model 468 
0249: release_model 50 
if 
  $3578 == 0 
else_jump @BSKOOL_12364 
if 
  $3560 == 1 
else_jump @BSKOOL_12364 
if 
  $3563 == 1 
else_jump @BSKOOL_12364 
if 
  $3566 == 1 
else_jump @BSKOOL_12364 
if 
  $3569 == 1 
else_jump @BSKOOL_12364 
$3578 = 1 
$3577 = 1 
$3576 = 1 

:BSKOOL_12364
if 
  $3577 == 0 
else_jump @BSKOOL_12468 
if 
  $3559 == 1 
else_jump @BSKOOL_12468 
if 
  $3562 == 1 
else_jump @BSKOOL_12468 
if 
  $3565 == 1 
else_jump @BSKOOL_12468 
if 
  $3568 == 1 
else_jump @BSKOOL_12468 
$3577 = 1 
$3576 = 1 

:BSKOOL_12468
if 
  $3576 == 0 
else_jump @BSKOOL_12565 
if 
  $3558 == 1 
else_jump @BSKOOL_12565 
if 
  $3561 == 1 
else_jump @BSKOOL_12565 
if 
  $3564 == 1 
else_jump @BSKOOL_12565 
if 
  $3567 == 1 
else_jump @BSKOOL_12565 
$3576 = 1 

:BSKOOL_12565
if 
  $3578 == 1 
else_jump @BSKOOL_12614 
0A17: set_parked_car_generator $3581 to_player_owned 1 
014C: set_parked_car_generator $3581 cars_to_generate_to 101 
0624: add 200.0 to_float_stat 229 
$3578 = 2 

:BSKOOL_12614
if 
  $3577 == 1 
else_jump @BSKOOL_12663 
0A17: set_parked_car_generator $3580 to_player_owned 1 
014C: set_parked_car_generator $3580 cars_to_generate_to 101 
0624: add 100.0 to_float_stat 229 
$3577 = 2 

:BSKOOL_12663
if 
  $3576 == 1 
else_jump @BSKOOL_12702 
0A17: set_parked_car_generator $3579 to_player_owned 1 
014C: set_parked_car_generator $3579 cars_to_generate_to 101 
$3576 = 2 

:BSKOOL_12702
$ONMISSION = 0 
mission_cleanup 
return 

:BSKOOL_12713
if 
  71@ == 1 
else_jump @BSKOOL_12798 
if 
  255 > 72@ 
else_jump @BSKOOL_12791 
72@ += 5 
if 
  72@ > 255 
else_jump @BSKOOL_12784 
72@ = 255 

:BSKOOL_12784
jump @BSKOOL_12798 

:BSKOOL_12791
71@ = 2 

:BSKOOL_12798
if 
  71@ == 3 
else_jump @BSKOOL_12880 
if 
  72@ > 0 
else_jump @BSKOOL_12873 
72@ -= 5 
if 
  0 > 72@ 
else_jump @BSKOOL_12866 
72@ = 0 

:BSKOOL_12866
jump @BSKOOL_12880 

:BSKOOL_12873
71@ = 0 

:BSKOOL_12880
gosub @BSKOOL_14914 
0342: set_text_draw_centered 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
if 
  $246 == 1 
else_jump @BSKOOL_13038 
033E: set_draw_text_position 83@ 84@ GXT 'BS_A'  // The 360
if 
  $3553 > 69 
else_jump @BSKOOL_12972 
008B: 74@ = $3553 // (int) 
jump @BSKOOL_13031 

:BSKOOL_12972
008B: 74@ = $3553 // (int) 
gosub @BSKOOL_14740 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13031
gosub @BSKOOL_13773 

:BSKOOL_13038
if 
  $246 == 2 
else_jump @BSKOOL_13176 
033E: set_draw_text_position 83@ 84@ GXT 'BS_B'  // The 180
if 
  $3554 > 69 
else_jump @BSKOOL_13106 
008B: 74@ = $3554 // (int) 
jump @BSKOOL_13169 

:BSKOOL_13106
008B: 74@ = $3554 // (int) 
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13169
gosub @BSKOOL_13773 

:BSKOOL_13176
if 
  $246 == 3 
else_jump @BSKOOL_13314 
033E: set_draw_text_position 83@ 84@ GXT 'BS_C'  // The Wheelie
if 
  $3551 > 69 
else_jump @BSKOOL_13244 
008B: 74@ = $3551 // (int) 
jump @BSKOOL_13307 

:BSKOOL_13244
008B: 74@ = $3551 // (int) 
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13307
gosub @BSKOOL_13773 

:BSKOOL_13314
if 
  $246 == 5 
else_jump @BSKOOL_13452 
033E: set_draw_text_position 83@ 84@ GXT 'BS_D'  // The Stoppie
if 
  $3552 > 69 
else_jump @BSKOOL_13382 
008B: 74@ = $3552 // (int) 
jump @BSKOOL_13445 

:BSKOOL_13382
008B: 74@ = $3552 // (int) 
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13445
gosub @BSKOOL_13773 

:BSKOOL_13452
if 
  $246 == 4 
else_jump @BSKOOL_13590 
033E: set_draw_text_position 83@ 84@ GXT 'BS_E'  // Jump & Stop
if 
  $3555 > 69 
else_jump @BSKOOL_13520 
008B: 74@ = $3555 // (int) 
jump @BSKOOL_13583 

:BSKOOL_13520
008B: 74@ = $3555 // (int) 
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13583
gosub @BSKOOL_13773 

:BSKOOL_13590
if 
  $246 == 6 
else_jump @BSKOOL_13728 
033E: set_draw_text_position 83@ 84@ GXT 'BS_F'  // Jump & Stoppie
if 
  $3556 > 69 
else_jump @BSKOOL_13658 
008B: 74@ = $3556 // (int) 
jump @BSKOOL_13721 

:BSKOOL_13658
008B: 74@ = $3556 // (int) 
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 85@ 86@ GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13721
gosub @BSKOOL_13773 

:BSKOOL_13728
gosub @LITCAS_308 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
return 

:BSKOOL_13773
gosub @BSKOOL_14740 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
if 
  74@ > 69 
else_jump @BSKOOL_13853 
03E4: set_text_draw_align_right 0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
045A: draw_text_1number 85@ 86@ GXT 'BS_Y_6' number 74@  // ~1~%

:BSKOOL_13853
if 
  70 > 74@ 
else_jump @BSKOOL_13878 
73@ = 1 

:BSKOOL_13878
if 
  74@ > 69 
else_jump @BSKOOL_13921 
if 
  85 > 74@ 
else_jump @BSKOOL_13921 
73@ = 2 

:BSKOOL_13921
if 
  74@ > 84 
else_jump @BSKOOL_13964 
if 
  100 > 74@ 
else_jump @BSKOOL_13964 
73@ = 3 

:BSKOOL_13964
if 
  74@ == 100 
else_jump @BSKOOL_13989 
73@ = 4 

:BSKOOL_13989
if 
  73@ == 1 
else_jump @BSKOOL_14043 
038D: draw_texture 6 position 510.0 80.0 size 166.0 77.0 RGBA 160 160 160 255 

:BSKOOL_14043
if 
  73@ == 2 
else_jump @BSKOOL_14133 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 1 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BSKOOL_14133
if 
  73@ == 3 
else_jump @BSKOOL_14223 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 2 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BSKOOL_14223
if 
  73@ == 4 
else_jump @BSKOOL_14313 
038D: draw_texture 4 position 510.0 85.0 size 170.0 75.0 RGBA 255 255 255 255 
038D: draw_texture 3 position 510.0 85.0 size 80.0 75.0 RGBA 255 255 255 255 

:BSKOOL_14313
return 

:BSKOOL_14315
if 
  42@ == 0 
else_jump @BSKOOL_14440 
if 
  $246 == 1 
else_jump @BSKOOL_14358 
gosub @BSKOOL_1858 

:BSKOOL_14358
if 
  $246 == 2 
else_jump @BSKOOL_14383 
gosub @BSKOOL_3662 

:BSKOOL_14383
if 
  $246 == 3 
else_jump @BSKOOL_14408 
gosub @BSKOOL_5083 

:BSKOOL_14408
if 
  $246 == 4 
else_jump @BSKOOL_14433 
gosub @BSKOOL_8723 

:BSKOOL_14433
42@ = 1 

:BSKOOL_14440
if 
  42@ == 1 
else_jump @BSKOOL_14524 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_14524 
if 
87C1:   not path 43@ available 
else_jump @BSKOOL_14502 
07C0: load_path 43@ 
jump @BSKOOL_14524 

:BSKOOL_14502
05EB: assign_car 46@ to_path 43@ 
71@ = 3 
42@ = 2 

:BSKOOL_14524
if 
  42@ == 2 
else_jump @BSKOOL_14609 
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_14595 
if 
860E:   not car 46@ assigned_to_path 
else_jump @BSKOOL_14588 
71@ = 1 
42@ = 4 

:BSKOOL_14588
jump @BSKOOL_14609 

:BSKOOL_14595
71@ = 1 
42@ = 4 

:BSKOOL_14609
if 
  42@ == 3 
else_jump @BSKOOL_14641 
71@ = 1 
42@ = 4 

:BSKOOL_14641
if 
  42@ == 4 
else_jump @BSKOOL_14738 
if 
  71@ == 2 
else_jump @BSKOOL_14738 
05EC: release_car 46@ from_path 
00A6: destroy_car 46@ 
009B: destroy_actor 57@ 
0395: clear_area 1 at $326 $327 $328 radius 300.0 
014F: stop_timer $252 
0396: pause_timer 0 
00A6: destroy_car 46@ 
gosub @BSKOOL_18551 
42@ = 0 

:BSKOOL_14738
return 

:BSKOOL_14740
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
return 

:BSKOOL_14914
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_15030
fade 0 500 

:BSKOOL_15037
if 
fading 
else_jump @BSKOOL_15061 
wait 0 
jump @BSKOOL_15037 

:BSKOOL_15061
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
return 

:BSKOOL_15067
$308 = 0.0 
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$12 = 0 
$276 = 0.0 
$277 = 0.0 
$281 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 10.0 
$248 = 0 
$279 = 0.0 
$280 = 0.0 
$329 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0 
$260 = 0 
$261 = 0 
$302 = 0.0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$325 = 0 
$265 = 0 
51@ = 0.0 
50@ = 0.0 
52@ = 0.0 
47@ = 0 
48@ = 0 
56@ = 0 
$253 = 0 
$285 = 0 
$286 = 0 
$288 = 0 
$289 = 0 
$291 = 0 
$292 = 0 
$294 = 0 
$295 = 0 
$297 = 0 
$298 = 0 
$287 = 0 
$290 = 0 
$293 = 0 
$296 = 0 
$299 = 0 
$300 = 0 
$301 = 0 
$270 = 0 
$268 = 0 
0086: $254 = $306 // (float) 
0086: $255 = $307 // (float) 
02CE: $256 = ground_z_at $254 $255 50.0 
$267 = 0 
$258 = 0.0 
$266 = 0 
$269 = 0 
49@ = 0 
$263 = 0 
$264 = 0 
$271 = 0 
$272 = 0 
$275 = 0.0 
$273 = 0 
$274 = 0 
$278 = 0.0 
53@ = 0.0 
54@ = 0 
55@ = 0 
67@ = 0 
66@ = 0 
return 

:BSKOOL_15789
036A: put_actor $PLAYER_ACTOR in_car 46@ 
020A: set_car 46@ door_status_to 4 
wait 0 
0581: enable_radar 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
fade 1 500 

:BSKOOL_15823
if 
fading 
else_jump @BSKOOL_15847 
wait 0 
jump @BSKOOL_15823 

:BSKOOL_15847
01B4: set_player $PLAYER_CHAR can_move 1 
return 

:BSKOOL_15856
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_15923 
if 
  $248 == 1 
else_jump @BSKOOL_15916 
if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_15916 
56@ = 1 

:BSKOOL_15916
jump @BSKOOL_15930 

:BSKOOL_15923
56@ = 1 

:BSKOOL_15930
return 

:BSKOOL_15932
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_15975 
if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
else_jump @BSKOOL_15975 
02E3: 51@ = car 46@ speed 

:BSKOOL_15975
if 
  51@ > 0.1 
else_jump @BSKOOL_16078 
00BE: text_clear_all 
if or
  $246 == 1 
  $246 == 2 
  $246 == 3 
  $246 == 5 
  $246 == 4 
  $246 == 6 
else_jump @BSKOOL_16071 
0342: set_text_draw_centered 1 
03C3: set_timer_to $252 type 1 GXT 'BB_19' // global_variable  // Time

:BSKOOL_16071
$248 = 1 

:BSKOOL_16078
return 

:BSKOOL_16080
if 
  $252 == 0 
else_jump @BSKOOL_16112 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:BSKOOL_16112
return 

:BSKOOL_16114
01B4: set_player $PLAYER_CHAR can_move 0 
0396: pause_timer 1 
return 

:BSKOOL_16127
00AA: store_car 46@ position_to $68 $69 $70 
0509: $258 = distance_between_XY $68 $69 and_XY $254 $255 
if 
  $258 > 1.0 
else_jump @BSKOOL_16264 
if 
  10.0 > $258 
else_jump @BSKOOL_16250 
$258 -= 1.0 
$258 *= 10.42 
008C: $272 = float $258 to_integer 
$266 = 100 
0060: $266 -= $272 // (int) 
jump @BSKOOL_16257 

:BSKOOL_16250
$266 = 0 

:BSKOOL_16257
jump @BSKOOL_16271 

:BSKOOL_16264
$266 = 100 

:BSKOOL_16271
0058: $270 += $266 // (int) 
return 
0227: 48@ = car 46@ health 
$267 = 1000 
0066: $267 -= 48@ // (int) 
if 
  $246 == 16 
else_jump @BSKOOL_16337 
$267 /= 10 
jump @BSKOOL_16344 

:BSKOOL_16337
$267 /= 2 

:BSKOOL_16344
if 
  $267 > 100 
else_jump @BSKOOL_16369 
$267 = 100 

:BSKOOL_16369
return 

:BSKOOL_16371
$271 = 0 
$199 = 0 
if 
  $246 == 1 
else_jump @BSKOOL_16462 

:BSKOOL_16403
if 
  15 > $199 
else_jump @BSKOOL_16462 
if 
0366:   object $200($199,46i) damaged 
else_jump @BSKOOL_16448 
$271 += 10 

:BSKOOL_16448
$199 += 1 
jump @BSKOOL_16403 

:BSKOOL_16462
if 
  $246 == 2 
else_jump @BSKOOL_16539 

:BSKOOL_16480
if 
  25 > $199 
else_jump @BSKOOL_16539 
if 
0366:   object $200($199,46i) damaged 
else_jump @BSKOOL_16525 
$271 += 10 

:BSKOOL_16525
$199 += 1 
jump @BSKOOL_16480 

:BSKOOL_16539
if or
  $246 == 3 
  $246 == 5 
else_jump @BSKOOL_16623 

:BSKOOL_16564
if 
  30 > $199 
else_jump @BSKOOL_16623 
if 
0366:   object $200($199,46i) damaged 
else_jump @BSKOOL_16609 
$271 += 10 

:BSKOOL_16609
$199 += 1 
jump @BSKOOL_16564 

:BSKOOL_16623
if or
  $246 == 4 
  $246 == 6 
else_jump @BSKOOL_16707 

:BSKOOL_16648
if 
  14 > $199 
else_jump @BSKOOL_16707 
if 
0366:   object $200($199,46i) damaged 
else_jump @BSKOOL_16693 
$271 += 10 

:BSKOOL_16693
$199 += 1 
jump @BSKOOL_16648 

:BSKOOL_16707
$271 *= 2 
if 
  $271 > 90 
else_jump @BSKOOL_16739 
$271 = 100 

:BSKOOL_16739
0060: $270 -= $271 // (int) 
return 

:BSKOOL_16749
if 
  1 > $270 
else_jump @BSKOOL_16774 
$270 = 0 

:BSKOOL_16774
00BE: text_clear_all 
return 

:BSKOOL_16778
if 
8119:   not car 46@ wrecked 
else_jump @BSKOOL_17211 
if 
  $332 == 0 
else_jump @BSKOOL_16903 
0407: store_coords_to $329 $330 $331 from_car 46@ with_offset 10.0 0.0 5.0 
$331 = 15.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
$332 = 1 

:BSKOOL_16903
if 
  40@ > 3000 
else_jump @BSKOOL_17050 
if 
  6000 > 40@ 
else_jump @BSKOOL_17050 
if 
  $332 == 1 
else_jump @BSKOOL_17050 
0407: store_coords_to $329 $330 $331 from_car 46@ with_offset 0.0 10.0 5.0 
$331 = 15.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
$332 = 2 

:BSKOOL_17050
if 
  40@ > 6000 
else_jump @BSKOOL_17178 
if 
  $332 == 2 
else_jump @BSKOOL_17178 
0407: store_coords_to $329 $330 $331 from_car 46@ with_offset -10.0 0.0 5.0 
$331 = 15.0 
015F: set_camera_position $329 $330 $331 rotation 0.0 0.0 0.0 
0158: camera_on_car 46@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
$332 = 3 

:BSKOOL_17178
if 
  40@ > 9000 
else_jump @BSKOOL_17211 
$332 = 1 
40@ = 0 

:BSKOOL_17211
return 

:BSKOOL_17213
73@ = 0 
if 
  $270 > 69 
else_jump @BSKOOL_17302 
if 
  85 > $270 
else_jump @BSKOOL_17302 
if and
  75@ > 69 
  85 > 75@ 
else_jump @BSKOOL_17295 
73@ = 0 
jump @BSKOOL_17302 

:BSKOOL_17295
73@ = 2 

:BSKOOL_17302
if 
  $270 > 84 
else_jump @BSKOOL_17384 
if 
  100 > $270 
else_jump @BSKOOL_17384 
if and
  75@ > 84 
  100 > 75@ 
else_jump @BSKOOL_17377 
73@ = 0 
jump @BSKOOL_17384 

:BSKOOL_17377
73@ = 3 

:BSKOOL_17384
if 
  $270 == 100 
else_jump @BSKOOL_17441 
if 
  75@ == 100 
else_jump @BSKOOL_17434 
73@ = 0 
jump @BSKOOL_17441 

:BSKOOL_17434
73@ = 4 

:BSKOOL_17441
return 

:BSKOOL_17443
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $252 
if 
  2 > 73@ 
else_jump @BSKOOL_17552 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 5.0 5.0 
0349: set_text_draw_font 0 
033E: set_draw_text_position 320.0 195.0 GXT 'BS_Z_8'  // Results
0A8A: unknown 82 0 0 0 0 0 0.0 'BS_Z_8'  // Results
jump @BSKOOL_17580 

:BSKOOL_17552
0A8A: unknown 81 0 0 0 0 0 0.0 'BS_Z_8'  // Results

:BSKOOL_17580
91@ = 0.0 
008F: 91@ = integer $265 to_float 
0A8A: unknown 83 1 1 0 0 2 91@ 'BS_Y_1'  // Final Heading
008F: 91@ = integer $266 to_float 
0A8A: unknown 84 1 1 0 0 2 91@ 'BS_Y_2'  // Final Position
008F: 91@ = integer $271 to_float 
0A8A: unknown 85 1 1 0 0 2 91@ 'BS_Y_3'  // Penalty Damage
008F: 91@ = integer $270 to_float 
0A8A: unknown 86 1 1 0 0 2 91@ 'BS_Y_5'  // Overall Score
if or
  67@ == 1 
  67@ == 2 
else_jump @BSKOOL_18037 
if 
  73@ > 0 
else_jump @BSKOOL_18037 
038D: draw_texture 4 position 320.0 205.0 size 200.0 85.0 RGBA 255 255 255 255 
if 
  73@ == 2 
else_jump @BSKOOL_17859 
038D: draw_texture 1 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BSKOOL_17859
if 
  73@ == 3 
else_jump @BSKOOL_17913 
038D: draw_texture 2 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BSKOOL_17913
if 
  73@ == 4 
else_jump @BSKOOL_17967 
038D: draw_texture 3 position 320.0 205.0 size 92.0 85.0 RGBA 255 255 255 255 

:BSKOOL_17967
gosub @BSKOOL_14914 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
03E0: draw_text_behind_textures 1 
0340: set_text_draw_RGBA 189 131 24 255 
033E: set_draw_text_position 323.0 65.0 GXT 'BS_Y_9'  // NEW CERTIFICATE AWARDED!

:BSKOOL_18037
if or
  67@ == 1 
  67@ == 2 
else_jump @BSKOOL_18129 
gosub @BSKOOL_14914 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BS_Y_8'  // NEW HIGH SCORE!

:BSKOOL_18129
return 

:BSKOOL_18131
if 
0A52:   is_widget_released 79 
else_jump @BSKOOL_18185 
if 
  $12 == 1 
else_jump @BSKOOL_18178 
$12 = 0 
$325 = 1 

:BSKOOL_18178
jump @BSKOOL_18210 

:BSKOOL_18185
if 
  $12 == 0 
else_jump @BSKOOL_18210 
$12 = 1 

:BSKOOL_18210
return 

:BSKOOL_18212
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
fade 0 500 

:BSKOOL_18239
if 
fading 
else_jump @BSKOOL_18308 
if 
  $3588 == 0 
else_jump @BSKOOL_18295 
if 
  $3557 == 1 
else_jump @BSKOOL_18295 
gosub @BSKOOL_12713 

:BSKOOL_18295
00BE: text_clear_all 
wait 0 
jump @BSKOOL_18239 

:BSKOOL_18308
00BE: text_clear_all 
03D6: remove_styled_text 'BS_Y_8'  // NEW HIGH SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEW CERTIFICATE AWARDED!
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  56@ == 2 
else_jump @BSKOOL_18434 
00BE: text_clear_all 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BSKOOL_18407 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_18427 

:BSKOOL_18407
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_18427
jump @BSKOOL_18497 

:BSKOOL_18434
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BSKOOL_18477 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_18497 

:BSKOOL_18477
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_18497
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
00A6: destroy_car 46@ 
0395: clear_area 1 at 1171.521 1351.183 9.9219 radius 2.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $252 
0396: pause_timer 0 
return 

:BSKOOL_18551
$199 = 0 

:BSKOOL_18558
if 
  46 > $199 
else_jump @BSKOOL_18599 
0108: destroy_object $200($199,46i) 
$199 += 1 
jump @BSKOOL_18558 

:BSKOOL_18599
if 
03CA:   object 64@ exists 
else_jump @BSKOOL_18620 
0108: destroy_object 64@ 

:BSKOOL_18620
return 

:BSKOOL_18622
$199 = 0 
if 
  $246 == 1 
else_jump @BSKOOL_18706 

:BSKOOL_18647
if 
  15 > $199 
else_jump @BSKOOL_18706 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
$199 += 1 
jump @BSKOOL_18647 

:BSKOOL_18706
if 
  $246 == 2 
else_jump @BSKOOL_18783 

:BSKOOL_18724
if 
  25 > $199 
else_jump @BSKOOL_18783 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
$199 += 1 
jump @BSKOOL_18724 

:BSKOOL_18783
if or
  $246 == 3 
  $246 == 5 
else_jump @BSKOOL_18867 

:BSKOOL_18808
if 
  30 > $199 
else_jump @BSKOOL_18867 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
$199 += 1 
jump @BSKOOL_18808 

:BSKOOL_18867
if or
  $246 == 4 
  $246 == 6 
else_jump @BSKOOL_18981 

:BSKOOL_18892
if 
  14 > $199 
else_jump @BSKOOL_18951 
029B: $200($199,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
$199 += 1 
jump @BSKOOL_18892 

:BSKOOL_18951
029B: 64@ = init_object #LANDJUMP2 at 0.0 0.0 500.0 
0382: set_object 64@ collision_detection 1 

:BSKOOL_18981
if 
  $246 == 1 
else_jump @BSKOOL_19659 
$284 = 6.0 
$278 = 0.0 
0407: store_coords_to $279 $280 $283 from_car 46@ with_offset 0.0 1.0 -0.2 

:BSKOOL_19048
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 0.0 
else_jump @BSKOOL_19131 
01BC: put_object $200[0] at $281 $282 $283 

:BSKOOL_19131
if 
  $278 == 24.0 
else_jump @BSKOOL_19166 
01BC: put_object $200[1] at $281 $282 $283 

:BSKOOL_19166
if 
  $278 == 48.0 
else_jump @BSKOOL_19201 
01BC: put_object $200[2] at $281 $282 $283 

:BSKOOL_19201
if 
  $278 == 72.0 
else_jump @BSKOOL_19236 
01BC: put_object $200[3] at $281 $282 $283 

:BSKOOL_19236
if 
  $278 == 96.0 
else_jump @BSKOOL_19271 
01BC: put_object $200[4] at $281 $282 $283 

:BSKOOL_19271
if 
  $278 == 120.0 
else_jump @BSKOOL_19306 
01BC: put_object $200[5] at $281 $282 $283 

:BSKOOL_19306
if 
  $278 == 144.0 
else_jump @BSKOOL_19341 
01BC: put_object $200[6] at $281 $282 $283 

:BSKOOL_19341
if 
  $278 == 168.0 
else_jump @BSKOOL_19376 
01BC: put_object $200[7] at $281 $282 $283 

:BSKOOL_19376
if 
  $278 == 192.0 
else_jump @BSKOOL_19411 
01BC: put_object $200[8] at $281 $282 $283 

:BSKOOL_19411
if 
  $278 == 216.0 
else_jump @BSKOOL_19446 
01BC: put_object $200[9] at $281 $282 $283 

:BSKOOL_19446
if 
  $278 == 240.0 
else_jump @BSKOOL_19481 
01BC: put_object $200[10] at $281 $282 $283 

:BSKOOL_19481
if 
  $278 == 264.0 
else_jump @BSKOOL_19516 
01BC: put_object $200[11] at $281 $282 $283 

:BSKOOL_19516
if 
  $278 == 288.0 
else_jump @BSKOOL_19551 
01BC: put_object $200[12] at $281 $282 $283 

:BSKOOL_19551
if 
  $278 == 312.0 
else_jump @BSKOOL_19586 
01BC: put_object $200[13] at $281 $282 $283 

:BSKOOL_19586
if 
  $278 == 336.0 
else_jump @BSKOOL_19621 
01BC: put_object $200[14] at $281 $282 $283 

:BSKOOL_19621
$278 += 24.0 
if 
  360.0 > $278 
else_jump @BSKOOL_19659 
jump @BSKOOL_19048 

:BSKOOL_19659
if 
  $246 == 2 
else_jump @BSKOOL_20401 
$284 = 6.0 
$278 = 90.0 
0407: store_coords_to $279 $280 $283 from_car 46@ with_offset 0.0 86.0 -0.2 

:BSKOOL_19726
02F6: $281 = sine $278 // (float) 
0069: $281 *= $284 // (float) 
0059: $281 += $279 // (float) 
02F7: $282 = cosine $278 // (float) 
0069: $282 *= $284 // (float) 
0059: $282 += $280 // (float) 
if 
  $278 == 120.0 
else_jump @BSKOOL_19809 
01BC: put_object $200[0] at $281 $282 $283 

:BSKOOL_19809
if 
  $278 == 150.0 
else_jump @BSKOOL_19844 
01BC: put_object $200[1] at $281 $282 $283 

:BSKOOL_19844
if 
  $278 == 180.0 
else_jump @BSKOOL_19879 
01BC: put_object $200[2] at $281 $282 $283 

:BSKOOL_19879
if 
  $278 == 210.0 
else_jump @BSKOOL_19914 
01BC: put_object $200[3] at $281 $282 $283 

:BSKOOL_19914
if 
  $278 == 240.0 
else_jump @BSKOOL_19949 
01BC: put_object $200[4] at $281 $282 $283 

:BSKOOL_19949
$278 += 42.0 
if 
  271.0 > $278 
else_jump @BSKOOL_19987 
jump @BSKOOL_19726 

:BSKOOL_19987
035C: place_object $200[7] relative_to_car 46@ with_offset -7.0 74.0 -0.2 
035C: place_object $200[8] relative_to_car 46@ with_offset 7.0 74.0 -0.2 
035C: place_object $200[9] relative_to_car 46@ with_offset -7.0 78.0 -0.2 
035C: place_object $200[10] relative_to_car 46@ with_offset 7.0 78.0 -0.2 
035C: place_object $200[11] relative_to_car 46@ with_offset -7.0 82.0 -0.2 
035C: place_object $200[12] relative_to_car 46@ with_offset 7.0 82.0 -0.2 
035C: place_object $200[13] relative_to_car 46@ with_offset -7.0 86.0 -0.2 
035C: place_object $200[14] relative_to_car 46@ with_offset 7.0 86.0 -0.2 
035C: place_object $200[15] relative_to_car 46@ with_offset 0.0 82.0 -0.2 
035C: place_object $200[16] relative_to_car 46@ with_offset -3.0 4.0 -0.2 
035C: place_object $200[17] relative_to_car 46@ with_offset 3.0 4.0 -0.2 
035C: place_object $200[18] relative_to_car 46@ with_offset -3.0 0.0 -0.2 
035C: place_object $200[19] relative_to_car 46@ with_offset 3.0 0.0 -0.2 
035C: place_object $200[20] relative_to_car 46@ with_offset -3.0 -4.0 -0.2 
035C: place_object $200[21] relative_to_car 46@ with_offset 3.0 -4.0 -0.2 
035C: place_object $200[22] relative_to_car 46@ with_offset 0.0 -4.0 -0.2 
035C: place_object $200[23] relative_to_car 46@ with_offset 0.0 74.0 -0.2 
035C: place_object $200[24] relative_to_car 46@ with_offset 0.0 78.0 -0.2 

:BSKOOL_20401
if or
  $246 == 3 
  $246 == 5 
else_jump @BSKOOL_21116 
035C: place_object $200[0] relative_to_car 46@ with_offset -3.0 4.0 -0.2 
035C: place_object $200[1] relative_to_car 46@ with_offset 3.0 4.0 -0.2 
035C: place_object $200[2] relative_to_car 46@ with_offset -3.0 0.0 -0.2 
035C: place_object $200[3] relative_to_car 46@ with_offset 3.0 0.0 -0.2 
035C: place_object $200[4] relative_to_car 46@ with_offset -3.0 -4.0 -0.2 
035C: place_object $200[5] relative_to_car 46@ with_offset 3.0 -4.0 -0.2 
035C: place_object $200[6] relative_to_car 46@ with_offset 0.0 -4.0 -0.2 
035C: place_object $200[7] relative_to_car 46@ with_offset -3.5 56.0 -0.2 
035C: place_object $200[8] relative_to_car 46@ with_offset 3.5 56.0 -0.2 
035C: place_object $200[9] relative_to_car 46@ with_offset -3.5 60.0 -0.2 
035C: place_object $200[10] relative_to_car 46@ with_offset 3.5 60.0 -0.2 
035C: place_object $200[11] relative_to_car 46@ with_offset -3.5 64.0 -0.2 
035C: place_object $200[12] relative_to_car 46@ with_offset 3.5 64.0 -0.2 
035C: place_object $200[13] relative_to_car 46@ with_offset -3.5 68.0 -0.2 
035C: place_object $200[14] relative_to_car 46@ with_offset 3.5 68.0 -0.2 
035C: place_object $200[15] relative_to_car 46@ with_offset -3.5 72.0 -0.2 
035C: place_object $200[16] relative_to_car 46@ with_offset 3.5 72.0 -0.2 
035C: place_object $200[17] relative_to_car 46@ with_offset -3.5 76.0 -0.2 
035C: place_object $200[18] relative_to_car 46@ with_offset 3.5 76.0 -0.2 
035C: place_object $200[19] relative_to_car 46@ with_offset -3.5 80.0 -0.2 
035C: place_object $200[20] relative_to_car 46@ with_offset 3.5 80.0 -0.2 
035C: place_object $200[21] relative_to_car 46@ with_offset -3.5 84.0 -0.2 
035C: place_object $200[22] relative_to_car 46@ with_offset 3.5 84.0 -0.2 
035C: place_object $200[23] relative_to_car 46@ with_offset -3.0 120.0 -0.2 
035C: place_object $200[24] relative_to_car 46@ with_offset 3.0 120.0 -0.2 
035C: place_object $200[25] relative_to_car 46@ with_offset -3.0 124.0 -0.2 
035C: place_object $200[26] relative_to_car 46@ with_offset 3.0 124.0 -0.2 
035C: place_object $200[27] relative_to_car 46@ with_offset -3.0 128.0 -0.2 
035C: place_object $200[28] relative_to_car 46@ with_offset 3.0 128.0 -0.2 
035C: place_object $200[29] relative_to_car 46@ with_offset 0.0 128.0 -0.2 

:BSKOOL_21116
if or
  $246 == 4 
  $246 == 6 
else_jump @BSKOOL_21683 
035C: place_object $200[0] relative_to_car 46@ with_offset -3.0 4.0 -0.2 
035C: place_object $200[1] relative_to_car 46@ with_offset 3.0 4.0 -0.2 
035C: place_object $200[2] relative_to_car 46@ with_offset -3.0 0.0 -0.2 
035C: place_object $200[3] relative_to_car 46@ with_offset 3.0 0.0 -0.2 
035C: place_object $200[4] relative_to_car 46@ with_offset -3.0 -4.0 -0.2 
035C: place_object $200[5] relative_to_car 46@ with_offset 3.0 -4.0 -0.2 
035C: place_object $200[6] relative_to_car 46@ with_offset 0.0 -4.0 -0.2 
035C: place_object 64@ relative_to_car 46@ with_offset 0.0 48.0 -0.2 
if 
  $246 == 4 
else_jump @BSKOOL_21504 
035C: place_object $200[7] relative_to_car 46@ with_offset -3.0 120.0 -0.2 
035C: place_object $200[8] relative_to_car 46@ with_offset 3.0 120.0 -0.2 
035C: place_object $200[9] relative_to_car 46@ with_offset -3.0 124.0 -0.2 
035C: place_object $200[10] relative_to_car 46@ with_offset 3.0 124.0 -0.2 
035C: place_object $200[11] relative_to_car 46@ with_offset -3.0 128.0 -0.2 
035C: place_object $200[12] relative_to_car 46@ with_offset 3.0 128.0 -0.2 
035C: place_object $200[13] relative_to_car 46@ with_offset 0.0 128.0 -0.2 

:BSKOOL_21504
if 
  $246 == 6 
else_jump @BSKOOL_21683 
035C: place_object $200[7] relative_to_car 46@ with_offset -3.0 110.0 -0.2 
035C: place_object $200[8] relative_to_car 46@ with_offset 3.0 110.0 -0.2 
035C: place_object $200[9] relative_to_car 46@ with_offset -3.0 114.0 -0.2 
035C: place_object $200[10] relative_to_car 46@ with_offset 3.0 114.0 -0.2 
035C: place_object $200[11] relative_to_car 46@ with_offset -3.0 118.0 -0.2 
035C: place_object $200[12] relative_to_car 46@ with_offset 3.0 118.0 -0.2 
035C: place_object $200[13] relative_to_car 46@ with_offset 0.0 118.0 -0.2 

:BSKOOL_21683
return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD
thread 'TAXIODD' 
42@ = 0 
gosub @TAXIODD_54 
if 
wasted_or_busted 
else_jump @TAXIODD_45 
gosub @TAXIODD_18762 

:TAXIODD_45
gosub @TAXIODD_18958 
end_thread 

:TAXIODD_54
if 
  $2877 == 0 
else_jump @TAXIODD_74 
increment_mission_attempts 

:TAXIODD_74
$ONMISSION = 1 
$410 = 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TAXIODD_231 
if 
0602:   actor $PLAYER_ACTOR driving_taxi 
else_jump @TAXIODD_231 
00D9: 45@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01E9: 43@ = car 45@ num_passengers 
if 
   not 43@ == 0 
else_jump @TAXIODD_179 
00BC: show_text_highpriority GXT 'TX_FULL' time 5000 flag 1  // ~r~You need an empty car to start taxi missions.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_179
0227: 44@ = car 45@ health 
if 
8185:   not car 45@ health >= 400 
else_jump @TAXIODD_231 
00BC: show_text_highpriority GXT 'TX_ILL' time 5000 flag 1  // ~r~This taxi is trashed. You need a healthy car to start taxi missions.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_231
0084: $9568 = $55 // (int) 
$55 = 1 
93@ = 0 
94@ = 0 
95@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
55@ = 0 
56@ = 0 
40@ = 0 
41@ = 0 
110@ = 0 
135@ = 0 
138@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
147@ = 0 
148@ = 0 
149@ = 0 
150@ = 0 
151@ = 0 
152@ = 0 
153@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
116@ = 0 
154@ = 0 
if 
  46@ == -99 
else_jump @TAXIODD_721 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 97@ = create_car 420 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 4 model 147 at 0.0 0.0 0.0 
57@ = 0 

:TAXIODD_593
0107: 98@(57@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
57@ += 1 
  57@ >= 4 
else_jump @TAXIODD_593 
0187: 104@ = create_marker_above_actor 96@ 
018A: 105@ = create_checkpoint_at 0.0 0.0 0.0 
57@ = 0 

:TAXIODD_676
018A: 106@(57@,3i) = create_checkpoint_at 0.0 0.0 0.0 
57@ += 1 
  57@ >= 3 
else_jump @TAXIODD_676 

:TAXIODD_721
054C: use_GXT_table 'TAXI1' 
gosub @TAXIODD_17897 
060A: create_decision_maker_type 0 store_to 109@ // decision\allowed\m_.ped files 
gosub @TAXIODD_17899 
if 
  42@ == 1 
else_jump @TAXIODD_778 
jump @TAXIODD_16969 

:TAXIODD_778
wait 0 
gosub @TAXIODD_16539 
gosub @TAXIODD_16893 
if or
  48@ == 1 
  49@ == 1 
else_jump @TAXIODD_828 
jump @TAXIODD_1409 

:TAXIODD_828
gosub @TAXIODD_17764 
gosub @TAXIODD_17798 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @TAXIODD_872 
132@ = 1 
jump @TAXIODD_1409 

:TAXIODD_872
if 
  46@ == 0 
else_jump @TAXIODD_930 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
91@ = 0 
if 
0A52:   is_widget_released 72 
else_jump @TAXIODD_959 
91@ = 1 

:TAXIODD_959
if 
  143@ == 0 
else_jump @TAXIODD_1025 
if 
  91@ == 1 
else_jump @TAXIODD_1018 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TAXIODD_1018 
143@ = 1 

:TAXIODD_1018
jump @TAXIODD_1073 

:TAXIODD_1025
if 
  91@ == 0 
else_jump @TAXIODD_1073 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TAXIODD_1073 
132@ = 1 
jump @TAXIODD_1409 

:TAXIODD_1073
if 
0119:   car 97@ wrecked 
else_jump @TAXIODD_1103 
132@ = 1 
jump @TAXIODD_1409 

:TAXIODD_1103
0227: 59@ = car 97@ health 
if 
  250 >= 59@ 
else_jump @TAXIODD_1231 
if 
8118:   not actor 96@ dead 
else_jump @TAXIODD_1217 
if 
00DB:   actor 96@ in_car 97@ 
else_jump @TAXIODD_1217 
00BC: show_text_highpriority GXT 'TX_FLED' time 5000 flag 1  // ~r~Your passenger wants to escape!
if 
  146@ == 0 
else_jump @TAXIODD_1217 
0947: actor 96@ speak_from_audio_table 221 store_spoken_phrase_id_to 124@ 
146@ = 1 

:TAXIODD_1217
134@ = 1 
jump @TAXIODD_1409 

:TAXIODD_1231
if 
  138@ == 1 
else_jump @TAXIODD_1288 
if 
  $9566 == 0 
else_jump @TAXIODD_1288 
132@ = 1 
116@ = 2 
jump @TAXIODD_1409 

:TAXIODD_1288
gosub @TAXIODD_2828 
if 
  135@ == 0 
else_jump @TAXIODD_1334 
132@ = 1 
116@ = 1 
jump @TAXIODD_1409 

:TAXIODD_1334
if 
  46@ == 1 
else_jump @TAXIODD_1359 
gosub @TAXIODD_1601 

:TAXIODD_1359
if 
  46@ == 2 
else_jump @TAXIODD_1384 
gosub @TAXIODD_2221 

:TAXIODD_1384
if 
  46@ == 3 
else_jump @TAXIODD_1409 
133@ = 1 

:TAXIODD_1409
if 
  48@ == 0 
else_jump @TAXIODD_1553 
if 
  132@ == 0 
else_jump @TAXIODD_1537 
if 
  134@ == 0 
else_jump @TAXIODD_1516 
if 
  133@ == 0 
else_jump @TAXIODD_1495 
jump @TAXIODD_778 
jump @TAXIODD_1509 

:TAXIODD_1495
gosub @TAXIODD_18660 
jump @TAXIODD_778 

:TAXIODD_1509
jump @TAXIODD_1530 

:TAXIODD_1516
gosub @TAXIODD_18696 
jump @TAXIODD_778 

:TAXIODD_1530
jump @TAXIODD_1546 

:TAXIODD_1537
gosub @TAXIODD_18762 
return 

:TAXIODD_1546
jump @TAXIODD_1555 

:TAXIODD_1553
return 

:TAXIODD_1555
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TAXIODD_1601
if 
  47@ == 0 
else_jump @TAXIODD_1773 
136@ = 0 
137@ = 0 
146@ = 0 
147@ = 0 
153@ = 0 
115@ = 0 
0216: enable_taxi 97@ light 1 
if 
  152@ == 1 
else_jump @TAXIODD_1700 
47@ = 20 
jump @TAXIODD_1773 

:TAXIODD_1700
gosub @TAXIODD_3294 
if 
  141@ == 0 
else_jump @TAXIODD_1739 
47@ = 1 
jump @TAXIODD_1773 

:TAXIODD_1739
00BC: show_text_highpriority GXT 'TX_JUNK' time $9566 flag 1  // ~r~Your car is trashed. Get it repaired.
147@ = 1 
0396: pause_timer 0 
47@ = 10 

:TAXIODD_1773
if 
  141@ == 1 
else_jump @TAXIODD_1910 
if 
  142@ == 0 
else_jump @TAXIODD_1823 
gosub @TAXIODD_3336 
jump @TAXIODD_1910 

:TAXIODD_1823
gosub @TAXIODD_3294 
if 
  141@ == 0 
else_jump @TAXIODD_1910 
gosub @TAXIODD_3336 
03D5: remove_text 'TX_JUNK'  // ~r~Your car is trashed. Get it repaired.
$9566 += 10000 
if 
  147@ == 1 
else_jump @TAXIODD_1903 
0396: pause_timer 1 
147@ = 0 

:TAXIODD_1903
47@ = 0 

:TAXIODD_1910
if 
  47@ == 1 
else_jump @TAXIODD_2015 
gosub @TAXIODD_4360 
if 
  136@ == 1 
else_jump @TAXIODD_2015 
if 
  138@ == 0 
else_jump @TAXIODD_2004 
$9566 = 36000 
03C3: set_timer_to $9566 type 1 GXT 'TX_TIME' // global_variable  // TIME
138@ = 1 

:TAXIODD_2004
0396: pause_timer 0 
47@ = 2 

:TAXIODD_2015
if 
  47@ == 2 
else_jump @TAXIODD_2111 
if 
8118:   not actor 96@ dead 
else_jump @TAXIODD_2111 
if 
00DB:   actor 96@ in_car 97@ 
else_jump @TAXIODD_2111 
0164: disable_marker 104@ 
0647: AS_actor 96@ clear_look_task 
0216: enable_taxi 97@ light 0 
0947: actor 96@ speak_from_audio_table 224 store_spoken_phrase_id_to 124@ 
0227: 125@ = car 97@ health 
47@ = 99 

:TAXIODD_2111
if 
  47@ == 10 
else_jump @TAXIODD_2129 

:TAXIODD_2129
if 
  47@ == 20 
else_jump @TAXIODD_2187 
if 
001D:   55@ > 114@ // (int) 
else_jump @TAXIODD_2187 
152@ = 0 
114@ = 0 
47@ = 0 

:TAXIODD_2187
gosub @TAXIODD_4861 
if 
  47@ == 99 
else_jump @TAXIODD_2219 
gosub @TAXIODD_17837 

:TAXIODD_2219
return 

:TAXIODD_2221
if 
  47@ == 0 
else_jump @TAXIODD_2312 
gosub @TAXIODD_6973 
0396: pause_timer 0 
139@ = 0 
110@ = 0 
144@ = 0 
if 
  151@ == 0 
else_jump @TAXIODD_2305 
0085: 113@ = 55@ // (int) 
113@ += 5000 

:TAXIODD_2305
47@ += 1 

:TAXIODD_2312
if 
0118:   actor 96@ dead 
else_jump @TAXIODD_2335 
134@ = 1 

:TAXIODD_2335
if and
80DB:   not actor 96@ in_car 97@ 
  139@ == 0 
else_jump @TAXIODD_2368 
134@ = 1 

:TAXIODD_2368
gosub @TAXIODD_3294 
if 
  141@ == 1 
else_jump @TAXIODD_2441 
if 
  142@ == 0 
else_jump @TAXIODD_2434 
00BC: show_text_highpriority GXT 'TX_REP' time 6000 flag 1  // ~r~Your car is trashed. It needs to be repaired.
gosub @TAXIODD_3336 

:TAXIODD_2434
jump @TAXIODD_2466 

:TAXIODD_2441
if 
  142@ == 1 
else_jump @TAXIODD_2466 
gosub @TAXIODD_3336 

:TAXIODD_2466
if 
  47@ == 1 
else_jump @TAXIODD_2583 
if 
0100:   actor 96@ in_sphere 129@ 130@ 131@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TAXIODD_2583 
if and
00DB:   actor 96@ in_car 97@ 
00DB:   actor $PLAYER_ACTOR in_car 97@ 
else_jump @TAXIODD_2583 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 105@ 
139@ = 1 
0396: pause_timer 1 
47@ += 1 

:TAXIODD_2583
if 
  47@ == 2 
else_jump @TAXIODD_2658 
if 
01C1:   car 97@ stopped 
else_jump @TAXIODD_2658 
if 
00DB:   actor 96@ in_car 97@ 
else_jump @TAXIODD_2644 
0622: AS_actor 96@ bail_car 97@ 

:TAXIODD_2644
gosub @TAXIODD_18148 
47@ += 1 

:TAXIODD_2658
if 
  47@ == 3 
else_jump @TAXIODD_2721 
if 
80DB:   not actor 96@ in_car 97@ 
else_jump @TAXIODD_2721 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 
01B4: set_player $PLAYER_CHAR can_move 1 
47@ = 99 

:TAXIODD_2721
if 
  139@ == 0 
else_jump @TAXIODD_2746 
gosub @TAXIODD_6722 

:TAXIODD_2746
if 
  151@ == 0 
else_jump @TAXIODD_2801 
if 
001D:   55@ > 113@ // (int) 
else_jump @TAXIODD_2801 
03E5: show_text_box 'TX_TIP'  // The tip bar decreases with time and damage.
151@ = 1 

:TAXIODD_2801
if 
  47@ == 99 
else_jump @TAXIODD_2826 
gosub @TAXIODD_17837 

:TAXIODD_2826
return 

:TAXIODD_2828
if 
0602:   actor $PLAYER_ACTOR driving_taxi 
else_jump @TAXIODD_2891 
if 
   not 135@ == 1 
else_jump @TAXIODD_2884 
00D9: 97@ = actor $PLAYER_ACTOR car // add to mission cleanup 
135@ = 1 
gosub @TAXIODD_2900 

:TAXIODD_2884
jump @TAXIODD_2898 

:TAXIODD_2891
135@ = 0 

:TAXIODD_2898
return 

:TAXIODD_2900
59@ = 0 
0107: 98@(59@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 98@(59@,4i) collision_detection 0 
0750: set_object 98@(59@,4i) visibility 0 
0681: attach_object 98@(59@,4i) to_car 97@ with_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
59@ = 1 
0107: 98@(59@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 98@(59@,4i) collision_detection 0 
0750: set_object 98@(59@,4i) visibility 0 
0681: attach_object 98@(59@,4i) to_car 97@ with_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
59@ = 2 
0107: 98@(59@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 98@(59@,4i) collision_detection 0 
0750: set_object 98@(59@,4i) visibility 0 
0681: attach_object 98@(59@,4i) to_car 97@ with_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
59@ = 3 
0107: 98@(59@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 98@(59@,4i) collision_detection 0 
0750: set_object 98@(59@,4i) visibility 0 
0681: attach_object 98@(59@,4i) to_car 97@ with_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
return 

:TAXIODD_3294
if 
0185:   car 97@ health >= 400 
else_jump @TAXIODD_3327 
141@ = 0 
jump @TAXIODD_3334 

:TAXIODD_3327
141@ = 1 

:TAXIODD_3334
return 

:TAXIODD_3336
if 
  142@ == 1 
else_jump @TAXIODD_3400 
57@ = 0 

:TAXIODD_3361
0164: disable_marker 106@(57@,3i) 
57@ += 1 
  57@ >= 3 
else_jump @TAXIODD_3361 
142@ = 0 
return 

:TAXIODD_3400
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
else_jump @TAXIODD_3467 
59@ = 0 
gosub @TAXIODD_3847 
59@ += 1 
gosub @TAXIODD_3904 
59@ += 1 
gosub @TAXIODD_4189 

:TAXIODD_3467
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
else_jump @TAXIODD_3506 
59@ = 0 
gosub @TAXIODD_4075 

:TAXIODD_3506
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_3559 
59@ = 0 
gosub @TAXIODD_4132 
59@ += 1 
gosub @TAXIODD_4246 

:TAXIODD_3559
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
else_jump @TAXIODD_3612 
59@ = 0 
gosub @TAXIODD_3961 
59@ += 1 
gosub @TAXIODD_4189 

:TAXIODD_3612
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
else_jump @TAXIODD_3679 
59@ = 0 
gosub @TAXIODD_3904 
59@ += 1 
gosub @TAXIODD_3961 
59@ += 1 
gosub @TAXIODD_4246 

:TAXIODD_3679
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
else_jump @TAXIODD_3746 
59@ = 0 
gosub @TAXIODD_3904 
59@ += 1 
gosub @TAXIODD_3961 
59@ += 1 
gosub @TAXIODD_4246 

:TAXIODD_3746
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
else_jump @TAXIODD_3785 
59@ = 0 
gosub @TAXIODD_4018 

:TAXIODD_3785
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
else_jump @TAXIODD_3838 
59@ = 0 
gosub @TAXIODD_4018 
59@ += 1 
gosub @TAXIODD_4075 

:TAXIODD_3838
142@ = 1 
return 

:TAXIODD_3847
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_3876 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_3876
02A8: 106@(59@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
return 

:TAXIODD_3904
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_3933 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_3933
02A8: 106@(59@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
return 

:TAXIODD_3961
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_3990 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_3990
02A8: 106@(59@,3i) = create_marker 63 at 720.016 -454.625 15.328 
return 

:TAXIODD_4018
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4047 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4047
02A8: 106@(59@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
return 

:TAXIODD_4075
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4104 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4104
02A8: 106@(59@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
return 

:TAXIODD_4132
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4161 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4161
02A8: 106@(59@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
return 

:TAXIODD_4189
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4218 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4218
02A8: 106@(59@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
return 

:TAXIODD_4246
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4275 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4275
02A8: 106@(59@,3i) = create_marker 63 at -1908.9 292.3 40.0 
return 
if 
075C:   marker 106@(59@,3i) enabled 
else_jump @TAXIODD_4332 
0164: disable_marker 106@(59@,3i) 

:TAXIODD_4332
02A8: 106@(59@,3i) = create_marker 63 at -103.6 1112.4 18.7 
return 

:TAXIODD_4360
if 
001D:   55@ > 110@ // (int) 
else_jump @TAXIODD_4475 
if 
  144@ == 0 
else_jump @TAXIODD_4443 
00BC: show_text_highpriority GXT 'TX_NONE' time 6000 flag 1  // ~s~There are no fares nearby. Keep looking.
0085: 110@ = 55@ // (int) 
110@ += 5000 
145@ = 1 
jump @TAXIODD_4475 

:TAXIODD_4443
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 110@ = 55@ // (int) 
110@ += 5000 

:TAXIODD_4475
02DD: 96@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
if 
  96@ == -1 
else_jump @TAXIODD_4515 
return 

:TAXIODD_4515
154@ += 1 
if or
0118:   actor 96@ dead 
00DF:   actor 96@ driving 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_4565 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 
return 

:TAXIODD_4565
0665: get_actor 96@ model_to 102@ 
if 
003B:   102@ == 103@ // (int) 
else_jump @TAXIODD_4606 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 
return 

:TAXIODD_4606
00A0: store_actor 96@ position_to 66@ 67@ 68@ 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 88.0 88.0 19.0 
else_jump @TAXIODD_4676 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 
return 

:TAXIODD_4676
144@ = 1 
if 
  145@ == 1 
else_jump @TAXIODD_4740 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 110@ = 55@ // (int) 
110@ += 5000 
145@ = 0 

:TAXIODD_4740
0792: disembark_instantly_actor 96@ 
060B: set_actor 96@ decision_maker_to 109@ 
05BA: AS_actor 96@ move_mouth -2 ms 
153@ = 0 
gosub @TAXIODD_6116 
if 
075C:   marker 104@ enabled 
else_jump @TAXIODD_4795 
0164: disable_marker 104@ 

:TAXIODD_4795
0187: 104@ = create_marker_above_actor 96@ 
07E0: set_marker 104@ type_to 1 
00A0: store_actor $PLAYER_ACTOR position_to 126@ 127@ 128@ 
126@ += 4.0 
127@ += 4.0 
0085: 103@ = 102@ // (int) 
136@ = 1 
return 

:TAXIODD_4861
if 
  136@ == 0 
else_jump @TAXIODD_4881 
return 

:TAXIODD_4881
if 
001D:   55@ > 110@ // (int) 
else_jump @TAXIODD_4932 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 110@ = 55@ // (int) 
110@ += 5000 

:TAXIODD_4932
91@ = 0 
92@ = 1 
if or
0118:   actor 96@ dead 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_5016 
91@ = 1 
92@ = 0 
00BC: show_text_highpriority GXT 'TX_OOPS' time 6000 flag 1  // ~s~Oops! You better find another ~b~passenger~s~.
0085: 110@ = 55@ // (int) 
110@ += 5000 

:TAXIODD_5016
if 
0119:   car 97@ wrecked 
else_jump @TAXIODD_5039 
91@ = 1 

:TAXIODD_5039
if 
  91@ == 0 
else_jump @TAXIODD_5083 
if 
80DB:   not actor $PLAYER_ACTOR in_car 97@ 
else_jump @TAXIODD_5083 
91@ = 1 

:TAXIODD_5083
if 
  91@ == 0 
else_jump @TAXIODD_5129 
00A0: store_actor $PLAYER_ACTOR position_to 66@ 67@ 68@ 
00A0: store_actor 96@ position_to 69@ 70@ 71@ 

:TAXIODD_5129
if 
  91@ == 0 
else_jump @TAXIODD_5196 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 69@ 70@ 71@ radius 90.0 90.0 20.0 
else_jump @TAXIODD_5196 
91@ = 1 

:TAXIODD_5196
if 
  91@ == 1 
else_jump @TAXIODD_5343 
if 
  92@ == 1 
else_jump @TAXIODD_5239 
110@ = 0 

:TAXIODD_5239
136@ = 0 
146@ = 0 
0164: disable_marker 104@ 
if 
  141@ == 1 
else_jump @TAXIODD_5290 
47@ = 10 
jump @TAXIODD_5297 

:TAXIODD_5290
47@ = 1 

:TAXIODD_5297
if 
8118:   not actor 96@ dead 
else_jump @TAXIODD_5325 
0647: AS_actor 96@ clear_look_task 
gosub @TAXIODD_6359 

:TAXIODD_5325
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 
0396: pause_timer 0 
return 

:TAXIODD_5343
if and
00DB:   actor $PLAYER_ACTOR in_car 97@ 
0103:   actor $PLAYER_ACTOR in_sphere 69@ 70@ 71@ radius 10.0 10.0 3.0 sphere 0 stopped_in_car 
else_jump @TAXIODD_5662 
if 
  137@ == 0 
else_jump @TAXIODD_5500 
gosub @TAXIODD_3294 
if 
  141@ == 1 
else_jump @TAXIODD_5459 
00BC: show_text_highpriority GXT 'TX_JUNK' time 5000 flag 1  // ~r~Your car is trashed. Get it repaired.
jump @TAXIODD_5239 

:TAXIODD_5459
gosub @TAXIODD_6359 
0085: 115@ = 55@ // (int) 
115@ += 300 
137@ = 1 
0396: pause_timer 1 
jump @TAXIODD_5653 

:TAXIODD_5500
if 
  115@ > 0 
else_jump @TAXIODD_5580 
if 
001D:   55@ > 115@ // (int) 
else_jump @TAXIODD_5580 
062E: get_actor 96@ task 2586 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @TAXIODD_5580 
gosub @TAXIODD_6397 
115@ = 0 

:TAXIODD_5580
if 
  115@ == 0 
else_jump @TAXIODD_5653 
if 
80DB:   not actor 96@ in_car 97@ 
else_jump @TAXIODD_5653 
062E: get_actor 96@ task 1482 status_store_to 50@ // ret 7 if not found 
if 
04A4:   50@ == 7 // == constant 
else_jump @TAXIODD_5653 
gosub @TAXIODD_6397 

:TAXIODD_5653
return 
jump @TAXIODD_5775 

:TAXIODD_5662
if 
  137@ == 1 
else_jump @TAXIODD_5768 
if 
00DB:   actor $PLAYER_ACTOR in_car 97@ 
else_jump @TAXIODD_5766 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 69@ 70@ 71@ radius 10.0 10.0 3.0 sphere 0 in_car 
else_jump @TAXIODD_5766 
gosub @TAXIODD_6116 
05BA: AS_actor 96@ move_mouth -2 ms 
137@ = 0 
0396: pause_timer 0 

:TAXIODD_5766
return 

:TAXIODD_5768
115@ = 0 

:TAXIODD_5775
if 
80DF:   not actor 96@ driving 
else_jump @TAXIODD_5837 
062E: get_actor 96@ task 1471 status_store_to 50@ // ret 7 if not found 
if and
84A4:   not  50@ == 1 // == constant 
84A4:   not  50@ == 0 // == constant 
else_jump @TAXIODD_5837 
05BF: AS_actor 96@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_5837
if 
80DF:   not actor 96@ driving 
else_jump @TAXIODD_6016 
062E: get_actor 96@ task 1492 status_store_to 50@ // ret 7 if not found 
if and
84A4:   not  50@ == 1 // == constant 
84A4:   not  50@ == 0 // == constant 
else_jump @TAXIODD_6016 
050A: 90@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 126@ 127@ 128@ 
if 
  90@ > 4.0 
else_jump @TAXIODD_6016 
0087: 82@ = 66@ // (float) 
0087: 83@ = 67@ // (float) 
0087: 85@ = 69@ // (float) 
0087: 86@ = 70@ // (float) 
0087: 66@ = 82@ // (float) 
0063: 66@ -= 85@ // (float) 
0087: 67@ = 83@ // (float) 
0063: 67@ -= 86@ // (float) 
0604: get_Z_angle_for_point 66@ 67@ store_to 81@ 
05D4: AS_actor 96@ rotate_angle 81@ 

:TAXIODD_6016
if 
  153@ == 0 
else_jump @TAXIODD_6114 
if 
  137@ == 0 
else_jump @TAXIODD_6114 
050A: 90@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 69@ 70@ 71@ 
if 
  10.0 > 90@ 
else_jump @TAXIODD_6114 
0947: actor 96@ speak_from_audio_table 222 store_spoken_phrase_id_to 124@ 
153@ = 1 

:TAXIODD_6114
return 

:TAXIODD_6116
148@ = 0 
gosub @TAXIODD_6462 
149@ = 0 
gosub @TAXIODD_6592 
91@ = 0 
if 
  148@ == 1 
else_jump @TAXIODD_6215 
if 
  149@ == 1 
else_jump @TAXIODD_6201 
91@ = 0 
jump @TAXIODD_6208 

:TAXIODD_6201
91@ = 1 

:TAXIODD_6208
jump @TAXIODD_6254 

:TAXIODD_6215
if 
  149@ == 1 
else_jump @TAXIODD_6247 
91@ = 1 
jump @TAXIODD_6254 

:TAXIODD_6247
91@ = 0 

:TAXIODD_6254
if 
  91@ == 1 
else_jump @TAXIODD_6319 
0A1A: actor 96@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
jump @TAXIODD_6357 

:TAXIODD_6319
0A1A: actor 96@ perform_walk_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 

:TAXIODD_6357
return 

:TAXIODD_6359
0A1A: actor 96@ perform_walk_animation "ROADCROSS" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 100 ms // versionC 
return 

:TAXIODD_6397
148@ = 0 
gosub @TAXIODD_6462 
if 
  148@ == 1 
else_jump @TAXIODD_6448 
05CA: AS_actor 96@ enter_car 97@ passenger_seat 2 time -2 
jump @TAXIODD_6460 

:TAXIODD_6448
05CA: AS_actor 96@ enter_car 97@ passenger_seat 1 time -2 

:TAXIODD_6460
return 

:TAXIODD_6462
00A0: store_actor 96@ position_to 66@ 67@ 68@ 
01BB: store_object 100@ position_to 69@ 70@ 71@ 
01BB: store_object 101@ position_to 72@ 73@ 74@ 
050A: 88@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 69@ 70@ 71@ 
050A: 89@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 72@ 73@ 74@ 
if 
0025:   89@ > 88@ // (float) 
else_jump @TAXIODD_6583 
148@ = 0 
jump @TAXIODD_6590 

:TAXIODD_6583
148@ = 1 

:TAXIODD_6590
return 

:TAXIODD_6592
00A0: store_actor 96@ position_to 66@ 67@ 68@ 
01BB: store_object 98@ position_to 69@ 70@ 71@ 
01BB: store_object 99@ position_to 72@ 73@ 74@ 
050A: 88@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 69@ 70@ 71@ 
050A: 89@ = distance_between_XYZ 66@ 67@ 68@ and_XYZ 72@ 73@ 74@ 
if 
0025:   89@ > 88@ // (float) 
else_jump @TAXIODD_6713 
149@ = 1 
jump @TAXIODD_6720 

:TAXIODD_6713
149@ = 0 

:TAXIODD_6720
return 

:TAXIODD_6722
if 
  140@ == 0 
else_jump @TAXIODD_6742 
return 

:TAXIODD_6742
if 
001D:   55@ > 112@ // (int) 
else_jump @TAXIODD_6782 
0151: remove_status_text $9567 
140@ = 0 
$9567 = 0 
return 

:TAXIODD_6782
0227: 59@ = car 97@ health 
if 
001D:   59@ > 125@ // (int) 
else_jump @TAXIODD_6824 
0085: 125@ = 59@ // (int) 
jump @TAXIODD_6883 

:TAXIODD_6824
if 
001D:   125@ > 59@ // (int) 
else_jump @TAXIODD_6883 
0085: 60@ = 125@ // (int) 
0062: 60@ -= 59@ // (int) 
0085: 125@ = 59@ // (int) 
60@ *= 180 
0062: 112@ -= 60@ // (int) 

:TAXIODD_6883
0085: 59@ = 112@ // (int) 
0062: 59@ -= 111@ // (int) 
0085: 60@ = 55@ // (int) 
0062: 60@ -= 111@ // (int) 
008A: $9567 = 59@ // (int) 
0066: $9567 -= 60@ // (int) 
$9567 *= 100 
0074: $9567 /= 59@ // (int) 
if 
  0 > $9567 
else_jump @TAXIODD_6971 
$9567 = 0 

:TAXIODD_6971
return 

:TAXIODD_6973
if 
0118:   actor 96@ dead 
else_jump @TAXIODD_6991 
return 

:TAXIODD_6991
0085: 120@ = 121@ // (int) 
121@ = 0 
118@ = -1 
gosub @TAXIODD_7614 
00A0: store_actor 96@ position_to 66@ 67@ 68@ 
0087: 75@ = 66@ // (float) 
0063: 75@ -= 129@ // (float) 
0087: 76@ = 67@ // (float) 
0063: 76@ -= 130@ // (float) 
0087: 78@ = 75@ // (float) 
006B: 78@ *= 75@ // (float) 
0087: 79@ = 76@ // (float) 
006B: 79@ *= 76@ // (float) 
0087: 88@ = 78@ // (float) 
005B: 88@ += 79@ // (float) 
01FB: 89@ = square_root 88@ 
0092: 119@ = float 89@ to_integer 
if 
  200 > 119@ 
else_jump @TAXIODD_7156 
jump @TAXIODD_6973 

:TAXIODD_7156
0085: 59@ = 119@ // (int) 
if 
  $9565 == 0 
else_jump @TAXIODD_7189 
59@ *= 100 

:TAXIODD_7189
if 
  $9565 == 1 
else_jump @TAXIODD_7214 
59@ *= 95 

:TAXIODD_7214
if 
  $9565 == 2 
else_jump @TAXIODD_7239 
59@ *= 80 

:TAXIODD_7239
if 
  $9565 == 3 
else_jump @TAXIODD_7264 
59@ *= 79 

:TAXIODD_7264
if 
  $9565 == 4 
else_jump @TAXIODD_7289 
59@ *= 78 

:TAXIODD_7289
if 
  $9565 == 5 
else_jump @TAXIODD_7314 
59@ *= 76 

:TAXIODD_7314
if and
  $9565 > 5 
  10 >= $9565 
else_jump @TAXIODD_7346 
59@ *= 75 

:TAXIODD_7346
if and
  $9565 > 10 
  20 >= $9565 
else_jump @TAXIODD_7378 
59@ *= 70 

:TAXIODD_7378
if and
  $9565 > 20 
  50 >= $9565 
else_jump @TAXIODD_7410 
59@ *= 65 

:TAXIODD_7410
if 
  $9565 > 50 
else_jump @TAXIODD_7435 
59@ *= 60 

:TAXIODD_7435
005E: $9566 += 59@ // (int) 
0085: 60@ = 120@ // (int) 
60@ *= 500 
005E: $9566 += 60@ // (int) 
005A: 59@ += 60@ // (int) 
0085: 60@ = 121@ // (int) 
60@ *= 1000 
005E: $9566 += 60@ // (int) 
005A: 59@ += 60@ // (int) 
0085: 111@ = 55@ // (int) 
0085: 112@ = 59@ // (int) 
112@ *= 95 
112@ /= 100 
005A: 112@ += 55@ // (int) 
$9567 = 0 
04F7: status_text $9567 type 1 line 3 GXT 'TX_ADDS' // global_variable  // TIP
140@ = 1 
if 
075C:   marker 105@ enabled 
else_jump @TAXIODD_7598 
0164: disable_marker 105@ 

:TAXIODD_7598
018A: 105@ = create_checkpoint_at 129@ 130@ 131@ 
return 

:TAXIODD_7614
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
else_jump @TAXIODD_7646 
gosub @TAXIODD_8351 

:TAXIODD_7646
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
else_jump @TAXIODD_7678 
gosub @TAXIODD_10607 

:TAXIODD_7678
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_7710 
gosub @TAXIODD_13550 

:TAXIODD_7710
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
else_jump @TAXIODD_7835 
0209: 59@ = random_int_in_ranges 0 2 
0871: init_jump_table 59@ total_jumps 2 default_jump 0 @TAXIODD_7835 jumps 0 @TAXIODD_7807 1 @TAXIODD_7821 -1 @TAXIODD_7835 -1 @TAXIODD_7835 -1 @TAXIODD_7835 -1 @TAXIODD_7835 -1 @TAXIODD_7835 

:TAXIODD_7807
gosub @TAXIODD_15407 
jump @TAXIODD_7835 

:TAXIODD_7821
gosub @TAXIODD_8351 
jump @TAXIODD_7835 

:TAXIODD_7835
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
else_jump @TAXIODD_7974 
0209: 59@ = random_int_in_ranges 0 3 
0871: init_jump_table 59@ total_jumps 3 default_jump 0 @TAXIODD_7974 jumps 0 @TAXIODD_7932 1 @TAXIODD_7946 2 @TAXIODD_7960 -1 @TAXIODD_7974 -1 @TAXIODD_7974 -1 @TAXIODD_7974 -1 @TAXIODD_7974 

:TAXIODD_7932
gosub @TAXIODD_15505 
jump @TAXIODD_7974 

:TAXIODD_7946
gosub @TAXIODD_8351 
jump @TAXIODD_7974 

:TAXIODD_7960
gosub @TAXIODD_13550 
jump @TAXIODD_7974 

:TAXIODD_7974
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
else_jump @TAXIODD_8099 
0209: 59@ = random_int_in_ranges 0 2 
0871: init_jump_table 59@ total_jumps 2 default_jump 0 @TAXIODD_8099 jumps 0 @TAXIODD_8071 1 @TAXIODD_8085 -1 @TAXIODD_8099 -1 @TAXIODD_8099 -1 @TAXIODD_8099 -1 @TAXIODD_8099 -1 @TAXIODD_8099 

:TAXIODD_8071
gosub @TAXIODD_15605 
jump @TAXIODD_8099 

:TAXIODD_8085
gosub @TAXIODD_13550 
jump @TAXIODD_8099 

:TAXIODD_8099
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
else_jump @TAXIODD_8224 
0209: 59@ = random_int_in_ranges 0 2 
0871: init_jump_table 59@ total_jumps 2 default_jump 0 @TAXIODD_8224 jumps 0 @TAXIODD_8196 1 @TAXIODD_8210 -1 @TAXIODD_8224 -1 @TAXIODD_8224 -1 @TAXIODD_8224 -1 @TAXIODD_8224 -1 @TAXIODD_8224 

:TAXIODD_8196
gosub @TAXIODD_15702 
jump @TAXIODD_8224 

:TAXIODD_8210
gosub @TAXIODD_13550 
jump @TAXIODD_8224 

:TAXIODD_8224
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
else_jump @TAXIODD_8349 
0209: 59@ = random_int_in_ranges 0 2 
0871: init_jump_table 59@ total_jumps 2 default_jump 0 @TAXIODD_8349 jumps 0 @TAXIODD_8321 1 @TAXIODD_8335 -1 @TAXIODD_8349 -1 @TAXIODD_8349 -1 @TAXIODD_8349 -1 @TAXIODD_8349 -1 @TAXIODD_8349 

:TAXIODD_8321
gosub @TAXIODD_16042 
jump @TAXIODD_8349 

:TAXIODD_8335
gosub @TAXIODD_10607 
jump @TAXIODD_8349 

:TAXIODD_8349
return 

:TAXIODD_8351
if 
  42@ == 1 
else_jump @TAXIODD_8391 
0085: 118@ = 156@ // (int) 
118@ += 1 
jump @TAXIODD_8400 

:TAXIODD_8391
0209: 118@ = random_int_in_ranges 1 35 

:TAXIODD_8400
0871: init_jump_table 118@ total_jumps 34 default_jump 1 @TAXIODD_10488 jumps 1 @TAXIODD_8658 2 @TAXIODD_8711 3 @TAXIODD_8764 4 @TAXIODD_8817 5 @TAXIODD_8870 6 @TAXIODD_8923 7 @TAXIODD_8976 
0872: jump_table_jumps 8 @TAXIODD_9029 9 @TAXIODD_9082 10 @TAXIODD_9135 11 @TAXIODD_9188 12 @TAXIODD_9241 13 @TAXIODD_9294 14 @TAXIODD_9347 15 @TAXIODD_9400 16 @TAXIODD_9453 
0872: jump_table_jumps 17 @TAXIODD_9506 18 @TAXIODD_9566 19 @TAXIODD_9626 20 @TAXIODD_9686 21 @TAXIODD_9739 22 @TAXIODD_9792 23 @TAXIODD_9845 24 @TAXIODD_9898 25 @TAXIODD_9951 
0872: jump_table_jumps 26 @TAXIODD_10004 27 @TAXIODD_10057 28 @TAXIODD_10110 29 @TAXIODD_10163 30 @TAXIODD_10223 31 @TAXIODD_10276 32 @TAXIODD_10329 33 @TAXIODD_10382 34 @TAXIODD_10435 

:TAXIODD_8658
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
129@ = 2468.146 
130@ = -1736.184 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_8711
00BC: show_text_highpriority GXT 'TX_LS2' time 5000 flag 1  // ~s~DESTINATION ~y~The Stadium.
129@ = 2794.0 
130@ = -1828.0 
131@ = 10.0 
jump @TAXIODD_10605 

:TAXIODD_8764
00BC: show_text_highpriority GXT 'TX_LS3' time 5000 flag 1  // ~s~DESTINATION ~y~Glen Park.
129@ = 1884.193 
130@ = -1257.521 
131@ = 12.3984 
jump @TAXIODD_10605 

:TAXIODD_8817
00BC: show_text_highpriority GXT 'TX_LS4' time 5000 flag 1  // ~s~DESTINATION ~y~Sculpture Park.
129@ = 2317.48 
130@ = -1386.604 
131@ = 22.8784 
jump @TAXIODD_10605 

:TAXIODD_8870
00BC: show_text_highpriority GXT 'TX_LS5' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
129@ = 2237.76 
130@ = -1304.165 
131@ = 22.8488 
jump @TAXIODD_10605 

:TAXIODD_8923
00BC: show_text_highpriority GXT 'TX_LS6' time 5000 flag 1  // ~s~DESTINATION ~y~Jefferson Motel.
129@ = 2221.087 
130@ = -1137.332 
131@ = 24.625 
jump @TAXIODD_10605 

:TAXIODD_8976
00BC: show_text_highpriority GXT 'TX_LS7' time 5000 flag 1  // ~s~DESTINATION ~y~The Pik 'n' Go market.
129@ = 2146.737 
130@ = -1179.795 
131@ = 22.8278 
jump @TAXIODD_10605 

:TAXIODD_9029
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~DESTINATION ~y~Leon Diamonds.
129@ = 2075.558 
130@ = -1202.793 
131@ = 22.7571 
jump @TAXIODD_10605 

:TAXIODD_9082
00BC: show_text_highpriority GXT 'TX_LS9' time 5000 flag 1  // ~s~DESTINATION ~y~Ten Green Bottles.
129@ = 2320.0 
130@ = -1655.0 
131@ = 14.0 
jump @TAXIODD_10605 

:TAXIODD_9135
00BC: show_text_highpriority GXT 'TX_LS10' time 5000 flag 1  // ~s~DESTINATION ~y~Mama's Cinema.
129@ = 2455.0 
130@ = -1502.0 
131@ = 24.0 
jump @TAXIODD_10605 

:TAXIODD_9188
00BC: show_text_highpriority GXT 'TX_LS11' time 5000 flag 1  // ~s~DESTINATION ~y~A 24 hour motel.
129@ = 2181.0 
130@ = -1771.0 
131@ = 13.0 
jump @TAXIODD_10605 

:TAXIODD_9241
00BC: show_text_highpriority GXT 'TX_LS12' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
129@ = 2084.731 
130@ = -1800.86 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9294
00BC: show_text_highpriority GXT 'TX_LS13' time 5000 flag 1  // ~s~DESTINATION ~y~Reece's Barber Shop.
129@ = 2078.015 
130@ = -1791.589 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9347
00BC: show_text_highpriority GXT 'TX_LS14' time 5000 flag 1  // ~s~DESTINATION ~y~The tattoo shop.
129@ = 2081.287 
130@ = -1779.5 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9400
00BC: show_text_highpriority GXT 'TX_LS15' time 5000 flag 1  // ~s~DESTINATION ~y~The truck park.
129@ = 2418.542 
130@ = -2085.119 
131@ = 12.2928 
jump @TAXIODD_10605 

:TAXIODD_9453
00BC: show_text_highpriority GXT 'TX_LS16' time 5000 flag 1  // ~s~DESTINATION ~y~Unity Station.
129@ = 1742.689 
130@ = -1858.697 
131@ = 12.4185 
jump @TAXIODD_10605 

:TAXIODD_9506
00BC: show_text_highpriority GXT 'TX_LS17' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
129@ = 1668.0 
130@ = -2253.0 
131@ = 13.0 
121@ = 40 
jump @TAXIODD_10605 

:TAXIODD_9566
00BC: show_text_highpriority GXT 'TX_LS18' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
129@ = 1432.198 
130@ = -2274.648 
131@ = 12.3906 
121@ = 30 
jump @TAXIODD_10605 

:TAXIODD_9626
00BC: show_text_highpriority GXT 'TX_LS19' time 5000 flag 1  // ~s~DESTINATION ~y~The Observatory.
129@ = 1256.0 
130@ = -2028.0 
131@ = 60.0 
121@ = 30 
jump @TAXIODD_10605 

:TAXIODD_9686
00BC: show_text_highpriority GXT 'TX_LS20' time 5000 flag 1  // ~s~DESTINATION ~y~The police station.
129@ = 1532.789 
130@ = -1675.442 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9739
00BC: show_text_highpriority GXT 'TX_LS21' time 5000 flag 1  // ~s~DESTINATION ~y~Pershing Square.
129@ = 1472.35 
130@ = -1729.706 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9792
00BC: show_text_highpriority GXT 'TX_LS22' time 5000 flag 1  // ~s~DESTINATION ~y~Skate Park.
129@ = 1855.419 
130@ = -1383.273 
131@ = 12.3984 
jump @TAXIODD_10605 

:TAXIODD_9845
00BC: show_text_highpriority GXT 'TX_LS23' time 5000 flag 1  // ~s~DESTINATION ~y~County General Hospital.
129@ = 2025.0 
130@ = -1413.0 
131@ = 17.0 
jump @TAXIODD_10605 

:TAXIODD_9898
00BC: show_text_highpriority GXT 'TX_LS24' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
129@ = 1361.218 
130@ = -1277.904 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_9951
00BC: show_text_highpriority GXT 'TX_LS25' time 5000 flag 1  // ~s~DESTINATION ~y~All Saints General Hospital.
129@ = 1192.0 
130@ = -1324.0 
131@ = 13.0 
jump @TAXIODD_10605 

:TAXIODD_10004
00BC: show_text_highpriority GXT 'TX_LS26' time 5000 flag 1  // ~s~DESTINATION ~y~The Donut Shop.
129@ = 1031.066 
130@ = -1329.704 
131@ = 12.3861 
jump @TAXIODD_10605 

:TAXIODD_10057
00BC: show_text_highpriority GXT 'TX_LS27' time 5000 flag 1  // ~s~DESTINATION ~y~Market Station.
129@ = 814.0 
130@ = -1330.0 
131@ = 13.0 
jump @TAXIODD_10605 

:TAXIODD_10110
00BC: show_text_highpriority GXT 'TX_LS28' time 5000 flag 1  // ~s~DESTINATION ~y~The Country Club.
129@ = 667.7637 
130@ = -1265.69 
131@ = 12.4687 
jump @TAXIODD_10605 

:TAXIODD_10163
00BC: show_text_highpriority GXT 'TX_LS29' time 5000 flag 1  // ~s~DESTINATION ~y~Brown Starfish bar and grill.
129@ = 368.1992 
130@ = -2042.537 
131@ = 6.6582 
121@ = 30 
jump @TAXIODD_10605 

:TAXIODD_10223
00BC: show_text_highpriority GXT 'TX_LS30' time 5000 flag 1  // ~s~DESTINATION ~y~Santa Maria Beach.
129@ = 152.5806 
130@ = -1754.831 
131@ = 3.9518 
jump @TAXIODD_10605 

:TAXIODD_10276
00BC: show_text_highpriority GXT 'TX_LS31' time 5000 flag 1  // ~s~DESTINATION ~y~Pro Laps store.
129@ = 508.2797 
130@ = -1358.598 
131@ = 14.9532 
jump @TAXIODD_10605 

:TAXIODD_10329
00BC: show_text_highpriority GXT 'TX_LS32' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
129@ = 1199.846 
130@ = -933.0658 
131@ = 41.7332 
jump @TAXIODD_10605 

:TAXIODD_10382
00BC: show_text_highpriority GXT 'TX_LS33' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
129@ = 816.2869 
130@ = -1630.762 
131@ = 12.3906 
jump @TAXIODD_10605 

:TAXIODD_10435
00BC: show_text_highpriority GXT 'TX_LS34' time 5000 flag 1  // ~s~DESTINATION ~y~The Legal Cinema.
129@ = 1311.97 
130@ = -1712.289 
131@ = 12.3906 
jump @TAXIODD_10605 

:TAXIODD_10488
if 
  42@ == 1 
else_jump @TAXIODD_10513 
118@ = 0 

:TAXIODD_10513
0662: printstring "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
129@ = 2468.146 
130@ = -1736.184 
131@ = 12.3828 
jump @TAXIODD_10605 

:TAXIODD_10605
return 

:TAXIODD_10607
if 
  42@ == 1 
else_jump @TAXIODD_10647 
0085: 118@ = 156@ // (int) 
118@ += 1 
jump @TAXIODD_10656 

:TAXIODD_10647
0209: 118@ = random_int_in_ranges 1 46 

:TAXIODD_10656
0871: init_jump_table 118@ total_jumps 45 default_jump 1 @TAXIODD_13429 jumps 1 @TAXIODD_11044 2 @TAXIODD_11097 3 @TAXIODD_11150 4 @TAXIODD_11203 5 @TAXIODD_11256 6 @TAXIODD_11309 7 @TAXIODD_11362 
0872: jump_table_jumps 8 @TAXIODD_11415 9 @TAXIODD_11468 10 @TAXIODD_11521 11 @TAXIODD_11574 12 @TAXIODD_11627 13 @TAXIODD_11680 14 @TAXIODD_11733 15 @TAXIODD_11786 16 @TAXIODD_11839 
0872: jump_table_jumps 17 @TAXIODD_11892 18 @TAXIODD_11945 19 @TAXIODD_11998 20 @TAXIODD_12051 21 @TAXIODD_12104 22 @TAXIODD_12157 23 @TAXIODD_12210 24 @TAXIODD_12263 25 @TAXIODD_12316 
0872: jump_table_jumps 26 @TAXIODD_12369 27 @TAXIODD_12422 28 @TAXIODD_12475 29 @TAXIODD_12528 30 @TAXIODD_12581 31 @TAXIODD_12634 32 @TAXIODD_12687 33 @TAXIODD_12740 34 @TAXIODD_12793 
0872: jump_table_jumps 35 @TAXIODD_12846 36 @TAXIODD_12899 37 @TAXIODD_12952 38 @TAXIODD_13005 39 @TAXIODD_13058 40 @TAXIODD_13111 41 @TAXIODD_13164 42 @TAXIODD_13217 43 @TAXIODD_13270 
0872: jump_table_jumps 44 @TAXIODD_13323 45 @TAXIODD_13376 -1 @TAXIODD_13548 -1 @TAXIODD_13548 -1 @TAXIODD_13548 -1 @TAXIODD_13548 -1 @TAXIODD_13548 -1 @TAXIODD_13548 -1 @TAXIODD_13548 

:TAXIODD_11044
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
129@ = 2491.378 
130@ = 2773.608 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11097
00BC: show_text_highpriority GXT 'TX_VE2' time 5000 flag 1  // ~s~DESTINATION ~y~The shopping mall.
129@ = 2899.211 
130@ = 2435.624 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11150
00BC: show_text_highpriority GXT 'TX_VE3' time 5000 flag 1  // ~s~DESTINATION ~y~Clown's Pocket Casino.
129@ = 2220.495 
130@ = 1838.497 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11203
00BC: show_text_highpriority GXT 'TX_VE4' time 5000 flag 1  // ~s~DESTINATION ~y~The Starfish Casino.
129@ = 2246.202 
130@ = 1896.591 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11256
00BC: show_text_highpriority GXT 'TX_VE5' time 5000 flag 1  // ~s~DESTINATION ~y~The Emerald Isle.
129@ = 2127.307 
130@ = 2355.785 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11309
00BC: show_text_highpriority GXT 'TX_VE6' time 5000 flag 1  // ~s~DESTINATION ~y~Police station.
129@ = 2289.589 
130@ = 2415.939 
131@ = 9.7773 
jump @TAXIODD_13548 

:TAXIODD_11362
00BC: show_text_highpriority GXT 'TX_VE7' time 5000 flag 1  // ~s~DESTINATION ~y~VRock Casino.
129@ = 2636.223 
130@ = 2344.803 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11415
00BC: show_text_highpriority GXT 'TX_VE8' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Chapel.
129@ = 1439.0 
130@ = 754.0 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_11468
00BC: show_text_highpriority GXT 'TX_VE9' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Stadium.
129@ = 1095.619 
130@ = 1375.292 
131@ = 9.7977 
jump @TAXIODD_13548 

:TAXIODD_11521
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~DESTINATION ~y~Greenglass College.
129@ = 1162.077 
130@ = 1124.441 
131@ = 9.8125 
jump @TAXIODD_13548 

:TAXIODD_11574
00BC: show_text_highpriority GXT 'TX_VE11' time 5000 flag 1  // ~s~DESTINATION ~y~Las Venturas Airport.
129@ = 1710.624 
130@ = 1448.153 
131@ = 9.6643 
jump @TAXIODD_13548 

:TAXIODD_11627
00BC: show_text_highpriority GXT 'TX_VE12' time 5000 flag 1  // ~s~DESTINATION ~y~Military fuel depot.
129@ = 2490.384 
130@ = 2771.702 
131@ = 9.7964 
jump @TAXIODD_13548 

:TAXIODD_11680
00BC: show_text_highpriority GXT 'TX_VE13' time 5000 flag 1  // ~s~DESTINATION ~y~Golf clubhouse.
129@ = 1465.187 
130@ = 2773.965 
131@ = 9.6875 
jump @TAXIODD_13548 

:TAXIODD_11733
00BC: show_text_highpriority GXT 'TX_VE14' time 5000 flag 1  // ~s~DESTINATION ~y~Yellow Bell train station.
129@ = 1436.145 
130@ = 2670.385 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_11786
00BC: show_text_highpriority GXT 'TX_VE15' time 5000 flag 1  // ~s~DESTINATION ~y~Baseball stadium.
129@ = 1486.472 
130@ = 2257.945 
131@ = 9.8128 
jump @TAXIODD_13548 

:TAXIODD_11839
00BC: show_text_highpriority GXT 'TX_VE16' time 5000 flag 1  // ~s~DESTINATION ~y~The Steakhouse.
129@ = 1694.188 
130@ = 2200.378 
131@ = 9.8203 
jump @TAXIODD_13548 

:TAXIODD_11892
00BC: show_text_highpriority GXT 'TX_VE17' time 5000 flag 1  // ~s~DESTINATION ~y~Redsands West fire station.
129@ = 1744.656 
130@ = 2055.81 
131@ = 9.7309 
jump @TAXIODD_13548 

:TAXIODD_11945
00BC: show_text_highpriority GXT 'TX_VE18' time 5000 flag 1  // ~s~DESTINATION ~y~Hotel.
129@ = 1840.554 
130@ = 2169.654 
131@ = 9.801 
jump @TAXIODD_13548 

:TAXIODD_11998
00BC: show_text_highpriority GXT 'TX_VE19' time 5000 flag 1  // ~s~DESTINATION ~y~Souvenir Shop.
129@ = 1928.357 
130@ = 2434.31 
131@ = 9.813 
jump @TAXIODD_13548 

:TAXIODD_12051
00BC: show_text_highpriority GXT 'TX_VE20' time 5000 flag 1  // ~s~DESTINATION ~y~Art Gallery.
129@ = 2424.123 
130@ = 2315.745 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12104
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~DESTINATION ~y~Bank.
129@ = 2431.154 
130@ = 2375.061 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12157
00BC: show_text_highpriority GXT 'TX_VE22' time 5000 flag 1  // ~s~DESTINATION ~y~The courthouse.
129@ = 2370.298 
130@ = 2467.925 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12210
00BC: show_text_highpriority GXT 'TX_VE23' time 5000 flag 1  // ~s~DESTINATION ~y~Estate agents.
129@ = 2272.043 
130@ = 2286.755 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12263
00BC: show_text_highpriority GXT 'TX_VE24' time 5000 flag 1  // ~s~DESTINATION ~y~Freemont St. Casino.
129@ = 2324.513 
130@ = 2155.099 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12316
00BC: show_text_highpriority GXT 'TX_VE25' time 5000 flag 1  // ~s~DESTINATION ~y~Topless Girls of Bush County.
129@ = 2508.472 
130@ = 2131.205 
131@ = 9.8125 
jump @TAXIODD_13548 

:TAXIODD_12369
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
129@ = 2530.914 
130@ = 2083.355 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12422
00BC: show_text_highpriority GXT 'TX_VE27' time 5000 flag 1  // ~s~DESTINATION ~y~24/7.
129@ = 2546.51 
130@ = 1968.607 
131@ = 9.8125 
jump @TAXIODD_13548 

:TAXIODD_12475
00BC: show_text_highpriority GXT 'TX_VE28' time 5000 flag 1  // ~s~DESTINATION ~y~Chinese Mall.
129@ = 2530.781 
130@ = 1821.228 
131@ = 9.8129 
jump @TAXIODD_13548 

:TAXIODD_12528
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
129@ = 2360.313 
130@ = 2071.996 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12581
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~DESTINATION ~y~Visage Casino.
129@ = 2035.457 
130@ = 1912.279 
131@ = 11.1768 
jump @TAXIODD_13548 

:TAXIODD_12634
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~DESTINATION ~y~Tourist Information.
129@ = 2078.414 
130@ = 2041.116 
131@ = 9.8203 
jump @TAXIODD_13548 

:TAXIODD_12687
00BC: show_text_highpriority GXT 'TX_VE32' time 5000 flag 1  // ~s~DESTINATION ~y~Caligula's Casino.
129@ = 2159.09 
130@ = 1678.112 
131@ = 9.6953 
jump @TAXIODD_13548 

:TAXIODD_12740
00BC: show_text_highpriority GXT 'TX_VE33' time 5000 flag 1  // ~s~DESTINATION ~y~Pirates in Men's Pants Casino.
129@ = 2028.496 
130@ = 1711.744 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12793
00BC: show_text_highpriority GXT 'TX_VE34' time 5000 flag 1  // ~s~DESTINATION ~y~Royal Casino.
129@ = 2076.406 
130@ = 1519.038 
131@ = 9.6875 
jump @TAXIODD_13548 

:TAXIODD_12846
00BC: show_text_highpriority GXT 'TX_VE35' time 5000 flag 1  // ~s~DESTINATION ~y~High Roller Casino.
129@ = 2040.251 
130@ = 1342.891 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12899
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~DESTINATION ~y~Camel's Toe Casino.
129@ = 2230.47 
130@ = 1284.891 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_12952
00BC: show_text_highpriority GXT 'TX_VE37' time 5000 flag 1  // ~s~DESTINATION ~y~Come-a-lot Casino.
129@ = 2074.51 
130@ = 1162.833 
131@ = 9.6875 
jump @TAXIODD_13548 

:TAXIODD_13005
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~DESTINATION ~y~Pink Swan Casino.
129@ = 2039.257 
130@ = 1174.172 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_13058
00BC: show_text_highpriority GXT 'TX_VE39' time 5000 flag 1  // ~s~DESTINATION ~y~The Four Dragons Casino.
129@ = 2040.284 
130@ = 1005.619 
131@ = 9.6645 
jump @TAXIODD_13548 

:TAXIODD_13111
00BC: show_text_highpriority GXT 'TX_VE40' time 5000 flag 1  // ~s~DESTINATION ~y~Hospital.
129@ = 1608.522 
130@ = 1827.752 
131@ = 9.8281 
jump @TAXIODD_13548 

:TAXIODD_13164
00BC: show_text_highpriority GXT 'TX_VE41' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
129@ = 2483.514 
130@ = 922.5383 
131@ = 9.8203 
jump @TAXIODD_13548 

:TAXIODD_13217
00BC: show_text_highpriority GXT 'TX_VE42' time 5000 flag 1  // ~s~DESTINATION ~y~24Hrs Men's club.
129@ = 2544.668 
130@ = 1016.168 
131@ = 9.7593 
jump @TAXIODD_13548 

:TAXIODD_13270
00BC: show_text_highpriority GXT 'TX_VE43' time 5000 flag 1  // ~s~DESTINATION ~y~Tiki Hotel.
129@ = 2491.765 
130@ = 1533.687 
131@ = 9.6875 
jump @TAXIODD_13548 

:TAXIODD_13323
00BC: show_text_highpriority GXT 'TX_VE44' time 5000 flag 1  // ~s~DESTINATION ~y~Linden Station.
129@ = 2828.649 
130@ = 1292.268 
131@ = 9.8281 
jump @TAXIODD_13548 

:TAXIODD_13376
00BC: show_text_highpriority GXT 'TX_VE45' time 5000 flag 1  // ~s~DESTINATION ~y~Sex shop.
129@ = 2524.493 
130@ = 2297.584 
131@ = 9.6797 
jump @TAXIODD_13548 

:TAXIODD_13429
if 
  42@ == 1 
else_jump @TAXIODD_13454 
118@ = 0 

:TAXIODD_13454
0662: printstring "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
129@ = 2491.378 
130@ = 2773.608 
131@ = 9.764 
jump @TAXIODD_13548 

:TAXIODD_13548
return 

:TAXIODD_13550
if 
  42@ == 1 
else_jump @TAXIODD_13590 
0085: 118@ = 156@ // (int) 
118@ += 1 
jump @TAXIODD_13599 

:TAXIODD_13590
0209: 118@ = random_int_in_ranges 1 28 

:TAXIODD_13599
0871: init_jump_table 118@ total_jumps 27 default_jump 1 @TAXIODD_15288 jumps 1 @TAXIODD_13857 2 @TAXIODD_13910 3 @TAXIODD_13963 4 @TAXIODD_14016 5 @TAXIODD_14069 6 @TAXIODD_14122 7 @TAXIODD_14175 
0872: jump_table_jumps 8 @TAXIODD_14228 9 @TAXIODD_14281 10 @TAXIODD_14334 11 @TAXIODD_14387 12 @TAXIODD_14440 13 @TAXIODD_14493 14 @TAXIODD_14546 15 @TAXIODD_14599 16 @TAXIODD_14652 
0872: jump_table_jumps 17 @TAXIODD_14705 18 @TAXIODD_14758 19 @TAXIODD_14811 20 @TAXIODD_14864 21 @TAXIODD_14917 22 @TAXIODD_14970 23 @TAXIODD_15023 24 @TAXIODD_15076 25 @TAXIODD_15129 
0872: jump_table_jumps 26 @TAXIODD_15182 27 @TAXIODD_15235 -1 @TAXIODD_15405 -1 @TAXIODD_15405 -1 @TAXIODD_15405 -1 @TAXIODD_15405 -1 @TAXIODD_15405 -1 @TAXIODD_15405 -1 @TAXIODD_15405 

:TAXIODD_13857
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
129@ = -1974.876 
130@ = 486.737 
131@ = 30.371 
jump @TAXIODD_15405 

:TAXIODD_13910
00BC: show_text_highpriority GXT 'TX_SF2' time 5000 flag 1  // ~s~DESTINATION ~y~Skyscraper in King's.
129@ = -2044.419 
130@ = 500.771 
131@ = 35.176 
jump @TAXIODD_15405 

:TAXIODD_13963
00BC: show_text_highpriority GXT 'TX_SF3' time 5000 flag 1  // ~s~DESTINATION ~y~Mall.
129@ = -2150.581 
130@ = 251.624 
131@ = 35.176 
jump @TAXIODD_15405 

:TAXIODD_14016
00BC: show_text_highpriority GXT 'TX_SF4' time 5000 flag 1  // ~s~DESTINATION ~y~Cranberry Station.
129@ = -1988.513 
130@ = 138.31 
131@ = 27.857 
jump @TAXIODD_15405 

:TAXIODD_14069
00BC: show_text_highpriority GXT 'TX_SF5' time 5000 flag 1  // ~s~DESTINATION ~y~Stadium.
129@ = -2216.399 
130@ = -297.305 
131@ = 35.202 
jump @TAXIODD_15405 

:TAXIODD_14122
00BC: show_text_highpriority GXT 'TX_SF6' time 5000 flag 1  // ~s~DESTINATION ~y~Country Club.
129@ = -2726.428 
130@ = -310.5865 
131@ = 6.0313 
jump @TAXIODD_15405 

:TAXIODD_14175
00BC: show_text_highpriority GXT 'TX_SF7' time 5000 flag 1  // ~s~DESTINATION ~y~Cathedral.
129@ = -2704.649 
130@ = -3.5644 
131@ = 3.1953 
jump @TAXIODD_15405 

:TAXIODD_14228
00BC: show_text_highpriority GXT 'TX_SF8' time 5000 flag 1  // ~s~DESTINATION ~y~Library.
129@ = -2708.997 
130@ = 127.501 
131@ = 4.584 
jump @TAXIODD_15405 

:TAXIODD_14281
00BC: show_text_highpriority GXT 'TX_SF9' time 5000 flag 1  // ~s~DESTINATION ~y~City Hall.
129@ = -2751.905 
130@ = 376.781 
131@ = 4.584 
jump @TAXIODD_15405 

:TAXIODD_14334
00BC: show_text_highpriority GXT 'TX_SF10' time 5000 flag 1  // ~s~DESTINATION ~y~Vank Hoff in the Park Hotel.
129@ = -2415.75 
130@ = 330.9614 
131@ = 33.9765 
jump @TAXIODD_15405 

:TAXIODD_14387
00BC: show_text_highpriority GXT 'TX_SF11' time 5000 flag 1  // ~s~DESTINATION ~y~Biffin Bridge Hotel.
129@ = -2454.926 
130@ = 138.9312 
131@ = 33.9765 
jump @TAXIODD_15405 

:TAXIODD_14440
00BC: show_text_highpriority GXT 'TX_SF12' time 5000 flag 1  // ~s~DESTINATION ~y~Central Hashbury.
129@ = -2499.214 
130@ = -16.6149 
131@ = 24.6094 
jump @TAXIODD_15405 

:TAXIODD_14493
00BC: show_text_highpriority GXT 'TX_SF13' time 5000 flag 1  // ~s~DESTINATION ~y~Missionary Hill viewpoint.
129@ = -2431.735 
130@ = -198.9205 
131@ = 34.1563 
jump @TAXIODD_15405 

:TAXIODD_14546
00BC: show_text_highpriority GXT 'TX_SF14' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
129@ = -1815.151 
130@ = 597.754 
131@ = 38.528 
jump @TAXIODD_15405 

:TAXIODD_14599
00BC: show_text_highpriority GXT 'TX_SF15' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Naval Station.
129@ = -1530.776 
130@ = 487.201 
131@ = 9.44 
jump @TAXIODD_15405 

:TAXIODD_14652
00BC: show_text_highpriority GXT 'TX_SF16' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Docks.
129@ = -1745.08 
130@ = 27.759 
131@ = 5.452 
jump @TAXIODD_15405 

:TAXIODD_14705
00BC: show_text_highpriority GXT 'TX_SF17' time 5000 flag 1  // ~s~DESTINATION ~y~Airport.
129@ = -1414.557 
130@ = -301.347 
131@ = 14.637 
jump @TAXIODD_15405 

:TAXIODD_14758
00BC: show_text_highpriority GXT 'TX_SF18' time 5000 flag 1  // ~s~DESTINATION ~y~Under Gant Bridge.
129@ = -2618.467 
130@ = 1432.752 
131@ = 6.1016 
jump @TAXIODD_15405 

:TAXIODD_14811
00BC: show_text_highpriority GXT 'TX_SF19' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown Square.
129@ = -1904.765 
130@ = 882.7293 
131@ = 34.0156 
jump @TAXIODD_15405 

:TAXIODD_14864
00BC: show_text_highpriority GXT 'TX_SF20' time 5000 flag 1  // ~s~DESTINATION ~y~Top of the twisty path.
129@ = -2134.729 
130@ = 919.0828 
131@ = 78.8438 
jump @TAXIODD_15405 

:TAXIODD_14917
00BC: show_text_highpriority GXT 'TX_SF21' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
129@ = -2361.836 
130@ = 993.0967 
131@ = 49.6875 
jump @TAXIODD_15405 

:TAXIODD_14970
00BC: show_text_highpriority GXT 'TX_SF22' time 5000 flag 1  // ~s~DESTINATION ~y~Tuff Nut Donuts.
129@ = -2753.69 
130@ = 779.9389 
131@ = 53.2422 
jump @TAXIODD_15405 

:TAXIODD_15023
00BC: show_text_highpriority GXT 'TX_SF23' time 5000 flag 1  // ~s~DESTINATION ~y~Pier 69.
129@ = -1714.717 
130@ = 1332.564 
131@ = 6.0391 
jump @TAXIODD_15405 

:TAXIODD_15076
00BC: show_text_highpriority GXT 'TX_SF24' time 5000 flag 1  // ~s~DESTINATION ~y~Chinatown Gates.
129@ = -2251.033 
130@ = 717.7971 
131@ = 48.2969 
jump @TAXIODD_15405 

:TAXIODD_15129
00BC: show_text_highpriority GXT 'TX_SF25' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
129@ = -1807.813 
130@ = 936.0701 
131@ = 23.75 
jump @TAXIODD_15405 

:TAXIODD_15182
00BC: show_text_highpriority GXT 'TX_SF26' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
129@ = -1969.205 
130@ = 1115.312 
131@ = 52.6942 
jump @TAXIODD_15405 

:TAXIODD_15235
00BC: show_text_highpriority GXT 'TX_SF27' time 5000 flag 1  // ~s~DESTINATION ~y~The bridge.
129@ = -2540.593 
130@ = 1222.188 
131@ = 36.4283 
jump @TAXIODD_15405 

:TAXIODD_15288
if 
  42@ == 1 
else_jump @TAXIODD_15313 
118@ = 0 

:TAXIODD_15313
0662: printstring "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
129@ = -1974.876 
130@ = 486.737 
131@ = 30.371 
jump @TAXIODD_15405 

:TAXIODD_15405
return 

:TAXIODD_15407
0662: printstring "NO_RED_COUNTY_DESTINATIONS_YET" 
if 
  42@ == 1 
else_jump @TAXIODD_15473 
118@ = 0 
jump @TAXIODD_15503 

:TAXIODD_15473
0662: printstring "CHOOSING_LOS_SANTOS" 
gosub @TAXIODD_8351 

:TAXIODD_15503
return 

:TAXIODD_15505
0662: printstring "NO_FLINT_COUNTY_DESTINATIONS_YET" 
if 
  42@ == 1 
else_jump @TAXIODD_15573 
118@ = 0 
jump @TAXIODD_15603 

:TAXIODD_15573
0662: printstring "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13550 

:TAXIODD_15603
return 

:TAXIODD_15605
0662: printstring "NO_WHETSTONE_DESTINATIONS_YET" 
if 
  42@ == 1 
else_jump @TAXIODD_15670 
118@ = 0 
jump @TAXIODD_15700 

:TAXIODD_15670
0662: printstring "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13550 

:TAXIODD_15700
return 

:TAXIODD_15702
if 
  42@ == 1 
else_jump @TAXIODD_15742 
0085: 118@ = 156@ // (int) 
118@ += 1 
jump @TAXIODD_15751 

:TAXIODD_15742
0209: 118@ = random_int_in_ranges 1 3 

:TAXIODD_15751
0871: init_jump_table 118@ total_jumps 2 default_jump 1 @TAXIODD_15920 jumps 1 @TAXIODD_15814 2 @TAXIODD_15867 -1 @TAXIODD_16040 -1 @TAXIODD_16040 -1 @TAXIODD_16040 -1 @TAXIODD_16040 -1 @TAXIODD_16040 

:TAXIODD_15814
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
129@ = -1934.078 
130@ = 2382.762 
131@ = 48.5 
jump @TAXIODD_16040 

:TAXIODD_15867
00BC: show_text_highpriority GXT 'TX_TR2' time 5000 flag 1  // ~s~DESTINATION ~y~The Smokin' Beef Grill.
129@ = -846.9434 
130@ = 1528.154 
131@ = 20.551 
jump @TAXIODD_16040 

:TAXIODD_15920
if 
  42@ == 1 
else_jump @TAXIODD_15945 
118@ = 0 

:TAXIODD_15945
0662: printstring "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
129@ = -1934.078 
130@ = 2382.762 
131@ = 48.5 
jump @TAXIODD_16040 

:TAXIODD_16040
return 

:TAXIODD_16042
if 
  42@ == 1 
else_jump @TAXIODD_16082 
0085: 118@ = 156@ // (int) 
118@ += 1 
jump @TAXIODD_16091 

:TAXIODD_16082
0209: 118@ = random_int_in_ranges 1 6 

:TAXIODD_16091
0871: init_jump_table 118@ total_jumps 5 default_jump 1 @TAXIODD_16419 jumps 1 @TAXIODD_16154 2 @TAXIODD_16207 3 @TAXIODD_16260 4 @TAXIODD_16313 5 @TAXIODD_16366 -1 @TAXIODD_16537 -1 @TAXIODD_16537 

:TAXIODD_16154
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
129@ = 689.646 
130@ = 1943.252 
131@ = 4.539 
jump @TAXIODD_16537 

:TAXIODD_16207
00BC: show_text_highpriority GXT 'TX_BC2' time 5000 flag 1  // ~s~DESTINATION ~y~The Sherman Dam.
129@ = -904.3732 
130@ = 2007.643 
131@ = 59.9141 
jump @TAXIODD_16537 

:TAXIODD_16260
00BC: show_text_highpriority GXT 'TX_BC3' time 5000 flag 1  // ~s~DESTINATION ~y~Desert Airfield.
129@ = 392.0225 
130@ = 2547.806 
131@ = 15.5568 
jump @TAXIODD_16537 

:TAXIODD_16313
00BC: show_text_highpriority GXT 'TX_BC4' time 5000 flag 1  // ~s~DESTINATION ~y~Shooting Range.
129@ = 832.8276 
130@ = 1705.429 
131@ = 4.8587 
jump @TAXIODD_16537 

:TAXIODD_16366
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~DESTINATION ~y~Lil' Probe Inn.
129@ = -84.9834 
130@ = 1358.616 
131@ = 9.3644 
jump @TAXIODD_16537 

:TAXIODD_16419
if 
  42@ == 1 
else_jump @TAXIODD_16444 
118@ = 0 

:TAXIODD_16444
0662: printstring "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
129@ = 689.646 
130@ = 1943.252 
131@ = 4.539 
jump @TAXIODD_16537 

:TAXIODD_16537
return 

:TAXIODD_16539
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @TAXIODD_16588 
56@ += 1 
if 
  56@ > 2 
else_jump @TAXIODD_16586 
56@ = 0 

:TAXIODD_16586
086A: NOP 

:TAXIODD_16588
if 
  56@ == 1 
else_jump @TAXIODD_16763 
008A: $9569 = 46@ // (int) 
008A: $9570 = 47@ // (int) 
008A: $9571 = 55@ // (int) 
0084: $9572 = $179 // (int) 
008A: $9573 = 154@ // (int) 
$9574 = 0 
$9575 = 0 
$9576 = 0 
065D: NOP $9569 "M_STAGE" 
065D: NOP $9570 "M_GOALS" 
065D: NOP $9573 "CLEANUP_TESTING" 
065D: NOP $9571 "M_MISSION_TIMER" 
065D: NOP $9572 "TOTAL_TAXI_PASSED" 

:TAXIODD_16763
if 
  56@ == 2 
else_jump @TAXIODD_16781 

:TAXIODD_16781
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @TAXIODD_16803 
48@ = 1 

:TAXIODD_16803
if 
0736:   is_keyboard_key_just_pressed 80 
else_jump @TAXIODD_16891 
if 
  49@ == 0 
else_jump @TAXIODD_16866 
49@ = 1 
0662: printstring "LEVEL_PAUSED" 
jump @TAXIODD_16891 

:TAXIODD_16866
49@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TAXIODD_16891
return 

:TAXIODD_16893
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @TAXIODD_16910 
return 

:TAXIODD_16910
if 
  46@ == 2 
else_jump @TAXIODD_16967 
0395: clear_area 0 at 129@ 130@ 131@ radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 129@ 130@ 131@ 
47@ = 1 

:TAXIODD_16967
return 

:TAXIODD_16969
155@ = 0 
156@ = 0 

:TAXIODD_16983
118@ = 0 
0871: init_jump_table 155@ total_jumps 8 default_jump 1 @TAXIODD_17493 jumps 0 @TAXIODD_17118 1 @TAXIODD_17164 2 @TAXIODD_17212 3 @TAXIODD_17258 4 @TAXIODD_17304 5 @TAXIODD_17352 6 @TAXIODD_17397 
0872: jump_table_jumps 7 @TAXIODD_17446 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 -1 @TAXIODD_17500 

:TAXIODD_17118
gosub @TAXIODD_8351 
if 
   not 118@ == 0 
else_jump @TAXIODD_17157 
0662: printstring "LOS_SANTOS" 

:TAXIODD_17157
jump @TAXIODD_17500 

:TAXIODD_17164
gosub @TAXIODD_10607 
if 
   not 118@ == 0 
else_jump @TAXIODD_17205 
0662: printstring "LAS_VENTURAS" 

:TAXIODD_17205
jump @TAXIODD_17500 

:TAXIODD_17212
gosub @TAXIODD_13550 
if 
   not 118@ == 0 
else_jump @TAXIODD_17251 
0662: printstring "SAN_FIERRO" 

:TAXIODD_17251
jump @TAXIODD_17500 

:TAXIODD_17258
gosub @TAXIODD_15407 
if 
   not 118@ == 0 
else_jump @TAXIODD_17297 
0662: printstring "RED_COUNTY" 

:TAXIODD_17297
jump @TAXIODD_17500 

:TAXIODD_17304
gosub @TAXIODD_15505 
if 
   not 118@ == 0 
else_jump @TAXIODD_17345 
0662: printstring "FLINT_COUNTY" 

:TAXIODD_17345
jump @TAXIODD_17500 

:TAXIODD_17352
gosub @TAXIODD_15605 
if 
   not 118@ == 0 
else_jump @TAXIODD_17390 
0662: printstring "WHETSTONE" 

:TAXIODD_17390
jump @TAXIODD_17500 

:TAXIODD_17397
gosub @TAXIODD_15702 
if 
   not 118@ == 0 
else_jump @TAXIODD_17439 
0662: printstring "TIERRA_ROBADA" 

:TAXIODD_17439
jump @TAXIODD_17500 

:TAXIODD_17446
gosub @TAXIODD_16042 
if 
   not 118@ == 0 
else_jump @TAXIODD_17486 
0662: printstring "BONE_COUNTY" 

:TAXIODD_17486
jump @TAXIODD_17500 

:TAXIODD_17493
155@ = -1 

:TAXIODD_17500
if 
  118@ == 0 
else_jump @TAXIODD_17543 
wait 0 
155@ += 1 
156@ = 0 
jump @TAXIODD_16983 

:TAXIODD_17543
0663: printint "J_A_D___ID" 118@ 

:TAXIODD_17560
if 
8736:   not is_keyboard_key_just_pressed 74 
else_jump @TAXIODD_17644 
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @TAXIODD_17604 
155@ += 1 
jump @TAXIODD_16983 

:TAXIODD_17604
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @TAXIODD_17633 
156@ += 1 
jump @TAXIODD_16983 

:TAXIODD_17633
wait 0 
jump @TAXIODD_17560 

:TAXIODD_17644
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TAXIODD_17688 
018A: 105@ = create_checkpoint_at 129@ 130@ 131@ 
00A1: put_actor $PLAYER_ACTOR at 129@ 130@ 131@ 

:TAXIODD_17688
156@ += 1 
0662: printstring "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17720
if 
8736:   not is_keyboard_key_just_pressed 78 
else_jump @TAXIODD_17746 
wait 0 
jump @TAXIODD_17720 

:TAXIODD_17746
0164: disable_marker 105@ 
wait 0 
jump @TAXIODD_16983 
return 

:TAXIODD_17764
51@ += 1 
if 
  51@ > 9 
else_jump @TAXIODD_17796 
51@ = 0 

:TAXIODD_17796
return 

:TAXIODD_17798
01BD: 52@ = current_time_in_ms 
0085: 54@ = 52@ // (int) 
0062: 54@ -= 53@ // (int) 
0085: 53@ = 52@ // (int) 
005A: 55@ += 54@ // (int) 
return 

:TAXIODD_17837
46@ += 1 
47@ = 0 
40@ = 0 
41@ = 0 
return 

:TAXIODD_17867
46@ = 1 
47@ = 0 
40@ = 0 
41@ = 0 
return 

:TAXIODD_17897
return 

:TAXIODD_17899
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TAXIODD_17926 
wait 0 
jump @TAXIODD_17899 

:TAXIODD_17926
gosub @TAXIODD_18072 
gosub @TAXIODD_18108 
if 
  $182 == 0 
else_jump @TAXIODD_17976 
03E5: show_text_box 'TX_H1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$182 = 1 

:TAXIODD_17976
gosub @TAXIODD_2828 
117@ = 0 
120@ = 0 
121@ = 0 
$9565 = 0 
03C4: set_status_text $9565 type 0 GXT 'TX_TOTL' // global_variable  // FARES
$9566 = 0 
122@ = 5 
123@ = 500 
102@ = -1 
103@ = -1 
gosub @TAXIODD_17837 
return 

:TAXIODD_18072
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:TAXIODD_18079
if 
8248:   not model #CR_AMMOBOX available 
else_jump @TAXIODD_18106 
wait 0 
jump @TAXIODD_18079 

:TAXIODD_18106
return 

:TAXIODD_18108
04ED: load_animation "MISC" 

:TAXIODD_18116
if 
84EE:   not animation "MISC" loaded 
else_jump @TAXIODD_18146 
wait 0 
jump @TAXIODD_18116 

:TAXIODD_18146
return 

:TAXIODD_18148
if 
  140@ == 1 
else_jump @TAXIODD_18188 
0085: 59@ = 119@ // (int) 
59@ /= 16 
jump @TAXIODD_18203 

:TAXIODD_18188
0085: 59@ = 119@ // (int) 
59@ /= 40 

:TAXIODD_18203
0085: 60@ = 59@ // (int) 
0109: player $PLAYER_CHAR money = 59@ 
01E3: show_text_1number_styled GXT 'TX_PAY' number 59@ time 6000 style 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 117@ += 59@ // (int) 
$9565 += 1 
$179 += 1 
150@ = 0 
if 
003C:   $9565 == 122@ // (int) 
else_jump @TAXIODD_18374 
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $9565 123@ time 5000 style 5  // ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money = 123@ 
005A: 117@ += 123@ // (int) 
150@ = 1 
005A: 60@ += 123@ // (int) 
122@ += 5 
123@ += 500 

:TAXIODD_18374
if and
  $2877 == 0 
  $179 > 49 
else_jump @TAXIODD_18482 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi Missions Complete!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // All taxis have Nitro.
152@ = 1 
0085: 114@ = 55@ // (int) 
114@ += 7000 
0572: toggle_taxi_nitros 1 
$2877 = 1 
jump @TAXIODD_18643 

:TAXIODD_18482
if 
  $9567 > 0 
else_jump @TAXIODD_18575 
if 
  150@ == 1 
else_jump @TAXIODD_18541 
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 4  // SPEED BONUS!
jump @TAXIODD_18557 

:TAXIODD_18541
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 5  // SPEED BONUS!

:TAXIODD_18557
0947: actor 96@ speak_from_audio_table 226 store_spoken_phrase_id_to 124@ 
jump @TAXIODD_18643 

:TAXIODD_18575
if 
  150@ == 1 
else_jump @TAXIODD_18616 
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 4  // Fare complete!
jump @TAXIODD_18632 

:TAXIODD_18616
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 5  // Fare complete!

:TAXIODD_18632
0947: actor 96@ speak_from_audio_table 225 store_spoken_phrase_id_to 124@ 

:TAXIODD_18643
0A10: increase_integer_stat 150 by 1 
0A10: increase_integer_stat 149 by 60@ 
return 

:TAXIODD_18660
$9566 += 10000 
0151: remove_status_text $9567 
140@ = 0 
133@ = 0 
gosub @TAXIODD_17867 
return 

:TAXIODD_18696
if 
8118:   not actor 96@ dead 
else_jump @TAXIODD_18724 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
154@ -= 1 

:TAXIODD_18724
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0151: remove_status_text $9567 
140@ = 0 
134@ = 0 
gosub @TAXIODD_17867 
return 

:TAXIODD_18762
if 
8119:   not car 97@ wrecked 
else_jump @TAXIODD_18785 
0216: enable_taxi 97@ light 0 

:TAXIODD_18785
00BA: show_text_styled GXT 'TX_END' time 5000 style 5  // Taxi mission over
01E3: show_text_1number_styled GXT 'TX_PAY' number 117@ time 6000 style 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 116@ total_jumps 3 default_jump 0 @TAXIODD_18954 jumps 1 @TAXIODD_18885 2 @TAXIODD_18908 3 @TAXIODD_18931 -1 @TAXIODD_18954 -1 @TAXIODD_18954 -1 @TAXIODD_18954 -1 @TAXIODD_18954 

:TAXIODD_18885
00BC: show_text_highpriority GXT 'TX_F1' time 5000 flag 1  // ~r~Not in taxi!
jump @TAXIODD_18954 

:TAXIODD_18908
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Out of time!
jump @TAXIODD_18954 

:TAXIODD_18931
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi destroyed!
jump @TAXIODD_18954 

:TAXIODD_18954
03E6: remove_text_box 
return 

:TAXIODD_18958
if 
8118:   not actor 96@ dead 
else_jump @TAXIODD_19035 
0647: AS_actor 96@ clear_look_task 
if 
0119:   car 97@ wrecked 
else_jump @TAXIODD_19009 
gosub @TAXIODD_6359 
jump @TAXIODD_19035 

:TAXIODD_19009
if 
80DB:   not actor 96@ in_car 97@ 
else_jump @TAXIODD_19035 
gosub @TAXIODD_6359 

:TAXIODD_19035
01C3: remove_references_to_car 97@ 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
57@ = 0 

:TAXIODD_19052
01C4: remove_references_to_object 98@(57@,4i) // This object will now disappear when the player looks away 
57@ += 1 
  57@ >= 4 
else_jump @TAXIODD_19052 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
57@ = 0 

:TAXIODD_19099
0164: disable_marker 106@(57@,3i) 
57@ += 1 
  57@ >= 3 
else_jump @TAXIODD_19099 
0151: remove_status_text $9565 
014F: stop_timer $9566 
0151: remove_status_text $9567 
04EF: release_animation "MISC" 
0249: release_model #CR_AMMOBOX 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0084: $55 = $9568 // (int) 
01BD: $183 = current_time_in_ms 
$410 = 0 
$ONMISSION = 0 
$181 = 0 
mission_cleanup 
return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_13123 
end_thread 

:AMBULAN_16
$ONMISSION = 1 
$147 = 1 
thread 'AMBULAN' 
if 
  $2873 == 0 
else_jump @AMBULAN_61 
increment_mission_attempts 

:AMBULAN_61
wait 0 
08F4: set_max_group_members 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @AMBULAN_221 
00D9: 221@ = actor $PLAYER_ACTOR car // add to mission cleanup 
if 
8431:   not car 221@ passenger_seat_free 0 
else_jump @AMBULAN_134 
0432: 89@ = get_actor_handle_from_car 221@ passenger_seat 0 
0622: AS_actor 89@ bail_car 221@ 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:AMBULAN_134
if 
8431:   not car 221@ passenger_seat_free 1 
else_jump @AMBULAN_175 
0432: 89@ = get_actor_handle_from_car 221@ passenger_seat 1 
0622: AS_actor 89@ bail_car 221@ 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:AMBULAN_175
if 
8431:   not car 221@ passenger_seat_free 2 
else_jump @AMBULAN_216 
0432: 89@ = get_actor_handle_from_car 221@ passenger_seat 2 
0622: AS_actor 89@ bail_car 221@ 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:AMBULAN_216
01C3: remove_references_to_car 221@ 

:AMBULAN_221
060A: create_decision_maker_type 0 store_to 243@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'AMBULAE' 
08F8: display_stat_update_box 0 
$9577 = 20000 
42@ = 0 
47@ = 0 
48@ = 0 
49@ = 0 
50@ = 0 
51@ = 0 
45@ = 1 
44@ = 0 
91@ = 0 
94@ = 0 
97@ = 0 
100@ = 0 
103@ = 0 
66@ = 0 
69@ = 0 
72@ = 0 
75@ = 0 
78@ = 0 
81@ = 0 
84@ = 0 
54@ = 0 
197@ = 10.0 
$9578 = 1 
56@ = 0 
57@ = 0 
52@ = 0 
53@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
58@ = 0 
63@ = 0 
87@ = 0 
184@ = 0.0 
185@ = 0.0 
186@ = 0.0 
107@ = 0 

:AMBULAN_522
if 
  13 > 107@ 
else_jump @AMBULAN_658 
108@(107@,13i) = 0 
121@(107@,13f) = 0.0 
134@(107@,13f) = 0.0 
147@(107@,13f) = 0.0 
160@(107@,13i) = 0 
if 
  10 > 107@ 
else_jump @AMBULAN_644 
222@(107@,10i) = 0 
232@(107@,10i) = 0 

:AMBULAN_644
107@ += 1 
jump @AMBULAN_522 

:AMBULAN_658
107@ = 0 
104@ = 0 
105@ = 0 
242@ = 0 
$9579 = 0 
246@ = 0.0 

:AMBULAN_703
if 
  10 > 107@ 
else_jump @AMBULAN_836 
if 
07E8:   acquaintance 4 of_actors_type 107@ to_actors_type 0 set 
else_jump @AMBULAN_775 
232@(107@,10i) = 1 
242@ += 1 
0747: clear_acquaintance 4 of_actors_pedtype 107@ to_actors_pedtype 0 // see ped.dat 
jump @AMBULAN_822 

:AMBULAN_775
if 
07E8:   acquaintance 3 of_actors_type 107@ to_actors_type 0 set 
else_jump @AMBULAN_822 
222@(107@,10i) = 1 
242@ += 1 
0747: clear_acquaintance 3 of_actors_pedtype 107@ to_actors_pedtype 0 // see ped.dat 

:AMBULAN_822
107@ += 1 
jump @AMBULAN_703 

:AMBULAN_836
107@ = 0 
00BC: show_text_highpriority GXT 'ATUTOR2' time 3000 flag 1  // ~s~Drive the ~b~patients~s~ to ~y~Hospital~s~ CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime 0.5 
00A0: store_actor $PLAYER_ACTOR position_to 209@ 210@ 211@ 
220@ = 9999999.0 
0652: $24 = integer_stat 181 
if 
  2 > $24 
else_jump @AMBULAN_1470 
if 
  $24 == 0 
else_jump @AMBULAN_1130 
050A: 212@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   220@ > 212@ // (float) 
else_jump @AMBULAN_997 
0087: 220@ = 212@ // (float) 
221@ = 1 

:AMBULAN_997
050A: 213@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   220@ > 213@ // (float) 
else_jump @AMBULAN_1060 
0087: 220@ = 213@ // (float) 
221@ = 2 

:AMBULAN_1060
050A: 216@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   220@ > 216@ // (float) 
else_jump @AMBULAN_1123 
0087: 220@ = 216@ // (float) 
221@ = 5 

:AMBULAN_1123
jump @AMBULAN_1463 

:AMBULAN_1130
if 
  $24 == 1 
else_jump @AMBULAN_1463 
050A: 212@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   220@ > 212@ // (float) 
else_jump @AMBULAN_1211 
0087: 220@ = 212@ // (float) 
221@ = 1 

:AMBULAN_1211
050A: 213@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   220@ > 213@ // (float) 
else_jump @AMBULAN_1274 
0087: 220@ = 213@ // (float) 
221@ = 2 

:AMBULAN_1274
050A: 216@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   220@ > 216@ // (float) 
else_jump @AMBULAN_1337 
0087: 220@ = 216@ // (float) 
221@ = 5 

:AMBULAN_1337
050A: 217@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   220@ > 217@ // (float) 
else_jump @AMBULAN_1400 
0087: 220@ = 217@ // (float) 
221@ = 6 

:AMBULAN_1400
050A: 218@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   220@ > 218@ // (float) 
else_jump @AMBULAN_1463 
0087: 220@ = 218@ // (float) 
221@ = 7 

:AMBULAN_1463
jump @AMBULAN_1974 

:AMBULAN_1470
050A: 212@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   220@ > 212@ // (float) 
else_jump @AMBULAN_1533 
0087: 220@ = 212@ // (float) 
221@ = 1 

:AMBULAN_1533
050A: 213@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   220@ > 213@ // (float) 
else_jump @AMBULAN_1596 
0087: 220@ = 213@ // (float) 
221@ = 2 

:AMBULAN_1596
050A: 214@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -316.3832 1056.045 18.7344 
if 
0025:   220@ > 214@ // (float) 
else_jump @AMBULAN_1659 
0087: 220@ = 214@ // (float) 
221@ = 3 

:AMBULAN_1659
050A: 215@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -1514.823 2527.119 54.7443 
if 
0025:   220@ > 215@ // (float) 
else_jump @AMBULAN_1722 
0087: 220@ = 215@ // (float) 
221@ = 4 

:AMBULAN_1722
050A: 216@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   220@ > 216@ // (float) 
else_jump @AMBULAN_1785 
0087: 220@ = 216@ // (float) 
221@ = 5 

:AMBULAN_1785
050A: 217@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   220@ > 217@ // (float) 
else_jump @AMBULAN_1848 
0087: 220@ = 217@ // (float) 
221@ = 6 

:AMBULAN_1848
050A: 218@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   220@ > 218@ // (float) 
else_jump @AMBULAN_1911 
0087: 220@ = 218@ // (float) 
221@ = 7 

:AMBULAN_1911
050A: 219@ = distance_between_XYZ 209@ 210@ 211@ and_XYZ 1578.446 1770.682 9.8358 
if 
0025:   220@ > 219@ // (float) 
else_jump @AMBULAN_1974 
0087: 220@ = 219@ // (float) 
221@ = 8 

:AMBULAN_1974
0871: init_jump_table 221@ total_jumps 8 default_jump 1 @AMBULAN_2958 jumps 1 @AMBULAN_2102 2 @AMBULAN_2209 3 @AMBULAN_2316 4 @AMBULAN_2423 5 @AMBULAN_2530 6 @AMBULAN_2637 7 @AMBULAN_2744 
0872: jump_table_jumps 8 @AMBULAN_2851 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 

:AMBULAN_2102
175@ = 2004.96 
176@ = -1442.96 
177@ = 12.56 
181@ = 2026.0 
182@ = -1423.0 
183@ = 17.0 
205@ = 1200.0 
206@ = 2930.0 
207@ = -2213.0 
208@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_2209
175@ = 1180.85 
176@ = -1325.57 
177@ = 12.58 
181@ = 1172.0 
182@ = -1324.0 
183@ = 15.0 
205@ = 450.0 
206@ = 1800.0 
207@ = -1900.0 
208@ = -870.0 
jump @AMBULAN_3065 

:AMBULAN_2316
175@ = -316.3832 
176@ = 1056.045 
177@ = 18.7344 
181@ = -316.0 
182@ = 1050.0 
183@ = 20.0 
205@ = -860.0 
206@ = 185.0 
207@ = 749.0 
208@ = 1616.0 
jump @AMBULAN_3065 

:AMBULAN_2423
175@ = -1514.006 
176@ = 2532.013 
177@ = 54.7443 
181@ = -1515.0 
182@ = 2520.0 
183@ = 56.0 
205@ = -1684.0 
206@ = -702.0 
207@ = 1465.0 
208@ = 2749.9 
jump @AMBULAN_3065 

:AMBULAN_2530
175@ = 1225.0 
176@ = 302.0 
177@ = 20.0 
181@ = 1227.0 
182@ = 289.5 
183@ = 22.64 
205@ = 100.0 
206@ = 2604.0 
207@ = -720.0 
208@ = 465.0 
jump @AMBULAN_3065 

:AMBULAN_2637
175@ = -2198.693 
176@ = -2290.105 
177@ = 29.625 
181@ = -2204.728 
182@ = -2296.302 
183@ = 29.6181 
205@ = -2598.0 
206@ = -1500.0 
207@ = -2700.0 
208@ = -1700.0 
jump @AMBULAN_3065 

:AMBULAN_2744
175@ = -2670.285 
176@ = 616.4364 
177@ = 13.4531 
181@ = -2677.0 
182@ = 632.0 
183@ = 14.0 
205@ = -2820.0 
206@ = -1784.0 
207@ = 29.0 
208@ = 1180.0 
jump @AMBULAN_3065 

:AMBULAN_2851
175@ = 1578.446 
176@ = 1770.682 
177@ = 9.8358 
181@ = 1582.0 
182@ = 1765.0 
183@ = 11.0 
205@ = 1000.0 
206@ = 2600.0 
207@ = 772.0 
208@ = 2400.0 
jump @AMBULAN_3065 

:AMBULAN_2958
175@ = 2004.96 
176@ = -1442.96 
177@ = 12.56 
181@ = 2026.0 
182@ = -1423.0 
183@ = 17.0 
205@ = 1200.0 
206@ = 2930.0 
207@ = -2213.0 
208@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_3065
03C3: set_timer_to $9577 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
04F7: status_text $9579 type 0 line 2 GXT 'AMBSEAT' // global_variable  // SEATS FREE
04F7: status_text $9578 type 0 line 1 GXT 'ALEV' // global_variable  // LEVEL
if 
  $ONMISSION == 0 
else_jump @AMBULAN_3149 
018A: 55@ = create_checkpoint_at 175@ 176@ 177@ 

:AMBULAN_3149
014F: stop_timer $9577 

:AMBULAN_3154
if 
001D:   45@ > 44@ // (int) 
else_jump @AMBULAN_3355 
gosub @AMBULAN_7829 
0087: 121@(44@,13f) = 184@ // (float) 
0087: 134@(44@,13f) = 185@ // (float) 
0087: 147@(44@,13f) = 186@ // (float) 
if 
  87@ == 1 
else_jump @AMBULAN_3241 
jump @AMBULAN_13123 

:AMBULAN_3241
gosub @AMBULAN_10904 
0085: 160@(44@,13i) = 43@ // (int) 
if 
  160@(44@,13i) > 45000 
else_jump @AMBULAN_3306 
160@(44@,13i) = 45000 
jump @AMBULAN_3341 

:AMBULAN_3306
if 
  15000 > 160@(44@,13i) 
else_jump @AMBULAN_3341 
160@(44@,13i) = 15000 

:AMBULAN_3341
44@ += 1 
jump @AMBULAN_3154 

:AMBULAN_3355
gosub @AMBULAN_3747 
if 
  45@ > 3 
else_jump @AMBULAN_3394 
53@ = 1 
jump @AMBULAN_3401 

:AMBULAN_3394
53@ = 0 

:AMBULAN_3401
59@ = 0 
if 
  2 > 45@ 
else_jump @AMBULAN_3537 
0085: 56@ = 43@ // (int) 
0072: 56@ /= 45@ // (int) 
56@ /= 2 
0085: 46@ = 45@ // (int) 
46@ += 1 
006A: 56@ *= 46@ // (int) 
005E: $9577 += 56@ // (int) 
0074: $9577 /= 45@ // (int) 
0085: 56@ = 43@ // (int) 
56@ /= 3 
if 
  56@ > 15000 
else_jump @AMBULAN_3530 
56@ = 15000 

:AMBULAN_3530
jump @AMBULAN_3614 

:AMBULAN_3537
008B: 56@ = $9577 // (int) 
0072: 56@ /= 45@ // (int) 
56@ /= 2 
0085: 46@ = 45@ // (int) 
46@ += 1 
006A: 56@ *= 46@ // (int) 
005E: $9577 += 56@ // (int) 
0074: $9577 /= 45@ // (int) 
008B: 56@ = $9577 // (int) 
56@ /= 3 

:AMBULAN_3614
if 
  60000 > $9577 
else_jump @AMBULAN_3645 
$9577 = 60000 

:AMBULAN_3645
if 
  25000 > 56@ 
else_jump @AMBULAN_3679 
56@ = 25000 
jump @AMBULAN_3710 

:AMBULAN_3679
if 
  56@ > 60000 
else_jump @AMBULAN_3710 
56@ = 60000 

:AMBULAN_3710
03C3: set_timer_to $9577 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
247@ = 0 
248@ = 0 
jump @AMBULAN_11057 

:AMBULAN_3747
if 
  45@ > 0 
else_jump @AMBULAN_3874 
0376: 89@ = create_random_actor_at 121@ 134@ 147@ 
0575: set_actor 89@ keep_position 1 
0588: disable_actor 89@ validate_position 0 
91@ = 1 
060B: set_actor 89@ decision_maker_to 243@ 
0332: set_actor 89@ bleeding 1 
02A9: set_actor 89@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 89@ Z_angle_to 196@ 
0187: 90@ = create_marker_above_actor 89@ 
07E0: set_marker 90@ type_to 1 
0168: set_marker 90@ size 2 
108@ = 1 

:AMBULAN_3874
if 
  45@ > 1 
else_jump @AMBULAN_4001 
0376: 92@ = create_random_actor_at 122@ 135@ 148@ 
94@ = 1 
060B: set_actor 92@ decision_maker_to 243@ 
0332: set_actor 92@ bleeding 1 
02A9: set_actor 92@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 92@ Z_angle_to 196@ 
0187: 93@ = create_marker_above_actor 92@ 
07E0: set_marker 93@ type_to 1 
0168: set_marker 93@ size 2 
0575: set_actor 92@ keep_position 1 
0588: disable_actor 92@ validate_position 0 
109@ = 1 

:AMBULAN_4001
if 
  45@ > 2 
else_jump @AMBULAN_4128 
0376: 95@ = create_random_actor_at 123@ 136@ 149@ 
97@ = 1 
060B: set_actor 95@ decision_maker_to 243@ 
0332: set_actor 95@ bleeding 1 
02A9: set_actor 95@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 95@ Z_angle_to 196@ 
0187: 96@ = create_marker_above_actor 95@ 
07E0: set_marker 96@ type_to 1 
0168: set_marker 96@ size 2 
0575: set_actor 95@ keep_position 1 
0588: disable_actor 95@ validate_position 0 
110@ = 1 

:AMBULAN_4128
if 
  45@ > 3 
else_jump @AMBULAN_4255 
0376: 98@ = create_random_actor_at 124@ 137@ 150@ 
100@ = 1 
060B: set_actor 98@ decision_maker_to 243@ 
0332: set_actor 98@ bleeding 1 
02A9: set_actor 98@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 98@ Z_angle_to 196@ 
0187: 99@ = create_marker_above_actor 98@ 
07E0: set_marker 99@ type_to 1 
0168: set_marker 99@ size 2 
0575: set_actor 98@ keep_position 1 
0588: disable_actor 98@ validate_position 0 
111@ = 1 

:AMBULAN_4255
if 
  45@ > 4 
else_jump @AMBULAN_4382 
0376: 101@ = create_random_actor_at 125@ 138@ 151@ 
103@ = 1 
060B: set_actor 101@ decision_maker_to 243@ 
0332: set_actor 101@ bleeding 1 
02A9: set_actor 101@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 101@ Z_angle_to 196@ 
0187: 102@ = create_marker_above_actor 101@ 
07E0: set_marker 102@ type_to 1 
0168: set_marker 102@ size 2 
0575: set_actor 101@ keep_position 1 
0588: disable_actor 101@ validate_position 0 
112@ = 1 

:AMBULAN_4382
if 
  45@ > 5 
else_jump @AMBULAN_4509 
0376: 64@ = create_random_actor_at 126@ 139@ 152@ 
66@ = 1 
060B: set_actor 64@ decision_maker_to 243@ 
0332: set_actor 64@ bleeding 1 
02A9: set_actor 64@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 64@ Z_angle_to 196@ 
0187: 65@ = create_marker_above_actor 64@ 
07E0: set_marker 65@ type_to 1 
0168: set_marker 65@ size 2 
0575: set_actor 64@ keep_position 1 
0588: disable_actor 64@ validate_position 0 
113@ = 1 

:AMBULAN_4509
if 
  45@ > 6 
else_jump @AMBULAN_4636 
0376: 67@ = create_random_actor_at 127@ 140@ 153@ 
69@ = 1 
060B: set_actor 67@ decision_maker_to 243@ 
0332: set_actor 67@ bleeding 1 
02A9: set_actor 67@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 67@ Z_angle_to 196@ 
0187: 68@ = create_marker_above_actor 67@ 
07E0: set_marker 68@ type_to 1 
0168: set_marker 68@ size 2 
0575: set_actor 67@ keep_position 1 
0588: disable_actor 67@ validate_position 0 
114@ = 1 

:AMBULAN_4636
if 
  45@ > 7 
else_jump @AMBULAN_4763 
0376: 70@ = create_random_actor_at 128@ 141@ 154@ 
72@ = 1 
060B: set_actor 70@ decision_maker_to 243@ 
0332: set_actor 70@ bleeding 1 
02A9: set_actor 70@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 70@ Z_angle_to 196@ 
0187: 71@ = create_marker_above_actor 70@ 
07E0: set_marker 71@ type_to 1 
0168: set_marker 71@ size 2 
0575: set_actor 70@ keep_position 1 
0588: disable_actor 70@ validate_position 0 
115@ = 1 

:AMBULAN_4763
if 
  45@ > 8 
else_jump @AMBULAN_4890 
0376: 73@ = create_random_actor_at 129@ 142@ 155@ 
75@ = 1 
060B: set_actor 73@ decision_maker_to 243@ 
0332: set_actor 73@ bleeding 1 
02A9: set_actor 73@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 73@ Z_angle_to 196@ 
0187: 74@ = create_marker_above_actor 73@ 
07E0: set_marker 74@ type_to 1 
0168: set_marker 74@ size 2 
0575: set_actor 73@ keep_position 1 
0588: disable_actor 73@ validate_position 0 
116@ = 1 

:AMBULAN_4890
if 
  45@ > 9 
else_jump @AMBULAN_5017 
0376: 76@ = create_random_actor_at 130@ 143@ 156@ 
78@ = 1 
060B: set_actor 76@ decision_maker_to 243@ 
0332: set_actor 76@ bleeding 1 
02A9: set_actor 76@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 76@ Z_angle_to 196@ 
0187: 77@ = create_marker_above_actor 76@ 
07E0: set_marker 77@ type_to 1 
0168: set_marker 77@ size 2 
0575: set_actor 76@ keep_position 1 
0588: disable_actor 76@ validate_position 0 
117@ = 1 

:AMBULAN_5017
if 
  45@ > 10 
else_jump @AMBULAN_5144 
0376: 79@ = create_random_actor_at 131@ 144@ 157@ 
81@ = 1 
060B: set_actor 79@ decision_maker_to 243@ 
0332: set_actor 79@ bleeding 1 
02A9: set_actor 79@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 79@ Z_angle_to 196@ 
0187: 80@ = create_marker_above_actor 79@ 
07E0: set_marker 80@ type_to 1 
0168: set_marker 80@ size 2 
0575: set_actor 79@ keep_position 1 
0588: disable_actor 79@ validate_position 0 
118@ = 1 

:AMBULAN_5144
if 
  45@ > 11 
else_jump @AMBULAN_5271 
0376: 82@ = create_random_actor_at 132@ 145@ 158@ 
84@ = 1 
060B: set_actor 82@ decision_maker_to 243@ 
0332: set_actor 82@ bleeding 1 
02A9: set_actor 82@ immune_to_nonplayer 1 
0208: 196@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 82@ Z_angle_to 196@ 
0187: 83@ = create_marker_above_actor 82@ 
07E0: set_marker 83@ type_to 1 
0168: set_marker 83@ size 2 
0575: set_actor 82@ keep_position 1 
0588: disable_actor 82@ validate_position 0 
119@ = 1 

:AMBULAN_5271
return 

:AMBULAN_5273
0871: init_jump_table 247@ total_jumps 12 default_jump 1 @AMBULAN_7813 jumps 0 @AMBULAN_5401 1 @AMBULAN_5602 2 @AMBULAN_5803 3 @AMBULAN_6004 4 @AMBULAN_6205 5 @AMBULAN_6406 6 @AMBULAN_6607 
0872: jump_table_jumps 7 @AMBULAN_6808 8 @AMBULAN_7009 9 @AMBULAN_7210 10 @AMBULAN_7411 11 @AMBULAN_7612 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 

:AMBULAN_5401
if 
  45@ > 0 
else_jump @AMBULAN_5588 
if 
  3 > 91@ 
else_jump @AMBULAN_5588 
if 
8118:   not actor 89@ dead 
else_jump @AMBULAN_5588 
if 
0106:   actor $PLAYER_ACTOR near_actor 89@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5549 
if 
  108@ == 1 
else_jump @AMBULAN_5542 
0575: set_actor 89@ keep_position 0 
0588: disable_actor 89@ validate_position 1 
00A1: put_actor 89@ at 121@ 134@ 147@ 
108@ = 0 

:AMBULAN_5542
jump @AMBULAN_5588 

:AMBULAN_5549
if 
  108@ == 0 
else_jump @AMBULAN_5588 
0575: set_actor 89@ keep_position 1 
0588: disable_actor 89@ validate_position 0 
108@ = 1 

:AMBULAN_5588
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5602
if 
  45@ > 1 
else_jump @AMBULAN_5789 
if 
  3 > 94@ 
else_jump @AMBULAN_5789 
if 
8118:   not actor 92@ dead 
else_jump @AMBULAN_5789 
if 
0106:   actor $PLAYER_ACTOR near_actor 92@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5750 
if 
  109@ == 1 
else_jump @AMBULAN_5743 
0575: set_actor 92@ keep_position 0 
0588: disable_actor 92@ validate_position 1 
00A1: put_actor 92@ at 122@ 135@ 148@ 
109@ = 0 

:AMBULAN_5743
jump @AMBULAN_5789 

:AMBULAN_5750
if 
  109@ == 0 
else_jump @AMBULAN_5789 
0575: set_actor 92@ keep_position 1 
0588: disable_actor 92@ validate_position 0 
109@ = 1 

:AMBULAN_5789
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5803
if 
  45@ > 2 
else_jump @AMBULAN_5990 
if 
  3 > 97@ 
else_jump @AMBULAN_5990 
if 
8118:   not actor 95@ dead 
else_jump @AMBULAN_5990 
if 
0106:   actor $PLAYER_ACTOR near_actor 95@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5951 
if 
  110@ == 1 
else_jump @AMBULAN_5944 
0575: set_actor 95@ keep_position 0 
0588: disable_actor 95@ validate_position 1 
00A1: put_actor 95@ at 123@ 136@ 149@ 
110@ = 0 

:AMBULAN_5944
jump @AMBULAN_5990 

:AMBULAN_5951
if 
  110@ == 0 
else_jump @AMBULAN_5990 
0575: set_actor 95@ keep_position 1 
0588: disable_actor 95@ validate_position 0 
110@ = 1 

:AMBULAN_5990
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6004
if 
  45@ > 3 
else_jump @AMBULAN_6191 
if 
  3 > 100@ 
else_jump @AMBULAN_6191 
if 
8118:   not actor 98@ dead 
else_jump @AMBULAN_6191 
if 
0106:   actor $PLAYER_ACTOR near_actor 98@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6152 
if 
  111@ == 1 
else_jump @AMBULAN_6145 
0575: set_actor 98@ keep_position 0 
0588: disable_actor 98@ validate_position 1 
00A1: put_actor 98@ at 124@ 137@ 150@ 
111@ = 0 

:AMBULAN_6145
jump @AMBULAN_6191 

:AMBULAN_6152
if 
  111@ == 0 
else_jump @AMBULAN_6191 
0575: set_actor 98@ keep_position 1 
0588: disable_actor 98@ validate_position 0 
111@ = 1 

:AMBULAN_6191
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6205
if 
  45@ > 4 
else_jump @AMBULAN_6392 
if 
  3 > 103@ 
else_jump @AMBULAN_6392 
if 
8118:   not actor 101@ dead 
else_jump @AMBULAN_6392 
if 
0106:   actor $PLAYER_ACTOR near_actor 101@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6353 
if 
  112@ == 1 
else_jump @AMBULAN_6346 
0575: set_actor 101@ keep_position 0 
0588: disable_actor 101@ validate_position 1 
00A1: put_actor 101@ at 125@ 138@ 151@ 
112@ = 0 

:AMBULAN_6346
jump @AMBULAN_6392 

:AMBULAN_6353
if 
  112@ == 0 
else_jump @AMBULAN_6392 
0575: set_actor 101@ keep_position 1 
0588: disable_actor 101@ validate_position 0 
112@ = 1 

:AMBULAN_6392
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6406
if 
  45@ > 5 
else_jump @AMBULAN_6593 
if 
  3 > 66@ 
else_jump @AMBULAN_6593 
if 
8118:   not actor 64@ dead 
else_jump @AMBULAN_6593 
if 
0106:   actor $PLAYER_ACTOR near_actor 64@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6554 
if 
  113@ == 1 
else_jump @AMBULAN_6547 
0575: set_actor 64@ keep_position 0 
0588: disable_actor 64@ validate_position 1 
00A1: put_actor 64@ at 126@ 139@ 152@ 
113@ = 0 

:AMBULAN_6547
jump @AMBULAN_6593 

:AMBULAN_6554
if 
  113@ == 0 
else_jump @AMBULAN_6593 
0575: set_actor 64@ keep_position 1 
0588: disable_actor 64@ validate_position 0 
113@ = 1 

:AMBULAN_6593
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6607
if 
  45@ > 6 
else_jump @AMBULAN_6794 
if 
  3 > 69@ 
else_jump @AMBULAN_6794 
if 
8118:   not actor 67@ dead 
else_jump @AMBULAN_6794 
if 
0106:   actor $PLAYER_ACTOR near_actor 67@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6755 
if 
  114@ == 1 
else_jump @AMBULAN_6748 
0575: set_actor 67@ keep_position 0 
0588: disable_actor 67@ validate_position 1 
00A1: put_actor 67@ at 127@ 140@ 153@ 
114@ = 0 

:AMBULAN_6748
jump @AMBULAN_6794 

:AMBULAN_6755
if 
  114@ == 0 
else_jump @AMBULAN_6794 
0575: set_actor 67@ keep_position 1 
0588: disable_actor 67@ validate_position 0 
114@ = 1 

:AMBULAN_6794
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6808
if 
  45@ > 7 
else_jump @AMBULAN_6995 
if 
  3 > 72@ 
else_jump @AMBULAN_6995 
if 
8118:   not actor 70@ dead 
else_jump @AMBULAN_6995 
if 
0106:   actor $PLAYER_ACTOR near_actor 70@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6956 
if 
  115@ == 1 
else_jump @AMBULAN_6949 
0575: set_actor 70@ keep_position 0 
0588: disable_actor 70@ validate_position 1 
00A1: put_actor 70@ at 128@ 141@ 154@ 
115@ = 0 

:AMBULAN_6949
jump @AMBULAN_6995 

:AMBULAN_6956
if 
  115@ == 0 
else_jump @AMBULAN_6995 
0575: set_actor 70@ keep_position 1 
0588: disable_actor 70@ validate_position 0 
115@ = 1 

:AMBULAN_6995
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7009
if 
  45@ > 8 
else_jump @AMBULAN_7196 
if 
  3 > 75@ 
else_jump @AMBULAN_7196 
if 
8118:   not actor 73@ dead 
else_jump @AMBULAN_7196 
if 
0106:   actor $PLAYER_ACTOR near_actor 73@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7157 
if 
  116@ == 1 
else_jump @AMBULAN_7150 
0575: set_actor 73@ keep_position 0 
0588: disable_actor 73@ validate_position 1 
00A1: put_actor 73@ at 129@ 142@ 155@ 
116@ = 0 

:AMBULAN_7150
jump @AMBULAN_7196 

:AMBULAN_7157
if 
  116@ == 0 
else_jump @AMBULAN_7196 
0575: set_actor 73@ keep_position 1 
0588: disable_actor 73@ validate_position 0 
116@ = 1 

:AMBULAN_7196
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7210
if 
  45@ > 9 
else_jump @AMBULAN_7397 
if 
  3 > 78@ 
else_jump @AMBULAN_7397 
if 
8118:   not actor 76@ dead 
else_jump @AMBULAN_7397 
if 
0106:   actor $PLAYER_ACTOR near_actor 76@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7358 
if 
  117@ == 1 
else_jump @AMBULAN_7351 
0575: set_actor 76@ keep_position 0 
0588: disable_actor 76@ validate_position 1 
00A1: put_actor 76@ at 130@ 143@ 156@ 
117@ = 0 

:AMBULAN_7351
jump @AMBULAN_7397 

:AMBULAN_7358
if 
  117@ == 0 
else_jump @AMBULAN_7397 
0575: set_actor 76@ keep_position 1 
0588: disable_actor 76@ validate_position 0 
117@ = 1 

:AMBULAN_7397
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7411
if 
  45@ > 10 
else_jump @AMBULAN_7598 
if 
  3 > 81@ 
else_jump @AMBULAN_7598 
if 
8118:   not actor 79@ dead 
else_jump @AMBULAN_7598 
if 
0106:   actor $PLAYER_ACTOR near_actor 79@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7559 
if 
  118@ == 1 
else_jump @AMBULAN_7552 
0575: set_actor 79@ keep_position 0 
0588: disable_actor 79@ validate_position 1 
00A1: put_actor 79@ at 131@ 144@ 157@ 
118@ = 0 

:AMBULAN_7552
jump @AMBULAN_7598 

:AMBULAN_7559
if 
  118@ == 0 
else_jump @AMBULAN_7598 
0575: set_actor 79@ keep_position 1 
0588: disable_actor 79@ validate_position 0 
118@ = 1 

:AMBULAN_7598
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7612
if 
  45@ > 11 
else_jump @AMBULAN_7799 
if 
  3 > 84@ 
else_jump @AMBULAN_7799 
if 
8118:   not actor 82@ dead 
else_jump @AMBULAN_7799 
if 
0106:   actor $PLAYER_ACTOR near_actor 82@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7760 
if 
  119@ == 1 
else_jump @AMBULAN_7753 
0575: set_actor 82@ keep_position 0 
0588: disable_actor 82@ validate_position 1 
00A1: put_actor 82@ at 132@ 145@ 158@ 
119@ = 0 

:AMBULAN_7753
jump @AMBULAN_7799 

:AMBULAN_7760
if 
  119@ == 0 
else_jump @AMBULAN_7799 
0575: set_actor 82@ keep_position 1 
0588: disable_actor 82@ validate_position 0 
119@ = 1 

:AMBULAN_7799
247@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7813
247@ = 0 
jump @AMBULAN_7827 

:AMBULAN_7827
return 

:AMBULAN_7829
wait 0 
00A0: store_actor $PLAYER_ACTOR position_to 178@ 179@ 180@ 
0087: 198@ = 175@ // (float) 
0087: 201@ = 175@ // (float) 
0087: 199@ = 176@ // (float) 
0087: 202@ = 176@ // (float) 
0087: 200@ = 177@ // (float) 
0087: 203@ = 177@ // (float) 
07EF: get_town_number_from_point 178@ 179@ 180@ store_to 104@ 
008F: 245@ = integer $9578 to_float 
245@ *= 60.0 
005B: 245@ += 246@ // (float) 
if 
  104@ == 0 
else_jump @AMBULAN_7970 
246@ += 15.0 
jump @AMBULAN_7980 

:AMBULAN_7970
246@ += 1.0 

:AMBULAN_7980
if 
  100.0 > 245@ 
else_jump @AMBULAN_8011 
245@ = 100.0 

:AMBULAN_8011
if 
  246@ > 10000.0 
else_jump @AMBULAN_8077 
if 
  $9578 == 1 
else_jump @AMBULAN_8077 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!

:AMBULAN_8077
0063: 198@ -= 245@ // (float) 
005B: 201@ += 245@ // (float) 
0063: 199@ -= 245@ // (float) 
005B: 202@ += 245@ // (float) 
if 
  8 > $9578 
else_jump @AMBULAN_8242 
if 
0025:   205@ > 198@ // (float) 
else_jump @AMBULAN_8154 
0087: 198@ = 205@ // (float) 

:AMBULAN_8154
if 
0025:   201@ > 206@ // (float) 
else_jump @AMBULAN_8181 
0087: 201@ = 206@ // (float) 

:AMBULAN_8181
if 
0025:   207@ > 199@ // (float) 
else_jump @AMBULAN_8208 
0087: 199@ = 207@ // (float) 

:AMBULAN_8208
if 
0025:   174@ > 208@ // (float) 
else_jump @AMBULAN_8235 
0087: 202@ = 208@ // (float) 

:AMBULAN_8235
jump @AMBULAN_8274 

:AMBULAN_8242
0087: 198@ = 205@ // (float) 
0087: 201@ = 206@ // (float) 
0087: 199@ = 207@ // (float) 
0087: 202@ = 208@ // (float) 

:AMBULAN_8274
0208: 173@ = random_float_in_ranges 198@ 201@ 
0208: 174@ = random_float_in_ranges 199@ 202@ 
if 
0A52:   is_widget_released 72 
else_jump @AMBULAN_8322 
wait 100 
61@ = 1 

:AMBULAN_8322
if 
  61@ == 1 
else_jump @AMBULAN_8393 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_8393 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
87@ = 1 
return 

:AMBULAN_8393
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @AMBULAN_8464 
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 416 
else_jump @AMBULAN_8464 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
87@ = 1 
return 

:AMBULAN_8464
02C0: store_to 184@ 185@ 186@ ped_path_coords_closest_to 173@ 174@ 177@ 
if 
0025:   205@ > 184@ // (float) 
else_jump @AMBULAN_8517 
jump @AMBULAN_7829 
jump @AMBULAN_8609 

:AMBULAN_8517
if 
0025:   184@ > 206@ // (float) 
else_jump @AMBULAN_8550 
jump @AMBULAN_7829 
jump @AMBULAN_8609 

:AMBULAN_8550
if 
0025:   207@ > 185@ // (float) 
else_jump @AMBULAN_8583 
jump @AMBULAN_7829 
jump @AMBULAN_8609 

:AMBULAN_8583
if 
0025:   185@ > 208@ // (float) 
else_jump @AMBULAN_8609 
jump @AMBULAN_7829 

:AMBULAN_8609
if 
  6.0 > 186@ 
else_jump @AMBULAN_8637 
jump @AMBULAN_7829 

:AMBULAN_8637
050A: 193@ = distance_between_XYZ 178@ 179@ 180@ and_XYZ 184@ 185@ 186@ 
if 
  50.0 > 193@ 
else_jump @AMBULAN_8688 
jump @AMBULAN_7829 

:AMBULAN_8688
050A: 194@ = distance_between_XYZ 175@ 176@ 177@ and_XYZ 184@ 185@ 186@ 
if 
  30.0 > 194@ 
else_jump @AMBULAN_8739 
jump @AMBULAN_7829 

:AMBULAN_8739
0652: $24 = integer_stat 181 
if 
  2 > $24 
else_jump @AMBULAN_9201 
if 
  $24 == 0 
else_jump @AMBULAN_9015 
if and
  78.4427 > 184@ 
  -699.519 > 185@ 
else_jump @AMBULAN_8825 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8825
if and
  -252.6557 > 184@ 
  -285.766 > 185@ 
else_jump @AMBULAN_8867 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8867
if 
  -948.3447 > 184@ 
else_jump @AMBULAN_8899 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8899
if and
  184@ > 1473.448 
  185@ > 403.7353 
else_jump @AMBULAN_8941 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8941
if 
  185@ > 578.6325 
else_jump @AMBULAN_8973 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8973
if and
  837.5551 > 184@ 
  185@ > 347.4097 
else_jump @AMBULAN_9015 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9015
if 
  $24 == 1 
else_jump @AMBULAN_9201 
if and
  184@ > 1473.448 
  185@ > 403.7353 
else_jump @AMBULAN_9075 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9075
if and
  185@ > 578.6325 
  184@ > -1528.498 
else_jump @AMBULAN_9117 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9117
if and
  837.5551 > 184@ 
  184@ > -1528.498 
  185@ > 347.4097 
else_jump @AMBULAN_9169 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9169
if 
  185@ > 1380.0 
else_jump @AMBULAN_9201 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9201
if 
  45@ > 0 
else_jump @AMBULAN_9270 
050A: 220@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9270 
jump @AMBULAN_7829 

:AMBULAN_9270
if 
  45@ > 1 
else_jump @AMBULAN_9339 
050A: 220@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9339 
jump @AMBULAN_7829 

:AMBULAN_9339
if 
  45@ > 2 
else_jump @AMBULAN_9408 
050A: 220@ = distance_between_XYZ 122@ 135@ 148@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9408 
jump @AMBULAN_7829 

:AMBULAN_9408
if 
  45@ > 3 
else_jump @AMBULAN_9477 
050A: 220@ = distance_between_XYZ 123@ 136@ 149@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9477 
jump @AMBULAN_7829 

:AMBULAN_9477
if 
  45@ > 4 
else_jump @AMBULAN_9546 
050A: 220@ = distance_between_XYZ 124@ 137@ 150@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9546 
jump @AMBULAN_7829 

:AMBULAN_9546
if 
  45@ > 5 
else_jump @AMBULAN_9615 
050A: 220@ = distance_between_XYZ 125@ 138@ 151@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9615 
jump @AMBULAN_7829 

:AMBULAN_9615
if 
  45@ > 6 
else_jump @AMBULAN_9684 
050A: 220@ = distance_between_XYZ 126@ 139@ 152@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9684 
jump @AMBULAN_7829 

:AMBULAN_9684
if 
  45@ > 7 
else_jump @AMBULAN_9753 
050A: 220@ = distance_between_XYZ 127@ 140@ 153@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9753 
jump @AMBULAN_7829 

:AMBULAN_9753
if 
  45@ > 8 
else_jump @AMBULAN_9822 
050A: 220@ = distance_between_XYZ 128@ 141@ 154@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9822 
jump @AMBULAN_7829 

:AMBULAN_9822
if 
  45@ > 9 
else_jump @AMBULAN_9891 
050A: 220@ = distance_between_XYZ 129@ 142@ 155@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9891 
jump @AMBULAN_7829 

:AMBULAN_9891
if 
  45@ > 10 
else_jump @AMBULAN_9960 
050A: 220@ = distance_between_XYZ 130@ 143@ 156@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_9960 
jump @AMBULAN_7829 

:AMBULAN_9960
if 
  45@ > 11 
else_jump @AMBULAN_10029 
050A: 220@ = distance_between_XYZ 131@ 144@ 157@ and_XYZ 184@ 185@ 186@ 
if 
  25.0 > 220@ 
else_jump @AMBULAN_10029 
jump @AMBULAN_7829 

:AMBULAN_10029
if 
038A:   any_car_in_cube_cornerA 184@ 185@ 185@ cornerB 25.0 25.0 10.0 
else_jump @AMBULAN_10073 
jump @AMBULAN_7829 

:AMBULAN_10073
if 
  1186.0 > 184@ 
else_jump @AMBULAN_10164 
if 
  184@ > 1047.0 
else_jump @AMBULAN_10164 
if 
  -1406.0 > 185@ 
else_jump @AMBULAN_10164 
if 
  185@ > -1567.0 
else_jump @AMBULAN_10164 
jump @AMBULAN_7829 

:AMBULAN_10164
if 
  1444.0 > 184@ 
else_jump @AMBULAN_10255 
if 
  184@ > 1339.0 
else_jump @AMBULAN_10255 
if 
  -1450.0 > 185@ 
else_jump @AMBULAN_10255 
if 
  185@ > -1504.0 
else_jump @AMBULAN_10255 
jump @AMBULAN_7829 

:AMBULAN_10255
if 
  2041.979 > 184@ 
else_jump @AMBULAN_10346 
if 
  184@ > 1999.387 
else_jump @AMBULAN_10346 
if 
  -1408.708 > 185@ 
else_jump @AMBULAN_10346 
if 
  185@ > -1445.462 
else_jump @AMBULAN_10346 
jump @AMBULAN_7829 

:AMBULAN_10346
if 
  1202.0 > 184@ 
else_jump @AMBULAN_10437 
if 
  184@ > 1162.0 
else_jump @AMBULAN_10437 
if 
  -1238.0 > 185@ 
else_jump @AMBULAN_10437 
if 
  185@ > -1250.0 
else_jump @AMBULAN_10437 
jump @AMBULAN_7829 

:AMBULAN_10437
if 
  1176.0 > 184@ 
else_jump @AMBULAN_10528 
if 
  184@ > 1158.0 
else_jump @AMBULAN_10528 
if 
  1364.0 > 185@ 
else_jump @AMBULAN_10528 
if 
  185@ > 1345.0 
else_jump @AMBULAN_10528 
jump @AMBULAN_7829 

:AMBULAN_10528
if 
  -2307.0 > 184@ 
else_jump @AMBULAN_10619 
if 
  184@ > -2333.0 
else_jump @AMBULAN_10619 
if 
  1100.0 > 185@ 
else_jump @AMBULAN_10619 
if 
  185@ > 1036.0 
else_jump @AMBULAN_10619 
jump @AMBULAN_7829 

:AMBULAN_10619
if 
  2009.0 > 184@ 
else_jump @AMBULAN_10710 
if 
  184@ > 1989.0 
else_jump @AMBULAN_10710 
if 
  1571.0 > 185@ 
else_jump @AMBULAN_10710 
if 
  185@ > 1513.0 
else_jump @AMBULAN_10710 
jump @AMBULAN_7829 

:AMBULAN_10710
if 
  2632.818 > 184@ 
else_jump @AMBULAN_10801 
if 
  184@ > 2546.463 
else_jump @AMBULAN_10801 
if 
  -1129.673 > 185@ 
else_jump @AMBULAN_10801 
if 
  185@ > -1144.012 
else_jump @AMBULAN_10801 
jump @AMBULAN_7829 

:AMBULAN_10801
if 
  -222.5044 > 184@ 
else_jump @AMBULAN_10892 
if 
  184@ > -229.096 
else_jump @AMBULAN_10892 
if 
  1412.086 > 185@ 
else_jump @AMBULAN_10892 
if 
  185@ > 1393.817 
else_jump @AMBULAN_10892 
jump @AMBULAN_7829 

:AMBULAN_10892
246@ = 0.0 
return 

:AMBULAN_10904
if 
  2 > 45@ 
else_jump @AMBULAN_11013 
if 
0025:   193@ > 194@ // (float) 
else_jump @AMBULAN_10964 
0087: 195@ = 193@ // (float) 
0073: 195@ /= 197@ // (float) 
jump @AMBULAN_10980 

:AMBULAN_10964
0087: 195@ = 194@ // (float) 
0073: 195@ /= 197@ // (float) 

:AMBULAN_10980
195@ *= 1000.0 
0092: 43@ = float 195@ to_integer 
005E: $9577 += 43@ // (int) 
jump @AMBULAN_11055 

:AMBULAN_11013
0087: 195@ = 194@ // (float) 
0073: 195@ /= 197@ // (float) 
195@ *= 1000.0 
0092: 43@ = float 195@ to_integer 
005E: $9577 += 43@ // (int) 

:AMBULAN_11055
return 

:AMBULAN_11057
wait 0 
if 
  $9577 == 0 
else_jump @AMBULAN_11109 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
87@ = 1 
jump @AMBULAN_13123 

:AMBULAN_11109
if 
0A52:   is_widget_released 72 
else_jump @AMBULAN_11135 
wait 100 
61@ = 1 

:AMBULAN_11135
if 
  61@ == 1 
else_jump @AMBULAN_11193 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_11193 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_13123 

:AMBULAN_11193
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 416 
else_jump @AMBULAN_11242 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_13123 
jump @AMBULAN_11298 

:AMBULAN_11242
03C0: 42@ = actor $PLAYER_ACTOR car 
if 
8119:   not car 42@ wrecked 
else_jump @AMBULAN_11298 
01E9: 51@ = car 42@ num_passengers 
01EA: 50@ = car 42@ max_passengers 
008A: $9579 = 50@ // (int) 
0066: $9579 -= 51@ // (int) 

:AMBULAN_11298
if and
  45@ > 6 
  53@ == 2 
  59@ == 0 
else_jump @AMBULAN_11344 
53@ = 1 
59@ += 1 

:AMBULAN_11344
if and
  45@ > 9 
  53@ == 2 
  59@ == 1 
else_jump @AMBULAN_11390 
53@ = 1 
59@ += 1 

:AMBULAN_11390
if and
  45@ > 12 
  53@ == 2 
  59@ == 2 
else_jump @AMBULAN_11436 
53@ = 1 
59@ += 1 

:AMBULAN_11436
gosub @AMBULAN_5273 
if 
  60@ == 1 
else_jump @AMBULAN_11492 
0103:   actor $PLAYER_ACTOR in_sphere 175@ 176@ 177@ radius 6.0 6.0 2.0 sphere 1 stopped_in_car 

:AMBULAN_11492
0871: init_jump_table 248@ total_jumps 12 default_jump 1 @AMBULAN_12772 jumps 0 @AMBULAN_11620 1 @AMBULAN_11716 2 @AMBULAN_11812 3 @AMBULAN_11908 4 @AMBULAN_12004 5 @AMBULAN_12100 6 @AMBULAN_12196 
0872: jump_table_jumps 7 @AMBULAN_12292 8 @AMBULAN_12388 9 @AMBULAN_12484 10 @AMBULAN_12580 11 @AMBULAN_12676 -1 @AMBULAN_12786 -1 @AMBULAN_12786 -1 @AMBULAN_12786 -1 @AMBULAN_12786 

:AMBULAN_11620
if 
  91@ > 0 
else_jump @AMBULAN_11702 
0085: 85@ = 89@ // (int) 
0085: 88@ = 91@ // (int) 
0085: 86@ = 90@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_11694 
jump @AMBULAN_13123 

:AMBULAN_11694
0085: 91@ = 88@ // (int) 

:AMBULAN_11702
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_11716
if 
  94@ > 0 
else_jump @AMBULAN_11798 
0085: 85@ = 92@ // (int) 
0085: 88@ = 94@ // (int) 
0085: 86@ = 93@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_11790 
jump @AMBULAN_13123 

:AMBULAN_11790
0085: 94@ = 88@ // (int) 

:AMBULAN_11798
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_11812
if 
  97@ > 0 
else_jump @AMBULAN_11894 
0085: 85@ = 95@ // (int) 
0085: 88@ = 97@ // (int) 
0085: 86@ = 96@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_11886 
jump @AMBULAN_13123 

:AMBULAN_11886
0085: 97@ = 88@ // (int) 

:AMBULAN_11894
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_11908
if 
  100@ > 0 
else_jump @AMBULAN_11990 
0085: 85@ = 98@ // (int) 
0085: 88@ = 100@ // (int) 
0085: 86@ = 99@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_11982 
jump @AMBULAN_13123 

:AMBULAN_11982
0085: 100@ = 88@ // (int) 

:AMBULAN_11990
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12004
if 
  103@ > 0 
else_jump @AMBULAN_12086 
0085: 85@ = 101@ // (int) 
0085: 88@ = 103@ // (int) 
0085: 86@ = 102@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12078 
jump @AMBULAN_13123 

:AMBULAN_12078
0085: 103@ = 88@ // (int) 

:AMBULAN_12086
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12100
if 
  66@ > 0 
else_jump @AMBULAN_12182 
0085: 85@ = 64@ // (int) 
0085: 88@ = 66@ // (int) 
0085: 86@ = 65@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12174 
jump @AMBULAN_13123 

:AMBULAN_12174
0085: 66@ = 88@ // (int) 

:AMBULAN_12182
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12196
if 
  69@ > 0 
else_jump @AMBULAN_12278 
0085: 85@ = 67@ // (int) 
0085: 88@ = 69@ // (int) 
0085: 86@ = 68@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12270 
jump @AMBULAN_13123 

:AMBULAN_12270
0085: 69@ = 88@ // (int) 

:AMBULAN_12278
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12292
if 
  72@ > 0 
else_jump @AMBULAN_12374 
0085: 85@ = 70@ // (int) 
0085: 88@ = 72@ // (int) 
0085: 86@ = 71@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12366 
jump @AMBULAN_13123 

:AMBULAN_12366
0085: 72@ = 88@ // (int) 

:AMBULAN_12374
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12388
if 
  75@ > 0 
else_jump @AMBULAN_12470 
0085: 85@ = 73@ // (int) 
0085: 88@ = 75@ // (int) 
0085: 86@ = 74@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12462 
jump @AMBULAN_13123 

:AMBULAN_12462
0085: 75@ = 88@ // (int) 

:AMBULAN_12470
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12484
if 
  78@ > 0 
else_jump @AMBULAN_12566 
0085: 85@ = 76@ // (int) 
0085: 88@ = 78@ // (int) 
0085: 86@ = 77@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12558 
jump @AMBULAN_13123 

:AMBULAN_12558
0085: 78@ = 88@ // (int) 

:AMBULAN_12566
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12580
if 
  81@ > 0 
else_jump @AMBULAN_12662 
0085: 85@ = 79@ // (int) 
0085: 88@ = 81@ // (int) 
0085: 86@ = 80@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12654 
jump @AMBULAN_13123 

:AMBULAN_12654
0085: 81@ = 88@ // (int) 

:AMBULAN_12662
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12676
if 
  84@ > 0 
else_jump @AMBULAN_12758 
0085: 85@ = 82@ // (int) 
0085: 88@ = 84@ // (int) 
0085: 86@ = 83@ // (int) 
gosub @AMBULAN_13957 
if 
  87@ == 1 
else_jump @AMBULAN_12750 
jump @AMBULAN_13123 

:AMBULAN_12750
0085: 84@ = 88@ // (int) 

:AMBULAN_12758
248@ += 1 
jump @AMBULAN_12786 

:AMBULAN_12772
248@ = 0 
jump @AMBULAN_12786 

:AMBULAN_12786
if 
003B:   54@ == 45@ // (int) 
else_jump @AMBULAN_13116 
008B: 52@ = $9578 // (int) 
006E: 52@ *= $9578 // (int) 
52@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'REWARD' number 52@ time 6000 style 6  // REWARD $~1~
005E: $411 += 54@ // (int) 
005A: 63@ += 54@ // (int) 
45@ += 1 
54@ = 0 
44@ = 0 
0109: player $PLAYER_CHAR money = 52@ 
60@ = 0 
0164: disable_marker 55@ 
0164: disable_marker 90@ 
0164: disable_marker 93@ 
0164: disable_marker 96@ 
0164: disable_marker 99@ 
0164: disable_marker 102@ 
0164: disable_marker 65@ 
0164: disable_marker 68@ 
0164: disable_marker 71@ 
0164: disable_marker 74@ 
0164: disable_marker 77@ 
0164: disable_marker 80@ 
0164: disable_marker 83@ 
0627: update_integer_stat 158 to $9578 
$9578 += 1 
if 
  $9578 == 13 
else_jump @AMBULAN_13109 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_COMP1' number 5000 time 5000 style 5  // Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 2 
if 
  $2873 == 0 
else_jump @AMBULAN_13107 
030C: progress_made = 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Your maximum health has been increased!
0653: 204@ = float_stat 24 
204@ *= 1.5 
0A1F: increase_float_stat 24 by 204@ 
0595: mission_complete 
$2873 = 1 

:AMBULAN_13107
return 

:AMBULAN_13109
jump @AMBULAN_3149 

:AMBULAN_13116
jump @AMBULAN_11057 

:AMBULAN_13123
014F: stop_timer $9577 
0151: remove_status_text $9578 
0151: remove_status_text $9579 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
if 
   not $9578 == 13 
else_jump @AMBULAN_13202 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Paramedic mission ended
01E3: show_text_1number_styled GXT 'A_SAVES' number 63@ time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_13202
if 
   not $9578 == 13 
else_jump @AMBULAN_13616 
if 
8118:   not actor 89@ dead 
else_jump @AMBULAN_13253 
02A9: set_actor 89@ immune_to_nonplayer 0 
0321: AS_actor 89@ die_headshotted 
034F: destroy_actor_with_fade 89@ 

:AMBULAN_13253
if 
8118:   not actor 92@ dead 
else_jump @AMBULAN_13286 
02A9: set_actor 92@ immune_to_nonplayer 0 
0321: AS_actor 92@ die_headshotted 
034F: destroy_actor_with_fade 92@ 

:AMBULAN_13286
if 
8118:   not actor 95@ dead 
else_jump @AMBULAN_13319 
02A9: set_actor 95@ immune_to_nonplayer 0 
0321: AS_actor 95@ die_headshotted 
034F: destroy_actor_with_fade 95@ 

:AMBULAN_13319
if 
8118:   not actor 98@ dead 
else_jump @AMBULAN_13352 
02A9: set_actor 98@ immune_to_nonplayer 0 
0321: AS_actor 98@ die_headshotted 
034F: destroy_actor_with_fade 98@ 

:AMBULAN_13352
if 
8118:   not actor 101@ dead 
else_jump @AMBULAN_13385 
02A9: set_actor 101@ immune_to_nonplayer 0 
0321: AS_actor 101@ die_headshotted 
034F: destroy_actor_with_fade 101@ 

:AMBULAN_13385
if 
8118:   not actor 64@ dead 
else_jump @AMBULAN_13418 
02A9: set_actor 64@ immune_to_nonplayer 0 
0321: AS_actor 64@ die_headshotted 
034F: destroy_actor_with_fade 64@ 

:AMBULAN_13418
if 
8118:   not actor 67@ dead 
else_jump @AMBULAN_13451 
02A9: set_actor 67@ immune_to_nonplayer 0 
0321: AS_actor 67@ die_headshotted 
034F: destroy_actor_with_fade 67@ 

:AMBULAN_13451
if 
8118:   not actor 70@ dead 
else_jump @AMBULAN_13484 
02A9: set_actor 70@ immune_to_nonplayer 0 
0321: AS_actor 70@ die_headshotted 
034F: destroy_actor_with_fade 70@ 

:AMBULAN_13484
if 
8118:   not actor 73@ dead 
else_jump @AMBULAN_13517 
02A9: set_actor 73@ immune_to_nonplayer 0 
0321: AS_actor 73@ die_headshotted 
034F: destroy_actor_with_fade 73@ 

:AMBULAN_13517
if 
8118:   not actor 76@ dead 
else_jump @AMBULAN_13550 
02A9: set_actor 76@ immune_to_nonplayer 0 
0321: AS_actor 76@ die_headshotted 
034F: destroy_actor_with_fade 76@ 

:AMBULAN_13550
if 
8118:   not actor 79@ dead 
else_jump @AMBULAN_13583 
02A9: set_actor 79@ immune_to_nonplayer 0 
0321: AS_actor 79@ die_headshotted 
034F: destroy_actor_with_fade 79@ 

:AMBULAN_13583
if 
8118:   not actor 82@ dead 
else_jump @AMBULAN_13616 
02A9: set_actor 82@ immune_to_nonplayer 0 
0321: AS_actor 82@ die_headshotted 
034F: destroy_actor_with_fade 82@ 

:AMBULAN_13616
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
60@ = 0 
0164: disable_marker 55@ 
0164: disable_marker 90@ 
0164: disable_marker 93@ 
0164: disable_marker 96@ 
0164: disable_marker 99@ 
0164: disable_marker 102@ 
0164: disable_marker 65@ 
0164: disable_marker 68@ 
0164: disable_marker 71@ 
0164: disable_marker 74@ 
0164: disable_marker 77@ 
0164: disable_marker 80@ 
0164: disable_marker 83@ 
065C: release_decision_maker 243@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $183 = current_time_in_ms 
107@ = 0 

:AMBULAN_13772
if 
  10 > 107@ 
else_jump @AMBULAN_13902 
if 
  232@(107@,10i) == 1 
else_jump @AMBULAN_13839 
0746: set_acquaintance 4 of_actors_pedtype 107@ to_actors_pedtype 0 
242@ -= 1 
232@(107@,10i) = 0 

:AMBULAN_13839
if 
  222@(107@,10i) == 1 
else_jump @AMBULAN_13888 
0746: set_acquaintance 3 of_actors_pedtype 107@ to_actors_pedtype 0 
242@ -= 1 
222@(107@,10i) = 0 

:AMBULAN_13888
107@ += 1 
jump @AMBULAN_13772 

:AMBULAN_13902
$ONMISSION = 0 
$147 = 0 
mission_cleanup 
if 
  $2873 == 1 
else_jump @AMBULAN_13955 
$2873 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:AMBULAN_13955
return 

:AMBULAN_13957
if 
0118:   actor 85@ dead 
else_jump @AMBULAN_13998 
00BC: show_text_highpriority GXT 'A_FAIL3' time 3000 flag 1  // ~r~The patient is dead!!
87@ = 1 
return 

:AMBULAN_13998
if 
  $9577 == 0 
else_jump @AMBULAN_14051 
0321: AS_actor 85@ die_headshotted 
034F: destroy_actor_with_fade 85@ 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
87@ = 1 
return 

:AMBULAN_14051
if 
  88@ == 3 
else_jump @AMBULAN_14219 
00A0: store_actor 85@ position_to 187@ 188@ 189@ 
0227: 48@ = car 42@ health 
if 
001D:   47@ > 48@ // (int) 
else_jump @AMBULAN_14219 
0085: 49@ = 47@ // (int) 
0062: 49@ -= 48@ // (int) 
49@ *= 50 
008B: 43@ = $9577 // (int) 
0062: 43@ -= 49@ // (int) 
if 
  43@ > 10 
else_jump @AMBULAN_14175 
0066: $9577 -= 49@ // (int) 

:AMBULAN_14175
0947: actor 85@ speak_from_audio_table 344 store_spoken_phrase_id_to 244@ 
if 
  0 > $9577 
else_jump @AMBULAN_14211 
$9577 = 0 

:AMBULAN_14211
0085: 47@ = 48@ // (int) 

:AMBULAN_14219
if 
  88@ == 1 
else_jump @AMBULAN_14504 
if 
0106:   actor $PLAYER_ACTOR near_actor 85@ radius 10.0 10.0 2.0 0 in_car 
else_jump @AMBULAN_14504 
01E9: 51@ = car 42@ num_passengers 
01EA: 50@ = car 42@ max_passengers 
if 
003B:   51@ == 50@ // (int) 
else_jump @AMBULAN_14356 
if 
  58@ == 0 
else_jump @AMBULAN_14342 
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_14342
58@ = 1 
jump @AMBULAN_14363 

:AMBULAN_14356
58@ = 0 

:AMBULAN_14363
0227: 47@ = car 42@ health 
if 
  58@ == 0 
else_jump @AMBULAN_14481 
if 
  105@ == 0 
else_jump @AMBULAN_14433 
05CA: AS_actor 85@ enter_car 42@ passenger_seat -1 time -2 
105@ = 1 
jump @AMBULAN_14474 

:AMBULAN_14433
062E: get_actor 85@ task 1482 status_store_to 106@ // ret 7 if not found 
if 
04A4:   106@ == 7 // == constant 
else_jump @AMBULAN_14474 
05CA: AS_actor 85@ enter_car 42@ passenger_seat -1 time -2 

:AMBULAN_14474
jump @AMBULAN_14497 

:AMBULAN_14481
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_14497
88@ = 2 

:AMBULAN_14504
if 
  88@ == 2 
else_jump @AMBULAN_14583 
if 
80F4:   not actor $PLAYER_ACTOR near_actor 85@ radius 20.0 20.0 0 in_car 
else_jump @AMBULAN_14560 
88@ = 1 

:AMBULAN_14560
if 
8449:   not actor 85@ in_a_car 
else_jump @AMBULAN_14583 
88@ = 1 

:AMBULAN_14583
if 
  88@ == 2 
else_jump @AMBULAN_14726 
if 
0449:   actor 85@ in_a_car 
else_jump @AMBULAN_14726 
105@ = 0 
0164: disable_marker 86@ 
if 
  60@ == 0 
else_jump @AMBULAN_14668 
018A: 55@ = create_checkpoint_at 175@ 176@ 177@ 
60@ = 1 

:AMBULAN_14668
0085: 57@ = 160@(248@,13i) // (int) 
57@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 57@ time 6000 style 6  // +~1~ seconds
005E: $9577 += 160@(248@,13i) // (int) 
88@ = 3 

:AMBULAN_14726
if 
  88@ == 3 
else_jump @AMBULAN_14811 
if 
0103:   actor $PLAYER_ACTOR in_sphere 175@ 176@ 177@ radius 6.0 6.0 2.0 sphere 0 stopped_in_car 
else_jump @AMBULAN_14811 
05D3: AS_actor 85@ goto_point 181@ 182@ 183@ mode 6 time -1 ms // versionA 
88@ = 4 

:AMBULAN_14811
if 
  88@ == 4 
else_jump @AMBULAN_15042 
if 
8449:   not actor 85@ in_a_car 
else_jump @AMBULAN_15042 
05D3: AS_actor 85@ goto_point 181@ 182@ 183@ mode 6 time -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Rescued!
if 
  53@ == 1 
else_jump @AMBULAN_14982 
0085: 57@ = 56@ // (int) 
57@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 57@ time 6000 style 6  // +~1~ seconds
03C0: 42@ = actor $PLAYER_ACTOR car 
0227: 62@ = car 42@ health 
62@ += 110 
0224: set_car 42@ health_to 62@ 
005E: $9577 += 56@ // (int) 
53@ += 1 

:AMBULAN_14982
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
54@ += 1 
0623: add 1 to_integer_stat 151 
88@ = 0 
0332: set_actor 85@ bleeding 0 
0961: set_actor 85@ keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 

:AMBULAN_15042
return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_10226 
end_thread 

:FIRETRU_16
$ONMISSION = 1 
$148 = 1 
thread 'FIRETRU' 
wait 0 
if 
  $2875 == 0 
else_jump @FIRETRU_65 
increment_mission_attempts 

:FIRETRU_65
060A: create_decision_maker_type 0 store_to 173@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'FIRETRK' 
08F8: display_stat_update_box 0 
170@ = 0.0 
$9582 = 0 
87@ = 0 
88@ = 0 
$9581 = 0 
89@ = 0 
91@ = 0 
90@ = 0 
129@ = 7.0 
$9580 = 1 
85@ = 0 
134@ = 0 
86@ = 0 
92@ = 0 
43@ = -1 
43@ = -1 
43@ = -1 
95@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
$9588 = 0 
$9587 = 0 
03C7: set_sensitivity_to_crime 0.5 
if 
  $ONMISSION == 0 
else_jump @FIRETRU_789 
018A: 71@ = create_checkpoint_at $72 $73 $74 
018A: 72@ = create_checkpoint_at $72 $73 $74 
018A: 73@ = create_checkpoint_at $72 $73 $74 
018A: 74@ = create_checkpoint_at $72 $73 $74 
018A: 75@ = create_checkpoint_at $72 $73 $74 
018A: 76@ = create_checkpoint_at $72 $73 $74 
018A: 77@ = create_checkpoint_at $72 $73 $74 
018A: 78@ = create_checkpoint_at $72 $73 $74 
018A: 79@ = create_checkpoint_at $72 $73 $74 
018A: 80@ = create_checkpoint_at $72 $73 $74 
018A: 81@ = create_checkpoint_at $72 $73 $74 
018A: 82@ = create_checkpoint_at $72 $73 $74 
018A: 83@ = create_checkpoint_at $72 $73 $74 
018A: 84@ = create_checkpoint_at $72 $73 $74 
00A5: 43@ = create_car 470 at 0.0 0.0 0.0 
009A: 47@ = create_actor_pedtype 24 model 280 at 0.0 0.0 0.0 
0325: 57@ = create_car 43@ fire 
0325: 58@ = create_car 43@ fire 
0325: 59@ = create_car 43@ fire 
0325: 60@ = create_car 43@ fire 
0326: 61@ = create_actor 47@ fire 
0326: 62@ = create_actor 47@ fire 
0326: 63@ = create_actor 47@ fire 
0326: 64@ = create_actor 47@ fire 
0326: 65@ = create_actor 47@ fire 
0326: 66@ = create_actor 47@ fire 
0326: 67@ = create_actor 47@ fire 
0326: 68@ = create_actor 47@ fire 
0326: 69@ = create_actor 47@ fire 
0326: 70@ = create_actor 47@ fire 

:FIRETRU_789
96@ = 0 
97@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
0209: 133@ = random_int_in_ranges 25 44 
if 
  133@ == 25 
else_jump @FIRETRU_1027 
04AF: 134@ = 405 // = constant 

:FIRETRU_1027
if 
  133@ == 26 
else_jump @FIRETRU_1053 
04AF: 134@ = 418 // = constant 

:FIRETRU_1053
if 
  133@ == 27 
else_jump @FIRETRU_1079 
04AF: 134@ = 421 // = constant 

:FIRETRU_1079
if 
  133@ == 28 
else_jump @FIRETRU_1105 
04AF: 134@ = 400 // = constant 

:FIRETRU_1105
if 
  133@ == 29 
else_jump @FIRETRU_1131 
04AF: 134@ = 404 // = constant 

:FIRETRU_1131
if 
  133@ == 30 
else_jump @FIRETRU_1157 
04AF: 134@ = 445 // = constant 

:FIRETRU_1157
if 
  133@ == 31 
else_jump @FIRETRU_1183 
04AF: 134@ = 466 // = constant 

:FIRETRU_1183
if 
  133@ == 32 
else_jump @FIRETRU_1209 
04AF: 134@ = 467 // = constant 

:FIRETRU_1209
if 
  133@ == 33 
else_jump @FIRETRU_1235 
04AF: 134@ = 479 // = constant 

:FIRETRU_1235
if 
  133@ == 34 
else_jump @FIRETRU_1261 
04AF: 134@ = 413 // = constant 

:FIRETRU_1261
if 
  133@ == 35 
else_jump @FIRETRU_1287 
04AF: 134@ = 420 // = constant 

:FIRETRU_1287
if 
  133@ == 36 
else_jump @FIRETRU_1313 
04AF: 134@ = 438 // = constant 

:FIRETRU_1313
if 
  133@ == 37 
else_jump @FIRETRU_1339 
04AF: 134@ = 440 // = constant 

:FIRETRU_1339
if 
  133@ == 38 
else_jump @FIRETRU_1365 
04AF: 134@ = 551 // = constant 

:FIRETRU_1365
if 
  133@ == 39 
else_jump @FIRETRU_1391 
04AF: 134@ = 470 // = constant 

:FIRETRU_1391
if 
  133@ == 40 
else_jump @FIRETRU_1417 
04AF: 134@ = 482 // = constant 

:FIRETRU_1417
if 
  133@ == 41 
else_jump @FIRETRU_1443 
04AF: 134@ = 546 // = constant 

:FIRETRU_1443
if 
  133@ == 42 
else_jump @FIRETRU_1469 
04AF: 134@ = 492 // = constant 

:FIRETRU_1469
if 
  133@ == 43 
else_jump @FIRETRU_1495 
04AF: 134@ = 560 // = constant 

:FIRETRU_1495
0247: load_model 134@ 
wait 0 
gosub @FIRETRU_8231 
if 
  85@ == 1 
else_jump @FIRETRU_1536 
jump @FIRETRU_10226 

:FIRETRU_1536
if 
8248:   not model 134@ available 
else_jump @FIRETRU_1600 
wait 0 
0247: load_model 134@ 
gosub @FIRETRU_8231 
if 
  85@ == 1 
else_jump @FIRETRU_1593 
jump @FIRETRU_10226 

:FIRETRU_1593
jump @FIRETRU_1536 

:FIRETRU_1600
127@ = 0 
gosub @FIRETRU_5973 
0087: 135@ = 161@ // (float) 
0087: 136@ = 162@ // (float) 
0087: 137@ = 163@ // (float) 
0395: clear_area 0 at 135@ 136@ 137@ radius 5.0 
00A5: 43@ = create_car 134@ at 135@ 136@ 137@ 
0574: set_car 43@ keep_position 1 
0175: set_car 43@ Z_angle_to 168@ 
0587: enable_car 43@ validate_position 0 
02AC: set_car 43@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0208: 131@ = random_float_in_ranges 0.0 359.9 
0175: set_car 43@ Z_angle_to 131@ 
0325: 58@ = create_car 43@ fire 
0164: disable_marker 72@ 
0186: 72@ = create_marker_above_car 43@ 
07E0: set_marker 72@ type_to 1 
018B: set_marker 72@ radar_mode 2 
03ED: set_car 43@ disable_flipped_explosion_when_empty 1 
127@ = 1 
96@ += 1 
0560: create_random_actor_in_car 43@ handle_as 48@ 
060B: set_actor 48@ decision_maker_to 173@ 
0588: disable_actor 48@ validate_position 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
02AB: set_actor 48@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 
if 
  $9580 > 2 
else_jump @FIRETRU_1913 
0561: 49@ = create_passenger_in_car 43@ seat 0 
060B: set_actor 49@ decision_maker_to 173@ 
0588: disable_actor 49@ validate_position 0 
02A9: set_actor 49@ immune_to_nonplayer 1 
02AB: set_actor 49@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_1913
if 
  $9580 > 3 
else_jump @FIRETRU_1985 
0561: 50@ = create_passenger_in_car 43@ seat 1 
060B: set_actor 50@ decision_maker_to 173@ 
0588: disable_actor 50@ validate_position 0 
02A9: set_actor 50@ immune_to_nonplayer 1 
02AB: set_actor 50@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_1985
if 
  $9580 > 4 
else_jump @FIRETRU_2176 
gosub @FIRETRU_5973 
0087: 138@ = 161@ // (float) 
0087: 139@ = 162@ // (float) 
0087: 140@ = 163@ // (float) 
0395: clear_area 0 at 138@ 139@ 140@ radius 5.0 
00A5: 44@ = create_car 134@ at 138@ 139@ 140@ 
0574: set_car 44@ keep_position 1 
0175: set_car 44@ Z_angle_to 168@ 
0587: enable_car 44@ validate_position 0 
02AC: set_car 44@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039F: set_car 44@ race_to 135@ 136@ 
0325: 59@ = create_car 44@ fire 
04BA: set_car 44@ speed_to 20.0 
0164: disable_marker 73@ 
0186: 73@ = create_marker_above_car 44@ 
07E0: set_marker 73@ type_to 1 
018B: set_marker 73@ radar_mode 2 
03ED: set_car 44@ disable_flipped_explosion_when_empty 1 
96@ += 1 

:FIRETRU_2176
if 
  $9580 > 5 
else_jump @FIRETRU_2246 
0560: create_random_actor_in_car 44@ handle_as 51@ 
060B: set_actor 51@ decision_maker_to 173@ 
0588: disable_actor 51@ validate_position 0 
02A9: set_actor 51@ immune_to_nonplayer 1 
02AB: set_actor 51@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2246
if 
  $9580 > 6 
else_jump @FIRETRU_2318 
0561: 52@ = create_passenger_in_car 44@ seat 0 
060B: set_actor 52@ decision_maker_to 173@ 
0588: disable_actor 52@ validate_position 0 
02A9: set_actor 52@ immune_to_nonplayer 1 
02AB: set_actor 52@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2318
if 
  $9580 > 7 
else_jump @FIRETRU_2390 
0561: 53@ = create_passenger_in_car 44@ seat 1 
060B: set_actor 53@ decision_maker_to 173@ 
0588: disable_actor 53@ validate_position 0 
02A9: set_actor 53@ immune_to_nonplayer 1 
02AB: set_actor 53@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2390
if 
  $9580 > 8 
else_jump @FIRETRU_2581 
gosub @FIRETRU_5973 
0087: 141@ = 161@ // (float) 
0087: 142@ = 162@ // (float) 
0087: 143@ = 163@ // (float) 
0395: clear_area 0 at 141@ 142@ 143@ radius 5.0 
00A5: 45@ = create_car 134@ at 141@ 142@ 143@ 
0574: set_car 45@ keep_position 1 
0175: set_car 45@ Z_angle_to 168@ 
0587: enable_car 45@ validate_position 0 
02AC: set_car 45@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039F: set_car 45@ race_to 135@ 136@ 
0325: 60@ = create_car 45@ fire 
04BA: set_car 45@ speed_to 20.0 
0164: disable_marker 74@ 
0186: 74@ = create_marker_above_car 45@ 
07E0: set_marker 74@ type_to 1 
018B: set_marker 74@ radar_mode 2 
03ED: set_car 45@ disable_flipped_explosion_when_empty 1 
96@ += 1 

:FIRETRU_2581
0249: release_model 134@ 
if 
  $9580 > 9 
else_jump @FIRETRU_2656 
0560: create_random_actor_in_car 45@ handle_as 54@ 
060B: set_actor 54@ decision_maker_to 173@ 
0588: disable_actor 54@ validate_position 0 
02A9: set_actor 54@ immune_to_nonplayer 1 
02AB: set_actor 54@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2656
if 
  $9580 > 10 
else_jump @FIRETRU_2728 
0561: 55@ = create_passenger_in_car 45@ seat 0 
060B: set_actor 55@ decision_maker_to 173@ 
0588: disable_actor 55@ validate_position 0 
02A9: set_actor 55@ immune_to_nonplayer 1 
02AB: set_actor 55@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2728
if 
  $9580 > 11 
else_jump @FIRETRU_2800 
0561: 56@ = create_passenger_in_car 45@ seat 1 
060B: set_actor 56@ decision_maker_to 173@ 
0588: disable_actor 56@ validate_position 0 
02A9: set_actor 56@ immune_to_nonplayer 1 
02AB: set_actor 56@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
96@ += 1 

:FIRETRU_2800
if 
8119:   not car 43@ wrecked 
else_jump @FIRETRU_2823 
00AF: set_car 43@ driver_behaviour_to 11 

:FIRETRU_2823
if 
8119:   not car 44@ wrecked 
else_jump @FIRETRU_2846 
00AF: set_car 44@ driver_behaviour_to 11 

:FIRETRU_2846
if 
8119:   not car 45@ wrecked 
else_jump @FIRETRU_2869 
00AF: set_car 45@ driver_behaviour_to 11 

:FIRETRU_2869
gosub @FIRETRU_8231 
if 
  85@ == 1 
else_jump @FIRETRU_2901 
jump @FIRETRU_10226 

:FIRETRU_2901
if 
8118:   not actor 48@ dead 
else_jump @FIRETRU_3008 
00A0: store_actor 48@ position_to 154@ 155@ 156@ 
0843: get_zone_at 154@ 155@ 156@ nameA_to s$9583 // 8-byte string 
if 
  5 > $9580 
else_jump @FIRETRU_2989 
0384: show_text_1string GXT 'F_START' string s$9583 time 5000 1  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
jump @FIRETRU_3008 

:FIRETRU_2989
0384: show_text_1string GXT 'F_STAR1' string s$9583 time 5000 1  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.

:FIRETRU_3008
if 
  $9580 == 1 
else_jump @FIRETRU_3038 
96@ -= 1 
009B: destroy_actor 48@ 

:FIRETRU_3038
if 
  88@ == 0 
else_jump @FIRETRU_3104 
03C3: set_timer_to $9582 type 1 GXT 'FIRTIME' // global_variable  // TIME LEFT
04F7: status_text $9580 type 0 line 1 GXT 'FLEV' // global_variable  // LEVEL
88@ = 1 
jump @FIRETRU_3108 

:FIRETRU_3104
0396: pause_timer 0 

:FIRETRU_3108
008B: 93@ = $9580 // (int) 
93@ -= 4 
01BD: $15 = current_time_in_ms 
008B: 95@ = $15 // (int) 
95@ += 3000 

:FIRETRU_3144
if 
0735:   is_keyboard_key_pressed 32 
else_jump @FIRETRU_3169 
$9582 = 300000 

:FIRETRU_3169
if 
0735:   is_keyboard_key_pressed 137 
else_jump @FIRETRU_3311 
if 
8119:   not car 43@ wrecked 
else_jump @FIRETRU_3215 
03F5: set_car 43@ apply_damage_rules 0 
03F5: set_car 43@ apply_damage_rules 1 

:FIRETRU_3215
if 
  $9580 > 4 
else_jump @FIRETRU_3263 
if 
8119:   not car 44@ wrecked 
else_jump @FIRETRU_3263 
03F5: set_car 44@ apply_damage_rules 0 
03F5: set_car 44@ apply_damage_rules 1 

:FIRETRU_3263
if 
  $9580 > 8 
else_jump @FIRETRU_3311 
if 
8119:   not car 45@ wrecked 
else_jump @FIRETRU_3311 
03F5: set_car 45@ apply_damage_rules 0 
03F5: set_car 45@ apply_damage_rules 1 

:FIRETRU_3311
if 
0735:   is_keyboard_key_pressed 83 
else_jump @FIRETRU_3347 
$2875 = 0 
$9580 = 12 
jump @FIRETRU_9662 

:FIRETRU_3347
if 
0735:   is_keyboard_key_pressed 90 
else_jump @FIRETRU_3515 
014F: stop_timer $9582 
0151: remove_status_text $9581 
0151: remove_status_text $9580 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 87@ = $9580 // (int) 
006E: 87@ *= $9580 // (int) 
87@ *= 50 
005A: 91@ += 87@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 87@ time 6000 style 5  // REWARD $~1~
0109: player $PLAYER_CHAR money = 87@ 
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 2 

:FIRETRU_3515
if 
  85@ == 1 
else_jump @FIRETRU_3540 
jump @FIRETRU_10226 

:FIRETRU_3540
wait 0 
01BD: $15 = current_time_in_ms 
gosub @FIRETRU_8231 
if 
  85@ == 1 
else_jump @FIRETRU_3581 
jump @FIRETRU_10226 

:FIRETRU_3581
if 
  2 > $149 
else_jump @FIRETRU_3780 
if 
  $149 == 0 
else_jump @FIRETRU_3703 
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3696 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3689 
if 
  40@ > 1000 
else_jump @FIRETRU_3682 
0A6D: print_help_forever_conditional 'SPRAY_1' 0  // Press and hold ~m~~widget_vc_shoot~ to fire the water cannon and the camera movement controls to aim the water cannon.
$149 = 1 

:FIRETRU_3682
jump @FIRETRU_3696 

:FIRETRU_3689
40@ = 0 

:FIRETRU_3696
jump @FIRETRU_3780 

:FIRETRU_3703
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3780 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3773 
if 
  40@ > 1000 
else_jump @FIRETRU_3766 
03E5: show_text_box 'SIREN_1'  // To turn on this vehicle's sirens tap ~m~~widget_horn~.
$149 = 2 

:FIRETRU_3766
jump @FIRETRU_3780 

:FIRETRU_3773
40@ = 0 

:FIRETRU_3780
if 
8119:   not car 43@ wrecked 
else_jump @FIRETRU_4163 
if 
0205:   actor $PLAYER_ACTOR near_car 43@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4001 
if 
  112@ == 0 
else_jump @FIRETRU_3994 
0587: enable_car 43@ validate_position 1 
0574: set_car 43@ keep_position 0 
112@ = 1 
if 
  $9580 > 1 
else_jump @FIRETRU_3912 
if 
8118:   not actor 48@ dead 
else_jump @FIRETRU_3912 
0588: disable_actor 48@ validate_position 1 

:FIRETRU_3912
if 
  $9580 > 2 
else_jump @FIRETRU_3953 
if 
8118:   not actor 49@ dead 
else_jump @FIRETRU_3953 
0588: disable_actor 49@ validate_position 1 

:FIRETRU_3953
if 
  $9580 > 3 
else_jump @FIRETRU_3994 
if 
8118:   not actor 50@ dead 
else_jump @FIRETRU_3994 
0588: disable_actor 50@ validate_position 1 

:FIRETRU_3994
jump @FIRETRU_4163 

:FIRETRU_4001
if 
  112@ == 1 
else_jump @FIRETRU_4163 
0587: enable_car 43@ validate_position 0 
0574: set_car 43@ keep_position 1 
112@ = 0 
if 
  $9580 > 1 
else_jump @FIRETRU_4081 
if 
8118:   not actor 48@ dead 
else_jump @FIRETRU_4081 
0588: disable_actor 48@ validate_position 0 

:FIRETRU_4081
if 
  $9580 > 2 
else_jump @FIRETRU_4122 
if 
8118:   not actor 49@ dead 
else_jump @FIRETRU_4122 
0588: disable_actor 49@ validate_position 0 

:FIRETRU_4122
if 
  $9580 > 3 
else_jump @FIRETRU_4163 
if 
8118:   not actor 50@ dead 
else_jump @FIRETRU_4163 
0588: disable_actor 50@ validate_position 0 

:FIRETRU_4163
if 
  $9580 > 4 
else_jump @FIRETRU_4965 
if 
8119:   not car 44@ wrecked 
else_jump @FIRETRU_4564 
if 
0205:   actor $PLAYER_ACTOR near_car 44@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4402 
if 
  113@ == 0 
else_jump @FIRETRU_4395 
0587: enable_car 44@ validate_position 1 
0574: set_car 44@ keep_position 0 
113@ = 1 
if 
  $9580 > 5 
else_jump @FIRETRU_4313 
if 
8118:   not actor 51@ dead 
else_jump @FIRETRU_4313 
0588: disable_actor 51@ validate_position 1 

:FIRETRU_4313
if 
  $9580 > 6 
else_jump @FIRETRU_4354 
if 
8118:   not actor 52@ dead 
else_jump @FIRETRU_4354 
0588: disable_actor 52@ validate_position 1 

:FIRETRU_4354
if 
  $9580 > 7 
else_jump @FIRETRU_4395 
if 
8118:   not actor 53@ dead 
else_jump @FIRETRU_4395 
0588: disable_actor 53@ validate_position 1 

:FIRETRU_4395
jump @FIRETRU_4564 

:FIRETRU_4402
if 
  113@ == 1 
else_jump @FIRETRU_4564 
0587: enable_car 44@ validate_position 0 
0574: set_car 44@ keep_position 1 
113@ = 0 
if 
  $9580 > 5 
else_jump @FIRETRU_4482 
if 
8118:   not actor 51@ dead 
else_jump @FIRETRU_4482 
0588: disable_actor 51@ validate_position 0 

:FIRETRU_4482
if 
  $9580 > 6 
else_jump @FIRETRU_4523 
if 
8118:   not actor 52@ dead 
else_jump @FIRETRU_4523 
0588: disable_actor 52@ validate_position 0 

:FIRETRU_4523
if 
  $9580 > 7 
else_jump @FIRETRU_4564 
if 
8118:   not actor 53@ dead 
else_jump @FIRETRU_4564 
0588: disable_actor 53@ validate_position 0 

:FIRETRU_4564
if 
  $9580 > 8 
else_jump @FIRETRU_4965 
if 
8119:   not car 45@ wrecked 
else_jump @FIRETRU_4965 
if 
0205:   actor $PLAYER_ACTOR near_car 45@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4803 
if 
  114@ == 0 
else_jump @FIRETRU_4796 
0587: enable_car 45@ validate_position 1 
0574: set_car 45@ keep_position 0 
if 
  $9580 > 9 
else_jump @FIRETRU_4707 
if 
8118:   not actor 54@ dead 
else_jump @FIRETRU_4707 
0588: disable_actor 54@ validate_position 1 

:FIRETRU_4707
if 
  $9580 > 10 
else_jump @FIRETRU_4748 
if 
8118:   not actor 55@ dead 
else_jump @FIRETRU_4748 
0588: disable_actor 55@ validate_position 1 

:FIRETRU_4748
if 
  $9580 > 11 
else_jump @FIRETRU_4789 
if 
8118:   not actor 56@ dead 
else_jump @FIRETRU_4789 
0588: disable_actor 56@ validate_position 1 

:FIRETRU_4789
114@ = 1 

:FIRETRU_4796
jump @FIRETRU_4965 

:FIRETRU_4803
if 
  114@ == 1 
else_jump @FIRETRU_4965 
0587: enable_car 45@ validate_position 0 
0574: set_car 45@ keep_position 1 
114@ = 0 
if 
  $9580 > 9 
else_jump @FIRETRU_4883 
if 
8118:   not actor 54@ dead 
else_jump @FIRETRU_4883 
0588: disable_actor 54@ validate_position 0 

:FIRETRU_4883
if 
  $9580 > 10 
else_jump @FIRETRU_4924 
if 
8118:   not actor 55@ dead 
else_jump @FIRETRU_4924 
0588: disable_actor 55@ validate_position 0 

:FIRETRU_4924
if 
  $9580 > 11 
else_jump @FIRETRU_4965 
if 
8118:   not actor 56@ dead 
else_jump @FIRETRU_4965 
0588: disable_actor 56@ validate_position 0 

:FIRETRU_4965
0085: 42@ = 43@ // (int) 
0085: 57@ = 58@ // (int) 
0085: 98@ = 100@ // (int) 
0085: 71@ = 72@ // (int) 
$9588 = 1 
gosub @FIRETRU_8446 
0085: 58@ = 57@ // (int) 
0085: 100@ = 98@ // (int) 
0085: 72@ = 71@ // (int) 
if 
  $9580 > 1 
else_jump @FIRETRU_5116 
0085: 47@ = 48@ // (int) 
0085: 99@ = 103@ // (int) 
0085: 61@ = 62@ // (int) 
0085: 75@ = 76@ // (int) 
gosub @FIRETRU_8974 
0085: 103@ = 99@ // (int) 
0085: 62@ = 61@ // (int) 
0085: 76@ = 75@ // (int) 

:FIRETRU_5116
if 
  $9580 > 2 
else_jump @FIRETRU_5197 
0085: 47@ = 49@ // (int) 
0085: 99@ = 104@ // (int) 
0085: 61@ = 63@ // (int) 
0085: 75@ = 77@ // (int) 
gosub @FIRETRU_8974 
0085: 104@ = 99@ // (int) 
0085: 63@ = 61@ // (int) 
0085: 77@ = 75@ // (int) 

:FIRETRU_5197
if 
  $9580 > 3 
else_jump @FIRETRU_5278 
0085: 47@ = 50@ // (int) 
0085: 99@ = 105@ // (int) 
0085: 61@ = 64@ // (int) 
0085: 75@ = 78@ // (int) 
gosub @FIRETRU_8974 
0085: 105@ = 99@ // (int) 
0085: 64@ = 61@ // (int) 
0085: 78@ = 75@ // (int) 

:FIRETRU_5278
if 
  $9580 > 4 
else_jump @FIRETRU_5366 
0085: 42@ = 44@ // (int) 
0085: 57@ = 59@ // (int) 
0085: 98@ = 101@ // (int) 
0085: 71@ = 73@ // (int) 
$9588 = 2 
gosub @FIRETRU_8446 
0085: 59@ = 57@ // (int) 
0085: 101@ = 98@ // (int) 
0085: 73@ = 71@ // (int) 

:FIRETRU_5366
if 
  $9580 > 5 
else_jump @FIRETRU_5447 
0085: 47@ = 51@ // (int) 
0085: 99@ = 106@ // (int) 
0085: 61@ = 65@ // (int) 
0085: 75@ = 79@ // (int) 
gosub @FIRETRU_8974 
0085: 106@ = 99@ // (int) 
0085: 65@ = 61@ // (int) 
0085: 79@ = 75@ // (int) 

:FIRETRU_5447
if 
  $9580 > 6 
else_jump @FIRETRU_5528 
0085: 47@ = 52@ // (int) 
0085: 99@ = 107@ // (int) 
0085: 61@ = 66@ // (int) 
0085: 75@ = 80@ // (int) 
gosub @FIRETRU_8974 
0085: 107@ = 99@ // (int) 
0085: 66@ = 61@ // (int) 
0085: 80@ = 75@ // (int) 

:FIRETRU_5528
if 
  $9580 > 7 
else_jump @FIRETRU_5609 
0085: 47@ = 53@ // (int) 
0085: 99@ = 108@ // (int) 
0085: 61@ = 67@ // (int) 
0085: 75@ = 81@ // (int) 
gosub @FIRETRU_8974 
0085: 108@ = 99@ // (int) 
0085: 67@ = 61@ // (int) 
0085: 81@ = 75@ // (int) 

:FIRETRU_5609
if 
  $9580 > 8 
else_jump @FIRETRU_5697 
0085: 42@ = 45@ // (int) 
0085: 57@ = 60@ // (int) 
0085: 98@ = 102@ // (int) 
0085: 71@ = 74@ // (int) 
$9588 = 3 
gosub @FIRETRU_8446 
0085: 60@ = 57@ // (int) 
0085: 102@ = 98@ // (int) 
0085: 74@ = 71@ // (int) 

:FIRETRU_5697
if 
  $9580 > 9 
else_jump @FIRETRU_5778 
0085: 47@ = 54@ // (int) 
0085: 99@ = 109@ // (int) 
0085: 61@ = 68@ // (int) 
0085: 75@ = 82@ // (int) 
gosub @FIRETRU_8974 
0085: 109@ = 99@ // (int) 
0085: 68@ = 61@ // (int) 
0085: 82@ = 75@ // (int) 

:FIRETRU_5778
if 
  $9580 > 10 
else_jump @FIRETRU_5859 
0085: 47@ = 55@ // (int) 
0085: 99@ = 110@ // (int) 
0085: 61@ = 69@ // (int) 
0085: 75@ = 83@ // (int) 
gosub @FIRETRU_8974 
0085: 110@ = 99@ // (int) 
0085: 69@ = 61@ // (int) 
0085: 83@ = 75@ // (int) 

:FIRETRU_5859
if 
  $9580 > 11 
else_jump @FIRETRU_5940 
0085: 47@ = 56@ // (int) 
0085: 99@ = 111@ // (int) 
0085: 61@ = 70@ // (int) 
0085: 75@ = 84@ // (int) 
gosub @FIRETRU_8974 
0085: 111@ = 99@ // (int) 
0085: 70@ = 61@ // (int) 
0085: 84@ = 75@ // (int) 

:FIRETRU_5940
if 
002D:   97@ >= 96@ // (int) 
else_jump @FIRETRU_5966 
jump @FIRETRU_9662 

:FIRETRU_5966
jump @FIRETRU_3144 

:FIRETRU_5973
wait 0 
128@ = 0 
40@ = 0 

:FIRETRU_5991
if 
  128@ == 0 
else_jump @FIRETRU_7962 
128@ = 1 
171@ = 1 
170@ += 1.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FIRETRU_6100 
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 407 
else_jump @FIRETRU_6093 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
85@ = 1 

:FIRETRU_6093
jump @FIRETRU_6107 

:FIRETRU_6100
85@ = 1 

:FIRETRU_6107
if 
0A52:   is_widget_released 72 
else_jump @FIRETRU_6133 
wait 100 
90@ = 1 

:FIRETRU_6133
if 
  90@ == 1 
else_jump @FIRETRU_6193 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_6193 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
85@ = 1 

:FIRETRU_6193
if 
  85@ == 1 
else_jump @FIRETRU_6218 
jump @FIRETRU_10226 

:FIRETRU_6218
00A0: store_actor $PLAYER_ACTOR position_to 151@ 152@ 153@ 
008F: 164@ = integer $9580 to_float 
164@ *= 60.0 
005B: 164@ += 170@ // (float) 
if 
  170.0 > 164@ 
else_jump @FIRETRU_6289 
164@ = 170.0 

:FIRETRU_6289
0087: 157@ = 151@ // (float) 
005B: 157@ += 164@ // (float) 
0087: 159@ = 151@ // (float) 
0063: 159@ -= 164@ // (float) 
0087: 158@ = 152@ // (float) 
005B: 158@ += 164@ // (float) 
0087: 160@ = 152@ // (float) 
0063: 160@ -= 164@ // (float) 
0208: 161@ = random_float_in_ranges 159@ 157@ 
0208: 162@ = random_float_in_ranges 160@ 158@ 
04B9: unknown_get_at 161@ 162@ 153@ height 10.0 radius 500.0 store_to 161@ 162@ 163@ 165@ 166@ 167@ 168@ 
if 
  161@ == 0.0 
else_jump @FIRETRU_6508 
if 
  162@ == 0.0 
else_jump @FIRETRU_6508 
if 
  165@ == 0.0 
else_jump @FIRETRU_6508 
if 
  166@ == 0.0 
else_jump @FIRETRU_6508 
128@ = 0 

:FIRETRU_6508
if 
  128@ == 1 
else_jump @FIRETRU_6677 
050A: 132@ = distance_between_XYZ 151@ 152@ 153@ and_XYZ 161@ 162@ 163@ 
if 
  140.0 > 132@ 
else_jump @FIRETRU_6577 
128@ = 0 

:FIRETRU_6577
if 
  127@ == 1 
else_jump @FIRETRU_6663 
if 
  35.0 > 170@ 
else_jump @FIRETRU_6656 
0843: get_zone_at 161@ 162@ 163@ nameA_to s$9585 // 8-byte string 
if 
85AD:   not  s$9585 == s$9583 // s$ == short 
else_jump @FIRETRU_6656 
128@ = 0 

:FIRETRU_6656
jump @FIRETRU_6677 

:FIRETRU_6663
0843: get_zone_at 161@ 162@ 163@ nameA_to s$9583 // 8-byte string 

:FIRETRU_6677
if 
  128@ == 1 
else_jump @FIRETRU_7279 
0652: $24 = integer_stat 181 
if 
  2 > $24 
else_jump @FIRETRU_7279 
if 
  $24 == 0 
else_jump @FIRETRU_7037 
if and
  78.4427 > 161@ 
  -699.519 > 162@ 
else_jump @FIRETRU_6777 
128@ = 0 

:FIRETRU_6777
if 
  128@ == 1 
else_jump @FIRETRU_7037 
if and
  -252.6557 > 161@ 
  -285.766 > 162@ 
else_jump @FIRETRU_6833 
128@ = 0 

:FIRETRU_6833
if 
  128@ == 1 
else_jump @FIRETRU_7037 
if 
  -948.3447 > 161@ 
else_jump @FIRETRU_6879 
128@ = 0 

:FIRETRU_6879
if 
  128@ == 1 
else_jump @FIRETRU_7037 
if and
  161@ > 1473.448 
  162@ > 403.7353 
else_jump @FIRETRU_6935 
128@ = 0 

:FIRETRU_6935
if 
  128@ == 1 
else_jump @FIRETRU_7037 
if 
  162@ > 578.6325 
else_jump @FIRETRU_6981 
128@ = 0 

:FIRETRU_6981
if 
  128@ == 1 
else_jump @FIRETRU_7037 
if and
  837.5551 > 161@ 
  162@ > 347.4097 
else_jump @FIRETRU_7037 
128@ = 0 

:FIRETRU_7037
if 
  128@ == 1 
else_jump @FIRETRU_7279 
if 
  $24 == 1 
else_jump @FIRETRU_7279 
if and
  161@ > 1473.448 
  162@ > 403.7353 
else_jump @FIRETRU_7111 
128@ = 0 

:FIRETRU_7111
if 
  128@ == 1 
else_jump @FIRETRU_7279 
if and
  162@ > 578.6325 
  161@ > -1528.498 
else_jump @FIRETRU_7167 
128@ = 0 

:FIRETRU_7167
if 
  128@ == 1 
else_jump @FIRETRU_7279 
if and
  837.5551 > 161@ 
  161@ > -1528.498 
  162@ > 347.4097 
else_jump @FIRETRU_7233 
128@ = 0 

:FIRETRU_7233
if 
  128@ == 1 
else_jump @FIRETRU_7279 
if 
  162@ > 1380.0 
else_jump @FIRETRU_7279 
128@ = 0 

:FIRETRU_7279
if 
  128@ == 1 
else_jump @FIRETRU_7479 
if 
  2150.0 > 161@ 
else_jump @FIRETRU_7388 
if 
  161@ > 1970.0 
else_jump @FIRETRU_7388 
if 
  -2274.0 > 162@ 
else_jump @FIRETRU_7388 
if 
  162@ > -2670.0 
else_jump @FIRETRU_7388 
128@ = 0 

:FIRETRU_7388
if 
  2150.0 > 161@ 
else_jump @FIRETRU_7479 
if 
  161@ > 1590.0 
else_jump @FIRETRU_7479 
if 
  -2397.0 > 162@ 
else_jump @FIRETRU_7479 
if 
  162@ > -2670.0 
else_jump @FIRETRU_7479 
128@ = 0 

:FIRETRU_7479
if 
  128@ == 1 
else_jump @FIRETRU_7679 
if 
  -1070.0 > 161@ 
else_jump @FIRETRU_7588 
if 
  161@ > -1737.0 
else_jump @FIRETRU_7588 
if 
  -185.0 > 162@ 
else_jump @FIRETRU_7588 
if 
  162@ > -590.0 
else_jump @FIRETRU_7588 
128@ = 0 

:FIRETRU_7588
if 
  -1081.0 > 161@ 
else_jump @FIRETRU_7679 
if 
  161@ > -1600.0 
else_jump @FIRETRU_7679 
if 
  415.0 > 162@ 
else_jump @FIRETRU_7679 
if 
  162@ > -185.0 
else_jump @FIRETRU_7679 
128@ = 0 

:FIRETRU_7679
if 
  128@ == 1 
else_jump @FIRETRU_7788 
if 
  1733.0 > 161@ 
else_jump @FIRETRU_7788 
if 
  161@ > 1500.0 
else_jump @FIRETRU_7788 
if 
  1702.0 > 162@ 
else_jump @FIRETRU_7788 
if 
  162@ > 1529.0 
else_jump @FIRETRU_7788 
128@ = 0 

:FIRETRU_7788
if 
  128@ == 1 
else_jump @FIRETRU_7951 
if 
  $9580 > 4 
else_jump @FIRETRU_7951 
050A: 169@ = distance_between_XYZ 135@ 136@ 137@ and_XYZ 161@ 162@ 163@ 
if 
  20.0 > 169@ 
else_jump @FIRETRU_7882 
128@ = 0 
jump @FIRETRU_7951 

:FIRETRU_7882
if 
  $9580 > 8 
else_jump @FIRETRU_7951 
050A: 169@ = distance_between_XYZ 138@ 139@ 140@ and_XYZ 161@ 162@ 163@ 
if 
  20.0 > 169@ 
else_jump @FIRETRU_7951 
128@ = 0 

:FIRETRU_7951
wait 0 
jump @FIRETRU_5991 

:FIRETRU_7962
if 
  $9580 > 4 
else_jump @FIRETRU_8094 
050A: 169@ = distance_between_XYZ 135@ 136@ 137@ and_XYZ 161@ 162@ 163@ 
if 
  $9580 > 8 
else_jump @FIRETRU_8069 
050A: 169@ = distance_between_XYZ 138@ 139@ 140@ and_XYZ 161@ 162@ 163@ 
169@ /= 4.0 
005B: 132@ += 169@ // (float) 
jump @FIRETRU_8087 

:FIRETRU_8069
005B: 132@ += 169@ // (float) 
169@ /= 8.0 

:FIRETRU_8087
jump @FIRETRU_8094 

:FIRETRU_8094
if 
  9 > $9580 
else_jump @FIRETRU_8137 
0087: 130@ = 132@ // (float) 
130@ /= 8.0 
jump @FIRETRU_8155 

:FIRETRU_8137
0087: 130@ = 132@ // (float) 
130@ /= 10.0 

:FIRETRU_8155
130@ *= 1000.0 
0092: 86@ = float 130@ to_integer 
005E: $9582 += 86@ // (int) 
if 
  60000 > $9582 
else_jump @FIRETRU_8212 
$9582 = 60000 

:FIRETRU_8212
171@ = 0 
170@ = 0.0 
return 

:FIRETRU_8231
if 
  88@ == 1 
else_jump @FIRETRU_8294 
if 
  1 > $9582 
else_jump @FIRETRU_8294 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
85@ = 1 
return 

:FIRETRU_8294
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FIRETRU_8356 
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 407 
else_jump @FIRETRU_8356 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
85@ = 1 
return 

:FIRETRU_8356
if 
0A52:   is_widget_released 72 
else_jump @FIRETRU_8382 
wait 100 
90@ = 1 

:FIRETRU_8382
if 
  90@ == 1 
else_jump @FIRETRU_8444 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_8444 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
85@ = 1 
return 

:FIRETRU_8444
return 

:FIRETRU_8446
if 
   not 98@ == 10 
else_jump @FIRETRU_8972 
if 
8119:   not car 42@ wrecked 
else_jump @FIRETRU_8796 
$9587 = 1 
if 
0973:   fire 57@ exists 
else_jump @FIRETRU_8665 
if 
82D0:   not fire 57@ extinguished 
else_jump @FIRETRU_8534 
0227: 94@ = car 42@ health 
jump @FIRETRU_8658 

:FIRETRU_8534
if 
   not 98@ == 10 
else_jump @FIRETRU_8658 
0164: disable_marker 71@ 
068B: set_car 42@ all_disembark 
02D1: remove_fire 57@ 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_8617 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_8617
097A: play_audio_at 0.0 0.0 0.0 event 1058 
98@ = 10 
$9581 += 1 
97@ += 1 

:FIRETRU_8658
jump @FIRETRU_8789 

:FIRETRU_8665
if 
   not 98@ == 10 
else_jump @FIRETRU_8789 
0164: disable_marker 71@ 
068B: set_car 42@ all_disembark 
02D1: remove_fire 57@ 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_8748 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_8748
097A: play_audio_at 0.0 0.0 0.0 event 1058 
98@ = 10 
$9581 += 1 
97@ += 1 

:FIRETRU_8789
jump @FIRETRU_8965 

:FIRETRU_8796
if 
02BF:   car 42@ sunk 
else_jump @FIRETRU_8938 
if 
   not 98@ == 10 
else_jump @FIRETRU_8931 
0164: disable_marker 71@ 
068B: set_car 42@ all_disembark 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_8890 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_8890
097A: play_audio_at 0.0 0.0 0.0 event 1058 
98@ = 10 
$9581 += 1 
97@ += 1 

:FIRETRU_8931
jump @FIRETRU_8965 

:FIRETRU_8938
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL4' time 5000 flag 1  // ~r~A vehicle has been destroyed.
85@ = 1 
return 

:FIRETRU_8965
jump @FIRETRU_8972 

:FIRETRU_8972
return 

:FIRETRU_8974
if 
  2 > 99@ 
else_jump @FIRETRU_9660 
if 
8118:   not actor 47@ dead 
else_jump @FIRETRU_9457 
if 
  99@ == 0 
else_jump @FIRETRU_9189 
if 
80DF:   not actor 47@ driving 
else_jump @FIRETRU_9121 
0326: 61@ = create_actor 47@ fire 
00A0: store_actor 47@ position_to 146@ 147@ 148@ 
05DA: AS_actor 47@ run_away_in_panic_from 146@ 147@ 148@ away_radius 20.0 timelimit -1 
0187: 75@ = create_marker_above_actor 47@ 
07E0: set_marker 75@ type_to 1 
018B: set_marker 75@ radar_mode 2 
99@ = 1 
jump @FIRETRU_9189 

:FIRETRU_9121
if 
  98@ == 10 
else_jump @FIRETRU_9189 
if 
00DF:   actor 47@ driving 
else_jump @FIRETRU_9189 
062E: get_actor 47@ task 1587 status_store_to 172@ // ret 7 if not found 
if 
04A4:   172@ == 7 // == constant 
else_jump @FIRETRU_9189 
0633: AS_actor 47@ exit_car 

:FIRETRU_9189
if 
  99@ == 1 
else_jump @FIRETRU_9450 
$9587 = 2 
if 
0973:   fire 61@ exists 
else_jump @FIRETRU_9354 
if 
02D0:   fire 61@ extinguished 
else_jump @FIRETRU_9347 
02D1: remove_fire 61@ 
0164: disable_marker 75@ 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_9306 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_9306
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$9581 += 1 
97@ += 1 
99@ = 2 

:FIRETRU_9347
jump @FIRETRU_9450 

:FIRETRU_9354
0164: disable_marker 75@ 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_9409 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_9409
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$9581 += 1 
97@ += 1 
99@ = 2 

:FIRETRU_9450
jump @FIRETRU_9660 

:FIRETRU_9457
if 
04AD:   actor 47@ in_water 
else_jump @FIRETRU_9633 
if 
  99@ == 1 
else_jump @FIRETRU_9599 
02D1: remove_fire 61@ 
0164: disable_marker 75@ 
0623: add 1 to_integer_stat 153 
if 
  89@ == 0 
else_jump @FIRETRU_9551 
04F7: status_text $9581 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
89@ = 1 

:FIRETRU_9551
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$9581 += 1 
97@ += 1 
99@ = 2 
jump @FIRETRU_9626 

:FIRETRU_9599
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
85@ = 1 
return 

:FIRETRU_9626
jump @FIRETRU_9660 

:FIRETRU_9633
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL3' time 5000 flag 1  // ~r~There has been a fatality.
85@ = 1 
return 

:FIRETRU_9660
return 

:FIRETRU_9662
0396: pause_timer 1 
031A: remove_all_fires 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FIRETRU_9786 
03C0: 46@ = actor $PLAYER_ACTOR car 
0227: 92@ = car 46@ health 
92@ += 150 
0224: set_car 46@ health_to 92@ 

:FIRETRU_9786
01C3: remove_references_to_car 43@ 
if 
8119:   not car 43@ wrecked 
else_jump @FIRETRU_9814 
02AA: set_car 43@ immune_to_nonplayer 0 

:FIRETRU_9814
01C3: remove_references_to_car 44@ 
if 
8119:   not car 44@ wrecked 
else_jump @FIRETRU_9842 
02AA: set_car 44@ immune_to_nonplayer 0 

:FIRETRU_9842
01C3: remove_references_to_car 45@ 
if 
8119:   not car 45@ wrecked 
else_jump @FIRETRU_9870 
02AA: set_car 45@ immune_to_nonplayer 0 

:FIRETRU_9870
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0249: release_model 134@ 
0627: update_integer_stat 159 to $9580 
$9580 += 1 
if 
  $9580 == 13 
else_jump @FIRETRU_10145 
014F: stop_timer $9582 
0151: remove_status_text $9581 
0151: remove_status_text $9580 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 87@ = $9580 // (int) 
006E: 87@ *= $9580 // (int) 
87@ *= 50 
005A: 91@ += 87@ // (int) 
87@ += 5000 
01E3: show_text_1number_styled GXT 'F_COMP1' number 13450 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 87@ 
0394: play_music 2 
if 
  $2875 == 0 
else_jump @FIRETRU_10129 
08F8: display_stat_update_box 0 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: progress_made = 1 
0595: mission_complete 
$2875 = 1 

:FIRETRU_10129
85@ = 1 
return 
jump @FIRETRU_10219 

:FIRETRU_10145
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 87@ = $9580 // (int) 
006E: 87@ *= $9580 // (int) 
87@ *= 50 
005A: 91@ += 87@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 87@ time 6000 style 5  // REWARD $~1~
0109: player $PLAYER_CHAR money = 87@ 

:FIRETRU_10219
jump @FIRETRU_789 

:FIRETRU_10226
014F: stop_timer $9582 
0151: remove_status_text $9581 
0151: remove_status_text $9580 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
if 
   not $9580 == 13 
else_jump @FIRETRU_10334 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Fire Fighter~n~mission ended.
01E3: show_text_1number_styled GXT 'TSCORE' number 91@ time 6000 style 6  // EARNINGS: $~1~
jump @FIRETRU_10334 

:FIRETRU_10334
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
if 
   not $9580 == 13 
else_jump @FIRETRU_11011 
if 
8118:   not actor 48@ dead 
else_jump @FIRETRU_10474 
02A9: set_actor 48@ immune_to_nonplayer 0 
0223: set_actor 48@ health_to 10 
02AB: set_actor 48@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10474
if 
8118:   not actor 49@ dead 
else_jump @FIRETRU_10519 
02A9: set_actor 49@ immune_to_nonplayer 0 
0223: set_actor 49@ health_to 10 
02AB: set_actor 49@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10519
if 
8118:   not actor 50@ dead 
else_jump @FIRETRU_10564 
02A9: set_actor 50@ immune_to_nonplayer 0 
0223: set_actor 50@ health_to 10 
02AB: set_actor 50@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10564
if 
8118:   not actor 51@ dead 
else_jump @FIRETRU_10609 
02A9: set_actor 51@ immune_to_nonplayer 0 
0223: set_actor 51@ health_to 10 
02AB: set_actor 51@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10609
if 
8118:   not actor 52@ dead 
else_jump @FIRETRU_10654 
02A9: set_actor 52@ immune_to_nonplayer 0 
0223: set_actor 52@ health_to 10 
02AB: set_actor 52@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10654
if 
8118:   not actor 53@ dead 
else_jump @FIRETRU_10699 
02A9: set_actor 53@ immune_to_nonplayer 0 
0223: set_actor 53@ health_to 10 
02AB: set_actor 53@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10699
if 
8118:   not actor 54@ dead 
else_jump @FIRETRU_10744 
02A9: set_actor 54@ immune_to_nonplayer 0 
0223: set_actor 54@ health_to 10 
02AB: set_actor 54@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10744
if 
8118:   not actor 55@ dead 
else_jump @FIRETRU_10789 
02A9: set_actor 55@ immune_to_nonplayer 0 
0223: set_actor 55@ health_to 10 
02AB: set_actor 55@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10789
if 
8118:   not actor 56@ dead 
else_jump @FIRETRU_10834 
02A9: set_actor 56@ immune_to_nonplayer 0 
0223: set_actor 56@ health_to 10 
02AB: set_actor 56@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_10834
if 
8119:   not car 43@ wrecked 
else_jump @FIRETRU_10893 
02AA: set_car 43@ immune_to_nonplayer 0 
02AC: set_car 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
0495:   car 43@ burning 
else_jump @FIRETRU_10893 
020B: explode_car 43@ 

:FIRETRU_10893
if 
8119:   not car 44@ wrecked 
else_jump @FIRETRU_10952 
02AA: set_car 44@ immune_to_nonplayer 0 
02AC: set_car 44@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
0495:   car 44@ burning 
else_jump @FIRETRU_10952 
020B: explode_car 44@ 

:FIRETRU_10952
if 
8119:   not car 45@ wrecked 
else_jump @FIRETRU_11011 
02AA: set_car 45@ immune_to_nonplayer 0 
02AC: set_car 45@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
0495:   car 45@ burning 
else_jump @FIRETRU_11011 
020B: explode_car 45@ 

:FIRETRU_11011
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
0249: release_model 134@ 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
$148 = 0 
0986: remove_references_to_all_fires 
065C: release_decision_maker 173@ 
mission_cleanup 
if 
  $2875 == 1 
else_jump @FIRETRU_11154 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Fire Truck Mission level 12 complete. You are now completely fireproof!
$2875 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:FIRETRU_11154
return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR
gosub @COPCAR_52 
if 
wasted_or_busted 
else_jump @COPCAR_43 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
gosub @COPCAR_14818 

:COPCAR_43
gosub @COPCAR_14820 
end_thread 

:COPCAR_52
170@ = 36000 
$ONMISSION = 1 
thread 'COPCAR' 
wait 0 
if 
  $2874 == 0 
else_jump @COPCAR_104 
increment_mission_attempts 

:COPCAR_104
054C: use_GXT_table 'COPCAR' 
59@ = 0 
$9589 = -100 
66@ = 0 
$9590 = 0 
73@ = 0 
70@ = 0 
60@ = 0 
61@ = 0 
72@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
71@ = 0 
98@ = 0 
150@ = 4.0 
152@ = 0.0 
151@ = 0.9 
99@ = 0 
$71 = 0.0 
132@ = 0.0 
153@ = 0.0 
154@ = 0.0 
155@ = 0.0 
156@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
04AF: 185@ = 521 // = constant 
04AF: 186@ = 522 // = constant 
04AF: 187@ = 461 // = constant 
04AF: 188@ = 462 // = constant 
04AF: 189@ = 463 // = constant 
04AF: 190@ = 468 // = constant 
04AF: 191@ = 581 // = constant 
04AF: 192@ = 586 // = constant 
04AF: 193@ = 411 // = constant 
04AF: 194@ = 415 // = constant 
04AF: 195@ = 429 // = constant 
04AF: 196@ = 451 // = constant 
04AF: 197@ = 477 // = constant 
04AF: 198@ = 480 // = constant 
04AF: 199@ = 506 // = constant 
04AF: 200@ = 541 // = constant 
04AF: 201@ = 603 // = constant 
04AF: 202@ = 400 // = constant 
04AF: 203@ = 401 // = constant 
04AF: 204@ = 402 // = constant 
04AF: 205@ = 410 // = constant 
04AF: 206@ = 412 // = constant 
04AF: 207@ = 413 // = constant 
04AF: 208@ = 419 // = constant 
04AF: 209@ = 422 // = constant 
04AF: 210@ = 424 // = constant 
04AF: 211@ = 434 // = constant 
04AF: 212@ = 436 // = constant 
04AF: 213@ = 439 // = constant 
04AF: 214@ = 440 // = constant 
04AF: 215@ = 474 // = constant 
04AF: 216@ = 475 // = constant 
04AF: 217@ = 478 // = constant 
04AF: 218@ = 482 // = constant 
04AF: 219@ = 483 // = constant 
04AF: 220@ = 489 // = constant 
04AF: 221@ = 491 // = constant 
04AF: 222@ = 496 // = constant 
04AF: 223@ = 500 // = constant 
04AF: 224@ = 517 // = constant 
04AF: 225@ = 518 // = constant 
04AF: 226@ = 526 // = constant 
04AF: 227@ = 527 // = constant 
04AF: 228@ = 533 // = constant 
04AF: 229@ = 534 // = constant 
04AF: 230@ = 535 // = constant 
04AF: 231@ = 536 // = constant 
04AF: 232@ = 542 // = constant 
04AF: 233@ = 543 // = constant 
04AF: 234@ = 545 // = constant 
04AF: 235@ = 549 // = constant 
04AF: 236@ = 554 // = constant 
04AF: 237@ = 555 // = constant 
04AF: 238@ = 558 // = constant 
04AF: 239@ = 559 // = constant 
04AF: 240@ = 562 // = constant 
04AF: 241@ = 565 // = constant 
04AF: 242@ = 567 // = constant 
04AF: 243@ = 575 // = constant 
04AF: 244@ = 576 // = constant 
04AF: 245@ = 579 // = constant 
04AF: 246@ = 587 // = constant 
04AF: 247@ = 589 // = constant 
04AF: 248@ = 600 // = constant 
04AF: 249@ = 602 // = constant 
04AF: 250@ = 605 // = constant 
04AF: 251@ = 442 // = constant 
04AF: 252@ = 404 // = constant 
04AF: 253@ = 405 // = constant 
04AF: 254@ = 418 // = constant 
04AF: 255@ = 421 // = constant 
04AF: 256@ = 426 // = constant 
04AF: 257@ = 445 // = constant 
04AF: 258@ = 458 // = constant 
04AF: 259@ = 466 // = constant 
04AF: 260@ = 467 // = constant 
04AF: 261@ = 479 // = constant 
04AF: 262@ = 492 // = constant 
04AF: 263@ = 507 // = constant 
04AF: 264@ = 516 // = constant 
04AF: 265@ = 529 // = constant 
04AF: 266@ = 540 // = constant 
04AF: 267@ = 546 // = constant 
04AF: 268@ = 547 // = constant 
04AF: 269@ = 550 // = constant 
04AF: 270@ = 551 // = constant 
04AF: 271@ = 560 // = constant 
04AF: 272@ = 561 // = constant 
04AF: 273@ = 580 // = constant 
04AF: 274@ = 585 // = constant 
04AF: 275@ = 604 // = constant 
0247: load_model 346 
0247: load_model 352 
0247: load_model 355 
0247: load_model 349 
0247: load_model 336 
038B: load_requested_models 

:COPCAR_1173
if or
8248:   not model 346 available 
8248:   not model 352 available 
8248:   not model 355 available 
8248:   not model 349 available 
else_jump @COPCAR_1215 
wait 0 
jump @COPCAR_1173 

:COPCAR_1215
if 
8248:   not model 336 available 
else_jump @COPCAR_1242 
wait 0 
jump @COPCAR_1215 

:COPCAR_1242
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @COPCAR_1273 
03C0: 42@ = actor $PLAYER_ACTOR car 
053F: set_car 42@ tires_vulnerability 0 

:COPCAR_1273
07E5: copy_decision_maker -1 to 276@ 
0708: reset_decision_maker 276@ event 41 
07E6: copy_group_decision_maker -1 to 277@ 
0749: reset_group_decision_maker 277@ event 41 

:COPCAR_1301
81@ = 0 
90@ = 0 
97@ = 0 
60@ = 0 
278@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
91@ = 0 
183@ = 0 
184@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
136@ = 0.0 
137@ = 0.0 
138@ = 0.0 
139@ = 0.0 
279@ = 0 
gosub @COPCAR_14961 
0209: 280@ = random_int_in_ranges 9 255 

:COPCAR_1540
if or
04A4:   280@ == 105 // == constant 
04A4:   280@ == 106 // == constant 
04A4:   280@ == 107 // == constant 
else_jump @COPCAR_1589 
0209: 280@ = random_int_in_ranges 9 255 
jump @COPCAR_1540 

:COPCAR_1589
if 
87DE:   not model 280@ exists // versionB 
else_jump @COPCAR_1671 
0209: 280@ = random_int_in_ranges 9 255 

:COPCAR_1615
if or
04A4:   280@ == 105 // == constant 
04A4:   280@ == 106 // == constant 
04A4:   280@ == 107 // == constant 
else_jump @COPCAR_1664 
0209: 280@ = random_int_in_ranges 9 255 
jump @COPCAR_1615 

:COPCAR_1664
jump @COPCAR_1589 

:COPCAR_1671
0247: load_model 280@ 

:COPCAR_1676
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_1708 
jump @COPCAR_14818 

:COPCAR_1708
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $74 
0086: $72 = $68 // (float) 
$72 -= 800.0 
0089: 281@ = $68 // (float) 
281@ += 800.0 
0208: 112@ = random_float_in_ranges $72 281@ 
0086: $73 = $69 // (float) 
$73 -= 800.0 
0089: 282@ = $69 // (float) 
282@ += 800.0 
0208: 113@ = random_float_in_ranges $73 282@ 
114@ = 10.0 
if 
  4 > 59@ 
else_jump @COPCAR_1877 
03D3: get_route_nearest_for 112@ 113@ 114@ store_to 112@ 113@ 114@ Z_angle_to 121@ 
114@ += 0.5 

:COPCAR_1877
if and
  59@ > 3 
  8 > 59@ 
else_jump @COPCAR_2262 
04B9: unknown_get_at 112@ 113@ 114@ height 8.0 radius 500.0 store_to 112@ 113@ 114@ 115@ 116@ 117@ 121@ 
if and
  112@ == 0.0 
  113@ == 0.0 
  115@ == 0.0 
  116@ == 0.0 
else_jump @COPCAR_2006 
wait 0 
jump @COPCAR_1676 

:COPCAR_2006
0087: 133@ = 115@ // (float) 
0063: 133@ -= 112@ // (float) 
0087: 134@ = 116@ // (float) 
0063: 134@ -= 113@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 133@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 134@ // (float) 
0087: 135@ = 148@ // (float) 
005B: 135@ += 149@ // (float) 
01FB: 135@ = square_root 135@ 
157@ = 8.0 
0073: 157@ /= 135@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 157@ // (float) 
0087: 115@ = 112@ // (float) 
005B: 115@ += 148@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 157@ // (float) 
0087: 116@ = 113@ // (float) 
005B: 116@ += 149@ // (float) 
157@ = 2.0 
0073: 157@ /= 135@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 157@ // (float) 
005B: 112@ += 148@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 157@ // (float) 
005B: 113@ += 149@ // (float) 
114@ += 0.5 
117@ += 0.5 

:COPCAR_2262
if 
  59@ > 7 
else_jump @COPCAR_2752 
04B9: unknown_get_at 112@ 113@ 114@ height 13.0 radius 500.0 store_to 112@ 113@ 114@ 118@ 119@ 120@ 121@ 
if and
  112@ == 0.0 
  113@ == 0.0 
  118@ == 0.0 
  119@ == 0.0 
else_jump @COPCAR_2384 
wait 0 
jump @COPCAR_1676 

:COPCAR_2384
0087: 133@ = 118@ // (float) 
0063: 133@ -= 112@ // (float) 
0087: 134@ = 119@ // (float) 
0063: 134@ -= 113@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 133@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 134@ // (float) 
0087: 135@ = 148@ // (float) 
005B: 135@ += 149@ // (float) 
01FB: 135@ = square_root 135@ 
157@ = 13.0 
0073: 157@ /= 135@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 157@ // (float) 
0087: 118@ = 112@ // (float) 
005B: 118@ += 148@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 157@ // (float) 
0087: 119@ = 113@ // (float) 
005B: 119@ += 149@ // (float) 
157@ = 2.0 
0073: 157@ /= 135@ // (float) 
0087: 148@ = 133@ // (float) 
006B: 148@ *= 157@ // (float) 
005B: 112@ += 148@ // (float) 
0087: 149@ = 134@ // (float) 
006B: 149@ *= 157@ // (float) 
005B: 113@ += 149@ // (float) 
0087: 115@ = 112@ // (float) 
0063: 115@ -= 118@ // (float) 
115@ /= 2.0 
005B: 115@ += 118@ // (float) 
0087: 116@ = 113@ // (float) 
0063: 116@ -= 119@ // (float) 
116@ /= 2.0 
005B: 116@ += 119@ // (float) 
0087: 117@ = 114@ // (float) 
0063: 117@ -= 120@ // (float) 
117@ /= 2.0 
005B: 117@ += 120@ // (float) 
114@ += 0.5 
117@ += 0.5 
120@ += 0.5 

:COPCAR_2752
if 
  1.0 > 114@ 
else_jump @COPCAR_2784 
wait 0 
jump @COPCAR_1676 

:COPCAR_2784
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0509: 123@ = distance_between_XY $68 $69 and_XY 112@ 113@ 
if or
  150.0 > 123@ 
  123@ > 800.0 
else_jump @COPCAR_2857 
wait 0 
jump @COPCAR_1676 

:COPCAR_2857
0652: $24 = integer_stat 181 
if 
  $24 == 0 
else_jump @COPCAR_3115 
if and
  78.4427 > 112@ 
  -699.519 > 113@ 
else_jump @COPCAR_2925 
wait 0 
jump @COPCAR_1676 

:COPCAR_2925
if and
  -252.6557 > 112@ 
  -285.766 > 113@ 
else_jump @COPCAR_2967 
wait 0 
jump @COPCAR_1676 

:COPCAR_2967
if 
  -948.3447 > 112@ 
else_jump @COPCAR_2999 
wait 0 
jump @COPCAR_1676 

:COPCAR_2999
if and
  112@ > 1473.448 
  113@ > 403.7353 
else_jump @COPCAR_3041 
wait 0 
jump @COPCAR_1676 

:COPCAR_3041
if 
  113@ > 578.6325 
else_jump @COPCAR_3073 
wait 0 
jump @COPCAR_1676 

:COPCAR_3073
if and
  837.5551 > 112@ 
  113@ > 347.4097 
else_jump @COPCAR_3115 
wait 0 
jump @COPCAR_1676 

:COPCAR_3115
if 
  2 > $24 
else_jump @COPCAR_3363 
if and
  112@ > 1473.448 
  113@ > 403.7353 
else_jump @COPCAR_3175 
wait 0 
jump @COPCAR_1676 

:COPCAR_3175
if and
  113@ > 578.6325 
  112@ > -1528.498 
else_jump @COPCAR_3217 
wait 0 
jump @COPCAR_1676 

:COPCAR_3217
if and
  837.5551 > 112@ 
  112@ > -1528.498 
  113@ > 347.4097 
else_jump @COPCAR_3269 
wait 0 
jump @COPCAR_1676 

:COPCAR_3269
if 
  113@ > 1380.0 
else_jump @COPCAR_3301 
wait 0 
jump @COPCAR_1676 

:COPCAR_3301
if and
  112@ > -2702.72 
  113@ > 1225.669 
  -2663.146 > 112@ 
  1654.808 > 113@ 
else_jump @COPCAR_3363 
wait 0 
jump @COPCAR_1676 

:COPCAR_3363
if and
  112@ > -1735.751 
  113@ > -696.0117 
  -1192.817 > 112@ 
  286.3584 > 113@ 
else_jump @COPCAR_3425 
wait 0 
jump @COPCAR_1676 

:COPCAR_3425
if and
  112@ > -1192.817 
  113@ > -521.9908 
  -1125.656 > 112@ 
  536.9476 > 113@ 
else_jump @COPCAR_3487 
wait 0 
jump @COPCAR_1676 

:COPCAR_3487
if and
  112@ > -1125.656 
  113@ > -329.59 
  -1020.189 > 112@ 
  536.9476 > 113@ 
else_jump @COPCAR_3549 
wait 0 
jump @COPCAR_1676 

:COPCAR_3549
0099: $9591 = random_int_in_ranges_0_to_32767 

:COPCAR_3554
if 
  $9591 == 0 
else_jump @COPCAR_3584 
0099: $9591 = random_int_in_ranges_0_to_32767 
jump @COPCAR_3554 

:COPCAR_3584
if or
8248:   not model 98@ available 
8248:   not model 280@ available 
else_jump @COPCAR_3648 
wait 0 
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_3641 
jump @COPCAR_14818 

:COPCAR_3641
jump @COPCAR_3584 

:COPCAR_3648
00A5: 43@ = create_car 98@ at 112@ 113@ 114@ 
0224: set_car 43@ health_to 800 
00AE: set_car 43@ traffic_behaviour_to 2 
if 
  59@ > 3 
else_jump @COPCAR_3706 
048B: set_car 43@ route_seed $9591 

:COPCAR_3706
04BD: set_car 43@ is_part_of_convoy 1 
0175: set_car 43@ Z_angle_to 121@ 
0428: set_car 43@ avoid_level_transitions 1 

:COPCAR_3728
if 
04F1:   is_car_waiting_for_world_collision 43@ 
else_jump @COPCAR_3810 
wait 0 
if 
0119:   car 43@ wrecked 
else_jump @COPCAR_3771 
jump @COPCAR_14818 

:COPCAR_3771
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_3803 
jump @COPCAR_14818 

:COPCAR_3803
jump @COPCAR_3728 

:COPCAR_3810
0129: 44@ = create_actor_pedtype 24 model 280@ in_car 43@ driverseat 
if 
  $ONMISSION == 0 
else_jump @COPCAR_4030 
018A: 100@ = create_checkpoint_at $72 $73 $74 
018A: 101@ = create_checkpoint_at $72 $73 $74 
018A: 102@ = create_checkpoint_at $72 $73 $74 
018A: 103@ = create_checkpoint_at $72 $73 $74 
018A: 104@ = create_checkpoint_at $72 $73 $74 
018A: 105@ = create_checkpoint_at $72 $73 $74 
018A: 106@ = create_checkpoint_at $72 $73 $74 
018A: 107@ = create_checkpoint_at $72 $73 $74 
018A: 108@ = create_checkpoint_at $72 $73 $74 
018A: 109@ = create_checkpoint_at $72 $73 $74 
018A: 110@ = create_checkpoint_at $72 $73 $74 
018A: 111@ = create_checkpoint_at $72 $73 $74 
062F: 283@ = create_group_type 0 
062F: 284@ = create_group_type 0 
062F: 285@ = create_group_type 0 

:COPCAR_4030
0164: disable_marker 100@ 
0187: 100@ = create_marker_above_actor 44@ 
0085: 58@ = 44@ // (int) 
gosub @COPCAR_18100 
if 
  59@ > 0 
else_jump @COPCAR_4154 
0632: release_group 283@ 
062F: 283@ = create_group_type 4 
0630: put_actor 44@ in_group 283@ as_leader 
06AD: set_group 283@ group_decision_maker_to 277@ 
01C8: 45@ = create_actor_pedtype 24 model 280@ in_car 43@ passenger_seat 0 
0164: disable_marker 103@ 
0187: 103@ = create_marker_above_actor 45@ 
0085: 58@ = 45@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4161 

:COPCAR_4154
77@ = 1 

:COPCAR_4161
if 
  59@ > 1 
else_jump @COPCAR_4229 
01C8: 46@ = create_actor_pedtype 24 model 280@ in_car 43@ passenger_seat 1 
0164: disable_marker 104@ 
0187: 104@ = create_marker_above_actor 46@ 
0085: 58@ = 46@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4236 

:COPCAR_4229
78@ = 1 

:COPCAR_4236
if 
  59@ > 2 
else_jump @COPCAR_4304 
01C8: 47@ = create_actor_pedtype 24 model 280@ in_car 43@ passenger_seat 2 
0164: disable_marker 105@ 
0187: 105@ = create_marker_above_actor 47@ 
0085: 58@ = 47@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4311 

:COPCAR_4304
79@ = 1 

:COPCAR_4311
if 
  59@ > 3 
else_jump @COPCAR_4521 
00A5: 48@ = create_car 98@ at 115@ 116@ 117@ 
04BD: set_car 48@ is_part_of_convoy 1 
0175: set_car 48@ Z_angle_to 121@ 
0428: set_car 48@ avoid_level_transitions 1 
00AE: set_car 48@ traffic_behaviour_to 2 
0224: set_car 48@ health_to 800 
048B: set_car 48@ route_seed $9591 

:COPCAR_4391
if 
04F1:   is_car_waiting_for_world_collision 48@ 
else_jump @COPCAR_4473 
wait 0 
if 
0119:   car 48@ wrecked 
else_jump @COPCAR_4434 
jump @COPCAR_14818 

:COPCAR_4434
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_4466 
jump @COPCAR_14818 

:COPCAR_4466
jump @COPCAR_4391 

:COPCAR_4473
0129: 49@ = create_actor_pedtype 24 model 280@ in_car 48@ driverseat 
0085: 58@ = 49@ // (int) 
gosub @COPCAR_18100 
0164: disable_marker 101@ 
0187: 101@ = create_marker_above_actor 49@ 
jump @COPCAR_4535 

:COPCAR_4521
90@ = 1 
85@ = 1 

:COPCAR_4535
if 
  59@ > 4 
else_jump @COPCAR_4631 
0632: release_group 284@ 
062F: 284@ = create_group_type 4 
0630: put_actor 49@ in_group 284@ as_leader 
06AD: set_group 284@ group_decision_maker_to 277@ 
01C8: 50@ = create_actor_pedtype 24 model 280@ in_car 48@ passenger_seat 0 
0164: disable_marker 106@ 
0187: 106@ = create_marker_above_actor 50@ 
0085: 58@ = 50@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4638 

:COPCAR_4631
86@ = 1 

:COPCAR_4638
if 
  59@ > 5 
else_jump @COPCAR_4706 
01C8: 51@ = create_actor_pedtype 24 model 280@ in_car 48@ passenger_seat 1 
0164: disable_marker 107@ 
0187: 107@ = create_marker_above_actor 51@ 
0085: 58@ = 51@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4713 

:COPCAR_4706
87@ = 1 

:COPCAR_4713
if 
  59@ > 6 
else_jump @COPCAR_4781 
01C8: 52@ = create_actor_pedtype 24 model 280@ in_car 48@ passenger_seat 2 
0164: disable_marker 108@ 
0187: 108@ = create_marker_above_actor 52@ 
0085: 58@ = 52@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_4788 

:COPCAR_4781
88@ = 1 

:COPCAR_4788
if 
  59@ > 7 
else_jump @COPCAR_4998 
00A5: 53@ = create_car 98@ at 118@ 119@ 120@ 
04BD: set_car 53@ is_part_of_convoy 1 
0175: set_car 53@ Z_angle_to 121@ 
0428: set_car 53@ avoid_level_transitions 1 
00AE: set_car 53@ traffic_behaviour_to 2 
0224: set_car 53@ health_to 800 
048B: set_car 53@ route_seed $9591 

:COPCAR_4868
if 
04F1:   is_car_waiting_for_world_collision 53@ 
else_jump @COPCAR_4950 
wait 0 
if 
0119:   car 53@ wrecked 
else_jump @COPCAR_4911 
jump @COPCAR_14818 

:COPCAR_4911
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_4943 
jump @COPCAR_14818 

:COPCAR_4943
jump @COPCAR_4868 

:COPCAR_4950
0129: 54@ = create_actor_pedtype 24 model 280@ in_car 53@ driverseat 
0085: 58@ = 54@ // (int) 
gosub @COPCAR_18100 
0164: disable_marker 102@ 
0187: 102@ = create_marker_above_actor 54@ 
jump @COPCAR_5012 

:COPCAR_4998
97@ = 1 
92@ = 1 

:COPCAR_5012
if 
  59@ > 8 
else_jump @COPCAR_5108 
0632: release_group 285@ 
062F: 285@ = create_group_type 4 
0630: put_actor 54@ in_group 285@ as_leader 
06AD: set_group 285@ group_decision_maker_to 277@ 
01C8: 55@ = create_actor_pedtype 24 model 280@ in_car 53@ passenger_seat 0 
0164: disable_marker 109@ 
0187: 109@ = create_marker_above_actor 55@ 
0085: 58@ = 55@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_5115 

:COPCAR_5108
93@ = 1 

:COPCAR_5115
if 
  59@ > 9 
else_jump @COPCAR_5183 
01C8: 56@ = create_actor_pedtype 24 model 280@ in_car 53@ passenger_seat 1 
0164: disable_marker 110@ 
0187: 110@ = create_marker_above_actor 56@ 
0085: 58@ = 56@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_5190 

:COPCAR_5183
94@ = 1 

:COPCAR_5190
if 
  59@ > 10 
else_jump @COPCAR_5258 
01C8: 57@ = create_actor_pedtype 24 model 280@ in_car 53@ passenger_seat 2 
0164: disable_marker 111@ 
0187: 111@ = create_marker_above_actor 57@ 
0085: 58@ = 57@ // (int) 
gosub @COPCAR_18100 
jump @COPCAR_5265 

:COPCAR_5258
95@ = 1 

:COPCAR_5265
0249: release_model 98@ 
0249: release_model 280@ 
if 
8118:   not actor 44@ dead 
else_jump @COPCAR_5305 
00A0: store_actor 44@ position_to 124@ 125@ $74 

:COPCAR_5305
0843: get_zone_at 124@ 125@ $74 nameA_to s$9592 // 8-byte string 
if 
  59@ == 0 
else_jump @COPCAR_5363 
0384: show_text_1string GXT 'C_BREIF' string s$9592 time 5000 1  // ~r~Suspect ~s~last seen in the vicinity of ~a~.
jump @COPCAR_5382 

:COPCAR_5363
0384: show_text_1string GXT 'C_BREIS' string s$9592 time 5000 1  // ~r~Suspects ~s~last seen in the vicinity of ~a~.

:COPCAR_5382
03AA: NOP 124@ 125@ $74 // play_suspect_last_seen_at 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0086: $4788 = $68 // (float) 
0067: $4788 -= 124@ // (float) 
0086: $4789 = $69 // (float) 
0067: $4789 -= 125@ // (float) 
0069: $4788 *= $4788 // (float) 
0069: $4789 *= $4789 // (float) 
0089: 122@ = $4789 // (float) 
005D: 122@ += $4789 // (float) 
01FB: 122@ = square_root 122@ 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @COPCAR_5515 
150@ = 8.0 
jump @COPCAR_5525 

:COPCAR_5515
150@ = 4.0 

:COPCAR_5525
005B: 150@ += 152@ // (float) 
0073: 122@ /= 150@ // (float) 
122@ *= 1000.0 
0092: 71@ = float 122@ to_integer 
if 
  40000 > 71@ 
else_jump @COPCAR_5590 
71@ = 40000 

:COPCAR_5590
005E: $9589 += 71@ // (int) 
71@ /= 1000 
008A: $9594 = 59@ // (int) 
$9594 += 1 
if 
  73@ == 1 
else_jump @COPCAR_5669 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_TIME' number 71@ time 4000 style 1  // +~1~ seconds
jump @COPCAR_5767 

:COPCAR_5669
if 
  45000 > $9589 
else_jump @COPCAR_5700 
$9589 = 45000 

:COPCAR_5700
005E: $9589 += 170@ // (int) 
03C3: set_timer_to $9589 type 1 GXT 'COPTIME' // global_variable  // TIME LEFT
73@ = 1 
04F7: status_text $9594 type 0 line 1 GXT 'COPLEVL' // global_variable  // LEVEL
04F7: status_text $9590 type 0 line 2 GXT 'KILLS' // global_variable  // KILLS

:COPCAR_5767
01BD: $15 = current_time_in_ms 
008B: 80@ = $15 // (int) 
008B: 89@ = $15 // (int) 
008B: 96@ = $15 // (int) 
if 
  13 > 59@ 
else_jump @COPCAR_5824 
152@ += 0.1 

:COPCAR_5824
0396: pause_timer 0 

:COPCAR_5828
wait 0 
01BD: $15 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
gosub @COPCAR_18603 
if 
  66@ == 1 
else_jump @COPCAR_5883 
jump @COPCAR_14818 

:COPCAR_5883
if or
  278@ == -1 
  82@ == -1 
  91@ == -1 
else_jump @COPCAR_5922 
60@ = 1 

:COPCAR_5922
279@ += 1 
if 
  279@ > 2 
else_jump @COPCAR_5954 
279@ = 0 

:COPCAR_5954
if 
  279@ == 0 
else_jump @COPCAR_8270 
if 
8118:   not actor 44@ dead 
else_jump @COPCAR_7340 
if 
0449:   actor 44@ in_a_car 
else_jump @COPCAR_6794 
01C3: remove_references_to_car 43@ 
03C0: 43@ = actor 44@ car 
if 
  278@ == -1 
else_jump @COPCAR_6122 
046D: 63@ = actor 44@ members_in_group 
if 
  63@ > 0 
else_jump @COPCAR_6107 
if 
07FD:   group 283@ alive 
else_jump @COPCAR_6084 
07B3: set_group 283@ give_command 4 

:COPCAR_6084
008B: 80@ = $15 // (int) 
80@ += 2000 
jump @COPCAR_6115 

:COPCAR_6107
008B: 80@ = $15 // (int) 

:COPCAR_6115
278@ = 0 

:COPCAR_6122
if 
  278@ == 0 
else_jump @COPCAR_6211 
if or
001E:   $15 > 80@ // (int) 
07D6:   80@ == $15 // @ == $ (int) 
else_jump @COPCAR_6211 
00AD: set_car 43@ max_speed_to 100.0 
00AE: set_car 43@ traffic_behaviour_to 2 
00A8: set_car 43@ to_psycho_driver 
008B: 74@ = $15 // (int) 
278@ = 1 
75@ = 0 

:COPCAR_6211
if 
  278@ > 0 
else_jump @COPCAR_6787 
if 
00DB:   actor $PLAYER_ACTOR in_car 43@ 
else_jump @COPCAR_6285 
062E: get_actor 44@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_6285 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_6285
0085: 161@ = 43@ // (int) 
0085: 162@ = 75@ // (int) 
0085: 163@ = 74@ // (int) 
0087: 158@ = 153@ // (float) 
0087: 159@ = 154@ // (float) 
0087: 160@ = 155@ // (float) 
if 
  156@ > 0.0 
else_jump @COPCAR_6361 
gosub @COPCAR_16128 

:COPCAR_6361
0085: 75@ = 162@ // (int) 
0085: 74@ = 163@ // (int) 
0087: 153@ = 158@ // (float) 
0087: 154@ = 159@ // (float) 
0087: 155@ = 160@ // (float) 
if 
  75@ == -9 
else_jump @COPCAR_6491 
062E: get_actor 44@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_6484 
00A0: store_actor 44@ position_to $72 $73 $74 
05DA: AS_actor 44@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_6484
75@ = 0 

:COPCAR_6491
if 
8185:   not car 43@ health >= 251 
else_jump @COPCAR_6598 
062E: get_actor 44@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_6575 
00A0: store_actor 44@ position_to $72 $73 $74 
05DA: AS_actor 44@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_6575
008B: 80@ = $15 // (int) 
80@ += 2000 
jump @COPCAR_6606 

:COPCAR_6598
008B: 80@ = $15 // (int) 

:COPCAR_6606
gosub @COPCAR_16765 
00A0: store_actor 44@ position_to 124@ 125@ $74 
0086: $4788 = $68 // (float) 
0067: $4788 -= 124@ // (float) 
0086: $4789 = $69 // (float) 
0067: $4789 -= 125@ // (float) 
0069: $4788 *= $4788 // (float) 
0069: $4789 *= $4789 // (float) 
0089: 157@ = $4788 // (float) 
005D: 157@ += $4789 // (float) 
01FB: 157@ = square_root 157@ 
156@ = 1000.0 
0073: 156@ /= 157@ // (float) 
if 
  156@ > 100.0 
else_jump @COPCAR_6748 
156@ = 100.0 

:COPCAR_6748
if 
  15.0 > 156@ 
else_jump @COPCAR_6779 
156@ = 15.0 

:COPCAR_6779
00AD: set_car 43@ max_speed_to 156@ 

:COPCAR_6787
jump @COPCAR_7333 

:COPCAR_6794
if 
07FD:   group 283@ alive 
else_jump @COPCAR_6817 
07B3: set_group 283@ give_command 0 

:COPCAR_6817
278@ = -1 
gosub @COPCAR_16765 
if 
001E:   $15 > 80@ // (int) 
else_jump @COPCAR_7333 
if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 45.0 45.0 0 
else_jump @COPCAR_7178 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @COPCAR_6941 
062E: get_actor 44@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_6934 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_6934
jump @COPCAR_7171 

:COPCAR_6941
if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 30.0 30.0 0 
else_jump @COPCAR_7016 
062E: get_actor 44@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7009 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_7009
jump @COPCAR_7171 

:COPCAR_7016
0085: 164@ = 44@ // (int) 
if 
8119:   not car 43@ wrecked 
else_jump @COPCAR_7164 
if 
0185:   car 43@ health >= 400 
else_jump @COPCAR_7150 
if 
0202:   actor 44@ near_car 43@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_7136 
062E: get_actor 44@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7129 
05CB: AS_actor 44@ enter_car 43@ as_driver -2 ms 

:COPCAR_7129
jump @COPCAR_7143 

:COPCAR_7136
gosub @COPCAR_15338 

:COPCAR_7143
jump @COPCAR_7157 

:COPCAR_7150
gosub @COPCAR_15338 

:COPCAR_7157
jump @COPCAR_7171 

:COPCAR_7164
gosub @COPCAR_15338 

:COPCAR_7171
jump @COPCAR_7333 

:COPCAR_7178
0085: 164@ = 44@ // (int) 
if 
8119:   not car 43@ wrecked 
else_jump @COPCAR_7326 
if 
0185:   car 43@ health >= 400 
else_jump @COPCAR_7312 
if 
0202:   actor 44@ near_car 43@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_7298 
062E: get_actor 44@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7291 
05CB: AS_actor 44@ enter_car 43@ as_driver -2 ms 

:COPCAR_7291
jump @COPCAR_7305 

:COPCAR_7298
gosub @COPCAR_15338 

:COPCAR_7305
jump @COPCAR_7319 

:COPCAR_7312
gosub @COPCAR_15338 

:COPCAR_7319
jump @COPCAR_7333 

:COPCAR_7326
gosub @COPCAR_15338 

:COPCAR_7333
jump @COPCAR_7930 

:COPCAR_7340
0164: disable_marker 100@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
44@ = -1 
if 
  76@ == 0 
else_jump @COPCAR_7416 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
76@ = 1 

:COPCAR_7416
if 
07FD:   group 283@ alive 
else_jump @COPCAR_7930 
if 
8118:   not actor 45@ dead 
else_jump @COPCAR_7581 
if 
86EE:   not actor 45@ in_group 283@ 
else_jump @COPCAR_7511 
062E: get_actor 45@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7504 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:COPCAR_7504
jump @COPCAR_7574 

:COPCAR_7511
if 
06EF:   actor 45@ leading_group 283@ 
else_jump @COPCAR_7574 
0085: 44@ = 45@ // (int) 
45@ = -1 
76@ = 0 
77@ = 1 
0085: 100@ = 103@ // (int) 
103@ = -1 

:COPCAR_7574
jump @COPCAR_7598 

:COPCAR_7581
0164: disable_marker 103@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
45@ = -1 

:COPCAR_7598
if 
8118:   not actor 46@ dead 
else_jump @COPCAR_7747 
if 
86EE:   not actor 46@ in_group 283@ 
else_jump @COPCAR_7677 
062E: get_actor 46@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7670 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_7670
jump @COPCAR_7740 

:COPCAR_7677
if 
06EF:   actor 46@ leading_group 283@ 
else_jump @COPCAR_7740 
0085: 44@ = 46@ // (int) 
46@ = -1 
76@ = 0 
78@ = 1 
0085: 100@ = 104@ // (int) 
104@ = -1 

:COPCAR_7740
jump @COPCAR_7764 

:COPCAR_7747
0164: disable_marker 104@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
46@ = -1 

:COPCAR_7764
if 
8118:   not actor 47@ dead 
else_jump @COPCAR_7913 
if 
86EE:   not actor 47@ in_group 283@ 
else_jump @COPCAR_7843 
062E: get_actor 47@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_7836 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_7836
jump @COPCAR_7906 

:COPCAR_7843
if 
06EF:   actor 47@ leading_group 283@ 
else_jump @COPCAR_7906 
0085: 44@ = 47@ // (int) 
47@ = -1 
76@ = 0 
79@ = 1 
0085: 100@ = 105@ // (int) 
105@ = -1 

:COPCAR_7906
jump @COPCAR_7930 

:COPCAR_7913
0164: disable_marker 105@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
47@ = -1 

:COPCAR_7930
if 
0118:   actor 45@ dead 
else_jump @COPCAR_8022 
if 
  77@ == 0 
else_jump @COPCAR_8022 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
45@ = -1 
0164: disable_marker 103@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
77@ = 1 

:COPCAR_8022
if 
0118:   actor 46@ dead 
else_jump @COPCAR_8114 
if 
  78@ == 0 
else_jump @COPCAR_8114 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
46@ = -1 
0164: disable_marker 104@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
78@ = 1 

:COPCAR_8114
if 
0118:   actor 47@ dead 
else_jump @COPCAR_8206 
if 
  79@ == 0 
else_jump @COPCAR_8206 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
47@ = -1 
0164: disable_marker 105@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
79@ = 1 

:COPCAR_8206
if 
  81@ == 0 
else_jump @COPCAR_8270 
if and
  76@ == 1 
  77@ == 1 
  78@ == 1 
  79@ == 1 
else_jump @COPCAR_8270 
81@ = 1 

:COPCAR_8270
if 
  279@ == 1 
else_jump @COPCAR_11101 
if 
8118:   not actor 49@ dead 
else_jump @COPCAR_10171 
if 
0449:   actor 49@ in_a_car 
else_jump @COPCAR_9625 
01C3: remove_references_to_car 48@ 
03C0: 48@ = actor 49@ car 
if 
  82@ == -1 
else_jump @COPCAR_8438 
046D: 63@ = actor 49@ members_in_group 
if 
  63@ > 0 
else_jump @COPCAR_8423 
if 
07FD:   group 284@ alive 
else_jump @COPCAR_8400 
07B3: set_group 284@ give_command 4 

:COPCAR_8400
008B: 89@ = $15 // (int) 
89@ += 2000 
jump @COPCAR_8431 

:COPCAR_8423
008B: 89@ = $15 // (int) 

:COPCAR_8431
82@ = 0 

:COPCAR_8438
if 
  82@ == 0 
else_jump @COPCAR_8597 
if 
001E:   $15 > 89@ // (int) 
else_jump @COPCAR_8597 
00AD: set_car 48@ max_speed_to 100.0 
00AE: set_car 48@ traffic_behaviour_to 2 
if 
  60@ == 0 
else_jump @COPCAR_8545 
if 
8119:   not car 43@ wrecked 
else_jump @COPCAR_8538 
00A8: set_car 48@ to_psycho_driver 
jump @COPCAR_8545 

:COPCAR_8538
60@ = 1 

:COPCAR_8545
if 
  60@ == 1 
else_jump @COPCAR_8575 
04BD: set_car 48@ is_part_of_convoy 0 
00A8: set_car 48@ to_psycho_driver 

:COPCAR_8575
008B: 83@ = $15 // (int) 
82@ = 1 
84@ = 0 

:COPCAR_8597
if 
  82@ > 0 
else_jump @COPCAR_9618 
if 
00DB:   actor $PLAYER_ACTOR in_car 48@ 
else_jump @COPCAR_8671 
062E: get_actor 49@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_8671 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_8671
0085: 161@ = 48@ // (int) 
0085: 162@ = 84@ // (int) 
0085: 163@ = 83@ // (int) 
0087: 158@ = 173@ // (float) 
0087: 159@ = 174@ // (float) 
0087: 160@ = 175@ // (float) 
if 
  176@ > 0.0 
else_jump @COPCAR_8747 
gosub @COPCAR_16128 

:COPCAR_8747
0085: 84@ = 162@ // (int) 
0085: 83@ = 163@ // (int) 
0087: 173@ = 158@ // (float) 
0087: 174@ = 159@ // (float) 
0087: 175@ = 160@ // (float) 
if 
  84@ == -9 
else_jump @COPCAR_8877 
062E: get_actor 49@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_8870 
00A0: store_actor 49@ position_to $72 $73 $74 
05DA: AS_actor 49@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_8870
84@ = 0 

:COPCAR_8877
if 
8185:   not car 48@ health >= 400 
else_jump @COPCAR_8933 
062E: get_actor 49@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_8933 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_8933
if 
8185:   not car 48@ health >= 251 
else_jump @COPCAR_9040 
062E: get_actor 49@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_9017 
00A0: store_actor 49@ position_to $72 $73 $74 
05DA: AS_actor 49@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_9017
008B: 89@ = $15 // (int) 
89@ += 2000 
jump @COPCAR_9048 

:COPCAR_9040
008B: 89@ = $15 // (int) 

:COPCAR_9048
gosub @COPCAR_17210 
00A0: store_actor 49@ position_to 171@ 172@ $74 
0086: $4788 = $68 // (float) 
0067: $4788 -= 171@ // (float) 
0086: $4789 = $69 // (float) 
0067: $4789 -= 172@ // (float) 
0069: $4788 *= $4788 // (float) 
0069: $4789 *= $4789 // (float) 
0089: 157@ = $4788 // (float) 
005D: 157@ += $4789 // (float) 
01FB: 157@ = square_root 157@ 
176@ = 1000.0 
0073: 176@ /= 157@ // (float) 
if 
  176@ > 100.0 
else_jump @COPCAR_9190 
176@ = 100.0 

:COPCAR_9190
if 
  15.0 > 176@ 
else_jump @COPCAR_9221 
176@ = 15.0 

:COPCAR_9221
if 
  60@ == 0 
else_jump @COPCAR_9573 
if 
8119:   not car 43@ wrecked 
else_jump @COPCAR_9561 
0085: 165@ = 48@ // (int) 
0085: 166@ = 43@ // (int) 
gosub @COPCAR_15125 
0087: 176@ = 132@ // (float) 
02F8: get_car 48@ Z_angle_sine_to 146@ 
02F9: get_car 48@ Z_angle_cosine_to 147@ 
00AA: store_car 43@ position_to 140@ 141@ $74 
00AA: store_car 48@ position_to 142@ 143@ $74 
0087: 128@ = 142@ // (float) 
0063: 128@ -= 140@ // (float) 
006B: 146@ *= 128@ // (float) 
0087: 129@ = 143@ // (float) 
0063: 129@ -= 141@ // (float) 
006B: 147@ *= 129@ // (float) 
0087: 136@ = 146@ // (float) 
005B: 136@ += 147@ // (float) 
02F8: get_car 43@ Z_angle_sine_to 146@ 
02F9: get_car 43@ Z_angle_cosine_to 147@ 
00AA: store_car 48@ position_to 142@ 143@ $74 
00AA: store_car 43@ position_to 140@ 141@ $74 
0087: 128@ = 140@ // (float) 
0063: 128@ -= 142@ // (float) 
006B: 146@ *= 128@ // (float) 
0087: 129@ = 141@ // (float) 
0063: 129@ -= 143@ // (float) 
006B: 147@ *= 129@ // (float) 
0087: 137@ = 146@ // (float) 
005B: 137@ += 147@ // (float) 
if 
  136@ > 0.0 
else_jump @COPCAR_9554 
if 
  0.0 > 137@ 
else_jump @COPCAR_9554 
176@ = 0.0 

:COPCAR_9554
jump @COPCAR_9573 

:COPCAR_9561
00A8: set_car 48@ to_psycho_driver 
60@ = 1 

:COPCAR_9573
if 
  176@ == 0.0 
else_jump @COPCAR_9610 
0477: set_car 48@ action 1 time 17 
jump @COPCAR_9618 

:COPCAR_9610
00AD: set_car 48@ max_speed_to 176@ 

:COPCAR_9618
jump @COPCAR_10164 

:COPCAR_9625
if 
07FD:   group 284@ alive 
else_jump @COPCAR_9648 
07B3: set_group 284@ give_command 0 

:COPCAR_9648
82@ = -1 
gosub @COPCAR_17210 
if 
001E:   $15 > 89@ // (int) 
else_jump @COPCAR_10164 
if 
00F2:   actor $PLAYER_ACTOR near_actor 49@ radius 40.0 40.0 0 
else_jump @COPCAR_10009 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @COPCAR_9772 
062E: get_actor 49@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_9765 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_9765
jump @COPCAR_10002 

:COPCAR_9772
if 
00F2:   actor $PLAYER_ACTOR near_actor 49@ radius 25.0 25.0 0 
else_jump @COPCAR_9847 
062E: get_actor 49@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_9840 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_9840
jump @COPCAR_10002 

:COPCAR_9847
0085: 164@ = 49@ // (int) 
if 
8119:   not car 48@ wrecked 
else_jump @COPCAR_9995 
if 
0185:   car 48@ health >= 400 
else_jump @COPCAR_9981 
if 
0202:   actor 49@ near_car 48@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_9967 
062E: get_actor 49@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_9960 
05CB: AS_actor 49@ enter_car 48@ as_driver -2 ms 

:COPCAR_9960
jump @COPCAR_9974 

:COPCAR_9967
gosub @COPCAR_15338 

:COPCAR_9974
jump @COPCAR_9988 

:COPCAR_9981
gosub @COPCAR_15338 

:COPCAR_9988
jump @COPCAR_10002 

:COPCAR_9995
gosub @COPCAR_15338 

:COPCAR_10002
jump @COPCAR_10164 

:COPCAR_10009
0085: 164@ = 49@ // (int) 
if 
8119:   not car 48@ wrecked 
else_jump @COPCAR_10157 
if 
0185:   car 48@ health >= 400 
else_jump @COPCAR_10143 
if 
0202:   actor 49@ near_car 48@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_10129 
062E: get_actor 49@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_10122 
05CB: AS_actor 49@ enter_car 48@ as_driver -2 ms 

:COPCAR_10122
jump @COPCAR_10136 

:COPCAR_10129
gosub @COPCAR_15338 

:COPCAR_10136
jump @COPCAR_10150 

:COPCAR_10143
gosub @COPCAR_15338 

:COPCAR_10150
jump @COPCAR_10164 

:COPCAR_10157
gosub @COPCAR_15338 

:COPCAR_10164
jump @COPCAR_10761 

:COPCAR_10171
0164: disable_marker 101@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
49@ = -1 
if 
  85@ == 0 
else_jump @COPCAR_10247 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
85@ = 1 

:COPCAR_10247
if 
07FD:   group 284@ alive 
else_jump @COPCAR_10761 
if 
8118:   not actor 50@ dead 
else_jump @COPCAR_10412 
if 
86EE:   not actor 50@ in_group 284@ 
else_jump @COPCAR_10342 
062E: get_actor 50@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_10335 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:COPCAR_10335
jump @COPCAR_10405 

:COPCAR_10342
if 
06EF:   actor 50@ leading_group 284@ 
else_jump @COPCAR_10405 
0085: 49@ = 50@ // (int) 
50@ = -1 
85@ = 0 
86@ = 1 
0085: 101@ = 106@ // (int) 
106@ = -1 

:COPCAR_10405
jump @COPCAR_10429 

:COPCAR_10412
0164: disable_marker 106@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
50@ = -1 

:COPCAR_10429
if 
8118:   not actor 51@ dead 
else_jump @COPCAR_10578 
if 
86EE:   not actor 51@ in_group 284@ 
else_jump @COPCAR_10508 
062E: get_actor 51@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_10501 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:COPCAR_10501
jump @COPCAR_10571 

:COPCAR_10508
if 
06EF:   actor 51@ leading_group 284@ 
else_jump @COPCAR_10571 
0085: 49@ = 51@ // (int) 
51@ = -1 
85@ = 0 
87@ = 1 
0085: 101@ = 107@ // (int) 
107@ = -1 

:COPCAR_10571
jump @COPCAR_10595 

:COPCAR_10578
0164: disable_marker 107@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
51@ = -1 

:COPCAR_10595
if 
8118:   not actor 52@ dead 
else_jump @COPCAR_10744 
if 
86EE:   not actor 52@ in_group 284@ 
else_jump @COPCAR_10674 
062E: get_actor 52@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_10667 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:COPCAR_10667
jump @COPCAR_10737 

:COPCAR_10674
if 
06EF:   actor 52@ leading_group 284@ 
else_jump @COPCAR_10737 
0085: 49@ = 52@ // (int) 
52@ = -1 
85@ = 0 
88@ = 1 
0085: 101@ = 108@ // (int) 
108@ = -1 

:COPCAR_10737
jump @COPCAR_10761 

:COPCAR_10744
0164: disable_marker 108@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
52@ = -1 

:COPCAR_10761
if 
0118:   actor 50@ dead 
else_jump @COPCAR_10853 
if 
  86@ == 0 
else_jump @COPCAR_10853 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
50@ = -1 
0164: disable_marker 106@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
86@ = 1 

:COPCAR_10853
if 
0118:   actor 51@ dead 
else_jump @COPCAR_10945 
if 
  87@ == 0 
else_jump @COPCAR_10945 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
51@ = -1 
0164: disable_marker 107@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
87@ = 1 

:COPCAR_10945
if 
0118:   actor 52@ dead 
else_jump @COPCAR_11037 
if 
  88@ == 0 
else_jump @COPCAR_11037 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
52@ = -1 
0164: disable_marker 108@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
88@ = 1 

:COPCAR_11037
if 
  90@ == 0 
else_jump @COPCAR_11101 
if and
  85@ == 1 
  86@ == 1 
  87@ == 1 
  88@ == 1 
else_jump @COPCAR_11101 
90@ = 1 

:COPCAR_11101
if 
  279@ == 2 
else_jump @COPCAR_13932 
if 
8118:   not actor 54@ dead 
else_jump @COPCAR_13002 
if 
0449:   actor 54@ in_a_car 
else_jump @COPCAR_12456 
01C3: remove_references_to_car 53@ 
03C0: 53@ = actor 54@ car 
if 
  91@ == -1 
else_jump @COPCAR_11269 
046D: 63@ = actor 54@ members_in_group 
if 
  63@ > 0 
else_jump @COPCAR_11254 
if 
07FD:   group 285@ alive 
else_jump @COPCAR_11231 
07B3: set_group 285@ give_command 4 

:COPCAR_11231
008B: 96@ = $15 // (int) 
96@ += 2000 
jump @COPCAR_11262 

:COPCAR_11254
008B: 96@ = $15 // (int) 

:COPCAR_11262
91@ = 0 

:COPCAR_11269
if 
  91@ == 0 
else_jump @COPCAR_11428 
if 
001E:   $15 > 96@ // (int) 
else_jump @COPCAR_11428 
00AD: set_car 53@ max_speed_to 100.0 
00AE: set_car 53@ traffic_behaviour_to 2 
if 
  60@ == 0 
else_jump @COPCAR_11376 
if 
8119:   not car 48@ wrecked 
else_jump @COPCAR_11369 
00A8: set_car 53@ to_psycho_driver 
jump @COPCAR_11376 

:COPCAR_11369
60@ = 1 

:COPCAR_11376
if 
  60@ == 1 
else_jump @COPCAR_11406 
04BD: set_car 53@ is_part_of_convoy 0 
00A8: set_car 53@ to_psycho_driver 

:COPCAR_11406
008B: 183@ = $15 // (int) 
91@ = 1 
184@ = 0 

:COPCAR_11428
if 
  91@ > 0 
else_jump @COPCAR_12449 
if 
00DB:   actor $PLAYER_ACTOR in_car 53@ 
else_jump @COPCAR_11502 
062E: get_actor 54@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_11502 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:COPCAR_11502
0085: 161@ = 53@ // (int) 
0085: 162@ = 184@ // (int) 
0085: 163@ = 183@ // (int) 
0087: 158@ = 179@ // (float) 
0087: 159@ = 180@ // (float) 
0087: 160@ = 181@ // (float) 
if 
  182@ > 0.0 
else_jump @COPCAR_11578 
gosub @COPCAR_16128 

:COPCAR_11578
0085: 184@ = 162@ // (int) 
0085: 183@ = 163@ // (int) 
0087: 179@ = 158@ // (float) 
0087: 180@ = 159@ // (float) 
0087: 181@ = 160@ // (float) 
if 
  184@ == -9 
else_jump @COPCAR_11708 
062E: get_actor 54@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_11701 
00A0: store_actor 54@ position_to $72 $73 $74 
05DA: AS_actor 54@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_11701
184@ = 0 

:COPCAR_11708
if 
8185:   not car 53@ health >= 400 
else_jump @COPCAR_11764 
062E: get_actor 54@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_11764 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:COPCAR_11764
if 
8185:   not car 53@ health >= 251 
else_jump @COPCAR_11871 
062E: get_actor 54@ task 1498 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_11848 
00A0: store_actor 54@ position_to $72 $73 $74 
05DA: AS_actor 54@ run_away_in_panic_from $72 $73 $74 away_radius 15.0 timelimit 1500 

:COPCAR_11848
008B: 96@ = $15 // (int) 
96@ += 2000 
jump @COPCAR_11879 

:COPCAR_11871
008B: 96@ = $15 // (int) 

:COPCAR_11879
gosub @COPCAR_17655 
00A0: store_actor 54@ position_to 177@ 178@ $74 
0086: $4788 = $68 // (float) 
0067: $4788 -= 177@ // (float) 
0086: $4789 = $69 // (float) 
0067: $4789 -= 178@ // (float) 
0069: $4788 *= $4788 // (float) 
0069: $4789 *= $4789 // (float) 
0089: 157@ = $4788 // (float) 
005D: 157@ += $4789 // (float) 
01FB: 157@ = square_root 157@ 
182@ = 1000.0 
0073: 182@ /= 157@ // (float) 
if 
  182@ > 100.0 
else_jump @COPCAR_12021 
182@ = 100.0 

:COPCAR_12021
if 
  15.0 > 182@ 
else_jump @COPCAR_12052 
182@ = 15.0 

:COPCAR_12052
if 
  60@ == 0 
else_jump @COPCAR_12404 
if 
8119:   not car 48@ wrecked 
else_jump @COPCAR_12392 
0085: 165@ = 53@ // (int) 
0085: 166@ = 48@ // (int) 
gosub @COPCAR_15125 
0087: 182@ = 132@ // (float) 
02F8: get_car 53@ Z_angle_sine_to 146@ 
02F9: get_car 53@ Z_angle_cosine_to 147@ 
00AA: store_car 48@ position_to 142@ 143@ $74 
00AA: store_car 53@ position_to 144@ 145@ $74 
0087: 128@ = 144@ // (float) 
0063: 128@ -= 142@ // (float) 
006B: 146@ *= 128@ // (float) 
0087: 129@ = 145@ // (float) 
0063: 129@ -= 143@ // (float) 
006B: 147@ *= 129@ // (float) 
0087: 138@ = 146@ // (float) 
005B: 138@ += 147@ // (float) 
02F8: get_car 48@ Z_angle_sine_to 146@ 
02F9: get_car 48@ Z_angle_cosine_to 147@ 
00AA: store_car 53@ position_to 144@ 145@ $74 
00AA: store_car 48@ position_to 142@ 143@ $74 
0087: 128@ = 142@ // (float) 
0063: 128@ -= 144@ // (float) 
006B: 146@ *= 128@ // (float) 
0087: 129@ = 143@ // (float) 
0063: 129@ -= 145@ // (float) 
006B: 147@ *= 129@ // (float) 
0087: 139@ = 146@ // (float) 
005B: 139@ += 147@ // (float) 
if 
  138@ > 0.0 
else_jump @COPCAR_12385 
if 
  0.0 > 139@ 
else_jump @COPCAR_12385 
182@ = 0.0 

:COPCAR_12385
jump @COPCAR_12404 

:COPCAR_12392
00A8: set_car 53@ to_psycho_driver 
60@ = 1 

:COPCAR_12404
if 
  182@ == 0.0 
else_jump @COPCAR_12441 
0477: set_car 53@ action 1 time 17 
jump @COPCAR_12449 

:COPCAR_12441
00AD: set_car 53@ max_speed_to 182@ 

:COPCAR_12449
jump @COPCAR_12995 

:COPCAR_12456
if 
07FD:   group 285@ alive 
else_jump @COPCAR_12479 
07B3: set_group 285@ give_command 0 

:COPCAR_12479
91@ = -1 
gosub @COPCAR_17655 
if 
001E:   $15 > 96@ // (int) 
else_jump @COPCAR_12995 
if 
00F2:   actor $PLAYER_ACTOR near_actor 54@ radius 40.0 40.0 0 
else_jump @COPCAR_12840 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @COPCAR_12603 
062E: get_actor 54@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_12596 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:COPCAR_12596
jump @COPCAR_12833 

:COPCAR_12603
if 
00F2:   actor $PLAYER_ACTOR near_actor 54@ radius 25.0 25.0 0 
else_jump @COPCAR_12678 
062E: get_actor 54@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_12671 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:COPCAR_12671
jump @COPCAR_12833 

:COPCAR_12678
0085: 164@ = 54@ // (int) 
if 
8119:   not car 53@ wrecked 
else_jump @COPCAR_12826 
if 
0185:   car 53@ health >= 400 
else_jump @COPCAR_12812 
if 
0202:   actor 54@ near_car 53@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_12798 
062E: get_actor 54@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_12791 
05CB: AS_actor 54@ enter_car 53@ as_driver -2 ms 

:COPCAR_12791
jump @COPCAR_12805 

:COPCAR_12798
gosub @COPCAR_15338 

:COPCAR_12805
jump @COPCAR_12819 

:COPCAR_12812
gosub @COPCAR_15338 

:COPCAR_12819
jump @COPCAR_12833 

:COPCAR_12826
gosub @COPCAR_15338 

:COPCAR_12833
jump @COPCAR_12995 

:COPCAR_12840
0085: 164@ = 54@ // (int) 
if 
8119:   not car 53@ wrecked 
else_jump @COPCAR_12988 
if 
0185:   car 53@ health >= 400 
else_jump @COPCAR_12974 
if 
0202:   actor 54@ near_car 53@ radius 40.0 40.0 sphere 0 
else_jump @COPCAR_12960 
062E: get_actor 54@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_12953 
05CB: AS_actor 54@ enter_car 53@ as_driver -2 ms 

:COPCAR_12953
jump @COPCAR_12967 

:COPCAR_12960
gosub @COPCAR_15338 

:COPCAR_12967
jump @COPCAR_12981 

:COPCAR_12974
gosub @COPCAR_15338 

:COPCAR_12981
jump @COPCAR_12995 

:COPCAR_12988
gosub @COPCAR_15338 

:COPCAR_12995
jump @COPCAR_13592 

:COPCAR_13002
0164: disable_marker 102@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
54@ = -1 
if 
  92@ == 0 
else_jump @COPCAR_13078 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
92@ = 1 

:COPCAR_13078
if 
07FD:   group 285@ alive 
else_jump @COPCAR_13592 
if 
8118:   not actor 55@ dead 
else_jump @COPCAR_13243 
if 
86EE:   not actor 55@ in_group 285@ 
else_jump @COPCAR_13173 
062E: get_actor 55@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_13166 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:COPCAR_13166
jump @COPCAR_13236 

:COPCAR_13173
if 
06EF:   actor 55@ leading_group 285@ 
else_jump @COPCAR_13236 
0085: 54@ = 55@ // (int) 
55@ = -1 
92@ = 0 
93@ = 1 
0085: 102@ = 109@ // (int) 
109@ = -1 

:COPCAR_13236
jump @COPCAR_13260 

:COPCAR_13243
0164: disable_marker 109@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
55@ = -1 

:COPCAR_13260
if 
8118:   not actor 56@ dead 
else_jump @COPCAR_13409 
if 
86EE:   not actor 56@ in_group 285@ 
else_jump @COPCAR_13339 
062E: get_actor 56@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_13332 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:COPCAR_13332
jump @COPCAR_13402 

:COPCAR_13339
if 
06EF:   actor 56@ leading_group 285@ 
else_jump @COPCAR_13402 
0085: 54@ = 56@ // (int) 
56@ = -1 
92@ = 0 
94@ = 1 
0085: 102@ = 110@ // (int) 
110@ = -1 

:COPCAR_13402
jump @COPCAR_13426 

:COPCAR_13409
0164: disable_marker 110@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
56@ = -1 

:COPCAR_13426
if 
8118:   not actor 57@ dead 
else_jump @COPCAR_13575 
if 
86EE:   not actor 57@ in_group 285@ 
else_jump @COPCAR_13505 
062E: get_actor 57@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_13498 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:COPCAR_13498
jump @COPCAR_13568 

:COPCAR_13505
if 
06EF:   actor 57@ leading_group 285@ 
else_jump @COPCAR_13568 
0085: 54@ = 57@ // (int) 
57@ = -1 
92@ = 0 
95@ = 1 
0085: 102@ = 111@ // (int) 
111@ = -1 

:COPCAR_13568
jump @COPCAR_13592 

:COPCAR_13575
0164: disable_marker 111@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
57@ = -1 

:COPCAR_13592
if 
0118:   actor 55@ dead 
else_jump @COPCAR_13684 
if 
  93@ == 0 
else_jump @COPCAR_13684 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
55@ = -1 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
93@ = 1 

:COPCAR_13684
if 
0118:   actor 56@ dead 
else_jump @COPCAR_13776 
if 
  94@ == 0 
else_jump @COPCAR_13776 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
56@ = -1 
0164: disable_marker 110@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
94@ = 1 

:COPCAR_13776
if 
0118:   actor 57@ dead 
else_jump @COPCAR_13868 
if 
  95@ == 0 
else_jump @COPCAR_13868 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
57@ = -1 
0164: disable_marker 111@ 
$9590 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
95@ = 1 

:COPCAR_13868
if 
  97@ == 0 
else_jump @COPCAR_13932 
if and
  92@ == 1 
  93@ == 1 
  94@ == 1 
  95@ == 1 
else_jump @COPCAR_13932 
97@ = 1 

:COPCAR_13932
if and
  81@ == 1 
  90@ == 1 
  97@ == 1 
else_jump @COPCAR_13971 
jump @COPCAR_13978 

:COPCAR_13971
jump @COPCAR_5828 

:COPCAR_13978
0627: update_integer_stat 157 to $9594 
59@ += 1 
if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @COPCAR_14055 
03C0: 42@ = actor $PLAYER_ACTOR car 
053F: set_car 42@ tires_vulnerability 0 
0227: 72@ = car 42@ health 
72@ += 100 
0224: set_car 42@ health_to 72@ 

:COPCAR_14055
01C3: remove_references_to_car 43@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 48@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 53@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0632: release_group 283@ 
0632: release_group 284@ 
0632: release_group 285@ 
0085: 62@ = 59@ // (int) 
006A: 62@ *= 59@ // (int) 
62@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'C_PASS' number 62@ time 5000 style 4  // THREAT~n~ELIMINATED:~n~~w~$~1~
0109: player $PLAYER_CHAR money = 62@ 
if 
  $2874 == 0 
else_jump @COPCAR_14338 
if 
  59@ == 12 
else_jump @COPCAR_14338 
03E5: show_text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150%
030C: progress_made = 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: actor $PLAYER_ACTOR armour += 150 
0595: mission_complete 
0394: play_music 2 
$2874 = 1 

:COPCAR_14338
if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @COPCAR_14688 
if 
  65@ == 0 
else_jump @COPCAR_14438 
01BD: 61@ = current_time_in_ms 
if 
  $9589 > 60000 
else_jump @COPCAR_14423 
64@ = 60000 
jump @COPCAR_14431 

:COPCAR_14423
008B: 64@ = $9589 // (int) 

:COPCAR_14431
65@ = 1 

:COPCAR_14438
01BD: 67@ = current_time_in_ms 
0085: 68@ = 67@ // (int) 
0062: 68@ -= 61@ // (int) 
0062: 64@ -= 68@ // (int) 
0085: 61@ = 67@ // (int) 
0085: 69@ = 64@ // (int) 
69@ /= 1000 
if 
  1 > 69@ 
else_jump @COPCAR_14572 
69@ = 0 
if 
001D:   67@ > 99@ // (int) 
else_jump @COPCAR_14565 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
66@ = 1 
jump @COPCAR_14818 

:COPCAR_14565
jump @COPCAR_14588 

:COPCAR_14572
0085: 99@ = 67@ // (int) 
99@ += 1000 

:COPCAR_14588
if 
  69@ > -1 
else_jump @COPCAR_14677 
if 
  69@ == 1 
else_jump @COPCAR_14654 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 69@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_14677 

:COPCAR_14654
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 69@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_14677
wait 0 
jump @COPCAR_14338 

:COPCAR_14688
0396: pause_timer 1 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @COPCAR_14747 
03C0: 42@ = actor $PLAYER_ACTOR car 
053F: set_car 42@ tires_vulnerability 0 
0227: 72@ = car 42@ health 
72@ += 200 
0224: set_car 42@ health_to 72@ 

:COPCAR_14747
if 
  13 > 59@ 
else_jump @COPCAR_14811 
151@ -= 0.075 
if 
  0.0 > 151@ 
else_jump @COPCAR_14806 
151@ = 0.0 

:COPCAR_14806
03C7: set_sensitivity_to_crime 151@ 

:COPCAR_14811
jump @COPCAR_1301 

:COPCAR_14818
return 

:COPCAR_14820
$ONMISSION = 0 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0632: release_group 283@ 
0632: release_group 284@ 
0632: release_group 285@ 
014F: stop_timer $9589 
0151: remove_status_text $9594 
0151: remove_status_text $9590 
0249: release_model 98@ 
0249: release_model 280@ 
0249: release_model 346 
0249: release_model 352 
0249: release_model 355 
0249: release_model 349 
0249: release_model 336 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:COPCAR_14961
if 
  59@ == 0 
else_jump @COPCAR_15029 
0209: 167@ = random_int_in_ranges 0 91 
if and
  167@ > 7 
  17 > 167@ 
else_jump @COPCAR_15022 
0209: 167@ = random_int_in_ranges 0 91 

:COPCAR_15022
jump @COPCAR_15106 

:COPCAR_15029
if 
  59@ == 1 
else_jump @COPCAR_15097 
0209: 167@ = random_int_in_ranges 2 91 
if and
  167@ > 7 
  17 > 167@ 
else_jump @COPCAR_15090 
0209: 167@ = random_int_in_ranges 2 91 

:COPCAR_15090
jump @COPCAR_15106 

:COPCAR_15097
0209: 167@ = random_int_in_ranges 67 91 

:COPCAR_15106
0085: 98@ = 185@(167@,91i) // (int) 
0247: load_model 98@ 
return 

:COPCAR_15125
if 
  166@ == -1 
else_jump @COPCAR_15164 
00A0: store_actor $PLAYER_ACTOR position_to 130@ 131@ 128@ 
jump @COPCAR_15178 

:COPCAR_15164
00AA: store_car 166@ position_to 130@ 131@ 128@ 

:COPCAR_15178
00AA: store_car 165@ position_to 126@ 127@ 128@ 
0087: 128@ = 126@ // (float) 
0063: 128@ -= 130@ // (float) 
0087: 129@ = 127@ // (float) 
0063: 129@ -= 131@ // (float) 
006B: 128@ *= 128@ // (float) 
006B: 129@ *= 129@ // (float) 
005B: 128@ += 129@ // (float) 
01FB: 128@ = square_root 128@ 
0087: 132@ = 128@ // (float) 
132@ += 3.0 
if 
  132@ > 100.0 
else_jump @COPCAR_15305 
132@ = 100.0 

:COPCAR_15305
if 
  0.0 > 132@ 
else_jump @COPCAR_15336 
132@ = 0.0 

:COPCAR_15336
return 

:COPCAR_15338
if 
8118:   not actor 164@ dead 
else_jump @COPCAR_16126 
00A0: store_actor 164@ position_to $110 $111 $112 
if 
  $71 == 919.9 
else_jump @COPCAR_15406 
00A5: $47 = create_car 98@ at $110 $111 $112 

:COPCAR_15406
if 
00F2:   actor $PLAYER_ACTOR near_actor 164@ radius 40.0 40.0 0 
else_jump @COPCAR_15811 
0086: $113 = $110 // (float) 
$113 += 40.0 
0086: $114 = $111 // (float) 
$114 += 40.0 
$110 -= 40.0 
$111 -= 40.0 
01C3: remove_references_to_car $47 
$47 = -1 
0327: $47 = get_random_car_with_model -1 in_rectangle_cornerA $110 $111 cornerB $113 $114 
if or
  $47 == -1 
07D6:   43@ == $47 // @ == $ (int) 
else_jump @COPCAR_15594 
062E: get_actor 164@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_15587 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:COPCAR_15587
jump @COPCAR_15804 

:COPCAR_15594
if 
0185:   car $47 health >= 400 
else_jump @COPCAR_15755 
046D: 63@ = actor 164@ members_in_group 
01EA: 168@ = car $47 max_passengers 
if 
801D:   not  63@ > 168@ // (int) 
else_jump @COPCAR_15711 
062E: get_actor 164@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_15704 
020A: set_car $47 door_status_to 1 
00AD: set_car $47 max_speed_to 0.0 
05CB: AS_actor 164@ enter_car $47 as_driver -2 ms 

:COPCAR_15704
jump @COPCAR_15748 

:COPCAR_15711
062E: get_actor 164@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_15748 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:COPCAR_15748
jump @COPCAR_15804 

:COPCAR_15755
062E: get_actor 164@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_15792 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:COPCAR_15792
01C3: remove_references_to_car $47 
$47 = -1 

:COPCAR_15804
jump @COPCAR_16126 

:COPCAR_15811
03D3: get_route_nearest_for $110 $111 $112 store_to $110 $111 $112 Z_angle_to $71 
if 
80C2:   not sphere_onscreen $110 $111 $112 radius 3.0 
else_jump @COPCAR_16126 
if 
838A:   not any_car_in_cube_cornerA $110 $111 $112 cornerB 3.0 3.0 2.0 
else_jump @COPCAR_16017 
if 
0248:   model 98@ available 
else_jump @COPCAR_16010 
062E: get_actor 164@ task 1483 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_16010 
01C3: remove_references_to_car $47 
00A5: $47 = create_car 98@ at $110 $111 $112 
if 
0185:   car $47 health >= 800 
else_jump @COPCAR_15992 
0224: set_car $47 health_to 800 

:COPCAR_15992
0175: set_car $47 Z_angle_to $71 
05CB: AS_actor 164@ enter_car $47 as_driver -2 ms 

:COPCAR_16010
jump @COPCAR_16126 

:COPCAR_16017
if 
00FF:   actor 164@ sphere 0 in_sphere $110 $111 $112 radius 3.0 3.0 2.0 on_foot 
else_jump @COPCAR_16126 
062E: get_actor 164@ task 1491 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_16126 
02C0: store_to $110 $111 $112 ped_path_coords_closest_to $110 $111 $112 
05D3: AS_actor 164@ goto_point $110 $111 $112 mode 6 time -2 ms // versionA 

:COPCAR_16126
return 

:COPCAR_16128
01BD: 169@ = current_time_in_ms 
077E: get_active_interior_to $4780 
if 
  $4780 == 0 
else_jump @COPCAR_16752 
if 
8119:   not car 161@ wrecked 
else_jump @COPCAR_16752 
if and
01F4:   car 161@ flipped 
01C1:   car 161@ stopped 
else_jump @COPCAR_16354 
60@ = 1 
if 
0202:   actor $PLAYER_ACTOR near_car 161@ radius 90.0 90.0 sphere 0 
else_jump @COPCAR_16252 
03ED: set_car 161@ disable_flipped_explosion_when_empty 0 
162@ = -9 
jump @COPCAR_16354 

:COPCAR_16252
if 
82CA:   not car 161@ bounding_sphere_visible 
else_jump @COPCAR_16354 
00AA: store_car 161@ position_to $115 $116 $117 
03D3: get_route_nearest_for $115 $116 $117 store_to $115 $116 $117 Z_angle_to $71 
if 
80C2:   not sphere_onscreen $115 $116 $117 radius 4.0 
else_jump @COPCAR_16354 
00AB: put_car 161@ at $115 $116 $117 
0175: set_car 161@ Z_angle_to $71 

:COPCAR_16354
if 
01AF:   car 161@ sphere 0 in_sphere 158@ 159@ 160@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16689 
if 
  162@ == 0 
else_jump @COPCAR_16429 
0085: 163@ = 169@ // (int) 
162@ = 1 

:COPCAR_16429
0062: 169@ -= 163@ // (int) 
if 
  162@ == 1 
else_jump @COPCAR_16689 
if 
  169@ > 8000 
else_jump @COPCAR_16689 
if 
0202:   actor $PLAYER_ACTOR near_car 161@ radius 90.0 90.0 sphere 0 
else_jump @COPCAR_16531 
03ED: set_car 161@ disable_flipped_explosion_when_empty 0 
01BD: 163@ = current_time_in_ms 
162@ = -9 
jump @COPCAR_16689 

:COPCAR_16531
if 
82CA:   not car 161@ bounding_sphere_visible 
else_jump @COPCAR_16689 
00AA: store_car 161@ position_to $115 $116 $117 
03D3: get_route_nearest_for $115 $116 $117 store_to $115 $116 $117 Z_angle_to $71 
if 
838A:   not any_car_in_cube_cornerA $115 $116 $117 cornerB 4.0 4.0 4.0 
else_jump @COPCAR_16689 
if 
80C2:   not sphere_onscreen $115 $116 $117 radius 4.0 
else_jump @COPCAR_16689 
00AB: put_car 161@ at $115 $116 $117 
0175: set_car 161@ Z_angle_to $71 
01BD: 163@ = current_time_in_ms 
162@ = 0 
60@ = 1 

:COPCAR_16689
if 
81AF:   not car 161@ sphere 0 in_sphere 158@ 159@ 160@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16752 
00AA: store_car 161@ position_to 158@ 159@ 160@ 
162@ = 0 

:COPCAR_16752
return 
01BD: $15 = current_time_in_ms 
return 
return 
return 

:COPCAR_16765
if 
8118:   not actor 44@ dead 
else_jump @COPCAR_17208 
if 
07FD:   group 283@ alive 
else_jump @COPCAR_17208 
if 
8118:   not actor 45@ dead 
else_jump @COPCAR_16922 
if 
86EE:   not actor 45@ in_group 283@ 
else_jump @COPCAR_16915 
if 
00F2:   actor 45@ near_actor 44@ radius 30.0 30.0 0 
else_jump @COPCAR_16878 
0631: put_actor 45@ in_group 283@ 
jump @COPCAR_16915 

:COPCAR_16878
062E: get_actor 45@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_16915 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:COPCAR_16915
jump @COPCAR_16934 

:COPCAR_16922
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
45@ = -1 

:COPCAR_16934
if 
8118:   not actor 46@ dead 
else_jump @COPCAR_17059 
if 
86EE:   not actor 46@ in_group 283@ 
else_jump @COPCAR_17052 
if 
00F2:   actor 46@ near_actor 44@ radius 30.0 30.0 0 
else_jump @COPCAR_17015 
0631: put_actor 46@ in_group 283@ 
jump @COPCAR_17052 

:COPCAR_17015
062E: get_actor 46@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17052 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_17052
jump @COPCAR_17071 

:COPCAR_17059
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
46@ = -1 

:COPCAR_17071
if 
8118:   not actor 47@ dead 
else_jump @COPCAR_17196 
if 
86EE:   not actor 47@ in_group 283@ 
else_jump @COPCAR_17189 
if 
00F2:   actor 47@ near_actor 44@ radius 30.0 30.0 0 
else_jump @COPCAR_17152 
0631: put_actor 47@ in_group 283@ 
jump @COPCAR_17189 

:COPCAR_17152
062E: get_actor 47@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17189 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_17189
jump @COPCAR_17208 

:COPCAR_17196
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
47@ = -1 

:COPCAR_17208
return 

:COPCAR_17210
if 
8118:   not actor 49@ dead 
else_jump @COPCAR_17653 
if 
07FD:   group 284@ alive 
else_jump @COPCAR_17653 
if 
8118:   not actor 50@ dead 
else_jump @COPCAR_17367 
if 
86EE:   not actor 50@ in_group 284@ 
else_jump @COPCAR_17360 
if 
00F2:   actor 50@ near_actor 49@ radius 30.0 30.0 0 
else_jump @COPCAR_17323 
0631: put_actor 50@ in_group 284@ 
jump @COPCAR_17360 

:COPCAR_17323
062E: get_actor 50@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17360 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:COPCAR_17360
jump @COPCAR_17379 

:COPCAR_17367
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
50@ = -1 

:COPCAR_17379
if 
8118:   not actor 51@ dead 
else_jump @COPCAR_17504 
if 
86EE:   not actor 51@ in_group 284@ 
else_jump @COPCAR_17497 
if 
00F2:   actor 51@ near_actor 49@ radius 30.0 30.0 0 
else_jump @COPCAR_17460 
0631: put_actor 51@ in_group 284@ 
jump @COPCAR_17497 

:COPCAR_17460
062E: get_actor 51@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17497 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:COPCAR_17497
jump @COPCAR_17516 

:COPCAR_17504
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
51@ = -1 

:COPCAR_17516
if 
8118:   not actor 52@ dead 
else_jump @COPCAR_17641 
if 
86EE:   not actor 52@ in_group 284@ 
else_jump @COPCAR_17634 
if 
00F2:   actor 52@ near_actor 49@ radius 30.0 30.0 0 
else_jump @COPCAR_17597 
0631: put_actor 52@ in_group 284@ 
jump @COPCAR_17634 

:COPCAR_17597
062E: get_actor 52@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17634 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:COPCAR_17634
jump @COPCAR_17653 

:COPCAR_17641
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
52@ = -1 

:COPCAR_17653
return 

:COPCAR_17655
if 
8118:   not actor 54@ dead 
else_jump @COPCAR_18098 
if 
07FD:   group 285@ alive 
else_jump @COPCAR_18098 
if 
8118:   not actor 55@ dead 
else_jump @COPCAR_17812 
if 
86EE:   not actor 55@ in_group 285@ 
else_jump @COPCAR_17805 
if 
00F2:   actor 55@ near_actor 54@ radius 30.0 30.0 0 
else_jump @COPCAR_17768 
0631: put_actor 55@ in_group 285@ 
jump @COPCAR_17805 

:COPCAR_17768
062E: get_actor 55@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17805 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:COPCAR_17805
jump @COPCAR_17824 

:COPCAR_17812
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
55@ = -1 

:COPCAR_17824
if 
8118:   not actor 56@ dead 
else_jump @COPCAR_17949 
if 
86EE:   not actor 56@ in_group 285@ 
else_jump @COPCAR_17942 
if 
00F2:   actor 56@ near_actor 54@ radius 30.0 30.0 0 
else_jump @COPCAR_17905 
0631: put_actor 56@ in_group 285@ 
jump @COPCAR_17942 

:COPCAR_17905
062E: get_actor 56@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_17942 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:COPCAR_17942
jump @COPCAR_17961 

:COPCAR_17949
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
56@ = -1 

:COPCAR_17961
if 
8118:   not actor 57@ dead 
else_jump @COPCAR_18086 
if 
86EE:   not actor 57@ in_group 285@ 
else_jump @COPCAR_18079 
if 
00F2:   actor 57@ near_actor 54@ radius 30.0 30.0 0 
else_jump @COPCAR_18042 
0631: put_actor 57@ in_group 285@ 
jump @COPCAR_18079 

:COPCAR_18042
062E: get_actor 57@ task 1506 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @COPCAR_18079 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:COPCAR_18079
jump @COPCAR_18098 

:COPCAR_18086
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
57@ = -1 

:COPCAR_18098
return 

:COPCAR_18100
060B: set_actor 58@ decision_maker_to 276@ 
0433: set_actor 58@ criminal_flag 1 
02A9: set_actor 58@ immune_to_nonplayer 1 
0982: set_actor 58@ stay_in_car_when_dead 1 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
if 
  59@ == 0 
else_jump @COPCAR_18291 
0209: 167@ = random_int_in_ranges 0 2 

:COPCAR_18291
if 
  59@ > 1 
else_jump @COPCAR_18318 
0209: 167@ = random_int_in_ranges 0 3 

:COPCAR_18318
if 
  59@ > 4 
else_jump @COPCAR_18345 
0209: 167@ = random_int_in_ranges 0 4 

:COPCAR_18345
if 
  59@ > 6 
else_jump @COPCAR_18372 
0209: 167@ = random_int_in_ranges 0 5 

:COPCAR_18372
if 
  59@ > 8 
else_jump @COPCAR_18399 
0209: 167@ = random_int_in_ranges 0 6 

:COPCAR_18399
if 
  167@ == 0 
else_jump @COPCAR_18482 
0209: 167@ = random_int_in_ranges 10 13 
if 
  167@ == 10 
else_jump @COPCAR_18454 
01B2: give_actor 58@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18454
if 
  167@ == 11 
else_jump @COPCAR_18482 
01B2: give_actor 58@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18482
if 
  167@ == 1 
else_jump @COPCAR_18510 
01B2: give_actor 58@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_18510
if 
  167@ == 2 
else_jump @COPCAR_18538 
01B2: give_actor 58@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_18538
if 
  167@ == 3 
else_jump @COPCAR_18566 
01B2: give_actor 58@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_18566
if or
  167@ == 4 
  167@ == 5 
else_jump @COPCAR_18601 
01B2: give_actor 58@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_18601
return 

:COPCAR_18603
if 
   not $9589 == -100 
else_jump @COPCAR_18680 
if 
  1 > $9589 
else_jump @COPCAR_18680 
66@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
return 

:COPCAR_18680
if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @COPCAR_19018 
0396: pause_timer 0 
if 
  65@ == 0 
else_jump @COPCAR_18784 
01BD: 61@ = current_time_in_ms 
if 
  $9589 > 60000 
else_jump @COPCAR_18769 
64@ = 60000 
jump @COPCAR_18777 

:COPCAR_18769
008B: 64@ = $9589 // (int) 

:COPCAR_18777
65@ = 1 

:COPCAR_18784
01BD: 67@ = current_time_in_ms 
0085: 68@ = 67@ // (int) 
0062: 68@ -= 61@ // (int) 
0062: 64@ -= 68@ // (int) 
0085: 61@ = 67@ // (int) 
0085: 69@ = 64@ // (int) 
69@ /= 1000 
if 
  1 > 69@ 
else_jump @COPCAR_18913 
69@ = 0 
if 
001D:   67@ > 99@ // (int) 
else_jump @COPCAR_18906 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
66@ = 1 
return 

:COPCAR_18906
jump @COPCAR_18929 

:COPCAR_18913
0085: 99@ = 67@ // (int) 
99@ += 1000 

:COPCAR_18929
if 
  69@ > -1 
else_jump @COPCAR_19018 
if 
  69@ == 1 
else_jump @COPCAR_18995 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 69@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_19018 

:COPCAR_18995
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 69@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_19018
if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 425 
else_jump @COPCAR_19140 
03C0: 42@ = actor $PLAYER_ACTOR car 
053F: set_car 42@ tires_vulnerability 0 
if 
0A52:   is_widget_released 72 
else_jump @COPCAR_19108 
if 
  70@ == 1 
else_jump @COPCAR_19101 
wait 100 
70@ = 2 

:COPCAR_19101
jump @COPCAR_19133 

:COPCAR_19108
if 
  70@ == 0 
else_jump @COPCAR_19133 
70@ = 1 

:COPCAR_19133
65@ = 0 

:COPCAR_19140
if 
  70@ == 2 
else_jump @COPCAR_19200 
if 
80E1:   not player 0 pressed_key 19 
else_jump @COPCAR_19200 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
66@ = 1 
return 

:COPCAR_19200
return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB
thread 'BURGJB' 
gosub @BURGJB_65 
if 
wasted_or_busted 
else_jump @BURGJB_38 
gosub @BURGJB_8140 

:BURGJB_38
gosub @BURGJB_8252 
end_thread 
if 
  $2876 == 0 
else_jump @BURGJB_65 

:BURGJB_65
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
0169: set_fade_color_RGB 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
109@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
111@ = 0 
110@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
120@ = 0 
55@ = 0 
$9595 = 0 
98@ = 0 
97@ = 0 
114@ = 0 
$9603 = 10 
$9604 = 300000 
99@ = 0 
113@ = 0 
49@ = 0.0 
$3178 = 0.0 
50@ = 9999999.0 
51@ = 9999999.0 
62@ = 2741.0 
65@ = -2006.807 
68@ = 14.0 
05A9: s$9596[0] = 'BURG_LK' // s$ 
84@ = 2741.241 
87@ = -2011.274 
90@ = 13.5869 
63@ = -2102.54 
66@ = -15.5931 
69@ = 34.3203 
05A9: s$9596[1] = 'BRGSFSE' // s$ 
85@ = -2109.32 
88@ = -15.7967 
91@ = 34.3203 
64@ = 2609.248 
67@ = 1439.347 
70@ = 9.8203 
05A9: s$9596[2] = 'VGELOCK' // s$ 
86@ = 2609.012 
89@ = 1445.936 
92@ = 9.8203 
42@ = 0 
56@ = 0 
$3179 = 0 
119@ = 0 
$6677 = 0 
$3719 = 1 
010B: 46@ = player $PLAYER_CHAR money 
010B: 47@ = player $PLAYER_CHAR money 
if 
  56@ == 99 
else_jump @BURGJB_687 
0107: 57@ = create_object #BRIEFCASE at 0.0 0.0 0.0 
018A: 59@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 61@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_687
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_820 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
fade 0 1000 

:BURGJB_727
if 
fading 
else_jump @BURGJB_751 
wait 0 
jump @BURGJB_727 

:BURGJB_751
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:BURGJB_792
if 
fading 
else_jump @BURGJB_816 
wait 0 
jump @BURGJB_792 

:BURGJB_816
0A2D: hide_styled_text_while_fading 1 // works with 00BA 

:BURGJB_820
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if 
  $33 >= 20 
else_jump @BURGJB_909 
008B: 96@ = $33 // (int) 
96@ *= 60 
005C: 96@ += $34 // (int) 
44@ = 1440 
0062: 44@ -= 96@ // (int) 
44@ += 360 
44@ *= 1000 
008A: $9602 = 44@ // (int) 

:BURGJB_909
if 
  6 > $33 
else_jump @BURGJB_982 
008B: 96@ = $33 // (int) 
96@ *= 60 
005C: 96@ += $34 // (int) 
44@ = 360 
0062: 44@ -= 96@ // (int) 
44@ *= 1000 
008A: $9602 = 44@ // (int) 

:BURGJB_982
03C3: set_timer_to $9602 type 1 GXT 'BURG52' // global_variable  // DAYLIGHT
04F7: status_text $9595 type 0 line 1 GXT 'BURG51' // global_variable  // CASH
wait 0 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BURGJB_1044 
00D9: 58@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BURGJB_1044
wait 0 
if 
0735:   is_keyboard_key_pressed 32 
else_jump @BURGJB_1073 
$9602 = 10000000 

:BURGJB_1073
if 
0735:   is_keyboard_key_pressed 49 
else_jump @BURGJB_1118 
00A1: put_actor $PLAYER_ACTOR at 2741.928 -1993.231 12.3669 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.5173 

:BURGJB_1118
if 
0735:   is_keyboard_key_pressed 50 
else_jump @BURGJB_1153 
00A1: put_actor $PLAYER_ACTOR at 2639.0 2039.911 9.8052 

:BURGJB_1153
if 
0735:   is_keyboard_key_pressed 99 
else_jump @BURGJB_1176 
$9602 = 5000 

:BURGJB_1176
if 
0735:   is_keyboard_key_pressed 48 
else_jump @BURGJB_1199 
$9604 = 5000 

:BURGJB_1199
if 
0735:   is_keyboard_key_pressed 53 
else_jump @BURGJB_1222 
$3176 = 11000 

:BURGJB_1222
if 
0735:   is_keyboard_key_pressed 54 
else_jump @BURGJB_1244 
56@ = 3 

:BURGJB_1244
if 
  118@ == 0 
else_jump @BURGJB_2153 
if 
  $9602 == 0 
else_jump @BURGJB_1970 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
if 
  100@ == 1 
else_jump @BURGJB_1570 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 1000 

:BURGJB_1318
if 
fading 
else_jump @BURGJB_1342 
wait 0 
jump @BURGJB_1318 

:BURGJB_1342
03E6: remove_text_box 
select_interior 0 
04E4: refresh_game_renderer_at 77@ 78@ 
03CB: set_rendering_origin_at 77@ 78@ 79@ 
0972: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ no_offset 
0489: set_actor $PLAYER_ACTOR muted 0 
80@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80@ 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 81@ 82@ radius 5.0 
03CB: set_rendering_origin_at 77@ 78@ 79@ 
if 
  56@ == 0 
else_jump @BURGJB_1496 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1496 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_1496
100@ = 0 
101@ = 0 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BURGJB_1525 
02EB: restore_camera_with_jumpcut 

:BURGJB_1525
fade 1 1000 

:BURGJB_1532
if 
fading 
else_jump @BURGJB_1556 
wait 0 
jump @BURGJB_1532 

:BURGJB_1556
01B4: set_player $PLAYER_CHAR can_move 1 
jump @BURGJB_1733 

:BURGJB_1570
if 
  56@ == 0 
else_jump @BURGJB_1733 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1733 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_1640 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_1640
fade 0 1000 

:BURGJB_1647
if 
fading 
else_jump @BURGJB_1671 
wait 0 
jump @BURGJB_1647 

:BURGJB_1671
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BURGJB_1702 
02EB: restore_camera_with_jumpcut 

:BURGJB_1702
fade 1 1000 

:BURGJB_1709
if 
fading 
else_jump @BURGJB_1733 
wait 0 
jump @BURGJB_1709 

:BURGJB_1733
014F: stop_timer $9602 
if 
  56@ > 0 
else_jump @BURGJB_1916 
03C3: set_timer_to $9604 type 1 GXT 'BURG3' // global_variable  // TIME
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~It's daylight! Not the time for home invasions! Go and offload what you've already stolen within the time limit!
if 
  101@ == 1 
else_jump @BURGJB_1838 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
110@ = 2 
jump @BURGJB_1909 

:BURGJB_1838
if 
  102@ == 1 
else_jump @BURGJB_1886 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
110@ = 1 
jump @BURGJB_1909 

:BURGJB_1886
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
110@ = 3 

:BURGJB_1909
jump @BURGJB_1956 

:BURGJB_1916
$9604 = 0 
0108: destroy_object 57@ 
01C4: remove_references_to_object 57@ // This object will now disappear when the player looks away 
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
jump @BURGJB_8140 

:BURGJB_1956
118@ = 1 
jump @BURGJB_2146 

:BURGJB_1970
00BF: $33 = current_time_hours, $34 = current_time_minutes 
if 
  $33 >= 20 
else_jump @BURGJB_2066 
008B: 96@ = $33 // (int) 
96@ *= 60 
005C: 96@ += $34 // (int) 
44@ = 1440 
0062: 44@ -= 96@ // (int) 
44@ += 360 
44@ += 1 
44@ *= 1000 
008A: $9602 = 44@ // (int) 

:BURGJB_2066
if 
  6 > $33 
else_jump @BURGJB_2146 
008B: 96@ = $33 // (int) 
96@ *= 60 
005C: 96@ += $34 // (int) 
44@ = 360 
0062: 44@ -= 96@ // (int) 
44@ += 1 
44@ *= 1000 
008A: $9602 = 44@ // (int) 

:BURGJB_2146
jump @BURGJB_2351 

:BURGJB_2153
if 
  $9604 == 0 
else_jump @BURGJB_2351 
00BE: text_clear_all 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_2196 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2196
fade 0 1000 

:BURGJB_2203
if 
fading 
else_jump @BURGJB_2227 
wait 0 
jump @BURGJB_2203 

:BURGJB_2227
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2272 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2272
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BURGJB_2287 
02EB: restore_camera_with_jumpcut 

:BURGJB_2287
fade 1 1000 

:BURGJB_2294
if 
fading 
else_jump @BURGJB_2318 
wait 0 
jump @BURGJB_2294 

:BURGJB_2318
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
0108: destroy_object 57@ 
01C4: remove_references_to_object 57@ // This object will now disappear when the player looks away 
jump @BURGJB_8140 

:BURGJB_2351
if 
  103@ == 0 
else_jump @BURGJB_7849 
gosub @BURGJB_7970 
077E: get_active_interior_to 45@ 
if 
  45@ == 0 
else_jump @BURGJB_2451 
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2451 
00BB: show_text_lowpriority GXT 'BURG62' time 5000 flag 1  // ~r~You no longer have the ski mask.
jump @BURGJB_8140 

:BURGJB_2451
if 
  101@ == 1 
else_jump @BURGJB_2694 
if and
010F:   player $PLAYER_CHAR wanted_level > 0 
  56@ > 0 
else_jump @BURGJB_2544 
if 
   not 110@ == 5 
else_jump @BURGJB_2537 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
110@ = 5 

:BURGJB_2537
jump @BURGJB_2687 

:BURGJB_2544
if 
   not 110@ == 2 
else_jump @BURGJB_2687 
00BE: text_clear_all 
if 
  56@ > 0 
else_jump @BURGJB_2646 
if 
  118@ == 0 
else_jump @BURGJB_2623 
00BB: show_text_lowpriority GXT 'BURG4' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~, or find a house to break into.
jump @BURGJB_2639 

:BURGJB_2623
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.

:BURGJB_2639
jump @BURGJB_2680 

:BURGJB_2646
if 
  118@ == 0 
else_jump @BURGJB_2680 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_2680
110@ = 2 

:BURGJB_2687
jump @BURGJB_3084 

:BURGJB_2694
if 
  118@ == 0 
else_jump @BURGJB_2957 
if 
  102@ == 1 
else_jump @BURGJB_2798 
if 
   not 110@ == 1 
else_jump @BURGJB_2791 
if 
  100@ == 0 
else_jump @BURGJB_2791 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
110@ = 1 

:BURGJB_2791
jump @BURGJB_2950 

:BURGJB_2798
if 
  100@ == 1 
else_jump @BURGJB_2866 
if 
   not 110@ == 4 
else_jump @BURGJB_2859 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.
110@ = 4 

:BURGJB_2859
jump @BURGJB_2950 

:BURGJB_2866
if 
   not 110@ == 3 
else_jump @BURGJB_2950 
00BE: text_clear_all 
if 
  56@ == 0 
else_jump @BURGJB_2927 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.
jump @BURGJB_2943 

:BURGJB_2927
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Go and find a house to break into, or get in the ~b~truck~s~ and go offload what you've already stashed.

:BURGJB_2943
110@ = 3 

:BURGJB_2950
jump @BURGJB_3084 

:BURGJB_2957
if 
  102@ == 1 
else_jump @BURGJB_3043 
if 
   not 110@ == 1 
else_jump @BURGJB_3036 
if 
  100@ == 0 
else_jump @BURGJB_3036 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
110@ = 1 

:BURGJB_3036
jump @BURGJB_3084 

:BURGJB_3043
if 
   not 110@ == 3 
else_jump @BURGJB_3084 
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
110@ = 3 

:BURGJB_3084
if 
8119:   not car 58@ wrecked 
else_jump @BURGJB_7698 
if 
  100@ == 0 
else_jump @BURGJB_3415 
if 
80DB:   not actor $PLAYER_ACTOR in_car 58@ 
else_jump @BURGJB_3242 
0657: car 58@ open_door 4 
0657: car 58@ open_door 5 
101@ = 0 
if 
  107@ == 1 
else_jump @BURGJB_3188 
0164: disable_marker 59@ 
107@ = 0 

:BURGJB_3188
if 
  105@ == 0 
else_jump @BURGJB_3235 
0186: 60@ = create_marker_above_car 58@ 
018B: set_marker 60@ radar_mode 2 
07E0: set_marker 60@ type_to 1 
105@ = 1 

:BURGJB_3235
jump @BURGJB_3415 

:BURGJB_3242
0508: car 58@ close_all_doors 
101@ = 1 
if 
  105@ == 1 
else_jump @BURGJB_3291 
116@ = 0 
0164: disable_marker 60@ 
105@ = 0 

:BURGJB_3291
if 
  56@ > 0 
else_jump @BURGJB_3415 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @BURGJB_3364 
if 
  107@ == 1 
else_jump @BURGJB_3357 
0164: disable_marker 59@ 
107@ = 0 

:BURGJB_3357
jump @BURGJB_3415 

:BURGJB_3364
if 
  107@ == 0 
else_jump @BURGJB_3415 
018A: 59@ = create_checkpoint_at 62@(43@,3f) 65@(43@,3f) 68@(43@,3f) 
107@ = 1 

:BURGJB_3415
if 
  116@ == 0 
else_jump @BURGJB_3867 
0652: $24 = integer_stat 181 
if 
  $24 == 0 
else_jump @BURGJB_3473 
43@ = 0 
jump @BURGJB_3849 

:BURGJB_3473
if 
  $24 == 1 
else_jump @BURGJB_3645 
00A0: store_actor $PLAYER_ACTOR position_to 71@ 72@ 73@ 
07EF: get_town_number_from_point 71@ 72@ 73@ store_to 43@ 
if 
  43@ > 0 
else_jump @BURGJB_3551 
43@ -= 1 
jump @BURGJB_3638 

:BURGJB_3551
050A: 50@ = distance_between_XYZ 71@ 72@ 73@ and_XYZ 62@ 65@ 68@ 
43@ = 0 
0087: 51@ = 50@ // (float) 
050A: 50@ = distance_between_XYZ 71@ 72@ 73@ and_XYZ 63@ 66@ 69@ 
if 
0025:   51@ > 50@ // (float) 
else_jump @BURGJB_3638 
43@ = 1 

:BURGJB_3638
jump @BURGJB_3849 

:BURGJB_3645
00A0: store_actor $PLAYER_ACTOR position_to 71@ 72@ 73@ 
07EF: get_town_number_from_point 71@ 72@ 73@ store_to 43@ 
if 
  43@ > 0 
else_jump @BURGJB_3705 
43@ -= 1 
jump @BURGJB_3849 

:BURGJB_3705
050A: 50@ = distance_between_XYZ 71@ 72@ 73@ and_XYZ 62@ 65@ 68@ 
43@ = 0 
0087: 51@ = 50@ // (float) 
050A: 50@ = distance_between_XYZ 71@ 72@ 73@ and_XYZ 63@ 66@ 69@ 
if 
0025:   51@ > 50@ // (float) 
else_jump @BURGJB_3800 
43@ = 1 
0087: 51@ = 50@ // (float) 

:BURGJB_3800
050A: 50@ = distance_between_XYZ 71@ 72@ 73@ and_XYZ 64@ 67@ 70@ 
if 
0025:   51@ > 50@ // (float) 
else_jump @BURGJB_3849 
43@ = 2 

:BURGJB_3849
02FA: set_garage $9596(43@,3s) type 19 
116@ = 1 

:BURGJB_3867
if 
8119:   not car 58@ wrecked 
else_jump @BURGJB_5314 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 62@(43@,3f) 65@(43@,3f) 68@(43@,3f) radius 20.0 20.0 4.0 
01AF:   car 58@ sphere 0 in_sphere 62@(43@,3f) 65@(43@,3f) 68@(43@,3f) radius 20.0 20.0 4.0 
else_jump @BURGJB_5285 
if 
83B0:   not garage $9596(43@,3s) door_open 
else_jump @BURGJB_4009 
0360: open_garage $9596(43@,3s) 

:BURGJB_4009
if 
  116@ == 1 
else_jump @BURGJB_5278 
if 
  101@ == 1 
else_jump @BURGJB_5278 
if 
  56@ > 0 
else_jump @BURGJB_5278 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
else_jump @BURGJB_4136 
if 
  107@ == 1 
else_jump @BURGJB_4129 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
0164: disable_marker 59@ 
107@ = 0 

:BURGJB_4129
jump @BURGJB_5278 

:BURGJB_4136
if 
  107@ == 0 
else_jump @BURGJB_4212 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
018A: 59@ = create_checkpoint_at 62@(43@,3f) 65@(43@,3f) 68@(43@,3f) 
107@ = 1 
jump @BURGJB_5278 

:BURGJB_4212
00BB: show_text_lowpriority GXT 'BURG40' time 1000 flag 1  // ~s~Park the truck in the ~y~lockup~s~.
if 
0100:   actor $PLAYER_ACTOR in_sphere 84@(43@,3f) 87@(43@,3f) 90@(43@,3f) radius 2.9 3.2 5.0 sphere 1 in_car 
else_jump @BURGJB_5278 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 84@(43@,3f) 87@(43@,3f) 90@(43@,3f) radius 10.0 
if 
  118@ == 1 
else_jump @BURGJB_4361 
014F: stop_timer $9604 
$9604 = 999999 

:BURGJB_4361
if 
83B1:   not garage $9596(43@,3s) door_closed 
else_jump @BURGJB_4390 
0361: close_garage $9596(43@,3s) 

:BURGJB_4390
112@ = 0 

:BURGJB_4397
if 
  112@ == 0 
else_jump @BURGJB_4453 
wait 0 
if 
03B1:   garage $9596(43@,3s) door_closed 
else_jump @BURGJB_4446 
112@ = 1 

:BURGJB_4446
jump @BURGJB_4397 

:BURGJB_4453
0164: disable_marker 59@ 
0085: 42@ = 56@ // (int) 
42@ *= 20 
006A: 42@ *= 56@ // (int) 
005E: $3177 += 56@ // (int) 
005E: $3176 += 42@ // (int) 
008F: 53@ = integer $3176 to_float 
0093: 54@ = integer 42@ to_float 
005A: 55@ += 56@ // (int) 
005E: $9595 += 42@ // (int) 
0628: update_float_stat_to 54@ stat_id 40 
0624: add 54@ to_float_stat 41 
0623: add 56@ to_integer_stat 194 
if 
  118@ == 1 
else_jump @BURGJB_4719 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4592 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_4592
fade 0 1000 

:BURGJB_4599
if 
fading 
else_jump @BURGJB_4623 
wait 0 
jump @BURGJB_4599 

:BURGJB_4623
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4668 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4668
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BURGJB_4681 

:BURGJB_4681
fade 1 1000 

:BURGJB_4688
if 
fading 
else_jump @BURGJB_4712 
wait 0 
jump @BURGJB_4688 

:BURGJB_4712
jump @BURGJB_4888 

:BURGJB_4719
if and
  $3176 >= 10000 
  $2876 == 0 
else_jump @BURGJB_4888 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4768 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_4768
fade 0 1000 

:BURGJB_4775
if 
fading 
else_jump @BURGJB_4799 
wait 0 
jump @BURGJB_4775 

:BURGJB_4799
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4844 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_4844
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BURGJB_4857 

:BURGJB_4857
fade 1 1000 

:BURGJB_4864
if 
fading 
else_jump @BURGJB_4888 
wait 0 
jump @BURGJB_4864 

:BURGJB_4888
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
if 
  2 > 56@ 
else_jump @BURGJB_4955 
036D: show_text_2numbers_styled GXT 'BURG39' numbers 56@ 42@ time 5000 style 6  // ~s~This load: ~1~ item $~1~
jump @BURGJB_4977 

:BURGJB_4955
036D: show_text_2numbers_styled GXT 'BURG36' numbers 56@ 42@ time 5000 style 6  // ~s~This load: ~1~ items $~1~

:BURGJB_4977
0109: player $PLAYER_CHAR money = 42@ 
40@ = 0 

:BURGJB_4992
if or
076F:   text_priority_displayed 
  4000 > 40@ 
else_jump @BURGJB_5024 
wait 0 
jump @BURGJB_4992 

:BURGJB_5024
if 
83B0:   not garage $9596(43@,3s) door_open 
else_jump @BURGJB_5053 
0360: open_garage $9596(43@,3s) 

:BURGJB_5053
112@ = 0 

:BURGJB_5060
if 
  112@ == 0 
else_jump @BURGJB_5116 
wait 0 
if 
03B0:   garage $9596(43@,3s) door_open 
else_jump @BURGJB_5109 
112@ = 1 

:BURGJB_5109
jump @BURGJB_5060 

:BURGJB_5116
if and
  $3176 >= 10000 
  $2876 == 0 
else_jump @BURGJB_5170 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
jump @BURGJB_8180 
jump @BURGJB_5232 

:BURGJB_5170
if 
  118@ == 0 
else_jump @BURGJB_5204 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_5204
107@ = 0 
42@ = 0 
56@ = 0 
113@ = 0 

:BURGJB_5232
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
  118@ == 1 
else_jump @BURGJB_5278 
jump @BURGJB_8140 
$9604 = 0 

:BURGJB_5278
jump @BURGJB_5314 

:BURGJB_5285
if 
83B1:   not garage $9596(43@,3s) door_closed 
else_jump @BURGJB_5314 
0361: close_garage $9596(43@,3s) 

:BURGJB_5314
if 
  101@ == 0 
else_jump @BURGJB_5749 
if 
0867:   unknown_in_burglary_interior 0 
else_jump @BURGJB_5489 
if 
  115@ == 0 
else_jump @BURGJB_5475 
094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 77@ 78@ 79@ number_to 80@ 
00A0: store_actor $PLAYER_ACTOR position_to 81@ 82@ 83@ 
if 
03CA:   object 57@ exists 
else_jump @BURGJB_5444 
if 
0737:   actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_5444 
077E: get_active_interior_to 45@ 
0566: link_object 57@ to_interior 45@ 

:BURGJB_5444
0164: disable_marker 60@ 
0489: set_actor $PLAYER_ACTOR muted 1 
075B: zoom_radar 90 
010B: 47@ = player $PLAYER_CHAR money 
115@ = 1 

:BURGJB_5475
100@ = 1 
jump @BURGJB_5749 

:BURGJB_5489
if 
  115@ == 1 
else_jump @BURGJB_5742 
0489: set_actor $PLAYER_ACTOR muted 0 
if 
03CA:   object 57@ exists 
else_jump @BURGJB_5562 
if 
0737:   actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_5562 
077E: get_active_interior_to 45@ 
0566: link_object 57@ to_interior 45@ 

:BURGJB_5562
if 
8119:   not car 58@ wrecked 
else_jump @BURGJB_5593 
0186: 60@ = create_marker_above_car 58@ 
07E0: set_marker 60@ type_to 1 

:BURGJB_5593
075B: zoom_radar 0 
115@ = 0 
if 
  102@ == 1 
else_jump @BURGJB_5742 
120@ = 1 
if 
0045:   93@ == 77@ // (float) 
else_jump @BURGJB_5693 
if 
0045:   94@ == 78@ // (float) 
else_jump @BURGJB_5693 
if 
0045:   95@ == 79@ // (float) 
else_jump @BURGJB_5693 
120@ = 0 

:BURGJB_5693
if 
  120@ == 1 
else_jump @BURGJB_5742 
0087: 93@ = 77@ // (float) 
0087: 94@ = 78@ // (float) 
0087: 95@ = 79@ // (float) 
0623: add 1 to_integer_stat 191 

:BURGJB_5742
100@ = 0 

:BURGJB_5749
if 
  101@ == 0 
else_jump @BURGJB_6523 
if 
  100@ == 0 
else_jump @BURGJB_6523 
if 
  102@ == 0 
else_jump @BURGJB_6027 
00A0: store_actor $PLAYER_ACTOR position_to 71@ 72@ 73@ 
0866: get_object_in_sphere 71@ 72@ 73@ radius 5.0 handle_as 57@ 
if 
   not 57@ == -1 
else_jump @BURGJB_6020 
if 
0737:   actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_5914 
if 
  108@ == 1 
else_jump @BURGJB_5900 
03E6: remove_text_box 
108@ = 0 

:BURGJB_5900
102@ = 1 
jump @BURGJB_6020 

:BURGJB_5914
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 57@ radius 1.7 1.7 2.0 sphere 0 on_foot 
else_jump @BURGJB_5993 
if 
  108@ == 0 
else_jump @BURGJB_5986 
0512: show_permanent_text_box 'BURG23'  // Get close to the item to pick it up.
108@ = 1 

:BURGJB_5986
jump @BURGJB_6020 

:BURGJB_5993
if 
  108@ == 1 
else_jump @BURGJB_6020 
03E6: remove_text_box 
108@ = 0 

:BURGJB_6020
jump @BURGJB_6083 

:BURGJB_6027
if 
03CA:   object 57@ exists 
else_jump @BURGJB_6076 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_6069 
102@ = 0 

:BURGJB_6069
jump @BURGJB_6083 

:BURGJB_6076
102@ = 0 

:BURGJB_6083
if or
  $3179 == 1 
  106@ == 1 
else_jump @BURGJB_6141 
$3179 = 0 
106@ = 0 
0151: remove_status_text $9603 
$9603 = 10 
117@ = 0 

:BURGJB_6141
if 
  109@ == 1 
else_jump @BURGJB_6198 
0151: remove_status_text $6677 
$3178 = 0.0 
49@ = 0.0 
$6677 = 0 
109@ = 0 

:BURGJB_6198
if 
  102@ == 1 
else_jump @BURGJB_6523 
0407: store_coords_to 74@ 75@ 76@ from_car 58@ with_offset 0.0 -6.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 74@ 75@ 76@ radius 3.5 3.5 2.0 on_foot 
else_jump @BURGJB_6496 
if 
  108@ == 0 
else_jump @BURGJB_6323 
0512: show_permanent_text_box 'BURG24'  // Walk over to the back of the truck to drop off the item.
108@ = 1 

:BURGJB_6323
if 
0A52:   is_widget_released 15 
else_jump @BURGJB_6489 
03E6: remove_text_box 
56@ += 1 
41@ = 0 
112@ = 0 
if 
03CA:   object 57@ exists 
else_jump @BURGJB_6482 

:BURGJB_6377
if 
  112@ == 0 
else_jump @BURGJB_6445 
if or
8737:   not actor $PLAYER_ACTOR lifting_object 57@ 
0118:   actor $PLAYER_ACTOR dead 
  41@ > 5000 
else_jump @BURGJB_6434 
112@ = 1 

:BURGJB_6434
wait 0 
jump @BURGJB_6377 

:BURGJB_6445
0108: destroy_object 57@ 
01C4: remove_references_to_object 57@ // This object will now disappear when the player looks away 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
102@ = 0 

:BURGJB_6482
108@ = 0 

:BURGJB_6489
jump @BURGJB_6523 

:BURGJB_6496
if 
  108@ == 1 
else_jump @BURGJB_6523 
03E6: remove_text_box 
108@ = 0 

:BURGJB_6523
if 
  100@ == 1 
else_jump @BURGJB_7691 
if and
  106@ == 0 
  $3179 == 0 
else_jump @BURGJB_6996 
if 
  109@ == 0 
else_jump @BURGJB_6648 
0926: 119@ = external_script_status 23 (BURG_BRAINS) 
if 
  119@ > 0 
else_jump @BURGJB_6641 
04F7: status_text $6677 type 1 line 2 GXT 'BURG25' // global_variable  // Noise
0489: set_actor $PLAYER_ACTOR muted 1 
109@ = 1 

:BURGJB_6641
jump @BURGJB_6989 

:BURGJB_6648
0926: 119@ = external_script_status 23 (BURG_BRAINS) 
if 
   not 119@ == 0 
else_jump @BURGJB_6943 
00A0: store_actor $PLAYER_ACTOR position_to 71@ 72@ 73@ 
0855: get_actor -1 noise_level_at 71@ 72@ 73@ store_to $3178 
$3178 *= 1.6 
if 
  $3178 > 20.0 
else_jump @BURGJB_6752 
$3178 -= 20.0 
005D: 49@ += $3178 // (float) 

:BURGJB_6752
49@ *= 0.99 
0090: $6677 = float 49@ to_integer 
if 
  $6677 >= 100 
else_jump @BURGJB_6832 
$6677 = 100 
if 
  114@ == 0 
else_jump @BURGJB_6825 
01BD: 97@ = current_time_in_ms 
114@ = 1 

:BURGJB_6825
jump @BURGJB_6864 

:BURGJB_6832
if 
  0 > $6677 
else_jump @BURGJB_6857 
$6677 = 0 

:BURGJB_6857
114@ = 0 

:BURGJB_6864
if 
  114@ == 1 
else_jump @BURGJB_6936 
01BD: 98@ = current_time_in_ms 
0085: 99@ = 98@ // (int) 
0062: 99@ -= 97@ // (int) 
if 
  99@ > 200 
else_jump @BURGJB_6936 
106@ = 1 
113@ += 1 

:BURGJB_6936
jump @BURGJB_6989 

:BURGJB_6943
0151: remove_status_text $6677 
$3178 = 0.0 
49@ = 0.0 
$6677 = 0 
109@ = 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_6989
jump @BURGJB_7353 

:BURGJB_6996
if 
  109@ == 1 
else_jump @BURGJB_7108 
0151: remove_status_text $6677 
$9603 = 10 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG55' time 5000 flag 1  // ~s~You have been detected!
04F7: status_text $9603 type 0 line 2 GXT 'BURG61' // global_variable  // COPS
01BD: 97@ = current_time_in_ms 
$3178 = 0.0 
49@ = 0.0 
$6677 = 0 
109@ = 0 
jump @BURGJB_7353 

:BURGJB_7108
if 
  117@ == 0 
else_jump @BURGJB_7353 
01BD: 98@ = current_time_in_ms 
0085: 99@ = 98@ // (int) 
0062: 99@ -= 97@ // (int) 
99@ /= 1000 
$9603 = 10 
0066: $9603 -= 99@ // (int) 
if or
  0 > $9603 
  $9603 == 0 
else_jump @BURGJB_7264 
$9603 = 0 
if 
810F:   not player $PLAYER_CHAR wanted_level > 4 
else_jump @BURGJB_7227 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:BURGJB_7227
117@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG60' time 5000 flag 1  // ~s~The cops are on the way!
0151: remove_status_text $9603 
jump @BURGJB_7353 

:BURGJB_7264
03D5: remove_text 'BURG58'  // ~s~You have ~1~ seconds to get out of the house!
03D5: remove_text 'BURG59'  // ~s~You have ~1~ second to get out of the house!
09C1: add_next_text_to_brief_history 0 
if 
  $9603 > 1 
else_jump @BURGJB_7334 
01E4: show_text_1number_lowpriority GXT 'BURG58' number $9603 time 1000 flag 1  // ~s~You have ~1~ seconds to get out of the house!
jump @BURGJB_7353 

:BURGJB_7334
01E4: show_text_1number_lowpriority GXT 'BURG59' number $9603 time 1000 flag 1  // ~s~You have ~1~ second to get out of the house!

:BURGJB_7353
if 
  102@ == 0 
else_jump @BURGJB_7613 
00A0: store_actor $PLAYER_ACTOR position_to 71@ 72@ 73@ 
0866: get_object_in_sphere 71@ 72@ 73@ radius 5.0 handle_as 57@ 
if 
   not 57@ == -1 
else_jump @BURGJB_7606 
if 
0737:   actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_7500 
if 
  108@ == 1 
else_jump @BURGJB_7486 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG57' time 5000 flag 1  // ~s~Take the item back to the truck.
03E6: remove_text_box 
108@ = 0 

:BURGJB_7486
102@ = 1 
jump @BURGJB_7606 

:BURGJB_7500
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 57@ radius 1.7 1.7 2.0 sphere 0 on_foot 
else_jump @BURGJB_7579 
if 
  108@ == 0 
else_jump @BURGJB_7572 
0512: show_permanent_text_box 'BURG23'  // Get close to the item to pick it up.
108@ = 1 

:BURGJB_7572
jump @BURGJB_7606 

:BURGJB_7579
if 
  108@ == 1 
else_jump @BURGJB_7606 
03E6: remove_text_box 
108@ = 0 

:BURGJB_7606
jump @BURGJB_7691 

:BURGJB_7613
if 
03CA:   object 57@ exists 
else_jump @BURGJB_7691 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 57@ 
else_jump @BURGJB_7691 
if 
  102@ == 1 
else_jump @BURGJB_7684 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.

:BURGJB_7684
102@ = 0 

:BURGJB_7691
jump @BURGJB_7842 

:BURGJB_7698
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7828 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_7750 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_7750
fade 0 1000 

:BURGJB_7757
if 
fading 
else_jump @BURGJB_7781 
wait 0 
jump @BURGJB_7757 

:BURGJB_7781
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:BURGJB_7804
if 
fading 
else_jump @BURGJB_7828 
wait 0 
jump @BURGJB_7804 

:BURGJB_7828
jump @BURGJB_8140 
103@ = 1 

:BURGJB_7842
jump @BURGJB_7963 

:BURGJB_7849
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7956 
fade 0 1000 

:BURGJB_7885
if 
fading 
else_jump @BURGJB_7909 
wait 0 
jump @BURGJB_7885 

:BURGJB_7909
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
fade 1 1000 

:BURGJB_7932
if 
fading 
else_jump @BURGJB_7956 
wait 0 
jump @BURGJB_7932 

:BURGJB_7956
jump @BURGJB_8140 

:BURGJB_7963
jump @BURGJB_1044 

:BURGJB_7970
if 
0A52:   is_widget_released 72 
else_jump @BURGJB_8027 
if 
8119:   not car 58@ wrecked 
else_jump @BURGJB_8027 
if 
00DB:   actor $PLAYER_ACTOR in_car 58@ 
else_jump @BURGJB_8027 
104@ = 1 

:BURGJB_8027
if 
  104@ == 1 
else_jump @BURGJB_8138 
if 
80E1:   not player 0 pressed_key 19 
else_jump @BURGJB_8138 
if 
8119:   not car 58@ wrecked 
else_jump @BURGJB_8138 
if 
00DB:   actor $PLAYER_ACTOR in_car 58@ 
else_jump @BURGJB_8129 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
103@ = 1 
jump @BURGJB_8136 

:BURGJB_8129
104@ = 0 

:BURGJB_8136
return 

:BURGJB_8138
return 

:BURGJB_8140
00BA: show_text_styled GXT 'B_FAIL1' time 5000 style 5  // Burglary mission ended.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 55@ $9595 time 5000 style 1  // TOTAL: ~1~ items worth $~1~
return 

:BURGJB_8180
if 
  $2876 == 0 
else_jump @BURGJB_8248 
0330: set_player $PLAYER_CHAR infinite_run 1 
01E3: show_text_1number_styled GXT 'BURG54' number 3000 time 5000 style 1  // Burglary missions complete: $~1~
0109: player $PLAYER_CHAR money = 3000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
$2876 = 1 

:BURGJB_8248
return 
return 

:BURGJB_8252
$3719 = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BURGJB_8282 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_8282
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
02FA: set_garage s$9596[0] type 43 
02FA: set_garage s$9596[1] type 43 
02FA: set_garage s$9596[2] type 43 
01C3: remove_references_to_car 58@ 
0164: disable_marker 60@ 
0164: disable_marker 59@ 
0151: remove_status_text $6677 
014F: stop_timer $9602 
014F: stop_timer $9604 
0151: remove_status_text $9595 
0151: remove_status_text $9603 
$164 = 0 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT
thread 'FREIGHT' 
gosub @FREIGHT_80 
if 
wasted_or_busted 
else_jump @FREIGHT_38 
gosub @FREIGHT_2802 

:FREIGHT_38
gosub @FREIGHT_3161 
if 
  $9606 == 1 
else_jump @FREIGHT_78 
create_thread @FRTEXT 
$9606 = 2 

:FREIGHT_78
end_thread 

:FREIGHT_80
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
143@ = 999999.0 
$ONMISSION = 1 
$160 = 1 
138@ = 0 
134@ = 0 
133@ = 0 
if 
  $162 == 0 
else_jump @FREIGHT_162 
$162 = 1 

:FREIGHT_162
53@ = 1698.826 
73@ = -1953.75 
93@ = 12.5469 
42@ = 150000 
47@ = 60000 
54@ = 789.4952 
74@ = -1343.796 
94@ = -2.5794 
43@ = 60000 
48@ = 140000 
55@ = -1943.241 
75@ = 159.585 
95@ = 24.7186 
44@ = 140000 
49@ = 150000 
56@ = 1463.359 
76@ = 2632.25 
96@ = 9.8203 
45@ = 150000 
50@ = 105000 
57@ = 2864.623 
77@ = 1248.266 
97@ = 9.8203 
46@ = 105000 
51@ = 150000 
if 
  $162 == 1 
else_jump @FREIGHT_438 
135@ = 15000 

:FREIGHT_438
if 
  $162 == 2 
else_jump @FREIGHT_464 
135@ = 10000 

:FREIGHT_464
if 
  $162 == 3 
else_jump @FREIGHT_489 
135@ = 0 

:FREIGHT_489
137@ = 0 

:FREIGHT_496
005A: 42@(137@,5i) += 135@ // (int) 
005A: 47@(137@,5i) += 135@ // (int) 
137@ += 1 
  137@ >= 5 
else_jump @FREIGHT_496 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $9606 == 0 
else_jump @FREIGHT_576 
increment_mission_attempts 

:FREIGHT_576
054C: use_GXT_table 'FTRAIN' 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_627 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FREIGHT_627 
00D9: $47 = actor $PLAYER_ACTOR car // add to mission cleanup 

:FREIGHT_627
if 
  $9606 == 0 
else_jump @FREIGHT_671 
01E3: show_text_1number_styled GXT 'FREI_04' number $162 time 5000 style 4  // Freight Mission Level ~1~
jump @FREIGHT_687 

:FREIGHT_671
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Freight Mission

:FREIGHT_687
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_721 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:FREIGHT_721
0509: 142@ = distance_between_XY $72 $73 and_XY 1698.826 -1953.75 
if 
0025:   143@ > 142@ // (float) 
else_jump @FREIGHT_776 
0087: 143@ = 142@ // (float) 
133@ = 0 

:FREIGHT_776
0509: 142@ = distance_between_XY $72 $73 and_XY 789.4952 -1343.796 
if 
0025:   143@ > 142@ // (float) 
else_jump @FREIGHT_831 
0087: 143@ = 142@ // (float) 
133@ = 1 

:FREIGHT_831
0509: 142@ = distance_between_XY $72 $73 and_XY -1943.241 159.585 
if 
0025:   143@ > 142@ // (float) 
else_jump @FREIGHT_886 
0087: 143@ = 142@ // (float) 
133@ = 2 

:FREIGHT_886
0509: 142@ = distance_between_XY $72 $73 and_XY 1463.359 2632.25 
if 
0025:   143@ > 142@ // (float) 
else_jump @FREIGHT_941 
0087: 143@ = 142@ // (float) 
133@ = 3 

:FREIGHT_941
0509: 142@ = distance_between_XY $72 $73 and_XY 2864.623 1248.266 
if 
0025:   143@ > 142@ // (float) 
else_jump @FREIGHT_996 
0087: 143@ = 142@ // (float) 
133@ = 4 

:FREIGHT_996
0247: load_model 590 
0247: load_model 570 
0247: load_model 569 
0247: load_model 538 
0247: load_model 537 

:FREIGHT_1021
if or
8248:   not model 590 available 
8248:   not model 570 available 
8248:   not model 569 available 
8248:   not model 538 available 
8248:   not model 537 available 
else_jump @FREIGHT_1068 
wait 0 
jump @FREIGHT_1021 

:FREIGHT_1068
40@ = 0 
41@ = 0 
06DB: destroy_all_trains 
06D7: enable_train_traffic 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_1128 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @FREIGHT_1128 
03C0: $47 = actor $PLAYER_ACTOR car 

:FREIGHT_1128
if 
8119:   not car $47 wrecked 
else_jump @FREIGHT_1195 
if 
09E3:   train $47 traveling_clockwise 
else_jump @FREIGHT_1181 
133@ += 1 
141@ = 0 
jump @FREIGHT_1195 

:FREIGHT_1181
133@ -= 1 
141@ = 1 

:FREIGHT_1195
if 
  133@ == 5 
else_jump @FREIGHT_1220 
133@ = 0 

:FREIGHT_1220
if 
  133@ == -1 
else_jump @FREIGHT_1245 
133@ = 4 

:FREIGHT_1245
gosub @FREIGHT_3336 
018A: 113@(133@,20i) = create_checkpoint_at 53@(133@,20f) 73@(133@,20f) 93@(133@,20f) 
if 
  141@ == 0 
else_jump @FREIGHT_1319 
008A: $9605 = 42@(133@,5i) // (int) 
jump @FREIGHT_1331 

:FREIGHT_1319
008A: $9605 = 47@(133@,5i) // (int) 

:FREIGHT_1331
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_2749 
wait 0 
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @FREIGHT_1373 
jump @FREIGHT_2260 

:FREIGHT_1373
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 538 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 537 
else_jump @FREIGHT_1442 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
820D:   not car $47 flipped 
else_jump @FREIGHT_1435 
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2756 

:FREIGHT_1435
jump @FREIGHT_1453 

:FREIGHT_1442
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2756 

:FREIGHT_1453
02E3: 145@ = car $47 speed 
0090: $9609 = float 145@ to_integer 
if and
  41@ > 3000 
  134@ == 0 
else_jump @FREIGHT_1515 
134@ = 1 
00BE: text_clear_all 
03E5: show_text_box 'FREI_03'  // ~s~Deliver the cargo to the stations within the time limit!

:FREIGHT_1515
if and
  41@ > 8000 
  134@ == 1 
else_jump @FREIGHT_1603 
134@ = 2 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $9610 == 0 
else_jump @FREIGHT_1588 
03E5: show_text_box 'FREI_12'  // ~s~If you go too fast you will derail!
jump @FREIGHT_1603 

:FREIGHT_1588
41@ = 18000 
134@ = 3 

:FREIGHT_1603
if and
  41@ > 12000 
  134@ == 2 
else_jump @FREIGHT_1691 
134@ = 3 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $9610 == 0 
else_jump @FREIGHT_1676 
03E5: show_text_box 'FREI_13'  // ~s~Brake early or you will overshoot the station!
jump @FREIGHT_1691 

:FREIGHT_1676
41@ = 18000 
134@ = 3 

:FREIGHT_1691
if and
  41@ > 16000 
  134@ == 3 
else_jump @FREIGHT_2038 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_1747 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:FREIGHT_1747
144@ = 0.0 
$9605 = 0 
0509: 144@ = distance_between_XY $72 $73 and_XY 53@(133@,20f) 73@(133@,20f) 
0090: $9608 = float 144@ to_integer 
if 
  144@ > 3000.0 
else_jump @FREIGHT_1835 
144@ /= 0.021 
jump @FREIGHT_1845 

:FREIGHT_1835
144@ /= 0.019 

:FREIGHT_1845
if 
  10000.0 > 144@ 
else_jump @FREIGHT_1876 
144@ = 10000.0 

:FREIGHT_1876
0090: $9605 = float 144@ to_integer 
if 
  $162 == 1 
else_jump @FREIGHT_1910 
135@ = 15000 

:FREIGHT_1910
if 
  $162 == 2 
else_jump @FREIGHT_1935 
135@ = 0 

:FREIGHT_1935
if 
  $162 == 3 
else_jump @FREIGHT_1960 
135@ = 0 

:FREIGHT_1960
005E: $9605 += 135@ // (int) 
134@ = 4 
$9610 = 1 
03C3: set_timer_to $9605 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $9608 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $9609 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2038
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_2068 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 

:FREIGHT_2068
0509: 144@ = distance_between_XY $72 $73 and_XY 53@(133@,20f) 73@(133@,20f) 
0090: $9608 = float 144@ to_integer 
if 
0981:   train $47 wrecked 
else_jump @FREIGHT_2124 
jump @FREIGHT_2802 

:FREIGHT_2124
if 
0A52:   is_widget_released 72 
else_jump @FREIGHT_2154 
00BE: text_clear_all 
03E6: remove_text_box 
wait 100 
jump @FREIGHT_2756 

:FREIGHT_2154
if 
  0 >= $9605 
else_jump @FREIGHT_2179 
jump @FREIGHT_2802 

:FREIGHT_2179
if 
0101:   actor $PLAYER_ACTOR in_sphere 53@(133@,20f) 73@(133@,20f) 93@(133@,20f) radius 10.0 10.0 10.0 sphere 1 stopped 
else_jump @FREIGHT_2524 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 538 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 537 
else_jump @FREIGHT_2524 

:FREIGHT_2260
if 
075C:   marker 113@(133@,20i) enabled 
else_jump @FREIGHT_2289 
0164: disable_marker 113@(133@,20i) 

:FREIGHT_2289
138@ += 1 
008B: 135@ = $9605 // (int) 
014F: stop_timer $9605 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
if 
  138@ == 5 
else_jump @FREIGHT_2344 
jump @FREIGHT_2888 

:FREIGHT_2344
if 
  141@ == 0 
else_jump @FREIGHT_2376 
133@ += 1 
jump @FREIGHT_2383 

:FREIGHT_2376
133@ -= 1 

:FREIGHT_2383
if 
  133@ == 5 
else_jump @FREIGHT_2408 
133@ = 0 

:FREIGHT_2408
if 
  133@ == -1 
else_jump @FREIGHT_2433 
133@ = 4 

:FREIGHT_2433
if 
  135@ > 15000 
else_jump @FREIGHT_2460 
135@ = 15000 

:FREIGHT_2460
0085: 136@ = 135@ // (int) 
136@ /= 100 
006E: 136@ *= $162 // (int) 
01E3: show_text_1number_styled GXT 'FREI_07' number 136@ time 3000 style 1  // CARGO DELIVERED! $~1~
0109: player $PLAYER_CHAR money = 136@ 
40@ = 0 
140@ = 1 

:FREIGHT_2524
if and
  140@ == 1 
  40@ > 6000 
else_jump @FREIGHT_2742 
0085: 136@ = 135@ // (int) 
136@ /= 1000 
$9605 = 0 
if 
  141@ == 0 
else_jump @FREIGHT_2618 
008A: $9605 = 42@(133@,5i) // (int) 
005E: $9605 += 135@ // (int) 
jump @FREIGHT_2638 

:FREIGHT_2618
008A: $9605 = 47@(133@,5i) // (int) 
005E: $9605 += 135@ // (int) 

:FREIGHT_2638
014F: stop_timer $9605 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
03C3: set_timer_to $9605 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $9608 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $9609 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
018A: 113@(133@,20i) = create_checkpoint_at 53@(133@,20f) 73@(133@,20f) 93@(133@,20f) 
140@ = 0 

:FREIGHT_2742
jump @FREIGHT_1331 

:FREIGHT_2749
jump @FREIGHT_2802 

:FREIGHT_2756
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
03E6: remove_text_box 
00BA: show_text_styled GXT 'FREI_02' time 5000 style 1  // ~r~Freight mission cancelled!
014F: stop_timer $9605 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
wait 2000 
return 

:FREIGHT_2802
if 
075C:   marker 113@(133@,20i) enabled 
else_jump @FREIGHT_2831 
0164: disable_marker 113@(133@,20i) 

:FREIGHT_2831
014F: stop_timer $9605 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~You missed your delivery!
return 

:FREIGHT_2888
if 
  $162 == 2 
else_jump @FREIGHT_3015 
if 
  $9606 == 0 
else_jump @FREIGHT_2959 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0394: play_music 2 

:FREIGHT_2959
if 
  $9606 == 2 
else_jump @FREIGHT_3008 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 2 

:FREIGHT_3008
jump @FREIGHT_3034 

:FREIGHT_3015
01E3: show_text_1number_styled GXT 'FREI_15' number $162 time 5000 style 1  // Level ~1~ Complete

:FREIGHT_3034
if and
  $9607 == 0 
  $162 == 1 
else_jump @FREIGHT_3068 
0595: mission_complete 
$9607 = 1 

:FREIGHT_3068
if and
  $9606 == 0 
  $162 == 2 
else_jump @FREIGHT_3106 
0595: mission_complete 
030C: progress_made = 1 
$9606 = 1 

:FREIGHT_3106
014F: stop_timer $9605 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0394: play_music 1 
if 
   not $162 == 2 
else_jump @FREIGHT_3159 
$162 += 1 

:FREIGHT_3159
return 

:FREIGHT_3161
if 
075C:   marker 113@(133@,20i) enabled 
else_jump @FREIGHT_3190 
0164: disable_marker 113@(133@,20i) 

:FREIGHT_3190
0249: release_model 590 
0249: release_model 570 
0249: release_model 569 
0249: release_model 538 
0249: release_model 537 
$ONMISSION = 0 
$160 = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0151: remove_status_text $9608 
0151: remove_status_text $9609 
014F: stop_timer $9605 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
return 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
return 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:FREIGHT_3310
if 
fading 
else_jump @FREIGHT_3334 
wait 0 
jump @FREIGHT_3310 

:FREIGHT_3334
return 

:FREIGHT_3336
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:FREIGHT_3351
if 
fading 
else_jump @FREIGHT_3375 
wait 0 
jump @FREIGHT_3351 

:FREIGHT_3375
return 
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @FREIGHT_3413 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_3413 
05BE: AS_actor $PLAYER_ACTOR die 

:FREIGHT_3413
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @FREIGHT_3458 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @FREIGHT_3458 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_3458
return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP
thread 'PIMP' 
gosub @PIMP_47 
if 
wasted_or_busted 
else_jump @PIMP_38 
gosub @PIMP_38143 

:PIMP_38
gosub @PIMP_38558 
end_thread 

:PIMP_47
if 
  $3378 == 0 
else_jump @PIMP_67 
increment_mission_attempts 

:PIMP_67
$161 = 1 
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PIMP_138 
01B4: set_player $PLAYER_CHAR can_move 1 

:PIMP_138
547@ = 0 
543@ = 0 
544@ = 0 
$9612 = 0 
521@ = 0 
523@ = 0 
524@ = 0 
527@ = 0 
537@ = 0 
48@ = 0 
49@ = 0 
54@ = 0 
51@ = 0 
53@ = 0 
52@ = 0 
50@ = 0 
55@ = 0 
56@ = 0 
154@ = 0 
59@ = 0 
63@ = 0 
62@ = 0 
518@ = 0 
519@ = 0 
44@ = 0 
528@ = 0 
532@ = 0 
531@ = 0 
530@ = 0 
64@ = 1 
182@ = 2286.79 
210@ = -2312.836 
238@ = 12.557 
266@ = 301.0 
183@ = 1537.268 
211@ = -2314.27 
239@ = 12.5469 
267@ = 280.2771 
184@ = 2307.903 
212@ = -1998.647 
240@ = 12.5529 
268@ = 321.3693 
185@ = 1239.282 
213@ = -1918.819 
241@ = 30.3478 
269@ = 284.1407 
186@ = 1685.32 
214@ = -1585.244 
242@ = 12.5469 
270@ = 233.3592 
187@ = 1749.745 
215@ = -1455.778 
243@ = 12.5547 
271@ = 8.5912 
188@ = 1959.539 
216@ = -1452.56 
244@ = 12.5495 
272@ = 186.4147 
189@ = 1793.708 
217@ = -1600.12 
245@ = 12.5387 
273@ = 74.0619 
190@ = 2259.703 
218@ = -1339.907 
246@ = 22.9832 
274@ = 267.1747 
191@ = 2350.009 
219@ = -1504.599 
247@ = 23.0 
275@ = 113.9031 
192@ = 2745.374 
220@ = -1188.68 
248@ = 68.3986 
276@ = 109.0182 
193@ = 2833.886 
221@ = -1585.979 
249@ = 10.086 
277@ = 223.6582 
194@ = 1282.429 
222@ = -1666.13 
250@ = 12.5547 
278@ = 202.373 
195@ = 899.8489 
223@ = -1823.877 
251@ = 11.2302 
279@ = 215.4203 
196@ = 447.2084 
224@ = -1761.314 
252@ = 4.7837 
280@ = 230.4552 
197@ = 765.7432 
225@ = -1541.32 
253@ = 12.5536 
281@ = 264.2591 
198@ = 1269.592 
226@ = -1560.462 
254@ = 12.5643 
282@ = 186.3764 
199@ = 557.9569 
227@ = -1509.402 
255@ = 13.5557 
283@ = 94.5521 
200@ = 434.0113 
228@ = -1555.667 
256@ = 26.5851 
284@ = 273.0415 
201@ = 403.0965 
229@ = -1256.665 
257@ = 51.2 
285@ = 29.0138 
202@ = 1147.13 
230@ = -898.4011 
258@ = 41.7814 
286@ = 234.2193 
203@ = 1020.802 
231@ = -911.898 
259@ = 41.2395 
287@ = 222.6945 
204@ = 828.6284 
232@ = -1056.445 
260@ = 24.2484 
288@ = 22.838 
205@ = 971.1776 
233@ = -1107.744 
261@ = 22.8672 
289@ = 83.3249 
206@ = 1893.362 
234@ = -1741.244 
262@ = 12.5468 
290@ = 177.218 
207@ = 2333.625 
235@ = -1764.659 
263@ = 12.5534 
291@ = 333.4691 
208@ = 1775.942 
236@ = -1895.623 
264@ = 12.3865 
292@ = 248.6633 
209@ = 1707.121 
237@ = -1804.755 
265@ = 12.5391 
293@ = 172.0678 
294@ = -2020.273 
322@ = 932.0927 
350@ = 44.5639 
378@ = 221.8539 
295@ = -2399.298 
323@ = 1071.83 
351@ = 54.7266 
379@ = 327.6848 
296@ = -2400.652 
324@ = 922.1189 
352@ = 44.4453 
380@ = 283.5361 
297@ = -2301.292 
325@ = 1373.105 
353@ = 6.1961 
381@ = 124.8329 
300@ = -2576.948 
328@ = 1144.234 
356@ = 54.7266 
384@ = 124.6449 
301@ = -2694.151 
329@ = 1204.628 
357@ = 54.1953 
385@ = 357.2611 
302@ = -2244.235 
330@ = 643.8406 
358@ = 48.4375 
386@ = 99.8674 
303@ = -1923.351 
331@ = 563.4099 
359@ = 34.1972 
387@ = 44.6685 
304@ = -1736.431 
332@ = 809.515 
360@ = 23.8904 
388@ = 333.3014 
305@ = -1504.571 
333@ = 1083.0 
361@ = 6.1846 
389@ = 156.5032 
306@ = -2400.051 
334@ = 556.1022 
362@ = 23.8906 
390@ = 18.535 
307@ = -2490.255 
335@ = 6.0292 
363@ = 24.6238 
391@ = 56.3408 
308@ = -2757.469 
336@ = 168.1762 
364@ = 6.0408 
392@ = 196.6891 
309@ = -2779.791 
337@ = -319.9682 
365@ = 6.1875 
393@ = 123.0427 
310@ = -2192.023 
338@ = 309.7259 
366@ = 34.1172 
394@ = 7.9069 
311@ = -2195.789 
339@ = 197.3115 
367@ = 34.3203 
395@ = 9.4354 
312@ = -2108.647 
340@ = 217.1542 
368@ = 34.3045 
396@ = 133.6119 
313@ = -1545.449 
341@ = 560.5441 
369@ = 6.1797 
397@ = 165.7533 
314@ = -2779.8 
342@ = -500.7523 
370@ = 6.2925 
398@ = 37.7744 
315@ = -1974.475 
343@ = -975.055 
371@ = 31.2266 
399@ = 138.4206 
316@ = -1587.119 
344@ = -482.9532 
372@ = 5.1484 
400@ = 117.5313 
317@ = -2838.112 
345@ = 846.8309 
373@ = 42.5804 
401@ = 288.0701 
318@ = -2566.241 
346@ = 918.7418 
374@ = 63.9765 
402@ = 178.9968 
319@ = -2601.591 
347@ = 688.1887 
375@ = 26.8125 
403@ = 34.6082 
320@ = -2758.551 
348@ = 394.18 
376@ = 3.3359 
404@ = 315.443 
406@ = 2009.313 
434@ = 1167.793 
462@ = 9.813 
490@ = 266.731 
407@ = 1959.998 
435@ = 945.6432 
463@ = 9.8203 
491@ = 225.7712 
408@ = 2202.737 
436@ = 1254.45 
464@ = 9.8203 
492@ = 110.1904 
409@ = 2186.84 
437@ = 998.9764 
465@ = 9.8203 
493@ = 202.3453 
410@ = 2031.976 
438@ = 1539.9 
466@ = 9.8203 
494@ = 224.9353 
411@ = 2139.462 
439@ = 1516.045 
467@ = 9.8203 
495@ = 351.7 
412@ = 2150.364 
440@ = 1675.969 
468@ = 9.8203 
496@ = 217.8727 
413@ = 1939.55 
441@ = 1389.756 
469@ = 8.2578 
497@ = 271.8136 
414@ = 2595.79 
442@ = 1793.637 
470@ = 9.9692 
498@ = 105.7608 
415@ = 2185.686 
443@ = 1885.912 
471@ = 9.8203 
499@ = 4.9185 
416@ = 2159.891 
444@ = 1931.016 
472@ = 9.8203 
500@ = 94.0854 
417@ = 2057.374 
445@ = 1957.522 
473@ = 10.7324 
501@ = 218.8441 
418@ = 2181.532 
446@ = 2353.484 
474@ = 9.8203 
502@ = 186.4606 
419@ = 2437.607 
447@ = 2376.581 
475@ = 9.8203 
503@ = 87.5329 
420@ = 2335.391 
448@ = 2076.146 
476@ = 9.8125 
504@ = 261.0065 
421@ = 2217.564 
449@ = 1787.844 
477@ = 9.8203 
505@ = 36.1247 
422@ = 1540.732 
450@ = 748.3782 
478@ = 9.8203 
506@ = 259.5982 
423@ = 1011.96 
451@ = 1104.625 
479@ = 9.8203 
507@ = 4.436 
424@ = 1723.904 
452@ = 1541.124 
480@ = 9.8203 
508@ = 317.5323 
425@ = 1958.822 
453@ = 706.9632 
481@ = 9.8199 
509@ = 216.0597 
$9613 = 180000 
0395: clear_area 0 at 1918.988 -1791.854 12.3828 radius 30.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PIMP_3332 
jump @PIMP_38143 

:PIMP_3332
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @PIMP_3363 
00D9: 47@ = actor $PLAYER_ACTOR car // add to mission cleanup 
jump @PIMP_3370 

:PIMP_3363
jump @PIMP_38143 

:PIMP_3370
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_3394 
0224: set_car 47@ health_to 2000 

:PIMP_3394
060A: create_decision_maker_type 0 store_to 525@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 
02DD: 42@(44@,2i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 42@(44@,2i) 
02DD: 98@(58@,28i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 98@(58@,28i) 
if 
  54@ == -13 
else_jump @PIMP_3514 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
014F: stop_timer $9613 

:PIMP_3514
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PIMP_3538 
0842: 537@ = player $PLAYER_CHAR town_number 

:PIMP_3538
if 
84A4:   not  537@ == 1 // == constant 
else_jump @PIMP_3758 
if 
84A4:   not  537@ == 2 // == constant 
else_jump @PIMP_3758 
if 
84A4:   not  537@ == 3 // == constant 
else_jump @PIMP_3758 
00A0: store_actor $PLAYER_ACTOR position_to 538@ 539@ 540@ 
050A: 542@ = distance_between_XYZ 538@ 539@ 540@ and_XYZ 207@ 235@ 263@ 
0087: 541@ = 542@ // (float) 
04AF: 537@ = 1 // = constant 
050A: 542@ = distance_between_XYZ 538@ 539@ 540@ and_XYZ 294@ 322@ 350@ 
if 
0025:   541@ > 542@ // (float) 
else_jump @PIMP_3701 
0087: 541@ = 542@ // (float) 
04AF: 537@ = 2 // = constant 

:PIMP_3701
050A: 542@ = distance_between_XYZ 538@ 539@ 540@ and_XYZ 406@ 434@ 462@ 
if 
0025:   541@ > 542@ // (float) 
else_jump @PIMP_3758 
0087: 541@ = 542@ // (float) 
04AF: 537@ = 3 // = constant 

:PIMP_3758
wait 0 
if 
  547@ == 1 
else_jump @PIMP_3798 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
547@ = 2 

:PIMP_3798
if 
  547@ == 2 
else_jump @PIMP_3838 
if 
03D0:   wav 4 loaded 
else_jump @PIMP_3838 
547@ = 3 

:PIMP_3838
if 
  543@ == 1 
else_jump @PIMP_4029 
if 
  1 > $9613 
else_jump @PIMP_4029 
0A66: 106 // 1
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_92' time 6000 flag 1  // ~r~Customers won't wait forever! Deliver your girl quicker next time!
jump @PIMP_38143 

:PIMP_4029
if 
  543@ == 2 
else_jump @PIMP_4220 
if 
  1 > $9613 
else_jump @PIMP_4220 
0A66: 107 // 2
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_91' time 6000 flag 1  // ~r~You've run out of time! A pimp has to be quick to look after his girls!
jump @PIMP_38143 

:PIMP_4220
if 
0735:   is_keyboard_key_pressed 87 
else_jump @PIMP_4245 
$9613 += 60000 

:PIMP_4245
if 
0735:   is_keyboard_key_pressed 81 
else_jump @PIMP_4268 
$9613 -= 30000 

:PIMP_4268
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PIMP_4291 
jump @PIMP_38143 

:PIMP_4291
if 
0119:   car 47@ wrecked 
else_jump @PIMP_4314 
jump @PIMP_38143 

:PIMP_4314
if 
0735:   is_keyboard_key_pressed 80 
else_jump @PIMP_4336 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:PIMP_4336
if 
0735:   is_keyboard_key_pressed 79 
else_jump @PIMP_4358 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:PIMP_4358
if 
0A52:   is_widget_released 72 
else_jump @PIMP_4548 
if 
  $161 == 1 
else_jump @PIMP_4548 
03EB: clear_small_messages_only 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
if 
8118:   not actor 42@ dead 
else_jump @PIMP_4475 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_4470 
if 
0448:   actor 42@ in_car 47@ 
else_jump @PIMP_4470 
0687: clear_actor 42@ task 
0633: AS_actor 42@ exit_car 

:PIMP_4470
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 

:PIMP_4475
if 
8118:   not actor 43@ dead 
else_jump @PIMP_4541 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_4536 
if 
0448:   actor 43@ in_car 47@ 
else_jump @PIMP_4536 
0687: clear_actor 43@ task 
0633: AS_actor 43@ exit_car 

:PIMP_4536
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:PIMP_4541
jump @PIMP_38132 

:PIMP_4548
536@ = 0 

:PIMP_4555
if 
  28 > 536@ 
else_jump @PIMP_4718 
if 
  126@(536@,28i) == 1 
else_jump @PIMP_4704 
if 
056D:   actor 98@(536@,28i) defined 
else_jump @PIMP_4704 
if 
051A:   actor 98@(536@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_4661 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_4661
if 
0118:   actor 98@(536@,28i) dead 
else_jump @PIMP_4704 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_4704
536@ += 1 
jump @PIMP_4555 

:PIMP_4718
if 
  523@ == 0 
else_jump @PIMP_4942 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_4942 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_4942 
41@ = 0 
524@ = 1 
008B: 522@ = $9613 // (int) 
522@ /= 1000 
523@ = 1 
0A66: 108 // 2
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_4942
if 
  523@ == 1 
else_jump @PIMP_5155 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_5155 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_5155 
41@ = 0 
523@ = 0 
524@ = 0 
544@ = 0 
00BE: text_clear_all 
0A66: 109 // 4

:PIMP_5155
if 
  524@ == 1 
else_jump @PIMP_5698 
0085: 521@ = 41@ // (int) 
521@ /= 1000 
if 
  544@ == 0 
else_jump @PIMP_5240 
if and
  21000 > $9613 
  $9613 > 1 
else_jump @PIMP_5240 
544@ = 1 

:PIMP_5240
if 
  544@ == 0 
else_jump @PIMP_5284 
if 
  $9613 > 20099 
else_jump @PIMP_5284 
544@ = 2 

:PIMP_5284
if 
  544@ == 1 
else_jump @PIMP_5318 
0084: $9612 = $9613 // (int) 
$9612 /= 1000 

:PIMP_5318
if 
  544@ == 2 
else_jump @PIMP_5351 
$9612 = 20 
0066: $9612 -= 521@ // (int) 

:PIMP_5351
00BE: text_clear_all 
0A66: 110 // 5
if 
  $9612 > 0 
else_jump @PIMP_5524 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $9612 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back in the ~b~car~s~ or this pimping session is over!

:PIMP_5524
if 
  41@ > 21000 
else_jump @PIMP_5698 
00BE: text_clear_all 
0A66: 111 // 6
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
jump @PIMP_38143 

:PIMP_5698
if 
  48@ == -13 
else_jump @PIMP_5773 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 1954.348 -1867.164 12.5391 
0187: 95@ = create_marker_above_actor 42@(44@,2i) 
0187: 96@ = create_marker_above_actor $PLAYER_ACTOR 
0187: 97@ = create_marker_above_actor $PLAYER_ACTOR 

:PIMP_5773
if 
  48@ == 0 
else_jump @PIMP_5805 
gosub @PIMP_36534 
48@ = 1 

:PIMP_5805
if 
  48@ == 1 
else_jump @PIMP_12437 
if 
04A4:   537@ == 1 // == constant 
else_jump @PIMP_8214 
0247: load_model 63 
0247: load_model 64 

:PIMP_5849
if or
8248:   not model 63 available 
8248:   not model 64 available 
else_jump @PIMP_5879 
wait 0 
jump @PIMP_5849 

:PIMP_5879
if 
  49@ == 0 
else_jump @PIMP_5963 
if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
else_jump @PIMP_5963 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 209@ 237@ 265@ 
0173: set_actor 42@(44@,2i) Z_angle_to 293@ 
gosub @PIMP_36406 

:PIMP_5963
if 
  49@ == 0 
else_jump @PIMP_6047 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
else_jump @PIMP_6047 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 208@ 236@ 264@ 
0173: set_actor 42@(44@,2i) Z_angle_to 292@ 
gosub @PIMP_36406 

:PIMP_6047
if 
  49@ == 0 
else_jump @PIMP_6131 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
else_jump @PIMP_6131 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 207@ 235@ 263@ 
0173: set_actor 42@(44@,2i) Z_angle_to 291@ 
gosub @PIMP_36406 

:PIMP_6131
if 
  49@ == 0 
else_jump @PIMP_6215 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_6215 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 206@ 234@ 262@ 
0173: set_actor 42@(44@,2i) Z_angle_to 290@ 
gosub @PIMP_36406 

:PIMP_6215
if 
  49@ == 0 
else_jump @PIMP_6299 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
else_jump @PIMP_6299 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 183@ 211@ 239@ 
0173: set_actor 42@(44@,2i) Z_angle_to 267@ 
gosub @PIMP_36406 

:PIMP_6299
if 
  49@ == 0 
else_jump @PIMP_6383 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
else_jump @PIMP_6383 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 184@ 212@ 240@ 
0173: set_actor 42@(44@,2i) Z_angle_to 268@ 
gosub @PIMP_36406 

:PIMP_6383
if 
  49@ == 0 
else_jump @PIMP_6467 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
else_jump @PIMP_6467 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 182@ 210@ 238@ 
0173: set_actor 42@(44@,2i) Z_angle_to 266@ 
gosub @PIMP_36406 

:PIMP_6467
if 
  49@ == 0 
else_jump @PIMP_6551 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
else_jump @PIMP_6551 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 183@ 211@ 239@ 
0173: set_actor 42@(44@,2i) Z_angle_to 267@ 
gosub @PIMP_36406 

:PIMP_6551
if 
  49@ == 0 
else_jump @PIMP_6635 
if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
else_jump @PIMP_6635 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 187@ 215@ 243@ 
0173: set_actor 42@(44@,2i) Z_angle_to 271@ 
gosub @PIMP_36406 

:PIMP_6635
if 
  49@ == 0 
else_jump @PIMP_6719 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
else_jump @PIMP_6719 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 186@ 214@ 242@ 
0173: set_actor 42@(44@,2i) Z_angle_to 270@ 
gosub @PIMP_36406 

:PIMP_6719
if 
  49@ == 0 
else_jump @PIMP_6803 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
else_jump @PIMP_6803 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 189@ 217@ 245@ 
0173: set_actor 42@(44@,2i) Z_angle_to 273@ 
gosub @PIMP_36406 

:PIMP_6803
if 
  49@ == 0 
else_jump @PIMP_6887 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Las Colinas
else_jump @PIMP_6887 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 188@ 216@ 244@ 
0173: set_actor 42@(44@,2i) Z_angle_to 272@ 
gosub @PIMP_36406 

:PIMP_6887
if 
  49@ == 0 
else_jump @PIMP_6971 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
else_jump @PIMP_6971 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 191@ 219@ 247@ 
0173: set_actor 42@(44@,2i) Z_angle_to 275@ 
gosub @PIMP_36406 

:PIMP_6971
if 
  49@ == 0 
else_jump @PIMP_7055 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
else_jump @PIMP_7055 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 190@ 218@ 246@ 
0173: set_actor 42@(44@,2i) Z_angle_to 274@ 
gosub @PIMP_36406 

:PIMP_7055
if 
  49@ == 0 
else_jump @PIMP_7139 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
else_jump @PIMP_7139 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 193@ 221@ 249@ 
0173: set_actor 42@(44@,2i) Z_angle_to 277@ 
gosub @PIMP_36406 

:PIMP_7139
if 
  49@ == 0 
else_jump @PIMP_7223 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @PIMP_7223 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 192@ 220@ 248@ 
0173: set_actor 42@(44@,2i) Z_angle_to 276@ 
gosub @PIMP_36406 

:PIMP_7223
if 
  49@ == 0 
else_jump @PIMP_7307 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
else_jump @PIMP_7307 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 195@ 223@ 251@ 
0173: set_actor 42@(44@,2i) Z_angle_to 279@ 
gosub @PIMP_36406 

:PIMP_7307
if 
  49@ == 0 
else_jump @PIMP_7391 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
else_jump @PIMP_7391 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 194@ 222@ 250@ 
0173: set_actor 42@(44@,2i) Z_angle_to 278@ 
gosub @PIMP_36406 

:PIMP_7391
if 
  49@ == 0 
else_jump @PIMP_7475 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
else_jump @PIMP_7475 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 197@ 225@ 253@ 
0173: set_actor 42@(44@,2i) Z_angle_to 281@ 
gosub @PIMP_36406 

:PIMP_7475
if 
  49@ == 0 
else_jump @PIMP_7559 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
else_jump @PIMP_7559 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 196@ 224@ 252@ 
0173: set_actor 42@(44@,2i) Z_angle_to 280@ 
gosub @PIMP_36406 

:PIMP_7559
if 
  49@ == 0 
else_jump @PIMP_7643 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
else_jump @PIMP_7643 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 197@ 225@ 253@ 
0173: set_actor 42@(44@,2i) Z_angle_to 281@ 
gosub @PIMP_36406 

:PIMP_7643
if 
  49@ == 0 
else_jump @PIMP_7727 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
else_jump @PIMP_7727 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 200@ 228@ 256@ 
0173: set_actor 42@(44@,2i) Z_angle_to 284@ 
gosub @PIMP_36406 

:PIMP_7727
if 
  49@ == 0 
else_jump @PIMP_7811 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
else_jump @PIMP_7811 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 201@ 229@ 257@ 
0173: set_actor 42@(44@,2i) Z_angle_to 285@ 
gosub @PIMP_36406 

:PIMP_7811
if 
  49@ == 0 
else_jump @PIMP_7895 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
else_jump @PIMP_7895 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 199@ 227@ 255@ 
0173: set_actor 42@(44@,2i) Z_angle_to 283@ 
gosub @PIMP_36406 

:PIMP_7895
if 
  49@ == 0 
else_jump @PIMP_7979 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
else_jump @PIMP_7979 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 202@ 230@ 258@ 
0173: set_actor 42@(44@,2i) Z_angle_to 286@ 
gosub @PIMP_36406 

:PIMP_7979
if 
  49@ == 0 
else_jump @PIMP_8063 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
else_jump @PIMP_8063 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 63 at 205@ 233@ 261@ 
0173: set_actor 42@(44@,2i) Z_angle_to 289@ 
gosub @PIMP_36406 

:PIMP_8063
if 
  49@ == 0 
else_jump @PIMP_8147 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
else_jump @PIMP_8147 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 203@ 231@ 259@ 
0173: set_actor 42@(44@,2i) Z_angle_to 287@ 
gosub @PIMP_36406 

:PIMP_8147
if 
  49@ == 0 
else_jump @PIMP_8206 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 64 at 187@ 215@ 243@ 
0173: set_actor 42@(44@,2i) Z_angle_to 271@ 
gosub @PIMP_36406 

:PIMP_8206
0249: release_model 63 
0249: release_model 64 

:PIMP_8214
if 
04A4:   537@ == 2 // == constant 
else_jump @PIMP_10621 
0247: load_model 75 
0247: load_model 152 

:PIMP_8241
if or
8248:   not model 75 available 
8248:   not model 152 available 
else_jump @PIMP_8272 
wait 0 
jump @PIMP_8241 

:PIMP_8272
if 
  49@ == 0 
else_jump @PIMP_8357 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
else_jump @PIMP_8357 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 295@ 323@ 351@ 
0173: set_actor 42@(44@,2i) Z_angle_to 379@ 
gosub @PIMP_36406 

:PIMP_8357
if 
  49@ == 0 
else_jump @PIMP_8441 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
else_jump @PIMP_8441 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 294@ 322@ 350@ 
0173: set_actor 42@(44@,2i) Z_angle_to 378@ 
gosub @PIMP_36406 

:PIMP_8441
if 
  49@ == 0 
else_jump @PIMP_8525 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
else_jump @PIMP_8525 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 296@ 324@ 352@ 
0173: set_actor 42@(44@,2i) Z_angle_to 380@ 
gosub @PIMP_36406 

:PIMP_8525
if 
  49@ == 0 
else_jump @PIMP_8610 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
else_jump @PIMP_8610 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 297@ 325@ 353@ 
0173: set_actor 42@(44@,2i) Z_angle_to 381@ 
gosub @PIMP_36406 

:PIMP_8610
if 
  49@ == 0 
else_jump @PIMP_8695 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
else_jump @PIMP_8695 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 299@ 327@ 355@ 
0173: set_actor 42@(44@,2i) Z_angle_to 383@ 
gosub @PIMP_36406 

:PIMP_8695
if 
  49@ == 0 
else_jump @PIMP_8779 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
else_jump @PIMP_8779 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 298@ 326@ 354@ 
0173: set_actor 42@(44@,2i) Z_angle_to 382@ 
gosub @PIMP_36406 

:PIMP_8779
if 
  49@ == 0 
else_jump @PIMP_8863 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
else_jump @PIMP_8863 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 301@ 329@ 357@ 
0173: set_actor 42@(44@,2i) Z_angle_to 385@ 
gosub @PIMP_36406 

:PIMP_8863
if 
  49@ == 0 
else_jump @PIMP_8948 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
else_jump @PIMP_8948 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 300@ 328@ 356@ 
0173: set_actor 42@(44@,2i) Z_angle_to 384@ 
gosub @PIMP_36406 

:PIMP_8948
if 
  49@ == 0 
else_jump @PIMP_9033 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
else_jump @PIMP_9033 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 303@ 331@ 359@ 
0173: set_actor 42@(44@,2i) Z_angle_to 387@ 
gosub @PIMP_36406 

:PIMP_9033
if 
  49@ == 0 
else_jump @PIMP_9117 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
else_jump @PIMP_9117 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 302@ 330@ 358@ 
0173: set_actor 42@(44@,2i) Z_angle_to 386@ 
gosub @PIMP_36406 

:PIMP_9117
if 
  49@ == 0 
else_jump @PIMP_9201 
if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
else_jump @PIMP_9201 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 305@ 333@ 361@ 
0173: set_actor 42@(44@,2i) Z_angle_to 389@ 
gosub @PIMP_36406 

:PIMP_9201
if 
  49@ == 0 
else_jump @PIMP_9286 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
else_jump @PIMP_9286 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 304@ 332@ 360@ 
0173: set_actor 42@(44@,2i) Z_angle_to 388@ 
gosub @PIMP_36406 

:PIMP_9286
if 
  49@ == 0 
else_jump @PIMP_9371 
if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
else_jump @PIMP_9371 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 307@ 335@ 363@ 
0173: set_actor 42@(44@,2i) Z_angle_to 391@ 
gosub @PIMP_36406 

:PIMP_9371
if 
  49@ == 0 
else_jump @PIMP_9455 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
else_jump @PIMP_9455 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 306@ 334@ 362@ 
0173: set_actor 42@(44@,2i) Z_angle_to 390@ 
gosub @PIMP_36406 

:PIMP_9455
if 
  49@ == 0 
else_jump @PIMP_9540 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
else_jump @PIMP_9540 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 309@ 337@ 365@ 
0173: set_actor 42@(44@,2i) Z_angle_to 393@ 
gosub @PIMP_36406 

:PIMP_9540
if 
  49@ == 0 
else_jump @PIMP_9624 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
else_jump @PIMP_9624 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 308@ 336@ 364@ 
0173: set_actor 42@(44@,2i) Z_angle_to 392@ 
gosub @PIMP_36406 

:PIMP_9624
if 
  49@ == 0 
else_jump @PIMP_9709 
if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
else_jump @PIMP_9709 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 311@ 339@ 367@ 
0173: set_actor 42@(44@,2i) Z_angle_to 395@ 
gosub @PIMP_36406 

:PIMP_9709
if 
  49@ == 0 
else_jump @PIMP_9793 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
else_jump @PIMP_9793 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 310@ 338@ 366@ 
0173: set_actor 42@(44@,2i) Z_angle_to 394@ 
gosub @PIMP_36406 

:PIMP_9793
if 
  49@ == 0 
else_jump @PIMP_9878 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
else_jump @PIMP_9878 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 313@ 341@ 369@ 
0173: set_actor 42@(44@,2i) Z_angle_to 397@ 
gosub @PIMP_36406 

:PIMP_9878
if 
  49@ == 0 
else_jump @PIMP_9962 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @PIMP_9962 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 312@ 340@ 368@ 
0173: set_actor 42@(44@,2i) Z_angle_to 396@ 
gosub @PIMP_36406 

:PIMP_9962
if 
  49@ == 0 
else_jump @PIMP_10046 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
else_jump @PIMP_10046 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 315@ 343@ 371@ 
0173: set_actor 42@(44@,2i) Z_angle_to 399@ 
gosub @PIMP_36406 

:PIMP_10046
if 
  49@ == 0 
else_jump @PIMP_10131 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
else_jump @PIMP_10131 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 316@ 344@ 372@ 
0173: set_actor 42@(44@,2i) Z_angle_to 400@ 
gosub @PIMP_36406 

:PIMP_10131
if 
  49@ == 0 
else_jump @PIMP_10215 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
else_jump @PIMP_10215 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 314@ 342@ 370@ 
0173: set_actor 42@(44@,2i) Z_angle_to 398@ 
gosub @PIMP_36406 

:PIMP_10215
if 
  49@ == 0 
else_jump @PIMP_10299 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
else_jump @PIMP_10299 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 318@ 346@ 374@ 
0173: set_actor 42@(44@,2i) Z_angle_to 402@ 
gosub @PIMP_36406 

:PIMP_10299
if 
  49@ == 0 
else_jump @PIMP_10384 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
else_jump @PIMP_10384 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 317@ 345@ 373@ 
0173: set_actor 42@(44@,2i) Z_angle_to 401@ 
gosub @PIMP_36406 

:PIMP_10384
if 
  49@ == 0 
else_jump @PIMP_10469 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
else_jump @PIMP_10469 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 152 at 320@ 348@ 376@ 
0173: set_actor 42@(44@,2i) Z_angle_to 404@ 
gosub @PIMP_36406 

:PIMP_10469
if 
  49@ == 0 
else_jump @PIMP_10553 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
else_jump @PIMP_10553 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 319@ 347@ 375@ 
0173: set_actor 42@(44@,2i) Z_angle_to 403@ 
gosub @PIMP_36406 

:PIMP_10553
if 
  49@ == 0 
else_jump @PIMP_10612 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 75 at 294@ 322@ 350@ 
0173: set_actor 42@(44@,2i) Z_angle_to 378@ 
gosub @PIMP_36406 

:PIMP_10612
0249: release_model 75 
0249: release_model 152 

:PIMP_10621
if 
04A4:   537@ == 3 // == constant 
else_jump @PIMP_12437 
0247: load_model 85 
0247: load_model 245 

:PIMP_10648
if or
8248:   not model 85 available 
8248:   not model 245 available 
else_jump @PIMP_10679 
wait 0 
jump @PIMP_10648 

:PIMP_10679
if 
  49@ == 0 
else_jump @PIMP_10763 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
else_jump @PIMP_10763 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 407@ 435@ 463@ 
0173: set_actor 42@(44@,2i) Z_angle_to 491@ 
gosub @PIMP_36406 

:PIMP_10763
if 
  49@ == 0 
else_jump @PIMP_10847 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
else_jump @PIMP_10847 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 406@ 434@ 462@ 
0173: set_actor 42@(44@,2i) Z_angle_to 490@ 
gosub @PIMP_36406 

:PIMP_10847
if 
  49@ == 0 
else_jump @PIMP_10932 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
else_jump @PIMP_10932 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 409@ 437@ 465@ 
0173: set_actor 42@(44@,2i) Z_angle_to 493@ 
gosub @PIMP_36406 

:PIMP_10932
if 
  49@ == 0 
else_jump @PIMP_11017 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
else_jump @PIMP_11017 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 408@ 436@ 464@ 
0173: set_actor 42@(44@,2i) Z_angle_to 492@ 
gosub @PIMP_36406 

:PIMP_11017
if 
  49@ == 0 
else_jump @PIMP_11101 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
else_jump @PIMP_11101 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 411@ 439@ 467@ 
0173: set_actor 42@(44@,2i) Z_angle_to 495@ 
gosub @PIMP_36406 

:PIMP_11101
if 
  49@ == 0 
else_jump @PIMP_11185 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
else_jump @PIMP_11185 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 410@ 438@ 466@ 
0173: set_actor 42@(44@,2i) Z_angle_to 494@ 
gosub @PIMP_36406 

:PIMP_11185
if 
  49@ == 0 
else_jump @PIMP_11270 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
else_jump @PIMP_11270 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 413@ 441@ 469@ 
0173: set_actor 42@(44@,2i) Z_angle_to 497@ 
gosub @PIMP_36406 

:PIMP_11270
if 
  49@ == 0 
else_jump @PIMP_11355 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
else_jump @PIMP_11355 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 412@ 440@ 468@ 
0173: set_actor 42@(44@,2i) Z_angle_to 496@ 
gosub @PIMP_36406 

:PIMP_11355
if 
  49@ == 0 
else_jump @PIMP_11439 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
else_jump @PIMP_11439 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 415@ 443@ 471@ 
0173: set_actor 42@(44@,2i) Z_angle_to 499@ 
gosub @PIMP_36406 

:PIMP_11439
if 
  49@ == 0 
else_jump @PIMP_11523 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
else_jump @PIMP_11523 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 414@ 442@ 470@ 
0173: set_actor 42@(44@,2i) Z_angle_to 498@ 
gosub @PIMP_36406 

:PIMP_11523
if 
  49@ == 0 
else_jump @PIMP_11608 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
else_jump @PIMP_11608 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 417@ 445@ 473@ 
0173: set_actor 42@(44@,2i) Z_angle_to 501@ 
gosub @PIMP_36406 

:PIMP_11608
if 
  49@ == 0 
else_jump @PIMP_11693 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
else_jump @PIMP_11693 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 416@ 444@ 472@ 
0173: set_actor 42@(44@,2i) Z_angle_to 500@ 
gosub @PIMP_36406 

:PIMP_11693
if 
  49@ == 0 
else_jump @PIMP_11777 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
else_jump @PIMP_11777 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 419@ 447@ 475@ 
0173: set_actor 42@(44@,2i) Z_angle_to 503@ 
gosub @PIMP_36406 

:PIMP_11777
if 
  49@ == 0 
else_jump @PIMP_11861 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
else_jump @PIMP_11861 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 418@ 446@ 474@ 
0173: set_actor 42@(44@,2i) Z_angle_to 502@ 
gosub @PIMP_36406 

:PIMP_11861
if 
  49@ == 0 
else_jump @PIMP_11946 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
else_jump @PIMP_11946 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 421@ 449@ 477@ 
0173: set_actor 42@(44@,2i) Z_angle_to 505@ 
gosub @PIMP_36406 

:PIMP_11946
if 
  49@ == 0 
else_jump @PIMP_12031 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
else_jump @PIMP_12031 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 420@ 448@ 476@ 
0173: set_actor 42@(44@,2i) Z_angle_to 504@ 
gosub @PIMP_36406 

:PIMP_12031
if 
  49@ == 0 
else_jump @PIMP_12115 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
else_jump @PIMP_12115 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 423@ 451@ 479@ 
0173: set_actor 42@(44@,2i) Z_angle_to 507@ 
gosub @PIMP_36406 

:PIMP_12115
if 
  49@ == 0 
else_jump @PIMP_12199 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
else_jump @PIMP_12199 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 422@ 450@ 478@ 
0173: set_actor 42@(44@,2i) Z_angle_to 506@ 
gosub @PIMP_36406 

:PIMP_12199
if 
  49@ == 0 
else_jump @PIMP_12284 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
else_jump @PIMP_12284 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 425@ 453@ 481@ 
0173: set_actor 42@(44@,2i) Z_angle_to 509@ 
gosub @PIMP_36406 

:PIMP_12284
if 
  49@ == 0 
else_jump @PIMP_12369 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
else_jump @PIMP_12369 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 245 at 424@ 452@ 480@ 
0173: set_actor 42@(44@,2i) Z_angle_to 508@ 
gosub @PIMP_36406 

:PIMP_12369
if 
  49@ == 0 
else_jump @PIMP_12428 
009A: 42@(44@,2i) = create_actor_pedtype 22 model 85 at 406@ 434@ 462@ 
0173: set_actor 42@(44@,2i) Z_angle_to 490@ 
gosub @PIMP_36406 

:PIMP_12428
0249: release_model 85 
0249: release_model 245 

:PIMP_12437
if 
  49@ == 1 
else_jump @PIMP_12780 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_12780 
05BA: AS_actor 42@(44@,2i) move_mouth -1 ms 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 42@(44@,2i) 
060B: set_actor 42@(44@,2i) decision_maker_to 525@ 
02A9: set_actor 42@(44@,2i) immune_to_nonplayer 1 
039E: set_actor 42@(44@,2i) locked 1 while_in_car 
07E0: set_marker 95@ type_to 1 
if 
  44@ == 0 
else_jump @PIMP_12589 
00BC: show_text_highpriority GXT 'PIMP_2' time 6000 flag 1  // ~s~There's a ~b~girl~s~ nearby - go pick her up.
039E: set_actor 42@(44@,2i) locked 1 while_in_car 

:PIMP_12589
if 
  44@ == 1 
else_jump @PIMP_12766 
00BE: text_clear_all 
0A66: 112 // 8
00BC: show_text_highpriority GXT 'PIMP_30' time 6000 flag 1  // ~s~Good! Go and pick up another ~b~girl~s~.
039E: set_actor 42@(44@,2i) locked 1 while_in_car 

:PIMP_12766
49@ = 2 
50@ = 1 

:PIMP_12780
if 
  50@ == 1 
else_jump @PIMP_12926 
if 
056D:   actor 42@ defined 
else_jump @PIMP_12853 
if 
0118:   actor 42@ dead 
else_jump @PIMP_12853 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
jump @PIMP_38143 

:PIMP_12853
if 
  59@ == 1 
else_jump @PIMP_12926 
if 
056D:   actor 43@ defined 
else_jump @PIMP_12926 
if 
0118:   actor 43@ dead 
else_jump @PIMP_12926 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
jump @PIMP_38143 

:PIMP_12926
if 
  49@ == 2 
else_jump @PIMP_13698 
if 
  530@ == 1 
else_jump @PIMP_13004 
if 
  40@ > 4000 
else_jump @PIMP_13004 
00BC: show_text_highpriority GXT 'PIMP_57' time 6000 flag 1  // ~s~Your ~b~girl~s~ has finished with a customer. Go and pick her up.
530@ = 99 

:PIMP_13004
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_13698 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_13698 
if 
  528@ == 0 
else_jump @PIMP_13104 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_13104 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
0164: disable_marker 95@ 
528@ = 1 

:PIMP_13104
if 
  528@ == 1 
else_jump @PIMP_13200 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_13200 
0164: disable_marker 529@ 
528@ = 0 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 42@(44@,2i) 
07E0: set_marker 95@ type_to 1 
00BC: show_text_highpriority GXT 'PIMP_54' time 6000 flag 1  // ~s~Pick up your ~b~girl~s~ now!
528@ = 0 

:PIMP_13200
if 
  51@ == 0 
else_jump @PIMP_13387 
if 
  528@ == 0 
else_jump @PIMP_13387 
if 
00F4:   actor $PLAYER_ACTOR near_actor 42@(44@,2i) radius 7.0 7.0 0 in_car 
else_jump @PIMP_13387 
if 
  52@ == 0 
else_jump @PIMP_13336 
0615: define_AS_pack_begin 45@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -1 ms 
0616: define_AS_pack_end 45@ 
0618: assign_actor 42@(44@,2i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
52@ = 1 

:PIMP_13336
if 
01C1:   car 47@ stopped 
else_jump @PIMP_13387 
0687: clear_actor 42@(44@,2i) task 
05CA: AS_actor 42@(44@,2i) enter_car 47@ passenger_seat -1 time 60000 
51@ = 1 

:PIMP_13387
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_13698 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_13698 
if 
0448:   actor 42@(44@,2i) in_car 47@ 
else_jump @PIMP_13698 
if 
  2 > 63@ 
else_jump @PIMP_13478 
63@ += 1 
0623: add 1 to_integer_stat 171 

:PIMP_13478
51@ = 2 
0164: disable_marker 95@ 
49@ = 99 
54@ = 1 
gosub @PIMP_36534 
527@ = 1 
40@ = 0 
if 
  56@ == 10 
else_jump @PIMP_13698 
00BE: text_clear_all 
0A66: 113 // 9
00BC: show_text_highpriority GXT 'SEXGOD' time 6000 flag 1  // Pimping complete! Prostitutes will now pay YOU to have relations with them!
jump @PIMP_38485 

:PIMP_13698
if 
  51@ == 1 
else_jump @PIMP_13836 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_13836 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_13836 
062E: get_actor 42@(44@,2i) task 1482 status_store_to 545@ // ret 7 if not found 
if 
04A4:   545@ == 7 // == constant 
else_jump @PIMP_13836 
if 
80DB:   not actor 42@(44@,2i) in_car 47@ 
else_jump @PIMP_13836 
0687: clear_actor 42@(44@,2i) task 
05CA: AS_actor 42@(44@,2i) enter_car 47@ passenger_seat -1 time 60000 

:PIMP_13836
if 
  54@ == 1 
else_jump @PIMP_30007 
if 
04A4:   537@ == 1 // == constant 
else_jump @PIMP_19870 
if 
  65@ == 1 
else_jump @PIMP_14726 
if 
  67@ == 1 
else_jump @PIMP_13969 
if 
  68@ == 1 
else_jump @PIMP_13969 
if 
  69@ == 1 
else_jump @PIMP_13969 
if 
  70@ == 1 
else_jump @PIMP_13969 
65@ = 2 

:PIMP_13969
0209: 57@ = random_int_in_ranges 0 4 
if 
  57@ == 0 
else_jump @PIMP_14165 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_14165 
0247: load_model 72 

:PIMP_14022
if 
8248:   not model 72 available 
else_jump @PIMP_14048 
wait 0 
jump @PIMP_14022 

:PIMP_14048
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_10' time 4000 flag 1  // ~s~Head to the ~y~Docks~s~ to find a potential trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_14165
if 
  57@ == 1 
else_jump @PIMP_14352 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_14352 
0247: load_model 72 

:PIMP_14209
if 
8248:   not model 72 available 
else_jump @PIMP_14235 
wait 0 
jump @PIMP_14209 

:PIMP_14235
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_11' time 4000 flag 1  // ~s~Get to ~y~Los Santos Airport~s~ to find a customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_14352
if 
  57@ == 2 
else_jump @PIMP_14539 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_14539 
0247: load_model 72 

:PIMP_14396
if 
8248:   not model 72 available 
else_jump @PIMP_14422 
wait 0 
jump @PIMP_14396 

:PIMP_14422
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_12' time 4000 flag 1  // ~s~Go to ~y~Willowfield~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_14539
if 
  57@ == 3 
else_jump @PIMP_14726 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_14726 
0247: load_model 22 

:PIMP_14583
if 
8248:   not model 22 available 
else_jump @PIMP_14609 
wait 0 
jump @PIMP_14583 

:PIMP_14609
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_13' time 4000 flag 1  // ~s~Head up to the ~y~Bluffs~s~ region.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_14726
if 
  65@ == 2 
else_jump @PIMP_15584 
if 
  71@ == 1 
else_jump @PIMP_14823 
if 
  72@ == 1 
else_jump @PIMP_14823 
if 
  73@ == 1 
else_jump @PIMP_14823 
if 
  74@ == 1 
else_jump @PIMP_14823 
65@ = 3 

:PIMP_14823
0209: 57@ = random_int_in_ranges 4 8 
if 
  57@ == 4 
else_jump @PIMP_15019 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_15019 
0247: load_model 22 

:PIMP_14876
if 
8248:   not model 22 available 
else_jump @PIMP_14902 
wait 0 
jump @PIMP_14876 

:PIMP_14902
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_14' time 4000 flag 1  // ~s~Drive into the ~y~Commerce~s~ district.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_15019
if 
  57@ == 5 
else_jump @PIMP_15210 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_15210 
0247: load_model 147 

:PIMP_15064
if 
8248:   not model 147 available 
else_jump @PIMP_15091 
wait 0 
jump @PIMP_15064 

:PIMP_15091
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_15' time 4000 flag 1  // ~s~Take your girl ~y~Downtown~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_15210
if 
  57@ == 6 
else_jump @PIMP_15397 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_15397 
0247: load_model 22 

:PIMP_15254
if 
8248:   not model 22 available 
else_jump @PIMP_15280 
wait 0 
jump @PIMP_15254 

:PIMP_15280
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_16' time 4000 flag 1  // ~y~Glen Park~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_15397
if 
  57@ == 7 
else_jump @PIMP_15584 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_15584 
0247: load_model 22 

:PIMP_15441
if 
8248:   not model 22 available 
else_jump @PIMP_15467 
wait 0 
jump @PIMP_15441 

:PIMP_15467
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_17' time 4000 flag 1  // ~s~Get to ~y~Little Mexico~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_15584
if 
  65@ == 3 
else_jump @PIMP_16442 
if 
  75@ == 1 
else_jump @PIMP_15681 
if 
  76@ == 1 
else_jump @PIMP_15681 
if 
  77@ == 1 
else_jump @PIMP_15681 
if 
  78@ == 1 
else_jump @PIMP_15681 
65@ = 4 

:PIMP_15681
0209: 57@ = random_int_in_ranges 8 12 
if 
  57@ == 8 
else_jump @PIMP_15877 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_15877 
0247: load_model 68 

:PIMP_15734
if 
8248:   not model 68 available 
else_jump @PIMP_15760 
wait 0 
jump @PIMP_15734 

:PIMP_15760
009A: 98@(57@,28i) = create_actor_pedtype 4 model 68 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 68 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_18' time 4000 flag 1  // ~s~Make for the church in ~y~Jefferson~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_15877
if 
  57@ == 9 
else_jump @PIMP_16064 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_16064 
0247: load_model 48 

:PIMP_15921
if 
8248:   not model 48 available 
else_jump @PIMP_15947 
wait 0 
jump @PIMP_15921 

:PIMP_15947
009A: 98@(57@,28i) = create_actor_pedtype 4 model 48 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 48 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_19' time 4000 flag 1  // ~y~East Los Santos~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_16064
if 
  57@ == 10 
else_jump @PIMP_16251 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_16251 
0247: load_model 48 

:PIMP_16108
if 
8248:   not model 48 available 
else_jump @PIMP_16134 
wait 0 
jump @PIMP_16108 

:PIMP_16134
009A: 98@(57@,28i) = create_actor_pedtype 4 model 48 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 48 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_20' time 4000 flag 1  // ~s~Drive to ~y~Los Flores~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_16251
if 
  57@ == 11 
else_jump @PIMP_16442 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_16442 
0247: load_model 147 

:PIMP_16296
if 
8248:   not model 147 available 
else_jump @PIMP_16323 
wait 0 
jump @PIMP_16296 

:PIMP_16323
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_21' time 4000 flag 1  // ~s~Drop your girl off at ~y~East Beach~s~ this time.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_16442
if 
  65@ == 4 
else_jump @PIMP_17300 
if 
  79@ == 1 
else_jump @PIMP_16539 
if 
  80@ == 1 
else_jump @PIMP_16539 
if 
  81@ == 1 
else_jump @PIMP_16539 
if 
  82@ == 1 
else_jump @PIMP_16539 
65@ = 5 

:PIMP_16539
0209: 57@ = random_int_in_ranges 12 16 
if 
  57@ == 12 
else_jump @PIMP_16739 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_16739 
0247: load_model 147 

:PIMP_16593
if 
8248:   not model 147 available 
else_jump @PIMP_16620 
wait 0 
jump @PIMP_16593 

:PIMP_16620
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_22' time 4000 flag 1  // ~s~Head for the ~y~Conference Center~s~ at the centre of town.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_16739
if 
  57@ == 13 
else_jump @PIMP_16926 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_16926 
0247: load_model 23 

:PIMP_16783
if 
8248:   not model 23 available 
else_jump @PIMP_16809 
wait 0 
jump @PIMP_16783 

:PIMP_16809
009A: 98@(57@,28i) = create_actor_pedtype 4 model 23 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 23 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_23' time 4000 flag 1  // ~s~Make for ~y~Verona Beach~s~ this time.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_16926
if 
  57@ == 14 
else_jump @PIMP_17113 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_17113 
0247: load_model 17 

:PIMP_16970
if 
8248:   not model 17 available 
else_jump @PIMP_16996 
wait 0 
jump @PIMP_16970 

:PIMP_16996
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_24' time 4000 flag 1  // ~y~Santa Maria Beach~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_17113
if 
  57@ == 15 
else_jump @PIMP_17300 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_17300 
0247: load_model 50 

:PIMP_17157
if 
8248:   not model 50 available 
else_jump @PIMP_17183 
wait 0 
jump @PIMP_17157 

:PIMP_17183
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_25' time 4000 flag 1  // ~s~Drive to the ~y~Marina~s~ to find another customer for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_17300
if 
  65@ == 5 
else_jump @PIMP_18158 
if 
  83@ == 1 
else_jump @PIMP_17397 
if 
  84@ == 1 
else_jump @PIMP_17397 
if 
  85@ == 1 
else_jump @PIMP_17397 
if 
  86@ == 1 
else_jump @PIMP_17397 
65@ = 6 

:PIMP_17397
0209: 57@ = random_int_in_ranges 16 20 
if 
  57@ == 16 
else_jump @PIMP_17597 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_17597 
0247: load_model 147 

:PIMP_17451
if 
8248:   not model 147 available 
else_jump @PIMP_17478 
wait 0 
jump @PIMP_17451 

:PIMP_17478
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_26' time 4000 flag 1  // ~s~Head in to the ~y~Market~s~ region now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_17597
if 
  57@ == 17 
else_jump @PIMP_17784 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_17784 
0247: load_model 48 

:PIMP_17641
if 
8248:   not model 48 available 
else_jump @PIMP_17667 
wait 0 
jump @PIMP_17641 

:PIMP_17667
009A: 98@(57@,28i) = create_actor_pedtype 4 model 48 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 48 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_27' time 4000 flag 1  // ~s~Central ~y~Rodeo~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_17784
if 
  57@ == 18 
else_jump @PIMP_17971 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_17971 
0247: load_model 23 

:PIMP_17828
if 
8248:   not model 23 available 
else_jump @PIMP_17854 
wait 0 
jump @PIMP_17828 

:PIMP_17854
009A: 98@(57@,28i) = create_actor_pedtype 4 model 23 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 23 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_28' time 4000 flag 1  // ~s~Make for the ~y~Rodeo~s~ steps this time.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_17971
if 
  57@ == 19 
else_jump @PIMP_18158 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_18158 
0247: load_model 17 

:PIMP_18015
if 
8248:   not model 17 available 
else_jump @PIMP_18041 
wait 0 
jump @PIMP_18015 

:PIMP_18041
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_29' time 4000 flag 1  // ~s~Head on up to ~y~Richman~s~ to find another customer for your girl
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_18158
if 
  65@ == 6 
else_jump @PIMP_19012 
if 
  87@ == 1 
else_jump @PIMP_18255 
if 
  88@ == 1 
else_jump @PIMP_18255 
if 
  89@ == 1 
else_jump @PIMP_18255 
if 
  90@ == 1 
else_jump @PIMP_18255 
65@ = 7 

:PIMP_18255
0209: 57@ = random_int_in_ranges 20 24 
if 
  57@ == 20 
else_jump @PIMP_18451 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_18451 
0247: load_model 36 

:PIMP_18308
if 
8248:   not model 36 available 
else_jump @PIMP_18334 
wait 0 
jump @PIMP_18308 

:PIMP_18334
009A: 98@(57@,28i) = create_actor_pedtype 4 model 36 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 36 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_80' time 4000 flag 1  // ~s~Drive to ~y~Mulholland~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_18451
if 
  57@ == 21 
else_jump @PIMP_18638 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_18638 
0247: load_model 50 

:PIMP_18495
if 
8248:   not model 50 available 
else_jump @PIMP_18521 
wait 0 
jump @PIMP_18495 

:PIMP_18521
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_81' time 4000 flag 1  // ~s~Head to the car wash in ~y~Mulholland~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_18638
if 
  57@ == 22 
else_jump @PIMP_18825 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_18825 
0247: load_model 48 

:PIMP_18682
if 
8248:   not model 48 available 
else_jump @PIMP_18708 
wait 0 
jump @PIMP_18682 

:PIMP_18708
009A: 98@(57@,28i) = create_actor_pedtype 4 model 48 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 48 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_82' time 4000 flag 1  // ~s~Get your girl to ~y~Vinewood~s~ this time.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_18825
if 
  57@ == 23 
else_jump @PIMP_19012 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_19012 
0247: load_model 68 

:PIMP_18869
if 
8248:   not model 68 available 
else_jump @PIMP_18895 
wait 0 
jump @PIMP_18869 

:PIMP_18895
009A: 98@(57@,28i) = create_actor_pedtype 4 model 68 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 68 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_83' time 4000 flag 1  // ~s~Take your girl near the ~y~Temple~s~ cemetery.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_19012
if 
  65@ == 7 
else_jump @PIMP_19870 
if 
  91@ == 1 
else_jump @PIMP_19109 
if 
  92@ == 1 
else_jump @PIMP_19109 
if 
  93@ == 1 
else_jump @PIMP_19109 
if 
  94@ == 1 
else_jump @PIMP_19109 
65@ = 1 

:PIMP_19109
0209: 57@ = random_int_in_ranges 24 28 
if 
  57@ == 24 
else_jump @PIMP_19309 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_19309 
0247: load_model 163 

:PIMP_19163
if 
8248:   not model 163 available 
else_jump @PIMP_19190 
wait 0 
jump @PIMP_19163 

:PIMP_19190
009A: 98@(57@,28i) = create_actor_pedtype 4 model 163 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 163 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_84' time 4000 flag 1  // ~s~Head back to ~y~Idlewood~s~ for another trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_19309
if 
  57@ == 25 
else_jump @PIMP_19496 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_19496 
0247: load_model 19 

:PIMP_19353
if 
8248:   not model 19 available 
else_jump @PIMP_19379 
wait 0 
jump @PIMP_19353 

:PIMP_19379
009A: 98@(57@,28i) = create_actor_pedtype 4 model 19 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 19 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_85' time 4000 flag 1  // ~s~Drive to ~y~Ganton~s~ this time.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_19496
if 
  57@ == 26 
else_jump @PIMP_19683 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_19683 
0247: load_model 29 

:PIMP_19540
if 
8248:   not model 29 available 
else_jump @PIMP_19566 
wait 0 
jump @PIMP_19540 

:PIMP_19566
009A: 98@(57@,28i) = create_actor_pedtype 4 model 29 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 29 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_86' time 4000 flag 1  // ~s~Make for ~y~El Corona~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_19683
if 
  57@ == 27 
else_jump @PIMP_19870 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_19870 
0247: load_model 48 

:PIMP_19727
if 
8248:   not model 48 available 
else_jump @PIMP_19753 
wait 0 
jump @PIMP_19727 

:PIMP_19753
009A: 98@(57@,28i) = create_actor_pedtype 4 model 48 at 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 266@(57@,28f) 
0249: release_model 48 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_87' time 4000 flag 1  // ~s~Head towards ~y~Little Mexico~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_19870
if 
04A4:   537@ == 2 // == constant 
else_jump @PIMP_25707 
if 
  65@ == 1 
else_jump @PIMP_20742 
if 
  67@ == 1 
else_jump @PIMP_19985 
if 
  68@ == 1 
else_jump @PIMP_19985 
if 
  69@ == 1 
else_jump @PIMP_19985 
if 
  70@ == 1 
else_jump @PIMP_19985 
65@ = 2 

:PIMP_19985
0209: 57@ = random_int_in_ranges 0 4 
if 
  57@ == 0 
else_jump @PIMP_20181 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_20181 
0247: load_model 72 

:PIMP_20038
if 
8248:   not model 72 available 
else_jump @PIMP_20064 
wait 0 
jump @PIMP_20038 

:PIMP_20064
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP200' time 4000 flag 1  // ~s~Go to ~y~Calton Heights~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_20181
if 
  57@ == 1 
else_jump @PIMP_20368 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_20368 
0247: load_model 72 

:PIMP_20225
if 
8248:   not model 72 available 
else_jump @PIMP_20251 
wait 0 
jump @PIMP_20225 

:PIMP_20251
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP201' time 4000 flag 1  // ~s~Head up to the park in ~y~Juniper Hill~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_20368
if 
  57@ == 2 
else_jump @PIMP_20555 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_20555 
0247: load_model 50 

:PIMP_20412
if 
8248:   not model 50 available 
else_jump @PIMP_20438 
wait 0 
jump @PIMP_20412 

:PIMP_20438
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP202' time 4000 flag 1  // ~s~Drive to ~y~Juniper Hill~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_20555
if 
  57@ == 3 
else_jump @PIMP_20742 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_20742 
0247: load_model 50 

:PIMP_20599
if 
8248:   not model 50 available 
else_jump @PIMP_20625 
wait 0 
jump @PIMP_20599 

:PIMP_20625
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP203' time 4000 flag 1  // ~s~Get to ~y~Esplanade North~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_20742
if 
  65@ == 2 
else_jump @PIMP_21622 
if 
  71@ == 1 
else_jump @PIMP_20839 
if 
  72@ == 1 
else_jump @PIMP_20839 
if 
  73@ == 1 
else_jump @PIMP_20839 
if 
  74@ == 1 
else_jump @PIMP_20839 
65@ = 3 

:PIMP_20839
0209: 57@ = random_int_in_ranges 4 8 
if 
  57@ == 4 
else_jump @PIMP_21046 
67@(57@,28i) = 1 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_21046 
0247: load_model 17 

:PIMP_20903
if 
8248:   not model 17 available 
else_jump @PIMP_20929 
wait 0 
jump @PIMP_20903 

:PIMP_20929
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP204' time 4000 flag 1  // ~y~Bayside Marina~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_21046
if 
  57@ == 5 
else_jump @PIMP_21248 
67@(57@,28i) = 1 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_21248 
0247: load_model 147 

:PIMP_21102
if 
8248:   not model 147 available 
else_jump @PIMP_21129 
wait 0 
jump @PIMP_21102 

:PIMP_21129
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP205' time 4000 flag 1  // ~s~Drive to ~y~Bayside~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_21248
if 
  57@ == 6 
else_jump @PIMP_21435 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_21435 
0247: load_model 50 

:PIMP_21292
if 
8248:   not model 50 available 
else_jump @PIMP_21318 
wait 0 
jump @PIMP_21292 

:PIMP_21318
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP206' time 4000 flag 1  // ~s~Drop your girl off at ~y~Battery Point~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_21435
if 
  57@ == 7 
else_jump @PIMP_21622 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_21622 
0247: load_model 22 

:PIMP_21479
if 
8248:   not model 22 available 
else_jump @PIMP_21505 
wait 0 
jump @PIMP_21479 

:PIMP_21505
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP207' time 4000 flag 1  // ~y~Palisades~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_21622
if 
  65@ == 3 
else_jump @PIMP_22480 
if 
  75@ == 1 
else_jump @PIMP_21719 
if 
  76@ == 1 
else_jump @PIMP_21719 
if 
  77@ == 1 
else_jump @PIMP_21719 
if 
  78@ == 1 
else_jump @PIMP_21719 
65@ = 4 

:PIMP_21719
0209: 57@ = random_int_in_ranges 8 12 
if 
  57@ == 8 
else_jump @PIMP_21915 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_21915 
0247: load_model 58 

:PIMP_21772
if 
8248:   not model 58 available 
else_jump @PIMP_21798 
wait 0 
jump @PIMP_21772 

:PIMP_21798
009A: 98@(57@,28i) = create_actor_pedtype 4 model 58 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 58 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP208' time 4000 flag 1  // ~s~Go to ~y~Chinatown~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_21915
if 
  57@ == 9 
else_jump @PIMP_22106 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_22106 
0247: load_model 147 

:PIMP_21960
if 
8248:   not model 147 available 
else_jump @PIMP_21987 
wait 0 
jump @PIMP_21960 

:PIMP_21987
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP209' time 4000 flag 1  // ~s~Head ~y~Downtown~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_22106
if 
  57@ == 10 
else_jump @PIMP_22293 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_22293 
0247: load_model 17 

:PIMP_22150
if 
8248:   not model 17 available 
else_jump @PIMP_22176 
wait 0 
jump @PIMP_22150 

:PIMP_22176
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP210' time 4000 flag 1  // ~s~Drive to the ~y~Financial District~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_22293
if 
  57@ == 11 
else_jump @PIMP_22480 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_22480 
0247: load_model 22 

:PIMP_22337
if 
8248:   not model 22 available 
else_jump @PIMP_22363 
wait 0 
jump @PIMP_22337 

:PIMP_22363
009A: 98@(57@,28i) = create_actor_pedtype 4 model 22 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 22 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP211' time 4000 flag 1  // ~s~Get to ~y~Esplanade East~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_22480
if 
  65@ == 4 
else_jump @PIMP_23338 
if 
  79@ == 1 
else_jump @PIMP_22577 
if 
  80@ == 1 
else_jump @PIMP_22577 
if 
  81@ == 1 
else_jump @PIMP_22577 
if 
  82@ == 1 
else_jump @PIMP_22577 
65@ = 5 

:PIMP_22577
0209: 57@ = random_int_in_ranges 12 16 
if 
  57@ == 12 
else_jump @PIMP_22777 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_22777 
0247: load_model 147 

:PIMP_22631
if 
8248:   not model 147 available 
else_jump @PIMP_22658 
wait 0 
jump @PIMP_22631 

:PIMP_22658
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP212' time 4000 flag 1  // ~y~Queens~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_22777
if 
  57@ == 13 
else_jump @PIMP_22964 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_22964 
0247: load_model 29 

:PIMP_22821
if 
8248:   not model 29 available 
else_jump @PIMP_22847 
wait 0 
jump @PIMP_22821 

:PIMP_22847
009A: 98@(57@,28i) = create_actor_pedtype 4 model 29 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 29 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP213' time 4000 flag 1  // ~s~Drive to ~y~Hashbury~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_22964
if 
  57@ == 14 
else_jump @PIMP_23151 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_23151 
0247: load_model 17 

:PIMP_23008
if 
8248:   not model 17 available 
else_jump @PIMP_23034 
wait 0 
jump @PIMP_23008 

:PIMP_23034
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP214' time 4000 flag 1  // ~s~Drop your girl off at ~y~Ocean Flats~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_23151
if 
  57@ == 15 
else_jump @PIMP_23338 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_23338 
0247: load_model 36 

:PIMP_23195
if 
8248:   not model 36 available 
else_jump @PIMP_23221 
wait 0 
jump @PIMP_23195 

:PIMP_23221
009A: 98@(57@,28i) = create_actor_pedtype 4 model 36 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 36 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP215' time 4000 flag 1  // ~y~Avispa Country Club~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_23338
if 
  65@ == 5 
else_jump @PIMP_24196 
if 
  83@ == 1 
else_jump @PIMP_23435 
if 
  84@ == 1 
else_jump @PIMP_23435 
if 
  85@ == 1 
else_jump @PIMP_23435 
if 
  86@ == 1 
else_jump @PIMP_23435 
65@ = 6 

:PIMP_23435
0209: 57@ = random_int_in_ranges 16 20 
if 
  57@ == 16 
else_jump @PIMP_23635 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_23635 
0247: load_model 147 

:PIMP_23489
if 
8248:   not model 147 available 
else_jump @PIMP_23516 
wait 0 
jump @PIMP_23489 

:PIMP_23516
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP216' time 4000 flag 1  // ~s~Drop your girl off at ~y~King's~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_23635
if 
  57@ == 17 
else_jump @PIMP_23822 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_23822 
0247: load_model 29 

:PIMP_23679
if 
8248:   not model 29 available 
else_jump @PIMP_23705 
wait 0 
jump @PIMP_23679 

:PIMP_23705
009A: 98@(57@,28i) = create_actor_pedtype 4 model 29 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 29 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP217' time 4000 flag 1  // ~y~Garcia~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_23822
if 
  57@ == 18 
else_jump @PIMP_24009 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_24009 
0247: load_model 27 

:PIMP_23866
if 
8248:   not model 27 available 
else_jump @PIMP_23892 
wait 0 
jump @PIMP_23866 

:PIMP_23892
009A: 98@(57@,28i) = create_actor_pedtype 4 model 27 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 27 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP218' time 4000 flag 1  // ~s~Go to ~y~Doherty~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_24009
if 
  57@ == 19 
else_jump @PIMP_24196 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_24196 
0247: load_model 50 

:PIMP_24053
if 
8248:   not model 50 available 
else_jump @PIMP_24079 
wait 0 
jump @PIMP_24053 

:PIMP_24079
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP219' time 4000 flag 1  // ~s~Head to ~y~Easter Basin~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_24196
if 
  65@ == 6 
else_jump @PIMP_24849 
if 
  87@ == 1 
else_jump @PIMP_24275 
if 
  88@ == 1 
else_jump @PIMP_24275 
if 
  89@ == 1 
else_jump @PIMP_24275 
65@ = 7 

:PIMP_24275
0209: 57@ = random_int_in_ranges 20 23 
if 
  57@ == 20 
else_jump @PIMP_24475 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_24475 
0247: load_model 147 

:PIMP_24329
if 
8248:   not model 147 available 
else_jump @PIMP_24356 
wait 0 
jump @PIMP_24329 

:PIMP_24356
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP220' time 4000 flag 1  // ~s~Drive to ~y~Missionary Hill~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_24475
if 
  57@ == 21 
else_jump @PIMP_24662 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_24662 
0247: load_model 17 

:PIMP_24519
if 
8248:   not model 17 available 
else_jump @PIMP_24545 
wait 0 
jump @PIMP_24519 

:PIMP_24545
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP221' time 4000 flag 1  // ~s~Get to ~y~Foster Valley~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_24662
if 
  57@ == 22 
else_jump @PIMP_24849 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_24849 
0247: load_model 71 

:PIMP_24706
if 
8248:   not model 71 available 
else_jump @PIMP_24732 
wait 0 
jump @PIMP_24706 

:PIMP_24732
009A: 98@(57@,28i) = create_actor_pedtype 4 model 71 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 71 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP222' time 4000 flag 1  // ~y~Easter Bay Airport~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_24849
if 
  65@ == 7 
else_jump @PIMP_25707 
if 
  90@ == 1 
else_jump @PIMP_24946 
if 
  91@ == 1 
else_jump @PIMP_24946 
if 
  92@ == 1 
else_jump @PIMP_24946 
if 
  93@ == 1 
else_jump @PIMP_24946 
65@ = 1 

:PIMP_24946
0209: 57@ = random_int_in_ranges 23 27 
if 
  57@ == 23 
else_jump @PIMP_25146 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_25146 
0247: load_model 147 

:PIMP_25000
if 
8248:   not model 147 available 
else_jump @PIMP_25027 
wait 0 
jump @PIMP_25000 

:PIMP_25027
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP223' time 4000 flag 1  // ~s~Drive to ~y~Palisades~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_25146
if 
  57@ == 24 
else_jump @PIMP_25333 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_25333 
0247: load_model 29 

:PIMP_25190
if 
8248:   not model 29 available 
else_jump @PIMP_25216 
wait 0 
jump @PIMP_25190 

:PIMP_25216
009A: 98@(57@,28i) = create_actor_pedtype 4 model 29 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 29 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP224' time 4000 flag 1  // ~s~Drop your girl off at ~y~Paradiso~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_25333
if 
  57@ == 25 
else_jump @PIMP_25520 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_25520 
0247: load_model 23 

:PIMP_25377
if 
8248:   not model 23 available 
else_jump @PIMP_25403 
wait 0 
jump @PIMP_25377 

:PIMP_25403
009A: 98@(57@,28i) = create_actor_pedtype 4 model 23 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 23 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP225' time 4000 flag 1  // ~y~Santa Flora~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_25520
if 
  57@ == 26 
else_jump @PIMP_25707 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_25707 
0247: load_model 17 

:PIMP_25564
if 
8248:   not model 17 available 
else_jump @PIMP_25590 
wait 0 
jump @PIMP_25564 

:PIMP_25590
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 378@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP226' time 4000 flag 1  // ~y~City Hall~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_25707
if 
04A4:   537@ == 3 // == constant 
else_jump @PIMP_30007 
if 
  65@ == 1 
else_jump @PIMP_26583 
if 
  67@ == 1 
else_jump @PIMP_25822 
if 
  68@ == 1 
else_jump @PIMP_25822 
if 
  69@ == 1 
else_jump @PIMP_25822 
if 
  70@ == 1 
else_jump @PIMP_25822 
65@ = 2 

:PIMP_25822
0209: 57@ = random_int_in_ranges 0 4 
if 
  57@ == 0 
else_jump @PIMP_26018 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_26018 
0247: load_model 72 

:PIMP_25875
if 
8248:   not model 72 available 
else_jump @PIMP_25901 
wait 0 
jump @PIMP_25875 

:PIMP_25901
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP300' time 4000 flag 1  // ~s~Go to the ~y~Pink Swan~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_26018
if 
  57@ == 1 
else_jump @PIMP_26205 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_26205 
0247: load_model 72 

:PIMP_26062
if 
8248:   not model 72 available 
else_jump @PIMP_26088 
wait 0 
jump @PIMP_26062 

:PIMP_26088
009A: 98@(57@,28i) = create_actor_pedtype 4 model 72 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 72 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP301' time 4000 flag 1  // ~s~Head to the ~y~Four Dragons~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_26205
if 
  57@ == 2 
else_jump @PIMP_26392 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_26392 
0247: load_model 17 

:PIMP_26249
if 
8248:   not model 17 available 
else_jump @PIMP_26275 
wait 0 
jump @PIMP_26249 

:PIMP_26275
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP302' time 4000 flag 1  // ~s~Drive to the ~y~Camel's Toe~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_26392
if 
  57@ == 3 
else_jump @PIMP_26583 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_26583 
0247: load_model 147 

:PIMP_26437
if 
8248:   not model 147 available 
else_jump @PIMP_26464 
wait 0 
jump @PIMP_26437 

:PIMP_26464
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP303' time 4000 flag 1  // ~s~Get to ~y~Come-A-Lot~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_26583
if 
  65@ == 2 
else_jump @PIMP_27441 
if 
  71@ == 1 
else_jump @PIMP_26680 
if 
  72@ == 1 
else_jump @PIMP_26680 
if 
  73@ == 1 
else_jump @PIMP_26680 
if 
  74@ == 1 
else_jump @PIMP_26680 
65@ = 3 

:PIMP_26680
0209: 57@ = random_int_in_ranges 4 8 
if 
  57@ == 4 
else_jump @PIMP_26876 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_26876 
0247: load_model 32 

:PIMP_26733
if 
8248:   not model 32 available 
else_jump @PIMP_26759 
wait 0 
jump @PIMP_26733 

:PIMP_26759
009A: 98@(57@,28i) = create_actor_pedtype 4 model 32 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 32 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP304' time 4000 flag 1  // ~y~Pirates in Men's Pants~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_26876
if 
  57@ == 5 
else_jump @PIMP_27063 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_27063 
0247: load_model 33 

:PIMP_26920
if 
8248:   not model 33 available 
else_jump @PIMP_26946 
wait 0 
jump @PIMP_26920 

:PIMP_26946
009A: 98@(57@,28i) = create_actor_pedtype 4 model 33 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 33 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP305' time 4000 flag 1  // ~s~Drive to the ~y~Royal Casino~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_27063
if 
  57@ == 6 
else_jump @PIMP_27250 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_27250 
0247: load_model 17 

:PIMP_27107
if 
8248:   not model 17 available 
else_jump @PIMP_27133 
wait 0 
jump @PIMP_27107 

:PIMP_27133
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP306' time 4000 flag 1  // ~s~Drop your girl off at ~y~Caligula's Palace~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_27250
if 
  57@ == 7 
else_jump @PIMP_27441 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_27441 
0247: load_model 147 

:PIMP_27295
if 
8248:   not model 147 available 
else_jump @PIMP_27322 
wait 0 
jump @PIMP_27295 

:PIMP_27322
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP307' time 4000 flag 1  // ~y~The High Roller~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_27441
if 
  65@ == 3 
else_jump @PIMP_28299 
if 
  75@ == 1 
else_jump @PIMP_27538 
if 
  76@ == 1 
else_jump @PIMP_27538 
if 
  77@ == 1 
else_jump @PIMP_27538 
if 
  78@ == 1 
else_jump @PIMP_27538 
65@ = 4 

:PIMP_27538
0209: 57@ = random_int_in_ranges 8 12 
if 
  57@ == 8 
else_jump @PIMP_27734 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_27734 
0247: load_model 32 

:PIMP_27591
if 
8248:   not model 32 available 
else_jump @PIMP_27617 
wait 0 
jump @PIMP_27591 

:PIMP_27617
009A: 98@(57@,28i) = create_actor_pedtype 4 model 32 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 32 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP308' time 4000 flag 1  // ~s~Go to ~y~Pilgrim~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_27734
if 
  57@ == 9 
else_jump @PIMP_27921 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_27921 
0247: load_model 33 

:PIMP_27778
if 
8248:   not model 33 available 
else_jump @PIMP_27804 
wait 0 
jump @PIMP_27778 

:PIMP_27804
009A: 98@(57@,28i) = create_actor_pedtype 4 model 33 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 33 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP309' time 4000 flag 1  // ~s~Head to the ~y~Starfish Casino~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_27921
if 
  57@ == 10 
else_jump @PIMP_28108 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_28108 
0247: load_model 17 

:PIMP_27965
if 
8248:   not model 17 available 
else_jump @PIMP_27991 
wait 0 
jump @PIMP_27965 

:PIMP_27991
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP310' time 4000 flag 1  // ~s~Drive to the ~y~Strip~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_28108
if 
  57@ == 11 
else_jump @PIMP_28299 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_28299 
0247: load_model 147 

:PIMP_28153
if 
8248:   not model 147 available 
else_jump @PIMP_28180 
wait 0 
jump @PIMP_28153 

:PIMP_28180
009A: 98@(57@,28i) = create_actor_pedtype 4 model 147 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 147 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP311' time 4000 flag 1  // ~s~Get to the ~y~Visage~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_28299
if 
  65@ == 4 
else_jump @PIMP_29153 
if 
  79@ == 1 
else_jump @PIMP_28396 
if 
  80@ == 1 
else_jump @PIMP_28396 
if 
  81@ == 1 
else_jump @PIMP_28396 
if 
  82@ == 1 
else_jump @PIMP_28396 
65@ = 5 

:PIMP_28396
0209: 57@ = random_int_in_ranges 12 16 
if 
  57@ == 12 
else_jump @PIMP_28592 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_28592 
0247: load_model 50 

:PIMP_28449
if 
8248:   not model 50 available 
else_jump @PIMP_28475 
wait 0 
jump @PIMP_28449 

:PIMP_28475
009A: 98@(57@,28i) = create_actor_pedtype 4 model 50 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 50 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP312' time 4000 flag 1  // ~y~Emerald Isle~s~ next.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_28592
if 
  57@ == 13 
else_jump @PIMP_28779 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_28779 
0247: load_model 34 

:PIMP_28636
if 
8248:   not model 34 available 
else_jump @PIMP_28662 
wait 0 
jump @PIMP_28636 

:PIMP_28662
009A: 98@(57@,28i) = create_actor_pedtype 4 model 34 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 34 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP313' time 4000 flag 1  // ~s~Drive to ~y~Roca Escalante~s~ to find another customer.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_28779
if 
  57@ == 14 
else_jump @PIMP_28966 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_28966 
0247: load_model 17 

:PIMP_28823
if 
8248:   not model 17 available 
else_jump @PIMP_28849 
wait 0 
jump @PIMP_28823 

:PIMP_28849
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP314' time 4000 flag 1  // ~s~Drop your girl off by the ~y~Old Venturas Strip~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_28966
if 
  57@ == 15 
else_jump @PIMP_29153 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_29153 
0247: load_model 29 

:PIMP_29010
if 
8248:   not model 29 available 
else_jump @PIMP_29036 
wait 0 
jump @PIMP_29010 

:PIMP_29036
009A: 98@(57@,28i) = create_actor_pedtype 4 model 29 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 29 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP315' time 4000 flag 1  // ~y~The Clown's Pocket~s~ is your next destination.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_29153
if 
  65@ == 5 
else_jump @PIMP_30007 
if 
  83@ == 1 
else_jump @PIMP_29250 
if 
  84@ == 1 
else_jump @PIMP_29250 
if 
  85@ == 1 
else_jump @PIMP_29250 
if 
  86@ == 1 
else_jump @PIMP_29250 
65@ = 1 

:PIMP_29250
0209: 57@ = random_int_in_ranges 16 20 
if 
  57@ == 16 
else_jump @PIMP_29446 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_29446 
0247: load_model 68 

:PIMP_29303
if 
8248:   not model 68 available 
else_jump @PIMP_29329 
wait 0 
jump @PIMP_29303 

:PIMP_29329
009A: 98@(57@,28i) = create_actor_pedtype 4 model 68 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 68 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP316' time 4000 flag 1  // ~s~Go to the ~y~Blackfield Chapel~s~ to find a trick for your girl.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_29446
if 
  57@ == 17 
else_jump @PIMP_29633 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_29633 
0247: load_model 101 

:PIMP_29490
if 
8248:   not model 101 available 
else_jump @PIMP_29516 
wait 0 
jump @PIMP_29490 

:PIMP_29516
009A: 98@(57@,28i) = create_actor_pedtype 4 model 101 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 101 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP317' time 4000 flag 1  // ~s~Head to ~y~Greenglass College~s~ now.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_29633
if 
  57@ == 18 
else_jump @PIMP_29820 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_29820 
0247: load_model 17 

:PIMP_29677
if 
8248:   not model 17 available 
else_jump @PIMP_29703 
wait 0 
jump @PIMP_29677 

:PIMP_29703
009A: 98@(57@,28i) = create_actor_pedtype 4 model 17 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 17 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP318' time 4000 flag 1  // ~s~Drive to ~y~Las Venturas Airport~s~ quickly.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_29820
if 
  57@ == 19 
else_jump @PIMP_30007 
if 
  67@(57@,28i) == 0 
else_jump @PIMP_30007 
0247: load_model 34 

:PIMP_29864
if 
8248:   not model 34 available 
else_jump @PIMP_29890 
wait 0 
jump @PIMP_29864 

:PIMP_29890
009A: 98@(57@,28i) = create_actor_pedtype 4 model 34 at 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) 
0173: set_actor 98@(57@,28i) Z_angle_to 490@(57@,28f) 
0249: release_model 34 
02A9: set_actor 98@(57@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP319' time 4000 flag 1  // ~s~Get to the ~y~Last Dime Motel~s~ for another trick.
54@ = 2 
40@ = 0 
67@(57@,28i) = 1 
126@(57@,28i) = 1 

:PIMP_30007
if 
  527@ == 1 
else_jump @PIMP_30517 
if 
  40@ > 5000 
else_jump @PIMP_30517 
if 
  1 > 56@ 
else_jump @PIMP_30130 
if 
  44@ == 0 
else_jump @PIMP_30096 
00BC: show_text_highpriority GXT 'PIMP_3' time 6000 flag 1  // ~w~Nice wheels! Keep me safe and you'll get a percentage!

:PIMP_30096
if 
  44@ == 1 
else_jump @PIMP_30130 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Treat me right!

:PIMP_30130
if 
  56@ > 0 
else_jump @PIMP_30503 
547@ = 1 
if 
   not 520@ == 1 
else_jump @PIMP_30503 
014F: stop_timer $9613 
535@ = 300 
0085: 533@ = 56@ // (int) 
006A: 533@ *= 535@ // (int) 
40@ = 0 

:PIMP_30209
if 
  5000 > 40@ 
else_jump @PIMP_30397 
0A8B: unknown 177 0 535@ 0 1 'PIMP_72' 'DUMMY'  // Trick Cut
0A8B: unknown 177 1 56@ 0 0 'PIMP_73' 'DUMMY'  // Multiplier
0A8B: unknown 177 2 533@ 0 1 'PIMP_74' 'DUMMY'  // Total Cash
0A8B: unknown 177 3 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 177 4 0 0 0 'DUMMY' 'DUMMY' 
wait 0 
jump @PIMP_30209 

:PIMP_30397
0093: 534@ = integer 533@ to_float 
if 
  44@ == 0 
else_jump @PIMP_30454 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Here's your cut!
0109: player $PLAYER_CHAR money = 533@ 
0624: add 534@ to_float_stat 36 

:PIMP_30454
if 
  44@ == 1 
else_jump @PIMP_30503 
00BC: show_text_highpriority GXT 'PIMP_32' time 6000 flag 1  // ~w~There's your share big boy!
0109: player $PLAYER_CHAR money = 533@ 
0624: add 534@ to_float_stat 36 

:PIMP_30503
527@ = 2 
40@ = 0 

:PIMP_30517
if 
  54@ == 2 
else_jump @PIMP_30690 
if 
8118:   not actor 98@(57@,28i) dead 
else_jump @PIMP_30607 
if 
  44@ == 0 
else_jump @PIMP_30581 
0085: 518@ = 57@ // (int) 

:PIMP_30581
if 
  44@ == 1 
else_jump @PIMP_30607 
0085: 519@ = 57@ // (int) 

:PIMP_30607
0164: disable_marker 96@ 
0187: 96@ = create_marker_above_actor 98@(57@,28i) 
0165: set_marker 96@ color_to 4 
$9613 = 180000 
014F: stop_timer $9613 
543@ = 0 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
543@ = 1 
54@ = 3 
55@ = 0 

:PIMP_30690
if 
  54@ == 3 
else_jump @PIMP_31446 
if 
8118:   not actor 98@(57@,28i) dead 
else_jump @PIMP_31446 
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_31446 
if 
  528@ == 0 
else_jump @PIMP_30808 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_30808 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
0164: disable_marker 96@ 
528@ = 1 

:PIMP_30808
if 
  528@ == 1 
else_jump @PIMP_30904 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_30904 
0164: disable_marker 529@ 
528@ = 0 
0164: disable_marker 96@ 
0187: 96@ = create_marker_above_actor 98@(57@,28i) 
0165: set_marker 96@ color_to 4 
00BC: show_text_highpriority GXT 'PIMP_53' time 6000 flag 1  // ~s~Get to the customer's ~y~area~s~ now!
528@ = 0 

:PIMP_30904
if 
051A:   actor 98@(57@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_30950 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_30950
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_31446 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_31446 
if 
  53@ == 0 
else_jump @PIMP_31446 
if 
  528@ == 0 
else_jump @PIMP_31446 
if 
00F4:   actor $PLAYER_ACTOR near_actor 98@(57@,28i) radius 10.0 10.0 0 in_car 
else_jump @PIMP_31446 
if 
  55@ == 0 
else_jump @PIMP_31157 
if 
  44@ == 0 
else_jump @PIMP_31116 
00BC: show_text_highpriority GXT 'PIMP_6' time 4000 flag 1  // ~w~Ok! Here's my customer! Let me out and I'll call you when I'm done!
55@ = 1 

:PIMP_31116
if 
  44@ == 1 
else_jump @PIMP_31157 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Here's my man. Stop nearby. I'll call you when I'm ready for my next appointment.
55@ = 1 

:PIMP_31157
0085: 60@ = 44@ // (int) 
if 
01C1:   car 47@ stopped 
else_jump @PIMP_31446 
0639: AS_actor 98@(57@,28i) rotate_to_actor 42@(60@,2i) 
0687: clear_actor 42@(60@,2i) task 
0085: 61@ = 57@ // (int) 
543@ = 0 
014F: stop_timer $9613 
$9613 = 180000 
0615: define_AS_pack_begin 46@ 
05CD: AS_actor -1 exit_car 47@ 
040D: unload_wav 4 
if 
04A4:   537@ == 1 // == constant 
else_jump @PIMP_31300 
05D3: AS_actor -1 goto_point 182@(57@,28f) 210@(57@,28f) 238@(57@,28f) mode 6 time 10000 ms // versionA 

:PIMP_31300
if 
04A4:   537@ == 2 // == constant 
else_jump @PIMP_31348 
05D3: AS_actor -1 goto_point 294@(57@,28f) 322@(57@,28f) 350@(57@,28f) mode 6 time 10000 ms // versionA 

:PIMP_31348
if 
04A4:   537@ == 3 // == constant 
else_jump @PIMP_31396 
05D3: AS_actor -1 goto_point 406@(57@,28f) 434@(57@,28f) 462@(57@,28f) mode 6 time 10000 ms // versionA 

:PIMP_31396
0616: define_AS_pack_end 46@ 
0618: assign_actor 42@(60@,2i) to_AS_pack 46@ 
061B: remove_references_to_AS_pack 46@ 
53@ = 1 
62@ = 1 
54@ = 4 
40@ = 0 

:PIMP_31446
if 
  62@ == 1 
else_jump @PIMP_31608 
if 
8118:   not actor 42@(60@,2i) dead 
else_jump @PIMP_31608 
if 
8118:   not actor 98@(61@,28i) dead 
else_jump @PIMP_31608 
if 
00F2:   actor 42@(60@,2i) near_actor 98@(61@,28i) radius 3.0 3.0 0 
else_jump @PIMP_31608 
0687: clear_actor 42@(60@,2i) task 
0687: clear_actor 98@(61@,28i) task 
0677: AS_actor 42@(60@,2i) chat_with_actor 98@(61@,28i) lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 98@(61@,28i) chat_with_actor 42@(60@,2i) lead_speaker_flag 0 unknown_flag 1 
62@ = 0 

:PIMP_31608
if 
  54@ == 4 
else_jump @PIMP_31834 
if 
051A:   actor 98@(57@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31672 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_31672
if 
8118:   not actor 42@(60@,2i) dead 
else_jump @PIMP_31834 
if 
8118:   not actor 98@(57@,28i) dead 
else_jump @PIMP_31834 
if 
  59@ == 1 
else_jump @PIMP_31737 
54@ = 15 

:PIMP_31737
if 
  59@ == 0 
else_jump @PIMP_31834 
if 
  44@ == 0 
else_jump @PIMP_31834 
49@ = 0 
48@ = 0 
44@ = 1 
54@ = 99 
0164: disable_marker 96@ 
52@ = 0 
51@ = 0 
53@ = 0 
59@ = 1 

:PIMP_31834
if 
  54@ == 15 
else_jump @PIMP_31938 
if 
051A:   actor 98@(57@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31898 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_31898
0164: disable_marker 96@ 
52@ = 0 
51@ = 0 
53@ = 0 
gosub @PIMP_36476 
54@ = 20 

:PIMP_31938
if 
  54@ == 20 
else_jump @PIMP_32009 
if 
051A:   actor 98@(57@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_32002 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_38143 

:PIMP_32002
54@ = 25 

:PIMP_32009
if 
  54@ == 25 
else_jump @PIMP_32807 
0209: 520@ = random_int_in_ranges 0 4 
if 
  2 > 56@ 
else_jump @PIMP_32061 
520@ = 3 

:PIMP_32061
if 
  520@ == 0 
else_jump @PIMP_32360 
54@ = 30 
00BC: show_text_highpriority GXT 'PIMP_35' time 6000 flag 1  // ~w~Help me! This punk is getting rough! He thinks I've given him crabs!
531@ = 1 
40@ = 0 
if 
  44@ == 0 
else_jump @PIMP_32238 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_32238 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0770: set_actor 98@(518@,28i) target_priority 1 
126@(518@,28i) = 0 
0165: set_marker 97@ color_to 0 
014F: stop_timer $9613 
$9613 = 180000 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
543@ = 2 

:PIMP_32238
if 
  44@ == 1 
else_jump @PIMP_32360 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_32360 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0770: set_actor 98@(519@,28i) target_priority 1 
126@(519@,28i) = 0 
0165: set_marker 97@ color_to 0 
014F: stop_timer $9613 
$9613 = 180000 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
543@ = 2 

:PIMP_32360
if 
  520@ == 1 
else_jump @PIMP_32683 
54@ = 40 
00BC: show_text_highpriority GXT 'PIMP_39' time 6000 flag 1  // ~w~I got a cheapskate who won't pay! I need your persuasive technique!
532@ = 1 
40@ = 0 
if 
  44@ == 0 
else_jump @PIMP_32549 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_32549 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0770: set_actor 98@(518@,28i) target_priority 1 
126@(518@,28i) = 0 
03FE: set_actor 98@(518@,28i) money 250 
0165: set_marker 97@ color_to 0 
014F: stop_timer $9613 
$9613 = 180000 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
543@ = 2 

:PIMP_32549
if 
  44@ == 1 
else_jump @PIMP_32683 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_32683 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0770: set_actor 98@(519@,28i) target_priority 1 
126@(519@,28i) = 0 
0165: set_marker 97@ color_to 0 
03FE: set_actor 98@(519@,28i) money 250 
014F: stop_timer $9613 
$9613 = 180000 
03C3: set_timer_to $9613 type 1 GXT 'PIMP_90' // global_variable  // TIME
543@ = 2 

:PIMP_32683
if 
  520@ == 2 
else_jump @PIMP_32745 
530@ = 0 
54@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
40@ = 0 
530@ = 1 

:PIMP_32745
if 
  520@ == 3 
else_jump @PIMP_32807 
530@ = 0 
54@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
40@ = 0 
530@ = 1 

:PIMP_32807
if 
  54@ == 30 
else_jump @PIMP_33678 
if 
  532@ == 1 
else_jump @PIMP_32885 
if 
  40@ > 4000 
else_jump @PIMP_32885 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
532@ = 99 

:PIMP_32885
if 
  531@ == 1 
else_jump @PIMP_32945 
if 
  40@ > 4000 
else_jump @PIMP_32945 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
531@ = 99 

:PIMP_32945
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_33214 
if 
  528@ == 0 
else_jump @PIMP_33025 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_33025 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
0164: disable_marker 97@ 
528@ = 1 

:PIMP_33025
if 
  528@ == 1 
else_jump @PIMP_33214 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_33214 
0164: disable_marker 529@ 
if 
  44@ == 0 
else_jump @PIMP_33129 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_33129 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_33129
if 
  44@ == 1 
else_jump @PIMP_33191 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_33191 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_33191
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
528@ = 0 

:PIMP_33214
if 
  528@ == 0 
else_jump @PIMP_33546 
if 
  44@ == 0 
else_jump @PIMP_33389 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_33389 
if 
00F2:   actor $PLAYER_ACTOR near_actor 42@(44@,2i) radius 50.0 50.0 0 
else_jump @PIMP_33389 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_33389 
0687: clear_actor 42@(44@,2i) task 
05E2: AS_actor 42@(44@,2i) kill_actor 98@(518@,28i) 
05E2: AS_actor 98@(518@,28i) kill_actor 42@(44@,2i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
54@ = 35 

:PIMP_33389
if 
  44@ == 1 
else_jump @PIMP_33546 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_33546 
if 
00F2:   actor $PLAYER_ACTOR near_actor 42@(44@,2i) radius 50.0 50.0 0 
else_jump @PIMP_33546 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_33546 
05E2: AS_actor 98@(519@,28i) kill_actor 42@(44@,2i) 
0687: clear_actor 42@(44@,2i) task 
05E2: AS_actor 42@(44@,2i) kill_actor 98@(519@,28i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
54@ = 35 

:PIMP_33546
if 
  44@ == 0 
else_jump @PIMP_33612 
if 
0118:   actor 98@(518@,28i) dead 
else_jump @PIMP_33612 
0164: disable_marker 97@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
54@ = 50 

:PIMP_33612
if 
  44@ == 1 
else_jump @PIMP_33678 
if 
0118:   actor 98@(519@,28i) dead 
else_jump @PIMP_33678 
0164: disable_marker 97@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
54@ = 50 

:PIMP_33678
if 
  54@ == 35 
else_jump @PIMP_34219 
523@ = 99 
if 
  532@ == 1 
else_jump @PIMP_33763 
if 
  40@ > 4000 
else_jump @PIMP_33763 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
532@ = 99 

:PIMP_33763
if 
  531@ == 1 
else_jump @PIMP_33823 
if 
  40@ > 4000 
else_jump @PIMP_33823 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
531@ = 99 

:PIMP_33823
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_34087 
if 
  528@ == 0 
else_jump @PIMP_33898 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_33898 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
528@ = 1 

:PIMP_33898
if 
  528@ == 1 
else_jump @PIMP_34087 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_34087 
0164: disable_marker 529@ 
if 
  44@ == 0 
else_jump @PIMP_34002 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_34002 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_34002
if 
  44@ == 1 
else_jump @PIMP_34064 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_34064 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_34064
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
528@ = 0 

:PIMP_34087
if 
  44@ == 0 
else_jump @PIMP_34153 
if 
0118:   actor 98@(518@,28i) dead 
else_jump @PIMP_34153 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 97@ 
54@ = 50 

:PIMP_34153
if 
  44@ == 1 
else_jump @PIMP_34219 
if 
0118:   actor 98@(519@,28i) dead 
else_jump @PIMP_34219 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 97@ 
54@ = 50 

:PIMP_34219
if 
  54@ == 40 
else_jump @PIMP_35046 
if 
  532@ == 1 
else_jump @PIMP_34297 
if 
  40@ > 4000 
else_jump @PIMP_34297 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
532@ = 99 

:PIMP_34297
if 
  531@ == 1 
else_jump @PIMP_34357 
if 
  40@ > 4000 
else_jump @PIMP_34357 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
531@ = 99 

:PIMP_34357
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_34626 
if 
  528@ == 0 
else_jump @PIMP_34437 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_34437 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
0164: disable_marker 97@ 
528@ = 1 

:PIMP_34437
if 
  528@ == 1 
else_jump @PIMP_34626 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_34626 
0164: disable_marker 529@ 
if 
  44@ == 0 
else_jump @PIMP_34541 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_34541 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_34541
if 
  44@ == 1 
else_jump @PIMP_34603 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_34603 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_34603
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
528@ = 0 

:PIMP_34626
if 
  528@ == 0 
else_jump @PIMP_34914 
if 
  44@ == 0 
else_jump @PIMP_34779 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_34779 
if 
00F2:   actor $PLAYER_ACTOR near_actor 42@(44@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34779 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_34779 
05DD: AS_actor 98@(518@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
54@ = 45 

:PIMP_34779
if 
  44@ == 1 
else_jump @PIMP_34914 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_34914 
if 
00F2:   actor $PLAYER_ACTOR near_actor 42@(44@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34914 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_34914 
05DD: AS_actor 98@(519@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
54@ = 45 

:PIMP_34914
if 
  44@ == 0 
else_jump @PIMP_34980 
if 
0118:   actor 98@(518@,28i) dead 
else_jump @PIMP_34980 
0164: disable_marker 97@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
54@ = 50 

:PIMP_34980
if 
  44@ == 1 
else_jump @PIMP_35046 
if 
0118:   actor 98@(519@,28i) dead 
else_jump @PIMP_35046 
0164: disable_marker 97@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
54@ = 50 

:PIMP_35046
if 
  54@ == 45 
else_jump @PIMP_35575 
523@ = 99 
if 
  532@ == 1 
else_jump @PIMP_35131 
if 
  40@ > 4000 
else_jump @PIMP_35131 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
532@ = 99 

:PIMP_35131
if 
  531@ == 1 
else_jump @PIMP_35191 
if 
  40@ > 4000 
else_jump @PIMP_35191 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
531@ = 99 

:PIMP_35191
if 
8119:   not car 47@ wrecked 
else_jump @PIMP_35455 
if 
  528@ == 0 
else_jump @PIMP_35266 
if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_35266 
0186: 529@ = create_marker_above_car 47@ 
07E0: set_marker 529@ type_to 1 
528@ = 1 

:PIMP_35266
if 
  528@ == 1 
else_jump @PIMP_35455 
if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
else_jump @PIMP_35455 
0164: disable_marker 529@ 
if 
  44@ == 0 
else_jump @PIMP_35370 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_35370 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(518@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_35370
if 
  44@ == 1 
else_jump @PIMP_35432 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_35432 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 98@(519@,28i) 
0165: set_marker 97@ color_to 0 

:PIMP_35432
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
528@ = 0 

:PIMP_35455
if and
  44@ == 0 
0118:   actor 98@(518@,28i) dead 
else_jump @PIMP_35515 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 97@ 
wait 2000 
54@ = 50 

:PIMP_35515
if and
  44@ == 1 
0118:   actor 98@(519@,28i) dead 
else_jump @PIMP_35575 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 97@ 
wait 2000 
54@ = 50 

:PIMP_35575
if 
  54@ == 50 
else_jump @PIMP_35986 
543@ = 0 
014F: stop_timer $9613 
$9613 = 180000 
523@ = 0 
if 
8118:   not actor 42@(44@,2i) dead 
else_jump @PIMP_35930 
00BE: text_clear_all 
0A66: 114 // 10
0687: clear_actor 42@(44@,2i) task 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 42@(44@,2i) 
07E0: set_marker 95@ type_to 1 
54@ = 25 
if 
  44@ == 0 
else_jump @PIMP_35872 
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_35872 
01C2: remove_references_to_actor 98@(518@,28i) // Like turning an actor into a random pedestrian 
126@(518@,28i) = 0 

:PIMP_35872
if 
  44@ == 1 
else_jump @PIMP_35930 
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_35930 
01C2: remove_references_to_actor 98@(519@,28i) // Like turning an actor into a random pedestrian 
126@(519@,28i) = 0 

:PIMP_35930
54@ = 99 
49@ = 2 
56@ += 1 
0652: 546@ = integer_stat 210 
if 
801D:   not  546@ > 56@ // (int) 
else_jump @PIMP_35986 
0629: change_integer_stat 210 to 56@ 

:PIMP_35986
if 
8118:   not actor 98@(57@,28i) dead 
else_jump @PIMP_36075 
if 
0104:   actor $PLAYER_ACTOR near_actor 98@(57@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_36064 
0575: set_actor 98@(57@,28i) keep_position 0 
jump @PIMP_36075 

:PIMP_36064
0575: set_actor 98@(57@,28i) keep_position 1 

:PIMP_36075
if 
8118:   not actor 98@(518@,28i) dead 
else_jump @PIMP_36164 
if 
0104:   actor $PLAYER_ACTOR near_actor 98@(518@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_36153 
0575: set_actor 98@(518@,28i) keep_position 0 
jump @PIMP_36164 

:PIMP_36153
0575: set_actor 98@(518@,28i) keep_position 1 

:PIMP_36164
if 
8118:   not actor 98@(519@,28i) dead 
else_jump @PIMP_36253 
if 
0104:   actor $PLAYER_ACTOR near_actor 98@(519@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_36242 
0575: set_actor 98@(519@,28i) keep_position 0 
jump @PIMP_36253 

:PIMP_36242
0575: set_actor 98@(519@,28i) keep_position 1 

:PIMP_36253
if 
8118:   not actor 42@ dead 
else_jump @PIMP_36326 
if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_36319 
0575: set_actor 42@ keep_position 0 
jump @PIMP_36326 

:PIMP_36319
0575: set_actor 42@ keep_position 1 

:PIMP_36326
if 
8118:   not actor 43@ dead 
else_jump @PIMP_36399 
if 
0104:   actor $PLAYER_ACTOR near_actor 43@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_36392 
0575: set_actor 43@ keep_position 0 
jump @PIMP_36399 

:PIMP_36392
0575: set_actor 43@ keep_position 1 

:PIMP_36399
jump @PIMP_3758 

:PIMP_36406
if 
   not 42@(44@,2i) == -1 
else_jump @PIMP_36474 
089F: get_actor 42@(44@,2i) pedtype_to 526@ 
if 
83A3:   not actor 42@(44@,2i) male 
else_jump @PIMP_36474 
48@ = 99 
49@ = 1 

:PIMP_36474
return 

:PIMP_36476
if 
  44@ == 0 
else_jump @PIMP_36503 
44@ = 1 
return 

:PIMP_36503
if 
  44@ == 1 
else_jump @PIMP_36530 
44@ = 0 
return 

:PIMP_36530
return 
return 

:PIMP_36534
if 
04A4:   537@ == 1 // == constant 
else_jump @PIMP_37120 
if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_36626 
65@ = 1 

:PIMP_36626
if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
else_jump @PIMP_36700 
65@ = 2 

:PIMP_36700
if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_36774 
65@ = 3 

:PIMP_36774
if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @PIMP_36848 
65@ = 4 

:PIMP_36848
if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
else_jump @PIMP_36936 
65@ = 5 

:PIMP_36936
if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
else_jump @PIMP_37010 
65@ = 6 

:PIMP_37010
if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
else_jump @PIMP_37070 
65@ = 7 

:PIMP_37070
if 
  1 > 65@ 
else_jump @PIMP_37095 
65@ = 1 

:PIMP_37095
if 
  65@ > 7 
else_jump @PIMP_37120 
65@ = 1 

:PIMP_37120
if 
04A4:   537@ == 2 // == constant 
else_jump @PIMP_37692 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
else_jump @PIMP_37212 
65@ = 1 

:PIMP_37212
if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
else_jump @PIMP_37286 
65@ = 2 

:PIMP_37286
if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
else_jump @PIMP_37360 
65@ = 3 

:PIMP_37360
if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
else_jump @PIMP_37434 
65@ = 4 

:PIMP_37434
if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
else_jump @PIMP_37508 
65@ = 5 

:PIMP_37508
if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @PIMP_37582 
65@ = 6 

:PIMP_37582
if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
else_jump @PIMP_37642 
65@ = 7 

:PIMP_37642
if 
  1 > 65@ 
else_jump @PIMP_37667 
65@ = 1 

:PIMP_37667
if 
  65@ > 7 
else_jump @PIMP_37692 
65@ = 1 

:PIMP_37692
if 
04A4:   537@ == 3 // == constant 
else_jump @PIMP_38130 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
else_jump @PIMP_37784 
65@ = 1 

:PIMP_37784
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
else_jump @PIMP_37858 
65@ = 2 

:PIMP_37858
if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
else_jump @PIMP_37932 
65@ = 3 

:PIMP_37932
if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
else_jump @PIMP_38006 
65@ = 4 

:PIMP_38006
if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
else_jump @PIMP_38080 
65@ = 5 

:PIMP_38080
if 
  1 > 65@ 
else_jump @PIMP_38105 
65@ = 1 

:PIMP_38105
if 
  65@ > 5 
else_jump @PIMP_38130 
65@ = 1 

:PIMP_38130
return 

:PIMP_38132
wait 100 
jump @PIMP_38143 

:PIMP_38143
if 
  56@ == 0 
else_jump @PIMP_38177 
00BA: show_text_styled GXT 'PIMP_40' time 5000 style 1  // 0 out of 10 pimps successful!

:PIMP_38177
if 
  56@ == 1 
else_jump @PIMP_38211 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 out of 10 pimps successful!

:PIMP_38211
if 
  56@ == 2 
else_jump @PIMP_38245 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 out of 10 pimps successful!

:PIMP_38245
if 
  56@ == 3 
else_jump @PIMP_38279 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 out of 10 pimps successful!

:PIMP_38279
if 
  56@ == 4 
else_jump @PIMP_38313 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 out of 10 pimps successful!

:PIMP_38313
if 
  56@ == 5 
else_jump @PIMP_38347 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 out of 10 pimps successful!

:PIMP_38347
if 
  56@ == 6 
else_jump @PIMP_38381 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 out of 10 pimps successful!

:PIMP_38381
if 
  56@ == 7 
else_jump @PIMP_38415 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 out of 10 pimps successful!

:PIMP_38415
if 
  56@ == 8 
else_jump @PIMP_38449 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 out of 10 pimps successful!

:PIMP_38449
if 
  56@ == 9 
else_jump @PIMP_38483 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 out of 10 pimps successful!

:PIMP_38483
return 

:PIMP_38485
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Pimping Complete!
0394: play_music 2 
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  $3378 == 0 
else_jump @PIMP_38556 
0595: mission_complete 
030C: progress_made = 1 
0A3D: enable_prostitutes_pay_you 1 and_scm_inject 
$3378 = 1 

:PIMP_38556
return 

:PIMP_38558
040D: unload_wav 4 
014F: stop_timer $9613 
0249: release_model 50 
0249: release_model 22 
0249: release_model 147 
0249: release_model 17 
0249: release_model 36 
0249: release_model 29 
0249: release_model 33 
0249: release_model 34 
0249: release_model 32 
0249: release_model 152 
0249: release_model 75 
0249: release_model 63 
0249: release_model 64 
0249: release_model 85 
0249: release_model 245 
0249: release_model 71 
0249: release_model 58 
0249: release_model 50 
0249: release_model 68 
0249: release_model 23 
0249: release_model 72 
0249: release_model 48 
0249: release_model 163 
0249: release_model 19 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PIMP_38690 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 

:PIMP_38690
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 529@ 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
01BD: $183 = current_time_in_ms 
$161 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
thread 'BLOOD' 
gosub @BLOOD_47 
if 
wasted_or_busted 
else_jump @BLOOD_38 
gosub @BLOOD_12827 

:BLOOD_38
gosub @BLOOD_12932 
end_thread 

:BLOOD_47
$ONMISSION = 1 
if 
  $3328 == 0 
else_jump @BLOOD_74 
increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
if 
  $ONMISSION == 0 
else_jump @BLOOD_202 
018A: 98@ = create_checkpoint_at 165@ 166@ 167@ 
0107: 95@ = create_object #BB_PICKUP at 177@ 178@ 179@ 
00A5: 92@ = create_car 504 at 161@ 162@ 163@ 
00A5: 93@ = create_car 504 at 161@ 162@ 163@ 
00A5: 94@ = create_car 504 at 161@ 162@ 163@ 
00A5: 103@ = create_car 504 at 161@ 162@ 163@ 

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
wait 0 
99@ = 0 
100@ = 0 
if 
  $3328 == 0 
else_jump @BLOOD_269 
$9616 = 60 
$9615 = 60000 

:BLOOD_269
101@ = 0 
102@ = 0 
103@ = 0 
$9614 = 30000 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = -1 
161@ = -1280.9 
162@ = 994.8 
163@ = 1037.0 
164@ = 90.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
183@ = 0.0 
184@ = 0.0 
185@ = 0.0 
186@ = 0.0 
187@ = 0.0 
188@ = 0.0 
189@ = 0.0 
190@ = 0.0 
191@ = 0.0 
111@ = 0 
118@ = 0 
112@ = 0 
113@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
131@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
114@ = 0.0 
04AF: 138@ = 36200 // = constant 
04AF: 139@ = 36202 // = constant 
04AF: 140@ = 36205 // = constant 
04AF: 141@ = 36200 // = constant 
04AF: 142@ = 36202 // = constant 
04AF: 143@ = 36205 // = constant 
04AF: 144@ = 36200 // = constant 
04AF: 145@ = 36202 // = constant 
04AF: 146@ = 36205 // = constant 
04AF: 147@ = 36200 // = constant 
04AF: 148@ = 36202 // = constant 
04AF: 149@ = 36205 // = constant 
04AF: 150@ = 36200 // = constant 
04AF: 151@ = 36202 // = constant 
04AF: 152@ = 36205 // = constant 
04AF: 153@ = 36200 // = constant 
04AF: 154@ = 36202 // = constant 
04AF: 155@ = 36205 // = constant 
04AF: 156@ = 36200 // = constant 
04AF: 157@ = 36202 // = constant 
04AF: 158@ = 36205 // = constant 
04AF: 159@ = 36200 // = constant 
04AF: 160@ = 36202 // = constant 
115@ = 0 
116@ = 0 
wait 0 
fade 0 500 

:BLOOD_1062
if 
fading 
else_jump @BLOOD_1086 
wait 0 
jump @BLOOD_1062 

:BLOOD_1086
0247: load_model 504 
0247: load_model 439 
0247: load_model 353 
0247: load_model #BB_PICKUP 
03CF: load_wav 1827 as 4 

:BLOOD_1113
if 
83D0:   not wav 4 loaded 
else_jump @BLOOD_1139 
wait 0 
jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 1 
0732: random_car_generator_disable_model 403 
0732: random_car_generator_disable_model 408 
0732: random_car_generator_disable_model 409 
0732: random_car_generator_disable_model 413 
0732: random_car_generator_disable_model 414 
0732: random_car_generator_disable_model 418 
0732: random_car_generator_disable_model 423 
0732: random_car_generator_disable_model 428 
0732: random_car_generator_disable_model 431 
0732: random_car_generator_disable_model 433 
0732: random_car_generator_disable_model 437 
0732: random_car_generator_disable_model 440 
0732: random_car_generator_disable_model 442 
0732: random_car_generator_disable_model 443 
0732: random_car_generator_disable_model 444 
0732: random_car_generator_disable_model 455 
0732: random_car_generator_disable_model 456 
0732: random_car_generator_disable_model 458 
0732: random_car_generator_disable_model 470 
0732: random_car_generator_disable_model 482 
0732: random_car_generator_disable_model 483 
0732: random_car_generator_disable_model 486 
0732: random_car_generator_disable_model 489 
0732: random_car_generator_disable_model 498 
0732: random_car_generator_disable_model 499 
0732: random_car_generator_disable_model 508 
0732: random_car_generator_disable_model 514 
0732: random_car_generator_disable_model 515 
0732: random_car_generator_disable_model 524 
0732: random_car_generator_disable_model 525 
0732: random_car_generator_disable_model 578 
0732: random_car_generator_disable_model 582 
0732: random_car_generator_disable_model 588 
01B4: set_player $PLAYER_CHAR can_move 0 
07E5: copy_decision_maker 65542 to 192@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 // set_rubbish 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
00A1: put_actor $PLAYER_ACTOR at -1398.461 995.641 1024.462 
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_sky_color 2 fade 0 
04E4: refresh_game_renderer_at 161@ 162@ 
03CB: set_rendering_origin_at 161@ 162@ 163@ 
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 111@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 116@ = 504 // = constant 
gosub @BLOOD_15085 
00A5: 42@ = create_car 504 at 161@ 162@ 163@ 
0587: enable_car 42@ validate_position 1 
0840: link_car 42@ to_interior 15 
0175: set_car 42@ Z_angle_to 164@ 
020A: set_car 42@ door_status_to 4 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: set_car 42@ strong 1 
03ED: set_car 42@ disable_flipped_explosion_when_empty 1 
053F: set_car 42@ tires_vulnerability 0 
0224: set_car 42@ health_to 1249 
0561: 91@ = create_passenger_in_car 42@ seat 0 
0860: link_actor 91@ to_interior 15 
060B: set_actor 91@ decision_maker_to 192@ 
01B2: give_actor 91@ weapon 29 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 91@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:BLOOD_1662
if 
  16 > 101@ 
else_jump @BLOOD_2146 
wait 0 
if 
  101@ == 12 
else_jump @BLOOD_1709 
101@ = 14 

:BLOOD_1709
gosub @BLOOD_13056 
09B2: get_random_available_car_unk 1 model_to 112@ class_to 113@ 
if 
  112@ >= 0 
else_jump @BLOOD_1780 
0085: 116@ = 112@ // (int) 
gosub @BLOOD_15085 
00A5: 43@(101@,16i) = create_car 112@ at 161@ 162@ 163@ 

:BLOOD_1780
if 
  112@ == -1 
else_jump @BLOOD_1834 
04AF: 116@ = 439 // = constant 
gosub @BLOOD_15085 
00A5: 43@(101@,16i) = create_car 439 at 161@ 162@ 163@ 

:BLOOD_1834
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_2132 
0175: set_car 43@(101@,16i) Z_angle_to 164@ 
0587: enable_car 43@(101@,16i) validate_position 1 
04E0: car 43@(101@,16i) abandon_path_radius 255 
053F: set_car 43@(101@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 43@(101@,16i) handle_as 59@(101@,16i) 
0860: link_actor 59@(101@,16i) to_interior 15 
060B: set_actor 59@(101@,16i) decision_maker_to 192@ 
02AB: set_actor 59@(101@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01EA: 109@ = car 43@(101@,16i) max_passengers 
if 
  109@ > 0 
else_jump @BLOOD_2051 
0561: 75@(101@,16i) = create_passenger_in_car 43@(101@,16i) seat 0 
060B: set_actor 75@(101@,16i) decision_maker_to 192@ 
02AB: set_actor 75@(101@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 75@(101@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2051
if 
047A:   actor 59@(101@,16i) driving_bike 
else_jump @BLOOD_2093 
08C6: set_actor 59@(101@,16i) stay_on_bike 1 
08C6: set_actor 75@(101@,16i) stay_on_bike 1 

:BLOOD_2093
03CC: enable_car 43@(101@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 43@(101@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 43@(101@,16i) to_interior 15 

:BLOOD_2132
101@ += 1 
jump @BLOOD_1662 

:BLOOD_2146
02A3: enable_widescreen 1 
015F: set_camera_position -1273.2 992.4 1038.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1307.9 995.3 1034.2 switchstyle 2 
06D5: 97@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 

:BLOOD_2263
if 
fading 
else_jump @BLOOD_2287 
wait 0 
jump @BLOOD_2263 

:BLOOD_2287
0707: start_scene_skip_to @BLOOD_3013 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
40@ = 0 

:BLOOD_2317
if 
  5000 > 40@ 
else_jump @BLOOD_2347 
wait 0 
jump @BLOOD_2317 

:BLOOD_2347
015F: set_camera_position -1441.9 1054.6 1040.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1432.0 1012.6 1034.7 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
40@ = 0 

:BLOOD_2421
if 
  5000 > 40@ 
else_jump @BLOOD_2451 
wait 0 
jump @BLOOD_2421 

:BLOOD_2451
015F: set_camera_position -1464.6 943.6 1036.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1436.1 923.4 1040.2 switchstyle 2 
if 
  $3328 == 0 
else_jump @BLOOD_2543 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
jump @BLOOD_2562 

:BLOOD_2543
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $3327 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2562
40@ = 0 

:BLOOD_2569
if 
  5000 > 40@ 
else_jump @BLOOD_2599 
wait 0 
jump @BLOOD_2569 

:BLOOD_2599
015F: set_camera_position -1492.7 1029.5 1038.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1539.1 1032.3 1038.9 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
40@ = 0 

:BLOOD_2673
if 
  5000 > 40@ 
else_jump @BLOOD_2703 
wait 0 
jump @BLOOD_2673 

:BLOOD_2703
015F: set_camera_position -1314.1 1040.6 1038.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1373.1 1047.2 1034.5 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
40@ = 0 

:BLOOD_2777
if 
  5000 > 40@ 
else_jump @BLOOD_2807 
wait 0 
jump @BLOOD_2777 

:BLOOD_2807
0107: 95@ = create_object #BB_PICKUP at -1345.2 978.7 1024.9 
0566: link_object 95@ to_interior 15 
015F: set_camera_position -1342.1 975.2 1026.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1345.2 979.7 1026.4 switchstyle 2 
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
40@ = 0 

:BLOOD_2911
if 
  5000 > 40@ 
else_jump @BLOOD_3013 
wait 0 
if 
03CA:   object 95@ exists 
else_jump @BLOOD_3006 
if 
  358.0 > 114@ 
else_jump @BLOOD_2996 
114@ += 3.0 
0177: set_object 95@ Z_angle_to 114@ 
jump @BLOOD_3006 

:BLOOD_2996
114@ = 0.0 

:BLOOD_3006
jump @BLOOD_2911 

:BLOOD_3013
0701: end_scene_skip 
fade 0 500 

:BLOOD_3022
if 
fading 
else_jump @BLOOD_3118 
wait 0 
if 
03CA:   object 95@ exists 
else_jump @BLOOD_3111 
if 
  358.0 > 114@ 
else_jump @BLOOD_3101 
114@ += 3.0 
0177: set_object 95@ Z_angle_to 114@ 
jump @BLOOD_3111 

:BLOOD_3101
114@ = 0.0 

:BLOOD_3111
jump @BLOOD_3022 

:BLOOD_3118
06D6: disable_racing_checkpoint 97@ 
165@ = -1432.6 
166@ = 1016.1 
167@ = 1024.1 
06D5: 97@ = create_racing_checkpoint_at 165@ 166@ 167@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 98@ = create_checkpoint_at 165@ 166@ 167@ 
0108: destroy_object 95@ 
gosub @BLOOD_13991 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
fade 1 500 

:BLOOD_3232
if 
fading 
else_jump @BLOOD_3256 
wait 0 
jump @BLOOD_3232 

:BLOOD_3256
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
wait 800 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
03C3: set_timer_to $9614 type 1 GXT 'BB_19' // global_variable  // Time
101@ = 0 

:BLOOD_3472
if 
  16 > 101@ 
else_jump @BLOOD_3622 
wait 0 
if 
  101@ == 12 
else_jump @BLOOD_3519 
101@ = 14 

:BLOOD_3519
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_3608 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_3608 
04BA: set_car 43@(101@,16i) speed_to 10.0 
00AD: set_car 43@(101@,16i) max_speed_to 100.0 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 9 timelimit 5000 

:BLOOD_3608
101@ += 1 
jump @BLOOD_3472 

:BLOOD_3622
wait 0 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @BLOOD_3653 
99@ = 1 

:BLOOD_3653
if 
  99@ == 0 
else_jump @BLOOD_12068 
if 
8119:   not car 42@ wrecked 
else_jump @BLOOD_12068 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_3862 
if 
  105@ == 0 
else_jump @BLOOD_3855 
if 
8118:   not actor 60@ dead 
else_jump @BLOOD_3764 
0687: clear_actor 60@ task 

:BLOOD_3764
if 
8118:   not actor 61@ dead 
else_jump @BLOOD_3785 
0687: clear_actor 61@ task 

:BLOOD_3785
if 
8118:   not actor 75@ dead 
else_jump @BLOOD_3806 
0687: clear_actor 75@ task 

:BLOOD_3806
if 
8118:   not actor 76@ dead 
else_jump @BLOOD_3827 
0687: clear_actor 76@ task 

:BLOOD_3827
if 
8118:   not actor 77@ dead 
else_jump @BLOOD_3848 
0687: clear_actor 77@ task 

:BLOOD_3848
105@ = 1 

:BLOOD_3855
jump @BLOOD_3992 

:BLOOD_3862
if 
  105@ == 1 
else_jump @BLOOD_3992 
if 
8118:   not actor 60@ dead 
else_jump @BLOOD_3901 
0687: clear_actor 60@ task 

:BLOOD_3901
if 
8118:   not actor 61@ dead 
else_jump @BLOOD_3922 
0687: clear_actor 61@ task 

:BLOOD_3922
if 
8118:   not actor 75@ dead 
else_jump @BLOOD_3943 
0687: clear_actor 75@ task 

:BLOOD_3943
if 
8118:   not actor 76@ dead 
else_jump @BLOOD_3964 
0687: clear_actor 76@ task 

:BLOOD_3964
if 
8118:   not actor 77@ dead 
else_jump @BLOOD_3985 
0687: clear_actor 77@ task 

:BLOOD_3985
105@ = 0 

:BLOOD_3992
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4167 
if 
  106@ == 0 
else_jump @BLOOD_4160 
if 
8118:   not actor 63@ dead 
else_jump @BLOOD_4069 
0687: clear_actor 63@ task 

:BLOOD_4069
if 
8118:   not actor 64@ dead 
else_jump @BLOOD_4090 
0687: clear_actor 64@ task 

:BLOOD_4090
if 
8118:   not actor 78@ dead 
else_jump @BLOOD_4111 
0687: clear_actor 78@ task 

:BLOOD_4111
if 
8118:   not actor 79@ dead 
else_jump @BLOOD_4132 
0687: clear_actor 79@ task 

:BLOOD_4132
if 
8118:   not actor 80@ dead 
else_jump @BLOOD_4153 
0687: clear_actor 80@ task 

:BLOOD_4153
106@ = 1 

:BLOOD_4160
jump @BLOOD_4297 

:BLOOD_4167
if 
  106@ == 1 
else_jump @BLOOD_4297 
if 
8118:   not actor 63@ dead 
else_jump @BLOOD_4206 
0687: clear_actor 63@ task 

:BLOOD_4206
if 
8118:   not actor 64@ dead 
else_jump @BLOOD_4227 
0687: clear_actor 64@ task 

:BLOOD_4227
if 
8118:   not actor 78@ dead 
else_jump @BLOOD_4248 
0687: clear_actor 78@ task 

:BLOOD_4248
if 
8118:   not actor 79@ dead 
else_jump @BLOOD_4269 
0687: clear_actor 79@ task 

:BLOOD_4269
if 
8118:   not actor 80@ dead 
else_jump @BLOOD_4290 
0687: clear_actor 80@ task 

:BLOOD_4290
106@ = 0 

:BLOOD_4297
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_4472 
if 
  107@ == 0 
else_jump @BLOOD_4465 
if 
8118:   not actor 66@ dead 
else_jump @BLOOD_4374 
0687: clear_actor 66@ task 

:BLOOD_4374
if 
8118:   not actor 67@ dead 
else_jump @BLOOD_4395 
0687: clear_actor 67@ task 

:BLOOD_4395
if 
8118:   not actor 81@ dead 
else_jump @BLOOD_4416 
0687: clear_actor 81@ task 

:BLOOD_4416
if 
8118:   not actor 82@ dead 
else_jump @BLOOD_4437 
0687: clear_actor 82@ task 

:BLOOD_4437
if 
8118:   not actor 83@ dead 
else_jump @BLOOD_4458 
0687: clear_actor 83@ task 

:BLOOD_4458
107@ = 1 

:BLOOD_4465
jump @BLOOD_4602 

:BLOOD_4472
if 
  107@ == 1 
else_jump @BLOOD_4602 
if 
8118:   not actor 66@ dead 
else_jump @BLOOD_4511 
0687: clear_actor 66@ task 

:BLOOD_4511
if 
8118:   not actor 67@ dead 
else_jump @BLOOD_4532 
0687: clear_actor 67@ task 

:BLOOD_4532
if 
8118:   not actor 81@ dead 
else_jump @BLOOD_4553 
0687: clear_actor 81@ task 

:BLOOD_4553
if 
8118:   not actor 82@ dead 
else_jump @BLOOD_4574 
0687: clear_actor 82@ task 

:BLOOD_4574
if 
8118:   not actor 83@ dead 
else_jump @BLOOD_4595 
0687: clear_actor 83@ task 

:BLOOD_4595
107@ = 0 

:BLOOD_4602
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4777 
if 
  108@ == 0 
else_jump @BLOOD_4770 
if 
8118:   not actor 69@ dead 
else_jump @BLOOD_4679 
0687: clear_actor 69@ task 

:BLOOD_4679
if 
8118:   not actor 70@ dead 
else_jump @BLOOD_4700 
0687: clear_actor 70@ task 

:BLOOD_4700
if 
8118:   not actor 84@ dead 
else_jump @BLOOD_4721 
0687: clear_actor 84@ task 

:BLOOD_4721
if 
8118:   not actor 85@ dead 
else_jump @BLOOD_4742 
0687: clear_actor 85@ task 

:BLOOD_4742
if 
8118:   not actor 86@ dead 
else_jump @BLOOD_4763 
0687: clear_actor 86@ task 

:BLOOD_4763
108@ = 1 

:BLOOD_4770
jump @BLOOD_4907 

:BLOOD_4777
if 
  108@ == 1 
else_jump @BLOOD_4907 
if 
8118:   not actor 69@ dead 
else_jump @BLOOD_4816 
0687: clear_actor 69@ task 

:BLOOD_4816
if 
8118:   not actor 70@ dead 
else_jump @BLOOD_4837 
0687: clear_actor 70@ task 

:BLOOD_4837
if 
8118:   not actor 84@ dead 
else_jump @BLOOD_4858 
0687: clear_actor 84@ task 

:BLOOD_4858
if 
8118:   not actor 85@ dead 
else_jump @BLOOD_4879 
0687: clear_actor 85@ task 

:BLOOD_4879
if 
8118:   not actor 86@ dead 
else_jump @BLOOD_4900 
0687: clear_actor 86@ task 

:BLOOD_4900
108@ = 0 

:BLOOD_4907
if 
  16 > 101@ 
else_jump @BLOOD_11189 
if 
  101@ == 0 
else_jump @BLOOD_5667 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_5667 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_5386 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_5330 
if 
  105@ == 0 
else_jump @BLOOD_5211 
062E: get_actor 59@(101@,16i) task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5211 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5211 
0208: 180@ = random_float_in_ranges -1530.0 -1384.0 
0208: 181@ = random_float_in_ranges 995.0 923.0 
02CE: 182@ = ground_z_at 180@ 181@ 1078.7 
if 
  1034.1 > 182@ 
else_jump @BLOOD_5211 
if 
  182@ > 1022.8 
else_jump @BLOOD_5211 
05D1: AS_actor 59@(101@,16i) drive_car 43@(101@,16i) to 180@ 181@ 182@ speed 100.0 2 model 0 3 

:BLOOD_5211
if 
  105@ == 1 
else_jump @BLOOD_5323 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5323 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5323 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5323
jump @BLOOD_5386 

:BLOOD_5330
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5386 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5386
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_5667 
if 
  105@ == 0 
else_jump @BLOOD_5576 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5576 
if 
8119:   not car 44@ wrecked 
else_jump @BLOOD_5520 
0713: actor 75@(101@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_5576 

:BLOOD_5520
if 
8119:   not car 45@ wrecked 
else_jump @BLOOD_5576 
0713: actor 75@(101@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5576
if 
  105@ == 1 
else_jump @BLOOD_5667 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5667 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5667
if or
  101@ == 1 
  101@ == 2 
else_jump @BLOOD_6273 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_6273 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_6055 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_5999 
if 
  105@ == 0 
else_jump @BLOOD_5880 
if 
8119:   not car 43@ wrecked 
else_jump @BLOOD_5880 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5880 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5880 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 43@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5880
if 
  105@ == 1 
else_jump @BLOOD_5992 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5992 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_5992 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5992
jump @BLOOD_6055 

:BLOOD_5999
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6055 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6055
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_6273 
if 
  105@ == 0 
else_jump @BLOOD_6182 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6182 
if 
8119:   not car 43@ wrecked 
else_jump @BLOOD_6182 
0713: actor 75@(101@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6182
if 
  105@ == 1 
else_jump @BLOOD_6273 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6273 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6273
if 
  101@ == 3 
else_jump @BLOOD_7015 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_7015 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_6734 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_6678 
if 
  106@ == 0 
else_jump @BLOOD_6559 
062E: get_actor 59@(101@,16i) task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6559 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6559 
0208: 183@ = random_float_in_ranges -1530.0 -1384.0 
0208: 184@ = random_float_in_ranges 995.0 1056.0 
02CE: 185@ = ground_z_at 183@ 184@ 1078.7 
if 
  1034.1 > 185@ 
else_jump @BLOOD_6559 
if 
  185@ > 1022.8 
else_jump @BLOOD_6559 
05D1: AS_actor 59@(101@,16i) drive_car 43@(101@,16i) to 183@ 184@ 185@ speed 100.0 2 model 0 3 

:BLOOD_6559
if 
  106@ == 1 
else_jump @BLOOD_6671 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6671 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6671 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6671
jump @BLOOD_6734 

:BLOOD_6678
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6734 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6734
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_7015 
if 
  106@ == 0 
else_jump @BLOOD_6924 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_6924 
if 
8119:   not car 47@ wrecked 
else_jump @BLOOD_6868 
0713: actor 75@(101@,16i) driveby_actor -1 car 47@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_6924 

:BLOOD_6868
if 
8119:   not car 48@ wrecked 
else_jump @BLOOD_6924 
0713: actor 75@(101@,16i) driveby_actor -1 car 48@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6924
if 
  106@ == 1 
else_jump @BLOOD_7015 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7015 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7015
if or
  101@ == 4 
  101@ == 5 
else_jump @BLOOD_7621 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_7621 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_7403 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_7347 
if 
  106@ == 0 
else_jump @BLOOD_7228 
if 
8119:   not car 46@ wrecked 
else_jump @BLOOD_7228 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7228 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7228 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 46@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7228
if 
  106@ == 1 
else_jump @BLOOD_7340 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7340 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7340 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7340
jump @BLOOD_7403 

:BLOOD_7347
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7403 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7403
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_7621 
if 
  106@ == 0 
else_jump @BLOOD_7530 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7530 
if 
8119:   not car 46@ wrecked 
else_jump @BLOOD_7530 
0713: actor 75@(101@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7530
if 
  106@ == 1 
else_jump @BLOOD_7621 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7621 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7621
if 
  101@ == 6 
else_jump @BLOOD_8363 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_8363 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_8082 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_8026 
if 
  107@ == 0 
else_jump @BLOOD_7907 
062E: get_actor 59@(101@,16i) task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7907 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_7907 
0208: 186@ = random_float_in_ranges -1265.0 -1384.0 
0208: 187@ = random_float_in_ranges 995.0 923.0 
02CE: 188@ = ground_z_at 186@ 187@ 1078.7 
if 
  1034.1 > 188@ 
else_jump @BLOOD_7907 
if 
  188@ > 1022.8 
else_jump @BLOOD_7907 
05D1: AS_actor 59@(101@,16i) drive_car 43@(101@,16i) to 186@ 187@ 188@ speed 100.0 2 model 0 3 

:BLOOD_7907
if 
  107@ == 1 
else_jump @BLOOD_8019 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8019 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8019 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8019
jump @BLOOD_8082 

:BLOOD_8026
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8082 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8082
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_8363 
if 
  107@ == 0 
else_jump @BLOOD_8272 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8272 
if 
8119:   not car 50@ wrecked 
else_jump @BLOOD_8216 
0713: actor 75@(101@,16i) driveby_actor -1 car 50@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_8272 

:BLOOD_8216
if 
8119:   not car 51@ wrecked 
else_jump @BLOOD_8272 
0713: actor 75@(101@,16i) driveby_actor -1 car 51@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8272
if 
  107@ == 1 
else_jump @BLOOD_8363 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8363 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8363
if or
  101@ == 7 
  101@ == 8 
else_jump @BLOOD_8969 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_8969 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_8751 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_8695 
if 
  107@ == 0 
else_jump @BLOOD_8576 
if 
8119:   not car 49@ wrecked 
else_jump @BLOOD_8576 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8576 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8576 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 49@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8576
if 
  107@ == 1 
else_jump @BLOOD_8688 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8688 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8688 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8688
jump @BLOOD_8751 

:BLOOD_8695
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8751 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8751
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_8969 
if 
  107@ == 0 
else_jump @BLOOD_8878 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8878 
if 
8119:   not car 49@ wrecked 
else_jump @BLOOD_8878 
0713: actor 75@(101@,16i) driveby_actor -1 car 49@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8878
if 
  107@ == 1 
else_jump @BLOOD_8969 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_8969 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8969
if 
  101@ == 9 
else_jump @BLOOD_9711 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_9711 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_9430 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_9374 
if 
  108@ == 0 
else_jump @BLOOD_9255 
062E: get_actor 59@(101@,16i) task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9255 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9255 
0208: 189@ = random_float_in_ranges -1265.0 -1384.0 
0208: 190@ = random_float_in_ranges 995.0 1056.0 
02CE: 191@ = ground_z_at 189@ 190@ 1078.7 
if 
  1034.1 > 191@ 
else_jump @BLOOD_9255 
if 
  191@ > 1022.8 
else_jump @BLOOD_9255 
05D1: AS_actor 59@(101@,16i) drive_car 43@(101@,16i) to 189@ 190@ 191@ speed 100.0 2 model 0 3 

:BLOOD_9255
if 
  108@ == 1 
else_jump @BLOOD_9367 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9367 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9367 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9367
jump @BLOOD_9430 

:BLOOD_9374
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9430 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9430
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_9711 
if 
  108@ == 0 
else_jump @BLOOD_9620 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9620 
if 
8119:   not car 53@ wrecked 
else_jump @BLOOD_9564 
0713: actor 75@(101@,16i) driveby_actor -1 car 53@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_9620 

:BLOOD_9564
if 
8119:   not car 54@ wrecked 
else_jump @BLOOD_9620 
0713: actor 75@(101@,16i) driveby_actor -1 car 54@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9620
if 
  108@ == 1 
else_jump @BLOOD_9711 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9711 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9711
if or
  101@ == 10 
  101@ == 11 
else_jump @BLOOD_10317 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_10317 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_10099 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_10043 
if 
  108@ == 0 
else_jump @BLOOD_9924 
if 
8119:   not car 52@ wrecked 
else_jump @BLOOD_9924 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9924 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_9924 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 52@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9924
if 
  108@ == 1 
else_jump @BLOOD_10036 
062E: get_actor 59@(101@,16i) task 1761 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10036 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10036 
06E1: AS_actor 59@(101@,16i) using_car 43@(101@,16i) target_car 42@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10036
jump @BLOOD_10099 

:BLOOD_10043
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10099 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10099
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_10317 
if 
  108@ == 0 
else_jump @BLOOD_10226 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10226 
if 
8119:   not car 52@ wrecked 
else_jump @BLOOD_10226 
0713: actor 75@(101@,16i) driveby_actor -1 car 52@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10226
if 
  108@ == 1 
else_jump @BLOOD_10317 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10317 
0713: actor 75@(101@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10317
if 
  101@ == 14 
else_jump @BLOOD_10807 
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_10807 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_10560 
if 
8495:   not car 43@(101@,16i) burning 
else_jump @BLOOD_10504 
062E: get_actor 59@(101@,16i) task 1489 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10497 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10497 
05D1: AS_actor 59@(101@,16i) drive_car 43@(101@,16i) to 165@ 166@ 167@ speed 100.0 2 model 0 3 

:BLOOD_10497
jump @BLOOD_10560 

:BLOOD_10504
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10560 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10560
if 
8118:   not actor 75@(101@,16i) dead 
else_jump @BLOOD_10807 
062E: get_actor 75@(101@,16i) task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_10807 
0085: 96@ = 43@(101@,16i) // (int) 
if 
  101@ == 14 
else_jump @BLOOD_10716 
gosub @BLOOD_16316 
0085: 92@ = 103@ // (int) 
if 
   not 92@ == -1 
else_jump @BLOOD_10716 
0713: actor 75@(101@,16i) driveby_actor -1 car 92@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10716
if 
  101@ == 15 
else_jump @BLOOD_10807 
gosub @BLOOD_16316 
0085: 93@ = 103@ // (int) 
if 
   not 93@ == -1 
else_jump @BLOOD_10807 
0713: actor 75@(101@,16i) driveby_actor -1 car 93@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10807
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_10916 
if 
8118:   not actor 91@ dead 
else_jump @BLOOD_10916 
if or
051C:   car 43@(101@,16i) damaged_by_actor 91@ 
051C:   car 43@(101@,16i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BLOOD_10896 
119@(101@,16i) = 1 
jump @BLOOD_10907 

:BLOOD_10896
119@(101@,16i) = 0 

:BLOOD_10907
054F: clear_car 43@(101@,16i) damage 

:BLOOD_10916
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_11128 
if 
8118:   not actor 59@(101@,16i) dead 
else_jump @BLOOD_11121 
if 
01F4:   car 43@(101@,16i) flipped 
else_jump @BLOOD_11047 
if 
8202:   not actor $PLAYER_ACTOR near_car 43@(101@,16i) radius 7.0 7.0 sphere 0 
else_jump @BLOOD_11047 
00AA: store_car 43@(101@,16i) position_to 174@ 175@ 176@ 
00AB: put_car 43@(101@,16i) at 174@ 175@ 176@ 

:BLOOD_11047
if 
03CE:   car 43@(101@,16i) stuck 
else_jump @BLOOD_11121 
062E: get_actor 59@(101@,16i) task 1735 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_11121 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 3 timelimit 3000 

:BLOOD_11121
jump @BLOOD_11175 

:BLOOD_11128
if 
  119@(101@,16i) == 1 
else_jump @BLOOD_11157 
118@ += 1 

:BLOOD_11157
119@(101@,16i) = 0 
gosub @BLOOD_14143 

:BLOOD_11175
101@ += 1 
jump @BLOOD_11196 

:BLOOD_11189
101@ = 0 

:BLOOD_11196
if 
8119:   not car 55@ wrecked 
else_jump @BLOOD_11261 
if 
01AF:   car 55@ sphere 0 in_sphere 165@ 166@ 167@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11261 
gosub @BLOOD_13812 

:BLOOD_11261
if 
8119:   not car 56@ wrecked 
else_jump @BLOOD_11326 
if 
01AF:   car 56@ sphere 0 in_sphere 165@ 166@ 167@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11326 
gosub @BLOOD_13812 

:BLOOD_11326
if 
8119:   not car 57@ wrecked 
else_jump @BLOOD_11391 
if 
01AF:   car 57@ sphere 0 in_sphere 165@ 166@ 167@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11391 
gosub @BLOOD_13812 

:BLOOD_11391
if 
8119:   not car 58@ wrecked 
else_jump @BLOOD_11456 
if 
01AF:   car 58@ sphere 0 in_sphere 165@ 166@ 167@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11456 
gosub @BLOOD_13812 

:BLOOD_11456
if 
03CA:   object 95@ exists 
else_jump @BLOOD_11644 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 95@ radius 5.0 5.0 sphere 0 
else_jump @BLOOD_11581 
0108: destroy_object 95@ 
0227: 104@ = car 42@ health 
if 
  999 > 104@ 
else_jump @BLOOD_11558 
104@ += 500 
0224: set_car 42@ health_to 104@ 
jump @BLOOD_11574 

:BLOOD_11558
104@ = 1500 
0224: set_car 42@ health_to 104@ 

:BLOOD_11574
jump @BLOOD_11637 

:BLOOD_11581
if 
  358.0 > 114@ 
else_jump @BLOOD_11627 
114@ += 3.0 
0177: set_object 95@ Z_angle_to 114@ 
jump @BLOOD_11637 

:BLOOD_11627
114@ = 0.0 

:BLOOD_11637
jump @BLOOD_11651 

:BLOOD_11644
gosub @BLOOD_13991 

:BLOOD_11651
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 165@ 166@ 167@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11812 
if 
  $9614 > 0 
else_jump @BLOOD_11812 
0227: 104@ = car 42@ health 
if 
  1199 > 104@ 
else_jump @BLOOD_11761 
104@ += 300 
0224: set_car 42@ health_to 104@ 
jump @BLOOD_11777 

:BLOOD_11761
104@ = 1500 
0224: set_car 42@ health_to 104@ 

:BLOOD_11777
$9614 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
gosub @BLOOD_13812 

:BLOOD_11812
if 
01F4:   car 42@ flipped 
else_jump @BLOOD_11888 
if 
01C1:   car 42@ stopped 
else_jump @BLOOD_11888 
00AA: store_car 42@ position_to 174@ 175@ 176@ 
0174: 164@ = car 42@ Z_angle 
00AB: put_car 42@ at 174@ 175@ 176@ 
0175: set_car 42@ Z_angle_to 164@ 

:BLOOD_11888
if 
8118:   not actor 91@ dead 
else_jump @BLOOD_12010 
062E: get_actor 91@ task 1811 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @BLOOD_12010 
0085: 96@ = 42@ // (int) 
gosub @BLOOD_16316 
0085: 94@ = 103@ // (int) 
if 
   not 94@ == -1 
else_jump @BLOOD_12010 
0713: actor 91@ driveby_actor -1 car 94@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12010
gosub @BLOOD_16786 
if 
001C:   $9614 > $9615 // (int) 
else_jump @BLOOD_12043 
99@ = 1 

:BLOOD_12043
if 
  0 >= $9614 
else_jump @BLOOD_12068 
99@ = 2 

:BLOOD_12068
if 
  99@ == 1 
else_jump @BLOOD_12461 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0394: play_music 1 
101@ = 0 

:BLOOD_12108
if 
  16 > 101@ 
else_jump @BLOOD_12200 
wait 0 
if 
  101@ == 12 
else_jump @BLOOD_12155 
101@ = 14 

:BLOOD_12155
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_12186 
0519: set_car 43@(101@,16i) locked 1 

:BLOOD_12186
101@ += 1 
jump @BLOOD_12108 

:BLOOD_12200
gosub @BLOOD_16590 
008B: 117@ = $3327 // (int) 
117@ *= 60 
0623: add 117@ to_integer_stat 179 
0623: add 118@ to_integer_stat 178 
$3327 += 1 
$9615 += 60000 
40@ = 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12277
if 
fading 
else_jump @BLOOD_12301 
wait 0 
jump @BLOOD_12277 

:BLOOD_12301
02A3: enable_widescreen 0 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $9614 
0164: disable_marker 98@ 
06D6: disable_racing_checkpoint 97@ 
09AC: disable_map_icons 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_12423
if 
fading 
else_jump @BLOOD_12447 
wait 0 
jump @BLOOD_12423 

:BLOOD_12447
01B4: set_player $PLAYER_CHAR can_move 1 
jump @BLOOD_12845 

:BLOOD_12461
if 
  99@ == 2 
else_jump @BLOOD_12820 
01B4: set_player $PLAYER_CHAR can_move 0 
101@ = 0 

:BLOOD_12493
if 
  16 > 101@ 
else_jump @BLOOD_12585 
wait 0 
if 
  101@ == 12 
else_jump @BLOOD_12540 
101@ = 14 

:BLOOD_12540
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_12571 
0519: set_car 43@(101@,16i) locked 1 

:BLOOD_12571
101@ += 1 
jump @BLOOD_12493 

:BLOOD_12585
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12600
if 
fading 
else_jump @BLOOD_12624 
wait 0 
jump @BLOOD_12600 

:BLOOD_12624
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $9614 
0164: disable_marker 98@ 
06D6: disable_racing_checkpoint 97@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_12782
if 
fading 
else_jump @BLOOD_12806 
wait 0 
jump @BLOOD_12782 

:BLOOD_12806
01B4: set_player $PLAYER_CHAR can_move 1 
jump @BLOOD_12827 

:BLOOD_12820
jump @BLOOD_3622 

:BLOOD_12827
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:BLOOD_12845
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  $3328 == 0 
else_jump @BLOOD_12930 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $6572 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
$3328 = 1 

:BLOOD_12930
return 

:BLOOD_12932
if 
0844:   string s$705 empty // s$ 
else_jump @BLOOD_12950 
02EB: restore_camera_with_jumpcut 

:BLOOD_12950
04FA: reset_sky_colors_with_fade 0 
0164: disable_marker 98@ 
014F: stop_timer $9614 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BLOOD_12987 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_12987
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
0249: release_model 504 
0249: release_model 439 
0249: release_model 353 
0249: release_model #BB_PICKUP 
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 111@ 
06D6: disable_racing_checkpoint 97@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 0 
09AC: disable_map_icons 0 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:BLOOD_13056
if 
  101@ == 0 
else_jump @BLOOD_13114 
161@ = -1285.77 
162@ = 1014.54 
163@ = 1036.5 
164@ = 104.4 

:BLOOD_13114
if 
  101@ == 1 
else_jump @BLOOD_13172 
161@ = -1299.5 
162@ = 1030.74 
163@ = 1036.8 
164@ = 132.6 

:BLOOD_13172
if 
  101@ == 2 
else_jump @BLOOD_13230 
161@ = -1319.3 
162@ = 1042.82 
163@ = 1037.1 
164@ = 135.4 

:BLOOD_13230
if 
  101@ == 3 
else_jump @BLOOD_13288 
161@ = -1349.33 
162@ = 1054.47 
163@ = 1037.3 
164@ = 155.4 

:BLOOD_13288
if 
  101@ == 4 
else_jump @BLOOD_13346 
161@ = -1384.33 
162@ = 1058.55 
163@ = 1037.5 
164@ = 173.2 

:BLOOD_13346
if 
  101@ == 5 
else_jump @BLOOD_13404 
161@ = -1296.7 
162@ = 960.2 
163@ = 1035.6 
164@ = 60.5 

:BLOOD_13404
if 
  101@ == 6 
else_jump @BLOOD_13462 
161@ = -1418.77 
162@ = 1057.54 
163@ = 1037.5 
164@ = 180.4 

:BLOOD_13462
if 
  101@ == 7 
else_jump @BLOOD_13520 
161@ = -1460.3 
162@ = 1050.3 
163@ = 1037.5 
164@ = 203.9 

:BLOOD_13520
if 
  101@ == 8 
else_jump @BLOOD_13578 
161@ = -1499.77 
162@ = 1029.54 
163@ = 1037.2 
164@ = 242.4 

:BLOOD_13578
if 
  101@ == 9 
else_jump @BLOOD_13636 
161@ = -1513.77 
162@ = 986.54 
163@ = 1036.5 
164@ = 271.4 

:BLOOD_13636
if 
  101@ == 10 
else_jump @BLOOD_13694 
161@ = -1496.77 
162@ = 959.54 
163@ = 1036.0 
164@ = 293.4 

:BLOOD_13694
if 
  101@ == 11 
else_jump @BLOOD_13752 
161@ = -1461.84 
162@ = 938.32 
163@ = 1035.3 
164@ = 345.6 

:BLOOD_13752
if 
  101@ == 14 
else_jump @BLOOD_13810 
161@ = -1332.77 
162@ = 940.3 
163@ = 1037.0 
164@ = 39.98 

:BLOOD_13810
return 

:BLOOD_13812
0208: 165@ = random_float_in_ranges -1290.0 -1508.0 
0208: 166@ = random_float_in_ranges 939.0 1052.0 
02CE: 167@ = ground_z_at 165@ 166@ 1056.7 
if 
  167@ > 1034.1 
else_jump @BLOOD_13886 
jump @BLOOD_13812 

:BLOOD_13886
if 
  1022.8 > 167@ 
else_jump @BLOOD_13914 
jump @BLOOD_13812 

:BLOOD_13914
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at 165@ 166@ 167@ 
if 
8118:   not actor 73@ dead 
else_jump @BLOOD_13954 
0687: clear_actor 73@ task 

:BLOOD_13954
if 
8118:   not actor 74@ dead 
else_jump @BLOOD_13975 
0687: clear_actor 74@ task 

:BLOOD_13975
07F3: move_racing_checkpoint 97@ to 165@ 166@ 167@ 
return 

:BLOOD_13991
0208: 177@ = random_float_in_ranges -1290.0 -1508.0 
0208: 178@ = random_float_in_ranges 939.0 1052.0 
02CE: 179@ = ground_z_at 177@ 178@ 1056.7 
if 
  179@ > 1034.1 
else_jump @BLOOD_14065 
jump @BLOOD_13991 

:BLOOD_14065
if 
  1022.8 > 179@ 
else_jump @BLOOD_14093 
jump @BLOOD_13991 

:BLOOD_14093
179@ += 0.5 
0107: 95@ = create_object #BB_PICKUP at 177@ 178@ 179@ 
0566: link_object 95@ to_interior 15 
0382: set_object 95@ collision_detection 0 
0392: make_object 95@ moveable 0 
return 

:BLOOD_14143
gosub @BLOOD_14614 
if 
   not 110@ == -1 
else_jump @BLOOD_14612 
03CD: disable_car 43@(101@,16i) stuck_check 
01C3: remove_references_to_car 43@(101@,16i) 
01C2: remove_references_to_actor 59@(101@,16i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@(101@,16i) // Like turning an actor into a random pedestrian 
09B2: get_random_available_car_unk 1 model_to 112@ class_to 113@ 
if 
  112@ >= 0 
else_jump @BLOOD_14280 
0085: 116@ = 112@ // (int) 
gosub @BLOOD_15085 
00A5: 43@(101@,16i) = create_car 112@ at 161@ 162@ 163@ 
0175: set_car 43@(101@,16i) Z_angle_to 164@ 

:BLOOD_14280
if 
8119:   not car 43@(101@,16i) wrecked 
else_jump @BLOOD_14612 
0587: enable_car 43@(101@,16i) validate_position 1 
04E0: car 43@(101@,16i) abandon_path_radius 255 
053F: set_car 43@(101@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 43@(101@,16i) handle_as 59@(101@,16i) 
0860: link_actor 59@(101@,16i) to_interior 15 
060B: set_actor 59@(101@,16i) decision_maker_to 192@ 
02AB: set_actor 59@(101@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0588: disable_actor 59@(101@,16i) validate_position 1 
01EA: 109@ = car 43@(101@,16i) max_passengers 
if 
  109@ > 0 
else_jump @BLOOD_14496 
0561: 75@(101@,16i) = create_passenger_in_car 43@(101@,16i) seat 0 
060B: set_actor 75@(101@,16i) decision_maker_to 192@ 
02AB: set_actor 75@(101@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 75@(101@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_14496
if 
047A:   actor 59@(101@,16i) driving_bike 
else_jump @BLOOD_14538 
08C6: set_actor 59@(101@,16i) stay_on_bike 1 
08C6: set_actor 75@(101@,16i) stay_on_bike 1 

:BLOOD_14538
03CC: enable_car 43@(101@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 43@(101@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 43@(101@,16i) to_interior 15 
04BA: set_car 43@(101@,16i) speed_to 25.0 
06C7: AS_actor 59@(101@,16i) driver_of_car 43@(101@,16i) perform_action 9 timelimit 3000 

:BLOOD_14612
return 

:BLOOD_14614
0209: 110@ = random_int_in_ranges 1 4 
if 
  110@ == 1 
else_jump @BLOOD_14738 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_14731 
161@ = -1461.84 
162@ = 938.32 
163@ = 1035.0 
164@ = 345.6 
jump @BLOOD_14738 

:BLOOD_14731
110@ = 2 

:BLOOD_14738
if 
  110@ == 2 
else_jump @BLOOD_14853 
if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_14846 
161@ = -1424.36 
162@ = 933.86 
163@ = 1035.0 
164@ = 0.0 
jump @BLOOD_14853 

:BLOOD_14846
110@ = 3 

:BLOOD_14853
if 
  110@ == 3 
else_jump @BLOOD_14968 
if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_14961 
161@ = -1443.29 
162@ = 931.29 
163@ = 1035.0 
164@ = 351.4 
jump @BLOOD_14968 

:BLOOD_14961
110@ = 1 

:BLOOD_14968
if 
  110@ == 1 
else_jump @BLOOD_15083 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15076 
161@ = -1461.84 
162@ = 938.32 
163@ = 1035.0 
164@ = 345.6 
jump @BLOOD_15083 

:BLOOD_15076
110@ = -1 

:BLOOD_15083
return 

:BLOOD_15085
0209: 115@ = random_int_in_ranges 1 37 
if 
  115@ == 1 
else_jump @BLOOD_15127 
0674: set_car_model 116@ numberplate "GOT_M00_" 

:BLOOD_15127
if 
  115@ == 2 
else_jump @BLOOD_15160 
0674: set_car_model 116@ numberplate "M00TV_4U" 

:BLOOD_15160
if 
  115@ == 3 
else_jump @BLOOD_15193 
0674: set_car_model 116@ numberplate "MATHEW_2" 

:BLOOD_15193
if 
  115@ == 4 
else_jump @BLOOD_15226 
0674: set_car_model 116@ numberplate "D4_DEW0R" 

:BLOOD_15226
if 
  115@ == 5 
else_jump @BLOOD_15259 
0674: set_car_model 116@ numberplate "D0DE_777" 

:BLOOD_15259
if 
  115@ == 6 
else_jump @BLOOD_15292 
0674: set_car_model 116@ numberplate "DAM0_666" 

:BLOOD_15292
if 
  115@ == 7 
else_jump @BLOOD_15325 
0674: set_car_model 116@ numberplate "C0NEY_88" 

:BLOOD_15325
if 
  115@ == 8 
else_jump @BLOOD_15358 
0674: set_car_model 116@ numberplate "PRE4CHER" 

:BLOOD_15358
if 
  115@ == 9 
else_jump @BLOOD_15391 
0674: set_car_model 116@ numberplate "DBP_4NDY" 

:BLOOD_15391
if 
  115@ == 10 
else_jump @BLOOD_15424 
0674: set_car_model 116@ numberplate "EV1L_SLY" 

:BLOOD_15424
if 
  115@ == 11 
else_jump @BLOOD_15457 
0674: set_car_model 116@ numberplate "N1_R4V3N" 

:BLOOD_15457
if 
  115@ == 12 
else_jump @BLOOD_15490 
0674: set_car_model 116@ numberplate "D1VX_Z00" 

:BLOOD_15490
if 
  115@ == 13 
else_jump @BLOOD_15522 
0674: set_car_model 116@ numberplate "MR_B3NN" 

:BLOOD_15522
if 
  115@ == 14 
else_jump @BLOOD_15555 
0674: set_car_model 116@ numberplate "R3D_R4SP" 

:BLOOD_15555
if 
  115@ == 15 
else_jump @BLOOD_15588 
0674: set_car_model 116@ numberplate "LA_B0MBA" 

:BLOOD_15588
if 
  115@ == 16 
else_jump @BLOOD_15621 
0674: set_car_model 116@ numberplate "L3337_0G" 

:BLOOD_15621
if 
  115@ == 17 
else_jump @BLOOD_15654 
0674: set_car_model 116@ numberplate "BUDD4H_X" 

:BLOOD_15654
if 
  115@ == 18 
else_jump @BLOOD_15687 
0674: set_car_model 116@ numberplate "T3H_BUCK" 

:BLOOD_15687
if 
  115@ == 19 
else_jump @BLOOD_15720 
0674: set_car_model 116@ numberplate "CHUNKY_1" 

:BLOOD_15720
if 
  115@ == 20 
else_jump @BLOOD_15753 
0674: set_car_model 116@ numberplate "EV1L_BNZ" 

:BLOOD_15753
if 
  115@ == 21 
else_jump @BLOOD_15786 
0674: set_car_model 116@ numberplate "S4ND_M4N" 

:BLOOD_15786
if 
  115@ == 22 
else_jump @BLOOD_15819 
0674: set_car_model 116@ numberplate "RKK_DBP1" 

:BLOOD_15819
if 
  115@ == 23 
else_jump @BLOOD_15852 
0674: set_car_model 116@ numberplate "RE1_K0KU" 

:BLOOD_15852
if 
  115@ == 24 
else_jump @BLOOD_15885 
0674: set_car_model 116@ numberplate "S3XY_JUD" 

:BLOOD_15885
if 
  115@ == 25 
else_jump @BLOOD_15918 
0674: set_car_model 116@ numberplate "SUNRA_93" 

:BLOOD_15918
if 
  115@ == 26 
else_jump @BLOOD_15951 
0674: set_car_model 116@ numberplate "UG_FUX69" 

:BLOOD_15951
if 
  115@ == 27 
else_jump @BLOOD_15984 
0674: set_car_model 116@ numberplate "LI0N_CUM" 

:BLOOD_15984
if 
  115@ == 28 
else_jump @BLOOD_16017 
0674: set_car_model 116@ numberplate "RKK_PWND" 

:BLOOD_16017
if 
  115@ == 29 
else_jump @BLOOD_16050 
0674: set_car_model 116@ numberplate "HAZE_B0B" 

:BLOOD_16050
if 
  115@ == 30 
else_jump @BLOOD_16083 
0674: set_car_model 116@ numberplate "T3H_FLUF" 

:BLOOD_16083
if 
  115@ == 31 
else_jump @BLOOD_16116 
0674: set_car_model 116@ numberplate "BM_4NDY_" 

:BLOOD_16116
if 
  115@ == 32 
else_jump @BLOOD_16149 
0674: set_car_model 116@ numberplate "BM_D34N_" 

:BLOOD_16149
if 
  115@ == 33 
else_jump @BLOOD_16182 
0674: set_car_model 116@ numberplate "BM_L4C3Y" 

:BLOOD_16182
if 
  115@ == 34 
else_jump @BLOOD_16215 
0674: set_car_model 116@ numberplate "BM_D3V__" 

:BLOOD_16215
if 
  115@ == 35 
else_jump @BLOOD_16248 
0674: set_car_model 116@ numberplate "NU_SK00L" 

:BLOOD_16248
if 
  115@ == 36 
else_jump @BLOOD_16281 
0674: set_car_model 116@ numberplate "G4L_AVET" 

:BLOOD_16281
if 
  115@ == 37 
else_jump @BLOOD_16314 
0674: set_car_model 116@ numberplate "M0J0_J0J" 

:BLOOD_16314
return 

:BLOOD_16316
00AA: store_car 96@ position_to 168@ 169@ $74 
102@ = 0 
172@ = 99999.0 
103@ = -1 

:BLOOD_16354
if 
  16 > 102@ 
else_jump @BLOOD_16503 
if 
803B:   not  96@ == 43@(102@,16i) // (int) 
else_jump @BLOOD_16489 
if 
8119:   not car 43@(102@,16i) wrecked 
else_jump @BLOOD_16489 
00AA: store_car 43@(102@,16i) position_to 170@ 171@ $74 
0509: 173@ = distance_between_XY 168@ 169@ and_XY 170@ 171@ 
if 
0025:   172@ > 173@ // (float) 
else_jump @BLOOD_16489 
0087: 172@ = 173@ // (float) 
0085: 103@ = 43@(102@,16i) // (int) 

:BLOOD_16489
102@ += 1 
jump @BLOOD_16354 

:BLOOD_16503
if 
803B:   not  96@ == 42@ // (int) 
else_jump @BLOOD_16588 
00AA: store_car 42@ position_to 170@ 171@ $74 
0509: 173@ = distance_between_XY 168@ 169@ and_XY 170@ 171@ 
if 
0025:   172@ > 173@ // (float) 
else_jump @BLOOD_16588 
0087: 172@ = 173@ // (float) 
0085: 103@ = 42@ // (int) 

:BLOOD_16588
return 

:BLOOD_16590
40@ = 0 

:BLOOD_16597
if 
  5000 > 40@ 
else_jump @BLOOD_16784 
0A8B: unknown 177 0 $3327 0 0 'BLOD_07' 'DUMMY'  // New Best Time (mins)
0A8B: unknown 177 1 118@ 0 0 'BLOD_08' 'DUMMY'  // Cars Destroyed
0A8B: unknown 177 2 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 177 3 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 177 4 0 0 0 'DUMMY' 'DUMMY' 
wait 0 
jump @BLOOD_16597 

:BLOOD_16784
return 

:BLOOD_16786
if 
  136@ == 0 
else_jump @BLOOD_16849 
0209: 135@ = random_int_in_ranges 8000 16000 
0209: 137@ = random_int_in_ranges 1 22 
03CF: load_wav 138@(137@,23i) as 4 
41@ = 0 
136@ = 1 

:BLOOD_16849
if 
  136@ == 1 
else_jump @BLOOD_16889 
if 
03D0:   wav 4 loaded 
else_jump @BLOOD_16889 
136@ = 2 

:BLOOD_16889
if 
  136@ == 2 
else_jump @BLOOD_16937 
if 
001D:   41@ > 135@ // (int) 
else_jump @BLOOD_16937 
03D1: play_wav 4 
136@ = 3 

:BLOOD_16937
if 
  136@ == 3 
else_jump @BLOOD_16977 
if 
03D2:   wav 4 ended 
else_jump @BLOOD_16977 
136@ = 0 

:BLOOD_16977
return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA
thread 'KICKSTA' 
gosub @KICKSTA_54 
if 
wasted_or_busted 
else_jump @KICKSTA_38 
gosub @KICKSTA_7459 

:KICKSTA_38
gosub @KICKSTA_7601 
end_thread 
57@ = 0 

:KICKSTA_54
0A0E: disable_text_with_style 1 
$ONMISSION = 1 
56@ = 0 
257@ = 1.5 
261@ = 0 
262@ = 0 
$9629 = 0 
265@ = 0 
if 
  $89 == 0 
else_jump @KICKSTA_130 
increment_mission_attempts 

:KICKSTA_130
$9617 = 0 
$9623 = 360000 
$9621 = 30000 
58@ = -1376.437 
91@ = 1562.29 
124@ = 1059.0 
190@ = 0 
223@ = 0 
59@ = -1354.842 
92@ = 1585.201 
125@ = 1057.885 
191@ = 0 
224@ = 1 
60@ = -1408.025 
93@ = 1568.736 
126@ = 1055.838 
192@ = 0 
225@ = 1 
61@ = -1451.728 
94@ = 1571.065 
127@ = 1059.0 
193@ = 0 
226@ = 2 
62@ = -1487.554 
95@ = 1564.278 
128@ = 1056.457 
194@ = 0 
227@ = 2 
63@ = -1466.286 
96@ = 1595.355 
129@ = 1057.325 
195@ = 0 
228@ = 2 
64@ = -1387.597 
97@ = 1572.125 
130@ = 1053.929 
196@ = 0 
229@ = 0 
65@ = -1362.579 
98@ = 1614.624 
131@ = 1055.33 
197@ = 0 
230@ = 1 
66@ = -1359.51 
99@ = 1638.219 
132@ = 1056.035 
198@ = 0 
231@ = 2 
67@ = -1371.351 
100@ = 1623.274 
133@ = 1054.659 
199@ = 0 
232@ = 1 
68@ = -1369.52 
101@ = 1634.025 
134@ = 1055.772 
200@ = 0 
233@ = 2 
69@ = -1384.616 
102@ = 1603.547 
135@ = 1053.595 
201@ = 0 
234@ = 1 
70@ = -1398.996 
103@ = 1603.275 
136@ = 1055.156 
202@ = 0 
235@ = 0 
71@ = -1403.911 
104@ = 1645.158 
137@ = 1071.462 
203@ = 0 
236@ = 1 
72@ = -1443.392 
105@ = 1648.548 
138@ = 1054.287 
204@ = 0 
237@ = 1 
73@ = -1457.003 
106@ = 1648.714 
139@ = 1054.937 
205@ = 0 
238@ = 0 
74@ = -1486.931 
107@ = 1630.226 
140@ = 1056.626 
206@ = 0 
239@ = 0 
75@ = -1482.813 
108@ = 1642.205 
141@ = 1060.704 
207@ = 0 
240@ = 2 
76@ = -1484.813 
109@ = 1597.116 
142@ = 1061.382 
208@ = 0 
241@ = 1 
77@ = -1431.399 
110@ = 1598.063 
143@ = 1054.752 
209@ = 0 
242@ = 0 
78@ = -1420.682 
111@ = 1598.275 
144@ = 1054.956 
210@ = 0 
243@ = 0 
79@ = -1408.107 
112@ = 1585.364 
145@ = 1055.691 
211@ = 0 
244@ = 0 
80@ = -1408.217 
113@ = 1593.302 
146@ = 1055.617 
212@ = 0 
245@ = 0 
81@ = -1462.244 
114@ = 1622.424 
147@ = 1054.313 
213@ = 0 
246@ = 1 
82@ = -1461.74 
115@ = 1635.753 
148@ = 1054.007 
214@ = 0 
247@ = 1 
83@ = -1453.893 
116@ = 1636.028 
149@ = 1056.18 
215@ = 0 
248@ = 1 
84@ = -1454.055 
117@ = 1628.601 
150@ = 1054.298 
216@ = 0 
249@ = 2 
85@ = -1454.067 
118@ = 1617.637 
151@ = 1055.999 
217@ = 0 
250@ = 2 
86@ = -1450.026 
119@ = 1620.467 
152@ = 1056.421 
218@ = 0 
251@ = 2 
87@ = -1407.732 
120@ = 1617.416 
153@ = 1054.797 
219@ = 0 
252@ = 1 
88@ = -1414.159 
121@ = 1607.16 
154@ = 1054.843 
220@ = 0 
253@ = 1 
89@ = -1388.309 
122@ = 1620.99 
155@ = 1054.951 
221@ = 0 
254@ = 2 
90@ = -1431.09 
123@ = 1580.832 
156@ = 1055.759 
222@ = 0 
255@ = 2 
$9624 = 0 
$9626 = 0 
$9625 = 0 
43@ = 0 
$9627 = 0 
$9628 = 33 
45@ = 0.0 
46@ = 0.0 
47@ = 0.0 
48@ = 0.0 
49@ = 0.0 
50@ = 0.0 
51@ = 0 
53@ = 0 
54@ = 0 
55@ = 0 
263@ = 0 
wait 0 
054C: use_GXT_table 'KICKSTT' 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:KICKSTA_1781
if 
fading 
else_jump @KICKSTA_1805 
wait 0 
jump @KICKSTA_1781 

:KICKSTA_1805
09FF: set_restart_closest_to 1579.57 1769.011 9.828 
057E: set_radar_grey 1 
select_interior 14 
04E4: refresh_game_renderer_at -1473.187 1565.173 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.589 
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: enable_radar 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 
03CB: set_rendering_origin_at -1473.187 1565.173 1051.789 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04F9: set_sky_color 2 fade 0 
0247: load_model 468 

:KICKSTA_1915
if 
8248:   not model 468 available 
else_jump @KICKSTA_1942 
wait 0 
jump @KICKSTA_1915 

:KICKSTA_1942
00A5: 42@ = create_car 468 at -1472.38 1563.576 1051.417 
0840: link_car 42@ to_interior 14 
0175: set_car 42@ Z_angle_to 266.488 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0186: 44@ = create_marker_above_car 42@ 
07E0: set_marker 44@ type_to 1 
03AB: set_car 42@ strong 1 
03BC: 52@ = create_sphere_at -1464.32 1556.69 1051.75 radius 3.0 
264@ = 0 

:KICKSTA_2051
if 
  33 > 264@ 
else_jump @KICKSTA_2300 
if 
  223@(264@,33i) == 0 
else_jump @KICKSTA_2113 
258@ = 0 
259@ = 255 
260@ = 0 

:KICKSTA_2113
if 
  223@(264@,33i) == 1 
else_jump @KICKSTA_2158 
258@ = 255 
259@ = 150 
260@ = 0 

:KICKSTA_2158
if 
  223@(264@,33i) == 2 
else_jump @KICKSTA_2202 
258@ = 255 
259@ = 0 
260@ = 0 

:KICKSTA_2202
024F: create_corona_with_radius 257@ type 0 lensflares 0 with_color 258@ 259@ 260@ at 58@(264@,33f) 58@(264@,33f) 58@(264@,33f) 
0167: 157@(264@,33i) = create_marker_at 58@(264@,33f) 58@(264@,33f) 58@(264@,33f) color 0 flag 2 
0168: set_marker 157@(264@,33i) size 1 
264@ += 1 
jump @KICKSTA_2051 

:KICKSTA_2300
wait 1000 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_2343
if 
83D0:   not wav 1 loaded 
else_jump @KICKSTA_2369 
wait 0 
jump @KICKSTA_2343 

:KICKSTA_2369
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 
015F: set_camera_position -1461.084 1558.448 1054.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1460.135 1558.761 1054.429 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 time 6000 smooth_transition 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 smooth_transition 1 
03D1: play_wav 1 

:KICKSTA_2523
if 
fading 
else_jump @KICKSTA_2766 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_2744 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2594
if 
fading 
else_jump @KICKSTA_2618 
wait 0 
jump @KICKSTA_2594 

:KICKSTA_2618
select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_2662 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2662
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_2705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_2725 

:KICKSTA_2705
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_2725
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_2752 

:KICKSTA_2744
0224: set_car 42@ health_to 1000 

:KICKSTA_2752
gosub @KICKSTA_7915 
jump @KICKSTA_2523 

:KICKSTA_2766
00BC: show_text_highpriority GXT 'KICK_10' time 10000 flag 1  // Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
40@ = 0 
0707: start_scene_skip_to @KICKSTA_3426 

:KICKSTA_2796
if 
  7000 > 40@ 
else_jump @KICKSTA_3045 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_3023 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2873
if 
fading 
else_jump @KICKSTA_2897 
wait 0 
jump @KICKSTA_2873 

:KICKSTA_2897
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_2941 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2941
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_2984 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3004 

:KICKSTA_2984
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3004
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_3031 

:KICKSTA_3023
0224: set_car 42@ health_to 1000 

:KICKSTA_3031
gosub @KICKSTA_7915 
jump @KICKSTA_2796 

:KICKSTA_3045
03D5: remove_text 'KICK_10'  // Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0925: restore_camera_to_user_defined 
015F: set_camera_position -1474.91 1564.625 1052.952 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1473.948 1564.367 1053.041 switchstyle 2 
00BC: show_text_highpriority GXT 'KICK_11' time 10000 flag 1  // Score 26 points to complete the mission. To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
0A2A:   text_box 'KICK_11' displayed  // Score 26 points to complete the mission. To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
40@ = 0 

:KICKSTA_3166
if 
  7000 > 40@ 
else_jump @KICKSTA_3415 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_3393 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3243
if 
fading 
else_jump @KICKSTA_3267 
wait 0 
jump @KICKSTA_3243 

:KICKSTA_3267
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_3311 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3311
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_3354 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3374 

:KICKSTA_3354
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3374
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_3401 

:KICKSTA_3393
0224: set_car 42@ health_to 1000 

:KICKSTA_3401
gosub @KICKSTA_7915 
jump @KICKSTA_3166 

:KICKSTA_3415
03D5: remove_text 'KICK_11'  // Score 26 points to complete the mission. To leave the stadium stand in the ~r~red highlighted~s~ area on foot.

:KICKSTA_3426
0701: end_scene_skip 
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_3632 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3482
if 
fading 
else_jump @KICKSTA_3506 
wait 0 
jump @KICKSTA_3482 

:KICKSTA_3506
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_3550 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3550
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_3593 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3613 

:KICKSTA_3593
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3613
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_3640 

:KICKSTA_3632
0224: set_car 42@ health_to 1000 

:KICKSTA_3640
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
0581: enable_radar 0 
00BC: show_text_highpriority GXT 'KICK1_8' time 5000 flag 1  // ~s~Get on the ~b~bike~s~!

:KICKSTA_3699
if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
else_jump @KICKSTA_4403 
wait 0 
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_3926 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3776
if 
fading 
else_jump @KICKSTA_3800 
wait 0 
jump @KICKSTA_3776 

:KICKSTA_3800
select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_3844 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3844
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_3887 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3907 

:KICKSTA_3887
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3907
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_3934 

:KICKSTA_3926
0224: set_car 42@ health_to 1000 

:KICKSTA_3934
if or
  $9623 >= 480000 
  $9627 == 1 
else_jump @KICKSTA_4148 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_13' time 5000 flag 1  // ~r~You have taken too long!
0169: set_fade_color_RGB 0 0 0 
wait 1500 
fade 0 1000 

:KICKSTA_4005
if 
fading 
else_jump @KICKSTA_4029 
wait 0 
jump @KICKSTA_4005 

:KICKSTA_4029
select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_4073 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4073
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_4116 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4136 

:KICKSTA_4116
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4136
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_4148
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  51@ == 1 
else_jump @KICKSTA_4389 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 52@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_4246
if 
fading 
else_jump @KICKSTA_4270 
wait 0 
jump @KICKSTA_4246 

:KICKSTA_4270
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_4314 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4314
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_4357 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4377 

:KICKSTA_4357
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_4377
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_4389
gosub @KICKSTA_7915 
jump @KICKSTA_3699 

:KICKSTA_4403
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
03D5: remove_text 'KICK1_8'  // ~s~Get on the ~b~bike~s~!
265@ = 0 
40@ = 0 
41@ = 0 

:KICKSTA_4448
if 
   not 265@ == 10 
else_jump @KICKSTA_4897 
wait 0 
if 
  265@ == 0 
else_jump @KICKSTA_4592 
if 
  41@ > 900 
else_jump @KICKSTA_4592 
00BA: show_text_styled GXT 'KICK_17' time 1000 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_4552
if 
83D0:   not wav 4 loaded 
else_jump @KICKSTA_4578 
wait 0 
jump @KICKSTA_4552 

:KICKSTA_4578
265@ += 1 
41@ = 0 

:KICKSTA_4592
if 
  265@ == 1 
else_jump @KICKSTA_4681 
if 
  41@ > 900 
else_jump @KICKSTA_4681 
00BA: show_text_styled GXT 'KICK_18' time 1000 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
265@ += 1 
41@ = 0 

:KICKSTA_4681
if 
  265@ == 2 
else_jump @KICKSTA_4770 
if 
  41@ > 900 
else_jump @KICKSTA_4770 
00BA: show_text_styled GXT 'KICK_19' time 1000 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
265@ += 1 
41@ = 0 

:KICKSTA_4770
if 
  265@ == 3 
else_jump @KICKSTA_4857 
if 
  41@ > 900 
else_jump @KICKSTA_4857 
00BA: show_text_styled GXT 'KICK_20' time 800 style 4  // GO!
097A: play_audio_at -1462.0 1558.69 1055.02 event 1164 
265@ = 10 
41@ = 0 

:KICKSTA_4857
if 
  40@ > 4000 
else_jump @KICKSTA_4883 
265@ = 10 

:KICKSTA_4883
gosub @KICKSTA_7915 
jump @KICKSTA_4448 

:KICKSTA_4897
02A3: enable_widescreen 0 
0164: disable_marker 44@ 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'KICK_26' time 5000 flag 1  // ~s~Collect as many points as possible.
03C4: set_status_text $9629 type 0 GXT 'KICK1_9' // global_variable  // SCORE
03C3: set_timer_to $9623 type 1 GXT 'KICK1_T' // global_variable  // TIME
40@ = 0 
41@ = 0 

:KICKSTA_4975
if 
   not $9617 == 33 
else_jump @KICKSTA_6940 
wait 0 
gosub @KICKSTA_7915 
if 
  56@ == 1 
else_jump @KICKSTA_5044 
if 
03D0:   wav 1 loaded 
else_jump @KICKSTA_5044 
56@ = 2 

:KICKSTA_5044
if 
  56@ == 2 
else_jump @KICKSTA_5073 
03D1: play_wav 1 
56@ = 3 

:KICKSTA_5073
if 
  56@ == 3 
else_jump @KICKSTA_5117 
if 
03D2:   wav 1 ended 
else_jump @KICKSTA_5117 
040D: unload_wav 1 
56@ = 0 

:KICKSTA_5117
if or
  0 >= $9623 
  $9627 == 1 
else_jump @KICKSTA_5684 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $9623 
0151: remove_status_text $9629 
if 
001C:   $9629 > $3190 // (int) 
else_jump @KICKSTA_5428 
0084: $3190 = $9629 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $3190 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $3190 
0394: play_music 2 
if 
  $89 == 0 
else_jump @KICKSTA_5258 
014C: set_parked_car_generator $6659 cars_to_generate_to 101 

:KICKSTA_5258
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5278
if 
fading 
else_jump @KICKSTA_5302 
wait 0 
jump @KICKSTA_5278 

:KICKSTA_5302
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_5346 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5346
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_5389 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5409 

:KICKSTA_5389
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5409
wait 1500 
jump @KICKSTA_7521 
jump @KICKSTA_5684 

:KICKSTA_5428
01E3: show_text_1number_styled GXT 'KICK1_9' number $9629 time 5000 style 1  // SCORE
01E3: show_text_1number_styled GXT 'KICK_21' number $3190 time 5000 style 6  // The Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~You failed to break the record!
0652: 256@ = integer_stat 211 
if 
001E:   $9629 > 256@ // (int) 
else_jump @KICKSTA_5517 
0627: update_integer_stat 211 to $9629 

:KICKSTA_5517
0394: play_music 1 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5541
if 
fading 
else_jump @KICKSTA_5565 
wait 0 
jump @KICKSTA_5541 

:KICKSTA_5565
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_5609 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5609
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_5652 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5672 

:KICKSTA_5652
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5672
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_5684
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  51@ == 1 
else_jump @KICKSTA_5925 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 52@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5782
if 
fading 
else_jump @KICKSTA_5806 
wait 0 
jump @KICKSTA_5782 

:KICKSTA_5806
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_5850 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5850
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_5893 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5913 

:KICKSTA_5893
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_5913
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_5925
00A0: store_actor $PLAYER_ACTOR position_to 45@ 46@ 47@ 
if 
  1050.0 > 47@ 
else_jump @KICKSTA_5990 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.789 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 

:KICKSTA_5990
if 
0119:   car 42@ wrecked 
else_jump @KICKSTA_6194 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6044
if 
fading 
else_jump @KICKSTA_6068 
wait 0 
jump @KICKSTA_6044 

:KICKSTA_6068
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_6112 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6112
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_6155 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6175 

:KICKSTA_6155
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6175
wait 1500 
jump @KICKSTA_7459 
jump @KICKSTA_6933 

:KICKSTA_6194
0224: set_car 42@ health_to 1000 
00AA: store_car 42@ position_to 48@ 49@ 50@ 
if 
  1050.0 > 50@ 
else_jump @KICKSTA_6270 
00A5: 42@ = create_car 468 at -1472.38 1563.576 1051.417 
0175: set_car 42@ Z_angle_to 266.488 

:KICKSTA_6270
if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model 468 
else_jump @KICKSTA_6885 
if 
  262@ == 0 
else_jump @KICKSTA_6461 
if 
  43@ == 0 
else_jump @KICKSTA_6372 
0186: 44@ = create_marker_above_car 42@ 
07E0: set_marker 44@ type_to 1 
if 
  55@ == 2 
else_jump @KICKSTA_6365 
55@ = 3 

:KICKSTA_6365
43@ = 1 

:KICKSTA_6372
01BD: $9620 = current_time_in_ms 
$9621 = 30000 
if 
  $9623 >= 30000 
else_jump @KICKSTA_6419 
$9621 = 30000 
jump @KICKSTA_6427 

:KICKSTA_6419
0084: $9621 = $9623 // (int) 

:KICKSTA_6427
262@ = 1 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
56@ = 1 
jump @KICKSTA_6878 

:KICKSTA_6461
if 
  $9621 > 0 
else_jump @KICKSTA_6654 
01BD: $9618 = current_time_in_ms 
0084: $9619 = $9618 // (int) 
0060: $9619 -= $9620 // (int) 
0084: $9620 = $9618 // (int) 
0060: $9621 -= $9619 // (int) 
0084: $9622 = $9621 // (int) 
$9622 /= 1000 
09C1: add_next_text_to_brief_history 0 
if 
   not $9622 == 1 
else_jump @KICKSTA_6580 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $9622 time 1000 flag 1  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
jump @KICKSTA_6599 

:KICKSTA_6580
01E5: show_text_1number_highpriority GXT 'KICK_28' number $9622 time 1000 flag 1  // ~s~You have ~1~ second to return to your ~b~bike ~s~before you are disqualified.

:KICKSTA_6599
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 468 
else_jump @KICKSTA_6647 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
$9621 = 1 

:KICKSTA_6647
jump @KICKSTA_6878 

:KICKSTA_6654
if 
  0 >= $9621 
else_jump @KICKSTA_6878 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
56@ = 1 
wait 1500 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6735
if 
fading 
else_jump @KICKSTA_6759 
wait 0 
jump @KICKSTA_6735 

:KICKSTA_6759
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_6803 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6803
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_6846 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6866 

:KICKSTA_6846
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_6866
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_6878
jump @KICKSTA_6933 

:KICKSTA_6885
03D5: remove_text 'KICK_27'  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
if 
  43@ == 1 
else_jump @KICKSTA_6926 
0164: disable_marker 44@ 
43@ = 0 

:KICKSTA_6926
262@ = 0 

:KICKSTA_6933
jump @KICKSTA_4975 

:KICKSTA_6940
014F: stop_timer $9623 
0151: remove_status_text $9629 
if 
001C:   $9629 > $3190 // (int) 
else_jump @KICKSTA_7219 
0084: $3190 = $9629 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $3190 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $3190 
if 
  $89 == 0 
else_jump @KICKSTA_7045 
014C: set_parked_car_generator $6659 cars_to_generate_to 101 

:KICKSTA_7045
0394: play_music 2 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7069
if 
fading 
else_jump @KICKSTA_7093 
wait 0 
jump @KICKSTA_7069 

:KICKSTA_7093
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_7137 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7137
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_7180 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7200 

:KICKSTA_7180
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7200
wait 1500 
jump @KICKSTA_7521 
jump @KICKSTA_7459 

:KICKSTA_7219
0394: play_music 1 
0652: 256@ = integer_stat 211 
if 
001E:   $9629 > 256@ // (int) 
else_jump @KICKSTA_7258 
0627: update_integer_stat 211 to $9629 

:KICKSTA_7258
01E3: show_text_1number_styled GXT 'KICK1_9' number $9629 time 5000 style 1  // SCORE
01E3: show_text_1number_styled GXT 'KICK_21' number $3190 time 5000 style 6  // The Highest Score ~1~
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7316
if 
fading 
else_jump @KICKSTA_7340 
wait 0 
jump @KICKSTA_7316 

:KICKSTA_7340
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
select_interior 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_7384 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7384
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @KICKSTA_7427 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7447 

:KICKSTA_7427
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_7447
wait 1500 
jump @KICKSTA_7459 

:KICKSTA_7459
01E3: show_text_1number_styled GXT 'KICK1_9' number 15 time $9629 style 1  // SCORE
01E5: show_text_1number_highpriority GXT 'KICK_21' number $3190 time 5000 flag 1  // The Highest Score ~1~
008B: 266@ = $9629 // (int) 
266@ *= 100 
0109: player $PLAYER_CHAR money = 266@ 
return 

:KICKSTA_7521
if 
  $89 == 0 
else_jump @KICKSTA_7552 
0595: mission_complete 
030C: progress_made = 1 
$89 = 1 

:KICKSTA_7552
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'KICK_22' number $3190 time 5000 style 1  // New Highest Score ~1~
008B: 266@ = $9629 // (int) 
266@ *= 100 
0109: player $PLAYER_CHAR money = 266@ 
return 

:KICKSTA_7601
0581: enable_radar 1 
04FA: reset_sky_colors_with_fade 0 
$ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 0 
03BD: destroy_sphere 52@ 
0925: restore_camera_to_user_defined 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 159@ 
0164: disable_marker 160@ 
0164: disable_marker 161@ 
0164: disable_marker 162@ 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0164: disable_marker 167@ 
0164: disable_marker 168@ 
0164: disable_marker 169@ 
0164: disable_marker 170@ 
0164: disable_marker 171@ 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 174@ 
0164: disable_marker 175@ 
0164: disable_marker 176@ 
0164: disable_marker 177@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 182@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
0164: disable_marker 188@ 
0164: disable_marker 189@ 
0164: disable_marker 44@ 
0249: release_model 468 
014F: stop_timer $9623 
0151: remove_status_text $9629 
if or
   not wasted_or_busted 
  $175 == 1 
else_jump @KICKSTA_7870 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
fade 1 3000 
01B4: set_player $PLAYER_CHAR can_move 1 

:KICKSTA_7870
if 
0256:   player $PLAYER_CHAR defined 
else_jump @KICKSTA_7893 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7893
0581: enable_radar 1 
01C3: remove_references_to_car 42@ 
057E: set_radar_grey 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
return 

:KICKSTA_7915
261@ = 0 

:KICKSTA_7922
if 
  33 > 261@ 
else_jump @KICKSTA_8450 
if 
  190@(261@,33i) == 0 
else_jump @KICKSTA_8436 
if 
  223@(261@,33i) == 0 
else_jump @KICKSTA_8006 
258@ = 0 
259@ = 255 
260@ = 0 

:KICKSTA_8006
if 
  223@(261@,33i) == 1 
else_jump @KICKSTA_8051 
258@ = 255 
259@ = 150 
260@ = 0 

:KICKSTA_8051
if 
  223@(261@,33i) == 2 
else_jump @KICKSTA_8095 
258@ = 255 
259@ = 0 
260@ = 0 

:KICKSTA_8095
024F: create_corona_with_radius 257@ type 0 lensflares 0 with_color 258@ 259@ 260@ at 58@(261@,33f) 91@(261@,33f) 124@(261@,33f) 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 58@(261@,33f) 91@(261@,33f) 124@(261@,33f) radius 1.5 1.5 1.5 
else_jump @KICKSTA_8436 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 468 
else_jump @KICKSTA_8436 
if 
  223@(261@,33i) == 0 
else_jump @KICKSTA_8272 
$9629 += 1 
00BC: show_text_highpriority GXT 'KICK_14' time 1000 flag 1  // ~s~You have collected a ~g~Green Corona~s~ +1
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
56@ = 1 

:KICKSTA_8272
if 
  223@(261@,33i) == 1 
else_jump @KICKSTA_8337 
$9629 += 2 
00BC: show_text_highpriority GXT 'KICK_15' time 1000 flag 1  // ~s~You have collected an ~y~Amber Corona~s~ +2
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
56@ = 1 

:KICKSTA_8337
if 
  223@(261@,33i) == 2 
else_jump @KICKSTA_8402 
$9629 += 3 
00BC: show_text_highpriority GXT 'KICK_16' time 1000 flag 1  // ~s~You have collected a ~r~Red Corona~s~ +3
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
56@ = 1 

:KICKSTA_8402
0164: disable_marker 157@(261@,33i) 
$9617 += 1 
$9628 -= 1 
190@(261@,33i) = 1 

:KICKSTA_8436
261@ += 1 
jump @KICKSTA_7922 

:KICKSTA_8450
return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA
gosub @TRIA_36 
if 
wasted_or_busted 
else_jump @TRIA_27 
gosub @TRIA_22231 

:TRIA_27
gosub @TRIA_22472 
end_thread 

:TRIA_36
0A0E: disable_text_with_style 1 
$ONMISSION = 1 
if 
  $3192 == 0 
else_jump @TRIA_67 
increment_mission_attempts 

:TRIA_67
thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRIA_130 
01B4: set_player $PLAYER_CHAR can_move 0 

:TRIA_130
fade 0 1000 

:TRIA_137
if 
fading 
else_jump @TRIA_161 
wait 0 
jump @TRIA_137 

:TRIA_161
060A: create_decision_maker_type 0 store_to 824@ // decision\allowed\m_.ped files 
810@ = 0 
825@ = 0 
790@ = 0 
791@ = 0 
42@ = 582.7242 
54@ = 356.2812 
66@ = 52.2072 
78@ = 52.2072 
43@ = 584.0833 
55@ = 329.3647 
67@ = 0.5427 
79@ = 2.0841 
44@ = 572.9216 
56@ = 323.5937 
68@ = 1.0585 
80@ = 4.8106 
45@ = 585.724 
57@ = 345.6341 
69@ = 0.4929 
81@ = 1.8511 
46@ = 582.7242 
58@ = 359.0323 
70@ = 0.4993 
82@ = 2.637 
47@ = 582.7242 
59@ = 356.2812 
71@ = 56.2072 
83@ = 56.2072 
48@ = 582.7242 
60@ = 356.2812 
72@ = 58.2072 
84@ = 58.2072 
if 
  $3198 == 1 
else_jump @TRIA_501 
jump @TRIA_526 

:TRIA_501
if 
  $3198 == 2 
else_jump @TRIA_526 
jump @TRIA_3828 

:TRIA_526
827@ = 0 
828@ = 1 
829@ = 7 
830@ = 8 
831@ = 8 
832@ = 37 
833@ = 37 
834@ = 38 
835@ = 62 
800@ = -243.9 
801@ = -1719.31 
802@ = 2.35 
151@ = 181.3364 
271@ = -1885.854 
391@ = 3.5158 
511@ = 194.886 
152@ = 187.69 
272@ = -1915.42 
392@ = 0.0 
512@ = 187.4411 
153@ = 190.3243 
273@ = -1965.07 
393@ = -1.09 
513@ = 122.2256 
154@ = 129.4773 
274@ = -2001.432 
394@ = -0.5606 
514@ = 44.5101 
155@ = 24.1326 
275@ = -1872.092 
395@ = -0.1744 
515@ = 46.3064 
156@ = -38.8038 
276@ = -1799.4 
396@ = -0.4976 
516@ = 29.2224 
157@ = -132.8051 
277@ = -1809.788 
397@ = -1.1548 
517@ = 74.9425 
158@ = -228.93 
278@ = -1726.7 
398@ = -0.01 
518@ = 70.775 
159@ = -248.1052 
279@ = -1716.78 
399@ = 1.9372 
519@ = 157.2827 
160@ = -262.3395 
280@ = -1787.277 
400@ = 8.7655 
520@ = 167.5477 
161@ = -277.3514 
281@ = -1855.098 
401@ = 21.3005 
521@ = 168.3277 
162@ = -280.5171 
282@ = -1887.12 
402@ = 24.786 
522@ = 176.1066 
163@ = -281.7469 
283@ = -2087.827 
403@ = 38.443 
523@ = 141.1524 
164@ = -464.7682 
284@ = -2179.815 
404@ = 58.8239 
524@ = 68.1063 
165@ = -641.5079 
285@ = -2196.429 
405@ = 11.5282 
525@ = 129.7469 
166@ = -783.5144 
286@ = -2459.294 
406@ = 73.7524 
526@ = 140.2978 
167@ = -871.3914 
287@ = -2407.987 
407@ = 54.4911 
527@ = 51.7369 
168@ = -942.5181 
288@ = -2368.063 
408@ = 58.8718 
528@ = 85.4252 
169@ = -1056.249 
289@ = -2378.243 
409@ = 48.5923 
529@ = 94.4035 
170@ = -1238.965 
290@ = -2327.315 
410@ = 18.2458 
530@ = 58.7494 
171@ = -1403.78 
291@ = -2165.124 
411@ = 17.4059 
531@ = 77.2286 
172@ = -1659.685 
292@ = -2190.13 
412@ = 32.3572 
532@ = 144.7275 
173@ = -1732.831 
293@ = -2312.709 
413@ = 45.225 
533@ = 109.6972 
174@ = -1826.058 
294@ = -2340.271 
414@ = 33.7243 
534@ = 125.1071 
175@ = -1917.68 
295@ = -2432.147 
415@ = 29.6249 
535@ = 124.1505 
176@ = -1972.515 
296@ = -2478.326 
416@ = 29.6259 
536@ = 117.8682 
177@ = -2025.629 
297@ = -2500.391 
417@ = 31.0671 
537@ = 73.6687 
178@ = -2119.107 
298@ = -2431.265 
418@ = 29.4766 
538@ = 50.8121 
179@ = -2188.57 
299@ = -2377.538 
419@ = 29.6172 
539@ = 0.0 
180@ = -2215.89 
300@ = -2352.601 
420@ = 29.6981 
540@ = 61.4763 
181@ = -2341.21 
301@ = -2256.627 
421@ = 16.8759 
541@ = 39.8273 
182@ = -2430.18 
302@ = -2278.378 
422@ = 13.7817 
542@ = 45.7545 
183@ = -2498.637 
303@ = -2208.573 
423@ = 27.9284 
543@ = 50.0042 
184@ = -2619.839 
304@ = -2067.536 
424@ = 38.1676 
544@ = 55.7597 
184@ = -2867.784 
304@ = -1824.571 
424@ = 36.6821 
544@ = 16.2011 
185@ = -2923.241 
305@ = -1561.889 
425@ = 10.0017 
545@ = 7.7626 
186@ = -2899.031 
306@ = -1152.584 
426@ = 8.32 
546@ = 351.8611 
187@ = -2858.125 
307@ = -835.5231 
427@ = 8.4844 
547@ = 352.7365 
188@ = -2814.01 
308@ = -529.22 
428@ = 6.1876 
548@ = 343.4993 
189@ = -2779.95 
309@ = -489.85 
429@ = 6.33 
549@ = 305.3686 
190@ = -2708.981 
310@ = -529.5283 
430@ = 10.196 
550@ = 276.1151 
191@ = -2670.157 
311@ = -481.2506 
431@ = 21.3104 
551@ = 345.938 
192@ = -2666.663 
312@ = -406.0401 
432@ = 31.3067 
552@ = 324.8106 
193@ = -2583.74 
313@ = -369.7502 
433@ = 46.2653 
553@ = 275.6224 
194@ = -2515.971 
314@ = -367.1822 
434@ = 58.2571 
554@ = 272.1555 
194@ = -2411.156 
314@ = -371.7223 
434@ = 72.2992 
554@ = 236.1908 
195@ = -2340.564 
315@ = -416.5017 
435@ = 78.5669 
555@ = 230.3644 
196@ = -2338.824 
316@ = -463.832 
436@ = 79.0233 
556@ = 107.323 
197@ = -2387.69 
317@ = -423.99 
437@ = 82.4307 
557@ = 46.7979 
198@ = -2496.379 
318@ = -446.1119 
438@ = 75.3116 
558@ = 79.2676 
199@ = -2544.498 
319@ = -465.218 
439@ = 68.9665 
559@ = 119.0487 
199@ = -2556.852 
319@ = -466.8922 
439@ = 69.2275 
559@ = 116.1301 
200@ = -2580.532 
320@ = -468.6765 
440@ = 67.3814 
560@ = 105.1953 
201@ = -2612.064 
321@ = -475.2015 
441@ = 67.8512 
561@ = 102.5922 
202@ = -2623.105 
322@ = -500.2463 
442@ = 69.917 
562@ = 197.9217 
203@ = -2613.75 
323@ = -497.1339 
443@ = 71.9272 
563@ = 288.9547 
204@ = -2579.733 
324@ = -492.6317 
444@ = 75.158 
564@ = 278.9598 
205@ = -2542.8 
325@ = -490.87 
445@ = 80.34 
565@ = 280.2745 
206@ = -2497.678 
326@ = -480.3432 
446@ = 94.0158 
566@ = 282.4144 
207@ = -2466.401 
327@ = -497.2612 
447@ = 104.2728 
567@ = 198.2153 
208@ = -2452.08 
328@ = -544.5864 
448@ = 120.5837 
568@ = 197.1636 
209@ = -2469.514 
329@ = -618.502 
449@ = 131.3831 
569@ = 208.6952 
210@ = -2471.06 
330@ = -618.73 
450@ = 131.73 
570@ = 85.5749 
211@ = -2498.368 
331@ = -617.9995 
451@ = 131.5625 
571@ = 94.5939 
212@ = -2498.981 
332@ = -653.2845 
452@ = 137.3194 
572@ = 168.6758 
213@ = -2501.356 
333@ = -695.9691 
453@ = 138.3174 
573@ = 180.3733 
751@ = -2500.0 
752@ = -710.0 
753@ = 138.49 
836@ = 63 
126@ = 9 
04AF: 837@ = 154 // = constant 
04AF: 838@ = 18 // = constant 
04AF: 839@ = 45 // = constant 
04AF: 840@ = 18 // = constant 
04AF: 841@ = 45 // = constant 
04AF: 842@ = 154 // = constant 
04AF: 843@ = 154 // = constant 
04AF: 844@ = 167 // = constant 
04AF: 845@ = 167 // = constant 
04AF: 846@ = 167 // = constant 
04AF: 847@ = 167 // = constant 
04AF: 848@ = 167 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
04AF: 853@ = 510 // = constant 
04AF: 854@ = 510 // = constant 
04AF: 855@ = 510 // = constant 
04AF: 856@ = 510 // = constant 
04AF: 857@ = 510 // = constant 
04AF: 858@ = 510 // = constant 
04AF: 859@ = 510 // = constant 
04AF: 860@ = 510 // = constant 
778@ = 60.0 
779@ = 40.0 
780@ = 25.0 
781@ = 2.25 
782@ = 2.0 
783@ = 1.8 
784@ = 1.3 
785@ = 1.25 
786@ = 1.16 
703@ = 2.3 
715@ = -6.0 
704@ = 3.0 
716@ = 8.0 
705@ = 5.0 
717@ = -4.0 
706@ = 2.6 
718@ = -1.0 
707@ = 5.0 
719@ = 9.0 
708@ = 0.0 
720@ = -4.0 
709@ = -4.0 
721@ = 0.0 
710@ = 0.0 
722@ = 0.9 
711@ = 3.1 
723@ = -4.0 
712@ = 3.0 
724@ = -5.0 
713@ = -5.0 
725@ = -3.0 
714@ = -2.0 
726@ = 9.0 
jump @TRIA_8781 

:TRIA_3828
827@ = 0 
828@ = 1 
829@ = 9 
830@ = 10 
831@ = 10 
832@ = 96 
833@ = 96 
834@ = 97 
835@ = 103 
800@ = 1408.9 
801@ = -298.31 
802@ = 1.14 
151@ = 2135.432 
271@ = -67.9555 
391@ = 5.4915 
511@ = 66.3885 
152@ = 2113.189 
272@ = -61.7735 
392@ = -1.6317 
512@ = 79.829 
153@ = 2042.62 
273@ = -68.5141 
393@ = -1.9576 
513@ = 105.8667 
154@ = 1914.295 
274@ = -82.3669 
394@ = -1.573 
514@ = 101.7482 
155@ = 1844.035 
275@ = -62.2716 
395@ = -1.6096 
515@ = 84.9519 
156@ = 1742.236 
276@ = -20.0478 
396@ = -1.287 
516@ = 79.6055 
157@ = 1618.168 
277@ = -15.6618 
397@ = -1.6797 
517@ = 156.9966 
158@ = 1599.854 
278@ = -118.7409 
398@ = -1.4099 
518@ = 164.6305 
159@ = 1533.974 
279@ = -213.8303 
399@ = -1.8143 
519@ = 126.3196 
160@ = 1426.781 
280@ = -284.0623 
400@ = 0.4372 
520@ = 144.5477 
161@ = 1398.955 
281@ = -320.351 
401@ = 4.0182 
521@ = 153.3551 
162@ = 1358.093 
282@ = -336.8423 
402@ = 1.9089 
522@ = 116.3511 
163@ = 1289.739 
283@ = -376.0291 
403@ = 1.8575 
523@ = 115.9818 
164@ = 1226.153 
284@ = -418.5785 
404@ = 4.1044 
524@ = 98.6074 
165@ = 1042.313 
285@ = -450.289 
405@ = 50.3135 
525@ = 101.4914 
166@ = 955.7357 
286@ = -394.1266 
406@ = 62.9355 
526@ = 78.1451 
167@ = 862.81 
287@ = -348.28 
407@ = 35.11 
527@ = 56.0 
168@ = 735.1562 
288@ = -269.1867 
408@ = 8.7576 
528@ = 73.8366 
169@ = 469.2164 
289@ = -284.2076 
409@ = 9.4602 
529@ = 112.1922 
170@ = 251.8701 
290@ = -371.7388 
410@ = 7.7356 
530@ = 68.255 
171@ = 223.9637 
291@ = -281.344 
411@ = 0.4297 
531@ = 271.1071 
172@ = 232.8023 
292@ = -147.7986 
412@ = 0.4375 
532@ = 357.6566 
173@ = 212.8295 
293@ = 51.8381 
413@ = 1.0781 
533@ = 109.6694 
174@ = -68.0222 
294@ = 199.2302 
414@ = 1.1111 
534@ = 65.8208 
175@ = -214.4978 
295@ = 242.3661 
415@ = 10.9924 
535@ = 77.1542 
176@ = -474.3636 
296@ = 283.1361 
416@ = 1.0859 
536@ = 87.3102 
177@ = -704.3909 
297@ = 237.3473 
417@ = 1.2298 
537@ = 125.775 
178@ = -753.5148 
298@ = 113.9041 
418@ = 13.0728 
538@ = 238.8586 
179@ = -774.6131 
299@ = 19.818 
419@ = 32.2693 
539@ = 99.2499 
180@ = -882.6287 
300@ = -30.0806 
420@ = 32.3448 
540@ = 159.807 
181@ = -693.5931 
301@ = 14.1184 
421@ = 64.7495 
541@ = 274.7533 
182@ = -747.8843 
302@ = -87.2834 
422@ = 65.6724 
542@ = 116.1896 
183@ = -914.7136 
303@ = -149.6012 
423@ = 52.8499 
543@ = 134.4302 
184@ = -962.9247 
304@ = -326.8087 
424@ = 35.2353 
544@ = 168.4629 
185@ = -1053.014 
305@ = -459.1835 
425@ = 34.307 
545@ = 115.9967 
186@ = -1192.145 
306@ = -713.6215 
426@ = 54.6026 
546@ = 156.9905 
187@ = -1487.715 
307@ = -817.6843 
427@ = 64.4213 
547@ = 92.4112 
188@ = -1740.777 
308@ = -724.1766 
428@ = 30.4857 
548@ = 49.0549 
189@ = -1781.205 
309@ = -583.264 
429@ = 15.3359 
549@ = 100.3213 
190@ = -1823.7 
310@ = -529.5533 
430@ = 13.9686 
550@ = 4.2211 
191@ = -1799.017 
311@ = -273.0101 
431@ = 20.3398 
551@ = 354.7032 
192@ = -1800.123 
312@ = -65.1682 
432@ = 10.9423 
552@ = 359.6422 
193@ = -1725.062 
313@ = 327.4661 
433@ = 6.039 
553@ = 315.311 
194@ = -1557.097 
314@ = 578.606 
434@ = 6.028 
554@ = 0.4208 
195@ = -1541.106 
315@ = 769.1249 
435@ = 6.0391 
555@ = 353.7148 
196@ = -1583.378 
316@ = 1116.991 
436@ = 6.0468 
556@ = 1.1392 
197@ = -1809.283 
317@ = 1378.625 
437@ = 6.0391 
557@ = 81.656 
198@ = -2100.213 
318@ = 1275.833 
438@ = 15.1271 
558@ = 95.1487 
199@ = -2350.208 
319@ = 1176.574 
439@ = 41.5671 
559@ = 90.0114 
200@ = -2510.877 
320@ = 1187.856 
440@ = 39.1262 
560@ = 85.252 
201@ = -2669.68 
321@ = 1245.143 
441@ = 54.4297 
561@ = 8.9025 
202@ = -2673.893 
322@ = 1643.352 
442@ = 65.0251 
562@ = 0.2767 
203@ = -2674.047 
323@ = 2075.544 
443@ = 54.4218 
563@ = 359.5528 
204@ = -2738.813 
324@ = 2389.167 
444@ = 71.7769 
564@ = 13.6254 
205@ = -2547.931 
325@ = 2616.462 
445@ = 59.9948 
565@ = 274.8428 
206@ = -2291.888 
326@ = 2639.561 
446@ = 54.2564 
566@ = 274.3506 
207@ = -1943.441 
327@ = 2477.796 
447@ = 53.9877 
567@ = 203.7195 
208@ = -1773.83 
328@ = 2183.409 
448@ = 15.1278 
568@ = 244.4939 
209@ = -1671.435 
329@ = 1994.474 
449@ = 18.605 
569@ = 169.1263 
210@ = -1665.7 
330@ = 1828.964 
450@ = 24.836 
570@ = 278.2649 
211@ = -1515.527 
331@ = 1841.554 
451@ = 28.9903 
571@ = 271.1894 
212@ = -1264.993 
332@ = 1827.301 
452@ = 39.4348 
572@ = 234.95 
213@ = -1121.385 
333@ = 1807.539 
453@ = 41.2592 
573@ = 284.4989 
214@ = -988.9796 
334@ = 1847.639 
454@ = 61.9118 
574@ = 237.4219 
215@ = -855.0579 
335@ = 1858.897 
455@ = 59.216 
575@ = 15.0168 
216@ = -827.7874 
336@ = 2022.61 
456@ = 59.1866 
576@ = 302.1424 
217@ = -643.984 
337@ = 2054.752 
457@ = 59.3829 
577@ = 252.3283 
218@ = -460.4977 
338@ = 2022.137 
458@ = 59.1932 
578@ = 314.0172 
219@ = -385.3306 
339@ = 2052.059 
459@ = 61.1139 
579@ = 121.3349 
220@ = -471.1979 
340@ = 1868.452 
460@ = 81.3094 
580@ = 185.3215 
221@ = -424.8187 
341@ = 1785.552 
461@ = 69.9688 
581@ = 353.9297 
222@ = -392.5027 
342@ = 1899.678 
462@ = 56.3096 
582@ = 190.7471 
223@ = -437.5663 
343@ = 1639.054 
463@ = 34.5544 
583@ = 155.0889 
224@ = -419.9048 
344@ = 1375.711 
464@ = 29.3441 
584@ = 198.0373 
225@ = -254.2456 
345@ = 1241.245 
465@ = 22.9055 
585@ = 262.7647 
226@ = -17.3116 
346@ = 1265.996 
466@ = 7.1868 
586@ = 269.9033 
227@ = 207.218 
347@ = 1174.193 
467@ = 13.9973 
587@ = 316.9584 
228@ = 339.0704 
348@ = 1382.287 
468@ = 6.1753 
588@ = 342.3971 
229@ = 388.3414 
349@ = 1547.929 
469@ = 13.8468 
589@ = 343.6689 
230@ = 633.4001 
350@ = 1754.867 
470@ = 3.9566 
590@ = 317.1131 
231@ = 669.8152 
351@ = 2168.323 
471@ = 20.5117 
591@ = 358.9947 
232@ = 689.647 
352@ = 2565.16 
472@ = 27.2334 
592@ = 311.5221 
233@ = 891.8608 
353@ = 2603.754 
473@ = 9.595 
593@ = 247.505 
234@ = 1044.021 
354@ = 2515.857 
474@ = 9.6323 
594@ = 231.5339 
235@ = 1244.597 
355@ = 2379.124 
475@ = 12.6162 
595@ = 243.279 
236@ = 1443.869 
356@ = 2448.945 
476@ = 5.7498 
596@ = 288.6619 
237@ = 1666.893 
357@ = 2445.993 
477@ = 6.0409 
597@ = 251.8771 
238@ = 1788.89 
358@ = 2302.641 
478@ = 4.9096 
598@ = 178.4221 
239@ = 1787.288 
359@ = 2020.553 
479@ = 2.9839 
599@ = 180.0315 
240@ = 1757.569 
360@ = 1803.75 
480@ = 6.6726 
600@ = 151.3169 
241@ = 1719.659 
361@ = 1733.205 
481@ = 9.6719 
601@ = 76.1769 
242@ = 1647.86 
362@ = 1740.389 
482@ = 9.6719 
602@ = 353.7883 
243@ = 1666.322 
363@ = 1871.767 
483@ = 9.6797 
603@ = 276.203 
244@ = 1707.177 
364@ = 1939.953 
484@ = 9.6719 
604@ = 1.2039 
245@ = 1736.212 
365@ = 2053.139 
485@ = 9.6797 
605@ = 263.9626 
246@ = 1897.32 
366@ = 2044.712 
486@ = 9.6719 
606@ = 254.9706 
247@ = 1994.816 
367@ = 2022.869 
487@ = 9.6797 
607@ = 270.1811 
248@ = 2126.005 
368@ = 2014.889 
488@ = 9.6719 
608@ = 199.0654 
249@ = 2126.798 
369@ = 1885.59 
489@ = 9.6797 
609@ = 178.0925 
250@ = 2098.335 
370@ = 1802.86 
490@ = 9.6797 
610@ = 156.4693 
251@ = 2056.644 
371@ = 1720.575 
491@ = 9.6719 
611@ = 156.0535 
252@ = 2049.26 
372@ = 1554.789 
492@ = 9.6719 
612@ = 179.2217 
253@ = 2050.827 
373@ = 1403.362 
493@ = 9.6719 
613@ = 179.9112 
254@ = 2048.7 
374@ = 1089.746 
494@ = 9.6641 
614@ = 179.8144 
751@ = 2046.0 
752@ = 979.0 
753@ = 9.49 
836@ = 104 
126@ = 9 
04AF: 837@ = 154 // = constant 
04AF: 838@ = 18 // = constant 
04AF: 839@ = 45 // = constant 
04AF: 840@ = 18 // = constant 
04AF: 841@ = 45 // = constant 
04AF: 842@ = 154 // = constant 
04AF: 843@ = 154 // = constant 
04AF: 844@ = 167 // = constant 
04AF: 845@ = 167 // = constant 
04AF: 846@ = 167 // = constant 
04AF: 847@ = 167 // = constant 
04AF: 848@ = 167 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
04AF: 853@ = 510 // = constant 
04AF: 854@ = 510 // = constant 
04AF: 855@ = 510 // = constant 
04AF: 856@ = 510 // = constant 
04AF: 857@ = 510 // = constant 
04AF: 858@ = 510 // = constant 
04AF: 859@ = 510 // = constant 
04AF: 860@ = 510 // = constant 
778@ = 50.0 
779@ = 40.0 
780@ = 30.0 
781@ = 2.23 
782@ = 2.1 
783@ = 1.8 
784@ = 1.33 
785@ = 1.3 
786@ = 1.25 
703@ = 2.3 
715@ = -6.0 
704@ = 3.0 
716@ = -4.0 
705@ = 5.0 
717@ = -4.0 
706@ = 2.6 
718@ = -1.0 
707@ = 5.0 
719@ = 5.0 
708@ = 0.0 
720@ = -4.0 
709@ = -4.0 
721@ = 0.0 
710@ = 0.0 
722@ = 0.9 
711@ = 3.1 
723@ = -4.0 
712@ = 3.0 
724@ = -5.0 
713@ = -5.0 
725@ = -3.0 
714@ = -2.0 
726@ = 4.0 
754@ = 0 
755@ = 0 
756@ = 0 
757@ = 0 
758@ = 0 
759@ = 0 
760@ = 0 
761@ = 0 
762@ = 0 
763@ = 0 
764@ = 0 
765@ = 0 
jump @TRIA_8781 
06D5: 974@ = create_racing_checkpoint_at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 974@ 

:TRIA_8781
0087: 787@ = 778@ // (float) 
0087: 788@ = 781@ // (float) 
0087: 789@ = 784@ // (float) 

:TRIA_8805
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRIA_8832 
wait 0 
jump @TRIA_8805 

:TRIA_8832
0395: clear_area 0 at 151@ 271@ 391@ radius 1000001.0 
03CB: set_rendering_origin_at 151@ 271@ 391@ 
08E7: disable_entrance_markers 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 861@ = 836@ // (int) 
861@ -= 1 
766@ = 0 
767@ = 0 
768@ = 0 
769@ = 0 
0085: 934@ = 126@ // (int) 

:TRIA_8930
if 
001D:   934@ > 767@ // (int) 
else_jump @TRIA_8974 
935@(767@,12i) = 0 
767@ += 1 
jump @TRIA_8930 

:TRIA_8974
018A: 947@ = create_checkpoint_at 151@ 271@ 391@ 
948@ = 0 

:TRIA_8995
wait 0 
01BD: $15 = current_time_in_ms 
950@ = 0 
767@ = 0 
if 
  948@ == 0 
else_jump @TRIA_9266 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRIA_9266 
00A1: put_actor $PLAYER_ACTOR at 151@ 271@ 391@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 152@ 272@ radius 100.0 100.0 
else_jump @TRIA_9266 
766@ = 0 
0088: $72 = 151@ // (float) 
$72 += 4.0 
0088: $73 = 271@ // (float) 
$73 += 4.0 
0088: $74 = 391@ // (float) 
$74 += 6.0 
0087: 793@ = 151@ // (float) 
793@ -= 7.0 
0087: 794@ = 271@ // (float) 
794@ -= 7.0 
0087: 795@ = 391@ // (float) 
795@ -= 7.0 
948@ += 1 

:TRIA_9266
if 
  948@ == 1 
else_jump @TRIA_9359 
0247: load_model 154 
0247: load_model 18 
0247: load_model 45 
0247: load_model 167 
0247: load_model 510 

:TRIA_9307
if or
8248:   not model 154 available 
8248:   not model 18 available 
8248:   not model 45 available 
8248:   not model 167 available 
8248:   not model 510 available 
else_jump @TRIA_9352 
wait 0 
jump @TRIA_9307 

:TRIA_9352
948@ = 2 

:TRIA_9359
if 
  948@ == 2 
else_jump @TRIA_11299 
00A5: 776@ = create_car 849@ at 151@ 271@ 391@ 
039F: set_car 776@ race_to 152@ 272@ 
0085: 770@ = 934@ // (int) 
770@ -= 1 
00A5: 777@ = create_car 849@ at 151@(830@,120f) 271@(830@,120f) -100.0 
0175: set_car 777@ Z_angle_to 511@(830@,120f) 
0407: store_coords_to 793@ 794@ 795@ from_car 777@ with_offset 793@ 794@ 795@ 
0174: 799@ = car 777@ Z_angle 
0087: 795@ = 391@ // (float) 
767@ = 0 

:TRIA_9505
if 
001D:   934@ > 767@ // (int) 
else_jump @TRIA_11059 
0085: 768@ = 767@ // (int) 
768@ /= 2 
768@ *= 2 
if 
003B:   768@ == 767@ // (int) 
else_jump @TRIA_9623 
$72 = 1.5 
0085: 769@ = 767@ // (int) 
769@ *= 2 
0093: 796@ = integer 769@ to_float 
796@ *= -1.0 
0088: $73 = 796@ // (float) 
jump @TRIA_9681 

:TRIA_9623
$72 = -1.5 
0085: 769@ = 767@ // (int) 
769@ -= 1 
769@ *= 2 
0093: 796@ = integer 769@ to_float 
796@ *= -1.0 
0088: $73 = 796@ // (float) 

:TRIA_9681
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset $72 $73 $74 
0174: 797@ = car 776@ Z_angle 
0088: $74 = 391@ // (float) 
0089: 862@(767@,12f) = $72 // (float) 
0089: 874@(767@,12f) = $73 // (float) 
02CE: $74 = ground_z_at $72 $73 $74 
0089: 886@(767@,12f) = $74 // (float) 
if 
001D:   770@ > 767@ // (int) 
else_jump @TRIA_10303 
009A: 922@(767@,12i) = create_actor_pedtype 4 model 837@(767@,12i) at $72 $73 -100.0 
02A9: set_actor 922@(767@,12i) immune_to_nonplayer 1 
060B: set_actor 922@(767@,12i) decision_maker_to 824@ 
139@(767@,12i) = 0 
812@(767@,12i) = 0 
0173: set_actor 922@(767@,12i) Z_angle_to 511@ 
04D8: set_actor 922@(767@,12i) drowns_in_water 0 
054E: clear_actor 922@(767@,12i) damage 
054A: set_actor 922@(767@,12i) can_be_shot_in_a_car 0 
if 
  139@(767@,12i) == 0 
else_jump @TRIA_10296 
0085: 768@ = 767@ // (int) 
768@ /= 2 
768@ *= 2 
if 
003B:   768@ == 767@ // (int) 
else_jump @TRIA_10027 
$72 = 3.5 
0085: 769@ = 767@ // (int) 
769@ *= 2 
0093: 796@ = integer 769@ to_float 
796@ *= -1.0 
0088: $73 = 796@ // (float) 
jump @TRIA_10085 

:TRIA_10027
$72 = -3.5 
0085: 769@ = 767@ // (int) 
769@ -= 1 
769@ *= 2 
0093: 796@ = integer 769@ to_float 
796@ *= -1.0 
0088: $73 = 796@ // (float) 

:TRIA_10085
0407: store_coords_to $72 $73 $74 from_car 777@ with_offset $72 $73 $74 
00A5: 910@(767@,12i) = create_car 849@(767@,12i) at $72 $73 -100.0 
0A21: set_car 910@(767@,12i) not_affected_by_cheats 1 
0423: set_car 910@(767@,12i) improved_handling_to 1.5 // (float) 
139@(767@,12i) = 1 
072F: enable_car 910@(767@,12i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0175: set_car 910@(767@,12i) Z_angle_to 175.0 
02AC: set_car 910@(767@,12i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 910@(767@,12i) health_to 2000 
039C: set_car 910@(767@,12i) watertight 1 
03AB: set_car 910@(767@,12i) strong 1 
03ED: set_car 910@(767@,12i) disable_flipped_explosion_when_empty 1 
04E0: car 910@(767@,12i) abandon_path_radius 5 
053F: set_car 910@(767@,12i) tires_vulnerability 0 

:TRIA_10296
jump @TRIA_11045 

:TRIA_10303
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -4.0435 6.5755 -0.8 
0376: 962@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 962@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -5.6392 2.9435 -0.8 
0376: 951@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 951@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -6.0071 -2.0778 -0.8 
0376: 952@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 952@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -7.6039 -5.0807 -0.8 
0376: 953@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 953@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -7.0724 -6.4057 -0.8 
0376: 954@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 954@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -5.9988 -13.553 -0.8 
0376: 955@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 955@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 6.073 -15.2059 -0.8 
0376: 956@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 956@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 7.2639 -12.9933 -0.8 
0376: 957@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 957@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 5.8429 -7.7069 -0.8 
0376: 958@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 958@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 8.4135 -3.7971 -0.8 
0376: 959@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 959@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 6.2507 0.3634 -0.8 
0376: 960@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 960@ turn_to_and_look_at 151@ 271@ 391@ 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 8.6397 2.419 -0.8 
0376: 961@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 961@ turn_to_and_look_at 151@ 271@ 391@ 
0164: disable_marker 947@ 
018A: 947@ = create_checkpoint_at 862@(770@,12f) 874@(770@,12f) 886@(770@,12f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 922@(767@,12i) = $PLAYER_ACTOR // (int) 
0085: 949@ = 767@ // (int) 

:TRIA_11045
767@ += 1 
jump @TRIA_9505 

:TRIA_11059
948@ += 1 
00A6: destroy_car 776@ 
00A6: destroy_car 777@ 
00A5: 777@ = create_car 849@ at 151@(830@,120f) 271@(830@,120f) 391@(830@,120f) 
0175: set_car 777@ Z_angle_to 511@(830@,120f) 
0407: store_coords_to 803@ 804@ 805@ from_car 777@ with_offset 5.0 -15.0 0.0 
0175: set_car 777@ Z_angle_to 799@ 
00A5: 910@(949@,12i) = create_car 510 at 803@ 804@ -100.0 
0175: set_car 910@(949@,12i) Z_angle_to 799@ 
039C: set_car 910@(949@,12i) watertight 1 
00A6: destroy_car 777@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRIA_11257 
00A1: put_actor $PLAYER_ACTOR at 862@(949@,12f) 874@(949@,12f) 886@(949@,12f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to 511@ 
0373: set_camera_directly_behind_player 

:TRIA_11257
02A3: enable_widescreen 1 
wait 500 
fade 1 3000 

:TRIA_11273
if 
fading 
else_jump @TRIA_11297 
wait 0 
jump @TRIA_11273 

:TRIA_11297
00BE: text_clear_all 

:TRIA_11299
if 
  948@ == 3 
else_jump @TRIA_11510 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRIA_11510 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 770@ = 934@ // (int) 
770@ -= 1 
767@ = 0 

:TRIA_11411
if 
001D:   770@ > 767@ // (int) 
else_jump @TRIA_11487 
if 
0118:   actor 922@(767@,12i) dead 
else_jump @TRIA_11473 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22231 

:TRIA_11473
767@ += 1 
jump @TRIA_11411 

:TRIA_11487
008B: 963@ = $15 // (int) 
963@ += 999 
948@ += 1 

:TRIA_11510
if 
  948@ == 4 
else_jump @TRIA_11608 
if 
001E:   $15 > 963@ // (int) 
else_jump @TRIA_11608 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 963@ = $15 // (int) 
963@ += 999 
948@ += 1 

:TRIA_11608
if 
  948@ == 5 
else_jump @TRIA_11706 
if 
001E:   $15 > 963@ // (int) 
else_jump @TRIA_11706 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 963@ = $15 // (int) 
963@ += 999 
948@ += 1 

:TRIA_11706
if 
  948@ == 6 
else_jump @TRIA_11933 
if 
001E:   $15 > 963@ // (int) 
else_jump @TRIA_11933 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRIA_11933 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 775@ = $15 // (int) 
0085: 770@ = 934@ // (int) 
770@ -= 1 
767@ = 0 

:TRIA_11855
if 
001D:   770@ > 767@ // (int) 
else_jump @TRIA_11919 
if 
8119:   not car 910@(767@,12i) wrecked 
else_jump @TRIA_11905 
02AA: set_car 910@(767@,12i) immune_to_nonplayer 0 

:TRIA_11905
767@ += 1 
jump @TRIA_11855 

:TRIA_11919
963@ = 0 
948@ += 1 

:TRIA_11933
if 
  948@ > 6 
else_jump @TRIA_19293 

:TRIA_11951
if 
001D:   934@ > 767@ // (int) 
else_jump @TRIA_18612 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @TRIA_18598 
if 
8118:   not actor 922@(767@,12i) dead 
else_jump @TRIA_14949 
if 
  948@ == 8 
else_jump @TRIA_14942 
if 
87D6:   not  922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_14942 
if 
003B:   935@(949@,12i) == 935@(767@,12i) // (int) 
else_jump @TRIA_12189 
00A0: store_actor 922@(767@,12i) position_to $72 $73 $74 
0509: 965@ = distance_between_XY $72 $73 and_XY 862@(767@,12f) 874@(767@,12f) 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0509: 798@ = distance_between_XY $72 $73 and_XY 862@(767@,12f) 874@(767@,12f) 
if 
0025:   798@ > 965@ // (float) 
else_jump @TRIA_12182 
950@ += 1 

:TRIA_12182
jump @TRIA_12223 

:TRIA_12189
if 
001D:   935@(767@,12i) > 935@(949@,12i) // (int) 
else_jump @TRIA_12223 
950@ += 1 

:TRIA_12223
if 
80EC:   not actor 922@(767@,12i) sphere 0 near_point 90@(767@,12f) 102@(767@,12f) radius 2.0 2.0 
else_jump @TRIA_12439 
00A0: store_actor 922@(767@,12i) position_to 90@(767@,12f) 102@(767@,12f) $74 
if and
002D:   935@(767@,12i) >= 827@ // (int) 
002D:   829@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_12361 
008B: 127@(767@,12i) = $15 // (int) 
127@(767@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12361
if 
003B:   935@(767@,12i) == 830@ // (int) 
else_jump @TRIA_12415 
008B: 127@(767@,12i) = $15 // (int) 
127@(767@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12415
008B: 127@(767@,12i) = $15 // (int) 
127@(767@,12i) += 4000 

:TRIA_12439
if and
002D:   935@(767@,12i) >= 834@ // (int) 
002D:   835@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_12640 
if 
0611:   actor 922@(767@,12i) performing_animation "SPRINT_PANIC" 
else_jump @TRIA_12534 
0393: actor 922@(767@,12i) perform_animation "SPRINT_PANIC" at 789@ times_normal_rate 

:TRIA_12534
if 
0611:   actor 922@(767@,12i) performing_animation "RUN_CIVI" 
else_jump @TRIA_12586 
0393: actor 922@(767@,12i) perform_animation "RUN_CIVI" at 789@ times_normal_rate 

:TRIA_12586
if 
0611:   actor 922@(767@,12i) performing_animation "WALK_CIVI" 
else_jump @TRIA_12640 
0393: actor 922@(767@,12i) perform_animation "WALK_CIVI" at 789@ times_normal_rate 

:TRIA_12640
if 
00EC:   actor 922@(767@,12i) sphere 0 near_point 90@(767@,12f) 102@(767@,12f) radius 3.0 3.0 
else_jump @TRIA_14201 
if 
001E:   $15 > 127@(767@,12i) // (int) 
else_jump @TRIA_14201 
if and
002D:   935@(767@,12i) >= 827@ // (int) 
002D:   829@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_13220 
if 
04AD:   actor 922@(767@,12i) in_water 
else_jump @TRIA_13197 
0087: 793@ = 862@(767@,12f) // (float) 
005B: 793@ += 703@(767@,12f) // (float) 
0087: 794@ = 874@(767@,12f) // (float) 
005B: 794@ += 715@(767@,12f) // (float) 
if 
001D:   935@(767@,12i) > 827@ // (int) 
else_jump @TRIA_12982 
if 
   not 3 > 935@(767@,12i) 
else_jump @TRIA_12939 
062E: get_actor 922@(767@,12i) task 2017 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_12932 
07E1: AS_actor 922@(767@,12i) swim_to 793@ 794@ 886@(767@,12f) 
0A28: set_actor 922@(767@,12i) swimming_speed_to 788@ 

:TRIA_12932
jump @TRIA_12975 

:TRIA_12939
07E1: AS_actor 922@(767@,12i) swim_to 793@ 794@ 886@(767@,12f) 
0A28: set_actor 922@(767@,12i) swimming_speed_to 2.2 

:TRIA_12975
jump @TRIA_13190 

:TRIA_12982
if 
82CB:   not actor 922@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_13190 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 10.0 
else_jump @TRIA_13190 
00A1: put_actor 922@(767@,12i) at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) 
0173: set_actor 922@(767@,12i) Z_angle_to 511@(767@,120f) 
0687: clear_actor 922@(767@,12i) task 
062E: get_actor 922@(767@,12i) task 2017 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_13190 
07E1: AS_actor 922@(767@,12i) swim_to 793@ 794@ 886@(767@,12f) 
0A28: set_actor 922@(767@,12i) swimming_speed_to 788@ 

:TRIA_13190
jump @TRIA_13220 

:TRIA_13197
if 
003B:   935@(767@,12i) == 829@ // (int) 
else_jump @TRIA_13220 

:TRIA_13220
if and
002D:   935@(767@,12i) >= 831@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_14058 
if 
8119:   not car 910@(767@,12i) wrecked 
else_jump @TRIA_14058 
0871: init_jump_table 812@(767@,12i) total_jumps 2 default_jump 1 @TRIA_13667 jumps 0 @TRIA_13342 1 @TRIA_13417 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 

:TRIA_13342
0615: define_AS_pack_begin 811@ 
05D3: AS_actor -1 goto_point 800@ 801@ 802@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 910@(767@,12i) as_driver -2 ms 
0616: define_AS_pack_end 811@ 
0618: assign_actor 922@(767@,12i) to_AS_pack 811@ 
061B: remove_references_to_AS_pack 811@ 
812@(767@,12i) = 1 
jump @TRIA_14058 

:TRIA_13417
if 
82CB:   not actor 922@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 10.0 
else_jump @TRIA_13660 
if 
80DB:   not actor 922@(767@,12i) in_car 910@(767@,12i) 
else_jump @TRIA_13660 
if 
82CA:   not car 910@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
80DF:   not actor 922@(767@,12i) driving 
else_jump @TRIA_13660 
046C: 806@ = car 910@(767@,12i) driver 
if 
  806@ == -1 
else_jump @TRIA_13660 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
036A: put_actor 922@(767@,12i) in_car 910@(767@,12i) 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 
812@(767@,12i) = 2 

:TRIA_13660
jump @TRIA_14058 

:TRIA_13667
if 
82CB:   not actor 922@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 10.0 
else_jump @TRIA_14051 
if 
82CA:   not car 910@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
046C: 806@ = car 910@(767@,12i) driver 
if 
  806@ == -1 
else_jump @TRIA_14051 
062E: get_actor 922@(767@,12i) task 1489 status_store_to 739@(767@,12i) // ret 7 if not found 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_14051 
if 
80DB:   not actor 922@(767@,12i) in_car 910@(767@,12i) 
else_jump @TRIA_13957 
046C: 806@ = car 910@(767@,12i) driver 
if 
  806@ == -1 
else_jump @TRIA_13950 
036A: put_actor 922@(767@,12i) in_car 910@(767@,12i) 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 

:TRIA_13950
jump @TRIA_14051 

:TRIA_13957
00A1: put_actor 922@(767@,12i) at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) 
039F: set_car 910@(767@,12i) race_to 862@(767@,12f) 874@(767@,12f) 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 

:TRIA_14051
jump @TRIA_14058 

:TRIA_14058
if and
002D:   935@(767@,12i) >= 834@ // (int) 
002D:   835@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_14201 
if 
82CB:   not actor 922@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_14201 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 10.0 
else_jump @TRIA_14201 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
00A1: put_actor 922@(767@,12i) at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) 

:TRIA_14201
if 
00DF:   actor 922@(767@,12i) driving 
else_jump @TRIA_14252 
0085: 770@ = 935@(949@,12i) // (int) 
770@ += 5 
03C0: 776@ = actor 922@(767@,12i) car 

:TRIA_14252
766@ = 0 
769@ = 0 

:TRIA_14266
if 
001D:   934@ > 766@ // (int) 
else_jump @TRIA_14348 
0085: 966@ = 935@(766@,12i) // (int) 
966@ -= 2 
if 
001D:   966@ > 935@(767@,12i) // (int) 
else_jump @TRIA_14334 
769@ += 1 

:TRIA_14334
766@ += 1 
jump @TRIA_14266 

:TRIA_14348
if 
  769@ > 0 
else_jump @TRIA_14942 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
if 
8118:   not actor 922@(767@,12i) dead 
else_jump @TRIA_14942 
if 
8104:   not actor $PLAYER_ACTOR near_actor 922@(767@,12i) radius 30.0 30.0 30.0 sphere 0 
else_jump @TRIA_14942 
if 
82CB:   not actor 922@(767@,12i) bounding_sphere_visible 
else_jump @TRIA_14942 
if 
838A:   not any_car_in_cube_cornerA 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) cornerB 4.0 4.0 3.0 
else_jump @TRIA_14942 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 4.0 
else_jump @TRIA_14942 
00A1: put_actor 922@(767@,12i) at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) 
0687: clear_actor 922@(767@,12i) task 
062E: get_actor 922@(767@,12i) task 1489 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_14942 
if and
002D:   935@(767@,12i) >= 831@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_14942 
if 
00DF:   actor 922@(767@,12i) driving 
else_jump @TRIA_14760 
03C0: 776@ = actor 922@(767@,12i) car 
0175: set_car 776@ Z_angle_to 511@(767@,120f) 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 
jump @TRIA_14942 

:TRIA_14760
if 
8119:   not car 910@(767@,12i) wrecked 
else_jump @TRIA_14942 
if 
80DB:   not actor 922@(767@,12i) in_car 910@(767@,12i) 
else_jump @TRIA_14942 
if 
80DB:   not actor $PLAYER_ACTOR in_car 910@(767@,12i) 
else_jump @TRIA_14942 
046C: 806@ = car 910@(767@,12i) driver 
if 
  806@ == -1 
else_jump @TRIA_14942 
0687: clear_actor 922@(767@,12i) task 
036A: put_actor 922@(767@,12i) in_car 910@(767@,12i) 
0175: set_car 910@(767@,12i) Z_angle_to 511@(767@,120f) 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 

:TRIA_14942
jump @TRIA_15051 

:TRIA_14949
if and
051A:   actor 922@(767@,12i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 922@(767@,12i) dead 
else_jump @TRIA_15051 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_15051 
if 
851B:   not actor 922@(767@,12i) damaged_by_car 910@(949@,12i) 
else_jump @TRIA_15051 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22231 

:TRIA_15051
if 
8118:   not actor 922@(767@,12i) dead 
else_jump @TRIA_16445 
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_15193 
if 
  790@ == 0 
else_jump @TRIA_15193 
if 
80FE:   not actor 922@(767@,12i) sphere 0 in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 600.0 600.0 600.0 
else_jump @TRIA_15193 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22231 

:TRIA_15193
if 
001D:   935@(767@,12i) > 835@ // (int) 
else_jump @TRIA_15299 
if 
  754@(767@,12i) == 0 
else_jump @TRIA_15299 
0615: define_AS_pack_begin 811@ 
05D3: AS_actor -1 goto_point 751@ 752@ 753@ mode 7 time -2 ms // versionA 
05BD: AS_actor -1 tired -2 ms 
0616: define_AS_pack_end 811@ 
0618: assign_actor 922@(767@,12i) to_AS_pack 811@ 
061B: remove_references_to_AS_pack 811@ 
754@(767@,12i) = 1 

:TRIA_15299
if and
002D:   935@(767@,12i) >= 834@ // (int) 
002D:   835@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_15703 
if 
00FE:   actor 922@(767@,12i) sphere 0 in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_15703 
if 
003B:   935@(767@,12i) == 834@ // (int) 
else_jump @TRIA_15429 
jump @TRIA_19300 
jump @TRIA_15477 

:TRIA_15429
062E: get_actor 922@(767@,12i) task 2606 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_15477 
jump @TRIA_19300 

:TRIA_15477
if 
003B:   935@(767@,12i) == 836@ // (int) 
else_jump @TRIA_15703 
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_15592 
950@ += 1 
if 
  1 >= 950@ 
else_jump @TRIA_15562 
jump @TRIA_22249 
jump @TRIA_15585 

:TRIA_15562
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22231 

:TRIA_15585
jump @TRIA_15703 

:TRIA_15592
06C7: AS_actor 922@(767@,12i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 792@ = 935@(767@,12i) // (int) 
792@ -= 1 
if 
80C2:   not sphere_onscreen 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 30.0 
else_jump @TRIA_15703 
if 
8119:   not car 776@ wrecked 
else_jump @TRIA_15703 
039F: set_car 776@ race_to 151@(767@,120f) 271@(767@,120f) 

:TRIA_15703
if and
002D:   935@(767@,12i) >= 829@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_16268 
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_16110 
if and
002D:   935@(767@,12i) >= 831@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_15961 
if 
0100:   actor 922@(767@,12i) in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_15954 
0085: 773@ = 831@ // (int) 
773@ += 1 
if 
001D:   935@(767@,12i) > 773@ // (int) 
else_jump @TRIA_15947 
062E: get_actor 922@(767@,12i) task 1489 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_15940 
jump @TRIA_19300 

:TRIA_15940
jump @TRIA_15954 

:TRIA_15947
jump @TRIA_19300 

:TRIA_15954
jump @TRIA_16103 

:TRIA_15961
if 
00FE:   actor 922@(767@,12i) sphere 0 in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16103 
if 
  2 > 935@(767@,12i) 
else_jump @TRIA_16096 
062E: get_actor 922@(767@,12i) task 2017 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_16089 
jump @TRIA_19300 

:TRIA_16089
jump @TRIA_16103 

:TRIA_16096
jump @TRIA_19300 

:TRIA_16103
jump @TRIA_16268 

:TRIA_16110
if 
0100:   actor 922@(767@,12i) in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_16268 
0085: 773@ = 831@ // (int) 
773@ += 1 
if 
001D:   935@(767@,12i) > 773@ // (int) 
else_jump @TRIA_16261 
062E: get_actor 922@(767@,12i) task 1489 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_16254 
jump @TRIA_19300 

:TRIA_16254
jump @TRIA_16268 

:TRIA_16261
jump @TRIA_19300 

:TRIA_16268
if and
002D:   935@(767@,12i) >= 827@ // (int) 
001D:   829@ > 935@(767@,12i) // (int) 
else_jump @TRIA_16445 
if 
00FE:   actor 922@(767@,12i) sphere 0 in_sphere 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16445 
if 
  2 > 935@(767@,12i) 
else_jump @TRIA_16438 
062E: get_actor 922@(767@,12i) task 2017 status_store_to 739@(767@,12i) // ret 7 if not found 
if 
04A4:   739@(767@,12i) == 7 // == constant 
else_jump @TRIA_16431 
jump @TRIA_19300 

:TRIA_16431
jump @TRIA_16445 

:TRIA_16438
jump @TRIA_19300 

:TRIA_16445
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_18598 
if and
002D:   935@(767@,12i) >= 831@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_17258 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_17233 
if 
80DB:   not actor $PLAYER_ACTOR in_car 910@(949@,12i) 
else_jump @TRIA_16933 
if 
  790@ == 0 
else_jump @TRIA_16658 
06D6: disable_racing_checkpoint 974@ 
0164: disable_marker 947@ 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_16613 
0186: 947@ = create_marker_above_car 910@(949@,12i) 
07E0: set_marker 947@ type_to 1 

:TRIA_16613
0085: 807@ = 767@ // (int) 
874@(767@,12f) += 1000.0 
008B: 808@ = $15 // (int) 
808@ += 25400 
790@ = 1 

:TRIA_16658
0085: 772@ = 808@ // (int) 
0064: 772@ -= $15 // (int) 
772@ /= 1000 
if 
  1 > 772@ 
else_jump @TRIA_16707 
772@ = 0 

:TRIA_16707
if 
001E:   $15 > 808@ // (int) 
else_jump @TRIA_16751 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
jump @TRIA_22231 
return 

:TRIA_16751
09C1: add_next_text_to_brief_history 0 
if 
  772@ == 1 
else_jump @TRIA_16799 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 772@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @TRIA_16818 

:TRIA_16799
01E5: show_text_1number_highpriority GXT 'RACES50' number 772@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:TRIA_16818
if 
003B:   935@(767@,12i) == 836@ // (int) 
else_jump @TRIA_16926 
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_16926 
950@ += 1 
if 
  1 >= 950@ 
else_jump @TRIA_16903 
jump @TRIA_22249 
jump @TRIA_16926 

:TRIA_16903
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22231 

:TRIA_16926
jump @TRIA_17226 

:TRIA_16933
if 
  790@ == 1 
else_jump @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 947@ 
874@(767@,12f) -= 1000.0 
768@ = 0 
0085: 770@ = 126@ // (int) 
770@ -= 1 
018A: 947@ = create_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) 
0165: set_marker 947@ color_to 0 
018B: set_marker 947@ radar_mode 2 
0168: set_marker 947@ size 3 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_17128 
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17219 

:TRIA_17128
0085: 770@ = 935@(807@,12i) // (int) 
770@ += 1 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_17177 
770@ = 1 

:TRIA_17177
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 

:TRIA_17219
790@ = 0 

:TRIA_17226
jump @TRIA_17258 

:TRIA_17233
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
jump @TRIA_22231 
return 

:TRIA_17258
0085: 773@ = 834@ // (int) 
773@ += 1 
if and
002D:   935@(767@,12i) >= 834@ // (int) 
001D:   773@ > 935@(767@,12i) // (int) 
else_jump @TRIA_17928 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_17928 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TRIA_17635 
if 
  790@ == 0 
else_jump @TRIA_17468 
00D9: 910@(949@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 974@ 
0164: disable_marker 947@ 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_17423 
0186: 947@ = create_marker_above_car 910@(949@,12i) 
07E0: set_marker 947@ type_to 1 

:TRIA_17423
0085: 807@ = 767@ // (int) 
874@(767@,12f) += 1000.0 
008B: 808@ = $15 // (int) 
808@ += 25400 
790@ = 1 

:TRIA_17468
0085: 772@ = 808@ // (int) 
0064: 772@ -= $15 // (int) 
772@ /= 1000 
if 
  1 > 772@ 
else_jump @TRIA_17517 
772@ = 0 

:TRIA_17517
if 
001E:   $15 > 808@ // (int) 
else_jump @TRIA_17561 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22231 
return 

:TRIA_17561
09C1: add_next_text_to_brief_history 0 
if 
  772@ == 1 
else_jump @TRIA_17609 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 772@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_17628 

:TRIA_17609
01E5: show_text_1number_highpriority GXT 'RACES48' number 772@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_17628
jump @TRIA_17928 

:TRIA_17635
if 
  790@ == 1 
else_jump @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 947@ 
874@(767@,12f) -= 1000.0 
768@ = 0 
0085: 770@ = 126@ // (int) 
770@ -= 1 
018A: 947@ = create_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) 
0165: set_marker 947@ color_to 0 
018B: set_marker 947@ radar_mode 2 
0168: set_marker 947@ size 3 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_17830 
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17921 

:TRIA_17830
0085: 770@ = 935@(807@,12i) // (int) 
770@ += 1 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_17879 
770@ = 1 

:TRIA_17879
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 

:TRIA_17921
790@ = 0 

:TRIA_17928
0085: 773@ = 834@ // (int) 
773@ += 1 
if and
002D:   935@(767@,12i) >= 773@ // (int) 
002D:   835@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_18598 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_18598 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @TRIA_18305 
if 
  790@ == 0 
else_jump @TRIA_18138 
00D9: 910@(949@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 974@ 
0164: disable_marker 947@ 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_18093 
0186: 947@ = create_marker_above_car 910@(949@,12i) 
07E0: set_marker 947@ type_to 1 

:TRIA_18093
0085: 807@ = 767@ // (int) 
874@(767@,12f) += 1000.0 
008B: 808@ = $15 // (int) 
808@ += 5000 
790@ = 1 

:TRIA_18138
0085: 772@ = 808@ // (int) 
0064: 772@ -= $15 // (int) 
772@ /= 1000 
if 
  1 > 772@ 
else_jump @TRIA_18187 
772@ = 0 

:TRIA_18187
if 
001E:   $15 > 808@ // (int) 
else_jump @TRIA_18231 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22231 
return 

:TRIA_18231
09C1: add_next_text_to_brief_history 0 
if 
  772@ == 1 
else_jump @TRIA_18279 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 772@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_18298 

:TRIA_18279
01E5: show_text_1number_highpriority GXT 'RACES48' number 772@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_18298
jump @TRIA_18598 

:TRIA_18305
if 
  790@ == 1 
else_jump @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 947@ 
874@(767@,12f) -= 1000.0 
768@ = 0 
0085: 770@ = 126@ // (int) 
770@ -= 1 
018A: 947@ = create_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) 
0165: set_marker 947@ color_to 0 
018B: set_marker 947@ radar_mode 2 
0168: set_marker 947@ size 3 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_18500 
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_18591 

:TRIA_18500
0085: 770@ = 935@(807@,12i) // (int) 
770@ += 1 
if 
003B:   935@(807@,12i) == 861@ // (int) 
else_jump @TRIA_18549 
770@ = 1 

:TRIA_18549
06D5: 974@ = create_racing_checkpoint_at 862@(807@,12f) 874@(807@,12f) 886@(807@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 

:TRIA_18591
790@ = 0 

:TRIA_18598
767@ += 1 
jump @TRIA_11951 

:TRIA_18612
950@ += 1 
01BD: $15 = current_time_in_ms 
0A51:   is_widget_pressed 176 
008B: 967@ = $15 // (int) 
0062: 967@ -= 775@ // (int) 
967@ /= 1000 
0093: 968@ = integer 950@ to_float 
0093: 969@ = integer 126@ to_float 
0093: 970@ = integer 967@ to_float 
0A73: set_widget_value3 176 968@ 969@ 970@ 
0A89: unknown 176 0.0 0.0 
if 
  7 >= 950@ 
else_jump @TRIA_18975 
0087: 787@ = 778@ // (float) 
0087: 788@ = 781@ // (float) 
0087: 789@ = 784@ // (float) 
if 
  $3198 == 2 
else_jump @TRIA_18831 
if or
  935@(767@,12i) == 19 
  935@(767@,12i) == 20 
  935@(767@,12i) == 37 
  935@(767@,12i) == 38 
else_jump @TRIA_18831 
787@ = 20.0 

:TRIA_18831
if 
  $3198 == 2 
else_jump @TRIA_18903 
if or
  935@(767@,12i) == 69 
  935@(767@,12i) == 70 
  935@(767@,12i) == 71 
else_jump @TRIA_18903 
787@ = 20.0 

:TRIA_18903
if 
  $3198 == 2 
else_jump @TRIA_18975 
if or
  935@(767@,12i) == 89 
  935@(767@,12i) == 90 
  935@(767@,12i) == 91 
else_jump @TRIA_18975 
787@ = 20.0 

:TRIA_18975
if and
  950@ > 7 
  9 > 950@ 
else_jump @TRIA_19251 
0087: 787@ = 779@ // (float) 
0087: 788@ = 782@ // (float) 
0087: 789@ = 785@ // (float) 
if 
  $3198 == 2 
else_jump @TRIA_19107 
if or
  935@(767@,12i) == 19 
  935@(767@,12i) == 20 
  935@(767@,12i) == 37 
  935@(767@,12i) == 38 
else_jump @TRIA_19107 
787@ = 20.0 

:TRIA_19107
if 
  $3198 == 2 
else_jump @TRIA_19179 
if or
  935@(767@,12i) == 69 
  935@(767@,12i) == 70 
  935@(767@,12i) == 71 
else_jump @TRIA_19179 
787@ = 20.0 

:TRIA_19179
if 
  $3198 == 2 
else_jump @TRIA_19251 
if or
  935@(767@,12i) == 91 
  935@(767@,12i) == 92 
  935@(767@,12i) == 93 
else_jump @TRIA_19251 
787@ = 20.0 

:TRIA_19251
if 
  950@ == 9 
else_jump @TRIA_19293 
0087: 787@ = 780@ // (float) 
0087: 788@ = 783@ // (float) 
0087: 789@ = 786@ // (float) 

:TRIA_19293
jump @TRIA_8995 

:TRIA_19300
if 
  948@ == 7 
else_jump @TRIA_19325 
948@ = 8 

:TRIA_19325
935@(767@,12i) += 1 
0085: 770@ = 935@(767@,12i) // (int) 
0087: 862@(767@,12f) = 151@(770@,120f) // (float) 
0087: 874@(767@,12f) = 271@(770@,120f) // (float) 
0087: 886@(767@,12f) = 391@(770@,120f) // (float) 
if 
07D6:   922@(767@,12i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @TRIA_21366 
if 
002D:   935@(767@,12i) >= 836@ // (int) 
else_jump @TRIA_19504 
950@ += 1 
if 
  1 >= 950@ 
else_jump @TRIA_19481 
jump @TRIA_22249 
jump @TRIA_19504 

:TRIA_19481
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22231 

:TRIA_19504
if 
  825@ == 0 
else_jump @TRIA_19563 
if 
003B:   935@(767@,12i) == 828@ // (int) 
else_jump @TRIA_19563 
03E5: show_text_box 'TRAI2'  // Run into the Water and swim
825@ = 1 

:TRIA_19563
if 
  825@ == 1 
else_jump @TRIA_19622 
if 
003B:   935@(767@,12i) == 830@ // (int) 
else_jump @TRIA_19622 
03E5: show_text_box 'TRAI3'  // Get on the bicycle to continue the race
825@ = 2 

:TRIA_19622
if 
  825@ == 2 
else_jump @TRIA_19681 
if 
003B:   935@(767@,12i) == 834@ // (int) 
else_jump @TRIA_19681 
03E5: show_text_box 'TRAI4'  // Get off the bicycle and run to checkpoint to continue the race
825@ = 3 

:TRIA_19681
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 947@ 
770@ += 1 
0087: 971@ = 151@(770@,120f) // (float) 
0087: 972@ = 271@(770@,120f) // (float) 
0087: 973@ = 391@(770@,120f) // (float) 
018A: 947@ = create_checkpoint_at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) 
0165: set_marker 947@ color_to 0 
018B: set_marker 947@ radar_mode 2 
0168: set_marker 947@ size 3 
if 
  948@ == 1 
else_jump @TRIA_19856 
06D5: 974@ = create_racing_checkpoint_at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 

:TRIA_19856
06D6: disable_racing_checkpoint 974@ 
if 
001D:   861@ > 935@(767@,12i) // (int) 
else_jump @TRIA_19933 
06D5: 974@ = create_racing_checkpoint_at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) point_to 971@ 972@ 973@ type 0 radius 6.0 
jump @TRIA_19975 

:TRIA_19933
06D5: 974@ = create_racing_checkpoint_at 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) point_to 971@ 972@ 973@ type 1 radius 6.0 

:TRIA_19975
if 
  935@(767@,12i) == 3 
else_jump @TRIA_20057 
009B: destroy_actor 962@ 
009B: destroy_actor 951@ 
009B: destroy_actor 952@ 
009B: destroy_actor 953@ 
009B: destroy_actor 954@ 
009B: destroy_actor 955@ 
009B: destroy_actor 956@ 
009B: destroy_actor 957@ 
009B: destroy_actor 958@ 
009B: destroy_actor 959@ 
009B: destroy_actor 960@ 
009B: destroy_actor 961@ 

:TRIA_20057
0085: 770@ = 832@ // (int) 
770@ -= 3 
if 
003B:   935@(767@,12i) == 770@ // (int) 
else_jump @TRIA_20972 
00A5: 776@ = create_car 849@ at 151@(833@,120f) 271@(833@,120f) 391@(833@,120f) 
0085: 770@ = 832@ // (int) 
770@ -= 1 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -4.0435 6.5755 0.8 
0376: 962@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 962@ turn_to_and_look_at 151@(770@,120f) 271@(832@,120f) 391@(832@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -5.6392 2.9435 0.8 
0376: 951@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 951@ turn_to_and_look_at 151@(770@,120f) 271@(832@,120f) 391@(832@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -6.0071 -2.0778 0.8 
0376: 952@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 952@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -7.6039 -5.0807 0.8 
0376: 953@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 953@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -7.0724 -6.4057 0.8 
0376: 954@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 954@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset -5.9988 -13.553 0.8 
0376: 955@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 955@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 6.073 -15.2059 0.8 
0376: 956@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 956@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 7.2639 -12.9933 0.8 
0376: 957@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 957@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 5.8429 -7.7069 0.8 
0376: 958@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 958@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 8.4135 -3.7971 0.8 
0376: 959@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 959@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 6.2507 0.3634 0.8 
0376: 960@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 960@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
0407: store_coords_to $72 $73 $74 from_car 776@ with_offset 8.6397 2.419 0.8 
0376: 961@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 961@ turn_to_and_look_at 151@(770@,120f) 271@(770@,120f) 391@(770@,120f) 
00A6: destroy_car 776@ 

:TRIA_20972
0085: 773@ = 832@ // (int) 
773@ += 2 
if 
003B:   935@(767@,12i) == 773@ // (int) 
else_jump @TRIA_21070 
01C2: remove_references_to_actor 962@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 955@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 956@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 957@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 958@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 959@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 960@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 961@ // Like turning an actor into a random pedestrian 

:TRIA_21070
if 
  935@(767@,12i) == 21 
else_jump @TRIA_21123 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_21123 
039C: set_car 910@(949@,12i) watertight 1 

:TRIA_21123
if 
  935@(767@,12i) == 22 
else_jump @TRIA_21176 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_21176 
039C: set_car 910@(949@,12i) watertight 0 

:TRIA_21176
0085: 773@ = 834@ // (int) 
773@ += 2 
if 
003B:   935@(767@,12i) == 773@ // (int) 
else_jump @TRIA_21274 
01C2: remove_references_to_actor 962@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 955@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 956@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 957@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 958@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 959@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 960@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 961@ // Like turning an actor into a random pedestrian 

:TRIA_21274
if 
003B:   935@(767@,12i) == 834@ // (int) 
else_jump @TRIA_21359 
if 
8119:   not car 910@(949@,12i) wrecked 
else_jump @TRIA_21359 
if 
00DB:   actor $PLAYER_ACTOR in_car 910@(949@,12i) 
else_jump @TRIA_21359 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 910@(949@,12i) perform_action 6 timelimit 2000000 

:TRIA_21359
jump @TRIA_22224 

:TRIA_21366
if 
802D:   not  935@(767@,12i) >= 836@ // (int) 
else_jump @TRIA_22224 
0687: clear_actor 922@(767@,12i) task 
if 
003B:   935@(767@,12i) == 828@ // (int) 
else_jump @TRIA_21624 
05D3: AS_actor 922@(767@,12i) goto_point 862@(767@,12f) 874@(767@,12f) 886@ mode 7 time -2 ms // versionA 
if 
0611:   actor 922@(767@,12i) performing_animation "SPRINT_PANIC" 
else_jump @TRIA_21511 
0393: actor 922@(767@,12i) perform_animation "SPRINT_PANIC" at 789@ times_normal_rate 

:TRIA_21511
if 
0611:   actor 922@(767@,12i) performing_animation "RUN_CIVI" 
else_jump @TRIA_21563 
0393: actor 922@(767@,12i) perform_animation "RUN_CIVI" at 789@ times_normal_rate 

:TRIA_21563
if 
0611:   actor 922@(767@,12i) performing_animation "WALK_CIVI" 
else_jump @TRIA_21617 
0393: actor 922@(767@,12i) perform_animation "WALK_CIVI" at 789@ times_normal_rate 

:TRIA_21617
jump @TRIA_16445 

:TRIA_21624
if and
001D:   935@(767@,12i) > 828@ // (int) 
002D:   829@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_21960 
if 
04AD:   actor 922@(767@,12i) in_water 
else_jump @TRIA_21901 
0087: 793@ = 862@(767@,12f) // (float) 
005B: 793@ += 703@(767@,12f) // (float) 
0087: 794@ = 874@(767@,12f) // (float) 
005B: 794@ += 715@(767@,12f) // (float) 
07E1: AS_actor 922@(767@,12i) swim_to 793@ 794@ 886@(767@,12f) 
0A28: set_actor 922@(767@,12i) swimming_speed_to 788@ 
if 
003B:   935@(767@,12i) == 829@ // (int) 
else_jump @TRIA_21894 
if 
  812@(767@,12i) == 0 
else_jump @TRIA_21894 
if 
8119:   not car 910@(767@,12i) wrecked 
else_jump @TRIA_21894 
0615: define_AS_pack_begin 811@ 
05D3: AS_actor -1 goto_point 800@ 801@ 802@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 910@(767@,12i) as_driver -2 ms 
0616: define_AS_pack_end 811@ 
0618: assign_actor 922@(767@,12i) to_AS_pack 811@ 
061B: remove_references_to_AS_pack 811@ 
812@(767@,12i) = 1 

:TRIA_21894
jump @TRIA_21953 

:TRIA_21901
if 
  935@(767@,12i) == 2 
else_jump @TRIA_21953 
05D3: AS_actor 922@(767@,12i) goto_point 862@(767@,12f) 874@(767@,12f) 886@ mode 7 time -2 ms // versionA 

:TRIA_21953
jump @TRIA_16445 

:TRIA_21960
if and
002D:   935@(767@,12i) >= 831@ // (int) 
002D:   832@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_22065 
if 
  812@(767@,12i) > 0 
else_jump @TRIA_22058 
05D1: AS_actor 922@(767@,12i) drive_car -1 to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) speed 787@ 3 model 1 1 

:TRIA_22058
jump @TRIA_16445 

:TRIA_22065
if and
002D:   935@(767@,12i) >= 834@ // (int) 
002D:   835@ >= 935@(767@,12i) // (int) 
else_jump @TRIA_22224 
if 
003B:   935@(767@,12i) == 834@ // (int) 
else_jump @TRIA_22164 
05D3: AS_actor 922@(767@,12i) goto_point 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) mode 7 time -2 ms // versionA 
jump @TRIA_22217 

:TRIA_22164
0648: unknown_actor 922@(767@,12i) task_set 20.0 // float 
0A2E: AS_actor 922@(767@,12i) go_to 862@(767@,12f) 874@(767@,12f) 886@(767@,12f) mode 7 time -2 stop_radius 8.0 following_paths 

:TRIA_22217
jump @TRIA_16445 

:TRIA_22224
jump @TRIA_16445 

:TRIA_22231
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~You failed to win the race!
return 

:TRIA_22249
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Winner!
if 
  $3198 == 1 
else_jump @TRIA_22319 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 10000 

:TRIA_22319
if 
  $3198 == 2 
else_jump @TRIA_22364 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 20000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 20000 

:TRIA_22364
963@ /= 1000 
0085: 771@ = 963@ // (int) 
771@ /= 60 
0085: 770@ = 771@ // (int) 
770@ *= 60 
0085: 772@ = 963@ // (int) 
0062: 772@ -= 770@ // (int) 
if 
  $3192 == 0 
else_jump @TRIA_22470 
if 
  $3198 == 2 
else_jump @TRIA_22461 
0629: change_integer_stat 22 to 1000 

:TRIA_22461
0595: mission_complete 
$3192 = 1 

:TRIA_22470
return 

:TRIA_22472
$ONMISSION = 0 
0249: release_model 837@ 
0249: release_model 838@ 
0249: release_model 839@ 
0249: release_model 840@ 
0249: release_model 841@ 
0249: release_model 842@ 
0249: release_model 843@ 
0249: release_model 844@ 
0249: release_model 845@ 
0249: release_model 846@ 
0249: release_model 847@ 
0249: release_model 848@ 
0249: release_model 154 
0249: release_model 18 
0249: release_model 45 
0249: release_model 167 
0249: release_model 510 
01C2: remove_references_to_actor 962@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 955@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 956@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 957@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 958@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 959@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 960@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 961@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 947@ 
01BD: $183 = current_time_in_ms 
08E7: disable_entrance_markers 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR
thread 'BCOUR' 
gosub @BCOUR_47 
if 
wasted_or_busted 
else_jump @BCOUR_38 
gosub @BCOUR_14237 

:BCOUR_38
gosub @BCOUR_16193 
end_thread 

:BCOUR_47
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCOUR_71 
0842: 879@ = player $PLAYER_CHAR town_number 

:BCOUR_71
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_109 
if 
  $3379 == 0 
else_jump @BCOUR_109 
increment_mission_attempts 

:BCOUR_109
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_147 
if 
  $3380 == 0 
else_jump @BCOUR_147 
increment_mission_attempts 

:BCOUR_147
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_185 
if 
  $3381 == 0 
else_jump @BCOUR_185 
increment_mission_attempts 

:BCOUR_185
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color_RGB 0 0 0 
0107: 45@ = create_object #KMB_PACKET at -2492.508 0.5813 24.7593 
if 
  754@ == -13 
else_jump @BCOUR_284 
009A: 46@ = create_actor_pedtype 24 model 29 at -2455.662 -105.3974 26.5568 

:BCOUR_284
0247: load_model 586 
0247: load_model 29 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_306
if or
8248:   not model 586 available 
8248:   not model 29 available 
84EE:   not animation "SMOKING" loaded 
else_jump @BCOUR_348 
wait 0 
jump @BCOUR_306 

:BCOUR_348
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCOUR_371 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_371
882@ = 0 
889@ = 0 
886@ = 0 
887@ = 0 
873@ = 0 
874@ = 0 
42@ = 0 
876@ = 0 
877@ = 0 
878@ = 0 
752@ = 0 
753@ = 0 
751@ = 0 
754@ = 0 
755@ = 0 
756@ = 0 
757@ = 0 
875@ = 0 
768@ = 0 
769@ = 0 
770@ = 0 
391@ = -2594.816 
421@ = 52.5992 
451@ = 3.3359 
111@ = -2797.952 
141@ = 209.7299 
171@ = 6.1963 
112@ = -2492.771 
142@ = -196.6625 
172@ = 24.6236 
113@ = -2611.989 
143@ = -110.7328 
173@ = 3.331 
114@ = -2176.392 
144@ = -41.7131 
174@ = 34.3125 
115@ = -2243.896 
145@ = 603.6998 
175@ = 40.1216 
116@ = -1569.994 
146@ = 662.3286 
176@ = 6.1874 
117@ = -2756.371 
147@ = 379.1574 
177@ = 3.3281 
118@ = -2609.902 
148@ = 131.9432 
178@ = 3.326 
119@ = -2743.858 
149@ = 761.4077 
179@ = 53.3828 
120@ = -2600.543 
150@ = 980.7458 
180@ = 77.2676 
121@ = -2153.959 
151@ = 716.1611 
181@ = 68.5511 
122@ = -2153.604 
152@ = 251.9152 
182@ = 34.3125 
123@ = -2808.285 
153@ = -340.2412 
183@ = 6.1797 
124@ = -2428.846 
154@ = -164.1249 
184@ = 34.3125 
125@ = -1984.213 
155@ = 128.7572 
185@ = 26.6797 
126@ = -1888.46 
156@ = 819.6346 
186@ = 34.1797 
127@ = -1503.329 
157@ = 919.9264 
187@ = 6.1776 
128@ = -2533.885 
158@ = 987.9146 
188@ = 77.3017 
481@ = 1346.019 
511@ = -1741.781 
541@ = 12.397 
201@ = 1286.769 
231@ = -1676.166 
261@ = 12.5625 
202@ = 1544.063 
232@ = -1675.754 
262@ = 12.56 
203@ = 1320.097 
233@ = -1795.099 
263@ = 12.5391 
204@ = 1614.261 
234@ = -1885.756 
264@ = 12.5536 
205@ = 2009.173 
235@ = -1716.913 
265@ = 12.5469 
206@ = 1256.513 
236@ = -1010.974 
266@ = 32.9002 
207@ = 1016.673 
237@ = -1508.782 
267@ = 12.541 
208@ = 1286.769 
238@ = -1676.166 
268@ = 12.5625 
209@ = 1544.063 
239@ = -1675.754 
269@ = 12.56 
210@ = 1320.097 
240@ = -1795.099 
270@ = 12.5391 
211@ = 1614.261 
241@ = -1885.756 
271@ = 12.5536 
212@ = 2009.173 
242@ = -1716.913 
272@ = 12.5469 
213@ = 2865.389 
243@ = -1438.957 
273@ = 9.9659 
214@ = 2740.561 
244@ = -2103.442 
274@ = 11.1221 
215@ = 1346.455 
245@ = -989.3849 
275@ = 28.0294 
216@ = 150.4926 
246@ = -1945.385 
276@ = 2.7657 
217@ = 378.0941 
247@ = -2053.585 
277@ = 7.0156 
218@ = 804.5734 
248@ = -1020.714 
278@ = 25.6819 
571@ = 1904.681 
601@ = 2096.17 
631@ = 9.8203 
291@ = 1698.404 
321@ = 2054.898 
351@ = 9.8203 
292@ = 2159.833 
322@ = 2066.728 
352@ = 9.8125 
293@ = 1935.701 
323@ = 2158.464 
353@ = 9.8203 
294@ = 1654.331 
324@ = 1803.812 
354@ = 9.8125 
295@ = 2083.325 
325@ = 1503.754 
355@ = 9.8125 
296@ = 1720.11 
326@ = 1298.548 
356@ = 9.8203 
297@ = 2233.837 
327@ = 1282.195 
357@ = 9.8203 
298@ = 1698.404 
328@ = 2063.969 
358@ = 9.8203 
299@ = 2159.833 
329@ = 2066.728 
359@ = 9.8125 
300@ = 1935.701 
330@ = 2158.464 
360@ = 9.8203 
301@ = 1654.331 
331@ = 1803.812 
361@ = 9.8125 
302@ = 2083.325 
332@ = 1503.754 
362@ = 9.8125 
303@ = 1917.762 
333@ = 2768.874 
363@ = 9.8203 
304@ = 2344.569 
334@ = 2779.965 
364@ = 9.8203 
305@ = 973.123 
335@ = 1782.238 
365@ = 7.6562 
306@ = 2346.52 
336@ = 2296.973 
366@ = 7.1478 
307@ = 1488.175 
337@ = 2148.474 
367@ = 9.8203 
308@ = 1104.697 
338@ = 1648.064 
368@ = 4.8273 
661@ = 0 
662@ = 0 
663@ = 0 
664@ = 0 
665@ = 0 
666@ = 0 
667@ = 0 
668@ = 0 
669@ = 0 
670@ = 0 
671@ = 0 
672@ = 0 
673@ = 0 
674@ = 0 
675@ = 0 
676@ = 0 
677@ = 0 
678@ = 0 
679@ = 0 
680@ = 0 
681@ = 0 
682@ = 0 
683@ = 0 
684@ = 0 
685@ = 0 
686@ = 0 
687@ = 0 
688@ = 0 
689@ = 0 
761@ = 99 
890@ = 0 
891@ = 0 
0501: set_player $PLAYER_CHAR driveby_mode 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @BCOUR_2482 
jump @BCOUR_14237 

:BCOUR_2482
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCOUR_2506 
00D9: 44@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BCOUR_2506
761@ = 99 
762@ = 0 
763@ = 0 
766@ = 0 
764@ = 0 
765@ = 0 
865@ = 0 
870@ = 0 
888@ = 0 

:BCOUR_2569
wait 0 
if 
  889@ == 0 
else_jump @BCOUR_2605 
03CF: load_wav 5600 as 3 
889@ = 1 

:BCOUR_2605
if 
  889@ == 1 
else_jump @BCOUR_2645 
if 
03D0:   wav 3 loaded 
else_jump @BCOUR_2645 
889@ = 2 

:BCOUR_2645
if 
0735:   is_keyboard_key_pressed 87 
else_jump @BCOUR_2670 
$9631 += 60000 

:BCOUR_2670
if 
0735:   is_keyboard_key_pressed 81 
else_jump @BCOUR_2695 
$9631 -= 45000 

:BCOUR_2695
if 
0735:   is_keyboard_key_pressed 80 
else_jump @BCOUR_2717 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:BCOUR_2717
if 
0735:   is_keyboard_key_pressed 79 
else_jump @BCOUR_2739 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:BCOUR_2739
if 
0735:   is_keyboard_key_pressed 88 
else_jump @BCOUR_2779 
if 
  888@ == 0 
else_jump @BCOUR_2779 
888@ = 1 

:BCOUR_2779
if 
0735:   is_keyboard_key_pressed 90 
else_jump @BCOUR_2801 
888@ = 0 

:BCOUR_2801
if 
  870@ == 1 
else_jump @BCOUR_2852 
014F: stop_timer $9631 
0151: remove_status_text $9632 
00BC: show_text_highpriority GXT 'BCOU_11' time 6000 flag 1  // ~r~You don't have enough items available to fulfill the delivery quota of this run!
jump @BCOUR_14237 

:BCOUR_2852
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @BCOUR_2875 
jump @BCOUR_14237 

:BCOUR_2875
if 
0119:   car 44@ wrecked 
else_jump @BCOUR_2898 
jump @BCOUR_14237 

:BCOUR_2898
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_2973 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_2973 
if 
00E1:   player 0 pressed_key 19 
else_jump @BCOUR_2973 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
jump @BCOUR_14237 

:BCOUR_2973
if 
  751@ == 10 
else_jump @BCOUR_2998 
jump @BCOUR_15116 

:BCOUR_2998
if 
  751@ == -99 
else_jump @BCOUR_3088 
029B: 771@(801@,30i) = init_object #KMB_PACKET at 0.0 0.0 100.0 
066D: 835@(801@,30i) = attach_particle "COKE_TRAIL" to_object 771@(801@,30i) with_offset 0.0 0.0 0.0 type 1 

:BCOUR_3088
if 
  757@ == 1 
else_jump @BCOUR_3130 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3130 
756@ = 50 

:BCOUR_3130
if 
  875@ == 1 
else_jump @BCOUR_3186 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3186 
873@ = 2 
01B4: set_player $PLAYER_CHAR can_move 1 
875@ = 0 

:BCOUR_3186
if 
  761@ == 0 
else_jump @BCOUR_3303 
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_3303 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_3303 
41@ = 0 
762@ = 1 
008B: 760@ = $9631 // (int) 
760@ /= 1000 
761@ = 1 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $9630 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!
03E6: remove_text_box 

:BCOUR_3303
if 
  761@ == 1 
else_jump @BCOUR_3456 
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_3456 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_3456 
41@ = 0 
761@ = 0 
762@ = 0 
882@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  754@ > 9 
else_jump @BCOUR_3422 
00BC: show_text_highpriority GXT 'BCOU_6' time 4000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.

:BCOUR_3422
if 
  10 > 754@ 
else_jump @BCOUR_3456 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_3456
if 
  762@ == 1 
else_jump @BCOUR_3739 
0085: 759@ = 41@ // (int) 
759@ /= 1000 
if 
  882@ == 0 
else_jump @BCOUR_3541 
if and
  21000 > $9631 
  $9631 > 1 
else_jump @BCOUR_3541 
882@ = 1 

:BCOUR_3541
if 
  882@ == 0 
else_jump @BCOUR_3585 
if 
  $9631 > 20099 
else_jump @BCOUR_3585 
882@ = 2 

:BCOUR_3585
if 
  882@ == 1 
else_jump @BCOUR_3619 
0084: $9630 = $9631 // (int) 
$9630 /= 1000 

:BCOUR_3619
if 
  882@ == 2 
else_jump @BCOUR_3652 
$9630 = 20 
0066: $9630 -= 759@ // (int) 

:BCOUR_3652
00BE: text_clear_all 
if 
  $9630 > 0 
else_jump @BCOUR_3695 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $9630 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!

:BCOUR_3695
if 
  41@ > 21000 
else_jump @BCOUR_3739 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
jump @BCOUR_14237 

:BCOUR_3739
if 
  754@ == -1 
else_jump @BCOUR_4837 
if 
  756@ == 0 
else_jump @BCOUR_4024 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
009B: destroy_actor 46@ 
0395: clear_area 1 at -2455.662 -105.3974 26.5568 radius 10.0 
009A: 46@ = create_actor_pedtype 24 model 29 at -2455.662 -105.3974 26.5568 
0173: set_actor 46@ Z_angle_to 176.0958 
060B: set_actor 46@ decision_maker_to 47@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2468.393 -96.8149 26.1614 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2467.693 -97.5246 26.0805 switchstyle 2 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4003 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 46@ flags 6 0 
0648: unknown_actor 46@ task_set 150.0 // float 

:BCOUR_4003
756@ = 10 
757@ = 1 
41@ = 0 

:BCOUR_4024
if 
  756@ == 10 
else_jump @BCOUR_4107 
if 
  41@ > 4000 
else_jump @BCOUR_4107 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4107 
00BC: show_text_highpriority GXT 'BCOU_2' time 4000 flag 1 
756@ = 15 
41@ = 0 

:BCOUR_4107
if 
  756@ == 15 
else_jump @BCOUR_4174 
if 
  41@ > 1000 
else_jump @BCOUR_4174 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4174 
756@ = 20 
41@ = 0 

:BCOUR_4174
if 
  756@ == 20 
else_jump @BCOUR_4225 
if 
  41@ > 1000 
else_jump @BCOUR_4225 
41@ = 0 
756@ = 25 

:BCOUR_4225
if 
  756@ == 25 
else_jump @BCOUR_4297 
if 
  41@ > 200 
else_jump @BCOUR_4297 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4297 
0687: clear_actor 46@ task 
41@ = 0 
756@ = 40 

:BCOUR_4297
if 
  756@ == 40 
else_jump @BCOUR_4447 
if 
  41@ > 1000 
else_jump @BCOUR_4350 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_4350
if 
  41@ > 4000 
else_jump @BCOUR_4447 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4415 
0687: clear_actor 46@ task 
05D3: AS_actor 46@ goto_point -2457.086 -126.3415 25.013 mode 6 time 5000 ms // versionA 

:BCOUR_4415
41@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_1' time 4000 flag 1 
756@ = 45 

:BCOUR_4447
if 
  756@ == 45 
else_jump @BCOUR_4491 
if 
  41@ > 4000 
else_jump @BCOUR_4491 
756@ = 50 

:BCOUR_4491
if 
  756@ == 50 
else_jump @BCOUR_4727 
00BE: text_clear_all 
757@ = 0 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4574 
0687: clear_actor 46@ task 
00A1: put_actor 46@ at -2457.086 -126.3415 25.013 
0173: set_actor 46@ Z_angle_to 180.0 
0108: destroy_object 45@ 

:BCOUR_4574
02A3: enable_widescreen 0 
0108: destroy_object 45@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
756@ = 60 
41@ = 0 
754@ = 1 
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_4636 
067F: set_car 44@ lights 0 

:BCOUR_4636
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4683 
0687: clear_actor 46@ task 
05D4: AS_actor 46@ rotate_angle 100.0 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.

:BCOUR_4683
761@ = 0 
0107: 45@ = create_object #KMB_PACKET at -2458.249 -98.5704 28.1875 
0382: set_object 45@ collision_detection 1 
0392: make_object 45@ moveable 1 

:BCOUR_4727
if 
  756@ == 60 
else_jump @BCOUR_4837 
if 
  41@ > 2000 
else_jump @BCOUR_4837 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_4837 
0687: clear_actor 46@ task 
0605: actor 46@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
756@ = 99 

:BCOUR_4837
if 
  754@ == 0 
else_jump @BCOUR_5079 
0842: 879@ = player $PLAYER_CHAR town_number 
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_4918 
0107: 45@ = create_object #KMB_PACKET at 1361.558 -1764.276 18.0781 
0382: set_object 45@ collision_detection 1 
0392: make_object 45@ moveable 1 

:BCOUR_4918
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_4980 
0107: 45@ = create_object #KMB_PACKET at -2584.613 60.3094 3.9701 
0382: set_object 45@ collision_detection 1 
0392: make_object 45@ moveable 1 
014C: set_parked_car_generator $4162 cars_to_generate_to 0 

:BCOUR_4980
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_5035 
0107: 45@ = create_object #KMB_PACKET at 1884.329 2078.721 15.0869 
0382: set_object 45@ collision_detection 1 
0392: make_object 45@ moveable 1 

:BCOUR_5035
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
40@ = 0 
42@ = 1 
761@ = 0 
754@ = 1 

:BCOUR_5079
if 
  42@ == 1 
else_jump @BCOUR_5134 
if 
  40@ > 7000 
else_jump @BCOUR_5134 
42@ = 0 
03E5: show_text_box 'BCOU_84'  // Tap ~m~~widget_vehicle_shoot_left~ or ~m~~widget_vehicle_shoot_right~ to launch an item to the left or right. Drive over the last unsuccessfully thrown item to reclaim it.

:BCOUR_5134
if 
  754@ == 1 
else_jump @BCOUR_5838 
763@ = 4 
766@ = 3 
764@ = 3 
752@ = 0 
767@ = 0 
$9632 = 6 
869@ = 0 
874@ = 0 

:BCOUR_5208
if 
  7 > 869@ 
else_jump @BCOUR_5251 
805@(869@,30i) = 0 
869@ += 1 
jump @BCOUR_5208 

:BCOUR_5251
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_5838 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_5838 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_5449 

:BCOUR_5304
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_5449 
018A: 50@(752@,30i) = create_checkpoint_at 111@(752@,30f) 141@(752@,30f) 171@(752@,30f) 
0087: 721@(752@,30f) = 171@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_5304 

:BCOUR_5449
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_5612 

:BCOUR_5467
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_5612 
018A: 50@(752@,30i) = create_checkpoint_at 201@(752@,30f) 231@(752@,30f) 261@(752@,30f) 
0087: 721@(752@,30f) = 261@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_5467 

:BCOUR_5612
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_5775 

:BCOUR_5630
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_5775 
018A: 50@(752@,30i) = create_checkpoint_at 291@(752@,30f) 321@(752@,30f) 351@(752@,30f) 
0087: 721@(752@,30f) = 351@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_5630 

:BCOUR_5775
755@ = 0 
754@ = 9 
765@ = 0 
$9631 = 180000 
03C4: set_status_text $9632 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $9631 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_5838
if 
  754@ == 2 
else_jump @BCOUR_6542 
763@ = 8 
766@ = 7 
764@ = 4 
752@ = 3 
767@ = 3 
$9632 = 6 
869@ = 0 
874@ = 0 

:BCOUR_5912
if 
  7 > 869@ 
else_jump @BCOUR_5955 
805@(869@,30i) = 0 
869@ += 1 
jump @BCOUR_5912 

:BCOUR_5955
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_6542 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_6542 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_6153 

:BCOUR_6008
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_6153 
018A: 50@(752@,30i) = create_checkpoint_at 111@(752@,30f) 141@(752@,30f) 171@(752@,30f) 
0087: 721@(752@,30f) = 171@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_6008 

:BCOUR_6153
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_6316 

:BCOUR_6171
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_6316 
018A: 50@(752@,30i) = create_checkpoint_at 201@(752@,30f) 231@(752@,30f) 261@(752@,30f) 
0087: 721@(752@,30f) = 261@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_6171 

:BCOUR_6316
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_6479 

:BCOUR_6334
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_6479 
018A: 50@(752@,30i) = create_checkpoint_at 291@(752@,30f) 321@(752@,30f) 351@(752@,30f) 
0087: 721@(752@,30f) = 351@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_6334 

:BCOUR_6479
755@ = 0 
754@ = 9 
765@ = 0 
$9631 = 300000 
03C4: set_status_text $9632 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $9631 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_6542
if 
  754@ == 3 
else_jump @BCOUR_7246 
763@ = 13 
766@ = 12 
764@ = 5 
752@ = 7 
767@ = 7 
$9632 = 7 
869@ = 0 
874@ = 0 

:BCOUR_6616
if 
  8 > 869@ 
else_jump @BCOUR_6659 
805@(869@,30i) = 0 
869@ += 1 
jump @BCOUR_6616 

:BCOUR_6659
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_7246 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_7246 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_6857 

:BCOUR_6712
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_6857 
018A: 50@(752@,30i) = create_checkpoint_at 111@(752@,30f) 141@(752@,30f) 171@(752@,30f) 
0087: 721@(752@,30f) = 171@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_6712 

:BCOUR_6857
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_7020 

:BCOUR_6875
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_7020 
018A: 50@(752@,30i) = create_checkpoint_at 201@(752@,30f) 231@(752@,30f) 261@(752@,30f) 
0087: 721@(752@,30f) = 261@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_6875 

:BCOUR_7020
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_7183 

:BCOUR_7038
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_7183 
018A: 50@(752@,30i) = create_checkpoint_at 291@(752@,30f) 321@(752@,30f) 351@(752@,30f) 
0087: 721@(752@,30f) = 351@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_7038 

:BCOUR_7183
755@ = 0 
754@ = 9 
765@ = 0 
$9631 = 300000 
03C4: set_status_text $9632 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $9631 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_7246
if 
  754@ == 4 
else_jump @BCOUR_8024 
763@ = 19 
766@ = 18 
764@ = 6 
752@ = 12 
767@ = 12 
$9632 = 8 
869@ = 0 
874@ = 0 

:BCOUR_7320
if 
  9 > 869@ 
else_jump @BCOUR_7363 
805@(869@,30i) = 0 
869@ += 1 
jump @BCOUR_7320 

:BCOUR_7363
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_8024 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_8024 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_7561 

:BCOUR_7416
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_7561 
018A: 50@(752@,30i) = create_checkpoint_at 111@(752@,30f) 141@(752@,30f) 171@(752@,30f) 
0087: 721@(752@,30f) = 171@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_7416 

:BCOUR_7561
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_7724 

:BCOUR_7579
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_7724 
018A: 50@(752@,30i) = create_checkpoint_at 201@(752@,30f) 231@(752@,30f) 261@(752@,30f) 
0087: 721@(752@,30f) = 261@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_7579 

:BCOUR_7724
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_7887 

:BCOUR_7742
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_7887 
018A: 50@(752@,30i) = create_checkpoint_at 291@(752@,30f) 321@(752@,30f) 351@(752@,30f) 
0087: 721@(752@,30f) = 351@(752@,30f) // (float) 
721@(752@,30f) += 2.2 
06D5: 691@(752@,30i) = create_racing_checkpoint_at 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
752@ += 1 
jump @BCOUR_7742 

:BCOUR_7887
755@ = 0 
754@ = 9 
765@ = 0 
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_7936 
$9631 = 600000 

:BCOUR_7936
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_7964 
$9631 = 420000 

:BCOUR_7964
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_7992 
$9631 = 480000 

:BCOUR_7992
03C4: set_status_text $9632 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $9631 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_8024
if 
  754@ == 9 
else_jump @BCOUR_9784 
if 
  874@ == 0 
else_jump @BCOUR_8124 
if 
8118:   not actor 46@ dead 
else_jump @BCOUR_8124 
if 
8104:   not actor $PLAYER_ACTOR near_actor 46@ radius 100.0 100.0 100.0 sphere 0 
else_jump @BCOUR_8124 
009B: destroy_actor 46@ 
874@ = 1 

:BCOUR_8124
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_9784 
if 
  755@ == 0 
else_jump @BCOUR_8527 
if 
8A51:   not is_widget_pressed 17 
else_jump @BCOUR_8180 
891@ = 0 

:BCOUR_8180
if 
8A51:   not is_widget_pressed 16 
else_jump @BCOUR_8202 
890@ = 0 

:BCOUR_8202
if or
00E1:   player 0 pressed_key 7 
0A51:   is_widget_pressed 17 
else_jump @BCOUR_8311 
892@ = 0 
if and
0A51:   is_widget_pressed 17 
  891@ == 0 
else_jump @BCOUR_8259 
892@ = 1 

:BCOUR_8259
if or
00E1:   player 0 pressed_key 17 
  892@ == 1 
else_jump @BCOUR_8311 
886@ = 0 
gosub @BCOUR_12041 
gosub @BCOUR_14157 
891@ = 1 

:BCOUR_8311
if or
00E1:   player 0 pressed_key 5 
0A51:   is_widget_pressed 16 
else_jump @BCOUR_8420 
892@ = 0 
if and
0A51:   is_widget_pressed 16 
  890@ == 0 
else_jump @BCOUR_8368 
892@ = 1 

:BCOUR_8368
if or
00E1:   player 0 pressed_key 17 
  892@ == 1 
else_jump @BCOUR_8420 
886@ = 0 
gosub @BCOUR_13099 
gosub @BCOUR_14157 
890@ = 1 

:BCOUR_8420
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_8527 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_8527 
0186: 48@ = create_marker_above_car 44@ 
07E0: set_marker 48@ type_to 1 

:BCOUR_8470
if 
001D:   763@ > 752@ // (int) 
else_jump @BCOUR_8512 
0164: disable_marker 50@(752@,30i) 
752@ += 1 
jump @BCOUR_8470 

:BCOUR_8512
0085: 752@ = 767@ // (int) 
755@ = 1 

:BCOUR_8527
if 
  755@ == 1 
else_jump @BCOUR_8783 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_8783 
0164: disable_marker 48@ 

:BCOUR_8569
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_8768 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_8754 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_8658 
018A: 50@(752@,30i) = create_checkpoint_at 111@(752@,30f) 141@(752@,30f) 171@(752@,30f) 

:BCOUR_8658
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_8706 
018A: 50@(752@,30i) = create_checkpoint_at 201@(752@,30f) 231@(752@,30f) 261@(752@,30f) 

:BCOUR_8706
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_8754 
018A: 50@(752@,30i) = create_checkpoint_at 291@(752@,30f) 321@(752@,30f) 351@(752@,30f) 

:BCOUR_8754
752@ += 1 
jump @BCOUR_8569 

:BCOUR_8768
755@ = 0 
0085: 752@ = 767@ // (int) 

:BCOUR_8783
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_9707 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_9101 

:BCOUR_8820
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_9101 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_9087 
if 
03CA:   object 771@(801@,30i) exists 
else_jump @BCOUR_9087 
if 
04E6:   object 771@(801@,30i) near_point 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) radius 0.7 1.7 3.0 flag 0 
else_jump @BCOUR_9087 
0164: disable_marker 50@(752@,30i) 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 691@(752@,30i) 
661@(752@,30i) = 1 
765@ += 1 
if 
003B:   765@ == 764@ // (int) 
else_jump @BCOUR_9071 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
754@ = 10 
jump @BCOUR_9087 

:BCOUR_9071
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9087
752@ += 1 
jump @BCOUR_8820 

:BCOUR_9101
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_9400 

:BCOUR_9119
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_9400 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_9386 
if 
03CA:   object 771@(801@,30i) exists 
else_jump @BCOUR_9386 
if 
04E6:   object 771@(801@,30i) near_point 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9386 
0164: disable_marker 50@(752@,30i) 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 691@(752@,30i) 
661@(752@,30i) = 1 
765@ += 1 
if 
003B:   765@ == 764@ // (int) 
else_jump @BCOUR_9370 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
754@ = 10 
jump @BCOUR_9386 

:BCOUR_9370
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9386
752@ += 1 
jump @BCOUR_9119 

:BCOUR_9400
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_9699 

:BCOUR_9418
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_9699 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_9685 
if 
03CA:   object 771@(801@,30i) exists 
else_jump @BCOUR_9685 
if 
04E6:   object 771@(801@,30i) near_point 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9685 
0164: disable_marker 50@(752@,30i) 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 691@(752@,30i) 
661@(752@,30i) = 1 
765@ += 1 
if 
003B:   765@ == 764@ // (int) 
else_jump @BCOUR_9669 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
754@ = 10 
jump @BCOUR_9685 

:BCOUR_9669
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9685
752@ += 1 
jump @BCOUR_9418 

:BCOUR_9699
0085: 752@ = 767@ // (int) 

:BCOUR_9707
0085: 881@ = 764@ // (int) 
0062: 881@ -= 765@ // (int) 
008B: 880@ = $9632 // (int) 
if 
03CA:   object 771@(801@,30i) exists 
else_jump @BCOUR_9758 
880@ += 1 

:BCOUR_9758
if 
001D:   881@ > 880@ // (int) 
else_jump @BCOUR_9784 
870@ = 1 

:BCOUR_9784
if 
  754@ > 8 
else_jump @BCOUR_9868 
if 
  25 > 754@ 
else_jump @BCOUR_9868 
if 
  1 > $9631 
else_jump @BCOUR_9868 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_33' time 6000 flag 1  // ~r~Out of time!
014F: stop_timer $9631 
jump @BCOUR_14237 

:BCOUR_9868
if 
  754@ == 10 
else_jump @BCOUR_10025 
754@ = 20 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_9937 
018A: 80@ = create_checkpoint_at 391@(753@,30f) 421@(753@,30f) 451@(753@,30f) 

:BCOUR_9937
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_9981 
018A: 80@ = create_checkpoint_at 481@(753@,30f) 511@(753@,30f) 541@(753@,30f) 

:BCOUR_9981
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_10025 
018A: 80@ = create_checkpoint_at 571@(753@,30f) 601@(753@,30f) 631@(753@,30f) 

:BCOUR_10025
if 
  754@ == 20 
else_jump @BCOUR_10776 
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @BCOUR_10086 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BCOUR_10086 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_10086
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_10776 
if 
  755@ == 0 
else_jump @BCOUR_10166 
if 
80DB:   not actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_10166 
0186: 48@ = create_marker_above_car 44@ 
07E0: set_marker 48@ type_to 1 
0164: disable_marker 80@ 
755@ = 1 

:BCOUR_10166
if 
  755@ == 1 
else_jump @BCOUR_10347 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_10347 
0164: disable_marker 48@ 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_10252 
018A: 80@ = create_checkpoint_at 391@(753@,30f) 421@(753@,30f) 451@(753@,30f) 

:BCOUR_10252
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_10296 
018A: 80@ = create_checkpoint_at 571@(753@,30f) 601@(753@,30f) 631@(753@,30f) 

:BCOUR_10296
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_10340 
018A: 80@ = create_checkpoint_at 481@(753@,30f) 511@(753@,30f) 541@(753@,30f) 

:BCOUR_10340
755@ = 0 

:BCOUR_10347
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_10490 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_10490 
if 
0100:   actor $PLAYER_ACTOR in_sphere 391@(753@,30f) 421@(753@,30f) 451@(753@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10490 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 44@ stopped 
else_jump @BCOUR_10490 
0164: disable_marker 80@ 
014F: stop_timer $9631 
0151: remove_status_text $9632 
768@ += 1 
754@ = 50 

:BCOUR_10490
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_10633 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_10633 
if 
0100:   actor $PLAYER_ACTOR in_sphere 481@(753@,30f) 511@(753@,30f) 541@(753@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10633 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 44@ stopped 
else_jump @BCOUR_10633 
0164: disable_marker 80@ 
014F: stop_timer $9631 
0151: remove_status_text $9632 
769@ += 1 
754@ = 50 

:BCOUR_10633
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_10776 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_10776 
if 
0100:   actor $PLAYER_ACTOR in_sphere 571@(753@,30f) 601@(753@,30f) 631@(753@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10776 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
01C1:   car 44@ stopped 
else_jump @BCOUR_10776 
0164: disable_marker 80@ 
014F: stop_timer $9631 
0151: remove_status_text $9632 
770@ += 1 
754@ = 50 

:BCOUR_10776
if 
  754@ == 50 
else_jump @BCOUR_11216 
01B4: set_player $PLAYER_CHAR can_move 1 
875@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_12' time 4000 flag 1  // Good job! Let's work out your cut of the profits!
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_10867 
008B: 876@ = $9631 // (int) 
876@ /= 100 
006A: 876@ *= 769@ // (int) 

:BCOUR_10867
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_10908 
008B: 876@ = $9631 // (int) 
876@ /= 100 
006A: 876@ *= 770@ // (int) 

:BCOUR_10908
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_10949 
008B: 876@ = $9631 // (int) 
876@ /= 100 
006A: 876@ *= 768@ // (int) 

:BCOUR_10949
872@ = 0 
008B: 877@ = $9632 // (int) 
877@ *= 100 
0085: 878@ = 876@ // (int) 
005A: 878@ += 877@ // (int) 
0109: player $PLAYER_CHAR money = 878@ 
0108: destroy_object 45@ 
754@ = 55 
40@ = 0 

:BCOUR_11014
if 
  5000 > 40@ 
else_jump @BCOUR_11202 
0A8B: unknown 177 0 876@ 0 1 'BCOU_22' 'DUMMY'  // Time Left
0A8B: unknown 177 1 877@ 0 1 'BCOU_23' 'DUMMY'  // Items Spare
0A8B: unknown 177 2 878@ 0 1 'BCOU_24' 'DUMMY'  // Total Cash
0A8B: unknown 177 3 0 0 0 'DUMMY' 'DUMMY' 
0A8B: unknown 177 4 0 0 0 'DUMMY' 'DUMMY' 
wait 0 
jump @BCOUR_11014 

:BCOUR_11202
873@ = 1 
40@ = 0 

:BCOUR_11216
if 
  873@ == 1 
else_jump @BCOUR_11306 
875@ = 1 
if or
  769@ == 4 
  768@ == 4 
  770@ == 4 
else_jump @BCOUR_11280 
873@ = 2 

:BCOUR_11280
if 
  40@ > 1000 
else_jump @BCOUR_11306 
873@ = 2 

:BCOUR_11306
if 
  873@ == 2 
else_jump @BCOUR_11919 
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_11919 
if 
00DB:   actor $PLAYER_ACTOR in_car 44@ 
else_jump @BCOUR_11919 
875@ = 0 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_11548 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  768@ == 1 
else_jump @BCOUR_11434 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 2 

:BCOUR_11434
if 
  768@ == 2 
else_jump @BCOUR_11475 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 3 

:BCOUR_11475
if 
  768@ == 3 
else_jump @BCOUR_11516 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 4 

:BCOUR_11516
if 
  768@ == 4 
else_jump @BCOUR_11548 
jump @BCOUR_15116 
754@ = 5 

:BCOUR_11548
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_11730 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  769@ == 1 
else_jump @BCOUR_11616 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 2 

:BCOUR_11616
if 
  769@ == 2 
else_jump @BCOUR_11657 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 3 

:BCOUR_11657
if 
  769@ == 3 
else_jump @BCOUR_11698 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 4 

:BCOUR_11698
if 
  769@ == 4 
else_jump @BCOUR_11730 
jump @BCOUR_15116 
754@ = 5 

:BCOUR_11730
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_11912 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  770@ == 1 
else_jump @BCOUR_11798 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 2 

:BCOUR_11798
if 
  770@ == 2 
else_jump @BCOUR_11839 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 3 

:BCOUR_11839
if 
  770@ == 3 
else_jump @BCOUR_11880 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
754@ = 4 

:BCOUR_11880
if 
  770@ == 4 
else_jump @BCOUR_11912 
jump @BCOUR_15116 
754@ = 5 

:BCOUR_11912
873@ = 0 

:BCOUR_11919
if 
03CA:   object 771@(801@,30i) exists 
else_jump @BCOUR_12034 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 771@(801@,30i) radius 1.5 1.5 1.5 sphere 0 
else_jump @BCOUR_12034 
if 
  40@ > 3000 
else_jump @BCOUR_12034 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
$9632 += 1 
805@($9632,30i) = 0 

:BCOUR_12034
jump @BCOUR_2569 

:BCOUR_12041
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_13097 
if 
  $9632 > 0 
else_jump @BCOUR_13097 
if 
  805@($9632,30i) == 0 
else_jump @BCOUR_13097 
if 
  865@ > 0 
else_jump @BCOUR_12133 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 

:BCOUR_12133
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_12314 

:BCOUR_12151
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_12299 
if 
  887@ == 0 
else_jump @BCOUR_12285 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_12285 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12285 
887@ = 1 
886@ = 1 
jump @BCOUR_12285 

:BCOUR_12285
752@ += 1 
jump @BCOUR_12151 

:BCOUR_12299
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_12314
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_12495 

:BCOUR_12332
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_12480 
if 
  887@ == 0 
else_jump @BCOUR_12466 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_12466 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12466 
887@ = 1 
886@ = 1 
jump @BCOUR_12466 

:BCOUR_12466
752@ += 1 
jump @BCOUR_12332 

:BCOUR_12480
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_12495
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_12676 

:BCOUR_12513
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_12661 
if 
  887@ == 0 
else_jump @BCOUR_12647 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_12647 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12647 
887@ = 1 
886@ = 1 
jump @BCOUR_12647 

:BCOUR_12647
752@ += 1 
jump @BCOUR_12513 

:BCOUR_12661
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_12676
00AA: store_car 44@ position_to 883@ 884@ 885@ 
029B: 771@($9632,30i) = init_object #KMB_PACKET at 883@ 884@ 885@ 
0382: set_object 771@($9632,30i) collision_detection 1 
0392: make_object 771@($9632,30i) moveable 1 
066D: 835@($9632,30i) = attach_particle "COKE_PUFF" to_object 771@($9632,30i) with_offset 0.0 0.0 0.5 type 1 
064C: make_particle 835@($9632,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 866@ 867@ 868@ 
if 
  889@ == 2 
else_jump @BCOUR_12822 
03D1: play_wav 3 

:BCOUR_12822
if 
  886@ == 1 
else_jump @BCOUR_12874 
035C: place_object 771@($9632,30i) relative_to_car 44@ with_offset -1.0 0.0 1.3 
jump @BCOUR_12901 

:BCOUR_12874
035C: place_object 771@($9632,30i) relative_to_car 44@ with_offset 0.0 0.0 0.7 

:BCOUR_12901
0172: 802@ = actor $PLAYER_ACTOR Z_angle 
803@ -= 30.0 
804@ -= 30.0 
02F7: 803@ = cosine 802@ // (float) 
02F6: 804@ = sine 802@ // (float) 
if 
  886@ == 1 
else_jump @BCOUR_13010 
803@ *= 15.0 
804@ *= 15.0 
038C: object 771@($9632,30i) scatter 803@ 804@ 1.0 
jump @BCOUR_13050 

:BCOUR_13010
803@ *= 30.0 
804@ *= 30.0 
038C: object 771@($9632,30i) scatter 803@ 804@ 8.5 

:BCOUR_13050
886@ = 0 
865@ += 1 
805@($9632,30i) = 1 
008B: 801@ = $9632 // (int) 
$9632 -= 1 
40@ = 0 

:BCOUR_13097
return 

:BCOUR_13099
if 
  $9632 > 0 
else_jump @BCOUR_14155 
if 
8119:   not car 44@ wrecked 
else_jump @BCOUR_14155 
if 
  805@($9632,30i) == 0 
else_jump @BCOUR_14155 
if 
  865@ > 0 
else_jump @BCOUR_13191 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 

:BCOUR_13191
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_13372 

:BCOUR_13209
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_13357 
if 
  887@ == 0 
else_jump @BCOUR_13343 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_13343 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 201@(752@,30f) 231@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13343 
887@ = 1 
886@ = 1 
jump @BCOUR_13343 

:BCOUR_13343
752@ += 1 
jump @BCOUR_13209 

:BCOUR_13357
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_13372
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_13553 

:BCOUR_13390
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_13538 
if 
  887@ == 0 
else_jump @BCOUR_13524 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_13524 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 111@(752@,30f) 141@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13524 
887@ = 1 
886@ = 1 
jump @BCOUR_13524 

:BCOUR_13524
752@ += 1 
jump @BCOUR_13390 

:BCOUR_13538
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_13553
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_13734 

:BCOUR_13571
if 
001D:   766@ > 752@ // (int) 
else_jump @BCOUR_13719 
if 
  887@ == 0 
else_jump @BCOUR_13705 
if 
  661@(752@,30i) == 0 
else_jump @BCOUR_13705 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 291@(752@,30f) 321@(752@,30f) 721@(752@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13705 
887@ = 1 
886@ = 1 
jump @BCOUR_13705 

:BCOUR_13705
752@ += 1 
jump @BCOUR_13571 

:BCOUR_13719
0085: 752@ = 767@ // (int) 
887@ = 0 

:BCOUR_13734
00AA: store_car 44@ position_to 883@ 884@ 885@ 
029B: 771@($9632,30i) = init_object #KMB_PACKET at 883@ 884@ 885@ 
0382: set_object 771@($9632,30i) collision_detection 1 
0392: make_object 771@($9632,30i) moveable 1 
066D: 835@($9632,30i) = attach_particle "COKE_PUFF" to_object 771@($9632,30i) with_offset 0.0 0.0 0.0 type 1 
064C: make_particle 835@($9632,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 866@ 867@ 868@ 
if 
  889@ == 2 
else_jump @BCOUR_13880 
03D1: play_wav 3 

:BCOUR_13880
if 
  886@ == 1 
else_jump @BCOUR_13932 
035C: place_object 771@($9632,30i) relative_to_car 44@ with_offset 1.0 0.0 1.3 
jump @BCOUR_13959 

:BCOUR_13932
035C: place_object 771@($9632,30i) relative_to_car 44@ with_offset 0.0 0.0 0.7 

:BCOUR_13959
0172: 802@ = actor $PLAYER_ACTOR Z_angle 
803@ -= 330.0 
804@ -= 330.0 
02F7: 803@ = cosine 802@ // (float) 
02F6: 804@ = sine 802@ // (float) 
if 
  886@ == 1 
else_jump @BCOUR_14068 
803@ *= -15.0 
804@ *= -15.0 
038C: object 771@($9632,30i) scatter 803@ 804@ 1.0 
jump @BCOUR_14108 

:BCOUR_14068
803@ *= -30.0 
804@ *= -30.0 
038C: object 771@($9632,30i) scatter 803@ 804@ 8.5 

:BCOUR_14108
886@ = 0 
865@ += 1 
805@($9632,30i) = 1 
008B: 801@ = $9632 // (int) 
$9632 -= 1 
40@ = 0 

:BCOUR_14155
return 

:BCOUR_14157
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_14185 
wait 0 
jump @BCOUR_14157 

:BCOUR_14185
return 

:BCOUR_14187
if 
  3000 > 41@ 
else_jump @BCOUR_14217 
wait 0 
jump @BCOUR_14187 

:BCOUR_14217
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
return 

:BCOUR_14237
0501: set_player $PLAYER_CHAR driveby_mode 1 
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_14534 
if 
  768@ == 0 
else_jump @BCOUR_14296 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14296
if 
  768@ == 1 
else_jump @BCOUR_14330 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14330
if 
  768@ == 2 
else_jump @BCOUR_14364 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14364
if 
  768@ == 3 
else_jump @BCOUR_14398 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14398
if 
  768@ == 4 
else_jump @BCOUR_14432 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14432
if 
  768@ == 5 
else_jump @BCOUR_14466 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14466
if 
  768@ == 6 
else_jump @BCOUR_14500 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14500
if 
  768@ == 7 
else_jump @BCOUR_14534 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14534
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_14824 
if 
  770@ == 0 
else_jump @BCOUR_14586 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14586
if 
  770@ == 1 
else_jump @BCOUR_14620 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14620
if 
  770@ == 2 
else_jump @BCOUR_14654 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14654
if 
  770@ == 3 
else_jump @BCOUR_14688 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14688
if 
  770@ == 4 
else_jump @BCOUR_14722 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14722
if 
  770@ == 5 
else_jump @BCOUR_14756 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14756
if 
  770@ == 6 
else_jump @BCOUR_14790 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14790
if 
  770@ == 7 
else_jump @BCOUR_14824 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14824
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_15114 
if 
  769@ == 0 
else_jump @BCOUR_14876 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14876
if 
  769@ == 1 
else_jump @BCOUR_14910 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14910
if 
  769@ == 2 
else_jump @BCOUR_14944 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14944
if 
  769@ == 3 
else_jump @BCOUR_14978 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14978
if 
  769@ == 4 
else_jump @BCOUR_15012 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_15012
if 
  769@ == 5 
else_jump @BCOUR_15046 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_15046
if 
  769@ == 6 
else_jump @BCOUR_15080 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_15080
if 
  769@ == 7 
else_jump @BCOUR_15114 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_15114
return 

:BCOUR_15116
040D: unload_wav 3 
if 
04A4:   879@ == 3 // == constant 
else_jump @BCOUR_15474 
if 
  $3380 == 0 
else_jump @BCOUR_15474 
0595: mission_complete 
030C: progress_made = 1 
$3380 = 1 
04A6: $3387 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $3386 $3386 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:BCOUR_15211
if 
fading 
else_jump @BCOUR_15235 
wait 0 
jump @BCOUR_15211 

:BCOUR_15235
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1895.53 2063.094 15.8639 angle 47.0 
015F: set_camera_position 1895.53 2063.094 15.8639 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1894.813 2063.775 15.7175 switchstyle 2 
fade 1 500 

:BCOUR_15319
if 
fading 
else_jump @BCOUR_15343 
wait 0 
jump @BCOUR_15319 

:BCOUR_15343
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position 1890.164 2070.478 11.8641 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1889.516 2071.213 11.6633 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3386 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15450
if 
fading 
else_jump @BCOUR_15474 
wait 0 
jump @BCOUR_15450 

:BCOUR_15474
if 
04A4:   879@ == 1 // == constant 
else_jump @BCOUR_15828 
if 
  $3379 == 0 
else_jump @BCOUR_15828 
0595: mission_complete 
030C: progress_made = 1 
$3379 = 1 
04A6: $3383 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $3382 $3382 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:BCOUR_15565
if 
fading 
else_jump @BCOUR_15589 
wait 0 
jump @BCOUR_15565 

:BCOUR_15589
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1358.596 -1741.184 18.431 angle 223.0 
015F: set_camera_position 1358.596 -1741.184 18.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1358.372 -1742.135 18.2203 switchstyle 2 
fade 1 500 

:BCOUR_15673
if 
fading 
else_jump @BCOUR_15697 
wait 0 
jump @BCOUR_15673 

:BCOUR_15697
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position 1345.565 -1753.368 15.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1345.567 -1754.218 14.692 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3382 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15804
if 
fading 
else_jump @BCOUR_15828 
wait 0 
jump @BCOUR_15804 

:BCOUR_15828
if 
04A4:   879@ == 2 // == constant 
else_jump @BCOUR_16182 
if 
  $3381 == 0 
else_jump @BCOUR_16182 
030C: progress_made = 1 
0595: mission_complete 
$3381 = 1 
04A6: $3385 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $3384 $3384 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
fade 0 500 

:BCOUR_15919
if 
fading 
else_jump @BCOUR_15943 
wait 0 
jump @BCOUR_15919 

:BCOUR_15943
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord -2603.114 51.3338 10.1663 angle 275.0 
015F: set_camera_position -2603.98 54.4522 7.5275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2603.014 54.7055 7.4818 switchstyle 2 
fade 1 500 

:BCOUR_16027
if 
fading 
else_jump @BCOUR_16051 
wait 0 
jump @BCOUR_16027 

:BCOUR_16051
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position -2598.9 59.0635 4.8343 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2597.905 59.0525 4.7405 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $3384 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_16158
if 
fading 
else_jump @BCOUR_16182 
wait 0 
jump @BCOUR_16158 

:BCOUR_16182
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
return 

:BCOUR_16193
03E6: remove_text_box 
040D: unload_wav 3 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCOUR_16229 
0501: set_player $PLAYER_CHAR driveby_mode 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_16229
014F: stop_timer $9631 
0151: remove_status_text $9632 
0108: destroy_object 45@ 
0650: destroy_particle 835@(801@,30i) 
0108: destroy_object 771@(801@,30i) 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0249: release_model 586 
0249: release_model 29 
04EF: release_animation "SMOKING" 
0164: disable_marker 48@ 
0164: disable_marker 80@ 
752@ = 0 

:BCOUR_16304
if 
  30 > 752@ 
else_jump @BCOUR_16345 
0164: disable_marker 50@(752@,30i) 
752@ += 1 
jump @BCOUR_16304 

:BCOUR_16345
014C: set_parked_car_generator $4162 cars_to_generate_to 101 
01BD: $183 = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER
gosub @MTBIKER_36 
if 
wasted_or_busted 
else_jump @MTBIKER_27 
gosub @MTBIKER_13941 

:MTBIKER_27
gosub @MTBIKER_14242 
end_thread 

:MTBIKER_36
$ONMISSION = 1 
0A0E: disable_text_with_style 1 
if 
  $3187 == 0 
else_jump @MTBIKER_67 
increment_mission_attempts 

:MTBIKER_67
thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_130 
01B4: set_player $PLAYER_CHAR can_move 0 

:MTBIKER_130
fade 0 1000 

:MTBIKER_137
if 
fading 
else_jump @MTBIKER_161 
wait 0 
jump @MTBIKER_137 

:MTBIKER_161
060A: create_decision_maker_type 0 store_to 678@ // decision\allowed\m_.ped files 
655@ = 0 

:MTBIKER_175
if 
  9 > 655@ 
else_jump @MTBIKER_229 
699@(655@,10i) = 0 
679@(655@,10i) = 0 
655@ += 1 
jump @MTBIKER_175 

:MTBIKER_229
665@ = 0 
666@ = 0 
42@ = 582.7242 
49@ = 356.2812 
56@ = 52.2072 
63@ = 52.2072 
43@ = 584.0833 
50@ = 329.3647 
57@ = 0.5427 
64@ = 2.0841 
44@ = 572.9216 
51@ = 323.5937 
58@ = 1.0585 
65@ = 4.8106 
45@ = 585.724 
52@ = 345.6341 
59@ = 0.4929 
66@ = 1.8511 
46@ = 582.7242 
53@ = 359.0323 
60@ = 0.4993 
67@ = 2.637 
47@ = 582.7242 
54@ = 356.2812 
61@ = 56.2072 
68@ = 56.2072 
48@ = 582.7242 
55@ = 356.2812 
62@ = 58.2072 
69@ = 58.2072 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
if 
  $3185 == 1 
else_jump @MTBIKER_585 
jump @MTBIKER_635 

:MTBIKER_585
if 
  $3185 == 2 
else_jump @MTBIKER_610 
jump @MTBIKER_1570 

:MTBIKER_610
if 
  $3185 == 3 
else_jump @MTBIKER_635 
jump @MTBIKER_3025 

:MTBIKER_635
if 
  $3185 == 1 
else_jump @MTBIKER_669 
00BA: show_text_styled GXT 'MTROUT1' time 3000 style 5  // Scotch Bonnet Yellow Route

:MTBIKER_669
111@ = -2304.344 
231@ = -1667.125 
351@ = 483.386 
471@ = 208.0 
112@ = -2280.48 
232@ = -1730.315 
352@ = 467.8242 
472@ = 178.6093 
113@ = -2357.182 
233@ = -1815.429 
353@ = 431.4012 
473@ = 64.067 
114@ = -2447.403 
234@ = -1718.435 
354@ = 430.9626 
474@ = 148.4592 
115@ = -2446.652 
235@ = -1810.658 
355@ = 409.0582 
475@ = 93.195 
116@ = -2527.586 
236@ = -1711.376 
356@ = 401.175 
476@ = 16.0889 
117@ = -2552.845 
237@ = -1668.842 
357@ = 398.455 
477@ = 155.2717 
118@ = -2534.517 
238@ = -1802.53 
358@ = 374.7244 
478@ = 127.1514 
119@ = -2595.25 
239@ = -1631.995 
359@ = 342.7061 
479@ = 176.454 
120@ = -2526.43 
240@ = -1888.459 
360@ = 292.5149 
480@ = 77.3269 
121@ = -2652.859 
241@ = -1739.147 
361@ = 255.1567 
481@ = 189.6474 
122@ = -2491.229 
242@ = -2034.597 
362@ = 150.1413 
482@ = 225.1505 
123@ = -2428.644 
243@ = -2088.887 
363@ = 121.97 
483@ = 243.2365 
124@ = -2322.059 
244@ = -2097.64 
364@ = 114.0331 
484@ = 292.4177 
125@ = -2218.131 
245@ = -2047.089 
365@ = 118.8139 
485@ = 315.497 
126@ = -2168.42 
246@ = -1991.872 
366@ = 117.8448 
486@ = 314.2462 
127@ = -2102.545 
247@ = -1895.227 
367@ = 108.4655 
487@ = 174.3973 
128@ = -2162.365 
248@ = -2039.522 
368@ = 91.2074 
488@ = 135.1339 
129@ = -2373.667 
249@ = -2195.089 
369@ = 32.3837 
489@ = 112.827 
709@ = 19 
100@ = 6 
04AF: 710@ = 23 // = constant 
04AF: 711@ = 52 // = constant 
04AF: 712@ = 51 // = constant 
04AF: 713@ = 52 // = constant 
04AF: 714@ = 23 // = constant 
04AF: 715@ = 51 // = constant 
04AF: 716@ = 510 // = constant 
04AF: 717@ = 510 // = constant 
04AF: 718@ = 510 // = constant 
04AF: 719@ = 510 // = constant 
04AF: 720@ = 510 // = constant 
04AF: 721@ = 510 // = constant 
661@ = 38.0 
662@ = 27.0 
663@ = 23.0 
jump @MTBIKER_4244 

:MTBIKER_1570
if 
  $3185 == 2 
else_jump @MTBIKER_1604 
00BA: show_text_styled GXT 'MTROUT2' time 3000 style 5  // Birdseye Winder

:MTBIKER_1604
111@ = -2304.344 
231@ = -1667.125 
351@ = 483.586 
471@ = 208.0 
112@ = -2279.857 
232@ = -1732.752 
352@ = 466.799 
472@ = 163.4517 
113@ = -2355.609 
233@ = -1815.324 
353@ = 431.5401 
473@ = 90.1409 
114@ = -2458.843 
234@ = -1733.434 
354@ = 426.432 
474@ = 187.8666 
115@ = -2460.904 
235@ = -1807.384 
355@ = 406.6599 
475@ = 60.8579 
116@ = -2521.292 
236@ = -1707.753 
356@ = 401.2728 
476@ = 2.4494 
117@ = -2467.126 
237@ = -1467.868 
357@ = 388.9202 
477@ = 270.5872 
118@ = -2324.367 
238@ = -1455.149 
358@ = 380.9767 
478@ = 233.5233 
119@ = -2251.922 
239@ = -1492.653 
359@ = 377.8563 
479@ = 196.094 
120@ = -2191.949 
240@ = -1713.993 
360@ = 375.5497 
480@ = 322.9377 
121@ = -2206.778 
241@ = -1528.34 
361@ = 359.6156 
481@ = 20.0752 
122@ = -2280.683 
242@ = -1426.188 
362@ = 355.6379 
482@ = 58.5606 
123@ = -2419.222 
243@ = -1392.925 
363@ = 358.1968 
483@ = 98.4498 
124@ = -2569.767 
244@ = -1460.698 
364@ = 357.2175 
484@ = 325.2711 
125@ = -2440.889 
245@ = -1368.257 
365@ = 337.413 
485@ = 304.5745 
126@ = -2357.07 
246@ = -1286.362 
366@ = 306.1062 
486@ = 103.378 
127@ = -2508.153 
247@ = -1273.621 
367@ = 271.7476 
487@ = 103.6739 
128@ = -2595.492 
248@ = -1360.244 
368@ = 264.5467 
488@ = 100.454 
129@ = -2671.155 
249@ = -1378.19 
369@ = 252.3816 
489@ = 352.7671 
130@ = -2608.5 
250@ = -1285.22 
370@ = 219.88 
490@ = 335.6836 
131@ = -2537.294 
251@ = -1121.297 
371@ = 175.3035 
491@ = 140.5565 
132@ = -2634.553 
252@ = -1169.384 
372@ = 166.8249 
492@ = 128.43 
133@ = -2747.937 
253@ = -1377.943 
373@ = 143.0419 
493@ = 168.2364 
134@ = -2773.78 
254@ = -1670.301 
374@ = 140.4944 
494@ = 169.7697 
135@ = -2733.364 
255@ = -1876.022 
375@ = 138.8912 
495@ = 269.3722 
136@ = -2620.579 
256@ = -2066.746 
376@ = 129.5185 
496@ = 201.5526 
137@ = -2438.379 
257@ = -2086.928 
377@ = 123.3899 
497@ = 257.1008 
138@ = -2335.784 
258@ = -2102.442 
378@ = 112.9194 
498@ = 283.7088 
139@ = -2101.005 
259@ = -1893.245 
379@ = 108.8372 
499@ = 174.9563 
140@ = -2156.216 
260@ = -2031.774 
380@ = 91.9901 
500@ = 145.72 
141@ = -2236.111 
261@ = -2118.767 
381@ = 66.3876 
501@ = 131.2891 
142@ = -2374.958 
262@ = -2195.454 
382@ = 32.3626 
502@ = 113.8008 
709@ = 32 
100@ = 6 
04AF: 710@ = 23 // = constant 
04AF: 711@ = 52 // = constant 
04AF: 712@ = 51 // = constant 
04AF: 713@ = 52 // = constant 
04AF: 714@ = 23 // = constant 
04AF: 715@ = 51 // = constant 
04AF: 716@ = 510 // = constant 
04AF: 717@ = 510 // = constant 
04AF: 718@ = 510 // = constant 
04AF: 719@ = 510 // = constant 
04AF: 720@ = 510 // = constant 
04AF: 721@ = 510 // = constant 
661@ = 35.0 
662@ = 30.0 
663@ = 28.0 
jump @MTBIKER_4244 

:MTBIKER_3025
if 
  $3185 == 3 
else_jump @MTBIKER_3059 
00BA: show_text_styled GXT 'MTROUT3' time 3000 style 5  // Cobra Run

:MTBIKER_3059
111@ = -2432.876 
231@ = -1939.654 
351@ = 303.7731 
471@ = 273.0 
112@ = -2339.998 
232@ = -1941.224 
352@ = 295.8086 
472@ = 269.6869 
113@ = -2286.782 
233@ = -1940.24 
353@ = 268.8093 
473@ = 245.1214 
114@ = -2234.891 
234@ = -1925.067 
354@ = 242.4752 
474@ = 300.1313 
115@ = -2205.429 
235@ = -1914.029 
355@ = 239.2782 
475@ = 269.1174 
116@ = -2204.861 
236@ = -1914.031 
356@ = 239.1954 
476@ = 269.4709 
117@ = -2173.895 
237@ = -1903.88 
357@ = 233.6897 
477@ = 314.003 
118@ = -2169.728 
238@ = -1885.136 
358@ = 231.1551 
478@ = 8.2283 
119@ = -2173.511 
239@ = -1861.948 
359@ = 222.7416 
479@ = 13.9626 
120@ = -2173.641 
240@ = -1843.246 
360@ = 217.9074 
480@ = 13.6434 
121@ = -2148.431 
241@ = -1792.73 
361@ = 210.1444 
481@ = 294.9009 
122@ = -2129.241 
242@ = -1775.973 
362@ = 207.5088 
482@ = 313.3039 
123@ = -2109.724 
243@ = -1755.573 
363@ = 195.2899 
483@ = 332.9617 
124@ = -2101.756 
244@ = -1744.009 
364@ = 195.9091 
484@ = 324.6714 
125@ = -2072.08 
245@ = -1644.9 
365@ = 174.3308 
485@ = 357.332 
126@ = -2050.7 
246@ = -1571.491 
366@ = 137.474 
486@ = 272.8463 
127@ = -2041.665 
247@ = -1509.007 
367@ = 124.2398 
487@ = 16.1558 
128@ = -2033.56 
248@ = -1438.604 
368@ = 93.2658 
488@ = 210.8019 
129@ = -1991.328 
249@ = -1596.526 
369@ = 86.5936 
489@ = 182.1263 
130@ = -2027.707 
250@ = -1789.331 
370@ = 96.554 
490@ = 160.6694 
131@ = -2099.854 
251@ = -1890.88 
371@ = 109.2095 
491@ = 175.6702 
132@ = -2118.301 
252@ = -1948.25 
372@ = 99.0724 
492@ = 162.0987 
133@ = -2233.649 
253@ = -2117.046 
373@ = 67.2467 
493@ = 134.1193 
134@ = -2373.892 
254@ = -2194.998 
374@ = 32.3799 
494@ = 115.9183 
709@ = 24 
100@ = 3 
04AF: 710@ = 51 // = constant 
04AF: 711@ = 52 // = constant 
04AF: 712@ = 23 // = constant 
04AF: 716@ = 510 // = constant 
04AF: 717@ = 510 // = constant 
04AF: 718@ = 510 // = constant 
661@ = 40.0 
662@ = 30.0 
663@ = 25.0 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_4138
if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
else_jump @MTBIKER_4190 
wait 0 
jump @MTBIKER_4138 

:MTBIKER_4190
06D5: 792@ = create_racing_checkpoint_at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) point_to 789@ 790@ 791@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 792@ 
jump @MTBIKER_4244 

:MTBIKER_4244
0087: 664@ = 663@ // (float) 

:MTBIKER_4252
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @MTBIKER_4279 
wait 0 
jump @MTBIKER_4252 

:MTBIKER_4279
0395: clear_area 0 at 111@ 231@ 351@ radius 0.5 
03CB: set_rendering_origin_at 111@ 231@ 351@ 
0085: 722@ = 709@ // (int) 
722@ -= 1 
651@ = 0 
652@ = 0 
653@ = 0 
654@ = 0 
0085: 753@ = 100@ // (int) 

:MTBIKER_4359
if 
001D:   753@ > 652@ // (int) 
else_jump @MTBIKER_4403 
754@(652@,10i) = 0 
652@ += 1 
jump @MTBIKER_4359 

:MTBIKER_4403
018A: 764@ = create_checkpoint_at 111@ 231@ 351@ 
765@ = 0 

:MTBIKER_4424
wait 0 
01BD: $15 = current_time_in_ms 
767@ = 0 
652@ = 0 
if 
  765@ == 0 
else_jump @MTBIKER_4651 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_4651 
00A1: put_actor $PLAYER_ACTOR at 111@ 231@ 351@ 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 112@ 232@ radius 100.0 100.0 
else_jump @MTBIKER_4651 
651@ = 0 
0088: $72 = 111@ // (float) 
$72 += 7.0 
0088: $73 = 231@ // (float) 
$73 += 7.0 
0088: $74 = 351@ // (float) 
$74 += 4.0 
0087: 668@ = 111@ // (float) 
668@ -= 7.0 
0087: 669@ = 231@ // (float) 
669@ -= 7.0 
0087: 670@ = 351@ // (float) 
670@ -= 4.0 
765@ += 1 

:MTBIKER_4651
if 
  765@ == 1 
else_jump @MTBIKER_4771 
0085: 655@ = 753@ // (int) 
655@ -= 1 
if and
0248:   model 710@(651@,6i) available 
0248:   model 716@(651@,6i) available 
else_jump @MTBIKER_4727 
651@ += 1 
jump @MTBIKER_4745 

:MTBIKER_4727
0247: load_model 710@(651@,6i) 
0247: load_model 716@(651@,6i) 

:MTBIKER_4745
if 
003B:   651@ == 655@ // (int) 
else_jump @MTBIKER_4771 
765@ += 1 

:MTBIKER_4771
if 
  765@ == 2 
else_jump @MTBIKER_6410 
00A5: 783@ = create_car 716@ at 111@ 231@ 351@ 
039F: set_car 783@ race_to 112@ 232@ 
0085: 655@ = 753@ // (int) 
655@ -= 1 
652@ = 0 

:MTBIKER_4839
if 
001D:   753@ > 652@ // (int) 
else_jump @MTBIKER_6170 
0085: 653@ = 652@ // (int) 
653@ /= 2 
653@ *= 2 
if 
003B:   653@ == 652@ // (int) 
else_jump @MTBIKER_4957 
$72 = 2.0 
0085: 654@ = 652@ // (int) 
654@ *= 4 
0093: 671@ = integer 654@ to_float 
671@ *= -3.0 
0088: $73 = 671@ // (float) 
jump @MTBIKER_5015 

:MTBIKER_4957
$72 = -2.0 
0085: 654@ = 652@ // (int) 
654@ -= 1 
654@ *= 4 
0093: 671@ = integer 654@ to_float 
671@ *= -1.2 
0088: $73 = 671@ // (float) 

:MTBIKER_5015
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset $72 $73 $74 
0174: 672@ = car 783@ Z_angle 
0088: $74 = 351@ // (float) 
0089: 723@(652@,6f) = $72 // (float) 
0089: 729@(652@,6f) = $73 // (float) 
02CE: $74 = ground_z_at $72 $73 $74 
0089: 735@(652@,6f) = $74 // (float) 
if 
001D:   655@ > 652@ // (int) 
else_jump @MTBIKER_5409 
00A5: 741@(652@,6i) = create_car 716@(652@,6i) at $72 $73 $74 
072F: enable_car 741@(652@,6i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0423: set_car 741@(652@,6i) improved_handling_to 1.5 // (float) 
0249: release_model 716@(652@,6i) 
0175: set_car 741@(652@,6i) Z_angle_to 672@ 
02AC: set_car 741@(652@,6i) immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039C: set_car 741@(652@,6i) watertight 1 
03AB: set_car 741@(652@,6i) strong 1 
03ED: set_car 741@(652@,6i) disable_flipped_explosion_when_empty 1 
04E0: car 741@(652@,6i) abandon_path_radius 5 
053F: set_car 741@(652@,6i) tires_vulnerability 0 
0129: 747@(652@,6i) = create_actor_pedtype 4 model 710@(652@,6i) in_car 741@(652@,6i) driverseat 
054E: clear_actor 747@(652@,6i) damage 
0249: release_model 710@(652@,6i) 
054A: set_actor 747@(652@,6i) can_be_shot_in_a_car 0 
060B: set_actor 747@(652@,6i) decision_maker_to 678@ 
0A21: set_car 741@(652@,6i) not_affected_by_cheats 1 
00A9: set_car 741@(652@,6i) to_normal_driver 
00AE: set_car 741@(652@,6i) traffic_behaviour_to 2 
00AD: set_car 741@(652@,6i) max_speed_to 664@ 
02AA: set_car 741@(652@,6i) immune_to_nonplayer 1 
jump @MTBIKER_6156 

:MTBIKER_5409
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -4.0435 6.5755 -0.8 
0376: 779@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 779@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -5.6392 2.9435 -0.8 
0376: 768@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 768@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -6.0071 -2.0778 -0.8 
0376: 769@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 769@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -7.6039 -5.0807 -0.8 
0376: 770@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 770@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -7.0724 -6.4057 -0.8 
0376: 771@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 771@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset -5.9988 -13.553 -0.8 
0376: 772@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 772@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 6.073 -15.2059 -0.8 
0376: 773@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 773@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 7.2639 -12.9933 -0.8 
0376: 774@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 774@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 5.8429 -7.7069 -0.8 
0376: 775@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 775@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 8.4135 -3.7971 -0.8 
0376: 776@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 776@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 6.2507 0.3634 -0.8 
0376: 777@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 777@ turn_to_and_look_at 111@ 231@ 351@ 
0407: store_coords_to $72 $73 $74 from_car 783@ with_offset 8.6397 2.419 -0.8 
0376: 778@ = create_random_actor_at $72 $73 $74 
06BA: AS_actor 778@ turn_to_and_look_at 111@ 231@ 351@ 
00A6: destroy_car 783@ 
0164: disable_marker 764@ 
018A: 764@ = create_checkpoint_at 723@(655@,6f) 729@(655@,6f) 735@(655@,6f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 747@(652@,6i) = $PLAYER_ACTOR // (int) 
0085: 766@ = 652@ // (int) 

:MTBIKER_6156
652@ += 1 
jump @MTBIKER_4839 

:MTBIKER_6170
765@ += 1 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_6266 
00D9: 741@(766@,6i) = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 741@(766@,6i) health_to 500 
054F: clear_car 741@(766@,6i) damage 
00A1: put_actor $PLAYER_ACTOR at 723@(766@,6f) 729@(766@,6f) 735@(766@,6f) 
0175: set_car 741@(766@,6i) Z_angle_to 471@ 
0373: set_camera_directly_behind_player 

:MTBIKER_6266
02A3: enable_widescreen 1 
wait 500 
fade 1 1000 
00BE: text_clear_all 

:MTBIKER_6284
if 
fading 
else_jump @MTBIKER_6308 
wait 0 
jump @MTBIKER_6284 

:MTBIKER_6308
if 
  $3185 == 1 
else_jump @MTBIKER_6342 
00BC: show_text_highpriority GXT 'MTROUT1' time 3000 flag 6  // Scotch Bonnet Yellow Route

:MTBIKER_6342
if 
  $3185 == 2 
else_jump @MTBIKER_6376 
00BC: show_text_highpriority GXT 'MTROUT2' time 3000 flag 6  // Birdseye Winder

:MTBIKER_6376
if 
  $3185 == 3 
else_jump @MTBIKER_6410 
00BC: show_text_highpriority GXT 'MTROUT3' time 3000 flag 6  // Cobra Run

:MTBIKER_6410
if 
  765@ == 3 
else_jump @MTBIKER_6736 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_6736 
0085: 655@ = 753@ // (int) 
655@ -= 1 
652@ = 0 

:MTBIKER_6466
if 
001D:   655@ > 652@ // (int) 
else_jump @MTBIKER_6657 
if or
0119:   car 741@(652@,6i) wrecked 
0118:   actor 747@(652@,6i) dead 
else_jump @MTBIKER_6537 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_13941 

:MTBIKER_6537
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_6643 
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_6643 
if or
8185:   not car 741@(652@,6i) health >= 999 
80DB:   not actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_6643 
00BA: show_text_styled GXT 'RACES_3' time 1200 style 4 
09B9: show_entered_car_name 0 
765@ = 7 

:MTBIKER_6643
652@ += 1 
jump @MTBIKER_6466 

:MTBIKER_6657
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 780@ = $15 // (int) 
780@ += 999 
765@ += 1 

:MTBIKER_6736
if 
  765@ == 4 
else_jump @MTBIKER_6834 
if 
001E:   $15 > 780@ // (int) 
else_jump @MTBIKER_6834 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 780@ = $15 // (int) 
780@ += 999 
765@ += 1 

:MTBIKER_6834
if 
  765@ == 5 
else_jump @MTBIKER_6932 
if 
001E:   $15 > 780@ // (int) 
else_jump @MTBIKER_6932 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 780@ = $15 // (int) 
780@ += 999 
765@ += 1 

:MTBIKER_6932
if 
  765@ == 6 
else_jump @MTBIKER_7159 
if 
001E:   $15 > 780@ // (int) 
else_jump @MTBIKER_7159 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_7159 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 659@ = $15 // (int) 
0085: 655@ = 753@ // (int) 
655@ -= 1 
652@ = 0 

:MTBIKER_7081
if 
001D:   655@ > 652@ // (int) 
else_jump @MTBIKER_7145 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_7131 
02AA: set_car 741@(652@,6i) immune_to_nonplayer 0 

:MTBIKER_7131
652@ += 1 
jump @MTBIKER_7081 

:MTBIKER_7145
780@ = 0 
765@ += 1 

:MTBIKER_7159
if 
  765@ > 6 
else_jump @MTBIKER_12082 

:MTBIKER_7177
if 
001D:   753@ > 652@ // (int) 
else_jump @MTBIKER_11790 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @MTBIKER_11776 
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_9482 
if 
87D6:   not  747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_7348 
if 
051A:   actor 747@(652@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MTBIKER_7348 
if 
8119:   not car 741@(766@,6i) wrecked 
else_jump @MTBIKER_7348 
if 
851B:   not actor 747@(652@,6i) damaged_by_car 741@(766@,6i) 
else_jump @MTBIKER_7348 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_13941 

:MTBIKER_7348
if 
  765@ == 8 
else_jump @MTBIKER_9093 
if 
87D6:   not  747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_9093 
if 
003B:   754@(766@,10i) == 754@(652@,10i) // (int) 
else_jump @MTBIKER_7531 
00A0: store_actor 747@(652@,6i) position_to $72 $73 $74 
0509: 782@ = distance_between_XY $72 $73 and_XY 723@(652@,6f) 729@(652@,6f) 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
0509: 673@ = distance_between_XY $72 $73 and_XY 723@(652@,6f) 729@(652@,6f) 
if 
0025:   673@ > 782@ // (float) 
else_jump @MTBIKER_7524 
767@ += 1 

:MTBIKER_7524
jump @MTBIKER_7565 

:MTBIKER_7531
if 
001D:   754@(652@,10i) > 754@(766@,10i) // (int) 
else_jump @MTBIKER_7565 
767@ += 1 

:MTBIKER_7565
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_7681 
if 
80EC:   not actor 747@(652@,6i) sphere 0 near_point 70@(652@,10f) 80@(652@,10f) radius 3.0 3.0 
else_jump @MTBIKER_7681 
00A0: store_actor 747@(652@,6i) position_to 70@(652@,10f) 80@(652@,10f) $74 
008B: 101@(652@,10i) = $15 // (int) 
101@(652@,10i) += 2000 

:MTBIKER_7681
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_8524 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_7891 
if 
  679@(652@,10i) == 0 
else_jump @MTBIKER_7781 
if 
80DB:   not actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_7781 
679@(652@,10i) = 1 

:MTBIKER_7781
if 
  679@(652@,10i) == 1 
else_jump @MTBIKER_7891 
if 
00DB:   actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_7891 
0687: clear_actor 747@(652@,6i) task 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 
679@(652@,10i) = 0 

:MTBIKER_7891
if 
00EC:   actor 747@(652@,6i) sphere 0 near_point 70@(652@,10f) 80@(652@,10f) radius 3.0 3.0 
else_jump @MTBIKER_8524 
if 
001E:   $15 > 101@(652@,10i) // (int) 
else_jump @MTBIKER_8524 
if 
82CB:   not actor 747@(652@,6i) bounding_sphere_visible 
else_jump @MTBIKER_8524 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_8201 
if 
80DB:   not actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_8194 
046C: 674@ = car 741@(652@,6i) driver 
if 
  674@ == -1 
else_jump @MTBIKER_8080 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 
jump @MTBIKER_8194 

:MTBIKER_8080
01C3: remove_references_to_car 741@(652@,6i) 
00A5: 741@(652@,6i) = create_car 716@(652@,6i) at $72 $73 $74 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 
039F: set_car 741@(652@,6i) race_to 723@(652@,6f) 729@(652@,6f) 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 

:MTBIKER_8194
jump @MTBIKER_8315 

:MTBIKER_8201
00A6: destroy_car 741@(652@,6i) 
00A5: 741@(652@,6i) = create_car 716@(652@,6i) at $72 $73 $74 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 
039F: set_car 741@(652@,6i) race_to 723@(652@,6f) 729@(652@,6f) 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 

:MTBIKER_8315
00A0: store_actor 747@(652@,6i) position_to $72 $73 $74 
02C1: store_to $72 $73 $74 car_path_coords_closest_to $72 $73 $74 
if 
838A:   not any_car_in_cube_cornerA $72 $73 $74 cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_8524 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 4.0 
else_jump @MTBIKER_8524 
00A1: put_actor 747@(652@,6i) at $72 $73 $74 
if 
00DF:   actor 747@(652@,6i) driving 
else_jump @MTBIKER_8524 
03C0: 783@ = actor 747@(652@,6i) car 
0173: set_actor 747@(652@,6i) Z_angle_to 471@(652@,120f) 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 

:MTBIKER_8524
if 
00DF:   actor 747@(652@,6i) driving 
else_jump @MTBIKER_8575 
0085: 655@ = 754@(766@,10i) // (int) 
655@ += 5 
03C0: 783@ = actor 747@(652@,6i) car 

:MTBIKER_8575
651@ = 0 
654@ = 0 

:MTBIKER_8589
if 
001D:   753@ > 651@ // (int) 
else_jump @MTBIKER_8671 
0085: 784@ = 754@(651@,10i) // (int) 
784@ -= 3 
if 
001D:   784@ > 754@(652@,10i) // (int) 
else_jump @MTBIKER_8657 
654@ += 1 

:MTBIKER_8657
651@ += 1 
jump @MTBIKER_8589 

:MTBIKER_8671
if 
  654@ > 0 
else_jump @MTBIKER_9093 
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_9093 
if 
8104:   not actor $PLAYER_ACTOR near_actor 747@(652@,6i) radius 30.0 30.0 5.0 sphere 0 
else_jump @MTBIKER_9093 
if 
82CB:   not actor 747@(652@,6i) bounding_sphere_visible 
else_jump @MTBIKER_9093 
if 
838A:   not any_car_in_cube_cornerA 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_9093 
if 
80C2:   not sphere_onscreen 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 4.0 
else_jump @MTBIKER_9093 
00A1: put_actor 747@(652@,6i) at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) 
if 
00DF:   actor 747@(652@,6i) driving 
else_jump @MTBIKER_8983 
03C0: 783@ = actor 747@(652@,6i) car 
0173: set_actor 747@(652@,6i) Z_angle_to 471@(652@,120f) 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 
jump @MTBIKER_9093 

:MTBIKER_8983
00A5: 741@(652@,6i) = create_car 716@(652@,6i) at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 
0173: set_actor 747@(652@,6i) Z_angle_to 471@(652@,120f) 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 

:MTBIKER_9093
if 
  665@ == 0 
else_jump @MTBIKER_9215 
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_9215 
if 
80FE:   not actor 747@(652@,6i) sphere 0 in_sphere 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 500.0 500.0 500.0 
else_jump @MTBIKER_9215 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_13941 

:MTBIKER_9215
if 
  $3185 == 3 
else_jump @MTBIKER_9410 
if and
  13 > 754@(652@,10i) 
  754@(652@,10i) > 4 
else_jump @MTBIKER_9338 
if 
0100:   actor 747@(652@,6i) in_sphere 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 4.0 4.0 1.5 sphere 0 in_car 
else_jump @MTBIKER_9331 
jump @MTBIKER_12089 

:MTBIKER_9331
jump @MTBIKER_9403 

:MTBIKER_9338
if 
0100:   actor 747@(652@,6i) in_sphere 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9403 
jump @MTBIKER_12089 

:MTBIKER_9403
jump @MTBIKER_9475 

:MTBIKER_9410
if 
0100:   actor 747@(652@,6i) in_sphere 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9475 
jump @MTBIKER_12089 

:MTBIKER_9475
jump @MTBIKER_9536 

:MTBIKER_9482
if 
87D6:   not  747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_9536 
if 
84AD:   not actor 747@(652@,6i) in_water 
else_jump @MTBIKER_9536 
754@(652@,10i) = 0 

:MTBIKER_9536
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_11382 
if 
8119:   not car 741@(766@,6i) wrecked 
else_jump @MTBIKER_11350 
00A0: store_actor 747@(766@,6i) position_to 591@(652@,10f) 601@(652@,10f) 611@(652@,10f) 
00AA: store_car 741@(766@,6i) position_to 621@ 631@ 641@ 
0063: 611@(652@,10f) -= 735@(652@,6f) // (float) 
0063: 641@ -= 735@(652@,6f) // (float) 
if or
  -24.5 > 611@(652@,10f) 
  -24.5 > 641@ 
else_jump @MTBIKER_10121 
if 
  666@ == 0 
else_jump @MTBIKER_9731 
666@ = 1 
008B: 677@ = $15 // (int) 
677@ += 1500 

:MTBIKER_9731
if 
  666@ == 1 
else_jump @MTBIKER_10114 
0085: 657@ = 677@ // (int) 
0064: 657@ -= $15 // (int) 
657@ /= 1000 
if 
  1 > 657@ 
else_jump @MTBIKER_9798 
657@ = 0 

:MTBIKER_9798
if 
001E:   $15 > 677@ // (int) 
else_jump @MTBIKER_10114 
0085: 667@ = 754@(652@,10i) // (int) 
667@ -= 1 
if 
  2 >= $2899 
else_jump @MTBIKER_10091 
if 
  $2899 > 0 
else_jump @MTBIKER_9879 
$2899 = 6 

:MTBIKER_9879
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:MTBIKER_9907
if 
fading 
else_jump @MTBIKER_9931 
wait 0 
jump @MTBIKER_9907 

:MTBIKER_9931
if 
8119:   not car 741@(766@,6i) wrecked 
else_jump @MTBIKER_10040 
if 
80DB:   not actor 747@(652@,6i) in_car 741@(766@,6i) 
else_jump @MTBIKER_9994 
036A: put_actor 747@(652@,6i) in_car 741@(766@,6i) 

:MTBIKER_9994
00AB: put_car 741@(766@,6i) at 111@(667@,120f) 231@(667@,120f) 351@(667@,120f) 
0175: set_car 741@(766@,6i) Z_angle_to 471@(667@,120f) 

:MTBIKER_10040
fade 1 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:MTBIKER_10051
if 
fading 
else_jump @MTBIKER_10075 
wait 0 
jump @MTBIKER_10051 

:MTBIKER_10075
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @MTBIKER_10114 

:MTBIKER_10091
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_13941 

:MTBIKER_10114
jump @MTBIKER_10146 

:MTBIKER_10121
if 
  666@ == 1 
else_jump @MTBIKER_10146 
666@ = 0 

:MTBIKER_10146
if 
8119:   not car 741@(766@,6i) wrecked 
else_jump @MTBIKER_11343 
if 
80DB:   not actor $PLAYER_ACTOR in_car 741@(766@,6i) 
else_jump @MTBIKER_11050 
if 
  665@ == 0 
else_jump @MTBIKER_10301 
06D6: disable_racing_checkpoint 792@ 
0164: disable_marker 764@ 
if 
8119:   not car 741@(766@,6i) wrecked 
else_jump @MTBIKER_10256 
0186: 764@ = create_marker_above_car 741@(766@,6i) 
07E0: set_marker 764@ type_to 1 

:MTBIKER_10256
0085: 675@ = 652@ // (int) 
729@(652@,6f) += 1000.0 
008B: 676@ = $15 // (int) 
676@ += 25400 
665@ = 1 

:MTBIKER_10301
0085: 657@ = 676@ // (int) 
0064: 657@ -= $15 // (int) 
657@ /= 1000 
if 
  1 > 657@ 
else_jump @MTBIKER_10350 
657@ = 0 

:MTBIKER_10350
if 
001E:   $15 > 676@ // (int) 
else_jump @MTBIKER_10394 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
jump @MTBIKER_13941 
return 

:MTBIKER_10394
if 
  657@ == 1 
else_jump @MTBIKER_10442 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 657@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @MTBIKER_10465 

:MTBIKER_10442
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 657@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:MTBIKER_10465
if 
003B:   754@(652@,10i) == 709@ // (int) 
else_jump @MTBIKER_11043 
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_11043 
if 
001C:   $15 > $3193($3185,5i) // (int) 
else_jump @MTBIKER_10715 
0084: $3193($3185,5i) = $15 // (int) 
008B: 660@ = $15 // (int) 
0062: 660@ -= 659@ // (int) 
0084: $3193($3185,5i) = $15 // (int) 
042E: downdate_integer_stat 12 to $3193($3185,5i) // same as 0582 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_10686 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 656@ 657@ time 5000 style 6  // New Best Time ~1~:~1~
jump @MTBIKER_10708 

:MTBIKER_10686
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 656@ 657@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_10708
jump @MTBIKER_10997 

:MTBIKER_10715
008B: 660@ = $3193($3185,5i) // (int) 
0062: 660@ -= 659@ // (int) 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_10836 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 656@ 657@ time 5000 style 6  // Best Time: ~1~:~1~
jump @MTBIKER_10858 

:MTBIKER_10836
036D: show_text_2numbers_styled GXT 'RACES22' numbers 656@ 657@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_10858
008B: 660@ = $15 // (int) 
0062: 660@ -= 659@ // (int) 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_10975 
036D: show_text_2numbers_styled GXT 'RACE_52' numbers 656@ 657@ time 5000 style 4 
jump @MTBIKER_10997 

:MTBIKER_10975
036D: show_text_2numbers_styled GXT 'RACE_53' numbers 656@ 657@ time 5000 style 4 

:MTBIKER_10997
767@ += 1 
if 
  767@ == 1 
else_jump @MTBIKER_11036 
jump @MTBIKER_13959 
jump @MTBIKER_11043 

:MTBIKER_11036
jump @MTBIKER_13941 

:MTBIKER_11043
jump @MTBIKER_11343 

:MTBIKER_11050
if 
  665@ == 1 
else_jump @MTBIKER_11343 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 764@ 
729@(652@,6f) -= 1000.0 
653@ = 0 
0085: 655@ = 100@ // (int) 
655@ -= 1 
018A: 764@ = create_checkpoint_at 723@(675@,6f) 729@(675@,6f) 735@(675@,6f) 
0165: set_marker 764@ color_to 0 
018B: set_marker 764@ radar_mode 2 
0168: set_marker 764@ size 3 
if 
003B:   754@(675@,10i) == 722@ // (int) 
else_jump @MTBIKER_11245 
06D5: 792@ = create_racing_checkpoint_at 723@(675@,6f) 729@(675@,6f) 735@(675@,6f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @MTBIKER_11336 

:MTBIKER_11245
0085: 655@ = 754@(675@,10i) // (int) 
655@ += 1 
if 
003B:   754@(675@,10i) == 722@ // (int) 
else_jump @MTBIKER_11294 
655@ = 1 

:MTBIKER_11294
06D5: 792@ = create_racing_checkpoint_at 723@(675@,6f) 729@(675@,6f) 735@(675@,6f) point_to 789@ 790@ 791@ type 0 radius 6.0 

:MTBIKER_11336
665@ = 0 

:MTBIKER_11343
jump @MTBIKER_11375 

:MTBIKER_11350
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
jump @MTBIKER_13941 
return 

:MTBIKER_11375
jump @MTBIKER_11776 

:MTBIKER_11382
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_11776 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_11776 
00A0: store_actor 747@(652@,6i) position_to 591@(652@,10f) 601@(652@,10f) 611@(652@,10f) 
0063: 611@(652@,10f) -= 735@(652@,6f) // (float) 
if 
  -15.5 > 611@(652@,10f) 
else_jump @MTBIKER_11776 
if 
80C2:   not sphere_onscreen 111@(667@,120f) 231@(667@,120f) 351@(667@,120f) radius 10.0 
else_jump @MTBIKER_11776 
0085: 667@ = 754@(652@,10i) // (int) 
667@ -= 1 
if 
00DB:   actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_11631 
00AB: put_car 741@(652@,6i) at 111@(667@,120f) 231@(667@,120f) 351@(667@,120f) 
0175: set_car 741@(652@,6i) Z_angle_to 471@(652@,120f) 
jump @MTBIKER_11776 

:MTBIKER_11631
046C: 674@ = car 741@(652@,6i) driver 
if 
  674@ == -1 
else_jump @MTBIKER_11714 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 
00AB: put_car 741@(652@,6i) at 111@(667@,120f) 231@(667@,120f) 351@(667@,120f) 
jump @MTBIKER_11776 

:MTBIKER_11714
01C3: remove_references_to_car 741@(652@,6i) 
00A5: 741@(652@,6i) = create_car 716@(652@,6i) at 111@(667@,120f) 231@(667@,120f) 351@(667@,120f) 
036A: put_actor 747@(652@,6i) in_car 741@(652@,6i) 

:MTBIKER_11776
652@ += 1 
jump @MTBIKER_7177 

:MTBIKER_11790
if 
  2 >= 767@ 
else_jump @MTBIKER_11875 
0087: 664@ = 661@ // (float) 
if 
  $3185 == 1 
else_jump @MTBIKER_11875 
if or
  754@(652@,10i) == 17 
  754@(652@,10i) == 16 
else_jump @MTBIKER_11875 
0087: 664@ = 663@ // (float) 

:MTBIKER_11875
if and
  767@ > 2 
  4 > 767@ 
else_jump @MTBIKER_11967 
0087: 664@ = 662@ // (float) 
if 
  $3185 == 1 
else_jump @MTBIKER_11967 
if or
  754@(652@,10i) == 17 
  754@(652@,10i) == 16 
else_jump @MTBIKER_11967 
0087: 664@ = 663@ // (float) 

:MTBIKER_11967
if 
  767@ == 6 
else_jump @MTBIKER_11993 
0087: 664@ = 663@ // (float) 

:MTBIKER_11993
767@ += 1 
0A51:   is_widget_pressed 176 
008B: 785@ = $15 // (int) 
0062: 785@ -= 659@ // (int) 
785@ /= 1000 
0093: 786@ = integer 767@ to_float 
0093: 787@ = integer 100@ to_float 
0093: 788@ = integer 785@ to_float 
0A73: set_widget_value3 176 786@ 787@ 788@ 
0A89: unknown 176 0.0 0.0 

:MTBIKER_12082
jump @MTBIKER_4424 

:MTBIKER_12089
if 
  765@ == 7 
else_jump @MTBIKER_12114 
765@ = 8 

:MTBIKER_12114
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_12162 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 764@ 

:MTBIKER_12162
754@(652@,10i) += 1 
if 
003B:   754@(652@,10i) == 709@ // (int) 
else_jump @MTBIKER_12869 
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_12758 
if 
001C:   $15 > $3193($3185,5i) // (int) 
else_jump @MTBIKER_12423 
0084: $3193($3185,5i) = $15 // (int) 
008B: 660@ = $15 // (int) 
0062: 660@ -= 659@ // (int) 
0084: $3193($3185,5i) = $15 // (int) 
042E: downdate_integer_stat 12 to $3193($3185,5i) // same as 0582 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_12394 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 656@ 657@ time 5000 style 6  // New Best Time ~1~:~1~
jump @MTBIKER_12416 

:MTBIKER_12394
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 656@ 657@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_12416
jump @MTBIKER_12705 

:MTBIKER_12423
008B: 660@ = $3193($3185,5i) // (int) 
0062: 660@ -= 659@ // (int) 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_12544 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 656@ 657@ time 5000 style 6  // Best Time: ~1~:~1~
jump @MTBIKER_12566 

:MTBIKER_12544
036D: show_text_2numbers_styled GXT 'RACES22' numbers 656@ 657@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_12566
008B: 660@ = $15 // (int) 
0062: 660@ -= 659@ // (int) 
660@ /= 1000 
0085: 656@ = 660@ // (int) 
656@ /= 60 
0085: 655@ = 656@ // (int) 
655@ *= 60 
0085: 657@ = 660@ // (int) 
0062: 657@ -= 655@ // (int) 
if 
  657@ > 9 
else_jump @MTBIKER_12683 
036D: show_text_2numbers_styled GXT 'TIME' numbers 656@ 657@ time 5000 style 4  // ~1~:~1~
jump @MTBIKER_12705 

:MTBIKER_12683
036D: show_text_2numbers_styled GXT 'TIME_0' numbers 656@ 657@ time 5000 style 4  // ~1~:0~1~

:MTBIKER_12705
767@ += 1 
if 
  767@ == 1 
else_jump @MTBIKER_12744 
jump @MTBIKER_13959 
jump @MTBIKER_12751 

:MTBIKER_12744
jump @MTBIKER_13941 

:MTBIKER_12751
jump @MTBIKER_12869 

:MTBIKER_12758
06C7: AS_actor 747@(652@,6i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 667@ = 754@(652@,10i) // (int) 
667@ -= 1 
if 
80C2:   not sphere_onscreen 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) radius 30.0 
else_jump @MTBIKER_12869 
if 
8119:   not car 783@ wrecked 
else_jump @MTBIKER_12869 
039F: set_car 783@ race_to 111@(667@,120f) 231@(667@,120f) 

:MTBIKER_12869
0085: 655@ = 754@(652@,10i) // (int) 
0087: 723@(652@,6f) = 111@(655@,120f) // (float) 
0087: 729@(652@,6f) = 231@(655@,120f) // (float) 
0087: 735@(652@,6f) = 351@(655@,120f) // (float) 
if 
07D6:   747@(652@,6i) == $PLAYER_ACTOR // @ == $ (int) 
else_jump @MTBIKER_13310 
655@ += 1 
0087: 789@ = 111@(655@,120f) // (float) 
0087: 790@ = 231@(655@,120f) // (float) 
0087: 791@ = 351@(655@,120f) // (float) 
018A: 764@ = create_checkpoint_at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) 
0165: set_marker 764@ color_to 0 
018B: set_marker 764@ radar_mode 2 
0168: set_marker 764@ size 3 
if 
  765@ == 1 
else_jump @MTBIKER_13102 
06D5: 792@ = create_racing_checkpoint_at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) point_to 789@ 790@ 791@ type 0 radius 6.0 

:MTBIKER_13102
06D6: disable_racing_checkpoint 792@ 
if 
001D:   722@ > 754@(652@,10i) // (int) 
else_jump @MTBIKER_13179 
06D5: 792@ = create_racing_checkpoint_at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) point_to 789@ 790@ 791@ type 0 radius 6.0 
jump @MTBIKER_13221 

:MTBIKER_13179
06D5: 792@ = create_racing_checkpoint_at 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) point_to 789@ 790@ 791@ type 1 radius 6.0 

:MTBIKER_13221
if 
  754@(652@,10i) == 3 
else_jump @MTBIKER_13303 
01C2: remove_references_to_actor 779@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 771@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 772@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 773@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 774@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 775@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 776@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 777@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 778@ // Like turning an actor into a random pedestrian 

:MTBIKER_13303
jump @MTBIKER_13934 

:MTBIKER_13310
if 
  $3185 == 3 
else_jump @MTBIKER_13696 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_13689 
if 
  754@(652@,10i) == 1 
else_jump @MTBIKER_13474 
if 
  652@ == 0 
else_jump @MTBIKER_13422 
0209: $9633 = random_int_in_ranges 832 835 
05EB: assign_car 741@(652@,6i) to_path $9633 
08C6: set_actor 747@(652@,6i) stay_on_bike 1 

:MTBIKER_13422
if 
  652@ == 1 
else_jump @MTBIKER_13474 
0209: $9633 = random_int_in_ranges 829 832 
05EB: assign_car 741@(652@,6i) to_path $9633 
08C6: set_actor 747@(652@,6i) stay_on_bike 1 

:MTBIKER_13474
if 
  754@(652@,10i) == 13 
else_jump @MTBIKER_13596 
060E:   car 741@(652@,6i) assigned_to_path 
05EC: release_car 741@(652@,6i) from_path 
if 
803B:   not  754@(652@,10i) == 709@ // (int) 
else_jump @MTBIKER_13596 
08C6: set_actor 747@(652@,6i) stay_on_bike 0 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 
jump @MTBIKER_9536 

:MTBIKER_13596
if 
  754@(652@,10i) > 13 
else_jump @MTBIKER_13689 
if 
803B:   not  754@(652@,10i) == 709@ // (int) 
else_jump @MTBIKER_13689 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 
jump @MTBIKER_9536 

:MTBIKER_13689
jump @MTBIKER_13934 

:MTBIKER_13696
if 
803B:   not  754@(652@,10i) == 709@ // (int) 
else_jump @MTBIKER_13767 
05D1: AS_actor 747@(652@,6i) drive_car -1 to 723@(652@,6f) 729@(652@,6f) 735@(652@,6f) speed 664@ 3 model 1 1 
jump @MTBIKER_9536 

:MTBIKER_13767
if 
002D:   754@(652@,10i) >= 709@ // (int) 
else_jump @MTBIKER_13934 
if 
8119:   not car 741@(652@,6i) wrecked 
else_jump @MTBIKER_13934 
if 
8118:   not actor 747@(652@,6i) dead 
else_jump @MTBIKER_13934 
if 
00DB:   actor 747@(652@,6i) in_car 741@(652@,6i) 
else_jump @MTBIKER_13934 
if 
  699@(652@,10i) == 0 
else_jump @MTBIKER_13934 
0687: clear_actor 747@(652@,6i) task 
699@(652@,10i) = 1 
05D1: AS_actor 747@(652@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 664@ 3 model 1 1 

:MTBIKER_13934
jump @MTBIKER_9536 

:MTBIKER_13941
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Loser!
return 

:MTBIKER_13959
008B: 654@ = $3185 // (int) 
654@ += 1 
654@ *= 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
if 
  $3185 == 1 
else_jump @MTBIKER_14053 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Winner!
0109: player $PLAYER_CHAR money = 500 
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // You won! The 'Birdseye Winder' race is now available
0394: play_music 1 

:MTBIKER_14053
if 
  $3185 == 2 
else_jump @MTBIKER_14115 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // You won! The 'Cobra Run' race is now available
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 

:MTBIKER_14115
if 
  $3185 == 3 
else_jump @MTBIKER_14177 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 2000 
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // You have completed all routes for 'The Chiliad Challange'
0394: play_music 2 

:MTBIKER_14177
$3185 += 1 
if 
  $3185 > 3 
else_jump @MTBIKER_14240 
if 
  $3187 == 0 
else_jump @MTBIKER_14233 
0595: mission_complete 
030C: progress_made = 1 
$3187 = 1 

:MTBIKER_14233
$3185 = 1 

:MTBIKER_14240
return 

:MTBIKER_14242
$ONMISSION = 0 
if 
8119:   not car 741@ wrecked 
else_jump @MTBIKER_14286 
if 
06AA:   NOP_false 741@ 
else_jump @MTBIKER_14286 
05EC: release_car 741@ from_path 

:MTBIKER_14286
if 
8119:   not car 742@ wrecked 
else_jump @MTBIKER_14323 
if 
06AA:   NOP_false 742@ 
else_jump @MTBIKER_14323 
05EC: release_car 742@ from_path 

:MTBIKER_14323
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
0249: release_model 710@ 
0249: release_model 711@ 
0249: release_model 712@ 
0249: release_model 713@ 
0249: release_model 714@ 
0249: release_model 715@ 
0249: release_model 716@ 
0249: release_model 717@ 
0249: release_model 718@ 
0249: release_model 719@ 
0249: release_model 720@ 
0249: release_model 721@ 
01C2: remove_references_to_actor 779@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 771@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 772@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 773@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 774@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 775@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 776@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 777@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 778@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 764@ 
01BD: $183 = current_time_in_ms 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT
gosub @STUNT_36 
if 
wasted_or_busted 
else_jump @STUNT_27 
gosub @STUNT_1602 

:STUNT_27
gosub @STUNT_2028 
end_thread 

:STUNT_36
$ONMISSION = 1 
if 
  $4179 == 0 
else_jump @STUNT_63 
increment_mission_attempts 

:STUNT_63
thread 'STUNT' 
wait 0 
054C: use_GXT_table 'STUNT' 

:STUNT_89
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @STUNT_116 
wait 0 
jump @STUNT_89 

:STUNT_116
00D9: 42@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 42@ health_to 3000 
gosub @STUNT_2129 
43@ = 1 
64@ = 0 

:STUNT_153
if 
001D:   195@ > 64@ // (int) 
else_jump @STUNT_197 
44@(64@,20i) = 0 
64@ += 1 
jump @STUNT_153 

:STUNT_197
if 
  $ONMISSION == 0 
else_jump @STUNT_229 
018A: 65@ = create_checkpoint_at $72 $73 $74 

:STUNT_229
66@ = 0 
67@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 196@ 197@ 198@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 199@ 200@ 201@ switchstyle 2 
01BD: $15 = current_time_in_ms 
0084: $9634 = $15 // (int) 
$9634 += 1500 
00BC: show_text_highpriority GXT 'STUNT_6' time 5000 flag 1  // ~s~Collect all of the ~r~checkpoints~s~ before the time runs out.
88@ = 0 

:STUNT_355
wait 0 
01BD: $15 = current_time_in_ms 
if 
  66@ == 0 
else_jump @STUNT_510 
if 
00E1:   player 0 pressed_key 16 
else_jump @STUNT_503 
if 
  88@ == 1 
else_jump @STUNT_496 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
$9634 = 16000 
03C3: set_timer_to $9634 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 89@ = $15 // (int) 
66@ = 1 
88@ = 0 

:STUNT_496
jump @STUNT_510 

:STUNT_503
88@ = 1 

:STUNT_510
if 
  66@ == 0 
else_jump @STUNT_619 
if 
001C:   $15 > $9634 // (int) 
else_jump @STUNT_619 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
$9634 = 16000 
03C3: set_timer_to $9634 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 89@ = $15 // (int) 
66@ = 1 

:STUNT_619
if 
8119:   not car 42@ wrecked 
else_jump @STUNT_1505 
if 
00DB:   actor $PLAYER_ACTOR in_car 42@ 
else_jump @STUNT_1180 
if 
  43@ == 1 
else_jump @STUNT_856 
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
0164: disable_marker 65@ 
64@ = 0 

:STUNT_695
if 
001D:   195@ > 64@ // (int) 
else_jump @STUNT_849 
if 
  44@(64@,20i) == 0 
else_jump @STUNT_835 
018A: 90@(64@,20i) = create_checkpoint_at 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) 
0165: set_marker 90@(64@,20i) color_to 0 
06D5: 110@(64@,20i) = create_racing_checkpoint_at 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) point_to 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) type 3 radius 0.8 

:STUNT_835
64@ += 1 
jump @STUNT_695 

:STUNT_849
43@ = 0 

:STUNT_856
64@ = 0 

:STUNT_863
if 
001D:   195@ > 64@ // (int) 
else_jump @STUNT_1173 
if 
  44@(64@,20i) == 0 
else_jump @STUNT_1159 
0996: set_racing_checkpoint 110@(64@,20i) Z_angle_to 68@(64@,20f) 
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) 
68@(64@,20f) += 10.0 
if 
  68@(64@,20f) > 360.0 
else_jump @STUNT_1017 
68@(64@,20f) -= 360.0 

:STUNT_1017
if 
0100:   actor $PLAYER_ACTOR in_sphere 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) radius 2.5 2.5 2.5 sphere 0 in_car 
else_jump @STUNT_1159 
0164: disable_marker 90@(64@,20i) 
06D6: disable_racing_checkpoint 110@(64@,20i) 
097A: play_audio_at 135@(64@,20f) 155@(64@,20f) 175@(64@,20f) event 1058 
$9634 += 15000 
01E5: show_text_1number_highpriority GXT 'STUNT_3' number 15 time 1500 flag 1  // ~s~+~1~ seconds
67@ += 1 
44@(64@,20i) += 1 

:STUNT_1159
64@ += 1 
jump @STUNT_863 

:STUNT_1173
jump @STUNT_1498 

:STUNT_1180
if 
  43@ == 0 
else_jump @STUNT_1336 
64@ = 0 

:STUNT_1205
if 
001D:   195@ > 64@ // (int) 
else_jump @STUNT_1256 
0164: disable_marker 90@(64@,20i) 
06D6: disable_racing_checkpoint 110@(64@,20i) 
64@ += 1 
jump @STUNT_1205 

:STUNT_1256
0186: 65@ = create_marker_above_car 42@ 
07E0: set_marker 65@ type_to 1 
if 
  $9634 > 25400 
else_jump @STUNT_1313 
008B: 130@ = $15 // (int) 
130@ += 25400 
jump @STUNT_1329 

:STUNT_1313
008B: 130@ = $15 // (int) 
005C: 130@ += $9634 // (int) 

:STUNT_1329
43@ = 1 

:STUNT_1336
0085: 131@ = 130@ // (int) 
0064: 131@ -= $15 // (int) 
131@ /= 1000 
if 
  1 > 131@ 
else_jump @STUNT_1385 
131@ = 0 

:STUNT_1385
if 
001E:   $15 > 130@ // (int) 
else_jump @STUNT_1427 
00BC: show_text_highpriority GXT 'STUNT_4' time 5000 flag 1  // ~r~You left your vehicle.
jump @STUNT_1602 

:STUNT_1427
if 
  131@ == 1 
else_jump @STUNT_1475 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 131@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle~s~.
jump @STUNT_1498 

:STUNT_1475
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 131@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.

:STUNT_1498
jump @STUNT_1528 

:STUNT_1505
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~You destroyed your vehicle!
jump @STUNT_1602 

:STUNT_1528
if 
003B:   67@ == 195@ // (int) 
else_jump @STUNT_1554 
jump @STUNT_1620 

:STUNT_1554
if 
  $9634 == 0 
else_jump @STUNT_1595 
00BC: show_text_highpriority GXT 'STUNT_7' time 5000 flag 1  // ~r~You ran out of time!
jump @STUNT_1602 

:STUNT_1595
jump @STUNT_355 

:STUNT_1602
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STUNT_1620
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
008B: 132@ = $15 // (int) 
0062: 132@ -= 89@ // (int) 
132@ /= 1000 
if 
  $725 == 0 
else_jump @STUNT_1730 
if 
  $4179 == 0 
else_jump @STUNT_1723 
030C: progress_made = 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
$4179 = 1 

:STUNT_1723
042E: downdate_integer_stat 49 to 132@ // same as 0582 

:STUNT_1730
if 
  $725 == 1 
else_jump @STUNT_1800 
if 
  $4180 == 0 
else_jump @STUNT_1792 
030C: progress_made = 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500
0394: play_music 2 
$4180 = 1 

:STUNT_1792
042E: downdate_integer_stat 222 to 132@ // same as 0582 

:STUNT_1800
0085: 133@ = 132@ // (int) 
133@ /= 60 
0085: 134@ = 133@ // (int) 
134@ *= 60 
0085: 131@ = 132@ // (int) 
0062: 131@ -= 134@ // (int) 
if 
001E:   $4181($725,2i) > 132@ // (int) 
else_jump @STUNT_1957 
if 
  10 > 131@ 
else_jump @STUNT_1916 
036D: show_text_2numbers_styled GXT 'STUNTN0' numbers 133@ 131@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:0~1~
jump @STUNT_1938 

:STUNT_1916
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 133@ 131@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:~1~

:STUNT_1938
008A: $4181($725,2i) = 132@ // (int) 
jump @STUNT_2026 

:STUNT_1957
if 
  10 > 131@ 
else_jump @STUNT_2004 
036D: show_text_2numbers_styled GXT 'STUNTT0' numbers 133@ 131@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:0~1~
jump @STUNT_2026 

:STUNT_2004
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 133@ 131@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:STUNT_2026
return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ seconds
64@ = 0 

:STUNT_2057
if 
001D:   195@ > 64@ // (int) 
else_jump @STUNT_2108 
0164: disable_marker 90@(64@,20i) 
06D6: disable_racing_checkpoint 110@(64@,20i) 
64@ += 1 
jump @STUNT_2057 

:STUNT_2108
0164: disable_marker 65@ 
014F: stop_timer $9634 
$ONMISSION = 0 
mission_cleanup 
return 

:STUNT_2129
0871: init_jump_table $725 total_jumps 2 default_jump 0 @STUNT_3450 jumps 0 @STUNT_2192 1 @STUNT_2836 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 

:STUNT_2192
135@ = 1955.012 
155@ = -1367.72 
175@ = 24.7354 
136@ = 1954.609 
156@ = -1376.964 
176@ = 24.2187 
137@ = 1887.392 
157@ = -1362.954 
177@ = 19.4329 
138@ = 1914.137 
158@ = -1427.099 
178@ = 15.5805 
139@ = 1908.552 
159@ = -1388.389 
179@ = 10.3294 
140@ = 1882.362 
160@ = -1427.686 
180@ = 10.3294 
141@ = 1953.349 
161@ = -1426.586 
181@ = 10.3294 
142@ = 1878.189 
162@ = -1388.81 
182@ = 15.2464 
143@ = 1878.184 
163@ = -1388.839 
183@ = 18.1461 
144@ = 1872.327 
164@ = -1451.051 
184@ = 15.7645 
145@ = 1905.178 
165@ = -1413.675 
185@ = 13.5322 
146@ = 1949.503 
166@ = -1411.546 
186@ = 15.1837 
147@ = 1867.153 
167@ = -1410.007 
187@ = 13.5322 
148@ = 1909.341 
168@ = -1369.846 
188@ = 16.7966 
149@ = 1939.243 
169@ = -1388.132 
189@ = 19.2615 
150@ = 1904.888 
170@ = -1360.622 
190@ = 13.5322 
151@ = 1930.234 
171@ = -1398.62 
191@ = 16.8554 
152@ = 1888.765 
172@ = -1399.326 
192@ = 17.2408 
153@ = 1900.948 
173@ = -1397.83 
193@ = 15.6868 
195@ = 19 
196@ = 1964.753 
197@ = -1368.362 
198@ = 29.6217 
199@ = 1963.934 
200@ = -1368.818 
201@ = 29.2725 
jump @STUNT_3450 

:STUNT_2836
135@ = -1632.058 
155@ = 143.152 
175@ = 3.4111 
136@ = -1632.021 
156@ = 83.0413 
176@ = 7.5331 
137@ = -1689.148 
157@ = 53.3936 
177@ = 11.7703 
138@ = -1606.423 
158@ = 133.4396 
178@ = -10.9911 
139@ = -1680.386 
159@ = 87.0915 
179@ = 8.2325 
140@ = -1666.295 
160@ = 102.0489 
180@ = -1.5025 
141@ = -1654.692 
161@ = 60.7782 
181@ = 7.6501 
142@ = -1684.867 
162@ = 74.6374 
182@ = -7.0328 
143@ = -1583.797 
163@ = 126.1577 
183@ = 4.157 
144@ = -1667.705 
164@ = 49.5191 
184@ = 6.5634 
145@ = -1611.585 
165@ = 106.3131 
185@ = -3.6465 
146@ = -1590.556 
166@ = 148.9676 
186@ = 4.113 
147@ = -1671.959 
167@ = 98.6 
187@ = 8.9263 
148@ = -1693.32 
168@ = 65.1187 
188@ = 8.7997 
149@ = -1660.951 
169@ = 107.6739 
189@ = -2.1545 
150@ = -1654.071 
170@ = 77.2629 
190@ = -10.2893 
151@ = -1645.494 
171@ = 107.2477 
191@ = -10.6617 
152@ = -1673.735 
172@ = 56.9287 
192@ = -10.674 
195@ = 18 
196@ = -1681.464 
197@ = 27.2091 
198@ = 9.6606 
199@ = -1681.252 
200@ = 28.183 
201@ = 9.5773 
jump @STUNT_3450 

:STUNT_3450
return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1
thread 'BUYPRO1' 
$ONMISSION = 1 
wait 0 
42@ = 0 
0169: set_fade_color_RGB 0 0 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0871: init_jump_table $3121 total_jumps 32 default_jump 0 @BUYPRO1_4201 jumps 0 @BUYPRO1_306 1 @BUYPRO1_410 2 @BUYPRO1_504 3 @BUYPRO1_688 4 @BUYPRO1_814 5 @BUYPRO1_940 6 @BUYPRO1_1066 
0872: jump_table_jumps 7 @BUYPRO1_1192 8 @BUYPRO1_1318 9 @BUYPRO1_1444 10 @BUYPRO1_1570 11 @BUYPRO1_1696 12 @BUYPRO1_1822 13 @BUYPRO1_1948 14 @BUYPRO1_2074 15 @BUYPRO1_2200 
0872: jump_table_jumps 16 @BUYPRO1_2315 17 @BUYPRO1_2437 18 @BUYPRO1_2559 19 @BUYPRO1_2674 20 @BUYPRO1_2789 21 @BUYPRO1_2904 22 @BUYPRO1_3026 23 @BUYPRO1_3141 24 @BUYPRO1_3256 
0872: jump_table_jumps 25 @BUYPRO1_3371 26 @BUYPRO1_3497 27 @BUYPRO1_3612 28 @BUYPRO1_3734 29 @BUYPRO1_3856 30 @BUYPRO1_3971 31 @BUYPRO1_4086 -1 @BUYPRO1_4201 -1 @BUYPRO1_4201 

:BUYPRO1_306
015F: set_camera_position -1990.969 292.2734 35.1049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1990.053 291.9333 35.3176 switchstyle 2 
0623: add $3039 to_integer_stat 15 
create_thread @STEAL 
0164: disable_marker $524 
02A7: $524 = create_icon_marker_and_sphere $535 at $555 $556 $557 
0164: disable_marker $65 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_410
015F: set_camera_position -2255.705 131.9585 38.5998 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2254.716 132.0048 38.4589 switchstyle 2 
0623: add $3040 to_integer_stat 15 
0164: disable_marker $526 
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
$3006 = 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_504
015F: set_camera_position 445.128 2540.436 25.6202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 444.1882 2540.142 25.4462 switchstyle 2 
0623: add $3041 to_integer_stat 15 
0164: disable_marker $54 
create_thread @PSCH 
0164: disable_marker $580 
0164: disable_marker $3105 
0570: $3105 = create_asset_radar_marker_with_icon 35 at $885[2] $903[2] $921[2] 
018B: set_marker $3105 radar_mode 2 
0164: disable_marker $591 
02A7: $591 = create_icon_marker_and_sphere $590 at $665 $666 $667 
018B: set_marker $591 radar_mode 2 
0299: activate_garage 'CN2GAR2' 
0299: activate_garage 'DHANGAR' 
09B4: set_object_property_at $2910[2] $2942[2] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_688
015F: set_camera_position 316.0747 -1786.757 5.0712 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.1206 -1785.778 5.2692 switchstyle 2 
0623: add $3042 to_integer_stat 15 
0164: disable_marker $3010 
0570: $3010 = create_asset_radar_marker_with_icon 35 at $2910[3] $2942[3] $2974[3] 
018B: set_marker $3010 radar_mode 2 
09B4: set_object_property_at $2910[3] $2942[3] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BEACSV' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_814
015F: set_camera_position 2430.869 698.3348 12.9763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2431.789 697.9644 12.843 switchstyle 2 
0623: add $3043 to_integer_stat 15 
0164: disable_marker $3011 
0570: $3011 = create_asset_radar_marker_with_icon 35 at $2910[4] $2942[4] $2974[4] 
018B: set_marker $3011 radar_mode 2 
09B4: set_object_property_at $2910[4] $2942[4] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'VESVGRG' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_940
015F: set_camera_position -362.3164 1152.664 21.4821 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -362.6989 1153.587 21.5142 switchstyle 2 
0623: add $3044 to_integer_stat 15 
0164: disable_marker $3012 
0570: $3012 = create_asset_radar_marker_with_icon 35 at $2910[5] $2942[5] $2974[5] 
018B: set_marker $3012 radar_mode 2 
09B4: set_object_property_at $2910[5] $2942[5] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CN2GAR1' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1066
015F: set_camera_position 1295.982 2525.57 14.1002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1294.994 2525.724 14.0597 switchstyle 2 
0623: add $3045 to_integer_stat 15 
0164: disable_marker $3013 
0570: $3013 = create_asset_radar_marker_with_icon 35 at $2910[6] $2942[6] $2974[6] 
018B: set_marker $3013 radar_mode 2 
09B4: set_object_property_at $2910[6] $2942[6] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB69' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1192
015F: set_camera_position 908.9885 2006.151 17.7914 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 909.9134 2006.143 17.4113 switchstyle 2 
0623: add $3046 to_integer_stat 15 
0164: disable_marker $3014 
0570: $3014 = create_asset_radar_marker_with_icon 35 at $2910[7] $2942[7] $2974[7] 
018B: set_marker $3014 radar_mode 2 
09B4: set_object_property_at $2910[7] $2942[7] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB7' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1318
015F: set_camera_position 2233.14 152.5748 33.5239 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2233.16 153.5324 33.2366 switchstyle 2 
0623: add $3047 to_integer_stat 15 
0164: disable_marker $3015 
0570: $3015 = create_asset_radar_marker_with_icon 35 at $2910[8] $2942[8] $2974[8] 
018B: set_marker $3015 radar_mode 2 
09B4: set_object_property_at $2910[8] $2942[8] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDOO' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1444
015F: set_camera_position 1385.519 1901.313 14.5901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1386.472 1901.076 14.4041 switchstyle 2 
0623: add $3048 to_integer_stat 15 
0164: disable_marker $3016 
0570: $3016 = create_asset_radar_marker_with_icon 35 at $2910[9] $2942[9] $2974[9] 
018B: set_marker $3016 radar_mode 2 
09B4: set_object_property_at $2910[9] $2942[9] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB6' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1570
015F: set_camera_position 1689.118 -2120.165 18.6369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1689.188 -2119.187 18.4393 switchstyle 2 
0623: add $3049 to_integer_stat 15 
0164: disable_marker $3017 
0570: $3017 = create_asset_radar_marker_with_icon 35 at $2910[10] $2942[10] $2974[10] 
018B: set_marker $3017 radar_mode 2 
09B4: set_object_property_at $2910[10] $2942[10] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CARLAS1' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1696
015F: set_camera_position -2098.967 923.2947 80.2446 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2098.986 922.2994 80.3401 switchstyle 2 
0623: add $3050 to_integer_stat 15 
0164: disable_marker $3018 
0570: $3018 = create_asset_radar_marker_with_icon 35 at $2910[11] $2942[11] $2974[11] 
018B: set_marker $3018 radar_mode 2 
09B4: set_object_property_at $2910[11] $2942[11] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFE' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1822
015F: set_camera_position 1325.974 -598.7552 116.1597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1326.254 -599.7052 116.0219 switchstyle 2 
0623: add $3051 to_integer_stat 15 
0164: disable_marker $3019 
0570: $3019 = create_asset_radar_marker_with_icon 35 at $2910[12] $2942[12] $2974[12] 
018B: set_marker $3019 radar_mode 2 
09B4: set_object_property_at $2910[12] $2942[12] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CESAFE1' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_1948
015F: set_camera_position -2700.657 791.45 70.2223 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2700.661 792.4032 69.9203 switchstyle 2 
0623: add $3052 to_integer_stat 15 
0164: disable_marker $3020 
0570: $3020 = create_asset_radar_marker_with_icon 35 at $2910[13] $2942[13] $2974[13] 
018B: set_marker $3020 radar_mode 2 
09B4: set_object_property_at $2910[13] $2942[13] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFW' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2074
015F: set_camera_position -2476.432 -127.2039 26.6779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2475.458 -127.2469 26.8974 switchstyle 2 
0623: add $3053 to_integer_stat 15 
0164: disable_marker $3021 
0570: $3021 = create_asset_radar_marker_with_icon 35 at $2910[14] $2942[14] $2974[14] 
018B: set_marker $3021 radar_mode 2 
09B4: set_object_property_at $2910[14] $2942[14] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SVGSFS1' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2200
015F: set_camera_position 894.7908 -1663.996 20.202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 894.803 -1663.003 20.0891 switchstyle 2 
0623: add $3054 to_integer_stat 15 
0164: disable_marker $3022 
0570: $3022 = create_asset_radar_marker_with_icon 35 at $2910[15] $2942[15] $2974[15] 
018B: set_marker $3022 radar_mode 2 
09B4: set_object_property_at $2910[15] $2942[15] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2315
015F: set_camera_position 2036.76 1623.074 13.4128 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2035.8 1623.087 13.6921 switchstyle 2 
0623: add $3055 to_integer_stat 15 
0164: disable_marker $3023 
0570: $3023 = create_asset_radar_marker_with_icon 35 at $2910[16] $2942[16] $2974[16] 
018B: set_marker $3023 radar_mode 2 
09B4: set_object_property_at $2910[16] $2942[16] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
42@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2437
015F: set_camera_position 2146.165 1286.25 33.6386 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2147.164 1286.218 33.5943 switchstyle 2 
0623: add $3056 to_integer_stat 15 
0164: disable_marker $3024 
0570: $3024 = create_asset_radar_marker_with_icon 35 at $2910[17] $2942[17] $2974[17] 
018B: set_marker $3024 radar_mode 2 
09B4: set_object_property_at $2910[17] $2942[17] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
42@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2559
015F: set_camera_position -2213.188 744.9976 50.024 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.273 744.0281 50.254 switchstyle 2 
0623: add $3057 to_integer_stat 15 
0164: disable_marker $3025 
0570: $3025 = create_asset_radar_marker_with_icon 35 at $2910[18] $2942[18] $2974[18] 
018B: set_marker $3025 radar_mode 2 
09B4: set_object_property_at $2910[18] $2942[18] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2674
015F: set_camera_position -1437.184 -1507.732 103.8198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1437.047 -1508.711 103.9666 switchstyle 2 
0623: add $3058 to_integer_stat 15 
0164: disable_marker $3026 
0570: $3026 = create_asset_radar_marker_with_icon 35 at $2910[19] $2942[19] $2974[19] 
018B: set_marker $3026 radar_mode 2 
09B4: set_object_property_at $2910[19] $2942[19] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2789
015F: set_camera_position -2000.427 -64.4142 40.0479 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.257 -63.8685 40.1625 switchstyle 2 
0623: add $3059 to_integer_stat 15 
0164: disable_marker $3027 
0570: $3027 = create_asset_radar_marker_with_icon 35 at $2910[20] $2942[20] $2974[20] 
018B: set_marker $3027 radar_mode 2 
09B4: set_object_property_at $2910[20] $2942[20] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2904
015F: set_camera_position -2379.854 312.8534 34.2136 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2380.683 313.311 34.5349 switchstyle 2 
0623: add $3060 to_integer_stat 15 
0164: disable_marker $3028 
0570: $3028 = create_asset_radar_marker_with_icon 35 at $2910[21] $2942[21] $2974[21] 
018B: set_marker $3028 radar_mode 2 
09B4: set_object_property_at $2910[21] $2942[21] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
42@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3026
015F: set_camera_position -2079.061 -2298.056 35.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2078.88 -2299.029 35.0066 switchstyle 2 
0623: add $3061 to_integer_stat 15 
0164: disable_marker $3029 
0570: $3029 = create_asset_radar_marker_with_icon 35 at $2910[22] $2942[22] $2974[22] 
018B: set_marker $3029 radar_mode 2 
09B4: set_object_property_at $2910[22] $2942[22] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3141
015F: set_camera_position -1545.093 2663.056 61.0133 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1544.282 2662.509 60.8075 switchstyle 2 
0623: add $3062 to_integer_stat 15 
0164: disable_marker $3030 
0570: $3030 = create_asset_radar_marker_with_icon 35 at $2910[23] $2942[23] $2974[23] 
018B: set_marker $3030 radar_mode 2 
09B4: set_object_property_at $2910[23] $2942[23] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3256
015F: set_camera_position -1035.191 1568.456 39.7221 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1035.971 1567.886 39.4659 switchstyle 2 
0623: add $3063 to_integer_stat 15 
0164: disable_marker $3031 
0570: $3031 = create_asset_radar_marker_with_icon 35 at $2910[24] $2942[24] $2974[24] 
018B: set_marker $3031 radar_mode 2 
09B4: set_object_property_at $2910[24] $2942[24] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3371
015F: set_camera_position 789.7151 -529.9901 20.74 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 789.8545 -529.0045 20.6445 switchstyle 2 
0623: add $3064 to_integer_stat 15 
0164: disable_marker $3032 
0570: $3032 = create_asset_radar_marker_with_icon 35 at $2910[25] $2942[25] $2974[25] 
018B: set_marker $3032 radar_mode 2 
09B4: set_object_property_at $2910[25] $2942[25] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDO2' 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3497
015F: set_camera_position 2114.379 -1299.742 32.8721 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.305 -1298.833 32.4622 switchstyle 2 
0623: add $3065 to_integer_stat 15 
0164: disable_marker $3033 
0570: $3033 = create_asset_radar_marker_with_icon 35 at $2910[26] $2942[26] $2974[26] 
018B: set_marker $3033 radar_mode 2 
09B4: set_object_property_at $2910[26] $2942[26] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3612
015F: set_camera_position 2342.496 2140.662 11.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2343.243 2141.272 11.5827 switchstyle 2 
0623: add $3066 to_integer_stat 15 
0164: disable_marker $3034 
0570: $3034 = create_asset_radar_marker_with_icon 35 at $2910[27] $2942[27] $2974[27] 
018B: set_marker $3034 radar_mode 2 
09B4: set_object_property_at $2910[27] $2942[27] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
42@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3734
015F: set_camera_position 2119.739 1767.835 26.2058 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2120.53 1768.447 26.1978 switchstyle 2 
0623: add $3067 to_integer_stat 15 
0164: disable_marker $3035 
0570: $3035 = create_asset_radar_marker_with_icon 35 at $2910[28] $2942[28] $2974[28] 
018B: set_marker $3035 radar_mode 2 
09B4: set_object_property_at $2910[28] $2942[28] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
42@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3856
015F: set_camera_position 2820.361 2174.83 19.0746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.384 2173.834 18.9889 switchstyle 2 
0623: add $3068 to_integer_stat 15 
0164: disable_marker $3036 
0570: $3036 = create_asset_radar_marker_with_icon 35 at $2910[29] $2942[29] $2974[29] 
018B: set_marker $3036 radar_mode 2 
09B4: set_object_property_at $2910[29] $2942[29] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3971
015F: set_camera_position 2484.971 -2013.007 17.5718 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2484.96 -2012.031 17.3533 switchstyle 2 
0623: add $3069 to_integer_stat 15 
0164: disable_marker $3037 
0570: $3037 = create_asset_radar_marker_with_icon 35 at $2910[30] $2942[30] $2974[30] 
018B: set_marker $3037 radar_mode 2 
09B4: set_object_property_at $2910[30] $2942[30] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_4086
015F: set_camera_position 189.8908 -107.1989 5.7226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 190.8559 -107.2361 5.4634 switchstyle 2 
0623: add $3070 to_integer_stat 15 
0164: disable_marker $3038 
0570: $3038 = create_asset_radar_marker_with_icon 35 at $2910[31] $2942[31] $2974[31] 
018B: set_marker $3038 radar_mode 2 
09B4: set_object_property_at $2910[31] $2942[31] radius 5.0 bitmask 16384 flag 1 
030C: progress_made = 1 
jump @BUYPRO1_4201 

:BUYPRO1_4201
if 
  42@ == 0 
else_jump @BUYPRO1_4242 
00BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Property bought!
jump @BUYPRO1_4258 

:BUYPRO1_4242
00BA: show_text_styled GXT 'HSUITE' time 5000 style 2  // Hotel suite purchased!

:BUYPRO1_4258
0394: play_music 2 
wait 5000 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @BUYPRO1_4285 
end_thread 

:BUYPRO1_4285
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
$ONMISSION = 0 
01BD: $183 = current_time_in_ms 
mission_cleanup 
end_thread 
return 

//-------------Mission 135---------------

:RAM_2P
thread 'RAM_2P' 
gosub @RAM_2P_47 
if 
wasted_or_busted 
else_jump @RAM_2P_38 
gosub @RAM_2P_1487 

:RAM_2P_38
gosub @RAM_2P_1783 
end_thread 

:RAM_2P_47
09AC: disable_map_icons 1 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
291@ = 0 
294@ = 0 
295@ = 0 
302@ = 0 
296@ = 0 

:RAM_2P_108
297@(296@,5i) = 0 
296@ += 1 
  296@ >= 5 
else_jump @RAM_2P_108 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'MENU2P' 
jump @RAM_2P_167 

:RAM_2P_167
gosub @RAM_2P_1938 
wait 0 
0247: load_model 352 
0247: load_model 353 
0247: load_model 346 
0247: load_model 63 

:RAM_2P_197
if or
8248:   not model 352 available 
8248:   not model 353 available 
8248:   not model 346 available 
8248:   not model 63 available 
else_jump @RAM_2P_238 
wait 0 
jump @RAM_2P_197 

:RAM_2P_238
40@ = 0 
03DE: set_pedestrians_density_multiplier_to 2.0 
0395: clear_area 1 at 1478.868 -1655.853 13.0469 radius 40.0 
0053: $SECOND_PLAYER = create_player 1 at 1478.868 -1655.853 13.0469 
01F5: $155 = get_player_actor $SECOND_PLAYER 
09C7: change_player $SECOND_PLAYER model_to 63 
0173: set_actor $155 Z_angle_to 237.1571 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RAM_2P_425 
00A1: put_actor $PLAYER_ACTOR at 1478.973 -1657.854 13.0469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 237.1571 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06FA: allow_players_to_use_separate_vehicles 0 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RAM_2P_425
0871: init_jump_table $3228 total_jumps 9 default_jump 0 @RAM_2P_895 jumps 0 @RAM_2P_553 1 @RAM_2P_591 2 @RAM_2P_629 3 @RAM_2P_667 4 @RAM_2P_705 5 @RAM_2P_743 6 @RAM_2P_781 
0872: jump_table_jumps 7 @RAM_2P_819 8 @RAM_2P_857 -1 @RAM_2P_895 -1 @RAM_2P_895 -1 @RAM_2P_895 -1 @RAM_2P_895 -1 @RAM_2P_895 -1 @RAM_2P_895 -1 @RAM_2P_895 

:RAM_2P_553
275@ = 15 
276@ = 3 
274@ = 180000 
366@ = 0 
jump @RAM_2P_895 

:RAM_2P_591
275@ = 15 
276@ = 2 
274@ = 120000 
366@ = 0 
jump @RAM_2P_895 

:RAM_2P_629
275@ = 15 
276@ = 1 
274@ = 90000 
366@ = 0 
jump @RAM_2P_895 

:RAM_2P_667
275@ = 18 
276@ = 3 
274@ = 180000 
366@ = 1 
jump @RAM_2P_895 

:RAM_2P_705
275@ = 18 
276@ = 2 
274@ = 120000 
366@ = 1 
jump @RAM_2P_895 

:RAM_2P_743
275@ = 18 
276@ = 1 
274@ = 90000 
366@ = 1 
jump @RAM_2P_895 

:RAM_2P_781
275@ = 20 
276@ = 3 
274@ = 180000 
366@ = 2 
jump @RAM_2P_895 

:RAM_2P_819
275@ = 20 
276@ = 2 
274@ = 120000 
366@ = 2 
jump @RAM_2P_895 

:RAM_2P_857
275@ = 20 
276@ = 1 
274@ = 90000 
366@ = 2 
jump @RAM_2P_895 

:RAM_2P_895
gosub @RAM_2P_1850 
08F5: save_player_group 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RAM_2P_939 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RAM_2P_939
015F: set_camera_position 1484.073 -1659.599 15.6832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1483.27 -1659.081 15.3862 switchstyle 2 
gosub @RAM_2P_1979 
if 
  276@ == 1 
else_jump @RAM_2P_1046 
02FF: show_text_3numbers GXT 'MENU_65' numbers 275@ 276@ 30 time 5000 flag 1  // Kill ~1~ peds in ~1~ minute and ~1~ seconds.
jump @RAM_2P_1068 

:RAM_2P_1046
02FD: show_text_2numbers_lowpriority GXT 'MENU_36' numbers 275@ 276@ time 5000 flag 1  // Kill ~1~ pedestrians in ~1~ minutes.

:RAM_2P_1068
wait 5000 
gosub @RAM_2P_1891 
008B: 368@ = $3228 // (int) 
368@ += 1 
00BE: text_clear_all 
0871: init_jump_table 366@ total_jumps 3 default_jump 0 @RAM_2P_1268 jumps 0 @RAM_2P_1160 1 @RAM_2P_1196 2 @RAM_2P_1232 -1 @RAM_2P_1268 -1 @RAM_2P_1268 -1 @RAM_2P_1268 -1 @RAM_2P_1268 

:RAM_2P_1160
01F9: init_rampage_gxt 'DUMMY' weapon 29 time_limit 274@ targets 275@ target_models -1 -1 -1 -1 completed_text 0 
jump @RAM_2P_1268 

:RAM_2P_1196
01F9: init_rampage_gxt 'DUMMY' weapon 28 time_limit 274@ targets 275@ target_models -1 -1 -1 -1 completed_text 0 
jump @RAM_2P_1268 

:RAM_2P_1232
01F9: init_rampage_gxt 'DUMMY' weapon 22 time_limit 274@ targets 275@ target_models -1 -1 -1 -1 completed_text 0 
jump @RAM_2P_1268 

:RAM_2P_1268
41@ = 0 

:RAM_2P_1275
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RAM_2P_1480 
wait 0 
gosub @RAM_2P_2020 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RAM_2P_1351 
if or
0741:   actor $PLAYER_ACTOR busted 
0741:   actor $155 busted 
else_jump @RAM_2P_1351 
09C2: cancel_rampage 

:RAM_2P_1351
01FA: 291@ = rampage_status 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @RAM_2P_1386 
0062: 274@ -= 41@ // (int) 
04AF: 291@ = 2 // = constant 

:RAM_2P_1386
if 
0735:   is_keyboard_key_pressed 70 
else_jump @RAM_2P_1408 
04AF: 291@ = 3 // = constant 

:RAM_2P_1408
if 
04A4:   291@ == 2 // == constant 
else_jump @RAM_2P_1441 
0062: 274@ -= 41@ // (int) 
jump @RAM_2P_1647 

:RAM_2P_1441
if 
04A4:   291@ == 3 // == constant 
else_jump @RAM_2P_1473 
367@ = 1 
jump @RAM_2P_1487 

:RAM_2P_1473
jump @RAM_2P_1275 

:RAM_2P_1480
jump @RAM_2P_1487 

:RAM_2P_1487
if 
  367@ == 0 
else_jump @RAM_2P_1613 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RAM_2P_1537 
00BC: show_text_highpriority GXT 'MENU_47' time 4000 flag 1  // ~r~Player one was killed

:RAM_2P_1537
if 
0118:   actor $155 dead 
else_jump @RAM_2P_1569 
00BC: show_text_highpriority GXT 'MENU_48' time 4000 flag 1  // ~r~Player two was killed

:RAM_2P_1569
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RAM_2P_1606 
00BC: show_text_highpriority GXT 'MENU_49' time 4000 flag 1  // ~r~Both players are dead!

:RAM_2P_1606
jump @RAM_2P_1629 

:RAM_2P_1613
00BC: show_text_highpriority GXT 'MENU_50' time 4000 flag 1  // ~r~You didn't get enough kills in time!

:RAM_2P_1629
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:RAM_2P_1647
274@ /= 1000 
0652: 369@ = integer_stat 246 
if 
001D:   274@ > 369@ // (int) 
else_jump @RAM_2P_1690 
0629: change_integer_stat 246 to 274@ 

:RAM_2P_1690
if 
  $3228 == 8 
else_jump @RAM_2P_1733 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
jump @RAM_2P_1751 

:RAM_2P_1733
01E3: show_text_1number_styled GXT 'MENU_67' number 0 time 5000 style 1  // Level passed

:RAM_2P_1751
0110: clear_player $PLAYER_CHAR wanted_level 
if 
   not $3228 == 8 
else_jump @RAM_2P_1781 
$3228 += 1 

:RAM_2P_1781
return 

:RAM_2P_1783
09AC: disable_map_icons 0 
367@ = 0 
08F6: restore_player_group 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model 352 
0249: release_model 353 
0249: release_model 346 
0249: release_model 63 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:RAM_2P_1850
02A3: enable_widescreen 1 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RAM_2P_1889 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RAM_2P_1889
return 

:RAM_2P_1891
02A3: enable_widescreen 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RAM_2P_1930 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RAM_2P_1930
02EB: restore_camera_with_jumpcut 
06E0: set_2_player_camera_mode_to 2 
return 

:RAM_2P_1938
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RAM_2P_1953
if 
fading 
else_jump @RAM_2P_1977 
wait 0 
jump @RAM_2P_1953 

:RAM_2P_1977
return 

:RAM_2P_1979
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RAM_2P_1994
if 
fading 
else_jump @RAM_2P_2018 
wait 0 
jump @RAM_2P_1994 

:RAM_2P_2018
return 

:RAM_2P_2020
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RAM_2P_2056 
if 
8118:   not actor $155 dead 
else_jump @RAM_2P_2056 
05BE: AS_actor $155 die 

:RAM_2P_2056
if 
0736:   is_keyboard_key_just_pressed 90 
else_jump @RAM_2P_2092 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RAM_2P_2092 
05BE: AS_actor $PLAYER_ACTOR die 

:RAM_2P_2092
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RAM_2P_2126 
065D: NOP $3228 "RAM_2P_LEVEL" 

:RAM_2P_2126
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RAM_2P_2141 

:RAM_2P_2141
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RAM_2P_2156 

:RAM_2P_2156
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RAM_2P_2171 

:RAM_2P_2171
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RAM_2P_2186 

:RAM_2P_2186
return 

//-------------Mission 136---------------

:BIKE_2P
thread 'BIKE_2P' 
gosub @BIKE_2P_47 
if 
wasted_or_busted 
else_jump @BIKE_2P_38 
gosub @BIKE_2P_1549 

:BIKE_2P_38
gosub @BIKE_2P_1868 
end_thread 

:BIKE_2P_47
09AC: disable_map_icons 1 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
291@ = 0 
292@ = 0 
293@ = 0 
300@ = 0 
294@ = 0 

:BIKE_2P_108
295@(294@,5i) = 0 
294@ += 1 
  294@ >= 5 
else_jump @BIKE_2P_108 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'MENU2P' 
gosub @BIKE_2P_2092 
wait 0 
0247: load_model 353 
0247: load_model 63 
0247: load_model 521 
0247: load_model 522 
0247: load_model 461 

:BIKE_2P_195
if or
8248:   not model 353 available 
8248:   not model 63 available 
8248:   not model 521 available 
8248:   not model 522 available 
8248:   not model 461 available 
else_jump @BIKE_2P_241 
wait 0 
jump @BIKE_2P_195 

:BIKE_2P_241
40@ = 0 
0732: random_car_generator_disable_model 448 
0732: random_car_generator_disable_model 462 
0732: random_car_generator_disable_model 463 
0732: random_car_generator_disable_model 509 
0732: random_car_generator_disable_model 510 
0732: random_car_generator_disable_model 523 
0732: random_car_generator_disable_model 581 
0732: random_car_generator_disable_model 586 
0732: random_car_generator_disable_model 523 
0732: random_car_generator_disable_model 581 
0732: random_car_generator_disable_model 586 
09BF: set_random_traffic_spawn_to_model 521 // Load the vehicle model before using this 
0581: enable_radar 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1196.491 249.321 18.5618 radius 60.0 
0871: init_jump_table $3229 total_jumps 9 default_jump 0 @BIKE_2P_957 jumps 0 @BIKE_2P_471 1 @BIKE_2P_525 2 @BIKE_2P_579 3 @BIKE_2P_633 4 @BIKE_2P_687 5 @BIKE_2P_741 6 @BIKE_2P_795 
0872: jump_table_jumps 7 @BIKE_2P_849 8 @BIKE_2P_903 -1 @BIKE_2P_957 -1 @BIKE_2P_957 -1 @BIKE_2P_957 -1 @BIKE_2P_957 -1 @BIKE_2P_957 -1 @BIKE_2P_957 -1 @BIKE_2P_957 

:BIKE_2P_471
274@ = 5 
275@ = 3 
273@ = 180000 
00A5: 292@ = create_car 521 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_525
274@ = 5 
275@ = 2 
273@ = 120000 
00A5: 292@ = create_car 521 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_579
274@ = 5 
275@ = 1 
273@ = 60000 
00A5: 292@ = create_car 521 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_633
274@ = 8 
275@ = 3 
273@ = 180000 
00A5: 292@ = create_car 522 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_687
274@ = 8 
275@ = 2 
273@ = 120000 
00A5: 292@ = create_car 522 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_741
274@ = 8 
275@ = 1 
273@ = 60000 
00A5: 292@ = create_car 522 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_795
274@ = 10 
275@ = 3 
273@ = 180000 
00A5: 292@ = create_car 461 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_849
274@ = 10 
275@ = 2 
273@ = 120000 
00A5: 292@ = create_car 461 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_903
274@ = 10 
275@ = 1 
273@ = 60000 
00A5: 292@ = create_car 461 at 1196.491 249.321 18.5618 
jump @BIKE_2P_957 

:BIKE_2P_957
0175: set_car 292@ Z_angle_to 337.2467 
020A: set_car 292@ door_status_to 4 
0053: $SECOND_PLAYER = create_player 1 at 1196.491 249.321 18.5618 
09C7: change_player $SECOND_PLAYER model_to 63 
01F5: $155 = get_player_actor $SECOND_PLAYER 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BIKE_2P_1131 
00A1: put_actor $PLAYER_ACTOR at 1196.491 249.321 18.5618 
036A: put_actor $PLAYER_ACTOR in_car 292@ 
0430: put_actor $155 into_car 292@ passenger_seat 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
094E: set_actor $155 mute_pain_audio 1 
06F1: set_2_player_distance_limit_to 20.0 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $155 stay_on_bike 1 

:BIKE_2P_1131
gosub @BIKE_2P_2006 
08F5: save_player_group 
015F: set_camera_position 1192.166 245.3466 20.4391 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1192.838 246.0682 20.2713 switchstyle 2 
gosub @BIKE_2P_2133 
if 
   not 275@ == 1 
else_jump @BIKE_2P_1245 
02FD: show_text_2numbers_lowpriority GXT 'MENU_38' numbers 274@ 275@ time 5000 flag 1  // Destroy ~1~ bikes in ~1~ minutes.
jump @BIKE_2P_1267 

:BIKE_2P_1245
02FD: show_text_2numbers_lowpriority GXT 'MENU_61' numbers 274@ 275@ time 5000 flag 1  // Destroy ~1~ bikes in ~1~ minute.

:BIKE_2P_1267
wait 5000 
gosub @BIKE_2P_2047 
008B: 362@ = $3229 // (int) 
362@ += 1 
01F9: init_rampage_gxt 'DUMMY' weapon 29 time_limit 273@ targets 274@ target_models 521 522 461 468 completed_text 0 
01EB: set_traffic_density_multiplier_to 2.0 
41@ = 0 

:BIKE_2P_1341
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @BIKE_2P_1542 
wait 0 
gosub @BIKE_2P_2174 
if 
02BF:   car 292@ sunk 
else_jump @BIKE_2P_1391 
09C2: cancel_rampage 

:BIKE_2P_1391
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @BIKE_2P_1413 
jump @BIKE_2P_1709 

:BIKE_2P_1413
01FA: 291@ = rampage_status 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @BIKE_2P_1448 
0062: 273@ -= 41@ // (int) 
04AF: 291@ = 2 // = constant 

:BIKE_2P_1448
if 
0735:   is_keyboard_key_pressed 70 
else_jump @BIKE_2P_1470 
04AF: 291@ = 3 // = constant 

:BIKE_2P_1470
if 
04A4:   291@ == 2 // == constant 
else_jump @BIKE_2P_1503 
0062: 273@ -= 41@ // (int) 
jump @BIKE_2P_1709 

:BIKE_2P_1503
if 
04A4:   291@ == 3 // == constant 
else_jump @BIKE_2P_1535 
335@ = 1 
jump @BIKE_2P_1549 

:BIKE_2P_1535
jump @BIKE_2P_1341 

:BIKE_2P_1542
jump @BIKE_2P_1549 

:BIKE_2P_1549
if 
  335@ == 0 
else_jump @BIKE_2P_1675 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @BIKE_2P_1599 
00BC: show_text_highpriority GXT 'MENU_47' time 4000 flag 1  // ~r~Player one was killed

:BIKE_2P_1599
if 
0118:   actor $155 dead 
else_jump @BIKE_2P_1631 
00BC: show_text_highpriority GXT 'MENU_48' time 4000 flag 1  // ~r~Player two was killed

:BIKE_2P_1631
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @BIKE_2P_1668 
00BC: show_text_highpriority GXT 'MENU_49' time 4000 flag 1  // ~r~Both players are dead!

:BIKE_2P_1668
jump @BIKE_2P_1691 

:BIKE_2P_1675
00BC: show_text_highpriority GXT 'MENU_50' time 4000 flag 1  // ~r~You didn't get enough kills in time!

:BIKE_2P_1691
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:BIKE_2P_1709
273@ /= 1000 
0652: 363@ = integer_stat 250 
if 
001D:   273@ > 363@ // (int) 
else_jump @BIKE_2P_1752 
0629: change_integer_stat 250 to 273@ 

:BIKE_2P_1752
if 
  $3229 == 8 
else_jump @BIKE_2P_1795 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
jump @BIKE_2P_1813 

:BIKE_2P_1795
01E3: show_text_1number_styled GXT 'MENU_67' number 0 time 5000 style 1  // Level passed

:BIKE_2P_1813
if 
   not $3229 == 8 
else_jump @BIKE_2P_1838 
$3229 += 1 

:BIKE_2P_1838
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8119:   not car 292@ wrecked 
else_jump @BIKE_2P_1866 
020A: set_car 292@ door_status_to 1 

:BIKE_2P_1866
return 

:BIKE_2P_1868
09AC: disable_map_icons 0 
335@ = 0 
08F6: restore_player_group 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
if 
8119:   not car 292@ wrecked 
else_jump @BIKE_2P_1916 
020A: set_car 292@ door_status_to 1 

:BIKE_2P_1916
0249: release_model 353 
0249: release_model 522 
0249: release_model 461 
0249: release_model 521 
0249: release_model 63 
0733: random_car_generator_enable_model 448 
0733: random_car_generator_enable_model 462 
0733: random_car_generator_enable_model 463 
0733: random_car_generator_enable_model 509 
0733: random_car_generator_enable_model 510 
0733: random_car_generator_enable_model 523 
0733: random_car_generator_enable_model 581 
0733: random_car_generator_enable_model 586 
0733: random_car_generator_enable_model 523 
0733: random_car_generator_enable_model 581 
0733: random_car_generator_enable_model 586 
$ONMISSION = 0 
mission_cleanup 
return 

:BIKE_2P_2006
02A3: enable_widescreen 1 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @BIKE_2P_2045 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:BIKE_2P_2045
return 

:BIKE_2P_2047
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @BIKE_2P_2088 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:BIKE_2P_2088
02EB: restore_camera_with_jumpcut 
return 

:BIKE_2P_2092
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:BIKE_2P_2107
if 
fading 
else_jump @BIKE_2P_2131 
wait 0 
jump @BIKE_2P_2107 

:BIKE_2P_2131
return 

:BIKE_2P_2133
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:BIKE_2P_2148
if 
fading 
else_jump @BIKE_2P_2172 
wait 0 
jump @BIKE_2P_2148 

:BIKE_2P_2172
return 

:BIKE_2P_2174
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @BIKE_2P_2189 

:BIKE_2P_2189
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @BIKE_2P_2211 
jump @BIKE_2P_1709 

:BIKE_2P_2211
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @BIKE_2P_2226 

:BIKE_2P_2226
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @BIKE_2P_2262 
if 
8118:   not actor $155 dead 
else_jump @BIKE_2P_2262 
05BE: AS_actor $155 die 

:BIKE_2P_2262
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @BIKE_2P_2279 
09C2: cancel_rampage 

:BIKE_2P_2279
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @BIKE_2P_2315 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BIKE_2P_2315 
05BE: AS_actor $PLAYER_ACTOR die 

:BIKE_2P_2315
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @BIKE_2P_2360 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BIKE_2P_2360 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:BIKE_2P_2360
return 

//-------------Mission 137---------------

:CARS_2P
thread 'CARS_2P' 
gosub @CARS_2P_45 
if 
wasted_or_busted 
else_jump @CARS_2P_38 
gosub @CARS_2P_1736 

:CARS_2P_38
jump @CARS_2P_2055 

:CARS_2P_45
09AC: disable_map_icons 1 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
290@ = 0 
291@ = 0 
292@ = 0 
299@ = 0 
293@ = 0 

:CARS_2P_106
294@(293@,5i) = 0 
293@ += 1 
  293@ >= 5 
else_jump @CARS_2P_106 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'MENU2P' 
wait 0 
0247: load_model 353 
0247: load_model 63 

:CARS_2P_171
if 
8248:   not model 63 available 
else_jump @CARS_2P_197 
wait 0 
jump @CARS_2P_171 

:CARS_2P_197
40@ = 0 
01EB: set_traffic_density_multiplier_to 2.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2102.848 653.8868 51.3671 radius 40.0 
0871: init_jump_table $3231 total_jumps 9 default_jump 0 @CARS_2P_1144 jumps 0 @CARS_2P_370 1 @CARS_2P_456 2 @CARS_2P_542 3 @CARS_2P_628 4 @CARS_2P_714 5 @CARS_2P_800 6 @CARS_2P_886 
0872: jump_table_jumps 7 @CARS_2P_972 8 @CARS_2P_1058 -1 @CARS_2P_1144 -1 @CARS_2P_1144 -1 @CARS_2P_1144 -1 @CARS_2P_1144 -1 @CARS_2P_1144 -1 @CARS_2P_1144 -1 @CARS_2P_1144 

:CARS_2P_370
0247: load_model 405 

:CARS_2P_375
if 
8248:   not model 405 available 
else_jump @CARS_2P_402 
wait 0 
jump @CARS_2P_375 

:CARS_2P_402
274@ = 5 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 405 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_456
0247: load_model 405 

:CARS_2P_461
if 
8248:   not model 405 available 
else_jump @CARS_2P_488 
wait 0 
jump @CARS_2P_461 

:CARS_2P_488
274@ = 5 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 405 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_542
0247: load_model 405 

:CARS_2P_547
if 
8248:   not model 405 available 
else_jump @CARS_2P_574 
wait 0 
jump @CARS_2P_547 

:CARS_2P_574
274@ = 5 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 405 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_628
0247: load_model 420 

:CARS_2P_633
if 
8248:   not model 420 available 
else_jump @CARS_2P_660 
wait 0 
jump @CARS_2P_633 

:CARS_2P_660
274@ = 8 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 420 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_714
0247: load_model 420 

:CARS_2P_719
if 
8248:   not model 420 available 
else_jump @CARS_2P_746 
wait 0 
jump @CARS_2P_719 

:CARS_2P_746
274@ = 8 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 420 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_800
0247: load_model 420 

:CARS_2P_805
if 
8248:   not model 420 available 
else_jump @CARS_2P_832 
wait 0 
jump @CARS_2P_805 

:CARS_2P_832
274@ = 8 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 420 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_886
0247: load_model 502 

:CARS_2P_891
if 
8248:   not model 502 available 
else_jump @CARS_2P_918 
wait 0 
jump @CARS_2P_891 

:CARS_2P_918
274@ = 10 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 502 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_972
0247: load_model 502 

:CARS_2P_977
if 
8248:   not model 502 available 
else_jump @CARS_2P_1004 
wait 0 
jump @CARS_2P_977 

:CARS_2P_1004
274@ = 10 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 502 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_1058
0247: load_model 502 

:CARS_2P_1063
if 
8248:   not model 502 available 
else_jump @CARS_2P_1090 
wait 0 
jump @CARS_2P_1063 

:CARS_2P_1090
274@ = 10 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 502 at -2103.0 654.4047 51.3703 
jump @CARS_2P_1144 

:CARS_2P_1144
0175: set_car 291@ Z_angle_to 269.5643 
020A: set_car 291@ door_status_to 4 
0053: $SECOND_PLAYER = create_player 1 at -2104.556 654.4047 51.3703 
09C7: change_player $SECOND_PLAYER model_to 63 
01F5: $155 = get_player_actor $SECOND_PLAYER 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CARS_2P_1304 
00A1: put_actor $PLAYER_ACTOR at -2104.556 654.4047 51.3703 
036A: put_actor $PLAYER_ACTOR in_car 291@ 
0430: put_actor $155 into_car 291@ passenger_seat 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:CARS_2P_1304
gosub @CARS_2P_2143 
08F5: save_player_group 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @CARS_2P_1348 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:CARS_2P_1348
015F: set_camera_position -2105.843 651.8388 52.53596 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2105.124 652.5283 52.4463 switchstyle 2 
gosub @CARS_2P_2270 
if 
   not 275@ == 1 
else_jump @CARS_2P_1453 
02FD: show_text_2numbers_lowpriority GXT 'MENU_64' numbers 274@ 275@ time 5000 flag 1  // Destroy ~1~ vehicles in ~1~ minutes
jump @CARS_2P_1475 

:CARS_2P_1453
02FD: show_text_2numbers_lowpriority GXT 'MENU_63' numbers 274@ 275@ time 5000 flag 1  // Destroy ~1~ vehicles in ~1~ minute

:CARS_2P_1475
wait 5000 
gosub @CARS_2P_2184 
008B: 361@ = $3231 // (int) 
361@ += 1 
01F9: init_rampage_gxt 'DUMMY' weapon 29 time_limit 273@ targets 274@ target_models -2 -2 -2 -2 completed_text 0 
01EB: set_traffic_density_multiplier_to 2.0 
41@ = 0 

:CARS_2P_1545
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
8119:   not car 291@ wrecked 
else_jump @CARS_2P_1729 
wait 0 
gosub @CARS_2P_2311 
if 
02BF:   car 291@ sunk 
else_jump @CARS_2P_1600 
09C2: cancel_rampage 

:CARS_2P_1600
01FA: 290@ = rampage_status 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CARS_2P_1635 
0062: 273@ -= 41@ // (int) 
04AF: 290@ = 2 // = constant 

:CARS_2P_1635
if 
0735:   is_keyboard_key_pressed 70 
else_jump @CARS_2P_1657 
04AF: 290@ = 3 // = constant 

:CARS_2P_1657
if 
04A4:   290@ == 2 // == constant 
else_jump @CARS_2P_1690 
0062: 273@ -= 41@ // (int) 
jump @CARS_2P_1896 

:CARS_2P_1690
if 
04A4:   290@ == 3 // == constant 
else_jump @CARS_2P_1722 
360@ = 1 
jump @CARS_2P_1736 

:CARS_2P_1722
jump @CARS_2P_1545 

:CARS_2P_1729
jump @CARS_2P_1736 

:CARS_2P_1736
if 
  360@ == 0 
else_jump @CARS_2P_1862 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @CARS_2P_1786 
00BC: show_text_highpriority GXT 'MENU_47' time 4000 flag 1  // ~r~Player one was killed

:CARS_2P_1786
if 
0118:   actor $155 dead 
else_jump @CARS_2P_1818 
00BC: show_text_highpriority GXT 'MENU_48' time 4000 flag 1  // ~r~Player two was killed

:CARS_2P_1818
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @CARS_2P_1855 
00BC: show_text_highpriority GXT 'MENU_49' time 4000 flag 1  // ~r~Both players are dead!

:CARS_2P_1855
jump @CARS_2P_1878 

:CARS_2P_1862
00BC: show_text_highpriority GXT 'MENU_50' time 4000 flag 1  // ~r~You didn't get enough kills in time!

:CARS_2P_1878
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:CARS_2P_1896
273@ /= 1000 
0652: 362@ = integer_stat 247 
if 
001D:   273@ > 362@ // (int) 
else_jump @CARS_2P_1939 
0629: change_integer_stat 247 to 273@ 

:CARS_2P_1939
if 
  $3231 == 8 
else_jump @CARS_2P_1982 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
jump @CARS_2P_2000 

:CARS_2P_1982
01E3: show_text_1number_styled GXT 'MENU_67' number 0 time 5000 style 1  // Level passed

:CARS_2P_2000
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8119:   not car 291@ wrecked 
else_jump @CARS_2P_2028 
020A: set_car 291@ door_status_to 1 

:CARS_2P_2028
if 
   not $3231 == 8 
else_jump @CARS_2P_2053 
$3231 += 1 

:CARS_2P_2053
return 

:CARS_2P_2055
09AC: disable_map_icons 0 
360@ = 0 
08F6: restore_player_group 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model 353 
0249: release_model 405 
0249: release_model 420 
0249: release_model 502 
0249: release_model 63 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
if 
8119:   not car 291@ wrecked 
else_jump @CARS_2P_2141 
020A: set_car 291@ door_status_to 1 

:CARS_2P_2141
end_thread 

:CARS_2P_2143
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @CARS_2P_2182 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:CARS_2P_2182
return 

:CARS_2P_2184
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @CARS_2P_2225 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:CARS_2P_2225
02EB: restore_camera_with_jumpcut 
return 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:CARS_2P_2244
if 
fading 
else_jump @CARS_2P_2268 
wait 0 
jump @CARS_2P_2244 

:CARS_2P_2268
return 

:CARS_2P_2270
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:CARS_2P_2285
if 
fading 
else_jump @CARS_2P_2309 
wait 0 
jump @CARS_2P_2285 

:CARS_2P_2309
return 

:CARS_2P_2311
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @CARS_2P_2349 
if 
8119:   not car 291@ wrecked 
else_jump @CARS_2P_2349 
020A: set_car 291@ door_status_to 1 

:CARS_2P_2349
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @CARS_2P_2364 

:CARS_2P_2364
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @CARS_2P_2386 
jump @CARS_2P_1896 

:CARS_2P_2386
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @CARS_2P_2422 
if 
8118:   not actor $155 dead 
else_jump @CARS_2P_2422 
05BE: AS_actor $155 die 

:CARS_2P_2422
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @CARS_2P_2437 

:CARS_2P_2437
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @CARS_2P_2473 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CARS_2P_2473 
05BE: AS_actor $PLAYER_ACTOR die 

:CARS_2P_2473
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @CARS_2P_2518 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @CARS_2P_2518 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:CARS_2P_2518
return 

//-------------Mission 138---------------

:HELI_2P
thread 'HELI_2P' 
gosub @HELI_2P_47 
if 
wasted_or_busted 
else_jump @HELI_2P_38 
gosub @HELI_2P_1442 

:HELI_2P_38
gosub @HELI_2P_1761 
end_thread 

:HELI_2P_47
09AC: disable_map_icons 1 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
054C: use_GXT_table 'MENU2P' 
0169: set_fade_color_RGB 0 0 0 
gosub @HELI_2P_1940 
42@ = 0 
43@ = 0 
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
0247: load_model 353 
0247: load_model 497 
0247: load_model 447 
0247: load_model 469 
0247: load_model 63 

:HELI_2P_142
if or
8248:   not model 353 available 
8248:   not model 497 available 
8248:   not model 447 available 
8248:   not model 469 available 
8248:   not model 63 available 
else_jump @HELI_2P_188 
wait 0 
jump @HELI_2P_142 

:HELI_2P_188
40@ = 0 
01EB: set_traffic_density_multiplier_to 1.0 
0395: clear_area 1 at -252.9156 2583.779 62.5703 radius 40.0 
0871: init_jump_table $3230 total_jumps 9 default_jump 0 @HELI_2P_840 jumps 0 @HELI_2P_354 1 @HELI_2P_408 2 @HELI_2P_462 3 @HELI_2P_516 4 @HELI_2P_570 5 @HELI_2P_624 6 @HELI_2P_678 
0872: jump_table_jumps 7 @HELI_2P_732 8 @HELI_2P_786 -1 @HELI_2P_840 -1 @HELI_2P_840 -1 @HELI_2P_840 -1 @HELI_2P_840 -1 @HELI_2P_840 -1 @HELI_2P_840 -1 @HELI_2P_840 

:HELI_2P_354
286@ = 8 
287@ = 3 
285@ = 180000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_408
286@ = 8 
287@ = 2 
285@ = 120000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_462
286@ = 8 
287@ = 1 
285@ = 60000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_516
286@ = 10 
287@ = 3 
285@ = 180000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_570
286@ = 10 
287@ = 2 
285@ = 120000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_624
286@ = 10 
287@ = 1 
285@ = 60000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_678
286@ = 12 
287@ = 3 
285@ = 180000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_732
286@ = 12 
287@ = 2 
285@ = 120000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_786
286@ = 12 
287@ = 1 
285@ = 60000 
00A5: 42@ = create_car 497 at -252.9156 2583.779 62.5703 
jump @HELI_2P_840 

:HELI_2P_840
0175: set_car 42@ Z_angle_to 310.1937 
020A: set_car 42@ door_status_to 4 
0053: $SECOND_PLAYER = create_player 1 at -252.9156 2583.779 62.5703 
09C7: change_player $SECOND_PLAYER model_to 63 
01F5: $155 = get_player_actor $SECOND_PLAYER 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HELI_2P_1017 
00A1: put_actor $PLAYER_ACTOR at -252.9156 2583.779 62.5703 
036A: put_actor $PLAYER_ACTOR in_car 42@ 
0430: put_actor $155 into_car 42@ passenger_seat 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
01B2: give_actor $155 weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $155 armed_weapon_to 29 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:HELI_2P_1017
gosub @HELI_2P_1854 
08F5: save_player_group 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @HELI_2P_1061 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:HELI_2P_1061
015F: set_camera_position -252.9156 2575.86 65.34 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -252.7241 2576.819 65.1324 switchstyle 2 
gosub @HELI_2P_1981 
if 
   not 287@ == 1 
else_jump @HELI_2P_1166 
02FD: show_text_2numbers_lowpriority GXT 'MENU_64' numbers 286@ 287@ time 5000 flag 1  // Destroy ~1~ vehicles in ~1~ minutes
jump @HELI_2P_1188 

:HELI_2P_1166
02FD: show_text_2numbers_lowpriority GXT 'MENU_63' numbers 286@ 287@ time 5000 flag 1  // Destroy ~1~ vehicles in ~1~ minute

:HELI_2P_1188
wait 5000 
gosub @HELI_2P_1895 
008B: 353@ = $3230 // (int) 
353@ += 1 
01F9: init_rampage_gxt 'DUMMY' weapon 29 time_limit 285@ targets 286@ target_models -2 -2 -2 -2 completed_text 0 
41@ = 0 

:HELI_2P_1251
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
8119:   not car 42@ wrecked 
else_jump @HELI_2P_1435 
wait 0 
gosub @HELI_2P_2022 
if 
02BF:   car 42@ sunk 
else_jump @HELI_2P_1306 
09C2: cancel_rampage 

:HELI_2P_1306
01FA: 43@ = rampage_status 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HELI_2P_1341 
0062: 285@ -= 41@ // (int) 
04AF: 43@ = 2 // = constant 

:HELI_2P_1341
if 
0735:   is_keyboard_key_pressed 70 
else_jump @HELI_2P_1363 
04AF: 43@ = 3 // = constant 

:HELI_2P_1363
if 
04A4:   43@ == 2 // == constant 
else_jump @HELI_2P_1396 
0062: 285@ -= 41@ // (int) 
jump @HELI_2P_1602 

:HELI_2P_1396
if 
04A4:   43@ == 3 // == constant 
else_jump @HELI_2P_1428 
352@ = 1 
jump @HELI_2P_1442 

:HELI_2P_1428
jump @HELI_2P_1251 

:HELI_2P_1435
jump @HELI_2P_1442 

:HELI_2P_1442
if 
  352@ == 0 
else_jump @HELI_2P_1568 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @HELI_2P_1492 
00BC: show_text_highpriority GXT 'MENU_47' time 4000 flag 1  // ~r~Player one was killed

:HELI_2P_1492
if 
0118:   actor $155 dead 
else_jump @HELI_2P_1524 
00BC: show_text_highpriority GXT 'MENU_48' time 4000 flag 1  // ~r~Player two was killed

:HELI_2P_1524
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @HELI_2P_1561 
00BC: show_text_highpriority GXT 'MENU_49' time 4000 flag 1  // ~r~Both players are dead!

:HELI_2P_1561
jump @HELI_2P_1584 

:HELI_2P_1568
00BC: show_text_highpriority GXT 'MENU_50' time 4000 flag 1  // ~r~You didn't get enough kills in time!

:HELI_2P_1584
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HELI_2P_1602
285@ /= 1000 
0652: 354@ = integer_stat 249 
if 
001D:   285@ > 354@ // (int) 
else_jump @HELI_2P_1645 
0629: change_integer_stat 249 to 285@ 

:HELI_2P_1645
if 
8119:   not car 42@ wrecked 
else_jump @HELI_2P_1668 
020A: set_car 42@ door_status_to 1 

:HELI_2P_1668
if 
   not $3230 == 8 
else_jump @HELI_2P_1693 
$3230 += 1 

:HELI_2P_1693
if 
  $3230 == 8 
else_jump @HELI_2P_1736 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
jump @HELI_2P_1754 

:HELI_2P_1736
01E3: show_text_1number_styled GXT 'MENU_67' number 0 time 5000 style 1  // Level passed

:HELI_2P_1754
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:HELI_2P_1761
09AC: disable_map_icons 0 
352@ = 0 
08F6: restore_player_group 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model 353 
0249: release_model 497 
0249: release_model 447 
0249: release_model 469 
0249: release_model 487 
0249: release_model 488 
0249: release_model 63 
if 
8119:   not car 42@ wrecked 
else_jump @HELI_2P_1838 
020A: set_car 42@ door_status_to 1 

:HELI_2P_1838
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:HELI_2P_1854
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @HELI_2P_1893 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:HELI_2P_1893
return 

:HELI_2P_1895
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @HELI_2P_1936 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:HELI_2P_1936
02EB: restore_camera_with_jumpcut 
return 

:HELI_2P_1940
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:HELI_2P_1955
if 
fading 
else_jump @HELI_2P_1979 
wait 0 
jump @HELI_2P_1955 

:HELI_2P_1979
return 

:HELI_2P_1981
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:HELI_2P_1996
if 
fading 
else_jump @HELI_2P_2020 
wait 0 
jump @HELI_2P_1996 

:HELI_2P_2020
return 

:HELI_2P_2022
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @HELI_2P_2037 

:HELI_2P_2037
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @HELI_2P_2052 

:HELI_2P_2052
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @HELI_2P_2074 
jump @HELI_2P_1602 

:HELI_2P_2074
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @HELI_2P_2110 
if 
8118:   not actor $155 dead 
else_jump @HELI_2P_2110 
05BE: AS_actor $155 die 

:HELI_2P_2110
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @HELI_2P_2125 

:HELI_2P_2125
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @HELI_2P_2161 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HELI_2P_2161 
05BE: AS_actor $PLAYER_ACTOR die 

:HELI_2P_2161
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @HELI_2P_2206 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @HELI_2P_2206 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:HELI_2P_2206
return 

//-------------Mission 139---------------

:PEDS_2P
thread 'PEDS_2P' 
gosub @PEDS_2P_47 
if 
wasted_or_busted 
else_jump @PEDS_2P_38 
gosub @PEDS_2P_1754 

:PEDS_2P_38
gosub @PEDS_2P_2073 
end_thread 

:PEDS_2P_47
09AC: disable_map_icons 1 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
290@ = 0 
291@ = 0 
292@ = 0 
299@ = 0 
293@ = 0 

:PEDS_2P_110
294@(293@,5i) = 0 
293@ += 1 
  293@ >= 5 
else_jump @PEDS_2P_110 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'MENU2P' 
gosub @PEDS_2P_2242 
wait 0 
0247: load_model 353 
0247: load_model 63 

:PEDS_2P_182
if or
8248:   not model 353 available 
8248:   not model 63 available 
else_jump @PEDS_2P_213 
wait 0 
jump @PEDS_2P_182 

:PEDS_2P_213
40@ = 0 
01EB: set_traffic_density_multiplier_to 0.5 
0395: clear_area 1 at 2510.633 1207.917 9.8281 radius 40.0 
0871: init_jump_table $3232 total_jumps 9 default_jump 0 @PEDS_2P_1153 jumps 0 @PEDS_2P_379 1 @PEDS_2P_465 2 @PEDS_2P_551 3 @PEDS_2P_637 4 @PEDS_2P_723 5 @PEDS_2P_809 6 @PEDS_2P_895 
0872: jump_table_jumps 7 @PEDS_2P_981 8 @PEDS_2P_1067 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 -1 @PEDS_2P_1153 

:PEDS_2P_379
0247: load_model 402 

:PEDS_2P_384
if 
8248:   not model 402 available 
else_jump @PEDS_2P_411 
wait 0 
jump @PEDS_2P_384 

:PEDS_2P_411
274@ = 15 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 402 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_465
0247: load_model 402 

:PEDS_2P_470
if 
8248:   not model 402 available 
else_jump @PEDS_2P_497 
wait 0 
jump @PEDS_2P_470 

:PEDS_2P_497
274@ = 15 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 402 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_551
0247: load_model 402 

:PEDS_2P_556
if 
8248:   not model 402 available 
else_jump @PEDS_2P_583 
wait 0 
jump @PEDS_2P_556 

:PEDS_2P_583
274@ = 15 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 402 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_637
0247: load_model 411 

:PEDS_2P_642
if 
8248:   not model 411 available 
else_jump @PEDS_2P_669 
wait 0 
jump @PEDS_2P_642 

:PEDS_2P_669
274@ = 20 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 411 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_723
0247: load_model 411 

:PEDS_2P_728
if 
8248:   not model 411 available 
else_jump @PEDS_2P_755 
wait 0 
jump @PEDS_2P_728 

:PEDS_2P_755
274@ = 20 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 411 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_809
0247: load_model 411 

:PEDS_2P_814
if 
8248:   not model 411 available 
else_jump @PEDS_2P_841 
wait 0 
jump @PEDS_2P_814 

:PEDS_2P_841
274@ = 20 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 411 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_895
0247: load_model 477 

:PEDS_2P_900
if 
8248:   not model 477 available 
else_jump @PEDS_2P_927 
wait 0 
jump @PEDS_2P_900 

:PEDS_2P_927
274@ = 25 
275@ = 3 
273@ = 180000 
00A5: 291@ = create_car 477 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_981
0247: load_model 477 

:PEDS_2P_986
if 
8248:   not model 477 available 
else_jump @PEDS_2P_1013 
wait 0 
jump @PEDS_2P_986 

:PEDS_2P_1013
274@ = 25 
275@ = 2 
273@ = 120000 
00A5: 291@ = create_car 477 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_1067
0247: load_model 477 

:PEDS_2P_1072
if 
8248:   not model 477 available 
else_jump @PEDS_2P_1099 
wait 0 
jump @PEDS_2P_1072 

:PEDS_2P_1099
274@ = 25 
275@ = 1 
273@ = 60000 
00A5: 291@ = create_car 477 at 2510.633 1207.917 9.8281 
jump @PEDS_2P_1153 

:PEDS_2P_1153
0175: set_car 291@ Z_angle_to 271.2962 
020A: set_car 291@ door_status_to 4 
0053: $SECOND_PLAYER = create_player 1 at 2510.633 1207.917 9.8281 
09C7: change_player $SECOND_PLAYER model_to 63 
01F5: $155 = get_player_actor $SECOND_PLAYER 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PEDS_2P_1330 
00A1: put_actor $PLAYER_ACTOR at 2510.633 1207.917 9.8281 
036A: put_actor $PLAYER_ACTOR in_car 291@ 
0430: put_actor $155 into_car 291@ passenger_seat 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
01B2: give_actor $155 weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $155 armed_weapon_to 29 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:PEDS_2P_1330
gosub @PEDS_2P_2156 
08F5: save_player_group 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @PEDS_2P_1374 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:PEDS_2P_1374
015F: set_camera_position 2508.093 1205.589 11.1785 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2509.017 1205.957 11.0761 switchstyle 2 
gosub @PEDS_2P_2283 
if 
   not 275@ == 1 
else_jump @PEDS_2P_1479 
02FD: show_text_2numbers_lowpriority GXT 'MENU_46' numbers 274@ 275@ time 5000 flag 1  // Shoot ~1~ pedestrians in ~1~ minutes.
jump @PEDS_2P_1501 

:PEDS_2P_1479
02FD: show_text_2numbers_lowpriority GXT 'MENU_62' numbers 274@ 275@ time 5000 flag 1  // Shoot ~1~ pedestrians in ~1~ minute.

:PEDS_2P_1501
wait 5000 
gosub @PEDS_2P_2197 
008B: 361@ = $3232 // (int) 
361@ += 1 
01F9: init_rampage_gxt 'DUMMY' weapon 29 time_limit 273@ targets 274@ target_models -1 -1 -1 -1 completed_text 0 
03DE: set_pedestrians_density_multiplier_to 2.0 
41@ = 0 

:PEDS_2P_1571
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
8119:   not car 291@ wrecked 
else_jump @PEDS_2P_1747 
wait 0 
gosub @PEDS_2P_2324 
if 
02BF:   car 291@ sunk 
else_jump @PEDS_2P_1626 
09C2: cancel_rampage 

:PEDS_2P_1626
01FA: 290@ = rampage_status 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @PEDS_2P_1653 
04AF: 290@ = 2 // = constant 

:PEDS_2P_1653
if 
0735:   is_keyboard_key_pressed 70 
else_jump @PEDS_2P_1675 
04AF: 290@ = 3 // = constant 

:PEDS_2P_1675
if 
04A4:   290@ == 2 // == constant 
else_jump @PEDS_2P_1708 
0062: 273@ -= 41@ // (int) 
jump @PEDS_2P_1914 

:PEDS_2P_1708
if 
04A4:   290@ == 3 // == constant 
else_jump @PEDS_2P_1740 
360@ = 1 
jump @PEDS_2P_1754 

:PEDS_2P_1740
jump @PEDS_2P_1571 

:PEDS_2P_1747
jump @PEDS_2P_1754 

:PEDS_2P_1754
if 
  360@ == 0 
else_jump @PEDS_2P_1880 
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @PEDS_2P_1804 
00BC: show_text_highpriority GXT 'MENU_47' time 4000 flag 1  // ~r~Player one was killed

:PEDS_2P_1804
if 
0118:   actor $155 dead 
else_jump @PEDS_2P_1836 
00BC: show_text_highpriority GXT 'MENU_48' time 4000 flag 1  // ~r~Player two was killed

:PEDS_2P_1836
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @PEDS_2P_1873 
00BC: show_text_highpriority GXT 'MENU_49' time 4000 flag 1  // ~r~Both players are dead!

:PEDS_2P_1873
jump @PEDS_2P_1896 

:PEDS_2P_1880
00BC: show_text_highpriority GXT 'MENU_50' time 4000 flag 1  // ~r~You didn't get enough kills in time!

:PEDS_2P_1896
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:PEDS_2P_1914
273@ /= 1000 
0652: 362@ = integer_stat 248 
if 
001D:   273@ > 362@ // (int) 
else_jump @PEDS_2P_1957 
0629: change_integer_stat 248 to 273@ 

:PEDS_2P_1957
if 
   not $3232 == 8 
else_jump @PEDS_2P_1982 
$3232 += 1 

:PEDS_2P_1982
if 
  $3232 == 8 
else_jump @PEDS_2P_2025 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
jump @PEDS_2P_2043 

:PEDS_2P_2025
01E3: show_text_1number_styled GXT 'MENU_67' number 0 time 5000 style 1  // Level passed

:PEDS_2P_2043
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8119:   not car 291@ wrecked 
else_jump @PEDS_2P_2071 
020A: set_car 291@ door_status_to 1 

:PEDS_2P_2071
return 

:PEDS_2P_2073
09AC: disable_map_icons 0 
360@ = 0 
08F6: restore_player_group 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model 353 
0249: release_model 402 
0249: release_model 411 
0249: release_model 477 
0249: release_model 63 
if 
8119:   not car 291@ wrecked 
else_jump @PEDS_2P_2145 
020A: set_car 291@ door_status_to 1 

:PEDS_2P_2145
$ONMISSION = 0 
mission_cleanup 
return 

:PEDS_2P_2156
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @PEDS_2P_2195 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:PEDS_2P_2195
return 

:PEDS_2P_2197
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @PEDS_2P_2238 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:PEDS_2P_2238
02EB: restore_camera_with_jumpcut 
return 

:PEDS_2P_2242
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:PEDS_2P_2257
if 
fading 
else_jump @PEDS_2P_2281 
wait 0 
jump @PEDS_2P_2257 

:PEDS_2P_2281
return 

:PEDS_2P_2283
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:PEDS_2P_2298
if 
fading 
else_jump @PEDS_2P_2322 
wait 0 
jump @PEDS_2P_2298 

:PEDS_2P_2322
return 

:PEDS_2P_2324
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @PEDS_2P_2339 

:PEDS_2P_2339
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @PEDS_2P_2354 

:PEDS_2P_2354
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @PEDS_2P_2376 
jump @PEDS_2P_1914 

:PEDS_2P_2376
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @PEDS_2P_2412 
if 
8118:   not actor $155 dead 
else_jump @PEDS_2P_2412 
05BE: AS_actor $155 die 

:PEDS_2P_2412
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @PEDS_2P_2427 

:PEDS_2P_2427
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @PEDS_2P_2463 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PEDS_2P_2463 
05BE: AS_actor $PLAYER_ACTOR die 

:PEDS_2P_2463
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @PEDS_2P_2508 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PEDS_2P_2508 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:PEDS_2P_2508
return 

//-------------Mission 140---------------

:RUN_LS
thread 'RUN_LS' 
gosub @RUN_LS_47 
if 
wasted_or_busted 
else_jump @RUN_LS_38 
gosub @RUN_LS_952 

:RUN_LS_38
gosub @RUN_LS_1078 
end_thread 

:RUN_LS_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
$11844 = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @RUN_LS_1232 
wait 0 
0247: load_model 63 
04ED: load_animation "KISSING" 

:RUN_LS_112
if or
8248:   not model 63 available 
84EE:   not animation "KISSING" loaded 
else_jump @RUN_LS_149 
wait 0 
jump @RUN_LS_112 

:RUN_LS_149
40@ = 0 
0395: clear_area 1 at 2069.907 -1556.378 12.4198 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LS_351 
00A1: put_actor $PLAYER_ACTOR at 2070.337 -1557.624 12.4203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.0526 
0395: clear_area 1 at 2491.895 -1669.122 12.3594 radius 10.0 
0053: $SECOND_PLAYER = create_player 1 at 2069.74 -1555.628 12.4214 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
09C7: change_player $SECOND_PLAYER model_to 63 
0173: set_actor $155 Z_angle_to 269.0526 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RUN_LS_351
gosub @RUN_LS_1146 
015F: set_camera_position 2078.45 -1556.668 13.6446 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2077.451 -1556.651 13.6027 switchstyle 2 
gosub @RUN_LS_1273 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
02A3: enable_widescreen 0 

:RUN_LS_443
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_809 
wait 0 
if 
  41@ > 250 
else_jump @RUN_LS_769 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if and
00E1:   player 1 pressed_key 0 
  $16 > 100 
else_jump @RUN_LS_573 
58@ += 1 
if 
  58@ > 5 
else_jump @RUN_LS_559 
58@ = 0 

:RUN_LS_559
gosub @RUN_LS_1314 
41@ = 0 

:RUN_LS_573
if and
00E1:   player 1 pressed_key 0 
  -100 > $16 
else_jump @RUN_LS_643 
58@ -= 1 
if 
  0 > 58@ 
else_jump @RUN_LS_629 
58@ = 5 

:RUN_LS_629
gosub @RUN_LS_1314 
41@ = 0 

:RUN_LS_643
if 
00E1:   player 1 pressed_key 11 
else_jump @RUN_LS_706 
58@ += 1 
if 
  58@ > 5 
else_jump @RUN_LS_692 
58@ = 0 

:RUN_LS_692
gosub @RUN_LS_1314 
41@ = 0 

:RUN_LS_706
if 
00E1:   player 1 pressed_key 10 
else_jump @RUN_LS_769 
58@ -= 1 
if 
  0 > 58@ 
else_jump @RUN_LS_755 
58@ = 5 

:RUN_LS_755
gosub @RUN_LS_1314 
41@ = 0 

:RUN_LS_769
if 
00E1:   player 1 pressed_key 16 
else_jump @RUN_LS_802 
gosub @RUN_LS_1187 
03E6: remove_text_box 
jump @RUN_LS_809 

:RUN_LS_802
jump @RUN_LS_443 

:RUN_LS_809
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:RUN_LS_820
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_945 
wait 0 
gosub @RUN_LS_1646 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_938 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RUN_LS_938 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @RUN_LS_928 
gosub @RUN_LS_1825 
jump @RUN_LS_938 

:RUN_LS_928
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:RUN_LS_938
jump @RUN_LS_820 

:RUN_LS_945
jump @RUN_LS_952 

:RUN_LS_952
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_LS_984 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:RUN_LS_984
if 
0118:   actor $155 dead 
else_jump @RUN_LS_1016 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:RUN_LS_1016
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_LS_1053 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:RUN_LS_1053
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:RUN_LS_1078
$11844 = 0 
09AC: disable_map_icons 0 
0249: release_model 63 
0249: release_model 106 
0249: release_model 68 
0249: release_model 167 
0249: release_model 280 
0249: release_model 105 
0249: release_model 102 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:RUN_LS_1146
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_LS_1185 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RUN_LS_1185
return 

:RUN_LS_1187
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_LS_1228 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RUN_LS_1228
02EB: restore_camera_with_jumpcut 
return 

:RUN_LS_1232
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RUN_LS_1247
if 
fading 
else_jump @RUN_LS_1271 
wait 0 
jump @RUN_LS_1247 

:RUN_LS_1271
return 

:RUN_LS_1273
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RUN_LS_1288
if 
fading 
else_jump @RUN_LS_1312 
wait 0 
jump @RUN_LS_1288 

:RUN_LS_1312
return 

:RUN_LS_1314
0871: init_jump_table 58@ total_jumps 6 default_jump 0 @RUN_LS_1644 jumps 0 @RUN_LS_1377 1 @RUN_LS_1421 2 @RUN_LS_1465 3 @RUN_LS_1509 4 @RUN_LS_1553 5 @RUN_LS_1600 -1 @RUN_LS_1644 

:RUN_LS_1377
0247: load_model 63 

:RUN_LS_1381
if 
8248:   not model 63 available 
else_jump @RUN_LS_1407 
wait 0 
jump @RUN_LS_1381 

:RUN_LS_1407
09C7: change_player $SECOND_PLAYER model_to 63 
jump @RUN_LS_1644 

:RUN_LS_1421
0247: load_model 106 

:RUN_LS_1425
if 
8248:   not model 106 available 
else_jump @RUN_LS_1451 
wait 0 
jump @RUN_LS_1425 

:RUN_LS_1451
09C7: change_player $SECOND_PLAYER model_to 106 
jump @RUN_LS_1644 

:RUN_LS_1465
0247: load_model 68 

:RUN_LS_1469
if 
8248:   not model 68 available 
else_jump @RUN_LS_1495 
wait 0 
jump @RUN_LS_1469 

:RUN_LS_1495
09C7: change_player $SECOND_PLAYER model_to 68 
jump @RUN_LS_1644 

:RUN_LS_1509
0247: load_model 102 

:RUN_LS_1513
if 
8248:   not model 102 available 
else_jump @RUN_LS_1539 
wait 0 
jump @RUN_LS_1513 

:RUN_LS_1539
09C7: change_player $SECOND_PLAYER model_to 102 
jump @RUN_LS_1644 

:RUN_LS_1553
0247: load_model 280 

:RUN_LS_1558
if 
8248:   not model 280 available 
else_jump @RUN_LS_1585 
wait 0 
jump @RUN_LS_1558 

:RUN_LS_1585
09C7: change_player $SECOND_PLAYER model_to 280 
jump @RUN_LS_1644 

:RUN_LS_1600
0247: load_model 105 

:RUN_LS_1604
if 
8248:   not model 105 available 
else_jump @RUN_LS_1630 
wait 0 
jump @RUN_LS_1604 

:RUN_LS_1630
09C7: change_player $SECOND_PLAYER model_to 105 
jump @RUN_LS_1644 

:RUN_LS_1644
return 

:RUN_LS_1646
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RUN_LS_1661 

:RUN_LS_1661
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RUN_LS_1676 

:RUN_LS_1676
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RUN_LS_1691 

:RUN_LS_1691
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RUN_LS_1727 
if 
8118:   not actor $155 dead 
else_jump @RUN_LS_1727 
05BE: AS_actor $155 die 

:RUN_LS_1727
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RUN_LS_1742 

:RUN_LS_1742
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RUN_LS_1778 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LS_1778 
05BE: AS_actor $PLAYER_ACTOR die 

:RUN_LS_1778
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RUN_LS_1823 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LS_1823 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:RUN_LS_1823
return 

:RUN_LS_1825
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_2184 
if 
  56@ == 0 
else_jump @RUN_LS_2177 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @RUN_LS_2170 
if 
02A0:   actor $155 stopped 
else_jump @RUN_LS_2170 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @RUN_LS_2143 
if 
  57@ == 0 
else_jump @RUN_LS_2008 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:RUN_LS_2008
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @RUN_LS_2136 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @RUN_LS_2136 
56@ = 1 
gosub @RUN_LS_2186 

:RUN_LS_2136
jump @RUN_LS_2170 

:RUN_LS_2143
if 
  57@ == 1 
else_jump @RUN_LS_2170 
03E6: remove_text_box 
57@ = 0 

:RUN_LS_2170
jump @RUN_LS_2184 

:RUN_LS_2177
gosub @RUN_LS_2186 

:RUN_LS_2184
return 

:RUN_LS_2186
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @RUN_LS_3597 jumps 1 @RUN_LS_2249 2 @RUN_LS_2446 3 @RUN_LS_2960 4 @RUN_LS_3098 -1 @RUN_LS_3597 -1 @RUN_LS_3597 -1 @RUN_LS_3597 

:RUN_LS_2249
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_2439 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:RUN_LS_2439
jump @RUN_LS_3597 

:RUN_LS_2446
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_2953 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @RUN_LS_2805 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @RUN_LS_2777 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:RUN_LS_2777
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @RUN_LS_2953 

:RUN_LS_2805
if 
04A4:   54@ == 7 // == constant 
else_jump @RUN_LS_2866 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @RUN_LS_2866 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:RUN_LS_2866
if 
04A4:   55@ == 7 // == constant 
else_jump @RUN_LS_2953 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @RUN_LS_2953 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:RUN_LS_2953
jump @RUN_LS_3597 

:RUN_LS_2960
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_3091 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:RUN_LS_3091
jump @RUN_LS_3597 

:RUN_LS_3098
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LS_3590 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @RUN_LS_3183 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:RUN_LS_3183
if 
  51@ > -1.0 
else_jump @RUN_LS_3405 
if 
  51@ == 1.0 
else_jump @RUN_LS_3398 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:RUN_LS_3398
jump @RUN_LS_3590 

:RUN_LS_3405
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:RUN_LS_3590
jump @RUN_LS_3597 

:RUN_LS_3597
return 

//-------------Mission 141---------------

:RUN_LV
thread 'RUN_LV' 
gosub @RUN_LV_47 
if 
wasted_or_busted 
else_jump @RUN_LV_38 
gosub @RUN_LV_931 

:RUN_LV_38
gosub @RUN_LV_1084 
end_thread 

:RUN_LV_47
09AC: disable_map_icons 1 
$11844 = 1 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @RUN_LV_1236 
wait 0 
0247: load_model 178 
04ED: load_animation "KISSING" 

:RUN_LV_113
if or
8248:   not model 178 available 
84EE:   not animation "KISSING" loaded 
else_jump @RUN_LV_151 
wait 0 
jump @RUN_LV_113 

:RUN_LV_151
40@ = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LV_330 
0395: clear_area 1 at 2234.893 1451.413 10.0546 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2234.893 1451.413 10.0546 
0173: set_actor $PLAYER_ACTOR Z_angle_to 238.7284 
0053: $SECOND_PLAYER = create_player 1 at 2234.371 1454.523 10.0546 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
09C7: change_player $SECOND_PLAYER model_to 178 
0173: set_actor $155 Z_angle_to 251.0562 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RUN_LV_330
gosub @RUN_LV_1150 
015F: set_camera_position 2236.559 1448.937 11.6522 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2236.126 1449.822 11.4823 switchstyle 2 
gosub @RUN_LV_1277 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
02A3: enable_widescreen 0 

:RUN_LV_422
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_788 
wait 0 
if 
  41@ > 250 
else_jump @RUN_LV_748 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if and
00E1:   player 1 pressed_key 0 
  $16 > 100 
else_jump @RUN_LV_552 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_LV_538 
42@ = 0 

:RUN_LV_538
gosub @RUN_LV_1318 
41@ = 0 

:RUN_LV_552
if and
00E1:   player 1 pressed_key 0 
  -100 > $16 
else_jump @RUN_LV_622 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_LV_608 
42@ = 5 

:RUN_LV_608
gosub @RUN_LV_1318 
41@ = 0 

:RUN_LV_622
if 
00E1:   player 1 pressed_key 11 
else_jump @RUN_LV_685 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_LV_671 
42@ = 0 

:RUN_LV_671
gosub @RUN_LV_1318 
41@ = 0 

:RUN_LV_685
if 
00E1:   player 1 pressed_key 10 
else_jump @RUN_LV_748 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_LV_734 
42@ = 5 

:RUN_LV_734
gosub @RUN_LV_1318 
41@ = 0 

:RUN_LV_748
if 
00E1:   player 1 pressed_key 16 
else_jump @RUN_LV_781 
gosub @RUN_LV_1191 
03E6: remove_text_box 
jump @RUN_LV_788 

:RUN_LV_781
jump @RUN_LV_422 

:RUN_LV_788
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:RUN_LV_799
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_924 
wait 0 
gosub @RUN_LV_1659 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_917 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RUN_LV_917 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @RUN_LV_907 
gosub @RUN_LV_1838 
jump @RUN_LV_917 

:RUN_LV_907
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:RUN_LV_917
jump @RUN_LV_799 

:RUN_LV_924
jump @RUN_LV_931 

:RUN_LV_931
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_LV_963 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:RUN_LV_963
if 
0118:   actor $155 dead 
else_jump @RUN_LV_995 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:RUN_LV_995
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_LV_1032 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:RUN_LV_1032
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:RUN_LV_1084
$11844 = 0 
09AC: disable_map_icons 0 
0249: release_model 178 
0249: release_model 82 
0249: release_model 275 
0249: release_model 87 
0249: release_model 212 
0249: release_model 278 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:RUN_LV_1150
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_LV_1189 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RUN_LV_1189
return 

:RUN_LV_1191
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_LV_1232 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RUN_LV_1232
02EB: restore_camera_with_jumpcut 
return 

:RUN_LV_1236
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RUN_LV_1251
if 
fading 
else_jump @RUN_LV_1275 
wait 0 
jump @RUN_LV_1251 

:RUN_LV_1275
return 

:RUN_LV_1277
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RUN_LV_1292
if 
fading 
else_jump @RUN_LV_1316 
wait 0 
jump @RUN_LV_1292 

:RUN_LV_1316
return 

:RUN_LV_1318
0871: init_jump_table 42@ total_jumps 6 default_jump 0 @RUN_LV_1657 jumps 0 @RUN_LV_1381 1 @RUN_LV_1428 2 @RUN_LV_1472 3 @RUN_LV_1519 4 @RUN_LV_1563 5 @RUN_LV_1610 -1 @RUN_LV_1657 

:RUN_LV_1381
0247: load_model 178 

:RUN_LV_1386
if 
8248:   not model 178 available 
else_jump @RUN_LV_1413 
wait 0 
jump @RUN_LV_1386 

:RUN_LV_1413
09C7: change_player $SECOND_PLAYER model_to 178 
jump @RUN_LV_1657 

:RUN_LV_1428
0247: load_model 82 

:RUN_LV_1432
if 
8248:   not model 82 available 
else_jump @RUN_LV_1458 
wait 0 
jump @RUN_LV_1432 

:RUN_LV_1458
09C7: change_player $SECOND_PLAYER model_to 82 
jump @RUN_LV_1657 

:RUN_LV_1472
0247: load_model 275 

:RUN_LV_1477
if 
8248:   not model 275 available 
else_jump @RUN_LV_1504 
wait 0 
jump @RUN_LV_1477 

:RUN_LV_1504
09C7: change_player $SECOND_PLAYER model_to 275 
jump @RUN_LV_1657 

:RUN_LV_1519
0247: load_model 87 

:RUN_LV_1523
if 
8248:   not model 87 available 
else_jump @RUN_LV_1549 
wait 0 
jump @RUN_LV_1523 

:RUN_LV_1549
09C7: change_player $SECOND_PLAYER model_to 87 
jump @RUN_LV_1657 

:RUN_LV_1563
0247: load_model 212 

:RUN_LV_1568
if 
8248:   not model 212 available 
else_jump @RUN_LV_1595 
wait 0 
jump @RUN_LV_1568 

:RUN_LV_1595
09C7: change_player $SECOND_PLAYER model_to 212 
jump @RUN_LV_1657 

:RUN_LV_1610
0247: load_model 278 

:RUN_LV_1615
if 
8248:   not model 278 available 
else_jump @RUN_LV_1642 
wait 0 
jump @RUN_LV_1615 

:RUN_LV_1642
09C7: change_player $SECOND_PLAYER model_to 278 
jump @RUN_LV_1657 

:RUN_LV_1657
return 

:RUN_LV_1659
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RUN_LV_1674 

:RUN_LV_1674
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RUN_LV_1689 

:RUN_LV_1689
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RUN_LV_1704 

:RUN_LV_1704
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RUN_LV_1740 
if 
8118:   not actor $155 dead 
else_jump @RUN_LV_1740 
05BE: AS_actor $155 die 

:RUN_LV_1740
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RUN_LV_1755 

:RUN_LV_1755
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RUN_LV_1791 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LV_1791 
05BE: AS_actor $PLAYER_ACTOR die 

:RUN_LV_1791
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RUN_LV_1836 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_LV_1836 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:RUN_LV_1836
return 

:RUN_LV_1838
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_2197 
if 
  57@ == 0 
else_jump @RUN_LV_2190 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @RUN_LV_2183 
if 
02A0:   actor $155 stopped 
else_jump @RUN_LV_2183 
04C4: store_coords_to 43@ 46@ 49@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 43@ 46@ 49@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @RUN_LV_2156 
if 
  58@ == 0 
else_jump @RUN_LV_2021 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
58@ = 1 

:RUN_LV_2021
00A0: store_actor $PLAYER_ACTOR position_to 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
0087: 52@ = 50@ // (float) 
52@ -= 0.02 
0087: 53@ = 50@ // (float) 
53@ += 0.02 
if and
0025:   49@ > 52@ // (float) 
0025:   53@ > 49@ // (float) 
else_jump @RUN_LV_2149 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @RUN_LV_2149 
57@ = 1 
gosub @RUN_LV_2199 

:RUN_LV_2149
jump @RUN_LV_2183 

:RUN_LV_2156
if 
  58@ == 1 
else_jump @RUN_LV_2183 
03E6: remove_text_box 
58@ = 0 

:RUN_LV_2183
jump @RUN_LV_2197 

:RUN_LV_2190
gosub @RUN_LV_2199 

:RUN_LV_2197
return 

:RUN_LV_2199
0871: init_jump_table 57@ total_jumps 4 default_jump 0 @RUN_LV_3610 jumps 1 @RUN_LV_2262 2 @RUN_LV_2459 3 @RUN_LV_2973 4 @RUN_LV_3111 -1 @RUN_LV_3610 -1 @RUN_LV_3610 -1 @RUN_LV_3610 

:RUN_LV_2262
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_2452 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
022B: create_forbidden_for_peds_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
57@ += 1 

:RUN_LV_2452
jump @RUN_LV_3610 

:RUN_LV_2459
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_2966 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 55@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 56@ // ret 7 if not found 
if and
04A4:   55@ == 7 // == constant 
04A4:   56@ == 7 // == constant 
else_jump @RUN_LV_2818 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A0: store_actor $155 position_to 45@ 48@ 51@ 
02CE: 51@ = ground_z_at 45@ 48@ 51@ 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 43@ 46@ 49@ and 44@ 47@ 50@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @RUN_LV_2790 
015F: set_camera_position 43@ 46@ 49@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 44@ 47@ 50@ switchstyle 2 

:RUN_LV_2790
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
57@ += 1 
jump @RUN_LV_2966 

:RUN_LV_2818
if 
04A4:   55@ == 7 // == constant 
else_jump @RUN_LV_2879 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @RUN_LV_2879 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:RUN_LV_2879
if 
04A4:   56@ == 7 // == constant 
else_jump @RUN_LV_2966 
062E: get_actor $155 task 1466 status_store_to 56@ // ret 7 if not found 
if and
84A4:   not  56@ == 1 // == constant 
84A4:   not  56@ == 0 // == constant 
else_jump @RUN_LV_2966 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 

:RUN_LV_2966
jump @RUN_LV_3610 

:RUN_LV_2973
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_3104 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
57@ += 1 

:RUN_LV_3104
jump @RUN_LV_3610 

:RUN_LV_3111
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_LV_3603 
52@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @RUN_LV_3196 
0613: 52@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:RUN_LV_3196
if 
  52@ > -1.0 
else_jump @RUN_LV_3418 
if 
  52@ == 1.0 
else_jump @RUN_LV_3411 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_LV_3411
jump @RUN_LV_3603 

:RUN_LV_3418
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_LV_3603
jump @RUN_LV_3610 

:RUN_LV_3610
return 

//-------------Mission 142---------------

:RUN_SF
thread 'RUN_SF' 
gosub @RUN_SF_47 
if 
wasted_or_busted 
else_jump @RUN_SF_38 
gosub @RUN_SF_931 

:RUN_SF_38
gosub @RUN_SF_1057 
end_thread 

:RUN_SF_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @RUN_SF_1211 
wait 0 
0247: load_model 173 
04ED: load_animation "KISSING" 

:RUN_SF_113
if or
8248:   not model 173 available 
84EE:   not animation "KISSING" loaded 
else_jump @RUN_SF_151 
wait 0 
jump @RUN_SF_113 

:RUN_SF_151
40@ = 0 
0395: clear_area 1 at -2197.667 292.0621 34.123 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_SF_330 
00A1: put_actor $PLAYER_ACTOR at -2196.917 288.4338 34.3262 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.0689 
0053: $SECOND_PLAYER = create_player 1 at -2201.332 288.7762 34.3203 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 342.0689 
09C7: change_player $SECOND_PLAYER model_to 173 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RUN_SF_330
gosub @RUN_SF_1125 
015F: set_camera_position -2194.577 289.8771 36.0049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2195.515 289.5766 35.833 switchstyle 2 
gosub @RUN_SF_1252 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
02A3: enable_widescreen 0 

:RUN_SF_422
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_788 
wait 0 
if 
  41@ > 250 
else_jump @RUN_SF_748 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if and
00E1:   player 1 pressed_key 0 
  $16 > 100 
else_jump @RUN_SF_552 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_SF_538 
42@ = 0 

:RUN_SF_538
gosub @RUN_SF_1293 
41@ = 0 

:RUN_SF_552
if and
00E1:   player 1 pressed_key 0 
  -100 > $16 
else_jump @RUN_SF_622 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_SF_608 
42@ = 5 

:RUN_SF_608
gosub @RUN_SF_1293 
41@ = 0 

:RUN_SF_622
if 
00E1:   player 1 pressed_key 11 
else_jump @RUN_SF_685 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_SF_671 
42@ = 0 

:RUN_SF_671
gosub @RUN_SF_1293 
41@ = 0 

:RUN_SF_685
if 
00E1:   player 1 pressed_key 10 
else_jump @RUN_SF_748 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_SF_734 
42@ = 5 

:RUN_SF_734
gosub @RUN_SF_1293 
41@ = 0 

:RUN_SF_748
if 
00E1:   player 1 pressed_key 16 
else_jump @RUN_SF_781 
gosub @RUN_SF_1166 
03E6: remove_text_box 
jump @RUN_SF_788 

:RUN_SF_781
jump @RUN_SF_422 

:RUN_SF_788
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:RUN_SF_799
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_924 
wait 0 
gosub @RUN_SF_1640 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_917 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RUN_SF_917 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @RUN_SF_907 
gosub @RUN_SF_1819 
jump @RUN_SF_917 

:RUN_SF_907
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:RUN_SF_917
jump @RUN_SF_799 

:RUN_SF_924
jump @RUN_SF_931 

:RUN_SF_931
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_SF_963 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:RUN_SF_963
if 
0118:   actor $155 dead 
else_jump @RUN_SF_995 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:RUN_SF_995
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_SF_1032 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:RUN_SF_1032
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:RUN_SF_1057
$11844 = 0 
09AC: disable_map_icons 0 
0249: release_model 173 
0249: release_model 174 
0249: release_model 251 
0249: release_model 256 
0249: release_model 257 
0249: release_model 279 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:RUN_SF_1125
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_SF_1164 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RUN_SF_1164
return 

:RUN_SF_1166
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_SF_1207 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RUN_SF_1207
02EB: restore_camera_with_jumpcut 
return 

:RUN_SF_1211
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RUN_SF_1226
if 
fading 
else_jump @RUN_SF_1250 
wait 0 
jump @RUN_SF_1226 

:RUN_SF_1250
return 

:RUN_SF_1252
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RUN_SF_1267
if 
fading 
else_jump @RUN_SF_1291 
wait 0 
jump @RUN_SF_1267 

:RUN_SF_1291
return 

:RUN_SF_1293
0871: init_jump_table 42@ total_jumps 6 default_jump 0 @RUN_SF_1638 jumps 0 @RUN_SF_1356 1 @RUN_SF_1403 2 @RUN_SF_1450 3 @RUN_SF_1497 4 @RUN_SF_1544 5 @RUN_SF_1591 -1 @RUN_SF_1638 

:RUN_SF_1356
0247: load_model 173 

:RUN_SF_1361
if 
8248:   not model 173 available 
else_jump @RUN_SF_1388 
wait 0 
jump @RUN_SF_1361 

:RUN_SF_1388
09C7: change_player $SECOND_PLAYER model_to 173 
jump @RUN_SF_1638 

:RUN_SF_1403
0247: load_model 174 

:RUN_SF_1408
if 
8248:   not model 174 available 
else_jump @RUN_SF_1435 
wait 0 
jump @RUN_SF_1408 

:RUN_SF_1435
09C7: change_player $SECOND_PLAYER model_to 174 
jump @RUN_SF_1638 

:RUN_SF_1450
0247: load_model 251 

:RUN_SF_1455
if 
8248:   not model 251 available 
else_jump @RUN_SF_1482 
wait 0 
jump @RUN_SF_1455 

:RUN_SF_1482
09C7: change_player $SECOND_PLAYER model_to 251 
jump @RUN_SF_1638 

:RUN_SF_1497
0247: load_model 256 

:RUN_SF_1502
if 
8248:   not model 256 available 
else_jump @RUN_SF_1529 
wait 0 
jump @RUN_SF_1502 

:RUN_SF_1529
09C7: change_player $SECOND_PLAYER model_to 256 
jump @RUN_SF_1638 

:RUN_SF_1544
0247: load_model 257 

:RUN_SF_1549
if 
8248:   not model 257 available 
else_jump @RUN_SF_1576 
wait 0 
jump @RUN_SF_1549 

:RUN_SF_1576
09C7: change_player $SECOND_PLAYER model_to 257 
jump @RUN_SF_1638 

:RUN_SF_1591
0247: load_model 279 

:RUN_SF_1596
if 
8248:   not model 279 available 
else_jump @RUN_SF_1623 
wait 0 
jump @RUN_SF_1596 

:RUN_SF_1623
09C7: change_player $SECOND_PLAYER model_to 279 
jump @RUN_SF_1638 

:RUN_SF_1638
return 

:RUN_SF_1640
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RUN_SF_1655 

:RUN_SF_1655
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RUN_SF_1670 

:RUN_SF_1670
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RUN_SF_1685 

:RUN_SF_1685
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RUN_SF_1721 
if 
8118:   not actor $155 dead 
else_jump @RUN_SF_1721 
05BE: AS_actor $155 die 

:RUN_SF_1721
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RUN_SF_1736 

:RUN_SF_1736
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RUN_SF_1772 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_SF_1772 
05BE: AS_actor $PLAYER_ACTOR die 

:RUN_SF_1772
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RUN_SF_1817 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_SF_1817 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:RUN_SF_1817
return 

:RUN_SF_1819
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_2178 
if 
  57@ == 0 
else_jump @RUN_SF_2171 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @RUN_SF_2164 
if 
02A0:   actor $155 stopped 
else_jump @RUN_SF_2164 
04C4: store_coords_to 43@ 46@ 49@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 43@ 46@ 49@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @RUN_SF_2137 
if 
  58@ == 0 
else_jump @RUN_SF_2002 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
58@ = 1 

:RUN_SF_2002
00A0: store_actor $PLAYER_ACTOR position_to 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
0087: 52@ = 50@ // (float) 
52@ -= 0.02 
0087: 53@ = 50@ // (float) 
53@ += 0.02 
if and
0025:   49@ > 52@ // (float) 
0025:   53@ > 49@ // (float) 
else_jump @RUN_SF_2130 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @RUN_SF_2130 
57@ = 1 
gosub @RUN_SF_2180 

:RUN_SF_2130
jump @RUN_SF_2164 

:RUN_SF_2137
if 
  58@ == 1 
else_jump @RUN_SF_2164 
03E6: remove_text_box 
58@ = 0 

:RUN_SF_2164
jump @RUN_SF_2178 

:RUN_SF_2171
gosub @RUN_SF_2180 

:RUN_SF_2178
return 

:RUN_SF_2180
0871: init_jump_table 57@ total_jumps 4 default_jump 0 @RUN_SF_3591 jumps 1 @RUN_SF_2243 2 @RUN_SF_2440 3 @RUN_SF_2954 4 @RUN_SF_3092 -1 @RUN_SF_3591 -1 @RUN_SF_3591 -1 @RUN_SF_3591 

:RUN_SF_2243
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_2433 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
022B: create_forbidden_for_peds_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
57@ += 1 

:RUN_SF_2433
jump @RUN_SF_3591 

:RUN_SF_2440
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_2947 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 55@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 56@ // ret 7 if not found 
if and
04A4:   55@ == 7 // == constant 
04A4:   56@ == 7 // == constant 
else_jump @RUN_SF_2799 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A0: store_actor $155 position_to 45@ 48@ 51@ 
02CE: 51@ = ground_z_at 45@ 48@ 51@ 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 43@ 46@ 49@ and 44@ 47@ 50@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @RUN_SF_2771 
015F: set_camera_position 43@ 46@ 49@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 44@ 47@ 50@ switchstyle 2 

:RUN_SF_2771
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
57@ += 1 
jump @RUN_SF_2947 

:RUN_SF_2799
if 
04A4:   55@ == 7 // == constant 
else_jump @RUN_SF_2860 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @RUN_SF_2860 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:RUN_SF_2860
if 
04A4:   56@ == 7 // == constant 
else_jump @RUN_SF_2947 
062E: get_actor $155 task 1466 status_store_to 56@ // ret 7 if not found 
if and
84A4:   not  56@ == 1 // == constant 
84A4:   not  56@ == 0 // == constant 
else_jump @RUN_SF_2947 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 

:RUN_SF_2947
jump @RUN_SF_3591 

:RUN_SF_2954
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_3085 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
57@ += 1 

:RUN_SF_3085
jump @RUN_SF_3591 

:RUN_SF_3092
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_SF_3584 
52@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @RUN_SF_3177 
0613: 52@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:RUN_SF_3177
if 
  52@ > -1.0 
else_jump @RUN_SF_3399 
if 
  52@ == 1.0 
else_jump @RUN_SF_3392 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_SF_3392
jump @RUN_SF_3584 

:RUN_SF_3399
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_SF_3584
jump @RUN_SF_3591 

:RUN_SF_3591
return 

//-------------Mission 143---------------

:RUN_DE
thread 'RUN_DE' 
gosub @RUN_DE_47 
if 
wasted_or_busted 
else_jump @RUN_DE_38 
gosub @RUN_DE_931 

:RUN_DE_38
gosub @RUN_DE_1057 
end_thread 

:RUN_DE_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @RUN_DE_1211 
wait 0 
0247: load_model 157 
04ED: load_animation "KISSING" 

:RUN_DE_113
if or
8248:   not model 157 available 
84EE:   not animation "KISSING" loaded 
else_jump @RUN_DE_151 
wait 0 
jump @RUN_DE_113 

:RUN_DE_151
40@ = 0 
0395: clear_area 1 at -1520.864 2608.207 54.8437 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_DE_330 
00A1: put_actor $PLAYER_ACTOR at -1520.864 2608.207 54.8437 
0173: set_actor $PLAYER_ACTOR Z_angle_to 160.0054 
0053: $SECOND_PLAYER = create_player 1 at -1518.757 2608.279 54.8437 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
09C7: change_player $SECOND_PLAYER model_to 157 
0173: set_actor $155 Z_angle_to 180.1871 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RUN_DE_330
gosub @RUN_DE_1125 
015F: set_camera_position -1524.699 2605.78 57.8026 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1523.898 2606.243 57.4224 switchstyle 2 
gosub @RUN_DE_1252 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
02A3: enable_widescreen 0 

:RUN_DE_422
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_788 
wait 0 
if 
  41@ > 250 
else_jump @RUN_DE_748 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if and
00E1:   player 1 pressed_key 0 
  $16 > 100 
else_jump @RUN_DE_552 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_DE_538 
42@ = 0 

:RUN_DE_538
gosub @RUN_DE_1293 
41@ = 0 

:RUN_DE_552
if and
00E1:   player 1 pressed_key 0 
  -100 > $16 
else_jump @RUN_DE_622 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_DE_608 
42@ = 5 

:RUN_DE_608
gosub @RUN_DE_1293 
41@ = 0 

:RUN_DE_622
if 
00E1:   player 1 pressed_key 11 
else_jump @RUN_DE_685 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_DE_671 
42@ = 0 

:RUN_DE_671
gosub @RUN_DE_1293 
41@ = 0 

:RUN_DE_685
if 
00E1:   player 1 pressed_key 10 
else_jump @RUN_DE_748 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_DE_734 
42@ = 5 

:RUN_DE_734
gosub @RUN_DE_1293 
41@ = 0 

:RUN_DE_748
if 
00E1:   player 1 pressed_key 16 
else_jump @RUN_DE_781 
gosub @RUN_DE_1166 
03E6: remove_text_box 
jump @RUN_DE_788 

:RUN_DE_781
jump @RUN_DE_422 

:RUN_DE_788
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:RUN_DE_799
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_924 
wait 0 
gosub @RUN_DE_1640 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_917 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RUN_DE_917 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @RUN_DE_907 
gosub @RUN_DE_1819 
jump @RUN_DE_917 

:RUN_DE_907
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:RUN_DE_917
jump @RUN_DE_799 

:RUN_DE_924
jump @RUN_DE_931 

:RUN_DE_931
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_DE_963 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:RUN_DE_963
if 
0118:   actor $155 dead 
else_jump @RUN_DE_995 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:RUN_DE_995
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_DE_1032 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:RUN_DE_1032
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:RUN_DE_1057
$11844 = 0 
09AC: disable_map_icons 0 
0249: release_model 157 
0249: release_model 159 
0249: release_model 162 
0249: release_model 161 
0249: release_model 283 
0249: release_model 198 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:RUN_DE_1125
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_DE_1164 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RUN_DE_1164
return 

:RUN_DE_1166
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_DE_1207 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RUN_DE_1207
02EB: restore_camera_with_jumpcut 
return 

:RUN_DE_1211
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RUN_DE_1226
if 
fading 
else_jump @RUN_DE_1250 
wait 0 
jump @RUN_DE_1226 

:RUN_DE_1250
return 

:RUN_DE_1252
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RUN_DE_1267
if 
fading 
else_jump @RUN_DE_1291 
wait 0 
jump @RUN_DE_1267 

:RUN_DE_1291
return 

:RUN_DE_1293
0871: init_jump_table 42@ total_jumps 6 default_jump 0 @RUN_DE_1638 jumps 0 @RUN_DE_1356 1 @RUN_DE_1403 2 @RUN_DE_1450 3 @RUN_DE_1497 4 @RUN_DE_1544 5 @RUN_DE_1591 -1 @RUN_DE_1638 

:RUN_DE_1356
0247: load_model 157 

:RUN_DE_1361
if 
8248:   not model 157 available 
else_jump @RUN_DE_1388 
wait 0 
jump @RUN_DE_1361 

:RUN_DE_1388
09C7: change_player $SECOND_PLAYER model_to 157 
jump @RUN_DE_1638 

:RUN_DE_1403
0247: load_model 159 

:RUN_DE_1408
if 
8248:   not model 159 available 
else_jump @RUN_DE_1435 
wait 0 
jump @RUN_DE_1408 

:RUN_DE_1435
09C7: change_player $SECOND_PLAYER model_to 159 
jump @RUN_DE_1638 

:RUN_DE_1450
0247: load_model 162 

:RUN_DE_1455
if 
8248:   not model 162 available 
else_jump @RUN_DE_1482 
wait 0 
jump @RUN_DE_1455 

:RUN_DE_1482
09C7: change_player $SECOND_PLAYER model_to 162 
jump @RUN_DE_1638 

:RUN_DE_1497
0247: load_model 161 

:RUN_DE_1502
if 
8248:   not model 161 available 
else_jump @RUN_DE_1529 
wait 0 
jump @RUN_DE_1502 

:RUN_DE_1529
09C7: change_player $SECOND_PLAYER model_to 161 
jump @RUN_DE_1638 

:RUN_DE_1544
0247: load_model 283 

:RUN_DE_1549
if 
8248:   not model 283 available 
else_jump @RUN_DE_1576 
wait 0 
jump @RUN_DE_1549 

:RUN_DE_1576
09C7: change_player $SECOND_PLAYER model_to 283 
jump @RUN_DE_1638 

:RUN_DE_1591
0247: load_model 198 

:RUN_DE_1596
if 
8248:   not model 198 available 
else_jump @RUN_DE_1623 
wait 0 
jump @RUN_DE_1596 

:RUN_DE_1623
09C7: change_player $SECOND_PLAYER model_to 198 
jump @RUN_DE_1638 

:RUN_DE_1638
return 

:RUN_DE_1640
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RUN_DE_1655 

:RUN_DE_1655
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RUN_DE_1670 

:RUN_DE_1670
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RUN_DE_1685 

:RUN_DE_1685
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RUN_DE_1721 
if 
8118:   not actor $155 dead 
else_jump @RUN_DE_1721 
05BE: AS_actor $155 die 

:RUN_DE_1721
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RUN_DE_1736 

:RUN_DE_1736
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RUN_DE_1772 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_DE_1772 
05BE: AS_actor $PLAYER_ACTOR die 

:RUN_DE_1772
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RUN_DE_1817 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_DE_1817 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:RUN_DE_1817
return 

:RUN_DE_1819
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_2178 
if 
  57@ == 0 
else_jump @RUN_DE_2171 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @RUN_DE_2164 
if 
02A0:   actor $155 stopped 
else_jump @RUN_DE_2164 
04C4: store_coords_to 43@ 46@ 49@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 43@ 46@ 49@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @RUN_DE_2137 
if 
  58@ == 0 
else_jump @RUN_DE_2002 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
58@ = 1 

:RUN_DE_2002
00A0: store_actor $PLAYER_ACTOR position_to 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
0087: 52@ = 50@ // (float) 
52@ -= 0.02 
0087: 53@ = 50@ // (float) 
53@ += 0.02 
if and
0025:   49@ > 52@ // (float) 
0025:   53@ > 49@ // (float) 
else_jump @RUN_DE_2130 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @RUN_DE_2130 
57@ = 1 
gosub @RUN_DE_2180 

:RUN_DE_2130
jump @RUN_DE_2164 

:RUN_DE_2137
if 
  58@ == 1 
else_jump @RUN_DE_2164 
03E6: remove_text_box 
58@ = 0 

:RUN_DE_2164
jump @RUN_DE_2178 

:RUN_DE_2171
gosub @RUN_DE_2180 

:RUN_DE_2178
return 

:RUN_DE_2180
0871: init_jump_table 57@ total_jumps 4 default_jump 0 @RUN_DE_3591 jumps 1 @RUN_DE_2243 2 @RUN_DE_2440 3 @RUN_DE_2954 4 @RUN_DE_3092 -1 @RUN_DE_3591 -1 @RUN_DE_3591 -1 @RUN_DE_3591 

:RUN_DE_2243
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_2433 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
022B: create_forbidden_for_peds_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
57@ += 1 

:RUN_DE_2433
jump @RUN_DE_3591 

:RUN_DE_2440
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_2947 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 55@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 56@ // ret 7 if not found 
if and
04A4:   55@ == 7 // == constant 
04A4:   56@ == 7 // == constant 
else_jump @RUN_DE_2799 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A0: store_actor $155 position_to 45@ 48@ 51@ 
02CE: 51@ = ground_z_at 45@ 48@ 51@ 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 43@ 46@ 49@ and 44@ 47@ 50@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @RUN_DE_2771 
015F: set_camera_position 43@ 46@ 49@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 44@ 47@ 50@ switchstyle 2 

:RUN_DE_2771
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
57@ += 1 
jump @RUN_DE_2947 

:RUN_DE_2799
if 
04A4:   55@ == 7 // == constant 
else_jump @RUN_DE_2860 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @RUN_DE_2860 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:RUN_DE_2860
if 
04A4:   56@ == 7 // == constant 
else_jump @RUN_DE_2947 
062E: get_actor $155 task 1466 status_store_to 56@ // ret 7 if not found 
if and
84A4:   not  56@ == 1 // == constant 
84A4:   not  56@ == 0 // == constant 
else_jump @RUN_DE_2947 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 

:RUN_DE_2947
jump @RUN_DE_3591 

:RUN_DE_2954
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_3085 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
57@ += 1 

:RUN_DE_3085
jump @RUN_DE_3591 

:RUN_DE_3092
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_DE_3584 
52@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @RUN_DE_3177 
0613: 52@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:RUN_DE_3177
if 
  52@ > -1.0 
else_jump @RUN_DE_3399 
if 
  52@ == 1.0 
else_jump @RUN_DE_3392 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_DE_3392
jump @RUN_DE_3584 

:RUN_DE_3399
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_DE_3584
jump @RUN_DE_3591 

:RUN_DE_3591
return 

//-------------Mission 144---------------

:RUN_CO
thread 'RUN_CO' 
gosub @RUN_CO_47 
if 
wasted_or_busted 
else_jump @RUN_CO_38 
gosub @RUN_CO_941 

:RUN_CO_38
gosub @RUN_CO_1086 
end_thread 

:RUN_CO_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @RUN_CO_1238 
wait 0 
40@ = 0 
0247: load_model 157 
04ED: load_animation "KISSING" 

:RUN_CO_120
if or
8248:   not model 157 available 
84EE:   not animation "KISSING" loaded 
else_jump @RUN_CO_158 
wait 0 
jump @RUN_CO_120 

:RUN_CO_158
0395: clear_area 1 at 711.0688 -569.3774 15.3359 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_CO_340 
00A1: put_actor $PLAYER_ACTOR at 712.1416 -571.62 15.3359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 244.9583 
0053: $SECOND_PLAYER = create_player 1 at 712.3738 -568.9551 15.3359 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
09C7: change_player $SECOND_PLAYER model_to 157 
0245: set_actor $155 walk_style_to "PRO" 
0173: set_actor $155 Z_angle_to 260.509 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:RUN_CO_340
gosub @RUN_CO_1154 
015F: set_camera_position 713.8377 -575.1109 16.933 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 713.3706 -574.2305 16.8514 switchstyle 2 
gosub @RUN_CO_1279 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
02A3: enable_widescreen 0 

:RUN_CO_432
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_798 
wait 0 
if 
  41@ > 250 
else_jump @RUN_CO_758 
0494: get_joystick 1 direction_offset_to $16 $17 $18 $19 
if and
00E1:   player 1 pressed_key 0 
  $16 > 100 
else_jump @RUN_CO_562 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_CO_548 
42@ = 0 

:RUN_CO_548
gosub @RUN_CO_1320 
41@ = 0 

:RUN_CO_562
if and
00E1:   player 1 pressed_key 0 
  -100 > $16 
else_jump @RUN_CO_632 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_CO_618 
42@ = 5 

:RUN_CO_618
gosub @RUN_CO_1320 
41@ = 0 

:RUN_CO_632
if 
00E1:   player 1 pressed_key 11 
else_jump @RUN_CO_695 
42@ += 1 
if 
  42@ > 5 
else_jump @RUN_CO_681 
42@ = 0 

:RUN_CO_681
gosub @RUN_CO_1320 
41@ = 0 

:RUN_CO_695
if 
00E1:   player 1 pressed_key 10 
else_jump @RUN_CO_758 
42@ -= 1 
if 
  0 > 42@ 
else_jump @RUN_CO_744 
42@ = 5 

:RUN_CO_744
gosub @RUN_CO_1320 
41@ = 0 

:RUN_CO_758
if 
00E1:   player 1 pressed_key 16 
else_jump @RUN_CO_791 
gosub @RUN_CO_1195 
03E6: remove_text_box 
jump @RUN_CO_798 

:RUN_CO_791
jump @RUN_CO_432 

:RUN_CO_798
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:RUN_CO_809
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_934 
wait 0 
gosub @RUN_CO_1667 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_927 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @RUN_CO_927 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @RUN_CO_917 
gosub @RUN_CO_1846 
jump @RUN_CO_927 

:RUN_CO_917
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:RUN_CO_927
jump @RUN_CO_809 

:RUN_CO_934
jump @RUN_CO_941 

:RUN_CO_941
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_CO_973 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:RUN_CO_973
if 
0118:   actor $155 dead 
else_jump @RUN_CO_1005 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:RUN_CO_1005
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @RUN_CO_1042 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:RUN_CO_1042
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:RUN_CO_1086
09AC: disable_map_icons 0 
$11844 = 0 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0249: release_model 157 
0249: release_model 159 
0249: release_model 162 
0249: release_model 161 
0249: release_model 283 
0249: release_model 198 
04EF: release_animation "KISSING" 
mission_cleanup 
return 

:RUN_CO_1154
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_CO_1193 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:RUN_CO_1193
return 

:RUN_CO_1195
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @RUN_CO_1234 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:RUN_CO_1234
02EB: restore_camera_with_jumpcut 
return 

:RUN_CO_1238
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:RUN_CO_1253
if 
fading 
else_jump @RUN_CO_1277 
wait 0 
jump @RUN_CO_1253 

:RUN_CO_1277
return 

:RUN_CO_1279
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:RUN_CO_1294
if 
fading 
else_jump @RUN_CO_1318 
wait 0 
jump @RUN_CO_1294 

:RUN_CO_1318
return 

:RUN_CO_1320
0871: init_jump_table 42@ total_jumps 6 default_jump 0 @RUN_CO_1665 jumps 0 @RUN_CO_1383 1 @RUN_CO_1430 2 @RUN_CO_1477 3 @RUN_CO_1524 4 @RUN_CO_1571 5 @RUN_CO_1618 -1 @RUN_CO_1665 

:RUN_CO_1383
0247: load_model 157 

:RUN_CO_1388
if 
8248:   not model 157 available 
else_jump @RUN_CO_1415 
wait 0 
jump @RUN_CO_1388 

:RUN_CO_1415
09C7: change_player $SECOND_PLAYER model_to 157 
jump @RUN_CO_1665 

:RUN_CO_1430
0247: load_model 159 

:RUN_CO_1435
if 
8248:   not model 159 available 
else_jump @RUN_CO_1462 
wait 0 
jump @RUN_CO_1435 

:RUN_CO_1462
09C7: change_player $SECOND_PLAYER model_to 159 
jump @RUN_CO_1665 

:RUN_CO_1477
0247: load_model 162 

:RUN_CO_1482
if 
8248:   not model 162 available 
else_jump @RUN_CO_1509 
wait 0 
jump @RUN_CO_1482 

:RUN_CO_1509
09C7: change_player $SECOND_PLAYER model_to 162 
jump @RUN_CO_1665 

:RUN_CO_1524
0247: load_model 161 

:RUN_CO_1529
if 
8248:   not model 161 available 
else_jump @RUN_CO_1556 
wait 0 
jump @RUN_CO_1529 

:RUN_CO_1556
09C7: change_player $SECOND_PLAYER model_to 161 
jump @RUN_CO_1665 

:RUN_CO_1571
0247: load_model 283 

:RUN_CO_1576
if 
8248:   not model 283 available 
else_jump @RUN_CO_1603 
wait 0 
jump @RUN_CO_1576 

:RUN_CO_1603
09C7: change_player $SECOND_PLAYER model_to 283 
jump @RUN_CO_1665 

:RUN_CO_1618
0247: load_model 198 

:RUN_CO_1623
if 
8248:   not model 198 available 
else_jump @RUN_CO_1650 
wait 0 
jump @RUN_CO_1623 

:RUN_CO_1650
09C7: change_player $SECOND_PLAYER model_to 198 
jump @RUN_CO_1665 

:RUN_CO_1665
return 

:RUN_CO_1667
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @RUN_CO_1682 

:RUN_CO_1682
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @RUN_CO_1697 

:RUN_CO_1697
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @RUN_CO_1712 

:RUN_CO_1712
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @RUN_CO_1748 
if 
8118:   not actor $155 dead 
else_jump @RUN_CO_1748 
05BE: AS_actor $155 die 

:RUN_CO_1748
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @RUN_CO_1763 

:RUN_CO_1763
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @RUN_CO_1799 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_CO_1799 
05BE: AS_actor $PLAYER_ACTOR die 

:RUN_CO_1799
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @RUN_CO_1844 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @RUN_CO_1844 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:RUN_CO_1844
return 

:RUN_CO_1846
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_2205 
if 
  57@ == 0 
else_jump @RUN_CO_2198 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @RUN_CO_2191 
if 
02A0:   actor $155 stopped 
else_jump @RUN_CO_2191 
04C4: store_coords_to 43@ 46@ 49@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 43@ 46@ 49@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @RUN_CO_2164 
if 
  58@ == 0 
else_jump @RUN_CO_2029 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
58@ = 1 

:RUN_CO_2029
00A0: store_actor $PLAYER_ACTOR position_to 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
0087: 52@ = 50@ // (float) 
52@ -= 0.02 
0087: 53@ = 50@ // (float) 
53@ += 0.02 
if and
0025:   49@ > 52@ // (float) 
0025:   53@ > 49@ // (float) 
else_jump @RUN_CO_2157 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @RUN_CO_2157 
57@ = 1 
gosub @RUN_CO_2207 

:RUN_CO_2157
jump @RUN_CO_2191 

:RUN_CO_2164
if 
  58@ == 1 
else_jump @RUN_CO_2191 
03E6: remove_text_box 
58@ = 0 

:RUN_CO_2191
jump @RUN_CO_2205 

:RUN_CO_2198
gosub @RUN_CO_2207 

:RUN_CO_2205
return 

:RUN_CO_2207
0871: init_jump_table 57@ total_jumps 4 default_jump 0 @RUN_CO_3618 jumps 1 @RUN_CO_2270 2 @RUN_CO_2467 3 @RUN_CO_2981 4 @RUN_CO_3119 -1 @RUN_CO_3618 -1 @RUN_CO_3618 -1 @RUN_CO_3618 

:RUN_CO_2270
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_2460 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
022B: create_forbidden_for_peds_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
57@ += 1 

:RUN_CO_2460
jump @RUN_CO_3618 

:RUN_CO_2467
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_2974 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 55@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 56@ // ret 7 if not found 
if and
04A4:   55@ == 7 // == constant 
04A4:   56@ == 7 // == constant 
else_jump @RUN_CO_2826 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A0: store_actor $155 position_to 45@ 48@ 51@ 
02CE: 51@ = ground_z_at 45@ 48@ 51@ 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 43@ 46@ 49@ and 44@ 47@ 50@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @RUN_CO_2798 
015F: set_camera_position 43@ 46@ 49@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 44@ 47@ 50@ switchstyle 2 

:RUN_CO_2798
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
57@ += 1 
jump @RUN_CO_2974 

:RUN_CO_2826
if 
04A4:   55@ == 7 // == constant 
else_jump @RUN_CO_2887 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @RUN_CO_2887 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:RUN_CO_2887
if 
04A4:   56@ == 7 // == constant 
else_jump @RUN_CO_2974 
062E: get_actor $155 task 1466 status_store_to 56@ // ret 7 if not found 
if and
84A4:   not  56@ == 1 // == constant 
84A4:   not  56@ == 0 // == constant 
else_jump @RUN_CO_2974 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 52@ = actor $PLAYER_ACTOR Z_angle 
52@ += 180.0 
0173: set_actor $155 Z_angle_to 52@ 

:RUN_CO_2974
jump @RUN_CO_3618 

:RUN_CO_2981
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_3112 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
57@ += 1 

:RUN_CO_3112
jump @RUN_CO_3618 

:RUN_CO_3119
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @RUN_CO_3611 
52@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @RUN_CO_3204 
0613: 52@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:RUN_CO_3204
if 
  52@ > -1.0 
else_jump @RUN_CO_3426 
if 
  52@ == 1.0 
else_jump @RUN_CO_3419 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_CO_3419
jump @RUN_CO_3611 

:RUN_CO_3426
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 45@ 48@ 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 44@ 47@ 50@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
091E: create_forbidden_for_boats_cube_cornerA 43@ 46@ 49@ cornerB 44@ 47@ 50@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
57@ = 0 

:RUN_CO_3611
jump @RUN_CO_3618 

:RUN_CO_3618
return 

//-------------Mission 145---------------

:R_MILY
thread 'R_MILY' 
gosub @R_MILY_47 
if 
wasted_or_busted 
else_jump @R_MILY_38 
gosub @R_MILY_568 

:R_MILY_38
gosub @R_MILY_694 
end_thread 

:R_MILY_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_MILY_823 
wait 0 
0247: load_model 194 
04ED: load_animation "KISSING" 

:R_MILY_113
if or
8248:   not model 194 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_MILY_151 
wait 0 
jump @R_MILY_113 

:R_MILY_151
40@ = 0 
0395: clear_area 1 at 2029.306 2732.588 9.8203 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MILY_330 
00A1: put_actor $PLAYER_ACTOR at 2029.306 2732.588 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.7089 
0053: $SECOND_PLAYER = create_player 1 at 2027.131 2732.603 9.8203 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 0.7089 
09C7: change_player $SECOND_PLAYER model_to 194 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_MILY_330
gosub @R_MILY_737 
015F: set_camera_position 2028.41 2737.598 13.2972 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2028.422 2736.655 12.967 switchstyle 2 
gosub @R_MILY_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_MILY_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_MILY_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_MILY_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_MILY_537 
gosub @R_MILY_1084 
jump @R_MILY_547 

:R_MILY_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_MILY_547
gosub @R_MILY_905 
jump @R_MILY_436 

:R_MILY_561
jump @R_MILY_568 

:R_MILY_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_MILY_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_MILY_600
if 
0118:   actor $155 dead 
else_jump @R_MILY_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_MILY_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_MILY_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_MILY_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_MILY_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 194 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_MILY_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_MILY_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_MILY_776
return 

:R_MILY_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_MILY_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_MILY_819
02EB: restore_camera_with_jumpcut 
return 

:R_MILY_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_MILY_838
if 
fading 
else_jump @R_MILY_862 
wait 0 
jump @R_MILY_838 

:R_MILY_862
return 

:R_MILY_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_MILY_879
if 
fading 
else_jump @R_MILY_903 
wait 0 
jump @R_MILY_879 

:R_MILY_903
return 

:R_MILY_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_MILY_920 

:R_MILY_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_MILY_935 

:R_MILY_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_MILY_950 

:R_MILY_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_MILY_986 
if 
8118:   not actor $155 dead 
else_jump @R_MILY_986 
05BE: AS_actor $155 die 

:R_MILY_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_MILY_1001 

:R_MILY_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_MILY_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MILY_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_MILY_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_MILY_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MILY_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_MILY_1082
return 

:R_MILY_1084
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_1443 
if 
  56@ == 0 
else_jump @R_MILY_1436 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_MILY_1429 
if 
02A0:   actor $155 stopped 
else_jump @R_MILY_1429 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_MILY_1402 
if 
  57@ == 0 
else_jump @R_MILY_1267 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_MILY_1267
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_MILY_1395 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_MILY_1395 
56@ = 1 
gosub @R_MILY_1445 

:R_MILY_1395
jump @R_MILY_1429 

:R_MILY_1402
if 
  57@ == 1 
else_jump @R_MILY_1429 
03E6: remove_text_box 
57@ = 0 

:R_MILY_1429
jump @R_MILY_1443 

:R_MILY_1436
gosub @R_MILY_1445 

:R_MILY_1443
return 

:R_MILY_1445
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_MILY_2856 jumps 1 @R_MILY_1508 2 @R_MILY_1705 3 @R_MILY_2219 4 @R_MILY_2357 -1 @R_MILY_2856 -1 @R_MILY_2856 -1 @R_MILY_2856 

:R_MILY_1508
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_1698 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_MILY_1698
jump @R_MILY_2856 

:R_MILY_1705
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_2212 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_MILY_2064 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_MILY_2036 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_MILY_2036
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_MILY_2212 

:R_MILY_2064
if 
04A4:   54@ == 7 // == constant 
else_jump @R_MILY_2125 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_MILY_2125 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_MILY_2125
if 
04A4:   55@ == 7 // == constant 
else_jump @R_MILY_2212 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_MILY_2212 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_MILY_2212
jump @R_MILY_2856 

:R_MILY_2219
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_2350 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_MILY_2350
jump @R_MILY_2856 

:R_MILY_2357
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MILY_2849 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_MILY_2442 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_MILY_2442
if 
  51@ > -1.0 
else_jump @R_MILY_2664 
if 
  51@ == 1.0 
else_jump @R_MILY_2657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_MILY_2657
jump @R_MILY_2849 

:R_MILY_2664
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_MILY_2849
jump @R_MILY_2856 

:R_MILY_2856
return 

//-------------Mission 146---------------

:R_SUZI
thread 'R_SUZI' 
gosub @R_SUZI_47 
if 
wasted_or_busted 
else_jump @R_SUZI_38 
gosub @R_SUZI_568 

:R_SUZI_38
gosub @R_SUZI_694 
end_thread 

:R_SUZI_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_SUZI_823 
wait 0 
0247: load_model 193 
04ED: load_animation "KISSING" 

:R_SUZI_113
if or
8248:   not model 193 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_SUZI_151 
wait 0 
jump @R_SUZI_113 

:R_SUZI_151
40@ = 0 
0395: clear_area 1 at -2574.303 1151.564 54.7333 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_SUZI_330 
00A1: put_actor $PLAYER_ACTOR at -2571.827 1150.589 54.7333 
0173: set_actor $PLAYER_ACTOR Z_angle_to 156.4741 
0053: $SECOND_PLAYER = create_player 1 at -2570.067 1150.097 54.7333 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 163.1839 
09C7: change_player $SECOND_PLAYER model_to 193 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_SUZI_330
gosub @R_SUZI_737 
015F: set_camera_position -2572.03 1146.816 57.1697 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2571.753 1147.731 56.875 switchstyle 2 
gosub @R_SUZI_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_SUZI_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_SUZI_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_SUZI_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_SUZI_537 
gosub @R_SUZI_1084 
jump @R_SUZI_547 

:R_SUZI_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_SUZI_547
gosub @R_SUZI_905 
jump @R_SUZI_436 

:R_SUZI_561
jump @R_SUZI_568 

:R_SUZI_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_SUZI_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_SUZI_600
if 
0118:   actor $155 dead 
else_jump @R_SUZI_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_SUZI_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_SUZI_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_SUZI_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_SUZI_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 193 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_SUZI_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_SUZI_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_SUZI_776
return 

:R_SUZI_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_SUZI_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_SUZI_819
02EB: restore_camera_with_jumpcut 
return 

:R_SUZI_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_SUZI_838
if 
fading 
else_jump @R_SUZI_862 
wait 0 
jump @R_SUZI_838 

:R_SUZI_862
return 

:R_SUZI_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_SUZI_879
if 
fading 
else_jump @R_SUZI_903 
wait 0 
jump @R_SUZI_879 

:R_SUZI_903
return 

:R_SUZI_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_SUZI_920 

:R_SUZI_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_SUZI_935 

:R_SUZI_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_SUZI_950 

:R_SUZI_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_SUZI_986 
if 
8118:   not actor $155 dead 
else_jump @R_SUZI_986 
05BE: AS_actor $155 die 

:R_SUZI_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_SUZI_1001 

:R_SUZI_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_SUZI_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_SUZI_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_SUZI_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_SUZI_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_SUZI_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_SUZI_1082
return 

:R_SUZI_1084
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_1443 
if 
  56@ == 0 
else_jump @R_SUZI_1436 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_SUZI_1429 
if 
02A0:   actor $155 stopped 
else_jump @R_SUZI_1429 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_SUZI_1402 
if 
  57@ == 0 
else_jump @R_SUZI_1267 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_SUZI_1267
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_SUZI_1395 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_SUZI_1395 
56@ = 1 
gosub @R_SUZI_1445 

:R_SUZI_1395
jump @R_SUZI_1429 

:R_SUZI_1402
if 
  57@ == 1 
else_jump @R_SUZI_1429 
03E6: remove_text_box 
57@ = 0 

:R_SUZI_1429
jump @R_SUZI_1443 

:R_SUZI_1436
gosub @R_SUZI_1445 

:R_SUZI_1443
return 

:R_SUZI_1445
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_SUZI_2856 jumps 1 @R_SUZI_1508 2 @R_SUZI_1705 3 @R_SUZI_2219 4 @R_SUZI_2357 -1 @R_SUZI_2856 -1 @R_SUZI_2856 -1 @R_SUZI_2856 

:R_SUZI_1508
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_1698 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_SUZI_1698
jump @R_SUZI_2856 

:R_SUZI_1705
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_2212 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_SUZI_2064 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_SUZI_2036 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_SUZI_2036
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_SUZI_2212 

:R_SUZI_2064
if 
04A4:   54@ == 7 // == constant 
else_jump @R_SUZI_2125 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_SUZI_2125 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_SUZI_2125
if 
04A4:   55@ == 7 // == constant 
else_jump @R_SUZI_2212 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_SUZI_2212 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_SUZI_2212
jump @R_SUZI_2856 

:R_SUZI_2219
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_2350 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_SUZI_2350
jump @R_SUZI_2856 

:R_SUZI_2357
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_SUZI_2849 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_SUZI_2442 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_SUZI_2442
if 
  51@ > -1.0 
else_jump @R_SUZI_2664 
if 
  51@ == 1.0 
else_jump @R_SUZI_2657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_SUZI_2657
jump @R_SUZI_2849 

:R_SUZI_2664
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_SUZI_2849
jump @R_SUZI_2856 

:R_SUZI_2856
return 

//-------------Mission 147---------------

:R_BARB
thread 'R_BARB' 
gosub @R_BARB_47 
if 
wasted_or_busted 
else_jump @R_BARB_38 
gosub @R_BARB_568 

:R_BARB_38
gosub @R_BARB_694 
end_thread 

:R_BARB_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_BARB_823 
wait 0 
0247: load_model 190 
04ED: load_animation "KISSING" 

:R_BARB_113
if or
8248:   not model 190 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_BARB_151 
wait 0 
jump @R_BARB_113 

:R_BARB_151
40@ = 0 
0395: clear_area 1 at -1391.616 2637.604 54.9843 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_BARB_330 
00A1: put_actor $PLAYER_ACTOR at -1391.616 2637.604 54.9843 
0173: set_actor $PLAYER_ACTOR Z_angle_to 129.2336 
0053: $SECOND_PLAYER = create_player 1 at -1390.879 2636.415 54.9843 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 129.2336 
09C7: change_player $SECOND_PLAYER model_to 190 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_BARB_330
gosub @R_BARB_737 
015F: set_camera_position -1395.236 2633.939 57.8633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1394.498 2634.542 57.5606 switchstyle 2 
gosub @R_BARB_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_BARB_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_BARB_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_BARB_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_BARB_537 
gosub @R_BARB_1084 
jump @R_BARB_547 

:R_BARB_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_BARB_547
gosub @R_BARB_905 
jump @R_BARB_436 

:R_BARB_561
jump @R_BARB_568 

:R_BARB_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_BARB_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_BARB_600
if 
0118:   actor $155 dead 
else_jump @R_BARB_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_BARB_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_BARB_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_BARB_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_BARB_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 190 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_BARB_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_BARB_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_BARB_776
return 

:R_BARB_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_BARB_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_BARB_819
02EB: restore_camera_with_jumpcut 
return 

:R_BARB_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_BARB_838
if 
fading 
else_jump @R_BARB_862 
wait 0 
jump @R_BARB_838 

:R_BARB_862
return 

:R_BARB_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_BARB_879
if 
fading 
else_jump @R_BARB_903 
wait 0 
jump @R_BARB_879 

:R_BARB_903
return 

:R_BARB_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_BARB_920 

:R_BARB_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_BARB_935 

:R_BARB_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_BARB_950 

:R_BARB_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_BARB_986 
if 
8118:   not actor $155 dead 
else_jump @R_BARB_986 
05BE: AS_actor $155 die 

:R_BARB_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_BARB_1001 

:R_BARB_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_BARB_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_BARB_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_BARB_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_BARB_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_BARB_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_BARB_1082
return 

:R_BARB_1084
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_1443 
if 
  56@ == 0 
else_jump @R_BARB_1436 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_BARB_1429 
if 
02A0:   actor $155 stopped 
else_jump @R_BARB_1429 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_BARB_1402 
if 
  57@ == 0 
else_jump @R_BARB_1267 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_BARB_1267
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_BARB_1395 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_BARB_1395 
56@ = 1 
gosub @R_BARB_1445 

:R_BARB_1395
jump @R_BARB_1429 

:R_BARB_1402
if 
  57@ == 1 
else_jump @R_BARB_1429 
03E6: remove_text_box 
57@ = 0 

:R_BARB_1429
jump @R_BARB_1443 

:R_BARB_1436
gosub @R_BARB_1445 

:R_BARB_1443
return 

:R_BARB_1445
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_BARB_2856 jumps 1 @R_BARB_1508 2 @R_BARB_1705 3 @R_BARB_2219 4 @R_BARB_2357 -1 @R_BARB_2856 -1 @R_BARB_2856 -1 @R_BARB_2856 

:R_BARB_1508
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_1698 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_BARB_1698
jump @R_BARB_2856 

:R_BARB_1705
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_2212 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_BARB_2064 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_BARB_2036 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_BARB_2036
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_BARB_2212 

:R_BARB_2064
if 
04A4:   54@ == 7 // == constant 
else_jump @R_BARB_2125 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_BARB_2125 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_BARB_2125
if 
04A4:   55@ == 7 // == constant 
else_jump @R_BARB_2212 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_BARB_2212 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_BARB_2212
jump @R_BARB_2856 

:R_BARB_2219
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_2350 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_BARB_2350
jump @R_BARB_2856 

:R_BARB_2357
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_BARB_2849 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_BARB_2442 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_BARB_2442
if 
  51@ > -1.0 
else_jump @R_BARB_2664 
if 
  51@ == 1.0 
else_jump @R_BARB_2657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_BARB_2657
jump @R_BARB_2849 

:R_BARB_2664
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_BARB_2849
jump @R_BARB_2856 

:R_BARB_2856
return 

//-------------Mission 148---------------

:R_KYLIE
thread 'R_KYLIE' 
gosub @R_KYLIE_47 
if 
wasted_or_busted 
else_jump @R_KYLIE_38 
gosub @R_KYLIE_568 

:R_KYLIE_38
gosub @R_KYLIE_694 
end_thread 

:R_KYLIE_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_KYLIE_823 
wait 0 
0247: load_model 191 
04ED: load_animation "KISSING" 

:R_KYLIE_113
if or
8248:   not model 191 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_KYLIE_151 
wait 0 
jump @R_KYLIE_113 

:R_KYLIE_151
40@ = 0 
0395: clear_area 1 at -381.5365 -1425.352 24.9571 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_KYLIE_330 
00A1: put_actor $PLAYER_ACTOR at -381.3404 -1426.902 24.9079 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0053: $SECOND_PLAYER = create_player 1 at -381.5365 -1425.352 24.9571 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 270.0 
09C7: change_player $SECOND_PLAYER model_to 191 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_KYLIE_330
gosub @R_KYLIE_737 
015F: set_camera_position -376.3109 -1426.436 27.8865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -377.2638 -1426.414 27.5841 switchstyle 2 
gosub @R_KYLIE_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_KYLIE_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_KYLIE_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_KYLIE_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_KYLIE_537 
gosub @R_KYLIE_1084 
jump @R_KYLIE_547 

:R_KYLIE_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_KYLIE_547
gosub @R_KYLIE_905 
jump @R_KYLIE_436 

:R_KYLIE_561
jump @R_KYLIE_568 

:R_KYLIE_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_KYLIE_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_KYLIE_600
if 
0118:   actor $155 dead 
else_jump @R_KYLIE_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_KYLIE_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_KYLIE_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_KYLIE_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_KYLIE_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 191 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_KYLIE_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_KYLIE_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_KYLIE_776
return 

:R_KYLIE_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_KYLIE_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_KYLIE_819
02EB: restore_camera_with_jumpcut 
return 

:R_KYLIE_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_KYLIE_838
if 
fading 
else_jump @R_KYLIE_862 
wait 0 
jump @R_KYLIE_838 

:R_KYLIE_862
return 

:R_KYLIE_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_KYLIE_879
if 
fading 
else_jump @R_KYLIE_903 
wait 0 
jump @R_KYLIE_879 

:R_KYLIE_903
return 

:R_KYLIE_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_KYLIE_920 

:R_KYLIE_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_KYLIE_935 

:R_KYLIE_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_KYLIE_950 

:R_KYLIE_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_KYLIE_986 
if 
8118:   not actor $155 dead 
else_jump @R_KYLIE_986 
05BE: AS_actor $155 die 

:R_KYLIE_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_KYLIE_1001 

:R_KYLIE_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_KYLIE_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_KYLIE_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_KYLIE_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_KYLIE_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_KYLIE_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_KYLIE_1082
return 

:R_KYLIE_1084
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_1443 
if 
  56@ == 0 
else_jump @R_KYLIE_1436 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_KYLIE_1429 
if 
02A0:   actor $155 stopped 
else_jump @R_KYLIE_1429 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_KYLIE_1402 
if 
  57@ == 0 
else_jump @R_KYLIE_1267 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_KYLIE_1267
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_KYLIE_1395 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_KYLIE_1395 
56@ = 1 
gosub @R_KYLIE_1445 

:R_KYLIE_1395
jump @R_KYLIE_1429 

:R_KYLIE_1402
if 
  57@ == 1 
else_jump @R_KYLIE_1429 
03E6: remove_text_box 
57@ = 0 

:R_KYLIE_1429
jump @R_KYLIE_1443 

:R_KYLIE_1436
gosub @R_KYLIE_1445 

:R_KYLIE_1443
return 

:R_KYLIE_1445
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_KYLIE_2856 jumps 1 @R_KYLIE_1508 2 @R_KYLIE_1705 3 @R_KYLIE_2219 4 @R_KYLIE_2357 -1 @R_KYLIE_2856 -1 @R_KYLIE_2856 -1 @R_KYLIE_2856 

:R_KYLIE_1508
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_1698 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_KYLIE_1698
jump @R_KYLIE_2856 

:R_KYLIE_1705
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_2212 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_KYLIE_2064 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_KYLIE_2036 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_KYLIE_2036
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_KYLIE_2212 

:R_KYLIE_2064
if 
04A4:   54@ == 7 // == constant 
else_jump @R_KYLIE_2125 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_KYLIE_2125 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_KYLIE_2125
if 
04A4:   55@ == 7 // == constant 
else_jump @R_KYLIE_2212 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_KYLIE_2212 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_KYLIE_2212
jump @R_KYLIE_2856 

:R_KYLIE_2219
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_2350 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_KYLIE_2350
jump @R_KYLIE_2856 

:R_KYLIE_2357
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_KYLIE_2849 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_KYLIE_2442 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_KYLIE_2442
if 
  51@ > -1.0 
else_jump @R_KYLIE_2664 
if 
  51@ == 1.0 
else_jump @R_KYLIE_2657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_KYLIE_2657
jump @R_KYLIE_2849 

:R_KYLIE_2664
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_KYLIE_2849
jump @R_KYLIE_2856 

:R_KYLIE_2856
return 

//-------------Mission 149---------------

:R_COCH
thread 'R_COCH' 
gosub @R_COCH_47 
if 
wasted_or_busted 
else_jump @R_COCH_38 
gosub @R_COCH_568 

:R_COCH_38
gosub @R_COCH_694 
end_thread 

:R_COCH_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_COCH_823 
wait 0 
0247: load_model 195 
04ED: load_animation "KISSING" 

:R_COCH_113
if or
8248:   not model 195 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_COCH_151 
wait 0 
jump @R_COCH_113 

:R_COCH_151
40@ = 0 
0395: clear_area 1 at 2401.595 -1720.311 12.6137 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_COCH_330 
00A1: put_actor $PLAYER_ACTOR at 2401.595 -1720.311 12.6137 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0053: $SECOND_PLAYER = create_player 1 at 2403.405 -1720.305 12.6171 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 180.0 
09C7: change_player $SECOND_PLAYER model_to 195 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_COCH_330
gosub @R_COCH_737 
015F: set_camera_position 2402.685 -1728.01 15.5387 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2402.698 -1727.024 15.3723 switchstyle 2 
gosub @R_COCH_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_COCH_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_COCH_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_COCH_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_COCH_537 
gosub @R_COCH_1084 
jump @R_COCH_547 

:R_COCH_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_COCH_547
gosub @R_COCH_905 
jump @R_COCH_436 

:R_COCH_561
jump @R_COCH_568 

:R_COCH_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_COCH_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_COCH_600
if 
0118:   actor $155 dead 
else_jump @R_COCH_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_COCH_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_COCH_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_COCH_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_COCH_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 195 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_COCH_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_COCH_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_COCH_776
return 

:R_COCH_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_COCH_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_COCH_819
02EB: restore_camera_with_jumpcut 
return 

:R_COCH_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_COCH_838
if 
fading 
else_jump @R_COCH_862 
wait 0 
jump @R_COCH_838 

:R_COCH_862
return 

:R_COCH_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_COCH_879
if 
fading 
else_jump @R_COCH_903 
wait 0 
jump @R_COCH_879 

:R_COCH_903
return 

:R_COCH_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_COCH_920 

:R_COCH_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_COCH_935 

:R_COCH_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_COCH_950 

:R_COCH_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_COCH_986 
if 
8118:   not actor $155 dead 
else_jump @R_COCH_986 
05BE: AS_actor $155 die 

:R_COCH_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_COCH_1001 

:R_COCH_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_COCH_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_COCH_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_COCH_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_COCH_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_COCH_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_COCH_1082
return 

:R_COCH_1084
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_1443 
if 
  56@ == 0 
else_jump @R_COCH_1436 
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_COCH_1429 
if 
02A0:   actor $155 stopped 
else_jump @R_COCH_1429 
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_COCH_1402 
if 
  57@ == 0 
else_jump @R_COCH_1267 
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_COCH_1267
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_COCH_1395 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_COCH_1395 
56@ = 1 
gosub @R_COCH_1445 

:R_COCH_1395
jump @R_COCH_1429 

:R_COCH_1402
if 
  57@ == 1 
else_jump @R_COCH_1429 
03E6: remove_text_box 
57@ = 0 

:R_COCH_1429
jump @R_COCH_1443 

:R_COCH_1436
gosub @R_COCH_1445 

:R_COCH_1443
return 

:R_COCH_1445
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_COCH_2856 jumps 1 @R_COCH_1508 2 @R_COCH_1705 3 @R_COCH_2219 4 @R_COCH_2357 -1 @R_COCH_2856 -1 @R_COCH_2856 -1 @R_COCH_2856 

:R_COCH_1508
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_1698 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_COCH_1698
jump @R_COCH_2856 

:R_COCH_1705
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_2212 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_COCH_2064 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_COCH_2036 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_COCH_2036
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_COCH_2212 

:R_COCH_2064
if 
04A4:   54@ == 7 // == constant 
else_jump @R_COCH_2125 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_COCH_2125 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_COCH_2125
if 
04A4:   55@ == 7 // == constant 
else_jump @R_COCH_2212 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_COCH_2212 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_COCH_2212
jump @R_COCH_2856 

:R_COCH_2219
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_2350 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_COCH_2350
jump @R_COCH_2856 

:R_COCH_2357
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_COCH_2849 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_COCH_2442 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_COCH_2442
if 
  51@ > -1.0 
else_jump @R_COCH_2664 
if 
  51@ == 1.0 
else_jump @R_COCH_2657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_COCH_2657
jump @R_COCH_2849 

:R_COCH_2664
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_COCH_2849
jump @R_COCH_2856 

:R_COCH_2856
return 

//-------------Mission 150---------------

:R_MICH
thread 'R_MICH' 
gosub @R_MICH_47 
if 
wasted_or_busted 
else_jump @R_MICH_38 
gosub @R_MICH_568 

:R_MICH_38
gosub @R_MICH_694 
end_thread 

:R_MICH_47
09AC: disable_map_icons 1 
0169: set_fade_color_RGB 0 0 0 
$11844 = 1 
$ONMISSION = 1 
increment_mission_attempts 
054C: use_GXT_table 'RUN_2P' 
gosub @R_MICH_823 
wait 0 
0247: load_model 192 
04ED: load_animation "KISSING" 

:R_MICH_113
if or
8248:   not model 192 available 
84EE:   not animation "KISSING" loaded 
else_jump @R_MICH_151 
wait 0 
jump @R_MICH_113 

:R_MICH_151
40@ = 0 
0395: clear_area 1 at -1804.144 1199.773 24.1172 radius 10.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MICH_330 
00A1: put_actor $PLAYER_ACTOR at -1804.144 1199.773 24.1172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 184.5768 
0053: $SECOND_PLAYER = create_player 1 at -1802.808 1199.912 24.1172 
09F8: give_player2_weapons_of_player1 
01F5: $155 = get_player_actor $SECOND_PLAYER 
0173: set_actor $155 Z_angle_to 184.5768 
09C7: change_player $SECOND_PLAYER model_to 192 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 1 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 1 
06F3: set_players_can_target_eachother 0 
0568: set_actor $PLAYER_ACTOR untargetable 1 
0568: set_actor $155 untargetable 1 
06E0: set_2_player_camera_mode_to 2 
06F1: set_2_player_distance_limit_to 20.0 
094E: set_actor $155 mute_pain_audio 1 

:R_MICH_330
gosub @R_MICH_737 
015F: set_camera_position -1802.895 1194.637 27.1164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1802.969 1195.568 26.7584 switchstyle 2 
gosub @R_MICH_864 
00BC: show_text_highpriority GXT 'RUN_02' time 5000 flag 1  // ~s~Free roam around the city.
wait 5000 
00BE: text_clear_all 
gosub @R_MICH_778 
03E5: show_text_box 'RUN_06'  // ~s~You can kiss the other player by standing near them and pressing ~m~~widget_phone~.

:R_MICH_436
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_561 
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_547 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @R_MICH_547 
if and
831D:   not actor $PLAYER_ACTOR hit_by_weapon 41 
831D:   not actor $155 hit_by_weapon 41 
else_jump @R_MICH_537 
gosub @R_MICH_1214 
jump @R_MICH_547 

:R_MICH_537
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0467: clear_actor $155 last_weapon_damage 

:R_MICH_547
gosub @R_MICH_905 
jump @R_MICH_436 

:R_MICH_561
jump @R_MICH_568 

:R_MICH_568
if 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_MICH_600 
00BC: show_text_highpriority GXT 'RUN_03' time 4000 flag 1  // ~r~Player one was killed

:R_MICH_600
if 
0118:   actor $155 dead 
else_jump @R_MICH_632 
00BC: show_text_highpriority GXT 'RUN_04' time 4000 flag 1  // ~r~Player two was killed

:R_MICH_632
if and
0118:   actor $155 dead 
0118:   actor $PLAYER_ACTOR dead 
else_jump @R_MICH_669 
00BC: show_text_highpriority GXT 'RUN_05' time 4000 flag 1  // ~r~Both players were killed

:R_MICH_669
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:R_MICH_694
$11844 = 0 
09AC: disable_map_icons 1 
0249: release_model 192 
04EF: release_animation "KISSING" 
$ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
mission_cleanup 
return 

:R_MICH_737
02A3: enable_widescreen 1 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_MICH_776 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $SECOND_PLAYER can_move 0 

:R_MICH_776
return 

:R_MICH_778
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
if and
0256:   player $PLAYER_CHAR defined 
0256:   player $SECOND_PLAYER defined 
else_jump @R_MICH_819 
01B4: set_player $PLAYER_CHAR can_move 1 
01B4: set_player $SECOND_PLAYER can_move 1 

:R_MICH_819
02EB: restore_camera_with_jumpcut 
return 

:R_MICH_823
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:R_MICH_838
if 
fading 
else_jump @R_MICH_862 
wait 0 
jump @R_MICH_838 

:R_MICH_862
return 

:R_MICH_864
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:R_MICH_879
if 
fading 
else_jump @R_MICH_903 
wait 0 
jump @R_MICH_879 

:R_MICH_903
return 

:R_MICH_905
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @R_MICH_920 

:R_MICH_920
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @R_MICH_935 

:R_MICH_935
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @R_MICH_950 

:R_MICH_950
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @R_MICH_986 
if 
8118:   not actor $155 dead 
else_jump @R_MICH_986 
05BE: AS_actor $155 die 

:R_MICH_986
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @R_MICH_1001 

:R_MICH_1001
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @R_MICH_1037 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MICH_1037 
05BE: AS_actor $PLAYER_ACTOR die 

:R_MICH_1037
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @R_MICH_1082 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @R_MICH_1082 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:R_MICH_1082
return 
0A66: 115 // 1

:R_MICH_1214
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_2353 
0A66: 116 // 2
if 
  56@ == 0 
else_jump @R_MICH_2346 
0A66: 117 // 3
if and
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $155 driving 
else_jump @R_MICH_2339 
0A66: 118 // 4
if 
02A0:   actor $155 stopped 
else_jump @R_MICH_2339 
0A66: 119 // 5
04C4: store_coords_to 42@ 45@ 48@ from_actor $155 with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 42@ 45@ 48@ radius 1.2 1.2 1.0 sphere 0 stopped_on_foot 
else_jump @R_MICH_2312 
0A66: 120 // 6
if 
  57@ == 0 
else_jump @R_MICH_2177 
0A66: 121 // 7
0512: show_permanent_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
57@ = 1 

:R_MICH_2177
00A0: store_actor $PLAYER_ACTOR position_to 42@ 45@ 48@ 
00A0: store_actor $155 position_to 43@ 46@ 49@ 
0087: 51@ = 49@ // (float) 
51@ -= 0.02 
0087: 52@ = 49@ // (float) 
52@ += 0.02 
if and
0025:   48@ > 51@ // (float) 
0025:   52@ > 48@ // (float) 
else_jump @R_MICH_2305 
if or
00E1:   player 0 pressed_key 4 
00E1:   player 1 pressed_key 4 
else_jump @R_MICH_2305 
56@ = 1 
gosub @R_MICH_2355 

:R_MICH_2305
jump @R_MICH_2339 

:R_MICH_2312
if 
  57@ == 1 
else_jump @R_MICH_2339 
03E6: remove_text_box 
57@ = 0 

:R_MICH_2339
jump @R_MICH_2353 

:R_MICH_2346
gosub @R_MICH_2355 

:R_MICH_2353
return 

:R_MICH_2355
0871: init_jump_table 56@ total_jumps 4 default_jump 0 @R_MICH_3766 jumps 1 @R_MICH_2418 2 @R_MICH_2615 3 @R_MICH_3129 4 @R_MICH_3267 -1 @R_MICH_3766 -1 @R_MICH_3766 -1 @R_MICH_3766 

:R_MICH_2418
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_2608 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $155 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor $155 all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
022B: create_forbidden_for_peds_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $155 
0639: AS_actor $155 rotate_to_actor $PLAYER_ACTOR 
56@ += 1 

:R_MICH_2608
jump @R_MICH_3766 

:R_MICH_2615
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_3122 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 54@ // ret 7 if not found 
062E: get_actor $155 task 1593 status_store_to 55@ // ret 7 if not found 
if and
04A4:   54@ == 7 // == constant 
04A4:   55@ == 7 // == constant 
else_jump @R_MICH_2974 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $155 collision_detection 0 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 49@ = ground_z_at 43@ 46@ 49@ 
00A0: store_actor $155 position_to 44@ 47@ 50@ 
02CE: 50@ = ground_z_at 44@ 47@ 50@ 
00A1: put_actor $155 at 43@ 46@ 49@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 42@ 45@ 48@ and 43@ 46@ 49@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @R_MICH_2946 
015F: set_camera_position 42@ 45@ 48@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 43@ 46@ 49@ switchstyle 2 

:R_MICH_2946
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor $155 move_mouth -1 ms 
56@ += 1 
jump @R_MICH_3122 

:R_MICH_2974
if 
04A4:   54@ == 7 // == constant 
else_jump @R_MICH_3035 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 54@ // ret 7 if not found 
if and
84A4:   not  54@ == 1 // == constant 
84A4:   not  54@ == 0 // == constant 
else_jump @R_MICH_3035 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:R_MICH_3035
if 
04A4:   55@ == 7 // == constant 
else_jump @R_MICH_3122 
062E: get_actor $155 task 1466 status_store_to 55@ // ret 7 if not found 
if and
84A4:   not  55@ == 1 // == constant 
84A4:   not  55@ == 0 // == constant 
else_jump @R_MICH_3122 
05BA: AS_actor $155 move_mouth -1 ms 
0172: 51@ = actor $PLAYER_ACTOR Z_angle 
51@ += 180.0 
0173: set_actor $155 Z_angle_to 51@ 

:R_MICH_3122
jump @R_MICH_3766 

:R_MICH_3129
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_3260 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor $155 perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
56@ += 1 

:R_MICH_3260
jump @R_MICH_3766 

:R_MICH_3267
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $155 dead 
else_jump @R_MICH_3759 
51@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @R_MICH_3352 
0613: 51@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:R_MICH_3352
if 
  51@ > -1.0 
else_jump @R_MICH_3574 
if 
  51@ == 1.0 
else_jump @R_MICH_3567 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_MICH_3567
jump @R_MICH_3759 

:R_MICH_3574
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor $155 stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor $155 all_weapons_hidden 0 
00A1: put_actor $155 at 44@ 47@ 50@ 
04C4: store_coords_to 42@ 45@ 48@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 43@ 46@ 49@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
091E: create_forbidden_for_boats_cube_cornerA 42@ 45@ 48@ cornerB 43@ 46@ 49@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor $155 collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
56@ = 0 

:R_MICH_3759
jump @R_MICH_3766 

:R_MICH_3766
return 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
thread 'PLCHUTE' 
0247: load_model 371 

:PLCHUTE_16
if 
8248:   not model 371 available 
else_jump @PLCHUTE_43 
wait 0 
jump @PLCHUTE_16 

:PLCHUTE_43
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PLCHUTE_59 

:PLCHUTE_59
$2884 = 0 
$2899 = 0 
$2883 = 0 
if 
  $2884 == 999 
else_jump @PLCHUTE_118 
0213: $9636 = create_pickup 371 type 3 at $68 $69 $70 

:PLCHUTE_118
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PLCHUTE_5422 
if 
8800:   not in_two_players_mode 
else_jump @PLCHUTE_5422 
if 
   not $2899 == 0 
else_jump @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
if 
  $2883 > 0 
else_jump @PLCHUTE_219 
if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
else_jump @PLCHUTE_219 
gosub @PLCHUTE_5488 

:PLCHUTE_219
if 
  $2883 == 0 
else_jump @PLCHUTE_274 
if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
else_jump @PLCHUTE_274 
0247: load_model #PARACHUTE 
$2883 = 1 
$2884 = 0 

:PLCHUTE_274
if 
  $2883 == 1 
else_jump @PLCHUTE_377 
if 
0248:   model #PARACHUTE available 
else_jump @PLCHUTE_377 
0107: 17@ = create_object #PARACHUTE at $68 $69 $70 
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
$2883 = 2 

:PLCHUTE_377
if and
  $2883 == 2 
  $2899 == 1 
else_jump @PLCHUTE_409 
$2883 = 3 

:PLCHUTE_409
if and
  $2899 == 0 
  $2883 > 0 
else_jump @PLCHUTE_565 
if 
0818:   actor $PLAYER_ACTOR in_air 
else_jump @PLCHUTE_565 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $2893 $2894 $2895 
if 
  -10.0 > $2895 
else_jump @PLCHUTE_565 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
  7@ > 20.0 
else_jump @PLCHUTE_565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
$2899 = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0@ = 0 
$9635 = 0.0 

:PLCHUTE_565
if 
  $2899 == 1 
else_jump @PLCHUTE_2389 
if 
  0@ == 0 
else_jump @PLCHUTE_608 
0@ = 2 

:PLCHUTE_608
if 
  0@ == 2 
else_jump @PLCHUTE_729 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
15@ = 1 
0172: 1@ = actor $PLAYER_ACTOR Z_angle 
0@ = 3 

:PLCHUTE_729
if 
  0@ == 3 
else_jump @PLCHUTE_2389 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_815
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  100.0 > 7@ 
  7@ > 60.0 
else_jump @PLCHUTE_912 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_912 
if 
  $ONMISSION == 0 
else_jump @PLCHUTE_912 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_912
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
if 
  $2897 == 1 
else_jump @PLCHUTE_960 
10@ = 0 
11@ = 0 

:PLCHUTE_960
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_1061 
1@ -= 360.0 

:PLCHUTE_1061
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_1092 
1@ += 360.0 

:PLCHUTE_1092
0093: 22@ = integer 11@ to_float 
22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $2895 
if 
0024:   $2890 > $2895 // (float) 
else_jump @PLCHUTE_1177 
0086: $2895 = $2890 // (float) 

:PLCHUTE_1177
if 
0024:   $9635 > $2895 // (float) 
else_jump @PLCHUTE_1204 
0086: $9635 = $2895 // (float) 

:PLCHUTE_1204
if 
0024:   $2890 > $9635 // (float) 
else_jump @PLCHUTE_1231 
0086: $9635 = $2890 // (float) 

:PLCHUTE_1231
if and
0024:   $2895 > $9635 // (float) 
   not $3289 == 1 
else_jump @PLCHUTE_1407 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_1361 
if 
  -20.0 > $9635 
else_jump @PLCHUTE_1308 
$2899 = 2 
jump @PLCHUTE_1354 

:PLCHUTE_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$2899 = 7 

:PLCHUTE_1354
jump @PLCHUTE_1407 

:PLCHUTE_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$2899 = 7 

:PLCHUTE_1407
0087: 4@ = 3@ // (float) 
4@ /= 30.0 
006F: 4@ *= $2891 // (float) 
02F6: $2893 = sine 1@ // (float) 
02F7: $2894 = cosine 1@ // (float) 
006D: $2893 *= 4@ // (float) 
006D: $2894 *= 4@ // (float) 
$2894 *= -1.0 
0059: $2894 += $2892 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $2893 // (float) 
21@ *= 0.01 
0088: $2893 = 8@ // (float) 
0067: $2893 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $2894 // (float) 
21@ *= 0.01 
0088: $2894 = 9@ // (float) 
0067: $2894 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_2109 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_1872 
if 
  10@ >= 0 
else_jump @PLCHUTE_1751 
if 
   not 15@ == 2 
else_jump @PLCHUTE_1751 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1744 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1744
15@ = 2 

:PLCHUTE_1751
if 
  0 > 10@ 
else_jump @PLCHUTE_1865 
if 
   not 15@ == 3 
else_jump @PLCHUTE_1865 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1858 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1858
15@ = 3 

:PLCHUTE_1865
jump @PLCHUTE_2102 

:PLCHUTE_1872
if 
  11@ >= 0 
else_jump @PLCHUTE_1984 
if 
   not 15@ == 4 
else_jump @PLCHUTE_1984 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1977 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1977
15@ = 4 

:PLCHUTE_1984
if 
  0 > 11@ 
else_jump @PLCHUTE_2102 
if 
   not 15@ == 5 
else_jump @PLCHUTE_2102 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2095 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2095
15@ = 5 

:PLCHUTE_2102
jump @PLCHUTE_2203 

:PLCHUTE_2109
if 
   not 15@ == 1 
else_jump @PLCHUTE_2203 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2203 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
15@ = 1 

:PLCHUTE_2203
if or
0A52:   is_widget_released 1 
0A53:   is_widget_doubletapped 174 
  $2898 == 1 
else_jump @PLCHUTE_2389 
if 
   not $3289 == 1 
else_jump @PLCHUTE_2389 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2389 
if and
  $2883 == 3 
  $2897 == 0 
else_jump @PLCHUTE_2389 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $9637 = 40@ // (int) 
$9637 += 1100 
$2899 = 3 
0@ = 0 

:PLCHUTE_2389
if 
  $2899 == 2 
else_jump @PLCHUTE_2507 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2495 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
jump @PLCHUTE_2500 

:PLCHUTE_2495
05BE: AS_actor $PLAYER_ACTOR die 

:PLCHUTE_2500
gosub @PLCHUTE_5488 

:PLCHUTE_2507
if 
  $2899 == 3 
else_jump @PLCHUTE_4748 
if 
  $9637 > 0 
else_jump @PLCHUTE_2589 
if 
001F:   40@ > $9637 // (int) 
else_jump @PLCHUTE_2589 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
$9637 = 0 

:PLCHUTE_2589
if 
  0@ == 0 
else_jump @PLCHUTE_2692 
0087: 25@ = 3@ // (float) 
25@ /= 500.0 
0087: 26@ = 2@ // (float) 
26@ /= 500.0 
0085: 18@ = 40@ // (int) 
0085: 19@ = 40@ // (int) 
0087: 5@ = 4@ // (float) 
5@ *= -1.0 
0089: 6@ = $2895 // (float) 
0@ = 1 

:PLCHUTE_2692
if 
  0@ == 1 
else_jump @PLCHUTE_2859 
0085: 10@ = 40@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_2832 
0085: 10@ = 40@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 40@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
jump @PLCHUTE_2859 

:PLCHUTE_2832
2@ = 0.0 
3@ = 0.0 
0@ = 2 

:PLCHUTE_2859
if 
  0@ == 2 
else_jump @PLCHUTE_2967 
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_2967 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 40@ // (int) 
wait 0 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0@ = 3 

:PLCHUTE_2967
if 
  0@ == 3 
else_jump @PLCHUTE_3070 
0085: 10@ = 40@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_3053 
0093: 21@ = integer 10@ to_float 
21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
jump @PLCHUTE_3070 

:PLCHUTE_3053
08D2: object 17@ scale_model 1.0 
0@ = 4 

:PLCHUTE_3070
if 
  0@ == 5 
else_jump @PLCHUTE_3139 
0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0 
0750: set_object 20@ visibility 0 
0392: make_object 20@ moveable 1 
04D9: object 20@ set_scripted_collision_check 1 
0@ = 6 

:PLCHUTE_3139
if 
  0@ == 6 
else_jump @PLCHUTE_4321 
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
if 
  $2897 == 1 
else_jump @PLCHUTE_3205 
10@ = 0 
11@ = 0 

:PLCHUTE_3205
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_3306 
1@ -= 360.0 

:PLCHUTE_3306
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_3337 
1@ += 360.0 

:PLCHUTE_3337
02F6: $2893 = sine 1@ // (float) 
02F7: $2894 = cosine 1@ // (float) 
0069: $2893 *= $2886 // (float) 
0069: $2894 *= $2886 // (float) 
$2893 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_4069 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_3744 
0089: 21@ = $2887 // (float) 
0065: 21@ -= $2895 // (float) 
21@ /= 20.0 
005F: $2895 += 21@ // (float) 
if 
  10@ >= 0 
else_jump @PLCHUTE_3610 
if 
   not 15@ == 2 
else_jump @PLCHUTE_3610 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 2 

:PLCHUTE_3610
if 
  0 > 10@ 
else_jump @PLCHUTE_3737 
if 
   not 15@ == 3 
else_jump @PLCHUTE_3737 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 3 

:PLCHUTE_3737
jump @PLCHUTE_4062 

:PLCHUTE_3744
if 
  11@ >= 0 
else_jump @PLCHUTE_3903 
0089: 21@ = $2889 // (float) 
0065: 21@ -= $2895 // (float) 
21@ /= 20.0 
005F: $2895 += 21@ // (float) 
if 
   not 15@ == 4 
else_jump @PLCHUTE_3903 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 4 

:PLCHUTE_3903
if 
  0 > 11@ 
else_jump @PLCHUTE_4062 
0089: 21@ = $2887 // (float) 
0065: 21@ -= $2895 // (float) 
21@ /= 20.0 
005F: $2895 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4062 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 5 

:PLCHUTE_4062
jump @PLCHUTE_4228 

:PLCHUTE_4069
0089: 21@ = $2887 // (float) 
0065: 21@ -= $2895 // (float) 
21@ /= 20.0 
005F: $2895 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4228 
if 
   not 15@ == 1 
else_jump @PLCHUTE_4228 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 1 

:PLCHUTE_4228
01BB: store_object 17@ position_to $72 $73 $74 
0815: put_object 20@ at $72 $73 $74 and_keep_rotation 
if 
04DA:   has_object 20@ collided 
else_jump @PLCHUTE_4321 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0@ = 7 

:PLCHUTE_4321
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_4560 
if 
0837:   object 17@ animation == "PARA_OPEN_O" 
else_jump @PLCHUTE_4560 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $2887 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $2895 = 6@ // (float) 
0067: $2895 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $2886 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $2893 = sine 1@ // (float) 
02F7: $2894 = cosine 1@ // (float) 
006D: $2893 *= 4@ // (float) 
006D: $2894 *= 4@ // (float) 
$2893 *= -1.0 
if and
  21@ == 1.0 
  0@ == 4 
else_jump @PLCHUTE_4560 
0@ = 5 

:PLCHUTE_4560
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PLCHUTE_4748 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_4699 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
$2899 = 5 
0@ = 0 

:PLCHUTE_4699
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
if 
  23@ > -0.1 
else_jump @PLCHUTE_4748 
$2899 = 4 
0@ = 0 

:PLCHUTE_4748
if 
  $2899 == 4 
else_jump @PLCHUTE_5238 
if 
  0@ == 0 
else_jump @PLCHUTE_5135 
$2884 = 1 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
$70 -= 1.0 
00A1: put_actor $PLAYER_ACTOR at $68 $69 $70 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
if 
  -10.0 > $2895 
else_jump @PLCHUTE_4889 
$2899 = 2 
0@ = 0 
jump @PLCHUTE_5059 

:PLCHUTE_4889
if 
  -4.0 > $2895 
else_jump @PLCHUTE_5014 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
jump @PLCHUTE_5052 

:PLCHUTE_5014
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5052
0@ = 1 

:PLCHUTE_5059
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 40@ // (int) 
18@ += 1000 

:PLCHUTE_5135
if 
  0@ == 1 
else_jump @PLCHUTE_5238 
if 
0837:   object 17@ animation == "PARA_LAND_O" 
else_jump @PLCHUTE_5238 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
if 
  21@ == 1.0 
else_jump @PLCHUTE_5238 
$2884 = 2 
gosub @PLCHUTE_5488 

:PLCHUTE_5238
if 
  $2899 == 5 
else_jump @PLCHUTE_5295 
$2884 = 1 
if 
  0@ == 0 
else_jump @PLCHUTE_5295 
$2884 = 2 
gosub @PLCHUTE_5488 

:PLCHUTE_5295
if and
  $2899 > 0 
  4 > $2899 
else_jump @PLCHUTE_5372 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @PLCHUTE_5372 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $2893 $2894 $2895 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_5372
if 
  $2899 == 6 
else_jump @PLCHUTE_5397 
gosub @PLCHUTE_5488 

:PLCHUTE_5397
if 
  $2899 == 7 
else_jump @PLCHUTE_5422 
gosub @PLCHUTE_5429 

:PLCHUTE_5422
jump @PLCHUTE_118 

:PLCHUTE_5429
$2899 = 0 
0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
return 

:PLCHUTE_5488
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
0108: destroy_object 20@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
$2899 = 0 
$2883 = 0 
0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
0249: release_model 371 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH
thread 'PARACH' 
$9642 = 0 
0209: 31@ = random_int_in_ranges 0 6 
11@ = 10 
17@ = 0 
12@ = 0 
$9656 = 0 
if 
  12@ == 100 
else_jump @PARACH_122 
0213: 0@ = create_pickup #BRIEFCASE type 3 at 32.1527 2239.726 125.672 
009A: 8@ = create_actor_pedtype 4 model 61 at 32.1527 2239.726 125.672 

:PARACH_122
if 
8118:   not actor 8@ dead 
else_jump @PARACH_146 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_146
wait 0 
008A: $9657 = 17@ // (int) 
if 
  $9656 == 2 
else_jump @PARACH_202 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_202 
gosub @PARACH_6420 

:PARACH_202
if 
   not 0@ == -1 
else_jump @PARACH_293 
if 
  11@ == 10 
else_jump @PARACH_293 
if 
   not 0@ == -1 
else_jump @PARACH_286 
if 
0214:   pickup 0@ picked_up 
else_jump @PARACH_279 
11@ = 0 

:PARACH_279
jump @PARACH_293 

:PARACH_286
11@ = 0 

:PARACH_293
if 
  0@ == -1 
else_jump @PARACH_336 
if 
  11@ == 10 
else_jump @PARACH_336 
11@ = 0 

:PARACH_336
if 
  11@ == 0 
else_jump @PARACH_384 
04ED: load_animation "PARACHUTE" 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
11@ = 1 

:PARACH_384
if 
  11@ == 1 
else_jump @PARACH_443 
if and
04EE:   animation "PARACHUTE" loaded 
0248:   model #PARACHUTE available 
0248:   model #PARA_PACK available 
else_jump @PARACH_443 
11@ = 2 

:PARACH_443
if 
  11@ == 2 
else_jump @PARACH_654 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_491 
00A0: store_actor 8@ position_to $68 $69 $70 

:PARACH_491
0107: 9@ = create_object #PARACHUTE at $68 $69 $70 
0107: 10@ = create_object #PARA_PACK at $68 $69 $70 
0750: set_object 9@ visibility 0 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_647 
069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: set_object 10@ XYZ_rotation 90.0 90.0 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:PARACH_647
11@ = 3 

:PARACH_654
if 
  11@ == 3 
else_jump @PARACH_6056 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_6056 
if 
  31@ == 0 
else_jump @PARACH_756 
0819: 30@ = actor 8@ distance_from_ground 
if 
  5.0 > 30@ 
else_jump @PARACH_749 
31@ = 2 
jump @PARACH_756 

:PARACH_749
31@ = 5 

:PARACH_756
31@ -= 1 
if 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_789 
gosub @PARACH_6506 

:PARACH_789
if 
00DF:   actor 8@ driving 
else_jump @PARACH_819 
$9669 = 1 
jump @PARACH_826 

:PARACH_819
$9669 = 0 

:PARACH_826
if 
8118:   not actor 8@ dead 
else_jump @PARACH_1186 
if or
0818:   actor 8@ in_air 
  $9669 == 0 
else_jump @PARACH_1186 
if and
  17@ == 0 
  14@ == 0 
  30@ > 5.0 
else_jump @PARACH_1186 
if 
  $9669 == 0 
else_jump @PARACH_988 
02F6: $9670 = sine $9668 // (float) 
0069: $9670 *= $9667 // (float) 
$9670 *= -1.0 
02F7: $9671 = cosine $9668 // (float) 
0069: $9671 *= $9667 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $9643 $9643 $9643 
083C: set_actor 8@ velocity_in_direction_XYZ $9670 $9671 $9643 

:PARACH_988
17@ = 1 
$9642 = 1 
0085: 18@ = 40@ // (int) 
0172: 27@ = actor 8@ Z_angle 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_1071 
$9664 = 3.0 
$9665 = -2.0 
16@ = 0 
gosub @PARACH_6086 

:PARACH_1071
if 
  7@ == 0 
else_jump @PARACH_1141 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @PARACH_1186 

:PARACH_1141
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PARACH_1186
if 
  17@ == 1 
else_jump @PARACH_2841 
if 
04AD:   actor 8@ in_water 
else_jump @PARACH_1268 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1268
if 
  3.0 > 30@ 
else_jump @PARACH_1337 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1337
083D: get_actor 8@ velocity_in_direction_XYZ $9643 $9643 $9644 
if 
0027:   1@ > $9644 // (float) 
else_jump @PARACH_1378 
0088: $9644 = 1@ // (float) 

:PARACH_1378
008A: $9649 = 40@ // (int) 
0066: $9649 -= 18@ // (int) 
008F: 28@ = integer $9649 to_float 
28@ /= 2000.0 
if 
  28@ > 1.0 
else_jump @PARACH_1443 
28@ = 1.0 

:PARACH_1443
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_1490 
if 
  1.0 >= 28@ 
else_jump @PARACH_1490 
gosub @PARACH_6310 

:PARACH_1490
if 
  28@ == 1.0 
else_jump @PARACH_2431 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_2413 
0494: get_joystick 0 direction_offset_to $9649 $9650 $9651 $9651 
008D: $9646 = integer $9649 to_float 
$9646 /= 256.0 
005D: 25@ += $9646 // (float) 
0088: $9647 = 25@ // (float) 
$9647 /= 30.0 
if 
  -1.6 > $9647 
else_jump @PARACH_1621 
$9647 = -1.6 

:PARACH_1621
if 
  $9647 > 1.6 
else_jump @PARACH_1652 
$9647 = 1.6 

:PARACH_1652
0065: 27@ -= $9647 // (float) 
if 
  $9646 == 0.0 
else_jump @PARACH_1712 
if 
   not 25@ == 0.0 
else_jump @PARACH_1712 
25@ *= 0.95 

:PARACH_1712
0088: $9645 = 26@ // (float) 
$9645 *= 6.0 
008D: $9648 = integer $9650 to_float 
0061: $9648 -= $9645 // (float) 
$9648 /= 256.0 
005D: 26@ += $9648 // (float) 
if 
  -30.0 > 26@ 
else_jump @PARACH_1795 
26@ = -30.0 

:PARACH_1795
if 
  26@ > 30.0 
else_jump @PARACH_1826 
26@ = 30.0 

:PARACH_1826
if 
  $9648 == 0.0 
else_jump @PARACH_1878 
if 
   not 26@ == 0.0 
else_jump @PARACH_1878 
26@ *= 0.97 

:PARACH_1878
02F6: $72 = sine 27@ // (float) 
02F7: $73 = cosine 27@ // (float) 
0088: $9646 = 26@ // (float) 
$9646 /= -5.0 
006D: $72 *= 2@ // (float) 
0069: $72 *= $9646 // (float) 
$72 *= -1.0 
006D: $73 *= 2@ // (float) 
0069: $73 *= $9646 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9643 
$72 *= -1.0 
0059: $72 += $9645 // (float) 
$72 *= 0.1 
0061: $9645 -= $72 // (float) 
$73 *= -1.0 
0059: $73 += $9646 // (float) 
$73 *= 0.1 
0061: $9646 -= $73 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9644 
083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air 
if 
  -100 > $9650 
else_jump @PARACH_2171 
if 
   not 15@ == 4 
else_jump @PARACH_2164 
15@ = 4 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2164
jump @PARACH_2406 

:PARACH_2171
if and
  $9649 == 0 
   not 15@ == 0 
else_jump @PARACH_2248 
15@ = 0 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2248
if and
  0 > $9649 
   not 15@ == -1 
else_jump @PARACH_2327 
15@ = -1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2327
if and
  $9649 > 0 
   not 15@ == 1 
else_jump @PARACH_2406 
15@ = 1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2406
jump @PARACH_2431 

:PARACH_2413
083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@ 

:PARACH_2431
if or
0A52:   is_widget_released 1 
0A53:   is_widget_doubletapped 174 
  $9666 == 1 
else_jump @PARACH_2655 
if 
   not $9666 == 2 
else_jump @PARACH_2655 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_2655 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_2655 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $9643 $9643 24@ 
0088: $9655 = 24@ // (float) 
$9655 += 5.0 

:PARACH_2655
if and
  12@ == 1 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_2841 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_2841 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $9643 $9643 24@ 
0088: $9655 = 24@ // (float) 
$9655 += 5.0 

:PARACH_2841
if 
  14@ == 1 
else_jump @PARACH_3571 
if 
8118:   not actor 8@ dead 
else_jump @PARACH_3543 
if 
0611:   actor 8@ performing_animation "PARA_OPEN" 
else_jump @PARACH_3543 
0613: $9641 = actor 8@ animation "PARA_OPEN" time 
00A0: store_actor 8@ position_to $68 $69 $70 
$9641 *= 2.0 
$9641 -= 0.5 
if 
  $9641 > 1.0 
else_jump @PARACH_2986 
$9641 = 1.0 

:PARACH_2986
if 
  0.0 > $9641 
else_jump @PARACH_3017 
$9641 = 0.0 

:PARACH_3017
if and
  0.25 >= $9641 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_3123 
$9664 = -2.0 
$9665 = -2.0 
0089: 28@ = $9641 // (float) 
28@ *= 4.0 
if 
  16@ == 1 
else_jump @PARACH_3116 
16@ = 2 
gosub @PARACH_6086 

:PARACH_3116
gosub @PARACH_6310 

:PARACH_3123
if and
  $9641 > 0.25 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_3239 
$9664 = 5.0 
$9665 = -5.0 
0089: 28@ = $9641 // (float) 
28@ -= 0.25 
28@ *= 1.333 
if 
  16@ == 2 
else_jump @PARACH_3232 
16@ = 3 
gosub @PARACH_6086 

:PARACH_3232
gosub @PARACH_6310 

:PARACH_3239
0086: $9643 = $9655 // (float) 
0069: $9643 *= $9641 // (float) 
$9643 *= -1.0 
005F: $9643 += 24@ // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9644 
02F6: $72 = sine 27@ // (float) 
02F7: $73 = cosine 27@ // (float) 
006D: $72 *= 5@ // (float) 
$72 *= -1.0 
006D: $73 *= 5@ // (float) 
$72 *= -1.0 
0059: $72 += $9645 // (float) 
$72 *= 0.01 
0061: $9645 -= $72 // (float) 
$73 *= -1.0 
0059: $73 += $9646 // (float) 
$73 *= 0.01 
0061: $9646 -= $73 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9643 
if 
  $9641 == 1.0 
else_jump @PARACH_3543 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET 
14@ = 2 
0089: 29@ = $9643 // (float) 
25@ = 0.0 

:PARACH_3543
if 
  3.0 > 30@ 
else_jump @PARACH_3571 
14@ = 3 

:PARACH_3571
if 
  14@ == 2 
else_jump @PARACH_5827 
if and
   not 13@ == 5 
04AD:   actor 8@ in_water 
else_jump @PARACH_3619 
13@ = 4 

:PARACH_3619
if 
  13@ == 0 
else_jump @PARACH_4769 
02F6: $72 = sine 27@ // (float) 
02F7: $73 = cosine 27@ // (float) 
$9651 = 0 
$9652 = 0 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_3709 
0494: get_joystick 0 direction_offset_to $9649 $9650 $9651 $9652 
jump @PARACH_3731 

:PARACH_3709
008A: $9649 = 22@ // (int) 
$9650 = 0 
$9651 = 0 

:PARACH_3731
if and
   not $9651 == 0 
   not $9652 == 0 
else_jump @PARACH_3756 

:PARACH_3756
if or
  $9650 > 100 
  12@ == 2 
else_jump @PARACH_3814 
006D: $72 *= 6@ // (float) 
$72 *= -1.0 
006D: $73 *= 6@ // (float) 
jump @PARACH_3840 

:PARACH_3814
006D: $72 *= 5@ // (float) 
$72 *= -1.0 
006D: $73 *= 5@ // (float) 

:PARACH_3840
0084: $9652 = $9650 // (int) 
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if 
  30@ > 3.0 
else_jump @PARACH_4577 
008D: $9648 = integer $9649 to_float 
$9648 /= 128.0 
005D: 25@ += $9648 // (float) 
if 
  25@ > 45.0 
else_jump @PARACH_3942 
25@ = 45.0 

:PARACH_3942
if 
  -45.0 > 25@ 
else_jump @PARACH_3973 
25@ = -45.0 

:PARACH_3973
0088: $9647 = 25@ // (float) 
$9647 /= 15.0 
0065: 27@ -= $9647 // (float) 
if 
  $9648 == 0.0 
else_jump @PARACH_4051 
if 
   not 25@ == 0.0 
else_jump @PARACH_4051 
25@ *= 0.95 

:PARACH_4051
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if or
  $9650 > 100 
  12@ == 2 
else_jump @PARACH_4214 
0088: $74 = 4@ // (float) 
if 
   not 15@ == 4 
else_jump @PARACH_4207 
15@ = 4 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4207
jump @PARACH_4577 

:PARACH_4214
0088: $74 = 3@ // (float) 
if and
  $9648 == 0.0 
   not 15@ == 0 
else_jump @PARACH_4339 
15@ = 0 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4339
if and
  0.0 > $9648 
   not 15@ == -1 
else_jump @PARACH_4458 
15@ = -1 
0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4458
if and
  $9648 > 0.0 
   not 15@ == 1 
else_jump @PARACH_4577 
15@ = 1 
0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4577
083D: get_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9643 
$72 *= -1.0 
0059: $72 += $9645 // (float) 
$72 *= 0.1 
0061: $9645 -= $72 // (float) 
$73 *= -1.0 
0059: $73 += $9646 // (float) 
$73 *= 0.1 
0061: $9646 -= $73 // (float) 
$74 *= -1.0 
005F: $74 += 29@ // (float) 
$74 *= 0.2 
0088: $9643 = 29@ // (float) 
0061: $9643 -= $74 // (float) 
0089: 29@ = $9643 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $9645 $9646 $9643 
0069: $9645 *= $9645 // (float) 
0069: $9646 *= $9646 // (float) 
0086: $9647 = $9645 // (float) 
0059: $9647 += $9646 // (float) 
01FB: $9647 = square_root $9647 

:PARACH_4769
if 
  3.0 > 30@ 
else_jump @PARACH_5107 
0173: set_actor 8@ Z_angle_to 27@ 
25@ = 0.0 
02F6: $72 = sine 27@ // (float) 
02F7: $73 = cosine 27@ // (float) 
006D: $72 *= 6@ // (float) 
$72 *= -1.0 
006D: $73 *= 6@ // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $72 $73 -2.0 
if 
  13@ == 0 
else_jump @PARACH_5015 
13@ = 1 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_5015 
0086: $9664 = $9659 // (float) 
0086: $9665 = $9658 // (float) 
gosub @PARACH_6086 

:PARACH_5015
if and
  13@ == 1 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_5107 
28@ = 3.0 
0063: 28@ -= 30@ // (float) 
28@ *= 0.75 
if 
  28@ > 1.0 
else_jump @PARACH_5100 
28@ = 1.0 

:PARACH_5100
gosub @PARACH_6310 

:PARACH_5107
if and
  1.5 > 30@ 
  13@ == 1 
else_jump @PARACH_5222 
13@ = 2 
0812: AS_actor 8@ perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 

:PARACH_5222
if 
  13@ == 2 
else_jump @PARACH_5499 
if 
0611:   actor 8@ performing_animation "PARA_LAND" 
else_jump @PARACH_5499 
0613: $9641 = actor 8@ animation "PARA_LAND" time 
if 
  $9641 == 1.0 
else_jump @PARACH_5499 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
04A5: get_dead_actor_pickup_coords 8@ store_to $68 $69 $70 
if 
   not 0@ == -1 
else_jump @PARACH_5354 
0215: destroy_pickup 0@ 

:PARACH_5354
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $68 $69 $70 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_5441 
$9656 = 1 

:PARACH_5441
if 
  $ONMISSION == 1 
else_jump @PARACH_5466 
gosub @PARACH_6420 

:PARACH_5466
0@ = 0 
0213: 0@ = create_pickup #BRIEFCASE type 3 at $68 $69 $70 
13@ = 3 

:PARACH_5499
if 
  13@ == 4 
else_jump @PARACH_5626 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
13@ = 5 
$9641 = 0.0 

:PARACH_5626
if 
  13@ == 5 
else_jump @PARACH_5827 
if 
0611:   actor 8@ performing_animation "PARA_LAND_WATER" 
else_jump @PARACH_5702 
0613: $9641 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_5702
if 
  $9641 == 1.0 
else_jump @PARACH_5827 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_5749 
$9656 = 1 

:PARACH_5749
0108: destroy_object 9@ 
0108: destroy_object 10@ 
13@ = 3 
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $68 $69 $70 

:PARACH_5827
if and
  14@ == 3 
  13@ == 0 
else_jump @PARACH_5938 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
13@ = 1 

:PARACH_5938
if 
  14@ == 3 
else_jump @PARACH_6056 
if 
0214:   pickup 0@ picked_up 
else_jump @PARACH_6007 
11@ = 10 
17@ = 0 
14@ = 0 
7@ = 0 
13@ = 0 

:PARACH_6007
if 
80FE:   not actor 8@ sphere 0 in_sphere $68 $69 $70 radius 50.0 50.0 50.0 
else_jump @PARACH_6056 
jump @PARACH_6420 

:PARACH_6056
if 
0118:   actor 8@ dead 
else_jump @PARACH_6079 
jump @PARACH_6420 

:PARACH_6079
jump @PARACH_146 

:PARACH_6086
068D: get_camera_position_to $72 $73 $74 
00A0: store_actor 8@ position_to $68 $69 $70 
0086: $9645 = $68 // (float) 
0061: $9645 -= $72 // (float) 
0086: $9646 = $69 // (float) 
0061: $9646 -= $73 // (float) 
0086: $9660 = $74 // (float) 
0061: $9660 -= $70 // (float) 
0086: $9643 = $9645 // (float) 
0069: $9643 *= $9645 // (float) 
0086: $9644 = $9646 // (float) 
0069: $9644 *= $9646 // (float) 
0086: $9661 = $9643 // (float) 
0059: $9661 += $9644 // (float) 
$9661 *= -1.0 
01FB: $9661 = square_root $9661 
0086: $9662 = $9664 // (float) 
0061: $9662 -= $9660 // (float) 
$9661 *= -1.0 
0086: $9663 = $9665 // (float) 
0061: $9663 -= $9661 // (float) 
if 
  16@ == 0 
else_jump @PARACH_6308 
16@ = 1 
0086: $9658 = $9661 // (float) 
0086: $9659 = $9660 // (float) 

:PARACH_6308
return 

:PARACH_6310
00A0: store_actor 8@ position_to $68 $69 $70 
0088: $9645 = 28@ // (float) 
$9645 *= 180.0 
02F7: $9645 = cosine $9645 // (float) 
$9645 -= 1.0 
$9645 *= -0.5 
0086: $74 = $9662 // (float) 
0069: $74 *= $9645 // (float) 
0059: $74 += $9660 // (float) 
0086: $73 = $9663 // (float) 
0069: $73 *= $9645 // (float) 
0059: $73 += $9661 // (float) 
return 

:PARACH_6420
04EF: release_animation "PARACHUTE" 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
if 
   not 0@ == -1 
else_jump @PARACH_6466 
0215: destroy_pickup 0@ 

:PARACH_6466
0108: destroy_object 9@ 
0108: destroy_object 10@ 
if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PARACH_6502 
$9666 = 0 

:PARACH_6502
end_thread 
return 

:PARACH_6506
00A0: store_actor 8@ position_to $68 $69 $70 
0086: $72 = $9638 // (float) 
0061: $72 -= $68 // (float) 
0086: $73 = $9639 // (float) 
0061: $73 -= $69 // (float) 
0086: $74 = $70 // (float) 
0061: $74 -= $9640 // (float) 
if 
  17@ == 1 
else_jump @PARACH_6686 
0069: $72 *= $72 // (float) 
0069: $73 *= $73 // (float) 
0059: $72 += $73 // (float) 
01FB: $72 = square_root $72 
0086: $9643 = $74 // (float) 
0071: $9643 /= $72 // (float) 
0088: $9644 = 3@ // (float) 
0075: $9644 /= 5@ // (float) 
$9644 *= -1.2 
if 
0024:   $9644 > $9643 // (float) 
else_jump @PARACH_6686 
12@ = 1 

:PARACH_6686
if 
  14@ == 2 
else_jump @PARACH_7353 
0604: get_Z_angle_for_point $72 $73 store_to 20@ 
0172: 19@ = actor 8@ Z_angle 
3@ -= 1.0 
4@ -= 1.0 
0087: 21@ = 20@ // (float) 
0063: 21@ -= 19@ // (float) 
if 
001D:   40@ > 23@ // (int) 
else_jump @PARACH_7140 
0085: 23@ = 40@ // (int) 
23@ += 3000 
0208: $9653 = random_float_in_ranges -20.0 0.0 
0208: $9654 = random_float_in_ranges 0.0 20.0 
0069: $72 *= $72 // (float) 
0069: $73 *= $73 // (float) 
0059: $72 += $73 // (float) 
01FB: $72 = square_root $72 
0086: $9644 = $72 // (float) 
0075: $9644 /= 5@ // (float) 
0086: $9643 = $74 // (float) 
0071: $9643 /= $9644 // (float) 
0088: $9644 = 3@ // (float) 
005F: $9644 += 4@ // (float) 
$9644 /= 2.0 
0088: $9645 = 3@ // (float) 
0067: $9645 -= 4@ // (float) 
$9645 /= 4.0 
0059: $9645 += $9644 // (float) 
0088: $9646 = 3@ // (float) 
0067: $9646 -= 4@ // (float) 
$9646 /= -4.0 
0059: $9646 += $9644 // (float) 
$9645 *= -1.0 
$9646 *= -1.0 
if and
0024:   $9645 > $9643 // (float) 
0024:   $9643 > $9646 // (float) 
else_jump @PARACH_7088 
0209: $9649 = random_int_in_ranges 0 2 
if 
  $9649 == 0 
else_jump @PARACH_7063 
12@ = 2 

:PARACH_7063
if 
  $9649 == 1 
else_jump @PARACH_7088 
12@ = 0 

:PARACH_7088
if 
0034:   $9643 >= $9645 // (float) 
else_jump @PARACH_7114 
12@ = 0 

:PARACH_7114
if 
0034:   $9646 >= $9643 // (float) 
else_jump @PARACH_7140 
12@ = 2 

:PARACH_7140
if or
0026:   $9653 > 21@ // (float) 
0027:   21@ > $9654 // (float) 
else_jump @PARACH_7326 
if 
  -180.0 > 21@ 
else_jump @PARACH_7198 
21@ += 360.0 

:PARACH_7198
if 
  21@ > 180.0 
else_jump @PARACH_7229 
21@ -= 360.0 

:PARACH_7229
21@ /= 180.0 
if 
  21@ > 1.0 
else_jump @PARACH_7270 
21@ = 1.0 

:PARACH_7270
if 
  -1.0 > 21@ 
else_jump @PARACH_7301 
21@ = -1.0 

:PARACH_7301
21@ *= -128.0 
0092: 22@ = float 21@ to_integer 
jump @PARACH_7333 

:PARACH_7326
22@ = 0 

:PARACH_7333
3@ += 1.0 
4@ += 1.0 

:PARACH_7353
return 
end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2
thread 'BCESAR2' 
if or
  $39 == 1 
  $39 == 3 
  $39 == 5 
else_jump @BCESAR2_50 
jump @BCESAR2_6154 

:BCESAR2_50
if 
  $544 >= 10 
else_jump @BCESAR2_75 
jump @BCESAR2_6154 

:BCESAR2_75
gosub @ENTEXT_214 
if 
  $38 == 0 
else_jump @BCESAR2_107 
jump @BCESAR2_6154 

:BCESAR2_107
set_wb_check_to 0 
if 
  $3585 == 0 
else_jump @BCESAR2_131 
increment_mission_attempts 

:BCESAR2_131
$416 = 1 
$3591 = 1 
wait 0 
0@ = 0 
1@ = 5 
21@ = 0 
3@ = 0 
4@ = 0 
23@ = 0 
$9753 = 0 
$9754 = 0 
$9756 = 1 
$9755 = 0 
$9757 = 1 
$9758 = 2 
$9679 = 0 
$9689[0] = 0 
$9689[1] = 0 
$9689[2] = 0 
$9689[3] = 0 
$9689[4] = 0 
$9689[5] = 0 
$9672[0] = 0 
$9672[1] = 0 
$9672[2] = 0 
$9672[3] = 0 
$9672[4] = 0 
$9672[5] = 0 
10@ = 0 
11@ = 1 
19@ = 1000 
31@ = 40.0 
0209: $9678 = random_int_in_ranges 0 2 
if 
  $9678 == 0 
else_jump @BCESAR2_390 
9@ = 114 

:BCESAR2_390
if 
  $9678 == 1 
else_jump @BCESAR2_415 
9@ = 96 

:BCESAR2_415
if 
  $9678 == 2 
else_jump @BCESAR2_440 
9@ = 115 

:BCESAR2_440
if 
  $9678 == 0 
else_jump @BCESAR2_489 
0086: $9680 = $5568[0] // (float) 
0086: $9681 = $5684[0] // (float) 
0086: $9682 = $5800[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_489
if 
  $9678 == 1 
else_jump @BCESAR2_538 
0086: $9680 = $5916[0] // (float) 
0086: $9681 = $6014[0] // (float) 
0086: $9682 = $6112[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_538
0086: $9680 = $6210[0] // (float) 
0086: $9681 = $6327[0] // (float) 
0086: $9682 = $6444[0] // (float) 

:BCESAR2_562
0247: load_model 107 
0247: load_model 470 
0247: load_model 352 
0247: load_model 330 

:BCESAR2_581
if or
8248:   not model 107 available 
8248:   not model 470 available 
8248:   not model 352 available 
8248:   not model 330 available 
else_jump @BCESAR2_622 
wait 0 
jump @BCESAR2_581 

:BCESAR2_622
0506: set_car_model 470 next_variation 2 2 // first param is useless 
0674: set_car_model 470 numberplate "_ASSMAN_" 
00A5: 26@ = create_car 470 at $9680 $9681 $9682 
0587: enable_car 26@ validate_position 0 
0129: 25@ = create_actor_pedtype 4 model 107 in_car 26@ driverseat 
0446: set_actor 25@ dismemberment_possible 0 
02AB: set_actor 25@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
02AC: set_car 26@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
00AD: set_car 26@ max_speed_to 40.0 
072F: enable_car 26@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
020A: set_car 26@ door_status_to 3 
05D1: AS_actor 25@ drive_car 26@ to $5568(10@,116f) $5684(10@,116f) $5800(10@,116f) speed 31@ 0 model 0 2 
0186: 27@ = create_marker_above_car 26@ 
02AA: set_car 26@ immune_to_nonplayer 1 
if 
  $3582 > 0 
else_jump @BCESAR2_978 
01C8: 28@ = create_actor_pedtype 4 model 107 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
02E2: set_actor 28@ weapon_accuracy_to 90 
if 
  $3582 > 1 
else_jump @BCESAR2_978 
01C8: 29@ = create_actor_pedtype 4 model 107 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
02E2: set_actor 29@ weapon_accuracy_to 90 
if 
  $3582 > 2 
else_jump @BCESAR2_978 
01C8: 30@ = create_actor_pedtype 4 model 107 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
02E2: set_actor 30@ weapon_accuracy_to 90 

:BCESAR2_978
if 
  10@ == 0 
else_jump @BCESAR2_1022 
039F: set_car 26@ race_to $5568(11@,116f) $5684(11@,116f) 
jump @BCESAR2_1041 

:BCESAR2_1022
039F: set_car 26@ race_to $5568(10@,116f) $5684(10@,116f) 

:BCESAR2_1041
$9696[0] = -0.65 
$9702[0] = -2.307 
$9708[0] = 0.26 
$9696[1] = -0.047 
$9702[1] = -2.307 
$9708[1] = 0.26 
$9696[2] = 0.554 
$9702[2] = -2.307 
$9708[2] = 0.26 
$9696[3] = 0.554 
$9702[3] = -1.808 
$9708[3] = 0.26 
$9696[4] = -0.65 
$9702[4] = -1.808 
$9708[4] = 0.26 
$9696[5] = -0.047 
$9702[5] = -1.808 
$9708[5] = 0.26 

:BCESAR2_1221
if 
   not 0@ == 6 
else_jump @BCESAR2_1471 
wait 0 
if 
8119:   not car 26@ wrecked 
else_jump @BCESAR2_1464 
if 
  $9689(0@,6i) == 0 
else_jump @BCESAR2_1457 
0208: $9695 = random_float_in_ranges 0.0 19.9 
if and
  20.0 > $9695 
  $9695 > 10.0 
else_jump @BCESAR2_1337 
$9695 += 340.0 

:BCESAR2_1337
0107: $9683(0@,6i) = create_object #CM_BOX at $9696(0@,6f) $9702(0@,6f) $9708(0@,6f) 
0681: attach_object $9683(0@,6i) to_car 26@ with_offset $9696(0@,6f) $9702(0@,6f) $9708(0@,6f) rotation 0.0 0.0 0.0 
034D: rotate_object $9683(0@,6i) from_angle $9695 to_angle $9695 flag 1 
0382: set_object $9683(0@,6i) collision_detection 0 
0392: make_object $9683(0@,6i) moveable 0 

:BCESAR2_1457
0@ += 1 

:BCESAR2_1464
jump @BCESAR2_1221 

:BCESAR2_1471
01BD: 12@ = current_time_in_ms 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR2_1503 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 

:BCESAR2_1503
05A9: s$9714[1] = 'MCES07A' // s$  // 'Sup.
05A9: s$9714[2] = 'MCES07B' // s$  // The cash is leaving Los Santos again.
05A9: s$9714[3] = 'MCES07C' // s$  // OK, I'm on it!
05A9: s$9714[4] = 'MCES06A' // s$  // Hey Cesar. Whattup?
05A9: s$9714[5] = 'MCES06B' // s$  // I got the low-down on Smoke's yay!
05A9: s$9714[6] = 'MCES06C' // s$  // Word is, every Monday and Friday the cash leaves Los Santos for San Fierro.
05A9: s$9714[7] = 'MCES06D' // s$  // Then every Wednesday and Saturday a courier takes the yay back to Big Smoke.
05A9: s$9714[8] = 'MCES06E' // s$  // OK, I'll keep an eye out for them.
05A9: s$9714[9] = 'MCES06F' // s$  // See if I can't spoil their little party.
05A9: s$9714[10] = 'MCES06G' // s$  // A'ight man.
05A9: s$9714[11] = 'MCES07D' // s$  // Gonna have to let this one slide, man, got too much shit on my plate.
04AE: $9738[1] = 25280 // = constant 
04AE: $9738[2] = 25281 // = constant 
04AE: $9738[3] = 25282 // = constant 
04AE: $9738[4] = 25273 // = constant 
04AE: $9738[5] = 25274 // = constant 
04AE: $9738[6] = 25275 // = constant 
04AE: $9738[7] = 25276 // = constant 
04AE: $9738[8] = 25277 // = constant 
04AE: $9738[9] = 25278 // = constant 
04AE: $9738[10] = 25279 // = constant 
04AE: $9738[11] = 25283 // = constant 
0247: load_model 330 
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_1759
if or
8248:   not model 330 available 
83D0:   not wav 3 loaded 
else_jump @BCESAR2_1790 
wait 0 
jump @BCESAR2_1759 

:BCESAR2_1790
gosub @ENTEXT_214 
if 
  $38 == 0 
else_jump @BCESAR2_1822 
jump @BCESAR2_6154 

:BCESAR2_1822
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
wait 2000 
040D: unload_wav 3 

:BCESAR2_1842
wait 0 
if 
   not $9754 == 0 
else_jump @BCESAR2_2185 
if 
  $9753 == 0 
else_jump @BCESAR2_1910 
if 
03D0:   wav $9758 loaded 
else_jump @BCESAR2_1903 
040D: unload_wav $9758 

:BCESAR2_1903
$9753 = 1 

:BCESAR2_1910
if 
  $9753 == 1 
else_jump @BCESAR2_1947 
03CF: load_wav $9738($9754,12i) as $9757 
$9753 = 2 

:BCESAR2_1947
if 
  $9753 == 2 
else_jump @BCESAR2_2007 
if 
03D0:   wav $9757 loaded 
else_jump @BCESAR2_2007 
03D1: play_wav $9757 
00BC: show_text_highpriority GXT $9714($9754,12s) time 10000 flag 1 
$9753 = 3 

:BCESAR2_2007
if 
  $9753 == 3 
else_jump @BCESAR2_2185 
if 
03D2:   wav $9757 ended 
else_jump @BCESAR2_2124 
03D5: remove_text $9714($9754,12s) 
if 
  $9757 == 1 
else_jump @BCESAR2_2089 
$9757 = 2 
$9758 = 1 
jump @BCESAR2_2103 

:BCESAR2_2089
$9757 = 1 
$9758 = 2 

:BCESAR2_2103
$9754 = 0 
$9753 = 0 
jump @BCESAR2_2185 

:BCESAR2_2124
if 
83D0:   not wav $9758 loaded 
else_jump @BCESAR2_2185 
if 
  10 > $9754 
else_jump @BCESAR2_2185 
0084: $9756 = $9754 // (int) 
$9756 += 1 
03CF: load_wav $9738($9756,12i) as $9758 

:BCESAR2_2185
if 
  $3582 > 0 
else_jump @BCESAR2_2688 
if 
  $9755 == 0 
else_jump @BCESAR2_2258 
if 
  $9753 == 0 
else_jump @BCESAR2_2258 
$9754 = 1 
$9755 = 1 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2258
if 
  $9755 == 1 
else_jump @BCESAR2_2373 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_2373 
if 
  $9753 == 0 
else_jump @BCESAR2_2373 
$9754 = 2 
$9755 = 2 
$9679 = 0 
01BD: $9752 = current_time_in_ms 
03E6: remove_text_box 
0512: show_permanent_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.

:BCESAR2_2373
if 
  $9755 == 2 
else_jump @BCESAR2_2455 
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @BCESAR2_2425 
03E6: remove_text_box 
$9679 = 2 

:BCESAR2_2425
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @BCESAR2_2455 
03E6: remove_text_box 
$9679 = 1 

:BCESAR2_2455
if 
  $9679 == 1 
else_jump @BCESAR2_2568 
if 
  $9755 == 2 
else_jump @BCESAR2_2568 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_2568 
if 
  $9753 == 0 
else_jump @BCESAR2_2568 
$9754 = 3 
$9755 = 7 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2568
if 
  $9679 == 2 
else_jump @BCESAR2_2681 
if 
  $9755 == 2 
else_jump @BCESAR2_2681 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_2681 
if 
  $9753 == 0 
else_jump @BCESAR2_2681 
$9754 = 11 
$9755 = 7 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2681
jump @BCESAR2_3313 

:BCESAR2_2688
if 
  $9755 == 0 
else_jump @BCESAR2_2743 
if 
  $9753 == 0 
else_jump @BCESAR2_2743 
$9754 = 4 
$9755 = 1 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2743
if 
  $9755 == 1 
else_jump @BCESAR2_2838 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_2838 
if 
  $9753 == 0 
else_jump @BCESAR2_2838 
$9754 = 5 
$9755 = 2 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2838
if 
  $9755 == 2 
else_jump @BCESAR2_2933 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_2933 
if 
  $9753 == 0 
else_jump @BCESAR2_2933 
$9754 = 6 
$9755 = 3 
01BD: $9752 = current_time_in_ms 

:BCESAR2_2933
if 
  $9755 == 3 
else_jump @BCESAR2_3028 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_3028 
if 
  $9753 == 0 
else_jump @BCESAR2_3028 
$9754 = 7 
$9755 = 4 
01BD: $9752 = current_time_in_ms 

:BCESAR2_3028
if 
  $9755 == 4 
else_jump @BCESAR2_3123 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_3123 
if 
  $9753 == 0 
else_jump @BCESAR2_3123 
$9754 = 8 
$9755 = 5 
01BD: $9752 = current_time_in_ms 

:BCESAR2_3123
if 
  $9755 == 5 
else_jump @BCESAR2_3218 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_3218 
if 
  $9753 == 0 
else_jump @BCESAR2_3218 
$9754 = 9 
$9755 = 6 
01BD: $9752 = current_time_in_ms 

:BCESAR2_3218
if 
  $9755 == 6 
else_jump @BCESAR2_3313 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_3313 
if 
  $9753 == 0 
else_jump @BCESAR2_3313 
$9754 = 10 
$9755 = 7 
01BD: $9752 = current_time_in_ms 

:BCESAR2_3313
if or
  $9755 == 7 
  $9755 == 8 
else_jump @BCESAR2_3487 
01BD: $9751 = current_time_in_ms 
0084: $9750 = $9751 // (int) 
0060: $9750 -= $9752 // (int) 
if 
  $9750 > 1000 
else_jump @BCESAR2_3487 
if 
  $9753 == 0 
else_jump @BCESAR2_3487 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR2_3487 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // == constant 
else_jump @BCESAR2_3448 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3448
if 
  2 > $9679 
else_jump @BCESAR2_3480 
jump @BCESAR2_3543 
jump @BCESAR2_3487 

:BCESAR2_3480
jump @BCESAR2_6154 

:BCESAR2_3487
if 
00E1:   player 0 pressed_key 15 
else_jump @BCESAR2_3536 
if 
  $3582 > 0 
else_jump @BCESAR2_3529 
$9679 = 2 

:BCESAR2_3529
$9755 = 8 

:BCESAR2_3536
jump @BCESAR2_1842 

:BCESAR2_3543
wait 0 
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @BCESAR2_3576 
1@ = 0 
3@ = 6 

:BCESAR2_3576
if 
  $ONMISSION == 1 
else_jump @BCESAR2_3608 
1@ = 0 
3@ = 6 

:BCESAR2_3608
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR2_3730 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR2_3730 
if 
  23@ == 0 
else_jump @BCESAR2_3689 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR2_3689 
03C0: 22@ = actor $PLAYER_ACTOR car 
23@ = 1 

:BCESAR2_3689
if 
  23@ == 1 
else_jump @BCESAR2_3730 
if 
80DF:   not actor $PLAYER_ACTOR driving 
else_jump @BCESAR2_3730 
23@ = 0 

:BCESAR2_3730
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR2_5283 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR2_5276 
if 
  4@ == 0 
else_jump @BCESAR2_3845 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $9680 $9681 $9682 radius 100.0 100.0 50.0 
else_jump @BCESAR2_3845 
00BC: show_text_highpriority GXT 'BCE2_02' time 5000 flag 1  // ~s~Ram the ~r~courier ~s~to get the cash.
4@ = 1 

:BCESAR2_3845
if 
0119:   car 26@ wrecked 
else_jump @BCESAR2_3868 
jump @BCESAR2_6154 

:BCESAR2_3868
if 
  $3582 > 0 
else_jump @BCESAR2_4186 
if 
8118:   not actor 28@ dead 
else_jump @BCESAR2_3974 
062E: get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @BCESAR2_3974 
0713: actor 28@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3974
if 
  $3582 > 1 
else_jump @BCESAR2_4186 
if 
8118:   not actor 29@ dead 
else_jump @BCESAR2_4080 
062E: get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // == constant 
else_jump @BCESAR2_4080 
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_4080
if 
  $3582 > 2 
else_jump @BCESAR2_4186 
if 
8118:   not actor 30@ dead 
else_jump @BCESAR2_4186 
062E: get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @BCESAR2_4186 
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_4186
if and
8118:   not actor 25@ dead 
8119:   not car 26@ wrecked 
else_jump @BCESAR2_5276 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 flag 0 
else_jump @BCESAR2_4281 
if 
  31@ > 30.0 
else_jump @BCESAR2_4274 
31@ -= 0.1 

:BCESAR2_4274
jump @BCESAR2_4312 

:BCESAR2_4281
if 
  50.0 > 31@ 
else_jump @BCESAR2_4312 
31@ += 0.1 

:BCESAR2_4312
if 
  4@ == 1 
else_jump @BCESAR2_4373 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 flag 0 
else_jump @BCESAR2_4373 
jump @BCESAR2_6154 

:BCESAR2_4373
00AA: store_car 26@ position_to $9680 $9681 $9682 
if 
001D:   9@ > 10@ // (int) 
else_jump @BCESAR2_4784 
if 
  $9678 == 0 
else_jump @BCESAR2_4538 
if 
0100:   actor 25@ in_sphere $5568(10@,116f) $5684(10@,116f) $5800(10@,116f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4531 
00AD: set_car 26@ max_speed_to 31@ 
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $5568(10@,116f) $5684(10@,116f) $5800(10@,116f) speed 31@ 0 model 0 2 

:BCESAR2_4531
jump @BCESAR2_4777 

:BCESAR2_4538
if 
  $9678 == 1 
else_jump @BCESAR2_4670 
if 
0100:   actor 25@ in_sphere $5916(10@,98f) $6014(10@,98f) $6112(10@,98f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4663 
00AD: set_car 26@ max_speed_to 31@ 
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $5916(10@,98f) $6014(10@,98f) $6112(10@,98f) speed 31@ 0 model 0 2 

:BCESAR2_4663
jump @BCESAR2_4777 

:BCESAR2_4670
if 
0100:   actor 25@ in_sphere $6210(10@,117f) $6327(10@,117f) $6444(10@,117f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4777 
00AD: set_car 26@ max_speed_to 31@ 
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $6210(10@,117f) $6327(10@,117f) $6444(10@,117f) speed 31@ 0 model 0 2 

:BCESAR2_4777
jump @BCESAR2_5083 

:BCESAR2_4784
if 
  $9678 == 0 
else_jump @BCESAR2_4878 
if 
0100:   actor 25@ in_sphere $5568(10@,116f) $5684(10@,116f) $5800(10@,116f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4871 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4871
jump @BCESAR2_5041 

:BCESAR2_4878
if 
  $9678 == 1 
else_jump @BCESAR2_4972 
if 
0100:   actor 25@ in_sphere $5916(10@,98f) $6014(10@,98f) $6112(10@,98f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4965 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4965
jump @BCESAR2_5041 

:BCESAR2_4972
if 
0100:   actor 25@ in_sphere $6210(10@,117f) $6327(10@,117f) $6444(10@,117f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_5041 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_5041
if 
003B:   10@ == 9@ // (int) 
else_jump @BCESAR2_5083 
if 
82CA:   not car 26@ bounding_sphere_visible 
else_jump @BCESAR2_5083 
jump @BCESAR2_6154 

:BCESAR2_5083
062E: get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
if 
04A4:   8@ == 7 // == constant 
else_jump @BCESAR2_5276 
if 
  $9678 == 0 
else_jump @BCESAR2_5175 
05D1: AS_actor 25@ drive_car 26@ to $5568(10@,116f) $5684(10@,116f) $5800(10@,116f) speed 31@ 0 model 0 2 
jump @BCESAR2_5276 

:BCESAR2_5175
if 
  $9678 == 1 
else_jump @BCESAR2_5238 
05D1: AS_actor 25@ drive_car 26@ to $5916(10@,98f) $6014(10@,98f) $6112(10@,98f) speed 31@ 0 model 0 2 
jump @BCESAR2_5276 

:BCESAR2_5238
05D1: AS_actor 25@ drive_car 26@ to $6210(10@,117f) $6327(10@,117f) $6444(10@,117f) speed 31@ 0 model 0 2 

:BCESAR2_5276
jump @BCESAR2_5290 

:BCESAR2_5283
jump @BCESAR2_6154 

:BCESAR2_5290
if 
8119:   not car 26@ wrecked 
else_jump @BCESAR2_5771 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
0227: 20@ = car 26@ health 
if 
  14@ > 1000 
else_jump @BCESAR2_5771 
if 
001D:   19@ > 20@ // (int) 
else_jump @BCESAR2_5771 
if 
  $9689(1@,6i) == 0 
else_jump @BCESAR2_5763 
if 
0685:   object $9683(1@,6i) attached 
else_jump @BCESAR2_5763 
if 
8119:   not car 26@ wrecked 
else_jump @BCESAR2_5763 
if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
else_jump @BCESAR2_5763 
01BB: store_object $9683(1@,6i) position_to $9696(1@,6f) $9702(1@,6f) $9708(1@,6f) 
$9708(1@,6f) += 0.5 
01BC: put_object $9683(1@,6i) at $9696(1@,6f) $9702(1@,6f) $9708(1@,6f) 
0682: detach_object $9683(1@,6i) 90.0 180.0 1.5 collision_detection 1 
0188: $9672(1@,6i) = create_marker_above_object $9683(1@,6i) 
038C: object $9683(1@,6i) scatter 0.0 -5.0 20.0 
0382: set_object $9683(1@,6i) collision_detection 1 
0392: make_object $9683(1@,6i) moveable 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR2_5674 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @BCESAR2_5674 
if 
8119:   not car 22@ wrecked 
else_jump @BCESAR2_5674 
050E: set_object $9683(1@,6i) no_collision_with_car 22@ 

:BCESAR2_5674
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Pick up the ~g~cash~s~.
$9689(1@,6i) = 2 
if 
  1@ > 0 
else_jump @BCESAR2_5738 
1@ -= 1 
jump @BCESAR2_5763 

:BCESAR2_5738
if 
  3@ == 6 
else_jump @BCESAR2_5763 
jump @BCESAR2_6154 

:BCESAR2_5763
0085: 19@ = 20@ // (int) 

:BCESAR2_5771
if 
  1@ == 0 
else_jump @BCESAR2_5814 
if 
  3@ == 6 
else_jump @BCESAR2_5814 
jump @BCESAR2_6154 

:BCESAR2_5814
2@ = 0 

:BCESAR2_5821
if 
   not 2@ == 6 
else_jump @BCESAR2_6147 
wait 0 
if 
  $9689(2@,6i) == 2 
else_jump @BCESAR2_6133 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BCESAR2_6133 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BCESAR2_6133 
00A0: store_actor $PLAYER_ACTOR position_to 16@ 17@ 18@ 
if 
03CA:   object $9683(2@,6i) exists 
else_jump @BCESAR2_6037 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $9683(2@,6i) radius 3.0 3.0 3.0 sphere 0 
else_jump @BCESAR2_6037 
0164: disable_marker $9672(2@,6i) 
0108: destroy_object $9683(2@,6i) 
018C: play_sound 1058 at 16@ 17@ 18@ 
0109: player $PLAYER_CHAR money = 300 
21@ += 300 
$9689(2@,6i) = 3 
3@ += 1 

:BCESAR2_6037
if 
03CA:   object $9683(2@,6i) exists 
else_jump @BCESAR2_6133 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $9683(2@,6i) radius 75.0 75.0 75.0 sphere 0 
else_jump @BCESAR2_6133 
0164: disable_marker $9672(2@,6i) 
0108: destroy_object $9683(2@,6i) 
$9689(2@,6i) = 3 
3@ += 1 

:BCESAR2_6133
2@ += 1 
jump @BCESAR2_5821 

:BCESAR2_6147
jump @BCESAR2_3543 

:BCESAR2_6154
if 
  $3591 == 1 
else_jump @BCESAR2_6214 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // You stole $~1~ from the courier.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~You can try again every Monday and Friday.
$3582 += 1 

:BCESAR2_6214
0164: disable_marker 27@ 
0164: disable_marker $9672[0] 
0164: disable_marker $9672[1] 
0164: disable_marker $9672[2] 
0164: disable_marker $9672[3] 
0164: disable_marker $9672[4] 
0164: disable_marker $9672[5] 
01C3: remove_references_to_car 26@ 
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object $9683[0] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $9683[1] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $9683[2] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $9683[3] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $9683[4] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $9683[5] // This object will now disappear when the player looks away 
0249: release_model 107 
0249: release_model 470 
0249: release_model 352 
0249: release_model 330 
01BD: $183 = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $183 = current_time_in_ms 
if 
  $3591 == 1 
else_jump @BCESAR2_6384 
if 
  $3585 == 0 
else_jump @BCESAR2_6384 
0595: mission_complete 
$3585 = 1 

:BCESAR2_6384
$3591 = 0 
end_thread 
end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC
thread 'COKEC' 
15@ = 0 
0@ = 0 
1@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
16@ = 0 
$9759 = 0 
$9760 = 0 

:COKEC_74
if or
  $39 == 1 
  $39 == 3 
  $39 == 5 
else_jump @COKEC_120 
jump @COKEC_5539 
16@ = 1 

:COKEC_120
if 
  $3582 == 0 
else_jump @COKEC_152 
jump @COKEC_5539 
16@ = 1 

:COKEC_152
if 
  $544 >= 10 
else_jump @COKEC_184 
jump @COKEC_5539 
16@ = 1 

:COKEC_184
077E: get_active_interior_to $1468 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_333 
if 
  $1468 == 0 
else_jump @COKEC_322 
if and
044B:   actor $PLAYER_ACTOR on_foot 
8818:   not actor $PLAYER_ACTOR in_air 
  $ONMISSION == 0 
  $2899 == 0 
else_jump @COKEC_304 
if and
84AD:   not actor $PLAYER_ACTOR in_water 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
else_jump @COKEC_286 
jump @COKEC_297 

:COKEC_286
wait 0 
jump @COKEC_74 

:COKEC_297
jump @COKEC_315 

:COKEC_304
wait 0 
jump @COKEC_74 

:COKEC_315
jump @COKEC_333 

:COKEC_322
wait 0 
jump @COKEC_74 

:COKEC_333
gosub @ENTEXT_214 
if 
  $38 == 0 
else_jump @COKEC_369 
wait 0 
jump @COKEC_74 

:COKEC_369
if 
  $2901 == 0 
else_jump @COKEC_389 
increment_mission_attempts 

:COKEC_389
14@ = 1 
$3591 = 1 

:COKEC_403
wait 0 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // (int) 
0062: 2@ -= 9@ // (int) 
0085: 9@ = 3@ // (int) 
077E: get_active_interior_to 27@ 
if 
  27@ == 0 
else_jump @COKEC_475 
005A: 10@ += 2@ // (int) 
005A: 11@ += 2@ // (int) 

:COKEC_475
if 
0736:   is_keyboard_key_just_pressed 98 
else_jump @COKEC_497 
jump @COKEC_5539 

:COKEC_497
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @COKEC_519 
jump @COKEC_5539 

:COKEC_519
if 
  $ONMISSION == 1 
else_jump @COKEC_551 
16@ = 1 
jump @COKEC_5539 

:COKEC_551
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @COKEC_574 
jump @COKEC_5539 

:COKEC_574
if 
wasted_or_busted 
else_jump @COKEC_601 
16@ = 1 
jump @COKEC_5539 

:COKEC_601
if 
  0@ == 0 
else_jump @COKEC_675 
23@ = -1 
21@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
28@ = 0 
0@ += 1 
1@ = 0 

:COKEC_675
if 
  0@ == 1 
else_jump @COKEC_5532 
if 
  1@ == 0 
else_jump @COKEC_806 
0247: load_model 23 
0247: load_model 468 
0247: load_model 346 
0247: load_model 330 
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_742
if or
8248:   not model 23 available 
8248:   not model 468 available 
8248:   not model 346 available 
8248:   not model 330 available 
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
else_jump @COKEC_792 
wait 0 
jump @COKEC_742 

:COKEC_792
060A: create_decision_maker_type 2 store_to 29@ // decision\allowed\m_.ped files 
1@ += 1 

:COKEC_806
if 
  1@ == 1 
else_jump @COKEC_882 
gosub @ENTEXT_214 
if 
  $38 == 1 
else_jump @COKEC_882 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
40@ = -1500 
12@ = 0 
1@ += 1 

:COKEC_882
if 
  1@ >= 2 
else_jump @COKEC_1577 
if 
  5 > 12@ 
else_jump @COKEC_1577 
if 
00E1:   player 0 pressed_key 15 
else_jump @COKEC_963 
12@ = 4 
$9759 = 3 
$9760 = 2 
16@ = 1 

:COKEC_963
if and
  $9759 == 1 
  $1040 == 0 
876F:   not text_priority_displayed 
else_jump @COKEC_1008 
0512: show_permanent_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
$9759 += 1 

:COKEC_1008
if 
  $9759 == 2 
else_jump @COKEC_1111 
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @COKEC_1074 
$9760 = 1 
$9759 += 1 
03E6: remove_text_box 
jump @COKEC_1111 

:COKEC_1074
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @COKEC_1111 
$9760 = 2 
$9759 += 1 
03E6: remove_text_box 

:COKEC_1111
if or
  $9759 == 0 
  $9759 == 3 
else_jump @COKEC_1577 
if and
  $1040 == 0 
  40@ > 1000 
else_jump @COKEC_1577 
0871: init_jump_table 12@ total_jumps 5 default_jump 0 @COKEC_1563 jumps 0 @COKEC_1225 1 @COKEC_1276 2 @COKEC_1324 3 @COKEC_1378 4 @COKEC_1492 -1 @COKEC_1563 -1 @COKEC_1563 

:COKEC_1225
040D: unload_wav 3 
05A9: s$1041 = 'MCES08A' // s$  // Hey, Cesar.
04AE: $1043 = 25285 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
jump @COKEC_1563 

:COKEC_1276
05A9: s$1041 = 'MCES08B' // s$  // The yay leaving San Fierro, right?
04AE: $1043 = 25286 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1563 

:COKEC_1324
05A9: s$1041 = 'MCES08C' // s$  // Right. But they're using bikes, CJ, and they go cross country!
04AE: $1043 = 25287 // = constant 
create_thread @AUDIOL -1 0 1 1 0 
$9759 += 1 
jump @COKEC_1563 

:COKEC_1378
if 
  $9760 == 1 
else_jump @COKEC_1444 
05A9: s$1041 = 'MCES08D' // s$  // OK, I'm gonna see what I can dig up.
04AE: $1043 = 25288 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1485 

:COKEC_1444
05A9: s$1041 = 'VOFFE2N' // s$  // Not right now, I gotta check into some shit.
04AE: $1043 = 21447 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:COKEC_1485
jump @COKEC_1563 

:COKEC_1492
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_1531 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_1531
if 
   not $9760 == 1 
else_jump @COKEC_1556 
jump @COKEC_5539 

:COKEC_1556
jump @COKEC_1563 

:COKEC_1563
12@ += 1 
40@ = 0 

:COKEC_1577
if 
  1@ == 2 
else_jump @COKEC_2226 
if 
  15@ == 0 
else_jump @COKEC_2003 
0209: 26@ = random_int_in_ranges 0 60 

:COKEC_1622
if 
  2@ == 0 
else_jump @COKEC_1744 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_1737 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) radius 150.0 150.0 150.0 
else_jump @COKEC_1730 
0209: 26@ = random_int_in_ranges 0 60 
wait 0 
jump @COKEC_1737 

:COKEC_1730
2@ = 1 

:COKEC_1737
jump @COKEC_1622 

:COKEC_1744
00A5: 17@ = create_car 468 at $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) 
009A: 18@ = create_actor_pedtype 4 model 23 at $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) 
0107: 22@ = create_object #PARA_PACK at $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) 
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
0587: enable_car 17@ validate_position 0 
0085: 2@ = 26@ // (int) 
2@ += 1 
0086: $72 = $5313(2@,85f) // (float) 
0061: $72 -= $5313(26@,85f) // (float) 
0086: $73 = $5398(2@,85f) // (float) 
0061: $73 -= $5398(26@,85f) // (float) 
0604: get_Z_angle_for_point $72 $73 store_to 5@ 
0175: set_car 17@ Z_angle_to 5@ 
0704: car 17@ drive_to $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) 
jump @COKEC_2003 

:COKEC_2003
02A9: set_actor 18@ immune_to_nonplayer 1 
02E2: set_actor 18@ weapon_accuracy_to 95 
060B: set_actor 18@ decision_maker_to 29@ 
0688: AS_actor 18@ unknown_toggle_ped_threat_scanner 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: set_actor 18@ max_health_to 300 
0223: set_actor 18@ health_to 300 
02AA: set_car 17@ immune_to_nonplayer 1 
00AD: set_car 17@ max_speed_to 25.0 
00AE: set_car 17@ traffic_behaviour_to 2 
072F: enable_car 17@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
02AB: set_actor 18@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 17@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D8: set_actor 18@ drowns_in_water 0 
08C6: set_actor 18@ stay_on_bike 1 
0249: release_model 23 
0249: release_model 468 
0249: release_model 346 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2191 
0187: 19@ = create_marker_above_actor 18@ 

:COKEC_2191
24@ = 0 
41@ = 0 
11@ = 0 
10@ = 0 
1@ += 1 

:COKEC_2226
if 
  1@ == 3 
else_jump @COKEC_3307 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3307 
if 
  25@ == 0 
else_jump @COKEC_2323 
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @COKEC_2316 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2316 
25@ = 1 

:COKEC_2316
jump @COKEC_2349 

:COKEC_2323
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @COKEC_2349 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
25@ = 0 

:COKEC_2349
if 
  25@ == 1 
else_jump @COKEC_2509 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2509 
00A0: store_actor 18@ position_to $72 $73 $74 
$72 += -15.0 
$73 += 12.0 
$74 += 15.0 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
00A0: store_actor 18@ position_to $72 $73 $74 
04C4: store_coords_to $72 $73 $74 from_actor 18@ with_offset 0.0 2.0 0.0 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:COKEC_2509
if 
0736:   is_keyboard_key_just_pressed 70 
else_jump @COKEC_2583 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2583 
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_2583 
if 
00DB:   actor 18@ in_car 17@ 
else_jump @COKEC_2583 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_2583
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @COKEC_2683 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2683 
04C4: store_coords_to $72 $73 $74 from_actor 18@ with_offset 0.0 -20.0 0.0 
$74 += 10.0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_2683 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 

:COKEC_2683
if 
  15@ == 0 
else_jump @COKEC_2903 
if 
  24@ == 0 
else_jump @COKEC_2896 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_2896 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_2896 
if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
else_jump @COKEC_2868 
08C6: set_actor 18@ stay_on_bike 0 
02AB: set_actor 18@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_2840 
02AC: set_car 17@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:COKEC_2840
04D8: set_actor 18@ drowns_in_water 1 
08C6: set_actor 18@ stay_on_bike 0 
24@ = 1 
jump @COKEC_2896 

:COKEC_2868
if 
  11@ > 600000 
else_jump @COKEC_2896 
jump @COKEC_5539 

:COKEC_2896
jump @COKEC_2903 

:COKEC_2903
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3054 
if 
  24@ == 1 
else_jump @COKEC_3054 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_3054 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3012 
if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
else_jump @COKEC_3012 
10@ = 0 

:COKEC_3012
if 
  10@ > 20000 
else_jump @COKEC_3054 
00BB: show_text_lowpriority GXT 'BCR3_02' time 4000 flag 1  // ~s~You've lost the ~r~courier~s~.
jump @COKEC_5539 

:COKEC_3054
if 
  23@ == -1 
else_jump @COKEC_3233 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_3226 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3226 
if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COKEC_3226 
if 
03CA:   object 22@ exists 
else_jump @COKEC_3196 
066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 store_to 20@ 
064C: make_particle 20@ visible 

:COKEC_3196
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~The ~r~courier~s~ is losing stuff, kill him before it's all lost.
23@ = 1 
40@ = 0 

:COKEC_3226
jump @COKEC_3284 

:COKEC_3233
if 
  40@ > 180000 
else_jump @COKEC_3284 
if 
  23@ > 0 
else_jump @COKEC_3284 
064E: stop_particle 20@ 
23@ = 0 

:COKEC_3284
if 
0118:   actor 18@ dead 
else_jump @COKEC_3307 
1@ += 1 

:COKEC_3307
if 
  1@ == 4 
else_jump @COKEC_3566 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3566 
if 
0118:   actor 18@ dead 
else_jump @COKEC_3566 
064E: stop_particle 20@ 
0093: 5@ = integer 40@ to_float 
if 
  5@ > 180000.0 
else_jump @COKEC_3401 
5@ = 180000.0 

:COKEC_3401
5@ /= 180000.0 
5@ -= 1.0 
5@ *= -1.0 
5@ *= 2000.0 
0092: 23@ = float 5@ to_integer 
0164: disable_marker 19@ 
if 
03CA:   object 22@ exists 
else_jump @COKEC_3475 
0108: destroy_object 22@ 

:COKEC_3475
04A5: get_dead_actor_pickup_coords 18@ store_to $72 $73 $74 
0213: 21@ = create_pickup #PARA_PACK type 3 at $72 $73 $74 
018A: 19@ = create_checkpoint_at $72 $73 $74 
0165: set_marker 19@ color_to 1 
00BC: show_text_highpriority GXT 'BCR3_05' time 4000 flag 1  // ~s~Pick up the ~g~stuff~s~.
$9761 = 0 
40@ = 0 
1@ += 1 

:COKEC_3566
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @COKEC_3602 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_3602 
05BE: AS_actor 18@ die 

:COKEC_3602
if 
  $9761 == 0 
else_jump @COKEC_3789 
if 
8214:   not pickup 21@ picked_up 
else_jump @COKEC_3789 
065B: store_pickup 21@ position_to $72 $73 $74 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_3789 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $72 $73 radius 50.0 50.0 
else_jump @COKEC_3789 
02CE: 5@ = ground_z_at $72 $73 $74 
0088: $74 = 5@ // (float) 
$74 += 1.0 
0215: destroy_pickup 21@ 
0164: disable_marker 19@ 
0213: 21@ = create_pickup #PARA_PACK type 3 at $72 $73 $74 
018A: 19@ = create_checkpoint_at $72 $73 $74 
0165: set_marker 19@ color_to 1 
$9761 = 1 

:COKEC_3789
if 
  1@ == 5 
else_jump @COKEC_4031 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_4031 
065B: store_pickup 21@ position_to $72 $73 $74 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $72 $73 radius 300.0 300.0 
else_jump @COKEC_4022 
if 
  180000 > 40@ 
else_jump @COKEC_4006 
if 
   not 21@ == 0 
else_jump @COKEC_3990 
if 
0214:   pickup 21@ picked_up 
else_jump @COKEC_3983 
if 
  23@ > 0 
else_jump @COKEC_3960 
00BE: text_clear_all 
13@ = 1 
jump @COKEC_3976 

:COKEC_3960
00BC: show_text_highpriority GXT 'BCR3_06' time 7500 flag 1  // ~s~All the stuff was lost during the chase!

:COKEC_3976
jump @COKEC_5539 

:COKEC_3983
jump @COKEC_3999 

:COKEC_3990
00BE: text_clear_all 
jump @COKEC_5539 

:COKEC_3999
jump @COKEC_4015 

:COKEC_4006
00BE: text_clear_all 
jump @COKEC_5539 

:COKEC_4015
jump @COKEC_4031 

:COKEC_4022
00BE: text_clear_all 
jump @COKEC_5539 

:COKEC_4031
if 
   not 24@ == 0 
else_jump @COKEC_4238 
if 
  15@ == 0 
else_jump @COKEC_4238 
if 
056E:   car 17@ defined 
else_jump @COKEC_4231 
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_4231 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_4231 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 flag 0 
else_jump @COKEC_4221 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 flag 0 
else_jump @COKEC_4204 
00AD: set_car 17@ max_speed_to 45.0 
jump @COKEC_4214 

:COKEC_4204
00AD: set_car 17@ max_speed_to 30.0 

:COKEC_4214
jump @COKEC_4231 

:COKEC_4221
00AD: set_car 17@ max_speed_to 20.0 

:COKEC_4231
jump @COKEC_4238 

:COKEC_4238
if 
  15@ == 0 
else_jump @COKEC_4625 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_4625 
if 
   not 26@ == -1 
else_jump @COKEC_4625 
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_4625 
if 
00DB:   actor 18@ in_car 17@ 
else_jump @COKEC_4625 
if 
0100:   actor 18@ in_sphere $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @COKEC_4480 
26@ += 1 
if 
  85 > 26@ 
else_jump @COKEC_4451 
05D1: AS_actor 18@ drive_car 17@ to $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) speed 25.0 3 model 1 2 
jump @COKEC_4473 

:COKEC_4451
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4473
jump @COKEC_4625 

:COKEC_4480
if 
  85 > 26@ 
else_jump @COKEC_4574 
062E: get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_4567 
05D1: AS_actor 18@ drive_car 17@ to $5313(26@,85f) $5398(26@,85f) $5483(26@,85f) speed 25.0 3 model 1 2 

:COKEC_4567
jump @COKEC_4625 

:COKEC_4574
062E: get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_4625 
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4625
if 
8118:   not actor 18@ dead 
else_jump @COKEC_4740 
if 
83CA:   not object 22@ exists 
else_jump @COKEC_4680 
0107: 22@ = create_object #PARA_PACK at 0.0 0.0 0.0 

:COKEC_4680
if 
8737:   not actor 18@ lifting_object 22@ 
else_jump @COKEC_4740 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:COKEC_4740
if 
   not 27@ == 0 
else_jump @COKEC_4836 
if 
  28@ == 0 
else_jump @COKEC_4829 
if 
056E:   car 17@ defined 
else_jump @COKEC_4799 
0519: set_car 17@ locked 1 

:COKEC_4799
if 
056D:   actor 18@ defined 
else_jump @COKEC_4822 
04D7: set_actor 18@ locked 1 

:COKEC_4822
28@ = 1 

:COKEC_4829
jump @COKEC_4907 

:COKEC_4836
if 
  28@ == 1 
else_jump @COKEC_4907 
if 
056E:   car 17@ defined 
else_jump @COKEC_4877 
0519: set_car 17@ locked 0 

:COKEC_4877
if 
056D:   actor 18@ defined 
else_jump @COKEC_4900 
04D7: set_actor 18@ locked 0 

:COKEC_4900
28@ = 0 

:COKEC_4907
if 
056E:   car 17@ defined 
else_jump @COKEC_5532 
if 
8118:   not actor 18@ dead 
else_jump @COKEC_5532 
if 
  24@ == 1 
else_jump @COKEC_5489 
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_5407 
if 
80DB:   not actor 18@ in_car 17@ 
else_jump @COKEC_5400 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_5400 
if 
8105:   not actor $PLAYER_ACTOR near_actor 18@ radius 20.0 20.0 10.0 sphere 0 on_foot 
else_jump @COKEC_5251 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_5133 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
jump @COKEC_5244 

:COKEC_5133
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
84A4:   not  2@ == 7 // == constant 
else_jump @COKEC_5244 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_5244 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5244
jump @COKEC_5400 

:COKEC_5251
if 
  23@ == 1 
else_jump @COKEC_5318 
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_5311 
0687: clear_actor 18@ task 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_5311
jump @COKEC_5400 

:COKEC_5318
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_5400 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5400
jump @COKEC_5482 

:COKEC_5407
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COKEC_5482 
0615: define_AS_pack_begin 8@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_5464 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_5464
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5482
jump @COKEC_5532 

:COKEC_5489
if 
8119:   not car 17@ wrecked 
else_jump @COKEC_5532 
if 
80DB:   not actor 18@ in_car 17@ 
else_jump @COKEC_5532 
036A: put_actor 18@ in_car 17@ 

:COKEC_5532
jump @COKEC_403 

:COKEC_5539
if 
  14@ == 1 
else_jump @COKEC_5856 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_5580 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_5580
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
wait 1 
03E6: remove_text_box 
if 
  13@ == 0 
else_jump @COKEC_5627 
23@ = 0 

:COKEC_5627
if 
  16@ == 0 
else_jump @COKEC_5693 
if 
876F:   not text_priority_displayed 
else_jump @COKEC_5674 
00BC: show_text_highpriority GXT 'BCR3_08' time 7500 flag 1  // ~s~You can try again every Wednesday and Saturday.

:COKEC_5674
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // You stole $~1~ from the courier.

:COKEC_5693
if 
  13@ == 1 
else_jump @COKEC_5771 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_5735 
0109: player $PLAYER_CHAR money = 23@ 

:COKEC_5735
if 
  $2901 == 0 
else_jump @COKEC_5762 
0595: mission_complete 
$2901 += 1 

:COKEC_5762
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 

:COKEC_5771
01C2: remove_references_to_actor 18@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 17@ 
01C4: remove_references_to_object 22@ // This object will now disappear when the player looks away 
0164: disable_marker 19@ 
0650: destroy_particle 20@ 
0215: destroy_pickup 21@ 
065C: release_decision_maker 29@ 
0249: release_model 23 
0249: release_model 468 
0249: release_model 346 
0249: release_model 330 
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model 330 
14@ = 0 

:COKEC_5856
$3591 = 0 
end_thread 
0084: $9763 = $9762 // (int) 
$9763 -= 2 
0084: $9764 = $9762 // (int) 
$9764 += 2 
if 
  0 > $9763 
else_jump @COKEC_5920 
$9763 = 0 

:COKEC_5920
if 
  $9764 > 84 
else_jump @COKEC_5945 
$9764 = 84 

:COKEC_5945
008B: 2@ = $9763 // (int) 

:COKEC_5953
if 
001E:   $9764 > 2@ // (int) 
else_jump @COKEC_6063 
0085: 3@ = 2@ // (int) 
3@ += 1 
if 
  85 > 3@ 
else_jump @COKEC_6049 
0052: NOP $5313(2@,85f) $5398(2@,85f) $5483(2@,85f) $5313(3@,85f) $5398(3@,85f) $5483(3@,85f) 

:COKEC_6049
2@ += 1 
jump @COKEC_5953 

:COKEC_6063
if 
0736:   is_keyboard_key_just_pressed 124 
else_jump @COKEC_6134 
$9762 += 1 
if 
  $9762 > 84 
else_jump @COKEC_6110 
$9762 = 0 

:COKEC_6110
0663: printint "BCE_POINT_TO_EDIT" $9762 

:COKEC_6134
if 
0736:   is_keyboard_key_just_pressed 127 
else_jump @COKEC_6205 
$9762 -= 1 
if 
  0 > $9762 
else_jump @COKEC_6181 
$9762 = 84 

:COKEC_6181
0663: printint "BCE_POINT_TO_EDIT" $9762 

:COKEC_6205
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @COKEC_6235 
$5398($9762,85f) += 0.5 

:COKEC_6235
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @COKEC_6265 
$5398($9762,85f) += -0.5 

:COKEC_6265
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @COKEC_6295 
$5313($9762,85f) += 0.5 

:COKEC_6295
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @COKEC_6325 
$5313($9762,85f) += -0.5 

:COKEC_6325
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @COKEC_6355 
$5483($9762,85f) += 0.5 

:COKEC_6355
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @COKEC_6385 
$5483($9762,85f) += -0.5 

:COKEC_6385
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @COKEC_6414 
$5398($9762,85f) += 10.0 

:COKEC_6414
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @COKEC_6443 
$5398($9762,85f) += -10.0 

:COKEC_6443
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @COKEC_6472 
$5313($9762,85f) += 10.0 

:COKEC_6472
if 
0736:   is_keyboard_key_just_pressed 65 
else_jump @COKEC_6501 
$5313($9762,85f) += -10.0 

:COKEC_6501
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @COKEC_7523 
03A9: save_newline_to_debug_file 
05B6: 122 // COKE COURIER ROUTE - edit point -
03A7: save_int_to_debug_file $9762 
03A9: save_newline_to_debug_file 
2@ = 0 

:COKEC_6663
if 
  85 > 2@ 
else_jump @COKEC_7523 
05B6: 123 // bce2_CHECKPOINTS_x[
03A7: save_int_to_debug_file 2@ 
05B6: 124 // ] = 
03A8: save_float_to_debug_file $5313(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 125 // bce2_CHECKPOINTS_y[
03A7: save_int_to_debug_file 2@ 
05B6: 126 // ] = 
03A8: save_float_to_debug_file $5398(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 127 // bce2_CHECKPOINTS_z[
03A7: save_int_to_debug_file 2@ 
05B6: 128 // ] = 
03A8: save_float_to_debug_file $5483(2@,85f) 
03A9: save_newline_to_debug_file 
2@ += 1 
jump @COKEC_6663 

:COKEC_7523
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @COKEC_7626 
008B: 2@ = $9762 // (int) 
2@ -= 1 
if 
  0 > 2@ 
else_jump @COKEC_7578 
2@ = 0 

:COKEC_7578
0086: $5313($9762,85f) = $5313(2@,85f) // (float) 
0086: $5398($9762,85f) = $5398(2@,85f) // (float) 
0086: $5483($9762,85f) = $5483(2@,85f) // (float) 

:COKEC_7626
if 
0256:   player $PLAYER_CHAR defined 
else_jump @COKEC_7728 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $5313($9762,85f) $5398($9762,85f) $5483($9762,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $5313($9762,85f) $5398($9762,85f) $5483($9762,85f) radius 0.5 0.5 0.5 

:COKEC_7728
return 
end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT
thread 'BANDIT' 
4@ = 0 
6@ = 0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0 
0209: 14@ = random_int_in_ranges 0 5 
if 
  14@ == 0 
else_jump @BANDIT_96 
14@ = 1 

:BANDIT_96
if 
  14@ == 1 
else_jump @BANDIT_121 
14@ = 5 

:BANDIT_121
if 
  14@ == 2 
else_jump @BANDIT_146 
14@ = 10 

:BANDIT_146
if 
  14@ == 3 
else_jump @BANDIT_171 
14@ = 20 

:BANDIT_171
if 
  14@ == 4 
else_jump @BANDIT_196 
14@ = 50 

:BANDIT_196
if 
  4@ == 1 
else_jump @BANDIT_253 
029B: 0@ = init_object #KB_BANDIT_U at 0.0 0.0 0.0 
029B: 1@ = init_object #CJ_WHEEL_1 at $72 $73 $74 

:BANDIT_253
wait 0 
01BD: $15 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @BANDIT_3001 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BANDIT_2987 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BANDIT_2973 
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BANDIT_2966 jumps 0 @BANDIT_373 1 @BANDIT_590 2 @BANDIT_923 3 @BANDIT_1498 4 @BANDIT_1737 5 @BANDIT_2085 6 @BANDIT_2691 

:BANDIT_373
0984: 15@ = object 0@ model 
if 
0248:   model 15@ available 
else_jump @BANDIT_583 
0176: $71 = object 0@ Z_angle 
if 
83CA:   not object 1@ exists 
else_jump @BANDIT_462 
080A: get_object 0@ spoot 1 store_to $72 $73 $74 
029B: 1@ = init_object #CJ_WHEEL_1 at $72 $73 $74 
0177: set_object 1@ Z_angle_to $71 

:BANDIT_462
if 
83CA:   not object 2@ exists 
else_jump @BANDIT_519 
080A: get_object 0@ spoot 2 store_to $72 $73 $74 
029B: 2@ = init_object #CJ_WHEEL_02 at $72 $73 $74 
0177: set_object 2@ Z_angle_to $71 

:BANDIT_519
if 
83CA:   not object 3@ exists 
else_jump @BANDIT_576 
080A: get_object 0@ spoot 3 store_to $72 $73 $74 
029B: 3@ = init_object #CJ_WHEEL_03 at $72 $73 $74 
0177: set_object 3@ Z_angle_to $71 

:BANDIT_576
4@ += 1 

:BANDIT_583
jump @BANDIT_2966 

:BANDIT_590
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $72 $73 $74 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_916 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_889 
if 
  14@ == 1 
else_jump @BANDIT_738 
0512: show_permanent_text_box 'SLOT1D'  // Tap ~m~~widget_minigame_start~ to use the slot machine $1.

:BANDIT_738
if 
  14@ == 5 
else_jump @BANDIT_767 
0512: show_permanent_text_box 'SLOT5D'  // Tap ~m~~widget_minigame_start~ to use the slot machine $5.

:BANDIT_767
if 
  14@ == 10 
else_jump @BANDIT_796 
0512: show_permanent_text_box 'SLOT10D'  // Tap ~m~~widget_minigame_start~ to use the slot machine $10.

:BANDIT_796
if 
  14@ == 20 
else_jump @BANDIT_825 
0512: show_permanent_text_box 'SLOT20D'  // Tap ~m~~widget_minigame_start~ to use the slot machine $20.

:BANDIT_825
if 
  14@ == 50 
else_jump @BANDIT_854 
0512: show_permanent_text_box 'SLOT50D'  // Tap ~m~~widget_minigame_start~ to use the slot machine $50.

:BANDIT_854
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
03CF: load_wav 1814 as 4 
gosub @BANDIT_3015 
4@ += 1 
jump @BANDIT_916 

:BANDIT_889
if 
  13@ == 1 
else_jump @BANDIT_916 
0391: release_textures 
13@ = 0 

:BANDIT_916
jump @BANDIT_2966 

:BANDIT_923
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $72 $73 $74 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_1448 
04ED: load_animation "CASINO" 
if 
04EE:   animation "CASINO" loaded 
else_jump @BANDIT_1441 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_1398 
0A3E: unknown_get_actor_in_sphere $72 $73 $74 radius 0.6 0.6 1.0 handle_as 17@ 
if 
  17@ == -1 
else_jump @BANDIT_1391 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @BANDIT_1391 
gosub @BANDIT_3015 
if 
0A52:   is_widget_released 73 
else_jump @BANDIT_1391 
008A: $4780 = 14@ // (int) 
$4780 -= 1 
if 
010A:   player $PLAYER_CHAR money > $4780 
else_jump @BANDIT_1358 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0176: $71 = object 0@ Z_angle 
0804: AS_actor $PLAYER_ACTOR walk_to $72 $73 $74 angle $71 radius 0.4 animation "SLOT_PLYR" IFP_file "CASINO" 4.0 LA 0 LX 0 LY 0 LF 0 LT 0 
008A: $4780 = 14@ // (int) 
$4780 *= -1 
0109: player $PLAYER_CHAR money = $4780 
0623: add 14@ to_integer_stat 35 
0091: $4785 = integer 14@ to_float 
$4785 *= 0.001 
0624: add $4785 to_float_stat 81 
03E6: remove_text_box 
09BD: allow_other_threads_to_display_text_boxes 1 
008B: 5@ = $15 // (int) 
5@ += 750 
4@ += 1 
jump @BANDIT_1391 

:BANDIT_1358
03E6: remove_text_box 
03E5: show_text_box 'SLOT_03'  // You don't have enough cash!
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_1391
jump @BANDIT_1441 

:BANDIT_1398
if 
  13@ == 1 
else_jump @BANDIT_1425 
0391: release_textures 
13@ = 0 

:BANDIT_1425
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
4@ = 1 

:BANDIT_1441
jump @BANDIT_1491 

:BANDIT_1448
if 
  13@ == 1 
else_jump @BANDIT_1475 
0391: release_textures 
13@ = 0 

:BANDIT_1475
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
4@ = 1 

:BANDIT_1491
jump @BANDIT_2966 

:BANDIT_1498
gosub @BANDIT_3015 
if 
001E:   $15 > 5@ // (int) 
else_jump @BANDIT_1730 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1566 
097A: play_audio_at 0.0 0.0 0.0 event 1087 

:BANDIT_1566
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03F0: enable_text_draw 1 
if 
  13@ == 0 
else_jump @BANDIT_1681 
0390: load_txd_dictionary 'LD_SLOT' 
038F: load_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: load_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: load_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: load_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: load_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: load_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
13@ = 1 

:BANDIT_1681
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1723 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_1723
4@ += 1 

:BANDIT_1730
jump @BANDIT_2966 

:BANDIT_1737
0079: 10@ += frame_delta_time * 1.0 // (float) 
if 
  10@ > 10.0 
else_jump @BANDIT_1824 
10@ = 10.0 
0209: $4780 = random_int_in_ranges 2000 3000 
6@ = 0 
008B: 5@ = $15 // (int) 
005C: 5@ += $4780 // (int) 
0687: clear_actor $PLAYER_ACTOR task 
4@ += 1 

:BANDIT_1824
0079: 11@ += frame_delta_time * 1.1 // (float) 
if 
  11@ > 10.0 
else_jump @BANDIT_1865 
11@ = 10.0 

:BANDIT_1865
0079: 12@ += frame_delta_time * 1.05 // (float) 
if 
  12@ > 10.0 
else_jump @BANDIT_1906 
12@ = 10.0 

:BANDIT_1906
0176: $71 = object 0@ Z_angle 
$4784 = 0 

:BANDIT_1921
if 
  3 > $4784 
else_jump @BANDIT_2071 
if 
  10@($4784,3f) > 0.0 
else_jump @BANDIT_2057 
007B: 7@($4784,3f) = frame_delta_time 10@($4784,3f) // (float) 
if or
  7@($4784,3f) > 360.0 
  7@($4784,3f) == 360.0 
else_jump @BANDIT_2033 
7@($4784,3f) -= 360.0 

:BANDIT_2033
0453: set_object 1@($4784,3i) XYZ_rotation 7@($4784,3f) 0.0 $71 

:BANDIT_2057
$4784 += 1 
jump @BANDIT_1921 

:BANDIT_2071
gosub @BANDIT_3015 
jump @BANDIT_2966 

:BANDIT_2085
if 
001E:   $15 > 5@ // (int) 
else_jump @BANDIT_2512 
007F: 10@(6@,3f) -= frame_delta_time * 0.3 // (float) 
if 
  0.6 > 10@(6@,3f) 
else_jump @BANDIT_2512 
0088: $4785 = 7@(6@,3f) // (float) 
$4785 /= 20.0 
008C: $4780 = float $4785 to_integer 
$4780 *= 20 
008D: $4785 = integer $4780 to_float 
0088: $4786 = 7@(6@,3f) // (float) 
0061: $4786 -= $4785 // (float) 
if 
  10.0 > $4786 
else_jump @BANDIT_2498 
10@(6@,3f) = 0.0 
0088: $4785 = 7@(6@,3f) // (float) 
$4785 /= 20.0 
008C: $4780 = float $4785 to_integer 
008F: 7@(6@,3f) = integer $4780 to_float 
7@(6@,3f) *= 20.0 
0209: $4780 = random_int_in_ranges 750 1000 
008B: 5@ = $15 // (int) 
005C: 5@ += $4780 // (int) 
if 
  2 > 6@ 
else_jump @BANDIT_2442 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2386 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2386
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2428 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_2428
6@ += 1 
jump @BANDIT_2491 

:BANDIT_2442
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2484 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2484
4@ += 1 

:BANDIT_2491
jump @BANDIT_2512 

:BANDIT_2498
10@(6@,3f) = 0.6 

:BANDIT_2512
0176: $71 = object 0@ Z_angle 
$4784 = 0 

:BANDIT_2527
if 
  3 > $4784 
else_jump @BANDIT_2677 
if 
  10@($4784,3f) > 0.0 
else_jump @BANDIT_2663 
007B: 7@($4784,3f) = frame_delta_time 10@($4784,3f) // (float) 
if or
  7@($4784,3f) > 360.0 
  7@($4784,3f) == 360.0 
else_jump @BANDIT_2639 
7@($4784,3f) -= 360.0 

:BANDIT_2639
0453: set_object 1@($4784,3i) XYZ_rotation 7@($4784,3f) 0.0 $71 

:BANDIT_2663
$4784 += 1 
jump @BANDIT_2527 

:BANDIT_2677
gosub @BANDIT_3015 
jump @BANDIT_2966 

:BANDIT_2691
0088: $4785 = 7@ // (float) 
$4785 /= 20.0 
008C: $4780 = float $4785 to_integer 
0088: $4785 = 8@ // (float) 
$4785 /= 20.0 
008C: $4781 = float $4785 to_integer 
0088: $4785 = 9@ // (float) 
$4785 /= 20.0 
008C: $4782 = float $4785 to_integer 
if and
003A:   $4797($4780,18i) == $4815($4781,18i) // (int) 
003A:   $4797($4780,18i) == $4833($4782,18i) // (int) 
else_jump @BANDIT_2914 
008A: $4783 = 14@ // (int) 
0068: $4783 *= $4797($4780,18i) // (int) 
create_thread @CASHWIN $4783 
0109: player $PLAYER_CHAR money = $4783 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2893 
097A: play_audio_at 0.0 0.0 0.0 event 1090 

:BANDIT_2893
0623: add $4783 to_integer_stat 37 
0627: update_integer_stat 38 to $4783 
jump @BANDIT_2934 

:BANDIT_2914
create_thread @CASHWIN 0 2500 
0627: update_integer_stat 39 to 14@ 

:BANDIT_2934
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
4@ = 1 
gosub @BANDIT_3015 
jump @BANDIT_2966 

:BANDIT_2966
jump @BANDIT_2980 

:BANDIT_2973
jump @BANDIT_3597 

:BANDIT_2980
jump @BANDIT_2994 

:BANDIT_2987
jump @BANDIT_3597 

:BANDIT_2994
jump @BANDIT_3008 

:BANDIT_3001
jump @BANDIT_3597 

:BANDIT_3008
jump @BANDIT_253 

:BANDIT_3015
if 
  13@ == 1 
else_jump @BANDIT_3595 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $4852 $4857 cornerB $4853 $4858 GXT_reference 'DUMMY' style 0 
$4784 = 0 

:BANDIT_3069
if 
  3 > $4784 
else_jump @BANDIT_3595 
0088: $4785 = 7@($4784,3f) // (float) 
$4785 /= 20.0 
008C: $4780 = float $4785 to_integer 
if 
  $4784 == 0 
else_jump @BANDIT_3155 
0084: $4781 = $4797($4780,18i) // (int) 
0086: $4788 = $4851 // (float) 

:BANDIT_3155
if 
  $4784 == 1 
else_jump @BANDIT_3203 
0084: $4781 = $4815($4780,18i) // (int) 
0086: $4788 = $4851 // (float) 
$4788 += 64.0 

:BANDIT_3203
if 
  $4784 == 2 
else_jump @BANDIT_3251 
0084: $4781 = $4833($4780,18i) // (int) 
0086: $4788 = $4851 // (float) 
$4788 += 128.0 

:BANDIT_3251
if 
003A:   $4781 == $4791 // (int) 
else_jump @BANDIT_3306 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3306
if 
003A:   $4781 == $4792 // (int) 
else_jump @BANDIT_3361 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3361
if 
003A:   $4781 == $4793 // (int) 
else_jump @BANDIT_3416 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3416
if 
003A:   $4781 == $4794 // (int) 
else_jump @BANDIT_3471 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3471
if 
003A:   $4781 == $4795 // (int) 
else_jump @BANDIT_3526 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3526
if 
003A:   $4781 == $4796 // (int) 
else_jump @BANDIT_3581 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 6 position $4788 $4856 size 64.0 64.0 RGBA 200 200 200 250 

:BANDIT_3581
$4784 += 1 
jump @BANDIT_3069 

:BANDIT_3595
return 

:BANDIT_3597
03D5: remove_text 'SLOT_02' 
if 
  4@ > 0 
else_jump @BANDIT_3703 
if 
  4@ > 1 
else_jump @BANDIT_3653 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BANDIT_3653
if 
  4@ > 2 
else_jump @BANDIT_3681 
04EF: release_animation "CASINO" 

:BANDIT_3681
0108: destroy_object 1@ 
0108: destroy_object 2@ 
0108: destroy_object 3@ 
4@ = 0 

:BANDIT_3703
if 
  13@ == 1 
else_jump @BANDIT_3730 
0391: release_textures 
13@ = 0 

:BANDIT_3730
end_thread 
return 
end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE
thread 'ROULETE' 
1@ = 0 
if 
  1@ == 1 
else_jump @ROULETE_90 
029B: 0@ = init_object #ROULETTE_TBL at 0.0 0.0 0.0 
029B: $9928($9916,151i) = init_object #CHIP_STACK07 at $72 $73 $74 
0662: printstring "AAAAAAA" 

:ROULETE_90
4@ = 0 
5@ = 0 
8@ = 0 
9@ = 0 
7@ = 0 
10@ = 500 
11@ = 500 
12@ = 0 
13@ = 0 
14@ = 0 
15@ = 0 
0653: 16@ = float_stat 81 
0209: 18@ = random_int_in_ranges 0 19 
$2909 += 1 
if 
  1.0 > 16@ 
else_jump @ROULETE_252 
if or
  $2909 == 1 
  $2909 == 5 
else_jump @ROULETE_245 
18@ = 0 

:ROULETE_245
jump @ROULETE_464 

:ROULETE_252
if 
  10.0 > 16@ 
else_jump @ROULETE_312 
if or
  $2909 == 1 
  $2909 == 5 
else_jump @ROULETE_305 
18@ = 5 

:ROULETE_305
jump @ROULETE_464 

:ROULETE_312
if 
  100.0 > 16@ 
else_jump @ROULETE_372 
if or
  $2909 == 1 
  $2909 == 5 
else_jump @ROULETE_365 
18@ = 10 

:ROULETE_365
jump @ROULETE_464 

:ROULETE_372
if 
  1000.0 > 16@ 
else_jump @ROULETE_432 
if or
  $2909 == 1 
  $2909 == 5 
else_jump @ROULETE_425 
18@ = 14 

:ROULETE_425
jump @ROULETE_464 

:ROULETE_432
if or
  $2909 == 1 
  $2909 == 5 
else_jump @ROULETE_464 
18@ = 17 

:ROULETE_464
if or
  18@ == 0 
  18@ == 1 
  18@ == 2 
  18@ == 3 
  18@ == 4 
else_jump @ROULETE_525 
17@ = 2 
19@ = -342 

:ROULETE_525
if or
  18@ == 5 
  18@ == 6 
  18@ == 7 
  18@ == 8 
  18@ == 9 
else_jump @ROULETE_586 
17@ = 20 
19@ = -343 

:ROULETE_586
if or
  18@ == 10 
  18@ == 11 
  18@ == 12 
  18@ == 13 
else_jump @ROULETE_641 
17@ = 200 
19@ = -344 

:ROULETE_641
if or
  18@ == 14 
  18@ == 15 
  18@ == 16 
else_jump @ROULETE_689 
17@ = 2000 
19@ = -345 

:ROULETE_689
if or
  18@ == 17 
  18@ == 18 
else_jump @ROULETE_730 
17@ = 20000 
19@ = -346 

:ROULETE_730
18@ = 0 
20@ = 0 
0085: 21@ = 17@ // (int) 
21@ *= 50 
22@ = 0 
0209: $4780 = random_int_in_ranges 0 2 
if 
  $4780 == 0 
else_jump @ROULETE_807 
04AF: 23@ = 11 // = constant 
jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = 172 // = constant 

:ROULETE_815
$9916 = 0 

:ROULETE_822
if 
  151 > $9916 
else_jump @ROULETE_866 
$9765($9916,151i) = 0 
$9916 += 1 
jump @ROULETE_822 

:ROULETE_866
$9917 = 0 
$9918 = 0 
if 
  22@ == 1 
else_jump @ROULETE_907 
22@ = 0 
return 

:ROULETE_907
24@ = 0.0 
25@ = 0.0 

:ROULETE_927
wait 0 
01BD: $15 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @ROULETE_7567 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ROULETE_7423 
if 
  $1273 == 0 
else_jump @ROULETE_7279 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ROULETE_7144 
if 
  1@ == 0 
else_jump @ROULETE_1032 
0247: load_model 23@ 
1@ += 1 

:ROULETE_1032
if 
  1@ == 1 
else_jump @ROULETE_1167 
0247: load_model 23@ 
if 
0248:   model 23@ available 
else_jump @ROULETE_1167 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 1.208 0.571 -1.144 
009A: 26@ = create_actor_pedtype 5 model 23@ at $72 $73 $74 
0176: $71 = object 0@ Z_angle 
$71 += 90.0 
0173: set_actor 26@ Z_angle_to $71 
060B: set_actor 26@ decision_maker_to $1280 
0A0A: unknown_object 0@ flag 1 
1@ += 1 

:ROULETE_1167
if 
  1@ == 2 
else_jump @ROULETE_1269 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
else_jump @ROULETE_1269 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.215 1.34 -0.086 
029B: 27@ = init_object #WHEEL_WEE at $72 $73 $74 
1@ += 1 

:ROULETE_1269
if 
  1@ == 3 
else_jump @ROULETE_1592 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
else_jump @ROULETE_1592 
if 
  $10827 == 0 
else_jump @ROULETE_1592 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $4788 $4789 $4790 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $72 $73 $74 cornerB $4788 $4789 $4790 on_foot 
else_jump @ROULETE_1592 
if 
  17@ == 2 
else_jump @ROULETE_1459 
0512: show_permanent_text_box 'SLOT_06'  // Tap ~m~~widget_mission_start~ to play Roulette. Max Wager $100

:ROULETE_1459
if 
  17@ == 20 
else_jump @ROULETE_1488 
0512: show_permanent_text_box 'SLOT_07'  // Tap ~m~~widget_mission_start~ to play Roulette. Max Wager $1,000

:ROULETE_1488
if 
  17@ == 200 
else_jump @ROULETE_1518 
0512: show_permanent_text_box 'SLOT_08'  // Tap ~m~~widget_mission_start~ to play Roulette. Max Wager $10,000

:ROULETE_1518
if 
  17@ == 2000 
else_jump @ROULETE_1548 
0512: show_permanent_text_box 'SLOT_09'  // Tap ~m~~widget_mission_start~ to play Roulette. Max Wager $100,000

:ROULETE_1548
if 
  17@ == 20000 
else_jump @ROULETE_1578 
0512: show_permanent_text_box 'SLOT_10'  // Tap ~m~~widget_mission_start~ to play Roulette. Max Wager $1,000,000

:ROULETE_1578
03CF: load_wav 1813 as 4 
1@ += 1 

:ROULETE_1592
if 
  1@ == 4 
else_jump @ROULETE_2931 
if 
  $4873 == 0 
else_jump @ROULETE_2931 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
else_jump @ROULETE_2931 
if 
  $10827 == 0 
else_jump @ROULETE_2922 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $4788 $4789 $4790 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $72 $73 $74 cornerB $4788 $4789 $4790 on_foot 
else_jump @ROULETE_2906 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ROULETE_2899 
if 
0A52:   is_widget_released 73 
else_jump @ROULETE_2892 
if 
  9@ == 0 
else_jump @ROULETE_2885 
0A77: checkpoint_save_oddjob 2 
0A60: add_widget_flag 159 4 
0652: $9927 = integer_stat 81 
if 
  17@ == 20 
else_jump @ROULETE_1983 
if 
   not $9927 >= 1 
else_jump @ROULETE_1983 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_1976 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_1958 
09D6: unknown_set_actor 26@ sound $5201($4784,3i) flags 1 1 0 
jump @ROULETE_1976 

:ROULETE_1958
09D6: unknown_set_actor 26@ sound $5260($4784,3i) flags 1 1 0 

:ROULETE_1976
jump @ROULETE_927 

:ROULETE_1983
if 
  17@ == 200 
else_jump @ROULETE_2129 
if 
   not $9927 >= 10 
else_jump @ROULETE_2129 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_2122 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2104 
09D6: unknown_set_actor 26@ sound $5201($4784,3i) flags 1 1 0 
jump @ROULETE_2122 

:ROULETE_2104
09D6: unknown_set_actor 26@ sound $5260($4784,3i) flags 1 1 0 

:ROULETE_2122
jump @ROULETE_927 

:ROULETE_2129
if 
  17@ == 2000 
else_jump @ROULETE_2275 
if 
   not $9927 >= 100 
else_jump @ROULETE_2275 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_2268 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2250 
09D6: unknown_set_actor 26@ sound $5201($4784,3i) flags 1 1 0 
jump @ROULETE_2268 

:ROULETE_2250
09D6: unknown_set_actor 26@ sound $5260($4784,3i) flags 1 1 0 

:ROULETE_2268
jump @ROULETE_927 

:ROULETE_2275
if 
  17@ == 20000 
else_jump @ROULETE_2422 
if 
   not $9927 > 999 
else_jump @ROULETE_2422 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_2415 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2397 
09D6: unknown_set_actor 26@ sound $5201($4784,3i) flags 1 1 0 
jump @ROULETE_2415 

:ROULETE_2397
09D6: unknown_set_actor 26@ sound $5260($4784,3i) flags 1 1 0 

:ROULETE_2415
jump @ROULETE_927 

:ROULETE_2422
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
01BB: store_object 0@ position_to $72 $73 $74 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $72 $73 $74 
if 
0A2B:   widescreen_option_enabled 
else_jump @ROULETE_2587 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.632 -1.9669 1.9144 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.5003 -1.3914 1.1073 
0160: set_camera_point_at $72 $73 $74 switchstyle 1 
jump @ROULETE_2684 

:ROULETE_2587
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.5689 -1.5476 1.8759 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.4106 -1.0626 1.0159 
0160: set_camera_point_at $72 $73 $74 switchstyle 1 

:ROULETE_2684
041D: set_camera_near_clip 0.1 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_ROUL' 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_2792 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_2774 
09D6: unknown_set_actor 26@ sound $5212($4784,2i) flags 1 1 0 
jump @ROULETE_2792 

:ROULETE_2774
09D6: unknown_set_actor 26@ sound $5271($4784,2i) flags 1 1 0 

:ROULETE_2792
0512: show_permanent_text_box 'ROUHELP'  // Tap ~m~~widget_roulette_up~ ~m~~widget_roulette_left~ ~m~~widget_roulette_down~ ~m~~widget_roulette_right~ to select spot. Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_minigame_cancel~ to quit.
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $4880 $4881 $4882 
$74 += 0.01 
029B: $9919 = init_object #ROULETTE_MARKER at $72 $73 $74 
09BD: allow_other_threads_to_display_text_boxes 1 
$4873 = 1 
28@ = 0 
1@ += 1 
9@ = 1 

:ROULETE_2885
jump @ROULETE_2899 

:ROULETE_2892
9@ = 0 

:ROULETE_2899
jump @ROULETE_2915 

:ROULETE_2906
03E6: remove_text_box 
1@ = 3 

:ROULETE_2915
jump @ROULETE_2931 

:ROULETE_2922
03E6: remove_text_box 
1@ = 3 

:ROULETE_2931
if 
  1@ == 5 
else_jump @ROULETE_7137 
0581: enable_radar 0 
if 
  $4889 > 0 
else_jump @ROULETE_3366 
0A52:   is_widget_released 183 
$5193 += 2.0 
$5194 += 2.0 
0093: 29@ = integer 18@ to_float 
0A89: unknown 183 1.0 29@ 
$5193 -= 2.0 
$5194 -= 2.0 
if 
  18@ == 0 
else_jump @ROULETE_3075 
0A89: unknown 183 3.0 29@ 
jump @ROULETE_3307 

:ROULETE_3075
if or
  18@ == 1 
  18@ == 3 
  18@ == 5 
  18@ == 7 
  18@ == 9 
  18@ == 12 
else_jump @ROULETE_3148 
0A89: unknown 183 2.0 29@ 
jump @ROULETE_3307 

:ROULETE_3148
if or
  18@ == 14 
  18@ == 16 
  18@ == 18 
  18@ == 19 
  18@ == 21 
  18@ == 23 
else_jump @ROULETE_3221 
0A89: unknown 183 2.0 29@ 
jump @ROULETE_3307 

:ROULETE_3221
if or
  18@ == 25 
  18@ == 27 
  18@ == 30 
  18@ == 32 
  18@ == 34 
  18@ == 36 
else_jump @ROULETE_3294 
0A89: unknown 183 2.0 29@ 
jump @ROULETE_3307 

:ROULETE_3294
0A89: unknown 183 1.0 29@ 

:ROULETE_3307
0086: $9920 = $5193 // (float) 
$9920 += 1.0 
0086: $9921 = $5194 // (float) 
$9921 += -25.0 
gosub @ROULETE_17885 
033F: set_text_draw_letter_size 3.5 3.5 
0342: set_text_draw_centered 1 

:ROULETE_3366
0A8B: unknown 179 0 21@ 0 1 'ROU_MAX' 'DUMMY'  // Max Wager
if 
  $4889 > 0 
else_jump @ROULETE_3455 
0A8B: unknown 179 1 $9917 0 1 'ROU_WON' 'DUMMY'  // Payout
jump @ROULETE_3487 

:ROULETE_3455
0A8B: unknown 179 1 20@ 0 1 'ROUTHIS' 'DUMMY'  // This Wager

:ROULETE_3487
0A8B: unknown 179 2 $9918 0 1 'ROUYOUR' 'DUMMY'  // Total Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 1.0 
if 
  $4889 == 0 
else_jump @ROULETE_4214 
30@ = 0 
if 
  $9918 > 0 
else_jump @ROULETE_3625 
if 
0A52:   is_widget_released 90 
else_jump @ROULETE_3625 
30@ = 1 

:ROULETE_3625
0750: set_object $9919 visibility 1 
if 
  30@ == 1 
else_jump @ROULETE_3911 
if 
  7@ == 0 
else_jump @ROULETE_3904 
if 
  $9918 > 0 
else_jump @ROULETE_3862 
03CF: load_wav 1813 as 4 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_3779 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_3761 
09D6: unknown_set_actor 26@ sound $5195($4784,3i) flags 1 1 0 
jump @ROULETE_3779 

:ROULETE_3761
09D6: unknown_set_actor 26@ sound $5254($4784,3i) flags 1 1 0 

:ROULETE_3779
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_3814 
097A: play_audio_at 0.0 0.0 0.0 event 1086 

:ROULETE_3814
0623: add $9918 to_integer_stat 35 
008D: $4785 = integer $9918 to_float 
$4785 *= 0.001 
03E6: remove_text_box 
0624: add $4785 to_float_stat 81 
$4889 += 1 
jump @ROULETE_3897 

:ROULETE_3862
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_3897 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_3897
7@ += 1 

:ROULETE_3904
jump @ROULETE_3918 

:ROULETE_3911
7@ = 0 

:ROULETE_3918
if 
0A52:   is_widget_released 74 
else_jump @ROULETE_4200 
if 
  9@ == 0 
else_jump @ROULETE_4193 
9@ += 1 
$4889 = 0 
1@ = 3 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_4058 
0209: $4784 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_4040 
09D6: unknown_set_actor 26@ sound $5210($4784,2i) flags 1 1 0 
jump @ROULETE_4058 

:ROULETE_4040
09D6: unknown_set_actor 26@ sound $5269($4784,2i) flags 1 1 0 

:ROULETE_4058
0581: enable_radar 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03F0: enable_text_draw 0 
0391: release_textures 
03E6: remove_text_box 
0108: destroy_object $9919 
0109: player $PLAYER_CHAR money = $9918 
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_4126
if 
  151 > $9916 
else_jump @ROULETE_4168 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_4126 

:ROULETE_4168
09BD: allow_other_threads_to_display_text_boxes 0 
$4873 = 0 
0A61: remove_widget_flag 159 4 
jump @ROULETE_927 

:ROULETE_4193
jump @ROULETE_4207 

:ROULETE_4200
9@ = 0 

:ROULETE_4207
gosub @ROULETE_7711 

:ROULETE_4214
if 
  $4889 == 1 
else_jump @ROULETE_4303 
0750: set_object $9919 visibility 0 
0079: 24@ += frame_delta_time * 0.5 // (float) 
if or
  24@ > 20.0 
  24@ == 20.0 
else_jump @ROULETE_4303 
0084: $4890 = $15 // (int) 
$4890 += 1500 
$4889 += 1 

:ROULETE_4303
if 
  $4889 == 2 
else_jump @ROULETE_4481 
if 
001C:   $15 > $4890 // (int) 
else_jump @ROULETE_4481 
007F: 24@ -= frame_delta_time * 0.08 // (float) 
if or
  0.0 > 24@ 
  24@ == 0.0 
else_jump @ROULETE_4481 
0209: 18@ = random_int_in_ranges 0 37 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_4467 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_4449 
09D6: unknown_set_actor 26@ sound $5214(18@,37i) flags 1 1 0 
jump @ROULETE_4467 

:ROULETE_4449
09D6: unknown_set_actor 26@ sound $5273(18@,37i) flags 1 1 0 

:ROULETE_4467
gosub @ROULETE_9395 
$4889 += 1 

:ROULETE_4481
if 
  $4889 == 3 
else_jump @ROULETE_5231 
0512: show_permanent_text_box 'X_CONT'  // Tap ~m~~widget_gambling_continue~ to continue.
0084: $4780 = $9917 // (int) 
0060: $4780 -= $9918 // (int) 
if 
  $4780 == 0 
else_jump @ROULETE_4612 
gosub @ROULETE_17885 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!
jump @ROULETE_4816 

:ROULETE_4612
if 
  $4780 > 0 
else_jump @ROULETE_4738 
gosub @ROULETE_17885 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 7 color_RGBA_to $4781 $4782 $4783 $4784 
0340: set_text_draw_RGBA $4781 $4782 $4783 255 
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number $4780  // WINNER!~n~~w~$~1~
0627: update_integer_stat 38 to $4780 
jump @ROULETE_4816 

:ROULETE_4738
$4780 *= -1 
gosub @ROULETE_17885 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $4780  // ~r~LOSER!~n~~w~-$~1~
0627: update_integer_stat 39 to $4780 

:ROULETE_4816
if 
0A52:   is_widget_released 90 
else_jump @ROULETE_5224 
03E6: remove_text_box 
if 
  7@ == 0 
else_jump @ROULETE_5217 
008B: 7@ = $15 // (int) 
7@ += 999999 
0109: player $PLAYER_CHAR money = $9917 
0623: add $9917 to_integer_stat 37 
0084: $4780 = $9917 // (int) 
0060: $4780 -= $9918 // (int) 
$10682 += 1 
if 
  $4780 > 0 
else_jump @ROULETE_5103 
0209: $4784 = random_int_in_ranges 0 3 
if or
  $4784 == 0 
  $4784 == 1 
else_jump @ROULETE_5086 
if 
  $10682 > 1 
else_jump @ROULETE_4993 
0209: $4784 = random_int_in_ranges 3 6 
jump @ROULETE_5002 

:ROULETE_4993
0209: $4784 = random_int_in_ranges 0 3 

:ROULETE_5002
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_5079 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_5061 
09D6: unknown_set_actor 26@ sound $5204($4784,6i) flags 1 1 0 
jump @ROULETE_5079 

:ROULETE_5061
09D6: unknown_set_actor 26@ sound $5263($4784,6i) flags 1 1 0 

:ROULETE_5079
jump @ROULETE_5096 

:ROULETE_5086
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to $4783 

:ROULETE_5096
jump @ROULETE_5147 

:ROULETE_5103
0209: $4781 = random_int_in_ranges 0 2 
if 
  $4781 == 0 
else_jump @ROULETE_5140 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to $4783 

:ROULETE_5140
$10682 = 0 

:ROULETE_5147
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_5168
if 
  151 > $9916 
else_jump @ROULETE_5210 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_5168 

:ROULETE_5210
$4889 = 0 

:ROULETE_5217
jump @ROULETE_5231 

:ROULETE_5224
7@ = 0 

:ROULETE_5231
if and
  $4889 > 0 
  3 > $4889 
else_jump @ROULETE_5291 
007B: 25@ = frame_delta_time 24@ // (float) 
0453: set_object 27@ XYZ_rotation 0.0 0.0 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_5291
0494: get_joystick 0 direction_offset_to $9922 $9923 $9924 $9925 
if 
  $4889 == 0 
else_jump @ROULETE_7026 
if or
0A52:   is_widget_released 60 
  -80 > $9922 
else_jump @ROULETE_5781 
if 
  2@ == 0 
else_jump @ROULETE_5748 
008B: 12@ = $15 // (int) 
12@ += 80 
if 
  0.0 > $4883 
else_jump @ROULETE_5498 
if 
   not $4884 == 2.0 
else_jump @ROULETE_5491 
if 
   not $4883 == 0.0 
else_jump @ROULETE_5491 
if 
  $4884 == -24.0 
else_jump @ROULETE_5481 
$4883 += 2.0 
jump @ROULETE_5491 

:ROULETE_5481
$4883 += 1.0 

:ROULETE_5491
jump @ROULETE_5734 

:ROULETE_5498
if 
  $4883 == 0.0 
else_jump @ROULETE_5693 
if and
  2.0 > $4884 
  $4884 > -7.0 
else_jump @ROULETE_5577 
$4883 += 2.0 
$4884 = -3.0 
jump @ROULETE_5686 

:ROULETE_5577
if and
  -6.0 > $4884 
  $4884 > -15.0 
else_jump @ROULETE_5635 
$4883 += 2.0 
$4884 = -11.0 
jump @ROULETE_5686 

:ROULETE_5635
if and
  -14.0 > $4884 
  $4884 > -24.0 
else_jump @ROULETE_5686 
$4883 += 2.0 
$4884 = -19.0 

:ROULETE_5686
jump @ROULETE_5734 

:ROULETE_5693
if 
  $4883 == 2.0 
else_jump @ROULETE_5734 
$4883 += 2.0 
$4884 += 2.0 

:ROULETE_5734
2@ += 1 
jump @ROULETE_5774 

:ROULETE_5748
if 
001E:   $15 > 12@ // (int) 
else_jump @ROULETE_5774 
2@ = 0 

:ROULETE_5774
jump @ROULETE_5788 

:ROULETE_5781
2@ = 0 

:ROULETE_5788
if or
0A52:   is_widget_released 61 
  $9922 > 80 
else_jump @ROULETE_6213 
if 
  3@ == 0 
else_jump @ROULETE_6180 
008B: 13@ = $15 // (int) 
13@ += 80 
if 
  $4883 > -4.0 
else_jump @ROULETE_6104 
if 
   not $4884 == 2.0 
else_jump @ROULETE_6097 
if 
   not $4883 == -4.0 
else_jump @ROULETE_6097 
if or
  $4884 == -24.0 
  $4883 == 2.0 
  $4883 == 4.0 
else_jump @ROULETE_6087 
if or
  $4884 == -1.0 
  $4884 == -5.0 
else_jump @ROULETE_5988 
$4884 = -3.0 

:ROULETE_5988
if or
  $4884 == -9.0 
  $4884 == -13.0 
else_jump @ROULETE_6029 
$4884 = -11.0 

:ROULETE_6029
if or
  $4884 == -17.0 
  $4884 == -21.0 
else_jump @ROULETE_6070 
$4884 = -19.0 

:ROULETE_6070
$4883 += -2.0 
jump @ROULETE_6097 

:ROULETE_6087
$4883 += -1.0 

:ROULETE_6097
jump @ROULETE_6166 

:ROULETE_6104
if 
  $4883 == -4.0 
else_jump @ROULETE_6166 
if and
  $4884 > -23.0 
  1.0 > $4884 
else_jump @ROULETE_6166 
$4883 += -1.0 

:ROULETE_6166
3@ += 1 
jump @ROULETE_6206 

:ROULETE_6180
if 
001E:   $15 > 13@ // (int) 
else_jump @ROULETE_6206 
3@ = 0 

:ROULETE_6206
jump @ROULETE_6220 

:ROULETE_6213
3@ = 0 

:ROULETE_6220
if or
0A52:   is_widget_released 58 
  -80 > $9923 
else_jump @ROULETE_6557 
if 
  4@ == 0 
else_jump @ROULETE_6524 
008B: 14@ = $15 // (int) 
14@ += 80 
if 
  0.0 > $4884 
else_jump @ROULETE_6469 
if 
  $4884 == -24.0 
else_jump @ROULETE_6334 
$4884 += 2.0 
jump @ROULETE_6462 

:ROULETE_6334
if 
  $4883 == 2.0 
else_jump @ROULETE_6393 
if 
   not $4884 == -3.0 
else_jump @ROULETE_6386 
$4884 += 8.0 

:ROULETE_6386
jump @ROULETE_6462 

:ROULETE_6393
if 
  $4883 == 4.0 
else_jump @ROULETE_6452 
if 
   not $4884 == -1.0 
else_jump @ROULETE_6445 
$4884 += 4.0 

:ROULETE_6445
jump @ROULETE_6462 

:ROULETE_6452
$4884 += 1.0 

:ROULETE_6462
jump @ROULETE_6510 

:ROULETE_6469
if 
  $4884 == 0.0 
else_jump @ROULETE_6510 
$4884 += 2.0 
$4883 = -2.0 

:ROULETE_6510
4@ += 1 
jump @ROULETE_6550 

:ROULETE_6524
if 
001E:   $15 > 14@ // (int) 
else_jump @ROULETE_6550 
4@ = 0 

:ROULETE_6550
jump @ROULETE_6564 

:ROULETE_6557
4@ = 0 

:ROULETE_6564
if or
0A52:   is_widget_released 59 
  $9923 > 80 
else_jump @ROULETE_7019 
if 
  5@ == 0 
else_jump @ROULETE_6986 
008B: 15@ = $15 // (int) 
15@ += 80 
if 
  $4884 > -22.0 
else_jump @ROULETE_6813 
if 
  $4884 == 2.0 
else_jump @ROULETE_6678 
$4884 += -2.0 
jump @ROULETE_6806 

:ROULETE_6678
if 
  $4883 == 2.0 
else_jump @ROULETE_6737 
if 
   not $4884 == -19.0 
else_jump @ROULETE_6730 
$4884 += -8.0 

:ROULETE_6730
jump @ROULETE_6806 

:ROULETE_6737
if 
  $4883 == 4.0 
else_jump @ROULETE_6796 
if 
   not $4884 == -21.0 
else_jump @ROULETE_6789 
$4884 += -4.0 

:ROULETE_6789
jump @ROULETE_6806 

:ROULETE_6796
$4884 += -1.0 

:ROULETE_6806
jump @ROULETE_6972 

:ROULETE_6813
if 
  $4883 == -4.0 
else_jump @ROULETE_6872 
if 
   not $4884 == -24.0 
else_jump @ROULETE_6865 
$4884 += -2.0 

:ROULETE_6865
jump @ROULETE_6972 

:ROULETE_6872
if 
  $4883 == 0.0 
else_jump @ROULETE_6931 
if 
   not $4884 == -24.0 
else_jump @ROULETE_6924 
$4884 += -2.0 

:ROULETE_6924
jump @ROULETE_6972 

:ROULETE_6931
if 
   not $4884 == -24.0 
else_jump @ROULETE_6972 
$4883 = -2.0 
$4884 += -2.0 

:ROULETE_6972
5@ += 1 
jump @ROULETE_7012 

:ROULETE_6986
if 
001E:   $15 > 15@ // (int) 
else_jump @ROULETE_7012 
5@ = 0 

:ROULETE_7012
jump @ROULETE_7026 

:ROULETE_7019
5@ = 0 

:ROULETE_7026
0086: $4887 = $4883 // (float) 
0069: $4887 *= $4878 // (float) 
0086: $4888 = $4884 // (float) 
0069: $4888 *= $4879 // (float) 
0086: $4885 = $4880 // (float) 
0059: $4885 += $4887 // (float) 
0086: $4886 = $4881 // (float) 
0059: $4886 += $4888 // (float) 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $4885 $4886 $4882 
$74 += 0.01 
01BC: put_object $9919 at $72 $73 $74 

:ROULETE_7137
jump @ROULETE_7272 

:ROULETE_7144
if 
  1@ > 0 
else_jump @ROULETE_7272 
if 
  1@ > 3 
else_jump @ROULETE_7182 
03E6: remove_text_box 

:ROULETE_7182
009B: destroy_actor 26@ 
0249: release_model 23@ 
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_7213
if 
  151 > $9916 
else_jump @ROULETE_7255 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_7213 

:ROULETE_7255
0108: destroy_object $9919 
0108: destroy_object 27@ 
1@ = 0 

:ROULETE_7272
jump @ROULETE_7416 

:ROULETE_7279
if 
  1@ > 0 
else_jump @ROULETE_7407 
if 
  1@ > 3 
else_jump @ROULETE_7317 
03E6: remove_text_box 

:ROULETE_7317
009B: destroy_actor 26@ 
0249: release_model 23@ 
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_7348
if 
  151 > $9916 
else_jump @ROULETE_7390 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_7348 

:ROULETE_7390
0108: destroy_object $9919 
0108: destroy_object 27@ 
1@ = 0 

:ROULETE_7407
$2909 -= 1 
end_thread 

:ROULETE_7416
jump @ROULETE_7560 

:ROULETE_7423
if 
  1@ > 0 
else_jump @ROULETE_7551 
if 
  1@ > 3 
else_jump @ROULETE_7461 
03E6: remove_text_box 

:ROULETE_7461
009B: destroy_actor 26@ 
0249: release_model 23@ 
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_7492
if 
  151 > $9916 
else_jump @ROULETE_7534 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_7492 

:ROULETE_7534
0108: destroy_object $9919 
0108: destroy_object 27@ 
1@ = 0 

:ROULETE_7551
$2909 -= 1 
end_thread 

:ROULETE_7560
jump @ROULETE_7704 

:ROULETE_7567
if 
  1@ > 0 
else_jump @ROULETE_7695 
if 
  1@ > 3 
else_jump @ROULETE_7605 
03E6: remove_text_box 

:ROULETE_7605
009B: destroy_actor 26@ 
0249: release_model 23@ 
22@ = 1 
gosub @ROULETE_815 
$9916 = 0 

:ROULETE_7636
if 
  151 > $9916 
else_jump @ROULETE_7678 
0108: destroy_object $9928($9916,151i) 
$9916 += 1 
jump @ROULETE_7636 

:ROULETE_7678
0108: destroy_object $9919 
0108: destroy_object 27@ 
1@ = 0 

:ROULETE_7695
$2909 -= 1 
end_thread 

:ROULETE_7704
jump @ROULETE_927 

:ROULETE_7711
$9916 = 0 

:ROULETE_7718
if 
  151 > $9916 
else_jump @ROULETE_9393 
if 
0044:   $4883 == $4891($9916,151f) // (float) 
else_jump @ROULETE_9379 
if 
0044:   $4884 == $5042($9916,151f) // (float) 
else_jump @ROULETE_9379 
008B: 20@ = $9765($9916,151i) // (int) 
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @ROULETE_9011 
if 
001E:   $15 > 8@ // (int) 
else_jump @ROULETE_9004 
010B: $9926 = player $PLAYER_CHAR money 
$9926 += 1 
0652: $9927 = integer_stat 81 
if 
  $9927 > 999 
else_jump @ROULETE_8032 
008A: $4783 = 17@ // (int) 
$4783 -= 1000000 
if 
  1 > $9926 
else_jump @ROULETE_8025 
if 
  28@ == 0 
else_jump @ROULETE_8025 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_8018 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_8000 
09D6: unknown_set_actor 26@ sound $5251($4784,3i) flags 1 1 0 
jump @ROULETE_8018 

:ROULETE_8000
09D6: unknown_set_actor 26@ sound $5310($4784,3i) flags 1 1 0 

:ROULETE_8018
28@ = 1 

:ROULETE_8025
jump @ROULETE_8552 

:ROULETE_8032
if 
  $9927 > 100 
else_jump @ROULETE_8204 
008A: $4783 = 17@ // (int) 
$4783 -= 100000 
if 
  1 > $9926 
else_jump @ROULETE_8197 
if 
  28@ == 0 
else_jump @ROULETE_8197 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_8190 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_8172 
09D6: unknown_set_actor 26@ sound $5251($4784,3i) flags 1 1 0 
jump @ROULETE_8190 

:ROULETE_8172
09D6: unknown_set_actor 26@ sound $5310($4784,3i) flags 1 1 0 

:ROULETE_8190
28@ = 1 

:ROULETE_8197
jump @ROULETE_8552 

:ROULETE_8204
if 
  $9927 > 10 
else_jump @ROULETE_8374 
008A: $4783 = 17@ // (int) 
$4783 -= 10000 
if 
  1 > $9926 
else_jump @ROULETE_8367 
if 
  28@ == 0 
else_jump @ROULETE_8367 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_8360 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_8342 
09D6: unknown_set_actor 26@ sound $5251($4784,3i) flags 1 1 0 
jump @ROULETE_8360 

:ROULETE_8342
09D6: unknown_set_actor 26@ sound $5310($4784,3i) flags 1 1 0 

:ROULETE_8360
28@ = 1 

:ROULETE_8367
jump @ROULETE_8552 

:ROULETE_8374
if 
  $9927 > 1 
else_jump @ROULETE_8544 
008A: $4783 = 17@ // (int) 
$4783 -= 1000 
if 
  1 > $9926 
else_jump @ROULETE_8537 
if 
  28@ == 0 
else_jump @ROULETE_8537 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_8530 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_8512 
09D6: unknown_set_actor 26@ sound $5251($4784,3i) flags 1 1 0 
jump @ROULETE_8530 

:ROULETE_8512
09D6: unknown_set_actor 26@ sound $5310($4784,3i) flags 1 1 0 

:ROULETE_8530
28@ = 1 

:ROULETE_8537
jump @ROULETE_8552 

:ROULETE_8544
008A: $4783 = 17@ // (int) 

:ROULETE_8552
if and
001F:   21@ > $9918 // (int) 
001C:   $9926 > $4783 // (int) 
else_jump @ROULETE_8839 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_8621 
097A: play_audio_at 0.0 0.0 0.0 event 1083 

:ROULETE_8621
005A: 20@ += 17@ // (int) 
008A: $9926 = 17@ // (int) 
$9926 *= -1 
0109: player $PLAYER_CHAR money = $9926 
005E: $9918 += 17@ // (int) 
008A: $9926 = 17@ // (int) 
$9926 *= 26 
if 
001E:   $9926 > 20@ // (int) 
else_jump @ROULETE_8790 
01BB: store_object $9919 position_to $72 $73 $74 
$74 += -0.14 
008A: $9926 = 20@ // (int) 
0074: $9926 /= 17@ // (int) 
008D: $4785 = integer $9926 to_float 
$4785 *= 0.005 
0059: $74 += $4785 // (float) 
0108: destroy_object $9928($9916,151i) 
029B: $9928($9916,151i) = init_object 19@ at $72 $73 $74 

:ROULETE_8790
008B: 8@ = $15 // (int) 
005A: 8@ += 10@ // (int) 
if 
  10@ == 500 
else_jump @ROULETE_8832 
10@ = 80 

:ROULETE_8832
jump @ROULETE_9004 

:ROULETE_8839
if 
002C:   $4783 >= $9926 // (int) 
else_jump @ROULETE_8944 
if 
8118:   not actor 26@ dead 
else_jump @ROULETE_8944 
0209: $4784 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // == constant 
else_jump @ROULETE_8926 
09D6: unknown_set_actor 26@ sound $5198($4784,3i) flags 1 1 0 
jump @ROULETE_8944 

:ROULETE_8926
09D6: unknown_set_actor 26@ sound $5257($4784,3i) flags 1 1 0 

:ROULETE_8944
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_8986 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_8986
008B: 8@ = $15 // (int) 
8@ += 6000000 

:ROULETE_9004
jump @ROULETE_9367 

:ROULETE_9011
008B: 8@ = $15 // (int) 
10@ = 500 
if 
0A51:   is_widget_pressed 63 
else_jump @ROULETE_9351 
if 
001E:   $15 > 6@ // (int) 
else_jump @ROULETE_9344 
if or
001D:   20@ > 17@ // (int) 
003B:   20@ == 17@ // (int) 
else_jump @ROULETE_9302 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_9130 
097A: play_audio_at 0.0 0.0 0.0 event 1084 

:ROULETE_9130
0062: 20@ -= 17@ // (int) 
0066: $9918 -= 17@ // (int) 
0109: player $PLAYER_CHAR money = 17@ 
008A: $9926 = 17@ // (int) 
$9926 *= 26 
if 
001E:   $9926 > 20@ // (int) 
else_jump @ROULETE_9302 
01BB: store_object $9919 position_to $72 $73 $74 
$74 += -0.14 
008A: $9926 = 20@ // (int) 
0074: $9926 /= 17@ // (int) 
008D: $4785 = integer $9926 to_float 
$4785 *= 0.005 
0059: $74 += $4785 // (float) 
0108: destroy_object $9928($9916,151i) 
if 
  20@ > 0 
else_jump @ROULETE_9302 
029B: $9928($9916,151i) = init_object 19@ at $72 $73 $74 

:ROULETE_9302
008B: 6@ = $15 // (int) 
005A: 6@ += 11@ // (int) 
if 
  11@ == 500 
else_jump @ROULETE_9344 
11@ = 80 

:ROULETE_9344
jump @ROULETE_9367 

:ROULETE_9351
008B: 6@ = $15 // (int) 
11@ = 500 

:ROULETE_9367
008A: $9765($9916,151i) = 20@ // (int) 

:ROULETE_9379
$9916 += 1 
jump @ROULETE_7718 

:ROULETE_9393
return 

:ROULETE_9395
if 
  18@ == 0 
else_jump @ROULETE_9435 
$9765[0] *= 36 
0058: $9917 += $9765[0] // (int) 
$9765[0] = 0 

:ROULETE_9435
if 
  18@ == 1 
else_jump @ROULETE_9618 
$9765[1] *= 36 
0058: $9917 += $9765[1] // (int) 
$9765[37] *= 18 
0058: $9917 += $9765[37] // (int) 
$9765[61] *= 18 
0058: $9917 += $9765[61] // (int) 
$9765[94] *= 12 
0058: $9917 += $9765[94] // (int) 
$9765[106] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 

:ROULETE_9618
if 
  18@ == 2 
else_jump @ROULETE_9831 
$9765[2] *= 36 
0058: $9917 += $9765[2] // (int) 
$9765[37] *= 18 
0058: $9917 += $9765[37] // (int) 
$9765[38] *= 18 
0058: $9917 += $9765[38] // (int) 
$9765[62] *= 18 
0058: $9917 += $9765[62] // (int) 
$9765[94] *= 12 
0058: $9917 += $9765[94] // (int) 
$9765[106] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[107] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 

:ROULETE_9831
if 
  18@ == 3 
else_jump @ROULETE_10014 
$9765[3] *= 36 
0058: $9917 += $9765[3] // (int) 
$9765[38] *= 18 
0058: $9917 += $9765[38] // (int) 
$9765[63] *= 18 
0058: $9917 += $9765[63] // (int) 
$9765[94] *= 12 
0058: $9917 += $9765[94] // (int) 
$9765[107] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 

:ROULETE_10014
if 
  18@ == 4 
else_jump @ROULETE_10242 
$9765[4] *= 36 
0058: $9917 += $9765[4] // (int) 
$9765[61] *= 18 
0058: $9917 += $9765[61] // (int) 
$9765[39] *= 18 
0058: $9917 += $9765[39] // (int) 
$9765[64] *= 18 
0058: $9917 += $9765[64] // (int) 
$9765[95] *= 12 
0058: $9917 += $9765[95] // (int) 
$9765[106] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[108] *= 9 
0058: $9917 += $9765[108] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 

:ROULETE_10242
if 
  18@ == 5 
else_jump @ROULETE_10515 
$9765[5] *= 36 
0058: $9917 += $9765[5] // (int) 
$9765[62] *= 18 
0058: $9917 += $9765[62] // (int) 
$9765[39] *= 18 
0058: $9917 += $9765[39] // (int) 
$9765[40] *= 18 
0058: $9917 += $9765[40] // (int) 
$9765[65] *= 18 
0058: $9917 += $9765[65] // (int) 
$9765[95] *= 12 
0058: $9917 += $9765[95] // (int) 
$9765[106] *= 9 
0058: $9917 += $9765[106] // (int) 
$9765[107] *= 9 
0058: $9917 += $9765[107] // (int) 
$9765[108] *= 9 
0058: $9917 += $9765[108] // (int) 
$9765[109] *= 9 
0058: $9917 += $9765[109] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 

:ROULETE_10515
if 
  18@ == 6 
else_jump @ROULETE_10743 
$9765[6] *= 36 
0058: $9917 += $9765[6] // (int) 
$9765[63] *= 18 
0058: $9917 += $9765[63] // (int) 
$9765[40] *= 18 
0058: $9917 += $9765[40] // (int) 
$9765[66] *= 18 
0058: $9917 += $9765[66] // (int) 
$9765[95] *= 12 
0058: $9917 += $9765[95] // (int) 
$9765[107] *= 9 
0058: $9917 += $9765[107] // (int) 
$9765[109] *= 9 
0058: $9917 += $9765[109] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[140] *= 6 
0058: $9917 += $9765[140] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 

:ROULETE_10743
if 
  18@ == 7 
else_jump @ROULETE_10971 
$9765[7] *= 36 
0058: $9917 += $9765[7] // (int) 
$9765[64] *= 18 
0058: $9917 += $9765[64] // (int) 
$9765[41] *= 18 
0058: $9917 += $9765[41] // (int) 
$9765[67] *= 18 
0058: $9917 += $9765[67] // (int) 
$9765[96] *= 12 
0058: $9917 += $9765[96] // (int) 
$9765[108] *= 9 
0058: $9917 += $9765[108] // (int) 
$9765[110] *= 9 
0058: $9917 += $9765[110] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 

:ROULETE_10971
if 
  18@ == 8 
else_jump @ROULETE_11244 
$9765[8] *= 36 
0058: $9917 += $9765[8] // (int) 
$9765[65] *= 18 
0058: $9917 += $9765[65] // (int) 
$9765[41] *= 18 
0058: $9917 += $9765[41] // (int) 
$9765[42] *= 18 
0058: $9917 += $9765[42] // (int) 
$9765[68] *= 18 
0058: $9917 += $9765[68] // (int) 
$9765[96] *= 12 
0058: $9917 += $9765[96] // (int) 
$9765[108] *= 9 
0058: $9917 += $9765[108] // (int) 
$9765[109] *= 9 
0058: $9917 += $9765[109] // (int) 
$9765[110] *= 9 
0058: $9917 += $9765[110] // (int) 
$9765[111] *= 9 
0058: $9917 += $9765[111] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 

:ROULETE_11244
if 
  18@ == 9 
else_jump @ROULETE_11472 
$9765[9] *= 36 
0058: $9917 += $9765[9] // (int) 
$9765[66] *= 18 
0058: $9917 += $9765[66] // (int) 
$9765[42] *= 18 
0058: $9917 += $9765[42] // (int) 
$9765[69] *= 18 
0058: $9917 += $9765[69] // (int) 
$9765[96] *= 12 
0058: $9917 += $9765[96] // (int) 
$9765[109] *= 9 
0058: $9917 += $9765[109] // (int) 
$9765[111] *= 9 
0058: $9917 += $9765[111] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[141] *= 6 
0058: $9917 += $9765[141] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 

:ROULETE_11472
if 
  18@ == 10 
else_jump @ROULETE_11700 
$9765[10] *= 36 
0058: $9917 += $9765[10] // (int) 
$9765[67] *= 18 
0058: $9917 += $9765[67] // (int) 
$9765[43] *= 18 
0058: $9917 += $9765[43] // (int) 
$9765[70] *= 18 
0058: $9917 += $9765[70] // (int) 
$9765[97] *= 12 
0058: $9917 += $9765[97] // (int) 
$9765[110] *= 9 
0058: $9917 += $9765[110] // (int) 
$9765[112] *= 9 
0058: $9917 += $9765[112] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 

:ROULETE_11700
if 
  18@ == 11 
else_jump @ROULETE_11973 
$9765[11] *= 36 
0058: $9917 += $9765[11] // (int) 
$9765[68] *= 18 
0058: $9917 += $9765[68] // (int) 
$9765[43] *= 18 
0058: $9917 += $9765[43] // (int) 
$9765[44] *= 18 
0058: $9917 += $9765[44] // (int) 
$9765[71] *= 18 
0058: $9917 += $9765[71] // (int) 
$9765[97] *= 12 
0058: $9917 += $9765[97] // (int) 
$9765[110] *= 9 
0058: $9917 += $9765[110] // (int) 
$9765[111] *= 9 
0058: $9917 += $9765[111] // (int) 
$9765[112] *= 9 
0058: $9917 += $9765[112] // (int) 
$9765[113] *= 9 
0058: $9917 += $9765[113] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 

:ROULETE_11973
if 
  18@ == 12 
else_jump @ROULETE_12201 
$9765[12] *= 36 
0058: $9917 += $9765[12] // (int) 
$9765[69] *= 18 
0058: $9917 += $9765[69] // (int) 
$9765[44] *= 18 
0058: $9917 += $9765[44] // (int) 
$9765[72] *= 18 
0058: $9917 += $9765[72] // (int) 
$9765[97] *= 12 
0058: $9917 += $9765[97] // (int) 
$9765[111] *= 9 
0058: $9917 += $9765[111] // (int) 
$9765[113] *= 9 
0058: $9917 += $9765[113] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[131] *= 3 
0058: $9917 += $9765[131] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[142] *= 6 
0058: $9917 += $9765[142] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 

:ROULETE_12201
if 
  18@ == 13 
else_jump @ROULETE_12429 
$9765[13] *= 36 
0058: $9917 += $9765[13] // (int) 
$9765[70] *= 18 
0058: $9917 += $9765[70] // (int) 
$9765[45] *= 18 
0058: $9917 += $9765[45] // (int) 
$9765[73] *= 18 
0058: $9917 += $9765[73] // (int) 
$9765[98] *= 12 
0058: $9917 += $9765[98] // (int) 
$9765[112] *= 9 
0058: $9917 += $9765[112] // (int) 
$9765[114] *= 9 
0058: $9917 += $9765[114] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 

:ROULETE_12429
if 
  18@ == 14 
else_jump @ROULETE_12702 
$9765[14] *= 36 
0058: $9917 += $9765[14] // (int) 
$9765[71] *= 18 
0058: $9917 += $9765[71] // (int) 
$9765[45] *= 18 
0058: $9917 += $9765[45] // (int) 
$9765[46] *= 18 
0058: $9917 += $9765[46] // (int) 
$9765[74] *= 18 
0058: $9917 += $9765[74] // (int) 
$9765[98] *= 12 
0058: $9917 += $9765[98] // (int) 
$9765[112] *= 9 
0058: $9917 += $9765[112] // (int) 
$9765[113] *= 9 
0058: $9917 += $9765[113] // (int) 
$9765[114] *= 9 
0058: $9917 += $9765[114] // (int) 
$9765[115] *= 9 
0058: $9917 += $9765[115] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 

:ROULETE_12702
if 
  18@ == 15 
else_jump @ROULETE_12930 
$9765[15] *= 36 
0058: $9917 += $9765[15] // (int) 
$9765[72] *= 18 
0058: $9917 += $9765[72] // (int) 
$9765[46] *= 18 
0058: $9917 += $9765[46] // (int) 
$9765[75] *= 18 
0058: $9917 += $9765[75] // (int) 
$9765[98] *= 12 
0058: $9917 += $9765[98] // (int) 
$9765[113] *= 9 
0058: $9917 += $9765[113] // (int) 
$9765[115] *= 9 
0058: $9917 += $9765[115] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[143] *= 6 
0058: $9917 += $9765[143] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 

:ROULETE_12930
if 
  18@ == 16 
else_jump @ROULETE_13158 
$9765[16] *= 36 
0058: $9917 += $9765[16] // (int) 
$9765[73] *= 18 
0058: $9917 += $9765[73] // (int) 
$9765[47] *= 18 
0058: $9917 += $9765[47] // (int) 
$9765[76] *= 18 
0058: $9917 += $9765[76] // (int) 
$9765[99] *= 12 
0058: $9917 += $9765[99] // (int) 
$9765[114] *= 9 
0058: $9917 += $9765[114] // (int) 
$9765[116] *= 9 
0058: $9917 += $9765[116] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 

:ROULETE_13158
if 
  18@ == 17 
else_jump @ROULETE_13431 
$9765[17] *= 36 
0058: $9917 += $9765[17] // (int) 
$9765[74] *= 18 
0058: $9917 += $9765[74] // (int) 
$9765[47] *= 18 
0058: $9917 += $9765[47] // (int) 
$9765[48] *= 18 
0058: $9917 += $9765[48] // (int) 
$9765[77] *= 18 
0058: $9917 += $9765[77] // (int) 
$9765[99] *= 12 
0058: $9917 += $9765[99] // (int) 
$9765[114] *= 9 
0058: $9917 += $9765[114] // (int) 
$9765[115] *= 9 
0058: $9917 += $9765[115] // (int) 
$9765[116] *= 9 
0058: $9917 += $9765[116] // (int) 
$9765[117] *= 9 
0058: $9917 += $9765[117] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 

:ROULETE_13431
if 
  18@ == 18 
else_jump @ROULETE_13659 
$9765[18] *= 36 
0058: $9917 += $9765[18] // (int) 
$9765[75] *= 18 
0058: $9917 += $9765[75] // (int) 
$9765[48] *= 18 
0058: $9917 += $9765[48] // (int) 
$9765[78] *= 18 
0058: $9917 += $9765[78] // (int) 
$9765[99] *= 12 
0058: $9917 += $9765[99] // (int) 
$9765[115] *= 9 
0058: $9917 += $9765[115] // (int) 
$9765[117] *= 9 
0058: $9917 += $9765[117] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[134] *= 2 
0058: $9917 += $9765[134] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[144] *= 6 
0058: $9917 += $9765[144] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 

:ROULETE_13659
if 
  18@ == 19 
else_jump @ROULETE_13887 
$9765[19] *= 36 
0058: $9917 += $9765[19] // (int) 
$9765[76] *= 18 
0058: $9917 += $9765[76] // (int) 
$9765[49] *= 18 
0058: $9917 += $9765[49] // (int) 
$9765[79] *= 18 
0058: $9917 += $9765[79] // (int) 
$9765[100] *= 12 
0058: $9917 += $9765[100] // (int) 
$9765[116] *= 9 
0058: $9917 += $9765[116] // (int) 
$9765[118] *= 9 
0058: $9917 += $9765[118] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 

:ROULETE_13887
if 
  18@ == 20 
else_jump @ROULETE_14160 
$9765[20] *= 36 
0058: $9917 += $9765[20] // (int) 
$9765[77] *= 18 
0058: $9917 += $9765[77] // (int) 
$9765[49] *= 18 
0058: $9917 += $9765[49] // (int) 
$9765[50] *= 18 
0058: $9917 += $9765[50] // (int) 
$9765[80] *= 18 
0058: $9917 += $9765[80] // (int) 
$9765[100] *= 12 
0058: $9917 += $9765[100] // (int) 
$9765[116] *= 9 
0058: $9917 += $9765[116] // (int) 
$9765[117] *= 9 
0058: $9917 += $9765[117] // (int) 
$9765[118] *= 9 
0058: $9917 += $9765[118] // (int) 
$9765[119] *= 9 
0058: $9917 += $9765[119] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 

:ROULETE_14160
if 
  18@ == 21 
else_jump @ROULETE_14388 
$9765[21] *= 36 
0058: $9917 += $9765[21] // (int) 
$9765[78] *= 18 
0058: $9917 += $9765[78] // (int) 
$9765[50] *= 18 
0058: $9917 += $9765[50] // (int) 
$9765[81] *= 18 
0058: $9917 += $9765[81] // (int) 
$9765[100] *= 12 
0058: $9917 += $9765[100] // (int) 
$9765[117] *= 9 
0058: $9917 += $9765[117] // (int) 
$9765[119] *= 9 
0058: $9917 += $9765[119] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[145] *= 6 
0058: $9917 += $9765[145] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 

:ROULETE_14388
if 
  18@ == 22 
else_jump @ROULETE_14616 
$9765[22] *= 36 
0058: $9917 += $9765[22] // (int) 
$9765[79] *= 18 
0058: $9917 += $9765[79] // (int) 
$9765[51] *= 18 
0058: $9917 += $9765[51] // (int) 
$9765[82] *= 18 
0058: $9917 += $9765[82] // (int) 
$9765[101] *= 12 
0058: $9917 += $9765[101] // (int) 
$9765[118] *= 9 
0058: $9917 += $9765[118] // (int) 
$9765[120] *= 9 
0058: $9917 += $9765[120] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 

:ROULETE_14616
if 
  18@ == 23 
else_jump @ROULETE_14889 
$9765[23] *= 36 
0058: $9917 += $9765[23] // (int) 
$9765[80] *= 18 
0058: $9917 += $9765[80] // (int) 
$9765[51] *= 18 
0058: $9917 += $9765[51] // (int) 
$9765[52] *= 18 
0058: $9917 += $9765[52] // (int) 
$9765[83] *= 18 
0058: $9917 += $9765[83] // (int) 
$9765[101] *= 12 
0058: $9917 += $9765[101] // (int) 
$9765[118] *= 9 
0058: $9917 += $9765[118] // (int) 
$9765[119] *= 9 
0058: $9917 += $9765[119] // (int) 
$9765[120] *= 9 
0058: $9917 += $9765[120] // (int) 
$9765[121] *= 9 
0058: $9917 += $9765[121] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 

:ROULETE_14889
if 
  18@ == 24 
else_jump @ROULETE_15117 
$9765[24] *= 36 
0058: $9917 += $9765[24] // (int) 
$9765[81] *= 18 
0058: $9917 += $9765[81] // (int) 
$9765[52] *= 18 
0058: $9917 += $9765[52] // (int) 
$9765[84] *= 18 
0058: $9917 += $9765[84] // (int) 
$9765[101] *= 12 
0058: $9917 += $9765[101] // (int) 
$9765[119] *= 9 
0058: $9917 += $9765[119] // (int) 
$9765[121] *= 9 
0058: $9917 += $9765[121] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[132] *= 3 
0058: $9917 += $9765[132] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[146] *= 6 
0058: $9917 += $9765[146] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 

:ROULETE_15117
if 
  18@ == 25 
else_jump @ROULETE_15345 
$9765[25] *= 36 
0058: $9917 += $9765[25] // (int) 
$9765[82] *= 18 
0058: $9917 += $9765[82] // (int) 
$9765[53] *= 18 
0058: $9917 += $9765[53] // (int) 
$9765[85] *= 18 
0058: $9917 += $9765[85] // (int) 
$9765[102] *= 12 
0058: $9917 += $9765[102] // (int) 
$9765[120] *= 9 
0058: $9917 += $9765[120] // (int) 
$9765[122] *= 9 
0058: $9917 += $9765[122] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 

:ROULETE_15345
if 
  18@ == 26 
else_jump @ROULETE_15618 
$9765[26] *= 36 
0058: $9917 += $9765[26] // (int) 
$9765[83] *= 18 
0058: $9917 += $9765[83] // (int) 
$9765[53] *= 18 
0058: $9917 += $9765[53] // (int) 
$9765[54] *= 18 
0058: $9917 += $9765[54] // (int) 
$9765[86] *= 18 
0058: $9917 += $9765[86] // (int) 
$9765[102] *= 12 
0058: $9917 += $9765[102] // (int) 
$9765[120] *= 9 
0058: $9917 += $9765[120] // (int) 
$9765[121] *= 9 
0058: $9917 += $9765[121] // (int) 
$9765[122] *= 9 
0058: $9917 += $9765[122] // (int) 
$9765[123] *= 9 
0058: $9917 += $9765[123] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 

:ROULETE_15618
if 
  18@ == 27 
else_jump @ROULETE_15846 
$9765[27] *= 36 
0058: $9917 += $9765[27] // (int) 
$9765[84] *= 18 
0058: $9917 += $9765[84] // (int) 
$9765[54] *= 18 
0058: $9917 += $9765[54] // (int) 
$9765[87] *= 18 
0058: $9917 += $9765[87] // (int) 
$9765[102] *= 12 
0058: $9917 += $9765[102] // (int) 
$9765[121] *= 9 
0058: $9917 += $9765[121] // (int) 
$9765[123] *= 9 
0058: $9917 += $9765[123] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[147] *= 6 
0058: $9917 += $9765[147] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 

:ROULETE_15846
if 
  18@ == 28 
else_jump @ROULETE_16074 
$9765[28] *= 36 
0058: $9917 += $9765[28] // (int) 
$9765[85] *= 18 
0058: $9917 += $9765[85] // (int) 
$9765[55] *= 18 
0058: $9917 += $9765[55] // (int) 
$9765[88] *= 18 
0058: $9917 += $9765[88] // (int) 
$9765[103] *= 12 
0058: $9917 += $9765[103] // (int) 
$9765[122] *= 9 
0058: $9917 += $9765[122] // (int) 
$9765[124] *= 9 
0058: $9917 += $9765[124] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 

:ROULETE_16074
if 
  18@ == 29 
else_jump @ROULETE_16347 
$9765[29] *= 36 
0058: $9917 += $9765[29] // (int) 
$9765[86] *= 18 
0058: $9917 += $9765[86] // (int) 
$9765[55] *= 18 
0058: $9917 += $9765[55] // (int) 
$9765[56] *= 18 
0058: $9917 += $9765[56] // (int) 
$9765[89] *= 18 
0058: $9917 += $9765[89] // (int) 
$9765[103] *= 12 
0058: $9917 += $9765[103] // (int) 
$9765[122] *= 9 
0058: $9917 += $9765[122] // (int) 
$9765[123] *= 9 
0058: $9917 += $9765[123] // (int) 
$9765[124] *= 9 
0058: $9917 += $9765[124] // (int) 
$9765[125] *= 9 
0058: $9917 += $9765[125] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 

:ROULETE_16347
if 
  18@ == 30 
else_jump @ROULETE_16575 
$9765[30] *= 36 
0058: $9917 += $9765[30] // (int) 
$9765[87] *= 18 
0058: $9917 += $9765[87] // (int) 
$9765[56] *= 18 
0058: $9917 += $9765[56] // (int) 
$9765[90] *= 18 
0058: $9917 += $9765[90] // (int) 
$9765[103] *= 12 
0058: $9917 += $9765[103] // (int) 
$9765[123] *= 9 
0058: $9917 += $9765[123] // (int) 
$9765[125] *= 9 
0058: $9917 += $9765[125] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[148] *= 6 
0058: $9917 += $9765[148] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 

:ROULETE_16575
if 
  18@ == 31 
else_jump @ROULETE_16803 
$9765[31] *= 36 
0058: $9917 += $9765[31] // (int) 
$9765[88] *= 18 
0058: $9917 += $9765[88] // (int) 
$9765[57] *= 18 
0058: $9917 += $9765[57] // (int) 
$9765[91] *= 18 
0058: $9917 += $9765[91] // (int) 
$9765[104] *= 12 
0058: $9917 += $9765[104] // (int) 
$9765[124] *= 9 
0058: $9917 += $9765[124] // (int) 
$9765[126] *= 9 
0058: $9917 += $9765[126] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_16803
if 
  18@ == 32 
else_jump @ROULETE_17076 
$9765[32] *= 36 
0058: $9917 += $9765[32] // (int) 
$9765[89] *= 18 
0058: $9917 += $9765[89] // (int) 
$9765[57] *= 18 
0058: $9917 += $9765[57] // (int) 
$9765[58] *= 18 
0058: $9917 += $9765[58] // (int) 
$9765[92] *= 18 
0058: $9917 += $9765[92] // (int) 
$9765[104] *= 12 
0058: $9917 += $9765[104] // (int) 
$9765[124] *= 9 
0058: $9917 += $9765[124] // (int) 
$9765[125] *= 9 
0058: $9917 += $9765[125] // (int) 
$9765[126] *= 9 
0058: $9917 += $9765[126] // (int) 
$9765[127] *= 9 
0058: $9917 += $9765[127] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_17076
if 
  18@ == 33 
else_jump @ROULETE_17304 
$9765[33] *= 36 
0058: $9917 += $9765[33] // (int) 
$9765[90] *= 18 
0058: $9917 += $9765[90] // (int) 
$9765[58] *= 18 
0058: $9917 += $9765[58] // (int) 
$9765[93] *= 18 
0058: $9917 += $9765[93] // (int) 
$9765[104] *= 12 
0058: $9917 += $9765[104] // (int) 
$9765[125] *= 9 
0058: $9917 += $9765[125] // (int) 
$9765[127] *= 9 
0058: $9917 += $9765[127] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[149] *= 6 
0058: $9917 += $9765[149] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_17304
if 
  18@ == 34 
else_jump @ROULETE_17487 
$9765[34] *= 36 
0058: $9917 += $9765[34] // (int) 
$9765[91] *= 18 
0058: $9917 += $9765[91] // (int) 
$9765[59] *= 18 
0058: $9917 += $9765[59] // (int) 
$9765[105] *= 12 
0058: $9917 += $9765[105] // (int) 
$9765[126] *= 9 
0058: $9917 += $9765[126] // (int) 
$9765[128] *= 3 
0058: $9917 += $9765[128] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_17487
if 
  18@ == 35 
else_jump @ROULETE_17700 
$9765[35] *= 36 
0058: $9917 += $9765[35] // (int) 
$9765[92] *= 18 
0058: $9917 += $9765[92] // (int) 
$9765[59] *= 18 
0058: $9917 += $9765[59] // (int) 
$9765[60] *= 18 
0058: $9917 += $9765[60] // (int) 
$9765[105] *= 12 
0058: $9917 += $9765[105] // (int) 
$9765[126] *= 9 
0058: $9917 += $9765[126] // (int) 
$9765[127] *= 9 
0058: $9917 += $9765[127] // (int) 
$9765[129] *= 3 
0058: $9917 += $9765[129] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[137] *= 2 
0058: $9917 += $9765[137] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[139] *= 2 
0058: $9917 += $9765[139] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_17700
if 
  18@ == 36 
else_jump @ROULETE_17883 
$9765[36] *= 36 
0058: $9917 += $9765[36] // (int) 
$9765[93] *= 18 
0058: $9917 += $9765[93] // (int) 
$9765[60] *= 18 
0058: $9917 += $9765[60] // (int) 
$9765[105] *= 12 
0058: $9917 += $9765[105] // (int) 
$9765[127] *= 9 
0058: $9917 += $9765[127] // (int) 
$9765[130] *= 3 
0058: $9917 += $9765[130] // (int) 
$9765[133] *= 3 
0058: $9917 += $9765[133] // (int) 
$9765[136] *= 2 
0058: $9917 += $9765[136] // (int) 
$9765[135] *= 2 
0058: $9917 += $9765[135] // (int) 
$9765[138] *= 2 
0058: $9917 += $9765[138] // (int) 
$9765[150] *= 6 
0058: $9917 += $9765[150] // (int) 

:ROULETE_17883
return 

:ROULETE_17885
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $4869 $4871 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC
thread 'OTB_MSC' 
1@ = 0 
if 
  1@ == -1 
else_jump @OTB_MSC_58 
0107: 0@ = create_object #OTB_MACHINE at 0.0 0.0 0.0 

:OTB_MSC_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @OTB_MSC_632 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @OTB_MSC_596 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @OTB_MSC_562 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @OTB_MSC_528 
if 
0A52:   is_widget_released 73 
else_jump @OTB_MSC_485 
if 
  1@ == 1 
else_jump @OTB_MSC_478 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_462 
if 
88B4:   not test $389 bit 1 
else_jump @OTB_MSC_439 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @OTB_MSC_432 
0A77: checkpoint_save_oddjob 1 
wait 1234 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:OTB_MSC_305
if 
fading 
else_jump @OTB_MSC_329 
wait 0 
jump @OTB_MSC_305 

:OTB_MSC_329
$707 = 4 
wait 0 
wait 0 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @OTB_MSC_432 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_389 
01B4: set_player $PLAYER_CHAR can_move 1 

:OTB_MSC_389
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -2.0 0.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 

:OTB_MSC_432
jump @OTB_MSC_455 

:OTB_MSC_439
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_455
jump @OTB_MSC_478 

:OTB_MSC_462
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_478
jump @OTB_MSC_521 

:OTB_MSC_485
if 
  1@ == 0 
else_jump @OTB_MSC_521 
0512: show_permanent_text_box 'OTB_A'  // Tap ~m~~widget_minigame_start~ to use ITB machine.
1@ = 1 

:OTB_MSC_521
jump @OTB_MSC_555 

:OTB_MSC_528
if 
  1@ == 1 
else_jump @OTB_MSC_555 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_555
jump @OTB_MSC_589 

:OTB_MSC_562
if 
  1@ == 1 
else_jump @OTB_MSC_589 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_589
jump @OTB_MSC_625 

:OTB_MSC_596
if 
  1@ == 1 
else_jump @OTB_MSC_623 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_623
end_thread 

:OTB_MSC_625
jump @OTB_MSC_661 

:OTB_MSC_632
if 
  1@ == 1 
else_jump @OTB_MSC_659 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_659
end_thread 

:OTB_MSC_661
jump @OTB_MSC_58 
end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE
thread 'ARCADE' 
1@ = 0 
if 
  1@ == -1 
else_jump @ARCADE_58 
0107: 0@ = create_object #CJ_COIN_OP_2 at 0.0 0.0 0.0 

:ARCADE_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @ARCADE_753 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ARCADE_717 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ARCADE_683 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 1.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @ARCADE_649 
if 
0A52:   is_widget_released 73 
else_jump @ARCADE_604 
if 
  1@ == 1 
else_jump @ARCADE_597 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @ARCADE_565 
if 
88B4:   not test $389 bit 1 
else_jump @ARCADE_526 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @ARCADE_519 
0A77: checkpoint_save_oddjob 2 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:ARCADE_300
if 
fading 
else_jump @ARCADE_324 
wait 0 
jump @ARCADE_300 

:ARCADE_324
if 
09CC:   object 0@ model_is #CJ_COIN_OP_2 
else_jump @ARCADE_356 
$707 = 1 
jump @ARCADE_466 

:ARCADE_356
if or
09CC:   object 0@ model_is #CJ_COIN_OP_3 
09CC:   object 0@ model_is #SWANK_CONSOLE 
else_jump @ARCADE_395 
$707 = 0 
jump @ARCADE_466 

:ARCADE_395
if or
09CC:   object 0@ model_is #CJ_COIN_OP_1 
09CC:   object 0@ model_is #SNESISH 
else_jump @ARCADE_434 
$707 = 3 
jump @ARCADE_466 

:ARCADE_434
if or
09CC:   object 0@ model_is #CJ_COIN_OP 
09CC:   object 0@ model_is #LOW_CONSOLE 
else_jump @ARCADE_466 
$707 = 2 

:ARCADE_466
wait 0 
wait 0 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @ARCADE_519 
if 
  $ONMISSION == 0 
else_jump @ARCADE_519 
01B4: set_player $PLAYER_CHAR can_move 1 

:ARCADE_519
jump @ARCADE_558 

:ARCADE_526
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_558 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_558
jump @ARCADE_597 

:ARCADE_565
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_597 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_597
jump @ARCADE_642 

:ARCADE_604
if 
  1@ == 0 
else_jump @ARCADE_642 
0A6D: print_help_forever_conditional 'DUAL_A' 0  // Tap ~m~~widget_minigame_start~ to use video game.
1@ = 1 

:ARCADE_642
jump @ARCADE_676 

:ARCADE_649
if 
  1@ == 1 
else_jump @ARCADE_676 
03E6: remove_text_box 
1@ = 0 

:ARCADE_676
jump @ARCADE_710 

:ARCADE_683
if 
  1@ == 1 
else_jump @ARCADE_710 
03E6: remove_text_box 
1@ = 0 

:ARCADE_710
jump @ARCADE_746 

:ARCADE_717
if 
  1@ == 1 
else_jump @ARCADE_744 
03E6: remove_text_box 
1@ = 0 

:ARCADE_744
end_thread 

:ARCADE_746
jump @ARCADE_782 

:ARCADE_753
if 
  1@ == 1 
else_jump @ARCADE_780 
03E6: remove_text_box 
1@ = 0 

:ARCADE_780
end_thread 

:ARCADE_782
jump @ARCADE_58 
end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
thread 'VENDING' 
1@ = 0 
if 
  1@ == 1 
else_jump @VENDING_80 
029B: 0@ = init_object #VENDMACHFD at 0.0 0.0 0.0 
029B: 3@ = init_object #KB_BEER at 0.0 0.0 0.0 

:VENDING_80
wait 0 
01BD: $15 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @VENDING_1577 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @VENDING_1482 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VENDING_1389 
if 
  1@ == 0 
else_jump @VENDING_173 
04ED: load_animation "VENDING" 
1@ += 1 

:VENDING_173
if 
  1@ == 1 
else_jump @VENDING_395 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_384 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 0.5 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_377 
if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
else_jump @VENDING_343 
03CF: load_wav 42601 as 4 
0512: show_permanent_text_box 'SLOT_04'  // Tap ~m~~widget_mission_start~ to buy snack: $1.
jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // Tap ~m~~widget_mission_start~ to buy drink: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
1@ += 1 

:VENDING_377
jump @VENDING_395 

:VENDING_384
04ED: load_animation "VENDING" 

:VENDING_395
if 
  1@ == 2 
else_jump @VENDING_1208 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_1197 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 0.5 
if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
else_jump @VENDING_512 
03CF: load_wav 42601 as 4 
jump @VENDING_521 

:VENDING_512
03CF: load_wav 42600 as 4 

:VENDING_521
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_1174 
if 
0A52:   is_widget_released 69 
else_jump @VENDING_1167 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @VENDING_1167 
if 
010A:   player $PLAYER_CHAR money > 0 
else_jump @VENDING_1139 
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1132 
0176: $71 = object 0@ Z_angle 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -0.2 0.6 
029B: 3@ = init_object #CJ_JUICE_CAN at $72 $73 $74 
0176: $71 = object 0@ Z_angle 
0615: define_AS_pack_begin $4779 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $72 $73 $74 angle $71 radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0 
if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
else_jump @VENDING_857 
0A1A: actor -1 perform_walk_animation "VEND_EAT_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
jump @VENDING_999 

:VENDING_857
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $72 $73 $74 dimensions_cornerB_to $72 $73 $74 
$73 /= 2.0 
$73 += 0.027 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $73 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $73 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 

:VENDING_999
0616: define_AS_pack_end $4779 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $4779 
061B: remove_references_to_AS_pack $4779 
0109: player $PLAYER_CHAR money = -1 
03E6: remove_text_box 
if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
else_jump @VENDING_1074 
03CF: load_wav 42601 as 4 
jump @VENDING_1083 

:VENDING_1074
03CF: load_wav 42600 as 4 

:VENDING_1083
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1109 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_1109
008B: 2@ = $15 // (int) 
2@ += 3000 
1@ += 1 

:VENDING_1132
jump @VENDING_1167 

:VENDING_1139
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
018C: play_sound 1053 at $72 $73 $74 

:VENDING_1167
jump @VENDING_1190 

:VENDING_1174
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
1@ = 1 

:VENDING_1190
jump @VENDING_1208 

:VENDING_1197
04ED: load_animation "VENDING" 

:VENDING_1208
if 
  1@ == 3 
else_jump @VENDING_1322 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @VENDING_1322 
0623: add 5 to_integer_stat 245 
0226: $4780 = actor $PLAYER_ACTOR health 
$4780 += 30 
0223: set_actor $PLAYER_ACTOR health_to $4780 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
008B: 2@ = $15 // (int) 
2@ += 1500 
1@ += 1 

:VENDING_1322
if 
  1@ == 4 
else_jump @VENDING_1382 
if 
001E:   $15 > 2@ // (int) 
else_jump @VENDING_1382 
0687: clear_actor $PLAYER_ACTOR task 
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1382
jump @VENDING_1475 

:VENDING_1389
if 
  1@ > 0 
else_jump @VENDING_1475 
if 
  1@ > 1 
else_jump @VENDING_1434 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1434
if 
  1@ > 2 
else_jump @VENDING_1457 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1457
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1475
jump @VENDING_1570 

:VENDING_1482
if 
  1@ > 0 
else_jump @VENDING_1568 
if 
  1@ > 1 
else_jump @VENDING_1527 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1527
if 
  1@ > 2 
else_jump @VENDING_1550 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1550
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1568
end_thread 

:VENDING_1570
jump @VENDING_1665 

:VENDING_1577
if 
  1@ > 0 
else_jump @VENDING_1663 
if 
  1@ > 1 
else_jump @VENDING_1622 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_1622
if 
  1@ > 2 
else_jump @VENDING_1645 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_1645
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1663
end_thread 

:VENDING_1665
jump @VENDING_80 
end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND
thread 'FODVEND' 
1@ = 0 
if 
  1@ == 1 
else_jump @FODVEND_58 
029B: 0@ = init_object #ICESCART_PROP at 0.0 0.0 0.0 

:FODVEND_58
wait 0 
01BD: $15 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @FODVEND_1130 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @FODVEND_1075 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @FODVEND_1022 
if 
895B:   not is_object_moveable 0@ 
else_jump @FODVEND_924 
if 
  1@ == 0 
else_jump @FODVEND_469 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -1.0 0.0 -1.0 
0086: $4788 = $72 // (float) 
$4788 -= 0.5 
0086: $4789 = $73 // (float) 
$4789 -= 0.5 
0086: $4790 = $74 // (float) 
0086: $4785 = $72 // (float) 
$4785 += 0.5 
0086: $4786 = $73 // (float) 
$4786 += 0.5 
0086: $4787 = $74 // (float) 
$4787 += 2.0 
if 
8339:   not anything_in_cube_cornerA $4788 $4789 $4790 cornerB $4785 $4786 $4787 solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FODVEND_462 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 1.0 
else_jump @FODVEND_455 
0247: load_model 168 
if 
0248:   model 168 available 
else_jump @FODVEND_455 
009A: 2@ = create_actor_pedtype 4 model 168 at $72 $73 $74 
0400: store_coords_to $4788 $4789 $4790 from_object 0@ with_offset 1.0 0.0 0.0 
0061: $4788 -= $72 // (float) 
0061: $4789 -= $73 // (float) 
0604: get_Z_angle_for_point $4788 $4789 store_to $71 
0173: set_actor 2@ Z_angle_to $71 
1@ += 1 

:FODVEND_455
jump @FODVEND_469 

:FODVEND_462
0249: release_model 168 
end_thread 

:FODVEND_469
if 
  1@ == 1 
else_jump @FODVEND_742 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 sphere 0 on_foot 
else_jump @FODVEND_742 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @FODVEND_742 
if 
010A:   player $PLAYER_CHAR money > 0 
else_jump @FODVEND_742 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_742 
0226: $4780 = actor $PLAYER_ACTOR health 
$4780 += 50 
0223: set_actor $PLAYER_ACTOR health_to $4780 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $15 // (int) 
3@ += 3000 
0109: player $PLAYER_CHAR money = -1 
1@ += 1 

:FODVEND_742
if 
  1@ == 2 
else_jump @FODVEND_802 
if 
001E:   $15 > 3@ // (int) 
else_jump @FODVEND_802 
008B: 3@ = $15 // (int) 
3@ += 27000 
1@ += 1 

:FODVEND_802
if 
  1@ == 3 
else_jump @FODVEND_917 
if 
001E:   $15 > 3@ // (int) 
else_jump @FODVEND_917 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_917 
1@ = 1 

:FODVEND_917
jump @FODVEND_1015 

:FODVEND_924
if 
  1@ > 0 
else_jump @FODVEND_1008 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @FODVEND_990 
if 
8118:   not actor 2@ dead 
else_jump @FODVEND_990 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR time 10000 

:FODVEND_990
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1008
0249: release_model 168 
end_thread 

:FODVEND_1015
jump @FODVEND_1068 

:FODVEND_1022
if 
  1@ > 0 
else_jump @FODVEND_1063 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1063
0249: release_model 168 

:FODVEND_1068
jump @FODVEND_1123 

:FODVEND_1075
if 
  1@ > 0 
else_jump @FODVEND_1116 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1116
0249: release_model 168 
end_thread 

:FODVEND_1123
jump @FODVEND_1178 

:FODVEND_1130
if 
  1@ > 0 
else_jump @FODVEND_1171 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1171
0249: release_model 168 
end_thread 

:FODVEND_1178
jump @FODVEND_58 
end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS
thread 'GATEOS' 
1@ = 0 
if 
  1@ == 1 
else_jump @GATEOS_80 
029B: 0@ = init_object #GATE_AUTOL at 0.0 0.0 0.0 
029B: 0@ = init_object #GATE_AUTOR at 0.0 0.0 0.0 

:GATEOS_80
wait 0 
01BD: $15 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @GATEOS_997 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @GATEOS_988 
if 
  1@ == 0 
else_jump @GATEOS_502 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GATEOS_502 
0984: 9@ = object 0@ model 
if 
0248:   model 9@ available 
else_jump @GATEOS_502 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 sphere 0 
else_jump @GATEOS_477 
if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model 433 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 470 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 432 
else_jump @GATEOS_366 
080A: get_object 0@ spoot 5 store_to $4785 $4786 $4787 
080A: get_object 0@ spoot 6 store_to $4788 $4789 $4790 
080A: get_object 0@ spoot 7 store_to $72 $73 $74 
0509: $74 = distance_between_XY $4788 $4789 and_XY $72 $73 
$74 *= -1.0 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $4785 $4786 $4787 fur_corner_at $4788 $4789 $4790 angle $74 sphere 0 
else_jump @GATEOS_366 
1@ = 1 

:GATEOS_366
080A: get_object 0@ spoot 1 store_to $4785 $4786 $4787 
080A: get_object 0@ spoot 2 store_to $4788 $4789 $4790 
080A: get_object 0@ spoot 3 store_to $72 $73 $74 
0509: $74 = distance_between_XY $4788 $4789 and_XY $72 $73 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $4785 $4786 $4787 fur_corner_at $4788 $4789 $4790 angle $74 sphere 0 
else_jump @GATEOS_477 
1@ = 1 

:GATEOS_477
if 
  $708 == 1 
else_jump @GATEOS_502 
1@ = 1 

:GATEOS_502
if 
  1@ == 1 
else_jump @GATEOS_589 
0984: 9@ = object 0@ model 
if 
0248:   model 9@ available 
else_jump @GATEOS_589 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_589
if 
  1@ == 2 
else_jump @GATEOS_727 
if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 collision_check 1 
else_jump @GATEOS_727 
if 
04E6:   object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_727 
01BC: put_object 0@ at 2@ 3@ 4@ 
097B: play_audio_at_object 0@ event 1101 
$708 += 1 
1@ += 1 

:GATEOS_727
if 
  1@ == 3 
else_jump @GATEOS_770 
if 
  $2907 == 0 
else_jump @GATEOS_770 
1@ += 1 

:GATEOS_770
if 
  1@ == 4 
else_jump @GATEOS_850 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GATEOS_850 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
else_jump @GATEOS_850 
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_850
if 
  1@ == 5 
else_jump @GATEOS_981 
if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 collision_check 1 
else_jump @GATEOS_981 
if 
04E6:   object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_981 
01BC: put_object 0@ at 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1101 
1@ = 0 

:GATEOS_981
jump @GATEOS_990 

:GATEOS_988
end_thread 

:GATEOS_990
jump @GATEOS_999 

:GATEOS_997
end_thread 

:GATEOS_999
jump @GATEOS_80 
end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE
thread 'GYMBIKE' 
5@ = 0.0 
0A6E: 1 // 6GymAccept
$10099 = 0 
$10090 = 0.0 
$10098 = 0 
$10089 = 0 
$10094 = 0 
6@ = 0.0 
7@ = 0.0 
8@ = 0.0 
9@ = 0.0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
15@ = 0.0 
16@ = 0.0 
$10082 = 0.0 
$10083 = 0.0 
17@ = 0.0 
18@ = 0.0 
20@ = 0.0 
$10092 = 0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
29@ = 0 
$10082 = 0.0 
$10083 = 0.0 
$10084 = 0 
$10085 = 0 
$10086 = 0 
$10087 = 0.0 
$10088 = 0.0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
29@ = 0 
$10085 = 0 
31@ = 0 
30@ = 0 
$10080 = 0 
40@ = 0 
41@ = 0 
if 
  31@ == 1 
else_jump @GYMBIKE_628 
029B: 0@ = init_object #CM_BOX at 0.0 0.0 0.0 

:GYMBIKE_628
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_680 
01BB: store_object 0@ position_to 6@ 7@ 8@ 
01BB: store_object 0@ position_to 12@ 13@ 14@ 
0176: 4@ = object 0@ Z_angle 

:GYMBIKE_680
0088: $10097 = 8@ // (float) 
$10097 += 0.15 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
1@ *= 0.05 
2@ *= 0.05 
0088: $10095 = 6@ // (float) 
005F: $10095 += 2@ // (float) 
0088: $10096 = 7@ // (float) 
005F: $10096 += 1@ // (float) 
0107: $10091 = create_object #PEDALS at $10095 $10096 $10097 
0177: set_object $10091 Z_angle_to 4@ 
0087: 11@ = 8@ // (float) 
11@ += 0.9 
0087: 3@ = 4@ // (float) 
3@ -= 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
1@ *= 2.8 
2@ *= 2.8 
0087: 9@ = 6@ // (float) 
005B: 9@ += 2@ // (float) 
0087: 10@ = 7@ // (float) 
005B: 10@ += 1@ // (float) 
4@ -= 180.0 
3@ += 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
005B: 6@ += 2@ // (float) 
005B: 7@ += 1@ // (float) 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
0088: $10082 = 6@ // (float) 
005F: $10082 += 2@ // (float) 
0088: $10083 = 7@ // (float) 
005F: $10083 += 1@ // (float) 
8@ += 0.05 
$10084 = 0 
$10086 = 0 
$3216 = 0 

:GYMBIKE_1102
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBIKE_1129 
0108: destroy_object $10091 
end_thread 

:GYMBIKE_1129
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBIKE_1152 
0108: destroy_object $10091 
end_thread 

:GYMBIKE_1152
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GYMBIKE_6296 
if 
  21@ == 0 
else_jump @GYMBIKE_1520 
if and
  29@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBIKE_1479 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 6@ 7@ 8@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBIKE_1445 
if 
  30@ == 0 
else_jump @GYMBIKE_1287 
0512: show_permanent_text_box 'GYM1_81'  // Tap ~m~~widget_minigame_start~ to use this machine.
30@ = 1 

:GYMBIKE_1287
if 
0A52:   is_widget_released 73 
else_jump @GYMBIKE_1438 
$10080 = 0 
03E6: remove_text_box 
if or
  $ONMISSION == 0 
  $3799 == 1 
else_jump @GYMBIKE_1422 
0835: get_month_day_to $6729 get_month_to $6730 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMBIKE_1399 
21@ = 1 
$3217 = 1 
$10081 = 0 
jump @GYMBIKE_1415 

:GYMBIKE_1399
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBIKE_1415
jump @GYMBIKE_1438 

:GYMBIKE_1422
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBIKE_1438
jump @GYMBIKE_1472 

:GYMBIKE_1445
if 
  30@ == 1 
else_jump @GYMBIKE_1472 
03E6: remove_text_box 
30@ = 0 

:GYMBIKE_1472
jump @GYMBIKE_1520 

:GYMBIKE_1479
if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 6@ 7@ radius 2.0 2.0 on_foot 
else_jump @GYMBIKE_1520 
29@ = 0 

:GYMBIKE_1520
if 
  21@ == 1 
else_jump @GYMBIKE_6296 
if and
  $3217 == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_1650 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $10082 $10083 8@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 9@ 10@ 11@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 
0160: set_camera_point_at 12@ 13@ 11@ switchstyle 2 
$3217 = 2 

:GYMBIKE_1650
if 
  $3216 == 0 
else_jump @GYMBIKE_1760 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_1681
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMBIKE_1716 
wait 0 
jump @GYMBIKE_1681 

:GYMBIKE_1716
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_1727
if 
83D0:   not wav 4 loaded 
else_jump @GYMBIKE_1753 
wait 0 
jump @GYMBIKE_1727 

:GYMBIKE_1753
$3216 = 1 

:GYMBIKE_1760
if and
  $3217 == 2 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_2182 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0A79: print_help_conditional_touch 'GYMHID2' 0  // Use the movement controls to select a level. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A78: print_help_conditional 'GYMTCH2' 0  // Tap to select a level. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A69: create_shop_widget 'GYM1_D'  // Bike
0A6A: add_shop_item 'GYM1_61' 0  // Level 1
0A6A: add_shop_item 'GYM1_62' 0  // Level 2
0A6A: add_shop_item 'GYM1_63' 0  // Level 3
0A6A: add_shop_item 'GYM1_64' 0  // Level 4
0A6A: add_shop_item 'GYM1_65' 0  // Level 5
0A6A: add_shop_item 'GYM1_66' 0  // Level 6
0A6A: add_shop_item 'GYM1_67' 0  // Level 7
0A6A: add_shop_item 'GYM1_68' 0  // Level 8
0A6A: add_shop_item 'GYM1_69' 0  // Level 9
0A6A: add_shop_item 'GYM1_70' 0  // Level 10

:GYMBIKE_2002
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_2168 
wait 0 
$10081 += 1 
if 
0A52:   is_widget_released 55 
else_jump @GYMBIKE_2083 
if 
  $10081 > 20 
else_jump @GYMBIKE_2083 
03E6: remove_text_box 
$10085 = 0 
0A6B: delete_widget 156 
jump @GYMBIKE_5329 

:GYMBIKE_2083
if 
0A52:   is_widget_released 54 
else_jump @GYMBIKE_2161 
03E6: remove_text_box 
0A79: print_help_conditional_touch 'GYM1_40' 0  // Tap ~m~~widget_sprint~ rapidly to begin to pedal. To quit, tap ~m~~widget_store_cancel~.
0A78: print_help_conditional 'GYM1_T0' 0  // Press and hold the bottom left corner of the screen and move your finger in a circular pattern to pedal. To quit, press ~m~~widget_store_cancel~.
0A5A: get_widget_value 156 5@ 
0090: $10085 = float 5@ to_integer 
0A6B: delete_widget 156 
$10085 += 1 
jump @GYMBIKE_2168 

:GYMBIKE_2161
jump @GYMBIKE_2002 

:GYMBIKE_2168
$3217 = 3 
41@ = 0 

:GYMBIKE_2182
if and
  $3217 == 3 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_2373 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_GETON" 
else_jump @GYMBIKE_2373 
0613: 16@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
if 
  16@ == 1.0 
else_jump @GYMBIKE_2373 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $10091 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
$3217 = 4 

:GYMBIKE_2373
if and
  $3217 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_2550 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
else_jump @GYMBIKE_2550 
0613: 16@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
if 
  16@ == 0.0 
else_jump @GYMBIKE_2550 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $10085 type 0 line 1 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $10086 type 0 line 2 GXT 'GYM1_3' // global_variable  // distance
22@ = 1 
$3217 = 5 
41@ = 0 

:GYMBIKE_2550
if and
  $3217 == 5 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_6296 
if 
  $10080 == 0 
else_jump @GYMBIKE_2605 
$10080 = 1 
41@ = 0 

:GYMBIKE_2605
if and
  41@ > 4000 
  $10080 == 1 
else_jump @GYMBIKE_2638 
$10080 = 2 

:GYMBIKE_2638
if and
  41@ > 8000 
  $10080 == 2 
else_jump @GYMBIKE_2673 
03E6: remove_text_box 
$10080 = 101 

:GYMBIKE_2673
0653: 20@ = float_stat 22 
20@ /= 100.0 
0087: 17@ = 18@ // (float) 
005B: 17@ += 20@ // (float) 
007F: 15@ -= frame_delta_time * 0.35 // (float) 
if 
0A52:   is_widget_released 163 
else_jump @GYMBIKE_2765 
if 
  23@ == 0 
else_jump @GYMBIKE_2765 
005B: 15@ += 17@ // (float) 
23@ = 1 

:GYMBIKE_2765
008F: 32@ = integer $10085 to_float 
0A5E: set_widget_value 163 32@ 
0A5A: get_widget_value 163 5@ 
005B: 15@ += 5@ // (float) 
if 
8A52:   not is_widget_released 163 
else_jump @GYMBIKE_2838 
if 
  23@ == 1 
else_jump @GYMBIKE_2838 
23@ = 0 

:GYMBIKE_2838
if 
  0.0 > 15@ 
else_jump @GYMBIKE_2869 
15@ = 0.0 

:GYMBIKE_2869
if 
  15@ > 100.0 
else_jump @GYMBIKE_2900 
15@ = 100.0 

:GYMBIKE_2900
if 
  22@ == 1 
else_jump @GYMBIKE_3033 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
else_jump @GYMBIKE_3033 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $10091 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
40@ = 0 
22@ = 2 

:GYMBIKE_3033
if and
  22@ == 2 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_6192 
0653: 20@ = float_stat 22 
20@ /= 200.0 
if 
  0.0 > 20@ 
else_jump @GYMBIKE_3104 
20@ = 0.0 

:GYMBIKE_3104
0090: $10092 = float 20@ to_integer 
0084: $10093 = $10085 // (int) 
0060: $10093 -= $10092 // (int) 
if 
  15@ == 0.0 
else_jump @GYMBIKE_3281 
if 
  24@ == 0 
else_jump @GYMBIKE_3281 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_STILL" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $10091 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
25@ = 0 
26@ = 0 
27@ = 0 
24@ = 1 

:GYMBIKE_3281
if 
  25@ == 0 
else_jump @GYMBIKE_3439 
if and
  3 > $10093 
   not 15@ == 0.0 
else_jump @GYMBIKE_3439 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $10091 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
25@ = 1 
26@ = 0 
27@ = 0 
24@ = 0 

:GYMBIKE_3439
if 
  26@ == 0 
else_jump @GYMBIKE_3603 
if and
  $10093 > 2 
  7 > $10093 
   not 15@ == 0.0 
else_jump @GYMBIKE_3603 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $10091 animation "PEDALS_MED" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
25@ = 0 
27@ = 0 
26@ = 1 
24@ = 0 

:GYMBIKE_3603
if 
  27@ == 0 
else_jump @GYMBIKE_3770 
if and
  $10093 > 6 
  11 > $10093 
   not 15@ == 0.0 
else_jump @GYMBIKE_3770 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $10091 animation "PEDALS_FAST" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
25@ = 0 
26@ = 0 
27@ = 1 
24@ = 0 

:GYMBIKE_3770
if 
0A52:   is_widget_released 49 
else_jump @GYMBIKE_3906 
if 
  28@ == 0 
else_jump @GYMBIKE_3906 
if and
  $10085 > 0 
  10 > $10085 
else_jump @GYMBIKE_3906 
$10085 += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_3858 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3858
15@ -= 20.0 
if 
  0.0 > 15@ 
else_jump @GYMBIKE_3899 
15@ = 0.0 

:GYMBIKE_3899
28@ = 1 

:GYMBIKE_3906
if 
0A52:   is_widget_released 48 
else_jump @GYMBIKE_4001 
if 
  28@ == 0 
else_jump @GYMBIKE_4001 
if and
  $10085 > 1 
  11 > $10085 
else_jump @GYMBIKE_4001 
$10085 -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_3994 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3994
28@ = 2 

:GYMBIKE_4001
if 
8A52:   not is_widget_released 49 
else_jump @GYMBIKE_4041 
if 
  28@ == 1 
else_jump @GYMBIKE_4041 
28@ = 0 

:GYMBIKE_4041
if 
8A52:   not is_widget_released 48 
else_jump @GYMBIKE_4081 
if 
  28@ == 2 
else_jump @GYMBIKE_4081 
28@ = 0 

:GYMBIKE_4081
if 
  $10085 == 1 
else_jump @GYMBIKE_4109 
18@ = 6.5 

:GYMBIKE_4109
if 
  $10085 == 2 
else_jump @GYMBIKE_4137 
18@ = 5.9 

:GYMBIKE_4137
if 
  $10085 == 3 
else_jump @GYMBIKE_4165 
18@ = 5.0 

:GYMBIKE_4165
if 
  $10085 == 4 
else_jump @GYMBIKE_4193 
18@ = 4.3 

:GYMBIKE_4193
if 
  $10085 == 5 
else_jump @GYMBIKE_4221 
18@ = 3.7 

:GYMBIKE_4221
if 
  $10085 == 6 
else_jump @GYMBIKE_4249 
18@ = 2.9 

:GYMBIKE_4249
if 
  $10085 == 7 
else_jump @GYMBIKE_4277 
18@ = 2.2 

:GYMBIKE_4277
if 
  $10085 == 8 
else_jump @GYMBIKE_4305 
18@ = 1.5 

:GYMBIKE_4305
if 
  $10085 == 9 
else_jump @GYMBIKE_4333 
18@ = 1.1 

:GYMBIKE_4333
if 
  $10085 == 10 
else_jump @GYMBIKE_4361 
18@ = 0.7 

:GYMBIKE_4361
if 
  15@ >= 0.0 
else_jump @GYMBIKE_4413 
if 
  10.0 >= 15@ 
else_jump @GYMBIKE_4413 
19@ = 0.9 

:GYMBIKE_4413
if 
  15@ >= 11.0 
else_jump @GYMBIKE_4465 
if 
  20.0 >= 15@ 
else_jump @GYMBIKE_4465 
19@ = 1.0 

:GYMBIKE_4465
if 
  15@ >= 21.0 
else_jump @GYMBIKE_4517 
if 
  30.0 >= 15@ 
else_jump @GYMBIKE_4517 
19@ = 1.1 

:GYMBIKE_4517
if 
  15@ >= 31.0 
else_jump @GYMBIKE_4569 
if 
  40.0 >= 15@ 
else_jump @GYMBIKE_4569 
19@ = 1.2 

:GYMBIKE_4569
if 
  15@ >= 41.0 
else_jump @GYMBIKE_4621 
if 
  50.0 >= 15@ 
else_jump @GYMBIKE_4621 
19@ = 1.3 

:GYMBIKE_4621
if 
  15@ >= 51.0 
else_jump @GYMBIKE_4673 
if 
  60.0 >= 15@ 
else_jump @GYMBIKE_4673 
19@ = 1.4 

:GYMBIKE_4673
if 
  15@ >= 61.0 
else_jump @GYMBIKE_4725 
if 
  70.0 >= 15@ 
else_jump @GYMBIKE_4725 
19@ = 1.5 

:GYMBIKE_4725
if 
  15@ >= 71.0 
else_jump @GYMBIKE_4777 
if 
  80.0 >= 15@ 
else_jump @GYMBIKE_4777 
19@ = 1.6 

:GYMBIKE_4777
if 
  15@ >= 81.0 
else_jump @GYMBIKE_4829 
if 
  90.0 >= 15@ 
else_jump @GYMBIKE_4829 
19@ = 1.7 

:GYMBIKE_4829
if 
  15@ >= 91.0 
else_jump @GYMBIKE_4881 
if 
  100.0 >= 15@ 
else_jump @GYMBIKE_4881 
19@ = 1.8 

:GYMBIKE_4881
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_4940 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 19@ times_normal_rate 

:GYMBIKE_4940
if and
0837:   object $10091 animation == "PEDALS_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_4995 
0836: set_object $10091 animation "PEDALS_SLOW" at 19@ times_normal_rate 

:GYMBIKE_4995
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5054 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 19@ times_normal_rate 

:GYMBIKE_5054
if and
0837:   object $10091 animation == "PEDALS_MED" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5107 
0836: set_object $10091 animation "PEDALS_MED" at 19@ times_normal_rate 

:GYMBIKE_5107
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FASTER" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5170 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 19@ times_normal_rate 

:GYMBIKE_5170
if and
0837:   object $10091 animation == "PEDALS_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5225 
0836: set_object $10091 animation "PEDALS_FAST" at 19@ times_normal_rate 

:GYMBIKE_5225
33@ = 0 
if 
0A52:   is_widget_released 74 
else_jump @GYMBIKE_5254 
33@ = 1 

:GYMBIKE_5254
if or
  33@ == 1 
  $6733 > 200.0 
else_jump @GYMBIKE_5751 
if 
  $6733 > 200.0 
else_jump @GYMBIKE_5313 
$6733 = 0.0 

:GYMBIKE_5313
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5751 

:GYMBIKE_5329
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $10086 to_integer_stat 29 
0085: 34@ = 41@ // (int) 
34@ /= 1000 
0623: add 34@ to_integer_stat 45 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5470 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETOFF" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
075A: set_object $10091 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 0 loop -1 // IF AND SET 

:GYMBIKE_5470
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
21@ = 0 
$3217 = 0 
$10085 = 0 
$10086 = 0 
$10088 = 0.0 
$10087 = 0.0 
$10084 = 0 
15@ = 0.0 
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMBIKE_5621 
062A: change_float_stat 21 to 0.0 

:GYMBIKE_5621
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5644 
0382: set_object 0@ collision_detection 1 

:GYMBIKE_5644
$3199 = 0 
$3200 = 0 
$3216 = 0 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $10085 
0151: remove_status_text $10086 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBIKE_5728 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMBIKE_5728
29@ = 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_5751
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5876 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_5876 
if 
  15@ > 10.0 
else_jump @GYMBIKE_5843 
if 
  $10099 == 0 
else_jump @GYMBIKE_5836 
097B: play_audio_at_object 0@ event 1113 
$10099 = 1 

:GYMBIKE_5836
jump @GYMBIKE_5876 

:GYMBIKE_5843
if 
  $10099 == 1 
else_jump @GYMBIKE_5876 
097B: play_audio_at_object 0@ event 1114 
$10099 = 0 

:GYMBIKE_5876
if 
  40@ > 250 
else_jump @GYMBIKE_6192 
40@ -= 250 
0088: $10087 = 15@ // (float) 
$10087 /= 10.0 
008D: $6 = integer $10085 to_float 
$6 /= 10.0 
$6 += 1.0 
0069: $6 *= $10087 // (float) 
0059: $4 += $6 // (float) 
if 
  $4 >= 400.0 
else_jump @GYMBIKE_6110 
$4 -= 400.0 
0653: $406 = float_stat 21 
if 
  $406 >= 1.0 
else_jump @GYMBIKE_6033 
0626: decrease_float_stat 21 by 8.0 

:GYMBIKE_6033
if 
  $10100 == 3 
else_jump @GYMBIKE_6084 
$10100 = 0 
0624: add 4.0 to_float_stat 22 
$6733 += 4.0 
jump @GYMBIKE_6110 

:GYMBIKE_6084
0A1F: increase_float_stat 22 by 4.0 
$6733 += 4.0 
$10100 += 1 

:GYMBIKE_6110
if 
  $6733 > 200.0 
else_jump @GYMBIKE_6155 
0835: get_month_day_to $6731 get_month_to $6732 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBIKE_6155
if 
   not $10086 >= 999999 
else_jump @GYMBIKE_6192 
0059: $10088 += $10087 // (float) 
008C: $10086 = float $10088 to_integer 

:GYMBIKE_6192
$10089 += 1 
0084: $10098 = $10084 // (int) 
$10098 -= 100 
if 
  $10098 > -40 
else_jump @GYMBIKE_6239 
$10098 = -40 

:GYMBIKE_6239
if 
002C:   $10089 >= $10098 // (int) 
else_jump @GYMBIKE_6288 
$10089 = 0 
$10084 *= 12 
$10084 /= 10 
015B: shake_player_controller 0 time 100 intensity $10084 

:GYMBIKE_6288
0090: $10084 = float 15@ to_integer 

:GYMBIKE_6296
jump @GYMBIKE_1102 
end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC
thread 'GYMBENC' 
23@ = 0.0 
0A6E: 2 // 6GymAccept
$10104 = 0.0 
$10114 = 0.0 
$10110 = 2 
$10111 = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
$10108 = 0 
$3211 = 0.0 
$3212 = 0.0 
$3213 = 0.0 
$3214 = 0.0 
21@ = 1 
$10105 = 0 
$10102 = 0 
22@ = 0 
30@ = 0 
40@ = 0 
41@ = 0 
if 
  30@ == 1 
else_jump @GYMBENC_359 
029B: 0@ = init_object #BEACHTOWEL01 at 0.0 0.0 0.0 

:GYMBENC_359
if 
03CA:   object 0@ exists 
else_jump @GYMBENC_419 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 8@ 9@ 10@ 
0176: 11@ = object 0@ Z_angle 
0176: 3@ = object 0@ Z_angle 

:GYMBENC_419
1@ = 0.0 
2@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
21@ = 1 
$10105 = 0 
0087: 14@ = 7@ // (float) 
14@ += 1.7 
3@ -= 180.0 
0087: 4@ = 3@ // (float) 
4@ -= 270.0 
02F6: 1@ = sine 4@ // (float) 
02F7: 2@ = cosine 4@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
1@ *= 3.0 
2@ *= 3.0 
0087: 12@ = 5@ // (float) 
005B: 12@ += 2@ // (float) 
0087: 13@ = 6@ // (float) 
005B: 13@ += 1@ // (float) 
11@ += 90.0 
02F6: 1@ = sine 11@ // (float) 
02F7: 2@ = cosine 11@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
0063: 8@ -= 2@ // (float) 
0063: 9@ -= 1@ // (float) 
0107: 31@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 31@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
3@ -= 180.0 
$10085 = 1 
$3216 = 0 

:GYMBENC_774
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBENC_801 
0108: destroy_object 31@ 
end_thread 

:GYMBENC_801
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBENC_824 
0108: destroy_object 31@ 
end_thread 

:GYMBENC_824
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GYMBENC_8064 
if and
  $3217 == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_1242 
if and
  24@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBENC_1242 
if 
  28@ == 0 
else_jump @GYMBENC_1201 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBENC_1167 
if 
  22@ == 0 
else_jump @GYMBENC_982 
0512: show_permanent_text_box 'GYM1_81'  // Tap ~m~~widget_minigame_start~ to use this machine.
22@ = 1 

:GYMBENC_982
if 
0A52:   is_widget_released 73 
else_jump @GYMBENC_1160 
if or
  $ONMISSION == 0 
  $3799 == 1 
else_jump @GYMBENC_1144 
0835: get_month_day_to $6729 get_month_to $6730 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMBENC_1121 
24@ = 1 
$3217 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
$10081 = 0 
jump @GYMBENC_1137 

:GYMBENC_1121
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBENC_1137
jump @GYMBENC_1160 

:GYMBENC_1144
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBENC_1160
jump @GYMBENC_1194 

:GYMBENC_1167
if 
  22@ == 1 
else_jump @GYMBENC_1194 
03E6: remove_text_box 
22@ = 0 

:GYMBENC_1194
jump @GYMBENC_1242 

:GYMBENC_1201
if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
else_jump @GYMBENC_1242 
28@ = 0 

:GYMBENC_1242
if and
  24@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_8064 
if 
  $3217 == 1 
else_jump @GYMBENC_1361 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
015F: set_camera_position 12@ 13@ 14@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
$3217 = 2 

:GYMBENC_1361
if 
  $3216 == 0 
else_jump @GYMBENC_1451 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_1404
if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
else_jump @GYMBENC_1444 
wait 0 
jump @GYMBENC_1404 

:GYMBENC_1444
$3216 = 1 

:GYMBENC_1451
if and
  $3217 == 2 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2770 
0A79: print_help_conditional_touch 'GYMHID' 0  // Use the movement controls to select a weight. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A78: print_help_conditional 'GYMTCH' 0  // Tap to select a weight. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A69: create_shop_widget 'GYM1_E'  // Bench
0A6A: add_shop_item 'GYM1_8' 0  // 40 lbs
0A6A: add_shop_item 'GYM1_9' 0  // 60 lbs
0A6A: add_shop_item 'GYM1_10' 0  // 80 lbs
0A6A: add_shop_item 'GYM1_11' 0  // 100 lbs
0A6A: add_shop_item 'GYM1_12' 0  // 120 lbs
0A6A: add_shop_item 'GYM1_13' 0  // 160 lbs
0A6A: add_shop_item 'GYM1_14' 0  // 200 lbs
0A6A: add_shop_item 'GYM1_15' 0  // 240 lbs
0A6A: add_shop_item 'GYM1_16' 0  // 280 lbs
0A6A: add_shop_item 'GYM1_17' 0  // 320 lbs

:GYMBENC_1641
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2047 
wait 0 
$10081 += 1 
if 
0A52:   is_widget_released 55 
else_jump @GYMBENC_1715 
if 
  $10081 > 20 
else_jump @GYMBENC_1715 
03E6: remove_text_box 
0A6B: delete_widget 156 
jump @GYMBENC_7329 

:GYMBENC_1715
if 
0A52:   is_widget_released 54 
else_jump @GYMBENC_2040 
03E6: remove_text_box 
0A5A: get_widget_value 156 23@ 
0092: 21@ = float 23@ to_integer 
21@ += 1 
0A6B: delete_widget 156 
0871: init_jump_table 21@ total_jumps 10 default_jump 0 @GYMBENC_2033 jumps 1 @GYMBENC_1888 2 @GYMBENC_1902 3 @GYMBENC_1916 4 @GYMBENC_1930 5 @GYMBENC_1944 6 @GYMBENC_1958 7 @GYMBENC_1973 
0872: jump_table_jumps 8 @GYMBENC_1988 9 @GYMBENC_2003 10 @GYMBENC_2018 -1 @GYMBENC_2033 -1 @GYMBENC_2033 -1 @GYMBENC_2033 -1 @GYMBENC_2033 -1 @GYMBENC_2033 -1 @GYMBENC_2033 

:GYMBENC_1888
$10106 = 40 
jump @GYMBENC_2033 

:GYMBENC_1902
$10106 = 60 
jump @GYMBENC_2033 

:GYMBENC_1916
$10106 = 80 
jump @GYMBENC_2033 

:GYMBENC_1930
$10106 = 100 
jump @GYMBENC_2033 

:GYMBENC_1944
$10106 = 120 
jump @GYMBENC_2033 

:GYMBENC_1958
$10106 = 160 
jump @GYMBENC_2033 

:GYMBENC_1973
$10106 = 200 
jump @GYMBENC_2033 

:GYMBENC_1988
$10106 = 240 
jump @GYMBENC_2033 

:GYMBENC_2003
$10106 = 280 
jump @GYMBENC_2033 

:GYMBENC_2018
$10106 = 320 
jump @GYMBENC_2033 

:GYMBENC_2033
jump @GYMBENC_2047 

:GYMBENC_2040
jump @GYMBENC_1641 

:GYMBENC_2047
if 
  21@ == 1 
else_jump @GYMBENC_2085 
$10103 = 1.0 
20@ = 5.0 

:GYMBENC_2085
if 
  21@ == 2 
else_jump @GYMBENC_2123 
20@ = 5.2 
$10103 = 2.0 

:GYMBENC_2123
if 
  21@ == 3 
else_jump @GYMBENC_2161 
20@ = 5.3 
$10103 = 3.0 

:GYMBENC_2161
if 
  21@ == 4 
else_jump @GYMBENC_2199 
20@ = 5.5 
$10103 = 4.0 

:GYMBENC_2199
if 
  21@ == 5 
else_jump @GYMBENC_2237 
20@ = 6.0 
$10103 = 5.0 

:GYMBENC_2237
if 
  21@ == 6 
else_jump @GYMBENC_2275 
20@ = 6.5 
$10103 = 6.0 

:GYMBENC_2275
if 
  21@ == 7 
else_jump @GYMBENC_2313 
20@ = 7.0 
$10103 = 7.0 

:GYMBENC_2313
if 
  21@ == 8 
else_jump @GYMBENC_2351 
20@ = 7.5 
$10103 = 8.0 

:GYMBENC_2351
if 
  21@ == 9 
else_jump @GYMBENC_2389 
20@ = 8.0 
$10103 = 9.0 

:GYMBENC_2389
if 
  21@ == 10 
else_jump @GYMBENC_2427 
20@ = 8.5 
$10103 = 10.0 

:GYMBENC_2427
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2489 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETON" IFP "BENCHPRESS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_2489
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2763 
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2763 
0613: $3211 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2566
if 
   not $3211 > 0.75 
else_jump @GYMBENC_2636 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2629 
0613: $3211 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2629
jump @GYMBENC_2566 

:GYMBENC_2636
if 
03D0:   wav 4 loaded 
else_jump @GYMBENC_2659 
097B: play_audio_at_object 0@ event 1117 

:GYMBENC_2659
0550: keep_object 31@ in_memory 0 
0682: detach_object 31@ 0.0 0.0 0.0 collision_detection 0 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_2749 
070A: AS_actor $PLAYER_ACTOR attach_to_object 31@ offset 0.0 0.0 -0.1 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMBENC_2749
$3217 = 4 
40@ = 0 

:GYMBENC_2763
$3217 = 4 

:GYMBENC_2770
if and
  $3217 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_3456 
if 
  $10102 == 0 
else_jump @GYMBENC_2831 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // To lift the weight, tap ~m~~widget_tap_meter_button~ or tap the energy bar when it's inside the highlighted zone. This will increase your muscle. Tap ~m~~widget_minigame_cancel~ to exit.
$10102 = 1 

:GYMBENC_2831
if and
  40@ > 6000 
  $10102 == 1 
else_jump @GYMBENC_2877 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Tap ~m~~widget_store_cancel~ to exit.
$10102 = 2 

:GYMBENC_2877
if and
  40@ > 9000 
  $10102 == 2 
else_jump @GYMBENC_2912 
03E6: remove_text_box 
$10102 = 101 

:GYMBENC_2912
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
else_jump @GYMBENC_2999 
0613: $3202 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
if 
  $3202 == 1.0 
else_jump @GYMBENC_2992 
jump @GYMBENC_3053 

:GYMBENC_2992
jump @GYMBENC_3456 

:GYMBENC_2999
if and
  $3200 == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_3456 
$10105 = 0 
$3204 = 0 
0151: remove_status_text $10105 
0151: remove_status_text $3205 
jump @GYMBENC_3053 

:GYMBENC_3053
0653: $3203 = float_stat 23 
$3203 /= 30.0 
if 
  0.0 > $3203 
else_jump @GYMBENC_3101 
$3203 = 0.0 

:GYMBENC_3101
0086: $10104 = $3203 // (float) 
$10104 += 30.0 
if 
  $10104 > 75.0 
else_jump @GYMBENC_3150 
$10104 = 75.0 

:GYMBENC_3150
008F: 19@ = integer $10105 to_float 
0086: $3210 = $10104 // (float) 
0061: $3210 -= $10103 // (float) 
if 
  18.0 >= $3210 
else_jump @GYMBENC_3240 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3240
if 
  $3210 > 18.0 
else_jump @GYMBENC_3327 
if 
  24.0 >= $3210 
else_jump @GYMBENC_3327 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3327
if 
  $3210 > 24.0 
else_jump @GYMBENC_3398 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3398
0084: $3205 = $10106 // (int) 
04F7: status_text $10105 type 0 line 1 GXT 'GYM1_2' // global_variable  // reps
04F7: status_text $3205 type 0 line 2 GXT 'GYM1_72' // global_variable  // Weight
$3199 = 1 
$3217 = 5 

:GYMBENC_3456
if and
  $3217 == 5 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6937 
0653: $3203 = float_stat 23 
$3203 /= 30.0 
if 
  0.0 > $3203 
else_jump @GYMBENC_3527 
$3203 = 0.0 

:GYMBENC_3527
0086: $10104 = $3203 // (float) 
$10104 += 20.0 
if 
  $10104 > 75.0 
else_jump @GYMBENC_3576 
$10104 = 75.0 

:GYMBENC_3576
if 
  $10102 == 0 
else_jump @GYMBENC_3614 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // To lift the weight, tap ~m~~widget_tap_meter_button~ or tap the energy bar when it's inside the highlighted zone. This will increase your muscle. Tap ~m~~widget_minigame_cancel~ to exit.
$10102 = 1 

:GYMBENC_3614
if and
  40@ > 6000 
  $10102 == 1 
else_jump @GYMBENC_3660 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Tap ~m~~widget_store_cancel~ to exit.
$10102 = 2 

:GYMBENC_3660
if and
  40@ > 9000 
  $10102 == 2 
else_jump @GYMBENC_3695 
03E6: remove_text_box 
$10102 = 101 

:GYMBENC_3695
if or
  $3199 == 1 
  $3199 == 3 
else_jump @GYMBENC_3748 
$10128 /= 2.0 
0082: 18@ -= frame_delta_time * $10103 // (float) 
$10128 *= 2.0 

:GYMBENC_3748
if 
  $3199 == 4 
else_jump @GYMBENC_3776 
007F: 18@ -= frame_delta_time * 2.0 // (float) 

:GYMBENC_3776
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_3818 
if 
  27@ == 1 
else_jump @GYMBENC_3818 
27@ = 2 

:GYMBENC_3818
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMBENC_3860 
if 
  27@ == 3 
else_jump @GYMBENC_3860 
27@ = 0 

:GYMBENC_3860
if or
  $3199 == 1 
  $3199 == 3 
else_jump @GYMBENC_4008 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBENC_3952 
if 
00E1:   player 0 pressed_key 17 
else_jump @GYMBENC_3952 
if 
  27@ == 0 
else_jump @GYMBENC_3952 
005D: 18@ += $10104 // (float) 
27@ = 1 

:GYMBENC_3952
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_4008 
if 
  27@ == 2 
else_jump @GYMBENC_4008 
005D: 18@ += $10104 // (float) 
27@ = 3 

:GYMBENC_4008
0093: 32@ = integer 21@ to_float 
0A5E: set_widget_value 162 32@ 
if 
0A52:   is_widget_released 162 
else_jump @GYMBENC_4050 
18@ = 100.0 

:GYMBENC_4050
if 
  0.0 > 18@ 
else_jump @GYMBENC_4081 
18@ = 0.0 

:GYMBENC_4081
if 
  18@ > 25.0 
else_jump @GYMBENC_4113 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $10112 

:GYMBENC_4113
if 
  18@ >= 100.0 
else_jump @GYMBENC_4169 
18@ = 100.0 
if 
  $3199 == 1 
else_jump @GYMBENC_4169 
$3199 = 2 

:GYMBENC_4169
if and
  $3199 == 2 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_4234 
if 
  $3206 == 1.0 
else_jump @GYMBENC_4234 
27@ = 0 
$3199 = 3 
41@ = 0 

:GYMBENC_4234
if and
  $3199 == 3 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6061 
0652: $10107 = integer_stat 46 
if 
001C:   $10106 > $10107 // (int) 
else_jump @GYMBENC_4290 
0629: change_integer_stat 46 to $10106 

:GYMBENC_4290
015B: shake_player_controller 0 time 200 intensity 200 
if 
   not $10105 >= 999999 
else_jump @GYMBENC_4328 
$10105 += 1 

:GYMBENC_4328
0653: $10114 = float_stat 23 
if 
  1000.0 > $10114 
else_jump @GYMBENC_4636 
if 
  21@ == 1 
else_jump @GYMBENC_4384 
20@ = 1.0 

:GYMBENC_4384
if 
  21@ == 2 
else_jump @GYMBENC_4412 
20@ = 1.2 

:GYMBENC_4412
if 
  21@ == 3 
else_jump @GYMBENC_4440 
20@ = 1.3 

:GYMBENC_4440
if 
  21@ == 4 
else_jump @GYMBENC_4468 
20@ = 1.5 

:GYMBENC_4468
if 
  21@ == 5 
else_jump @GYMBENC_4496 
20@ = 2.0 

:GYMBENC_4496
if 
  21@ == 6 
else_jump @GYMBENC_4524 
20@ = 2.5 

:GYMBENC_4524
if 
  21@ == 7 
else_jump @GYMBENC_4552 
20@ = 3.0 

:GYMBENC_4552
if 
  21@ == 8 
else_jump @GYMBENC_4580 
20@ = 4.0 

:GYMBENC_4580
if 
  21@ == 9 
else_jump @GYMBENC_4608 
20@ = 5.0 

:GYMBENC_4608
if 
  21@ == 10 
else_jump @GYMBENC_4636 
20@ = 6.0 

:GYMBENC_4636
if 
  800.0 > $10114 
else_jump @GYMBENC_4937 
if 
  21@ == 1 
else_jump @GYMBENC_4685 
20@ = 2.0 

:GYMBENC_4685
if 
  21@ == 2 
else_jump @GYMBENC_4713 
20@ = 2.2 

:GYMBENC_4713
if 
  21@ == 3 
else_jump @GYMBENC_4741 
20@ = 2.3 

:GYMBENC_4741
if 
  21@ == 4 
else_jump @GYMBENC_4769 
20@ = 2.5 

:GYMBENC_4769
if 
  21@ == 5 
else_jump @GYMBENC_4797 
20@ = 3.0 

:GYMBENC_4797
if 
  21@ == 6 
else_jump @GYMBENC_4825 
20@ = 3.5 

:GYMBENC_4825
if 
  21@ == 7 
else_jump @GYMBENC_4853 
20@ = 4.0 

:GYMBENC_4853
if 
  21@ == 8 
else_jump @GYMBENC_4881 
20@ = 5.0 

:GYMBENC_4881
if 
  21@ == 9 
else_jump @GYMBENC_4909 
20@ = 6.0 

:GYMBENC_4909
if 
  21@ == 10 
else_jump @GYMBENC_4937 
20@ = 7.0 

:GYMBENC_4937
if 
  600.0 > $10114 
else_jump @GYMBENC_5238 
if 
  21@ == 1 
else_jump @GYMBENC_4986 
20@ = 3.0 

:GYMBENC_4986
if 
  21@ == 2 
else_jump @GYMBENC_5014 
20@ = 3.2 

:GYMBENC_5014
if 
  21@ == 3 
else_jump @GYMBENC_5042 
20@ = 3.3 

:GYMBENC_5042
if 
  21@ == 4 
else_jump @GYMBENC_5070 
20@ = 3.5 

:GYMBENC_5070
if 
  21@ == 5 
else_jump @GYMBENC_5098 
20@ = 4.0 

:GYMBENC_5098
if 
  21@ == 6 
else_jump @GYMBENC_5126 
20@ = 4.5 

:GYMBENC_5126
if 
  21@ == 7 
else_jump @GYMBENC_5154 
20@ = 5.0 

:GYMBENC_5154
if 
  21@ == 8 
else_jump @GYMBENC_5182 
20@ = 6.0 

:GYMBENC_5182
if 
  21@ == 9 
else_jump @GYMBENC_5210 
20@ = 7.0 

:GYMBENC_5210
if 
  21@ == 10 
else_jump @GYMBENC_5238 
20@ = 8.0 

:GYMBENC_5238
if 
  400.0 > $10114 
else_jump @GYMBENC_5539 
if 
  21@ == 1 
else_jump @GYMBENC_5287 
20@ = 4.0 

:GYMBENC_5287
if 
  21@ == 2 
else_jump @GYMBENC_5315 
20@ = 4.2 

:GYMBENC_5315
if 
  21@ == 3 
else_jump @GYMBENC_5343 
20@ = 4.3 

:GYMBENC_5343
if 
  21@ == 4 
else_jump @GYMBENC_5371 
20@ = 4.5 

:GYMBENC_5371
if 
  21@ == 5 
else_jump @GYMBENC_5399 
20@ = 5.0 

:GYMBENC_5399
if 
  21@ == 6 
else_jump @GYMBENC_5427 
20@ = 5.5 

:GYMBENC_5427
if 
  21@ == 7 
else_jump @GYMBENC_5455 
20@ = 6.0 

:GYMBENC_5455
if 
  21@ == 8 
else_jump @GYMBENC_5483 
20@ = 7.0 

:GYMBENC_5483
if 
  21@ == 9 
else_jump @GYMBENC_5511 
20@ = 8.0 

:GYMBENC_5511
if 
  21@ == 10 
else_jump @GYMBENC_5539 
20@ = 9.0 

:GYMBENC_5539
if 
  200.0 > $10114 
else_jump @GYMBENC_5840 
if 
  21@ == 1 
else_jump @GYMBENC_5588 
20@ = 5.0 

:GYMBENC_5588
if 
  21@ == 2 
else_jump @GYMBENC_5616 
20@ = 5.2 

:GYMBENC_5616
if 
  21@ == 3 
else_jump @GYMBENC_5644 
20@ = 5.3 

:GYMBENC_5644
if 
  21@ == 4 
else_jump @GYMBENC_5672 
20@ = 5.5 

:GYMBENC_5672
if 
  21@ == 5 
else_jump @GYMBENC_5700 
20@ = 6.0 

:GYMBENC_5700
if 
  21@ == 6 
else_jump @GYMBENC_5728 
20@ = 6.5 

:GYMBENC_5728
if 
  21@ == 7 
else_jump @GYMBENC_5756 
20@ = 7.0 

:GYMBENC_5756
if 
  21@ == 8 
else_jump @GYMBENC_5784 
20@ = 7.5 

:GYMBENC_5784
if 
  21@ == 9 
else_jump @GYMBENC_5812 
20@ = 8.0 

:GYMBENC_5812
if 
  21@ == 10 
else_jump @GYMBENC_5840 
20@ = 8.5 

:GYMBENC_5840
if 
  $10113 == 8 
else_jump @GYMBENC_5887 
$10113 = 0 
0624: add 20@ to_float_stat 23 
005F: $6733 += 20@ // (float) 
jump @GYMBENC_5909 

:GYMBENC_5887
0A1F: increase_float_stat 23 by 20@ 
$10113 += 1 
005F: $6733 += 20@ // (float) 

:GYMBENC_5909
if 
  $6733 > 200.0 
else_jump @GYMBENC_5954 
0835: get_month_day_to $6731 get_month_to $6732 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBENC_5954
0653: $406 = float_stat 21 
if 
  $406 >= 1.0 
else_jump @GYMBENC_5991 
0626: decrease_float_stat 21 by 1.0 

:GYMBENC_5991
$3204 = 0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $10112 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_DOWN" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
$3199 = 4 

:GYMBENC_6061
if and
  $3199 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6401 
if and
  18@ == 0.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6401 
if 
  $3206 == 0.0 
else_jump @GYMBENC_6401 
008F: 19@ = integer $10105 to_float 
0086: $3210 = $10104 // (float) 
0061: $3210 -= $10103 // (float) 
if and
  18.0 >= $3210 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6226 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6226
if and
  $3210 > 18.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6318 
if 
  24.0 >= $3210 
else_jump @GYMBENC_6318 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6318
if and
  $3210 > 24.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6394 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_6394
$3199 = 1 

:GYMBENC_6401
0088: $3207 = 18@ // (float) 
$3207 /= 100.0 
if and
  $3199 > 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6780 
0086: $3208 = $3207 // (float) 
0061: $3208 -= $3206 // (float) 
$3208 /= 2.0 
if and
  0.05 > $3208 
  $3208 > -0.05 
else_jump @GYMBENC_6514 
0086: $3206 = $3207 // (float) 
jump @GYMBENC_6522 

:GYMBENC_6514
0059: $3206 += $3208 // (float) 

:GYMBENC_6522
if and
  $3199 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6620 
$3209 = 1.0 
0061: $3209 -= $3206 // (float) 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_DOWN" 
else_jump @GYMBENC_6613 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $3209 // 0.0 to 1.0 

:GYMBENC_6613
jump @GYMBENC_6780 

:GYMBENC_6620
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_A" 
else_jump @GYMBENC_6670 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $3206 // 0.0 to 1.0 

:GYMBENC_6670
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_B" 
else_jump @GYMBENC_6720 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $3206 // 0.0 to 1.0 

:GYMBENC_6720
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_SMOOTH" 
else_jump @GYMBENC_6780 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $3206 // 0.0 to 1.0 

:GYMBENC_6780
0090: $3204 = float 18@ to_integer 
if or
0A52:   is_widget_released 74 
  $6733 > 200.0 
else_jump @GYMBENC_6937 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6937 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_6892 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETOFF" IFP "BENCHPRESS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_6892
$3204 = 0 
if 
  $6733 > 200.0 
else_jump @GYMBENC_6930 
$6733 = 0.0 

:GYMBENC_6930
$3217 = 6 

:GYMBENC_6937
if and
  $3217 == 6 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_8064 
if 
  $10105 > 4 
else_jump @GYMBENC_7589 
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7582 
0613: $3212 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7037
if 
   not $3212 > 0.26 
else_jump @GYMBENC_7108 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7101 
0613: $3212 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7101
jump @GYMBENC_7037 

:GYMBENC_7108
if and
03D0:   wav 4 loaded 
  $10111 == 0 
else_jump @GYMBENC_7145 
097B: play_audio_at_object 0@ event 1117 
$10111 = 1 

:GYMBENC_7145
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 31@ in_memory 1 
0108: destroy_object 31@ 
0107: 31@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 31@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7258 
0613: $3202 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7258
if 
  $3202 == 1.0 
else_jump @GYMBENC_7582 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_CELEBRATE" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_7329
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7582 
24@ = 0 
$3199 = 0 
28@ = 1 
21@ = 1 
$10105 = 0 
$3204 = 0 
$3210 = 0.0 
$3217 = 0 
18@ = 0.0 
21@ = 1 
$10105 = 0 
0653: $3203 = float_stat 23 
if 
  $3203 >= 1000.0 
else_jump @GYMBENC_7465 
062A: change_float_stat 23 to 1000.0 

:GYMBENC_7465
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMBENC_7502 
062A: change_float_stat 21 to 0.0 

:GYMBENC_7502
$3211 = 0.0 
$3212 = 0.0 
0151: remove_status_text $10105 
0151: remove_status_text $3205 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
$10102 = 0 
$3216 = 0 

:GYMBENC_7582
jump @GYMBENC_8064 

:GYMBENC_7589
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_8064 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
else_jump @GYMBENC_8064 
0613: $3212 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7659
if 
   not $3212 > 0.26 
else_jump @GYMBENC_7730 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7723 
0613: $3212 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7723
jump @GYMBENC_7659 

:GYMBENC_7730
if and
03D0:   wav 4 loaded 
  $10111 == 0 
else_jump @GYMBENC_7767 
097B: play_audio_at_object 0@ event 1117 
$10111 = 1 

:GYMBENC_7767
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 31@ in_memory 1 
0108: destroy_object 31@ 
0107: 31@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 31@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMBENC_7880 
0613: $3202 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7880
if 
  $3202 == 1.0 
else_jump @GYMBENC_8064 
$3211 = 0.0 
$3212 = 0.0 
24@ = 0 
$3199 = 0 
28@ = 1 
21@ = 1 
$10105 = 0 
$3204 = 0 
$3210 = 0.0 
$3217 = 0 
18@ = 0.0 
21@ = 1 
$10105 = 0 
0151: remove_status_text $10105 
0151: remove_status_text $3205 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
$10102 = 0 
$3216 = 0 

:GYMBENC_8064
jump @GYMBENC_774 
end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA
thread 'GYMTREA' 
1@ = 0.0 
0A6E: 3 // 6GymAccept
$10123 = 0 
$10124 = 0 
$10122 = 0 
$10117 = 0 
$10118 = 0 
$10119 = 0 
$10120 = 0 
$10121 = 0 
$3218 = 0 
$3219 = 0 
$3220 = 0 
$3221 = 0 
$3222 = 0 
$3223 = 0 
$3224 = 0 
$3225 = 0 
$3226 = 0 
$3227 = 0 
20@ = 1.0 
$10117 = 1 
$10119 = 1 
$3217 = 0 
$10120 = 0 
23@ = 0.0 
22@ = 0.0 
$3216 = 0 
$3227 = 1 
28@ = 0 
40@ = 0 
41@ = 0 
29@ = 0 
if 
  29@ == 1 
else_jump @GYMTREA_420 
029B: 0@ = init_object #BEACHTOWEL03 at 0.0 0.0 0.0 

:GYMTREA_420
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_472 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
01BB: store_object 0@ position_to 8@ 9@ 10@ 
0176: 11@ = object 0@ Z_angle 

:GYMTREA_472
20@ = 1.0 
$10117 = 1 
$10119 = 1 
27@ = 1.0 
0087: 7@ = 4@ // (float) 
7@ += 1.5 
0087: 10@ = 4@ // (float) 
10@ += 0.75 
0087: 12@ = 11@ // (float) 
12@ -= 60.0 
02F6: 13@ = sine 12@ // (float) 
02F7: 14@ = cosine 12@ // (float) 
13@ *= 3.0 
14@ *= 3.0 
0087: 5@ = 2@ // (float) 
0063: 5@ -= 14@ // (float) 
0087: 6@ = 3@ // (float) 
0063: 6@ -= 13@ // (float) 
0087: 12@ = 11@ // (float) 
12@ += 90.0 
02F6: 13@ = sine 12@ // (float) 
02F7: 14@ = cosine 12@ // (float) 
13@ *= 1.5 
14@ *= 1.5 
0063: 2@ -= 14@ // (float) 
0063: 3@ -= 13@ // (float) 
4@ += 0.1 
$3216 = 0 

:GYMTREA_715
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMTREA_737 
end_thread 

:GYMTREA_737
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GYMTREA_5852 
if and
  $3217 == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_1121 
if and
  $3218 == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMTREA_1121 
if 
  $3227 == 0 
else_jump @GYMTREA_1080 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2@ 3@ 4@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMTREA_1046 
if 
  28@ == 0 
else_jump @GYMTREA_895 
0512: show_permanent_text_box 'GYM1_81'  // Tap ~m~~widget_minigame_start~ to use this machine.
28@ = 1 

:GYMTREA_895
if 
0A52:   is_widget_released 73 
else_jump @GYMTREA_1039 
03E6: remove_text_box 
if or
  $ONMISSION == 0 
  $3799 == 1 
else_jump @GYMTREA_1023 
0835: get_month_day_to $6729 get_month_to $6730 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMTREA_1000 
$3218 = 1 
$3217 = 1 
$10081 = 0 
jump @GYMTREA_1016 

:GYMTREA_1000
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMTREA_1016
jump @GYMTREA_1039 

:GYMTREA_1023
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMTREA_1039
jump @GYMTREA_1073 

:GYMTREA_1046
if 
  28@ == 1 
else_jump @GYMTREA_1073 
03E6: remove_text_box 
28@ = 0 

:GYMTREA_1073
jump @GYMTREA_1121 

:GYMTREA_1080
if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 2@ 3@ radius 2.0 2.0 on_foot 
else_jump @GYMTREA_1121 
$3227 = 0 

:GYMTREA_1121
if and
  $3218 == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_5852 
if and
  $3217 == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_1256 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 2@ 3@ 4@ dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 5@ 6@ 7@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8@ 9@ 10@ switchstyle 2 
$3217 = 2 

:GYMTREA_1256
if 
  $3216 == 0 
else_jump @GYMTREA_1366 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_1287
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMTREA_1322 
wait 0 
jump @GYMTREA_1287 

:GYMTREA_1322
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_1333
if 
83D0:   not wav 4 loaded 
else_jump @GYMTREA_1359 
wait 0 
jump @GYMTREA_1333 

:GYMTREA_1359
$3216 = 1 

:GYMTREA_1366
if 
  $3217 == 2 
else_jump @GYMTREA_1911 
0A79: print_help_conditional_touch 'GYMHID2' 0  // Use the movement controls to select a level. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A78: print_help_conditional 'GYMTCH2' 0  // Tap to select a level. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A69: create_shop_widget 'GYM1_F'  // Treadmill
0A6A: add_shop_item 'GYM1_61' 0  // Level 1
0A6A: add_shop_item 'GYM1_62' 0  // Level 2
0A6A: add_shop_item 'GYM1_63' 0  // Level 3
0A6A: add_shop_item 'GYM1_64' 0  // Level 4
0A6A: add_shop_item 'GYM1_65' 0  // Level 5
0A6A: add_shop_item 'GYM1_66' 0  // Level 6
0A6A: add_shop_item 'GYM1_67' 0  // Level 7
0A6A: add_shop_item 'GYM1_68' 0  // Level 8
0A6A: add_shop_item 'GYM1_69' 0  // Level 9
0A6A: add_shop_item 'GYM1_70' 0  // Level 10

:GYMTREA_1551
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_1691 
wait 0 
$10081 += 1 
if 
0A52:   is_widget_released 55 
else_jump @GYMTREA_1625 
if 
  $10081 > 20 
else_jump @GYMTREA_1625 
03E6: remove_text_box 
0A6B: delete_widget 156 
jump @GYMTREA_5433 

:GYMTREA_1625
if 
0A52:   is_widget_released 54 
else_jump @GYMTREA_1684 
03E6: remove_text_box 
0A5A: get_widget_value 156 1@ 
0090: $10117 = float 1@ to_integer 
0A6B: delete_widget 156 
$10117 += 1 
40@ = 0 
jump @GYMTREA_1691 

:GYMTREA_1684
jump @GYMTREA_1551 

:GYMTREA_1691
if 
  $3201 == 0 
else_jump @GYMTREA_1747 
0A79: print_help_conditional_touch 'GYM1_42' 0  // To begin running, tap ~m~~widget_sprint~ rapidly.
0A78: print_help_conditional 'GYM1_4T' 0  // To begin running, rotate the movement controls quickly in a clockwise or counter-clockwise direction.
wait 2000 
$3201 = 1 

:GYMTREA_1747
if 
  $3201 == 1 
else_jump @GYMTREA_1788 
03E5: show_text_box 'GYM1_45'  // Do not allow your power bar to empty or you will fall off the treadmill.
wait 2000 
$3201 = 2 

:GYMTREA_1788
if 
  $3201 == 2 
else_jump @GYMTREA_1836 
03E5: show_text_box 'GYM1_43'  // To quit, tap ~m~~widget_mission_cancel~.
wait 2000 
$3201 = 4 
40@ = 0 

:GYMTREA_1836
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_1900 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMTREA_1900
wait 0 
$3217 = 3 

:GYMTREA_1911
if and
  $3217 == 3 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_2113 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_GETON" 
else_jump @GYMTREA_2113 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
if 
  15@ == 1.0 
else_jump @GYMTREA_2113 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
04F7: status_text $10117 type 0 line 1 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $10120 type 0 line 2 GXT 'GYM1_3' // global_variable  // distance
18@ = 0.0 
$3217 = 4 

:GYMTREA_2113
if and
  $3217 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_5852 
24@ /= 500.0 
$3215 /= 750.0 
005D: 24@ += $3215 // (float) 
0087: 19@ = 21@ // (float) 
005B: 19@ += 24@ // (float) 
20@ /= 2.0 
0081: 18@ -= frame_delta_time * 20@ // (float) 
20@ *= 2.0 
008F: 30@ = integer $10117 to_float 
0A5E: set_widget_value 163 30@ 
0A5A: get_widget_value 163 1@ 
0087: 30@ = 1@ // (float) 
30@ *= 2.0 
005B: 18@ += 30@ // (float) 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMTREA_2308 
if 
  $3221 == 0 
else_jump @GYMTREA_2308 
005B: 18@ += 19@ // (float) 
$3221 = 1 

:GYMTREA_2308
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMTREA_2350 
if 
  $3221 == 1 
else_jump @GYMTREA_2350 
$3221 = 0 

:GYMTREA_2350
if 
  0.0 > 18@ 
else_jump @GYMTREA_2381 
18@ = 0.0 

:GYMTREA_2381
if 
  18@ > 100.0 
else_jump @GYMTREA_2412 
18@ = 100.0 

:GYMTREA_2412
if 
00E1:   player 0 pressed_key 8 
else_jump @GYMTREA_2429 

:GYMTREA_2429
if 
00E1:   player 0 pressed_key 9 
else_jump @GYMTREA_2446 

:GYMTREA_2446
if 
80E1:   not player 0 pressed_key 8 
else_jump @GYMTREA_2488 
if 
  $3220 == 1 
else_jump @GYMTREA_2488 
$3220 = 0 

:GYMTREA_2488
if 
80E1:   not player 0 pressed_key 9 
else_jump @GYMTREA_2530 
if 
  $3220 == 2 
else_jump @GYMTREA_2530 
$3220 = 0 

:GYMTREA_2530
if 
0A52:   is_widget_released 49 
else_jump @GYMTREA_2666 
if 
  $3222 == 0 
else_jump @GYMTREA_2666 
if and
  $10117 > 0 
  10 > $10117 
else_jump @GYMTREA_2666 
$10117 += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2618 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2618
18@ -= 10.0 
if 
  0.0 > 18@ 
else_jump @GYMTREA_2659 
18@ = 0.0 

:GYMTREA_2659
$3222 = 1 

:GYMTREA_2666
if 
0A52:   is_widget_released 48 
else_jump @GYMTREA_2761 
if 
  $3222 == 0 
else_jump @GYMTREA_2761 
if and
  $10117 > 1 
  11 > $10117 
else_jump @GYMTREA_2761 
$10117 -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2754 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2754
$3222 = 2 

:GYMTREA_2761
if 
80E1:   not player 0 pressed_key 11 
else_jump @GYMTREA_2803 
if 
  $3222 == 1 
else_jump @GYMTREA_2803 
$3222 = 0 

:GYMTREA_2803
if 
80E1:   not player 0 pressed_key 10 
else_jump @GYMTREA_2845 
if 
  $3222 == 2 
else_jump @GYMTREA_2845 
$3222 = 0 

:GYMTREA_2845
if 
  $10117 == 1 
else_jump @GYMTREA_2883 
27@ = 1.0 
21@ = 9.5 

:GYMTREA_2883
if 
  $10117 == 2 
else_jump @GYMTREA_2921 
27@ = 2.0 
21@ = 8.5 

:GYMTREA_2921
if 
  $10117 == 3 
else_jump @GYMTREA_2959 
27@ = 3.0 
21@ = 7.5 

:GYMTREA_2959
if 
  $10117 == 4 
else_jump @GYMTREA_2997 
27@ = 4.0 
21@ = 6.5 

:GYMTREA_2997
if 
  $10117 == 5 
else_jump @GYMTREA_3035 
27@ = 5.0 
21@ = 5.5 

:GYMTREA_3035
if 
  $10117 == 6 
else_jump @GYMTREA_3073 
27@ = 6.0 
21@ = 4.5 

:GYMTREA_3073
if 
  $10117 == 7 
else_jump @GYMTREA_3111 
27@ = 7.0 
21@ = 3.5 

:GYMTREA_3111
if 
  $10117 == 8 
else_jump @GYMTREA_3149 
27@ = 8.0 
21@ = 2.5 

:GYMTREA_3149
if 
  $10117 == 9 
else_jump @GYMTREA_3187 
27@ = 9.0 
21@ = 1.5 

:GYMTREA_3187
if 
  $10117 == 10 
else_jump @GYMTREA_3225 
27@ = 10.0 
21@ = 0.5 

:GYMTREA_3225
if 
  $3223 == 0 
else_jump @GYMTREA_3294 
if 
  18@ > 0.0 
else_jump @GYMTREA_3294 
018C: play_sound 65535 at 2@ 3@ 4@ 
41@ = 0 
$3223 = 1 

:GYMTREA_3294
if and
  0.0 >= 18@ 
8118:   not actor $PLAYER_ACTOR dead 
  $3223 == 1 
else_jump @GYMTREA_3795 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
else_jump @GYMTREA_3408 
0605: actor $PLAYER_ACTOR perform_animation "GYM_WALK_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3408
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
else_jump @GYMTREA_3487 
0605: actor $PLAYER_ACTOR perform_animation "GYM_JOG_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3487
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
else_jump @GYMTREA_3571 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3571
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMTREA_3608 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3608
$3218 = 0 
$3219 = 0 
$3220 = 0 
$3221 = 0 
$3222 = 0 
$3223 = 0 
$3224 = 0 
$3225 = 0 
$3226 = 0 
$3227 = 0 
20@ = 1.0 
$10117 = 0 
$10119 = 1 
$3217 = 0 
$10120 = 0 
23@ = 0.0 
22@ = 0.0 
$3216 = 0 
0151: remove_status_text $10117 
0151: remove_status_text $10120 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
$3227 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
03E6: remove_text_box 

:GYMTREA_3795
if 
  $3218 == 1 
else_jump @GYMTREA_4162 
if and
  $3224 == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_3929 
if and
  $10117 > 0 
  3 > $10117 
else_jump @GYMTREA_3929 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$3224 = 1 
$3225 = 0 
$3226 = 0 

:GYMTREA_3929
if and
  $3225 == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_4044 
if and
  $10117 > 2 
  7 > $10117 
else_jump @GYMTREA_4044 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$3224 = 0 
$3226 = 0 
$3225 = 1 

:GYMTREA_4044
if and
  $3226 == 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_4162 
if and
  $10117 > 6 
  11 > $10117 
else_jump @GYMTREA_4162 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
$3224 = 0 
$3225 = 0 
$3226 = 1 

:GYMTREA_4162
if 
  18@ >= 0.0 
else_jump @GYMTREA_4214 
if 
  10.0 >= 18@ 
else_jump @GYMTREA_4214 
16@ = 0.9 

:GYMTREA_4214
if 
  18@ >= 11.0 
else_jump @GYMTREA_4266 
if 
  20.0 >= 18@ 
else_jump @GYMTREA_4266 
16@ = 0.97 

:GYMTREA_4266
if 
  18@ >= 21.0 
else_jump @GYMTREA_4318 
if 
  30.0 >= 18@ 
else_jump @GYMTREA_4318 
16@ = 1.04 

:GYMTREA_4318
if 
  18@ >= 31.0 
else_jump @GYMTREA_4370 
if 
  40.0 >= 18@ 
else_jump @GYMTREA_4370 
16@ = 1.11 

:GYMTREA_4370
if 
  18@ >= 41.0 
else_jump @GYMTREA_4422 
if 
  50.0 >= 18@ 
else_jump @GYMTREA_4422 
16@ = 1.18 

:GYMTREA_4422
if 
  18@ >= 51.0 
else_jump @GYMTREA_4474 
if 
  60.0 >= 18@ 
else_jump @GYMTREA_4474 
16@ = 1.25 

:GYMTREA_4474
if 
  18@ >= 61.0 
else_jump @GYMTREA_4526 
if 
  70.0 >= 18@ 
else_jump @GYMTREA_4526 
16@ = 1.32 

:GYMTREA_4526
if 
  18@ >= 71.0 
else_jump @GYMTREA_4578 
if 
  80.0 >= 18@ 
else_jump @GYMTREA_4578 
16@ = 1.39 

:GYMTREA_4578
if 
  18@ >= 81.0 
else_jump @GYMTREA_4630 
if 
  90.0 >= 18@ 
else_jump @GYMTREA_4630 
16@ = 1.46 

:GYMTREA_4630
if 
  18@ >= 91.0 
else_jump @GYMTREA_4682 
if 
  100.0 >= 18@ 
else_jump @GYMTREA_4682 
16@ = 1.53 

:GYMTREA_4682
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_4868 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
else_jump @GYMTREA_4754 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 16@ times_normal_rate 

:GYMTREA_4754
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
else_jump @GYMTREA_4808 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 16@ times_normal_rate 

:GYMTREA_4808
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
else_jump @GYMTREA_4868 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 16@ times_normal_rate 

:GYMTREA_4868
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_4993 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_4993 
if 
  18@ > 10.0 
else_jump @GYMTREA_4960 
if 
  $10124 == 0 
else_jump @GYMTREA_4953 
097B: play_audio_at_object 0@ event 1118 
$10124 = 1 

:GYMTREA_4953
jump @GYMTREA_4993 

:GYMTREA_4960
if 
  $10124 == 1 
else_jump @GYMTREA_4993 
097B: play_audio_at_object 0@ event 1119 
$10124 = 0 

:GYMTREA_4993
if 
  41@ > 250 
else_jump @GYMTREA_5312 
41@ -= 250 
0087: 22@ = 18@ // (float) 
006B: 22@ *= 27@ // (float) 
22@ /= 80.0 
008D: $9 = integer $10117 to_float 
$9 /= 10.0 
$9 += 1.0 
006D: $9 *= 22@ // (float) 
0059: $7 += $9 // (float) 
if 
  $7 >= 170.0 
else_jump @GYMTREA_5235 
$7 -= 170.0 
0653: $406 = float_stat 21 
if 
  $406 >= 1.0 
else_jump @GYMTREA_5158 
0626: decrease_float_stat 21 by 8.0 

:GYMTREA_5158
if 
  $10125 == 3 
else_jump @GYMTREA_5209 
$10125 = 0 
0624: add 4.0 to_float_stat 22 
$6733 += 4.0 
jump @GYMTREA_5235 

:GYMTREA_5209
0A1F: increase_float_stat 22 by 4.0 
$6733 += 4.0 
$10125 += 1 

:GYMTREA_5235
if 
  $6733 > 200.0 
else_jump @GYMTREA_5280 
0835: get_month_day_to $6731 get_month_to $6732 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMTREA_5280
008F: 26@ = integer $10119 to_float 
006D: $9 *= 26@ // (float) 
005B: 23@ += 22@ // (float) 
0090: $10120 = float 23@ to_integer 

:GYMTREA_5312
if or
0A52:   is_widget_released 74 
  $6733 > 200.0 
else_jump @GYMTREA_5748 
if 
  $6733 > 200.0 
else_jump @GYMTREA_5368 
$6733 = 0.0 

:GYMTREA_5368
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_5748 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_5433
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $10120 to_integer_stat 28 
0085: 31@ = 40@ // (int) 
31@ /= 1000 
0623: add 31@ to_integer_stat 44 
03E6: remove_text_box 
$3218 = 0 
$3219 = 0 
$3220 = 0 
$3221 = 0 
$3222 = 0 
$3223 = 0 
$3224 = 0 
$3225 = 0 
$3226 = 0 
$3227 = 0 
20@ = 1.0 
$10117 = 1 
$10119 = 1 
$3217 = 0 
$10120 = 0 
23@ = 0.0 
22@ = 0.0 
$3216 = 0 
0151: remove_status_text $10117 
0151: remove_status_text $10120 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMTREA_5648 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_5648
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
02EB: restore_camera_with_jumpcut 
$3227 = 1 
0653: $3203 = float_stat 23 
if 
  $3203 >= 1000.0 
else_jump @GYMTREA_5711 
062A: change_float_stat 23 to 1000.0 

:GYMTREA_5711
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMTREA_5748 
062A: change_float_stat 21 to 0.0 

:GYMTREA_5748
$10122 += 1 
0084: $10123 = $10118 // (int) 
$10123 -= 100 
if 
  $10123 > -40 
else_jump @GYMTREA_5795 
$10123 = -40 

:GYMTREA_5795
if 
002C:   $10122 >= $10123 // (int) 
else_jump @GYMTREA_5844 
$10122 = 0 
$10118 *= 12 
$10118 /= 10 
015B: shake_player_controller 0 time 100 intensity $10118 

:GYMTREA_5844
0090: $10118 = float 18@ to_integer 

:GYMTREA_5852
jump @GYMTREA_715 
end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB
thread 'GYMDUMB' 
17@ = 0.0 
0A6E: 4 // 6GymAccept
$10130 = 1 
$10129 = 0 
28@ = 0 
$10135 = 0 
$10145 = 0.0 
40@ = 0 
41@ = 0 
24@ = 0 
if 
  24@ == 1 
else_jump @GYMDUMB_253 
029B: 0@ = init_object #BEACHTOWEL04 at 0.0 0.0 0.0 

:GYMDUMB_253
if 
03CA:   object 0@ exists 
else_jump @GYMDUMB_291 
01BB: store_object 0@ position_to 4@ 5@ 6@ 
0176: 12@ = object 0@ Z_angle 

:GYMDUMB_291
0087: 2@ = 4@ // (float) 
0087: 3@ = 5@ // (float) 
0088: $10141 = 4@ // (float) 
0088: $10142 = 5@ // (float) 
0087: 9@ = 6@ // (float) 
9@ += 1.7 
0087: 13@ = 12@ // (float) 
0087: 1@ = 12@ // (float) 
1@ -= 90.0 
0088: $10139 = 12@ // (float) 
$10139 -= 90.0 
0088: $10140 = 12@ // (float) 
$10140 += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
0063: 4@ -= 11@ // (float) 
0063: 5@ -= 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0087: 7@ = 4@ // (float) 
005B: 7@ += 11@ // (float) 
0087: 8@ = 5@ // (float) 
005B: 8@ += 10@ // (float) 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
005F: $10141 += 11@ // (float) 
005F: $10142 += 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0086: $10143 = $10141 // (float) 
0067: $10143 -= 11@ // (float) 
0086: $10144 = $10142 // (float) 
0067: $10144 -= 10@ // (float) 
12@ += 180.0 
0087: 13@ = 12@ // (float) 
13@ += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
10@ *= 0.2 
11@ *= 0.2 
005B: 2@ += 11@ // (float) 
005B: 3@ += 10@ // (float) 
0107: 26@ = create_object #KMB_DUMBBELL_R at 2@ 3@ 6@ 
069A: attach_object 26@ to_object 0@ with_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
0107: 27@ = create_object #KMB_DUMBBELL_L at 2@ 3@ 6@ 
069A: attach_object 27@ to_object 0@ with_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
6@ += 0.1 
$10085 = 1 
$3216 = 0 

:GYMDUMB_825
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMDUMB_857 
0108: destroy_object 26@ 
0108: destroy_object 27@ 
end_thread 

:GYMDUMB_857
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMDUMB_885 
0108: destroy_object 26@ 
0108: destroy_object 27@ 
end_thread 

:GYMDUMB_885
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GYMDUMB_7538 
if 
  $3217 == 0 
else_jump @GYMDUMB_1421 
if and
  18@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMDUMB_1421 
if 
  22@ == 0 
else_jump @GYMDUMB_1357 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $10141 $10142 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_1323 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_1089 
$10138 = 0 
jump @GYMDUMB_1096 

:GYMDUMB_1089
$10138 = 1 

:GYMDUMB_1096
if 
  28@ == 0 
else_jump @GYMDUMB_1132 
0512: show_permanent_text_box 'GYM1_85'  // Tap ~m~~widget_minigame_start~ to begin exercising.
28@ = 1 

:GYMDUMB_1132
if 
0A52:   is_widget_released 73 
else_jump @GYMDUMB_1316 
03E6: remove_text_box 
0A79: print_help_conditional_touch 'GYMHID' 0  // Use the movement controls to select a weight. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
0A78: print_help_conditional 'GYMTCH' 0  // Tap to select a weight. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to exit.
if or
  $ONMISSION == 0 
  $3799 == 1 
else_jump @GYMDUMB_1300 
0835: get_month_day_to $6729 get_month_to $6730 
if or
001C:   $6729 > $6731 // (int) 
001C:   $6730 > $6732 // (int) 
else_jump @GYMDUMB_1277 
18@ = 1 
$3217 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
$10081 = 0 
jump @GYMDUMB_1293 

:GYMDUMB_1277
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMDUMB_1293
jump @GYMDUMB_1316 

:GYMDUMB_1300
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMDUMB_1316
jump @GYMDUMB_1350 

:GYMDUMB_1323
if 
  28@ == 1 
else_jump @GYMDUMB_1350 
03E6: remove_text_box 
28@ = 0 

:GYMDUMB_1350
jump @GYMDUMB_1421 

:GYMDUMB_1357
if or
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point $10141 $10142 radius 2.0 2.0 on_foot 
else_jump @GYMDUMB_1421 
22@ = 0 

:GYMDUMB_1421
if 
  18@ == 1 
else_jump @GYMDUMB_7538 
if and
  $3217 == 1 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_1627 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
if 
  $10138 == 0 
else_jump @GYMDUMB_1549 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 4@ 5@ 6@ dont_warp_gang 
015F: set_camera_position 7@ 8@ 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10139 
jump @GYMDUMB_1604 

:GYMDUMB_1549
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $10141 $10142 6@ dont_warp_gang 
015F: set_camera_position $10143 $10144 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10140 

:GYMDUMB_1604
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
$3217 = 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_1627
if 
  $3216 == 0 
else_jump @GYMDUMB_1752 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_1671
if 
84EE:   not animation "FREEWEIGHTS" loaded 
else_jump @GYMDUMB_1708 
wait 0 
jump @GYMDUMB_1671 

:GYMDUMB_1708
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_1719
if 
83D0:   not wav 4 loaded 
else_jump @GYMDUMB_1745 
wait 0 
jump @GYMDUMB_1719 

:GYMDUMB_1745
$3216 = 1 

:GYMDUMB_1752
if and
  $3217 == 2 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2085 
0A69: create_shop_widget 'GYM1_G'  // Dumbbells
0A6A: add_shop_item 'GYM1_26' 0  // 20 lbs
0A6A: add_shop_item 'GYM1_27' 0  // 30 lbs
0A6A: add_shop_item 'GYM1_28' 0  // 40 lbs
0A6A: add_shop_item 'GYM1_29' 0  // 50 lbs
0A6A: add_shop_item 'GYM1_30' 0  // 60 lbs
0A6A: add_shop_item 'GYM1_31' 0  // 70 lbs
0A6A: add_shop_item 'GYM1_32' 0  // 80 lbs
0A6A: add_shop_item 'GYM1_33' 0  // 90 lbs
0A6A: add_shop_item 'GYM1_34' 0  // 100 lbs
0A6A: add_shop_item 'GYM1_35' 0  // 110 lbs

:GYMDUMB_1916
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2064 
wait 0 
$10081 += 1 
if 
0A52:   is_widget_released 55 
else_jump @GYMDUMB_1990 
if 
  $10081 > 20 
else_jump @GYMDUMB_1990 
03E6: remove_text_box 
0A6B: delete_widget 156 
jump @GYMDUMB_7072 

:GYMDUMB_1990
if 
0A52:   is_widget_released 54 
else_jump @GYMDUMB_2057 
03E6: remove_text_box 
0A5A: get_widget_value 156 17@ 
0090: $10130 = float 17@ to_integer 
0A6B: delete_widget 156 
0084: $10137 = $10130 // (int) 
$10137 *= 10 
$10137 += 20 
jump @GYMDUMB_2064 

:GYMDUMB_2057
jump @GYMDUMB_1916 

:GYMDUMB_2064
20@ = 1 
19@ = 1 
$3217 = 3 

:GYMDUMB_2085
if and
  $3217 == 3 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2842 
if 
  $10130 == 0 
else_jump @GYMDUMB_2146 
$10128 = 1.0 
$10134 = 5.0 

:GYMDUMB_2146
if 
  $10130 == 1 
else_jump @GYMDUMB_2184 
$10128 = 2.0 
$10134 = 5.2 

:GYMDUMB_2184
if 
  $10130 == 2 
else_jump @GYMDUMB_2222 
$10128 = 3.0 
$10134 = 5.3 

:GYMDUMB_2222
if 
  $10130 == 3 
else_jump @GYMDUMB_2260 
$10128 = 4.0 
$10134 = 5.5 

:GYMDUMB_2260
if 
  $10130 == 4 
else_jump @GYMDUMB_2298 
$10128 = 5.0 
$10134 = 6.0 

:GYMDUMB_2298
if 
  $10130 == 5 
else_jump @GYMDUMB_2336 
$10128 = 6.0 
$10134 = 6.5 

:GYMDUMB_2336
if 
  $10130 == 6 
else_jump @GYMDUMB_2374 
$10128 = 7.0 
$10134 = 7.0 

:GYMDUMB_2374
if 
  $10130 == 7 
else_jump @GYMDUMB_2412 
$10128 = 8.0 
$10134 = 7.5 

:GYMDUMB_2412
if 
  $10130 == 8 
else_jump @GYMDUMB_2450 
$10128 = 9.0 
$10134 = 8.0 

:GYMDUMB_2450
if 
  $10130 == 9 
else_jump @GYMDUMB_2488 
$10128 = 10.0 
$10134 = 8.5 

:GYMDUMB_2488
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2554 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PICKUP" IFP "FREEWEIGHTS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_2554
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2842 
if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2842 
0613: $3213 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2637
if 
   not $3213 > 0.7789 
else_jump @GYMDUMB_2710 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2703 
0613: $3213 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2703
jump @GYMDUMB_2637 

:GYMDUMB_2710
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2828 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_2828 
070A: AS_actor $PLAYER_ACTOR attach_to_object 26@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
09A0: actor $PLAYER_ACTOR attach_object 27@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMDUMB_2828
$3217 = 4 
40@ = 0 

:GYMDUMB_2842
if and
  $3217 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_3361 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
else_jump @GYMDUMB_3361 
0613: $3202 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
if 
  $3202 == 1.0 
else_jump @GYMDUMB_3361 
03E5: show_text_box 'GYM1_36'  // To lift the dumbbells, tap ~m~~widget_tap_meter_button~ or tap the energy bar when it's inside the highlighted zone. This will increase your muscle. Tap ~m~~widget_minigame_cancel~ to exit.
0653: $3203 = float_stat 23 
$3203 /= 30.0 
if 
  0.0 > $3203 
else_jump @GYMDUMB_3003 
$3203 = 0.0 

:GYMDUMB_3003
0086: $10131 = $3203 // (float) 
$10131 += 30.0 
if 
  $10131 > 75.0 
else_jump @GYMDUMB_3052 
$10131 = 75.0 

:GYMDUMB_3052
008D: $10133 = integer $10129 to_float 
0086: $3210 = $10131 // (float) 
0061: $3210 -= $10128 // (float) 
if 
  18.0 >= $3210 
else_jump @GYMDUMB_3142 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3142
if 
  $3210 > 18.0 
else_jump @GYMDUMB_3229 
if 
  24.0 >= $3210 
else_jump @GYMDUMB_3229 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3229
if 
  $3210 > 24.0 
else_jump @GYMDUMB_3303 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3303
0084: $3205 = $10137 // (int) 
04F7: status_text $10129 type 0 line 1 GXT 'GYM1_2' // global_variable  // reps
04F7: status_text $3205 type 0 line 2 GXT 'GYM1_72' // global_variable  // Weight
$3199 = 1 
$3217 = 5 

:GYMDUMB_3361
if and
  $3217 == 5 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_6684 
0653: $3203 = float_stat 23 
$3203 /= 30.0 
if 
  0.0 > $3203 
else_jump @GYMDUMB_3432 
$3203 = 0.0 

:GYMDUMB_3432
0086: $10131 = $3203 // (float) 
$10131 += 20.0 
if 
  $10131 > 75.0 
else_jump @GYMDUMB_3481 
$10131 = 75.0 

:GYMDUMB_3481
if or
  $3199 == 1 
  $3199 == 3 
else_jump @GYMDUMB_3534 
$10128 /= 2.0 
0080: $10132 -= frame_delta_time * $10128 // (float) 
$10128 *= 2.0 

:GYMDUMB_3534
if 
  $3199 == 4 
else_jump @GYMDUMB_3562 
007E: $10132 -= frame_delta_time * 2.0 // (float) 

:GYMDUMB_3562
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3604 
if 
  21@ == 3 
else_jump @GYMDUMB_3604 
21@ = 0 

:GYMDUMB_3604
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3646 
if 
  21@ == 1 
else_jump @GYMDUMB_3646 
21@ = 2 

:GYMDUMB_3646
if or
  $3199 == 1 
  $3199 == 3 
else_jump @GYMDUMB_3794 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMDUMB_3738 
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3738 
if 
  21@ == 0 
else_jump @GYMDUMB_3738 
0059: $10132 += $10131 // (float) 
21@ = 1 

:GYMDUMB_3738
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3794 
if 
  21@ == 2 
else_jump @GYMDUMB_3794 
0059: $10132 += $10131 // (float) 
21@ = 3 

:GYMDUMB_3794
008F: 29@ = integer $10130 to_float 
0A5E: set_widget_value 162 29@ 
if 
0A52:   is_widget_released 162 
else_jump @GYMDUMB_3836 
$10132 = 100.0 

:GYMDUMB_3836
if 
  0.0 > $10132 
else_jump @GYMDUMB_3867 
$10132 = 0.0 

:GYMDUMB_3867
if 
  $10132 >= 100.0 
else_jump @GYMDUMB_3923 
$10132 = 100.0 
if 
  $3199 == 1 
else_jump @GYMDUMB_3923 
$3199 = 2 

:GYMDUMB_3923
if 
  $10132 > 25.0 
else_jump @GYMDUMB_3955 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $10146 

:GYMDUMB_3955
if 
  $3199 == 2 
else_jump @GYMDUMB_4015 
if 
  $3206 == 1.0 
else_jump @GYMDUMB_4015 
21@ = 0 
$3199 = 3 
41@ = 0 

:GYMDUMB_4015
if and
  $3199 == 3 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_5838 
if 
   not $10129 >= 999999 
else_jump @GYMDUMB_4066 
$10129 += 1 

:GYMDUMB_4066
0652: $10136 = integer_stat 47 
if 
001C:   $10137 > $10136 // (int) 
else_jump @GYMDUMB_4099 
0629: change_integer_stat 47 to $10137 

:GYMDUMB_4099
0653: $10145 = float_stat 23 
if 
  1000.0 > $10145 
else_jump @GYMDUMB_4407 
if 
  $10130 == 1 
else_jump @GYMDUMB_4155 
$10134 = 1.0 

:GYMDUMB_4155
if 
  $10130 == 2 
else_jump @GYMDUMB_4183 
$10134 = 1.2 

:GYMDUMB_4183
if 
  $10130 == 3 
else_jump @GYMDUMB_4211 
$10134 = 1.3 

:GYMDUMB_4211
if 
  $10130 == 4 
else_jump @GYMDUMB_4239 
$10134 = 1.5 

:GYMDUMB_4239
if 
  $10130 == 5 
else_jump @GYMDUMB_4267 
$10134 = 2.0 

:GYMDUMB_4267
if 
  $10130 == 6 
else_jump @GYMDUMB_4295 
$10134 = 2.5 

:GYMDUMB_4295
if 
  $10130 == 7 
else_jump @GYMDUMB_4323 
$10134 = 3.0 

:GYMDUMB_4323
if 
  $10130 == 8 
else_jump @GYMDUMB_4351 
$10134 = 4.0 

:GYMDUMB_4351
if 
  $10130 == 9 
else_jump @GYMDUMB_4379 
$10134 = 5.0 

:GYMDUMB_4379
if 
  $10130 == 10 
else_jump @GYMDUMB_4407 
$10134 = 6.0 

:GYMDUMB_4407
if 
  800.0 > $10145 
else_jump @GYMDUMB_4708 
if 
  $10130 == 1 
else_jump @GYMDUMB_4456 
$10134 = 2.0 

:GYMDUMB_4456
if 
  $10130 == 2 
else_jump @GYMDUMB_4484 
$10134 = 2.2 

:GYMDUMB_4484
if 
  $10130 == 3 
else_jump @GYMDUMB_4512 
$10134 = 2.3 

:GYMDUMB_4512
if 
  $10130 == 4 
else_jump @GYMDUMB_4540 
$10134 = 2.5 

:GYMDUMB_4540
if 
  $10130 == 5 
else_jump @GYMDUMB_4568 
$10134 = 3.0 

:GYMDUMB_4568
if 
  $10130 == 6 
else_jump @GYMDUMB_4596 
$10134 = 3.5 

:GYMDUMB_4596
if 
  $10130 == 7 
else_jump @GYMDUMB_4624 
$10134 = 4.0 

:GYMDUMB_4624
if 
  $10130 == 8 
else_jump @GYMDUMB_4652 
$10134 = 5.0 

:GYMDUMB_4652
if 
  $10130 == 9 
else_jump @GYMDUMB_4680 
$10134 = 6.0 

:GYMDUMB_4680
if 
  $10130 == 10 
else_jump @GYMDUMB_4708 
$10134 = 7.0 

:GYMDUMB_4708
if 
  600.0 > $10145 
else_jump @GYMDUMB_5009 
if 
  $10130 == 1 
else_jump @GYMDUMB_4757 
$10134 = 3.0 

:GYMDUMB_4757
if 
  $10130 == 2 
else_jump @GYMDUMB_4785 
$10134 = 3.2 

:GYMDUMB_4785
if 
  $10130 == 3 
else_jump @GYMDUMB_4813 
$10134 = 3.3 

:GYMDUMB_4813
if 
  $10130 == 4 
else_jump @GYMDUMB_4841 
$10134 = 3.5 

:GYMDUMB_4841
if 
  $10130 == 5 
else_jump @GYMDUMB_4869 
$10134 = 4.0 

:GYMDUMB_4869
if 
  $10130 == 6 
else_jump @GYMDUMB_4897 
$10134 = 4.5 

:GYMDUMB_4897
if 
  $10130 == 7 
else_jump @GYMDUMB_4925 
$10134 = 5.0 

:GYMDUMB_4925
if 
  $10130 == 8 
else_jump @GYMDUMB_4953 
$10134 = 6.0 

:GYMDUMB_4953
if 
  $10130 == 9 
else_jump @GYMDUMB_4981 
$10134 = 7.0 

:GYMDUMB_4981
if 
  $10130 == 10 
else_jump @GYMDUMB_5009 
$10134 = 8.0 

:GYMDUMB_5009
if 
  400.0 > $10145 
else_jump @GYMDUMB_5310 
if 
  $10130 == 1 
else_jump @GYMDUMB_5058 
$10134 = 4.0 

:GYMDUMB_5058
if 
  $10130 == 2 
else_jump @GYMDUMB_5086 
$10134 = 4.2 

:GYMDUMB_5086
if 
  $10130 == 3 
else_jump @GYMDUMB_5114 
$10134 = 4.3 

:GYMDUMB_5114
if 
  $10130 == 4 
else_jump @GYMDUMB_5142 
$10134 = 4.5 

:GYMDUMB_5142
if 
  $10130 == 5 
else_jump @GYMDUMB_5170 
$10134 = 5.0 

:GYMDUMB_5170
if 
  $10130 == 6 
else_jump @GYMDUMB_5198 
$10134 = 5.5 

:GYMDUMB_5198
if 
  $10130 == 7 
else_jump @GYMDUMB_5226 
$10134 = 6.0 

:GYMDUMB_5226
if 
  $10130 == 8 
else_jump @GYMDUMB_5254 
$10134 = 7.0 

:GYMDUMB_5254
if 
  $10130 == 9 
else_jump @GYMDUMB_5282 
$10134 = 8.0 

:GYMDUMB_5282
if 
  $10130 == 10 
else_jump @GYMDUMB_5310 
$10134 = 9.0 

:GYMDUMB_5310
if 
  200.0 > $10145 
else_jump @GYMDUMB_5611 
if 
  $10130 == 1 
else_jump @GYMDUMB_5359 
$10134 = 5.0 

:GYMDUMB_5359
if 
  $10130 == 2 
else_jump @GYMDUMB_5387 
$10134 = 5.2 

:GYMDUMB_5387
if 
  $10130 == 3 
else_jump @GYMDUMB_5415 
$10134 = 5.3 

:GYMDUMB_5415
if 
  $10130 == 4 
else_jump @GYMDUMB_5443 
$10134 = 5.5 

:GYMDUMB_5443
if 
  $10130 == 5 
else_jump @GYMDUMB_5471 
$10134 = 6.0 

:GYMDUMB_5471
if 
  $10130 == 6 
else_jump @GYMDUMB_5499 
$10134 = 6.5 

:GYMDUMB_5499
if 
  $10130 == 7 
else_jump @GYMDUMB_5527 
$10134 = 7.0 

:GYMDUMB_5527
if 
  $10130 == 8 
else_jump @GYMDUMB_5555 
$10134 = 7.5 

:GYMDUMB_5555
if 
  $10130 == 9 
else_jump @GYMDUMB_5583 
$10134 = 8.0 

:GYMDUMB_5583
if 
  $10130 == 10 
else_jump @GYMDUMB_5611 
$10134 = 8.5 

:GYMDUMB_5611
if 
  $10147 == 8 
else_jump @GYMDUMB_5658 
$10147 = 0 
0624: add $10134 to_float_stat 23 
0059: $6733 += $10134 // (float) 
jump @GYMDUMB_5680 

:GYMDUMB_5658
0A1F: increase_float_stat 23 by $10134 
$10147 += 1 
0059: $6733 += $10134 // (float) 

:GYMDUMB_5680
if 
  $6733 > 200.0 
else_jump @GYMDUMB_5725 
0835: get_month_day_to $6731 get_month_to $6732 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMDUMB_5725
0653: $406 = float_stat 21 
if 
  $406 >= 1.0 
else_jump @GYMDUMB_5762 
0626: decrease_float_stat 21 by 1.0 

:GYMDUMB_5762
015B: shake_player_controller 0 time 200 intensity 200 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $10146 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_DOWN" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
$3199 = 4 

:GYMDUMB_5838
if and
  $3199 == 4 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_6161 
if 
  $10132 == 0.0 
else_jump @GYMDUMB_6161 
if 
  $3206 == 0.0 
else_jump @GYMDUMB_6161 
008D: $10133 = integer $10129 to_float 
0086: $3210 = $10131 // (float) 
0061: $3210 -= $10128 // (float) 
if 
  18.0 >= $3210 
else_jump @GYMDUMB_5993 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_5993
if 
  $3210 > 18.0 
else_jump @GYMDUMB_6080 
if 
  24.0 >= $3210 
else_jump @GYMDUMB_6080 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6080
if 
  $3210 > 24.0 
else_jump @GYMDUMB_6154 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_6154
$3199 = 1 

:GYMDUMB_6161
0086: $3207 = $10132 // (float) 
$3207 /= 100.0 
if and
  $3199 > 0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_6539 
0086: $3208 = $3207 // (float) 
0061: $3208 -= $3206 // (float) 
$3208 /= 2.0 
if and
  0.05 > $3208 
  $3208 > -0.05 
else_jump @GYMDUMB_6274 
0086: $3206 = $3207 // (float) 
jump @GYMDUMB_6282 

:GYMDUMB_6274
0059: $3206 += $3208 // (float) 

:GYMDUMB_6282
if 
  $3199 == 4 
else_jump @GYMDUMB_6379 
$3209 = 1.0 
0061: $3209 -= $3206 // (float) 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_DOWN" 
else_jump @GYMDUMB_6372 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $3209 // 0.0 to 1.0 

:GYMDUMB_6372
jump @GYMDUMB_6539 

:GYMDUMB_6379
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_A" 
else_jump @GYMDUMB_6427 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $3206 // 0.0 to 1.0 

:GYMDUMB_6427
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_B" 
else_jump @GYMDUMB_6475 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $3206 // 0.0 to 1.0 

:GYMDUMB_6475
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_UP_SMOOTH" 
else_jump @GYMDUMB_6539 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $3206 // 0.0 to 1.0 

:GYMDUMB_6539
008C: $3204 = float $10132 to_integer 
if or
0A52:   is_widget_released 74 
  $6733 > 200.0 
else_jump @GYMDUMB_6684 
$3204 = 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_6646 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PUTDOWN" IFP "FREEWEIGHTS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_6646
if 
  $6733 > 200.0 
else_jump @GYMDUMB_6677 
$6733 = 0.0 

:GYMDUMB_6677
$3217 = 6 

:GYMDUMB_6684
if and
  $3217 == 6 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_7538 
if 
  $10129 >= 0 
else_jump @GYMDUMB_7326 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PUTDOWN" 
else_jump @GYMDUMB_7319 
0613: $3214 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_6785
if 
   not $3214 > 0.3 
else_jump @GYMDUMB_6859 
wait 0 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_6852 
0613: $3214 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_6852
jump @GYMDUMB_6785 

:GYMDUMB_6859
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 
069A: attach_object 26@ to_object 0@ with_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 27@ to_object 0@ with_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $3202 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
if and
  $3202 == 1.0 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_7319 
if 
  $10129 > 4 
else_jump @GYMDUMB_7072 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_CELEBRATE" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_7072
18@ = 0 
$3199 = 0 
22@ = 1 
$10130 = 1 
$10129 = 0 
$3204 = 0 
$3210 = 0.0 
$3217 = 0 
$10132 = 0.0 
$10130 = 1 
$10129 = 0 
$3202 = 0.0 
$3213 = 0.0 
0653: $3203 = float_stat 23 
if 
  $3203 >= 1000.0 
else_jump @GYMDUMB_7212 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7212
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMDUMB_7249 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7249
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @GYMDUMB_7291 
0151: remove_status_text $10129 
0151: remove_status_text $3205 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_7291
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
03E6: remove_text_box 
$3216 = 0 

:GYMDUMB_7319
jump @GYMDUMB_7538 

:GYMDUMB_7326
18@ = 0 
$3199 = 0 
22@ = 1 
$10130 = 1 
$10129 = 0 
$3204 = 0 
$3210 = 0.0 
$3217 = 0 
$10132 = 0.0 
$10130 = 1 
$10129 = 0 
$3202 = 0.0 
$3213 = 0.0 
0653: $3203 = float_stat 23 
if 
  $3203 >= 1000.0 
else_jump @GYMDUMB_7466 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7466
0653: $406 = float_stat 21 
if 
  0.0 >= $406 
else_jump @GYMDUMB_7503 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7503
0151: remove_status_text $10129 
0151: remove_status_text $3205 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
03E6: remove_text_box 
$3216 = 0 

:GYMDUMB_7538
jump @GYMDUMB_825 
end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL
thread 'BBALL' 
if 
0A74:   is_checkpoint_resuming 0 
else_jump @BBALL_33 
$3315 = 0 

:BBALL_33
if 
   not $3315 == 0 
else_jump @BBALL_53 
end_thread 

:BBALL_53
16@ = 0 
17@ = 0 
18@ = 0 
20@ = 0 
22@ = 0 
$10153 = 0 
19@ = 0 
21@ = 0 
$3312 = 0 
$10152 = 0 
if 
  16@ == -1 
else_jump @BBALL_207 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 1@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $10148 = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBALL_207
0A60: add_widget_flag 69 4 
0A60: add_widget_flag 71 4 
0A60: add_widget_flag 166 4 
24@ = 0 
if 
   not $3290 == 0 
else_jump @BBALL_499 
if 
03CA:   object 0@ exists 
else_jump @BBALL_499 
if and
0256:   player $PLAYER_CHAR defined 
  $ONMISSION == 0 
else_jump @BBALL_499 
if 
09CC:   object 0@ model_is #BSKBALL_LAX 
else_jump @BBALL_344 
if 
0248:   model #BSKBALL_LAX available 
else_jump @BBALL_337 
23@ = -30 
24@ = 1 

:BBALL_337
jump @BBALL_499 

:BBALL_344
if 
09CC:   object 0@ model_is #BSKBALLHUB_LAX01 
else_jump @BBALL_398 
if 
0248:   model #BSKBALLHUB_LAX01 available 
else_jump @BBALL_391 
23@ = -31 
24@ = 1 

:BBALL_391
jump @BBALL_499 

:BBALL_398
if 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
else_jump @BBALL_452 
if 
0248:   model #VGSXREFBBALLNET available 
else_jump @BBALL_445 
23@ = -32 
24@ = 1 

:BBALL_445
jump @BBALL_499 

:BBALL_452
if 
09CC:   object 0@ model_is #VGSXREFBBALLNET2 
else_jump @BBALL_499 
if 
0248:   model #VGSXREFBBALLNET2 available 
else_jump @BBALL_499 
23@ = -33 
24@ = 1 

:BBALL_499
if 
  24@ == 1 
else_jump @BBALL_2573 
0871: init_jump_table 16@ total_jumps 4 default_jump 0 @BBALL_2566 jumps 0 @BBALL_580 1 @BBALL_825 2 @BBALL_1341 3 @BBALL_2041 -1 @BBALL_2566 -1 @BBALL_2566 -1 @BBALL_2566 

:BBALL_580
if 
  $3315 == 0 
else_jump @BBALL_811 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
else_jump @BBALL_804 
if 
83CA:   not object 1@ exists 
else_jump @BBALL_804 
if 
0248:   model 23@ available 
else_jump @BBALL_804 
080A: get_object 0@ spoot 1 store_to $72 $73 $74 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 2.0 
else_jump @BBALL_804 
$74 += 1.0 
0395: clear_area 0 at $72 $73 $74 radius 0.5 
029B: 1@ = init_object #BBALL_COL at $72 $73 $74 
19@ = 1 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
$3315 = 1 
16@ += 1 

:BBALL_804
jump @BBALL_818 

:BBALL_811
gosub @BBALL_2598 

:BBALL_818
jump @BBALL_2566 

:BBALL_825
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
else_jump @BBALL_1315 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1308 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 1.0 1.0 2.0 sphere 0 on_foot 
else_jump @BBALL_1308 
if 
0248:   model 23@ available 
else_jump @BBALL_1308 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1268 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
else_jump @BBALL_1261 
01BB: store_object 1@ position_to $72 $73 $74 
0089: 2@ = $72 // (float) 
2@ -= 0.71 
0089: 3@ = $73 // (float) 
3@ -= 0.71 
0089: 4@ = $74 // (float) 
4@ -= 0.71 
0089: 5@ = $72 // (float) 
5@ += 0.71 
0089: 6@ = $73 // (float) 
6@ += 0.71 
0089: 7@ = $74 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1261 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1261 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_1261 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0512: show_permanent_text_box 'BB_01'  // Tap ~m~~widget_mission_start~ to play basketball.
16@ += 1 

:BBALL_1261
jump @BBALL_1308 

:BBALL_1268
080A: get_object 0@ spoot 1 store_to $72 $73 $74 
$74 += 1.0 
01BC: put_object 1@ at $72 $73 $74 

:BBALL_1308
jump @BBALL_1334 

:BBALL_1315
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
16@ = 0 
$3315 = 0 

:BBALL_1334
jump @BBALL_2566 

:BBALL_1341
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
else_jump @BBALL_2008 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1975 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1952 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_1929 
if 
0248:   model 23@ available 
else_jump @BBALL_1906 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1883 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
else_jump @BBALL_1860 
01BB: store_object 1@ position_to $72 $73 $74 
0089: 2@ = $72 // (float) 
2@ -= 0.71 
0089: 3@ = $73 // (float) 
3@ -= 0.71 
0089: 4@ = $74 // (float) 
4@ -= 0.71 
0089: 5@ = $72 // (float) 
5@ += 0.71 
0089: 6@ = $73 // (float) 
6@ += 0.71 
0089: 7@ = $74 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1837 
if and
  $3308 == 0 
   not 17@ == 12 
else_jump @BBALL_1830 
if 
  20@ == 0 
else_jump @BBALL_1808 
if 
0A52:   is_widget_released 69 
else_jump @BBALL_1801 
20@ = 1 
03E6: remove_text_box 
0A77: checkpoint_save_oddjob 2 
gosub @BBALL_3912 
16@ += 1 

:BBALL_1801
jump @BBALL_1830 

:BBALL_1808
if 
8A52:   not is_widget_released 69 
else_jump @BBALL_1830 
20@ = 0 

:BBALL_1830
jump @BBALL_1853 

:BBALL_1837
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1853
jump @BBALL_1876 

:BBALL_1860
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1876
jump @BBALL_1899 

:BBALL_1883
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1899
jump @BBALL_1922 

:BBALL_1906
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1922
jump @BBALL_1945 

:BBALL_1929
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1945
jump @BBALL_1968 

:BBALL_1952
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1968
jump @BBALL_2001 

:BBALL_1975
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
$3315 = 0 
16@ = 0 

:BBALL_2001
jump @BBALL_2034 

:BBALL_2008
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
$3315 = 0 
16@ = 0 

:BBALL_2034
jump @BBALL_2566 

:BBALL_2041
if 
0248:   model 23@ available 
else_jump @BBALL_2559 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ 
else_jump @BBALL_2224 
if 
  6000 > 41@ 
else_jump @BBALL_2203 
if and
  41@ > 0 
  1000 > 41@ 
else_jump @BBALL_2189 
0512: show_permanent_text_box 'BB_03'  // You must return to the court to continue playing basketball or tap ~m~~widget_mission_cancel~ to quit out.
41@ = 1000 

:BBALL_2189
gosub @BBALL_4662 
jump @BBALL_2217 

:BBALL_2203
gosub @BBALL_5266 
16@ = 1 

:BBALL_2217
jump @BBALL_2259 

:BBALL_2224
if 
  41@ > 1000 
else_jump @BBALL_2245 
03E6: remove_text_box 

:BBALL_2245
gosub @BBALL_4662 
41@ = 0 

:BBALL_2259
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_2307 
if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
else_jump @BBALL_2307 
gosub @BBALL_5266 
16@ = 1 

:BBALL_2307
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_2353 
if 
0A0C:   player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_2353 
gosub @BBALL_5266 
16@ = 1 

:BBALL_2353
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_2412 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // == constant 
else_jump @BBALL_2412 
gosub @BBALL_5266 
16@ = 1 

:BBALL_2412
if and
   not 17@ == 10 
   not 17@ == 16 
   not 17@ == 17 
   not 17@ == 4 
else_jump @BBALL_2559 
if or
  $3308 == 1 
  17@ == 12 
else_jump @BBALL_2559 
if 
  20@ == 0 
else_jump @BBALL_2537 
if 
0A52:   is_widget_released 71 
else_jump @BBALL_2530 
20@ = 1 
gosub @BBALL_5266 
16@ = 1 

:BBALL_2530
jump @BBALL_2559 

:BBALL_2537
if 
8A52:   not is_widget_released 71 
else_jump @BBALL_2559 
20@ = 0 

:BBALL_2559
jump @BBALL_2566 

:BBALL_2566
jump @BBALL_2587 

:BBALL_2573
$3315 = 0 
gosub @BBALL_2598 

:BBALL_2587
wait 0 
jump @BBALL_207 

:BBALL_2598
17@ = 0 
0A61: remove_widget_flag 69 4 
0A61: remove_widget_flag 71 4 
0A61: remove_widget_flag 166 4 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_2670 
if 
  $ONMISSION == 0 
else_jump @BBALL_2670 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BBALL_2670
end_thread 
return 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BBALL_2700 
$10150 += 0.01 

:BBALL_2700
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BBALL_2726 
$10150 += -0.01 

:BBALL_2726
return 

:BBALL_2728
if 
03CA:   object 1@ exists 
else_jump @BBALL_3082 
if 
0685:   object 1@ attached 
else_jump @BBALL_2951 
if 
  19@ == 1 
else_jump @BBALL_2944 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $72 $73 $74 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $72 $73 $74 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
19@ = 0 

:BBALL_2944
jump @BBALL_3082 

:BBALL_2951
if 
  19@ == 0 
else_jump @BBALL_3082 
01BB: store_object 1@ position_to $72 $73 $74 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $72 $73 $74 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 

:BBALL_3082
return 

:BBALL_3084
if 
03CA:   object 1@ exists 
else_jump @BBALL_3910 
if 
0685:   object 1@ attached 
else_jump @BBALL_3307 
if 
  19@ == 1 
else_jump @BBALL_3300 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $72 $73 $74 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $72 $73 $74 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
19@ = 0 

:BBALL_3300
jump @BBALL_3910 

:BBALL_3307
if 
  19@ == 0 
else_jump @BBALL_3910 
04C4: store_coords_to $72 $73 $74 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0089: 2@ = $72 // (float) 
2@ -= 0.1 
0089: 5@ = $72 // (float) 
5@ += 0.1 
0089: 3@ = $73 // (float) 
3@ -= 0.1 
0089: 6@ = $73 // (float) 
6@ += 0.1 
0089: 4@ = $74 // (float) 
4@ -= 0.5 
0089: 7@ = $74 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3615 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $72 $73 $74 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3910 

:BBALL_3615
04C4: store_coords_to $72 $73 $74 from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.3 
0089: 2@ = $72 // (float) 
2@ -= 0.1 
0089: 5@ = $72 // (float) 
5@ += 0.1 
0089: 3@ = $73 // (float) 
3@ -= 0.1 
0089: 6@ = $73 // (float) 
6@ += 0.1 
0089: 4@ = $74 // (float) 
4@ -= 0.5 
0089: 7@ = $74 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3905 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $72 $73 $74 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3910 

:BBALL_3905
0108: destroy_object 1@ 

:BBALL_3910
return 

:BBALL_3912
09BD: allow_other_threads_to_display_text_boxes 1 
0A44: override_text_block 1 
$10150 = 0.4 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_4085 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $10155 = actor $PLAYER_ACTOR current_weapon 
if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
else_jump @BBALL_4064 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
$10156 = 1 
0247: load_model 331 

:BBALL_4030
if 
8248:   not model 331 available 
else_jump @BBALL_4057 
wait 0 
jump @BBALL_4030 

:BBALL_4057
jump @BBALL_4071 

:BBALL_4064
$10156 = 0 

:BBALL_4071
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_4085
if 
03CA:   object 1@ exists 
else_jump @BBALL_4108 
0550: keep_object 1@ in_memory 1 

:BBALL_4108
04ED: load_animation "BSKTBALL" 
0247: load_model #BBALL_INGAME 
0247: load_model #BBALL_COL 
03CF: load_wav 1811 as 4 

:BBALL_4137
if or
84EE:   not animation "BSKTBALL" loaded 
8248:   not model #BBALL_INGAME available 
8248:   not model #BBALL_COL available 
83D0:   not wav 4 loaded 
else_jump @BBALL_4185 
wait 0 
jump @BBALL_4137 

:BBALL_4185
068D: get_camera_position_to 10@ 11@ 12@ 
068E: get_camera_target_point_to 13@ 14@ 15@ 
0088: $72 = 13@ // (float) 
0067: $72 -= 10@ // (float) 
0088: $73 = 14@ // (float) 
0067: $73 -= 11@ // (float) 
0088: $74 = 15@ // (float) 
0067: $74 -= 12@ // (float) 
050A: $67 = distance_between_XYZ 13@ 14@ 15@ and_XYZ 10@ 11@ 12@ 
0071: $72 /= $67 // (float) 
0071: $73 /= $67 // (float) 
0071: $74 /= $67 // (float) 
$72 *= 10.0 
$73 *= 10.0 
$74 *= 10.0 
0087: 13@ = 10@ // (float) 
005D: 13@ += $72 // (float) 
0087: 14@ = 11@ // (float) 
005D: 14@ += $73 // (float) 
0087: 15@ = 12@ // (float) 
005D: 15@ += $74 // (float) 
40@ = 0 
$3312 = 0 
17@ = 10 
$10153 = 1 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_4460 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
02CE: $74 = ground_z_at $72 $73 $74 
0086: $10157 = $74 // (float) 

:BBALL_4460
0176: 8@ = object 0@ Z_angle 
if or
  10.0 > 8@ 
  8@ > 350.0 
else_jump @BBALL_4506 
$10158 = 1 

:BBALL_4506
if and
  8@ > 80.0 
  100.0 > 8@ 
else_jump @BBALL_4544 
$10158 = 2 

:BBALL_4544
if and
  8@ > 170.0 
  190.0 > 8@ 
else_jump @BBALL_4582 
$10158 = 3 

:BBALL_4582
if and
  8@ > 260.0 
  280.0 > 8@ 
else_jump @BBALL_4620 
$10158 = 4 

:BBALL_4620
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_multiplier_to 0.2 
$10154 = 1 
0A60: add_widget_flag 69 4 
0A60: add_widget_flag 71 4 
0A60: add_widget_flag 166 4 
return 

:BBALL_4662
$10151 += 1 
if 
  $10151 >= 30 
else_jump @BBALL_4694 
$10151 = 0 

:BBALL_4694
gosub @BBALL_16653 
gosub @BBALL_18252 
gosub @BBALL_5678 
gosub @BBALL_12514 
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @BBALL_4744 
gosub @BBALL_21398 

:BBALL_4744
if 
  3 > $3312 
else_jump @BBALL_4987 
if 
  $3312 == 0 
else_jump @BBALL_4823 
if 
  $3308 == 0 
else_jump @BBALL_4809 
03E5: show_text_box 'BB_02'  // Press and hold ~m~~widget_basketball_shoot~ to shoot the ball. Release at the peak of the jump for maximum accuracy.

:BBALL_4809
$3312 += 1 
40@ = 0 

:BBALL_4823
if and
  $3312 == 1 
  40@ > 10000 
else_jump @BBALL_4892 
if 
  $3308 == 0 
else_jump @BBALL_4878 
03E5: show_text_box 'BB_07'  // Stand near the ball, and CJ will automatically pick it up. Tap ~m~~widget_mission_cancel~ to quit out of basketball.

:BBALL_4878
40@ = 0 
$3312 += 1 

:BBALL_4892
if and
  $3312 == 2 
  40@ > 5000 
else_jump @BBALL_4987 
if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
else_jump @BBALL_4972 
if 
  $3308 == 0 
else_jump @BBALL_4972 
03E5: show_text_box 'BB_09'  // Tap ~m~~widget_mission_start~ to start the challenge mode.

:BBALL_4972
40@ = 12000 
$3312 += 1 

:BBALL_4987
if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
else_jump @BBALL_5117 
if and
  $3308 == 0 
   not 17@ == 12 
else_jump @BBALL_5117 
if 
  $1024 == 0 
else_jump @BBALL_5095 
if 
0A52:   is_widget_released 69 
else_jump @BBALL_5088 
$1024 = 1 
create_thread @BBCHAL 0@ 

:BBALL_5088
jump @BBALL_5117 

:BBALL_5095
if 
8A52:   not is_widget_released 69 
else_jump @BBALL_5117 
$1024 = 0 

:BBALL_5117
if 
  $10151 == 0 
else_jump @BBALL_5264 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5264 
if 
8685:   not object 1@ attached 
else_jump @BBALL_5264 
if 
0248:   model 23@ available 
else_jump @BBALL_5264 
080A: get_object 0@ spoot 1 store_to 2@ 3@ 4@ 
01BB: store_object 1@ position_to $72 $73 $74 
0087: 8@ = 4@ // (float) 
8@ -= 0.7 
if 
0027:   8@ > $74 // (float) 
else_jump @BBALL_5264 
01BC: put_object 1@ at 2@ 3@ 4@ 

:BBALL_5264
return 

:BBALL_5266
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_5676 
17@ = 0 
if 
  $10156 == 1 
else_jump @BBALL_5328 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
$10156 = 0 
0249: release_model 331 

:BBALL_5328
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $10155 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5397 
if 
0685:   object 1@ attached 
else_jump @BBALL_5397 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
gosub @BBALL_3084 

:BBALL_5397
if 
03CA:   object 1@ exists 
else_jump @BBALL_5537 
if 
0248:   model 23@ available 
else_jump @BBALL_5477 
080A: get_object 0@ spoot 1 store_to $72 $73 $74 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 

:BBALL_5477
if 
84EA:   not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_5537 
$74 += 1.0 
01BC: put_object 1@ at $72 $73 $74 

:BBALL_5537
if 
03CA:   object $10148 exists 
else_jump @BBALL_5588 
if 
  22@ == 1 
else_jump @BBALL_5583 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
22@ = 0 

:BBALL_5583
0108: destroy_object $10148 

:BBALL_5588
015A: restore_camera 
$10153 = 0 
04EF: release_animation "BSKTBALL" 
0249: release_model #BBALL_INGAME 
0249: release_model #BBALL_COL 
040D: unload_wav 4 
03E6: remove_text_box 
$10154 = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor $PLAYER_ACTOR task 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 

:BBALL_5676
return 

:BBALL_5678
if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
else_jump @BBALL_12504 
0871: init_jump_table 17@ total_jumps 17 default_jump 1 @BBALL_12504 jumps 1 @BBALL_6762 2 @BBALL_7295 3 @BBALL_7705 4 @BBALL_8701 5 @BBALL_9192 6 @BBALL_9366 7 @BBALL_11618 
0872: jump_table_jumps 8 @BBALL_11808 9 @BBALL_12008 10 @BBALL_12022 11 @BBALL_8511 12 @BBALL_12015 13 @BBALL_9316 14 @BBALL_5892 15 @BBALL_6326 16 @BBALL_9928 
0872: jump_table_jumps 17 @BBALL_10917 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 -1 @BBALL_12504 

:BBALL_5892
if 
   not 18@ == 14 
else_jump @BBALL_6156 
24@ = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_6008 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_6008 
24@ = 1 
$10159 = 0 

:BBALL_6008
if 
  24@ == 1 
else_jump @BBALL_6142 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6149 

:BBALL_6142
jump @BBALL_12512 

:BBALL_6149
jump @BBALL_6319 

:BBALL_6156
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_6206 
17@ = 11 
jump @BBALL_5678 
jump @BBALL_6319 

:BBALL_6206
if 
  $10159 == 0 
else_jump @BBALL_6266 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
else_jump @BBALL_6259 
$10159 += 1 

:BBALL_6259
jump @BBALL_6319 

:BBALL_6266
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_6319 
17@ = 11 
$10159 = 0 
jump @BBALL_5678 

:BBALL_6319
jump @BBALL_12504 

:BBALL_6326
if 
   not 18@ == 15 
else_jump @BBALL_6591 
24@ = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_6442 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_6442 
$10160 = 0 
24@ = 1 

:BBALL_6442
if 
  24@ == 1 
else_jump @BBALL_6577 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6584 

:BBALL_6577
jump @BBALL_12512 

:BBALL_6584
jump @BBALL_6755 

:BBALL_6591
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_6641 
17@ = 11 
jump @BBALL_5678 
jump @BBALL_6755 

:BBALL_6641
if 
  $10160 == 0 
else_jump @BBALL_6702 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
else_jump @BBALL_6695 
$10160 += 1 

:BBALL_6695
jump @BBALL_6755 

:BBALL_6702
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_6755 
17@ = 11 
$10160 = 0 
jump @BBALL_5678 

:BBALL_6755
jump @BBALL_12504 

:BBALL_6762
if or
  18@ == 11 
  18@ == 2 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_7195 
if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
else_jump @BBALL_7181 
$10161 = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_6976 
0613: $10162 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_6976
0615: define_AS_pack_begin 26@ 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_7115 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" IFP "BSKTBALL" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
$10161 = 1 
jump @BBALL_7156 

:BBALL_7115
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:BBALL_7156
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_7188 

:BBALL_7181
jump @BBALL_12512 

:BBALL_7188
jump @BBALL_7288 

:BBALL_7195
if 
  $10161 == 0 
else_jump @BBALL_7288 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
else_jump @BBALL_7288 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $10162 // 0.0 to 1.0 
$10161 += 1 

:BBALL_7288
jump @BBALL_12504 

:BBALL_7295
if or
  18@ == 11 
  18@ == 1 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_7627 
if 
  18@ == 11 
else_jump @BBALL_7366 
17@ = 1 
jump @BBALL_5678 

:BBALL_7366
if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
else_jump @BBALL_7613 
$10163 = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
else_jump @BBALL_7543 
0613: $10164 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_7543
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_7620 

:BBALL_7613
jump @BBALL_12512 

:BBALL_7620
jump @BBALL_7698 

:BBALL_7627
if 
  $10163 == 0 
else_jump @BBALL_7698 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_7698 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $10164 // 0.0 to 1.0 
$10163 += 1 

:BBALL_7698
jump @BBALL_12504 

:BBALL_7705
if 
   not 18@ == 3 
else_jump @BBALL_8408 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_7986 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_7986 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_7876 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_7923 

:BBALL_7876
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7923
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_7986
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
else_jump @BBALL_8252 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
else_jump @BBALL_8252 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_8142 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_8189 

:BBALL_8142
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_8189
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8252
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
else_jump @BBALL_8401 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8401
jump @BBALL_8504 

:BBALL_8408
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_8458 
17@ = 11 
jump @BBALL_12512 
jump @BBALL_8504 

:BBALL_8458
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_8504 
17@ = 11 
jump @BBALL_12512 

:BBALL_8504
jump @BBALL_12504 

:BBALL_8511
if 
   not 18@ == 11 
else_jump @BBALL_8597 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8597
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_8694 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8694
jump @BBALL_12504 

:BBALL_8701
if 
   not 18@ == 4 
else_jump @BBALL_9094 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $72 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $73 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $71 
0086: $10175 = $71 // (float) 
0615: define_AS_pack_begin 26@ 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 
06A9: AS_actor -1 look_at_point $72 $73 $74 2000 ms 
if 
  18@ == 2 
else_jump @BBALL_9023 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_8901 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_8901
if 
  0.5 > 8@ 
else_jump @BBALL_8976 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_9023 

:BBALL_8976
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_9023
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_9185 

:BBALL_9094
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
else_jump @BBALL_9185 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $10150 // (float) 
else_jump @BBALL_9185 
17@ = 6 
jump @BBALL_12512 

:BBALL_9185
jump @BBALL_12504 

:BBALL_9192
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_END" 
else_jump @BBALL_9309 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
17@ = 13 
jump @BBALL_12512 

:BBALL_9309
jump @BBALL_12504 

:BBALL_9316
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_9359 
17@ = 11 
jump @BBALL_12512 

:BBALL_9359
jump @BBALL_12504 

:BBALL_9366
if 
   not 18@ == 6 
else_jump @BBALL_9838 
if 
0685:   object 1@ attached 
else_jump @BBALL_9831 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2728 
04C4: store_coords_to $72 $73 $74 from_actor $PLAYER_ACTOR with_offset 0.04 0.694 1.75 
01BC: put_object 1@ at $72 $73 $74 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: 8@ = distance_between_XY $72 $73 and_XY 2@ 3@ 
0090: $3313 = float 8@ to_integer 
0089: 7@ = $74 // (float) 
008F: 7@ = integer $3313 to_float 
0087: 9@ = 8@ // (float) 
0063: 9@ -= 7@ // (float) 
9@ *= 10.0 
0090: $3314 = float 9@ to_integer 
if 
  8@ > 20.0 
else_jump @BBALL_9594 
8@ = 20.0 

:BBALL_9594
8@ /= 20.0 
8@ *= 5.0 
0509: 9@ = distance_between_XY $72 $73 and_XY 2@ 3@ 
if 
  9@ > 15.0 
else_jump @BBALL_9662 
9@ = 15.0 

:BBALL_9662
006D: $10149 *= 9@ // (float) 
01BB: store_object 1@ position_to $72 $73 $74 
0653: 9@ = float_stat 23 
9@ /= 1000.0 
9@ += 1.0 
9@ *= 0.42 
if and
0027:   9@ > $10149 // (float) 
  $10149 > 0.0 
else_jump @BBALL_9794 
create_thread @PROJECT 1@ $72 $73 $74 2@ 3@ 4@ 8@ 0 0@ 
jump @BBALL_9831 

:BBALL_9794
create_thread @PROJECT 1@ $72 $73 $74 2@ 3@ 4@ 8@ 1 0@ 

:BBALL_9831
jump @BBALL_9921 

:BBALL_9838
if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
else_jump @BBALL_9921 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_9921 
01B4: set_player $PLAYER_CHAR can_move 1 
17@ = 12 
jump @BBALL_12512 

:BBALL_9921
jump @BBALL_12504 

:BBALL_9928
if 
   not 18@ == 16 
else_jump @BBALL_10408 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0089: 5@ = $72 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $73 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $72 $73 and_XY 2@ 3@ 
if 
  8@ > 0.01 
else_jump @BBALL_10062 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 

:BBALL_10062
5@ *= 0.01 
6@ *= 0.01 
0088: $72 = 2@ // (float) 
005F: $72 += 5@ // (float) 
0088: $73 = 3@ // (float) 
005F: $73 += 6@ // (float) 
0088: $74 = 4@ // (float) 
$74 -= 1.9 
0086: $10176 = $72 // (float) 
0086: $10177 = $73 // (float) 
0086: $10178 = $74 // (float) 
5@ *= -1.0 
6@ *= -1.0 
0604: get_Z_angle_for_point 5@ 6@ store_to $71 
0086: $10175 = $71 // (float) 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
$10179 = 0.0 
jump @BBALL_10910 

:BBALL_10408
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
else_jump @BBALL_10605 
if 
83CA:   not object $10148 exists 
else_jump @BBALL_10605 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: $10165 = distance_between_XY $72 $73 and_XY 2@ 3@ 
$10179 = 0.0 
0172: $71 = actor $PLAYER_ACTOR Z_angle 
029B: $10148 = init_object #BBALL_INGAME at $72 $73 $74 
0177: set_object $10148 Z_angle_to $71 
0382: set_object $10148 collision_detection 0 
0750: set_object $10148 visibility 0 
0550: keep_object $10148 in_memory 1 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $10148 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
22@ = 1 

:BBALL_10605
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
else_jump @BBALL_10653 
17@ = 17 
jump @BBALL_12512 
jump @BBALL_10730 

:BBALL_10653
if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
else_jump @BBALL_10730 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
else_jump @BBALL_10730 
17@ = 17 
jump @BBALL_12512 

:BBALL_10730
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
else_jump @BBALL_10910 
if 
03CA:   object $10148 exists 
else_jump @BBALL_10910 
if 
  $10179 > 1.0 
else_jump @BBALL_10910 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_10910
jump @BBALL_12504 

:BBALL_10917
if 
   not 18@ == 17 
else_jump @BBALL_11325 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
else_jump @BBALL_11304 
if 
0685:   object 1@ attached 
else_jump @BBALL_11297 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_11187 
0839: get_object 1@ animation "BBALL_DNK_O" progress_to 8@ 
if 
  8@ > 0.9 
else_jump @BBALL_11166 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2728 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 
$74 += -0.5 
01BC: put_object 1@ at $72 $73 $74 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
jump @BBALL_11180 

:BBALL_11166
18@ = 0 
jump @BBALL_12512 

:BBALL_11180
jump @BBALL_11297 

:BBALL_11187
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2728 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 
$74 += -0.5 
01BC: put_object 1@ at $72 $73 $74 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 

:BBALL_11297
jump @BBALL_11318 

:BBALL_11304
02CE: $10178 = ground_z_at $10176 $10177 $10178 

:BBALL_11318
jump @BBALL_11611 

:BBALL_11325
if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
else_jump @BBALL_11503 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_11496 
if 
03CA:   object $10148 exists 
else_jump @BBALL_11475 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $10148 
22@ = 0 

:BBALL_11475
01B4: set_player $PLAYER_CHAR can_move 1 
17@ = 12 
jump @BBALL_12512 

:BBALL_11496
jump @BBALL_11611 

:BBALL_11503
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
else_jump @BBALL_11611 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 1.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += 1.0 
0086: $10176 = $72 // (float) 
0086: $10177 = $73 // (float) 
0086: $10178 = $74 // (float) 

:BBALL_11611
jump @BBALL_12504 

:BBALL_11618
if 
   not 18@ == 7 
else_jump @BBALL_11704 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11704
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_11801 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11801
jump @BBALL_12504 

:BBALL_11808
if 
   not 18@ == 8 
else_jump @BBALL_11899 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11899
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_12001 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_12001
jump @BBALL_12504 

:BBALL_12008
jump @BBALL_12504 

:BBALL_12015
jump @BBALL_12504 

:BBALL_12022
if 
   not 18@ == 10 
else_jump @BBALL_12401 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
03CA:   object 1@ exists 
else_jump @BBALL_12106 
01BB: store_object 1@ position_to 2@ 3@ 4@ 

:BBALL_12106
0089: 5@ = $72 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $73 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $72 $73 and_XY 2@ 3@ 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 
5@ *= 0.5 
6@ *= 0.5 
0088: $72 = 2@ // (float) 
005F: $72 += 5@ // (float) 
0088: $73 = 3@ // (float) 
005F: $73 += 6@ // (float) 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $72 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $73 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $71 
0615: define_AS_pack_begin 26@ 
0804: AS_actor -1 walk_to $72 $73 $74 angle $71 radius -1.0 animation "BBALL_PICKUP" IFP_file "BSKTBALL" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_12497 

:BBALL_12401
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // == constant 
else_jump @BBALL_12451 
17@ = 11 
jump @BBALL_12512 
jump @BBALL_12497 

:BBALL_12451
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_12497 
17@ = 11 
jump @BBALL_12512 

:BBALL_12497
jump @BBALL_12504 

:BBALL_12504
0085: 18@ = 17@ // (int) 

:BBALL_12512
return 

:BBALL_12514
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_16651 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
else_jump @BBALL_12864 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_12699 
if 
  8@ > 0.45 
else_jump @BBALL_12674 
if 
   not 27@ == 1 
else_jump @BBALL_12667 
097B: play_audio_at_object 1@ event 1010 
27@ = 1 

:BBALL_12667
jump @BBALL_12699 

:BBALL_12674
if 
  27@ == 1 
else_jump @BBALL_12699 
27@ = 0 

:BBALL_12699
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_12864 
if 
0837:   object 1@ animation == "BBALL_IDLELOOP_O" 
else_jump @BBALL_12785 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
jump @BBALL_12864 

:BBALL_12785
if 
075A: set_object 1@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_12864 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_12864
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
else_jump @BBALL_13147 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
if 
  8@ > 0.87671 
else_jump @BBALL_12973 
if 
   not 27@ == 2 
else_jump @BBALL_12966 
097B: play_audio_at_object 1@ event 1010 
27@ = 2 

:BBALL_12966
jump @BBALL_12998 

:BBALL_12973
if 
  27@ == 2 
else_jump @BBALL_12998 
27@ = 0 

:BBALL_12998
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_13147 
if 
0837:   object 1@ animation == "BBALL_IDLE_O" 
else_jump @BBALL_13076 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
jump @BBALL_13147 

:BBALL_13076
if 
075A: set_object 1@ animation "BBALL_IDLE_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13147 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_13147
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
else_jump @BBALL_13350 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_13350 
if 
0837:   object 1@ animation == "BBALL_IDLE2_O" 
else_jump @BBALL_13277 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
jump @BBALL_13350 

:BBALL_13277
if 
075A: set_object 1@ animation "BBALL_IDLE2_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13350 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_13350
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
else_jump @BBALL_13539 
if 
0685:   object 1@ attached 
else_jump @BBALL_13539 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_13539 
if 
0837:   object 1@ animation == "BBALL_JUMP_SHOT_O" 
else_jump @BBALL_13485 
jump @BBALL_13539 

:BBALL_13485
if 
075A: set_object 1@ animation "BBALL_JUMP_SHOT_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13539 

:BBALL_13539
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_CANCEL" 
else_jump @BBALL_13778 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_13778 
if 
0837:   object 1@ animation == "BBALL_JUMP_CANCEL_O" 
else_jump @BBALL_13693 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
jump @BBALL_13778 

:BBALL_13693
if 
075A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13778 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_13778
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
else_jump @BBALL_14141 
if 
8685:   not object 1@ attached 
else_jump @BBALL_13876 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
gosub @BBALL_2728 
jump @BBALL_14141 

:BBALL_13876
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
if 
  8@ > 0.836 
else_jump @BBALL_13959 
if 
   not 27@ == 3 
else_jump @BBALL_13952 
097B: play_audio_at_object 1@ event 1010 
27@ = 3 

:BBALL_13952
jump @BBALL_13984 

:BBALL_13959
if 
  27@ == 3 
else_jump @BBALL_13984 
27@ = 0 

:BBALL_13984
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_14141 
if 
0837:   object 1@ animation == "BBALL_PICKUP_O" 
else_jump @BBALL_14066 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
jump @BBALL_14141 

:BBALL_14066
if 
075A: set_object 1@ animation "BBALL_PICKUP_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14141 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_14141
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_14486 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
  8@ > 0.222 
else_jump @BBALL_14309 
if 
  0.74 > 8@ 
else_jump @BBALL_14269 
if 
   not 27@ == 4 
else_jump @BBALL_14262 
097B: play_audio_at_object 1@ event 1010 
27@ = 4 

:BBALL_14262
jump @BBALL_14302 

:BBALL_14269
if 
   not 27@ == 5 
else_jump @BBALL_14302 
097B: play_audio_at_object 1@ event 1010 
27@ = 5 

:BBALL_14302
jump @BBALL_14341 

:BBALL_14309
if or
  27@ == 4 
  27@ == 5 
else_jump @BBALL_14341 
27@ = 0 

:BBALL_14341
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_14486 
if 
0837:   object 1@ animation == "BBALL_RUN_O" 
else_jump @BBALL_14417 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
jump @BBALL_14486 

:BBALL_14417
if 
075A: set_object 1@ animation "BBALL_RUN_O" IFP_file "BSKTBALL" 8.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_14486 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_14486
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
else_jump @BBALL_14719 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_14719 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_L_O" 
else_jump @BBALL_14636 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
jump @BBALL_14719 

:BBALL_14636
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14719 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_14719
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
else_jump @BBALL_14952 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_14952 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_R_O" 
else_jump @BBALL_14869 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
jump @BBALL_14952 

:BBALL_14869
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14952 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_14952
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
else_jump @BBALL_15185 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_15185 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_L_O" 
else_jump @BBALL_15102 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
jump @BBALL_15185 

:BBALL_15102
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15185 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_15185
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
else_jump @BBALL_15418 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_15418 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_R_O" 
else_jump @BBALL_15335 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
jump @BBALL_15418 

:BBALL_15335
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15418 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_15418
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
else_jump @BBALL_15796 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
else_jump @BBALL_15647 
if 
  8@ > 0.218 
else_jump @BBALL_15615 
if 
  0.718 > 8@ 
else_jump @BBALL_15575 
if 
   not 27@ == 6 
else_jump @BBALL_15568 
097B: play_audio_at_object 1@ event 1010 
27@ = 6 

:BBALL_15568
jump @BBALL_15608 

:BBALL_15575
if 
   not 27@ == 7 
else_jump @BBALL_15608 
097B: play_audio_at_object 1@ event 1010 
27@ = 7 

:BBALL_15608
jump @BBALL_15647 

:BBALL_15615
if or
  27@ == 6 
  27@ == 7 
else_jump @BBALL_15647 
27@ = 0 

:BBALL_15647
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_15796 
if 
0837:   object 1@ animation == "BBALL_WALK_O" 
else_jump @BBALL_15725 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
jump @BBALL_15796 

:BBALL_15725
if 
075A: set_object 1@ animation "BBALL_WALK_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_15796 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_15796
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
else_jump @BBALL_16029 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_16029 
if 
0837:   object 1@ animation == "BBALL_WALK_START_O" 
else_jump @BBALL_15946 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
jump @BBALL_16029 

:BBALL_15946
if 
075A: set_object 1@ animation "BBALL_WALK_START_O" IFP_file "BSKTBALL" 8.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16029 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_16029
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
else_jump @BBALL_16250 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_16250 
if 
0837:   object 1@ animation == "BBALL_DNK_LNCH_O" 
else_jump @BBALL_16171 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
jump @BBALL_16250 

:BBALL_16171
if 
075A: set_object 1@ animation "BBALL_DNK_LNCH_O" IFP_file "BSKTBALL" 4.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16250 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_16250
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
else_jump @BBALL_16465 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_16465 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_16388 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
jump @BBALL_16465 

:BBALL_16388
if 
075A: set_object 1@ animation "BBALL_DNK_GLI_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16465 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_16465
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
else_jump @BBALL_16651 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
if 
  0.2 > 8@ 
else_jump @BBALL_16651 
if 
09CC:   object 1@ model_is #BBALL_INGAME 
else_jump @BBALL_16651 
if 
0685:   object 1@ attached 
else_jump @BBALL_16651 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_16603 
jump @BBALL_16651 

:BBALL_16603
if 
075A: set_object 1@ animation "BBALL_DNK_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16651 

:BBALL_16651
return 

:BBALL_16653
if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
else_jump @BBALL_18250 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to 8@ 8@ $10171 
$10171 += -1.0 
0871: init_jump_table $10158 total_jumps 4 default_jump 0 @BBALL_17587 jumps 1 @BBALL_16807 2 @BBALL_17002 3 @BBALL_17197 4 @BBALL_17392 -1 @BBALL_17587 -1 @BBALL_17587 -1 @BBALL_17587 

:BBALL_16807
0088: $10169 = 2@ // (float) 
$10169 += 0.2 
0086: $10170 = $73 // (float) 
$10170 += 5.0 
6@ += 5.0 
if 
0026:   $10170 > 6@ // (float) 
else_jump @BBALL_16880 
0088: $10170 = 6@ // (float) 

:BBALL_16880
0087: 8@ = 3@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $10170 // (float) 
else_jump @BBALL_16925 
0088: $10170 = 8@ // (float) 

:BBALL_16925
0087: 8@ = 6@ // (float) 
0063: 8@ -= 3@ // (float) 
8@ += -5.0 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $10170 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17587 

:BBALL_17002
0086: $10169 = $72 // (float) 
$10169 -= 5.0 
0088: $10170 = 3@ // (float) 
$10170 += 0.2 
5@ += -5.0 
if 
0027:   5@ > $10169 // (float) 
else_jump @BBALL_17075 
0088: $10169 = 5@ // (float) 

:BBALL_17075
0087: 8@ = 2@ // (float) 
8@ -= 5.0 
if 
0026:   $10169 > 8@ // (float) 
else_jump @BBALL_17120 
0088: $10169 = 8@ // (float) 

:BBALL_17120
0087: 8@ = 2@ // (float) 
0063: 8@ -= 5@ // (float) 
8@ += -5.0 
0089: 9@ = $10169 // (float) 
0063: 9@ -= 5@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17587 

:BBALL_17197
0088: $10169 = 2@ // (float) 
$10169 -= 0.2 
0086: $10170 = $73 // (float) 
$10170 -= 5.0 
6@ += -5.0 
if 
0027:   6@ > $10170 // (float) 
else_jump @BBALL_17270 
0088: $10170 = 6@ // (float) 

:BBALL_17270
0087: 8@ = 3@ // (float) 
8@ -= 5.0 
if 
0026:   $10170 > 8@ // (float) 
else_jump @BBALL_17315 
0088: $10170 = 8@ // (float) 

:BBALL_17315
0087: 8@ = 3@ // (float) 
0063: 8@ -= 6@ // (float) 
8@ += -5.0 
0089: 9@ = $10170 // (float) 
0063: 9@ -= 6@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17587 

:BBALL_17392
0086: $10169 = $72 // (float) 
$10169 += 5.0 
0088: $10170 = 3@ // (float) 
$10170 -= 0.2 
5@ += 5.0 
if 
0026:   $10169 > 5@ // (float) 
else_jump @BBALL_17465 
0088: $10169 = 5@ // (float) 

:BBALL_17465
0087: 8@ = 2@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $10169 // (float) 
else_jump @BBALL_17510 
0088: $10169 = 8@ // (float) 

:BBALL_17510
0087: 8@ = 5@ // (float) 
0063: 8@ -= 2@ // (float) 
8@ += -5.0 
0087: 9@ = 5@ // (float) 
0065: 9@ -= $10169 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17587 

:BBALL_17587
0088: $10166 = 2@ // (float) 
0061: $10166 -= $72 // (float) 
0088: $10167 = 3@ // (float) 
0061: $10167 -= $73 // (float) 
0088: $10168 = 4@ // (float) 
0061: $10168 -= $74 // (float) 
006D: $10166 *= 9@ // (float) 
006D: $10167 *= 9@ // (float) 
006D: $10168 *= 9@ // (float) 
0086: $10172 = $72 // (float) 
0059: $10172 += $10166 // (float) 
0086: $10173 = $73 // (float) 
0059: $10173 += $10167 // (float) 
0086: $10174 = $74 // (float) 
0059: $10174 += $10168 // (float) 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
0025:   2@ > 5@ // (float) 
else_jump @BBALL_17819 
if 
0026:   $10172 > 2@ // (float) 
else_jump @BBALL_17785 
0088: $10172 = 2@ // (float) 

:BBALL_17785
if 
0027:   5@ > $10172 // (float) 
else_jump @BBALL_17812 
0088: $10172 = 5@ // (float) 

:BBALL_17812
jump @BBALL_17873 

:BBALL_17819
if 
0026:   $10172 > 5@ // (float) 
else_jump @BBALL_17846 
0088: $10172 = 5@ // (float) 

:BBALL_17846
if 
0027:   2@ > $10172 // (float) 
else_jump @BBALL_17873 
0088: $10172 = 2@ // (float) 

:BBALL_17873
if 
0025:   3@ > 6@ // (float) 
else_jump @BBALL_17953 
if 
0026:   $10173 > 3@ // (float) 
else_jump @BBALL_17919 
0088: $10173 = 3@ // (float) 

:BBALL_17919
if 
0027:   6@ > $10173 // (float) 
else_jump @BBALL_17946 
0088: $10173 = 6@ // (float) 

:BBALL_17946
jump @BBALL_18007 

:BBALL_17953
if 
0026:   $10173 > 6@ // (float) 
else_jump @BBALL_17980 
0088: $10173 = 6@ // (float) 

:BBALL_17980
if 
0027:   3@ > $10173 // (float) 
else_jump @BBALL_18007 
0088: $10173 = 3@ // (float) 

:BBALL_18007
0086: $10166 = $10169 // (float) 
0067: $10166 -= 10@ // (float) 
0086: $10167 = $10170 // (float) 
0067: $10167 -= 11@ // (float) 
0086: $10168 = $10171 // (float) 
0067: $10168 -= 12@ // (float) 
$10166 *= 0.25 
$10167 *= 0.25 
$10168 *= 0.25 
005D: 10@ += $10166 // (float) 
005D: 11@ += $10167 // (float) 
005D: 12@ += $10168 // (float) 
0086: $10166 = $10172 // (float) 
0067: $10166 -= 13@ // (float) 
0086: $10167 = $10173 // (float) 
0067: $10167 -= 14@ // (float) 
0086: $10168 = $10174 // (float) 
0067: $10168 -= 15@ // (float) 
$10166 *= 0.1 
$10167 *= 0.1 
$10168 *= 0.1 
005D: 13@ += $10166 // (float) 
005D: 14@ += $10167 // (float) 
005D: 15@ += $10168 // (float) 
015F: set_camera_position 10@ 11@ 12@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 13@ 14@ 15@ switchstyle 2 

:BBALL_18250
return 

:BBALL_18252
if and
0685:   object 1@ attached 
0248:   model 23@ available 
else_jump @BBALL_20148 
24@ = 1 
if or
  17@ == 10 
  17@ == 4 
  17@ == 6 
  17@ == 16 
  17@ == 17 
else_jump @BBALL_18333 
24@ = 0 

:BBALL_18333
if or
  17@ == 14 
  17@ == 15 
else_jump @BBALL_18365 
24@ = 0 

:BBALL_18365
if 
  24@ == 1 
else_jump @BBALL_19679 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
0A51:   is_widget_pressed 166 
else_jump @BBALL_18798 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008D: $72 = integer $16 to_float 
008D: $73 = integer $17 to_float 
$72 /= 128.0 
$73 /= -128.0 
0089: 8@ = $72 // (float) 
006F: 8@ *= $72 // (float) 
0089: 9@ = $73 // (float) 
006F: 9@ *= $73 // (float) 
005B: 8@ += 9@ // (float) 
01FB: 8@ = square_root 8@ 
0604: get_Z_angle_for_point $72 $73 store_to $10175 
if 
  $10153 == 1 
else_jump @BBALL_18579 
0088: $72 = 13@ // (float) 
0067: $72 -= 10@ // (float) 
0088: $73 = 14@ // (float) 
0067: $73 -= 11@ // (float) 
jump @BBALL_18649 

:BBALL_18579
068D: get_camera_position_to 2@ 3@ 4@ 
068E: get_camera_target_point_to 5@ 6@ 7@ 
0088: $72 = 5@ // (float) 
0067: $72 -= 2@ // (float) 
0088: $73 = 6@ // (float) 
0067: $73 -= 3@ // (float) 
0088: $74 = 7@ // (float) 
0067: $74 -= 4@ // (float) 

:BBALL_18649
0604: get_Z_angle_for_point $72 $73 store_to 9@ 
005F: $10175 += 9@ // (float) 
if 
  8@ > 0.3 
else_jump @BBALL_18738 
if 
  0.8 > 8@ 
else_jump @BBALL_18724 
17@ = 1 
jump @BBALL_18731 

:BBALL_18724
17@ = 2 

:BBALL_18731
jump @BBALL_18791 

:BBALL_18738
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18791 
17@ = 3 
18@ = 0 

:BBALL_18791
jump @BBALL_18851 

:BBALL_18798
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18851 
17@ = 3 
18@ = 0 

:BBALL_18851
if and
0A53:   is_widget_doubletapped 168 
0A52:   is_widget_released 168 
else_jump @BBALL_18879 
$10152 = 1 

:BBALL_18879
if 
  21@ == 0 
else_jump @BBALL_19524 
if or
0A51:   is_widget_pressed 87 
  $10152 == 1 
else_jump @BBALL_19485 
if 
   not 18@ == 6 
else_jump @BBALL_19478 
080A: get_object 0@ spoot 0 store_to $72 $73 $74 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BBALL_18983 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 

:BBALL_18983
0089: 5@ = $72 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $73 // (float) 
0063: 6@ -= 3@ // (float) 
01BB: store_object 0@ position_to $72 $73 $74 
0400: store_coords_to 2@ 3@ 4@ from_object 0@ with_offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $72 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $73 // (float) 
0087: 2@ = 8@ // (float) 
0087: 3@ = 9@ // (float) 
05A4: get_angle_between_vectors_origin_to 5@ 6@ and_origin_to 2@ 3@ store_to 8@ 
24@ = 0 
if 
  90.0 > 8@ 
else_jump @BBALL_19478 
24@ = 0 
if 
  18@ == 2 
else_jump @BBALL_19432 
0653: 8@ = float_stat 21 
if 
  400.0 > 8@ 
else_jump @BBALL_19432 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
0509: 8@ = distance_between_XY $72 $73 and_XY 2@ 3@ 
if and
  8@ > 2.4 
  3.5 > 8@ 
else_jump @BBALL_19432 
0088: $10166 = 5@ // (float) 
0061: $10166 -= $72 // (float) 
0088: $10167 = 6@ // (float) 
0061: $10167 -= $73 // (float) 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $72 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $73 // (float) 
05A4: get_angle_between_vectors_origin_to $10166 $10167 and_origin_to 8@ 9@ store_to $74 
if 
  90.0 > $74 
else_jump @BBALL_19425 
24@ = 1 
jump @BBALL_19432 

:BBALL_19425
24@ = 0 

:BBALL_19432
if 
  24@ == 1 
else_jump @BBALL_19464 
17@ = 16 
jump @BBALL_19471 

:BBALL_19464
17@ = 4 

:BBALL_19471
21@ = 1 

:BBALL_19478
jump @BBALL_19517 

:BBALL_19485
if and
  18@ == 4 
   not 17@ == 6 
else_jump @BBALL_19517 
21@ = 1 

:BBALL_19517
jump @BBALL_19524 

:BBALL_19524
31@ = -1 
if or
0A52:   is_widget_released 88 
0A53:   is_widget_doubletapped 166 
else_jump @BBALL_19560 
0209: 31@ = random_int_in_ranges 0 3 

:BBALL_19560
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19616 
if or
00E1:   player 0 pressed_key 14 
  31@ == 1 
else_jump @BBALL_19616 
17@ = 14 

:BBALL_19616
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19672 
if or
00E1:   player 0 pressed_key 17 
  31@ == 2 
else_jump @BBALL_19672 
17@ = 15 

:BBALL_19672
jump @BBALL_20141 

:BBALL_19679
if 
  21@ == 1 
else_jump @BBALL_20141 
if or
  17@ == 4 
  17@ == 6 
else_jump @BBALL_20107 
32@ = 0 
if 
  $10152 == 0 
else_jump @BBALL_19769 
if 
8A51:   not is_widget_pressed 87 
else_jump @BBALL_19769 
32@ = 1 

:BBALL_19769
if 
0A52:   is_widget_released 168 
else_jump @BBALL_19792 
32@ = 1 

:BBALL_19792
if 
  32@ == 1 
else_jump @BBALL_19964 
$10152 = 0 
21@ = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
else_jump @BBALL_19947 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $10150 // (float) 
else_jump @BBALL_19924 
0088: $10149 = 8@ // (float) 
0061: $10149 -= $10150 // (float) 
jump @BBALL_19940 

:BBALL_19924
0086: $10149 = $10150 // (float) 
0067: $10149 -= 8@ // (float) 

:BBALL_19940
jump @BBALL_19957 

:BBALL_19947
$10149 = 1.0 

:BBALL_19957
jump @BBALL_20100 

:BBALL_19964
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
else_jump @BBALL_20090 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $10150 // (float) 
9@ += 0.1 
if 
0025:   8@ > 9@ // (float) 
else_jump @BBALL_20083 
$10149 = 1.0 
$10152 = 0 
21@ = 0 

:BBALL_20083
jump @BBALL_20100 

:BBALL_20090
$10149 = 1.0 

:BBALL_20100
jump @BBALL_20141 

:BBALL_20107
if and
8A51:   not is_widget_pressed 87 
8A52:   not is_widget_released 168 
else_jump @BBALL_20141 
$10152 = 0 
21@ = 0 

:BBALL_20141
jump @BBALL_20293 

:BBALL_20148
if 
  18@ == 12 
else_jump @BBALL_20293 
if 
  21@ == 0 
else_jump @BBALL_20264 
if 
03CA:   object 1@ exists 
else_jump @BBALL_20257 
01BB: store_object 1@ position_to $72 $73 $74 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
else_jump @BBALL_20257 
17@ = 10 

:BBALL_20257
jump @BBALL_20293 

:BBALL_20264
if 
8A51:   not is_widget_pressed 87 
else_jump @BBALL_20293 
$10152 = 0 
21@ = 0 

:BBALL_20293
24@ = 0 
if or
  17@ == 1 
  17@ == 2 
  17@ == 8 
  17@ == 4 
  17@ == 6 
else_jump @BBALL_20353 
24@ = 1 

:BBALL_20353
if or
  17@ == 16 
  17@ == 17 
else_jump @BBALL_20385 
24@ = 1 

:BBALL_20385
if 
  24@ == 1 
else_jump @BBALL_20680 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BBALL_20427 
0172: 29@ = actor $PLAYER_ACTOR Z_angle 

:BBALL_20427
if 
  $10175 > 360.0 
else_jump @BBALL_20465 
$10175 += -360.0 
jump @BBALL_20427 

:BBALL_20465
if 
  -360.0 > $10175 
else_jump @BBALL_20503 
$10175 += 360.0 
jump @BBALL_20465 

:BBALL_20503
0089: 30@ = $10175 // (float) 
0063: 30@ -= 29@ // (float) 
if 
  30@ > 180.0 
else_jump @BBALL_20550 
30@ += -360.0 

:BBALL_20550
if 
  -180.0 > 30@ 
else_jump @BBALL_20581 
30@ += 360.0 

:BBALL_20581
30@ /= 10.0 
007B: 29@ = frame_delta_time 30@ // (float) 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BBALL_20680 
if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
else_jump @BBALL_20680 
0173: set_actor $PLAYER_ACTOR Z_angle_to 29@ 

:BBALL_20680
if or
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
else_jump @BBALL_21298 
if 
03CA:   object $10148 exists 
else_jump @BBALL_21298 
01BB: store_object $10148 position_to $72 $73 $74 
050A: 8@ = distance_between_XYZ $72 $73 $74 and_XYZ $10176 $10177 $10178 
if 
  1.0 >= $10179 
else_jump @BBALL_21267 
if 
  8@ > 0.07 
else_jump @BBALL_21100 
0089: 2@ = $10176 // (float) 
0065: 2@ -= $72 // (float) 
0089: 3@ = $10177 // (float) 
0065: 3@ -= $73 // (float) 
0089: 4@ = $10178 // (float) 
0065: 4@ -= $74 // (float) 
0073: 2@ /= 8@ // (float) 
0073: 3@ /= 8@ // (float) 
0073: 4@ /= 8@ // (float) 
if 
  8@ > 0.065 
else_jump @BBALL_21069 
2@ *= 0.065 
3@ *= 0.065 
4@ *= 0.065 
007D: $72 += frame_delta_time * 2@ // (float) 
007D: $73 += frame_delta_time * 3@ // (float) 
007D: $74 += frame_delta_time * 4@ // (float) 
01BC: put_object $10148 at $72 $73 $74 
050A: 8@ = distance_between_XYZ $72 $73 $74 and_XYZ $10176 $10177 $10178 
0088: $10179 = 8@ // (float) 
0071: $10179 /= $10165 // (float) 
$10179 += -1.0 
$10179 *= -1.0 
jump @BBALL_21093 

:BBALL_21069
01BC: put_object $10148 at $10176 $10177 $10178 
$10179 = 1.0 

:BBALL_21093
jump @BBALL_21124 

:BBALL_21100
01BC: put_object $10148 at $10176 $10177 $10178 
$10179 = 1.0 

:BBALL_21124
if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
else_jump @BBALL_21267 
if and
  $10179 >= 0.0 
  1.0 >= $10179 
else_jump @BBALL_21267 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $10179 // 0.0 to 1.0 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_21267 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $10179 

:BBALL_21267
if 
  $10179 == 1.0 
else_jump @BBALL_21298 
$10179 = 1.01 

:BBALL_21298
return 
0086: $72 = $10180 // (float) 
0061: $72 -= $10183 // (float) 
0086: $73 = $10181 // (float) 
0061: $73 -= $10184 // (float) 
0086: $74 = $10182 // (float) 
0061: $74 -= $10185 // (float) 
0069: $72 *= $10186 // (float) 
0069: $73 *= $10186 // (float) 
0069: $74 *= $10186 // (float) 
0059: $10183 += $72 // (float) 
0059: $10184 += $73 // (float) 
0059: $10185 += $74 // (float) 
return 

:BBALL_21398
0454: store_debug_camera_position_to $72 $73 $74 
if 
03CA:   object 0@ exists 
else_jump @BBALL_21447 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
0176: $71 = object 0@ Z_angle 

:BBALL_21447
$71 *= -1.0 
02F7: 8@ = cosine $71 // (float) 
02F6: 9@ = sine $71 // (float) 
0086: $10187 = $72 // (float) 
0067: $10187 -= 2@ // (float) 
0086: $10188 = $73 // (float) 
0067: $10188 -= 3@ // (float) 
0086: $10189 = $74 // (float) 
0067: $10189 -= 4@ // (float) 
0086: $10190 = $10187 // (float) 
006D: $10190 *= 8@ // (float) 
0086: $10192 = $10188 // (float) 
006D: $10192 *= 9@ // (float) 
0061: $10190 -= $10192 // (float) 
0086: $10191 = $10187 // (float) 
006D: $10191 *= 9@ // (float) 
0086: $10192 = $10188 // (float) 
006D: $10192 *= 8@ // (float) 
0059: $10191 += $10192 // (float) 
03A9: save_newline_to_debug_file 
05B6: 129 // FIXED_CAMERA_POSITION - OFFSET FROM bbhoop = 
03A8: save_float_to_debug_file $10190 
03A8: save_float_to_debug_file $10191 
03A8: save_float_to_debug_file $10189 
0463: store_debug_camera_target_point_to $72 $73 $74 
0086: $10187 = $72 // (float) 
0067: $10187 -= 2@ // (float) 
0086: $10188 = $73 // (float) 
0067: $10188 -= 3@ // (float) 
0086: $10189 = $74 // (float) 
0067: $10189 -= 4@ // (float) 
0086: $10190 = $10187 // (float) 
006D: $10190 *= 8@ // (float) 
0086: $10192 = $10188 // (float) 
006D: $10192 *= 9@ // (float) 
0061: $10190 -= $10192 // (float) 
0086: $10191 = $10187 // (float) 
006D: $10191 *= 9@ // (float) 
0086: $10192 = $10188 // (float) 
006D: $10192 *= 8@ // (float) 
0059: $10191 += $10192 // (float) 
03A9: save_newline_to_debug_file 
05B6: 130 // CAMERA_POINT_AT -       OFFSET FROM bbhoop = 
03A8: save_float_to_debug_file $10190 
03A8: save_float_to_debug_file $10191 
03A8: save_float_to_debug_file $10189 
return 
end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK
thread 'VIDPOK' 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
9@ = 0 
10@ = 0 
if 
  7@ == -1 
else_jump @VIDPOK_131 
0107: 0@ = create_object #KMB_ROCK at 0.0 0.0 0.0 
0107: $10234 = create_object #KMB_ROCK at 0.0 0.0 0.0 

:VIDPOK_131
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VIDPOK_155 
010B: 15@ = player $PLAYER_CHAR money 

:VIDPOK_155
if 
  100 > 15@ 
else_jump @VIDPOK_187 
16@ = 5 
jump @VIDPOK_330 

:VIDPOK_187
if 
  1000 > 15@ 
else_jump @VIDPOK_220 
16@ = 6 
jump @VIDPOK_330 

:VIDPOK_220
if 
  10000 > 15@ 
else_jump @VIDPOK_253 
16@ = 7 
jump @VIDPOK_330 

:VIDPOK_253
if 
  50000 > 15@ 
else_jump @VIDPOK_288 
16@ = 8 
jump @VIDPOK_330 

:VIDPOK_288
if 
  100000 > 15@ 
else_jump @VIDPOK_323 
16@ = 9 
jump @VIDPOK_330 

:VIDPOK_323
16@ = 10 

:VIDPOK_330
0209: 15@ = random_int_in_ranges 0 16@ 
0871: init_jump_table 15@ total_jumps 10 default_jump 0 @VIDPOK_612 jumps 0 @VIDPOK_468 1 @VIDPOK_482 2 @VIDPOK_496 3 @VIDPOK_510 4 @VIDPOK_524 5 @VIDPOK_538 6 @VIDPOK_552 
0872: jump_table_jumps 7 @VIDPOK_567 8 @VIDPOK_582 9 @VIDPOK_597 -1 @VIDPOK_612 -1 @VIDPOK_612 -1 @VIDPOK_612 -1 @VIDPOK_612 -1 @VIDPOK_612 -1 @VIDPOK_612 

:VIDPOK_468
1@ = 1 
jump @VIDPOK_612 

:VIDPOK_482
1@ = 5 
jump @VIDPOK_612 

:VIDPOK_496
1@ = 10 
jump @VIDPOK_612 

:VIDPOK_510
1@ = 25 
jump @VIDPOK_612 

:VIDPOK_524
1@ = 50 
jump @VIDPOK_612 

:VIDPOK_538
1@ = 100 
jump @VIDPOK_612 

:VIDPOK_552
1@ = 500 
jump @VIDPOK_612 

:VIDPOK_567
1@ = 1000 
jump @VIDPOK_612 

:VIDPOK_582
1@ = 5000 
jump @VIDPOK_612 

:VIDPOK_597
1@ = 10000 
jump @VIDPOK_612 

:VIDPOK_612
wait 5 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1680 
if 
  $10234 == 0 
else_jump @VIDPOK_1592 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VIDPOK_1556 
if 
  $10827 == 0 
else_jump @VIDPOK_1520 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
else_jump @VIDPOK_1484 
15@ = 0 
0984: 16@ = object 0@ model 
07E4: get_model 16@ dimensions_cornerA_to 22@ 23@ 24@ dimensions_cornerB_to 25@ 26@ 27@ 
0087: 18@ = 25@ // (float) 
0063: 18@ -= 22@ // (float) 
if 
  18@ > 4.0 
else_jump @VIDPOK_1187 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_868 
15@ = 1 

:VIDPOK_868
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_946 
15@ = 1 

:VIDPOK_946
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1024 
15@ = 1 

:VIDPOK_1024
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1102 
15@ = 1 

:VIDPOK_1102
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1180 
15@ = 1 

:VIDPOK_1180
jump @VIDPOK_1265 

:VIDPOK_1187
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1265 
15@ = 1 

:VIDPOK_1265
if 
  15@ == 1 
else_jump @VIDPOK_1450 
if 
  $10237 == 0 
else_jump @VIDPOK_1419 
if 
0A52:   is_widget_released 73 
else_jump @VIDPOK_1376 
0A77: checkpoint_save_oddjob 2 
if 
  2@ == 1 
else_jump @VIDPOK_1347 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1347
6@ = 0 
7@ = 0 
008A: $10234 = 0@ // (int) 
jump @VIDPOK_1412 

:VIDPOK_1376
if 
  2@ == 0 
else_jump @VIDPOK_1412 
0512: show_permanent_text_box 'VP01'  // Tap ~m~~widget_mission_start~ to play Video Poker.
2@ = 1 

:VIDPOK_1412
jump @VIDPOK_1443 

:VIDPOK_1419
if 
80E1:   not player 0 pressed_key 15 
else_jump @VIDPOK_1443 
$10237 = 0 

:VIDPOK_1443
jump @VIDPOK_1477 

:VIDPOK_1450
if 
  2@ == 1 
else_jump @VIDPOK_1477 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1477
jump @VIDPOK_1513 

:VIDPOK_1484
if 
  2@ == 1 
else_jump @VIDPOK_1511 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1511
end_thread 

:VIDPOK_1513
jump @VIDPOK_1549 

:VIDPOK_1520
if 
  2@ == 1 
else_jump @VIDPOK_1547 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1547
end_thread 

:VIDPOK_1549
jump @VIDPOK_1585 

:VIDPOK_1556
if 
  2@ == 1 
else_jump @VIDPOK_1583 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1583
end_thread 

:VIDPOK_1585
jump @VIDPOK_1673 

:VIDPOK_1592
if 
003C:   $10234 == 0@ // (int) 
else_jump @VIDPOK_1673 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VIDPOK_1673 
if 
  10@ == 0 
else_jump @VIDPOK_1659 
gosub @VIDPOK_1718 
jump @VIDPOK_1673 

:VIDPOK_1659
gosub @VIDPOK_34364 
$10234 = 0 

:VIDPOK_1673
jump @VIDPOK_1709 

:VIDPOK_1680
if 
  2@ == 1 
else_jump @VIDPOK_1707 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1707
end_thread 

:VIDPOK_1709
jump @VIDPOK_612 
return 

:VIDPOK_1718
if 
0735:   is_keyboard_key_pressed 32 
else_jump @VIDPOK_1740 
28@ = 1 

:VIDPOK_1740
if 
  28@ == 1 
else_jump @VIDPOK_1824 
008A: $10270 = 6@ // (int) 
008A: $10271 = 7@ // (int) 
065D: NOP $10270 "M_STAGE" 
065D: NOP $10271 "M_GOALS" 
065D: NOP $10235 "HIGH_CARDS_HELD" 

:VIDPOK_1824
11@ += 1 
if 
  11@ > 9 
else_jump @VIDPOK_1856 
11@ = 0 

:VIDPOK_1856
01BD: 12@ = current_time_in_ms 
0085: 14@ = 12@ // (int) 
0062: 14@ -= 13@ // (int) 
0085: 13@ = 12@ // (int) 
if 
  6@ == 0 
else_jump @VIDPOK_4416 
if 
  7@ == 0 
else_jump @VIDPOK_3585 
09BD: allow_other_threads_to_display_text_boxes 1 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1949 
0176: $71 = object 0@ Z_angle 

:VIDPOK_1949
01B4: set_player $PLAYER_CHAR can_move 0 
05D4: AS_actor $PLAYER_ACTOR rotate_angle $71 
0826: enable_hud 0 
$10272 = 200 
$10275[0] = 312.0 
$10283[0] = 400.0 
$10275[1] = 565.0 
$10283[1] = 384.0 
$10275[2] = 85.0 
$10283[2] = 400.0 
$10275[3] = 323.0 
$10283[3] = 291.0 
$10275[4] = 180.0 
$10283[4] = 413.0 
$10275[5] = 79.0 
$10283[5] = 34.0 
$10275[6] = 350.0 
$10283[6] = 395.0 
$10275[7] = 120.0 
$10283[7] = 395.0 
29@ = 255.0 
$10240[0] = 100.0 
0088: $10245[0] = 29@ // (float) 
$10240[1] = 210.0 
0088: $10245[1] = 29@ // (float) 
$10240[2] = 320.0 
0088: $10245[2] = 29@ // (float) 
$10240[3] = 430.0 
0088: $10245[3] = 29@ // (float) 
$10240[4] = 540.0 
0088: $10245[4] = 29@ // (float) 
$10292 = 91.0 
$10291 = 125.0 
$10260[0] = 33.0 
$10260[1] = 31.0 
$10260[2] = 46.0 
$10260[3] = 62.0 
$10260[4] = 78.0 
$10260[5] = 94.0 
$10260[6] = 110.0 
$10260[7] = 126.0 
$10260[8] = 142.0 
$10260[9] = 158.0 
$10254[0] = 65.0 
$10254[1] = 335.0 
$10254[2] = 393.75 
$10254[3] = 452.5 
$10254[4] = 511.25 
$10254[5] = 570.0 
$10293 = 100.0 
$10294 = 49.0 
$10295 = 18.0 
$10250 = 123.0 
$10251 = 401.0 
$10301 = 81.0 
$10302 = 18.0 
$10252 = 490.0 
$10253 = 414.0 
$10299 = 75.0 
$10300 = 50.0 
$10296 = 4.0 
$10303[4] = 320.0 
$10312[4] = 27.0 
$10321[4] = 530.0 
$10330[4] = 2.0 
$10303[2] = 320.0 
$10312[2] = 176.0 
$10321[2] = 530.0 
$10330[2] = 2.0 
$10303[3] = 56.0 
$10312[3] = 102.0 
$10321[3] = 2.0 
$10330[3] = 148.0 
$10303[1] = 584.0 
$10312[1] = 102.0 
$10321[1] = 2.0 
$10330[1] = 148.0 
$10303[0] = 290.0 
$10312[0] = 102.0 
$10321[0] = 2.0 
$10330[0] = 148.0 
$10303[5] = 348.5 
$10312[5] = 102.0 
$10321[5] = 2.0 
$10330[5] = 148.0 
$10303[6] = 407.0 
$10312[6] = 102.0 
$10321[6] = 2.0 
$10330[6] = 148.0 
$10303[7] = 465.5 
$10312[7] = 102.0 
$10321[7] = 2.0 
$10330[7] = 148.0 
$10303[8] = 524.0 
$10312[8] = 102.0 
$10321[8] = 2.0 
$10330[8] = 148.0 
$10351[0] = 128 
$10357[0] = 0 
$10363[0] = 0 
$10369[0] = 2 
$10375[0] = 1 
$10381[0] = 0 
$10339[0] = 1.75 
$10345[0] = 1.75 
$10387[0] = 0 
$10393[0] = 255 
$10399[0] = 0 
$10339[1] = 0.52 
$10345[1] = 2.39 
$10351[1] = 128 
$10357[1] = 0 
$10363[1] = 0 
$10369[1] = 1 
$10375[1] = 0 
$10381[1] = 1 
0084: $10387[1] = $10272 // (int) 
0084: $10393[1] = $10272 // (int) 
$10399[1] = 0 
$10339[2] = 0.36 
$10345[2] = 1.53 
0084: $10351[2] = $10272 // (int) 
0084: $10357[2] = $10272 // (int) 
$10363[2] = 0 
$10369[2] = 1 
$10375[2] = 0 
$10381[2] = 1 
$10387[2] = 0 
$10393[2] = 0 
$10399[2] = 0 
$10339[3] = 0.36 
$10345[3] = 1.72 
0084: $10351[3] = $10272 // (int) 
0084: $10357[3] = $10272 // (int) 
$10363[3] = 0 
$10369[3] = 1 
$10375[3] = 0 
$10381[3] = 1 
$10387[3] = 0 
$10393[3] = 0 
$10399[3] = 0 
$10339[4] = 0.42 
$10345[4] = 1.6 
$10351[4] = 255 
$10357[4] = 255 
$10363[4] = 255 
$10369[4] = 1 
$10375[4] = 0 
$10381[4] = 1 
$10387[4] = 0 
$10393[4] = 0 
$10399[4] = 0 
$10339[5] = 0.44 
$10345[5] = 1.35 
0084: $10351[5] = $10272 // (int) 
0084: $10357[5] = $10272 // (int) 
$10363[5] = 0 
$10369[5] = 1 
$10375[5] = 1 
$10381[5] = 1 
$10387[5] = 0 
$10393[5] = 0 
$10399[5] = 0 
$10407 = 268.0 
$10408 = 130.0 
$10409 = 384.0 
$10410 = 152.0 
$10421 = 58.5 
$10422 = 146.0 
30@ = 102.0 
$10411[0] = 320.0 
0088: $10416[0] = 30@ // (float) 
$10411[1] = 378.5 
0088: $10416[1] = 30@ // (float) 
$10411[2] = 437.0 
0088: $10416[2] = 30@ // (float) 
$10411[3] = 495.5 
0088: $10416[3] = 30@ // (float) 
$10411[4] = 554.0 
0088: $10416[4] = 30@ // (float) 
$10405 = 2.5 
7@ += 1 

:VIDPOK_3585
if 
  7@ == 1 
else_jump @VIDPOK_3617 
fade 0 500 
7@ += 1 

:VIDPOK_3617
if 
  7@ == 2 
else_jump @VIDPOK_3655 
if 
   not fading 
else_jump @VIDPOK_3655 
7@ += 1 

:VIDPOK_3655
if 
  7@ == 3 
else_jump @VIDPOK_4416 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: load_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: load_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: load_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: load_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: load_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: load_texture "POKERBG" as 63 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_4317
if 
83D0:   not wav 4 loaded 
else_jump @VIDPOK_4343 
wait 0 
jump @VIDPOK_4317 

:VIDPOK_4343
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VIDPOK_4389 
010B: 15@ = player $PLAYER_CHAR money 
gosub @VIDPOK_33967 
005C: 15@ += $10557 // (int) 
$10193 = 1 

:VIDPOK_4389
fade 1 0 
$10211 = 0 
6@ += 1 
7@ = 0 

:VIDPOK_4416
if 
  6@ == 1 
else_jump @VIDPOK_6102 
if 
  7@ == 0 
else_jump @VIDPOK_4599 
$10210 = 2 
$10209 = 2 
15@ = 0 

:VIDPOK_4473
if 
  5 > 15@ 
else_jump @VIDPOK_4527 
$10194(15@,5i) = 0 
$10204(15@,5i) = 0 
15@ += 1 
jump @VIDPOK_4473 

:VIDPOK_4527
010B: 15@ = player $PLAYER_CHAR money 
gosub @VIDPOK_33967 
005C: 15@ += $10557 // (int) 
008B: 16@ = $10193 // (int) 
006A: 16@ *= 1@ // (int) 
if 
001D:   16@ > 15@ // (int) 
else_jump @VIDPOK_4592 
$10193 = 1 

:VIDPOK_4592
7@ += 1 

:VIDPOK_4599
if 
  7@ == 1 
else_jump @VIDPOK_5754 
if 
  $10211 == 0 
else_jump @VIDPOK_4656 
$10209 = 3 
$10210 = 2 
jump @VIDPOK_4670 

:VIDPOK_4656
$10209 = 2 
$10210 = 3 

:VIDPOK_4670
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if 
0A52:   is_widget_released 121 
else_jump @VIDPOK_4820 
$10211 = 0 
if 
  5 > $10193 
else_jump @VIDPOK_4806 
008B: 31@ = $10193 // (int) 
31@ += 1 
0085: 15@ = 31@ // (int) 
006A: 15@ *= 1@ // (int) 
010B: 16@ = player $PLAYER_CHAR money 
gosub @VIDPOK_33967 
005C: 16@ += $10557 // (int) 
if 
002D:   16@ >= 15@ // (int) 
else_jump @VIDPOK_4806 
$10193 += 1 

:VIDPOK_4806
7@ = 2 
jump @VIDPOK_5754 

:VIDPOK_4820
if 
0A52:   is_widget_released 122 
else_jump @VIDPOK_4881 
$10211 = 0 
if 
  $10193 > 1 
else_jump @VIDPOK_4867 
$10193 -= 1 

:VIDPOK_4867
7@ = 2 
jump @VIDPOK_5754 

:VIDPOK_4881
if or
0A52:   is_widget_released 123 
  5@ == 1 
else_jump @VIDPOK_5329 
5@ = 0 
0A67: 1 // 
if 
  7@ == 1 
else_jump @VIDPOK_5277 
008B: 15@ = $10193 // (int) 
006A: 15@ *= 1@ // (int) 
0A10: increase_integer_stat 35 by 15@ 
0093: 18@ = integer 15@ to_float 
18@ *= 0.001 
0A1F: increase_float_stat 81 by 18@ 
008A: $10239 = 15@ // (int) 
15@ *= -1 
0109: player $PLAYER_CHAR money = 15@ 
0A67: 2 // 

:VIDPOK_5277
0A62: add_button_flag 124 2 
0A62: add_button_flag 125 2 
0A62: add_button_flag 126 2 
0A62: add_button_flag 127 2 
0A62: add_button_flag 128 2 
$10211 = 1 
7@ = 4 
jump @VIDPOK_5754 

:VIDPOK_5329
if or
00E1:   player 0 pressed_key 11 
  $16 > 64 
else_jump @VIDPOK_5431 
if 
  $10238 == 0 
else_jump @VIDPOK_5424 
if 
  $10211 == 0 
else_jump @VIDPOK_5403 
$10211 = 1 
jump @VIDPOK_5410 

:VIDPOK_5403
$10211 = 0 

:VIDPOK_5410
$10238 += 1 
jump @VIDPOK_5754 

:VIDPOK_5424
jump @VIDPOK_5565 

:VIDPOK_5431
if or
00E1:   player 0 pressed_key 10 
  -64 > $16 
else_jump @VIDPOK_5533 
if 
  $10238 == 0 
else_jump @VIDPOK_5526 
if 
  $10211 == 1 
else_jump @VIDPOK_5505 
$10211 = 0 
jump @VIDPOK_5512 

:VIDPOK_5505
$10211 = 1 

:VIDPOK_5512
$10238 += 1 
jump @VIDPOK_5754 

:VIDPOK_5526
jump @VIDPOK_5565 

:VIDPOK_5533
if and
  $16 > -64 
  64 > $16 
else_jump @VIDPOK_5565 
$10238 = 0 

:VIDPOK_5565
if 
  $10236 == 0 
else_jump @VIDPOK_5730 
if or
0A52:   is_widget_released 121 
0A52:   is_widget_released 123 
else_jump @VIDPOK_5723 
if 
  $10211 == 0 
else_jump @VIDPOK_5668 
$10236 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
7@ += 1 
jump @VIDPOK_5754 
jump @VIDPOK_5723 

:VIDPOK_5668
$10236 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
$10210 = 2 
40@ = 0 
7@ += 3 
jump @VIDPOK_5754 

:VIDPOK_5723
jump @VIDPOK_5754 

:VIDPOK_5730
if 
80E1:   not player 0 pressed_key 16 
else_jump @VIDPOK_5754 
$10236 = 0 

:VIDPOK_5754
if 
  7@ == 2 
else_jump @VIDPOK_5786 
40@ = 0 
7@ += 1 

:VIDPOK_5786
if 
  7@ == 3 
else_jump @VIDPOK_5811 
7@ = 1 

:VIDPOK_5811
if 
  7@ == 4 
else_jump @VIDPOK_5908 
010B: 15@ = player $PLAYER_CHAR money 
gosub @VIDPOK_33967 
005C: 15@ += $10557 // (int) 
008B: 16@ = $10193 // (int) 
006A: 16@ *= 1@ // (int) 
if 
001D:   16@ > 15@ // (int) 
else_jump @VIDPOK_5901 
7@ = 1 
jump @VIDPOK_5908 

:VIDPOK_5901
7@ = 99 

:VIDPOK_5908
if 
  7@ == 99 
else_jump @VIDPOK_6095 
if 
  $10193 > 5 
else_jump @VIDPOK_6074 
0A66: 131 // FUCK

:VIDPOK_6074
7@ = 0 
6@ += 1 
jump @VIDPOK_6102 

:VIDPOK_6095
gosub @VIDPOK_26821 

:VIDPOK_6102
if 
  6@ == 2 
else_jump @VIDPOK_6757 
if 
  7@ == 0 
else_jump @VIDPOK_6224 
$10210 = 0 
$10209 = 0 
15@ = 0 

:VIDPOK_6159
if 
  5 > 15@ 
else_jump @VIDPOK_6213 
$10194(15@,5i) = 0 
$10204(15@,5i) = 0 
15@ += 1 
jump @VIDPOK_6159 

:VIDPOK_6213
059D: shuffle_card_decks 1 
7@ += 1 

:VIDPOK_6224
gosub @VIDPOK_34131 
if 
  7@ == 1 
else_jump @VIDPOK_6283 
059E: get_card_to 15@ 
gosub @VIDPOK_32725 
008A: $10194[0] = 15@ // (int) 
40@ = 0 
7@ += 1 

:VIDPOK_6283
if 
  7@ == 2 
else_jump @VIDPOK_6327 
if 
  40@ > 400 
else_jump @VIDPOK_6327 
7@ += 1 

:VIDPOK_6327
if 
  7@ == 3 
else_jump @VIDPOK_6379 
059E: get_card_to 15@ 
gosub @VIDPOK_32725 
008A: $10194[1] = 15@ // (int) 
40@ = 0 
7@ += 1 

:VIDPOK_6379
if 
  7@ == 4 
else_jump @VIDPOK_6423 
if 
  40@ > 400 
else_jump @VIDPOK_6423 
7@ += 1 

:VIDPOK_6423
if 
  7@ == 5 
else_jump @VIDPOK_6475 
059E: get_card_to 15@ 
gosub @VIDPOK_32725 
008A: $10194[2] = 15@ // (int) 
40@ = 0 
7@ += 1 

:VIDPOK_6475
if 
  7@ == 6 
else_jump @VIDPOK_6519 
if 
  40@ > 400 
else_jump @VIDPOK_6519 
7@ += 1 

:VIDPOK_6519
if 
  7@ == 7 
else_jump @VIDPOK_6571 
059E: get_card_to 15@ 
gosub @VIDPOK_32725 
008A: $10194[3] = 15@ // (int) 
40@ = 0 
7@ += 1 

:VIDPOK_6571
if 
  7@ == 8 
else_jump @VIDPOK_6615 
if 
  40@ > 400 
else_jump @VIDPOK_6615 
7@ += 1 

:VIDPOK_6615
if 
  7@ == 9 
else_jump @VIDPOK_6667 
059E: get_card_to 15@ 
gosub @VIDPOK_32725 
008A: $10194[4] = 15@ // (int) 
40@ = 0 
7@ += 1 

:VIDPOK_6667
if 
  7@ == 10 
else_jump @VIDPOK_6711 
if 
  40@ > 800 
else_jump @VIDPOK_6711 
7@ = 99 

:VIDPOK_6711
if 
  7@ == 99 
else_jump @VIDPOK_6750 
7@ = 0 
6@ += 1 
jump @VIDPOK_6757 

:VIDPOK_6750
gosub @VIDPOK_26821 

:VIDPOK_6757
if 
  6@ == 3 
else_jump @VIDPOK_7970 
if 
  7@ == 0 
else_jump @VIDPOK_6882 
$10210 = 2 
$10209 = 0 
15@ = 0 

:VIDPOK_6814
if 
  5 > 15@ 
else_jump @VIDPOK_6868 
$10204(15@,5i) = 2 
$10199(15@,5i) = 0 
15@ += 1 
jump @VIDPOK_6814 

:VIDPOK_6868
$10211 = 0 
7@ += 1 

:VIDPOK_6882
if 
  7@ == 1 
else_jump @VIDPOK_7874 
gosub @VIDPOK_34131 
if 
0A52:   is_widget_released 123 
else_jump @VIDPOK_6974 
0A63: remove_button_flag 124 2 
0A63: remove_button_flag 125 2 
0A63: remove_button_flag 126 2 
0A63: remove_button_flag 127 2 
0A63: remove_button_flag 128 2 
$10211 = 5 
7@ = 4 
jump @VIDPOK_5754 

:VIDPOK_6974
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
00E1:   player 0 pressed_key 11 
  $16 > 64 
else_jump @VIDPOK_7117 
if 
  $10238 == 0 
else_jump @VIDPOK_7110 
if 
  5 > $10211 
else_jump @VIDPOK_7110 
$10211 += 1 
if 
  $10211 == 5 
else_jump @VIDPOK_7082 
$10211 = 0 

:VIDPOK_7082
7@ += 1 
40@ = 0 
$10238 += 1 
jump @VIDPOK_7642 

:VIDPOK_7110
jump @VIDPOK_7283 

:VIDPOK_7117
if or
00E1:   player 0 pressed_key 10 
  -64 > $16 
else_jump @VIDPOK_7251 
if 
  $10238 == 0 
else_jump @VIDPOK_7244 
if and
  $10211 > -1 
  5 > $10211 
else_jump @VIDPOK_7244 
$10211 -= 1 
if 
  $10211 == -1 
else_jump @VIDPOK_7216 
$10211 = 4 

:VIDPOK_7216
7@ += 1 
$10238 += 1 
40@ = 0 
jump @VIDPOK_7642 

:VIDPOK_7244
jump @VIDPOK_7283 

:VIDPOK_7251
if and
  $16 > -64 
  64 > $16 
else_jump @VIDPOK_7283 
$10238 = 0 

:VIDPOK_7283
if or
00E1:   player 0 pressed_key 9 
  $17 > 64 
else_jump @VIDPOK_7335 
$10211 = 5 
7@ += 1 
40@ = 0 
jump @VIDPOK_7642 

:VIDPOK_7335
if or
00E1:   player 0 pressed_key 8 
  -64 > $17 
else_jump @VIDPOK_7405 
if 
  $10211 == 5 
else_jump @VIDPOK_7405 
$10211 = 1 
7@ += 1 
40@ = 0 
jump @VIDPOK_7642 

:VIDPOK_7405
if 
0A52:   is_widget_released 123 
else_jump @VIDPOK_7617 
if 
  $10236 == 0 
else_jump @VIDPOK_7610 
if 
  5 > $10211 
else_jump @VIDPOK_7562 
if 
  $10199($10211,5i) == 0 
else_jump @VIDPOK_7496 
$10199($10211,5i) = 1 
jump @VIDPOK_7507 

:VIDPOK_7496
$10199($10211,5i) = 0 

:VIDPOK_7507
40@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
7@ += 1 
$10236 += 1 
jump @VIDPOK_7642 
jump @VIDPOK_7610 

:VIDPOK_7562
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
40@ = 0 
7@ += 2 
$10236 += 1 
jump @VIDPOK_7642 

:VIDPOK_7610
jump @VIDPOK_7642 

:VIDPOK_7617
if 
   not $10236 == 0 
else_jump @VIDPOK_7642 
$10236 = 0 

:VIDPOK_7642
15@ = 0 

:VIDPOK_7649
if 
  6 > 15@ 
else_jump @VIDPOK_7874 
if 
  5 > 15@ 
else_jump @VIDPOK_7820 
if 
87D6:   not  15@ == $10211 // @ == $ (int) 
else_jump @VIDPOK_7762 
if 
  $10199(15@,5i) == 0 
else_jump @VIDPOK_7744 
$10204(15@,5i) = 2 
jump @VIDPOK_7755 

:VIDPOK_7744
$10204(15@,5i) = 4 

:VIDPOK_7755
jump @VIDPOK_7813 

:VIDPOK_7762
if 
  $10199(15@,5i) == 0 
else_jump @VIDPOK_7802 
$10204(15@,5i) = 3 
jump @VIDPOK_7813 

:VIDPOK_7802
$10204(15@,5i) = 5 

:VIDPOK_7813
jump @VIDPOK_7860 

:VIDPOK_7820
if 
87D6:   not  15@ == $10211 // @ == $ (int) 
else_jump @VIDPOK_7853 
$10210 = 2 
jump @VIDPOK_7860 

:VIDPOK_7853
$10210 = 3 

:VIDPOK_7860
15@ += 1 
jump @VIDPOK_7649 

:VIDPOK_7874
if 
  7@ == 2 
else_jump @VIDPOK_7899 
7@ = 1 

:VIDPOK_7899
if 
  7@ == 3 
else_jump @VIDPOK_7924 
7@ = 99 

:VIDPOK_7924
if 
  7@ == 99 
else_jump @VIDPOK_7963 
7@ = 0 
6@ += 1 
jump @VIDPOK_7970 

:VIDPOK_7963
gosub @VIDPOK_26821 

:VIDPOK_7970
if 
  6@ == 4 
else_jump @VIDPOK_9088 
if 
  7@ == 0 
else_jump @VIDPOK_8210 
$10210 = 0 
$10209 = 0 
15@ = 0 

:VIDPOK_8027
if 
  5 > 15@ 
else_jump @VIDPOK_8070 
$10204(15@,5i) = 0 
15@ += 1 
jump @VIDPOK_8027 

:VIDPOK_8070
$10235 = 0 
15@ = 0 

:VIDPOK_8084
if 
  5 > 15@ 
else_jump @VIDPOK_8203 
if 
   not $10199(15@,5i) == 0 
else_jump @VIDPOK_8189 
0084: $10426 = $10194(15@,5i) // (int) 
gosub @VIDPOK_32472 
if or
  $10427 == 1 
  $10427 == 11 
  $10427 == 12 
  $10427 == 13 
else_jump @VIDPOK_8189 
$10235 += 1 

:VIDPOK_8189
15@ += 1 
jump @VIDPOK_8084 

:VIDPOK_8203
7@ += 1 

:VIDPOK_8210
if 
  7@ == 1 
else_jump @VIDPOK_8314 
15@ = 0 

:VIDPOK_8235
if 
  5 > 15@ 
else_jump @VIDPOK_8300 
if 
  $10199(15@,5i) == 0 
else_jump @VIDPOK_8286 
$10194(15@,5i) = 0 

:VIDPOK_8286
15@ += 1 
jump @VIDPOK_8235 

:VIDPOK_8300
40@ = 0 
7@ += 1 

:VIDPOK_8314
if 
  7@ == 2 
else_jump @VIDPOK_8358 
if 
  40@ > 500 
else_jump @VIDPOK_8358 
7@ += 1 

:VIDPOK_8358
if 
  7@ == 3 
else_jump @VIDPOK_8442 
if 
  $10199[0] == 0 
else_jump @VIDPOK_8435 
059E: get_card_to 15@ 
gosub @VIDPOK_32727 
008A: $10194[0] = 15@ // (int) 
40@ = 0 
7@ += 1 
jump @VIDPOK_8442 

:VIDPOK_8435
7@ += 2 

:VIDPOK_8442
if 
  7@ == 4 
else_jump @VIDPOK_8486 
if 
  40@ > 400 
else_jump @VIDPOK_8486 
7@ += 1 

:VIDPOK_8486
if 
  7@ == 5 
else_jump @VIDPOK_8570 
if 
  $10199[1] == 0 
else_jump @VIDPOK_8563 
059E: get_card_to 15@ 
gosub @VIDPOK_32727 
008A: $10194[1] = 15@ // (int) 
40@ = 0 
7@ += 1 
jump @VIDPOK_8570 

:VIDPOK_8563
7@ += 2 

:VIDPOK_8570
if 
  7@ == 6 
else_jump @VIDPOK_8614 
if 
  40@ > 400 
else_jump @VIDPOK_8614 
7@ += 1 

:VIDPOK_8614
if 
  7@ == 7 
else_jump @VIDPOK_8698 
if 
  $10199[2] == 0 
else_jump @VIDPOK_8691 
059E: get_card_to 15@ 
gosub @VIDPOK_32727 
008A: $10194[2] = 15@ // (int) 
40@ = 0 
7@ += 1 
jump @VIDPOK_8698 

:VIDPOK_8691
7@ += 2 

:VIDPOK_8698
if 
  7@ == 8 
else_jump @VIDPOK_8742 
if 
  40@ > 400 
else_jump @VIDPOK_8742 
7@ += 1 

:VIDPOK_8742
if 
  7@ == 9 
else_jump @VIDPOK_8826 
if 
  $10199[3] == 0 
else_jump @VIDPOK_8819 
059E: get_card_to 15@ 
gosub @VIDPOK_32727 
008A: $10194[3] = 15@ // (int) 
40@ = 0 
7@ += 1 
jump @VIDPOK_8826 

:VIDPOK_8819
7@ += 2 

:VIDPOK_8826
if 
  7@ == 10 
else_jump @VIDPOK_8870 
if 
  40@ > 400 
else_jump @VIDPOK_8870 
7@ += 1 

:VIDPOK_8870
if 
  7@ == 11 
else_jump @VIDPOK_8954 
if 
  $10199[4] == 0 
else_jump @VIDPOK_8947 
059E: get_card_to 15@ 
gosub @VIDPOK_32727 
008A: $10194[4] = 15@ // (int) 
40@ = 0 
7@ += 1 
jump @VIDPOK_8954 

:VIDPOK_8947
7@ += 2 

:VIDPOK_8954
if 
  7@ == 12 
else_jump @VIDPOK_8998 
if 
  40@ > 400 
else_jump @VIDPOK_8998 
7@ += 1 

:VIDPOK_8998
if 
  7@ == 13 
else_jump @VIDPOK_9042 
if 
  40@ > 800 
else_jump @VIDPOK_9042 
7@ = 99 

:VIDPOK_9042
if 
  7@ == 99 
else_jump @VIDPOK_9081 
7@ = 0 
6@ += 1 
jump @VIDPOK_9088 

:VIDPOK_9081
gosub @VIDPOK_26821 

:VIDPOK_9088
if 
  6@ == 5 
else_jump @VIDPOK_10612 
if 
  7@ == 0 
else_jump @VIDPOK_9208 
$10212 = 0 
$10213 = 0 
$10214 = 0 
$10215 = 0 
$10216 = 0 
$10217 = 0 
$10218 = 0 
$10219 = 0 
$10220 = 0 
$10221 = 0 
$10222 = 0 
7@ += 1 

:VIDPOK_9208
if 
  7@ == 1 
else_jump @VIDPOK_10534 
15@ = 0 

:VIDPOK_9233
if 
  5 > 15@ 
else_jump @VIDPOK_9327 
0084: $10426 = $10194(15@,5i) // (int) 
gosub @VIDPOK_32472 
0084: $10223(15@,5i) = $10427 // (int) 
0084: $10426 = $10194(15@,5i) // (int) 
gosub @VIDPOK_32620 
0084: $10228(15@,5i) = $10427 // (int) 
15@ += 1 
jump @VIDPOK_9233 

:VIDPOK_9327
03A9: save_newline_to_debug_file 
17@ = 1 

:VIDPOK_9336
if 
  17@ > 0 
else_jump @VIDPOK_9521 
15@ = 0 
16@ = 0 
17@ = 0 

:VIDPOK_9375
if 
  5 > 15@ 
else_jump @VIDPOK_9514 
0085: 16@ = 15@ // (int) 
16@ += 1 
if 
  5 > 16@ 
else_jump @VIDPOK_9500 
if 
001C:   $10223(15@,5i) > $10223(16@,5i) // (int) 
else_jump @VIDPOK_9500 
008B: 32@ = $10223(16@,5i) // (int) 
0084: $10223(16@,5i) = $10223(15@,5i) // (int) 
008A: $10223(15@,5i) = 32@ // (int) 
17@ += 1 

:VIDPOK_9500
15@ += 1 
jump @VIDPOK_9375 

:VIDPOK_9514
jump @VIDPOK_9336 

:VIDPOK_9521
if and
003A:   $10228[0] == $10228[1] // (int) 
003A:   $10228[1] == $10228[2] // (int) 
003A:   $10228[2] == $10228[3] // (int) 
003A:   $10228[3] == $10228[4] // (int) 
else_jump @VIDPOK_9571 
$10216 = 1 

:VIDPOK_9571
008B: 15@ = $10223[0] // (int) 
15@ += 1 
if 
07D6:   15@ == $10223[1] // @ == $ (int) 
else_jump @VIDPOK_9739 
008B: 15@ = $10223[1] // (int) 
15@ += 1 
if 
07D6:   15@ == $10223[2] // @ == $ (int) 
else_jump @VIDPOK_9739 
008B: 15@ = $10223[2] // (int) 
15@ += 1 
if 
07D6:   15@ == $10223[3] // @ == $ (int) 
else_jump @VIDPOK_9739 
008B: 15@ = $10223[3] // (int) 
15@ += 1 
if 
07D6:   15@ == $10223[4] // @ == $ (int) 
else_jump @VIDPOK_9739 
$10217 = 1 
if 
  $10216 == 1 
else_jump @VIDPOK_9739 
$10213 = 1 

:VIDPOK_9739
if and
  $10223[0] == 1 
  $10223[1] == 10 
  $10223[2] == 11 
  $10223[3] == 12 
  $10223[4] == 13 
else_jump @VIDPOK_9824 
$10217 = 1 
if 
  $10216 == 1 
else_jump @VIDPOK_9824 
$10213 = 1 
$10212 = 1 

:VIDPOK_9824
15@ = 0 
16@ = 0 
17@ = 0 

:VIDPOK_9845
if 
  5 > 15@ 
else_jump @VIDPOK_10118 
0085: 16@ = 15@ // (int) 
16@ += 1 
if 
  5 > 16@ 
else_jump @VIDPOK_10104 
if 
003A:   $10223(15@,5i) == $10223(16@,5i) // (int) 
else_jump @VIDPOK_9962 
17@ += 1 
if 
  16@ == 4 
else_jump @VIDPOK_9955 
jump @VIDPOK_9962 

:VIDPOK_9955
jump @VIDPOK_10104 

:VIDPOK_9962
if 
  17@ > 0 
else_jump @VIDPOK_10104 
if 
  17@ == 1 
else_jump @VIDPOK_10047 
if 
  $10221 == 0 
else_jump @VIDPOK_10035 
0084: $10221 = $10223(15@,5i) // (int) 
jump @VIDPOK_10047 

:VIDPOK_10035
0084: $10222 = $10223(15@,5i) // (int) 

:VIDPOK_10047
if 
  17@ == 2 
else_jump @VIDPOK_10072 
$10218 = 1 

:VIDPOK_10072
if 
  17@ == 3 
else_jump @VIDPOK_10097 
$10214 = 1 

:VIDPOK_10097
17@ = 0 

:VIDPOK_10104
15@ += 1 
jump @VIDPOK_9845 

:VIDPOK_10118
if and
  $10218 == 1 
   not $10221 == 0 
else_jump @VIDPOK_10150 
$10215 = 1 

:VIDPOK_10150
if and
   not $10221 == 0 
   not $10222 == 0 
else_jump @VIDPOK_10182 
$10219 = 1 

:VIDPOK_10182
if 
   not $10221 == 0 
else_jump @VIDPOK_10232 
if or
  $10221 > 10 
  $10221 == 1 
else_jump @VIDPOK_10232 
$10220 = 1 

:VIDPOK_10232
if 
  $10212 == 1 
else_jump @VIDPOK_10264 
$10233 = 9 
jump @VIDPOK_10527 

:VIDPOK_10264
if 
  $10213 == 1 
else_jump @VIDPOK_10296 
$10233 = 8 
jump @VIDPOK_10527 

:VIDPOK_10296
if 
  $10214 == 1 
else_jump @VIDPOK_10328 
$10233 = 7 
jump @VIDPOK_10527 

:VIDPOK_10328
if 
  $10215 == 1 
else_jump @VIDPOK_10360 
$10233 = 6 
jump @VIDPOK_10527 

:VIDPOK_10360
if 
  $10216 == 1 
else_jump @VIDPOK_10392 
$10233 = 5 
jump @VIDPOK_10527 

:VIDPOK_10392
if 
  $10217 == 1 
else_jump @VIDPOK_10424 
$10233 = 4 
jump @VIDPOK_10527 

:VIDPOK_10424
if 
  $10218 == 1 
else_jump @VIDPOK_10456 
$10233 = 3 
jump @VIDPOK_10527 

:VIDPOK_10456
if 
  $10219 == 1 
else_jump @VIDPOK_10488 
$10233 = 2 
jump @VIDPOK_10527 

:VIDPOK_10488
if 
  $10220 == 1 
else_jump @VIDPOK_10520 
$10233 = 1 
jump @VIDPOK_10527 

:VIDPOK_10520
$10233 = 0 

:VIDPOK_10527
7@ += 1 

:VIDPOK_10534
if 
  7@ == 2 
else_jump @VIDPOK_10559 
7@ = 99 

:VIDPOK_10559
if 
  7@ == 99 
else_jump @VIDPOK_10605 
6@ += 1 
7@ = 0 
40@ = 0 
jump @VIDPOK_10612 

:VIDPOK_10605
gosub @VIDPOK_26821 

:VIDPOK_10612
if 
  6@ == 6 
else_jump @VIDPOK_12703 
if 
  7@ == 0 
else_jump @VIDPOK_12390 
0085: 15@ = 1@ // (int) 
if 
  $10233 == 9 
else_jump @VIDPOK_10852 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_10852 jumps 1 @VIDPOK_10737 2 @VIDPOK_10760 3 @VIDPOK_10783 4 @VIDPOK_10806 5 @VIDPOK_10829 -1 @VIDPOK_10852 -1 @VIDPOK_10852 

:VIDPOK_10737
0085: 17@ = 15@ // (int) 
17@ *= 250 
jump @VIDPOK_10852 

:VIDPOK_10760
0085: 17@ = 15@ // (int) 
17@ *= 500 
jump @VIDPOK_10852 

:VIDPOK_10783
0085: 17@ = 15@ // (int) 
17@ *= 750 
jump @VIDPOK_10852 

:VIDPOK_10806
0085: 17@ = 15@ // (int) 
17@ *= 1000 
jump @VIDPOK_10852 

:VIDPOK_10829
0085: 17@ = 15@ // (int) 
17@ *= 4000 
jump @VIDPOK_10852 

:VIDPOK_10852
if 
  $10233 == 8 
else_jump @VIDPOK_11046 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_11046 jumps 1 @VIDPOK_10933 2 @VIDPOK_10955 3 @VIDPOK_10977 4 @VIDPOK_11000 5 @VIDPOK_11023 -1 @VIDPOK_11046 -1 @VIDPOK_11046 

:VIDPOK_10933
0085: 17@ = 15@ // (int) 
17@ *= 50 
jump @VIDPOK_11046 

:VIDPOK_10955
0085: 17@ = 15@ // (int) 
17@ *= 100 
jump @VIDPOK_11046 

:VIDPOK_10977
0085: 17@ = 15@ // (int) 
17@ *= 150 
jump @VIDPOK_11046 

:VIDPOK_11000
0085: 17@ = 15@ // (int) 
17@ *= 200 
jump @VIDPOK_11046 

:VIDPOK_11023
0085: 17@ = 15@ // (int) 
17@ *= 250 
jump @VIDPOK_11046 

:VIDPOK_11046
if 
  $10233 == 7 
else_jump @VIDPOK_11237 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_11237 jumps 1 @VIDPOK_11127 2 @VIDPOK_11149 3 @VIDPOK_11171 4 @VIDPOK_11193 5 @VIDPOK_11215 -1 @VIDPOK_11237 -1 @VIDPOK_11237 

:VIDPOK_11127
0085: 17@ = 15@ // (int) 
17@ *= 25 
jump @VIDPOK_11237 

:VIDPOK_11149
0085: 17@ = 15@ // (int) 
17@ *= 50 
jump @VIDPOK_11237 

:VIDPOK_11171
0085: 17@ = 15@ // (int) 
17@ *= 75 
jump @VIDPOK_11237 

:VIDPOK_11193
0085: 17@ = 15@ // (int) 
17@ *= 100 
jump @VIDPOK_11237 

:VIDPOK_11215
0085: 17@ = 15@ // (int) 
17@ *= 125 
jump @VIDPOK_11237 

:VIDPOK_11237
if 
  $10233 == 6 
else_jump @VIDPOK_11428 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_11428 jumps 1 @VIDPOK_11318 2 @VIDPOK_11340 3 @VIDPOK_11362 4 @VIDPOK_11384 5 @VIDPOK_11406 -1 @VIDPOK_11428 -1 @VIDPOK_11428 

:VIDPOK_11318
0085: 17@ = 15@ // (int) 
17@ *= 9 
jump @VIDPOK_11428 

:VIDPOK_11340
0085: 17@ = 15@ // (int) 
17@ *= 18 
jump @VIDPOK_11428 

:VIDPOK_11362
0085: 17@ = 15@ // (int) 
17@ *= 27 
jump @VIDPOK_11428 

:VIDPOK_11384
0085: 17@ = 15@ // (int) 
17@ *= 36 
jump @VIDPOK_11428 

:VIDPOK_11406
0085: 17@ = 15@ // (int) 
17@ *= 45 
jump @VIDPOK_11428 

:VIDPOK_11428
if 
  $10233 == 5 
else_jump @VIDPOK_11619 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_11619 jumps 1 @VIDPOK_11509 2 @VIDPOK_11531 3 @VIDPOK_11553 4 @VIDPOK_11575 5 @VIDPOK_11597 -1 @VIDPOK_11619 -1 @VIDPOK_11619 

:VIDPOK_11509
0085: 17@ = 15@ // (int) 
17@ *= 6 
jump @VIDPOK_11619 

:VIDPOK_11531
0085: 17@ = 15@ // (int) 
17@ *= 12 
jump @VIDPOK_11619 

:VIDPOK_11553
0085: 17@ = 15@ // (int) 
17@ *= 18 
jump @VIDPOK_11619 

:VIDPOK_11575
0085: 17@ = 15@ // (int) 
17@ *= 24 
jump @VIDPOK_11619 

:VIDPOK_11597
0085: 17@ = 15@ // (int) 
17@ *= 30 
jump @VIDPOK_11619 

:VIDPOK_11619
if 
  $10233 == 4 
else_jump @VIDPOK_11810 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_11810 jumps 1 @VIDPOK_11700 2 @VIDPOK_11722 3 @VIDPOK_11744 4 @VIDPOK_11766 5 @VIDPOK_11788 -1 @VIDPOK_11810 -1 @VIDPOK_11810 

:VIDPOK_11700
0085: 17@ = 15@ // (int) 
17@ *= 4 
jump @VIDPOK_11810 

:VIDPOK_11722
0085: 17@ = 15@ // (int) 
17@ *= 8 
jump @VIDPOK_11810 

:VIDPOK_11744
0085: 17@ = 15@ // (int) 
17@ *= 12 
jump @VIDPOK_11810 

:VIDPOK_11766
0085: 17@ = 15@ // (int) 
17@ *= 16 
jump @VIDPOK_11810 

:VIDPOK_11788
0085: 17@ = 15@ // (int) 
17@ *= 20 
jump @VIDPOK_11810 

:VIDPOK_11810
if 
  $10233 == 3 
else_jump @VIDPOK_12001 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_12001 jumps 1 @VIDPOK_11891 2 @VIDPOK_11913 3 @VIDPOK_11935 4 @VIDPOK_11957 5 @VIDPOK_11979 -1 @VIDPOK_12001 -1 @VIDPOK_12001 

:VIDPOK_11891
0085: 17@ = 15@ // (int) 
17@ *= 3 
jump @VIDPOK_12001 

:VIDPOK_11913
0085: 17@ = 15@ // (int) 
17@ *= 6 
jump @VIDPOK_12001 

:VIDPOK_11935
0085: 17@ = 15@ // (int) 
17@ *= 9 
jump @VIDPOK_12001 

:VIDPOK_11957
0085: 17@ = 15@ // (int) 
17@ *= 12 
jump @VIDPOK_12001 

:VIDPOK_11979
0085: 17@ = 15@ // (int) 
17@ *= 15 
jump @VIDPOK_12001 

:VIDPOK_12001
if 
  $10233 == 2 
else_jump @VIDPOK_12192 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_12192 jumps 1 @VIDPOK_12082 2 @VIDPOK_12104 3 @VIDPOK_12126 4 @VIDPOK_12148 5 @VIDPOK_12170 -1 @VIDPOK_12192 -1 @VIDPOK_12192 

:VIDPOK_12082
0085: 17@ = 15@ // (int) 
17@ *= 2 
jump @VIDPOK_12192 

:VIDPOK_12104
0085: 17@ = 15@ // (int) 
17@ *= 4 
jump @VIDPOK_12192 

:VIDPOK_12126
0085: 17@ = 15@ // (int) 
17@ *= 6 
jump @VIDPOK_12192 

:VIDPOK_12148
0085: 17@ = 15@ // (int) 
17@ *= 8 
jump @VIDPOK_12192 

:VIDPOK_12170
0085: 17@ = 15@ // (int) 
17@ *= 10 
jump @VIDPOK_12192 

:VIDPOK_12192
if 
  $10233 == 1 
else_jump @VIDPOK_12383 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_12383 jumps 1 @VIDPOK_12273 2 @VIDPOK_12295 3 @VIDPOK_12317 4 @VIDPOK_12339 5 @VIDPOK_12361 -1 @VIDPOK_12383 -1 @VIDPOK_12383 

:VIDPOK_12273
0085: 17@ = 15@ // (int) 
17@ *= 1 
jump @VIDPOK_12383 

:VIDPOK_12295
0085: 17@ = 15@ // (int) 
17@ *= 2 
jump @VIDPOK_12383 

:VIDPOK_12317
0085: 17@ = 15@ // (int) 
17@ *= 3 
jump @VIDPOK_12383 

:VIDPOK_12339
0085: 17@ = 15@ // (int) 
17@ *= 4 
jump @VIDPOK_12383 

:VIDPOK_12361
0085: 17@ = 15@ // (int) 
17@ *= 5 
jump @VIDPOK_12383 

:VIDPOK_12383
7@ += 1 

:VIDPOK_12390
if 
0A52:   is_widget_released 123 
else_jump @VIDPOK_12412 
5@ = 1 

:VIDPOK_12412
if 
   not $10233 == 0 
else_jump @VIDPOK_12592 
if or
  40@ > 4000 
0A52:   is_widget_released 123 
else_jump @VIDPOK_12585 
0A63: remove_button_flag 124 4 
0A63: remove_button_flag 125 4 
0A63: remove_button_flag 126 4 
0A63: remove_button_flag 127 4 
0A63: remove_button_flag 128 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1025 
0109: player $PLAYER_CHAR money = 17@ 
0085: 15@ = 17@ // (int) 
0064: 15@ -= $10239 // (int) 
0A10: increase_integer_stat 37 by 15@ 
08F8: display_stat_update_box 0 
0627: update_integer_stat 38 to 15@ 
08F8: display_stat_update_box 1 
6@ = 1 
7@ = 0 
$10211 = 1 
$10236 = 1 
$10239 = 0 

:VIDPOK_12585
jump @VIDPOK_12696 

:VIDPOK_12592
if or
  40@ > 4000 
0A52:   is_widget_released 123 
else_jump @VIDPOK_12696 
0A63: remove_button_flag 124 4 
0A63: remove_button_flag 125 4 
0A63: remove_button_flag 126 4 
0A63: remove_button_flag 127 4 
0A63: remove_button_flag 128 4 
08F8: display_stat_update_box 0 
0627: update_integer_stat 39 to $10239 
08F8: display_stat_update_box 1 
$10239 = 0 
$10236 = 1 
6@ = 1 
7@ = 0 
$10211 = 1 

:VIDPOK_12696
gosub @VIDPOK_26821 

:VIDPOK_12703
gosub @VIDPOK_12913 
if 
  6@ > 0 
else_jump @VIDPOK_12911 
0A89: unknown 123 1.0 0.45 
0A52:   is_widget_released 123 
0A52:   is_widget_released 121 
0A52:   is_widget_released 122 
3@ = 0 
4@ = 0 

:VIDPOK_12768
if 
  5 > 3@ 
else_jump @VIDPOK_12835 
04AF: 4@ = 124 // = constant 
005A: 4@ += 3@ // (int) 
0A89: unknown 4@ 1.0 0.175 
0A52:   is_widget_released 4@ 
3@ += 1 
jump @VIDPOK_12768 

:VIDPOK_12835
0A89: unknown 134 1.0 0.45 
if 
0A52:   is_widget_released 134 
else_jump @VIDPOK_12911 
0A63: remove_button_flag 124 4 
0A63: remove_button_flag 125 4 
0A63: remove_button_flag 126 4 
0A63: remove_button_flag 127 4 
0A63: remove_button_flag 128 4 
10@ = 1 
$10237 = 1 

:VIDPOK_12911
return 

:VIDPOK_12913
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @VIDPOK_13479 
$10273 += 1 
if 
  $10273 > 13 
else_jump @VIDPOK_12960 
$10273 = 0 

:VIDPOK_12960
if 
  $10273 == 1 
else_jump @VIDPOK_12998 
0662: printstring "EDIT_BET_DETAILS" 

:VIDPOK_12998
if 
  $10273 == 2 
else_jump @VIDPOK_13036 
0662: printstring "EDIT_SHIFT_CARDS" 

:VIDPOK_13036
if 
  $10273 == 3 
else_jump @VIDPOK_13091 
0662: printstring "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_13091
if 
  $10273 == 4 
else_jump @VIDPOK_13130 
0662: printstring "EDIT_HOLD_BUTTONS" 

:VIDPOK_13130
if 
  $10273 == 5 
else_jump @VIDPOK_13164 
0662: printstring "EDIT_BET_ONE" 

:VIDPOK_13164
if 
  $10273 == 6 
else_jump @VIDPOK_13195 
0662: printstring "EDIT_DEAL" 

:VIDPOK_13195
if 
  $10273 == 7 
else_jump @VIDPOK_13238 
0662: printstring "EDIT_BORDER_THICKNESS" 

:VIDPOK_13238
if 
  $10273 == 8 
else_jump @VIDPOK_13276 
0662: printstring "EDIT_TABLE_LINES" 

:VIDPOK_13276
if 
  $10273 == 9 
else_jump @VIDPOK_13307 
0662: printstring "EDIT_TEXT" 

:VIDPOK_13307
if 
  $10273 == 10 
else_jump @VIDPOK_13339 
0662: printstring "EDIT_TILES" 

:VIDPOK_13339
if 
  $10273 == 11 
else_jump @VIDPOK_13382 
0662: printstring "EDIT_TABLE_BACKGROUND" 

:VIDPOK_13382
if 
  $10273 == 12 
else_jump @VIDPOK_13434 
0662: printstring "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_13434
if 
  $10273 == 13 
else_jump @VIDPOK_13479 
0662: printstring "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_13479
if 
  $10273 == 1 
else_jump @VIDPOK_13683 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13563 
$10274 += 1 
if 
  $10274 > 7 
else_jump @VIDPOK_13544 
$10274 = 0 

:VIDPOK_13544
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_13563
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_13593 
$10283($10274,8f) += -1.0 

:VIDPOK_13593
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_13623 
$10283($10274,8f) += 1.0 

:VIDPOK_13623
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_13653 
$10275($10274,8f) += 1.0 

:VIDPOK_13653
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_13683 
$10275($10274,8f) += -1.0 

:VIDPOK_13683
if 
  $10273 == 2 
else_jump @VIDPOK_13991 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_13767 
$10274 += 1 
if 
  $10274 > 4 
else_jump @VIDPOK_13748 
$10274 = 0 

:VIDPOK_13748
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_13767
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_13797 
$10245($10274,5f) += -1.0 

:VIDPOK_13797
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_13827 
$10245($10274,5f) += 1.0 

:VIDPOK_13827
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_13857 
$10240($10274,5f) += 1.0 

:VIDPOK_13857
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_13887 
$10240($10274,5f) += -1.0 

:VIDPOK_13887
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_13913 
$10292 += 1.0 

:VIDPOK_13913
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_13939 
$10292 += -1.0 

:VIDPOK_13939
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_13965 
$10291 += 1.0 

:VIDPOK_13965
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_13991 
$10291 += -1.0 

:VIDPOK_13991
if 
  $10273 == 3 
else_jump @VIDPOK_14245 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14075 
$10274 += 1 
if 
  $10274 > 9 
else_jump @VIDPOK_14056 
$10274 = 0 

:VIDPOK_14056
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_14075
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14105 
$10260($10274,10f) += -1.0 

:VIDPOK_14105
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14135 
$10260($10274,10f) += 1.0 

:VIDPOK_14135
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14190 
if 
  $10274 > 5 
else_jump @VIDPOK_14176 
$10274 = 0 

:VIDPOK_14176
$10254($10274,6f) += 1.0 

:VIDPOK_14190
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14245 
if 
  $10274 > 5 
else_jump @VIDPOK_14231 
$10274 = 0 

:VIDPOK_14231
$10254($10274,6f) += -1.0 

:VIDPOK_14245
if 
  $10273 == 4 
else_jump @VIDPOK_14432 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14278 

:VIDPOK_14278
if 
0736:   is_keyboard_key_just_pressed 87 
else_jump @VIDPOK_14303 
$10293 += -1.0 

:VIDPOK_14303
if 
0736:   is_keyboard_key_just_pressed 83 
else_jump @VIDPOK_14328 
$10293 += 1.0 

:VIDPOK_14328
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_14354 
$10294 += 1.0 

:VIDPOK_14354
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_14380 
$10294 += -1.0 

:VIDPOK_14380
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_14406 
$10295 += 1.0 

:VIDPOK_14406
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_14432 
$10295 += -1.0 

:VIDPOK_14432
if 
  $10273 == 5 
else_jump @VIDPOK_14673 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14465 

:VIDPOK_14465
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14491 
$10251 += -1.0 

:VIDPOK_14491
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14517 
$10251 += 1.0 

:VIDPOK_14517
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14543 
$10250 += 1.0 

:VIDPOK_14543
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14569 
$10250 += -1.0 

:VIDPOK_14569
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_14595 
$10301 += 1.0 

:VIDPOK_14595
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_14621 
$10301 += -1.0 

:VIDPOK_14621
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_14647 
$10302 += 1.0 

:VIDPOK_14647
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_14673 
$10302 += -1.0 

:VIDPOK_14673
if 
  $10273 == 6 
else_jump @VIDPOK_14914 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_14706 

:VIDPOK_14706
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_14732 
$10253 += -1.0 

:VIDPOK_14732
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_14758 
$10253 += 1.0 

:VIDPOK_14758
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14784 
$10252 += 1.0 

:VIDPOK_14784
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14810 
$10252 += -1.0 

:VIDPOK_14810
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_14836 
$10299 += 1.0 

:VIDPOK_14836
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_14862 
$10299 += -1.0 

:VIDPOK_14862
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_14888 
$10300 += 1.0 

:VIDPOK_14888
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_14914 
$10300 += -1.0 

:VIDPOK_14914
if 
  $10273 == 7 
else_jump @VIDPOK_14984 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_14958 
$10296 += 0.1 

:VIDPOK_14958
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_14984 
$10296 += -0.1 

:VIDPOK_14984
if 
  $10273 == 8 
else_jump @VIDPOK_15364 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_15068 
$10274 += 1 
if 
  $10274 > 8 
else_jump @VIDPOK_15049 
$10274 = 0 

:VIDPOK_15049
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_15068
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_15098 
$10312($10274,9f) += -1.0 

:VIDPOK_15098
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_15128 
$10312($10274,9f) += 1.0 

:VIDPOK_15128
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_15158 
$10303($10274,9f) += 1.0 

:VIDPOK_15158
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_15188 
$10303($10274,9f) += -1.0 

:VIDPOK_15188
if 
0736:   is_keyboard_key_just_pressed 142 
else_jump @VIDPOK_15244 
0089: 18@ = $10321($10274,9f) // (float) 
0086: $10321($10274,9f) = $10330($10274,9f) // (float) 
0088: $10330($10274,9f) = 18@ // (float) 

:VIDPOK_15244
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_15274 
$10321($10274,9f) += -1.0 

:VIDPOK_15274
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_15304 
$10321($10274,9f) += 1.0 

:VIDPOK_15304
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_15334 
$10330($10274,9f) += 1.0 

:VIDPOK_15334
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_15364 
$10330($10274,9f) += -1.0 

:VIDPOK_15364
if 
  $10273 == 9 
else_jump @VIDPOK_16301 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_15448 
$10274 += 1 
if 
  $10274 > 5 
else_jump @VIDPOK_15429 
$10274 = 0 

:VIDPOK_15429
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_15448
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_15478 
$10345($10274,6f) += -0.01 

:VIDPOK_15478
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_15508 
$10345($10274,6f) += 0.01 

:VIDPOK_15508
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_15538 
$10339($10274,6f) += 0.01 

:VIDPOK_15538
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_15568 
$10339($10274,6f) += -0.01 

:VIDPOK_15568
if 
0736:   is_keyboard_key_just_pressed 82 
else_jump @VIDPOK_15608 
$10351($10274,6i) += 1 
0663: printint "RED" $10351($10274,6i) 

:VIDPOK_15608
if 
0736:   is_keyboard_key_just_pressed 86 
else_jump @VIDPOK_15648 
$10351($10274,6i) += -1 
0663: printint "RED" $10351($10274,6i) 

:VIDPOK_15648
if 
0736:   is_keyboard_key_just_pressed 84 
else_jump @VIDPOK_15690 
$10357($10274,6i) += 1 
0663: printint "GREEN" $10357($10274,6i) 

:VIDPOK_15690
if 
0736:   is_keyboard_key_just_pressed 71 
else_jump @VIDPOK_15732 
$10357($10274,6i) += -1 
0663: printint "GREEN" $10357($10274,6i) 

:VIDPOK_15732
if 
0736:   is_keyboard_key_just_pressed 89 
else_jump @VIDPOK_15773 
$10363($10274,6i) += 1 
0663: printint "BLUE" $10363($10274,6i) 

:VIDPOK_15773
if 
0736:   is_keyboard_key_just_pressed 72 
else_jump @VIDPOK_15814 
$10363($10274,6i) += -1 
0663: printint "BLUE" $10363($10274,6i) 

:VIDPOK_15814
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @VIDPOK_15854 
$10387($10274,6i) += 1 
0663: printint "RED" $10387($10274,6i) 

:VIDPOK_15854
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @VIDPOK_15894 
$10387($10274,6i) += -1 
0663: printint "RED" $10387($10274,6i) 

:VIDPOK_15894
if 
0736:   is_keyboard_key_just_pressed 73 
else_jump @VIDPOK_15936 
$10393($10274,6i) += 1 
0663: printint "GREEN" $10393($10274,6i) 

:VIDPOK_15936
if 
0736:   is_keyboard_key_just_pressed 75 
else_jump @VIDPOK_15978 
$10393($10274,6i) += -1 
0663: printint "GREEN" $10393($10274,6i) 

:VIDPOK_15978
if 
0736:   is_keyboard_key_just_pressed 79 
else_jump @VIDPOK_16019 
$10399($10274,6i) += 1 
0663: printint "BLUE" $10399($10274,6i) 

:VIDPOK_16019
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @VIDPOK_16060 
$10399($10274,6i) += -1 
0663: printint "BLUE" $10399($10274,6i) 

:VIDPOK_16060
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_16087 
$10381($10274,6i) += 1 

:VIDPOK_16087
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_16114 
$10381($10274,6i) += -1 

:VIDPOK_16114
if 
0736:   is_keyboard_key_just_pressed 136 
else_jump @VIDPOK_16174 
$10369($10274,6i) += 1 
if 
  $10369($10274,6i) > 3 
else_jump @VIDPOK_16174 
$10369($10274,6i) = 0 

:VIDPOK_16174
if 
0736:   is_keyboard_key_just_pressed 135 
else_jump @VIDPOK_16234 
$10369($10274,6i) += -1 
if 
  0 > $10369($10274,6i) 
else_jump @VIDPOK_16234 
$10369($10274,6i) = 3 

:VIDPOK_16234
if 
0736:   is_keyboard_key_just_pressed 133 
else_jump @VIDPOK_16301 
if 
  $10375($10274,6i) == 0 
else_jump @VIDPOK_16290 
$10375($10274,6i) = 1 
jump @VIDPOK_16301 

:VIDPOK_16290
$10375($10274,6i) = 0 

:VIDPOK_16301
if 
  $10273 == 10 
else_jump @VIDPOK_16385 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_16385 
$10406 += 1 
if 
  $10406 > 3 
else_jump @VIDPOK_16366 
$10406 = 0 

:VIDPOK_16366
0663: printint "VP_TILE_TYPE" $10406 

:VIDPOK_16385
if 
  $10273 == 11 
else_jump @VIDPOK_16611 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_16429 
$10408 += -1.0 

:VIDPOK_16429
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_16455 
$10408 += 1.0 

:VIDPOK_16455
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_16481 
$10407 += 1.0 

:VIDPOK_16481
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_16507 
$10407 += -1.0 

:VIDPOK_16507
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_16533 
$10410 += 1.0 

:VIDPOK_16533
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_16559 
$10410 += -1.0 

:VIDPOK_16559
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_16585 
$10409 += 1.0 

:VIDPOK_16585
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_16611 
$10409 += -1.0 

:VIDPOK_16611
if 
  $10273 == 12 
else_jump @VIDPOK_16919 
if 
0736:   is_keyboard_key_just_pressed 97 
else_jump @VIDPOK_16695 
$10274 += 1 
if 
  $10274 > 4 
else_jump @VIDPOK_16676 
$10274 = 0 

:VIDPOK_16676
0663: printint "EDIT_COUNTER" $10274 

:VIDPOK_16695
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_16725 
$10416($10274,5f) += -1.0 

:VIDPOK_16725
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_16755 
$10416($10274,5f) += 1.0 

:VIDPOK_16755
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @VIDPOK_16785 
$10411($10274,5f) += 1.0 

:VIDPOK_16785
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @VIDPOK_16815 
$10411($10274,5f) += -1.0 

:VIDPOK_16815
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @VIDPOK_16841 
$10422 += 1.0 

:VIDPOK_16841
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @VIDPOK_16867 
$10422 += -1.0 

:VIDPOK_16867
if 
0736:   is_keyboard_key_just_pressed 143 
else_jump @VIDPOK_16893 
$10421 += 1.0 

:VIDPOK_16893
if 
0736:   is_keyboard_key_just_pressed 141 
else_jump @VIDPOK_16919 
$10421 += -1.0 

:VIDPOK_16919
if 
  $10273 == 13 
else_jump @VIDPOK_16989 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @VIDPOK_16963 
$10405 += 0.05 

:VIDPOK_16963
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @VIDPOK_16989 
$10405 += -0.05 

:VIDPOK_16989
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @VIDPOK_26819 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_17016
if 
  8 > 15@ 
else_jump @VIDPOK_17600 
03A9: save_newline_to_debug_file 
05B6: 132 // vp_screen_x[
03A7: save_int_to_debug_file 15@ 
05B6: 133 // ] = 
03A8: save_float_to_debug_file $10275(15@,8f) 
03A9: save_newline_to_debug_file 
05B6: 134 // vp_screen_y[
03A7: save_int_to_debug_file 15@ 
05B6: 135 // ] = 
03A8: save_float_to_debug_file $10283(15@,8f) 
15@ += 1 
jump @VIDPOK_17016 

:VIDPOK_17600
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_17611
if 
  5 > 15@ 
else_jump @VIDPOK_18195 
03A9: save_newline_to_debug_file 
05B6: 136 // card_x[
03A7: save_int_to_debug_file 15@ 
05B6: 137 // ] = 
03A8: save_float_to_debug_file $10240(15@,5f) 
03A9: save_newline_to_debug_file 
05B6: 138 // card_y[
03A7: save_int_to_debug_file 15@ 
05B6: 139 // ] = 
03A8: save_float_to_debug_file $10245(15@,5f) 
15@ += 1 
jump @VIDPOK_17611 

:VIDPOK_18195
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 140 // vp_card_width = 
03A8: save_float_to_debug_file $10292 
03A9: save_newline_to_debug_file 
05B6: 141 // vp_card_height = 
03A8: save_float_to_debug_file $10291 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_18484
if 
  10 > 15@ 
else_jump @VIDPOK_18792 
03A9: save_newline_to_debug_file 
05B6: 142 // row_y[
03A7: save_int_to_debug_file 15@ 
05B6: 143 // ] = 
03A8: save_float_to_debug_file $10260(15@,10f) 
15@ += 1 
jump @VIDPOK_18484 

:VIDPOK_18792
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_18803
if 
  6 > 15@ 
else_jump @VIDPOK_19111 
03A9: save_newline_to_debug_file 
05B6: 144 // col_x[
03A7: save_int_to_debug_file 15@ 
05B6: 145 // ] = 
03A8: save_float_to_debug_file $10254(15@,6f) 
15@ += 1 
jump @VIDPOK_18803 

:VIDPOK_19111
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 146 // vp_hold_button_offset = 
03A8: save_float_to_debug_file $10293 
03A9: save_newline_to_debug_file 
05B6: 147 // vp_hold_width = 
03A8: save_float_to_debug_file $10294 
03A9: save_newline_to_debug_file 
05B6: 148 // vp_hold_height = 
03A8: save_float_to_debug_file $10295 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 149 // bet_one_x = 
03A8: save_float_to_debug_file $10250 
03A9: save_newline_to_debug_file 
05B6: 150 // bet_one_y = 
03A8: save_float_to_debug_file $10251 
03A9: save_newline_to_debug_file 
05B6: 151 // vp_bet_one_width = 
03A8: save_float_to_debug_file $10301 
03A9: save_newline_to_debug_file 
05B6: 152 // vp_bet_one_height = 
03A8: save_float_to_debug_file $10302 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 153 // deal_x = 
03A8: save_float_to_debug_file $10252 
03A9: save_newline_to_debug_file 
05B6: 154 // deal_y = 
03A8: save_float_to_debug_file $10253 
03A9: save_newline_to_debug_file 
05B6: 155 // vp_deal_width = 
03A8: save_float_to_debug_file $10299 
03A9: save_newline_to_debug_file 
05B6: 156 // vp_deal_height = 
03A8: save_float_to_debug_file $10300 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 157 // vp_border_thickness = 
03A8: save_float_to_debug_file $10296 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_20782
if 
  9 > 15@ 
else_jump @VIDPOK_21918 
03A9: save_newline_to_debug_file 
05B6: 158 // vp_line_x[
03A7: save_int_to_debug_file 15@ 
05B6: 159 // ] = 
03A8: save_float_to_debug_file $10303(15@,9f) 
03A9: save_newline_to_debug_file 
05B6: 160 // vp_line_y[
03A7: save_int_to_debug_file 15@ 
05B6: 161 // ] = 
03A8: save_float_to_debug_file $10312(15@,9f) 
03A9: save_newline_to_debug_file 
05B6: 162 // vp_line_width[
03A7: save_int_to_debug_file 15@ 
05B6: 163 // ] = 
03A8: save_float_to_debug_file $10321(15@,9f) 
03A9: save_newline_to_debug_file 
05B6: 164 // vp_line_height[
03A7: save_int_to_debug_file 15@ 
05B6: 165 // ] = 
03A8: save_float_to_debug_file $10330(15@,9f) 
15@ += 1 
jump @VIDPOK_20782 

:VIDPOK_21918
15@ = 0 

:VIDPOK_21925
if 
  6 > 15@ 
else_jump @VIDPOK_24993 
03A9: save_newline_to_debug_file 
05B6: 166 // text_scale_x[
03A7: save_int_to_debug_file 15@ 
05B6: 167 // ] = 
03A8: save_float_to_debug_file $10339(15@,6f) 
03A9: save_newline_to_debug_file 
05B6: 168 // text_scale_y[
03A7: save_int_to_debug_file 15@ 
05B6: 169 // ] = 
03A8: save_float_to_debug_file $10345(15@,6f) 
03A9: save_newline_to_debug_file 
05B6: 170 // text_colour_r[
03A7: save_int_to_debug_file 15@ 
05B6: 171 // ] = 
03A7: save_int_to_debug_file $10351(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 172 // text_colour_g[
03A7: save_int_to_debug_file 15@ 
05B6: 173 // ] = 
03A7: save_int_to_debug_file $10357(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 174 // text_colour_b[
03A7: save_int_to_debug_file 15@ 
05B6: 175 // ] = 
03A7: save_int_to_debug_file $10363(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 176 // text_font[
03A7: save_int_to_debug_file 15@ 
05B6: 177 // ] = 
03A7: save_int_to_debug_file $10369(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 178 // text_centre[
03A7: save_int_to_debug_file 15@ 
05B6: 179 // ] = 
03A7: save_int_to_debug_file $10375(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 180 // text_edge[
03A7: save_int_to_debug_file 15@ 
05B6: 181 // ] = 
03A7: save_int_to_debug_file $10381(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 182 // text_edge_r[
03A7: save_int_to_debug_file 15@ 
05B6: 183 // ] = 
03A7: save_int_to_debug_file $10387(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 184 // text_edge_g[
03A7: save_int_to_debug_file 15@ 
05B6: 185 // ] = 
03A7: save_int_to_debug_file $10393(15@,6i) 
03A9: save_newline_to_debug_file 
05B6: 186 // text_edge_b[
03A7: save_int_to_debug_file 15@ 
05B6: 187 // ] = 
03A7: save_int_to_debug_file $10399(15@,6i) 
15@ += 1 
jump @VIDPOK_21925 

:VIDPOK_24993
03A9: save_newline_to_debug_file 
05B6: 188 // vp_table_x = 
03A8: save_float_to_debug_file $10407 
03A9: save_newline_to_debug_file 
05B6: 189 // vp_table_y = 
03A8: save_float_to_debug_file $10408 
03A9: save_newline_to_debug_file 
05B6: 190 // vp_table_width = 
03A8: save_float_to_debug_file $10409 
03A9: save_newline_to_debug_file 
05B6: 191 // vp_table_height = 
03A8: save_float_to_debug_file $10410 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
15@ = 0 

:VIDPOK_25552
if 
  5 > 15@ 
else_jump @VIDPOK_26680 
03A9: save_newline_to_debug_file 
05B6: 192 // vp_highl_x[
03A7: save_int_to_debug_file 15@ 
05B6: 193 // ] = 
03A8: save_float_to_debug_file $10411(15@,5f) 
03A9: save_newline_to_debug_file 
05B6: 194 // vp_highl_y[
03A7: save_int_to_debug_file 15@ 
05B6: 195 // ] = 
03A8: save_float_to_debug_file $10416(15@,5f) 
03A9: save_newline_to_debug_file 
05B6: 196 // vp_highl_width
03A7: save_int_to_debug_file 15@ 
05B6: 197 // ] = 
03A8: save_float_to_debug_file $10421 
03A9: save_newline_to_debug_file 
05B6: 198 // vp_highl_height
03A7: save_int_to_debug_file 15@ 
05B6: 199 // ] = 
03A8: save_float_to_debug_file $10422 
15@ += 1 
jump @VIDPOK_25552 

:VIDPOK_26680
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 200 // button_text_offset = 
03A8: save_float_to_debug_file $10405 

:VIDPOK_26819
return 

:VIDPOK_26821
if 
  $10425 == 0 
else_jump @VIDPOK_26887 
$10424 += 10 
if 
  $10424 >= 255 
else_jump @VIDPOK_26880 
$10424 = 255 
$10425 = 1 

:VIDPOK_26880
jump @VIDPOK_26926 

:VIDPOK_26887
$10424 -= 10 
if 
  0 >= $10424 
else_jump @VIDPOK_26926 
$10424 = 0 
$10425 = 0 

:VIDPOK_26926
gosub @LITCAS_308 
038D: draw_texture 63 position 320.0 224.0 size 640.0 448.0 RGBA 192 192 192 255 
gosub @VIDPOK_32729 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline $10381[0] RGBA 0 0 0 0 
0A71: display_text_with_number_clamped $10275[0] $10283[0] 'VP02' 1@ 120.0  // COIN: $~1~
010B: 15@ = player $PLAYER_CHAR money 
gosub @VIDPOK_33967 
gosub @VIDPOK_32729 
03E4: set_text_draw_align_right 1 
008B: 16@ = $10557 // (int) 
16@ *= -1 
if 
002D:   16@ >= 15@ // (int) 
else_jump @VIDPOK_27100 
jump @VIDPOK_27100 

:VIDPOK_27100
008B: 15@ = $10193 // (int) 
006A: 15@ *= 1@ // (int) 
gosub @VIDPOK_32729 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline $10381[0] RGBA 0 0 0 0 
0A71: display_text_with_number_clamped $10275[2] $10283[2] 'VP03' 15@ 120.0  // WAGER: $~1~
gosub @VIDPOK_33305 
0342: set_text_draw_centered 1 
if 
   not 6@ == 6 
else_jump @VIDPOK_27437 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_27437 jumps 1 @VIDPOK_27272 2 @VIDPOK_27305 3 @VIDPOK_27338 4 @VIDPOK_27371 5 @VIDPOK_27404 -1 @VIDPOK_27437 -1 @VIDPOK_27437 

:VIDPOK_27272
038E: draw_box_position $10411[0] $10416[0] size $10421 $10422 RGBA $10351[1] $10357[1] $10363[1] 160 
jump @VIDPOK_27437 

:VIDPOK_27305
038E: draw_box_position $10411[1] $10416[1] size $10421 $10422 RGBA $10351[1] $10357[1] $10363[1] 160 
jump @VIDPOK_27437 

:VIDPOK_27338
038E: draw_box_position $10411[2] $10416[2] size $10421 $10422 RGBA $10351[1] $10357[1] $10363[1] 160 
jump @VIDPOK_27437 

:VIDPOK_27371
038E: draw_box_position $10411[3] $10416[3] size $10421 $10422 RGBA $10351[1] $10357[1] $10363[1] 160 
jump @VIDPOK_27437 

:VIDPOK_27404
038E: draw_box_position $10411[4] $10416[4] size $10421 $10422 RGBA $10351[1] $10357[1] $10363[1] 160 
jump @VIDPOK_27437 

:VIDPOK_27437
if and
  6@ == 6 
   not $10233 == 0 
else_jump @VIDPOK_27825 
15@ = 10 
0064: 15@ -= $10233 // (int) 
0089: 18@ = $10260(15@,10f) // (float) 
18@ += 9.0 
0871: init_jump_table $10193 total_jumps 5 default_jump 0 @VIDPOK_27732 jumps 1 @VIDPOK_27562 2 @VIDPOK_27596 3 @VIDPOK_27630 4 @VIDPOK_27664 5 @VIDPOK_27698 -1 @VIDPOK_27732 -1 @VIDPOK_27732 

:VIDPOK_27562
038E: draw_box_position $10411[0] 18@ size $10421 18.0 RGBA 255 $10424 0 255 
jump @VIDPOK_27732 

:VIDPOK_27596
038E: draw_box_position $10411[1] 18@ size $10421 18.0 RGBA 255 $10424 0 255 
jump @VIDPOK_27732 

:VIDPOK_27630
038E: draw_box_position $10411[2] 18@ size $10421 18.0 RGBA 255 $10424 0 255 
jump @VIDPOK_27732 

:VIDPOK_27664
038E: draw_box_position $10411[3] 18@ size $10421 18.0 RGBA 255 $10424 0 255 
jump @VIDPOK_27732 

:VIDPOK_27698
038E: draw_box_position $10411[4] 18@ size $10421 18.0 RGBA 255 $10424 0 255 
jump @VIDPOK_27732 

:VIDPOK_27732
gosub @VIDPOK_32729 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline $10381[0] RGBA 0 0 0 0 
033F: set_text_draw_letter_size 2.0 2.0 
0093: 33@ = integer 17@ to_float 
0A8A: unknown 181 1 0 0 1 4 33@ 'VP04'  // PAYOUT:
jump @VIDPOK_27943 

:VIDPOK_27825
if and
  6@ == 6 
  $10233 == 0 
else_jump @VIDPOK_27943 
17@ = 0 
gosub @VIDPOK_32729 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline $10381[0] RGBA 0 0 0 0 
033F: set_text_draw_letter_size 2.0 2.0 
0093: 33@ = integer 17@ to_float 
0A8A: unknown 181 1 0 0 1 4 33@ 'VP04'  // PAYOUT:

:VIDPOK_27943
34@ = 140.0 
0342: set_text_draw_centered 0 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[1] 'VP06' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[2] 'VP07' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[3] 'VP08' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[4] 'VP09' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[5] 'VP10' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[6] 'VP11' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[7] 'VP12' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[8] 'VP13' 34@ 
gosub @VIDPOK_33113 
0A70: display_text_clamped $10254[0] $10260[9] 'VP14' 34@ 
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[1] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[2] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[3] GXT 'VP15' number 25  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[4] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[5] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[6] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[7] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[8] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[1] $10260[9] GXT 'VP15' number 1  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[1] GXT 'VP15' number 500  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[2] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[3] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[4] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[5] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[6] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[7] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[8] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[2] $10260[9] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[1] GXT 'VP15' number 750  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[2] GXT 'VP15' number 150  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[3] GXT 'VP15' number 75  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[4] GXT 'VP15' number 27  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[5] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[6] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[7] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[8] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[3] $10260[9] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[1] GXT 'VP15' number 1000  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[2] GXT 'VP15' number 200  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[3] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[4] GXT 'VP15' number 36  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[5] GXT 'VP15' number 24  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[6] GXT 'VP15' number 16  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[7] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[8] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[4] $10260[9] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[1] GXT 'VP15' number 4000  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[2] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[3] GXT 'VP15' number 125  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[4] GXT 'VP15' number 45  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[5] GXT 'VP15' number 30  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[6] GXT 'VP15' number 20  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[7] GXT 'VP15' number 15  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[8] GXT 'VP15' number 10  // ~1~
gosub @VIDPOK_33497 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $10254[5] $10260[9] GXT 'VP15' number 5  // ~1~
038E: draw_box_position $10303[1] $10312[1] size $10321[1] $10330[1] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[2] $10312[2] size $10321[2] $10330[2] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[3] $10312[3] size $10321[3] $10330[3] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[4] $10312[4] size $10321[4] $10330[4] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[0] $10312[0] size $10321[0] $10330[0] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[5] $10312[5] size $10321[5] $10330[5] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[6] $10312[6] size $10321[6] $10330[6] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[7] $10312[7] size $10321[7] $10330[7] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position $10303[8] $10312[8] size $10321[8] $10330[8] RGBA $10387[0] $10393[0] $10399[0] 100 
038E: draw_box_position 320.0 $10260[2] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[3] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[4] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[5] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[6] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[7] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[8] size 528.0 1.5 RGBA 255 255 255 100 
038E: draw_box_position 320.0 $10260[9] size 528.0 1.5 RGBA 255 255 255 100 
$10423 = 0 

:VIDPOK_30038
if 
  5 > $10423 
else_jump @VIDPOK_30946 
if 
  $10194($10423,5i) == 0 
else_jump @VIDPOK_30121 
038D: draw_texture 53 position $10240($10423,5f) $10245($10423,5f) size $10292 $10291 RGBA 192 192 192 255 
jump @VIDPOK_30162 

:VIDPOK_30121
038D: draw_texture $10194($10423,5i) position $10240($10423,5f) $10245($10423,5f) size $10292 $10291 RGBA 192 192 192 255 

:VIDPOK_30162
0086: $72 = $10240($10423,5f) // (float) 
0086: $73 = $10245($10423,5f) // (float) 
0059: $73 += $10293 // (float) 
if 
  $10204($10423,5i) == 0 
else_jump @VIDPOK_30307 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_30307
if 
  $10204($10423,5i) == 1 
else_jump @VIDPOK_30442 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_30383 
jump @VIDPOK_30383 

:VIDPOK_30383
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_30442
if 
  $10204($10423,5i) == 2 
else_jump @VIDPOK_30539 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_30539
if 
  $10204($10423,5i) == 3 
else_jump @VIDPOK_30687 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_30615 
jump @VIDPOK_30615 

:VIDPOK_30615
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 
if 
8A76:   not hid_implements 30 
else_jump @VIDPOK_30687 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_30687
if 
  $10204($10423,5i) == 4 
else_jump @VIDPOK_30784 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_30784
if 
  $10204($10423,5i) == 5 
else_jump @VIDPOK_30932 
0086: $10297 = $10294 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10295 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_30860 
jump @VIDPOK_30860 

:VIDPOK_30860
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10295 // (float) 
0077: 18@ /= $10405 // (float) 
0067: $73 -= 18@ // (float) 
if 
8A76:   not hid_implements 30 
else_jump @VIDPOK_30932 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_30932
$10423 += 1 
jump @VIDPOK_30038 

:VIDPOK_30946
if 
  $10209 == 0 
else_jump @VIDPOK_31063 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31063
if 
  $10209 == 1 
else_jump @VIDPOK_31202 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_31135 
jump @VIDPOK_31135 

:VIDPOK_31135
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31202
if 
  $10209 == 2 
else_jump @VIDPOK_31303 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31303
if 
  $10209 == 3 
else_jump @VIDPOK_31455 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_31375 
jump @VIDPOK_31375 

:VIDPOK_31375
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 
if 
8A76:   not hid_implements 30 
else_jump @VIDPOK_31455 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_31455
if 
  $10209 == 4 
else_jump @VIDPOK_31556 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31556
if 
  $10209 == 5 
else_jump @VIDPOK_31708 
0086: $10297 = $10301 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10302 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_31628 
jump @VIDPOK_31628 

:VIDPOK_31628
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10302 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10251 // (float) 
0067: $73 -= 18@ // (float) 
if 
8A76:   not hid_implements 30 
else_jump @VIDPOK_31708 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_31708
if 
  $10210 == 0 
else_jump @VIDPOK_31825 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31825
if 
  $10210 == 1 
else_jump @VIDPOK_31964 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_31897 
jump @VIDPOK_31897 

:VIDPOK_31897
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $10381[5] RGBA 0 0 0 128 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_31964
if 
  $10210 == 2 
else_jump @VIDPOK_32065 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_32065
if 
  $10210 == 3 
else_jump @VIDPOK_32217 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_32137 
jump @VIDPOK_32137 

:VIDPOK_32137
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_32217 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_32217
if 
  $10210 == 4 
else_jump @VIDPOK_32318 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 

:VIDPOK_32318
if 
  $10210 == 5 
else_jump @VIDPOK_32470 
0086: $10297 = $10299 // (float) 
0059: $10297 += $10296 // (float) 
0086: $10298 = $10300 // (float) 
0059: $10298 += $10296 // (float) 
if 
0A76:   hid_implements 30 
else_jump @VIDPOK_32390 
jump @VIDPOK_32390 

:VIDPOK_32390
gosub @VIDPOK_33689 
0340: set_text_draw_RGBA $10351[5] $10424 $10363[5] 255 
0089: 18@ = $10300 // (float) 
0077: 18@ /= $10405 // (float) 
0086: $73 = $10253 // (float) 
0067: $73 -= 18@ // (float) 
if 
8A76:   not hid_implements 30 
else_jump @VIDPOK_32470 
0340: set_text_draw_RGBA 0 255 0 255 

:VIDPOK_32470
return 

:VIDPOK_32472
if and
  27 > $10426 
  $10426 > 13 
else_jump @VIDPOK_32512 
0084: $10427 = $10426 // (int) 
$10427 -= 13 

:VIDPOK_32512
if and
  40 > $10426 
  $10426 > 26 
else_jump @VIDPOK_32552 
0084: $10427 = $10426 // (int) 
$10427 -= 26 

:VIDPOK_32552
if and
  53 > $10426 
  $10426 > 39 
else_jump @VIDPOK_32592 
0084: $10427 = $10426 // (int) 
$10427 -= 39 

:VIDPOK_32592
if 
  13 >= $10426 
else_jump @VIDPOK_32618 
0084: $10427 = $10426 // (int) 

:VIDPOK_32618
return 

:VIDPOK_32620
if 
  14 > $10426 
else_jump @VIDPOK_32652 
$10427 = 1 
jump @VIDPOK_32723 

:VIDPOK_32652
if 
  27 > $10426 
else_jump @VIDPOK_32684 
$10427 = 2 
jump @VIDPOK_32723 

:VIDPOK_32684
if 
  40 > $10426 
else_jump @VIDPOK_32716 
$10427 = 3 
jump @VIDPOK_32723 

:VIDPOK_32716
$10427 = 4 

:VIDPOK_32723
return 

:VIDPOK_32725
return 

:VIDPOK_32727
return 

:VIDPOK_32729
033F: set_text_draw_letter_size $10339[0] $10345[0] 
0340: set_text_draw_RGBA $10351[0] $10357[0] $10363[0] 255 
if 
  $10375[0] == 1 
else_jump @VIDPOK_32773 
0342: set_text_draw_centered 1 

:VIDPOK_32773
0871: init_jump_table $10369[0] total_jumps 4 default_jump 1 @VIDPOK_32880 jumps 0 @VIDPOK_32836 1 @VIDPOK_32847 2 @VIDPOK_32858 3 @VIDPOK_32869 -1 @VIDPOK_32891 -1 @VIDPOK_32891 -1 @VIDPOK_32891 

:VIDPOK_32836
0349: set_text_draw_font 0 
jump @VIDPOK_32891 

:VIDPOK_32847
0349: set_text_draw_font 1 
jump @VIDPOK_32891 

:VIDPOK_32858
0349: set_text_draw_font 2 
jump @VIDPOK_32891 

:VIDPOK_32869
0349: set_text_draw_font 3 
jump @VIDPOK_32891 

:VIDPOK_32880
0349: set_text_draw_font 0 
jump @VIDPOK_32891 

:VIDPOK_32891
081C: draw_text_outline $10381[0] RGBA $10387[0] $10393[0] $10399[0] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size $10339[1] $10345[1] 
0340: set_text_draw_RGBA $10351[1] $10357[1] $10363[1] 255 
if 
  $10375[1] == 1 
else_jump @VIDPOK_32965 
0342: set_text_draw_centered 1 

:VIDPOK_32965
0871: init_jump_table $10369[1] total_jumps 4 default_jump 1 @VIDPOK_33072 jumps 0 @VIDPOK_33028 1 @VIDPOK_33039 2 @VIDPOK_33050 3 @VIDPOK_33061 -1 @VIDPOK_33083 -1 @VIDPOK_33083 -1 @VIDPOK_33083 

:VIDPOK_33028
0349: set_text_draw_font 0 
jump @VIDPOK_33083 

:VIDPOK_33039
0349: set_text_draw_font 1 
jump @VIDPOK_33083 

:VIDPOK_33050
0349: set_text_draw_font 2 
jump @VIDPOK_33083 

:VIDPOK_33061
0349: set_text_draw_font 3 
jump @VIDPOK_33083 

:VIDPOK_33072
0349: set_text_draw_font 0 
jump @VIDPOK_33083 

:VIDPOK_33083
081C: draw_text_outline $10381[1] RGBA $10387[1] $10393[1] $10399[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33113
033F: set_text_draw_letter_size $10339[2] $10345[2] 
0340: set_text_draw_RGBA $10351[2] $10357[2] $10363[2] 255 
if 
  $10375[2] == 1 
else_jump @VIDPOK_33157 
0342: set_text_draw_centered 1 

:VIDPOK_33157
0871: init_jump_table $10369[2] total_jumps 4 default_jump 1 @VIDPOK_33264 jumps 0 @VIDPOK_33220 1 @VIDPOK_33231 2 @VIDPOK_33242 3 @VIDPOK_33253 -1 @VIDPOK_33275 -1 @VIDPOK_33275 -1 @VIDPOK_33275 

:VIDPOK_33220
0349: set_text_draw_font 0 
jump @VIDPOK_33275 

:VIDPOK_33231
0349: set_text_draw_font 1 
jump @VIDPOK_33275 

:VIDPOK_33242
0349: set_text_draw_font 2 
jump @VIDPOK_33275 

:VIDPOK_33253
0349: set_text_draw_font 3 
jump @VIDPOK_33275 

:VIDPOK_33264
0349: set_text_draw_font 0 
jump @VIDPOK_33275 

:VIDPOK_33275
081C: draw_text_outline $10381[2] RGBA $10387[2] $10393[2] $10399[2] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33305
033F: set_text_draw_letter_size $10339[3] $10345[3] 
0340: set_text_draw_RGBA $10351[3] $10357[3] $10363[3] 255 
if 
  $10375[3] == 1 
else_jump @VIDPOK_33349 
0342: set_text_draw_centered 1 

:VIDPOK_33349
0871: init_jump_table $10369[3] total_jumps 4 default_jump 1 @VIDPOK_33456 jumps 0 @VIDPOK_33412 1 @VIDPOK_33423 2 @VIDPOK_33434 3 @VIDPOK_33445 -1 @VIDPOK_33467 -1 @VIDPOK_33467 -1 @VIDPOK_33467 

:VIDPOK_33412
0349: set_text_draw_font 0 
jump @VIDPOK_33467 

:VIDPOK_33423
0349: set_text_draw_font 1 
jump @VIDPOK_33467 

:VIDPOK_33434
0349: set_text_draw_font 2 
jump @VIDPOK_33467 

:VIDPOK_33445
0349: set_text_draw_font 3 
jump @VIDPOK_33467 

:VIDPOK_33456
0349: set_text_draw_font 0 
jump @VIDPOK_33467 

:VIDPOK_33467
081C: draw_text_outline $10381[3] RGBA $10387[3] $10393[3] $10399[3] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33497
033F: set_text_draw_letter_size $10339[4] $10345[4] 
0340: set_text_draw_RGBA $10351[4] $10357[4] $10363[4] 255 
if 
  $10375[4] == 1 
else_jump @VIDPOK_33541 
0342: set_text_draw_centered 1 

:VIDPOK_33541
0871: init_jump_table $10369[4] total_jumps 4 default_jump 1 @VIDPOK_33648 jumps 0 @VIDPOK_33604 1 @VIDPOK_33615 2 @VIDPOK_33626 3 @VIDPOK_33637 -1 @VIDPOK_33659 -1 @VIDPOK_33659 -1 @VIDPOK_33659 

:VIDPOK_33604
0349: set_text_draw_font 0 
jump @VIDPOK_33659 

:VIDPOK_33615
0349: set_text_draw_font 1 
jump @VIDPOK_33659 

:VIDPOK_33626
0349: set_text_draw_font 2 
jump @VIDPOK_33659 

:VIDPOK_33637
0349: set_text_draw_font 3 
jump @VIDPOK_33659 

:VIDPOK_33648
0349: set_text_draw_font 0 
jump @VIDPOK_33659 

:VIDPOK_33659
081C: draw_text_outline $10381[4] RGBA $10387[4] $10393[4] $10399[4] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33689
033F: set_text_draw_letter_size $10339[5] $10345[5] 
0340: set_text_draw_RGBA $10351[5] $10357[5] $10363[5] 255 
if 
  $10375[5] == 1 
else_jump @VIDPOK_33733 
0342: set_text_draw_centered 1 

:VIDPOK_33733
0871: init_jump_table $10369[5] total_jumps 4 default_jump 1 @VIDPOK_33840 jumps 0 @VIDPOK_33796 1 @VIDPOK_33807 2 @VIDPOK_33818 3 @VIDPOK_33829 -1 @VIDPOK_33851 -1 @VIDPOK_33851 -1 @VIDPOK_33851 

:VIDPOK_33796
0349: set_text_draw_font 0 
jump @VIDPOK_33851 

:VIDPOK_33807
0349: set_text_draw_font 1 
jump @VIDPOK_33851 

:VIDPOK_33818
0349: set_text_draw_font 2 
jump @VIDPOK_33851 

:VIDPOK_33829
0349: set_text_draw_font 3 
jump @VIDPOK_33851 

:VIDPOK_33840
0349: set_text_draw_font 0 
jump @VIDPOK_33851 

:VIDPOK_33851
081C: draw_text_outline $10381[5] RGBA $10387[5] $10393[5] $10399[5] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33967
0653: 18@ = float_stat 81 
if 
  50.0 > 18@ 
else_jump @VIDPOK_34009 
$10557 = 100 
jump @VIDPOK_34129 

:VIDPOK_34009
if 
  150.0 > 18@ 
else_jump @VIDPOK_34045 
$10557 = 1000 
jump @VIDPOK_34129 

:VIDPOK_34045
if 
  350.0 > 18@ 
else_jump @VIDPOK_34081 
$10557 = 10000 
jump @VIDPOK_34129 

:VIDPOK_34081
if 
  1000.0 > 18@ 
else_jump @VIDPOK_34119 
$10557 = 100000 
jump @VIDPOK_34129 

:VIDPOK_34119
$10557 = 1000000 

:VIDPOK_34129
return 

:VIDPOK_34131
3@ = 0 
4@ = 0 

:VIDPOK_34145
if 
  5 > 3@ 
else_jump @VIDPOK_34362 
04AF: 4@ = 124 // = constant 
005A: 4@ += 3@ // (int) 
0A5A: get_widget_value 4@ 35@ 
if 
  35@ == 1.0 
else_jump @VIDPOK_34225 
$10199(3@,5i) = 1 
jump @VIDPOK_34236 

:VIDPOK_34225
$10199(3@,5i) = 0 

:VIDPOK_34236
if 
0A52:   is_widget_released 4@ 
else_jump @VIDPOK_34260 
008A: $10211 = 3@ // (int) 

:VIDPOK_34260
04AF: 36@ = 129 // = constant 
005A: 36@ += 3@ // (int) 
if 
0A52:   is_widget_released 36@ 
else_jump @VIDPOK_34348 
0A5A: get_widget_value 4@ 35@ 
if 
  35@ == 1.0 
else_jump @VIDPOK_34338 
0A5E: set_widget_value 4@ 0.0 
jump @VIDPOK_34348 

:VIDPOK_34338
0A5E: set_widget_value 4@ 1.0 

:VIDPOK_34348
3@ += 1 
jump @VIDPOK_34145 

:VIDPOK_34362
return 

:VIDPOK_34364
09BD: allow_other_threads_to_display_text_boxes 0 
6@ = 0 
7@ = 0 
8@ = 0 
9@ = 0 
10@ = 0 
end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_textures 
03F0: enable_text_draw 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
return 
end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ
thread 'BLACKJ' 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
if 
  3@ == -1 
else_jump @BLACKJ_193 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: $10574 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: $10575 = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: $10565[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 

:BLACKJ_193
29@ = -99 

:BLACKJ_200
wait 0 
if 
  $1273 == 0 
else_jump @BLACKJ_2431 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2415 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BLACKJ_2399 
if 
  $10574 == 0 
else_jump @BLACKJ_2311 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BLACKJ_2295 
if 
  2@ == 0 
else_jump @BLACKJ_1076 
if 
  3@ == 0 
else_jump @BLACKJ_869 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_366 
04AF: 26@ = 171 // = constant 
jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = 171 // = constant 

:BLACKJ_374
if 
8248:   not model 26@ available 
else_jump @BLACKJ_395 
0247: load_model 26@ 

:BLACKJ_395
if 
84EE:   not animation "CASINO" loaded 
else_jump @BLACKJ_426 
04ED: load_animation "CASINO" 

:BLACKJ_426
if 
  29@ == -99 
else_jump @BLACKJ_862 
0653: 13@ = float_stat 81 
if 
  $10564 == 0 
else_jump @BLACKJ_675 
if 
  1.0 > 13@ 
else_jump @BLACKJ_511 
29@ = 100 
30@ = 1 
jump @BLACKJ_661 

:BLACKJ_511
if 
  10.0 > 13@ 
else_jump @BLACKJ_554 
29@ = 1000 
30@ = 10 
jump @BLACKJ_661 

:BLACKJ_554
if 
  100.0 > 13@ 
else_jump @BLACKJ_597 
29@ = 10000 
30@ = 100 
jump @BLACKJ_661 

:BLACKJ_597
if 
  1000.0 > 13@ 
else_jump @BLACKJ_643 
29@ = 100000 
30@ = 1000 
jump @BLACKJ_661 

:BLACKJ_643
29@ = 1000000 
30@ = 10000 

:BLACKJ_661
$10564 += 1 
jump @BLACKJ_862 

:BLACKJ_675
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @BLACKJ_862 jumps 0 @BLACKJ_747 1 @BLACKJ_768 2 @BLACKJ_790 3 @BLACKJ_812 4 @BLACKJ_837 -1 @BLACKJ_862 -1 @BLACKJ_862 

:BLACKJ_747
29@ = 100 
30@ = 1 
jump @BLACKJ_862 

:BLACKJ_768
29@ = 1000 
30@ = 10 
jump @BLACKJ_862 

:BLACKJ_790
29@ = 10000 
30@ = 100 
jump @BLACKJ_862 

:BLACKJ_812
29@ = 100000 
30@ = 1000 
jump @BLACKJ_862 

:BLACKJ_837
29@ = 1000000 
30@ = 10000 
jump @BLACKJ_862 

:BLACKJ_862
3@ += 1 

:BLACKJ_869
if 
  3@ == 1 
else_jump @BLACKJ_920 
if and
0248:   model 26@ available 
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_920 
3@ += 1 

:BLACKJ_920
if 
  3@ == 2 
else_jump @BLACKJ_1076 
if 
856D:   not actor 1@ defined 
else_jump @BLACKJ_1062 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.4 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
009A: 1@ = create_actor_pedtype 4 model 26@ at $72 $73 $74 
060B: set_actor 1@ decision_maker_to $1280 
0176: $71 = object 0@ Z_angle 
$71 += 180.0 
0173: set_actor 1@ Z_angle_to $71 
0249: release_model 26@ 
0A0A: unknown_object 0@ flag 1 

:BLACKJ_1062
2@ += 1 
3@ = 0 

:BLACKJ_1076
if 
  2@ == 1 
else_jump @BLACKJ_2288 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_2288 
if 
  $10827 == 0 
else_jump @BLACKJ_2239 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.4 0.0 
if 
00FF:   actor 1@ sphere 0 in_sphere $72 $73 $74 radius 0.4 0.4 2.0 on_foot 
else_jump @BLACKJ_2183 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 -1.5 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.5 0.5 2.0 on_foot 
else_jump @BLACKJ_2127 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @BLACKJ_2120 
if 
  22@ == 0 
else_jump @BLACKJ_2098 
if 
0A52:   is_widget_released 73 
else_jump @BLACKJ_1850 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001E:   $10547 > 30@ // (int) 
else_jump @BLACKJ_1820 
10@ = 0 
0653: 13@ = float_stat 81 
if 
  29@ == 1000000 
else_jump @BLACKJ_1447 
if 
  1000.0 > 13@ 
else_jump @BLACKJ_1440 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1440
jump @BLACKJ_1652 

:BLACKJ_1447
if 
  29@ == 100000 
else_jump @BLACKJ_1519 
if 
  100.0 > 13@ 
else_jump @BLACKJ_1512 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1512
jump @BLACKJ_1652 

:BLACKJ_1519
if 
  29@ == 10000 
else_jump @BLACKJ_1589 
if 
  10.0 > 13@ 
else_jump @BLACKJ_1582 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1582
jump @BLACKJ_1652 

:BLACKJ_1589
if 
  29@ == 1000 
else_jump @BLACKJ_1652 
if 
  1.0 > 13@ 
else_jump @BLACKJ_1652 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1652
if 
  10@ == 0 
else_jump @BLACKJ_1719 
03E6: remove_text_box 
0A77: checkpoint_save_oddjob 2 
2@ = 0 
3@ = 0 
008A: $10574 = 0@ // (int) 
$10562 = 0 
22@ = 1 
jump @BLACKJ_1813 

:BLACKJ_1719
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_1813 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_1791 
09D6: unknown_set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
jump @BLACKJ_1813 

:BLACKJ_1791
09D6: unknown_set_actor 1@ sound 5851 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 

:BLACKJ_1813
jump @BLACKJ_1843 

:BLACKJ_1820
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
gosub @BLACKJ_17763 

:BLACKJ_1843
jump @BLACKJ_2091 

:BLACKJ_1850
if 
   not 21@ == 1 
else_jump @BLACKJ_2091 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_2091 
0871: init_jump_table 29@ total_jumps 5 default_jump 0 @BLACKJ_2084 jumps 100 @BLACKJ_1994 1000 @BLACKJ_2012 10000 @BLACKJ_2030 100000 @BLACKJ_2048 1000000 @BLACKJ_2066 -1 @BLACKJ_2084 -1 @BLACKJ_2084 

:BLACKJ_1994
03E5: show_text_box 'BJ_1A'  // Tap ~m~~widget_minigame_start~ to play Blackjack. Max Wager $100
jump @BLACKJ_2084 

:BLACKJ_2012
03E5: show_text_box 'BJ_1B'  // Tap ~m~~widget_minigame_start~ to play Blackjack. Max Wager $1,000
jump @BLACKJ_2084 

:BLACKJ_2030
03E5: show_text_box 'BJ_1C'  // Tap ~m~~widget_minigame_start~ to play Blackjack. Max Wager $10,000
jump @BLACKJ_2084 

:BLACKJ_2048
03E5: show_text_box 'BJ_1D'  // Tap ~m~~widget_minigame_start~ to play Blackjack. Max Wager $100,000
jump @BLACKJ_2084 

:BLACKJ_2066
03E5: show_text_box 'BJ_1E'  // Tap ~m~~widget_minigame_start~ to play Blackjack. Max Wager $1,000,000
jump @BLACKJ_2084 

:BLACKJ_2084
21@ = 1 

:BLACKJ_2091
jump @BLACKJ_2120 

:BLACKJ_2098
if 
8A52:   not is_widget_released 74 
else_jump @BLACKJ_2120 
22@ = 0 

:BLACKJ_2120
jump @BLACKJ_2176 

:BLACKJ_2127
if 
  21@ == 1 
else_jump @BLACKJ_2176 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2176
jump @BLACKJ_2232 

:BLACKJ_2183
if 
  21@ == 1 
else_jump @BLACKJ_2232 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2232
jump @BLACKJ_2288 

:BLACKJ_2239
if 
  21@ == 1 
else_jump @BLACKJ_2288 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2288
jump @BLACKJ_2304 

:BLACKJ_2295
gosub @BLACKJ_2447 
end_thread 

:BLACKJ_2304
jump @BLACKJ_2392 

:BLACKJ_2311
if 
003C:   $10574 == 0@ // (int) 
else_jump @BLACKJ_2392 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BLACKJ_2392 
if 
  5@ == 0 
else_jump @BLACKJ_2378 
gosub @BLACKJ_2501 
jump @BLACKJ_2392 

:BLACKJ_2378
gosub @BLACKJ_33834 
$10574 = 0 

:BLACKJ_2392
jump @BLACKJ_2408 

:BLACKJ_2399
gosub @BLACKJ_2447 
end_thread 

:BLACKJ_2408
jump @BLACKJ_2424 

:BLACKJ_2415
gosub @BLACKJ_2447 
end_thread 

:BLACKJ_2424
jump @BLACKJ_2440 

:BLACKJ_2431
gosub @BLACKJ_2447 
end_thread 

:BLACKJ_2440
jump @BLACKJ_200 

:BLACKJ_2447
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2470 
0A0A: unknown_object 0@ flag 0 

:BLACKJ_2470
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
$10564 -= 1 
2@ = 0 
return 

:BLACKJ_2501
if 
0736:   is_keyboard_key_just_pressed 32 
else_jump @BLACKJ_2550 
31@ += 1 
if 
  31@ > 5 
else_jump @BLACKJ_2548 
31@ = 0 

:BLACKJ_2548
086A: NOP 

:BLACKJ_2550
if 
  31@ == 1 
else_jump @BLACKJ_2806 
008A: $10576 = 2@ // (int) 
008A: $10577 = 3@ // (int) 
008A: $10578 = 4@ // (int) 
0084: $10579 = $10536 // (int) 
0084: $10580 = $10537 // (int) 
0084: $10581 = $10538 // (int) 
0084: $10582 = $10539 // (int) 
0084: $10583 = $10540 // (int) 
0084: $10584 = $10541 // (int) 
065D: NOP $10576 "M_STAGE" 
065D: NOP $10577 "M_GOALS" 
065D: NOP $10578 "M_GOALS2" 
065D: NOP $10579 "PLAYER_TOTAL1" 
065D: NOP $10580 "PLAYER_TOTAL1_B" 
065D: NOP $10581 "PLAYER_TOTAL2" 
065D: NOP $10582 "PLAYER_TOTAL2_B" 
065D: NOP $10583 "DEALER_TOTAL" 
065D: NOP $10584 "DEALER_TOTAL2" 

:BLACKJ_2806
if 
  31@ == 2 
else_jump @BLACKJ_3116 
0084: $10576 = $10522 // (int) 
0084: $10577 = $10523 // (int) 
0084: $10578 = $10524 // (int) 
0084: $10579 = $10525 // (int) 
0084: $10580 = $10526 // (int) 
0084: $10581 = $10527 // (int) 
0084: $10582 = $10528 // (int) 
0084: $10583 = $10529 // (int) 
0084: $10584 = $10530 // (int) 
065D: NOP $10576 "PLAYER_CANNOT_SPLIT" 
065D: NOP $10577 "PLAYER_HAS_SPLIT" 
065D: NOP $10578 "PLAYER_CANNOT_DOUBLE" 
065D: NOP $10579 "PLAYER_HAS_DOUBLED1" 
065D: NOP $10580 "PLAYER_HAS_DOUBLED2" 
065D: NOP $10581 "PLAYER_HAS_STUCK1" 
065D: NOP $10582 "PLAYER_HAS_STUCK2" 
065D: NOP $10583 "PLAYER_HAS_HIT" 
065D: NOP $10584 "DEALER_HAS_STUCK" 

:BLACKJ_3116
if 
  31@ == 3 
else_jump @BLACKJ_3409 
0084: $10576 = $10531 // (int) 
0084: $10577 = $10532 // (int) 
0084: $10578 = $10533 // (int) 
0084: $10579 = $10534 // (int) 
0084: $10580 = $10535 // (int) 
0084: $10581 = $10542 // (int) 
0084: $10582 = $10543 // (int) 
0084: $10583 = $10544 // (int) 
0084: $10584 = $10545 // (int) 
065D: NOP $10576 "PLAYER_HAS_QUIT" 
065D: NOP $10577 "PLAYER_HAS_WON1" 
065D: NOP $10578 "PLAYER_HAS_WON2" 
065D: NOP $10579 "PLAYER_HAS_INPUT" 
065D: NOP $10580 "DEALER_WINS_BY_DEFAULT" 
065D: NOP $10581 "DEALER_GOT_ACE" 
065D: NOP $10582 "PLAYER_GOT_ACE1" 
065D: NOP $10583 "PLAYER_GOT_ACE2" 
065D: NOP $10584 "PLAYER_GOT_BJ" 

:BLACKJ_3409
if 
  31@ == 4 
else_jump @BLACKJ_3647 
0084: $10576 = $10547 // (int) 
008A: $10577 = 30@ // (int) 
008A: $10578 = 29@ // (int) 
0084: $10579 = $10548 // (int) 
0084: $10580 = $10549 // (int) 
0084: $10581 = $10550 // (int) 
0084: $10582 = $10551 // (int) 
0084: $10583 = $10553 // (int) 
0084: $10584 = $10554 // (int) 
065D: NOP $10576 "BJ_PLAYERS_CASH" 
065D: NOP $10577 "MIN_BET" 
065D: NOP $10578 "MAX_BET" 
065D: NOP $10579 "BJ_LAST_BET" 
065D: NOP $10580 "BJ_BET1" 
065D: NOP $10581 "BJ_BET2" 
065D: NOP $10582 "BJ_BET_STEP" 
065D: NOP $10583 "BJ_HALF_BET" 
065D: NOP $10584 "BJ_REFUND" 

:BLACKJ_3647
if 
  31@ == 5 
else_jump @BLACKJ_3748 
0084: $10576 = $10545 // (int) 
0084: $10577 = $10556 // (int) 
0084: $10578 = $10555 // (int) 
065D: NOP $10576 "PLAYER_GOT_BJ" 
065D: NOP $10577 "BJ_PAYOUT" 
065D: NOP $10578 "BJ_INITIAL_STAKE" 

:BLACKJ_3748
6@ += 1 
if 
  6@ > 9 
else_jump @BLACKJ_3780 
6@ = 0 

:BLACKJ_3780
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // (int) 
0062: 9@ -= 8@ // (int) 
0085: 8@ = 7@ // (int) 
if or
0A2A:   text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_4333 
if 
   not $10563 == 1 
else_jump @BLACKJ_4047 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_4033 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_4033 jumps 0 @BLACKJ_3970 1 @BLACKJ_3991 2 @BLACKJ_4012 -1 @BLACKJ_4033 -1 @BLACKJ_4033 -1 @BLACKJ_4033 -1 @BLACKJ_4033 

:BLACKJ_3970
09D6: unknown_set_actor 1@ sound 5820 flags 1 1 0 
jump @BLACKJ_4033 

:BLACKJ_3991
09D6: unknown_set_actor 1@ sound 5821 flags 1 1 0 
jump @BLACKJ_4033 

:BLACKJ_4012
09D6: unknown_set_actor 1@ sound 5822 flags 1 1 0 
jump @BLACKJ_4033 

:BLACKJ_4033
$10563 = 1 
40@ = 0 

:BLACKJ_4047
if 
  23@ == 0 
else_jump @BLACKJ_4098 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_4091 
03E6: remove_text_box 
23@ = 1 

:BLACKJ_4091
jump @BLACKJ_4140 

:BLACKJ_4098
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_4140 
if 
   not 23@ == 0 
else_jump @BLACKJ_4140 
23@ = 0 

:BLACKJ_4140
if 
  25@ == 0 
else_jump @BLACKJ_4191 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_4184 
03E6: remove_text_box 
25@ = 1 

:BLACKJ_4184
jump @BLACKJ_4233 

:BLACKJ_4191
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_4233 
if 
   not 25@ == 0 
else_jump @BLACKJ_4233 
25@ = 0 

:BLACKJ_4233
if 
  24@ == 0 
else_jump @BLACKJ_4284 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_4277 
03E6: remove_text_box 
24@ = 1 

:BLACKJ_4277
jump @BLACKJ_4326 

:BLACKJ_4284
if 
80E1:   not player 0 pressed_key 14 
else_jump @BLACKJ_4326 
if 
   not 24@ == 0 
else_jump @BLACKJ_4326 
24@ = 0 

:BLACKJ_4326
jump @BLACKJ_4358 

:BLACKJ_4333
if 
   not $10563 == 0 
else_jump @BLACKJ_4358 
$10563 = 0 

:BLACKJ_4358
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @BLACKJ_4519 jumps 0 @BLACKJ_4421 1 @BLACKJ_4435 2 @BLACKJ_4449 3 @BLACKJ_4463 4 @BLACKJ_4477 5 @BLACKJ_4491 6 @BLACKJ_4505 

:BLACKJ_4421
gosub @BLACKJ_4992 
jump @BLACKJ_4519 

:BLACKJ_4435
gosub @BLACKJ_7693 
jump @BLACKJ_4519 

:BLACKJ_4449
gosub @BLACKJ_9462 
jump @BLACKJ_4519 

:BLACKJ_4463
gosub @BLACKJ_10036 
jump @BLACKJ_4519 

:BLACKJ_4477
gosub @BLACKJ_10403 
jump @BLACKJ_4519 

:BLACKJ_4491
gosub @BLACKJ_14906 
jump @BLACKJ_4519 

:BLACKJ_4505
gosub @BLACKJ_15428 
jump @BLACKJ_4519 

:BLACKJ_4519
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @BLACKJ_4614 
$10667 += 1 
if 
  $10667 > 1 
else_jump @BLACKJ_4594 
$10667 = 0 
0663: printint "CARD_CHEAT_OFF" $10667 
jump @BLACKJ_4614 

:BLACKJ_4594
0663: printint "CARD_CHEAT_ON" $10667 

:BLACKJ_4614
if 
   not $10667 == 0 
else_jump @BLACKJ_4760 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_4696 
$10585 += 1 
if 
  $10585 > 52 
else_jump @BLACKJ_4680 
$10585 = 1 

:BLACKJ_4680
0663: printint "NEXT_CARD" $10585 

:BLACKJ_4696
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_4760 
$10585 -= 1 
if 
  1 > $10585 
else_jump @BLACKJ_4744 
$10585 = 52 

:BLACKJ_4744
0663: printint "NEXT_CARD" $10585 

:BLACKJ_4760
if 
  22@ == 0 
else_jump @BLACKJ_4945 
if 
0A52:   is_widget_released 74 
else_jump @BLACKJ_4938 
if 
   not 2@ == 2 
else_jump @BLACKJ_4938 
03E6: remove_text_box 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_4891 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_4877 
09D6: unknown_set_actor 1@ sound 5852 flags 1 1 0 
jump @BLACKJ_4891 

:BLACKJ_4877
09D6: unknown_set_actor 1@ sound 5853 flags 1 1 0 

:BLACKJ_4891
5@ = 1 
22@ = 1 
if 
   not $10554 == 0 
else_jump @BLACKJ_4931 
0109: player $PLAYER_CHAR money = $10554 

:BLACKJ_4931
$10548 = 0 

:BLACKJ_4938
jump @BLACKJ_4967 

:BLACKJ_4945
if 
8A52:   not is_widget_released 74 
else_jump @BLACKJ_4967 
22@ = 0 

:BLACKJ_4967
if 
0118:   actor 1@ dead 
else_jump @BLACKJ_4990 
5@ = 1 

:BLACKJ_4990
return 

:BLACKJ_4992
if 
  3@ == 0 
else_jump @BLACKJ_5927 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
$10682 = 0 
$10492 = 51.0 
$10493 = 64.0 
$10444[0] = 233.0 
$10452[0] = 381.0 
$10460[0] = 233.0 
$10468[0] = 311.0 
$10476[0] = 233.0 
$10484[0] = 381.0 
$10428[0] = 226.0 
$10436[0] = 60.0 
$10495 = 6.0 
$10586[0] = 29.0 
$10613[0] = 220.0 
0871: init_jump_table $153 total_jumps 1 default_jump 1 @BLACKJ_5248 jumps 3 @BLACKJ_5221 -1 @BLACKJ_5275 -1 @BLACKJ_5275 -1 @BLACKJ_5275 -1 @BLACKJ_5275 -1 @BLACKJ_5275 -1 @BLACKJ_5275 

:BLACKJ_5221
$10586[1] = 173.9799 
$10613[1] = 409.0 
jump @BLACKJ_5275 

:BLACKJ_5248
$10586[1] = 157.0 
$10613[1] = 409.0 
jump @BLACKJ_5275 

:BLACKJ_5275
$10586[2] = 36.0 
$10613[2] = 240.0 
$10586[3] = 36.0 
$10613[3] = 260.0 
$10586[4] = 36.0 
$10613[4] = 290.0 
$10586[5] = 36.0 
$10613[5] = 310.0 
$10586[6] = 36.0 
$10613[6] = 340.0 
$10586[7] = 36.0 
$10613[7] = 360.0 
$10586[8] = 29.0 
$10613[8] = 220.0 
0871: init_jump_table $153 total_jumps 4 default_jump 1 @BLACKJ_5532 jumps 1 @BLACKJ_5505 2 @BLACKJ_5478 3 @BLACKJ_5478 4 @BLACKJ_5478 -1 @BLACKJ_5559 -1 @BLACKJ_5559 -1 @BLACKJ_5559 

:BLACKJ_5478
$10586[9] = 169.0 
$10613[9] = 409.0 
jump @BLACKJ_5559 

:BLACKJ_5505
$10586[9] = 177.0 
$10613[9] = 409.0 
jump @BLACKJ_5559 

:BLACKJ_5532
$10586[9] = 157.0 
$10613[9] = 409.0 
jump @BLACKJ_5559 

:BLACKJ_5559
$10586[10] = 36.0 
$10613[10] = 240.0 
$10586[11] = 36.0 
$10613[11] = 260.0 
$10586[12] = 36.0 
$10613[12] = 290.0 
$10586[13] = 40.0 
$10613[13] = 310.0 
$10586[14] = 40.0 
$10613[14] = 310.0 
$10586[15] = 36.0 
$10613[15] = 340.0 
$10586[16] = 40.0 
$10613[16] = 360.0 
$10586[17] = 40.0 
$10613[17] = 360.0 
$10586[18] = 40.0 
$10613[18] = 360.0 
$10586[19] = 40.0 
$10613[19] = 360.0 
$10586[20] = 40.0 
$10613[20] = 382.0 
$10586[21] = 40.0 
$10613[21] = 382.0 
$10586[22] = 209.0 
$10613[22] = 293.0 
$10586[23] = 209.0 
$10613[23] = 361.0 
$10586[24] = 1.0 
$10613[24] = 4.0 
$10586[25] = 320.0 
$10613[25] = 197.0 
$10586[26] = 320.0 
$10613[26] = 233.0 
gosub @BLACKJ_31656 
0247: load_model #BLCK_JACK 
04ED: load_animation "CASINO" 
3@ += 1 

:BLACKJ_5927
if 
  3@ == 1 
else_jump @BLACKJ_5977 
if and
0248:   model #BLCK_JACK available 
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_5977 
3@ += 1 

:BLACKJ_5977
if 
  3@ == 2 
else_jump @BLACKJ_7529 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: shuffle_card_decks 6 
0581: enable_radar 0 
03AD: NOP 0 // set_rubbish 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.4 0.0 
0176: $71 = object 0@ Z_angle 
$71 += 180.0 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += -0.4 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_6684 
0792: disembark_instantly_actor 1@ 
00A1: put_actor 1@ at $72 $73 $74 
0173: set_actor 1@ Z_angle_to $71 

:BLACKJ_6684
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.3192 -1.6334 0.1415 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += -0.4 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_6775 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_6775
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_6888 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.4379 -2.243 1.16 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.2822 -1.3256 0.7939 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 

:BLACKJ_6888
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_7522 
$10573 = -0.14 
$10640[0] = 0.0 
$10648[0] = -0.885 
0086: $10656[0] = $10573 // (float) 
$10640[1] = 0.045 
$10648[1] = -0.935 
0086: $10656[1] = $10573 // (float) 
$10640[2] = -0.05 
$10648[2] = -0.93 
0086: $10656[2] = $10573 // (float) 
$10640[3] = -0.01 
$10648[3] = -0.98 
0086: $10656[3] = $10573 // (float) 
$10640[4] = 0.06 
$10648[4] = -0.995 
0086: $10656[4] = $10573 // (float) 
$10640[5] = 0.02 
$10648[5] = -1.075 
0086: $10656[5] = $10573 // (float) 
$10640[6] = -0.07 
$10648[6] = -1.03 
0086: $10656[6] = $10573 // (float) 
$10640[7] = 0.065 
$10648[7] = -1.05 
0086: $10656[7] = $10573 // (float) 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[0] $10648[0] $10573 
029B: $10565[0] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10565[0] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[1] $10648[1] $10573 
029B: $10565[1] = init_object #CHIP_STACK08 at $72 $73 $74 
0177: set_object $10565[1] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[2] $10648[2] $10573 
029B: $10565[2] = init_object #CHIP_STACK09 at $72 $73 $74 
0177: set_object $10565[2] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[3] $10648[3] $10573 
029B: $10565[3] = init_object #CHIP_STACK10 at $72 $73 $74 
0177: set_object $10565[3] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[4] $10648[4] $10573 
029B: $10565[4] = init_object #CHIP_STACK11 at $72 $73 $74 
0177: set_object $10565[4] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[5] $10648[5] $10573 
029B: $10565[5] = init_object #CHIP_STACK12 at $72 $73 $74 
0177: set_object $10565[5] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[6] $10648[6] $10573 
029B: $10565[6] = init_object #CHIP_STACK13 at $72 $73 $74 
0177: set_object $10565[6] Z_angle_to $71 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640[7] $10648[7] $10573 
029B: $10565[7] = init_object #CHIP_STACK14 at $72 $73 $74 
0177: set_object $10565[7] Z_angle_to $71 

:BLACKJ_7522
3@ = 99 

:BLACKJ_7529
if 
  3@ == 99 
else_jump @BLACKJ_7691 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_7677 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_7677 jumps 0 @BLACKJ_7635 1 @BLACKJ_7656 -1 @BLACKJ_7677 -1 @BLACKJ_7677 -1 @BLACKJ_7677 -1 @BLACKJ_7677 -1 @BLACKJ_7677 

:BLACKJ_7635
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_7677 

:BLACKJ_7656
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_7677 

:BLACKJ_7677
2@ += 1 
3@ = 0 

:BLACKJ_7691
return 

:BLACKJ_7693
if 
  3@ == 0 
else_jump @BLACKJ_8349 
$10497 = 0 
10@ = 0 

:BLACKJ_7725
if 
  8 > 10@ 
else_jump @BLACKJ_7790 
$10498(10@,8i) = 0 
$10506(10@,8i) = 0 
$10514(10@,8i) = 0 
10@ += 1 
jump @BLACKJ_7725 

:BLACKJ_7790
$10522 = 0 
$10523 = 0 
$10524 = 0 
$10525 = 0 
$10526 = 0 
$10527 = 0 
$10528 = 0 
$10529 = 0 
$10530 = 0 
$10531 = 0 
$10532 = 0 
$10533 = 0 
$10534 = 0 
$10535 = 0 
$10536 = 0 
$10537 = 0 
$10538 = 0 
$10539 = 0 
$10540 = 0 
$10541 = 0 
$10542 = 0 
$10543 = 0 
$10544 = 0 
$10554 = 0 
0093: 13@ = integer 30@ to_float 
0093: 14@ = integer 29@ to_float 
0A60: add_widget_flag 159 4 
if 
001F:   30@ > $10562 // (int) 
else_jump @BLACKJ_8008 
008A: $10562 = 30@ // (int) 

:BLACKJ_8008
0084: $10549 = $10562 // (int) 
$10550 = 0 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10549 > $10547 // (int) 
else_jump @BLACKJ_8073 
008A: $10549 = 30@ // (int) 

:BLACKJ_8073
if 
001C:   $10549 > $10547 // (int) 
else_jump @BLACKJ_8136 
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
gosub @BLACKJ_17763 
5@ = 1 
jump @BLACKJ_9460 
jump @BLACKJ_8305 

:BLACKJ_8136
008B: 10@ = $10549 // (int) 
10@ *= -1 
0109: player $PLAYER_CHAR money = 10@ 
0084: $10554 = $10549 // (int) 
0084: $10555 = $10549 // (int) 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_8305 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_8305 jumps 0 @BLACKJ_8263 1 @BLACKJ_8284 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 

:BLACKJ_8263
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8284
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8305
008F: 13@ = integer $10549 to_float 
0A52:   is_widget_released 159 
end_thread_named 'CASHWIN' 
0A6D: print_help_forever_conditional 'BJH1HID' 0  // Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_minigame_cancel~ to quit.
3@ += 1 

:BLACKJ_8349
if 
  3@ == 1 
else_jump @BLACKJ_9396 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
0A52:   is_widget_released 159 
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @BLACKJ_8827 
if and
   not 24@ == 1 
   not 24@ == -1 
else_jump @BLACKJ_8776 
if 
  $10549 >= 10000 
else_jump @BLACKJ_8477 
$10551 = 1000 
jump @BLACKJ_8581 

:BLACKJ_8477
if 
  $10549 >= 1000 
else_jump @BLACKJ_8510 
$10551 = 100 
jump @BLACKJ_8581 

:BLACKJ_8510
if 
  $10549 >= 100 
else_jump @BLACKJ_8542 
$10551 = 10 
jump @BLACKJ_8581 

:BLACKJ_8542
if 
  $10549 == 0 
else_jump @BLACKJ_8574 
$10551 = 2 
jump @BLACKJ_8581 

:BLACKJ_8574
$10551 = 1 

:BLACKJ_8581
if 
001C:   $10551 > $10547 // (int) 
else_jump @BLACKJ_8608 
0084: $10551 = $10547 // (int) 

:BLACKJ_8608
008B: 10@ = $10549 // (int) 
005C: 10@ += $10551 // (int) 
if 
001D:   10@ > 29@ // (int) 
else_jump @BLACKJ_8659 
008A: $10551 = 29@ // (int) 
0060: $10551 -= $10549 // (int) 

:BLACKJ_8659
if 
  0 > $10551 
else_jump @BLACKJ_8684 
$10551 *= -1 

:BLACKJ_8684
0058: $10549 += $10551 // (int) 
0058: $10554 += $10551 // (int) 
0058: $10555 += $10551 // (int) 
$10551 *= -1 
0109: player $PLAYER_CHAR money = $10551 
24@ += 1 
if 
  24@ > 1 
else_jump @BLACKJ_8762 
24@ = 2 
jump @BLACKJ_8769 

:BLACKJ_8762
40@ = 0 

:BLACKJ_8769
jump @BLACKJ_8820 

:BLACKJ_8776
if 
  24@ == 1 
else_jump @BLACKJ_8820 
if 
  40@ > 500 
else_jump @BLACKJ_8820 
24@ = 2 

:BLACKJ_8820
jump @BLACKJ_9224 

:BLACKJ_8827
if 
   not 25@ == 0 
else_jump @BLACKJ_8852 
25@ = 0 

:BLACKJ_8852
if 
0A51:   is_widget_pressed 63 
else_jump @BLACKJ_9199 
if 
   not 25@ == 1 
else_jump @BLACKJ_9166 
if 
  $10549 > 10000 
else_jump @BLACKJ_8919 
$10551 = -1000 
jump @BLACKJ_8991 

:BLACKJ_8919
if 
  $10549 > 1000 
else_jump @BLACKJ_8952 
$10551 = -100 
jump @BLACKJ_8991 

:BLACKJ_8952
if 
  $10549 > 100 
else_jump @BLACKJ_8984 
$10551 = -10 
jump @BLACKJ_8991 

:BLACKJ_8984
$10551 = -1 

:BLACKJ_8991
008B: 10@ = $10549 // (int) 
0058: $10549 += $10551 // (int) 
if 
001F:   30@ > $10549 // (int) 
else_jump @BLACKJ_9048 
$10549 = 0 
008A: $10551 = 10@ // (int) 
$10551 *= -1 

:BLACKJ_9048
if 
001F:   30@ > $10549 // (int) 
else_jump @BLACKJ_9082 
008A: $10549 = 30@ // (int) 
jump @BLACKJ_9113 

:BLACKJ_9082
$10551 *= -1 
0060: $10554 -= $10551 // (int) 
0060: $10555 -= $10551 // (int) 
0109: player $PLAYER_CHAR money = $10551 

:BLACKJ_9113
25@ += 1 
if 
  25@ > 1 
else_jump @BLACKJ_9152 
25@ = 2 
jump @BLACKJ_9159 

:BLACKJ_9152
40@ = 0 

:BLACKJ_9159
jump @BLACKJ_9192 

:BLACKJ_9166
if 
  40@ > 500 
else_jump @BLACKJ_9192 
25@ = 2 

:BLACKJ_9192
jump @BLACKJ_9224 

:BLACKJ_9199
if 
   not 25@ == 0 
else_jump @BLACKJ_9224 
25@ = 0 

:BLACKJ_9224
if 
  23@ == 0 
else_jump @BLACKJ_9342 
if 
0A52:   is_widget_released 90 
else_jump @BLACKJ_9335 
03E6: remove_text_box 
0084: $10562 = $10549 // (int) 
0623: add $10549 to_integer_stat 35 
008F: 13@ = integer $10549 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$10554 = 0 
0084: $10548 = $10549 // (int) 
gosub @BLACKJ_24317 
23@ = 1 
3@ = 99 

:BLACKJ_9335
jump @BLACKJ_9364 

:BLACKJ_9342
if 
8A52:   not is_widget_released 90 
else_jump @BLACKJ_9364 
23@ = 0 

:BLACKJ_9364
gosub @BLACKJ_22664 
if 
   not 3@ == 99 
else_jump @BLACKJ_9396 
3@ += 1 

:BLACKJ_9396
if 
  3@ == 2 
else_jump @BLACKJ_9428 
gosub @BLACKJ_24317 
3@ = 1 

:BLACKJ_9428
if 
  3@ == 99 
else_jump @BLACKJ_9460 
3@ = 0 
2@ += 1 

:BLACKJ_9460
return 

:BLACKJ_9462
if 
  3@ == 0 
else_jump @BLACKJ_9520 
gosub @BLACKJ_29043 
if 
   not $10497 == 0 
else_jump @BLACKJ_9513 
0084: $10506[0] = $10497 // (int) 

:BLACKJ_9513
3@ += 1 

:BLACKJ_9520
if 
  3@ == 1 
else_jump @BLACKJ_9590 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_9590 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_9590 
3@ += 1 

:BLACKJ_9590
if 
  3@ == 2 
else_jump @BLACKJ_9648 
gosub @BLACKJ_29043 
if 
   not $10497 == 0 
else_jump @BLACKJ_9641 
0084: $10498[0] = $10497 // (int) 

:BLACKJ_9641
3@ += 1 

:BLACKJ_9648
if 
  3@ == 3 
else_jump @BLACKJ_9718 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_9718 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_9718 
3@ += 1 

:BLACKJ_9718
if 
  3@ == 4 
else_jump @BLACKJ_9776 
gosub @BLACKJ_29043 
if 
   not $10497 == 0 
else_jump @BLACKJ_9769 
0084: $10506[1] = $10497 // (int) 

:BLACKJ_9769
3@ += 1 

:BLACKJ_9776
if 
  3@ == 5 
else_jump @BLACKJ_9846 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_9846 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_9846 
3@ += 1 

:BLACKJ_9846
if 
  3@ == 6 
else_jump @BLACKJ_9904 
gosub @BLACKJ_29043 
if 
   not $10497 == 0 
else_jump @BLACKJ_9897 
0084: $10498[1] = $10497 // (int) 

:BLACKJ_9897
3@ += 1 

:BLACKJ_9904
if 
  3@ == 7 
else_jump @BLACKJ_9974 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_9974 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_9974 
3@ = 99 

:BLACKJ_9974
if 
  3@ == 99 
else_jump @BLACKJ_10013 
21@ = 0 
3@ = 0 
2@ += 1 

:BLACKJ_10013
gosub @BLACKJ_30487 
gosub @BLACKJ_29144 
gosub @BLACKJ_24456 
return 

:BLACKJ_10036
if 
  3@ == 0 
else_jump @BLACKJ_10192 
gosub @BLACKJ_30487 
$10545 = 0 
$10546 = 0 
if or
  $10536 == 21 
  $10540 == 21 
else_jump @BLACKJ_10185 
if 
  $10536 == 21 
else_jump @BLACKJ_10125 
$10545 = 1 

:BLACKJ_10125
if 
  $10540 == 21 
else_jump @BLACKJ_10150 
$10546 = 1 

:BLACKJ_10150
$10527 = 1 
$10530 = 1 
2@ += 2 
3@ = 0 
jump @BLACKJ_10192 

:BLACKJ_10185
3@ = 99 

:BLACKJ_10192
if 
  3@ == 99 
else_jump @BLACKJ_10238 
3@ = 0 
4@ = 0 
21@ = 0 
2@ += 1 

:BLACKJ_10238
gosub @BLACKJ_30487 
gosub @BLACKJ_29144 
gosub @BLACKJ_24456 
if 
  $10545 == 0 
else_jump @BLACKJ_10291 
gosub @BLACKJ_17916 
jump @BLACKJ_10401 

:BLACKJ_10291
if 
   not $10540 == 21 
else_jump @BLACKJ_10394 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_10387 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_10373 
09D6: unknown_set_actor 1@ sound 5811 flags 1 1 0 
jump @BLACKJ_10387 

:BLACKJ_10373
09D6: unknown_set_actor 1@ sound 5812 flags 1 1 0 

:BLACKJ_10387
jump @BLACKJ_10401 

:BLACKJ_10394
gosub @BLACKJ_17916 

:BLACKJ_10401
return 

:BLACKJ_10403
if 
  3@ == 0 
else_jump @BLACKJ_11805 
if 
  $10522 == 0 
else_jump @BLACKJ_10568 
0084: $10671 = $10506[0] // (int) 
gosub @BLACKJ_31508 
008B: 10@ = $10672 // (int) 
0084: $10671 = $10506[1] // (int) 
gosub @BLACKJ_31508 
008B: 11@ = $10672 // (int) 
if 
003B:   10@ == 11@ // (int) 
else_jump @BLACKJ_10536 
if 
   not $10506[2] == 0 
else_jump @BLACKJ_10529 
$10522 = 1 

:BLACKJ_10529
jump @BLACKJ_10543 

:BLACKJ_10536
$10522 = 1 

:BLACKJ_10543
if 
   not $10523 == 0 
else_jump @BLACKJ_10568 
$10522 = 1 

:BLACKJ_10568
if 
  $10524 == 0 
else_jump @BLACKJ_10858 
if 
  $10523 == 0 
else_jump @BLACKJ_10685 
if 
   not $10506[2] == 0 
else_jump @BLACKJ_10629 
$10524 = 1 

:BLACKJ_10629
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10549 > $10547 // (int) 
else_jump @BLACKJ_10678 
$10524 = 1 

:BLACKJ_10678
jump @BLACKJ_10858 

:BLACKJ_10685
if 
  $10527 == 0 
else_jump @BLACKJ_10784 
if 
   not $10506[2] == 0 
else_jump @BLACKJ_10728 
$10524 = 1 

:BLACKJ_10728
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10549 > $10547 // (int) 
else_jump @BLACKJ_10777 
$10524 = 1 

:BLACKJ_10777
jump @BLACKJ_10858 

:BLACKJ_10784
if 
   not $10514[2] == 0 
else_jump @BLACKJ_10809 
$10524 = 1 

:BLACKJ_10809
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10550 > $10547 // (int) 
else_jump @BLACKJ_10858 
$10524 = 1 

:BLACKJ_10858
if 
  21@ == 0 
else_jump @BLACKJ_11263 
if and
  $10522 == 0 
  $10524 == 0 
else_jump @BLACKJ_10919 
0512: show_permanent_text_box 'BJ_H3'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_black_jack_split~ to split. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 1 

:BLACKJ_10919
if and
  $10522 == 1 
  $10524 == 0 
else_jump @BLACKJ_10962 
0512: show_permanent_text_box 'BJ_H2'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 2 

:BLACKJ_10962
if and
  $10522 == 1 
  $10524 == 1 
else_jump @BLACKJ_11005 
0512: show_permanent_text_box 'BJ_H5'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 3 

:BLACKJ_11005
if and
  $10522 == 1 
  $10524 == 0 
else_jump @BLACKJ_11048 
0512: show_permanent_text_box 'BJ_H2'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 2 

:BLACKJ_11048
if and
  $10522 == 1 
  $10524 == 1 
else_jump @BLACKJ_11091 
0512: show_permanent_text_box 'BJ_H5'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 3 

:BLACKJ_11091
if and
  $10522 == 0 
  $10524 == 0 
else_jump @BLACKJ_11134 
0512: show_permanent_text_box 'BJ_H3'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_black_jack_split~ to split. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 1 

:BLACKJ_11134
if and
  $10522 == 1 
  $10524 == 1 
else_jump @BLACKJ_11177 
0512: show_permanent_text_box 'BJ_H5'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 3 

:BLACKJ_11177
if and
  $10522 == 0 
  $10524 == 0 
else_jump @BLACKJ_11220 
0512: show_permanent_text_box 'BJ_H3'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_black_jack_split~ to split. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 1 

:BLACKJ_11220
if and
  $10522 == 1 
  $10524 == 0 
else_jump @BLACKJ_11263 
0512: show_permanent_text_box 'BJ_H2'  // Tap ~m~~widget_black_jack_hit~ to hit. Tap ~m~~widget_black_jack_stand~ to stand. Tap ~m~~widget_black_jack_double~ to double down. Tap ~m~~widget_minigame_cancel~ to quit.
21@ = 2 

:BLACKJ_11263
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_11730 
32@ = 0 
if and
0A53:   is_widget_doubletapped 95 
8A54:   not is_widget_swiped 95 
else_jump @BLACKJ_11309 
32@ = 1 

:BLACKJ_11309
if 
  25@ == 0 
else_jump @BLACKJ_11393 
if or
0A52:   is_widget_released 93 
  32@ == 1 
else_jump @BLACKJ_11386 
03E6: remove_text_box 
$10529 = 1 
4@ = 0 
3@ += 1 
25@ = 1 
jump @BLACKJ_11805 

:BLACKJ_11386
jump @BLACKJ_11424 

:BLACKJ_11393
if and
80E1:   not player 0 pressed_key 17 
   not 32@ == 1 
else_jump @BLACKJ_11424 
25@ = 0 

:BLACKJ_11424
if 
  $10522 == 0 
else_jump @BLACKJ_11505 
if 
  $10523 == 0 
else_jump @BLACKJ_11505 
if 
0A52:   is_widget_released 91 
else_jump @BLACKJ_11505 
03E6: remove_text_box 
$10523 = 1 
3@ += 1 
4@ = 0 
jump @BLACKJ_11805 

:BLACKJ_11505
if 
  $10524 == 0 
else_jump @BLACKJ_11593 
if 
0A52:   is_widget_released 92 
else_jump @BLACKJ_11593 
03E6: remove_text_box 
if 
  $10527 == 0 
else_jump @BLACKJ_11572 
$10525 = 1 
jump @BLACKJ_11579 

:BLACKJ_11572
$10526 = 1 

:BLACKJ_11579
3@ += 1 
jump @BLACKJ_11805 

:BLACKJ_11593
if 
  23@ == 0 
else_jump @BLACKJ_11699 
if or
0A52:   is_widget_released 94 
0A54:   is_widget_swiped 95 
else_jump @BLACKJ_11692 
03E6: remove_text_box 
if 
  $10527 == 0 
else_jump @BLACKJ_11664 
$10527 = 1 
jump @BLACKJ_11671 

:BLACKJ_11664
$10528 = 1 

:BLACKJ_11671
23@ = 1 
3@ += 1 
jump @BLACKJ_11805 

:BLACKJ_11692
jump @BLACKJ_11723 

:BLACKJ_11699
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_11723 
23@ = 0 

:BLACKJ_11723
jump @BLACKJ_11805 

:BLACKJ_11730
if 
  25@ == 0 
else_jump @BLACKJ_11781 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_11774 
25@ = 1 
00BE: text_clear_all 

:BLACKJ_11774
jump @BLACKJ_11805 

:BLACKJ_11781
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_11805 
25@ = 0 

:BLACKJ_11805
if 
  3@ == 1 
else_jump @BLACKJ_14760 
if 
  $10529 == 1 
else_jump @BLACKJ_12304 
if 
  4@ == 0 
else_jump @BLACKJ_11873 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_11873
if 
  4@ == 1 
else_jump @BLACKJ_11943 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_11943 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_11943 
4@ += 1 

:BLACKJ_11943
if 
  4@ == 2 
else_jump @BLACKJ_12272 
if 
  $10523 == 0 
else_jump @BLACKJ_12073 
10@ = 0 

:BLACKJ_11986
if 
  8 > 10@ 
else_jump @BLACKJ_12066 
if 
  $10506(10@,8i) == 0 
else_jump @BLACKJ_12052 
0084: $10506(10@,8i) = $10497 // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12052
10@ += 1 
jump @BLACKJ_11986 

:BLACKJ_12066
jump @BLACKJ_12272 

:BLACKJ_12073
if 
  $10527 == 0 
else_jump @BLACKJ_12185 
10@ = 0 

:BLACKJ_12098
if 
  8 > 10@ 
else_jump @BLACKJ_12178 
if 
  $10506(10@,8i) == 0 
else_jump @BLACKJ_12164 
0084: $10506(10@,8i) = $10497 // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12164
10@ += 1 
jump @BLACKJ_12098 

:BLACKJ_12178
jump @BLACKJ_12272 

:BLACKJ_12185
10@ = 0 

:BLACKJ_12192
if 
  8 > 10@ 
else_jump @BLACKJ_12272 
if 
  $10514(10@,8i) == 0 
else_jump @BLACKJ_12258 
0084: $10514(10@,8i) = $10497 // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12258
10@ += 1 
jump @BLACKJ_12192 

:BLACKJ_12272
if 
  4@ == 99 
else_jump @BLACKJ_12304 
$10529 = 0 
gosub @BLACKJ_17916 

:BLACKJ_12304
10@ = 0 
if 
  $10523 == 1 
else_jump @BLACKJ_12361 
if or
  $10514[0] == 0 
  $10506[1] == 0 
else_jump @BLACKJ_12361 
10@ = 1 

:BLACKJ_12361
if and
  $10523 == 1 
  10@ == 1 
else_jump @BLACKJ_12829 
if 
  4@ == 0 
else_jump @BLACKJ_12513 
008D: $10552 = integer $10549 to_float 
008C: $10553 = float $10552 to_integer 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10553 > $10547 // (int) 
else_jump @BLACKJ_12506 
$10523 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_17763 
jump @BLACKJ_12513 

:BLACKJ_12506
4@ += 1 

:BLACKJ_12513
if 
  4@ == 1 
else_jump @BLACKJ_12615 
0623: add $10553 to_integer_stat 35 
008F: 13@ = integer $10553 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$10553 *= -1 
0109: player $PLAYER_CHAR money = $10553 
$10553 *= -1 
0058: $10549 += $10553 // (int) 
0058: $10555 += $10553 // (int) 
gosub @BLACKJ_22664 
4@ += 1 

:BLACKJ_12615
if 
  4@ == 2 
else_jump @BLACKJ_12670 
0084: $10514[0] = $10506[0] // (int) 
0084: $10506[0] = $10506[1] // (int) 
$10506[1] = 0 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_12670
if 
  4@ == 3 
else_jump @BLACKJ_12748 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_12748 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_12748 
0084: $10506[1] = $10497 // (int) 
4@ += 1 

:BLACKJ_12748
if 
  4@ == 4 
else_jump @BLACKJ_12829 
008D: $10552 = integer $10549 to_float 
$10552 /= 2.0 
008C: $10553 = float $10552 to_integer 
0084: $10549 = $10553 // (int) 
0084: $10550 = $10553 // (int) 
$10524 = 0 
gosub @BLACKJ_17916 
4@ = 99 

:BLACKJ_12829
if and
  $10523 == 1 
  $10527 == 1 
  $10514[1] == 0 
else_jump @BLACKJ_13028 
if 
  4@ == 0 
else_jump @BLACKJ_12893 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_12893
if 
  4@ == 1 
else_jump @BLACKJ_12963 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_12963 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_12963 
4@ += 1 

:BLACKJ_12963
if 
  4@ == 2 
else_jump @BLACKJ_13010 
0084: $10514[1] = $10497 // (int) 
$10524 = 0 
gosub @BLACKJ_17916 
4@ = 99 

:BLACKJ_13010
if 
  4@ == 99 
else_jump @BLACKJ_13028 

:BLACKJ_13028
if 
  $10523 == 0 
else_jump @BLACKJ_13431 
if and
  $10525 == 1 
  $10527 == 0 
else_jump @BLACKJ_13424 
if 
  4@ == 0 
else_jump @BLACKJ_13198 
008D: $10552 = integer $10549 to_float 
008C: $10553 = float $10552 to_integer 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10553 > $10547 // (int) 
else_jump @BLACKJ_13191 
$10525 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_17763 
jump @BLACKJ_13198 

:BLACKJ_13191
4@ += 1 

:BLACKJ_13198
if 
  4@ == 1 
else_jump @BLACKJ_13307 
0623: add $10553 to_integer_stat 35 
008F: 13@ = integer $10553 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$10553 *= -1 
0109: player $PLAYER_CHAR money = $10553 
$10553 *= -1 
0058: $10549 += $10553 // (int) 
0058: $10555 += $10553 // (int) 
gosub @BLACKJ_22664 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_13307
if 
  4@ == 2 
else_jump @BLACKJ_13377 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_13377 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_13377 
4@ += 1 

:BLACKJ_13377
if 
  4@ == 3 
else_jump @BLACKJ_13424 
0084: $10506[2] = $10497 // (int) 
$10527 = 1 
gosub @BLACKJ_17916 
4@ = 99 

:BLACKJ_13424
jump @BLACKJ_14194 

:BLACKJ_13431
if and
  $10525 == 1 
  $10527 == 0 
else_jump @BLACKJ_13816 
if 
  4@ == 0 
else_jump @BLACKJ_13583 
008D: $10552 = integer $10549 to_float 
008C: $10553 = float $10552 to_integer 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10553 > $10547 // (int) 
else_jump @BLACKJ_13576 
$10525 = 0 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_17763 
4@ = 99 
jump @BLACKJ_13583 

:BLACKJ_13576
4@ += 1 

:BLACKJ_13583
if 
  4@ == 1 
else_jump @BLACKJ_13692 
0623: add $10553 to_integer_stat 35 
008F: 13@ = integer $10553 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$10553 *= -1 
0109: player $PLAYER_CHAR money = $10553 
$10553 *= -1 
0058: $10549 += $10553 // (int) 
0058: $10555 += $10553 // (int) 
gosub @BLACKJ_22664 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_13692
if 
  4@ == 2 
else_jump @BLACKJ_13762 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_13762 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_13762 
4@ += 1 

:BLACKJ_13762
if 
  4@ == 3 
else_jump @BLACKJ_13816 
0084: $10506[2] = $10497 // (int) 
$10527 = 1 
gosub @BLACKJ_17916 
4@ = 0 
jump @BLACKJ_12829 

:BLACKJ_13816
if and
  $10526 == 1 
  $10528 == 0 
else_jump @BLACKJ_14194 
if 
  4@ == 0 
else_jump @BLACKJ_13968 
008D: $10552 = integer $10549 to_float 
008C: $10553 = float $10552 to_integer 
010B: $10547 = player $PLAYER_CHAR money 
gosub @BLACKJ_33035 
0058: $10547 += $10557 // (int) 
if 
001C:   $10553 > $10547 // (int) 
else_jump @BLACKJ_13961 
$10526 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_17763 
jump @BLACKJ_13968 

:BLACKJ_13961
4@ += 1 

:BLACKJ_13968
if 
  4@ == 1 
else_jump @BLACKJ_14077 
0623: add $10553 to_integer_stat 35 
008F: 13@ = integer $10553 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$10553 *= -1 
0109: player $PLAYER_CHAR money = $10553 
$10553 *= -1 
0058: $10550 += $10553 // (int) 
0058: $10555 += $10553 // (int) 
gosub @BLACKJ_22664 
gosub @BLACKJ_29043 
4@ += 1 

:BLACKJ_14077
if 
  4@ == 2 
else_jump @BLACKJ_14147 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_14147 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_14147 
4@ += 1 

:BLACKJ_14147
if 
  4@ == 3 
else_jump @BLACKJ_14194 
0084: $10514[2] = $10497 // (int) 
$10528 = 1 
gosub @BLACKJ_17916 
4@ = 99 

:BLACKJ_14194
gosub @BLACKJ_30487 
if 
  $10523 == 0 
else_jump @BLACKJ_14276 
if 
  $10536 > 20 
else_jump @BLACKJ_14244 
$10527 = 1 

:BLACKJ_14244
if 
   not $10506[4] == 0 
else_jump @BLACKJ_14269 
$10527 = 1 

:BLACKJ_14269
jump @BLACKJ_14422 

:BLACKJ_14276
if 
  $10527 == 0 
else_jump @BLACKJ_14372 
if 
  $10536 > 20 
else_jump @BLACKJ_14333 
$10527 = 1 
4@ = 0 
jump @BLACKJ_12829 

:BLACKJ_14333
if 
   not $10506[4] == 0 
else_jump @BLACKJ_14372 
$10527 = 1 
4@ = 0 
jump @BLACKJ_12829 

:BLACKJ_14372
if 
  $10538 > 20 
else_jump @BLACKJ_14397 
$10528 = 1 

:BLACKJ_14397
if 
   not $10514[4] == 0 
else_jump @BLACKJ_14422 
$10528 = 1 

:BLACKJ_14422
if 
  $10523 == 1 
else_jump @BLACKJ_14600 
if and
  $10527 == 1 
  $10528 == 1 
else_jump @BLACKJ_14600 
if and
  $10536 == 21 
  $10506[2] == 0 
else_jump @BLACKJ_14568 
if or
   not $10538 == 21 
   not $10514[2] == 0 
else_jump @BLACKJ_14529 
$10545 = 2 
jump @BLACKJ_14561 

:BLACKJ_14529
if and
  $10538 == 21 
  $10514[2] == 0 
else_jump @BLACKJ_14561 
$10545 = 4 

:BLACKJ_14561
jump @BLACKJ_14600 

:BLACKJ_14568
if and
  $10538 == 21 
  $10514[2] == 0 
else_jump @BLACKJ_14600 
$10545 = 3 

:BLACKJ_14600
if 
  $10523 == 0 
else_jump @BLACKJ_14689 
if 
  $10527 == 1 
else_jump @BLACKJ_14650 
3@ = 99 
jump @BLACKJ_14682 

:BLACKJ_14650
if 
  4@ == 99 
else_jump @BLACKJ_14682 
3@ = 0 
4@ = 0 

:BLACKJ_14682
jump @BLACKJ_14760 

:BLACKJ_14689
if and
  $10527 == 1 
  $10528 == 1 
else_jump @BLACKJ_14728 
3@ = 99 
jump @BLACKJ_14760 

:BLACKJ_14728
if 
  4@ == 99 
else_jump @BLACKJ_14760 
3@ = 0 
4@ = 0 

:BLACKJ_14760
if 
  $10523 == 1 
else_jump @BLACKJ_14851 
if 
  $10527 == 0 
else_jump @BLACKJ_14827 
gosub @BLACKJ_33419 
033E: set_draw_text_position $10586[22] $10613[22] GXT 'BJ_ARR'  // >
jump @BLACKJ_14851 

:BLACKJ_14827
gosub @BLACKJ_33419 
033E: set_draw_text_position $10586[23] $10613[23] GXT 'BJ_ARR'  // >

:BLACKJ_14851
if 
  3@ == 99 
else_jump @BLACKJ_14883 
3@ = 0 
2@ += 1 

:BLACKJ_14883
gosub @BLACKJ_30487 
gosub @BLACKJ_29144 
gosub @BLACKJ_24456 
return 

:BLACKJ_14906
if 
  3@ == 0 
else_jump @BLACKJ_15059 
if 
  $10523 == 0 
else_jump @BLACKJ_14988 
if 
  $10536 > 21 
else_jump @BLACKJ_14981 
$10530 = 1 
$10535 = 1 
3@ = 99 

:BLACKJ_14981
jump @BLACKJ_15034 

:BLACKJ_14988
if and
  $10536 > 21 
  $10538 > 21 
else_jump @BLACKJ_15034 
$10530 = 1 
$10535 = 1 
3@ = 99 

:BLACKJ_15034
if 
   not 3@ == 99 
else_jump @BLACKJ_15059 
3@ += 1 

:BLACKJ_15059
if 
  3@ == 1 
else_jump @BLACKJ_15166 
if 
  $10540 > 16 
else_jump @BLACKJ_15109 
$10530 = 1 
jump @BLACKJ_15116 

:BLACKJ_15109
3@ += 1 

:BLACKJ_15116
if 
   not $10498[4] == 0 
else_jump @BLACKJ_15141 
$10530 = 1 

:BLACKJ_15141
if 
  $10530 == 1 
else_jump @BLACKJ_15166 
3@ = 99 

:BLACKJ_15166
if 
  3@ == 2 
else_jump @BLACKJ_15198 
gosub @BLACKJ_29043 
3@ += 1 

:BLACKJ_15198
if 
  3@ == 3 
else_jump @BLACKJ_15268 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_15268 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BLACKJ_15268 
3@ += 1 

:BLACKJ_15268
if 
  3@ == 4 
else_jump @BLACKJ_15373 
10@ = 0 

:BLACKJ_15293
if 
  8 > 10@ 
else_jump @BLACKJ_15366 
if 
  $10498(10@,8i) == 0 
else_jump @BLACKJ_15352 
0084: $10498(10@,8i) = $10497 // (int) 
10@ = 8 

:BLACKJ_15352
10@ += 1 
jump @BLACKJ_15293 

:BLACKJ_15366
3@ = 0 

:BLACKJ_15373
if 
  3@ == 99 
else_jump @BLACKJ_15405 
2@ += 1 
3@ = 0 

:BLACKJ_15405
gosub @BLACKJ_30487 
gosub @BLACKJ_29144 
gosub @BLACKJ_24456 
return 

:BLACKJ_15428
if 
  3@ == 0 
else_jump @BLACKJ_17494 
if 
  $10523 == 0 
else_jump @BLACKJ_15690 
if 
   not $10536 > 21 
else_jump @BLACKJ_15683 
if 
  $10540 > 21 
else_jump @BLACKJ_15514 
$10532 = 1 
jump @BLACKJ_15683 

:BLACKJ_15514
if 
001C:   $10536 > $10540 // (int) 
else_jump @BLACKJ_15547 
$10532 = 1 
jump @BLACKJ_15683 

:BLACKJ_15547
if 
003A:   $10536 == $10540 // (int) 
else_jump @BLACKJ_15676 
if 
  $10545 == 1 
else_jump @BLACKJ_15630 
if 
  $10546 == 1 
else_jump @BLACKJ_15616 
$10532 = 2 
jump @BLACKJ_15623 

:BLACKJ_15616
$10532 = 1 

:BLACKJ_15623
jump @BLACKJ_15669 

:BLACKJ_15630
if 
  $10546 == 1 
else_jump @BLACKJ_15662 
$10532 = 0 
jump @BLACKJ_15669 

:BLACKJ_15662
$10532 = 2 

:BLACKJ_15669
jump @BLACKJ_15683 

:BLACKJ_15676
$10532 = 0 

:BLACKJ_15683
jump @BLACKJ_16142 

:BLACKJ_15690
if 
   not $10536 > 21 
else_jump @BLACKJ_15916 
if 
  $10540 > 21 
else_jump @BLACKJ_15740 
$10532 = 1 
jump @BLACKJ_15916 

:BLACKJ_15740
if 
001C:   $10536 > $10540 // (int) 
else_jump @BLACKJ_15773 
$10532 = 1 
jump @BLACKJ_15916 

:BLACKJ_15773
if 
003A:   $10536 == $10540 // (int) 
else_jump @BLACKJ_15909 
if or
  $10545 == 2 
  $10545 == 4 
else_jump @BLACKJ_15863 
if 
  $10546 == 1 
else_jump @BLACKJ_15849 
$10532 = 2 
jump @BLACKJ_15856 

:BLACKJ_15849
$10532 = 1 

:BLACKJ_15856
jump @BLACKJ_15902 

:BLACKJ_15863
if 
  $10546 == 1 
else_jump @BLACKJ_15895 
$10532 = 0 
jump @BLACKJ_15902 

:BLACKJ_15895
$10532 = 2 

:BLACKJ_15902
jump @BLACKJ_15916 

:BLACKJ_15909
$10532 = 0 

:BLACKJ_15916
if 
   not $10538 > 21 
else_jump @BLACKJ_16142 
if 
  $10540 > 21 
else_jump @BLACKJ_15966 
$10533 = 1 
jump @BLACKJ_16142 

:BLACKJ_15966
if 
001C:   $10538 > $10540 // (int) 
else_jump @BLACKJ_15999 
$10533 = 1 
jump @BLACKJ_16142 

:BLACKJ_15999
if 
003A:   $10538 == $10540 // (int) 
else_jump @BLACKJ_16135 
if or
  $10545 == 3 
  $10545 == 4 
else_jump @BLACKJ_16089 
if 
  $10546 == 1 
else_jump @BLACKJ_16075 
$10533 = 2 
jump @BLACKJ_16082 

:BLACKJ_16075
$10533 = 1 

:BLACKJ_16082
jump @BLACKJ_16128 

:BLACKJ_16089
if 
  $10546 == 1 
else_jump @BLACKJ_16121 
$10533 = 0 
jump @BLACKJ_16128 

:BLACKJ_16121
$10533 = 2 

:BLACKJ_16128
jump @BLACKJ_16142 

:BLACKJ_16135
$10533 = 0 

:BLACKJ_16142
40@ = 0 
$10556 = 0 
if 
  $10523 == 0 
else_jump @BLACKJ_16287 
if 
  $10532 == 1 
else_jump @BLACKJ_16254 
if 
  $10545 == 1 
else_jump @BLACKJ_16232 
$10556 = 3 
0068: $10556 *= $10549 // (int) 
jump @BLACKJ_16247 

:BLACKJ_16232
$10556 = 2 
0068: $10556 *= $10549 // (int) 

:BLACKJ_16247
jump @BLACKJ_16280 

:BLACKJ_16254
if 
  $10532 == 2 
else_jump @BLACKJ_16280 
0084: $10556 = $10549 // (int) 

:BLACKJ_16280
jump @BLACKJ_16529 

:BLACKJ_16287
if 
  $10532 == 1 
else_jump @BLACKJ_16374 
if or
  $10545 == 2 
  $10545 == 4 
else_jump @BLACKJ_16352 
$10556 = 3 
0068: $10556 *= $10549 // (int) 
jump @BLACKJ_16367 

:BLACKJ_16352
$10556 = 2 
0068: $10556 *= $10549 // (int) 

:BLACKJ_16367
jump @BLACKJ_16400 

:BLACKJ_16374
if 
  $10532 == 2 
else_jump @BLACKJ_16400 
0084: $10556 = $10549 // (int) 

:BLACKJ_16400
if 
  $10533 == 1 
else_jump @BLACKJ_16503 
if or
  $10545 == 3 
  $10545 == 4 
else_jump @BLACKJ_16473 
008B: 10@ = $10550 // (int) 
10@ *= 3 
005E: $10556 += 10@ // (int) 
jump @BLACKJ_16496 

:BLACKJ_16473
008B: 10@ = $10550 // (int) 
10@ *= 2 
005E: $10556 += 10@ // (int) 

:BLACKJ_16496
jump @BLACKJ_16529 

:BLACKJ_16503
if 
  $10533 == 2 
else_jump @BLACKJ_16529 
0058: $10556 += $10550 // (int) 

:BLACKJ_16529
008B: 10@ = $10556 // (int) 
0064: 10@ -= $10555 // (int) 
0623: add 10@ to_integer_stat 37 
0109: player $PLAYER_CHAR money = $10556 
create_thread @CASHWIN 10@ 3000 69 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @BLACKJ_17047 
0627: update_integer_stat 38 to 10@ 
0093: 13@ = integer 10@ to_float 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
$10682 += 1 
if 
  5 > $10682 
else_jump @BLACKJ_16882 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_16875 
if 
  13@ > 0.8 
else_jump @BLACKJ_16707 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_16716 

:BLACKJ_16707
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_16716
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_16875 jumps 0 @BLACKJ_16779 1 @BLACKJ_16800 2 @BLACKJ_16821 3 @BLACKJ_16842 -1 @BLACKJ_16875 -1 @BLACKJ_16875 -1 @BLACKJ_16875 

:BLACKJ_16779
09D6: unknown_set_actor 1@ sound 5847 flags 1 1 0 
jump @BLACKJ_16875 

:BLACKJ_16800
09D6: unknown_set_actor 1@ sound 5848 flags 1 1 0 
jump @BLACKJ_16875 

:BLACKJ_16821
09D6: unknown_set_actor 1@ sound 5849 flags 1 1 0 
jump @BLACKJ_16875 

:BLACKJ_16842
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BLACKJ_16868 
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 

:BLACKJ_16868
jump @BLACKJ_16875 

:BLACKJ_16875
jump @BLACKJ_17040 

:BLACKJ_16882
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_17033 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_17033 jumps 0 @BLACKJ_16970 1 @BLACKJ_16991 2 @BLACKJ_17012 -1 @BLACKJ_17033 -1 @BLACKJ_17033 -1 @BLACKJ_17033 -1 @BLACKJ_17033 

:BLACKJ_16970
09D6: unknown_set_actor 1@ sound 5854 flags 1 1 0 
jump @BLACKJ_17033 

:BLACKJ_16991
09D6: unknown_set_actor 1@ sound 5855 flags 1 1 0 
jump @BLACKJ_17033 

:BLACKJ_17012
09D6: unknown_set_actor 1@ sound 5856 flags 1 1 0 
jump @BLACKJ_17033 

:BLACKJ_17033
$10682 = 0 

:BLACKJ_17040
jump @BLACKJ_17469 

:BLACKJ_17047
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
$10682 = 0 
0093: 13@ = integer 10@ to_float 
13@ *= -1.0 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_17469 
if 
  0 > 10@ 
else_jump @BLACKJ_17355 
if 
  13@ > 0.8 
else_jump @BLACKJ_17180 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_17189 

:BLACKJ_17180
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17189
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17348 jumps 0 @BLACKJ_17252 1 @BLACKJ_17273 2 @BLACKJ_17294 3 @BLACKJ_17315 -1 @BLACKJ_17348 -1 @BLACKJ_17348 -1 @BLACKJ_17348 

:BLACKJ_17252
09D6: unknown_set_actor 1@ sound 5817 flags 1 1 0 
jump @BLACKJ_17348 

:BLACKJ_17273
09D6: unknown_set_actor 1@ sound 5818 flags 1 1 0 
jump @BLACKJ_17348 

:BLACKJ_17294
09D6: unknown_set_actor 1@ sound 5819 flags 1 1 0 
jump @BLACKJ_17348 

:BLACKJ_17315
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BLACKJ_17341 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to 10@ 

:BLACKJ_17341
jump @BLACKJ_17348 

:BLACKJ_17348
jump @BLACKJ_17469 

:BLACKJ_17355
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_17469 jumps 0 @BLACKJ_17427 1 @BLACKJ_17448 -1 @BLACKJ_17469 -1 @BLACKJ_17469 -1 @BLACKJ_17469 -1 @BLACKJ_17469 -1 @BLACKJ_17469 

:BLACKJ_17427
09D6: unknown_set_actor 1@ sound 5815 flags 1 1 0 
jump @BLACKJ_17469 

:BLACKJ_17448
09D6: unknown_set_actor 1@ sound 5816 flags 1 1 0 
jump @BLACKJ_17469 

:BLACKJ_17469
08F8: display_stat_update_box 1 
$10555 = 0 
gosub @BLACKJ_22664 
3@ += 1 

:BLACKJ_17494
if 
  3@ == 1 
else_jump @BLACKJ_17634 
0512: show_permanent_text_box 'BJ_H4'  // Tap ~m~~widget_gambling_continue~ to continue.
if 
  40@ > 3000 
else_jump @BLACKJ_17556 
3@ += 1 
jump @BLACKJ_17634 

:BLACKJ_17556
if 
  23@ == 0 
else_jump @BLACKJ_17612 
if 
0A52:   is_widget_released 90 
else_jump @BLACKJ_17605 
03E6: remove_text_box 
23@ = 1 
3@ += 1 

:BLACKJ_17605
jump @BLACKJ_17634 

:BLACKJ_17612
if 
8A52:   not is_widget_released 90 
else_jump @BLACKJ_17634 
23@ = 0 

:BLACKJ_17634
if 
  3@ == 2 
else_jump @BLACKJ_17666 
40@ = 0 
3@ += 1 

:BLACKJ_17666
if 
  3@ == 3 
else_jump @BLACKJ_17715 
if 
0A52:   is_widget_released 90 
else_jump @BLACKJ_17715 
03E6: remove_text_box 
23@ = 1 
3@ = 99 

:BLACKJ_17715
if 
  3@ == 99 
else_jump @BLACKJ_17747 
2@ = 1 
3@ = 0 

:BLACKJ_17747
gosub @BLACKJ_29144 
gosub @BLACKJ_24456 
return 

:BLACKJ_17763
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_17914 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_17914 jumps 0 @BLACKJ_17851 1 @BLACKJ_17872 2 @BLACKJ_17893 -1 @BLACKJ_17914 -1 @BLACKJ_17914 -1 @BLACKJ_17914 -1 @BLACKJ_17914 

:BLACKJ_17851
09D6: unknown_set_actor 1@ sound 5823 flags 1 1 0 
jump @BLACKJ_17914 

:BLACKJ_17872
09D6: unknown_set_actor 1@ sound 5824 flags 1 1 0 
jump @BLACKJ_17914 

:BLACKJ_17893
09D6: unknown_set_actor 1@ sound 5825 flags 1 1 0 
jump @BLACKJ_17914 

:BLACKJ_17914
return 

:BLACKJ_17916
gosub @BLACKJ_30487 
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_21259 
if 
  $10523 == 0 
else_jump @BLACKJ_19054 
if 
  $10537 == 0 
else_jump @BLACKJ_18630 
0871: init_jump_table $10536 total_jumps 18 default_jump 1 @BLACKJ_18546 jumps 4 @BLACKJ_18168 5 @BLACKJ_18189 6 @BLACKJ_18210 7 @BLACKJ_18231 8 @BLACKJ_18252 9 @BLACKJ_18273 10 @BLACKJ_18294 
0872: jump_table_jumps 11 @BLACKJ_18315 12 @BLACKJ_18336 13 @BLACKJ_18357 14 @BLACKJ_18378 15 @BLACKJ_18399 16 @BLACKJ_18420 17 @BLACKJ_18441 18 @BLACKJ_18462 19 @BLACKJ_18483 
0872: jump_table_jumps 20 @BLACKJ_18504 21 @BLACKJ_18525 -1 @BLACKJ_18615 -1 @BLACKJ_18615 -1 @BLACKJ_18615 -1 @BLACKJ_18615 -1 @BLACKJ_18615 -1 @BLACKJ_18615 -1 @BLACKJ_18615 

:BLACKJ_18168
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18189
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18210
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18231
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18252
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18273
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18294
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18315
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18336
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18357
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18378
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18399
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18420
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18441
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18462
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18483
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18504
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18525
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_18615 

:BLACKJ_18546
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_18594 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_18608 

:BLACKJ_18594
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_18608
jump @BLACKJ_18615 

:BLACKJ_18615
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_19047 

:BLACKJ_18630
0871: init_jump_table $10536 total_jumps 10 default_jump 1 @BLACKJ_18970 jumps 12 @BLACKJ_18758 13 @BLACKJ_18779 14 @BLACKJ_18800 15 @BLACKJ_18821 16 @BLACKJ_18842 17 @BLACKJ_18863 18 @BLACKJ_18884 
0872: jump_table_jumps 19 @BLACKJ_18905 20 @BLACKJ_18926 21 @BLACKJ_18947 -1 @BLACKJ_19039 -1 @BLACKJ_19039 -1 @BLACKJ_19039 -1 @BLACKJ_19039 -1 @BLACKJ_19039 -1 @BLACKJ_19039 

:BLACKJ_18758
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18779
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18800
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18821
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18842
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18863
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18884
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18905
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18926
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18947
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_19039 

:BLACKJ_18970
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19018 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19032 

:BLACKJ_19018
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19032
jump @BLACKJ_19039 

:BLACKJ_19039
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_19047
jump @BLACKJ_21259 

:BLACKJ_19054
if 
  $10527 == 0 
else_jump @BLACKJ_20169 
if 
  $10537 == 0 
else_jump @BLACKJ_19745 
0871: init_jump_table $10536 total_jumps 18 default_jump 1 @BLACKJ_19661 jumps 4 @BLACKJ_19283 5 @BLACKJ_19304 6 @BLACKJ_19325 7 @BLACKJ_19346 8 @BLACKJ_19367 9 @BLACKJ_19388 10 @BLACKJ_19409 
0872: jump_table_jumps 11 @BLACKJ_19430 12 @BLACKJ_19451 13 @BLACKJ_19472 14 @BLACKJ_19493 15 @BLACKJ_19514 16 @BLACKJ_19535 17 @BLACKJ_19556 18 @BLACKJ_19577 19 @BLACKJ_19598 
0872: jump_table_jumps 20 @BLACKJ_19619 21 @BLACKJ_19640 -1 @BLACKJ_19730 -1 @BLACKJ_19730 -1 @BLACKJ_19730 -1 @BLACKJ_19730 -1 @BLACKJ_19730 -1 @BLACKJ_19730 -1 @BLACKJ_19730 

:BLACKJ_19283
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19304
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19325
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19346
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19367
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19388
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19409
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19430
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19451
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19472
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19493
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19514
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19535
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19556
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19577
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19598
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19619
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19640
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_19730 

:BLACKJ_19661
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19709 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19723 

:BLACKJ_19709
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19723
jump @BLACKJ_19730 

:BLACKJ_19730
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_20162 

:BLACKJ_19745
0871: init_jump_table $10536 total_jumps 10 default_jump 1 @BLACKJ_20085 jumps 12 @BLACKJ_19873 13 @BLACKJ_19894 14 @BLACKJ_19915 15 @BLACKJ_19936 16 @BLACKJ_19957 17 @BLACKJ_19978 18 @BLACKJ_19999 
0872: jump_table_jumps 19 @BLACKJ_20020 20 @BLACKJ_20041 21 @BLACKJ_20062 -1 @BLACKJ_20154 -1 @BLACKJ_20154 -1 @BLACKJ_20154 -1 @BLACKJ_20154 -1 @BLACKJ_20154 -1 @BLACKJ_20154 

:BLACKJ_19873
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19894
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19915
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19936
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19957
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19978
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_19999
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_20020
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_20041
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_20062
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_20154 

:BLACKJ_20085
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20133 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20147 

:BLACKJ_20133
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20147
jump @BLACKJ_20154 

:BLACKJ_20154
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_20162
jump @BLACKJ_21259 

:BLACKJ_20169
if 
  $10539 == 0 
else_jump @BLACKJ_20842 
0871: init_jump_table $10538 total_jumps 18 default_jump 1 @BLACKJ_20758 jumps 4 @BLACKJ_20380 5 @BLACKJ_20401 6 @BLACKJ_20422 7 @BLACKJ_20443 8 @BLACKJ_20464 9 @BLACKJ_20485 10 @BLACKJ_20506 
0872: jump_table_jumps 11 @BLACKJ_20527 12 @BLACKJ_20548 13 @BLACKJ_20569 14 @BLACKJ_20590 15 @BLACKJ_20611 16 @BLACKJ_20632 17 @BLACKJ_20653 18 @BLACKJ_20674 19 @BLACKJ_20695 
0872: jump_table_jumps 20 @BLACKJ_20716 21 @BLACKJ_20737 -1 @BLACKJ_20827 -1 @BLACKJ_20827 -1 @BLACKJ_20827 -1 @BLACKJ_20827 -1 @BLACKJ_20827 -1 @BLACKJ_20827 -1 @BLACKJ_20827 

:BLACKJ_20380
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20401
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20422
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20443
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20464
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20485
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20506
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20527
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20548
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20569
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20590
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20611
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20632
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20653
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20674
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20695
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20716
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20737
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_20827 

:BLACKJ_20758
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20806 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20820 

:BLACKJ_20806
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20820
jump @BLACKJ_20827 

:BLACKJ_20827
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_21259 

:BLACKJ_20842
0871: init_jump_table $10538 total_jumps 10 default_jump 1 @BLACKJ_21182 jumps 12 @BLACKJ_20970 13 @BLACKJ_20991 14 @BLACKJ_21012 15 @BLACKJ_21033 16 @BLACKJ_21054 17 @BLACKJ_21075 18 @BLACKJ_21096 
0872: jump_table_jumps 19 @BLACKJ_21117 20 @BLACKJ_21138 21 @BLACKJ_21159 -1 @BLACKJ_21251 -1 @BLACKJ_21251 -1 @BLACKJ_21251 -1 @BLACKJ_21251 -1 @BLACKJ_21251 -1 @BLACKJ_21251 

:BLACKJ_20970
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_20991
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21012
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21033
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21054
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21075
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21096
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21117
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21138
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21159
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_21251 

:BLACKJ_21182
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_21230 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21244 

:BLACKJ_21230
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21244
jump @BLACKJ_21251 

:BLACKJ_21251
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_21259
return 
if 
0736:   is_keyboard_key_just_pressed 67 
else_jump @BLACKJ_21326 
$10664 += 1 
if 
  $10664 > 7 
else_jump @BLACKJ_21308 
$10664 = 0 

:BLACKJ_21308
0663: printint "BJ_CHIP_NUM" $10664 

:BLACKJ_21326
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_21645 
if 
03CA:   object $10565($10664,8i) exists 
else_jump @BLACKJ_21645 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset $10640($10664,8f) $10648($10664,8f) $10656($10664,8f) 
01BC: put_object $10565($10664,8i) at $72 $73 $74 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_21445 
$10656($10664,8f) += 0.005 

:BLACKJ_21445
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_21475 
$10656($10664,8f) += -0.005 

:BLACKJ_21475
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_21505 
$10640($10664,8f) += 0.005 

:BLACKJ_21505
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_21535 
$10640($10664,8f) += -0.005 

:BLACKJ_21535
if 
0736:   is_keyboard_key_just_pressed 139 
else_jump @BLACKJ_21565 
$10648($10664,8f) += 0.005 

:BLACKJ_21565
if 
0736:   is_keyboard_key_just_pressed 145 
else_jump @BLACKJ_21595 
$10648($10664,8f) += -0.005 

:BLACKJ_21595
if 
0736:   is_keyboard_key_just_pressed 69 
else_jump @BLACKJ_21620 
$10573 += 0.005 

:BLACKJ_21620
if 
0736:   is_keyboard_key_just_pressed 68 
else_jump @BLACKJ_21645 
$10573 += -0.005 

:BLACKJ_21645
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_22662 
03A9: save_newline_to_debug_file 
05B6: 201 // // ------ BJ CHIP OFFSETS -------
03A9: save_newline_to_debug_file 
10@ = 0 

:BLACKJ_21802
if 
  8 > 10@ 
else_jump @BLACKJ_22662 
05B6: 202 // bj_chip_off_x[
03A7: save_int_to_debug_file 10@ 
05B6: 203 // ] = 
03A8: save_float_to_debug_file $10640(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 204 // bj_chip_off_y[
03A7: save_int_to_debug_file 10@ 
05B6: 205 // ] = 
03A8: save_float_to_debug_file $10648(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 206 // bj_chip_off_z[
03A7: save_int_to_debug_file 10@ 
05B6: 207 // ] = 
03A8: save_float_to_debug_file $10656(10@,8f) 
03A9: save_newline_to_debug_file 
10@ += 1 
jump @BLACKJ_21802 

:BLACKJ_22662
return 

:BLACKJ_22664
008B: 12@ = $10555 // (int) 
0093: 13@ = integer 12@ to_float 
13@ /= 1.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_22721 
13@ = 10.0 

:BLACKJ_22721
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_22775 
14@ += 0.0 

:BLACKJ_22775
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[0] exists 
else_jump @BLACKJ_22877 
01BB: store_object $10565[0] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[0] at $72 $73 $74 

:BLACKJ_22877
0093: 13@ = integer 12@ to_float 
13@ /= 5.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_22926 
13@ = 10.0 

:BLACKJ_22926
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_22980 
14@ += 0.0 

:BLACKJ_22980
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[1] exists 
else_jump @BLACKJ_23082 
01BB: store_object $10565[1] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[1] at $72 $73 $74 

:BLACKJ_23082
0093: 13@ = integer 12@ to_float 
13@ /= 10.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23131 
13@ = 10.0 

:BLACKJ_23131
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23185 
14@ += 0.0 

:BLACKJ_23185
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[2] exists 
else_jump @BLACKJ_23287 
01BB: store_object $10565[2] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[2] at $72 $73 $74 

:BLACKJ_23287
0093: 13@ = integer 12@ to_float 
13@ /= 50.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23336 
13@ = 10.0 

:BLACKJ_23336
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23390 
14@ += 0.0 

:BLACKJ_23390
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[3] exists 
else_jump @BLACKJ_23492 
01BB: store_object $10565[3] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[3] at $72 $73 $74 

:BLACKJ_23492
0093: 13@ = integer 12@ to_float 
13@ /= 100.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23541 
13@ = 10.0 

:BLACKJ_23541
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23595 
14@ += 0.0 

:BLACKJ_23595
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[4] exists 
else_jump @BLACKJ_23697 
01BB: store_object $10565[4] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[4] at $72 $73 $74 

:BLACKJ_23697
0093: 13@ = integer 12@ to_float 
13@ /= 200.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23746 
13@ = 10.0 

:BLACKJ_23746
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23800 
14@ += 0.0 

:BLACKJ_23800
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[5] exists 
else_jump @BLACKJ_23903 
01BB: store_object $10565[5] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[5] at $72 $73 $74 

:BLACKJ_23903
0093: 13@ = integer 12@ to_float 
13@ /= 500.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23952 
13@ = 10.0 

:BLACKJ_23952
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24006 
14@ += 0.0 

:BLACKJ_24006
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[6] exists 
else_jump @BLACKJ_24109 
01BB: store_object $10565[6] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[6] at $72 $73 $74 

:BLACKJ_24109
0093: 13@ = integer 12@ to_float 
13@ /= 1000.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24158 
13@ = 10.0 

:BLACKJ_24158
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24212 
14@ += 0.0 

:BLACKJ_24212
0089: 13@ = $10573 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10565[7] exists 
else_jump @BLACKJ_24315 
01BB: store_object $10565[7] position_to $72 $73 $74 
0400: store_coords_to 13@ 13@ $74 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $10565[7] at $72 $73 $74 

:BLACKJ_24315
return 

:BLACKJ_24317
0A8B: unknown 179 0 29@ 0 1 'BJ_03' 'DUMMY'  // Max Wager
0A8B: unknown 179 1 30@ 0 1 'BJ_02' 'DUMMY'  // Min Wager
0A8B: unknown 179 2 $10555 0 1 'BJ_01' 'DUMMY'  // Total Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
return 

:BLACKJ_24456
if 
  2@ > 4 
else_jump @BLACKJ_24627 
if 
  $10541 == 0 
else_jump @BLACKJ_24587 
if 
  $10540 > 21 
else_jump @BLACKJ_24548 
0A8B: unknown 179 0 0 0 2 'BJ_04' 'BJ_BUST'  // Dealer's Score // Bust!
jump @BLACKJ_24580 

:BLACKJ_24548
0A8B: unknown 179 0 $10540 0 2 'BJ_04' 'DUMMY'  // Dealer's Score

:BLACKJ_24580
jump @BLACKJ_24620 

:BLACKJ_24587
0A8B: unknown 179 0 $10541 $10540 2 'BJ_04' 'BJ_OR2'  // Dealer's Score // ~1~ or ~1~

:BLACKJ_24620
jump @BLACKJ_24658 

:BLACKJ_24627
0A8B: unknown 179 0 0 0 2 'BJ_04' 'BJ_HIDE'  // Dealer's Score // ???

:BLACKJ_24658
if 
  $10538 == 0 
else_jump @BLACKJ_24829 
if 
  $10537 == 0 
else_jump @BLACKJ_24789 
if 
  $10536 > 21 
else_jump @BLACKJ_24750 
0A8B: unknown 179 1 0 0 2 'BJ_05' 'BJ_BUST'  // Your Score // Bust!
jump @BLACKJ_24782 

:BLACKJ_24750
0A8B: unknown 179 1 $10536 0 2 'BJ_05' 'DUMMY'  // Your Score

:BLACKJ_24782
jump @BLACKJ_24822 

:BLACKJ_24789
0A8B: unknown 179 1 $10537 $10536 2 'BJ_05' 'BJ_OR2'  // Your Score // ~1~ or ~1~

:BLACKJ_24822
jump @BLACKJ_25146 

:BLACKJ_24829
if 
  $10537 == 0 
else_jump @BLACKJ_24942 
if 
  $10536 > 21 
else_jump @BLACKJ_24903 
0A8B: unknown 179 1 0 0 2 'BJ_05' 'BJ_BUST'  // Your Score // Bust!
jump @BLACKJ_24935 

:BLACKJ_24903
0A8B: unknown 179 1 $10536 0 2 'BJ_05' 'DUMMY'  // Your Score

:BLACKJ_24935
jump @BLACKJ_24975 

:BLACKJ_24942
0A8B: unknown 179 1 $10537 $10536 2 'BJ_05' 'BJ_OR2'  // Your Score // ~1~ or ~1~

:BLACKJ_24975
if 
  $10539 == 0 
else_jump @BLACKJ_25113 
if 
  $10538 > 21 
else_jump @BLACKJ_25049 
0A8B: unknown 179 1 0 0 2 'BJ_05' 'BJ_BUST'  // Your Score // Bust!
jump @BLACKJ_25106 

:BLACKJ_25049
if and
  $10523 == 1 
  $10527 == 1 
else_jump @BLACKJ_25106 
0A8B: unknown 179 1 $10538 0 2 'BJ_05' 'DUMMY'  // Your Score

:BLACKJ_25106
jump @BLACKJ_25146 

:BLACKJ_25113
0A8B: unknown 179 1 $10539 $10538 2 'BJ_05' 'BJ_OR2'  // Your Score // ~1~ or ~1~

:BLACKJ_25146
0A8B: unknown 179 2 $10555 0 1 'BJ_01' 'DUMMY'  // Total Wager
0A8B: unknown 179 3 0 0 2 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
return 
if 
0736:   is_keyboard_key_just_pressed 76 
else_jump @BLACKJ_25295 
$10665 += 1 
if 
  $10665 > 26 
else_jump @BLACKJ_25268 
$10665 = -1 

:BLACKJ_25268
0663: printint "SCREEN_POSITION_EDIT" $10665 

:BLACKJ_25295
if 
  $10665 > -1 
else_jump @BLACKJ_25433 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_25343 
$10586($10665,27f) += 1.0 

:BLACKJ_25343
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_25373 
$10586($10665,27f) += -1.0 

:BLACKJ_25373
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_25403 
$10613($10665,27f) += -1.0 

:BLACKJ_25403
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_25433 
$10613($10665,27f) += 1.0 

:BLACKJ_25433
if 
  $10665 > -1 
else_jump @BLACKJ_26192 
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_26192 
03A9: save_newline_to_debug_file 
05B6: 208 // ------ SCREEN COORDS ------
10@ = 0 

:BLACKJ_25606
if 
  27 > 10@ 
else_jump @BLACKJ_26190 
03A9: save_newline_to_debug_file 
05B6: 209 // screen_pos_x[
03A7: save_int_to_debug_file 10@ 
05B6: 210 // ] = 
03A8: save_float_to_debug_file $10586(10@,27f) 
03A9: save_newline_to_debug_file 
05B6: 211 // screen_pos_y[
03A7: save_int_to_debug_file 10@ 
05B6: 212 // ] = 
03A8: save_float_to_debug_file $10613(10@,27f) 
10@ += 1 
jump @BLACKJ_25606 

:BLACKJ_26190
03A9: save_newline_to_debug_file 

:BLACKJ_26192
return 
if 
0736:   is_keyboard_key_just_pressed 66 
else_jump @BLACKJ_26558 
$10666 += 1 
if 
  $10666 > 7 
else_jump @BLACKJ_26241 
$10666 = 0 

:BLACKJ_26241
if 
  $10666 == 1 
else_jump @BLACKJ_26277 
0662: printstring "EDIT_CARD_SIZE" 

:BLACKJ_26277
if 
  $10666 == 2 
else_jump @BLACKJ_26320 
0662: printstring "EDIT_CARD_POSITIONS_X" 

:BLACKJ_26320
if 
  $10666 == 3 
else_jump @BLACKJ_26370 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_26370
if 
  $10666 == 4 
else_jump @BLACKJ_26421 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_26421
if 
  $10666 == 5 
else_jump @BLACKJ_26471 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_26471
if 
  $10666 == 6 
else_jump @BLACKJ_26519 
0662: printstring "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_26519
if 
  $10666 == 7 
else_jump @BLACKJ_26558 
0662: printstring "EDIT_BORDER_WIDTH" 

:BLACKJ_26558
if 
  $10666 == 1 
else_jump @BLACKJ_26770 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_26609 
$10493 += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_26609
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_26673 
$10493 += -1.0 
if 
  1.0 > $10493 
else_jump @BLACKJ_26666 
$10493 = 1.0 

:BLACKJ_26666
gosub @BLACKJ_31656 

:BLACKJ_26673
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_26706 
$10492 += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_26706
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_26770 
$10492 += -1.0 
if 
  1.0 > $10492 
else_jump @BLACKJ_26763 
$10492 = 1.0 

:BLACKJ_26763
gosub @BLACKJ_31656 

:BLACKJ_26770
if 
  $10666 == 2 
else_jump @BLACKJ_26894 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_26841 
$10444[0] += 1.0 
$10460[0] += 1.0 
$10476[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_26841
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_26894 
$10444[0] += -1.0 
$10460[0] += -1.0 
$10476[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_26894
if 
  $10666 == 3 
else_jump @BLACKJ_26978 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_26945 
$10452[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_26945
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_26978 
$10452[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_26978
if 
  $10666 == 4 
else_jump @BLACKJ_27062 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27029 
$10468[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_27029
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27062 
$10468[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_27062
if 
  $10666 == 5 
else_jump @BLACKJ_27146 
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27113 
$10484[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_27113
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27146 
$10484[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_27146
if 
  $10666 == 6 
else_jump @BLACKJ_27296 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_27197 
$10428[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_27197
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_27230 
$10428[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_27230
if 
0736:   is_keyboard_key_just_pressed 131 
else_jump @BLACKJ_27263 
$10436[0] += -1.0 
gosub @BLACKJ_31656 

:BLACKJ_27263
if 
0736:   is_keyboard_key_just_pressed 130 
else_jump @BLACKJ_27296 
$10436[0] += 1.0 
gosub @BLACKJ_31656 

:BLACKJ_27296
if 
  $10666 == 7 
else_jump @BLACKJ_27366 
if 
0736:   is_keyboard_key_just_pressed 128 
else_jump @BLACKJ_27340 
$10495 += 1.0 

:BLACKJ_27340
if 
0736:   is_keyboard_key_just_pressed 129 
else_jump @BLACKJ_27366 
$10495 += -1.0 

:BLACKJ_27366
if 
  $10666 > 0 
else_jump @BLACKJ_29041 
if 
0736:   is_keyboard_key_just_pressed 137 
else_jump @BLACKJ_29041 
03A9: save_newline_to_debug_file 
05B6: 213 // ----- BLACKJACK SCREEN COORDS ------
03A9: save_newline_to_debug_file 
05B6: 214 // card_width = 
03A8: save_float_to_debug_file $10492 
03A9: save_newline_to_debug_file 
05B6: 215 // card_height = 
03A8: save_float_to_debug_file $10493 
03A9: save_newline_to_debug_file 
05B6: 216 // player_sprite1_x[0] = 
03A8: save_float_to_debug_file $10444[0] 
03A9: save_newline_to_debug_file 
05B6: 217 // player_sprite1_y[0] = 
03A8: save_float_to_debug_file $10452[0] 
03A9: save_newline_to_debug_file 
05B6: 218 // player_sprite1b_x[0] = 
03A8: save_float_to_debug_file $10460[0] 
03A9: save_newline_to_debug_file 
05B6: 219 // player_sprite1b_y[0] = 
03A8: save_float_to_debug_file $10468[0] 
03A9: save_newline_to_debug_file 
05B6: 220 // player_sprite2_x[0] = 
03A8: save_float_to_debug_file $10476[0] 
03A9: save_newline_to_debug_file 
05B6: 221 // player_sprite2_y[0] = 
03A8: save_float_to_debug_file $10484[0] 
03A9: save_newline_to_debug_file 
05B6: 222 // dealer_sprite_x[0] = 
03A8: save_float_to_debug_file $10428[0] 
03A9: save_newline_to_debug_file 
05B6: 223 // dealer_sprite_y[0] = 
03A8: save_float_to_debug_file $10436[0] 
03A9: save_newline_to_debug_file 
05B6: 224 // border_width = 
03A8: save_float_to_debug_file $10495 
03A9: save_newline_to_debug_file 

:BLACKJ_29041
return 

:BLACKJ_29043
if 
  $10667 == 0 
else_jump @BLACKJ_29080 
$10497 = 0 
059E: get_card_to $10497 
jump @BLACKJ_29088 

:BLACKJ_29080
0084: $10497 = $10585 // (int) 

:BLACKJ_29088
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_29142 
0605: actor 1@ perform_animation "DEALONE" IFP "CASINO" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 

:BLACKJ_29142
return 

:BLACKJ_29144
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_30485 
if 
  $10523 == 0 
else_jump @BLACKJ_29379 
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0086: $72 = $10444[0] // (float) 
0067: $72 -= 13@ // (float) 
0061: $72 -= $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0086: $73 = $10452[0] // (float) 
0067: $73 -= 13@ // (float) 
0061: $73 -= $10495 // (float) 
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0089: 17@ = $10444[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0089: 18@ = $10452[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $10495 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $72 $73 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 
jump @BLACKJ_29576 

:BLACKJ_29379
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0086: $72 = $10460[0] // (float) 
0067: $72 -= 13@ // (float) 
0061: $72 -= $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0086: $73 = $10468[0] // (float) 
0067: $73 -= 13@ // (float) 
0061: $73 -= $10495 // (float) 
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0089: 17@ = $10476[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0089: 18@ = $10484[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $10495 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $72 $73 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_29576
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_29828 
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0086: $72 = $10428[0] // (float) 
0067: $72 -= 13@ // (float) 
0061: $72 -= $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0086: $73 = $10436[0] // (float) 
0067: $73 -= 13@ // (float) 
0061: $73 -= $10495 // (float) 
0089: 13@ = $10492 // (float) 
13@ /= 2.0 
0089: 17@ = $10428[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $10495 // (float) 
0089: 13@ = $10493 // (float) 
13@ /= 2.0 
0089: 18@ = $10436[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $10495 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $72 $73 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_29828
$10668 = 0 

:BLACKJ_29835
if 
  8 > $10668 
else_jump @BLACKJ_30485 
if 
  $10523 == 0 
else_jump @BLACKJ_29945 
if 
   not $10506($10668,8i) == 0 
else_jump @BLACKJ_29938 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10506($10668,8i) position $10444($10668,8f) $10452($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_29938
jump @BLACKJ_30079 

:BLACKJ_29945
if 
   not $10506($10668,8i) == 0 
else_jump @BLACKJ_30012 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10506($10668,8i) position $10460($10668,8f) $10468($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_30012
if 
   not $10514($10668,8i) == 0 
else_jump @BLACKJ_30079 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10514($10668,8i) position $10476($10668,8f) $10484($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_30079
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_30471 
if 
   not $10498($10668,8i) == 0 
else_jump @BLACKJ_30471 
if 
  $10668 == 0 
else_jump @BLACKJ_30426 
if 
  $10523 == 0 
else_jump @BLACKJ_30309 
if 
  $10527 == 0 
else_jump @BLACKJ_30257 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $10428($10668,8f) $10436($10668,8f) size $10492 $10493 RGBA 255 255 255 255 
jump @BLACKJ_30302 

:BLACKJ_30257
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10498($10668,8i) position $10428($10668,8f) $10436($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_30302
jump @BLACKJ_30419 

:BLACKJ_30309
if 
  $10528 == 0 
else_jump @BLACKJ_30374 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $10428($10668,8f) $10436($10668,8f) size $10492 $10493 RGBA 255 255 255 255 
jump @BLACKJ_30419 

:BLACKJ_30374
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10498($10668,8i) position $10428($10668,8f) $10436($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_30419
jump @BLACKJ_30471 

:BLACKJ_30426
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $10498($10668,8i) position $10428($10668,8f) $10436($10668,8f) size $10492 $10493 RGBA 255 255 255 255 

:BLACKJ_30471
$10668 += 1 
jump @BLACKJ_29835 

:BLACKJ_30485
return 

:BLACKJ_30487
$10540 = 0 
$10541 = 0 
$10536 = 0 
$10537 = 0 
$10538 = 0 
$10539 = 0 
$10542 = 0 
$10543 = 0 
$10544 = 0 
$10669 = 0 

:BLACKJ_30557
if 
  8 > $10669 
else_jump @BLACKJ_31042 
if 
   not $10498($10669,8i) == 0 
else_jump @BLACKJ_30726 
0084: $10670 = $10498($10669,8i) // (int) 
0084: $10671 = $10670 // (int) 
gosub @BLACKJ_31317 
0084: $10670 = $10672 // (int) 
if 
  $10670 == 1 
else_jump @BLACKJ_30710 
if 
  $10542 == 0 
else_jump @BLACKJ_30689 
$10540 += 11 
$10542 = 1 
jump @BLACKJ_30696 

:BLACKJ_30689
$10540 += 1 

:BLACKJ_30696
$10541 += 1 
jump @BLACKJ_30726 

:BLACKJ_30710
0058: $10540 += $10670 // (int) 
0058: $10541 += $10670 // (int) 

:BLACKJ_30726
if 
   not $10506($10669,8i) == 0 
else_jump @BLACKJ_30877 
0084: $10670 = $10506($10669,8i) // (int) 
0084: $10671 = $10670 // (int) 
gosub @BLACKJ_31317 
0084: $10670 = $10672 // (int) 
if 
  $10670 == 1 
else_jump @BLACKJ_30861 
if 
  $10543 == 0 
else_jump @BLACKJ_30840 
$10536 += 11 
$10543 = 1 
jump @BLACKJ_30847 

:BLACKJ_30840
$10536 += 1 

:BLACKJ_30847
$10537 += 1 
jump @BLACKJ_30877 

:BLACKJ_30861
0058: $10536 += $10670 // (int) 
0058: $10537 += $10670 // (int) 

:BLACKJ_30877
if 
   not $10514($10669,8i) == 0 
else_jump @BLACKJ_31028 
0084: $10670 = $10514($10669,8i) // (int) 
0084: $10671 = $10670 // (int) 
gosub @BLACKJ_31317 
0084: $10670 = $10672 // (int) 
if 
  $10670 == 1 
else_jump @BLACKJ_31012 
if 
  $10544 == 0 
else_jump @BLACKJ_30991 
$10538 += 11 
$10544 = 1 
jump @BLACKJ_30998 

:BLACKJ_30991
$10538 += 1 

:BLACKJ_30998
$10539 += 1 
jump @BLACKJ_31028 

:BLACKJ_31012
0058: $10538 += $10670 // (int) 
0058: $10539 += $10670 // (int) 

:BLACKJ_31028
$10669 += 1 
jump @BLACKJ_30557 

:BLACKJ_31042
if 
001C:   $10540 > $10541 // (int) 
else_jump @BLACKJ_31126 
if 
  $10540 > 21 
else_jump @BLACKJ_31094 
0084: $10540 = $10541 // (int) 
$10541 = 0 

:BLACKJ_31094
if 
  $10540 == 21 
else_jump @BLACKJ_31119 
$10541 = 0 

:BLACKJ_31119
jump @BLACKJ_31133 

:BLACKJ_31126
$10541 = 0 

:BLACKJ_31133
if 
001C:   $10536 > $10537 // (int) 
else_jump @BLACKJ_31217 
if 
  $10536 > 21 
else_jump @BLACKJ_31185 
0084: $10536 = $10537 // (int) 
$10537 = 0 

:BLACKJ_31185
if 
  $10536 == 21 
else_jump @BLACKJ_31210 
$10537 = 0 

:BLACKJ_31210
jump @BLACKJ_31224 

:BLACKJ_31217
$10537 = 0 

:BLACKJ_31224
if 
001C:   $10538 > $10539 // (int) 
else_jump @BLACKJ_31308 
if 
  $10538 > 21 
else_jump @BLACKJ_31276 
0084: $10538 = $10539 // (int) 
$10539 = 0 

:BLACKJ_31276
if 
  $10538 == 21 
else_jump @BLACKJ_31301 
$10539 = 0 

:BLACKJ_31301
jump @BLACKJ_31315 

:BLACKJ_31308
$10539 = 0 

:BLACKJ_31315
return 

:BLACKJ_31317
if 
  14 > $10671 
else_jump @BLACKJ_31343 
0084: $10672 = $10671 // (int) 

:BLACKJ_31343
if and
  27 > $10671 
  $10671 > 13 
else_jump @BLACKJ_31383 
0084: $10672 = $10671 // (int) 
$10672 -= 13 

:BLACKJ_31383
if and
  40 > $10671 
  $10671 > 26 
else_jump @BLACKJ_31423 
0084: $10672 = $10671 // (int) 
$10672 -= 26 

:BLACKJ_31423
if and
  53 > $10671 
  $10671 > 39 
else_jump @BLACKJ_31463 
0084: $10672 = $10671 // (int) 
$10672 -= 39 

:BLACKJ_31463
if 
  14 > $10672 
else_jump @BLACKJ_31506 
if 
  $10672 > 10 
else_jump @BLACKJ_31506 
$10672 = 10 

:BLACKJ_31506
return 

:BLACKJ_31508
if 
  14 > $10671 
else_jump @BLACKJ_31534 
0084: $10672 = $10671 // (int) 

:BLACKJ_31534
if and
  27 > $10671 
  $10671 > 13 
else_jump @BLACKJ_31574 
0084: $10672 = $10671 // (int) 
$10672 -= 13 

:BLACKJ_31574
if and
  40 > $10671 
  $10671 > 26 
else_jump @BLACKJ_31614 
0084: $10672 = $10671 // (int) 
$10672 -= 26 

:BLACKJ_31614
if and
  53 > $10671 
  $10671 > 39 
else_jump @BLACKJ_31654 
0084: $10672 = $10671 // (int) 
$10672 -= 39 

:BLACKJ_31654
return 

:BLACKJ_31656
0086: $10476[0] = $10444[0] // (float) 
0086: $10484[0] = $10452[0] // (float) 
0086: $10460[0] = $10444[0] // (float) 
0086: $10468[0] = $10452[0] // (float) 
0061: $10468[0] -= $10493 // (float) 
0061: $10468[0] -= $10495 // (float) 
10@ = 0 

:BLACKJ_31711
if 
  8 > 10@ 
else_jump @BLACKJ_32040 
if 
  5 > 10@ 
else_jump @BLACKJ_31930 
0086: $10494 = $10492 // (float) 
0059: $10494 += $10495 // (float) 
0091: $10496 = integer 10@ to_float 
0069: $10496 *= $10494 // (float) 
0086: $10444(10@,8f) = $10444[0] // (float) 
0059: $10444(10@,8f) += $10496 // (float) 
0086: $10452(10@,8f) = $10452[0] // (float) 
0086: $10460(10@,8f) = $10460[0] // (float) 
0059: $10460(10@,8f) += $10496 // (float) 
0086: $10468(10@,8f) = $10468[0] // (float) 
0086: $10476(10@,8f) = $10476[0] // (float) 
0059: $10476(10@,8f) += $10496 // (float) 
0086: $10484(10@,8f) = $10484[0] // (float) 
0086: $10428(10@,8f) = $10428[0] // (float) 
0059: $10428(10@,8f) += $10496 // (float) 
0086: $10436(10@,8f) = $10436[0] // (float) 
jump @BLACKJ_32026 

:BLACKJ_31930
0086: $10444(10@,8f) = $10444[4] // (float) 
0086: $10452(10@,8f) = $10452[4] // (float) 
0086: $10460(10@,8f) = $10460[4] // (float) 
0086: $10468(10@,8f) = $10468[4] // (float) 
0086: $10476(10@,8f) = $10476[4] // (float) 
0086: $10484(10@,8f) = $10484[4] // (float) 
0086: $10428(10@,8f) = $10428[4] // (float) 
0086: $10436(10@,8f) = $10436[4] // (float) 

:BLACKJ_32026
10@ += 1 
jump @BLACKJ_31711 

:BLACKJ_32040
return 
0454: store_debug_camera_position_to $72 $73 $74 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_32091 
01BB: store_object 0@ position_to $10673 $10674 $10675 
0176: $71 = object 0@ Z_angle 

:BLACKJ_32091
$71 *= -1.0 
02F7: 13@ = cosine $71 // (float) 
02F6: 14@ = sine $71 // (float) 
0086: $10676 = $72 // (float) 
0061: $10676 -= $10673 // (float) 
0086: $10677 = $73 // (float) 
0061: $10677 -= $10674 // (float) 
0086: $10678 = $74 // (float) 
0061: $10678 -= $10675 // (float) 
0086: $10679 = $10676 // (float) 
006D: $10679 *= 13@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 14@ // (float) 
0061: $10679 -= $10681 // (float) 
0086: $10680 = $10676 // (float) 
006D: $10680 *= 14@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 13@ // (float) 
0059: $10680 += $10681 // (float) 
03A9: save_newline_to_debug_file 
05B6: 225 // FIXED_CAMERA_POSITION - OFFSET FROM table = 
03A8: save_float_to_debug_file $10679 
03A8: save_float_to_debug_file $10680 
03A8: save_float_to_debug_file $10678 
0463: store_debug_camera_target_point_to $72 $73 $74 
0086: $10676 = $72 // (float) 
0061: $10676 -= $10673 // (float) 
0086: $10677 = $73 // (float) 
0061: $10677 -= $10674 // (float) 
0086: $10678 = $74 // (float) 
0061: $10678 -= $10675 // (float) 
0086: $10679 = $10676 // (float) 
006D: $10679 *= 13@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 14@ // (float) 
0061: $10679 -= $10681 // (float) 
0086: $10680 = $10676 // (float) 
006D: $10680 *= 14@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 13@ // (float) 
0059: $10680 += $10681 // (float) 
03A9: save_newline_to_debug_file 
05B6: 226 // CAMERA_POINT_AT -       OFFSET FROM table = 
03A8: save_float_to_debug_file $10679 
03A8: save_float_to_debug_file $10680 
03A8: save_float_to_debug_file $10678 
return 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_32732 
01BB: store_object 0@ position_to $10673 $10674 $10675 
0176: $71 = object 0@ Z_angle 

:BLACKJ_32732
$71 *= -1.0 
02F7: 13@ = cosine $71 // (float) 
02F6: 14@ = sine $71 // (float) 
0086: $10676 = $72 // (float) 
0061: $10676 -= $10673 // (float) 
0086: $10677 = $73 // (float) 
0061: $10677 -= $10674 // (float) 
0086: $10678 = $74 // (float) 
0061: $10678 -= $10675 // (float) 
0086: $10679 = $10676 // (float) 
006D: $10679 *= 13@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 14@ // (float) 
0061: $10679 -= $10681 // (float) 
0086: $10680 = $10676 // (float) 
006D: $10680 *= 14@ // (float) 
0086: $10681 = $10677 // (float) 
006D: $10681 *= 13@ // (float) 
0059: $10680 += $10681 // (float) 
03A9: save_newline_to_debug_file 
05B6: 227 // PLAYER_COORDINATES - OFFSET FROM table = 
03A8: save_float_to_debug_file $10679 
03A8: save_float_to_debug_file $10680 
03A8: save_float_to_debug_file $10678 
return 

:BLACKJ_33035
0653: 13@ = float_stat 81 
if 
  1.0 > 13@ 
else_jump @BLACKJ_33077 
$10557 = 100 
jump @BLACKJ_33197 

:BLACKJ_33077
if 
  10.0 > 13@ 
else_jump @BLACKJ_33113 
$10557 = 1000 
jump @BLACKJ_33197 

:BLACKJ_33113
if 
  100.0 > 13@ 
else_jump @BLACKJ_33149 
$10557 = 10000 
jump @BLACKJ_33197 

:BLACKJ_33149
if 
  1000.0 > 13@ 
else_jump @BLACKJ_33187 
$10557 = 100000 
jump @BLACKJ_33197 

:BLACKJ_33187
$10557 = 1000000 

:BLACKJ_33197
return 
0340: set_text_draw_RGBA 255 255 255 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.6 1.6 
return 
0340: set_text_draw_RGBA 255 180 180 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 2.0 3.0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_33419
0340: set_text_draw_RGBA 255 255 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size $10586[24] $10613[24] 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 7 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 5 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 5 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_33834
0A61: remove_widget_flag 159 4 
09BD: allow_other_threads_to_display_text_boxes 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_33930 
03E6: remove_text_box 

:BLACKJ_33930
015A: restore_camera 
10@ = 0 

:BLACKJ_33939
if 
  8 > 10@ 
else_jump @BLACKJ_34000 
if 
03CA:   object $10565(10@,8i) exists 
else_jump @BLACKJ_33986 
0108: destroy_object $10565(10@,8i) 

:BLACKJ_33986
10@ += 1 
jump @BLACKJ_33939 

:BLACKJ_34000
if 
8118:   not actor 1@ dead 
else_jump @BLACKJ_34023 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_34023
end_thread_named 'CASHWIN' 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CASINO" 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 // set_rubbish 
return 
end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF
thread 'WOF' 
5@ = 0 
6@ = 0 
22@ = 0.0 
23@ = 0.0 
13@ = 0 
15@ = 0 
16@ = 0 
25@ = -1 
27@ = 0 
0209: 40@ = random_int_in_ranges 0 30000 
jump @WOF_438 
0107: 0@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 4@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 2@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 1@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 3@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
009A: 7@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: $10696[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10702[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10708[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10714[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10720[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10726[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10732[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10738[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $10793 = create_object #ROULETTE_MARKER at 0.0 0.0 0.0 

:WOF_438
wait 0 
if 
  $1273 == 0 
else_jump @WOF_2402 
if 
03CA:   object 0@ exists 
else_jump @WOF_2388 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @WOF_2374 
if 
  $10797 == 0 
else_jump @WOF_2279 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WOF_2265 
if 
  5@ == 0 
else_jump @WOF_1066 
if 
  6@ == 0 
else_jump @WOF_583 
0247: load_model 11 
04ED: load_animation "CASINO" 
6@ += 1 

:WOF_583
if 
  6@ == 1 
else_jump @WOF_633 
if and
0248:   model 11 available 
04EE:   animation "CASINO" loaded 
else_jump @WOF_633 
6@ += 1 

:WOF_633
if 
  6@ == 2 
else_jump @WOF_1029 
if 
856D:   not actor 7@ defined 
else_jump @WOF_781 
0176: 20@ = object 0@ Z_angle 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.5 -0.3974 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
009A: 7@ = create_actor_pedtype 5 model 11 at $72 $73 $74 
060B: set_actor 7@ decision_maker_to $1280 
0088: $71 = 20@ // (float) 
$71 += 180.0 
0173: set_actor 7@ Z_angle_to $71 
04D7: set_actor 7@ locked 1 
0249: release_model 11 

:WOF_781
if 
83CA:   not object 4@ exists 
else_jump @WOF_851 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.159 0.0 
029B: 4@ = init_object #WHEEL_SUPPORT at $72 $73 $74 
0177: set_object 4@ Z_angle_to 20@ 

:WOF_851
if 
83CA:   not object 2@ exists 
else_jump @WOF_952 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset -0.132 -1.049194 -0.834192 
02CE: $74 = ground_z_at $72 $73 $74 
$74 += 1.0 
029B: 2@ = init_object #WHEEL_TABLE at $72 $73 $74 
0177: set_object 2@ Z_angle_to 20@ 
gosub @WOF_15484 

:WOF_952
if 
83CA:   not object 1@ exists 
else_jump @WOF_1022 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.0 1.05 
029B: 1@ = init_object #CLICKER at $72 $73 $74 
0177: set_object 1@ Z_angle_to 20@ 

:WOF_1022
6@ += 1 

:WOF_1029
if 
  6@ == 3 
else_jump @WOF_1066 
0209: 40@ = random_int_in_ranges 0 50000 
5@ += 1 

:WOF_1066
if 
  5@ == 1 
else_jump @WOF_2215 
if 
8118:   not actor 7@ dead 
else_jump @WOF_1309 
if 
  40@ > 50000 
else_jump @WOF_1309 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_1295 jumps 0 @WOF_1226 1 @WOF_1249 2 @WOF_1272 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 

:WOF_1226
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_1295 

:WOF_1249
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_1295 

:WOF_1272
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_1295 

:WOF_1295
25@ = 0 
40@ = 0 

:WOF_1309
if 
8118:   not actor 7@ dead 
else_jump @WOF_2215 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.0 -1.0 0.0 
if 
  $10827 == 0 
else_jump @WOF_2215 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.5 0.5 2.0 on_foot 
else_jump @WOF_2188 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @WOF_2181 
if 
  15@ == 0 
else_jump @WOF_2159 
if 
0A52:   is_widget_released 73 
else_jump @WOF_1893 
10@ = 0 
0653: 8@ = float_stat 81 
if 
  19@ == 1000000 
else_jump @WOF_1556 
if 
  1000.0 > 8@ 
else_jump @WOF_1549 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2416 
10@ = 1 

:WOF_1549
jump @WOF_1782 

:WOF_1556
if 
  19@ == 100000 
else_jump @WOF_1635 
if 
  100.0 > 8@ 
else_jump @WOF_1628 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2416 
10@ = 1 

:WOF_1628
jump @WOF_1782 

:WOF_1635
if 
  19@ == 10000 
else_jump @WOF_1712 
if 
  10.0 > 8@ 
else_jump @WOF_1705 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2416 
10@ = 1 

:WOF_1705
jump @WOF_1782 

:WOF_1712
if 
  19@ == 1000 
else_jump @WOF_1782 
if 
  1.0 > 8@ 
else_jump @WOF_1782 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2416 
10@ = 1 

:WOF_1782
if 
  10@ == 0 
else_jump @WOF_1886 
0A77: checkpoint_save_oddjob 2 
if 
  14@ == 1 
else_jump @WOF_1831 
03E6: remove_text_box 
14@ = 0 

:WOF_1831
0A79: print_help_conditional_touch 'WOFHD01' 0  // Use the movement controls to select spot. Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_minigame_cancel~ to quit.
0A78: print_help_conditional 'WOFTCH' 0  // Tap the screen to select a spot. Press and hold ~m~~widget_place_bet~ to increase wager. Press and hold ~m~~widget_remove_bet~ to decrease wager. Tap ~m~~widget_minigame_cancel~ to quit.
5@ = 0 
6@ = 0 
008A: $10797 = 0@ // (int) 
15@ = 1 

:WOF_1886
jump @WOF_2152 

:WOF_1893
if 
  14@ == 0 
else_jump @WOF_2152 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @WOF_2152 
0871: init_jump_table 19@ total_jumps 5 default_jump 1 @WOF_2127 jumps 100 @WOF_2037 1000 @WOF_2055 10000 @WOF_2073 100000 @WOF_2091 1000000 @WOF_2109 -1 @WOF_2145 -1 @WOF_2145 

:WOF_2037
0512: show_permanent_text_box 'WOF_06A'  // Tap ~m~~widget_minigame_start~ to play Wheel of Fortune. Max Wager $100
jump @WOF_2145 

:WOF_2055
0512: show_permanent_text_box 'WOF_06B'  // Tap ~m~~widget_minigame_start~ to play Wheel of Fortune. Max Wager $1,000
jump @WOF_2145 

:WOF_2073
0512: show_permanent_text_box 'WOF_06C'  // Tap ~m~~widget_minigame_start~ to play Wheel of Fortune. Max Wager $10,000
jump @WOF_2145 

:WOF_2091
0512: show_permanent_text_box 'WOF_06D'  // Tap ~m~~widget_minigame_start~ to play Wheel of Fortune. Max Wager $100,000
jump @WOF_2145 

:WOF_2109
0512: show_permanent_text_box 'WOF_06E'  // Tap ~m~~widget_minigame_start~ to play Wheel of Fortune. Max Wager $1,000,000
jump @WOF_2145 

:WOF_2127
0512: show_permanent_text_box 'WOF_06'  // Tap ~m~~widget_mission_start~ to play Wheel of Fortune.
jump @WOF_2145 

:WOF_2145
14@ = 1 

:WOF_2152
jump @WOF_2181 

:WOF_2159
if 
8A52:   not is_widget_released 73 
else_jump @WOF_2181 
15@ = 0 

:WOF_2181
jump @WOF_2215 

:WOF_2188
if 
  14@ == 1 
else_jump @WOF_2215 
03E6: remove_text_box 
14@ = 0 

:WOF_2215
if or
02CC:   object 0@ bounding_sphere_visible 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 
else_jump @WOF_2258 
gosub @WOF_9848 

:WOF_2258
jump @WOF_2272 

:WOF_2265
gosub @WOF_2491 

:WOF_2272
jump @WOF_2367 

:WOF_2279
if 
003C:   $10797 == 0@ // (int) 
else_jump @WOF_2367 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WOF_2367 
if 
  13@ == 0 
else_jump @WOF_2353 
gosub @WOF_9848 
gosub @WOF_2539 
jump @WOF_2367 

:WOF_2353
gosub @WOF_11154 
$10797 = 0 

:WOF_2367
jump @WOF_2381 

:WOF_2374
gosub @WOF_2491 

:WOF_2381
jump @WOF_2395 

:WOF_2388
gosub @WOF_2491 

:WOF_2395
jump @WOF_2409 

:WOF_2402
gosub @WOF_2491 

:WOF_2409
jump @WOF_438 

:WOF_2416
10@ = 0 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_2473 
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 
jump @WOF_2489 

:WOF_2473
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 

:WOF_2489
return 

:WOF_2491
0A61: remove_widget_flag 159 4 
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 4@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 2@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
$10807 -= 1 
end_thread 
return 

:WOF_2539
0871: init_jump_table 5@ total_jumps 7 default_jump 0 @WOF_2700 jumps 0 @WOF_2602 1 @WOF_2616 2 @WOF_2630 3 @WOF_2644 4 @WOF_2658 5 @WOF_2672 6 @WOF_2686 

:WOF_2602
gosub @WOF_2844 
jump @WOF_2700 

:WOF_2616
gosub @WOF_4226 
jump @WOF_2700 

:WOF_2630
gosub @WOF_7302 
jump @WOF_2700 

:WOF_2644
gosub @WOF_7628 
jump @WOF_2700 

:WOF_2658
gosub @WOF_7772 
jump @WOF_2700 

:WOF_2672
gosub @WOF_7806 
jump @WOF_2700 

:WOF_2686
gosub @WOF_9454 
jump @WOF_2700 

:WOF_2700
gosub @WOF_13512 
if 
  5@ == 1 
else_jump @WOF_2801 
if 
  15@ == 0 
else_jump @WOF_2779 
if 
0A52:   is_widget_released 74 
else_jump @WOF_2772 
13@ = 1 
15@ = 1 

:WOF_2772
jump @WOF_2801 

:WOF_2779
if 
8A52:   not is_widget_released 74 
else_jump @WOF_2801 
15@ = 0 

:WOF_2801
if 
0118:   actor 7@ dead 
else_jump @WOF_2842 
if 
  5@ > 0 
else_jump @WOF_2842 
13@ = 1 

:WOF_2842
return 

:WOF_2844
if 
  6@ == 0 
else_jump @WOF_4121 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WOF_4114 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01BB: store_object 0@ position_to $72 $73 $74 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $72 $73 $74 
03F0: enable_text_draw 1 
0581: enable_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
10@ = 0 

:WOF_2944
if 
  6 > 10@ 
else_jump @WOF_3082 
$10744 = -0.118 
0086: $10745(10@,6f) = $10744 // (float) 
0086: $10751(10@,6f) = $10744 // (float) 
0086: $10757(10@,6f) = $10744 // (float) 
0086: $10763(10@,6f) = $10744 // (float) 
0086: $10769(10@,6f) = $10744 // (float) 
0086: $10775(10@,6f) = $10744 // (float) 
0086: $10781(10@,6f) = $10744 // (float) 
0086: $10787(10@,6f) = $10744 // (float) 
10@ += 1 
jump @WOF_2944 

:WOF_3082
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.634 0.253 $10745[0] 
029B: $10696[0] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[0] Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.201 0.253 $10745[1] 
029B: $10696[1] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[1] Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.243 0.253 $10745[2] 
029B: $10696[2] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[2] Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.635 -0.106 $10745[3] 
029B: $10696[3] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[3] Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.201 -0.106 $10745[4] 
029B: $10696[4] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[4] Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.243 -0.106 $10745[5] 
029B: $10696[5] = init_object #CHIP_STACK07 at $72 $73 $74 
0177: set_object $10696[5] Z_angle_to 20@ 
10@ = 0 

:WOF_3401
if 
  6 > 10@ 
else_jump @WOF_3487 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset 0.07 0.0 0.0 
029B: $10702(10@,6i) = init_object #CHIP_STACK08 at $72 $73 $74 
10@ += 1 
jump @WOF_3401 

:WOF_3487
10@ = 0 

:WOF_3494
if 
  6 > 10@ 
else_jump @WOF_3580 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset -0.07 0.0 0.0 
029B: $10708(10@,6i) = init_object #CHIP_STACK09 at $72 $73 $74 
10@ += 1 
jump @WOF_3494 

:WOF_3580
10@ = 0 

:WOF_3587
if 
  6 > 10@ 
else_jump @WOF_3673 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset 0.07 0.07 0.0 
029B: $10714(10@,6i) = init_object #CHIP_STACK10 at $72 $73 $74 
10@ += 1 
jump @WOF_3587 

:WOF_3673
10@ = 0 

:WOF_3680
if 
  6 > 10@ 
else_jump @WOF_3766 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset 0.07 -0.07 0.0 
029B: $10720(10@,6i) = init_object #CHIP_STACK11 at $72 $73 $74 
10@ += 1 
jump @WOF_3680 

:WOF_3766
10@ = 0 

:WOF_3773
if 
  6 > 10@ 
else_jump @WOF_3859 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset -0.07 0.07 0.0 
029B: $10726(10@,6i) = init_object #CHIP_STACK12 at $72 $73 $74 
10@ += 1 
jump @WOF_3773 

:WOF_3859
10@ = 0 

:WOF_3866
if 
  6 > 10@ 
else_jump @WOF_3952 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset -0.07 -0.07 0.0 
029B: $10732(10@,6i) = init_object #CHIP_STACK13 at $72 $73 $74 
10@ += 1 
jump @WOF_3866 

:WOF_3952
10@ = 0 

:WOF_3959
if 
  6 > 10@ 
else_jump @WOF_4045 
0400: store_coords_to $72 $73 $74 from_object $10696(10@,6i) with_offset 0.0 0.07 0.0 
029B: $10738(10@,6i) = init_object #CHIP_STACK14 at $72 $73 $74 
10@ += 1 
jump @WOF_3959 

:WOF_4045
$10682 = 0 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.635 0.253 0.041 
029B: $10793 = init_object #ROULETTE_MARKER at $72 $73 $74 
if 
03CA:   object $10793 exists 
else_jump @WOF_4114 

:WOF_4114
6@ += 1 

:WOF_4121
if 
  6@ == 1 
else_jump @WOF_4167 
if 
04EE:   animation "CASINO" loaded 
else_jump @WOF_4167 
6@ += 1 

:WOF_4167
if 
  6@ == 2 
else_jump @WOF_4192 
6@ = 99 

:WOF_4192
if 
  6@ == 99 
else_jump @WOF_4224 
5@ += 1 
6@ = 0 

:WOF_4224
return 

:WOF_4226
if 
  6@ == 0 
else_jump @WOF_4677 
10@ = 0 

:WOF_4251
if 
  6 > 10@ 
else_jump @WOF_4294 
$10684(10@,6i) = 0 
10@ += 1 
jump @WOF_4251 

:WOF_4294
$10690 = 0 
$10691 = 0 
40@ = 0 
41@ = 0 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.0 -0.7 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0173: set_actor $PLAYER_ACTOR Z_angle_to 20@ 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.7734 -0.6326 0.9882 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.4684 -0.0634 0.2246 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if and
03CA:   object $10793 exists 
8A64:   not is_touch_enabled 
else_jump @WOF_4502 

:WOF_4502
23@ = 0.0 
24@ = 0.0 
$10795 = 0 
$10796 = 0 
if 
8118:   not actor 7@ dead 
else_jump @WOF_4670 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @WOF_4670 jumps 0 @WOF_4624 1 @WOF_4647 -1 @WOF_4670 -1 @WOF_4670 -1 @WOF_4670 -1 @WOF_4670 -1 @WOF_4670 

:WOF_4624
09D6: unknown_set_actor 7@ sound 43600 flags 1 1 0 
jump @WOF_4670 

:WOF_4647
09D6: unknown_set_actor 7@ sound 43601 flags 1 1 0 
jump @WOF_4670 

:WOF_4670
6@ += 1 

:WOF_4677
if 
  6@ == 1 
else_jump @WOF_7266 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if 
   not 17@ == 0 
else_jump @WOF_4849 
10@ = 0 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @WOF_4778 
10@ = 1 

:WOF_4778
if or
  $17 > 100 
  -100 > $17 
  $16 > 100 
  -100 > $16 
else_jump @WOF_4824 
10@ = 1 

:WOF_4824
if 
  10@ == 0 
else_jump @WOF_4849 
17@ = 0 

:WOF_4849
0085: 10@ = 17@ // (int) 
if or
00E1:   player 0 pressed_key 8 
  -100 > $17 
else_jump @WOF_4888 
17@ = 1 

:WOF_4888
if or
00E1:   player 0 pressed_key 9 
  $17 > 100 
else_jump @WOF_4919 
17@ = 2 

:WOF_4919
if or
00E1:   player 0 pressed_key 10 
  -100 > $16 
else_jump @WOF_4950 
17@ = 3 

:WOF_4950
if or
00E1:   player 0 pressed_key 11 
  $16 > 100 
else_jump @WOF_4981 
17@ = 4 

:WOF_4981
if 
803B:   not  17@ == 10@ // (int) 
else_jump @WOF_5255 
if 
  17@ == 4 
else_jump @WOF_5085 
if or
  $10691 == 0 
  $10691 == 1 
  $10691 == 3 
  $10691 == 4 
else_jump @WOF_5071 
$10691 += 1 
jump @WOF_5078 

:WOF_5071
$10691 += -2 

:WOF_5078
40@ = 0 

:WOF_5085
if 
  17@ == 3 
else_jump @WOF_5170 
if or
  $10691 == 1 
  $10691 == 2 
  $10691 == 4 
  $10691 == 5 
else_jump @WOF_5156 
$10691 += -1 
jump @WOF_5163 

:WOF_5156
$10691 += 2 

:WOF_5163
40@ = 0 

:WOF_5170
if or
  17@ == 1 
  17@ == 2 
else_jump @WOF_5255 
if or
  $10691 == 0 
  $10691 == 1 
  $10691 == 2 
else_jump @WOF_5241 
$10691 += 3 
jump @WOF_5248 

:WOF_5241
$10691 += -3 

:WOF_5248
40@ = 0 

:WOF_5255
0A60: add_widget_flag 159 4 
0A52:   is_widget_released 159 
28@ = 0 
29@ = 0 
30@ = 0 

:WOF_5288
if 
  6 > 29@ 
else_jump @WOF_5393 
04AF: 30@ = 115 // = constant 
005A: 30@ += 29@ // (int) 
if 
0A51:   is_widget_pressed 30@ 
else_jump @WOF_5352 
008A: $10691 = 29@ // (int) 
28@ = 1 

:WOF_5352
if 
0A54:   is_widget_swiped 30@ 
else_jump @WOF_5379 
$10684(29@,6i) = 0 

:WOF_5379
29@ += 1 
jump @WOF_5288 

:WOF_5393
0A51:   is_widget_pressed 63 
0A51:   is_widget_pressed 62 
if 
0A51:   is_widget_pressed 62 
else_jump @WOF_5990 
if and
   not 16@ == 1 
   not 16@ == -1 
else_jump @WOF_5939 
if 
  $10684($10691,6i) >= 100000 
else_jump @WOF_5481 
$10692 = 10000 
jump @WOF_5667 

:WOF_5481
if 
  $10684($10691,6i) >= 10000 
else_jump @WOF_5519 
$10692 = 1000 
jump @WOF_5667 

:WOF_5519
if 
  $10684($10691,6i) >= 1000 
else_jump @WOF_5556 
$10692 = 100 
jump @WOF_5667 

:WOF_5556
if 
  $10684($10691,6i) >= 100 
else_jump @WOF_5592 
$10692 = 10 
jump @WOF_5667 

:WOF_5592
if 
  $10684($10691,6i) == 0 
else_jump @WOF_5660 
if 
  $10691 == 2 
else_jump @WOF_5646 
$10692 = 5 
jump @WOF_5653 

:WOF_5646
$10692 = 2 

:WOF_5653
jump @WOF_5667 

:WOF_5660
$10692 = 1 

:WOF_5667
010B: 10@ = player $PLAYER_CHAR money 
gosub @WOF_11520 
005C: 10@ += $10557 // (int) 
if 
001E:   $10692 > 10@ // (int) 
else_jump @WOF_5717 
008A: $10692 = 10@ // (int) 

:WOF_5717
$10690 = 0 
10@ = 0 

:WOF_5731
if 
  6 > 10@ 
else_jump @WOF_5775 
0058: $10690 += $10684(10@,6i) // (int) 
10@ += 1 
jump @WOF_5731 

:WOF_5775
0085: 10@ = 19@ // (int) 
0064: 10@ -= $10690 // (int) 
if 
001E:   $10692 > 10@ // (int) 
else_jump @WOF_5818 
008A: $10692 = 10@ // (int) 

:WOF_5818
if 
  0 > $10692 
else_jump @WOF_5843 
$10692 *= -1 

:WOF_5843
0058: $10684($10691,6i) += $10692 // (int) 
0058: $10795 += $10692 // (int) 
0058: $10796 += $10692 // (int) 
$10692 *= -1 
0109: player $PLAYER_CHAR money = $10692 
16@ += 1 
if 
  16@ > 1 
else_jump @WOF_5925 
16@ = 2 
jump @WOF_5932 

:WOF_5925
40@ = 0 

:WOF_5932
jump @WOF_5983 

:WOF_5939
if 
  16@ == 1 
else_jump @WOF_5983 
if 
  40@ > 500 
else_jump @WOF_5983 
16@ = 2 

:WOF_5983
jump @WOF_6508 

:WOF_5990
if 
0A51:   is_widget_pressed 63 
else_jump @WOF_6483 
if 
   not 18@ == 1 
else_jump @WOF_6450 
if 
  $10684($10691,6i) > 100000 
else_jump @WOF_6063 
$10692 = -10000 
jump @WOF_6181 

:WOF_6063
if 
  $10684($10691,6i) > 10000 
else_jump @WOF_6101 
$10692 = -1000 
jump @WOF_6181 

:WOF_6101
if 
  $10684($10691,6i) > 1000 
else_jump @WOF_6138 
$10692 = -100 
jump @WOF_6181 

:WOF_6138
if 
  $10684($10691,6i) > 100 
else_jump @WOF_6174 
$10692 = -10 
jump @WOF_6181 

:WOF_6174
$10692 = -1 

:WOF_6181
008B: 10@ = $10684($10691,6i) // (int) 
0058: $10684($10691,6i) += $10692 // (int) 
if 
  $10691 == 2 
else_jump @WOF_6278 
if 
  5 > $10684($10691,6i) 
else_jump @WOF_6271 
$10684($10691,6i) = 0 
008A: $10692 = 10@ // (int) 
$10692 *= -1 

:WOF_6271
jump @WOF_6326 

:WOF_6278
if 
  2 > $10684($10691,6i) 
else_jump @WOF_6326 
$10684($10691,6i) = 0 
008A: $10692 = 10@ // (int) 
$10692 *= -1 

:WOF_6326
if 
  0 > $10684($10691,6i) 
else_jump @WOF_6366 
$10684($10691,6i) = 0 
jump @WOF_6397 

:WOF_6366
0058: $10795 += $10692 // (int) 
0058: $10796 += $10692 // (int) 
$10692 *= -1 
0109: player $PLAYER_CHAR money = $10692 

:WOF_6397
18@ += 1 
if 
  18@ > 1 
else_jump @WOF_6436 
18@ = 2 
jump @WOF_6443 

:WOF_6436
40@ = 0 

:WOF_6443
jump @WOF_6476 

:WOF_6450
if 
  40@ > 500 
else_jump @WOF_6476 
18@ = 2 

:WOF_6476
jump @WOF_6508 

:WOF_6483
if 
   not 18@ == 0 
else_jump @WOF_6508 
18@ = 0 

:WOF_6508
$10690 = 0 
10@ = 0 

:WOF_6522
if 
  6 > 10@ 
else_jump @WOF_6566 
0058: $10690 += $10684(10@,6i) // (int) 
10@ += 1 
jump @WOF_6522 

:WOF_6566
if 
  $10691 == 0 
else_jump @WOF_6627 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.635 0.253 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6627
if 
  $10691 == 1 
else_jump @WOF_6688 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.201 0.253 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6688
if 
  $10691 == 2 
else_jump @WOF_6749 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.243 0.253 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6749
if 
  $10691 == 3 
else_jump @WOF_6810 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.635 -0.106 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6810
if 
  $10691 == 4 
else_jump @WOF_6871 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.201 -0.106 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6871
if 
  $10691 == 5 
else_jump @WOF_6932 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.243 -0.106 0.041 
01BC: put_object $10793 at $72 $73 $74 

:WOF_6932
0A8B: unknown 179 0 19@ 0 1 'BJ_03' 'DUMMY'  // Max Wager
0A8B: unknown 179 1 $10690 0 1 'WOF_05' 'DUMMY'  // Total Wager
0A8B: unknown 179 2 $10684($10691,6i) 0 1 'WOF_04' 'DUMMY'  // This Wager
0A8B: unknown 179 3 0 0 0 'DUMMY' 'DUMMY' 
0A5E: set_widget_value 179 0.0 
31@ = 0 
if 
  $10690 > 0 
else_jump @WOF_7120 
if 
0A52:   is_widget_released 90 
else_jump @WOF_7120 
31@ = 1 

:WOF_7120
if 
  31@ == 1 
else_jump @WOF_7241 
if 
  16@ == 0 
else_jump @WOF_7234 
if 
  $10690 > 0 
else_jump @WOF_7227 
0623: add $10690 to_integer_stat 35 
008F: 8@ = integer $10690 to_float 
8@ *= 0.001 
0624: add 8@ to_float_stat 81 
40@ = 0 
$10796 = 0 
6@ = 99 

:WOF_7227
16@ = 1 

:WOF_7234
jump @WOF_7266 

:WOF_7241
if 
   not 16@ == 0 
else_jump @WOF_7266 
16@ = 0 

:WOF_7266
if 
  6@ == 99 
else_jump @WOF_7300 
03E6: remove_text_box 
5@ += 1 
6@ = 0 

:WOF_7300
return 

:WOF_7302
if 
8118:   not actor 7@ dead 
else_jump @WOF_7626 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_7492 jumps 0 @WOF_7423 1 @WOF_7446 2 @WOF_7469 -1 @WOF_7492 -1 @WOF_7492 -1 @WOF_7492 -1 @WOF_7492 

:WOF_7423
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_7492 

:WOF_7446
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_7492 

:WOF_7469
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_7492 

:WOF_7492
25@ = 0 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -1.3681 -2.0088 0.7317 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset -0.8154 -1.1754 0.7401 
0160: set_camera_point_at $72 $73 $74 switchstyle 2 
if 
03CA:   object $10793 exists 
else_jump @WOF_7619 
0750: set_object $10793 visibility 0 

:WOF_7619
5@ += 1 

:WOF_7626
return 

:WOF_7628
if and
  2.0 > 23@ 
  25@ > 1 
else_jump @WOF_7770 
0400: store_coords_to $72 $73 $74 from_object 4@ with_offset -0.3059 -0.9385 0.4225 
015F: set_camera_position $72 $73 $74 rotation 0.0 0.0 0.0 
0400: store_coords_to $72 $73 $74 from_object 4@ with_offset -0.0298 -0.0515 0.7929 
0460: set_camera_transverse_delay 0.0 time 6000 
0160: set_camera_point_at $72 $73 $74 switchstyle 1 
5@ += 1 

:WOF_7770
return 

:WOF_7772
if 
  25@ == 4 
else_jump @WOF_7804 
6@ = 0 
5@ += 1 

:WOF_7804
return 

:WOF_7806
if 
  6@ == 0 
else_jump @WOF_9007 
0087: 8@ = 21@ // (float) 
8@ -= 3.333333 
if 
  0.0 > 8@ 
else_jump @WOF_7873 
8@ += 360.0 

:WOF_7873
8@ /= 6.666667 
0090: $10693 = float 8@ to_integer 
$10693 += 1 
gosub @WOF_11782 
10@ = 0 
$10695 = 0 
if 
  $10694 == 1 
else_jump @WOF_7970 
if 
  $10684[2] > 0 
else_jump @WOF_7970 
$10695 = 2 
0068: $10695 *= $10684[2] // (int) 

:WOF_7970
if 
  $10694 == 2 
else_jump @WOF_8021 
if 
  $10684[4] > 0 
else_jump @WOF_8021 
$10695 = 3 
0068: $10695 *= $10684[4] // (int) 

:WOF_8021
if 
  $10694 == 5 
else_jump @WOF_8072 
if 
  $10684[1] > 0 
else_jump @WOF_8072 
$10695 = 6 
0068: $10695 *= $10684[1] // (int) 

:WOF_8072
if 
  $10694 == 10 
else_jump @WOF_8123 
if 
  $10684[3] > 0 
else_jump @WOF_8123 
$10695 = 11 
0068: $10695 *= $10684[3] // (int) 

:WOF_8123
if 
  $10694 == 20 
else_jump @WOF_8174 
if 
  $10684[0] > 0 
else_jump @WOF_8174 
$10695 = 21 
0068: $10695 *= $10684[0] // (int) 

:WOF_8174
if 
  $10694 == 40 
else_jump @WOF_8225 
if 
  $10684[5] > 0 
else_jump @WOF_8225 
$10695 = 41 
0068: $10695 *= $10684[5] // (int) 

:WOF_8225
40@ = 0 
008B: 10@ = $10695 // (int) 
0064: 10@ -= $10795 // (int) 
0109: player $PLAYER_CHAR money = $10695 
if 
  10@ > 0 
else_jump @WOF_8288 
0623: add 10@ to_integer_stat 37 
jump @WOF_8288 

:WOF_8288
create_thread @CASHWIN 10@ 3000 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @WOF_8961 
0627: update_integer_stat 38 to 10@ 
0093: 8@ = integer 10@ to_float 
0093: 9@ = integer 19@ to_float 
0073: 8@ /= 9@ // (float) 
$10682 += 1 
if 
  3 > $10682 
else_jump @WOF_8790 
if 
  8@ > 0.9 
else_jump @WOF_8612 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WOF_8605 
if 
8118:   not actor 7@ dead 
else_jump @WOF_8605 
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 4 default_jump 1 @WOF_8591 jumps 0 @WOF_8505 1 @WOF_8528 2 @WOF_8551 3 @WOF_8574 -1 @WOF_8605 -1 @WOF_8605 -1 @WOF_8605 

:WOF_8505
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8605 

:WOF_8528
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8605 

:WOF_8551
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8605 

:WOF_8574
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 
jump @WOF_8605 

:WOF_8591
gosub @WOF_9185 
jump @WOF_8605 

:WOF_8605
jump @WOF_8783 

:WOF_8612
if 
8118:   not actor 7@ dead 
else_jump @WOF_8783 
0209: 10@ = random_int_in_ranges 0 10 
0871: init_jump_table 10@ total_jumps 3 default_jump 1 @WOF_8769 jumps 0 @WOF_8700 1 @WOF_8723 2 @WOF_8746 -1 @WOF_8783 -1 @WOF_8783 -1 @WOF_8783 -1 @WOF_8783 

:WOF_8700
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8783 

:WOF_8723
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8783 

:WOF_8746
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8783 

:WOF_8769
gosub @WOF_9185 
jump @WOF_8783 

:WOF_8783
jump @WOF_8954 

:WOF_8790
if 
8118:   not actor 7@ dead 
else_jump @WOF_8947 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_8947 jumps 0 @WOF_8878 1 @WOF_8901 2 @WOF_8924 -1 @WOF_8947 -1 @WOF_8947 -1 @WOF_8947 -1 @WOF_8947 

:WOF_8878
09D6: unknown_set_actor 7@ sound 43662 flags 1 1 0 
jump @WOF_8947 

:WOF_8901
09D6: unknown_set_actor 7@ sound 43663 flags 1 1 0 
jump @WOF_8947 

:WOF_8924
09D6: unknown_set_actor 7@ sound 43664 flags 1 1 0 
jump @WOF_8947 

:WOF_8947
$10682 = 0 

:WOF_8954
jump @WOF_8996 

:WOF_8961
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
gosub @WOF_9185 
$10682 = 0 

:WOF_8996
08F8: display_stat_update_box 1 
6@ += 1 

:WOF_9007
if 
  6@ == 1 
else_jump @WOF_9058 
if 
  3000 > 40@ 
else_jump @WOF_9051 
jump @WOF_9058 

:WOF_9051
6@ += 1 

:WOF_9058
if 
  6@ == 2 
else_jump @WOF_9151 
0512: show_permanent_text_box 'WOF_09'  // Tap ~m~~widget_gambling_continue~ to continue.
10@ = 0 

:WOF_9094
if 
  6 > 10@ 
else_jump @WOF_9137 
$10684(10@,6i) = 0 
10@ += 1 
jump @WOF_9094 

:WOF_9137
40@ = 0 
6@ = 99 

:WOF_9151
if 
  6@ == 99 
else_jump @WOF_9183 
40@ = 0 
5@ += 1 

:WOF_9183
return 

:WOF_9185
if 
8118:   not actor 7@ dead 
else_jump @WOF_9452 
0871: init_jump_table $10694 total_jumps 6 default_jump 0 @WOF_9452 jumps 1 @WOF_9264 2 @WOF_9287 5 @WOF_9310 10 @WOF_9333 20 @WOF_9356 40 @WOF_9379 -1 @WOF_9452 

:WOF_9264
09D6: unknown_set_actor 7@ sound 43655 flags 1 1 0 
jump @WOF_9452 

:WOF_9287
09D6: unknown_set_actor 7@ sound 43656 flags 1 1 0 
jump @WOF_9452 

:WOF_9310
09D6: unknown_set_actor 7@ sound 43657 flags 1 1 0 
jump @WOF_9452 

:WOF_9333
09D6: unknown_set_actor 7@ sound 43658 flags 1 1 0 
jump @WOF_9452 

:WOF_9356
09D6: unknown_set_actor 7@ sound 43659 flags 1 1 0 
jump @WOF_9452 

:WOF_9379
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_9429 
09D6: unknown_set_actor 7@ sound 43660 flags 1 1 0 
jump @WOF_9445 

:WOF_9429
09D6: unknown_set_actor 7@ sound 43661 flags 1 1 0 

:WOF_9445
jump @WOF_9452 

:WOF_9452
return 

:WOF_9454
if 
0A52:   is_widget_released 90 
else_jump @WOF_9494 
16@ = -1 
00BE: text_clear_all 
03E6: remove_text_box 
5@ = 1 
6@ = 0 

:WOF_9494
return 
0904: get_interface 7 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 5 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 5 color_RGBA_to $10558 $10559 $10560 $10561 
0340: set_text_draw_RGBA $10558 $10559 $10560 $10561 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:WOF_9848
0871: init_jump_table 25@ total_jumps 5 default_jump 0 @WOF_10570 jumps 0 @WOF_9911 1 @WOF_9947 2 @WOF_10006 3 @WOF_10176 4 @WOF_10540 -1 @WOF_10570 -1 @WOF_10570 

:WOF_9911
0208: 24@ = random_float_in_ranges 0.1 0.15 
41@ = 0 
25@ += 1 
jump @WOF_10570 

:WOF_9947
007B: 23@ = frame_delta_time 24@ // (float) 
007B: 22@ = frame_delta_time 23@ // (float) 
if 
  41@ > 500 
else_jump @WOF_9999 
24@ = -0.005 
25@ += 1 

:WOF_9999
jump @WOF_10570 

:WOF_10006
007B: 23@ = frame_delta_time 24@ // (float) 
007B: 22@ = frame_delta_time 23@ // (float) 
if 
  0.3 > 23@ 
else_jump @WOF_10169 
0087: 21@ = 22@ // (float) 
0087: 8@ = 21@ // (float) 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
005B: 21@ += 8@ // (float) 
if 
  21@ > 360.0 
else_jump @WOF_10162 
21@ += -360.0 

:WOF_10162
25@ += 1 

:WOF_10169
jump @WOF_10570 

:WOF_10176
0087: 8@ = 22@ // (float) 
0063: 8@ -= 21@ // (float) 
if 
  -180.0 > 8@ 
else_jump @WOF_10223 
8@ += 360.0 

:WOF_10223
if 
  8@ > 180.0 
else_jump @WOF_10254 
8@ += -360.0 

:WOF_10254
if 
  23@ > 0.01 
else_jump @WOF_10372 
if 
  8@ > 3.333333 
else_jump @WOF_10365 
0087: 22@ = 21@ // (float) 
22@ += 3.333333 
if 
  22@ > 360.0 
else_jump @WOF_10345 
22@ += -360.0 

:WOF_10345
23@ *= -1.0 
24@ *= -1.0 

:WOF_10365
jump @WOF_10517 

:WOF_10372
if 
  -0.01 > 23@ 
else_jump @WOF_10490 
if 
  -3.333333 > 8@ 
else_jump @WOF_10483 
0087: 22@ = 21@ // (float) 
22@ -= 3.333333 
if 
  0.0 > 22@ 
else_jump @WOF_10463 
22@ += 360.0 

:WOF_10463
23@ *= -1.0 
24@ *= -1.0 

:WOF_10483
jump @WOF_10517 

:WOF_10490
23@ = 0.0 
24@ = 0.0 
25@ += 1 

:WOF_10517
007B: 23@ = frame_delta_time 24@ // (float) 
007B: 22@ = frame_delta_time 23@ // (float) 
jump @WOF_10570 

:WOF_10540
if 
03CA:   object $10793 exists 
else_jump @WOF_10563 
0750: set_object $10793 visibility 1 

:WOF_10563
jump @WOF_10570 

:WOF_10570
if 
   not 23@ == 0.0 
else_jump @WOF_10669 
if 
  22@ > 360.0 
else_jump @WOF_10622 
22@ += -360.0 

:WOF_10622
if 
  0.0 > 22@ 
else_jump @WOF_10653 
22@ += 360.0 

:WOF_10653
0453: set_object 0@ XYZ_rotation 0.0 22@ 20@ 

:WOF_10669
if 
03CA:   object 1@ exists 
else_jump @WOF_11152 
if 
  23@ > 0.2 
else_jump @WOF_11074 
if 
  0.8 > 23@ 
else_jump @WOF_11011 
0087: 8@ = 22@ // (float) 
8@ += 3.33333 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
if 
  8@ > 5.0 
else_jump @WOF_10938 
8@ += -5.0 
8@ /= 1.66667 
8@ += -1.0 
8@ *= -1.0 
8@ *= 5.0 
0087: 26@ = 8@ // (float) 
26@ *= -1.0 
if 
   not 27@ == 1 
else_jump @WOF_10931 
097B: play_audio_at_object 1@ event 1027 
27@ = 1 

:WOF_10931
jump @WOF_11004 

:WOF_10938
0079: 26@ += frame_delta_time * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_10979 
26@ = 0.0 

:WOF_10979
if 
   not 27@ == 0 
else_jump @WOF_11004 
27@ = 0 

:WOF_11004
jump @WOF_11067 

:WOF_11011
if 
  26@ == -5.0 
else_jump @WOF_11057 
26@ = -2.0 
097B: play_audio_at_object 1@ event 1027 
jump @WOF_11067 

:WOF_11057
26@ = -5.0 

:WOF_11067
jump @WOF_11136 

:WOF_11074
if 
  0.0 > 26@ 
else_jump @WOF_11136 
0079: 26@ += frame_delta_time * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11136 
26@ = 0.0 

:WOF_11136
0453: set_object 1@ XYZ_rotation 0.0 26@ 20@ 

:WOF_11152
return 

:WOF_11154
09BD: allow_other_threads_to_display_text_boxes 0 
13@ = 0 
5@ = 0 
6@ = 0 
if 
  $10796 > 0 
else_jump @WOF_11205 
0109: player $PLAYER_CHAR money = $10796 

:WOF_11205
$10796 = 0 
if 
8118:   not actor 7@ dead 
else_jump @WOF_11294 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_11278 
09D6: unknown_set_actor 7@ sound 43653 flags 1 1 0 
jump @WOF_11294 

:WOF_11278
09D6: unknown_set_actor 7@ sound 43654 flags 1 1 0 

:WOF_11294
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WOF_11317 
01B4: set_player $PLAYER_CHAR can_move 1 

:WOF_11317
end_thread_named 'CASHWIN' 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
10@ = 0 

:WOF_11347
if 
  6 > 10@ 
else_jump @WOF_11451 
0108: destroy_object $10696(10@,6i) 
0108: destroy_object $10702(10@,6i) 
0108: destroy_object $10708(10@,6i) 
0108: destroy_object $10714(10@,6i) 
0108: destroy_object $10720(10@,6i) 
0108: destroy_object $10726(10@,6i) 
0108: destroy_object $10732(10@,6i) 
0108: destroy_object $10738(10@,6i) 
10@ += 1 
jump @WOF_11347 

:WOF_11451
0108: destroy_object $10793 
08DA: remove_panel $10794 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @WOF_11518 
03E6: remove_text_box 

:WOF_11518
return 

:WOF_11520
0653: 8@ = float_stat 81 
if 
  1.0 > 8@ 
else_jump @WOF_11562 
$10557 = 100 
jump @WOF_11682 

:WOF_11562
if 
  10.0 > 8@ 
else_jump @WOF_11598 
$10557 = 1000 
jump @WOF_11682 

:WOF_11598
if 
  100.0 > 8@ 
else_jump @WOF_11634 
$10557 = 10000 
jump @WOF_11682 

:WOF_11634
if 
  1000.0 > 8@ 
else_jump @WOF_11672 
$10557 = 100000 
jump @WOF_11682 

:WOF_11672
$10557 = 1000000 

:WOF_11682
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:WOF_11782
if 
  $10693 == 1 
else_jump @WOF_11814 
$10694 = 40 
jump @WOF_13510 

:WOF_11814
if 
  $10693 == 2 
else_jump @WOF_11846 
$10694 = 2 
jump @WOF_13510 

:WOF_11846
if 
  $10693 == 3 
else_jump @WOF_11878 
$10694 = 10 
jump @WOF_13510 

:WOF_11878
if 
  $10693 == 4 
else_jump @WOF_11910 
$10694 = 1 
jump @WOF_13510 

:WOF_11910
if 
  $10693 == 5 
else_jump @WOF_11942 
$10694 = 2 
jump @WOF_13510 

:WOF_11942
if 
  $10693 == 6 
else_jump @WOF_11974 
$10694 = 1 
jump @WOF_13510 

:WOF_11974
if 
  $10693 == 7 
else_jump @WOF_12006 
$10694 = 5 
jump @WOF_13510 

:WOF_12006
if 
  $10693 == 8 
else_jump @WOF_12038 
$10694 = 1 
jump @WOF_13510 

:WOF_12038
if 
  $10693 == 9 
else_jump @WOF_12070 
$10694 = 2 
jump @WOF_13510 

:WOF_12070
if 
  $10693 == 10 
else_jump @WOF_12102 
$10694 = 10 
jump @WOF_13510 

:WOF_12102
if 
  $10693 == 11 
else_jump @WOF_12134 
$10694 = 1 
jump @WOF_13510 

:WOF_12134
if 
  $10693 == 12 
else_jump @WOF_12166 
$10694 = 2 
jump @WOF_13510 

:WOF_12166
if 
  $10693 == 13 
else_jump @WOF_12198 
$10694 = 1 
jump @WOF_13510 

:WOF_12198
if 
  $10693 == 14 
else_jump @WOF_12230 
$10694 = 5 
jump @WOF_13510 

:WOF_12230
if 
  $10693 == 15 
else_jump @WOF_12262 
$10694 = 2 
jump @WOF_13510 

:WOF_12262
if 
  $10693 == 16 
else_jump @WOF_12294 
$10694 = 1 
jump @WOF_13510 

:WOF_12294
if 
  $10693 == 17 
else_jump @WOF_12326 
$10694 = 20 
jump @WOF_13510 

:WOF_12326
if 
  $10693 == 18 
else_jump @WOF_12358 
$10694 = 1 
jump @WOF_13510 

:WOF_12358
if 
  $10693 == 19 
else_jump @WOF_12390 
$10694 = 2 
jump @WOF_13510 

:WOF_12390
if 
  $10693 == 20 
else_jump @WOF_12422 
$10694 = 5 
jump @WOF_13510 

:WOF_12422
if 
  $10693 == 21 
else_jump @WOF_12454 
$10694 = 10 
jump @WOF_13510 

:WOF_12454
if 
  $10693 == 22 
else_jump @WOF_12486 
$10694 = 1 
jump @WOF_13510 

:WOF_12486
if 
  $10693 == 23 
else_jump @WOF_12518 
$10694 = 2 
jump @WOF_13510 

:WOF_12518
if 
  $10693 == 24 
else_jump @WOF_12550 
$10694 = 1 
jump @WOF_13510 

:WOF_12550
if 
  $10693 == 25 
else_jump @WOF_12582 
$10694 = 5 
jump @WOF_13510 

:WOF_12582
if 
  $10693 == 26 
else_jump @WOF_12614 
$10694 = 1 
jump @WOF_13510 

:WOF_12614
if 
  $10693 == 27 
else_jump @WOF_12646 
$10694 = 2 
jump @WOF_13510 

:WOF_12646
if 
  $10693 == 28 
else_jump @WOF_12678 
$10694 = 1 
jump @WOF_13510 

:WOF_12678
if 
  $10693 == 29 
else_jump @WOF_12710 
$10694 = 40 
jump @WOF_13510 

:WOF_12710
if 
  $10693 == 30 
else_jump @WOF_12742 
$10694 = 2 
jump @WOF_13510 

:WOF_12742
if 
  $10693 == 31 
else_jump @WOF_12774 
$10694 = 1 
jump @WOF_13510 

:WOF_12774
if 
  $10693 == 32 
else_jump @WOF_12806 
$10694 = 2 
jump @WOF_13510 

:WOF_12806
if 
  $10693 == 33 
else_jump @WOF_12838 
$10694 = 1 
jump @WOF_13510 

:WOF_12838
if 
  $10693 == 34 
else_jump @WOF_12870 
$10694 = 2 
jump @WOF_13510 

:WOF_12870
if 
  $10693 == 35 
else_jump @WOF_12902 
$10694 = 5 
jump @WOF_13510 

:WOF_12902
if 
  $10693 == 36 
else_jump @WOF_12934 
$10694 = 1 
jump @WOF_13510 

:WOF_12934
if 
  $10693 == 37 
else_jump @WOF_12966 
$10694 = 2 
jump @WOF_13510 

:WOF_12966
if 
  $10693 == 38 
else_jump @WOF_12998 
$10694 = 1 
jump @WOF_13510 

:WOF_12998
if 
  $10693 == 39 
else_jump @WOF_13030 
$10694 = 5 
jump @WOF_13510 

:WOF_13030
if 
  $10693 == 40 
else_jump @WOF_13062 
$10694 = 1 
jump @WOF_13510 

:WOF_13062
if 
  $10693 == 41 
else_jump @WOF_13094 
$10694 = 20 
jump @WOF_13510 

:WOF_13094
if 
  $10693 == 42 
else_jump @WOF_13126 
$10694 = 1 
jump @WOF_13510 

:WOF_13126
if 
  $10693 == 43 
else_jump @WOF_13158 
$10694 = 10 
jump @WOF_13510 

:WOF_13158
if 
  $10693 == 44 
else_jump @WOF_13190 
$10694 = 1 
jump @WOF_13510 

:WOF_13190
if 
  $10693 == 45 
else_jump @WOF_13222 
$10694 = 2 
jump @WOF_13510 

:WOF_13222
if 
  $10693 == 46 
else_jump @WOF_13254 
$10694 = 1 
jump @WOF_13510 

:WOF_13254
if 
  $10693 == 47 
else_jump @WOF_13286 
$10694 = 5 
jump @WOF_13510 

:WOF_13286
if 
  $10693 == 48 
else_jump @WOF_13318 
$10694 = 1 
jump @WOF_13510 

:WOF_13318
if 
  $10693 == 49 
else_jump @WOF_13350 
$10694 = 2 
jump @WOF_13510 

:WOF_13350
if 
  $10693 == 50 
else_jump @WOF_13382 
$10694 = 1 
jump @WOF_13510 

:WOF_13382
if 
  $10693 == 51 
else_jump @WOF_13414 
$10694 = 5 
jump @WOF_13510 

:WOF_13414
if 
  $10693 == 52 
else_jump @WOF_13446 
$10694 = 1 
jump @WOF_13510 

:WOF_13446
if 
  $10693 == 53 
else_jump @WOF_13478 
$10694 = 2 
jump @WOF_13510 

:WOF_13478
if 
  $10693 == 54 
else_jump @WOF_13510 
$10694 = 1 
jump @WOF_13510 

:WOF_13510
return 

:WOF_13512
if 
0736:   is_keyboard_key_just_pressed 85 
else_jump @WOF_13554 
$10744 += 0.001 
0664: printfloat "CHIP_SET_Z" $10744 

:WOF_13554
if 
0736:   is_keyboard_key_just_pressed 74 
else_jump @WOF_13596 
$10744 += -0.001 
0664: printfloat "CHIP_SET_Z" $10744 

:WOF_13596
10@ = 0 

:WOF_13603
if 
  6 > 10@ 
else_jump @WOF_15482 
008B: 12@ = $10684(10@,6i) // (int) 
0093: 8@ = integer 12@ to_float 
8@ /= 1.0 
if 
  8@ > 10.0 
else_jump @WOF_13682 
8@ = 10.0 

:WOF_13682
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13736 
9@ += 0.03 

:WOF_13736
0086: $10745(10@,6f) = $10744 // (float) 
005F: $10745(10@,6f) += 9@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10696(10@,6i) exists 
else_jump @WOF_13862 
01BB: store_object $10696(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10745(10@,6f) 
01BC: put_object $10696(10@,6i) at $72 $73 $74 

:WOF_13862
0093: 8@ = integer 12@ to_float 
8@ /= 5.0 
if 
  8@ > 10.0 
else_jump @WOF_13911 
8@ = 10.0 

:WOF_13911
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13965 
9@ += 0.03 

:WOF_13965
0086: $10751(10@,6f) = $10744 // (float) 
005F: $10751(10@,6f) += 9@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10702(10@,6i) exists 
else_jump @WOF_14091 
01BB: store_object $10702(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10751(10@,6f) 
01BC: put_object $10702(10@,6i) at $72 $73 $74 

:WOF_14091
0093: 8@ = integer 12@ to_float 
8@ /= 10.0 
if 
  8@ > 10.0 
else_jump @WOF_14140 
8@ = 10.0 

:WOF_14140
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14194 
9@ += 0.03 

:WOF_14194
0086: $10757(10@,6f) = $10744 // (float) 
005F: $10757(10@,6f) += 9@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10708(10@,6i) exists 
else_jump @WOF_14320 
01BB: store_object $10708(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10757(10@,6f) 
01BC: put_object $10708(10@,6i) at $72 $73 $74 

:WOF_14320
0093: 8@ = integer 12@ to_float 
8@ /= 50.0 
if 
  8@ > 10.0 
else_jump @WOF_14369 
8@ = 10.0 

:WOF_14369
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14423 
9@ += 0.03 

:WOF_14423
0086: $10763(10@,6f) = $10744 // (float) 
005F: $10763(10@,6f) += 9@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10714(10@,6i) exists 
else_jump @WOF_14549 
01BB: store_object $10714(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10763(10@,6f) 
01BC: put_object $10714(10@,6i) at $72 $73 $74 

:WOF_14549
0093: 8@ = integer 12@ to_float 
8@ /= 100.0 
if 
  8@ > 10.0 
else_jump @WOF_14598 
8@ = 10.0 

:WOF_14598
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14652 
9@ += 0.03 

:WOF_14652
0086: $10769(10@,6f) = $10744 // (float) 
005F: $10769(10@,6f) += 9@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10720(10@,6i) exists 
else_jump @WOF_14778 
01BB: store_object $10720(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10769(10@,6f) 
01BC: put_object $10720(10@,6i) at $72 $73 $74 

:WOF_14778
0093: 8@ = integer 12@ to_float 
8@ /= 200.0 
if 
  8@ > 10.0 
else_jump @WOF_14827 
8@ = 10.0 

:WOF_14827
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14881 
9@ += 0.03 

:WOF_14881
0086: $10775(10@,6f) = $10744 // (float) 
005F: $10775(10@,6f) += 9@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10726(10@,6i) exists 
else_jump @WOF_15008 
01BB: store_object $10726(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10775(10@,6f) 
01BC: put_object $10726(10@,6i) at $72 $73 $74 

:WOF_15008
0093: 8@ = integer 12@ to_float 
8@ /= 500.0 
if 
  8@ > 10.0 
else_jump @WOF_15057 
8@ = 10.0 

:WOF_15057
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15111 
9@ += 0.03 

:WOF_15111
0086: $10781(10@,6f) = $10744 // (float) 
005F: $10781(10@,6f) += 9@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10732(10@,6i) exists 
else_jump @WOF_15238 
01BB: store_object $10732(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10781(10@,6f) 
01BC: put_object $10732(10@,6i) at $72 $73 $74 

:WOF_15238
0093: 8@ = integer 12@ to_float 
8@ /= 1000.0 
if 
  8@ > 10.0 
else_jump @WOF_15287 
8@ = 10.0 

:WOF_15287
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15341 
9@ += 0.03 

:WOF_15341
0086: $10787(10@,6f) = $10744 // (float) 
005F: $10787(10@,6f) += 9@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $10738(10@,6i) exists 
else_jump @WOF_15468 
01BB: store_object $10738(10@,6i) position_to $72 $73 $74 
0400: store_coords_to 8@ 8@ $74 from_object 2@ with_offset 0.0 0.0 $10787(10@,6f) 
01BC: put_object $10738(10@,6i) at $72 $73 $74 

:WOF_15468
10@ += 1 
jump @WOF_13603 

:WOF_15482
return 

:WOF_15484
if 
03CA:   object 0@ exists 
else_jump @WOF_15844 
0653: 8@ = float_stat 81 
if 
  $10807 == 0 
else_jump @WOF_15694 
if 
  1.0 > 8@ 
else_jump @WOF_15560 
19@ = 100 
jump @WOF_15680 

:WOF_15560
if 
  10.0 > 8@ 
else_jump @WOF_15596 
19@ = 1000 
jump @WOF_15680 

:WOF_15596
if 
  100.0 > 8@ 
else_jump @WOF_15632 
19@ = 10000 
jump @WOF_15680 

:WOF_15632
if 
  1000.0 > 8@ 
else_jump @WOF_15670 
19@ = 100000 
jump @WOF_15680 

:WOF_15670
19@ = 1000000 

:WOF_15680
$10807 += 1 
jump @WOF_15844 

:WOF_15694
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @WOF_15844 jumps 0 @WOF_15766 1 @WOF_15780 2 @WOF_15795 3 @WOF_15810 4 @WOF_15827 -1 @WOF_15844 -1 @WOF_15844 

:WOF_15766
19@ = 100 
jump @WOF_15844 

:WOF_15780
19@ = 1000 
jump @WOF_15844 

:WOF_15795
19@ = 10000 
jump @WOF_15844 

:WOF_15810
19@ = 100000 
jump @WOF_15844 

:WOF_15827
19@ = 1000000 
jump @WOF_15844 

:WOF_15844
return 
0454: store_debug_camera_position_to $72 $73 $74 
if 
03CA:   object 4@ exists 
else_jump @WOF_15895 
01BB: store_object 4@ position_to $10798 $10799 $10800 
0176: $71 = object 4@ Z_angle 

:WOF_15895
$71 *= -1.0 
02F7: 8@ = cosine $71 // (float) 
02F6: 9@ = sine $71 // (float) 
0086: $10801 = $72 // (float) 
0061: $10801 -= $10798 // (float) 
0086: $10802 = $73 // (float) 
0061: $10802 -= $10799 // (float) 
0086: $10803 = $74 // (float) 
0061: $10803 -= $10800 // (float) 
0086: $10804 = $10801 // (float) 
006D: $10804 *= 8@ // (float) 
0086: $10806 = $10802 // (float) 
006D: $10806 *= 9@ // (float) 
0061: $10804 -= $10806 // (float) 
0086: $10805 = $10801 // (float) 
006D: $10805 *= 9@ // (float) 
0086: $10806 = $10802 // (float) 
006D: $10806 *= 8@ // (float) 
0059: $10805 += $10806 // (float) 
03A9: save_newline_to_debug_file 
05B6: 228 // FIXED_CAMERA_POSITION - OFFSET FROM table = 
03A8: save_float_to_debug_file $10804 
03A8: save_float_to_debug_file $10805 
03A8: save_float_to_debug_file $10803 
0463: store_debug_camera_target_point_to $72 $73 $74 
0086: $10801 = $72 // (float) 
0061: $10801 -= $10798 // (float) 
0086: $10802 = $73 // (float) 
0061: $10802 -= $10799 // (float) 
0086: $10803 = $74 // (float) 
0061: $10803 -= $10800 // (float) 
0086: $10804 = $10801 // (float) 
006D: $10804 *= 8@ // (float) 
0086: $10806 = $10802 // (float) 
006D: $10806 *= 9@ // (float) 
0061: $10804 -= $10806 // (float) 
0086: $10805 = $10801 // (float) 
006D: $10805 *= 9@ // (float) 
0086: $10806 = $10802 // (float) 
006D: $10806 *= 8@ // (float) 
0059: $10805 += $10806 // (float) 
03A9: save_newline_to_debug_file 
05B6: 229 // CAMERA_POINT_AT -       OFFSET FROM table = 
03A8: save_float_to_debug_file $10804 
03A8: save_float_to_debug_file $10805 
03A8: save_float_to_debug_file $10803 
return 
end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER
thread 'DEALER' 
13@ = 0 
if 
  13@ == 1 
else_jump @DEALER_60 
009A: 0@ = create_actor_pedtype 17 model 0 at 0.0 0.0 0.0 

:DEALER_60
1@ = 0 
2@ = 0 
11@ = -1 
14@ = 0 
if and
8118:   not actor 0@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DEALER_338 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
08F1: get_zone_at 3@ 4@ 5@ nameB_to s$10808 // 8-byte string 
05AA: 17@s = s$10808 // @s = 'short' 
0978: copy_decision_maker 65539 to $10810 
060B: set_actor 0@ decision_maker_to $10810 
03FE: set_actor 0@ money 2000 
0717: assign_actor 0@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78  // You want some stuff? // Take it easy man. // Fuck you man!
0652: 13@ = integer_stat 64 
if 
  13@ >= 500 
else_jump @DEALER_271 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Fuck you man!
jump @DEALER_297 

:DEALER_271
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Fuck you man!

:DEALER_297
09FB: 13@ = current_language 
if 
04A4:   13@ == 0 // == constant 
else_jump @DEALER_329 
0A47: set_dialogue_mode_enabled_without_GXT 
jump @DEALER_331 

:DEALER_329
0719: enable_dialogue_mode 

:DEALER_331
jump @DEALER_345 

:DEALER_338
gosub @DEALER_3913 

:DEALER_345
wait 0 
if 
8118:   not actor 0@ dead 
else_jump @DEALER_471 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DEALER_457 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
else_jump @DEALER_429 
gosub @DEALER_641 
gosub @DEALER_3368 
jump @DEALER_450 

:DEALER_429
gosub @DEALER_846 
gosub @DEALER_485 
gosub @DEALER_931 

:DEALER_450
jump @DEALER_464 

:DEALER_457
gosub @DEALER_3913 

:DEALER_464
jump @DEALER_478 

:DEALER_471
gosub @DEALER_3913 

:DEALER_478
jump @DEALER_345 

:DEALER_485
if 
  11@ == -1 
else_jump @DEALER_604 
if 
  40@ > 15000 
else_jump @DEALER_597 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
089E: get_actor_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 
if 
   not 11@ == -1 
else_jump @DEALER_597 
if 
00DF:   actor 11@ driving 
else_jump @DEALER_597 
03C0: 12@ = actor 11@ car 

:DEALER_597
jump @DEALER_639 

:DEALER_604
if or
0118:   actor 11@ dead 
856D:   not actor 11@ defined 
074F:   actor 0@ ped_event == 36 
else_jump @DEALER_639 
11@ = -1 

:DEALER_639
return 

:DEALER_641
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
if 
8118:   not actor 11@ dead 
else_jump @DEALER_709 
if 
8119:   not car 12@ wrecked 
else_jump @DEALER_709 
if 
8495:   not car 12@ burning 
else_jump @DEALER_709 
05D2: AS_actor 11@ run_to_and_hijack_car 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_709
40@ = 0 
11@ = -1 
return 

:DEALER_725
if 
8118:   not actor 0@ dead 
else_jump @DEALER_844 
if 
8118:   not actor 11@ dead 
else_jump @DEALER_844 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
if 
  9@ > 2.0 
else_jump @DEALER_837 
13@ = 1 
jump @DEALER_844 

:DEALER_837
13@ = 0 

:DEALER_844
return 

:DEALER_846
if 
0248:   model 346 available 
else_jump @DEALER_929 
if 
8491:   not actor 0@ has_weapon 22 
else_jump @DEALER_929 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
if 
   not 15@ == 1 
else_jump @DEALER_922 
01B9: set_actor 0@ armed_weapon_to 0 
jump @DEALER_929 

:DEALER_922
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_929
return 

:DEALER_931
0871: init_jump_table 1@ total_jumps 4 default_jump 1 @DEALER_1285 jumps 0 @DEALER_994 1 @DEALER_1151 2 @DEALER_1211 3 @DEALER_1271 -1 @DEALER_1299 -1 @DEALER_1299 -1 @DEALER_1299 

:DEALER_994
if 
089B:   unknown_is_actor_in_dialogue_mode 0@ 
else_jump @DEALER_1038 
2@ = 0 
1@ = 3 
gosub @DEALER_2884 
jump @DEALER_1144 

:DEALER_1038
if 
  11@ > -1 
else_jump @DEALER_1137 
gosub @DEALER_725 
if 
  13@ == 0 
else_jump @DEALER_1109 
2@ = 0 
1@ = 2 
gosub @DEALER_2636 
jump @DEALER_1130 

:DEALER_1109
2@ = 0 
1@ = 1 
gosub @DEALER_1793 

:DEALER_1130
jump @DEALER_1144 

:DEALER_1137
gosub @DEALER_1301 

:DEALER_1144
jump @DEALER_1299 

:DEALER_1151
if 
  11@ > -1 
else_jump @DEALER_1183 
gosub @DEALER_1793 
jump @DEALER_1204 

:DEALER_1183
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1204
jump @DEALER_1299 

:DEALER_1211
if 
  11@ > -1 
else_jump @DEALER_1243 
gosub @DEALER_2636 
jump @DEALER_1264 

:DEALER_1243
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1264
jump @DEALER_1299 

:DEALER_1271
gosub @DEALER_2884 
jump @DEALER_1299 

:DEALER_1285
gosub @DEALER_3913 
jump @DEALER_1299 

:DEALER_1299
return 

:DEALER_1301
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_1791 jumps 0 @DEALER_1364 1 @DEALER_1488 2 @DEALER_1758 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 

:DEALER_1364
if 
874F:   not actor 0@ ped_event == 36 
else_jump @DEALER_1481 
089C: unknown_actor 0@ unknown_check 1 
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1481 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
41@ = 0 
14@ = 3000 
2@ += 1 

:DEALER_1481
jump @DEALER_1791 

:DEALER_1488
if 
002D:   41@ >= 14@ // (int) 
else_jump @DEALER_1751 
09B6: set_actor 0@ wanted_by_police 0 
0209: 13@ = random_int_in_ranges 1 15 
if 
  13@ > 5 
else_jump @DEALER_1659 
if 
  13@ > 10 
else_jump @DEALER_1610 
062E: get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
14@ = 2000 

:DEALER_1603
jump @DEALER_1652 

:DEALER_1610
062E: get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
14@ = 1500 

:DEALER_1652
jump @DEALER_1737 

:DEALER_1659
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_1737 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
14@ = 3000 

:DEALER_1737
41@ = 0 
2@ += 1 

:DEALER_1751
jump @DEALER_1791 

:DEALER_1758
if 
002D:   41@ >= 14@ // (int) 
else_jump @DEALER_1784 
2@ = 1 

:DEALER_1784
jump @DEALER_1791 

:DEALER_1791
return 

:DEALER_1793
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @DEALER_2634 jumps 0 @DEALER_1856 1 @DEALER_1907 2 @DEALER_2044 3 @DEALER_2074 4 @DEALER_2295 5 @DEALER_2505 -1 @DEALER_2634 

:DEALER_1856
089C: unknown_actor 0@ unknown_check 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ timelimit 20000 stop_within_radius 1.0 
41@ = 0 
2@ += 1 
jump @DEALER_2634 

:DEALER_1907
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
if 
  1.8 >= 9@ 
else_jump @DEALER_1997 
2@ += 1 
jump @DEALER_2037 

:DEALER_1997
if 
  41@ > 20000 
else_jump @DEALER_2037 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2037
jump @DEALER_2634 

:DEALER_2044
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
2@ += 1 
jump @DEALER_2634 

:DEALER_2074
062E: get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2139 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2139 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2139
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2288 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2204 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_2204
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2288 
0947: actor 11@ speak_from_audio_table 83 store_spoken_phrase_id_to 13@ 
0605: actor 11@ perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
2@ += 1 

:DEALER_2288
jump @DEALER_2634 

:DEALER_2295
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2498 
0647: AS_actor 0@ clear_look_task 
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2404 
0605: actor 11@ perform_animation "DRUGS_BUY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 11@ wanted_by_police 1 

:DEALER_2404
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2498 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0605: actor 0@ perform_animation "DEALER_DEAL" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 0@ wanted_by_police 1 
2@ += 1 

:DEALER_2498
jump @DEALER_2634 

:DEALER_2505
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2570 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2570 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2570
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2627 
09A7: set_actor 11@ drugged_up 1 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2627
jump @DEALER_2634 

:DEALER_2634
return 

:DEALER_2636
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_2882 jumps 0 @DEALER_2699 1 @DEALER_2769 2 @DEALER_2825 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 

:DEALER_2699
089C: unknown_actor 0@ unknown_check 0 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: AS_actor 0@ follow_actor 11@ 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
41@ = 0 
2@ += 1 
jump @DEALER_2882 

:DEALER_2769
if 
  41@ > 6000 
else_jump @DEALER_2818 
0647: AS_actor 0@ clear_look_task 
05F5: AS_actor 0@ goto_point_using_paths 3@ 4@ 5@ mode 4 time -2 
2@ += 1 

:DEALER_2818
jump @DEALER_2882 

:DEALER_2825
062E: get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_2875 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2875
jump @DEALER_2882 

:DEALER_2882
return 

:DEALER_2884
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @DEALER_3366 jumps 0 @DEALER_2947 1 @DEALER_2976 2 @DEALER_3178 3 @DEALER_3312 -1 @DEALER_3366 -1 @DEALER_3366 -1 @DEALER_3366 

:DEALER_2947
41@ = 0 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @DEALER_3366 

:DEALER_2976
if 
88FE:   not text_box_displayed 
else_jump @DEALER_3039 
if and
871A:   not actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
else_jump @DEALER_3039 
03E5: show_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.

:DEALER_3039
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @DEALER_3114 
05BA: AS_actor 0@ move_mouth -2 ms 

:DEALER_3114
2@ += 1 
jump @DEALER_3171 

:DEALER_3128
if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
  41@ > 15000 
else_jump @DEALER_3171 
0647: AS_actor 0@ clear_look_task 
2@ = 0 
1@ = 0 

:DEALER_3171
jump @DEALER_3366 

:DEALER_3178
if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
  41@ > 9000 
else_jump @DEALER_3220 
03E6: remove_text_box 
gosub @DEALER_3368 

:DEALER_3220
if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
  41@ > 9000 
else_jump @DEALER_3262 
03E6: remove_text_box 
gosub @DEALER_3595 

:DEALER_3262
if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
  41@ > 15000 
else_jump @DEALER_3305 
0647: AS_actor 0@ clear_look_task 
2@ = 0 
1@ = 0 

:DEALER_3305
jump @DEALER_3366 

:DEALER_3312
if 
  41@ > 2000 
else_jump @DEALER_3359 
0708: reset_decision_maker $10810 event 37 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 
1@ = 0 

:DEALER_3359
jump @DEALER_3366 

:DEALER_3366
return 

:DEALER_3368
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
if 
0491:   actor 0@ has_weapon 22 
else_jump @DEALER_3407 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3407
if 
   not 15@ == 1 
else_jump @DEALER_3593 
15@ = 1 
0652: 13@ = integer_stat 64 
if 
  13@ > 500 
else_jump @DEALER_3529 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $10810 event 36 
0709: set_decision_maker $10810 on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3593 

:DEALER_3529
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $10810 event 36 
0709: set_decision_maker $10810 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
2@ = 0 
1@ = 0 

:DEALER_3593
return 

:DEALER_3595
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
0652: 13@ = integer_stat 68 
if 
   not 15@ == 2 
else_jump @DEALER_3868 
15@ = 2 
if 
  13@ > 500 
else_jump @DEALER_3738 
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
01B9: set_actor 0@ armed_weapon_to 0 
0708: reset_decision_maker $10810 event 37 
0709: set_decision_maker $10810 on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3868 

:DEALER_3738
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $10810 event 37 
if 
0491:   actor 0@ has_weapon 22 
else_jump @DEALER_3820 
01B9: set_actor 0@ armed_weapon_to 22 
0709: set_decision_maker $10810 on_event 37 taskID 1020 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
jump @DEALER_3854 

:DEALER_3820
0709: set_decision_maker $10810 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:DEALER_3854
41@ = 0 
2@ += 1 

:DEALER_3868
return 

:DEALER_3870
076B: get_zone 17@s dealer_density_to 16@ 
if 
  16@ > 0 
else_jump @DEALER_3903 
16@ -= 1 

:DEALER_3903
076A: set_zone 17@s dealer_density_to 16@ 
return 

:DEALER_3913
if 
  15@ == 1 
else_jump @DEALER_3938 
gosub @DEALER_3870 

:DEALER_3938
08ED: remove_actor 0@ from_dialogue_mode 
if 
  11@ > -1 
else_jump @DEALER_3966 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 

:DEALER_3966
065C: release_decision_maker $10810 
end_thread 
return 
0663: printint "PEDSTATE" 1@ 
0663: printint "SUBSTATESTATUS" 2@ 
0663: printint "TIMER_B" 41@ 
0663: printint "TIMER_A" 40@ 
return 
end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES
thread 'HMLES' 
$10811 = 0 
$10813 = 0 
$10812 = 0 
2@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
11@ = 0 
if 
  $10811 == 1 
else_jump @HMLES_109 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:HMLES_109
0209: $10812 = random_int_in_ranges 0 4 
$10812 = 3 
if 
   not $3173 == 0 
else_jump @HMLES_159 
12@ = 1 
end_thread 
jump @HMLES_236 

:HMLES_159
if 
056D:   actor 0@ defined 
else_jump @HMLES_229 
if 
8118:   not actor 0@ dead 
else_jump @HMLES_229 
0792: disembark_instantly_actor 0@ 
if 
  $10812 == 2 
else_jump @HMLES_229 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_229
$3173 = 1 

:HMLES_236
wait 0 
if and
056D:   actor 0@ defined 
  12@ == 0 
else_jump @HMLES_3525 
if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
else_jump @HMLES_3518 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @HMLES_322 
03C0: 1@ = actor $PLAYER_ACTOR car 
2@ = 1 
jump @HMLES_329 

:HMLES_322
2@ = 0 

:HMLES_329
if 
  $10811 == 0 
else_jump @HMLES_1945 
if 
  $10812 == 0 
else_jump @HMLES_463 
if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
else_jump @HMLES_463 
if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
else_jump @HMLES_463 
0947: actor 0@ speak_from_audio_table 27 store_spoken_phrase_id_to 17@ 
if 
  2@ == 0 
else_jump @HMLES_456 
0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR 

:HMLES_456
$10811 = 1 

:HMLES_463
if 
  $10812 == 1 
else_jump @HMLES_1012 
if 
  $10813 == 0 
else_jump @HMLES_518 
04ED: load_animation "SUNBATHE" 
$10813 = 1 

:HMLES_518
if 
  $10813 == 1 
else_jump @HMLES_573 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_573 
$10813 = 2 
jump @HMLES_573 

:HMLES_573
if 
  $10813 == 2 
else_jump @HMLES_1012 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_1000 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PARKSIT_M_IN" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEA" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_OUT" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
11@ = 0 
$10811 = 1 
$10813 = 3 
jump @HMLES_1012 

:HMLES_1000
04ED: load_animation "SUNBATHE" 

:HMLES_1012
if 
  $10812 == 2 
else_jump @HMLES_1610 
if 
  $10813 == 0 
else_jump @HMLES_1079 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
0247: load_model #CJ_JUICE_CAN 
$10813 = 1 

:HMLES_1079
if 
  $10813 == 1 
else_jump @HMLES_1185 
if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
0248:   model #CJ_JUICE_CAN available 
else_jump @HMLES_1185 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
0107: 19@ = create_object #CJ_JUICE_CAN at 7@ 8@ 9@ 
$10813 = 2 

:HMLES_1185
if 
  $10813 == 2 
else_jump @HMLES_1610 
if 
04EE:   animation "VENDING" loaded 
else_jump @HMLES_1599 
if 
04EE:   animation "FOOD" loaded 
else_jump @HMLES_1584 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$10811 = 1 
$10813 = 3 
jump @HMLES_1592 

:HMLES_1584
04ED: load_animation "FOOD" 

:HMLES_1592
jump @HMLES_1610 

:HMLES_1599
04ED: load_animation "VENDING" 

:HMLES_1610
if 
  $10812 == 3 
else_jump @HMLES_1945 
if 
  $10813 == 0 
else_jump @HMLES_1665 
04ED: load_animation "PAULNMAC" 
$10813 = 1 

:HMLES_1665
if 
  $10813 == 1 
else_jump @HMLES_1713 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1713 
$10813 = 2 

:HMLES_1713
if 
  $10813 == 2 
else_jump @HMLES_1945 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1933 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$10811 = 1 
$10813 = 3 
jump @HMLES_1945 

:HMLES_1933
04ED: load_animation "PAULNMAC" 

:HMLES_1945
if 
  $10811 == 1 
else_jump @HMLES_2069 
if 
  $10812 == 0 
else_jump @HMLES_1992 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_1992
if 
  $10812 == 1 
else_jump @HMLES_2021 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_2021
if 
  $10812 == 2 
else_jump @HMLES_2039 

:HMLES_2039
if 
  $10812 == 3 
else_jump @HMLES_2057 

:HMLES_2057
01BD: 4@ = current_time_in_ms 
$10811 = 2 

:HMLES_2069
if 
  $10811 == 2 
else_jump @HMLES_2717 
if 
  $10812 == 0 
else_jump @HMLES_2217 
if 
876F:   not text_priority_displayed 
else_jump @HMLES_2217 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if and
  6@ > 8000 
  10000 > 6@ 
else_jump @HMLES_2206 
0947: actor 0@ speak_from_audio_table 198 store_spoken_phrase_id_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
$3173 = 0 
12@ = 1 
jump @HMLES_2217 

:HMLES_2206
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_2217
if 
  $10812 == 1 
else_jump @HMLES_2381 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
else_jump @HMLES_2381 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 6 
else_jump @HMLES_2381 
if 
  11@ == 0 
else_jump @HMLES_2327 
11@ = 1 
01BD: 4@ = current_time_in_ms 
jump @HMLES_2381 

:HMLES_2327
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if 
  6@ > 15000 
else_jump @HMLES_2381 
$10811 = 0 
$10813 = 0 

:HMLES_2381
if 
  $10812 == 2 
else_jump @HMLES_2553 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
else_jump @HMLES_2553 
if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
else_jump @HMLES_2553 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ type 1 
10@ = 0.0 
11@ = 0 
$10811 = 3 

:HMLES_2553
if 
  $10812 == 3 
else_jump @HMLES_2717 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // == constant 
else_jump @HMLES_2717 
if 
0611:   actor 0@ performing_animation "PISS_IN" 
else_jump @HMLES_2717 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ with_offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 type 1 
10@ = 0.0 
11@ = 0 
$10811 = 3 

:HMLES_2717
if 
  $10811 == 3 
else_jump @HMLES_3468 
if 
  $10812 == 0 
else_jump @HMLES_2753 

:HMLES_2753
if 
  $10812 == 1 
else_jump @HMLES_2771 

:HMLES_2771
if 
  $10812 == 2 
else_jump @HMLES_2993 
if 
   not 10@ == 1.0 
else_jump @HMLES_2969 
if 
8118:   not actor 0@ dead 
else_jump @HMLES_2883 
if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
else_jump @HMLES_2876 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_2876
jump @HMLES_2893 

:HMLES_2883
10@ = 1.0 

:HMLES_2893
if 
  11@ == 0 
else_jump @HMLES_2962 
if 
  10@ >= 0.5 
else_jump @HMLES_2962 
if 
   not 15@ == -1 
else_jump @HMLES_2955 
064C: make_particle 15@ visible 

:HMLES_2955
11@ = 1 

:HMLES_2962
jump @HMLES_2993 

:HMLES_2969
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
$3173 = 0 
12@ = 1 

:HMLES_2993
if 
  $10812 == 3 
else_jump @HMLES_3468 
if 
  2 > 11@ 
else_jump @HMLES_3199 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 7 // == constant 
else_jump @HMLES_3114 
if 
  11@ == 1 
else_jump @HMLES_3093 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3093
$3173 = 0 
12@ = 1 
jump @HMLES_3199 

:HMLES_3114
if 
04A4:   16@ == 1 // == constant 
else_jump @HMLES_3182 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 2 
else_jump @HMLES_3175 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3175
jump @HMLES_3199 

:HMLES_3182
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3199
if 
  11@ == 0 
else_jump @HMLES_3368 
if 
8118:   not actor 0@ dead 
else_jump @HMLES_3282 
if 
0611:   actor 0@ performing_animation "PISS_IN" 
else_jump @HMLES_3275 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3275
jump @HMLES_3292 

:HMLES_3282
10@ = 1.0 

:HMLES_3292
if 
  11@ == 0 
else_jump @HMLES_3361 
if 
  10@ >= 0.6 
else_jump @HMLES_3361 
if 
   not 15@ == -1 
else_jump @HMLES_3354 
064C: make_particle 15@ visible 

:HMLES_3354
11@ = 1 

:HMLES_3361
jump @HMLES_3468 

:HMLES_3368
if 
  11@ == 1 
else_jump @HMLES_3468 
if 
0611:   actor 0@ performing_animation "PISS_OUT" 
else_jump @HMLES_3468 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
if 
  10@ >= 0.42 
else_jump @HMLES_3468 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3468
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
else_jump @HMLES_3518 
$3173 = 0 
12@ = 1 

:HMLES_3518
jump @HMLES_3539 

:HMLES_3525
$3173 = 0 
12@ = 1 

:HMLES_3539
if 
0118:   actor 0@ dead 
else_jump @HMLES_3569 
12@ = 1 
$3173 = 0 

:HMLES_3569
if 
  12@ == 1 
else_jump @HMLES_3694 
if 
056D:   actor 0@ defined 
else_jump @HMLES_3624 
if 
8118:   not actor 0@ dead 
else_jump @HMLES_3624 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3624
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CJ_JUICE_CAN 
01C4: remove_references_to_object 19@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
end_thread 

:HMLES_3694
jump @HMLES_236 
end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL
thread 'POOL' 
if 
0A74:   is_checkpoint_resuming 1 
else_jump @POOL_33 
$10819 = 0 

:POOL_33
if 
  $10819 == 0 
else_jump @POOL_106 
if 
  $ONMISSION == 0 
else_jump @POOL_97 
$10819 = 1 
$10814 = 0 
$10815 = 0 
jump @POOL_99 

:POOL_97
end_thread 

:POOL_99
jump @POOL_108 

:POOL_106
end_thread 

:POOL_108
3@ = 0 

:POOL_115
wait 0 
if 
  3@ == -1 
else_jump @POOL_273 
0107: 0@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: 2@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: $10815 = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
0107: $10814 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
0107: $10816 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 

:POOL_273
if 
  3@ == 0 
else_jump @POOL_496 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_489 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @POOL_475 
if 
88B4:   not test $389 bit 1 
else_jump @POOL_461 
0209: 5@ = random_int_in_ranges 0 2 
if 
  5@ == 0 
else_jump @POOL_382 
04AF: 7@ = 66 // = constant 
jump @POOL_389 

:POOL_382
04AF: 7@ = 67 // = constant 

:POOL_389
0247: load_model 7@ 
04ED: load_animation "POOL" 
0247: load_model 338 

:POOL_407
if or
8248:   not model 7@ available 
84EE:   not animation "POOL" loaded 
8248:   not model 338 available 
else_jump @POOL_447 
wait 0 
jump @POOL_407 

:POOL_447
3@ += 1 
jump @POOL_468 

:POOL_461
gosub @POOL_2134 

:POOL_468
jump @POOL_482 

:POOL_475
gosub @POOL_2134 

:POOL_482
jump @POOL_496 

:POOL_489
gosub @POOL_2134 

:POOL_496
if 
  3@ == 1 
else_jump @POOL_1205 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_1198 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @POOL_1184 
if 
88B4:   not test $389 bit 1 
else_jump @POOL_1170 
if 
03CA:   object 0@ exists 
else_jump @POOL_1156 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0219 -1.1236 0.5363 
02CE: $74 = ground_z_at $72 $73 $74 
if 
856D:   not actor 1@ defined 
else_jump @POOL_826 
if 
856D:   not actor $10815 defined 
else_jump @POOL_710 
009A: 1@ = create_actor_pedtype 4 model 7@ at $72 $73 $74 
060B: set_actor 1@ decision_maker_to $1280 
0249: release_model 7@ 
0176: $71 = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $71 
jump @POOL_819 

:POOL_710
if 
8118:   not actor $10815 dead 
else_jump @POOL_771 
008B: 1@ = $10815 // (int) 
00A1: put_actor 1@ at $72 $73 $74 
0176: $71 = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $71 
jump @POOL_819 

:POOL_771
009A: 1@ = create_actor_pedtype 4 model 7@ at $72 $73 $74 
060B: set_actor 1@ decision_maker_to $1280 
0249: release_model 7@ 
0176: $71 = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $71 

:POOL_819
jump @POOL_872 

:POOL_826
if 
8118:   not actor 1@ dead 
else_jump @POOL_872 
00A1: put_actor 1@ at $72 $73 $74 
0176: $71 = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $71 

:POOL_872
if 
83CA:   not object 2@ exists 
else_jump @POOL_910 
0107: 2@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL_910
if 
8118:   not actor 1@ dead 
else_jump @POOL_986 
if 
8737:   not actor 1@ lifting_object 2@ 
else_jump @POOL_986 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL_986
0615: define_AS_pack_begin 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_1057 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_1057
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 10000 // versionB 
0643: set_AS_pack 6@ loop 1 
0616: define_AS_pack_end 6@ 
if 
8118:   not actor 1@ dead 
else_jump @POOL_1137 
0618: assign_actor 1@ to_AS_pack 6@ 

:POOL_1137
061B: remove_references_to_AS_pack 6@ 
3@ += 1 
jump @POOL_1163 

:POOL_1156
gosub @POOL_2134 

:POOL_1163
jump @POOL_1177 

:POOL_1170
gosub @POOL_2134 

:POOL_1177
jump @POOL_1191 

:POOL_1184
gosub @POOL_2134 

:POOL_1191
jump @POOL_1205 

:POOL_1198
gosub @POOL_2134 

:POOL_1205
if 
  3@ == 2 
else_jump @POOL_1745 
if 
  $ONMISSION == 0 
else_jump @POOL_1717 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_1703 
if 
  $10827 == 0 
else_jump @POOL_1668 
if 
03CA:   object 0@ exists 
else_jump @POOL_1654 
if 
8118:   not actor 1@ dead 
else_jump @POOL_1640 
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @POOL_1386 
0687: clear_actor 1@ task 
070B: set_actor 1@ onbone_attached_object_operation 0 
0108: destroy_object 2@ 
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
4@ = 0 
jump @POOL_2025 
jump @POOL_1633 

:POOL_1386
if 
0105:   actor 1@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 on_foot 
else_jump @POOL_1606 
if 
0A52:   is_widget_released 73 
else_jump @POOL_1563 
010B: 5@ = player $PLAYER_CHAR money 
if 
  50 > 5@ 
else_jump @POOL_1486 
00BC: show_text_highpriority GXT 'NOCASH' time 3000 flag 1  // You don't have enough cash to play here.
jump @POOL_1556 

:POOL_1486
0A77: checkpoint_save_oddjob 2 
if 
  4@ == 1 
else_jump @POOL_1518 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // (int) 

:POOL_1518
008A: $10814 = 0@ // (int) 
008A: $10815 = 1@ // (int) 
008A: $10816 = 2@ // (int) 
$707 = 5 
3@ += 1 

:POOL_1556
jump @POOL_1599 

:POOL_1563
if 
  4@ == 0 
else_jump @POOL_1599 
0512: show_permanent_text_box 'POOL_A'  // Tap ~m~~widget_minigame_start~ to play pool.
4@ = 1 

:POOL_1599
jump @POOL_1633 

:POOL_1606
if 
  4@ == 1 
else_jump @POOL_1633 
03E6: remove_text_box 
4@ = 0 

:POOL_1633
jump @POOL_1647 

:POOL_1640
jump @POOL_2025 

:POOL_1647
jump @POOL_1661 

:POOL_1654
jump @POOL_2025 

:POOL_1661
jump @POOL_1696 

:POOL_1668
if 
8118:   not actor 1@ dead 
else_jump @POOL_1689 
0687: clear_actor 1@ task 

:POOL_1689
jump @POOL_2025 

:POOL_1696
jump @POOL_1710 

:POOL_1703
jump @POOL_2025 

:POOL_1710
jump @POOL_1745 

:POOL_1717
if 
8118:   not actor 1@ dead 
else_jump @POOL_1738 
0687: clear_actor 1@ task 

:POOL_1738
jump @POOL_2025 

:POOL_1745
if 
  3@ == 3 
else_jump @POOL_1788 
if 
  $ONMISSION == 1 
else_jump @POOL_1788 
3@ += 1 

:POOL_1788
if 
  3@ == 4 
else_jump @POOL_1920 
if 
  $ONMISSION == 0 
else_jump @POOL_1920 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_1920 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @POOL_1920 
if 
88B4:   not test $389 bit 1 
else_jump @POOL_1920 
if 
03CA:   object 0@ exists 
else_jump @POOL_1920 
if 
8118:   not actor 1@ dead 
else_jump @POOL_1920 
3@ = 1 
jump @POOL_496 

:POOL_1920
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_2011 
if 
03CA:   object 0@ exists 
else_jump @POOL_1997 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
else_jump @POOL_1990 
jump @POOL_2025 

:POOL_1990
jump @POOL_2004 

:POOL_1997
jump @POOL_2025 

:POOL_2004
jump @POOL_2018 

:POOL_2011
jump @POOL_2025 

:POOL_2018
jump @POOL_115 

:POOL_2025
if 
0256:   player $PLAYER_CHAR defined 
else_jump @POOL_2116 
if 
03CA:   object 0@ exists 
else_jump @POOL_2102 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
else_jump @POOL_2095 
gosub @POOL_2134 

:POOL_2095
jump @POOL_2109 

:POOL_2102
gosub @POOL_2134 

:POOL_2109
jump @POOL_2123 

:POOL_2116
gosub @POOL_2134 

:POOL_2123
wait 0 
jump @POOL_2025 

:POOL_2134
if 
  4@ == 1 
else_jump @POOL_2154 
03E6: remove_text_box 

:POOL_2154
03D5: remove_text 'NOCASH'  // You don't have enough cash to play here.
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
0108: destroy_object 2@ 
0249: release_model 7@ 
04EF: release_animation "POOL" 
0249: release_model 338 
$10819 = 0 
$10814 = 0 
$10815 = 0 
end_thread 
return 
end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON
thread 'LOWRCON' 
1@ = 0 
if 
  1@ == -1 
else_jump @LOWRCON_83 
009A: 0@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 4@ = create_car 413 at 0.0 0.0 0.0 

:LOWRCON_83
2@ = 0 

:LOWRCON_90
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_1752 
if or
  $ONMISSION == 0 
  2@ == 1 
else_jump @LOWRCON_1738 
if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 100.0 100.0 
else_jump @LOWRCON_1724 
if 
056D:   actor 0@ defined 
else_jump @LOWRCON_212 
if 
0118:   actor 0@ dead 
else_jump @LOWRCON_212 
jump @LOWRCON_1766 

:LOWRCON_212
0871: init_jump_table 1@ total_jumps 10 default_jump 0 @LOWRCON_1717 jumps 0 @LOWRCON_340 1 @LOWRCON_480 2 @LOWRCON_726 3 @LOWRCON_787 4 @LOWRCON_902 5 @LOWRCON_1128 6 @LOWRCON_1224 
0872: jump_table_jumps 7 @LOWRCON_1339 8 @LOWRCON_1505 9 @LOWRCON_1645 -1 @LOWRCON_1717 -1 @LOWRCON_1717 -1 @LOWRCON_1717 -1 @LOWRCON_1717 -1 @LOWRCON_1717 -1 @LOWRCON_1717 

:LOWRCON_340
0247: load_model 50 

:LOWRCON_344
if 
8248:   not model 50 available 
else_jump @LOWRCON_370 
wait 0 
jump @LOWRCON_344 

:LOWRCON_370
07E5: copy_decision_maker 65542 to 3@ 
009A: 0@ = create_actor_pedtype 24 model 50 at 1812.369 -1929.922 12.5486 
0173: set_actor 0@ Z_angle_to 270.0 
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: set_actor 0@ decision_maker_to 3@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_455 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_455
0249: release_model 50 
04D7: set_actor 0@ locked 1 
1@ += 1 
jump @LOWRCON_1717 

:LOWRCON_480
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_719 
if 
00FF:   actor 0@ sphere 0 in_sphere 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 on_foot 
else_jump @LOWRCON_719 
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_589 
04C4: store_coords_to $72 $73 $74 from_actor 0@ with_offset 0.0 1.0 0.0 

:LOWRCON_589
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_639 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWRCON_639 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @LOWRCON_1766 

:LOWRCON_639
if 
0102:   actor $PLAYER_ACTOR in_sphere $72 $73 $74 radius 0.7 0.7 1.2 sphere 1 stopped_on_foot 
else_jump @LOWRCON_719 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_712 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_712
1@ += 1 

:LOWRCON_719
jump @LOWRCON_1717 

:LOWRCON_726
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_780 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_768 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_768
0687: clear_actor 0@ task 
1@ += 1 

:LOWRCON_780
jump @LOWRCON_1717 

:LOWRCON_787
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_840 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:LOWRCON_840
05A9: s$1041 = 'MEC_HI' // s$  // You looking for the lowrider meet?
04AE: $1043 = 26007 // = constant 
create_thread @AUDIOL 0@ 0 1 1 0 
40@ = 0 
1@ += 1 
jump @LOWRCON_1717 

:LOWRCON_902
if 
  40@ > 1000 
else_jump @LOWRCON_1121 
if 
  $1040 == 0 
else_jump @LOWRCON_1121 
0512: show_permanent_text_box 'TALK_1'  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @LOWRCON_1041 
05A9: s$1041 = 'SYN2_LO' // s$  // Yeah, go on.
04AE: $1043 = 39072 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
40@ = 0 
2@ = 1 
1@ += 1 

:LOWRCON_1041
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @LOWRCON_1121 
05A9: s$1041 = 'VOFFE1N' // s$  // Nah, maybe I'll catch you later.
04AE: $1043 = 21444 // = constant 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
40@ = 0 
015A: restore_camera 
1@ += 2 

:LOWRCON_1121
jump @LOWRCON_1717 

:LOWRCON_1128
if 
  40@ > 1000 
else_jump @LOWRCON_1217 
if 
  $1040 == 0 
else_jump @LOWRCON_1217 
fade 0 150 

:LOWRCON_1172
if 
fading 
else_jump @LOWRCON_1196 
wait 0 
jump @LOWRCON_1172 

:LOWRCON_1196
$3293 = 0 
$707 = 6 
1@ += 2 

:LOWRCON_1217
jump @LOWRCON_1717 

:LOWRCON_1224
if 
  40@ > 1000 
else_jump @LOWRCON_1332 
if 
  $1040 == 0 
else_jump @LOWRCON_1332 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_1284 
01B4: set_player $PLAYER_CHAR can_move 1 

:LOWRCON_1284
05A9: s$1041 = 'MEC_N' // s$  // Didn't think you were...
04AE: $1043 = 26008 // = constant 
create_thread @AUDIOL 0@ 1 1 1 0 
jump @LOWRCON_1766 

:LOWRCON_1332
jump @LOWRCON_1717 

:LOWRCON_1339
if 
  $3293 == 1 
else_jump @LOWRCON_1498 
015F: set_camera_position 1815.894 -1932.708 15.2576 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1815.094 -1932.212 14.9195 switchstyle 2 
02A3: enable_widescreen 1 
fade 1 150 

:LOWRCON_1419
if 
fading 
else_jump @LOWRCON_1443 
wait 0 
jump @LOWRCON_1419 

:LOWRCON_1443
05A9: s$1041 = 'MEC_Y' // s$  // They're just over there, you blind?
04AE: $1043 = 26009 // = constant 
create_thread @AUDIOL 0@ 0 1 1 0 
40@ = 0 
1@ += 1 

:LOWRCON_1498
jump @LOWRCON_1717 

:LOWRCON_1505
if 
  40@ > 1000 
else_jump @LOWRCON_1638 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_1638 
0925: restore_camera_to_user_defined 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 time 3000 smooth_transition 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
40@ = 0 
1@ += 1 

:LOWRCON_1638
jump @LOWRCON_1717 

:LOWRCON_1645
if or
  40@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @LOWRCON_1710 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @LOWRCON_1710 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @LOWRCON_1766 

:LOWRCON_1710
jump @LOWRCON_1717 

:LOWRCON_1717
jump @LOWRCON_1731 

:LOWRCON_1724
jump @LOWRCON_1766 

:LOWRCON_1731
jump @LOWRCON_1745 

:LOWRCON_1738
jump @LOWRCON_1766 

:LOWRCON_1745
jump @LOWRCON_1759 

:LOWRCON_1752
jump @LOWRCON_1766 

:LOWRCON_1759
jump @LOWRCON_90 

:LOWRCON_1766
if 
8118:   not actor 0@ dead 
else_jump @LOWRCON_1799 
04D7: set_actor 0@ locked 0 
0647: AS_actor 0@ clear_look_task 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_1799
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 4@ 
04EF: release_animation "GANGS" 
0249: release_model 50 
2@ = 0 
065C: release_decision_maker 3@ 
end_thread 
end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR
thread 'BURGLAR' 
1@ = 0 
5@ = 0 
4@ = 0 
7@ = 0 
8@ = 0 
14@ = 0 
15@ = 0 
if 
  1@ == 1 
else_jump @BURGLAR_132 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
0978: copy_decision_maker 65542 to $6734 
0978: copy_decision_maker 65542 to $6735 
0978: copy_decision_maker 65542 to $6736 

:BURGLAR_132
0209: 2@ = random_int_in_ranges 0 6 
if 
  2@ == 2 
else_jump @BURGLAR_168 
0209: 3@ = random_int_in_ranges 0 6 

:BURGLAR_168
wait 0 
if and
056D:   actor 0@ defined 
  5@ == 0 
else_jump @BURGLAR_5624 
if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
else_jump @BURGLAR_5610 
if 
  15@ == 0 
else_jump @BURGLAR_550 
089F: get_actor 0@ pedtype_to 13@ 
14@ = 1 
if 
84A4:   not  13@ == 7 // == constant 
else_jump @BURGLAR_527 
if 
84A4:   not  13@ == 9 // == constant 
else_jump @BURGLAR_504 
if 
84A4:   not  13@ == 10 // == constant 
else_jump @BURGLAR_481 
if 
84A4:   not  13@ == 11 // == constant 
else_jump @BURGLAR_458 
if 
84A4:   not  13@ == 12 // == constant 
else_jump @BURGLAR_435 
if 
84A4:   not  13@ == 13 // == constant 
else_jump @BURGLAR_412 
if 
84A4:   not  13@ == 14 // == constant 
else_jump @BURGLAR_389 
14@ = 0 
jump @BURGLAR_405 

:BURGLAR_389
09D5: play_sound_of_actor 0@ soundslot 7 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_405
jump @BURGLAR_428 

:BURGLAR_412
09D5: play_sound_of_actor 0@ soundslot 5 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_428
jump @BURGLAR_451 

:BURGLAR_435
09D5: play_sound_of_actor 0@ soundslot 6 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_451
jump @BURGLAR_474 

:BURGLAR_458
09D5: play_sound_of_actor 0@ soundslot 8 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_474
jump @BURGLAR_497 

:BURGLAR_481
09D5: play_sound_of_actor 0@ soundslot 2 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_497
jump @BURGLAR_520 

:BURGLAR_504
09D5: play_sound_of_actor 0@ soundslot 3 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_520
jump @BURGLAR_543 

:BURGLAR_527
09D5: play_sound_of_actor 0@ soundslot 1 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_543
15@ = 1 

:BURGLAR_550
if 
8737:   not actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_2056 
if 
   not 8@ == 1 
else_jump @BURGLAR_2049 
if 
  14@ == 0 
else_jump @BURGLAR_1686 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_1221 
065C: release_decision_maker $6734 
0978: copy_decision_maker 65542 to $6734 
if 
   not $6734 == -1 
else_jump @BURGLAR_661 
060B: set_actor 0@ decision_maker_to $6734 

:BURGLAR_661
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $6734 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 427 respect 0.0 hate 100.0 like 70.0 dislike 70.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 920 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
jump @BURGLAR_1679 

:BURGLAR_1221
065C: release_decision_maker $6735 
0978: copy_decision_maker 65542 to $6735 
if 
   not $6735 == -1 
else_jump @BURGLAR_1262 
060B: set_actor 0@ decision_maker_to $6735 

:BURGLAR_1262
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $6735 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 413 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 251 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 427 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 11 taskID 600 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 

:BURGLAR_1679
jump @BURGLAR_2042 

:BURGLAR_1686
065C: release_decision_maker $6736 
0978: copy_decision_maker 65542 to $6736 
if 
   not $6736 == -1 
else_jump @BURGLAR_1727 
060B: set_actor 0@ decision_maker_to $6736 

:BURGLAR_1727
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $6736 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_2042
8@ = 1 

:BURGLAR_2049
jump @BURGLAR_3571 

:BURGLAR_2056
if 
   not 8@ == 2 
else_jump @BURGLAR_3571 
if 
  14@ == 0 
else_jump @BURGLAR_3208 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_2743 
065C: release_decision_maker $6734 
0978: copy_decision_maker 65542 to $6734 
if 
   not $6734 == -1 
else_jump @BURGLAR_2149 
060B: set_actor 0@ decision_maker_to $6734 

:BURGLAR_2149
0709: set_decision_maker $6734 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 9 taskID 427 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 920 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 15 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6734 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $6734 on_event 9 taskID 251 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
jump @BURGLAR_3201 

:BURGLAR_2743
065C: release_decision_maker $6735 
0978: copy_decision_maker 65542 to $6735 
if 
   not $6735 == -1 
else_jump @BURGLAR_2784 
060B: set_actor 0@ decision_maker_to $6735 

:BURGLAR_2784
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $6735 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 413 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 251 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 9 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 11 taskID 600 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6735 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_3201
jump @BURGLAR_3564 

:BURGLAR_3208
065C: release_decision_maker $6736 
0978: copy_decision_maker 65542 to $6736 
if 
   not $6736 == -1 
else_jump @BURGLAR_3249 
060B: set_actor 0@ decision_maker_to $6736 

:BURGLAR_3249
0709: set_decision_maker $6736 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $6736 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:BURGLAR_3564
8@ = 2 

:BURGLAR_3571
if or
074F:   actor 0@ ped_event == 36 
074F:   actor 0@ ped_event == 15 
074F:   actor 0@ ped_event == 9 
074F:   actor 0@ ped_event == 37 
  $6677 == 100 
else_jump @BURGLAR_4393 
if 
  $3179 == 0 
else_jump @BURGLAR_4393 
if and
  2@ == 4 
  14@ == 0 
else_jump @BURGLAR_3753 
if 
8248:   not model 330 available 
else_jump @BURGLAR_3688 
0247: load_model 330 
jump @BURGLAR_3746 

:BURGLAR_3688
if 
8118:   not actor 0@ dead 
else_jump @BURGLAR_3711 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3711
09D5: play_sound_of_actor 0@ soundslot 120 unknown_flags 1 0 0 as 13@ // extended 0947 
01BD: 9@ = current_time_in_ms 
7@ = 1 
$3179 = 1 

:BURGLAR_3746
jump @BURGLAR_4393 

:BURGLAR_3753
if 
  2@ == 2 
else_jump @BURGLAR_4379 
if 
02D8:   actor 0@ current_weapon == 0 
else_jump @BURGLAR_4305 
if 
  3@ == 1 
else_jump @BURGLAR_3925 
if 
8248:   not model 336 available 
else_jump @BURGLAR_3835 
0247: load_model 336 
jump @BURGLAR_3918 

:BURGLAR_3835
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_3904 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3904
7@ = 1 
$3179 = 1 

:BURGLAR_3918
jump @BURGLAR_4298 

:BURGLAR_3925
if 
  3@ == 3 
else_jump @BURGLAR_4078 
if 
8248:   not model 346 available 
else_jump @BURGLAR_3971 
0247: load_model 346 
jump @BURGLAR_4071 

:BURGLAR_3971
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
7@ = 1 
$3179 = 1 
09D5: play_sound_of_actor 0@ soundslot 176 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4071
jump @BURGLAR_4298 

:BURGLAR_4078
if 
  3@ == 5 
else_jump @BURGLAR_4231 
if 
8248:   not model 350 available 
else_jump @BURGLAR_4124 
0247: load_model 350 
jump @BURGLAR_4224 

:BURGLAR_4124
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
7@ = 1 
$3179 = 1 
09D5: play_sound_of_actor 0@ soundslot 182 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4224
jump @BURGLAR_4298 

:BURGLAR_4231
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4284 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4284
7@ = 1 
$3179 = 1 

:BURGLAR_4298
jump @BURGLAR_4372 

:BURGLAR_4305
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4358 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4358
7@ = 1 
$3179 = 1 

:BURGLAR_4372
jump @BURGLAR_4393 

:BURGLAR_4379
$3179 = 1 
7@ = 1 

:BURGLAR_4393
if or
  7@ == 1 
  7@ == 2 
else_jump @BURGLAR_5603 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_5196 
if and
874F:   not actor 0@ ped_event == 36 
874F:   not actor 0@ ped_event == 15 
874F:   not actor 0@ ped_event == 9 
874F:   not actor 0@ ped_event == 37 
else_jump @BURGLAR_5196 
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5092 jumps 0 @BURGLAR_4549 1 @BURGLAR_4608 2 @BURGLAR_4709 3 @BURGLAR_4769 4 @BURGLAR_4828 -1 @BURGLAR_5196 -1 @BURGLAR_5196 

:BURGLAR_4549
062E: get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4601
jump @BURGLAR_5196 

:BURGLAR_4608
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4702 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_4686 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_4702 

:BURGLAR_4686
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4702
jump @BURGLAR_5196 

:BURGLAR_4709
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4762
jump @BURGLAR_5196 

:BURGLAR_4769
062E: get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_4821 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4821
jump @BURGLAR_5196 

:BURGLAR_4828
if 
  $164 == 1 
else_jump @BURGLAR_5085 
if 
  7@ == 1 
else_jump @BURGLAR_4991 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // (int) 
0062: 11@ -= 9@ // (int) 
if 
  11@ > 8000 
else_jump @BURGLAR_4984 
if 
8118:   not actor 0@ dead 
else_jump @BURGLAR_4984 
062E: get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
if 
84A4:   not  12@ == 7 // == constant 
else_jump @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
0249: release_model 330 
7@ = 2 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_4984
jump @BURGLAR_5085 

:BURGLAR_4991
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BURGLAR_5085 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5069 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5085 

:BURGLAR_5069
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5085
jump @BURGLAR_5196 

:BURGLAR_5092
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5134 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5134
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5173 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5173
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5189
jump @BURGLAR_5196 

:BURGLAR_5196
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5499 jumps 0 @BURGLAR_5259 1 @BURGLAR_5282 2 @BURGLAR_5347 3 @BURGLAR_5370 4 @BURGLAR_5393 -1 @BURGLAR_5603 -1 @BURGLAR_5603 

:BURGLAR_5259
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5282
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5324 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5340 

:BURGLAR_5324
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5340
jump @BURGLAR_5603 

:BURGLAR_5347
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5370
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5393
if 
  7@ == 1 
else_jump @BURGLAR_5434 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5434
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5476 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5476
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5492
jump @BURGLAR_5603 

:BURGLAR_5499
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5541 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5541
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5580 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5580
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_5596
jump @BURGLAR_5603 

:BURGLAR_5603
jump @BURGLAR_5617 

:BURGLAR_5610
5@ = 1 

:BURGLAR_5617
jump @BURGLAR_5666 

:BURGLAR_5624
065C: release_decision_maker $6734 
065C: release_decision_maker $6735 
065C: release_decision_maker $6736 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model 330 
0249: release_model 336 
0249: release_model 346 
0249: release_model 350 
end_thread 

:BURGLAR_5666
jump @BURGLAR_168 
end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET
thread 'GFMEET' 
5@ = 0 
6@ = 0 
7@ = 0 
if 
  7@ > 0 
else_jump @GFMEET_106 
009A: 15@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
009A: 17@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
0187: 18@ = create_marker_above_actor 15@ 

:GFMEET_106
gosub @GFMEET_3914 
gosub @GFMEET_2885 

:GFMEET_120
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFMEET_325 
if and
8118:   not actor 15@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 100.0 100.0 20.0 
else_jump @GFMEET_311 
if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_227 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_227
if 
  8@ == 1 
else_jump @GFMEET_290 
if or
0118:   actor 17@ dead 
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_290 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_290
gosub @GFMEET_339 
gosub @GFMEET_4875 
jump @GFMEET_318 

:GFMEET_311
gosub @GFMEET_5629 

:GFMEET_318
jump @GFMEET_332 

:GFMEET_325
gosub @GFMEET_5629 

:GFMEET_332
jump @GFMEET_120 

:GFMEET_339
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @GFMEET_486 jumps 1 @GFMEET_402 2 @GFMEET_416 3 @GFMEET_430 4 @GFMEET_444 5 @GFMEET_458 6 @GFMEET_472 -1 @GFMEET_486 

:GFMEET_402
gosub @GFMEET_488 
jump @GFMEET_486 

:GFMEET_416
gosub @GFMEET_822 
jump @GFMEET_486 

:GFMEET_430
gosub @GFMEET_1355 
jump @GFMEET_486 

:GFMEET_444
gosub @GFMEET_1712 
jump @GFMEET_486 

:GFMEET_458
gosub @GFMEET_1991 
jump @GFMEET_486 

:GFMEET_472
gosub @GFMEET_2401 
jump @GFMEET_486 

:GFMEET_486
return 

:GFMEET_488
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_820 jumps 0 @GFMEET_551 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 

:GFMEET_551
if 
089B:   unknown_is_actor_in_dialogue_mode 15@ 
else_jump @GFMEET_813 
if 
88B6:   not test $405 bit 0@ 
else_jump @GFMEET_742 
if 
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot 
else_jump @GFMEET_742 
gosub @GFMEET_3969 
if 
  13@ == 1 
else_jump @GFMEET_703 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_689 
5@ = 2 
6@ = 0 
jump @GFMEET_696 

:GFMEET_689
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_696
jump @GFMEET_742 

:GFMEET_703
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_742 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_742
062E: get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
if and
04A4:   13@ == 7 // == constant 
04A4:   14@ == 7 // == constant 
else_jump @GFMEET_813 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_813
jump @GFMEET_820 

:GFMEET_820
return 

:GFMEET_822
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1353 jumps 0 @GFMEET_885 1 @GFMEET_973 2 @GFMEET_1075 3 @GFMEET_1306 -1 @GFMEET_1353 -1 @GFMEET_1353 -1 @GFMEET_1353 

:GFMEET_885
41@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
8118:   not actor 17@ dead 
else_jump @GFMEET_959 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_959 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_959
6@ += 1 
jump @GFMEET_1353 

:GFMEET_973
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1068 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1048 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1048
0A6D: print_help_forever_conditional 'TALK_1' 0  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
6@ += 1 

:GFMEET_1068
jump @GFMEET_1353 

:GFMEET_1075
if 
071A:   actor 15@ current_dialogue_text == 23@s 
else_jump @GFMEET_1177 
03E6: remove_text_box 
if 
  41@ > 9000 
else_jump @GFMEET_1177 
$358(0@,6i) = 0 
08C2: clear $405 bit 0@ 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1155 
0164: disable_marker 18@ 

:GFMEET_1155
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1177
if 
071A:   actor 15@ current_dialogue_text == 21@s 
else_jump @GFMEET_1253 
03E6: remove_text_box 
if 
88B6:   not test $405 bit 0@ 
else_jump @GFMEET_1225 
08BC: set $405 bit 0@ 

:GFMEET_1225
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1246 
0164: disable_marker 18@ 

:GFMEET_1246
6@ += 1 

:GFMEET_1253
if and
889B:   not unknown_is_actor_in_dialogue_mode 15@ 
  41@ > 9000 
else_jump @GFMEET_1299 
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1299
jump @GFMEET_1353 

:GFMEET_1306
if 
876F:   not text_priority_displayed 
else_jump @GFMEET_1346 
gosub @GFMEET_3775 
0647: AS_actor 15@ clear_look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1346
jump @GFMEET_1353 

:GFMEET_1353
return 

:GFMEET_1355
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1710 jumps 0 @GFMEET_1418 1 @GFMEET_1506 2 @GFMEET_1595 3 @GFMEET_1657 -1 @GFMEET_1710 -1 @GFMEET_1710 -1 @GFMEET_1710 

:GFMEET_1418
41@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
8118:   not actor 17@ dead 
else_jump @GFMEET_1492 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1492 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_1492
6@ += 1 
jump @GFMEET_1710 

:GFMEET_1506
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1588 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1581 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1581
6@ += 1 

:GFMEET_1588
jump @GFMEET_1710 

:GFMEET_1595
if 
08B7:   test 7@ bit 3 
else_jump @GFMEET_1635 
04AE: $1257 = 317 // = constant 
08C3: clear 7@ bit 3 
jump @GFMEET_1643 

:GFMEET_1635
04AE: $1257 = 316 // = constant 

:GFMEET_1643
6@ += 1 
jump @GFMEET_1710 

:GFMEET_1657
if 
  41@ > 6000 
else_jump @GFMEET_1703 
0647: AS_actor 15@ clear_look_task 
08BD: set 7@ bit 1 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1703
jump @GFMEET_1710 

:GFMEET_1710
return 

:GFMEET_1712
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_1989 jumps 0 @GFMEET_1775 -1 @GFMEET_1989 -1 @GFMEET_1989 -1 @GFMEET_1989 -1 @GFMEET_1989 -1 @GFMEET_1989 -1 @GFMEET_1989 

:GFMEET_1775
if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
else_jump @GFMEET_1931 
gosub @GFMEET_3969 
if 
  13@ == 1 
else_jump @GFMEET_1892 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_1878 
5@ = 2 
6@ = 0 
jump @GFMEET_1885 

:GFMEET_1878
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1885
jump @GFMEET_1931 

:GFMEET_1892
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_1931 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1931
062E: get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_1982 
0668: AS_actor 15@ rotate_and_shoot_at 264.0 -155.0 5.0 -1 ms 

:GFMEET_1982
jump @GFMEET_1989 

:GFMEET_1989
return 

:GFMEET_1991
0871: init_jump_table 6@ total_jumps 3 default_jump 0 @GFMEET_2399 jumps 0 @GFMEET_2054 1 @GFMEET_2135 2 @GFMEET_2325 -1 @GFMEET_2399 -1 @GFMEET_2399 -1 @GFMEET_2399 -1 @GFMEET_2399 

:GFMEET_2054
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2128 
0605: actor 15@ perform_animation "TAI_CHI_IN" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
6@ += 1 

:GFMEET_2128
jump @GFMEET_2399 

:GFMEET_2135
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2207 
0605: actor 15@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1215752191 

:GFMEET_2207
if and
089B:   unknown_is_actor_in_dialogue_mode 15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   actor 15@ current_dialogue_text == 19@s 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_2311 
0605: actor 15@ perform_animation "TAI_CHI_OUT" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
6@ += 1 
jump @GFMEET_2318 

:GFMEET_2311
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_2318
jump @GFMEET_2399 

:GFMEET_2325
gosub @GFMEET_3969 
if 
  13@ == 1 
else_jump @GFMEET_2378 
089C: unknown_actor 15@ unknown_check 1 
5@ = 2 
6@ = 0 
jump @GFMEET_2392 

:GFMEET_2378
5@ = 3 
6@ = 0 

:GFMEET_2392
jump @GFMEET_2399 

:GFMEET_2399
return 

:GFMEET_2401
0871: init_jump_table 6@ total_jumps 2 default_jump 0 @GFMEET_2883 jumps 0 @GFMEET_2464 1 @GFMEET_2771 -1 @GFMEET_2883 -1 @GFMEET_2883 -1 @GFMEET_2883 -1 @GFMEET_2883 -1 @GFMEET_2883 

:GFMEET_2464
if 
08B7:   test 7@ bit 2 
else_jump @GFMEET_2764 
$358(0@,6i) = 0 
if 
  0@ == 1 
else_jump @GFMEET_2528 
060B: set_actor 15@ decision_maker_to 65543 
jump @GFMEET_2538 

:GFMEET_2528
060B: set_actor 15@ decision_maker_to 65539 

:GFMEET_2538
if 
8118:   not actor 17@ dead 
else_jump @GFMEET_2564 
060B: set_actor 17@ decision_maker_to 65543 

:GFMEET_2564
if 
0491:   actor 15@ has_weapon 22 
else_jump @GFMEET_2633 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2626 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2626
jump @GFMEET_2669 

:GFMEET_2633
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2669 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2669
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_2690 
0164: disable_marker 18@ 

:GFMEET_2690
07D0: 13@ = weekday 
13@ += 1 
if 
  13@ > 7 
else_jump @GFMEET_2727 
13@ = 1 

:GFMEET_2727
13@ += 22 
08BC: set $382(0@,6i) bit 13@ 
08BA: set $382(0@,6i) bit 31 
6@ += 1 

:GFMEET_2764
jump @GFMEET_2883 

:GFMEET_2771
if 
0491:   actor 15@ has_weapon 22 
else_jump @GFMEET_2840 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2833 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2833
jump @GFMEET_2876 

:GFMEET_2840
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @GFMEET_2876 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2876
jump @GFMEET_2883 

:GFMEET_2883
return 

:GFMEET_2885
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3403 jumps 1 @GFMEET_2948 2 @GFMEET_3044 3 @GFMEET_3172 4 @GFMEET_3300 -1 @GFMEET_3403 -1 @GFMEET_3403 -1 @GFMEET_3403 

:GFMEET_2948
if 
8248:   not model 192 available 
else_jump @GFMEET_2980 
0247: load_model 192 
wait 0 
jump @GFMEET_2948 

:GFMEET_2980
04AF: 13@ = 192 // = constant 
05AA: 19@s = 'GF_1A' // @s = 'short'  // Hi there, I'm Michelle. Can I get your number?
05AA: 21@s = 'GF_1C' // @s = 'short'  // Cool! I'll call you, we should hang out sometime!
05AA: 23@s = 'GF_1B' // @s = 'short'  // Whatever, your loss, asshole!
8@ = 1 
jump @GFMEET_3403 

:GFMEET_3044
if 
8248:   not model 191 available 
else_jump @GFMEET_3076 
0247: load_model 191 
wait 0 
jump @GFMEET_3044 

:GFMEET_3076
if 
8248:   not model 346 available 
else_jump @GFMEET_3108 
0247: load_model 346 
wait 0 
jump @GFMEET_3076 

:GFMEET_3108
04AF: 13@ = 191 // = constant 
05AA: 19@s = 'GF_2A' // @s = 'short'  // Err, you want to go out sometime, buddy?
05AA: 21@s = 'GF_2C' // @s = 'short'  // Yeah, sure, I'd like to go out with you!
05AA: 23@s = 'GF_2B' // @s = 'short'  // Oh, get out of here you awful nuisance!
8@ = 4 
jump @GFMEET_3403 

:GFMEET_3172
if 
8248:   not model 190 available 
else_jump @GFMEET_3204 
0247: load_model 190 
wait 0 
jump @GFMEET_3172 

:GFMEET_3204
if 
8248:   not model 346 available 
else_jump @GFMEET_3236 
0247: load_model 346 
wait 0 
jump @GFMEET_3204 

:GFMEET_3236
04AF: 13@ = 190 // = constant 
05AA: 19@s = 'GF_3A' // @s = 'short'  // Hi, I'm divorced with two kids, you still interested?
05AA: 21@s = 'GF_3C' // @s = 'short'  // Great, I'll give you a call. My name's Barbara by the way.
05AA: 23@s = 'GF_3B' // @s = 'short'  // Another useless bastard!
8@ = 1 
jump @GFMEET_3403 

:GFMEET_3300
if 
8248:   not model 193 available 
else_jump @GFMEET_3332 
0247: load_model 193 
wait 0 
jump @GFMEET_3300 

:GFMEET_3332
04AF: 13@ = 193 // = constant 
05AA: 19@s = 'GF_4A' // @s = 'short'  // Hey, I'm Katie. Wanna go out sometime?
05AA: 21@s = 'GF_4C' // @s = 'short'  // Oh great! I'll call you later!
05AA: 23@s = 'GF_4B' // @s = 'short'  // Suit yourself, it's your loss, asshole!
8@ = 5 
6@ = 0 
jump @GFMEET_3403 

:GFMEET_3403
009A: 15@ = create_actor_pedtype 5 model 13@ at 1@ 2@ 3@ 
0173: set_actor 15@ Z_angle_to 4@ 
if 
  0@ == 2 
else_jump @GFMEET_3467 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3467
if 
  0@ == 3 
else_jump @GFMEET_3511 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3511
0350: set_actor 15@ maintain_position_when_attacked 1 
0446: set_actor 15@ dismemberment_possible 0 
0568: set_actor 15@ untargetable 1 
02AB: set_actor 15@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 15@ health_to 200 
05BA: AS_actor 15@ move_mouth -1 ms 
0961: set_actor 15@ keep_tasks_after_cleanup 1 
0717: assign_actor 15@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 19@s answer_Y_GXT 21@s answer_N_GXT 23@s question_WAV 318 answer_Y_WAV 249 answer_N_WAV 250 
09AA: set_dialogue_classB_end_GXT 21@s WAV 320 
09AA: set_dialogue_classB_end_GXT 23@s WAV 319 
0719: enable_dialogue_mode 
089C: unknown_actor 15@ unknown_check 0 
0187: 18@ = create_marker_above_actor 15@ 
07E0: set_marker 18@ type_to 1 
018B: set_marker 18@ radar_mode 1 
if 
  8@ == 1 
else_jump @GFMEET_3758 
04C4: store_coords_to 9@ 10@ 11@ from_actor 15@ with_offset 0.5 1.0 0.0 
02CE: 11@ = ground_z_at 9@ 10@ 11@ 
0376: 17@ = create_random_actor_at 9@ 10@ 11@ 
4@ += 180.0 
0173: set_actor 17@ Z_angle_to 4@ 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3758
0085: 5@ = 8@ // (int) 
6@ = 0 
return 

:GFMEET_3775
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3912 jumps 1 @GFMEET_3840 2 @GFMEET_3858 3 @GFMEET_3876 4 @GFMEET_3894 -1 @GFMEET_3912 -1 @GFMEET_3912 -1 @GFMEET_3912 

:GFMEET_3840
03E5: show_text_box 'GF_H001'  // Michelle is your girlfriend now. Michelle can fix your car at her place Downtown for free.
jump @GFMEET_3912 

:GFMEET_3858
03E5: show_text_box 'GF_H002'  // Helena is your girlfriend now. Helena has a hidden stock of 'tools' you might like back at her place up at Flint Range.
jump @GFMEET_3912 

:GFMEET_3876
03E5: show_text_box 'GF_H003'  // Barbara is your girlfriend now. Barbara will get you out of jail for free. You can pick her up from the cop station in El Quebradas.
jump @GFMEET_3912 

:GFMEET_3894
03E5: show_text_box 'GF_H004'  // Katie is your girlfriend now. Katie will get you out of hospital for free. You can pick her up for dates from her place in Paradiso.
jump @GFMEET_3912 

:GFMEET_3912
return 

:GFMEET_3914
04ED: load_animation "PARK" 

:GFMEET_3922
wait 0 
if 
04EE:   animation "PARK" loaded 
else_jump @GFMEET_3954 
return 
jump @GFMEET_3969 

:GFMEET_3954
04ED: load_animation "PARK" 
jump @GFMEET_3922 

:GFMEET_3969
13@ = 0 
0652: 13@ = integer_stat 25 
13@ /= 10 
0652: 14@ = integer_stat 21 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 25 
else_jump @GFMEET_4095 
if 
08B4:   test $370(0@,6i) bit 2 
else_jump @GFMEET_4066 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4088 

:GFMEET_4066
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_4088
jump @GFMEET_4201 

:GFMEET_4095
if 
08B4:   test $370(0@,6i) bit 2 
else_jump @GFMEET_4146 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
jump @GFMEET_4201 

:GFMEET_4146
if 
08B4:   test $370(0@,6i) bit 3 
else_jump @GFMEET_4201 
if 
  14@ == 0 
else_jump @GFMEET_4193 
14@ = 5 

:GFMEET_4193
005A: 13@ += 14@ // (int) 

:GFMEET_4201
0652: 14@ = integer_stat 23 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 20 
else_jump @GFMEET_4328 
if 
08B4:   test $370(0@,6i) bit 1 
else_jump @GFMEET_4277 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4321 

:GFMEET_4277
if 
08B4:   test $370(0@,6i) bit 3 
else_jump @GFMEET_4321 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_4321
jump @GFMEET_4434 

:GFMEET_4328
if 
08B4:   test $370(0@,6i) bit 1 
else_jump @GFMEET_4379 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
jump @GFMEET_4434 

:GFMEET_4379
if 
08B4:   test $370(0@,6i) bit 3 
else_jump @GFMEET_4434 
if 
  14@ == 0 
else_jump @GFMEET_4426 
14@ = 5 

:GFMEET_4426
005A: 13@ += 14@ // (int) 

:GFMEET_4434
if 
002F:   13@ >= $364(0@,6i) // (int) 
else_jump @GFMEET_4489 
$358(0@,6i) = 15 
gosub @GFMEET_4498 
13@ = 1 
jump @GFMEET_4496 

:GFMEET_4489
13@ = -1 

:GFMEET_4496
return 

:GFMEET_4498
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_4873 jumps 0 @GFMEET_4561 1 @GFMEET_4613 2 @GFMEET_4665 3 @GFMEET_4717 4 @GFMEET_4769 5 @GFMEET_4821 -1 @GFMEET_4873 

:GFMEET_4561
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4594 
$358(0@,6i) = 100 

:GFMEET_4594
0629: change_integer_stat 252 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4613
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4646 
$358(0@,6i) = 100 

:GFMEET_4646
0629: change_integer_stat 253 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4665
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4698 
$358(0@,6i) = 100 

:GFMEET_4698
0629: change_integer_stat 254 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4717
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4750 
$358(0@,6i) = 100 

:GFMEET_4750
0629: change_integer_stat 255 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4769
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4802 
$358(0@,6i) = 100 

:GFMEET_4802
0629: change_integer_stat 256 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4821
if 
  $358(0@,6i) > 100 
else_jump @GFMEET_4854 
$358(0@,6i) = 100 

:GFMEET_4854
0629: change_integer_stat 257 to $358(0@,6i) 
jump @GFMEET_4873 

:GFMEET_4873
return 

:GFMEET_4875
0871: init_jump_table $1256 total_jumps 7 default_jump 0 @GFMEET_5407 jumps 0 @GFMEET_4938 1 @GFMEET_4970 2 @GFMEET_4982 3 @GFMEET_4996 4 @GFMEET_5265 5 @GFMEET_5365 6 @GFMEET_5174 

:GFMEET_4938
if 
  $1257 > 0 
else_jump @GFMEET_4963 
$1256 = 3 

:GFMEET_4963
jump @GFMEET_5407 

:GFMEET_4970
094F: enable_actor 15@ pain_audio 
jump @GFMEET_5407 

:GFMEET_4982
094E: set_actor 15@ mute_pain_audio 0 
jump @GFMEET_5407 

:GFMEET_4996
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5167 
if 
  $1257 > 0 
else_jump @GFMEET_5107 
09D5: play_sound_of_actor 15@ soundslot $1257 unknown_flags 0 1 0 as $1259 // extended 0947 
gosub @GFMEET_5409 
$1257 = -1 
if 
  $1258 > 0 
else_jump @GFMEET_5093 
$1256 = 6 
jump @GFMEET_5100 

:GFMEET_5093
$1256 = 0 

:GFMEET_5100
jump @GFMEET_5167 

:GFMEET_5107
if 
  $1257 == -2 
else_jump @GFMEET_5146 
$1257 = -1 
$1256 = 6 
jump @GFMEET_5167 

:GFMEET_5146
$1257 = -1 
$1258 = -1 
$1256 = 0 

:GFMEET_5167
jump @GFMEET_5407 

:GFMEET_5174
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5258 
if 
  $1258 > 0 
else_jump @GFMEET_5251 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1258 unknown_flags 0 1 0 as $1259 // extended 0947 
$1258 = -1 
$1256 = 0 
jump @GFMEET_5258 

:GFMEET_5251
$1256 = 0 

:GFMEET_5258
jump @GFMEET_5407 

:GFMEET_5265
094E: set_actor 15@ mute_pain_audio 0 
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5358 
if 
  $1257 > 0 
else_jump @GFMEET_5351 
09D5: play_sound_of_actor 15@ soundslot $1257 unknown_flags 0 1 0 as $1259 // extended 0947 
gosub @GFMEET_5409 
$1257 = -1 
$1256 = 5 
jump @GFMEET_5358 

:GFMEET_5351
$1256 = 0 

:GFMEET_5358
jump @GFMEET_5407 

:GFMEET_5365
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5400 
094F: enable_actor 15@ pain_audio 
$1257 = -1 
$1256 = 0 

:GFMEET_5400
jump @GFMEET_5407 

:GFMEET_5407
return 

:GFMEET_5409
0871: init_jump_table $1257 total_jumps 2 default_jump 0 @GFMEET_5627 jumps 316 @GFMEET_5604 317 @GFMEET_5474 -1 @GFMEET_5627 -1 @GFMEET_5627 -1 @GFMEET_5627 -1 @GFMEET_5627 -1 @GFMEET_5627 

:GFMEET_5474
if 
08B7:   test 7@ bit 10 
else_jump @GFMEET_5515 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
jump @GFMEET_5627 

:GFMEET_5515
if 
08B7:   test 7@ bit 11 
else_jump @GFMEET_5556 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
jump @GFMEET_5627 

:GFMEET_5556
if 
08B7:   test 7@ bit 12 
else_jump @GFMEET_5597 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFMEET_5627 

:GFMEET_5597
jump @GFMEET_5627 

:GFMEET_5604
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
jump @GFMEET_5627 

:GFMEET_5627
return 

:GFMEET_5629
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 17@ // Like turning an actor into a random pedestrian 
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_5784 jumps 0 @GFMEET_5712 1 @GFMEET_5724 2 @GFMEET_5736 3 @GFMEET_5748 4 @GFMEET_5760 5 @GFMEET_5772 -1 @GFMEET_5784 

:GFMEET_5712
0249: release_model 195 
jump @GFMEET_5784 

:GFMEET_5724
0249: release_model 192 
jump @GFMEET_5784 

:GFMEET_5736
0249: release_model 191 
jump @GFMEET_5784 

:GFMEET_5748
0249: release_model 190 
jump @GFMEET_5784 

:GFMEET_5760
0249: release_model 193 
jump @GFMEET_5784 

:GFMEET_5772
0249: release_model 194 
jump @GFMEET_5784 

:GFMEET_5784
08ED: remove_actor 15@ from_dialogue_mode 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_5810 
0164: disable_marker 18@ 

:GFMEET_5810
08C0: clear $389 bit 20 
end_thread 
return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "GF_LIKES_PLAYER" $358(0@,6i) 
0663: printint "DESIRED_SEX_APPEAL" $364(0@,6i) 
0663: printint "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 default_jump 1 @GFMEET_6108 jumps 0 @GFMEET_6013 1 @GFMEET_6032 2 @GFMEET_6051 3 @GFMEET_6070 4 @GFMEET_6089 -1 @GFMEET_6137 -1 @GFMEET_6137 

:GFMEET_6013
0662: printstring "STATE0__" 
jump @GFMEET_6137 

:GFMEET_6032
0662: printstring "STATE1__" 
jump @GFMEET_6137 

:GFMEET_6051
0662: printstring "STATE2__" 
jump @GFMEET_6137 

:GFMEET_6070
0662: printstring "STATE3__" 
jump @GFMEET_6137 

:GFMEET_6089
0662: printstring "STATE4__" 
jump @GFMEET_6137 

:GFMEET_6108
0662: printstring "UNTRAPPED_STATE___" 
jump @GFMEET_6137 

:GFMEET_6137
0662: printstring "I__________________________I" 
return 
end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE
thread 'GFDATE' 
32@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
24@ = 0 
30@ = -1 
29@ = -1 
$10824 = 30 
$10825 = 30.0 
if 
  3@ > 0 
else_jump @GFDATE_127 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
03C0: 28@ = actor 0@ car 

:GFDATE_127
gosub @GFDATE_24480 
08BD: set 3@ bit 1 

:GFDATE_141
if and
0256:   player $PLAYER_CHAR defined 
  $ONMISSION == 0 
else_jump @GFDATE_263 
if 
8118:   not actor 0@ dead 
else_jump @GFDATE_247 
gosub @GFDATE_27156 
gosub @GFDATE_24650 
gosub @GFDATE_290 
gosub @GFDATE_4089 
if 
08B4:   test $389 bit 22 
else_jump @GFDATE_233 
gosub @GFDATE_27614 

:GFDATE_233
gosub @GFDATE_30859 
jump @GFDATE_256 

:GFDATE_247
03E6: remove_text_box 
gosub @GFDATE_32921 

:GFDATE_256
jump @GFDATE_279 

:GFDATE_263
03E6: remove_text_box 
08BD: set 3@ bit 9 
gosub @GFDATE_32921 

:GFDATE_279
wait 0 
jump @GFDATE_141 

:GFDATE_290
if 
88B7:   not test 3@ bit 1 
else_jump @GFDATE_4087 
if 
08B4:   test $389 bit 26 
else_jump @GFDATE_349 
08BA: set $389 bit 2 
1@ = 3 
2@ = 0 
return 

:GFDATE_349
gosub @GFDATE_20459 
if 
  24@ > -1 
else_jump @GFDATE_469 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_421 
gosub @GFDATE_32811 
fade 0 0 
1@ = 2 
2@ = 0 
return 

:GFDATE_421
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_462 
gosub @GFDATE_32811 
1@ = 10 
2@ = 0 
return 

:GFDATE_462
jump @GFDATE_510 

:GFDATE_469
if 
  24@ == -2 
else_jump @GFDATE_510 
gosub @GFDATE_32811 
1@ = 3 
2@ = 0 
return 

:GFDATE_510
if 
  32@ > 0 
else_jump @GFDATE_535 
32@ -= 1 

:GFDATE_535
gosub @GFDATE_24100 
if and
  1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $389 bit 22 
else_jump @GFDATE_921 
if 
  25@ == 2 
else_jump @GFDATE_751 
if 
0A52:   is_widget_released 9 
else_jump @GFDATE_751 
0A66: 230 // WIDGET_GIFT
32@ = 10 

:GFDATE_751
if 
  25@ == 1 
else_jump @GFDATE_921 
if 
0A52:   is_widget_released 10 
else_jump @GFDATE_921 
0A66: 231 // WIDGET_KISS
32@ = 10 

:GFDATE_921
0871: init_jump_table $1235 total_jumps 17 default_jump 0 @GFDATE_4087 jumps 0 @GFDATE_1114 1 @GFDATE_1288 2 @GFDATE_1490 3 @GFDATE_1776 4 @GFDATE_1880 5 @GFDATE_1986 6 @GFDATE_2099 
0872: jump_table_jumps 7 @GFDATE_2212 8 @GFDATE_2270 9 @GFDATE_2387 10 @GFDATE_2470 11 @GFDATE_2774 12 @GFDATE_2984 13 @GFDATE_3121 14 @GFDATE_3564 15 @GFDATE_3738 
0872: jump_table_jumps 16 @GFDATE_3945 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 -1 @GFDATE_4087 

:GFDATE_1114
gosub @GFDATE_24100 
if 
  25@ > 0 
else_jump @GFDATE_1274 
if 
  32@ > 0 
else_jump @GFDATE_1274 
if and
  1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $389 bit 22 
else_jump @GFDATE_1267 
if 
  25@ == 2 
else_jump @GFDATE_1244 
1@ = 11 
2@ = 0 
32@ = 0 
return 
jump @GFDATE_1267 

:GFDATE_1244
1@ = 6 
2@ = 0 
32@ = 0 
return 

:GFDATE_1267
jump @GFDATE_1274 

:GFDATE_1274
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_1288
if 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_1476 
if or
08B4:   test $376($388,6i) bit 21 
08B4:   test $376($388,6i) bit 16 
else_jump @GFDATE_1476 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
08F1: get_zone_at 4@ 7@ 10@ nameB_to s$403 // 8-byte string 
if and
08B4:   test $376($388,6i) bit 21 
88B4:   not test $389 bit 12 
else_jump @GFDATE_1476 
041A: 25@ = actor 0@ weapon 28 ammo 
if 
  25@ == 0 
else_jump @GFDATE_1476 
0114: set_actor 0@ weapon 28 add_ammo 60 
04AE: $1257 = 280 // = constant 
08BA: set $389 bit 2 
gosub @GFDATE_32811 
gosub @GFDATE_19864 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_1476
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_1490
if 
00DF:   actor 0@ driving 
else_jump @GFDATE_1728 
if and
08B4:   test $389 bit 15 
   not 1@ == 8 
else_jump @GFDATE_1547 
1@ = 8 
2@ = 0 
return 

:GFDATE_1547
if 
   not 1@ == 4 
else_jump @GFDATE_1588 
1@ = 4 
2@ = 0 
return 
jump @GFDATE_1721 

:GFDATE_1588
if 
88B4:   not test $389 bit 12 
else_jump @GFDATE_1654 
if and
  0 > 29@ 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1654 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_1654
if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_bike 
88B7:   not test 3@ bit 30 
88B4:   not test $389 bit 22 
else_jump @GFDATE_1721 
1@ = 7 
2@ = 0 
return 

:GFDATE_1721
jump @GFDATE_1762 

:GFDATE_1728
if 
   not 1@ == 1 
else_jump @GFDATE_1762 
1@ = 1 
2@ = 0 
return 

:GFDATE_1762
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_1776
if and
  40@ > 10000 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $389 bit 22 
else_jump @GFDATE_1866 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_1866 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'GF_H017'  // You've abandoned your girlfriend. Your date is over.
gosub @GFDATE_32921 
return 

:GFDATE_1866
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_1880
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_1972 
if 
8184:   not actor 0@ health >= 498 
else_jump @GFDATE_1959 
08BD: set 3@ bit 15 
03E5: show_text_box 'GF_H018'  // You've abused your girlfriend. Your date is over!
1@ = 9 
2@ = 0 
return 
jump @GFDATE_1972 

:GFDATE_1959
04AE: $1257 = 313 // = constant 
054E: clear_actor 0@ damage 

:GFDATE_1972
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_1986
if and
  40@ > 120000 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_2085 
if or
  $388 == 3 
  $388 == 2 
else_jump @GFDATE_2076 
if 
  40@ > 240000 
else_jump @GFDATE_2069 
gosub @GFDATE_23984 
return 

:GFDATE_2069
jump @GFDATE_2085 

:GFDATE_2076
gosub @GFDATE_23984 
return 

:GFDATE_2085
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2099
if and
  40@ > 180000 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_2198 
if or
  $388 == 3 
  $388 == 2 
else_jump @GFDATE_2189 
if 
  40@ > 300000 
else_jump @GFDATE_2182 
gosub @GFDATE_24084 
return 

:GFDATE_2182
jump @GFDATE_2198 

:GFDATE_2189
gosub @GFDATE_24084 
return 

:GFDATE_2198
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2212
if and
  40@ > 360000 
08B7:   test 3@ bit 7 
else_jump @GFDATE_2256 
1@ = 9 
2@ = 0 
return 

:GFDATE_2256
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2270
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_2314 
$358($388,6i) = -999 
0762: AS_actor 0@ dies 
gosub @GFDATE_32921 
return 

:GFDATE_2314
if and
010F:   player $PLAYER_CHAR wanted_level > 2 
88B4:   not test $376($388,6i) bit 21 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_2373 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_2373
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2387
if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
else_jump @GFDATE_2456 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_2456 
if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2456 
gosub @GFDATE_25549 

:GFDATE_2456
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2470
if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
   not $1260 == -1 
else_jump @GFDATE_2696 
0652: 25@ = integer_stat 184 
if 
  25@ > 1 
else_jump @GFDATE_2689 
077E: get_active_interior_to 25@ 
if 
  25@ == 0 
else_jump @GFDATE_2682 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_2682 
if and
88B4:   not test $389 bit 22 
  40@ > 7000 
else_jump @GFDATE_2682 
0209: 25@ = random_int_in_ranges 0 100 
if 
  50 >= 25@ 
else_jump @GFDATE_2657 
$1260 = 0 
08BA: set $389 bit 22 
jump @GFDATE_2682 

:GFDATE_2657
if 
88B4:   not test $389 bit 25 
else_jump @GFDATE_2682 
$1260 = -1 

:GFDATE_2682
jump @GFDATE_2696 

:GFDATE_2689
$1260 = -1 

:GFDATE_2696
if and
08B4:   test $389 bit 12 
  40@ >= 30000 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2750 
$1235 += 1 
jump @GFDATE_4087 
jump @GFDATE_2760 

:GFDATE_2750
$10826 = 0.0 

:GFDATE_2760
$1235 = 0 
jump @GFDATE_4087 

:GFDATE_2774
if and
08B4:   test $376($388,6i) bit 27 
  1@ == 6 
else_jump @GFDATE_2848 
if 
  2@ == 0 
else_jump @GFDATE_2838 
$10826 += 1.5 
jump @GFDATE_2848 

:GFDATE_2838
$10826 += 1E-05 

:GFDATE_2848
if and
08B4:   test $376($388,6i) bit 28 
  1@ == 7 
else_jump @GFDATE_2922 
if 
  2@ == 0 
else_jump @GFDATE_2912 
$10826 += 1.5 
jump @GFDATE_2922 

:GFDATE_2912
$10826 += 1E-05 

:GFDATE_2922
if 
08B4:   test $376($388,6i) bit 21 
else_jump @GFDATE_2970 
if 
02E0:   actor 0@ firing_weapon 
else_jump @GFDATE_2970 
$10826 += 4.0 

:GFDATE_2970
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_2984
if 
00DF:   actor 0@ driving 
else_jump @GFDATE_3107 
0227: 25@ = car 28@ health 
if 
001D:   29@ > 25@ // (int) 
else_jump @GFDATE_3107 
if 
08B4:   test $376($388,6i) bit 24 
else_jump @GFDATE_3089 
if 
051D:   car 28@ damaged_by_car -1 
else_jump @GFDATE_3082 
$10826 += 1.5 
054F: clear_car 28@ damage 

:GFDATE_3082
jump @GFDATE_3099 

:GFDATE_3089
$10826 -= 1.0 

:GFDATE_3099
0085: 29@ = 25@ // (int) 

:GFDATE_3107
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_3121
if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
else_jump @GFDATE_3550 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3550 
if 
08B4:   test $376($388,6i) bit 11 
else_jump @GFDATE_3247 
if and
  $1364 == 1 
88B7:   not test 3@ bit 17 
else_jump @GFDATE_3222 
$10826 += 1.5 
08BD: set 3@ bit 17 

:GFDATE_3222
if 
  $1364 == 0 
else_jump @GFDATE_3247 
08C3: clear 3@ bit 17 

:GFDATE_3247
02E3: 14@ = car 28@ speed 
if 
08B4:   test $376($388,6i) bit 12 
else_jump @GFDATE_3364 
if 
  14@ > 22.0 
else_jump @GFDATE_3322 
$10826 += 1.5 
08C3: clear 3@ bit 19 
jump @GFDATE_3364 

:GFDATE_3322
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_3354 
08BD: set 3@ bit 19 
04AE: $1257 = 39 // = constant 

:GFDATE_3354
$10826 -= 2.5 

:GFDATE_3364
if 
08B4:   test $376($388,6i) bit 13 
else_jump @GFDATE_3550 
if and
  14@ > 5.0 
  42.0 > 14@ 
else_jump @GFDATE_3448 
$10826 += 0.5 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
jump @GFDATE_3550 

:GFDATE_3448
if 
  5.0 >= 14@ 
else_jump @GFDATE_3508 
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_3501 
08BD: set 3@ bit 19 
04AE: $1257 = 39 // = constant 

:GFDATE_3501
jump @GFDATE_3540 

:GFDATE_3508
if 
88B7:   not test 3@ bit 18 
else_jump @GFDATE_3540 
08BD: set 3@ bit 18 
04AE: $1257 = 32 // = constant 

:GFDATE_3540
$10826 -= 2.5 

:GFDATE_3550
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_3564
if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
else_jump @GFDATE_3676 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3676 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_3676 
if 
08B4:   test $376($388,6i) bit 16 
else_jump @GFDATE_3676 
gosub @GFDATE_23862 
if 
  25@ > 0 
else_jump @GFDATE_3676 
$10826 += 0.5 

:GFDATE_3676
if 
08B4:   test $376($388,6i) bit 21 
else_jump @GFDATE_3724 
if 
02E0:   actor 0@ firing_weapon 
else_jump @GFDATE_3724 
$10826 += 4.0 

:GFDATE_3724
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_3738
if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
else_jump @GFDATE_3924 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_3924 
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
08B4:   test $376($388,6i) bit 14 
else_jump @GFDATE_3924 
if or
04A4:   26@ == 10 // == constant 
04A4:   26@ == 3 // == constant 
else_jump @GFDATE_3924 
00C1: 26@ = get_minutes_left_to_time_hours 6 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3879 
$10826 += 4.0 
jump @GFDATE_3924 

:GFDATE_3879
00C1: 26@ = get_minutes_left_to_time_hours 20 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3924 
$10826 += 4.0 

:GFDATE_3924
gosub @GFDATE_25431 
$1235 += 1 
jump @GFDATE_4087 

:GFDATE_3945
if and
  $10824 >= 100 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_4008 
08BA: set $389 bit 2 
04AE: $1257 = 280 // = constant 
08BD: set 3@ bit 2 
gosub @GFDATE_32811 
return 
jump @GFDATE_4063 

:GFDATE_4008
if and
  0 >= $10824 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_4063 
08C0: clear $389 bit 2 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_4063
$10826 = 0.0 
$1235 = 0 
jump @GFDATE_4087 

:GFDATE_4087
return 

:GFDATE_4089
0871: init_jump_table 1@ total_jumps 12 default_jump 0 @GFDATE_4385 jumps 0 @GFDATE_4217 1 @GFDATE_4231 2 @GFDATE_4245 3 @GFDATE_4259 4 @GFDATE_4273 5 @GFDATE_4287 6 @GFDATE_4301 
0872: jump_table_jumps 7 @GFDATE_4315 8 @GFDATE_4329 9 @GFDATE_4343 10 @GFDATE_4357 11 @GFDATE_4371 -1 @GFDATE_4385 -1 @GFDATE_4385 -1 @GFDATE_4385 -1 @GFDATE_4385 

:GFDATE_4217
gosub @GFDATE_4387 
jump @GFDATE_4385 

:GFDATE_4231
gosub @GFDATE_5189 
jump @GFDATE_4385 

:GFDATE_4245
gosub @GFDATE_5488 
jump @GFDATE_4385 

:GFDATE_4259
gosub @GFDATE_6220 
jump @GFDATE_4385 

:GFDATE_4273
gosub @GFDATE_7391 
jump @GFDATE_4385 

:GFDATE_4287
gosub @GFDATE_8110 
jump @GFDATE_4385 

:GFDATE_4301
gosub @GFDATE_8232 
jump @GFDATE_4385 

:GFDATE_4315
gosub @GFDATE_11462 
jump @GFDATE_4385 

:GFDATE_4329
gosub @GFDATE_12865 
jump @GFDATE_4385 

:GFDATE_4343
gosub @GFDATE_15051 
jump @GFDATE_4385 

:GFDATE_4357
gosub @GFDATE_15301 
jump @GFDATE_4385 

:GFDATE_4371
gosub @GFDATE_15648 
jump @GFDATE_4385 

:GFDATE_4385
return 

:GFDATE_4387
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @GFDATE_5187 jumps 0 @GFDATE_4450 1 @GFDATE_4729 2 @GFDATE_4985 3 @GFDATE_5065 -1 @GFDATE_5187 -1 @GFDATE_5187 -1 @GFDATE_5187 

:GFDATE_4450
08BD: set 3@ bit 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
08B4:   test $389 bit 14 
else_jump @GFDATE_4531 
08BD: set 3@ bit 9 
08BA: set $389 bit 2 
08BA: set $389 bit 3 
1@ = 3 
2@ = 0 
jump @GFDATE_5187 

:GFDATE_4531
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
gosub @GFDATE_23155 
0395: clear_area 1 at 6@ 9@ 12@ radius 2.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0905: set_door $1266($388,7i) lock 0 
gosub @GFDATE_17084 
if 
  25@ == -1 
else_jump @GFDATE_4686 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.5 
jump @GFDATE_4708 

:GFDATE_4686
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_4708
41@ = 0 
2@ += 1 
jump @GFDATE_5187 

:GFDATE_4729
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  41@ >= 6000 
else_jump @GFDATE_4843 
02C0: store_to 5@ 8@ 11@ ped_path_coords_closest_to 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
13@ = 1.0 

:GFDATE_4843
if 
  3.0 >= 13@ 
else_jump @GFDATE_4978 
0160: set_camera_point_at 4@ 7@ 10@ switchstyle 1 
0905: set_door $1266($388,7i) lock 1 
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_4948 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
1@ = 3 
2@ = 3 
jump @GFDATE_5187 
jump @GFDATE_4978 

:GFDATE_4948
04AE: $1257 = 298 // = constant 
04AE: $1258 = 240 // = constant 
41@ = 0 
2@ += 1 

:GFDATE_4978
jump @GFDATE_5187 

:GFDATE_4985
if 
  41@ >= 3000 
else_jump @GFDATE_5058 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
2@ += 1 

:GFDATE_5058
jump @GFDATE_5187 

:GFDATE_5065
gosub @GFDATE_17854 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_5101 
03E5: show_text_box 'GF_0036'  // Pick a place that your girl might like and take her there. Choose between fast-food, restaurant, bar or diner, as indicated on the map.

:GFDATE_5101
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_5130 
03E5: show_text_box 'GF_0037'  // Take your girl through areas she might like and watch your speed.

:GFDATE_5130
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_5159 
03E5: show_text_box 'GF_0038'  // Take your girl to a club and impress her with your dancing. Check the map to see where the closest club is located.

:GFDATE_5159
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 
jump @GFDATE_5187 

:GFDATE_5187
return 

:GFDATE_5189
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @GFDATE_5486 jumps 0 @GFDATE_5252 1 @GFDATE_5280 2 @GFDATE_5366 -1 @GFDATE_5486 -1 @GFDATE_5486 -1 @GFDATE_5486 -1 @GFDATE_5486 

:GFDATE_5252
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
2@ += 1 
jump @GFDATE_5486 

:GFDATE_5280
if 
08B4:   test $376($388,6i) bit 21 
else_jump @GFDATE_5352 
if and
88B7:   not test 3@ bit 7 
874F:   not actor 0@ ped_event == 36 
else_jump @GFDATE_5352 
if 
02D8:   actor 0@ current_weapon == 28 
else_jump @GFDATE_5352 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_5352
2@ += 1 
jump @GFDATE_5486 

:GFDATE_5366
if 
88B4:   not test $389 bit 22 
else_jump @GFDATE_5472 
if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_5458 
if 
  41@ > 25000 
else_jump @GFDATE_5451 
04AE: $1257 = 273 // = constant 
04AE: $1258 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_5451
jump @GFDATE_5472 

:GFDATE_5458
41@ = 0 
08BD: set 3@ bit 29 

:GFDATE_5472
2@ = 0 
jump @GFDATE_5486 

:GFDATE_5486
return 

:GFDATE_5488
0871: init_jump_table 2@ total_jumps 10 default_jump 0 @GFDATE_6218 jumps 0 @GFDATE_5616 1 @GFDATE_5654 2 @GFDATE_5721 3 @GFDATE_5748 4 @GFDATE_5786 5 @GFDATE_5800 6 @GFDATE_5836 
0872: jump_table_jumps 7 @GFDATE_5996 8 @GFDATE_6087 9 @GFDATE_6155 -1 @GFDATE_6218 -1 @GFDATE_6218 -1 @GFDATE_6218 -1 @GFDATE_6218 -1 @GFDATE_6218 -1 @GFDATE_6218 

:GFDATE_5616
08BD: set 3@ bit 1 
fade 0 0 
gosub @GFDATE_32811 
00BE: text_clear_all 
03E6: remove_text_box 
2@ += 1 
jump @GFDATE_6218 

:GFDATE_5654
if 
   not fading 
else_jump @GFDATE_5714 
03EF: player $PLAYER_CHAR make_safe 
01B9: set_actor 0@ armed_weapon_to 0 
0619: enable_actor 0@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
gosub @GFDATE_20755 
gosub @GFDATE_20982 
2@ += 1 

:GFDATE_5714
jump @GFDATE_6218 

:GFDATE_5721
if 
06B9:   cutscene_data_loaded 
else_jump @GFDATE_5741 
2@ += 1 

:GFDATE_5741
jump @GFDATE_6218 

:GFDATE_5748
0244: set_cutscene_pos 4@ 7@ 10@ 
fade 1 1000 
03AD: NOP 0 // set_rubbish 
02E7: start_cutscene 
2@ += 1 
jump @GFDATE_6218 

:GFDATE_5786
2@ += 1 
jump @GFDATE_6218 

:GFDATE_5800
if 
02E9:   cutscene_reached_end 
else_jump @GFDATE_5829 
fade 0 1000 
00BE: text_clear_all 
2@ += 1 

:GFDATE_5829
jump @GFDATE_6218 

:GFDATE_5836
if 
   not fading 
else_jump @GFDATE_5989 
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
gosub @GFDATE_19864 
select_interior 0 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
0395: clear_area 1 at 4@ 7@ 10@ radius 2.0 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
04E4: refresh_game_renderer_at 4@ 7@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 0@ 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_5982 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_5982
2@ += 1 

:GFDATE_5989
jump @GFDATE_6218 

:GFDATE_5996
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0619: enable_actor 0@ collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03AD: NOP 1 // set_rubbish 
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
fade 1 500 
2@ += 1 
jump @GFDATE_6218 

:GFDATE_6087
if 
   not fading 
else_jump @GFDATE_6148 
if 
08B4:   test $389 bit 2 
else_jump @GFDATE_6133 
04AE: $1257 = 277 // = constant 
jump @GFDATE_6141 

:GFDATE_6133
04AE: $1257 = 278 // = constant 

:GFDATE_6141
2@ += 1 

:GFDATE_6148
jump @GFDATE_6218 

:GFDATE_6155
if and
  $1257 == -1 
876F:   not text_priority_displayed 
else_jump @GFDATE_6211 
04AE: $1257 = 280 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 

:GFDATE_6211
jump @GFDATE_6218 

:GFDATE_6218
return 

:GFDATE_6220
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @GFDATE_7389 jumps 0 @GFDATE_6348 1 @GFDATE_6376 2 @GFDATE_6564 3 @GFDATE_6585 4 @GFDATE_7070 5 @GFDATE_7135 6 @GFDATE_7289 
0872: jump_table_jumps 7 @GFDATE_7336 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 -1 @GFDATE_7389 

:GFDATE_6348
08BD: set 3@ bit 1 
fade 0 500 
2@ += 1 
jump @GFDATE_7389 

:GFDATE_6376
08BD: set 3@ bit 1 
if 
   not fading 
else_jump @GFDATE_6557 
gosub @GFDATE_32811 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_6441 
06C9: remove_actor 0@ from_group 

:GFDATE_6441
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
gosub @GFDATE_23155 
0395: clear_area 1 at 6@ 9@ 12@ radius 1.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0792: disembark_instantly_actor 0@ 
00A1: put_actor 0@ at 6@ 9@ 12@ 
05D4: AS_actor 0@ rotate_angle 13@ 
2@ += 1 

:GFDATE_6557
jump @GFDATE_7389 

:GFDATE_6564
fade 1 1000 
2@ += 1 
jump @GFDATE_7389 

:GFDATE_6585
if 
   not fading 
else_jump @GFDATE_7063 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_6815 
if 
08B4:   test $389 bit 14 
else_jump @GFDATE_6671 
04AE: $1257 = 269 // = constant 
41@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_7389 

:GFDATE_6671
if 
  $358($388,6i) == -99 
else_jump @GFDATE_6727 
$358($388,6i) = -100 
04AE: $1257 = 314 // = constant 
08C1: clear $405 bit $388 
jump @GFDATE_6786 

:GFDATE_6727
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_6786 
if 
08B7:   test 3@ bit 23 
else_jump @GFDATE_6778 
04AE: $1257 = 317 // = constant 
jump @GFDATE_6786 

:GFDATE_6778
04AE: $1257 = 316 // = constant 

:GFDATE_6786
41@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_7063 

:GFDATE_6815
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_6870 
04AE: $1257 = 296 // = constant 
41@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_7063 

:GFDATE_6870
if 
08B4:   test $389 bit 2 
else_jump @GFDATE_6996 
if 
002C:   $358($388,6i) >= $352($388,6i) // (int) 
else_jump @GFDATE_6951 
04AE: $1257 = 282 // = constant 
41@ = 0 
25@ = 0 
2@ += 1 
jump @GFDATE_6989 

:GFDATE_6951
04AE: $1257 = 292 // = constant 
04AE: $1258 = 241 // = constant 
41@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_6989
jump @GFDATE_7063 

:GFDATE_6996
if 
  -15 >= $358($388,6i) 
else_jump @GFDATE_7033 
04AE: $1257 = 314 // = constant 
jump @GFDATE_7041 

:GFDATE_7033
04AE: $1257 = 296 // = constant 

:GFDATE_7041
41@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_7063
jump @GFDATE_7389 

:GFDATE_7070
if 
  41@ >= 5000 
else_jump @GFDATE_7128 
0A6D: print_help_forever_conditional 'TALK_1' 0  // To reply positively tap ~m~~widget_reply_yes~. To reply negatively tap ~m~~widget_reply_no~.
if 
  41@ > 5100 
else_jump @GFDATE_7128 
2@ += 1 

:GFDATE_7128
jump @GFDATE_7389 

:GFDATE_7135
0A52:   is_widget_released 105 
if or
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 110 
else_jump @GFDATE_7214 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $389 bit 3 
$1257 = -2 
04AE: $1258 = 46 // = constant 
41@ = 0 
25@ = 3500 
2@ += 1 
jump @GFDATE_7282 

:GFDATE_7214
if or
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 111 
else_jump @GFDATE_7282 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $389 bit 3 
$1257 = -2 
04AE: $1258 = 47 // = constant 
41@ = 0 
25@ = 3500 
2@ += 1 

:GFDATE_7282
jump @GFDATE_7389 

:GFDATE_7289
if 
002D:   41@ >= 25@ // (int) 
else_jump @GFDATE_7329 
08BA: set $389 bit 6 
fade 0 1000 
2@ += 1 

:GFDATE_7329
jump @GFDATE_7389 

:GFDATE_7336
if 
   not fading 
else_jump @GFDATE_7382 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @GFDATE_32921 

:GFDATE_7382
jump @GFDATE_7389 

:GFDATE_7389
return 

:GFDATE_7391
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_8108 jumps 0 @GFDATE_7454 1 @GFDATE_7611 2 @GFDATE_7745 3 @GFDATE_7894 4 @GFDATE_7994 -1 @GFDATE_8108 -1 @GFDATE_8108 

:GFDATE_7454
if and
08B4:   test $376($388,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_7597 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7597 
if 
88B7:   not test 3@ bit 27 
else_jump @GFDATE_7597 
gosub @GFDATE_23862 
if 
  25@ > 0 
else_jump @GFDATE_7597 
if and
876F:   not text_priority_displayed 
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_7597 
04AE: $1257 = 306 // = constant 
04AE: $1258 = 244 // = constant 
2@ = 4 
jump @GFDATE_8108 

:GFDATE_7597
2@ += 1 
jump @GFDATE_8108 

:GFDATE_7611
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_7717 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_7696 
if and
88B7:   not test 3@ bit 5 
88B4:   not test $389 bit 22 
else_jump @GFDATE_7689 
41@ = 0 
2@ = 3 
jump @GFDATE_8108 

:GFDATE_7689
jump @GFDATE_7710 

:GFDATE_7696
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7710
jump @GFDATE_7731 

:GFDATE_7717
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7731
2@ += 1 
jump @GFDATE_8108 

:GFDATE_7745
if 
08B7:   test 3@ bit 29 
else_jump @GFDATE_7848 
if 
88B4:   not test $389 bit 22 
else_jump @GFDATE_7841 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7841 
if 
  41@ > 25000 
else_jump @GFDATE_7841 
04AE: $1257 = 273 // = constant 
04AE: $1258 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_7841
jump @GFDATE_7880 

:GFDATE_7848
if 
88B4:   not test $389 bit 22 
else_jump @GFDATE_7880 
41@ = 0 
08BD: set 3@ bit 29 

:GFDATE_7880
2@ = 0 
jump @GFDATE_8108 

:GFDATE_7894
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_7980 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_7940 
2@ = 0 
jump @GFDATE_7973 

:GFDATE_7940
if 
  41@ > 10000 
else_jump @GFDATE_7973 
08BD: set 3@ bit 5 
2@ = 0 

:GFDATE_7973
jump @GFDATE_7987 

:GFDATE_7980
2@ = 0 

:GFDATE_7987
jump @GFDATE_8108 

:GFDATE_7994
if and
08B4:   test $376($388,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_8094 
if 
82D8:   not actor 0@ current_weapon == 28 
else_jump @GFDATE_8048 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_8048
gosub @GFDATE_23862 
if 
  0 >= 25@ 
else_jump @GFDATE_8087 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 

:GFDATE_8087
jump @GFDATE_8101 

:GFDATE_8094
2@ = 0 

:GFDATE_8101
jump @GFDATE_8108 

:GFDATE_8108
return 

:GFDATE_8110
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @GFDATE_8230 jumps 0 @GFDATE_8173 -1 @GFDATE_8230 -1 @GFDATE_8230 -1 @GFDATE_8230 -1 @GFDATE_8230 -1 @GFDATE_8230 -1 @GFDATE_8230 

:GFDATE_8173
08C0: clear $389 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: $1257 = 281 // = constant 
gosub @GFDATE_32811 
gosub @GFDATE_20009 
$6681 = 1 
jump @GFDATE_8230 

:GFDATE_8230
return 

:GFDATE_8232
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @GFDATE_11460 jumps 0 @GFDATE_8295 1 @GFDATE_8475 2 @GFDATE_8983 3 @GFDATE_9612 4 @GFDATE_10038 5 @GFDATE_10285 6 @GFDATE_10484 

:GFDATE_8295
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
41@ = 0 
2@ += 1 
jump @GFDATE_11460 

:GFDATE_8475
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_8813 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_8785 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_8785
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor 0@ move_mouth -1 ms 
2@ += 1 
jump @GFDATE_8976 

:GFDATE_8813
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8878 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8878 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_8878
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8943 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_8943 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_8943
if 
  41@ > 6000 
else_jump @GFDATE_8976 
2@ = 6 
jump @GFDATE_11460 

:GFDATE_8976
jump @GFDATE_11460 

:GFDATE_8983
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
008F: 13@ = integer $352($388,6i) to_float 
13@ /= 1.2 
008F: 14@ = integer $358($388,6i) to_float 
if 
0035:   13@ >= 14@ // (float) 
else_jump @GFDATE_9153 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
2@ = 6 
jump @GFDATE_9605 

:GFDATE_9153
if 
002C:   $352($388,6i) >= $358($388,6i) // (int) 
else_jump @GFDATE_9283 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
2@ = 6 
jump @GFDATE_9605 

:GFDATE_9283
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_9482 
if 
  $1243 == 0 
else_jump @GFDATE_9461 
2@ += 1 
jump @GFDATE_9475 

:GFDATE_9461
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9475
jump @GFDATE_9605 

:GFDATE_9482
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
if 
08B4:   test $376($388,6i) bit 27 
else_jump @GFDATE_9598 
if 
08B4:   test $376($388,6i) bit 28 
else_jump @GFDATE_9584 
if 
  $1243 == 0 
else_jump @GFDATE_9563 
2@ += 1 
jump @GFDATE_9577 

:GFDATE_9563
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9577
jump @GFDATE_9591 

:GFDATE_9584
2@ = 6 

:GFDATE_9591
jump @GFDATE_9605 

:GFDATE_9598
2@ = 6 

:GFDATE_9605
jump @GFDATE_11460 

:GFDATE_9612
2@ = 6 
jump @GFDATE_11460 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_10031 
if 
88B7:   not test 3@ bit 25 
else_jump @GFDATE_10024 
062E: get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_10017 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 2.5 -1.2 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.1 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_9824 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_9824
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
0605: actor $PLAYER_ACTOR perform_animation "ASDFRTYUIPOIUYTR" IFP "ABCDFETS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor 0@ perform_animation "ASDFRTYUIPOIUYTR" IFP "ABCDFETS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
08BD: set 3@ bit 25 
2@ += 1 

:GFDATE_10017
jump @GFDATE_10031 

:GFDATE_10024
2@ = 6 

:GFDATE_10031
jump @GFDATE_11460 

:GFDATE_10038
2@ = 6 
jump @GFDATE_11460 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_10278 
if 
0611:   actor $PLAYER_ACTOR performing_animation "ASDFRTYUIPOIUYTR" 
else_jump @GFDATE_10271 
0613: 13@ = actor $PLAYER_ACTOR animation "ASDFRTYUIPOIUYTR" time 
if 
  13@ == 1.0 
else_jump @GFDATE_10264 
0605: actor $PLAYER_ACTOR perform_animation "ASDFRTYUIPOIUYT" IFP "ABCDFETS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
0605: actor 0@ perform_animation "ASDFRTYUIPOIUYT" IFP "ABCDFETS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
04AE: $1257 = 285 // = constant 
41@ = 0 
2@ += 1 

:GFDATE_10264
jump @GFDATE_10278 

:GFDATE_10271
2@ = 6 

:GFDATE_10278
jump @GFDATE_11460 

:GFDATE_10285
2@ = 6 
jump @GFDATE_11460 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_10477 
if 
0611:   actor $PLAYER_ACTOR performing_animation "ASDFRTYUIPOIUYT" 
else_jump @GFDATE_10470 
if 
  41@ > 6000 
else_jump @GFDATE_10463 
0605: actor $PLAYER_ACTOR perform_animation "ASDFRTYUIPOIUY" IFP "ABCDFETS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "ASDFRTYUIPOIUY" IFP "ABCDFETS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
2@ += 1 

:GFDATE_10463
jump @GFDATE_10477 

:GFDATE_10470
2@ = 6 

:GFDATE_10477
jump @GFDATE_11460 

:GFDATE_10484
if 
88B7:   not test 3@ bit 24 
else_jump @GFDATE_10749 
08BD: set 3@ bit 24 
if and
001E:   $358($388,6i) > 25@ // (int) 
001C:   $352($388,6i) > $358($388,6i) // (int) 
else_jump @GFDATE_10616 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $376($388,6i) bit 27 
else_jump @GFDATE_10598 
$358($388,6i) += 1 
jump @GFDATE_10609 

:GFDATE_10598
$358($388,6i) -= 1 

:GFDATE_10609
jump @GFDATE_10749 

:GFDATE_10616
if and
001E:   $358($388,6i) > 25@ // (int) 
002C:   $358($388,6i) >= $352($388,6i) // (int) 
else_jump @GFDATE_10749 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $376($388,6i) bit 27 
else_jump @GFDATE_10738 
$358($388,6i) += 1 
if 
08B4:   test $376($388,6i) bit 28 
else_jump @GFDATE_10731 
$358($388,6i) += 1 

:GFDATE_10731
jump @GFDATE_10749 

:GFDATE_10738
$358($388,6i) -= 1 

:GFDATE_10749
13@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_END_P" 
else_jump @GFDATE_10815 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_10815
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_01" 
else_jump @GFDATE_10869 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_10869
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
else_jump @GFDATE_10923 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_10923
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
else_jump @GFDATE_10977 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_10977
if 
  13@ > -1.0 
else_jump @GFDATE_11213 
if 
  13@ == 1.0 
else_jump @GFDATE_11206 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_11206
jump @GFDATE_11453 

:GFDATE_11213
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_11432 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_11432
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_11453
jump @GFDATE_11460 

:GFDATE_11460
return 

:GFDATE_11462
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @GFDATE_12863 jumps 0 @GFDATE_11525 1 @GFDATE_11885 2 @GFDATE_12000 3 @GFDATE_12133 4 @GFDATE_12372 5 @GFDATE_12520 -1 @GFDATE_12863 

:GFDATE_11525
if 
  $1243 == 1 
else_jump @GFDATE_11585 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 
jump @GFDATE_12863 
jump @GFDATE_11878 

:GFDATE_11585
08BD: set 3@ bit 1 
if and
002C:   $358($388,6i) >= $352($388,6i) // (int) 
8119:   not car 28@ wrecked 
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_11850 
0432: 27@ = get_actor_handle_from_car 28@ passenger_seat 0 
if 
003B:   27@ == 0@ // (int) 
else_jump @GFDATE_11815 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_11731 
2@ += 1 
jump @GFDATE_11808 

:GFDATE_11731
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
if 
08B4:   test $376($388,6i) bit 28 
else_jump @GFDATE_11772 
2@ += 1 
jump @GFDATE_11808 

:GFDATE_11772
04AE: $1257 = 302 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11808
jump @GFDATE_11843 

:GFDATE_11815
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11843
jump @GFDATE_11878 

:GFDATE_11850
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11878
jump @GFDATE_12863 

:GFDATE_11885
08BD: set 3@ bit 6 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_11986 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_11986
2@ += 1 
jump @GFDATE_12863 

:GFDATE_12000
2@ = 5 
jump @GFDATE_12863 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_12126 
0812: AS_actor $PLAYER_ACTOR perform_animation "ASDFGHJKLPOIUY" IFP "QWERTYUI" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "ASDFGHJKLPOIUY" IFP "QWERTYUI" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
2@ += 1 

:GFDATE_12126
jump @GFDATE_12863 

:GFDATE_12133
2@ = 5 
jump @GFDATE_12863 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_12365 
if 
0611:   actor $PLAYER_ACTOR performing_animation "ASDFGHJKLPOIUY" 
else_jump @GFDATE_12358 
0613: 13@ = actor $PLAYER_ACTOR animation "ASDFGHJKLPOIUY" time 
if 
  13@ == 1.0 
else_jump @GFDATE_12351 
0812: AS_actor $PLAYER_ACTOR perform_animation "ASDFREWQZXCVF" IFP "QWERTYUI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "ASDFREWQZXCVF" IFP "QWERTYUI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1257 = 285 // = constant 
41@ = 0 
2@ += 1 

:GFDATE_12351
jump @GFDATE_12365 

:GFDATE_12358
2@ = 5 

:GFDATE_12365
jump @GFDATE_12863 

:GFDATE_12372
2@ = 5 
jump @GFDATE_12863 
if 
08D0:   should_skip_cutscene 
else_jump @GFDATE_12513 
if 
  41@ > 6000 
else_jump @GFDATE_12513 
0812: AS_actor $PLAYER_ACTOR perform_animation "LKJHGFDSAQWE" IFP "QWERTYUI" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "LKJHGFDSAQWE" IFP "QWERTYUI" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
2@ += 1 

:GFDATE_12513
jump @GFDATE_12863 

:GFDATE_12520
if 
002C:   $358($388,6i) >= $352($388,6i) // (int) 
else_jump @GFDATE_12601 
$358($388,6i) += 1 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $376($388,6i) bit 28 
else_jump @GFDATE_12601 
$358($388,6i) += 1 

:GFDATE_12601
if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_CAR_END_P" 
else_jump @GFDATE_12742 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
if 
  13@ == 1.0 
else_jump @GFDATE_12735 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12735
jump @GFDATE_12856 

:GFDATE_12742
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_12835 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_12835
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12856
jump @GFDATE_12863 

:GFDATE_12863
return 

:GFDATE_12865
0871: init_jump_table 2@ total_jumps 12 default_jump 0 @GFDATE_15049 jumps 0 @GFDATE_12993 1 @GFDATE_13240 2 @GFDATE_13367 3 @GFDATE_13438 4 @GFDATE_13581 5 @GFDATE_13729 6 @GFDATE_13779 
0872: jump_table_jumps 7 @GFDATE_14087 9 @GFDATE_14518 10 @GFDATE_14645 11 @GFDATE_14767 12 @GFDATE_14864 -1 @GFDATE_15049 -1 @GFDATE_15049 -1 @GFDATE_15049 -1 @GFDATE_15049 

:GFDATE_12993
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_13195 
if and
847A:   not actor 0@ driving_bike 
84C8:   not actor 0@ driving_flying_vehicle 
else_jump @GFDATE_13150 
01EA: 25@ = car 28@ max_passengers 
if 
  25@ > 0 
else_jump @GFDATE_13105 
if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
else_jump @GFDATE_13098 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08BD: set 3@ bit 1 
2@ += 1 

:GFDATE_13098
jump @GFDATE_13143 

:GFDATE_13105
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_13143 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_13143
jump @GFDATE_13188 

:GFDATE_13150
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_13188 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_13188
jump @GFDATE_13233 

:GFDATE_13195
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_13233 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_13233
jump @GFDATE_15049 

:GFDATE_13240
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_13329 
00AD: set_car 28@ max_speed_to 0.0 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_13329
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_13353 
06C9: remove_actor 0@ from_group 

:GFDATE_13353
2@ += 1 
jump @GFDATE_15049 

:GFDATE_13367
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_13431 
if 
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_13416 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
jump @GFDATE_13424 

:GFDATE_13416
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_13424
2@ += 1 

:GFDATE_13431
jump @GFDATE_15049 

:GFDATE_13438
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13574 
062E: get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13574 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GFDATE_13539 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 time -1 
jump @GFDATE_13567 

:GFDATE_13539
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 time -1 

:GFDATE_13567
2@ += 1 

:GFDATE_13574
jump @GFDATE_15049 

:GFDATE_13581
062E: get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13722 
062E: get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_13722 
046C: 27@ = car 28@ driver 
if 
07D6:   27@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @GFDATE_13687 
2@ = 2 
jump @GFDATE_15049 
jump @GFDATE_13722 

:GFDATE_13687
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: enable_car 28@ stuck_check_distance_to 1.0 time_to 1000 
2@ += 1 

:GFDATE_13722
jump @GFDATE_15049 

:GFDATE_13729
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_13772 
0158: camera_on_car 28@ mode 14 switchstyle 2 
093D: lock_camera_on_cinematic_view 1 
08BD: set 3@ bit 13 
2@ += 1 

:GFDATE_13772
jump @GFDATE_15049 

:GFDATE_13779
if 
   not fading 
else_jump @GFDATE_14080 
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_13829 
fade 0 500 
2@ = 9 
jump @GFDATE_15049 

:GFDATE_13829
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_13888 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_13883 
25@ = 0 

:GFDATE_13883
041E: set_radio_station 25@ 

:GFDATE_13888
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_13947 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_13942 
25@ = 10 

:GFDATE_13942
041E: set_radio_station 25@ 

:GFDATE_13947
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_14010 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_14003 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_15049 

:GFDATE_14003
jump @GFDATE_14017 

:GFDATE_14010
08C3: clear 3@ bit 12 

:GFDATE_14017
if 
  40@ > 60000 
else_jump @GFDATE_14080 
gosub @GFDATE_20172 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 model 0 2 
2@ += 1 

:GFDATE_14080
jump @GFDATE_15049 

:GFDATE_14087
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_14124 
fade 0 500 
2@ = 9 
jump @GFDATE_15049 

:GFDATE_14124
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_14183 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_14178 
25@ = 0 

:GFDATE_14178
041E: set_radio_station 25@ 

:GFDATE_14183
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_14242 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_14237 
25@ = 10 

:GFDATE_14237
041E: set_radio_station 25@ 

:GFDATE_14242
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_14305 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_14298 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_15049 

:GFDATE_14298
jump @GFDATE_14312 

:GFDATE_14305
08C3: clear 3@ bit 12 

:GFDATE_14312
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_14375 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_14368 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_15049 

:GFDATE_14368
jump @GFDATE_14382 

:GFDATE_14375
08C3: clear 3@ bit 12 

:GFDATE_14382
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_14511 
03E6: remove_text_box 
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14438 
03CD: disable_car 28@ stuck_check 

:GFDATE_14438
08BA: set $389 bit 2 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_14486 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_14486
$358($388,6i) += 5 
1@ = 3 
2@ = 0 

:GFDATE_14511
jump @GFDATE_15049 

:GFDATE_14518
if 
   not fading 
else_jump @GFDATE_14638 
00AA: store_car 28@ position_to 4@ 7@ 10@ 
04D3: get_nearest_car_path_coords_from 4@ 7@ 10@ type 2 store_to 5@ 8@ 11@ 
00AB: put_car 28@ at 5@ 8@ 11@ 
fade 1 2000 
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 1 // == constant 
else_jump @GFDATE_14631 
2@ = 7 
jump @GFDATE_14638 

:GFDATE_14631
2@ = 6 

:GFDATE_14638
jump @GFDATE_15049 

:GFDATE_14645
03E6: remove_text_box 
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_14753 
00A9: set_car 28@ to_normal_driver 
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14693 
03CD: disable_car 28@ stuck_check 

:GFDATE_14693
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
02A3: enable_widescreen 1 
2@ += 1 
jump @GFDATE_14760 

:GFDATE_14753
2@ += 1 

:GFDATE_14760
jump @GFDATE_15049 

:GFDATE_14767
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_14850 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_14843 
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_14843 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
2@ += 1 

:GFDATE_14843
jump @GFDATE_14857 

:GFDATE_14850
2@ += 1 

:GFDATE_14857
jump @GFDATE_15049 

:GFDATE_14864
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_15042 
03C0: 28@ = actor 0@ car 
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_14963 
02AC: set_car 28@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: $1257 = 310 // = constant 
04AE: $1258 = 246 // = constant 

:GFDATE_14963
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
1@ = 9 
2@ = 1 

:GFDATE_15042
jump @GFDATE_15049 

:GFDATE_15049
return 

:GFDATE_15051
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_15299 jumps 0 @GFDATE_15114 1 @GFDATE_15203 -1 @GFDATE_15299 -1 @GFDATE_15299 -1 @GFDATE_15299 -1 @GFDATE_15299 -1 @GFDATE_15299 

:GFDATE_15114
gosub @GFDATE_32811 
08BD: set 3@ bit 1 
08C0: clear $389 bit 2 
06C9: remove_actor 0@ from_group 
0792: disembark_instantly_actor 0@ 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 36000000 change_course 0 unknown 0 0 away_radius 30.0 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
2@ += 1 
jump @GFDATE_15299 

:GFDATE_15203
if 
8184:   not actor 0@ health >= 5 
else_jump @GFDATE_15247 
$358($388,6i) = -999 
05BE: AS_actor 0@ die 
gosub @GFDATE_32921 
return 

:GFDATE_15247
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
else_jump @GFDATE_15292 
gosub @GFDATE_32921 
return 

:GFDATE_15292
jump @GFDATE_15299 

:GFDATE_15299
return 

:GFDATE_15301
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_15646 jumps 0 @GFDATE_15364 1 @GFDATE_15414 -1 @GFDATE_15646 -1 @GFDATE_15646 -1 @GFDATE_15646 -1 @GFDATE_15646 -1 @GFDATE_15646 

:GFDATE_15364
08BD: set 3@ bit 1 
008A: $1255 = 0@ // (int) 
$10829 = 0 
$6681 = 0 
08BA: set $6679 bit 31 
2@ += 1 
jump @GFDATE_15646 

:GFDATE_15414
if 
88B4:   not test $6679 bit 31 
else_jump @GFDATE_15571 
$6681 = 1 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_15480 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_15480
if 
  $6680 >= 2500 
else_jump @GFDATE_15521 
08BA: set $389 bit 2 
04AE: $1257 = 279 // = constant 
jump @GFDATE_15536 

:GFDATE_15521
08C0: clear $389 bit 2 
04AE: $1257 = 278 // = constant 

:GFDATE_15536
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 
jump @GFDATE_15639 

:GFDATE_15571
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
if 
  24@ == 0 
else_jump @GFDATE_15632 
08C3: clear 3@ bit 1 
08C0: clear $6679 bit 31 
1@ = 1 
2@ = 0 
jump @GFDATE_15639 

:GFDATE_15632
08BD: set 3@ bit 13 

:GFDATE_15639
jump @GFDATE_15646 

:GFDATE_15646
return 

:GFDATE_15648
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_17082 jumps 0 @GFDATE_15711 1 @GFDATE_15877 2 @GFDATE_16338 3 @GFDATE_16452 4 @GFDATE_16519 -1 @GFDATE_17082 -1 @GFDATE_17082 

:GFDATE_15711
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @GFDATE_17082 

:GFDATE_15877
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_16201 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_16187 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_16187
2@ += 1 
jump @GFDATE_16331 

:GFDATE_16201
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_16266 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_16266 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_16266
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_16331 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // == constant 
else_jump @GFDATE_16331 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_16331
jump @GFDATE_17082 

:GFDATE_16338
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GIFT_GET" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
41@ = 0 
2@ += 1 
jump @GFDATE_17082 

:GFDATE_16452
if 
  41@ >= 3966 
else_jump @GFDATE_16512 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: $1257 = 303 // = constant 
2@ = 4 

:GFDATE_16512
jump @GFDATE_17082 

:GFDATE_16519
13@ = -1.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "GIFT_GIVE" 
else_jump @GFDATE_16575 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_16575
if 
  13@ > -1.0 
else_jump @GFDATE_16831 
if 
  13@ == 1.0 
else_jump @GFDATE_16824 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
$358($388,6i) += 1 
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_16824
jump @GFDATE_17075 

:GFDATE_16831
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
$358($388,6i) += 1 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_17054 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_17054
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_17075
jump @GFDATE_17082 

:GFDATE_17082
return 

:GFDATE_17084
if 
  -15 >= $358($388,6i) 
else_jump @GFDATE_17117 
$358($388,6i) = -99 

:GFDATE_17117
if 
  $358($388,6i) == -99 
else_jump @GFDATE_17148 
25@ = -1 
return 

:GFDATE_17148
if 
08B4:   test $389 bit 14 
else_jump @GFDATE_17175 
25@ = 1 
return 

:GFDATE_17175
0652: 25@ = integer_stat 25 
25@ /= 10 
0871: init_jump_table $388 total_jumps 2 default_jump 0 @GFDATE_17337 jumps 2 @GFDATE_17252 3 @GFDATE_17295 -1 @GFDATE_17337 -1 @GFDATE_17337 -1 @GFDATE_17337 -1 @GFDATE_17337 -1 @GFDATE_17337 

:GFDATE_17252
if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
else_jump @GFDATE_17288 
25@ += 25 

:GFDATE_17288
jump @GFDATE_17337 

:GFDATE_17295
if 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
else_jump @GFDATE_17330 
25@ += 25 

:GFDATE_17330
jump @GFDATE_17337 

:GFDATE_17337
0652: 26@ = integer_stat 21 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 25 
else_jump @GFDATE_17442 
if 
08B4:   test $370($388,6i) bit 2 
else_jump @GFDATE_17413 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17435 

:GFDATE_17413
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_17435
jump @GFDATE_17548 

:GFDATE_17442
if 
08B4:   test $370($388,6i) bit 2 
else_jump @GFDATE_17493 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
jump @GFDATE_17548 

:GFDATE_17493
if 
08B4:   test $370($388,6i) bit 3 
else_jump @GFDATE_17548 
if 
  26@ == 0 
else_jump @GFDATE_17540 
26@ = 5 

:GFDATE_17540
005A: 25@ += 26@ // (int) 

:GFDATE_17548
0652: 26@ = integer_stat 23 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 20 
else_jump @GFDATE_17675 
if 
08B4:   test $370($388,6i) bit 1 
else_jump @GFDATE_17624 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17668 

:GFDATE_17624
if 
08B4:   test $370($388,6i) bit 3 
else_jump @GFDATE_17668 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_17668
jump @GFDATE_17781 

:GFDATE_17675
if 
08B4:   test $370($388,6i) bit 1 
else_jump @GFDATE_17726 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
jump @GFDATE_17781 

:GFDATE_17726
if 
08B4:   test $370($388,6i) bit 3 
else_jump @GFDATE_17781 
if 
  26@ == 0 
else_jump @GFDATE_17773 
26@ = 5 

:GFDATE_17773
005A: 25@ += 26@ // (int) 

:GFDATE_17781
008B: 26@ = $358($388,6i) // (int) 
26@ /= 2 
005A: 25@ += 26@ // (int) 
if 
002F:   25@ >= $364($388,6i) // (int) 
else_jump @GFDATE_17845 
25@ = 1 
jump @GFDATE_17852 

:GFDATE_17845
25@ = -1 

:GFDATE_17852
return 

:GFDATE_17854
0209: 25@ = random_int_in_ranges 0 100 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_17961 
if and
001C:   $358($388,6i) > $352($388,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17930 
04AE: $1257 = 263 // = constant 
jump @GFDATE_17938 

:GFDATE_17930
04AE: $1257 = 264 // = constant 

:GFDATE_17938
04AE: $1258 = 10 // = constant 
gosub @GFDATE_19129 
gosub @GFDATE_18220 
return 

:GFDATE_17961
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_18061 
if and
001C:   $358($388,6i) > $352($388,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_18028 
04AE: $1257 = 265 // = constant 
jump @GFDATE_18036 

:GFDATE_18028
04AE: $1257 = 266 // = constant 

:GFDATE_18036
04AE: $1258 = 10 // = constant 
03C4: set_status_text $10824 type 1 GXT 'GF_0029' // global_variable  // Fun:
return 

:GFDATE_18061
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_18159 
if and
001C:   $358($388,6i) > $352($388,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_18128 
04AE: $1257 = 267 // = constant 
jump @GFDATE_18136 

:GFDATE_18128
04AE: $1257 = 268 // = constant 

:GFDATE_18136
04AE: $1258 = 10 // = constant 
gosub @GFDATE_19129 
gosub @GFDATE_18220 
return 

:GFDATE_18159
if 
08B4:   test $389 bit 15 
else_jump @GFDATE_18218 
04AE: $1257 = 309 // = constant 
04AE: $1258 = 245 // = constant 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFDATE_18216 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 

:GFDATE_18216
return 

:GFDATE_18218
return 

:GFDATE_18220
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFDATE_19127 
gosub @GFDATE_32811 
0842: 25@ = player $PLAYER_CHAR town_number 
if 
04A4:   25@ == 1 // == constant 
else_jump @GFDATE_18437 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_18397 
04CE: 15@ = create_icon_marker 17 at 2862.0 -1439.0 10.0 
04CE: 16@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 17@ = create_icon_marker 49 at 1837.0 -1682.0 14.0 
04CE: 18@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 
04CE: 19@ = create_icon_marker 17 at 384.6615 -1819.529 6.8414 

:GFDATE_18397
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_18437 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 

:GFDATE_18437
if 
04A4:   25@ == 2 // == constant 
else_jump @GFDATE_18645 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_18605 
04CE: 15@ = create_icon_marker 50 at -2463.0 132.0 34.0 
04CE: 16@ = create_icon_marker 50 at -1885.0 747.0 44.0 
04CE: 17@ = create_icon_marker 17 at -1699.0 1380.0 6.0 
04CE: 18@ = create_icon_marker 17 at -2524.0 1216.0 37.0 
04CE: 19@ = create_icon_marker 49 at -2241.0 -88.0 35.0 
04CE: 20@ = create_icon_marker 49 at -2551.115 193.657 5.2 

:GFDATE_18605
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_18645 
04CE: 15@ = create_icon_marker 48 at -2551.115 193.657 5.2 

:GFDATE_18645
if 
04A4:   25@ == 3 // == constant 
else_jump @GFDATE_18831 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_18791 
04CE: 15@ = create_icon_marker 49 at 2441.145 2065.145 9.847 
04CE: 16@ = create_icon_marker 50 at 1693.0 2208.0 9.8 
04CE: 17@ = create_icon_marker 50 at 2490.666 2065.145 9.847 
04CE: 18@ = create_icon_marker 17 at 1376.892 2327.792 9.822 
04CE: 19@ = create_icon_marker 17 at 2368.058 1983.185 10.003 

:GFDATE_18791
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_18831 
04CE: 15@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_18831
if 
04A4:   25@ == 0 // == constant 
else_jump @GFDATE_19127 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_19043 
04CE: 15@ = create_icon_marker 49 at 292.865 -195.47 0.852 
04CE: 16@ = create_icon_marker 17 at 681.544 -473.494 15.592 
04CE: 17@ = create_icon_marker 17 at -1941.516 2379.672 48.4922 
04CE: 18@ = create_icon_marker 50 at -857.14 1537.277 21.587 
04CE: 19@ = create_icon_marker 49 at -85.2583 1378.991 9.2812 
04CE: 20@ = create_icon_marker 17 at -53.867 1189.297 18.414 
04CE: 21@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 22@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 

:GFDATE_19043
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_19127 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 
04CE: 16@ = create_icon_marker 48 at -2551.115 193.657 5.2 
04CE: 17@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_19127
return 

:GFDATE_19129
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_19427 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 1  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 1  // Cluckin' Bell
098E: set_interior 'UFOBAR' bitmask 512 flag 1  // Lil' Probe Inn
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 1  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: set_interior 'BAR2' bitmask 512 flag 1  // Bar
jump @GFDATE_19477 

:GFDATE_19427
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_19477 
098E: set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: set_interior 'BAR2' bitmask 256 flag 1  // Bar

:GFDATE_19477
return 

:GFDATE_19479
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 0  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
098E: set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: set_interior 'BAR2' bitmask 256 flag 0  // Bar
return 

:GFDATE_19864
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Lil' Probe Inn
return 

:GFDATE_20009
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
return 

:GFDATE_20172
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFDATE_20457 jumps 0 @GFDATE_20235 1 @GFDATE_20346 2 @GFDATE_20309 3 @GFDATE_20272 4 @GFDATE_20383 5 @GFDATE_20420 -1 @GFDATE_20457 

:GFDATE_20235
4@ = 2402.012 
7@ = -1719.648 
10@ = 12.6219 
jump @GFDATE_20457 

:GFDATE_20272
4@ = -1398.101 
7@ = 2636.873 
10@ = 54.7031 
jump @GFDATE_20457 

:GFDATE_20309
4@ = -377.3978 
7@ = -1438.692 
10@ = 24.7209 
jump @GFDATE_20457 

:GFDATE_20346
4@ = -1796.952 
7@ = 1197.376 
10@ = 24.1094 
jump @GFDATE_20457 

:GFDATE_20383
4@ = -2576.808 
7@ = 1144.744 
10@ = 54.8547 
jump @GFDATE_20457 

:GFDATE_20420
4@ = 2035.362 
7@ = 2732.411 
10@ = 9.8203 
jump @GFDATE_20457 

:GFDATE_20457
return 

:GFDATE_20459
if 
08B7:   test 3@ bit 2 
else_jump @GFDATE_20554 
gosub @GFDATE_20172 
if 
0101:   actor 0@ in_sphere 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 stopped 
else_jump @GFDATE_20540 
24@ = -2 
jump @GFDATE_20547 

:GFDATE_20540
24@ = -1 

:GFDATE_20547
jump @GFDATE_20753 

:GFDATE_20554
077E: get_active_interior_to 24@ 
if 
   not 24@ == 0 
else_jump @GFDATE_20746 
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_20651 
094B: v$10820 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22775 
if 
  25@ > -1 
else_jump @GFDATE_20637 
return 
jump @GFDATE_20644 

:GFDATE_20637
24@ = -1 

:GFDATE_20644
jump @GFDATE_20739 

:GFDATE_20651
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_20732 
094B: v$10820 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22775 
if 
  25@ == 8 
else_jump @GFDATE_20718 
08BD: set 3@ bit 13 
return 
jump @GFDATE_20725 

:GFDATE_20718
24@ = -1 

:GFDATE_20725
jump @GFDATE_20739 

:GFDATE_20732
24@ = -1 

:GFDATE_20739
jump @GFDATE_20753 

:GFDATE_20746
24@ = -1 

:GFDATE_20753
return 

:GFDATE_20755
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFDATE_20980 jumps 0 @GFDATE_20818 1 @GFDATE_20899 2 @GFDATE_20872 3 @GFDATE_20845 4 @GFDATE_20926 5 @GFDATE_20953 -1 @GFDATE_20980 

:GFDATE_20818
08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20845
08F0: set_cutscene_model 'COPGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20872
08F0: set_cutscene_model 'GUNGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20899
08F0: set_cutscene_model 'MECGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20926
08F0: set_cutscene_model 'NURGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20953
08F0: set_cutscene_model 'CROGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20980 

:GFDATE_20980
return 

:GFDATE_20982
gosub @GFDATE_22775 
0871: init_jump_table 25@ total_jumps 11 default_jump 0 @GFDATE_22773 jumps 1 @GFDATE_21605 2 @GFDATE_21741 3 @GFDATE_21117 4 @GFDATE_21333 5 @GFDATE_21469 6 @GFDATE_22229 7 @GFDATE_22501 
0872: jump_table_jumps 8 @GFDATE_21957 9 @GFDATE_22093 10 @GFDATE_22637 11 @GFDATE_22365 -1 @GFDATE_22773 -1 @GFDATE_22773 -1 @GFDATE_22773 -1 @GFDATE_22773 -1 @GFDATE_22773 

:GFDATE_21117
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 370.0 
7@ = -125.0 
10@ = 1001.52 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 1 
else_jump @GFDATE_21268 
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $389 bit 2 
jump @GFDATE_21326 

:GFDATE_21268
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $389 bit 2 

:GFDATE_21326
jump @GFDATE_22773 

:GFDATE_21333
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 445.381 
7@ = -14.147 
10@ = 1001.731 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 5 
else_jump @GFDATE_21444 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $389 bit 2 
jump @GFDATE_21462 

:GFDATE_21444
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $389 bit 2 

:GFDATE_21462
jump @GFDATE_22773 

:GFDATE_21469
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 441.871 
7@ = -60.839 
10@ = 1000.675 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 5 
else_jump @GFDATE_21580 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $389 bit 2 
jump @GFDATE_21598 

:GFDATE_21580
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $389 bit 2 

:GFDATE_21598
jump @GFDATE_22773 

:GFDATE_21605
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 374.478 
7@ = -8.415 
10@ = 1002.86 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 1 
else_jump @GFDATE_21716 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $389 bit 2 
jump @GFDATE_21734 

:GFDATE_21716
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $389 bit 2 

:GFDATE_21734
jump @GFDATE_22773 

:GFDATE_21741
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 367.891 
7@ = -67.591 
10@ = 1001.516 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 1 
else_jump @GFDATE_21892 
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $389 bit 2 
jump @GFDATE_21950 

:GFDATE_21892
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $389 bit 2 

:GFDATE_21950
jump @GFDATE_22773 

:GFDATE_21957
04F9: set_sky_color 5 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 498.536 
7@ = -18.2 
10@ = 1000.651 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 3 
else_jump @GFDATE_22068 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $389 bit 2 
jump @GFDATE_22086 

:GFDATE_22068
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $389 bit 2 

:GFDATE_22086
jump @GFDATE_22773 

:GFDATE_22093
04F9: set_sky_color 6 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 490.718 
7@ = -79.168 
10@ = 998.76 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 3 
else_jump @GFDATE_22204 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $389 bit 2 
jump @GFDATE_22222 

:GFDATE_22204
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $389 bit 2 

:GFDATE_22222
jump @GFDATE_22773 

:GFDATE_22229
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -86.72 
10@ = 1000.53 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 2 
else_jump @GFDATE_22340 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $389 bit 2 
jump @GFDATE_22358 

:GFDATE_22340
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $389 bit 2 

:GFDATE_22358
jump @GFDATE_22773 

:GFDATE_22365
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 678.028 
7@ = -452.9 
10@ = -24.444 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 2 
else_jump @GFDATE_22476 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $389 bit 2 
jump @GFDATE_22494 

:GFDATE_22476
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $389 bit 2 

:GFDATE_22494
jump @GFDATE_22773 

:GFDATE_22501
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -108.24 
10@ = 1000.528 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 2 
else_jump @GFDATE_22612 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $389 bit 2 
jump @GFDATE_22630 

:GFDATE_22612
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $389 bit 2 

:GFDATE_22630
jump @GFDATE_22773 

:GFDATE_22637
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = -226.249 
7@ = 1405.448 
10@ = 27.7 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
if 
08B4:   test $376($388,6i) bit 3 
else_jump @GFDATE_22748 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $389 bit 2 
jump @GFDATE_22766 

:GFDATE_22748
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $389 bit 2 

:GFDATE_22766
jump @GFDATE_22773 

:GFDATE_22773
return 

:GFDATE_22775
25@ = -1 
if 
08F9:   v$10820 == "FDCHICK" 
else_jump @GFDATE_22816 
25@ = 1 
return 

:GFDATE_22816
if 
08F9:   v$10820 == "FDBURG" 
else_jump @GFDATE_22849 
25@ = 2 
return 

:GFDATE_22849
if 
08F9:   v$10820 == "FDPIZA" 
else_jump @GFDATE_22882 
25@ = 3 
return 

:GFDATE_22882
if 
08F9:   v$10820 == "FDREST1" 
else_jump @GFDATE_22916 
25@ = 4 
return 

:GFDATE_22916
if 
08F9:   v$10820 == "REST2" 
else_jump @GFDATE_22948 
25@ = 5 
return 

:GFDATE_22948
if 
08F9:   v$10820 == "DINER1" 
else_jump @GFDATE_22981 
25@ = 6 
return 

:GFDATE_22981
if 
08F9:   v$10820 == "DINER2" 
else_jump @GFDATE_23014 
25@ = 7 
return 

:GFDATE_23014
if 
08F9:   v$10820 == "BAR1" 
else_jump @GFDATE_23045 
25@ = 8 
return 

:GFDATE_23045
if 
08F9:   v$10820 == "BAR2" 
else_jump @GFDATE_23076 
25@ = 9 
return 

:GFDATE_23076
if 
08F9:   v$10820 == "UFOBAR" 
else_jump @GFDATE_23109 
25@ = 10 
return 

:GFDATE_23109
if 
08F9:   v$10820 == "TSDINER" 
else_jump @GFDATE_23143 
25@ = 11 
return 

:GFDATE_23143
06D1: v$10820 = "NIL" // v$ = string 
return 

:GFDATE_23155
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFDATE_23860 jumps 0 @GFDATE_23218 1 @GFDATE_23432 2 @GFDATE_23539 3 @GFDATE_23325 4 @GFDATE_23646 5 @GFDATE_23753 -1 @GFDATE_23860 

:GFDATE_23218
4@ = 2394.408 
7@ = -1728.215 
10@ = 14.2715 
5@ = 2395.066 
8@ = -1727.465 
11@ = 14.2063 
6@ = 2401.91 
9@ = -1715.633 
12@ = 13.0848 
13@ = 180.0 
jump @GFDATE_23860 

:GFDATE_23325
4@ = -1401.494 
7@ = 2640.099 
10@ = 59.3883 
5@ = -1400.704 
8@ = 2639.641 
11@ = 58.9806 
6@ = -1390.6 
9@ = 2638.349 
12@ = 54.9965 
13@ = 90.0 
jump @GFDATE_23860 

:GFDATE_23432
4@ = -1799.737 
7@ = 1192.863 
10@ = 29.6868 
5@ = -1799.472 
8@ = 1193.683 
11@ = 29.1813 
6@ = -1799.81 
9@ = 1200.602 
12@ = 24.1194 
13@ = 197.0 
jump @GFDATE_23860 

:GFDATE_23539
4@ = -383.3153 
7@ = -1435.266 
10@ = 26.695 
5@ = -382.5756 
8@ = -1435.887 
11@ = 26.4366 
6@ = -382.0961 
9@ = -1438.207 
12@ = 24.7209 
13@ = 269.3417 
jump @GFDATE_23860 

:GFDATE_23646
4@ = -2582.293 
7@ = 1147.762 
10@ = 59.6235 
5@ = -2581.406 
8@ = 1147.768 
11@ = 59.1605 
6@ = -2574.045 
9@ = 1152.397 
12@ = 54.7422 
13@ = 151.7896 
jump @GFDATE_23860 

:GFDATE_23753
4@ = 2032.235 
7@ = 2734.541 
10@ = 13.3226 
5@ = 2032.744 
8@ = 2733.714 
11@ = 13.0817 
6@ = 2037.401 
9@ = 2723.283 
12@ = 9.8352 
13@ = 8.0 
jump @GFDATE_23860 

:GFDATE_23860
return 

:GFDATE_23862
076D: get_zone s$403 gang 0 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23892 
return 

:GFDATE_23892
076D: get_zone s$403 gang 7 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23922 
return 

:GFDATE_23922
076D: get_zone s$403 gang 2 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23952 
return 

:GFDATE_23952
076D: get_zone s$403 gang 3 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23982 
return 

:GFDATE_23982
return 

:GFDATE_23984
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_24042 
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_24035 
04AE: $1257 = 272 // = constant 

:GFDATE_24035
jump @GFDATE_24075 

:GFDATE_24042
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_24075 
04AE: $1257 = 271 // = constant 

:GFDATE_24075
08BD: set 3@ bit 26 
return 

:GFDATE_24084
1@ = 5 
2@ = 0 
return 

:GFDATE_24100
25@ = 0 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_24478 
if and
80DF:   not actor 0@ driving 
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @GFDATE_24478 
if 
02A0:   actor 0@ stopped 
else_jump @GFDATE_24478 
04C4: store_coords_to 4@ 7@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 stopped_on_foot 
else_jump @GFDATE_24478 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0087: 13@ = 11@ // (float) 
13@ -= 0.02 
0087: 14@ = 11@ // (float) 
14@ += 0.02 
if and
0025:   10@ > 13@ // (float) 
0025:   14@ > 10@ // (float) 
else_jump @GFDATE_24478 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
else_jump @GFDATE_24431 
if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displayed 
else_jump @GFDATE_24415 
03E5: show_text_box 'GF_H013'  // Tap ~m~~widget_gift~ to give the gift.
08BD: set 3@ bit 28 

:GFDATE_24415
25@ = 2 
return 
jump @GFDATE_24478 

:GFDATE_24431
if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displayed 
else_jump @GFDATE_24469 
03E5: show_text_box 'GF_0021'  // Tap ~m~~widget_kiss~ to kiss.
08BD: set 3@ bit 4 

:GFDATE_24469
25@ = 1 
return 

:GFDATE_24478
return 

:GFDATE_24480
if 
  $1243 == 0 
else_jump @GFDATE_24510 
04ED: load_animation "ABCDFETS" 

:GFDATE_24510
04ED: load_animation "KISSING" 

:GFDATE_24521
wait 0 
if 
04EE:   animation "KISSING" loaded 
else_jump @GFDATE_24632 
if 
  $1243 == 0 
else_jump @GFDATE_24623 
if 
04EE:   animation "ABCDFETS" loaded 
else_jump @GFDATE_24597 
return 
jump @GFDATE_24616 

:GFDATE_24597
04ED: load_animation "ABCDFETS" 
jump @GFDATE_24521 

:GFDATE_24616
jump @GFDATE_24625 

:GFDATE_24623
return 

:GFDATE_24625
jump @GFDATE_24650 

:GFDATE_24632
04ED: load_animation "KISSING" 
jump @GFDATE_24521 

:GFDATE_24650
if 
08B7:   test 3@ bit 13 
else_jump @GFDATE_24722 
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_24701 
40@ = 30000 
jump @GFDATE_24708 

:GFDATE_24701
40@ = 0 

:GFDATE_24708
08C3: clear 3@ bit 13 
jump @GFDATE_25429 

:GFDATE_24722
if 
08B7:   test 3@ bit 8 
else_jump @GFDATE_24820 
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_24773 
40@ = 30000 
jump @GFDATE_24806 

:GFDATE_24773
if 
  30@ == -1 
else_jump @GFDATE_24799 
0085: 30@ = 40@ // (int) 

:GFDATE_24799
40@ = 0 

:GFDATE_24806
08C3: clear 3@ bit 8 
jump @GFDATE_25429 

:GFDATE_24820
0871: init_jump_table 1@ total_jumps 9 default_jump 0 @GFDATE_25429 jumps 1 @GFDATE_24948 2 @GFDATE_25029 3 @GFDATE_25043 4 @GFDATE_25057 5 @GFDATE_25138 6 @GFDATE_25152 7 @GFDATE_25247 
0872: jump_table_jumps 10 @GFDATE_25342 11 @GFDATE_25356 -1 @GFDATE_25429 -1 @GFDATE_25429 -1 @GFDATE_25429 -1 @GFDATE_25429 -1 @GFDATE_25429 -1 @GFDATE_25429 -1 @GFDATE_25429 

:GFDATE_24948
if and
08B4:   test $376($388,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $389 bit 12 
else_jump @GFDATE_24989 
40@ = 0 

:GFDATE_24989
if 
  30@ > 0 
else_jump @GFDATE_25022 
0085: 40@ = 30@ // (int) 
30@ = -1 

:GFDATE_25022
jump @GFDATE_25429 

:GFDATE_25029
40@ = 0 
jump @GFDATE_25429 

:GFDATE_25043
40@ = 0 
jump @GFDATE_25429 

:GFDATE_25057
if and
08B4:   test $376($388,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $389 bit 12 
else_jump @GFDATE_25098 
40@ = 0 

:GFDATE_25098
if 
  30@ > 0 
else_jump @GFDATE_25131 
0085: 40@ = 30@ // (int) 
30@ = -1 

:GFDATE_25131
jump @GFDATE_25429 

:GFDATE_25138
40@ = 0 
jump @GFDATE_25429 

:GFDATE_25152
if 
08B4:   test $376($388,6i) bit 27 
else_jump @GFDATE_25240 
if 
  30@ == -1 
else_jump @GFDATE_25200 
0085: 30@ = 40@ // (int) 

:GFDATE_25200
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_25233 
40@ = 30000 
jump @GFDATE_25240 

:GFDATE_25233
40@ = 0 

:GFDATE_25240
jump @GFDATE_25429 

:GFDATE_25247
if 
08B4:   test $376($388,6i) bit 28 
else_jump @GFDATE_25335 
if 
  30@ == -1 
else_jump @GFDATE_25295 
0085: 30@ = 40@ // (int) 

:GFDATE_25295
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_25328 
40@ = 30000 
jump @GFDATE_25335 

:GFDATE_25328
40@ = 0 

:GFDATE_25335
jump @GFDATE_25429 

:GFDATE_25342
40@ = 0 
jump @GFDATE_25429 

:GFDATE_25356
if 
  30@ == -1 
else_jump @GFDATE_25382 
0085: 30@ = 40@ // (int) 

:GFDATE_25382
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_25415 
40@ = 30000 
jump @GFDATE_25422 

:GFDATE_25415
40@ = 0 

:GFDATE_25422
jump @GFDATE_25429 

:GFDATE_25429
return 

:GFDATE_25431
if 
  0.0 >= $10826 
else_jump @GFDATE_25462 
$10826 -= 0.5 

:GFDATE_25462
0059: $10825 += $10826 // (float) 
if 
  0.0 > $10825 
else_jump @GFDATE_25501 
$10825 = 0.0 

:GFDATE_25501
if 
  $10825 > 100.0 
else_jump @GFDATE_25532 
$10825 = 100.0 

:GFDATE_25532
008C: $10824 = float $10825 to_integer 
08BD: set 3@ bit 8 
return 

:GFDATE_25549
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
0871: init_jump_table 26@ total_jumps 20 default_jump 0 @GFDATE_26914 jumps 0 @GFDATE_25789 1 @GFDATE_26282 2 @GFDATE_26756 3 @GFDATE_26361 4 @GFDATE_25868 5 @GFDATE_25775 6 @GFDATE_25782 
0872: jump_table_jumps 7 @GFDATE_26835 8 @GFDATE_26124 9 @GFDATE_26519 10 @GFDATE_26026 11 @GFDATE_25747 12 @GFDATE_26677 13 @GFDATE_26598 14 @GFDATE_26440 15 @GFDATE_25947 
0872: jump_table_jumps 16 @GFDATE_25761 17 @GFDATE_26203 18 @GFDATE_25754 19 @GFDATE_25768 -1 @GFDATE_26914 -1 @GFDATE_26914 -1 @GFDATE_26914 -1 @GFDATE_26914 -1 @GFDATE_26914 

:GFDATE_25747
jump @GFDATE_26914 

:GFDATE_25754
jump @GFDATE_26914 

:GFDATE_25761
jump @GFDATE_26914 

:GFDATE_25768
jump @GFDATE_26914 

:GFDATE_25775
jump @GFDATE_26914 

:GFDATE_25782
jump @GFDATE_26914 

:GFDATE_25789
if 
08B4:   test $376($388,6i) bit 15 
else_jump @GFDATE_25854 
if 
  40@ >= 30000 
else_jump @GFDATE_25840 
$10826 += 0.5 

:GFDATE_25840
gosub @GFDATE_26916 
jump @GFDATE_25861 

:GFDATE_25854
gosub @GFDATE_27036 

:GFDATE_25861
jump @GFDATE_26914 

:GFDATE_25868
if 
08B4:   test $376($388,6i) bit 15 
else_jump @GFDATE_25933 
if 
  40@ >= 30000 
else_jump @GFDATE_25919 
$10826 += 0.5 

:GFDATE_25919
gosub @GFDATE_26916 
jump @GFDATE_25940 

:GFDATE_25933
gosub @GFDATE_27036 

:GFDATE_25940
jump @GFDATE_26914 

:GFDATE_25947
if 
08B4:   test $376($388,6i) bit 15 
else_jump @GFDATE_26012 
if 
  40@ >= 30000 
else_jump @GFDATE_25998 
$10826 += 0.5 

:GFDATE_25998
gosub @GFDATE_26916 
jump @GFDATE_26019 

:GFDATE_26012
gosub @GFDATE_27036 

:GFDATE_26019
jump @GFDATE_26914 

:GFDATE_26026
if 
08B4:   test $376($388,6i) bit 17 
else_jump @GFDATE_26110 
if 
  40@ >= 30000 
else_jump @GFDATE_26096 
if 
  40@ >= 30000 
else_jump @GFDATE_26096 
$10826 += 0.5 

:GFDATE_26096
gosub @GFDATE_26916 
jump @GFDATE_26117 

:GFDATE_26110
gosub @GFDATE_27036 

:GFDATE_26117
jump @GFDATE_26914 

:GFDATE_26124
if 
08B4:   test $376($388,6i) bit 17 
else_jump @GFDATE_26189 
if 
  40@ >= 30000 
else_jump @GFDATE_26175 
$10826 += 0.5 

:GFDATE_26175
gosub @GFDATE_26916 
jump @GFDATE_26196 

:GFDATE_26189
gosub @GFDATE_27036 

:GFDATE_26196
jump @GFDATE_26914 

:GFDATE_26203
if 
08B4:   test $376($388,6i) bit 17 
else_jump @GFDATE_26268 
if 
  40@ >= 30000 
else_jump @GFDATE_26254 
$10826 += 0.5 

:GFDATE_26254
gosub @GFDATE_26916 
jump @GFDATE_26275 

:GFDATE_26268
gosub @GFDATE_27036 

:GFDATE_26275
jump @GFDATE_26914 

:GFDATE_26282
if 
08B4:   test $376($388,6i) bit 18 
else_jump @GFDATE_26347 
if 
  40@ >= 30000 
else_jump @GFDATE_26333 
$10826 += 0.5 

:GFDATE_26333
gosub @GFDATE_26916 
jump @GFDATE_26354 

:GFDATE_26347
gosub @GFDATE_27036 

:GFDATE_26354
jump @GFDATE_26914 

:GFDATE_26361
if 
08B4:   test $376($388,6i) bit 18 
else_jump @GFDATE_26426 
if 
  40@ >= 30000 
else_jump @GFDATE_26412 
$10826 += 0.5 

:GFDATE_26412
gosub @GFDATE_26916 
jump @GFDATE_26433 

:GFDATE_26426
gosub @GFDATE_27036 

:GFDATE_26433
jump @GFDATE_26914 

:GFDATE_26440
if 
08B4:   test $376($388,6i) bit 19 
else_jump @GFDATE_26505 
if 
  40@ >= 30000 
else_jump @GFDATE_26491 
$10826 += 0.5 

:GFDATE_26491
gosub @GFDATE_26916 
jump @GFDATE_26512 

:GFDATE_26505
gosub @GFDATE_27036 

:GFDATE_26512
jump @GFDATE_26914 

:GFDATE_26519
if 
08B4:   test $376($388,6i) bit 19 
else_jump @GFDATE_26584 
if 
  40@ >= 30000 
else_jump @GFDATE_26570 
$10826 += 0.5 

:GFDATE_26570
gosub @GFDATE_26916 
jump @GFDATE_26591 

:GFDATE_26584
gosub @GFDATE_27036 

:GFDATE_26591
jump @GFDATE_26914 

:GFDATE_26598
if 
08B4:   test $376($388,6i) bit 19 
else_jump @GFDATE_26663 
if 
  40@ >= 30000 
else_jump @GFDATE_26649 
$10826 += 0.5 

:GFDATE_26649
gosub @GFDATE_26916 
jump @GFDATE_26670 

:GFDATE_26663
gosub @GFDATE_27036 

:GFDATE_26670
jump @GFDATE_26914 

:GFDATE_26677
if 
08B4:   test $376($388,6i) bit 20 
else_jump @GFDATE_26742 
if 
  40@ >= 30000 
else_jump @GFDATE_26728 
$10826 += 0.5 

:GFDATE_26728
gosub @GFDATE_26916 
jump @GFDATE_26749 

:GFDATE_26742
gosub @GFDATE_27036 

:GFDATE_26749
jump @GFDATE_26914 

:GFDATE_26756
if 
08B4:   test $376($388,6i) bit 20 
else_jump @GFDATE_26821 
if 
  40@ >= 30000 
else_jump @GFDATE_26807 
$10826 += 0.5 

:GFDATE_26807
gosub @GFDATE_26916 
jump @GFDATE_26828 

:GFDATE_26821
gosub @GFDATE_27036 

:GFDATE_26828
jump @GFDATE_26914 

:GFDATE_26835
if 
08B4:   test $376($388,6i) bit 16 
else_jump @GFDATE_26900 
if 
  40@ >= 30000 
else_jump @GFDATE_26886 
$10826 += 0.5 

:GFDATE_26886
gosub @GFDATE_26916 
jump @GFDATE_26907 

:GFDATE_26900
gosub @GFDATE_27036 

:GFDATE_26907
jump @GFDATE_26914 

:GFDATE_26914
return 

:GFDATE_26916
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_27034 
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_26999 
if 
  $10824 > 0 
else_jump @GFDATE_26992 
04AE: $1257 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_26992
jump @GFDATE_27034 

:GFDATE_26999
if 
  40@ >= 30000 
else_jump @GFDATE_27034 
04AE: $1257 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_27034
return 

:GFDATE_27036
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_27154 
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_27119 
if 
  $10824 > 0 
else_jump @GFDATE_27112 
04AE: $1257 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_27112
jump @GFDATE_27154 

:GFDATE_27119
if 
  40@ >= 30000 
else_jump @GFDATE_27154 
04AE: $1257 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_27154
return 

:GFDATE_27156
if 
00DF:   actor 0@ driving 
else_jump @GFDATE_27221 
03C0: 28@ = actor 0@ car 
0227: 25@ = car 28@ health 
if 
  29@ == -1 
else_jump @GFDATE_27214 
0085: 29@ = 25@ // (int) 

:GFDATE_27214
jump @GFDATE_27235 

:GFDATE_27221
28@ = -1 
29@ = -1 

:GFDATE_27235
return 
0871: init_jump_table $388 total_jumps 6 default_jump 0 @GFDATE_27612 jumps 0 @GFDATE_27300 1 @GFDATE_27352 2 @GFDATE_27404 3 @GFDATE_27456 4 @GFDATE_27508 5 @GFDATE_27560 -1 @GFDATE_27612 

:GFDATE_27300
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27333 
$358($388,6i) = 100 

:GFDATE_27333
0629: change_integer_stat 252 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27352
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27385 
$358($388,6i) = 100 

:GFDATE_27385
0629: change_integer_stat 253 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27404
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27437 
$358($388,6i) = 100 

:GFDATE_27437
0629: change_integer_stat 254 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27456
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27489 
$358($388,6i) = 100 

:GFDATE_27489
0629: change_integer_stat 255 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27508
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27541 
$358($388,6i) = 100 

:GFDATE_27541
0629: change_integer_stat 256 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27560
if 
  $358($388,6i) > 100 
else_jump @GFDATE_27593 
$358($388,6i) = 100 

:GFDATE_27593
0629: change_integer_stat 257 to $358($388,6i) 
jump @GFDATE_27612 

:GFDATE_27612
return 

:GFDATE_27614
0871: init_jump_table $1260 total_jumps 16 default_jump 0 @GFDATE_30857 jumps -1 @GFDATE_27742 0 @GFDATE_27756 1 @GFDATE_28017 2 @GFDATE_28069 3 @GFDATE_28328 4 @GFDATE_28482 5 @GFDATE_28642 
0872: jump_table_jumps 6 @GFDATE_28698 7 @GFDATE_28898 8 @GFDATE_29131 9 @GFDATE_29235 10 @GFDATE_29452 11 @GFDATE_29849 12 @GFDATE_30120 13 @GFDATE_30373 99 @GFDATE_30509 

:GFDATE_27742
08C0: clear $389 bit 22 
jump @GFDATE_30857 

:GFDATE_27756
0209: $1263 = random_int_in_ranges 0 6 
if and
  6 > $1263 
08B5:   test $405 bit $1263 
803A:   not  $1263 == $388 // (int) 
else_jump @GFDATE_28010 
if 
  $1263 == 0 
else_jump @GFDATE_27833 
04AE: $1263 = 195 // = constant 
04AE: $1264 = 545 // = constant 

:GFDATE_27833
if 
  $1263 == 1 
else_jump @GFDATE_27867 
04AE: $1263 = 192 // = constant 
04AE: $1264 = 557 // = constant 

:GFDATE_27867
if 
  $1263 == 3 
else_jump @GFDATE_27901 
04AE: $1263 = 190 // = constant 
04AE: $1264 = 599 // = constant 

:GFDATE_27901
if 
  $1263 == 2 
else_jump @GFDATE_27935 
04AE: $1263 = 191 // = constant 
04AE: $1264 = 568 // = constant 

:GFDATE_27935
if 
  $1263 == 4 
else_jump @GFDATE_27969 
04AE: $1263 = 193 // = constant 
04AE: $1264 = 442 // = constant 

:GFDATE_27969
if 
  $1263 == 5 
else_jump @GFDATE_28003 
04AE: $1263 = 194 // = constant 
04AE: $1264 = 533 // = constant 

:GFDATE_28003
$1260 = 1 

:GFDATE_28010
jump @GFDATE_30857 

:GFDATE_28017
if and
0248:   model $1264 available 
0248:   model $1263 available 
else_jump @GFDATE_28052 
$1260 = 2 
jump @GFDATE_28062 

:GFDATE_28052
0247: load_model $1264 
0247: load_model $1263 

:GFDATE_28062
jump @GFDATE_30857 

:GFDATE_28069
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 
if 
03D3: get_route_nearest_for 4@ 7@ 10@ store_to 5@ 8@ 11@ Z_angle_to 13@ 
else_jump @GFDATE_28314 
0395: clear_area 1 at 5@ 8@ 11@ radius 5.0 
00A5: $1262 = create_car $1264 at 5@ 8@ 11@ 
072F: enable_car $1262 stuck_check_distance 1.0 time 1000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
if 
04A3:   $1264 == 545 // == constant 
else_jump @GFDATE_28216 
0229: set_car $1262 primary_color_to 83 secondary_color_to 1 

:GFDATE_28216
if 
04A3:   $1264 == 442 // == constant 
else_jump @GFDATE_28244 
0229: set_car $1262 primary_color_to 1 secondary_color_to 1 

:GFDATE_28244
if 
04A3:   $1264 == 533 // == constant 
else_jump @GFDATE_28272 
0229: set_car $1262 primary_color_to 126 secondary_color_to 1 

:GFDATE_28272
0129: $1261 = create_actor_pedtype 5 model $1263 in_car $1262 driverseat 
039E: set_actor $1261 locked 1 while_in_car 
0175: set_car $1262 Z_angle_to 13@ 
$1260 = 3 
jump @GFDATE_28321 

:GFDATE_28314
$1260 = 99 

:GFDATE_28321
jump @GFDATE_30857 

:GFDATE_28328
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
if and
8119:   not car $1262 wrecked 
8118:   not actor $1261 dead 
else_jump @GFDATE_28468 
067B: put_camera_on_car $1262 with_offset -1.5 1.5 1.5 point_to_actor $1261 tilt 6.0 2 
0812: AS_actor $1261 perform_animation "GF_CARSPOT" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // You've been spotted by another girlfriend. Quick, shake her off your tail!
$1260 = 4 
jump @GFDATE_28475 

:GFDATE_28468
$1260 = 99 

:GFDATE_28475
jump @GFDATE_30857 

:GFDATE_28482
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_28628 
062E: get_actor $1261 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_28621 
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_28584 
if and
0431:   car 28@ passenger_seat_free 0 
00DB:   actor $PLAYER_ACTOR in_car 28@ 
else_jump @GFDATE_28584 
072B: put_actor 0@ into_car 28@ passengerseat 0 

:GFDATE_28584
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0186: $1265 = create_marker_above_car $1262 
$1260 = 5 

:GFDATE_28621
jump @GFDATE_28635 

:GFDATE_28628
$1260 = 99 

:GFDATE_28635
jump @GFDATE_30857 

:GFDATE_28642
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_28684 
00AF: set_car $1262 driver_behaviour_to 3 
$1260 = 6 
jump @GFDATE_28691 

:GFDATE_28684
$1260 = 99 

:GFDATE_28691
jump @GFDATE_30857 

:GFDATE_28698
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_28884 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1262 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  6.0 >= 13@ 
else_jump @GFDATE_28833 
00AF: set_car $1262 driver_behaviour_to 0 
0519: set_car $1262 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 
$1260 = 8 
jump @GFDATE_28877 

:GFDATE_28833
if 
  13@ > 200.0 
else_jump @GFDATE_28877 
0085: 26@ = 40@ // (int) 
26@ += 20000 
$1260 = 7 

:GFDATE_28877
jump @GFDATE_28891 

:GFDATE_28884
$1260 = 99 

:GFDATE_28891
jump @GFDATE_30857 

:GFDATE_28898
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_29117 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1262 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  13@ > 180.0 
else_jump @GFDATE_29103 
if 
001D:   40@ > 26@ // (int) 
else_jump @GFDATE_29096 
if 
075C:   marker $1265 enabled 
else_jump @GFDATE_29031 
0164: disable_marker $1265 

:GFDATE_29031
009B: destroy_actor $1261 
if 
8119:   not car $1262 wrecked 
else_jump @GFDATE_29078 
if 
06FC:   car $1262 stuck_check_enabled 
else_jump @GFDATE_29073 
03CD: disable_car $1262 stuck_check 

:GFDATE_29073
00A6: destroy_car $1262 

:GFDATE_29078
03E5: show_text_box 'GF_H016'  // You've managed to lose the jealous girlfriend. Well done.
$1260 = 12 

:GFDATE_29096
jump @GFDATE_29110 

:GFDATE_29103
$1260 = 6 

:GFDATE_29110
jump @GFDATE_29124 

:GFDATE_29117
$1260 = 99 

:GFDATE_29124
jump @GFDATE_30857 

:GFDATE_29131
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_29221 
if 
   not fading 
else_jump @GFDATE_29214 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
03C8: set_camera_directly_before_player 
fade 1 500 
41@ = 0 
$1260 = 9 

:GFDATE_29214
jump @GFDATE_29228 

:GFDATE_29221
$1260 = 99 

:GFDATE_29228
jump @GFDATE_30857 

:GFDATE_29235
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_29438 
if 
   not fading 
else_jump @GFDATE_29431 
068D: get_camera_position_to 4@ 7@ 10@ 
00A0: store_actor $1261 position_to 5@ 8@ 11@ 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 1.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor $1261 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $1262 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor $1261 perform_animation "GF_CARARGUE_01" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
$1256 = 7 
04AE: $1257 = 293 // = constant 
$1260 = 10 

:GFDATE_29431
jump @GFDATE_29445 

:GFDATE_29438
$1260 = 99 

:GFDATE_29445
jump @GFDATE_30857 

:GFDATE_29452
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_29835 
062E: get_actor $1261 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_29828 
if 
00DF:   actor 0@ driving 
else_jump @GFDATE_29628 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1257 = 294 // = constant 
$1260 = 11 
jump @GFDATE_29828 

:GFDATE_29628
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
00A0: store_actor $PLAYER_ACTOR position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if or
  5.0 > 13@ 
  41@ > 6000 
else_jump @GFDATE_29821 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1257 = 294 // = constant 
$1260 = 11 
jump @GFDATE_29828 

:GFDATE_29821
jump @GFDATE_30857 

:GFDATE_29828
jump @GFDATE_29842 

:GFDATE_29835
$1260 = 99 

:GFDATE_29842
jump @GFDATE_30857 

:GFDATE_29849
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_30106 
062E: get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_30099 
062E: get_actor $1261 task 1490 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_29950 
0519: set_car $1262 locked 0 
05D2: AS_actor $1261 run_to_and_hijack_car $1262 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_29950
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_30085 
if 
00DB:   actor 0@ in_car 28@ 
else_jump @GFDATE_30029 
062E: get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_30022 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_30022
jump @GFDATE_30085 

:GFDATE_30029
062E: get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // == constant 
else_jump @GFDATE_30085 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 change_course 0 unknown 0 0 away_radius 30.0 

:GFDATE_30085
41@ = 0 
$1260 = 12 

:GFDATE_30099
jump @GFDATE_30113 

:GFDATE_30106
$1260 = 99 

:GFDATE_30113
jump @GFDATE_30857 

:GFDATE_30120
if and
8118:   not actor $1261 dead 
8119:   not car $1262 wrecked 
else_jump @GFDATE_30359 
if 
  41@ > 5000 
else_jump @GFDATE_30352 
fade 0 1000 
$358($388,6i) -= 4 
if 
04A3:   $1263 == 195 // == constant 
else_jump @GFDATE_30204 
26@ = 0 

:GFDATE_30204
if 
04A3:   $1263 == 192 // == constant 
else_jump @GFDATE_30230 
26@ = 1 

:GFDATE_30230
if 
04A3:   $1263 == 190 // == constant 
else_jump @GFDATE_30256 
26@ = 3 

:GFDATE_30256
if 
04A3:   $1263 == 191 // == constant 
else_jump @GFDATE_30282 
26@ = 2 

:GFDATE_30282
if 
04A3:   $1263 == 193 // == constant 
else_jump @GFDATE_30308 
26@ = 4 

:GFDATE_30308
if 
04A3:   $1263 == 194 // == constant 
else_jump @GFDATE_30334 
26@ = 5 

:GFDATE_30334
$358(26@,6i) -= 4 
$1260 = 13 

:GFDATE_30352
jump @GFDATE_30366 

:GFDATE_30359
$1260 = 99 

:GFDATE_30366
jump @GFDATE_30857 

:GFDATE_30373
if 
   not fading 
else_jump @GFDATE_30502 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
009B: destroy_actor $1261 
if 
8119:   not car $1262 wrecked 
else_jump @GFDATE_30462 
if 
06FC:   car $1262 stuck_check_enabled 
else_jump @GFDATE_30457 
03CD: disable_car $1262 stuck_check 

:GFDATE_30457
00A6: destroy_car $1262 

:GFDATE_30462
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
fade 1 1500 
03E5: show_text_box 'GF_H015'  // You have been discovered two-timing. Your date is over.
gosub @GFDATE_32921 

:GFDATE_30502
jump @GFDATE_30857 

:GFDATE_30509
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
8118:   not actor 0@ dead 
else_jump @GFDATE_30555 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_30555
if 
8118:   not actor $1261 dead 
else_jump @GFDATE_30586 
02AB: set_actor $1261 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_30586
if 
8119:   not car $1262 wrecked 
else_jump @GFDATE_30623 
if 
06FC:   car $1262 stuck_check_enabled 
else_jump @GFDATE_30623 
03CD: disable_car $1262 stuck_check 

:GFDATE_30623
if 
075C:   marker $1265 enabled 
else_jump @GFDATE_30644 
0164: disable_marker $1265 

:GFDATE_30644
if and
0118:   actor $1261 dead 
051A:   actor $1261 damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_30836 
if 
04A3:   $1263 == 195 // == constant 
else_jump @GFDATE_30694 
26@ = 0 

:GFDATE_30694
if 
04A3:   $1263 == 192 // == constant 
else_jump @GFDATE_30720 
26@ = 1 

:GFDATE_30720
if 
04A3:   $1263 == 190 // == constant 
else_jump @GFDATE_30746 
26@ = 3 

:GFDATE_30746
if 
04A3:   $1263 == 191 // == constant 
else_jump @GFDATE_30772 
26@ = 2 

:GFDATE_30772
if 
04A3:   $1263 == 193 // == constant 
else_jump @GFDATE_30798 
26@ = 4 

:GFDATE_30798
if 
04A3:   $1263 == 194 // == constant 
else_jump @GFDATE_30824 
26@ = 5 

:GFDATE_30824
$358(26@,6i) = -999 

:GFDATE_30836
08C0: clear $389 bit 22 
$1260 = -1 
jump @GFDATE_30857 

:GFDATE_30857
return 

:GFDATE_30859
0871: init_jump_table $1256 total_jumps 8 default_jump 0 @GFDATE_31689 jumps 0 @GFDATE_30987 1 @GFDATE_31058 2 @GFDATE_31070 3 @GFDATE_31084 4 @GFDATE_31353 5 @GFDATE_31453 6 @GFDATE_31262 
0872: jump_table_jumps 7 @GFDATE_31495 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 -1 @GFDATE_31689 

:GFDATE_30987
if 
  $1257 > 0 
else_jump @GFDATE_31019 
$1256 = 3 
jump @GFDATE_31051 

:GFDATE_31019
if and
  $1257 == -2 
  $1258 > 0 
else_jump @GFDATE_31051 
$1256 = 3 

:GFDATE_31051
jump @GFDATE_31689 

:GFDATE_31058
094F: enable_actor 0@ pain_audio 
jump @GFDATE_31689 

:GFDATE_31070
094E: set_actor 0@ mute_pain_audio 0 
jump @GFDATE_31689 

:GFDATE_31084
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31255 
if 
  $1257 > 0 
else_jump @GFDATE_31195 
09D5: play_sound_of_actor 0@ soundslot $1257 unknown_flags 0 1 0 as $1259 // extended 0947 
gosub @GFDATE_31691 
$1257 = -1 
if 
  $1258 > 0 
else_jump @GFDATE_31181 
$1256 = 6 
jump @GFDATE_31188 

:GFDATE_31181
$1256 = 0 

:GFDATE_31188
jump @GFDATE_31255 

:GFDATE_31195
if 
  $1257 == -2 
else_jump @GFDATE_31234 
$1257 = -1 
$1256 = 6 
jump @GFDATE_31255 

:GFDATE_31234
$1257 = -1 
$1258 = -1 
$1256 = 0 

:GFDATE_31255
jump @GFDATE_31689 

:GFDATE_31262
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31346 
if 
  $1258 > 0 
else_jump @GFDATE_31339 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1258 unknown_flags 0 1 0 as $1259 // extended 0947 
$1258 = -1 
$1256 = 0 
jump @GFDATE_31346 

:GFDATE_31339
$1256 = 0 

:GFDATE_31346
jump @GFDATE_31689 

:GFDATE_31353
094E: set_actor 0@ mute_pain_audio 0 
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31446 
if 
  $1257 > 0 
else_jump @GFDATE_31439 
09D5: play_sound_of_actor 0@ soundslot $1257 unknown_flags 0 1 0 as $1259 // extended 0947 
gosub @GFDATE_31691 
$1257 = -1 
$1256 = 5 
jump @GFDATE_31446 

:GFDATE_31439
$1256 = 0 

:GFDATE_31446
jump @GFDATE_31689 

:GFDATE_31453
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31488 
094F: enable_actor 0@ pain_audio 
$1257 = -1 
$1256 = 0 

:GFDATE_31488
jump @GFDATE_31689 

:GFDATE_31495
if 
8118:   not actor $1261 dead 
else_jump @GFDATE_31682 
if 
894D:   not actor $1261 mutally_active 
else_jump @GFDATE_31682 
if 
  $1257 > 0 
else_jump @GFDATE_31622 
09D5: play_sound_of_actor $1261 soundslot $1257 unknown_flags 0 1 0 as $1259 // extended 0947 
gosub @GFDATE_31691 
$1257 = -1 
if 
  $1258 > 0 
else_jump @GFDATE_31608 
$1256 = 6 
jump @GFDATE_31615 

:GFDATE_31608
$1256 = 0 

:GFDATE_31615
jump @GFDATE_31682 

:GFDATE_31622
if 
  $1257 == -2 
else_jump @GFDATE_31661 
$1257 = -1 
$1256 = 6 
jump @GFDATE_31682 

:GFDATE_31661
$1257 = -1 
$1258 = -1 
$1256 = 0 

:GFDATE_31682
jump @GFDATE_31689 

:GFDATE_31689
return 

:GFDATE_31691
0871: init_jump_table $1257 total_jumps 29 default_jump 0 @GFDATE_32809 jumps 32 @GFDATE_32763 39 @GFDATE_32786 264 @GFDATE_31976 266 @GFDATE_31983 268 @GFDATE_31990 269 @GFDATE_32043 270 @GFDATE_32020 
0872: jump_table_jumps 271 @GFDATE_32089 272 @GFDATE_32235 277 @GFDATE_32281 278 @GFDATE_32304 279 @GFDATE_32648 280 @GFDATE_32066 281 @GFDATE_32602 282 @GFDATE_32526 292 @GFDATE_32549 
0872: jump_table_jumps 296 @GFDATE_32503 298 @GFDATE_32258 299 @GFDATE_32572 302 @GFDATE_32717 306 @GFDATE_32579 309 @GFDATE_31997 310 @GFDATE_32625 311 @GFDATE_32694 312 @GFDATE_32671 
0872: jump_table_jumps 313 @GFDATE_32740 314 @GFDATE_32327 316 @GFDATE_32480 317 @GFDATE_32350 -1 @GFDATE_32809 -1 @GFDATE_32809 -1 @GFDATE_32809 -1 @GFDATE_32809 -1 @GFDATE_32809 

:GFDATE_31976
jump @GFDATE_32809 

:GFDATE_31983
jump @GFDATE_32809 

:GFDATE_31990
jump @GFDATE_32809 

:GFDATE_31997
00BC: show_text_highpriority GXT 'GF_0045' time 5000 flag 1  // You better let her drive or she'll sulk all through the date...
jump @GFDATE_32809 

:GFDATE_32020
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // She wants to get naked with you!
jump @GFDATE_32809 

:GFDATE_32043
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Here we go with the kinky shit...
jump @GFDATE_32809 

:GFDATE_32066
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // She wants you to drive her home! This could be it...
jump @GFDATE_32809 

:GFDATE_32089
if 
08B4:   test $389 bit 11 
else_jump @GFDATE_32130 
00BC: show_text_highpriority GXT 'GF_0077' time 5000 flag 1  // Oh no, she is not enjoying herself! Quick, get her something to eat, or maybe a drink...
jump @GFDATE_32228 

:GFDATE_32130
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_32171 
00BC: show_text_highpriority GXT 'GF_0078' time 5000 flag 1  // She is getting bored. Try harder to find an area she likes!
jump @GFDATE_32228 

:GFDATE_32171
if 
08B4:   test $389 bit 13 
else_jump @GFDATE_32212 
00BC: show_text_highpriority GXT 'GF_0079' time 5000 flag 1  // She is losing her patience. Hardly a surprise, all she wants to do is go dancing!
jump @GFDATE_32228 

:GFDATE_32212
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!

:GFDATE_32228
jump @GFDATE_32809 

:GFDATE_32235
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!
jump @GFDATE_32809 

:GFDATE_32258
00BC: show_text_highpriority GXT 'GF_0004' time 3000 flag 1  // Hi Carl!
jump @GFDATE_32809 

:GFDATE_32281
00BC: show_text_highpriority GXT 'GF_0007' time 5000 flag 1  // She seemed to have a good time, but she looks tired. You better take her home.
jump @GFDATE_32809 

:GFDATE_32304
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oh dear, it doesn't sound like she had a good time...
jump @GFDATE_32809 

:GFDATE_32327
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Way to go, Casanova, she's dumped you! Oh well, there are plenty more fish in the sea.
jump @GFDATE_32809 

:GFDATE_32350
if 
08B7:   test 3@ bit 20 
else_jump @GFDATE_32391 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
jump @GFDATE_32809 

:GFDATE_32391
if 
08B7:   test 3@ bit 21 
else_jump @GFDATE_32432 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
jump @GFDATE_32809 

:GFDATE_32432
if 
08B7:   test 3@ bit 22 
else_jump @GFDATE_32473 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFDATE_32809 

:GFDATE_32473
jump @GFDATE_32809 

:GFDATE_32480
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
jump @GFDATE_32809 

:GFDATE_32503
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // You have no idea how to treat a lady!
jump @GFDATE_32809 

:GFDATE_32526
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // This is it, she's inviting you in for coffee! Gird your loins for love...
jump @GFDATE_32809 

:GFDATE_32549
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Yes, she wants another date! Soon she will be powerless to resist...
jump @GFDATE_32809 

:GFDATE_32572
jump @GFDATE_32809 

:GFDATE_32579
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // She wants to do a drive-by? This is one dangerous lady!
jump @GFDATE_32809 

:GFDATE_32602
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. There you go, you see. You bored her legs shut!
jump @GFDATE_32809 

:GFDATE_32625
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // She stole your car! You two have so much in common...
jump @GFDATE_32809 

:GFDATE_32648
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // You danced her socks off! Take her home and see what unfolds...
jump @GFDATE_32809 

:GFDATE_32671
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // This area seems to suit her...
jump @GFDATE_32809 

:GFDATE_32694
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Sounds like she doesn't like this area...
jump @GFDATE_32809 

:GFDATE_32717
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // What were you thinking? this place is a dump!
jump @GFDATE_32809 

:GFDATE_32740
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh man. RULE No.2: Try not to make your girl bleed on a date!
jump @GFDATE_32809 

:GFDATE_32763
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // You are driving too fast!
jump @GFDATE_32809 

:GFDATE_32786
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // You are driving too slowly!
jump @GFDATE_32809 

:GFDATE_32809
return 

:GFDATE_32811
26@ = 0 

:GFDATE_32818
if 
075C:   marker 15@(26@,9i) enabled 
else_jump @GFDATE_32847 
0164: disable_marker 15@(26@,9i) 

:GFDATE_32847
26@ += 1 
  26@ >= 9 
else_jump @GFDATE_32818 
if 
075C:   marker $1265 enabled 
else_jump @GFDATE_32889 
0164: disable_marker $1265 

:GFDATE_32889
0151: remove_status_text $10824 
if 
08B4:   test $389 bit 12 
else_jump @GFDATE_32912 

:GFDATE_32912
08C3: clear 3@ bit 11 
return 

:GFDATE_32921
gosub @GFDATE_32811 
gosub @GFDATE_19479 
00BE: text_clear_all 
if 
8118:   not actor 0@ dead 
else_jump @GFDATE_32977 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_32977 
06C9: remove_actor 0@ from_group 

:GFDATE_32977
if 
8119:   not car 28@ wrecked 
else_jump @GFDATE_33014 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_33014 
03CD: disable_car 28@ stuck_check 

:GFDATE_33014
if 
  $1260 > 0 
else_jump @GFDATE_33062 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFDATE_33062 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:GFDATE_33062
if 
8119:   not car $1262 wrecked 
else_jump @GFDATE_33099 
if 
06FC:   car $1262 stuck_check_enabled 
else_jump @GFDATE_33099 
03CD: disable_car $1262 stuck_check 

:GFDATE_33099
0249: release_model $1264 
0249: release_model $1263 
01C2: remove_references_to_actor $1261 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1262 
04EF: release_animation "KISSING" 
if 
  $1243 == 0 
else_jump @GFDATE_33160 
04EF: release_animation "ABCDFETS" 

:GFDATE_33160
if 
0118:   actor 0@ dead 
else_jump @GFDATE_33220 
08C0: clear $389 bit 2 
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_33213 
$358($388,6i) = -999 

:GFDATE_33213
jump @GFDATE_33293 

:GFDATE_33220
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_33293 
08C0: clear $389 bit 2 
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_33282 
$358($388,6i) = -999 
jump @GFDATE_33293 

:GFDATE_33282
$358($388,6i) -= 10 

:GFDATE_33293
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_33318 
08C0: clear $389 bit 2 

:GFDATE_33318
$6681 = 0 
$1255 = -1 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_33382 
if 
88B4:   not test $389 bit 14 
else_jump @GFDATE_33375 
08BA: set $389 bit 8 

:GFDATE_33375
jump @GFDATE_33389 

:GFDATE_33382
08BA: set $389 bit 21 

:GFDATE_33389
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFDATE_33437 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:GFDATE_33437
08F8: display_stat_update_box 1 
08C0: clear $389 bit 1 
08BB: set $1234 bit $388 
end_thread 
return 
0663: printint "IGF_TT_STATUS" $1260 
0663: printint v$10820 24@ 
0663: printint "ICURRENTCARHEALTH" 29@ 
0664: printfloat "FTEMP1_SPEED" 14@ 
0664: printfloat "FUN_TEMP" $10826 
0663: printint "TIMERB" 41@ 
0663: printint "DATE_TIMER" 40@ 
0663: printint "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 default_jump 1 @GFDATE_34055 jumps 0 @GFDATE_33725 1 @GFDATE_33753 2 @GFDATE_33784 3 @GFDATE_33815 4 @GFDATE_33846 5 @GFDATE_33876 6 @GFDATE_33906 
0872: jump_table_jumps 7 @GFDATE_33937 8 @GFDATE_33970 9 @GFDATE_34000 10 @GFDATE_34030 -1 @GFDATE_34087 -1 @GFDATE_34087 -1 @GFDATE_34087 -1 @GFDATE_34087 -1 @GFDATE_34087 

:GFDATE_33725
0662: printstring "STATE0__DATE_INIT" 
jump @GFDATE_34087 

:GFDATE_33753
0662: printstring "STATE1__IDLE_ON_FOOT" 
jump @GFDATE_34087 

:GFDATE_33784
0662: printstring "STATE2__REACHED_DEST" 
jump @GFDATE_34087 

:GFDATE_33815
0662: printstring "STATE3__REACHED_HOME" 
jump @GFDATE_34087 

:GFDATE_33846
0662: printstring "STATE4__IDLE_IN_CAR" 
jump @GFDATE_34087 

:GFDATE_33876
0662: printstring "STATE5__DUMP_PLAYER" 
jump @GFDATE_34087 

:GFDATE_33906
0662: printstring "STATE6__KISS_ON_FOOT" 
jump @GFDATE_34087 

:GFDATE_33937
0662: printstring "STATE7__BLOWJOB_IN_CAR" 
jump @GFDATE_34087 

:GFDATE_33970
0662: printstring "STATE8__GIRL_DRIVES" 
jump @GFDATE_34087 

:GFDATE_34000
0662: printstring "STATE9__FLEE_PLAYER" 
jump @GFDATE_34087 

:GFDATE_34030
0662: printstring "STATE10__DANCE" 
jump @GFDATE_34087 

:GFDATE_34055
0663: printint "UNTRAPPED_STATE___" 1@ 
jump @GFDATE_34087 

:GFDATE_34087
0662: printstring "I__________________________I" 
return 
end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
thread 'GFSEX' 
09BD: allow_other_threads_to_display_text_boxes 1 
7@ = 0 
8@ = 0 
if 
  1@ > 0 
else_jump @GFSEX_61 
$1241 = 40 
jump @GFSEX_68 

:GFSEX_61
$1241 = 50 

:GFSEX_68
$1242 = 1 
9@ = 0 
if 
  9@ > 0 
else_jump @GFSEX_124 
009A: 24@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:GFSEX_124
gosub @GFSEX_2185 
if 
  $1243 == 0 
else_jump @GFSEX_156 
gosub @GFSEX_2661 

:GFSEX_156
wait 0 
if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 24@ dead 
   not $358(0@,6i) == -999 
   not $358(0@,6i) == -100 
   not $358(0@,6i) == -99 
else_jump @GFSEX_243 
gosub @GFSEX_257 
gosub @GFSEX_514 
gosub @GFSEX_4586 
jump @GFSEX_250 

:GFSEX_243
gosub @GFSEX_5748 

:GFSEX_250
jump @GFSEX_156 

:GFSEX_257
if 
88B7:   not test 9@ bit 1 
else_jump @GFSEX_512 
if 
  $1243 == 1 
else_jump @GFSEX_316 
08BD: set 9@ bit 1 
7@ = 9 
8@ = 0 
return 

:GFSEX_316
if 
00E1:   player 0 pressed_key 17 
else_jump @GFSEX_372 
if 
88B7:   not test 9@ bit 2 
else_jump @GFSEX_365 
gosub @GFSEX_3782 
08BD: set 9@ bit 2 

:GFSEX_365
jump @GFSEX_379 

:GFSEX_372
08C3: clear 9@ bit 2 

:GFSEX_379
if 
00E1:   player 0 pressed_key 14 
else_jump @GFSEX_435 
if 
88B7:   not test 9@ bit 3 
else_jump @GFSEX_428 
gosub @GFSEX_4560 
08BD: set 9@ bit 3 

:GFSEX_428
jump @GFSEX_442 

:GFSEX_435
08C3: clear 9@ bit 3 

:GFSEX_442
if 
00E1:   player 0 pressed_key 15 
else_jump @GFSEX_505 
if 
88B7:   not test 9@ bit 4 
else_jump @GFSEX_498 
7@ = 2 
8@ = 0 
08BD: set 9@ bit 4 

:GFSEX_498
jump @GFSEX_512 

:GFSEX_505
08C3: clear 9@ bit 4 

:GFSEX_512
return 

:GFSEX_514
0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFSEX_782 jumps 0 @GFSEX_642 1 @GFSEX_656 2 @GFSEX_670 3 @GFSEX_684 4 @GFSEX_698 5 @GFSEX_712 6 @GFSEX_726 
0872: jump_table_jumps 7 @GFSEX_740 8 @GFSEX_754 9 @GFSEX_768 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 

:GFSEX_642
gosub @GFSEX_784 
jump @GFSEX_782 

:GFSEX_656
gosub @GFSEX_958 
jump @GFSEX_782 

:GFSEX_670
gosub @GFSEX_974 
jump @GFSEX_782 

:GFSEX_684
gosub @GFSEX_1280 
jump @GFSEX_782 

:GFSEX_698
gosub @GFSEX_1296 
jump @GFSEX_782 

:GFSEX_712
gosub @GFSEX_1312 
jump @GFSEX_782 

:GFSEX_726
gosub @GFSEX_1328 
jump @GFSEX_782 

:GFSEX_740
gosub @GFSEX_1344 
jump @GFSEX_782 

:GFSEX_754
gosub @GFSEX_1360 
jump @GFSEX_782 

:GFSEX_768
gosub @GFSEX_1376 
jump @GFSEX_782 

:GFSEX_782
return 

:GFSEX_784
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_956 jumps 0 @GFSEX_847 1 @GFSEX_874 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 

:GFSEX_847
08BD: set 9@ bit 1 
fade 0 0 
8@ += 1 
jump @GFSEX_956 

:GFSEX_874
if 
   not fading 
else_jump @GFSEX_949 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 24@ all_weapons_hidden 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_2761 
0085: 7@ = 21@ // (int) 
8@ = 0 

:GFSEX_949
jump @GFSEX_956 

:GFSEX_956
return 

:GFSEX_958
7@ = 2 
8@ = 0 
return 

:GFSEX_974
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_1278 jumps 0 @GFSEX_1037 1 @GFSEX_1058 2 @GFSEX_1251 -1 @GFSEX_1278 -1 @GFSEX_1278 -1 @GFSEX_1278 -1 @GFSEX_1278 

:GFSEX_1037
fade 0 1000 
8@ += 1 
jump @GFSEX_1278 

:GFSEX_1058
if 
   not fading 
else_jump @GFSEX_1244 
gosub @GFSEX_3347 
if 
08B7:   test 9@ bit 13 
else_jump @GFSEX_1108 
0151: remove_status_text $1241 
08C3: clear 9@ bit 13 

:GFSEX_1108
if 
08B7:   test 9@ bit 9 
else_jump @GFSEX_1138 
0151: remove_status_text $1242 
08C3: clear 9@ bit 9 

:GFSEX_1138
03E6: remove_text_box 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFSEX_1205 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GFSEX_1205
if 
  $1243 == 0 
else_jump @GFSEX_1230 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_1230
fade 1 1000 
8@ += 1 

:GFSEX_1244
jump @GFSEX_1278 

:GFSEX_1251
if 
   not fading 
else_jump @GFSEX_1271 
gosub @GFSEX_5748 

:GFSEX_1271
jump @GFSEX_1278 

:GFSEX_1278
return 

:GFSEX_1280
7@ = 2 
8@ = 0 
return 

:GFSEX_1296
7@ = 2 
8@ = 0 
return 

:GFSEX_1312
7@ = 2 
8@ = 0 
return 

:GFSEX_1328
7@ = 2 
8@ = 0 
return 

:GFSEX_1344
7@ = 2 
8@ = 0 
return 

:GFSEX_1360
7@ = 2 
8@ = 0 
return 

:GFSEX_1376
0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFSEX_2183 jumps 0 @GFSEX_1504 1 @GFSEX_1585 2 @GFSEX_1856 3 @GFSEX_1898 4 @GFSEX_1946 5 @GFSEX_2033 6 @GFSEX_2081 
0872: jump_table_jumps 7 @GFSEX_2129 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 

:GFSEX_1504
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @GFSEX_1550 
03C0: 25@ = actor $PLAYER_ACTOR car 
02AC: set_car 25@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
jump @GFSEX_1565 

:GFSEX_1550
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GFSEX_1565
fade 0 0 
8@ += 1 
jump @GFSEX_2183 

:GFSEX_1585
if 
   not fading 
else_jump @GFSEX_1849 
select_interior 0 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_1654 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_1654
03CB: set_rendering_origin_at 3@ 4@ 5@ 
04E4: refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_5281 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0619: enable_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
21@ += 30 
if 
  21@ > 60 
else_jump @GFSEX_1827 
21@ -= 60 
20@ += 1 

:GFSEX_1827
00C0: set_current_time_hours_to 20@ minutes_to 21@ 
fade 1 1000 
8@ += 1 

:GFSEX_1849
jump @GFSEX_2183 

:GFSEX_1856
if 
   not fading 
else_jump @GFSEX_1891 
04AE: $1257 = 284 // = constant 
41@ = 0 
8@ += 1 

:GFSEX_1891
jump @GFSEX_2183 

:GFSEX_1898
if 
  41@ > 3000 
else_jump @GFSEX_1939 
04AE: $1257 = 284 // = constant 
41@ = 0 
8@ += 1 

:GFSEX_1939
jump @GFSEX_2183 

:GFSEX_1946
if 
  41@ > 3000 
else_jump @GFSEX_2026 
$1257 = -2 
if 
  1@ > 0 
else_jump @GFSEX_2005 
04AE: $1258 = 239 // = constant 
jump @GFSEX_2012 

:GFSEX_2005
04AE: $1258 = 117 // = constant 

:GFSEX_2012
41@ = 0 
8@ += 1 

:GFSEX_2026
jump @GFSEX_2183 

:GFSEX_2033
if 
  41@ > 3000 
else_jump @GFSEX_2074 
04AE: $1257 = 287 // = constant 
41@ = 0 
8@ += 1 

:GFSEX_2074
jump @GFSEX_2183 

:GFSEX_2081
if 
  41@ > 4000 
else_jump @GFSEX_2122 
04AE: $1257 = 290 // = constant 
41@ = 0 
8@ += 1 

:GFSEX_2122
jump @GFSEX_2183 

:GFSEX_2129
if 
  41@ > 3000 
else_jump @GFSEX_2176 
08BA: set $389 bit 2 
08BA: set $389 bit 4 
7@ = 2 
8@ = 0 

:GFSEX_2176
jump @GFSEX_2183 

:GFSEX_2183
return 

:GFSEX_2185
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_2632 jumps 0 @GFSEX_2248 1 @GFSEX_2312 2 @GFSEX_2376 3 @GFSEX_2440 4 @GFSEX_2504 5 @GFSEX_2568 -1 @GFSEX_2632 

:GFSEX_2248
if 
8248:   not model 195 available 
else_jump @GFSEX_2280 
0247: load_model 195 
wait 0 
jump @GFSEX_2248 

:GFSEX_2280
009A: 24@ = create_actor_pedtype 5 model 195 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2312
if 
8248:   not model 192 available 
else_jump @GFSEX_2344 
0247: load_model 192 
wait 0 
jump @GFSEX_2312 

:GFSEX_2344
009A: 24@ = create_actor_pedtype 5 model 192 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2376
if 
8248:   not model 191 available 
else_jump @GFSEX_2408 
0247: load_model 191 
wait 0 
jump @GFSEX_2376 

:GFSEX_2408
009A: 24@ = create_actor_pedtype 5 model 191 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2440
if 
8248:   not model 190 available 
else_jump @GFSEX_2472 
0247: load_model 190 
wait 0 
jump @GFSEX_2440 

:GFSEX_2472
009A: 24@ = create_actor_pedtype 5 model 190 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2504
if 
8248:   not model 193 available 
else_jump @GFSEX_2536 
0247: load_model 193 
wait 0 
jump @GFSEX_2504 

:GFSEX_2536
009A: 24@ = create_actor_pedtype 5 model 193 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2568
if 
8248:   not model 194 available 
else_jump @GFSEX_2600 
0247: load_model 194 
wait 0 
jump @GFSEX_2568 

:GFSEX_2600
009A: 24@ = create_actor_pedtype 5 model 194 at 0.0 0.0 0.0 
jump @GFSEX_2632 

:GFSEX_2632
02AB: set_actor 24@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 24@ collision_detection 0 
01C5: remove_actor_from_mission_cleanup_list 24@ 
return 

:GFSEX_2661
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 

:GFSEX_2684
wait 0 
if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "KISSING" loaded 
else_jump @GFSEX_2731 
return 
jump @GFSEX_2761 

:GFSEX_2731
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
jump @GFSEX_2684 

:GFSEX_2761
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3190 jumps 0 @GFSEX_2824 1 @GFSEX_2885 2 @GFSEX_2946 3 @GFSEX_3007 4 @GFSEX_3068 5 @GFSEX_3129 -1 @GFSEX_3190 

:GFSEX_2824
10@ = 245.6252 
12@ = 304.1411 
14@ = 998.32 
16@ = 0.0 
20@ = 1 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_2885
10@ = 306.1999 
12@ = 305.1225 
14@ = 1002.297 
16@ = 90.0 
20@ = 4 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_2946
10@ = 288.7753 
12@ = 308.4772 
14@ = 998.1641 
16@ = 213.8029 
20@ = 3 
21@ = 7 
jump @GFSEX_3190 

:GFSEX_3007
10@ = 324.6405 
12@ = 307.4622 
14@ = 998.1558 
16@ = 175.0 
20@ = 5 
21@ = 7 
jump @GFSEX_3190 

:GFSEX_3068
10@ = 271.4699 
12@ = 307.2668 
14@ = 998.32 
16@ = 265.0 
20@ = 2 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_3129
10@ = 345.6252 
12@ = 304.1411 
14@ = 998.25 
16@ = 0.0 
20@ = 6 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_3190
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0619: enable_actor 24@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
16@ += 180.0 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
select_interior 20@ 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
03CB: set_rendering_origin_at 10@ 12@ 14@ 
04E4: refresh_game_renderer_at 10@ 12@ 
return 

:GFSEX_3347
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ radius 3.0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_3414 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_3414
04E4: refresh_game_renderer_at 3@ 4@ 
03CB: set_rendering_origin_at 3@ 4@ 5@ 
return 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3780 jumps 0 @GFSEX_3498 1 @GFSEX_3592 2 @GFSEX_3639 3 @GFSEX_3545 4 @GFSEX_3686 5 @GFSEX_3733 -1 @GFSEX_3780 

:GFSEX_3498
10@ = 245.617 
12@ = 301.507 
14@ = 999.046 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3545
10@ = 318.4 
12@ = 311.85 
14@ = 998.8 
16@ = 110.0 
jump @GFSEX_3780 

:GFSEX_3592
10@ = 308.8862 
12@ = 301.9657 
14@ = 1003.0 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3639
10@ = 282.5775 
12@ = 307.7573 
14@ = 1002.391 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3686
10@ = 270.12 
12@ = 307.737 
14@ = 999.0204 
16@ = 180.0 
jump @GFSEX_3780 

:GFSEX_3733
10@ = 345.617 
12@ = 301.507 
14@ = 998.8 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3780
return 

:GFSEX_3782
0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFSEX_4386 jumps -1 @GFSEX_3845 0 @GFSEX_3910 1 @GFSEX_4029 2 @GFSEX_4148 3 @GFSEX_4267 -1 @GFSEX_4512 -1 @GFSEX_4512 

:GFSEX_3845
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828 
jump @GFSEX_4512 

:GFSEX_3910
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_3993 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1 
jump @GFSEX_4022 

:GFSEX_3993
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_4022
jump @GFSEX_4512 

:GFSEX_4029
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044 
if 
  7@ == 3 
else_jump @GFSEX_4112 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2 
jump @GFSEX_4141 

:GFSEX_4112
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904 

:GFSEX_4141
jump @GFSEX_4512 

:GFSEX_4148
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511 
if 
  7@ == 3 
else_jump @GFSEX_4231 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01 
jump @GFSEX_4260 

:GFSEX_4231
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279 

:GFSEX_4260
jump @GFSEX_4512 

:GFSEX_4267
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208 
if 
  7@ == 3 
else_jump @GFSEX_4350 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2 
jump @GFSEX_4379 

:GFSEX_4350
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726 

:GFSEX_4379
jump @GFSEX_4512 

:GFSEX_4386
23@ = 0 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_4476 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0 
jump @GFSEX_4505 

:GFSEX_4476
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_4505
jump @GFSEX_4512 

:GFSEX_4512
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
23@ += 1 
return 

:GFSEX_4560
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 

:GFSEX_4586
0871: init_jump_table $1256 total_jumps 7 default_jump 0 @GFSEX_5118 jumps 0 @GFSEX_4649 1 @GFSEX_4681 2 @GFSEX_4693 3 @GFSEX_4707 4 @GFSEX_4976 5 @GFSEX_5076 6 @GFSEX_4885 

:GFSEX_4649
if 
  $1257 > 0 
else_jump @GFSEX_4674 
$1256 = 3 

:GFSEX_4674
jump @GFSEX_5118 

:GFSEX_4681
094F: enable_actor 24@ pain_audio 
jump @GFSEX_5118 

:GFSEX_4693
094E: set_actor 24@ mute_pain_audio 0 
jump @GFSEX_5118 

:GFSEX_4707
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_4878 
if 
  $1257 > 0 
else_jump @GFSEX_4818 
09D5: play_sound_of_actor 24@ soundslot $1257 unknown_flags 1 1 1 as $1259 // extended 0947 
gosub @GFSEX_5120 
$1257 = -1 
if 
  $1258 > 0 
else_jump @GFSEX_4804 
$1256 = 6 
jump @GFSEX_4811 

:GFSEX_4804
$1256 = 0 

:GFSEX_4811
jump @GFSEX_4878 

:GFSEX_4818
if 
  $1257 == -2 
else_jump @GFSEX_4857 
$1257 = -1 
$1256 = 6 
jump @GFSEX_4878 

:GFSEX_4857
$1257 = -1 
$1258 = -1 
$1256 = 0 

:GFSEX_4878
jump @GFSEX_5118 

:GFSEX_4885
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_4969 
if 
  $1258 > 0 
else_jump @GFSEX_4962 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1258 unknown_flags 1 1 1 as $1259 // extended 0947 
$1258 = -1 
$1256 = 0 
jump @GFSEX_4969 

:GFSEX_4962
$1256 = 0 

:GFSEX_4969
jump @GFSEX_5118 

:GFSEX_4976
094E: set_actor 24@ mute_pain_audio 0 
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_5069 
if 
  $1257 > 0 
else_jump @GFSEX_5062 
09D5: play_sound_of_actor 24@ soundslot $1257 unknown_flags 1 1 1 as $1259 // extended 0947 
gosub @GFSEX_5120 
$1257 = -1 
$1256 = 5 
jump @GFSEX_5069 

:GFSEX_5062
$1256 = 0 

:GFSEX_5069
jump @GFSEX_5118 

:GFSEX_5076
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_5111 
094F: enable_actor 24@ pain_audio 
$1257 = -1 
$1256 = 0 

:GFSEX_5111
jump @GFSEX_5118 

:GFSEX_5118
return 

:GFSEX_5120
0871: init_jump_table $1257 total_jumps 4 default_jump 0 @GFSEX_5279 jumps 286 @GFSEX_5187 288 @GFSEX_5210 289 @GFSEX_5233 291 @GFSEX_5256 -1 @GFSEX_5279 -1 @GFSEX_5279 -1 @GFSEX_5279 

:GFSEX_5187
00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1  // That's the spot! Remember; nice guys finish last!
jump @GFSEX_5279 

:GFSEX_5210
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
jump @GFSEX_5279 

:GFSEX_5233
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // You the man! Oh yeah! You the man!
jump @GFSEX_5279 

:GFSEX_5256
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
jump @GFSEX_5279 

:GFSEX_5279
return 

:GFSEX_5281
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_5746 jumps 0 @GFSEX_5344 1 @GFSEX_5478 2 @GFSEX_5545 3 @GFSEX_5411 4 @GFSEX_5612 5 @GFSEX_5679 -1 @GFSEX_5746 

:GFSEX_5344
10@ = 2394.408 
12@ = -1728.215 
14@ = 14.2715 
11@ = 2395.066 
13@ = -1727.465 
15@ = 14.2063 
jump @GFSEX_5746 

:GFSEX_5411
10@ = -1401.494 
12@ = 2640.099 
14@ = 59.3883 
11@ = -1400.704 
13@ = 2639.641 
15@ = 58.9806 
jump @GFSEX_5746 

:GFSEX_5478
10@ = -1799.737 
12@ = 1192.863 
14@ = 29.6868 
11@ = -1799.472 
13@ = 1193.683 
15@ = 29.1813 
jump @GFSEX_5746 

:GFSEX_5545
10@ = -383.3153 
12@ = -1435.266 
14@ = 26.695 
11@ = -382.5756 
13@ = -1435.887 
15@ = 26.4366 
jump @GFSEX_5746 

:GFSEX_5612
10@ = -2582.293 
12@ = 1147.762 
14@ = 59.6235 
11@ = -2581.406 
13@ = 1147.768 
15@ = 59.1605 
jump @GFSEX_5746 

:GFSEX_5679
10@ = 2032.235 
12@ = 2734.541 
14@ = 13.3226 
11@ = 2032.744 
13@ = 2733.714 
15@ = 13.0817 
jump @GFSEX_5746 

:GFSEX_5746
return 

:GFSEX_5748
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
009B: destroy_actor 24@ 
if 
8119:   not car 25@ wrecked 
else_jump @GFSEX_5812 
02AC: set_car 25@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 25@ 

:GFSEX_5812
if 
0256:   player $PLAYER_CHAR defined 
else_jump @GFSEX_5866 
0337: set_actor $PLAYER_ACTOR visibility 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:GFSEX_5866
0581: enable_radar 1 
08BA: set $389 bit 21 
08C0: clear $389 bit 5 
09BD: allow_other_threads_to_display_text_boxes 0 
end_thread 
return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0664: printfloat "STICK_POSITION" 17@ 
0663: printint "SHAGGIN_POSITION" 22@ 
0663: printint "I_EXCITEMENT" $1241 
0664: printfloat "ANIM_TIME" $1244 
0663: printint "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 default_jump 1 @GFSEX_6192 jumps 0 @GFSEX_6097 1 @GFSEX_6116 2 @GFSEX_6135 3 @GFSEX_6154 4 @GFSEX_6173 -1 @GFSEX_6221 -1 @GFSEX_6221 

:GFSEX_6097
0662: printstring "STATE0__" 
jump @GFSEX_6221 

:GFSEX_6116
0662: printstring "STATE1__" 
jump @GFSEX_6221 

:GFSEX_6135
0662: printstring "STATE2__" 
jump @GFSEX_6221 

:GFSEX_6154
0662: printstring "STATE3__" 
jump @GFSEX_6221 

:GFSEX_6173
0662: printstring "STATE4__" 
jump @GFSEX_6221 

:GFSEX_6192
0662: printstring "UNTRAPPED_STATE___" 
jump @GFSEX_6221 

:GFSEX_6221
0662: printstring "I__________________________I" 
return 
end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB
thread 'CASAMB' 
if 
  $ONMISSION == 0 
else_jump @CASAMB_43 
$10827 = 0 
$10828 = 0 

:CASAMB_43
1@ = 1 
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_91 
0247: load_model 124 
0247: load_model 126 
0247: load_model 125 
0247: load_model 214 

:CASAMB_91
if 
08F9:   v$1276 == "TRICAS" 
else_jump @CASAMB_130 
0247: load_model 163 
0247: load_model 164 
0247: load_model 263 

:CASAMB_130
if 
08F9:   v$1276 == "CASINO2" 
else_jump @CASAMB_170 
0247: load_model 163 
0247: load_model 164 
0247: load_model 172 

:CASAMB_170
04ED: load_animation "BAR" 

:CASAMB_177
if 
84EE:   not animation "BAR" loaded 
else_jump @CASAMB_206 
wait 0 
jump @CASAMB_177 

:CASAMB_206
0615: define_AS_pack_begin 2@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 3@ 
0615: define_AS_pack_begin 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 4@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASAMB_1779 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
if 
08F9:   v$1276 == "TRICAS" 
else_jump @CASAMB_928 
061D: create_AS_origin_at 1953.774 1018.197 991.4766 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1952.286 1025.58 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1952.3 1010.296 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1952.25 1017.92 991.4766 Z_angle 90.0 unknown_angle 260.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 1948.073 1016.505 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 1948.564 1022.182 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 1949.246 1013.613 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 1949.0 1015.8 991.4766 Z_angle 275.0 unknown_angle 85.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model 263 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model 263 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 2.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1966.539 984.8237 993.4688 Z_angle 270.0 unknown_angle 270.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 1932.395 1033.886 993.4688 Z_angle 60.0 unknown_angle 300.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 1959.094 993.7656 991.4766 Z_angle 240.0 unknown_angle 240.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model 163 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model 164 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model 163 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_928
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_1474 
061D: create_AS_origin_at 2195.73 1600.786 1004.063 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.063 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.063 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.063 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.063 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.063 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.063 Z_angle 40.0 unknown_angle -40.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 2192.954 1605.687 1004.069 Z_angle 207.0 unknown_angle -207.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model 214 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model 214 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 3.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 3.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 2247.869 1624.467 1007.367 Z_angle 152.0 unknown_angle -152.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 2247.349 1583.257 1007.366 Z_angle 358.0 unknown_angle -358.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 2164.643 1582.151 1007.359 Z_angle 13.0 unknown_angle -13.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model 124 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model 125 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model 126 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_1474
if 
08F9:   v$1276 == "CASINO2" 
else_jump @CASAMB_1779 
061D: create_AS_origin_at 1141.206 -5.9198 999.6719 Z_angle 81.0 unknown_angle -81.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1141.831 -8.994 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1141.161 1.224 999.6719 Z_angle 110.0 unknown_angle -110.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1141.159 -3.9906 999.6797 Z_angle 93.0 unknown_angle -93.0 AS_pack 3@ handle_as 8@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 5@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.0  
08A9: load_external_script 38 (BAR_STAFF) 
9@ = -1 
10@ = -1 
11@ = -1 
12@ = -1 
061D: create_AS_origin_at 1143.677 6.4929 999.6797 Z_angle 71.0 unknown_angle -71.0 AS_pack 4@ handle_as 13@ 
0621: create_actor_pedtype 6 model 163 at_AS_origin 13@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 
14@ = -1 
15@ = -1 

:CASAMB_1779
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CASAMB_3006 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @CASAMB_1835 
jump @CASAMB_3017 

:CASAMB_1835
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @CASAMB_1865 
$10827 = 1 
$10828 = 1 

:CASAMB_1865
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @CASAMB_1898 
$10828 = 1 

:CASAMB_1898
if 
010F:   player $PLAYER_CHAR wanted_level > $1283 
else_jump @CASAMB_1924 
$10828 = 1 

:CASAMB_1924
0@ = 0 

:CASAMB_1931
if 
8118:   not actor 16@(0@,11i) dead 
else_jump @CASAMB_2039 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @CASAMB_2002 
$10827 = 1 
$10828 = 1 
jump @CASAMB_2039 

:CASAMB_2002
if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASAMB_2039 
$10827 = 1 
$10828 = 1 

:CASAMB_2039
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_1931 
if 
  $10827 == 1 
else_jump @CASAMB_2144 
$10828 = 1 
08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @CASAMB_2144 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_2144
if 
  $10828 == 1 
else_jump @CASAMB_3006 
if and
0118:   actor 18@ dead 
   not 13@ == -1 
else_jump @CASAMB_2480 
if 
08F9:   v$1276 == "TRICAS" 
else_jump @CASAMB_2239 
27@ = 1966.539 
28@ = 984.8237 
29@ = 993.4688 

:CASAMB_2239
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2293 
27@ = 2247.869 
28@ = 1624.467 
29@ = 1007.367 

:CASAMB_2293
if 
08F9:   v$1276 == "CASINO2" 
else_jump @CASAMB_2348 
27@ = 1143.677 
28@ = 6.4929 
29@ = 999.6797 

:CASAMB_2348
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2480 
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2452 
0621: create_actor_pedtype 4 model 124 at_AS_origin 13@ task 1502 handle_as 18@ 
jump @CASAMB_2468 

:CASAMB_2452
0621: create_actor_pedtype 6 model 163 at_AS_origin 13@ task 1502 handle_as 18@ 

:CASAMB_2468
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2480
if and
0118:   actor 19@ dead 
   not 14@ == -1 
else_jump @CASAMB_2743 
if 
08F9:   v$1276 == "TRICAS" 
else_jump @CASAMB_2557 
27@ = 1932.395 
28@ = 1033.886 
29@ = 993.4688 

:CASAMB_2557
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2611 
27@ = 2247.349 
28@ = 1583.257 
29@ = 1007.366 

:CASAMB_2611
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2743 
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2715 
0621: create_actor_pedtype 6 model 125 at_AS_origin 14@ task 1502 handle_as 19@ 
jump @CASAMB_2731 

:CASAMB_2715
0621: create_actor_pedtype 6 model 164 at_AS_origin 14@ task 1502 handle_as 19@ 

:CASAMB_2731
0913: run_external_script 39 (BOUNCER) 19@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2743
if and
0118:   actor 20@ dead 
   not 15@ == -1 
else_jump @CASAMB_3006 
if 
08F9:   v$1276 == "TRICAS" 
else_jump @CASAMB_2820 
27@ = 1959.094 
28@ = 993.7656 
29@ = 991.4766 

:CASAMB_2820
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2874 
27@ = 2164.643 
28@ = 1582.151 
29@ = 1007.359 

:CASAMB_2874
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_3006 
if 
08F9:   v$1276 == "MAFCAS" 
else_jump @CASAMB_2978 
0621: create_actor_pedtype 4 model 126 at_AS_origin 15@ task 1502 handle_as 20@ 
jump @CASAMB_2994 

:CASAMB_2978
0621: create_actor_pedtype 6 model 164 at_AS_origin 15@ task 1502 handle_as 20@ 

:CASAMB_2994
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3006
wait 0 
jump @CASAMB_1779 

:CASAMB_3017
0@ = 0 

:CASAMB_3024
01C2: remove_references_to_actor 16@(0@,11i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,11i) 
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3024 
0@ = 0 

:CASAMB_3070
if 
   not 5@(0@,11i) == -1 
else_jump @CASAMB_3101 
061E: remove_references_to_AS_origin 5@(0@,11i) 

:CASAMB_3101
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3070 
04EF: release_animation "BAR" 
0249: release_model 214 
0249: release_model 263 
0249: release_model 172 
0249: release_model 163 
0249: release_model 164 
0249: release_model 124 
0249: release_model 125 
0249: release_model 126 
061B: remove_references_to_AS_pack 2@ 
061B: remove_references_to_AS_pack 3@ 
061B: remove_references_to_AS_pack 4@ 
end_thread 
end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR
thread 'BAR' 
if and
  $ONMISSION == 0 
88B4:   not test $389 bit 1 
else_jump @BAR_50 
$10829 = 0 
$6681 = 0 

:BAR_50
0@ = 0 
if 
  0@ > 0 
else_jump @BAR_99 
009A: $1255 = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:BAR_99
1@ = 1 
2@ = 0 
0652: 0@ = integer_stat 156 
if 
  0@ >= 7500 
else_jump @BAR_154 
15@ = 3 
jump @BAR_161 

:BAR_154
15@ = 0 

:BAR_161
gosub @BAR_2150 
0615: define_AS_pack_begin 4@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 5@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BAR_944 
094B: v$1276 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$1276 == "BAR1" 
else_jump @BAR_534 
061D: create_AS_origin_at 502.2242 -19.8799 999.6797 Z_angle 107.0 unknown_angle -107.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 502.0665 -24.1488 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 502.0757 -17.2798 999.6719 Z_angle 85.0 unknown_angle -85.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 502.3116 -19.8236 999.6797 Z_angle 278.6 unknown_angle -278.6 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_534
if 
08F9:   v$1276 == "BAR2" 
else_jump @BAR_738 
061D: create_AS_origin_at 497.9362 -78.0533 997.7651 Z_angle 1.0 unknown_angle -1.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 493.9349 -77.9233 997.7651 Z_angle 100.5 unknown_angle -100.5 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 501.2002 -77.739 997.7651 Z_angle 19.0 unknown_angle -19.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 496.5553 -78.7725 997.7651 Z_angle 194.5 unknown_angle -194.5 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_738
if 
08F9:   v$1276 == "UFOBAR" 
else_jump @BAR_944 
061D: create_AS_origin_at -223.2594 1405.634 26.7656 Z_angle 86.9 unknown_angle 262.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at -223.26 1402.984 26.7656 Z_angle 145.4 unknown_angle 327.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at -223.2956 1407.486 26.7656 Z_angle 26.0 unknown_angle 184.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at -222.6826 1405.787 26.7656 Z_angle 275.7 unknown_angle 97.0 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_944
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BAR_2143 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @BAR_1004 
jump @BAR_2229 

:BAR_1004
if and
  $6681 == 0 
  $ONMISSION == 0 
  2@ == 0 
else_jump @BAR_1466 
if 
08F9:   v$1276 == "BAR1" 
else_jump @BAR_1459 
if 
0102:   actor $PLAYER_ACTOR in_sphere 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @BAR_1459 
0A77: checkpoint_save_oddjob 1 
03E6: remove_text_box 
00BE: text_clear_all 
if 
08B4:   test $389 bit 1 
else_jump @BAR_1290 
0652: 0@ = integer_stat 156 
if 
  0@ >= 3500 
else_jump @BAR_1173 
3@ = 3 
jump @BAR_1248 

:BAR_1173
if 
  0@ >= 6000 
else_jump @BAR_1206 
3@ = 4 
jump @BAR_1248 

:BAR_1206
if 
  0@ >= 7500 
else_jump @BAR_1241 
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1248 

:BAR_1241
3@ = 2 

:BAR_1248
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ $1255  
08A9: load_external_script 35 (DANCE) 
jump @BAR_1445 

:BAR_1290
0871: init_jump_table 15@ total_jumps 4 default_jump 0 @BAR_1411 jumps 0 @BAR_1353 1 @BAR_1367 2 @BAR_1381 3 @BAR_1395 -1 @BAR_1411 -1 @BAR_1411 -1 @BAR_1411 

:BAR_1353
3@ = 2 
jump @BAR_1411 

:BAR_1367
3@ = 3 
jump @BAR_1411 

:BAR_1381
3@ = 4 
jump @BAR_1411 

:BAR_1395
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1411 

:BAR_1411
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ 0  
08A9: load_external_script 35 (DANCE) 

:BAR_1445
2@ = 1 
16@ = 0 

:BAR_1459
jump @BAR_1888 

:BAR_1466
if and
  $6681 == 0 
  $ONMISSION == 0 
  2@ == 1 
else_jump @BAR_1888 
if 
08F9:   v$1276 == "BAR1" 
else_jump @BAR_1888 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 on_foot 
else_jump @BAR_1582 
2@ = 0 
jump @BAR_1888 

:BAR_1582
if and
89BE:   not are_text_boxes_locked_to_any_thread 
88B4:   not test $389 bit 1 
  16@ == 0 
else_jump @BAR_1888 
0871: init_jump_table 15@ total_jumps 3 default_jump 0 @BAR_1888 jumps 0 @BAR_1672 1 @BAR_1744 2 @BAR_1816 -1 @BAR_1888 -1 @BAR_1888 -1 @BAR_1888 -1 @BAR_1888 

:BAR_1672
if 
  $6680 >= 3500 
else_jump @BAR_1737 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
16@ = 1 
15@ += 1 

:BAR_1737
jump @BAR_1888 

:BAR_1744
if 
  $6680 >= 6000 
else_jump @BAR_1809 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
16@ = 1 
15@ += 1 

:BAR_1809
jump @BAR_1888 

:BAR_1816
if 
  $6680 >= 7500 
else_jump @BAR_1881 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~All the tracks are available now, and you can dance to beat your highest score.
16@ = 1 
15@ += 1 

:BAR_1881
jump @BAR_1888 

:BAR_1888
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @BAR_1911 
$10829 = 1 

:BAR_1911
if 
010F:   player $PLAYER_CHAR wanted_level > $1283 
else_jump @BAR_1937 
$10829 = 1 

:BAR_1937
0@ = 0 

:BAR_1944
if 
8118:   not actor 10@(0@,2i) dead 
else_jump @BAR_2038 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @BAR_2008 
$10829 = 1 
jump @BAR_2038 

:BAR_2008
if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BAR_2038 
$10829 = 1 

:BAR_2038
0@ += 1 
  0@ >= 2 
else_jump @BAR_1944 
if 
  $10829 == 1 
else_jump @BAR_2143 
$6681 = 1 
08E5: get_actor_in_sphere 12@ 13@ 14@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @BAR_2143 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_2143
jump @BAR_944 

:BAR_2150
0247: load_model 172 
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
if and
0248:   model 172 available 
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
else_jump @BAR_2216 
return 
jump @BAR_2227 

:BAR_2216
wait 0 
jump @BAR_2150 

:BAR_2227
return 

:BAR_2229
0@ = 0 

:BAR_2236
01C2: remove_references_to_actor 10@(0@,2i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 10@(0@,2i) 
0@ += 1 
  0@ >= 2 
else_jump @BAR_2236 
0@ = 0 

:BAR_2282
if 
   not 6@(0@,4i) == -1 
else_jump @BAR_2313 
061E: remove_references_to_AS_origin 6@(0@,4i) 

:BAR_2313
0@ += 1 
  0@ >= 4 
else_jump @BAR_2282 
0249: release_model 172 
061B: remove_references_to_AS_pack 4@ 
061B: remove_references_to_AS_pack 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
end_thread 
end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP
thread 'PSHOP' 
$676 = 0 
0871: init_jump_table 0@ total_jumps 3 default_jump 0 @PSHOP_552 jumps 0 @PSHOP_81 1 @PSHOP_238 2 @PSHOP_395 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 

:PSHOP_81
3@ = 377.3 
4@ = -117.182 
5@ = 1000.637 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 155 // = constant 
0247: load_model 11@ 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_2 

:PSHOP_152
if 
8248:   not model 11@ available 
else_jump @PSHOP_179 
wait 0 
jump @PSHOP_152 

:PSHOP_179
if 
8248:   not model #PIZZAHIGH available 
else_jump @PSHOP_205 
wait 0 
jump @PSHOP_179 

:PSHOP_205
if 
8248:   not model #CJ_PIZZA_2 available 
else_jump @PSHOP_231 
wait 0 
jump @PSHOP_205 

:PSHOP_231
jump @PSHOP_552 

:PSHOP_238
3@ = 371.5365 
4@ = -4.4935 
5@ = 1000.859 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 167 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_309
if 
8248:   not model 11@ available 
else_jump @PSHOP_336 
wait 0 
jump @PSHOP_309 

:PSHOP_336
if 
8248:   not model #BURGERHIGH available 
else_jump @PSHOP_362 
wait 0 
jump @PSHOP_336 

:PSHOP_362
if 
8248:   not model #CJ_BURG_2 available 
else_jump @PSHOP_388 
wait 0 
jump @PSHOP_362 

:PSHOP_388
jump @PSHOP_552 

:PSHOP_395
3@ = 378.4146 
4@ = -65.8567 
5@ = 1000.508 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 205 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_466
if 
8248:   not model 11@ available 
else_jump @PSHOP_493 
wait 0 
jump @PSHOP_466 

:PSHOP_493
if 
8248:   not model #BURGERHIGH available 
else_jump @PSHOP_519 
wait 0 
jump @PSHOP_493 

:PSHOP_519
if 
8248:   not model #CJ_BURG_2 available 
else_jump @PSHOP_545 
wait 0 
jump @PSHOP_519 

:PSHOP_545
jump @PSHOP_552 

:PSHOP_552
0615: define_AS_pack_begin 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 8@ 
061D: create_AS_origin_at 3@ 4@ 5@ Z_angle 6@ unknown_angle 7@ AS_pack 8@ handle_as 9@ 
0621: create_actor_pedtype 4 model 11@ at_AS_origin 9@ task 1466 handle_as 10@ 
0913: run_external_script 36 (SHOPKEEPER) 10@ 9@  
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_628
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PSHOP_873 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @PSHOP_684 
gosub @PSHOP_884 

:PSHOP_684
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @PSHOP_707 
$676 = 1 

:PSHOP_707
if 
8118:   not actor 10@ dead 
else_jump @PSHOP_782 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
else_jump @PSHOP_756 
$676 = 1 
jump @PSHOP_782 

:PSHOP_756
if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PSHOP_782 
$676 = 1 

:PSHOP_782
if 
  $676 == 1 
else_jump @PSHOP_873 
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 
08E5: get_actor_in_sphere 3@ 4@ 5@ radius 20.0 handle_as 1@ 
if 
  1@ > -1 
else_jump @PSHOP_873 
2@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 1@ 2@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_873
wait 0 
jump @PSHOP_628 

:PSHOP_884
$676 = 0 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
0249: release_model 155 
0249: release_model 167 
0249: release_model 205 
0249: release_model #PIZZAHIGH 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_PIZZA_2 
0249: release_model #CJ_BURG_2 
009B: destroy_actor 10@ 
061E: remove_references_to_AS_origin 9@ 
061B: remove_references_to_AS_pack 8@ 
end_thread 
end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP
thread 'OTBSHP' 
if 
  $ONMISSION == 0 
else_jump @OTBSHP_36 
$4265 = 0 

:OTBSHP_36
1@ = 1 
0247: load_model 11 
0247: load_model 172 

:OTBSHP_52
if 
8248:   not model 172 available 
else_jump @OTBSHP_79 
wait 0 
jump @OTBSHP_52 

:OTBSHP_79
if 
8248:   not model 11 available 
else_jump @OTBSHP_105 
wait 0 
jump @OTBSHP_79 

:OTBSHP_105
0615: define_AS_pack_begin 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 2@ 
061D: create_AS_origin_at 820.3698 -0.3935 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 3@ 
061D: create_AS_origin_at 820.133 4.2015 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 4@ 
061D: create_AS_origin_at 820.3185 6.4021 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 820.0 2.0 1003.0 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 3@ task 1466 handle_as 7@ 
0621: create_actor_pedtype 5 model 11 at_AS_origin 4@ task 1466 handle_as 8@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 5@ task 1466 handle_as 9@ 
0621: create_actor_pedtype 5 model 11 at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 40 (OTB_STAFF) 7@ 3@  
0913: run_external_script 40 (OTB_STAFF) 8@ 4@  
0913: run_external_script 40 (OTB_STAFF) 9@ 5@  
0913: run_external_script 40 (OTB_STAFF) 10@ 6@  
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_369
if 
0256:   player $PLAYER_CHAR defined 
else_jump @OTBSHP_655 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @OTBSHP_425 
jump @OTBSHP_666 

:OTBSHP_425
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $1283 
else_jump @OTBSHP_456 
$4265 = 1 

:OTBSHP_456
0@ = 0 

:OTBSHP_463
if 
8118:   not actor 7@(0@,4i) dead 
else_jump @OTBSHP_557 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @OTBSHP_527 
$4265 = 1 
jump @OTBSHP_557 

:OTBSHP_527
if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
else_jump @OTBSHP_557 
$4265 = 1 

:OTBSHP_557
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_463 
if 
  $4265 == 1 
else_jump @OTBSHP_655 
08E5: get_actor_in_sphere 11@ 12@ 13@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @OTBSHP_655 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_655
wait 0 
jump @OTBSHP_369 

:OTBSHP_666
0@ = 0 

:OTBSHP_673
01C2: remove_references_to_actor 7@(0@,4i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 7@(0@,4i) 
061E: remove_references_to_AS_origin 3@(0@,4i) 
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_673 
0249: release_model 172 
0249: release_model 11 
061B: remove_references_to_AS_pack 2@ 
end_thread 
end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP
thread 'STRIP' 
if 
  $ONMISSION == 0 
else_jump @STRIP_43 
$10830 = 0 
$10828 = 0 

:STRIP_43
0@ = 0 
if 
  0@ == 1 
else_jump @STRIP_114 
009A: $10834 = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
0107: $10835 = create_object 0 at 0.0 0.0 0.0 

:STRIP_114
1@ = 1 
$10832 = 0 
$10831 = 0 
0A60: add_widget_flag 18 4 
gosub @STRIP_2511 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRIP_887 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
094B: v$6695 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_656 
061D: create_AS_origin_at 1214.859 -15.4637 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 10@ 
061D: create_AS_origin_at 1217.084 -15.4657 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 11@ 
061D: create_AS_origin_at 1213.234 -15.4087 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 12@ 
061D: create_AS_origin_at 1214.085 -15.4395 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 10@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1220.042 -15.3365 999.9219 Z_angle 341.7 unknown_angle -341.7 AS_pack 9@ handle_as 14@ 
061D: create_AS_origin_at 1222.008 4.4324 999.9219 Z_angle 93.3 unknown_angle -93.3 AS_pack 9@ handle_as 15@ 
0621: create_actor_pedtype 4 model 163 at_AS_origin 14@ task 1502 handle_as 17@ 
0621: create_actor_pedtype 4 model 164 at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 17@  
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_656
if 
08F9:   v$6695 == "STRIP2" 
else_jump @STRIP_887 
10@ = -1 
061D: create_AS_origin_at 1206.2 -30.6012 999.9531 Z_angle 180.0 unknown_angle 0.0 AS_pack 7@ handle_as 11@ 
12@ = -1 
061D: create_AS_origin_at 1206.2 -29.1414 999.9531 Z_angle 270.0 unknown_angle 0.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model 172 at_AS_origin 11@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1216.871 -24.1246 999.9531 Z_angle 146.8 unknown_angle -146.8 AS_pack 9@ handle_as 14@ 
15@ = -1 
0621: create_actor_pedtype 4 model 163 at_AS_origin 14@ task 1502 handle_as 17@ 
18@ = -1 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_887
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRIP_2504 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @STRIP_947 
jump @STRIP_2588 

:STRIP_947
if 
  4@ > 0 
else_jump @STRIP_979 
gosub @STRIP_2774 
jump @STRIP_887 

:STRIP_979
if 
   not $10832 == 0 
else_jump @STRIP_1048 
if 
8118:   not actor $10834 dead 
else_jump @STRIP_1027 
gosub @STRIP_5441 
jump @STRIP_1048 

:STRIP_1027
01B4: set_player $PLAYER_CHAR can_move 1 
$10832 = 0 
$10834 = -1 

:STRIP_1048
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_1330 
if and
  $10830 == 0 
  $10828 == 0 
else_jump @STRIP_1330 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1316 
if 
010A:   player $PLAYER_CHAR money > 99 
else_jump @STRIP_1302 
if 
  2@ == 0 
else_jump @STRIP_1295 
3@ = 1 
if 
0A52:   is_widget_released 73 
else_jump @STRIP_1295 
0109: player $PLAYER_CHAR money = -100 
0624: add 100.0 to_float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1204.326 
20@ = 17.709 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2774 

:STRIP_1295
jump @STRIP_1309 

:STRIP_1302
3@ = 2 

:STRIP_1309
jump @STRIP_1330 

:STRIP_1316
3@ = 0 
2@ = 0 

:STRIP_1330
if 
08F9:   v$6695 == "STRIP2" 
else_jump @STRIP_1626 
if and
  $10830 == 0 
  $10828 == 0 
else_jump @STRIP_1626 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1612 
if 
010A:   player $PLAYER_CHAR money > 99 
else_jump @STRIP_1598 
if 
  2@ == 0 
else_jump @STRIP_1591 
3@ = 1 
if 
0A52:   is_widget_released 73 
else_jump @STRIP_1591 
0109: player $PLAYER_CHAR money = -100 
0653: 22@ = float_stat 54 
22@ += 100.0 
0653: 22@ = float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1207.366 
20@ = -43.595 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2774 

:STRIP_1591
jump @STRIP_1605 

:STRIP_1598
3@ = 2 

:STRIP_1605
jump @STRIP_1626 

:STRIP_1612
3@ = 0 
2@ = 0 

:STRIP_1626
if and
  $10830 == 0 
  $10828 == 0 
else_jump @STRIP_1786 
if 
  3@ == 1 
else_jump @STRIP_1687 
0512: show_permanent_text_box 'STR_01'  // Tap ~m~~widget_minigame_start~ to get a private dance. Price: $100
jump @STRIP_1779 

:STRIP_1687
if 
  3@ == 2 
else_jump @STRIP_1723 
0512: show_permanent_text_box 'STR_03'  // You need at least $100 for a private dance.
jump @STRIP_1779 

:STRIP_1723
if 
  $10831 > 0 
else_jump @STRIP_1759 
0512: show_permanent_text_box 'STR_00'  // Tap ~m~~widget_store_buy~ to make it rain: $20
jump @STRIP_1779 

:STRIP_1759
if 
  4@ == 0 
else_jump @STRIP_1779 
03E6: remove_text_box 

:STRIP_1779
jump @STRIP_1788 

:STRIP_1786
03E6: remove_text_box 

:STRIP_1788
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @STRIP_1818 
$10830 = 1 
$10828 = 1 

:STRIP_1818
if 
010F:   player $PLAYER_CHAR wanted_level > $1283 
else_jump @STRIP_1851 
$10830 = 1 
$10828 = 1 

:STRIP_1851
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @STRIP_1884 
$10828 = 1 

:STRIP_1884
0@ = 0 

:STRIP_1891
if 
8118:   not actor 16@(0@,3i) dead 
else_jump @STRIP_1999 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @STRIP_1962 
$10830 = 1 
$10828 = 1 
jump @STRIP_1999 

:STRIP_1962
if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIP_1999 
$10830 = 1 
$10828 = 1 

:STRIP_1999
0@ += 1 
  0@ >= 3 
else_jump @STRIP_1891 
if 
  $10830 == 1 
else_jump @STRIP_2104 
$10828 = 1 
08E5: get_actor_in_sphere 19@ 20@ 21@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @STRIP_2104 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_2104
if 
  $10828 == 1 
else_jump @STRIP_2504 
if and
0118:   actor 17@ dead 
   not 14@ == -1 
else_jump @STRIP_2340 
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_2200 
19@ = 1220.042 
20@ = -15.3365 
21@ = 999.9219 

:STRIP_2200
if 
08F9:   v$6695 == "STRIP2" 
else_jump @STRIP_2254 
19@ = 1216.871 
20@ = -24.1246 
21@ = 999.9531 

:STRIP_2254
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2340 
0621: create_actor_pedtype 4 model 163 at_AS_origin 14@ task 1502 handle_as 17@ 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2340
if and
0118:   actor 18@ dead 
   not 15@ == -1 
else_jump @STRIP_2504 
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_2418 
19@ = 1222.008 
20@ = 4.4324 
21@ = 999.9219 

:STRIP_2418
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2504 
0621: create_actor_pedtype 4 model 164 at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2504
jump @STRIP_887 

:STRIP_2511
0247: load_model 163 
0247: load_model 164 
0247: load_model 172 
04ED: load_animation "BAR" 
if and
0248:   model 163 available 
0248:   model 164 available 
0248:   model 172 available 
04EE:   animation "BAR" loaded 
else_jump @STRIP_2575 
return 
jump @STRIP_2586 

:STRIP_2575
wait 0 
jump @STRIP_2511 

:STRIP_2586
return 

:STRIP_2588
0A61: remove_widget_flag 18 4 
0@ = 0 

:STRIP_2601
01C2: remove_references_to_actor 16@(0@,3i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,3i) 
0@ += 1 
  0@ >= 3 
else_jump @STRIP_2601 
0@ = 0 

:STRIP_2647
if 
   not 10@(0@,6i) == -1 
else_jump @STRIP_2678 
061E: remove_references_to_AS_origin 10@(0@,6i) 

:STRIP_2678
0@ += 1 
  0@ >= 6 
else_jump @STRIP_2647 
0249: release_model 172 
0249: release_model 163 
0249: release_model 164 
061B: remove_references_to_AS_pack 7@ 
061B: remove_references_to_AS_pack 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
$10828 = 0 
03E6: remove_text_box 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRIP_2772 
01B4: set_player $PLAYER_CHAR can_move 1 

:STRIP_2772
end_thread 

:STRIP_2774
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @STRIP_3938 jumps 1 @STRIP_2837 2 @STRIP_3061 3 @STRIP_3202 4 @STRIP_3328 5 @STRIP_3668 6 @STRIP_3902 -1 @STRIP_3938 

:STRIP_2837
if 
   not fading 
else_jump @STRIP_3054 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 0 
0581: enable_radar 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 19@ 20@ 21@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 22@ 
03C8: set_camera_directly_before_player 
if 
  $10833 == 0 
else_jump @STRIP_2964 
04AF: 5@ = 256 // = constant 
06D2: 28@v = "LAPDAN1" // @v = string 
$10833 += 1 
jump @STRIP_3047 

:STRIP_2964
if 
  $10833 == 1 
else_jump @STRIP_3018 
04AF: 5@ = 257 // = constant 
06D2: 28@v = "LAPDAN2" // @v = string 
$10833 += 1 
jump @STRIP_3047 

:STRIP_3018
04AF: 5@ = 246 // = constant 
06D2: 28@v = "LAPDAN3" // @v = string 
$10833 = 0 

:STRIP_3047
4@ += 1 

:STRIP_3054
jump @STRIP_3938 

:STRIP_3061
if 
84EE:   not animation 28@v loaded 
else_jump @STRIP_3089 
04ED: load_animation 28@v 
jump @STRIP_3195 

:STRIP_3089
if 
8248:   not model 5@ available 
else_jump @STRIP_3117 
0247: load_model 5@ 
jump @STRIP_3195 

:STRIP_3117
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0 
0172: 22@ = actor $PLAYER_ACTOR Z_angle 
009A: 5@ = create_actor_pedtype 5 model 5@ at 19@ 20@ 21@ 
0619: enable_actor 5@ collision_detection 0 
0173: set_actor 5@ Z_angle_to 22@ 
4@ += 1 

:STRIP_3195
jump @STRIP_3938 

:STRIP_3202
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
8118:   not actor 5@ dead 
else_jump @STRIP_3298 
0812: AS_actor 5@ perform_animation "LAPDAN_D" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
6@ = -1 
gosub @STRIP_3940 

:STRIP_3298
fade 1 1500 
41@ = 0 
03E6: remove_text_box 
4@ += 1 
jump @STRIP_3938 

:STRIP_3328
if 
   not fading 
else_jump @STRIP_3661 
if 
8118:   not actor 5@ dead 
else_jump @STRIP_3654 
if 
0611:   actor $PLAYER_ACTOR performing_animation "LAPDAN_P" 
else_jump @STRIP_3440 
061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 
0092: 25@ = float 23@ to_integer 
25@ -= 800 
0085: 26@ = 25@ // (int) 
26@ -= 2200 
jump @STRIP_3447 

:STRIP_3440
25@ = 0 

:STRIP_3447
if and
  41@ > 2500 
  2600 > 41@ 
else_jump @STRIP_3507 
if 
8A2A:   not text_box 'STR_02' displayed  // Tap ~m~~widget_camera~ to change view. Tap ~m~~widget_minigame_cancel~ to quit the private dance.
else_jump @STRIP_3507 
03E5: show_text_box 'STR_02'  // Tap ~m~~widget_camera~ to change view. Tap ~m~~widget_minigame_cancel~ to quit the private dance.

:STRIP_3507
if 
002D:   41@ >= 25@ // (int) 
else_jump @STRIP_3547 
fade 0 500 
4@ += 1 
jump @STRIP_3938 

:STRIP_3547
if 
0A52:   is_widget_released 18 
else_jump @STRIP_3611 
if and
  40@ >= 500 
  41@ > 2500 
001D:   26@ > 41@ // (int) 
else_jump @STRIP_3611 
gosub @STRIP_3940 
40@ = 0 

:STRIP_3611
if 
0A52:   is_widget_released 74 
else_jump @STRIP_3647 
fade 0 500 
4@ += 1 
jump @STRIP_3938 

:STRIP_3647
jump @STRIP_3661 

:STRIP_3654
4@ += 1 

:STRIP_3661
jump @STRIP_3938 

:STRIP_3668
if 
   not fading 
else_jump @STRIP_3895 
if 
8118:   not actor 5@ dead 
else_jump @STRIP_3888 
03E6: remove_text_box 
0665: get_actor 5@ model_to 0@ 
0249: release_model 0@ 
04EF: release_animation 28@v 
009B: destroy_actor 5@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 1 
0581: enable_radar 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_3813 
00A1: put_actor $PLAYER_ACTOR at 1204.991 12.6603 999.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:STRIP_3813
if 
08F9:   v$6695 == "STRIP2" 
else_jump @STRIP_3867 
00A1: put_actor $PLAYER_ACTOR at 1207.59 -40.646 999.9531 
0173: set_actor $PLAYER_ACTOR Z_angle_to 360.0 

:STRIP_3867
fade 1 500 
4@ += 1 
jump @STRIP_3895 

:STRIP_3888
4@ += 1 

:STRIP_3895
jump @STRIP_3938 

:STRIP_3902
if 
   not fading 
else_jump @STRIP_3931 
01B4: set_player $PLAYER_CHAR can_move 1 
4@ = 0 
return 

:STRIP_3931
jump @STRIP_3938 

:STRIP_3938
return 

:STRIP_3940
0871: init_jump_table 6@ total_jumps 5 default_jump 1 @STRIP_5188 jumps -1 @STRIP_4003 0 @STRIP_4240 1 @STRIP_4477 2 @STRIP_4714 3 @STRIP_4951 -1 @STRIP_5432 -1 @STRIP_5432 

:STRIP_4003
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_4134 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 
jump @STRIP_4233 

:STRIP_4134
19@ = 1208.32 
20@ = -45.8672 
21@ = 1001.066 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1207.847 
20@ = -44.9985 
21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 

:STRIP_4233
jump @STRIP_5432 

:STRIP_4240
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_4371 
19@ = 1202.654 
20@ = 16.7123 
21@ = 1001.302 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1203.589 
20@ = 16.9879 
21@ = 1001.08 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
jump @STRIP_4470 

:STRIP_4371
19@ = 1205.649 
20@ = -44.5486 
21@ = 1001.344 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1206.541 
20@ = -44.2188 
21@ = 1001.035 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4470
jump @STRIP_5432 

:STRIP_4477
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_4608 
19@ = 1203.529 
20@ = 18.3118 
21@ = 1001.391 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1204.11 
20@ = 17.5609 
21@ = 1001.078 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
jump @STRIP_4707 

:STRIP_4608
19@ = 1206.434 
20@ = -43.1812 
21@ = 1001.705 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1207.044 
20@ = -43.796 
21@ = 1001.204 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4707
jump @STRIP_5432 

:STRIP_4714
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_4845 
19@ = 1204.712 
20@ = 18.3221 
21@ = 1000.941 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1204.409 
20@ = 17.369 
21@ = 1000.95 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
jump @STRIP_4944 

:STRIP_4845
19@ = 1207.472 
20@ = -43.1042 
21@ = 1001.054 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1207.325 
20@ = -44.0841 
21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_4944
jump @STRIP_5432 

:STRIP_4951
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_5082 
19@ = 1205.856 
20@ = 17.3141 
21@ = 1002.26 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1205.096 
20@ = 17.1228 
21@ = 1001.64 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
jump @STRIP_5181 

:STRIP_5082
19@ = 1207.846 
20@ = -43.4954 
21@ = 1001.964 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1207.427 
20@ = -43.9585 
21@ = 1001.184 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_5181
jump @STRIP_5432 

:STRIP_5188
6@ = -1 
if 
08F9:   v$6695 == "LASTRIP" 
else_jump @STRIP_5326 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
jump @STRIP_5425 

:STRIP_5326
19@ = 1207.978 
20@ = -46.1248 
21@ = 1001.215 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
19@ = 1207.757 
20@ = -45.1702 
21@ = 1001.016 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_5425
jump @STRIP_5432 

:STRIP_5432
6@ += 1 
return 

:STRIP_5441
0871: init_jump_table $10832 total_jumps 4 default_jump 0 @STRIP_5892 jumps 1 @STRIP_5504 2 @STRIP_5533 3 @STRIP_5613 4 @STRIP_5785 -1 @STRIP_5892 -1 @STRIP_5892 -1 @STRIP_5892 

:STRIP_5504
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $10834 
$10832 = 2 
jump @STRIP_5892 

:STRIP_5533
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // == constant 
else_jump @STRIP_5606 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
$10832 = 3 

:STRIP_5606
jump @STRIP_5892 

:STRIP_5613
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
else_jump @STRIP_5771 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if and
  24@ >= 0.35 
  1.0 > 24@ 
else_jump @STRIP_5764 
04C4: store_coords_to 19@ 20@ 21@ from_actor $10834 with_offset 0.0 0.5 -0.5 
029B: $10835 = init_object #MONEY at 19@ 20@ 21@ 
0382: set_object $10835 collision_detection 0 
0109: player $PLAYER_CHAR money = -20 
0624: add 20.0 to_float_stat 54 
$10832 = 4 

:STRIP_5764
jump @STRIP_5778 

:STRIP_5771
$10832 = 4 

:STRIP_5778
jump @STRIP_5892 

:STRIP_5785
if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
else_jump @STRIP_5871 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if 
  24@ >= 1.0 
else_jump @STRIP_5864 
01B4: set_player $PLAYER_CHAR can_move 1 
$10832 = 0 

:STRIP_5864
jump @STRIP_5885 

:STRIP_5871
01B4: set_player $PLAYER_CHAR can_move 1 
$10832 = 0 

:STRIP_5885
jump @STRIP_5892 

:STRIP_5892
return 
end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES
thread 'PLANES' 
05A9: s$10837[1] = 'PLA_9' // s$  // SUNDAY
05A9: s$10837[2] = 'PLA_3' // s$  // MONDAY
05A9: s$10837[3] = 'PLA_4' // s$  // TUESDAY
05A9: s$10837[4] = 'PLA_5' // s$  // WEDNESDAY
05A9: s$10837[5] = 'PLA_6' // s$  // THURSDAY
05A9: s$10837[6] = 'PLA_7' // s$  // FRIDAY
05A9: s$10837[7] = 'PLA_8' // s$  // SATURDAY
$10853 = 0 
$10855 = 0 
$10856 = 0 
$10857 = 500 
$10858 = 0 
$10859 = 0 
$10860 = 0 
$10861 = 0 
$10862 = 0 
$10863 = 0 
$10864 = 0 
$10865 = 0 
$10866 = 0 
$10867 = 0 
$10868 = 0 
$10879 = 0.0 
$10871 = 0.0 
$10872 = 0.0 
$10873 = 0.0 
$10874 = 0.0 
$10875 = 0.0 
$10876 = 0.0 
$10877 = 0.0 
$10878 = 0.0 
$10869 = 0 
$10870 = 0 
$10880 = 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_349 
jump @PLANES_3810 

:PLANES_349
01B4: set_player $PLAYER_CHAR can_move 0 
set_wb_check_to 0 
0253: save_current_time 
07D0: $10853 = weekday 
if 
  $10853 == 7 
else_jump @PLANES_399 
$10853 = 1 
jump @PLANES_406 

:PLANES_399
$10853 += 1 

:PLANES_406
0652: $10854 = integer_stat 181 
gosub @PLANES_3918 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_462 
jump @PLANES_3810 

:PLANES_462
fade 0 500 

:PLANES_469
if 
fading 
else_jump @PLANES_516 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_509 
jump @PLANES_3810 

:PLANES_509
jump @PLANES_469 

:PLANES_516
0390: load_txd_dictionary 'LD_PLAN' 
038F: load_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: enable_text_draw 1 
0826: enable_hud 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
fade 1 500 
gosub @PLANES_4463 

:PLANES_612
if 
fading 
else_jump @PLANES_666 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_652 
jump @PLANES_3810 

:PLANES_652
gosub @PLANES_4463 
jump @PLANES_612 

:PLANES_666
gosub @PLANES_4463 

:PLANES_673
wait 0 
gosub @PLANES_4463 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_707 
jump @PLANES_3810 

:PLANES_707
0254: restore_current_time 
if 
  $10854 > 1 
else_jump @PLANES_822 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
if or
  -100 > $16 
00E1:   player 0 pressed_key 10 
0A52:   is_widget_released 184 
else_jump @PLANES_779 
$10855 = 0 

:PLANES_779
if or
  $16 > 100 
00E1:   player 0 pressed_key 11 
0A52:   is_widget_released 185 
else_jump @PLANES_815 
$10855 = 1 

:PLANES_815
jump @PLANES_829 

:PLANES_822
$10855 = 0 

:PLANES_829
if 
  $10854 > 0 
else_jump @PLANES_1265 
0512: show_permanent_text_box 'PLA_MSG'  // Tap ~m~~widget_gambling_continue~ to buy flight. Tap ~m~~widget_gambling_quit~ to leave.
if 
  $10860 == 0 
else_jump @PLANES_907 
if 
0A52:   is_widget_released 90 
else_jump @PLANES_907 
03E6: remove_text_box 
$10859 = 0 
$10860 = 1 

:PLANES_907
if 
  $10860 == 1 
else_jump @PLANES_949 
if 
80E1:   not player 0 pressed_key 16 
else_jump @PLANES_949 
$10860 = 2 

:PLANES_949
if 
  $10860 == 2 
else_jump @PLANES_1162 
010B: $10858 = player $PLAYER_CHAR money 
if 
002C:   $10858 >= $10857 // (int) 
else_jump @PLANES_1097 
097A: play_audio_at $68 $69 $70 event 1083 
gosub @PLANES_4463 
fade 0 500 

:PLANES_1022
if 
fading 
else_jump @PLANES_1083 
gosub @PLANES_4463 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_1069 
jump @PLANES_3810 

:PLANES_1069
gosub @PLANES_4463 
jump @PLANES_1022 

:PLANES_1083
jump @PLANES_1412 
jump @PLANES_1162 

:PLANES_1097
if 
  $10859 == 0 
else_jump @PLANES_1162 
01BD: $10861 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
097A: play_audio_at $68 $69 $70 event 1085 
$10859 = 1 
$10860 = 0 

:PLANES_1162
01BD: $10862 = current_time_in_ms 
0084: $10863 = $10862 // (int) 
0060: $10863 -= $10861 // (int) 
if 
  5000 > $10863 
else_jump @PLANES_1265 
gosub @PLANES_6350 
033F: set_text_draw_letter_size 0.41 1.84 
0340: set_text_draw_RGBA 255 255 255 255 
0342: set_text_draw_centered 1 
0A70: display_text_clamped 320.0 337.0 'SHOPNO' 500.0 

:PLANES_1265
if 
0A52:   is_widget_released 89 
else_jump @PLANES_1405 
097A: play_audio_at $68 $69 $70 event 1085 
gosub @PLANES_4463 
fade 0 500 

:PLANES_1308
if 
fading 
else_jump @PLANES_1362 
gosub @PLANES_4463 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_1355 
jump @PLANES_3810 

:PLANES_1355
jump @PLANES_1308 

:PLANES_1362
gosub @PLANES_3918 
00A1: put_actor $PLAYER_ACTOR at $10871 $10872 $10873 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10874 
fade 1 500 
jump @PLANES_3810 

:PLANES_1405
jump @PLANES_673 

:PLANES_1412
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_1435 
jump @PLANES_3810 

:PLANES_1435
088E: set_next_day 
0109: player $PLAYER_CHAR money = -500 
0391: release_textures 
0247: load_model 577 
0247: load_model 371 
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
gosub @PLANES_3918 
04E4: refresh_game_renderer_at $10875 $10876 
0395: clear_area 1 at $10875 $10876 $10877 radius 100.0 
00A5: $10836 = create_car 577 at $10875 $10876 $10877 
0175: set_car $10836 Z_angle_to $10878 
036A: put_actor $PLAYER_ACTOR in_car $10836 
03CB: set_rendering_origin_at $10875 $10876 $10877 
02A3: enable_widescreen 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
if 
04A3:   $3253 == 1 // == constant 
else_jump @PLANES_1684 
if 
  $10855 == 0 
else_jump @PLANES_1625 
00C0: set_current_time_hours_to 10 minutes_to 30 
$10879 = 9500.0 
$10867 = 20000 
$10868 = 150000 
$10864 = 42 

:PLANES_1625
if 
  $10855 == 1 
else_jump @PLANES_1684 
00C0: set_current_time_hours_to 17 minutes_to 50 
$10879 = 5000.0 
$10867 = 30000 
$10868 = 110000 
$10864 = 46 

:PLANES_1684
if 
04A3:   $3253 == 2 // == constant 
else_jump @PLANES_1820 
if 
  $10855 == 0 
else_jump @PLANES_1761 
00C0: set_current_time_hours_to 11 minutes_to 20 
$10879 = 6000.0 
$10867 = 20000 
$10868 = 120000 
$10864 = 49 

:PLANES_1761
if 
  $10855 == 1 
else_jump @PLANES_1820 
00C0: set_current_time_hours_to 14 minutes_to 40 
$10879 = 8000.0 
$10867 = 20000 
$10868 = 160000 
$10864 = 44 

:PLANES_1820
if 
04A3:   $3253 == 3 // == constant 
else_jump @PLANES_1956 
if 
  $10855 == 0 
else_jump @PLANES_1897 
00C0: set_current_time_hours_to 19 minutes_to 10 
$10879 = 6600.0 
$10867 = 20000 
$10868 = 120000 
$10864 = 48 

:PLANES_1897
if 
  $10855 == 1 
else_jump @PLANES_1956 
00C0: set_current_time_hours_to 14 minutes_to 30 
$10879 = 3800.0 
$10867 = 20000 
$10868 = 70000 
$10864 = 43 

:PLANES_1956
07C0: load_path $10864 

:PLANES_1961
if 
87C1:   not path $10864 available 
else_jump @PLANES_2011 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_2004 
jump @PLANES_3810 

:PLANES_2004
jump @PLANES_1961 

:PLANES_2011
01BD: $10861 = current_time_in_ms 
$10860 = 0 
fade 1 500 

:PLANES_2030
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_2057 
jump @PLANES_3810 

:PLANES_2057
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PLANES_2078 
0110: clear_player $PLAYER_CHAR wanted_level 

:PLANES_2078
01BD: $10862 = current_time_in_ms 
0084: $10863 = $10862 // (int) 
0060: $10863 -= $10861 // (int) 
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_3803 
if 
  $10860 == 0 
else_jump @PLANES_2171 
if 
  $10863 > 2000 
else_jump @PLANES_2171 
05EB: assign_car $10836 to_path $10864 
093D: lock_camera_on_cinematic_view 1 
$10860 = 1 

:PLANES_2171
if 
  $10860 > 0 
else_jump @PLANES_2311 
if 
  $10865 == 0 
else_jump @PLANES_2311 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  $70 > 150.0 
else_jump @PLANES_2311 
03D5: remove_text 'PLA_11'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight.
if 
  $10870 == 0 
else_jump @PLANES_2289 
0512: show_permanent_text_box 'PLA_12'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight. Tap ~m~~widget_mission_cancel~ to jump from the plane.
$10870 = 1 

:PLANES_2289
if 
0A52:   is_widget_released 89 
else_jump @PLANES_2311 
$10860 = 2 

:PLANES_2311
if 
  $10860 > 0 
else_jump @PLANES_2435 
if 
  $10880 == 0 
else_jump @PLANES_2389 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
if 
  $70 > 150.0 
else_jump @PLANES_2389 
$10880 = 1 

:PLANES_2389
if 
  $10880 == 1 
else_jump @PLANES_2435 
if 
  150.0 > $70 
else_jump @PLANES_2435 
$10880 = 2 

:PLANES_2435
if 
  $10860 == 1 
else_jump @PLANES_3310 
if 
  $10865 == 0 
else_jump @PLANES_3080 
if 
  150.0 >= $70 
else_jump @PLANES_2539 
03D5: remove_text 'PLA_12'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight. Tap ~m~~widget_mission_cancel~ to jump from the plane.
if 
  $10869 == 0 
else_jump @PLANES_2539 
0512: show_permanent_text_box 'PLA_11'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight.
$10869 = 1 

:PLANES_2539
if 
  2 > $10880 
else_jump @PLANES_3080 
if 
0A52:   is_widget_released 41 
else_jump @PLANES_3080 
fade 0 500 

:PLANES_2579
if 
fading 
else_jump @PLANES_2626 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_2619 
jump @PLANES_3810 

:PLANES_2619
jump @PLANES_2579 

:PLANES_2626
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_3024 
if 
060E:   car $10836 assigned_to_path 
else_jump @PLANES_3024 
if 
  $10866 == 1 
else_jump @PLANES_2683 
08E6: set_plane $10836 landing_gear 0 

:PLANES_2683
0706: advance_car $10836 further_along_path -1E07 
0706: advance_car $10836 further_along_path $10879 
093D: lock_camera_on_cinematic_view 0 
if or
  $10864 == 48 
  $10864 == 49 
else_jump @PLANES_2809 
015F: set_camera_position 1774.9 -2529.3 30.9 rotation 0.0 0.0 0.0 
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_2787 
0158: camera_on_car $10836 mode 15 switchstyle 2 

:PLANES_2787
0A0B: set_rendering_origin_at_3D_coord 1774.9 -2529.3 13.9 angle 48.0 

:PLANES_2809
if or
  $10864 == 42 
  $10864 == 43 
else_jump @PLANES_2913 
015F: set_camera_position -1268.5 106.9 37.1 rotation 0.0 0.0 0.0 
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_2891 
0158: camera_on_car $10836 mode 15 switchstyle 2 

:PLANES_2891
0A0B: set_rendering_origin_at_3D_coord -1268.5 106.9 13.0 angle 350.0 

:PLANES_2913
if or
  $10864 == 46 
  $10864 == 44 
else_jump @PLANES_3017 
015F: set_camera_position 1396.1 1382.3 25.4 rotation 0.0 0.0 0.0 
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_2995 
0158: camera_on_car $10836 mode 15 switchstyle 2 

:PLANES_2995
0A0B: set_rendering_origin_at_3D_coord 1396.1 1382.3 10.0 angle 264.0 

:PLANES_3017
$10865 = 1 

:PLANES_3024
00BE: text_clear_all 
fade 1 2500 

:PLANES_3033
if 
fading 
else_jump @PLANES_3080 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3073 
jump @PLANES_3810 

:PLANES_3073
jump @PLANES_3033 

:PLANES_3080
if 
8119:   not car $10836 wrecked 
else_jump @PLANES_3310 
if 
860E:   not car $10836 assigned_to_path 
else_jump @PLANES_3310 
fade 0 2000 

:PLANES_3119
if 
fading 
else_jump @PLANES_3166 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3159 
jump @PLANES_3810 

:PLANES_3159
jump @PLANES_3119 

:PLANES_3166
gosub @PLANES_3918 
093D: lock_camera_on_cinematic_view 0 
04E4: refresh_game_renderer_at $10871 $10872 
0395: clear_area 1 at $10871 $10872 $10873 radius 100.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $10871 $10872 $10873 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10874 
03CB: set_rendering_origin_at $10871 $10872 $10873 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3256
if 
fading 
else_jump @PLANES_3303 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3296 
jump @PLANES_3810 

:PLANES_3296
jump @PLANES_3256 

:PLANES_3303
jump @PLANES_3810 

:PLANES_3310
if 
  $10860 == 2 
else_jump @PLANES_3683 
fade 0 500 

:PLANES_3335
if 
fading 
else_jump @PLANES_3382 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3375 
jump @PLANES_3810 

:PLANES_3375
jump @PLANES_3335 

:PLANES_3382
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: lock_camera_on_cinematic_view 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
03D5: remove_text 'PLA_11'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight.
0A66: 232 // poopclear1
03D5: remove_text 'PLA_12'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight. Tap ~m~~widget_mission_cancel~ to jump from the plane.

:PLANES_3559
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @PLANES_3609 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3602 
jump @PLANES_3810 

:PLANES_3602
jump @PLANES_3559 

:PLANES_3609
00A6: destroy_car $10836 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3629
if 
fading 
else_jump @PLANES_3676 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @PLANES_3669 
jump @PLANES_3810 

:PLANES_3669
jump @PLANES_3629 

:PLANES_3676
jump @PLANES_3810 

:PLANES_3683
if 
  $10865 == 0 
else_jump @PLANES_3803 
if 
  $10866 == 0 
else_jump @PLANES_3752 
if 
001C:   $10863 > $10867 // (int) 
else_jump @PLANES_3752 
08E6: set_plane $10836 landing_gear 1 
$10866 = 1 

:PLANES_3752
if 
  $10866 == 1 
else_jump @PLANES_3803 
if 
001C:   $10863 > $10868 // (int) 
else_jump @PLANES_3803 
08E6: set_plane $10836 landing_gear 0 
$10866 = 2 

:PLANES_3803
jump @PLANES_2030 

:PLANES_3810
03D5: remove_text 'PLA_11'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Tap ~m~~widget_skip_cutscene~ to skip to the end of the flight. Tap ~m~~widget_mission_cancel~ to jump from the plane.
if 
0844:   string s$705 empty // s$ 
else_jump @PLANES_3850 
02EB: restore_camera_with_jumpcut 

:PLANES_3850
if 
0256:   player $PLAYER_CHAR defined 
else_jump @PLANES_3873 
01B4: set_player $PLAYER_CHAR can_move 1 

:PLANES_3873
093D: lock_camera_on_cinematic_view 0 
0A48: enable_menu_access_in_widescreen_mode 0 
03F0: enable_text_draw 0 
01C3: remove_references_to_car $10836 
0249: release_model 577 
0249: release_model 371 
0391: release_textures 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
03E6: remove_text_box 
end_thread 

:PLANES_3918
if 
04A3:   $3253 == 1 // == constant 
else_jump @PLANES_4099 
$10871 = 1682.7 
$10872 = -2244.9 
$10873 = 12.5 
$10874 = 178.9 
if 
  $10855 == 0 
else_jump @PLANES_4034 
$10875 = 2052.0 
$10876 = -2497.5 
$10877 = 12.4 
$10878 = 89.9 

:PLANES_4034
if 
  $10855 == 1 
else_jump @PLANES_4092 
$10875 = 1580.0 
$10876 = -2493.5 
$10877 = 12.4 
$10878 = 270.0 

:PLANES_4092
$10856 = 18 

:PLANES_4099
if 
04A3:   $3253 == 2 // == constant 
else_jump @PLANES_4280 
$10871 = -1431.6 
$10872 = -283.9 
$10873 = 13.1 
$10874 = 149.9 
if 
  $10855 == 0 
else_jump @PLANES_4215 
$10875 = -1626.0 
$10876 = -137.3 
$10877 = 13.0 
$10878 = 315.6 

:PLANES_4215
if 
  $10855 == 1 
else_jump @PLANES_4273 
$10875 = -1590.9 
$10876 = -103.5 
$10877 = 13.0 
$10878 = 315.3 

:PLANES_4273
$10856 = 19 

:PLANES_4280
if 
04A3:   $3253 == 3 // == constant 
else_jump @PLANES_4461 
$10871 = 1669.8 
$10872 = 1422.1 
$10873 = 9.7 
$10874 = 263.9 
if 
  $10855 == 0 
else_jump @PLANES_4396 
$10875 = 1479.7 
$10876 = 1716.1 
$10877 = 9.7 
$10878 = 180.0 

:PLANES_4396
if 
  $10855 == 1 
else_jump @PLANES_4454 
$10875 = 1475.7 
$10876 = 1636.0 
$10877 = 9.7 
$10878 = 180.0 

:PLANES_4454
$10856 = 20 

:PLANES_4461
return 

:PLANES_4463
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 321.0 246.0 size 356.0 246.0 RGBA 160 160 160 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 326.0 84.0 size 602.0 58.0 RGBA 73 73 73 255 
gosub @PLANES_6275 
0340: set_text_draw_RGBA 255 255 255 255 
0A70: display_text_clamped 320.0 65.0 'PLA_1' 500.0 
if 
  $10854 == 0 
else_jump @PLANES_4784 
0512: show_permanent_text_box 'PLAMSG1'  // Tap ~m~~widget_gambling_quit~ to leave.
gosub @PLANES_6275 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.41 6.23 
0A70: display_text_clamped 316.0 204.0 'PLA_25' 500.0 
gosub @PLANES_6425 
gosub @PLANES_6425 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_6026 

:PLANES_4784
gosub @PLANES_6350 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 144.0 GXT 'PLA_2'  // DEPARTURE
gosub @PLANES_6350 
0340: set_text_draw_RGBA 138 138 138 255 
0342: set_text_draw_centered 0 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // DESTINATION
gosub @PLANES_6350 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PRICE
if 
  $10854 > 1 
else_jump @PLANES_5040 
gosub @PLANES_6425 
033F: set_text_draw_letter_size 0.62 1.54 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~
gosub @PLANES_6425 
0340: set_text_draw_RGBA 255 255 255 255 
0A70: display_text_clamped 124.0 368.0 'PLA_19' 150.0 
jump @PLANES_5040 

:PLANES_5040
gosub @PLANES_6350 
0340: set_text_draw_RGBA 255 255 255 255 
0A70: display_text_clamped 92.0 167.0 $10837($10853,8s) 150.0 
gosub @PLANES_6350 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 92.0 290.0 GXT 'PLA_18' number $10857  // $~1~
if 
04A3:   $3253 == 1 // == constant 
else_jump @PLANES_5432 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5194 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_5205 

:PLANES_5194
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_5205
0342: set_text_draw_centered 1 
0A70: display_text_clamped 200.0 230.0 'PLA_15' 180.0 
if 
  $10854 > 1 
else_jump @PLANES_5336 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5296 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_5310 

:PLANES_5296
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_5310
0A70: display_text_clamped 440.0 230.0 'PLA_14' 180.0 

:PLANES_5336
gosub @PLANES_6350 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $10855 == 0 
else_jump @PLANES_5407 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 10 30  // ~1~:~1~
jump @PLANES_5432 

:PLANES_5407
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 17 50  // ~1~:~1~

:PLANES_5432
if 
04A3:   $3253 == 2 // == constant 
else_jump @PLANES_5738 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5496 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_5507 

:PLANES_5496
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_5507
0342: set_text_draw_centered 1 
0A70: display_text_clamped 200.0 230.0 'PLA_16' 180.0 
if 
  $10854 > 1 
else_jump @PLANES_5642 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5598 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_5612 

:PLANES_5598
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_5612
0342: set_text_draw_centered 1 
0A70: display_text_clamped 440.0 230.0 'PLA_14' 180.0 

:PLANES_5642
gosub @PLANES_6350 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $10855 == 0 
else_jump @PLANES_5713 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 11 20  // ~1~:~1~
jump @PLANES_5738 

:PLANES_5713
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 40  // ~1~:~1~

:PLANES_5738
if 
04A3:   $3253 == 3 // == constant 
else_jump @PLANES_6026 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5802 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_5813 

:PLANES_5802
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_5813
0342: set_text_draw_centered 1 
0A70: display_text_clamped 200.0 230.0 'PLA_16' 180.0 
gosub @PLANES_6350 
if 
  $10855 == 0 
else_jump @PLANES_5886 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_5900 

:PLANES_5886
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_5900
0342: set_text_draw_centered 1 
0A70: display_text_clamped 440.0 230.0 'PLA_15' 180.0 
gosub @PLANES_6350 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $10855 == 0 
else_jump @PLANES_6001 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 19 10  // ~1~:~1~
jump @PLANES_6026 

:PLANES_6001
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 30  // ~1~:~1~

:PLANES_6026
gosub @LITCAS_308 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:PLANES_6275
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_6350
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.62 2.34 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_6425
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.42 2.24 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS
thread 'TRAINS' 
$10883 = 0.0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRAINS_44 
jump @TRAINS_772 

:TRAINS_44
set_wb_check_to 0 

:TRAINS_48
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRAINS_758 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_744 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 570 
else_jump @TRAINS_730 
03C0: $10882 = actor $PLAYER_ACTOR car 
if 
  $10881 == 0 
else_jump @TRAINS_181 
02E3: $10883 = car $10882 speed 
if 
  $10883 > 0.0 
else_jump @TRAINS_181 
00BC: show_text_highpriority GXT 'TRAINS' time 20000 flag 1  // Tap ~m~~widget_train_next_station~ to skip to the next station.
$10881 = 1 

:TRAINS_181
if 
  $10881 == 1 
else_jump @TRAINS_623 
if 
0A06:   train $10882 next_station_unlocked 
else_jump @TRAINS_433 
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 42 
else_jump @TRAINS_426 
fade 0 1000 

:TRAINS_243
if 
fading 
else_jump @TRAINS_290 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRAINS_283 
jump @TRAINS_772 

:TRAINS_283
jump @TRAINS_243 

:TRAINS_290
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRAINS_365 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_365 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 570 
else_jump @TRAINS_365 
03C0: $10882 = actor $PLAYER_ACTOR car 
0A07: put_train $10882 at_next_station 
03D5: remove_text 'TRAINS'  // Tap ~m~~widget_train_next_station~ to skip to the next station.

:TRAINS_365
fade 1 1000 

:TRAINS_372
if 
fading 
else_jump @TRAINS_419 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRAINS_412 
jump @TRAINS_772 

:TRAINS_412
jump @TRAINS_372 

:TRAINS_419
$10881 = 2 

:TRAINS_426
jump @TRAINS_623 

:TRAINS_433
fade 0 1000 

:TRAINS_440
if 
fading 
else_jump @TRAINS_487 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRAINS_480 
jump @TRAINS_772 

:TRAINS_480
jump @TRAINS_440 

:TRAINS_487
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRAINS_562 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_562 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 570 
else_jump @TRAINS_562 
03C0: $10882 = actor $PLAYER_ACTOR car 
0A07: put_train $10882 at_next_station 
03D5: remove_text 'TRAINS'  // Tap ~m~~widget_train_next_station~ to skip to the next station.

:TRAINS_562
fade 1 1000 

:TRAINS_569
if 
fading 
else_jump @TRAINS_616 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @TRAINS_609 
jump @TRAINS_772 

:TRAINS_609
jump @TRAINS_569 

:TRAINS_616
$10881 = 2 

:TRAINS_623
if 
  $10881 == 2 
else_jump @TRAINS_723 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TRAINS_723 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_723 
if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model 570 
else_jump @TRAINS_723 
03C0: $10882 = actor $PLAYER_ACTOR car 
if 
01C1:   car $10882 stopped 
else_jump @TRAINS_723 
$10881 = 0 

:TRAINS_723
jump @TRAINS_737 

:TRAINS_730
jump @TRAINS_772 

:TRAINS_737
jump @TRAINS_751 

:TRAINS_744
jump @TRAINS_772 

:TRAINS_751
jump @TRAINS_765 

:TRAINS_758
jump @TRAINS_772 

:TRAINS_765
jump @TRAINS_48 

:TRAINS_772
$10881 = 0 
03D5: remove_text 'TRAINS'  // Tap ~m~~widget_train_next_station~ to skip to the next station.
end_thread 
end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP
thread 'RCSHOP' 
$10884 = 0 
2@ = -2237.291 
3@ = 128.5856 
4@ = 1034.422 
5@ = 0.0 
6@ = 360.0 
04AF: 10@ = 217 // = constant 
0247: load_model 10@ 

:RCSHOP_81
if 
8248:   not model 10@ available 
else_jump @RCSHOP_108 
wait 0 
jump @RCSHOP_81 

:RCSHOP_108
0615: define_AS_pack_begin 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 7@ 
061D: create_AS_origin_at 2@ 3@ 4@ Z_angle 5@ unknown_angle 6@ AS_pack 7@ handle_as 8@ 
0621: create_actor_pedtype 4 model 10@ at_AS_origin 8@ task 1466 handle_as 9@ 

:RCSHOP_169
if 
0256:   player $PLAYER_CHAR defined 
else_jump @RCSHOP_509 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @RCSHOP_225 
gosub @RCSHOP_520 

:RCSHOP_225
if and
  $541 == 3 
  $ONMISSION == 0 
else_jump @RCSHOP_305 
if 
0102:   actor $PLAYER_ACTOR in_sphere -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @RCSHOP_305 
$707 = 7 

:RCSHOP_305
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $1283 
else_jump @RCSHOP_336 
$10884 = 1 

:RCSHOP_336
if 
8118:   not actor 9@ dead 
else_jump @RCSHOP_418 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @RCSHOP_392 
$10884 = 1 
jump @RCSHOP_418 

:RCSHOP_392
if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RCSHOP_418 
$10884 = 1 

:RCSHOP_418
if 
  $10884 == 1 
else_jump @RCSHOP_509 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 
08E5: get_actor_in_sphere 2@ 3@ 4@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @RCSHOP_509 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_509
wait 0 
jump @RCSHOP_169 

:RCSHOP_520
$10884 = 0 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
0249: release_model 10@ 
009B: destroy_actor 9@ 
061E: remove_references_to_AS_origin 8@ 
061B: remove_references_to_AS_pack 7@ 
end_thread 
end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE
thread 'DANCE' 
08BA: set $6679 bit 31 
09BD: allow_other_threads_to_display_text_boxes 1 
03F0: enable_text_draw 1 
09EE: set_status_text_stay_on_screen 1 
if 
  13@ > 0 
else_jump @DANCE_72 
009A: 5@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:DANCE_72
18@ = 5 
22@ = 5 
16@ = -1 
23@ = -1 
17@ = -1 
13@ = 0 
$6680 = 0 
$10886 = 0 
$10885 = -1 
$10887 = 1 
$1045 = 5 
40@ = 10000 
gosub @DANCE_9561 

:DANCE_164
if 
0A52:   is_widget_released 102 
else_jump @DANCE_186 
$6682 = 1 

:DANCE_186
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DANCE_364 
if 
  6@ > 0 
else_jump @DANCE_350 
if 
  $6682 == 1 
else_jump @DANCE_274 
if 
   not 6@ == 2 
else_jump @DANCE_274 
6@ = 2 
7@ = 0 

:DANCE_274
if 
  5@ == -1 
else_jump @DANCE_306 
gosub @DANCE_378 
jump @DANCE_343 

:DANCE_306
if 
8118:   not actor 5@ dead 
else_jump @DANCE_336 
gosub @DANCE_378 
jump @DANCE_343 

:DANCE_336
gosub @DANCE_16717 

:DANCE_343
jump @DANCE_357 

:DANCE_350
gosub @DANCE_378 

:DANCE_357
jump @DANCE_371 

:DANCE_364
gosub @DANCE_16717 

:DANCE_371
jump @DANCE_164 

:DANCE_378
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_497 jumps 0 @DANCE_441 1 @DANCE_455 2 @DANCE_469 3 @DANCE_483 -1 @DANCE_497 -1 @DANCE_497 -1 @DANCE_497 

:DANCE_441
gosub @DANCE_499 
jump @DANCE_497 

:DANCE_455
gosub @DANCE_1055 
jump @DANCE_497 

:DANCE_469
gosub @DANCE_2059 
jump @DANCE_497 

:DANCE_483
gosub @DANCE_2385 
jump @DANCE_497 

:DANCE_497
return 

:DANCE_499
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_1053 jumps 0 @DANCE_562 1 @DANCE_643 2 @DANCE_800 3 @DANCE_945 -1 @DANCE_1053 -1 @DANCE_1053 -1 @DANCE_1053 

:DANCE_562
01B4: set_player $PLAYER_CHAR can_move 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0826: enable_hud 0 
0581: enable_radar 0 
if 
   not 5@ == -1 
else_jump @DANCE_622 
0253: save_current_time 

:DANCE_622
fade 0 500 
7@ += 1 
jump @DANCE_1053 

:DANCE_643
if 
   not fading 
else_jump @DANCE_793 
gosub @DANCE_2737 
04ED: load_animation v$6691 
if 
84EE:   not animation v$6691 loaded 
else_jump @DANCE_691 
jump @DANCE_1053 

:DANCE_691
if 
   not 5@ == -1 
else_jump @DANCE_715 
00C0: set_current_time_hours_to 0 minutes_to 0 

:DANCE_715
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ radius 1.5 
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
gosub @DANCE_6965 
gosub @DANCE_5910 
17@ = 0 
0952: load_soundtrack 4@ 
7@ += 1 

:DANCE_793
jump @DANCE_1053 

:DANCE_800
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 2 // == constant 
else_jump @DANCE_938 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$6691 framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 
if 
8118:   not actor 5@ dead 
else_jump @DANCE_917 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$6691 framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 

:DANCE_917
fade 1 500 
41@ = 0 
7@ += 1 

:DANCE_938
jump @DANCE_1053 

:DANCE_945
if 
   not fading 
else_jump @DANCE_1046 
if 
  5@ == -1 
else_jump @DANCE_1024 
if 
  41@ >= 10000 
else_jump @DANCE_1017 
create_thread @BDISPLY 
6@ = 1 
7@ = 1 

:DANCE_1017
jump @DANCE_1046 

:DANCE_1024
create_thread @BDISPLY 
6@ = 1 
7@ = 1 

:DANCE_1046
jump @DANCE_1053 

:DANCE_1053
return 

:DANCE_1055
0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_2057 jumps 1 @DANCE_1118 -1 @DANCE_2057 -1 @DANCE_2057 -1 @DANCE_2057 -1 @DANCE_2057 -1 @DANCE_2057 -1 @DANCE_2057 

:DANCE_1118
gosub @DANCE_5774 
gosub @DANCE_8150 
gosub @DANCE_5805 
gosub @DANCE_5586 
gosub @DANCE_2905 
if 
  6@ == 3 
else_jump @DANCE_1178 
jump @DANCE_2057 

:DANCE_1178
gosub @DANCE_3635 
gosub @DANCE_5449 
gosub @DANCE_5910 
gosub @DANCE_9034 
gosub @DANCE_9681 
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
34@ = 0.0 
008F: 34@ = integer $6680 to_float 
0A8A: unknown 103 1 0 0 1 1 34@ 'DNC_001'  // Score:
if 
  $1045 == 3 
else_jump @DANCE_1402 
if 
  99999999 > $6680 
else_jump @DANCE_1363 
if 
  28@ == 2 
else_jump @DANCE_1356 
29@ = 10 
29@ *= 2 
005E: $6680 += 29@ // (int) 
jump @DANCE_1363 

:DANCE_1356
$6680 += 50 

:DANCE_1363
25@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1395 
gosub @DANCE_4195 

:DANCE_1395
jump @DANCE_2057 

:DANCE_1402
if 
  $1045 == 1 
else_jump @DANCE_1534 
if 
  99999999 > $6680 
else_jump @DANCE_1495 
if 
  28@ == 2 
else_jump @DANCE_1488 
29@ = 50 
29@ *= 2 
005E: $6680 += 29@ // (int) 
jump @DANCE_1495 

:DANCE_1488
$6680 += 50 

:DANCE_1495
27@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1527 
gosub @DANCE_4195 

:DANCE_1527
jump @DANCE_2057 

:DANCE_1534
if 
  $1045 == 2 
else_jump @DANCE_1666 
if 
  99999999 > $6680 
else_jump @DANCE_1627 
if 
  28@ == 2 
else_jump @DANCE_1620 
29@ = 20 
29@ *= 2 
005E: $6680 += 29@ // (int) 
jump @DANCE_1627 

:DANCE_1620
$6680 += 20 

:DANCE_1627
25@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1659 
gosub @DANCE_4195 

:DANCE_1659
jump @DANCE_2057 

:DANCE_1666
if 
  $1045 == 0 
else_jump @DANCE_1762 
if 
  $6680 > 0 
else_jump @DANCE_1716 
$6680 -= 0 
jump @DANCE_1723 

:DANCE_1716
$6680 = 0 

:DANCE_1723
26@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1755 
gosub @DANCE_4822 

:DANCE_1755
jump @DANCE_2057 

:DANCE_1762
if 
  $1045 == 4 
else_jump @DANCE_1858 
if 
  $6680 > 0 
else_jump @DANCE_1812 
$6680 -= 0 
jump @DANCE_1819 

:DANCE_1812
$6680 = 0 

:DANCE_1819
26@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1851 
gosub @DANCE_4822 

:DANCE_1851
jump @DANCE_2057 

:DANCE_1858
if 
  $1045 == 10 
else_jump @DANCE_1954 
if 
  $6680 > 0 
else_jump @DANCE_1908 
$6680 -= 0 
jump @DANCE_1915 

:DANCE_1908
$6680 = 0 

:DANCE_1915
26@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_1947 
gosub @DANCE_4822 

:DANCE_1947
jump @DANCE_2057 

:DANCE_1954
if 
  $1045 == 11 
else_jump @DANCE_2050 
if 
  $6680 > 0 
else_jump @DANCE_2004 
$6680 -= 0 
jump @DANCE_2011 

:DANCE_2004
$6680 = 0 

:DANCE_2011
26@ += 1 
if 
   not 30@ == -1 
else_jump @DANCE_2043 
gosub @DANCE_4822 

:DANCE_2043
jump @DANCE_2057 

:DANCE_2050
jump @DANCE_2057 

:DANCE_2057
return 

:DANCE_2059
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_2383 jumps 0 @DANCE_2122 1 @DANCE_2143 2 @DANCE_2195 3 @DANCE_2369 -1 @DANCE_2383 -1 @DANCE_2383 -1 @DANCE_2383 

:DANCE_2122
fade 0 500 
7@ += 1 
jump @DANCE_2383 

:DANCE_2143
if 
   not fading 
else_jump @DANCE_2188 
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // == constant 
else_jump @DANCE_2181 
0955: end_playing_loaded_soundtrack 

:DANCE_2181
7@ += 1 

:DANCE_2188
jump @DANCE_2383 

:DANCE_2195
0151: remove_status_text $6680 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03F4: set_all_cars_apply_damage_rules 1 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$6691 framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
if 
8118:   not actor 5@ dead 
else_jump @DANCE_2328 
0792: disembark_instantly_actor 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$6691 framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_2328
if 
   not 5@ == -1 
else_jump @DANCE_2348 
0254: restore_current_time 

:DANCE_2348
fade 1 1500 
7@ += 1 
jump @DANCE_2383 

:DANCE_2369
gosub @DANCE_16717 
jump @DANCE_2383 

:DANCE_2383
return 

:DANCE_2385
0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_2735 jumps 0 @DANCE_2448 1 @DANCE_2540 -1 @DANCE_2735 -1 @DANCE_2735 -1 @DANCE_2735 -1 @DANCE_2735 -1 @DANCE_2735 

:DANCE_2448
0991: set_soundtrack_paused 1 
if 
0611:   actor $PLAYER_ACTOR performing_animation v$6683 
else_jump @DANCE_2481 
0612: set_actor $PLAYER_ACTOR animation v$6683 paused 0 

:DANCE_2481
if 
8118:   not actor 5@ dead 
else_jump @DANCE_2526 
if 
0611:   actor 5@ performing_animation v$6687 
else_jump @DANCE_2526 
0612: set_actor 5@ animation v$6687 paused 0 

:DANCE_2526
7@ += 1 
jump @DANCE_2735 

:DANCE_2540
gosub @DANCE_2905 
if 
  18@ == 100 
else_jump @DANCE_2593 
$6680 = 0 
6@ = 2 
7@ = 0 
jump @DANCE_2735 

:DANCE_2593
if 
  18@ == 99 
else_jump @DANCE_2728 
if 
  6@ > 0 
else_jump @DANCE_2728 
0991: set_soundtrack_paused 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation v$6683 
else_jump @DANCE_2662 
0612: set_actor $PLAYER_ACTOR animation v$6683 paused 1 

:DANCE_2662
if 
8118:   not actor 5@ dead 
else_jump @DANCE_2707 
if 
0611:   actor 5@ performing_animation v$6687 
else_jump @DANCE_2707 
0612: set_actor 5@ animation v$6687 paused 1 

:DANCE_2707
6@ = 1 
7@ = 1 
jump @DANCE_2735 

:DANCE_2728
jump @DANCE_2735 

:DANCE_2735
return 

:DANCE_2737
0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2879 jumps 1 @DANCE_2800 2 @DANCE_2819 3 @DANCE_2838 4 @DANCE_2862 -1 @DANCE_2903 -1 @DANCE_2903 -1 @DANCE_2903 

:DANCE_2800
06D1: v$6691 = "GFUNK" // v$ = string 
jump @DANCE_2903 

:DANCE_2819
06D1: v$6691 = "GFUNK" // v$ = string 
jump @DANCE_2903 

:DANCE_2838
06D1: v$6691 = "RUNNINGMAN" // v$ = string 
jump @DANCE_2903 

:DANCE_2862
06D1: v$6691 = "WOP" // v$ = string 
jump @DANCE_2903 

:DANCE_2879
06D1: v$6691 = "WOP" // v$ = string 
4@ = 4 
jump @DANCE_2903 

:DANCE_2903
return 

:DANCE_2905
gosub @DANCE_17028 
0871: init_jump_table 22@ total_jumps 7 default_jump 0 @DANCE_3633 jumps 1 @DANCE_3359 2 @DANCE_3313 3 @DANCE_3267 4 @DANCE_3221 5 @DANCE_2975 99 @DANCE_3405 100 @DANCE_3588 

:DANCE_2975
if 
  $10892 == 10 
else_jump @DANCE_3014 
18@ = 4 
22@ = 4 
jump @DANCE_3633 

:DANCE_3014
if 
  $10892 == 13 
else_jump @DANCE_3053 
18@ = 3 
22@ = 3 
jump @DANCE_3633 

:DANCE_3053
if 
  $10892 == 9 
else_jump @DANCE_3092 
18@ = 2 
22@ = 2 
jump @DANCE_3633 

:DANCE_3092
if 
  $10892 == 14 
else_jump @DANCE_3131 
18@ = 1 
22@ = 1 
jump @DANCE_3633 

:DANCE_3131
if 
00E1:   player 0 pressed_key 15 
else_jump @DANCE_3176 
18@ = 99 
22@ = 99 
41@ = 0 
jump @DANCE_3633 

:DANCE_3176
if 
00E1:   player 0 pressed_key 16 
else_jump @DANCE_3214 
18@ = 100 
22@ = 100 
jump @DANCE_3633 

:DANCE_3214
jump @DANCE_3633 

:DANCE_3221
18@ = 5 
if 
  $10892 == 0 
else_jump @DANCE_3260 
22@ = 5 
jump @DANCE_3633 

:DANCE_3260
jump @DANCE_3633 

:DANCE_3267
18@ = 5 
if 
  $10892 == 0 
else_jump @DANCE_3306 
22@ = 5 
jump @DANCE_3633 

:DANCE_3306
jump @DANCE_3633 

:DANCE_3313
18@ = 5 
if 
  $10892 == 0 
else_jump @DANCE_3352 
22@ = 5 
jump @DANCE_3633 

:DANCE_3352
jump @DANCE_3633 

:DANCE_3359
18@ = 5 
if 
  $10892 == 0 
else_jump @DANCE_3398 
22@ = 5 
jump @DANCE_3633 

:DANCE_3398
jump @DANCE_3633 

:DANCE_3405
18@ = 5 
if 
80E1:   not player 0 pressed_key 15 
else_jump @DANCE_3450 
22@ = 5 
jump @DANCE_3633 
jump @DANCE_3581 

:DANCE_3450
if 
  5@ == -1 
else_jump @DANCE_3537 
if 
   not $1045 == 5 
else_jump @DANCE_3530 
if and
   not 6@ == 3 
  41@ >= 800 
else_jump @DANCE_3530 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3530
jump @DANCE_3581 

:DANCE_3537
if and
   not 6@ == 3 
  41@ >= 800 
else_jump @DANCE_3581 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3581
jump @DANCE_3633 

:DANCE_3588
18@ = 5 
if 
80E1:   not player 0 pressed_key 16 
else_jump @DANCE_3626 
22@ = 5 
jump @DANCE_3633 

:DANCE_3626
jump @DANCE_3633 

:DANCE_3633
return 

:DANCE_3635
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
if or
  14@ > 3000 
  14@ > 344 
else_jump @DANCE_3689 
$1045 = 5 
jump @DANCE_4193 

:DANCE_3689
if 
001D:   15@ > 16@ // (int) 
else_jump @DANCE_4104 
if 
  $10892 == 10 
else_jump @DANCE_3740 
18@ = 4 
22@ = 4 

:DANCE_3740
if 
  $10892 == 13 
else_jump @DANCE_3772 
18@ = 3 
22@ = 3 

:DANCE_3772
if 
  $10892 == 9 
else_jump @DANCE_3804 
18@ = 2 
22@ = 2 

:DANCE_3804
if 
  $10892 == 14 
else_jump @DANCE_3836 
18@ = 1 
22@ = 1 

:DANCE_3836
if 
  18@ == 5 
else_jump @DANCE_3897 
if 
  -344 > 14@ 
else_jump @DANCE_3890 
$1045 = 0 
0085: 16@ = 15@ // (int) 
return 

:DANCE_3890
jump @DANCE_4097 

:DANCE_3897
$1056 = 0 
if 
003B:   18@ == 13@ // (int) 
else_jump @DANCE_4080 
if and
  126 >= 14@ 
  14@ >= -126 
else_jump @DANCE_3979 
$1045 = 1 
$1056 = 3 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_4073 

:DANCE_3979
if and
  244 >= 14@ 
  14@ >= -244 
else_jump @DANCE_4037 
$1045 = 2 
$1056 = 2 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_4073 

:DANCE_4037
if 
  344 > 14@ 
else_jump @DANCE_4073 
$1045 = 3 
0085: 16@ = 15@ // (int) 
return 

:DANCE_4073
jump @DANCE_4097 

:DANCE_4080
$1045 = 10 
0085: 16@ = 15@ // (int) 
return 

:DANCE_4097
jump @DANCE_4193 

:DANCE_4104
if or
  $1045 == 1 
  $1045 == 2 
  $1045 == 3 
else_jump @DANCE_4145 
$1045 = 8 
return 

:DANCE_4145
if or
  $1045 == 0 
  $1045 == 4 
  $1045 == 10 
  $1045 == 11 
else_jump @DANCE_4193 
$1045 = 9 
return 

:DANCE_4193
return 

:DANCE_4195
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4323 jumps 2 @DANCE_4352 3 @DANCE_4381 4 @DANCE_4410 5 @DANCE_4439 6 @DANCE_4468 7 @DANCE_4497 8 @DANCE_4526 
0872: jump_table_jumps 9 @DANCE_4555 10 @DANCE_4584 11 @DANCE_4614 12 @DANCE_4644 13 @DANCE_4674 14 @DANCE_4704 15 @DANCE_4734 16 @DANCE_4764 -1 @DANCE_4794 

:DANCE_4323
06D1: v$6683 = "DANCE_G1" // v$ = string 
17@ = 2 
jump @DANCE_4794 

:DANCE_4352
06D1: v$6683 = "DANCE_G2" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4381
06D1: v$6683 = "DANCE_G3" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4410
06D1: v$6683 = "DANCE_G4" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4439
06D1: v$6683 = "DANCE_G5" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4468
06D1: v$6683 = "DANCE_G6" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4497
06D1: v$6683 = "DANCE_G7" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4526
06D1: v$6683 = "DANCE_G8" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4555
06D1: v$6683 = "DANCE_G9" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4584
06D1: v$6683 = "DANCE_G10" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4614
06D1: v$6683 = "DANCE_G11" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4644
06D1: v$6683 = "DANCE_G12" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4674
06D1: v$6683 = "DANCE_G13" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4704
06D1: v$6683 = "DANCE_G14" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4734
06D1: v$6683 = "DANCE_G15" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4764
06D1: v$6683 = "DANCE_G16" // v$ = string 
17@ += 1 
jump @DANCE_4794 

:DANCE_4794
0812: AS_actor $PLAYER_ACTOR perform_animation v$6683 IFP v$6691 framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_4822
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4950 jumps 2 @DANCE_4979 3 @DANCE_5008 4 @DANCE_5037 5 @DANCE_5066 6 @DANCE_5095 7 @DANCE_5124 8 @DANCE_5153 
0872: jump_table_jumps 9 @DANCE_5182 10 @DANCE_5211 11 @DANCE_5241 12 @DANCE_5271 13 @DANCE_5301 14 @DANCE_5331 15 @DANCE_5361 16 @DANCE_5391 -1 @DANCE_5421 

:DANCE_4950
06D1: v$6683 = "DANCE_B1" // v$ = string 
17@ = 2 
jump @DANCE_5421 

:DANCE_4979
06D1: v$6683 = "DANCE_B2" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5008
06D1: v$6683 = "DANCE_B3" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5037
06D1: v$6683 = "DANCE_B4" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5066
06D1: v$6683 = "DANCE_B5" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5095
06D1: v$6683 = "DANCE_B6" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5124
06D1: v$6683 = "DANCE_B7" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5153
06D1: v$6683 = "DANCE_B8" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5182
06D1: v$6683 = "DANCE_B9" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5211
06D1: v$6683 = "DANCE_B10" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5241
06D1: v$6683 = "DANCE_B11" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5271
06D1: v$6683 = "DANCE_B12" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5301
06D1: v$6683 = "DANCE_B13" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5331
06D1: v$6683 = "DANCE_B14" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5361
06D1: v$6683 = "DANCE_B15" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5391
06D1: v$6683 = "DANCE_B16" // v$ = string 
17@ += 1 
jump @DANCE_5421 

:DANCE_5421
0812: AS_actor $PLAYER_ACTOR perform_animation v$6683 IFP v$6691 framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_5449
if 
0611:   actor $PLAYER_ACTOR performing_animation v$6683 
else_jump @DANCE_5575 
061A: get_actor $PLAYER_ACTOR animation v$6683 total_time_to 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$6683 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5559 
30@ = 1 
return 
jump @DANCE_5568 

:DANCE_5559
30@ = -1 
return 

:DANCE_5568
jump @DANCE_5584 

:DANCE_5575
30@ = 0 
return 

:DANCE_5584
return 

:DANCE_5586
if 
  5@ > -1 
else_jump @DANCE_5772 
if 
0611:   actor 5@ performing_animation v$6687 
else_jump @DANCE_5714 
061A: get_actor 5@ animation v$6687 total_time_to 12@ 
0613: 11@ = actor 5@ animation v$6687 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5707 
gosub @DANCE_7148 
return 

:DANCE_5707
jump @DANCE_5772 

:DANCE_5714
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
if 
  15@ == 0 
else_jump @DANCE_5772 
if 
  25 >= 14@ 
else_jump @DANCE_5772 
gosub @DANCE_7148 
return 

:DANCE_5772
return 

:DANCE_5774
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // (int) 
0062: 21@ -= 20@ // (int) 
0085: 20@ = 19@ // (int) 
return 

:DANCE_5805
gosub @DANCE_5449 
if 
  30@ == 1 
else_jump @DANCE_5908 
if or
  $1045 == 1 
  $1045 == 2 
  $1045 == 3 
  $1045 == 8 
else_jump @DANCE_5892 
gosub @DANCE_4195 
30@ = -1 
return 
jump @DANCE_5908 

:DANCE_5892
gosub @DANCE_4822 
30@ = -1 
return 

:DANCE_5908
return 

:DANCE_5910
0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_6963 jumps -1 @DANCE_5973 4 @DANCE_6171 8 @DANCE_6369 12 @DANCE_6567 16 @DANCE_6765 -1 @DANCE_6963 -1 @DANCE_6963 

:DANCE_5973
if and
  5@ == -1 
  $6699[0] > 0.0 
else_jump @DANCE_6047 
015F: set_camera_position $6699[0] $6704[0] $6709[0] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $6714[0] $6719[0] $6724[0] switchstyle 2 
jump @DANCE_6164 

:DANCE_6047
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587 
10@ -= 1.0 
2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6164
jump @DANCE_6963 

:DANCE_6171
if and
  5@ == -1 
  $6699[1] > 0.0 
else_jump @DANCE_6245 
015F: set_camera_position $6699[1] $6704[1] $6709[1] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $6714[1] $6719[1] $6724[1] switchstyle 2 
jump @DANCE_6362 

:DANCE_6245
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857 
10@ -= 1.0 
2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6362
jump @DANCE_6963 

:DANCE_6369
if and
  5@ == -1 
  $6699[2] > 0.0 
else_jump @DANCE_6443 
015F: set_camera_position $6699[2] $6704[2] $6709[2] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $6714[2] $6719[2] $6724[2] switchstyle 2 
jump @DANCE_6560 

:DANCE_6443
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188 
10@ -= 1.0 
2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6560
jump @DANCE_6963 

:DANCE_6567
if and
  5@ == -1 
  $6699[3] > 0.0 
else_jump @DANCE_6641 
015F: set_camera_position $6699[3] $6704[3] $6709[3] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $6714[3] $6719[3] $6724[3] switchstyle 2 
jump @DANCE_6758 

:DANCE_6641
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096 
10@ -= 1.0 
2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6758
jump @DANCE_6963 

:DANCE_6765
if and
  5@ == -1 
  $6699[4] > 0.0 
else_jump @DANCE_6839 
015F: set_camera_position $6699[4] $6704[4] $6709[4] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $6714[4] $6719[4] $6724[4] switchstyle 2 
jump @DANCE_6956 

:DANCE_6839
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889 
10@ -= 1.0 
2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_6956
jump @DANCE_6963 

:DANCE_6963
return 

:DANCE_6965
if 
   not 5@ == -1 
else_jump @DANCE_7146 
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0 
02CE: 10@ = ground_z_at 8@ 9@ 10@ 
if 
0118:   actor 5@ dead 
else_jump @DANCE_7056 
gosub @DANCE_7791 
jump @DANCE_7099 

:DANCE_7056
if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
else_jump @DANCE_7080 
06C9: remove_actor 5@ from_group 

:DANCE_7080
0792: disembark_instantly_actor 5@ 
00A1: put_actor 5@ at 8@ 9@ 10@ 

:DANCE_7099
if and
8118:   not actor 5@ dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @DANCE_7146 
0172: 11@ = actor $PLAYER_ACTOR Z_angle 
11@ += 180.0 
0173: set_actor 5@ Z_angle_to 11@ 

:DANCE_7146
return 

:DANCE_7148
0871: init_jump_table 24@ total_jumps 15 default_jump 1 @DANCE_7276 jumps 2 @DANCE_7305 3 @DANCE_7334 4 @DANCE_7363 5 @DANCE_7392 6 @DANCE_7421 7 @DANCE_7450 8 @DANCE_7479 
0872: jump_table_jumps 9 @DANCE_7508 10 @DANCE_7537 11 @DANCE_7567 12 @DANCE_7597 13 @DANCE_7627 14 @DANCE_7657 15 @DANCE_7687 16 @DANCE_7717 -1 @DANCE_7747 

:DANCE_7276
06D1: v$6687 = "DANCE_G1" // v$ = string 
24@ = 2 
jump @DANCE_7747 

:DANCE_7305
06D1: v$6687 = "DANCE_G2" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7334
06D1: v$6687 = "DANCE_G3" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7363
06D1: v$6687 = "DANCE_G4" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7392
06D1: v$6687 = "DANCE_G5" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7421
06D1: v$6687 = "DANCE_G6" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7450
06D1: v$6687 = "DANCE_G7" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7479
06D1: v$6687 = "DANCE_G8" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7508
06D1: v$6687 = "DANCE_G9" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7537
06D1: v$6687 = "DANCE_G10" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7567
06D1: v$6687 = "DANCE_G11" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7597
06D1: v$6687 = "DANCE_G12" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7627
06D1: v$6687 = "DANCE_G13" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7657
06D1: v$6687 = "DANCE_G14" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7687
06D1: v$6687 = "DANCE_G15" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7717
06D1: v$6687 = "DANCE_G16" // v$ = string 
24@ += 1 
jump @DANCE_7747 

:DANCE_7747
if 
8118:   not actor 5@ dead 
else_jump @DANCE_7789 
0812: AS_actor 5@ perform_animation v$6687 IFP v$6691 framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_7789
return 

:DANCE_7791
0209: 13@ = random_int_in_ranges 1 5 
0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_8148 jumps 1 @DANCE_7863 2 @DANCE_7920 3 @DANCE_7977 4 @DANCE_8034 5 @DANCE_8091 -1 @DANCE_8148 -1 @DANCE_8148 

:DANCE_7863
if 
8248:   not model 12 available 
else_jump @DANCE_7893 
0247: load_model 12 
wait 0 
jump @DANCE_7863 

:DANCE_7893
009A: 5@ = create_actor_pedtype 5 model 12 at 8@ 9@ 10@ 
return 
jump @DANCE_8148 

:DANCE_7920
if 
8248:   not model 56 available 
else_jump @DANCE_7950 
0247: load_model 56 
wait 0 
jump @DANCE_7920 

:DANCE_7950
009A: 5@ = create_actor_pedtype 5 model 56 at 8@ 9@ 10@ 
return 
jump @DANCE_8148 

:DANCE_7977
if 
8248:   not model 93 available 
else_jump @DANCE_8007 
0247: load_model 93 
wait 0 
jump @DANCE_7977 

:DANCE_8007
009A: 5@ = create_actor_pedtype 5 model 93 at 8@ 9@ 10@ 
return 
jump @DANCE_8148 

:DANCE_8034
if 
8248:   not model 40 available 
else_jump @DANCE_8064 
0247: load_model 40 
wait 0 
jump @DANCE_8034 

:DANCE_8064
009A: 5@ = create_actor_pedtype 5 model 40 at 8@ 9@ 10@ 
return 
jump @DANCE_8148 

:DANCE_8091
if 
8248:   not model 91 available 
else_jump @DANCE_8121 
0247: load_model 91 
wait 0 
jump @DANCE_8091 

:DANCE_8121
009A: 5@ = create_actor_pedtype 5 model 91 at 8@ 9@ 10@ 
return 
jump @DANCE_8148 

:DANCE_8148
return 

:DANCE_8150
if 
8846:   not string v$6683 empty // v$ 
else_jump @DANCE_8211 
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
if 
  13@ == 33 
else_jump @DANCE_8211 
6@ = 2 
7@ = 0 

:DANCE_8211
return 
0871: init_jump_table 23@ total_jumps 2 default_jump 1 @DANCE_8276 jumps 2 @DANCE_8528 3 @DANCE_8780 -1 @DANCE_9032 -1 @DANCE_9032 -1 @DANCE_9032 -1 @DANCE_9032 -1 @DANCE_9032 

:DANCE_8276
if 
  $1045 == 1 
else_jump @DANCE_8310 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great

:DANCE_8310
if 
  $1045 == 2 
else_jump @DANCE_8344 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Nice

:DANCE_8344
if 
  $1045 == 3 
else_jump @DANCE_8378 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright

:DANCE_8378
if 
  $1045 == 0 
else_jump @DANCE_8412 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Late

:DANCE_8412
if 
  $1045 == 4 
else_jump @DANCE_8446 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Early

:DANCE_8446
if 
  $1045 == 10 
else_jump @DANCE_8480 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong

:DANCE_8480
if 
  $1045 == 11 
else_jump @DANCE_8514 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad

:DANCE_8514
23@ = 2 
jump @DANCE_9032 

:DANCE_8528
if 
  $1045 == 1 
else_jump @DANCE_8562 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:DANCE_8562
if 
  $1045 == 2 
else_jump @DANCE_8596 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:DANCE_8596
if 
  $1045 == 3 
else_jump @DANCE_8630 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:DANCE_8630
if 
  $1045 == 0 
else_jump @DANCE_8664 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:DANCE_8664
if 
  $1045 == 4 
else_jump @DANCE_8698 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:DANCE_8698
if 
  $1045 == 10 
else_jump @DANCE_8732 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:DANCE_8732
if 
  $1045 == 11 
else_jump @DANCE_8766 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:DANCE_8766
23@ += 1 
jump @DANCE_9032 

:DANCE_8780
if 
  $1045 == 1 
else_jump @DANCE_8814 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:DANCE_8814
if 
  $1045 == 2 
else_jump @DANCE_8848 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:DANCE_8848
if 
  $1045 == 3 
else_jump @DANCE_8882 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:DANCE_8882
if 
  $1045 == 0 
else_jump @DANCE_8916 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:DANCE_8916
if 
  $1045 == 4 
else_jump @DANCE_8950 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:DANCE_8950
if 
  $1045 == 10 
else_jump @DANCE_8984 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:DANCE_8984
if 
  $1045 == 11 
else_jump @DANCE_9018 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:DANCE_9018
23@ += 1 
jump @DANCE_9032 

:DANCE_9032
return 

:DANCE_9034
0085: 13@ = 25@ // (int) 
005A: 13@ += 26@ // (int) 
005A: 13@ += 27@ // (int) 
if 
  13@ > 0 
else_jump @DANCE_9559 
if 
  13@ >= 4 
else_jump @DANCE_9559 
if 
  27@ == 4 
else_jump @DANCE_9229 
if or
  28@ == 1 
  28@ == 2 
else_jump @DANCE_9183 
$10885 = 2 
40@ = 0 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 8  // ~y~PERFECT
28@ = 2 
jump @DANCE_9222 

:DANCE_9183
$10885 = 2 
40@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
28@ = 1 

:DANCE_9222
jump @DANCE_9538 

:DANCE_9229
if 
001D:   25@ > 26@ // (int) 
else_jump @DANCE_9352 
if 
   not 28@ == 1 
else_jump @DANCE_9287 
$10885 = 4 
40@ = 0 
jump @DANCE_9320 

:DANCE_9287
if 
  40@ >= 10000 
else_jump @DANCE_9320 
$10885 = 4 
40@ = 0 

:DANCE_9320
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
28@ = 1 
jump @DANCE_9538 

:DANCE_9352
if 
  28@ == 2 
else_jump @DANCE_9416 
$10885 = 3 
40@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 8  // ~b~GOOD
28@ = 1 
jump @DANCE_9538 

:DANCE_9416
if 
  28@ == 1 
else_jump @DANCE_9480 
$10885 = 5 
40@ = 0 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 8  // ~r~BAD
28@ = 0 
jump @DANCE_9538 

:DANCE_9480
if 
  40@ >= 10000 
else_jump @DANCE_9513 
$10885 = 5 
40@ = 0 

:DANCE_9513
00BA: show_text_styled GXT 'DNC_003' time 50000 style 8  // ~r~BAD
28@ = 0 

:DANCE_9538
27@ = 0 
25@ = 0 
26@ = 0 

:DANCE_9559
return 

:DANCE_9561
03E4: set_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 1 
033F: set_text_draw_letter_size 0.5014 1.8889 
081C: draw_text_outline 2 RGBA 0 0 0 255 
if 
  6@ == 3 
else_jump @DANCE_9643 
0343: set_text_draw_linewidth 240.0 
0A6D: print_help_forever_conditional 'DNC_H2' 0  // Are you sure? Tap ~m~~widget_store_accept~ to quit. Tap ~m~~widget_store_cancel~ to go back to dancing.
jump @DANCE_9679 

:DANCE_9643
if 
   not 6@ == 2 
else_jump @DANCE_9679 
0343: set_text_draw_linewidth 220.0 
03E5: show_text_box 'DNC_H1'  // Tap ~m~~widget_rhythm_exit~ to quit.

:DANCE_9679
return 

:DANCE_9681
0871: init_jump_table $10886 total_jumps 6 default_jump 0 @DANCE_10107 jumps 0 @DANCE_9744 1 @DANCE_10067 6 @DANCE_9907 8 @DANCE_9947 9 @DANCE_9987 10 @DANCE_10027 -1 @DANCE_10107 

:DANCE_9744
if 
  $10885 == 2 
else_jump @DANCE_9783 
$10886 = 6 
$10885 = -1 
jump @DANCE_10107 

:DANCE_9783
if 
  $10885 == 3 
else_jump @DANCE_9822 
$10886 = 8 
$10885 = -1 
jump @DANCE_10107 

:DANCE_9822
if 
  $10885 == 4 
else_jump @DANCE_9861 
$10886 = 9 
$10885 = -1 
jump @DANCE_10107 

:DANCE_9861
if 
  $10885 == 5 
else_jump @DANCE_9900 
$10886 = 10 
$10885 = -1 
jump @DANCE_10107 

:DANCE_9900
jump @DANCE_10107 

:DANCE_9907
if 
03D2:   wav 4 ended 
else_jump @DANCE_9940 
040D: unload_wav 4 
gosub @DANCE_10109 
$10886 = 1 

:DANCE_9940
jump @DANCE_10107 

:DANCE_9947
if 
03D2:   wav 4 ended 
else_jump @DANCE_9980 
040D: unload_wav 4 
gosub @DANCE_11761 
$10886 = 1 

:DANCE_9980
jump @DANCE_10107 

:DANCE_9987
if 
03D2:   wav 4 ended 
else_jump @DANCE_10020 
040D: unload_wav 4 
gosub @DANCE_13413 
$10886 = 1 

:DANCE_10020
jump @DANCE_10107 

:DANCE_10027
if 
03D2:   wav 4 ended 
else_jump @DANCE_10060 
040D: unload_wav 4 
gosub @DANCE_15065 
$10886 = 1 

:DANCE_10060
jump @DANCE_10107 

:DANCE_10067
if 
03D0:   wav 4 loaded 
else_jump @DANCE_10100 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
$10886 = 0 

:DANCE_10100
jump @DANCE_10107 

:DANCE_10107
return 

:DANCE_10109
0871: init_jump_table $10887 total_jumps 56 default_jump 1 @DANCE_10562 jumps 1 @DANCE_10583 2 @DANCE_10604 3 @DANCE_10625 4 @DANCE_10646 5 @DANCE_10667 6 @DANCE_10688 7 @DANCE_10709 
0872: jump_table_jumps 8 @DANCE_10730 9 @DANCE_10751 10 @DANCE_10772 11 @DANCE_10793 12 @DANCE_10814 13 @DANCE_10835 14 @DANCE_10856 15 @DANCE_10877 16 @DANCE_10898 
0872: jump_table_jumps 17 @DANCE_10919 18 @DANCE_10940 19 @DANCE_10961 20 @DANCE_10982 21 @DANCE_11003 22 @DANCE_11024 23 @DANCE_11045 24 @DANCE_11066 25 @DANCE_11087 
0872: jump_table_jumps 26 @DANCE_11108 27 @DANCE_11129 28 @DANCE_11150 29 @DANCE_11171 30 @DANCE_11192 31 @DANCE_11213 32 @DANCE_11234 33 @DANCE_11255 34 @DANCE_11276 
0872: jump_table_jumps 35 @DANCE_11297 36 @DANCE_11318 37 @DANCE_11339 38 @DANCE_11360 39 @DANCE_11381 40 @DANCE_11402 41 @DANCE_11423 42 @DANCE_11444 43 @DANCE_11465 
0872: jump_table_jumps 44 @DANCE_11486 45 @DANCE_11507 46 @DANCE_11528 47 @DANCE_11549 48 @DANCE_11570 49 @DANCE_11591 50 @DANCE_11612 51 @DANCE_11633 52 @DANCE_11654 
0872: jump_table_jumps 53 @DANCE_11675 54 @DANCE_11696 55 @DANCE_11717 56 @DANCE_11738 -1 @DANCE_11759 -1 @DANCE_11759 -1 @DANCE_11759 -1 @DANCE_11759 -1 @DANCE_11759 

:DANCE_10562
03CF: load_wav 11455 as 4 
$10887 = 1 
jump @DANCE_11759 

:DANCE_10583
03CF: load_wav 11400 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10604
03CF: load_wav 11401 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10625
03CF: load_wav 11402 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10646
03CF: load_wav 11403 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10667
03CF: load_wav 11404 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10688
03CF: load_wav 11405 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10709
03CF: load_wav 11406 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10730
03CF: load_wav 11407 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10751
03CF: load_wav 11408 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10772
03CF: load_wav 11409 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10793
03CF: load_wav 11410 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10814
03CF: load_wav 11411 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10835
03CF: load_wav 11412 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10856
03CF: load_wav 11413 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10877
03CF: load_wav 11414 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10898
03CF: load_wav 11415 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10919
03CF: load_wav 11416 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10940
03CF: load_wav 11417 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10961
03CF: load_wav 11418 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_10982
03CF: load_wav 11419 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11003
03CF: load_wav 11420 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11024
03CF: load_wav 11421 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11045
03CF: load_wav 11422 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11066
03CF: load_wav 11423 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11087
03CF: load_wav 11424 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11108
03CF: load_wav 11425 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11129
03CF: load_wav 11426 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11150
03CF: load_wav 11427 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11171
03CF: load_wav 11428 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11192
03CF: load_wav 11429 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11213
03CF: load_wav 11430 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11234
03CF: load_wav 11431 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11255
03CF: load_wav 11432 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11276
03CF: load_wav 11433 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11297
03CF: load_wav 11434 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11318
03CF: load_wav 11435 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11339
03CF: load_wav 11436 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11360
03CF: load_wav 11437 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11381
03CF: load_wav 11438 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11402
03CF: load_wav 11439 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11423
03CF: load_wav 11440 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11444
03CF: load_wav 11441 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11465
03CF: load_wav 11442 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11486
03CF: load_wav 11443 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11507
03CF: load_wav 11444 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11528
03CF: load_wav 11445 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11549
03CF: load_wav 11446 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11570
03CF: load_wav 11447 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11591
03CF: load_wav 11448 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11612
03CF: load_wav 11449 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11633
03CF: load_wav 11450 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11654
03CF: load_wav 11451 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11675
03CF: load_wav 11452 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11696
03CF: load_wav 11453 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11717
03CF: load_wav 11454 as 4 
$10887 += 1 
jump @DANCE_11759 

:DANCE_11738
03CF: load_wav 11455 as 4 
$10887 = 1 
jump @DANCE_11759 

:DANCE_11759
return 

:DANCE_11761
0871: init_jump_table $10887 total_jumps 56 default_jump 1 @DANCE_12214 jumps 1 @DANCE_12235 2 @DANCE_12256 3 @DANCE_12277 4 @DANCE_12298 5 @DANCE_12319 6 @DANCE_12340 7 @DANCE_12361 
0872: jump_table_jumps 8 @DANCE_12382 9 @DANCE_12403 10 @DANCE_12424 11 @DANCE_12445 12 @DANCE_12466 13 @DANCE_12487 14 @DANCE_12508 15 @DANCE_12529 16 @DANCE_12550 
0872: jump_table_jumps 17 @DANCE_12571 18 @DANCE_12592 19 @DANCE_12613 20 @DANCE_12634 21 @DANCE_12655 22 @DANCE_12676 23 @DANCE_12697 24 @DANCE_12718 25 @DANCE_12739 
0872: jump_table_jumps 26 @DANCE_12760 27 @DANCE_12781 28 @DANCE_12802 29 @DANCE_12823 30 @DANCE_12844 31 @DANCE_12865 32 @DANCE_12886 33 @DANCE_12907 34 @DANCE_12928 
0872: jump_table_jumps 35 @DANCE_12949 36 @DANCE_12970 37 @DANCE_12991 38 @DANCE_13012 39 @DANCE_13033 40 @DANCE_13054 41 @DANCE_13075 42 @DANCE_13096 43 @DANCE_13117 
0872: jump_table_jumps 44 @DANCE_13138 45 @DANCE_13159 46 @DANCE_13180 47 @DANCE_13201 48 @DANCE_13222 49 @DANCE_13243 50 @DANCE_13264 51 @DANCE_13285 52 @DANCE_13306 
0872: jump_table_jumps 53 @DANCE_13327 54 @DANCE_13348 55 @DANCE_13369 56 @DANCE_13390 -1 @DANCE_13411 -1 @DANCE_13411 -1 @DANCE_13411 -1 @DANCE_13411 -1 @DANCE_13411 

:DANCE_12214
03CF: load_wav 11655 as 4 
$10887 = 1 
jump @DANCE_13411 

:DANCE_12235
03CF: load_wav 11600 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12256
03CF: load_wav 11601 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12277
03CF: load_wav 11602 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12298
03CF: load_wav 11603 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12319
03CF: load_wav 11604 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12340
03CF: load_wav 11605 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12361
03CF: load_wav 11606 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12382
03CF: load_wav 11607 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12403
03CF: load_wav 11608 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12424
03CF: load_wav 11609 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12445
03CF: load_wav 11610 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12466
03CF: load_wav 11611 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12487
03CF: load_wav 11612 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12508
03CF: load_wav 11613 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12529
03CF: load_wav 11614 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12550
03CF: load_wav 11615 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12571
03CF: load_wav 11616 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12592
03CF: load_wav 11617 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12613
03CF: load_wav 11618 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12634
03CF: load_wav 11619 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12655
03CF: load_wav 11620 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12676
03CF: load_wav 11621 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12697
03CF: load_wav 11622 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12718
03CF: load_wav 11623 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12739
03CF: load_wav 11624 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12760
03CF: load_wav 11625 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12781
03CF: load_wav 11626 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12802
03CF: load_wav 11627 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12823
03CF: load_wav 11628 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12844
03CF: load_wav 11629 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12865
03CF: load_wav 11630 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12886
03CF: load_wav 11631 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12907
03CF: load_wav 11632 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12928
03CF: load_wav 11633 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12949
03CF: load_wav 11634 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12970
03CF: load_wav 11635 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_12991
03CF: load_wav 11636 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13012
03CF: load_wav 11637 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13033
03CF: load_wav 11638 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13054
03CF: load_wav 11639 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13075
03CF: load_wav 11640 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13096
03CF: load_wav 11641 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13117
03CF: load_wav 11642 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13138
03CF: load_wav 11643 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13159
03CF: load_wav 11644 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13180
03CF: load_wav 11645 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13201
03CF: load_wav 11646 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13222
03CF: load_wav 11647 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13243
03CF: load_wav 11648 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13264
03CF: load_wav 11649 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13285
03CF: load_wav 11650 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13306
03CF: load_wav 11651 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13327
03CF: load_wav 11652 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13348
03CF: load_wav 11653 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13369
03CF: load_wav 11654 as 4 
$10887 += 1 
jump @DANCE_13411 

:DANCE_13390
03CF: load_wav 11655 as 4 
$10887 = 1 
jump @DANCE_13411 

:DANCE_13411
return 

:DANCE_13413
0871: init_jump_table $10887 total_jumps 56 default_jump 1 @DANCE_13866 jumps 1 @DANCE_13887 2 @DANCE_13908 3 @DANCE_13929 4 @DANCE_13950 5 @DANCE_13971 6 @DANCE_13992 7 @DANCE_14013 
0872: jump_table_jumps 8 @DANCE_14034 9 @DANCE_14055 10 @DANCE_14076 11 @DANCE_14097 12 @DANCE_14118 13 @DANCE_14139 14 @DANCE_14160 15 @DANCE_14181 16 @DANCE_14202 
0872: jump_table_jumps 17 @DANCE_14223 18 @DANCE_14244 19 @DANCE_14265 20 @DANCE_14286 21 @DANCE_14307 22 @DANCE_14328 23 @DANCE_14349 24 @DANCE_14370 25 @DANCE_14391 
0872: jump_table_jumps 26 @DANCE_14412 27 @DANCE_14433 28 @DANCE_14454 29 @DANCE_14475 30 @DANCE_14496 31 @DANCE_14517 32 @DANCE_14538 33 @DANCE_14559 34 @DANCE_14580 
0872: jump_table_jumps 35 @DANCE_14601 36 @DANCE_14622 37 @DANCE_14643 38 @DANCE_14664 39 @DANCE_14685 40 @DANCE_14706 41 @DANCE_14727 42 @DANCE_14748 43 @DANCE_14769 
0872: jump_table_jumps 44 @DANCE_14790 45 @DANCE_14811 46 @DANCE_14832 47 @DANCE_14853 48 @DANCE_14874 49 @DANCE_14895 50 @DANCE_14916 51 @DANCE_14937 52 @DANCE_14958 
0872: jump_table_jumps 53 @DANCE_14979 54 @DANCE_15000 55 @DANCE_15021 56 @DANCE_15042 -1 @DANCE_15063 -1 @DANCE_15063 -1 @DANCE_15063 -1 @DANCE_15063 -1 @DANCE_15063 

:DANCE_13866
03CF: load_wav 11855 as 4 
$10887 = 1 
jump @DANCE_15063 

:DANCE_13887
03CF: load_wav 11800 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_13908
03CF: load_wav 11801 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_13929
03CF: load_wav 11802 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_13950
03CF: load_wav 11803 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_13971
03CF: load_wav 11804 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_13992
03CF: load_wav 11805 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14013
03CF: load_wav 11806 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14034
03CF: load_wav 11807 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14055
03CF: load_wav 11808 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14076
03CF: load_wav 11809 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14097
03CF: load_wav 11810 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14118
03CF: load_wav 11811 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14139
03CF: load_wav 11812 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14160
03CF: load_wav 11813 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14181
03CF: load_wav 11814 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14202
03CF: load_wav 11815 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14223
03CF: load_wav 11816 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14244
03CF: load_wav 11817 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14265
03CF: load_wav 11818 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14286
03CF: load_wav 11819 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14307
03CF: load_wav 11820 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14328
03CF: load_wav 11821 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14349
03CF: load_wav 11822 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14370
03CF: load_wav 11823 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14391
03CF: load_wav 11824 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14412
03CF: load_wav 11825 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14433
03CF: load_wav 11826 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14454
03CF: load_wav 11827 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14475
03CF: load_wav 11828 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14496
03CF: load_wav 11829 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14517
03CF: load_wav 11830 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14538
03CF: load_wav 11831 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14559
03CF: load_wav 11832 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14580
03CF: load_wav 11833 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14601
03CF: load_wav 11834 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14622
03CF: load_wav 11835 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14643
03CF: load_wav 11836 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14664
03CF: load_wav 11837 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14685
03CF: load_wav 11838 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14706
03CF: load_wav 11839 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14727
03CF: load_wav 11840 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14748
03CF: load_wav 11841 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14769
03CF: load_wav 11842 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14790
03CF: load_wav 11843 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14811
03CF: load_wav 11844 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14832
03CF: load_wav 11845 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14853
03CF: load_wav 11846 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14874
03CF: load_wav 11847 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14895
03CF: load_wav 11848 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14916
03CF: load_wav 11849 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14937
03CF: load_wav 11850 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14958
03CF: load_wav 11851 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_14979
03CF: load_wav 11852 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_15000
03CF: load_wav 11853 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_15021
03CF: load_wav 11854 as 4 
$10887 += 1 
jump @DANCE_15063 

:DANCE_15042
03CF: load_wav 11855 as 4 
$10887 = 1 
jump @DANCE_15063 

:DANCE_15063
return 

:DANCE_15065
0871: init_jump_table $10887 total_jumps 56 default_jump 1 @DANCE_15518 jumps 1 @DANCE_15539 2 @DANCE_15560 3 @DANCE_15581 4 @DANCE_15602 5 @DANCE_15623 6 @DANCE_15644 7 @DANCE_15665 
0872: jump_table_jumps 8 @DANCE_15686 9 @DANCE_15707 10 @DANCE_15728 11 @DANCE_15749 12 @DANCE_15770 13 @DANCE_15791 14 @DANCE_15812 15 @DANCE_15833 16 @DANCE_15854 
0872: jump_table_jumps 17 @DANCE_15875 18 @DANCE_15896 19 @DANCE_15917 20 @DANCE_15938 21 @DANCE_15959 22 @DANCE_15980 23 @DANCE_16001 24 @DANCE_16022 25 @DANCE_16043 
0872: jump_table_jumps 26 @DANCE_16064 27 @DANCE_16085 28 @DANCE_16106 29 @DANCE_16127 30 @DANCE_16148 31 @DANCE_16169 32 @DANCE_16190 33 @DANCE_16211 34 @DANCE_16232 
0872: jump_table_jumps 35 @DANCE_16253 36 @DANCE_16274 37 @DANCE_16295 38 @DANCE_16316 39 @DANCE_16337 40 @DANCE_16358 41 @DANCE_16379 42 @DANCE_16400 43 @DANCE_16421 
0872: jump_table_jumps 44 @DANCE_16442 45 @DANCE_16463 46 @DANCE_16484 47 @DANCE_16505 48 @DANCE_16526 49 @DANCE_16547 50 @DANCE_16568 51 @DANCE_16589 52 @DANCE_16610 
0872: jump_table_jumps 53 @DANCE_16631 54 @DANCE_16652 55 @DANCE_16673 56 @DANCE_16694 -1 @DANCE_16715 -1 @DANCE_16715 -1 @DANCE_16715 -1 @DANCE_16715 -1 @DANCE_16715 

:DANCE_15518
03CF: load_wav 12055 as 4 
$10887 = 1 
jump @DANCE_16715 

:DANCE_15539
03CF: load_wav 12000 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15560
03CF: load_wav 12001 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15581
03CF: load_wav 12002 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15602
03CF: load_wav 12003 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15623
03CF: load_wav 12004 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15644
03CF: load_wav 12005 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15665
03CF: load_wav 12006 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15686
03CF: load_wav 12007 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15707
03CF: load_wav 12008 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15728
03CF: load_wav 12009 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15749
03CF: load_wav 12010 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15770
03CF: load_wav 12011 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15791
03CF: load_wav 12012 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15812
03CF: load_wav 12013 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15833
03CF: load_wav 12014 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15854
03CF: load_wav 12015 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15875
03CF: load_wav 12016 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15896
03CF: load_wav 12017 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15917
03CF: load_wav 12018 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15938
03CF: load_wav 12019 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15959
03CF: load_wav 12020 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_15980
03CF: load_wav 12021 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16001
03CF: load_wav 12022 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16022
03CF: load_wav 12023 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16043
03CF: load_wav 12024 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16064
03CF: load_wav 12025 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16085
03CF: load_wav 12026 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16106
03CF: load_wav 12027 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16127
03CF: load_wav 12028 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16148
03CF: load_wav 12029 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16169
03CF: load_wav 12030 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16190
03CF: load_wav 12031 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16211
03CF: load_wav 12032 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16232
03CF: load_wav 12033 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16253
03CF: load_wav 12034 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16274
03CF: load_wav 12035 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16295
03CF: load_wav 12036 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16316
03CF: load_wav 12037 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16337
03CF: load_wav 12038 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16358
03CF: load_wav 12039 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16379
03CF: load_wav 12040 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16400
03CF: load_wav 12041 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16421
03CF: load_wav 12042 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16442
03CF: load_wav 12043 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16463
03CF: load_wav 12044 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16484
03CF: load_wav 12045 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16505
03CF: load_wav 12046 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16526
03CF: load_wav 12047 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16547
03CF: load_wav 12048 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16568
03CF: load_wav 12049 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16589
03CF: load_wav 12050 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16610
03CF: load_wav 12051 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16631
03CF: load_wav 12052 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16652
03CF: load_wav 12053 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16673
03CF: load_wav 12054 as 4 
$10887 += 1 
jump @DANCE_16715 

:DANCE_16694
03CF: load_wav 12055 as 4 
$10887 = 1 
jump @DANCE_16715 

:DANCE_16715
return 

:DANCE_16717
$1060 = 1 
$6682 = 0 
04EF: release_animation v$6691 
00BE: text_clear_all 
if 
8118:   not actor 5@ dead 
else_jump @DANCE_16831 
if and
82F2:   not actor 5@ model == 195 
82F2:   not actor 5@ model == 192 
82F2:   not actor 5@ model == 191 
82F2:   not actor 5@ model == 190 
82F2:   not actor 5@ model == 193 
82F2:   not actor 5@ model == 194 
else_jump @DANCE_16831 
0665: get_actor 5@ model_to 13@ 
0249: release_model 13@ 
009B: destroy_actor 5@ 

:DANCE_16831
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // == constant 
else_jump @DANCE_16856 
0955: end_playing_loaded_soundtrack 

:DANCE_16856
13@ = 0 

:DANCE_16863
$6699(13@,5f) = 0.0 
$6704(13@,5f) = 0.0 
$6709(13@,5f) = 0.0 
$6714(13@,5f) = 0.0 
$6719(13@,5f) = 0.0 
$6724(13@,5f) = 0.0 
13@ += 1 
  13@ >= 5 
else_jump @DANCE_16863 
09EE: set_status_text_stay_on_screen 0 
03F0: enable_text_draw 0 
if 
  $6680 >= 0 
else_jump @DANCE_17002 
0629: change_integer_stat 156 to $6680 

:DANCE_17002
040D: unload_wav 4 
01B4: set_player $PLAYER_CHAR can_move 1 
08C0: clear $6679 bit 31 
09BD: allow_other_threads_to_display_text_boxes 0 
end_thread 
return 

:DANCE_17028
0494: get_joystick 0 direction_offset_to $10888 $10889 $10890 $10891 
008D: $10893 = integer $10890 to_float 
0086: $10894 = $10893 // (float) 
008D: $10893 = integer $10891 to_float 
0086: $10895 = $10893 // (float) 
0509: $10893 = distance_between_XY 0.0 0.0 and_XY $10894 $10895 
$10892 = 0 
if 
  $10893 > 64.0 
else_jump @DANCE_17389 
05A4: get_angle_between_vectors_origin_to $10894 $10895 and_origin_to 0.0 -1.0 store_to $10893 
if 
  15.0 > $10893 
else_jump @DANCE_17181 
$10892 = 13 
jump @DANCE_17389 

:DANCE_17181
if 
  75.0 > $10893 
else_jump @DANCE_17248 
if 
  $10890 > 0 
else_jump @DANCE_17234 
$10892 = 11 
jump @DANCE_17241 

:DANCE_17234
$10892 = 15 

:DANCE_17241
jump @DANCE_17389 

:DANCE_17248
if 
  105.0 > $10893 
else_jump @DANCE_17315 
if 
  $10890 > 0 
else_jump @DANCE_17301 
$10892 = 10 
jump @DANCE_17308 

:DANCE_17301
$10892 = 9 

:DANCE_17308
jump @DANCE_17389 

:DANCE_17315
if 
  165.0 > $10893 
else_jump @DANCE_17382 
if 
  $10890 > 0 
else_jump @DANCE_17368 
$10892 = 16 
jump @DANCE_17375 

:DANCE_17368
$10892 = 12 

:DANCE_17375
jump @DANCE_17389 

:DANCE_17382
$10892 = 14 

:DANCE_17389
return 
0662: printstring v$6683 
07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@ 
0663: printint "NEXT_BEAT_NUMBER" 13@ 
return 
end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN
thread 'SKBRAIN' 
2@ = 0 
if 
  2@ == 1 
else_jump @SKBRAIN_114 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
0107: 6@ = create_object 0 at 0.0 0.0 0.0 

:SKBRAIN_114
if 
8118:   not actor 0@ dead 
else_jump @SKBRAIN_138 
060B: set_actor 0@ decision_maker_to $1281 

:SKBRAIN_138
04ED: load_animation "FOOD" 

:SKBRAIN_146
if 
84EE:   not animation "FOOD" loaded 
else_jump @SKBRAIN_176 
wait 0 
jump @SKBRAIN_146 

:SKBRAIN_176
3@ = 1 
4@ = 0 
5@ = 0 
7@ = 0 

:SKBRAIN_204
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @SKBRAIN_377 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @SKBRAIN_283 
gosub @SKBRAIN_1552 
jump @SKBRAIN_370 

:SKBRAIN_283
if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SKBRAIN_331 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_331 
0108: destroy_object 6@ 

:SKBRAIN_331
if 
  $676 == 0 
else_jump @SKBRAIN_363 
gosub @SKBRAIN_391 
jump @SKBRAIN_370 

:SKBRAIN_363
jump @SKBRAIN_1590 

:SKBRAIN_370
jump @SKBRAIN_384 

:SKBRAIN_377
gosub @SKBRAIN_1552 

:SKBRAIN_384
jump @SKBRAIN_204 

:SKBRAIN_391
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @SKBRAIN_496 jumps 1 @SKBRAIN_454 2 @SKBRAIN_468 3 @SKBRAIN_482 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 

:SKBRAIN_454
gosub @SKBRAIN_498 
jump @SKBRAIN_496 

:SKBRAIN_468
gosub @SKBRAIN_841 
jump @SKBRAIN_496 

:SKBRAIN_482
gosub @SKBRAIN_1185 
jump @SKBRAIN_496 

:SKBRAIN_496
return 

:SKBRAIN_498
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @SKBRAIN_839 jumps 0 @SKBRAIN_561 1 @SKBRAIN_737 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 

:SKBRAIN_561
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @SKBRAIN_730 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -5.0 -5.0 -5.0 
0107: 6@ = create_object #PIZZAHIGH at 10@ 11@ 12@ 
0605: actor 0@ perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:SKBRAIN_730
jump @SKBRAIN_839 

:SKBRAIN_737
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "SHP_TRAY_IN" 
else_jump @SKBRAIN_832 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_832 
4@ = 0 
3@ += 1 

:SKBRAIN_832
jump @SKBRAIN_839 

:SKBRAIN_839
return 

:SKBRAIN_841
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @SKBRAIN_1183 jumps 0 @SKBRAIN_904 1 @SKBRAIN_1044 2 @SKBRAIN_1143 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 

:SKBRAIN_904
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1023 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
41@ = 0 
4@ += 1 
jump @SKBRAIN_1037 

:SKBRAIN_1023
4@ = 0 
3@ += 1 

:SKBRAIN_1037
jump @SKBRAIN_1183 

:SKBRAIN_1044
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "SHP_TRAY_LIFT" 
else_jump @SKBRAIN_1136 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1136 
4@ += 1 

:SKBRAIN_1136
jump @SKBRAIN_1183 

:SKBRAIN_1143
if 
  41@ > 2000 
else_jump @SKBRAIN_1176 
4@ = 0 
3@ += 1 

:SKBRAIN_1176
jump @SKBRAIN_1183 

:SKBRAIN_1183
return 

:SKBRAIN_1185
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @SKBRAIN_1550 jumps 0 @SKBRAIN_1248 1 @SKBRAIN_1340 2 @SKBRAIN_1397 3 @SKBRAIN_1529 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 

:SKBRAIN_1248
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @SKBRAIN_1333 
4@ += 1 

:SKBRAIN_1333
jump @SKBRAIN_1550 

:SKBRAIN_1340
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
4@ += 1 
jump @SKBRAIN_1550 

:SKBRAIN_1397
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "SHP_TRAY_RETURN" 
else_jump @SKBRAIN_1522 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1522 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1507 
0108: destroy_object 6@ 

:SKBRAIN_1507
074C: AS_actor 0@ goto_AS_origin 1@ 
4@ += 1 

:SKBRAIN_1522
jump @SKBRAIN_1550 

:SKBRAIN_1529
4@ = 0 
3@ = 1 
jump @SKBRAIN_1550 

:SKBRAIN_1550
return 

:SKBRAIN_1552
04EF: release_animation "FOOD" 
01C4: remove_references_to_object 6@ // This object will now disappear when the player looks away 
if 
8118:   not actor 0@ dead 
else_jump @SKBRAIN_1586 
0792: disembark_instantly_actor 0@ 

:SKBRAIN_1586
end_thread 
return 

:SKBRAIN_1590
wait 0 
if and
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @SKBRAIN_1762 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @SKBRAIN_1664 
gosub @SKBRAIN_1552 
jump @SKBRAIN_1755 

:SKBRAIN_1664
if 
8118:   not actor 0@ dead 
else_jump @SKBRAIN_1755 
062E: get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @SKBRAIN_1755 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor 0@ lifting_object -1 
else_jump @SKBRAIN_1755 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1755 
0108: destroy_object 6@ 

:SKBRAIN_1755
jump @SKBRAIN_1769 

:SKBRAIN_1762
gosub @SKBRAIN_1552 

:SKBRAIN_1769
jump @SKBRAIN_1590 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC
thread 'FFPNC' 
2@ = 0 
if 
  2@ == 1 
else_jump @FFPNC_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:FFPNC_60
if 
8118:   not actor 0@ dead 
else_jump @FFPNC_84 
060B: set_actor 0@ decision_maker_to $1280 

:FFPNC_84
wait 0 
if and
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @FFPNC_308 
09E8: $1274 = actor $PLAYER_ACTOR active_interior 
if or
  $1274 == 0 
  $1273 == 1 
else_jump @FFPNC_151 
gosub @FFPNC_322 

:FFPNC_151
if 
8118:   not actor 0@ dead 
else_jump @FFPNC_294 
0085: 2@ = 1@ // (int) 
2@ /= 2 
2@ *= 2 
if 
001D:   1@ > 2@ // (int) 
else_jump @FFPNC_251 
062E: get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
jump @FFPNC_287 

:FFPNC_251
062E: get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @FFPNC_287 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_287
jump @FFPNC_301 

:FFPNC_294
gosub @FFPNC_322 

:FFPNC_301
jump @FFPNC_315 

:FFPNC_308
gosub @FFPNC_322 

:FFPNC_315
jump @FFPNC_84 

:FFPNC_322
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
090F: end_external_script 37 (CUSTOMER_PANIC) 
end_thread 
return 
end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF
thread 'BARSTAF' 
8@ = 0 
if 
  8@ == 1 
else_jump @BARSTAF_212 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
009A: 8@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 2@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 3@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 4@ 

:BARSTAF_212
if 
8118:   not actor 0@ dead 
else_jump @BARSTAF_236 
060B: set_actor 0@ decision_maker_to $1281 

:BARSTAF_236
04ED: load_animation "BAR" 

:BARSTAF_243
if 
84EE:   not animation "BAR" loaded 
else_jump @BARSTAF_279 
04ED: load_animation "BAR" 
wait 0 
jump @BARSTAF_243 

:BARSTAF_279
9@ = 1 
10@ = 0 
12@ = 0 
if 
  0.0 >= 6@ 
else_jump @BARSTAF_331 
6@ = 6.0 

:BARSTAF_331
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @BARSTAF_540 
if 
  9@ == 2 
else_jump @BARSTAF_480 
if 
8118:   not actor 8@ dead 
else_jump @BARSTAF_452 
if or
  $10827 == 1 
  $10829 == 1 
  $10830 == 1 
else_jump @BARSTAF_438 
jump @BARSTAF_2200 
jump @BARSTAF_445 

:BARSTAF_438
gosub @BARSTAF_554 

:BARSTAF_445
jump @BARSTAF_473 

:BARSTAF_452
9@ = 1 
10@ = 0 
gosub @BARSTAF_554 

:BARSTAF_473
jump @BARSTAF_533 

:BARSTAF_480
if or
  $10827 == 1 
  $10829 == 1 
  $10830 == 1 
else_jump @BARSTAF_526 
jump @BARSTAF_2200 
jump @BARSTAF_533 

:BARSTAF_526
gosub @BARSTAF_554 

:BARSTAF_533
jump @BARSTAF_547 

:BARSTAF_540
gosub @BARSTAF_2287 

:BARSTAF_547
jump @BARSTAF_331 

:BARSTAF_554
0871: init_jump_table 9@ total_jumps 3 default_jump 0 @BARSTAF_659 jumps 1 @BARSTAF_617 2 @BARSTAF_631 3 @BARSTAF_645 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 

:BARSTAF_617
gosub @BARSTAF_661 
jump @BARSTAF_659 

:BARSTAF_631
gosub @BARSTAF_1390 
jump @BARSTAF_659 

:BARSTAF_645
gosub @BARSTAF_2085 
jump @BARSTAF_659 

:BARSTAF_659
return 

:BARSTAF_661
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BARSTAF_1388 jumps 0 @BARSTAF_724 1 @BARSTAF_767 2 @BARSTAF_974 3 @BARSTAF_1181 -1 @BARSTAF_1388 -1 @BARSTAF_1388 -1 @BARSTAF_1388 

:BARSTAF_724
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_760 
10@ += 1 

:BARSTAF_760
jump @BARSTAF_1388 

:BARSTAF_767
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model 0 external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_923 
0226: 13@ = actor 8@ health 
if 
  13@ == 99 
else_jump @BARSTAF_866 
8@ = -1 
jump @BARSTAF_923 

:BARSTAF_866
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_916 
9@ += 1 
10@ = 0 
jump @BARSTAF_923 

:BARSTAF_916
8@ = -1 

:BARSTAF_923
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_967 
074C: AS_actor 0@ goto_AS_origin 2@ 
10@ += 1 

:BARSTAF_967
jump @BARSTAF_1388 

:BARSTAF_974
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model 0 external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1130 
0226: 13@ = actor 8@ health 
if 
  13@ == 99 
else_jump @BARSTAF_1073 
8@ = -1 
jump @BARSTAF_1130 

:BARSTAF_1073
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1123 
9@ += 1 
10@ = 0 
jump @BARSTAF_1130 

:BARSTAF_1123
8@ = -1 

:BARSTAF_1130
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1174 
074C: AS_actor 0@ goto_AS_origin 3@ 
10@ += 1 

:BARSTAF_1174
jump @BARSTAF_1388 

:BARSTAF_1181
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model 0 external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1337 
0226: 13@ = actor 8@ health 
if 
  13@ == 99 
else_jump @BARSTAF_1280 
8@ = -1 
jump @BARSTAF_1337 

:BARSTAF_1280
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1330 
9@ += 1 
10@ = 0 
jump @BARSTAF_1337 

:BARSTAF_1330
8@ = -1 

:BARSTAF_1337
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1381 
074C: AS_actor 0@ goto_AS_origin 1@ 
10@ = 0 

:BARSTAF_1381
jump @BARSTAF_1388 

:BARSTAF_1388
return 

:BARSTAF_1390
0871: init_jump_table 10@ total_jumps 8 default_jump 0 @BARSTAF_2083 jumps 0 @BARSTAF_1518 1 @BARSTAF_1577 2 @BARSTAF_1628 3 @BARSTAF_1720 4 @BARSTAF_1771 5 @BARSTAF_1873 6 @BARSTAF_1934 
0872: jump_table_jumps 7 @BARSTAF_1985 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 

:BARSTAF_1518
04C4: store_coords_to 14@ 15@ 16@ from_actor 8@ with_offset 0.0 5@ 0.0 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
10@ += 1 
jump @BARSTAF_2083 

:BARSTAF_1577
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1621
jump @BARSTAF_2083 

:BARSTAF_1628
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1713 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_ORDER" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
10@ += 1 

:BARSTAF_1713
jump @BARSTAF_2083 

:BARSTAF_1720
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1764 
074C: AS_actor 0@ goto_AS_origin 4@ 
10@ += 1 

:BARSTAF_1764
jump @BARSTAF_2083 

:BARSTAF_1771
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1866 
if 
  7@ == 0 
else_jump @BARSTAF_1859 
0605: actor 0@ perform_animation "BARSERVE_GLASS" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:BARSTAF_1859
10@ += 1 

:BARSTAF_1866
jump @BARSTAF_2083 

:BARSTAF_1873
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1927 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
10@ += 1 

:BARSTAF_1927
jump @BARSTAF_2083 

:BARSTAF_1934
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1978
jump @BARSTAF_2083 

:BARSTAF_1985
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_2076 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
9@ += 1 
10@ = 0 

:BARSTAF_2076
jump @BARSTAF_2083 

:BARSTAF_2083
return 

:BARSTAF_2085
0871: init_jump_table 10@ total_jumps 1 default_jump 0 @BARSTAF_2198 jumps 0 @BARSTAF_2148 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 

:BARSTAF_2148
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // == constant 
else_jump @BARSTAF_2191 
9@ = 1 
10@ = 0 

:BARSTAF_2191
jump @BARSTAF_2198 

:BARSTAF_2198
return 

:BARSTAF_2200
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @BARSTAF_2273 
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // == constant 
else_jump @BARSTAF_2266 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_2266
jump @BARSTAF_2280 

:BARSTAF_2273
gosub @BARSTAF_2287 

:BARSTAF_2280
jump @BARSTAF_2200 

:BARSTAF_2287
04EF: release_animation "BAR" 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
end_thread 
return 
0663: printint "PEDSTATE" 9@ 
0663: printint "SUBSTATESTATUS" 10@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER
thread 'BOUNCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @BOUNCER_60 
009A: 0@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 

:BOUNCER_60
if 
8248:   not model 346 available 
else_jump @BOUNCER_88 
0247: load_model 346 
jump @BOUNCER_60 

:BOUNCER_88
if 
8118:   not actor 0@ dead 
else_jump @BOUNCER_187 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
if 
0491:   actor 0@ has_weapon 3 
else_jump @BOUNCER_148 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_148
02E2: set_actor 0@ weapon_accuracy_to 80 
0978: copy_decision_maker 65537 to $10896 
0708: reset_decision_maker $10896 event 27 
0708: reset_decision_maker $10896 event 48 
060B: set_actor 0@ decision_maker_to $10896 

:BOUNCER_187
3@ = 0 
4@ = 0 

:BOUNCER_201
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @BOUNCER_279 
if 
  $10828 == 0 
else_jump @BOUNCER_265 
gosub @BOUNCER_293 
jump @BOUNCER_272 

:BOUNCER_265
jump @BOUNCER_693 

:BOUNCER_272
jump @BOUNCER_286 

:BOUNCER_279
gosub @BOUNCER_864 

:BOUNCER_286
jump @BOUNCER_201 

:BOUNCER_293
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BOUNCER_370 jumps 0 @BOUNCER_356 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 

:BOUNCER_356
gosub @BOUNCER_372 
jump @BOUNCER_370 

:BOUNCER_370
return 

:BOUNCER_372
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @BOUNCER_691 jumps 0 @BOUNCER_435 1 @BOUNCER_498 2 @BOUNCER_658 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 

:BOUNCER_435
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BOUNCER_491 
05DE: AS_actor 0@ walk_around_ped_path 
41@ = 0 
6@ = 5000 
4@ += 1 

:BOUNCER_491
jump @BOUNCER_691 

:BOUNCER_498
if 
002D:   41@ >= 6@ // (int) 
else_jump @BOUNCER_651 
0209: 2@ = random_int_in_ranges 1 10 
if 
  2@ > 5 
else_jump @BOUNCER_595 
062E: get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
6@ = 5000 

:BOUNCER_588
jump @BOUNCER_637 

:BOUNCER_595
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BOUNCER_637 
05DE: AS_actor 0@ walk_around_ped_path 
6@ = 5000 

:BOUNCER_637
41@ = 0 
4@ += 1 

:BOUNCER_651
jump @BOUNCER_691 

:BOUNCER_658
if 
002D:   41@ >= 6@ // (int) 
else_jump @BOUNCER_684 
4@ = 1 

:BOUNCER_684
jump @BOUNCER_691 

:BOUNCER_691
return 

:BOUNCER_693
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @BOUNCER_850 
if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @BOUNCER_792 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 4000 chance_of_action 60 

:BOUNCER_792
jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @BOUNCER_843 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_843
jump @BOUNCER_857 

:BOUNCER_850
gosub @BOUNCER_864 

:BOUNCER_857
jump @BOUNCER_693 

:BOUNCER_864
065C: release_decision_maker $10896 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
end_thread 
return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF
thread 'OTBSTAF' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSTAF_92 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 

:OTBSTAF_92
04ED: load_animation "INT_SHOP" 

:OTBSTAF_104
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBSTAF_138 
wait 0 
jump @OTBSTAF_104 

:OTBSTAF_138
if 
8118:   not actor 0@ dead 
else_jump @OTBSTAF_162 
060B: set_actor 0@ decision_maker_to $1281 

:OTBSTAF_162
3@ = 1 
4@ = 0 
6@ = 0 

:OTBSTAF_183
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBSTAF_256 
if 
  $4265 == 0 
else_jump @OTBSTAF_242 
gosub @OTBSTAF_270 
jump @OTBSTAF_249 

:OTBSTAF_242
jump @OTBSTAF_848 

:OTBSTAF_249
jump @OTBSTAF_263 

:OTBSTAF_256
gosub @OTBSTAF_832 

:OTBSTAF_263
jump @OTBSTAF_183 

:OTBSTAF_270
0871: init_jump_table 3@ total_jumps 2 default_jump 0 @OTBSTAF_361 jumps 1 @OTBSTAF_333 2 @OTBSTAF_347 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 

:OTBSTAF_333
gosub @OTBSTAF_363 
jump @OTBSTAF_361 

:OTBSTAF_347
gosub @OTBSTAF_668 
jump @OTBSTAF_361 

:OTBSTAF_361
return 

:OTBSTAF_363
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @OTBSTAF_666 jumps 0 @OTBSTAF_426 1 @OTBSTAF_562 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 

:OTBSTAF_426
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @OTBSTAF_555 
0605: actor 0@ perform_animation "SHOP_CASHIER" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:OTBSTAF_555
jump @OTBSTAF_666 

:OTBSTAF_562
8@ = 0.0 
if 
0611:   actor 0@ performing_animation "SHOP_CASHIER" 
else_jump @OTBSTAF_659 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
if 
  8@ == 1.0 
else_jump @OTBSTAF_659 
4@ = 0 
3@ += 1 

:OTBSTAF_659
jump @OTBSTAF_666 

:OTBSTAF_666
return 

:OTBSTAF_668
0871: init_jump_table 4@ total_jumps 1 default_jump 0 @OTBSTAF_830 jumps 0 @OTBSTAF_731 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 

:OTBSTAF_731
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @OTBSTAF_823 
4@ = 0 
3@ = 1 

:OTBSTAF_823
jump @OTBSTAF_830 

:OTBSTAF_830
return 

:OTBSTAF_832
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:OTBSTAF_848
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBSTAF_918 
062E: get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // == constant 
else_jump @OTBSTAF_911 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_911
jump @OTBSTAF_925 

:OTBSTAF_918
gosub @OTBSTAF_832 

:OTBSTAF_925
jump @OTBSTAF_848 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR
thread 'PCHAIR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCHAIR_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PCHAIR_60
04ED: load_animation "FOOD" 

:PCHAIR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @PCHAIR_98 
wait 0 
jump @PCHAIR_68 

:PCHAIR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @PCHAIR_154 
5@ = 0 
4@ = 1 
jump @PCHAIR_168 

:PCHAIR_154
5@ = -2 
4@ = 2 

:PCHAIR_168
7@ = 0 
if 
8118:   not actor 0@ dead 
else_jump @PCHAIR_215 
0446: set_actor 0@ dismemberment_possible 0 
6@ = 1800000 
jump @PCHAIR_222 

:PCHAIR_215
6@ = 0 

:PCHAIR_222
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @PCHAIR_345 
if 
09C5:   unknown_actor 0@ 
else_jump @PCHAIR_331 
if or
  $676 == 1 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_317 
$676 = 1 
jump @PCHAIR_3035 
jump @PCHAIR_324 

:PCHAIR_317
gosub @PCHAIR_359 

:PCHAIR_324
jump @PCHAIR_338 

:PCHAIR_331
gosub @PCHAIR_2959 

:PCHAIR_338
jump @PCHAIR_352 

:PCHAIR_345
gosub @PCHAIR_2959 

:PCHAIR_352
jump @PCHAIR_222 

:PCHAIR_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PCHAIR_492 jumps 1 @PCHAIR_422 2 @PCHAIR_436 3 @PCHAIR_450 4 @PCHAIR_464 5 @PCHAIR_478 -1 @PCHAIR_492 -1 @PCHAIR_492 

:PCHAIR_422
gosub @PCHAIR_494 
jump @PCHAIR_492 

:PCHAIR_436
gosub @PCHAIR_715 
jump @PCHAIR_492 

:PCHAIR_450
gosub @PCHAIR_2157 
jump @PCHAIR_492 

:PCHAIR_464
gosub @PCHAIR_2959 
jump @PCHAIR_492 

:PCHAIR_478
gosub @PCHAIR_2526 
jump @PCHAIR_492 

:PCHAIR_492
return 

:PCHAIR_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @PCHAIR_713 jumps 0 @PCHAIR_557 1 @PCHAIR_615 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 

:PCHAIR_557
0812: AS_actor 0@ perform_animation "FF_SIT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @PCHAIR_713 

:PCHAIR_615
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_IN" 
else_jump @PCHAIR_671 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_671
if 
  9@ == 1.0 
else_jump @PCHAIR_706 
5@ = 0 
4@ += 1 

:PCHAIR_706
jump @PCHAIR_713 

:PCHAIR_713
return 

:PCHAIR_715
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @PCHAIR_2155 jumps -2 @PCHAIR_778 0 @PCHAIR_1103 1 @PCHAIR_1560 2 @PCHAIR_1858 3 @PCHAIR_2061 -1 @PCHAIR_2155 -1 @PCHAIR_2155 

:PCHAIR_778
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_848 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_848
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @PCHAIR_925 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @PCHAIR_941 

:PCHAIR_925
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_941
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1047 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_1047
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1089
5@ = 1 
jump @PCHAIR_2155 

:PCHAIR_1103
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_1235 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1186 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1228 

:PCHAIR_1186
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1228
jump @PCHAIR_1546 

:PCHAIR_1235
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_1305 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1305
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @PCHAIR_1382 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @PCHAIR_1398 

:PCHAIR_1382
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_1398
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1504 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1504
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1546
5@ += 1 
jump @PCHAIR_2155 

:PCHAIR_1560
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -0.65 
if 
05AD:   s$705 == 'FDBURG' // s$ == short  // Burger Shot
else_jump @PCHAIR_1727 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
jump @PCHAIR_1751 

:PCHAIR_1727
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -367 solid 0 for_actor 0@ 

:PCHAIR_1751
if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
else_jump @PCHAIR_1851 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
41@ = 0 
5@ += 1 

:PCHAIR_1851
jump @PCHAIR_2155 

:PCHAIR_1858
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_1910 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @PCHAIR_2155 

:PCHAIR_1910
if 
001D:   41@ > 6@ // (int) 
else_jump @PCHAIR_2054 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_1991 
5@ = 0 
4@ += 1 
jump @PCHAIR_2054 

:PCHAIR_1991
if 
  $676 == 1 
else_jump @PCHAIR_2054 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:PCHAIR_2054
jump @PCHAIR_2155 

:PCHAIR_2061
if 
0184:   actor 0@ health >= 0 
else_jump @PCHAIR_2141 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2134 
5@ = 0 
4@ += 1 

:PCHAIR_2134
jump @PCHAIR_2148 

:PCHAIR_2141
0568: set_actor 0@ untargetable 1 

:PCHAIR_2148
jump @PCHAIR_2155 

:PCHAIR_2155
return 

:PCHAIR_2157
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2524 jumps 0 @PCHAIR_2220 1 @PCHAIR_2301 2 @PCHAIR_2336 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 

:PCHAIR_2220
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_2245 
070B: set_actor 0@ onbone_attached_object_operation 1 

:PCHAIR_2245
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2301
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2336
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_180" 
else_jump @PCHAIR_2517 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2517 
if 
05AD:   s$705 == 'FDBURG' // s$ == short  // Burger Shot
else_jump @PCHAIR_2479 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 1 for_actor 0@ 
jump @PCHAIR_2503 

:PCHAIR_2479
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -367 solid 1 for_actor 0@ 

:PCHAIR_2503
5@ = 0 
4@ += 1 

:PCHAIR_2517
jump @PCHAIR_2524 

:PCHAIR_2524
return 

:PCHAIR_2526
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2957 jumps 0 @PCHAIR_2589 1 @PCHAIR_2641 2 @PCHAIR_2797 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 

:PCHAIR_2589
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @PCHAIR_2957 

:PCHAIR_2641
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
else_jump @PCHAIR_2727 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2727 
5@ += 1 

:PCHAIR_2727
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2790 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 

:PCHAIR_2790
jump @PCHAIR_2957 

:PCHAIR_2797
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2867 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 
jump @PCHAIR_2950 

:PCHAIR_2867
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2936 
4@ = 3 
5@ = 0 
gosub @PCHAIR_3035 
jump @PCHAIR_2950 

:PCHAIR_2936
4@ = 2 
5@ = 2 

:PCHAIR_2950
jump @PCHAIR_2957 

:PCHAIR_2957
return 

:PCHAIR_2959
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
if 
8118:   not actor 0@ dead 
else_jump @PCHAIR_3031 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:PCHAIR_3031
end_thread 
return 

:PCHAIR_3035
wait 0 
if and
8844:   not string s$705 empty // s$ 
  $1273 == 0 
else_jump @PCHAIR_3376 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
else_jump @PCHAIR_3369 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @PCHAIR_3355 jumps 1 @PCHAIR_3146 2 @PCHAIR_3228 3 @PCHAIR_3277 4 @PCHAIR_3291 5 @PCHAIR_3341 -1 @PCHAIR_3369 -1 @PCHAIR_3369 

:PCHAIR_3146
if 
  5@ > 1 
else_jump @PCHAIR_3178 
gosub @PCHAIR_359 
jump @PCHAIR_3221 

:PCHAIR_3178
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @PCHAIR_3221 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3221
jump @PCHAIR_3369 

:PCHAIR_3228
if 
  5@ == 2 
else_jump @PCHAIR_3263 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:PCHAIR_3263
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3277
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3291
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @PCHAIR_3334 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3334
jump @PCHAIR_3369 

:PCHAIR_3341
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3355
gosub @PCHAIR_2959 
jump @PCHAIR_3369 

:PCHAIR_3369
jump @PCHAIR_3383 

:PCHAIR_3376
gosub @PCHAIR_2959 

:PCHAIR_3383
jump @PCHAIR_3035 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 41@ 
0663: printint "TIMERA" 40@ 
return 
end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM
thread 'PCUSTOM' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCUSTOM_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PCUSTOM_60
04ED: load_animation "INT_SHOP" 

:PCUSTOM_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @PCUSTOM_106 
wait 0 
jump @PCUSTOM_72 

:PCUSTOM_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:PCUSTOM_134
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PCUSTOM_237 
if 
09C5:   unknown_actor 0@ 
else_jump @PCUSTOM_223 
if 
  $676 == 0 
else_jump @PCUSTOM_209 
gosub @PCUSTOM_251 
jump @PCUSTOM_216 

:PCUSTOM_209
jump @PCUSTOM_804 

:PCUSTOM_216
jump @PCUSTOM_230 

:PCUSTOM_223
gosub @PCUSTOM_727 

:PCUSTOM_230
jump @PCUSTOM_244 

:PCUSTOM_237
gosub @PCUSTOM_727 

:PCUSTOM_244
jump @PCUSTOM_134 

:PCUSTOM_251
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PCUSTOM_328 jumps 1 @PCUSTOM_314 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 

:PCUSTOM_314
gosub @PCUSTOM_330 
jump @PCUSTOM_328 

:PCUSTOM_328
return 

:PCUSTOM_330
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @PCUSTOM_725 jumps 0 @PCUSTOM_393 1 @PCUSTOM_451 2 @PCUSTOM_534 3 @PCUSTOM_711 -1 @PCUSTOM_725 -1 @PCUSTOM_725 -1 @PCUSTOM_725 

:PCUSTOM_393
5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
4@ += 1 
jump @PCUSTOM_725 

:PCUSTOM_451
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @PCUSTOM_527 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:PCUSTOM_527
jump @PCUSTOM_725 

:PCUSTOM_534
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @PCUSTOM_704 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @PCUSTOM_640 
0107: 12@ = create_object #CJ_PIZZA_2 at 7@ 8@ 9@ 
jump @PCUSTOM_656 

:PCUSTOM_640
0107: 12@ = create_object #CJ_BURG_2 at 7@ 8@ 9@ 

:PCUSTOM_656
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
4@ += 1 

:PCUSTOM_704
jump @PCUSTOM_725 

:PCUSTOM_711
gosub @PCUSTOM_727 
jump @PCUSTOM_725 

:PCUSTOM_725
return 

:PCUSTOM_727
04EF: release_animation "INT_SHOP" 
01C4: remove_references_to_object 12@ // This object will now disappear when the player looks away 
if 
8118:   not actor 0@ dead 
else_jump @PCUSTOM_800 
0792: disembark_instantly_actor 0@ 
08A0: actor 0@ in_radius 20.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "PCHAIR" // IF and SET 

:PCUSTOM_800
end_thread 
return 

:PCUSTOM_804
wait 0 
if and
8844:   not string s$705 empty // s$ 
  $1273 == 0 
else_jump @PCUSTOM_890 
if 
8118:   not actor 0@ dead 
else_jump @PCUSTOM_883 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
else_jump @PCUSTOM_883 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_883
jump @PCUSTOM_897 

:PCUSTOM_890
gosub @PCUSTOM_727 

:PCUSTOM_897
jump @PCUSTOM_804 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH
thread 'OTBWTCH' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBWTCH_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:OTBWTCH_60
04ED: load_animation "OTB" 

:OTBWTCH_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBWTCH_96 
wait 0 
jump @OTBWTCH_67 

:OTBWTCH_96
3@ = 1 
4@ = 0 

:OTBWTCH_110
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBWTCH_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBWTCH_207 
if 
  $4265 == 0 
else_jump @OTBWTCH_185 
gosub @OTBWTCH_235 
jump @OTBWTCH_200 

:OTBWTCH_185
060B: set_actor 0@ decision_maker_to $1280 
jump @OTBWTCH_1122 

:OTBWTCH_200
jump @OTBWTCH_214 

:OTBWTCH_207
gosub @OTBWTCH_1060 

:OTBWTCH_214
jump @OTBWTCH_228 

:OTBWTCH_221
gosub @OTBWTCH_1060 

:OTBWTCH_228
jump @OTBWTCH_110 

:OTBWTCH_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBWTCH_312 jumps 1 @OTBWTCH_298 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 

:OTBWTCH_298
gosub @OTBWTCH_314 
jump @OTBWTCH_312 

:OTBWTCH_312
return 

:OTBWTCH_314
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @OTBWTCH_1058 jumps 0 @OTBWTCH_377 1 @OTBWTCH_429 2 @OTBWTCH_524 3 @OTBWTCH_682 4 @OTBWTCH_777 5 @OTBWTCH_933 6 @OTBWTCH_1015 

:OTBWTCH_377
0605: actor 0@ perform_animation "WTCHRACE_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @OTBWTCH_1058 

:OTBWTCH_429
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_517 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBWTCH_517
jump @OTBWTCH_1058 

:OTBWTCH_524
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_675 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_627 
0605: actor 0@ perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:OTBWTCH_668
4@ += 1 

:OTBWTCH_675
jump @OTBWTCH_1058 

:OTBWTCH_682
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_770 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBWTCH_770
jump @OTBWTCH_1058 

:OTBWTCH_777
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_926 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_879 
0605: actor 0@ perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBWTCH_919
4@ += 1 

:OTBWTCH_926
jump @OTBWTCH_1058 

:OTBWTCH_933
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_1008 
0605: actor 0@ perform_animation "WTCHRACE_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:OTBWTCH_1008
jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBWTCH_1051 
gosub @OTBWTCH_1060 

:OTBWTCH_1051
jump @OTBWTCH_1058 

:OTBWTCH_1058
return 

:OTBWTCH_1060
04EF: release_animation "OTB" 
if 
8118:   not actor 0@ dead 
else_jump @OTBWTCH_1118 
08A0: actor 0@ in_radius 100.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "OTBSLP" // IF and SET 

:OTBWTCH_1118
end_thread 
return 

:OTBWTCH_1122
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBWTCH_1192 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @OTBWTCH_1185 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_1185
jump @OTBWTCH_1199 

:OTBWTCH_1192
gosub @OTBWTCH_1060 

:OTBWTCH_1199
jump @OTBWTCH_1122 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP
thread 'OTBSLP' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSLP_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:OTBSLP_60
04ED: load_animation "OTB" 

:OTBSLP_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBSLP_96 
wait 0 
jump @OTBSLP_67 

:OTBSLP_96
3@ = 1 
4@ = 0 

:OTBSLP_110
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBSLP_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBSLP_207 
if 
  $4265 == 0 
else_jump @OTBSLP_185 
gosub @OTBSLP_235 
jump @OTBSLP_200 

:OTBSLP_185
060B: set_actor 0@ decision_maker_to $1280 
jump @OTBSLP_902 

:OTBSLP_200
jump @OTBSLP_214 

:OTBSLP_207
gosub @OTBSLP_891 

:OTBSLP_214
jump @OTBSLP_228 

:OTBSLP_221
gosub @OTBSLP_891 

:OTBSLP_228
jump @OTBSLP_110 

:OTBSLP_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBSLP_312 jumps 1 @OTBSLP_298 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 

:OTBSLP_298
gosub @OTBSLP_314 
jump @OTBSLP_312 

:OTBSLP_312
return 

:OTBSLP_314
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @OTBSLP_889 jumps 0 @OTBSLP_377 1 @OTBSLP_427 2 @OTBSLP_520 3 @OTBSLP_673 4 @OTBSLP_766 5 @OTBSLP_846 -1 @OTBSLP_889 

:OTBSLP_377
0605: actor 0@ perform_animation "BETSLP_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @OTBSLP_889 

:OTBSLP_427
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_513 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBSLP_513
jump @OTBSLP_889 

:OTBSLP_520
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_666 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBSLP_622 
0605: actor 0@ perform_animation "BETSLP_LKABT" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation "BETSLP_TNK" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBSLP_659
4@ += 1 

:OTBSLP_666
jump @OTBSLP_889 

:OTBSLP_673
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_759 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:OTBSLP_759
jump @OTBSLP_889 

:OTBSLP_766
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_839 
0605: actor 0@ perform_animation "BETSLP_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:OTBSLP_839
jump @OTBSLP_889 

:OTBSLP_846
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @OTBSLP_882 
gosub @OTBSLP_891 

:OTBSLP_882
jump @OTBSLP_889 

:OTBSLP_889
return 

:OTBSLP_891
04EF: release_animation "OTB" 
end_thread 
return 

:OTBSLP_902
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBSLP_972 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @OTBSLP_965 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_965
jump @OTBSLP_979 

:OTBSLP_972
gosub @OTBSLP_891 

:OTBSLP_979
jump @OTBSLP_902 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL
thread 'OTBTILL' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBTILL_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:OTBTILL_60
04ED: load_animation "INT_SHOP" 

:OTBTILL_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBTILL_106 
wait 0 
jump @OTBTILL_72 

:OTBTILL_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:OTBTILL_134
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBTILL_245 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBTILL_231 
if 
  $4265 == 0 
else_jump @OTBTILL_209 
gosub @OTBTILL_259 
jump @OTBTILL_224 

:OTBTILL_209
060B: set_actor 0@ decision_maker_to $1280 
jump @OTBTILL_655 

:OTBTILL_224
jump @OTBTILL_238 

:OTBTILL_231
gosub @OTBTILL_587 

:OTBTILL_238
jump @OTBTILL_252 

:OTBTILL_245
gosub @OTBTILL_587 

:OTBTILL_252
jump @OTBTILL_134 

:OTBTILL_259
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBTILL_336 jumps 1 @OTBTILL_322 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 

:OTBTILL_322
gosub @OTBTILL_338 
jump @OTBTILL_336 

:OTBTILL_336
return 

:OTBTILL_338
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @OTBTILL_585 jumps 0 @OTBTILL_401 1 @OTBTILL_459 2 @OTBTILL_542 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 

:OTBTILL_401
5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
4@ += 1 
jump @OTBTILL_585 

:OTBTILL_459
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @OTBTILL_535 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:OTBTILL_535
jump @OTBTILL_585 

:OTBTILL_542
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @OTBTILL_578 
gosub @OTBTILL_587 

:OTBTILL_578
jump @OTBTILL_585 

:OTBTILL_585
return 

:OTBTILL_587
04EF: release_animation "INT_SHOP" 
if 
8118:   not actor 0@ dead 
else_jump @OTBTILL_651 
08A0: actor 0@ in_radius 50.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "OTBWTCH" // IF and SET 

:OTBTILL_651
end_thread 
return 

:OTBTILL_655
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @OTBTILL_725 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
else_jump @OTBTILL_718 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_718
jump @OTBTILL_732 

:OTBTILL_725
gosub @OTBTILL_587 

:OTBTILL_732
jump @OTBTILL_655 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR
thread 'FBOOTHR' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHR_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:FBOOTHR_60
04ED: load_animation "FOOD" 

:FBOOTHR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHR_98 
wait 0 
jump @FBOOTHR_68 

:FBOOTHR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHR_154 
5@ = 0 
4@ = 1 
jump @FBOOTHR_168 

:FBOOTHR_154
5@ = -2 
4@ = 2 

:FBOOTHR_168
7@ = 0 
if 
8118:   not actor 0@ dead 
else_jump @FBOOTHR_215 
0446: set_actor 0@ dismemberment_possible 0 
6@ = 1800000 
jump @FBOOTHR_222 

:FBOOTHR_215
6@ = 0 

:FBOOTHR_222
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @FBOOTHR_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHR_342 
if 
  $676 == 0 
else_jump @FBOOTHR_302 
gosub @FBOOTHR_370 
jump @FBOOTHR_335 

:FBOOTHR_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_328 
$676 = 1 

:FBOOTHR_328
jump @FBOOTHR_2971 

:FBOOTHR_335
jump @FBOOTHR_349 

:FBOOTHR_342
gosub @FBOOTHR_2895 

:FBOOTHR_349
jump @FBOOTHR_363 

:FBOOTHR_356
gosub @FBOOTHR_2895 

:FBOOTHR_363
jump @FBOOTHR_222 

:FBOOTHR_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHR_503 jumps 1 @FBOOTHR_433 2 @FBOOTHR_447 3 @FBOOTHR_461 4 @FBOOTHR_475 5 @FBOOTHR_489 -1 @FBOOTHR_503 -1 @FBOOTHR_503 

:FBOOTHR_433
gosub @FBOOTHR_505 
jump @FBOOTHR_503 

:FBOOTHR_447
gosub @FBOOTHR_732 
jump @FBOOTHR_503 

:FBOOTHR_461
gosub @FBOOTHR_2118 
jump @FBOOTHR_503 

:FBOOTHR_475
gosub @FBOOTHR_2895 
jump @FBOOTHR_503 

:FBOOTHR_489
gosub @FBOOTHR_2455 
jump @FBOOTHR_503 

:FBOOTHR_503
return 

:FBOOTHR_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHR_730 jumps 0 @FBOOTHR_568 1 @FBOOTHR_628 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 

:FBOOTHR_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHR_730 

:FBOOTHR_628
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_IN_R" 
else_jump @FBOOTHR_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_688
if 
  9@ == 1.0 
else_jump @FBOOTHR_723 
5@ = 0 
4@ += 1 

:FBOOTHR_723
jump @FBOOTHR_730 

:FBOOTHR_730
return 

:FBOOTHR_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHR_2116 jumps -2 @FBOOTHR_795 0 @FBOOTHR_1120 1 @FBOOTHR_1577 2 @FBOOTHR_1819 3 @FBOOTHR_2022 -1 @FBOOTHR_2116 -1 @FBOOTHR_2116 

:FBOOTHR_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @FBOOTHR_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @FBOOTHR_958 

:FBOOTHR_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1106
5@ = 1 
jump @FBOOTHR_2116 

:FBOOTHR_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1245 

:FBOOTHR_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1245
jump @FBOOTHR_1563 

:FBOOTHR_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @FBOOTHR_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @FBOOTHR_1415 

:FBOOTHR_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1563
5@ += 1 
jump @FBOOTHR_2116 

:FBOOTHR_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -1.0 0.0 -0.65 
if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
else_jump @FBOOTHR_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -368 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
41@ = 0 
5@ += 1 

:FBOOTHR_1812
jump @FBOOTHR_2116 

:FBOOTHR_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHR_2116 

:FBOOTHR_1871
if 
001D:   41@ > 6@ // (int) 
else_jump @FBOOTHR_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHR_2015 

:FBOOTHR_1952
if 
  $676 == 1 
else_jump @FBOOTHR_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHR_2015
jump @FBOOTHR_2116 

:FBOOTHR_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHR_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2095 
5@ = 0 
4@ += 1 

:FBOOTHR_2095
jump @FBOOTHR_2109 

:FBOOTHR_2102
0568: set_actor 0@ untargetable 1 

:FBOOTHR_2109
jump @FBOOTHR_2116 

:FBOOTHR_2116
return 

:FBOOTHR_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2453 jumps 0 @FBOOTHR_2181 1 @FBOOTHR_2264 2 @FBOOTHR_2299 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 

:FBOOTHR_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHR_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2299
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_R_180" 
else_jump @FBOOTHR_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHR_2446
jump @FBOOTHR_2453 

:FBOOTHR_2453
return 

:FBOOTHR_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2893 jumps 0 @FBOOTHR_2518 1 @FBOOTHR_2570 2 @FBOOTHR_2726 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 

:FBOOTHR_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHR_2893 

:FBOOTHR_2570
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
else_jump @FBOOTHR_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2656 
5@ += 1 

:FBOOTHR_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 

:FBOOTHR_2719
jump @FBOOTHR_2893 

:FBOOTHR_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 
jump @FBOOTHR_2879 

:FBOOTHR_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHR_2971 
jump @FBOOTHR_2879 

:FBOOTHR_2865
4@ = 2 
5@ = 2 

:FBOOTHR_2879
$676 = 1 
jump @FBOOTHR_2893 

:FBOOTHR_2893
return 

:FBOOTHR_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
if 
8118:   not actor 0@ dead 
else_jump @FBOOTHR_2967 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHR_2967
end_thread 
return 

:FBOOTHR_2971
wait 0 
if and
8844:   not string s$705 empty // s$ 
  $1273 == 0 
else_jump @FBOOTHR_3312 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
else_jump @FBOOTHR_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHR_3291 jumps 1 @FBOOTHR_3082 2 @FBOOTHR_3164 3 @FBOOTHR_3213 4 @FBOOTHR_3227 5 @FBOOTHR_3277 -1 @FBOOTHR_3305 -1 @FBOOTHR_3305 

:FBOOTHR_3082
if 
  5@ > 1 
else_jump @FBOOTHR_3114 
gosub @FBOOTHR_370 
jump @FBOOTHR_3157 

:FBOOTHR_3114
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @FBOOTHR_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3157
jump @FBOOTHR_3305 

:FBOOTHR_3164
if 
  5@ == 2 
else_jump @FBOOTHR_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHR_3199
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3213
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3227
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @FBOOTHR_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3270
jump @FBOOTHR_3305 

:FBOOTHR_3277
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3291
gosub @FBOOTHR_2895 
jump @FBOOTHR_3305 

:FBOOTHR_3305
jump @FBOOTHR_3319 

:FBOOTHR_3312
gosub @FBOOTHR_2895 

:FBOOTHR_3319
jump @FBOOTHR_2971 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 41@ 
0663: printint "TIMERA" 40@ 
return 
end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL
thread 'FBOOTHL' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHL_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:FBOOTHL_60
04ED: load_animation "FOOD" 

:FBOOTHL_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHL_98 
wait 0 
jump @FBOOTHL_68 

:FBOOTHL_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHL_154 
5@ = 0 
4@ = 1 
jump @FBOOTHL_168 

:FBOOTHL_154
5@ = -2 
4@ = 2 

:FBOOTHL_168
7@ = 0 
if 
8118:   not actor 0@ dead 
else_jump @FBOOTHL_215 
0446: set_actor 0@ dismemberment_possible 0 
6@ = 1800000 
jump @FBOOTHL_222 

:FBOOTHL_215
6@ = 0 

:FBOOTHL_222
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @FBOOTHL_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHL_342 
if 
  $676 == 0 
else_jump @FBOOTHL_302 
gosub @FBOOTHL_370 
jump @FBOOTHL_335 

:FBOOTHL_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_328 
$676 = 1 

:FBOOTHL_328
jump @FBOOTHL_2971 

:FBOOTHL_335
jump @FBOOTHL_349 

:FBOOTHL_342
gosub @FBOOTHL_2895 

:FBOOTHL_349
jump @FBOOTHL_363 

:FBOOTHL_356
gosub @FBOOTHL_2895 

:FBOOTHL_363
jump @FBOOTHL_222 

:FBOOTHL_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHL_503 jumps 1 @FBOOTHL_433 2 @FBOOTHL_447 3 @FBOOTHL_461 4 @FBOOTHL_475 5 @FBOOTHL_489 -1 @FBOOTHL_503 -1 @FBOOTHL_503 

:FBOOTHL_433
gosub @FBOOTHL_505 
jump @FBOOTHL_503 

:FBOOTHL_447
gosub @FBOOTHL_732 
jump @FBOOTHL_503 

:FBOOTHL_461
gosub @FBOOTHL_2118 
jump @FBOOTHL_503 

:FBOOTHL_475
gosub @FBOOTHL_2895 
jump @FBOOTHL_503 

:FBOOTHL_489
gosub @FBOOTHL_2455 
jump @FBOOTHL_503 

:FBOOTHL_503
return 

:FBOOTHL_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHL_730 jumps 0 @FBOOTHL_568 1 @FBOOTHL_628 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 

:FBOOTHL_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHL_730 

:FBOOTHL_628
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_IN_L" 
else_jump @FBOOTHL_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_688
if 
  9@ == 1.0 
else_jump @FBOOTHL_723 
5@ = 0 
4@ += 1 

:FBOOTHL_723
jump @FBOOTHL_730 

:FBOOTHL_730
return 

:FBOOTHL_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHL_2116 jumps -2 @FBOOTHL_795 0 @FBOOTHL_1120 1 @FBOOTHL_1577 2 @FBOOTHL_1819 3 @FBOOTHL_2022 -1 @FBOOTHL_2116 -1 @FBOOTHL_2116 

:FBOOTHL_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @FBOOTHL_942 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @FBOOTHL_958 

:FBOOTHL_942
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1106
5@ = 1 
jump @FBOOTHL_2116 

:FBOOTHL_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1245 

:FBOOTHL_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1245
jump @FBOOTHL_1563 

:FBOOTHL_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @FBOOTHL_1399 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
jump @FBOOTHL_1415 

:FBOOTHL_1399
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1563
5@ += 1 
jump @FBOOTHL_2116 

:FBOOTHL_1577
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset -0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 1.0 0.0 -0.65 
if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
else_jump @FBOOTHL_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -368 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
41@ = 0 
5@ += 1 

:FBOOTHL_1812
jump @FBOOTHL_2116 

:FBOOTHL_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHL_2116 

:FBOOTHL_1871
if 
001D:   41@ > 6@ // (int) 
else_jump @FBOOTHL_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHL_2015 

:FBOOTHL_1952
if 
  $676 == 1 
else_jump @FBOOTHL_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHL_2015
jump @FBOOTHL_2116 

:FBOOTHL_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHL_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2095 
5@ = 0 
4@ += 1 

:FBOOTHL_2095
jump @FBOOTHL_2109 

:FBOOTHL_2102
0568: set_actor 0@ untargetable 1 

:FBOOTHL_2109
jump @FBOOTHL_2116 

:FBOOTHL_2116
return 

:FBOOTHL_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2453 jumps 0 @FBOOTHL_2181 1 @FBOOTHL_2264 2 @FBOOTHL_2299 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 

:FBOOTHL_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHL_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2264
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2299
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_L_180" 
else_jump @FBOOTHL_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHL_2446
jump @FBOOTHL_2453 

:FBOOTHL_2453
return 

:FBOOTHL_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2893 jumps 0 @FBOOTHL_2518 1 @FBOOTHL_2570 2 @FBOOTHL_2726 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 

:FBOOTHL_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHL_2893 

:FBOOTHL_2570
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
else_jump @FBOOTHL_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2656 
5@ += 1 

:FBOOTHL_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 

:FBOOTHL_2719
jump @FBOOTHL_2893 

:FBOOTHL_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 
jump @FBOOTHL_2879 

:FBOOTHL_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHL_2971 
jump @FBOOTHL_2879 

:FBOOTHL_2865
4@ = 2 
5@ = 2 

:FBOOTHL_2879
$676 = 1 
jump @FBOOTHL_2893 

:FBOOTHL_2893
return 

:FBOOTHL_2895
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
if 
8118:   not actor 0@ dead 
else_jump @FBOOTHL_2967 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHL_2967
end_thread 
return 

:FBOOTHL_2971
wait 0 
if and
8844:   not string s$705 empty // s$ 
  $1273 == 0 
else_jump @FBOOTHL_3312 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
else_jump @FBOOTHL_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHL_3291 jumps 1 @FBOOTHL_3082 2 @FBOOTHL_3164 3 @FBOOTHL_3213 4 @FBOOTHL_3227 5 @FBOOTHL_3277 -1 @FBOOTHL_3305 -1 @FBOOTHL_3305 

:FBOOTHL_3082
if 
  5@ > 1 
else_jump @FBOOTHL_3114 
gosub @FBOOTHL_370 
jump @FBOOTHL_3157 

:FBOOTHL_3114
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @FBOOTHL_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3157
jump @FBOOTHL_3305 

:FBOOTHL_3164
if 
  5@ == 2 
else_jump @FBOOTHL_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHL_3199
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3213
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3227
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @FBOOTHL_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3270
jump @FBOOTHL_3305 

:FBOOTHL_3277
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3291
gosub @FBOOTHL_2895 
jump @FBOOTHL_3305 

:FBOOTHL_3305
jump @FBOOTHL_3319 

:FBOOTHL_3312
gosub @FBOOTHL_2895 

:FBOOTHL_3319
jump @FBOOTHL_2971 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 41@ 
0663: printint "TIMERA" 40@ 
return 
end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY
thread 'BARGUY' 
2@ = 0 
if 
  2@ == 1 
else_jump @BARGUY_60 
009A: 0@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 

:BARGUY_60
04ED: load_animation "BAR" 

:BARGUY_67
if 
84EE:   not animation "BAR" loaded 
else_jump @BARGUY_96 
wait 0 
jump @BARGUY_67 

:BARGUY_96
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:BARGUY_124
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @BARGUY_272 
if 
09C5:   unknown_actor 0@ 
else_jump @BARGUY_258 
if 
  $10827 == 0 
else_jump @BARGUY_244 
if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BARGUY_223 
gosub @BARGUY_286 
jump @BARGUY_237 

:BARGUY_223
$10827 = 1 
jump @BARGUY_1067 

:BARGUY_237
jump @BARGUY_251 

:BARGUY_244
jump @BARGUY_1067 

:BARGUY_251
jump @BARGUY_265 

:BARGUY_258
gosub @BARGUY_1035 

:BARGUY_265
jump @BARGUY_279 

:BARGUY_272
gosub @BARGUY_1035 

:BARGUY_279
jump @BARGUY_124 

:BARGUY_286
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BARGUY_363 jumps 1 @BARGUY_349 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 

:BARGUY_349
gosub @BARGUY_365 
jump @BARGUY_363 

:BARGUY_363
return 

:BARGUY_365
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BARGUY_1033 jumps 0 @BARGUY_428 1 @BARGUY_488 2 @BARGUY_577 3 @BARGUY_674 4 @BARGUY_754 5 @BARGUY_826 6 @BARGUY_947 

:BARGUY_428
062E: get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
4@ += 1 

:BARGUY_481
jump @BARGUY_1033 

:BARGUY_488
0226: 10@ = actor 0@ health 
if 
  10@ == 99 
else_jump @BARGUY_570 
0223: set_actor 0@ health_to 100 
0605: actor 0@ perform_animation "BARCUSTOM_ORDER" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:BARGUY_570
jump @BARGUY_1033 

:BARGUY_577
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_667 
0605: actor 0@ perform_animation "BARCUSTOM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
4@ += 1 

:BARGUY_667
jump @BARGUY_1033 

:BARGUY_674
0226: 10@ = actor 0@ health 
if 
  10@ == 99 
else_jump @BARGUY_747 
0605: actor 0@ perform_animation "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
4@ += 1 

:BARGUY_747
jump @BARGUY_1033 

:BARGUY_754
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_819 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
4@ += 1 

:BARGUY_819
jump @BARGUY_1033 

:BARGUY_826
if 
03A3:   actor 0@ male 
else_jump @BARGUY_891 
0605: actor 0@ perform_animation "DNK_STNDM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 
jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 

:BARGUY_933
4@ += 1 
jump @BARGUY_1033 

:BARGUY_947
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @BARGUY_1026 
0223: set_actor 0@ health_to 100 
if 
08F9:   v$1276 == "BAR1" 
else_jump @BARGUY_1019 
4@ = 0 
jump @BARGUY_1026 

:BARGUY_1019
gosub @BARGUY_1035 

:BARGUY_1026
jump @BARGUY_1033 

:BARGUY_1033
return 

:BARGUY_1035
04EF: release_animation "BAR" 
if 
8118:   not actor 0@ dead 
else_jump @BARGUY_1063 
0792: disembark_instantly_actor 0@ 

:BARGUY_1063
end_thread 
return 

:BARGUY_1067
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @BARGUY_1137 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // == constant 
else_jump @BARGUY_1130 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_1130
jump @BARGUY_1144 

:BARGUY_1137
gosub @BARGUY_1035 

:BARGUY_1144
jump @BARGUY_1067 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL
thread 'PEDROUL' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDROUL_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PEDROUL_60
04ED: load_animation "CASINO" 

:PEDROUL_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDROUL_102 
wait 0 
jump @PEDROUL_70 

:PEDROUL_102
3@ = 1 
4@ = 0 

:PEDROUL_116
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDROUL_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDROUL_213 
if 
  $10827 == 0 
else_jump @PEDROUL_191 
gosub @PEDROUL_241 
jump @PEDROUL_206 

:PEDROUL_191
060B: set_actor 0@ decision_maker_to $1280 
jump @PEDROUL_998 

:PEDROUL_206
jump @PEDROUL_220 

:PEDROUL_213
gosub @PEDROUL_984 

:PEDROUL_220
jump @PEDROUL_234 

:PEDROUL_227
gosub @PEDROUL_984 

:PEDROUL_234
jump @PEDROUL_116 

:PEDROUL_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDROUL_318 jumps 1 @PEDROUL_304 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 

:PEDROUL_304
gosub @PEDROUL_320 
jump @PEDROUL_318 

:PEDROUL_318
return 

:PEDROUL_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDROUL_982 jumps 0 @PEDROUL_383 1 @PEDROUL_438 2 @PEDROUL_533 3 @PEDROUL_631 4 @PEDROUL_813 5 @PEDROUL_939 -1 @PEDROUL_982 

:PEDROUL_383
0605: actor 0@ perform_animation "ROULETTE_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @PEDROUL_982 

:PEDROUL_438
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_526 
0605: actor 0@ perform_animation "ROULETTE_BET" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 103 store_spoken_phrase_id_to 2@ 
4@ += 1 

:PEDROUL_526
jump @PEDROUL_982 

:PEDROUL_533
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_624 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "ROULETTE_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDROUL_624
jump @PEDROUL_982 

:PEDROUL_631
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_806 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_746 
0605: actor 0@ perform_animation "ROULETTE_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 100 store_spoken_phrase_id_to 2@ 
jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation "ROULETTE_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 101 store_spoken_phrase_id_to 2@ 

:PEDROUL_799
4@ += 1 

:PEDROUL_806
jump @PEDROUL_982 

:PEDROUL_813
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_932 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_883 
4@ = 1 
jump @PEDROUL_932 

:PEDROUL_883
0605: actor 0@ perform_animation "ROULETTE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDROUL_932
jump @PEDROUL_982 

:PEDROUL_939
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDROUL_975 
gosub @PEDROUL_984 

:PEDROUL_975
jump @PEDROUL_982 

:PEDROUL_982
return 

:PEDROUL_984
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDROUL_998
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDROUL_1068 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @PEDROUL_1061 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_1061
jump @PEDROUL_1075 

:PEDROUL_1068
gosub @PEDROUL_984 

:PEDROUL_1075
jump @PEDROUL_998 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD
thread 'PEDCARD' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDCARD_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PEDCARD_60
04ED: load_animation "CASINO" 

:PEDCARD_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDCARD_102 
wait 0 
jump @PEDCARD_70 

:PEDCARD_102
3@ = 1 
4@ = 0 

:PEDCARD_116
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDCARD_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDCARD_213 
if 
  $10827 == 0 
else_jump @PEDCARD_191 
gosub @PEDCARD_241 
jump @PEDCARD_206 

:PEDCARD_191
060B: set_actor 0@ decision_maker_to $1280 
jump @PEDCARD_1335 

:PEDCARD_206
jump @PEDCARD_220 

:PEDCARD_213
gosub @PEDCARD_1321 

:PEDCARD_220
jump @PEDCARD_234 

:PEDCARD_227
gosub @PEDCARD_1321 

:PEDCARD_234
jump @PEDCARD_116 

:PEDCARD_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDCARD_318 jumps 1 @PEDCARD_304 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 

:PEDCARD_304
gosub @PEDCARD_320 
jump @PEDCARD_318 

:PEDCARD_318
return 

:PEDCARD_320
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @PEDCARD_1319 jumps 0 @PEDCARD_448 1 @PEDCARD_510 2 @PEDCARD_596 3 @PEDCARD_691 4 @PEDCARD_872 5 @PEDCARD_977 6 @PEDCARD_1153 
0872: jump_table_jumps 7 @PEDCARD_1276 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 

:PEDCARD_448
0605: actor 0@ perform_animation "CARDS_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 
4@ += 1 
jump @PEDCARD_1319 

:PEDCARD_510
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_589 
0605: actor 0@ perform_animation "CARDS_PICK_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDCARD_589
jump @PEDCARD_1319 

:PEDCARD_596
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_684 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDCARD_684
jump @PEDCARD_1319 

:PEDCARD_691
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_865 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_805 
0605: actor 0@ perform_animation "CARDS_RAISE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 98 store_spoken_phrase_id_to 2@ 
jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation "CARDS_PICK_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 

:PEDCARD_858
4@ += 1 

:PEDCARD_865
jump @PEDCARD_1319 

:PEDCARD_872
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_970 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0947: actor 0@ speak_from_audio_table 95 store_spoken_phrase_id_to 2@ 
4@ += 1 

:PEDCARD_970
jump @PEDCARD_1319 

:PEDCARD_977
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_1146 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1089 
0605: actor 0@ perform_animation "CARDS_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 96 store_spoken_phrase_id_to 2@ 
jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation "CARDS_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 94 store_spoken_phrase_id_to 2@ 

:PEDCARD_1139
4@ += 1 

:PEDCARD_1146
jump @PEDCARD_1319 

:PEDCARD_1153
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_1269 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1223 
4@ = 1 
jump @PEDCARD_1269 

:PEDCARD_1223
0605: actor 0@ perform_animation "CARDS_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PEDCARD_1269
jump @PEDCARD_1319 

:PEDCARD_1276
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDCARD_1312 
gosub @PEDCARD_1321 

:PEDCARD_1312
jump @PEDCARD_1319 

:PEDCARD_1319
return 

:PEDCARD_1321
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDCARD_1335
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDCARD_1405 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @PEDCARD_1398 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_1398
jump @PEDCARD_1412 

:PEDCARD_1405
gosub @PEDCARD_1321 

:PEDCARD_1412
jump @PEDCARD_1335 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT
thread 'PEDSLOT' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDSLOT_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PEDSLOT_60
04ED: load_animation "CASINO" 

:PEDSLOT_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDSLOT_102 
wait 0 
jump @PEDSLOT_70 

:PEDSLOT_102
3@ = 1 
4@ = 0 

:PEDSLOT_116
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDSLOT_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDSLOT_213 
if 
  $10827 == 0 
else_jump @PEDSLOT_191 
gosub @PEDSLOT_241 
jump @PEDSLOT_206 

:PEDSLOT_191
060B: set_actor 0@ decision_maker_to $1280 
jump @PEDSLOT_1042 

:PEDSLOT_206
jump @PEDSLOT_220 

:PEDSLOT_213
gosub @PEDSLOT_1028 

:PEDSLOT_220
jump @PEDSLOT_234 

:PEDSLOT_227
gosub @PEDSLOT_1028 

:PEDSLOT_234
jump @PEDSLOT_116 

:PEDSLOT_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDSLOT_318 jumps 1 @PEDSLOT_304 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 

:PEDSLOT_304
gosub @PEDSLOT_320 
jump @PEDSLOT_318 

:PEDSLOT_318
return 

:PEDSLOT_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDSLOT_1026 jumps 0 @PEDSLOT_383 1 @PEDSLOT_434 2 @PEDSLOT_519 3 @PEDSLOT_613 4 @PEDSLOT_770 5 @PEDSLOT_942 -1 @PEDSLOT_1026 

:PEDSLOT_383
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @PEDSLOT_1026 

:PEDSLOT_434
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_512 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
4@ += 1 

:PEDSLOT_512
jump @PEDSLOT_1026 

:PEDSLOT_519
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_606 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:PEDSLOT_606
jump @PEDSLOT_1026 

:PEDSLOT_613
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_763 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_717 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_756
4@ += 1 

:PEDSLOT_763
jump @PEDSLOT_1026 

:PEDSLOT_770
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_935 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_885 
0605: actor 0@ perform_animation "SLOT_WIN_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 104 store_spoken_phrase_id_to 2@ 
jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_928
4@ += 1 

:PEDSLOT_935
jump @PEDSLOT_1026 

:PEDSLOT_942
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @PEDSLOT_1019 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_1012 
4@ = 0 
jump @PEDSLOT_1019 

:PEDSLOT_1012
gosub @PEDSLOT_1028 

:PEDSLOT_1019
jump @PEDSLOT_1026 

:PEDSLOT_1026
return 

:PEDSLOT_1028
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDSLOT_1042
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PEDSLOT_1112 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @PEDSLOT_1105 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_1105
jump @PEDSLOT_1119 

:PEDSLOT_1112
gosub @PEDSLOT_1028 

:PEDSLOT_1119
jump @PEDSLOT_1042 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER
thread 'DANCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @DANCER_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:DANCER_60
04ED: load_animation "DANCING" 

:DANCER_71
if 
84EE:   not animation "DANCING" loaded 
else_jump @DANCER_104 
wait 0 
jump @DANCER_71 

:DANCER_104
if 
8118:   not actor 0@ dead 
else_jump @DANCER_317 
0665: get_actor 0@ model_to 2@ 
if 
  10 > 2@ 
else_jump @DANCER_169 
0085: 7@ = 2@ // (int) 
7@ *= 1500 
jump @DANCER_225 

:DANCER_169
if 
  100 > 2@ 
else_jump @DANCER_210 
0085: 7@ = 2@ // (int) 
7@ *= 150 
jump @DANCER_225 

:DANCER_210
0085: 7@ = 2@ // (int) 
7@ *= 15 

:DANCER_225
0085: 3@ = 2@ // (int) 
3@ /= 2 
3@ *= 2 
if 
003B:   2@ == 3@ // (int) 
else_jump @DANCER_310 
if 
03A3:   actor 0@ male 
else_jump @DANCER_296 
8@ = 1 
jump @DANCER_303 

:DANCER_296
8@ = 2 

:DANCER_303
jump @DANCER_317 

:DANCER_310
8@ = 3 

:DANCER_317
3@ = 1 
4@ = 0 

:DANCER_331
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @DANCER_442 
if 
09C5:   unknown_actor 0@ 
else_jump @DANCER_428 
if 
  $10829 == 0 
else_jump @DANCER_406 
gosub @DANCER_456 
jump @DANCER_421 

:DANCER_406
060B: set_actor 0@ decision_maker_to $1280 
jump @DANCER_1424 

:DANCER_421
jump @DANCER_435 

:DANCER_428
gosub @DANCER_1358 

:DANCER_435
jump @DANCER_449 

:DANCER_442
gosub @DANCER_1358 

:DANCER_449
jump @DANCER_331 

:DANCER_456
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @DANCER_540 jumps 1 @DANCER_519 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 

:DANCER_519
gosub @DANCER_1246 
gosub @DANCER_542 
jump @DANCER_540 

:DANCER_540
return 

:DANCER_542
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @DANCER_1244 jumps 0 @DANCER_605 1 @DANCER_818 2 @DANCER_1031 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 

:DANCER_605
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_811 
if 
  8@ == 1 
else_jump @DANCER_699 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_804 

:DANCER_699
if 
  8@ == 2 
else_jump @DANCER_764 
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_804
4@ += 1 

:DANCER_811
jump @DANCER_1244 

:DANCER_818
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_1024 
if 
  8@ == 1 
else_jump @DANCER_912 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1017 

:DANCER_912
if 
  8@ == 2 
else_jump @DANCER_977 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_1017
4@ += 1 

:DANCER_1024
jump @DANCER_1244 

:DANCER_1031
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @DANCER_1237 
if 
  8@ == 1 
else_jump @DANCER_1125 
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1230 

:DANCER_1125
if 
  8@ == 2 
else_jump @DANCER_1190 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_1230
4@ = 0 

:DANCER_1237
jump @DANCER_1244 

:DANCER_1244
return 

:DANCER_1246
if 
08B4:   test $6679 bit 31 
else_jump @DANCER_1278 
9@ = 1 
jump @DANCER_1356 

:DANCER_1278
if 
  9@ == 1 
else_jump @DANCER_1356 
if 
  $6680 > 2500 
else_jump @DANCER_1339 
0947: actor 0@ speak_from_audio_table 70 store_spoken_phrase_id_to 2@ 
9@ = 0 
jump @DANCER_1356 

:DANCER_1339
0947: actor 0@ speak_from_audio_table 73 store_spoken_phrase_id_to 2@ 
9@ = 0 

:DANCER_1356
return 

:DANCER_1358
04EF: release_animation "DANCING" 
if 
8118:   not actor 0@ dead 
else_jump @DANCER_1420 
08A0: actor 0@ in_radius 100.0 near_model 0 with_offset 0.0 0.0 0.0 end_script_named "DANCER" // IF and SET 

:DANCER_1420
end_thread 
return 

:DANCER_1424
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @DANCER_1494 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @DANCER_1487 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_1487
jump @DANCER_1501 

:DANCER_1494
gosub @DANCER_1358 

:DANCER_1501
jump @DANCER_1424 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW
thread 'STRIPW' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPW_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:STRIPW_60
04ED: load_animation "STRIP" 

:STRIPW_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPW_109 
wait 0 
04ED: load_animation "STRIP" 
jump @STRIPW_69 

:STRIPW_109
3@ = 1 
4@ = 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @STRIPW_198 
094B: v$6695 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$6695 == "STRIP2" 
else_jump @STRIPW_188 
10@ = 3.0 
jump @STRIPW_198 

:STRIPW_188
10@ = 4.0 

:STRIPW_198
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @STRIPW_382 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPW_332 
if 
  $10830 == 0 
else_jump @STRIPW_318 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIPW_304 
$10830 = 1 
jump @STRIPW_3551 
jump @STRIPW_311 

:STRIPW_304
gosub @STRIPW_396 

:STRIPW_311
jump @STRIPW_325 

:STRIPW_318
jump @STRIPW_3551 

:STRIPW_325
jump @STRIPW_375 

:STRIPW_332
$10828 = 1 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @STRIPW_375 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_375
jump @STRIPW_389 

:STRIPW_382
gosub @STRIPW_3533 

:STRIPW_389
jump @STRIPW_198 

:STRIPW_396
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPW_473 jumps 1 @STRIPW_459 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 

:STRIPW_459
gosub @STRIPW_475 
jump @STRIPW_473 

:STRIPW_473
return 

:STRIPW_475
0871: init_jump_table 4@ total_jumps 9 default_jump 0 @STRIPW_3266 jumps 0 @STRIPW_603 1 @STRIPW_772 2 @STRIPW_1133 3 @STRIPW_1470 4 @STRIPW_1835 5 @STRIPW_2056 6 @STRIPW_2642 
0872: jump_table_jumps 7 @STRIPW_2850 8 @STRIPW_3058 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 

:STRIPW_603
if 
0611:   actor 0@ performing_animation "STR_B2A" 
else_jump @STRIPW_719 
0613: 9@ = actor 0@ animation "STR_B2A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_712 
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_712
jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_765
jump @STRIPW_3266 

:STRIPW_772
gosub @STRIPW_3268 
if 
0611:   actor 0@ performing_animation "STR_LOOP_A" 
else_jump @STRIPW_1087 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1080 
if and
03CA:   object $10835 exists 
003C:   $10834 == 0@ // (int) 
else_jump @STRIPW_922 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_922
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1041 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1080
jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1126
jump @STRIPW_3266 

:STRIPW_1133
if 
0611:   actor 0@ performing_animation "STR_A2B" 
else_jump @STRIPW_1301 
0108: destroy_object $10835 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1294 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1294
jump @STRIPW_1463 

:STRIPW_1301
if 
0611:   actor 0@ performing_animation "STR_C2B" 
else_jump @STRIPW_1417 
0613: 9@ = actor 0@ animation "STR_C2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1410 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1410
jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1463
jump @STRIPW_3266 

:STRIPW_1470
gosub @STRIPW_3268 
if 
0611:   actor 0@ performing_animation "STR_LOOP_B" 
else_jump @STRIPW_1789 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1782 
if and
03CA:   object $10835 exists 
003C:   $10834 == 0@ // (int) 
else_jump @STRIPW_1620 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1620
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1739 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation "STR_B2A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 0 

:STRIPW_1782
jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_1828
jump @STRIPW_3266 

:STRIPW_1835
if 
0611:   actor 0@ performing_animation "STR_B2C" 
else_jump @STRIPW_2003 
0108: destroy_object $10835 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1996 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_1996
jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:STRIPW_2049
jump @STRIPW_3266 

:STRIPW_2056
gosub @STRIPW_3268 
if 
0611:   actor 0@ performing_animation "STR_LOOP_C" 
else_jump @STRIPW_2596 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2589 
if and
03CA:   object $10835 exists 
003C:   $10834 == 0@ // (int) 
else_jump @STRIPW_2431 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0172: 9@ = actor $PLAYER_ACTOR Z_angle 
9@ += 180.0 
0209: 2@ = random_int_in_ranges 35 100 
if 
  33 > 2@ 
else_jump @STRIPW_2281 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C3" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 6 
jump @STRIPW_2424 

:STRIPW_2281
if 
  2@ > 66 
else_jump @STRIPW_2365 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C2" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 7 
jump @STRIPW_2424 

:STRIPW_2365
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C1" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 8 

:STRIPW_2424
jump @STRIPW_2589 

:STRIPW_2431
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_2546 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation "STR_C2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 2 

:STRIPW_2589
jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_2635
jump @STRIPW_3266 

:STRIPW_2642
if 
0611:   actor 0@ performing_animation "STR_C3" 
else_jump @STRIPW_2808 
0108: destroy_object $10835 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2801 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_2801
jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation "STR_C3" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_2843
jump @STRIPW_3266 

:STRIPW_2850
if 
0611:   actor 0@ performing_animation "STR_C2" 
else_jump @STRIPW_3016 
0108: destroy_object $10835 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3009 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_3009
jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation "STR_C2" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3051
jump @STRIPW_3266 

:STRIPW_3058
if 
0611:   actor 0@ performing_animation "STR_C1" 
else_jump @STRIPW_3224 
0108: destroy_object $10835 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3217 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 5 

:STRIPW_3217
jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation "STR_C1" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3259
jump @STRIPW_3266 

:STRIPW_3266
return 

:STRIPW_3268
if and
02A0:   actor $PLAYER_ACTOR stopped 
010A:   player $PLAYER_CHAR money > 19 
else_jump @STRIPW_3499 
if 
83CA:   not object $10835 exists 
else_jump @STRIPW_3492 
if and
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 10@ 10@ 1.0 sphere 0 on_foot 
  $10832 == 0 
else_jump @STRIPW_3460 
if 
  11@ == 0 
else_jump @STRIPW_3378 
$10831 += 1 
11@ = 1 

:STRIPW_3378
12@ = 0 
if or
00E1:   player 0 pressed_key 15 
0A51:   is_widget_pressed 57 
else_jump @STRIPW_3413 
12@ = 1 

:STRIPW_3413
if and
  12@ == 1 
  $10832 == 0 
else_jump @STRIPW_3453 
008A: $10834 = 0@ // (int) 
$10832 = 1 

:STRIPW_3453
jump @STRIPW_3492 

:STRIPW_3460
if 
  11@ == 1 
else_jump @STRIPW_3492 
$10831 -= 1 
11@ = 0 

:STRIPW_3492
jump @STRIPW_3531 

:STRIPW_3499
if 
  11@ == 1 
else_jump @STRIPW_3531 
$10831 -= 1 
11@ = 0 

:STRIPW_3531
return 

:STRIPW_3533
04EF: release_animation "STRIP" 
0108: destroy_object $10835 
end_thread 
return 

:STRIPW_3551
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @STRIPW_3621 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @STRIPW_3614 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3614
jump @STRIPW_3628 

:STRIPW_3621
gosub @STRIPW_3533 

:STRIPW_3628
jump @STRIPW_3551 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM
thread 'STRIPM' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPM_60 
009A: 0@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 

:STRIPM_60
04ED: load_animation "STRIP" 

:STRIPM_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPM_100 
wait 0 
jump @STRIPM_69 

:STRIPM_100
3@ = 1 
4@ = 0 

:STRIPM_114
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @STRIPM_298 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPM_284 
if 
  $10830 == 0 
else_jump @STRIPM_262 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model 0 external_script_named "STRIPW" handle_as 10@ 
if 
8118:   not actor 10@ dead 
else_jump @STRIPM_248 
gosub @STRIPM_312 
jump @STRIPM_255 

:STRIPM_248
gosub @STRIPM_1075 

:STRIPM_255
jump @STRIPM_277 

:STRIPM_262
060B: set_actor 0@ decision_maker_to $1280 
jump @STRIPM_1088 

:STRIPM_277
jump @STRIPM_291 

:STRIPM_284
gosub @STRIPM_1075 

:STRIPM_291
jump @STRIPM_305 

:STRIPM_298
gosub @STRIPM_1075 

:STRIPM_305
jump @STRIPM_114 

:STRIPM_312
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPM_389 jumps 1 @STRIPM_375 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 

:STRIPM_375
gosub @STRIPM_391 
jump @STRIPM_389 

:STRIPM_389
return 

:STRIPM_391
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @STRIPM_1073 jumps 0 @STRIPM_454 1 @STRIPM_597 2 @STRIPM_679 3 @STRIPM_771 4 @STRIPM_1030 -1 @STRIPM_1073 -1 @STRIPM_1073 

:STRIPM_454
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_590 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @STRIPM_518 
2@ /= 10000 

:STRIPM_518
if 
  1000 > 2@ 
else_jump @STRIPM_545 
2@ += 2000 

:STRIPM_545
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:STRIPM_590
jump @STRIPM_1073 

:STRIPM_597
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_672 
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:STRIPM_672
jump @STRIPM_1073 

:STRIPM_679
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_764 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:STRIPM_764
jump @STRIPM_1073 

:STRIPM_771
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_1023 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ >= 50 
else_jump @STRIPM_977 
0605: actor 0@ perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model 0 external_script_named "STRIPW" handle_as 10@ 
if 
8118:   not actor 10@ dead 
else_jump @STRIPM_970 
04C4: store_coords_to 7@ 8@ 9@ from_actor 10@ with_offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ permanence_flag 0 

:STRIPM_970
jump @STRIPM_1016 

:STRIPM_977
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:STRIPM_1016
4@ += 1 

:STRIPM_1023
jump @STRIPM_1073 

:STRIPM_1030
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @STRIPM_1066 
4@ = 0 

:STRIPM_1066
jump @STRIPM_1073 

:STRIPM_1073
return 

:STRIPM_1075
04EF: release_animation "STRIP" 
end_thread 
return 

:STRIPM_1088
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @STRIPM_1158 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @STRIPM_1151 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_1151
jump @STRIPM_1165 

:STRIPM_1158
gosub @STRIPM_1075 

:STRIPM_1165
jump @STRIPM_1088 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE
thread 'BROWSE' 
2@ = 0 
if 
  2@ == 1 
else_jump @BROWSE_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:BROWSE_60
04ED: load_animation "COP_AMBIENT" 

:BROWSE_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @BROWSE_112 
wait 0 
jump @BROWSE_75 

:BROWSE_112
3@ = 1 
4@ = 0 

:BROWSE_126
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @BROWSE_235 
if 
09C5:   unknown_actor 0@ 
else_jump @BROWSE_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BROWSE_207 
jump @BROWSE_1166 
jump @BROWSE_214 

:BROWSE_207
gosub @BROWSE_249 

:BROWSE_214
jump @BROWSE_228 

:BROWSE_221
gosub @BROWSE_1147 

:BROWSE_228
jump @BROWSE_242 

:BROWSE_235
gosub @BROWSE_1147 

:BROWSE_242
jump @BROWSE_126 

:BROWSE_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BROWSE_326 jumps 1 @BROWSE_312 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 

:BROWSE_312
gosub @BROWSE_328 
jump @BROWSE_326 

:BROWSE_326
return 

:BROWSE_328
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BROWSE_1145 jumps 0 @BROWSE_391 1 @BROWSE_452 2 @BROWSE_556 3 @BROWSE_732 4 @BROWSE_836 5 @BROWSE_1011 6 @BROWSE_1102 

:BROWSE_391
0605: actor 0@ perform_animation "COPBROWSE_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @BROWSE_1145 

:BROWSE_452
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_549 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:BROWSE_549
jump @BROWSE_1145 

:BROWSE_556
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_725 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_667 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:BROWSE_718
4@ += 1 

:BROWSE_725
jump @BROWSE_1145 

:BROWSE_732
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_829 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:BROWSE_829
jump @BROWSE_1145 

:BROWSE_836
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_1004 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_947 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:BROWSE_997
4@ += 1 

:BROWSE_1004
jump @BROWSE_1145 

:BROWSE_1011
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_1095 
0605: actor 0@ perform_animation "COPBROWSE_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:BROWSE_1095
jump @BROWSE_1145 

:BROWSE_1102
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @BROWSE_1138 
gosub @BROWSE_1147 

:BROWSE_1138
jump @BROWSE_1145 

:BROWSE_1145
return 

:BROWSE_1147
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:BROWSE_1166
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @BROWSE_1237 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @BROWSE_1230 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_1230
jump @BROWSE_1244 

:BROWSE_1237
gosub @BROWSE_1147 

:BROWSE_1244
jump @BROWSE_1166 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT
thread 'COPSIT' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPSIT_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:COPSIT_60
04ED: load_animation "INT_OFFICE" 

:COPSIT_74
if 
84EE:   not animation "INT_OFFICE" loaded 
else_jump @COPSIT_110 
wait 0 
jump @COPSIT_74 

:COPSIT_110
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @COPSIT_166 
5@ = 0 
4@ = 1 
jump @COPSIT_180 

:COPSIT_166
5@ = -2 
4@ = 2 

:COPSIT_180
7@ = 0 
if 
8118:   not actor 0@ dead 
else_jump @COPSIT_236 
0446: set_actor 0@ dismemberment_possible 0 
0978: copy_decision_maker 65537 to $10897 
060B: set_actor 0@ decision_maker_to $10897 
6@ = 15000 

:COPSIT_236
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @COPSIT_345 
if 
09C5:   unknown_actor 0@ 
else_jump @COPSIT_331 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_317 
jump @COPSIT_2292 
jump @COPSIT_324 

:COPSIT_317
gosub @COPSIT_359 

:COPSIT_324
jump @COPSIT_338 

:COPSIT_331
gosub @COPSIT_2239 

:COPSIT_338
jump @COPSIT_352 

:COPSIT_345
gosub @COPSIT_2239 

:COPSIT_352
jump @COPSIT_236 

:COPSIT_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @COPSIT_492 jumps 1 @COPSIT_422 2 @COPSIT_436 3 @COPSIT_450 4 @COPSIT_464 5 @COPSIT_478 -1 @COPSIT_492 -1 @COPSIT_492 

:COPSIT_422
gosub @COPSIT_494 
jump @COPSIT_492 

:COPSIT_436
gosub @COPSIT_724 
jump @COPSIT_492 

:COPSIT_450
gosub @COPSIT_1843 
jump @COPSIT_492 

:COPSIT_464
gosub @COPSIT_2239 
jump @COPSIT_492 

:COPSIT_478
gosub @COPSIT_2146 
jump @COPSIT_492 

:COPSIT_492
return 

:COPSIT_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @COPSIT_722 jumps 0 @COPSIT_557 1 @COPSIT_622 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 

:COPSIT_557
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" IFP "INT_OFFICE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @COPSIT_722 

:COPSIT_622
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "OFF_SIT_IN" 
else_jump @COPSIT_680 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_680
if 
  9@ == 1.0 
else_jump @COPSIT_715 
5@ = 0 
4@ += 1 

:COPSIT_715
jump @COPSIT_722 

:COPSIT_722
return 

:COPSIT_724
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @COPSIT_1841 jumps -2 @COPSIT_787 0 @COPSIT_1023 1 @COPSIT_1259 2 @COPSIT_1520 3 @COPSIT_1598 -1 @COPSIT_1841 -1 @COPSIT_1841 

:COPSIT_787
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_955 
if 
  8@ > 33 
else_jump @COPSIT_893 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_948 

:COPSIT_893
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_948
jump @COPSIT_1009 

:COPSIT_955
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1009
5@ = 1 
jump @COPSIT_1841 

:COPSIT_1023
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1191 
if 
  8@ > 33 
else_jump @COPSIT_1129 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1184 

:COPSIT_1129
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1184
jump @COPSIT_1245 

:COPSIT_1191
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1245
5@ += 1 
jump @COPSIT_1841 

:COPSIT_1259
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -1.0 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -367 solid 0 for_actor 0@ 
if or
0611:   actor 0@ performing_animation "OFF_SIT_TYPE_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_BORED_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_IDLE_LOOP" 
else_jump @COPSIT_1513 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
41@ = 0 
5@ += 1 

:COPSIT_1513
jump @COPSIT_1841 

:COPSIT_1520
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_1565 
054E: clear_actor 0@ damage 
4@ = 5 
5@ = 0 
jump @COPSIT_1841 

:COPSIT_1565
if 
001D:   41@ > 6@ // (int) 
else_jump @COPSIT_1591 
5@ += 1 

:COPSIT_1591
jump @COPSIT_1841 

:COPSIT_1598
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1766 
if 
  8@ > 33 
else_jump @COPSIT_1704 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1759 

:COPSIT_1704
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1759
jump @COPSIT_1820 

:COPSIT_1766
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1820
41@ = 0 
5@ -= 1 
jump @COPSIT_1841 

:COPSIT_1841
return 

:COPSIT_1843
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @COPSIT_2144 jumps 0 @COPSIT_1906 1 @COPSIT_1971 2 @COPSIT_2006 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 

:COPSIT_1906
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" IFP "INT_OFFICE" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @COPSIT_2144 

:COPSIT_1971
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
5@ += 1 
jump @COPSIT_2144 

:COPSIT_2006
9@ = 0.0 
if 
0611:   actor 0@ performing_animation "OFF_SIT_2IDLE_180" 
else_jump @COPSIT_2137 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
if 
  9@ == 1.0 
else_jump @COPSIT_2137 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -367 solid 1 for_actor 0@ 
5@ = 0 
4@ += 1 

:COPSIT_2137
jump @COPSIT_2144 

:COPSIT_2144
return 

:COPSIT_2146
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @COPSIT_2237 jumps 0 @COPSIT_2209 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 

:COPSIT_2209
4@ = 3 
5@ = 0 
gosub @COPSIT_2292 
jump @COPSIT_2237 

:COPSIT_2237
return 

:COPSIT_2239
04EF: release_animation "INT_OFFICE" 
065C: release_decision_maker $10897 
if 
8118:   not actor 0@ dead 
else_jump @COPSIT_2288 
04D7: set_actor 0@ locked 0 
0446: set_actor 0@ dismemberment_possible 1 

:COPSIT_2288
end_thread 
return 

:COPSIT_2292
wait 0 
if and
8844:   not string s$705 empty // s$ 
  $1273 == 0 
else_jump @COPSIT_2635 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
else_jump @COPSIT_2628 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @COPSIT_2614 jumps 1 @COPSIT_2403 2 @COPSIT_2486 3 @COPSIT_2535 4 @COPSIT_2549 5 @COPSIT_2600 -1 @COPSIT_2628 -1 @COPSIT_2628 

:COPSIT_2403
if 
  5@ > 1 
else_jump @COPSIT_2435 
gosub @COPSIT_359 
jump @COPSIT_2479 

:COPSIT_2435
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @COPSIT_2479 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2479
jump @COPSIT_2628 

:COPSIT_2486
if 
  5@ == 2 
else_jump @COPSIT_2521 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:COPSIT_2521
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2535
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2549
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // == constant 
else_jump @COPSIT_2593 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2593
jump @COPSIT_2628 

:COPSIT_2600
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2614
gosub @COPSIT_2239 
jump @COPSIT_2628 

:COPSIT_2628
jump @COPSIT_2642 

:COPSIT_2635
gosub @COPSIT_2239 

:COPSIT_2642
jump @COPSIT_2292 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 41@ 
0663: printint "TIMERA" 40@ 
return 
end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK
thread 'COPLOOK' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPLOOK_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:COPLOOK_60
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @COPLOOK_112 
wait 0 
jump @COPLOOK_75 

:COPLOOK_112
3@ = 1 
4@ = 0 

:COPLOOK_126
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @COPLOOK_235 
if 
09C5:   unknown_actor 0@ 
else_jump @COPLOOK_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPLOOK_207 
jump @COPLOOK_1319 
jump @COPLOOK_214 

:COPLOOK_207
gosub @COPLOOK_249 

:COPLOOK_214
jump @COPLOOK_228 

:COPLOOK_221
gosub @COPLOOK_1300 

:COPLOOK_228
jump @COPLOOK_242 

:COPLOOK_235
gosub @COPLOOK_1300 

:COPLOOK_242
jump @COPLOOK_126 

:COPLOOK_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @COPLOOK_326 jumps 1 @COPLOOK_312 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 

:COPLOOK_312
gosub @COPLOOK_328 
jump @COPLOOK_326 

:COPLOOK_326
return 

:COPLOOK_328
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @COPLOOK_1298 jumps 0 @COPLOOK_456 1 @COPLOOK_515 2 @COPLOOK_617 3 @COPLOOK_789 4 @COPLOOK_891 5 @COPLOOK_1064 6 @COPLOOK_1166 
0872: jump_table_jumps 7 @COPLOOK_1255 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 

:COPLOOK_456
0605: actor 0@ perform_animation "COPLOOK_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @COPLOOK_1298 

:COPLOOK_515
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_610 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_610
jump @COPLOOK_1298 

:COPLOOK_617
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_782 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_726 
0605: actor 0@ perform_animation "COPLOOK_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation "COPLOOK_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:COPLOOK_775
4@ += 1 

:COPLOOK_782
jump @COPLOOK_1298 

:COPLOOK_789
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_884 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_884
jump @COPLOOK_1298 

:COPLOOK_891
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1057 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_1002 
0605: actor 0@ perform_animation "COPLOOK_THINK" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation "COPLOOK_WATCH" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:COPLOOK_1050
4@ += 1 

:COPLOOK_1057
jump @COPLOOK_1298 

:COPLOOK_1064
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1159 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:COPLOOK_1159
jump @COPLOOK_1298 

:COPLOOK_1166
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1248 
0605: actor 0@ perform_animation "COPLOOK_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:COPLOOK_1248
jump @COPLOOK_1298 

:COPLOOK_1255
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @COPLOOK_1291 
gosub @COPLOOK_1300 

:COPLOOK_1291
jump @COPLOOK_1298 

:COPLOOK_1298
return 

:COPLOOK_1300
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:COPLOOK_1319
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @COPLOOK_1390 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @COPLOOK_1383 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_1383
jump @COPLOOK_1397 

:COPLOOK_1390
gosub @COPLOOK_1300 

:COPLOOK_1397
jump @COPLOOK_1319 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET
thread 'TICKET' 
2@ = 0 
if 
  2@ == 1 
else_jump @TICKET_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:TICKET_60
04ED: load_animation "CASINO" 

:TICKET_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @TICKET_102 
wait 0 
jump @TICKET_70 

:TICKET_102
3@ = 1 
4@ = 0 

:TICKET_116
wait 0 
if 
8118:   not actor 0@ dead 
else_jump @TICKET_180 
if 
09C5:   unknown_actor 0@ 
else_jump @TICKET_166 
gosub @TICKET_194 
jump @TICKET_173 

:TICKET_166
gosub @TICKET_875 

:TICKET_173
jump @TICKET_187 

:TICKET_180
gosub @TICKET_875 

:TICKET_187
jump @TICKET_116 

:TICKET_194
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @TICKET_271 jumps 1 @TICKET_257 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 

:TICKET_257
gosub @TICKET_273 
jump @TICKET_271 

:TICKET_271
return 

:TICKET_273
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @TICKET_873 jumps 0 @TICKET_336 1 @TICKET_387 2 @TICKET_472 3 @TICKET_566 4 @TICKET_650 5 @TICKET_736 6 @TICKET_830 

:TICKET_336
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @TICKET_873 

:TICKET_387
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_465 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
4@ += 1 

:TICKET_465
jump @TICKET_873 

:TICKET_472
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_559 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:TICKET_559
jump @TICKET_873 

:TICKET_566
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_643 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:TICKET_643
jump @TICKET_873 

:TICKET_650
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_729 
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:TICKET_729
jump @TICKET_873 

:TICKET_736
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_823 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:TICKET_823
jump @TICKET_873 

:TICKET_830
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @TICKET_866 
gosub @TICKET_875 

:TICKET_866
jump @TICKET_873 

:TICKET_873
return 

:TICKET_875
04EF: release_animation "CASINO" 
end_thread 
return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER
thread 'SHOPPER' 
2@ = 0 
if 
  2@ == 1 
else_jump @SHOPPER_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:SHOPPER_60
04ED: load_animation "INT_SHOP" 

:SHOPPER_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @SHOPPER_106 
wait 0 
jump @SHOPPER_72 

:SHOPPER_106
3@ = 1 
4@ = 0 

:SHOPPER_120
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @SHOPPER_289 
if 
09C5:   unknown_actor 0@ 
else_jump @SHOPPER_275 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR firing_weapon 
else_jump @SHOPPER_221 
$1282 = 1 
060B: set_actor 0@ decision_maker_to $1280 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_221
if 
  $1282 == 1 
else_jump @SHOPPER_261 
060B: set_actor 0@ decision_maker_to $1280 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_261
gosub @SHOPPER_303 

:SHOPPER_268
jump @SHOPPER_282 

:SHOPPER_275
gosub @SHOPPER_1057 

:SHOPPER_282
jump @SHOPPER_296 

:SHOPPER_289
gosub @SHOPPER_1057 

:SHOPPER_296
jump @SHOPPER_120 

:SHOPPER_303
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @SHOPPER_380 jumps 1 @SHOPPER_366 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 

:SHOPPER_366
gosub @SHOPPER_382 
jump @SHOPPER_380 

:SHOPPER_380
return 

:SHOPPER_382
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @SHOPPER_1055 jumps 0 @SHOPPER_445 1 @SHOPPER_527 2 @SHOPPER_674 3 @SHOPPER_835 4 @SHOPPER_1012 -1 @SHOPPER_1055 -1 @SHOPPER_1055 

:SHOPPER_445
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_520 
0605: actor 0@ perform_animation "SHOP_IN" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:SHOPPER_520
jump @SHOPPER_1055 

:SHOPPER_527
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_667 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @SHOPPER_591 
2@ /= 10000 

:SHOPPER_591
if 
  1000 > 2@ 
else_jump @SHOPPER_618 
2@ += 2000 

:SHOPPER_618
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ += 1 

:SHOPPER_667
jump @SHOPPER_1055 

:SHOPPER_674
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_828 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_779 
0605: actor 0@ perform_animation "SHOP_LOOKA" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation "SHOP_LOOKB" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SHOPPER_821
4@ += 1 

:SHOPPER_828
jump @SHOPPER_1055 

:SHOPPER_835
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_1005 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_945 
0605: actor 0@ perform_animation "SHOP_OUT" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 
jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
4@ = 1 

:SHOPPER_1005
jump @SHOPPER_1055 

:SHOPPER_1012
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // == constant 
else_jump @SHOPPER_1048 
gosub @SHOPPER_1057 

:SHOPPER_1048
jump @SHOPPER_1055 

:SHOPPER_1055
return 

:SHOPPER_1057
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:SHOPPER_1073
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @SHOPPER_1143 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @SHOPPER_1136 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_1136
jump @SHOPPER_1150 

:SHOPPER_1143
gosub @SHOPPER_1057 

:SHOPPER_1150
jump @SHOPPER_1073 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT
$10943 = 0.0 
$10944 = 0.0 
$10945 = 0.0 
$10946 = 0.0 
$10947 = 0.0 
$10948 = 0.0 
$685 = 0.0 
$686 = 0.0 
$687 = 0.0 
$10949 = 0.0 
$10950 = 0.0 
$10951 = 0.0 
$10939 = 0.0 
$10940 = 0.0 
$3805 = 0 
$688 = 0.0 
$689 = 0.0 
$690 = 0.0 
$10938 = 0 
$10937 = 0 
$10933 = 0.0 
$10934 = 0.0 
$10935 = 0.0 
$10930 = 0 
$10931 = 0 
$10932 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
$10953 = 0 
$10952 = 0 
$10954 = 0 
$10974 = 0 
$10955 = 0 
$3902 = 0 
$10956 = 0 
$10957 = 0 
$10958 = 0 
$10959 = 0 
$10960 = 0 
$10961 = 0 
$10962 = 0 
$10963 = 0 
$10964 = 0 
$10965 = 0 
$10966 = 0 
$10967 = 0 
$10968 = 0 
$10969 = 0 
$10970 = 0 
$10971 = 0 
$10972 = 0 
$10973 = 0 
0@ = 0 
1@ = 0.0 
0A6E: 5 // 6AmmunationAccept
$10994 = 0 
$10995 = 0 
$10996 = 0 
jump @AMUNAT_674 
018D: NOP $10928 65535 $688 $689 $690 
0107: $10929 = create_object $10911 at 1659.635 -1576.514 15.585 
0107: $10901 = create_object $10911 at $10933 $10934 $10935 

:AMUNAT_674
04AE: $3802 = 179 // = constant 
0247: load_model $3802 
0247: load_model 346 
0247: load_model 372 
0247: load_model 352 
0247: load_model 349 
0247: load_model 342 
0247: load_model 373 
0247: load_model 353 
0247: load_model 350 
0247: load_model 347 
0247: load_model 363 
0247: load_model 364 
0247: load_model 357 
0247: load_model 358 
0247: load_model 355 
0247: load_model 356 
0247: load_model 348 
0247: load_model 351 
038B: load_requested_models 
set_wb_check_to 0 
thread 'AMUNAT' 

:AMUNAT_789
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @AMUNAT_7364 
if 
8844:   not string s$705 empty // s$ 
else_jump @AMUNAT_7350 
if 
  $10937 > 0 
else_jump @AMUNAT_891 
if 
0A0F:   new_language_set 
else_jump @AMUNAT_891 
03E6: remove_text_box 
$3807 = 0 
$3811 = 0 
$3805 = 0 
$3809 = 0 
09FB: $153 = current_language 

:AMUNAT_891
if 
  $10937 == 0 
else_jump @AMUNAT_1415 
if 
05AD:   s$705 == 'AMMUN1' // s$ == short  // Ammu-Nation
else_jump @AMUNAT_1013 
$10946 = 0.0 
$10947 = 0.0 
$10948 = 0.0 
$10941 = 180.0 
$10940 = 0.0 
$127 = 1 
05A9: s$10905 = s$705 // s$ 
$10942 = 0 
$10937 = 1 

:AMUNAT_1013
if 
05AD:   s$705 == 'AMMUN2' // s$ == short  // Ammu-Nation
else_jump @AMUNAT_1117 
$10946 = -0.765 
$10947 = -42.311 
$10948 = -0.013 
$10941 = 180.0 
$10940 = 0.0 
$127 = 1 
05A9: s$10905 = s$705 // s$ 
$10942 = 0 
$10937 = 1 

:AMUNAT_1117
if 
05AD:   s$705 == 'AMMUN3' // s$ == short  // Ammu-Nation
else_jump @AMUNAT_1221 
$10946 = -6.264 
$10947 = -71.34 
$10948 = -0.002 
$10941 = 180.0 
$10940 = 0.0 
$127 = 1 
05A9: s$10905 = s$705 // s$ 
$10942 = 0 
$10937 = 1 

:AMUNAT_1221
if 
05AD:   s$705 == 'AMMUN4' // s$ == short  // Ammu-Nation
else_jump @AMUNAT_1318 
$10946 = 11.642 
$10947 = -102.936 
$10948 = -1.929 
$10941 = 180.0 
$10940 = 0.0 
$127 = 1 
05A9: s$10905 = s$705 // s$ 
$10937 = 1 

:AMUNAT_1318
if 
05AD:   s$705 == 'AMMUN5' // s$ == short  // Ammu-Nation
else_jump @AMUNAT_1415 
$10946 = 16.285 
$10947 = -127.781 
$10948 = -1.929 
$10941 = 180.0 
$10940 = 0.0 
$127 = 1 
05A9: s$10905 = s$705 // s$ 
$10937 = 1 

:AMUNAT_1415
if 
  $10937 == 1 
else_jump @AMUNAT_2447 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$677 = 296.506 
0059: $677 += $10946 // (float) 
$678 = -38.168 
0059: $678 += $10947 // (float) 
$679 = 1000.547 
0059: $679 += $10948 // (float) 
$688 = 296.506 
0059: $688 += $10946 // (float) 
$689 = -40.35 
0059: $689 += $10947 // (float) 
$690 = 1000.54 
0059: $690 += $10948 // (float) 
$685 = 296.585 
0059: $685 += $10946 // (float) 
$686 = -38.345 
0059: $686 += $10947 // (float) 
$687 = 1002.236 
0059: $687 += $10948 // (float) 
$10949 = 296.501 
0059: $10949 += $10946 // (float) 
$10950 = -39.298 
0059: $10950 += $10947 // (float) 
$10951 = 1001.943 
0059: $10951 += $10948 // (float) 
009A: $10898 = create_actor_pedtype 4 model $3802 at $688 $689 $690 
0173: set_actor $10898 Z_angle_to $10940 
02A9: set_actor $10898 immune_to_nonplayer 1 
060B: set_actor $10898 decision_maker_to 65542 
if 
  $596 > 2 
else_jump @AMUNAT_1767 
075F: store_shopping_data_entries_number_to $10900 
if 
  $3961 == 0 
else_jump @AMUNAT_1760 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3961 = 1 

:AMUNAT_1760
jump @AMUNAT_2440 

:AMUNAT_1767
if 
  $592 > 7 
else_jump @AMUNAT_1835 
$10900 = 15 
if 
  $3960 == 0 
else_jump @AMUNAT_1828 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3960 = 1 

:AMUNAT_1828
jump @AMUNAT_2440 

:AMUNAT_1835
if 
  $544 > 9 
else_jump @AMUNAT_1903 
$10900 = 14 
if 
  $3959 == 0 
else_jump @AMUNAT_1896 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3959 = 1 

:AMUNAT_1896
jump @AMUNAT_2440 

:AMUNAT_1903
if 
  $542 > 0 
else_jump @AMUNAT_1971 
$10900 = 13 
if 
  $3958 == 0 
else_jump @AMUNAT_1964 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3958 = 1 

:AMUNAT_1964
jump @AMUNAT_2440 

:AMUNAT_1971
if 
  $544 > 7 
else_jump @AMUNAT_2039 
$10900 = 12 
if 
  $3957 == 0 
else_jump @AMUNAT_2032 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3957 = 1 

:AMUNAT_2032
jump @AMUNAT_2440 

:AMUNAT_2039
if 
  $490 > 0 
else_jump @AMUNAT_2107 
$10900 = 11 
if 
  $3956 == 0 
else_jump @AMUNAT_2100 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3956 = 1 

:AMUNAT_2100
jump @AMUNAT_2440 

:AMUNAT_2107
if 
  $716 == 1 
else_jump @AMUNAT_2175 
$10900 = 10 
if 
  $3955 == 0 
else_jump @AMUNAT_2168 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3955 = 1 

:AMUNAT_2168
jump @AMUNAT_2440 

:AMUNAT_2175
if 
  $454 > 4 
else_jump @AMUNAT_2243 
$10900 = 9 
if 
  $3954 == 0 
else_jump @AMUNAT_2236 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3954 = 1 

:AMUNAT_2236
jump @AMUNAT_2440 

:AMUNAT_2243
if 
  $453 > 3 
else_jump @AMUNAT_2311 
$10900 = 8 
if 
  $3953 == 0 
else_jump @AMUNAT_2304 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3953 = 1 

:AMUNAT_2304
jump @AMUNAT_2440 

:AMUNAT_2311
if 
  $452 > 2 
else_jump @AMUNAT_2379 
$10900 = 7 
if 
  $3952 == 0 
else_jump @AMUNAT_2372 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3952 = 1 

:AMUNAT_2372
jump @AMUNAT_2440 

:AMUNAT_2379
if 
  2 > $457 
else_jump @AMUNAT_2440 
$10900 = 6 
if 
  $3951 == 0 
else_jump @AMUNAT_2440 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$3951 = 1 

:AMUNAT_2440
$10937 = 2 

:AMUNAT_2447
if 
  $10937 == 2 
else_jump @AMUNAT_3115 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_2496 
gosub @AMUNAT_7658 

:AMUNAT_2496
if 
8118:   not actor $10898 dead 
else_jump @AMUNAT_3070 
if 
  $10938 == 0 
else_jump @AMUNAT_3018 
if 
  $10942 == 0 
else_jump @AMUNAT_2609 
0812: AS_actor $10898 perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10939 = 0.0 
$10942 = 1 

:AMUNAT_2609
if 
  $3250 == 0 
else_jump @AMUNAT_2833 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $10898 
031D:   actor $10898 hit_by_weapon 57 
else_jump @AMUNAT_2742 
09D5: play_sound_of_actor $10898 soundslot 327 unknown_flags 0 0 1 as $11434 // extended 0947 
05BA: AS_actor $10898 move_mouth 5 ms 
081A: set_actor $10898 weapon_skill_to 2 
01B2: give_actor $10898 weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10898 weapon_accuracy_to 80 
0638: AS_actor $10898 stay_put 1 
05E2: AS_actor $10898 kill_actor $PLAYER_ACTOR 
$127 = 0 
$10938 = 1 
jump @AMUNAT_2826 

:AMUNAT_2742
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @AMUNAT_2826 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @AMUNAT_2826 
0A77: checkpoint_save_oddjob 2 
$10942 = 0 
$10937 = 3 

:AMUNAT_2826
jump @AMUNAT_3011 

:AMUNAT_2833
if or
0457:   player $PLAYER_CHAR aiming_at_actor $10898 
031D:   actor $10898 hit_by_weapon 57 
else_jump @AMUNAT_2943 
09D5: play_sound_of_actor $10898 soundslot 327 unknown_flags 0 0 1 as $11434 // extended 0947 
05BA: AS_actor $10898 move_mouth 5 ms 
081A: set_actor $10898 weapon_skill_to 2 
01B2: give_actor $10898 weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10898 weapon_accuracy_to 80 
0638: AS_actor $10898 stay_put 1 
05E2: AS_actor $10898 kill_actor $PLAYER_ACTOR 
$127 = 0 
$10938 = 1 
jump @AMUNAT_3011 

:AMUNAT_2943
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @AMUNAT_3011 
0A77: checkpoint_save_oddjob 2 
$10942 = 0 
$10937 = 3 

:AMUNAT_3011
jump @AMUNAT_3063 

:AMUNAT_3018
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_3056 
gosub @AMUNAT_7658 

:AMUNAT_3056
jump @AMUNAT_789 

:AMUNAT_3063
jump @AMUNAT_3115 

:AMUNAT_3070
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_3108 
gosub @AMUNAT_7658 

:AMUNAT_3108
jump @AMUNAT_789 

:AMUNAT_3115
if 
  $10937 == 3 
else_jump @AMUNAT_3199 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
40@ = 0 
$10937 = 4 

:AMUNAT_3199
if 
  $10937 == 4 
else_jump @AMUNAT_3558 
if 
0118:   actor $10898 dead 
else_jump @AMUNAT_3278 
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_3271 
gosub @AMUNAT_7658 

:AMUNAT_3271
jump @AMUNAT_789 

:AMUNAT_3278
if 
  $10942 == 0 
else_jump @AMUNAT_3558 
if 
  40@ >= 300 
else_jump @AMUNAT_3558 
08C7: put_actor $PLAYER_ACTOR at $677 $678 $679 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10941 
00A0: store_actor $10898 position_to $4139 $4140 $4141 
if or
8044:   not  $4139 == $688 // (float) 
8044:   not  $4140 == $689 // (float) 
8044:   not  $4141 == $690 // (float) 
else_jump @AMUNAT_3408 
00A1: put_actor $10898 at $688 $689 $690 
0173: set_actor $10898 Z_angle_to $10940 

:AMUNAT_3408
015F: set_camera_position $685 $686 $687 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10949 $10950 $10951 switchstyle 2 
09D5: play_sound_of_actor $10898 soundslot 333 unknown_flags 0 0 1 as $11434 // extended 0947 
if 
  $3963 == 1 
else_jump @AMUNAT_3489 
$3962 = 1 

:AMUNAT_3489
if 
0256:   player $PLAYER_CHAR defined 
else_jump @AMUNAT_3526 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
jump @AMUNAT_3540 

:AMUNAT_3526
gosub @AMUNAT_7658 
jump @AMUNAT_789 

:AMUNAT_3540
0581: enable_radar 0 
$10937 = 5 
$10942 = 0 

:AMUNAT_3558
if 
  $10937 == 5 
else_jump @AMUNAT_4358 
if 
0118:   actor $10898 dead 
else_jump @AMUNAT_3637 
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_3630 
gosub @AMUNAT_7658 

:AMUNAT_3630
jump @AMUNAT_789 

:AMUNAT_3637
if 
  1 > $10942 
else_jump @AMUNAT_3687 
if 
  $3807 == 0 
else_jump @AMUNAT_3687 
gosub @AMUNAT_9095 
gosub @AMUNAT_10101 

:AMUNAT_3687
if 
  $10942 == 0 
else_jump @AMUNAT_3749 
if 
0A52:   is_widget_released 54 
else_jump @AMUNAT_3727 
$10942 = 3 

:AMUNAT_3727
if 
0A52:   is_widget_released 55 
else_jump @AMUNAT_3749 
$10942 = 1 

:AMUNAT_3749
if 
  $10942 == 1 
else_jump @AMUNAT_3978 
if 
8A52:   not is_widget_released 55 
else_jump @AMUNAT_3978 
0A6B: delete_widget 156 
if 
  $3807 == 1 
else_jump @AMUNAT_3814 
03E6: remove_text_box 
$3807 = 0 

:AMUNAT_3814
if 
  $3811 == 1 
else_jump @AMUNAT_3841 
03E6: remove_text_box 
$3811 = 0 

:AMUNAT_3841
if 
  $3805 == 1 
else_jump @AMUNAT_3868 
03E6: remove_text_box 
$3805 = 0 

:AMUNAT_3868
if 
  $3809 == 1 
else_jump @AMUNAT_3893 
$3809 = 0 

:AMUNAT_3893
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
09D5: play_sound_of_actor $10898 soundslot 331 unknown_flags 0 0 1 as $11434 // extended 0947 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0581: enable_radar 1 
$10942 = 2 

:AMUNAT_3978
if 
  $10942 == 2 
else_jump @AMUNAT_4206 
if 
  $10938 == 0 
else_jump @AMUNAT_4115 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $10898 
031D:   actor $10898 hit_by_weapon 57 
else_jump @AMUNAT_4115 
09D5: play_sound_of_actor $10898 soundslot 327 unknown_flags 0 0 1 as $11434 // extended 0947 
05BA: AS_actor $10898 move_mouth 5 ms 
081A: set_actor $10898 weapon_skill_to 2 
01B2: give_actor $10898 weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $10898 weapon_accuracy_to 80 
0638: AS_actor $10898 stay_put 1 
05E2: AS_actor $10898 kill_actor $PLAYER_ACTOR 
$10938 = 1 

:AMUNAT_4115
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $677 $678 $679 radius 1.0 1.0 4.0 on_foot 
else_jump @AMUNAT_4206 
$3807 = 0 
$3811 = 0 
$10902 = 0 
$3805 = 0 
$3809 = 0 
$10937 = 2 
$10942 = 0 

:AMUNAT_4206
if 
  $10942 == 3 
else_jump @AMUNAT_4358 
if 
8A52:   not is_widget_released 54 
else_jump @AMUNAT_4358 
0A5A: get_widget_value 156 1@ 
0090: $10995 = float 1@ to_integer 
05A9: s$10907 = $3837($10995,12s) // s$ 
if 
  0 > $10995 
else_jump @AMUNAT_4292 
$10995 = 0 

:AMUNAT_4292
if 
  $3807 == 1 
else_jump @AMUNAT_4319 
03E6: remove_text_box 
$3807 = 0 

:AMUNAT_4319
if 
  $3811 == 0 
else_jump @AMUNAT_4344 
gosub @AMUNAT_10223 

:AMUNAT_4344
$10942 = 0 
$10937 = 6 

:AMUNAT_4358
if 
  $10937 == 6 
else_jump @AMUNAT_5677 
if 
0118:   actor $10898 dead 
else_jump @AMUNAT_4437 
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_4430 
gosub @AMUNAT_7658 

:AMUNAT_4430
jump @AMUNAT_789 

:AMUNAT_4437
if 
  1 > $10942 
else_jump @AMUNAT_4480 
if 
  $3811 == 0 
else_jump @AMUNAT_4480 
gosub @AMUNAT_10223 

:AMUNAT_4480
if 
  $10942 == 0 
else_jump @AMUNAT_4542 
if 
0A52:   is_widget_released 54 
else_jump @AMUNAT_4520 
$10942 = 2 

:AMUNAT_4520
if 
0A52:   is_widget_released 56 
else_jump @AMUNAT_4542 
$10942 = 1 

:AMUNAT_4542
if 
  $10942 == 1 
else_jump @AMUNAT_4648 
if 
8A52:   not is_widget_released 56 
else_jump @AMUNAT_4648 
if 
  $3811 == 1 
else_jump @AMUNAT_4602 
03E6: remove_text_box 
$3811 = 0 

:AMUNAT_4602
if 
  $3807 == 0 
else_jump @AMUNAT_4634 
gosub @AMUNAT_9095 
gosub @AMUNAT_10101 

:AMUNAT_4634
$10942 = 0 
$10937 = 5 

:AMUNAT_4648
if 
  $10942 == 2 
else_jump @AMUNAT_4946 
if 
8A52:   not is_widget_released 54 
else_jump @AMUNAT_4946 
0A5A: get_widget_value 156 1@ 
0090: $10996 = float 1@ to_integer 
0A6B: delete_widget 156 
if 
  0 > $10996 
else_jump @AMUNAT_4727 
$10996 = 0 

:AMUNAT_4727
0084: $10910 = $10991($10996,3i) // (int) 
078C: get_shopping_item_with_textureCRC $10910 nametag_to s$10903 // 8-byte string 
0761: get_shopping_item_with_textureCRC $10910 price_to $10899 
if 
84A3:   not  $10910 == 48 // == constant 
else_jump @AMUNAT_4796 
0782: get_weapon_with_ID $10910 weapon_group_to $10909 
0781: get_weapon_with_ID $10910 model_to $10911 
jump @AMUNAT_4804 

:AMUNAT_4796
04AE: $10911 = 373 // = constant 

:AMUNAT_4804
if 
  $3811 == 1 
else_jump @AMUNAT_4831 
03E6: remove_text_box 
$3811 = 0 

:AMUNAT_4831
0812: AS_actor $10898 perform_animation "SHP_G_LIFT_IN" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation "SHP_G_LIFT_IN" 
else_jump @AMUNAT_4939 
0613: $10939 = actor $10898 animation "SHP_G_LIFT_IN" time 

:AMUNAT_4939
$10942 = 3 

:AMUNAT_4946
if 
  $10942 == 3 
else_jump @AMUNAT_5046 
if 
0611:   actor $10898 performing_animation "SHP_G_LIFT_IN" 
else_jump @AMUNAT_5018 
0613: $10939 = actor $10898 animation "SHP_G_LIFT_IN" time 

:AMUNAT_5018
if 
  $10939 == 1.0 
else_jump @AMUNAT_5046 
$10942 = 4 

:AMUNAT_5046
if 
  $10942 == 4 
else_jump @AMUNAT_5222 
0107: $10901 = create_object $10911 at $688 $689 $690 
gosub @AMUNAT_8075 
gosub @AMUNAT_8730 
070A: AS_actor $10898 attach_to_object $10901 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $10901 in_memory 0 
0812: AS_actor $10898 perform_animation v$10912 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation v$10912 
else_jump @AMUNAT_5215 
0613: $10939 = actor $10898 animation v$10912 time 

:AMUNAT_5215
$10942 = 5 

:AMUNAT_5222
if 
  $10942 == 5 
else_jump @AMUNAT_5412 
if 
0611:   actor $10898 performing_animation v$10912 
else_jump @AMUNAT_5270 
0613: $10939 = actor $10898 animation v$10912 time 

:AMUNAT_5270
if 
  $10939 == 1.0 
else_jump @AMUNAT_5412 
070B: set_actor $10898 onbone_attached_object_operation 0 
097A: play_audio_at $68 $69 $70 event 1131 
01BC: put_object $10901 at $10943 $10944 $10945 
0550: keep_object $10901 in_memory 1 
0812: AS_actor $10898 perform_animation v$10916 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation v$10916 
else_jump @AMUNAT_5405 
0613: $10939 = actor $10898 animation v$10916 time 

:AMUNAT_5405
$10942 = 6 

:AMUNAT_5412
if 
  $10942 == 6 
else_jump @AMUNAT_5677 
if 
0611:   actor $10898 performing_animation v$10916 
else_jump @AMUNAT_5460 
0613: $10939 = actor $10898 animation v$10916 time 

:AMUNAT_5460
if 
  $10939 == 1.0 
else_jump @AMUNAT_5677 
0812: AS_actor $10898 perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10939 = 0.0 
if 
  $3805 == 0 
else_jump @AMUNAT_5560 
gosub @AMUNAT_7378 

:AMUNAT_5560
if 
84A3:   not  $10910 == 48 // == constant 
else_jump @AMUNAT_5663 
0084: $10936 = $10909 // (int) 
$10936 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $10936 weapon $10930 ammo $10931 model $10932 
if 
803A:   not  $10930 == $10910 // (int) 
else_jump @AMUNAT_5663 
if 
  $10931 > 0 
else_jump @AMUNAT_5663 
00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1  // ~s~Buying this item will replace the weapon in this slot.

:AMUNAT_5663
$10937 = 7 
$10942 = 0 

:AMUNAT_5677
if 
  $10937 == 7 
else_jump @AMUNAT_7343 
if 
0118:   actor $10898 dead 
else_jump @AMUNAT_5756 
gosub @AMUNAT_7416 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$10905 // s$ == short 
else_jump @AMUNAT_5749 
gosub @AMUNAT_7658 

:AMUNAT_5749
jump @AMUNAT_789 

:AMUNAT_5756
if 
  1 > $10942 
else_jump @AMUNAT_5799 
if 
  $3805 == 0 
else_jump @AMUNAT_5799 
gosub @AMUNAT_7378 

:AMUNAT_5799
if 
  $10942 == 0 
else_jump @AMUNAT_5861 
if 
0A52:   is_widget_released 57 
else_jump @AMUNAT_5839 
$10942 = 5 

:AMUNAT_5839
if 
0A52:   is_widget_released 56 
else_jump @AMUNAT_5861 
$10942 = 1 

:AMUNAT_5861
if 
  $10942 == 1 
else_jump @AMUNAT_6000 
if 
8A52:   not is_widget_released 56 
else_jump @AMUNAT_6000 
if 
  $3805 == 1 
else_jump @AMUNAT_5921 
03E6: remove_text_box 
$3805 = 0 

:AMUNAT_5921
0812: AS_actor $10898 perform_animation v$10920 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation v$10920 
else_jump @AMUNAT_5993 
0613: $10939 = actor $10898 animation v$10920 time 

:AMUNAT_5993
$10942 = 2 

:AMUNAT_6000
if 
  $10942 == 2 
else_jump @AMUNAT_6196 
if 
0611:   actor $10898 performing_animation v$10920 
else_jump @AMUNAT_6048 
0613: $10939 = actor $10898 animation v$10920 time 

:AMUNAT_6048
if 
  $10939 == 1.0 
else_jump @AMUNAT_6196 
070A: AS_actor $10898 attach_to_object $10901 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $10901 in_memory 0 
0812: AS_actor $10898 perform_animation v$10924 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation v$10924 
else_jump @AMUNAT_6189 
0613: $10939 = actor $10898 animation v$10924 time 

:AMUNAT_6189
$10942 = 3 

:AMUNAT_6196
if 
  $10942 == 3 
else_jump @AMUNAT_6418 
if 
0611:   actor $10898 performing_animation v$10924 
else_jump @AMUNAT_6244 
0613: $10939 = actor $10898 animation v$10924 time 

:AMUNAT_6244
if 
  $10939 == 1.0 
else_jump @AMUNAT_6418 
070B: set_actor $10898 onbone_attached_object_operation 0 
01BC: put_object $10901 at $10943 $10944 $10945 
0550: keep_object $10901 in_memory 1 
gosub @AMUNAT_8068 
0812: AS_actor $10898 perform_animation "SHP_G_LIFT_OUT" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10939 = 0.0 
if 
0611:   actor $10898 performing_animation "SHP_G_LIFT_OUT" 
else_jump @AMUNAT_6411 
0613: $10939 = actor $10898 animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6411
$10942 = 4 

:AMUNAT_6418
if 
  $10942 == 4 
else_jump @AMUNAT_6581 
if 
0611:   actor $10898 performing_animation "SHP_G_LIFT_OUT" 
else_jump @AMUNAT_6492 
0613: $10939 = actor $10898 animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6492
if 
  $10939 == 1.0 
else_jump @AMUNAT_6581 
0812: AS_actor $10898 perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10939 = 0.0 
$10942 = 0 
$10937 = 6 

:AMUNAT_6581
if 
  $10942 == 5 
else_jump @AMUNAT_7147 
if 
8A52:   not is_widget_released 57 
else_jump @AMUNAT_7147 
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$3931 = 0 
$10954 = 0 
010B: $4138 = player $PLAYER_CHAR money 
if 
002C:   $4138 >= $10899 // (int) 
else_jump @AMUNAT_7068 
if 
84A3:   not  $10910 == 48 // == constant 
else_jump @AMUNAT_6890 
041A: $10931 = actor $PLAYER_ACTOR weapon $10910 ammo 
if 
  9999 > $10931 
else_jump @AMUNAT_6804 
0790: charge_money_for_shopping_item_with_textureCRC $10910 
09D5: play_sound_of_actor $10898 soundslot 323 unknown_flags 0 0 1 as $11434 // extended 0947 
097A: play_audio_at $68 $69 $70 event 1052 
$10942 = 6 
41@ = 0 
jump @AMUNAT_6883 

:AMUNAT_6804
if 
  $10954 == 0 
else_jump @AMUNAT_6883 
097A: play_audio_at $68 $69 $70 event 1053 
00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1  // ~s~You cannot buy any more ammunition for this weapon.
09D5: play_sound_of_actor $10898 soundslot 322 unknown_flags 0 0 1 as $11434 // extended 0947 
$10942 = 0 
$10954 = 1 

:AMUNAT_6883
jump @AMUNAT_7061 

:AMUNAT_6890
04DD: $10952 = actor $PLAYER_ACTOR armour 
0945: get_player $PLAYER_CHAR max_armour_to $10953 
if 
001C:   $10953 > $10952 // (int) 
else_jump @AMUNAT_6982 
09D5: play_sound_of_actor $10898 soundslot 323 unknown_flags 0 0 1 as $11434 // extended 0947 
0790: charge_money_for_shopping_item_with_textureCRC $10910 
097A: play_audio_at $68 $69 $70 event 1052 
$10942 = 6 
41@ = 0 
jump @AMUNAT_7061 

:AMUNAT_6982
if 
  $10954 == 0 
else_jump @AMUNAT_7061 
097A: play_audio_at $68 $69 $70 event 1053 
09D5: play_sound_of_actor $10898 soundslot 322 unknown_flags 0 0 1 as $11434 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~You cannot buy any more armor.
$10942 = 0 
$10954 = 1 

:AMUNAT_7061
jump @AMUNAT_7147 

:AMUNAT_7068
if 
  $3931 == 0 
else_jump @AMUNAT_7147 
097A: play_audio_at $68 $69 $70 event 1053 
09D5: play_sound_of_actor $10898 soundslot 324 unknown_flags 0 0 1 as $11434 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$10942 = 0 
$3931 = 1 

:AMUNAT_7147
if 
  $10942 == 6 
else_jump @AMUNAT_7231 
if 
  $3805 == 1 
else_jump @AMUNAT_7192 
03E6: remove_text_box 
$3805 = 0 

:AMUNAT_7192
if 
  $3809 == 0 
else_jump @AMUNAT_7217 
$3809 = 1 

:AMUNAT_7217
41@ = 0 
$10942 = 7 

:AMUNAT_7231
if 
  $10942 == 7 
else_jump @AMUNAT_7343 
if 
  41@ >= 1000 
else_jump @AMUNAT_7343 
if 
  $3809 == 1 
else_jump @AMUNAT_7293 
$3809 = 0 

:AMUNAT_7293
$10942 = 0 
if 
  1 > $10942 
else_jump @AMUNAT_7343 
if 
  $3805 == 0 
else_jump @AMUNAT_7343 
gosub @AMUNAT_7378 

:AMUNAT_7343
jump @AMUNAT_7357 

:AMUNAT_7350
gosub @AMUNAT_7658 

:AMUNAT_7357
jump @AMUNAT_7371 

:AMUNAT_7364
gosub @AMUNAT_7658 

:AMUNAT_7371
jump @AMUNAT_789 

:AMUNAT_7378
if 
  $3805 == 0 
else_jump @AMUNAT_7414 
0512: show_permanent_text_box 'AMMU_H3'  // Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
$3805 = 1 

:AMUNAT_7414
return 

:AMUNAT_7416
if 
  $3807 == 1 
else_jump @AMUNAT_7443 
03E6: remove_text_box 
$3807 = 0 

:AMUNAT_7443
if 
  $3811 == 1 
else_jump @AMUNAT_7470 
03E6: remove_text_box 
$3811 = 0 

:AMUNAT_7470
if 
  $3805 == 1 
else_jump @AMUNAT_7497 
03E6: remove_text_box 
$3805 = 0 

:AMUNAT_7497
if 
  $3809 == 1 
else_jump @AMUNAT_7522 
$3809 = 0 

:AMUNAT_7522
if 
  $10937 >= 1 
else_jump @AMUNAT_7542 
03E6: remove_text_box 

:AMUNAT_7542
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$3807 = 0 
$3811 = 0 
$10902 = 0 
$10942 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
$10954 = 0 
$10937 = 2 
return 

:AMUNAT_7658
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
if 
  $3807 == 1 
else_jump @AMUNAT_7697 
03E6: remove_text_box 
$3807 = 0 

:AMUNAT_7697
if 
  $3811 == 1 
else_jump @AMUNAT_7724 
03E6: remove_text_box 
$3811 = 0 

:AMUNAT_7724
if 
  $3805 == 1 
else_jump @AMUNAT_7751 
03E6: remove_text_box 
$3805 = 0 

:AMUNAT_7751
if 
  $3809 == 1 
else_jump @AMUNAT_7776 
$3809 = 0 

:AMUNAT_7776
if 
  $10937 >= 1 
else_jump @AMUNAT_7796 
03E6: remove_text_box 

:AMUNAT_7796
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$3807 = 0 
$3811 = 0 
$10938 = 0 
$10902 = 0 
$10942 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
$10954 = 0 
$10937 = 0 
0249: release_model 346 
0249: release_model 347 
0249: release_model 348 
0249: release_model 349 
0249: release_model 350 
0249: release_model 351 
0249: release_model 342 
0249: release_model 352 
0249: release_model 353 
0249: release_model 372 
0249: release_model 355 
0249: release_model 356 
0249: release_model 357 
0249: release_model 358 
0249: release_model 373 
0249: release_model 363 
0249: release_model 364 
03F0: enable_text_draw 0 
0249: release_model $3802 
009B: destroy_actor $10898 
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: allow_other_threads_to_display_text_boxes 0 
if 
  $6658 == 1 
else_jump @AMUNAT_8064 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
$6658 = 0 

:AMUNAT_8064
end_thread 
return 

:AMUNAT_8068
0108: destroy_object $10901 
return 

:AMUNAT_8075
if or
04A3:   $10911 == 349 // == constant 
04A3:   $10911 == 351 // == constant 
04A3:   $10911 == 355 // == constant 
04A3:   $10911 == 356 // == constant 
04A3:   $10911 == 358 // == constant 
04A3:   $10911 == 357 // == constant 
else_jump @AMUNAT_8228 
06D1: v$10912 = "SHP_2H_LIFT" // v$ = string 
06D1: v$10916 = "SHP_2H_LIFT_END" // v$ = string 
0086: $10943 = $688 // (float) 
$10943 += 0.231 
0086: $10944 = $689 // (float) 
$10944 += 0.636 
0086: $10945 = $690 // (float) 
$10945 += 1.053 

:AMUNAT_8228
if 
04A3:   $10911 == 350 // == constant 
else_jump @AMUNAT_8341 
06D1: v$10912 = "SHP_2H_LIFT" // v$ = string 
06D1: v$10916 = "SHP_2H_LIFT_END" // v$ = string 
0086: $10943 = $688 // (float) 
$10943 += 0.231 
0086: $10944 = $689 // (float) 
$10944 += 0.636 
0086: $10945 = $690 // (float) 
$10945 += 1.053 

:AMUNAT_8341
if or
04A3:   $10911 == 346 // == constant 
04A3:   $10911 == 347 // == constant 
04A3:   $10911 == 348 // == constant 
04A3:   $10911 == 342 // == constant 
04A3:   $10911 == 352 // == constant 
04A3:   $10911 == 353 // == constant 
else_jump @AMUNAT_8494 
06D1: v$10912 = "SHP_1H_LIFT" // v$ = string 
06D1: v$10916 = "SHP_1H_LIFT_END" // v$ = string 
0086: $10943 = $688 // (float) 
$10943 += 0.108 
0086: $10944 = $689 // (float) 
$10944 += 0.654 
0086: $10945 = $690 // (float) 
$10945 += 1.053 

:AMUNAT_8494
if or
04A3:   $10911 == 363 // == constant 
04A3:   $10911 == 372 // == constant 
else_jump @AMUNAT_8615 
06D1: v$10912 = "SHP_1H_LIFT" // v$ = string 
06D1: v$10916 = "SHP_1H_LIFT_END" // v$ = string 
0086: $10943 = $688 // (float) 
$10943 += 0.108 
0086: $10944 = $689 // (float) 
$10944 += 0.654 
0086: $10945 = $690 // (float) 
$10945 += 1.053 

:AMUNAT_8615
if 
04A3:   $10911 == 373 // == constant 
else_jump @AMUNAT_8728 
06D1: v$10912 = "SHP_AR_LIFT" // v$ = string 
06D1: v$10916 = "SHP_AR_LIFT_END" // v$ = string 
0086: $10943 = $688 // (float) 
$10943 += 0.175 
0086: $10944 = $689 // (float) 
$10944 += 0.676 
0086: $10945 = $690 // (float) 
$10945 += 1.5 

:AMUNAT_8728
return 

:AMUNAT_8730
if or
04A3:   $10911 == 349 // == constant 
04A3:   $10911 == 351 // == constant 
04A3:   $10911 == 355 // == constant 
04A3:   $10911 == 356 // == constant 
04A3:   $10911 == 358 // == constant 
04A3:   $10911 == 357 // == constant 
else_jump @AMUNAT_8825 
06D1: v$10920 = "SHP_2H_RET_S" // v$ = string 
06D1: v$10924 = "SHP_2H_RET" // v$ = string 

:AMUNAT_8825
if 
04A3:   $10911 == 350 // == constant 
else_jump @AMUNAT_8880 
06D1: v$10920 = "SHP_2H_RET_S" // v$ = string 
06D1: v$10924 = "SHP_2H_RET" // v$ = string 

:AMUNAT_8880
if or
04A3:   $10911 == 346 // == constant 
04A3:   $10911 == 347 // == constant 
04A3:   $10911 == 348 // == constant 
04A3:   $10911 == 342 // == constant 
04A3:   $10911 == 352 // == constant 
04A3:   $10911 == 353 // == constant 
else_jump @AMUNAT_8975 
06D1: v$10920 = "SHP_1H_RET_S" // v$ = string 
06D1: v$10924 = "SHP_1H_RET" // v$ = string 

:AMUNAT_8975
if or
04A3:   $10911 == 363 // == constant 
04A3:   $10911 == 372 // == constant 
else_jump @AMUNAT_9038 
06D1: v$10920 = "SHP_1H_RET_S" // v$ = string 
06D1: v$10924 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9038
if 
04A3:   $10911 == 373 // == constant 
else_jump @AMUNAT_9093 
06D1: v$10920 = "SHP_AR_RET_S" // v$ = string 
06D1: v$10924 = "SHP_AR_RET" // v$ = string 

:AMUNAT_9093
return 

:AMUNAT_9095
$10955 = 0 
$10974 = 0 
$3902 = 0 
$10956 = 0 
$10957 = 0 
$10958 = 0 
$10959 = 0 
$10960 = 0 
$10961 = 0 
$10962 = 0 
$10963 = 0 
$10964 = 0 
$10965 = 0 
$10966 = 0 
$10967 = 0 
$10968 = 0 
$10969 = 0 
$10970 = 0 
$10971 = 0 
$10972 = 0 
$10973 = 0 

:AMUNAT_9242
if 
001C:   $10900 > $10955 // (int) 
else_jump @AMUNAT_10019 
0760: store_shopping_data_index $10955 textureCRC_to $10910 
0871: init_jump_table $10910 total_jumps 16 default_jump 0 @AMUNAT_10005 jumps 16 @AMUNAT_9853 22 @AMUNAT_9397 23 @AMUNAT_9397 24 @AMUNAT_9397 25 @AMUNAT_9473 26 @AMUNAT_9473 27 @AMUNAT_9473 
0872: jump_table_jumps 28 @AMUNAT_9549 29 @AMUNAT_9625 30 @AMUNAT_9701 31 @AMUNAT_9701 32 @AMUNAT_9549 33 @AMUNAT_9777 34 @AMUNAT_9777 39 @AMUNAT_9853 48 @AMUNAT_9929 

:AMUNAT_9397
0084: $10975($10956,3i) = $10910 // (int) 
$10956 += 1 
if 
  $10965 == 0 
else_jump @AMUNAT_9466 
05A9: $3837($10974,12s) = 'GUN1' // s$  // Pistols
$10974 += 1 
$10965 = 1 

:AMUNAT_9466
jump @AMUNAT_10005 

:AMUNAT_9473
0084: $10978($10957,3i) = $10910 // (int) 
$10957 += 1 
if 
  $10966 == 0 
else_jump @AMUNAT_9542 
05A9: $3837($10974,12s) = 'GUN2' // s$  // Shotguns
$10974 += 1 
$10966 = 1 

:AMUNAT_9542
jump @AMUNAT_10005 

:AMUNAT_9549
0084: $10981($10958,2i) = $10910 // (int) 
$10958 += 1 
if 
  $10967 == 0 
else_jump @AMUNAT_9618 
05A9: $3837($10974,12s) = 'GUN3' // s$  // Micro SMGs
$10974 += 1 
$10967 = 1 

:AMUNAT_9618
jump @AMUNAT_10005 

:AMUNAT_9625
0084: $10983($10959,1i) = $10910 // (int) 
$10959 += 1 
if 
  $10968 == 0 
else_jump @AMUNAT_9694 
05A9: $3837($10974,12s) = 'GUN4' // s$  // SMG
$10974 += 1 
$10968 = 1 

:AMUNAT_9694
jump @AMUNAT_10005 

:AMUNAT_9701
0084: $10984($10960,2i) = $10910 // (int) 
$10960 += 1 
if 
  $10969 == 0 
else_jump @AMUNAT_9770 
05A9: $3837($10974,12s) = 'GUN5' // s$  // Assault
$10974 += 1 
$10969 = 1 

:AMUNAT_9770
jump @AMUNAT_10005 

:AMUNAT_9777
0084: $10986($10962,2i) = $10910 // (int) 
$10962 += 1 
if 
  $10970 == 0 
else_jump @AMUNAT_9846 
05A9: $3837($10974,12s) = 'GUN6' // s$  // Rifles
$10974 += 1 
$10970 = 1 

:AMUNAT_9846
jump @AMUNAT_10005 

:AMUNAT_9853
0084: $10988($10961,2i) = $10910 // (int) 
$10961 += 1 
if 
  $10971 == 0 
else_jump @AMUNAT_9922 
05A9: $3837($10974,12s) = 'GUN7' // s$  // Thrown
$10974 += 1 
$10971 = 1 

:AMUNAT_9922
jump @AMUNAT_10005 

:AMUNAT_9929
0084: $10990($10963,1i) = $10910 // (int) 
$10963 += 1 
if 
  $10972 == 0 
else_jump @AMUNAT_9998 
05A9: $3837($10974,12s) = 'GUN8' // s$  // Armor
$10974 += 1 
$10972 = 1 

:AMUNAT_9998
jump @AMUNAT_10005 

:AMUNAT_10005
$10955 += 1 
jump @AMUNAT_9242 

:AMUNAT_10019
0084: $3902 = $10974 // (int) 

:AMUNAT_10027
if 
  12 > $3902 
else_jump @AMUNAT_10099 
$3825($3902,12i) = -1 
$3813($3902,12i) = 0 
05A9: $3837($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @AMUNAT_10027 

:AMUNAT_10099
return 

:AMUNAT_10101
if 
  $3807 == 0 
else_jump @AMUNAT_10221 
0A78: print_help_conditional 'AMMUTCH' 0  // Tap a weapon to select it. Tap ~m~~widget_store_accept~ to preview. Tap ~m~~widget_store_back~ to go back.
0A79: print_help_conditional_touch 'AMMUHID' 0  // Use movement controls to select a weapon. Tap ~m~~widget_store_accept~ to preview. Tap ~m~~widget_store_back~ to quit.
0A69: create_shop_widget 'AMMUN'  // Ammu-Nation
0A60: add_widget_flag 159 4 
0@ = 0 

:AMUNAT_10170
if 
001E:   $10974 > 0@ // (int) 
else_jump @AMUNAT_10214 
0A6A: add_shop_item $3837(0@,12s) 0 
0@ += 1 
jump @AMUNAT_10170 

:AMUNAT_10214
$3807 = 1 

:AMUNAT_10221
return 

:AMUNAT_10223
$10994 = 0 
0@ = 0 

:AMUNAT_10237
if 
  12 > 0@ 
else_jump @AMUNAT_10280 
$3813(0@,12i) = 0 
0@ += 1 
jump @AMUNAT_10237 

:AMUNAT_10280
if 
05AD:   s$10907 == 'GUN1' // s$ == short  // Pistols
else_jump @AMUNAT_10394 

:AMUNAT_10305
if 
001C:   $10956 > $10994 // (int) 
else_jump @AMUNAT_10394 
078C: get_shopping_item_with_textureCRC $10975($10994,3i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10975($10994,3i) // (int) 
0761: get_shopping_item_with_textureCRC $10975($10994,3i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10305 

:AMUNAT_10394
if 
05AD:   s$10907 == 'GUN2' // s$ == short  // Shotguns
else_jump @AMUNAT_10508 

:AMUNAT_10419
if 
001C:   $10957 > $10994 // (int) 
else_jump @AMUNAT_10508 
078C: get_shopping_item_with_textureCRC $10978($10994,3i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10978($10994,3i) // (int) 
0761: get_shopping_item_with_textureCRC $10978($10994,3i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10419 

:AMUNAT_10508
if 
05AD:   s$10907 == 'GUN3' // s$ == short  // Micro SMGs
else_jump @AMUNAT_10622 

:AMUNAT_10533
if 
001C:   $10958 > $10994 // (int) 
else_jump @AMUNAT_10622 
078C: get_shopping_item_with_textureCRC $10981($10994,2i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10981($10994,2i) // (int) 
0761: get_shopping_item_with_textureCRC $10981($10994,2i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10533 

:AMUNAT_10622
if 
05AD:   s$10907 == 'GUN4' // s$ == short  // SMG
else_jump @AMUNAT_10736 

:AMUNAT_10647
if 
001C:   $10959 > $10994 // (int) 
else_jump @AMUNAT_10736 
078C: get_shopping_item_with_textureCRC $10983($10994,1i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10983($10994,1i) // (int) 
0761: get_shopping_item_with_textureCRC $10983($10994,1i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10647 

:AMUNAT_10736
if 
05AD:   s$10907 == 'GUN5' // s$ == short  // Assault
else_jump @AMUNAT_10850 

:AMUNAT_10761
if 
001C:   $10960 > $10994 // (int) 
else_jump @AMUNAT_10850 
078C: get_shopping_item_with_textureCRC $10984($10994,2i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10984($10994,2i) // (int) 
0761: get_shopping_item_with_textureCRC $10984($10994,2i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10761 

:AMUNAT_10850
if 
05AD:   s$10907 == 'GUN6' // s$ == short  // Rifles
else_jump @AMUNAT_10964 

:AMUNAT_10875
if 
001C:   $10962 > $10994 // (int) 
else_jump @AMUNAT_10964 
078C: get_shopping_item_with_textureCRC $10986($10994,2i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10986($10994,2i) // (int) 
0761: get_shopping_item_with_textureCRC $10986($10994,2i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10875 

:AMUNAT_10964
if 
05AD:   s$10907 == 'GUN7' // s$ == short  // Thrown
else_jump @AMUNAT_11078 

:AMUNAT_10989
if 
001C:   $10961 > $10994 // (int) 
else_jump @AMUNAT_11078 
078C: get_shopping_item_with_textureCRC $10988($10994,2i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10988($10994,2i) // (int) 
0761: get_shopping_item_with_textureCRC $10988($10994,2i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_10989 

:AMUNAT_11078
if 
05AD:   s$10907 == 'GUN8' // s$ == short  // Armor
else_jump @AMUNAT_11192 

:AMUNAT_11103
if 
001C:   $10963 > $10994 // (int) 
else_jump @AMUNAT_11192 
078C: get_shopping_item_with_textureCRC $10990($10994,1i) nametag_to s$10903 // 8-byte string 
05A9: $3837($10994,12s) = s$10903 // s$ 
0084: $10991($10994,3i) = $10990($10994,1i) // (int) 
0761: get_shopping_item_with_textureCRC $10990($10994,1i) price_to $3813($10994,12i) 
$10994 += 1 
jump @AMUNAT_11103 

:AMUNAT_11192
0084: $3902 = $10994 // (int) 

:AMUNAT_11200
if 
  12 > $3902 
else_jump @AMUNAT_11272 
$3825($3902,12i) = -1 
$3813($3902,12i) = 0 
05A9: $3837($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @AMUNAT_11200 

:AMUNAT_11272
if 
  $3811 == 0 
else_jump @AMUNAT_11390 
0A78: print_help_conditional 'AMMTCH1' 0 
0A79: print_help_conditional_touch 'AMMHID1' 0 
0A69: create_shop_widget 'AMMUN'  // Ammu-Nation
0@ = 0 

:AMUNAT_11334
if 
001E:   $10994 > 0@ // (int) 
else_jump @AMUNAT_11383 
0A6A: add_shop_item $3837(0@,12s) $3813(0@,12i) 
0@ += 1 
jump @AMUNAT_11334 

:AMUNAT_11383
$3811 = 1 

:AMUNAT_11390
return 
end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO
0@ = 0 
1@ = 0.0 
0A6E: 6 // 6TattooAccept
05AA: 2@s = 'LARMTP' // @s = 'short'  // Upper Left Arm
05AA: 4@s = 'LARMLW' // @s = 'short'  // Lower Left Arm
05AA: 6@s = 'RARMTP' // @s = 'short'  // Upper Right Arm
05AA: 8@s = 'RARMLW' // @s = 'short'  // Lower Right Arm
05AA: 10@s = 'BACK' // @s = 'short'  // Back
05AA: 12@s = 'LCHEST' // @s = 'short'  // Left Chest
05AA: 14@s = 'RCHEST' // @s = 'short'  // Right Chest
05AA: 16@s = 'BELLY' // @s = 'short'  // Stomach
05AA: 18@s = 'LBACK' // @s = 'short'  // Lower Back
$11064 = 0 
$11065 = 0 
$3900 = 0 
$3812 = 0 
$3901 = 0 
$3902 = 0 
$11022 = 0 
$10997 = 0.0 
$10998 = 0.0 
$10999 = 0.0 
$11000 = 0.0 
$11018 = 0.0 
$11015 = 0.0 
$11017 = 0.0 
$11016 = 0.0 
$11011 = 0.0 
$11012 = 0.0 
$11013 = 0.0 
$11014 = 0.0 
$11010 = 0 
$11008 = 0 
$11007 = 0 
$3807 = 0 
$3811 = 0 
$11063 = 0 
$3903 = 0 
$3904 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
$11066 = 0 
$11067 = 500 
$11068 = 0 
$11069 = 0 
$11079 = 0 
$11080 = 0 
$11082 = 0 
$11083 = 0 
$677 = 0.0 
$678 = 0.0 
$679 = 0.0 
$10997 = 0.0 
$10998 = 0.0 
$10999 = 0.0 
$685 = 0.0 
$686 = 0.0 
$687 = 0.0 
$11019 = 0.0 
$11020 = 0.0 
$11021 = 0.0 
$11084 = 0.0 
$11085 = 0.0 
$11086 = 0.0 
04AE: $3802 = 180 // = constant 
0247: load_model #TATTOO_KIT 
0390: load_txd_dictionary 'LD_TATT' 
0247: load_model $3802 
03CF: load_wav 40000 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'TATTO' 

:TATTO_790
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TATTO_7551 
if 
8844:   not string s$705 empty // s$ 
else_jump @TATTO_7537 
if 
  $11010 > 0 
else_jump @TATTO_890 
if 
0A0F:   new_language_set 
else_jump @TATTO_890 
$3807 = 0 
$3809 = 0 
$3811 = 0 
$11080 = 0 
09FB: $153 = current_language 

:TATTO_890
if 
  $11010 == 0 
else_jump @TATTO_1193 
if 
05AD:   s$705 == 'TATTO2' // s$ == short  // Tattoo Parlor
else_jump @TATTO_1003 
$11084 = 0.0 
$11085 = 0.0 
$11086 = 0.0 
$11018 = 125.0 
$11000 = 155.0 
05A9: s$11005 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11064 
$11010 = 1 

:TATTO_1003
if 
05AD:   s$705 == 'TATTOO' // s$ == short  // Tattoo Parlor
else_jump @TATTO_1098 
$11084 = 0.0 
$11085 = -18.266 
$11086 = 0.0 
$11018 = 125.0 
$11000 = 155.0 
05A9: s$11005 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11064 
$11010 = 1 

:TATTO_1098
if 
05AD:   s$705 == 'TATTO3' // s$ == short  // Tattoo Parlor
else_jump @TATTO_1193 
$11084 = 0.0 
$11085 = -35.32 
$11086 = 0.0 
$11018 = 125.0 
$11000 = 155.0 
05A9: s$11005 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11064 
$11010 = 1 

:TATTO_1193
if 
  $11010 == 1 
else_jump @TATTO_1832 
if 
  $11022 == 0 
else_jump @TATTO_1715 
$677 = -203.318 
0059: $677 += $11084 // (float) 
$678 = -7.062 
0059: $678 += $11085 // (float) 
$679 = 1001.28 
0059: $679 += $11086 // (float) 
$10997 = -201.668 
0059: $10997 += $11084 // (float) 
$10998 = -6.217 
0059: $10998 += $11085 // (float) 
$10999 = 1001.28 
0059: $10999 += $11086 // (float) 
$685 = -203.2045 
0059: $685 += $11084 // (float) 
$686 = -5.3316 
0059: $686 += $11085 // (float) 
$687 = 1002.432 
0059: $687 += $11086 // (float) 
$11019 = -202.2993 
0059: $11019 += $11084 // (float) 
$11020 = -5.7376 
0059: $11020 += $11085 // (float) 
$11021 = 1002.306 
0059: $11021 += $11086 // (float) 
0086: $11011 = $10997 // (float) 
0086: $11012 = $10998 // (float) 
0086: $11013 = $10999 // (float) 
$11013 += 1.0 
0086: $11014 = $11000 // (float) 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
009A: $11003 = create_actor_pedtype 4 model $3802 at $10997 $10998 $10999 
02A9: set_actor $11003 immune_to_nonplayer 1 
060B: set_actor $11003 decision_maker_to 65542 
0173: set_actor $11003 Z_angle_to $11000 
0985: set_objects_in_sphere $10997 $10998 $10999 radius 1.5 with_model -371 solid 0 for_actor $11003 
$11007 = 0 
029B: $11009 = init_object #TATTOO_KIT at $11011 $11012 $11013 
0177: set_object $11009 Z_angle_to $11014 
04F4: put_actor $11003 into_turret_on_object $11009 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 180.0 lock_weapon 0 
$127 = 1 
0812: AS_actor $11003 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
40@ = 0 
0947: actor $11003 speak_from_audio_table 330 store_spoken_phrase_id_to $11434 
$11022 = 1 

:TATTO_1715
if 
  $11022 == 1 
else_jump @TATTO_1832 
if 
  40@ >= 300 
else_jump @TATTO_1832 
if 
03CA:   object $11009 exists 
else_jump @TATTO_1818 
075A: set_object $11009 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 4.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_1818
$11022 = 0 
$11010 = 2 

:TATTO_1832
if 
  $11010 == 2 
else_jump @TATTO_2216 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_1881 
gosub @TATTO_7773 

:TATTO_1881
if 
8118:   not actor $11003 dead 
else_jump @TATTO_2171 
if 
  $11007 == 0 
else_jump @TATTO_2119 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11003 
031D:   actor $11003 hit_by_weapon 57 
else_jump @TATTO_2039 
0947: actor $11003 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
if 
03CA:   object $11009 exists 
else_jump @TATTO_2018 
075A: set_object $11009 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_2018
05C4: AS_actor $11003 hands_up -2 ms 
$11007 = 1 
jump @TATTO_2112 

:TATTO_2039
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @TATTO_2112 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @TATTO_2112 
$11010 = 3 

:TATTO_2112
jump @TATTO_2164 

:TATTO_2119
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_2157 
gosub @TATTO_7773 

:TATTO_2157
jump @TATTO_790 

:TATTO_2164
jump @TATTO_2216 

:TATTO_2171
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_2209 
gosub @TATTO_7773 

:TATTO_2209
jump @TATTO_790 

:TATTO_2216
if 
  $11010 == 3 
else_jump @TATTO_2351 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @TATTO_2337 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
0581: enable_radar 0 
40@ = 0 
$11022 = 0 
$11010 = 4 
jump @TATTO_2351 

:TATTO_2337
gosub @TATTO_7773 
jump @TATTO_790 

:TATTO_2351
if 
  $11010 == 4 
else_jump @TATTO_3183 
if 
0118:   actor $11003 dead 
else_jump @TATTO_2430 
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_2423 
gosub @TATTO_7773 

:TATTO_2423
jump @TATTO_790 

:TATTO_2430
if 
  $11022 == 0 
else_jump @TATTO_2892 
if 
  40@ >= 300 
else_jump @TATTO_2892 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $677 $678 $679 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $11018 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A0: store_actor $11003 position_to $4139 $4140 $4141 
if or
8044:   not  $4139 == $10997 // (float) 
8044:   not  $4140 == $10998 // (float) 
8044:   not  $4141 == $10999 // (float) 
else_jump @TATTO_2581 
00A1: put_actor $11003 at $10997 $10998 $10999 
0173: set_actor $11003 Z_angle_to $11000 

:TATTO_2581
015F: set_camera_position $685 $686 $687 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11019 $11020 $11021 switchstyle 2 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $11023 modelCRC_to $11024 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11015 = 0.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
else_jump @TATTO_2769 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2769
if 
03CA:   object $11009 exists 
else_jump @TATTO_2832 
075A: set_object $11009 animation "TAT_SIT_IN_O" IFP_file "TATTOOS" 4.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_2832
0812: AS_actor $11003 perform_animation "TAT_SIT_IN_T" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11017 = 0.0 
$11022 = 1 

:TATTO_2892
if 
  $11022 == 1 
else_jump @TATTO_3183 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
else_jump @TATTO_2962 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2962
if 
  $11015 == 1.0 
else_jump @TATTO_3183 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_3103 
075A: set_object $11009 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_3103
0812: AS_actor $11003 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
0947: actor $11003 speak_from_audio_table 333 store_spoken_phrase_id_to $11434 
$11022 = 0 
$11010 = 5 

:TATTO_3183
if 
  $11010 == 5 
else_jump @TATTO_5017 
if 
0118:   actor $11003 dead 
else_jump @TATTO_3262 
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_3255 
gosub @TATTO_7773 

:TATTO_3255
jump @TATTO_790 

:TATTO_3262
if 
  2 > $11022 
else_jump @TATTO_3294 
gosub @TATTO_10828 
gosub @TATTO_10584 

:TATTO_3294
$127 = 0 
if 
  $11022 == 0 
else_jump @TATTO_3425 
if 
0A52:   is_widget_released 54 
else_jump @TATTO_3390 
03E6: remove_text_box 
if 
  $3903 == 9 
else_jump @TATTO_3372 
0512: show_permanent_text_box 'TATTREM' 
jump @TATTO_3383 

:TATTO_3372
0512: show_permanent_text_box 'TATTOO2'  // To select a tattoo, tap it. Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.

:TATTO_3383
$11022 = 1 

:TATTO_3390
if 
0A52:   is_widget_released 55 
else_jump @TATTO_3425 
03E6: remove_text_box 
0512: show_permanent_text_box 'TATTOO1'  // To select a body part, tap it. Tap ~m~~widget_store_accept~ to proceed. Tap ~m~~widget_store_cancel~ to quit.
$11022 = 4 

:TATTO_3425
if 
  $11022 == 1 
else_jump @TATTO_3616 
if 
8A52:   not is_widget_released 54 
else_jump @TATTO_3616 
0A5A: get_widget_value 156 1@ 
0090: $3903 = float 1@ to_integer 
if 
  0 > $3903 
else_jump @TATTO_3499 
$3903 = 0 

:TATTO_3499
if 
  $3903 == 9 
else_jump @TATTO_3588 
if 
  $3807 == 1 
else_jump @TATTO_3542 
$3807 = 0 

:TATTO_3542
if 
  $11080 == 0 
else_jump @TATTO_3567 
gosub @TATTO_10930 

:TATTO_3567
$11022 = 0 
$11010 = 8 
jump @TATTO_3616 

:TATTO_3588
gosub @TATTO_8074 
gosub @TATTO_8301 
$11079 = 0 
gosub @TATTO_11148 

:TATTO_3616
if 
  $11022 == 2 
else_jump @TATTO_3648 
$11079 = 0 
gosub @TATTO_11669 

:TATTO_3648
if 
  $11022 == 3 
else_jump @TATTO_3721 
0084: $11063 = $3903 // (int) 
if 
  $3807 == 1 
else_jump @TATTO_3699 
$3807 = 0 

:TATTO_3699
$11067 = 500 
$11010 = 6 
$11022 = 0 

:TATTO_3721
if 
  $11022 == 4 
else_jump @TATTO_3816 
if 
8A52:   not is_widget_released 55 
else_jump @TATTO_3816 
0A6B: delete_widget 156 
if 
  $3807 == 1 
else_jump @TATTO_3784 
$3807 = 0 

:TATTO_3784
if 
  $3811 == 1 
else_jump @TATTO_3809 
$3811 = 0 

:TATTO_3809
$11022 = 5 

:TATTO_3816
if 
  $11022 == 5 
else_jump @TATTO_4130 
$11079 = 0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
else_jump @TATTO_3951 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11015 = 0.0 
$11022 = 6 
jump @TATTO_4130 

:TATTO_3951
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_4069 
075A: set_object $11009 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_4069
0812: AS_actor $11003 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11017 = 0.0 
$11022 = 7 

:TATTO_4130
if 
  $11022 == 6 
else_jump @TATTO_4423 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
else_jump @TATTO_4212 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_4212
if 
  $11015 == 1.0 
else_jump @TATTO_4423 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_4351 
075A: set_object $11009 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_4351
0812: AS_actor $11003 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: actor $11003 speak_from_audio_table 331 store_spoken_phrase_id_to $11434 
$11017 = 0.0 
$11022 = 7 

:TATTO_4423
if 
  $11022 == 7 
else_jump @TATTO_4734 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_OUT_P" 
else_jump @TATTO_4495 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_4495
if 
0611:   actor $11003 performing_animation "TAT_SIT_OUT_T" 
else_jump @TATTO_4549 
0613: $11017 = actor $11003 animation "TAT_SIT_OUT_T" time 

:TATTO_4549
if 
  $11017 == 1.0 
else_jump @TATTO_4692 
0812: AS_actor $11003 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_4692 
075A: set_object $11009 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_4692
if 
  $11015 == 1.0 
else_jump @TATTO_4734 
$3807 = 0 
$3811 = 0 
$11022 = 8 

:TATTO_4734
if 
  $11022 == 8 
else_jump @TATTO_5017 
0784: set_player $PLAYER_CHAR textureCRC $11023 modelCRC $11024 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
if 
0611:   actor $11003 performing_animation "TAT_SIT_OUT_T" 
else_jump @TATTO_4867 
0613: $11017 = actor $11003 animation "TAT_SIT_OUT_T" time 

:TATTO_4867
if 
  $11017 == 1.0 
else_jump @TATTO_5010 
0812: AS_actor $11003 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_5010 
075A: set_object $11009 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_5010
$11010 = 7 

:TATTO_5017
if 
  $11010 == 6 
else_jump @TATTO_6098 
if 
0118:   actor $11003 dead 
else_jump @TATTO_5096 
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_5089 
gosub @TATTO_7773 

:TATTO_5089
jump @TATTO_790 

:TATTO_5096
$127 = 0 
if 
  1 > $11022 
else_jump @TATTO_5128 
gosub @TATTO_10721 

:TATTO_5128
if 
  $11022 == 0 
else_jump @TATTO_5343 
0A5A: get_widget_value 156 1@ 
0090: $11066 = float 1@ to_integer 
if 
  0 > $11066 
else_jump @TATTO_5187 
$11066 = 0 

:TATTO_5187
if 
803A:   not  $11067 == $11066 // (int) 
else_jump @TATTO_5221 
gosub @TATTO_10815 
0084: $11067 = $11066 // (int) 

:TATTO_5221
gosub @TATTO_13294 
if 
0A52:   is_widget_released 57 
else_jump @TATTO_5280 
03E6: remove_text_box 
$3931 = 0 
$3932 = 0 
$3809 = 0 
gosub @TATTO_13294 
$11022 = 1 

:TATTO_5280
if 
0A52:   is_widget_released 56 
else_jump @TATTO_5343 
03E6: remove_text_box 
0512: show_permanent_text_box 'TATTOO1'  // To select a body part, tap it. Tap ~m~~widget_store_accept~ to proceed. Tap ~m~~widget_store_cancel~ to quit.
gosub @TATTO_10391 
$3931 = 0 
$3932 = 0 
$3809 = 0 
$11022 = 8 

:TATTO_5343
if 
  $11022 == 8 
else_jump @TATTO_5429 
if 
8A52:   not is_widget_released 55 
else_jump @TATTO_5429 
if 
  $3811 == 1 
else_jump @TATTO_5401 
$3811 = 0 

:TATTO_5401
gosub @TATTO_10828 
gosub @TATTO_10584 
$11022 = 0 
$11010 = 5 

:TATTO_5429
if 
  $11022 == 1 
else_jump @TATTO_5556 
gosub @TATTO_13294 
if 
8A52:   not is_widget_released 57 
else_jump @TATTO_5556 
gosub @TATTO_13294 
0A5A: get_widget_value 156 1@ 
0090: $3904 = float 1@ to_integer 
if 
  0 > $3904 
else_jump @TATTO_5517 
$3904 = 0 

:TATTO_5517
0084: $44 = $3825($3904,12i) // (int) 
0084: $11004 = $3813($3904,12i) // (int) 
010B: $4138 = player $PLAYER_CHAR money 
$11022 = 2 

:TATTO_5556
if 
  $11022 == 2 
else_jump @TATTO_5906 
gosub @TATTO_13294 
if 
002C:   $4138 >= $11004 // (int) 
else_jump @TATTO_5833 
gosub @TATTO_13294 
if 
803A:   not  $3929 == $44 // (int) 
else_jump @TATTO_5764 
0A6B: delete_widget 156 
if 
  $3811 == 1 
else_jump @TATTO_5656 
$3811 = 0 

:TATTO_5656
0947: actor $11003 speak_from_audio_table 323 store_spoken_phrase_id_to $11434 
0790: charge_money_for_shopping_item_with_textureCRC $44 
097A: play_audio_at $68 $69 $70 event 1054 
if 
  $3811 == 1 
else_jump @TATTO_5711 
$3811 = 0 

:TATTO_5711
if 
  $3809 == 0 
else_jump @TATTO_5736 
$3809 = 1 

:TATTO_5736
$11079 = 0 
gosub @TATTO_12064 
$11022 = 3 
jump @TATTO_5826 

:TATTO_5764
if 
  $3932 == 0 
else_jump @TATTO_5826 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
$11022 = 0 
$3932 = 1 

:TATTO_5826
jump @TATTO_5906 

:TATTO_5833
if 
  $3931 == 0 
else_jump @TATTO_5906 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11003 speak_from_audio_table 324 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$11022 = 0 
$3931 = 1 

:TATTO_5906
if 
  $11022 == 3 
else_jump @TATTO_5938 
$11079 = 0 
gosub @TATTO_12206 

:TATTO_5938
if 
  $11022 == 4 
else_jump @TATTO_5977 
$11079 = 0 
gosub @TATTO_12538 
$11022 = 5 

:TATTO_5977
if 
  $11022 == 5 
else_jump @TATTO_6009 
$11079 = 0 
gosub @TATTO_12676 

:TATTO_6009
if 
  $11022 == 6 
else_jump @TATTO_6098 
if 
  $3809 == 1 
else_jump @TATTO_6052 
$3809 = 0 

:TATTO_6052
$11022 = 0 
$11010 = 5 
if 
  2 > $11022 
else_jump @TATTO_6098 
gosub @TATTO_10828 
gosub @TATTO_10584 

:TATTO_6098
if 
  $11010 == 7 
else_jump @TATTO_6665 
if 
0118:   actor $11003 dead 
else_jump @TATTO_6177 
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_6170 
gosub @TATTO_7773 

:TATTO_6170
jump @TATTO_790 

:TATTO_6177
if 
  $11007 == 0 
else_jump @TATTO_6312 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11003 
031D:   actor $11003 hit_by_weapon 57 
else_jump @TATTO_6312 
0947: actor $11003 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
if 
03CA:   object $11009 exists 
else_jump @TATTO_6298 
075A: set_object $11009 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_6298
05C4: AS_actor $11003 hands_up -2 ms 
$11007 = 1 

:TATTO_6312
if 
0611:   actor $11003 performing_animation "TAT_SIT_OUT_T" 
else_jump @TATTO_6366 
0613: $11017 = actor $11003 animation "TAT_SIT_OUT_T" time 

:TATTO_6366
if 
  $11017 == 1.0 
else_jump @TATTO_6509 
0812: AS_actor $11003 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_6509 
075A: set_object $11009 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_6509
if 
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere $677 $678 $679 radius 1.0 1.0 4.0 on_foot 
else_jump @TATTO_6665 
$11010 = 2 
$11022 = 0 
$3807 = 0 
$3811 = 0 
$11063 = 0 
$3903 = 0 
$3904 = 0 
$11083 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$127 = 1 

:TATTO_6665
if 
  $11010 == 8 
else_jump @TATTO_7530 
if 
0118:   actor $11003 dead 
else_jump @TATTO_6744 
gosub @TATTO_7565 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11005 // s$ == short 
else_jump @TATTO_6737 
gosub @TATTO_7773 

:TATTO_6737
jump @TATTO_790 

:TATTO_6744
if 
  1 > $11022 
else_jump @TATTO_6787 
if 
  $11080 == 0 
else_jump @TATTO_6787 
gosub @TATTO_10930 

:TATTO_6787
if 
  $11022 == 0 
else_jump @TATTO_6867 
if 
0A52:   is_widget_released 56 
else_jump @TATTO_6836 
03E6: remove_text_box 
$3931 = 0 
$11022 = 1 

:TATTO_6836
if 
0A52:   is_widget_released 57 
else_jump @TATTO_6867 
03E6: remove_text_box 
$3931 = 0 
$11022 = 2 

:TATTO_6867
if 
  $11022 == 1 
else_jump @TATTO_6978 
if 
8A52:   not is_widget_released 55 
else_jump @TATTO_6978 
if 
  $11080 == 1 
else_jump @TATTO_6925 
$11080 = 0 

:TATTO_6925
if 
  $3807 == 0 
else_jump @TATTO_6957 
gosub @TATTO_10828 
gosub @TATTO_10584 

:TATTO_6957
$3931 = 0 
$11022 = 0 
$11010 = 5 

:TATTO_6978
if 
  $11022 == 2 
else_jump @TATTO_7248 
if 
8A52:   not is_widget_released 57 
else_jump @TATTO_7248 
010B: $4138 = player $PLAYER_CHAR money 
if 
  $4138 >= 400 
else_jump @TATTO_7175 
0A5A: get_widget_value 156 1@ 
0090: $11083 = float 1@ to_integer 
0A6B: delete_widget 156 
if 
  0 > $11083 
else_jump @TATTO_7084 
$11083 = 0 

:TATTO_7084
if 
  $11080 == 1 
else_jump @TATTO_7109 
$11080 = 0 

:TATTO_7109
0084: $3934 = $11070($11083,9i) // (int) 
gosub @TATTO_8301 
0109: player $PLAYER_CHAR money = -400 
0947: actor $11003 speak_from_audio_table 326 store_spoken_phrase_id_to $11434 
097A: play_audio_at $68 $69 $70 event 1054 
$11022 = 3 
jump @TATTO_7248 

:TATTO_7175
if 
  $3931 == 0 
else_jump @TATTO_7248 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11003 speak_from_audio_table 324 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$11022 = 0 
$3931 = 1 

:TATTO_7248
if 
  $11022 == 3 
else_jump @TATTO_7280 
$11079 = 1 
gosub @TATTO_11148 

:TATTO_7280
if 
  $11022 == 4 
else_jump @TATTO_7312 
$11079 = 1 
gosub @TATTO_11669 

:TATTO_7312
if 
  $11022 == 5 
else_jump @TATTO_7363 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart $3934 
$11079 = 1 
gosub @TATTO_12064 
$11022 = 6 

:TATTO_7363
if 
  $11022 == 6 
else_jump @TATTO_7395 
$11079 = 1 
gosub @TATTO_12206 

:TATTO_7395
if 
  $11022 == 7 
else_jump @TATTO_7434 
$11079 = 1 
gosub @TATTO_12538 
$11022 = 8 

:TATTO_7434
if 
  $11022 == 8 
else_jump @TATTO_7466 
$11079 = 1 
gosub @TATTO_12676 

:TATTO_7466
if 
  $11022 == 9 
else_jump @TATTO_7530 
$11022 = 0 
$11010 = 5 
if 
  2 > $11022 
else_jump @TATTO_7530 
gosub @TATTO_10828 
gosub @TATTO_10584 

:TATTO_7530
jump @TATTO_7544 

:TATTO_7537
gosub @TATTO_7773 

:TATTO_7544
jump @TATTO_7558 

:TATTO_7551
gosub @TATTO_7773 

:TATTO_7558
jump @TATTO_790 

:TATTO_7565
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
if 
  $3807 == 1 
else_jump @TATTO_7612 
$3807 = 0 

:TATTO_7612
if 
  $3811 == 1 
else_jump @TATTO_7637 
$3811 = 0 

:TATTO_7637
if 
  $11080 == 1 
else_jump @TATTO_7662 
$11080 = 0 

:TATTO_7662
if 
  $3809 == 1 
else_jump @TATTO_7687 
$3809 = 0 

:TATTO_7687
$3805 = 0 
$3809 = 0 
$3807 = 0 
$3811 = 0 
$11063 = 0 
$3903 = 0 
$3904 = 0 
$11083 = 0 
$3932 = 0 
$3931 = 0 
$11010 = 2 
$11022 = 0 
return 

:TATTO_7773
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
03E6: remove_text_box 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$127 = 1 
$11007 = 0 
$11010 = 0 
$11022 = 0 
if 
  $3807 == 1 
else_jump @TATTO_7862 
$3807 = 0 

:TATTO_7862
if 
  $3811 == 1 
else_jump @TATTO_7887 
$3811 = 0 

:TATTO_7887
if 
  $11080 == 1 
else_jump @TATTO_7912 
$11080 = 0 

:TATTO_7912
if 
  $3809 == 1 
else_jump @TATTO_7937 
$3809 = 0 

:TATTO_7937
$3807 = 0 
$3811 = 0 
$11063 = 0 
$3903 = 0 
$3904 = 0 
$11083 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
if 
8118:   not actor $11003 dead 
else_jump @TATTO_8028 
0465: remove_actor $11003 from_turret_mode 

:TATTO_8028
0108: destroy_object $11009 
0249: release_model #TATTOO_KIT 
009B: destroy_actor $11003 
0249: release_model $3802 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
end_thread 
return 

:TATTO_8074
if 
  $3903 == 0 
else_jump @TATTO_8099 
04AE: $3934 = 4 // = constant 

:TATTO_8099
if 
  $3903 == 1 
else_jump @TATTO_8124 
04AE: $3934 = 5 // = constant 

:TATTO_8124
if 
  $3903 == 2 
else_jump @TATTO_8149 
04AE: $3934 = 6 // = constant 

:TATTO_8149
if 
  $3903 == 3 
else_jump @TATTO_8174 
04AE: $3934 = 7 // = constant 

:TATTO_8174
if 
  $3903 == 4 
else_jump @TATTO_8199 
04AE: $3934 = 8 // = constant 

:TATTO_8199
if 
  $3903 == 5 
else_jump @TATTO_8224 
04AE: $3934 = 9 // = constant 

:TATTO_8224
if 
  $3903 == 6 
else_jump @TATTO_8249 
04AE: $3934 = 10 // = constant 

:TATTO_8249
if 
  $3903 == 7 
else_jump @TATTO_8274 
04AE: $3934 = 11 // = constant 

:TATTO_8274
if 
  $3903 == 8 
else_jump @TATTO_8299 
04AE: $3934 = 12 // = constant 

:TATTO_8299
return 

:TATTO_8301
if 
04A3:   $3934 == 4 // == constant 
else_jump @TATTO_8536 
$3900 = 4 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$11031 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$11035 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$11039 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8536
if 
04A3:   $3934 == 5 // == constant 
else_jump @TATTO_8771 
$3900 = 5 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$11031 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$11035 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$11039 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8771
if 
04A3:   $3934 == 6 // == constant 
else_jump @TATTO_9006 
$3900 = 6 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$11031 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$11035 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$11039 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9006
if 
04A3:   $3934 == 7 // == constant 
else_jump @TATTO_9241 
$3900 = 7 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$11031 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$11035 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$11039 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9241
if 
04A3:   $3934 == 8 // == constant 
else_jump @TATTO_9476 
$3900 = 8 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$11031 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$11035 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$11039 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_9476
if 
04A3:   $3934 == 9 // == constant 
else_jump @TATTO_9702 
$3900 = 9 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$11031 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$11035 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$11039 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_9702
if 
04A3:   $3934 == 10 // == constant 
else_jump @TATTO_9928 
$3900 = 10 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$11031 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$11035 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$11039 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_9928
if 
04A3:   $3934 == 11 // == constant 
else_jump @TATTO_10154 
$3900 = 11 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$11031 = "TAT_BEL_IN_T" // v$ = string 
06D1: v$11035 = "TAT_BEL_IN_O" // v$ = string 
06D1: v$11039 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_BEL_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_BEL_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_BEL_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_BEL_OUT_O" // v$ = string 

:TATTO_10154
if 
04A3:   $3934 == 12 // == constant 
else_jump @TATTO_10389 
$3900 = 12 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @TATTO_10391 
06D1: v$11027 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$11031 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$11035 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$11039 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$11043 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$11047 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$11051 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$11055 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$11059 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_10389
return 

:TATTO_10391
$3901 = 0 
$11065 = 0 

:TATTO_10405
if 
001C:   $11064 > $3901 // (int) 
else_jump @TATTO_10582 
0760: store_shopping_data_index $3901 textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 0 store_to $3897 
if 
003A:   $3897 == $3900 // (int) 
else_jump @TATTO_10568 
0084: $3825($11065,12i) = $44 // (int) 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11001 // 8-byte string 
0761: get_shopping_item_with_textureCRC $44 price_to $11004 
0084: $3813($11065,12i) = $11004 // (int) 
05A9: $3837($11065,12s) = s$11001 // s$ 
if 
003A:   $3929 == $44 // (int) 
else_jump @TATTO_10550 
$3885($11065,12i) = 0 
jump @TATTO_10561 

:TATTO_10550
$3885($11065,12i) = 1 

:TATTO_10561
$11065 += 1 

:TATTO_10568
$3901 += 1 
jump @TATTO_10405 

:TATTO_10582
return 

:TATTO_10584
if 
  $3807 == 0 
else_jump @TATTO_10719 
0A69: create_shop_widget 'TATTO'  // Tattoo
0A60: add_widget_flag 159 4 
0@ = 0 

:TATTO_10627
if 
  9 > 0@ 
else_jump @TATTO_10670 
0A6A: add_shop_item 2@(0@,9s) 0 
0@ += 1 
jump @TATTO_10627 

:TATTO_10670
if 
  $11069 > 0 
else_jump @TATTO_10701 
0A6A: add_shop_item 'TATREM' 0  // Remove Tattoo

:TATTO_10701
0512: show_permanent_text_box 'TATTOO1'  // To select a body part, tap it. Tap ~m~~widget_store_accept~ to proceed. Tap ~m~~widget_store_cancel~ to quit.
$3807 = 1 

:TATTO_10719
return 

:TATTO_10721
if 
  $3811 == 0 
else_jump @TATTO_10813 
0A69: create_shop_widget 'TATTO'  // Tattoo
0@ = 0 

:TATTO_10757
if 
001E:   $11065 > 0@ // (int) 
else_jump @TATTO_10806 
0A6A: add_shop_item $3837(0@,12s) $3813(0@,12i) 
0@ += 1 
jump @TATTO_10757 

:TATTO_10806
$3811 = 1 

:TATTO_10813
return 

:TATTO_10815
038F: load_texture $3837($11066,12s) as 1 // Load dictionary with 0390 first 
return 

:TATTO_10828
$3902 = 0 
$11069 = 0 

:TATTO_10842
if 
  9 > $3902 
else_jump @TATTO_10928 
04AE: $11068 = 4 // = constant 
0058: $11068 += $3902 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $11068 textureCRC_to $11025 modelCRC_to $11026 
if 
   not $11025 == 0 
else_jump @TATTO_10914 
$11069 += 1 

:TATTO_10914
$3902 += 1 
jump @TATTO_10842 

:TATTO_10928
return 

:TATTO_10930
if 
  $11080 == 0 
else_jump @TATTO_11146 
$11082 = 0 
$3902 = 0 

:TATTO_10962
if 
  9 > $3902 
else_jump @TATTO_11076 
04AE: $11068 = 4 // = constant 
0058: $11068 += $3902 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $11068 textureCRC_to $11025 modelCRC_to $11026 
if 
   not $11025 == 0 
else_jump @TATTO_11062 
0084: $11070($11082,9i) = $11068 // (int) 
05A9: $3837($11082,12s) = 2@($3902,9s) // s$ 
$11082 += 1 

:TATTO_11062
$3902 += 1 
jump @TATTO_10962 

:TATTO_11076
0A69: create_shop_widget 'TATTO'  // Tattoo
0@ = 0 

:TATTO_11094
if 
001E:   $11082 > 0@ // (int) 
else_jump @TATTO_11139 
0A6A: add_shop_item $3837(0@,12s) 400 
0@ += 1 
jump @TATTO_11094 

:TATTO_11139
$11080 = 1 

:TATTO_11146
return 

:TATTO_11148
if or
04A3:   $3934 == 8 // == constant 
04A3:   $3934 == 12 // == constant 
else_jump @TATTO_11422 
if 
8611:   not actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
else_jump @TATTO_11376 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11015 = 0.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
else_jump @TATTO_11330 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_11330
if 
  $11079 == 1 
else_jump @TATTO_11362 
$11022 = 4 
jump @TATTO_11369 

:TATTO_11362
$11022 = 2 

:TATTO_11369
jump @TATTO_11415 

:TATTO_11376
if 
  $11079 == 1 
else_jump @TATTO_11408 
$11022 = 5 
jump @TATTO_11415 

:TATTO_11408
$11022 = 3 

:TATTO_11415
jump @TATTO_11667 

:TATTO_11422
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
else_jump @TATTO_11628 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11015 = 0.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
else_jump @TATTO_11582 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_11582
if 
  $11079 == 1 
else_jump @TATTO_11614 
$11022 = 4 
jump @TATTO_11621 

:TATTO_11614
$11022 = 2 

:TATTO_11621
jump @TATTO_11667 

:TATTO_11628
if 
  $11079 == 1 
else_jump @TATTO_11660 
$11022 = 5 
jump @TATTO_11667 

:TATTO_11660
$11022 = 3 

:TATTO_11667
return 

:TATTO_11669
if or
04A3:   $3934 == 8 // == constant 
04A3:   $3934 == 12 // == constant 
else_jump @TATTO_11883 
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
else_jump @TATTO_11756 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_11756
if 
  $11015 == 1.0 
else_jump @TATTO_11876 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
  $11079 == 1 
else_jump @TATTO_11869 
$11022 = 5 
jump @TATTO_11876 

:TATTO_11869
$11022 = 3 

:TATTO_11876
jump @TATTO_12062 

:TATTO_11883
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
else_jump @TATTO_11947 
0613: $11015 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_11947
if 
  $11015 == 1.0 
else_jump @TATTO_12062 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
  $11079 == 1 
else_jump @TATTO_12055 
$11022 = 5 
jump @TATTO_12062 

:TATTO_12055
$11022 = 3 

:TATTO_12062
return 

:TATTO_12064
0812: AS_actor $PLAYER_ACTOR perform_animation v$11027 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$11015 = 0.0 
0812: AS_actor $11003 perform_animation v$11031 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_12204 
075A: set_object $11009 animation v$11035 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_12204
return 

:TATTO_12206
if 
0611:   actor $PLAYER_ACTOR performing_animation v$11027 
else_jump @TATTO_12236 
0613: $11015 = actor $PLAYER_ACTOR animation v$11027 time 

:TATTO_12236
if 
0611:   actor $11003 performing_animation v$11031 
else_jump @TATTO_12266 
0613: $11015 = actor $11003 animation v$11031 time 

:TATTO_12266
if 
03CA:   object $11009 exists 
else_jump @TATTO_12312 
if 
0837:   object $11009 animation == v$11035 
else_jump @TATTO_12312 
0839: get_object $11009 animation v$11035 progress_to $11016 

:TATTO_12312
if 
  $11015 == 1.0 
else_jump @TATTO_12536 
0812: AS_actor $PLAYER_ACTOR perform_animation v$11039 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
0812: AS_actor $11003 perform_animation v$11043 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_12469 
075A: set_object $11009 animation v$11047 IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_12469
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
if 
  $11079 == 1 
else_jump @TATTO_12522 
$11022 = 7 
jump @TATTO_12536 

:TATTO_12522
gosub @TATTO_10391 
$11022 = 4 

:TATTO_12536
return 

:TATTO_12538
0812: AS_actor $PLAYER_ACTOR perform_animation v$11051 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11015 = 0.0 
0812: AS_actor $11003 perform_animation v$11055 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_12674 
075A: set_object $11009 animation v$11059 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$11016 = 0.0 

:TATTO_12674
return 

:TATTO_12676
if 
0611:   actor $PLAYER_ACTOR performing_animation v$11051 
else_jump @TATTO_12706 
0613: $11015 = actor $PLAYER_ACTOR animation v$11051 time 

:TATTO_12706
if 
0611:   actor $11003 performing_animation v$11055 
else_jump @TATTO_12736 
0613: $11017 = actor $11003 animation v$11055 time 

:TATTO_12736
if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_OUT_P" 
else_jump @TATTO_13036 
if 
  $11015 == 1.0 
else_jump @TATTO_12888 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
  $11079 == 1 
else_jump @TATTO_12881 
$11022 = 9 
jump @TATTO_12888 

:TATTO_12881
$11022 = 6 

:TATTO_12888
if 
  $11017 == 1.0 
else_jump @TATTO_13029 
0812: AS_actor $11003 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_13029 
075A: set_object $11009 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_13029
jump @TATTO_13292 

:TATTO_13036
if 
  $11015 == 1.0 
else_jump @TATTO_13151 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11015 = 0.0 
if 
  $11079 == 1 
else_jump @TATTO_13144 
$11022 = 9 
jump @TATTO_13151 

:TATTO_13144
$11022 = 6 

:TATTO_13151
if 
  $11017 == 1.0 
else_jump @TATTO_13292 
0812: AS_actor $11003 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11017 = 0.0 
if 
03CA:   object $11009 exists 
else_jump @TATTO_13292 
075A: set_object $11009 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$11016 = 0.0 

:TATTO_13292
return 

:TATTO_13294
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 580.0 158.0 size 70.0 70.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 580.0 158.0 size 64.0 64.0 RGBA 255 255 255 200 
return 
end_thread 

//-------------External script 62 (BARBER)---------------

:BARB
$11087 = 0 
2@ = 0 
0@ = 0 
3@ = 0 
1@ = -1 
4@ = 0.0 
0A6E: 7 // 6BarberAccept
$11114 = 0.0 
$11115 = 0.0 
$11116 = 0.0 
$11117 = 0.0 
$11118 = 0.0 
$11119 = 0.0 
$11120 = 0.0 
$11121 = 0.0 
$11122 = 0.0 
$11123 = 0.0 
$11124 = 0.0 
$11125 = 0.0 
$11126 = 0.0 
$11127 = 0.0 
$11128 = 0.0 
$11129 = 0.0 
$11130 = 0.0 
$11131 = 0.0 
$11132 = 0.0 
$11133 = 0.0 
$11134 = 0.0 
$11135 = 0.0 
$11136 = 0.0 
$11137 = 0.0 
$11138 = 0.0 
$11139 = 0.0 
$11140 = 0.0 
$11141 = 0.0 
$11142 = 0.0 
$11143 = 0.0 
$11109 = 0.0 
$11108 = 0 
$11144 = 0.0 
$11145 = 0.0 
$11146 = 0.0 
$11147 = 0.0 
$11148 = 0.0 
$11149 = 0.0 
$11106 = 0 
$11091 = 0 
$11095 = 0.0 
$11096 = 0 
$11101 = 0 
$11102 = 0.0 
$11103 = 0.0 
$11104 = 0.0 
$11105 = 0.0 
$3932 = 0 
$3931 = 0 
$11153 = 0 
$11156 = 0 
$11158 = 0 
$11159 = 0 
if 
05AD:   s$705 == 'BARBERS' // s$ == short  // Barber
else_jump @BARB_707 
04AE: $3802 = 156 // = constant 

:BARB_707
if 
05AD:   s$705 == 'BARBER2' // s$ == short  // Barber
else_jump @BARB_740 
04AE: $3802 = 177 // = constant 

:BARB_740
if 
05AD:   s$705 == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_773 
04AE: $3802 = 176 // = constant 

:BARB_773
0247: load_model $3802 
03CF: load_wav 4400 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'BARB' 

:BARB_802
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @BARB_7754 
if 
8844:   not string s$705 empty // s$ 
else_jump @BARB_7740 
if and
  $11101 > 0 
0A0F:   new_language_set 
else_jump @BARB_879 
03E6: remove_text_box 
$3805 = 0 
$3807 = 0 
09FB: $153 = current_language 

:BARB_879
if 
  $11101 == 0 
else_jump @BARB_1282 
if 
05AD:   s$705 == 'BARBERS' // s$ == short  // Barber
else_jump @BARB_979 
$11150 = 0.0 
$11151 = 0.0 
$11152 = 0.0 
05A9: s$11097 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11087 
$11153 = 0 
$11101 = 1 

:BARB_979
if 
05AD:   s$705 == 'BARBER2' // s$ == short  // Barber
else_jump @BARB_1061 
$11150 = 6.987 
$11151 = -61.401 
$11152 = 0.0 
05A9: s$11097 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11087 
$11153 = 0 
$11101 = 1 

:BARB_1061
if 
05AD:   s$705 == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_1143 
$11150 = 0.371 
$11151 = -31.421 
$11152 = 0.0 
05A9: s$11097 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11087 
$11153 = 0 
$11101 = 1 

:BARB_1143
0A67: 3 // <­<­<­barber shop hairstyles count detected

:BARB_1282
if 
  $11101 == 1 
else_jump @BARB_2297 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0793: save_player_clothes 
$677 = 414.3 
0059: $677 += $11150 // (float) 
$678 = -19.9 
0059: $678 += $11151 // (float) 
$679 = 1000.806 
0059: $679 += $11152 // (float) 
$11109 = 90.0 
$11102 = 414.3 
$11102 -= 0.027 
0059: $11102 += $11150 // (float) 
$11103 = -19.9 
$11103 += 1.898 
0059: $11103 += $11151 // (float) 
$11104 = 1000.86 
$11105 = 180.0 
$11114 = 412.0009 
0059: $11114 += $11150 // (float) 
$11115 = -19.8018 
0059: $11115 += $11151 // (float) 
$11116 = 1001.765 
0059: $11116 += $11152 // (float) 
$11117 = 412.8502 
0059: $11117 += $11150 // (float) 
$11118 = -19.2749 
0059: $11118 += $11151 // (float) 
$11119 = 1001.797 
0059: $11119 += $11152 // (float) 
$11120 = 414.9329 
0059: $11120 += $11150 // (float) 
$11121 = -18.4475 
0059: $11121 += $11151 // (float) 
$11122 = 1002.286 
0059: $11122 += $11152 // (float) 
$11123 = 414.0564 
0059: $11123 += $11150 // (float) 
$11124 = -18.7965 
0059: $11124 += $11151 // (float) 
$11125 = 1001.955 
0059: $11125 += $11152 // (float) 
$11126 = 412.649 
0059: $11126 += $11150 // (float) 
$11127 = -19.7078 
0059: $11127 += $11151 // (float) 
$11128 = 1001.992 
0059: $11128 += $11152 // (float) 
$11129 = 413.3581 
0059: $11129 += $11150 // (float) 
$11130 = -19.0046 
0059: $11130 += $11151 // (float) 
$11131 = 1002.043 
0059: $11131 += $11152 // (float) 
$11132 = 414.5509 
0059: $11132 += $11150 // (float) 
$11133 = -20.8773 
0059: $11133 += $11151 // (float) 
$11134 = 1001.405 
0059: $11134 += $11152 // (float) 
$11135 = 414.0572 
0059: $11135 += $11150 // (float) 
$11136 = -20.025 
0059: $11136 += $11151 // (float) 
$11137 = 1001.578 
0059: $11137 += $11152 // (float) 
$11138 = 412.5159 
0059: $11138 += $11150 // (float) 
$11139 = -21.7447 
0059: $11139 += $11151 // (float) 
$11140 = 1001.946 
0059: $11140 += $11152 // (float) 
$11141 = 412.9438 
0059: $11141 += $11150 // (float) 
$11142 = -20.8411 
0059: $11142 += $11151 // (float) 
$11143 = 1001.963 
0059: $11143 += $11152 // (float) 
$11144 = 411.957 
0059: $11144 += $11150 // (float) 
$11145 = -19.779 
0059: $11145 += $11151 // (float) 
$11146 = 1000.836 
0059: $11146 += $11152 // (float) 
$11147 = 411.795 
0059: $11147 += $11150 // (float) 
$11148 = -23.3 
0059: $11148 += $11151 // (float) 
$11149 = 1000.836 
0059: $11149 += $11152 // (float) 
009A: $11088 = create_actor_pedtype 4 model $3802 at $11102 $11103 $11104 
0173: set_actor $11088 Z_angle_to $11105 
060B: set_actor $11088 decision_maker_to 65542 
02A9: set_actor $11088 immune_to_nonplayer 1 
0615: define_AS_pack_begin $11094 
0812: AS_actor -1 perform_animation "BRB_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end $11094 
0615: define_AS_pack_begin $11107 
05D3: AS_actor -1 goto_point $11144 $11145 $11146 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point $11147 $11148 $11149 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end $11107 
$11153 = 0 
$11101 = 2 

:BARB_2297
if 
  $11101 == 2 
else_jump @BARB_2706 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_2346 
gosub @BARB_7945 

:BARB_2346
if 
8118:   not actor $11088 dead 
else_jump @BARB_2661 
if 
  $4136 == 0 
else_jump @BARB_2609 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11088 
031D:   actor $11088 hit_by_weapon 57 
else_jump @BARB_2448 
0647: AS_actor $11088 clear_look_task 
0947: actor $11088 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
05C4: AS_actor $11088 hands_up -2 ms 
$4136 = 1 
jump @BARB_2602 

:BARB_2448
if 
  $11156 == 0 
else_jump @BARB_2517 
077E: get_active_interior_to $11157 
if 
   not $11157 == 0 
else_jump @BARB_2517 
05BF: AS_actor $11088 look_at_actor $PLAYER_ACTOR -2 ms 
0947: actor $11088 speak_from_audio_table 330 store_spoken_phrase_id_to $11434 
$11156 = 1 

:BARB_2517
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @BARB_2602 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @BARB_2602 
0647: AS_actor $11088 clear_look_task 
$11153 = 0 
$11101 = 3 

:BARB_2602
jump @BARB_2654 

:BARB_2609
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_2647 
gosub @BARB_7945 

:BARB_2647
jump @BARB_802 

:BARB_2654
jump @BARB_2706 

:BARB_2661
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_2699 
gosub @BARB_7945 

:BARB_2699
jump @BARB_802 

:BARB_2706
gosub @BARB_8217 
if 
  $11101 == 3 
else_jump @BARB_2811 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0581: enable_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
40@ = 0 
$11153 = 0 
$11101 = 4 

:BARB_2811
if 
  $11101 == 4 
else_jump @BARB_3179 
if 
0118:   actor $11088 dead 
else_jump @BARB_2890 
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_2883 
gosub @BARB_7945 

:BARB_2883
jump @BARB_802 

:BARB_2890
if 
  40@ >= 300 
else_jump @BARB_3179 
00A0: store_actor $11088 position_to $4139 $4140 $4141 
if or
8044:   not  $4139 == $11102 // (float) 
8044:   not  $4140 == $11103 // (float) 
8044:   not  $4141 == $11104 // (float) 
else_jump @BARB_2980 
00A1: put_actor $11088 at $11102 $11103 $11104 
0173: set_actor $11088 Z_angle_to $11105 

:BARB_2980
08C7: put_actor $PLAYER_ACTOR at $677 $678 $679 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $11109 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $3929 modelCRC_to $3930 
015F: set_camera_position $11114 $11115 $11116 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11117 $11118 $11119 switchstyle 2 
$11095 = 0.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
010B: $4138 = player $PLAYER_CHAR money 
if and
  $675 == 0 
  $168 == 1 
  150 > $4138 
else_jump @BARB_3157 
0109: player $PLAYER_CHAR money = 150 

:BARB_3157
0618: assign_actor $11088 to_AS_pack $11094 
$11153 = 0 
$11101 = 5 

:BARB_3179
if 
  $11101 == 5 
else_jump @BARB_3448 
if 
0118:   actor $11088 dead 
else_jump @BARB_3258 
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_3251 
gosub @BARB_7945 

:BARB_3251
jump @BARB_802 

:BARB_3258
if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_IN" 
else_jump @BARB_3306 
0613: $11095 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3306
if 
  $11095 == 1.0 
else_jump @BARB_3448 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position $11120 $11121 $11122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11123 $11124 $11125 switchstyle 2 
0947: actor $11088 speak_from_audio_table 333 store_spoken_phrase_id_to $11434 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $3929 modelCRC_to $3930 
$11153 = 0 
$11101 = 6 

:BARB_3448
if 
  $11101 == 6 
else_jump @BARB_5696 
if 
0118:   actor $11088 dead 
else_jump @BARB_3527 
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_3520 
gosub @BARB_7945 

:BARB_3520
jump @BARB_802 

:BARB_3527
if and
  1 > $11153 
  $3807 == 0 
else_jump @BARB_3566 
gosub @BARB_8331 
gosub @BARB_8613 

:BARB_3566
if 
  $11153 == 0 
else_jump @BARB_3684 
0A5A: get_widget_value 156 4@ 
0092: 3@ = float 4@ to_integer 
if 
803B:   not  3@ == 1@ // (int) 
else_jump @BARB_3648 
if 
0A52:   is_widget_released 54 
else_jump @BARB_3641 
$11153 = 10 

:BARB_3641
jump @BARB_3662 

:BARB_3648
$11153 = 0 
$11101 = 7 

:BARB_3662
if 
0A52:   is_widget_released 55 
else_jump @BARB_3684 
$11153 = 1 

:BARB_3684
if 
  $11153 == 1 
else_jump @BARB_3842 
if 
8A52:   not is_widget_released 55 
else_jump @BARB_3842 
0A6B: delete_widget 156 
if 
  $3805 == 1 
else_jump @BARB_3749 
03E6: remove_text_box 
$3805 = 0 

:BARB_3749
if 
  $3809 == 1 
else_jump @BARB_3776 
03E6: remove_text_box 
$3809 = 0 

:BARB_3776
if 
  $3807 == 1 
else_jump @BARB_3803 
03E6: remove_text_box 
$3807 = 0 

:BARB_3803
if 
  $11106 == 1 
else_jump @BARB_3835 
$11153 = 2 
jump @BARB_3842 

:BARB_3835
$11153 = 5 

:BARB_3842
if 
  $11153 == 2 
else_jump @BARB_3923 
0812: AS_actor $11088 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$11095 = 0.0 
$11153 = 3 

:BARB_3923
if 
  $11153 == 3 
else_jump @BARB_4183 
if 
0611:   actor $11088 performing_animation "BRB_CUT_IN" 
else_jump @BARB_3989 
0613: $11095 = actor $11088 animation "BRB_CUT_IN" time 

:BARB_3989
if 
  $11095 == 1.0 
else_jump @BARB_4083 
if 
  $11159 == 0 
else_jump @BARB_4083 
0812: AS_actor $11088 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
$11159 = 1 

:BARB_4083
if 
  $11159 == 1 
else_jump @BARB_4183 
if 
03D2:   wav 4 ended 
else_jump @BARB_4183 
0812: AS_actor $11088 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11095 = 0.0 
$11153 = 4 
$11159 = 0 

:BARB_4183
if 
  $11153 == 4 
else_jump @BARB_4279 
if 
0611:   actor $11088 performing_animation "BRB_CUT_OUT" 
else_jump @BARB_4251 
0613: $11095 = actor $11088 animation "BRB_CUT_OUT" time 

:BARB_4251
if 
  $11095 == 1.0 
else_jump @BARB_4279 
$11153 = 5 

:BARB_4279
if 
  $11153 == 5 
else_jump @BARB_4445 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11095 = 0.0 
0812: AS_actor $11088 perform_animation "BRB_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
05BF: AS_actor $11088 look_at_actor $PLAYER_ACTOR -2 ms 
015F: set_camera_position $11132 $11133 $11134 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11135 $11136 $11137 switchstyle 2 
$11153 = 6 

:BARB_4445
if 
  $11153 == 6 
else_jump @BARB_4606 
if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_OUT" 
else_jump @BARB_4513 
0613: $11095 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_4513
if 
  $11095 >= 0.8 
else_jump @BARB_4606 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $11107 
0947: actor $11088 speak_from_audio_table 331 store_spoken_phrase_id_to $11434 
015F: set_camera_position $11138 $11139 $11140 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11141 $11142 $11143 switchstyle 2 
40@ = 0 
$11153 = 7 

:BARB_4606
if 
  $11153 == 7 
else_jump @BARB_4746 
if 
  $11158 == 0 
else_jump @BARB_4672 
if 
  40@ >= 1500 
else_jump @BARB_4672 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
$11158 = 1 

:BARB_4672
if 
  $11101 > 2 
else_jump @BARB_4692 
03E6: remove_text_box 

:BARB_4692
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $11108 // ret 7 if not found 
if 
84A3:   not  $11108 == 7 // == constant 
else_jump @BARB_4739 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $11108 // ret 7 if not found 
jump @BARB_4746 

:BARB_4739
$11153 = 8 

:BARB_4746
if 
  $11153 == 8 
else_jump @BARB_4812 
0647: AS_actor $11088 clear_look_task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0581: enable_radar 1 
$11158 = 0 
$11153 = 9 

:BARB_4812
if 
  $11153 == 9 
else_jump @BARB_4988 
if 
80FF:   not actor $PLAYER_ACTOR sphere 1 in_sphere $677 $678 $679 radius 1.0 1.0 4.0 on_foot 
else_jump @BARB_4914 
$11106 = 0 
$3932 = 0 
$3931 = 0 
$11158 = 0 
$11153 = 0 
$11101 = 2 

:BARB_4914
if 
  $4136 == 0 
else_jump @BARB_4988 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11088 
031D:   actor $11088 hit_by_weapon 57 
else_jump @BARB_4988 
0947: actor $11088 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
05C4: AS_actor $11088 hands_up -2 ms 
$4136 = 1 

:BARB_4988
if 
  $11153 == 10 
else_jump @BARB_5267 
if 
8A52:   not is_widget_released 54 
else_jump @BARB_5267 
0A5A: get_widget_value 156 4@ 
0090: $11091 = float 4@ to_integer 
if 
  0 > $11091 
else_jump @BARB_5062 
$11091 = 0 

:BARB_5062
if 
  $3807 == 1 
else_jump @BARB_5089 
03E6: remove_text_box 
$3807 = 0 

:BARB_5089
0760: store_shopping_data_index $11091 textureCRC_to $11090 
078C: get_shopping_item_with_textureCRC $11090 nametag_to s$11099 // 8-byte string 
0761: get_shopping_item_with_textureCRC $11090 price_to $11089 
0783: get_shopping_item_with_textureCRC $11090 flag 0 store_to $11092 
0783: get_shopping_item_with_textureCRC $11090 flag 1 store_to $11093 
015F: set_camera_position $11120 $11121 $11122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11123 $11124 $11125 switchstyle 2 
0812: AS_actor $11088 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $11154 modelCRC_to $11155 
if 
803A:   not  $11154 == $11090 // (int) 
else_jump @BARB_5250 
03D1: play_wav 4 

:BARB_5250
$11095 = 0.0 
$11153 = 11 

:BARB_5267
if 
  $11153 == 11 
else_jump @BARB_5437 
if 
0611:   actor $11088 performing_animation "BRB_CUT_IN" 
else_jump @BARB_5333 
0613: $11095 = actor $11088 animation "BRB_CUT_IN" time 

:BARB_5333
if 
  $11095 == 1.0 
else_jump @BARB_5437 
0812: AS_actor $11088 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC $11090 modelCRC $11092 bodypart $11093 
070D: rebuild_player $PLAYER_CHAR 
$11106 = 1 
$11153 = 12 

:BARB_5437
if 
  $11153 == 12 
else_jump @BARB_5530 
if 
03D2:   wav 4 ended 
else_jump @BARB_5530 
0812: AS_actor $11088 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11095 = 0.0 
$11153 = 13 

:BARB_5530
if 
  $11153 == 13 
else_jump @BARB_5696 
if 
0611:   actor $11088 performing_animation "BRB_CUT_OUT" 
else_jump @BARB_5598 
0613: $11095 = actor $11088 animation "BRB_CUT_OUT" time 

:BARB_5598
if 
  $11095 == 1.0 
else_jump @BARB_5683 
0812: AS_actor $11088 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11095 = 0.0 
$11153 = 0 
$11101 = 7 

:BARB_5683
0A6D: print_help_forever_conditional 'BARBBUY' 0  // Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_cancel~ to go back.

:BARB_5696
if 
  $11101 == 7 
else_jump @BARB_7733 
if 
0118:   actor $11088 dead 
else_jump @BARB_5775 
gosub @BARB_7768 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11097 // s$ == short 
else_jump @BARB_5768 
gosub @BARB_7945 

:BARB_5768
jump @BARB_802 

:BARB_5775
if and
  $3805 == 0 
  1 > $11153 
else_jump @BARB_5807 
gosub @BARB_8190 

:BARB_5807
if 
  $11153 == 0 
else_jump @BARB_5973 
0A5A: get_widget_value 156 4@ 
0092: 3@ = float 4@ to_integer 
if 
803B:   not  3@ == 1@ // (int) 
else_jump @BARB_5867 
$11101 = 6 

:BARB_5867
if 
0A52:   is_widget_released 57 
else_jump @BARB_5927 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
03E6: remove_text_box 
$3931 = 0 
$3932 = 0 
$11153 = 2 

:BARB_5927
if 
0A52:   is_widget_released 55 
else_jump @BARB_5973 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
03E6: remove_text_box 
$11153 = 1 

:BARB_5973
if 
  $11153 == 1 
else_jump @BARB_6084 
if 
8A52:   not is_widget_released 55 
else_jump @BARB_6084 
if 
  $3805 == 1 
else_jump @BARB_6033 
03E6: remove_text_box 
$3805 = 0 

:BARB_6033
if 
  $3807 == 0 
else_jump @BARB_6065 
gosub @BARB_8331 
gosub @BARB_8613 

:BARB_6065
0A6B: delete_widget 156 
$11153 = 1 
$11101 = 6 

:BARB_6084
if 
  $11153 == 2 
else_jump @BARB_7354 
if 
8A52:   not is_widget_released 57 
else_jump @BARB_7354 
$3932 = 0 
$3931 = 0 
010B: $4138 = player $PLAYER_CHAR money 
if 
002C:   $4138 >= $11089 // (int) 
else_jump @BARB_7281 
if 
803A:   not  $3929 == $11090 // (int) 
else_jump @BARB_7201 
0A6B: delete_widget 156 
if 
  $3805 == 1 
else_jump @BARB_6209 
03E6: remove_text_box 
$3805 = 0 

:BARB_6209
0947: actor $11088 speak_from_audio_table 323 store_spoken_phrase_id_to $11434 
0A67: 4 // H­H­H­model_index_barbers
0790: charge_money_for_shopping_item_with_textureCRC $11090 
$11106 = 0 
097A: play_audio_at $68 $69 $70 event 1054 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $3929 modelCRC_to $3930 
015F: set_camera_position $11126 $11127 $11128 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11129 $11130 $11131 switchstyle 2 
if 
05AD:   s$705 == 'BARBERS' // s$ == short  // Barber
else_jump @BARB_6710 
if or
05AD:   s$11099 == 'TASH' // s$ == short  // Cesar & 'stash
05AD:   s$11099 == 'GOATEE' // s$ == short  // Cesar & Goatee
05AD:   s$11099 == 'BEARD' // s$ == short  // Cesar & Beard
05AD:   s$11099 == 'AFROT' // s$ == short  // Afro & 'stash
05AD:   s$11099 == 'AFROB' // s$ == short  // Afro & Beard
05AD:   s$11099 == 'AFROGOT' // s$ == short  // Afro & Goatee
else_jump @BARB_6585 
06D1: v$11110 = "BRB_BEARD_01" // v$ = string 
jump @BARB_6710 

:BARB_6585
if 
  $11096 > 1 
else_jump @BARB_6610 
$11096 = 0 

:BARB_6610
if 
  0 > $11096 
else_jump @BARB_6635 
$11096 = 0 

:BARB_6635
if 
  $11096 == 0 
else_jump @BARB_6685 
06D1: v$11110 = "BRB_HAIR_01" // v$ = string 
$11096 += 1 
jump @BARB_6710 

:BARB_6685
06D1: v$11110 = "BRB_HAIR_02" // v$ = string 
$11096 -= 1 

:BARB_6710
if 
05AD:   s$705 == 'BARBER2' // s$ == short  // Barber
else_jump @BARB_6860 
if 
  $11096 > 1 
else_jump @BARB_6760 
$11096 = 0 

:BARB_6760
if 
  0 > $11096 
else_jump @BARB_6785 
$11096 = 0 

:BARB_6785
if 
  $11096 == 0 
else_jump @BARB_6835 
06D1: v$11110 = "BRB_HAIR_01" // v$ = string 
$11096 += 1 
jump @BARB_6860 

:BARB_6835
06D1: v$11110 = "BRB_HAIR_02" // v$ = string 
$11096 -= 1 

:BARB_6860
if 
05AD:   s$705 == 'BARBER3' // s$ == short  // Barber
else_jump @BARB_7089 
if or
05AD:   s$11099 == 'BLADBEA' // s$ == short  // Bald & Beard
05AD:   s$11099 == 'BALDTSH' // s$ == short  // Bald & 'stash
05AD:   s$11099 == 'BALDGOT' // s$ == short  // Bald & Goatee
else_jump @BARB_6964 
06D1: v$11110 = "BRB_BEARD_01" // v$ = string 
jump @BARB_7089 

:BARB_6964
if 
  $11096 > 1 
else_jump @BARB_6989 
$11096 = 0 

:BARB_6989
if 
  0 > $11096 
else_jump @BARB_7014 
$11096 = 0 

:BARB_7014
if 
  $11096 == 0 
else_jump @BARB_7064 
06D1: v$11110 = "BRB_HAIR_01" // v$ = string 
$11096 += 1 
jump @BARB_7089 

:BARB_7064
06D1: v$11110 = "BRB_HAIR_02" // v$ = string 
$11096 -= 1 

:BARB_7089
0812: AS_actor $11088 perform_animation "BRB_BUY" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$11110 IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11095 = 0.0 
$11153 = 3 
008F: 4@ = integer $11091 to_float 
0A5E: set_widget_value 156 4@ 
jump @BARB_7274 

:BARB_7201
if 
  $3932 == 0 
else_jump @BARB_7274 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11088 speak_from_audio_table 322 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~You have already bought this!
$11153 = 0 
$3932 = 1 

:BARB_7274
jump @BARB_7354 

:BARB_7281
if 
  $3931 == 0 
else_jump @BARB_7354 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11088 speak_from_audio_table 324 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$11153 = 0 
$3931 = 1 

:BARB_7354
if 
  $11153 == 3 
else_jump @BARB_7733 
if 
0611:   actor $PLAYER_ACTOR performing_animation v$11110 
else_jump @BARB_7402 
0613: $11095 = actor $PLAYER_ACTOR animation v$11110 time 

:BARB_7402
if 
  $11095 == 1.0 
else_jump @BARB_7733 
if 
  $3809 == 1 
else_jump @BARB_7450 
03E6: remove_text_box 
$3809 = 0 

:BARB_7450
if 
  $3805 == 1 
else_jump @BARB_7477 
03E6: remove_text_box 
$3805 = 0 

:BARB_7477
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $11088 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
  $675 == 0 
else_jump @BARB_7604 
if 
  $ONMISSION == 1 
else_jump @BARB_7604 
$675 = 1 

:BARB_7604
015F: set_camera_position $11120 $11121 $11122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11123 $11124 $11125 switchstyle 2 
if 
  $3807 == 0 
else_jump @BARB_7675 
gosub @BARB_8331 
gosub @BARB_8613 

:BARB_7675
$11101 = 6 
$11153 = 5 
015F: set_camera_position $11132 $11133 $11134 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11135 $11136 $11137 switchstyle 2 
0A6B: delete_widget 156 

:BARB_7733
jump @BARB_7747 

:BARB_7740
gosub @BARB_7945 

:BARB_7747
jump @BARB_7761 

:BARB_7754
gosub @BARB_7945 

:BARB_7761
jump @BARB_802 

:BARB_7768
if 
  $11101 > 0 
else_jump @BARB_7788 
03E6: remove_text_box 

:BARB_7788
if 
  $3805 == 1 
else_jump @BARB_7815 
03E6: remove_text_box 
$3805 = 0 

:BARB_7815
if 
  $3809 == 1 
else_jump @BARB_7842 
03E6: remove_text_box 
$3809 = 0 

:BARB_7842
if 
  $3807 == 1 
else_jump @BARB_7869 
03E6: remove_text_box 
$3807 = 0 

:BARB_7869
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$11101 = 2 
$11158 = 0 
$11095 = 0.0 
$11106 = 0 
$3932 = 0 
$3931 = 0 
$11159 = 0 
return 

:BARB_7945
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
if 
  $11101 > 0 
else_jump @BARB_7999 
03E6: remove_text_box 

:BARB_7999
if 
  $3805 == 1 
else_jump @BARB_8026 
03E6: remove_text_box 
$3805 = 0 

:BARB_8026
if 
  $3809 == 1 
else_jump @BARB_8053 
03E6: remove_text_box 
$3809 = 0 

:BARB_8053
if 
  $3807 == 1 
else_jump @BARB_8080 
03E6: remove_text_box 
$3807 = 0 

:BARB_8080
$11156 = 0 
$4136 = 0 
$11101 = 0 
$11095 = 0.0 
$11106 = 0 
$3932 = 0 
$3931 = 0 
$11158 = 0 
061B: remove_references_to_AS_pack $11094 
061B: remove_references_to_AS_pack $11107 
0249: release_model $3802 
009B: destroy_actor $11088 
0581: enable_radar 1 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
$11159 = 0 
end_thread 
return 

:BARB_8190
if 
  $3805 == 0 
else_jump @BARB_8215 
$3805 = 1 

:BARB_8215
return 

:BARB_8217
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @BARB_8329 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to 5@ modelCRC_to $3930 
2@ = 0 

:BARB_8253
if 
001E:   $11087 > 2@ // (int) 
else_jump @BARB_8329 
0760: store_shopping_data_index 2@ textureCRC_to $44 
if 
07D6:   5@ == $44 // @ == $ (int) 
else_jump @BARB_8315 
0085: 1@ = 2@ // (int) 
0A6C: set_equipped_item 156 1@ 

:BARB_8315
2@ += 1 
jump @BARB_8253 

:BARB_8329
return 

:BARB_8331
2@ = 0 

:BARB_8338
if 
001E:   $11087 > 2@ // (int) 
else_jump @BARB_8531 
0760: store_shopping_data_index 2@ textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 0 store_to $3897 
0783: get_shopping_item_with_textureCRC $44 flag 1 store_to $3898 
0084: $3825(2@,12i) = $44 // (int) 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11099 // 8-byte string 
0761: get_shopping_item_with_textureCRC $44 price_to $11089 
0084: $3813(2@,12i) = $11089 // (int) 
05A9: $3837(2@,12s) = s$11099 // s$ 
0084: $3861(2@,12i) = $3897 // (int) 
0084: $3873(2@,12i) = $3898 // (int) 
if 
003A:   $3929 == $44 // (int) 
else_jump @BARB_8506 
$3885(2@,12i) = 0 
0085: 1@ = 2@ // (int) 
jump @BARB_8517 

:BARB_8506
$3885(2@,12i) = 1 

:BARB_8517
2@ += 1 
jump @BARB_8338 

:BARB_8531
008B: 2@ = $11087 // (int) 

:BARB_8539
if 
  12 > 2@ 
else_jump @BARB_8611 
$3825(2@,12i) = -1 
$3813(2@,12i) = 0 
05A9: $3837(2@,12s) = 'DUMMY' // s$ 
2@ += 1 
jump @BARB_8539 

:BARB_8611
return 

:BARB_8613
if 
  $3807 == 0 
else_jump @BARB_8919 
if 
  0@ == 0 
else_jump @BARB_8912 
0512: show_permanent_text_box 'BARB_H1'  // To select a haircut, tap it. Tap ~m~~widget_store_accept~ to preview. Tap ~m~~widget_store_cancel~ to go back.
0A60: add_widget_flag 159 4 
0A69: create_shop_widget 'HAIRCHO'  // Barbers
2@ = 0 

:BARB_8685
if 
001E:   $11087 > 2@ // (int) 
else_jump @BARB_8734 
0A6A: add_shop_item $3837(2@,12s) $3813(2@,12i) 
2@ += 1 
jump @BARB_8685 

:BARB_8734
0A6C: set_equipped_item 156 1@ 
0760: store_shopping_data_index 1@ textureCRC_to $11090 
0A67: 5 // H­H­H­model_index_barbers
0093: 4@ = integer 1@ to_float 
0A5E: set_widget_value 156 4@ 
0@ = 1 

:BARB_8912
$3807 = 1 

:BARB_8919
return 
end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE
$11222 = 0 
0@ = 0 
1@ = 0.0 
0A6E: 8 // 6ClothesAccept
$11226 = 0 
$11224 = 0 
$11227 = 0 
$11228 = 0 
$3812 = 0 
$3901 = 0 
$3902 = 0 
$11232 = 0.0 
$11229 = 0.0 
$11230 = 0.0 
$11231 = 0.0 
$11232 = 0.0 
$11233 = 0.0 
$11234 = 0.0 
$11235 = 0.0 
$11236 = 0.0 
$11237 = 0.0 
$11238 = 0.0 
$11239 = 0.0 
$11240 = 0.0 
$11241 = 0.0 
$11242 = 0.0 
$11243 = 0.0 
$11244 = 0.0 
$11245 = 0.0 
$11246 = 0.0 
$11247 = 0.0 
$11248 = 0.0 
$11162 = 0 
$11169 = 0 
$11236 = 0.0 
$11240 = 0.0 
$11241 = 0.0 
$11242 = 0.0 
$11167 = 0.0 
$11168 = 0.0 
$11166 = 0 
$11164 = 0 
$11163 = 0 
$11224 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3933 = 0 
$3934 = 0 
$11299 = 0 
$11300 = 0 
$11301 = 0 
$11302 = 0 
$11303 = 0 
$11304 = 0 
$11305 = 0 
$11306 = 0 
$11321 = 0 
$11319 = 0 
$11322 = 0 
$11324 = 0 
$11325 = 0 
$11326 = 0 
$11327 = 0 
$11329 = 0 
$11330 = 0 
$11331 = 0 
$11332 = 0 
$11223 = -372 
0247: load_model $11223 
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'WARROBE' 

:WARROBE_733
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WARROBE_6488 
077E: get_active_interior_to $11249 
if 
  $11249 == 14 
else_jump @WARROBE_6474 
if 
  $11166 > 0 
else_jump @WARROBE_856 
if 
0A0F:   new_language_set 
else_jump @WARROBE_856 
03E6: remove_text_box 
$11224 = 0 
$11319 = 0 
$11324 = 0 
$11327 = 0 
$3805 = 0 
$3809 = 0 
09FB: $153 = current_language 

:WARROBE_856
if 
  $11166 == 0 
else_jump @WARROBE_938 
$11331 = 1 
$11229 = 43.529 
$11230 = 0.694 
$11231 = 0.012 
$11236 = 90.0 
$11232 = 0.0 
$11166 = 1 

:WARROBE_938
if 
  $11166 == 1 
else_jump @WARROBE_1399 
if 
  $11222 == 0 
else_jump @WARROBE_1345 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$11237 = 212.8715 
0059: $11237 += $11229 // (float) 
$11238 = -42.8156 
0059: $11238 += $11230 // (float) 
$11239 = 1002.116 
0059: $11239 += $11231 // (float) 
$11240 = 213.4791 
0059: $11240 += $11229 // (float) 
$11241 = -42.0238 
0059: $11241 += $11230 // (float) 
$11242 = 1002.053 
0059: $11242 += $11231 // (float) 
$11243 = 214.5148 
0059: $11243 += $11229 // (float) 
$11244 = -41.6106 
0059: $11244 += $11230 // (float) 
$11245 = 1002.494 
0059: $11245 += $11231 // (float) 
$11246 = 214.5367 
0059: $11246 += $11229 // (float) 
$11247 = -40.6175 
0059: $11247 += $11230 // (float) 
$11248 = 1002.609 
0059: $11248 += $11231 // (float) 
$11233 = 214.622 
0059: $11233 += $11229 // (float) 
$11234 = -40.652 
0059: $11234 += $11230 // (float) 
$11235 = 1001.033 
0059: $11235 += $11231 // (float) 
$11355 = 213.874 
0059: $11355 += $11229 // (float) 
$11356 = -39.811 
0059: $11356 += $11230 // (float) 
$11357 = 1002.2 
0059: $11357 += $11231 // (float) 
029B: $11165 = init_object $11223 at $11355 $11356 $11357 
0177: set_object $11165 Z_angle_to $11232 
$127 = 1 
$11222 = 1 

:WARROBE_1345
if 
  $11222 == 1 
else_jump @WARROBE_1399 
if 
04EE:   animation "CLOTHES" loaded 
else_jump @WARROBE_1399 
$11222 = 0 
$11166 = 2 

:WARROBE_1399
if 
  $11166 == 2 
else_jump @WARROBE_1483 
if 
0102:   actor $PLAYER_ACTOR in_sphere $11233 $11234 $11235 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @WARROBE_1483 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @WARROBE_1483 
$11166 = 3 

:WARROBE_1483
if 
  $11166 == 3 
else_jump @WARROBE_1618 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @WARROBE_1604 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
0581: enable_radar 0 
40@ = 0 
$11222 = 0 
$11166 = 4 
jump @WARROBE_1618 

:WARROBE_1604
gosub @WARROBE_6806 
jump @WARROBE_733 

:WARROBE_1618
if 
  $11166 == 4 
else_jump @WARROBE_1999 
if 
  $11222 == 0 
else_jump @WARROBE_1904 
if 
  40@ >= 300 
else_jump @WARROBE_1904 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $11233 $11234 $11235 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $11236 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
015F: set_camera_position $11237 $11238 $11239 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11240 $11241 $11242 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
else_jump @WARROBE_1842 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1842
if 
03CA:   object $11165 exists 
else_jump @WARROBE_1897 
075A: set_object $11165 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_1897
$11222 = 1 

:WARROBE_1904
if 
  $11222 == 1 
else_jump @WARROBE_1999 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
else_jump @WARROBE_1962 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1962
if 
  $11167 == 1.0 
else_jump @WARROBE_1999 
0793: save_player_clothes 
$11222 = 0 
$11166 = 5 

:WARROBE_1999
if 
  $11166 == 5 
else_jump @WARROBE_2726 
if 
  $11224 == 0 
else_jump @WARROBE_2060 
if 
  1 > $11222 
else_jump @WARROBE_2060 
gosub @WARROBE_8664 

:WARROBE_2060
$127 = 0 
if 
  $11222 == 0 
else_jump @WARROBE_2129 
if 
0A52:   is_widget_released 54 
else_jump @WARROBE_2107 
$11222 = 1 

:WARROBE_2107
if 
0A52:   is_widget_released 55 
else_jump @WARROBE_2129 
$11222 = 2 

:WARROBE_2129
if 
  $11222 == 1 
else_jump @WARROBE_2365 
if 
8A52:   not is_widget_released 54 
else_jump @WARROBE_2365 
0A5A: get_widget_value 156 1@ 
0090: $11226 = float 1@ to_integer 
if 
  0 > $11226 
else_jump @WARROBE_2203 
$11226 = 0 

:WARROBE_2203
if 
  $11224 == 1 
else_jump @WARROBE_2230 
03E6: remove_text_box 
$11224 = 0 

:WARROBE_2230
if or
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
05AD:   $11275($11226,12s) == 'UNIFORM' // s$ == short 
else_jump @WARROBE_2319 
06D1: v$11218 = "CLO_POSE_TORSO" // v$ = string 
$11222 = 0 
$11166 = 7 
jump @WARROBE_2365 

:WARROBE_2319
gosub @WARROBE_7181 
if 
  $11319 == 0 
else_jump @WARROBE_2351 
gosub @WARROBE_8105 

:WARROBE_2351
$11222 = 0 
$11166 = 6 

:WARROBE_2365
if 
  $11222 == 2 
else_jump @WARROBE_2566 
if 
8A52:   not is_widget_released 55 
else_jump @WARROBE_2566 
0A6B: delete_widget 156 
if 
  $11224 == 1 
else_jump @WARROBE_2430 
03E6: remove_text_box 
$11224 = 0 

:WARROBE_2430
if 
  $11319 == 1 
else_jump @WARROBE_2457 
03E6: remove_text_box 
$11319 = 0 

:WARROBE_2457
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11167 = 0.0 
if 
03CA:   object $11165 exists 
else_jump @WARROBE_2559 
075A: set_object $11165 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_2559
$11222 = 5 

:WARROBE_2566
if 
  $11222 == 5 
else_jump @WARROBE_2654 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
else_jump @WARROBE_2626 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_2626
if 
  $11167 == 1.0 
else_jump @WARROBE_2654 
$11222 = 6 

:WARROBE_2654
if 
  $11222 == 6 
else_jump @WARROBE_2726 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
$11330 = 0 
$11224 = 0 
$11319 = 0 
$11324 = 0 
$11166 = 11 

:WARROBE_2726
if 
  $11166 == 6 
else_jump @WARROBE_3103 
if 
  $11319 == 0 
else_jump @WARROBE_2776 
gosub @WARROBE_7181 
gosub @WARROBE_8105 

:WARROBE_2776
$127 = 0 
if 
  $11222 == 0 
else_jump @WARROBE_2905 
if 
0A52:   is_widget_released 56 
else_jump @WARROBE_2823 
$11222 = 1 

:WARROBE_2823
if 
0A52:   is_widget_released 54 
else_jump @WARROBE_2905 
0A5A: get_widget_value 156 1@ 
0090: $11321 = float 1@ to_integer 
if 
  0 > $11321 
else_jump @WARROBE_2879 
$11321 = 0 

:WARROBE_2879
06D1: v$11218 = $11170($11321,12v) // v$ = string 
gosub @WARROBE_8194 
$11222 = 2 

:WARROBE_2905
if 
  $11222 == 1 
else_jump @WARROBE_3004 
if 
8A52:   not is_widget_released 56 
else_jump @WARROBE_3004 
$11222 = 0 
$11166 = 5 
if 
  $11319 == 1 
else_jump @WARROBE_2979 
03E6: remove_text_box 
$11319 = 0 

:WARROBE_2979
if 
  $11224 == 0 
else_jump @WARROBE_3004 
gosub @WARROBE_8664 

:WARROBE_3004
if 
  $11222 == 2 
else_jump @WARROBE_3103 
if 
8A52:   not is_widget_released 54 
else_jump @WARROBE_3103 
if 
  $11319 == 1 
else_jump @WARROBE_3064 
03E6: remove_text_box 
$11319 = 0 

:WARROBE_3064
if 
  $11324 == 0 
else_jump @WARROBE_3089 
gosub @WARROBE_8505 

:WARROBE_3089
$11222 = 0 
$11166 = 7 

:WARROBE_3103
if 
  $11166 == 7 
else_jump @WARROBE_3790 
if 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_3248 
if 
  $11327 == 0 
else_jump @WARROBE_3241 
gosub @WARROBE_10230 
if 
  $11250 == 0 
else_jump @WARROBE_3241 
if 
  $11327 == 1 
else_jump @WARROBE_3220 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_3220
$11222 = 0 
$11166 = 5 
jump @WARROBE_733 

:WARROBE_3241
jump @WARROBE_3348 

:WARROBE_3248
if 
05AD:   $11275($11226,12s) == 'UNIFORM' // s$ == short 
else_jump @WARROBE_3316 
if 
  $11324 == 0 
else_jump @WARROBE_3309 
gosub @WARROBE_9616 
gosub @WARROBE_8505 

:WARROBE_3309
jump @WARROBE_3348 

:WARROBE_3316
if 
  $11324 == 0 
else_jump @WARROBE_3348 
gosub @WARROBE_8194 
gosub @WARROBE_8505 

:WARROBE_3348
if 
  $11222 == 0 
else_jump @WARROBE_3451 
if 
0A52:   is_widget_released 56 
else_jump @WARROBE_3388 
$11222 = 1 

:WARROBE_3388
if 
0A52:   is_widget_released 54 
else_jump @WARROBE_3451 
0A5A: get_widget_value 156 1@ 
0090: $11325 = float 1@ to_integer 
if 
  0 > $11325 
else_jump @WARROBE_3444 
$11325 = 0 

:WARROBE_3444
$11222 = 2 

:WARROBE_3451
if 
  $11222 == 1 
else_jump @WARROBE_3677 
if 
8A52:   not is_widget_released 56 
else_jump @WARROBE_3677 
if 
  $11324 == 1 
else_jump @WARROBE_3511 
03E6: remove_text_box 
$11324 = 0 

:WARROBE_3511
if 
  $11327 == 1 
else_jump @WARROBE_3538 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_3538
if or
05AD:   $11275($11226,12s) == 'UNIFORM' // s$ == short 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_3631 
if 
  $11224 == 0 
else_jump @WARROBE_3610 
gosub @WARROBE_8664 

:WARROBE_3610
$11166 = 5 
$11222 = 0 
jump @WARROBE_3677 

:WARROBE_3631
if 
  $11319 == 0 
else_jump @WARROBE_3663 
gosub @WARROBE_7181 
gosub @WARROBE_8105 

:WARROBE_3663
$11222 = 0 
$11166 = 6 

:WARROBE_3677
if 
  $11222 == 2 
else_jump @WARROBE_3790 
if 
8A52:   not is_widget_released 54 
else_jump @WARROBE_3790 
0A6B: delete_widget 156 
if 
  $11324 == 1 
else_jump @WARROBE_3742 
03E6: remove_text_box 
$11324 = 0 

:WARROBE_3742
if 
  $11327 == 1 
else_jump @WARROBE_3769 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_3769
$11330 = 0 
$11222 = 0 
$11166 = 8 

:WARROBE_3790
if 
  $11166 == 8 
else_jump @WARROBE_4668 
if 
  $11222 == 0 
else_jump @WARROBE_4282 
if 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_3914 
$44 = 0 
$3897 = 0 
0084: $3898 = $3873($11325,12i) // (int) 
05A9: s$11160 = $11251($11325,12s) // s$ 
08F7: get_player $PLAYER_CHAR bodypart $3898 textureCRC_to $3929 modelCRC_to $3930 
jump @WARROBE_3958 

:WARROBE_3914
0084: $44 = $3825($11325,12i) // (int) 
0084: $3897 = $3861($11325,12i) // (int) 
0084: $3898 = $3934 // (int) 
05A9: s$11160 = $11251($11325,12s) // s$ 

:WARROBE_3958
if or
04A3:   $3898 == 13 // == constant 
04A3:   $3898 == 14 // == constant 
04A3:   $3898 == 15 // == constant 
04A3:   $3898 == 16 // == constant 
else_jump @WARROBE_4043 
015F: set_camera_position $11243 $11244 $11245 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11246 $11247 $11248 switchstyle 2 
jump @WARROBE_4105 

:WARROBE_4043
015F: set_camera_position $11237 $11238 $11239 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11240 $11241 $11242 switchstyle 2 
if 
803A:   not  $3929 == $44 // (int) 
else_jump @WARROBE_4105 
03D1: play_wav 4 

:WARROBE_4105
if or
04A3:   $3898 == 0 // == constant 
04A3:   $3898 == 2 // == constant 
04A3:   $3898 == 3 // == constant 
else_jump @WARROBE_4150 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:WARROBE_4150
0784: set_player $PLAYER_CHAR textureCRC $44 modelCRC $3897 bodypart $3898 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
if 
03CA:   object $11165 exists 
else_jump @WARROBE_4275 
075A: set_object $11165 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_4275
$11222 = 1 

:WARROBE_4282
if 
  $11222 == 1 
else_jump @WARROBE_4524 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
else_jump @WARROBE_4350 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_4350
if 
  $11167 == 1.0 
else_jump @WARROBE_4524 
if 
85AD:   not  $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_4456 
0812: AS_actor $PLAYER_ACTOR perform_animation v$11218 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
$11222 = 2 
jump @WARROBE_4524 

:WARROBE_4456
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11167 = 0.0 
$11166 = 9 
$11222 = 0 

:WARROBE_4524
if 
  $11222 == 2 
else_jump @WARROBE_4668 
if 
0611:   actor $PLAYER_ACTOR performing_animation v$11218 
else_jump @WARROBE_4572 
0613: $11167 = actor $PLAYER_ACTOR animation v$11218 time 

:WARROBE_4572
if 
  $11167 == 1.0 
else_jump @WARROBE_4668 
gosub @WARROBE_9504 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11167 = 0.0 
$11166 = 9 
$11222 = 0 

:WARROBE_4668
if 
  $11166 == 9 
else_jump @WARROBE_6315 
$127 = 0 
if 
  $11222 == 0 
else_jump @WARROBE_4932 
if 
0A52:   is_widget_released 54 
else_jump @WARROBE_4776 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$3932 = 0 
$3933 = 0 
$11332 = 0 
$11222 = 1 

:WARROBE_4776
if 
0A52:   is_widget_released 56 
else_jump @WARROBE_4932 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$3932 = 0 
$3933 = 0 
$11332 = 0 
if 
  $3805 == 1 
else_jump @WARROBE_4861 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_4861
if 
  $11330 == 0 
else_jump @WARROBE_4893 
$11222 = 3 
jump @WARROBE_4932 

:WARROBE_4893
if 
  $3809 == 1 
else_jump @WARROBE_4918 
$3809 = 0 

:WARROBE_4918
$11222 = 0 
$11166 = 7 

:WARROBE_4932
if 
  2 > $11222 
else_jump @WARROBE_4957 
gosub @WARROBE_9504 

:WARROBE_4957
if 
  $11222 == 1 
else_jump @WARROBE_5480 
if 
8A52:   not is_widget_released 54 
else_jump @WARROBE_5480 
if 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_5244 
if 
   not $3929 == 0 
else_jump @WARROBE_5175 
if 
  $3805 == 1 
else_jump @WARROBE_5064 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_5064
097A: play_audio_at $68 $69 $70 event 1054 
gosub @WARROBE_9589 
$11332 = 1 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $3898 textureCRC_to $3929 modelCRC_to $3930 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
$11222 = 2 
jump @WARROBE_5237 

:WARROBE_5175
if 
  $3932 == 0 
else_jump @WARROBE_5237 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'WARDNO2' time 5000 flag 1  // ~s~You are not wearing anything to remove!
$11222 = 0 
$3932 = 1 

:WARROBE_5237
jump @WARROBE_5480 

:WARROBE_5244
if 
803A:   not  $3929 == $44 // (int) 
else_jump @WARROBE_5418 
if 
  $3805 == 1 
else_jump @WARROBE_5290 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_5290
08C8: set_shopping_item_with_textureCRC $44 price_to 0 
0790: charge_money_for_shopping_item_with_textureCRC $44 
$11332 = 1 
097A: play_audio_at $68 $69 $70 event 1054 
08C9: reset_shopping_item $44 price 
gosub @WARROBE_9589 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
$11222 = 2 
jump @WARROBE_5480 

:WARROBE_5418
if 
  $3932 == 0 
else_jump @WARROBE_5480 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'WARDNO' time 5000 flag 1  // You are already wearing this item!
$11222 = 0 
$3932 = 1 

:WARROBE_5480
if 
  $11222 == 2 
else_jump @WARROBE_5622 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
else_jump @WARROBE_5540 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_5540
if 
  $11167 == 1.0 
else_jump @WARROBE_5622 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11167 = 0.0 
$11222 = 3 

:WARROBE_5622
if 
  $11222 == 3 
else_jump @WARROBE_5755 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11167 = 0.0 
if 
03CA:   object $11165 exists 
else_jump @WARROBE_5748 
075A: set_object $11165 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_5748
$11222 = 4 

:WARROBE_5755
if 
  $11222 == 4 
else_jump @WARROBE_6315 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
else_jump @WARROBE_5825 
0613: $11167 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_5825
if 
  $11167 == 1.0 
else_jump @WARROBE_6315 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
if 
  $3805 == 1 
else_jump @WARROBE_5882 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_5882
if 
  $3809 == 1 
else_jump @WARROBE_5907 
$3809 = 0 

:WARROBE_5907
$11330 = 1 
if 
  $11332 == 1 
else_jump @WARROBE_5996 
$11222 = 0 
$11166 = 5 
if 
  $11224 == 0 
else_jump @WARROBE_5989 
if 
  1 > $11222 
else_jump @WARROBE_5989 
gosub @WARROBE_8664 

:WARROBE_5989
jump @WARROBE_6315 

:WARROBE_5996
if 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_6187 
if 
  $11327 == 0 
else_jump @WARROBE_6180 
gosub @WARROBE_10230 
if 
  $11250 == 0 
else_jump @WARROBE_6166 
if 
  $11327 == 1 
else_jump @WARROBE_6095 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_6095
$11222 = 0 
$11166 = 5 
if 
  $11224 == 0 
else_jump @WARROBE_6152 
if 
  1 > $11222 
else_jump @WARROBE_6152 
gosub @WARROBE_8664 

:WARROBE_6152
jump @WARROBE_733 
jump @WARROBE_6180 

:WARROBE_6166
$11222 = 0 
$11166 = 7 

:WARROBE_6180
jump @WARROBE_6315 

:WARROBE_6187
if 
05AD:   $11275($11226,12s) == 'UNIFORM' // s$ == short 
else_jump @WARROBE_6269 
if 
  $11324 == 0 
else_jump @WARROBE_6248 
gosub @WARROBE_9616 
gosub @WARROBE_8505 

:WARROBE_6248
$11222 = 0 
$11166 = 7 
jump @WARROBE_6315 

:WARROBE_6269
if 
  $11324 == 0 
else_jump @WARROBE_6301 
gosub @WARROBE_8194 
gosub @WARROBE_8505 

:WARROBE_6301
$11222 = 0 
$11166 = 7 

:WARROBE_6315
if 
  $11166 == 11 
else_jump @WARROBE_6467 
if 
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere $11233 $11234 $11235 radius 1.0 1.0 4.0 on_foot 
else_jump @WARROBE_6467 
$11224 = 0 
$11319 = 0 
$11324 = 0 
$3805 = 0 
$3809 = 0 
$11327 = 0 
$11226 = 0 
$3904 = 0 
$11332 = 0 
$11166 = 2 
$11222 = 0 
$3932 = 0 
$127 = 1 

:WARROBE_6467
jump @WARROBE_6481 

:WARROBE_6474
gosub @WARROBE_6806 

:WARROBE_6481
jump @WARROBE_6495 

:WARROBE_6488
gosub @WARROBE_6806 

:WARROBE_6495
jump @WARROBE_733 
if 
  $11166 >= 1 
else_jump @WARROBE_6522 
03E6: remove_text_box 

:WARROBE_6522
if 
  $11224 == 1 
else_jump @WARROBE_6549 
03E6: remove_text_box 
$11224 = 0 

:WARROBE_6549
if 
  $11319 == 1 
else_jump @WARROBE_6576 
03E6: remove_text_box 
$11319 = 0 

:WARROBE_6576
if 
  $11324 == 1 
else_jump @WARROBE_6603 
03E6: remove_text_box 
$11324 = 0 

:WARROBE_6603
if 
  $11327 == 1 
else_jump @WARROBE_6630 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_6630
if 
  $3805 == 1 
else_jump @WARROBE_6657 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_6657
if 
  $3809 == 1 
else_jump @WARROBE_6684 
03E6: remove_text_box 
$3809 = 0 

:WARROBE_6684
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$11224 = 0 
$11319 = 0 
$11324 = 0 
$3805 = 0 
$3809 = 0 
$11327 = 0 
$11226 = 0 
$3904 = 0 
$3932 = 0 
$3933 = 0 
$11332 = 0 
$11222 = 0 
$11330 = 0 
$11166 = 2 
return 

:WARROBE_6806
0A6B: delete_widget 156 
if 
  $11224 == 1 
else_jump @WARROBE_6838 
03E6: remove_text_box 
$11224 = 0 

:WARROBE_6838
if 
  $11319 == 1 
else_jump @WARROBE_6865 
03E6: remove_text_box 
$11319 = 0 

:WARROBE_6865
if 
  $11324 == 1 
else_jump @WARROBE_6892 
03E6: remove_text_box 
$11324 = 0 

:WARROBE_6892
if 
  $11327 == 1 
else_jump @WARROBE_6919 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_6919
if 
  $3805 == 1 
else_jump @WARROBE_6946 
03E6: remove_text_box 
$3805 = 0 

:WARROBE_6946
if 
  $3809 == 1 
else_jump @WARROBE_6973 
03E6: remove_text_box 
$3809 = 0 

:WARROBE_6973
if 
  $11166 >= 1 
else_jump @WARROBE_6993 
03E6: remove_text_box 

:WARROBE_6993
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$11224 = 0 
$11319 = 0 
$11324 = 0 
$3805 = 0 
$3809 = 0 
$11327 = 0 
$11226 = 0 
$3904 = 0 
$11332 = 0 
$127 = 1 
$11164 = 0 
$3932 = 0 
$3933 = 0 
$11222 = 0 
$11166 = 0 
$11330 = 0 
0108: destroy_object $11165 
0249: release_model $11223 
04EF: release_animation "CLOTHES" 
087C: release_shopping_data 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
$11331 = 0 
040D: unload_wav 4 
end_thread 
return 

:WARROBE_7181
$11299 = 0 
$11300 = 0 
$11301 = 0 
$11302 = 0 
$11303 = 0 
$11304 = 0 
$11305 = 0 
075E: load_shopping_data_PRICES_subsection $11275($11226,12s) // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $11227 
$3902 = 0 
$11250 = 0 

:WARROBE_7269
if 
001C:   $11227 > $3902 // (int) 
else_jump @WARROBE_8045 
0760: store_shopping_data_index $3902 textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 1 store_to $3898 
if 
0942:   item_with_textureCRC $44 is_clothing 
else_jump @WARROBE_8031 
0871: init_jump_table $3898 total_jumps 7 default_jump 0 @WARROBE_8031 jumps 0 @WARROBE_7385 2 @WARROBE_7478 3 @WARROBE_7570 13 @WARROBE_7663 14 @WARROBE_7756 15 @WARROBE_7849 16 @WARROBE_7940 

:WARROBE_7385
if 
  $11299 == 0 
else_jump @WARROBE_7471 
05A9: $11251($11250,12s) = 'TORSO' // s$  // Torso
04AE: $11307($11250,12i) = 0 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_TORSO" // v$ = string 
$11250 += 1 
$11299 = 1 

:WARROBE_7471
jump @WARROBE_8031 

:WARROBE_7478
if 
  $11300 == 0 
else_jump @WARROBE_7563 
05A9: $11251($11250,12s) = 'LEGS' // s$  // Legs
04AE: $11307($11250,12i) = 2 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_LEGS" // v$ = string 
$11250 += 1 
$11300 = 1 

:WARROBE_7563
jump @WARROBE_8031 

:WARROBE_7570
if 
  $11301 == 0 
else_jump @WARROBE_7656 
05A9: $11251($11250,12s) = 'FEET' // s$  // Shoes
04AE: $11307($11250,12i) = 3 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_SHOES" // v$ = string 
$11250 += 1 
$11301 = 1 

:WARROBE_7656
jump @WARROBE_8031 

:WARROBE_7663
if 
  $11302 == 0 
else_jump @WARROBE_7749 
05A9: $11251($11250,12s) = 'CHAINS' // s$  // Chains
04AE: $11307($11250,12i) = 13 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_TORSO" // v$ = string 
$11250 += 1 
$11302 = 1 

:WARROBE_7749
jump @WARROBE_8031 

:WARROBE_7756
if 
  $11303 == 0 
else_jump @WARROBE_7842 
05A9: $11251($11250,12s) = 'WATCHES' // s$  // Watches
04AE: $11307($11250,12i) = 14 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_WATCH" // v$ = string 
$11250 += 1 
$11303 = 1 

:WARROBE_7842
jump @WARROBE_8031 

:WARROBE_7849
if 
  $11304 == 0 
else_jump @WARROBE_7933 
05A9: $11251($11250,12s) = 'SHADES' // s$  // Shades
04AE: $11307($11250,12i) = 15 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_HAT" // v$ = string 
$11250 += 1 
$11304 = 1 

:WARROBE_7933
jump @WARROBE_8031 

:WARROBE_7940
if 
  $11305 == 0 
else_jump @WARROBE_8024 
05A9: $11251($11250,12s) = 'HATS' // s$  // Hats
04AE: $11307($11250,12i) = 16 // = constant 
06D1: $11170($11250,12v) = "CLO_POSE_HAT" // v$ = string 
$11250 += 1 
$11305 = 1 

:WARROBE_8024
jump @WARROBE_8031 

:WARROBE_8031
$3902 += 1 
jump @WARROBE_7269 

:WARROBE_8045
0084: $3902 = $11250 // (int) 

:WARROBE_8053
if 
  12 > $3902 
else_jump @WARROBE_8103 
05A9: $11251($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @WARROBE_8053 

:WARROBE_8103
return 

:WARROBE_8105
if 
  $11319 == 0 
else_jump @WARROBE_8192 
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0@ = 0 

:WARROBE_8141
if 
001E:   $11250 > 0@ // (int) 
else_jump @WARROBE_8185 
0A6A: add_shop_item $11251(0@,12s) 0 
0@ += 1 
jump @WARROBE_8141 

:WARROBE_8185
$11319 = 1 

:WARROBE_8192
return 

:WARROBE_8194
$3902 = 0 
$11250 = 0 
$11322 = 0 
08F7: get_player $PLAYER_CHAR bodypart $11307($11321,12i) textureCRC_to $3929 modelCRC_to $3930 
075F: store_shopping_data_entries_number_to $11227 

:WARROBE_8238
if 
001C:   $11227 > $3902 // (int) 
else_jump @WARROBE_8445 
0760: store_shopping_data_index $3902 textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 0 store_to $3897 
0783: get_shopping_item_with_textureCRC $44 flag 1 store_to $3898 
if 
0942:   item_with_textureCRC $44 is_clothing 
else_jump @WARROBE_8431 
if 
003A:   $3898 == $11307($11321,12i) // (int) 
else_jump @WARROBE_8431 
0084: $3825($11322,12i) = $44 // (int) 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11160 // 8-byte string 
05A9: $11251($11322,12s) = s$11160 // s$ 
0084: $3861($11322,12i) = $3897 // (int) 
0084: $3934 = $3898 // (int) 
if 
003A:   $3929 == $44 // (int) 
else_jump @WARROBE_8413 
$3885($11322,12i) = 0 
jump @WARROBE_8424 

:WARROBE_8413
$3885($11322,12i) = 1 

:WARROBE_8424
$11322 += 1 

:WARROBE_8431
$3902 += 1 
jump @WARROBE_8238 

:WARROBE_8445
0084: $3902 = $11322 // (int) 

:WARROBE_8453
if 
  12 > $3902 
else_jump @WARROBE_8503 
05A9: $11251($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @WARROBE_8453 

:WARROBE_8503
return 

:WARROBE_8505
if 
  $11324 == 0 
else_jump @WARROBE_8662 
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0@ = 0 

:WARROBE_8541
if 
001E:   $11322 > 0@ // (int) 
else_jump @WARROBE_8585 
0A6A: add_shop_item $11251(0@,12s) 0 
0@ += 1 
jump @WARROBE_8541 

:WARROBE_8585
0@ = 0 

:WARROBE_8592
if 
001E:   $11322 > 0@ // (int) 
else_jump @WARROBE_8655 
if 
  $3885(0@,12i) == 0 
else_jump @WARROBE_8641 
0A6C: set_equipped_item 156 0@ 

:WARROBE_8641
0@ += 1 
jump @WARROBE_8592 

:WARROBE_8655
$11324 = 1 

:WARROBE_8662
return 

:WARROBE_8664
if 
  $11224 == 0 
else_jump @WARROBE_9502 
gosub @WARROBE_10230 
if 
  $11327 == 1 
else_jump @WARROBE_8716 
03E6: remove_text_box 
$11327 = 0 

:WARROBE_8716
if 
  $11250 == 0 
else_jump @WARROBE_8748 
$11329 = 0 
jump @WARROBE_8755 

:WARROBE_8748
$11329 = 1 

:WARROBE_8755
$11250 = 0 
if 
  $3936 == 1 
else_jump @WARROBE_8823 
05A9: $11251($11250,12s) = 'SHOP1' // s$  // Binco
05A9: $11275($11250,12s) = 'CSCHP' // s$  // Binco
$11250 += 1 

:WARROBE_8823
if 
  $3937 == 1 
else_jump @WARROBE_8884 
05A9: $11251($11250,12s) = 'SHOP2' // s$  // Pro-Laps
05A9: $11275($11250,12s) = 'CSSPRT' // s$  // Pro-Laps
$11250 += 1 

:WARROBE_8884
if 
  $3938 == 1 
else_jump @WARROBE_8945 
05A9: $11251($11250,12s) = 'SHOP3' // s$  // Sub Urban
05A9: $11275($11250,12s) = 'LACS1' // s$  // Sub Urban
$11250 += 1 

:WARROBE_8945
if 
  $3939 == 1 
else_jump @WARROBE_9006 
05A9: $11251($11250,12s) = 'SHOP4' // s$  // Zip
05A9: $11275($11250,12s) = 'CLOTHGP' // s$  // Zip
$11250 += 1 

:WARROBE_9006
if 
  $3940 == 1 
else_jump @WARROBE_9067 
05A9: $11251($11250,12s) = 'SHOP5' // s$  // Victim
05A9: $11275($11250,12s) = 'CSDESGN' // s$  // Victim
$11250 += 1 

:WARROBE_9067
if 
  $3941 == 1 
else_jump @WARROBE_9128 
05A9: $11251($11250,12s) = 'SHOP6' // s$  // Didier Sachs
05A9: $11275($11250,12s) = 'CSEXL' // s$  // Didier Sachs
$11250 += 1 

:WARROBE_9128
$11326 = 0 
if or
  $3942 == 1 
  $3943 == 1 
  $3944 == 1 
  $3947 == 1 
  $3945 == 1 
  $3946 == 1 
else_jump @WARROBE_9195 
$11326 = 1 

:WARROBE_9195
if or
  $3948 == 1 
  $3949 == 1 
else_jump @WARROBE_9227 
$11326 = 1 

:WARROBE_9227
if 
  $11326 == 1 
else_jump @WARROBE_9288 
05A9: $11251($11250,12s) = 'SHOP7' // s$  // Special
05A9: $11275($11250,12s) = 'UNIFORM' // s$ 
$11250 += 1 

:WARROBE_9288
if 
  $11329 == 1 
else_jump @WARROBE_9349 
05A9: $11251($11250,12s) = 'REMCLT' // s$  // Remove Items
05A9: $11275($11250,12s) = 'REMOVE' // s$ 
$11250 += 1 

:WARROBE_9349
0084: $3902 = $11250 // (int) 

:WARROBE_9357
if 
  12 > $3902 
else_jump @WARROBE_9407 
05A9: $11251($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @WARROBE_9357 

:WARROBE_9407
0A79: print_help_conditional_touch 'WARDHID' 0  // Use movement controls to select a clothing shop. Tap ~m~~widget_store_accept~ to advance. Tap ~m~~widget_store_cancel~ to quit.
0A78: print_help_conditional 'WARDTCH' 0  // Tap a clothing shop to select it. Tap ~m~~widget_store_accept~ to advance. Tap ~m~~widget_store_cancel~ to quit.
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0@ = 0 

:WARROBE_9451
if 
001E:   $11250 > 0@ // (int) 
else_jump @WARROBE_9495 
0A6A: add_shop_item $11251(0@,12s) 0 
0@ += 1 
jump @WARROBE_9451 

:WARROBE_9495
$11224 = 1 

:WARROBE_9502
return 

:WARROBE_9504
if 
  $3805 == 0 
else_jump @WARROBE_9587 
if 
05AD:   $11275($11226,12s) == 'REMOVE' // s$ == short 
else_jump @WARROBE_9569 
0512: show_permanent_text_box 'REMOH2'  // Tap ~m~~widget_store_accept~ to keep. Tap ~m~~widget_store_back~ to go back.
jump @WARROBE_9580 

:WARROBE_9569
0512: show_permanent_text_box 'WARDH4'  // Tap ~m~~widget_store_accept~ to wear. Tap ~m~~widget_store_back~ to go back.

:WARROBE_9580
$3805 = 1 

:WARROBE_9587
return 

:WARROBE_9589
if 
  $3809 == 0 
else_jump @WARROBE_9614 
$3809 = 1 

:WARROBE_9614
return 

:WARROBE_9616
075E: load_shopping_data_PRICES_subsection "UNIFORM" // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $11227 
$3902 = 0 
$11250 = 0 
$11322 = 0 

:WARROBE_9664
if 
001C:   $11227 > $3902 // (int) 
else_jump @WARROBE_10170 
0760: store_shopping_data_index $3902 textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 0 store_to $3897 
0783: get_shopping_item_with_textureCRC $44 flag 1 store_to $3898 
0084: $3825($11322,12i) = $44 // (int) 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11160 // 8-byte string 
05A9: $11251($11322,12s) = s$11160 // s$ 
0084: $3861($11322,12i) = $3897 // (int) 
04AE: $3934 = 17 // = constant 
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $3929 modelCRC_to $3930 
if 
003A:   $3929 == $44 // (int) 
else_jump @WARROBE_9812 
$3885($11322,12i) = 0 
jump @WARROBE_9823 

:WARROBE_9812
$3885($11322,12i) = 1 

:WARROBE_9823
if and
  $3942 == 1 
05AD:   s$11160 == 'GIMP' // s$ == short  // Gimp Suit
else_jump @WARROBE_9862 
$11322 += 1 

:WARROBE_9862
if and
  $3943 == 1 
05AD:   s$11160 == 'VALETU' // s$ == short  // Valet Uniform
else_jump @WARROBE_9901 
$11322 += 1 

:WARROBE_9901
if and
  $3946 == 1 
05AD:   s$11160 == 'COUNTRY' // s$ == short  // Rural Clothes
else_jump @WARROBE_9940 
$11322 += 1 

:WARROBE_9940
if and
  $3944 == 1 
05AD:   s$11160 == 'CROUP' // s$ == short  // Croupier
else_jump @WARROBE_9979 
$11322 += 1 

:WARROBE_9979
if and
  $3945 == 1 
05AD:   s$11160 == 'POLICE' // s$ == short  // Cop
else_jump @WARROBE_10018 
$11322 += 1 

:WARROBE_10018
if and
  $3948 == 1 
05AD:   s$11160 == 'PAMEDIC' // s$ == short  // Medic Uniform
else_jump @WARROBE_10057 
$11322 += 1 

:WARROBE_10057
if and
  $3949 == 1 
05AD:   s$11160 == 'PIMPSUT' // s$ == short  // Pimp Suit
else_jump @WARROBE_10096 
$11322 += 1 

:WARROBE_10096
if and
  $3947 == 1 
05AD:   s$11160 == 'RDRIVER' // s$ == short  // Racing Suit
else_jump @WARROBE_10135 
$11322 += 1 

:WARROBE_10135
06D1: v$11218 = "CLO_POSE_TORSO" // v$ = string 
$3902 += 1 
jump @WARROBE_9664 

:WARROBE_10170
0084: $3902 = $11322 // (int) 

:WARROBE_10178
if 
  12 > $3902 
else_jump @WARROBE_10228 
05A9: $11251($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @WARROBE_10178 

:WARROBE_10228
return 

:WARROBE_10230
$3902 = 0 
$11250 = 0 
if 
  $11327 == 0 
else_jump @WARROBE_10925 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10329 
05A9: $11251($11250,12s) = 'TORSO' // s$  // Torso
04AE: $3873($11250,12i) = 0 // = constant 
$11250 += 1 

:WARROBE_10329
08F7: get_player $PLAYER_CHAR bodypart 2 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10396 
05A9: $11251($11250,12s) = 'LEGS' // s$  // Legs
04AE: $3873($11250,12i) = 2 // = constant 
$11250 += 1 

:WARROBE_10396
08F7: get_player $PLAYER_CHAR bodypart 3 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10463 
05A9: $11251($11250,12s) = 'FEET' // s$  // Shoes
04AE: $3873($11250,12i) = 3 // = constant 
$11250 += 1 

:WARROBE_10463
08F7: get_player $PLAYER_CHAR bodypart 13 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10530 
05A9: $11251($11250,12s) = 'CHAINS' // s$  // Chains
04AE: $3873($11250,12i) = 13 // = constant 
$11250 += 1 

:WARROBE_10530
08F7: get_player $PLAYER_CHAR bodypart 14 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10597 
05A9: $11251($11250,12s) = 'WATCHES' // s$  // Watches
04AE: $3873($11250,12i) = 14 // = constant 
$11250 += 1 

:WARROBE_10597
08F7: get_player $PLAYER_CHAR bodypart 15 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10664 
05A9: $11251($11250,12s) = 'SHADES' // s$  // Shades
04AE: $3873($11250,12i) = 15 // = constant 
$11250 += 1 

:WARROBE_10664
08F7: get_player $PLAYER_CHAR bodypart 16 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10731 
05A9: $11251($11250,12s) = 'HATS' // s$  // Hats
04AE: $3873($11250,12i) = 16 // = constant 
$11250 += 1 

:WARROBE_10731
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $3929 modelCRC_to $3930 
if 
   not $3929 == 0 
else_jump @WARROBE_10798 
05A9: $11251($11250,12s) = 'SHOP7' // s$  // Special
04AE: $3873($11250,12i) = 17 // = constant 
$11250 += 1 

:WARROBE_10798
0084: $3902 = $11250 // (int) 

:WARROBE_10806
if 
  12 > $3902 
else_jump @WARROBE_10856 
05A9: $11251($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @WARROBE_10806 

:WARROBE_10856
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0@ = 0 

:WARROBE_10874
if 
001E:   $11250 > 0@ // (int) 
else_jump @WARROBE_10918 
0A6A: add_shop_item $11251(0@,12s) 0 
0@ += 1 
jump @WARROBE_10874 

:WARROBE_10918
$11327 = 1 

:WARROBE_10925
return 
end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH
$11353 = 0 
$11354 = 0 
$3900 = 0 
$3812 = 0 
$3901 = 0 
$3902 = 0 
$3807 = 0 
$3811 = 0 
$11352 = 0 
$11355 = 0.0 
$11356 = 0.0 
$11357 = 0.0 
$11361 = 0.0 
$11358 = 0.0 
$11359 = 0.0 
$11360 = 0.0 
$11361 = 0.0 
$11362 = 0.0 
$11363 = 0.0 
$11364 = 0.0 
$11365 = 0.0 
$11366 = 0.0 
$11367 = 0.0 
$11368 = 0.0 
$11369 = 0.0 
$11370 = 0.0 
$11371 = 0.0 
$11372 = 0.0 
$11373 = 0.0 
$11374 = 0.0 
$11375 = 0.0 
$11376 = 0.0 
$11377 = 0.0 
$11378 = 0.0 
$11379 = 0.0 
$11380 = 0.0 
$11381 = 0.0 
0@ = 0 
1@ = 0.0 
0A6E: 9 // 6ClothesAccept
$11337 = 0 
$11347 = 0 
$11365 = 0.0 
$11369 = 0.0 
$11370 = 0.0 
$11371 = 0.0 
$11345 = 0.0 
$11346 = 0.0 
$11344 = 0 
$11342 = 0 
$11341 = 0 
$11340 = 0 
$3932 = 0 
$3931 = 0 
$3807 = 0 
$3811 = 0 
$3805 = 0 
$3809 = 0 
$3932 = 0 
$3931 = 0 
$3933 = 0 
$3934 = 0 
$11383 = 0 
$11384 = 0 
$11385 = 0 
if 
05AD:   s$705 == 'LACS1' // s$ == short  // Sub Urban
else_jump @CLOTH_726 
04AE: $3802 = 211 // = constant 
$11382 = -373 

:CLOTH_726
if 
05AD:   s$705 == 'CSCHP' // s$ == short  // Binco
else_jump @CLOTH_767 
04AE: $3802 = 211 // = constant 
$11382 = -372 

:CLOTH_767
if 
05AD:   s$705 == 'CSSPRT' // s$ == short  // Pro-Laps
else_jump @CLOTH_808 
04AE: $3802 = 217 // = constant 
$11382 = -374 

:CLOTH_808
if 
05AD:   s$705 == 'CLOTHGP' // s$ == short  // Zip
else_jump @CLOTH_849 
04AE: $3802 = 211 // = constant 
$11382 = -375 

:CLOTH_849
if 
05AD:   s$705 == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_890 
04AE: $3802 = 211 // = constant 
$11382 = -376 

:CLOTH_890
if 
05AD:   s$705 == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_931 
04AE: $3802 = 217 // = constant 
$11382 = -377 

:CLOTH_931
0247: load_model $11382 
0247: load_model $3802 
03CF: load_wav 20802 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'CLOTH' 

:CLOTH_965
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CLOTH_6979 
if 
8844:   not string s$705 empty // s$ 
else_jump @CLOTH_6965 
if 
  $11344 > 0 
else_jump @CLOTH_1074 
0489: set_actor $PLAYER_ACTOR muted 1 
if 
0A0F:   new_language_set 
else_jump @CLOTH_1074 
03E6: remove_text_box 
$3807 = 0 
$3811 = 0 
$3809 = 0 
$3805 = 0 
09FB: $153 = current_language 

:CLOTH_1074
if 
  $11344 == 0 
else_jump @CLOTH_2029 
if 
05AD:   s$705 == 'LACS1' // s$ == short  // Sub Urban
else_jump @CLOTH_1227 
$11358 = 0.0 
$11359 = 0.0 
$11360 = 0.0 
$11378 = 203.528 
$11379 = -41.644 
$11380 = 1000.852 
$11381 = 180.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_1227
if 
05AD:   s$705 == 'CSCHP' // s$ == short  // Binco
else_jump @CLOTH_1362 
$11358 = 2.85 
$11359 = -57.534 
$11360 = 3.26 
$11378 = 208.806 
$11379 = -98.713 
$11380 = 1004.297 
$11381 = 180.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_1362
if 
05AD:   s$705 == 'CSSPRT' // s$ == short  // Pro-Laps
else_jump @CLOTH_1497 
$11358 = -12.653 
$11359 = -90.758 
$11360 = 1.477 
$11378 = 207.018 
$11379 = -127.782 
$11380 = 1002.555 
$11381 = 180.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_1497
if 
05AD:   s$705 == 'CLOTHGP' // s$ == short  // Zip
else_jump @CLOTH_1632 
$11358 = -33.204 
$11359 = -46.245 
$11360 = 0.0 
$11378 = 161.56 
$11379 = -81.369 
$11380 = 1000.859 
$11381 = 180.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_1632
if 
05AD:   s$705 == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_1894 
if 
  $625 > 3 
else_jump @CLOTH_1784 
09A9: get_string "TSHIRTLOCGREY" CRC32_to $11385 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $11385 price_to 15 
09A9: get_string "BASKBALLLOC" CRC32_to $11385 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $11385 price_to 20 
09A9: get_string "TSHIRTMADDGREY" CRC32_to $11385 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $11385 price_to 300 
09A9: get_string "TSHIRTMADDGRN" CRC32_to $11385 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $11385 price_to 300 

:CLOTH_1784
$11358 = -5.806 
$11359 = 36.733 
$11360 = -0.815 
$11378 = 204.836 
$11379 = -7.328 
$11380 = 1000.258 
$11381 = 270.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_1894
if 
05AD:   s$705 == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_2029 
$11358 = 1.2 
$11359 = -114.524 
$11360 = -1.51 
$11378 = 204.366 
$11379 = -157.789 
$11380 = 999.563 
$11381 = 180.0 
$11365 = 90.0 
$11361 = 0.0 
05A9: s$11338 = s$705 // s$ 
075F: store_shopping_data_entries_number_to $11353 
$11344 = 1 

:CLOTH_2029
if 
  $11344 == 1 
else_jump @CLOTH_2480 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$11366 = 212.8715 
0059: $11366 += $11358 // (float) 
$11367 = -42.8156 
0059: $11367 += $11359 // (float) 
$11368 = 1002.116 
0059: $11368 += $11360 // (float) 
$11369 = 213.4791 
0059: $11369 += $11358 // (float) 
$11370 = -42.0238 
0059: $11370 += $11359 // (float) 
$11371 = 1002.053 
0059: $11371 += $11360 // (float) 
$11372 = 214.5148 
0059: $11372 += $11358 // (float) 
$11373 = -41.6106 
0059: $11373 += $11359 // (float) 
$11374 = 1002.494 
0059: $11374 += $11360 // (float) 
$11375 = 214.5367 
0059: $11375 += $11358 // (float) 
$11376 = -40.6175 
0059: $11376 += $11359 // (float) 
$11377 = 1002.609 
0059: $11377 += $11360 // (float) 
$11362 = 214.622 
0059: $11362 += $11358 // (float) 
$11363 = -40.652 
0059: $11363 += $11359 // (float) 
$11364 = 1001.033 
0059: $11364 += $11360 // (float) 
$11355 = 213.874 
0059: $11355 += $11358 // (float) 
$11356 = -39.811 
0059: $11356 += $11359 // (float) 
$11357 = 1002.2 
0059: $11357 += $11360 // (float) 
009A: $11335 = create_actor_pedtype 4 model $3802 at $11378 $11379 $11380 
02A9: set_actor $11335 immune_to_nonplayer 1 
060B: set_actor $11335 decision_maker_to 65542 
0173: set_actor $11335 Z_angle_to $11381 
$11340 = 0 
029B: $11343 = init_object $11382 at $11355 $11356 $11357 
0177: set_object $11343 Z_angle_to $11361 
0947: actor $11335 speak_from_audio_table 332 store_spoken_phrase_id_to $11434 
$127 = 1 
$11344 = 2 

:CLOTH_2480
if 
  $11344 == 2 
else_jump @CLOTH_2896 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_2529 
gosub @CLOTH_7247 

:CLOTH_2529
if 
8118:   not actor $11335 dead 
else_jump @CLOTH_2851 
if 
  $11340 == 0 
else_jump @CLOTH_2799 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11335 
031D:   actor $11335 hit_by_weapon 57 
  $1282 == 1 
else_jump @CLOTH_2633 
0947: actor $11335 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
05C4: AS_actor $11335 hands_up -2 ms 
$11340 = 1 
jump @CLOTH_2706 

:CLOTH_2633
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $11362 $11363 $11364 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @CLOTH_2706 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @CLOTH_2706 
$11344 = 3 

:CLOTH_2706
if 
  $11342 == 0 
else_jump @CLOTH_2792 
if 
0105:   actor $PLAYER_ACTOR near_actor $11335 radius 8.0 8.0 3.0 sphere 0 on_foot 
else_jump @CLOTH_2785 
0947: actor $11335 speak_from_audio_table 328 store_spoken_phrase_id_to $11434 
$11342 = 1 
jump @CLOTH_2792 

:CLOTH_2785
$11342 = 0 

:CLOTH_2792
jump @CLOTH_2844 

:CLOTH_2799
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_2837 
gosub @CLOTH_7247 

:CLOTH_2837
jump @CLOTH_965 

:CLOTH_2844
jump @CLOTH_2896 

:CLOTH_2851
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_2889 
gosub @CLOTH_7247 

:CLOTH_2889
jump @CLOTH_965 

:CLOTH_2896
if 
  $11344 == 3 
else_jump @CLOTH_3031 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CLOTH_3017 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
0581: enable_radar 0 
40@ = 0 
$11352 = 0 
$11344 = 4 
jump @CLOTH_3031 

:CLOTH_3017
gosub @CLOTH_7247 
jump @CLOTH_965 

:CLOTH_3031
if 
  $11344 == 4 
else_jump @CLOTH_3544 
if 
0118:   actor $11335 dead 
else_jump @CLOTH_3110 
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_3103 
gosub @CLOTH_7247 

:CLOTH_3103
jump @CLOTH_965 

:CLOTH_3110
if 
  $11352 == 0 
else_jump @CLOTH_3451 
if 
  40@ >= 300 
else_jump @CLOTH_3451 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $11362 $11363 $11364 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $11365 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
00A0: store_actor $11335 position_to $4139 $4140 $4141 
if or
8044:   not  $4139 == $11378 // (float) 
8044:   not  $4140 == $11379 // (float) 
8044:   not  $4141 == $11380 // (float) 
else_jump @CLOTH_3261 
00A1: put_actor $11335 at $11378 $11379 $11380 
0173: set_actor $11335 Z_angle_to $11381 

:CLOTH_3261
015F: set_camera_position $11366 $11367 $11368 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11369 $11370 $11371 switchstyle 2 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11345 = 0.0 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
else_jump @CLOTH_3389 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3389
if 
03CA:   object $11343 exists 
else_jump @CLOTH_3444 
075A: set_object $11343 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3444
$11352 = 1 

:CLOTH_3451
if 
  $11352 == 1 
else_jump @CLOTH_3544 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
else_jump @CLOTH_3509 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3509
if 
  $11345 == 1.0 
else_jump @CLOTH_3544 
$11352 = 0 
$11344 = 5 

:CLOTH_3544
if 
  $11344 == 5 
else_jump @CLOTH_4207 
if 
0118:   actor $11335 dead 
else_jump @CLOTH_3623 
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_3616 
gosub @CLOTH_7247 

:CLOTH_3616
jump @CLOTH_965 

:CLOTH_3623
if 
  $3807 == 0 
else_jump @CLOTH_3666 
if 
  1 > $11352 
else_jump @CLOTH_3666 
gosub @CLOTH_8455 

:CLOTH_3666
$127 = 0 
if 
  $11352 == 0 
else_jump @CLOTH_3735 
if 
0A52:   is_widget_released 54 
else_jump @CLOTH_3713 
$11352 = 1 

:CLOTH_3713
if 
0A52:   is_widget_released 55 
else_jump @CLOTH_3735 
$11352 = 2 

:CLOTH_3735
if 
  $11352 == 1 
else_jump @CLOTH_3857 
if 
8A52:   not is_widget_released 54 
else_jump @CLOTH_3857 
0A5A: get_widget_value 156 1@ 
0090: $3903 = float 1@ to_integer 
if 
  0 > $3903 
else_jump @CLOTH_3809 
$3903 = 0 

:CLOTH_3809
gosub @CLOTH_7599 
$11344 = 6 
if 
  $3807 == 1 
else_jump @CLOTH_3850 
03E6: remove_text_box 
$3807 = 0 

:CLOTH_3850
$11352 = 0 

:CLOTH_3857
if 
  $11352 == 2 
else_jump @CLOTH_4043 
0A6B: delete_widget 156 
if 
  $3807 == 1 
else_jump @CLOTH_3907 
03E6: remove_text_box 
$3807 = 0 

:CLOTH_3907
if 
  $3811 == 1 
else_jump @CLOTH_3934 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_3934
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11345 = 0.0 
if 
03CA:   object $11343 exists 
else_jump @CLOTH_4036 
075A: set_object $11343 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_4036
$11352 = 5 

:CLOTH_4043
if 
  $11352 == 5 
else_jump @CLOTH_4131 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
else_jump @CLOTH_4103 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_4103
if 
  $11345 == 1.0 
else_jump @CLOTH_4131 
$11352 = 6 

:CLOTH_4131
if 
  $11352 == 6 
else_jump @CLOTH_4207 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
0947: actor $11335 speak_from_audio_table 331 store_spoken_phrase_id_to $11434 
$11383 = 0 
$3807 = 0 
$3811 = 0 
$11344 = 8 

:CLOTH_4207
if 
  $11344 == 6 
else_jump @CLOTH_5292 
if 
0118:   actor $11335 dead 
else_jump @CLOTH_4286 
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_4279 
gosub @CLOTH_7247 

:CLOTH_4279
jump @CLOTH_965 

:CLOTH_4286
if 
  $3811 == 0 
else_jump @CLOTH_4329 
if 
  2 > $11352 
else_jump @CLOTH_4329 
gosub @CLOTH_8617 

:CLOTH_4329
$127 = 0 
if 
  $11352 == 0 
else_jump @CLOTH_4691 
if 
0A52:   is_widget_released 56 
else_jump @CLOTH_4376 
$11352 = 1 

:CLOTH_4376
if 
0A52:   is_widget_released 54 
else_jump @CLOTH_4691 
$11383 = 0 
0A5A: get_widget_value 156 1@ 
0090: $3904 = float 1@ to_integer 
0A6B: delete_widget 156 
if 
  0 > $3904 
else_jump @CLOTH_4444 
$3904 = 0 

:CLOTH_4444
0084: $44 = $3825($3904,12i) // (int) 
0084: $11336 = $3813($3904,12i) // (int) 
0084: $3897 = $3861($3904,12i) // (int) 
0084: $3898 = $3873($3904,12i) // (int) 
05A9: s$11333 = $3837($3904,12s) // s$ 
if or
04A3:   $3898 == 13 // == constant 
04A3:   $3898 == 14 // == constant 
04A3:   $3898 == 15 // == constant 
04A3:   $3898 == 16 // == constant 
else_jump @CLOTH_4589 
015F: set_camera_position $11372 $11373 $11374 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11375 $11376 $11377 switchstyle 2 
jump @CLOTH_4657 

:CLOTH_4589
if or
04A3:   $3934 == 0 // == constant 
04A3:   $3934 == 2 // == constant 
else_jump @CLOTH_4618 
03D1: play_wav 4 

:CLOTH_4618
015F: set_camera_position $11366 $11367 $11368 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11369 $11370 $11371 switchstyle 2 

:CLOTH_4657
if 
  $3811 == 1 
else_jump @CLOTH_4684 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_4684
$11352 = 2 

:CLOTH_4691
if 
  $11352 == 1 
else_jump @CLOTH_4775 
$11352 = 0 
$11344 = 5 
if 
  $3811 == 1 
else_jump @CLOTH_4750 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_4750
if 
  $3807 == 0 
else_jump @CLOTH_4775 
gosub @CLOTH_8455 

:CLOTH_4775
if 
  $11352 == 2 
else_jump @CLOTH_4815 
if 
03D2:   wav 4 ended 
else_jump @CLOTH_4815 
$11352 = 3 

:CLOTH_4815
if 
  $11352 == 3 
else_jump @CLOTH_5010 
if or
04A3:   $3934 == 0 // == constant 
04A3:   $3934 == 2 // == constant 
04A3:   $3934 == 3 // == constant 
else_jump @CLOTH_4878 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_4878
0784: set_player $PLAYER_CHAR textureCRC $44 modelCRC $3897 bodypart $3898 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11345 = 0.0 
if 
03CA:   object $11343 exists 
else_jump @CLOTH_5003 
075A: set_object $11343 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_5003
$11352 = 4 

:CLOTH_5010
if 
  $11352 == 4 
else_jump @CLOTH_5148 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
else_jump @CLOTH_5078 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_5078
if 
  $11345 == 1.0 
else_jump @CLOTH_5148 
0812: AS_actor $PLAYER_ACTOR perform_animation v$11348 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11345 = 0.0 
$11352 = 5 

:CLOTH_5148
if 
  $11352 == 5 
else_jump @CLOTH_5292 
if 
0611:   actor $PLAYER_ACTOR performing_animation v$11348 
else_jump @CLOTH_5196 
0613: $11345 = actor $PLAYER_ACTOR animation v$11348 time 

:CLOTH_5196
if 
  $11345 == 1.0 
else_jump @CLOTH_5292 
gosub @CLOTH_8711 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11345 = 0.0 
$11344 = 7 
$11352 = 0 

:CLOTH_5292
if 
  $11344 == 7 
else_jump @CLOTH_6671 
if 
0118:   actor $11335 dead 
else_jump @CLOTH_5371 
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_5364 
gosub @CLOTH_7247 

:CLOTH_5364
jump @CLOTH_965 

:CLOTH_5371
$127 = 0 
if 
  $11352 == 0 
else_jump @CLOTH_5662 
if 
0A52:   is_widget_released 57 
else_jump @CLOTH_5479 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$3932 = 0 
$3931 = 0 
$3933 = 0 
$11384 = 0 
$11352 = 1 

:CLOTH_5479
if 
0A52:   is_widget_released 56 
else_jump @CLOTH_5662 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$3932 = 0 
$3931 = 0 
$3933 = 0 
$11384 = 0 
gosub @CLOTH_8114 
if 
  $3805 == 1 
else_jump @CLOTH_5589 
03E6: remove_text_box 
$3805 = 0 

:CLOTH_5589
if 
  $11383 == 0 
else_jump @CLOTH_5621 
$11352 = 3 
jump @CLOTH_5662 

:CLOTH_5621
if 
  $3809 == 1 
else_jump @CLOTH_5648 
03E6: remove_text_box 
$3809 = 0 

:CLOTH_5648
$11352 = 0 
$11344 = 6 

:CLOTH_5662
if 
  2 > $11352 
else_jump @CLOTH_5687 
gosub @CLOTH_8711 

:CLOTH_5687
if 
  $11352 == 1 
else_jump @CLOTH_6080 
if 
8A52:   not is_widget_released 57 
else_jump @CLOTH_6080 
010B: $4138 = player $PLAYER_CHAR money 
if 
002C:   $4138 >= $11336 // (int) 
else_jump @CLOTH_6007 
if 
803A:   not  $3929 == $44 // (int) 
else_jump @CLOTH_5927 
if 
  $3805 == 1 
else_jump @CLOTH_5793 
03E6: remove_text_box 
$3805 = 0 

:CLOTH_5793
0790: charge_money_for_shopping_item_with_textureCRC $44 
$11384 = 1 
0947: actor $11335 speak_from_audio_table 323 store_spoken_phrase_id_to $11434 
097A: play_audio_at $68 $69 $70 event 1054 
gosub @CLOTH_8751 
gosub @CLOTH_8778 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11345 = 0.0 
$11352 = 2 
jump @CLOTH_6000 

:CLOTH_5927
if 
  $3932 == 0 
else_jump @CLOTH_6000 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11335 speak_from_audio_table 322 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
$11352 = 0 
$3932 = 1 

:CLOTH_6000
jump @CLOTH_6080 

:CLOTH_6007
if 
  $3931 == 0 
else_jump @CLOTH_6080 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11335 speak_from_audio_table 324 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$11352 = 0 
$3931 = 1 

:CLOTH_6080
if 
  $11352 == 2 
else_jump @CLOTH_6222 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
else_jump @CLOTH_6140 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6140
if 
  $11345 == 1.0 
else_jump @CLOTH_6222 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11345 = 0.0 
$11352 = 3 

:CLOTH_6222
if 
  $11352 == 3 
else_jump @CLOTH_6355 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11345 = 0.0 
if 
03CA:   object $11343 exists 
else_jump @CLOTH_6348 
075A: set_object $11343 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_6348
$11352 = 4 

:CLOTH_6355
if 
  $11352 == 4 
else_jump @CLOTH_6671 
if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
else_jump @CLOTH_6425 
0613: $11345 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6425
if 
  $11345 == 1.0 
else_jump @CLOTH_6671 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
if 
  $3809 == 1 
else_jump @CLOTH_6482 
03E6: remove_text_box 
$3809 = 0 

:CLOTH_6482
if 
  $3811 == 1 
else_jump @CLOTH_6509 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_6509
if 
  $3805 == 1 
else_jump @CLOTH_6536 
03E6: remove_text_box 
$3805 = 0 

:CLOTH_6536
$11383 = 1 
if 
  $11384 == 1 
else_jump @CLOTH_6625 
$11352 = 0 
$11344 = 5 
if 
  $3807 == 0 
else_jump @CLOTH_6618 
if 
  1 > $11352 
else_jump @CLOTH_6618 
gosub @CLOTH_8455 

:CLOTH_6618
jump @CLOTH_6671 

:CLOTH_6625
$11352 = 0 
$11344 = 6 
if 
  $3811 == 0 
else_jump @CLOTH_6671 
gosub @CLOTH_8114 
gosub @CLOTH_8617 

:CLOTH_6671
if 
  $11344 == 8 
else_jump @CLOTH_6958 
if 
0118:   actor $11335 dead 
else_jump @CLOTH_6750 
gosub @CLOTH_6993 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11338 // s$ == short 
else_jump @CLOTH_6743 
gosub @CLOTH_7247 

:CLOTH_6743
jump @CLOTH_965 

:CLOTH_6750
if 
  $11340 == 0 
else_jump @CLOTH_6831 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11335 
031D:   actor $11335 hit_by_weapon 57 
  $1282 == 1 
else_jump @CLOTH_6831 
0947: actor $11335 speak_from_audio_table 327 store_spoken_phrase_id_to $11434 
05C4: AS_actor $11335 hands_up -2 ms 
$11340 = 1 

:CLOTH_6831
if 
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere $11362 $11363 $11364 radius 1.0 1.0 4.0 on_foot 
else_jump @CLOTH_6958 
$3807 = 0 
$3811 = 0 
$3805 = 0 
$3809 = 0 
$3903 = 0 
$3904 = 0 
$11344 = 2 
$11352 = 0 
$3932 = 0 
$3931 = 0 
$11384 = 0 
$127 = 1 

:CLOTH_6958
jump @CLOTH_6972 

:CLOTH_6965
gosub @CLOTH_7247 

:CLOTH_6972
jump @CLOTH_6986 

:CLOTH_6979
gosub @CLOTH_7247 

:CLOTH_6986
jump @CLOTH_965 

:CLOTH_6993
if 
  $11344 >= 1 
else_jump @CLOTH_7013 
03E6: remove_text_box 

:CLOTH_7013
if 
  $3807 == 1 
else_jump @CLOTH_7040 
03E6: remove_text_box 
$3807 = 0 

:CLOTH_7040
if 
  $3811 == 1 
else_jump @CLOTH_7067 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_7067
if 
  $3809 == 1 
else_jump @CLOTH_7094 
03E6: remove_text_box 
$3809 = 0 

:CLOTH_7094
if 
  $3805 == 1 
else_jump @CLOTH_7121 
03E6: remove_text_box 
$3805 = 0 

:CLOTH_7121
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$3807 = 0 
$3811 = 0 
$3805 = 0 
$3809 = 0 
$3903 = 0 
$3904 = 0 
$3932 = 0 
$3931 = 0 
$3933 = 0 
$11352 = 0 
$11383 = 0 
$11384 = 0 
$11344 = 2 
return 

:CLOTH_7247
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
if 
  $3807 == 1 
else_jump @CLOTH_7286 
03E6: remove_text_box 
$3807 = 0 

:CLOTH_7286
if 
  $3811 == 1 
else_jump @CLOTH_7313 
03E6: remove_text_box 
$3811 = 0 

:CLOTH_7313
if 
  $3809 == 1 
else_jump @CLOTH_7340 
03E6: remove_text_box 
$3809 = 0 

:CLOTH_7340
if 
  $3805 == 1 
else_jump @CLOTH_7367 
03E6: remove_text_box 
$3805 = 0 

:CLOTH_7367
if 
  $11344 >= 1 
else_jump @CLOTH_7387 
03E6: remove_text_box 

:CLOTH_7387
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$11383 = 0 
$3807 = 0 
$3811 = 0 
$3805 = 0 
$3809 = 0 
$3903 = 0 
$3904 = 0 
$127 = 1 
$11342 = 0 
$11340 = 0 
$3932 = 0 
$3931 = 0 
$3933 = 0 
$11384 = 0 
$11352 = 0 
$11344 = 0 
0108: destroy_object $11343 
0249: release_model $11382 
009B: destroy_actor $11335 
0249: release_model $3802 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CLOTH_7595 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_7595
end_thread 
return 

:CLOTH_7599
if 
  $3903 == 0 
else_jump @CLOTH_7673 
$3900 = 0 
04AE: $3934 = 0 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7673
if 
  $3903 == 1 
else_jump @CLOTH_7746 
$3900 = 2 
04AE: $3934 = 2 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_7746
if 
  $3903 == 2 
else_jump @CLOTH_7820 
$3900 = 3 
04AE: $3934 = 3 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_7820
if 
  $3903 == 3 
else_jump @CLOTH_7894 
$3900 = 13 
04AE: $3934 = 13 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7894
if 
  $3903 == 4 
else_jump @CLOTH_7968 
$3900 = 14 
04AE: $3934 = 14 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_7968
if 
  $3903 == 5 
else_jump @CLOTH_8040 
$3900 = 15 
04AE: $3934 = 15 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8040
if 
  $3903 == 6 
else_jump @CLOTH_8112 
$3900 = 16 
04AE: $3934 = 16 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $3934 textureCRC_to $3929 modelCRC_to $3930 
gosub @CLOTH_8114 
06D1: v$11348 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8112
return 

:CLOTH_8114
$3901 = 0 
$11354 = 0 

:CLOTH_8128
if 
001C:   $11353 > $3901 // (int) 
else_jump @CLOTH_8373 
0760: store_shopping_data_index $3901 textureCRC_to $44 
0783: get_shopping_item_with_textureCRC $44 flag 0 store_to $3897 
0783: get_shopping_item_with_textureCRC $44 flag 1 store_to $3898 
if 
003A:   $3898 == $3900 // (int) 
else_jump @CLOTH_8359 
0084: $3825($11354,12i) = $44 // (int) 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11333 // 8-byte string 
0761: get_shopping_item_with_textureCRC $44 price_to $11336 
0084: $3813($11354,12i) = $11336 // (int) 
05A9: $3837($11354,12s) = s$11333 // s$ 
0084: $3861($11354,12i) = $3897 // (int) 
0084: $3873($11354,12i) = $3898 // (int) 
if 
003A:   $3929 == $44 // (int) 
else_jump @CLOTH_8307 
$3885($11354,12i) = 0 
jump @CLOTH_8352 

:CLOTH_8307
if 
0942:   item_with_textureCRC $44 is_clothing 
else_jump @CLOTH_8341 
$3885($11354,12i) = 1 
jump @CLOTH_8352 

:CLOTH_8341
$3885($11354,12i) = 2 

:CLOTH_8352
$11354 += 1 

:CLOTH_8359
$3901 += 1 
jump @CLOTH_8128 

:CLOTH_8373
0084: $3902 = $11354 // (int) 

:CLOTH_8381
if 
  12 > $3902 
else_jump @CLOTH_8453 
$3825($3902,12i) = -1 
$3813($3902,12i) = 0 
05A9: $3837($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @CLOTH_8381 

:CLOTH_8453
return 

:CLOTH_8455
if 
  $3807 == 0 
else_jump @CLOTH_8615 
0A79: print_help_conditional_touch 'CLOTHID' 0  // Use movement controls to select clothing. Tap ~m~~widget_store_accept~ to view. Tap ~m~~widget_store_cancel~ to leave.
0A78: print_help_conditional 'CLOTTCH' 0  // To select an article of clothing, tap it. Tap ~m~~widget_store_accept~ to view. Tap ~m~~widget_store_cancel~ to go back.
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0A60: add_widget_flag 159 4 
0A6A: add_shop_item 'TORSO' 0  // Torso
0A6A: add_shop_item 'LEGS' 0  // Legs
0A6A: add_shop_item 'FEET' 0  // Shoes
0A6A: add_shop_item 'CHAINS' 0  // Chains
0A6A: add_shop_item 'WATCHES' 0  // Watches
0A6A: add_shop_item 'SHADES' 0  // Shades
0A6A: add_shop_item 'HATS' 0  // Hats
$3807 = 1 

:CLOTH_8615
return 

:CLOTH_8617
if 
  $3811 == 0 
else_jump @CLOTH_8709 
0A69: create_shop_widget 'CLOTCHO'  // Apparel
0@ = 0 

:CLOTH_8653
if 
001E:   $11354 > 0@ // (int) 
else_jump @CLOTH_8702 
0A6A: add_shop_item $3837(0@,12s) $3813(0@,12i) 
0@ += 1 
jump @CLOTH_8653 

:CLOTH_8702
$3811 = 1 

:CLOTH_8709
return 

:CLOTH_8711
if 
  $3805 == 0 
else_jump @CLOTH_8749 
0A6D: print_help_forever_conditional 'CLOTHC' 0  // Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
$3805 = 1 

:CLOTH_8749
return 

:CLOTH_8751
if 
  $3809 == 0 
else_jump @CLOTH_8776 
$3809 = 1 

:CLOTH_8776
return 

:CLOTH_8778
if 
  $3936 == 0 
else_jump @CLOTH_8828 
if 
05AD:   s$705 == 'CSCHP' // s$ == short  // Binco
else_jump @CLOTH_8828 
$3936 = 1 

:CLOTH_8828
if 
  $3937 == 0 
else_jump @CLOTH_8878 
if 
05AD:   s$705 == 'CSSPRT' // s$ == short  // Pro-Laps
else_jump @CLOTH_8878 
$3937 = 1 

:CLOTH_8878
if 
  $3938 == 0 
else_jump @CLOTH_8928 
if 
05AD:   s$705 == 'LACS1' // s$ == short  // Sub Urban
else_jump @CLOTH_8928 
$3938 = 1 

:CLOTH_8928
if 
  $3939 == 0 
else_jump @CLOTH_8978 
if 
05AD:   s$705 == 'CLOTHGP' // s$ == short  // Zip
else_jump @CLOTH_8978 
$3939 = 1 

:CLOTH_8978
if 
  $3940 == 0 
else_jump @CLOTH_9028 
if 
05AD:   s$705 == 'CSDESGN' // s$ == short  // Victim
else_jump @CLOTH_9028 
$3940 = 1 

:CLOTH_9028
if 
  $3941 == 0 
else_jump @CLOTH_9078 
if 
05AD:   s$705 == 'CSEXL' // s$ == short  // Didier Sachs
else_jump @CLOTH_9078 
$3941 = 1 

:CLOTH_9078
return 
end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0.0 
$11414 = 0.0 
$11415 = 0.0 
$11416 = 0.0 
$11417 = 0.0 
$11418 = 0.0 
$11419 = 0.0 
$11420 = 0.0 
$11421 = 0.0 
$11422 = 0.0 
$11423 = 0.0 
$11428 = 0.0 
$11429 = 0.0 
$11430 = 0.0 
$11431 = 0.0 
$11432 = 0.0 
$11433 = 0.0 
$11409 = 0 
$11408 = 0.0 
$11402 = 0.0 
$11403 = 0.0 
$11404 = 0.0 
$11395 = 0 
$674 = 0 
$11389 = 0 
$11398 = 0 
$11400 = 0 
$4135 = 0 
$11405 = 0.0 
$127 = 1 
$3805 = 0 
$3809 = 0 
$3931 = 0 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @JFUD_389 
04AE: $3802 = 155 // = constant 
$11424 = -378 
$11425 = -379 
$11426 = -59 
$11427 = -380 

:JFUD_389
if 
05AD:   s$705 == 'FDCHICK' // s$ == short  // Cluckin' Bell
else_jump @JFUD_454 
04AE: $3802 = 167 // = constant 
$11424 = -381 
$11425 = -382 
$11426 = -383 
$11427 = -384 

:JFUD_454
if 
05AD:   s$705 == 'FDBURG' // s$ == short  // Burger Shot
else_jump @JFUD_518 
04AE: $3802 = 205 // = constant 
$11424 = -385 
$11425 = -386 
$11426 = -62 
$11427 = -387 

:JFUD_518
0247: load_model $11424 
0247: load_model $11425 
0247: load_model $11426 
0247: load_model $11427 
03CF: load_wav 1828 as 4 
0247: load_model $3802 
038B: load_requested_models 
set_wb_check_to 0 
if 
  $11395 == 1000000 
else_jump @JFUD_594 
0107: $11391 = create_object $44 at $680 $681 $682 

:JFUD_594
thread 'JFUD' 

:JFUD_605
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_9078 
if 
8844:   not string s$705 empty // s$ 
else_jump @JFUD_9064 
if 
  $11399 > 0 
else_jump @JFUD_693 
if 
0A0F:   new_language_set 
else_jump @JFUD_693 
03E6: remove_text_box 
$3805 = 0 
$3809 = 0 
09FB: $153 = current_language 

:JFUD_693
if 
  $11399 == 0 
else_jump @JFUD_1026 
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @JFUD_816 
075F: store_shopping_data_entries_number_to $11390 
$11414 = 0.0 
$11415 = 0.0 
$11416 = 0.0 
$11417 = 0.0 
$683 = 0.0 
$684 = 2.5 
05A9: s$11396 = s$705 // s$ 
$11399 = 1 

:JFUD_816
if 
05AD:   s$705 == 'FDCHICK' // s$ == short  // Cluckin' Bell
else_jump @JFUD_921 
075F: store_shopping_data_entries_number_to $11390 
$11414 = -5.211 
$11415 = 112.784 
$11416 = 0.3 
$11417 = 0.0 
$683 = 0.0 
$684 = 2.5 
05A9: s$11396 = s$705 // s$ 
$11399 = 1 

:JFUD_921
if 
05AD:   s$705 == 'FDBURG' // s$ == short  // Burger Shot
else_jump @JFUD_1026 
075F: store_shopping_data_entries_number_to $11390 
$683 = 0.0 
$684 = 2.5 
$11414 = 1.566 
$11415 = 51.419 
$11416 = 0.01 
$11417 = 0.0 
05A9: s$11396 = s$705 // s$ 
$11399 = 1 

:JFUD_1026
if 
  $11399 == 1 
else_jump @JFUD_1448 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$11410 = 374.0 
0059: $11410 += $11414 // (float) 
$11411 = -117.141 
0059: $11411 += $11415 // (float) 
$11412 = 1000.539 
0059: $11412 += $11416 // (float) 
$11413 = 180.0 
0059: $11413 += $11417 // (float) 
$11418 = 374.0 
0059: $11418 += $11414 // (float) 
$11419 = -119.1869 
0059: $11419 += $11415 // (float) 
$11420 = 1002.019 
0059: $11420 += $11416 // (float) 
$11421 = 373.9532 
0059: $11421 += $11414 // (float) 
$11422 = -118.189 
0059: $11422 += $11415 // (float) 
$11423 = 1001.975 
0059: $11423 += $11416 // (float) 
$11428 = 374.717 
0059: $11428 += $11414 // (float) 
$11429 = -122.55 
0059: $11429 += $11415 // (float) 
$11430 = 1002.572 
0059: $11430 += $11416 // (float) 
$11431 = 374.599 
0059: $11431 += $11414 // (float) 
$11432 = -121.608 
0059: $11432 += $11415 // (float) 
$11433 = 1002.256 
0059: $11433 += $11416 // (float) 
if 
  $11387 == 0 
else_jump @JFUD_1441 
009A: $11386 = create_actor_pedtype 4 model $3802 at $11410 $11411 $11412 
0173: set_actor $11386 Z_angle_to $11413 
02A9: set_actor $11386 immune_to_nonplayer 1 
060B: set_actor $11386 decision_maker_to 65542 
04C4: store_coords_to $677 $678 $679 from_actor $11386 with_offset $683 $684 0.0 
$4135 = 0 
$11387 = 1 

:JFUD_1441
$11399 = 2 

:JFUD_1448
if 
  $11399 == 2 
else_jump @JFUD_2055 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_1497 
gosub @JFUD_9285 

:JFUD_1497
if 
8118:   not actor $11386 dead 
else_jump @JFUD_2010 
if 
  $4135 == 0 
else_jump @JFUD_1958 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11386 
031D:   actor $11386 hit_by_weapon 57 
  $676 == 1 
else_jump @JFUD_1608 
0947: actor $11386 speak_from_audio_table 327 store_spoken_phrase_id_to $3950 
05C4: AS_actor $11386 hands_up -2 ms 
$676 = 1 
$4135 = 1 
jump @JFUD_1951 

:JFUD_1608
if 
  11 > $673 
else_jump @JFUD_1786 
$127 = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $677 $678 $679 radius 1.0 1.0 4.0 sphere $127 stopped_on_foot 
else_jump @JFUD_1779 
if 
03EE:   player $PLAYER_CHAR controllable 
else_jump @JFUD_1779 
0947: actor $11386 speak_from_audio_table 333 store_spoken_phrase_id_to $3950 
010B: $4138 = player $PLAYER_CHAR money 
if 
  2 > $87 
else_jump @JFUD_1772 
if 
  $168 == 1 
else_jump @JFUD_1772 
if 
  10 > $4138 
else_jump @JFUD_1772 
0109: player $PLAYER_CHAR money = 10 

:JFUD_1772
$11399 = 3 

:JFUD_1779
jump @JFUD_1951 

:JFUD_1786
if 
  $11398 == 0 
else_jump @JFUD_1920 
if 
0118:   actor $11386 dead 
else_jump @JFUD_1868 
0947: actor $11386 speak_from_audio_table 322 store_spoken_phrase_id_to $3950 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
097A: play_audio_at $68 $69 $70 event 1055 
jump @JFUD_1913 

:JFUD_1868
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_1906 
gosub @JFUD_9285 

:JFUD_1906
jump @JFUD_605 

:JFUD_1913
$11398 = 1 

:JFUD_1920
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_1951 
gosub @JFUD_9285 

:JFUD_1951
jump @JFUD_2003 

:JFUD_1958
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_1996 
gosub @JFUD_9285 

:JFUD_1996
jump @JFUD_605 

:JFUD_2003
jump @JFUD_2055 

:JFUD_2010
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_2048 
gosub @JFUD_9285 

:JFUD_2048
jump @JFUD_605 

:JFUD_2055
if 
  $11399 == 3 
else_jump @JFUD_4337 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
09BC: put_actor $PLAYER_ACTOR at $677 $678 $679 no_offset_and_dont_warp_gang 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0173: set_actor $PLAYER_ACTOR Z_angle_to $11408 
0226: $11407 = actor $PLAYER_ACTOR health 
0653: $11406 = float_stat 21 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $68 $69 $70 radius 1.0 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_2422 
00A0: store_actor $11386 position_to $4139 $4140 $4141 
if or
8044:   not  $4139 == $11410 // (float) 
8044:   not  $4140 == $11411 // (float) 
8044:   not  $4141 == $11412 // (float) 
else_jump @JFUD_2245 
00A1: put_actor $11386 at $11410 $11411 $11412 
0173: set_actor $11386 Z_angle_to $11413 

:JFUD_2245
04C4: store_coords_to $680 $681 $682 from_actor $11386 with_offset 0.0 0.8 0.1 
if 
8611:   not actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_2354 
0812: AS_actor $11386 perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 

:JFUD_2354
0947: actor $11386 speak_from_audio_table 333 store_spoken_phrase_id_to $11434 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_IN" 
else_jump @JFUD_2415 
0613: $11405 = actor $11386 animation "SHP_TRAY_IN" time 

:JFUD_2415
jump @JFUD_2467 

:JFUD_2422
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_2460 
gosub @JFUD_9285 

:JFUD_2460
jump @JFUD_605 

:JFUD_2467
40@ = 0 

:JFUD_2474
if 
  40@ >= 600 
else_jump @JFUD_2652 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_2527 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_2527
if 
0118:   actor $11386 dead 
else_jump @JFUD_2595 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_2581 
gosub @JFUD_9285 

:JFUD_2581
jump @JFUD_605 
jump @JFUD_2645 

:JFUD_2595
if 
0611:   actor $11386 performing_animation "SHP_TRAY_IN" 
else_jump @JFUD_2645 
0613: $11405 = actor $11386 animation "SHP_TRAY_IN" time 

:JFUD_2645
jump @JFUD_2474 

:JFUD_2652
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_2721 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position $11418 $11419 $11420 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11421 $11422 $11423 switchstyle 2 
jump @JFUD_2735 

:JFUD_2721
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_2735
if 
8611:   not actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_2946 

:JFUD_2766
if 
   not $11405 == 1.0 
else_jump @JFUD_2946 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_2821 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_2821
if 
0118:   actor $11386 dead 
else_jump @JFUD_2889 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_2875 
gosub @JFUD_9285 

:JFUD_2875
jump @JFUD_605 
jump @JFUD_2939 

:JFUD_2889
if 
0611:   actor $11386 performing_animation "SHP_TRAY_IN" 
else_jump @JFUD_2939 
0613: $11405 = actor $11386 animation "SHP_TRAY_IN" time 

:JFUD_2939
jump @JFUD_2766 

:JFUD_2946
if 
8118:   not actor $11386 dead 
else_jump @JFUD_3074 
0812: AS_actor $11386 perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_3067 
0613: $11405 = actor $11386 animation "SHP_TRAY_POSE" time 

:JFUD_3067
jump @JFUD_3119 

:JFUD_3074
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_3112 
gosub @JFUD_9285 

:JFUD_3112
jump @JFUD_605 

:JFUD_3119
if 
   not $11405 == 1.0 
else_jump @JFUD_3303 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_3174 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_3174
if 
0118:   actor $11386 dead 
else_jump @JFUD_3242 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_3228 
gosub @JFUD_9285 

:JFUD_3228
jump @JFUD_605 
jump @JFUD_3296 

:JFUD_3242
if 
0611:   actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_3296 
0613: $11405 = actor $11386 animation "SHP_TRAY_POSE" time 

:JFUD_3296
jump @JFUD_3119 

:JFUD_3303
if 
8118:   not actor $11386 dead 
else_jump @JFUD_3440 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_IN" 
else_jump @JFUD_3433 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3433
jump @JFUD_3485 

:JFUD_3440
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_3478 
gosub @JFUD_9285 

:JFUD_3478
jump @JFUD_605 

:JFUD_3485
if 
   not $11405 == 1.0 
else_jump @JFUD_3675 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_3540 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_3540
if 
0118:   actor $11386 dead 
else_jump @JFUD_3608 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_3594 
gosub @JFUD_9285 

:JFUD_3594
jump @JFUD_605 
jump @JFUD_3668 

:JFUD_3608
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_IN" 
else_jump @JFUD_3668 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3668
jump @JFUD_3485 

:JFUD_3675
097A: play_audio_at $68 $69 $70 event 1145 
$11392 = 0 
0760: store_shopping_data_index 1@ textureCRC_to $44 
0107: $11391 = create_object $44 at $680 $681 $682 
0761: get_shopping_item_with_textureCRC $44 price_to $11388 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11393 // 8-byte string 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_3913 
070A: AS_actor $11386 attach_to_object $11391 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
$11392 = 1 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT" 
else_jump @JFUD_3906 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT" time 

:JFUD_3906
jump @JFUD_3958 

:JFUD_3913
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_3951 
gosub @JFUD_9285 

:JFUD_3951
jump @JFUD_605 

:JFUD_3958
if 
   not $11405 == 1.0 
else_jump @JFUD_4142 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_4013 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_4013
if 
0118:   actor $11386 dead 
else_jump @JFUD_4081 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_4067 
gosub @JFUD_9285 

:JFUD_4067
jump @JFUD_605 
jump @JFUD_4135 

:JFUD_4081
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT" 
else_jump @JFUD_4135 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT" time 

:JFUD_4135
jump @JFUD_3958 

:JFUD_4142
if 
8118:   not actor $11386 dead 
else_jump @JFUD_4285 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_LOOP" 
else_jump @JFUD_4278 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_4278
jump @JFUD_4330 

:JFUD_4285
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_4323 
gosub @JFUD_9285 

:JFUD_4323
jump @JFUD_605 

:JFUD_4330
$11399 = 4 

:JFUD_4337
if 
  $11399 == 4 
else_jump @JFUD_9057 
if 
  $11398 == 0 
else_jump @JFUD_9050 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
0A5A: get_widget_value 156 4@ 
0092: 1@ = float 4@ to_integer 
if or
  0 > 1@ 
002F:   1@ >= $11390 // (int) 
else_jump @JFUD_4438 
1@ = 0 

:JFUD_4438
if 
803B:   not  1@ == 2@ // (int) 
else_jump @JFUD_4641 
0085: 2@ = 1@ // (int) 
if 
  $3805 == 1 
else_jump @JFUD_4492 
03E6: remove_text_box 
$3805 = 0 

:JFUD_4492
$3931 = 0 
40@ = 0 

:JFUD_4506
if 
  150 > 40@ 
else_jump @JFUD_4627 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_4559 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_4559
if 
0118:   actor $11386 dead 
else_jump @JFUD_4620 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_4613 
gosub @JFUD_9285 

:JFUD_4613
jump @JFUD_605 

:JFUD_4620
jump @JFUD_4506 

:JFUD_4627
$11400 = 0 
$11392 = 0 

:JFUD_4641
if 
  $11392 == 0 
else_jump @JFUD_5681 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_4793 
0812: AS_actor $11386 perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_4786 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_4786
jump @JFUD_4838 

:JFUD_4793
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_4831 
gosub @JFUD_9285 

:JFUD_4831
jump @JFUD_605 

:JFUD_4838
if 
   not $11405 == 1.0 
else_jump @JFUD_5026 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_4893 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_4893
if 
0118:   actor $11386 dead 
else_jump @JFUD_4961 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_4947 
gosub @JFUD_9285 

:JFUD_4947
jump @JFUD_605 
jump @JFUD_5019 

:JFUD_4961
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_5019 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_5019
jump @JFUD_4838 

:JFUD_5026
gosub @JFUD_11980 
0760: store_shopping_data_index 1@ textureCRC_to $44 
0107: $11391 = create_object $44 at $680 $681 $682 
0761: get_shopping_item_with_textureCRC $44 price_to $11388 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11393 // 8-byte string 
097A: play_audio_at $68 $69 $70 event 1145 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_5257 
070A: AS_actor $11386 attach_to_object $11391 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT" 
else_jump @JFUD_5250 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT" time 

:JFUD_5250
jump @JFUD_5302 

:JFUD_5257
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_5295 
gosub @JFUD_9285 

:JFUD_5295
jump @JFUD_605 

:JFUD_5302
if 
   not $11405 == 1.0 
else_jump @JFUD_5486 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_5357 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_5357
if 
0118:   actor $11386 dead 
else_jump @JFUD_5425 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_5411 
gosub @JFUD_9285 

:JFUD_5411
jump @JFUD_605 
jump @JFUD_5479 

:JFUD_5425
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT" 
else_jump @JFUD_5479 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT" time 

:JFUD_5479
jump @JFUD_5302 

:JFUD_5486
if 
8118:   not actor $11386 dead 
else_jump @JFUD_5629 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_LOOP" 
else_jump @JFUD_5622 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_5622
jump @JFUD_5674 

:JFUD_5629
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_5667 
gosub @JFUD_9285 

:JFUD_5667
jump @JFUD_605 

:JFUD_5674
$11392 = 1 

:JFUD_5681
if 
  $11398 == 0 
else_jump @JFUD_5706 
gosub @JFUD_11783 

:JFUD_5706
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 57 
else_jump @JFUD_9050 

:JFUD_5727
if or
00E1:   player 0 pressed_key 16 
0A52:   is_widget_released 57 
else_jump @JFUD_5850 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_5782 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_5782
if 
0118:   actor $11386 dead 
else_jump @JFUD_5843 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_5836 
gosub @JFUD_9285 

:JFUD_5836
jump @JFUD_605 

:JFUD_5843
jump @JFUD_5727 

:JFUD_5850
$3931 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_5910 
010B: $4138 = player $PLAYER_CHAR money 
jump @JFUD_5924 

:JFUD_5910
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_5924
if 
002C:   $4138 >= $11388 // (int) 
else_jump @JFUD_8916 
if 
  11 > $673 
else_jump @JFUD_6403 
0790: charge_money_for_shopping_item_with_textureCRC $44 
$11400 = 1 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_6011 
if 
03D2:   wav 4 ended 
else_jump @JFUD_6011 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_6011
if 
  $671 == 0 
else_jump @JFUD_6041 
01BD: $6669 = current_time_in_ms 
$671 = 1 

:JFUD_6041
097A: play_audio_at $68 $69 $70 event 1054 
$673 += 1 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_6096 
0947: actor $11386 speak_from_audio_table 323 store_spoken_phrase_id_to $3950 
jump @JFUD_6141 

:JFUD_6096
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_6134 
gosub @JFUD_9285 

:JFUD_6134
jump @JFUD_605 

:JFUD_6141
40@ = 0 
if 
  $3805 == 1 
else_jump @JFUD_6175 
03E6: remove_text_box 
$3805 = 0 

:JFUD_6175
if 
  $3809 == 0 
else_jump @JFUD_6200 
$3809 = 1 

:JFUD_6200
if 
  1000 >= 40@ 
else_jump @JFUD_6321 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_6253 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_6253
if 
0118:   actor $11386 dead 
else_jump @JFUD_6314 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_6307 
gosub @JFUD_9285 

:JFUD_6307
jump @JFUD_605 

:JFUD_6314
jump @JFUD_6200 

:JFUD_6321
if 
  $3809 == 1 
else_jump @JFUD_6346 
$3809 = 0 

:JFUD_6346
if 
  $3805 == 0 
else_jump @JFUD_6371 
gosub @JFUD_11783 

:JFUD_6371
if 
  $87 == 1 
else_jump @JFUD_6396 
$87 = 2 

:JFUD_6396
jump @JFUD_8909 

:JFUD_6403
if 
  $11398 == 0 
else_jump @JFUD_8909 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_6485 
0947: actor $11386 speak_from_audio_table 322 store_spoken_phrase_id_to $3950 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
jump @JFUD_6530 

:JFUD_6485
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_6523 
gosub @JFUD_9285 

:JFUD_6523
jump @JFUD_605 

:JFUD_6530
if 
  $3805 == 1 
else_jump @JFUD_6557 
03E6: remove_text_box 
$3805 = 0 

:JFUD_6557
if 
  $3809 == 1 
else_jump @JFUD_6584 
03E6: remove_text_box 
$3809 = 0 

:JFUD_6584
if 
  $87 == 2 
else_jump @JFUD_6703 
0169: set_fade_color_RGB 0 0 0 
043C: disable_sounds_after_fadeout 0 
fade 0 0 
gosub @JFUD_11980 
009B: destroy_actor $11386 
$87 = 3 
$3805 = 0 
$3809 = 0 
$3931 = 0 
$11392 = 0 
$11399 = 2 
0223: set_actor $PLAYER_ACTOR health_to $11407 
062A: change_float_stat 21 to $11406 
$27 = 1 
jump @JFUD_605 

:JFUD_6703
if 
  $673 >= 11 
else_jump @JFUD_7505 
gosub @JFUD_9092 
gosub @JFUD_11980 
if 
  10 > $11407 
else_jump @JFUD_6768 
0084: $11407 = $11407 // (int) 
jump @JFUD_6800 

:JFUD_6768
$11407 -= 10 
if 
  10 > $11407 
else_jump @JFUD_6800 
$11407 = 10 

:JFUD_6800
0223: set_actor $PLAYER_ACTOR health_to $11407 
062A: change_float_stat 21 to $11406 
015F: set_camera_position $11428 $11429 $11430 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11431 $11432 $11433 switchstyle 2 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_7027 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0086: $11402 = $68 // (float) 
$11402 += 0.355 
0086: $11403 = $69 // (float) 
$11403 -= 0.116 
0086: $11404 = $70 // (float) 
$11404 -= 0.048 
064B: $11401 = create_particle "PUKE" at $11402 $11403 $11404 type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$11405 = 0.0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $3950 
jump @JFUD_7041 

:JFUD_7027
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_7041
if 
8118:   not actor $11386 dead 
else_jump @JFUD_7115 
0812: AS_actor $11386 perform_animation "EAT_VOMIT_SK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $11386 speak_from_audio_table 325 store_spoken_phrase_id_to $3950 
jump @JFUD_7160 

:JFUD_7115
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_7153 
gosub @JFUD_9285 

:JFUD_7153
jump @JFUD_605 

:JFUD_7160
if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
else_jump @JFUD_7210 
0613: $11405 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7210
if 
   not $11405 == 1.0 
else_jump @JFUD_7488 
wait 0 
if 
  $11409 == 0 
else_jump @JFUD_7304 
if 
  $11405 >= 0.463 
else_jump @JFUD_7304 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_7297 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:JFUD_7297
$11409 = 1 

:JFUD_7304
if 
  $11409 == 1 
else_jump @JFUD_7355 
if 
  $11405 >= 0.52 
else_jump @JFUD_7355 
064C: make_particle $11401 visible 
$11409 = 2 

:JFUD_7355
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_7399 
0613: $11405 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
jump @JFUD_7413 

:JFUD_7399
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_7413
if 
8118:   not actor $11386 dead 
else_jump @JFUD_7436 
jump @JFUD_7481 

:JFUD_7436
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_7474 
gosub @JFUD_9285 

:JFUD_7474
jump @JFUD_605 

:JFUD_7481
jump @JFUD_7210 

:JFUD_7488
064E: stop_particle $11401 
0650: destroy_particle $11401 
jump @JFUD_8256 

:JFUD_7505
if 
8118:   not actor $11386 dead 
else_jump @JFUD_7639 
0812: AS_actor $11386 perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_7632 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_7632
jump @JFUD_7684 

:JFUD_7639
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_7677 
gosub @JFUD_9285 

:JFUD_7677
jump @JFUD_605 

:JFUD_7684
if 
   not $11405 == 1.0 
else_jump @JFUD_7872 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_7739 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_7739
if 
0118:   actor $11386 dead 
else_jump @JFUD_7807 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_7793 
gosub @JFUD_9285 

:JFUD_7793
jump @JFUD_605 
jump @JFUD_7865 

:JFUD_7807
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_7865 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_7865
jump @JFUD_7684 

:JFUD_7872
gosub @JFUD_11980 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_8019 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_OUT" 
else_jump @JFUD_8012 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8012
jump @JFUD_8064 

:JFUD_8019
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_8057 
gosub @JFUD_9285 

:JFUD_8057
jump @JFUD_605 

:JFUD_8064
if 
   not $11405 == 1.0 
else_jump @JFUD_8256 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_8119 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_8119
if 
0118:   actor $11386 dead 
else_jump @JFUD_8187 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_8173 
gosub @JFUD_9285 

:JFUD_8173
jump @JFUD_605 
jump @JFUD_8249 

:JFUD_8187
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_OUT" 
else_jump @JFUD_8249 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8249
jump @JFUD_8064 

:JFUD_8256
if 
8118:   not actor $11386 dead 
else_jump @JFUD_8384 
0812: AS_actor $11386 perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_8377 
0613: $11405 = actor $11386 animation "SHP_TRAY_POSE" time 

:JFUD_8377
jump @JFUD_8429 

:JFUD_8384
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_8422 
gosub @JFUD_9285 

:JFUD_8422
jump @JFUD_605 

:JFUD_8429
if 
   not $11405 == 1.0 
else_jump @JFUD_8620 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @JFUD_8477 
jump @JFUD_8491 

:JFUD_8477
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_8491
if 
8118:   not actor $11386 dead 
else_jump @JFUD_8568 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_8561 
0613: $11405 = actor $11386 animation "SHP_TRAY_POSE" time 

:JFUD_8561
jump @JFUD_8613 

:JFUD_8568
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_8606 
gosub @JFUD_9285 

:JFUD_8606
jump @JFUD_605 

:JFUD_8613
jump @JFUD_8429 

:JFUD_8620
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:JFUD_8635
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $677 $678 $679 radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_8874 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_8711 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_8711
if 
0118:   actor $11386 dead 
else_jump @JFUD_8779 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_8765 
gosub @JFUD_9285 

:JFUD_8765
jump @JFUD_605 
jump @JFUD_8867 

:JFUD_8779
if 
  $4135 == 0 
else_jump @JFUD_8867 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11386 
031D:   actor $11386 hit_by_weapon 57 
  $676 == 1 
else_jump @JFUD_8867 
0947: actor $11386 speak_from_audio_table 327 store_spoken_phrase_id_to $3950 
05C4: AS_actor $11386 hands_up -2 ms 
$676 = 1 
$4135 = 1 

:JFUD_8867
jump @JFUD_8635 

:JFUD_8874
$3805 = 0 
$3809 = 0 
$11392 = 0 
$11399 = 2 
$11398 = 1 

:JFUD_8909
jump @JFUD_9050 

:JFUD_8916
if 
  $3931 == 0 
else_jump @JFUD_9050 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_8998 
097A: play_audio_at $68 $69 $70 event 1055 
0947: actor $11386 speak_from_audio_table 324 store_spoken_phrase_id_to $11434 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
jump @JFUD_9043 

:JFUD_8998
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_9036 
gosub @JFUD_9285 

:JFUD_9036
jump @JFUD_605 

:JFUD_9043
$3931 = 1 

:JFUD_9050
gosub @JFUD_9546 

:JFUD_9057
jump @JFUD_9071 

:JFUD_9064
gosub @JFUD_9285 

:JFUD_9071
jump @JFUD_9085 

:JFUD_9078
gosub @JFUD_9285 

:JFUD_9085
jump @JFUD_605 

:JFUD_9092
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
3@ = 0 
1@ = 0 
2@ = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $3805 == 1 
else_jump @JFUD_9174 
03E6: remove_text_box 
$3805 = 0 

:JFUD_9174
if 
  $3809 == 1 
else_jump @JFUD_9201 
03E6: remove_text_box 
$3809 = 0 

:JFUD_9201
$11392 = 0 
$11400 = 0 
$3805 = 0 
$3809 = 0 
$11399 = 2 
$3931 = 0 
0249: release_model $11424 
0249: release_model $11425 
0249: release_model $11426 
0249: release_model $11427 
if 
  $11387 == 1 
else_jump @JFUD_9283 
03E6: remove_text_box 

:JFUD_9283
return 

:JFUD_9285
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
3@ = 0 
1@ = 0 
2@ = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $11387 == 1 
else_jump @JFUD_9360 
03E6: remove_text_box 

:JFUD_9360
if 
  $3805 == 1 
else_jump @JFUD_9387 
03E6: remove_text_box 
$3805 = 0 

:JFUD_9387
if 
  $3809 == 1 
else_jump @JFUD_9414 
03E6: remove_text_box 
$3809 = 0 

:JFUD_9414
$11387 = 0 
$11389 = 0 
$11392 = 0 
$11398 = 0 
$11400 = 0 
$4135 = 0 
$11409 = 0 
$3805 = 0 
$3809 = 0 
$11399 = 0 
$3931 = 0 
0650: destroy_particle $11401 
009B: destroy_actor $11386 
0249: release_model $3802 
0249: release_model $11424 
0249: release_model $11425 
0249: release_model $11426 
0249: release_model $11427 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
end_thread 
return 

:JFUD_9546
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 55 
else_jump @JFUD_11781 
if 
  $3805 == 1 
else_jump @JFUD_9594 
03E6: remove_text_box 
$3805 = 0 

:JFUD_9594
if 
  $3809 == 1 
else_jump @JFUD_9621 
03E6: remove_text_box 
$3809 = 0 

:JFUD_9621
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 55 
else_jump @JFUD_9777 
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
3@ = 0 
1@ = 0 
2@ = 0 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_9709 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_9709
if 
0118:   actor $11386 dead 
else_jump @JFUD_9770 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_9763 
gosub @JFUD_9285 

:JFUD_9763
jump @JFUD_605 

:JFUD_9770
jump @JFUD_9621 

:JFUD_9777
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $87 == 2 
else_jump @JFUD_9892 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
gosub @JFUD_11980 
009B: destroy_actor $11386 
$87 = 3 
$11392 = 0 
$3805 = 0 
$3809 = 0 
$11399 = 2 
$3931 = 0 
jump @JFUD_11781 

:JFUD_9892
$127 = 0 
07B0: get_active_shop_name_to s$705 // s$ 
if 
  $11400 == 1 
else_jump @JFUD_10125 
if 
05AD:   s$705 == 'FDBURG' // s$ == short  // Burger Shot
else_jump @JFUD_9992 
0605: actor $PLAYER_ACTOR perform_animation "EAT_BURGER" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @JFUD_10125 

:JFUD_9992
if 
05AD:   s$705 == 'FDPIZA' // s$ == short  // Pizza Stack
else_jump @JFUD_10061 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
jump @JFUD_10125 

:JFUD_10061
if 
05AD:   s$705 == 'FDCHICK' // s$ == short  // Cluckin' Bell
else_jump @JFUD_10125 
0605: actor $PLAYER_ACTOR perform_animation "EAT_CHICKEN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:JFUD_10125
if 
8118:   not actor $11386 dead 
else_jump @JFUD_10270 
0947: actor $11386 speak_from_audio_table 331 store_spoken_phrase_id_to $11434 
0812: AS_actor $11386 perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_10263 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_10263
jump @JFUD_10315 

:JFUD_10270
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_10308 
gosub @JFUD_9285 

:JFUD_10308
jump @JFUD_605 

:JFUD_10315
if 
   not $11405 == 1.0 
else_jump @JFUD_10503 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_10370 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_10370
if 
0118:   actor $11386 dead 
else_jump @JFUD_10438 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_10424 
gosub @JFUD_9285 

:JFUD_10424
jump @JFUD_605 
jump @JFUD_10496 

:JFUD_10438
if 
0611:   actor $11386 performing_animation "SHP_TRAY_RETURN" 
else_jump @JFUD_10496 
0613: $11405 = actor $11386 animation "SHP_TRAY_RETURN" time 

:JFUD_10496
jump @JFUD_10315 

:JFUD_10503
gosub @JFUD_11980 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_10650 
0812: AS_actor $11386 perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_OUT" 
else_jump @JFUD_10643 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_10643
jump @JFUD_10695 

:JFUD_10650
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_10688 
gosub @JFUD_9285 

:JFUD_10688
jump @JFUD_605 

:JFUD_10695
if 
   not $11405 == 1.0 
else_jump @JFUD_10887 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_10750 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_10750
if 
0118:   actor $11386 dead 
else_jump @JFUD_10818 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_10804 
gosub @JFUD_9285 

:JFUD_10804
jump @JFUD_605 
jump @JFUD_10880 

:JFUD_10818
if 
0611:   actor $11386 performing_animation "SHP_TRAY_LIFT_OUT" 
else_jump @JFUD_10880 
0613: $11405 = actor $11386 animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_10880
jump @JFUD_10695 

:JFUD_10887
if 
  $11400 == 1 
else_jump @JFUD_10943 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_10943 
if 
03D2:   wav 4 ended 
else_jump @JFUD_10943 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_10943
$11392 = 0 
$11399 = 2 
$3805 = 0 
$3809 = 0 
$11400 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
if 
  $11387 == 1 
else_jump @JFUD_11007 
03E6: remove_text_box 

:JFUD_11007
gosub @JFUD_11980 
if 
8118:   not actor $11386 dead 
else_jump @JFUD_11141 
0812: AS_actor $11386 perform_animation "SHP_THANK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
0947: actor $11386 speak_from_audio_table 331 store_spoken_phrase_id_to $11434 
if 
0611:   actor $11386 performing_animation "SHP_THANK" 
else_jump @JFUD_11134 
0613: $11405 = actor $11386 animation "SHP_THANK" time 

:JFUD_11134
jump @JFUD_11186 

:JFUD_11141
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_11179 
gosub @JFUD_9285 

:JFUD_11179
jump @JFUD_605 

:JFUD_11186
if 
   not $11405 == 1.0 
else_jump @JFUD_11362 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_11241 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_11241
if 
0118:   actor $11386 dead 
else_jump @JFUD_11309 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_11295 
gosub @JFUD_9285 

:JFUD_11295
jump @JFUD_605 
jump @JFUD_11355 

:JFUD_11309
if 
0611:   actor $11386 performing_animation "SHP_THANK" 
else_jump @JFUD_11355 
0613: $11405 = actor $11386 animation "SHP_THANK" time 

:JFUD_11355
jump @JFUD_11186 

:JFUD_11362
if 
8118:   not actor $11386 dead 
else_jump @JFUD_11490 
0812: AS_actor $11386 perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$11405 = 0.0 
if 
0611:   actor $11386 performing_animation "SHP_TRAY_POSE" 
else_jump @JFUD_11483 
0613: $11405 = actor $11386 animation "SHP_TRAY_POSE" time 

:JFUD_11483
jump @JFUD_11535 

:JFUD_11490
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_11528 
gosub @JFUD_9285 

:JFUD_11528
jump @JFUD_605 

:JFUD_11535
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $677 $678 $679 radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_11774 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
else_jump @JFUD_11611 
gosub @JFUD_9285 
jump @JFUD_605 

:JFUD_11611
if 
0118:   actor $11386 dead 
else_jump @JFUD_11679 
gosub @JFUD_9092 
07B0: get_active_shop_name_to s$705 // s$ 
if 
85AD:   not  s$705 == s$11396 // s$ == short 
else_jump @JFUD_11665 
gosub @JFUD_9285 

:JFUD_11665
jump @JFUD_605 
jump @JFUD_11767 

:JFUD_11679
if 
  $4135 == 0 
else_jump @JFUD_11767 
if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $11386 
031D:   actor $11386 hit_by_weapon 57 
  $676 == 1 
else_jump @JFUD_11767 
0947: actor $11386 speak_from_audio_table 327 store_spoken_phrase_id_to $3950 
05C4: AS_actor $11386 hands_up -2 ms 
$676 = 1 
$4135 = 1 

:JFUD_11767
jump @JFUD_11535 

:JFUD_11774
$127 = 1 

:JFUD_11781
return 

:JFUD_11783
if 
  $3805 == 0 
else_jump @JFUD_11978 
if 
  3@ == 0 
else_jump @JFUD_11971 
0A78: print_help_conditional 'FOODTCH' 0  // Tap a meal to select it. Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_cancel~ to quit.
0A79: print_help_conditional_touch 'FOODHID' 0  // Use movement controls to select a meal. Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_cancel~ to quit.
0A60: add_widget_flag 159 4 
0A69: create_shop_widget 'FOODCHO'  // Food
0@ = 0 
075F: store_shopping_data_entries_number_to $11390 

:JFUD_11875
if 
001E:   $11390 > 0@ // (int) 
else_jump @JFUD_11940 
0760: store_shopping_data_index 0@ textureCRC_to $44 
078C: get_shopping_item_with_textureCRC $44 nametag_to s$11393 // 8-byte string 
0761: get_shopping_item_with_textureCRC $44 price_to $11388 
0A6A: add_shop_item s$11393 $11388 
0@ += 1 
jump @JFUD_11875 

:JFUD_11940
0093: 4@ = integer 2@ to_float 
0A5E: set_widget_value 156 4@ 
0760: store_shopping_data_index 1@ textureCRC_to $44 
3@ = 1 

:JFUD_11971
$3805 = 1 

:JFUD_11978
return 

:JFUD_11980
0108: destroy_object $11391 
return 
end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD
$11437 = 0 
$11438 = 0 
$11439 = 0 
$11440 = 0 
$11441 = 0.0 
$11442 = 0.0 
$11443 = 0.0 
$11444 = 0.0 
$11445 = 0.0 
$11446 = 0.0 
$11447 = 0.0 
$11448 = 0.0 
$11449 = 0.0 
$11450 = 0.0 
$11451 = 0.0 
$11452 = 0.0 
$11453 = 0.0 
$11454 = 0.0 
$11455 = 0.0 
$11456 = 0.0 
$11457 = 0.0 
$11458 = 0.0 
$11459 = 0.0 
$11460 = 0.0 
$11461 = 0.0 
$11462 = 0.0 
$11463 = 0.0 
$11464 = 0.0 
$11465 = 0.0 
$11466 = 0.0 
$11467 = 0.0 
$11468 = 0.0 
$11469 = 0.0 
$11470 = 0.0 
$11471 = 0.0 
$11472 = 0.0 
$11473 = 0.0 
$11474 = 0.0 
$11475 = 0.0 
$11476 = 0.0 
$11477 = 0.0 
$11478 = 0.0 
$11479 = 0.0 
$11480 = 0.0 
$11481 = 0.0 
$11482 = 0.0 
$11483 = 0.0 
$11484 = 0.0 
$11485 = 0.0 
$11486 = 0.0 
$11487 = 0.0 
$11488 = 0.0 
$11489 = 0.0 
$11490 = 0.0 
$11491 = 0.0 
$11492 = 0.0 
$11493 = 0.0 
$11494 = 0.0 
$11495 = 0.0 
$11496 = 0.0 
$11497 = 0.0 
$11498 = 0.0 
$11499 = 0.0 
$11500 = 0.0 
$11501 = 0.0 
$11502 = 0.0 
$11503 = 0.0 
$11504 = 0.0 
$11505 = 0.0 
$11506 = 0.0 
$11507 = 0.0 
$11508 = 0.0 
$11509 = 0.0 
$11510 = 0.0 
$11511 = 0.0 
$11512 = 0.0 
$11513 = 0.0 
$11514 = 0.0 
$11515 = 0.0 
$11516 = 0.0 
$11517 = 0.0 
$11518 = 0.0 
$11519 = 0.0 
$11520 = 0.0 
$11521 = 0.0 
$11522 = 0.0 
$11523 = 0.0 
$11524 = 0.0 
$11525 = 0.0 
$11526 = 0.0 
$11527 = 0.0 
$11528 = 0.0 
$11529 = 0.0 
$11530 = 0.0 
$11531 = 0.0 
$11532 = 0.0 
$11533 = 0.0 
$11534 = 0.0 
$11535 = 0.0 
$11536 = 0.0 
$11537 = 0.0 
$11538 = 0.0 
$11539 = 0.0 
$11435 = 0 
$11540 = 0 
0A5A: get_widget_value 112 1@ 
0@ = 0 
1@ = 0.0 
0A6E: 10 // 6CarModsAccept
$11550 = 0 
$11543 = 0 
$11544 = 0 
$11545 = 0 
$11546 = 0 
$11547 = 0 
$11548 = 0 
$11549 = 0 
$11551 = 0 
$11552 = 0 
$11553 = 0 
$11554 = 0 
$11555 = 0 
$11556 = 0 
$11557 = 0 
$11558 = 0 
$11559 = 0 
$11764 = 0 
$11765 = 0 
$11766 = 0 
$11770 = 0 
$11769 = 0 
$3932 = 0 
$3931 = 0 
$11776 = 0 
$11778 = 0 
$3807 = 0 
$3811 = 0 
$11779 = 0.0 
$11780 = 0.0 
$11781 = 0.0 
$11788 = 0 
$11789 = 0 
$11790 = 0 
$11791 = 0 
$11792 = 0 
$11793 = 0 
$11794 = 0 
$11795 = 0 
$11796 = 0 
$11797 = 0 
$11798 = 0 
$11799 = 0 
$11832 = 0 
$11834 = 0 
$11835 = 0 
$11836 = 0 
$11837 = 0 
set_wb_check_to 0 
thread 'CARMOD' 

:CARMOD_1548
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CARMOD_14006 
if 
  $3719 == 0 
else_jump @CARMOD_13999 
if 
  $11435 > 0 
else_jump @CARMOD_1664 
if 
0A0F:   new_language_set 
else_jump @CARMOD_1664 
03E6: remove_text_box 
08DA: remove_panel $11777 
$3807 = 0 
$3811 = 0 
$11778 = 0 
$11776 = 0 
$11788 = 0 
09FB: $153 = current_language 

:CARMOD_1664
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @CARMOD_13999 
03C0: $11782 = actor $PLAYER_ACTOR car 
if 
  $11435 == 0 
else_jump @CARMOD_4065 
if or
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
else_jump @CARMOD_2670 
03C0: $11782 = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $11782 
else_jump @CARMOD_2643 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $11782 is_big 
8975:   not car $11782 emergency_vehicle 
else_jump @CARMOD_2588 
gosub @CARMOD_22110 
if 
   not $11832 == 0 
else_jump @CARMOD_2533 
if and
896F:   not car $11782 street_racing_car 
896E:   not car $11782 lowrider 
else_jump @CARMOD_2478 
if 
  $11436 == 0 
else_jump @CARMOD_1992 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $11782 door_status $11799 
020A: set_car $11782 door_status_to 4 
fade 0 1000 
$11436 = 1 

:CARMOD_1992
if 
  $11436 == 1 
else_jump @CARMOD_2041 
if 
   not fading 
else_jump @CARMOD_2041 
0A19: display_zone_text 'CARMOD1'  // TransFender
$11436 = 2 

:CARMOD_2041
if 
  $11436 == 2 
else_jump @CARMOD_2471 
if 
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2144 
$11779 = 1042.013 
$11780 = -1019.927 
$11781 = 31.127 
jump @CARMOD_2307 

:CARMOD_2144
if 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2229 
$11779 = -1935.528 
$11780 = 247.029 
$11781 = 33.561 
jump @CARMOD_2307 

:CARMOD_2229
if 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2307 
$11779 = 2387.075 
$11780 = 1050.511 
$11781 = 9.812 

:CARMOD_2307
$11531 = 0.0 
$11532 = 0.0 
$11533 = 0.0 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $11782 to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 617.536 -1.99 
03CB: set_rendering_origin_at 617.536 -1.99 999.98 
00AB: put_car $11782 at 617.536 -1.99 999.98 
0175: set_car $11782 Z_angle_to 90.0 
$11834 = 1 
$11798 = 0 
$11769 = 0 
$11436 = 0 
$11435 = 1 

:CARMOD_2471
jump @CARMOD_2526 

:CARMOD_2478
if 
  $11769 == 0 
else_jump @CARMOD_2526 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$11769 = 1 
$11435 = 0 

:CARMOD_2526
jump @CARMOD_2581 

:CARMOD_2533
if 
  $11769 == 0 
else_jump @CARMOD_2581 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11769 = 1 
$11435 = 0 

:CARMOD_2581
jump @CARMOD_2636 

:CARMOD_2588
if 
  $11769 == 0 
else_jump @CARMOD_2636 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11769 = 1 
$11435 = 0 

:CARMOD_2636
jump @CARMOD_2663 

:CARMOD_2643
07FB: set_interior 'CARMOD1' access 0  // TransFender
$11769 = 0 

:CARMOD_2663
jump @CARMOD_2690 

:CARMOD_2670
07FB: set_interior 'CARMOD1' access 0  // TransFender
$11769 = 0 

:CARMOD_2690
if 
0103:   actor $PLAYER_ACTOR in_sphere 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 stopped_in_car 
else_jump @CARMOD_3358 
03C0: $11782 = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $11782 
else_jump @CARMOD_3331 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $11782 is_big 
8975:   not car $11782 emergency_vehicle 
else_jump @CARMOD_3283 
gosub @CARMOD_22110 
if 
   not $11832 == 0 
else_jump @CARMOD_3228 
if 
096E:   car $11782 lowrider 
else_jump @CARMOD_3173 
if 
  $11436 == 0 
else_jump @CARMOD_2905 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $11782 door_status $11799 
020A: set_car $11782 door_status_to 4 
0441: $11833 = car $11782 model 
fade 0 1000 
$11436 = 1 

:CARMOD_2905
if 
  $11436 == 1 
else_jump @CARMOD_2954 
if 
   not fading 
else_jump @CARMOD_2954 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
$11436 = 2 

:CARMOD_2954
if 
  $11436 == 2 
else_jump @CARMOD_3166 
$11798 = 1 
$11779 = 2645.112 
$11780 = -2045.745 
$11781 = 12.607 
select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $11782 to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 616.783 -74.815 
03CB: set_rendering_origin_at 616.783 -74.815 997.014 
00AB: put_car $11782 at 616.783 -74.815 997.014 
0175: set_car $11782 Z_angle_to 90.0 
$11835 = 1 
$11531 = 0.0 
$11532 = 0.0 
$11533 = 0.0 
$11769 = 0 
$11436 = 0 
$11435 = 1 

:CARMOD_3166
jump @CARMOD_3221 

:CARMOD_3173
if 
  $11769 == 0 
else_jump @CARMOD_3221 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$11769 = 1 
$11435 = 0 

:CARMOD_3221
jump @CARMOD_3276 

:CARMOD_3228
if 
  $11769 == 0 
else_jump @CARMOD_3276 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11769 = 1 
$11435 = 0 

:CARMOD_3276
jump @CARMOD_3324 

:CARMOD_3283
if 
  $11769 == 0 
else_jump @CARMOD_3324 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11435 = 0 

:CARMOD_3324
jump @CARMOD_3351 

:CARMOD_3331
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$11769 = 0 

:CARMOD_3351
jump @CARMOD_3378 

:CARMOD_3358
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$11769 = 0 

:CARMOD_3378
if 
0103:   actor $PLAYER_ACTOR in_sphere -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 stopped_in_car 
else_jump @CARMOD_4045 
03C0: $11782 = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $11782 
else_jump @CARMOD_4018 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $11782 is_big 
8975:   not car $11782 emergency_vehicle 
else_jump @CARMOD_3963 
gosub @CARMOD_22110 
if 
   not $11832 == 0 
else_jump @CARMOD_3908 
if 
096F:   car $11782 street_racing_car 
else_jump @CARMOD_3853 
if 
  $11436 == 0 
else_jump @CARMOD_3585 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $11782 door_status $11799 
020A: set_car $11782 door_status_to 4 
fade 0 1000 
$11436 = 1 

:CARMOD_3585
if 
  $11436 == 1 
else_jump @CARMOD_3634 
if 
   not fading 
else_jump @CARMOD_3634 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
$11436 = 2 

:CARMOD_3634
if 
  $11436 == 2 
else_jump @CARMOD_3846 
$11531 = 0.0 
$11532 = 0.0 
$11533 = 0.0 
$11779 = -2723.845 
$11780 = 217.804 
$11781 = 3.585 
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $11782 to_interior 3 
$11798 = 0 
$11836 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 615.286 -124.239 
03CB: set_rendering_origin_at 615.286 -124.239 996.995 
00AB: put_car $11782 at 615.286 -124.239 996.995 
0175: set_car $11782 Z_angle_to 90.0 
$11769 = 0 
$11436 = 0 
$11435 = 1 

:CARMOD_3846
jump @CARMOD_3901 

:CARMOD_3853
if 
  $11769 == 0 
else_jump @CARMOD_3901 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$11769 = 1 
$11435 = 0 

:CARMOD_3901
jump @CARMOD_3956 

:CARMOD_3908
if 
  $11769 == 0 
else_jump @CARMOD_3956 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11769 = 1 
$11435 = 0 

:CARMOD_3956
jump @CARMOD_4011 

:CARMOD_3963
if 
  $11769 == 0 
else_jump @CARMOD_4011 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$11769 = 1 
$11435 = 0 

:CARMOD_4011
jump @CARMOD_4038 

:CARMOD_4018
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$11769 = 0 

:CARMOD_4038
jump @CARMOD_4065 

:CARMOD_4045
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$11769 = 0 

:CARMOD_4065
if 
  $11435 == 1 
else_jump @CARMOD_9202 
07B0: get_active_shop_name_to s$705 // s$ 
04F9: set_sky_color 4 fade 0 
if 
096F:   car $11782 street_racing_car 
else_jump @CARMOD_5737 
$11441 = 611.2935 
0059: $11441 += $11531 // (float) 
$11442 = -121.2534 
0059: $11442 += $11532 // (float) 
$11443 = 999.0341 
0059: $11443 += $11533 // (float) 
$11444 = 612.0599 
0059: $11444 += $11531 // (float) 
$11445 = -121.7974 
0059: $11445 += $11532 // (float) 
$11446 = 998.6927 
0059: $11446 += $11533 // (float) 
$11447 = 612.551 
0059: $11447 += $11531 // (float) 
$11448 = -126.8767 
0059: $11448 += $11532 // (float) 
$11449 = 997.6746 
0059: $11449 += $11533 // (float) 
$11450 = 613.1689 
0059: $11450 += $11531 // (float) 
$11451 = -126.0916 
0059: $11451 += $11532 // (float) 
$11452 = 997.6324 
0059: $11452 += $11533 // (float) 
$11453 = 615.7711 
0059: $11453 += $11531 // (float) 
$11454 = -126.8826 
0059: $11454 += $11532 // (float) 
$11455 = 998.7869 
0059: $11455 += $11533 // (float) 
$11456 = 616.1115 
0059: $11456 += $11531 // (float) 
$11457 = -125.981 
0059: $11457 += $11532 // (float) 
$11458 = 998.52 
0059: $11458 += $11533 // (float) 
$11459 = 612.551 
0059: $11459 += $11531 // (float) 
$11460 = -126.8767 
0059: $11460 += $11532 // (float) 
$11461 = 997.6746 
0059: $11461 += $11533 // (float) 
$11462 = 613.1689 
0059: $11462 += $11531 // (float) 
$11463 = -126.0916 
0059: $11463 += $11532 // (float) 
$11464 = 997.6324 
0059: $11464 += $11533 // (float) 
$11465 = 611.6899 
0059: $11465 += $11531 // (float) 
$11466 = -124.1341 
0059: $11466 += $11532 // (float) 
$11467 = 998.957 
0059: $11467 += $11533 // (float) 
$11468 = 612.6635 
0059: $11468 += $11531 // (float) 
$11469 = -124.0004 
0059: $11469 += $11532 // (float) 
$11470 = 998.772 
0059: $11470 += $11533 // (float) 
$11471 = 610.8686 
0059: $11471 += $11531 // (float) 
$11472 = -123.9456 
0059: $11472 += $11532 // (float) 
$11473 = 998.8293 
0059: $11473 += $11533 // (float) 
$11474 = 611.8196 
0059: $11474 += $11531 // (float) 
$11475 = -123.8469 
0059: $11475 += $11532 // (float) 
$11476 = 998.5366 
0059: $11476 += $11533 // (float) 
$11477 = 618.9148 
0059: $11477 += $11531 // (float) 
$11478 = -125.9082 
0059: $11478 += $11532 // (float) 
$11479 = 997.2668 
0059: $11479 += $11533 // (float) 
$11480 = 618.0776 
0059: $11480 += $11531 // (float) 
$11481 = -125.3645 
0059: $11481 += $11532 // (float) 
$11482 = 997.3261 
0059: $11482 += $11533 // (float) 
$11483 = 611.384 
0059: $11483 += $11531 // (float) 
$11484 = -122.4332 
0059: $11484 += $11532 // (float) 
$11485 = 997.4291 
0059: $11485 += $11533 // (float) 
$11486 = 612.2263 
0059: $11486 += $11531 // (float) 
$11487 = -122.972 
0059: $11487 += $11532 // (float) 
$11488 = 997.4357 
0059: $11488 += $11533 // (float) 
$11489 = 618.9148 
0059: $11489 += $11531 // (float) 
$11490 = -125.9082 
0059: $11490 += $11532 // (float) 
$11491 = 997.2668 
0059: $11491 += $11533 // (float) 
$11492 = 618.0776 
0059: $11492 += $11531 // (float) 
$11493 = -125.3645 
0059: $11493 += $11532 // (float) 
$11494 = 997.3261 
0059: $11494 += $11533 // (float) 
$11495 = 611.1373 
0059: $11495 += $11531 // (float) 
$11496 = -124.2795 
0059: $11496 += $11532 // (float) 
$11497 = 998.1324 
0059: $11497 += $11533 // (float) 
$11498 = 612.1359 
0059: $11498 += $11531 // (float) 
$11499 = -124.2299 
0059: $11499 += $11532 // (float) 
$11500 = 998.1481 
0059: $11500 += $11533 // (float) 
$11501 = 610.8206 
0059: $11501 += $11531 // (float) 
$11502 = -126.0154 
0059: $11502 += $11532 // (float) 
$11503 = 997.3317 
0059: $11503 += $11533 // (float) 
$11504 = 611.6263 
0059: $11504 += $11531 // (float) 
$11505 = -125.4232 
0059: $11505 += $11532 // (float) 
$11506 = 997.3185 
0059: $11506 += $11533 // (float) 
$11507 = 619.0011 
0059: $11507 += $11531 // (float) 
$11508 = -126.195 
0059: $11508 += $11532 // (float) 
$11509 = 997.444 
0059: $11509 += $11533 // (float) 
$11510 = 618.3423 
0059: $11510 += $11531 // (float) 
$11511 = -125.4429 
0059: $11511 += $11532 // (float) 
$11512 = 997.461 
0059: $11512 += $11533 // (float) 
$11513 = 617.8134 
0059: $11513 += $11531 // (float) 
$11514 = -126.8104 
0059: $11514 += $11532 // (float) 
$11515 = 999.6476 
0059: $11515 += $11533 // (float) 
$11516 = 617.3374 
0059: $11516 += $11531 // (float) 
$11517 = -126.1012 
0059: $11517 += $11532 // (float) 
$11518 = 999.1275 
0059: $11518 += $11533 // (float) 
$11519 = 611.2935 
0059: $11519 += $11531 // (float) 
$11520 = -121.2534 
0059: $11520 += $11532 // (float) 
$11521 = 999.0341 
0059: $11521 += $11533 // (float) 
$11522 = 612.0599 
0059: $11522 += $11531 // (float) 
$11523 = -121.7974 
0059: $11523 += $11532 // (float) 
$11524 = 998.6927 
0059: $11524 += $11533 // (float) 
$11525 = 611.2935 
0059: $11525 += $11531 // (float) 
$11526 = -121.2534 
0059: $11526 += $11532 // (float) 
$11527 = 999.0341 
0059: $11527 += $11533 // (float) 
$11528 = 612.0599 
0059: $11528 += $11531 // (float) 
$11529 = -121.7974 
0059: $11529 += $11532 // (float) 
$11530 = 998.6927 
0059: $11530 += $11533 // (float) 
jump @CARMOD_9134 

:CARMOD_5737
if 
096E:   car $11782 lowrider 
else_jump @CARMOD_7514 
$11441 = 611.9196 
0059: $11441 += $11531 // (float) 
$11442 = -71.983 
0059: $11442 += $11532 // (float) 
$11443 = 998.9867 
0059: $11443 += $11533 // (float) 
$11444 = 612.8176 
0059: $11444 += $11531 // (float) 
$11445 = -72.3798 
0059: $11445 += $11532 // (float) 
$11446 = 998.7969 
0059: $11446 += $11533 // (float) 
$11447 = 613.5045 
0059: $11447 += $11531 // (float) 
$11448 = -77.61 
0059: $11448 += $11532 // (float) 
$11449 = 997.6773 
0059: $11449 += $11533 // (float) 
$11450 = 614.0041 
0059: $11450 += $11531 // (float) 
$11451 = -76.7527 
0059: $11451 += $11532 // (float) 
$11452 = 997.8019 
0059: $11452 += $11533 // (float) 
$11453 = 617.6616 
0059: $11453 += $11531 // (float) 
$11454 = -77.5803 
0059: $11454 += $11532 // (float) 
$11455 = 998.5854 
0059: $11455 += $11533 // (float) 
$11456 = 618.0117 
0059: $11456 += $11531 // (float) 
$11457 = -76.6793 
0059: $11457 += $11532 // (float) 
$11458 = 998.329 
0059: $11458 += $11533 // (float) 
$11459 = 616.0645 
0059: $11459 += $11531 // (float) 
$11460 = -77.4652 
0059: $11460 += $11532 // (float) 
$11461 = 998.1566 
0059: $11461 += $11533 // (float) 
$11462 = 616.6523 
0059: $11462 += $11531 // (float) 
$11463 = -76.6904 
0059: $11463 += $11532 // (float) 
$11464 = 997.9242 
0059: $11464 += $11533 // (float) 
$11465 = 615.7546 
0059: $11465 += $11531 // (float) 
$11466 = -77.9771 
0059: $11466 += $11532 // (float) 
$11467 = 999.3472 
0059: $11467 += $11533 // (float) 
$11468 = 616.0991 
0059: $11468 += $11531 // (float) 
$11469 = -77.1049 
0059: $11469 += $11532 // (float) 
$11470 = 998.9999 
0059: $11470 += $11533 // (float) 
$11471 = 612.3392 
0059: $11471 += $11531 // (float) 
$11472 = -74.6454 
0059: $11472 += $11532 // (float) 
$11473 = 998.7184 
0059: $11473 += $11533 // (float) 
$11474 = 613.3315 
0059: $11474 += $11531 // (float) 
$11475 = -74.5934 
0059: $11475 += $11532 // (float) 
$11476 = 998.6063 
0059: $11476 += $11533 // (float) 
$11477 = 620.7762 
0059: $11477 += $11531 // (float) 
$11478 = -76.6076 
0059: $11478 += $11532 // (float) 
$11479 = 997.2366 
0059: $11479 += $11533 // (float) 
$11480 = 620.051 
0059: $11480 += $11531 // (float) 
$11481 = -75.9492 
0059: $11481 += $11532 // (float) 
$11482 = 997.4383 
0059: $11482 += $11533 // (float) 
$11483 = 612.1144 
0059: $11483 += $11531 // (float) 
$11484 = -74.4962 
0059: $11484 += $11532 // (float) 
$11485 = 997.7816 
0059: $11485 += $11533 // (float) 
$11486 = 613.111 
0059: $11486 += $11531 // (float) 
$11487 = -74.4536 
0059: $11487 += $11532 // (float) 
$11488 = 997.7114 
0059: $11488 += $11533 // (float) 
$11489 = 620.7762 
0059: $11489 += $11531 // (float) 
$11490 = -76.6076 
0059: $11490 += $11532 // (float) 
$11491 = 997.2366 
0059: $11491 += $11533 // (float) 
$11492 = 620.051 
0059: $11492 += $11531 // (float) 
$11493 = -75.9492 
0059: $11493 += $11532 // (float) 
$11494 = 997.4383 
0059: $11494 += $11533 // (float) 
$11495 = 612.1144 
0059: $11495 += $11531 // (float) 
$11496 = -74.4962 
0059: $11496 += $11532 // (float) 
$11497 = 997.7816 
0059: $11497 += $11533 // (float) 
$11498 = 613.111 
0059: $11498 += $11531 // (float) 
$11499 = -74.4536 
0059: $11499 += $11532 // (float) 
$11500 = 997.7114 
0059: $11500 += $11533 // (float) 
$11501 = 612.1144 
0059: $11501 += $11531 // (float) 
$11502 = -74.4962 
0059: $11502 += $11532 // (float) 
$11503 = 997.7816 
0059: $11503 += $11533 // (float) 
$11504 = 613.111 
0059: $11504 += $11531 // (float) 
$11505 = -74.4536 
0059: $11505 += $11532 // (float) 
$11506 = 997.7114 
0059: $11506 += $11533 // (float) 
$11507 = 620.8461 
0059: $11507 += $11531 // (float) 
$11508 = -76.8773 
0059: $11508 += $11532 // (float) 
$11509 = 997.3512 
0059: $11509 += $11533 // (float) 
$11510 = 620.2133 
0059: $11510 += $11531 // (float) 
$11511 = -76.1111 
0059: $11511 += $11532 // (float) 
$11512 = 997.4626 
0059: $11512 += $11533 // (float) 
$11513 = 621.0414 
0059: $11513 += $11531 // (float) 
$11514 = -74.9455 
0059: $11514 += $11532 // (float) 
$11515 = 998.9329 
0059: $11515 += $11533 // (float) 
$11516 = 620.0759 
0059: $11516 += $11531 // (float) 
$11517 = -74.9535 
0059: $11517 += $11532 // (float) 
$11518 = 998.6727 
0059: $11518 += $11533 // (float) 
$11519 = 612.2584 
0059: $11519 += $11531 // (float) 
$11520 = -72.1851 
0059: $11520 += $11532 // (float) 
$11521 = 998.8818 
0059: $11521 += $11533 // (float) 
$11522 = 613.1286 
0059: $11522 += $11531 // (float) 
$11523 = -72.6701 
0059: $11523 += $11532 // (float) 
$11524 = 998.7961 
0059: $11524 += $11533 // (float) 
if 
04A3:   $11833 == 534 // == constant 
else_jump @CARMOD_7399 
$11525 = 612.1144 
0059: $11525 += $11531 // (float) 
$11526 = -74.4962 
0059: $11526 += $11532 // (float) 
$11527 = 997.7816 
0059: $11527 += $11533 // (float) 
$11528 = 613.111 
0059: $11528 += $11531 // (float) 
$11529 = -74.4536 
0059: $11529 += $11532 // (float) 
$11530 = 997.7114 
0059: $11530 += $11533 // (float) 
jump @CARMOD_7507 

:CARMOD_7399
$11525 = 615.7372 
0059: $11525 += $11531 // (float) 
$11526 = -77.2556 
0059: $11526 += $11532 // (float) 
$11527 = 998.6337 
0059: $11527 += $11533 // (float) 
$11528 = 616.2341 
0059: $11528 += $11531 // (float) 
$11529 = -76.4031 
0059: $11529 += $11532 // (float) 
$11530 = 998.4717 
0059: $11530 += $11533 // (float) 

:CARMOD_7507
jump @CARMOD_9134 

:CARMOD_7514
$11441 = 612.7667 
0059: $11441 += $11531 // (float) 
$11442 = 0.5696 
0059: $11442 += $11532 // (float) 
$11443 = 1002.114 
0059: $11443 += $11533 // (float) 
$11444 = 613.6664 
0059: $11444 += $11531 // (float) 
$11445 = 0.1645 
0059: $11445 += $11532 // (float) 
$11446 = 1001.951 
0059: $11446 += $11533 // (float) 
$11447 = 614.4382 
0059: $11447 += $11531 // (float) 
$11448 = -4.5756 
0059: $11448 += $11532 // (float) 
$11449 = 1000.632 
0059: $11449 += $11533 // (float) 
$11450 = 614.9804 
0059: $11450 += $11531 // (float) 
$11451 = -3.7381 
0059: $11451 += $11532 // (float) 
$11452 = 1000.565 
0059: $11452 += $11533 // (float) 
$11453 = 618.1872 
0059: $11453 += $11531 // (float) 
$11454 = -5.3884 
0059: $11454 += $11532 // (float) 
$11455 = 1002.423 
0059: $11455 += $11533 // (float) 
$11456 = 618.4805 
0059: $11456 += $11531 // (float) 
$11457 = -4.4899 
0059: $11457 += $11532 // (float) 
$11458 = 1002.097 
0059: $11458 += $11533 // (float) 
$11459 = 615.6667 
0059: $11459 += $11531 // (float) 
$11460 = -4.5419 
0059: $11460 += $11532 // (float) 
$11461 = 1000.27 
0059: $11461 += $11533 // (float) 
$11462 = 616.2391 
0059: $11462 += $11531 // (float) 
$11463 = -3.7425 
0059: $11463 += $11532 // (float) 
$11464 = 1000.452 
0059: $11464 += $11533 // (float) 
$11465 = 613.6697 
0059: $11465 += $11531 // (float) 
$11466 = -1.4788 
0059: $11466 += $11532 // (float) 
$11467 = 1002.232 
0059: $11467 += $11533 // (float) 
$11468 = 614.647 
0059: $11468 += $11531 // (float) 
$11469 = -1.5313 
0059: $11469 += $11532 // (float) 
$11470 = 1002.027 
0059: $11470 += $11533 // (float) 
$11471 = 613.5347 
0059: $11471 += $11531 // (float) 
$11472 = -1.7916 
0059: $11472 += $11532 // (float) 
$11473 = 1002.526 
0059: $11473 += $11533 // (float) 
$11474 = 614.4059 
0059: $11474 += $11531 // (float) 
$11475 = -1.7952 
0059: $11475 += $11532 // (float) 
$11476 = 1002.035 
0059: $11476 += $11533 // (float) 
$11477 = 621.9104 
0059: $11477 += $11531 // (float) 
$11478 = -3.6269 
0059: $11478 += $11532 // (float) 
$11479 = 1000.408 
0059: $11479 += $11533 // (float) 
$11480 = 621.0475 
0059: $11480 += $11531 // (float) 
$11481 = -3.1303 
0059: $11481 += $11532 // (float) 
$11482 = 1000.314 
0059: $11482 += $11533 // (float) 
$11483 = 611.6121 
0059: $11483 += $11531 // (float) 
$11484 = -1.4851 
0059: $11484 += $11532 // (float) 
$11485 = 1001.777 
0059: $11485 += $11533 // (float) 
$11486 = 612.6027 
0059: $11486 += $11531 // (float) 
$11487 = -1.507 
0059: $11487 += $11532 // (float) 
$11488 = 1001.642 
0059: $11488 += $11533 // (float) 
$11489 = 621.4796 
0059: $11489 += $11531 // (float) 
$11490 = -3.4952 
0059: $11490 += $11532 // (float) 
$11491 = 1000.33 
0059: $11491 += $11533 // (float) 
$11492 = 620.5905 
0059: $11492 += $11531 // (float) 
$11493 = -3.0499 
0059: $11493 += $11532 // (float) 
$11494 = 1000.435 
0059: $11494 += $11533 // (float) 
$11495 = 612.6115 
0059: $11495 += $11531 // (float) 
$11496 = -1.7655 
0059: $11496 += $11532 // (float) 
$11497 = 1001.3 
0059: $11497 += $11533 // (float) 
$11498 = 613.5665 
0059: $11498 += $11531 // (float) 
$11499 = -1.6304 
0059: $11499 += $11532 // (float) 
$11500 = 1001.036 
0059: $11500 += $11533 // (float) 
$11501 = 611.6121 
0059: $11501 += $11531 // (float) 
$11502 = -1.4851 
0059: $11502 += $11532 // (float) 
$11503 = 1001.777 
0059: $11503 += $11533 // (float) 
$11504 = 612.6027 
0059: $11504 += $11531 // (float) 
$11505 = -1.507 
0059: $11505 += $11532 // (float) 
$11506 = 1001.642 
0059: $11506 += $11533 // (float) 
$11507 = 621.4796 
0059: $11507 += $11531 // (float) 
$11508 = -3.4952 
0059: $11508 += $11532 // (float) 
$11509 = 1000.33 
0059: $11509 += $11533 // (float) 
$11510 = 620.5905 
0059: $11510 += $11531 // (float) 
$11511 = -3.0499 
0059: $11511 += $11532 // (float) 
$11512 = 1000.435 
0059: $11512 += $11533 // (float) 
$11513 = 622.5965 
0059: $11513 += $11531 // (float) 
$11514 = -2.014 
0059: $11514 += $11532 // (float) 
$11515 = 1003.019 
0059: $11515 += $11533 // (float) 
$11516 = 621.7657 
0059: $11516 += $11531 // (float) 
$11517 = -2.0174 
0059: $11517 += $11532 // (float) 
$11518 = 1002.462 
0059: $11518 += $11533 // (float) 
$11519 = 612.7667 
0059: $11519 += $11531 // (float) 
$11520 = 0.5696 
0059: $11520 += $11532 // (float) 
$11521 = 1002.114 
0059: $11521 += $11533 // (float) 
$11522 = 613.6664 
0059: $11522 += $11531 // (float) 
$11523 = 0.1645 
0059: $11523 += $11532 // (float) 
$11524 = 1001.951 
0059: $11524 += $11533 // (float) 
$11525 = 613.5844 
0059: $11525 += $11531 // (float) 
$11526 = -0.7127 
0059: $11526 += $11532 // (float) 
$11527 = 1002.031 
0059: $11527 += $11533 // (float) 
$11528 = 614.5616 
0059: $11528 += $11531 // (float) 
$11529 = -0.84 
0059: $11529 += $11532 // (float) 
$11530 = 1001.862 
0059: $11530 += $11533 // (float) 

:CARMOD_9134
40@ = 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 
$11436 = 0 
$11435 = 2 

:CARMOD_9202
if 
  $11435 == 2 
else_jump @CARMOD_9391 
if 
  $11436 == 0 
else_jump @CARMOD_9291 
01EB: set_traffic_density_multiplier_to 0.0 
075F: store_shopping_data_entries_number_to $3901 
03F3: get_car $11782 primary_color_to $11773 secondary_color_to $11774 
0988: get_car $11782 paintjob $11438 
0441: $11837 = car $11782 model 
09FE: reset_hydraulics_on_car $11782 
096B: save_current_modparts 
$11436 = 1 

:CARMOD_9291
if 
  $11436 == 1 
else_jump @CARMOD_9342 
if 
  40@ > 2000 
else_jump @CARMOD_9342 
fade 1 1000 
$11436 = 2 

:CARMOD_9342
if 
  $11436 == 2 
else_jump @CARMOD_9391 
if 
   not fading 
else_jump @CARMOD_9391 
057E: set_radar_grey 1 
$11436 = 0 
$11435 = 3 

:CARMOD_9391
if 
  $11435 == 3 
else_jump @CARMOD_10315 
if 
  $11436 == 0 
else_jump @CARMOD_9721 
if 
  $3807 == 0 
else_jump @CARMOD_9459 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_9459
if 
0A52:   is_widget_released 54 
else_jump @CARMOD_9699 
$11792 = 0 
$11793 = 0 
0A5A: get_widget_value 156 1@ 
0090: $11764 = float 1@ to_integer 
if 
  0 > $11764 
else_jump @CARMOD_9529 
$11764 = 0 

:CARMOD_9529
if 
   not $11752($11764,12i) == 101 
else_jump @CARMOD_9617 
if 
   not $11752($11764,12i) == 100 
else_jump @CARMOD_9595 
096D: get_car $11782 component_on_slot $11752($11764,12i) model_to $11772 
jump @CARMOD_9603 

:CARMOD_9595
0988: get_car $11782 paintjob $11438 

:CARMOD_9603
gosub @CARMOD_16614 
jump @CARMOD_9692 

:CARMOD_9617
0086: $11534 = $11441 // (float) 
0086: $11535 = $11442 // (float) 
0086: $11536 = $11443 // (float) 
0086: $11537 = $11444 // (float) 
0086: $11538 = $11445 // (float) 
0086: $11539 = $11446 // (float) 
$3813($11766,12i) = 150 
0441: $11795 = car $11782 model 
gosub @CARMOD_20760 

:CARMOD_9692
$11436 = 5 

:CARMOD_9699
if 
0A52:   is_widget_released 55 
else_jump @CARMOD_9721 
$11436 = 1 

:CARMOD_9721
if 
  $11436 == 1 
else_jump @CARMOD_9808 
if 
8A52:   not is_widget_released 55 
else_jump @CARMOD_9808 
0A6B: delete_widget 156 
if 
  $3807 == 1 
else_jump @CARMOD_9786 
03E6: remove_text_box 
$3807 = 0 

:CARMOD_9786
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
$11436 = 2 

:CARMOD_9808
if 
  $11436 == 2 
else_jump @CARMOD_10021 
if 
   not fading 
else_jump @CARMOD_10021 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $11782 to_interior 0 
04FA: reset_sky_colors_with_fade 0 
096C: restore_current_modparts 
$11798 = 0 
04E4: refresh_game_renderer_at $11779 $11780 
03CB: set_rendering_origin_at $11779 $11780 $11781 
00AB: put_car $11782 at $11779 $11780 $11781 
if 
  $11834 == 1 
else_jump @CARMOD_9933 
0175: set_car $11782 Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:CARMOD_9933
if 
  $11835 == 1 
else_jump @CARMOD_9963 
0175: set_car $11782 Z_angle_to 180.0 
0373: set_camera_directly_behind_player 

:CARMOD_9963
if 
  $11836 == 1 
else_jump @CARMOD_9993 
0175: set_car $11782 Z_angle_to 90.0 
0373: set_camera_directly_behind_player 

:CARMOD_9993
0A13: unknown_sync_player_camera 
02EB: restore_camera_with_jumpcut 
087C: release_shopping_data 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
$11436 = 3 

:CARMOD_10021
if 
  $11436 == 3 
else_jump @CARMOD_10086 
if 
   not fading 
else_jump @CARMOD_10086 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
020A: set_car $11782 door_status_to $11799 
0581: enable_radar 1 
057E: set_radar_grey 0 
$11436 = 4 

:CARMOD_10086
if 
  $11436 == 4 
else_jump @CARMOD_10202 
if 
8100:   not actor $PLAYER_ACTOR in_sphere $11779 $11780 $11781 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CARMOD_10202 
01EB: set_traffic_density_multiplier_to 1.0 
$11769 = 0 
$11435 = 0 
$11436 = 0 
$11834 = 0 
$11835 = 0 
$11836 = 0 
gosub @CARMOD_14020 

:CARMOD_10202
if 
  $11436 == 5 
else_jump @CARMOD_10315 
if 
8A52:   not is_widget_released 54 
else_jump @CARMOD_10315 
if 
  $3807 == 1 
else_jump @CARMOD_10262 
03E6: remove_text_box 
$3807 = 0 

:CARMOD_10262
015F: set_camera_position $11534 $11535 $11536 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11537 $11538 $11539 switchstyle 2 
$11435 = 4 
$11436 = 0 

:CARMOD_10315
if 
  $11435 == 4 
else_jump @CARMOD_10964 
if 
0119:   car $11782 wrecked 
else_jump @CARMOD_10363 
gosub @CARMOD_14020 
jump @CARMOD_1548 

:CARMOD_10363
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_10417 
if 
  $11788 == 0 
else_jump @CARMOD_10410 
gosub @CARMOD_20629 

:CARMOD_10410
jump @CARMOD_10442 

:CARMOD_10417
if 
  $3811 == 0 
else_jump @CARMOD_10442 
gosub @CARMOD_14443 

:CARMOD_10442
if 
  $11436 == 0 
else_jump @CARMOD_10753 
if 
0A52:   is_widget_released 56 
else_jump @CARMOD_10503 
$3931 = 0 
$3932 = 0 
$11770 = 0 
$11436 = 1 

:CARMOD_10503
if 
0A52:   is_widget_released 54 
else_jump @CARMOD_10753 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_10627 
0A5A: get_widget_value 156 1@ 
0090: $11789 = float 1@ to_integer 
if 
  0 > $11789 
else_jump @CARMOD_10581 
$11789 = 0 

:CARMOD_10581
if 
  $11789 == 0 
else_jump @CARMOD_10613 
$11792 = 1 
jump @CARMOD_10620 

:CARMOD_10613
$11793 = 1 

:CARMOD_10620
jump @CARMOD_10718 

:CARMOD_10627
0A5A: get_widget_value 156 1@ 
0090: $11765 = float 1@ to_integer 
if 
  0 > $11765 
else_jump @CARMOD_10668 
$11765 = 0 

:CARMOD_10668
if and
   not $11752($11764,12i) == 100 
   not $11752($11764,12i) == 101 
else_jump @CARMOD_10718 
0084: $11768 = $3825($11765,12i) // (int) 
06E9: load_car_component $11768 

:CARMOD_10718
$3931 = 0 
$3932 = 0 
$11770 = 0 
$11436 = 0 
$11435 = 5 

:CARMOD_10753
if 
  $11436 == 1 
else_jump @CARMOD_10964 
if 
8A52:   not is_widget_released 56 
else_jump @CARMOD_10964 
if 
  $3811 == 1 
else_jump @CARMOD_10813 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_10813
if 
  $11778 == 1 
else_jump @CARMOD_10845 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_10845
if 
  $11788 == 1 
else_jump @CARMOD_10872 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_10872
if 
  $3807 == 0 
else_jump @CARMOD_10904 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_10904
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 
$11769 = 0 
$11436 = 0 
$11435 = 3 

:CARMOD_10964
if 
  $11435 == 5 
else_jump @CARMOD_13999 
if 
0119:   car $11782 wrecked 
else_jump @CARMOD_11012 
gosub @CARMOD_14020 
jump @CARMOD_1548 

:CARMOD_11012
if 
  $11436 == 0 
else_jump @CARMOD_11190 
if 
8A52:   not is_widget_released 54 
else_jump @CARMOD_11190 
0A6B: delete_widget 156 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_11086 
$11436 = 1 
jump @CARMOD_11145 

:CARMOD_11086
if 
   not $11752($11764,12i) == 100 
else_jump @CARMOD_11138 
if 
06EA:   car_component $11768 available 
else_jump @CARMOD_11131 
$11436 = 1 

:CARMOD_11131
jump @CARMOD_11145 

:CARMOD_11138
$11436 = 1 

:CARMOD_11145
if 
  $11436 == 1 
else_jump @CARMOD_11190 
if 
  $3811 == 1 
else_jump @CARMOD_11190 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_11190
if 
  $11436 == 1 
else_jump @CARMOD_11379 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_11289 
if 
  $11788 == 1 
else_jump @CARMOD_11257 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_11257
if 
  $11778 == 0 
else_jump @CARMOD_11282 
gosub @CARMOD_14608 

:CARMOD_11282
jump @CARMOD_11372 

:CARMOD_11289
if 
  $11752($11764,12i) == 100 
else_jump @CARMOD_11349 
0084: $11439 = $11765 // (int) 
0084: $11440 = $11765 // (int) 
$11440 += 1 
06ED: set_car $11782 paintjob $11439 
jump @CARMOD_11365 

:CARMOD_11349
06E7: $11771 = add_car_component $11768 to_car $11782 
06EB: release_car_component $11768 

:CARMOD_11365
gosub @CARMOD_22206 

:CARMOD_11372
$11436 = 2 

:CARMOD_11379
if 
  $11436 == 2 
else_jump @CARMOD_11756 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_11633 
if 
0A51:   is_widget_pressed 112 
else_jump @CARMOD_11457 
0A5A: get_widget_value 112 1@ 
0090: $11791 = float 1@ to_integer 
090E: set_panel $11777 active_row $11791 

:CARMOD_11457
08D7: $11791 = panel $11777 active_row 
if 
  0 > $11791 
else_jump @CARMOD_11490 
$11791 = 0 

:CARMOD_11490
if 
  $11792 == 1 
else_jump @CARMOD_11588 
if or
  $11837 == 542 
  $11837 == 549 
else_jump @CARMOD_11568 
0A22: set_car_color_to_panel_color_panelID $11777 car $11782 colorslot 1 active_row $11791 
0A22: set_car_color_to_panel_color_panelID $11777 car $11782 colorslot 2 active_row $11791 
jump @CARMOD_11581 

:CARMOD_11568
0A22: set_car_color_to_panel_color_panelID $11777 car $11782 colorslot 1 active_row $11791 

:CARMOD_11581
jump @CARMOD_11601 

:CARMOD_11588
0A22: set_car_color_to_panel_color_panelID $11777 car $11782 colorslot 2 active_row $11791 

:CARMOD_11601
if 
  $11778 == 0 
else_jump @CARMOD_11626 
gosub @CARMOD_14608 

:CARMOD_11626
jump @CARMOD_11658 

:CARMOD_11633
if 
  $11776 == 0 
else_jump @CARMOD_11658 
gosub @CARMOD_22206 

:CARMOD_11658
if 
0A52:   is_widget_released 56 
else_jump @CARMOD_11680 
$11436 = 3 

:CARMOD_11680
if 
0A52:   is_widget_released 57 
else_jump @CARMOD_11756 
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'COLORNO'  // ~s~Your vehicle is already this color.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
$3932 = 0 
$11770 = 0 
$3931 = 0 
$11436 = 4 

:CARMOD_11756
if 
  $11436 == 3 
else_jump @CARMOD_12155 
if 
8A52:   not is_widget_released 56 
else_jump @CARMOD_12155 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_11873 
if 
  $11438 > -1 
else_jump @CARMOD_11855 
0229: set_car $11782 primary_color_to $11773 secondary_color_to $11774 
06ED: set_car $11782 paintjob $11438 
jump @CARMOD_11866 

:CARMOD_11855
0229: set_car $11782 primary_color_to $11773 secondary_color_to $11774 

:CARMOD_11866
jump @CARMOD_11982 

:CARMOD_11873
if 
  $11752($11764,12i) == 100 
else_jump @CARMOD_11953 
if 
  0 > $11438 
else_jump @CARMOD_11938 
06ED: set_car $11782 paintjob -1 
0229: set_car $11782 primary_color_to $11773 secondary_color_to $11774 
jump @CARMOD_11946 

:CARMOD_11938
06ED: set_car $11782 paintjob $11438 

:CARMOD_11946
jump @CARMOD_11955 

:CARMOD_11953
096C: restore_current_modparts 

:CARMOD_11955
if 
  $11776 == 1 
else_jump @CARMOD_11982 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_11982
if 
  $11778 == 1 
else_jump @CARMOD_12014 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_12014
if 
  $11788 == 1 
else_jump @CARMOD_12041 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_12041
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_12095 
if 
  $11788 == 0 
else_jump @CARMOD_12088 
gosub @CARMOD_20629 

:CARMOD_12088
jump @CARMOD_12127 

:CARMOD_12095
if 
  $3811 == 0 
else_jump @CARMOD_12127 
gosub @CARMOD_16614 
gosub @CARMOD_14443 

:CARMOD_12127
$11792 = 0 
$11793 = 0 
$11436 = 0 
$11435 = 4 

:CARMOD_12155
if 
  $11436 == 4 
else_jump @CARMOD_13999 
if 
8A52:   not is_widget_released 57 
else_jump @CARMOD_13999 
010B: $4138 = player $PLAYER_CHAR money 
if 
  $11752($11764,12i) == 101 
else_jump @CARMOD_13032 
if 
  $4138 >= 150 
else_jump @CARMOD_12963 
if 
  $11792 == 1 
else_jump @CARMOD_12609 
if 
87D6:   not  7@ == $11791 // @ == $ (int) 
else_jump @CARMOD_12540 
0109: player $PLAYER_CHAR money = -150 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $11782 dirt_level 0.0 
03F3: get_car $11782 primary_color_to $11773 secondary_color_to $11774 
097A: play_audio_at $68 $69 $70 event 1134 
0A30: repair_car $11782 
096B: save_current_modparts 
$11436 = 0 
$11435 = 3 
if 
  $3811 == 1 
else_jump @CARMOD_12376 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_12376
if 
  $11778 == 1 
else_jump @CARMOD_12408 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_12408
if 
  $11776 == 1 
else_jump @CARMOD_12435 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_12435
if 
  $11788 == 1 
else_jump @CARMOD_12462 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_12462
if 
  $3807 == 0 
else_jump @CARMOD_12494 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_12494
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 
jump @CARMOD_12602 

:CARMOD_12540
if 
  $11770 == 0 
else_jump @CARMOD_12602 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
$11436 = 2 
$11770 = 1 

:CARMOD_12602
jump @CARMOD_12956 

:CARMOD_12609
if 
87D6:   not  7@ == $11791 // @ == $ (int) 
else_jump @CARMOD_12894 
0109: player $PLAYER_CHAR money = -150 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $11782 dirt_level 0.0 
03F3: get_car $11782 primary_color_to $11773 secondary_color_to $11774 
097A: play_audio_at $68 $69 $70 event 1134 
0A30: repair_car $11782 
096B: save_current_modparts 
$11436 = 0 
$11435 = 3 
if 
  $3811 == 1 
else_jump @CARMOD_12730 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_12730
if 
  $11778 == 1 
else_jump @CARMOD_12762 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_12762
if 
  $11776 == 1 
else_jump @CARMOD_12789 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_12789
if 
  $11788 == 1 
else_jump @CARMOD_12816 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_12816
if 
  $3807 == 0 
else_jump @CARMOD_12848 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_12848
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 
jump @CARMOD_12956 

:CARMOD_12894
if 
  $11770 == 0 
else_jump @CARMOD_12956 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
$11436 = 2 
$11770 = 1 

:CARMOD_12956
jump @CARMOD_13025 

:CARMOD_12963
if 
  $3931 == 0 
else_jump @CARMOD_13025 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$11436 = 2 
$3931 = 1 

:CARMOD_13025
jump @CARMOD_13999 

:CARMOD_13032
if 
  $11752($11764,12i) == 100 
else_jump @CARMOD_13504 
if 
  $4138 >= 500 
else_jump @CARMOD_13435 
if 
003A:   $11439 == $11438 // (int) 
else_jump @CARMOD_13161 
if 
  $3932 == 0 
else_jump @CARMOD_13154 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
$11436 = 2 
$3932 = 1 

:CARMOD_13154
jump @CARMOD_13428 

:CARMOD_13161
0109: player $PLAYER_CHAR money = -500 
0624: add 500.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $11782 dirt_level 0.0 
0A30: repair_car $11782 
096B: save_current_modparts 
0084: $11438 = $11439 // (int) 
03F3: get_car $11782 primary_color_to $11773 secondary_color_to $11774 
097A: play_audio_at $68 $69 $70 event 1134 
$11436 = 0 
$11435 = 3 
if 
  $3811 == 1 
else_jump @CARMOD_13271 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_13271
if 
  $11778 == 1 
else_jump @CARMOD_13303 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_13303
if 
  $11776 == 1 
else_jump @CARMOD_13330 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_13330
if 
  $11788 == 1 
else_jump @CARMOD_13357 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_13357
if 
  $3807 == 0 
else_jump @CARMOD_13389 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_13389
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 

:CARMOD_13428
jump @CARMOD_13497 

:CARMOD_13435
if 
  $3931 == 0 
else_jump @CARMOD_13497 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$11436 = 2 
$3931 = 1 

:CARMOD_13497
jump @CARMOD_13999 

:CARMOD_13504
if 
002C:   $4138 >= $3813($11765,12i) // (int) 
else_jump @CARMOD_13937 
if 
803A:   not  $11772 == $11768 // (int) 
else_jump @CARMOD_13868 
097A: play_audio_at $68 $69 $70 event 1133 
0790: charge_money_for_shopping_item_with_textureCRC $11768 
0878: set_car $11782 dirt_level 0.0 
096B: save_current_modparts 
0084: $11772 = $11768 // (int) 
if 
  $4142 == 0 
else_jump @CARMOD_13663 
if or
05AD:   s$3837[0] == 'BMBSM' // s$ == short  // 2x Nitrous
05AD:   s$3837[0] == 'BMBTN' // s$ == short  // 10x Nitrous
05AD:   s$3837[0] == 'BMBLN' // s$ == short  // 5x Nitrous
else_jump @CARMOD_13663 
$4142 = 1 

:CARMOD_13663
$11436 = 0 
$11435 = 3 
if 
  $3811 == 1 
else_jump @CARMOD_13704 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_13704
if 
  $11778 == 1 
else_jump @CARMOD_13736 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_13736
if 
  $11776 == 1 
else_jump @CARMOD_13763 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_13763
if 
  $11788 == 1 
else_jump @CARMOD_13790 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_13790
if 
  $3807 == 0 
else_jump @CARMOD_13822 
gosub @CARMOD_14828 
gosub @CARMOD_14321 

:CARMOD_13822
015F: set_camera_position $11441 $11442 $11443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11444 $11445 $11446 switchstyle 2 
jump @CARMOD_13930 

:CARMOD_13868
if 
  $3932 == 0 
else_jump @CARMOD_13930 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
$11436 = 2 
$3932 = 1 

:CARMOD_13930
jump @CARMOD_13999 

:CARMOD_13937
if 
  $3931 == 0 
else_jump @CARMOD_13999 
097A: play_audio_at $68 $69 $70 event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$11436 = 2 
$3931 = 1 

:CARMOD_13999
jump @CARMOD_14013 

:CARMOD_14006
gosub @CARMOD_14020 

:CARMOD_14013
jump @CARMOD_1548 

:CARMOD_14020
0A6B: delete_widget 156 
0A61: remove_widget_flag 159 4 
if 
  $3807 == 1 
else_jump @CARMOD_14059 
03E6: remove_text_box 
$3807 = 0 

:CARMOD_14059
if 
  $3811 == 1 
else_jump @CARMOD_14086 
03E6: remove_text_box 
$3811 = 0 

:CARMOD_14086
if 
  $11778 == 1 
else_jump @CARMOD_14118 
08DA: remove_panel $11777 
03E6: remove_text_box 
$11778 = 0 

:CARMOD_14118
if 
  $11776 == 1 
else_jump @CARMOD_14145 
03E6: remove_text_box 
$11776 = 0 

:CARMOD_14145
if 
  $11788 == 1 
else_jump @CARMOD_14172 
03E6: remove_text_box 
$11788 = 0 

:CARMOD_14172
if 
  $11435 >= 1 
else_jump @CARMOD_14192 
03E6: remove_text_box 

:CARMOD_14192
$11792 = 0 
$11793 = 0 
$11769 = 0 
$3932 = 0 
$3931 = 0 
$11770 = 0 
$11834 = 0 
$11835 = 0 
$11836 = 0 
$11435 = 0 
$11436 = 0 
057E: set_radar_grey 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
if 
  $4142 == 1 
else_jump @CARMOD_14317 
03E5: show_text_box 'NITROH1'  // Tap ~m~~widget_nitro~ to activate the car's nitrous.
$4142 = 2 

:CARMOD_14317
end_thread 
return 

:CARMOD_14321
if 
  $3807 == 0 
else_jump @CARMOD_14441 
0A79: print_help_conditional_touch 'MODHID' 0  // Use the movement controls to select an upgrade. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to quit.
0A78: print_help_conditional 'MODTCH' 0  // Tap to select an upgrade. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_cancel~ to quit.
0A69: create_shop_widget 'UPGRADE'  // Upgrades
0A60: add_widget_flag 159 4 
0@ = 0 

:CARMOD_14390
if 
001E:   $11540 > 0@ // (int) 
else_jump @CARMOD_14434 
0A6A: add_shop_item $3837(0@,12s) 0 
0@ += 1 
jump @CARMOD_14390 

:CARMOD_14434
$3807 = 1 

:CARMOD_14441
return 

:CARMOD_14443
if 
  $3811 == 0 
else_jump @CARMOD_14606 
0A69: create_shop_widget 'UPGRADE'  // Upgrades
if 
  $11752($11764,12i) == 100 
else_jump @CARMOD_14543 
0A6A: add_shop_item 'PJOB1' $3813[0]  // Paintjob 1
0A6A: add_shop_item 'PJOB2' $3813[0]  // Paintjob 2
0A6A: add_shop_item 'PJOB3' $3813[0]  // Paintjob 3
jump @CARMOD_14592 

:CARMOD_14543
0@ = 0 

:CARMOD_14550
if 
001E:   $11767 > 0@ // (int) 
else_jump @CARMOD_14599 
0A6A: add_shop_item $3837(0@,12s) $3813(0@,12i) 
0@ += 1 

:CARMOD_14592
jump @CARMOD_14550 

:CARMOD_14599
$3811 = 1 

:CARMOD_14606
return 

:CARMOD_14608
if 
  $11778 == 0 
else_jump @CARMOD_14826 
0A79: print_help_conditional_touch 'MODHID3' 0  // Use the movement controls to select a color. Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
0A78: print_help_conditional 'MODTCH3' 0  // Tap to select a color. Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
0A5D: get_widget_position 112 2@ 3@ 4@ 5@ 
0087: 6@ = 4@ // (float) 
6@ /= 4.0 
0063: 2@ -= 4@ // (float) 
0063: 3@ -= 5@ // (float) 
0964: create_square_color_panel 'CARM1' position 2@ 3@ width 6@ columns 8 interactive 1 background 1 alignment 1 panelID $11777  // Colors
7@ = -1 
if 
  $11792 == 1 
else_jump @CARMOD_14792 
if 
0A75: set_active_menu_item_car_mods $11777 $11773 
else_jump @CARMOD_14785 
08D7: 7@ = panel $11777 active_row 

:CARMOD_14785
jump @CARMOD_14819 

:CARMOD_14792
if 
0A75: set_active_menu_item_car_mods $11777 $11774 
else_jump @CARMOD_14819 
08D7: 7@ = panel $11777 active_row 

:CARMOD_14819
$11778 = 1 

:CARMOD_14826
return 

:CARMOD_14828
$11540 = 0 
$11543 = 0 
$11544 = 0 
$11545 = 0 
$11546 = 0 
$11547 = 0 
$11548 = 0 
$11549 = 0 
$11551 = 0 
$11552 = 0 
$11553 = 0 
$11554 = 0 
$11555 = 0 
$11556 = 0 
$11550 = 0 
$11797 = 0 
$11437 = 0 
$11559 = 0 
$11558 = 0 
$11796 = 0 
06EC: get_car $11782 number_of_possible_paintjobs_to $11797 
if 
   not $11797 == 0 
else_jump @CARMOD_15030 
05A9: $3837($11540,12s) = 'CARM11' // s$  // Paint Jobs
$11752($11540,12i) = 100 
$11540 += 1 

:CARMOD_15030
097D: get_car $11782 number_of_color_indices_to $11437 
if 
   not $11437 == 0 
else_jump @CARMOD_15092 
05A9: $3837($11540,12s) = 'CARM1' // s$  // Colors
$11752($11540,12i) = 101 
$11540 += 1 

:CARMOD_15092
if 
001C:   $3901 > $11796 // (int) 
else_jump @CARMOD_16597 
0760: store_shopping_data_index $11796 textureCRC_to $11541 
06E6: get_itemID $11541 destinated_component_slot_to $11542 
if 
04A3:   $11542 == 12 // == constant 
else_jump @CARMOD_15218 
if 
  $11550 == 0 
else_jump @CARMOD_15199 
05A9: $3837($11540,12s) = 'CARM12' // s$  // Wheels
04AE: $11752($11540,12i) = 12 // = constant 
$11540 += 1 

:CARMOD_15199
0084: $11716($11550,12i) = $11541 // (int) 
$11550 += 1 

:CARMOD_15218
if 
04A3:   $11542 == 3 // == constant 
else_jump @CARMOD_15309 
if 
  $11543 == 0 
else_jump @CARMOD_15290 
05A9: $3837($11540,12s) = 'CARM4' // s$  // Side Skirts
04AE: $11752($11540,12i) = 3 // = constant 
$11540 += 1 

:CARMOD_15290
0084: $11560($11543,12i) = $11541 // (int) 
$11543 += 1 

:CARMOD_15309
if 
04A3:   $11542 == 7 // == constant 
else_jump @CARMOD_15400 
if 
  $11544 == 0 
else_jump @CARMOD_15381 
05A9: $3837($11540,12s) = 'CARM10' // s$  // Roof
04AE: $11752($11540,12i) = 7 // = constant 
$11540 += 1 

:CARMOD_15381
0084: $11572($11544,12i) = $11541 // (int) 
$11544 += 1 

:CARMOD_15400
if 
04A3:   $11542 == 13 // == constant 
else_jump @CARMOD_15491 
if 
  $11545 == 0 
else_jump @CARMOD_15472 
05A9: $3837($11540,12s) = 'CARM5' // s$  // Exhausts
04AE: $11752($11540,12i) = 13 // = constant 
$11540 += 1 

:CARMOD_15472
0084: $11584($11545,12i) = $11541 // (int) 
$11545 += 1 

:CARMOD_15491
if 
04A3:   $11542 == 8 // == constant 
else_jump @CARMOD_15582 
if 
  $11546 == 0 
else_jump @CARMOD_15563 
05A9: $3837($11540,12s) = 'CARM6' // s$  // Nitro
04AE: $11752($11540,12i) = 8 // = constant 
$11540 += 1 

:CARMOD_15563
0084: $11596($11546,12i) = $11541 // (int) 
$11546 += 1 

:CARMOD_15582
if 
04A3:   $11542 == 2 // == constant 
else_jump @CARMOD_15673 
if 
  $11547 == 0 
else_jump @CARMOD_15654 
05A9: $3837($11540,12s) = 'CARM2' // s$  // Spoilers
04AE: $11752($11540,12i) = 2 // = constant 
$11540 += 1 

:CARMOD_15654
0084: $11608($11547,12i) = $11541 // (int) 
$11547 += 1 

:CARMOD_15673
if 
04A3:   $11542 == 0 // == constant 
else_jump @CARMOD_15764 
if 
  $11548 == 0 
else_jump @CARMOD_15745 
05A9: $3837($11540,12s) = 'CARM3' // s$  // Hood
04AE: $11752($11540,12i) = 0 // = constant 
$11540 += 1 

:CARMOD_15745
0084: $11620($11548,12i) = $11541 // (int) 
$11548 += 1 

:CARMOD_15764
if 
04A3:   $11542 == 1 // == constant 
else_jump @CARMOD_15855 
if 
  $11549 == 0 
else_jump @CARMOD_15836 
05A9: $3837($11540,12s) = 'CARM17' // s$  // Vents
04AE: $11752($11540,12i) = 1 // = constant 
$11540 += 1 

:CARMOD_15836
0084: $11632($11549,12i) = $11541 // (int) 
$11549 += 1 

:CARMOD_15855
if 
04A3:   $11542 == 14 // == constant 
else_jump @CARMOD_15946 
if 
  $11551 == 0 
else_jump @CARMOD_15927 
05A9: $3837($11540,12s) = 'CARM7' // s$  // Front Bumper
04AE: $11752($11540,12i) = 14 // = constant 
$11540 += 1 

:CARMOD_15927
0084: $11644($11551,12i) = $11541 // (int) 
$11551 += 1 

:CARMOD_15946
if 
04A3:   $11542 == 15 // == constant 
else_jump @CARMOD_16037 
if 
  $11552 == 0 
else_jump @CARMOD_16018 
05A9: $3837($11540,12s) = 'CARM8' // s$  // Rear Bumper
04AE: $11752($11540,12i) = 15 // = constant 
$11540 += 1 

:CARMOD_16018
0084: $11656($11552,12i) = $11541 // (int) 
$11552 += 1 

:CARMOD_16037
if 
04A3:   $11542 == 6 // == constant 
else_jump @CARMOD_16128 
if 
  $11553 == 0 
else_jump @CARMOD_16109 
05A9: $3837($11540,12s) = 'CARM9' // s$  // Lights
04AE: $11752($11540,12i) = 6 // = constant 
$11540 += 1 

:CARMOD_16109
0084: $11668($11553,12i) = $11541 // (int) 
$11553 += 1 

:CARMOD_16128
if 
04A3:   $11542 == 4 // == constant 
else_jump @CARMOD_16219 
if 
  $11554 == 0 
else_jump @CARMOD_16200 
05A9: $3837($11540,12s) = 'CARM13' // s$  // Front bullbars
04AE: $11752($11540,12i) = 4 // = constant 
$11540 += 1 

:CARMOD_16200
0084: $11680($11554,12i) = $11541 // (int) 
$11554 += 1 

:CARMOD_16219
if 
04A3:   $11542 == 5 // == constant 
else_jump @CARMOD_16310 
if 
  $11555 == 0 
else_jump @CARMOD_16291 
05A9: $3837($11540,12s) = 'CARM14' // s$  // Rear bullbars
04AE: $11752($11540,12i) = 5 // = constant 
$11540 += 1 

:CARMOD_16291
0084: $11692($11555,12i) = $11541 // (int) 
$11555 += 1 

:CARMOD_16310
if 
04A3:   $11542 == 16 // == constant 
else_jump @CARMOD_16401 
if 
  $11556 == 0 
else_jump @CARMOD_16382 
05A9: $3837($11540,12s) = 'CARM15' // s$  // Misc
04AE: $11752($11540,12i) = 16 // = constant 
$11540 += 1 

:CARMOD_16382
0084: $11704($11556,12i) = $11541 // (int) 
$11556 += 1 

:CARMOD_16401
if 
04A3:   $11542 == 9 // == constant 
else_jump @CARMOD_16492 
if 
  $11559 == 0 
else_jump @CARMOD_16473 
05A9: $3837($11540,12s) = 'CARM18' // s$  // Hydraulics
04AE: $11752($11540,12i) = 9 // = constant 
$11540 += 1 

:CARMOD_16473
0084: $11740($11559,12i) = $11541 // (int) 
$11559 += 1 

:CARMOD_16492
if 
04A3:   $11542 == 10 // == constant 
else_jump @CARMOD_16583 
if 
  $11558 == 0 
else_jump @CARMOD_16564 
05A9: $3837($11540,12s) = 'CARM16' // s$  // Car Stereo
04AE: $11752($11540,12i) = 10 // = constant 
$11540 += 1 

:CARMOD_16564
0084: $11728($11558,12i) = $11541 // (int) 
$11558 += 1 

:CARMOD_16583
$11796 += 1 
jump @CARMOD_15092 

:CARMOD_16597
0084: $3902 = $11540 // (int) 
gosub @CARMOD_20555 
return 

:CARMOD_16614
if 
  $11752($11764,12i) == 100 
else_jump @CARMOD_16825 
$11766 = 0 
0084: $11767 = $11797 // (int) 

:CARMOD_16651
if 
001C:   $11797 > $11766 // (int) 
else_jump @CARMOD_16762 
05A9: $3837($11766,12s) = 'PAINTJB' // s$ 
$3813($11766,12i) = 500 
if 
003A:   $11438 == $11766 // (int) 
else_jump @CARMOD_16737 
$3885($11766,12i) = 0 
jump @CARMOD_16748 

:CARMOD_16737
$3885($11766,12i) = 1 

:CARMOD_16748
$11766 += 1 
jump @CARMOD_16651 

:CARMOD_16762
0084: $3902 = $11797 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11519 // (float) 
0086: $11535 = $11520 // (float) 
0086: $11536 = $11521 // (float) 
0086: $11537 = $11522 // (float) 
0086: $11538 = $11523 // (float) 
0086: $11539 = $11524 // (float) 

:CARMOD_16825
if 
04A3:   $11752($11764,12i) == 12 // == constant 
else_jump @CARMOD_17058 
$11766 = 0 
0084: $11767 = $11550 // (int) 

:CARMOD_16862
if 
001C:   $11550 > $11766 // (int) 
else_jump @CARMOD_16995 
078C: get_shopping_item_with_textureCRC $11716($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11716($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11716($11766,12i) // (int) 
if 
003A:   $11772 == $11716($11766,12i) // (int) 
else_jump @CARMOD_16970 
$3885($11766,12i) = 0 
jump @CARMOD_16981 

:CARMOD_16970
$3885($11766,12i) = 1 

:CARMOD_16981
$11766 += 1 
jump @CARMOD_16862 

:CARMOD_16995
0084: $3902 = $11550 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11447 // (float) 
0086: $11535 = $11448 // (float) 
0086: $11536 = $11449 // (float) 
0086: $11537 = $11450 // (float) 
0086: $11538 = $11451 // (float) 
0086: $11539 = $11452 // (float) 

:CARMOD_17058
if 
04A3:   $11752($11764,12i) == 3 // == constant 
else_jump @CARMOD_17291 
$11766 = 0 
0084: $11767 = $11543 // (int) 

:CARMOD_17095
if 
001C:   $11543 > $11766 // (int) 
else_jump @CARMOD_17228 
078C: get_shopping_item_with_textureCRC $11560($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11560($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11560($11766,12i) // (int) 
if 
003A:   $11772 == $11560($11766,12i) // (int) 
else_jump @CARMOD_17203 
$3885($11766,12i) = 0 
jump @CARMOD_17214 

:CARMOD_17203
$3885($11766,12i) = 1 

:CARMOD_17214
$11766 += 1 
jump @CARMOD_17095 

:CARMOD_17228
0084: $3902 = $11543 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11459 // (float) 
0086: $11535 = $11460 // (float) 
0086: $11536 = $11461 // (float) 
0086: $11537 = $11462 // (float) 
0086: $11538 = $11463 // (float) 
0086: $11539 = $11464 // (float) 

:CARMOD_17291
if 
04A3:   $11752($11764,12i) == 7 // == constant 
else_jump @CARMOD_17524 
$11766 = 0 
0084: $11767 = $11544 // (int) 

:CARMOD_17328
if 
001C:   $11544 > $11766 // (int) 
else_jump @CARMOD_17461 
078C: get_shopping_item_with_textureCRC $11572($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11572($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11572($11766,12i) // (int) 
if 
003A:   $11772 == $11572($11766,12i) // (int) 
else_jump @CARMOD_17436 
$3885($11766,12i) = 0 
jump @CARMOD_17447 

:CARMOD_17436
$3885($11766,12i) = 1 

:CARMOD_17447
$11766 += 1 
jump @CARMOD_17328 

:CARMOD_17461
0084: $3902 = $11544 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11465 // (float) 
0086: $11535 = $11466 // (float) 
0086: $11536 = $11467 // (float) 
0086: $11537 = $11468 // (float) 
0086: $11538 = $11469 // (float) 
0086: $11539 = $11470 // (float) 

:CARMOD_17524
if 
04A3:   $11752($11764,12i) == 13 // == constant 
else_jump @CARMOD_17757 
$11766 = 0 
0084: $11767 = $11545 // (int) 

:CARMOD_17561
if 
001C:   $11545 > $11766 // (int) 
else_jump @CARMOD_17694 
078C: get_shopping_item_with_textureCRC $11584($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11584($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11584($11766,12i) // (int) 
if 
003A:   $11772 == $11584($11766,12i) // (int) 
else_jump @CARMOD_17669 
$3885($11766,12i) = 0 
jump @CARMOD_17680 

:CARMOD_17669
$3885($11766,12i) = 1 

:CARMOD_17680
$11766 += 1 
jump @CARMOD_17561 

:CARMOD_17694
0084: $3902 = $11545 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11477 // (float) 
0086: $11535 = $11478 // (float) 
0086: $11536 = $11479 // (float) 
0086: $11537 = $11480 // (float) 
0086: $11538 = $11481 // (float) 
0086: $11539 = $11482 // (float) 

:CARMOD_17757
if 
04A3:   $11752($11764,12i) == 8 // == constant 
else_jump @CARMOD_17990 
$11766 = 0 
0084: $11767 = $11546 // (int) 

:CARMOD_17794
if 
001C:   $11546 > $11766 // (int) 
else_jump @CARMOD_17927 
078C: get_shopping_item_with_textureCRC $11596($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11596($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11596($11766,12i) // (int) 
if 
003A:   $11772 == $11596($11766,12i) // (int) 
else_jump @CARMOD_17902 
$3885($11766,12i) = 0 
jump @CARMOD_17913 

:CARMOD_17902
$3885($11766,12i) = 1 

:CARMOD_17913
$11766 += 1 
jump @CARMOD_17794 

:CARMOD_17927
0084: $3902 = $11546 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11513 // (float) 
0086: $11535 = $11514 // (float) 
0086: $11536 = $11515 // (float) 
0086: $11537 = $11516 // (float) 
0086: $11538 = $11517 // (float) 
0086: $11539 = $11518 // (float) 

:CARMOD_17990
if 
04A3:   $11752($11764,12i) == 2 // == constant 
else_jump @CARMOD_18223 
$11766 = 0 
0084: $11767 = $11547 // (int) 

:CARMOD_18027
if 
001C:   $11547 > $11766 // (int) 
else_jump @CARMOD_18160 
078C: get_shopping_item_with_textureCRC $11608($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11608($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11608($11766,12i) // (int) 
if 
003A:   $11772 == $11608($11766,12i) // (int) 
else_jump @CARMOD_18135 
$3885($11766,12i) = 0 
jump @CARMOD_18146 

:CARMOD_18135
$3885($11766,12i) = 1 

:CARMOD_18146
$11766 += 1 
jump @CARMOD_18027 

:CARMOD_18160
0084: $3902 = $11547 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11453 // (float) 
0086: $11535 = $11454 // (float) 
0086: $11536 = $11455 // (float) 
0086: $11537 = $11456 // (float) 
0086: $11538 = $11457 // (float) 
0086: $11539 = $11458 // (float) 

:CARMOD_18223
if 
04A3:   $11752($11764,12i) == 0 // == constant 
else_jump @CARMOD_18456 
$11766 = 0 
0084: $11767 = $11548 // (int) 

:CARMOD_18260
if 
001C:   $11548 > $11766 // (int) 
else_jump @CARMOD_18393 
078C: get_shopping_item_with_textureCRC $11620($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11620($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11620($11766,12i) // (int) 
if 
003A:   $11772 == $11620($11766,12i) // (int) 
else_jump @CARMOD_18368 
$3885($11766,12i) = 0 
jump @CARMOD_18379 

:CARMOD_18368
$3885($11766,12i) = 1 

:CARMOD_18379
$11766 += 1 
jump @CARMOD_18260 

:CARMOD_18393
0084: $3902 = $11548 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11471 // (float) 
0086: $11535 = $11472 // (float) 
0086: $11536 = $11473 // (float) 
0086: $11537 = $11474 // (float) 
0086: $11538 = $11475 // (float) 
0086: $11539 = $11476 // (float) 

:CARMOD_18456
if 
04A3:   $11752($11764,12i) == 1 // == constant 
else_jump @CARMOD_18689 
$11766 = 0 
0084: $11767 = $11549 // (int) 

:CARMOD_18493
if 
001C:   $11549 > $11766 // (int) 
else_jump @CARMOD_18626 
078C: get_shopping_item_with_textureCRC $11632($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11632($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11632($11766,12i) // (int) 
if 
003A:   $11772 == $11632($11766,12i) // (int) 
else_jump @CARMOD_18601 
$3885($11766,12i) = 0 
jump @CARMOD_18612 

:CARMOD_18601
$3885($11766,12i) = 1 

:CARMOD_18612
$11766 += 1 
jump @CARMOD_18493 

:CARMOD_18626
0084: $3902 = $11549 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11471 // (float) 
0086: $11535 = $11472 // (float) 
0086: $11536 = $11473 // (float) 
0086: $11537 = $11474 // (float) 
0086: $11538 = $11475 // (float) 
0086: $11539 = $11476 // (float) 

:CARMOD_18689
if 
04A3:   $11752($11764,12i) == 14 // == constant 
else_jump @CARMOD_18922 
$11766 = 0 
0084: $11767 = $11551 // (int) 

:CARMOD_18726
if 
001C:   $11551 > $11766 // (int) 
else_jump @CARMOD_18859 
078C: get_shopping_item_with_textureCRC $11644($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11644($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11644($11766,12i) // (int) 
if 
003A:   $11772 == $11644($11766,12i) // (int) 
else_jump @CARMOD_18834 
$3885($11766,12i) = 0 
jump @CARMOD_18845 

:CARMOD_18834
$3885($11766,12i) = 1 

:CARMOD_18845
$11766 += 1 
jump @CARMOD_18726 

:CARMOD_18859
0084: $3902 = $11551 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11483 // (float) 
0086: $11535 = $11484 // (float) 
0086: $11536 = $11485 // (float) 
0086: $11537 = $11486 // (float) 
0086: $11538 = $11487 // (float) 
0086: $11539 = $11488 // (float) 

:CARMOD_18922
if 
04A3:   $11752($11764,12i) == 15 // == constant 
else_jump @CARMOD_19155 
$11766 = 0 
0084: $11767 = $11552 // (int) 

:CARMOD_18959
if 
001C:   $11552 > $11766 // (int) 
else_jump @CARMOD_19092 
078C: get_shopping_item_with_textureCRC $11656($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11656($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11656($11766,12i) // (int) 
if 
003A:   $11772 == $11656($11766,12i) // (int) 
else_jump @CARMOD_19067 
$3885($11766,12i) = 0 
jump @CARMOD_19078 

:CARMOD_19067
$3885($11766,12i) = 1 

:CARMOD_19078
$11766 += 1 
jump @CARMOD_18959 

:CARMOD_19092
0084: $3902 = $11552 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11489 // (float) 
0086: $11535 = $11490 // (float) 
0086: $11536 = $11491 // (float) 
0086: $11537 = $11492 // (float) 
0086: $11538 = $11493 // (float) 
0086: $11539 = $11494 // (float) 

:CARMOD_19155
if 
04A3:   $11752($11764,12i) == 6 // == constant 
else_jump @CARMOD_19388 
$11766 = 0 
0084: $11767 = $11553 // (int) 

:CARMOD_19192
if 
001C:   $11553 > $11766 // (int) 
else_jump @CARMOD_19325 
078C: get_shopping_item_with_textureCRC $11668($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11668($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11668($11766,12i) // (int) 
if 
003A:   $11772 == $11668($11766,12i) // (int) 
else_jump @CARMOD_19300 
$3885($11766,12i) = 0 
jump @CARMOD_19311 

:CARMOD_19300
$3885($11766,12i) = 1 

:CARMOD_19311
$11766 += 1 
jump @CARMOD_19192 

:CARMOD_19325
0084: $3902 = $11553 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11495 // (float) 
0086: $11535 = $11496 // (float) 
0086: $11536 = $11497 // (float) 
0086: $11537 = $11498 // (float) 
0086: $11538 = $11499 // (float) 
0086: $11539 = $11500 // (float) 

:CARMOD_19388
if 
04A3:   $11752($11764,12i) == 4 // == constant 
else_jump @CARMOD_19621 
$11766 = 0 
0084: $11767 = $11554 // (int) 

:CARMOD_19425
if 
001C:   $11554 > $11766 // (int) 
else_jump @CARMOD_19558 
078C: get_shopping_item_with_textureCRC $11680($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11680($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11680($11766,12i) // (int) 
if 
003A:   $11772 == $11680($11766,12i) // (int) 
else_jump @CARMOD_19533 
$3885($11766,12i) = 0 
jump @CARMOD_19544 

:CARMOD_19533
$3885($11766,12i) = 1 

:CARMOD_19544
$11766 += 1 
jump @CARMOD_19425 

:CARMOD_19558
0084: $3902 = $11554 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11501 // (float) 
0086: $11535 = $11502 // (float) 
0086: $11536 = $11503 // (float) 
0086: $11537 = $11504 // (float) 
0086: $11538 = $11505 // (float) 
0086: $11539 = $11506 // (float) 

:CARMOD_19621
if 
04A3:   $11752($11764,12i) == 5 // == constant 
else_jump @CARMOD_19854 
$11766 = 0 
0084: $11767 = $11555 // (int) 

:CARMOD_19658
if 
001C:   $11555 > $11766 // (int) 
else_jump @CARMOD_19791 
078C: get_shopping_item_with_textureCRC $11692($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11692($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11692($11766,12i) // (int) 
if 
003A:   $11772 == $11692($11766,12i) // (int) 
else_jump @CARMOD_19766 
$3885($11766,12i) = 0 
jump @CARMOD_19777 

:CARMOD_19766
$3885($11766,12i) = 1 

:CARMOD_19777
$11766 += 1 
jump @CARMOD_19658 

:CARMOD_19791
0084: $3902 = $11555 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11507 // (float) 
0086: $11535 = $11508 // (float) 
0086: $11536 = $11509 // (float) 
0086: $11537 = $11510 // (float) 
0086: $11538 = $11511 // (float) 
0086: $11539 = $11512 // (float) 

:CARMOD_19854
if 
04A3:   $11752($11764,12i) == 16 // == constant 
else_jump @CARMOD_20087 
$11766 = 0 
0084: $11767 = $11556 // (int) 

:CARMOD_19891
if 
001C:   $11556 > $11766 // (int) 
else_jump @CARMOD_20024 
078C: get_shopping_item_with_textureCRC $11704($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11704($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11704($11766,12i) // (int) 
if 
003A:   $11772 == $11704($11766,12i) // (int) 
else_jump @CARMOD_19999 
$3885($11766,12i) = 0 
jump @CARMOD_20010 

:CARMOD_19999
$3885($11766,12i) = 1 

:CARMOD_20010
$11766 += 1 
jump @CARMOD_19891 

:CARMOD_20024
0084: $3902 = $11556 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11525 // (float) 
0086: $11535 = $11526 // (float) 
0086: $11536 = $11527 // (float) 
0086: $11537 = $11528 // (float) 
0086: $11538 = $11529 // (float) 
0086: $11539 = $11530 // (float) 

:CARMOD_20087
if 
04A3:   $11752($11764,12i) == 9 // == constant 
else_jump @CARMOD_20320 
$11766 = 0 
0084: $11767 = $11559 // (int) 

:CARMOD_20124
if 
001C:   $11559 > $11766 // (int) 
else_jump @CARMOD_20257 
078C: get_shopping_item_with_textureCRC $11740($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11740($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11740($11766,12i) // (int) 
if 
003A:   $11772 == $11740($11766,12i) // (int) 
else_jump @CARMOD_20232 
$3885($11766,12i) = 0 
jump @CARMOD_20243 

:CARMOD_20232
$3885($11766,12i) = 1 

:CARMOD_20243
$11766 += 1 
jump @CARMOD_20124 

:CARMOD_20257
0084: $3902 = $11559 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11519 // (float) 
0086: $11535 = $11520 // (float) 
0086: $11536 = $11521 // (float) 
0086: $11537 = $11522 // (float) 
0086: $11538 = $11523 // (float) 
0086: $11539 = $11524 // (float) 

:CARMOD_20320
if 
04A3:   $11752($11764,12i) == 10 // == constant 
else_jump @CARMOD_20553 
$11766 = 0 
0084: $11767 = $11558 // (int) 

:CARMOD_20357
if 
001C:   $11558 > $11766 // (int) 
else_jump @CARMOD_20490 
078C: get_shopping_item_with_textureCRC $11728($11766,12i) nametag_to $3837($11766,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $11728($11766,12i) price_to $3813($11766,12i) 
0084: $3825($11766,12i) = $11728($11766,12i) // (int) 
if 
003A:   $11772 == $11728($11766,12i) // (int) 
else_jump @CARMOD_20465 
$3885($11766,12i) = 0 
jump @CARMOD_20476 

:CARMOD_20465
$3885($11766,12i) = 1 

:CARMOD_20476
$11766 += 1 
jump @CARMOD_20357 

:CARMOD_20490
0084: $3902 = $11558 // (int) 
gosub @CARMOD_20555 
0086: $11534 = $11519 // (float) 
0086: $11535 = $11520 // (float) 
0086: $11536 = $11521 // (float) 
0086: $11537 = $11522 // (float) 
0086: $11538 = $11523 // (float) 
0086: $11539 = $11524 // (float) 

:CARMOD_20553
return 

:CARMOD_20555
if 
  12 > $3902 
else_jump @CARMOD_20627 
$3825($3902,12i) = -1 
$3813($3902,12i) = 0 
05A9: $3837($3902,12s) = 'DUMMY' // s$ 
$3902 += 1 
jump @CARMOD_20555 

:CARMOD_20627
return 

:CARMOD_20629
if 
  $11788 == 0 
else_jump @CARMOD_20758 
0A79: print_help_conditional_touch 'MODHID2' 0  // Use the movement controls to select an area. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_back~ to go back.
0A78: print_help_conditional 'MODTCH2' 0  // Tap to select an area. Tap ~m~~widget_store_accept~ to continue. Tap ~m~~widget_store_back~ to go back.
0A69: create_shop_widget 'UPGRADE'  // Upgrades
if 
  $11794 == 1 
else_jump @CARMOD_20723 
0A6A: add_shop_item 'CARCOL1' 150  // Exterior Color
jump @CARMOD_20751 

:CARMOD_20723
0A6A: add_shop_item 'CARCOL1' 150  // Exterior Color
0A6A: add_shop_item 'CARCOL2' 150  // Interior Color

:CARMOD_20751
$11788 = 1 

:CARMOD_20758
return 

:CARMOD_20760
if or
04A3:   $11795 == 401 // == constant 
04A3:   $11795 == 402 // == constant 
04A3:   $11795 == 404 // == constant 
04A3:   $11795 == 405 // == constant 
04A3:   $11795 == 409 // == constant 
04A3:   $11795 == 410 // == constant 
else_jump @CARMOD_20826 
$11794 = 1 

:CARMOD_20826
if or
04A3:   $11795 == 411 // == constant 
04A3:   $11795 == 412 // == constant 
04A3:   $11795 == 413 // == constant 
04A3:   $11795 == 415 // == constant 
04A3:   $11795 == 418 // == constant 
04A3:   $11795 == 419 // == constant 
else_jump @CARMOD_20892 
$11794 = 1 

:CARMOD_20892
if or
04A3:   $11795 == 421 // == constant 
04A3:   $11795 == 426 // == constant 
04A3:   $11795 == 434 // == constant 
04A3:   $11795 == 436 // == constant 
04A3:   $11795 == 440 // == constant 
else_jump @CARMOD_20950 
$11794 = 1 

:CARMOD_20950
if or
04A3:   $11795 == 444 // == constant 
04A3:   $11795 == 445 // == constant 
04A3:   $11795 == 451 // == constant 
04A3:   $11795 == 457 // == constant 
04A3:   $11795 == 458 // == constant 
04A3:   $11795 == 461 // == constant 
else_jump @CARMOD_21016 
$11794 = 1 

:CARMOD_21016
if or
04A3:   $11795 == 462 // == constant 
04A3:   $11795 == 463 // == constant 
04A3:   $11795 == 468 // == constant 
04A3:   $11795 == 474 // == constant 
04A3:   $11795 == 475 // == constant 
04A3:   $11795 == 477 // == constant 
else_jump @CARMOD_21082 
$11794 = 1 

:CARMOD_21082
if or
04A3:   $11795 == 478 // == constant 
04A3:   $11795 == 481 // == constant 
04A3:   $11795 == 482 // == constant 
04A3:   $11795 == 500 // == constant 
04A3:   $11795 == 506 // == constant 
else_jump @CARMOD_21140 
$11794 = 1 

:CARMOD_21140
if or
04A3:   $11795 == 507 // == constant 
04A3:   $11795 == 510 // == constant 
04A3:   $11795 == 516 // == constant 
04A3:   $11795 == 518 // == constant 
04A3:   $11795 == 521 // == constant 
04A3:   $11795 == 526 // == constant 
else_jump @CARMOD_21206 
$11794 = 1 

:CARMOD_21206
if or
04A3:   $11795 == 527 // == constant 
04A3:   $11795 == 529 // == constant 
04A3:   $11795 == 530 // == constant 
04A3:   $11795 == 531 // == constant 
04A3:   $11795 == 533 // == constant 
04A3:   $11795 == 534 // == constant 
else_jump @CARMOD_21272 
$11794 = 1 

:CARMOD_21272
if or
04A3:   $11795 == 539 // == constant 
04A3:   $11795 == 540 // == constant 
04A3:   $11795 == 543 // == constant 
04A3:   $11795 == 545 // == constant 
04A3:   $11795 == 546 // == constant 
else_jump @CARMOD_21330 
$11794 = 1 

:CARMOD_21330
if or
04A3:   $11795 == 547 // == constant 
04A3:   $11795 == 550 // == constant 
04A3:   $11795 == 551 // == constant 
04A3:   $11795 == 552 // == constant 
04A3:   $11795 == 555 // == constant 
04A3:   $11795 == 556 // == constant 
else_jump @CARMOD_21396 
$11794 = 1 

:CARMOD_21396
if or
04A3:   $11795 == 559 // == constant 
04A3:   $11795 == 560 // == constant 
04A3:   $11795 == 561 // == constant 
04A3:   $11795 == 509 // == constant 
04A3:   $11795 == 562 // == constant 
04A3:   $11795 == 558 // == constant 
else_jump @CARMOD_21462 
$11794 = 1 

:CARMOD_21462
if or
04A3:   $11795 == 565 // == constant 
04A3:   $11795 == 571 // == constant 
04A3:   $11795 == 572 // == constant 
04A3:   $11795 == 574 // == constant 
04A3:   $11795 == 579 // == constant 
04A3:   $11795 == 580 // == constant 
else_jump @CARMOD_21528 
$11794 = 1 

:CARMOD_21528
if or
04A3:   $11795 == 581 // == constant 
04A3:   $11795 == 582 // == constant 
04A3:   $11795 == 585 // == constant 
04A3:   $11795 == 586 // == constant 
04A3:   $11795 == 589 // == constant 
04A3:   $11795 == 543 // == constant 
else_jump @CARMOD_21594 
$11794 = 1 

:CARMOD_21594
if or
04A3:   $11795 == 587 // == constant 
04A3:   $11795 == 600 // == constant 
04A3:   $11795 == 602 // == constant 
04A3:   $11795 == 420 // == constant 
04A3:   $11795 == 400 // == constant 
04A3:   $11795 == 439 // == constant 
else_jump @CARMOD_21660 
$11794 = 1 

:CARMOD_21660
if or
04A3:   $11795 == 535 // == constant 
04A3:   $11795 == 542 // == constant 
04A3:   $11795 == 549 // == constant 
04A3:   $11795 == 438 // == constant 
else_jump @CARMOD_21710 
$11794 = 1 

:CARMOD_21710
if or
04A3:   $11795 == 422 // == constant 
04A3:   $11795 == 423 // == constant 
04A3:   $11795 == 424 // == constant 
04A3:   $11795 == 429 // == constant 
04A3:   $11795 == 442 // == constant 
04A3:   $11795 == 536 // == constant 
else_jump @CARMOD_21776 
$11794 = 2 

:CARMOD_21776
if or
04A3:   $11795 == 466 // == constant 
04A3:   $11795 == 467 // == constant 
04A3:   $11795 == 471 // == constant 
04A3:   $11795 == 479 // == constant 
04A3:   $11795 == 483 // == constant 
04A3:   $11795 == 489 // == constant 
else_jump @CARMOD_21842 
$11794 = 2 

:CARMOD_21842
if or
04A3:   $11795 == 491 // == constant 
04A3:   $11795 == 492 // == constant 
04A3:   $11795 == 494 // == constant 
04A3:   $11795 == 495 // == constant 
04A3:   $11795 == 496 // == constant 
04A3:   $11795 == 502 // == constant 
else_jump @CARMOD_21908 
$11794 = 2 

:CARMOD_21908
if or
04A3:   $11795 == 503 // == constant 
04A3:   $11795 == 504 // == constant 
04A3:   $11795 == 517 // == constant 
04A3:   $11795 == 522 // == constant 
04A3:   $11795 == 525 // == constant 
04A3:   $11795 == 480 // == constant 
else_jump @CARMOD_21974 
$11794 = 2 

:CARMOD_21974
if or
04A3:   $11795 == 541 // == constant 
04A3:   $11795 == 517 // == constant 
04A3:   $11795 == 554 // == constant 
04A3:   $11795 == 567 // == constant 
else_jump @CARMOD_22024 
$11794 = 2 

:CARMOD_22024
if or
04A3:   $11795 == 573 // == constant 
04A3:   $11795 == 575 // == constant 
04A3:   $11795 == 576 // == constant 
04A3:   $11795 == 583 // == constant 
04A3:   $11795 == 603 // == constant 
else_jump @CARMOD_22082 
$11794 = 2 

:CARMOD_22082
if 
04A3:   $11795 == 557 // == constant 
else_jump @CARMOD_22108 
$11794 = 2 

:CARMOD_22108
return 

:CARMOD_22110
$3902 = 0 
$11832 = 0 

:CARMOD_22124
if 
  16 > $3902 
else_jump @CARMOD_22204 
06E5: get_car $11782 possible_to_built_in_component_pool_index $11800($3902,16i) itemID_to $11816($3902,16i) 
if 
   not $11816($3902,16i) == -1 
else_jump @CARMOD_22190 
$11832 += 1 

:CARMOD_22190
$3902 += 1 
jump @CARMOD_22124 

:CARMOD_22204
return 

:CARMOD_22206
if 
  $11776 == 0 
else_jump @CARMOD_22257 
0A79: print_help_conditional_touch 'MODHID1' 0  // Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
0A78: print_help_conditional 'MODTCH1' 0  // Tap ~m~~widget_store_buy~ to buy. Tap ~m~~widget_store_back~ to go back.
$11776 = 1 

:CARMOD_22257
return 
end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1
thread 'CRANE1' 
5@ = 0 
if 
  5@ == 1 
else_jump @CRANE1_102 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE1_102
if 
03CA:   object 0@ exists 
else_jump @CRANE1_258 
if 
04E5:   object 0@ near_point -2080.441 256.015 radius 10.0 10.0 sphere 0 
else_jump @CRANE1_188 
008B: 1@ = $4110 // (int) 
008B: 2@ = $4111 // (int) 
008B: 3@ = $4113 // (int) 
008B: 4@ = $4112 // (int) 

:CRANE1_188
if 
04E5:   object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 sphere 0 
else_jump @CRANE1_258 
008B: 1@ = $4131 // (int) 
008B: 2@ = $4132 // (int) 
008B: 3@ = $4134 // (int) 
008B: 4@ = $4133 // (int) 

:CRANE1_258
$11841 = 0 
21@ = 0 

:CRANE1_272
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2522 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_2515 
if 
  $11844 == 0 
else_jump @CRANE1_2515 
if 
  $3298 == 1 
else_jump @CRANE1_351 
gosub @CRANE1_2538 

:CRANE1_351
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
else_jump @CRANE1_2513 
if 
  $3297 == 1 
else_jump @CRANE1_407 
gosub @CRANE1_2538 

:CRANE1_407
if 
  5@ == 0 
else_jump @CRANE1_461 
0400: store_coords_to 9@ 10@ 11@ from_object 0@ with_offset 0.0 -7.2092 -31.7581 
5@ += 1 

:CRANE1_461
if 
  5@ == 1 
else_jump @CRANE1_654 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 9@ 10@ 11@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE1_627 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE1_620 
if 
  $11841 == 0 
else_jump @CRANE1_573 
0512: show_permanent_text_box 'CR_2'  // Tap ~m~~widget_mission_start~ to enter the crane.
$11841 = 1 

:CRANE1_573
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 69 
else_jump @CRANE1_620 
0A77: checkpoint_save_oddjob 2 
5@ += 1 
40@ = 6000 
$11841 = 0 

:CRANE1_620
jump @CRANE1_654 

:CRANE1_627
if 
   not $11841 == 0 
else_jump @CRANE1_654 
03E6: remove_text_box 
$11841 = 0 

:CRANE1_654
if 
  5@ == 2 
else_jump @CRANE1_1076 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_696 
097B: play_audio_at_object 1@ event 1019 

:CRANE1_696
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
fade 0 500 

:CRANE1_714
if 
fading 
else_jump @CRANE1_738 
wait 0 
jump @CRANE1_714 

:CRANE1_738
if 
07D6:   1@ == $4110 // @ == $ (int) 
else_jump @CRANE1_766 
079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 
jump @CRANE1_768 

:CRANE1_766
07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 

:CRANE1_768
0A44: override_text_block 1 
0176: 7@ = object 1@ Z_angle 
01BB: store_object 1@ position_to $72 $73 $74 
01BB: store_object 2@ position_to 12@ 13@ 14@ 
0509: 8@ = distance_between_XY $72 $73 and_XY 12@ 13@ 
if 
  8@ > 47.5 
else_jump @CRANE1_856 
8@ = 47.5 

:CRANE1_856
if 
  10.0 > 8@ 
else_jump @CRANE1_887 
8@ = 10.0 

:CRANE1_887
if 
03CA:   object 1@ exists 
else_jump @CRANE1_951 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_951 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.0 0.0 34.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE1_951
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_1024 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
$3297 = 1 
22@ = 0 

:CRANE1_1024
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE1_2538 
fade 1 500 

:CRANE1_1045
if 
fading 
else_jump @CRANE1_1069 
wait 0 
jump @CRANE1_1045 

:CRANE1_1069
5@ += 1 

:CRANE1_1076
if 
  5@ == 3 
else_jump @CRANE1_2299 
if 
  40@ > 6000 
else_jump @CRANE1_1476 
$11841 += 1 
if 
  7 > $11841 
else_jump @CRANE1_1469 
0871: init_jump_table $11841 total_jumps 6 default_jump 0 @CRANE1_1469 jumps 1 @CRANE1_1201 2 @CRANE1_1258 3 @CRANE1_1315 4 @CRANE1_1372 5 @CRANE1_1429 6 @CRANE1_1449 -1 @CRANE1_1469 

:CRANE1_1201
03E6: remove_text_box 
if 
07D6:   1@ == $4110 // @ == $ (int) 
else_jump @CRANE1_1240 
0512: show_permanent_text_box 'CONS_1'  // Push the movement controls left or right to rotate the wrecker ball crane.
jump @CRANE1_1251 

:CRANE1_1240
0512: show_permanent_text_box 'CONS_1B'  // Press and hold ~m~~widget_ped_move_left~ and ~m~~widget_ped_move_right~ to rotate the crane.

:CRANE1_1251
jump @CRANE1_1469 

:CRANE1_1258
03E6: remove_text_box 
if 
07D6:   1@ == $4110 // @ == $ (int) 
else_jump @CRANE1_1297 
0512: show_permanent_text_box 'CONS_2'  // Push the movement controls up or down to move the wrecker ball closer or further away.
jump @CRANE1_1308 

:CRANE1_1297
0512: show_permanent_text_box 'CONS_2B'  // Press and hold ~m~~widget_ped_move_up~ and ~m~~widget_ped_move_down~ to move the magnet closer or farther away.

:CRANE1_1308
jump @CRANE1_1469 

:CRANE1_1315
03E6: remove_text_box 
if 
07D6:   1@ == $4110 // @ == $ (int) 
else_jump @CRANE1_1354 
0512: show_permanent_text_box 'CONS_3'  // Press and hold ~m~~widget_crane_up~ to raise the wrecker ball.
jump @CRANE1_1365 

:CRANE1_1354
0512: show_permanent_text_box 'CONS_3B'  // Press and hold ~m~~widget_crane_up~ to raise the magnet.

:CRANE1_1365
jump @CRANE1_1469 

:CRANE1_1372
03E6: remove_text_box 
if 
07D6:   1@ == $4110 // @ == $ (int) 
else_jump @CRANE1_1411 
0512: show_permanent_text_box 'CONS_4'  // Press and hold ~m~~widget_crane_down~ to lower the wrecker ball.
jump @CRANE1_1422 

:CRANE1_1411
0512: show_permanent_text_box 'CONS_4B'  // Press and hold ~m~~widget_crane_down~ to lower the magnet.

:CRANE1_1422
jump @CRANE1_1469 

:CRANE1_1429
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Tap ~m~~widget_camera~ to change camera view.
jump @CRANE1_1469 

:CRANE1_1449
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // Tap ~m~~widget_mission_cancel~ to exit the crane.
jump @CRANE1_1469 

:CRANE1_1469
40@ = 0 

:CRANE1_1476
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_2299 
if 
0735:   is_keyboard_key_pressed 81 
else_jump @CRANE1_1517 
$11838 += 0.1 

:CRANE1_1517
if 
0735:   is_keyboard_key_pressed 65 
else_jump @CRANE1_1542 
$11838 += -0.1 

:CRANE1_1542
if 
0735:   is_keyboard_key_pressed 87 
else_jump @CRANE1_1567 
$11839 += 0.1 

:CRANE1_1567
if 
0735:   is_keyboard_key_pressed 83 
else_jump @CRANE1_1592 
$11839 += -0.1 

:CRANE1_1592
if 
0735:   is_keyboard_key_pressed 69 
else_jump @CRANE1_1617 
$11840 += 0.1 

:CRANE1_1617
if 
0735:   is_keyboard_key_pressed 68 
else_jump @CRANE1_1642 
$11840 += -0.1 

:CRANE1_1642
if or
00E1:   player 0 pressed_key 0 
0A51:   is_widget_pressed 166 
else_jump @CRANE1_1762 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 6@ = integer $16 to_float 
6@ /= 500.0 
0081: 7@ -= frame_delta_time * 6@ // (float) 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_1755 
if 
   not 22@ == 1 
else_jump @CRANE1_1755 
097B: play_audio_at_object 1@ event 1020 
22@ = 1 

:CRANE1_1755
jump @CRANE1_1811 

:CRANE1_1762
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_1811 
if 
   not 22@ == 0 
else_jump @CRANE1_1811 
097B: play_audio_at_object 1@ event 1021 
22@ = 0 

:CRANE1_1811
if or
00E1:   player 0 pressed_key 1 
0A51:   is_widget_pressed 166 
else_jump @CRANE1_2018 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 6@ = integer $17 to_float 
6@ /= 128.0 
if or
  6@ > 0.6 
  -0.6 > 6@ 
else_jump @CRANE1_2011 
6@ *= 0.15 
0081: 8@ -= frame_delta_time * 6@ // (float) 
if 
  8@ > 47.5 
else_jump @CRANE1_1947 
8@ = 47.5 

:CRANE1_1947
if 
  10.0 > 8@ 
else_jump @CRANE1_1978 
8@ = 10.0 

:CRANE1_1978
if 
   not 23@ == 1 
else_jump @CRANE1_2011 
097B: play_audio_at_object 2@ event 1020 
23@ = 1 

:CRANE1_2011
jump @CRANE1_2051 

:CRANE1_2018
if 
   not 23@ == 0 
else_jump @CRANE1_2051 
097B: play_audio_at_object 2@ event 1021 
23@ = 0 

:CRANE1_2051
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2089 
if 
00E1:   player 0 pressed_key 16 
else_jump @CRANE1_2089 
0799: set_crane_magnet 2@ release_stuff_from_magnet 

:CRANE1_2089
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2190 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2190 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 0.0 0.0 32.521 
0177: set_object 1@ Z_angle_to 7@ 
if 
03CA:   object 3@ exists 
else_jump @CRANE1_2182 
0177: set_object 3@ Z_angle_to 7@ 

:CRANE1_2182
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@ 

:CRANE1_2190
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2271 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2271 
0400: store_coords_to $72 $73 $74 from_object 1@ with_offset 0.0 8@ 3.453 
0815: put_object 2@ at $72 $73 $74 and_keep_rotation 
0177: set_object 2@ Z_angle_to 7@ 

:CRANE1_2271
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @CRANE1_2299 
5@ += 1 

:CRANE1_2299
if 
  5@ == 4 
else_jump @CRANE1_2506 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE1_2506 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2371 
097B: play_audio_at_object 1@ event 1022 

:CRANE1_2371
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
0400: store_coords_to $72 $73 $74 from_object 0@ with_offset 2.0 -7.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
$3297 = 0 
5@ = 0 
end_thread 
0A77: checkpoint_save_oddjob 2 

:CRANE1_2506
jump @CRANE1_2515 

:CRANE1_2513
end_thread 

:CRANE1_2515
jump @CRANE1_2531 

:CRANE1_2522
5@ = 0 
end_thread 

:CRANE1_2531
jump @CRANE1_272 

:CRANE1_2538
if 
  $11845 == 0 
else_jump @CRANE1_3104 
if or
00E1:   player 0 pressed_key 13 
0A52:   is_widget_released 18 
else_jump @CRANE1_2649 
if 
  24@ == 0 
else_jump @CRANE1_2642 
21@ += 1 
if 
  21@ > 2 
else_jump @CRANE1_2627 
21@ = 0 

:CRANE1_2627
008A: $11846 = 21@ // (int) 
24@ += 1 

:CRANE1_2642
jump @CRANE1_2674 

:CRANE1_2649
if 
   not 24@ == 0 
else_jump @CRANE1_2674 
24@ = 0 

:CRANE1_2674
if 
  $3297 == 1 
else_jump @CRANE1_2725 
if 
  $3298 == 1 
else_jump @CRANE1_2725 
0084: $11846 = $11846 // (int) 
$3298 = 0 

:CRANE1_2725
if 
  21@ == 0 
else_jump @CRANE1_2788 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2788 
0400: store_coords_to 15@ 16@ 17@ from_object 1@ with_offset -7.18 -6.42 15.79 

:CRANE1_2788
if 
  21@ == 1 
else_jump @CRANE1_2950 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2950 
0400: store_coords_to 15@ 16@ 17@ from_object 2@ with_offset 0.0 -4.5 20.1999 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2950 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.0 0.0 20.1999 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $74 -= 6@ // (float) 
0089: 17@ = $74 // (float) 

:CRANE1_2950
if 
03CA:   object 2@ exists 
else_jump @CRANE1_3065 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.0 0.0 2.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $74 -= 6@ // (float) 
0089: 18@ = $72 // (float) 
0089: 19@ = $73 // (float) 
0089: 20@ = $74 // (float) 

:CRANE1_3065
015F: set_camera_position 15@ 16@ 17@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 18@ 19@ 20@ switchstyle 2 

:CRANE1_3104
return 
end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2
thread 'CRANE2' 
0@ = 0 
if 
  0@ == 1 
else_jump @CRANE2_102 
029B: $4114 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $4115 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $4116 = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE2_102
$11842 = 0 
$11860 = 33.7 
$4125 = 15.0 
28@ = 0 
27@ = 1 
$3306 = 0 

:CRANE2_150
wait 0 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_4737 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE2_4730 
if 
  $11844 == 0 
else_jump @CRANE2_4730 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $4114 radius 100.0 100.0 sphere 0 
else_jump @CRANE2_4728 
if 
  $3298 == 1 
else_jump @CRANE2_260 
gosub @CRANE2_4753 

:CRANE2_260
if and
0256:   player $PLAYER_CHAR defined 
  $3299 == 0 
else_jump @CRANE2_4721 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $4114 radius 100.0 100.0 sphere 0 
else_jump @CRANE2_4696 
if 
  $3297 == 2 
else_jump @CRANE2_339 
gosub @CRANE2_4753 

:CRANE2_339
if 
  0@ == 0 
else_jump @CRANE2_393 
0400: store_coords_to 1@ 2@ 3@ from_object $4114 with_offset -1.7837 2.4699 -24.1519 
0@ += 1 

:CRANE2_393
if 
  0@ == 1 
else_jump @CRANE2_699 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1@ 2@ 3@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE2_546 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE2_539 
if 
  $11842 == 0 
else_jump @CRANE2_505 
0512: show_permanent_text_box 'CR_2'  // Tap ~m~~widget_mission_start~ to enter the crane.
$11842 = 1 

:CRANE2_505
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 69 
else_jump @CRANE2_539 
0A77: checkpoint_save_oddjob 2 
03E6: remove_text_box 
0@ += 1 

:CRANE2_539
jump @CRANE2_573 

:CRANE2_546
if 
   not $11842 == 0 
else_jump @CRANE2_573 
03E6: remove_text_box 
$11842 = 0 

:CRANE2_573
if 
  15.0 > $4125 
else_jump @CRANE2_636 
$4125 = 15.0 
if 
03CA:   object $4116 exists 
else_jump @CRANE2_636 
0453: set_object $4116 XYZ_rotation $4125 0.0 $4124 

:CRANE2_636
if 
  $4125 > 30.0 
else_jump @CRANE2_699 
$4125 = 30.0 
if 
03CA:   object $4116 exists 
else_jump @CRANE2_699 
0453: set_object $4116 XYZ_rotation $4125 0.0 $4124 

:CRANE2_699
if 
  0@ == 2 
else_jump @CRANE2_1317 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_741 
097B: play_audio_at_object $4115 event 1019 

:CRANE2_741
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
$3297 = 2 
fade 0 500 

:CRANE2_766
if 
fading 
else_jump @CRANE2_790 
wait 0 
jump @CRANE2_766 

:CRANE2_790
079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 
0A44: override_text_block 1 
0176: $4123 = object $4115 Z_angle 
0176: $4124 = object $4116 Z_angle 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_890 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE2_890 
01BB: store_object $4114 position_to $4120 $4121 $4122 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4114 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE2_890
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE2_956 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
$11866 = 0 

:CRANE2_956
if 
03CA:   object $4114 exists 
else_jump @CRANE2_986 
01BB: store_object $4114 position_to 21@ 22@ $74 

:CRANE2_986
if 
03CA:   object $4116 exists 
else_jump @CRANE2_1010 
0176: 25@ = object $4116 Z_angle 

:CRANE2_1010
if 
03CA:   object $4116 exists 
else_jump @CRANE2_1212 
0400: store_coords_to $11854 $11855 $11856 from_object $4116 with_offset 0.0 $11860 -3.0 
0796: get_crane_magnet $4116 magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $11856 -= 4@ // (float) 
0086: $72 = $11854 // (float) 
0061: $72 -= $4120 // (float) 
0086: $73 = $11855 // (float) 
0061: $73 -= $4121 // (float) 
0509: 4@ = distance_between_XY $11854 $11855 and_XY $4120 $4121 
0075: $72 /= 4@ // (float) 
0075: $73 /= 4@ // (float) 
0069: $72 *= $11860 // (float) 
0069: $73 *= $11860 // (float) 
0086: $11854 = $4120 // (float) 
0059: $11854 += $72 // (float) 
0086: $11855 = $4121 // (float) 
0059: $11855 += $73 // (float) 

:CRANE2_1212
0089: 10@ = $11854 // (float) 
0089: 11@ = $11855 // (float) 
$11861 = 0.0 
$11862 = 0.0 
$11863 = 0.3 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE2_4753 
fade 1 500 

:CRANE2_1279
if 
fading 
else_jump @CRANE2_1310 
wait 0 
gosub @CRANE2_4753 
jump @CRANE2_1279 

:CRANE2_1310
0@ += 1 

:CRANE2_1317
if 
  0@ == 3 
else_jump @CRANE2_4447 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE2_4447 
if 
0735:   is_keyboard_key_pressed 131 
else_jump @CRANE2_1377 
$11860 += 0.1 

:CRANE2_1377
if 
0735:   is_keyboard_key_pressed 130 
else_jump @CRANE2_1403 
$11860 += -0.1 

:CRANE2_1403
if 
  $3297 == 2 
else_jump @CRANE2_3947 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
0A51:   is_widget_pressed 166 
else_jump @CRANE2_2960 
if 
   not $11866 == 1 
else_jump @CRANE2_1498 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_1491 
097B: play_audio_at_object $4115 event 1020 

:CRANE2_1491
$11866 = 1 

:CRANE2_1498
if 
  $3305 == 0 
else_jump @CRANE2_2953 
28@ = 1 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 6@ = integer $16 to_float 
008F: 7@ = integer $17 to_float 
6@ /= 128.0 
7@ /= 128.0 
6@ *= 0.15 
7@ *= 0.15 
0089: 12@ = $11857 // (float) 
0089: 13@ = $11858 // (float) 
0087: 15@ = 13@ // (float) 
0087: 16@ = 12@ // (float) 
16@ *= -1.0 
006B: 12@ *= 7@ // (float) 
006B: 13@ *= 7@ // (float) 
12@ *= -1.0 
13@ *= -1.0 
007B: 10@ = frame_delta_time 12@ // (float) 
007B: 11@ = frame_delta_time 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ = frame_delta_time 15@ // (float) 
007B: 11@ = frame_delta_time 16@ // (float) 
0509: 4@ = distance_between_XY 10@ 11@ and_XY $11851 $11852 
if 
  4@ > 0.3 
else_jump @CRANE2_1859 
0088: $72 = 10@ // (float) 
0061: $72 -= $11851 // (float) 
0088: $73 = 11@ // (float) 
0061: $73 -= $11852 // (float) 
0075: $72 /= 4@ // (float) 
0075: $73 /= 4@ // (float) 
$72 *= 0.3 
$73 *= 0.3 
0089: 10@ = $11851 // (float) 
005D: 10@ += $72 // (float) 
0089: 11@ = $11852 // (float) 
005D: 11@ += $73 // (float) 

:CRANE2_1859
$74 = 0.0 
0088: $73 = 11@ // (float) 
0086: $72 = $73 // (float) 
$72 -= 1671.5 
0087: 8@ = 10@ // (float) 
0087: 9@ = 8@ // (float) 
9@ += 1671.5 
005F: $72 += 8@ // (float) 
005F: $73 += 9@ // (float) 
$72 /= 2.0 
$73 /= 2.0 
if 
  -1648.057 > $72 
else_jump @CRANE2_2129 
0509: 4@ = distance_between_XY -1648.057 23.852 and_XY 10@ 11@ 
if 
0027:   4@ > $11860 // (float) 
else_jump @CRANE2_2122 
0087: 12@ = 10@ // (float) 
12@ += 1648.057 
0087: 13@ = 11@ // (float) 
13@ -= 23.852 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $11860 // (float) 
006F: 13@ *= $11860 // (float) 
10@ = -1648.057 
005B: 10@ += 12@ // (float) 
11@ = 23.852 
005B: 11@ += 13@ // (float) 

:CRANE2_2122
jump @CRANE2_2433 

:CRANE2_2129
if 
  $72 > -1532.742 
else_jump @CRANE2_2301 
0509: 4@ = distance_between_XY -1532.742 138.719 and_XY 10@ 11@ 
if 
0027:   4@ > $11860 // (float) 
else_jump @CRANE2_2294 
0087: 12@ = 10@ // (float) 
12@ += 1532.742 
0087: 13@ = 11@ // (float) 
13@ -= 138.719 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $11860 // (float) 
006F: 13@ *= $11860 // (float) 
10@ = -1532.742 
005B: 10@ += 12@ // (float) 
11@ = 138.719 
005B: 11@ += 13@ // (float) 

:CRANE2_2294
jump @CRANE2_2433 

:CRANE2_2301
0509: 4@ = distance_between_XY $72 $73 and_XY 10@ 11@ 
if 
0027:   4@ > $11860 // (float) 
else_jump @CRANE2_2433 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $72 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $73 // (float) 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $11860 // (float) 
006F: 13@ *= $11860 // (float) 
0089: 10@ = $72 // (float) 
005B: 10@ += 12@ // (float) 
0089: 11@ = $73 // (float) 
005B: 11@ += 13@ // (float) 

:CRANE2_2433
0509: 18@ = distance_between_XY $72 $73 and_XY 10@ 11@ 
0089: 4@ = $11860 // (float) 
006F: 4@ *= $11860 // (float) 
0087: 5@ = 18@ // (float) 
006B: 5@ *= 18@ // (float) 
0087: 19@ = 4@ // (float) 
0063: 19@ -= 5@ // (float) 
0087: 20@ = 19@ // (float) 
20@ /= 2.0 
01FB: 20@ = square_root 20@ 
0089: 21@ = $72 // (float) 
0063: 21@ -= 20@ // (float) 
0089: 22@ = $73 // (float) 
0063: 22@ -= 20@ // (float) 
0089: 23@ = $72 // (float) 
005B: 23@ += 20@ // (float) 
0089: 24@ = $73 // (float) 
005B: 24@ += 20@ // (float) 
26@ = 0 
if and
  -1532.742 > 21@ 
  21@ > -1648.057 
else_jump @CRANE2_2633 
26@ += 1 

:CRANE2_2633
if and
  -1532.742 > 23@ 
  23@ > -1648.057 
else_jump @CRANE2_2671 
26@ += 2 

:CRANE2_2671
if 
   not 26@ == 0 
else_jump @CRANE2_2894 
if 
  26@ == 1 
else_jump @CRANE2_2707 

:CRANE2_2707
if 
  26@ == 2 
else_jump @CRANE2_2741 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2741
if 
  26@ == 3 
else_jump @CRANE2_2844 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_2844 
0509: 4@ = distance_between_XY $4120 $4121 and_XY 21@ 22@ 
0509: 5@ = distance_between_XY $4120 $4121 and_XY 23@ 24@ 
if 
0025:   4@ > 5@ // (float) 
else_jump @CRANE2_2844 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2844
0087: 12@ = 10@ // (float) 
0063: 12@ -= 21@ // (float) 
0087: 13@ = 11@ // (float) 
0063: 13@ -= 22@ // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
jump @CRANE2_2953 

:CRANE2_2894
0089: 21@ = $4120 // (float) 
0089: 22@ = $4121 // (float) 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $4120 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $4121 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 

:CRANE2_2953
jump @CRANE2_3259 

:CRANE2_2960
if 
   not $11866 == 0 
else_jump @CRANE2_3009 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_3002 
097B: play_audio_at_object $4115 event 1021 

:CRANE2_3002
$11866 = 0 

:CRANE2_3009
if 
   not 28@ == 0 
else_jump @CRANE2_3259 
if 
  28@ == 1 
else_jump @CRANE2_3120 
0086: $72 = $11854 // (float) 
0086: $73 = $11855 // (float) 
0089: 12@ = $72 // (float) 
0065: 12@ -= $4120 // (float) 
0089: 13@ = $73 // (float) 
0065: 13@ -= $4121 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0089: 12@ = $11864 // (float) 
0089: 13@ = $11865 // (float) 

:CRANE2_3120
if 
  $11861 > 0.0 
else_jump @CRANE2_3259 
$11862 = -0.007 
007A: $11861 += frame_delta_time * $11862 // (float) 
if 
  0.0 > $11861 
else_jump @CRANE2_3204 
$11861 = 0.0 
28@ = 0 
jump @CRANE2_3211 

:CRANE2_3204
28@ = 2 

:CRANE2_3211
0086: $72 = $11861 // (float) 
006D: $72 *= 12@ // (float) 
0086: $73 = $11861 // (float) 
006D: $73 *= 13@ // (float) 
0059: $4120 += $72 // (float) 
0059: $4121 += $73 // (float) 

:CRANE2_3259
if 
  28@ == 1 
else_jump @CRANE2_3543 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_3543 
0509: 4@ = distance_between_XY $4120 $4121 and_XY 21@ 22@ 
if 
  4@ > 0.01 
else_jump @CRANE2_3379 
0088: $11864 = 21@ // (float) 
0061: $11864 -= $4120 // (float) 
0088: $11865 = 22@ // (float) 
0061: $11865 -= $4121 // (float) 
0075: $11864 /= 4@ // (float) 
0075: $11865 /= 4@ // (float) 

:CRANE2_3379
if 
  4@ > 0.01 
else_jump @CRANE2_3543 
$11862 = 0.003 
007A: $11861 += frame_delta_time * $11862 // (float) 
if 
0024:   $11861 > $11863 // (float) 
else_jump @CRANE2_3445 
0086: $11861 = $11863 // (float) 

:CRANE2_3445
0089: 12@ = $11864 // (float) 
0089: 13@ = $11865 // (float) 
if 
0027:   4@ > $11861 // (float) 
else_jump @CRANE2_3503 
006F: 12@ *= $11861 // (float) 
006F: 13@ *= $11861 // (float) 
jump @CRANE2_3527 

:CRANE2_3503
006B: 12@ *= 4@ // (float) 
006B: 13@ *= 4@ // (float) 
0088: $11861 = 4@ // (float) 

:CRANE2_3527
005F: $4120 += 12@ // (float) 
005F: $4121 += 13@ // (float) 

:CRANE2_3543
if 
  28@ == 1 
else_jump @CRANE2_3901 
if 
03CA:   object $4116 exists 
else_jump @CRANE2_3901 
if 
  25@ > 180.0 
else_jump @CRANE2_3608 
25@ += -360.0 

:CRANE2_3608
if 
  -180.0 > 25@ 
else_jump @CRANE2_3639 
25@ += 360.0 

:CRANE2_3639
0086: $71 = $4124 // (float) 
if 
  $71 > 180.0 
else_jump @CRANE2_3678 
$71 += -360.0 

:CRANE2_3678
if 
  -180.0 > $71 
else_jump @CRANE2_3709 
$71 += 360.0 

:CRANE2_3709
0087: 4@ = 25@ // (float) 
0065: 4@ -= $71 // (float) 
if 
  4@ > 180.0 
else_jump @CRANE2_3756 
4@ += -360.0 

:CRANE2_3756
if 
  -180.0 > 4@ 
else_jump @CRANE2_3787 
4@ += 360.0 

:CRANE2_3787
if 
  4@ >= 0.0 
else_jump @CRANE2_3846 
if 
  4@ > 0.2 
else_jump @CRANE2_3839 
4@ = 0.2 

:CRANE2_3839
jump @CRANE2_3877 

:CRANE2_3846
if 
  -0.2 > 4@ 
else_jump @CRANE2_3877 
4@ = -0.2 

:CRANE2_3877
007D: $71 += frame_delta_time * 4@ // (float) 
0086: $4123 = $71 // (float) 
0086: $4124 = $71 // (float) 

:CRANE2_3901
if 
  $3300 == 0 
else_jump @CRANE2_3947 
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @CRANE2_3947 
0@ += 1 

:CRANE2_3947
if and
  -1532.742 > $4120 
  $4120 > -1648.057 
else_jump @CRANE2_4015 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_4008 
0815: put_object $4114 at $4120 $4121 $4122 and_keep_rotation 

:CRANE2_4008
jump @CRANE2_4045 

:CRANE2_4015
if 
03CA:   object $4114 exists 
else_jump @CRANE2_4045 
01BB: store_object $4114 position_to $4120 $4121 $4122 

:CRANE2_4045
if 
03CA:   object $4114 exists 
else_jump @CRANE2_4121 
if 
03CA:   object $4117 exists 
else_jump @CRANE2_4121 
01BB: store_object $4114 position_to $72 $73 $74 
0176: $71 = object $4114 Z_angle 
01BC: put_object $4117 at $72 $73 $74 
0177: set_object $4117 Z_angle_to $71 

:CRANE2_4121
if 
03CA:   object $4114 exists 
else_jump @CRANE2_4272 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_4212 
0400: store_coords_to $72 $73 $74 from_object $4114 with_offset 0.0 0.0 0.0 
0177: set_object $4115 Z_angle_to $4123 
0815: put_object $4115 at $72 $73 $74 and_keep_rotation 
0173: set_actor $PLAYER_ACTOR Z_angle_to $4123 

:CRANE2_4212
if 
03CA:   object $4118 exists 
else_jump @CRANE2_4272 
01BB: store_object $4115 position_to $72 $73 $74 
0176: $71 = object $4115 Z_angle 
01BC: put_object $4118 at $72 $73 $74 
0177: set_object $4118 Z_angle_to $71 

:CRANE2_4272
if 
03CA:   object $4116 exists 
else_jump @CRANE2_4447 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_4371 
0400: store_coords_to $72 $73 $74 from_object $4115 with_offset 0.0 -2.185 8.51 
0176: $4124 = object $4115 Z_angle 
0815: put_object $4116 at $72 $73 $74 and_keep_rotation 
0453: set_object $4116 XYZ_rotation $4125 0.0 $4124 

:CRANE2_4371
if 
03CA:   object $4119 exists 
else_jump @CRANE2_4447 
01BB: store_object $4116 position_to $72 $73 $74 
0176: $71 = object $4116 Z_angle 
01BC: put_object $4119 at $72 $73 $74 
0177: set_object $4119 Z_angle_to $71 
0453: set_object $4119 XYZ_rotation $4125 0.0 $4124 

:CRANE2_4447
if or
  0@ == 4 
  $3302 == 1 
else_jump @CRANE2_4689 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE2_4689 
00A0: store_actor $PLAYER_ACTOR position_to $72 $73 $74 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_4526 
097B: play_audio_at_object $4115 event 1022 

:CRANE2_4526
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
0400: store_coords_to $72 $73 $74 from_object $4114 with_offset 2.0 -4.0 0.0 
02CE: $74 = ground_z_at $72 $73 $74 
00A1: put_actor $PLAYER_ACTOR at $72 $73 $74 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
$3297 = 0 
$3302 = 0 
0@ = 0 
0381: throw_object $4114 velocity_in_direction 0.0 0.0 0.0 

:CRANE2_4689
jump @CRANE2_4721 

:CRANE2_4696
if 
   not 0@ == 0 
else_jump @CRANE2_4721 
0@ = 0 

:CRANE2_4721
jump @CRANE2_4730 

:CRANE2_4728
end_thread 

:CRANE2_4730
jump @CRANE2_4746 

:CRANE2_4737
0@ = 0 
end_thread 

:CRANE2_4746
jump @CRANE2_150 

:CRANE2_4753
if or
00E1:   player 0 pressed_key 13 
0A52:   is_widget_released 18 
else_jump @CRANE2_4846 
if 
  29@ == 0 
else_jump @CRANE2_4839 
27@ += 1 
if 
  27@ > 2 
else_jump @CRANE2_4824 
27@ = 0 

:CRANE2_4824
008A: $3306 = 27@ // (int) 
29@ += 1 

:CRANE2_4839
jump @CRANE2_4871 

:CRANE2_4846
if 
   not 29@ == 0 
else_jump @CRANE2_4871 
29@ = 0 

:CRANE2_4871
if 
  $3297 == 2 
else_jump @CRANE2_4922 
if 
  $3298 == 1 
else_jump @CRANE2_4922 
008B: 27@ = $3306 // (int) 
$3298 = 0 

:CRANE2_4922
if 
803C:   not  $3306 == 27@ // (int) 
else_jump @CRANE2_4949 
008A: $3306 = 27@ // (int) 

:CRANE2_4949
if 
  27@ == 0 
else_jump @CRANE2_5019 
if 
03CA:   object $4115 exists 
else_jump @CRANE2_5012 
0400: store_coords_to $11848 $11849 $11850 from_object $4115 with_offset 6.1 15.0 5.1 

:CRANE2_5012
jump @CRANE2_5134 

:CRANE2_5019
if 
  27@ == 1 
else_jump @CRANE2_5089 
if 
03CA:   object $4114 exists 
else_jump @CRANE2_5082 
0400: store_coords_to $11848 $11849 $11850 from_object $4114 with_offset -4.0 17.3 35.0 

:CRANE2_5082
jump @CRANE2_5134 

:CRANE2_5089
if 
03CA:   object $4115 exists 
else_jump @CRANE2_5134 
0400: store_coords_to $11848 $11849 $11850 from_object $4115 with_offset 3.0 45.0 0.0 

:CRANE2_5134
if 
03CA:   object $4116 exists 
else_jump @CRANE2_5771 
0400: store_coords_to $11851 $11852 $11853 from_object $4116 with_offset 0.0 $11860 -3.0 
0796: get_crane_magnet $4116 magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $11853 -= 4@ // (float) 
0086: $72 = $11851 // (float) 
0061: $72 -= $4120 // (float) 
0086: $73 = $11852 // (float) 
0061: $73 -= $4121 // (float) 
0509: 4@ = distance_between_XY $11851 $11852 and_XY $4120 $4121 
0075: $72 /= 4@ // (float) 
0075: $73 /= 4@ // (float) 
0069: $72 *= $11860 // (float) 
0069: $73 *= $11860 // (float) 
0086: $11851 = $4120 // (float) 
0059: $11851 += $72 // (float) 
0086: $11852 = $4121 // (float) 
0059: $11852 += $73 // (float) 
050A: 4@ = distance_between_XYZ $11851 $11852 $11853 and_XYZ $11854 $11855 $11856 
if 
  4@ > 0.3 
else_jump @CRANE2_5482 
0086: $11857 = $11851 // (float) 
0061: $11857 -= $11854 // (float) 
0086: $11858 = $11852 // (float) 
0061: $11858 -= $11855 // (float) 
0086: $11859 = $11853 // (float) 
0061: $11859 -= $11856 // (float) 
$11857 *= 0.05 
$11858 *= 0.05 
$11859 *= 0.05 
0059: $11854 += $11857 // (float) 
0059: $11855 += $11858 // (float) 
0059: $11856 += $11859 // (float) 

:CRANE2_5482
068D: get_camera_position_to $72 $73 $74 
if 
  $3299 == 0 
else_jump @CRANE2_5637 
0089: 12@ = $11848 // (float) 
0065: 12@ -= $72 // (float) 
0089: 13@ = $11849 // (float) 
0065: 13@ -= $73 // (float) 
0089: 14@ = $11850 // (float) 
0065: 14@ -= $74 // (float) 
12@ *= 0.2 
13@ *= 0.2 
14@ *= 0.2 
0086: $11848 = $72 // (float) 
005F: $11848 += 12@ // (float) 
0086: $11849 = $73 // (float) 
005F: $11849 += 13@ // (float) 
0086: $11850 = $74 // (float) 
005F: $11850 += 14@ // (float) 

:CRANE2_5637
015F: set_camera_position $11848 $11849 $11850 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $11854 $11855 $11856 switchstyle 2 
0086: $11857 = $11854 // (float) 
0061: $11857 -= $11848 // (float) 
0086: $11858 = $11855 // (float) 
0061: $11858 -= $11849 // (float) 
0086: $11859 = $11856 // (float) 
0061: $11859 -= $11850 // (float) 
050A: 4@ = distance_between_XYZ $11848 $11849 $11850 and_XYZ $11854 $11855 $11856 
0075: $11857 /= 4@ // (float) 
0075: $11858 /= 4@ // (float) 
0075: $11859 /= 4@ // (float) 

:CRANE2_5771
return 
end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3
thread 'CRANE3' 
3@ = 0 
if 
  3@ == 1 
else_jump @CRANE3_124 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 3@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE3_124
$11843 = 0 

:CRANE3_131
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1617 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE3_1610 
if 
  $11844 == 0 
else_jump @CRANE3_1610 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
else_jump @CRANE3_1601 
if 
  3@ == 0 
else_jump @CRANE3_270 
0400: store_coords_to 5@ 6@ 7@ from_object 0@ with_offset 3.0899 2.9792 0.0081 
3@ += 1 

:CRANE3_270
if 
  3@ == 1 
else_jump @CRANE3_448 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 5@ 6@ 7@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE3_421 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE3_414 
if 
  $11843 == 0 
else_jump @CRANE3_382 
0512: show_permanent_text_box 'CR_2'  // Tap ~m~~widget_mission_start~ to enter the crane.
$11843 = 1 

:CRANE3_382
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 69 
else_jump @CRANE3_414 
0A77: checkpoint_save_oddjob 2 
3@ += 1 

:CRANE3_414
jump @CRANE3_448 

:CRANE3_421
if 
   not $11843 == 0 
else_jump @CRANE3_448 
03E6: remove_text_box 
$11843 = 0 

:CRANE3_448
if 
  3@ == 2 
else_jump @CRANE3_759 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_490 
097B: play_audio_at_object 0@ event 1019 

:CRANE3_490
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
fade 0 500 

:CRANE3_508
if 
fading 
else_jump @CRANE3_532 
wait 0 
jump @CRANE3_508 

:CRANE3_532
07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 
0A44: override_text_block 1 
0176: 4@ = object 1@ Z_angle 
if 
03CA:   object $4114 exists 
else_jump @CRANE3_610 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE3_610 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $4127 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE3_610
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE3_696 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A1: put_actor $PLAYER_ACTOR at 713.5652 906.2935 -18.0674 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
15@ = 0 

:CRANE3_696
0512: show_permanent_text_box 'QUAR_1'  // The movement controls rotate the crane. Press and hold ~m~~widget_crane_up~ to raise the winch. Press and hold ~m~~widget_crane_down~ to lower the winch. Tap ~m~~widget_drop_crane~ to release objects.
gosub @CRANE3_1633 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
fade 1 500 

:CRANE3_728
if 
fading 
else_jump @CRANE3_752 
wait 0 
jump @CRANE3_728 

:CRANE3_752
3@ += 1 

:CRANE3_759
if 
  3@ == 3 
else_jump @CRANE3_1437 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE3_1437 
gosub @CRANE3_1633 
if or
00E1:   player 0 pressed_key 0 
0A51:   is_widget_pressed 166 
else_jump @CRANE3_920 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 8@ = integer $16 to_float 
8@ /= 500.0 
0081: 4@ -= frame_delta_time * 8@ // (float) 
if 
   not 15@ == 1 
else_jump @CRANE3_913 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_913 
097B: play_audio_at_object 0@ event 1020 
15@ = 1 

:CRANE3_913
jump @CRANE3_969 

:CRANE3_920
if 
   not 15@ == 0 
else_jump @CRANE3_969 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_969 
097B: play_audio_at_object 0@ event 1021 
15@ = 0 

:CRANE3_969
if or
00E1:   player 0 pressed_key 1 
0A51:   is_widget_pressed 166 
else_jump @CRANE3_1237 
0494: get_joystick 0 direction_offset_to $16 $17 $18 $19 
008F: 8@ = integer $17 to_float 
8@ /= 1000.0 
8@ *= 1.5 
0083: $4126 -= frame_delta_time * 8@ // (float) 

:CRANE3_1043
if 
  0.0 > $4126 
else_jump @CRANE3_1081 
$4126 += 360.0 
jump @CRANE3_1043 

:CRANE3_1081
if 
  $4126 > 360.0 
else_jump @CRANE3_1119 
$4126 += -360.0 
jump @CRANE3_1081 

:CRANE3_1119
if 
  $4126 > 70.0 
else_jump @CRANE3_1150 
$4126 = 70.0 

:CRANE3_1150
if 
  10.0 > $4126 
else_jump @CRANE3_1181 
$4126 = 10.0 

:CRANE3_1181
if 
   not 16@ == 1 
else_jump @CRANE3_1230 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1230 
097B: play_audio_at_object 2@ event 1020 
16@ = 1 

:CRANE3_1230
jump @CRANE3_1286 

:CRANE3_1237
if 
   not 16@ == 0 
else_jump @CRANE3_1286 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1286 
097B: play_audio_at_object 2@ event 1021 
16@ = 0 

:CRANE3_1286
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1318 
0177: set_object 1@ Z_angle_to 4@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 

:CRANE3_1318
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1409 
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1409 
0400: store_coords_to $72 $73 $74 from_object 1@ with_offset 0.0 0.0 1.0206 
0815: put_object 2@ at $72 $73 $74 and_keep_rotation 
0453: set_object 2@ XYZ_rotation 0.0 $4126 4@ 

:CRANE3_1409
if or
00E1:   player 0 pressed_key 15 
0A52:   is_widget_released 71 
else_jump @CRANE3_1437 
3@ += 1 

:CRANE3_1437
if 
  3@ == 4 
else_jump @CRANE3_1594 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CRANE3_1594 
03E6: remove_text_box 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1497 
097B: play_audio_at_object 0@ event 1022 

:CRANE3_1497
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at 706.2595 918.6275 -19.6407 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.184 
02EB: restore_camera_with_jumpcut 
3@ = 0 
0A77: checkpoint_save_oddjob 2 

:CRANE3_1594
jump @CRANE3_1610 

:CRANE3_1601
3@ = 0 
end_thread 

:CRANE3_1610
jump @CRANE3_1626 

:CRANE3_1617
3@ = 0 
end_thread 

:CRANE3_1626
jump @CRANE3_131 

:CRANE3_1633
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1678 
0400: store_coords_to 9@ 10@ 11@ from_object 1@ with_offset -9.0 -6.8 6.0 

:CRANE3_1678
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1793 
0400: store_coords_to $72 $73 $74 from_object 2@ with_offset 0.0 0.0 59.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 8@ // float 
8@ += -1.0 
8@ *= -1.0 
8@ *= 72.0 
0067: $74 -= 8@ // (float) 
0089: 12@ = $72 // (float) 
0089: 13@ = $73 // (float) 
0089: 14@ = $74 // (float) 

:CRANE3_1793
015F: set_camera_position 9@ 10@ 11@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 12@ 13@ 14@ switchstyle 2 
return 
end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1
thread 'CARPRK1' 
set_wb_check_to 0 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
9@ = 0 

:CARPRK1_85
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CARPRK1_2769 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2037.568 2366.152 9.8203 cornerB 2119.283 2472.418 14.1172 
else_jump @CARPRK1_251 
if 
  0@ == 0 
else_jump @CARPRK1_244 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.177 9.8203 z_angle 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 z_angle 270.7819 
0@ = 1 

:CARPRK1_244
jump @CARPRK1_308 

:CARPRK1_251
if 
  0@ == 1 
else_jump @CARPRK1_308 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 9.8203 cornerB 2117.283 2441.002 14.1172 
0@ = 0 

:CARPRK1_308
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 13.1172 cornerB 2119.283 2441.002 18.4219 
else_jump @CARPRK1_520 
if 
  1@ == 0 
else_jump @CARPRK1_513 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 z_angle 98.3338 
1@ = 1 

:CARPRK1_513
jump @CARPRK1_577 

:CARPRK1_520
if 
  1@ == 1 
else_jump @CARPRK1_577 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 14.1172 cornerB 2117.283 2441.002 18.4219 
1@ = 0 

:CARPRK1_577
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 17.4219 cornerB 2119.283 2441.002 22.7188 
else_jump @CARPRK1_789 
if 
  2@ == 0 
else_jump @CARPRK1_782 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 z_angle 270.7297 
2@ = 1 

:CARPRK1_782
jump @CARPRK1_846 

:CARPRK1_789
if 
  2@ == 1 
else_jump @CARPRK1_846 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 18.4219 cornerB 2117.283 2441.002 22.7188 
2@ = 0 

:CARPRK1_846
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 21.7188 cornerB 2119.283 2441.002 27.0234 
else_jump @CARPRK1_1058 
if 
  3@ == 0 
else_jump @CARPRK1_1051 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 z_angle 87.7661 
3@ = 1 

:CARPRK1_1051
jump @CARPRK1_1115 

:CARPRK1_1058
if 
  3@ == 1 
else_jump @CARPRK1_1115 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 22.7188 cornerB 2117.283 2441.002 27.0234 
3@ = 0 

:CARPRK1_1115
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 24.7815 cornerB 2119.283 2441.002 31.3203 
else_jump @CARPRK1_1327 
if 
  4@ == 0 
else_jump @CARPRK1_1320 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 27.0234 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 z_angle 270.7819 
4@ = 1 

:CARPRK1_1320
jump @CARPRK1_1384 

:CARPRK1_1327
if 
  4@ == 1 
else_jump @CARPRK1_1384 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 27.0234 cornerB 2117.283 2441.002 31.3203 
4@ = 0 

:CARPRK1_1384
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 30.3203 cornerB 2119.283 2441.002 35.6172 
else_jump @CARPRK1_1596 
if 
  5@ == 0 
else_jump @CARPRK1_1589 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 z_angle 98.3338 
5@ = 1 

:CARPRK1_1589
jump @CARPRK1_1653 

:CARPRK1_1596
if 
  5@ == 1 
else_jump @CARPRK1_1653 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 31.3203 cornerB 2117.283 2441.002 35.6172 
5@ = 0 

:CARPRK1_1653
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 34.6172 cornerB 2119.283 2441.002 39.9219 
else_jump @CARPRK1_1865 
if 
  6@ == 0 
else_jump @CARPRK1_1858 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 z_angle 270.7297 
6@ = 1 

:CARPRK1_1858
jump @CARPRK1_1922 

:CARPRK1_1865
if 
  6@ == 1 
else_jump @CARPRK1_1922 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 35.6172 cornerB 2117.283 2441.002 39.9219 
6@ = 0 

:CARPRK1_1922
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 38.9219 cornerB 2119.283 2441.002 44.2188 
else_jump @CARPRK1_2134 
if 
  7@ == 0 
else_jump @CARPRK1_2127 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 z_angle 87.7661 
7@ = 1 

:CARPRK1_2127
jump @CARPRK1_2191 

:CARPRK1_2134
if 
  7@ == 1 
else_jump @CARPRK1_2191 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 39.9219 cornerB 2117.283 2441.002 44.2188 
7@ = 0 

:CARPRK1_2191
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 43.2188 cornerB 2119.283 2441.002 48.5234 
else_jump @CARPRK1_2403 
if 
  8@ == 0 
else_jump @CARPRK1_2396 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 44.2188 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 z_angle 270.7819 
8@ = 1 

:CARPRK1_2396
jump @CARPRK1_2460 

:CARPRK1_2403
if 
  8@ == 1 
else_jump @CARPRK1_2460 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 44.2188 cornerB 2117.283 2441.002 48.5234 
8@ = 0 

:CARPRK1_2460
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 44.5234 cornerB 2119.283 2441.002 55.9123 
else_jump @CARPRK1_2672 
if 
  9@ == 0 
else_jump @CARPRK1_2665 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 z_angle 98.3338 
9@ = 1 

:CARPRK1_2665
jump @CARPRK1_2729 

:CARPRK1_2672
if 
  9@ == 1 
else_jump @CARPRK1_2729 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 48.5234 cornerB 2117.283 2441.002 52.9123 
9@ = 0 

:CARPRK1_2729
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2119.9 2483.922 
else_jump @CARPRK1_2769 
end_thread 

:CARPRK1_2769
jump @CARPRK1_85 
end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND
thread 'IMPND' 
$11900[0] = 0 
$11900[1] = 0 
$11900[2] = 0 
$11900[3] = 0 
$11900[4] = 0 
$11900[5] = 0 
$11900[6] = 0 
$11900[7] = 0 
$11910 = 1540.632 
$11914 = -1603.163 
$11918 = 17.6564 
$11922 = 1607.27 
$11926 = -1637.528 
$11930 = 12.774 
$11934 = 1613.319 
$11938 = -1633.612 
$11942 = 12.077 
$11946 = 1522.73 
$11950 = -1721.398 
$11954 = 4.2191 
$11911 = -1572.807 
$11915 = 646.8937 
$11919 = 10.5019 
$11923 = -1641.409 
$11927 = 687.6273 
$11931 = 4.8704 
$11935 = -1700.933 
$11939 = 680.025 
$11943 = 27.7313 
$11947 = -1638.982 
$11951 = 699.3646 
$11955 = 5.0489 
$11912 = 2238.01 
$11916 = 2430.891 
$11920 = 11.764 
$11924 = 2304.289 
$11928 = 2502.322 
$11932 = -9.0538 
$11936 = 2238.01 
$11940 = 2430.891 
$11944 = 11.764 
$11948 = 2304.289 
$11952 = 2502.322 
$11956 = -9.0538 
$11957[1] = 1544.691 
$11961[1] = -1630.75 
$11965[1] = 13.043 
$11969[1] = 0.0 
$11973[1] = 0.0 
$11977[1] = 0.0 
$11981[1] = 0.0 
$11985[1] = 0.0 
$11957[2] = -1572.203 
$11961[2] = 658.7618 
$11965[2] = 6.8916 
$11969[2] = 0.0 
$11973[2] = -1701.43 
$11977[2] = 687.7184 
$11981[2] = 24.6525 
$11985[2] = 180.0 
$11957[3] = 2238.199 
$11961[3] = 2450.339 
$11965[3] = 10.5829 
$11969[3] = 0.0 
$11973[3] = 0.0 
$11977[3] = 0.0 
$11981[3] = 0.0 
$11985[3] = 0.0 
$11989[1] = 1588.503 
$11993[1] = -1637.872 
$11997[1] = 14.5641 
$12001[1] = 0.0 
$12005[1] = 0.0 
$12009[1] = 0.0 
$12013[1] = 0.0 
$12017[1] = 0.0 
$11989[2] = -1631.767 
$11993[2] = 688.4075 
$11997[2] = 8.5436 
$12001[2] = 90.0 
$12005[2] = 0.0 
$12009[2] = 0.0 
$12013[2] = 0.0 
$12017[2] = 0.0 
$11989[3] = 2293.83 
$11993[3] = 2498.804 
$11997[3] = 4.4414 
$12001[3] = 90.0 
$12005[3] = 2335.178 
$12009[3] = 2443.621 
$12013[3] = 6.9743 
$12017[3] = 59.9993 
$12081 = 0 
$12082 = 0 
$12083 = 0 
$12084 = 0 
if 
  8@ == 90 
else_jump @IMPND_1039 
0107: 9@ = create_object #POLICE_BARRIER at 0.0 0.0 0.0 
0107: 6@ = create_object #KMB_SHUTTER at 0.0 0.0 0.0 
0376: 24@ = create_random_actor_at 0.0 0.0 0.0 
0376: 19@ = create_random_actor_at 0.0 0.0 0.0 

:IMPND_1039
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @IMPND_4118 
if 
  0@ == 0 
else_jump @IMPND_2453 
if 
  1@ == 0 
else_jump @IMPND_1289 
if 
04A3:   $3253 == 1 // == constant 
else_jump @IMPND_1144 
0247: load_model 280 
0247: load_model 346 
0247: load_model 596 
04AE: $12061 = 280 // = constant 
04AE: $12062 = 596 // = constant 

:IMPND_1144
if 
04A3:   $3253 == 2 // == constant 
else_jump @IMPND_1193 
0247: load_model 281 
0247: load_model 346 
0247: load_model 597 
04AE: $12061 = 281 // = constant 
04AE: $12062 = 597 // = constant 

:IMPND_1193
if 
04A3:   $3253 == 3 // == constant 
else_jump @IMPND_1242 
0247: load_model 282 
0247: load_model 346 
0247: load_model 598 
04AE: $12061 = 282 // = constant 
04AE: $12062 = 598 // = constant 

:IMPND_1242
if 
  $ONMISSION == 0 
else_jump @IMPND_1282 
22@ = 1 
0247: load_model #POLICE_BARRIER 
0247: load_model #SFCOPDR 
0247: load_model #KMB_SHUTTER 

:IMPND_1282
1@ = 2 

:IMPND_1289
if 
  1@ == 2 
else_jump @IMPND_2453 
if and
0248:   model $12061 available 
0248:   model 346 available 
0248:   model $12062 available 
else_jump @IMPND_2453 
1@ = 0 
if 
   not $ONMISSION == 1 
else_jump @IMPND_1358 

:IMPND_1358
07E5: copy_decision_maker 65542 to 2@ 
0709: set_decision_maker 2@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
029B: 9@ = init_object #POLICE_BARRIER at $11957($3252,4f) $11961($3252,4f) $11965($3252,4f) 
0453: set_object 9@ XYZ_rotation -90.0 0.0 $11969($3252,4f) 
if 
   not $11973($3252,4f) == 0.0 
else_jump @IMPND_1529 
029B: 10@ = init_object #POLICE_BARRIER at $11973($3252,4f) $11977($3252,4f) $11981($3252,4f) 
0453: set_object 10@ XYZ_rotation -90.0 0.0 $11985($3252,4f) 

:IMPND_1529
if 
  $3252 == 2 
else_jump @IMPND_1562 
11@ = -390 
jump @IMPND_1570 

:IMPND_1562
11@ = -389 

:IMPND_1570
029B: 6@ = init_object 11@ at $11989($3252,4f) $11993($3252,4f) $11997($3252,4f) 
0453: set_object 6@ XYZ_rotation 0.0 0.0 $12001($3252,4f) 
if 
   not $12005($3252,4f) == 0.0 
else_jump @IMPND_1697 
029B: 7@ = init_object 11@ at $12005($3252,4f) $12009($3252,4f) $12013($3252,4f) 
0453: set_object 7@ XYZ_rotation 0.0 0.0 $12017($3252,4f) 

:IMPND_1697
if 
  $3252 == 1 
else_jump @IMPND_1885 
009A: $11867[0] = create_actor_pedtype 24 model $12061 at 1544.383 -1631.849 12.3905 
0173: set_actor $11867[0] Z_angle_to 45.0 
009A: $11867[2] = create_actor_pedtype 24 model $12061 at 1578.957 -1634.127 12.5547 
0173: set_actor $11867[2] Z_angle_to 0.0 
$12021 = 1544.383 
$12031 = -1631.849 
$12041 = 12.3905 
$12051 = 45.0 
$12023 = 1544.383 
$12033 = 1578.957 
$12043 = -1634.127 
$12053 = 12.554 
$12085 = -90.0 
$12087 = 0.0 

:IMPND_1885
if 
  $3252 == 2 
else_jump @IMPND_2158 
009A: $11867[1] = create_actor_pedtype 24 model $12061 at -1700.839 688.9841 23.9032 
0173: set_actor $11867[1] Z_angle_to 134.0 
009A: $11867[0] = create_actor_pedtype 24 model $12061 at -1572.705 657.5745 6.2446 
0173: set_actor $11867[0] Z_angle_to 304.0 
009A: $11867[2] = create_actor_pedtype 24 model $12061 at -1616.822 679.9485 6.1901 
0173: set_actor $11867[2] Z_angle_to 188.0 
$12021 = -1572.705 
$12031 = 657.5745 
$12041 = 6.2446 
$12051 = 304.0 
$12022 = -1700.839 
$12032 = 688.9841 
$12042 = 23.9032 
$12052 = 134.0 
$12023 = -1616.822 
$12033 = 679.9485 
$12043 = 6.1901 
$12053 = 188.0 
$12085 = -90.0 
$12086 = -90.0 
$12087 = 0.0 

:IMPND_2158
if 
  $3252 == 3 
else_jump @IMPND_2326 
009A: $11867[0] = create_actor_pedtype 24 model $12061 at 2238.569 2449.417 10.0372 
0173: set_actor $11867[0] Z_angle_to 90.0 
009A: $11867[2] = create_actor_pedtype 24 model $12061 at 2250.277 2489.333 9.8203 
0173: set_actor $11867[2] Z_angle_to 90.0 
$12021 = 2238.569 
$12031 = 2449.417 
$12041 = 10.0372 
$12051 = 90.0 
$12023 = 2250.277 
$12033 = 2489.333 
$12043 = 9.8203 
$12053 = 90.0 

:IMPND_2326
12@ = 0 

:IMPND_2333
if 
  3 > 12@ 
else_jump @IMPND_2446 
if 
8118:   not actor $11867(12@,8i) dead 
else_jump @IMPND_2432 
060B: set_actor $11867(12@,8i) decision_maker_to 2@ 
01B2: give_actor $11867(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $11867(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 
$11884(12@,8i) = 0 
$11876(12@,8i) = 5 

:IMPND_2432
12@ += 1 
jump @IMPND_2333 

:IMPND_2446
0@ = 2 

:IMPND_2453
if 
  0@ == 2 
else_jump @IMPND_4111 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
gosub @IMPND_5547 
if 
001D:   40@ > 4@ // (int) 
else_jump @IMPND_2583 
0085: 4@ = 40@ // (int) 
4@ += 90 
gosub @IMPND_21068 
if 
  $12080 == 0 
else_jump @IMPND_2583 
if 
  $12064 == 1 
else_jump @IMPND_2583 
$12080 = 1 
gosub @IMPND_4150 

:IMPND_2583
if 
  $ONMISSION == 1 
else_jump @IMPND_2641 
if 
  22@ == 1 
else_jump @IMPND_2641 
22@ = 0 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 

:IMPND_2641
if 
  20@ == 1 
else_jump @IMPND_2754 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2697 
03CF: load_wav 10204 as 4 

:IMPND_2697
if 
  8@ == 1 
else_jump @IMPND_2722 
03CF: load_wav 10205 as 4 

:IMPND_2722
if 
  8@ == 2 
else_jump @IMPND_2747 
03CF: load_wav 10206 as 4 

:IMPND_2747
20@ = 2 

:IMPND_2754
if 
  20@ == 2 
else_jump @IMPND_2851 
if 
03D0:   wav 4 loaded 
else_jump @IMPND_2851 
if 
8118:   not actor 19@ dead 
else_jump @IMPND_2851 
0949: link_wav 4 to_actor 19@ 
0489: set_actor 19@ muted 1 
094E: set_actor 19@ mute_pain_audio 1 
03D1: play_wav 4 
20@ = 3 
0085: 21@ = 40@ // (int) 
21@ += 10000 

:IMPND_2851
if 
  20@ == 3 
else_jump @IMPND_2925 
if 
001D:   40@ > 21@ // (int) 
else_jump @IMPND_2925 
20@ = 0 
if 
8118:   not actor 19@ dead 
else_jump @IMPND_2925 
0489: set_actor 19@ muted 0 
094E: set_actor 19@ mute_pain_audio 0 

:IMPND_2925
if 
  20@ == 4 
else_jump @IMPND_3038 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2981 
03CF: load_wav 10200 as 4 

:IMPND_2981
if 
  8@ == 1 
else_jump @IMPND_3006 
03CF: load_wav 10201 as 4 

:IMPND_3006
if 
  8@ == 2 
else_jump @IMPND_3031 
03CF: load_wav 10202 as 4 

:IMPND_3031
20@ = 2 

:IMPND_3038
if 
  20@ == 5 
else_jump @IMPND_3076 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
20@ = 2 

:IMPND_3076
if 
  $11875 == 1 
else_jump @IMPND_3407 
if 
03D2:   wav 4 ended 
else_jump @IMPND_3407 
if 
03D0:   wav 4 loaded 
else_jump @IMPND_3407 
if 
  $3252 == 1 
else_jump @IMPND_3199 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.729 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.943 10.1571 
03D1: play_wav 4 

:IMPND_3199
if 
  $3252 == 2 
else_jump @IMPND_3297 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.873 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3297
if 
  $3252 == 3 
else_jump @IMPND_3407 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3407
16@ = 0 

:IMPND_3414
if 
  8 > 16@ 
else_jump @IMPND_3682 
if 
8118:   not actor $11867(16@,8i) dead 
else_jump @IMPND_3668 
if 
   not 0 > $12067(16@,8i) 
else_jump @IMPND_3668 
080E: get_actor $11867(16@,8i) ped_event_to $12067(16@,8i) 
if 
   not $12067(16@,8i) == 0 
else_jump @IMPND_3668 
if or
04A3:   $12067(16@,8i) == 15 // == constant 
04A3:   $12067(16@,8i) == 49 // == constant 
04A3:   $12067(16@,8i) == 9 // == constant 
else_jump @IMPND_3581 
$12067(16@,8i) = -2 
00A0: store_actor $PLAYER_ACTOR position_to $12094 $12095 $12096 

:IMPND_3581
if 
04A3:   $12067(16@,8i) == 62 // == constant 
else_jump @IMPND_3668 
if 
0104:   actor $11867(16@,8i) near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
else_jump @IMPND_3668 
$12067(16@,8i) = -1 
00A0: store_actor $PLAYER_ACTOR position_to $12094 $12095 $12096 

:IMPND_3668
16@ += 1 
jump @IMPND_3414 

:IMPND_3682
if 
001D:   40@ > 3@ // (int) 
else_jump @IMPND_3892 
0085: 3@ = 40@ // (int) 
3@ += 100 
if 
8118:   not actor $11867(12@,8i) dead 
else_jump @IMPND_3794 
$12065 = 0 
23@ = 0 
008B: 13@ = $11876(12@,8i) // (int) 
gosub @IMPND_21725 
gosub @IMPND_10480 
$12067(12@,8i) = 0 
jump @IMPND_3860 

:IMPND_3794
if 
07D6:   19@ == $11867(12@,8i) // @ == $ (int) 
else_jump @IMPND_3860 
if and
   not 20@ == 0 
  $11875 == 0 
else_jump @IMPND_3846 
040D: unload_wav 4 

:IMPND_3846
20@ = 0 
19@ = 0 

:IMPND_3860
12@ += 1 
if 
  12@ > 7 
else_jump @IMPND_3892 
12@ = 0 

:IMPND_3892
if 
04A3:   $3253 == 1 // == constant 
else_jump @IMPND_3965 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_3965 
gosub @IMPND_22003 

:IMPND_3965
if 
04A3:   $3253 == 2 // == constant 
else_jump @IMPND_4038 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_4038 
gosub @IMPND_22003 

:IMPND_4038
if 
04A3:   $3253 == 3 // == constant 
else_jump @IMPND_4111 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
else_jump @IMPND_4111 
gosub @IMPND_22003 

:IMPND_4111
jump @IMPND_4143 

:IMPND_4118
if 
  0@ == 2 
else_jump @IMPND_4143 
gosub @IMPND_22003 

:IMPND_4143
jump @IMPND_1039 

:IMPND_4150
if 
  $3252 == 3 
else_jump @IMPND_4580 
00A5: $12076[0] = create_car $12062 at 2285.502 2473.748 2.266 
00A5: $12076[1] = create_car $12062 at 2314.358 2475.845 2.266 
00A5: $12076[2] = create_car $12062 at 2240.971 2476.485 -8.4476 
00A5: $12076[3] = create_car $12062 at 2303.053 2431.712 -8.4531 
0175: set_car $12076[0] Z_angle_to 179.4722 
0175: set_car $12076[1] Z_angle_to 268.529 
0175: set_car $12076[2] Z_angle_to 92.5631 
0175: set_car $12076[3] Z_angle_to 180.0971 
020A: set_car $12076[0] door_status_to 3 
020A: set_car $12076[1] door_status_to 1 
020A: set_car $12076[2] door_status_to 3 
020A: set_car $12076[3] door_status_to 1 
0129: $11867[3] = create_actor_pedtype 24 model $12061 in_car $12076[0] driverseat 
01C8: $11867[4] = create_actor_pedtype 24 model $12061 in_car $12076[0] passenger_seat 0 
009A: $11867[5] = create_actor_pedtype 24 model $12061 at 2278.1 2425.453 2.4766 
009A: $11867[6] = create_actor_pedtype 24 model $12061 at 2268.906 2449.246 -8.1953 
0173: set_actor $11867[5] Z_angle_to 187.5721 
0173: set_actor $11867[6] Z_angle_to 228.3262 
$11876[3] = 5 
$11876[4] = 5 
$11876[5] = 5 
$11876[6] = 5 
$11884[3] = 0 
$11884[4] = 0 
$11884[5] = 0 
$11884[6] = 0 
12@ = 3 

:IMPND_4489
if 
  7 > 12@ 
else_jump @IMPND_4580 
if 
8118:   not actor $11867(12@,8i) dead 
else_jump @IMPND_4566 
060B: set_actor $11867(12@,8i) decision_maker_to 2@ 
01B2: give_actor $11867(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $11867(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4566
12@ += 1 
jump @IMPND_4489 

:IMPND_4580
if 
  $3252 == 2 
else_jump @IMPND_5017 
00A5: $12076[0] = create_car $12062 at -1600.142 748.2594 -6.2344 
00A5: $12076[1] = create_car $12062 at -1616.233 691.9449 -6.2422 
00A5: $12076[2] = create_car $12062 at -1574.061 717.9744 -6.2344 
00A5: $12076[3] = create_car $12062 at -1574.305 726.8611 -6.2344 
0175: set_car $12076[0] Z_angle_to 359.8067 
0175: set_car $12076[1] Z_angle_to 358.8804 
0175: set_car $12076[2] Z_angle_to 268.0333 
0175: set_car $12076[3] Z_angle_to 268.3534 
020A: set_car $12076[0] door_status_to 3 
020A: set_car $12076[1] door_status_to 1 
020A: set_car $12076[2] door_status_to 3 
020A: set_car $12076[3] door_status_to 1 
0129: $11867[3] = create_actor_pedtype 24 model $12061 in_car $12076[0] driverseat 
01C8: $11867[4] = create_actor_pedtype 24 model $12061 in_car $12076[0] passenger_seat 0 
009A: $11867[5] = create_actor_pedtype 24 model $12061 at -1606.067 701.3859 -5.9062 
009A: $11867[6] = create_actor_pedtype 24 model $12061 at -1615.934 695.0814 -6.2422 
0173: set_actor $11867[5] Z_angle_to 270.5721 
0173: set_actor $11867[6] Z_angle_to 180.3262 
$11876[3] = 5 
$11876[4] = 5 
$11876[5] = 5 
$11876[6] = 5 
$11884[3] = 0 
$11884[4] = 0 
$11884[5] = 0 
$11884[6] = 0 
12@ = 3 

:IMPND_4919
if 
  8 > 12@ 
else_jump @IMPND_5010 
if 
8118:   not actor $11867(12@,8i) dead 
else_jump @IMPND_4996 
060B: set_actor $11867(12@,8i) decision_maker_to 2@ 
01B2: give_actor $11867(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $11867(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_4996
12@ += 1 
jump @IMPND_4919 

:IMPND_5010
12@ = 0 

:IMPND_5017
if 
  $3252 == 1 
else_jump @IMPND_5545 
00A5: $12076[0] = create_car $12062 at 1586.254 -1671.732 4.8916 
00A5: $12076[1] = create_car $12062 at 1601.52 -1699.925 4.8984 
00A5: $12076[2] = create_car $12062 at 1565.429 -1710.81 4.8984 
00A5: $12076[3] = create_car $12062 at 1529.675 -1688.105 4.897 
0175: set_car $12076[0] Z_angle_to 90.8726 
0175: set_car $12076[1] Z_angle_to 268.6337 
0175: set_car $12076[2] Z_angle_to 177.2788 
0175: set_car $12076[3] Z_angle_to 270.141 
020A: set_car $12076[0] door_status_to 3 
020A: set_car $12076[1] door_status_to 1 
020A: set_car $12076[2] door_status_to 3 
020A: set_car $12076[3] door_status_to 1 
0129: $11867[3] = create_actor_pedtype 24 model $12061 in_car $12076[0] driverseat 
01C8: $11867[4] = create_actor_pedtype 24 model $12061 in_car $12076[0] passenger_seat 0 
009A: $11867[5] = create_actor_pedtype 24 model $12061 at 1527.145 -1675.299 4.8984 
009A: $11867[6] = create_actor_pedtype 24 model $12061 at 1603.711 -1714.294 5.2187 
009A: $11867[1] = create_actor_pedtype 24 model $12061 at 1608.285 -1715.779 5.2187 
009A: $11867[7] = create_actor_pedtype 24 model $12061 at 1532.631 -1688.01 4.8984 
0173: set_actor $11867[5] Z_angle_to 90.5721 
0173: set_actor $11867[6] Z_angle_to 242.3262 
0173: set_actor $11867[1] Z_angle_to 225.3262 
0173: set_actor $11867[7] Z_angle_to 90.3262 
$11876[1] = 5 
$11876[3] = 5 
$11876[4] = 5 
$11876[5] = 5 
$11876[6] = 5 
$11876[7] = 5 
$11884[3] = 0 
$11884[4] = 0 
$11884[5] = 0 
$11884[6] = 0 
$11884[7] = 0 
12@ = 0 

:IMPND_5447
if 
  8 > 12@ 
else_jump @IMPND_5538 
if 
8118:   not actor $11867(12@,8i) dead 
else_jump @IMPND_5524 
060B: set_actor $11867(12@,8i) decision_maker_to 2@ 
01B2: give_actor $11867(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $11867(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_5524
12@ += 1 
jump @IMPND_5447 

:IMPND_5538
12@ = 0 

:IMPND_5545
return 

:IMPND_5547
if 
  $3252 == 1 
else_jump @IMPND_6873 
0871: init_jump_table $12081 total_jumps 4 default_jump 0 @IMPND_6147 jumps 0 @IMPND_5628 1 @IMPND_5887 2 @IMPND_5950 3 @IMPND_6017 -1 @IMPND_6147 -1 @IMPND_6147 -1 @IMPND_6147 

:IMPND_5628
if 
  $11900[0] == 0 
else_jump @IMPND_5801 
if 
09C3:   police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 
else_jump @IMPND_5801 
if 
8118:   not actor $11867[0] dead 
else_jump @IMPND_5801 
if 
00A3:   actor $11867[0] sphere 0 in_rectangle_cornerA 1543.595 -1631.279 cornerB 1545.022 -1632.704 
else_jump @IMPND_5801 
$12081 = 1 
if 
  $11875 == 0 
else_jump @IMPND_5801 
if 
  20@ == 0 
else_jump @IMPND_5801 
20@ = 1 
008B: 19@ = $11867[0] // (int) 

:IMPND_5801
if 
  $11908 == 1 
else_jump @IMPND_5880 
if 
8119:   not car $12076[1] wrecked 
else_jump @IMPND_5880 
if 
00B0:   car $12076[1] sphere 0 in_rectangle_cornerA 1544.988 -1622.29 cornerB 1556.178 -1632.62 
else_jump @IMPND_5880 
$12081 = 1 

:IMPND_5880
jump @IMPND_6147 

:IMPND_5887
$12085 += 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  $12085 >= 0.0 
else_jump @IMPND_5943 
$12081 = 2 

:IMPND_5943
jump @IMPND_6147 

:IMPND_5950
if 
8339:   not anything_in_cube_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6010 
$12081 = 3 

:IMPND_6010
jump @IMPND_6147 

:IMPND_6017
if 
0339:   anything_in_cube_cornerA 1540.938 -1623.681 14.3551 cornerB 1550.887 -1631.648 12.1949 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6084 
$12081 = 1 
jump @IMPND_6140 

:IMPND_6084
$12085 -= 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  -90.0 >= $12085 
else_jump @IMPND_6140 
$12081 = 0 

:IMPND_6140
jump @IMPND_6147 

:IMPND_6147
0871: init_jump_table $12083 total_jumps 4 default_jump 0 @IMPND_6873 jumps 0 @IMPND_6210 1 @IMPND_6484 2 @IMPND_6611 3 @IMPND_6686 -1 @IMPND_6873 -1 @IMPND_6873 -1 @IMPND_6873 

:IMPND_6210
if 
  $12064 == 1 
else_jump @IMPND_6409 
if 
09C3:   police_car_in_rectangle_cornerA 1592.251 -1637.59 17.1898 cornerB 1578.344 -1624.273 11.9866 
else_jump @IMPND_6409 
if 
  $11900[2] == 0 
else_jump @IMPND_6409 
if 
8118:   not actor $11867[2] dead 
else_jump @IMPND_6409 
if 
00A3:   actor $11867[2] sphere 0 in_rectangle_cornerA 1582.153 -1637.67 cornerB 1577.585 -1633.235 
else_jump @IMPND_6409 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $11875 == 0 
else_jump @IMPND_6409 
if 
  20@ == 0 
else_jump @IMPND_6409 
20@ = 1 
008B: 19@ = $11867[2] // (int) 

:IMPND_6409
if 
0339:   anything_in_cube_cornerA 1581.732 -1639.463 16.4817 cornerB 1599.936 -1652.072 7.8825 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6477 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6477
jump @IMPND_6873 

:IMPND_6484
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 += 0.0173 
$12087 += 0.9 
if 
  $12091 >= 16.425 
else_jump @IMPND_6574 
$12083 = 2 
$12091 = 16.425 
$12087 = 90.0 
097B: play_audio_at_object 6@ event 1154 

:IMPND_6574
01BC: put_object 6@ at $72 $73 $12091 
0453: set_object 6@ XYZ_rotation $12087 0.0 $12001[1] 
jump @IMPND_6873 

:IMPND_6611
if 
8339:   not anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6679 
$12083 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6679
jump @IMPND_6873 

:IMPND_6686
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 -= 0.0155 
$12087 -= 0.9 
if 
  14.5641 >= $12091 
else_jump @IMPND_6776 
097B: play_audio_at_object 6@ event 1154 
$12083 = 0 
$12087 = 0.0 
$12091 = 14.5641 

:IMPND_6776
01BC: put_object 6@ at $72 $73 $12091 
0453: set_object 6@ XYZ_rotation $12087 0.0 $12001[1] 
if 
0339:   anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6866 
$12083 = 1 

:IMPND_6866
jump @IMPND_6873 

:IMPND_6873
if 
  $3252 == 2 
else_jump @IMPND_8639 
0871: init_jump_table $12081 total_jumps 4 default_jump 0 @IMPND_7394 jumps 0 @IMPND_6954 1 @IMPND_7134 2 @IMPND_7197 3 @IMPND_7264 -1 @IMPND_7394 -1 @IMPND_7394 -1 @IMPND_7394 

:IMPND_6954
if 
  $11900[0] == 0 
else_jump @IMPND_7127 
if 
09C3:   police_car_in_rectangle_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 
else_jump @IMPND_7127 
if 
8118:   not actor $11867[0] dead 
else_jump @IMPND_7127 
if 
00A3:   actor $11867[0] sphere 0 in_rectangle_cornerA -1573.406 656.8607 cornerB -1572.033 658.196 
else_jump @IMPND_7076 
$12081 = 1 

:IMPND_7076
if 
  $11875 == 0 
else_jump @IMPND_7127 
if 
  20@ == 0 
else_jump @IMPND_7127 
20@ = 1 
008B: 19@ = $11867[0] // (int) 

:IMPND_7127
jump @IMPND_7394 

:IMPND_7134
$12085 += 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  $12085 >= 0.0 
else_jump @IMPND_7190 
$12081 = 2 

:IMPND_7190
jump @IMPND_7394 

:IMPND_7197
if 
8339:   not anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7257 
$12081 = 3 

:IMPND_7257
jump @IMPND_7394 

:IMPND_7264
if 
0339:   anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7331 
$12081 = 1 
jump @IMPND_7387 

:IMPND_7331
$12085 -= 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  -90.0 >= $12085 
else_jump @IMPND_7387 
$12081 = 0 

:IMPND_7387
jump @IMPND_7394 

:IMPND_7394
0871: init_jump_table $12082 total_jumps 4 default_jump 0 @IMPND_7897 jumps 0 @IMPND_7457 1 @IMPND_7637 2 @IMPND_7700 3 @IMPND_7767 -1 @IMPND_7897 -1 @IMPND_7897 -1 @IMPND_7897 

:IMPND_7457
if 
  $11900[1] == 0 
else_jump @IMPND_7630 
if 
09C3:   police_car_in_rectangle_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 
else_jump @IMPND_7630 
if 
8118:   not actor $11867[1] dead 
else_jump @IMPND_7630 
if 
00A3:   actor $11867[1] sphere 0 in_rectangle_cornerA -1701.648 689.5652 cornerB -1700.086 688.274 
else_jump @IMPND_7579 
$12082 = 1 

:IMPND_7579
if 
  $11875 == 0 
else_jump @IMPND_7630 
if 
  20@ == 0 
else_jump @IMPND_7630 
20@ = 1 
008B: 19@ = $11867[1] // (int) 

:IMPND_7630
jump @IMPND_7897 

:IMPND_7637
$12086 += 0.5 
0453: set_object 10@ XYZ_rotation $12086 0.0 180.0 
if 
  $12086 >= 0.0 
else_jump @IMPND_7693 
$12082 = 2 

:IMPND_7693
jump @IMPND_7897 

:IMPND_7700
if 
8339:   not anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7760 
$12082 = 3 

:IMPND_7760
jump @IMPND_7897 

:IMPND_7767
if 
0339:   anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7834 
$12082 = 1 
jump @IMPND_7890 

:IMPND_7834
$12086 -= 0.5 
0453: set_object 10@ XYZ_rotation $12086 0.0 180.0 
if 
  -90.0 >= $12086 
else_jump @IMPND_7890 
$12082 = 0 

:IMPND_7890
jump @IMPND_7897 

:IMPND_7897
0871: init_jump_table $12083 total_jumps 4 default_jump 0 @IMPND_8639 jumps 0 @IMPND_7960 1 @IMPND_8312 2 @IMPND_8403 3 @IMPND_8478 -1 @IMPND_8639 -1 @IMPND_8639 -1 @IMPND_8639 

:IMPND_7960
if 
  $12064 == 1 
else_jump @IMPND_8159 
if 
09C3:   police_car_in_rectangle_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 
else_jump @IMPND_8159 
if 
  $11900[2] == 0 
else_jump @IMPND_8159 
if 
8118:   not actor $11867[2] dead 
else_jump @IMPND_8159 
if 
00A3:   actor $11867[2] sphere 0 in_rectangle_cornerA -1613.253 679.4489 cornerB -1618.76 688.0851 
else_jump @IMPND_8159 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $11875 == 0 
else_jump @IMPND_8159 
if 
  20@ == 0 
else_jump @IMPND_8159 
20@ = 1 
008B: 19@ = $11867[2] // (int) 

:IMPND_8159
if 
  $11908 == 1 
else_jump @IMPND_8245 
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8245 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8245
if 
0339:   anything_in_cube_cornerA -1620.061 715.371 -4.554 cornerB -1640.881 691.9899 11.1863 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8305 
$12083 = 1 

:IMPND_8305
jump @IMPND_8639 

:IMPND_8312
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 += 0.0155 
if 
  $12091 >= 13.2513 
else_jump @IMPND_8382 
$12083 = 2 
$12091 = 13.2513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8382
01BC: put_object 6@ at $72 $73 $12091 
jump @IMPND_8639 

:IMPND_8403
if 
8339:   not anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8471 
$12083 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8471
jump @IMPND_8639 

:IMPND_8478
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 -= 0.0155 
if 
  8.5436 >= $12091 
else_jump @IMPND_8558 
$12083 = 0 
$12087 = 0.0 
$12091 = 8.5436 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8558
01BC: put_object 6@ at $72 $73 $12091 
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8632 
$12083 = 1 

:IMPND_8632
jump @IMPND_8639 

:IMPND_8639
if 
  $3252 == 3 
else_jump @IMPND_10478 
0871: init_jump_table $12081 total_jumps 4 default_jump 0 @IMPND_9276 jumps 0 @IMPND_8720 1 @IMPND_9016 2 @IMPND_9079 3 @IMPND_9146 -1 @IMPND_9276 -1 @IMPND_9276 -1 @IMPND_9276 

:IMPND_8720
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @IMPND_8930 
if 
056C:   actor $PLAYER_ACTOR driving_police_car 
else_jump @IMPND_8930 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 
else_jump @IMPND_8930 
if 
  $11900[0] == 0 
else_jump @IMPND_8930 
if 
8118:   not actor $11867[0] dead 
else_jump @IMPND_8930 
if 
00A3:   actor $11867[0] sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_8930 
$12081 = 1 
if 
  $11875 == 0 
else_jump @IMPND_8930 
if 
  20@ == 0 
else_jump @IMPND_8930 
20@ = 1 
008B: 19@ = $11867[0] // (int) 

:IMPND_8930
if 
  $11908 == 1 
else_jump @IMPND_9009 
if 
8119:   not car $12076[0] wrecked 
else_jump @IMPND_9009 
if 
00B0:   car $12076[0] sphere 0 in_rectangle_cornerA 2222.316 2432.012 cornerB 2246.956 2467.653 
else_jump @IMPND_9009 
$12081 = 1 

:IMPND_9009
jump @IMPND_9276 

:IMPND_9016
$12085 += 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  $12085 >= 0.0 
else_jump @IMPND_9072 
$12081 = 2 

:IMPND_9072
jump @IMPND_9276 

:IMPND_9079
if 
8339:   not anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9139 
$12081 = 3 

:IMPND_9139
jump @IMPND_9276 

:IMPND_9146
if 
0339:   anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9213 
$12081 = 1 
jump @IMPND_9269 

:IMPND_9213
$12085 -= 0.5 
0453: set_object 9@ XYZ_rotation $12085 0.0 0.0 
if 
  -90.0 >= $12085 
else_jump @IMPND_9269 
$12081 = 0 

:IMPND_9269
jump @IMPND_9276 

:IMPND_9276
0871: init_jump_table $12083 total_jumps 4 default_jump 0 @IMPND_9995 jumps 0 @IMPND_9339 1 @IMPND_9668 2 @IMPND_9759 3 @IMPND_9834 -1 @IMPND_9995 -1 @IMPND_9995 -1 @IMPND_9995 

:IMPND_9339
if 
  $12064 == 1 
else_jump @IMPND_9575 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @IMPND_9575 
if 
056C:   actor $PLAYER_ACTOR driving_police_car 
else_jump @IMPND_9575 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2237.808 2486.764 12.7579 cornerB 2280.211 2502.595 6.2211 
else_jump @IMPND_9575 
if 
  $11900[2] == 0 
else_jump @IMPND_9575 
if 
8118:   not actor $11867[2] dead 
else_jump @IMPND_9575 
if 
00A3:   actor $11867[2] sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_9575 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $11875 == 0 
else_jump @IMPND_9575 
if 
  20@ == 0 
else_jump @IMPND_9575 
20@ = 1 
008B: 19@ = $11867[2] // (int) 

:IMPND_9575
if 
  $11908 == 1 
else_jump @IMPND_9661 
if 
0339:   anything_in_cube_cornerA 2294.371 2493.447 6.6617 cornerB 2305.78 2504.33 2.1808 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9661 
$12083 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9661
jump @IMPND_9995 

:IMPND_9668
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 += 0.0155 
if 
  $12091 >= 8.8513 
else_jump @IMPND_9738 
$12083 = 2 
$12091 = 8.8513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9738
01BC: put_object 6@ at $72 $73 $12091 
jump @IMPND_9995 

:IMPND_9759
if 
8339:   not anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9827 
$12083 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9827
jump @IMPND_9995 

:IMPND_9834
01BB: store_object 6@ position_to $72 $73 $12091 
$12091 -= 0.0155 
if 
  4.4414 >= $12091 
else_jump @IMPND_9914 
$12083 = 0 
$12087 = 0.0 
$12091 = 4.4414 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9914
01BC: put_object 6@ at $72 $73 $12091 
if 
0339:   anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9988 
$12083 = 1 

:IMPND_9988
jump @IMPND_9995 

:IMPND_9995
0871: init_jump_table $12084 total_jumps 4 default_jump 0 @IMPND_10478 jumps 0 @IMPND_10058 1 @IMPND_10151 2 @IMPND_10242 3 @IMPND_10317 -1 @IMPND_10478 -1 @IMPND_10478 -1 @IMPND_10478 

:IMPND_10058
if 
  $12064 == 1 
else_jump @IMPND_10144 
if 
0339:   anything_in_cube_cornerA 2333.481 2439.576 8.8878 cornerB 2319.688 2452.0 2.1724 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10144 
$12084 = 1 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10144
jump @IMPND_10478 

:IMPND_10151
01BB: store_object 7@ position_to $72 $73 $12092 
$12092 += 0.0155 
if 
  $12092 >= 11.6441 
else_jump @IMPND_10221 
$12084 = 2 
$12092 = 11.6441 
097B: play_audio_at_object 7@ event 1154 

:IMPND_10221
01BC: put_object 7@ at $72 $73 $12092 
jump @IMPND_10478 

:IMPND_10242
if 
8339:   not anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10310 
$12084 = 3 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10310
jump @IMPND_10478 

:IMPND_10317
01BB: store_object 7@ position_to $72 $73 $12092 
$12092 -= 0.0155 
if 
  6.9743 >= $12092 
else_jump @IMPND_10397 
$12084 = 0 
$12088 = 0.0 
$12092 = 6.9743 
097B: play_audio_at_object 6@ event 1154 

:IMPND_10397
01BC: put_object 7@ at $72 $73 $12092 
if 
0339:   anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10471 
$12084 = 1 

:IMPND_10471
jump @IMPND_10478 

:IMPND_10478
return 

:IMPND_10480
0871: init_jump_table 13@ total_jumps 7 default_jump 0 @IMPND_12863 jumps 1 @IMPND_12316 2 @IMPND_10853 3 @IMPND_11228 4 @IMPND_11920 5 @IMPND_10543 6 @IMPND_12714 9 @IMPND_11530 

:IMPND_10543
gosub @IMPND_12865 
if and
  $12065 == 1 
  $12064 == 1 
else_jump @IMPND_10597 
$11876(12@,8i) = 2 
$11884(12@,8i) = 0 

:IMPND_10597
if 
  $12067(12@,8i) == -2 
else_jump @IMPND_10707 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
0086: $12063 = $70 // (float) 
0061: $12063 -= $74 // (float) 
if 
  3.0 > $12063 
else_jump @IMPND_10707 
$11876(12@,8i) = 9 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_10707
if 
  $12067(12@,8i) == -1 
else_jump @IMPND_10806 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
0086: $12063 = $70 // (float) 
0061: $12063 -= $74 // (float) 
if 
  3.0 > $12063 
else_jump @IMPND_10806 
$11876(12@,8i) = 9 
$11884(12@,8i) = 0 

:IMPND_10806
if 
  $11875 == 1 
else_jump @IMPND_10846 
$11876(12@,8i) = 6 
$11884(12@,8i) = 0 

:IMPND_10846
jump @IMPND_12863 

:IMPND_10853
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11166 
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_11012 
if 
  $11875 == 0 
else_jump @IMPND_10955 
if 
  20@ == 0 
else_jump @IMPND_10955 
008B: 19@ = $11867(12@,8i) // (int) 
20@ = 4 

:IMPND_10955
07A3: AS_actor $11867(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 
008A: $11892(12@,8i) = 40@ // (int) 
$11892(12@,8i) += 6000 
$11884(12@,8i) = 1 

:IMPND_11012
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_11166 
if 
001F:   40@ > $11892(12@,8i) // (int) 
else_jump @IMPND_11166 
if 
  $11875 == 0 
else_jump @IMPND_11133 
if 
  20@ == 0 
else_jump @IMPND_11126 
$11876(12@,8i) = 1 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11126
jump @IMPND_11166 

:IMPND_11133
$11876(12@,8i) = 3 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11166
if 
  $12067(12@,8i) == -2 
else_jump @IMPND_11221 
$11876(12@,8i) = 3 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11221
jump @IMPND_12863 

:IMPND_11228
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11476 
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_11322 
008A: $11892(12@,8i) = 40@ // (int) 
$11892(12@,8i) += 7000 
05E2: AS_actor $11867(12@,8i) kill_actor $PLAYER_ACTOR 
$11884(12@,8i) = 1 

:IMPND_11322
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_11476 
if 
001F:   40@ > $11892(12@,8i) // (int) 
else_jump @IMPND_11476 
if 
  $11875 == 0 
else_jump @IMPND_11443 
if 
  20@ == 0 
else_jump @IMPND_11436 
$11876(12@,8i) = 1 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11436
jump @IMPND_11476 

:IMPND_11443
$11876(12@,8i) = 3 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11476
if 
  $12065 == 0 
else_jump @IMPND_11523 
$12075 += 1 
$11876(12@,8i) = 4 
$11884(12@,8i) = 0 

:IMPND_11523
jump @IMPND_12863 

:IMPND_11530
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_11617 
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_11617 
0667: AS_actor $11867(12@,8i) aim_at $12094 $12095 $12096 5000 ms 
$11884(12@,8i) = 1 

:IMPND_11617
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_11760 
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_11760 
if 
  $11900(12@,8i) == 0 
else_jump @IMPND_11716 
$11876(12@,8i) = 8 
$11884(12@,8i) = 0 

:IMPND_11716
if 
  $11900(12@,8i) == 1 
else_jump @IMPND_11760 
$11876(12@,8i) = 6 
$11884(12@,8i) = 0 

:IMPND_11760
if and
  $12065 == 1 
  $12064 == 1 
else_jump @IMPND_11858 
if 
  $11900(12@,8i) == 0 
else_jump @IMPND_11836 
$11876(12@,8i) = 2 
$11884(12@,8i) = 0 
jump @IMPND_11858 

:IMPND_11836
$11876(12@,8i) = 3 
$11884(12@,8i) = 0 

:IMPND_11858
if 
  $12067(12@,8i) == -2 
else_jump @IMPND_11913 
$11876(12@,8i) = 9 
$11900(12@,8i) = 1 
$11884(12@,8i) = 0 

:IMPND_11913
jump @IMPND_12863 

:IMPND_11920
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_12019 
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_12008 
06C2: AS_actor $11867(12@,8i) goto $12094 $12095 $12096 mode 6 turn_radius 1.0 stop_radius 5.0 actor -1 with_offset $12094 $12095 $12096 

:IMPND_12008
$11884(12@,8i) = 1 

:IMPND_12019
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_12097 
062E: get_actor $11867(12@,8i) task 1730 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_12097 
05B9: AS_actor $11867(12@,8i) stay_idle 2000 ms 
$11884(12@,8i) = 2 

:IMPND_12097
if 
  $11884(12@,8i) == 2 
else_jump @IMPND_12174 
062E: get_actor $11867(12@,8i) task 1465 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_12174 
$11876(12@,8i) = 6 
$11884(12@,8i) = 0 

:IMPND_12174
if and
  $12065 == 1 
  $12064 == 1 
else_jump @IMPND_12221 
$11876(12@,8i) = 3 
$11884(12@,8i) = 0 

:IMPND_12221
if 
  $12067(12@,8i) == -2 
else_jump @IMPND_12265 
$11876(12@,8i) = 9 
$11884(12@,8i) = 0 

:IMPND_12265
if 
  $12067(12@,8i) == -1 
else_jump @IMPND_12309 
$11876(12@,8i) = 9 
$11884(12@,8i) = 0 

:IMPND_12309
jump @IMPND_12863 

:IMPND_12316
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_12437 
if 
  20@ == 0 
else_jump @IMPND_12437 
0792: disembark_instantly_actor $11867(12@,8i) 
0812: AS_actor $11867(12@,8i) perform_animation "PHONE_TALK" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4000 // versionB 
20@ = 5 
008B: 19@ = $11867(12@,8i) // (int) 
$11884(12@,8i) = 1 

:IMPND_12437
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_12707 
062E: get_actor $11867(12@,8i) task 2066 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_12707 
if 
  $11875 == 0 
else_jump @IMPND_12685 
$11875 = 1 
if 
8118:   not actor 24@ dead 
else_jump @IMPND_12545 
04D7: set_actor 24@ locked 0 
05C3: AS_actor 24@ hands_cower 

:IMPND_12545
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
$11900[0] = 1 
$11900[1] = 1 
$11900[2] = 1 
$11900[3] = 1 
$11900[4] = 1 
$11900[5] = 1 
$11900[6] = 1 
$11900[7] = 1 
if 
8118:   not actor $11867[1] dead 
else_jump @IMPND_12637 
01B9: set_actor $11867[1] armed_weapon_to 22 

:IMPND_12637
if 
8118:   not actor $11867[6] dead 
else_jump @IMPND_12660 
01B9: set_actor $11867[6] armed_weapon_to 22 

:IMPND_12660
if 
  $ONMISSION == 0 
else_jump @IMPND_12685 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:IMPND_12685
$11876(12@,8i) = 3 
$11884(12@,8i) = 0 

:IMPND_12707
jump @IMPND_12863 

:IMPND_12714
gosub @IMPND_15737 
if and
  $12065 == 1 
  $12064 == 1 
else_jump @IMPND_12768 
$11876(12@,8i) = 3 
$11884(12@,8i) = 0 

:IMPND_12768
if 
  $12067(12@,8i) == -2 
else_jump @IMPND_12812 
$11876(12@,8i) = 9 
$11884(12@,8i) = 0 

:IMPND_12812
if 
  $12067(12@,8i) == -1 
else_jump @IMPND_12856 
$11876(12@,8i) = 9 
$11884(12@,8i) = 0 

:IMPND_12856
jump @IMPND_12863 

:IMPND_12863
return 

:IMPND_12865
if 
  $3252 == 1 
else_jump @IMPND_13978 
if 
  $12064 == 1 
else_jump @IMPND_13630 
if 
  $12080 == 1 
else_jump @IMPND_13630 
if 
  12.0 > $70 
else_jump @IMPND_13630 
$11908 = 1 
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_13630 
if 
  12@ == 3 
else_jump @IMPND_13102 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1583.321 -1691.575 5.2252 
05D7: add_point_to_scmpath 1555.105 -1692.137 5.2252 
05D7: add_point_to_scmpath 1526.534 -1676.968 4.8984 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 3500 ms 
0633: AS_actor -1 exit_car 
05B9: AS_actor -1 stay_idle 700 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 63.3988 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_13102
if 
  12@ == 4 
else_jump @IMPND_13238 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1582.722 -1669.56 4.8942 
05D7: add_point_to_scmpath 1581.765 -1690.743 5.2187 
05D7: add_point_to_scmpath 1556.016 -1690.699 5.2252 
05D7: add_point_to_scmpath 1525.97 -1674.655 4.8984 
0615: define_AS_pack_begin $12066 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 92.6125 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_13238
if 
  12@ == 5 
else_jump @IMPND_13493 
0615: define_AS_pack_begin $12093 
if 
8119:   not car $12076[2] wrecked 
else_jump @IMPND_13350 
05D1: AS_actor -1 drive_car $12076[2] to 1589.878 -1644.143 11.2316 speed 10.0 1 model 0 0 
05B9: AS_actor -1 stay_idle 2000 ms 
05D1: AS_actor -1 drive_car $12076[2] to 1549.443 -1627.994 12.3905 speed 10.0 1 model 0 0 

:IMPND_13350
0616: define_AS_pack_end $12093 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1567.392 -1706.847 4.8984 
05D7: add_point_to_scmpath 1566.885 -1710.162 4.8984 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
8119:   not car $12076[2] wrecked 
else_jump @IMPND_13455 
05CB: AS_actor -1 enter_car $12076[2] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $12076[2] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $12093 

:IMPND_13455
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 
061B: remove_references_to_AS_pack $12093 
$11884(12@,8i) = 1 

:IMPND_13493
if 
  12@ == 6 
else_jump @IMPND_13578 
0376: 24@ = create_random_actor_at 1610.446 -1720.474 5.2252 
0173: set_actor 24@ Z_angle_to 45.0 
05C4: AS_actor 24@ hands_up -2 ms 
04D7: set_actor 24@ locked 1 
01B9: set_actor $11867(12@,8i) armed_weapon_to 0 
05E2: AS_actor $11867(12@,8i) kill_actor 24@ 

:IMPND_13578
if 
  12@ == 7 
else_jump @IMPND_13619 
if 
8119:   not car $12076[3] wrecked 
else_jump @IMPND_13619 
0657: car $12076[3] open_door 0 

:IMPND_13619
$11884(12@,8i) = 1 

:IMPND_13630
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_13978 
if 
  12@ == 5 
else_jump @IMPND_13853 
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_13853 
if 
8118:   not actor $11867[5] dead 
else_jump @IMPND_13853 
062E: get_actor $11867(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_13853 
if 
0100:   actor $11867(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_13853 
01C2: remove_references_to_actor $11867[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $12076[1] 
if 
  $12085 > -25.0 
else_jump @IMPND_13853 
05D2: AS_actor $11867(12@,8i) run_to_and_hijack_car $12076[1] max_search_radius 20.0 traffic_behavior 0 
$11884(12@,8i) = 2 

:IMPND_13853
if 
  12@ == 6 
else_jump @IMPND_13978 
if 
8118:   not actor 24@ dead 
else_jump @IMPND_13978 
0223: set_actor 24@ health_to 100 
062E: get_actor 24@ task 1476 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_13978 
05C4: AS_actor 24@ hands_up -2 ms 
if 
8118:   not actor $11867[1] dead 
else_jump @IMPND_13978 
0605: actor $11867[1] perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 

:IMPND_13978
if 
  $3252 == 2 
else_jump @IMPND_14838 
if 
  $12080 == 1 
else_jump @IMPND_14838 
if 
  -0.7114 > $70 
else_jump @IMPND_14633 
$11908 = 1 
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_14633 
if 
  12@ == 3 
else_jump @IMPND_14190 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1601.988 744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343 729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44 718.5184 -6.2344 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 146.3988 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_14190
if 
  12@ == 4 
else_jump @IMPND_14292 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1592.119 729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.753 715.295 -6.2344 
0615: define_AS_pack_begin $12066 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 103.6125 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_14292
if 
  12@ == 5 
else_jump @IMPND_14581 
0615: define_AS_pack_begin $12093 
if 
8119:   not car $12076[3] wrecked 
else_jump @IMPND_14404 
05D1: AS_actor -1 drive_car $12076[3] to -1629.925 694.9102 5.8578 speed 10.0 1 model 0 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $12076[3] to -1578.795 662.8546 6.1874 speed 10.0 1 model 0 0 

:IMPND_14404
0616: define_AS_pack_end $12093 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1595.711 698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208 701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201 720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414 720.1995 -6.2344 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
8119:   not car $12076[3] wrecked 
else_jump @IMPND_14543 
05CB: AS_actor -1 enter_car $12076[3] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $12076[3] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $12093 

:IMPND_14543
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 
061B: remove_references_to_AS_pack $12093 
$11884(12@,8i) = 1 

:IMPND_14581
if 
  12@ == 6 
else_jump @IMPND_14622 
if 
8119:   not car $12076[1] wrecked 
else_jump @IMPND_14622 
0657: car $12076[1] open_door 0 

:IMPND_14622
$11884(12@,8i) = 1 

:IMPND_14633
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_14838 
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_14827 
if 
8118:   not actor $11867[5] dead 
else_jump @IMPND_14827 
062E: get_actor $11867(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_14827 
if 
0100:   actor $11867(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_14827 
01C2: remove_references_to_actor $11867[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $12076[1] 
if 
  $12085 > -25.0 
else_jump @IMPND_14827 
05D2: AS_actor $11867(12@,8i) run_to_and_hijack_car $12076[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_14827
$11884(12@,8i) = 2 

:IMPND_14838
if 
  $3252 == 3 
else_jump @IMPND_15735 
if 
  $12080 == 1 
else_jump @IMPND_15735 
if and
  4.3 > $70 
  $68 > 2292.0 
else_jump @IMPND_15530 
$11908 = 1 
if 
  $11884(12@,8i) == 0 
else_jump @IMPND_15530 
if 
  12@ == 3 
else_jump @IMPND_15094 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2292.413 2466.859 2.5313 
05D7: add_point_to_scmpath 2292.549 2448.623 2.5313 
05D7: add_point_to_scmpath 2290.439 2446.945 2.5313 
05D7: add_point_to_scmpath 2271.247 2446.799 2.5313 
05D7: add_point_to_scmpath 2266.618 2449.154 2.5313 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 337.3988 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_15094
if 
  12@ == 4 
else_jump @IMPND_15230 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2283.378 2469.562 2.5313 
05D7: add_point_to_scmpath 2290.223 2466.888 2.5313 
05D7: add_point_to_scmpath 2290.487 2449.401 2.5313 
05D7: add_point_to_scmpath 2269.623 2448.8 2.5313 
0615: define_AS_pack_begin $12066 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 25.6125 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 

:IMPND_15230
if 
  12@ == 5 
else_jump @IMPND_15519 
0615: define_AS_pack_begin $12093 
if 
8119:   not car $12076[1] wrecked 
else_jump @IMPND_15342 
05D1: AS_actor -1 drive_car $12076[1] to 2300.103 2494.479 2.266 speed 10.0 1 model 0 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $12076[1] to 2242.173 2461.965 9.8203 speed 10.0 1 model 0 0 

:IMPND_15342
0616: define_AS_pack_end $12093 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2258.914 2447.821 2.5313 
05D7: add_point_to_scmpath 2258.346 2467.58 2.5313 
05D7: add_point_to_scmpath 2298.069 2467.792 2.266 
05D7: add_point_to_scmpath 2313.553 2474.045 2.266 
0615: define_AS_pack_begin $12066 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
if 
8119:   not car $12076[1] wrecked 
else_jump @IMPND_15481 
05CB: AS_actor -1 enter_car $12076[1] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $12076[1] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $12093 

:IMPND_15481
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 
061B: remove_references_to_AS_pack $12093 
$11884(12@,8i) = 1 

:IMPND_15519
$11884(12@,8i) = 1 

:IMPND_15530
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_15735 
if 
  $11884(12@,8i) == 1 
else_jump @IMPND_15724 
if 
8118:   not actor $11867[5] dead 
else_jump @IMPND_15724 
062E: get_actor $11867(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_15724 
if 
0100:   actor $11867(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_15724 
01C2: remove_references_to_actor $11867[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $12076[1] 
if 
  $12085 > -25.0 
else_jump @IMPND_15724 
05D2: AS_actor $11867(12@,8i) run_to_and_hijack_car $12076[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_15724
$11884(12@,8i) = 2 

:IMPND_15735
return 

:IMPND_15737
if 
  $3252 == 1 
else_jump @IMPND_16699 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
if 
  $74 > 16.3914 
else_jump @IMPND_16011 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
else_jump @IMPND_15923 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_15916 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 1553.0 -1627.837 12.3905 mode 6 time -2 ms // versionA 

:IMPND_15916
jump @IMPND_16004 

:IMPND_15923
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16004 
if 
  $12096 > 15.0 
else_jump @IMPND_16004 
0667: AS_actor $11867(12@,8i) aim_at 1566.329 -1628.917 13.7858 8000 ms 

:IMPND_16004
jump @IMPND_16699 

:IMPND_16011
if and
  $72 > 1580.82 
  $73 > -1678.518 
else_jump @IMPND_16293 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
else_jump @IMPND_16171 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16164 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 1596.388 -1665.798 4.8604 mode 6 time -2 ms // versionA 

:IMPND_16164
jump @IMPND_16286 

:IMPND_16171
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16286 
if 
  $12096 > 10.5 
else_jump @IMPND_16259 
0667: AS_actor $11867(12@,8i) aim_at 1588.92 -1643.827 13.2958 8000 ms 
jump @IMPND_16286 

:IMPND_16259
0667: AS_actor $11867(12@,8i) aim_at 1551.462 -1625.453 12.3905 8000 ms 

:IMPND_16286
jump @IMPND_16699 

:IMPND_16293
if 
  $72 > 1565.101 
else_jump @IMPND_16510 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
else_jump @IMPND_16443 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16436 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 1593.21 -1702.36 4.897 mode 6 time -2 ms // versionA 

:IMPND_16436
jump @IMPND_16503 

:IMPND_16443
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16503 
0667: AS_actor $11867(12@,8i) aim_at 1589.466 -1699.136 5.6059 8000 ms 

:IMPND_16503
jump @IMPND_16699 

:IMPND_16510
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
else_jump @IMPND_16639 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16632 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 1542.683 -1706.747 4.8984 mode 6 time -2 ms // versionA 

:IMPND_16632
jump @IMPND_16699 

:IMPND_16639
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16699 
0667: AS_actor $11867(12@,8i) aim_at 1550.058 -1696.444 6.4232 8000 ms 

:IMPND_16699
if 
  $3252 == 2 
else_jump @IMPND_18601 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
if 
  $74 > 1.6789 
else_jump @IMPND_17702 
if 
  -1667.059 > $72 
else_jump @IMPND_17056 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
else_jump @IMPND_16906 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_16899 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1697.185 684.1302 23.01 mode 6 time -2 ms // versionA 

:IMPND_16899
jump @IMPND_17049 

:IMPND_16906
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17049 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17011 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1706.253 683.8111 25.3122 16@ ms 
jump @IMPND_17049 

:IMPND_17011
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1685.691 683.6411 20.7149 16@ ms 

:IMPND_17049
jump @IMPND_17695 

:IMPND_17056
if 
  $72 > -1604.599 
else_jump @IMPND_17356 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1576.953 661.7159 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17206 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17199 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1576.953 661.7159 6.1901 mode 6 time -2 ms // versionA 

:IMPND_17199
jump @IMPND_17349 

:IMPND_17206
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17349 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17311 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1584.874 663.152 7.414 16@ ms 
jump @IMPND_17349 

:IMPND_17311
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1566.207 664.1497 8.621 16@ ms 

:IMPND_17349
jump @IMPND_17695 

:IMPND_17356
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17485 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17478 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1629.609 683.5222 6.1901 mode 6 time -2 ms // versionA 

:IMPND_17478
jump @IMPND_17695 

:IMPND_17485
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17695 
0209: 16@ = random_int_in_ranges 0 3 
if 
  16@ == 0 
else_jump @IMPND_17583 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1629.298 694.5806 6.6079 16@ ms 

:IMPND_17583
if 
  16@ == 1 
else_jump @IMPND_17639 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1617.505 677.6022 7.9235 16@ ms 

:IMPND_17639
if 
  16@ == 2 
else_jump @IMPND_17695 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1648.488 682.1654 10.8535 16@ ms 

:IMPND_17695
jump @IMPND_18601 

:IMPND_17702
if and
  -1598.681 > $72 
  $73 > 707.923 
else_jump @IMPND_18005 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
else_jump @IMPND_17862 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_17855 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1618.067 742.9348 -6.2344 mode 6 time -2 ms // versionA 

:IMPND_17855
jump @IMPND_18005 

:IMPND_17862
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18005 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17967 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1627.667 738.323 -5.0193 16@ ms 
jump @IMPND_18005 

:IMPND_17967
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1601.436 739.188 -4.696 16@ ms 

:IMPND_18005
if and
  $72 > -1598.681 
  $73 > 707.923 
else_jump @IMPND_18308 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18165 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18158 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1581.888 738.4942 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_18158
jump @IMPND_18308 

:IMPND_18165
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18308 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18270 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1594.033 741.5932 -4.9811 16@ ms 
jump @IMPND_18308 

:IMPND_18270
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1583.25 724.5026 -5.0768 16@ ms 

:IMPND_18308
if 
  707.923 > $73 
else_jump @IMPND_18601 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18458 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18451 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point -1591.093 688.555 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_18451
jump @IMPND_18601 

:IMPND_18458
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18601 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18563 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1602.085 687.7857 -4.6028 16@ ms 
jump @IMPND_18601 

:IMPND_18563
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $11867(12@,8i) aim_at -1582.961 717.1259 -4.2141 16@ ms 

:IMPND_18601
if 
  $3252 == 3 
else_jump @IMPND_19852 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
if 
  $74 > 8.9783 
else_jump @IMPND_19229 
if 
  2484.598 > $73 
else_jump @IMPND_18932 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 2241.879 2453.603 9.82 radius 5.0 5.0 5.0 
else_jump @IMPND_18808 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18801 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 2241.879 2453.603 9.82 mode 6 time -2 ms // versionA 

:IMPND_18801
jump @IMPND_18925 

:IMPND_18808
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_18925 
0209: 16@ = random_int_in_ranges 5000 8000 
if 
  13@ == 6 
else_jump @IMPND_18904 
0667: AS_actor $11867(12@,8i) aim_at 2242.116 2478.98 10.8203 8000 ms 
jump @IMPND_18925 

:IMPND_18904
0667: AS_actor $11867(12@,8i) aim_at $12094 $12095 $12096 8000 ms 

:IMPND_18925
jump @IMPND_19222 

:IMPND_18932
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
else_jump @IMPND_19061 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19054 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 2243.24 2495.099 9.8203 mode 6 time -2 ms // versionA 

:IMPND_19054
jump @IMPND_19222 

:IMPND_19061
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19222 
if 
  13@ == 6 
else_jump @IMPND_19201 
if 
  $12096 > 5.0 
else_jump @IMPND_19167 
0667: AS_actor $11867(12@,8i) aim_at 2242.453 2487.06 11.7533 8000 ms 
jump @IMPND_19194 

:IMPND_19167
0667: AS_actor $11867(12@,8i) aim_at 2268.113 2498.456 7.7616 8000 ms 

:IMPND_19194
jump @IMPND_19222 

:IMPND_19201
0667: AS_actor $11867(12@,8i) aim_at $12094 $12095 $12096 8000 ms 

:IMPND_19222
jump @IMPND_19852 

:IMPND_19229
if 
  $74 > 2.1249 
else_jump @IMPND_19663 
if 
  $73 > 2458.327 
else_jump @IMPND_19467 
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 2306.376 2495.541 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19400 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19393 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 2306.376 2495.541 2.266 mode 6 time -2 ms // versionA 

:IMPND_19393
jump @IMPND_19460 

:IMPND_19400
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19460 
0667: AS_actor $11867(12@,8i) aim_at 2295.177 2471.76 3.955 8000 ms 

:IMPND_19460
jump @IMPND_19656 

:IMPND_19467
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19596 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19589 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 2316.06 2446.912 2.266 mode 6 time -2 ms // versionA 

:IMPND_19589
jump @IMPND_19656 

:IMPND_19596
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19656 
0667: AS_actor $11867(12@,8i) aim_at 2295.216 2451.088 4.3783 8000 ms 

:IMPND_19656
jump @IMPND_19852 

:IMPND_19663
if 
80FE:   not actor $11867(12@,8i) sphere 0 in_sphere 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
else_jump @IMPND_19792 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19785 
0687: clear_actor $11867(12@,8i) task 
05D3: AS_actor $11867(12@,8i) goto_point 2238.753 2457.831 -8.4531 mode 6 time -2 ms // versionA 

:IMPND_19785
jump @IMPND_19852 

:IMPND_19792
062E: get_actor $11867(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19852 
0667: AS_actor $11867(12@,8i) aim_at 2251.799 2465.236 -7.2173 8000 ms 

:IMPND_19852
return 
if 
  $3252 == 3 
else_jump @IMPND_19917 
062E: get_actor $11867(12@,8i) task 1506 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_19917 
05E2: AS_actor $11867(12@,8i) kill_actor $PLAYER_ACTOR 

:IMPND_19917
return 

:IMPND_19919
if 
  $3252 == 3 
else_jump @IMPND_20411 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20411 
062E: get_actor $11867(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20411 
if 
  $74 > 8.9783 
else_jump @IMPND_20411 
if 
  2481.796 > $73 
else_jump @IMPND_20178 
if 
00A3:   actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_20178 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_20178 
05D3: AS_actor $11867(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
23@ = 1 

:IMPND_20178
if 
  $73 >= 2481.796 
else_jump @IMPND_20411 
if 
00A3:   actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_20411 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
8104:   not actor $11867(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20411 
0615: define_AS_pack_begin $12066 
05D3: AS_actor -1 goto_point 2250.155 2486.405 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2247.823 2487.056 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2246.22 2488.32 9.8203 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 
23@ = 1 

:IMPND_20411
if 
  $3252 == 1 
else_jump @IMPND_20881 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
062E: get_actor $11867(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20881 
062E: get_actor $11867(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // == constant 
else_jump @IMPND_20881 
if 
  $74 > 12.0 
else_jump @IMPND_20881 
if 
  1569.0 > $72 
else_jump @IMPND_20677 
if 
00A3:   actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 1543.749 -1632.588 cornerB 1544.821 -1631.425 
else_jump @IMPND_20670 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1544.966 -1632.88 cornerB 1546.495 -1630.646 
else_jump @IMPND_20670 
05D3: AS_actor $11867(12@,8i) goto_point 1545.881 -1631.918 12.3905 mode 4 time -2 ms // versionA 
23@ = 1 

:IMPND_20670
jump @IMPND_20881 

:IMPND_20677
if 
00A3:   actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
else_jump @IMPND_20881 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
8104:   not actor $11867(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20881 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1578.517 -1636.495 12.5545 
05D7: add_point_to_scmpath 1576.366 -1636.395 12.5539 
05D7: add_point_to_scmpath 1573.981 -1632.764 12.3905 
0615: define_AS_pack_begin $12066 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $12066 
0618: assign_actor $11867(12@,8i) to_AS_pack $12066 
061B: remove_references_to_AS_pack $12066 
23@ = 1 

:IMPND_20881
return 
if 
  $3252 == 3 
else_jump @IMPND_21066 
if 
  12@ == 0 
else_jump @IMPND_21066 
if 
80A3:   not actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_21066 
if 
80A3:   not actor $11867(12@,8i) sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_21038 
05D3: AS_actor $11867(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
jump @IMPND_21066 

:IMPND_21038
05D3: AS_actor $11867(12@,8i) goto_point 2238.569 2449.417 10.0372 mode 4 time -2 ms // versionA 

:IMPND_21066
return 

:IMPND_21068
$12064 = 0 
if 
  $3252 == 3 
else_jump @IMPND_21221 
if and
  $70 > 3.9517 
  14.0 > $70 
else_jump @IMPND_21193 
if and
  $68 > 2238.0 
  2299.0 > $68 
else_jump @IMPND_21193 
if and
  $69 > 2430.916 
  2502.681 > $69 
else_jump @IMPND_21193 
$12064 = 1 

:IMPND_21193
if 
  3.9517 >= $70 
else_jump @IMPND_21221 
$12064 = 1 

:IMPND_21221
if 
  $3252 == 2 
else_jump @IMPND_21439 
if and
  $68 > -1645.533 
  -1572.785 > $68 
else_jump @IMPND_21339 
if and
  $69 > 646.8482 
  761.5287 > $69 
else_jump @IMPND_21339 
if and
  11.4577 > $70 
  $70 > -7.3486 
else_jump @IMPND_21339 
$12064 = 1 

:IMPND_21339
if and
  $68 > -1701.013 
  -1640.991 > $68 
else_jump @IMPND_21439 
if and
  $69 > 674.5198 
  697.4974 > $69 
else_jump @IMPND_21439 
if and
  $70 > 6.096 
  26.5941 > $70 
else_jump @IMPND_21439 
$12064 = 1 

:IMPND_21439
if 
  $3252 == 1 
else_jump @IMPND_21723 
if 
  11.7746 > $70 
else_jump @IMPND_21554 
if and
  $68 > 1524.017 
  1612.404 > $68 
else_jump @IMPND_21547 
if and
  -1633.573 > $69 
  $69 > -1722.036 
else_jump @IMPND_21547 
$12064 = 1 

:IMPND_21547
jump @IMPND_21623 

:IMPND_21554
if and
  $68 > 1544.427 
  1607.588 > $68 
else_jump @IMPND_21623 
if and
  -1603.015 > $69 
  $69 > -1637.697 
else_jump @IMPND_21623 
$12064 = 1 

:IMPND_21623
if and
  $68 > 1581.407 
  1605.203 > $68 
else_jump @IMPND_21723 
if and
  $69 > -1666.734 
  -1637.67 > $69 
else_jump @IMPND_21723 
if and
  $70 > 4.8451 
  13.6917 > $70 
else_jump @IMPND_21723 
$12064 = 1 

:IMPND_21723
return 

:IMPND_21725
if or
856C:   not actor $PLAYER_ACTOR driving_police_car 
  $11900(12@,8i) == 1 
else_jump @IMPND_22001 
if 
0364:   actor $11867(12@,8i) spotted_actor $PLAYER_ACTOR 
else_jump @IMPND_22001 
00A0: store_actor $11867(12@,8i) position_to $72 $73 $74 
0172: 28@ = actor $11867(12@,8i) Z_angle 
0089: 25@ = $68 // (float) 
0065: 25@ -= $72 // (float) 
0089: 26@ = $69 // (float) 
0065: 26@ -= $73 // (float) 
0604: get_Z_angle_for_point 25@ 26@ store_to 27@ 
0063: 28@ -= 27@ // (float) 
if 
  -180.0 > 28@ 
else_jump @IMPND_21887 
28@ += 360.0 

:IMPND_21887
0097: make 28@ absolute_float 
if 
  5@ == 0 
else_jump @IMPND_21959 
if 
  90.0 > 28@ 
else_jump @IMPND_21952 
00A0: store_actor $PLAYER_ACTOR position_to $12094 $12095 $12096 
$12065 = 1 

:IMPND_21952
jump @IMPND_22001 

:IMPND_21959
if 
  120.0 > 28@ 
else_jump @IMPND_22001 
00A0: store_actor $PLAYER_ACTOR position_to $12094 $12095 $12096 
$12065 = 1 

:IMPND_22001
return 

:IMPND_22003
$12080 = 0 
$12064 = 0 
$11908 = 0 
$11900[0] = 0 
$11900[1] = 0 
$11900[2] = 0 
$11900[3] = 0 
$11900[4] = 0 
$11900[5] = 0 
$11900[6] = 0 
$11900[7] = 0 
0@ = 0 
1@ = 0 
040D: unload_wav 4 
0249: release_model $12061 
0249: release_model $12062 
0249: release_model 346 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 
065C: release_decision_maker 2@ 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 6@ 
0108: destroy_object 7@ 
16@ = 0 

:IMPND_22160
if 
  8 > 16@ 
else_jump @IMPND_22243 
if 
056D:   actor $11867(16@,8i) defined 
else_jump @IMPND_22207 
009B: destroy_actor $11867(16@,8i) 

:IMPND_22207
$12067(16@,8i) = 0 
$11876(16@,8i) = 0 
16@ += 1 
jump @IMPND_22160 

:IMPND_22243
16@ = 0 

:IMPND_22250
if 
  4 > 16@ 
else_jump @IMPND_22311 
if 
8119:   not car $12076(16@,4i) wrecked 
else_jump @IMPND_22297 
01C3: remove_references_to_car $12076(16@,4i) 

:IMPND_22297
16@ += 1 
jump @IMPND_22250 

:IMPND_22311
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
$12081 = 0 
$12082 = 0 
$12083 = 0 
$12084 = 0 
$11875 = 0 
end_thread 
return 
end_thread 

//-------------External script 72 (VALET)---------------

:VALET
thread 'VALET' 
8@ = 0 
5@ = 1 
$3270 = 1 
$3283 = 0 
$3274[0] = 1 
$3274[1] = 1 
$3274[2] = 1 
4@ = 0 
if 
  8@ == 99 
else_jump @VALET_400 
009A: $3261(6@,3i) = create_actor_pedtype 4 model 189 at $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) 
009A: $12099 = create_actor_pedtype 4 model 189 at $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) 
00A5: $3264 = create_car 415 at 0.0 0.0 0.0 
00A5: $3265[1] = create_car 415 at 0.0 0.0 0.0 
00A5: $3268 = create_car 415 at 0.0 0.0 0.0 
00A5: $12285 = create_car 415 at 0.0 0.0 0.0 
00A5: $3254 = create_car 415 at 0.0 0.0 0.0 
00A5: $12297 = create_car 415 at 0.0 0.0 0.0 
00A5: $3269 = create_car 415 at 0.0 0.0 0.0 
0186: 19@ = create_marker_above_car $3264 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
07E5: copy_decision_maker 65542 to 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_400
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_421 
009B: destroy_actor $3261[0] 

:VALET_421
04AE: $3279[0] = 1 // = constant 
$3274[0] = 1 
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_456 
009B: destroy_actor $3261[1] 

:VALET_456
04AE: $3279[1] = 1 // = constant 
$3274[1] = 1 
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_491 
009B: destroy_actor $3261[2] 

:VALET_491
04AE: $3279[2] = 1 // = constant 
$3274[2] = 1 
$12107[0] = 330.4229 
$12107[1] = 328.9663 
$12107[2] = 326.4376 
$12110[0] = -1510.783 
$12110[1] = -1512.467 
$12110[2] = -1515.406 
$12113[0] = 35.0247 
$12113[1] = 35.0247 
$12113[2] = 35.0313 
$12116[0] = 222.0 
$12116[1] = 222.0 
$12116[2] = 222.0 
$12119[0] = -1761.029 
$12119[1] = -1759.914 
$12119[2] = -1749.713 
$12122[0] = 959.5504 
$12122[1] = 960.2669 
$12122[2] = 960.1956 
$12125[0] = 23.8828 
$12125[1] = 23.8828 
$12125[2] = 23.8906 
$12128[0] = 204.3268 
$12128[1] = 199.167 
$12128[2] = 142.3291 
$12131[0] = 2029.758 
$12131[1] = 2027.666 
$12131[2] = 2026.394 
$12134[0] = 1905.943 
$12143[1] = 336.9336 
$12147[1] = 323.919 
$12151[1] = -1531.027 
$12155[1] = -1504.174 
$12143[2] = -1768.295 
$12147[2] = -1729.094 
$12151[2] = 958.9591 
$12155[2] = 942.184 
$12143[3] = 2050.881 
$12147[3] = 2016.906 
$12151[3] = 1958.541 
$12155[3] = 1871.065 
$12159[1] = 336.0477 
$12167[1] = -1452.225 
$12175[1] = 31.9445 
$12163[1] = 271.6679 
$12171[1] = -1550.242 
$12179[1] = 23.1681 
$12159[2] = -1760.178 
$12167[2] = 972.2405 
$12175[2] = 16.1633 
$12163[2] = -1679.605 
$12171[2] = 1064.293 
$12179[2] = 24.8629 
$12159[3] = 1968.502 
$12167[3] = 1755.079 
$12175[3] = 11.4898 
$12163[3] = 1917.811 
$12171[3] = 1788.146 
$12179[3] = 17.3118 
$12195[1] = 363.3463 
$12199[1] = -1522.373 
$12203[1] = 393.1729 
$12207[1] = -1479.321 
$12211[1] = 125.0 
$12215[1] = 324.8593 
$12219[1] = -1591.327 
$12223[1] = 324.8593 
$12227[1] = -1591.327 
$12231[1] = 338.0 
$12215[2] = -1743.524 
$12219[2] = 930.9304 
$12223[2] = -1780.081 
$12227[2] = 908.4018 
$12231[2] = 270.0 
$12195[2] = -1737.715 
$12199[2] = 943.7812 
$12203[2] = -1704.216 
$12207[2] = 911.4586 
$12211[2] = 45.0 
$12195[3] = 2067.529 
$12199[3] = 1957.289 
$12203[3] = 2097.263 
$12207[3] = 1976.0 
$12211[3] = 120.0 
$12215[3] = 2051.536 
$12219[3] = 1933.685 
$12223[3] = 2062.818 
$12227[3] = 1905.085 
$12231[3] = 7.0 
$12235[1] = 332.8306 
$12239[1] = -1516.251 
$12243[1] = 34.8606 
$12235[2] = -1754.514 
$12239[2] = 953.5991 
$12243[2] = 23.75 
$12235[3] = 2035.729 
$12239[3] = 1912.09 
$12243[3] = 11.1751 
$12183[0] = -1748.376 
$12187[0] = 985.3066 
$12191[0] = 17.9009 
$12183[1] = 330.7534 
$12187[1] = -1474.608 
$12191[1] = 24.9126 
$12183[2] = -1738.28 
$12187[2] = 985.5498 
$12191[2] = 16.6718 
$12183[3] = 2061.337 
$12187[3] = 1808.956 
$12191[3] = 9.6719 
$12247[1] = 403.2297 
$12251[1] = -1475.298 
$12255[1] = 30.0032 
$12259[1] = 128.9467 
$12263[1] = 341.1339 
$12267[1] = -1556.116 
$12271[1] = 31.9903 
$12275[1] = 328.7578 
$12247[2] = -1717.204 
$12251[2] = 962.7901 
$12255[2] = 23.7474 
$12259[2] = 179.9692 
$12263[2] = -1791.269 
$12267[2] = 886.3627 
$12271[2] = 23.75 
$12275[2] = 359.2426 
$12247[3] = 2073.563 
$12251[3] = 1879.736 
$12255[3] = 10.4288 
$12259[3] = 45.5873 
$12263[3] = 2084.156 
$12267[3] = 1965.573 
$12271[3] = 9.9974 
$12275[3] = 117.4401 
065C: release_decision_maker 7@ 
07E5: copy_decision_maker 65542 to 7@ 
0709: set_decision_maker 7@ on_event 9 taskID 200 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 respect 0.0 hate 20.0 like 20.0 dislike 20.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 respect 0.0 hate 80.0 like 80.0 dislike 80.0 in_car 1 on_foot 1 // see *.ped files 
$3283 = 1 

:VALET_1959
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VALET_2291 
if 
  $3260 == 1 
else_jump @VALET_2004 
gosub @VALET_16900 

:VALET_2004
if 
   not $12104 == 1 
else_jump @VALET_2284 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_2284 
if 
  5@ == 1 
else_jump @VALET_2095 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2088 
5@ = 0 

:VALET_2088
jump @VALET_2127 

:VALET_2095
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2127 
5@ = 1 

:VALET_2127
gosub @VALET_2371 
if 
  $3283 == 1 
else_jump @VALET_2284 
gosub @VALET_3854 
gosub @VALET_7888 
gosub @VALET_13067 
gosub @VALET_16117 
if 
001D:   40@ > 8@ // (int) 
else_jump @VALET_2215 
0085: 8@ = 40@ // (int) 
8@ += 2300 

:VALET_2215
if 
001D:   40@ > 9@ // (int) 
else_jump @VALET_2249 
0085: 9@ = 40@ // (int) 
9@ += 100 

:VALET_2249
if 
001D:   40@ > 10@ // (int) 
else_jump @VALET_2284 
0085: 10@ = 40@ // (int) 
10@ += 900 

:VALET_2284
jump @VALET_2364 

:VALET_2291
if 
  $3283 == 1 
else_jump @VALET_2364 
if 
  $3257 == 1 
else_jump @VALET_2357 
$3257 = 0 
$ONMISSION = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:VALET_2357
gosub @VALET_16900 

:VALET_2364
jump @VALET_1959 

:VALET_2371
if 
001D:   40@ > 16@ // (int) 
else_jump @VALET_3353 
0085: 16@ = 40@ // (int) 
16@ += 1000 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
$3271 = 0 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_2472 
$3271 = 2 

:VALET_2472
if 
  $3271 == 0 
else_jump @VALET_3118 
077E: get_active_interior_to $12281 
if 
  $12281 == 0 
else_jump @VALET_2894 
if 
  $12282 == 0 
else_jump @VALET_2887 
if 
  $12283 == 0 
else_jump @VALET_2670 
if 
  $3283 == 1 
else_jump @VALET_2663 
if 
   not $3273 == 1 
else_jump @VALET_2663 
if 
  $3257 == 1 
else_jump @VALET_2649 
$3257 = 0 
$ONMISSION = 0 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!

:VALET_2649
gosub @VALET_16900 
$3283 = 0 

:VALET_2663
jump @VALET_2887 

:VALET_2670
$12282 = 1 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_2747 
04D7: set_actor $3261[0] locked 1 
if 
00DF:   actor $3261[0] driving 
else_jump @VALET_2747 
0811: $47 = actor $3261[0] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_2747 
0519: set_car $47 locked 1 

:VALET_2747
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_2817 
04D7: set_actor $3261[1] locked 1 
if 
00DF:   actor $3261[1] driving 
else_jump @VALET_2817 
0811: $47 = actor $3261[1] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_2817 
0519: set_car $47 locked 1 

:VALET_2817
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_2887 
04D7: set_actor $3261[2] locked 1 
if 
00DF:   actor $3261[2] driving 
else_jump @VALET_2887 
0811: $47 = actor $3261[2] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_2887 
0519: set_car $47 locked 1 

:VALET_2887
jump @VALET_3111 

:VALET_2894
$12282 = 1 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_2971 
04D7: set_actor $3261[0] locked 1 
if 
00DF:   actor $3261[0] driving 
else_jump @VALET_2971 
0811: $47 = actor $3261[0] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_2971 
0519: set_car $47 locked 1 

:VALET_2971
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_3041 
04D7: set_actor $3261[1] locked 1 
if 
00DF:   actor $3261[1] driving 
else_jump @VALET_3041 
0811: $47 = actor $3261[1] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_3041 
0519: set_car $47 locked 1 

:VALET_3041
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_3111 
04D7: set_actor $3261[2] locked 1 
if 
00DF:   actor $3261[2] driving 
else_jump @VALET_3111 
0811: $47 = actor $3261[2] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_3111 
0519: set_car $47 locked 1 

:VALET_3111
jump @VALET_3353 

:VALET_3118
if 
  $12282 == 1 
else_jump @VALET_3353 
$12282 = 0 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_3213 
04D7: set_actor $3261[0] locked 0 
if 
00DF:   actor $3261[0] driving 
else_jump @VALET_3213 
0811: $47 = actor $3261[0] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_3213 
0519: set_car $47 locked 0 

:VALET_3213
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_3283 
04D7: set_actor $3261[1] locked 0 
if 
00DF:   actor $3261[1] driving 
else_jump @VALET_3283 
0811: $47 = actor $3261[1] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_3283 
0519: set_car $47 locked 0 

:VALET_3283
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_3353 
04D7: set_actor $3261[2] locked 0 
if 
00DF:   actor $3261[2] driving 
else_jump @VALET_3353 
0811: $47 = actor $3261[2] used_car 
if 
8119:   not car $47 wrecked 
else_jump @VALET_3353 
0519: set_car $47 locked 0 

:VALET_3353
if 
  $12101 == 1 
else_jump @VALET_3597 
if 
  $3271 == 1 
else_jump @VALET_3444 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
else_jump @VALET_3444 
$12101 = 0 

:VALET_3444
if 
  $3271 == 2 
else_jump @VALET_3517 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
else_jump @VALET_3517 
$12101 = 0 

:VALET_3517
if 
  $3271 == 3 
else_jump @VALET_3590 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
else_jump @VALET_3590 
$12101 = 0 

:VALET_3590
jump @VALET_3852 

:VALET_3597
if 
   not $ONMISSION == 1 
else_jump @VALET_3852 
if 
  $3256 == 1 
else_jump @VALET_3852 
if 
  $3257 == 0 
else_jump @VALET_3852 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_3852 
if 
  $3271 == 2 
else_jump @VALET_3852 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 on_foot 
else_jump @VALET_3852 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3836 
if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
else_jump @VALET_3813 
00BC: show_text_highpriority GXT 'VAL_A7' time 5000 flag 1  // ~s~Valet Parking
$3257 = 1 
$ONMISSION = 1 
jump @VALET_3829 

:VALET_3813
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~s~You can't work here with a wanted level!

:VALET_3829
jump @VALET_3852 

:VALET_3836
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Get a valet uniform to work as a valet.

:VALET_3852
return 

:VALET_3854
if 
  $3257 == 1 
else_jump @VALET_7886 
if 
010F:   player $PLAYER_CHAR wanted_level > 1 
else_jump @VALET_3894 
06D0: enable_emergency_traffic 1 

:VALET_3894
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3958 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~You no longer have the valet uniform.
$12287 = 8 

:VALET_3958
if 
   not $12285 == 0 
else_jump @VALET_4102 
if 
856E:   not car $12285 defined 
else_jump @VALET_4047 
if 
  $12288 > 0 
else_jump @VALET_4033 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$12287 = 8 

:VALET_4033
$12285 = 0 
jump @VALET_4102 

:VALET_4047
if 
0119:   car $12285 wrecked 
else_jump @VALET_4102 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~The customer's car was destroyed.
$12287 = 8 

:VALET_4102
if 
  $6670 == 0 
else_jump @VALET_4152 
if 
8119:   not car $12297 wrecked 
else_jump @VALET_4152 
0987: get_car_blocking_car $12297 store_to $12102 
0084: $12105 = $12102 // (int) 

:VALET_4152
if 
  $12287 == 0 
else_jump @VALET_4575 
if 
0248:   model 189 available 
else_jump @VALET_4570 
if 
0118:   actor $3261[0] dead 
else_jump @VALET_4263 
009A: $3261[0] = create_actor_pedtype 4 model 189 at -1783.804 968.6431 23.7343 
060B: set_actor $3261[0] decision_maker_to 7@ 
02A9: set_actor $3261[0] immune_to_nonplayer 1 
0446: set_actor $3261[0] dismemberment_possible 0 
$3279[0] = 2 
0@ = 2 

:VALET_4263
if 
0118:   actor $3261[1] dead 
else_jump @VALET_4340 
009A: $3261[1] = create_actor_pedtype 4 model 189 at -1782.65 965.0251 23.8906 
060B: set_actor $3261[1] decision_maker_to 7@ 
02A9: set_actor $3261[1] immune_to_nonplayer 1 
0446: set_actor $3261[1] dismemberment_possible 0 
$3279[1] = 2 
1@ = 2 

:VALET_4340
if 
0118:   actor $3261[2] dead 
else_jump @VALET_4417 
009A: $3261[2] = create_actor_pedtype 4 model 189 at -1783.731 965.4009 23.8961 
060B: set_actor $3261[2] decision_maker_to 7@ 
02A9: set_actor $3261[2] immune_to_nonplayer 1 
0446: set_actor $3261[2] dismemberment_possible 0 
$3279[2] = 2 
2@ = 2 

:VALET_4417
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: enable_emergency_traffic 0 
$12285 = 0 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: show_text_styled GXT 'VAL_A7' time 3000 style 1  // ~s~Valet Parking
$3235 = 0 
0085: 17@ = 40@ // (int) 
17@ += 4000 
$12287 = 1 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_4517 
039E: set_actor $3261[0] locked 1 while_in_car 

:VALET_4517
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_4540 
039E: set_actor $3261[1] locked 1 while_in_car 

:VALET_4540
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_4563 
039E: set_actor $3261[2] locked 1 while_in_car 

:VALET_4563
jump @VALET_4575 

:VALET_4570
0247: load_model 189 

:VALET_4575
if 
  $12287 == 1 
else_jump @VALET_4642 
if 
001D:   40@ > 17@ // (int) 
else_jump @VALET_4642 
$12284 = 3 
$12286 = 2 
18@ = 1 
00BE: text_clear_all 
$12287 = 2 

:VALET_4642
if 
  $12287 == 2 
else_jump @VALET_4947 
if 
001D:   40@ > 17@ // (int) 
else_jump @VALET_4947 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'VAL_60' number 18@ time 4000 style 1  // ~s~Valet Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $12284 $12286 time 4000 flag 1  // ~s~Park ~1~ cars in ~1~ minutes.
$12286 *= 60000 
0151: remove_status_text $12286 
03C3: set_timer_to $12286 type 1 GXT 'VAL_A8' // global_variable  // ~s~Time left
0151: remove_status_text $12284 
04F7: status_text $12284 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
0085: 17@ = 40@ // (int) 
17@ += 5000 
$12287 = 4 
if 
  $3279[0] == 6 
else_jump @VALET_4831 
$3279[0] = 1 
$3284 = 0 

:VALET_4831
if 
  $3279[1] == 6 
else_jump @VALET_4863 
$3279[1] = 1 
$3285 = 0 

:VALET_4863
if 
  $3279[2] == 6 
else_jump @VALET_4895 
$3279[2] = 1 
$3286 = 0 

:VALET_4895
if 
   not $3268 == 0 
else_jump @VALET_4921 
0084: $12297 = $3268 // (int) 

:VALET_4921
if 
   not $3264 == 0 
else_jump @VALET_4947 
0084: $12297 = $3264 // (int) 

:VALET_4947
if 
  $12287 == 3 
else_jump @VALET_4991 
if 
001D:   40@ > 17@ // (int) 
else_jump @VALET_4991 
$12287 = 4 

:VALET_4991
if and
0118:   actor $3261[0] dead 
  $3284 == 0 
  $3279[0] == 6 
else_jump @VALET_5077 
$3284 = 1 
$12286 -= 20000 
if 
  0 > $12286 
else_jump @VALET_5061 
$12286 = 0 

:VALET_5061
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5077
if and
0118:   actor $3261[1] dead 
  $3285 == 0 
  $3279[1] == 6 
else_jump @VALET_5163 
$3285 = 1 
$12286 -= 20000 
if 
  0 > $12286 
else_jump @VALET_5147 
$12286 = 0 

:VALET_5147
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5163
if and
0118:   actor $3261[2] dead 
  $3286 == 0 
  $3279[2] == 6 
else_jump @VALET_5249 
$3286 = 1 
$12286 -= 20000 
if 
  0 > $12286 
else_jump @VALET_5233 
$12286 = 0 

:VALET_5233
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5249
if 
  $12287 > 3 
else_jump @VALET_5326 
if 
  $12286 == 0 
else_jump @VALET_5326 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_47' time 4000 flag 1  // ~r~You ran out of time!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$12287 = 8 

:VALET_5326
if 
  $12287 == 4 
else_jump @VALET_5476 
if 
   not $3264 == 0 
else_jump @VALET_5476 
if 
8119:   not car $3264 wrecked 
else_jump @VALET_5476 
if 
003A:   $3264 == $12297 // (int) 
else_jump @VALET_5476 
046C: $12097 = car $3264 driver 
if 
  $12097 == -1 
else_jump @VALET_5476 
$12287 = 20 
00BB: show_text_lowpriority GXT 'VAL_84' time 4000 flag 1  // ~s~There's a car waiting to be serviced.
0186: 19@ = create_marker_above_car $3264 
07E0: set_marker 19@ type_to 1 
0084: $12285 = $3264 // (int) 
$12287 = 5 

:VALET_5476
if 
  $12287 == 5 
else_jump @VALET_5898 
if 
8119:   not car $12285 wrecked 
else_jump @VALET_5872 
046C: $12097 = car $12285 driver 
if 
   not $12097 == -1 
else_jump @VALET_5865 
if 
003A:   $12097 == $PLAYER_ACTOR // (int) 
else_jump @VALET_5788 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_25' time 4000 flag 1  // ~s~Take this car to the marked parking space.
0164: disable_marker 19@ 
$12288 = 60 
0224: set_car $12285 health_to 1000 
0151: remove_status_text $12288 
04F7: status_text $12288 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0151: remove_status_text $12284 
04F7: status_text $12284 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
0810: store_random_parkplace_in_cube_cornerA $12159($3271,4f) $12167($3271,4f) $12175($3271,4f) cornerB $12163($3271,4f) $12171($3271,4f) $12179($3271,4f) position_to 21@ 22@ 23@ 
if 
   not 21@ == 0.0 
else_jump @VALET_5781 
0395: clear_area 0 at 21@ 22@ 23@ radius 5.0 
0088: $12293 = 21@ // (float) 
0088: $12294 = 22@ // (float) 
0088: $12295 = 23@ // (float) 
0164: disable_marker 20@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
$12287 = 6 

:VALET_5781
jump @VALET_5865 

:VALET_5788
if or
003A:   $12097 == $3261[0] // (int) 
003A:   $12097 == $3261[1] // (int) 
003A:   $12097 == $3261[2] // (int) 
else_jump @VALET_5865 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
$12287 = 4 
$12285 = 0 
$12297 = 0 

:VALET_5865
jump @VALET_5898 

:VALET_5872
0164: disable_marker 19@ 
$12287 = 4 
$12285 = 0 
$12297 = 0 

:VALET_5898
if 
  $12287 == 6 
else_jump @VALET_7453 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_7453 
if 
8119:   not car $12285 wrecked 
else_jump @VALET_7430 
0227: $12288 = car $12285 health 
$12292 = 17 
0066: $12292 -= 18@ // (int) 
$12292 *= 20 
$12288 += -1000 
0094: make $12288 absolute_integer 
008F: 13@ = integer $12288 to_float 
008F: 27@ = integer $12292 to_float 
0087: 28@ = 13@ // (float) 
0073: 28@ /= 27@ // (float) 
if 
  28@ > 1.0 
else_jump @VALET_6054 
28@ = 1.0 

:VALET_6054
28@ -= 1.0 
0097: make 28@ absolute_float 
28@ *= 45.0 
0090: $12288 = float 28@ to_integer 
if 
  $12288 > 45 
else_jump @VALET_6112 
$12288 = 45 

:VALET_6112
if 
  0 > $12288 
else_jump @VALET_6137 
$12288 = 0 

:VALET_6137
046C: $12097 = car $12285 driver 
if 
803A:   not  $12097 == $PLAYER_ACTOR // (int) 
else_jump @VALET_6196 
0164: disable_marker 20@ 
0186: 19@ = create_marker_above_car $12285 
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $12288 
$12287 = 7 

:VALET_6196
if and
   not $12097 == -1 
803A:   not  $12097 == $PLAYER_ACTOR // (int) 
803A:   not  $12097 == $3261[0] // (int) 
803A:   not  $12097 == $3261[1] // (int) 
803A:   not  $12097 == $3261[2] // (int) 
else_jump @VALET_6286 
$12285 = 0 
0164: disable_marker 19@ 
0151: remove_status_text $12288 
$12287 = 4 
00BB: show_text_lowpriority GXT 'VAL_A4' time 4000 flag 1  // ~s~Your car's been stolen! Get back to the service area.

:VALET_6286
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @VALET_6337 
if 
80DB:   not actor $PLAYER_ACTOR in_car $12285 
else_jump @VALET_6337 
00BC: show_text_highpriority GXT 'VAL_A18' time 1000 flag 1  // ~s~This car doesn't need servicing.

:VALET_6337
if 
01B0:   car $12285 sphere 1 in_sphere 21@ 22@ 23@ radius 4.0 4.0 4.0 stopped 
else_jump @VALET_7423 
0164: disable_marker 20@ 
081D: set_car $12285 engine_broken 1 
01C3: remove_references_to_car $12285 
0151: remove_status_text $12288 
008B: 6@ = $12286 // (int) 
03D3: get_route_nearest_for 21@ 22@ 23@ store_to $72 $73 $74 Z_angle_to 24@ 
00AA: store_car $12285 position_to $72 $73 $74 
0509: 26@ = distance_between_XY $72 $73 and_XY 21@ 22@ 
0174: 25@ = car $12285 Z_angle 
0097: make 24@ absolute_float 
if 
  24@ > 180.0 
else_jump @VALET_6507 
24@ -= 180.0 

:VALET_6507
0097: make 25@ absolute_float 
if 
  25@ > 180.0 
else_jump @VALET_6543 
25@ -= 180.0 

:VALET_6543
0087: 27@ = 24@ // (float) 
0063: 27@ -= 25@ // (float) 
0097: make 27@ absolute_float 
0093: 13@ = integer 18@ to_float 
13@ *= 2.0 
29@ = 45.0 
0063: 29@ -= 13@ // (float) 
0087: 28@ = 27@ // (float) 
0073: 28@ /= 29@ // (float) 
13@ = 1.0 
0063: 13@ -= 28@ // (float) 
if 
  0.0 > 13@ 
else_jump @VALET_6665 
13@ = 0.0 

:VALET_6665
13@ *= 10.0 
0090: $12290 = float 13@ to_integer 
0090: $12291 = float 13@ to_integer 
0093: 13@ = integer 18@ to_float 
13@ -= 20.0 
0097: make 13@ absolute_float 
13@ /= 6.0 
0087: 27@ = 26@ // (float) 
0073: 27@ /= 13@ // (float) 
28@ = 1.0 
0063: 28@ -= 27@ // (float) 
if 
  0.0 > 28@ 
else_jump @VALET_6789 
28@ = 0.0 

:VALET_6789
28@ *= 5.0 
0090: $12292 = float 28@ to_integer 
0084: $12289 = $12292 // (int) 
0058: $12291 += $12292 // (int) 
if and
   not $12291 == 1 
   not $12288 == 1 
else_jump @VALET_6870 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A10' numbers $12291 $12288 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ seconds

:VALET_6870
if and
  $12291 == 1 
   not $12288 == 1 
else_jump @VALET_6917 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A12' numbers $12291 $12288 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ seconds

:VALET_6917
if and
   not $12291 == 1 
  $12288 == 1 
else_jump @VALET_6964 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A11' numbers $12291 $12288 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ second

:VALET_6964
if and
  $12291 == 0 
  $12288 == 0 
else_jump @VALET_7011 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A13' numbers $12291 $12288 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ second

:VALET_7011
0084: $12292 = $12291 // (int) 
0058: $12292 += $12288 // (int) 
if 
   not $12292 == 1 
else_jump @VALET_7071 
01E4: show_text_1number_lowpriority GXT 'VAL_A14' number $12292 time 2500 flag 1  // ~s~Total Bonus +~1~ seconds
jump @VALET_7090 

:VALET_7071
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $12292 time 2500 flag 1  // ~s~Total Bonus +~1~ second

:VALET_7090
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Get back to the car port.
$12288 *= 1000 
$12291 *= 1000 
0058: $12286 += $12288 // (int) 
0058: $12286 += $12291 // (int) 
$12288 = 0 
$12285 = 0 
$12284 -= 1 
$3235 += 1 
0652: $12292 = integer_stat 175 
if 
001C:   $3235 > $12292 // (int) 
else_jump @VALET_7201 
0629: change_integer_stat 175 to $3235 

:VALET_7201
if 
  $12284 == 0 
else_jump @VALET_7416 
00BE: text_clear_all 
014F: stop_timer $12286 
0151: remove_status_text $12284 
18@ += 1 
$12287 = 2 
008A: $12284 = 18@ // (int) 
$12284 += 2 
$12286 = 2 
if 
  6 > 18@ 
else_jump @VALET_7384 
008A: $12292 = 18@ // (int) 
$12292 -= 1 
01E3: show_text_1number_styled GXT 'VAL_62' number $12292 time 3000 style 1  // ~s~Valet Mission Level ~1~ Passed.
008A: $12292 = 18@ // (int) 
$12292 *= 100 
$12292 -= 100 
01E4: show_text_1number_lowpriority GXT 'VAL_65' number $12292 time 4000 flag 1  // ~s~You received $~1~ tip.
0109: player $PLAYER_CHAR money = $12292 
0085: 17@ = 40@ // (int) 
17@ += 5000 

:VALET_7384
if 
  18@ == 6 
else_jump @VALET_7409 
gosub @VALET_16488 

:VALET_7409
jump @VALET_7423 

:VALET_7416
$12287 = 4 

:VALET_7423
jump @VALET_7453 

:VALET_7430
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$12287 = 8 

:VALET_7453
if 
  $12287 == 7 
else_jump @VALET_7721 
if 
8119:   not car $12285 wrecked 
else_jump @VALET_7695 
046C: $12097 = car $12285 driver 
if 
   not $12097 == -1 
else_jump @VALET_7688 
if 
003A:   $12097 == $PLAYER_ACTOR // (int) 
else_jump @VALET_7611 
0164: disable_marker 19@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $12288 
04F7: status_text $12288 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0151: remove_status_text $12284 
04F7: status_text $12284 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
$12287 = 6 
jump @VALET_7688 

:VALET_7611
if or
003A:   $12097 == $3261[0] // (int) 
003A:   $12097 == $3261[1] // (int) 
003A:   $12097 == $3261[2] // (int) 
else_jump @VALET_7688 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
$12287 = 4 
$12285 = 0 
$12297 = 0 

:VALET_7688
jump @VALET_7721 

:VALET_7695
0164: disable_marker 19@ 
$12287 = 4 
$12285 = 0 
$12297 = 0 

:VALET_7721
if 
  $12287 == 8 
else_jump @VALET_7886 
0164: disable_marker 19@ 
0164: disable_marker 20@ 
0151: remove_status_text $12288 
014F: stop_timer $12286 
0151: remove_status_text $12284 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
$3257 = 0 
$ONMISSION = 0 
$12287 = 0 
$12285 = 0 
$12101 = 1 
03C7: set_sensitivity_to_crime 1.0 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_7840 
039E: set_actor $3261[0] locked 0 while_in_car 

:VALET_7840
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_7863 
039E: set_actor $3261[1] locked 0 while_in_car 

:VALET_7863
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_7886 
039E: set_actor $3261[2] locked 0 while_in_car 

:VALET_7886
return 

:VALET_7888
6@ = 0 

:VALET_7895
if 
  3 > 6@ 
else_jump @VALET_13065 
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_8031 
if 
095D:   actor $3261(6@,3i) stuck_under_car 
else_jump @VALET_8031 
062E: get_actor $3261(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_8031 
0792: disembark_instantly_actor $3261(6@,3i) 
0829: actor $3261(6@,3i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1000.0 time 0 and_dies 

:VALET_8031
if and
   not $3279(6@,3i) == 4 
   not $3279(6@,3i) == 5 
else_jump @VALET_8441 
if and
8118:   not actor $3261(6@,3i) dead 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_8441 
if 
074F:   actor $3261(6@,3i) ped_event == 9 
else_jump @VALET_8390 
if or
0104:   actor $PLAYER_ACTOR near_actor $3261(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $3261(6@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @VALET_8374 
$3279(6@,3i) = 5 
$12279 += 1 
0687: clear_actor $3261(6@,3i) task 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_8249 
if 
0104:   actor $PLAYER_ACTOR near_actor $3261[0] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8249 
$3279[0] = 5 

:VALET_8249
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_8308 
if 
0104:   actor $PLAYER_ACTOR near_actor $3261[1] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8308 
$3279[1] = 5 

:VALET_8308
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_8367 
if 
0104:   actor $PLAYER_ACTOR near_actor $3261[2] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8367 
$3279[2] = 5 

:VALET_8367
jump @VALET_8390 

:VALET_8374
008A: $3279(6@,3i) = 0@(6@,3i) // (int) 

:VALET_8390
if 
   not $3279(6@,3i) == 9 
else_jump @VALET_8441 
if 
04A3:   $3282 == 7 // == constant 
else_jump @VALET_8441 
$3279(6@,3i) = 9 

:VALET_8441
if 
   not $3279(6@,3i) == 1 
else_jump @VALET_8750 
if 
056D:   actor $3261(6@,3i) defined 
else_jump @VALET_8750 
if 
0118:   actor $3261(6@,3i) dead 
else_jump @VALET_8750 
0889: store_actor $3261(6@,3i) center_of_body_position_to $72 $73 $74 
if 
   not $3279(6@,3i) == 6 
else_jump @VALET_8730 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_8622 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 15.0 15.0 15.0 
else_jump @VALET_8622 
$3279[0] = 5 
$3279[1] = 5 
$3279[2] = 5 

:VALET_8622
if 
  $3257 == 1 
else_jump @VALET_8730 
if or
0024:   $12159($3271,4f) > $72 // (float) 
0024:   $12167($3271,4f) > $73 // (float) 
0024:   $12175($3271,4f) > $74 // (float) 
0024:   $72 > $12163($3271,4f) // (float) 
0024:   $73 > $12171($3271,4f) // (float) 
0024:   $74 > $12179($3271,4f) // (float) 
else_jump @VALET_8730 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:VALET_8730
$3279(6@,3i) = 6 
01C2: remove_references_to_actor $3261(6@,3i) // Like turning an actor into a random pedestrian 

:VALET_8750
0871: init_jump_table $3279(6@,3i) total_jumps 11 default_jump 0 @VALET_13051 jumps 1 @VALET_8882 2 @VALET_9195 3 @VALET_9809 4 @VALET_10552 5 @VALET_10660 6 @VALET_13044 7 @VALET_11157 
0872: jump_table_jumps 8 @VALET_12331 9 @VALET_12653 10 @VALET_10371 11 @VALET_12838 -1 @VALET_13051 -1 @VALET_13051 -1 @VALET_13051 -1 @VALET_13051 -1 @VALET_13051 

:VALET_8882
if 
  $3274(6@,3i) == 1 
else_jump @VALET_9188 
0247: load_model 189 
if 
0248:   model 189 available 
else_jump @VALET_9188 
if 
  $3271 == 1 
else_jump @VALET_8994 
009A: $3261(6@,3i) = create_actor_pedtype 24 model 189 at $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) 
0173: set_actor $3261(6@,3i) Z_angle_to $12116(6@,3f) 

:VALET_8994
if 
  $3271 == 2 
else_jump @VALET_9063 
009A: $3261(6@,3i) = create_actor_pedtype 24 model 189 at $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) 
0173: set_actor $3261(6@,3i) Z_angle_to $12128(6@,3f) 

:VALET_9063
if 
  $3271 == 3 
else_jump @VALET_9132 
009A: $3261(6@,3i) = create_actor_pedtype 24 model 189 at $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) 
0173: set_actor $3261(6@,3i) Z_angle_to $12140(6@,3f) 

:VALET_9132
060B: set_actor $3261(6@,3i) decision_maker_to 7@ 
02A9: set_actor $3261(6@,3i) immune_to_nonplayer 1 
0446: set_actor $3261(6@,3i) dismemberment_possible 0 
$3279(6@,3i) = 2 
0@(6@,3i) = 2 

:VALET_9188
jump @VALET_13051 

:VALET_9195
if 
001D:   40@ > 8@ // (int) 
else_jump @VALET_9802 
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_9802 
if 
  $3271 == 1 
else_jump @VALET_9388 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9388 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12116(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$3279(6@,3i) = 3 

:VALET_9388
if 
  $3271 == 2 
else_jump @VALET_9648 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9549 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12128(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$3279(6@,3i) = 3 
jump @VALET_9648 

:VALET_9549
062E: get_actor $3261(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_9648 
0172: $12106 = actor $3261(6@,3i) Z_angle 
0061: $12106 -= $12128(6@,3f) // (float) 
0096: make $12106 absolute_float 
if 
   not 10.0 > $12106 
else_jump @VALET_9648 
05D4: AS_actor $3261(6@,3i) rotate_angle $12128(6@,3f) 

:VALET_9648
if 
  $3271 == 3 
else_jump @VALET_9802 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9802 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12140(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$3279(6@,3i) = 3 

:VALET_9802
jump @VALET_13051 

:VALET_9809
if 
001D:   40@ > 9@ // (int) 
else_jump @VALET_10364 
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_10364 
062E: get_actor $3261(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_10364 
if 
  $3271 == 1 
else_jump @VALET_10042 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10031 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12116(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10042 

:VALET_10031
$3279(6@,3i) = 2 

:VALET_10042
if 
  $3271 == 2 
else_jump @VALET_10203 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10192 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12128(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10203 

:VALET_10192
$3279(6@,3i) = 2 

:VALET_10203
if 
  $3271 == 3 
else_jump @VALET_10364 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10353 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $12140(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10364 

:VALET_10353
$3279(6@,3i) = 2 

:VALET_10364
jump @VALET_13051 

:VALET_10371
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_10545 
062E: get_actor $3261(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_10545 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12183($3271,4f) $12187($3271,4f) $12191($3271,4f) radius 3.0 3.0 3.0 
else_jump @VALET_10523 
05F5: AS_actor $3261(6@,3i) goto_point_using_paths $12183($3271,4f) $12187($3271,4f) $12191($3271,4f) mode 6 time -2 
jump @VALET_10545 

:VALET_10523
0@(6@,3i) = 3 
$3279(6@,3i) = 3 

:VALET_10545
jump @VALET_13051 

:VALET_10552
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_10653 
if 
874F:   not actor $3261(6@,3i) ped_event == 9 
else_jump @VALET_10637 
0812: AS_actor $3261(6@,3i) perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
4@ += 1 

:VALET_10637
008A: $3279(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10653
jump @VALET_13051 

:VALET_10660
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_11150 
062E: get_actor $3261(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_10725 
05E2: AS_actor $3261(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_10725
if 
001D:   40@ > 9@ // (int) 
else_jump @VALET_11150 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_11150 
if 
  $3271 == 1 
else_jump @VALET_10890 
if or
8104:   not actor $3261(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_10890 
0687: clear_actor $3261(6@,3i) task 
008A: $3279(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10890
if 
  $3271 == 2 
else_jump @VALET_11020 
if or
8104:   not actor $3261(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_11020 
0687: clear_actor $3261(6@,3i) task 
008A: $3279(6@,3i) = 0@(6@,3i) // (int) 

:VALET_11020
if 
  $3271 == 3 
else_jump @VALET_11150 
if or
8104:   not actor $3261(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_11150 
0687: clear_actor $3261(6@,3i) task 
008A: $3279(6@,3i) = 0@(6@,3i) // (int) 

:VALET_11150
jump @VALET_13051 

:VALET_11157
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_12324 
if 
  $3271 == 1 
else_jump @VALET_11286 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12107(6@,3f) $12110(6@,3f) $12113(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11286 
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_11286
if 
  $3271 == 2 
else_jump @VALET_11395 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12119(6@,3f) $12122(6@,3f) $12125(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11395 
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_11395
if 
  $3271 == 3 
else_jump @VALET_11504 
if 
80FE:   not actor $3261(6@,3i) sphere 0 in_sphere $12131(6@,3f) $12134(6@,3f) $12137(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11504 
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_11504
if 
   not $3279(6@,3i) == 2 
else_jump @VALET_12324 
062E: get_actor $3261(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_12079 
if 
8119:   not car $3265(6@,3i) wrecked 
else_jump @VALET_12039 
if 
00DB:   actor $3261(6@,3i) in_car $3265(6@,3i) 
else_jump @VALET_11874 
0810: store_random_parkplace_in_cube_cornerA $12159($3271,4f) $12167($3271,4f) $12175($3271,4f) cornerB $12163($3271,4f) $12171($3271,4f) $12179($3271,4f) position_to $72 $73 $74 
if 
   not $72 == 0.0 
else_jump @VALET_11867 
if 
003A:   $3265(6@,3i) == $3264 // (int) 
else_jump @VALET_11710 
$3264 = 0 

:VALET_11710
0086: $12293 = $72 // (float) 
0086: $12294 = $73 // (float) 
0086: $12295 = $74 // (float) 
if 
0686:   car $3265(6@,3i) attached 
else_jump @VALET_11780 
0684: detach_car $3265(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_11780
05D1: AS_actor $3261(6@,3i) drive_car $3265(6@,3i) to $72 $73 $74 speed 15.0 1 model 0 0 
if 
  $3257 == 1 
else_jump @VALET_11845 
039E: set_actor $3261(6@,3i) locked 1 while_in_car 

:VALET_11845
$3279(6@,3i) = 8 
0@(6@,3i) = 7 

:VALET_11867
jump @VALET_12032 

:VALET_11874
if 
8119:   not car $3265(6@,3i) wrecked 
else_jump @VALET_11999 
if 
0205:   actor $3261(6@,3i) near_car $3265(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_11992 
0615: define_AS_pack_begin 11@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05CB: AS_actor -1 enter_car $3265(6@,3i) as_driver -2 ms 
0616: define_AS_pack_end 11@ 
$12280 += 1 
0618: assign_actor $3261(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_11992
jump @VALET_12032 

:VALET_11999
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_12032
jump @VALET_12072 

:VALET_12039
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_12072
jump @VALET_12324 

:VALET_12079
if and
8119:   not car $3265(6@,3i) wrecked 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_12324 
0811: $12102 = actor $PLAYER_ACTOR used_car 
if 
003A:   $12102 == $3265(6@,3i) // (int) 
else_jump @VALET_12220 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12220 
if and
89DE:   not actor $3261(6@,3i) entering_car 
80DF:   not actor $3261(6@,3i) driving 
else_jump @VALET_12220 
0687: clear_actor $3261(6@,3i) task 
$3279(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_12220
if 
8119:   not car $3265(6@,3i) wrecked 
else_jump @VALET_12317 
if 
8205:   not actor $3261(6@,3i) near_car $3265(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_12317 
$3279(6@,3i) = 2 
0@(6@,3i) = 2 
$3265(6@,3i) = 0 

:VALET_12317
jump @VALET_12324 

:VALET_12324
jump @VALET_13051 

:VALET_12331
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_12646 
062E: get_actor $3261(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_12506 
if 
00A4:   actor $3261(6@,3i) sphere 0 in_cube_cornerA $12159($3271,4f) $12167($3271,4f) $12175($3271,4f) cornerB $12163($3271,4f) $12171($3271,4f) $12179($3271,4f) 
else_jump @VALET_12477 
$3279(6@,3i) = 3 
0@(6@,3i) = 3 
jump @VALET_12499 

:VALET_12477
$3279(6@,3i) = 3 
0@(6@,3i) = 3 

:VALET_12499
jump @VALET_12646 

:VALET_12506
if or
  $ONMISSION == 0 
  $3257 == 1 
  $3273 > 0 
else_jump @VALET_12646 
if 
8119:   not car $3265(6@,3i) wrecked 
else_jump @VALET_12646 
0987: get_car_blocking_car $3265(6@,3i) store_to $12102 
if 
8119:   not car $12102 wrecked 
else_jump @VALET_12646 
046C: $12097 = car $12102 driver 
if or
003A:   $12097 == $PLAYER_ACTOR // (int) 
  $12097 == -1 
else_jump @VALET_12646 
if 
   not $12102 == -1 
else_jump @VALET_12646 
0084: $12105 = $12102 // (int) 

:VALET_12646
jump @VALET_13051 

:VALET_12653
if and
8118:   not actor $3261(6@,3i) dead 
8119:   not car $3265(6@,3i) wrecked 
else_jump @VALET_12831 
if 
80DB:   not actor $3261(6@,3i) in_car $3265(6@,3i) 
else_jump @VALET_12831 
046C: $12100 = car $3265(6@,3i) driver 
if 
   not $12100 == -1 
else_jump @VALET_12831 
0811: $12102 = actor $PLAYER_ACTOR used_car 
if 
003A:   $12102 == $3265(6@,3i) // (int) 
else_jump @VALET_12820 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12802 
jump @VALET_12813 

:VALET_12802
$3279(6@,3i) = 2 

:VALET_12813
jump @VALET_12831 

:VALET_12820
$3279(6@,3i) = 2 

:VALET_12831
jump @VALET_13051 

:VALET_12838
if 
8118:   not actor $3261(6@,3i) dead 
else_jump @VALET_13037 
062E: get_actor $3261(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_13037 
if 
  6@ == 0 
else_jump @VALET_13037 
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_13037 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_13037 
062E: get_actor $3261[1] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_13037 
062E: get_actor $3261[0] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_13037 
0677: AS_actor $3261[0] chat_with_actor $3261[1] lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor $3261[1] chat_with_actor $3261[0] lead_speaker_flag 0 unknown_flag 1 
0@ = 11 
1@ = 11 

:VALET_13037
jump @VALET_13051 

:VALET_13044
jump @VALET_13051 

:VALET_13051
6@ += 1 
jump @VALET_7895 

:VALET_13065
return 

:VALET_13067
if or
  $3277 == 0 
  $12103 > 0 
else_jump @VALET_13281 
if 
  $3272 == 0 
else_jump @VALET_13281 
if 
  $3268 == 0 
else_jump @VALET_13281 
if 
8339:   not anything_in_cube_cornerA $12143($3271,4f) $12151($3271,4f) 0.0 cornerB $12147($3271,4f) $12155($3271,4f) 80.0 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @VALET_13210 
$12103 -= 1 
$3272 = 1 
15@ = 0 

:VALET_13210
if 
  $3272 == 0 
else_jump @VALET_13281 
if and
  $12285 == 0 
  $3264 == 0 
  $3268 == 0 
else_jump @VALET_13281 
$12103 -= 1 
$3272 = 1 
15@ = 0 

:VALET_13281
if 
   not $3268 == 0 
else_jump @VALET_13438 
if 
0119:   car $3268 wrecked 
else_jump @VALET_13329 
$3278 = 1 
$3268 = 0 

:VALET_13329
if 
8119:   not car $3268 wrecked 
else_jump @VALET_13438 
046C: $12097 = car $3268 driver 
if 
8118:   not actor $12097 dead 
else_jump @VALET_13393 
if 
8448:   not actor $12097 in_car $3268 
else_jump @VALET_13393 
01C3: remove_references_to_car $3268 

:VALET_13393
if or
  $12097 == -1 
003A:   $12097 == $PLAYER_ACTOR // (int) 
else_jump @VALET_13438 
01C3: remove_references_to_car $3268 
$3278 = 2 
$3268 = 0 

:VALET_13438
if 
   not $3264 == 0 
else_jump @VALET_13553 
if 
0119:   car $3264 wrecked 
else_jump @VALET_13479 
$3264 = 0 

:VALET_13479
if 
8119:   not car $3264 wrecked 
else_jump @VALET_13553 
046C: $12097 = car $3264 driver 
if 
003A:   $12097 == $PLAYER_ACTOR // (int) 
else_jump @VALET_13553 
if 
803A:   not  $3264 == $3254 // (int) 
else_jump @VALET_13546 
01C3: remove_references_to_car $3264 

:VALET_13546
$3264 = 0 

:VALET_13553
if 
001D:   40@ > 9@ // (int) 
else_jump @VALET_14687 
if or
  $3279[0] == 2 
  $3279[1] == 2 
  $3279[2] == 2 
  $3257 == 1 
  $ONMISSION == 1 
else_jump @VALET_14687 
if and
   not $3279[0] == 7 
   not $3279[1] == 7 
   not $3279[2] == 7 
else_jump @VALET_14687 
053E: $3269 = get_random_car_with_model -1 in_rectangle_cornerA $12143($3271,4f) $12151($3271,4f) cornerB $12147($3271,4f) $12155($3271,4f) 
if 
8119:   not car $3254 wrecked 
else_jump @VALET_13755 
if 
00B0:   car $3254 sphere 0 in_rectangle_cornerA $12143($3271,4f) $12151($3271,4f) cornerB $12147($3271,4f) $12155($3271,4f) 
else_jump @VALET_13755 
0084: $3269 = $3254 // (int) 

:VALET_13755
if 
  $3269 == -1 
else_jump @VALET_13843 
if 
8119:   not car $3268 wrecked 
else_jump @VALET_13843 
if 
00B0:   car $3268 sphere 0 in_rectangle_cornerA $12143($3271,4f) $12151($3271,4f) cornerB $12147($3271,4f) $12155($3271,4f) 
else_jump @VALET_13843 
0084: $3269 = $3268 // (int) 

:VALET_13843
if 
  $3269 == -1 
else_jump @VALET_13931 
if 
8119:   not car $12297 wrecked 
else_jump @VALET_13931 
if 
00B0:   car $12297 sphere 0 in_rectangle_cornerA $12143($3271,4f) $12151($3271,4f) cornerB $12147($3271,4f) $12155($3271,4f) 
else_jump @VALET_13931 
0084: $3269 = $12297 // (int) 

:VALET_13931
$12075 = 0 
if 
   not $3269 == -1 
else_jump @VALET_14068 
0084: $12296 = $3269 // (int) 
if 
8119:   not car $3269 wrecked 
else_jump @VALET_14068 
046C: $12097 = car $3269 driver 
if 
  $12097 == -1 
else_jump @VALET_14068 
08EC: 12@ = car $3269 class 
if and
84A4:   not  12@ == 0 // == constant 
84A4:   not  12@ == 1 // == constant 
84A4:   not  12@ == 2 // == constant 
84A4:   not  12@ == 3 // == constant 
else_jump @VALET_14068 
0084: $12105 = $3269 // (int) 
$3269 = -1 

:VALET_14068
if 
   not $3269 == -1 
else_jump @VALET_14133 
if 
8119:   not car $3269 wrecked 
else_jump @VALET_14133 
if 
0975:   car $3269 emergency_vehicle 
else_jump @VALET_14133 
0084: $12105 = $3269 // (int) 
$3269 = -1 

:VALET_14133
if 
   not $3269 == -1 
else_jump @VALET_14687 
if 
8119:   not car $3269 wrecked 
else_jump @VALET_14313 
046C: $12097 = car $3269 driver 
if 
   not $12097 == -1 
else_jump @VALET_14313 
if 
8118:   not actor $12097 dead 
else_jump @VALET_14313 
if 
8448:   not actor $12097 in_car $3269 
else_jump @VALET_14243 
0084: $3264 = $3269 // (int) 
04E0: car $3264 abandon_path_radius 1 

:VALET_14243
062E: get_actor $12097 task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 1 // == constant 
else_jump @VALET_14313 
0646: unknown_get_actor $12097 task_1560_status_store_to 3@ // similar to 062E 
if 
  3@ == 1 
else_jump @VALET_14313 
0084: $3264 = $3269 // (int) 
04E0: car $3264 abandon_path_radius 1 

:VALET_14313
if 
  $12097 == -1 
else_jump @VALET_14346 
0084: $3264 = $3269 // (int) 
04E0: car $3264 abandon_path_radius 1 

:VALET_14346
0811: $12102 = actor $PLAYER_ACTOR used_car 
if 
003A:   $12102 == $3264 // (int) 
else_jump @VALET_14380 
$3264 = 0 

:VALET_14380
if 
003A:   $3264 == $3269 // (int) 
else_jump @VALET_14680 
if 
8119:   not car $3269 wrecked 
else_jump @VALET_14567 
01EA: 30@ = car $3269 max_passengers 
6@ = 0 

:VALET_14430
if 
001D:   30@ > 6@ // (int) 
else_jump @VALET_14567 
if 
8431:   not car $3269 passenger_seat_free 6@ 
else_jump @VALET_14553 
0432: $12100 = get_actor_handle_from_car $3269 passenger_seat 6@ 
if 
8118:   not actor $12100 dead 
else_jump @VALET_14553 
if 
0448:   actor $12100 in_car $3269 
else_jump @VALET_14553 
062E: get_actor $12100 task 1502 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_14553 
01C2: remove_references_to_actor $12100 // Like turning an actor into a random pedestrian 
05DE: AS_actor $12100 walk_around_ped_path 

:VALET_14553
6@ += 1 
jump @VALET_14430 

:VALET_14567
if 
  $3279[0] == 2 
else_jump @VALET_14607 
$3279[0] = 7 
0084: $3265[0] = $3264 // (int) 
jump @VALET_14680 

:VALET_14607
if 
  $3279[1] == 2 
else_jump @VALET_14647 
$3279[1] = 7 
0084: $3265[1] = $3264 // (int) 
jump @VALET_14680 

:VALET_14647
if 
  $3279[2] == 2 
else_jump @VALET_14680 
$3279[2] = 7 
0084: $3265[2] = $3264 // (int) 

:VALET_14680
$3269 = 0 

:VALET_14687
if 
  $3272 == 1 
else_jump @VALET_16115 
if 
001D:   40@ > 10@ // (int) 
else_jump @VALET_16115 
$3278 = 3 
$3268 = 0 
053E: $12102 = get_random_car_with_model -1 in_rectangle_cornerA $12195($3271,4f) $12199($3271,4f) cornerB $12203($3271,4f) $12207($3271,4f) 
if 
   not $12102 == -1 
else_jump @VALET_15029 
if 
8119:   not car $12102 wrecked 
else_jump @VALET_15029 
0174: 24@ = car $12102 Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $12211($3271,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_15029 
08EC: 12@ = car $12102 class 
if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
else_jump @VALET_15029 
0441: 12@ = car $12102 model 
if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
else_jump @VALET_15029 
046C: $12098 = car $12102 driver 
if 
   not $12098 == -1 
else_jump @VALET_15029 
if 
8118:   not actor $12098 dead 
else_jump @VALET_15029 
062E: get_actor $12098 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_15029 
0084: $3268 = $12102 // (int) 
073B: unknown_car $3268 flag 0 

:VALET_15029
if 
  $3268 == 0 
else_jump @VALET_15338 
053E: $12102 = get_random_car_with_model -1 in_rectangle_cornerA $12215($3271,4f) $12219($3271,4f) cornerB $12223($3271,4f) $12227($3271,4f) 
if 
   not $12102 == -1 
else_jump @VALET_15338 
if 
8119:   not car $12102 wrecked 
else_jump @VALET_15338 
0174: 24@ = car $12102 Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $12231($3271,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_15338 
08EC: 12@ = car $12102 class 
if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
else_jump @VALET_15338 
0441: 12@ = car $12102 model 
if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
else_jump @VALET_15338 
046C: $12098 = car $12102 driver 
if 
   not $12098 == -1 
else_jump @VALET_15338 
if 
8118:   not actor $12098 dead 
else_jump @VALET_15338 
062E: get_actor $12098 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // == constant 
else_jump @VALET_15338 
0084: $3268 = $12102 // (int) 
073B: unknown_car $3268 flag 0 

:VALET_15338
if or
  $3257 == 1 
  $3273 > 0 
else_jump @VALET_15817 
if 
  $3268 == 0 
else_jump @VALET_15817 
15@ += 1 
if 
  15@ == 6 
else_jump @VALET_15508 
0209: 6@ = random_int_in_ranges 0 3 
if 
  6@ == 0 
else_jump @VALET_15446 
0247: load_model 436 
04AF: 14@ = 436 // = constant 

:VALET_15446
if 
  6@ == 1 
else_jump @VALET_15477 
0247: load_model 533 
04AF: 14@ = 533 // = constant 

:VALET_15477
if 
  6@ == 2 
else_jump @VALET_15508 
0247: load_model 507 
04AF: 14@ = 507 // = constant 

:VALET_15508
if 
  15@ >= 6 
else_jump @VALET_15817 
if 
   not 14@ == 0 
else_jump @VALET_15817 
if 
0248:   model 14@ available 
else_jump @VALET_15817 
if 
80C2:   not sphere_onscreen $12247($3271,4f) $12251($3271,4f) $12255($3271,4f) radius 5.0 
else_jump @VALET_15692 
0395: clear_area 0 at $12247($3271,4f) $12251($3271,4f) $12255($3271,4f) radius 5.0 
00A5: $3268 = create_car 14@ at $12247($3271,4f) $12251($3271,4f) $12255($3271,4f) 
0175: set_car $3268 Z_angle_to $12259($3271,4f) 
0560: create_random_actor_in_car $3268 handle_as $12098 
073B: unknown_car $3268 flag 0 
jump @VALET_15817 

:VALET_15692
if 
80C2:   not sphere_onscreen $12263($3271,4f) $12267($3271,4f) $12271($3271,4f) radius 5.0 
else_jump @VALET_15817 
0395: clear_area 0 at $12263($3271,4f) $12267($3271,4f) $12271($3271,4f) radius 5.0 
00A5: $3268 = create_car 14@ at $12263($3271,4f) $12267($3271,4f) $12271($3271,4f) 
0175: set_car $3268 Z_angle_to $12275($3271,4f) 
0560: create_random_actor_in_car $3268 handle_as $12098 
073B: unknown_car $3268 flag 0 

:VALET_15817
if 
   not $3268 == 0 
else_jump @VALET_16115 
$3272 = 0 
if and
8118:   not actor $12098 dead 
8119:   not car $3268 wrecked 
else_jump @VALET_16085 
if 
  $3288 == 1 
else_jump @VALET_15890 
0229: set_car $3268 primary_color_to 3 secondary_color_to 3 

:VALET_15890
01C2: remove_references_to_actor $12098 // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 11@ 
if 
  $ONMISSION == 0 
else_jump @VALET_15957 
05D1: AS_actor -1 drive_car $3268 to $12235($3271,4f) $12239($3271,4f) $12243($3271,4f) speed 17.0 0 model 0 0 

:VALET_15957
if 
  $ONMISSION == 1 
else_jump @VALET_16014 
05D1: AS_actor -1 drive_car $3268 to $12235($3271,4f) $12239($3271,4f) $12243($3271,4f) speed 17.0 0 model 0 2 

:VALET_16014
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 11@ 
if 
8118:   not actor $12098 dead 
else_jump @VALET_16046 
039E: set_actor $12098 locked 1 while_in_car 

:VALET_16046
if 
  $3257 == 1 
else_jump @VALET_16072 
0084: $12297 = $3268 // (int) 

:VALET_16072
0618: assign_actor $12098 to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_16085
if 
   not 14@ == 0 
else_jump @VALET_16115 
0249: release_model 14@ 
14@ = 0 

:VALET_16115
return 

:VALET_16117
if or
  $3257 == 1 
  $3258 == 1 
else_jump @VALET_16486 
if and
   not $12105 == -1 
803A:   not  $12105 == $3254 // (int) 
803A:   not  $12105 == $12285 // (int) 
else_jump @VALET_16486 
if 
803A:   not  $12298 == $12105 // (int) 
else_jump @VALET_16486 
if 
8119:   not car $12105 wrecked 
else_jump @VALET_16486 
00AA: store_car $12105 position_to $72 $73 $74 
if or
  -1760.178 > $72 
  972.2405 > $73 
  16.1633 > $74 
  $72 > -1679.605 
  $73 > 1064.293 
  $74 > 24.8629 
else_jump @VALET_16486 
if 
80DB:   not actor $PLAYER_ACTOR in_car $12105 
else_jump @VALET_16486 
if 
82CA:   not car $12105 bounding_sphere_visible 
else_jump @VALET_16343 
00A6: destroy_car $12105 
jump @VALET_16486 

:VALET_16343
046C: $12100 = car $12105 driver 
if 
  $12100 == -1 
else_jump @VALET_16486 
if 
8205:   not actor $PLAYER_ACTOR near_car $12105 radius 8.0 8.0 8.0 flag 0 
else_jump @VALET_16486 
0376: $12100 = create_random_actor_at 0.0 0.0 0.0 
01C2: remove_references_to_actor $12100 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $12105 
if and
8118:   not actor $12100 dead 
8119:   not car $12105 wrecked 
else_jump @VALET_16486 
036A: put_actor $12100 in_car $12105 
05D2: AS_actor $12100 run_to_and_hijack_car $12105 max_search_radius 20.0 traffic_behavior 2 
$12105 = 0 

:VALET_16486
return 

:VALET_16488
if 
  $3287 == 0 
else_jump @VALET_16875 
030C: progress_made = 1 
0394: play_music 1 
$3287 = 1 
fade 0 500 

:VALET_16528
if 
fading 
else_jump @VALET_16552 
wait 0 
jump @VALET_16528 

:VALET_16552
00BE: text_clear_all 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VALET_16837 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04A6: $6655 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
03CB: set_rendering_origin_at -1757.668 961.7819 24.3828 
015F: set_camera_position -1761.832 910.2675 30.7224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1761.689 911.2571 30.7291 switchstyle 2 
fade 1 500 

:VALET_16682
if 
fading 
else_jump @VALET_16706 
wait 0 
jump @VALET_16682 

:VALET_16706
0394: play_music 2 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
015F: set_camera_position -1748.38 951.821 27.5455 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1748.938 952.5872 27.2272 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 2000 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:VALET_16813
if 
fading 
else_jump @VALET_16837 
wait 0 
jump @VALET_16813 

:VALET_16837
if 
0256:   player $PLAYER_CHAR defined 
else_jump @VALET_16875 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
fade 1 500 

:VALET_16875
00BA: show_text_styled GXT 'VAL_A33' time 5000 style 1  // ~S~Valet Parking Complete
$12287 = 8 
return 

:VALET_16900
0249: release_model 189 
01C2: remove_references_to_actor $3261[0] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3261[1] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $3261[2] // Like turning an actor into a random pedestrian 
0151: remove_status_text $12288 
014F: stop_timer $12286 
0151: remove_status_text $12284 
065C: release_decision_maker 7@ 
if 
8118:   not actor $3261[0] dead 
else_jump @VALET_16961 
009B: destroy_actor $3261[0] 

:VALET_16961
if 
8118:   not actor $3261[1] dead 
else_jump @VALET_16982 
009B: destroy_actor $3261[1] 

:VALET_16982
if 
8118:   not actor $3261[2] dead 
else_jump @VALET_17003 
009B: destroy_actor $3261[2] 

:VALET_17003
if 
  $3257 == 1 
else_jump @VALET_17032 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 

:VALET_17032
$3279[0] = 1 
$3279[1] = 1 
$3279[2] = 1 
4@ = 0 
$12283 = 0 
if 
8119:   not car $12285 wrecked 
else_jump @VALET_17123 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17123 
if 
80DB:   not actor $PLAYER_ACTOR in_car $12285 
else_jump @VALET_17123 
00A6: destroy_car $12285 

:VALET_17123
if 
8119:   not car $3265[0] wrecked 
else_jump @VALET_17179 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17179 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3265[0] 
else_jump @VALET_17179 
00A6: destroy_car $3265[0] 

:VALET_17179
if 
8119:   not car $3265[1] wrecked 
else_jump @VALET_17235 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17235 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3265[1] 
else_jump @VALET_17235 
00A6: destroy_car $3265[1] 

:VALET_17235
if 
8119:   not car $3265[2] wrecked 
else_jump @VALET_17291 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17291 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3265[2] 
else_jump @VALET_17291 
00A6: destroy_car $3265[2] 

:VALET_17291
if 
8119:   not car $3264 wrecked 
else_jump @VALET_17347 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17347 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3264 
else_jump @VALET_17347 
00A6: destroy_car $3264 

:VALET_17347
if 
8119:   not car $3268 wrecked 
else_jump @VALET_17403 
if 
8118:   not actor $PLAYER_ACTOR dead 
else_jump @VALET_17403 
if 
80DB:   not actor $PLAYER_ACTOR in_car $3268 
else_jump @VALET_17403 
00A6: destroy_car $3268 

:VALET_17403
$3284 = 0 
$3285 = 0 
$3286 = 0 
$12285 = 0 
$3265[0] = 0 
$3265[1] = 0 
$3265[2] = 0 
$3264 = 0 
$3278 = 4 
$3268 = 0 
$12287 = 0 
$12104 = 0 
$3260 = 0 
$3283 = 0 
0164: disable_marker 20@ 
0164: disable_marker 19@ 
end_thread 
return 
end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO
thread 'PHOTO' 
2@ = 0 
if 
  2@ == 1 
else_jump @PHOTO_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PHOTO_60
04ED: load_animation "CAMERA" 
0247: load_model 367 

:PHOTO_75
if 
8248:   not model 367 available 
else_jump @PHOTO_117 
04ED: load_animation "CAMERA" 
0247: load_model 367 
wait 0 
jump @PHOTO_75 

:PHOTO_117
if 
84EE:   not animation "CAMERA" loaded 
else_jump @PHOTO_164 
04ED: load_animation "CAMERA" 
0247: load_model 367 
wait 0 
jump @PHOTO_117 

:PHOTO_164
3@ = 1 
4@ = 0 
if 
8118:   not actor 0@ dead 
else_jump @PHOTO_204 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_204
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
else_jump @PHOTO_306 
if 
09C5:   unknown_actor 0@ 
else_jump @PHOTO_292 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PHOTO_278 
jump @PHOTO_2447 
jump @PHOTO_285 

:PHOTO_278
gosub @PHOTO_320 

:PHOTO_285
jump @PHOTO_299 

:PHOTO_292
gosub @PHOTO_2405 

:PHOTO_299
jump @PHOTO_313 

:PHOTO_306
gosub @PHOTO_2405 

:PHOTO_313
jump @PHOTO_204 

:PHOTO_320
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PHOTO_397 jumps 1 @PHOTO_383 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 

:PHOTO_383
gosub @PHOTO_399 
jump @PHOTO_397 

:PHOTO_397
return 

:PHOTO_399
0871: init_jump_table 4@ total_jumps 13 default_jump 0 @PHOTO_2403 jumps 0 @PHOTO_527 1 @PHOTO_587 2 @PHOTO_744 3 @PHOTO_912 4 @PHOTO_1047 5 @PHOTO_1172 6 @PHOTO_1414 
0872: jump_table_jumps 7 @PHOTO_1540 8 @PHOTO_1704 9 @PHOTO_1777 10 @PHOTO_1902 11 @PHOTO_2144 12 @PHOTO_2277 -1 @PHOTO_2403 -1 @PHOTO_2403 -1 @PHOTO_2403 

:PHOTO_527
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 
jump @PHOTO_2403 

:PHOTO_587
if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
else_jump @PHOTO_737 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_737 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMSTND_LKABT" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
41@ = 0 
4@ += 1 

:PHOTO_737
jump @PHOTO_2403 

:PHOTO_744
if 
002D:   41@ >= 2@ // (int) 
else_jump @PHOTO_905 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_852 
0605: actor 0@ perform_animation "CAMSTND_TO_CAMCRCH" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 7 
jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ = 3 

:PHOTO_905
jump @PHOTO_2403 

:PHOTO_912
if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
else_jump @PHOTO_1040 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1040 
0605: actor 0@ perform_animation "PICSTND_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:PHOTO_1040
jump @PHOTO_2403 

:PHOTO_1047
if 
0611:   actor 0@ performing_animation "PICSTND_IN" 
else_jump @PHOTO_1165 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1165 
0605: actor 0@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:PHOTO_1165
jump @PHOTO_2403 

:PHOTO_1172
if 
0611:   actor 0@ performing_animation "PICSTND_TAKE" 
else_jump @PHOTO_1407 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_1331 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_1331
if 
  7@ >= 1.0 
else_jump @PHOTO_1407 
0605: actor 0@ perform_animation "PICSTND_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
6@ = 0 
4@ += 1 

:PHOTO_1407
jump @PHOTO_2403 

:PHOTO_1414
if 
0611:   actor 0@ performing_animation "PICSTND_OUT" 
else_jump @PHOTO_1533 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1533 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_1526 
4@ = 0 
jump @PHOTO_1533 

:PHOTO_1526
gosub @PHOTO_2405 

:PHOTO_1533
jump @PHOTO_2403 

:PHOTO_1540
if 
0611:   actor 0@ performing_animation "CAMSTND_TO_CAMCRCH" 
else_jump @PHOTO_1697 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1697 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMCRCH_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
41@ = 0 
4@ += 1 

:PHOTO_1697
jump @PHOTO_2403 

:PHOTO_1704
if 
002D:   41@ >= 2@ // (int) 
else_jump @PHOTO_1770 
0605: actor 0@ perform_animation "PICCRCH_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:PHOTO_1770
jump @PHOTO_2403 

:PHOTO_1777
if 
0611:   actor 0@ performing_animation "PICCRCH_IN" 
else_jump @PHOTO_1895 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1895 
0605: actor 0@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
4@ += 1 

:PHOTO_1895
jump @PHOTO_2403 

:PHOTO_1902
if 
0611:   actor 0@ performing_animation "PICCRCH_TAKE" 
else_jump @PHOTO_2137 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_2061 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.6 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_2061
if 
  7@ >= 1.0 
else_jump @PHOTO_2137 
0605: actor 0@ perform_animation "PICCRCH_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
6@ = 0 
4@ += 1 

:PHOTO_2137
jump @PHOTO_2403 

:PHOTO_2144
if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
else_jump @PHOTO_2270 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2270 
0605: actor 0@ perform_animation "CAMCRCH_TO_CAMSTND" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
4@ += 1 

:PHOTO_2270
jump @PHOTO_2403 

:PHOTO_2277
if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
else_jump @PHOTO_2396 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2396 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_2389 
4@ = 0 
jump @PHOTO_2396 

:PHOTO_2389
gosub @PHOTO_2405 

:PHOTO_2396
jump @PHOTO_2403 

:PHOTO_2403
return 

:PHOTO_2405
04EF: release_animation "CAMERA" 
if 
8118:   not actor 0@ dead 
else_jump @PHOTO_2438 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_2438
0249: release_model 367 
end_thread 
return 

:PHOTO_2447
wait 0 
if 
8118:   not actor 0@ dead 
else_jump @PHOTO_2511 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // == constant 
else_jump @PHOTO_2504 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_2504
jump @PHOTO_2518 

:PHOTO_2511
gosub @PHOTO_2405 

:PHOTO_2518
jump @PHOTO_2447 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR
thread 'PRISONR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PRISONR_60 
009A: 0@ = create_actor_pedtype 5 model 0 at 0.0 0.0 0.0 

:PRISONR_60
if 
8118:   not actor 0@ dead 
else_jump @PRISONR_109 
089F: get_actor 0@ pedtype_to 9@ 
if 
04A4:   9@ == 6 // == constant 
else_jump @PRISONR_109 
009B: destroy_actor 0@ 
end_thread 

:PRISONR_109
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 

:PRISONR_122
if 
84EE:   not animation "GANGS" loaded 
else_jump @PRISONR_153 
wait 0 
jump @PRISONR_122 

:PRISONR_153
if 
8248:   not model #CIGAR available 
else_jump @PRISONR_179 
wait 0 
jump @PRISONR_153 

:PRISONR_179
if 
8118:   not actor 0@ dead 
else_jump @PRISONR_266 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0107: 12@ = create_object #CIGAR at 6@ 7@ 8@ 
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:PRISONR_266
3@ = 1 
4@ = 0 
10@ = 0 

:PRISONR_287
wait 0 
if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
  $1273 == 0 
else_jump @PRISONR_374 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PRISONR_360 
060B: set_actor 0@ decision_maker_to $1280 
jump @PRISONR_1286 
jump @PRISONR_367 

:PRISONR_360
gosub @PRISONR_388 

:PRISONR_367
jump @PRISONR_381 

:PRISONR_374
gosub @PRISONR_1259 

:PRISONR_381
jump @PRISONR_287 

:PRISONR_388
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PRISONR_465 jumps 1 @PRISONR_451 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 

:PRISONR_451
gosub @PRISONR_467 
jump @PRISONR_465 

:PRISONR_465
return 

:PRISONR_467
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PRISONR_1257 jumps 0 @PRISONR_530 1 @PRISONR_943 2 @PRISONR_986 3 @PRISONR_1029 4 @PRISONR_1148 -1 @PRISONR_1257 -1 @PRISONR_1257 

:PRISONR_530
0209: 9@ = random_int_in_ranges 0 100 
if 
  9@ >= 80 
else_jump @PRISONR_753 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
073F: get_actor_in_sphere 6@ 7@ 8@ radius 2.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 11@ 
if and
8118:   not actor 11@ dead 
803B:   not  11@ == 0@ // (int) 
else_jump @PRISONR_649 
05E2: AS_actor 0@ kill_actor 11@ 
4@ = 2 
jump @PRISONR_1257 
jump @PRISONR_746 

:PRISONR_649
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_746
jump @PRISONR_936 

:PRISONR_753
if 
  9@ >= 30 
else_jump @PRISONR_839 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
0947: actor 0@ speak_from_audio_table 45 store_spoken_phrase_id_to 9@ 
4@ = 1 
jump @PRISONR_1257 
jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_936
jump @PRISONR_1257 

:PRISONR_943
062E: get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
else_jump @PRISONR_979 
4@ = 0 

:PRISONR_979
jump @PRISONR_1257 

:PRISONR_986
062E: get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
else_jump @PRISONR_1022 
4@ = 0 

:PRISONR_1022
jump @PRISONR_1257 

:PRISONR_1029
if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
else_jump @PRISONR_1129 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if and
  6@ >= 0.5 
  1.0 > 6@ 
else_jump @PRISONR_1122 
064C: make_particle 13@ visible 
4@ += 1 

:PRISONR_1122
jump @PRISONR_1141 

:PRISONR_1129
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1141
jump @PRISONR_1257 

:PRISONR_1148
if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
else_jump @PRISONR_1238 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if 
  6@ >= 1.0 
else_jump @PRISONR_1231 
0650: destroy_particle 13@ 
4@ = 0 

:PRISONR_1231
jump @PRISONR_1250 

:PRISONR_1238
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1250
jump @PRISONR_1257 

:PRISONR_1257
return 

:PRISONR_1259
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0108: destroy_object 12@ 
0650: destroy_particle 13@ 
end_thread 
return 

:PRISONR_1286
wait 0 
if and
8118:   not actor 0@ dead 
  $1273 == 0 
else_jump @PRISONR_1356 
062E: get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // == constant 
else_jump @PRISONR_1349 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_1349
jump @PRISONR_1363 

:PRISONR_1356
gosub @PRISONR_1259 

:PRISONR_1363
jump @PRISONR_1286 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 41@ 
0663: printint "SCRIPT_TIMER" 40@ 
return 
end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA
thread 'CAMERA' 
if 
  0@ == -100 
else_jump @CAMERA_53 
009A: 8@ = create_actor_pedtype 4 model 0 at 0.0 0.0 0.0 

:CAMERA_53
3@ = 0 
2@ = 0 
1@ = 0 
12@ = 0.0 
13@ = 25.0 
14@ = -25.0 
0A2F: show_first_person_view 0 

:CAMERA_108
wait 3@ 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @CAMERA_819 
if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
else_jump @CAMERA_722 
gosub @CAMERA_3356 
if 
  11@ == 1 
else_jump @CAMERA_557 
if 
02A0:   actor $PLAYER_ACTOR stopped 
else_jump @CAMERA_473 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @CAMERA_385 
if 
00E1:   player 0 pressed_key 6 
else_jump @CAMERA_306 
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_271 
03E6: remove_text_box 

:CAMERA_271
3@ = 0 
2@ = 0 
4@ = 0 
gosub @CAMERA_833 
jump @CAMERA_378 

:CAMERA_306
1@ = 0 
if 
88B4:   not test $389 bit 1 
else_jump @CAMERA_338 
gosub @CAMERA_1963 

:CAMERA_338
if 
  2@ > 0 
else_jump @CAMERA_370 
3@ = 0 
jump @CAMERA_378 

:CAMERA_370
3@ = 500 

:CAMERA_378
jump @CAMERA_466 

:CAMERA_385
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_433 
03E6: remove_text_box 

:CAMERA_433
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_466
jump @CAMERA_550 

:CAMERA_473
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_521 
03E6: remove_text_box 

:CAMERA_521
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_550
jump @CAMERA_715 

:CAMERA_557
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_605 
03E6: remove_text_box 

:CAMERA_605
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 
if 
  2@ >= 3 
else_jump @CAMERA_715 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_715 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
if and
  $ONMISSION == 0 
  5@ == 0 
else_jump @CAMERA_715 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_715
jump @CAMERA_812 

:CAMERA_722
if 
  2@ >= 3 
else_jump @CAMERA_805 
0247: load_model 367 
3@ = 0 
gosub @CAMERA_3356 
if 
  11@ == 1 
else_jump @CAMERA_791 
gosub @CAMERA_1963 
jump @CAMERA_798 

:CAMERA_791
gosub @CAMERA_3530 

:CAMERA_798
jump @CAMERA_812 

:CAMERA_805
gosub @CAMERA_3530 

:CAMERA_812
jump @CAMERA_826 

:CAMERA_819
gosub @CAMERA_3530 

:CAMERA_826
jump @CAMERA_108 

:CAMERA_833
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @CAMERA_1961 jumps 0 @CAMERA_896 1 @CAMERA_998 2 @CAMERA_1361 3 @CAMERA_1542 4 @CAMERA_1730 -1 @CAMERA_1961 -1 @CAMERA_1961 

:CAMERA_896
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_991 
if 
  7@ > 3 
else_jump @CAMERA_950 
7@ = 3 

:CAMERA_950
6@ = 0 
7@ -= 1 
15@ = 3.0 
15@ += 0.2 
1@ += 1 

:CAMERA_991
jump @CAMERA_1961 

:CAMERA_998
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1108 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1108
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1218 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1218
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 
if 
872D:   not is_flamethrower_fired_in_angled_area_2d 16@ 17@ to 19@ 20@ angle 7.0 sphere 0 
else_jump @CAMERA_1340 
0947: actor $PLAYER_ACTOR speak_from_audio_table 335 store_spoken_phrase_id_to 6@ 
6@ = 0 
1@ += 1 
jump @CAMERA_1354 

:CAMERA_1340
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1354
jump @CAMERA_1961 

:CAMERA_1361
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1408 
6@ = 0 
10@ = 0 
1@ += 1 
jump @CAMERA_1535 

:CAMERA_1408
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_1528 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
else_jump @CAMERA_1528 
if 
  3 > 6@ 
else_jump @CAMERA_1511 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@(6@,3f) 
jump @CAMERA_1528 

:CAMERA_1511
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@ 

:CAMERA_1528
6@ += 1 

:CAMERA_1535
jump @CAMERA_1961 

:CAMERA_1542
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1615 
6@ = 0 
if 
001D:   10@ > 7@ // (int) 
else_jump @CAMERA_1608 
6@ = 0 
10@ = 0 
1@ += 1 

:CAMERA_1608
jump @CAMERA_1723 

:CAMERA_1615
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_1716 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
else_jump @CAMERA_1716 
062E: get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // == constant 
else_jump @CAMERA_1716 
05BA: AS_actor 8@ move_mouth 5000 ms 
10@ += 1 

:CAMERA_1716
6@ += 1 

:CAMERA_1723
jump @CAMERA_1961 

:CAMERA_1730
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1770 
6@ = 0 
1@ = -1 
jump @CAMERA_1954 

:CAMERA_1770
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_1947 
if 
02CB:   actor 8@ bounding_sphere_visible 
else_jump @CAMERA_1947 
if or
02F2:   actor 8@ model == 195 
02F2:   actor 8@ model == 192 
02F2:   actor 8@ model == 191 
02F2:   actor 8@ model == 190 
02F2:   actor 8@ model == 193 
02F2:   actor 8@ model == 194 
else_jump @CAMERA_1939 
if 
04EE:   animation "KISSING" loaded 
else_jump @CAMERA_1932 
0605: actor 8@ perform_animation "GFWAVE2" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAMERA_1932
jump @CAMERA_1947 

:CAMERA_1939
0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 

:CAMERA_1947
6@ += 1 

:CAMERA_1954
jump @CAMERA_1961 

:CAMERA_1961
return 

:CAMERA_1963
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @CAMERA_3354 jumps 0 @CAMERA_2091 1 @CAMERA_2155 2 @CAMERA_2310 3 @CAMERA_2443 4 @CAMERA_2565 5 @CAMERA_2816 6 @CAMERA_3205 
0872: jump_table_jumps 7 @CAMERA_3235 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 -1 @CAMERA_3354 

:CAMERA_2091
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_2148 
6@ = 0 
7@ -= 1 
2@ += 1 
3@ = 0 

:CAMERA_2148
jump @CAMERA_3354 

:CAMERA_2155
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_2188 
6@ = 0 
jump @CAMERA_2303 

:CAMERA_2188
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_2296 
if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
else_jump @CAMERA_2296 
if and
88FE:   not text_box_displayed 
  4@ == 0 
else_jump @CAMERA_2289 
0512: show_permanent_text_box 'CAM_001'  // Tap ~m~~widget_phone~ to have your picture taken.
4@ = 1 

:CAMERA_2289
2@ += 1 

:CAMERA_2296
6@ += 1 

:CAMERA_2303
jump @CAMERA_3354 

:CAMERA_2310
if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2429 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2415 
if 
0A51:   is_widget_pressed 8 
else_jump @CAMERA_2408 
0947: actor $PLAYER_ACTOR speak_from_audio_table 334 store_spoken_phrase_id_to 6@ 
2@ += 1 

:CAMERA_2408
jump @CAMERA_2422 

:CAMERA_2415
2@ = 0 

:CAMERA_2422
jump @CAMERA_2436 

:CAMERA_2429
2@ = 0 

:CAMERA_2436
jump @CAMERA_3354 

:CAMERA_2443
if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2551 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2537 
if 
0A52:   is_widget_released 8 
else_jump @CAMERA_2530 
2@ += 1 

:CAMERA_2530
jump @CAMERA_2544 

:CAMERA_2537
2@ = 0 

:CAMERA_2544
jump @CAMERA_2558 

:CAMERA_2551
2@ = 0 

:CAMERA_2558
jump @CAMERA_3354 

:CAMERA_2565
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_2802 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2788 
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_2654 
03E6: remove_text_box 

:CAMERA_2654
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_2678 
03E6: remove_text_box 

:CAMERA_2678
00BE: text_clear_all 
04D7: set_actor 8@ locked 1 
0337: set_actor 8@ visibility 0 
00A0: store_actor 8@ position_to 16@ 17@ 18@ 
18@ += 0.8 
015F: set_camera_position 16@ 17@ 18@ rotation 0.0 0.2 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
2@ += 1 
jump @CAMERA_2795 

:CAMERA_2788
2@ = 0 

:CAMERA_2795
jump @CAMERA_2809 

:CAMERA_2802
2@ = 0 

:CAMERA_2809
jump @CAMERA_3354 

:CAMERA_2816
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_3072 
if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2925 
0512: show_permanent_text_box 'CAM_002'  // Tap ~m~~widget_vc_shoot~ to take the picture.
if or
0A52:   is_widget_released 21 
0A52:   is_widget_released 22 
else_jump @CAMERA_2918 
2@ += 1 

:CAMERA_2918
jump @CAMERA_3065 

:CAMERA_2925
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_2949 
03E6: remove_text_box 

:CAMERA_2949
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_2973 
03E6: remove_text_box 

:CAMERA_2973
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3058 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3058
2@ = 0 

:CAMERA_3065
jump @CAMERA_3198 

:CAMERA_3072
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_3096 
03E6: remove_text_box 

:CAMERA_3096
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_3120 
03E6: remove_text_box 

:CAMERA_3120
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3170 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3170
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 

:CAMERA_3198
jump @CAMERA_3354 

:CAMERA_3205
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
wait 100 
2@ += 1 
jump @CAMERA_3354 

:CAMERA_3235
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_3259 
03E6: remove_text_box 

:CAMERA_3259
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_3283 
03E6: remove_text_box 

:CAMERA_3283
00BE: text_clear_all 
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_3315 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3315
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 
jump @CAMERA_3354 

:CAMERA_3354
return 

:CAMERA_3356
11@ = 0 
if 
  $ONMISSION == 0 
else_jump @CAMERA_3528 
if 
  $14 == 0 
else_jump @CAMERA_3528 
if 
  $2899 == 0 
else_jump @CAMERA_3528 
if 
88B4:   not test $389 bit 20 
else_jump @CAMERA_3528 
if 
89BE:   not are_text_boxes_locked_to_any_thread 
else_jump @CAMERA_3528 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_3528 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @CAMERA_3528 
if 
   not fading 
else_jump @CAMERA_3528 
if 
  $1274 == 0 
else_jump @CAMERA_3528 
if 
86B9:   not cutscene_data_loaded 
else_jump @CAMERA_3528 
11@ = 1 

:CAMERA_3528
return 

:CAMERA_3530
if 
0A2A:   text_box 'CAM_001' displayed  // Tap ~m~~widget_phone~ to have your picture taken.
else_jump @CAMERA_3554 
03E6: remove_text_box 

:CAMERA_3554
if 
0A2A:   text_box 'CAM_002' displayed  // Tap ~m~~widget_vc_shoot~ to take the picture.
else_jump @CAMERA_3578 
03E6: remove_text_box 

:CAMERA_3578
if 
8118:   not actor 8@ dead 
else_jump @CAMERA_3608 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3608
if 
  $ONMISSION == 0 
else_jump @CAMERA_3705 
if 
  2@ >= 3 
else_jump @CAMERA_3701 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3694 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3694
jump @CAMERA_3705 

:CAMERA_3701
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3705
0A2F: show_first_person_view 0 
0249: release_model 367 
end_thread 
return 
return 
end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT
thread 'DEBT' 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
01BD: $15 = current_time_in_ms 
008B: 9@ = $15 // (int) 
9@ += 50 
008B: 10@ = $15 // (int) 
10@ -= 10 

:DEBT_109
wait 250 
01BD: $15 = current_time_in_ms 
if 
  0@ == 0 
else_jump @DEBT_626 
if 
  $ONMISSION == 0 
else_jump @DEBT_589 
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_582 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DEBT_545 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_501 
if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
else_jump @DEBT_457 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @DEBT_413 
if 
04A3:   $3253 == 3 // == constant 
else_jump @DEBT_369 
010B: 11@ = player $PLAYER_CHAR money 
if 
  -5000 > 11@ 
else_jump @DEBT_299 
1@ = 1 

:DEBT_299
if 
  -50000 > 11@ 
else_jump @DEBT_327 
1@ = 2 

:DEBT_327
if 
  -500000 > 11@ 
else_jump @DEBT_355 
1@ = 3 

:DEBT_355
0@ += 1 
jump @DEBT_406 

:DEBT_369
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_406 
008B: 9@ = $15 // (int) 
9@ += 120000 

:DEBT_406
jump @DEBT_450 

:DEBT_413
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_450 
008B: 9@ = $15 // (int) 
9@ += 60000 

:DEBT_450
jump @DEBT_494 

:DEBT_457
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_494 
008B: 9@ = $15 // (int) 
9@ += 60000 

:DEBT_494
jump @DEBT_538 

:DEBT_501
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_538 
008B: 9@ = $15 // (int) 
9@ += 60000 

:DEBT_538
jump @DEBT_582 

:DEBT_545
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_582 
008B: 9@ = $15 // (int) 
9@ += 120000 

:DEBT_582
jump @DEBT_626 

:DEBT_589
if 
001E:   $15 > 9@ // (int) 
else_jump @DEBT_626 
008B: 9@ = $15 // (int) 
9@ += 120000 

:DEBT_626
if 
  0@ == 1 
else_jump @DEBT_959 

:DEBT_644
01BD: $15 = current_time_in_ms 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DEBT_927 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $74 
0086: $72 = $68 // (float) 
$72 -= 200.0 
$68 += 200.0 
0208: $72 = random_float_in_ranges $72 $68 
0086: $73 = $69 // (float) 
$73 -= 200.0 
$69 += 200.0 
0208: $73 = random_float_in_ranges $73 $69 
03D3: get_route_nearest_for $72 $73 $74 store_to $72 $73 $74 Z_angle_to $71 
00A0: store_actor $PLAYER_ACTOR position_to $68 $69 $70 
0509: $67 = distance_between_XY $68 $69 and_XY $72 $73 
if 
  1.0 > $74 
else_jump @DEBT_843 
wait 0 
jump @DEBT_644 

:DEBT_843
if 
  50.0 > $67 
else_jump @DEBT_875 
wait 0 
jump @DEBT_644 

:DEBT_875
if 
00C2:   sphere_onscreen $72 $73 $74 radius 4.0 
else_jump @DEBT_913 
wait 0 
jump @DEBT_644 

:DEBT_913
0@ += 1 
jump @DEBT_959 

:DEBT_927
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_959
if 
  0@ == 2 
else_jump @DEBT_1913 
if and
0248:   model 540 available 
0248:   model 181 available 
0248:   model 183 available 
0248:   model 206 available 
0248:   model 47 available 
0248:   model 352 available 
else_jump @DEBT_1719 
if 
0248:   model 355 available 
else_jump @DEBT_1684 
00A5: 12@ = create_car 540 at $72 $73 $74 
0175: set_car 12@ Z_angle_to $71 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
if 
  2@ == 1 
else_jump @DEBT_1133 
0249: release_model 540 
2@ = 0 

:DEBT_1133
0129: 13@ = create_actor_pedtype 24 model 181 in_car 12@ driverseat 
if 
  3@ == 1 
else_jump @DEBT_1176 
0249: release_model 181 
3@ = 0 

:DEBT_1176
if 
  1@ > 0 
else_jump @DEBT_1400 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: copy_group_decision_maker -1 to 18@ 
0749: reset_group_decision_maker 18@ event 41 
06AD: set_group 17@ group_decision_maker_to 18@ 
01C8: 14@ = create_actor_pedtype 24 model 183 in_car 12@ passenger_seat 0 
if 
  4@ == 1 
else_jump @DEBT_1276 
0249: release_model 183 
4@ = 0 

:DEBT_1276
if 
  1@ > 1 
else_jump @DEBT_1339 
01C8: 15@ = create_actor_pedtype 24 model 206 in_car 12@ passenger_seat 1 
if 
  5@ == 1 
else_jump @DEBT_1339 
0249: release_model 206 
5@ = 0 

:DEBT_1339
if 
  1@ > 2 
else_jump @DEBT_1400 
01C8: 16@ = create_actor_pedtype 24 model 47 in_car 12@ passenger_seat 2 
if 
  6@ == 1 
else_jump @DEBT_1400 
0249: release_model 47 
6@ = 0 

:DEBT_1400
07E5: copy_decision_maker -1 to 19@ 
0708: reset_decision_maker 19@ event 41 
$4784 = 0 

:DEBT_1421
if 
  4 > $4784 
else_jump @DEBT_1610 
if 
8118:   not actor 13@($4784,4i) dead 
else_jump @DEBT_1596 
060B: set_actor 13@($4784,4i) decision_maker_to 19@ 
02A9: set_actor 13@($4784,4i) immune_to_nonplayer 1 
077A: set_actor 13@($4784,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
03FE: set_actor 13@($4784,4i) money 10000 
0961: set_actor 13@($4784,4i) keep_tasks_after_cleanup 1 
if or
  $4784 == 0 
  $4784 == 2 
else_jump @DEBT_1557 
01B2: give_actor 13@($4784,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_1557
if or
  $4784 == 1 
  $4784 == 3 
else_jump @DEBT_1596 
01B2: give_actor 13@($4784,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_1596
$4784 += 1 
jump @DEBT_1421 

:DEBT_1610
if 
  7@ == 1 
else_jump @DEBT_1640 
0249: release_model 352 
7@ = 0 

:DEBT_1640
if 
  8@ == 1 
else_jump @DEBT_1670 
0249: release_model 355 
8@ = 0 

:DEBT_1670
0@ += 1 
jump @DEBT_1712 

:DEBT_1684
if 
8248:   not model 355 available 
else_jump @DEBT_1712 
0247: load_model 355 
8@ = 1 

:DEBT_1712
jump @DEBT_1913 

:DEBT_1719
if 
8248:   not model 540 available 
else_jump @DEBT_1747 
0247: load_model 540 
2@ = 1 

:DEBT_1747
if 
8248:   not model 181 available 
else_jump @DEBT_1775 
0247: load_model 181 
3@ = 1 

:DEBT_1775
if 
8248:   not model 183 available 
else_jump @DEBT_1803 
0247: load_model 183 
4@ = 1 

:DEBT_1803
if 
8248:   not model 206 available 
else_jump @DEBT_1831 
0247: load_model 206 
5@ = 1 

:DEBT_1831
if 
8248:   not model 47 available 
else_jump @DEBT_1857 
0247: load_model 47 
6@ = 1 

:DEBT_1857
if 
8248:   not model 352 available 
else_jump @DEBT_1885 
0247: load_model 352 
7@ = 1 

:DEBT_1885
if 
8248:   not model 355 available 
else_jump @DEBT_1913 
0247: load_model 355 
8@ = 1 

:DEBT_1913
if 
  0@ == 3 
else_jump @DEBT_3760 
if 
  $ONMISSION == 0 
else_jump @DEBT_3665 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @DEBT_3626 
if 
810A:   not player $PLAYER_CHAR money > -1 
else_jump @DEBT_3603 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_3564 
if 
8118:   not actor 13@ dead 
else_jump @DEBT_3151 
if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
else_jump @DEBT_3112 
if 
0449:   actor 13@ in_a_car 
else_jump @DEBT_2672 
if 
8119:   not car 12@ wrecked 
else_jump @DEBT_2660 
if 
001E:   $15 > 10@ // (int) 
else_jump @DEBT_2331 
if 
00DF:   actor $PLAYER_ACTOR driving 
else_jump @DEBT_2296 
0209: 11@ = random_int_in_ranges 0 4 
03C0: $47 = actor $PLAYER_ACTOR car 
if 
  11@ == 0 
else_jump @DEBT_2175 
06E1: AS_actor 13@ using_car 12@ target_car $47 with_order 15 max_speed 100.0 traffic_flag 2 

:DEBT_2175
if 
  11@ == 1 
else_jump @DEBT_2213 
06E1: AS_actor 13@ using_car 12@ target_car $47 with_order 19 max_speed 100.0 traffic_flag 2 

:DEBT_2213
if 
  11@ == 2 
else_jump @DEBT_2251 
06E1: AS_actor 13@ using_car 12@ target_car $47 with_order 29 max_speed 100.0 traffic_flag 2 

:DEBT_2251
if 
  11@ == 3 
else_jump @DEBT_2289 
06E1: AS_actor 13@ using_car 12@ target_car $47 with_order 30 max_speed 100.0 traffic_flag 2 

:DEBT_2289
jump @DEBT_2315 

:DEBT_2296
06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 

:DEBT_2315
008B: 10@ = $15 // (int) 
10@ += 8000 

:DEBT_2331
06AC: $67 = actor $PLAYER_ACTOR movement_speed 
if or
044B:   actor $PLAYER_ACTOR on_foot 
  5.0 > $67 
else_jump @DEBT_2540 
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @DEBT_2540 
062E: get_actor 13@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_2540 
0615: define_AS_pack_begin 20@ 
0209: 11@ = random_int_in_ranges 0 2 
if 
  11@ == 0 
else_jump @DEBT_2488 
06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 
jump @DEBT_2512 

:DEBT_2488
06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000 

:DEBT_2512
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 5000 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2540
if and
03CE:   car 12@ stuck 
  15.0 > $67 
else_jump @DEBT_2653 
if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 sphere 0 
else_jump @DEBT_2653 
if 
02CA:   car 12@ bounding_sphere_visible 
else_jump @DEBT_2653 
062E: get_actor 13@ task 1957 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_2653 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_2653
jump @DEBT_2665 

:DEBT_2660
01C3: remove_references_to_car 12@ 

:DEBT_2665
jump @DEBT_3105 

:DEBT_2672
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
else_jump @DEBT_2750 
062E: get_actor 13@ task 1957 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_2743 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_2743
jump @DEBT_3105 

:DEBT_2750
if 
8119:   not car 12@ wrecked 
else_jump @DEBT_2851 
062E: get_actor 13@ task 1560 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_2844 
0615: define_AS_pack_begin 20@ 
0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2844
jump @DEBT_3105 

:DEBT_2851
01C3: remove_references_to_car 12@ 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
else_jump @DEBT_3065 
00A0: store_actor 13@ position_to $72 $73 $74 
03D3: get_route_nearest_for $72 $73 $74 store_to $72 $73 $74 Z_angle_to $71 
if 
838A:   not any_car_in_cube_cornerA $72 $73 $74 cornerB 4.0 4.0 4.0 
else_jump @DEBT_3058 
if 
80C2:   not sphere_onscreen $72 $73 $74 radius 4.0 
else_jump @DEBT_3058 
00A5: 12@ = create_car 540 at $72 $73 $74 
0175: set_car 12@ Z_angle_to $71 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:DEBT_3058
jump @DEBT_3105 

:DEBT_3065
062E: get_actor 13@ task 1957 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_3105 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3105
jump @DEBT_3144 

:DEBT_3112
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3144
jump @DEBT_3316 

:DEBT_3151
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
$4784 = 1 

:DEBT_3163
if 
  4 > $4784 
else_jump @DEBT_3316 
if 
8118:   not actor 13@($4784,4i) dead 
else_jump @DEBT_3293 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3286 
if 
06EE:   actor 13@($4784,4i) in_group 17@ 
else_jump @DEBT_3286 
if 
06EF:   actor 13@($4784,4i) leading_group 17@ 
else_jump @DEBT_3286 
0085: 13@ = 13@($4784,4i) // (int) 
13@($4784,4i) = -1 

:DEBT_3286
jump @DEBT_3302 

:DEBT_3293
01C2: remove_references_to_actor 13@($4784,4i) // Like turning an actor into a random pedestrian 

:DEBT_3302
$4784 += 1 
jump @DEBT_3163 

:DEBT_3316
$4784 = 1 

:DEBT_3323
if 
  4 > $4784 
else_jump @DEBT_3557 
if 
8118:   not actor 13@ dead 
else_jump @DEBT_3543 
if 
8118:   not actor 13@($4784,4i) dead 
else_jump @DEBT_3534 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3527 
if 
86EE:   not actor 13@($4784,4i) in_group 17@ 
else_jump @DEBT_3527 
if 
00F2:   actor 13@($4784,4i) near_actor 13@ radius 30.0 30.0 0 
else_jump @DEBT_3470 
0631: put_actor 13@($4784,4i) in_group 17@ 
jump @DEBT_3527 

:DEBT_3470
062E: get_actor 13@($4784,4i) task 1957 status_store_to $415 // ret 7 if not found 
if 
04A3:   $415 == 7 // == constant 
else_jump @DEBT_3527 
01C2: remove_references_to_actor 13@($4784,4i) // Like turning an actor into a random pedestrian 
07A5: AS_actor 13@($4784,4i) attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3527
jump @DEBT_3543 

:DEBT_3534
01C2: remove_references_to_actor 13@($4784,4i) // Like turning an actor into a random pedestrian 

:DEBT_3543
$4784 += 1 
jump @DEBT_3323 

:DEBT_3557
jump @DEBT_3596 

:DEBT_3564
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3596
jump @DEBT_3619 

:DEBT_3603
gosub @DEBT_3783 
$1400 = 0 
end_thread 

:DEBT_3619
jump @DEBT_3658 

:DEBT_3626
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3658
jump @DEBT_3697 

:DEBT_3665
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3697
if and
0118:   actor 13@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
0118:   actor 16@ dead 
else_jump @DEBT_3760 
gosub @DEBT_3783 
008B: 9@ = $15 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3760
jump @DEBT_109 
if 
82CA:   not car 12@ bounding_sphere_visible 
else_jump @DEBT_3783 

:DEBT_3783
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 16@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 12@ 
065C: release_decision_maker 19@ 
065C: release_decision_maker 18@ 
0632: release_group 17@ 
if 
  2@ == 1 
else_jump @DEBT_3853 
0249: release_model 540 
2@ = 0 

:DEBT_3853
if 
  3@ == 1 
else_jump @DEBT_3883 
0249: release_model 181 
3@ = 0 

:DEBT_3883
if 
  4@ == 1 
else_jump @DEBT_3913 
0249: release_model 183 
4@ = 0 

:DEBT_3913
if 
  5@ == 1 
else_jump @DEBT_3943 
0249: release_model 206 
5@ = 0 

:DEBT_3943
if 
  6@ == 1 
else_jump @DEBT_3972 
0249: release_model 47 
6@ = 0 

:DEBT_3972
if 
  7@ == 1 
else_jump @DEBT_4002 
0249: release_model 352 
7@ = 0 

:DEBT_4002
if 
  8@ == 1 
else_jump @DEBT_4032 
0249: release_model 355 
8@ = 0 

:DEBT_4032
return 
end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV
thread 'HOTDOGV' 
2@ = 0 
if 
  2@ == 1 
else_jump @HOTDOGV_77 
009A: 0@ = create_actor_pedtype 4 model 7 at 0.0 0.0 0.0 
00A5: 1@ = create_car 588 at $72 $73 $74 

:HOTDOGV_77
wait 0 
01BD: $15 = current_time_in_ms 
if 
8118:   not actor 0@ dead 
else_jump @HOTDOGV_698 
if 
0256:   player $PLAYER_CHAR defined 
else_jump @HOTDOGV_673 
if 
0A32:   actor 0@ on_turret_of_car 
else_jump @HOTDOGV_648 
0A33: get_car_ped_is_attached_to 0@ store_to 1@ 
if 
80DB:   not actor $PLAYER_ACTOR in_car 1@ 
else_jump @HOTDOGV_616 
if 
  2@ == 0 
else_jump @HOTDOGV_434 
if 
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 
else_jump @HOTDOGV_434 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @HOTDOGV_434 
if 
010A:   player $PLAYER_CHAR money > 0 
else_jump @HOTDOGV_434 
0407: store_coords_to $72 $73 $74 from_car 1@ with_offset 2.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_434 
0226: $4780 = actor $PLAYER_ACTOR health 
$4780 += 50 
0223: set_actor $PLAYER_ACTOR health_to $4780 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $15 // (int) 
3@ += 3000 
0109: player $PLAYER_CHAR money = -1 
2@ += 1 

:HOTDOGV_434
if 
  2@ == 1 
else_jump @HOTDOGV_494 
if 
001E:   $15 > 3@ // (int) 
else_jump @HOTDOGV_494 
008B: 3@ = $15 // (int) 
3@ += 27000 
2@ += 1 

:HOTDOGV_494
if 
  2@ == 2 
else_jump @HOTDOGV_609 
if 
001E:   $15 > 3@ // (int) 
else_jump @HOTDOGV_609 
0407: store_coords_to $72 $73 $74 from_car 1@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $72 $73 $74 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_609 
2@ = 0 

:HOTDOGV_609
jump @HOTDOGV_641 

:HOTDOGV_616
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_641
jump @HOTDOGV_666 

:HOTDOGV_648
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_666
jump @HOTDOGV_691 

:HOTDOGV_673
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_691
jump @HOTDOGV_716 

:HOTDOGV_698
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_716
jump @HOTDOGV_77 
end_thread 
